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year_zero_engine_1.0 [2023/04/08 09:11] – robert | year_zero_engine_1.0 [2023/06/29 17:32] (current) – [VEHICLE ATTRIBUTES] robert | ||
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story ends. | story ends. | ||
- | <box> | + | < |
- | **ABBREVIATIONS | + | |
PC = Player Character \\ | PC = Player Character \\ | ||
NPC = Non-Player Character \\ | NPC = Non-Player Character \\ | ||
GM = Gamemaster \\ | GM = Gamemaster \\ | ||
YZE = Year Zero Engine \\ | YZE = Year Zero Engine \\ | ||
- | SRD = Standard Reference Document | + | SRD = Standard Reference Document |
</ | </ | ||
- | <box> | + | < |
- | **YOU AND OTHERS | + | |
Most of the rules in this document are written in the second person – i.e., speaking to “you.” Rules that apply to you also apply | Most of the rules in this document are written in the second person – i.e., speaking to “you.” Rules that apply to you also apply | ||
to others in the game, both PCs and NPCs, unless explicitly stated | to others in the game, both PCs and NPCs, unless explicitly stated | ||
- | otherwise.** | + | otherwise. |
</ | </ | ||
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==== ACCESSIBLE ==== | ==== ACCESSIBLE ==== | ||
+ | |||
The basics of the Year Zero Engine are very easy to learn. It is | The basics of the Year Zero Engine are very easy to learn. It is | ||
easy to teach to new players, making the barrier to play very | easy to teach to new players, making the barrier to play very | ||
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==== FAST AND DECISIVE ==== | ==== FAST AND DECISIVE ==== | ||
+ | |||
The Year Zero Engine is fast, quickly producing meaningful | The Year Zero Engine is fast, quickly producing meaningful | ||
results by removing any dice rolling, bookkeeping and calculations that don’t move the action forward. Year Zero Engine | results by removing any dice rolling, bookkeeping and calculations that don’t move the action forward. Year Zero Engine | ||
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==== RISKS & REWARDS ==== | ==== RISKS & REWARDS ==== | ||
+ | |||
In the Year Zero Engine, you can increase your chances significantly by pushing your roll – i.e. re-rolling the dice – but pushing always comes with a cost. This dynamic constantly pushes | In the Year Zero Engine, you can increase your chances significantly by pushing your roll – i.e. re-rolling the dice – but pushing always comes with a cost. This dynamic constantly pushes | ||
you to weigh risks and rewards, and makes the Year Zero | you to weigh risks and rewards, and makes the Year Zero | ||
Engine particularly suited for harsh, survival-focused games. | Engine particularly suited for harsh, survival-focused games. | ||
- | <box> | + | < |
- | **THESE SIDEBARS | + | |
Sidebars such as this one are interspersed throughout this rules | Sidebars such as this one are interspersed throughout this rules | ||
text. They typically contain rules variants, comments and advice | text. They typically contain rules variants, comments and advice | ||
- | on how to play.** | + | on how to play. |
</ | </ | ||
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==== CHARACTER SHEETS ==== | ==== CHARACTER SHEETS ==== | ||
+ | |||
To document your character, you use a character sheet. This | To document your character, you use a character sheet. This | ||
document does not include a character sheet, as any YZE | document does not include a character sheet, as any YZE | ||
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==== DICE ==== | ==== DICE ==== | ||
+ | |||
As a character in a Year Zero Engine game, you will have to | As a character in a Year Zero Engine game, you will have to | ||
take risks. Sooner or later, you will end up in situations where | take risks. Sooner or later, you will end up in situations where | ||
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require dice in different colors. | require dice in different colors. | ||
- | <box> | + | < |
- | **ROLLING DICE \\ | + | |
The rules will sometimes ask you to roll D3, 2D6, D66, and | The rules will sometimes ask you to roll D3, 2D6, D66, and | ||
D100. D3 means you roll a D6 and divide the result by two, | D100. D3 means you roll a D6 and divide the result by two, | ||
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by rolling three six-sided dice. The first die then counts as the | by rolling three six-sided dice. The first die then counts as the | ||
hundreds digit, the second as the tens digit and the third as the | hundreds digit, the second as the tens digit and the third as the | ||
- | ones digit.** | + | ones digit. |
</ | </ | ||
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==== MEASURING TIME ==== | ==== MEASURING TIME ==== | ||
+ | |||
Three units are used to measure time in YZE games, depending on the situation at hand. See the adjacent table. The exact | Three units are used to measure time in YZE games, depending on the situation at hand. See the adjacent table. The exact | ||
duration of a round, stretch and shift can vary depending on | duration of a round, stretch and shift can vary depending on | ||
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and game setting. | and game setting. | ||
- | <box> | + | < |
- | **SEVEN STEPS OF CREATION | + | |
How you create your player character is explained in detail in | How you create your player character is explained in detail in | ||
this chapter. The summary below is a helpful overview. Grab a | this chapter. The summary below is a helpful overview. Grab a | ||
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5. Determine your personality traits. \\ | 5. Determine your personality traits. \\ | ||
6. Pick your gear. \\ | 6. Pick your gear. \\ | ||
- | 7. Choose a name. ** | + | 7. Choose a name. |
</ | </ | ||
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when you roll dice to perform actions in the game, and also | when you roll dice to perform actions in the game, and also | ||
determine how much damage and stress can withstand before | determine how much damage and stress can withstand before | ||
- | you become broken. Read more about this in Chapter 4. \\ | + | you become broken. Read more about this in Chapter 4. |
- | **✦ STRENGTH**: Raw muscle power and brawn \\ | + | |
- | **✦ AGILITY**: Body control, speed, and motor skills | + | **✦ STRENGTH**: Raw muscle power and brawn |
- | **✦ WITS**: Sensory perception, intelligence, | + | |
+ | **✦ AGILITY**: Body control, speed, and motor skills | ||
+ | |||
+ | **✦ WITS**: Sensory perception, intelligence, | ||
**✦ EMPATHY**: Personal charisma and ability to manipulate | **✦ EMPATHY**: Personal charisma and ability to manipulate | ||
others | others | ||
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**✦ HEALTH**: Your starting Health equals the average of your | **✦ HEALTH**: Your starting Health equals the average of your | ||
Strength and Agility scores, rounding fractions up, plus | Strength and Agility scores, rounding fractions up, plus | ||
- | one. \\ | + | one. |
**✦ RESOLVE**: Your starting Resolve equals the average of your | **✦ RESOLVE**: Your starting Resolve equals the average of your | ||
Wits and Empathy scores, rounding up, plus one. | Wits and Empathy scores, rounding up, plus one. | ||
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**✦ HEALTH**: Your starting Health equals the sum of the die | **✦ HEALTH**: Your starting Health equals the sum of the die | ||
size for your Strength and Agility scores divided by 4, | size for your Strength and Agility scores divided by 4, | ||
- | rounding fractions up. \\ | + | rounding fractions up. |
**✦ RESOLVE**: Your starting Resolve equals the sum of the | **✦ RESOLVE**: Your starting Resolve equals the sum of the | ||
die size for your Wits and Empathy scores divided by 4, | die size for your Wits and Empathy scores divided by 4, | ||
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the Year Zero Engine, which don’t require Health or Resolve | the Year Zero Engine, which don’t require Health or Resolve | ||
scores at all. Two variants are described below: | scores at all. Two variants are described below: | ||
- | **✦ JUST HEALTH**: Some YZE games have only a Health rating, not Resolve. | + | |
+ | **✦ JUST HEALTH**: Some YZE games have only a Health rating, not Resolve. | ||
**✦ ATTRIBUTE DAMAGE**: You suffer damage directly on your | **✦ ATTRIBUTE DAMAGE**: You suffer damage directly on your | ||
attributes, reducing your effectiveness. You are broken if | attributes, reducing your effectiveness. You are broken if | ||
- | any attribute is reduced to zero. \\ | + | any attribute is reduced to zero. |
**✦ CONDITIONS**: | **✦ CONDITIONS**: | ||
(page 21) and you are broken when you have suffered a | (page 21) and you are broken when you have suffered a | ||
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even more gear. | even more gear. | ||
- | <box> | + | < |
- | **ENCUMBRANCE | + | |
The YZE encumbrance rules can be modified according to the | The YZE encumbrance rules can be modified according to the | ||
type of game. Two options follow below. | type of game. Two options follow below. | ||
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record-keeping. | record-keeping. | ||
- | NO ENCUMBRANCE: | + | **NO ENCUMBRANCE**: If your YZE game is not focused on gear, you |
- | can do away with encumbrance rules ** | + | can do away with encumbrance rules |
</ | </ | ||
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session. Talk it through and let the whole group discuss what | session. Talk it through and let the whole group discuss what | ||
has happened. For each of the below questions that you can | has happened. For each of the below questions that you can | ||
- | reply “yes” to, you get one XP: \\ | + | reply “yes” to, you get one XP: |
- | ✦ Did you participate in the game session? | + | |
- | ✦ Did you explore a new location? | + | ✦ Did you participate in the game session? |
- | ✦ Did you defeat one or more dangerous adversaries? | + | |
- | ✦ Did you overcome an obstacle without using force? | + | ✦ Did you explore a new location? |
+ | |||
+ | ✦ Did you defeat one or more dangerous adversaries? | ||
+ | |||
+ | ✦ Did you overcome an obstacle without using force? | ||
✦ Did you act according to your weakness / dark secret / big | ✦ Did you act according to your weakness / dark secret / big | ||
- | dream / relationships (page 6)? \\ | + | dream / relationships (page 6)? |
- | ✦ Did you perform another extraordinary action of some kind? \\ | + | |
+ | ✦ Did you perform another extraordinary action of some kind? | ||
✦ Specific games can award XP for other actions as well. | ✦ Specific games can award XP for other actions as well. | ||
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to break out the dice and use one of your skills. | to break out the dice and use one of your skills. | ||
- | <box> | + | < |
- | ** THE 12 CORE SKILLS | + | |
✦ Force (Strength) \\ | ✦ Force (Strength) \\ | ||
✦ Melee (Strength) \\ | ✦ Melee (Strength) \\ | ||
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✦ Healing (Empathy) \\ | ✦ Healing (Empathy) \\ | ||
✦ Insight (Empathy) \\ | ✦ Insight (Empathy) \\ | ||
- | ✦ Persuasion (Empathy) | + | ✦ Persuasion (Empathy) |
</ | </ | ||
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situation and the skill used. In combat, extra successes can | situation and the skill used. In combat, extra successes can | ||
increase the damage done. For other skills, you can suggest a | increase the damage done. For other skills, you can suggest a | ||
- | bonus effect yourself. The GM has final say. Some suggestions: | + | bonus effect yourself. The GM has final say. Some suggestions: |
- | ✦ You act quickly. | + | |
- | ✦ You act quietly. | + | ✦ You act quickly. |
- | ✦ You help another character. | + | |
- | ✦ You impress someone. | + | ✦ You act quietly. |
- | ✦ You discover something unexpected. | + | |
+ | ✦ You help another character. | ||
+ | |||
+ | ✦ You impress someone. | ||
+ | |||
+ | ✦ You discover something unexpected. | ||
**MORE SUCCESSES**: | **MORE SUCCESSES**: | ||
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you can push the roll. | you can push the roll. | ||
- | <box> | + | < |
- | **CUSTOM DICE \\ | + | |
Several YZE games have sets of custom dice available. These often have special symbols on the 1 and 6 sides, to make it easier | Several YZE games have sets of custom dice available. These often have special symbols on the 1 and 6 sides, to make it easier | ||
- | to identify successes and banes. | + | to identify successes and banes. |
</ | </ | ||
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your second try, you are stuck dealing with the consequences. | your second try, you are stuck dealing with the consequences. | ||
- | <box> | + | < |
- | **WHAT PUSHING MEANS \\ | + | |
How a pushed roll plays out in story terms depends on what skill | How a pushed roll plays out in story terms depends on what skill | ||
you are using. It can take the form of a great physical exertion, | you are using. It can take the form of a great physical exertion, | ||
- | total mental focus, or emotional strain.** | + | total mental focus, or emotional strain. |
</ | </ | ||
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cases, ties have specific effects. If a tie needs to be broken, reroll the opposed roll to determine the outcome. | cases, ties have specific effects. If a tie needs to be broken, reroll the opposed roll to determine the outcome. | ||
- | <box> | + | < |
- | **NPCS AND SKILLS | + | |
Non-Player Characters use skills in the same way as player | Non-Player Characters use skills in the same way as player | ||
characters. The GM rolls dice for them, and they can push their | characters. The GM rolls dice for them, and they can push their | ||
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player character or is attempting to save them. When an NPC | player character or is attempting to save them. When an NPC | ||
performs an action that does not directly affect a PC, the GM can | performs an action that does not directly affect a PC, the GM can | ||
- | simply decide what happens, without rolling dice. ** | + | simply decide what happens, without rolling dice. |
</ | </ | ||
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group, you usually address the group’s leader or spokesperson. | group, you usually address the group’s leader or spokesperson. | ||
- | <box> | + | < |
- | **NEGOTIATING POSITION | + | |
Your chances of Persuading someone are affected by your | Your chances of Persuading someone are affected by your | ||
negotiating position. Each of the following factors gives you +1 | negotiating position. Each of the following factors gives you +1 | ||
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✦ Your opponent has nothing to gain by helping you. \\ | ✦ Your opponent has nothing to gain by helping you. \\ | ||
✦ You are held captive by your opponent. \\ | ✦ You are held captive by your opponent. \\ | ||
- | ✦ You are having trouble hearing or understanding each other. | + | ✦ You are having trouble hearing or understanding each other. |
</ | </ | ||
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should be considered examples only. | should be considered examples only. | ||
- | <box> | + | < |
- | **TIERED SPECIALTIES | + | |
In most YZE games, specialties are not rated – you either have | In most YZE games, specialties are not rated – you either have | ||
them or you don’t. Some games, however, have specialties tiered | them or you don’t. Some games, however, have specialties tiered | ||
in ranks – usually three. Each rank gives you additional bonuses | in ranks – usually three. Each rank gives you additional bonuses | ||
or effects. Tiered specialties give the game more complexity and | or effects. Tiered specialties give the game more complexity and | ||
- | “crunch.” Low-crunch games don’t even need specialties at all. ** | + | “crunch.” Low-crunch games don’t even need specialties at all. |
</ | </ | ||
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==== HARD HITTER ==== | ==== HARD HITTER ==== | ||
+ | |||
You get a +1 modification to Melee Combat if you sacrifice | You get a +1 modification to Melee Combat if you sacrifice | ||
your fast action in the round. | your fast action in the round. | ||
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final say. | final say. | ||
- | <box> | + | < |
- | **WILLPOWER | + | |
Some Year Zero Engine games include specialties that require | Some Year Zero Engine games include specialties that require | ||
Willpower Points to use (page 30). Such specialties are typically reserved for specific archetypes or character classes. | Willpower Points to use (page 30). Such specialties are typically reserved for specific archetypes or character classes. | ||
- | ** | ||
</ | </ | ||
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can be a specialist at fighting unarmed. | can be a specialist at fighting unarmed. | ||
- | <box> | + | < |
- | ** MAGIC SPECIALTIES | + | In YZE games that include magic, each discipline of magic is typically a specialty of its own. Such specialties of magic are usually tiered (page 13) and use Willpower Points (page 30). |
- | In YZE games that include magic, each discipline of magic is typically a specialty of its own. Such specialties of magic are usually tiered (page 13) and use Willpower Points (page 30). ** | + | |
</ | </ | ||
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GM can make a quick sketch of the area or simply describe it. | GM can make a quick sketch of the area or simply describe it. | ||
- | <box> | + | < |
- | **PLAYING WITHOUT MAPS \\ | + | |
Although maps can be useful, you can always choose not to use | Although maps can be useful, you can always choose not to use | ||
them and let certain conflicts play out only in the “theater of the | them and let certain conflicts play out only in the “theater of the | ||
mind.” This can be a good solution in close quarters conflicts | mind.” This can be a good solution in close quarters conflicts | ||
- | between a small number of combatants.** | + | between a small number of combatants. |
</ | </ | ||
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following Round. | following Round. | ||
- | <box>** | + | < |
- | HIDDEN INITIATIVE | + | |
As an alternative rule to create more uncertainty, | As an alternative rule to create more uncertainty, | ||
initiative cards secret. The GM then calls out initiative numbers, | initiative cards secret. The GM then calls out initiative numbers, | ||
starting at #1, and each combatant shows their card and performs their actions once their number comes up. In this variant, | starting at #1, and each combatant shows their card and performs their actions once their number comes up. In this variant, | ||
the initiative must be drawn again at the start of each round. | the initiative must be drawn again at the start of each round. | ||
- | **</ | + | </ |
==== YOUR TURN ==== | ==== YOUR TURN ==== | ||
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group is up to the GM. | group is up to the GM. | ||
- | <box>** | + | < |
- | MARK YOUR ACTIONS | + | |
Because helping and reactive actions occur out of turn, it can be | Because helping and reactive actions occur out of turn, it can be | ||
hard to keep track of how many actions the combatants have | hard to keep track of how many actions the combatants have | ||
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around 180 degrees once both actions in the turn are used up. | around 180 degrees once both actions in the turn are used up. | ||
All actions are refreshed at the start of each round. | All actions are refreshed at the start of each round. | ||
- | **</ | + | </ |
===== SLOW & FAST ACTIONS ===== | ===== SLOW & FAST ACTIONS ===== | ||
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i.e. it breaks the initiative order in the round. | i.e. it breaks the initiative order in the round. | ||
- | SLOW ACTIONS | + | **SLOW ACTIONS** |
^ ACTION ^ PREREQUISITE ^ SKILL ^ | ^ ACTION ^ PREREQUISITE ^ SKILL ^ | ||
| Crawl | You are prone | — | | | Crawl | You are prone | — | | ||
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| Persuade | Your opponent can hear you | Persuasion | | | Persuade | Your opponent can hear you | Persuasion | | ||
- | FAST ACTIONS | + | **FAST ACTIONS** |
^ FAST ACTION ^ PREREQUISITE ^ SKILL ^ | ^ FAST ACTION ^ PREREQUISITE ^ SKILL ^ | ||
| Run | No Engaged enemy | Mobility (in cluttered zone) | | | Run | No Engaged enemy | Mobility (in cluttered zone) | | ||
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page 19). Simple single-shot weapons need to be reloaded | page 19). Simple single-shot weapons need to be reloaded | ||
after each shot. Reloading a firearm is a slow action. | after each shot. Reloading a firearm is a slow action. | ||
- | |||
==== BOWS & SLINGSHOTS ==== | ==== BOWS & SLINGSHOTS ==== | ||
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must make a supply roll (page 7) for ammunition. | must make a supply roll (page 7) for ammunition. | ||
- | <box>** | + | < |
- | AMMO DICE \\ | + | |
If you want more detail and complexity for managing firearms, | If you want more detail and complexity for managing firearms, | ||
you can use the ammo dice system. Ammo dice are always D6s, | you can use the ammo dice system. Ammo dice are always D6s, | ||
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ammo dice is equal to or more than the number of rounds you | ammo dice is equal to or more than the number of rounds you | ||
have left in the magazine, your magazine is completely emptied. | have left in the magazine, your magazine is completely emptied. | ||
- | **</ | + | </ |
==== OVERWATCH ==== | ==== OVERWATCH ==== | ||
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counts as in the inventory list. | counts as in the inventory list. | ||
- | <box>** | + | < |
- | OTHER RATINGS | + | |
In some YZE games, weapons have additional ratings. Examples | In some YZE games, weapons have additional ratings. Examples | ||
are listed below: \\ | are listed below: \\ | ||
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✦ RATE OF FIRE: This rating is used for the ammo dice rules for | ✦ RATE OF FIRE: This rating is used for the ammo dice rules for | ||
firearms (page 19). | firearms (page 19). | ||
- | **</ | + | </ |
**WEAPONS** | **WEAPONS** | ||
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Resolve scores, directly reduce your attributes, or give you | Resolve scores, directly reduce your attributes, or give you | ||
conditions (page 21). | conditions (page 21). | ||
- | |||
==== SUFFERING DAMAGE & STRESS ==== | ==== SUFFERING DAMAGE & STRESS ==== | ||
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of suffering even more stress if you get any on the re-roll. | of suffering even more stress if you get any on the re-roll. | ||
- | <box>** | + | < |
- | ATTRIBUTE DAMAGE | + | |
In some YZE games, damage is inflicted directly on your core attributes. When pushing a roll, you suffer damage to the attribute | In some YZE games, damage is inflicted directly on your core attributes. When pushing a roll, you suffer damage to the attribute | ||
rolled for. Only base dice from the attribute count, not from skills. | rolled for. Only base dice from the attribute count, not from skills. | ||
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Games with attribute damage don’t use the term “stress” – | Games with attribute damage don’t use the term “stress” – | ||
instead, stressful situations inflict damage to your Wits. | instead, stressful situations inflict damage to your Wits. | ||
- | **</ | + | </ |
**STRESSFUL SITUATIONS** | **STRESSFUL SITUATIONS** | ||
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heal damage and stress at the same time. | heal damage and stress at the same time. | ||
- | <box>** | + | < |
- | BROKEN NPCS \\ | + | |
NPCs can be broken in the same ways as PCs. An NPC can | NPCs can be broken in the same ways as PCs. An NPC can | ||
use Healing on a PC and vice versa. However, dice are usually | use Healing on a PC and vice versa. However, dice are usually | ||
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decides what happens. The GM can also decide that a minor NPC | decides what happens. The GM can also decide that a minor NPC | ||
who is broken by damage simply dies. | who is broken by damage simply dies. | ||
- | **</ | + | </ |
===== CRITICAL INJURIES ===== | ===== CRITICAL INJURIES ===== | ||
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you rolls two or more successes. | you rolls two or more successes. | ||
- | <box>** | + | < |
- | PUSHED DAMAGE | + | |
There is one case where you don’t risk any critical injury when | There is one case where you don’t risk any critical injury when | ||
broken: when you push a roll so hard that you break yourself. | broken: when you push a roll so hard that you break yourself. | ||
This is very rare, but it can happen. This means you can never | This is very rare, but it can happen. This means you can never | ||
kill yourself by pushing a roll. | kill yourself by pushing a roll. | ||
- | **</ | + | </ |
==== ROLLING FOR THE CRIT ==== | ==== ROLLING FOR THE CRIT ==== | ||
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suffer the effects of a critical injury. | suffer the effects of a critical injury. | ||
- | <box>** | + | < |
- | OTHER TYPES OF DAMAGE | + | |
For some special types of physical damage – for example from | For some special types of physical damage – for example from | ||
fire, cold, starvation, etc. – the critical damage table is not used. | fire, cold, starvation, etc. – the critical damage table is not used. | ||
Instead, the effects of being broken by these forms of damage | Instead, the effects of being broken by these forms of damage | ||
are described in the relevant rules section below. | are described in the relevant rules section below. | ||
- | **</ | + | </ |
**CRITICAL INJURIES – PHYSICAL** | **CRITICAL INJURIES – PHYSICAL** | ||
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| 6 | C | 2 | | | 6 | C | 2 | | ||
| 3 | D | 1 | | | 3 | D | 1 | | ||
- | |||
==== FALLING ==== | ==== FALLING ==== | ||
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==== VEHICLE ATTRIBUTES ==== | ==== VEHICLE ATTRIBUTES ==== | ||
- | **PASSENGERS**: | + | **PASSENGERS**: |
- | cle, in addition to the driver. | + | |
**MANEUVERABILITY**: | **MANEUVERABILITY**: | ||
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and heavy ones. | and heavy ones. | ||
- | **HULL**: How much damage the vehicle can take before | + | **HULL**: How much damage the vehicle can take before |
- | ing wrecked. | + | |
**ARMOR**: The armor rating of the vehicle. | **ARMOR**: The armor rating of the vehicle. | ||
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==== REPAIRS ==== | ==== REPAIRS ==== | ||
+ | |||
Repairing damage to a vehicle requires one or several Crafting | Repairing damage to a vehicle requires one or several Crafting | ||
rolls. One roll can be made per shift. Only one person can roll | rolls. One roll can be made per shift. Only one person can roll | ||
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simply does nothing in the round. | simply does nothing in the round. | ||
- | <box>** | + | < |
- | RUNNERS vs VEHICLES | + | |
If one participant in a chase is running while the other is in a vehicle, the chase rules work normally – just use the applicable skill for | If one participant in a chase is running while the other is in a vehicle, the chase rules work normally – just use the applicable skill for | ||
each participant. In a bustling street environment, | each participant. In a bustling street environment, | ||
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comes into play, the participant in a vehicle gets a +2 modifier to all | comes into play, the participant in a vehicle gets a +2 modifier to all | ||
Pursue/Flee rolls in a chase against an opponent on foot. | Pursue/Flee rolls in a chase against an opponent on foot. | ||
- | **</ | + | </ |
==== CHASE MANEUVERS ==== | ==== CHASE MANEUVERS ==== | ||
Line 2612: | Line 2611: | ||
participant during the Round. The GM has final say. | participant during the Round. The GM has final say. | ||
- | <box>** | + | < |
- | MULTIPLE PARTICIPANTS | + | |
If there are more than two participants in a chase, there are | If there are more than two participants in a chase, there are | ||
two ways to resolve it. The simplest way is to divide the participants into two sides. Only the slowest person/ | two ways to resolve it. The simplest way is to divide the participants into two sides. Only the slowest person/ | ||
Line 2630: | Line 2628: | ||
position relative to the target. You count as pursuer in relation | position relative to the target. You count as pursuer in relation | ||
to all participants in front of you, and as prey in relation to all | to all participants in front of you, and as prey in relation to all | ||
- | participants behind you. **</ | + | participants behind you. |
+ | </ | ||
==== CHASE OBSTACLES ==== | ==== CHASE OBSTACLES ==== | ||
Line 2647: | Line 2645: | ||
as needed. | as needed. | ||
- | <box>** | + | < |
- | FIRING FROM VEHICLES | + | |
Passengers can make ranged attacks from a vehicle in a | Passengers can make ranged attacks from a vehicle in a | ||
chase, and these attacks are performed immediately after the | chase, and these attacks are performed immediately after the | ||
Line 2661: | Line 2658: | ||
targeting systems with their own Marksmanship skill and can fire | targeting systems with their own Marksmanship skill and can fire | ||
at the driver’s command (no action), eliminating the need for a | at the driver’s command (no action), eliminating the need for a | ||
- | gunner. | + | gunner. </ |
- | **</ | + | |
**FOOT CHASE OBSTACLES** | **FOOT CHASE OBSTACLES** | ||
Line 2802: | Line 2797: | ||
| 12 | Your magic rips open a rift to another dimension, and a demon pulls you over to the other side. Time to make a new character. Your old character will come back as an NPC after D66 days but will be… changed. | | | 12 | Your magic rips open a rift to another dimension, and a demon pulls you over to the other side. Time to make a new character. Your old character will come back as an NPC after D66 days but will be… changed. | | ||
- | <box>** | + | < |
- | RITUALS | + | |
Some complicated spells can’t be cast as an action in combat, as | Some complicated spells can’t be cast as an action in combat, as | ||
they require more time and preparation. A typical ritual takes a | they require more time and preparation. A typical ritual takes a | ||
shift of time to perform. Rituals often have other prerequisites, | shift of time to perform. Rituals often have other prerequisites, | ||
such as ingredients that must be used to perform the ritual. | such as ingredients that must be used to perform the ritual. | ||
- | **</ | + | </ |
===== GENERAL SPELLS ===== | ===== GENERAL SPELLS ===== | ||
Line 2828: | Line 2822: | ||
decreased by the power level of the Magical Seal. | decreased by the power level of the Magical Seal. | ||
- | <box>** | + | < |
- | GRIMOIRES | + | |
You don’t need your spells written down to cast them, but it makes | You don’t need your spells written down to cast them, but it makes | ||
it easier to get it right. Grimoires are highly sought-after artifacts | it easier to get it right. Grimoires are highly sought-after artifacts | ||
Line 2835: | Line 2828: | ||
is considered one step lower than usual. In combat, you must spend | is considered one step lower than usual. In combat, you must spend | ||
a fast action readying your grimoire before you can cast the spell. | a fast action readying your grimoire before you can cast the spell. | ||
- | **</ | + | </ |
- | <box>** | + | < |
- | NPCS & SPELLCASTING | + | |
NPCs don’t have pools of Willpower Points. Instead, when an | NPCs don’t have pools of Willpower Points. Instead, when an | ||
NPC casts a spell, the GM may simply choose a base power level | NPC casts a spell, the GM may simply choose a base power level | ||
up to the caster’s rank in the magic discipline used. Roll normally | up to the caster’s rank in the magic discipline used. Roll normally | ||
to determine any overcharging or magic mishap. | to determine any overcharging or magic mishap. | ||
- | **</ | + | </ |
==== SENSE MAGIC ==== | ==== SENSE MAGIC ==== | ||
Line 3826: | Line 3818: | ||
part of your game. | part of your game. | ||
+ | ===== TRAVEL MAPS ===== | ||
+ | |||
+ | To regulate journeys, a travel map is used. A travel map is | ||
+ | typically divided into hexagons, which are used to measure | ||
+ | distances and govern movement. One hexagon is 10 kilometers across. Some YZE games use travel maps with square | ||
+ | grids instead of hexagons. | ||
+ | |||
+ | ==== TERRAIN TYPES ==== | ||
+ | |||
+ | A travel map is divided into different terrain types. A few | ||
+ | typical terrain types are summarized in the table on page | ||
41, but you may want to invent others specific to your game | 41, but you may want to invent others specific to your game | ||
setting. The terrain types affect travel speed as well as the | setting. The terrain types affect travel speed as well as the | ||
difficulty of driving, foraging, and hunting. | difficulty of driving, foraging, and hunting. | ||
- | ROADS: Several major roads are marked on the travel map. | ||
+ | **ROADS**: Several major roads are marked on the travel map. | ||
Traveling along a major road is generally faster – but you | Traveling along a major road is generally faster – but you | ||
also increase the risk of encounters. Only main roads count | also increase the risk of encounters. Only main roads count | ||
as roads for game purposes, even if the countryside is crisscrossed with tracks or even small dirt roads. | as roads for game purposes, even if the countryside is crisscrossed with tracks or even small dirt roads. | ||
- | TRAVEL MAPS | + | **RIVERS**: Rivers are also not a type of terrain in themselves, |
- | + | ||
- | To regulate journeys, a travel map is used. A travel map is | + | |
- | typically divided into hexagons, which are used to measure | + | |
- | distances and govern movement. One hexagon is 10 kilometers across. Some YZE games use travel maps with square | + | |
- | grids instead of hexagons. | + | |
- | + | ||
- | RIVERS: Rivers are also not a type of terrain in themselves, | + | |
but can be used for traveling. Fords and bridges can be used | but can be used for traveling. Fords and bridges can be used | ||
to pass over a river. If there are none, you need a raft or boat | to pass over a river. If there are none, you need a raft or boat | ||
Line 3849: | Line 3844: | ||
journeys on lakes and rivers below. | journeys on lakes and rivers below. | ||
- | TERRAIN | + | ^ TERRAIN |
- | A travel map is divided into different | + | | Speed (1) | ×1 | ×1 | ×½ | ×½ | ×1∕3 | ×1 (2) | ×¼ | ×½ | |
- | typical | + | | Driving | +3 | +1 | −1 | 0 | −1 | +2 | −1 | 0 | |
- | TERRAIN | + | | Foraging | As terrain |
+ | | Hunting | As terrain | ||
+ | | Encounter Distance | Long (3 | Extreme | Medium | Long | Long | Extreme | Long | Medium | | ||
- | ROAD | + | (1) Applies only to off-road driving. For marching and on-road driving, the speed factor is always ×1. |
- | OPEN | + | (2) Requires boat or amphibious vehicle. |
- | WOODS | + | (3) Minimum distance, use only for roads through woods or ruins. |
- | HILLS | + | ===== TASKS ===== |
- | + | ||
- | MOUNTAINS | + | |
- | + | ||
- | LAKE/ | + | |
- | + | ||
- | SWAMP | + | |
- | + | ||
- | RUINS | + | |
- | + | ||
- | Speed* | + | |
- | + | ||
- | ×1 | + | |
- | + | ||
- | ×1 | + | |
- | + | ||
- | ×½ | + | |
- | + | ||
- | ×½ | + | |
- | + | ||
- | ×1∕3 | + | |
- | + | ||
- | ×1** | + | |
- | + | ||
- | ×¼ | + | |
- | + | ||
- | ×½ | + | |
- | + | ||
- | Driving | + | |
- | + | ||
- | +3 | + | |
- | + | ||
- | +1 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | +2 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | Foraging | + | |
- | + | ||
- | As terrain | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | +1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | −2 | + | |
- | + | ||
- | — | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | −2 | + | |
- | + | ||
- | Hunting | + | |
- | + | ||
- | As terrain | + | |
- | + | ||
- | +1 | + | |
- | + | ||
- | +1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | 0 | + | |
- | + | ||
- | −1 | + | |
- | + | ||
- | Encounter Distance | + | |
- | + | ||
- | Long*** | + | |
- | + | ||
- | Extreme | + | |
- | + | ||
- | Medium | + | |
- | + | ||
- | Long | + | |
- | + | ||
- | Long | + | |
- | + | ||
- | Extreme | + | |
- | + | ||
- | Long | + | |
- | + | ||
- | Medium | + | |
- | + | ||
- | *Applies only to off-road driving. For marching and on-road driving, the speed factor is always ×1. | + | |
- | **Requires boat or amphibious vehicle. | + | |
- | ***Minimum distance, use only for roads through woods or ruins. | + | |
- | + | ||
- | TASKS | + | |
At the start of every shift, each member of the traveling | At the start of every shift, each member of the traveling | ||
Line 3973: | Line 3866: | ||
performed by several of the characters at the same time. For | performed by several of the characters at the same time. For | ||
other tasks, a single character must be chosen. | other tasks, a single character must be chosen. | ||
+ | |||
The various tasks are summarized below, and explained | The various tasks are summarized below, and explained | ||
in detail over the course of the coming pages. | in detail over the course of the coming pages. | ||
- | Marching: Walking on foot to progress on the travel | + | |
+ | **MARCHING**: Walking on foot to progress on the travel | ||
map. Can be combined with keeping watch, for one character only. | map. Can be combined with keeping watch, for one character only. | ||
- | DRIVING: Maneuvering a vehicle on land, water or in the air | + | **DRIVING**: Maneuvering a vehicle on land, water or in the air |
to progress on the travel map. Passengers can keep watch, rest, | to progress on the travel map. Passengers can keep watch, rest, | ||
or sleep while you drive. | or sleep while you drive. | ||
- | GATHERING: Collecting wood or grain to produce alcohol | ||
+ | **GATHERING**: | ||
fuel. Must be done on foot. | fuel. Must be done on foot. | ||
- | KEEPING WATCH: Scouting for enemies and other encounters. | + | |
+ | **KEEPING WATCH**: Scouting for enemies and other encounters. | ||
Only one character can perform this task. Can be combined | Only one character can perform this task. Can be combined | ||
with marching. | with marching. | ||
- | FORAGING: Looking for edible plants and herbs. Must be | + | |
+ | **FORAGING**: Looking for edible plants and herbs. Must be | ||
done on foot. | done on foot. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | **HUNTING**: Tracking and killing animals for food. Must be |
- | + | done on foot. | |
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 41 | + | |
- | + | ||
- | HUNTING: Tracking and killing animals for food. Must be | + | |
- | + | ||
- | FISHING: Requires a river or a lake. | + | |
- | + | ||
- | the way – because of an encounter or something else – you | + | |
- | will not be able to travel the entire distance during the shift. | + | |
- | The GM has the final word on how many hexes of movement | + | |
- | you lose when stopping for an encounter. | + | |
- | + | ||
- | MAKING CAMP: Only one character can roll for making camp, | + | |
- | FORCED MARCH | + | **FISHING**: |
+ | **MAKING CAMP**: Only one character can roll for making camp, | ||
but others can help. | but others can help. | ||
- | You can march for two of the four shifts of the day without | + | **COOKING**: |
- | problem. If you need to, you can push yourselves and march | + | as a part of making camp). |
- | for a third shift in a single day. This requires that each of you | + | |
- | make a Stamina roll (in addition to any roll for heavy rain). | + | |
- | Failure means that you are unable to march during the | + | |
- | shift – instead, you must rest or sleep. If your Stamina roll succeeds, you can choose to leave any stragglers behind and split | + | |
- | up the group, or you can stay and wait for them. | + | |
- | If you are in a real rush, you can even attempt to march for | + | |
- | a fourth shift in the day. In that case, you must roll for Stamina | + | |
- | again as outlined above, but the roll gets a −2 modifier. | + | |
- | done on foot. | + | **RESTING**: |
+ | not driving or keeping watch. | ||
- | COOKING: Requires a kitchen or a campfire (which can be set | + | **SLEEPING**: You need to sleep at least one shift per day (page |
- | as a part of making camp). | + | |
- | RESTING: Can be done in a moving vehicle, as long as you’re | + | |
- | not driving or keeping watch. | + | |
- | SLEEPING: You need to sleep at least one shift per day (page | + | |
25). Can be done in a moving vehicle, as long as you’re not | 25). Can be done in a moving vehicle, as long as you’re not | ||
driving or keeping watch. | driving or keeping watch. | ||
- | WEATHER | + | ==== WEATHER |
The GM decides the current weather when the game starts, | The GM decides the current weather when the game starts, | ||
and then rolls a D6 at the start of each shift (or less often if | and then rolls a D6 at the start of each shift (or less often if | ||
they prefer). On a bane, the weather changes one step toward | they prefer). On a bane, the weather changes one step toward | ||
rain. On a success, the weather changes one step toward fair. | rain. On a success, the weather changes one step toward fair. | ||
- | ✦ HEAVY RAIN/SNOW: Limits visibility to Long in the morning and day shifts, and to Short during the evening and | + | |
+ | **✦ HEAVY RAIN/SNOW**: Limits visibility to Long in the morning and day shifts, and to Short during the evening and | ||
night. Gives a −1 modifier to all ranged attacks. Requires | night. Gives a −1 modifier to all ranged attacks. Requires | ||
a Stamina roll for marching (page 42) and gives a −2 | a Stamina roll for marching (page 42) and gives a −2 | ||
modifier to skill rolls for driving. A heavy rain will only | modifier to skill rolls for driving. A heavy rain will only | ||
last one shift – then the weather automatically shifts to | last one shift – then the weather automatically shifts to | ||
- | cloudy. | + | cloudy. |
- | ✦ CLOUDY: Cloud cover reduces visibility during the evening | + | **✦ CLOUDY**: Cloud cover reduces visibility during the evening |
- | and night shifts of the day to Medium. | + | and night shifts of the day to Medium. |
- | ✦ FAIR WEATHER: Maximum visibility in the evening and | + | **✦ FAIR WEATHER**: Maximum visibility in the evening and |
night shifts is Long. | night shifts is Long. | ||
- | MARCHING | + | ===== MARCHING |
Under good circumstances, | Under good circumstances, | ||
Line 4054: | Line 3929: | ||
except open, you can march one hex per shift. | except open, you can march one hex per shift. | ||
- | N AV I G AT I O N | + | **WEATHER**: |
+ | roll to march – if you fail, your base movement for this shift is | ||
+ | reduced by one hex (which can mean you don’t move at all). If | ||
+ | some PCs succeed and others fail, you need to decide whether | ||
+ | to leave stragglers behind or wait for them. | ||
+ | |||
+ | **DARKNESS**: | ||
+ | roll. Only one person rolls for the entire group. Failure means | ||
+ | that you cannot find your way, and no progress is made | ||
+ | during this shift. | ||
+ | |||
+ | **ENCOUNTERS**: | ||
+ | in the list, but if you stop for more than a few minutes along | ||
+ | the way – because of an encounter or something else – you | ||
+ | will not be able to travel the entire distance during the shift. | ||
+ | The GM has the final word on how many hexes of movement | ||
+ | you lose when stopping for an encounter. | ||
+ | |||
+ | ==== FORCED MARCH ==== | ||
+ | |||
+ | You can march for two of the four shifts of the day without | ||
+ | problem. If you need to, you can push yourselves and march | ||
+ | for a third shift in a single day. This requires that each of you | ||
+ | make a Stamina roll (in addition to any roll for heavy rain). | ||
+ | |||
+ | Failure means that you are unable to march during the | ||
+ | shift – instead, you must rest or sleep. If your Stamina roll succeeds, you can choose to leave any stragglers behind and split | ||
+ | up the group, or you can stay and wait for them. | ||
+ | |||
+ | If you are in a real rush, you can even attempt to march for | ||
+ | a fourth shift in the day. In that case, you must roll for Stamina | ||
+ | again as outlined above, but the roll gets a −2 modifier. | ||
+ | |||
+ | <box round green|NAVIGATION> | ||
When moving off-road through a hex with no road in it, no | When moving off-road through a hex with no road in it, no | ||
matter if you are marching or driving, one person in your group | matter if you are marching or driving, one person in your group | ||
Line 4061: | Line 3969: | ||
even roll, you enter the hex to the right of the target hex, and on | even roll, you enter the hex to the right of the target hex, and on | ||
an odd roll, the hex to the left. | an odd roll, the hex to the left. | ||
+ | </ | ||
- | DRIVING | + | ===== DRIVING |
All characters in a modern setting are assumed to be able to | All characters in a modern setting are assumed to be able to | ||
Line 4070: | Line 3979: | ||
speed for off-road travel is a dash (–) the vehicle cannot be | speed for off-road travel is a dash (–) the vehicle cannot be | ||
driven off-road at all. | driven off-road at all. | ||
+ | |||
Normally, you will choose on-road or off-road driving for | Normally, you will choose on-road or off-road driving for | ||
a full shift, but the GM can allow splitting a shift in half, at | a full shift, but the GM can allow splitting a shift in half, at | ||
their discretion. | their discretion. | ||
- | ENCOUNTERS: As for marching, short breaks are included in | ||
- | |||
- | WEATHER: In heavy rain, each PC needs to make a Stamina | ||
- | |||
- | roll to march – if you fail, your base movement for this shift is | ||
- | reduced by one hex (which can mean you don’t move at all). If | ||
- | some PCs succeed and others fail, you need to decide whether | ||
- | to leave stragglers behind or wait for them. | ||
- | DARKNESS: Marching off-road at night requires a Survival | ||
- | |||
- | roll. Only one person rolls for the entire group. Failure means | ||
- | that you cannot find your way, and no progress is made | ||
- | during this shift. | ||
- | ENCOUNTERS: Short breaks are included in the travel speeds | ||
- | |||
- | in the list, but if you stop for more than a few minutes along | ||
+ | **ENCOUNTERS**: | ||
the travel speeds for vehicles, but if you stop for more than a | the travel speeds for vehicles, but if you stop for more than a | ||
few minutes, you will not be able to travel the entire distance. | few minutes, you will not be able to travel the entire distance. | ||
Line 4095: | Line 3990: | ||
you lose when stopping for an encounter. | you lose when stopping for an encounter. | ||
- | TERRAIN | + | ==== TERRAIN |
When driving off-road, difficult terrain can reduce your speed. | When driving off-road, difficult terrain can reduce your speed. | ||
A terrain speed factor of ×½ in a hex means that you need to | A terrain speed factor of ×½ in a hex means that you need to | ||
Line 4104: | Line 4000: | ||
terrain has no effect. | terrain has no effect. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | ==== DRIVING AT NIGHT ==== |
- | + | ||
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 42 | + | |
- | + | ||
- | DRIVING AT NIGHT | + | |
- | + | ||
- | FUEL | + | |
Driving off-road at night halves the effective travel speed, | Driving off-road at night halves the effective travel speed, | ||
rounding fractions up. | rounding fractions up. | ||
- | Vehicles need fuel to operate. The lists in chapter 5 indicate | + | ==== MISHAPS ==== |
- | each vehicle’s fuel capacity (in liters) and fuel consumption | + | |
- | (in liters per hex driven). Off-road, the fuel consumption is | + | |
- | doubled. | + | |
- | MISHAPS | ||
At the start of each shift you drive, you must make a skill roll | At the start of each shift you drive, you must make a skill roll | ||
for driving, modified for terrain type. If you drive off-road | for driving, modified for terrain type. If you drive off-road | ||
Line 4131: | Line 4015: | ||
of the shift – the GM decides the exact hex. | of the shift – the GM decides the exact hex. | ||
- | MOUNTS | + | ==== FUEL ==== |
+ | |||
+ | Vehicles need fuel to operate. The lists in chapter 5 indicate | ||
+ | each vehicle’s fuel capacity (in liters) and fuel consumption | ||
+ | (in liters per hex driven). Off-road, the fuel consumption is | ||
+ | doubled. | ||
+ | |||
+ | ==== MOUNTS | ||
During travel, you can only ride for two shifts per day. To ride | During travel, you can only ride for two shifts per day. To ride | ||
for a third shift, you need to make a Mobility roll. If you fail, | for a third shift, you need to make a Mobility roll. If you fail, | ||
Line 4137: | Line 4029: | ||
needs at least one shift of rest per day. | needs at least one shift of rest per day. | ||
- | DRIVING | + | **DRIVING |
- | 2D6 | + | ^ 2D6 ^ MISHAP ^ EFFECT ^ |
+ | | 2 | Broken Axle | The vehicle becomes inoperable, needing a shift of repairs and a successful Crafting roll before it can continue. | | ||
+ | | 3 | Roadkill | The vehicle hits a random animal (roll on the hunting table). The animal is killed (and can be used for food), but also inflicts damage on the vehicle front equal to half its hit capacity (rounding up). | | ||
+ | | 4 | Busted Gearbox | The vehicle cannot move any further. Fixing the problem requires a Crafting roll and shift of work. | | ||
+ | | 5 | Dirty Fuel | The engine stops due to dirt or water in the fuel. All of the fuel in the tank needs to be drained and the vehicle refueled before it can continue. | | ||
+ | | 6 | Bogged Down | The vehicle gets stuck and moves no further this shift. Getting loose requires a Force roll or help from another vehicle. One attempt per shift can be made. | | ||
+ | | 7 | Wrong Turn | The driver makes a wrong turn somewhere and needs to turn around and go back. One hex of movement is lost this shift. | | ||
+ | | 8 | Roadblock | The road ahead is blocked by debris, a landslide, or fallen trees. The driver must choose a different hex to move into, or remove the obstacle (Force roll, taking one shift). | | ||
+ | | 9 | Engine Overheated | The vehicle must stop for the rest of the shift. | | ||
+ | | 10 | Blown Tire | The vehicle cannot move any further. Fixing the problem requires a Crafting roll with a +2 modifier. One attempt per shift can be made. | | ||
+ | | 11 | Crash | The vehicle crashes into a tree, rock, or barricade, and suffers damage equal to its travel speed rating. | | ||
+ | | 12 | Engine Blown | The vehicle becomes wrecked (page 26). | | ||
- | MISHAP | + | ===== KEEPING WATCH ===== |
- | + | ||
- | EFFECT | + | |
- | + | ||
- | 2 | + | |
- | + | ||
- | Broken Axle | + | |
- | + | ||
- | The vehicle becomes inoperable, needing a shift of repairs and a successful Crafting roll before it can continue. | + | |
- | + | ||
- | 3 | + | |
- | + | ||
- | Roadkill | + | |
- | + | ||
- | The vehicle hits a random animal (roll on the hunting table). The animal is killed (and can be used for food), but | + | |
- | also inflicts damage on the vehicle front equal to half its hit capacity (rounding up). | + | |
- | + | ||
- | 4 | + | |
- | + | ||
- | Busted Gearbox | + | |
- | + | ||
- | The vehicle cannot move any further. Fixing the problem requires a Crafting roll and shift of work. | + | |
- | + | ||
- | 5 | + | |
- | + | ||
- | Dirty Fuel | + | |
- | + | ||
- | The engine stops due to dirt or water in the fuel. All of the fuel in the tank needs to be drained and the vehicle | + | |
- | refueled before it can continue. | + | |
- | + | ||
- | 6 | + | |
- | + | ||
- | Bogged Down | + | |
- | + | ||
- | The vehicle gets stuck and moves no further this shift. Getting loose requires a Force roll or help from another | + | |
- | vehicle. One attempt per shift can be made. | + | |
- | + | ||
- | 7 | + | |
- | + | ||
- | Wrong Turn | + | |
- | + | ||
- | The driver makes a wrong turn somewhere and needs to turn around and go back. One hex of movement is lost | + | |
- | this shift. | + | |
- | + | ||
- | 8 | + | |
- | + | ||
- | Roadblock | + | |
- | + | ||
- | The road ahead is blocked by debris, a landslide, or fallen trees. The driver must choose a different hex to move | + | |
- | into, or remove the obstacle (Force roll, taking one shift). | + | |
- | + | ||
- | 9 | + | |
- | + | ||
- | Engine Overheated | + | |
- | + | ||
- | The vehicle must stop for the rest of the shift. | + | |
- | + | ||
- | 10 | + | |
- | + | ||
- | Blown Tire | + | |
- | + | ||
- | The vehicle cannot move any further. Fixing the problem requires a Crafting roll with a +2 modifier. One attempt | + | |
- | per shift can be made. | + | |
- | + | ||
- | 11 | + | |
- | + | ||
- | Crash | + | |
- | + | ||
- | The vehicle crashes into a tree, rock, or barricade, and suffers damage equal to its travel speed rating. | + | |
- | + | ||
- | 12 | + | |
- | + | ||
- | Engine Blown | + | |
- | + | ||
- | The vehicle becomes wrecked (page 26). | + | |
- | + | ||
- | KEEPING WATCH | + | |
During every shift, you can designate one character in your | During every shift, you can designate one character in your | ||
Line 4224: | Line 4051: | ||
You don’t need to have a lookout, but without one you have | You don’t need to have a lookout, but without one you have | ||
no chance of spotting threats before they are upon you. | no chance of spotting threats before they are upon you. | ||
+ | |||
During journeys, the lookout makes a passive Observation roll (cannot be pushed) when the GM indicates that the | During journeys, the lookout makes a passive Observation roll (cannot be pushed) when the GM indicates that the | ||
group is approaching an encounter. The distance between the | group is approaching an encounter. The distance between the | ||
lookout and the encounter depends on the terrain that you are | lookout and the encounter depends on the terrain that you are | ||
traveling in. See the table on page 41. | traveling in. See the table on page 41. | ||
+ | |||
If the roll is successful, your lookout spots the other group | If the roll is successful, your lookout spots the other group | ||
before you are spotted yourselves. You can then decide whether to show yourselves, back off, or set up an ambush. If your | before you are spotted yourselves. You can then decide whether to show yourselves, back off, or set up an ambush. If your | ||
Observation roll fails, the other group spots you first. | Observation roll fails, the other group spots you first. | ||
- | BACKING OFF: If you back off from an encounter without | + | **BACKING OFF**: If you back off from an encounter without |
being spotted, you can circle around it, off-road. This will cost | being spotted, you can circle around it, off-road. This will cost | ||
you an additional hex of off-road movement (modified by | you an additional hex of off-road movement (modified by | ||
terrain), before you can continue forward. | terrain), before you can continue forward. | ||
- | VEHICLES: If you travel on or in a motor vehicle and the | ||
+ | **VEHICLES**: | ||
group you encounter is on foot, you get a −2 modifier to the | group you encounter is on foot, you get a −2 modifier to the | ||
Observation roll to spot the encounter. If you are on foot | Observation roll to spot the encounter. If you are on foot | ||
while the encountered group is motorized, you get a +2 modifier to the roll. If both groups are in vehicles, roll normally. | while the encountered group is motorized, you get a +2 modifier to the roll. If both groups are in vehicles, roll normally. | ||
- | FORAGING | + | ===== FORAGING |
If you are running out of provisions, you can spend a shift | If you are running out of provisions, you can spend a shift | ||
Line 4251: | Line 4079: | ||
type. | type. | ||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | + | When foraging for food, success means that you find a |
- | + | ||
- | Standard Reference Document v1.0 | + | |
- | + | ||
- | 43 | + | |
- | + | ||
- | When foraging for food, success means that you find a | + | |
number of rations of raw food equal to the number of successes you rolled. You can eat raw plants, but you will then need | number of rations of raw food equal to the number of successes you rolled. You can eat raw plants, but you will then need | ||
to make a sickness roll against virulence 3 (D) to resist food | to make a sickness roll against virulence 3 (D) to resist food | ||
poisoning. | poisoning. | ||
+ | |||
Only one character can forage for food or water in the | Only one character can forage for food or water in the | ||
same hex during the same shift, but others can help the roll | same hex during the same shift, but others can help the roll | ||
Line 4267: | Line 4090: | ||
week, except in wintertime. | week, except in wintertime. | ||
- | HUNTING | + | ===== HUNTING |
- | + | ||
- | FISHING | + | |
- | If you are in a hexagon next to a river, lake, or ocean, you | + | |
- | can fish. You can fish from a moving boat. To fish, you need | + | |
- | fishing gear and a Survival roll. Success means you gain a | + | |
- | number of rations of (domestic) food equal to the number | + | |
- | of you rolled, once the fish has been cleaned out and cooked | + | |
- | (page 45). You can eat raw fish, but you will then need | + | |
- | to make a sickness roll against virulence 6 (C) to resist food | + | |
- | poisoning. | + | |
- | Only one character can roll for fishing in the same hex | + | |
- | during the same shift, but others can help the roll. For each | + | |
- | shift you fish again in the same hex, you get a −1 cumulative | + | |
- | modifier. This modifier is reset after a day. | + | |
Another way to find food during a journey is to hunt in your | Another way to find food during a journey is to hunt in your | ||
Line 4291: | Line 4100: | ||
track several prey – roll once for each, and then choose which | track several prey – roll once for each, and then choose which | ||
one to hunt. | one to hunt. | ||
+ | |||
To kill a prey you have tracked, you must first make an | To kill a prey you have tracked, you must first make an | ||
Observation roll to move into position without alerting the | Observation roll to move into position without alerting the | ||
Line 4298: | Line 4108: | ||
the animal is killed. If not, it’s only wounded and escapes. You | the animal is killed. If not, it’s only wounded and escapes. You | ||
usually only get one shot. | usually only get one shot. | ||
+ | |||
The hunting table indicates how many rations of (domestic) food that your prey yields, once the meat has been cut and | The hunting table indicates how many rations of (domestic) food that your prey yields, once the meat has been cut and | ||
cooked (page 45). You can eat raw meat, but you will then | cooked (page 45). You can eat raw meat, but you will then | ||
need to make a sickness roll against virulence 6 (C) to resist | need to make a sickness roll against virulence 6 (C) to resist | ||
food poisoning. | food poisoning. | ||
+ | |||
Only one character can roll for hunting in the same hex | Only one character can roll for hunting in the same hex | ||
during the same shift, but others can help the roll. For each | during the same shift, but others can help the roll. For each | ||
Line 4307: | Line 4119: | ||
modifier. This modifier is reset after a week. | modifier. This modifier is reset after a week. | ||
- | FIRE: Setting a campfire is included in making camp. This is required to be able to cook food at the camp and it will protect | + | **TRAPPING**: Certain animals can be caught using simple |
- | you against cold weather. You can opt to not start a fire, as the | + | |
- | smoke will give away your position to anyone within visual | + | |
- | range of it. When sleeping for a shift without a fire (or other | + | |
- | heat source), you must all roll Stamina to resist cold (page | + | |
- | 25), except in very warm weather. | + | |
- | + | ||
- | TRAPPING: Certain animals can be caught using simple | + | |
- | + | ||
- | STANDING GUARD: Even while you are in your camp, you | + | |
snares. Using a snare, you don’t need to shoot the animal | snares. Using a snare, you don’t need to shoot the animal | ||
in order to catch it. Instead, you just make another Survival roll after having tracked the animal – if successful, the | in order to catch it. Instead, you just make another Survival roll after having tracked the animal – if successful, the | ||
animal is caught. | animal is caught. | ||
- | would be wise to have a sentry stay awake to keep watch. | + | **SAMPLE HUNTING TABLE** |
- | You need to choose who stands guard during the night, and | + | ^ D6 ^ ANIMAL ^ HEALTH ^ TRAPPING ^ FOOD ^ |
- | let this person sleep during some other shift (usually the | + | | 1 | Grouse | 1 | No | 1 | |
- | evening). | + | | 2 | Rabbit | 1 | Yes | 1 | |
+ | | 3 | Fox | 1 | Yes | D3 | | ||
+ | | 4 | Deer | 2 | No | 2D6 | | ||
+ | | 5 | Boar | 3 | No | 2D6×2 | | ||
+ | | 6 | Moose | 5 | No | 2D6×4 | | ||
- | MAKING CAMP | + | ==== FISHING ==== |
+ | |||
+ | If you are in a hexagon next to a river, lake, or ocean, you | ||
+ | can fish. You can fish from a moving boat. To fish, you need | ||
+ | fishing gear and a Survival roll. Success means you gain a | ||
+ | number of rations of (domestic) food equal to the number | ||
+ | of you rolled, once the fish has been cleaned out and cooked | ||
+ | (page 45). You can eat raw fish, but you will then need | ||
+ | to make a sickness roll against virulence 6 (C) to resist food | ||
+ | poisoning. | ||
+ | |||
+ | Only one character can roll for fishing in the same hex | ||
+ | during the same shift, but others can help the roll. For each | ||
+ | shift you fish again in the same hex, you get a −1 cumulative | ||
+ | modifier. This modifier is reset after a day. | ||
+ | |||
+ | ===== MAKING CAMP ===== | ||
When the journey of the day is over, it’s time to make camp. | When the journey of the day is over, it’s time to make camp. | ||
Line 4333: | Line 4155: | ||
Only one character rolls to make camp, but others can help | Only one character rolls to make camp, but others can help | ||
with the roll. | with the roll. | ||
+ | |||
Make a Survival roll. If your roll succeeds, you find a | Make a Survival roll. If your roll succeeds, you find a | ||
sheltered place to spend the night, where you can all find cover | sheltered place to spend the night, where you can all find cover | ||
Line 4342: | Line 4165: | ||
the camp. | the camp. | ||
- | BARE GROUND: It is possible to sleep in the wilderness with- | + | **FIRE**: Setting a campfire |
+ | you against cold weather. You can opt to not start a fire, as the | ||
+ | smoke will give away your position to anyone within visual | ||
+ | range of it. When sleeping for a shift without a fire (or other | ||
+ | heat source), you must all roll Stamina to resist cold (page | ||
+ | 25), except in very warm weather. | ||
- | SAMPLE HUNTI N G TA B L E | + | **STANDING GUARD**: Even while you are in your camp, you |
- | D6 | + | would be wise to have a sentry stay awake to keep watch. |
- | + | You need to choose who stands guard during the night, and | |
- | ANIMAL | + | let this person sleep during some other shift (usually the |
- | + | evening). | |
- | HEALTH | + | |
- | + | ||
- | TRAPPING | + | |
- | + | ||
- | FOOD | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | Grouse | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | No | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | 2 | + | |
- | + | ||
- | Rabbit | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | Yes | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | 3 | + | |
- | + | ||
- | Fox | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | Yes | + | |
- | + | ||
- | D3 | + | |
- | + | ||
- | 4 | + | |
- | + | ||
- | Deer | + | |
- | + | ||
- | 2 | + | |
- | + | ||
- | No | + | |
- | + | ||
- | 2D6 | + | |
- | + | ||
- | 5 | + | |
- | + | ||
- | Boar | + | |
- | + | ||
- | 3 | + | |
- | + | ||
- | No | + | |
- | + | ||
- | 2D6×2 | + | |
- | + | ||
- | 6 | + | |
- | + | ||
- | Moose | + | |
- | + | ||
- | 5 | + | |
- | + | ||
- | No | + | |
- | + | ||
- | 2D6×4 | + | |
+ | **BARE GROUND**: It is possible to sleep in the wilderness with- | ||
out making camp – you simply find a suitable tree to sleep | out making camp – you simply find a suitable tree to sleep | ||
under. You save the time it takes to make camp, but everyone | under. You save the time it takes to make camp, but everyone | ||
Line 4422: | Line 4186: | ||
of cold (page 25). | of cold (page 25). | ||
- | Not for resale. Permission granted | + | **CAMP MISHAPS** |
+ | ^ D10 ^ MISHAP ^ EFFECT ^ | ||
+ | | 1 | Food Spoiled | Your food has rotted or been infected by insects. Half the rations you are carrying are spoiled. | | ||
+ | | 2 | Flooding | Heavy rainfall (page 42) starts in the middle of the night. The camp is flooded and everything gets soaking wet. All characters must roll for Stamina to resist cold (page 25), and no one gets any sleep. | | ||
+ | | 3 | Fire Dies | The firewood is wet, and your campfire goes out. Except in warm weather, everyone must roll for Stamina | ||
+ | | 4 | Fire! | The flames from your campfire spread out of control. If you have a tent, it’s destroyed. Each character suffers the effects of fire with intensity D, and must make a Mobility roll to save their gear. Failure means that one piece of equipment (GM’s discretion) is lost in the fire. | | ||
+ | | 5 | Ants | Your camp sits right in the middle of an ant road. You each suffer one point of stress (damage to Empathy) and no one gets any sleep here. | | ||
+ | | 6 | Lice | A randomly selected character has caught lice. It itches horribly, and they get a rash all over their body. The victim suffers one point of stress (damage to Empathy) each day and cannot sleep this day. A successful Healing roll stops the effect. | | ||
+ | | 7 | Mosquito Swarm | A large swarm of mosquitoes attacks the camp, driving everyone crazy. Roll two D6 for each character – for each success rolled, the character suffers one point of stress (damage to Empathy). | | ||
+ | | 8 | Savage Animal | A starving wolf, dog, boar or even a bear attacks the camp. | | ||
+ | | 9 | Lost Gear | A randomly selected character has lost a piece of gear. The GM decides what was lost, and if it can be found. | | ||
+ | | 10 | Broken Gear | An item belonging to a randomly selected character is broken. The GM decides what item it is. The item can be repaired with a Crafting roll. | | ||
- | Standard Reference Document v1.0 | + | ===== COOKING |
- | + | ||
- | 44 | + | |
- | + | ||
- | CAMP MISHAP S | + | |
- | D10 | + | |
- | + | ||
- | MISHAP | + | |
- | + | ||
- | EFFECT | + | |
- | + | ||
- | 1 | + | |
- | + | ||
- | Food Spoiled | + | |
- | + | ||
- | Your food has rotted or been infected by insects. Half the rations you are carrying are spoiled. | + | |
- | + | ||
- | 2 | + | |
- | + | ||
- | Flooding | + | |
- | + | ||
- | Heavy rainfall (page 42) starts in the middle of the night. The camp is flooded and everything gets soaking wet. | + | |
- | All characters must roll for Stamina to resist cold (page 25), and no one gets any sleep. | + | |
- | + | ||
- | 3 | + | |
- | + | ||
- | Fire Dies | + | |
- | + | ||
- | The firewood is wet, and your campfire goes out. Except in warm weather, everyone must roll for Stamina to resist | + | |
- | cold. | + | |
- | + | ||
- | 4 | + | |
- | + | ||
- | Fire! | + | |
- | + | ||
- | The flames from your campfire spread out of control. If you have a tent, it’s destroyed. Each character suffers the | + | |
- | effects of fire with intensity D, and must make a Mobility roll to save their gear. Failure means that one piece of | + | |
- | equipment (GM’s discretion) is lost in the fire. | + | |
- | + | ||
- | 5 | + | |
- | + | ||
- | Ants | + | |
- | + | ||
- | Your camp sits right in the middle of an ant road. You each suffer one point of stress (damage to Empathy) and no | + | |
- | one gets any sleep here. | + | |
- | + | ||
- | 6 | + | |
- | + | ||
- | Lice | + | |
- | + | ||
- | A randomly selected character has caught lice. It itches horribly, and they get a rash all over their body. The victim | + | |
- | suffers one point of stress (damage to Empathy) each day and cannot sleep this day. A successful Healing roll stops | + | |
- | the effect. | + | |
- | + | ||
- | 7 | + | |
- | + | ||
- | Mosquito Swarm | + | |
- | + | ||
- | A large swarm of mosquitoes attacks the camp, driving everyone crazy. Roll two D6 for each character – for each | + | |
- | success rolled, the character suffers one point of stress (damage to Empathy). | + | |
- | + | ||
- | 8 | + | |
- | + | ||
- | Savage Animal | + | |
- | + | ||
- | A starving wolf, dog, boar or even a bear attacks the camp. | + | |
- | + | ||
- | 9 | + | |
- | + | ||
- | Lost Gear | + | |
- | + | ||
- | A randomly selected character has lost a piece of gear. The GM decides what was lost, and if it can be found. | + | |
- | + | ||
- | 10 | + | |
- | + | ||
- | Broken Gear | + | |
- | + | ||
- | An item belonging to a randomly selected character is broken. The GM decides what item it is. The item can be | + | |
- | repaired with a Crafting roll. | + | |
- | + | ||
- | COOKING | + | |
Cooking meat, fish or vegetables that you have caught or | Cooking meat, fish or vegetables that you have caught or | ||
Line 4512: | Line 4207: | ||
cleaning fish, etc. You can cook in the same shift as another | cleaning fish, etc. You can cook in the same shift as another | ||
character makes camp. | character makes camp. | ||
+ | |||
Roll for Survival. No matter if you succeed or not, your | Roll for Survival. No matter if you succeed or not, your | ||
rations of raw plants, meat, or fish are turned into edible | rations of raw plants, meat, or fish are turned into edible | ||
Line 4519: | Line 4215: | ||
made by the GM. | made by the GM. | ||
- | RESTING | + | ===== RESTING |
Resting by the campfire is a good opportunity to recover from | Resting by the campfire is a good opportunity to recover from | ||
Line 4526: | Line 4222: | ||
during the shift no longer counts as rest. | during the shift no longer counts as rest. | ||
- | SLEEPING | + | ===== SLEEPING |
You need to sleep at least one shift per day (usually during the | You need to sleep at least one shift per day (usually during the | ||
Line 4533: | Line 4229: | ||
no longer counts as sleep. | no longer counts as sleep. | ||
- | EXPLORING | + | ===== EXPLORING |
When you stop at a location to explore it, your journey is | When you stop at a location to explore it, your journey is | ||
Line 4541: | Line 4237: | ||
or sleep if you explore for more than half of the shift. | or sleep if you explore for more than half of the shift. | ||
- | WATER TRAVEL | + | ===== WATER TRAVEL |
If you have access to a boat or raft, you can cross a river without using a bridge or a ford. You can also travel along a river, | If you have access to a boat or raft, you can cross a river without using a bridge or a ford. You can also travel along a river, | ||
Line 4547: | Line 4243: | ||
on land. Passengers on a boat can rest or even sleep, as long as | on land. Passengers on a boat can rest or even sleep, as long as | ||
they don’t keep watch, fish or perform some other action. | they don’t keep watch, fish or perform some other action. | ||
- | |||
- | Not for resale. Permission granted to print or photocopy this document for personal use only. | ||
- | |||
- | Standard Reference Document v1.0 | ||
- | |||
- | 45 | ||
- | |||
===== Year Zero Engine Free Tabletop License ====== | ===== Year Zero Engine Free Tabletop License ====== |