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    End of the

    WorldPoWeReD bY tHe ApOcAlYpSeGrEmLiN LeGiOnSDeCeMbEr 31 2 0 1 2

    Players Guide

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    Who are you?You are a disparate group, people from

    all walks of life. Maybe you know theothers, maybe they are strangers...butright now you need all the allies you canget.

    What is happening?There is something wrong with theworld, but were not sure what. Tensionsare boiling over, markets are crashing,buildings are on fire. Whether it was

    caused by rebellion, terrorists, globalwar, a zombie plague, or aliens, youdont know. Will you find out?

    Where are You?

    Youve taken refuge, huddled togetherfor safety against the chaos outside.Hopefully you can all hold out until...until things get better. But supplies arelimited, and you dont know how long

    theyll last...

    What do you do?Based onApocalypse Worldby Vincent Baker, World of Dungeonshack by

    John Harper, and inspiration from Chronica Feudalisby Jeremy Keller

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    Your CitizensPick three backgroundsfrom those provided later,

    and use them to define your past and personality.

    They list certain Skills add +1to a Skill if listed,

    and subtract -1if it is instead marked with an ,

    giving you totals between -2 and +3. You can

    select the same background more than once, but

    you cannot have a combination that would lower

    any Skill below -2.

    SkillsAware Staying alert to your surroundings.

    Bypass Sabotaging or disarming security and devices.

    Charm Sociability, style, and attractiveness.Combat Martial training and marksmanship.

    Deceit Lies, cheating, and manipulating people.

    Expert Scientific understanding and analysis.

    Fitness Physical prowess, mobility, and agility.

    Menace Threats of force, violence, or defamation.

    Renown Reputation and social influence.

    Repair Designing, fixing, and modifying devices.

    Search Uncovering clues and scavenging materials.

    Sneak Concealing your activities and position.Survive Enduring the elements and foraging for food.

    Treat Diagnosis of ailments and providing aid.

    Wisdom Common sense and general knowledge.

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    What You HaveYour start with ten pointsworth of Trade things

    you had before all hell broke loose or that you

    picked up on the run, things which people still value

    and would exchange for useful items. During setup,

    you can freely spend Tradefor Goods, Tools, and

    Arms. Afterwards, getting what you need will be a

    matter of bartering, hard work, and luck.

    One Tradewill buy one point of Goods. These

    are spent as one-time bonusesto particular Skills,

    such as Repair (machine parts, duct tape), Treat

    (antibiotics, bandages), or Survive (rations, all-

    weather matches). You dont need to define what

    the Goods are, just which Skill they benefit.

    Two Tradewill buy one point worth of Tools.

    Tools make certain Skill actions possible. If you

    had Repair, you could figure out what was wrong

    with an engine, but not actually fix itwithout the

    right Tools. Tools can also be spent, but insteadof adding a bonus, they improve the resultof the

    Skill.

    Two Tradecan also buy one point worth of

    Arms, either weapons or armor. Weapons cause

    Harm, while armor Soaksthe damage inflicted.Remember that guns are going to be loud,

    explosives will be dangerous, and armor will make

    you a target.

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    Example Tools

    Binoculars Aware Credentials Renown

    Lockpicks Bypass Tool Kit Repair+Heavy

    Gun Scope Combat Geiger Counter Search

    Forged Papers Deceit Ghillie Suit Sneak

    Climbing Gear Fitness First Aid Kit Treat

    Example Armor Example Handguns

    Vest 1 Soak Derringer 1 Harm

    Jacket 2 Soak Pistol 2 Harm

    Bomb Suit 3 Soak +Heavy SMG 2 Harm+Auto

    Example Melee Heavy Pistol 3 Harm

    Knife 1 Harm Stun Gun 1 Stun

    Big Knife 2 Harm Example Rifles

    Crowbar 2 Harm Hunting Rifle 2 Harm

    Sword/Axe 3 Harm Sawed-Off 3 Harm+Blast

    Chainsaw 4 Harm Shotgun 3 Harm

    Example Explosives Assault Rifle 3 Harm+Auto

    Grenade4 Harm +Blast

    +Stock

    Sniper Rifle 3 Harm+Silenced

    Machinegun 4 Harm+Auto

    C-44 Harm+Blast+Stock +Charge

    Heavy

    Machinegun

    5 Harm+Auto+Heavy

    +Auto: Can Harm up to three targets, but must reload afterward+Blast: Does Harm to all within close proximity of the primary target,

    but must reload afterward

    +Charge: Each additional charge adds +1 Harm+Heavy: While carried, suffer -1 to all rolls+Silenced: Cannot be heard when fired from concealment+Stun: Treat as Harm instead of Wounds, target is -3 to all rolls,

    reduce by 1 each minute

    +Stock: Half base cost for one item, +1 Trade per extra (e.g. agrenade would cost 4 Trade, +1 per additional grenade)

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    Doing ThingsWhen you attempt something difficultor

    dangerous, roll 2D6and add a Skillappropriate to

    your action. The result is based on your total. The

    Overseer will tell you some of the possible risks

    before you roll, and you must decide if you want to

    take the chance.

    6 or lessis a Failure; things dont gowell, and the Overseer will describe aconsequence or Fallout.

    7 to 9is Passable; you do it, but thereis some cost, compromise, or otherTrouble.

    10 to 11is a Success; you do it withoutany undueTrouble.

    12+is an Opportunity; you not onlydo it, but you get some extra benefit oradvantage.

    Before you roll, you can spendavailable Goodstoadd up to +3to your total. After you roll, you can

    spend your Toolsto increase the results by one

    rank.

    !OppositionOften you will be facing other people, whetherbartering, fighting, or evading. The Overseer will

    describe what you perceivetheir strengths and

    motives are, instead of explicit risks...because

    people sometimes defy expectations.

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    Harm and RecoveryWhen you take Harm, reduce it by your armors

    Soakand check the resulting Woundbelow.

    Unarmed attacks to 0 Harm, and unarmored targets

    have 0 Soak. Wounds are cumulative a second

    Graze would become a Light Wound, for example.

    Lesser Wounds heal first, and you can roll +Treatto

    reduce a Wounds healing time by one rank.

    0 GrazeYou arent really hurt, just a bit winded or

    off balance: rest a turn to recover

    1 LightMere scratches: they wont matter after

    an hour of rest.

    2 MinorBruises and lacerations: youll feel better

    after a day of rest.

    3 MajorBleeding, possibly some minor

    fractures: heals after a week of rest.

    4 Severe

    Broken bones, blood dripping everywhere,and you need to roll+Fitnessto not slip

    into unconsciousness: takes a month of

    rest to recover.

    5 Dying

    You are slipping away, and need

    someone to roll+Treatjust to keep youalive: takes a month of rest to recover.

    6+ Dead Theres no saving you now.

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    The OthersSometimes youll be at cross-purposes with other

    players. You should negotiate and come to a

    compromise. If neither side budges, you can offer

    up Trade or items, or give them one Favorwith you

    if they give in.

    !Helping and HinderingIf you try to assist or interfere with someones action,tell everyone what you are doing to get involved, and

    then you can choose to either give them +1to their

    next roll (Helping) or -2(Hindering), but you cant

    do anything else until they are done with that action.

    You can, instead, spend one Favorwith someone to

    Help or Hinder and still be able to do other things.

    !Hurting OthersIf it comes to blows, the aggressor will roll as with

    any other combat. The defender can try to Hinder

    their attack, or counter with their own attack.

    AdvancementYou can find more Tradethrough your explorations,

    or perhaps as reward for your deeds. You can give

    your Trade to others for Favors, one per total Favor

    you will havewith them (e.g. raising 2 Favor to 3 willcost 3 Trade).

    You can advance your Skills by trading in five Favors

    per Skill bonusyou will have, to a maximum of +4

    (e.g. raising +2 to +3 will cost 15 Favors).

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    ActivistAware

    BypassCharm or

    MenaceRenown

    Survive

    Bystander3 of choice

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    AuthorityCharm

    Combat orWisdom

    DeceitExpertRenown

    OperativeCharm

    CombatBypass or

    MenaceDeceitSneak

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    ArtistAware

    CharmMenace

    Renown or

    WisdomSearch

    CelebrityAware or

    Fitness

    CharmDeceitRenownSneak

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    DrifterAware

    Deceit orRepair

    Renown

    SneakSurvive

    FugitiveBypass or

    FitnessCombat

    MenaceRenown

    Survive

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    EnforcerBypass or

    ExpertCombatDeceit

    MenaceSearch

    ResponderFitnessor

    Search

    Menace RepairSurviveTreat

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    CriminalAware

    BypassorMenace

    CombatDeceitFitness

    MiscreantBypassCombator

    SneakDeceitSearchWisdom

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    ResearcherCombat

    DeceitExpertRepairor

    TreatWisdom

    TechnicianAwareor

    Search

    BypassExpertRenown

    Repair

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    SpecialistBypass

    CharmCombatDeceit

    Repairor

    Treat

    VeteranAwareCharm

    CombatFitnessSneakor

    Survive

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    End of the

    WorldPoWeReD bY tHe ApOcAlYpSeGrEmLiN LeGiOnSDeCeMbEr 31 2 0 1 2

    Overseers Guide

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    Playing with the ApocalypseThe Overseer manages the flow of play in End of

    the World. You control the non-player characters,

    describe scenes and environments, introduce events,

    and otherwise present challenges for the players

    to confront or circumvent. You arent necessarily

    opposing the players and their actions instead, you

    are using their actions and the conflicts that arise to

    build an interesting story.

    It can be very tempting when you first start playing

    End of the Worldto immediately plot out ideas for

    what happened and why things are the way they

    are. You may want to steer the story in a particular

    direction, or introduce complex plot twists, or emulateyour favorite disaster or horror movie.

    Dont do that.

    End of the Worldis about surviving the downfall

    of society, and seeing what comes afterward. If the

    players or you, the Overseer, want to discover how

    the world ended, then it will be important to introduce

    people or motivations that make that important to the

    story. If the reasons why arent driving at least one of

    the players forward towards action, then dont worry

    about it. Otherwise, play to find out what happened.

    There are very few rules to this game, but here are

    some suggestions that you, as the Overseer, should

    follow.

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    DonT Bother RollingThe Overseer, will very rarely ever have to pick up

    the dice. The action of End of the World is all player-

    driven, so everything should be decided in termsof player rolls. Are the players trying to accomplish

    something that is difficult or dangerous? Have them

    roll. Are the players reacting to something difficult or

    dangerous? Have them roll.

    If you need the players to react to something, frameyour NPC actions as either as Trouble or Fallout,

    depending on the situation. Have the players been

    snooping around somewhere they shouldnt? Have

    a thug come up to them to push them around,

    threatening to hurt them, and ask them what they doabout it. Keep them on their toes.

    Anything beyond a players control will either be

    decided by the Overseers whim, or by a single

    D6 roll. Oddnumbers will be bad, evennumbers

    are good. Exactly what good and bad means willdepend on the situation. This kind of roll can also be

    used when someone take an action for which sheer

    chance is the only deciding factor.

    Its all gone to shitNothing the players do will be able to stop the end ofthe world, whatever form it takes. It HAS happened,

    and right now theyre dealing with the results. They

    need to make the best of it that they can.

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    Together at the EndThe players should all start somewhere that

    is, at the moment, secure...but not completely

    defensible. Wherever they are holed up, it willlikely be cramped, overcrowded, vulnerable,

    uncomfortable, or otherwise lack sufficient supplies

    for the long-term. Eventually they will need to

    venture forth.

    Keep Things DangerousThe players are normal people; while they are

    central to the story, they are not action-movie

    heroes. If they make bad choices, bad things

    should happen. Feel free to throw obstacles and

    opponents in their way, and see how they react.

    This doesnt mean you should murder or torture

    them without some good reason...thats what

    NPCs are for, after all. NPCs should be dying in

    terrible, painful, tragic ways, usually as a result of

    the players choices...particularlybecause of theplayers choices.

    Keep Asking QuestionsThe End has happened, but what exactly was it?

    Ask the players leading questions about what they

    saw or experienced, why they chose to hide where

    they did, who or what they may have left behind.

    You need to take notes of the answers, and use

    those to build the story.

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    Keep things RealDont overload the players with lots of extraneous

    details and flowery speech. Dont describe things like

    they were scenes from a movie describe them as ifyou experienced them yourself. Lots of noise, pain,

    and stench, but dulled colors, blurred details, and

    somewhat uncertain facts.

    Everyone they speak to is an individual give them

    a name if you can, or some spark of personality thatmakes them feel like people. A bum on the street would

    be easily forgotten or sacrificed, but Stocking-Cap Hank

    who drags his pit bull puppy everywhere is someone the

    players may come to rely on or care about.

    Keep things Weird?Try to maintain some internal logic to the story, and

    dont allow yourself or the players to stray too far from

    reality without first establishing that something weird

    is happening. Yes, the world is ending, but whether

    that was caused by global warming, sunspots, socialunrest, or alien invasion needs to be established by

    questions asked of the players.

    If you are trying to push things in a weird direction

    (like I usually do), ask things like What is it that

    seems odd about the guy in the green coat? or Howdid that sound make your pets react? or Why were

    those people jumping off the bridge? If youre getting

    mundane answers, thats a sign you shouldnt move

    in a weird direction.

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    Making NPCsUnlike players, who only need to keep track of

    their own character and their important details, the

    Overseer not only has to take notes and sketch

    out ideas and sometimes rough maps, but must

    handle all the various other characters the players

    will interact with.

    Most NPCs will be extras, and can be described

    in fairly broad strokes. However, once the players

    interact with them, you need to start giving them

    some life of their own. Here are some ideas to

    add depth or personality to your NPCs, whether

    other citizens, conspirators, enemy combatants,

    prisoners, or monsters.

    What is their name? Do they even have one?

    What are they like? Use two or three senses to

    describe them.

    What motivatesthem? Are they hungry,

    savage, scared, controlling, greedy? Who do they knowor work with?

    Who have they run afoulwith?

    Do they have an obvious strength?

    Do they have a secret strength?

    Do they have a perceived weakness?

    What is something the players dont know

    about them that they should know?

    What is something that even you dont know

    about the NPC?

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    Scavenging and BarteringEventually the players are going to run out of Trade,

    and theyll need to find more in order to replenish

    their supplies. But when society has collapsed, this

    isnt such an easy task.

    Finding fresh Trade usually requires either a

    roll+Searchin urban areas, roll+Survivein rural

    areas. This involves activities such as scavenging

    parts and trinkets, collecting recyclable materials,

    hunting for game, gathering berries or herbs, etc. A

    Passable result means they find their lowest rolled

    dieworth in Trade, the highest dieif a Success, and

    the sum of the diceif an Opportunity. For example,

    if you rolled a 2 and 6, a Passable result would netyou 2 Trade, a Success would get you 6, and an

    Opportunity would provide 8.

    The Overseer should mark how many times the

    players have gathered supplies from a particular

    area in a month. After three marks, any Failurewillmean that it has been picked clean for the near

    future.

    Exchanging Trade for Goods, Tools, and Arms is

    also not so easy. After character creation, Trade

    costs are doubled, though players can try to barterto drop the prices down a quarter, maybe more with

    an Opportunity. Bartering is typically a roll +Charm,

    +Deceit, +Menace, or +Renown, though

    alternatives can be suggested by crafty players.

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    Trouble and FalloutTroubleis typically the result of a Passable

    result, but can also be caused by inactionor

    recklessness. Trouble can also be used to describe

    the intent of enemies. What do the players do in

    response?

    Falloutis the result of a Failure, but can also be

    caused by terrible choices andrash decisions.

    What follows are some possible examples.

    TroubleDelaythem Offera compromise

    Distractthem Provokea response

    Escalatea danger Reactto their action

    Exaggerateperceptions ReturnHarm for Harm

    Impairperceptions Revealnew dangers

    Impedemovement Takesomething away

    FalloutCapturethem Preventtheir action

    Destroysomething Reinforcea danger

    Forcea choice Screwwith them

    InflictHarm Separatethem

    Killan ally Surprisethem