anarchy rpg 0.1

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  Anarchy  A Hardcore Post-Apoc Shooting and Killing RPG Bas ed on Feudal Anarchy  In the distant fu ture of 2004 the administration of the court-appo inted and deeply un popular President Shrub  found itself in dire p olitical straits (collapse o f the financial sector, th ree quagmired wars in the Mi ddle East, the infamous Peckerwood scandal). Wingnuts funded by the billionaire Cocke brothers make good on Operation Patriot, a series of organized destabilizations made to scare the country 'straight.' In the resulting chaos, most major cities and strategic sites are destroyed by dirty bombs, suitcase nukes, biochemical/mutagen agents, bank over-draft surcharges and suburban rioters demanding a return to convenience. Then some even crazier shit happened for decades. And now Road Warrior. Chargen Steps 1. Roll 3d6 in order: Strength, Intelligence , Will, Dexterity, Size, Constitution, Charisma 2. Roll Point of Origin and Background Chart. (page x) Choose and note attri bute changes, startin g skills, and gear.  3 Pick Gender 4. Pick  Starting Vocation. Character starts at 12 + 1d6 years old.  (page x) 5. Follow  Vocation Paths for up to three three-year “Terms” (Automatic end after three terms). Choose and note attribute changes, skills, gear, honors, strange events etc.  (page x) 6. Choose bonus skills (four d10% rolls).  (page x) 7. Determine hit points.  (page x) 8. Buy stuff and hire retinue. (page x) 9. Name character.  Attributes and Characteristics  Attributes Players roll 3d6 in order to determine their seven starting characteristics. Characters are limited to a maximum

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  • AnarchyA Hardcore Post-Apoc Shooting and Killing RPG Based on Feudal Anarchy

    In the distant future of 2004 the administration of the court-appointed and deeply unpopular President Shrub found itself in dire political straits (collapse of the financial sector, three quagmired wars in the Middle East, the infamous Peckerwood scandal). Wingnuts funded by the billionaire Cocke brothers make good on Operation Patriot, a series of organized destabilizations made to scare the country 'straight.' In the resulting chaos, most major cities and strategic sites are destroyed by dirty bombs, suitcase nukes, biochemical/mutagen agents, bank over-draft surcharges and suburban rioters demanding a return to convenience.

    Then some even crazier shit happened for decades. And now Road Warrior.

    Chargen Steps1. Roll 3d6 in order: Strength, Intelligence, Will, Dexterity, Size, Constitution, Charisma2. Roll Point of Origin and Background Chart. (page x) Choose and note attribute changes, starting skills, and gear.3 Pick Gender4. Pick Starting Vocation. Character starts at 12 + 1d6 years old. (page x)5. Follow Vocation Paths for up to three three-year Terms (Automatic end after three terms). Choose and note attribute changes, skills, gear, honors, strange events etc. (page x)6. Choose bonus skills (four d10% rolls). (page x)7. Determine hit points. (page x)8. Buy stuff and hire retinue. (page x)9. Name character.

    Attributes and Characteristics AttributesPlayers roll 3d6 in order to determine their seven starting characteristics. Characters are limited to a maximum

  • of 18 in any given characteristic.

    Strength (STR)STR is the character's physical strength: the ability to lift; put damage behind a blow; carry weight etc.

    Intelligence (INT)A characters ability to analyze information and memorize instructions. It is a useful Characteristic for characters interested in becoming accomplished sorcerers and masters of lore.

    Will (WIL)The ability to mentally endure hardship. Also works as a folk wisdom and a measure of the powers of perception.

    Dexterity (DEX)A characters agility, coordination and speed of reaction, Dexterity aids him in many physical actions, including combat.

    Size (SIZ)How tall and/or bulky your character is.

    Constitution (CON)This characteristic measures a character's physical hardiness, health and endurance.

    Charisma (CHA)Charisma is a combination of status and reputation--and the confidence and skill-set of leading that flows from this.

    Hit PointsThese determine how much damage the character can sustain before reaching unconsciousness or death. A character's starting hit points is determined by adding SIZ and CON together and dividing by two (round up).

    Damage BonusWhen calculating damage in melee combat, the attacker adds their damage bonus to their damage die. The table below displays the damage bonuses for the average of STR+SIZ score. Do not add this bonus to ranged damage.Damage Bonus

    Average of STR/SIZ Damage Bonus

    3 -4

    4-5 -3

    6-7 -2

    8-9 -1

    10-11 +0

    12-13 +1

    14-15 +2

    16-17 +3

    18 +4

  • Point of Origin ChartRoll d10001-20 Social State 0 Community (Primitive, Regressed)21-85 Social State 1 (Mixed tech mostly 19th Century, Survival Oriented)86-97 Social State 2 (More 20st and 21st Century tech, Better Organized)98-00 Social State 3 (Small pocket of Advanced tech and Organization)

    Player chooses appropriate community from the following list. Soc State 0 (+1 STR or DEX, +1 CON or WIL, -1 INT or CHA, Survivalist +10%, Track +10% or Riding +10%, Thrown or Hand-Drawn +10%)Hunter-Gatherer BandStone/Bronze Age Farming VillageHorse Nomad

    Soc State 1 (+10% any two Basic Skills, +1 any Attribute)Wasteland Scavenger VillageGangDirt FarmersNeo-Feudal MicrostateMarauding ArmyCultTrade Town

    Soc State 2(+1 INT or CHA, -1 WIL or CON, +10% any Skill)Secluded UtopiaMilitarized EnclaveFortified Refinery/Mine/Power PlantRestorationist MovementCity-State Republic

    Soc State 3(+2 INT or CHA, -2 WIL or CON, +5% any two Advanced Skills)Bunker Dweller

  • Scientific Outpost

    VOCATIONSHow they work:1. You start at 12 +1d6 years. You already have some changes from your childhood, see attribute changes, skills, status, and cash from your father's background.2. Pick a Starting Vocation based on your Point of Origin. Make sure you are eligible based on your father's background.3. Roll and note Skills and Equipment. No starting skill can be beyond 75 percent.4. Make a Hand of Fate roll. All rolls on 1d100.5. If no Forced Exit, age three years, stay in vocation (automatic re entry if not forced out and staying in current vocation) or advance on the Vocation Path to another eligible vocation.6. Blowing a Exit roll means you must stop advancing and enter adventuring life. Age three years. Failing an entry roll means that a character can try another eligible vocation or stay in their current.7. Automatic exit after 3 terms (-1 to any attribute if 32).8. Add in your four bonus +d10% rolls.

    Each vocation is broken down into several categories of rolls and menus to represent progress over the four years.

    EntryThis represents the conditions necessary to enter the vocation and will have varying conditions. Entry may be automatic, for instance if conditions for a specific class background, attribute minimum or a previous Vocation that points to as an exit. In other cases a percentage roll will be required to start a vocation.

    Failing an entry roll means that a character can try another eligible vocation or stay in their current vocation.

    SkillsThese represent the skills learned during the four years. Some listings will give you a choice between certain skills. Roll dice to determine how much to add to the base amount on the skill list. All skills are cumulative over the course of a characters travel down the vocation path.

    If you a skill roll gives you a chance to roll for an Advanced Skill, congratulations you have gained access to that skill and can now add your bonus to the base.

    No starting skill can be beyond 75 percent. Rolls above that score are ignored.

    EquipmentThis represents worldly goods acquired and left over from that three years. All listings are cumulative, duplicate firearms or armor count as an upgrade in condition. Duplicate items can be retained or sold at half market value. Money is represented by a roll of the listed die for Silver Dollars.

  • Hand of FateThis represents the vagaries of life in the Post-War Age and the chance of something dangerous, wonderful or weird happening to your character. If the number listed on the category is rolled you must roll on the Hand of Fate Table below.

    Roll a d30 (Eventually will be d100)1. Injured in fire or munitions explosion: -10% on Exit Roll. -1 STR or DEX.2. Killed Some Little Punk. +5% any combat skill. Feel bad. 3. Wounded in battle or by Mohawk Dudes: -10% on Exit Roll. -1 STR or DEX, +1 WIL. Gain cool scar.4. Contracted Radiation Sickness: -15% Exit Roll. -1 CON, +1 WIL5. Home village/town/horde harried and plundered: no income earned this vocation period.6. Household burned: no income earned this vocation period.7. Became Riverboat/Backroom Casino Gambler. Flip a coin. Heads you gain 5d10$, tails you lose all your

    chargen $ to date. 8. Became a Junkie/Cleaned Up. -1 any stat. +1 WIL 9. Despaired at the Bleakness of it All. -1 WIL, +1 INT 10. Hard Travellin', Hard Ramblin: Gain extra 1d10$11. Peyote Vision of the Oneness of it All: gain Herbalism advanced skill (at base rate)12. Saw the Radiant Mother/Baby Jesus/Horned God in a Tortilla : +1 WIL13. Toured a Glowing City Ruin: Must take Wasteland Scavenger as next Vocation (ignore Eligibilty). Roll

    on Misc Artifacts chart (TBA)14. Swept up in Resource or Holy War: Must take a vocation with combat skills.15. Got Religion. Must take Cult Member as next vocation. 16. Sired a Bastard: Gain child. Choose to recognize or not. 17. Got Hitched: Gain spouse of equal Status. 60 percent chance per this and following vocation periods of a

    child. Reroll if already married.18. Married Up: married a spouse higher up than your sorry ass. Dowry gained +d20$. 60 percent chance

    per this and following vocation periods of a child. Reroll if already married.19. Spouse Got Sick of Your Shit. Lose spouse. 20. Plague/Radiation Sickness/Grue claims your spouse: Your spouse dies, reroll if none.21. Plague/Radiation Sickness/Grue claims your spouse A child dies, reroll if none.22. Brown-nosed the Boss: Gain high-ranking contact. 23. Mutant ate your baby/toe. Lose a child or a toe. 24. Traveled to far lands (next State over): +2d6% Speak other Language or +1d6% Trade. 25. Found Pre-War Cache. Roll twice Misc Artifacts table.26. Thrown Out of Settlement/Exiled. Must take Drifter as next vocation. 27. Enslaved by Slaving Bastards and Escaped. -1 STR or CON, +1 WIL. Branded on the cheek. 28. Befriended a Telepathic Dog/Cat/Moose. +1 WIL.29. Saw Things You Can't Unsee. -1 WIL, +1 CON 30. Roll Again Twice

    Exit Roll and VocationAfter finishing up the previous rolls and choices representing how your character lived through the last three years, now you have to see if he/she can continue in the character generation process. Roll percentile dice to avoid being forced to leave.

    If successful choose your next Vocation based on the following listing. Reroll on the same Vocation listings if you stay in the same Vocation for the three-year period. If unsuccessful, the generation process is complete, and your character is finished.

    Bonus Skills and In-Game AdvancementNote that after character generation the scripted vocations stop and advancement follows the in-game Skill and

  • Social Advancement rules (see Section XXX). The character is now allowed to roll a d10 four times to add percentage points to any basic skill they like or any advanced skill they learned during character generation.

    Starting VocationsWasteland Scavenger Entry: Soc State 0-2 Origin, CON 10+Skills: Survivalist +5%, Search +10%Equipment: 2d10$, Two rolls Misc ArtifactsExit Roll: Avoid Forced Exit on roll of 01-45.Exit Vocation: Any Eligible Starting Vocation

    Motor BanditEntry: Soc State 1-2 Origin, DEX 10+ Skills: Driving +10%, Any Combat Skill +5%Equipment: 1d10$, Jerry Can of Gasoline, Leather Jacket (Fair), Motorcycle Helmet (Poor)Exit Roll: Avoid Forced Exit on roll of 01-45.Exit Vocation: Any Eligible Starting Vocation

    Chaos MonkEntry: Soc State 0-2 Origin, INT 10 or less Skills: Martial Arts +5%, Dodge +10%Equipment: Nunchucks, Jean Shorts, HeadbandExit Roll: Avoid Forced Exit on roll of 01-65.Exit Vocation: Any Eligible Starting Vocation

    SoldierEntry: Soc State 1-2 Origin, STR 9+Skills: Rifles +10%, Any other Combat Skill or Tactics +5%Equipment: Postwar Rifle (Fair), Field Jacket (Fair), 1d10$Exit Roll: Avoid Forced Exit on roll of 01-45.Exit Vocation:

    Gang MemberEntry: Soc State 1-2 Origin, STR or DEX 9+Skills: Any Basic Combat Skill +5%, Hand to Hand +5%, Stealth or Tinkering +5%Equipment: Leather Jacket, Knife, Hair Gel, 1d10$Exit Roll: Avoid Forced Exit on roll of 01-40.Exit Vocation:

    DrifterEntry: Soc State 1-2 OriginSkills: +5% any three Basic Skills.Equipment: Poncho, 1d6$Exit Roll: Avoid Forced Exit on roll of 01-35.Exit Vocation:

    CultistEntry: Soc State 1-2 OriginSkills: Influence +10%, Stealth or First Aid +5%Equipment: Wavy dagger, Robe, 1d6$Exit Roll: Avoid Forced Exit on roll of 01-45.Exit Vocation:

  • Rancher/Dirt FarmerEntry: Soc State 1-2 OriginSkills: Riding +10%, Rifles or Survivalist +5%Equipment: Riding Horse, .22 Rifle (Fair), 1d8$Exit Roll: Avoid Forced Exit on roll of 01-20.Exit Vocation:

    HunterEntry: Soc State 0-1 OriginSkills: Track +10%, Craft, Stealth, Search or Survivalist +5%Equipment: Self Bow or .22 Rifle (Fair) if Tech 1, Knife or HatchetExit Roll: Avoid Forced Exit on roll of 01-35.Exit Vocation:

    Healer/Witch Doctor/MedicEntry: Soc State 0-2 Origin, INT or WIL 12+Skills: First Aid +10%, Herbalism +5%Equipment: First Aid kit or 1d10 Uncommon Herbs, White smock or Wooden mask, $1d8Exit Roll: Avoid Forced Exit on roll of 01-45.Exit Vocation:

    TraderEntry: Soc State 1-2 Origin, CHA 12+Skills: Trade +15%, Speak Other Language +5%, Reading/Writing +5%Equipment: $3d10, Mutated Pack AnimalExit Roll: Avoid Forced Exit on roll of 01-35.Exit Vocation:

    Archivist/Research AssistantEntry: Soc State 2-3 Origin, INT 12+Skills: High Tech +15%, Speak Other Lang +5%, Reading/Writing +20%Equipment: Science or Engineering book. $1d20Exit Roll: Avoid Forced Exit on roll of 01-15.Exit Vocation:

    Kung Fu WandererEntry: Soc State 1-2 Origin, DEX 13+, CON 13+Skills: +10% Martial Arts, Dodge +10%, Hand to Hand +5%Equipment: Embroidered Robe or Jean Jacket, Yoga mat,QuarterstaffExit Roll: Avoid Forced Exit on roll of 01-40.Exit Vocation:

    Grease MonkeyEntry: Soc State 1-3 Origin, INT 10+, DEX 10+Skills: Tinkering +15%, Reading/Writing +5%Equipment: Box of Tools, Greasy Jumpsuit, +$2d10Exit Roll: Avoid Forced Exit on roll of 01-15.Exit Vocation:

    Deputy SheriffEntry: Soc State 1-2 Origin, CHA or DEX 11+

  • Skills: Any Basic Combat Skill +5%, Hand to Hand +5%, Tracking or Influence +5%Equipment: Field Jacket, Badge, Post-War Revolver (Fair), 1d10$Exit Roll: Avoid Forced Exit on roll of 01-40.Exit Vocation:

    Gunslinger/DesperadoEntry: Soc State 1-2 Origin, DEX 11+Skills: Handguns +15%Equipment: Poncho, Post-War Revolver (Fair), 1d10$Exit Roll: Avoid Forced Exit on roll of 01-40.Exit Vocation:

    Advanced Vocations TBACaravan OwnerRangerMarshalMinor Gang Leader OfficerScientist of Science Techno-Priest

    Skill ListA basic description follows each skill, but this is intended to be a guideline. Both players and gamemaster are encouraged to find creative ways to use these skills during play. Add the values indicated in parentheses to find a characters default starting percentage. Basic and Combat skills are possessed by all characters at their default percentage, but Advanced Skills are all 0% until acquired.

    Skill ListItalics denote Advanced Skill where there is no automatic base without proper training.Social Skills (CHA x2)StreetwiseTradeInfluence

    Intellectual Skills (INT x2)First AidTactics and LeadershipTinkeringSpeak Other LanguageReading/WritingHerbalismHigh Tech

    Manual Skills (DEX x2)DrivingStealthCraft (Pick Specific)DodgeExplosivesPiloting

    Survival Skills (CON x2)

  • Survivalist

    Perception Skills (WIL x2)SearchTrack

    Melee and Archaic Combat Skills (DEX+STR)Hand to HandThrown or Hand-Drawn Weapons (Thrown Weapons, Bows, Crossbows) Martial Arts

    Shooting Skills (DEX +INT)HandgunsRiflesSupport Weapons

  • GearMisc ArtifactsLarge Solar Battery1d10 Empty Rechargeable XX Batteries (No Recharger)Extra magazine of pistol or rifle ammoRadiation SuitChild's Music Box, Doleful CompassStorm Lantern

    Food and DrinkGrade D Food, $.10/day. Edible but 10% chance of illness per day. Preserved Rations, $.50/dayClean Plant Foods, $2/day. Difficult to find and expensive are vegetables, grains, fruits and tubers relatively free of radiation and mutagens (meat typically being too high on the food chain). Three days of straight eating add 1 to CON as long as diet is kept up. A solid week of eating such a diet adds an additional point to CON (and thus one Hit Point).MRE, $5. A century old but still edible. Eating one per day will produce the same effect as Clean Plants but they are portable and preserved. Corn Liquor, jug $.50

    Armor and WeaponsPrice= Average Price in Silver DollarsAP= Armor PointsSocial State= Social State needed to typically find on sale (Successful Trade check means you can find at one higher and double price). Scarcity= % chance you can find in typical market.

    Armor Poor Price/AP

    Fair Price/AP

    Good Price/AP

    Excellent Price/AP

    Social State Scarcity

    Field Jacket $1/0 $2/1 $3/1 $4/2 1 90%

    Skins/Fur $1/0 $2/1 $3/1 $4/2 1 90%

    Leather Jacket $2/1 $3/1 $4/2 $5/2 1 90%

    Leather Armor $4/2 $6/2 $8/3 $10/3 0 70%

    Riot Gear $8/2 $12/3 $16/4 $20/4 2 20%

    Flak Jacket $12/2 $16/4 $20/4 $24/4 2 20%

    Combat Armor

    $50/4 $75/5 $100/6 $125/6 3 10%

    Ceramic Plate $200/6 $250/7 $300/7 $350/8 3 02%

    Melee Weapons Poor Price/Dmg

    Fair Price/Dmg

    Good Price/Dmg

    Excellent Price/Dm

    Knife/Hatchet $1/d10-3 $1.50/d10-3 $3/d10-2 $4/d10-2Club/Nunchucks $.50/d10-4 $1/d10-4 $2/d10-3 $4/d10-2QuarterstaffCattle Prod Machete

  • Spear

    Thrown or Hand-Drawn Weapons

    Poor Price/Dmg

    Fair Price/Dmg

    Good Price/Dmg

    Excellent Price/Dmg

    ShurikenThrowing KnifeThrowing AxeJavelinSelf BowCompound BowWooden Crossbow Steel Crossbow

    Hand Guns Poor Price/Dmg

    Fair Price/Dmg

    Good Price/Dmg

    Excellent Price/Dmg

    Ammo Magazine

    Rate of Fire

    Barista 9mm $10/d10-1 $20/d10 $30/d10+1 $40/d10+2 10 2

    SMG, 9mm $30/d10-1 $60/d10 $90/d10+1 $120/d10+2 30 4

    Colt Auto .45 $10/d10-1 $20/d10+1 $35/d10+2 $45/d10+2 7 2

    Postslump Revolver, .45

    $6/d10-1 $12/d10+1 $18/d10+2 $24/d10+2 5 1

    Big Tex 11mm $20/d10 $30/d10+2 $40/d10+2 $50/d10+3 6 2

    Rifles, Shotguns and Shit

    Poor Price/Dmg

    Fair Price/Dmg

    Good Price/Dmg

    Excellent Price/Dmg

    Ammo Magazine

    Rate of Fire

    SCAR-Light II, 5.56mm

    /d10+1 /d10+2 /d10+3 /d10+3 20 2

    SAR-22, 5.56mm /d10+1 /d10+2 /d10+3 /d10+3 24 2

    Squirrel Gun, .22 /d10-2 /d10-1 /d10 /d10+1 1 1

    Postslump Bolt-Action Rifle, .30-06

    /d10+1 /d10+2 /d10+2 /d10+2 1 1

    Postslump Shotgun, 20 gauge

    /d10 1 1

    Riotgun, 12 gauge 10 1

    Support WeaponsXM-25 Grenade Launcher, Computer-AssistedHozar, .50 LSW

    SkillsMartial ArtsUpon receiving the skill the character can make various punches, kicks and holds that will inflict either 1d10-1 stunning or 1d10-3 lethal damage upon a hit. At skill level 30 they get the Fist of Furious Steel a lethal punch of 1d10-1. At level 50 the Swirling Dragon Kick is added a kick that can deal out 1d10 lethal or 1d10+2 stunning.

  • Combat RulesCritical MishapWhen using a weapon a Mishap occurs on a roll of 07 or less. Weapon degrades one condition level and is unusable for the round (representing a jam, misfire, drop or whatever).

    Critical Hit A Critical Hit occurs on a roll of 93 or higher. Opponent's armor is instantly degraded one condition level. An opponent with no AP left will incur double damage.