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Fuckin' Anarchy

and Shit!
A Hardcore Post-Apoc Shooting and Killing RPG
Based on Feudal Anarchy
By Chris Kutalik

Implied Setting
Some crazy shit happened. And now Road Warrior.
What is a Roleplaying Game? How Do I Play?
Ferchrissakes, no one's going to hold your hand here.
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 attribute changes, starting
skills, and gear.
3 Pick Gender
4. Pick Starting Vocation. Character starts at 13 + 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. (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 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.
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 fl
Damage Bonus
When 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
Hit Points
These determine how much damage the character can sustain before reaching unconsciousness or
death. A characters HP is equal to the average of their CON and SIZ characteristics.
Major Wound Level
When the character takes this amount of damage in one go, they suffer a Major Wound. Major Wounds
are injuries, such as a severed limb, broken ribcage or broken skull, which may render the character
unconscious immediately and leave permanent effects if not healed by powerful magic. A characters
Major Wound Level is equal to half of their hit points rounded up.
Movement Rate
This is the amount in yards that a character can move in a five second Combat Round. Human
characters have a Movement Rate of 15 yards.
Point of Origin Chart
Social State is an abstract marker of a settlement's technological, scientific, cultural and political level
(in terms of complexity if not value). Gamemasters may elect to have the PCs all start from a specific,
pre-determined community.
Roll d100
01-20 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 Band
Stone/Bronze Age Farming Village
Horse Nomad
Soc State 1
(+10% any two Basic Skills, +1 any Attribute)
Wasteland Scavenger Village
Gang
Dirt Farmers
Neo-Feudal Microstate
Marauding Army
Cult

Trade Town
Soc State 2
(+1 INT or CHA, -1 WIL or CON, +10% any Skill)
Secluded Utopia
Militarized Enclave
Fortified Refinery/Mine/Power Plant
Restorationist Movement
City-State Republic
Soc State 3
(+2 INT or CHA, -2 WIL or CON, +5% any two Advanced Skills)
Bunker Dweller
Scientific Outpost
VOCATIONS
How 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.
Entry
This 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.
Skills
These 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.

Equipment
This 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 Fate
This 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 d100

01-03
04-06
07-09
10-12
13-16
17-20
21-23
24-25
26-29
30-34
35-37
38-41
42-47
48-51
52-55
56-59
60-63
65-68
69-71
72-74
75-77
78-80
81-83
84-86
87-89
90-92
93-95
96-97
98-99
100

Injured in fire or munitions explosion: -10% on Exit Roll. -1 STR or DEX.


Killed Some Little Punk. +5% any combat skill. Feel bad.
Wounded in battle or by Mohawk Dudes: -10% on Exit Roll. -1 STR or DEX, +1 WIL. Gain
cool scar.
Contracted Radiation Sickness: -15% Exit Roll. -1 CON, +1 WIL
Home village/town/horde harried and plundered: no income earned this vocation period.
Household burned: no income earned this vocation period.
Became Riverboat/Backroom Casino Gambler. Flip a coin. Heads you gain 5d10$, tails you
lose all your chargen $ to date.
Became a Junkie/Cleaned Up. -1 any stat. +1 WIL
Despaired at the Bleakness of it All. -1 WIL, +1 INT
Hard Travellin', Hard Ramblin: Gain extra 1d10$
Peyote Vision of the Oneness of it All: gain Herbalism advanced skill (at base rate)
Saw the Radiant Mother/Baby Jesus/Horned God in a Tortilla : +1 WIL
Toured a Glowing City Ruin: Must take Wasteland Scavenger as next Vocation (ignore
Eligibilty). Roll on Misc Artifacts chart (TBA)
Swept up in Resource or Holy War: Must take a vocation with combat skills.
Got Religion. Must take Cult Member as next vocation.
Sired/Mothered a Bastard: Gain child. Choose to recognize or not.
Got Hitched: Gain spouse of equal Status. 60 percent chance per this and following vocation
periods of a child. Reroll if already married.
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.
Spouse Got Sick of Your Shit. Lose spouse.
Plague/Radiation Sickness/Grue claims your spouse: Your spouse dies, reroll if none.
Plague/Radiation Sickness/Grue claims your spouse A child dies, reroll if none.
Brown-nosed the Boss: Gain high-ranking contact.
Mutant ate your baby/toe. Lose a child or a toe.
Traveled to far lands (next State over): +2d6% Speak other Language or +1d6% Trade.
Found Pre-War Cache. Roll twice Misc Artifacts table.
Thrown Out of Settlement/Exiled. Must take Drifter as next vocation.
Enslaved by Slaving Bastards and Escaped. -1 STR or CON, +1 WIL. Branded on the cheek.
Befriended a Telepathic Dog/Cat/Moose. +1 WIL.
Saw Things You Can't Unsee. -1 WIL, +1 CON
World of Shit Happened. Roll Again Twice

Exit Roll and Vocation


After 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 Advancement
Note that after character generation the scripted vocations stop and advancement follows the ingame 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 VOCATIONS
Wasteland Scavenger
Entry: Soc State 0-2 Origin, CON 10+
Skills: Survivalist +5%, Search +10%
Equipment: 2d10$, Two rolls Misc Artifacts
Exit Roll: Avoid Forced Exit on roll of 01-45.
Exit Vocation: Any Eligible Starting Vocation
Motor Bandit
Entry: Soc State 1-2 Origin, DEX 10+
Skills: Driving +10%, Any Combat Skill +5%
Equipment: 1d10$, 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 Monk
Entry: Soc State 0-2 Origin, INT 10 or less
Skills: Martial Arts +5%, Dodge +10%
Equipment: Nunchucks, Jean Shorts, Headband
Exit Roll: Avoid Forced Exit on roll of 01-65.
Exit Vocation: Any Eligible Starting Vocation
Soldier
Entry: 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 Member
Entry: 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:
Drifter
Entry: Soc State 1-2 Origin
Skills: +5% any three Basic Skills.
Equipment: Poncho, 1d6$

Exit Roll: Avoid Forced Exit on roll of 01-35.


Exit Vocation:
Cultist
Entry: Soc State 1-2 Origin
Skills: 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 Farmer
Entry: Soc State 1-2 Origin
Skills: 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:
Hunter
Entry: Soc State 0-1 Origin
Skills: Track +10%, Craft, Stealth, Search or Survivalist +5%
Equipment: Self Bow or .22 Rifle (Fair) if Tech 1, Knife or Hatchet
Exit Roll: Avoid Forced Exit on roll of 01-35.
Exit Vocation:
Healer/Witch Doctor/Medic
Entry: 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, $1d8
Exit Roll: Avoid Forced Exit on roll of 01-45.
Exit Vocation:
Trader
Entry: Soc State 1-2 Origin, CHA 12+
Skills: Trade +15%, Speak Other Language +5%, Reading/Writing +5%
Equipment: $3d10, Mutated Pack Animal
Exit Roll: Avoid Forced Exit on roll of 01-35.
Exit Vocation:
Archivist/Research Assistant
Entry: Soc State 2-3 Origin, INT 12+
Skills: High Tech +15%, Speak Other Lang +5%, Reading/Writing +20%
Equipment: Science or Engineering book. $1d20
Exit Roll: Avoid Forced Exit on roll of 01-15.
Exit Vocation:
Kung Fu Wanderer
Entry: 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, Quarterstaff
Exit Roll: Avoid Forced Exit on roll of 01-40.
Exit Vocation:
Grease Monkey
Entry: Soc State 1-3 Origin, INT 10+, DEX 10+

Skills: Tinkering +15%, Reading/Writing +5%


Equipment: Box of Tools, Greasy Jumpsuit, +$2d10
Exit Roll: Avoid Forced Exit on roll of 01-15.
Exit Vocation:
Deputy Sheriff
Entry: Soc State 1-2 Origin, CHA or DEX 11+
Skills: Any Basic Combat Skill +5%, Hand to Hand +5%, Tracking or Influence +5%
Equipment: Field Jacket, Badge, Post-War Revolver (Fair), 1d10$
Exit Roll: Avoid Forced Exit on roll of 01-40.
Exit Vocation:
Gunslinger/Desperado
Entry: 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 TBA
Caravan Owner
Ranger
Marshal
Minor Gang Leader
Officer
Scientist of Science
Techno-Priest

MAD SKILLS
A 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 Difficulty
Difficulty

Modifier

Easy

+50%

Simple

+25%

Normal

+0%

Difficult

-25%

Hard

-50%

Skill List
Italics denote Advanced Skill where there is no automatic base without proper training.
Social Skills (CHA x2)
Streetwise
Trade
Influence
Intellectual Skills (INT x2)
First Aid
Tactics and Leadership
Tinkering
Speak Other Language
Reading/Writing
Herbalism
High Tech
Manual Skills (DEX x2)
Driving
Stealth
Craft (Pick Specific)
Dodge
Explosives
Piloting
Survival Skills (CON x2)
Survivalist
Perception Skills (WIL x2)

Search
Track
Melee and Archaic Combat Skills (DEX+STR)
Hand to Hand
Thrown or Hand-Drawn Weapons (Thrown Weapons, Bows, Crossbows)
Martial Arts
Shooting Skills (DEX +INT)
Handguns
Rifles
Support Weapons
GEAR
Misc Artifacts
Large Solar Battery
1d10 Empty Rechargeable XX Batteries (No Recharger)
Extra magazine of pistol or rifle ammo
Radiation Suit
Child's Music Box, Doleful
Compass
Storm Lantern
Food and Drink
Grade D Food, $.10/day. Edible but 10% chance of illness per day.
Preserved Rations, $.50/day.
Clean 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). Effects stop when the diet is interrupted.
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 Weapons
The wastes are a hard place. Armor and weapons comes in a range of conditions from poor to excellent
with the best pieces in prime working order greatly coveted.
Better quality armor provides better Armor Points. Critical Hits reduce quality of armor.
Better quality weapons deal out better damage. Critical Misses reduce the quality of a weapon.
Optional Rule: A GM not wanting to fuss with this system can rule that all goods are available at the
Good condition price and effect.
Price= Average Price in Silver Dollars
AP= Armor Points
DMG = Damage on a d10

Social 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

90%

Skins/Fur

$1/0

$2/1

$3/1

$4/2

90%

Leather Jacket

$2/1

$3/1

$4/2

$5/2

90%

Leather Armor

$4/2

$6/2

$8/3

$10/3

70%

Riot Gear

$8/2

$12/3

$16/4

$20/4

20%

Flak Jacket

$12/2

$16/4

$20/4

$24/4

20%

Combat Armor

$50/4

$75/5

$100/6

$125/6

10%

Ceramic Plate

$200/6

$250/7

$300/7

$350/8

2%

Melee Weapons

Poor Price/
DMG

Fair Price/
DMG

Good Price/
DMG

Excellent
Price/DMG

Social
State

Scarcity

Knife/Hatchet

$1/d10-3

$2/d10-3

$3/d10-2

$4/d10-2

100%

Club/Nunchucks

$.50/d10-4 $1/d10-4

$2/d10-3

$4/d10-2

100%

Spear

$1/d10-3

$2/d10-3

$4/d10-1

$6/d10

100%

Bowie Knife/Kbar

$1/d10-3

$3/d10-2

$54/d10-1

$6/d10

100%

Machete/Sabre

$3/d10-2

$5/d10-1

$7/d10

$12/d10+1

70%

Thrown or
Hand-Drawn
Weapons

Poor Price/
DMG

Fair Price/
DMG

Good Price/
DMG

Excellent
Price/DMG

Social
State

Scarcity

Throwing
Knife/Shuriken

$1/d10-3

$2/d10-3

$3/d10-2

$4/d10-2

100%

Throwing Axe

$.50/d10-4 $1/d10-4

$2/d10-3

$4/d10-2

100%

Throwing Spear

$1/d10-3

$2/d10-3

$4/d10-1

$6/d10

100%

Bow

$3/d10-2

$5/d10-1

$7/d10

$12/d10+1

80%

Steel Crossbow

$8/d10-1

$10/d10

$15/d10+1

$20/d10+2

25%

Compound Bow

$8/d10-1

$10/d10

$15/d10+1

$20/d10+2

25%

Handguns

Poor Price/ Fair Price/


DMG
DMG

Good Price/
DMG

Excellent
Price/DMG

Magazine Social
State

Scarcity

Barista 9mm

$10/d10-1 $20/d10

$30/d10+1

$40/d10+2

40%

M1911 .45

$12/d10-1

$25/d10+1

$35/d10+2

$45/d10+3

35%

Pipe Revolver .45

$6/d10-1

$12/d10

$18/d10+1

$24/d10+2

65%

Big Tex 11mm

$20/d10

$30/d10+2

$40/d10+2

$50/d10+3

10

25%

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

Longarms

Poor Price/ Fair Price/


DMG
DMG

Good Price/
DMG

Excellent
Price/DMG

Magazine Social
State

Scarcity

Bolt .30-06

$12/d10+1 $24/d10+2

$36/d10+2

$48/d10+2

40%

Squirrel Gun .22

$8/d10-2

d10

d10+1

65%

$12/d10-1

Rifles, Shotguns and Shit


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
Postslump Shotgun,
20 gauge
/d10 1 1
Riotgun, 12 gauge 10 1
Support Weapons
XM-25 Grenade Launcher, Computer-Assisted
Hozar, .50 LSW
Skills
Martial Arts
Upon 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
To hit roll a d100 and compare to the relevant weapon skill. A hit is at or below the modified skill roll.
A critical mishap is always a miss, a critical hit always a hit.
On a successful hit, the relevant weapon damage (always a d10) plus damage bonus if in melee is
applied. Armor points are deducted from the damage roll and the remainder is the actual damage done
to the opponent.
Range Weapon Modifiers:
+10% point blank range
+10% bolt action rifle
-30% long range
-25% target in soft or partial cover
-50% target in hard cover
Critical Mishap
When 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). ADDITIONAL TABLE
TBA.
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. ADDITIONAL TABLE TBA.
Attacks per Round
Melee/Thrown/Hand-drawn

Muzzle-Loader

1/2

All Handguns

Bolt Action Rifle

Semi-Automatic Rifle

Automatic Burst (uses 6 ammo)

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