Slate 1e Rulebook

Character Creation

When building your character, several steps are used to customize yourself to best fit who you play as. First, you pick a build, then a backstory, pick your feats, and finally get your equipment.

Build    ??           ?

For obvious reasons, race is replaced with build in this modern setting. Your physical body is represented with these five chooseable builds.

Lethargic             ?

Not taking much time out of your day to work out, you’ve put more effort into strengthening your mind.

Ability Score Adjustment. Gain +4 to Intelligence or Wisdom, +3 to any other that is Intelligence or Wisdom, +1 to any other one.

Health. Max blood is 25, max pain is 15. Max arm hit points is 3, max leg hit points is 3, max torso hit points is 5, and max head hit points is 5.

Spry                     ?

Though born small, your nimbleness allows you to weave through obstacles that others could not.

Ability Score Adjustment. Gain +2 to any three.

Health. Max blood is 20, max pain is 15. Max arm hit points is 3, max leg hit points is 4, max torso hit points is 4, and max head hit points is 4.

Extra. Your movement speed is increased by 1 meter, and your maximum movement is increased by 3 meters.

Vigorous              ?

Although a generalist, you’ve become fascinated with one topic in particular, and excel in something.

Ability Score Adjustment. Gain +3 to any one, +2 to any other one, +1 to any other one.

Health. Max blood is 25, max pain is 15. Max arm hit points is 3, max leg hit points is 4, max torso hit points is 5, and max head hit points is 4.

Extra. You gain one additional feat.

Hearty                  ?

A well rounded body that can fit a multitude of generalist roles, you’re not too into either books or working out.

Ability Score Adjustment. Gain +3 to any two, +2 to any other one.

Health. Max blood is 25, max pain is 15. Max arm hit points is 3, max leg hit points is 4, max torso hit points is 6, and max head hit points is 4.

Brawny                 ?

You’ve put more effort into working on your physical prowess than you have your mental.

Ability Score Adjustment. Gain +3 to Dexterity or Strength, +1 to any other two.

Health. Max blood is 30, max pain is 20. Max arm hit points is 5, max leg hit points is 5, max torso hit points is 7, and max head hit points is 5.

By default your walking speed is 5 meters, as detailed in the Actions chapter. Your maximum movement is 15. Your default heart score is 0. Without armor, the AC of your limbs is 10. Your maximum carry weight by default is 10kg. Most importantly, your base AP at first level is 3.

Backstory??       ?

Your background has a more prevalent role in building your character, as archetypal classes do not exist. You cannot raise a skill higher than a certain threshold . The amount you can raise a skill to is equal to 5 + ( your level ÷ 2.)

Academic            ?

Pressured by parental figures, or having found freedom in schooling, you’ve committed yourself to the world of science, literature, or some other educational field. Regardless, you’ve gotten ahead of your previous living standard with your head.

              Skill Adjustment. Gain 4 points for skills in Intelligence and Wisdom, and 4 points for any.

              Starting Wealth. You have 4d8 x10?.

              Starting Items. Caffeine pills, book (note), satchel, smartphone.

              Starting Feats. You begin with three feats of your choice, two of which have to have an Intelligence-based skill check prerequisite.

Suggested Background

1

2

3

4

Student

Doctor

Professor

Researcher

City Slicker         ?

Not feeling confined by the concrete jungle, you’ve made a life in urban sprawls.

              Skill Adjustment. Gain 1 point skills in Computer and Mechanical, and 6 points for any.

              Starting Wealth. You have 4d8 x10?.

              Starting Items. One set of tools of your choice, painkillers, a cell phone, and a light chest piece.

              Starting Feats. You begin with three feats of your choice.

Suggested Background

1

2

3

4

5

6

Retail Worker

Student

White Collar Worker

Blue Collar Worker

Immigrant

First Responder

Affluent               ?

Born in a silver crib, you and your family enjoy a high standard of living. Always attending the best schools, always being protected by those above you, and being distant from those of lower social order may have made you more fragile and dependent than you’d like to admit.

              Skill Adjustment. Gain 1 point skills in in Persuasion and Deceit, 5 points for any that is not Intelligence.

              Starting Wealth. You have 10d6 x10?.

              Starting Items. Smart phone, laptop.

              Starting Feats. You begin with two feats of your choice.

Suggested Background

1

2

3

4

Politician

Bureaucrat

Family Business

Successful Criminal

Militant                ?

Wanting to play soldier, pressure from your family, or simply not having any other career opportunity are all reasons one might join a military. Whatever your reason, you’ve become both competent in a fight and a member of an organization.

              Skill Adjustment. Gain 1 point skills in Ranged, Melee and mechanical, 3 points in Dexterity and Strength, 3 points for any.

              Starting Wealth. You have 4d10 x10?.

              Starting Items. One firearm that costs 90? or less, a flak jacket, a ballistic helmet, 30? worth of ammunition, and a cell phone.

              Starting Feats. You begin with three feats of your choice, one of which has to have a Ranged or Melee skill check prerequisite.

Suggested Background

1

2

3

4

5

6

Wannabe

Private

Militia

Sailor

Pilot

Sergeant

Rural                   ?

Having lived either on flat plains on your family’s homestead, in the woods secluded from society, or simply in the hills a few miles from the city, you grew up surrounded by nature.

              Skill Adjustment. Gain 2 points skills in Nature, 8 points for Dexterity or Strength, and 6 points for any.

              Starting Wealth. You have 4d6 x10?.

              Starting Items. A flashlight, a light radio, a cell phone, binoculars, a light chest piece, a revolver OR a hunting shotgun, 20? worth of ammunition.

              Starting Feats. You begin with two feats of your choice.

Suggested Background

1

2

3

4

Farm Hand

Tribal

Small Town

Frontiersman

Urchin                 ?

Not having the material that most others get from their household, you use non conventional means to get what you need. You have to get into the best schools by having the best grades, and have to prove your worth every step of the way to achieving your goals.

              Skill Adjustment. Gain 3 points skills in Wisdom, 5 points for any.

              Starting Wealth. You have 2d20 x8?.

              Starting Items. Weapons that in total cost less than 40?, 10 bobby pins, thieve’s tool set, a duffle bag.

              Starting Feats. You begin with three feats of your choice, two of which have to have a Dexterity-based or Wisdom-based skill check prerequisite.

Suggested Background

1

2

3

4

Pawner

Robber

Con Artist

Black Market

Feats        ??       ?

Feats (mostly) do not rely on your body type or background. These abilities are the product of training or simply your personality. Some feats may have prerequisites, and if so their condition must be met before you can take it. Feats have the ability to change your statistics and change how you interact with the world. Taking feats allow you to customize your character to be unique and powerful to play.

AbilityIncrease?

Choose one ability score. It is increased by 1.

Adrenaline                ?

Prerequisite: 10th level

On your turn, you can choose to replenish your AP to its maximum. This feat can only be used once between 1 hour rests.

Alert                ?

Prerequisite: Perception skill 3 or higher

During surprise rounds where you are surprised, you can act normally. Albeit with a -1 maximum AP penalty during that round.

Ambidextrous ?

You can hold a non-one-handed weapon in your off hand.

Ancient           ?

Gain +3 to attack rolls made with the sword, staff, or javelin. The damage dealt to a target on a hit with a sword, staff, or javelin is increased by 1.

AnimalHandler

Prerequisite: Nature skill 3 or higher

Gain +5 to Nature skill checks made to interact with an animal.

Apprenticeship?

Choose one set of tools from the equipment list. You gain a +5 bonus to skill checks made to use the set of tools. You can select this feat multiple times, but you can only choose each set of tools once to gain this benefit.

Archer             ?

Prerequisite: Ranged skill 4 or higher

Gain +3 to attack rolls made with compact bows and longbows. The damage dealt to a target on a hit with a compact or longbow is increased by 1.

Autodidact       ?

Prerequisite: 10th level, Wisdom ability 2 or higher

When you fail a skill check or saving throw, gain 2 autodidact points to a maximum of 5. You lose all autodidact points when you rest for 8 hours. When you make a skill check, you can spend any amount of autodidact points to gain a bonus to the skill check equal to the amount of points spent.

Aviator            ?

Prerequisite: Mechanical skill 5 or higher

You are able to pilot air vehicles as well as you would drive a land one.

Batter              ?

Gain +3 to attack rolls made with the baton, crowbar, or club. The damage dealt to a target on a hit with the baton, crowbar, or club is increased by 1.

Biologist         ?

Prerequisite: Science ability 1 or higher, Nature skill 2 or higher

Gain +5 to Nature skill checks made to recall information on animals.

Boxer              ?

Prerequisite: Strength ability 1 or higher, Hand To Hand feat

The damage your unarmed attacks do is increased by 1.

BullRush         ?

The Dodge or Brawn skill check someone is forced to make when you attempt to tackle them is raised by the amount of meters you moved to tackle them. Upon successfully tackling someone, you can deal 1 damage to their torso. You can push back somebody you tackle 5 meters, instead of 3.

Cadence          ?

Prerequisite: Athletics skill 2 or higher, Persuasion skill 2 or higher

While traveling, you and up to 10 other people can move for 2 extra hours before being exhausted.

Chameleon      ?

Prerequisite: Deception skill 3 or higher

You gain a +5 bonus to Deceit skill checks made to hide amongst other people or pretend you are someone else.

Chemist           ?

Prerequisite: Science skill 3 or higher

You gain the ability to create adenosine, epinephrine, medicine, and painkillers out of chemicals with chemist’s tools. The DM decides how you must go about creating each item.

Commando     ?

Prerequisite: 12th level, Grunt feat

The damage dealt to a target on a hit with non-winding, automatic firearms is increased by 1.

Crackshot        ?

Prerequisite: 5th level, Ranged skill 4 or higher

Gain 3 crackshot points. You can use 1 point when you make a ranged attack to gain advantage on the attack roll. You must spend your point before you make the roll. Your crackshot points are reset to 3 when you rest for 8 hours.

Crusher            ?

Prerequisite: 10th level, Batter or Weight Thrower feat

When you land an attack with a baton, club, crowbar, or sledgehammer you can choose to spend 1 AP to attempt to knock them backwards or knock them to the ground. Make a contesting skill check with whoever you hit, you will use your Melee skill and they will use their Athletics skill. If you succeed, you can choose to either knock them backwards 1 meter or knock them prone.

Desperado       ?

Prerequisite: 12th level, Gunslinger feat

The damage dealt to a target on a hit with a non-two-handed firearm is increased by 1.

DieHard           ?

Prerequisite: Tolerance skill 3 or higher

When your pain is increased to its maximum value, you can choose to instead only have it increased to your maximum pain 

value minus one. This feat can only be used once between 8 hour rests.

Doctor              ?

Prerequisite: 5th level, Nurse Feat

Gain +5 to Science skill checks when performing CPR. Gain +3 to Science checks made to recall anything medical related. Applying saline requires 1 less AP.

DopeMan         ?

Prerequisite: Science skill 4 or higher

Applying adenosine, epinephrine, morphine, or an antidote to someone costs 1 less AP and does not take a full round of your time. 

Enduring          ?

Your pain maximum is raised by 3. Gain +2 to Tolerance skill checks made to resist pain.

FastClot             ?

Prerequisite: 10th level, Robust feat

Gain 5 fastclot points. You can use these points whenever you take the hold-guts action to reduce your bleed score by the amount of fastclot points spent. Your fastclot points are reset to 5 when you rest for 2 hours.

Guard               ?

Prerequisite: 10th level, Pitcher feat

While you are wielding a pitchfork, shovel, spear, or staff and someone moves within range of your melee weapon, you can make an attack against them for 1 AP.

Grenadier         ?

Prerequisite: 5th level, Pitcher feat

You can expertly throw explosives without needing to make a skill check an extra 5 meters, up to 20. You also can throw them, with a skill check, an extra 5 meters, up to 30. Gain +3 to all Ranged skill checks made to throw explosives. Explosives you throw cannot be thrown back.

Grunt               ?

Prerequisite: Ranged skill 3 or higher

Gain +3 to attack rolls made with non-winding, automatic firearms. The damage dealt to a target on a hit with a non-winding, automatic firearm is increased by 1.

Gunslinger       ?

Prerequisite: Ranged skill 3 or higher

Gain +3 to attack rolls made with non-two-handed firearms. The damage dealt to a target on a hit with a non-two-handed firearm is increased by 1.

Guisarmier        ?

Gain +3 to attack rolls made with the pitchfork, spear, or shovel. The damage dealt to a target on a hit with the pitchfork, spear, or shovel is increased by 1.

HandToHand     ?

Prerequisite: Athletics skill 3 or higher

Gain +5 to unarmed attack rolls.

Hearty                ?

Prerequisite: Tolerance skill 4 or higher

Your heart score maximum is raised by 5 (-15,15).

HorseSurgeon    ?

Prerequisite: Ranged skill 3 or higher

Gain +3 to attack rolls made with hunting and combat shotguns. The damage dealt to a target on a hit with hunting or combat shotguns is increased by 1.

Huntsman          ?

Prerequisite: Stealth skill 3 or higher

Anyone looking for traps that you set suffer -5 to Perception skill checks. Gain a +3 bonus to perception checks made to track animals or other people.

Inspiring            ?

Prerequisite: Persuasion skill 3 or higher

For 3 AP, you can attempt to motivate your comrades. Choose one friendly person when you do so, for the next minute anytime they make a skill check or saving throw they add 1d6 to the result.

InternalCompass?

You can always tell which way is north, and what time of day it is.

IronLungs          ?

The amount of time you can hold your breath for is increased by 10 rounds. When being choked out, gain +5 to Tolerance skill checks against Athletics.

Ironman             ?

Prerequisite: Athletics skill 6 or higher

The movement penalty incurred for wearing metal or steeled armor is reduced by ?.

IronWill             ?

Prerequisite: 10th level

Your pain maximum is raised by 5. Gain +2 bonus to Tolerance skill checks made to resist pain.

Javelineer           ?

Prerequisite: Combined Ranged and Melee skill 8 or higher

You are able to skillfully throw melee weapons. This attack roll will use half of both your melee and ranged skills. The range of this attack is equal to 30 meters minus three times the weight of the weapon, and the AP cost is the same as the thrown weapon’s. You cannot target specific body parts. The damage is the same as the damage of the thrown weapon. You cannot throw heavy weapons.

KnifeJuggler     ?

Prerequisite: 5th level, Javelineer feat

Even more deadly with thrown weapons, you can use their edged face to deal more severe damage. Gain +3 to attack rolls and +1 to damage rolls when throwing a non-exotic melee weapon that weighs 2kg or less. You can also now target specific body parts when throwing.

LastStand          ?

Prerequisite: 5th level, Die Hard feat

For the first three turns you are in cardiac arrest, your AP maximum is not reduced to 0 and you are not knocked prone as a result of the cardiac arrest condition.

Linguist             ?

Prerequisite: Intelligence ability 2 or higher

Choose one language you do not know, you learn that language. You can select this feat multiple times, each time you learn one more language than you did the last time you took this feat.

Lithe                 ?

Prerequisite: 5th level, Athletics skill 3 or higher

Gain 5 lithe points. You can use these points in place of AP when you take the move action. Your lithe points are reset to 5 when you rest for 8 hours.

Magician           ?

Prerequisite: Stealth skill 2 or higher

Gain a +5 bonus to Stealth skill checks made to perform actions that could be considered to be a sleight of hand.

MartialArtist     ?

Prerequisite: Dexterity ability 1 or higher, Hand To Hand feat

Once per round, when you make an unarmed attack, you can make another unarmed attack immediately afterwards without spending AP, albeit with a -5 penalty to the attack roll.

Marathon           ?

Prerequisite: Athletics skill 3 or higher

Your maximum movement is increased by 5.

Medic                ?

Prerequisite: Science skill 5 or higher

Applying bandages, field dressing, tourniquets, or quikclot on someone costs 1 less AP and does not take a full round of your time. 

Mobile               ?

Prerequisite: Dodge skill 3 or higher

The movement limiter penalty of torso armor that weighs 5 pounds or less is reduced by 1.

ModernHayha   ?

Prerequisite: 12th level, Sharpshooter feat

The damage dealt to a target on a hit with carbines and bolt-rifles is increased by 1.

NightOwl           ?

Prerequisite: Perception skill 4 or higher

You see the first 5 meters around you as though they were one light level brighter, to a maximum of light level 2.

Nurse                 ?

Prerequisite: Science skill 4 or higher

Gain +3 to Science skill checks when performing CPR. Gain +3 Science checks made to recall anything medical related.

PackAnimal       ?

The amount of weight you can carry is increased by 10kg. This benefit is cut in half when you carry a backpack, duffle bag, footlocker, or satchel.

Paranoid             ?

Prerequisite: 5th level, Alert feat

Stealth checks made to avoid waking you from sleep are made with a -8 penalty. Gain +5 to Perception skill checks made in contest to Stealth skill checks.

Parkourist           ?

Prerequisite: Athletics skill 4 or higher

The base height you need to make a Dexterity saving throw when falling is increased to 6-7 meters, and 80 meters when in water. Gain +5 to Athletics skill checks made to land without being knocked prone. 

Partisan              ?

Prerequisite: 10th level, Science or Mechanical skill 4 or higher.

Gain +8 to Science or Mechanical skill checks when crafting your own explosives.

Partygoer            ?

Prerequisite: Combined Tolerance and Persuasion skill 4 or higher

You can be awake for 24 hours before being exhausted, instead of 18. Gain a +8 bonus to Tolerance skill checks made when ingesting food or drink.

Pinner                ?

Prerequisite: 5th level, Archer feat

When you hit a target with a compact bow or longbow, their movement speed is reduced by 1 meter for 1 round. This effect stacks. Also, you now ignore the winding property of longbows.

Pitcher                ?

Prerequisite: Combined Ranged and Melee skill 6 or higher

You can throw explosives without needing to make a skill check an extra 5 meters, to 15. You also can throw them, with a skill check, and extra 5 meters, to 25. Gain +5 to all Ranged skill checks made to throw objects.

Resilient             ?

Prerequisite: 10th level, Tough feat

Choose two of the following: legs, arms, head, or torso. The hit point maximum of the limbs you choose are raised by 1. You can take this feat multiple times, but you cannot choose the same limbs more than once to receive this benefit.

RabbitRush       ?

Prerequisite: 5th level, Dexterity ability 2 or higher

When you take the move action, you can choose to use this feat to gain +5 to your dodge rolls and raise the AC of all your limbs by 2 until the end of your turn. Once you use this feat, you cannot take an attack action until the start of your next turn.

Robust               ?

Prerequisite: Tolerance skill 3 or higher

Your blood maximum is raised by 5.

Sailor                 ?

Prerequisite: Combined Perception and Mechanical skill 8 or higher

You are able to pilot water vehicles as well as you would drive a land one.

Scattergun          ?

Prerequisite: 5th level, Horse Surgeon feat

When making an attack roll with hunting and combat shotguns, you can spend 1 extra AP to also target up to 2 other people that are within 1 meter of the original target, using the same attack roll for all targets but rolling different damage for each hit. You cannot target specific body parts when making this kind of attack.

SecondWind        ?

Prerequisite: 5th level, Dexterity ability 1 or higher

On your turn you can use this feat to gain 3 extra AP that can be used until the start of your next turn. This feat can only be used once between 1 hour rests.

Sharpshooter       ?

Prerequisite: Ranged skill 4 or higher

Gain +3 to attack rolls made with carbines and bolt-rifles.

SixthSense          ?

Prerequisite: 10th level, Wisdom ability 3 or higher

When you fail a Wisdom or Wisdom based skill check, you can choose to reroll the check. Alternatively, you can choose to give yourself a +5 bonus to an initiative roll. This feat can only be used once between 1 hour rests.

Skilled                 ?

One skill is raised by 3, ignoring the normal maximum for skills.

Slasher                ?

Gain +3 to attack rolls made with the chainsaw, knife, machete, or axe. The damage dealt to a target on hit the chainsaw, knife, machete, or axe is increased by 1.

Slippery               ?

Prerequisite: Dodge skill 2 or higher

When you are attacked with a heavy melee weapon, gain +3 to dodge rolls made to dodge the attack. Attempting to break out of a grapple costs 1 less AP.

Sniper                  ?

Prerequisite: 5th level, Sharpshooter feat

The range of all non-automatic firearms is increased by 20m.

Swift                   ?

Prerequisite: 10th level, Marathon feat, Dexterity ability 3 or higher

Your maximum movement is increased by 5.

Swinger               ?

Prerequisite: 10th level, Slasher or Weight Thrower feat

You can choose to attack multiple targets at once when wielding an axe, chainsaw, sword, or scythe. You must spend 1 extra AP when you do so, and you use the same attack roll for each target. For each extra target, your attack roll suffers a -3 penalty. Normal damage is applied to the targets on a hit.

Tenacity              ?

Prerequisite: Tolerance skill 3 or higher

On your turn you can use this feat at a cost of 1 AP to gain 2 blood and lose 3 pain. This feat can only be used once between 8 hour rests.

ThickSkinned     ?

Prerequisite: Strength ability 2 or higher

The AC of all your limbs is raised by 1

ThrillOfTheHunt?

Prerequisite: 12th level, Archer feat

The damage dealt to a target on a hit with the compact bow or the longbow is increased by 1.

Toppler                ?

Gain +3 to contesting Athletics skill checks made when you shove someone. When you shove someone, you can move them 3 meters, instead of 1. When you attempt to knock someone prone, this benefit increases to a +5 and you can attempt to shove someone who is within 2 meters of you, instead of 1.

Tough                  ?

Prerequisite: Tolerance skill 3 or higher

Choose two of the following: legs, arms, head, or torso. The hit point maximum of the limbs you choose are raised by 1. You can take this feat multiple times, but you cannot choose the same limbs more than once to receive this benefit.

TrackStar            ?

Prerequisite: 10th level, Athletics skill 7 or higher

You move one extra meter for every AP you spend.

TrenchSweeper    ?

Prerequisite: 12th level, Horse Surgeon feat

The damage dealt to a target on a hit with hunting and combat shotguns is increased by 1.

Trooper               ?

Prerequisite: 5th level, Grunt feat

When using non-winding automatic firearms as improvised weapons, you deal d6÷2 damage on a hit, and gain +3 to the attack roll. These benefits extend to any attack with a bayonet you make while it is attached to non-winding automatic firearms.

Underdog            ?

Gain 3 underdog points. You can use these points in place of AP when you take the interact action. Your underdog points are reset to 3 when you rest for 1 hour.

Ventriloquist       ?

Prerequisite: Combined Persuasion and Deception skill 8 or higher

You have advantage on Deception and Persuasion skill checks made to disguise your voice, or mimic someone else’s voice.

Vigilance             ?

Prerequisite: Perception skill 3 or higher

Gain +3 to initiative rolls. When you roll initiative you can use this feat to gain advantage on the initiative roll. This feat can only be used once between 8 hour rests.

WeightThrower   ?

Gain +3 to attack rolls made with the hatchet, sledgehammer, or scythe. The damage dealt to a target on hit the hatchet, sledgehammer, or scythe is increased by 1.

Woo-Fu               ?

Prerequisite: 5th level, Gunslinger feat

The penalty for targeting specific body part switch non-two-handed firearms is reduced by 3. You ignore the attack roll and range penalty for dual wielding non-two-handed firearms.

Wrestler               ?

Gain +4 to contesting Athletics skill checks made when you grapple someone. You ignore the -1 AP penalty whilst grappling someone. When you choke someone out, they are unconscious for 20 minutes, instead of 10.

Character Progression        ??       ?

Below is a chart that lists what benefits you will receive upon advanding in level. This includes extra skill and ability points, feats, AP changes, and other types of rewards you will earn through play. Typically, your DM will decide when you will level up or experience points will be used to determine if you are deserving of character progression.

Level

Skill P.

Ability P.

Feats

AP B.

1

2

+2

3

+1

+1

4

+1

5

+1

+1

+1

6

+2

7

+1

+1

8

+2

9

+1

+1

10

+1

+1

11

+1

+1

12

+2

13

+1

+1

14

+2

15

+1

+1

+1

16

+1

17

+1

+1

18

+2

19

+1

+1

20

+1

+1

+1

+1

Level

This column in the table shows you which levels you will receive benefits.

Skill P.

Starting at 2nd level, you will gain points that you can use to raise any of your skills. You do not receive skill points on the levels that you gain ability points.

Ability P.

Every three levels starting at 4th, you will be able to raise one of your abilities by 1, OR you can choose to receive 5 extra skill points to use however you wish.

Feats

Every other level starting at 3rd, you will receive one extra feat.

AP Bonus.

When you reach a level that includes an action point bonus, your AP maximum is raised by 1. This allows you to perform more actions on your turn, but does not increase the number of meters you can move in a turn, as your maximum movement determines that, by default, you can only move 15 meters in a single turn.

Rules & Tables

Health??????

Your hit points are divided up and made to be more dynamic. Each of your limbs can only take so much damage before they begin to hamper you, as taking an axe to the leg will probably slow you down in the real world. When damage is dealt, whoever was hit will have one of their limbs receive damage. When a body part is reduced to 0 hit points, penalties will start to apply to the injured as listed below:

Arms.

For each arm at 0 hit points, you suffer a -3 penalty to attack and Strength rolls. Cannot use an arm with 0 hit points.

Legs.

For each leg at 0 hit points, your movement speed is reduced by 1 meter and you suffer a -5 penalty to dodge rolls. If both legs are at 0 hit points, you are knocked prone until you recover a leg hit point.

Body.

Your maximum pain tolerance is reduced by half.

Head.

You are afflicted with the concussion condition.

In addition, you have three other health states to safeguard; pain, heart, and blood. You can lose blood by bleeding as detailed under the Attacks chapter. Your limbs all regain half of their maximum hit points whenever you rest for 8 hours.

If your blood is reduced to 0, you will suffer from cardiac arrest for 1 minute. At the end of that minute, if you are still in cardiac arrest, you die. This minute in which you have no blood and you are in cardiac arrest is called your death timer. Your blood is reset to its maximum when you rest for 8 hours. 

Similarly, taking damage will increase your pain by the amount of damage taken, and once your pain reaches its maximum you will fall unconscious. While unconscious and with your pain limit reached, any damage you take will reduce your blood by three times its amount. Your pain is reset to 0 when you rest for 1 hour.

Your heart is also vulnerable, as many medications will raise or lower it. When you rest for 1 hour, your heart score will be lowered by 2 if it is higher than 0 to a minimum of 0, or raised by 2 if it is negative to a maximum of 0. When you rest for 8 hours, your heart score will be set to 0. If your heart score reaches 10 or -10, you will also go into cardiac arrest and take 3 pain.

You can hold your breath for an amount of rounds equal to 5 + your Tolerance skill. At the start of every turn you cannot breathe after this amount of time, you will take 3 pain. When you can breathe normally for a full round, the amount of time you hold your breath for is reset.

Exhaustion?  ?

When travelling on foot, you can move 5 kilometers an hour. You can travel for 8 hours, afterwards if you travel more you will suffer from the exhaustion condition. The amount of hours you can travel before being exhausted is reset when you rest for 8 hours. At the top of every hour you travel after you’ve already travelled for 8 hours, you will need to succeed on a DC 15 Tolerance saving throw, falling unconscious for up to 8 hours on a failure. Being unconscious as a result of travelling does not count as rest.

After being awake for 18 hours, you will become exhausted. If you are awake for 24 hours, you will fall unconscious. Being unconscious as a result of being awake for 24 hours does not count as rest.

When driving a land vehicle, you make general Wisdom skill checks to properly move, dodge danger, or otherwise use the vehicle. Most vehicles require a fuel source, most commonly gasoline.

 Actions????  ?

At the start of your turn you regain all expended action points (AP.) AP is what you use to do almost every kind of action, from firing a weapon to opening a door.

Actions you can take on your turn that have an AP cost are listed below:

Attack.

See Attacks chapter.

Choke.

You can choose to choke out somebody you have grappled, instead of just holding them. This costs 2 AP to perform on someone you have grappled, and you must succeed on a contesting Athletics skill check. If you have succeeded on the skill check last round and succeed on the current contesting check, the person you are choking must succeed on a contesting Tolerance skill check against your Athletics. On a failure they are knocked unconscious for 10 minutes. They will wake up if they take any pain.

Disarm.

When you are wielding a non-one-handed  melee weapon and somebody is within range, you can pay your weapon’s AP cost to attempt to disarm them. Make a contested Melee skill check against the target’s Athletics, on a success you knock one item they are carrying out of their hands up to 1 meter away.

Help.

While someone takes the interact action, you can spend an amount of AP that is decided by your DM to give them a benefit to their attempt to interact, as decided by your DM.

Hold Guts. 

See “bleed” in equipment.

Holster. 

To take a weapon out from your inventory costs 1 AP, as does putting a weapon back into your inventory and picking a weapon up. Dropping a weapon on the ground is a free action however. You cannot pick up a weapon on the same turn that you drop it, unless you spend 1 AP.

Interact.

Interacting with an object will use an amount of AP that is decided by your DM. Simple and quick actions such as pressing a button will generally cost a low amount of AP, whilst more complex actions such as getting into a car or moving furniture will require more AP and may incite an ability check.

Move.

On your turn, you can move up to 5 meters without spending any AP. To move further, you can spend any amount of AP to move. For each AP spent, you can move 5 meters. You can spend AP to move in any amount in any order on your turn, for example you can spend 1 AP to move 5 meters, spend any amount to make an attack, and then spend another to move another 5 meters. While crawling, you move 2 meters for every 1 AP spent. While climbing you move 3 meters for every 1 AP spent. Finally, while swimming, you move 2 meter for every 1 AP spent. While carrying a heavy object, you move 2 meters slower.

Ready.

You can spend AP to take an action normally, but choose to ready the action instead of immediately taking it. While you are readying an action, your movement speed is reduced by half and taking any other action will negate your readiness. A readied action only lasts until the start of your next turn.

Perform CPR.

See “cardiac arrest” in conditions.

Shove.

When you shove a person within a meter of you, you must make a contesting Athletics skill check against whoever you are shoving, and if you succeed against them you can choose to either knock them backwards a single meter or cause them to be knocked prone. If someone is shoved and there is no space behind them to be moved into, they take 1 damage.

Grapple.

To grapple a person within a meter of you, you must spend 2 AP and succeed on a contesting Athletics skill check to successfully grapple them. While grappled, a person can spend 2 AP to attempt to break out of their assailants grasp by succeeding on a contesting Athletics skill check. While grappling a person, your AP maximum is reduced by 1 and you cannot attack with two-handed weapons.

Tackle.

Tackling is a very similar action to both the grapple and shove action. Tackling allows you to do virtually both, but requires you to run up to them first. To tackle a person, you must move at least 3 meters towards the person that you are tackling in a way that the DM determines will allow you to tackle them, and spend 2 AP. Then the tackled person must succeed on either a Dodge or Brawn roll with a DC of 10 + your Athletics skill + your Brawn skill. On a failure you can choose to either knock them backwards up to 3 meters, or grapple them and cause the both of you to get knocked back a meter and be knocked prone.

Wrestle.

When you are being grappled, you can choose to, instead of freeing yourself from the grapplers grasp, position yourself in a way to turn the tables andne the one grappling them instead. By spending 3 AP, you can make another contested Athletics skill check with whoever is grappling you and on a succes, you are no longer grappled, but are instead grappling them.

Attacks??????

When an attack is made on anyone's turn, they must first spend an amount of AP equal to the AP cost of the weapon they are attacking with. Then they roll a D20 for an attack roll and add all of the relevant modifiers to the roll. The person being attacked has two choices if they are not surprised; they can either attempt to dodge the attack or block it. If the person chooses to dodge, they themselves must spend 1 AP and make a D20 roll, and add their dodge modifier to it. If the defender chooses to block, they make no roll but instead get to defend themselves with their block value. If the attacker's attack roll is higher than the dodge roll or block of the attacked, their strike will be a hit and the defender takes the weapon's damage.

An attack can be declared on anyone's turn but only in reaction and after, for example if an enemy runs up to you, you can choose to make a melee attack against them. But an attack that is not made on your turn has its drawbacks, as several features of attacks are unavailable while it is not your turn. 

When making an attack on your turn, a person can target a specific body part instead of just generally attacking, and hitting a random limb. If a person chooses to target a specific body part, they suffer a penalty to their attack roll depending upon what they choose to attack as shown in the Target-Penalties table. When readying an attack action, you can also choose to attack a specific limb in advance.

If you do not choose to target a specific body part, roll a d8 to determine which part of the body you hit. The result of which is shown in the Non-Specific-Target table

A person can choose to wield two weapons at once, when doing so, certain effects apply to the attacks made with the weapon, and listed in the properties of certain weapons.

You can make an unarmed attack when you have one hand free for 2 AP. Unarmed attack rolls use either your Dexterity or Strength ability score, rather than the melee skill.

Target Penalties

Head

Torso

Arms

Legs

-5

-3

-4

-4

Non-Specific Target

8

5-6-7

4

3

2

1

Head

Torso

Left Arm

Right Arm

Left Leg

Right Leg

When making an attack against someone who has cover you suffer a -5 penalty to the attack roll. Cover means they are partially hidden behind hard cover such as behind a low stone wall or halfway behind a corner. When making an attack against someone who is obscured, such as when they are in the dark or in a cloud of smoke, you have disadvantage on the attack roll. If someone is behind total cover, such as a concrete wall, you cannot attack them.

 Equipment????

Melee. 

A melee weapon can only target any target within one meter of it.

Ranged. 

A ranged weapon can attack any target within its range. When dual wielding ranged weapons you suffer a -3 penalty to all attack rolls and the weapons range is reduced by half, as it is impossible to aim effectively.

Auto. 

Automatic weapons come with their own unique special ability to hit multiple targets at once. When making an attack with an automatic weapon, you can spend 1 extra AP point to unload a barrage of gunfire at a target. Anything within 1 meter is also attacked with the same attack roll, but roll different damage rolls for each hit target. When using this ability, you cannot target specific body parts. 

Bleed. 

Some weapons don't just break a bone. A weapon with the bleed property will, on hit, apply an amount of bleed. For each bleed that someone has, they will lose that amount of blood at every start of their turn. Someone bleeding however can, at the start of their turn, spend any amount of AP points to reduce the amount of blood they lose by that amount, as they hold their guts in.

Exotic.  

Exotic weapons take more skill to wield than other weapons. For the purposes of attack rolls with exotic weapons, your Strength-based melee skill is considered reduced by half.

Heavy. 

Heavy weapons take muscle to swing around effectively. For the purposes of attack rolls with heavy weapons, your Dexterity-based melee skill is considered reduced by half.

One-Handed. 

A one-handed weapon can be used in both the user's primary hand or the off hand.

Penetration/Bulletproof. 

Some weapons cannot be blocked, as armor that would stop a knife cannot stop a bullet. If a weapon with the penetration property attacks armor that lacks the bulletproof property, the AC bonus of the armor is reduced by half.

Reach. 

The attack range of a melee weapon with reach is extended by 1 meter.

Special.

A weapon with the special property has unique rules on its use, explained in the weapon’s description in the equipment description list.

Two-Handed. 

Two hands are required to use a two-handed weapon effectively. Any bonus to the attack or damage rolls made with a two-handed weapon that is not being held with both hands are cut in half. Also, you cannot have advantage on an attack or damage roll with a two-handed weapon that is not being held with both hands. A two handed weapon cannot be held when dual wielding.

Winding. 

Some weapons require most of your AP, regardless of your AP maximum. These weapons take strenuous effort and time to use effectively. For every 5 levels you have, a weapon with winding costs 1 extra AP point to use.

Melee

Cost

Properties

Damage

AP-Cost

Weight

Axe

60?

Two-Handed, Bleed (2), 

d6÷2

3

5kg

Baton

55?

Heavy, One-Handed

d6÷2

2

3kg

Bayonet

40?

Special, Bleed (1)

d4÷2

2

2kg

Chainsaw

100?

Special, Two-Handed, Winding, Bleed (1d4)

d10÷2

3

8kg

Club

50?

Reach, Two-Handed

d6÷2

2

3kg

Crowbar

35?

d6÷2

2

3kg

Hatchet

30?

One-Handed, Bleed (1)

d4÷2

2

2kg

Javelin

40?

Two-Handed, Bleed (1)

d6÷2

2

3kg

Knife

5?

Bleed (1)

d4÷2

1

1kg

Machete

25?

Bleed (2)

d4÷2

2

2kg

Pitchfork

20?

Reach, Two-Handed, Winding, Bleed (2)

d4÷2

2

4kg

Shovel

10?

Reach, Winding

d4÷2

2

4kg

Sledgehammer

80?

Heavy, Two-Handed

d8÷2

2

6kg

Spear

100?

Heavy, Reach, Two-Handed, Winding, Bleed (1)

d8÷2

3

5kg

Staff

45?

Exotic, Reach

d6÷2

2

2kg

Sword

75?

Exotic, Bleed (2)

d6÷2

2

3kg

Sythe

90?

Heavy, Winding, Two-Handed, Bleed (2)

d8÷2

3

5kg

Improvised Weapon

Special, Two-Handed

d4÷2

2

Ranged

Cost

Properties

Range

Damage

AP

Cost

Weight

Handgun

50?

One-Handed, Bleed (2)

20m

d4÷2

2

2kg

Makeshift Handgun

One-Handed, Bleed (1)

d6÷2

3

Revolver

60?

One-Handed, Bleed (1)

30m

d6÷2

2

2kg

Compact Bow

80?

Two-Handed, Bleed (1)

60m

d8÷2

3

3kg

Longbow

120?

Two-Handed, Winding, Bleed (2)

200m

d8÷2+1

3

4kg

Submachine

90?

Automatic, Two-Handed, Bleed (2)

60m

d6÷2

2

3kg

Assault Rifle

125?

Automatic, Two-Handed, Bleed (1)

80m

d8÷2

2

4kg

Carbine

120?

Two-Handed , Bleed (2)

60m

d8÷2

2

4kg

Bolt-Rifle

145?

Two-Handed, Bleed (2)

120m

d10÷2

3

4kg

Makeshift Rifle

Two-Handed, Bleed (1)

d8÷2

3

Hunting Shotgun

90?

Two-Handed, Bleed (2)

25m

2d4÷2

2

3kg

Combat Shotgun

150?

Two-Handed, Bleed (1)

15m

2d6÷2

2

5kg

Light Machine Gun

250?

Automatic, Two-Handed, Bleed (2)

70m

d10÷2

3

8kg

Heavy Machine Gun

60?

Automatic, Two-Handed, Winding, Bleed (1d4)

100m

d12÷2

3

15kg

Armor

Cost

Properties

Body 

 Part

Armor

Class

MMove 

Limiter

Weight

Light Chest Piece

Torso

3

-1

Riot Vest

270?

Torso

5

-3

4 kg

Flak Jacket

200?

Bulletproof

Torso

4

-1

3 kg

Kevlar Vest

400?

Bulletproof

Torso

5

-2

5 kg

Chainmail

325?

Torso

6

-2

8 kg

Metal Chest Piece

500?

Bulletproof

Torso

7

-3?

10 kg

Steeled Breastplate

1000?

Bulletproof

Torso

8

-3

10 kg

Paper Piece

Arms & Legs

3

Light Guards

25?

Arms & Legs

4

1 kg

Padded Piece

50?

Arms & Legs

5

?

2 kg

Metal Piece

90?

Bulletproof

Arms & Legs

6

-?

3 kg

Steeled Limb Guard

200?

Bulletproof

Arms & Legs

7

?

3 kg

Light Helmet

Head

3

Riot Helmet

80?

Head

5

2 kg

Ballistic Helmet

150?

Bulletproof

Head

5

2 kg

Metal Helmet

230?

Bulletproof

Head

7

?

3 kg

Steeled Helmet

300?

Bulletproof

Head

8

?

3 kg

\

Bear Trap. Placing a bear trap takes one minute, and requires 1 meter of empty floor space. When anyone moves through the space that the bear trap is set in, they will take 1d4 damage to one of their legs.

Bobby Pin. With a bobby pin, anyone can attempt to pick a lock with a successful Mechanical skill check. Failing or succeeding the check will destroy the bobby pin used.

Chainsaw. A chainsaw requires gasoline to make an attack with. When fully fueled with a full can of gasoline, a chainsaw can make 20 attacks before it needs to be refueled.

Chemicals. With chemicals, anyone with a high enough Science skill can make a number of items, ranging from explosives to medical remedies.

Containers.

Ammo Skirt. An ammo skirt allows the wearer to carry up to 5kg of ammunition, explosives, or tools.

   Backpack. A backpack allows the wearer to carry up to 15kg of items.

   Bandolier. A bandolier allows the wearer to carry up to 3kg of ammunition, explosives, or tools.

   Duffle bag. A duffle bag allows the wearer to carry up to 12kg of items.

   Footlocker. A footlocker allows the wearer to carry up to 25kg of items.

   Holster. A holster can carry one non two-handed firearm, or one melee weapon.

   Military Backpack. A military backpack allows the wearer to carry up to 18kg of items.

   Satchel. A duffle bag allows the wearer to carry up to 8kg of items.

Electronics

   Cell Phone. A cell phone can communicate to other communication devices within 40 kilometers, or any amount of distance as long as it has service.

   Heavy Radio. A heavy radio set can communicate to other communication devices that are within 30 kilometers.

   Light Radio. A light radio set could take the form of a small windable radio, or a walkie talkie, and has a range of 10 kilometers.

   Smartphone. A smart phone functions similar to cell phones, except that it has a few other functions including being a camera and having a flashlight, which shines one level of illumination in a 5 meter long cone.

Explosive

All thrown explosives can be easily thrown up to 10 meters within your line of sight. You can also throw explosives up to 20 meters, but when doing so requires a Ranged skill check with a DC equal to the amount of meters you are trying to throw it. When throwing explosives to somewhere you cannot see, a roof above you or against a wall to bounce around a corner for example, you must make the same skill check but with +5 to the DC.

   Dynamite. Dynamite can have a fuse that can last up to a minute. When detonated, lit on fire, or upon taking 2 damage, it will explode and deal 1d8 damage to anyone within 3 meters of it and knock them backwards 1 meter. Anyone caught in the blast radius will also have to make a Dexterity saving throw with a DC of 20, being knocked prone on a failure.

Item

Cost

Wgt

Item

Cost

Wgt

Item

Cost

Wgt

Ammunition

        Grenade

40?

.5kg

        Saline (1Liter)

35?

.5kg

        Small Caliber(10)

10?

.1kg

        Molotov

10?

.5kg

Padlock

10?

       Intermediate Caliber(10)

15?

.5kg

        SmokeBomb

50?

.5kg

Poison,Cyanide

100?

        Large Caliber (10)

25?

1kg

        Thermite

65?

1kg

Poison,Rat

20?

        Arrow (10)

18?

.5kg

Fire Extinguisher

15?

4kg

Resources

        Shells (10)

20?

1kg

FishingRod

38?

3kg

        Aluminum

20?

.5kg

Art Supplies

Food

        Battery,Car

45?

2kg

        Paint Bucket

8?

2kg

        Alcohol

5?

.1kg

        Battery,Small

2?

        Spray Paint

5?

1kg

        Animal’s

15?

3kg

        Chain(5Meters)

12?

2kg

        Writing Tools

6?

        Coffee

4?

.1kg

        Electronic Components

48?

1kg

Bear Trap

50?

2kg

        Junk Food

3?

.1kg

        Gasoline (5Liters)

8?

5kg

Bedroll

15?

2kg

        Meal

8?

.5kg

        Glass (1x1Meter)

40?

5kg

Binoculars

30?

1kg

        Ration

10?

.5kg

        Iron

25?

6kg

Blanket

5?

1kg

        Small Meal

4?

.2kg

       Mechanical Components

28?

2kg

Bobby Pin (10)

20?

1kg

        Soda

3?

.2kg

        Oil (1Liter)

10?

Book

10?

.5kg

        Water

2?

.2kg

        Rope (5Meters)

6?

2kg

Book, Note

5?

.5kg

Game Set

10?

1kg

        Wood

8?

1kg

Chemicals

90?

4kg

Handcuffs

25?

1kg

Soap

1?

Cleaning Supplies

25?

3kg

Kitchenware

Sports Set

35?

6kg

Clothes

        Canteen

5?

Tape (10Meters)

2?

        Bottom

10?

        Crockery

1?

1kg

Tent

52?

5kg

        Footwear

5?

        Flask

3?

Tools

        Eyewear

20?

        Glass

1?

1kg

        Actor’s

105?

2kg

        Gloves

5?

        Silverware

2?

1kg

        Blacksmith’s

135?

6kg

        Mask

15?

        Tray

2?

.5kg

        Carpenter’s

105?

4kg

        Top

10?

Ladder

40?

6kg

        Chemist’s

135?

4kg

Compass

2?

Light

        Climber’s

95?

3kg

Containers

        Bulb

8?

        Construction’s

128?

5kg

        AmmoSkirt

40?

        Candle

5?

        Electrician’s

120?

5kg

        Backpack

25?

        Flare

12?

.1kg

        Forgery

90?

2kg

        Bandolier

20?

        Flashlight

15?

1kg

        Gambler’s

50?

2kg

        DuffleBag

15?

        Flood Light

30?

6kg

        Gunsmith’s

115?

5kg

        Footlocker

50?

        Lamp

8?

1kg

        Mechanic's

115?

5kg

        Holster

5?

        Lighter

2?

        Plumber’s

95?

4kg

        Military Backpack

80?

Map

12?

        Thieve’s

100?

2kg

        Satchel

10?

Medical

Whetstone

4?

1kg

Electronics

        AED

350?

3kg

ZipTie (10)

8?

1kg

        CellPhone

40?

        Adenosine

32?

.1kg

        Clock

3?

          Antidote

50?

.1kg

        Desktop

200?

10kg

        Bandage

20?

.1kg

        Disposable Camera

15?

1kg

        CaffeinePills

70?

1kg

        Fine Camera

70?

1kg

        Crutch

70?

1kg

        GPS

150?

1kg

        Epinephrine

35?

.1kg

        HeavyRadio

275?

12kg

        FieldDressing

45?

.2kg

        Laptop

100?

3kg

        Quikclot

19?

.1kg

        LightRadio

90?

2kg

        Medicine

15?

.1kg

        SmartPhone

100?

1kg

        Morphine

40?

.1kg

        Television

80?

8kg

        Splint

26?

.5kg

Explosives

        Tourniquet

30?

.2kg

        Dynamite (?kg)

20?

.5kg

        Painkillers

20?

.1kg

  Grenade. Once its pin is pulled it will be detonated on the same initiative order one round after it was primed. When detonated, or upon taking 3 damage, a grenade will explode dealing 2d4 damage to anyone within 10 meters of it. Anyone caught in the blast radius will also have to make a Dexterity saving throw with a DC of 15, being knocked prone on a failure.

   Molotov. A molotov will explode on impact with whatever it lands on, and will light up to 9 meters of surface space on fire and provide fuel for it for 10 rounds, or 1 minute..

   Smoke Bomb. Once its pin is pulled it will be detonated on the same initiative order one round after it was primed. When detonated, or upon taking 3 damage, a smoke grenade will explode creating a cloud of smoke that heavily obscures up to 27 square meters of space in a cube centered on the grenade.

   Thermite. Thermite will detonate on the same initiative order one round after it was primed, or when it is lit on fire. Thermite does not explode, but it will burn so hot that it will be able to cut through most material, even metal, fairly quickly. Thermite lasts for one round, and will deal 2 damage to anyone who touches it.

Food

   Coffee. Ingesting a coffee will prevent you from suffering from the ill effects of exhaustion for 30 minutes.

   Soda.  Ingesting a soda will prevent you from suffering from the ill effects of exhaustion for 30 minutes.

Fishing Rod. This allows you to try and catch fish in a stream where fish swim by. Nature skill checks and your DMs discretion are usually how going about this is decided.

Food.

   Alcohol. Ingesting alcohol will make you take a Tolerance skill check, the DC of which is determined by your DM and the type of alcohol it is. Failing the skill check will cause you to become dizzy for the next hour.

   Coffee. Ingesting a coffee will prevent you from suffering from the ill effects of exhaustion for 30 minutes.

   Soda. Ingesting a soda will prevent you from suffering from the ill effects of exhaustion for 30 minutes.

Handcuffs. Anyone in handcuffs cannot use two-handed weapons, has disadvantage on attack rolls, and has their AP maximum reduced by 1. Handcuffs can be picked with a successful DC 20 mechanical skill check, or broken with a successful DC 30 Brawn skill check. Handcuffs have 3 hit points and are immune to damage from one-handed bladed weapons.

Improvised Weapon. An object is an improvised weapon if your DM decides so. An improvised weapon is an object not made for combat, such as a large pipe, piece of wood, or heavy object.

Light.

Bulb. A lightbulb, once powered, provides one level of illumination in a 15 meter radius, and an additional level in the first 10 meters.

Candle. A candle lasts for one hour once lit, and provides one level of illumination within a 2 meter radius.

Light.

Flare. A flare is a small, handheld plastic tube that, once activated with 1 AP, will provide one level of illumination in a 10 meter radius, one additional level of light for the first 3, and one more level of illumination in the same space it inhabits. A flare lasts for 10 minutes.

Flashlight. Flashlight’s can be held in one hand and, once powered with small batteries, can provide one level of illumination in a 20 meter long cone, and an additional level of illumination for the first 10 meters.

Floodlight. This is a tripod mounted set of lights that stands 1.5 meters tall. When powered with a cord or a car battery, it shines one level of illumination for 50 meters, an additional level for the first 25, and one more light level in the first 5 meters wherever it is facing.

Lamp. Lamps are powered with either oil, gasoline, or batteries. When lit, a lamp provides one level of illumination in a 10 meter radius, and an additional level for the first 8 meters.

Lighter. A lighter filled with gasoline lasts for half an hour once lit, and provides one level of illumination within a 1 meter radius.

Medical.

   AED. An automated external defibrillator is a device that, once powered, allows you to bring anyone out of cardiac arrest without having to perform CPR. Make a science skill check, and on a result of 10 or higher you will successfully shock whoever you performed the AED action on out of cardiac arrest, as though you had succeeded on a CPR check. Shocking someone 

with an AED takes 3 AP and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start using it.

   Adenosine. This small syringe can be used on anyone at the cost of 3 AP. It will raise your heart score by 3 if you have a negative score, and decrease it by 2 if it is higher than 0.

   Antidote. This syringe when applied will prevent the person it was used on from needing to make a Tolerance skill check to resist the effects of poison. If your maximum blood was reduced to 0 as a result of a poison effect, your blood maximum is set to 1 until the effects of the poison wear out. To apply an antidote costs 3 AP and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start using it.

   Bandage. A bandage can close your wounds, and when it is applied it will reduce your bleed by 3. To apply a bandage requires 2 AP and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start applying it.

   Caffeine. Someone who is exhausted and ingests caffeine pills will not suffer from the ill effects of exhaustion for 3 hours. Ingesting caffeine takes 3AP and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start ingesting it.

   Crutch. A crutch will allow anyone with two broken legs to continue to move while upright, and at 1 meter faster than if they did not have it.

   Epinephrine. This moderately sized syringe will speed up the process of someone waking up from being knocked 

unconscious. When applied, a person in a coma will, for the next minute, roll a Tolerance skill check every 12 seconds. On a result of 20 or higher, they will no longer suffer from the Coma effect and will wake up. To apply epinephrine requires 3 AP and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start applying it. Epinephrine will raise your heart score by 6 once applied.

   Field Dressing. This semi-elastic patch will plug in a greater amount of wounds, and when it is applied it will reduce your bleed by 5. To apply a field-dressing requires an amount of AP equal to your AP maximum and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start applying it.

   Medicine. Medicine represents a wide variety of purposes, most of which are roleplay dependent. Vitamins, allergens, and disinfectants can all be bought under this connotation.

   Morphine. A syringe that contains a heavy painkiller. When applied, morphine will reduce the pain of the person who it is applied to by 10. To apply morphine requires 3 AP and a full-round of your time, meaning you cannot perform any other action until the start of your next turn once you start applying it.

Morphine will lower your heart score by 6 once applied.

   Pain Killers. A lighter variant to morphine. These generic pills take 2 AP and a full round of your time to ingest, meaning you cannot perform any other action until the start of your next turn once you start applying it. One minute after ingestion, your current pain is reduced by 5 and your heart score is lowered by 3.

   Saline. This yellow bag can replenish your body’s blood supply, and exactly one minute after it is applied you will regain 2d4 blood for each liter your saline pouch contains. To apply saline requires 3 AP and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start applying it.

   Splint. A splint can help mend bone, and when it is applied it will increase a limb’s hit points by 3. To apply a splint requires 3 AP and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start applying it. A limb can only have one splint on it at a time.

   Tourniquet. A tourniquet will cut off the blood flow from an injured limb. Once applied a tourniquet will reduce a person's bleed score by 7. Every 60 seconds after the tourniquet is applied the wearer will take 1 pain.When a tourniquet is taken off with 1 AP, whatever bleed was removed will once again afflict the person. A person can only wear 4 tourniquets at once. To apply a tourniquet requires 3 AP and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start applying it.

   Quikclot. Quikclot can rapidly close wounds with a chemical reaction, and when it is applied it will reduce your bleed by 5 but raise your pain by 1. To apply quikclot requires 2 AP and a full round of your time, meaning you cannot perform any other action until the start of your next turn once you start applying it.

Padlock. A padlock provides security to many objects. Every padlock comes with a key. A padlock can be picked with a bobby pin and a successful DC 20 mechanical check.

Poison, Cyanide. This type of poison requires only a small pill to be consumed to work. When consumed, the afflicted person must succeed on a DC 30 tolerance skill check at the start of 

every turn for a minute. On a failure, their blood maximum is reduced by 10 for an hour. The effect of these failures stack.

Poison, Rat. Rat poison requires a large chunk of itself to be deadly, and it fizzes when mixed with liquids. When consumed, the afflicted person must succeed on a DC 15 tolerance skill check at the start of every turn for 5 rounds. On a failure, their blood maximum is reduced by 5 for a minute. The effect of these failures stack.

Resources.

Chain. A chain can be used to restrain someone, act as a pulley, or bar an object. A single chain link has 3 hit points. A chain can be broken with a successful DC 30 brawn check.

Gasoline. Gasoline can be used as a fuel source for many machines including cars and generators. A full can of gasoline that has been knocked over will cover a 5×5 meter area in gas. When set ablaze, gasoline will burn for one minute. Anyone in the area of burning gasoline will take 1d4 damage to each limb caught in the fire.

Rope. A chain can be used to restrain someone, act as a pulley, or bar an object. Any part of rope has 2 hit points, and is immune to damage from non bladed weapons. Rope can be broken with a successful DC 25 brawn check.

Tools.

Actors.

Blacksmith.

Carpenters.

Climbers. Climber’s tools include one harness set and about 30m worth of rope that can connect to your harness, as well as anchors for keeping yourself tethered in the event that you fall.

Constructor’s. Small hammers, drills, hacksaws, and other building tools are included in constructor's tools.

Electrician’s. Anyone constructing something electrical will need these tools to properly wire everything together.

Forgery. A magnifying glass, gloves, and a series of different inks are all in this tool set that is designed to allow you to fake whatever it is you're making.

Gambler’s. Gambler’s tools include a deck of cards, chips, dice, and other game sets for you to bet money on.

Gunsmith’s. This set holds the necessary tools needed to craft your own ammunition, fix your weapons, or even craft your own.

Mechanic’s. Fixing a broken clock doesn’t need mechanics tools, but fixing a car needs a little more than your fingers.

Plumber’s.

Thieve’s. This simple set of tools includes a crowbar, gloves, a bobby pin, and other miscellaneous tools to help you break and enter quietly.

Ziptie. A zip tie can be used to hold objects together or restrain someone. A zip tie functions similarly to handcuffs, except that it cannot be picked or unlocked, and the only way to break it is by dealing 1 bleed damage to it. 

Skills & Stats??

Below is a list of various statistics that your character uses, and descriptions to better understand them. You cannot raise a skill higher than a certain threshold . The amount you can raise a skill to is equal to 5 + ( your level ÷ 2.)

Athletics. 

Rock climbing, running long distances, or swinging from a bar could all fall under the Athletics skill.

Brawn. 

Lifting heavy objects, winning an arm wrestling contest, and other feats of strength that rely entirely on muscle are what this skill is used for.

Dodge. 

This skill directly gives you a bonus to your dodge rolls, it is not however, what you use for Dexterity saving throws.

Melee. 

This stat is usually what you add to melee attack rolls.

Ranged. 

This stat is usually what you add to ranged attack rolls.

Stealth. 

Slinking past guards, pickpocketing an unsuspecting person, or hiding a card in your sleeve will all use Stealth.

Initiative. 

Your initiative stat is what you add to your initiative roll at the beginning of combat. It is equal to your Dexterity ability plus your Wisdom ability.

Carry. 

Your carry skill directly impacts how much weight you can carry on your person. Add this skill directly to the max weight (kg) you can hold.

Tolerance. 

Tolerance is the skill you will use to ignore pain, resist poison, and otherwise show how tough you are.

Deception. 

You will use this skill when outright lying to someone, or otherwise trying to deceive them.

Insight. 

This is what you will use to tell if someone is lying, to understand someone’s emotional state, or to understand an animal's behavior.

Perception. 

Perception is what determines how acute your senses are. Detecting traps or people is primarily what this is used for.

Persuasion. 

Your ability to talk to people or convince them to believe or follow what you say is represented in your Persuasion stat.

Computer. 

Your Computer stat refers only to your ability to interact with digital devices. Fixing a phone, hacking, or finding information is what you use this skill for.

Mechanical. 

The Mechanical stat determines your ability to affect mechanical things. Fixing cars, making a weapon, or making other physical things is what this stat is used for.

Nature. 

The Nature ability determines how well you know the natural world’s flora and fauna. Identifying plants and animals, knowing when it will rain, or taming a dog all fall under the Nature skill.

Science. 

Science has many categories inside of it. From medical to chemistry, many interactions you make with the finer points of the universe will be done with the Science skill.

Maximum Movement. 

This limits the amount of meters you can travel in a single round. By default it is 15.

Conditions????

Cardiac Arrest. 

Your movement speed is reduced to 0, you are knocked prone, and your AP maximum is reduced to 0. Anyone can attempt to perform CPR on someone in cardiac arrest by spending 3 AP and making a Science skill check. On a result of 20 or higher the person no longer suffers from cardiac arrest, and instead suffers from a coma. A round where a person in cardiac arrest has had CPR performed on them does not count towards their death timer.

Coma.

Being in a coma applies all of the effects of being unconscious, but while the coma condition persists they are unable to wake up. A person in a coma will usually wake up once they have rested for an hour, unless your DM says otherwise.

Concussion. 

You have disadvantage on all skill checks, saving throws, and attack and dodge rolls.

Dizzy. Your maximum movement is reduced by 5, and you have disadvantage on dodge and attack rolls.

Exhausted. While exhausted, your walking speed is reduced by 1 meter and you have disadvantage on all unarmed and melee weapon attack rolls as well as Tolerance skill checks. After resting for 8 hours, you will no longer suffer from exhaustion.

Fire. Fire will deal 1 damage every turn to whatever it touches. For example, If you are standing on a space that has fire in it from say, a molotov grenade, your legs will take 1 damage first when you enter the fire, and at the end of your turns.

Grappled.

While grappled a person has their AP maximum reduced by 1, suffers a -5 penalty to attack rolls made to attack anyone but their grappler, cannot attack with two-handed weapons, and cannot take the move, interact, shove, grapple, or tackle action.

Pinned. 

A pinned person cannot take the move or attack action.

Prone.

A prone person has disadvantage on all melee attack based damage rolls and cannot target arms or heads with melee, and melee attack rolls against them are made with advantage. Someone who is prone and moves is considered crawling. To get up from being prone requires 1 AP.

Unconscious. 

An unconscious person is asleep, prone, and has their AP reduced to 0 until they wake up and have their turn. Anyone who is not unconscious because of blood loss, taking maximum pain, or going into cardiac arrest will wake up if they take any pain.

Light.

The light level of an area determines how easy it is to see anything in it. 

The default light level (level 0) is total darkness, you cannot see anything that occupies this space and even if you know exactly where something is in the darkness, you have disadvantage on all attack rolls and skill checks made to interact with it.

The next level (level 1) represents dim light. At night, any space with a line of sight to the moon is in dim light. Dim light allows you to see things inside of it, but with a disadvantage on all Perception skill checks and attack rolls to interact with them.

The third light level (level 2) is bright light. During the day the sun provides bright light for the land, and no negative modifiers apply to it. You can see things clearly at this light level.

The last light level (level 3) is blinding light. Lights that are too powerful are one source of this. In bright light, like total darkness, you cannot see anything that occupies this space and even if you know exactly where something is in the darkness, you have disadvantage on all attack rolls and skill checks made to interact with it.

Falling.

If you fall 4 or 5 meters, you will need to make a Dexterity saving throw with a DC of 15. On a failure, you are knocked prone. If you fall from any higher the DC is increased by the amount of meters you fall minus 5, and your legs will take damage equal to half of the amount of meters you fall minus 5. If you fall higher than 10 meters, all your limbs will also take your damage. You can fall 60 meters into water without taking damage, and the damage you take is a quarter of the meters you fell minus 60.

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