Vyeshal RP version 1.0













Preface4

Introduction5

How to Create a Character7

Step 1: Roll the Dice7

Step 2: Pick Your Race7

Step 3: Deciding Your Basic Attributes8

Step 4: Calculate Skills and Stats9

Combat Skills9

Non-Combat Skills10

Other Stats12

Step 5: Choose Your Background and Name13

Bonus Step: Leveling Up13

Races14

Squirrels14

Lizards14

Toads14

Pigeons15

Moles15

Mice15

Ferrets16

Falcons16

Skunks16

Chameleons17

Snakes17

Rats18

Boars18

Badgers18

Owls19

Wolves19

Foxes19

Character Backgrounds20

Character Names21

General Perk list22

Weapons29

Weapon Properties29

AOE and Direct Damage29

Big29

Fire29

Melee Attacks with Guns30

Missing with Advance Weapons, Throwing Attacks, Grenade Launcher, or Flamethrower30

Non-Lethal30

Rev Rules31

Suicide Attacks31

Weapon List32

Light Melee Weapons32

Heavy Melee Weapons32

Light Gun Weapons33

Heavy Gun Weapons34

Advance Weapons34

Grenade Weapons34

Gas Weapons35

Other Weapons36

Weapon Customization List37

Crafting List38

Items List44

Armor44

Boosting Items44

Illuminating Items45

Healing Items45

Food45

Alcohol46

Poison47

Other Items48

Fair Price List49

Stats and Skill52

Basic Attributes52

Skills52

Combat skills:52

Non-Combat Skills:53

Other Stats57

Combat58

Ambushes58

On Your Turn58

Attack58

Block and Dodge60

Carrying60

Flying and Falling60

Grappling61

Hide62

Move62

Postponing Your Turn62

Prone62

Push62

Switching Equipment62

Talking63

Use a Perk63

Cover System63

Critical Success and Critical Failure64

Dodge:64

Light Melee:64

Light Guns:65

Advance Weapons:65

Unarmed:66

Block:66

Heavy Guns:67

Throwing:67

Heavy Melee:68

Projectile Poison:68

Healing69

Dropping to 0 Hit Points69

Adventuring70

Environment70

Darkness70

Desert70

Tundra71

Elevation71

Hunger and Starvation72

Sleeping72

Conditions73

Mini-Games76

Cheskers76

Scrapetown Cards77

Kostky 2878

NPC List79

Index99

End of Document102

Preface

Late November, 2017, two nerds were sitting in a discord call making small talk as they hoped in vain that people would join their Tooth and Tail 2v2 lobby. 

“Hey”

“Yeah?”

“Do you like tabletop role playing games?”

“Yes I do.”

“Do you think Tooth and Tail would make a good role playing system?”

“Sounds like something that a couple of people would really love.”

“Want to make Tooth and Tail into a role playing game?”

“That sounds like a lot of work for something that will probably never get finished.”“Hmm… good point, but I’m going to make it anyways.”
“Okay fine I’ll help you.”

And so our “motivated” heroes began their long and agonizing journey to create something that maybe ten people will play. They gathered a small band of elite nerds and put them through twisted tests as our heroes figured out how to make a tabletop role playing game. Parties were wiped, adventures were left unfinished, inside jokes were born and somehow this resulted in what we can only refer to as “The Final Product" – use at your own risk. 

We hope that by playing this game, you too can have wonderful experiences with your friends like we did while testing. Gather your merry band of friends and murder hobo your way through the depressing world of Vyeshal together. Don’t take things too seriously and try to make sure everyone is having fun.

By the way, if you need some friends then try our discord: https://discord.gg/FBQQ7mz

We’d like to thank SlyFox, Cyanide, Rosenmann, James Bowring, Zaschka, Kerpa, and Delthius for helping us test and giving us valuable feedback. They are truly the veteran nerds of Vyeshal.

We’d like to thank SzebLow for contributing the swole mole.

We’d like to thank ourselves for sticking to it and finishing this project. 

We’d like to Andy Schatzs and the Pocketwatch Games team for making Tooth and Tail and for countless hours of 2v2 bullying. You guys are the true heroes here. 

We’d like to thank Mastastealth for having a face.

And we’d like to thank YOU for playing.

  • Firmar, PremiumBow

Introduction

PremiumBow426 (Game Master): You climb down the stairs into the warren. The warm lit interior is a welcome change from the cold dark outside. Just as the sign had advertised, it looks to be an inn. Every table seems to already have at least one occupant. A chameleon avoiding eye contact with everyone sits at one table with a glass of water. A snake is consuming a feast for four by himself at another table. A ferret sits in a chair pulled over into the corner; he grins at you as he sharpens two knives against each other. A mole in yellow robes is talking animatedly to an annoyed looking wolf in a grey uniform. A badger sits at the bar glaring death at squirrel on the other side. The squirrel notices you. “Come in! Sit down anywhere. I’ll get to you shortly.” he says. What would you like to do?

Firmar: The mole of the cloth is me by the way, wink wink.

Cyanide: Of course my character would be getting annoyed by yours. 

PremiumBow426: SlyFox what would you like to do?

SlyFox: Oh you meant me. I’ll go and sit down next to the badger at the bar.

Welcome to Vyeshal Role Playing Game! (VRPG) A tabletop role playing game inspired by Tooth and Tail. The scene you read above is a typical situation in this game. This game like many other tabletop roleplaying games follow general flow: 1) the Game Master (GM) describes the environment, 2) the players describe what they want to do, and 3) the Game Master describes the result of the players actions. Let’s continue the scene to see what happens.

PremiumBow426: Okay you go over and sit next to the badger. The badger glances at you with a displeased frown but says nothing. Would you like to do anything else?

SlyFox: Yes, when the badger looks away I want to steal some money from his pocket.

PremiumBow426: Alright roll me a Sleight of Hand check to see if you can take the money without the badger noticing.

SlyFox: Um, which dice do I use for that?

PremiumBow426: Roll a d20 and add your Sleight of Hand modifier.

So here we have an example of another thing VRPG has in common with most tabletop role playing games: rolling dice. We roll dice to determine if a character succeeds in something they are attempting. In this example, SlyFox’s character will succeed in pickpocketing the badger without being noticed if he rolls a number greater than or equal to the dice class (DC) that is determined by the Game Master. Normally the Game Master does not share what the DC is. However, for this example we will. The badger is a seasoned mercenary who frequents shady taverns where animals try to steal his money, so the GM decides to set the base DC high at 20. However, the badger is slightly distracted, more concerned with other things that the players don’t know about, so the GM decides to lower the DC slightly to 18. Now rolling 18 or higher on a 20 sided dice (d20) is pretty bad odds, but SlyFox’s character is very skilled in Sleight of Hand which is represented by a +10 modifier, so SlyFox will add 10 to whatever he rolls. Let’s continue the scene to see if he succeeds. 

SlyFox: (rolls a d20) uh, 3 plus 10, so 13.

PremiumBow426: As you reach your hand for his pocket you hear him say “If I find any fingers in my pocket I’m cutting them off.” as he pulls out a meat cleaver from his large trench coat.

SlyFox: I pull my hand back and go sit with the mole and wolf.

Firmar: Yes welcome friend! I was just talking about how the sacrifice of the noble sun enables the tree to grow strong to my new wolf friend here.

Cyanide: No you fool, turn back!

Here we see the role playing in role playing game. Firmar and Cyanide are speaking “in character” which means they are saying what the characters they are playing would say. Each player gets to make and play a character. Firmar is playing the mole missionary Ingoo who wants to convert all moles to the civilized. Cyanide is playing the wolf mercenary Zha who only cares about money and those who give him it. SlyFox is playing the fox thief Sasha who desire ultimate victory for the Commonfolk in the civil war. There is only one player who does not have a character and that is the player who takes on the responsibility of the Game Master. The Game Master is the one who creates the world that the other players explore and interact with. The Game Master is also like the referee or judge of the game. The rules of this game are secondary to the Game Master’s ruling. This game is not a competition. It is more like cooperative storytelling.

How to Create a Character

Every player will need to create a character in order to play. The first section of this document is dedicated to building characters. It begins with a step by step walkthrough of how to make your own character. Do you want to play a drunken squirrel or a sharp shooting fox? Before you start building your character you’ll need a rough idea of what kind of character you want to play. With every step listed below will be an example of a player known as Brian building his character.

Step 1: Roll the Dice

A character’s strengths and weaknesses are primarily determined by their Basic Attributes. Players determine their character’s Basic Attributes by rolling dice and adding (or subtracting) their racial bonus. Roll three, six-sided dice, (3d6) eight times. Record the totals of each roll on a scratch piece of paper. If you did this correctly, you should have eight numbers. Having these numbers now should help you pick your Race.

Brian rolled as follows: 4 + 6 + 5 = 15, 1 + 5 + 6 = 12, 4 + 5 + 1 = 10, 3 + 4 + 4 = 11, 

3 + 3 + 6 = 12, 1 + 5 + 6 = 12, 1 + 2 + 1 = 4, and 1 + 4 + 1 = 6. So his eight numbers that will help determine his Basic Attributes in descending order are 15, 12, 12, 12, 11, 10, 6, 4.

Higher rolls will result in stronger Basic Attributes and lower rolls will result in weakers ones. The most common totals are 10 and 11 and these represent a character with average capabilities in a Basic Attribute. The further from 10 and 11 a roll is the less common it is.  The highest roll possible is 18 and the lowest possible is 3. 

Step 2: Pick Your Race

The biggest thing that affects your Basic Attributes after your dice rolls is your Race. Your Race is your most impactful decision when creating your character, so be sure to pick something you will have fun with. In addition to affecting your Basic Attributes, your character’s Race will affect your Hit Points. Your Race will also determine your character’s size and what perks they start with.

Brian decided that he wants to play a mole that waddles up to his enemies and smashes their toes with a hammer.  


Step 3: Deciding Your Basic Attributes

As previously mentioned, a character’s strengths and weaknesses are primarily determined by their Basic Attributes. You should already have eight numbers saved on a piece of paper. You will pick six of them to assign as the base of your six Basic Attributes. When you do this, keep in mind that your Race will give your character permanent bonuses or penalties to specific Basic Attributes. A Basic Attribute is not permitted to go above 20 or below 1. If the roll you assigned to a Basic Attribute and the bonus provided by your Race cause the Basic Attribute to go above 20 then it will be rounded down to 20. Similarly, if a penalty caused by your Race causes a Basic Attribute to go below 1 it will be rounded up to 1. The two numbers that are not assigned are simply discarded.

The Basic Attributes are: 

Agility Affects Action Points, Initiative bonus, Dodge, Light Melee, Sneaking, Sleight of Hand, Acrobatics

Charisma Affects Intimidation, Persuasion, Deception, Performance  

EnduranceAffects Hitpoints 

IntelligenceAffects Advance Weapons, Medicine, History, Self Control, Nature, Crafting

Perception     Affects Light Guns, Tracking, Insight, Awareness

StrengthAffects Carry Weight, Unarmed, Block, Heavy Guns, Throwing, Heavy Melee, Athletics

Brian’s rolls were 15, 12, 12, 12, 11, 10, 6, 4. He imagines his mole using heavy hammers and sees that Heavy Melee is affected by Strength, so he is going to assign his best roll (15) to Strength. However, moles get a penalty of -3 to Strength, so Brian’s character has 12 Strength. Brian believes having lots of Hit Points for his mole will be important, so he will assign his next highest roll (12) to Endurance. Moles get a penalty of -4 to Endurance, so his Endurance will drop to 8. Brian thinks it will be funny if his mole has to waddle around slowly and awkwardly, so he decides that he is going to assign his lowest roll (4) to Agility. Moles get a bonus of +2 to Agility, so that Brian’s character has 6 Agility. Brian will assign a 12 to Charisma, a 12 to Intelligence, and an 11 to Perception. His mole’s final Basic Attributes are 6 Agility, 12 Charisma, 8 Endurance, 12 Intelligence, 9 Perception, and 12 Strength.

Step 4: Calculate Skills and Stats

This step will be broken up into three parts: Combat Skills, Non-Combat Skills, and Other Stats. All of these stats are determined by your Basic Attributes. With all of them, the higher the stat, the better.

Combat Skills

Combat Skills are the main stats that determine how good your character is at fighting. Your character’s Race may provide a bonus or penalty to certain Combat Skills. If it does, keep in mind that Combat Skills are not permitted to go above 95 or below 5. If a Combat Skill goes over 95 it is rounded down to 95. If a Combat Skill goes under 5 it is rounded up to 5.

To calculate your Combat Skills:

Dodge = Agility (you can’t dodge bullets)

Light Melee = Agility*3

Advance Weapons = Intelligence*2 (ignores cover) 

Light Guns = Perception*3 

Unarmed = Strength*3

Heavy Melee = Strength*3

Heavy Guns = Strength*3

Throwing = Strength*2

Block = Strength (you can’t block Advance Weapons)

After calculating the Combat Skills above, you select three Combat Skills to increase by 15.

Brian’s Basic Attributes were 6 Agility, 12 Charisma, 8 Endurance, 12 Intelligence, 9 Perception, and 12 Strength. Brian selected the Heavy Melee, Throwing, and Block Skills to increase by 15. Moles also get the perk Engineer, which gives them +2 to Crafting skill and +20 to Heavy Melee skill. This means that Brian adds another 20 to his Heavy Melee. He did the math. His Combat Skills are: 6 Dodge, 18 Light Melee, 24 Advance Weapons, 27 Light Guns, 36 Unarmed, 71 Heavy Melee, 36 Heavy Guns, 39 Throwing, and 27 Block. 

Non-Combat Skills

Non-Combat Skills are the stats with the largest influence over your character’s ability to overcome challenges that do not involve combat. Your character’s Race may provide a bonus to certain Non-Combat Skills. Unlike Basic Attributes and Combat Skills, Non-Combat Skills do not have a minimum or maximum permitted value. 

The Non-Combat Skills are attached to Basic Attributes as follows:

Agility

Charisma

Endurance

Intelligence

Perception

Strength

Sneaking

Sleight of Hand

Acrobatics

Intimidation

Persuasion

Deception

Performance

Medicine

History

Self-Control

Nature

Crafting

Tracking

Insight

Awareness

Athletics

Except for Strength and Athletics, Basic Attributes will give every Non-Combat Skill attached a base stat that is equal to the Basic Attribute multiplied by 0.45 rounded down to the nearest whole number. Don’t panic about the math, the table below does it for you. In addition to the base stat, Basic Attributes give skill points that can be distributed among the Non-Combat Skills attached to the Basic Attribute. Athletics is your Strength divided by 2 rounded down to the nearest whole number.

For the table below, find the value of the Basic Attribute in the leftmost column. In the same row, find the numbers under the corresponding Basic Attribute column. The first number will be the base stat and the second number will be the skill points.

Agility and Perception

Charisma

Intelligence

1, 2

0 / 1

0 / 1

0 / 1

3, 4

1 / 1

1 / 1

1 / 1

5

2 / 1

2 / 1

2 / 2

6

2 / 1

2 / 2

2 / 2

7, 8

3 / 2

3 / 2

3 / 2

9, 10

4 / 2

4 / 2

4 / 3

11

4 / 2 

4 / 3

4 / 3

12

5 / 2

5 / 3

5 / 3

13

5 / 2

5 / 3

5 / 4

14, 15

6 / 3

6 / 3

6 / 4 

16

7 / 3

7 / 4

7 / 4

17

7 / 3

7 / 4

7 / 5

18, 19

8 / 3

8 / 4

8 / 5 

20

9 / 3

9 / 4

9 / 5

Brian’s Basic Attributes were 6 Agility, 12 Charisma, 8 Endurance, 12 Intelligence, 9 Perception, and 12 Strength. Using the table above, he sees that his Intelligence Non-Combat Skills have a base stat of 5 and 3 skill points. This means that his Medicine, History, Self-Control, Nature, and Crafting are 5 and that he can increase 3 of these by 1, 1 of them by 3, or 1 by 2 and another by 1. Brian wants his mole to be good at crafting hammers and know a little about the history of hammers, so he increases his Crafting by 2 and his History by 1. Brian also recalls that his mole gets the perk Engineer, which gives moles +2 to Crafting skill and +20 to Heavy Melee skill. This means he adds another 2 to his Crafting skill. Brian’s mole has 12 Strength, and Athletics is calculated by dividing Strength by 2 and rounding the result down to the nearest whole number. 12 / 2 = 6, so Brian’s mole has 6 Athletics. Brian’s final Non-Combat Skills are: 2 Sneaking, 3 Sleight of Hand, 2 Acrobatics, 7 Intimidation, 6 Persuasion, 5 Deception, 5 Performance, 5 Medicine, 6 History, 5 Self-Control, 5 Nature, 9 Crafting, 4 Tracking, 6 Insight, 4 Awareness, and 6 Athletics.


Other Stats

You are almost done with step 4. You just have a few miscellaneous but important stats left. These stats are Hit Points (HP), Action Points (AP), Initiative Bonus, Carry Weight, Unarmed Damage, and Hit Chance Modifier.

Hit Points (HP) – how much damage you can take before being knocked out // 

Race bonus + (Endurance*Level)

Action Points (AP) – how much you can do during your turn //

6 + (Agility/5) rounded to the nearest whole number

  • 1-2 Agility: 6 ap

  • 3-7 Agility: 7 ap

  • 8-12 Agility: 8 ap

  • 13-17 Agility: 9 ap

  • 18-20 Agility: 10 ap

Initiative Bonus – (Agility/2 rounded down to the nearest whole number) 

Carry Weight – Strength*3 

Unarmed Damage – is Strength/4(rounded down to the nearest whole number) + 1d2

  • Strength = 1 – 3 : Damage = 1d2

  • Strength = 4 – 7 : Damage = 1 + 1d2

  • Strength = 8 – 11 : Damage = 2 + 1d2

  • Strength = 12 – 15 : Damage = 3 + 1d2

  • Strength = 16 – 19 : Damage = 4 + 1d2

  • Strength =  20 : Damage = 5 + 1d2

Hit Chance Modifier – depends on animal size

  • Small animals have a Hit Chance Modifier of -10 

  • Medium animals have a Hit Chance Modifier of 0

  • Large animals have a Hit Chance Modifier of +10

When a character makes an attack, they add the target’s Hit Chance Modifier to their Combat Skill. 

Brian’s mole has 14 Hit Points, 7 Action Points, 3 Initiative Bonus, 36 Carry Weight, 3 + 1d2 Unarmed Damage, and a -10 Hit Chance Modifier. His HP is 14 because he is level 1, he has 8 Endurance, and moles get +6 to HP. His HIt Chance Modifier is -10 because moles are small animals. 


Step 5: Choose Your Background and Name

Do you want to be a Commonfolk gangster or a KSR janitor? Your character’s background will determine what equipment you start with and how you fit into the world of Vyeshal. You can work with your Game Master to create a custom background that is fun and fair, or you can select one of the backgrounds in Character Backgrounds to use.

Brian decided that his mole is mercenary that owes loyalty to nothing but his hammer. Using the mercenary background, Brian’s mole gets two t1 weapons of his choice or one t1 weapon with three magazines of his choice of ammo as well as a set of grey clothes. Brain decides on a t1 hammer and three “magazines” of revolver ammo. Because an ordinary revolver can hold 6 bullets at once, a revolver “magazine” is considered to be 6 revolver bullets. So, Brian gets 18 revolver bullets. Since he doesn’t have a revolver he can’t actually fire the bullets, so he will probably sell them or give them to an ally. 

Don’t forget to name your character. Pick a name you will be happy with for the entire game cuz you’ll be stuck with it. You can see Character Names if you want examples of names. Brian decides to name his mole Ingoo.

Bonus Step: Leveling Up 

At some point during your adventure, your game master may tell you that your character has leveled up. Leveling up is an easy two part process. Part 1, you recalculate your character Hit Points. Hit points = Race bonus + Endurance * Level, so when you level up your Hit Points increase. Just do the math and then replace your current maximum Hit Points with the result. Part 2, every time you level up, you get to pick one perk from the General Perk list

There are no set experience requirements to level up, in fact, you do not gain experience. It is up to the GM to decide how much your characters grew and learned and your GM decides if your characters level up or not.

Game masters, we recommend you limit your players and your NPCs to max level 5. The content we have provided for you are not balanced for combat above level 5. If you want to bring your players and/or your NPCs above level 5 then you should homebrew stronger weapons and stronger healing items to balance with the higher HP pools characters above level 5 will have.

Brian’s game master told him that Ingoo is now level 2. Ingoo has 8 Endurance and moles give a Race bonus of +6 to Hit Points. So, at level 2, Ingoo’s Hit Points are now 22 (8*2+6). For his perk, Brian wants to make it harder for his enemies to walk when he smashes their toes, so he chose the perk Cripple. 

Races

Squirrels 

Agility+2

Charisma

Endurance-6

Intelligence

Perception+2

Strength -7

HP = 4 + (Endurance*level)

Size: Small

Racial Perk: Squirrel Aim – Squirrels get +10 to Light Guns while drunk. Light Guns does not receive drunk penalty.

Lizards 

Agility+2

Charisma

Endurance-6

Intelligence

Perception-2

Strength -3

HP = 4 + (Endurance*level)

Size: Small

Racial Perks: Northern Blood – Lizards get +30 to Throwing skill.

Reptile Regen – Lizards heal twice as much HP from passive healing.

Swift – Lizards may move 3 meters on roads, 2 meters through regular terrain, and 1 meter through difficult terrain each for 1 AP.

Toads 

Agility+2

Charisma

Endurance-6

Intelligence-2

Perception

Strength -3

HP = 4 + (Endurance*level)

Size: Small

Racial perks: Croaker When toads perform a suicide attack they do not need to roll unarmed to hit their target nor can the target roll dodge to avoid, it is guaranteed that the target will take the direct damage. 

Reptile Regen – Toads are reptiles LOL. Toads heal twice as much HP from passive healing.

Pigeons 

Agility+2

Charisma

Endurance-8

Intelligence+2

Perception+4

Strength -7

HP = 2 + (Endurance*level)

Size: Small

Racial perks: Doctor – Pigeons get +4 to Medicine skill.
Fly – Pigeons can fly.

Moles

Agility+2

Charisma

Endurance-4

Intelligence

Perception-2

Strength -3

HP = 6 + (Endurance*level)

Size: Small

Racial perk: Engineer – Moles get +2 to Crafting skill and they get +20 to Heavy Melee skill.

Mice 

Agility+2

Charisma

Endurance -6

Intelligence-2

Perception

Strength-3

HP = 4 + (Endurance*level)

Size: Small

Racial Perks:Berserker Rage – Once per battle, Mice can enter a Berserker Rage for the cost of 2 AP. While in a Berserker Rage your character’s Unarmed attacks deal an additional 1d6 damage. However, while in a Berserker Rage any character that attacks you will receive +10 to Combat Skills for that attack and you will suffer -4 to Self-Control. Once per turn, at the end of your turn, you may choose to roll a Self-Control check; if you roll a 14 or higher you will leave your Berserker Rage.

Scrappy – Mice get +20 to Unarmed skill

Swift – Mice may move 3 meters on roads, 2 meters through regular terrain, and 1 meter through difficult terrain each for 1 AP.

Ferrets 

Agility

Charisma

Endurance-4

Intelligence+2

Perception+2

Strength-2

HP = 7 + (Endurance*level)

Size: Medium

Racial perk: Freight Union – Ferrets get +10 to Advanced weapons skill, +20 to carry weight, and they ignore the Big property on any weapons they use. 

Falcons 

Agility

Charisma

Endurance-6

Intelligence

Perception+6

Strength-2

HP = 3 + (Endurance*level)

Size: Medium

Racial perk: Fly – Falcons can fly.

Skunks 

Agility

Charisma-2

Endurance-2

Intelligence

Perception+2

Strength

HP = 6 + (Endurance*level)

Size: Medium

Racial perk: Skunk Spray – Skunks have the ability to spray gas onto their enemy. Using this ability guarantees the enemy gets -10 to all combat rolls and -2 to all Non-Combat Skills until the character spends 2 hours washing the smell out (range 3, cost 4 AP). The effect does not stack.


Chameleons 

Agility

Charisma

Endurance -1

Intelligence

Perception-2

Strength +2

HP = 8 + (Endurance*level)

Size: Medium

Racial perks: Camouflage – Chameleons can turn invisible for 4 AP and they will reveal themselves when attacking, grappling, or using a perk. While invisible chameleons get +4 to Sneaking skill. When an enemy wants to attack an invisible opponent, they must first succeed in an awareness check matched against the chameleon’s sneak check, if successful the enemy may attack the chameleon at -20 to hit until the chameleon moves or uncloaks. If a character moves to the same space as a chameleon they will be pushed back to the last space they occupied, however the character may attack the chameleon without making an awareness check.

Reptile Regen – Chameleons heal twice as much HP from passive healing.

Snakes 

Agility

Charisma

Endurance -4

Intelligence

Perception

Strength 

HP = 7 + (Endurance*level)

Size: Medium

Racial perks: Projectile Poison – Snakes are able to spit poison from a distance. Cost 4 AP. The Projectile Poison Skill is lv1: 20, lv2: 35, lv3: 50, lv4: 65, and lv5 80 on 1d100 (roll equal or less), range 12, on hit add one stack of poison to the target. At the beginning of the target’s turn they will take nd10 damage where n = the number of stacks. The poison will go away after 2 rounds from the last stack. Damage from Poison ignores armor.

 Poison Bite – For 5 AP, snakes may make an unarmed attack that adds a stack of Projectile Poison upon a successful hit.
Snek-Fu – Because snakes have no hands, they cannot operate guns. Therefore, all snakes are taught the basics of their ancestral martial arts style: get +10 to Unarmed skill. Also they get +2 to athletics when grappling an enemy and breaking free from a grapple.

Reptile Regen – Snakes heal twice as much HP from passive healing.

Rats 

Agility

Charisma+2

Endurance+10

Intelligence

Perception+4

Strength -2

HP = 0 + (Endurance*level)

Size: Medium

Racial Perks: Non-combatant – Rats receive -15 to all combat skills. 

Swift – Rats may move 3 meters on roads, 2 meters through regular terrain, 

and 1 meter through difficult terrain each for 1 AP.

Boars 

Agility-2

Charisma

Endurance +7

Intelligence

Perception-2

Strength +7

HP = 15 + (Endurance*level)

Size: Large

Racial Perk: Slow Agile – Boars may move 1 meter free of ap cost after attacking but not through difficult terrain.

Badgers 

Agility-2

Charisma

Endurance

Intelligence-2

Perception

Strength +7

HP = 10 + (Endurance*level)

Size: Large

Racial Perks: Agile – Badgers may move up to 3 meters on regular terrain or 1 meter through rough terrain free of AP cost after attacking.

Panic Attack – At the start of your turn, before you use any AP, you may roll 1d20. If you roll 9 or higher, you get +1d6 to all damage rolls until the end of your turn. If you roll 8 or lower, your character panics and your AP is reduced to 0 until your next turn. 


Owls 

Agility-2

Charisma

Endurance -3

Intelligence

Perception+4

Strength+5

HP = 5 + (Endurance*level)

Size: Large

Racial Perks: Fly – Owls can fly.

Elder Knowledge – Owls get +2 to History skill.

Wolves 

Agility-2

Charisma

Endurance -2

Intelligence

Perception

Strength+5

HP = 10 + (endurance*level)

Size: Large

Racial Perk: Natural Predator – wolves get +4 to the Intimidation and Tracking skills.

Foxes 

Agility-2

Charisma

Endurance -6

Intelligence

Perception+4

Strength+3

HP = 5 + (endurance*level)

Size: Large

Racial Perks: Sly Fox – Foxes get +2 to the Persuasion and Insight skills.

Swift – Foxes may move 3 meters on roads, 2 meters through regular terrain, 

and 1 meter through difficult terrain each for 1 AP.

Character Backgrounds

Meat Merchant

A ludicrous business for certain, but finding suppliers is difficult in this economy. Guess you’ll just have to go out and make find your own meat.

Player starts with 3 servings of preserved meat and 8,500 wips as well as a long coat.

Missionary

You have been trusted by the Great Sage Marro to go out into the world and spread the holy word of the Civilized. Maybe you’ll lure the gullible to their doom at the feasting table. Maybe you’ll use this as a chance to escape the Gardens and your feared fate as a Sun.

Player starts with 9 servings of preserved meat, a lantern and 1,500 wips as well as priest robes. 

KSR Conscript

You were completely caught off guard when you were drafted into the KSR. They gave you no training, just supplies and a mission. Will you complete your mission to secure  a promising career in the KSR? Or, will you take what they gave you and desert, risking the wrath of the KSR?

Player starts with one T1 Light Gun with three magazines of matching ammo and manacles as well as a KSR uniform

Common Folk

You have very little to your name, just the knowledge that your fellow Common Folk have your back, so long as you have their.

Player starts with three lockpicks and a token that proves someone owes you one favor as well as a red cloth or a red piece of clothing.

Mercenary 

Your strength is sought after by many, but you owe loyalty only to the highest bidder. Right now you are between jobs and out of food and wips. You must find more work soon or you could starve to death.

Player starts with two T1 weapons or one T1 weapon and three magazines of the player's choice of ammo as well as a set of grey clothes

Other Background

The world of Vyeshal is vast and the animals that live there could have any number of untold pasts. If you want a background different than the ones above then talk to your game master and work with him or her to make a background that is fun, unique, and fair.

Character Names

Your character will need a name. These are some examples of Vyeshal names. You can use one of these or you can make up your own. You can also translate a name or word into Vyeshal. 

Here are two English to Vyshal translator sites:

https://www.lysator.liu.se/~golen/vyeshal/ and https://vyeshalizer.strodl.co/ 

Or use this to figure it out yourself: 

https://www.reddit.com/r/ToothAndTail/comments/76mvba/so_you_want_to_learn_vyeshal/

Male:

AndyIngoo

BenjaminPonzyevyen

CarlKyawll

DavidGyameg

FrankHlangk

HenryFonloo

JacobZyakyep

MartinVyawltyen

Richardlejalg

SteveStoom

Female:

AmyYavoo

Brooke Plak

DianaGyaweinye

EmilyOveloo

HeleneFyeloon

JaneZyan

KateKyat

MichelleVechol

OliviaAwlemooi

SofiaSawahooye

General Perk list

Characters get 1 perk every time they level up. A character may not take the same perk multiple times.

Action SurgeOnce per day, at the start of their turn, players can use Action Surge to increase their AP to 15 for that turn.

Alternative FactsYou get +4 to Deception skill but -4 to Insight skill.

Attack StanceSelect a Heavy Melee, Light Melee, Unarmed or Suicide attack and pay the AP cost of the weapon for attacking in order to enter Attack Stance, this ends your turn. You will unleash that attack upon the first enemy character that is adjacent to you that tries to move with +10 to Combat skills. If the attack hits then the target may not move for the rest of their turn.

Blanket FireWhen you fail to hit a target with a Heavy Guns attack, you may use Blanket Fire to gain +10 to Heavy Guns skill on your next attack against that same target.

Block StanceFor 1 AP you may use Block Stance to get +10 to your Block skill until the start of your next turn.

Blood FrenzyOnce per turn, when you kill an enemy, you may make one regular attack free of AP cost.

CrippleFor 2 AP more than a regular Heavy Melee attack, you may make a Heavy Melee attack that, upon a successful hit and in addition to the regular damage, forces the target rolls an Athletics check. If the target rolls 15 or less they are Crippled and suffer -2 to max AP until they are healed.

Daredevil You get +4 to Acrobatics checks when failing means taking damage or death.

Death ThreatCost 4 ap, range 6 meters, with megaphone range is 9 meters. The user does an Intimidation check and a selected target does a Self-Control check. If the Intimidation check is higher than the Self-Control check, then the target becomes afraid of the user for 3 turns. Characters that are Afraid can not move closer to the character they are afraid of and have -10 to hit chance on the character they are afraid of.

Death’s EmbraceWhen you are at 50% of your max HP or less, you get +10 to all Combat skills.

Declare TargetOnce per turn, for the cost of 3 AP, you may choose one character. All characters, except your own, have +10 to Combat Skills when attacking the character chosen until your next turn. If the target is within 3 meters and you use a flag, then the bonus is increased to +20 to Combat Skills.

DelegateFor the cost of 4 AP, characters can use Delegate to give one ally of their choosing +3 AP for their next turn. Range 12. With a megaphone the range is 18. With a flag the AP cost is reduced to 3 AP if the target is within 3 meters.

Die HardYour max HP is increased by 20. However, when you reach 0 HP you instantly die.

Disarm TargetYou may make a Light Melee attack with -20 to your Light Melee skill. If the attack hits then the target drops 1 weapon or item they were holding of your choice in addition to the regular damage. 


Doctor’s Calling You get +4 to Medicine skill but suffer -10 to all Combat skills.

Dodge StanceFor 1 AP you may use Dodge Stance to get +10 to your Dodge skill until the start of your next turn.

Double AttackThis can only be used with knives, spears, and batons. When using two of the above weapons, characters can make a Light Melee attack against the same target once with each weapon at -10 to Light Melee skill for the cost of 1 more AP than a regular attack with highest AP cost weapon being used. 

Double FireThis can only be used with pig pistols, pistols, and revolvers. When using two of the above weapons, characters can make a Light Guns attack against the same target once with each weapon at -10 to Light Guns skill for the cost of 1 more AP than a regular attack with highest AP cost weapon being used.


Eat Right And Exercise!When you eat Meat and are not Hungry, you get +4 to Athletics checks for the next 24 hours.

Extra PatientYou get +4 to Self-Control skill but suffer -2 to Initiative.

Familiar TellsYou get +4 to Insight checks against a member of the same species as you.


FeedbackYou may use Feedback to make a Heavy Guns attack that deals an additional 1d4 damage. However, if you do then you will take 1d4 damage.

First AidGrants an additional 2d6 of healing when a character with this perk uses a healing item. Characters may only use this bonus a number of times equal to their level per day. It must be declared that they are using this perk before the medicine check is rolled.

Flurry of BlowsWhen you successfully hit a target with an Unarmed attack, you may use Flurry of Blows to make one free, regular Unarmed attack against that same target.


Focus FireWhen you successfully hit a target with a Light Guns attack, you may use Focus Fire to gain +10 to Light Guns skill on your next attack against that same target.

Frenzied RageOnce per battle, you can enter a Frenzied Rage for the cost of 2 AP. While in a Frenzied Rage your character’s Unarmed attacks cost 1 less AP. However, while in a Frenzied Rage any character that attacks you will receive +10 to Combat Skills for that attack and you will suffer -4 to Self-Control. Once per turn, at the end of your turn, you may choose to roll a Self-Control check; if you roll a 14 or higher you will leave your Frenzied Rage.

Furious RageOnce per battle, you can enter a Furious Rage for the cost of 2 AP. While in a Furious Rage your character’s Light Melee attacks cost 1 less AP. However, while in a Furious Rage any character that attacks you will receive +10 to Combat Skills for that attack and you will suffer -4 to Self-Control. Once per turn, at the end of your turn, you may choose to roll a Self-Control check; if you roll a 14 or higher you will leave your Furious Rage.

Hail MaryOnce per turn, you may make a Throwing attack with 12 range.

HawkeyeOnce per battle, you may use Hawkeye to make a Light Guns attack with +30 to Light Guns skill.

Head DownFor 3 AP, you can use Head Down, which causes all enemies to suffer -10 to Combat Skills when making an attack that targets the user until the user’s next turn.

HermitYou get +4 to Nature skill but suffer -1 to Intimidation, Persuasion, Deception, and Performance skills.

How Do I Haggle?You get +4 to Sleight of Hand skill but suffer -4 to Persuasion skill.


Hunger PainThis perk grants +nd4 damage to every successful attack, where n = the level of Starvation the character is at.

Hunting DayOnce per day, you may choose one NPC or PC. For the rest of the session you get +4 to Tracking checks when tracking the chosen character.

ImpatientYou get +2 to Initiative but suffer -4 to Self-Control skill.


Inflict PainFor 2 AP more than a regular Light Melee attack, you may make a Light Melee attack that can cause the target to be in Pain until they are healed in addition to the regular damage. Upon a successful hit, the target must roll a Self-Control check. If they roll a 15 or less, then they are in Pain. Characters in Pain suffer -10 to all Combat Skills and -2 to all Non-Combat Skills until they are healed.


InsomniacYou can spend 2 days without sleep before you start suffering from sleep deprivation, but you need to sleep for 12 hours instead of 8. (You cannot take this and Power Napper.)


Knee BiterCharacters with this perk may attack while prone.

Legendary WeaponsYou may craft weapons to have up to 2 weapon customizations and you may give any kind of weapon any kind of weapon customization. These weapons will require daily maintenance from you and will break if they do not receive it.

Light WeightEverytime you drink alcohol you automatically become drunk until you next sleep.

Liquid DietCharacters with this perk do not suffer level 1 through 3 Starvation penalties while drunk.


Long Distance RelationshipOnce per turn, you may make an Advance Weapon attack with -10 to your Advance Weapon skill. If you do then you may make that attack in a 60 meter range!

Ludy’s LuckOnce per day, you may reroll any one of your dice rolls and take the higher of the two rolls or, you may force another character to reroll any one of their dice rolls and then you choose if they take the lower or higher roll.


Martial BlowFor 1 more AP than a regular Unarmed attack, you may use Martial Blow to make an Unarmed attack that does 1d10 damage in addition to the regular Unarmed damage.


Mighty BlowFor 1 more AP than a regular Unarmed attack, you may use Mighty Blow to make an Unarmed attack that does your Strength/2 (rounded down) damage in addition to the regular Unarmed damage.

Nailed It! You may pick one Combat Skill, from now on when you roll 1-10 with that skill it is a critical success (normal is 1-5). However, when you roll 91-100 with that skill it is a critical failure (normal is 96-100).

NerdYou get +4 to History skill but suffer -4 to Athletics skill.


NocturnalYou don't suffer Combat and Non-Combat skill penalties during Night or Dark. Instead, you get the penalties during the daylight.

Party Animal You get +4 to Performance checks while Drunk and Performance does not receive the Drunk penalty.


PaybackOnce per turn, when you successfully hit the enemy that last dealt damage to you, you may use Payback to deal an additional 1d8 damage.


Point BlankOnce per turn, when you target an enemy that is 1 meter away from you with a Heavy Guns attack you deal an additional 2d12 damage to that enemy.


Power Napper Unlike others, you need to sleep for only 2 hours instead of 8. However, if you go without sleep for half a day, you suffer from sleep deprivation. (You cannot take this and Insomniac.)


Practiced ThrowOnce per turn, you may make a Throwing attack with +10 to Throwing skill.

ProtectorOnce per round, when a character is attacked and is within 3 meters of you, you may jump in the way of the attack and take the damage instead of them. Your character is moved to be adjacent to the character that was attacked if you weren’t already adjacent.


Quick MathSpend 3 AP. The next time you make an attack with an Advance Weapon, you add your Intelligence/2 (rounded down) to your Advance Weapon skill. If you use this ability multiple times in a row it will stack the bonus into one attack.

RootedAt the start of your turn you may use Rooted to gain +10 to Heavy Guns skill for the rest of your turn. However, if you do then you may not move at all that turn.

Same Species RelationsYou get +4 to Persuasion checks when persuading a member of the same species as you. 


Savage RageOnce per battle, you can enter a Savage Rage for the cost of 2 AP. While in a Savage Rage your character’s Heavy Melee attacks deal an additional 1d8 damage. However, while in a Savage Rage any character that attacks you will receive +10 to Combat Skills for that attack and you will suffer -4 to Self-Control. Once per turn, at the end of your turn, you may choose to roll a Self-Control check; if you roll a 14 or higher you will leave your Savage Rage.


Shared VisionYour allies can target enemies that they can’t see, but you do see, as though they can see them themselves. In addition your allies may make Advance Weapons and Throwing attack over obstacles that block line of sight and direct fire to target an enemy that you can see. This perk does not increase your allies range.


Size MattersYou get +4 Intimidation checks when intimidating an animal that is a smaller size than you.

Sneak Attack!When a player attempts to hit an enemy that is unaware of the player or the player's current position, the player may use Sneak Attack! This gives +10 to Combat Skills during the attack and doubles the number of damage dice rolled if the attack hits.


Steady WeaponYou can spend 3 AP to steady your weapon. On your next turn, you get +10 to Combat Skills.

Street SmartYou get +4 to Awareness skill but suffer -4 to History skill.


Stomach StorageYou may swallow things (including other characters) whole and store them in your stomach without damaging them or yourself. You may regurgitate them whenever you want. You may not store anything that is the same size as you or larger. If you store a hostile character inside you they can attack you from within. Swallowing or regurgitating something during combat costs 6 AP.


Strong SwingFor 2 more AP than a regular Heavy Melee attack, you may use Strong Swing to make a Heavy Melee attack that does your Strength/2 (rounded down) damage in addition to your regular Heavy Melee damage.

Stunning BlowFor 2 AP more than a regular Unarmed attack, you may make an Unarmed attack that, upon a successful hit, the target rolls a Self-Control check. If the target rolls 15 or less they are stunned and lose their next turn in addition to the regular damage. If the target rolls 16 or higher they are not stunned.

SweepFor 2 AP more than a regular Unarmed attack, you may make an Unarmed attack that, upon a successful hit, the target rolls an Acrobatics check. If the target rolls 17 or less they are knocked prone after taking damage. If the target rolls 18 or higher they are not knocked prone.

TerrifyFor 2 AP more than a regular Heavy Melee attack, you may make a Heavy Melee attack that can cause the target to become Afraid of you for 3 turns in addition to the regular damage. Upon a successful hit, the target must roll a Self-Control check at the start of their turn in combat; if they roll a 20 or less then They are Afraid. Characters that are Afraid cannot move closer to the character they are afraid of and have -10 to hit chance on the character they are afraid of.

Trigger HappyYou may make a Light Guns attack at -1 AP cost and with -10 to Light Guns skill.

Under Your NoseYou get +4 to Sneaking checks when hiding from a character that is a larger size than you.


Water HealsHow does it work? No one knows! When you stand in water outside of combat you heal all your HP. If you stand in water during combat, spend your whole turn in water, and not take any damage during the round, then you heal your level in HP.


Your Mother Is A Ferret!For the cost of 4 AP, you may taunt an enemy during combat. Roll a Performance check matched against the targeted enemy’s Self-Control check. If the Performance check is higher than the Self-Control check then during the enemy’s next turn he cannot move away from you, and may only target you for attacks, heals, grapples, perks, etc. Range is 12 meters. With a megaphone the range is 18 meters.





Weapons

Weapon Properties

AOE and Direct Damage

Certain weapons, like the flamethrower, have aoe (area of effect). When attacking with a weapon that has aoe, all characters within the weapon’s aoe range will take the aoe damage. The flamethrower has an aoe of 3 meters, so when the flamethrower hits its target, all characters within 3 meters will also take the damage. Roll aoe damage just once. All characters hit will take the same damage.

Most weapons with aoe also have direct damage. If a character was to throw a stick of dynamite as an attack, they would select a character to target and roll Throwing. If it is successful then the targeted character would take the direct damage and the tile the character occupied would be the center for the aoe range. All characters in the aoe range take the aoe damage, so characters hit by the direct damage also take the aoe damage.

Big

Weapons with the Big property require at least 12 Strength to be used normally. When a character with 11 Strength or less tries to make an attack with a Big weapon, they will suffer -10 to their Combat Skill for that attack.

Fire

Whenever a character is attacked by a weapon that can set him on fire or is exposed to fire, they must roll a check to see if they are set on fire or not. They roll 1d4, the chance of being set on fire is 25%. If they roll 1, they are set on fire, if they roll 2 or more, they are not set on fire.

Characters that are burning take 1d4 damage at the beginning of their turn. In order to extinguish one’s self or a different character 5 APs must be spent. If the extinguishing action is done by one’s self, they must succeed in Acrobatics Skill Roll, unless they have an item that contains enough water in liquid form (eg.: bucket of water). Other characters can only extinguish if they have an item (eg.: blanket, bucket of water, etc.), no Skill Roll is required

Melee Attacks with Guns

  • Light Guns: When characters make a melee attack with a light gun they use their light melee skill.

    • If the light gun has a bayonet attached the character uses the ap cost of the gun melee and rolls damage for both the gun melee and the bayonet. 

    • Characters do not use the ap cost of the bayonet when it is attached to a gun.

  • Heavy Guns: When characters make a melee attack with a heavy gun they use their heavy melee skill.

  • Advance Weapons: When characters make a melee attack with an advance weapon they use their heavy melee skill.

Missing with Advance Weapons, Throwing Attacks, Grenade Launcher, or Flamethrower

Use this rule to decide where the projectile lands when a character misses with an advanced weapon, throwing attack, or a grenade launcher. The attack will land 1d4 meters away from the intended target in a direction decided by a dice roll. Roll 1d8 if using square grid, 1d6 if using hex grid, to decide the direction. If any character is on the space where the attack lands then that character will be hit by the attack. If the attack had AOE then any characters within the AOE range from where the attack landed will take the AOE damage.

Non-Lethal

Certain weapons (as well as Unarmed Attacks) have Non-Lethal damage. When a character reduces another character’s Hit Points to 0 with one of these weapons, the attacking character may choose to deal Non-Lethal damage. When a character’s Hit Points is reduced to 0 by Non-Lethal damage then the character is knocked unconscious but is considered Stabilized.

Rev Rules

T2 Light Machine Guns, T3 Light Machine Guns, and T3 Heavy Machine Guns are the weapons that shoot using Rev Rules. Every attack with weapons that shoot using Rev Rules cost 1 less AP than the last attack with the same weapon did (never to be less than 1). If the character goes a turn without attacking, attacks with a different weapon, or reloads then the Rev is reset.

Suicide Attacks

Some weapons, such as dynamite, have an AP cost for “suicide”. A character with one of these weapons may use it to perform a suicide attack. When a character performs a suicide attack they select one character within 1 meter to attack. The suiciding character rolls an unarmed attack. If the attack is successful then both the selected target and the attacker will take the direct damage. If the attack fails then only suiciding character will take the direct damage. The selected target will be the center of the aoe and all characters within the aoe will take the aoe damage. The target may attempt to avoid the direct damage by rolling dodge. 

Weapon List

Light Melee Weapons

T1 Knife1 + 1d4 dmg, 3 AP cost.
T2 Knife2 + 2d4 dmg, 3 AP cost.

T1 Bayonet1d4 dmg,3 AP cost.
T2 Bayonet2d4 dmg,3 AP cost.
T3 Bayonet3d4 dmg,3 AP cost.

T1 Spear1 + 1d6 dmg,4 AP cost.
T2 Spear2 + 2d6 dmg,4 AP cost.

T1 Baton2 + 1d6 Non-Lethal dmg,5 AP cost.
T2 Baton3 + 2d6 Non-Lethal dmg,5 AP cost.

Heavy Melee Weapons

T1 Hammer3 + 1d6 Non-Lethal dmg, 5 AP cost.
T2 Hammer4 + 2d6 Non-Lethal dmg,5 AP cost.
T3 Hammer5 + 3d6 Non-Lethal dmg,5 AP cost.

T1 Meat Cleaver3 + 1d4 dmg,4 AP cost.
T2 Meat Cleaver4 + 2d4 dmg,4 AP cost.
T3 Meat Cleaver5 + 3d4 dmg,4 AP cost.

T2 Trench Club10 + 1d10 dmg,6 AP cost.*Big
T3 Trench Club11 + 2d10 dmg,6 AP cost.*Big

T2 Riot Shield1d8 Non-Lethal dmg, 6 AP cost.*Big

  • Riot Shields give +10 to Block skill to its user and allows the user to block bullets.


Light Gun Weapons

T1 Pig Pistol shoot: 1d2 dmg, 3 AP, 12m.reload: 1 capacity, 1 AP.

melee: 1d3 Non-Lethal dmg, 3 AP. 

T1 Pistolshoot: 1+1d3 dmg, 3 AP, 12m.reload: 10 capacity, 2 AP.

melee: 1d3 Non-Lethal dmg, 3 AP.

T2 Pistolshoot: 2+2d3 dmg, 3 AP, 12m.reload: 10 capacity, 2 AP.

melee: 1d3 Non-Lethal dmg, 3 AP.

T1 Revolvershoot: 1+1d4 dmg, 3 AP, 12m.reload: 6 capacity, 1* AP.melee: 1d3 Non-Lethal dmg, 3 AP.*load each bullet individually

T2 Revolvershoot: 2+2d4 dmg, 3 AP, 12m.reload: 6 capacity, 1* AP.melee: 1d3 Non-Lethal dmg, 3 AP.*load each bullet individually

T2 Rifleshoot: 4+1d8 dmg, 4 AP, 12m.reload: 10 capacity, 2 AP.

melee: 1d6 Non-Lethal dmg, 4 AP.

T3 Rifleshoot: 5+2d8 dmg, 4 AP, 12m.reload: 10 capacity, 2 AP.

melee: 1d6 Non-Lethal dmg, 4 AP.

T2 Trench Gunshoot: 6+1d10 dmg, 5 AP, 6m.reload: 6 capacity, 1* AP.

melee: 1d6 Non-Lethal dmg, 4 AP.*load each shell individually

T3 Trench Gunshoot: 7+2d10 dmg, 5 AP, 6m.reload: 6 capacity, 1* AP.

melee: 1d6 Non-Lethal dmg, 4 AP.*load each shell individually

T2 Light Machine Gunshoot: 1d2 dmg, 1 AP, 12m.reload: 10 capacity, 3 AP.

melee: 1d6 Non-Lethal dmg, 4 AP.

T3 Light Machine Gunshoot: 1+2d2 dmg, 4* AP, 12m.reload: 10 capacity, 3 AP.

melee: 1d6 Non-Lethal dmg, 4 AP.

T2 Grenade Launchershoot: *dmg, 4 AP, 12m.– reload: 1 capacity, 1 AP.

melee: 1d6 Non-Lethal dmg, 4 AP.*damage depends on ammo

T2 Sniper Rifle– shoot: 8+1d12 dmg, 6 AP, 18m.reload: 6 capacity, 2 AP.

melee: 1d6 Non-Lethal dmg, 4 AP.*Big

T3 Sniper Rifle– shoot: 9+2d12 dmg, 6 AP, 18m.reload: 6 capacity, 2 AP.

melee: 1d6 Non-Lethal dmg, 4 AP.*Big


Heavy Gun Weapons

T3 Heavy Machine Gunshoot: 2+1d8 dmg,5* AP, 12m.reload: 30 capacity, 6 AP.

melee: 1d8 Non-Lethal dmg, 6 AP.*shoot using rev rules

*Big

T3 Flamethrowershoot: 2+1d4 aoe dmg, 4 AP, 12m, 3m aoe.

reload: 30 capacity, 6 AP.

– melee: 1d8 Non-Lethal dmg, 6 AP.

*25% chance to set characters hit on Fire

*Big

Advance Weapons

T2 Mortarshoot: 7+1d12 dmg, 4 AP, 24m.reload: 1 capacity, 4 AP.

melee: 1d8 Non-Lethal dmg, 6 AP.

*ignores cover bonus*Big

T3 Mortarshoot: 8+2d12 dmg, 4 AP, 24m.reload: 1 capacity, 4 AP.

melee: 1d8 Non-Lethal dmg, 6 AP.

*ignores cover bonus*Big

T3 Drumfire Cannonshoot: 7+1d12 dmg, 1 AP, 30m.reload: 4 capacity, 4 AP.

*ignores cover bonus*stationary, has 50 HP

*Big

Grenade Weapons

T1 Dynamitedamage: 1+1d10 direct dmg + 1d6 aoe dmg, 3m aoe.

6 AP throw, 3 AP suicide.*1 use

T1 Molotov Cocktaildamage: 1+1d2 direct dmg + 1d4 aoe dmg, 1m aoe.

5 AP throw, 4 AP suicide.*1 use

*25% chance to set characters hit on Fire

T2 Grenadedamage: 2+1d6 direct dmg + 1d12 aoe dmg, 3m aoe.

5 AP throw, 4 AP suicide.*1 use

*grenade launcher ammo

T3 Grenadedamage: 3+2d6 direct dmg + 2d12 aoe dmg, 3m aoe.

5 AP throw, 4 AP suicide.*1 use

*grenade launcher ammo


Gas Weapons

T2 Mustard Gas*Every tile within 1 meter of the hit tile becomes a T2 Mustard Gas tile for 2 rounds during combat, and 5 seconds outside of combat.  At the end of their turn, any character that spent AP while on a T2 Mustard Gas tile will take nd2 damage (where n = the amount of AP that the character spent while on a T2 Mustard Gas tile).

5 AP throw, 4 AP suicide.*1 use

*grenade launcher ammo

T3 Mustard Gas*Every tile within 1 meter of the hit tile becomes a T3 Mustard Gas tile for 2 rounds during combat, and 5 seconds outside of combat. At the end of their turn, any character that spent AP while on a T3 Mustard Gas tile will take nd4 damage (where n = the amount of AP that the character spent while on a T3 Mustard Gas tile).

5 AP throw, 4 AP suicide.*1 use

*grenade launcher ammo

T1 Tear Gas*Every tile within 1 meter of the hit tile becomes a T1 Tear Gastile for 2 rounds during combat, and 5 seconds outside of combat. Any character that spent AP while on a T1 Tear Gas tile immediately suffers -20 to Combat Skills and -4 to Non-Combat Skills. The penalty will fade after 3 turns in combat, or 10 seconds outside of combat, from the last time the character was in contact with T1 Tear Gas.

5 AP throw, 4 AP suicide.*1 use

*grenade launcher ammo

T1 Knockout Gas*Every tile within 1 meter of the hit tile becomes a T1 Knockout Gas tile for 2 rounds during combat, and 5 seconds outside of combat. Any character that spent AP while on a T1 Knockout Gas tile immediately falls unconscious for 5 rounds during combat, or 15 seconds outside of combat. If the character takes damage while unconscious then they wake up.

5 AP throw, 4 AP suicide.*1 use

*grenade launcher ammo


Other Weapons

T1 Tremorminedamage: 3+1d12 direct dmg + 1d4 aoe dmg, 3m aoe.

*It takes 3 turns during combat, or 10 seconds outside of combat, to set up a T1 Tremormine. They are hidden from sight but characters can spot them with a successful Awareness check. A T1 Tremormine will trigger when a character steps within 1 meter of it. The character that triggers the T1 Tremormine will take the direct damage.

*1 use

T1 Feather Wire*It takes 3 turns during combat, or 10 seconds outside of combat, to set up a T1 Feather Wire. At the end of their turn, any character that spent AP while on a T1 Feather Wire tile will take nd2 damage (where n = the amount of AP that the character spent while on a T1 Feather Wire tile). Every square meter of T1 Feather Wire has 24 HP but can only be damaged by Heavy Melee attacks, Advance Weapons attacks, aoe damage, or pliers (which deal 1d10 damage to T1 Feather Wire). Tiles with T1 Feather Wire are considered difficult terrain.

*1 use

Weapon Customization List

Every weapon may only have up to one customization. 

BalancedWeapon gives +10 to Combat Skill (includes throwing).

Knife, Spear, Baton, Hammer, Meat Cleaver, Trench Club.

BayonetAdd bayonet damage to regular weapon melee attack.

Pistol, Revolver, Rifle, Trench Gun, Light Machine Gun.

Butter Bomb The weapon explodes when its owner falls

unconscious or dies. It deals 3+3d10 damage in 3 AoE.

Flamethrower

Extended BarrelIncreases maximum range by 3m.

Rifle, Light Machine Gun.

Extended MagazineDoubles magazine size.

Pistol, Rifle, Light Machine Gun, Sniper rifle, Heavy Machine Gun

LightenedWeapon cost 1 less AP to attack with.

Knife, Spear, Baton, Meat Cleaver.

Pointless SpikesDecorate your weapon with intimidating pointy spikes, whenever you try to Intimidate someone and you use this weapon to do so, you get +2 to your Intimidation Skill. 

Pistol, Revolver, Trench Gun, Trench Club.

Poison Hollowing Lets character apply poison to weapon.

Knife, Spear.

ScopeIncreases weapon accuracy by +10.

Rifle, Light Machine Gun.

Retractable TripodThe weapon has a retractable tripod that can be set up or stowed for 3 AP. When the tripod is set up, the weapon gives +10 to Combat Skills with that weapon, but the user cannot move the weapon until the tripod is stowed. The user cannot be flying and use the tripod.
Light Machine Gun, Sniper Rifle, Heavy Machine Gun, Mortar.

WeightedWeapon does + 1d4 damage.

Baton, Hammer, Meat Cleaver, Trench Club.

Crafting List

As an alternative to buying, looting or stealing, players can obtain things through crafting. In order to craft something players must have the necessary materials and succeed in a crafting check. If the crafting check fails, then the materials are destroyed or ruined.

From guns to torches, just about anything can be crafted. It is up to the game master’s discretion to determine what materials are required to make something and how high a player must roll to succeed in their crafting checks.

The following list is meant primarily to serve as a reference and baseline for game masters when their players want to craft.

Crafting Materials:
Scrap Metal 

Iron 

Steel 

Wood

Chemicals

Cloth

Leather

T1 Knife300g Scrap Metal, or

100g Scrap Metal and 200g Wood.

Dice class: 14

T2 Knife300g Iron, or

100g Iron and 200g Wood. 

Dice class: 16

T1 Bayonet600g Scrap Metal, or

T1 Knife and 300g Scrap Metal.

Dice class: 14

T2 Bayonet600g Iron, or

T2 Knife and 300g Iron.

Dice class: 16

T3 Bayonet600g Steel.
Dice class: 18

T1 Spear700g Scrap Metal, or

300g Scrap Metal and 400g Wood.

Dice class: 14

T2 Spear700g Iron, or

300g Iron and 400g Wood.

Dice class: 16

T1 Baton800g Wood, or

400g Scrap Metal and 400g Wood.

Dice class: 14

T2 Baton800g Iron, or

400g Iron and 400g Wood.

Dice class: 16

T1 Hammer400g Wood, or

200g Scrap Metal and 200g Wood.

Dice class: 14

T2 Hammer400g Iron, or

200g Iron and 200g Wood.

Dice class: 16

T3 Hammer400g Steel, or

200g Steel and 200g Wood.

Dice class: 18

T1 Meat Cleaver700g Scrap Metal, or

500g Scrap Metal and 200g Wood.

Dice class: 14

T2 Meat Cleaver700g Iron, or

500g Iron and 200g Wood.

Dice class: 16

T3 Meat Cleaver700g Steel, or

500g Steel and 200g Wood. 

Dice class: 18

T2 Trench Club300g Iron and 900g Wood.

Dice class: 16

T3 Trench Club300g Steel and 900g Wood.

Dice class: 18

T2 Riot Shield1,500g Iron.

Dice class: 18

T1 Pig Pistol 600g Scrap Metal.

Dice class: 15

T1 Pistol1,000g Scrap Metal.

Dice class: 19

T2 Pistol1,000g Iron.

Dice class: 21

T1 Revolver800g Scrap Metal.

Dice class: 19

T2 Revolver800g Iron.

Dice class: 21

T2 Rifle1,500g Iron, or

1,000g Iron and 500g Wood.

Dice class: 23

T3 Rifle1,500g Steel, or

1,000g Steel and 500g Wood.

Dice class: 25

T2 Trench Gun1,400g Iron, or

1,000g Iron and 400g Wood.

Dice class: 25

T3 Trench Gun1,400g Steel, or

1,000g Steel and 400g Wood.

Dice class: 27

T2 Light Machine Gun2,500g Iron, or

2,000g Iron and 500g Wood.

Dice class: 25

T3 Light Machine Gun2,500g Steel, or

2,000g Steel and 500g Wood.

Dice class: 27

T2 Grenade Launcher1,400g Iron, or

800g Iron and 600g Wood.

Dice class: 22

T2 Sniper Rifle1,700g Iron, or

1,200g Iron and 500g Wood.

Dice class: 25

T3 Sniper Rifle1,700g Steel, or

1,200g Steel and 500g Wood.

Dice class: 27

T3 Heavy Machine Gun3,500g Steel.

Dice class: 28

T3 Flame Thrower3,500g Steel.

Dice class: 26

T2 Mortar 3,000g Iron.

Dice class: 21

T3 Mortar 3,000g Steel.

Dice class: 24

T2 Grenades100g Iron and 100 chemicals.

Dice class: 14