SPECIAL SYSTEMS


Adventurers are often tasked with traveling long stretches of time without a hint of civilization nearby, relying on their wits and weapons to see them through. The natural perils of hunger and thirst are often as dangerous as the slavering claws of a monster, if not more so! This section has specific rules for braving the wilderness and keeping yourself supplied and alive in the process.  

  

Safe Zones  

In game terms, a Safe Zone is an area of relative civility and comfort. This can run the gamut from a small town, to a massive, well-defended city. In short, if the place is relatively stable and has a few permanent structures lying about, and has access to some form of flow of goods, it qualifies as a Safe Zone.  

  

-While in a Safe Zone, it is assumed you have access to food and water with relative convenience. As long as you are in a Safe Zone, you do not need to consume Rations.  

  

Red Zones  

Simply put, a Red Zone is anyplace outside the normal hustle and bustle of a civilized place. Often desolate, lonesome, and dangerous, few venture beyond the comforts of a Safe Zone without being adequately prepared.   

  

Rations  

A living being in a Red Zone consumes a number of Ration points per 24 hours. A child, animal, or member of a smaller Species consumes 1 Ration every 24 hours. Most adults consume 2 Rations every 24 hours. If your Vigor score is 3+, then you also consume +1 Rations per day.    


You may acquire Rations through most in-game shopkeepers, and those with the Primal Skill can live off the land and acquire Rations the old-fashioned way (though this takes time). See the Skill section for more information.  

   

Going without Rations can be deadly if it happens long enough. Whenever you are called upon to consume Rations and you do not have the proper amount, then you gain a level of Strain. Each level of Strain stacks up rather unpleasant effects that you’re wise to avoid.   

   

-Strain 1 (Fatigued): You cannot spend Luck Points for any reason.    

   

-Strain 2 (Exhausted): As above, and all your rolls gain Disadvantage. Your Speed is Halved (round down).   

  

-Strain 3 (Starving): As above, but you are now getting desperate, and may have to roll a Smarts (Willpower) test to not take any opportunity to alleviate your condition, like killing innocents to take their supplies, or perhaps even eating your allies...   

  

If you cannot pay your Ration Requirement and are currently at Strain 3, you die in a most excruciating fashion after a number of days equal to your Vigor Stat.   

   

Resting for an entire day and consuming 10 points of Rations alleviates one level of Strain. Resting for one full week in a Safe Zone eliminates all levels of Strain.



Your Game Setting will have some unique maladies and diseases that add a bit of color to their world. Presented below is a list of some examples of some peculiar conditions that a careless Adventurer might come across. Feel free to change the names and details of the following examples to fit them into your particular game setting.


Adventurer’s Elbow

-What it is: This common ailment affects those who prefer close combat, as the repetitive motion of bashing in heads can cause severe cramping and pain in the sword arm when the attacker becomes a bit overenthusiastic.


-Catching it: Anyone who earns 6 Stars or more on a Melee attack roll immediately rolls a Vigor (Athletics) to resist infection.


-Dealing with it: The intense cramping and throbbing pain of this condition causes all Melee attacks made by the afflicted to cost a Full Action instead of a Half Action. 


-Curing it: This common malady is easily cured by icing down the afflicted elbow and taking a Short Rest. After this, the condition is remedied.


Fizzlebrain

-What it is: This curious condition makes you real, real dumb. Your mental faculties and your communicative abilities are ravaged while under the effects of this malady.


-Catching it: If you happen to botch a Smarts-related test twice in one adventure, you immediately roll a Smarts (Willpower) to resist infection, with failure indicating you catch a bit of brain rot. 


-Dealing with it: The afflicted reduces their Smarts score to 1 and their communication abilities are reduced to short, simple sentences and grunts. You still have your memories and abilities, but you lose the ability to intelligently communicate and convey them.


-Curing it: At the end of every Long Rest, the afflicted can roll a Smarts (Willpower) to end the effect. Similarly, someone with the Heal Skill at Adept rank or higher can cure this affliction with a successful Smarts (Heal) roll. 


Ghast Pox

-What is it: The afflicted’s skin turns a ghastly shade of pale and the joints stiffen, granting a shambling gait. Flies buzz around you happily, and the strong smell of grave soil surrounds you wherever you go. You still breathe and speak normally, but you look a proper wreck. Others might mistake you for a zombie from far away.


-Catching it: Hanging around too many corpses risks infection. Those who are a bit too “friendly” with dead stuff roll a Vigor (Athletics) to resist the affliction, with failure indicating infection.


-Dealing with it: While afflicted, your speed is halved (round down). All social interactions incur Disadvantage if the target can see or smell you. 


-Curing it: Luckily, Ghast Pox can be cured naturally if the target keeps away from dead stuff for 6 days minus their Vigor score. After this time, the target can make another Vigor (Athletics) roll to resist the condition. Also, an Antidote can cure the condition immediately. 


Rainbow Fever

-What is it: The victim of this curious condition is plagued by temporary misfortune. During this time, a dark cloud hovers above the sufferer, drizzling down a constant sheet of demoralizing rain. 


-Catching it: This sickness is commonly associated with displeasing a Leprechaun. You probably stole their pot of gold, made fun of their spiffy green hat, or mocked their cheerful, sing-song accent. Whatever the case, you effed around with the wrong mythical creature.


-Dealing with it: Those affected by Rainbow Fever cannot spend Luck Points for any reason until the condition is cured. During this time, their Luck score is considered to be zero.


-Curing it: Unfortunately, nothing can be done about this condition medically. At the start of each day after a Long rest, the afflicted can roll 2d6. If the result is 7 or 11, then the sickness clears up naturally. Outside of this, the condition ends on its own after 7 days.


Deadman’s Jitters 

-What is it: This nervous disorder leads to increased anxiety bordering on paranoia. Those afflicted are agitated, jumpy, and find standing still and relaxing difficult. If they aren’t already chainsmokers, they pick up the habit upon acquiring this disease.


-Catching it: Whenever you are reduced to 0 Energy, there is a chance that you awaken with this condition. Upon revival, roll a d6. On a result of 1, then you gain a crippling paranoia after coming so close to death, and you see threats and dangers everywhere.


-Dealing with it: Those afflicted find that resting is only half as beneficial as normal due to their inability to calm down and relax. Short rests gain only one fourth of your total Energy Pool, and a Long Rest only revives half instead of full. Furthermore, your anxious demeanor and disheveled appearance grant you Disadvantage on all social rolls.


-Curing it: Unlike most diseases, this malady can only be cured by intense therapy, and is only able to be treated by someone with a Smarts score of 3+ and the Bookworm skill (with the Psychoanalysis Academic Specialty) at Adept rank or higher. After a week of intense analysis, the target can roll a Smarts (Willpower) test to alleviate the condition.



Someone who invests in the Artisan (Alchemy) Edge can mix together strange herbs and compounds into potent concoctions that can benefit Player Characters in their adventures. Below are some rules for harvesting herbs.


-Harvesting Herbs requires training in the Primal skill. If you are not trained in the Primal Skill you cannot harvest herbs (simply ripping stuff out of the ground and hoping for the best doesn’t work—I've tried). 

 

-All Herbs have a rarity that is either Common, Uncommon, or Rare. 

 

-Once per day you can attempt to harvest herbs. This takes d6 hours. Spend a point of Luck and make an Agility (Primal) roll. 

 

-Each Star you earn on this roll allows you to Harvest herbs. Harvesting a Rare Herb costs 3 Stars. Harvesting an Uncommon Herb costs 2 Stars, and harvesting a Common Herb costs 1 Star. For example, if you roll 3 Stars on a harvesting roll, you can choose to harvest 3 Common herbs, or 1 Rare herb, or 1 Uncommon herb and 1 Common herb. It’s up to you. 


-An Herbalist Kit is required to harvest Herbs.

 

-If you have Primal at Novice, you can only harvest Common herbs. If you have Primal at Adept, you can harvest Common or Uncommon herbs. If you are a Professional at the Primal skill, you can harvest any rarity of herb! 

 

-In a place where the terrain is sparse of flora it may be harder to acquire Herbs. The GM may feel free to limit what Herbs are available. For example, in a dry desert climate, only common herbs might grow. Harvesting herbs in a place where foliage is rare could also impart Disadvantage on your attempt. 


Flora  

Below is but a sample of the rare herbs that might populate your Game Setting. You can harvest these using the Primal Skill. The examples presented below are silly and basic, but act as examples and inspiration. Feel free to change the Flora to be more in line with the theme and vibe of your Game Setting. 


Weird Weed (Common)

A dry and brittle tangle of dusty weeds emits a strange hum whenever it is touched. This common plant acts as a base ingredient for several Alchemical brews and potions. 


Bone Blossom (Common)

A curious little flower with petals made of thin, pale bone. The stem of this morose flora is a gleaming onyx black.


Cool Cactus (Common)

This prickly cactus is made entirely of crystalized ice and grows only in snowy, cold climates.


Tantalizing Tulip (Uncommon)

This randy little flower makes those holding it feel a bit loose in the pantaloons, inspiring feelings of lust in those who handle the plant for too long. This is commonly used to make love potions and adult “performance enhancing medications”.


Rambling Rose (Uncommon)

This chatty flower is sentient, and cannot help but speak in the accent of a ditzy valley girl. Rambling Roses are very pretty to look at, but refuse to shut the heck up!


Demonic Daffodil (Uncommon)

These naughty flowers emit a nefarious glow and are rather warm to the touch. Curiously, a set of black, shiny devil horns protrude from the center of this hellish plant.


Miraculous Marigold (Rare)

This angelic flower radiates with a heavenly golden glow, allowing it to emit a halo of angelic light around it. This plant is famed for its healing properties and is used in an assortment of medical remedies.


Furious Fungus (Rare)

This angry mushroom has an attitude problem, and is often used in Potions that boost strength or aggression.


Jolly Jasmine (Rare)

This strange plant sends shivers of delight through anyone who touches it, forcing them to giggle like a delighted child. How adorable/creepy.



Okay, so I took the Artisan Edge and was told to come here. What’s this all about?

Welcome to the wonderful world of crafting! Those with the Artisan Edge can make lasting items of beauty and art, and certain types of Artisans can even make Heirlooms (if they are skilled enough)!


You mentioned “Certain types” of Artisans. What does that mean?

When you take this Edge, you should choose whether you want to be an Artist or a Crafter. Artists craft things for the sake of beauty, culture, and artistic passion. Crafters make things that are designed to be used practically. Art is for looking at. Crafting stuff is for use.


Ah, I get it. Do the rules change if you are an Artist or a Crafter?

Kind of. Both Artists and Crafters can spend Experience Points to create lasting items of art, but Crafters (with the right ingredients) can also produce physical items relating to their craft, as well as useful Heirlooms.


Can you give me some examples of what Artists and Crafters can do?

Sure. There are many types of Crafts related to the Artisan Edge. Some crafts for Artists would be: Drawing, Painting, Sculpting, Weaving, and anything else that makes pretty stuff that is designed to be looked at and admired. Some crafts for Crafters would be: Alchemy, Cooking, Blacksmithing, Carpentry, Gunsmithing, Tailoring and Leatherworking.


Remember, the difference between Artists and Crafters is functionality. Artists make pretty things to look at, but Crafters make items designed to be used and handled. Crafters require special components gained from Monsters to forge their rad cool heirlooms, as well as some spare Experience Points to spend as well.


So, I have to spend Experience Points to make stuff?

Yes and no. If you are a Painter and want to do a little doodle of a nice house, that just takes time. If you want to paint a famous Masterwork that will live on through the ages, then you need to invest Experience Points into the endeavor to simulate the investment and time made to craft such a meaningful work of art. If you are a Blacksmith, for instance, and just want to forge a standard dagger, you wouldn’t need to pay Experience Points, but if you wanted to forge an Heirloom, then you’d need to spend more than just time to get it done (as well as be of an appropriate level in your craft).


By spending 5 Experience Points, an Artist can produce a piece of work to the best of their ability. Basic Artists can make something worth displaying at a gallery by doing this, but an Advanced Artist spending the same amount of Experience Points can produce a masterwork that will gain fame and renown! This takes d4 months for a Basic Artist, and 1 month for an Advanced Artist.


What about making mundane stuff? Is it free?

No, but making your own stuff is definitely cheaper than buying from a store! For instance, if you are a Carpenter, you specialize in making wood items. Any wood item or weapon that your GM agrees to can be made by a Carpenter for half the normal price. For instance, it would be perfectly reasonable for someone with the Artisan (Carpenter) Edge to make their own Long Bow and save money. Someone can forge an item for half the normal cost, as long as it makes sense. For example, if you are a Blacksmith, you could make your own Longsword for half the normal cost of buying one in a store, but a Blacksmith wouldn’t be able to buy Leather Armor at half price (though a Leatherworker certainly could). Even though you are making your own gear, you still need to purchase materials, so it isn’t totally free, just cheaper.


That makes sense. How long does it take for a Crafter to make a mundane item?

It depends on your level in the Edge. Basic Artisans can craft 1 piece of mundane gear in d6 days. Advanced Artisans can craft 1 piece of mundane gear in 1 day.


Ah, so, the better I am at crafting, the faster I can make stuff.

Yea, duh.


What else do I need to get started?

If you take this Edge, you need supplies and materials. Painters need brushes and paints, and Blacksmiths need ore and hammers. Whatever the case, buying a Tool Kit for your Trade of choice has a cost of $50. After paying this, it’s assumed you have what you need to get to crafting!


I wanna craft an Heirloom already! Tell me how at once!

First, you need to have the Artisan Edge at Advanced for whatever Craft you wish to make an Heirloom for. Making Heirlooms is quite difficult, and only the best in their field can do it. Then, you must have the proper ingredients. Tailors can make cloth Heirlooms, Blacksmiths can make metal heirlooms, Carpenters can make wood Heirlooms, and Leatherworkers can make Leather Heirlooms. After acquiring the proper ingredients, you need to spend 7 Experience to craft the artifact of choice. It takes 1 full week to craft the Heirloom in question.


Great! Anything else?

Some Crafts have special rules and require some more detail. Listed below are rules for Alchemy, Cooking, Blacksmithing, Carpentry, Leatherworking and Tailoring.


ALCHEMY

You can brew useful tonics and potions that are highly sought after by those looking for an edge in combat. An Apothecary can brew any potion in the Consumables list (see the Gear section) as long as they have the proper ingredients to do so and are of the proper skill level. Now, go out there and nab yourself some Monster Parts and herbs! A Potion is considered Basic if it has a cost of 50 or less. A Potion is considered Advanced if it has a cost higher than 50. 

  

Basic: You may brew any Basic Potion.  

  

Advanced: You may brew any Basic or Advanced Potion.

  

COOK  

You can whip up dazzling dishes that have amazing effects when chomped upon. Cooks are highly valued in pretty much any party. It takes about one hour to prepare a dish. Your rating in this Edge determines what recipes you know how to cook.

  

Basic: You can prepare Basic Meals. 

  

Advanced: You can prepare Advanced Meals.

  

The following dishes and their recipes are common enough that everyone with the Artisan: Cook Edge at the proper level knows them. Recipes are either Basic or Advanced. Eating ANY of the meals detailed below sustains an individual for 24 hours, no matter how many Ration Points they need to ingest. Beyond preparing specialized meals, having a cook around means that the party’s Rations are particularly delicious (increase the worth of all Rations to all Party Members by 1 if there is a Cook in the party)! It is worth noting that dishes made from special Monster Parts never go bad and are always piping hot. Rare ingredients breed rare culinary creations, for sure!


Stacking Nummies: You can benefit from a number of special foods equal to your Vigor score. For instance, if you have a Vigor score of two, you can eat two of the special treats listed below and retain the benefits of both until they expire. You must wait for any effects you are currently under to wear off before you can benefit from any other foods.


Adventurer Ale (Basic Recipe)

This frothy alcoholic beverage can put a bit of pep in any adventurer’s step, and is rather popular among those in the monster killing business. Drinking an Adventurer Ale increases the maximum Energy total of the drinker by 10 for 1 hour. This cannot be consumed in combat and only works if the imbiber is already at full health. Each time this is crafted, it brews d3 Ales. Take a swig and pass it around!


Recipe: 1 Monster Blood, 1 Wheat


Rejuvenatin’ Bacon (Basic Recipe)

Nothing sets the soul right faster than some nice, crispy Bacon! Besides being delicious, one serving of this crunchy stuff will immediately remove all levels of Strain from the imbiber.   

  

Recipe: 1 Monster Meat


Monster Steak (Basic recipe)

We all know that red meat makes people gloriously VIOLENT, and Monster Steak is no exception. After consuming this perfectly sizzled treat, the imbiber gains Advantage on the next 3 close combat attacks they make in the next hour. Ranged attack rolls are unaffected.   

  

Recipe: 3 Monster Meat


Super Crunchy Nachos (Advanced Recipe) 

Delicious...AND deadly! After consuming this cheesy and crunchy treat, an imbiber can use a Full Action to spit forth sharp bits of shrapnel that are not at all pleasant to pick out of your skin. This attack can be used to target any beings within a 15 foot cone from the user. Anyone in the line of fire of this machine-gun nacho barrage must roll an Agility (Athletics) at Disadvantage. Failure deals d6 x 5 damage and ignores all armor. This attack can be used 3 times in the next hour after consumption.  

  

Recipe: 2 Monster Carapace, Shredded Cheese


Delectable Sammich (Advanced Recipe)

This fantastic sandwich snack fills the imbiber with a feeling of well-being and nourishment that few could ever imagine. Once eaten, the imbiber can spend a Half Action to regenerate d3 Energy at the start of each of their turns for one hour. You may use a Full Action to use this ability twice on your turn.   

  

Recipe: 1 Monster Meat, 1 Monster Blood, 1 Monster Carapace, Crispy Lettuce


Adventurer’s Feast (Advanced Recipe)

What a bounty of treats! An Adventurer’s Feast nourishes a party of up to 5 people, all of whom can partake and benefit from such a yummy banquet. All who enjoy an Adventurer’s Feast immediately gain d3 Bonus Experience Points after spending an hour eating and joking and bonding with their fellow Party Members. This feast can only be indulged in once per month of game time.


Recipe: 5 Monster Meat, 5 Monster Blood, 5 Monster Carapace, 1 pinch of Salt, 1 teaspoon of Love <3


TAILORING/LEATHERWORKING

If you want to make cloth or leather goods, these crafts are for you. An Advanced Tailor can craft any Heirloom made out of cloth, and an Advanced Leatherworker can craft any Heirloom made out of Leather. As always, you must have the necessary materials and spend Experience Points to forge these nifty magical items! See the Gear (Heirlooms) section for examples of what these two types of Crafts can whip up!


Furthermore, someone with Tailoring or Leatherworking can also craft and repair their own Cloth or Leather armor (respectively) for half the normal cost.


BLACKSMITHING/GUNSMITHING/CARPENTRY

These three types of crafters can improve and enhance weapons relating to their discipline by spending Experience Points.


A weapon can hold up to 2 upgrades, and each upgrade costs between 1-5 Experience points. Upgrades that cost more than 3 Experience Points can only be installed by someone with the Advanced version of the Artisan Edge. Below is a list of common example upgrades. You cannot install the same upgrade twice, and some upgrades only apply to one distinct craft. Gunsmiths and Carpenters can also use special ingredients to forge special ammunition or arrows, respectively.


Explosive Rounds 

A Gunsmith can make high velocity, volatile rounds that explode on impact. These rounds deal an extra d6 damage to a target who has taken damage from this attack. Basic Gunsmiths craft 3 rounds per batch, and Advanced Gunsmiths craft 5 rounds per batch. These can be crafted once per day.  

  

Recipe: 1 Demonic Daffodil


Poison Arrows   

A Carpenter can make highly toxic arrows that envenom their target upon impact. A target struck (and dealt at least 1 damage) by a Poison arrow must immediately make a Vigor (Athletics) test. Failure means that the target becomes drowsy and their vision blurs, and all attack rolls they make suffer Disadvantage for the next 3 rounds. Poisoning a target who is already Poisoned has no added effect. Basic Carpenters craft 3 Poison Arrows per batch, and Advanced Carpenters craft 5 Poison Arrows per batch. These can be crafted once per day. 


Recipe: 1 Monster Venom


Beautify (1 Experience Point)

A Beautified weapon has special engraving and masterfully applied cosmetic upgrades. In short, you turn a weapon into a memorable piece of art. Beautifying a weapon does NOT use up an upgrade slot, as it is merely cosmetic in nature. A Beautified weapon is always a conversation piece, and sells for an extra $150 (Basic) or $300 (Advanced) when sold.


Illuminate (1 Experience Point)

The weapon in question can emit an illuminating glow at the mental command of its wielder.


Bane (3 Experience Points)

This devastating modification makes the weapon in question particularly effective against a certain enemy type. Choose an enemy type from the following list: Humans, Elves, Gnomes, Dwarves, Orcs, Outlaws, Lawmen, Beasts (Not Monsters), Undead, etc. Attack rolls made with this weapon against the type chosen gain Advantage and ignore all armor against that enemy type.  


Capacity (3 Experience Points)

This upgrade only applies to Firearms and can only be applied by Gunsmiths. If the weapon is a pistol, increase its capacity by 3. If the weapon is a rifle, increase its capacity by 5. If the weapon is a shotgun, increase its capacity by 2.

  

Devoted (3 Experience Points)   

This specially made handle is meticulously embroidered and only recognizes the owner of the weapon, and cannot be picked up or used by anyone other than the weapon’s owner.   


Sharp (3 Experience Points)

This upgrade cannot be applied to blunt weapons. A sharpened weapon ignores 1 point of Armor Rating. If the weapon in question already ignores 1 point of Armor Rating, it now ignores 2 points of Armor Rating.


Returning (3 Experience Points)

This handy upgrade can only be applied to weapons with the Thrown Special Ability. Returning weapons always come back to their owner’s hand after being thrown.


Bounty Hunting (3 Experience Points)

Whenever the wielder of this weapon defeats a challenging foe (GM’s discretion) they immediately gain d3 x $100.


Spirited (5 Experience Points)

A true Master in a craft can instill a weapon with a personality all its own. A spirited weapon can talk to its owner (and only its owner). Spirited weapons can be helpful at times with aid or advice, but can also be annoying, obnoxious, or downright arrogant!


Leech (5 Experience Points)

Whenever this weapon defeats a foe, its wielder gains d6 Energy.


Vengeful (5 Experience Points)

Once per Short Rest, immediately after the wielder of this weapon takes damage from a close combat attack, the wielder of this weapon can immediately make a melee attack on whoever dealt them damage. This can only be applied to a melee weapon.


Envenomed (5 Experience Points)

This upgrade can only be applied to bladed weapons. Wounds made from an Envenomed weapon cannot be healed until the victim takes a Short Rest.


Deadly (5 Experience Points)

This upgrade increases the lethality of the weapon, increasing its base Damage Value by 1.


UPGRADING ARMOR

Blacksmiths, Leatherworkers and Tailors can upgrade Armor of their particular field. A Blacksmith can upgrade any metallic armor, a Leatherworker can upgrade any Leather Armor, and a Tailor can upgrade any Cloth Armor. Upgrading Armor works the same way as Upgrading weapons does, with the Crafter in question having to spend Experience Points to improve their gear (or the gear of others). Any piece of Armor can hold up to 2 Upgrades. Basic Crafters can perform upgrades that cost 3 or less Experience Points, where only Advanced Crafters can install Upgrades that cost more than 3 Experience Points.


Beautify (1 Experience Point)

A Beautified piece of Armor has special engraving and masterfully applied cosmetic upgrades. In short, you turn a piece of Armor into a memorable piece of art. Beautifying Armor does NOT use up an upgrade slot, as it is merely cosmetic in nature. A Beautified piece of Armor is always a conversation piece, and sells for an extra $150 (Basic) or $300 (Advanced) when sold.


Acclimated (3 Experience Points)

Acclimated Armr is fit for all seasons, offering great protection against both extreme cold, as well as extreme heat. Wearers of Acclimated armor are not affected by extreme weather conditions, and are toasty warm in a blizzard or a heatwave. Furthermore, the wearer of this item only takes half damage (round down) from fire or cold attacks.


Sturdy (3 Experience Points)

A Sturdy suit of Armor is made of truly sterner stuff and never requires repair, no matter how much damage it takes!


Well Oiled (3 Experience Points)

Some heavy armors are a bit on the bulky and noisy side, granting Disadvantage to all checks to move silently. This Upgrade negates this restriction.


Chameleon (3 Experience Points)

Armor with this Upgrade seems to shift in color and tone, making the wearer more seamlessly blend into the background. This Upgrade can only be installed in Armor with an Armor Rating of 1 or 2. As long as the sun is out, the wearer gains Advantage on all Agility (Stealth) rolls.


Crafty Pockets (3 Experience Points)

Armor with this Upgrade has a number of cleverly concealed hidden pockets that can hold up to 5 pounds of questionably attained items that can fit in the palm of one hand. If the wearer is searched, the searcher must earn 3+ Stars on a Smarts (Perception) roll at Disadvantage.


Indomitable (5 Experience Points)

This upgrade makes your Armor able to take a licking and keep on ticking. This Upgrade can only be applied to Armor Rating 2 or 3 items. Once per Short Rest, the wearer of this Armor can spend a point of Luck to reduce the damage of an attack by half (round down).


Lucky (5 Experience Points)

Whenever the wearer of Lucky Armor spends a point of Luck, roll a d6. On a result of 6, the Luck Point is refunded.


Magic Resistance (5 Experience Points)

Whenever the wearer of this armor is targeted by a Power from someone with the Mysterious Blood Edge, roll a d6. On a result of 1-4, nothing happens. On a result of 5, the Power has no effect. On a result of 6, the Power is reflected back onto the caster. Once this power negates or reflects a magical attack, it cannot be used again until the wearer takes a Short Rest.


Comeback (5 Experience Points)

When the wearer of this Armor is reduced to 0 or less Energy, roll 5d6 dice. Any of these dice that roll a 5 or 6 immediately restore the wearer of 5 Energy. Once this upgrade is triggered, it cannot be used again for one week.



Important: There is one all-important rule when it comes to gambling that all risk-takers must acknowledge: There are no re-rolls. Luck Points cannot be spent to re-roll any Gambling related rolls. What comes up on the dice is sacrosanct in gambling parlors everywhere!


There is no Gambling Skill in this system, and to keep things nice and streamlined, follow these handy-dandy steps:


Step One: Set Stake

First, you must declare how much money you are willing to Gamble. Your Stake is not a single bet, mind you, but the total amount of money you feel comfy risking in a few hours of Gambling. Keep in mind that most places have limits. If you go into a sleepy bar and throw down 20 grand on the table and expect a bunch of drunkards and winos to have that kind of cash for a friendly poker game, you’ll probably be disappointed. Similarly, some high class establishments have a MINIMUM that you must pony up to even start. 


Step Two: RISK IT ALL! 

Roll 2d6 (add these dice together) once for each point of Luck you CURRENTLY have (not your maximum). Each of these rolls that come up a 7 in any configuration earn you 3 Stars. Any of these rolls that come up an 11 net you 6 Stars. If any of these rolls come up Snake Eyes (two ones), then subtract FIVE Stars from your total. Make your rolls and calculate how many Stars you have won. Note that you CAN get negative Stars (that’s bad).


Step Three: Cash In

If your final Star Rating is a positive number, then you are UP for the day. You get to keep your Stakes AND one increment of your Stakes per Star you earned.


If you gained 0 Stars, then lady Luck was not on your side, and you lose your Stake, but probably had some fun for a while. 


If you gained NEGATIVE Stars, then you lose your Stake AND go into debt for a multiple of your Stake equal to the number of Negative Stars you earned. This can lead to some pretty hairy situations. Gamble responsibly!


Example: Dave has gathered his entire life savings of 100 whole dollars and is willing to risk it all to win big. These are his Stakes for a few solid hours of gambling. Dave has a current Luck pool of 3, so he rolls 2d6 three times and adds those numbers together. He clutches them dice and prays for 7’s or 11’s, and lets those dice fly. 


Dave’s first result is a 7! This earns him 3 Stars. Dave’s second roll is a 4 (this nets him 0 Stars). On Dave’s third roll he rolls SNAKE EYES (Double 1’s). This subtracts 5 Stars from his total. Subtracting 5 from 3 leaves Dave with negative 2 Stars. Dave loses his Stake of 100 dollars, and now owes “the House” an extra 200! Sorry, Dave. 



If your game is set in a Nuclear Apocalypse or a Zombie Fever Outbreak where the very air around you is dangerously polluted, the same rules (with different flavoring) apply to both conditions. Note that the following rules are only for certain types of games, so your GM will let you know if you need to read up on this stuff.


As a general rule, game mechanics for Environmental Contamination only come into effect if you are exposed to the elements for more than your Vigor score + 3 hours. Therefore, someone with a Vigor score of 2 must make a Contamination test if they are ever exposed to the toxic elements of their world for more than 5 hours. This causes you to roll a Contamination test. Being exposed to the elements means being outside of a Safe Zone like a settlement or defended interior structure where supplies and medical aid are available to counter the corruptive atmosphere.


Critter Contamination: Some enemies or weapons in Environmentally Hazardous Campaign Settings might also deal Contamination damage with certain attacks, as if you didn’t have enough to worry about. As a basic rule, whenever a being infected with a Terminal case of Zombie Fever or Radiation Poisoning rolls 3+ successes on an attack roll against you, you gain 1 point of Contamination in addition to any of the damage you would normally take from the attack.


If you have been exposed to Contamination beyond your threshold, immediately roll a Vigor (Athletics) test. If you fail this roll, you immediately gain d6 Contamination Points. Consult the following chart to determine your current level of Contamination and what that looks like for Radiation Poisoning or Zombie Fever.


0 Contamination Points (Clear)

This nigh-mythical state rarely lasts long. At zero Contamination, you appear like a normal, healthy, happy person. Your ribs might even not be showing! You have the blush of health about you...for the time being.


1-10 Contamination Points (Normal)

Most folks hover around this range. Physically, your posture might slouch just a bit, and black circles might line your eyes. The world is a harsh place now, and you look tired and battered by the struggles of survival. Welcome to Tuesday.


11-15 Contamination Points (Exposed)

Zombie Fever: Your features become sunken and gaunt, and you start to crave raw meat. Your skin begins to dry and peel and crack. Your joints stiffen and you walk with a noticeable shamble.


Radiation: Unsightly neon green veins become visible on your skin, and some malformed warts form in random places on your body. Every now and again, you might cough up bright yellow flakes of Uranium.


16-19 Contamination Points (Critical)

Zombie Fever: Your eyes glow in two small pinpricks of eerie red light as your skin turns an ashen, mottled gray color. Your speech slurs and you find it difficult to communicate in words that anyone can understand.


Radiation: Your skin begins to sag and loosen, as if slowly melting away from your skeletal structure. Your eyes glow bright yellow and your skin attains a sickly green glow.


Beyond this level of Contamination, you forfeit your Character Sheet to the GM and become one of the mindless horrors that plague your Campaign World. Thanks for the memories!


20+ Contamination Points (Terminal)

Zombie Fever: You gain a beautiful groaning-voice and lose all of the person you once were. Your memories fade and your sole remaining impulse is to seek warm, hot, living meat and ingest it. You shall roam the world for eternity, barring falling victim to a well-placed headshot by a horrified Survivor.


Radiation: Your body melts and twists into the form of a mutated Nuclear Abomination. You undoubtedly sprout new limbs and curious tentacles that sprout from the most interesting places. What was once your brain melts into mush, leaving you nothing more than a mutated fiend that will eagerly attack anything that moves, stuffing whatever parts you can tear off of your prey into one of your many new mouths.


Special Gear

The following list of specialized equipment makes sense for a game where Radiation or Zombie Fever would be an issue. Stock up and stay safe out there!


Gas Mask ($100)

This strange looking leather mask helps to filter out the worst of harmful particles in the air, and anyone wearing a gas mask gains Advantage on all rolls made to resist gaining Contamination Points.


Decontamination Pills ($50 per bottle)

One dose of this life-saving stuff removes d6 Contamination Points from an imbiber. There are 5 Decontamination Pills per bottle. Contamination points don’t go away on their own, so these wondrous pills are often in short supply and upsold for truly atmospheric prices!