Crazy Shirt , 2nd edition

CRAZY SHIRT PLAYERS BOOK NOT SAFE FOR NIGGERS Base stats head 50 hp body 100 hp left leg 70 hp right leg 70 hp left arm 70 hp right arm 70 hp blood 100 hp Lucidity: 100 Mana: 100 Stamina: 100 (optional) Evasion 10 movement 10 meters COMBAT STATS Strength 10 Dexterity 10 perception 10 Intelligence 10 SENSES Touch 10 Sight 10 Taste 10 Hearing 10 Smell 10 SOCIAL Speech 10 Looks 10 Charm 10 Wit 10 CHARACTER CREATION When creating a character from your base stats, you have 50 stat points to divide between all your stats. Each level above 11 costs an extra 1 point than the level preceding it. For example, if going from level 10 to level 11 costs 1 point, going from level 11 to level 12 costs 2 points. This system applies for refunding points as well, with each level down from level 9 giving an extra stat point, starting at 1 stat point refunding from going from 10 to 9. Add your PER modifier to all senses. Afterwards, apply any trait related debuffs. How stats work When rolling for stat based checks in or out of combat, for example, a DC 16 STR check or a contested STR check, consult the table below to see how your stats effects the number you roll. The number on the left is your stat level. The number on the right is the roll modifier. For example, having STR level 12 gives a +1 bonus to STR checks. 1-3: -3 4-6: -2 7-9 : -1 10-11: +0 12-13: +1 14-15: +2 16-17: +3 18-19: +4 20: +5 For added roleplaying value, you can calculate weight and height. To calculate your height, start by rolling 3d20, and adding your result to 120, which determines your height in centimeters. If you are a male, you get an extra 20 cm in height. If you are a female, you gain an extra 10 cm in height.  For every 5 centimeters above 180, you gain +1 looks score. For every 30 centimeters below 180, you lose 1 looks score. Then calculate your weight, which is calculated by rolling 3d20 +30.  Add 1 kg for every STR stat above 10. Remove 1 kg for every STR stat below 10. For every 10 cm above 160 cm, you gain 5 kg of weight. For every 10 cm below 160 cm, you lose 5 kg. Males gain an extra 5 kg, women lose 5 kg. all characters start with 10 skill tree points. Each character should have relations with two other characters, as well as a reason for why they are starting their journey. You always start with 10 dollars, or whatever the currency equivalent of your campaign is. RACE (optional). You can pick any race to play as. Some races are objectively terrible and give you trait points. Others are objectively better and cost trait points. Most are neutral enough. MORTAL RACES Human:  +2 in one stat, +1 INT, +1 STR, -10 points Orc: -4 INT. +1 STR, +10 cm height. +10 points Dwarf: Has nightvision, +2 STR, -40 cm height. -15 points Animal Man: -2 INT, +1 DEX, -20 cm height. +5 points half giant: -3 INT, +1 STR, +20 cm height, +5 points IMMORTAL RACES Goblin: -2 STR, +2 INT, -50 cm height. -5 points. Ghoul: +2 STR, -4 INT, -1 charm, -5 wit. +10 points. Gnome: +3 INT, -2 STR, -100 cm height, -10 hp on all body parts. +2 charm, -10 points Elf: +2 INT, +1 DEX, +10 cm height, +3 speech. -20 points. Half Wyrm: +3 INT, +2 STR, +10 hp on all body parts, +30 cm height. -30 points. UNCOMMON RACES To play as an inanimate object, you must first choose your size. There are five sizes available. Tiny: -100 cm in height, -50 hp. +30 points Small: -50 cm in height, -30 hp, +20 points Medium: +5 cm in height Large: +50 cm in height, +30 hp, -20 points Giant: +100 cm in height, +50 hp, -30 points As a miscellaneous race, you can either have one single health bar if you are a limbless object, like a rock, or you can have limbs and a head and a torso, like a doll. You can have blood and lucidity bars if it makes sense. On crits, refer to the torso crit table for the effects you suffer. Refer to the torso table for permanent injuries as well. In the case that you have limbs and a torso and a head, you can divide your hp bonus/debuff from your size equally between all body parts. Weight is calculated normally. Limbless inanimate objects require the use of levitation to use items. Levitation can only be used to pick up one handed items for any player below medium size. You must be medium sized and up to be able to levitate two handed weapons. Levitation requires no mana, but suffers from the same debuffs that limbs suffer, using body hp as a benchmark instead of limb hp. Think of levitation as an alternative to limbs. All other stats are the same as the base stats. BACKGROUND (optional) when choosing your background, you use trait points. For example, a positive background could give -5 trait points subtracting from your trait points total. POSITIVE BACKGROUNDS celebrity: +10 charm. +5 speech, start with double currency. -30 points CEO: +5 charm, +5 speech, start with triple currency. -30 points Chef: +4 taste, -15 points Burglar: +3 on lockpicking and hotwiring checks, +1 DEX. -15 points. Police officer: +2 ACC on pistols. +3 speech. -20 points Stock broker: +3 speech. -15 points tech support: +1 INT. -10 points teacher: +3 INT, +2 speech. -15 points professor: +4 INT, +4 speech, -25 points doctor: healing gives 1d20 extra health, +3 speech, +1 DEX, +2 touch. -35 points nurse: healing gives an extra 1d10 hp. +2 speech. -20 points amateur fighter: 10 skill points in unarmed combat tree. -25 points assassin: +10 skill points in unarmed, armed, or gun skill tree, +2 ACC. -35 points. spy: +4 speech, +5 charm, +4 wit advantage on deception rolls, +1 ACC on gun attacks. -30 points. stripper: +5 charm. -10 points fireman: +1 ACC with two handed weapons. +1 STR. -20 points HEMA enthusiast: 10 skill points in armed skill tree, level one proficiency in any sword weapon. -25  points priest: +5 charm, +5 speech. -15 points rabbi: +5 charm, +5 speech, advantage on deception rolls. -20 points. student: +1 INT. -5 points Mixed backgrounds peasant: -1 INT, -1 charm. +5 points unemployed: -1 charm. +1 points veteran: -10 maximum lucidity. +1 ACC on gun attacks, -3 speech, -5 charm, +1 wit, level 1 proficiency in one weapon of your choice. -15 points. Tweaker: -10 maximum lucidity, -1 ACC, -4 speech, -1 INT, +2 DEX. +5 points hippie: -2 meters movement, -2 EV, +1 speech, +1 charm. +5 points anime enthusiast: -7 speech, -6 wit, -5 charm, +1 ACC with sword weapons. +5 points pervert: -5 charm, -5 wit, +2 DEX, +5 sight, +2 smell, +5 touch, +5 hp in main arm. -20 points. pickpocket: +3 DEX, -3 charm. -10 points convict: +1 damage in melee attacks for every STR level above 8. +2 STR, -4 charm, -2 speech, +2 wit, +5 skill points in unarmed melee skill tree. -30 points Negative backgrounds addict: must spend money on addicted drug everyday. If it is a light drug, +10 points, -1 INT. If it is a hard drug, +30 points, -3 INT, -4 charm, -2 speech. alcoholic: must consume alcohol once a day. -4 speech, -2 charm, -2 INT. +20 points homeless: -5 charm, -3 looks, -3 speech, starting money is halved. +15 points beggar: -2 speech, -3 charm, -1 looks. starting money is halved. +15 points furry: -5 speech, -10 charm, -5 wit, -2 STR, -2 INT. +30 points gay: -2 charm. -1 speech. +5 points trans: -10 charm, -10 looks, -5 speech, -2 EV, -2 STR. Advantage on persuasion rolls on children. +20 points TRAITS (optional) you can apply traits to your character. Some traits are negative, giving trait points. Other traits are positive, subtracting from your trait points. You cannot have a character with negative trait points. You start with 0 trait points. You can also choose to have one niche skill that is not on the list below or able to be used to great effect in combat. That skill gives a +3 buff to related rolls, and costs 5 trait points. It costs an extra 5 points to increase your trait buff by 1. You can increase it as many times as you want. An example of a niche skill would be cooking, sewing, painting or playing videogames. Always ask the GM if your skill is reasonable before adding it to your character. positive traits Strong: +2 STR: -5 points Fit: +1 STR, +1 DEX, +3 meters movement: -20 points Handsome: +5 looks. -10 points Tall: +2 looks, +50cm of height. -5 points Fast: +5 meters movement. -15 points Quick: advantage on dodge rolls and DEX checks. -25 points Social butterfly: +3 charm. -2 points Persuasive speaker: +3 wit. -2 points Elegant tongue: +2 speech. -1 point Smart: +1 INT. -5 points Sharp eyes: +2 sight. -3 points Sharp hearing: +2 hearing. -3 points Good smell: +2 smell. -3 points Talented: Level 1 proficiency in any weapon. -10 points Nocturnal vision: you can see in the dark. -15 points inhuman reflexes: +2 EV, advantage on dodges, blocks and parries. -30 points dextrous fingers: +1 DEX, you can switch weapons and pick up objects for free. -20 points sanguine: +10 maximum lucidity: -20 points tough: +10 to all body parts hp. -30 points strong mind: +10 lucidity. -20 points iron chin: +5 lucidity, +10 head hp. -25 points agile: +3 EV. -25 points happy: +5 maximum lucidity. Recover 5 lucidity per turn. -10 points funny: +2 wit, +1charm, +2 speech. -20 points charming: +2 charm. -1 point eloquent: +4 speech: -3 points genius: +2 INT: -7 points athletic: +1 in DEX and STR.: -6 points optimist: +10 maximum lucidity. Recover 10 lucidity per turn. -20 points cool: +3 looks. -10 points brave: Advantage on low lucidity checks. -5 points extrovert: +3 speech, +3 charm, +2 wit. -10 points Mixed stats psychopath: +1 charm, +1 speech, -10 lucidity. You have advantages on checks involving fear and intimidation. -20 points sociopath:  -1 charm, -2 speech, +1 wit. You have advantages on checks involving fear and intimidation. -2 points angry: +3 ACC on all melee unarmed attacks. -2 wit, -3 speech, -2 charm. -5 points obsessed: You gain level 2 proficiency in one weapon, and 5 skill points. -3 wit, -2 speech, -10 maximum lucidity. -10 points savant: You add 8 stat points to your intelligence stat, but you must subtract 5 stat points from every other stat you have, other than your 5 senses (touch, smell, sight, hearing, taste). -20 points extra limb: You gain an extra arm. You can hold an extra weapon, or wield a one handed weapon and a two handed weapon at the same time. -10 charm. -10 points intimidating: -5 charm. You can intimidate people using a social or combat stat of your choice, but you cannot charm them. -5 points short: +2 EV. -50 cm height. -8 charm, -3 looks. +5 points fat: -2 EV. -2 looks, -5 movement. advantage on contested tackle rolls. +5 point skinny: +1 EV, -1 looks, -1 STR. -5  points introvert: -3 speech, -5 charm, -2 wit, +1 INT. +1 point honest: You cannot make deception checks. +1 charm. -2 points kind: -2 ACC on attack rolls. +3 charm. +2 points. Unprovoked murders cause you to lose this trait. schizophrenia: advantage on magical attacks, +3 on all spell attack rolls. -5 on all social stats. At 50 and below lucidity, you start fighting with an imaginary enemy of your choosing, taking no damage while doing so. -20 maximum lucidity. You have constant auditory and visual hallucinations, affecting your conversations. -5 points psychotic: double damage on spell attacks: -7 on all social stats. At 60 lucidity and below, you start fighting with hallucinations, taking no damage while doing so. You have constant auditory and visual hallucinations, impeding your accuracy. -2 ACC. -5 points narcissist: +2 charm, -10 lucidity. If you are insulted, your lucidity drops by 10. If you are praised, your lucidity increases by 10. +2 points bipolar disorder: roll a 1d4. On even numbers, you go through a depressive period for 2d6 days, in which your maximum lucidity decreases by 10. On odd numbers, you go through an elevated lucidity for 2d6 days, in which your maximum lucidity is increased by 10. -1 point racist: Choose one race to hate. Attacks against that race gain a +1 ACC buff, and crits occur on natural rolls of 19 and 20. You suffer from disadvantages when talking to these races in an equal manner, and on failed conversation rolls, you must insult whoever you are talking to. +1 point misandrist, misogynistic, ableist, transphobic and homophobic: Same rules as racist, just replace race with the target of your hatred. Misandrist: +5 points misogynist: +5 points ableist: +4 points Transphobic: -2 points homophobic: 0 points nudist: You suffer from a lucidity reduction of 20 when wearing clothing, including armour. When nude, your lucidity recovers 20 points. If you are nude as a person with 18 and up in looks, they gain a +2 ACC on attacks. +2 points Negative traits neurotic: -2 ACC: +10 points low functioning autism: -5 INT, -4 DEX: +5 points weird: -3 charm: +2 points smelly: -2 charm, -5 charm on characters with smell stat above 15: +1 point unfunny: -2 charm, -2 wit, -3 speech: +3 points ugly: -4 looks, double disadvantage on romantic rolls: +3 points creepy breathing: -1 charm, disadvantage on persuasion rolls. +4 points amputee: For each limb you choose to have amputated, consult the limb destruction table. You can have a maximum of 4 amputated limbs. +25 points for each amputated limb frail back: -10 torso health: +10 points asthma: -5 meters movement: +10 points stupid: -2 INT: +5 points mentally disabled: -5 INT, -4 DEX: +15 points cataracts: -80 sight: +10 points blind: consult blindness effects in special conditions table. +20 points terminally ill: -10 on all combat stats apart from intelligence, -30 hp on all body parts. movement reduced by 5 meters. +60 points stutter: -4 speech: +4 points mute: you cannot speak: +20 points deaf: you cannot hear: +30 points crippled: both of your legs are crippled. You must use a wheelchair to move at half of your base movement, using two free hands to move it. If you can't use a wheelchair, you can crawl at 1 meter +STR modifier in movenent. +40 points lame: one of your legs is counted as being destroyed, but you retain its health. +15 points malformed: -10 looks, -10 charm: +15 points hideous: -5 looks, -5 charm: +10 points obese: -10 looks and charm. when prone, you must roll a DC 16 STR check to get up. your movement is reduced by 5 meters. Your EV is reduced by 8. Your DEX is reduced by 5. +50 points anorexic: -20 health on all body parts. -10 STR. +20 points morbidly obese: -20 looks and charm.when prone you must roll a DC 18 STR check to get up. Your movement is reduced by 8 meters. Your DEX is reduced by 8. Your EV is reduced by 10. +70 points. slow: - 5 meters movement: +5 points retarded: -5 INT, 3 DEX, +4 STR, -5 charm, wit, speech, looks. +20 points speech impediment: -6 speech, -3 charm: +8 points depressed: -30 maximum lucidity. +40 points craven: when attacked at half lucidity, you must make a successful DC 16 STR check or spend one action retreating from combat in your next turn. +30 points claustrophobic: -20 lucidity indoors, -30 lucidity in tight spaces. +25 points agrophobic: -20 lucidity outdoors. +30 points phobia: pick something to be scared of. This can be a concept, inanimate object or creature. When in contact with your phobia, you lose -30 lucidity. +15 points nauseous: When hit in the torso, you make a DC 16 STR check. On a fail, you spend one action in your next turn doing nothing but vomiting. +30 points lazy: -2 meters movement speed. -1 ACC. +10 points addiction prone: You have disadvantages on addiction rolls. +5 points PTSD: -20 maximum lucidity. When not in combat and something loud or sudden happens, roll a DC 18 STR check. On a failure, you attack the nearest person beside you. On each attack, roll a DC 16 STR check until you succeed, at which you can stop attacking. +30 points. Elderly: -20 hp on all body parts. -8 meters movement. -4 on all sensory stats. +50 points Child: -100 cm height, -30 hp on all body parts. -4 meters movement. half damage on all melee attacks. +3 EV. +45 points. ROLEPLAYING STUFF When roleplaying, act as your character would based off of their traits. If your character is famous, they may get special treatment. If your character is ugly, socially awkward or weird, they may be insulted. Act as your character would given their traits. When making checks against someone's perception, for example, if you are stealthing about, roll against the stat you are attempting to evade. You may need to make multiple rolls to evade multiple stats. When making social rolls, you can roll against people's charm level to seduce them, for example. When trying to change someone's feelings about something, whether by intimidation, charm, or wit, you must roll a contested check. If the GM rules it so, you can gain an advantage or a buff if the person you are convincing is impressionable or easily manipulated. When speaking with someone, lucidity matters. If someone's lucidity is above 100, they are happy. If it is at 100, they are good. If it is below 100 but above 50, they are impatient. If their lucidity is below 50, they are either sad or angry, depending on their traits and background. Persuading someone in a happy mood gives a +2 buff, while convincing someone who is in a good mood gives a +1 buff. if they are impatient, you get a -1 debuff on rolls. If they are angry or sad, you must roll to compliment or calm them down to increase their lucidity to at least above 50 before attempting any more convincing rolls. INSULTS AND COMPLIMENTS When talking with someone, you can flatter them to get what you want. There are three degrees of flattering, however the more obvious examples would require a high charm or speech level to succeed. Level 1: Small Compliments: e.g, "Your hair looks nice" Level 2: Flattery: e.g, "You are pretty cool" Level 3: Glazing: e.g, "You are SO smart and strong" Roll a DC 15 charm check to compliment someone, with the DC changed by the GM depending on your compliment. On a successful flattery roll, you get a +1 bonus on any social rolls. On a successful glazing roll, you get a +2 bonus on any social rolls. On a critical failure, you get a -1 debuff on social rolls. You can also insult people, and they can insult you. Insulting a person will make them mad and they will get angrier with each insult. To insult someone, roll a DC 15 wit check, with the GM reducing or increasing the DC based off of your insult. On a success, the insult is successful. After 3 unforgivable insults or 6 mocking jabs, the person will make a DC 10 INT check, on a fail they attack you. If you yourself are insulted, you must make a DC 10 INT check to not attack the insulter. If you attack someone over a slight in public, pedestrians will attempt to separate you and the victim. Level 1: Childish insult: e.g, "you stink" Level 2: Mocking jab: e.g, "you're fat, fatass" Level 3: Unforgivable insult: e.g, "You should kill yourself you retard" REPUTATION You have reputation. This is tracked by the GM, and may or may not be visible to you. Reputation can be increased by doing good deeds, such as rescuing kids, doing a service to the community or apprehending a criminal can each give +x reputation. Conversely, it can be reduced by doing bad things such as murder, robbery and assault, which give -x reputation. GMs can decide what the impacts of the players actions are. For example, murder can lead to a dramatic loss in reputation, with people avoiding the players company. Low reputation can make intimidation checks easier or harder, depending on the target. You can also improve your reputation with organisations by doing jobs for them. Doing jobs against other organisations can decrease your rep with them, however. In general, one low level gig for an organisation, such as a drug deal or minor heist, could net you +1 rep, with the reputation increasing per gig depending on how much value the gig brings to them. ENCUMBRANCE (optional) If you choose, you can calculate your maximum weight you can carry. To do this, halve your weight and add your strength modifier. This is the amount of weight in kg you can carry. The weight of an object is halved if held in your hands. Gear such as bags, sacks and satchels can increase your maximum weight capacity. You can lift something for the cost of one action. Your maximum lift weight is calculated by adding your raw str stat to your weight stat. Each action spent lifting something with a higher weight than your maximum carrying weight requires a DC 10 str check, +1 DC for every 10 kg above your carrying weight the object is. This check is required for moving the object in any way, including throwing it. On a failure, the object is dropped. COMBAT To start combat, everyone rolls 1d20 + DEX modifier  to figure out initiative. On a draw, the person with the higher DEX goes first. If it is still a draw, both players flip a coin to see who goes first.  The order of combat goes from highest initiative to lowest. Per turn, you have three actions. You can use these actions to move, attack and use an item. When you attack, you first pick a body part to target, whether randomly through rolling a 1d6 and consulting the table below, or choosing the part you wish to attack. you roll 1d20 against your opponents evasion, which is affected by your choice in targetted body part. If you roll higher, you hit. Your weapons may include modifiers that increase accuracy, which adds to your attack roll. Different types of attacks can reduce accuracy, which increases your opponents evasion when attacking. For example, of my opponents EV is 10, and I attack with a -3 accuracy debuff, I must roll above 13. On a natural 20, you deal extra damage equal to your strength on a melee attack, or extra damage equal to your perception on a ranged attack. If you roll lower than your opponents evasion, you miss, if you roll higher, you hit. 1: head 2: left leg 3: right leg 4: left arm 5: right arm 6: torso If your attack roll + modifiers ties with your opponents EV, that counts as a grazing hit, you deal half damage. Grazing attacks only deal hp damage, and do not deal blood, or lucidity damage. BODY PART ACC MODIFIER TABLE 1: HEAD: -2 ACC 2: BODY: +1 ACC 3: RIGHT ARM 0 4: LEFT ARM 0 5: RIGHT LEG 0 6: LEFT LEG 0 Your opponent has the option to block instead of relying on EV, in which the opponent makes a contested DEX roll to block damage, however you can only block melee attacks, and you can only block piercing attacks with a weapon or shield. If your opponent has armour, they apply damage reduction from armour if applicable to whatever you hit, and then apply damage. In combat you can pick up items or switch weapons between hands. These take one action to accomplish. In melee combat, there are three types of attack. The rapid attack, the normal attack, and the precise attack. Rapid attacks allow you to roll a 1d6 to decide which body part to hit, with a -2 ACC debuff, or choose what to hit and suffer a -4 accuracy penalty. With rapid attacks you can do two attacks in one action. Body targeting table for rapid attacks 1: Head 2: Body 3: Left arm 4: Right arm 5: Left leg 6: Right leg Precise attacks add +3 accuracy to your attacks but require two actions to complete, you get to choose what body part you attack with a precise attack. A normal attack does not add any buffs or debuffs to your weapon unless otherwise specified. You choose what to hit. They take one action to complete. When attacked, you can attack back. Attacking back removes one action from your next turn. You can attack back when you disengage as well. When an opponent declares an attack, you can dodge. This gives a +4 EV bonus for that attack but takes 1 action away from your next turn. You may also super dodge, which gives a +8 EV bonus but takes 2 actions away from your next turn. You may not dodge if your movement is cut in half, if you are prone, or if you are stunned. There is one special attack, available to anybody regardless of level, stats or whatever. It is the desperate strike. When your head or torso are at half health, you may use a desperate attack. It expends 3 actions, and has a -4 ACC penalty. Desperate blows deal double damage. When an enemy is at 25% lucidity, you may use a FATAL BLOW on them. A fatal blow is a modifier you add onto your attack, which costs an extra action. FATAL BLOWS deal double damage and have a +2 ACC buff. STANCES There are three types of melee stance. Defensive, offensive, and neutral. Switching between stances costs 1 action With a defensive stance, you gain a +2 buff on blocks and dodges but a -2 ACC penalty on attacks. With an offensive stance, you gain a +2 ACC bonus, but a -2 EV debuff. Neutral stances offer no benefits or detriments. When targeting a body part to hit, you suffer a -2 accuracy debuff when targeting the head but no similar debuffs apply to the limbs. When targeting the torso you gain +1 accuracy. When using rapid attacks, you roll to target the body part before applying any debuffs/buffs When a body part is reduced to 0 hp, you cannot use it, for example, if my left arm is reduced to 0 hp, I cannot wield two handed weapons or use my left arm to wield one handed weapons. When an arm is reduced to half its health you have disadvantages on attacks using that arm. When a leg is reduced to half hp, movement is reduced by 4 meters per leg on half hp. If a leg is reduced to 0 hp, movement is reduced by 5 meters. If both legs are reduced to 0 hp, you can move 1 + STR modifier meters by crawling. If a limb suffers damage equal to twice that of its health, the limb is permanently destroyed. If a limb is reduced to quarter hp, you take 5 blood damage for each damaged limb per turn. If the limb is reduced to 0 hp, you take 10  damage per limb at 0 hp per turn. If it is destroyed, you take 20 blood damage per destroyed limb per turn. If the head or torso are reduced to 0 hp you lose consciousness and must make 3 dc 15 death saving throws. If they are being treated by an ally (1 action), they receive an advantage on their death saving rolls for each ally treating them. If there have been more successes than failures, the victim lives. If there have been more failures than successes, they die. When the head is reduced to 0 hp, roll 2d6 on the table below. 2, 3, 4: One eye destroyed. -4 perception, -3 sight 5: Nose destroyed. -1 perception, -4 smell 6: Ear destroyed. -3 perception , -5 hearing 7, 8, 9: Disfiguring scars: -10 looks 10: Brain damage. -3 Intelligence, permanent -10 lucidity, -4 charm, wit and speech. 11: Removed tongue: Can't talk. -20 speech. 12: Blinded. Permanently blind. When the torso is reduced to 0, roll 2d6 on the table below 2: Broken spine: cannot walk. Needs wheelchair 3, 4, 5: Organ damage: -15 maximum blood bar hp 6, 7, 8: Painful wound: -10 lucidity, -10 torso hp 9, 10, 11: Destroyed organs: -10 torso hp, -20 maximum blood hp 12: Broken bones: -15 torso hp, -25 lucidity, -5 movement, -5 STR. When a limb is reduced to 0, roll 2d6 on the table below 2: crippled limb: the limb is treated as destroyed 3, 4, 5: broken bones: the limb is permanently on half health. 6, 7, 8: painful scars: -5 lucidity, -5 limb hp 9, 10, 11: Twisted joints: The limb is permanently on half of its health 12: Amputated limb: The limb is destroyed If the head or torso suffer additional damage equal or greater than their base health, then the victim instantly dies. Lucidity boon/curse table: 200: +2 on spell attack rolls and attack rolls, advantage on spell attacks and normal attacks. 175: +1 on spell attack rolls and attack rolls, advantage on spell attacks and normal attacks. 150: advantage in spell attacks and normal attacks. 100: No benefits or detriments. 75: -2 DEX, -3 movement. 50: Whenever you cast a spell, you roll 1d20. On a 19 or higher, you summon a hostile shadow man. You require two actions to heal yourself in any way with medicine, magic or drugs that would normally require one action to complete. -2 ACC 25: Whenever you cast a spell, you roll a 1d20. On a 16 or higher, you summon a hostile hat man. You have a -1 penalty on magical attacks. You also get a -1 accuracy debuff. On any successful hit, you must roll a DC 17 STR check, on a failure, spend one action next turn retreating. If hit in the head, you must make a DC 16 STR roll. On a failure, you go unconscious. 0: Spellcasters go into a catatonic shock. All attacks automatically hit them. The spellcaster must fight an evil shadow demon in their head, meaning they are simultaneously on the physical battlefield and their mind, represented by a 30x30 m² plain. While fighting in their mind, all health stats are fully regenerated. It is only when the demon is defeated can the spellcaster wake up. Non spellcasters must roll a DC 18 INT check to attack. On a fail they must retreat from the enemy for one action. A hit to the head on a person at 0 lucidity will knock them unconscious. Blood bar debuff table 75: -5 meters of movement, -10 lucidity 50: -3 EV, disadvantage on checks. -10 lucidity 25: -1 EV, -30 lucidity, -3 ACC 0: Make a DC 10 death save each turn, until you die or are stabilized. These death saves are done at the same time as body/head death saves. You need to succeed in both death saves to live. On three fails, you die. You can recover blood bar and health with bandages, you recover lucidity by spending one action to ground yourself, healing 1d20 lucidity while doing so. Grounding oneself cannot be done while in melee range of an attacking opponent. You can stop continuous bleeding from one source with a bandage or you can slow it down by applying pressure to your wound with both hands, halving the bleeding from that source and rounding up if the bleeding is an odd number. For example, applying pressure to a continuous wound with -5 blood loss per turn reduces it to -3. Continuous bleeding from other sources stack. For every 1 damage you take in the head, you lose 2 lucidity. When your torso is at 50 hp you start bleeding at a rate of -5 blood per turn. At 25 hp that rate is increased to -10 blood per turn. If an enemy is fighting an ally, targeting that enemy from the side gives a +1 ACC buff. To target you, the enemy must spend one action to disengage from the ally. Attacks to the back of the enemy give a +3 ACC buff. SPECIAL CONDITIONS Stunned: Lose 1 action, advantage for enemies attacking you. Roll DC 17 STR check to stop being stunned. -2 ACC debuff when attacking. Prone: Advantage for enemies attacking you, disadvantage when attacking. spend two actions to get up. Blind: reduces movement to 1 meter and gives a -4 accuracy debuff on melee attacks. Ranged attacks get a -6 accuracy debuff. Nauseous: Lose one turn. Enemies gain advantage on attack to you. Incapacitated: Can't do anything. Roll DC 18 check to wake up. Crippled: Can't move. Disadvantage on all attacks. -5 EV. Must heal to move again. On crits to the head, the target is stunned for one turn On crits to the body, the target goes nauseous for one turn On crits to the arm, the target drops their weapon and gains disadvantages on all attacks next turn, for one turn. On crits to the leg, the target is made prone. STAMINA (optional) Each movement action and individual attack costs 5 stamina. For example, a rapid attack consumes one action, but since there are two attack rolls made, therefore you lose 10 stamina. You cannot lose more than 5 stamina for an individual shooting attack, including full auto attacks and semi auto snapshot attacks. You recover 5 stamina for each action spent resting. STAMINA DEBUFF TABLE. These stack 50: -3 movement, -1 ACC 25: -2 movement, -2 ACC, -3 EV. Cannot use rapid attacks 0: -1 movement, -1 ACC, -2 EV, cannot dodge. UNARMED COMBAT There are two types of unarmed attack. Striking, which involves punches, kicks, and other similar attacks, and grappling, which involves limb breaking, chokes, and other similar attacks. BASIC STRIKES Punch: Deals 1d4 damage +1 for every strength level above 10. Stuns on rolls of 19-20 on hits to the head. Front Kick: Deals 1d8 damage +1 for every strength level above 10. Stuns on crits. CLINCHING It costs one action to grapple an enemy in a clinch. While in a clinch, your EV and your opponents EV are reduced by 5. You can kick and punch while clinching. To escape a clinch, the opponent rolls a contested STR roll, costing one action. BASIC GRAPPLING AND DISARMING When in combat and adjacent to an opponent, you may grab their arm for one action. Grabbing someone's arm or weapon requires a free hand, and grabbing something with two hands costs two actions. To grab, roll against your opponents EV, adding any strength bonus modifiers you have. While their hand or weapon is being grabbed, the opponent cannot use it. To escape a grab, the opponent can roll a contested STR check, on a fail, the grabbing state is maintained, this costs 1 action. Grabbing with two hands gives a +3 bonus to grabbing STR check rolls. Conversly, the grabber can roll a contested STR check to take the opponents weapon away from them, costing 2 actions to complete. On a failure, the grabbing state is maintained. People grabbing can still kick and attack with their free hand. Grabbing a two handed weapon with one had lets the opponent use their weapon at a disadvantage. Grabbing with two hands prevents them from using it. When making a block, you can choose to grab the opponents arm if your hand is free. This initiates the grabbing state on a success. SHOVES You can also shove an opponent. This can be done when an opponent is adjacent to you. Roll a contested STR check with your opponent. If your opponent fails the STR check, they are knocked prone and pushed back 1 meter. If the shover fails the STR  check, they have -3 EV on the next attack they suffer. 1 action. COVER, MOVEMENT & SUPPRESSION FIRE DISENGAGEMENT If you try to move and you are in combat you must disengage, which means the opponenet gets a free attack. COVER If you’re behind full cover, you are immune to any damage. Half cover gives a +5 EV buff, but going prone behind half cover gives the same benefits as full cover. Destructible cover breaks after a certain amount of direct hits. For half cover, this means for every shot that misses. Visual cover, such as bushes or plants, offers +3 EV. An example of a destructible half cover is a table, which breaks after 100 damage. If you move away from your cover and your opponent has a ranged weapon and has you under suppression fire, they can treat you moving away from cover as a disengagement and shoot at you. This includes running away from the cover or shooting at the opponent from behind cover, which exposes you. Corners count as cover as well, and you are able to shoot from a corner via regular attacks. This is also treated as disengagement by an enemy who has you under suppression fire. CORNER/COVER PEEKING While behind cover, you may spend one action to look out of cover. When peeking, you can either make an attack or duck back down. When making an attack while peeking, you add a -3 ACC debuff to your attack. If an enemy has you under suppression fire, you may duck down instead, rolling a dexterity check against your opponents attack roll. On a success you dodge, on a fail, you get hit. For multiple attackers, you must roll against each attack. On a successful duck, you receive no debuffs on your next peeking attack. MOVEMENT Each movement option costs 1 action. Moving involves three different types of movement. You can charge, which means you move an additional 5 meters but your opponent gets advantage on you and you get disadvantage on ranged attacks. Disengagement involves moving away from an opponent you are fighting. The opponent gets a free attack when you do so. You can also advance. This is regular movement and you gain no benefits nor detriments. You can also jump. The jump distance is determined by your STR or DEX modifier and how many meters you run up before jumping, if you choose to run up. The jumping DC is 10 +3 for each meter you want to jump across. You can reduce the DC by making a charge action before jumping, which reduces the DC by 1 and increases your maximum jump length by 1 for every 3 meters you move while charging. On a critical fail you fall. On a fail you are able to roll a DC 15 STR check to grab onto whatever you were jumping towards, on a success you are hanging from the ledge, and on a fail you fall. When falling, you take no damage falling from a height equal to your STR or DEX mod, whichever is higher. When falling from a height above that, you take 10 damage for each meter you fall to a random body part. You can roll a DC 16 DEX check to land on your feet, which divides the damage between your legs instead. When falling from heights of 20 meters and above, you take damage to two random body parts. The amount of body parts that are damaged increases by 1 for every 10 meters above 20 meters. For example, a fall from 30 meters injures 3 body parts. You can also fall back, where you retreat from the enemy. You can sacrifice 5 meters of movement speed to attack back or move with an extra 10 meters but no attacking. Both options allow any enemy able to make one opportunity attack, ranged, melee or otherwise. If you disengage from a melee attack while under suppression fire or while exiting from cover while under suppression fire, both the melee attacker and the suppression firer get a free attack. ARMOUR Armour reduces incoming damage. If you have no armour, then you do not roll any damage reduction unless you are blocking. For example, a kevlar vest will reduce 20 damage from gun attacks. WEAPONS Weapons will have stats such as +1 accuracy, -1 accuracy, -10 blood, -10 lucidity. Accuracy effects your attack roll. blood and lucidity damage reduce your opponents blood and lucidity bars respectively. GUNS GUN STANCES You can choose between different stances for shooting Hip stance: Costs no actions to enter. Gives a -3 ACC debuff, but you can do one extra full auto burst on full auto attacks. Neutral stance: Costs no actions to enter. No buffs or debuffs. Aiming down sights: Costs 1 action to enter. +1 ACC buff, ignore recoil debuff on non full auto weapons. Moving breaks all stances apart from the hip stance. choosing to do any action that isn't shooting related i.e overwatch, suppression, shooting etc, breaks all stances. Guns can fire in full auto, semi auto, or single shot. Some guns can fire in multiple or even all of these modes. Full auto guns fire their entire magazines, dealing x damage per bullet fired + the base damage, with the number of damage per bullet fired specified in the gun stats. Full auto can be shot in bursts of 1d6, 1d8, 1d10 or 1d20 bullets, where you choose how what number die you roll, with two full auto bursts per action.If, on a roll the number on the die exceeds the amount of bullets in the magazine, all bullets within the magazine are shot. If the first action in a full auto attack spends all ammo, the second full auto attack will instead be spent reloading. Full auto gives a -2 accuracy debuff due to inaccuracy. Semi auto guns fire bullets one after another without the need to reload but not all at once. You can choose between snapshots, which are inaccurate but let you shoot multiple bullets at different targets, or precise shots, which take time to shoot and hit a specific target. When firing with snapshots, you make two attacks per action with a -2 accuracy debuff, with +x damage per bullet onto your weapons base damage. Precise attacks give a +2 accuracy buff. You can fire one precise attack per action. Single shot guns are only be fired precisely. shooting precisely with a single shot gun provides a +2 accuracy buff, taking one action to shoot one shot. RECOIL For every 3 bullets fired, you get a -1 ACC debuff on assault weapon full auto bursts. (optional rule) For each -2 ACC debuff, one bullet misses, subtracting its damage from the total damage. For every bullet fired after a snapshot, you get a -1 ACC debuff. For each attack made with a shotgun after the first attack, you gain a -2 ACC debuff. For attacks made with single shot or precise weapons, you need to ready yourself if you want to make another attack on the same turn. Requires the shooter to be in an ADS position. If not, you must spend an action to brace or roll a DC 12 DEX check to shoot on your next attack action, with a failure wasting the action. JAMMING When shooting, on a critical failure, your gun jams. When firing on full auto, critical failure activates on rolls of 4 and below. Firing snapshots triggers jams on rolls of 3 and below. If a weapon is jammed, you must spend one action unjamming it. RANGE Melee distance: 0 meters: +5 ACC for all pistols, submachine guns and sawn off shotguns. -5 ACC for all rifles and long barrelled shotguns. Double damage on all attacks. Crits hit on rolls of 14 and up. Point blank. 2-3 meters: +3 ACC for all guns. Crits hit on rolls of 15 and up. +6 ACC buff on full auto attacks. close range: 4-20 meters: No benefits or detriments for most weapons, -1 ACC on shotguns middle range: 21-50 meters: -2 ACC on pistols, -5 ACC on shotguns, -1 ACC for machineguns. Long range:51-89 meters: -3 ACC on all nonscoped and non rifle weapons. Very long range. 90+. -3 ACC on all nonscoped rifles. +2 ACC with scoped rifles. RELOADING When your guns magazine runs out of ammunition, you must reload if you want to continue shooting, which takes one action with a fully loaded magazine, and two actions with an empty magazine and bullets. QUICK DRAW When an enemy is about to attack you from point blank range with a gun, roll against the enemies DEX. On a success, you make one free ranged attack. The opponent can still make their attack afterwards if they are able to. On a fail, the enemy gains a +5 ACC buff on their attack, with crits hitting on a roll of 16 and up. This takes one action out of your next turn. You can make one quick draw for every gun you have currently equipped. SUPPRESSION FIRE If you have a gun, you can suppress people by shooting at them while they are in cover. This works by targeting an area in front of you to suppress.  If they try to move in your line of sight, treat every movement action they take as a disengagement, although you suffer -3 accuracy due to suppression fire being inaccurate. Suppression fire costs one action. While under suppression fire, enemies suffer a -4 ACC debuff on ranged attacks. Enemies also receive a -5 lucidity penalty for every turn spent under suppression fire. While under suppression, being prone gives a +3 EV bonus for attacks from the enemy laying down suppressive fire. Getting up from a prone position gives the enemy an opportunity attack however. OVERWATCH: 1 ACTION Choose a target. When that target makes an action, shoot them on their turn. Your attack occurs before they make their action. If the target is able to complete their action whether due to a miss or not being debilitated enough to stop them. After you make that attack, overwatch ends. You cannot use overwatch while suppressed. COVERING FIRE This costs one action. On your turn, you can shoot at an enemy laying down suppressive fire as long as you yourself are not under suppression. For every attack an ally moving through a suppressive fire zone suffers, you get one disengagement attack on the enemy laying down suppressive fire. You are still susceptible to quick draw attacks while laying down covering fire. While making covering fire attacks, you get a -5 ACC debuff. While laying down covering fire, you can move from your position and attack another enemy that is not laying down suppressive fire but this would break your covering fire.  LEVELLING UP 1 experience point can be exchanged for either a proficiency point, a stat point or a skill point. Alternatively, your GM can give each player 1 experience point for each milestone. This is seen in much greater depth in the GMs guide. PROFICIENCY TABLE FOR WEAPONS Level 1: +1 accuracy, +1d6 damage: 1 point Level 2-3: +2 accuracy, +1d6 damage: 2 points Level 4-5: +2 accuracy, +1d8 damage: 4 points Level 6-7: +3 accuracy, +1d8 damage: 8 points Level 8-9: +4 accuracy, +1d10 damage: 16 points Level 10: +5 accuracy, +1d12 damage: 32 points the points cost next to each proficiency level is in proficiency points. SKILL TREES Unarmed combat skill tree. LEVEL 1: Each ability costs 1 point Hook: 1d8 +1/2 STR stat DMG. 10 LCD damage. 1 action Headlock: Takes 2 actions, roll against opponents strength twice. Each turn they can roll 1d20 against your strength to get out. Each turn they are in a headlock they lose 25 LCD. Uses both arms. The opponent can attack you while they are in a headlock, automatically hitting all attacks, and can also roll against your strength to get out. While applying a headlock your EV for melee attacks is 0. Strangle: Takes 1 action to complete, can be used with one hand, however using one hand leads to the opponent having an advantage on rolls against your strength. Each turn they can roll against your strength to get out. Each turn in a stranglehold the opponent loses 25 LCD. If you use one hand to strangle the opponent you can attack them with your free hand. The opponent can attack you, and they automatically hit all attacks. Side kick. Deals 1d12 damage +1 for ever strength level above 10. 1 action LEVEL 2: Each ability costs 2 points Requires headlock: Armbar: 1 action. Enemy and attacker roll DEX to see who gets the higher number. If the enemy fails, they are put into an armbar. On the attackers next action, if they have an opponent in an armbar, the enemy and attacker can roll STR against each other. If the attacker succeeds, the opponents arm is broken and can't be used, taking damage equal to half its maximum health. While applying an armbar, you have -5 EV. Tackle: 1 action. After making a charge action, if you end your movement in front of an enemy, on the very next action, you may tackle the opponent. Both yourself and the opponent roll a contested strength roll. If the opponent makes a fail, you tackle them, knocking them prone. On a successful tackle, the opponent takes 1d10 damage to a random body part. If you fail to tackle, you are knocked prone due to tripping. Knife hand: Requires hook: Deals 1d6 damage +1 for every strength level above 10. Also deals 12 +half of str level damage to lucidity on hits to the head. 1 action Turning kick: Deals 1d10 damage +1 for every strength level above 10. Also deals 15 + half of str damage to lucidity on hits to the head/body. 1 action LEVEL 3: Each ability costs 3 points Throat punch: Requires knife hand: On hits to the head with an attack roll of 18 or higher, you deal an extra 10 lucid damage. back side kick: Requires turning kick. Deals 1d12 damage +2 damage for every strength level above 10. 1 action ability dash. This is a bonus action which lets you move an extra 5 meters. Throw: requires tackle: Roll a contested STR check with your target. On a successful roll, you throw the opponent a distance equal to your STR modifier, dealing 1d20 damage to 1 random body part and knocking your opponent prone. 2 actions LEVEL 4: Each ability costs 4 points Deflect attacks. Requires throat punch or back side kick: When attacked, you can choose to not dodge. Instead you roll a contested dexterity check against your opponent. If you succeed, the attack is deflected and you take no damage. This only works for unarmed melee attacks. LEVEL 5: Each ability costs 5 points spinning hook kick: Requires back side kick. deals 1d12 damage +3 damage for every strength level above 10. 1 action spear finger strike: Requires throat punch, deals 1d12 damage +1 damage for every strength level above level 10 . 1 action Combo. every time you make one successful melee unarmed attack, you can make one more attack for free. You cannot make an extra attack after making two attacks in a row Wrist snap: requires throw: Make a contested DEX roll with target. If you succeed on the DEX roll, roll a contested STR roll. If you fail the STR roll you must repeat the DEX roll. If you fail the DEX roll, the target escapes. On a successful STR roll, the opponent takes 1d20 arm damage and the targeted limb counts as a crippled body part. 1 action. LEVEL 6: Each ability costs 6 points gain the ability to do one precise attack per action spinning turning kick, requires spinning hook kick. deals 1d12 damage +1 damage for every strength level above 10. It has a +3 accuracy buff. 1 action Palm heel strike: Requires spear fingers: 1 action. Deals 1d12 damage, +4 damage for every strength level above 10. +3 ACC Spinning elbow: Requires spear fingers: 1 action. Deals 1d20 +1 damage for every strength level above 10. +3 AC. On a miss, you can make a free bonus attack. You may not make another bonus attack if you miss the bonus attack. Finger breaking: Requires wrist snapping: Deals 1d10 damage +1 for every strength level above 9 and 1d20 +5 LCD damage. Snapping fingers requires a contested DEX check to grab the hand, and another contested STR roll to snap the fingers. The attacker has an advantage on the contested STR roll. A person with snapped fingers can only make unarmed basic punches with that arm. 1 action LEVEL 7. Each ability costs 7 points Jumping front kick: Requires spinning turning kick: Deals 1d12 damage, +2 damage for every strength level above 10. This attack ignores ACC penalties from targeting the head. 1 action Axe Kick: Requires spinning turning kick: Deals 1d12 damage, +2 damage for every strength level above 10. On random rapid attacks, you may reroll your attack. If you do not roll on the head, you automatically miss. If you do hit the head, you deal extra damage equal to your strength level. 1 action Solar Plexus strike: Requires palm heel strike: 1d10 damage, +4 damage for every strength level above 10. On a hit to the body, the opponent must roll a DC STR check whose DC is equal to your strength level. On a fail, they are stunned. 1 action Spinning backfist: Requires spinning elbow: 1d12 damage, +2 damage for every strength level above 10. Deals 1d10 blood damage on hits to the head. 1 action Suplex: Requires finger snap: Roll a contested STR check. On a success, you pick up the opponent and drop them on their head, dealing 2d20 dmg, and 30 LCD damage. 3 actions LEVEL 8 each ability costs 8 points Neck snapping: requires suplex: 1 action. You roll a contested DEX roll against the opponent. On a success, you grab the head and neck. This requires two free hands. You can make a contested strength roll in the next action to snap the opponents neck, completely paralyzing them and forcing them to make a DC 18 death save. You can maintain the neck snapping position by spending one action and rolling a contested STR roll on your turn. On each turn, they can roll against your STR to get out, with each roll costing one action. Every time the opponent fails to escape, you get a +3 bonus on STR rolls against the opponent for this position. You cannot snap someone's neck if you are holding anything, and while grappling with the intention to snap someone's neck, your EV is reduced by 8. If you fail on any contested rolls, the opponent escapes the position. For every action spent maintaining the position, you gain +1 on neck snap rolls. You succeed tied rolls.. Jumping side kick: requires jumping front kick: 1d20 +2 damage for every strength level above 10. +2 ACC bonus on attacks to the body. 1 action Sweeping kick: requires axe kick: 1d10 damage. On successful attacks to any leg, the target is knocked prone. Overhand punch: Requires spinning backfist: 1d12 damage, + 3 damage for every strength level above 10. Ignore ACC penalties from targeting the head, +3 ACC bonus. Chain Punching: Requires Solar plexus strike: You can make one free punch targeting the same body part after a successful punch. You can chain these punches until you miss or your unmodified attack roll falls below your opponents EV. LEVEL 9 each ability costs 9 points Take down: Make a tackle move. If you successfully knick the opponent to the ground, you can go on the ground with them and go prone. When grappling while prone, you suffer from no prone related ACC or disadvantage debuffs Chi: +10 damage on next unarmed melee attack. 1 action. Block punch: Requires Chain punching: After a successful block, you can make a free punching attack. Hammer fist: Requires overhand punch: 1d20 damage, +4 damage for every str level above 10. 1 action Slide kick: Requires sweeping kick: 1d12 +4 damage for every str level above 9. On a successful attack to any leg, the opponent is knocked prone. 1 action. Jumping axe kick: Requires jumping side kick: Deals 1d20 damage, +3 damage for every strength level above 10. On random rapid attacks, you may reroll your attack. If you do not roll on the head, you automatically miss. If you do hit the head, you deal extra damage equal to your strength level. +3 ACC. 1 action LEVEL 10. each ability costs 10 points Martial Arts Mastery: Choose one attack to have total mastery over. You now deal an extra 10 damage, gain a +2 ACC buff and deal 10 blood damage on that attack. You can only have martial arts mastery over three attacks. Superhero punch: Requires hammer fist: 1d20 damage, +5 damage for every strength level above 10. 1 action 1 inch punch: Requires block punch: 1d20 damage, +3 damage for every strength level above 9. On a successful hit, the opponent is knocked 1d4 meters backwards and is knocked prone. 1 action Tornado kick: Requires jumping axe kick: Make 2 spinning attacks for one attack. +2 ACC bonus when using tornado kick. 1 action Stomp: Requires slide kick: 1d20 damage, +2 damage for every strength level above 9. Gives an advantage against block attacks on stomps. 1 action Spine snap: Requires take down: Make a contested STR check. On a success, roll against your opponents STR stat. On a success, you snap your opponents spine, dealing 2d20 damage to their body, 50 LCD damage, and reducing their movement to 1m due to being paralyzed from the waist down. 3 actions Armed Melee Combat Skill Tree LEVEL 1 shield strike: Use shield as weapon, dealing 1d10 damage and 1d20 lucid damage. 1 action Lunging attack: When using a lunging attack, you spend two actions to target an opponent 1 meters in front of you. You deal an extra 10 damage. LEVEL 2 rushing attack: You deal +10 damage on melee attacks if you have charged before making that attack. Slashing attack: requires lunging attack: When using piercing weapons, you can choose to slash. You can slash on all types of attacks, such as rapid, precise, normal etc. Slashing attacks deal double blood damage but deal half hp damage. Power Strike: requires shield strike: When attacking, you can spend an extra action to deal an extra 1d20 LCD damage. LEVEL 3 Parry: requires power strike or slashing attack: When an enemy attacks you with a melee weapon, you can roll a 1d20 +DEX modifier to block the attack with your sword. If you roll above the number the enemy rolled to hit you, you avoid getting hit. If you fail to parry, the opponents attack deals extra damage equal to their strength stat. You cannot roll to block or dodge if parrying. expose weakness: Requires power strike: When an enemy attacks and misses you with a melee attack, your next melee attack on the enemy deals extra damage equal to your strength stat. Stabbing Attack: Requires slashing attack: When making an attack, you can choose to stab, which gives a -1 ACC debuff unless it is a rushing attack, in which case it gains a +2 ACC advantage. Stabbing also halves damage reduction from armour. LEVEL 4 Riposte: Requires parry: After a successful parry, you can attack the opponent on their turn. Sting: Requires stabbing attack: When making a stinging attack, you suffer from no ACC debuffs and gain a +2 ACC buff, but you deal half damage and 0 LCD or blood damage. Sweeping strike: Requires expose weakness: When making a sweeping strike, you gain a -1 ACC debuff. If you miss, the attack automatically hits any opponent next to your target. If there are multiple opponents on either side, you get to choose who you hit. LEVEL 5 Half sword grip: Requires riposte: gain +1 accuracy and deal +10 damage. You are unable to riposte while half swording. 1 action to enter half sword grip. Heavy attack: Requires sweeping strike: two actions to accomplish and deal +20 damage for both lucidity and health, however they have a -3 accuracy penalty. Impale: If you make a stabbing attack from behind the target, you deal extra damage equal to your strength stat. LEVEL 6 target the throat: Requires impale: on critical hits to the head, attacks deal double blood damage. target joints: requires heavy attack: On critical hits to any limb, that limb is treated as being  destroyed. Evading strike: Requires half sword grip: On a successful dodge, you may make a free attack, which deals half damage. LEVEL 7 Pommel strike: requires evading strike: bonus action, 1d10 damage. dash backwards: requires evading strike: When an opponent declares an attack, roll a contested DEX check. On a success, your character moves a number of meters back equal to your DEX bonus. On a fail, you take the damage. overhead strike: Requires target joints or target throat: On attacks to the head, you may reroll your attack if it misses. If you hit, you gain a damage buff equal to twice that of your strength stat. Crushing blow: Requires target joints: On attacks to the head, you deal an extra 1d20 LCD damage. Hacking strike: Requires target throat: when choosing rapid attacks, you can choose to use a hacking strike. The first attack suffers from a -5 ACC debuff, with this debuff being reduced by 2 for every hacking attack that is made. Hacking attacks deal damage equal to twice your strength stat. LEVEL 8 Follow up attack: Requires crushing blow: On a successful attack, once per turn, the attacker can follow up with one free attack that deals an extra +20 damage swing back weapon: Requires overhead strike or hacking strike: After missing their attack, once per turn, you can make another attack with a +2 accuracy bonus Push parry: requires dash backwards: On a successful parry, you may push your opponent back a distance equal to your STR modifier instead of choosing the free attack. Twisting stab: Requires hacking strike: After making a successful stabbing attack, you can spend an extra action to twist the blade, which counts as a free normal attack. If you want to use the blade again, you must pull it out, which requires a DC 13 STR check, +1 DC for every time you twist the blade. LEVEL 9 Disarm: Requires push parry: When you make roll a of 20 and above on attacks, including accuracy buffs, the opponent drops their weapon and must spend one action on their next turn to pick it up. Downward swing: Requires follow up attack: This attack requires two actions to complete, but always targets the head. It gives a +1 accuracy buff and a +10 damage buff. Spinning strike: Requires twisting stab: This attack gives a +2 ACC buff and a +20 damage buff,  but on a miss, your opponent can hit you on your turn for free. LEVEL 10 Bullet Parry: Requires disarm: Spend 1 action to deflect a gun attack. Roll a dexterity check against your opponents perception stat. On a success, you suffer no damage. You cannot riposte after deflecting a bullet. counter attack: Requires downward swing: When an enemy makes a successful attack that is blocked by yourself, you can make a free attack on the enemies turn with a damage buff equal to your strength stat. Teleport. You can expend two actions from your next turn to teleport anywhere you can reach from your current position without triggering disengagement. When teleporting, you ignore any obstacles. You can only teleport when an opponent attacks you. When you teleport to dodge an attack, that attack automatically misses. However all opponents gain an advantage on their next attack on you. Disembowelment: Requires spinning strike: On attacks to the body, if the opponents body health is below half hp, you deal double damage and the opponent is stunned for every turn. GUN SKILL TREE LEVEL 1 steady aim: +1 ACC on all ranged gun attacks, activate it once per turn for one attack. Bracing: When shooting in an ADS stance on full auto, you can brace yourself, applying recoil only on the third group of three bullets. Quick Reload: You can reload a full magazine and attack in the same turn. Buttstroke: You can make a free melee attack once per turn using a rifle. Deals 1d10 damage. Pistol whip: You can use your pistol as a small blunt weapon. It deals 1d8 damage. LEVEL 2 Sniping: Requires bracing: When shooting in an ADS stance, you can spend an extra action to give yourself a +3 ACC buff on your next ranged gun attack. Quick shot: Requires quick reload: You can make three snapshots in an action. Spraying Fire: Requires quick reload: You can choose to empty your entire magazine when using a full auto weapon. Recoil debuffs are increased by - 2 ACC. LEVEL 3 Quickscope: Requires quick shot and sniping: You can now make snapshots with snipers. Dual wielding: Requires quick shot: you can dual wield pistols. You can divide the attacks in a snapshot attack between the two pistols. Doing so gives a +1 ACC buff. You must have one free hand to reload, so you can't reload while dual wielding. Jam clearing:You can unjam your gun as a free action. LEVEL 4 Instinct shooting: Requires jam clearing: When an opponent moves within close range, you can make one free snapshot attack, with a -4 ACC debuff. This takes an action away from your next turn Gun Grapple: Requires armbar: When initiating an armbar, instead of breaking the opponents arm, you can shoot them, automatically hitting the opponent. Dual Wield reload: Requires dual wielding: You can now reload while dual wielding. This drops your magazines on the floor. NoScope: When shooting from ADS, you can make a noscope attack to enter hip fire. NoScoping gives a +10 damage buff but gives a -5 ACC debuff. This requires 1 action. LEVEL 5 Cool under pressure: You don't lose any lucidity while under suppression fire. Reflex shooting: Requires instinct shooting: When an opponent makes a melee attack on you, you may interrupt their attack by shooting the body part that is targeting you. If you succeed, you deal half damage to that body part. This takes away 1 action from your next turn. Back shooting: Requires no scope: When attacking, you may attack from behind. This only works with snapshot attacks. This gives a -3 ACC debuff. LEVEL 6 Lethal targeting: requires instinct shooting: If a body part is at 25% health, all hits with a gun attack count as critical hits. Bullet Deflect: Requires instinct shooting: When an opponent shoots you, you may shoot the bullet that is targeting yourself instead of relying on EV, dodging, or blocking. When shooting a bullet out of the air, roll against your opponents PER stat. On a fail, the attack automatically hits. On a success, the attack is negated. This costs 2 actions from your next turn. 180 trickshot: requires back shooting: When making an attack, you may reposition yourself to face an opponent behind yourself and shoot in the same action, for the cost of 1 action. You cannot use 180 trickshots with precise attacks. LEVEL 7 Slide: requires 180 trickshot: When making an attack, you can choose to slide 1d4 meters closer to the opponent, giving a +3 EV bonus against any shooting attacks. You can slide once per turn. Double shot: Requires lethal targeting: When shooting with a single shot gun, you can choose to shoot again in the same attack, ignoring reload action costs. The second shot has a +3 ACC buff. You can only use this once per turn. LEVEL 8 360 trickshot: requires slide: When making an attack, you can choose to turn 360 degrees. When doing this, you roll against your opponents perception stat. On a fail, the opponent gets a free attack on you. On a success, you make your attack with a +4 ACC bonus and deal double damage on a hit. This costs an extra action to make Weak Point targeting: Double shot: When shooting you may choose halve armour damage reduction. You can do this once per turn. LEVEL 9 Front flip shot: requires 360 trick shot: When shooting right next to your target, you may expend one extra action to flip over your opponent, shooting him while doing so. When flipping, you do not suffer from any disengagement attacks unless you miss your shot. On a hit, you deal double damage. after the manoeuvre is complete, you finish on the other side of your target. 2 extra actions. Center mass shooting: requires weak point targeting: On shots to the body, you can spend an extra action to gain a +1 ACC buff and deal an extra 10 blood damage. LEVEL 10 Backflip trickshot: Requires front flip trickshot: When shooting while adjacent to your target, you can backflip 1d4 -1 meters away whilst making a shooting attack with a +3 ACC bonus. This costs 2 actions. Deadly aim: requires center mass shooting: If you target the head with a shooting attack, and it is below half health, your attack deals double damage. You can use deadly aim once per turn. MAGIC SKILL TREE Spells are cast using mana. Each spell costs a certain amount of mana to cast. If you are out of mana, you can spend your hp to cast spells instead, at a rate of 1hp per 1 mana. You can also spend your lucidity to cast spells, at a rate of 2 mana per 1 LCD. For every point you spend in this skill tree, your mana increases by 5. Add your INT modifier to your spell attack rolls. You recover 5 mana per rest action. After fights, it takes 1 day to recover 100 mana. You may expend 5 lucidity during a rest action to recover an additional 10 mana. Level one spells: Each costs 1 point. Level 2 costs 2 points, level 3, 3 points, so on and so forth. Magickal Gift: +50 maximum mana Electric bolt: 10 mana, 1d10 damage. Lesser heal: 10 mana. heals 1d10 +5 damage Confusion: 20 mana. deals 1d6 lucid damage. Slashing: 10 mana, deals 1d6 bleeding damage Speed: 10 mana. Boosts targets speed by 5 meters for one turn. aid: 10 mana: heals 1d10 damage magical shield: 10 mana: gives +5 on block rolls. mana lantern: 10 mana: summon an orb of light. Lasts for half an hour. It lasts an extra 10 minutes for every extra 10 mana spent casting it. Level two spells Astral weapon: requires magical shield: 20 mana: 1d10 + INT modifier damage. Fire: requires electric bolt: 30 mana. 1d6 damage to all enemies in a 3×10 meter area in front of the caster. Push: 20 mana. Pushes target 1d6 +2  meters away in a straight line in the direction the spell is cast heal: requires aid 10 mana, heals 1d10 +10 health thunderbolt: requires electric bolt: 30 mana, 1d12 +5 damage acid splash: 30 mana, 1d8 damage, -3 EV debuff for target for 1 turn. laserbeam: requires electric bolt: 20 mana, 1d20 damage piercing: requires slashing: 30 mana, does 1d8 bleeding damage per turn to target for 3 turns. Level three spells lesser flight: 40 mana: requires push: Lets the target fly over any obstacles, cover or enemy with no movement penalties or action cost over a distance of 1d6 +3 meters. Clarity: 50 mana: requires heal: heals 1d20+10 lucidity. Coagulation: requires heal: 60 mana, heals 1d20+15 blood Bloodthirst: requires piercing: 40 mana. After using this spell, piercing attacks deal +10 blood damage for 3 turns. Firebeam: requires fire and laserbeam: 50 mana. 1d12 damage to 2 random body parts. Magic bubble: requires astral weapon: 40 mana: Gives damage reduction of 20 on the next attack that hits you. Level four Greater aid: requires coagulation: 30 mana: heals 2d12 +5 damage Sharpness: requires bloodthirst: 50 mana, piercing attacks deal +2d10 damage hysteria: requires clarity: 60 mana, target attacks different target with -3 accuracy debuff. Original target suffers -1d8 LCD damage. smite: requires blood thirst: 70 mana, 1d10 damage, -20 LCD damage. bleeding: requires bloodthirst: 70 mana, 1d20 blood damage. poison: 60 mana, target suffers 1d10 torso damage for 1d4 turns. slowing: 60 mana, target is slowed down by 5 meters for 1 turn firebolt: requires firebeam: 60 mana, 1d8 damage to all body parts of the target icespear: 70 mana, 1d20 damage suspend projectiles: requires push or magic bubble: 70 mana: on your opponents turn, if they attack you with a ranged weapon, you roll a contested perception check with the opponent. On a success, you take no damage from the attack. On a fail, you take half damage. Level five spells lesser delirium: requires hysteria: 70 mana, Target makes DC 16 intelligence save. if fail, -10 LCD, target walks in direction picked by caster for 1d6 meters. firewall: requires firebolt: 60 mana, a wall of flame 1x3 meters in dimension is created in an area 10 meters away from the caster at most. the flame wall disappears after 2 turns. A person going through the wall suffers 1d20 +5 damage on all body parts. battering: requires smite: 70 mana, 1d20 +10 damage, -5 lucidity. delirium: requires lesser delirium: 80 mana, target must make DC 18 intelligence check. On a failure, the target must spend one action on their turn attacking an imaginary monster. magickal buzz: requires greater aid: 80 mana, the target gains +10 lucidity, +3 accuracy and +5 movement for one turn. greater clarity: requires greater aid and clarity: 80 mana, heals 2d20 +5 lucidity mana deflect: requires suspend projectiles: 90 mana, you gain a +5 buff and an advantage on your next block roll. Level six spells hallucinations: requires delirium: mana: 70 target must make DC 16 intelligence check. On a failure, the target spends two of their actions on the next turn moving away from a spot the caster chooses. greater healing: requires greater clarity: 80 mana, heals 2d10 +30 health greater coagulation: requires coagulation: 70 mana, heals 1d20 +30 blood evil poison: requires poison: 70 mana, deals 1d12 damage to torso for 3 turns super punch: requires battering: 80 mana, target gains +10 damage on their next melee punch attack. guidance: requires magickal buzz: mana: 80, target gains +3 intelligence, +3 EV and a +1 accuracy buff for 1 turn fireball: requires firewall: 80 mana, upon contact with the target, an explosion 6x6 meters, with the target in the center, deals 1d20 damage to all body parts of everyone in the explosion area. The main target suffers 1d20 +10 damage to a random body part. divine light: requires hallucinations: 90 mana, the target makes a DC 17 strength check, on a fail, it goes blind and can only move 1 meter and has a -5 accuracy debuff on all attacks for 1 turn. Gust: 80 mana: push your opponent 1d10 +10 meters backwards. If they are pushed into a wall, you deal 1d20 damage, add +2 damage for every meter they were pushed to a random body part. Level seven spells burning sun: requires divine light: 90 mana, the target makes a DC 18 strength check. On a fail, the target suffers 1d10 +10 damage to all body parts fire spear: requires fireball: 90 mana, 1d12 +10 damage, deals 1d10 fire damage per turn for 3 turns to the targetted body part. retardation: requires hallucinations: 90 mana: opponent must make DC 15 intelligence check. On a fail, they take -40 LCD and suffer -4 intelligence for 3 turns disintegration: 110 mana, 2d20 damage. Deals 1d4 damage for 5 turns blinding: requires divine light: 100 mana, target makes DC 16 intelligence saving throw, goes blind for three turns on fail, they only move 1 meter and suffer -4 EV, -5 accuracy debuff. raking: requires super punch: 100 mana 1d20 damage, 1d10 blood damage insanity: requires hallucinations: 100 mana: target must make DC 16 intelligence save. On fail, target attacks themself once, automatically hitting. rejuvination: requires greater healing: 100 mana, heals 1d20 +5 damage to all body parts, including lucidity and blood. adrenaline rush: requires guidance: 100 mana: takes two actions to complete,  gives target +10 movement speed, heals 20 lucidity, gives target +3 buffs on accuracy and EV and one extra action for one turn. level 8 teleport: requires mana deflect: 110 mana: Pick somewhere within your line of sight. You can go there without triggering disengagement: 1 action telekinesis: 100 mana: You can throw an enemy 1d6 + INT modifier meters, with the opponent taking damage to one random body part, at a rate of +1d6 damage per meters thrown, with the opponent landing prone. Dragonfire: requires firespear.110 mana: Target takes 1d10 +10 damage to all body parts for 3 turns. Leeching: requires rejuvenation: 120 mana: drain 2d10 blood from your target and transfer that number of blood points to your own blood bar. Withering: requires raking: 120 mana. Your target makes a STR saving roll, with the DC being your INT stat. On a fail, one of their limbs of your choice is crippled. Nightmare: requires insanity: Target must make a STR save with the DC being your INT. On a fail they must attack their nearest ally for all actions on their next turn. If they have no allies nearby, they must attack themselves. level 9 mana beam: 50 mana: 1d10 damage. For each additional 10 mana you spend, you deal an extra 5 damage. psychotic break: requires nightmare: 130 mana: Target must make a DC 18 STR save. On a failure, they must make a DC 18 STR save at the beginning of each turn. If they fail, they must attack the nearest ally for their entire action. If there are no allies nearby, they target the nearest character to them. life drain: requires leeching: 130 mana. deal 1d20 + INT level damage. For each 1 hp damage you deal, recover 1 hp damage to a body part of your choice. internal combustion: requires dragonfire: 130 mana: Roll a contested INT roll with your target. On a fail, your opponents organs combust, dealing 1d20 damage to the blood bar, lucidity bar and body for 5 turns Crushing grip: requires telekinesis: 120 mana: crush a body part of your choice. Your opponent makes a DC 15 STR check, add 1 to the DC for every extra 10 mana spent on this spell. On a fail, the target takes 2d20 damage, and 30 blood damage. level 10 Catatonic shock: requires nightmare: 130 mana: roll a contested INT roll with your target. On a success, the target goes incapacitated and turns prone and blind when they wake up. Coma: requires nightmare: 100 mana: roll a contested INT roll with your target. On a success, the target is incapacitated, with disadvantages on rolls to wake up. Crushing Gravity: Requires crushing grip: 130 mana: place the weight of a thousand suns on the shoulders of your target. Your target must make a STR check, with the DC being your INT stat +2. On a fail, they take 1d10 +60 damage to all body parts. Explode: requires internal combustion: 200 mana: Choose one body part to explode. Roll a contested INT check with your opponent. On a success, your opponents body part explodes, dealing 1d8 damage to every adjacent person and 50 damage to the targets body part, blood bar and lucidity bar. On a critical failure on the INT check, you yourself take 1d20 damage to one random body part. Soul sucking: requires life drain: 160 mana: Roll a contested INT check with your target, where you suffer from a -3 debuff. On a success, you suck their soul out of their body, dealing 70 lucidity damage and binding them to your will, where you can order the target to do whatever you want for 1d6 turns. RITUALS Resurrection: cost: 500 mana, the body of the target for resurrection, and a living, unharmed mortal. Takes one week. The ritual requires a DC 16 INT check for each day of the resurrection. Each failure prolongs the resurrection by one day. Three failed rolls leads to an unsuccessful resurrection. All resources are wasted. On a successful resurrection, the target is completely healed of all damage and accumulated damage, apart from destroyed limbs. Reincarnation: cost: 300 mana, the body of the target for reincarnation, and a living vessel that the target will inhabit. The ritual takes one week. Each day requires a DC 14 INT check, each failure prolongs the ritual by one day. After 5 failures, the ritual is unsuccessful, and all resources are wasted. On a successful ritual, the targets soul is transfered into the living vessel, and is able to control it. The target retains its social, intelligence and skill stats, but physical atributes such as health, STR and DEX are derived from the stats of the living vessel. REGENERATION: 200 mana: Requires a living being of the same race as the target. Takes one week. Each day requires a DC 14 INT check. On 3 failures, the ritual is unsuccessful and the living being is killed. On a successful ritual, the target regenerates one limb of the ritual casters choice, with the living being losing that same limb. You can also graft multiple limbs onto one character. CURSES You can curse someone. This requires no mana. A curse is either cast by writing the curse on a piece of pottery, lead, or another similar scrap item, or by saying it to the target of the curse. When writing it down, you then toss the scrap into a still body of water like a well, fountain or pond. The curse becomes active if you make seven successful DC 18 INT checks, making one check per day. CURSE OF INFERTILITY: The target becomes infertile, any insults regarding their infertility deal 10 LCD damage. CURSE OF POVERTY: The target loses half of their money due to unfortunate circumstances. CURSE OF ILL HEALTH: The target receives the trait, terminally ill. CURSE OF STUPIDITY: The targets intelligence drops by 10. CURSE OF DEAFNESS: The targets hearing drops by 10 CURSE OF DUMBNESS: The target cannot speak CURSE OF BLINDNESS: The target is made blind CURSE OF DEPRESSION: The target's maximum LCD is reduced by 30. CURSE OF UGLINESS: The target's looks are reduced by 10 CURSE OF STAMMERING: The target's speech is reduced by 5. CURSE OF FORGETTING: The target's INT is reduced by 5, they forget one person of the cursers choice. WARDING SIGNS If you want to avoid being cursed, you must have a warding sign cast on yourself, either by yourself or another character. Warding signs cost no mana, but can only be made once a day. If you make a warding sign on the same day you are cursed, i.e the day the curse takes effect, that curse is lifted. If you are suffering from a curse, you must make 10 warding signs to remove it, each warding sign while suffering under a curse requires a DC 15 INT check. CRAZY SHIRT GMs BOOK INTRODUCTION Almost everything a GM needs to run a game can be found within this book. For combat, it is necessary to consult the players book. NOT KILLING YOUR PLAYERS This system is quite lethal. As a result, poor management can result in a TPK, otherwise known as a total party kill. To avoid this, think as the enemy would. Have enemies retreat when the cost outweighs the reward. Have them plead for mercy and surrrender when they are about to die. Have them abandon each other when they reach a low enough lucidity. You also do not need to put absolute beasts against your players. Chances are, the players may defeat this monster, but their adventuring careers will probably be cut short, unless one of your players is fine with wheeling their friends around on a wheelchair. A method which can reduce the the impact of death is the ROSTER SYSTEM. Basically, each player has two or three characters they can use, who they can put in and out of combat as they please. For example, our player Barry has three characters. Grognark, Gorlak and Groznug. Grognark gets crippled, but Barry is able to sub in Gorlak while Grognark recovers. All the while Groznug is out earning money for the gang. This system makes sure that players are okay with life being a little bit cheap, since they can just whip out their background character as soon as their main guy dies. LEVELLING UP PLAYERS You can either use a milestone based system to level up players, or an xp based level up system. For a milestone based system, award players a certain number of xp for every significant thing they have accomplished. This can be an especially difficult job, a deadly boss fight or a tense chase. For a more rigid XP based system, award a player an xp point for every successful combat encounter. Below is a guide for how much xp a combat encounter is worth. Easy: Players have little to no difficulty winning and suffer no major injuries. 1 xp Mild: Players have some difficulty winning but suffer no major injuries. 2 xp Medium: Players have great difficulty winning and may suffer from major injury, but without an overwhelming risk of death. 4 xp Hard: Players have much difficulty winning and will almost certainly suffer major injuries, with a chance of limb destruction and even death. 8 xp Deadly: Players have very little chance of winning. They will definitely suffer permanent injury and some will probably die. 16 xp. ROLLING DC CHECKS When rolling for non combat DC (difficulty class) checks, roll a 1d20. Certain objects can give a bonus for these checks. For example, if you need to make a DC 15 STR check to open a closed door, a crowbar could give a +2 bonus for that check. Below is a table for difficulty levels. Objects which give a bonus on checks can be chosen by players with the GM picking what bonus the object gives. DC 1-5: Easy, for example, jumping over a small fence DC 6-10: Simple, for example, breaking a window with a rock. DC 11-15: Challenging, for example, climbing a high wall. DC 16-20: Hard, for example, picking a complex lock. EXPLORATION AND DUNGEON CRAWLING When exploring, the rate at which one standard humanoid can walk per hour is 5 kilometers per hour. Using horses allows you to carry more than you are able to and you are able to transport people incapable of walking on horseback. Speed on horseback is the same as human walking speed. Travelling by land vehicle significantly reduces travel times, with petrol per km calculated at a minimim of 6 litres of petrol per 100 km, or 0.06 litres per kilometer, with 1 litre of petrol costing 3 dollars. Driving at speeds above 80 kmph consumes 0.01 more petrol per km for every 10 kmph above 80 kmph the car is travelling. When exploring on foot or horseback, roll 3d6 on the tables below for random encounters in the suitable environments. URBAN 3, 4, 5: a gang of 1d4 +2 hostile hoodlums 6, 7, 8: a pickpocket hoodlum with +4 DEX 9, 10, 11, 12: a beggar 13, 14, 15: hostile flakka zombie 16, 17, 18: hostile somali pirate RURAL 3, 4, 5: hostile bear 6, 7, 8: gang of 2d4 hoodlum bandits 9, 10, 11, 12: one hostile wolf. 13, 14, 15: a hostile wild crackhead 16, 17, 18: a pack of 1d6 +2 wolves When exploring dungeons, underground bunkers, abandoned sewers or any other similar places, each action your player characters make costs 10 minutes. Examples include picking locks, breaking down doors, solving puzzles or looking for traps. The GM can track all the monsters within the dungeon if they choose. For each ten minutes your players spend doing something, roll 1d6. On a one, they encounter a monster, trigger a trap, or suffer from any unfortunate mishaps the GM can think of. Each turn, the monsters in the dungeon wander about in random directions. A good rule of thumb is that, each 10 minutes, each monster goes to a new room, hallway, floor etc. RESOURCE MANAGEMENT AND HUNGER While exploring, the GM can add rules for hunger, thirst and sleep if they wish. HUNGER: The average person requires 2 meals a day. If you have a high weight and/or height, you may require three meals a day, this is up to the GMs discretion, however. Eating 1 meal a day results in the loss of 1 kilo per week, and a -1 debuff to any STR, DEX or PER rolls if you spend more than two weeks eating one meal a day. You can only lose a quarter of your weight while eating 1 meal a day. If you eat 3 meals a day, you can gain 1 kilo per week, unless you are partaking in intense physical exercise every week, such as combat. You can survive without food for a number of days equal to your STR stat multiplied by 2. For every 5 days you go by without food, your STR is decreased by 1, your maximum lucidity is decreased by 10, and your EV is decreased by 1. Stat decreases from starvation can be treated by eating at least one meal a day for a week, reseting the timer. If you eat one meal but do not continue eating for a week, the number of days you spent eating is added to your maximum number of days without food. For example, a man who can spend 20 days without food eats one meal while 10 days away from death by starvation. Death by starvation is now 11 days away. If you have been starving for a total amount of time equal to your maximum time spent without food, you collapse prone. You must make one DC 18 STR check a day until you die on a failure. stats lost from hunger are regained by eating 2 meals a day for a week. THIRST The average humanoid requires at least 2 litres of water a day. 2 litres of water weighs 2 kg. You can only go without water for an amount of time equal to your STR modifier +2. If your STR modifier is negative, you die of thirst in two days. On the day before you die from thirst, your STR, DEX, EV are reduced by 5. Your maximum lucidity is reduced by 30. Hot climates halve the amount of days it takes to die of thirst. Dehydration can be cured by drinking water.  If you ration your water and drink below 2 litres of water a day, you can survive for longer than you would have without drinking water. Below is a table of debuffs related to drinking below two litres of water a day. If your STR mod is negative, then assume it is equal to +1 for this table only. Stats lost from thirst are recovered by drinking 2 litres of water per day for a week. 1900 - 1600 ml: You can survive indefinetly but you suffer from a -1 STR debuff while surviving on this amount of water for more than a week. 1500 -1000 ml: You can survive for a number of days equal to your raw STR stat +10. Each week spent on this amount of water reduces maximum lucidity by 10. 900 - 500 ml: You can survive for a number of days equal to your raw STR stat. Each week spent on this amouny of water reduces maximum lucidity by 10. You suffer from a -1 STR debuff for every 2 days you spend on this amount of water. 400 - 100 ml: You can survive for a number of days equal to double your STR modifier. When exploring dark areas, you will need a lit torch to get out, keep track of where you are, find traps and find loot. One torch weighs 1 kilogram. A single lit torch can last for 1 hour +1d6×10 minutes. If you are without any light sources while in a dungeon, you can only blindly wander in a random direction. Doing so takes 30 minutes. To find the exit of the dungeon, make a DC 17 INT check to move in the right direction. This takes 20 minutes. After 3 successful checks, you are able to reach the exit. INBETWEEN TIME While not on adventure, you can work to earn money, at a standard rate of 30 dollars a day, although you can do interviews for higher paying jobs or get a really easy but low paying job. You can also heal or spend your free time partaking in recreational activities. Optionally, a GM may require you to feed yourself, which costs 10 dollars per day, or the total price of two full meals per day. HEALING AFTER COMBAT A character can heal from combat by spending time in hospitals. One day in a private hospital heals you at a rate of 100 hp per day but costs 150 dollars a day. You can heal one permanent injury for 2000 dollars One day in a public hospital heals 50 hp per day and costs 30 dollars a day. One day in a witch doctors hut heals 30 hp per day and costs 5 dollars per day. One day in a slum doctor heals 15 hp per day for a price of 5 cents per day. RECREATION You can go about getting lit and having fun. Minor recreation: 20 dollars a week, +1 LCD recovered per day. Decent recreation: 35 dollars a week, +2 LCD recovered per day. Expensive lifestyle: 60 dollars a week, +4 LCD recovered per day Extravagant lifestyle: 90 dollars a week, +7 LCD recovered per day Wealthy lifestyle: 150 dollars a week,  +10 LCD recovered per day. If your players ever choose to indulge in horrid activities of degenerate and lecherous nature, have them roll 3d6 and consult the STD table below. 3, 4, 5: You get HIV. After 1d6 +1 months, you gain the terminally ill trait. 6, 7, 8: Herpes: -3 speech. -20 maximum lucidity 9, 10, 11, 12: Gonorrhea. -10 maximum lucidity due to pain from pissing. 13, 14, 15: Chlamydia: -20 maximum lucidity. 16, 17, 18: You get syphilis. Each month, you lose 1 INT. After 1d6 months, you gain the terminally ill trait. RENT AND HOUSING Rent costs 100 dollars per week, on average. You can also be homeless, but this hurts job prospects, giving disadvantages on social rolls in job interviews. CHASES AND DRIVE BYES There are two types of chase. A foot/running chase, and a vehicle chase. When chasing a guy, both the chaser and the target roll DC checks to avoid obstacles. If the chaser's roll is a fail the target gets 10 meters ahead, and vice versa. If the target gets 30 meters ahead of you, you lose the chase. You can also choose to attack the target, a successful attack would knock them prone and end the chase. However a miss means the target gets an extra 10 meters lead. You catch the target by either making a grab, or attacking, with either melee weapons or ranged weapons at close range. CITY OBSTACLES Crowd: DC 16 STR or DEX check Busy road: DC 16 PER check. On a fail, you also take 1d20 damage to your torso. Car: DC 16 DEX check. Bin: DC 15 DEX check Fence: DC 18 DEX check NATURE OBSTACLES Bush: DC 15 STR check Tree branch: DC 16 DEX check Root: DC 17 DEX check, on a failure you lose an extra 10 meters lead Boulder: DC 17 DEX check Pit: DC 18 DEX check A vehicle chase relies on the skill of the driver to catch the target. Both the pursuer and target roll DEX or PER checks to manouvre around turns and obstacles. You can increase  speeds, but DC checks at sharp turns increase by 1 for every 10 kmph above 60 kmph you are going SHARP TURNS: DC 10 DEX check. If you are going above 50 kmph, a failure causes you to spin out. If you are going above 100 kmph, a failure causes the vehicle to roll, dealing 5 damage for every 10 kmph the vehicle is going to one random body part. DRIFT CHECK: DC 14 DEX check, +1 DC for every 50 kmph the vehicle is travelling. On a failure the vehicle spins out. OBSTACLE CHECK: DC 12 PER check, +1 DC for every 20 km the car is travelling. On a failure, the vehicle crashes, dealing 10 damage for each 20 km the car is going to all occupants. If the car crashes into a person, it deals the same damage that is dealt to the occupants to that person. Shooting at the opposite vehicle, or pedestrians, while in a car chase or just driving around is possible. TIRES/LEGS: -1 ACC for every 10 kmph the target is going faster than your vehicle. PEOPLE IN THE VEHICLE: -2 ACC for every 10 kmph the target is going faster than your vehicle. PEDESTRIANS: -1 ACC for every 25 kmph your vehicle is going TERRAIN AND OBSTACLES There are three types of terrain Flat terrain has no major impediments to movement. Examples include grassy plains, concrete pavement or flat desert. There are no movement effects on flat terrain. Uneven terrain is difficult to traverse through. Think of rubble, rocky hills or swamps. You can either use 2 meters of movement to traverse one meter of space safely, or move normally, rolling a DC 7 ,+1 DC for every meter moved. On a failure, you are knocked prone. Deadly terrain is extremely difficult to traverse through, and a wrong step can lead to grave injury or even death. Examples include bogs, narrow beams atop a skyscraper or rocky islands in a lava lake. You can move at a rate of 3 meters movement for each single meter, or move normally, rolling a DC 15 DEX check for each meter you move when doing so. On a failure, you fall prone and must make a DC 15 save to not be subject to the hazard. On a critical failure, you are subject to a terrain hazard of the GMs choice. Below is a table of terrain hazards that the GM can use. TERRAIN HAZARDS LAVA: take 2d20 damage to all body parts in contact with the lava, each turn you are in the lava. WATER: You can swim for a number of turns equal to your STR modifier +3, after which you start to drown. It costs 2 actions to maintain your swimming. While drowning, you take 1d20 LCD damage each turn. When your LCD is reduced to 0, you are made unconcsious. After a number of turns equal to your STR modifier, you must make death saving throws. If your STR mod is negative, you drown after one turn. ACID: take 1d20 damage to all body parts in contact with the acid for each turn you are in the acid. FIRE: Take 1d20 +10 damage to all body parts in contact with the fire. If one body part catches on fire, the next turn, all other body parts are set on fire. If you are not in an area on fire, you can spend one action to go prone and move on the floor to extinguish the flame, rolling a DC 18 STR check, subtracting one DC for each meter moved while rolling prone. TOXIC GAS: Take 1d20 torso damage and 1d10 blood damage for each turn spent within the toxic gas. It costs 1 action to hold your breath while in toxic gas, which halves blood damage and removes torso damage. You can hold your breath for an amount of turns equal to your STR modifier, after which you must breathe in again. You breathe again on 25% lucidity, or when you suffer a critical hit to the head or torso. Spending more than one turn in toxic gas gives blindness for 1d6 turns. VACUUM: Each turn spent in a vacuum deals 20 LCD damage and 2d20 damage to all body parts. On 0 PCD you lose consciousness. You have a -2 modifier on any death saving throws. DARKNESS AND LIGHT LEVELS There are three light levels. These rules can also be used to simulate poor visibility conditions, such as fog, bright light or dense foliage. Clear: You can see everything in front of you Dim: You cannot see anything beyond 30 meters in you line of sight. To attack someone from beyond point blank range, you must make a PER roll, with the DC being the distance the enemy is from you. You gain +1 on any sight based stealth rolls. Dark: You can see 3 meters in front of you. You have disadvantages on all ranged attacks beyond point blank range. You gain an advantage on any sight based stealth rolls. In both dim and dark areas, you can guess where your opponent is and shoot there, if the targetted area lies within an area that is invisible. If the target is on that tile, you roll your attack normally, with a -3 ACC debuff. STEALTH When stealthing to avoid detection, you must roll a dex check against the number of their highest perception stat, for example, someone with a hearing level of 18 requires a roll of 18 and up to stealth past. If the person you are stealthing around is faced with their back towards you, the DC is reduced by 2. OPTIONAL UNTESTED EXPERIMENTAL RULE If you really want to use a 3d6 system, you can. To convert stats for a 3d6 system, divide all ACC buffs/debuffs by 2, rounding down, apart from ACC buffs of 1.  Critical hits occur on a 16, 17 and 18, critical misses occur on a 3,4  and 5, using same system.  For advantages, reroll all of of your dice. This rule only affects the 1d20 for attack roll, skill checks, saves, and contested rolls. WEAPONS TABLE MELEE KNIVES all piercing Kitchen Knife: 1d20 damage, 10 blood damage. 10 dollars Shiv: 1d10 damage, 5 blood damage. 50 cents Bowie Knife: 1d20 +5 damage, 10 blood damage. 30 dollars Machete: 1d20 +10 damage, 15 blood damage, +2 accuracy. 70 dollars Fighting Knife: 1d12 +8 damage, 10 blood damage, +2 accuracy. 45 dollars SWORDS Longsword: +2 to hit, 1d20 +all of DEX damage, 1d12 blood damage. Two handed, can hit enemies one meter in front. 100 dollars Shortsword: 1d20 + all of DEX damage, 1d8 blood damage, one handed. 60 dollars Claymore: 2d20 + all of DEX damage, 1d20 blood damage, two handed. Can hit enemies 2 meters in front. 100 dollars Katana: +1 to hit, 1d20 + all of DEX damage, 16 blood damage, Two handed. Can hit enemies one meter in front. 100 dollars Rapier: +3 to hit, 1d10 + DEX damage, 1d20 +5 blood damage. Can hit enemies one meter in front. One handed. 70 dollars BLUNT WEAPONS Mace: +2 to hit, 1d20 +STR damage, 1d10 LCD damage. one handed. 40 dollars Warhammer: 1d20 +STR damage, 1d20 LCD damage, one handed. 50 dollars Polehammer: 2d20 +STR damage, two handed, 1d20 LCD damage, can hit enemies one meter in front. 100 dollars Morningstar: 2d20 +STR damage, 1d10 LCD damage, 1d10 blood damage, two handed, can hit enemies one meter in front. 120 dollars Nunchaku: +3 accuracy, 1d10 +STR damage, 1d10 LCD damage, one handed. 100 dollars CLUBS Iron pipe: 1d20 +half of strength damage, cannot be used in rapid attacks. 2 dollars Plank: 1d12 +half of strength damage. 1 dollar Baseball bat: 1d20 +half of strength damage, +2 accuracy.  40 dollars Hammer: 1d20 +10 damage. 30 dollars Sledgehammer: 2d20 +10 damage, -4 accuracy, can hit enemies 1 meter in front. needs two actions per attack. 50 dollars GUNS PISTOL. ALL DEAL 1D20 BLOOD DAMAGE. Revolver: Single shot, 1d20 base damage, +15 damage per bullet. 6 bullets in cylinder. 100 dollars Glock: Semi auto, 1d20 base damage, +10 damage per bullet, 15 bullets in magazine. 150 dollars .44 Magnum: Single shot, 2d20 base damage, +20 damage per bullet 250 dollars RIFLES. AK 47: Full auto, semi auto and single shot. 1d20 base damage, +5 damage per bullet, 30 round magazine, -1 accuracy on full auto attacks. 5 blood damage per bullet. 330 dollars M 16: Full auto, semi auto and single shot. 1d20 base damage, +3 damage per bullet, 5 blood damage per bullet.  30 round magazine. 350 dollars BOLT ACTION RIFLE: Single shot only. 1d20 base damage +10 damage per bullet, 15 blood damage per bullet. +2 Accuracy. 400 dollars SNIPER RIFLE: Single shot only, 2d20 base damage +30 damage per bullet, 20 blood damage. +2 Accuracy. 700 dollars SHOTGUNS. ALL DEAL 20 BLOOD DAMAGE PER BULLET Double barrel shotgun: Single shot, 1d20 base damage +30 damage per bullet, +20 damage if you are 5 meters or closer to opponent. 300 dollars Pump action shotgun: Single shot, fires 1d6 bullets per turn without needing to reload until the shotgun is out of bullets. 1d20 base damage, +6 damage per bullet, +10 damage if you are 5 meters or closer to opponent, 6 round capacity. 350 dollars Semi Auto shotgun: Semi auto, 1d20 base damage, +8 damage per bullet, +20 damage if you are 5 meters or closer to opponent. 10 round capacity. 400 dollars MACHINEGUNS. ALL DEAL 5 BLOOD DAMAGE PER BULLET. MP5: Full auto: 1d20 base damage, +5 damage per bullet, fires +1d6 bullets per attack. 250 dollars UZI: Full auto: 15 base damage, +6 damage per bullet, -2 accuracy, fires +1d6 bullets per attack. 300 dollars BULLETS Hollow point round: +10 damage, +20 cents price increase Pistol/machinegun round: 20 cents per bullet. Rifle round: 50 cents per bullet Shotgun shell: 30 cent per bullet Buckshot: +1 accuracy on attacks, +50 cents price increase. Armour Piercing round. Reduces armour reduction by half. +40 cents in price. ATTACHMENTS Laser pointer: +2 ACC from close range. 10 dollars Pistol stock: No recoil on snapshots. Only for pistols. 30 dollars Scope: +3 ACC. 50 dollars Mounted Flashlight: offers 10 meters of visibility in front of you in dark conditions. 20 dollars Tactical bayonet: 1d20 damage, 10 blood damage. When mounted on rifles, it has a range of 1 meter. 30 dollars GRENADES Throwing a grenade requires one action. When throwing a grenade, you pick a square to target. You then roll a DC 13 DEX check, which increases by 1 for every 5 meters away from your position. If you make a tie with your DEX check, the grenade bounces in a random direction for 1d4 meters. The direction is determined by rolling a 1d4 and checking the table below. On a critical failure, you drop tbe grenade at your feet. The grenade always explodes on the same turn it is thrown. 1: North 2: East 3: South 4: West Frag Grenade: Everyone in a 5×5 meter square area of the grenade must make a DC 16 DEX save. On a fail, you take 2d20 damage to 3 randomized body parts each if you are as far from the grenade but still in the area, with +10 damage for every meter closer to the grenade. Molotov Cocktail: everyone in a 7x7 meter square area surrounding the grenade takes 30 damage to the legs for every action they spend in the area. The 7x7 area is made safe after 3 turns. Smoke Grenade: An area 10x10 meters is turned into half cover. People moving from inside the smoke can only advance. The smoke dissipates in 3 turns. Plasma Grenade: Everyone in an area of 6x6 meters must make a DC 18 STR check. On a fail, they take 20 damage to all body parts, with +20 damage for every meter closer to the grenade. Magick Grenade: Everyone in an area of 3x3 meters must make a DC 17 INT check. On a fail, they recieve 40 LCD damage. ARMOUR For every 10 damage reduced by an attack, armour reduces 5 blood damage and 5 lucidity damage. Riot Helmet: -30 damage on all attacks to the head apart from gun attacks. 500 dollars Riot Greaves: -20 damage on all attacks to the legs apart from gun attacks. 300 dollars Riot Arm Guards: -20 damage on all attacks to the arms apart from gun attacks 300 dollars Kevlar vest: -50 damage on all gun attacks to the torso, -20  damage on melee attacks. 600 dollars Kevlar greaves: -20 damage on all attacks to the legs 500 dollars Kevlar arm guards: -20 damage on all attacks to the arms 500 dollars Bulletproof helmet: -50 damage on all gun attacks to the head, -30 damage on all melee attacks to the head. 1000 dollars Tinfoil Helmet: -20 lucidity damage from spell and 5g wifi ray attacks. 1 cent DRUGS all of these takes one action to use Morphine: recover +20 LCD, movement speed is reduced to 5 meters: 10 dollars Bandage: Heal 10 blood damage, heal 5 damage to the body part you applied the bandage to, stops continuous bleeding. 5 dollars Plaster: Heal 5 blood damage. 10 dollars Cocaine: +5 movement, +100 lucidity for 3 turns. +2 actions on the turn you take it. +2 accuracy buff on all attacks for 3 turns. +30 mana, after effects are over you get all of these effects but in the negatives apart from lucidity, which goes back to 100, for 3 turns. 50 dollars. Weed: -5 movement, -5 accuracy debuff, +5 lucidity, +40 mana: 7 dollars Deodorant: -90 lucidity, DC 18 death save, +40 spell damage. 50 cents Beer: -5 movement, -5 accuracy, +20 mana: 10 dollars MDMA: -5 accuracy, +20 mana, +5 damage buff for spells: 30 dollars DMT: -50 lucidity, -5 accuracy, +50 mana, +10 damage buff for spells, +2 bonus on spell attack rolls. 60 dollars Salvia: -90 lucidity, +100 mana, +20 damage buff for spells, +5 bonus on spell attack rolls for the next 3 turns. 30 dollars Shrooms:-30 lucidity, +30 mana, +10 damage buff for spells for next 3 turns. 45 dollars Datura: -50 lucidity. +100 spell damage, +5 on spell attack roll if spell is used next action. If a spell is cast in the same turn that the datura has been taken, roll a 1d20. On a 5 and lower, summon the hat man, hostile to all player characters, who disappears after all his mana is expended. 10 dollars Benadryl: -70 LCD. +200 spell damage on next spell attack. +10 to hit on next spell roll. When taken, the caster must fight a hat man. 10 dollars note:the damage buff for spells only applies for hp damage ADDICTION This is optional, and can be added for extra roleplaying and challenge. When addicted to a drug, you must consume that drug at least once per day, or suffer all negative effects of that drug, with no benefits. You can become addicted to a drug by rolling a DC 14 check of your best stat when doing the drug. On a fail you become addicted. To beat an addiction, you must avoid the drug for 40 - STR stat days. This time can be halved by going to a hospital. CYBERNETICS You can purchase cybernetics to enhance yourself or to replace destroyed body parts. You can apply one cybernetic to each body part listed below. Facial implants can be stacked. Brain Head Body Left or right leg Left or right arm scrap limb: 50 hp, disadvantage on attacks. -15 lucidity: 30 dollars Iron Eye: +1 accuracy, can see in the dark. -10 lucidity: 400 dollars. Facial implant. Steel jaw: +30 maximum head health. bite attack as free action, 1d8 damage. -30 lucidity. 600 dollars, Head implant. Metal tendons: +2 STR, +10 health for all limbs. -10 lucidity: 700 dollars. Limb implant. Plastic limb: 60 hp: 130 dollars Brain soother: +10 lucidity healed every turn. 1300 dollars. Brain implant. Artificial Muscle limb: 90 hp. +10 damage on unarmed attacks. If both legs are replaced, +10 meters movement, +1 movement action per turn. If both arms are replaced, +1 attack action per turn. -20 maximum lucidity for every limb: 530 dollars per limb Reflex Implant: +3 EV, +2 accuracy, -10 maximum lucidity : 400 dollars. Brain implant Light Force field: 10 damage reduction on all attacks. -20 lucidity: 1130 dollars. torso implant. Artificial Heart: +1 action, +15 movement. 2200 dollars. Torso implant. GENETIC MODIFICATIONS You can get yourself genetically modified at a crispr lab, for a fee of course. Better looks: Makes you look sexy. +10 looks, +5 charm. 1000 dollars Enhanced Healing: Heal 10 damage on each bodypart at the end of each turn. 1500 dollars Enhanced muscles: +10 movement, +4 STR, +10 hp on all limbs: 1700 dollars Higher intelligence: +4 INT, +20 LCD. 1200 dollars Second heart: +1 action, +15 movement, +20 torso hp. 2500 dollars Chitin armour: 30 damage reduction on all attacks: 1000 dollars Gills: Allow you to breathe underwater: 800 dollars Fast twitch muscle fibres: +5 EV: 1500 dollars MAGICKAL ITEMS Wand: You are able to spend extra mana for improved accuracy. It costs 10 mana to increase your spell ACC by 1. Mystical orb: +2 initiative on next combat encounter. You can only use it once a day. Scepter: Expend extra mana to increase damage. It costs 10 mana to increase damage by 5. Wizard hat: +20 mana regen during rests. LOOT TABLE when players wish to loot something, whether it is a body or chest, roll 3d6 on the tables below. Choose the appropriate rarity for the loot table as well. Common loot 3, 4: semi precious jewels. worth 35 dollars 5, 6: collector's item. Worth 25 dollars. 7, 8: one bandage. 9, 10, 11, 12: coins and scrap worth 10 dollars altogether 13, 14: 3 units of weed. 15, 16: handful of cash worth 20 dollars 17, 18: golden coin, worth 40 dollars uncommon loot 3, 4: 1 unit of cocaine 5, 6: jewellery, worth 30 dollars 7, 8: 4 units of weed 9, 10, 11, 12: a six pack of alcohol. Worth 10 dollars altogether. 13, 14: cigar, worth 20 dollars 15, 16: gilded amulet, worth 40 dollars 17, 18: gemstones, worth 60 dollars rare loot 3, 4: A revolver with 7 bullets. 5, 6: jewelled cybernetic eye. worth 70 dollars 7, 8: bowie knife 9, 10, 11, 12: whiskey worth 30 dollars. 13, 14: sentient inanimate object. Worth 50 dollars 15, 16: magickal gem. Worth 60 dollars. Gives a +10 damage buff to magical attacks. 17, 18: enchanted bong. Doubles all positive effects from weed. Worth 80 dollars epic loot 3, 4: Demon skull. When held, crits hit on a roll of 17 and up. 5, 6: nuclear scroll. single use item. When used, throw it like a grenade. All characters within 10 meters take 2d20 damage to all body parts. 7, 8: 2 units of cocaine 9, 10, 11, 12: magickal scroll. When applied to a weapon, crits using that weapon hit on an 18 and up. Worth 100 dollars 13, 14: magickal pipe. positive effects of weed last twice as long. 15, 16: ancient crown. worth 140 dollars 17, 18: living eye amulet. Gives +3 EV when worn. worth 200 dollars. legendary loot 3, 4: tome of evil. gives +3 ACC and +30 damage on all attacks when held in one hand. On a critical failure when using the tome, it disintegrates 5, 6: enchanted bullet. Deals +50 damage when shot out of a gun. 7, 8: flayed face mask. Gives 10 damage reduction to the head. +20 damage on spell attacks. 9, 10, 11, 12: .44 magnum with 8 hollow point bullets. 13, 14: pocket dimension bag. Allows you to store things in another dimension. Any items in it give no encumbrance 15, 16: uranium pill. Gives a +8 STR buff for 1d4+1 turns. 17, 18: curse of temporary damnation. single use item. When used, the target must roll a contested INT check against the caster. On a fail, they are banished to hell for 1d6 weeks, after that they are returned to the mortal realm, materialising in their home, lair, headquarters etc. JUNKIE ROYALE If you want, you can simulate a full battle royale. A battle royale can have 100 teams of 1, 33 teams of 3 or 25 teams of 4. When the battle royale starts, the players choose what spot on the map they are dropping at. While on the map, they must walk at their standard rate of walking, as seen in the exploration rules. The map must be a minimum of 10 km² in size. Larger maps may require vehicle access, however. Players can loot randomised chests for guns, ammo, weapons and drugs, consulting the tables below. Weapons have varying rarities, which you also consult. For each 10 minutes spent in game, a 1d10 is rolled. On a 1, the players encounter an enemy. The number needed to meet an enemy increases by 1 for every half hour after the start of the match. Every half hour,  a circle starts to shrink, travelling 1d4 kilometers, with the centre of the circle located in the middle of the map. Any players outside the circle take 1d20 blood damage for every 10 minutes they spend there. On 0 blood, they instantly die. When players choose to look for chests, they must explore buildings. Each building has 1d6 +2 rooms. Treat these actions similarly to dungeon turns, where each action spent doing something takes 10 minutes. After spending 10 minutes searching the building, roll 1d6 for each room in a building to determine whether there is a chest there. On a 1, there is a chest. On a 6, there is random loot on the floor. Roll on the random loot table, not the chest loot table. If there are one or more chests, the players can open them, the GM rolls 3d6 on the loot table below, and then on the weapon rarity table for any weapons that are found, with modifiers added onto the base weapon stats. Towards the end of the match, loot gets rarer. Everytime a player opens a chest, roll a 1d4. On a 3 or a 4, that chest is empty. CHEST LOOT TABLE 3: Sniper rifle and 1d10 rifle bullets 4, 5: M16 and 1d10 rifle bullets 6, 7: MP5 and 1d20 pistol/machinegun bullets 8, 9: 1 unit of cocaine 10, 11: 3 bandages 12, 13: Kevlar vest 14, 15: Glock and 1d20 pistol/machinegun bullets 16, 17: pump shotgun and 1d6 shotgun shells 18: Bulletproof helmet RANDOM LOOT 3: 1d4 frag grenades 4, 5: frag grenade 6, 7: 1 unit of weed 8, 9: 1d8 rifle rounds 10, 11: 1d6 bandages 12, 13: 1d10 pistol/machinegun rounds 14, 15: 1d20 shotgun shells 16, 17: common glock 18: common AK 47 When players encounter enemies, use the HOODLUM statblock. Roll 3 times on the random loot table to equip early enemies, and roll 3 times on the chest loot table to equip late stage enemies. The amount of enemies encountered is equal to the number of people in each team. Towards the end of the match, some opponents may be injured, with -1d20 health. Some teams may even be missing a person, however these desicions are up to the GMs discretion. GUN RARITIES TABLE 3, 4: Legendary: +4 ACC, +25 damage 5, 6, 7: Rare: +1 ACC, +5 damage. 8, 9, 15: Uncommon: -1 ACC to base gun ACC 10, 11, 12, 13, 14: Common: -3 ACC to base gun ACC. 16, 17, 18: Epic: +3 ACC, +10 damage NPC STATS Most NPCs have simplified stats because they are unimportant. Each npc has one full health block, one blood bar, one LCD bar and one mana bar if they are a spell caster. Targetted shots apply their affects to the npc, for example, a crit stuns an NPC if you choose to aim for the head. If an attack deals half or over half of an NPCs maximum health in damage, the targetted limb is destroyed. If an attack deals over quarter of the NPCs total health but below half its total health, the targetted limb is treated as half destroyed, and the appropriate penalties are applied To Hoodlum 100 hp.   100 blood    100 lucidity 10 meters movement 12 STR 10 DEX 10 PER 7 INT 13 EV rusty kitchen knife: 1d12 damage, 1d10 blood damage. +2 ACC. Has vape, gives nicotine buzz, +1 accuracy and lucidity for 1 turn, 1 action to use. Hoodlum child 50 hp. 100 blood 100 lucidity 10 meters movement 8 STR 12 DEX 12 PER 6 INT 14 EV plastic knife: 1d10 damage, 5 blood damage, +1 ACC Roided up hoodlum 15 STR 9 DEX 11 PER 7 INT 10 EV 200 hp 100 blood 100 lucidity 10 meters movement Punch: 1d20 +5 damage Gardai rat: Hp: 120:   Movement: 10 meters Lucidity:100 blood: 100 STR: 12 DEX: 12 INT: 10 PER: 14 EV:15 Body armour: -10 damage on torso attacks Attacks: Extendable baton. 1d12 +4 damage Council flat hag HP: 100 Blood: 100 Lucidity: 100 Movement:10 meters Mana:30 STR:8 DEX:10 INT:5 PER:10 EV:13 Spells: Curse, 10 mana, 1d8 lucidity damage, on a crit, the spell stuns the target. Attacks: Nails, 1d10 damage, 1d6 blood damage Blood lust: When one enemy nearby takes blood damage, ie an enemy within her line of sight, the next attack deals +5 damage, but suffers a -2 accuracy penalty. Girlo HP: 90 Blood: 100  Lucidity: 100 Movement: 12 meters STR:8 DEX:12  INT:6 PER:12 EV:14 Attacks: nails, 1d10 damage, 1d6 bleeding damage Traveller HP:100  Blood: 100 lucidity:100 movement: 10 meters STR:12  DEX:10 INT:7 PER:10 EV:13 Thick skull: Armour reduction of 5 applies to attacks to the head. Attacks: Metal pipe: 1d20 +6 damage Gypsy Lady HP:80 Blood: 80 Lucidity: 100 Mana: 100 Movement: 10 meters STR:8  DEX:8 INT:14 PER:8 EV:13 Spells: Gypsy poison: 30 mana, 1d4 damage to target for 1d6 +2 turns. Gypsy future telling: 50 mana, +3 accuracy for targets next attack Gypsy healing: 20 mana, heal 1d10 damage Gypsy curse: 40 mana, 1d20 +5 damage to opponents lucidity. normal attack: knife, 1d20 damage, 5 blood damage Gypsy Man HP: 110 Blood: 100 Movement: 10 meters Lucidity:100 STR:15 DEX:12 INT:5 PER:12 EV:15 Speed burst: 1 action, +10 movement next movement action in the turn Attacks: Sharp Knife, 1d20 +10 damage, +10 blood damage. Gypsy kid HP: 60 Blood: 50 hp Lucidity: 100 Movement: 15 meters STR:6 DEX:15 INT:5 PER:12 EV:16 Attacks: Stone, 1d10 damage, can be thrown, add perception buff to attack roll when throwing. Old Drunk HP: 70 Blood: 100 Lucidity: 70 Movement: 8 meters STR:8 DEX:7 INT:7 PER:8 EV:12 Attacks: Broken beer bottle, 1d10 damage, 1d6 bleeding damage. Beer bottle, 1d10 +3 damage Perpetually drunk: the effects of alcohol are permanent for this character. He is always drunk. Give this unit all debuffs associated with alcohol. Crackhead HP: 70 Blood: 100 Movement: 15 meters mana: 20 Lucidity:100 STR:15 DEX:18 INT:4 PER:12 EV:17 Spells: Crack: 10 mana. The target gets the effects of cocaine for 1 turn, however they gain no mana. Feral chimpout: 10 mana. The target gains +20 damage and -5 accuracy on their next 3 attacks. Fractal teleportation: 20 mana, the target is momentarily teleported into fractal hyperspace. they make a DC 18 STR check. On a failure, they lose 30 lucidity. Attacks: broken glass, 1d10 damage, 4 poison damage for 1d6 turns to torso. Flakka zombie HP:100 Movement: 15 meters STR:15 DEX:6 INT:1 PER:2 EV:11 Flakka zombie: They do not lose blood or lucidity, even when their body parts are destroyed. The only way to kill them is to destroy their head or torso. Attacks: Claw, 1d10 damage. Bite, 1d8 damage, 6 poison damage for 1d8 turns to bitten area. Fentanyl Droid Head: 70 hp                Lucidity: 200 Body: 120 hp             movement: 15 meters Arms: 90 hp Legs: 90 hp STR:15 DEX:15 INT:15 PER:15 EV:15 Mechanical nature: This unit is unaffected by blood loss damage because he has no blood to lose. Armour reduction of 1d20 on all body parts Fentanyl reactor: Taking fentanyl boosts the reactor, giving a +10 damage buff on the next three attacks. However if the body is reduced to half its health, the fentanyl reactor is damaged and the droid loses his armour damage reduction. Attacks: Machinegun: 1d20 base damage, +5 damage per bullet. Can fire full auto or semi auto. 20 bullet magazine. Fist: 1d20 +10 damage. Evil Jewish Robot Head: 70 hp              Lucidity: 300 Body: 120 hp             movement: 12 meters Arms: 90 hp               mana: 30 Legs: 90 hp STR:16 DEX:16 INT:16 PER:16 EV:16 Mechanical nature: This unit is unaffected by blood loss damage because he has no blood to lose. Armour reduction of 20 on all attacks. Jewish magic: When the torso is reduced to half hp, the evil Jewish robot loses his armour reduction SPELLS: Force field: 10 mana: +20 damage reduction on next incoming attack, can only be used when their jewish magic armour reduction is removed. Laser eyes: 20 mana: 2d20 damage, +2 accuracy. ATTACKS: Machinegun hand 666 (left hand): Full auto and semi auto. 1d20 base damage, +5 damage per bullet. 15 round magazine Jewish rabbi HP: 130 Lucidity: 100 blood: 100 movement: 10 meters mana: 150 STR:10 DEX:14 INT:17 PER:15 EV:18 Psychic Force field: Damage reduction of 10 on all attacks, including spell attacks, only removed when lucidity drops to 25.     Kippah: -10 LCD damage from spell attacks, advantage on spell attacks and spell checks e.g DC 18 INT check. Spells: Fractal brain wave: 30 mana: Target must make DC 16 INT check, on a fail they lose 1d10 +5 lucidity. Circumcision: 20 mana: Only targets body. 1d10 damage, 1d8 bleeding damage for 1d4 turns Wrath of Moloch: 40 mana: 2d20 damage, 1d12 blood damage Time Travel Abortion: 60 mana: The jew travels back in time and aborts the target. Thankfully the target is unaffected because the jew would never try to abort the target if the target never attacked the jew, thus leading to a paradox. This paradox does do lots of damage though. 2d20 +10 damage LCD damage, 1d20 +10 damage. Attacks: 5g wifi wave gun: 1d20 damage, 15 LCD damage. Jewish CyberRabbi Head: 100 hp             Lucidity: 200 Body: 200 hp             blood: 200 Arms: 140 hp               movement: 20 meters Legs: 140 hp                mana: 1000 STR:13 DEX:16 INT:18 PER:19 EV:20 Psychic Force field: Damage reduction of 20 on all attacks, including spell attacks, only removed when lucidity drops to 25.  Iron Kippah: -20 lucidity damage from spell attacks, advantage on spell attacks and spell checks e.g DC 18 INT check. Spells: Circumcision: 20 mana: Only targets body. 1d10 damage, 1d8 bleeding damage for 1d4 turns Wrath of Moloch: 40 mana: 2d20 damage, 1d12 blood damage Time Travel Abortion: 60 mana: The jew travels back in time and aborts the target. Thankfully the target is unaffected because the jew would never try to abort the target if the target never attacked the jew, thus leading to a paradox. This paradox does do lots of damage though.  2d20 +10 damage lucidity damage, 1d20 +10 damage. Andrenochrome drain: 100 mana. +3 to hit. 2d20 damage, 1d20 blood damage. Laserbolt: 100 mana. +4 to hit. 2d20 +20 damage. Shadow demon HP: 200 Movement: 20 meters Mana: 300 STR:16 DEX:16  INT:15 PER:13 EV:16 Demon: When this creature kills a mortal creature, it heals 10 hp to its hp. Spells: Darkness: 70 mana: All creatures within a 10 meter radius of the demon make a DC 18 perception check or are turned blind for 2 turns. Being blinded by darkness reduces movement to 1 meter and gives a -4 accuracy debuff on melee attacks. Ranged attacks get a -6 accuracy debuff. Fear:40 mana: Target must make a DC 18 Strength check or lose 20 lucidity and use one action on their next turn to flee from the demon. Teleportation: 60 mana: The demon can teleport any target, including themselves, wherever they choose within a 30 meter radius. This includes teleporting an enemy to themself, however the target may make a STR DC 16 saving throw to avoid being teleported Stabbing: 20 mana: 1d20 damage, 1d20 blood damage Attacks: spear, 1d20 +10 damage, 1 meter reach, meaning the enemy does not have to be adjacent to the demons location, but can be 1 meter away. Imp HP: 60 Blood: 100 Lucidity: 200 Movement: 10m on foot. 30m flying mana: 60 STR:8 DEX:16 INT:18 PER:12 EV:18 Demon: When this creature kills a mortal creature, it heals 10 hp to all its body parts, blood, and lucidity. Spells: Zap, 10 mana. 2d10 damage. Attacks: Pitchfork, 1d20 damage, 1d6 poison damage for 1d4 turns Infernal Demon Head: 70 hp               Blood: 120 Body: 120 hp              lucidity: 200 Arms: 90 hp                Movement: 10 meters Legs: 90 hp                 Mana: 70 STR:17 DEX:13  INT:6 PER:13 EV:15 Demon: When this creature kills a mortal creature, it heals 10 hp to all its body parts, blood, and lucidity Spells: Satanic flame, 20 mana, 1d12 +5 damage to all body parts of the target. Portal to hell, 30 mana, for a brief moment the caster makes a tear in reality, showing hell to one unlucky person. the target must make a DC 16 PER save or lose 1d10 +10 lucidity. Satanic bloodlust, 10 mana, can only cast if the person they are fighting with have taken blood damage in the previous turn. The caster deals 1d6 extra damage on all attacks, as well as a +2 accuracy buff. ATTACKS: Scimitar: 2d20 damage, 1d10 blood damage. Fire breath: 1d8 damage to all body parts of the target. Mutant runt HP: 50 Blood: 80 Movement: 10 meters lucidity:50 STR:9 DEX:12  INT:6 PER:13 EV:14 Mutations: roll 1d6 to decide what mutations it gets 1: Cancer: -10 on all health, blood, lucidity. -5 on movement. -5 damage on all attacks. 2: Sharp fangs: +5 damage on unarmed melee attacks 3: Malfunctioning organs: Runt Rolls DC 14 strength check every turn. On a fail it dies. 4: Minor regeneration: heals 1d4 damage to all body parts once per turn. Takes one action to complete 5: Blindness: 1 meter movement. -5 accuracy on all attacks. 6: Scales: 1d4 damage reduction Attacks: Claw: 1d6 damage, 1d4 blood damage. Mutant HP:100 Blood: 100 Movement: 10 meters Lucidity: 100 STR:12 DEX:12  INT:10 PER:13 EV:15 Mutations: roll 1d6 to decide what mutations it gets 1: Cancer: -10 on all health, blood, lucidity. -5 on movement. -5 damage on all attacks. 2: Infrared vision: +3 accuracy on all attacks 3: Chitin: armour reduction of 10 on all attacks. 4: Regeneration: heals 1d12 damage to hp once per turn. Takes one action to complete 5: Third arm: +1 attack action 6: Canine fangs: +10 damage on all unarmed melee attacks Attacks: Claw: 1d10 damage, 1d8 blood damage. Hulking Mutant Head: 60 hp               Blood: 100 Body: 110 hp              Arms: 80 hp                Movement: 10 meters Legs: 80 hp                  Lucidity:100 STR:15 DEX:10  INT:10 PER:13 EV:14 Mutations: roll 1d6 to decide what mutations it gets 1: Retardation: -5 INT, can't use guns. 2: Advanced musculature: +5 damage on all melee attacks 3: Armoured Scales: armour reduction of 1d20 on all attacks. 4: Advanced Regeneration: heals 1d20 damage to hp once per turn. Takes one action to complete 5: Four arms: +2 attack actions that use arms. 6: Unguligrade legs : +10 meters movement, unlock dash bonus action, move 5 meters for free. Attacks: Claw: 1d20 damage, 1d10 blood damage. Kick: 1d10 +speed damage. Stray dog HP: 40 Lucidity: 50 Blood: 60 movement: 20 meters STR:6 DEX:4 INT:2 PER:6 EV:16 Attacks: Bite: 1d10 damage Tranny Hp: 100 Blood: 100 Lucidity: 100 Movement: 10 meters STR:6 DEX:4 INT:5 PER:6 EV:12 Attacks: Estrogen syringe: 1d4 damage, 1d8 poison damage for 1d4 turns, -5 movement and strength for 3 turns. Somali pirate HP: 110 Blood: 100 lucidity: 70 Movement: 10 meters STR:12 DEX:13 INT:3 PER:11 EV:12 Attacks: AK 47: Full auto, semi auto and single shot. 1d20 base damage, +5 damage per bullet, 5 blood damage per bullet. 30 round magazine, -1 accuracy Gang nigger Health: 130 Blood: 100 Movement: 15 meters lucidity:100 STR:13 DEX:14 INT:2 PER:9 EV:12 Attacks:Glock: Semi auto, 1d20 base damage, +10 damage per bullet, 15 bullets in magazine Chimp out: 1 action: For the next 3 turns, the nigger gets a -4 EV debuff and can only shoot from point blank range. All melee attacks deal +20 damage. Fractal hyperspace lizardman Head: 50 hp               Blood: 100 Body: 100 hp              Lucidity: 100 Arms: 70 hp                Movement: 10 meters Legs: 70 hp                  Mana: 100 STR:12 DEX:13 INT:18 PER:13 EV:15 Spells: Fractal teleportation: 30 mana: The caster may teleport to any location they wish, including hyperspace. Hypersense: 50 mana: Time slows for the caster, reflexes increase. +5 EV on next attack from enemy, +5 accuracy on next attack. Warp tunneling: 20 mana: Open a tunnel to hyperspace and send target to it for a brief moment. Target must make a DC 18 INT save, on fail take 1d20 +10 damage to lucidity, on success gain 1 INT. Attacks: Light sword: 2d20 +5 damage. Shadow Man Head: 50 hp Body: 100 hp Arms: 70 hp                Movement: 10 meters Legs: 70 hp                  mana: 250 STR:12 DEX:13 INT:18 PER:13 EV:16 Spells: Fear:40 mana: Target must make a DC 18 Strength check or lose 20 LCD and use one action to flee from the shadow entity. Choking: 50 mana: The target must make a DC 15 Strength save or lose 20 lucidity. While choked, the target must make a DC 15 strength check to get out until the target is either freed or is reduced to 0 lucidity. Each time the target makes a strength check, the shadow entity loses 10 mana.. Hat man Head: 60 hp Body: 110 hp Arms: 80 hp                Movement: 15 meters Legs: 80 hp                 Mana: 300 STR:15 DEX:12 INT:19 PER:13 EV:17 Spells: Terror: 100 mana: Target must make a DC 18 strength check or lose 20 lucidity and use 2 actions on their next turn to flee from the Hat man. Freezing Gaze: 50 mana: Target must make a DC 19 strength check. On a fail, the target may not attack the hat man on their first action and must make another action. Madness: 30 mana: Target must make a DC 16 intelligence check. On a fail, the target must make one attack on themselves. The target automatically hits any attacks to themself. Martian: Hp: 70 Blood: 100  Lucidity: 100 Movement: 15 meters STR:8 DEX:12 INT:20 PER:13 EV:15 Attacks: Laser blaster: 2d20 +10 damage. Four dimensional Mathematical Creature entity Shape: 1d100 +100 hp Lucidity: 200 mana: 500 STR:13 DEX:15 INT:20 PER:17 EV:16 Four dimensional: The creature may teleport wherever it wishes at the cost of one action. The creature can only be harmed by magickal attacks and spells. attacks: astral projection: 50 mana: Target must make a DC 18 INT check. On a fail, the target is possessed by the caster and must do whatever the caster wishes for one action on the casters turn that they cast the spell. 4 dimensional time warp: 100 mana: The target must make a DC 19 INT check. On a fail, the caster shows the target most of the universes history, dealing 1d20 lucidity damage. Micro Singularity: 60 mana: The caster summons a temporary black hole, dealing 1d20 damage to each body part on every mortal within 20 meters of it. Brain Blast. 70 mana. The target must roll a DC 18 Strength check or become incapacitated for one turn Bear HP: 250 Blood: 100 Lucidity: 100 Movement: 13 meters STR:15 DEX:10 INT:3 PER:10 EV:12 attacks: claw: 1 action. 2d6+10 damage, 1d8 blood damage. bite: 1 action. 20 damage, 1d6 blood damage. While bitten, the target must make a contested STR roll on their turn to free themselves. On a failure, the target remains in the bears mouth. While in the bears mouth, the target counts as being grappled. maul: 1 action. If the bear has someone in their mouth, the bear can maul them. Roll a contested STR check with the target. On a success, they take 1d20 +10 damage and 1d10 blood damage. wolf HP: 100 Blood: 100 Lucidity: 100 Movement: 15 meters STR:13 DEX:10 INT:3 PER:10 EV:14 attacks: claw: 1 action. 2d4+10 damage, 1d8 blood damage. bite: 1 action. 10 damage, 1d4 blood damage. While bitten, the target must make a contested STR roll on their turn to free themselves. On a failure, the target remains in the wolves mouth. While in the wolves mouth, the target is counted as being grappled. Commoner HP: 100 Blood: 100 Lucidity: 100 Movement: 8 meters STR:9 DEX:10 INT:8 PER:10 EV:12 Attacks: punch, 1d4 +2 damage. Skeleton HP: 100 Movement: 10 meters STR:8 DEX:10 INT:8 PER:10 EV:14 Attacks: rusty shortsword, 1d20 +5 damage. Has shield. undead nature: Can only be killed when the head is fully destroyed. NECROMANCER Head: 40 hp               Blood: 100 Body: 90 hp              Lucidity: 100 Arms: 60 hp                Movement: 10 meters Legs: 60 hp                  Mana: 300 STR:8 DEX:13 INT:17 PER:13 EV:15 ATTACKS: Staff strike: 1d10 damage, +10 damage for every 10 mana expended in attack. SPELLS: Reanimation: 50 mana: The caster targets a random corpse. That corpse it brought to life as a skeleton. Any permanent injuries sustained in life remain, such as destroyed limbs or crippled spines. Death Beam: 100 mana: 1d20 damage, +10 damage for every corpse reanimated in the encounter. DRAGON Head: 120 hp               Blood: 200 Body: 200 hp              Lucidity: 200 Front legs: 100 hp    Movement: 30 meters with wings Hind legs: 100 hp                          10 meters without wings Wings: 70 hp STR:20 DEX:12 INT:17 PER:17 EV:11 Natural Armour: +20 damage reduction Attacks: Claw: 2d20 damage, 2d20 blood damage, +2 ACC. Chomp: 4d10 damage, 2d10 blood damage Fire breath: When hit by fire breath, the target is lit on fire. Refer to the  terrain hazard section for rules on fire damage. Dragon fire: 3 actions. 3d20 +20  damage, ignores armour damage reduction.

Public Last updated: 2026-05-19 09:03:12 PM