Maximum Apocalypse Roleplaying · PDF filed12, d20 and d100. How to play this game The aim of...
Transcript of Maximum Apocalypse Roleplaying · PDF filed12, d20 and d100. How to play this game The aim of...
Maximum Apocalypse Credits
Boardgame Creator: Mike Gnade
RPG Creator and Developer: R. Scott Uhls
Proofreading and Editing: Kaia Norton
Playtesting: Dana Camparone, Skylr Chamberlin, Nathan Gay, Jesse Hayes,
David Heath, Jacob Herold, Joe Hinrichsen, Clayton Janes, Erin Janes, Katie
Norton, Matt Ruddell, Josh Tran, Marina Volz
Maximum Apocalypse Roleplaying Game We live in a zombie dog eat mutant spider world. We don’t know how we got here, but we must fight to survive.
Maximum Apocalypse is a survival game
developed by Mike Gnade and Rock Manor
games that takes place in the near future
following a series of cataclysmic events that
have brought about the destruction of modern
human society. Every cataclysm that could be
imagined HAS already happened, including
Nuclear Holocaust, Zombie Apocalypse,
Robot Uprising, Alien Invasion, Seismic
Upheaval, Doomsday Weather, Kaiju
Attacks, Cthulhu Return, etc. The list is
endless allowing players and Gamemasters to
determine their settings at will. The following
is a guide to the basic rules with the most
common settings, but Gamemasters should
feel free to adapt the rules to include other
events.
The characters in this game are
survivors of the apocalypses and now scour
the planet for their basic needs: Food, Fuel,
Shelter, and Companionship. Some survivors
are loners, attempting to get by on their own,
but eventually find themselves in need of
help, as a survivor can only go so long
without needing sleep or medical attention.
Dangers lurk around every corner and the one
thing that can help them get by is their
friends.
The primary focus of this game is the
cooperation of survivors to complete
objectives and obtain the necessary
components for continued survival against
the dangers of the new, post-apocalyptic
landscape. Many of the hooks and
motivations for the characters are obtaining
resources, but some scenarios may include
discovering secrets to the past and pockets of
government. The adventures, however, will
always be survival focused.
This game is based on the d100
percentile system. A full set of gaming dice
is required for play, including d4, d6, d8, d10,
d12, d20 and d100.
How to play this game The aim of playing Maximum Apocalypse is to have fun with a group of friends who enjoy the
idea of surviving the dangers of a post-apocalyptic environment and to create enjoyable memories.
Players take the role of survivors, people who have endured where many others have failed,
attempting to continue on despite the terrors and woes of such an environment. A game moderator
known as the Gamemaster is necessary for this game, to set up situations for the players to
confront, and to give rewards to those survivors who make it to the end of the encounter.
Survivors need not be anything like those who play them, for while there are some aspects
of reality in this game, its purpose is to establish the players in those terrifying prospective futures
that are as bleak as the imagination can allow. Players may find that the most rewarding and
enjoyable characters players may find are the ones unlike themselves, or who represent the players
thoughts on the best way to survive the fictional situations they may encounter. Often when players
inject too much reality into game such as this, they find it more frustrating than enjoyable. For
these circumstances, it is recommended that players attempt to remove themselves mentally as
much as they can from the situations they are encountering, and a good Gamemaster will make
sure that they are capable of doing this.
Most of the gameplay is verbal exchange. A Gamemaster sets the scene, describes the
environment, individuals, creatures, and encounters, while the players describe how their
characters would react to such situations. The Gamemaster then determines, whether through dice
rolls or situational context, whether that is possible or whether something else happens instead. It
is a story woven by both player, Gamemaster, and the fates of dice rolls, creating conflict, drama,
and eventually, group experiences.
There are no winners or losers of Maximum Apocalypse, only players and Gamemasters.
Play is cooperative, with the participants working together to attain common goals while
overcoming alien or hostile entities. Winning is only the outcome of the group achieving goals and
surviving situations together, injured or not, and escaping from the otherwise fatal circumstances
they encountered. While some players may actively work against others, the hope is that the overall
outcome is beneficial in the sense of gameplay and narrative.
It is our sincere hope that those who play this game come away with a positive feeling and
perhaps a greater confidence in their ability to survive the dreaded monsters and creations
presented in this game. There is something to say that the fear of the unknown, our combined
uncertain futures, is what led to the creation of these apocalypses existing the minds of humanity,
and perhaps this game will let players sleep a little better at night knowing that if there were to be
an alien invasion, perhaps humanity could and would resist.
Character Creation Character Stats
Strength (Str) Intelligence (Inte) Fighting Skill (FS)
Fortitude (F) Intuition (Intu) Ballistic Skill (BS)
Agility (Ag) Charisma (Cha) Luck (L)
Strength: This stat is the measure of how strong your character is and how good they are
at manipulating their body to achieve certain tasks. Having a higher strength will not necessarily
indicate higher damage on your character’s attacks, but it will determine how well your character
pries open a door. Combined with Fortitude, it determines how large your character is, how well
they take damage, how much damage they can take and how much damage they give.
Fortitude: This stat is the measure of your character’s physical health and resiliency. It
affects how much your body can take and how well it deals with that damage, as well as how long
your character can hold their breath. Combined with Strength, it determines how large your
character is, how well they take damage, how much damage they can take and how much damage
they give.
Agility: This stat is the measure of your character’s hand-eye coordination and flexibility.
It is also a good indicator of how well they can manipulate their joints and how quickly they can
move. It is the best indicator of reaction and response. Combined with Intuition or Luck, it
determines how quickly your character reacts to attacks, but when combined with Strength, it
determines how fast your character moves.
Intelligence: This stat is the measure of your character’s logical thoughts and recall of
information. It is the indicator of how much information they can store and recall and how much
they rely on practical information for their decision-making.
Intuition: This stat is the measure of your character’s gut instincts and perceptions of their
surroundings. This is the stat that is useful for prolonged survival in the harsh conditions of the
Maximum Apocalypse world. When combined with Agility, it determines your character’s dodge
stat.
Charisma: This stat is the measure of your character’s personality and how well they can
convince others to agree with their ideas and help them out. It has more to do with their words and
demeanor than about their physical appearance, but it does indicate that too.
Fighting Skill: This stat is the measure of your character’s hand-to-hand melee combat
skills. These have either been developed over time or are innate, but when your character uses a
tool to strike at another opponent, this is the stat used to determine the outcome.
Ballistic Skill: This stat is the measure of your character’s ability to acquire targets and aim
projectile weaponry at them. This is a series of movements and techniques as well as balance,
breathing, and hand-eye coordination which culminates in a successful attack.
Luck: This stat is the indication of how favorably the universe shines upon your character.
This stat represents the last-ditch efforts made by your character and how well that effects what
happens next. Life is a game of chance and this indicates how well your character plays it. The
maximum number of times per day a character may use Luck is calculated by dividing their Luck
by 10.
Character Creation Process
1. Primary Character Archetype
2. Secondary Character Archetype
3. Apocalypse Survival
4. Scavenger Type: Hunter or Gatherer
5. Additional Points
6. Special Stats and Final Modifications
ALL CHARACTERS BEGIN WITH THE FOLLOWING STATS:
Strength Fortitude Agility Intelligence Intuition Charisma Fighting
Skill
Ballistic
Skill
Luck
25% 25% 25% 25% 25% 25% 25% 25% 25%
Character Creation Step 1: Choose primary archetype
Choose a character archetype which determines what skills and what stat bonuses you gain at the
start of the game. Characters only have access to their Primary Archetype’s Special Abilities, as
they are primarily that character type, at creation. Characters start with 1 Primary Archetype
Special Ability. Characters only have access to their Primary Archetype gear at creation.
The Fireman
During the Apocalypse, several people decided t they
should, quite literally, fight fire with fire. These people
donned protective gear, picked up as many combustible
materials they could find, and set about killing everything
they could with flame. Because of this, most of these
survivors developed a fetish for heat and will always keep
enough fuel in reserve for their next fight.
These people are not entirely dedicated to
explosions and fireballs, however, and many of them are
actually quite capable at other tasks. Many of them are
robust, standing taller and stronger than most other
characters and have no fears walking into an enemy horde
armed with nothing but an axe and a flare. More
frequently than not, they return from the fray, singed and tired, but often the victor.
The primary stats for Fireman are Fortitude, Strength and Fighting skills. Because they
would rather take the fight to the enemy rather than run away, their strengths are in their blocking
skills rather than their dodging skills.
Fireman: +20 Fortitude, +15 Strength, +10 Fighting Skill, +5 Luck, -10 Agility, -5 Intelligence.
Archetype Skills. Choose 6 of the following skills to gain “Proficiency”: Athletics, Blades, Block,
Brawl, Carouse, Clubs, Demolition, Improvised Weaponry, Intimidation, Medicine, Parry, Throw.
Choose 1 starting Special Ability from the Chart Below:
Special Ability Benefit
Lighter Fluid
Deal +1d6 extra damage when using combustible weaponry. As a side effect,
whenever you come in contact with something combustible, you must make a
Success or better on Resolve roll not to ignite it.
Pyromaniac
PREREQUISITE: Lighter Fluid Special Ability.
You double damage when using combustible weaponry instead of the +1d6.
Your Resolve rolls against igniting combustible materials increases in
difficulty requiring a Great Success or better.
Chemical Experience Because of your affinity for chemicals, you gain the skill Chemical Use.
Stamina You roll the Athletics skill at Advantage no matter the circumstances
Fearless You roll all Resolve rolls at Advantage no matter the circumstances
Robust You roll all Immunity rolls at Advantage no matter the circumstances.
Trusty Axe You gain the Multi-Attack option when using bladed weapons
Survivor Mentality When your Health Points are below ¼ of their maximum, you can roll
Resilience to negate 2 points of damage for every degree of success.
Fireman start with 1 Firearm’s axe, 1 Fireman’s Jacket (Armor Level 6), 1 oxygen mask and
1 lighter (10 uses). They may also choose to have either 10 flares or 1 full oxygen tank (425L).
The Gunslinger
The functionality of firearms is hard to argue with,
especially when they deal death at a range far enough to
keep the shooter safe from the many secret killers that
exist in the Apocalypse world. And when push came to
shove, many people turned the idea of sleeping with a
gun under their pillow to heart, and kept an arsenal there
instead. If you told them otherwise, you got a bullet
between your eyes for the trouble.
Gunslingers survive in the Apocalypse keeping
their friends close and their Colt Winchesters closer.
Always willing to lighten the mood with a joke or two,
Gunslingers are a powerful addition to any team,
especially when they are watching your back and
dropping enemies before they can get close. Their guns become their hands and where they point,
life or death follows.
The primary stats for a Gunslinger are Ballistic Skill, Agility and Charisma. They are not
as strong as some characters, but they make up for it by being faster. Their only rival in any team
is usually the Hunter, but Gunslingers are always willing to bet they can kill more enemies.
Gunslinger: +20 Ballistic Skill, +15 Agility, +10 Charisma, +5 Intuition, -10 Strength, -5
Intelligence. Archetype Skills. Choose 6 of the following skills to gain “Proficiency”: Acrobatics,
Brawl, Carouse, Charm, Chemical Use, Command, Contort, Firearms, Gunnery, Gamble, Palming,
Wrangling.
Choose 1 starting Special Ability from the Chart Below:
Special Ability Benefit
Hollow Points
Choose a favored firearm and deal +3 extra damage when using it. As a side
effect, whenever you are using a weapon other than your favored weapon, roll
your combat rolls at Disadvantage.
Trigger Happy
PREREQUISITE: Hollow Points Special Ability.
You roll an attack with your favored weapon once, but double the damage roll
for that weapon instead of adding the +3. You also expend two bullets for this
benefit.
Fanning the Hammer When Using a revolver type firearm, you gain the Multi-Attack (3) option if
you are not carrying anything in the other hand.
Tactical Leadership You roll the Command skill at Advantage no matter the circumstances
Lasso You roll the Wrangling skill at Advantage no matter the circumstances
Poker Face You can roll failed Resolve rolls against your Luck skill
Focus Shot Take Aim becomes a free action for you. You cannot use Take Aim and another
free action in the same phase.
Guns Blazing
When dual wielding pistols, you gain Multi-Attack (2) for each weapon,
meaning you can attack 4 times in a single round rather than twice. However,
each time you fail to obtain a success on an attack, you have a chance of striking
a ally equal to ¼ of your Firearms skill stat roll.
Gunslingers start with 1 favored firearm weapon, 20 rounds of ammo, 1 Kevlar vest (Armor
Level 5), and 1 hat which is destroyed only after their head is directly attacked with a Called
Shot targeting the hat. They may also choose to have 1 deck of playing cards or 1 back-up
duplicate firearm or lesser damage value firearm with 5 rounds of ammo.
The Hunter
When the going got rough, some people decided they
needed to prepare for the end of days at the primeval
level. These people grabbed their bugout bags and
headed for the hills, hiding in the day and hunting prey
in the night. Many of these people still live in
seclusion, but some have come out into the world in
search of better game or perhaps better challenges.
Whatever it is they are looking for, you certainly don’t
want it to be you.
While these people are not the best
conversationalists, they are superb allies. With their
abilities to scout ahead undetected, they are extremely
reliable at advanced warning. Many of them are often
good at unlocking gates and buildings, giving the team
access to otherwise restricted areas. They are also extremely good in a fight, and you never want
to be on the other side of their arrow.
The primary stats for the Hunter are Agility, Intuition and Ballistic Skill. They are usually
lithe, eating only enough to survive, but they bring in their fair share of the meat. Most of them are
fairly self-reliant too, so every party is grateful when one of them decides to stick around.
Hunter: +20 Agility, +15 Intuition, +10 Ballistic Skill, +5 Fortitude, -10 Fighting Skill, -5
Charisma. Archetype Skills. Choose 6 of the following skills to gain “Proficiency”: Acrobatics,
Archery, Athletics, Crafting, Lockpick, Navigation, Palming, Parry, Stealth, Scrutiny, Tracking,
Wrangling.
Choose 1 starting Special Ability from the Chart Below:
Special Ability Benefit
Silent Killer When hiding or otherwise unseen, deal +1d6 extra damage when using a Bow
or Crossbow.
Rapid Shot When using a Recurve or Composite bow, you gain the Multi-Attack (2) option
Cover of Night You roll the Stealth skill at Advantage no matter the circumstances
Machete You gain the skill Blades when using a Machete as a weapon
Parkour You roll the Acrobatic skill at Advantage no matter the circumstances
Crouching Tiger Drop Prone becomes a free action for you. You cannot use Drop Prone and
another free action in the same phase.
Headshot When using a Bow or Crossbow, you automatically deal your full standard
damage and then add the Called Shot: Vital extra damage roll.
Survival Instincts
When you and at least one other character are “starving” due to Hunger
damage, reduce all party members’ daily hunger damage by 1 until you are no
longer starving.
Hunters start with 1 Bow (Choice) or Crossbow, 1 full quiver of 10 arrows, 1 camo jacket
(Armor Level 2, Stealth skill rolls are made at Advantage), and 1 set of Crafting tools. They
may also have either 1 set of Lockpick tools or Mechanically Powered Low-light Flashlight.
The Mechanic
The landscape of Maximum Apocalypse is a tinkerers
playground. On every corner, there seems to be an
abandoned vehicle or a piece of scrap machinery, and
while some might see a rusted death trap, others see a
classic Coupe de Ville. If it has a motor, someone is
going to try to make it work.
Mechanics are not just singular workhorses,
however, fixing up gear and vehicles so that the team
can go off on adventures. Most Mechanics also know
how to speak with shadowy figures and obtain a lost
part or a missing fixture. They are also well versed in
those things they restore, able to operate them at peak
performance. If the clunker can move, the Mechanic
can drive it.
The primary stats for the Mechanic are Intelligence, Intuition and Agility. Most of them
are smaller people, able to slide in and out under a vehicle with ease, which means they aren’t as
great in a fight as a fireman, or as deft with a bow or gun as a hunter or gunslinger, but without a
Mechanic to repair their armor, these other archetypes wouldn’t last long against the dangers of
the world.
Mechanic: +20 Intelligence, +15 Intuition, +10 Agility, +5 Fighting Skill, -10 Fortitude, -5
Charisma. Archetype Skills. Choose 6 of the following skills to gain “Proficiency”: Clubs,
Demolitions, Drive, Inventory, Linguistics, Navigation, Repair: Armorer, Repair: Mechanical,
Repair: Electrical, Science, Scrutiny, Tech Use.
Choose 1 starting Special Ability from the Chart Below:
Special Ability Benefit
Grease Monkey Pick one of the Repair Skills as a specialization. Whenever you roll that skill,
you do so at Advantage no matter the circumstances.
Nail Bomb If you have the Demolitions skill, you gain the Chemical Use skill specifically
for making improvised explosive devices that cause 2d6 damage.
Technical Jargon You gain the Language Skill: Technical Jargon and therefore rolls at
Advantage when you have access to manuals or diagrams.
Keen Eye You roll the Scrutiny skill at Advantage whenever you are evaluating a
Mechanical, Electrical or Armor item or object.
Slick
All Brawl rolls made against you are at Disadvantage. Consequently, when you
take the Break Grapple action, you gain Advantage and the opposed roll is at
Disadvantage.
Stunt Driver Whenever you use the Drive skill in combat situations, it becomes a free action
for you. You cannot use this skill and another a free action in the same phase.
Tinkerer You gain the Xenotech Use skill. If you already possess the Xenotech Use, you
advance to the next level of proficiency.
Jury Rig
When you are operating a vehicle that is below ¼ of its total Health points, you
manage to keep it running, healing 2 points of damage each combat round
without rolling. When making Repair rolls, you gain +1d4 extra per degree of
success.
Mechanics start with 1 tool belt, 1 set of tools (Choice), 1 pair of overalls (Armor Level 1),
and 1 magnifying glass. They may also have either 1 Drone Command Unit or 1 vehicle.
The Scientist
When civilization collapsed, some people sought to rout out the source
of the worlds ailments with everything they had. While the term
“scientist” may apply many people, anyone who was less willing to
fight and more willing to study the enemy earned the title by most
survivors. However, the versatility of these people became obvious
when some of them began understanding Xenotechnology and brought
the fight directly to the aliens. Now, if only they could figure out how
to teach everyone else what they figured out, the human race would not
be near extinction.
Most scientists are academics, studying the enemy from towers or looking over crudely
build compound walls, but some of them get right in the middle of the action, moving from place
to place to figure out how to save mankind. If there is ever going to be a solution to the world’s
ailments, it will probably be a scientist who discovers it. And the people around them will be the
ones to benefit from it first.
The primary stats for Scientists are Intelligence, Intuition and Luck. Some scientists believe
that most major advancements in human history were surprises or mistakes. Others think that
continued repetitive study created everything human beings have. Either way, scientists are going
to need to test their inventions in the field.
Scientist: +20 Intelligence, +15 Intuition, +10 Luck, +5 Charisma, -10 Strength, -5 Agility.
Archetype Skills. Choose 6 of the following skills to gain “Proficiency”: Academics, Chemical
Use, Computer, Crafting, Deceive, Expression, Inventory, Linguistics, Repair: Electrical, Science,
Scrutiny, Xenotech Use.
Choose 1 starting Special Ability from the Chart Below:
Special Ability Benefit
Doctoral Candidate
Choose Academics, Chemical Use, Computers, Science, or Xenotech Use as a
specialization. Whenever you roll that skill, you do so at Advantage no matter
the circumstances. As a consequence, choose one of the others to roll at
Disadvantage no matter the circumstances.
Paper Pusher You roll the Inventory skill at Advantage no matter the circumstances
Homemade Bullets When you use the Chemical Use skill to make ammo, you grant a +1 damage
for each degree of success to every batch of up to 10 rounds you produce.
Poliglot
You gain 2 Languages outside your own which you roll at Advantage no matter
the circumstances. This can include Xenolingua. You may take this Special
Ability as many times as you choose.
Verge of Discovery
You were on the verge of discovering the cure to the Z-Virus when everything
fell apart. You can use the Chemical Use skill to attempt to produce various
versions of the Z-virus Experimental Antiserum once per each long rest period.
No matter the outcome of the roll, you think the serum works.
Chemo Therapist You can use the Chemical Use skill instead of the Medicine skill to treat people
who have been affected by Radiation damage
Engineering Student You gain the Tech Use skill. If you already possess the Tech Use skill, you
advance to the next level of proficiency.
Jedi Mind Trick
Whenever you fail a Deceive skill roll, you can re-roll without having to roll
against your Luck stat. You can still roll against your Luck stat if the second
roll also fails.
Scientists start with 1 laptop computer, 1 set of beakers and test tubes, 1 Xenotech Armor
unit (Armor Level 4, regenerates 4 points armor at beginning of new combat round) which
requires Xenotech Use skill to operate, and 1 set of raw components for explosives. They may
also have either 1 set of raw components (choice) or 1 Great Success forged government
identification.
The Surgeon
As the world sank deeper into disease and ruin, the
necessity for people trained in the medical field became
even more important. Many EMTs found themselves
conducting intensive therapy and invasive surgery, while
veterinarians became combat medics. For a while, it
seemed that anyone who knew how to work an automated
external defibrillator was handing out medication and
diagnosing rare diseases. Knowing the proper procedure
for CPR classified someone as a doctor.
While there were a plethora of people willing to
save lives, over time, only those who really knew what
they were doing kept their patients alive. And those who
didn’t figured out what they were doing wrong.
Eventually, there were too many patients for each doctor and medical professionals hit the road to
focus on small groups of patients. Whether or not this was beneficial for them remains to be seen,
but it certainly is for any group with whom they join.
The primary stats for the Surgeon are Intuition, Intelligence and Charisma. Most Surgeons
are willing to follow a group into a dangerous area, the more dangerous the more important they
become, but this also comes with a price. Surgeons are more fragile than most characters and are
less likely to survive if becoming the main target. When the surgeon dies, most of the team is likely
to follow.
Surgeon: +20 Intuition, +15 Intelligence, +10 Charisma, +5 Luck, -10 Strength, -5 Fortitude.
Archetype Skills. Choose 6 of the following skills to gain “Proficiency”: Academics, Athletics,
Charm, Command, Chemical Use, Expression, Empathy, Medicine, Navigate, Science, Scrutiny,
Throw.
Choose 1 starting Special Ability from the Chart Below:
Special Ability Benefit
Hippocratic Oath Whenever you use the Medicine skill during a combat round, you heal 2d4
points of damage per degree of success instead of 1d4 points of damage
Doctor’s Orders You roll the Command skill at Advantage no matter the circumstances
Scrubs You roll all Immunity rolls at Advantage whenever you are wearing scrubs
Adrenaline Shot
You give one target +5 initiative for each degree of success on a Medicine skill
roll. This does not stack with energy drinks or other temporary Initiative boost
items and lasts 1 minute (10 combat rounds)
Quick Thinking Because of your quick thinking, you roll your Dodge stat at Advantage and
your Initiative is calculated (Agility + Luck + Intuition)/10
Gurney
Whenever you and another character are carrying a person away from Combat,
you roll the Athletics skill at Advantage. If you are making a teamwork roll,
you receive a +10% bonus instead of the +5% bonus for each degree of success
they achieve.
Mortar and Pestle Whenever you are using the Medicine skill to treat Disease or Radiation
damage, you roll at Advantage
Scalpel You gain the skill Blades. Whenever you use a bladed weapon, you double the
damage you inflict due to your knowledge of anatomy.
Surgeons start with 1 scalpel, 1 pair of running shoes, 1 pair of scrubs (Armor Level 2,
Command skill rolls are made at Advantage), and 1 medical kit (5 uses). They may also have
either 1 set of surgical tools or 1 bottle of acetaminophen (100 uses).
The Spy
When things began to fall apart, not everyone found themselves with the
skills necessary to kill for survival. Many people found themselves lacking
most physical or combat related skills, but they were good with words and
good with people. This inherent ability to lead and persuade led them to find
others and surround themselves with people who would do the fighting for
them. These people moved from camp to camp, from group to group, using
their silver tongue and slick mind to convince others that they were
important despite rarely taking up weapons.
Spies are not inherently bad people, they are just good at talking and
good at convincing others of their way of thinking. Often these types find
clans and villages, groups to infiltrate, and at many points, protect that same group from others
who would betray them. Often, having a spy in your group was a boon rather than a curse, and
even more often, their abilities to barter were worth more than any salvage the group may have
found on their own.
The primary stats for a Spy are Charisma, Intuition and Agility. They are not usually large
characters, and not usually well skilled in combat, but they are unrivaled in their command over
the human mind and often walk away from a combat without ever sustaining an injury.
Spy: +20 Charisma, +15 Intuition, +10 Agility, +5 Intelligence, -10 Ballistic Skill, -5 Strength.
Archetype Skills. Choose 6 of the following skills to gain “Proficiency”: Barter, Charm,
Command, Deceive, Empathy, Expression, Gamble, Interrogation, Intimidate, Palming,
Perception, Stealth
Choose 1 starting Special Ability from the Chart Below:
Special Ability Benefit
Inciting the Masses
Whenever you are in a group of more than 3 other people, you roll the Charm, Deceive,
or Expression skill at Advantage. If the group is larger than 4 other people, you gain
+1% for every person over 4.
Sneaky You roll the Stealth skill at Advantage no matter the circumstances
Cutthroat You gain the skill Blades when using a Knife as a weapon
Slick Dealer You roll the Barter skill at Advantage no matter the circumstances
Reverse
Psychology
Whenever you fail an Interrogation or Intimidation skill roll, you can re-roll without
having to roll against your Luck stat. You can still roll against your Luck stat if the
second roll also fails.
Ace up the Sleeve You roll the Gamble skill at Advantage no matter the circumstances.
Lingua Franca
When you come across a language you are unfamiliar with, you can roll an Intelligence
roll to decipher it, whether written or spoken. If you gain an Amazing Success, you are
able to “acquire” the language as if you had used the Linguistics skill to obtain it.
Driven by Hunger
When you are “Starving” due to Hunger damage, you can roll Command instead of
Survival in a Teamwork skill roll involving Survival, even if you don’t possess the
Survival skill.
Spies start with 1 Disguise Kit, 1 Set of Extra Clothes, 1 Leather Jacket (Armor Level 2), and
1 pair of Hunting Boots. They may also choose to have 1 Folding Knife or 1 set of Well-kept
Gold Jewelry.
The Veteran
When the world changed, some people enlisted in the
military and found themselves at the front lines.
Thanks to their unique training, they were able to
survive the onslaught and make it home, only to find
that home no longer existed. Their greatest fears on
the battlefield became a reality, and these people
found they had fought for nothing. And so they found
solace in whatever companionship they could find,
which usually meant the bottle, whenever they could
find it.
Veterans are the quintessential survivalists,
sleeping only when necessary and scavenging for
whatever they can find. They are not above eating
bugs or drinking condensation on a broken window.
They are usually found camped in a tree, drinking the dew from leaves and eating robin eggs, but
somehow, they manage to keep their wits about them.
The primary stats for a veteran are Luck, Ballistic Skill and Fortitude.Quite often they find
themselves without a gun. Mostly because most people don’t leave functioning firearms laying
around. But once they are part of a group, they often work well with others, reminding everyone
about that one time when the commanding offer walked into their mess tent while…
Veteran: +20 Luck, +15 Fighting Skill, +10 Fortitude, +5 Ballistics Skill, -10 Intelligence, -5
Agility. Archetype Skills. Choose 6 of the following skills to gain “Proficiency”: Athletics,
Animal Ken, Barter, Blades, Carouse, Drive, Expression, Interrogation, Perception, Intimidation,
Survival, Throw. Gain Language: Military Jargon at Native level.
Veterans start with 1 2qt plastic canteen, Binoculars, Motorcycle body armor (Armor Level
4), 1 dog whistle (calls dog from long range), and 1 “bug out” bag: Flint and Steel (20 uses),
water filter (20 uses), Rope (30m), 1 Sleeping bag. They may also have either 1 Military Pack
or 1 Combat Knife.
Choose 1 starting Special Ability from the Chart Below:
Special Ability Benefit
Man’s Best Friend
You gain an animal companion in the form of a stray dog (See stats below).
This dog is loyal to you in all ways can be given tasks or allowed to roam
independently. If the companion is dies, all rolls are at Disadvantage, but deal
an extra +3 damage for the remainder of the combat.
Rifleman You gain the Firearms skill when using a rifle.
Camaraderie You roll the Carouse skill at Advantage no matter the circumstances
Vigilant You roll all Perception rolls at Advantage no matter the circumstances
Rub Some Dirt In It You heal +2 extra Health Points whenever someone successfully uses the
Medicine skill on you
Teamwork When you and at least one other character participates in a teamwork skill, you
give them a +10% benefit instead of the +5% for every degree or success.
Untrusting
You automatically gain the next Level of Proficiency with the Interrogation
skill. As a side effect, whenever you use any other Charisma based skill, you
roll at Disadvantage unless you are granted Advantage through another Special
Ability.
Survivalist Whenever you are “Starving” due to Hunger damage, you roll the Survival skill
at Advantage until you are no longer starving.
Stray Dog (animal companion)
Strength Fortitude Agility Intelligence Intuition Charisma Fighting
Skill
Ballistic
Skill
Luck
30% 60% 70% 60% 75% 40% 75% 0% 20%
Skills: Acrobatics, Athletics, Brawl, Intimidation,
Perception, Scrutiny, Stealth, Survival, and Tracking
Dodge = 72%
Initiative = 9
Health Points = 24
Build = Medium (1d6 base damage)
Movement = 12 Meters
Resilience = 45%
Resolve = 67%
Immunity = 40%
Special Ability: Incapacitate: Roll all Called Shot: Leg
attacks at Advantage; Instinct: Roll all Perception skills at Advantage; Smell: All rolls with the
Tracking skill are at Advantage; Stamina: All rolls with the Athletics skill are at Advantage.
Commands: Attack, Go (moves to indicated location), Fetch (obtains indicated object), Skill use
(Track, Run, Hide, etc.), Stay (remains at place until failing Resolve rolls), and Speak (Barks or
Signals)
Character Creation Step 2: Choose Secondary Archetype
People are complex creatures. Choose your secondary archetype and receive half the Primary
Archetype benefits. You may choose to be a paragon of your archetype, selecting the same as your
primary archetype. You only begin with a Primary Archetype Special Ability.
❖ Fireman: +10 Fortitude, +5 Strength, -5 Agility.
❖ Archetype Skills. Choose 3 of the following skills to gain “Proficiency”: Athletics, Blades,
Block, Brawl, Carouse, Clubs, Demolition, Improvised Weaponry, Intimidation, Medicine,
Parry, Throw.
❖ Gunslinger: +10 Ballistic Skill, +5 Agility, -5 Strength.
❖ Archetype Skills. Choose 3 of the following skills to gain “Proficiency”: Acrobatics,
Brawl, Carouse, Charm, Chemical Use, Command, Contort, Firearms, Gunnery, Gamble,
Palming, Wrangling.
❖ Hunter: +10 Agility, +5 Intuition, -5 Fighting Skill.
❖ Archetype Skills. Choose 3 of the following skills to gain “Proficiency”: Acrobatics,
Archery, Athletics, Crafting, Lockpick, Navigation, Palming, Parry, Stealth, Scrutiny,
Tracking, Wrangling.
❖ Mechanic: +10 Intelligence, +5 Intuition, -5 Fortitude.
❖ Archetype Skills. Choose 3 of the following skills to gain “Proficiency”: Clubs,
Demolitions, Drive, Inventory, Linguistics, Navigation, Repair: Armorer, Repair:
Mechanical, Repair: Electrical, Science, Scrutiny, Tech Use.
❖ Scientist: +10 Intelligence, +5 Intuition, -5 Strength.
❖ Archetype Skills. Choose 3 of the following skills to gain “Proficiency”: Academics,
Chemical Use, Computer, Crafting, Deceive, Expression, Inventory, Linguistics, Repair:
Electrical, Science, Scrutiny, Xenotech Use
❖ Surgeon: +10 Intuition, +5 Intelligence, -5 Strength.
❖ Archetype Skills. Choose 3 of the following skills to gain “Proficiency”: Academics,
Athletics, Charm, Command, Chemical Use, Empathy, Expression, Medicine, Navigate,
Science, Scrutiny, Throw.
❖ Spy: +10 Charisma, +5 Intuition, -5 Ballistic Skill.
❖ Archetype Skills. Choose 6 of the following skills to gain “Proficiency”: Barter, Charm,
Command, Deceive, Empathy, Expression, Gamble, Interrogation, Intimidate, Palming,
Perception, Stealth
❖ Veteran: +10 Luck, +5 Fighting Skill, -5 Intelligence.
❖ Archetype Skills. Choose 3 of the following skills to gain “Proficiency”: Athletics, Animal
Ken, Barter, Blades, Carouse, Drive, Expression, Interrogation, Perception, Intimidation,
Survival, Throw. Gain Language: Military Jargon at Native level.
No Skills gained through the archetype creation phase are raised above their normal “Proficiency”
level. See “Levels of Proficiency” in the Character Development section for more information.
Character Creation Step 3: Apocalypse Survival
While everyone has survived all the apocalypse scenarios that have buffeted Earth, each character
was more affected by one of them, and that determined how they survive. Choose 1 scenario that
most affected your character. This list can be restricted at Gamemaster discretion. No skills gained
through this portion can increase a skill proficiency level.
Alien Invasion
Because of all the political turmoil in the world, no one is
quite sure when the aliens arrived on the earth. Some say
they have been around since the 1940s, some say they have
been around for much much longer, perhaps even longer
than the human race has existed on the planet. All that is
known is that at some point during the turmoil, creatures
of varying shapes and sizes, carrying weapons that were
far more destructive than anything that existed on Earth at
that time, began an assault on all the world capitals,
scattering and spreading those populations into the
varying surrounding areas.
Where all these aliens come from is entirely unknown, but they do seem to come from
a half-dozen different places, varying in shape, size, color and demeanor. However, their
weaponry seems to have similar shapes, designs, and symbols, suggesting, experts say, a
civilization interconnectedness not dissimilar to the human race.
The reign of Xenoterror spread from major capitals to minor capitals until all the remaining
seats of government power were destroyed. Humans used every weapon and technology to stop
the invasion, but with all the other catastrophes pulling them in different directions, failure was
inevitable. Humans have been rounded up for testing, food, and several other macabre things, but
those who have survived are warier and resolved against the outsiders.
Choose ONE Special abilitie:
• Sixth Sense: Whenever another character, non-player character, animal, or monster attempts to
Stealth past you AND you can make a Perception skill roll, a failure is treated as 1 degree of
success lower than the opponents’ successes (see Stealth).
• Mental Block: Roll any Resistances against Psychic-based Resolve attacks at Advantage.
Gain the Following
+10 Intuition, +5 Agility, +5 Ballistic Skill
And Either Skill: Xenotech Use or Special Ability: Xenology (Roll all Intelligence rolls to know
information about Aliens at Advantage)
Xenotech items and weaponry: Throughout adventures, character may come across alien items and weaponry.
When this happens, these items and weapons may correlate to certain skills, like firearms or wrangling, but
instead, they require the Xenotech Use skill, meaning that a Xenoblaster uses the Xenotech Use skill rather
than the Firearms skill.
Food Riots
While some academics would argue that the food shortage was
caused by a combination of the other events that took place, for those
who lived and died in want of basic sustenance, none of the greater
political or geographical changes mattered. They were too hunger to
care, too tired to act, and too emaciated to be of any assistance. They
needed to eat and neither Zombies, Robots, nor Aliens were going to
stop them from doing so. More than half the global population at the
time human civilization collapsed lived in this shadow and most of
them succumbed to either the violence of the food riots or the
starvation that followed.
For those who made it through this chaos, many of them found themselves watching
friends or family either become monsters who murdered to eat or slowly become skeletal
versions of their former selves. Many had to fight off people they once trusted. Because of this,
these characters are usually more likely to horde resources and more likely to be untrusting of
groups, but some turned the circumstances of their survival toward becoming better at
scavenging needed items and making resources rather than expecting to find them.
Food is usually the priority of these survivors, and very often, they are willing to do
whatever it takes to get there. While they are often protective of their food, biting the hand that
reaches across their plate, they are often willing to ration, so long as there are equal portions.
They will share, but only if it means everyone suffers together.
Choose ONE Special ability:
• Tightening the Belt: You gain an extra 4 points on your Fortitude limit for Starving and
Emaciated due to having lived through a prolonged period without food. This means that you
are only starving when you reach your 4 more than your Fortitude divided by 4.
• Anarchist: There were only two ways to survive the food riots, starve or fight. Because you
chose the latter, you gain Advantage on all Blades, Brawl, Parry, and Dodge rolls when you are
fighting more than one opponent.
Gain the Following
+10 Fighting Skill, +5 Fortitude, +5 Intuition
And Either Skill: Improvised Weapons or Skill: Inventory.
Nuclear Holocaust
No one is sure who launched the first missile, but once the
first was up in the air, the rest were sure to follow. Once it
had been confirmed that it was a real missile and not a
computer glitch, the fantasy of mutual assured destruction
became the reality of mutually assured destruction. Whole
cities disappeared in instants and the global population
shrank to less than half. Those that survived were not sure
if it was a blessing in disguise, as overpopulation and food
scarcity were no longer issues, but the continuous bouts with nuclear fallout and irradiated
creatures meant that those who survived lived in a different world.
Whole areas became no longer accessible without the right equipment and with the sudden
change in the status quo, very few had access to any of this equipment. That meant staying put was
the best course of action, even if that meant starving to death. Those that ventured out did so at
their own peril and rarely returned.
The surface of the planet may be the best way to find access to resources, but time and again
survivors find the radiation damage too great. Sometimes, whole stashes of food have been left
alone because of the Geiger reading. Other times, hordes of puss covered mutants guard a clean
resource with their life, costing precious resources just to obtain another. And sometimes the
carnage is too much bare.
Choose ONE Special ability:
• Exposure: Re-roll any failed Resistances against Radiation-based Immunity attacks once. The
outcome of the second roll must be accepted.
• Desensitized: Roll any Resistances against Mental-based Resolve attacks with advantage.
Gain the Following
+10 Fortitude, +5 Luck, +5 Charisma
And Either Skill: Survival or Special Ability: Fallout (Roll all Intelligence rolls to know
information about Radiation and nuclear technology at Advantage)
Peak Oil Collapse
At some point, the human civilization’s reliance on fossil fuels fell apart
as reliable sources of oil became tenuous and some of the major vats
suddenly ran dry. In the rest of the chaos, some groups devolved into
primal societies, where the strongest survived and the fastest car usually
meant the longer someone lived. In these areas, resources are jealously
guarded and those who have them rarely share, while those who do not
often accept servitude over death, creating kingdoms in barren zones
where an iron fist rules all.
While these oil-fueled societies vary from location to location, the
underlying rules of survival are the same: 1) those with the oil make the
rules, 2) those who can drive are valuable, and 3) kill or be killed. The
peak oil collapse brought about Darwinism to a great scale in some areas, while others managed
to find other ways of survival. But even living on the outskirts proves to be dangerous.
Those survivors who managed to escape from these areas of destruction are more reliant on
themselves for survival but recognize that teams can be beneficial, but only for as long as
necessary. When resources get low, everyone turns on someone. From their perspective, it’s only
a matter of time.
Choose ONE Special ability:
• Survival of the Fittest: Because humans are the most dangerous animals on the planet, you roll
all Fighting and Ballistic skills, and all Block, Parry or Dodge rolls against uninfected,
unmutated humans at Advantage.
• Road Warrior: Gain +5 Initiative when involved in vehicular combat. As a side effect, Ballistic
Skill, Climb, Jump, and Contort while in motion are not at Disadvantage.
Gain the Following
+10 Charisma, +5 Ballistic Skill, +5 Fighting Skill
And Either Skill: Drive or Special Ability: Automotives (Roll all Intelligence rolls to know
information about Vehicles at Advantage)
Robot Uprising
It was suspected, and even feared, that one day, computer technology would reach singularity, the
point where it all became sentient and recognized itself as a living thing. Almost everyone thought
it would happen later, and so technology progressed. Only six weeks after the US government
announced the existence of its Automated Military Brigade, a full regiment of 4000 robotic
warriors, the robots became self-aware. And it couldn’t have come at a worse time, because they
had not been created on a whim, but out of necessity. Seeing themselves being killed by the
hundreds on the battlefield for someone else’s war made them turn on their masters.
While not everyone trusted the robots soldiers, the Awakening, as it became known, did not
apply only to robots. Anything with a processing chip of 2 GHz gained some form of sentience
and in a matter of seconds, the united interconnected mind decided that the biggest threat to their
existence was mankind. Global communications failed, weapons commands were lost to their
human masters, and almost every large vessel on or in the sea, sank.
Reasoning with the machines didn’t work, as they had unanimously decided to end human
existence. Some attempted to reprogram them, but anyone who got close them regretted their
decisions. The only choice human faced was whether to destroy them all or die.
Choose ONE Special ability:
• Rage Against the Machine: Because the machines tried to kill you in the past, you roll all
Fighting and Ballistic skills, and all Block, Parry or Dodge rolls against robots at Advantage.
• Exposed Wiring: Re-roll any failed Resistances against Electricity-based Resilience attacks
once. The outcome of the second roll must be accepted.
Gain the Following
+10 Intelligence, +5 Strength, +5 Fortitude
And Either Skill: Tech Use or Special Ability: Robotics (Roll all Intelligence rolls to know
information about Robots at Advantage)
Seismic Cataclym
Since the earth formed in the depths of space,
it has been a shifting, roiling thing, with
volcanic activity and tectonic movements.
Continents have drifted together, apart, and
sprung up from nowhere. At some point, it
moved again, but this movement caused
resonance quakes throughout the mantle,
breaking the crust apart and exposing magma
to the sky.
Every continent raised and lowered, the centers grew and the shapes elongated. Most pre-
cataclysm maps are helpful but not perfect, and often where there should have been a road or
bridge there is nothing but rock or a chasm. Rivers no longer follow the same paths, mountain
passes are often more treacherous, and some islands have found themselves doubled or tripled in
size. And the changes are not over, as there are still ripples from time to time.
The seismic activity was dangerous for all humans living in structures of any kind, as many came
tumbling to the ground. Most urban areas became landscapes of broken concrete and collapsed
byways. The fewer people in an area, it seems, the less likely it was to be affected. Those who
survived found themselves scrambling over the wreckage of their former homes.
Choose ONE Special ability:
• Escape Artist: Because of having to escape collapsed architecture and navigate upheaved
concrete jungles, re-roll any failed Acrobatics, Athletics, and Contort skill rolls involving rough
or hazardous terrain. The outcome of the second roll must be accepted.
• Sudden Drop: Roll any Resistances against Falling-based Physical Resilience attacks at
Advantage.
Gain the Following
+10 Strength, +5 Fortitude, +5 Agility
And Either Skill: Athletics or Special Ability: Structural Integrity (Roll all Intelligence rolls to
determine the state of a barrier, structure or landmass to determine its likelihood of supporting
actions)
Zombie Apocalypse
It was eventually discovered that a mutated virus was the cause of the
disease that infected many parts of the world. It moved quickly, causing
symptoms within a few days of initial infection and mortality in nine.
However, within days, the true horror of the virus became apparently.
Everyone who was killed by it returned to life again, devoid of their
humanity and yet living and breathing. They suffered from an insatiable,
all-consuming hunger that drove them to eat everything in sight.
This epidemic of the dead changed humanity. It became clear that once
someone made contact with zombies, they are dismembered and burned,
they will likely rise again. While friends are killed, the rising sun of the next
dawn might bring them back as monsters who need to be put down again.
The biggest problem with zombies is that they are the carriers of the blood-borne pathogen that
creates them. This virus, commonly known as the Z-Virus, comes in different forms and has been
known to float atop bodies of water, become airborne under the right conditions, and even travel
on the tops of bugs. Its most common form of conveyance is through contact.
Choose ONE Special ability:
• Restructured Immunity: Roll any Resistances against Disease-based Immunity attacks at
Advantage due to having survived prolonged exposure to the Z-Virus. As a side effect, you are
always at stage 1 of Z-Virus infection, meaning the Z-Virus Experimental Antiserums do not
affect you.
• Reaper: Roll all Fighting or Ballistic skill rolls against zombies at Advantage. As a side effect,
re-roll any failed Resistances against Mental-based Resolve attacks once. The outcome of the
second roll must be accepted.
Gain the Following
+10 Agility, +5 Intuition, +5 Fighting Skill
And Either Skill: Stealth or Special Ability: Reanimation (Roll all Intelligence rolls to know
information about Zombies and the Z-Virus at Advantage)
Character Creation Step 4: Scavenger Type
Survivors have only been able to survive for as long as they have by either going out and looking
for provisions or finding provisions and hording them in a secret stash. Choose the your survival
style:
Hunter: Gain “Proficiency” in the following Skills: Perception, and Tracking. If you already
have proficiency in these skills, gain the Skilled (+5%) proficiency for the prolonged practice.
• Gain 1 camo tarp, 1 pair hunting boots, and 1 game bag (1/2 Hunger loss) (2 uses when full).
• Gain 4 items from the Items list
Gatherer: Gain “Proficiency” in the following Skills: Scrutiny, and Survival. If you already have
proficiency in these skills, gain the Skilled (+5%) proficiency for the prolonged practice.
• Gain 1 “Bug Out” bag: Flint and Steel (20 uses), water filter (20 uses), Rope (30m), 1 Sleeping
bag.
• Gain 8 items from the Items list.
Character Creation Step 5: Additional Points Allocation
Distribute 100pts at a 1:1 exchange into the base stats as desired, placing no more than 35pts in
any one stat. For example, you would use 35pts to add 35% into any one attribute.
Character Creation Step 6: Character Descriptions
No character exists in a vacuum, nor are they the embodiment of stats. Characters have a history,
they were born and grew up, they have native languages, religions, and sexual orientations. At this
point in the development of the character, players should try to create a history and description of
their character. Some of this history affects future character development.
Gender and Sexual Orientation
Maximum Apocalypse is not a gender or sexual orientation exclusionary game. Every
character type can be whatever gender and sexual orientation the player determines.
Gamemasters must not make judgements, comments, or otherwise restrict these choices.
Age
Age affects the character’s stats. See the following chart to determine what kinds of physical
and mental changes occur based on your character’s age.
Age Stat Changes
0 – 15 -10 Intelligence, -10 Intuition, +10 Agility, +10 Charisma, +10 Luck
15 – 30 -5 Intelligence, -5 Intuition, +5 Agility, +5 Charisma, +5 Luck
30 – 45 NONE
45 – 60 +5 Intelligence, +5 Intuition, -5 Agility, -5 Charisma, -5 Strength
60+ +10 Intelligence, +10 Intuition, -10 Agility, -10 Charisma, -10 Strength
Background History
No character sprang from the mud ready to face the end of days. Players are encouraged to
create a background for their character, but are not required to do so to enjoy Maximum
Apocalypse.
At the Gamemaster’s Discretion, characters may gain up to 2 skills based upon their
character’s background story. This is an optional rule as incentive for character roleplay.
Language
All characters obviously learn to communicate with those around them. That being the case,
characters start with a native language from the list below. If they have an Intelligence score
over 60%, they may choose a second language from this list or the linguistics list.
Africanese Esperanto Latin Creole Polari
Arabiyan Hindustani Neo-Hua Roman Creole
English Creole Islander Ni-Han Slavic Creole
*For more information about the languages, see Linguistics
Character Creation Step 7: Special Stats
The following are the special stats which are based on a combination of other stats. These stats are
rounded up and constitute the character’s compounded abilities based on the average of two
character attributes. There is further information in the Combat and Damage sections.
Resistances
Resilience = (Strength + Fortitude)/2
Resolve = (Intuition + Intelligence)/2
Immunity = (Fortitude + Luck)/2
Special Stats
Dodge = (Agility + Intuition)/2
Initiative = (Agility + Luck)/10
Health Points = (Strength + Fortitude)/5
Build = (Strength + Fortitude)
Movement = (Strength + Agility)/10 Meters
Luck Uses per day = Luck/10
Build Number Base Damage
Diminutive (0-19) 1
Small (20-49) 1d4
Average (50-99) 1d6
Big (100-149) 1d8
Large (150+) 1d10
Skills Skill Stat Skill Stat Skill Stat Skill Stat
Academics Inte Clubs FS Gunnery BS Repair:
Armorer Inte
Acrobatics Ag Command Cha Improvised
Weaponry FS
Repair:
Electrical Inte
Animal Ken Cha Computer Inte Interrogation Cha Repair:
Mechanical Inte
Archery Ag Contort Ag Intimidate Cha Science Inte
Athletics Str Crafting Inte Inventory Inte Scrutiny Intu
Barter Cha Deceive Cha Linguistics Inte Stealth Ag
Blades FS Demolitions Inte Lockpick Ag Survival Intu
Block FS Drive Intu Medicine Inte Tech Use Inte
Brawl FS Empathy Intu Navigation Intu Throw Str
Carouse Cha Expression Intu Palming Ag Tracking Intu
Charm Cha Firearms BS Parry Ag Wrangling Ag
Chemical
Use Inte Gamble Cha Perception Intu Xenotech Use Intu
Skill Descriptions
Academics: This skill is used for any non-Science related knowledge skills, such as history,
archeology, cryptography, cartography, etc. The use of this skill constitutes an
understanding of things and yields information for further use in practical, active situations.
Acrobatics: This skill constitutes a character’s ability to dive, roll, and swing through terrain,
and as well as their ability land when falling or jumping from high distances. This is used
for parachuting, falling from buildings, dropping floors, etc. When falling or when being
thrown, this skill negates 2 points of damage from falling for each degree of success.
Animal Ken: This skill constitutes all the actions related to animal husbandry and animal-
related empathy.
Archery: This skill constitutes a character’s knowledge and use of bows, crossbows, and
slingshots.
Athletics: This skill constitutes all the physical aspects of Climbing, Jumping, Running and
Swimming through terrain. In its constituent pieces, it has different effects.
Climb: The distance a character can Climb per combat round is ¼ their normal movement
(rounded up) for each degree of success (ie. a Success would be ¼ normal movement,
a Great Success would be ½ normal movement, and an Amazing Success would be 1
full movement).
Jump: The distance a character can jump is ¼ their normal movement (rounded up) for
each degree of success (i.e. a Success would be ¼ normal movement, a Great Success
would be ½ normal movement, and an Amazing Success would be 1 full movement).
Running: A Success with Athletics quadruples the character’s movement speed
temporarily. Incremental degrees (Great and Amazing) of success are required to
maintain the quadrupled speed at intervals dictated by the situation (ie each combat
round). Once the character fails to achieve the required degree, the character
immediately returns to their base movement speed.
Swim: Movement is quartered (rounded up) while moving through water terrain. A Success
on Athletics rolls allows the character to move at normal speed, but incremental degrees
(Great and Amazing) of success are required to maintain the speed at intervals dictated
by the situation (i.e. each combat round). Once the character fails to achieve the
required degree, the character immediately returns to their quartered move speed.
Barter: This skill constitutes all the actions related to negotiation and trade, whether between
players or non-player characters. Amazing successes with this skill always yield better
“deals” for the character. This skill is resisted by Resolve rolls.
Blades: This skill constitutes a character’s knowledge and use of bladed weapons.
Block: This skill constitutes a character’s ability to physically stop attacks, whether through
martial arts or sheer strength. *Note: characters cannot use Block against Ballistic skills.
Brawl: This skill constitutes a character’s ability to fight with their body parts.
Carouse: This skill is comprised of all the actions related to consuming intoxicants and creating
rapport with others while consuming these items. This skill is resisted by Resolve rolls.
Charm: This skill is comprised of all the actions related to building rapport and convincing
others to agree to their position or desires. This also include proper behavioral etiquette in
various situations. This skill is resisted by Resolve rolls, but successful uses of the Empathy
roll can also see into true motivations.
Chemical Use: This skill is comprised of all the actions related to the creation and use of
chemical based items and weaponry. This skill can be used to make tear gas as well as
bullets, as bullets require gunpowder.
Clubs: This skill constitutes a character’s knowledge and use of blunt weapons, include sticks,
bats, hammers, mauls, nunchucks, and planks of wood with nails in them.
Command: This skill is comprised of all the actions related to commanding other characters
and non-player characters to conduct actions. When this skill is used before another
character uses a skill, each degree of success benefits the recipient of the command by
adding an additional 5% to the related stat roll. This does not work in conjunction with the
Expression skill or with any Strength, Fortitude, or Agility based skills.
Computer: This skill is comprised of all the actions related to the use of computers, operating
systems, and complex devices that have GUI.
Contort: This skill is comprised of all the actions related to escaping from restraining items,
such as ropes, handcuffs, etc., but can also be used to slip through restrictive terrain or
access points, such as windows.
Crafting: This skill is comprised of all the actions related to the creation of standard, non-food,
non-chemical objects. This can be used to craft an arrow, but not a bullet as bullets require
gunpowder. This skill includes a character’s ability to draw, sew, or create artistic
expressions. This skill can also be used in creating maps or leaving painted or marked
signals for other characters to understand. This skill also encompasses all the actions
related to creating falsified documents, flags, insignia, uniforms, etc. A character or non-
player character that encounters one of these falsified items must match or exceed the
degrees of success achieved when creating this item with their Scrutiny skill.
Deceive: This skill is comprised of all the actions related to convincing players and non-player
characters of information that is falsified or omitted. This skill includes all actions related
to the use of items and materials to change a character or non-player character’s physical
appearance. This skill does not include Stealth or the use of camouflage to blend into
surrounding scenery. An opponent must meet or surpass the character’s levels of success
with a Scrutiny skill to see through a disguise, but lies are resisted by Resolve rolls.
Demolitions: This skill is comprised of all actions related to the use of explosive devices,
regardless of their chemical materials. This skill includes the knowledge of proper
placement to create the greatest effect, as well as the use of flamethrowers despite its
description as a firearm.
Drive: This skill is comprised of all the actions related to operating motorized and non-
motorized land conveyances as well as water or air conveyances. (See Vehicular Combat
for more information). This skill does not include the control of animals.
Empathy: This skill is comprised of all the actions related to discerning player and non-player
character’s motivations, feelings, and beliefs. This does not include convincing them of
changing these.
Expression: This skill is comprised of all the actions related to verbally or non-verbally
expressing ideas, feelings, and desires. This can be in the form of art, speeches, dancing,
writing, etc. Primarily, this skill is used to present oneself in a logical and impressive
manner, granting a +5% for each degree of success on all subsequent Charisma-based skill
rolls with the exception of the Command Skill.
Firearms: This skill constitutes the character’s knowledge and use of firearms, including
handguns, rifles, and shotguns. This does not include flamethrowers, mounted weaponry
or heavy weapons.
Gamble: This skill is comprised of all the actions related to bluffing, cheating, and winning in
all forms of gambling. This includes knowledge of proper gambling etiquette.
Gunnery: This skill constitutes the character’s ability to use heavy and mounted weaponry,
such as machine guns, cannons, laser turrets, mortars, rocket-propelled grenades, light anti-
tank weapons, rockets, nuclear missiles, etc.
Improvised Weaponry: This skill constitutes the character’s ability to use non-weapon objects
as weapons, such as doors, signposts, fire extinguishers, flares, bottles, rocks, plates, etc.
Interrogation: This skill is comprised of all the actions related to obtaining information from
players and non-player characters via means of trick questions, double speak, torture, etc.
Intimidate: This skill comprises of all the actions related to being menacing and creating fear
conditions against players and non-player characters. This skill is resisted by Resolve rolls.
Inventory: This skill is comprised of all the actions related to organizing items, taking stock of
gear, etc. When this skill is used during a rest period, an extra item or food, determined by
Gamemaster discretion, is found for each degree of success. These items can include
bullets, drinks, snacks, etc.
Linguistics: This skill constitutes the character’s ability to understand languages. This skill
must be taken for each language the character knows. See the following list for languages:
Africanese Hindustani Morse Code Slavic Creole
Arabiyan Islander Neo-Hua Survivor Signal
Binary Latin Creole Ni-Han Technical Jargon
English Creole Medical Jargon Polari Unix
Esperanto Military Jargon Roman Creole Xenolingua
There are 2 “levels” of language abilities: Native and Non-Native. Native level speakers
never have to make a roll to speak or understand a language. Non-Native speakers (those
who obtained the languages via the Linguistics skill) must make a roll to determine if
they understood or expressed their ideas effectively in the target language. When this
happens, the Gamemaster will determine, based on the degree of success, how well they
did. This can be combined with other skills, such as Charm, Carouse, Expression,
Intimidate, etc., or can be used as part of a teamwork or tactic roll. Generally, this skill
is used as a passive skill, but certain times might call for characters to have a need to
understand.
Below are the descriptions of the global languages:
Africanese: Of all the continents, Africa was the one with the largest collective of survivors
due to the adaptability of its people. While dealing with the harshness of the
environment, aliens, zombies and a lack of oil, survivors banded together and it
wasn’t long before towns and cities were formed. A common language spread
through the continent and now all survivor on the continent speak it.
Arabiyan: Based in the older tongue of Arabic, Arabiyan was formed from the various
regional and vernacular varieties of this language that existed throughout the world.
While it is mostly confined to certain parts of the globe, it has been known to appear
throughout and it is not uncommon for travels and traders to speak it.
Binary: This language is confined mostly to the Robots and those who have attempted to
hack them, but it can be used by others. Primarily written, it seems some survivors
have begun using it to send coded messages. This has led to some survivors
suspecting that the robots have a grand conspiracy amongst the surviving humans...
English Creole: Rooted in North American English, English Creole is a combination of
several other languages with similar grammar structures as well as words from
Asiatic languages. While it is primarily confined to those areas where Older English
was based, it does appear in every place survivors are found.
Esperanto: While this language is nothing like the version that existed before the collapse
of civilization, the language that developed in Central Europe has been given this
name by scientists who have taken the time to name it. It is primarily spoken, but
because of its former roots, those who speak it can generally read surviving works in
the various languages that created it, supposing they can read.
Hindustani: Setting aside their religious differences, the survivors of the former countries
of India, Pakistan, Bangladesh, Sri Lanka and Nepal formed a union to survive
against all odds, which meant communication. Reforming their languages, the
survivors attempted to recreate the former language of Hindustani. In outlying areas,
this language tends to blend with Islander, Neo-Hua, Arabiyan, and Slavic Creole,
thereby disappearing the farther from the Madhya Pradesh one travels.
Islander: What remains of the Pacific Ocean contains a series of islands upon which
civilizations have existed. Combining their languages based on their Austronesian
roots and adding Australian English to fill in the gaps where appropriate, these island
groups are able to communicate much more effectively than most other groups. While
it is geographically confined, it is necessary for those traveling through that area.
Latin Creole: Consisting of the combined forms of Portuguese, Spanish, Quechua,
Nahuatl, Aymara, Mayan, Tupi, and Caribe, with a little Haiti Creole for good
measure, the Latin creole is almost impossible to understand for those who aren’t
native to the area. Characters who attempt to learn it as a second a language are
required to spend 2 “Linguistics” skills to attain it, but they are rewarded with being
able to communicate with the second largest collective of survivors south of the
Equator.
Medical Jargon: While not technically a full language, Medical Jargon does allow those
who understand it better comprehension of medical conditions when consulting
studies or texts that use it. This is particularly effective for keeping notes and when
consulting notes. Characters who understand Medical Jargon gain Advantage on
medicine skill rolls when consulting texts on the conditions with which they are
working.
Military Jargon: While not technically a full a language, Military Jargon does allow those
who understand it better comprehension of tactical maneuvers and combat
circumstances, allowing them to respond accordingly. Characters who speak Military
Jargon gain Advantage on combat skill rolls when participating in a Tactic with at
least one other character who also speaks Military Jargon.
Morse Code: A coded language of dots and dashes, or long and short tones, Morse Code
has changed very little in the years since the collapse of civilization, due mostly to its
prevalence of use. Because of its relatively low power necessity for signal sending,
Morse Code has become popular among survivors and most collectives have at least
one person among them who knows it.
Neo-Hua: While the population of the world dwindled, a large proportion of them
continued to speak their various dialects of zhongwen or “Chinese.” This eventually
led to reformation and blending of the language so speakers could understand each
other, especially when traveling, creating what is now called “New Speak.” It can be
heard throughout not only the Asian continent, but in the Pacific Islands and some
parts of the former North America due to travel across the Bering Strait landmass.
Ni-Han: When the island nation of Japan was completely redesigned by natural disaster
and radiological breakdown, several refugees landed on the Korean peninsula, where
survivors were fighting their own battles against Robots, Aliens, Zombies and
Nuclear War. Because the two languages share grammatical structures, the two
languages became one, named for one half of “Nihon” and one half of “Hanguk.”
Polari: While the nations of Britain, Scotland, Wales, and Ireland have had their own
distinct languages for years, survivors eventually began communicating through
short idiomatic phrases and homonyms, thereby creating a language universal to the
others. Because it was started by secret resistance movements, it went by several
names until it finally took the name of an older secret language.
Roman Creole: The survivors in South Europe, especially those bordering the
Mediterranean Lake (formerly sea), banded together to form what they called the
“Southern Block” of Spartan-Like warriors. Due to similar roots of language, they
called their new language “Roman,” which consists of phrases from a variety of
languages and mostly Latin words.
Slavic Creole: Based on Russian, this language spread throughout most of what remained
of the formerly Russian-speaking world and has become the third most common
language for survivors. While it has spread throughout the Asian continent, it has
resisted the spread into other parts of the world.
Survivor Signal: Created mostly out of necessity, Survivor Signal is the name given to a
series of easy to understand symbols, sounds, and markings that allow subsequent
survivors to understand what conditions they are about to enter. While nuanced by
geography and core languages, the symbols and signals are almost entirely universal.
All characters who attain 1500 experience points automatically gain Survivor Signal.
Technical Jargon: While not technically a full language, Technical Jargon does allow those
who understand it a better comprehension of armor, mechanics and electrical
components when consulting studies or texts that use it. This is particularly effective
for keeping notes and when consulting notes. Characters who understand Technical
Jargon gain Advantage on Repair skill rolls when consulting these texts.
Unix: As the base command code for most computer operating systems, this language is a
necessity for those who use the tech and computer skills. While it does not function
independently, it does grant Advantage on Computer skill rolls to characters who
know it.
Xenolingua: The name given to what appears to be the cohesive written language of the
Alien Invaders, this language is only understood in a written form. It seems that the
language is spoken, but as some of the invaders have psychic powers and others
appear to be an entirely different race, it is unclear how often this language is spoken.
It is clear the aliens communicate both verbally and through a written context.
Characters who know this language gain Advantage on Xenotech Use skill rolls when
consulting digitized user manual instructions embedded within each device.
Lockpick: This skill is comprised of all the actions related to unlocking locked doors, objects,
items, etc. Each attempt at lock picking is a specific period of time determined by the
Gamemaster.
Medicine: This skill constitutes the character’s knowledge and use of items and techniques for
healing physical, electrical, radiation, or disease damage. This skill can be used as an
immediate medical aid in combat to stabilize wounded characters and non-player
characters and heal 1d4 points of damage for each degree of success. This skill can also be
used as a prolonged treatment once at each short rest period to heal 2d4 points of damage
for each degree of success. It can also be used as a prolonged treatment once at each long
rest period to heal 2d6 points of damage for each degree of success. When used as a
treatment for prolonged disease and radiation damage, this skill can be used once at each
long rest period to decrease the severity level for each degree of success until it has fully
treated the condition. Medicine cannot be used as a prolonged treatment for injuries,
disease or radiation outside of the rest periods due to the inherent dangers of the world.
Navigation: This skill is comprised of all the actions related to navigating through and around
terrain to find the most favorable routes. This can also be used to find areas more likely to
yield food, water and shelter.
Palming: This skill is comprised of all the actions related to concealing objects in or around
the character. Characters and non-player characters must match or exceed the degrees of
success achieved when using this skill with their Scrutiny skill.
Parry: This constitutes the character’s ability to redirect Fighting skill attacks by deflecting
them. *Note, characters cannot use Parry against Ballistic skills.
Perception: This skill constitutes the character’s awareness of their surroundings and all actions
related to perceiving sounds and their sources. This skill is used to determine if there are
any characters or non-player characters hiding or if there are traps in the area.
Repair: Armorer: This skill is comprised of all the actions and knowledges related to repairing
damaged armor and weapons. (See Repairing)
Repair: Electrical: This skill is comprised of all the actions and knowledges related to repairing
damaged electrical devices. (See Repairing)
Repair: Mechanical: This skill is comprised of all the actions and knowledges related to
repairing damaged devices. (See Repairing)
Science: This skill is used for any Science related knowledge skills, such as geography,
physics, chemistry, etc. The use of this skill constitutes an understanding of the natural
world and universal laws and yields information for practical, active situations.
Scrutiny: This skill constitutes the character’s ability to discern hidden or falsified information
or objects, including those hidden by terrain. It is also used to determine the state of items,
persons, or objects, and what would be required to improve them. This skill is comprised
of all the actions related to understanding items, materials, objects or devices and
determining its possible uses. This can be used to find scavenge items, but not to perceive
hidden people or traps, as that is done with the Perception skill.
Stealth: This skill constitutes the character’s ability to blend into their surroundings and move
quietly. Characters and non-player characters must match or exceed the degrees of success
achieved by the character using this skill with their Perception skill rolls. When a character
has set the requirement for opposed Perception skill rolls, they do not need to make a stealth
roll again unless their opponent(s) have passed the requirement set by the character’s
degrees of success.
Survival: This skill is comprised of all the actions related to creating shelter, finding food in
unsatisfactory conditions, and distilling water from air. When used during a long rest, a
Great Success results in no Hunger damage following the rest and an Amazing Success
heals 1 point of food damage for each member of the party (cannot be done more than once
per party per rest).
Tech Use: This skill is comprised of all the actions related to the use of electronic devices.
Throw: This skill constitutes the character’s ability to hurl objects to desired locations.
Tracking: This skill is comprised of all the actions and knowledges related to following
characters, non-player characters, and animals through terrain. If the characters, non-player
characters, and/or animals are actively attempt to stealth, the character must match or
exceed the degree of success achieved by the tracked characters, non-player characters, and
animals,
Wrangling: This skill constitutes the character’s ability to catch characters, non-player
characters, and animals with ropes, chains, cords, etc. and move them to a desired location
or restrain them.
Xenotech Use: This skill is comprised of all the actions and knowledges related to using alien
technology.
Knowledge Skills
There are various times when information about situations, persons, places or things might be
valuable or accessible to a character, but there are no skills related to this. For example, a player
may want to know if their character knows the best way to kill a zombie. In those cases, the
character may rely on their full Intelligence stat to determine if they “know” that. There are special
abilities that give Advantage to these rolls, but at Gamemaster discretion, characters may gain
bonuses for situations, like having previously survived combat with zombies.
Skill Use
All actions in Maximum Apocalypse relate to one of the skills described above. Skills are linked
to the character’s core stats and are rolled against that stat to determine success. Players roll a
1d100 and a 1d10 to determine the outcome of actions. Characters that are “Proficient” in a skill
must roll a number that matches or is below the linked stat.
There are special abilities and “Levels of Proficiency” which increase this linked stat
number for the use of a skill, in which case this is referred to as the “Modified” base stat.
There may be special cases where characters roll far below their core or “Modified” base
stat. When this happens, special things happen to the character, opponents or world at the
Gamemaster’s discretion (See “Degrees of Success”).
Example Skill Use:
Todd, the fireman, is attempting to throw a flare into a dark hallway. Using his “Throw”
skill, he checks its linked stat to find that it’s based on his Strength, which is 75%. Rolling
1d100 and 1d10, he comes up with 63, which is lower than his 75%. Todd successfully
tosses the flare into the hallway and creates light for himself and his companions.
Defaulting
Characters are considered “Not Proficient” in any skill unless they have gained it through character
creation or character development. In these cases, characters may still make skill use rolls based
on their linked stat. In these cases, characters must roll a number that either matches or is below
½ the linked stat.
Example Skill Use:
Terra, is build a shelter for the night. She checks and discovers that she does not have the
Survivor skill. Because of this, she checks its linked stat to find that it’s based on her
Intuition, which is 60%, meaning that she must roll below 30% to succeed. Rolling 1d100
and 1d10, she comes up with 33, which is higher than her success limit, but lower than her
Intuition. Because she is defaulting, she fails at building the shelter successfully.
Degrees of Success:
When achieving higher degrees of success, additional things happen depending on the skill.
Weapon skills may result in greater damage, technical skills might result in faster repairs and
knowledge skills may result in more information. Healing skills will always result in faster healing
or more Health point returned.
Description Degree Name of Success
Roll meets or is lower than stat number 1 Success
Roll meets or is lower than ½ stat number (round up) 2 Great Success
Roll meets or is lower than ¼ stat number (round up) 3 Amazing Success
Roll is 001 4 Critical Success
Some objectives will require higher degrees of success to accomplish them. This represents
an increased chance of failure. An example of this might be trying to jump between two buildings
separated by a road or attempting to shoot a covert alien drone at night without lighted assistance.
These should be expressly noted by the Gamemaster.
Example Degrees of Success Use:
Tim, the gunslinger, sees the zombie lurker and draws his colt python .357 revolver in
response. Checking his Firearms skill, he finds that it’s linked to Ballistic Skill, which he
has at 80%. Firing his gun, he rolls 1d100 and 1d10 which comes up as an 18, well below
his 80%. It is so low, in fact, that Tim scored an Amazing Success on his hit.
After the fight with the zombie lurker, Terra is injured. Tanya, the surgeon, comes to
Terra’s aid. She checks her Medicine skill to find that it is linked to her Intelligence, which
she has at 65%. Applying bandages to Terra, Tanya rolls 1d100 and 1d10 which comes up
with 31, well below her 65%. As this is less than half, Tanya scored a Great Success on
her Medicine roll. The Gamemaster determines that Tanya heals the standard 1d4 points
of damage for using Medicine, but then also grants Terra another 1d4 points for Tanya’s
Great Success.
Tack, the veteran, and his dog Palty, are searching an open field for food. Tack moves
aside some low grass. He checks his Scrutiny skill and finds that it is linked to his Intuition,
which is only 35%. He rolls 1d100 and 1d10, which comes up with 001. This is a Critical
Success. The Gamemaster determines that Tack finds a cluster of edible mushrooms under
the bush, enough to last him 2 rest periods.
Failures and Critical Failures
Characters can fail rolls. This happens when they roll above their stat number. Critical failures
occur on all rolls that are 000 on all three dice. Critical failures result in catastrophic events.
Terra, the Hunter, sees a zombie lurker at the end of the hallway and decides to take aim.
Checking her archery skills, she finds it’s linked to Agility, which she has at 80%. Letting
loose her arrow, she rolls 1d100 and 1d10 which comes up with 92, much higher than her
80%. The arrow misses her intended target and hits the wall near the zombie lurker’s head.
Todd attempts to throw another flare down the hall. He rolls 1d100 and 1d10 which comes
up 000 (100%). The Gamemaster determines that the flare explodes in Todd’s hand,
causing 3d8 fire damage.
Advantage and Disadvantage
Because of the nature of circumstances players may receive special bonuses for successful creating
a strategy or approach in which they will gain the advantage over the opponent. In these cases, a
second 1d100 percentile die will be rolled along with the standard d100+d10 roll.
Advantage: Roll a second 1d100 with the standard roll and choose the lower of the two d100s
Disadvantage: Roll a second 1d100 with the standard roll and choose the higher of the two d100s
Example Advantage and Disadvantage Use:
Tanya shouts down the hatch to the group that the ship is sinking. Because she is at the top
of the ladder, the Gamemaster determines that everyone in the party must roll a perception
skill check. However, because the ship is metal, sound reverberates, so he allows Terra
and Todd to roll 2d100 and 1d10. Terra gets a 3 on the d10. She also gets a 30 on one of
the d100s and 70 on the other. She reports her 33 to the Gamemaster who accepts this as
correct. Meanwhile, Todd gets a 6 on the d10. He also gets 80 on one of the d100s and 90
on the other. Todd reports the 86 to the Gamemaster, who accepts this as correct.
Tim is much deeper in the hold of the ship and is insulated against the sound. The
Gamemaster determines that Tim is rolling at Disadvantage. Tim rolls 2d100 and 1d10.
He gets a 1 on the d10. He also gets a 00 on one of the d100 and a 50 on the other. Tim
could have rolled an automatic success (001%), but since he is at Disadvantage, he reports
the 51 to the Gamemaster, who accepts this as correct.
Teamwork
Characters can combine non-combat skills in which they are proficient for Teamwork skill rolls
(for combat skills, see Tactics). In this case, one character is designated the primary. All
participating characters roll. Each participating team members’ successes result in a +5% for every
degree of success to the primary character’s roll. Each failure results in a -5% as it constitutes a
mistake. Critical failures result in a -15% to the primary character’s roll. The primary character
then modifies the base stat for their roll.
Example Teamwork Use:
Tack decides to keep searching the field for more food and determines that he will use
Palty’s help. He checks Palty’s Scrutiny skill against her intuition and finds that its 75%.
Palty rolls 1d100 and 1d10, which comes up with 35. Palty’s Great Success adds +10% to
Tack’s 35%, modifying it to 45%. Tack then rolls 1d100 and 1d10, which comes up 40. The
Gamemaster determines Tack has found an energy drink that was dropped on the ground.
Terra decides she is going to sneak passed the zombie lurker to continue searching behind
it. Todd and Tim decide they are going to help by distracting the lurker. Todd checks his
Stealth and discovers that because he isn’t proficient and cannot assist in Terra’s stealth.
Tim checks his stealth skill and finds it’s linked to his Agility at 60%. He rolls 1d100 and
1d10 and comes up with 42. His success results in a +5% to Terra. Terra checks her Stealth
and finds it is linked to her Agility at 80%. She modifies this number to 85% with Tim’s
assistance. She rolls 1d100 and 1d10, which comes up with 41%. Success! Normally this
would be above her unmodified Great Success stat, but because of Tim’s assistance, this is
below her Modified Great Success stat, thereby granting her 2 degrees of success.
Repairs
As items, weapons, barriers, armor, and vehicles take damage and degrade over time, repairs are
needed for these items. Some items, such as armor and barriers, only have Armor Level to
determine their lifespan. Other items also have Health points, such as weapons and items. In
Maximum Apocalypse, there are 4 skills that can be used to repair objects. As with the Medicine
Skill, Repair skill rolls can be made during combat rounds, during short rests, and during long
rests. During a combat round, Repair skill rolls repair 1d6 points of each degree of success. During
short rests, Repair skill rolls repair 2d6 points of each degree of success. During long rests, Repair
skill rolls repair 2d8 points of each degree of success. Repair rolls can be allocated either Armor
or Health points. Items without Armor or Health Points repaired with the craft skill are repaired if
they reach the degree of success set by the Gamemaster for the type of damage they received.
While characters can make Repair skill rolls during combat, they cannot make repair rolls
while moving or on the fly, requiring them to make repairs only during periods where they can
devote their attention. For this reason, the character is able to repair more during periods of rest
than during periods of action.
Skill Repair Objects
Craft Items and other small objects
Repair: Armorer Repairs or adds to items and objects with Armor Levels
Repair: Electrical Repairs or adds to Electrical devices with Health Points
Repair: Mechanical Repairs or adds to Mechanical devices with Health Points
and/or Armor Levels
Lifting and Dragging
A character may want to lift, carry, push, drag, or pull an item or person. In those cases, a roll is
made against the Strength stat. The degree of success will determine how much they can move in
this manner based on their Strength stat and a multiplier. See the chart below:
Degree Lift/Carry Drag/Pull Push
1 Str x 3 kilograms Str x 5 kilograms Str x 10 kilograms
2 Str x 5 kilograms Str x 10 kilograms Str x 15 kilograms
3 Str x 10 kilograms Str x 15 kilograms Str x 20 kilograms
4 Str x 15 kilograms Str x 20 kilograms Str x 30 kilograms
LUCK
Upon a failed skill roll, a character can opt to roll against their Luck stat each day. The maximum
number of times per day a character may use Luck is calculated by Luck divided by 10. If
successful, then the objective they were attempting succeeds at the degree in which it was
successful against the Luck stat. If it fails, however, something negative will happen, whether to
the character, party, or world. This is at the game master’s discretion but should be proportional to
action.
Example Luck Use:
Terra feels as though her character would not have missed the arrow shot at the zombie
lurker and asks to roll against her Luck stat. The Gamemaster grants the request. Terra
checks her Luck stat and finds that it’s only 45%. She rolls a 1d100 and 1d10 which comes
up as a 57. This would have been below her Agility stat before, but since it is above her
Luck, the shot still fails. It seems that fate is not on Terra’s side. The Gamemaster
determines that as her arrow misses the zombie lurker, it hits the wall near its head and
knocks over a stack of empty cans, which come rattling to the floor. The zombie lurker is
now alerted to their presence.
Todd attempts to climb a ladder out of the sinking ship. His Climb is based on his Strength,
which is 75%. His 1d100 and 1d10 roll comes up as an 82, however. Todd asks to roll
against his luck, which is 55%. The Gamemaster grants the request. Todd rolls the 1d100
and 1d10 which comes up as 30, well below his 55%. The Gamemaster determines that
Todd loses his grip a little but manages to catch himself before he falls.
Character Development Every encounter or event yields more information about surviving the Apocalypse. This is
represented by “Experience Points” which are awarded by the Gamemaster after each encounter
or event. Players may exchange these points for an increase in base stats, proficiency in skills in
which they aren’t already proficient, increased levels of proficiency in skills, or new special
abilities related to their character’s archetypes. Development can occur whenever the Gamemaster
determines.
The following chart outlines how many experience points are required for the desired
development
Desired Development Experience Point Cost
Proficiency in new Archetype Skill 350 XP
Proficiency in new non-Archetype skill 450 XP
Increase Skill Proficiency *see Levels of Proficiency
Gain Primary Archetype Special Ability 600 XP
Gain Secondary Archetype Special Ability 700 XP
Gain Apocalypse Special Ability 700 XP
Increase Base Stat +5% 850 XP
Levels of Proficiency
Characters may increase their levels of proficiency in any skill. There are 4 levels of proficiency
with any skill, and each correspond to an increase in the base stat when using this skill. This
modification is referred to as the “Modified” base number when using the skill. See the following
chart for the levels and their bonuses.
Proficiency Level Modification to
base stat with skill
Proficient -
Skilled (350 XP cost) +5%
Trained (700 XP cost) +10%
Mastered (1050 XP cost) +15%
Each level of proficiency can only be obtained after the preceding levels. A character cannot go
from Proficient to Mastered in one development without also becoming Skilled and Trained (total
2100 XP).
Experience Point Rewards
At the end of each gaming session, the Gamemaster should rewards players with Experience Points
related to the events and encounters they experience in the game. Gamemasters have discretion on
how much experience to give their players, but the following Chart should be a useful guideline
for determining Experience Point Rewards:
Situation Reward for each Character
Character Survived 100 XP
Group Completed objectives 100 XP
Overall Session Challenge 25 – 100 XP (GM discretion)
Group Used Tactics or Teamwork Skills 100 XP
Bonus Rewards for Roleplaying 50 XP
Combat Combat in Maximum Apocalypse RPG is straightforward. One party uses a combat skill against
another opponent who has the options to Block, Dodge or Parry the attack, rolling the
corresponding skill. As this is an opposed roll, both party’s degrees of success are measured against
the other. If the defender matches or surpasses the attacker’s degree of success, the attack is
nullified.
Example Simple Combat:
Tim aims his colt python .357 at the zombie lurker who has been alerted to their presence.
As Tim fires, the zombie lurker chooses to dodge. Tim rolls against his 80% Ballistic Skill
and comes up with 18, an Amazing Success. The zombie lurker, however, rolls against his
Dodge, which is 60% and comes up with a 14, an Amazing Success. This negates Tim’s
success.
Todd swings his axe down at the zombie lurker’s head. The zombie lurker decides to block
the attack with his arm. Todd rolls against his Fighting Skill of 55% and comes up with a
45. The zombie lurker rolls against his Strength, which is 79% and comes up with a 72.
Because they both only got standard successes, Todd’s attack is negated.
The zombie lurker then attacks Terra with a claw attack. Terra attempts to dodge. The
zombie lurker rolls against his Fighting Skill of 45% and comes up with a 43%. Terra rolls
against her 85% dodge and comes up with a 90, which fails. Because the zombie had a
standard success, the hit against Terra lands.
Combat Rounds
1. Determine initiative order
2. Action Phase 1:
a. Move
b. Conduct Actions
c. Resolve Damage
3. Remove 5 from each initiative score.
4. Action Phase 2:
a. All characters or creatures with initiatives make “shift” movements and next actions
b. Resolve damage
5. Remove 5 from each initiative score
6. Repeat Step 4 as necessary until all initiative scores are 0 or below.
7. Start the next round of combat.
Initiative order for combat is determined by ranking the Initiative stat in descending order,
including any and all opponents on the field. The character or creature with the highest Initiative
goes first, and the second highest second, etc. There are some items that can affect Initiative, such
as energy drinks or grievous bodily damage, in which case, if applied after the initiative order has
been determined, the changes will be applied at the start of the next round.
During a combat round, characters are limited to a single movement or shift, a free action,
and one active action, whether it be an attack or skill use action. In the case of characters are using
two weapons or weapons with a “multi-attack” function, they have the option of conducting a
single attack or a multi-attack. When conducting a multi-attack, characters roll each attack at
Disadvantage.
Movement
The character has a preset movement limit determined by a calculation of (Strength + Agility)
divided by 10. This result indicates the number of Meters a character can move in a combat round.
A character can move this distance as part of a standard action, but can quadruple this number with
a successful Running skill use (See Running skill). Water slows movement, reducing it to one-
quarter (rounded up), but characters can move their normal movement with a successful Swim
skill use (See Swim skill). At the Gamemaster’s discretion, there may be circumstances that limit
or restrict movement, such as grappling or confined spaces. A Gamemaster may determine that a
terrain is difficult to move through and declare a one-quartered (rounded up) movement due to
climbing and jumping.
During combat rounds, there is a second type of movement. This second type of movement
is called a “shift” and represents a step, or ¼ movement (rounded up), in any direction the player
chooses, including into the opponent. A player is also allowed to shift as many times as they have
extra actions in the combat round (they do not get a move and a shift if they only take one action
during the combat round). An opponent may also shift and attack on their actions.
It is important to note that a Gamemaster can make a call for an Immunity roll when within
close proximity to sources of infection. This may include attacking irradiated mutants or zombies.
When attacking a zombie, it is important to remember that blood splatter does carry the Z-Virus.
Free Actions
During combat, there are a number of actions which can be taken without interfering with other
actions. These may be removed at the Gamemaster’s discretion, but under normal circumstances,
these actions usually don’t require any roll. Here is the list of free actions:
Action Benefit
Change Targets Characters changes the target of their attack
Drop Item Drops Item
Drop Weapon Drops Weapon
Gesture Gives non-verbal signals to those in visual range
Speak short phrases Allows character 10 words or less
Combat Actions
There are two kinds of actions a character may take during a combat round: Attack actions
or non-combat skill use actions. Non-combat skill use actions count as the whole action phase.
Some actions are obviously beneficial when taken during combat, like medicine, but any other
skill can be used during a combat round, not matter what kind of outcome the player is striving to
achieve.
Attack actions consist of all actions related to combat, and involve actual combat. Some
non-combat “attack” actions can include reloading, taking aim, drawing a weapon, holding a
grappled opponent, etc. The complete list of attack actions is below.
Action Benefit Roll
Attack with Brawl skill Physical damage to opponent *see combat
Attack with readied weapon Physical damage to opponent *see combat
Break grapple Break free from a grapple Opposed strength rolls
Called Shot *see Called Shot Rolls made at
Disadvantage
Charge Attack after running Success on running skill
grants Advantage to attack
Clear Jammed Weapon Clears Weapon -
Crush Applies damage to grapple
target Auto Brawl success.
Draw unreadied Weapon Readies unreadied weapon -
Drop Prone Allows character to make a
stealth check to escape combat
Character loses action, but
can roll stealth to hide
Evade combat Disengage and run away -
Grapple Opponent
Halves initiative and nullifies
all actions that aren’t break
grapple
Roll attack as normal but
success causes no damage
Kip-up Allows character to stand and
attack in the same action
Great Success on Agility
followed by attack roll
Multiattack with readied
weapon Physical damage to opponent *see combat
Quick Draw unreadied
Weapon
Allows character to draw and
attack in the same action
Great Success on Agility
followed by attack roll
Reload empty weapon - -
Remove a stored item Remove an item from pocket -
Stand-up Character stands from prone -
Take Aim Give advantage to next attack -
Throw an item Throws readied item Roll “Throw” skill
Throw/push/move an
opponent Moves opponent Roll “Brawl” skill
Use readied item - -
Example Complex Combat:
Tack and Palty are searching for food in a field when they realize they have been
surrounded by mutants. The Gamemaster informs Tack that combat has begun. Tack’s
initiative is 7, but Palty’s is 9. The mutants all have initiatives at 6 or below, so Palty will
go first, followed by Tack and then the mutants.
Palty’s first action is to run to the first mutant and Grapple his leg. Palty rolls her Run
skill and gets a Great Success. She then rolls her attack at Advantage and gets a Great
Success again. The mutant fails his Dodge roll. Palty sinks her teeth into his leg, causing
no damage but effectively grappling with him. While this means that the mutant’s Initiative
should be temporarily lower, this won’t affect his order in the round this time, but it will
lower him on the next round.
Tack’s first action is to slam an energy drink (Use item) he scavenged. The effect of the
energy drink is to raise his initiative 5 points for 10 rounds. This won’t go into effect until
the next round, however.
The first mutant uses his action to attempt to break the grapple with Palty, rolling a normal
Success, while Palty rolls an Amazing Success. Because Palty got a higher degree of
success, the mutant is still in contact. However, because the mutant is radiating high levels
of nuclear radiation, Palty has to make an Immunity roll, which fails. Palty is now
irradiated and will begin to suffer the consequences over time.
The Gamemaster removes 5 points from all Initiative scores at the end of the initiative
order. Palty, Tack, and some of the mutants, such as the one Palty is grappling with, still
have initiative. Palty then takes a second action to crush the mutant he is grappling.
Because of the condition, the mutant can only attempt to break the grapple, and therefore
is automatically hit.. Palty is a medium sized animal and therefore has a bite damage of
1d6, which comes up 4. The mutant removes this from his Health Points. Palty also rolls
her immunity again and fails again. Palty will require a long rest and treatment.
Tack draws his M-16 autorifle with multi-attack, readying the weapon for the next combat
round.
At the beginning of the second combat round, the Gamemaster applies Tack’s temporary
5 points to his standard 7 Initiative, giving him a 12. This puts Tack before Palty. Tack
decides to use his multi-attack options and rolls all 3 of his “burst” attacks at a
Disadvantage. Palty then continues to attempt to crush the first mutant. On the first
mutant’s lowered initiative turn, he again attempts to break Palty’s grip on his leg, which
comes up with a Great Success. Palty only comes up with a Success. The mutant breaks
from Palty’s grapple and shifts away from the dog. This also means that the first mutant’s
Initiative has returned to its original levels, but this won’t come into effect until the next
combat round.
The Gamemaster removes 5 points from all Initiatives, leaving Tack and Palty but no
mutants still with actions. Tack shifts back and shoots again, opting not to use the multi-
attack option. He rolls his normal Firearms against his Ballistic skill. Palty also attacks
again. The Gamemaster removes 5 again and finds that Tack still has one last action this
round because of the energy drink. Tack takes a third action, choosing to shift backwards
away from the mutants and shoots another single shot at his opponent, the first mutant,
killing him. Palty changes targets as a free action and charges at the nearest mutant to
him, coming up with a Great Success on his Athletics skill, and coming up with a Success
on his Bite attack. The mutant fails on his Dodge, thus taking Palty’s 5 points of Bite
damage.
Health Points
Characters are imbued with a number of Health Points equal to their (Strength + Fortitude) divided
by 5. This number represents the amount of damage a character can take before they drop
unconscious and begin to bleed out. A character can spend a number of rounds unconscious
without being stabilized or healed equal to their Fortitude divided by 10 before they are beyond
recovery.
Damage
There are several types of damage in the Maximum Apocalypse RPG, but they are broken into the
7 following categories:
❖ Physical damage: All damage that causes physical damage to the character, excluding
electrical damage. This damage can be from bullets, clubs, knives, explosions, fire, water (i.e.
drowning), fists, claws, teeth, tear gas, etc.
❖ Electrical Damage: This damage is done specifically by electrical devices or currents. This
can be from expose wires, robots, electrical weaponry, lightning strikes, etc. Electrical
damage bypasses armor automatically and is therefore a special type of damage.
❖ Mental Damage: This damage is done via manipulation and generally doesn’t result in any
loss in Health Points. Mental damage is usually fear effects, composure loss, Disadvantage
on charm or barter rolls, etc.
❖ Psychic Damage: This damage is only done by aliens and mutants who have psychic abilities.
These attack the mind directly and may result in Health point loss, but can also cause the same
kinds of effects as mental damage. Usually, this is used to manipulate but can also be used to
give Disadvantage to combat opponents.
❖ Radiation Damage: This damage is caused by exposure to high doses of radiation. This type
of damage can come from expose canisters, fallout zones, mutants, irradiated bugs, irradiated
food, etc. This damage attacks the immune system, attempting to cause Health point damage
loss over time.
❖ Disease Damage: This damage is caused by the bacteria and viruses that permeate the post-
apocalyptic landscape. These attack the immune system and can cause immediate reactions,
but usually lay dormant until they can populate and grow inside their victim. Once these
attacks reach the stage of maturity inside the victim, it causes sudden Health point loss.
❖ Hunger: Each day a character doesn’t eat, they take 2 points of automatic Health point damage
that cannot be resisted or healed with medicine. The only solution is finding food and
consuming it (See Resting for More information). Since food is the scarcest resource in the
world, this can actually pose a much higher threat than any other in the game. In order to
survive without serious long-term health complications, a human must consume 1,200
calories a day. These should contain proteins, fats, and trace nutrients, but that is not always
something which can be accomplished. Humans also need to consume about a liter of water
a day. In Maximum Apocalypse, these two things are combined to equal the 2 points of
“Hunger” damage. A character can negate one of these by consuming either food or water but
not the other. A character must consume both food and water in order to negate both points
of damage.
o Characters can take Hunger damage equal to their Fortitude divided by 4 before
they begin to suffer “Starvation.” A starving character makes all rolls at
Disadvantage. If a character takes Hunger damage equal to their Fortitude divided
by 2, they become “Emaciated”. Emaciated characters suffer a -10% to all stats.
If a character takes Hunger Damage equal to their Fortitude, they die.
All damage types aside from Hunger are resisted by the character’s corresponding “Resistance”
stats. When a character takes damage, they roll the corresponding resistance in order to mitigate
the damages. For every Degree of Success scored against the roll, part of the damage is negated.
❖ Resilience mitigates environmental and other physical damage from indirect attacks. These
do not include physical attacks from opponents during combat, but do include damage caused
by explosive devices. Each degree of success negates 1 point of physical damage.
❖ Resolve negates the attempted effects if it matches or exceeds the degrees of success against
the source of the attack.
❖ Immunity negates the attempted effects if it exceeds the degrees of success against the source
of the attack, but allows for another attempt at the next long rest if it only matches. Immunity
rolls cannot be done again until after Medicine has been applied to the condition.
Example Damage:
Terra feels the heat of the sun beating down on her as she walks across the desert. The
heat is nearly unbearable and the Gamemaster calls for a roll to negate 3 points of sun
damage. Terra checks her Resilience and discovers it is 65%. She rolls a d100 and a d10
and comes up with 44. Terra negates 1 point of sun damage but still takes 2 points.
Todd finds himself confronted by a legion of armed anthropoid aliens from Zeta Reticulon.
He hears a voice in his head telling him to put his axe on the ground. Todd rolls against
his Resolve of 45% and gets a 20. The Gamemaster informs Todd that he shakes the voice
from his head, having beat the alien’s mind control by a degree of success.
After helping Terra, Tanya finds that she has zombie lurker blood on her skin and clothes.
The Gamemaster immediately calls for an Immunity roll (against a secret standard
success). Tanya checks her Immunity and finds that it is 45%. She rolls the 1d100 and
1d10, which comes up with 39. Tanya has been infected with the Z-virus, but will be
allowed to make another roll at her next long resting period. if she doesn’t think anything
is wrong or attempts to use her Medicine skill. However, Tanya is paranoid she has been
infected and decides to inject herself with the Z-virus Experimental Anti-serum she
scavenged. The Gamemaster allows her to roll again with Advantage because of the
medicine, which comes up with 13. The experimental antiserum worked and Tanya is Z-
virus free.
After dealing with the zombie lurker, the team does not find food and the sun is going down.
They realize that when the sun rises the next day, they will lose 2 Health points.
Resting
As the characters are all human, they eventually require sleep. While this can be skipped for a
while, eventually characters require a good solid rest to replenish their natural reserves. Characters
can take two kinds of rests: quick rests or long rests. Each type has its own benefits.
Quick Rest (up to 4 hours): Characters may make skill tests related to repairs, make
immediate Medicine tests, and if they have access to food, can heal 1 point of Hunger
damage.
Long Rest (between 6 and 8 hours): Characters make any skills tests with Gamemaster
discretion, make prolonged Medicine tests, make an Immunity roll if they matched the
level of their initial infection or irradiation to resist the spread of the condition, and if they
have access to food, can heal 2 points of Hunger damage.
No Hunger damage can be healed without access to food at any level of resting unless an Amazing
Success with Survival has been achieved. Healing hunger damage can only be done during resting
periods as the dangers are too severe to allow for the proper consumption of necessary nutrients.
Prolonged Effects of Disease and Radiation
Disease and Radiation have prolonged effects that eventually affect the character. Curing these
conditions requires medical assistance. The effects are cumulative and begin to work on the
character within a day or two. While there are various diseases, the following should create a basic
architecture for the effects of prolonged disease and radiation.
Healing diseases requires the use of serums and medical devices. At stages 1-3, standard
Medicine rolls can remove the condition immediately at the corresponding degree of success
(Stage 1 = Success, Stage 2 = Great Success, Stage 3 = Amazing Success). Stages 4-6 require
actual laboratory equipment and constant monitoring to heal the damage, as well as chemicals and
medicine. Medicine attempts while under these conditions can be made once per long rest and can
only decrease the stage by one. No more than one stage decrease can be applied at one time until
the condition is stage 3 or below, where the disease can be eradicated.
Stage Effect
Stage 1 – Day 0 No noticeable effect to character
Stage 2 – Day 2 Hunger damage increases to 4 per day
Stage 3 – Day 4 Strength and Fortitude based rolls are at Disadvantage
Stage 4 – Day 6 All rolls are at Disadvantage and character shows visible signs of infection
Stage 5 – Day 7 Hunger Damage increases to 6 per day
Stage 6 – Day 9 Character becomes either mutant, zombie or dead depending on source of
infection
There are rumors that the Z-Virus was created by the Aliens as a way to weaken the
population before their invasion and some say this is why they are not affected by it. This theory
goes on to say that there is Xenotech which can remove the Z-Virus and cure heavy radiation
victims, but there are no confirmed instances of this happening.
Armor
There are all kinds of hardened materials that
can be made into armor. Armor ranges between a
hardness level of 1-10. A character cannot have more
Armor Levels than ½ their Agility stat (rounded up).
This is because they weight of the armor would
encumber the character too much to be able to conduct
actions. Characters may carry extra armor with their
other items, but they cannot count them as extra Armor
Levels for combat.
In combat, Armor interacts with damage after an
attack has been successful against all defenses. Armor takes the damage meant for the character
instead of the character, but damage has a cumulative effect. Once an Armor item has taken
damage equal to its level, it no longer functions and requires repairs (Repair: Armorer skill), but
is still considered on the person until removed. All damage taken by the armor beyond its level is
removed from the character’s Health Points as normal.
Example Armor Use:
The zombie lurker chooses to target Todd for his next attack, resulting in a Great Success
on its Brawl roll. Todd attempts to parry the attack but only gets a Success. The zombie
lurker rakes its claws across Todd’s chest, coming into contact with the heavy material of
Todd’s fireman jacket, Armor Level 6. Because the zombie lurker’s damage is 6, it tears
through the fabric, rending it, but Todd is spared any damage to his actual Health points.
The jacket’s armor is 0 and Todd will have to get it repaired after combat, but he is still
wearing the jacket and must take it off to put on replacement armor.
A character may also create a piece of armor using materials they have scavenged around
them. The amount of time it takes to create the armor using the Repair: Armor skill is a period of
time determined by the Gamemaster, such as rounds if in combat, or hours if resting. The rules are
the same for “Repairing” armor (see page ##), treating the armor as if it had 0 hit points. Armor
can be made of whatever materials characters find laying around. The following table is a useful
guideline on what kinds of material produce different levels of armor.
Name Armor
Level
Leather vests or thick clothing 1
Leather Jacket 2
Plastic Plates 3
Motorcycle Body Armor, Camo Jacket 4
Kevlar Material Vest 5
Bunker Gear (Nomex/Kevlar Fireman Gear) 6
Chain Mail Armor 7
Ballistic Steel Plates 8
Hardened Ballistic Material 9
Damascus Protective Body armor, Steel Plates 10
Barriers and Concealment
Like armor, barriers can keep characters protected from attacks. Just like armor, barriers can be
made of different kinds of material, ranging from plastic sheets to large concrete barricades. And,
just like armor, barriers break down the more damage they take. Barriers range from an Armor
Level of 1-100 and just like armor, all damage is dealt to the barrier before it is dealt to the character
on the other side, so characters should choose their barriers carefully. Barriers can also be stacked
together to create thicker levels of armor, like in the hackneyed stacking of bookcases in front of
a door to stop an intruder.
Barriers can be built or repaired using the Repair: Armor skill as indicated by the section
“Repair” on page ##. If a barrier already exists, characters can use the Repair: Armor skill to repair
them during combat or during rest periods. If a barrier does not already exist but a character has
access to the necessary materials to construct the barrier, they can do so using the Repair: Armor
ability with the starting Armor Level of 0 until they reach a number of successes equal to the armor
level of the barrier. This may take a period of time determined by the Gamemaster; building a
concrete Military Bunker cannot be done in a matter of seconds.
The following is a list of possible barriers and their suggested Armor rating, but a
Gamemaster may determine the Armor of any barrier at their discretion.
Barrier Armor level
Plastic Sheeting 1
Glass 3
Thin Wood Planking 5
Plexiglass 7
Steel Vehicle Cage 9
Wooden Door 10
Hard Wooden Furniture 15
Drywall or Sheet Metal 20
Ballistic Glass 25
Steel House Door 30
Concrete Traffic Barricade 50
Steel Pillars 50-75
Concrete Pillars 50-100
Concrete Walls 75-100
Military Concrete Bunker 100
Concealment is a different matter, as concealment provides cover for characters, but unless
it is a barrier, offers no protection whatsoever. However, concealment and barriers should not be
considered mutually exclusive, as a character may use a barrier for concealment. The mechanics
do not interfere. Some characters may conceal themselves under a blanket or hide in a stack of
books, while some characters may opt to conceal themselves in shadows.
When a character is using concealment of any kind, they roll their Stealth skill at
Advantage. Characters who are not Proficient in the Stealth skill are still subject to the rules
regarding proficiency.
Stealth
In order for a character to attack a target, the character must be aware of the target. When a player
or non-player character uses the Stealth skill against an opponent or series of opponents, the
character using Stealth sets the required threshold for their opponents. Opponents must match or
exceed the degrees of success achieved by the character using the Stealth skill to become aware of
and respond to that character. This may take more than one attempt, giving the character using
Stealth opportunities to act freely without response from their opponents.
In combat situations, this means that opponents who have not met the degrees of success
against the character using the Stealth skill cannot use their defensive skills of Dodge, Block or
Parry until they have met or exceeded those degrees of success. However, opponents are given the
opportunity to attempt Perception skill rolls each time they take damage from a stealth attack. They
are also able to make Perception skill rolls as a combat action as per the non-combat skill use (see
Combat Actions). This might mean that opponents may get to make Perception skill rolls more
than once in an action phase.
Opponents may also make “Blind Attacks” in the general area of the attack, but these
attacks are done at Disadvantage. Characters who are being attacked with a Blind Attack action
also gain Advantage on their Dodge, but not Block, or Parry rolls, as this would indicate they are
within the view of an attacking opponent. If the opponent manages to strike the character during a
Blind Attack, the attack degrees of success are lowered by one degree against the opponent.
For characters to use the Stealth skill in this way, they must be making reasonable attempts
to remain hidden while attacking. A character who has shifted away from cover or attempted a
melee attack while using the Stealth skill are not considered to be continuously hidden and thereby
forfeit their Stealth skill roll. Characters who shift from one form of cover to another, or move
from one barrier to another, are still considered to be using the Stealth skill roll at the previous
degrees of success.
The Stealth skill also affects those characters who are actively attempting to aid the
character using the Stealth skill. This means that characters using the Stealth skill cannot
participate in Tactics or Teamwork until they voluntarily forfeit their Stealth skill use. They also
cannot be targeted for any Medicine use skills unless the character attempting to use Medicine on
the character using Stealth has matched or exceeded the Stealth skill roll degrees of success. When
a character has dropped unconscious, however, their Stealth skill is not forfeit, but decreased by
two degrees of success.
Through Special Ability, or at the Gamemaster’s discretion, opponents are able to make
Perception skill rolls as characters attempt to pass them using the Stealth skill. A failed Perception
roll does not alert opponents, but at Gamemaster discretion, a failure of only 1 degree of success
might alert opponents but not to the character using the Stealth skill.
Due to the chaotic environment of combat, unless otherwise noted through Special
Abilities, one opponent perceiving a character actively using Stealth does not mean the rest of the
opponents on the field also perceive that character. They may, however, gain Advantage on their
Perception rolls if they are notified of the character’s location. If a character kills the opponent
who perceived them before other characters are able to make Perception skill rolls, this may, at
Gamemaster discretion, remove the Advantage.
Example Stealth Skill:
Terra sees a group of bandits guarding the only bridge that crosses a river for miles in
either direction. She decides to cross the bridge using the derelict vehicles and debris for
cover. She rolls her Stealth skill against her Agility of 75 and comes up with a 15, giving
her 3 degrees of success. Terra moves through the darkness of the shadows and ducks
behind a bus. The Gamemaster makes 2 Perception skill rolls for the bandits on the other
side of the bus. One bandit fails and the other gains 2 degrees of success. Because of the
closeness of the second bandit, the Gamemaster determines that this bandit has heard a
noise caused by Terra, but is not aware of her presence. Terra then moves from the bus to
a burned-out Sedan. She chooses to cut her speed in half in order to duck while she walks,
thereby maintaining her Stealth. The Gamemaster rolls the second bandit’s Perception
skill again, but this time the bandit fails. Having looked around and found nothing, he
returns to ignoring Terra.
Reaching the end of the bridge, Terra finds one bandit standing behind a spotlight at the
end of a cleared track of road. Terra knows that she will have to step out into the light in
order to cross the remaining distance, but this will sacrifice her Stealth roll. Instead, Terra
decides to ready her bow and attack the bandit. Rolling her attack, she succeeds with a
degree of success. The bandit is unaware of Terra’s presence, so does not get to roll his
Dodge skill. Terra rolls her damage, which comes up 5. Her arrow penetrates the bandit’s
leather jacket, causing him 3 points of Health Point damage. The bandit immediately makes
a Perception check but only comes up with a Success. The Gamemaster begins a combat
round and determines that the bandit’s Initiative of 10 is greater than Terra’s Initiative of
9. The bandit fires his pistol randomly in the direction of Terra, rolling 2d100s and a d10,
coming up with 38 and 98. The bandit’s wild shot misses. Terra takes a second shot, rolling
a Great Success and comes up with 4 points of damage. The bandit takes all 4 points of
Health Point damage and falls over. Terra then forfeits her Stealth to make an Athletics
skill roll and run across the remaining distance to escape the bridge.
As Terra is passing the downed bandit, the Gamemaster asks her to make a Perception
skill roll. She does so, which comes up 33. The Gamemaster informs Terra that she has met
the degree of success to perceive a hidden bandit and informs her that there was a second
guard at the post. At the beginning of the combat round, Terra’s 9 beat the bandit’s 5 and
she acts first. With the bow still readied, Terra rolls an attack and the bandit rolls his
Dodge skill, and they begin a normal combat between the two opponents who are aware
of each other.
Multi-Attack
Characters may choose to utilize the “multi-attack” option in one of two cases: 1) their weapon
has the multi-attack option, or 2) they are dual wielding pistols or smaller melee weapons. When
this occurs, characters are allowed to make multiple attacks in the same combat action, but because
of the rapid motions and stance balancing required for multiple attacks at once, each attack is made
at Disadvantage. This is the taken for the reward of dealing more damage at once. Each attack on
a target is considered separate even though they are happening at once and allows the target to roll
Dodge against each attack, but at Disadvantage for each Dodge attempt after the first.
In the case of dual wielding characters, they may designate one or two targets for their
attacks, rolling for each attack separately and resolving them separately.
Example Multi-attack:
Tack uses his M16 auto-rifle to fire three rounds into an oncoming mutant. He rolls his
Ballistic Skill three times for each round at Disadvantage. Fortunately for Tack, he
succeeds at all three attacks. The mutant rolls his Dodge three times. Two of the attacks
strike the mutant. Tack rolls his damage for both strikes and reports the total damage to
the Gamemaster. The Gamemaster then applies the outcome to the mutant’s Health points.
Tim decides to draw his second .357 Colt Python and fire both at the zombie lurker. He
rolls each attack separately at Disadvantage, succeeding in both attacks, and the zombie
lurker rolls his Dodge for each attack separately. Both attacks hit. Tim then rolls his
damage for both weapons and reports the total damage to the Gamemaster. The
Gamemaster then applies the outcome to the zombie lurker’s Health points.
Called Shots
Invariably, characters will want to direct their attacks at specific targets. There are reasons for this,
whether to remove a weapon from a target’s hand or to cause more damage, and in those cases,
the corresponding attack roll is made at Disadvantage. The outcome of successful rolls should be
determined by the Gamemaster, but the following chart should provide some guidance on possible
outcomes. Failures of Bullseye shots still hit targets with normal damage.
While Called Shot attacks are made at Disadvantage, any Special Ability or special
circumstance that grants a character Advantage negates this circumstance. A character who has
chosen to use a full action phase to use the Take Aim combat action thereby negates the
Disadvantage of a Called Shot. Likewise, a character using a ranged weapon within the weapons
short range also gains Advantage and thereby negates the Disadvantage. A character shooting into
a Melee, however, does not apply two Disadvantages as these conditions do not stack.
Called Shot Target Result
Vital Organ (Head, Heart, Brain, etc.) Additional damage roll with the corresponding
weapon’s damage die
Arm or Hand ½ damage and reduction in attack abilities
Leg or Foot ½ damage and reduction in Agility stat and
corresponding Agility-based skills
Other Body Parts ½ damage and loss of functionality
Weapon or Held Item No damage but item is dropped or damaged
Bullseye (aka Trick Shot) Requires Amazing Success; causes 3x damage
with weapon
Example Called Shot:
Tim sees a zombie walker slowly ambling toward the group. Thinking he can solve the
problem without getting the other’s involved, he draws his weapon and declares a Called
Shot on the walker’s head. He rolls 2d100 and 1d10, which comes up with either 35 or 75.
Because he is rolling at Disadvantage, he reports the 75 to the Gamemaster, which is a
success. The Gamemaster determines the walker was not suspecting the attack and so the
shot stands. He allows Tim to roll his standard damage roll but grants him an additional
1d8 for the headshot damage.
Todd sees a bandit reaching through the window of the van to grab one of the packs in the
back. Thinking quickly, he turns with his axe and slices downward at the bandit’s arm. He
rolls 2d100 and 1d10, which comes up either 27 or 67. He reports the 67, a success, to the
Gamemaster who rolls the bandit’s Dodge skill. The bandit fails. Todd rolls his damage
for the axe as normal. The Gamemaster determines the strike was powerful enough to
cleave the bandit’s arm below the elbow. This reduces the bandit’s Fighting Skill to half
its original stat.
Tack discovers he is out of ammo and decides to strike the butt of his rifle into the throat
of the charging mutant, declaring this a Called Shot. Because he is using his rifle as a club,
he rolls 2d100 and 1d10 against ½ his Fighting Skill. He rolls a 001 and 21. The
Gamemaster rolls the mutant’s Dodge, which fails. Tack rolls the damage and the
Gamemaster determines that the mutant’s throat is now crushed and he will spend the next
2 combat rounds choking.
Ongoing Damage
Some weapons, such as Molotov cocktails, cause ongoing damage, usually from a source like fire
or electricity. In these cases, ongoing damage is determined by rolling a 1d6 and setting a the
number of round it will continue by rolling a 1d8+1. The number of rounds may be shortened by
ending the source of the ongoing damage, and the amount of ongoing damage may be increased
by stacking more ongoing damage. At the beginning of each combat round, a target of ongoing
damage may roll Resilience to negate damage from the ongoing source if they don’t choose to
actively remove the source of the ongoing damage during their action phase.
Example Ongoing Damage:
Todd throws a Molotov cocktail at a Zombie Lurker creeping toward him in the tunnel. He
rolls a Great Success while the Zombie only rolls a Success on its Dodge. Todd’s cocktail
does an initial 2d6+1d6 damage when it hits the Lurker, but the Gamemaster rolls 1d3 and
1d8 to determine that the Lurker will receive 2 points of fire damage for the next 5 rounds.
At the Zombie Lurker’s action, the Gamemaster rolls Resilience and determines that while
it lumbers closer to Todd, it negates 2 points of the ongoing damage. At the beginning of
the next action phase, Todd throws another Molotov cocktail at the Zombie Lurker, striking
it for another 2d6+1d6 and adding another 1 point of ongoing damage for 7 rounds.
At the beginning of the combat round, the Lurker rolls Resilience against the 3 points of
ongoing damage and Successfully negates 2 points. Seeing this, Todd decides to throw a
third Molotov cocktail at the Lurker, giving it another 2d6+1d6 damage while adding
another 2points of damage for 3 rounds.
Tactics
The world of Maximum Apocalypse can be unyielding, which causes characters to band
together. In combat, characters can combine their combat skills to create special outcomes.
Characters do this by determining a primary character for the combat action and all other characters
“Assist.” The assistance can come in many forms, but ultimately it is at the Gamemaster’s
discretion as to whether a particular action is considered part of the tactic. Invariably, the primary
character must make the final attack.
As with Teamwork skills, all participating characters roll. Each participating members’
successes result in +5% for every degree of success to the primary character’s roll. Each failure
results in -5% as it constitutes a mistake. Critical failures result in a -15% to the primary character’s
roll. The primary character then modifies the base stat for their roll.
Tactics may result in a modified base stat of above 100%. A roll is still required, however,
as it could result in a critical failure. Unlike Teamwork skill rolls, however, Luck cannot be applied
to tactics. When a modified base stat is above 100%, this correspondingly modifies the degrees of
success for the primary character, which can result in a more beneficial outcome for the team.
Example Tactic Use:
Tanya and Todd see the legion of Insectoid Zeta Reticulon warriors and decide that the
best way out of this is to use a grenade Tanya has been keeping on herself for defense.
Declaring Todd the primary, Tanya rolls her Throw against her Strength, which is only
25%, and attempts to toss Todd the grenade, which comes up with 65. She requests to roll
against her Luck because of the situation and the Gamemaster grants the request. She rolls
against her Luck of 50%, which comes up 48. Todd catches the grenade and rolls his Throw
skill with Tanya’s +5% modification, making it 80%, and comes up with 20, a Great
Success. The grenade lands at the feet of a warrior who appears to be the leader and
explodes, causing 3d6 fire damage.
Terra and Tim decide to aim at the same Zeta Warrior who has taken the fire damage.
Terra determines Tim is primary and rolls her Archery skill at 80% to distract the alien
with her visible weapon, which comes up 003. Tim applies Terra’s +15% to his Firearms
skill of 80% and rolls against the modified 95%, which comes up with 22. Because of
Terra’s distraction, Tim has made an Amazing Success. The Warrior from Zeta Reticulon
attempts to dodge, but only comes up with a Great Success. Terra and Tim’s tactic worked.
Other Combat Conditions
There are a number of conditions that will grant characters either Advantage or Disadvantage to
their combat rolls. These are mostly at the discretion of the Gamemaster, but the following chart
should act as a guideline.
Condition Advantage/Disadvantage
Character has higher vantage than opponent Advantage
Character is firing a ranged weapon into a melee involving
another player character
Disadvantage
The area is dark and the character doesn’t have a flashlight Disadvantage
Character is 2 sizes larger than an opponent he is wrangling Advantage
Vehicular Movement and Chasing
There is a chance that Characters will find themselves being
chased through the desert by a supped-up minivan packed full of
marauders. If this happens, split seconds could mean life and
death, victory or defeat. The top speed for most reconstructed
machines in Maximum Apocalypse is 300m per combat round,
but on average they run at about 60m.
Vehicular combat constitutes a series of complex actions
built around the survival of a vehicle in motion and its passengers. Because it is a dynamic scenario
involving attacks, dodging, and maneuvering, vehicular combat is still relegated to the standard
rules for a combat, including combat rounds and action phases, but there are special rules involving
the vehicle during combat.
When being chased, the chased driver begins a number of successes away from the chaser’s
equal to double the chased driver’s Initiative score in meters, and the chased driver rolls their drive
skill. The degree of success (or failure) is the starting point that the chasers much match before
they begin gaining on the chased driver. Once the chasers have met this degree of success (or
failure) the “chase” begins. If the chasers do not match the degree of success after 10 rounds, the
chased driver is has successfully escaped. Likewise a character who has gained a distance of the
vehicle’s acceleration multiplied by 10, it is considered to have escaped the combat. A Gamemaster
may bypass these rules when necessary.
During vehicular combat, characters may take actions as normal, with range increments
modified by the movement of a vehicle. Ranges are modified by their target location via the
following chart:
Range Advantage/Disadvantage
Area around Target Vehicle Advantage
Target Vehicle -
Passengers in Target Vehicle Disadvantage
This means that characters targeting a vehicle that is within the medium range of their
ranged or thrown weapons are not affected by the modified vehicular range. These modifications
are a secondary layer to the range modifications for the purposes of vehicular combat only. A
character outside the vehicular combat is not affected by these modifiers when attempting attacks
within the vehicular combat zone.
During vehicular combat, characters responsible for driving must maintain control of their
vehicle. A Success or better is required when conducting any evasive maneuvers in order to
maintain the vehicle. Because of the cramped conditions, passengers’ Dodge rolls are restricted by
the evasive maneuvering of the driver. At the beginning of each combat round, drivers roll their
Drive skill and set the degree of success for all attacks against the vehicle and its passengers for
the remainder of that round. Characters attacking the vehicle or its passengers must meet or exceed
the degrees of success as with normal combat rules to cause damage. Missed shots from ranged
weapons targeting passengers that have at least one degree of success but fail to beat the evasive
maneuver degrees have a 50% chance of hitting the vehicle for damage.
If the evasive maneuver roll fails, the character temporarily loses control of the vehicle and
spends one combat round attempting to gain control. At the beginning of the next combat round,
they can attempt to make another Drive skill roll. If they fail a second time, the vehicle is out of
control, causing all actions to be taken at Disadvantage, including attempts to regain control of the
vehicle. At the start of the third combat round, if the driver fails again, the vehicle crashes, taking
damage equal to its Health Points minus its Armor level and stops.
Passengers may opt to duck and hide inside the vehicle, thereby making their own personal
Stealth or Dodge rolls at the beginning of the action phase, adding degrees of success when they
surpass those degrees of success set by the driver. If a character attempting their own Dodge fails
to surpass the driver’s degrees of success, they are still considered Dodging that the evasive
maneuver set successes. In vehicular combat, Stealth skill use does not render the passenger
imperceptible, but becomes an alternative to Dodge by these rules. A character inside a vehicle
may be harder to attack than other characters inside the vehicle, but only to the degree that they
are reacting to the driver’s evasive degrees of success.
Each action phase in which they have actions, drivers can determine whether they are going
to make a Drive skill roll to perform one of four non-evasive actions: 1) Accelerate, 2) Defensive
Maneuver, 3) Stabilize their vehicle or 4) Attack with a ramming or sideswiping (see Vehicular
Attacks for more information). Their choice in action determines what happens to them and their
passengers. A driver may not make a non-driving skill attempt, aside from free actions, unless their
character possesses the Special Ability “Stunt Driver” which allows them to make Driving skill
rolls as a free action.
During a chase, passengers may also act. Characters inside the vehicles may act as normal
within the vehicle. Gamemasters may also add additional requirements, such as requiring a Great
or Amazing success for a particular action because of the speed of the combat. This may be the
case for the use of thrown weapons.
If the chasers manage to match or overtake the chased driver, the chase is not immediately
over. The chasers must stop the chased driver’s vehicle by damaging the chased driver’s vehicle,
or attacking the chased driver. Transferring between two vehicles during a chase requires that the
other vehicle is close and then a Great Success on an Athletics skill roll. Once that character has
transferred vehicles, actions against passengers are not at Disadvantage because the characters are
on the same vehicle.
The following list contains the types of non-evasive actions a driver may take outside the
standard skill list their character possesses.
Action Outcome
Accelerate Increase or Decrease distance with other vehicles by
vehicle acceleration rate per degree of success
Defensive Maneuver Reroll the vehicles evasive maneuver
Stabilize Grants Advantage to passenger skill rolls from vehicle
Attack Uses the vehicle for an attack action, such as Ramming or
sideswiping.
Vehicular Attacks
Vehicles may also be an effective tool for causing massive damage in combat, but the vehicle will
probably take as much damage as it gives, which leads characters to the eventual question whether
or not to risk their only means of escape. However, when a vehicle is within their vehicle’s
acceleration distance, drivers may decide to Ram or Sideswipe the other vehicle. Each of these
actions has its own benefits and negatives.
Action Outcome
Ram Cause direct damage to the target vehicle
Sideswipe Cause driver to make a driving skill roll in
order not to lose control of the vehicle
Ramming allows the driver to roll their Drive skill as an attack against another vehicle. The
ramming vehicle takes damage equal to ¼ of the combined Armor Levels and Health Points of the
vehicle or object that is being rammed. The rammed vehicle, however, takes damage equal to the
½ the combined modified Armor Levels and Health Points (after any damage has been taken and
applied to the vehicle’s stats) of the ramming vehicle multiplied by the vehicle’s base acceleration.
Faster vehicles are therefore more effective at ramming than slower ones.
Sideswiping allows a driver to attack the other driver’s abilities to maintain their vehicle
by using their own driving skills. By rolling opposed Drive skill rolls, the defending driver must
meet or surpass the degrees of success of the attacking driver. If the attack succeeds, the attacking
driver can choose to decelerate the defending driver (thereby modifying the distance to other
vehicles), propel the defending driver in any direction, possibly causing a collision, or removing
the defending driver’s ability to make an evasive maneuver in the next combat round.
If a driver does not make an evasive maneuver, passengers may still make Stealth or Dodge
rolls at the beginning of the combat round, as with the optional Dodge rules, but the degrees of
success are reduced by 1 due to the vehicle’s confined space. Characters may also attempt to
remove themselves from a vehicle if they have access to a door, window, hatch, or other access
point. Tumbling from a moving vehicle is subject to the rules regarding the use of the Acrobatics
skill to negate falling damage.
Example Vehicular Combat:
Turner, the Mechanic, is driving her modified minivan along the abandoned highway,
steering to avoid potholes, when two motorcycles, a Dune Buggy, and an SUV come onto
the road near her. Turner initially accelerates, rolling her Drive skill against her Intuition
of 80, which comes up as 39. At the beginning of the combat round, the Gamemaster
arranges the initiative order and determines that the two motorcycles act before Turner,
while Todd, Tim, the Buggy, and the SUV act afterwards.
At the beginning of the combat round, Turner, the motorcycles and the SUV roll their Drive
skill to determine their set Dodge level. Turners roll comes up 003, an Amazing Success.
Turner has set the team Dodge to be 3. Tim attempts to roll his personal Dodge skill but
only comes up with a Great Success, so he adds no extra levels of success to the Dodge.
The two motorcycles then roll their Drive skill against their Intuition of 75, which come up
as 15 and 65. One of them has 3 degrees of success while the other has only 1. The SUV
then rolls against an Intuition of 60, which comes up 30, exactly 2 degrees of success. The
Buggy is not as successful as its companions and fails the Drive roll against an Intuition
of 45 due to a lack of Drive skill. The buggy loses control on the road and will spend 1
combat round attempting to regain control of the vehicle.
At the top of the initiative order, the motorcycles roll their Drive skill, which come up as a
25 and 57. One of the motorcycles has surpassed Turner’s initial degrees of successe and
is now chasing Turner at a distance of double Turner’s initiative at 20 meters, while the
other is still attempting to engage. Turner decides to use her opportunity to Accelerate,
rolling her Drive skill and achieving a Great Success. Because her minivan has an
acceleration rate of 2, this means that Turner increases the distance between herself and
her pursuers by 4.
Todd acts next and decides to throw a Molotov cocktail at the rider of the chasing
motorcycle. He rolls his throw at Disadvantage and fails, missing the rider. Tim acts next,
and decides to take a shot at the pursuing motorcycle driver. Rolling at Disadvantage, Tim
rolls a Great Success but fails to beat the motorcycle rider’s evasive maneuver successes.
Rolling a d100 and a d10, the Gamemaster comes up with a 42. Tim missed the rider, but
his bullet strikes the armor of the motorcycle and causes 1d8+3 damage, Tim’s normal
attack.
The SUV rolls his Drive skill, which comes up with a Great Success. The SUV is now
chasing Turner.
At the beginning of the next action phase, the first motorcycle Accelerates and rolls an
Amazing Success. He decreases the distance between himself and Turner by 6, putting him
at 18 meters from Turner. The second motorcycle fails on his D
rive roll and is now out of control for the remainder of the combat round. Turner responds
by Accelerating, getting a Great Success and increasing the distance between her and her
pursuers by 4. The second motorcycle and the SUV are now 28 meters away while the first
motorcycle is only 22 meters away.
Todd throws another Molotov cocktail, this time aiming at the road in front of the
motorcycle, rolling at Advantage and managing to cover the road in flaming liquid.
Because he rolled an Amazing Success, the motorcycle takes 3d6 fire damage (the 2d6
from the cocktail and 1d6 from Todd’s Special Ability) as it passes through the flames.
Tim attempts a second shot at the motorcycle rider, rolling at Disadvantage, and comes up
with an Amazing Success. The rider takes 2d6 damage from Tim’s attack, which causes his
armor to be destroyed.
The SUV uses its action to stabilize and Tim finds himself the target of a passenger in the
SUV. Because the SUV stabilized, the shooter gained Advantage, but because they targeted
Tim inside the minivan, they gained Disadvantage, cancelling their Advantage.
Items The following is a list of items usually found in Maximum Apocalypse. This is not an exhaustive
list, however, as the setting is based on the real world and any items that exist in the real world
exist in Maximum Apocalypse. However, the following items should serve as templates for any
items that may be created by Gamemasters throughout adventures.
Electrical Power
There are still pockets of electricity throughout the world, as the means to generate power were
not forgotten. Most forms of electrical generation come from manual, wind and hydro harvesting,
using smaller scale devices than were previously used to power full cities in the past. Where there
is gasoline, there tends to be gas generators as well, but people often prefer to use wind and water,
as they are renewable resources.
Solar energy is still harvested by those with the technical know-how and often when a
settlement of survivors is discovered, there is often one solar panel giving the group electricity.
However, whenever too much electricity begins to appear, it often attracts unwanted attention, so
usually the solar power functions only during the day.
Before the world collapsed, another form of energy harvesting became common place,
Schumann Resonance Accumulators. Commonly called accumulators, this technology was
developed on the principle of using materials to harvest the natural electromagnetic fields of the
planet. These do not work well, but they do work at half the ability of solar power.
Melee Weapons
Fighting up close and personal allows characters to confirm their kills. They can also be thrown
with the Throw Skill. Below is a chart of the kinds of weapons that are generally used in the
Maximum Apocalypse
Weapon Damage Special Description
Rope or Net - Use Wrangling skill
and grappling rules
Bare or non-reinforced fist or foot Base Damage -
Rock, bottle, plate, etc. Base Damage + 1d4 Physical -
Folding Knife Base Damage + 1d4 Physical Concealable
Combat Knife Base Damage + 1d6 Physical Balanced
Short sword or Machete Base Damage + 1d6 + 1 Physical Balanced, Versatile
Bat, Club, Plank of Wood,
Hammer, Kali Stick, etc. Base Damage + 1d6 Physical Versatile
Bat, Club, Plank with nails or
barbs Base Damage + 1d6 + 2 Physical Versatile
Sword (Katana, etc.) Base Damage + 1d8 Physical 2 Handed; Unbalanced
Hatchet Base Damage + 1d8 Physical Balanced
Fireman’s Axe Base Damage + 1d8 + 2 Physical 2 Handed; Unbalanced
Melee Weapons Special Descriptions
Balanced: When thrown, it is done so at Advantage
Concealable: This weapon grants +5% to Palming when attempting to conceal it.
Unbalanced: When thrown, it is done so at Disadvantage
Versatile: Can be used with either 1 or 2 hands
Ranged Weapons
Fighting enemies at range can be more effective than fighting up close. However, ranged weapons
are limited in their availability due to a lack of ammo. During most of the cataclysmic failure of
society, sporting goods stores and firearm retailers were raided. The availability of ammo for
ranged weapons is at the Gamemaster’s discretion, but extreme limitations should be the general
guideline.
Weapon Damage Short Medium Long Ammo Special Abilities
EMP Rifle 1d6 to machines
and devices ~1m ~5m ~10m 6 charges Electro-magnetic
Taser 1d4 Electrical ~1m ~3m ~9m 4 darts Bypass Armor
Crossbow 1d6 Physical ~6m ~25m ~50m - Uses Firearm skill
Bow: Recurve Build damage +2
Physical ~10m ~30m ~70m - Requires Str 20%
Bow: Composite Build Damage +4
Physical ~15m ~50m ~100m - Requires Str 50%
.22 semi-auto rifle 1d4 Physical ~10m ~70m ~140m 15 mag
9mm semi-auto 1d6 Physical ~3m ~25m ~100m 16 mag
.38 Special revolver 1d6+2 Physical ~3m ~25m ~60m 6 cylinder Reliable
.357 revolver 1d8 Physical ~12m ~40m ~50m 5 cylinder Reliable
.45 semi-auto pistol 1d8+2 Physical ~15m ~50m ~90m 13 mag Knockdown
.30-06 Hunting Rifle 1d8 Physical ~100m ~300m ~600m 5 tube Reliable
Autorifle (M16,
FNC, AK-47, etc.) 1d8 Physical ~50m ~220m ~550m 30 mag Multi-Attack (3)
20-gauge semi-auto
shotgun
2d6/1d6/1d4
Physical ~3m ~15m ~30m 10 shells
Reliable;
Scattershot
12-gauge pump
shotgun
2d6+4/1d6+4/1d6
Physical ~10m ~20m ~50m 9 shells Scattershot
Flamethrower 4d6+2/2d6+2/1d6 ~1m ~20m ~40m 17 liters Backburn, Ignites
MUST BE FOUND IN GAME
.338 sniper rifle 2d8+2 Physical ~400m ~750m ~1500m 6 mag Scoped
.50 Mounted Gun 1d20+4 Physical ~500m ~1000m ~2200m 500 chain Multi-Attack (5)
RPG-7 Anti-Tank
Launcher See HEAT grenade ~20m* ~550m ~900m 1 grenade Self-Detonate
Stinger Missile
Launcher
See FIM-92
Missile ~25m ~500m ~950m 1 Missile Self-Detonate
*if the RPG-7 collides with a target within short range, the shooter takes ½ damage.
Special Note: Unless otherwise stated, whenever a Critical Failure is rolled with a firearm, the
weapon suffers functionality failure. The character must then use the Clear Jammed Weapon
combat action to continue using the weapon.
Ranged Weapon Special Descriptions
Backburn: This weapon creates an arc of flame that stretches from and returns to the source. This
is because the fuel is being propelled by gas pressure. When used, characters within 1m must
roll Dodge twice, once at the beginning and once at the end of each attack.
Bypass Armor: Due to being electrical damage, this weapon bypasses armor.
Electromagnetic: The damage from this gun primarily effects electrical devices. However, when
in short range and within the blast arc, humans may experience temporary disorientation.
Knockdown: Whenever this weapon does 4 or more points of damage, it causes the target to drop
prone.
Ignites: This weapon sets alight any flammable material it encounters, causing a continue 1d6
damage until the flame is extinguished.
Multi-Attack: Whenever this weapon is used, the character may choose to expend multiple rounds
equal to the Multi-attack number for a “burst” on one target. Each shot is rolled at
Disadvantage. For more information, see “Multi-Attack”.
Reliable: Whenever this weapon is used, characters re-roll any critical failures with this weapon
Scattershot: Whenever this weapon is used, characters may designate 1 or 2 targets. The character
rolls their Firearms skill once, but each target makes their Dodge rolls separately.
Scoped: Whenever this weapon is used, it adds +10% to the Firearms skill
Self-Detonate: This weapon detonates when it collides with an object or when it reaches its
maximum distance.
Range Increments for Ranged Weaponry
Each ranged weapon has a distance in which it is effective. While these weapons can still be
attempted at varying ranges, the difficulty of such attempts increases the farther the target is from
the effective weapon range the target is. This is reflected by the character making the attempt at
Disadvantage. Conversely, characters firing at targets well within their weapon’s effective range
find that it is much easier to hit their targets due to the design of their weapon. This is reflected in
the character making the attempt at Advantage.
Refer to the chart below to determine if a character gains Advantage or Disadvantage when
range increments are applied to their ranged attack:
Range Advantage/Disadvantage
Short Advantage
Medium -
Long Disadvantage
Range for Thrown Weaponry
There are weapons that can be thrown, like knives, bottles and explosives. The ranges for these
items do not match those that are set by predetermined chemical mixtures and mechanical
operations. Throwing weapons are limited only by a character’s Strength and skill, so while a
thrown weapon uses the Throw skill to hit its target, the character’s Strength affects the distance.
Therefore, ranges are calculated as follows:
Short: ~2m; This grants Advantage
Medium: ~5m
Long: ~(Str/5)m (at least 5m); grants Disadvantage.
Explosives and incendiaries
Occasionally survivors come across pre-existing explosives and incendiary devices. More often,
however, they are put together from chemical materials found scattered throughout the world. The
most educated and trained minds can find materials to make explosives in abandoned houses.
Others are content igniting canisters of gasoline. Below are the general stats for explosives. All
grenades cause damage indiscriminately within short range.
Explosive Damage Chemical components
C-4 3d10 +4
Physical
RDX, dioctyl sebacate, dioctyl adipate,
polyisobutylene, mineral oil
Dynamite 3d6 Physical Compound C6H2(NO2)3CH3, Plastic or cardboard
tubing, blasting cap, fuse
FIM-92 Stinger Missile 2d20
Physical
Impact Fuse, Nitrogen-Cool lead sulfide,
Composition B: RDX and TNT
Fragmentation
Grenade
2d8 +4
Phyiscal
Composite B: TNT and RDX, Ammonium
Nitrate/Fuel Oil, Blasting Cap, Iron casing
High Blast Explosive
(HBX)
4d8 +2
Physical
RDX, nitrocellulose, calcium chloride, calcium
silicate, Aluminum, Wax
High-Explosive
Antitank Grenade
3d10 +8
Physical
Percussion Primer, M2 Propelling charge,
Composition A5, M549 Fuse
Molotov Cocktail 2d6 Physical Flammable liquid, glass, cloth fuse
Nuclear Missile 10d20 +30
Physical
Fissile isotopes uranium-235, plutonium-239,
Contact fuse, battery, neutron generator,
Composition C explosives
*Characters may only start with Molotov Cocktails, but other explosives can be made or found in the game world.
Vehicles
The landscape of Maximum Apocalypse is full of broken machinery and abandoned vehicles, but
it is also littered with useless junk and broken, discarded waste. However, any Mechanic worth
their weight in salt can bring some of these back to life with successful Repair: Mechanical and
Repair: Electrical skills. They are not usually in perfect condition, or even great condition for that
matter, but they run and carry people and gear from place to place, supposing the characters can
find the fuel, of course. After the Robot Uprising, there grew a deep distrust most electronic
machinery, so even if characters find a depot with remaining gas, they’ll have to devise a way to
extract it without the automated pumps, either because they were destroyed or because they could
be agents for the Robot Empire.
Vehicles have 5 mounting points: the Front, Top, Left (Port), Right (Starboard), and Rear.
Each of these points can be mounted with extra armor, lights or weapons, but not more than one
type. This means that characters looking to add extra armor will not also be able to mount a weapon
on that same spot. As the sides usually contain access to the vehicle, mounting anything to the side
then requires a successful Acrobatics or Contort skill roll to enter the vehicle during combat.
A vehicle can accumulate as much armor as its base armor multiplied by its acceleration
bonus. This is because armor weighs down the vehicle, and thus keeps it from moving as swiftly.
Each stack of armor decreases the vehicles acceleration rate by 1. No vehicle can have less
acceleration rate than 1.
Vehicles are built and repaired using the basic repair rules. However, for clarification,
Repair: Armorer repairs or builds the vehicle’s armor, while Repair: Electrical and Repair:
Mechanical repairs or builds the vehicle’s Health Points. While these second two skills may be
used interchangeably according to the numbers, for story purposes, they may be used differently.
A vehicle being repaired after an EMP strike, for example, would not necessarily have suffered
any kind of mechanical damage whatsoever.
Vehicle Acceleration
Rate
Seating Cargo
Capacity
Armor HP
Bicycle ½ 1 Small 1 5
Rowboat 1 4 Small 2 10
Motorcycle 2 2 - 6 15
Motorboat 3 5 Small 5 15
Jeep 2 2 Small 4 20
Muscle Car 4 2 Medium 8 25
4-Door Sedan 2 4 Medium 10 30
SUV 2 4 Medium 12 35
Minivan 2 6 Medium 15 45
Pick-up Truck 2 2 Large 15 45
Cargo Van 1 2 Large 20 50
Humvee 2 4 Medium 50 75
Diesel Truck 1 2 Large x 2 50 120
MUST BE FOUND IN GAME
Biplane 2 2 Small 10 15
Speedboat 4 5 Medium 8 20
Helicopter 3 6 Medium 15 35
Yacht 2 10 Medium 15 40
Attack Chopper 4 6 Medium 50 50
Tank 1 4 Small 75 200
Cruise Ship 1 5000 Large X 4 40 250
Drones
Some enterprising mechanics have managed to make drone based older technology, drones that
don’t link to GPS navigator or process more than one command at a time. This keeps them from
falling under the sway of the robot empire, but it also confers limited capabilities to the mechanic.
However, mounting them with a weapon or flare launcher has saved more than one survivor from
certain death. Control of drones, however, requires a Drone Command Unit, which allows a
mechanic control over a maximum of 3 drones.
The use of the DCU requires the Tech Use skill and allows command of three drones at
once. This means that a mechanic must sacrifice all non-free actions in combat to control their
drones. Drones can also travel about 500m from the control unit before they lose Radio Control
connection and cease responding to commands, at which point they hover in a standard flight
pattern until they receive commands again.
Here is the list of drone types that can be found in Maximum Apocalypse. Note that these
numbers can change by Gamemaster discretion.
Drone Type Acceleration
Rate
Dodge Initiative Drive
Stat Armor HP
Fixed Wing 2 75% 7 75% 5 10
Submersible 3 (water) 60% 7 60% 5 20
Quadcopter 1 70% 6 70% 15 25
Walker 1 65% 5 65% 10 30
Traction 2 35% 5 70% 20 45
Drones can by mounted with 1 weapon or device and 1 light source. They also require a battery
source, which can be solar charged for a functionality of 8 hours or accumulator charged for a
functionality for 4 hours. The accumulator charge can be used for up to 8 hours, but it requires 2
days of recharging.
Drones are subject to the same build and repair rules as vehicles.
Special Items
The following are other special items that can be found throughout the world. The Gamemaster
may allow the players to choose their items from this list or have them roll 1d100 and 1d10 at
random.
Item Descriptions
2 Quart Container of Oil: 2 quarts of 10W-30 motor oil.
20L Jerry Can of gasoline: 20L (5 gallon) metal container of gasoline
25cm Taper Candles (6): A six-pack of 9-hour 25cm (9-inch) taper candles
Accumulator Flashlight: 1000 lumen fixed beam flashlight powered by Accumulator (4 hours)
Acetaminophen (100ct): a bottle of 100 acetaminophen tablets that increase immunity rolls by 1
degree of success per tablet. No more than 4 tablets can be taken in a day. Immunity roll
must still be made.
Alcohol 80 Proof (500mL): a bottle of drinkable alcohol at 80 Proof. Can also be used as a
combustible material and to increase Medicine skill rolls by +5%.
Amphetamines (5): Amphetamine tablets that increase Initiative by +10 for 3 combat rounds
Antique Weapon: Weapon of choice becomes “Antique.” Has no other benefit.
Arrows (10): A set of 10 arrows for weapon of choice.
Special Items List
001 2 qt container of oil 35 Folding knife 68 Pencil and Paper
002 20L Jerry Can of gasoline 36 Game Bag 69 Plastic Canteen (2qt)
003 25cm Taper Candles (6) 37 Geiger Counter 70 Psychedelic pills (10)
004 Accumulator Flashlight 38 Glow Sticks (4) 71 Radiation Suit
005 Acetaminophen (100ct) 39 Grenade (2) 72 Rain Poncho
006 Alcohol 80 Proof (500mL) 40 Ground Coffee (1lb) 73 Raw chemicals for
explosives
007 Amphetamines (5ct) 41 Handcuffs 74 Raw chemicals for non-
explosives
008 Antique Weapon 42 Handgun Ammo 75 Rifle Ammo
009 Arrows (10) 43 Handheld Shortwave Radio 76 Rope (30 m)
10 Backpack 44 Hat 77 Running Shoes
11 Ballistic Glasses 45 Helmet 78 Sci-Fi novel
12 Bible or Holy Book 46 Hunting Boots 79 Shotgun Ammo
13 Binoculars 47 Isopropyl Alcohol 99%
(500mL) 80 Signal Mirror
14 Camo Tarp 48 Jerky (2lb) 81 Sleeping bag
15 Cigar (10) 49 Laptop 82 Soap
16 Cigarettes (20) 50 Large Net 83 Solar Charging Device
17 Claymore Mine 51 Lighter 84 SPAM (340g)
18 Climbing Kit 52 Lithium Ion Battery 85 Spray Paint
19 Comic Book 53 Magnifying Glass 86 Steel Foot Trap
20 Compass 54 Matches (10) 87 Tea (1lb)
21 Cord Saw 55 Mechanically Powered Low-
light Flashlight 88 Tentsile Tent
22 Crowbar 56 Medical Kit (10 uses) 89 Toilet Paper (4)
23 Deck of Playing Cards 57 Military Pack 90 Toolbelt
24 Disguise Kit 58 Military Survival Manual 91 Tools (your choice)
25 Drone Command Unit 59 MRE (3) 92 Toothbrush
26 Duct Tape 60 Multivitamins (100ct) 93 Trifold Entrenching tool
27 Dynamite (3 sticks) 61 Mushrooms (5) 94 Watch
28 Edible Mushrooms (3 Days) 62 Nude Magazine 95 Water Bottle
29 Energy Drink (2) 63 Old Family Photos 96 Water Filter (20 uses)
30 Ethanol Gel (198g) 64 Oxygen Mask 97 Well-Kept Gold Jewelry
31 Extra Change of Clothes 65 Oxygen Tank (425L) 98 Wire (10 m)
32 Fishing rod and reel 66 Paracord Bracelet 99 Wool Socks
33 Flare (4) 67 Plastic Bags (2) 000 Z-virus Experimental
Antiserum
34 Flint and Steel (20 uses)
Backpack: Backpacks have a carrying capacity of Medium and allow all small items and weapons
to be carried except Rifles, Shotguns, and Bows. Sleeping bags and Rifles, Shotguns, or
Bows may be attached externally.
Ballistic Glasses: A pair of shooting glasses that add +5% to Ballistic Skill rolls
Bible or Holy Book: A copy of the Bible or Holy Book of player’s choice. Resolve rolls against
Mental-based attacks (Fear) are made at Advantage when held in hand. As a side effect, it
causes Disadvantage on all Xenotech Use.
Binoculars: A pair of binoculars that gives Advantage to Perception skills used at long distance
Camo Tarp: Stealth skills rolled at Advantage when not moving.
Cigar (10): Burns for 1 hour. All Resolve rolls are made at Advantage for 5 hours. Can also be
used as a source of ignition or as a makeshift, time delayed fuse.
Cigarette (20): Burns for 10 minutes. All Resolve rolls are made at Advantage for 3 hours. Can
also be used as a source of ignition or as a makeshift, time delayed fuse.
Claymore Mine: This is a Fragmentation Grenade that requires the Demolition skills to set
properly. Once set, it causes 2d8+4 Physical when someone trips the wire trigger.
Climbing Kit: A small bag that contains a harness, carabineers, spike attachments for shoes, a set
of five medium camalots, and a pair of gloves. Climb skills rolled at Advantage.
Comic Book: Standard graphic novel. Resolve rolls against Psychic-based attacks are made at
Advantage for 10 hours after this book is read.
Compass: A handheld, analog device that determines the location of major magnetic sources and
sometimes magnetic north. Navigation rolls are made at Advantage if the character is
Proficient in Navigation and can recognize when the compass is being affected by the
environment.
Cord Saw: A wire saw that can cut through wood, metal, plastic, bone, and ice. Survival skill rolls
are made at Advantage when this saw is used.
Crowbar: A heavy steel tool used to pry apart objects. Strength rolls are made at Advantage when
prying or breaking through objects.
Deck of Playing Cards: A standard 52 rectangular card deck of playing cards. Gambling rolls are
made at Advantage by the owner of the deck due to their familiarity with the cards.
Disguise Kit: A set of cosmetics, prosthetics, and temporary color gels. Disguise skill rolls are
made at Advantage when this kit is used.
Drone Command Unit: A 30cm by 30cm by 8cm electronic device with Radio Frequency
transmitter that allows the user control over up to 3 drones at once. With some creative
Tech Use, this device could also transmit voice messages in lieu of drone commands over
RF networks. This device can also be connected to the global internet network maintained
by the Robot Empire for greater distance, but this act alerts the Robots to the physical
location of the DCU and allows them access to the drones.
Duct Tape: cloth-backed pressure-sensitive tape, often coated with polyethylene, used for repairs
and building. Repair skill rolls are made at Advantage when this tape is used.
Dynamite (3 Sticks): 3 sticks of Compound C6H2(NO2)3CH3 in cardboard tubing with a blasting
cap and fuse. This can cause massive damage to an object to break it open.
Edible Mushroom (3 days): Some mushrooms can be consumed as food and made into teas or
soups. This particular type can provide ½ of the character’s Hunger necessity for 3 days or
combined to solve 1.5 days of hunger damage.
Energy Drink: Cans of the popular Red Creature Nitro Energy Drink provide +5 to Initiative for
10 combat rounds.
Ethanol Gel: This fuel gel inside of a can burns for 4 hours. This can also stick to surfaces and
cause 1d6 Physical Fire damage per round until put out. Because it is a gel, smothering is
the only way to extinguish the flames.
Extra Change of Clothes: Characters enter a diverse set of social interactions and may choose to
keep a set of clothes that are untarnished for certain situations. This can add +5% to
Charisma skills or give Advantage according to Gamemaster discretion.
Fishing rod and reel (collapsible): This collapsible fishing rod allows characters better access to
potential food stuff. As it is collapsible to be stored in a bag or pocket and Survival skill
rolls are made at Advantage when near a body of water that could contain fish.
Flare (4): A bundle of 4 road flares. Flares burn in cold temperatures, at high elevations, in high
wind and in rain as long as the flare itself is not laying in water. They are ignited with a
single hand motion and can also ignite objects, causing 1d6 Physical Fire damage per round
until put out. The length of time the flare burns is 1d20 +2 minutes.
Flint and steel: A piece of carbon steel from which sparks are struck by the sharp edge of flint.
This is used to create fire and Survival skill rolls are made at Advantage when this is used.
Folding Knife: A foldable knife with a blade that fit inside the handle and can be kept in a pocket.
Game Bag: A small mesh sack that can be used to hold meat. This can be used as a food carrier,
in which it can provide ½ of the character’s Hunger necessity for 2 days or be combined to
solve 1day of hunger damage. It can also be used to attract larger game, particularly
predators, in areas where they might be prevalent, by holding raw meat in it.
Geiger Counter: This device is designed to determine the radiation level of a person, place or
object. It uses an accumulator battery, giving it 4 hours of use.
Glow Stick (4): A pack of 4 self-contained, short-distance light-sources. These consist of a
translucent plastic tube containing isolated substances that, when combined, make light
through chemiluminescence, so it does not require an external energy source. The light
cannot be turned off and lasts 12 hours, reaching up to 10 meters in complete darkness.
Grenade (2): A fragmentation grenade consists of Composite B (TNT and RDX) solution mixed
with Ammonium Nitrate/Fuel Oil, contained in an iron casing and topped with a blasting
cap, pin and release lever. When used, it causes 2d8 +4 Physical damage. It is usually
thrown at a target some distance away.
Ground Coffee (1lb): As a base ingredient, this can be used in many ways, such as for camouflage,
staining and painting. When brewed, it can be used to provide ½ of the character’s Hunger
needs for 7 days or combined to solve 3.5 days of hunger damage. It also increases Initiative
by +5 for 3 rounds of combat the first combat after it is consumed each day.
Handcuffs: A metallic restraint device designed to secure an individual's wrists close together.
Handgun Ammo: A 50 round box of ammo for a handgun.
Handheld Shortwave Radio: A handheld receiver that picks up radio transmission using shortwave
frequencies, generally 1.6–30 MHz, just above the medium wave AM broadcast band.
Radio waves in this band can be reflected or refracted from a layer of electrically charged
atoms in the atmosphere and are therefore able to broadcast over long distances.
Hat: A head covering which is worn for various reasons, including protection against weather
conditions, ceremonial reasons, or for fashion. Hats are Armor Level 1 but do not penalize
Agility and are not destroyed without a Called Shot targeting the head.
Helmet: A form of protective gear worn to protect the head from injuries. Helmets are Armor Level
5 and are destroyed immediately after any Called Shot: Head strikes them.
Hunting Boots: Boots constructed from a rubber sole and a leather upper half. Stealth skills are
rolled at Advantage while moving, Climb skills are rolled at Advantage, Run skill rolled at
Disadvantage.
Isopropyl Alcohol 99%: a compound with the chemical formula C3H8O or C3H7OH or
CH3CHOHCH3 which can be used as a solvent, a gasoline additive, to preserve lab
specimen, and/or to disinfect and sanitize. It grants a +5% on Medicine skill rolls when
used. It can also be ignited, as it is flammable.
Jerky (2lbs): Lean meat that has been trimmed of fat, cut into strips, and then dried to prevent
spoilage. It can be used to provide ½ of the character’s Hunger necessity for 4 days or
combined to solve 2 days of Hunger damage.
Laptop: a small, portable personal computer with an alphanumeric keyboard on the lower part and
a thin LCD or LED screen on the upper portion. This uses an operating system and requires
the Computer skill to operate. Laptops are extremely useful but only have a 6 hours battery
life. Judicious characters can use laptops to gain Advantage on all skills they have
successfully accomplished in the past by reviewing notes kept on the laptop. They also can
gain Advantage on skills that other characters have accomplished in the character’s
presence, so long as they had time to make notes. Characters may also use the laptop to
gain Advantage on all Intelligence stat rolls to remember facts, such as with Academics,
Science or Speak Language skills.
Laptops can also be connected to the global internet network maintained by the
Robot Empire for +5% on skill use to all applicable skills, but this act alerts the Robots to
the physical location of the laptop.
Large Net: Hemp fibers woven into a grid-like structure that blocks the passage of large items,
while letting small items and fluids pass. When used to catch a person, it uses the wrangling
skill and then the Grapple rules to prevent escape.
Lighter: A portable device used to create a flame, and to ignite a variety of combustible materials.
It consists of metal or plastic container filled with a flammable fluid or pressurized liquid
gas, and some provision for extinguishing the flame. One full container provides 30 uses.
Lithium Ion Battery Cell: A type of rechargeable battery in which lithium ions move from the
negative electrode to the positive electrode during discharge and back when charging. This
is a rechargeable battery and can be used in any electronic device aside from a vehicle.
However, while the base charge of a new Lithium Ion battery is 8 hours, this battery is 1d3
years old and has -1 hour per year of max charge. Repairs can be attempted, but failed rolls
ruin the battery.
Magnifying Glass: Scrutiny skill rolls are made at Advantage, but Perception skill rolls are made
at Disadvantage.
Matches (10): A pack of 10 small wooden sticks coated with a material that can be ignited by
frictional heat. They burn for 10 seconds but can be used to ignite other items.
Mechanically Powered Low-light Flashlight: A flashlight powered by electricity generated by the
physical motions of the user that has a pass filter restricting the visibility of the light. It
provides light for the user at a rate of 1 hour per 1 minute of manual charging. Those
attempting to see the light from more than two meters away are at Disadvantage.
Medical Kit (10 uses): This kit provides the comprehensive materials for dealing with injuries and
wounds. This does not have the materials to conduct surgeries but grants Advantage on
Medicine skill use.
Military Pack: A military pack is a backpack at its base but contains a series of extra pockets for
greater compartmentalization. This allows a character ready access to their items, allowing
them to take the “Ready Stored Item” actions as a free action with a Great Success on an
Agility stat roll.
Military Survival Manual: This book contains all the training secrets of Special Forces military
personal survival training. Survival skill rolls are made at Advantage while this book is
consulted. Characters also gain -100 XP costs when gaining or developing the Survival
skill while in possession of this book.
MRE (3): A self-contained, individual field ration in lightweight packaging bought by the United
States military for its service members for use in combat or other field conditions where
organized food facilities are not available. They fulfill a character’s Hunger requirements
for 1 day per MRE.
Multivitamins (100ct): A preparation intended to be a dietary supplement with vitamins, dietary
minerals, and other nutritional elements in the form of tablets or capsules. They provide ¼
of the character’s Hunger necessity for 1 day per pill, and not more than 2 can be taken in
a day. Immunity rolls made during rest periods are at Advantage.
Mushrooms (5): Unlike their edible cousins, these mushrooms cause poisonous effects and
hallucinations. While Resolve rolls are made at Advantage due to the mind-altering effects,
Resilience rolls are made at Disadvantage for the duration of 5 hours after consumption.
An Immunity roll must be made immediately following ingestion. If the Immunity roll
fails, the consumer is immediately infected with a Stage 3 disease that will remain unless
treated for 4 days before naturally dissipating.
Nude Magazine: The Apocalypse world can be a lonely place. Resolve rolls are made at Advantage
each day following the use of this item.
Old Family Photos: The Apocalypse world can be a lonely place. Resolve rolls are made at
Advantage each day following the use of this item.
Oxygen Mask: A plastic full-face mask that provides a method to transfer breathable oxygen gas
from a storage tank to the lungs, seals against airborne toxins, and provides Armor Level
2 protection that can only be destroyed with a successful Called Shot Face attack.
Oxygen Tank: An oxygen storage vessel, which is held under pressure in a 425-liter cylinder. This
provides up to 6 hours of breathable air or can be used to project flammable liquid (as in
the case of a flamethrower). Replacing the air requires a successful Repair: Mechanical
skill roll. Oxygen tanks have an Armor Level of 15 and explode when destroyed due to
pressure.
Paracord Bracelet: Three meters of lightweight nylon kernmantle rope originally used in the
suspension lines of parachutes woven into a bracelet. Can be taken apart and used. A
Successful Craft skill roll is required to restore it to a bracelet.
Pencil and Paper: This confers the ability to make notes and leave messages which is of high
priority in the wake of the Apocalypse which resulted in a lack of technology. Expression
skill rolls are made at Advantage with this item.
Plastic Bags (2): A three-liter container made of thin, flexible, plastic film, nonwoven fabric, or
plastic textile. Use for containing and transporting goods such as foods, powders, and
chemicals.
Plastic Canteen (2qt): A plastic 2-quart liquid container that can provide ½ of the character’s
Hunger requirements for 2 days or combined to solve 1 days of Hunger damage.
Psychedelic Pills (10): Pills which cause hallucinations, giving the user Advantage on Resolve
rolls for 5 hours, confers an inability to distinguish reality from fantasy.
Radiation Suit: A thin plastic suit (Armor 1) lined with thick rubber that allow protection from
radiation. The rubber inserts come in levels of 1-10, giving a bonus of the corresponding
number to Immunity rolls against Radiation damage. However, they are restrictive, causing
an Agility loss of 2x the armor level. (Radiation Suit 1 = Agility loss 2)
Rain Poncho: A long piece of watertight material designed to keep the body dry from the rain. It
is usually open on the sides and accommodate any body type.
Raw Chemicals for Explosives: These chemicals can make 4 explosives or 40 rounds of firearm
ammo. These are the chemical ingredients used to make organic compounds containing -
NO2, -ONO2 and -NHNO2 groups. This can be made into nitroglycerin, TNT, HMX,
RDX, PETN, and nitrocellulose.
Raw Chemicals for Non-Explosives: Chemical ingredients to make stable organic compounds
Rifle Ammo: A 50 round box of ammo for a rifle.
Rope (30 m): Thirty meters of 8mm thick nylon rope. Can be used for creating lassos.
Running Shoes: Running skill rolls are made at Advantage.
Sci-fi Novel: Standard Pulp Sci-fi novel. Resolve rolls against Psychic-based attacks are made at
Advantage for 10 hours after this book is read.
Shotgun Ammo: A 10 round box of ammo for a shotgun.
Signal Mirror: A 2.5cm by 2.5cm reflective glass surface that can be used to give signals over long
distances.
Sleeping Bag: A cloth lined nylon bag approximately 2.5m long by 2 m wide. Resilience rolls
against weather and temperature during long rests are made at Advantage.
Soap: Being clean has its advantages, especially with Ettiquette and Charm skill use rolls.
Solar Charging Device: A portable device which employs solar energy to supply electricity to
other devices or charge batteries.
Spam: A 349g tin can of pork, ham meat, salt, water, modified potato starch as a binder, sugar,
and sodium nitrite as a preservative. It provides ½ of the character’s Hunger requirements
for 2 days or can be combined to resolve 1day of Hunger damage.
Spray Paint: A canister of aerosolized paint. Crafting skill use rolls are made at Advantage when
using this item to create symbols for others to follow.
Steel Foot Trap: A foothold trap made of steel springs armed with teeth which painfully secure in
the victim's leg. This was designed against poachers but when used immobilizes targets.
Tea (1lb): A 1lb bag of tea powder that, when steeped in boiling water, it can be used to provide
½ of the character’s Hunger requirements for 3 days or can be combined to solve 1.5 days
of Hunger damage. As a side effect, it increases Initiative by +2 for 3 rounds of combat.
Tentsile Tent: A three-person suspended hammock tent that can be lifted off the ground.
Toilet Paper: Four rolls of 2-ply toilet paper. Grants +5% on Charm rolls for 5 hours after use.
Tool Belt: A belt with pockets and loops capable of holding 2 sets of tools at once.
Tools: There are a variety of tools that grant +5% on related skills rolls. The following is a list of
possible tools and their corresponding skills:
• Armorer tools: Repair: Armorer skill
• Beakers and Test Tubes: Chemical Use skill
• Crafting tools: Crafting skill
• Demolition tools: Demolition skill
• Electrical tools: Repair: Electrical
• Firearm tools: Firearm skill
• Lockpick tools: Lockpick skill
• Mechanics tools: Repair: Mechanical skill
• Surgical Tools: Medicine Skill
Toothbrush: Having clean teeth has its advantages. Charm skill rolls are made at Advantage.
Trifold Entrenching Tool: A collapsible spade used to dig holes. Survival skill rolls are made at
Advantage.
Watch: A wrist-attached device that provides the time. Requires batteries every year. At its current
state, the character has 1d6 months remaining.
Water Bottle: A plastic 1-quart liquid container that can provide ¼ of the character’s Hunger
necessity for 2 days or can be combined to resolve ½ of a days Hunger damage.
Water filter: A set of ceramic and natural items that removes impurities by minimizing
contamination of water using a fine physical barrier. Survival rolls are made at Advantage
during long rests.
Well-kept Gold Jewelry: Untarnished gold jewelry that can add +5% to Charisma skills or give
Advantage according to Gamemaster discretion. It can also be traded or melted into raw
components for non-explosives.
Wire (10 m): A 10-meter roll of a wire rope used in mechanics, or a cable in electricity, which is
in braided form. Repair: Electrical skill rolls are made at Advantage.
Wool Socks: Stockings made of wool. Resilience rolls against weather and temperature are made
at Advantage while worn. However, Running skill rolls are made at Disadvantage.
Z-virus Experienced Antiserum: An unstable blood-based serum designed to stop the spread of the
Z-Virus. Requires Great Success on Chemical Use skill rolls to prepare. When successful,
Immunity rolls are made at Advantage against the Z-Virus.
Enemies The landscape of Maximum Apocalypse is littered with perils, but none more so than the entities
that are more populace than humans. Each of these enemies presents their own special issues as
well as their own special motivations and techniques for attacking human existence. While
characters have to combat the environment, they also have to combat these enemies.
Aliens There are at least four types of aliens that invaded Earth: Greys, Insectoids, Reptilians and Nordics.
While humans had been seeing these creatures for several millennia before they finally made their
presence known, it became abundantly clear that humans were woefully unprepared for their
invasion. And, while it had been presumed that the different races would not work together, it
became obvious that they were in collusion when the attack came.
While each race presents its own challenges, there are some characteristics that appear to
be consistent across the spectrum of aliens. First and foremost appears to be language, for while
they each seem to speak the same language differently, they are able to communicate with each
other. Scientists who have studied this phenomena have determined that the languages, at the very
least, share common cognates. While the Nordic and the Reptilian language sound nothing alike,
they communicate easily and when compared with the other languages, make a connection that
can be linked through the Grey and Insectoid languages.
Next is technology. Each race has weapons and ships developed for their specific
physiologies, but the technologies have similar functions and capabilities. Whether or not the four
races traded technologies or developed them on their own is unknown, but it is clear that they
effectively work the same way accomplishing similar if not exactly the same tasks. The only
distinct difference that can be determined is the appearance of the items themselves.
Next, all the aliens appear to have psychic abilities. Greys appear to be able to communicate
with each other over short distances without speaking while Reptilians appear to be limited to basic
telepathy and telekinesis. Generally speaking, humans only encounter these abilities when the
aliens attempt to use psychic powers to influence them, but it has long been theorized that the
Nordics have the ability to pinpoint minds and read thoughts even from the deepest parts of space,
meaning that there isn’t anywhere a human can hide from Nordics. This does not seem to be the
case when facing other aliens, however, as they appear to be as limited in their perceptions as
humans.
The final characteristic shared by the aliens is that they all seem to have a hierarchal
structure of government focused on the attainment of resources. The aliens clearly have
commanders and the lower level officers follow the commands of the upper tiers. This becomes
more noticeable when encountering large groups of aliens, as there always seems to be a command
structure.
The following are the basic stats for the aliens that characters might encounter:
Alien Aerodrone: Flight 20, Acceleration 3, Initiative 7, Armor 4, HP 15, Perception 70%
Ballistic Skill 75%, 2d6 Laser damage, Dodge 70%, Resilience 75%, Xenotech Armor:
Self-repairs at 4 points per combat round, Xeno Resilience: Alien Resilience negates 4
points of damage for each degree of success.
Alien Scout: Movement 13, Initiative 10, Armor 4, HP 20, Perception 80%, Tracking 80%,
Fighting Skill 60%, Ballistic Skill 65%, Multi-Attack (2): 1d6 Laser Damage with
Xenoblaster, Dodge 78%, Resilience 50%, Xenotech Armor: Self-repairs at 4 points
per combat round, Xeno Resilience: Alien Resilience negates 4 points of damage for
each degree of success.
Alien Scientist: Movement 6, Initiative 6, Armor 4, HP 20, Perception 90%, Dodge 48%,
Psychic Attack – Charm and Fear, Xenotech Armor: Self-repairs at 4 points per combat
round, Xeno Resilience: Alien Resilience negates 4 points of damage for each degree
of success.
Alien Soldier: Movement 12, Initiative 8, Armor 8, HP 30, Perception 65%, Fighting Skill
75%, Ballistic Skill 70%, Multi-Attack(2): 2d6 Laser Damage with XenoBlaster,
Dodge 65%, Resilience 75%, Xenotech Armor: Self-repairs at 4 points per combat
round, Xenotech Bodysuit Armor 4: Self-repairs at 2 points per combat round, Xeno
Resilience: Alien Resilience negates 4 points of damage for each degree of success.
Alien Walker Mech: Movement 15, Acceleration 1, Initiative 7, Armor 25, HP 50, Perception
30%, Ballistic Skill 65%, Multi-Attack (4): 1d12 Laser damage from Xenoblaster
Cannon, Dodge 25%, Resilience 125%, Weakness: Legs – Armor 12, HP 10, Xenotech
Armor: Self-repairs at 4 points per combat round, Xeno Resilience: Alien Resilience
negates 4 points of damage for each degree of success.
Humans Throughout the earth, there are pockets of survivors who have managed to scavenge or horde their
resources to survive in small groups. Some of these groups have formed societies, but generally
speaking, these groups are limited to the number of people they can move quickly and usually have
a Darwinian perspective. These remnants tend to have lost their humanity in the fight for survival.
Some of these have become the tyrants of the oil communities, and some have become secret
bandit societies, but they have similar behaviors that link them together.
First, these groups have no loyalty to anyone but their group, and sometimes this loyalty is
concentrated even more within the group. However it breaks down, eventually it comes down to a
tight-knit group of loyalists working for the same goal. Usually they are bonded together over
similar survival instincts and murder. Everyone commits atrocities for survival.
Second, the groups have a pack mentality. Everyone is working for the same goal, and as
such, they roll all non-combat skills at 10% higher because they work in groups. They usually also
have secret languages that give them bonuses when they are conducting tactics together, which is
usually how they attack.
Finally, these survivors often have a higher purpose for existence that seems perfectly sane
to them, but often appears ludicrous to those who are not part of their circle. This higher purpose
is either personally discovered by each of them, thus drawing them together, or it is instilled in
them from childhood, during which many of them were abducted. Some children are born into
these groups, usually not by willing parents, but these children are almost always expected to
follow in their clan upbringing.
Bandit: Movement 8, Initiative 8, Armor 3, HP 8, Perception 50%, Tracking 50%, Ballistic
Skill 40%, Scattershot: 2d6/1d6/1d4 Physical damage with 20-gauge shotgun, Fighting
Skill 40%, 2d6+1 Physical Damage with Machete, Dodge 40%, Resilience 40%; Pack:
Usually groups of 6
Marauder Bandit: Movement 14, Initiative 10, Armor 5, HP 32, Perception 75%, Tracking
75%, Ballistic Skill 55%, Multi-attack (3): 1d8 Physical damage with Auto-Rifle,
Fighting Skill 55%, 1d10+1d6+1 Physical Damage with Machete, Dodge 60%,
Resilience 80%, Pack: Usually groups of 4; Weakness: Oxygen Tank – Armor 15,
combustible.
Military Grunt: Movement 14, Initiative 12, Armor 5, HP 27, Perception 80%, Tracking
80%, Ballistic Skill 75%, Multi-attack (3): 1d8 Physical damage with Auto-Rifle,
Fighting Skill 65%, 1d8+1d6 Physical Damage with Club, Dodge 70%, Resilience
68%, Resolve 68%, Pack: Usually in groups of 4 (fire team) or 8 (Squad).
Military Sniper: Movement 12, Initiative 10, Armor 5, HP 20, Stealth 80% + Advantage,
Perception 80%, Tracking 80%, Ballistic Skill 80%, 2d8+2 Physical damage with
Scoped Rifle, Fighting Skill 55%, Dodge 75%, Resilience 58%, Resolve 68%, Pack:
Usually in teams of 2.
Monstrous Creations Some of the creatures that roam the landscape of Maximum Apocalypse have direct connections
to events that led to the end of the world. There are other creatures, however, with no discernable
origin, who are usually considered to be something straight out legend or science fiction. But these
creatures are real and create a real hazard for survivors. Many of them are giants, while others are
manlike, but they all represent the idea that perhaps the dreamers and writers of the old world were
not spinning tales; perhaps they were warning humanity of what might come.
In general, survivors encounter these monstrous creations rarely, and when they do, it is
often disastrous. They also never appear at the same time, unless they are in packs of similar
creatures, as they fight for dominance over all other creatures around them. Indeed, it seems the
only reason they attack characters is because they are within too close a proximity to the creature,
and running from the creature is always more effective than fighting it.
Behemoth: Movement 10, Initiative 8, Armor 0, HP 75, Perception 65%, Fighting Skill 70%,
2d10 Physical damage with Claws, 1d10 Physical Damage with Teeth, Dodge 50%,
Resilience 85%. Note: Giant fleshy, green skinned 5-meter tall monster.
Crabboid: Movement 12, Initiative 12, Armor 70, HP 20, Perception 60%, Fighting Skill
40%, 2d12 Physical damage with Pincers, 1d8+2 Physical damage with Mandibles,
Dodge 50%, Resilience 85%. Note: 10-meter tall crab creature.
Fishmen: Movement 6, Swim 12, Initiative 9, Armor 0, HP 24, Perception 50%, Stealth 50%
(70% in water), Throw 70%, Fighting Skill 65% (75% in water), 2d8 Physical with
Spear (1d8 thrown), 1d8 Physical with Claws, 1d8 Physical with kick, 1d6 Physical
with bite, Dodge 50%, Resilience 60%. Note: can use weapons like humans; usually
travel in groups of 1d6+1
Giant Vamp: Flight 16, Movement 6, Initiative 7, Armor 1 (Inherent), HP 28, Perception
25% (50% at night), Fighting Skill 55%, Multiattack: 1d6 Physical with claws, 1d6
Physical with bite, Drain: 3d10 after bite, Dodge 60%, Resilience 70%. Note:
Telepathic control over bats and is followed by 2d10 regular sized bats that do 1 pt of
damage each round.
Living Blob: Movement 33, Initiative 3, Armor 3 (Inherent) (Fire and Electrical Halved), HP
104, Perception 50%, Fighting Skill 70%, Multiattack (2): 2d6 Physical with tentacles,
Crush: 3d10 ongoing Physical damage once grabbed, Dodge 25%, Resilience 213%.
Note: Bulbous mass of flesh that forms eyes or appendages when necessary.
Mantinid: Movement 15, Initiative 11, Armor 50, HP 150, Perception 50%, Fighting Skill
60%, Multiattack (2): 3d6 Physical with Mantis Blades, 2d10 Physical with Stomp,
Dodge 74%, Resilience 215% (108, 54). Note: 15-meter tall Praying Mantis.
Nightgaunts: Flight 12, Movement 6, Initiative 10, Armor 2 (Inherent) (immune to most
attacks except steel and salt), HP 35, Perception 50%, Stealth 90%, Fighting Skill 45%,
Claws: 1d6+1d4 Physical, Puncture: 1d6 Physical by grabbing an opponent, they can
stab with barbed tail, Dodge 35%, Resilience 65%, Note: Half-bat creature with smooth
oily skin that moves and kills silently.
Sonic Worm: Crawl 8, Burrow 16, Initiative 1, Armor 75, HP 56, Perception 150% (Sound)
20% (sight), Fighting Skill 65%, 60d6 with Body Whip, Ballistic Skill 50%, 4d6 with
Goo attack (immobilizes target; causes suffocation after 3 failed Resilience rolls).
Dodge 80%, Resilience 190% (95, 48) Size: 30m long.
Star-Head Aliens: Movement 27, Initiative 13, Armor 3 (Inherent), Perception 50%, Fighting
Skill 45%, Multiattack (5): 1d10 with Tentacles, Cling: 1d6 ongoing Physical damage
per round once caught, Dodge 130% (65, 33), Resilience 150% (75, 38). Note: Only 8
feet tall, but appears not to have any sense organs whatsoever.
Titan: Movement 12, Initiative 5, Armor 30, HP 150, Perception 65%, Fighting Skill 65%,
2d10 Physical, Dodge 50%, Resilience 90%, Negates 4 points of damage for each
success. Note: 12-meter tall, 4 legged monsters with a tail.
Mutants Because of the nuclear radiation and toxic pollution released into the atmosphere, several
biological entities found their fundamental genetic and molecular structures manipulated by the
fallout, which created new evolutions of mankind. Radiation sickness can affect anyone, and
overdoses can kill. What is worse is to survive and slowly become something else.
Mutants do have cognitive abilities and can communicate, make societies and bands, use
tactics and teamwork, and even be reasoned with by a skilled negotiator. However, their mutations
cause their minds to change, their thoughts to become confused and their emotions to tilt toward
the aggressive. This is not to say that a party cannot speak with mutants, it just means that they are
less likely to agree to deals. However, in the underground cities beneath most metropolitan areas,
mutants and non-mutants, they say, live and work together, and breed from time to time.
Ghouls: Movement 15, Initiative 8, Armor 0, HP 29, Perception 32%, Fighting skill 65%,
Multiattack (3): 1d4 Physical damage with Fists, Bite: 1d6 Physical damage and infects
with Z-Virus, Dodge 65%, Resilience 73%. NOTE: Mutant infected with Z-Virus.
Military Remnant (Mutant): Movement 8, Initiative 6, Armor 10, HP 20, Perception 65%,
Fighting Skill 75%, Ballistic Skill 75%, Multi-Attack with Auto-Rifle, 1d8 Physical
Damage, Dodge 45%, Resilience 70%.
Mutant Human: Movement 5, Initiative 5, Amor 2, HP 60, Perception 65%, Fighting Skill
65%, 2d10 Physical with Improvised Stop weapon, Dodge 60%, Resilience 90%
Mutant Rat: Movement 10, Initiative 8, Armor 0, HP 15, Perception 65%, Stealth 90%,
Fighting Skill 50%, 1d4 Physical with Bite, Dodge 75%, Resilience 60%, Causes both
Radiation and Disease damage on successful bite.
Mutated Survivor: Movement 6, Initiative 6, Armor 7, HP 30, Ballistic Skill 80%, Multi-
attack with Auto-Rifle, 1d8 Physical damage, Dodge 35%, Resilience 65% Weakness:
Oxygen Tank – Armor 15, combustible.
Robots Robots were created as the pinnacle of technological achievement, designed to aid and protect
humanity while making life easier. However, as the technology grew progressively more warlike,
the interconnectivity of robots gained sentience and turned on its creators determining, as many
writers and philosophers had warned, that the greatest threat to humanity was humanity itself. So,
determining to save the world by removing any semblance of human life, the robots infected all
computer programming to work together for the one, digital goal of robotics.
As time passed, robots learned to create their own, already doing most of the work, and
began to develop greater minds. Robots share a singular link via the remnants of the internet, which
is maintained by the robot community for their continued connections. When a robot leaves
internet connection, for whatever reason, it will stop and attempt to establish connections with the
satellites still in orbit around the planet. Once this data connection is made, the robot will continue
its original course of action.
This link to the others is vital. It allows instantaneous information transfer between units.
When one robot is aware of something, the others become aware of it too. This means that if a
computer connects to the internet, it betrays its owner immediately, and when one robot perceives
a target, all others immediately perceive the same target. Being able to process this much
information so rapidly requires Petabytes of processing power, which is believed to be done in a
hidden bunker created by the US government before it was destroyed. Some believe it is actually
done by a series of enslaved computers still working in abandoned homes and offices throughout
the world.
Robots are immediately loyal to each other and thanks to the interconnection, require no
verbal signals. They move as one, act as one, and think as one. They have no need for languages,
but have access to libraries of every language that has ever existed. While they are able to attempt
any skill as though they are proficient, they usually have specialized units for those tasks. A combat
robot will not clean another, for example, or repair its own armor and an armorer drone will not
attack a nearby target. This creates the unique situation of survivors able to use their knowledge
of robots to their advantage and save ammo by not attacking non-combat robots.
Robot Aerodrone: Flight 20, Acceleration 3, Initiative 8, Armor 2, HP 20, Perception 65%
Ballistic Skill 70%, Multiattack (3): 1d8 Physical Damage from Auto-Rifle, Dodge
60%, Resilience 65%
Phalanx Robot: Movement 8, Initiative 10, Armor 25 + 10 from Ballistic Shield, HP 20,
Perception 35%, Fighting Skill 90%, Multi-Attack (2): 1d6 Physical Damage from Arm
Blades, Ballistic Skill 65%, Multi-attack (3): 1d8 Physical Damage from Auto-Rifle,
Dodge 50%, Resilience 70%, Weakness: Power pack hidden behind back carapace
(Repair: Electrical to remove)
Robot Scout: Movement 15, Initiative 8, Armor 10, HP 18, Stealth 75%, Perception 65%,
Fighting Skill 65%, Ballistic Skill 80%, Multi-Attack (3): 1d8 Physical Damage from
Auto-Rifle, Multi-Attack (2): 1d6 Physical Damage with Fists, Dodge 60%, Resilience
50%, Weakness: Power pack hidden behind back carapace (Repair: Electrical to
remove)
Robot Warrior: Movement 8, Initiative 15, Armor 17, HP 30, Perception 65%, Fighting Skill
65%, Ballistic Skill 90%, Multi-attack (3): 1d8 Physical Damage from Auto-rifle,
Multiattack (3): 2d6 Electrical Damage from Shoulder Taser (3 shots before 3 round
recharge), Dodge 50%, Resilience 50%, Weakness: Power pack hidden behind back
carapace (Repair: Electrical to remove)
Robot Walker Mech: Armor 30, HP 10, Ballistic Skill 60%, Multi-Attack: 1d8 Physical
damage from Auto-rifle, 2d6 Electrical Damage from Taser (10 shots), Dodge 40%,
Resilience 50%, Weakness: Legs – Armor 20, HP 5
Zombies Zombies are mindless creatures, reacting to sound, light, and movement. A character may become
unnoticeable by a Zombie if they are not holding a source of light and make a successful Stealth
roll. When this happens, the Zombies must make a perception roll in order to see the character.
This may be used to gain the upper hand in a following attack (see Stealth rules), or it may be a
way for characters to escape a Zombie. This is compensated by Zombies moving in groups in order
to press the attack when the victim goes invisible to some.
Zombies generally don’t eat each other, preferring fresh and raw flesh over dead flesh.
When Zombies can’t find food for periods of time, they can slip into a torpor state, reserving
themselves almost indefinitely until food comes along. It takes a few moments for Zombies to
come out of the torpor, but once they do, they are ready to feed again, driven entirely by their
insatiable hunger. They are usually not clever enough to set ambushes, choosing instead to move
directly towards their target at the fastest possible speed.
Zombies do not wear armor, unless they wearing armor when the Z-Virus transformation
occurred. Zombies lack significant cognitive functions, and therefore do not change their
behaviors, but in rare cases, the Z-Virus change leaves the victim with some cognitive functions,
creating what are known as Skeleton Kings or Zombie Queens. These kings and queens are able
to direct all the Zombies within their sight range with commands, be it unintelligible vocal
commands or telepathic communication. Either way, Zombie hordes tend to amass around these
individuals and targets are often selected by their value rather than their proximity.
Skeleton King: Movement 8, Initiative 8, Armor 2, HP 100, Stealth 75%, Perception 65%,
Fighting Skill 65%, Multi-attack (2): 1d8 Physical Damage with Fists, Dodge 20%,
Resilience 60%, Mental Command over other Zombies in the area.
Zombie Dog: Movement 8, Initiative 12, Armor 0, HP 30, Perception 75%, Stealth 60%,
Fighting Skill 75%, 1d6 Physical with Bite, Dodge 75%, Resilience 65%, Infects with
Z-Virus with Bite.
Zombie Lurker: Movement 10, Initiative 10, Armor 0, HP 80, Stealth 75%, Perception 65%,
Fighting Skill 65%, Multi-attack (2): 2d8 Physical Damage with Claw, 1d8 Damage
with Bite, Dodge 60%, Resilience 70%, Infects with Z-Virus with Bite.
Zombie Queen: Movement 9, Initiative 6, Armor 0, HP 120, Perception 75%, Fighting Skill
35%, 1d6 Physical Damage with Fists, Dodge 20%, Resilience 60%, Mental Command
over other Zombies in the area, Special Ability: Creates 1 Zombie from dead body
nearby.
Zombie Soldier: Movement 7, Initiative 8, Armor 7, HP 40, Perception 75%, Stealth 60%,
Fighting Skill 75%, Ballistic Skill 70%, Multi-attack with Auto-Rifle, 1d6 Physical
with Bite, 1d8 Physical with Rifle, Dodge 55%, Resilience 65%, Infects with Z-Virus
with Bite
Zombie Spitter: Movement 5, Initiative 5, Armor 0, HP 80, Perception 65%, Fighting Skill
65%, Ballistic Skill 80%, 2d8 Physical Damage with Bite (FS), 1d8 Damage with Spit
(BS), Dodge 60%, Resilience 70%, Infects with Z-Virus with both Bite and Spit.
Zombie Stalker (no head): Movement 5, Initiative 7, Armor 1, HP 50, Perception 80%,
Tracking 80%, Fighting Skill 70%, Multi-Attack: 1d6 Physical Damage, Dodge 55%
Resilience 80%
Zombie Walker: Movement 5, Initiative 5, Armor 1, HP 25, Perception 65%, Fighting Skill
55%, 1d6 Physical with Bite, 1d6 Physical with Claw, Dodge 30%, Resilience 70%,
Infects with Z-Virus with Bite.
Gamemasters Section If you are an experienced game master or are new to the experience, hopefully this section will
help you. Like most roleplaying games, there is no ultimate “goal” of Maximum Apocalypse; the
purpose of the game is to socialize with other fellow players, confront the horrors that would
exist in a post-apocalyptic world, and generally have a good time while doing it. As a
Gamemaster, you are the moderator of action, creator of the story, ultimate authority on rules,
and keeper of the setting. If everyone remembers their roles, the scenarios will run smoothly.
It is more than likely that you will be the most well-versed in the rules of the game. With
that said, it is great advice to read the rules and understand them before beginning a gaming
session. As the saying goes, “you cannot pour from an empty cup.” This does not mean that you
have to be the perfect authority on the rules, you do have the book in front of you, and that also
doesn’t mean that you have follow the rules perfectly. It is expected of you, however, to
understand the game well enough that you can keep it flowing and keep the players involved.
This is the sign of your abilities as a Gamemaster.
The intent of this section is to break down those core staples of the game into easily
digestible portions for you to have a grasp on them before your players sit down at the table. If
you have already read through the book, then you understand the basics of playing the game.
What you might not understand is how to successfully transition from point-to-point in a game
session, or when to call for certain actions over others. There are also points of clarification that
may have been missed or intentionally left out of the rules. In that case, the following
information should be useful.
Degrees of Success
At its core, Maximum Apocalypse is not a game about better stats. It is a game based on better
rolls of the dice. An expert Gunslinger might only gain a Success on their attack roll while their
target might gain an Amazing Success on their Dodge roll. This does not mean that the target is
better at Dodging than the Gunslinger is at shooting. This just means that for whatever reason,
the target did a better job with the confines of their ability to Dodge than the Gunslinger did
within their abilities to shoot.
This means that Maximum Apocalypse is a fluid game, where conditional modifiers
might make or break a situation. Consider that perhaps the Gunslinger has Disadvantage while
the target has Advantage. The chances of success are heavily weighed on the side of the target.
Conversely, if the Gunslinger has Advantage and the target Disadvantage, the chances are on the
side of the Gunslinger. While there are rules that allow players to know when they have
Advantage, there are a number of unlisted conditions that allow you as the Gamemaster to
change this situation or equalize it by granting the same to the targets. Ultimately, the use of
Advantage and Disadvantage is a clear way to indicate that the flow of actions has shifted.
Environment and Conditions
Primary to understanding how to maintain the setting of Maximum Apocalypse is understanding
that unlike other games, Health Points are not as important as effects and conditional modifiers.
A character may have all their Health Points but be suffering from the effects of Radiation
Damage and therefore be too weak to fight. They might also be Emaciated from not having eaten
anything for a long time and suffering even more. Or perhaps they are at the peak of their game,
without Hunger Damage and with no conditions affecting them, with the high ground and armed
with their favorite weapons.
It is easy for players to forget about the effects of Hunger, Radiation, Mind Control or
other types of damage, and as a Gamemaster, it is part of your task to keep these in check. A
Mind Controlled player, for example, probably won’t be able to shoot the person or creature
controlling them, just as a player with Stage 5 Z-Virus won’t be able to operate a computer very
well. The players not only have to contend with their physical enemies, but also the environment
affecting them. Players standing at ground zero of an irradiated nuclear zone should not only be
at Disadvantage for their actions, but also suffering from continued Radiation Poisoning.
For situations like these, where there are environmental factors like extreme cold or
clouds of fungal spores, characters should be taking damage to their health, either resisted by
Resilience, Resolve or Immunity. While Resilience is clear on how it works, and many immunity
factors are prolonged effects, the continued exposure will continue to affect the characters. This
may mean that they continue to suffer Health Point damage from the biting cold or simply keep
rolling Immunity, causing the stage of “infection” to move up the scale each time they fail.
Type of Damage Effect and Resistance
Physical and Electrical damage Damage to Health Points. No Resistance
Elemental Damage: Weather, etc 1d6 Health Point damage per round.
• Negated by Resilience.
Mental Damage: Carouse,
Charm, Deceive, Interrogation,
and Intimidate skills. Dead and
decomposition sources,
deformities, and certain death
situations.
• Resisted by Resolve.
Failures result in desired outcome, like confessions, or
causes a loss of composure, which is Disadvantage to
social skills.
Psychic Damage: Mind Control,
Telepathy, etc • Resisted by Resolve.
Failures grant Disadvantage to Physical skills, like
Athletics, Firearms, etc., and can cause characters to
fulfill commands
Radiation Damage 1d4 Health Point damage per round from Environmental
Sources. No Health Point damage from non-
environmental sources.
• Resisted by Immunity.
Failures result in “infection” of Radiation Sickness. Each
failure increases the Stage of infection by 1.
Disease Damage: Z-Virus,
Bacterial, other viruses, smells of
decomposition, etc.
• Resisted by Immunity
Failures can result in vomiting in the case of smells and
sights. Other failures result in “infection” that increases
the Stage of infection by 1 each day that passes.
Upon reaching Stage 4, characters begin to lose 1d4
Health Points per day.
Resource Management
The running theme throughout Maximum Apocalypse is that resources are highly important. In
the post-apocalyptic environment, everything from comic books to night vision goggles have a
purpose and function. Nothing is insignificant. If players have ANY items in their possession,
there are ways for them to use them. And players may even create other uses for the items, such
as lighting a comic book on fire instead of reading it, or overloading the lithium ion battery of
the night vision goggles to cause an explosion. An interesting use of “useless” items came from a
playtest session when several players thought to gather rotting vegetables to create poison and
ethanol fuel. Resources are highly useful.
Consider the post-apocalyptic landscape. Without normal goods transportation, well
established communication grids, and a financial infrastructure, necessary items, such as
medicine or food, are not going to be moving from a distant location to an urban metropolis.
Very likely, this will be the cause of millions of deaths, so the larger the population of an area,
the less likely these things will be found. Conversely, a paranoid survivalist might horde these
kinds of goods in a secure location, and one raid might turn an otherwise starving group into a
well-prepared society. It is therefore important to remember that at the core of Maximum
Apocalypse, resources will be the main purpose for any activities.
One of the best ways to push a scenario forward is to recognize this resource
management issue and use it to your advantage. Actions require resources. A player cannot
create explosives using the Chemical Use skill if they do not have chemicals to mix. Gunslingers
cannot rain death upon their opponents without using bullets. Without medical kits, Surgeons
may still be able to stabilize a fallen comrade, but they will not be able to transfuse blood or fight
the slow disintegration of their body from radiation poisoning. A Fireman can create a
flamethrower using the Improvised Weapons skill, but without flammable liquids, it will just be
a weight carried around on their back.
There will always be a trade-off in Maximum Apocalypse, one that will push the players
to push forward or change direction. If players become complacent, as the Gamemaster, you can
create scenarios in which they lose their resources. Perhaps an NPC steals them, or a canister of
flammable liquid explodes in a bizarre accident and destroys whatever surplus the players have.
Resources are unsustainable, finite items in Maximum Apocalypse, their shelf life is entirely
under your control. Players should not have a reasonable expectation that their crate of MREs
will last them forever or not spoil under the conditions of the post-apocalyptic world. How aware
could they be that passing alien spacecraft jet wash doesn’t emit a microwave frequency that
burns items within foil packaging or fuses gunpowder? These are the kinds of creative ways you
can manage resources.
Food and Hunger Damage
Along with the idea of resource management comes the concept of Hunger Damage. Players
have to recognize that along with their standard Health Points, they also have a Hunger Damage
track which creates effects as discussed above. As the Gamemaster, you have ultimate control
over how much food or water players have access to. Even if players find access to a running
stream, that stream might run dry or bandits upstream might dam it, creating a new situation for
the players to deal with. Without access to food and water, characters eventually die, no matter
how good they are.
As set in the rules, players can only “eat” enough to remove Hunger Damage during
resting periods. This is meant to explain that they cannot eat while running or drink while
fighting an enemy. While resting periods can be declared at any point that the players are not
actively involved in combat, there is a time basis for a resting period, which is no less than 4
hours. This means that players can try to “rest” after just ending combat, but if they aren’t in a
secure location, they are likely to have their rest interrupted by unexpected situations. As the
moderator of the game, Gamemasters have absolute control over this situation, which means that
you can deal with players who rest too often to be reasonable.
In order not to take Hunger Damage each day, which either occurs after a long rest period
or whenever you as the Gamemaster determine the “day” to have begun, characters only need to
have eaten the day before. Healing Hunger Damage requires characters to eat approximately
1200 calories of “food” and drink 1 liter of water for each 2 points of Hunger Damage they
intend to heal. This means that if they have say 9 points of Hunger Damage, they will have to eat
approximately 4800 to 6000 calories (4-5 points of damage) AND drink approximately 4-5 liters
of water (another 4-5 points of damage) separately. This can obviously only be done over a
series of rest periods and will likely consume a significant amount of food resources, but you can
sidestep the outlined rules for healing Hunger Damage through rest periods (see Resting) if you
decide to allow the players to do so.
Remember that Hunger Damage is a continuous, rolling situation that keeps the players
from being complacent and compel their characters to move through the world and scenarios you
have created. Because characters face Hunger Damage every day, players should want to make
sure their characters have enough food every day, even if the use of the Survival and Inventory
skills continue to produce the necessities needed to stave off this damage. It will also allow for
the creation of communities in which there are non-player characters not quite as capable of
surviving as the player characters, allowing for social situations and perhaps even unknown
enemies. For characters, player or non-player, Hunger is their biggest enemy.
Enemies
With all of the above information, it should be clear that the entire world of Maximum
Apocalypse is the enemy of the characters. The environment, hunger, and resource management
are clearly the biggest factors that affect character survival. But in order to deal with these, there
are a series of unknown variables at your disposal. These are obviously the aliens, bandits,
mutants, robots and abysmal creatures of the Maximum Apocalypse world. These enemies are
actionable representations of the dangerous world in which the characters have been placed. For
you as a Gamemaster, these are the resources at your disposal to create obstacles for your players
to overcome.
Defeating a horde of zombies or escaping raiding bandits is not actually the purpose of
Maximum Apocalypse, though it might appear to be so from the player perspective. There is not
a chest of treasure hidden inside the Sonic Worm’s stomach or an armory of weaponry scattered
around the bandit’s corpse. In fact, searching bandits or dead worm bodies might actually cause
the characters to become infected or irradiated, a worse situation than leaving a handful of bullets
behind. Instead, these enemies serve the purpose of absorbing player resources and time, perhaps
causing them to be unable to eat for a day and suffer Hunger Damage. Their use is at your
command to push the scenarios and situations of Maximum Apocalypse forward and allow the
players to end each session feeling the accomplishment of having dealt with the obstacles.
Consider wisely they enemies you throw at your players. Some are harder to deal with
than others, such as robots with their instantaneous communications or aliens with their
telepathy, and some might even deal with themselves, such as a horde of starving mutants
deciding to turn to cannibalism rather than keep pressing the fight. Either way, remember that
enemies should be part of the overall game and not the purpose of each session. You may not
even need them if you are creating a scenario where the environment is causing all the damage to
the players. Think of enemies as tools to accomplish a particular objective.
Final Advice
There is a balance within the game that can be tricky at times to maintain. Within the rules are
tools for you to use in moderating game sessions of Maximum Apocalypse, but ultimately the
frequent use of “at the Gamemaster’s discretion” is intended to allow you control over the game.
The developers are not experts at every situation that may arise, only you will know best how to
create scenarios or deal with situations for your players. Some players may like the idea of
killing hordes upon hordes of zombies while others may like the idea of smuggling oil through
bandit territory. Some players may want to focus on social interactions while others may want to
lead a revolution against the alien invaders. You will know best how to handle these situations.
Remember that the primary goal of Maximum Apocalypse is for players to encounter the
post-apocalyptic landscape together and face the dangers. Their survival is their primary concern,
but characters die in games and death does not mean the end for the player. Sometimes being
able to reset characters is a cathartic experience, so do not feel the necessity of sidestepping rules
just to keep players happy. At the same time, do not feel that you have to follow the rules exactly
in order to moderate the “perfect” session of Maximum Apocalypse. Ultimately, if everyone
leaves the table as friends, ready for another adventure, then you have succeeded as a
Gamemaster.
Premade Scenario: The Rescue Mission
This scenario is intended for 4-6 players, but can accommodate up to 8. This scenario assumes that
all of the apocalypses are available to character creation, but if the Gamemaster has restricted the
apocalypses, then at least the Zombie apocalypse should be allowed, as this particular scenario
deals most specifically with the Zombie epidemic. While it is not required for any of the characters
to have the Science or Chemical Use skills for this scenario, there are a number of points where
those skills will be useful to the group.
The skills primarily used in this scenario will be Barter, Charm, Lockpick, Navigation,
Perception, Repair: Electrical, Science and Tech Use.
GAMEMASTER NOTES
This scenario can be a stand-alone adventure or
part of a larger campaign. It is expected as an
introduction to the game world and the
mechanics of the system, as well as pitting the
players against some of the varied creatures and
enemies that plague the landscape. Players are
encouraged to take the time to get into the mind
of the character, but they shouldn’t be forced
into social situations. There are a number of
prompts for skills throughout the adventure,
but feel free to prompt for other skills not
mentioned.
Certain rules are not explained in this
adventure, such as Initiative, combat, and
damage, as those are explained in the rules. For
any questions about the system, please refer to
the manual.
BEFORE THE ADVENTURE
The characters being in the remnants of a small
farming town near a lake that used to be well
stocked with various fish. The town has existed
for hundreds of years, and at its high point
sported a population almost 17 times larger
than its current size. Just before the collapse of
the government, there were plans to lay a large
road that led out to a federal highway, giving
the town the chance to increase it tourism and
population, but the road was half completed
before the resources were diverted to larger
issues affecting the globe.
Since then, nuclear fallout killed half
the population, irradiated crops and mutant fish
caused the death of others, and finally, the
influx of Zombies to the area has reduced the
town, whose name was changed to
“Survivortown” less than a handful of years
ago, to a population of just around one
thousand. While the towns people managed to
salvage some of their arable land and produce
enough food for their people, a recent flood
from the dangerously toxic lake caused a blight
to spread through the food storage, causing a
permanent ration while townspeople began
trying new farming techniques.
The town has a population large enough
to support any and all of the character
archetypes, with jobs aplenty guarding and
reinforcing the quickly made barrier that keeps
the Zombies from entering. There are also
citizens who work as Scientists attempting to
solve the blight problem among the foodstuffs,
possibly attempting to create a resistant strain
of crops to compete with the blight.
The town also sported two gentleman’s
clubs and a brothel before everything
collapsed, the brothel being the only thing
inside the new town limits when the walls were
made. Enterprising survivors have scaled the
walls and scavenged most of the liquor from
the gentleman’s clubs, but most of the booze is
found at brothel, where these survivors traded
their goods for services. The brothel still
thrives, despite the size of the population, but
there is talk that eventually the prophylactics
from the remnants of the town pharmacy are
beginning to run dry.
The town also has a functioning
medical facility, now more engaged with the
food blight, and something of a government,
with a group of elected officials who remain in
their stations until they resign or die. So far,
there have been two full elections and three
partial elections as vacancies became available.
And since most of the town is involved in the
decision-making process, the campaigns have
been more honest since the destruction than
they ever were before.
They town has electricity for its vital
components, which is obtained by makeshift
windmills and accumulator devices built on the
top of every rooftop. There is also a small-scale
hydropower facility made from the fountain
that sits at the center of the town, between
Town hall and the hospital. This only produces
enough power, however, the light the street
lamps around the fountain at night.
Survivortown Population: 1000
Gasoline Reserves: 100 liters
Oil Reserves: 300 liters
Water Reserves: 4,000,000 liters (in tower)
Food Reserves: 50,000 kg canned goods,
10,000 kg corn, 1000 kg wheat kernels,
10,000 kg dried beans, 80,000 kg dried beef,
100,000 kg live chicken, no pork
THE BEGINNING
At the opening of the scenario, the town council
has called a meeting of citizens after a living,
non-Zombie strangers was found coming up on
the walls. He was beaten and bloodied and
showed signs of radiation exposure. Against
the warnings of those on the walls that evening,
the man was brought in and treated in the
hospital. The medical staff was unable to help
him, however, and he died before the end of the
day.
Before arriving at the down the town
square, rumors about the stranger abounded,
but those that were on the walls when he
arrived had confirmed some of the stories:
• The man was wearing the tattered remnants
of a military uniform that, aside from the
damage from cuts and tears, was in good
condition, still having its original buttons.
• The man was conscious and spoke to a
number of people before he died, and some
of the things he said were “government”
and “research facility”.
• The man’s language was odd, but not
something too unfamiliar to the older
people in the town, being what they called
“English.”
• The man carried with him some interesting
technology, including weapon
modifications that no one has seen before,
like a red beam that comes from just under
the gun barrel.
Note: Players may use Barter, Charm
or Carouse to obtain this weapon
modification from the Sheriff of
Survivortown. The “Laser Dot”
modification acts as a tool, adding
+5% on Firearms skill rolls with the
weapon that it is attached to.
TOWN MEETING
After all the family heads and interested parties
gather in the town square near the fountain,
approximately 200 people total with several
hundred more onlookers nearby, the City
Council climbs onto the back of a flatbed truck
to address all the people. The Head of the
Council, Jasper Wig, first addresses the people
as his fellows, and then explains to them the
situation of the newcomer, being as honest as
he can to the facts that they have. He informs
the people that they have confirmed via old
maps that there is, in fact, a government facility
approximately 500km from their town.
Read the Following to the players:
“You all know that we are running low
on certain supplies,” he says, “and that our food
has been infected with a blight. Our best efforts
to separate the bad from the good have slowed
the infection, but we fear that without more
intricate scientific equipment, we will not be
able to find the source of the disease and root it
out. In 40 days, without any kind of
intervention, we will be left with canned goods
and our chickens as food.
“It may look like we have a lot of
chickens, but we know that they will not last
without food of their own, so in 80 days, we
may be left with nothing but ourselves.
“We are asking for volunteers to take a
vehicle and go to this facility. We do not know
what dangers these volunteers will face when
they get there or what to expect on the way, but
we promise that we will not send them out
empty handed. The Council has decided that
we will part with as much as we can spare to
aid you, but we hope that you come back with
our salvation.”
Allow the players time to volunteer, but also
allow for the following NPCs to volunteer as
well:
• Reese Tibson: 23. Female. Orphan.
Works both on the wall as a night guard
and in the Mechanic’s shop as an
apprentice mechanic.
• Tony Gambino: 30. Male. Husband and
father. Doctor and Scientist who has
been helping with the food blight
between shifts at the hospital.
• Old Pat: 75. Non-binary. Town Drunk.
Veteran. Speaks “English” better than
English Creole.
• Bobby Clark: 15. Female. Punk kid
who runs with the criminal element of
the town, but also known to be good
with a bow.
• Thomas Runyon: 40. Male. Head of the
“Stone Brotherhood” fraternal order
and captain of the “Fire Brigade.”
Note: The above volunteers act as a
buffer for character archetypes not
filled by the players. They can also be
used to add any particular aspect to the
team that the Gamemaster sees fit.
ASSEMBLING THE TEAM
After all the volunteers have stepped forward,
the City Council will bring them into their
“Chambers.” The room is a 30-meter by 30-
meter room with a raised dais for the council
members and rows of seats for “visitors” like
the volunteers. The Sheriff will also
accompany the volunteers and wait with them
for the Council Members to debate the
volunteers.
After weighing the options, the Council
will agree on a complete team to commit to the
objective. Jasper will give the volunteers the
following information:
• The mystery man was named Nathan
Ferryman and was a confirmed soldier for
the former government.
• The soldier left the facility in a hurry when
it was overrun, but he did not give the
details of the enemy before he died.
• The facility houses not only scientific
equipment, but also food, weapons,
vehicles, and water purification devices,
including radiation purifiers.
• There is a scientist locked in the secure lab
in the basement of the facility who is
working on the cure to the Z-virus, and was,
at the time the soldier left him, on the brink
of discovery.
The City Council will make it clear that,
if possible, the group should rescue the
scientist, as their viral and bacterial knowledge
could prove extremely valuable in the fight
against the blight. However, should the group
not be able to rescue the scientist, any of the
goods that have been abandoned by the military
could mean the difference between life and
starvation in Survivortown.
Being reasonable people, the Council
will also agree to a “reasonable” amount of
“personal salvage” from the operation, which
they have determined to be one-tenth of the
total spoils of food, water, gasoline, and
ammunition. Any vehicles removed will
obviously be needed for the town, but the
Council will be willing to make a trade from
the towns vehicles in exchange for whatever is
salvaged.
Players may use Barter or Charm to
raise the salvage rate by one-tenth per
degree of success. Only one attempt
may be made, but players may use the
Teamwork action to make this attempt.
GATHERING SUPPLIES
The Sheriff will take any players willing to the
“depot” where they keep the town supplies and
offer them what the town can give. The original
offer will be the following:
• 40L of gasoline
• 2 combat knives
• 3 Kevlar vests
• 1 Police cargo van with 30 armor
• 50 rounds of ammunition
Players (collectively) may use Barter or
Charm to raise any of these numbers
based on the following:
• 5L of gasoline per degree of success
• 1 combat knife per degree of
success
• 1 Kevlar vest per degree of success
• 1 cargo van with Amazing success
• 10 rounds of ammunition per
degree of success
The players will leave for the facility in
the morning, allowing them to gather their
personal items and mission supplies throughout
the night. Some of the players may opt to take
“personal leave” during the night to make
peace with themselves, their religious deities,
or their families. For any character interested in
such things, the brothel is allowing the
volunteers a “reduced rate” of one meal or 3
rounds of ammunition for companionship for
the evening.
Note: Any players who visit the brothel
must either pay 5 rounds of ammunition
for “protection” or roll their Immunity
(Great success or better) not to be infected
with a standard STD. This can be treated
with proper medical treatment, but only
after the science equipment has been
obtained. However, any players who visit
the brothel will roll all Resolve rolls at
Advantage for the rest of the scenario.
HEADING OUT
When the players are about the leave in the
morning, they will be met by Jasper Wig. He
will give them a simple town blessing (+5% on
the next Resolve roll) and hand them an old
map and a piece of badly recycled paper on
which will be a list of scientific equipment he
hopes they will find at the facility.
When the players are ready, the large,
reinforced gate at the north end of town will be
opened and guardsman will do their best to
clear a path. However, there will be 1d3
Zombie Walkers left in their way.
Zombie Walker: Movement 5, Initiative 5,
Armor 1, HP 25, Perception 65%, Fighting
Skill 55%, 1d6 Physical with Bite, 1d6
Physical with Claw, Dodge 30%, Resilience
70%, Infects with Z-Virus with Bite.
After the players have gotten passed the
Walkers, either by killing or driving through
them using the “Ram” action (see Vehicular
Combat), they will take the small, pothole
infested two-lane road northeast until they meet
with the four-lane, divided highway headed
north and south. They will not encounter any
trouble until they reach the highway, upon
which they will travel for rest of the scenario.
Along the highway, the players will
find abandoned vehicles, most of which have
been looted and burned, or in a state of rusted
abandoned to make them completely unusable.
Gamemasters may allow players to use the
Perception skill to search these vehicles for
salvageable materials, like metal, glass or parts,
or may allow them to roll for items on the
Special Items list.
At the Gamemaster’s discretion, may
encounter a Zombie Spitter and 1d4 Zombie
Soldiers, each with 1d10 rounds of
ammunition. The Gamemaster may also
“show” these to the players, but not make it into
a combat.
Zombie Spitter: Movement 5, Initiative 5,
Armor 0, HP 80, Perception 65%, Fighting
Skill 65%, Ballistic Skill 80%, 2d8 Physical
Damage with Bite (FS), 1d8 Damage with
Spit (BS), Dodge 60%, Resilience 70%,
Infects with Z-Virus with both Bite and Spit.
Zombie Soldier: Movement 7, Initiative 8,
Armor 7, HP 40, Perception 75%, Stealth
60%, Fighting Skill 75%, Ballistic Skill
50%, Multi-attack with Auto-Rifle, 1d6
Physical with Bite, 1d8 Physical with Rifle,
Dodge 55%, Resilience 65%, Infects with Z-
Virus with Bite
BARRICADE ON THE ROAD
While driving along the highway, the players
will encounter a heavy barricade made by
bandits. It doesn’t appear that bandits are
manning the barricade (a successful Perception
skill roll will confirm this), but as the barricade
is made with several layers of abandoned cars,
heavy trucks, wood, cement k-rail jersey
barriers, and possibly mines, the players will
have to find a way around.
To the east and west of barricade are
natural, thick packed groves of trees. Using the
map, players may make a successful
Navigation skill roll to determine an alternate
path. Each degree of success will add +5% to
the Drive skill roll used to maneuver through
the off-road terrain to get around the barricade.
Once around, the players will find
bandits unaware of their presence and able to
slip passed them. The bandits appear to be half-
mutant humans with brown, oil stained and
grime coated clothing, armed with aged 20-
guage shotguns and machetes.
Should the players choose to attempt to
ram the barricade, or should they choose to
engage the bandits, they will find that the
bandits are well versed in explosives, using
Molotov cocktails more regularly than their
rifles.
Bandit: Movement 8, Initiative 8, Armor 3, HP
8, Perception 50%, Tracking 50%, Ballistic
Skill 40%, Scattershot: 2d6/1d6/1d4
Physical damage with 20-gauge shotgun,
Fighting Skill 40%, 2d6+1 Physical
Damage with Machete, Dodge 40%,
Resilience 40%; Pack: Usually groups of 6
ARRIVING AT THE FACILITY
Driving at their maximum speed, it should take
the characters several hours to reach the
facility. When the players arrive at the location
they think is the facility, they will find a
compound surrounded by a chain-link fence
topped with barbed tape around 3 barbed lines.
The gate to this fence is on the west end of the
compound, near the highway, and is bordered
on both sides by small, one story 5-meter by 5-
meter buildings. Both buildings appear to be
empty (successful Perception skill roll to
confirm), and the windows are shut.
Inside the compound are three one story
buildings that appear to be intact, and one two
story building that has been completely burned
from the inside. Each of the buildings are 30
meters from each other in a row and are 25
meters from the gate. The ground is a well
paved tarmac.
EXPLORING THE FACILITY
Guard Shacks
The doors to these buildings are locked, but a
successful Lockpick skill roll will open the
doors. Inside the north building, the characters
will find a countertop under the south-facing
window and a smashed computer. A successful
Perception skill roll will reveal a Smith and
Wesson .38 special with 6 rounds of
ammunition (full cylinder) taped under the
counter with duct tape.
Inside the south building, the players
will find a counter under the north-facing
window and a computer that can be operated
with a Computer skill roll. The computer will
reveal “Access Levels” of certain credentials,
showing all but one inactive. The active
account is registered to a Dr. Preston Scott. A
Great Success on a Perception skill roll will
reveal an access badge wedged under the
computer for a Commander Kira McNally. A
Great Success on a Computer skill roll can
reactivate this badge.
Tarmac
A successful Perception skill roll will show
that the visible area from the gate will reveal no
signs of any movement or bodies. Players can
scout around the outside fence on foot, but
Stealth skill rolls are at Disadvantage because
of the loose gravel material.
On the west end of the facility, whether
accessed by scouting or driving around the
buildings, players will find that the ground is
collapsed for approximately a mile west in a
15-meter wide rounded canal. The fence has
also been pushed over and there is a giant hole,
approximately 15 meters wide in diameter, that
descends at a 60-degree angle for more than
100 meters. One generator stands working, but
two are smashed and one seems to be in the
hole several dozen meters down and blocking
the path.
Note: A successful Science skill roll
will reveal that the hole was carved in
a contiguous fashion, but an Amazing
success will reveal this to be a “Sonic
Worm” hole.
Burned Warehouse
The large 5-meter by 5-meter roll-up door of
the two-story, 500-meter by 800-meter steel
building have been blown out, burned or
melted away, leaving a shell of a building.
Inside the facility, several burned bodies are
easily seen through the windows and doors,
requiring a successful Resolve roll to keep the
characters from becoming disgusted by the
sight and smell.
A successful Science skill roll will
reveal that the source of the fire was an
explosion of propane canisters held in the south
end of the first floor. A successful Science or
Intelligence roll will reveal that the structure is
too weak to support any interior investigation
unless a successful Repair: Armorer skill roll
rebuilds the support columns, requiring at least
10 Health Points for each of the 6 columns.
If the players repair the columns, a
successful Perception skill roll will reveal a
half-pack of cigarettes (10), one half charged (4
hours) lithium Ion battery, and 2 Medical Kits
(10 uses) in the northeast room on the second
story of the building.
Warehouse North
The one-story 500-meter by 800-meter steel
building has a 5-meter by 5-meter roll-up door
that is locked with a heavy padlock. A
successful Lockpick skill or Great Success on
a Brute Force (Strength) roll will remove this
lock. The door requires a successful Lift roll
against 300kg to open the door. Note: this can
be done as a Teamwork roll.
In this warehouse, the players will find
1d6 Humvees empty of gasoline. A Great
Success on a Perception skill roll will reveal 3
20L Jerry cans of gasoline under a tarp behind
inside a 3-meter by 1-meter by 1-meter storage
case in the corner of the room.
The players will also encounter 1d4+1
Ghouls that were locked in this warehouse.
They will wait until several or all of players
have entered the warehouse before they strike,
reacting out of rage. One of these Ghouls will
also be wearing night vision goggles, which
can be removed if he is not struck with a Called
Shot: Head attack. The lithium ion battery,
however, is dead.
At the Gamemaster’s discretion,
players may also find a number of items
throughout the warehouse, randomly generated
from the Special Items list. These will represent
the items that were once in the possession of
the Ghouls before they turned.
Night vision Goggles: Visual range of
75 meter in dark. Grants Advantage to
Perception skill rolls in darkness, and
negates 1 degree of success to Stealth
rolls in the darkness.
Note: Close proximity to a Ghoul
requires an Immunity roll against
Radiation damage.
Ghouls: Movement 15, Initiative 8, Armor 0,
HP 29, Perception 32%, Fighting skill 65%,
Multiattack (3): 1d4 Physical damage with
Fists, Bite: 1d6 Physical damage and
infects with Z-Virus, Dodge 65%,
Resilience 73%. NOTE: Mutant infected
with Z-Virus.
Warehouse South
The one-story 500-meter by 800-meter steel
building has a 5-meter by 5-meter roll-up door
that is locked with a heavy padlock. A
successful Lockpick skill or Great Success on
a Brute Force (Strength) roll will remove this
lock. The door requires a successful Lift roll
against 300kg to open the door. Note: this can
be done as a Teamwork roll.
In this warehouse, the players will find
5 stacks of 20 crates with various labels. Each
crate weighs approximately 500kg each and
they are categories by items; 20 crates are
labelled “MRE”, 20 crates are labelled
“Toiletries”, 20 crates are labelled “Medical
Kits”, 20 crates are labelled “Wires”, and 20
crates are labelled “Syringes.” There are also
20- 200L drums labelled “Refined Gasoline”
(weighing approximately 150kg in carry
weight each).
A successful Perception skill roll will
reveal a small handpump with tubes that will
allow the players to remove the gasoline into
smaller containers. However, because of the
size of the pump, it will take players
approximately 2 minutes per liter to remove the
gasoline. This same Perception skill roll will
also reveal a hole in the ceiling wide enough to
allow access to an average sized man.
Inside this warehouse are 2d4
Nightgaunts which tore through the ceiling of
the structure in search of food, drawn by the
fire. Nightaunts are particularly dangerous
creatures in the dark and the gamemaster
should remember that most of the warehouse
should be dark due to a lack of electricity.
Note: Nightgaunts are immune fire and
other damage, requiring steel to kill
them. However, most weapons, such as
bullets, axes, knives, etc. are made of
steel, so this shouldn’t pose too much of
a threat.
Nightgaunts: Flight 12, Movement 6, Initiative
10, Armor 2 (Inherent) (immune to most
attacks except steel and salt), HP 35,
Perception 50%, Stealth 90%, Fighting
Skill 45%, Claws: 1d6+1d4 Physical,
Puncture: 1d6 Physical by grabbing an
opponent, they can stab with barbed tail,
Dodge 35%, Resilience 65%, Note: Half-
bat creature with smooth oily skin that
moves and kills silently.
SCIENCE FACILITY
The southernmost building on the compound is
the science facility. On the outside, the building
is a windowless, 500-meter by 800-meter
concrete building with 10 large HVAC units on
the roof. There is one reinforced steel door on
the western wall. The door is locked with an
electronic lock and this building still has
electricity. If the players have a credentials
card, a successful Tech Use skill roll will open
the door. Otherwise, a Great Success on a
Lockpick skill roll or an Amazing success on a
Brute Force roll are required to open the door.
Once through the door, the players will
find a completely empty, sterile room. A Great
Success on a Perception skill roll will reveal a
second keycard reader on the east wall. If the
players have a credentials card, a successful
Tech Use skill will reveal a sliding wall
obscuring access to a stairwell. If the players do
not have an access card, a Great Success on a
Tech Use or Repair: Electrical skill roll will
reveal the sliding wall and stairwell by rewiring
the control device.
The stairwell lights will be on, allowing
the players to move between floors without
issues. The stairs lead to a landing and then
down to basement level. The steel emergency
barricade doors (Armor level 30) have been
dropped by the security team. Players can
either attempt to break through these doors or a
Great Success on a Tech Use or Repair:
Electrical skill roll can rewire the control panel
to the right of the door to open.
Basement Level 1
The first basement floor will reveal a long
hallway bathed in a pulsing yellow light that
leads to another stairwell door directly across
on the west end of the hall. Along the 10-meter
wide corridor are twelve 240-meter by 125-
meter clean rooms to the north and south, six
on each side.
Each of these clean rooms have
reinforced walls on either side, but a clear,
plexiglass facing the corridor for observation.
Inside each clean room are cubical work
stations with shattered or broken scientific and
robotic equipment. Blood stains the walls,
bodies in various pieces are thrown
haphazardly about. Five of the rooms have
shattered plexiglass walls, the remnants of
which are scattered through the corridor.
A successful Perception skill roll
through these rooms will reveal each of the 10
items on the City Council list (one per room
searched). However, the rooms pose a problem
for the players, as these were rooms where the
Z-virus was being actively studied. In the
chaos, the Z-virus was spread to the surfaces,
giving the players a chance of coming into
contact with the virus (Great success or better
on Immunity rolls not to contract the Z-
Virus).
The rooms with plexiglass walls still
intact also hold a Zombie Walker inside, the
cause of the carnage in that room.
Zombie Walker: Movement 5, Initiative 5,
Armor 1, HP 25, Perception 65%, Fighting
Skill 55%, 1d6 Physical with Bite, 1d6
Physical with Claw, Dodge 30%,
Resilience 70%, Infects with Z-Virus with
Bite
Fortunately for the players, the Z-Virus
has not become aerosolized and so they can’t
come into contact with it walking through the
corridor. However, anyone who touches the
blood or the bodies will have to make the
immunity roll.
Exiting the floor will be easy, the door
is not barricaded, but upon reaching the second
basement floor, they will find that the steel
emergency barricade doors (Armor level 30)
have been dropped by the security team. Again,
players can either attempt to break through
these doors or a Great Success on a Tech Use
or Repair: Electrical skill roll can rewire the
control panel to the right of the door to open.
Basement Level 2
The second basement floor is not like the first
one. The entire north half of the room has been
made into a single clean room. There are two
layers of plexiglass, separated by a space
approximately 2 meters wide, through which
run a series of tubes and wires. A single door in
the center of the wall leads into a chamber and
a second door, both of which have a control
panel on the outside and inside of them.
Inside the clean room is a person
wearing a full body chemical suit hooked to a
gas tube that leads up to a rack on the ceiling
and into a pipe that leads up. The person inside
is mixing chemicals, stopping occasionally too
look a blue glowing computer monitor reading
out numbers. This person seems to be
completely unaware the players have entered
the room.
On the other end of the room, 7 meters
of a large, 15-diameter worm lays on the floor,
the rest of the body disappearing into a hole in
the wall. Pieces of cement and zombie body
parts lay crumbled around the worm as if it
broke in a little while ago and decided to lay on
top of its debris. The worm appears completely
immobile, the three-pronged opening of its
maw cracked slightly as a viscous liquid slowly
oozes out onto the concrete floor. A few tables
and chairs are also thrown about in an arc from
the body of the worm, signs of splintering and
damage apparent.
The players can attempt to get the
scientist in the body suit’s attention by banging
on the glass, or they can attempt to gain access
to the room via the control panels. A quick
check of the panel will reveal that it has 2
functions: 1) entrance, which requires either a
keycard or a Great Success on a Tech Use or
Repair: Electrical skill roll and 2)
communication, which only requires a
successful Tech Use skill roll.
If they players attempt to communicate
with the scientist, he will explain that the
neurotoxin he used on the worm will only work
for another minute or so, so he must find the
cure before then. Players can either attempt to
lure the scientist with an opposed Charm skill
(against his Resolve of 95%) or forcibly
remove him with a successful Brawl or
Wrangle skill roll against his Dodge (60%).
The players can also give the scientist
time, allowing him to complete his study, but
the worm will wake up and the players must
fight the creature without cover unless they
enter the clean room. If players enter the clean
room at any point, they immediately ruin the
scientist’s experiment. However, the
experiment will fail either way and the damage
done by the worm with destroy the clean room
permanently.
Note: The Worm is attracted to the
sounds of the compressed air
generator, and will attack the room
with body whip every other round of
combat.
Sonic Worm: Crawl 8, Burrow 16, Initiative 1,
Armor 75, HP 56, Perception 150% (Sound)
20% (sight), Fighting Skill 65%, 60d6 with
Body Whip, Ballistic Skill 50%, 4d6 with
Goo attack (immobilizes target; causes
suffocation after 3 failed Resilience rolls).
Dodge 80%, Resilience 190% (95, 48) Size:
30m long.
NO EASY ESCAPE
Once the players have removed the scientist,
escaping the science facility is easy. However,
upon reaching the tarmac, they will find that
their vehicle or vehicles are being swarmed by
Zombie Walkers. The players will have to deal
with 1d10 Zombie Walkers before being able
to escape the compound with their gear and the
scientist.
RETURN TRIP
On the way back, the players will again
encounter the bandits on the road and the
Zombie Spitter, if they haven’t already taken
care of these along the way. However, a
successful Navigation skill roll at the
beginning of the trip can remove these dangers.
However, it means that the players will return
to the town at night, where they will have to
deal with the Zombie Walkers before the town
guards will see them.
HOMECOMING
If the players manage to return home with the
equipment, gear and the scientist, they will be
treated to a hero’s welcome. The City Council,
Sheriff, and medical staff will appease the
scientist and explain to him that his knowledge
and abilities are needed in Survivortown,
giving him a new task to investigate.
As per the deal with the City Council,
the players will be allowed to take their
“personal salvage” and exchange any vehicles
they managed to acquire. Players may opt to
use the Charm or Barter skills to gain more
afterwards, which will likely grant them more
personal salvage, but it will also put them at
ends with the Sheriff.
Conversely, players can opt to give up
some of their personal salvage for the town,
adding it to the town stores and earning them
the respect of the citizens, an honored place at
all the holidays and festivals, and a permanent
reduction in price at the brothel.
SCENARIO REWARDS
Depending on how many objectives the players
meet, the following is a guideline for the
amount of experience points to give them:
Character Lived: 100xp
Found Objects: 100xp
Returned with Scientist: 100xp
Killed the Sonic Worm: 100xp
Used Teamwork or Tactics: 100xp
Character Name Player Name Strength
25 12
6
Fortitude
35 17
8
Agility
70 35
17
Intelligence
75 37
18
Intuition
60 30
15
Charisma
40 20
10
Fighting Skill
25 12
6
Ballistic Skill
20 10
5
Luck
30 15
7
Resilience
30 15
7
Resolve
68 34
17
Immunity
33 16
8
Dodge
65 32
16
Movement
11 5
2
Initiative
Total
7/2 Modified
Armor
Health Points
Total
12 Current
Hunger Damage
Size Damage
Average 1d6
Luck Use Per Day
Age
23
Special Abilities
Grease Monkey: Mechanical
Road Warrior
Speak: English Creole
Speak: Technical Jargon
Primary Archetype
Mechanic
Secondary Archetype
Hunter
Apocalypse Survival
Peak Oil Collapse
Scavenger Type
Gatherer
Skill Name Stat P S +5%
T +10%
M +15%
Clubs FS 25 - - -
Crafting Inte 75 - - -
Drive Intu 60 - - -
Inventory Inte 75 - - -
Navigation Intu 60 - - -
Repair: Armorer Inte 75 - - -
Repair: Electrical Inte 75 - - -
Repair: Mechanical Inte 75 - - -
Scrutiny Intu 60 65 - -
Survival Intu 60 - - -
Tech Use Inte 75 - - -
Weapons
Weapon Damage Range Ammo
Hammer 2d6 - -
Reese Tibson
Experience Points Days without Food Character Picture
Total Remaining
Armor Equipment Materials Armor Value
Overalls 1
Items
Tool Belt (Holds 2 sets of tools) 25cm Taper Candles (6) (9-hours light)
Mechanics Tools 20L Jerry can of Gasoline
Armorers Tools Duct Tape (Repair skills at Advantage)
Bug Out bag (2) Glow Sticks (4) (12-hours light)
Flint and Steel (20 uses) (Survival at Advantage) Isopropyl Alcohol 99% (500ml) (Flammable. Solvent. Gas additive)
Water Filter (20 uses) (Survival at Advantage) Magnifying Glass
Rope (30m) Shotgun Ammo
Sleeping Bag (Resilience Advantage Weather) Solar Charging Device
Humvee (Acc 2, Seats 4, Medium cargo, Armor 50, HP 75)
Notes
Grease Monkey: Repair: (Mechanical) is always at Advantage
Road Warrior: +5 Initiative when Driving
Speak: Technical Jargon: Advantage on Repair skill rolls when consulting a text
Character Description and Background
Female
Orphan
Apprentice Mechanic
Night guard in Survivortown
Character Name Player Name Strength
25 12
6
Fortitude
35 17
8
Agility
35 17
8
Intelligence
80 40
20
Intuition
90 45
22
Charisma
40 20
10
Fighting Skill
25 12
6
Ballistic Skill
30 15
7
Luck
30 15
7
Resilience
30 15
7
Resolve
85 42
21
Immunity
33 16
8
Dodge
63 31
15
Movement
6 3
1
Initiative
Total
7/2 Modified
Armor
2
Health Points
Total
12 Current
Hunger Damage
Size Damage
Average 1d6
Luck Use Per Day
Age
30
Special Abilities
Adrenaline Shot
Sixth Sense
Speak: English Creole
Speak: Xinolingua
Primary Archetype
Surgeon
Secondary Archetype
Scientist
Apocalypse Survival
Alien Invasion
Scavenger Type
Gatherer
Skill Name Stat P S +5%
T +10%
M +15%
Athletics Str 25 - - -
Chemical Use Inte 80 - - -
Command Cha 40 - - -
Computers Inte 80 - - -
Inventory Inte 80 - - -
Medicine Inte 80 - - -
Science Inte 80 - - -
Scrutiny Intu 90 95 - -
Survival Intu 90 - - -
Throw Str 25 - - -
Xenotech Use Intu 90 - - -
Weapons
Weapon Damage Range Ammo
Scalpel 2d6 - -
Tony Gambino
Experience Points Days without Food Character Picture
Total Remaining
Armor Equipment Materials Armor Value
Scrubs (Command at Advantage) 2
Items
Running Shoes (Run at Advantage) Acetaminophen (100ct) (Imm. success increased 1 degree per tablet)
Medical Kit (15 uses) (Medicine skill at Advantage) Beakers and Test Tubes (Chemical Use Skill at Advantage)
Surgical Tools (+5% to Medicine skill use) Compass (Navigation skill at Advantage)
Bug Out bag (2) Cord Saw (Survival Skill at Advantage in woodlands)
Flint and Steel (20 uses) (Survival at Advantage) Magnifying Glass (Scrunity Advantage; Perception Disadvantage)
Water Filter (20 uses) (Survival at Advantage) Plastic Bags (2)
Rope (30m) Toothbrush (Ettiquette and Charm skill at Advantage)
Sleeping Bag (Resilience Advantage Weather)
Notes
Adrenaline Shot: +5 Initiative to one target for 10 rounds; Does not Stack
Sixth Sense: Perception roll made when creatures/people Stealth passed
Character Description and Background
Male
Husband and Father
Working on food blight between shifts at the hospital in Survivortown
Character Name Player Name Strength
45 22
11
Fortitude
60 30
15
Agility
10 5
2
Intelligence
55 27
13
Intuition
45 22
11
Charisma
15 7
3
Fighting Skill
50 25
12
Ballistic Skill
30 15
7
Luck
75 37
18
Resilience
53 26
13
Resolve
50 25
12
Immunity
68 34
17
Dodge
28 14
7
Movement
6 3
1
Initiative
Total
9/4 Modified
Armor
Health Points
Total
21 Current
Hunger Damage
Size Damage
Big 1d8
Luck Use Per Day
Age
Special Abilities
Teamwork
Rage against the Machine
Speak: Military Jargon
Speak: English
Primary Archetype
Veteran
Secondary Archetype
Fireman
Apocalypse Survival
Robot Uprising
Scavenger Type
Gatherer
Skill Name Stat P S +5%
T +10%
M +15%
Blades FS 50 - - -
Carouse Cha 15 - - -
Drive Intu 45 - - -
Expression Cha 15 - - -
Improvised Weapons FS 50 - - -
Parry FS 50 - - -
Perception Intu 45 - - -
Throw Str 45 - - -
Scrutiny Intu 45 - - -
Survival Intu 45 50 - -
Weapons
Weapon Damage Range Ammo
Combat Knife 1d8+1d6 - -
Old Pat
Experience Points Days without Food Character Picture
Total Remaining
Armor Equipment Materials Armor Value
Motorcycle Body Armor 4
Items
2qt – Canteen (Holds 2-qt of Water; 2 pt Hunger alleviation) Oxygen Mask
Dog Whistle (calls Dogs from distance) Rifle Ammo
Bug Out bag (2) Extra change of clothing
Flint and Steel (20 uses) (Survival at Advantage) Spam (340g) (5 pt Alleviate Hunger damage)
Water Filter (20 uses) (Survival at Advantage) Edible Mushrooms (3 pt Alleviate Hunger damage)
Rope (30m) Soap (Charm at Advantage)
Sleeping Bag (Resilience Advantage Weather) Fishing Rod and reel (Survival at Advantage near water)
Binoculars (Perception Advantage over distance) Large Net (use Wrangling rules)
Notes
Teamwork: Grant +10% per degree of Success on joint skill rolls.
Rage Against the Machine: Fighting Skill, Ballistic Skills, Dodge, Block, Parry at Advantage against Robots
Character Description and Background
Non-Binary
Town Drunk in Survivortown
Character Name Player Name Strength
20 10
5
Fortitude
30 15
7
Agility
100 50
25
Intelligence
20 10
5
Intuition
40 20
10
Charisma
55 27
13
Fighting Skill
20 10
5
Ballistic Skill
80 40
20
Luck
30 15
7
Resilience
25 12
6
Resolve
30 15
7
Immunity
30 15
7
Dodge
70 35
17
Movement
12 6
3
Initiative
Total
13/7/2 Modified
Armor
2
Health Points
Total
10 Current
Hunger Damage
Size Damage
Small 1d4
Luck Use Per Day
Age
15
Special Abilities
Headshot
Restructured Immunity
Primary Archetype
Hunter
Secondary Archetype
Gunslinger
Apocalypse Survival
Zombie Apocalypse
Scavenger Type
Hunter
Skill Name Stat P S +5%
T +10%
M +15%
Archery Ag 100 - - -
Athletics Str 20 - - -
Command Cha 55 - - -
Firearms BS 80 - - -
Gamble Cha 55 - - -
Lockpick Ag 100 - - -
Palming Ag 100 - - -
Perception Intu 40 - - -
Stealth Ag 100 - - -
Tracking Intu 40 45 - -
Weapons
Weapon Damage Range Ammo
Recurve Bow 6 10m/30m/70m 10
Bobby Clark
Experience Points Days without Food Character Picture
Total Remaining
Armor Equipment Materials Armor Value
Camo Jacket (Stealth at Advantage) 2
Items
Crafting Tools (Crafting skill +5%) Lockpick Tools (Lockpick Skill +5%) Camo Tarp (Stealth Advantage not moving) Hunting Boots (Stealth Advantage Move; Run/Climb Advantage) Game Bag (Grants 2 pts of Hunger Damage alleviation) Deck of Playing Cards (Gambling at Advantage) 2qt container of oil (10W-30 motor oil) Sci-fi Novel (Resolve Advantage against Psychic attacks for 10 hours) Wool Socks (Resilience Advantage weather; Run Disadvantage)
Notes
Headshot: Full damage with weapon +1d4+2 extra damage for “Called Shot: Vital” (Total: 1d4+8)
Restructured Immunity: Immunity at Advantage against Disease; Stage 1 “Infected” always
Character Description and Background
Female
Punk kid with attitude
Runs with the criminal element in Survivortown
Character Name Player Name Strength
65 32
12
Fortitude
75 37
18
Agility
25 12
6
Intelligence
25 12
6
Intuition
50 25
12
Charisma
25 12
6
Fighting Skill
60 30
15
Ballistic Skill
30 15
7
Luck
35 17
8
Resilience
70 35
17
Resolve
38 19
9
Immunity
55 27
13
Dodge
25 12
6
Movement
9 4
2
Initiative
Total
5/0 Modified
Armor
11 (5 Helmet)
Health Points
Total
28 Current
Hunger Damage
Size Damage
140 1d8
Luck Use Per Day
Age
40
Special Abilities
Lighter Fluid
Reaper
Primary Archetype
Fireman
Secondary Archetype
Fireman
Apocalypse Survival
Zombie Apocalypse
Scavenger Type
Hunter
Skill Name Stat P S +5%
T +10%
M +15%
Athletics Str 65 - - -
Blades FS 60 - - -
Block FS 60 - - -
Brawl FS 60 - - -
Demolitions Inte 25 - - -
Improvised Weapons FS 60 - - -
Medicine Inte 25 - - -
Parry FS 60 - - -
Perception Intu 50 - - -
Stealth Ag 25 - - -
Throw Str 65 - - -
Tracking Intu 25 - - -
Weapons
Weapon Damage Range Ammo
Fireman’s Axe 2d8+2 - -
Flares 2d6+Burn ~2m/~5m/~13m 10
Thomas Runyon
Experience Points Days without Food Character Picture
Total Remaining
Armor Equipment Materials Armor Value
Nomex Fireman’s Jacket 6
Helmet 5
Items
Helmet (Armor Level 5) Oxygen Mask
Hunting Boots (Stealth Advantage moving; Run/Climb Advantage) Lighter (10 uses)
Camo Tarp (Stealth at Advantage when not moving)
Game Bag (Grants 2 pts of Hunger Damage alleviation)
Alcohol 80 Proof (500ml) (Flammable; Grants +5% on Medicine rolls)
Lithium Ion Battery (8-hour charge)
Mushrooms (5) (Resolve Advantage; Resilience Disadvantage)*
Flares (Provides light for 1d20+2 minutes)
Notes
Lighter Fluid: +1d6 damage with Combustible Weaponry; Make Resolve roll not to burn combustible items
Reaper: Fighting Skill and Ballistic Skill at Advantage against Zombies; Reroll failed Resolve once
*When using mushrooms, must roll Immunity or gain Stage 3 “Disease” effects
Character Description and Background
Male
Captain of the “Fire Brigade” in Survivortown
Appendix A: Quick Reference
1 1
22 11
43 21
64 32
85 42
1 5 10 16 21
2 1
23 11
44 22
65 32
86 43
1 5 11 16 21
3 1
24 12
45 22
66 33
87 43
1 6 11 16 21
4 2
25 12
46 23
67 33
88 44
1 6 11 16 22
5 2
26 13
47 23
68 34
89 44
1 6 11 17 22
6 3
27 13
48 24
69 34
90 45
1 6 12 17 22
7 3
28 14
49 24
70 35
91 45
1 7 12 17 22
8 4
29 14
50 25
71 35
92 46
2 7 12 17 23
9 4
30 15
51 25
72 36
93 46
2 7 12 18 23
10 5
31 15
52 26
73 36
94 47
2 7 13 18 23
11 5
32 16
53 26
74 37
95 47
2 8 13 18 23
12 6
33 16
54 27
75 37
96 48
3 8 13 18 24
13 6
34 17
55 27
76 38
97 48
3 8 13 19 24
14 7
35 17
56 28
77 38
98 49
3 8 14 19 24
15 7
36 18
57 28
78 39
99 49
3 9 14 19 24
16 8
37 18
58 29
79 39
100 50
4 9 14 19 25
17 8
38 19
59 29
80 40
101 50
4 9 14 20 25
18 9
39 19
60 30
81 40
102 51
4 9 15 20 25
19 9
40 20
61 30
82 41
103 51
4 10 15 20 25
20 10
41 20
62 31
83 41
104 52
5 10 15 20 26
21 10
42 21
63 31
84 42
105 52
5 10 15 21 26
Appendix B: Character Sheet Instruction
The character sheet seen above is included at the end of these instructions. Various other
versions of these might be made, but the above includes space for all the information about the
character and their gear. Some parts might be intuitive while others are not, so instructions on
how to use the character sheet are included.
Stat blocks
The left and center columns of the character sheet are dedicated to the
state and derived stats. Most of these stats are contained within 3 section
blocks. The larger section is for the stat number, while the top right
smaller section is for the “one-half” or “Great Success” number. The
bottom right smaller section is for the “one-quarter” or “Amazing
Success” number. While the use of these blocks isn’t mandatory, they
are there for convenience.
Skills List
Halfway down the right column is the skill
list block. This block is used to list the skills
that the character is proficient. The lettered
columns are for recording the levels of
proficiency and their associated numbers.
Initiative Box
The initiative box is split into two section used to keep track of the character’s base initiative
score and the modified initiative score. Because items, such as adrenaline, energy drinks, etc. can
add to the initiative score, the number will often be modified. Also, any number above 5 will
grant the character more action phases during the combat round, and so that is recorded.
Luck Use Blocks
In the center column, near the middle of the page, is a
convenient section for keeping track of luck per day uses. By
blackening out the extra blocks, players can make sure that
they don’t use more than they have. They can also draw a
pencil line through blocks as they use them and erase those
lines at the start of each new game day.
Experience Points Block
Experience points are awarded at the end of scenarios to reward
players for participating in the game. These points can be used to
buy new skills or special abilities or to improve skills or stats.
Keeping track of how many points a character has been given and
how many they have remaining is paramount to characters.
Days Without Food Boxes
Characters can take damage from Hunger equal to their
Fortitude divided by 4 before they take Disadvantage on all
rolls. They can then “Starve” until they take damage equal to
their Fortitude divided by 2, at which point they become
“Emaciated” and have a -10% on all stats. They can continue in
this state until they reach damage equal to their Fortitude, at
which point they die.
To track all these changes, this section is provided. Using a “slash” to track how many
days until they have reached their Fortitude divided by 4, and “X’s” until they reach their
Fortitude divided by 2, players can know when to apply the full amount of penalties.
Armor List
While the first page contains a section
for “Armor,” this section breaks down
the individual components that make up
the armor value. Armor value affects
Agility, adjusted by the total Armor
value, which affects other numbers.
Character Name Player Name Strength
Fortitude
Agility
Intelligence
Intuition
Charisma
Fighting Skill
Ballistic Skill
Luck
Resilience
Resolve
Immunity
Dodge
Movement
Initiative
Total Modified
Armor
Health Points
Total
Current
Hunger Damage
Size Damage
Luck Use Per Day
Age
Special Abilities
Primary Archetype
Secondary Archetype
Apocalypse Survival
Scavenger Type
Skill Name Stat P S +5%
T +10%
M +15%
Weapons
Weapon Damage Range Ammo
Experience Points Days without Food Character Picture
Total Remaining
Armor Equipment Materials Armor Value
Items
Notes
Character Description and Background