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Apocalyptia Beta 20
Apocalyptia Beta 20
Apocalyptia Beta 20
Agility Skills
Acrobatics: Gymnastic prowess.
(Dodge) Fast. Roll vs ATK. -3 for each DEF roll after
the first until your next turn. 1:Prone.
(Jump) #6. Distance = Speed/3 if Walking, Speed if
Running. 1:1DMG & Prone.
(Tumble) Fast. # = d6DMG/3yds. S:Fall DMG/2. 1:+d6DMG.
Projectile: Ranged fighting techniques. See Ch:5.
(Archery) Roll vs DEF. 1:Arrow lost.
(Guns) Roll vs DEF. 1:Broke.
(Throw) Roll vs DEF. Short RNG. 1:Weapon lost.
Stealth: 1/rnd. Roll vs Perception. +3 if Prone.
(Hide) Stay still in the shadows. +3 Stealth. 1:Seen.
(Sneak) Slowly creep at Speed/2. +1 Stealth. 1:Heard.
Trick: Delicate operations requiring finesse. 1/rnd.
(Conceal) Hide a small item on your person. 1:Dropped.
(Disarm) # by Trap. Takes d6mins. F:Trap goes off.
(Pick) # by lock. Takes d6mins 1:Lock jams.
(Steal) Roll vs Perception to pick pocket. F:Detected.
Brains Skills
Build: Make
d6+3
items from junk Parts. Takes 6+hrs. Costs
Parts or more. Base #15. 1:Tool broke.
(Customize) #9. Takes 6hrs. Costs d6+1 Parts. Maximum 2
Customizations per item. 1:Item broken.
Weapon Customizations Vehicle Customizations
• +1 ATK
• Change Size or caliber +/-1 • +5HP, +5AR, or +5DMG
• Add a Weapon Property • +10yds/+7mph Speed
• +25% MPG
Armor Customizations • +50% Tank
• +1 AR, CR, FR, or Camo • +1 Occupant or +40 Load
• Reduce Size by 1 • Mount a weapon
• +1 Unarmed and Grab DMG
Fix broken items. #12. Takes 6hrs. Costs d6
(Repair) Parts. +3 with item Parts. 1:Parts ruined.
(Salvage) Get Parts from machine = result /3. Takes 1hr.
Medicine: # = total DMG. Requires Medical GEAR.
(First-Aid) Stops Bleeding. Takes 1rnd/DMG. 1:Bleed 1DMG.
(Surgery) Heal d6HP to one Location. 1/wound. Takes
15min/DMG. 1:d6DMG and Bleeding.
(Transfuse) Donor takes 1DMG to Torso. Patient heals 1HP
to their Torso. Takes 30min/HP. 1:No healing.
(Treat) Heal 1HP to one Location. Takes 6hrs. See
Healthcare in Ch:10.
Perception: All senses. -1/20yds away. 1:Confused.
(Loot) 1/30mins. # by Area. S:1 roll on MGL. 1:1DMG.
(Search) 1/rnd. Roll vs Stealth or Trick.
(Track) 1/hr. Roll vs Stealth. 1:Lose trail.
(Wake) 1/rnd. #9 to wake. -1 all rolls for 1min.
Science: Costs d6+3 Chemicals. Takes 6hrs.
(Bombs) Make a Bomb. # by Bomb. 1:Instant explosion.
(Drugs) Make a Drug. # by Drug. 1:d6DMG to user Torso.
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Demeanor Skills
Entertain: Any performance that captivates an audience.
(Distract) Roll vs B. S:Target uses REF 1rnd. 1:REF 1rnd.
(Inspire) 1/day. d6mins. # = Comrades present. Each
Comrade gets back 1 Luck. 1:You lose 1 Luck.
Leadership: Direct the Team. One “Team Leader” at a time.
(Coordinate) 1rnd. # = Comrade's D. Comrades get +1 to all
rolls for one specific task. 1:-1 penalty.
(Encourage) # = Comrade's D. +d6 to a single roll by that
Comrade outside of combat. 1:-d6 penalty.
(Intimidate) 1/rnd. Roll vs D. Target takes a penalty to
rolls vs you = your D/2 for 1rnd. 1:+3 vs you.
d6hrs. # = 6 + Comrades. S:+d6 to Comrades'
(Plan) Skills if followed exactly. Roll bonus once
for the whole Plan. 1:-d6 Comrades' Skills.
Socialize: Communicating with a goal in mind. Roll vs D.
(Discern) Roll vs Socialize(Persuade) to detect a lie.
(Inquire) S:Target gives good info. 1:False info.
(Persuade) S:Attitude improves. F:Attitude worsens.
1/rnd. Roll vs domesticated animal's D or wild
Tame: animal's Dx3 to calm. 1:It flees or attacks.
(Ride) S:Mount obeys. 1:Thrown off, take d6 fall DMG.
# = D. Takes 1 day. Animals can learn commands
(Train) = their Bx3. Commands must be a single word.
Command Description
Attack MATK against a designated target.
Creep Stealth(Sneak) roll to move very quietly.
Distract Entertain(Distract) to draw attention.
Entertain Entertain(Inspire) to amuse an audience.
Guard Stays in place and alerts you if strangers approach.
Hide Stealth(Hide) somewhere nearby until further notice.
Hunt Hunting roll using pet's Skills. See Ch:10.
Patrol Walk a circuit in a particular place to keep watch.
Run Run from the area. Stay close to you if you also Run.
Search Perception(Search) roll for a certain thing it knows.
Stay Maintains current position until further notice.
Track Perception(Track) roll for a certain person it knows.
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Death: Sooner or later, you are going to die. When your Head or
Torso drops to 0HP, you become immediately Stunned, fall Prone, and
die at the end of the next rnd unless someone gets to you and rolls
Medicine(First-Aid) # = total DMG. If you die, anyone who considers
you a Comrade loses 1 Demeanor temporarily for 1 month from grief.
If your character died with 1 or more Head HP, your character
reanimates in d6rnds as a Walker. Make a new character with bonus
XP = half of your deceased character's XP at the time of death.
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DEFENSIVE
Block: Melee roll vs ATK. This is your DEF for that ATK. -6 to
Block PATKs. You cannot normally Block guns unless you use a
shield. -3 DEF per roll after the first until your next turn. You
may forfeit any ATKs for 1rnd to lower the penalty to -1 DEF/roll.
Distract: To divert an
opponent's attention, roll
Entertain(Distract) vs Brains.
The opponent uses REF for
1rnd. If you Botch, REF 1rnd.
Dodge: An Acrobatics roll vs
ATK. This is your DEF for that
ATK. -3 DEF penalty per roll
after the first. You may
forfeit any ATKs for 1rnd to
lower the penalty to -1
DEF/roll. If you have any
Speed left for the rnd, you
may move 1yd when you Dodge
until you are out of Speed.
Protect: Fast. 1/rnd. Roll
DEF vs your Comrade's DEF when
they are targeted by an ATK.
If your DEF result is higher
than your Comrade's, you become
the target using your REF. You
must be within 1yd.
Reload: Drop an empty
magazine or spent shell casings (Fast action), then load a new
magazine or 2 new shells per rnd. REF 1rnd.
Run: Spend your turn to move Speed x3. Roll C#9, -1 penalty per
additional minute after minutes = C to continue Running.
OFFENSIVE
Aim: Hold your Projectile weapon on target for 1rnd to get +1 PATK
next rnd, up to 6 consecutive rnds for +6 PATK. REF while Aiming.
Bonus is negated if you move or take DMG.
Ambush: Roll Stealth vs Perception before your target is aware of
your presence. Target uses REF vs you until they detect you.
Called Shot: Target a specific body Location. -6 ATK to target
Head or Vehicle Tires, -3 to target Limbs, -0 to target Torso.
• Disarm: -3 MATK, Arm. 0DMG. Weapon flies d6yds away or you
get the weapon if you are using a Grab.
• Knockout: -6 MATK, Head. 0DMG. Melee vs C. Knock
unconscious for d6mins.
• Trip: -3 MATK, Legs. 0DMG. Knock Prone and Stun 1rnd.
Charge: Move Speed x2 straight at your target and end your move
by rolling a MATK. DMG Mod x2 for the MATK. REF 1rnd.
Dual-Wield: Make two ATKs with 1-handed weapons, or get a second
Block with no -3 penalty. ATKs take a penalty = the weapon Size.
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Weapon Properties
Auto +1 PATK per extra shot per rnd, up to +9 PATK for 10
shots. You may split this bonus among Rapid PATKs.
Blast Any explosive or splash weapon has a radius that hits
everyone within it. DMG is split between 3 Locations.
Chop +1DMG when hitting a Head, Arm, or Leg.
Rapid 1-3 ATKs in 1rnd at -1/-3/-6. Short Range only.
Scatter Bonus to PATKs when using Birdshot or Buckshot.
Slam Target rolls C vs DMG (before AR) or falls Prone.
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Destroyed Armor:
Armor is destroyed whenever the
body Location it protects drops
to 0HP from DMG. All armor on
that Location is destroyed and
cannot provide any further
protection. Armor can be fixed
using Build(Repair). See Ch:4.
Resting in Armor:
Take a -1 Fatigue penalty to
all rolls for each night that
you attempt to rest while
wearing armor.
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Base Features
Feature Notes #
Water
Gravity Filter Purifies water, requires rebuild 1/month. 9
Rain Catchment Fills Water Barrels when it rains. Pure water. 12
Surface Source Unlimited water that requires filtering. -
Underground Well Unlimited water that requires filtering. 15
Water Barrels 1 barrel = 50 gallons = 100 water rations. 6
Food
Chicken Coop ¼ Food/day/hen (1 egg). Needs 1 person/50 hens. 9
Freezer -500 watts/hr to preserve 100 Food. 18
Hydroponics 5 Food/ft², 4/year. Needs 1 person/50ft². 15
Pig Pen 1 pig/stall, eats 2 Food/day. 20 Food/pig. 6
Vegetable Garden 1 Food/ft², 1/year. Needs 1 person/100ft². 3
Shelter
Bed +1 Recovery rolls. 6
Garage Protects a Vehicle while not in use. 21
Heater -1500 watts/hr for 10CR. 15
Insulation 5CR per layer, up to 6 layers. 6
Shower +1 Recovery rolls, -50 Water per shower. 9
Power
Bike Charger +100 watts/hr of pedaling. Requires 1 person. 12
Car Battery Holds 500watt-hrs each, weighs 40lbs. 12
Ethanol Still +1gal/day Fuel or Alcohol, Science #9 to run. 15
Generator 500 watts/hr for 6hrs on 1gal of Fuel. 24
Hydroelectric +50 watts/hr in a stream or river. 21
Solar Panel +100 watts/hr of daylight. 21
Wind Turbine +50 watts/hr of wind. 18
Wood Gasifier +50 watts/hr for 1hr on 10lbs of wood. 15
Tools
Forge -10gal/hr Fuel for +5 Build on metal items. 18
HAM Radio -50 watts/hr listen. -200 watts/hr transmit. 21
Infirmary -500 watts/hr for +5 Medicine. 18
Kitchen -400 watts/hr for +5 Survival to cook. 18
Lab -500 watts/hr for +5 Science. 24
Library -50 watts/hr if dark. +1 any Skill for 1hr/day. 6
Machine Shop -1000 watts/hr for +5 Build Vehicles. 21
Reloading Press Science(Bombs) #9 to make d6 bullets in 1hr. 18
Sewing Machine -50 watts/hr for +3 Build Clothing and Armor. 15
Wood Shop -500 watts/hr for +5 Build on wood items. 15
Defenses
Barred Windows 6HP and 15AR, transparent. 9
Fences See Cover in Ch:7. 6
Flood Lights Negates Visibility penalties from darkness. 9
Hidden Exit Secret tunnel opening at 50yds from the Base. 18
Lookout Point +1 Aim and +3 Perception. 12
Moat 3yds deep, 2yds wide, 4yds long. Swim #6. 9
Mounted Gun +1 PATKs. Gun Size category reduced by 1. 6
Perimeter Trap See Traps in Ch:12. ?
Reinforced Door +6HP and +3AR to an existing door. 9
Spear Barricade 3yds wide. Pins up to 5 Walkers per barricade. 9
Trench 3yds deep, 2yds wide, 4yds long. Climb #12. 12
Walls See Cover in Ch:7. 15
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Turning
For a character to resist Turning, roll CvC+DMG, meaning
roll d6 + the character's Constitution versus a GM roll of d6 + the
Zombie's Constitution + any DMG done by the Zombie's ATK. This does
not count DMG absorbed by AR. Only the GM should know the # of the
roll. Amputating a bitten limb does not prevent Turning, but the
Team does not necessarily know that.
If the player Succeeds, the character is hurt but will not
Turn this time, but does not know that. If the victim Succeeds by
6+, their immune system gains permanent immunity. The character
does not know that they are immune. If they Fail, roll below:
Turning
d6 Onset Time Modifiers Diagnose Symptoms Visible Signs
1 d6 rounds Pain -6 #6 Trembling Black veins
2 d6 minutes Pain -3 #9 Migraine Pale skin
3 d6 hours Pain -1 #12 Fever Profuse sweating
4 d6 days - #15 Dizzy Spells -
5 d6 weeks - #18 - -
6 d6 months - #21 - -
On a 1, the character becomes a Thinker in 1rnd. The GM may
allow the player to continue playing their Turned character (now a
Thinker) for a short while so long as they are actively attempting
to kill or Turn their Teammates at all times.
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Zoo Animals
1 2 3 4 5 6
1 Alligator 4 Canine (Hyena) 1 Gorilla 4 Monkey
2 Anaconda 5 Chimpanzee 2 Horse (Zebra) 5 Rhinoceros
3 Bear (Polar) 6 Elephant 3 Lion (African) 6 Viper (Cobra)
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Clothing
1 2 3
1 Bandana 1 Bobby Pin 1 Gas Mask
2 Bandoleer 2 Boonie Hat 2 Ghillie Suit
3 Baseball Cap 3 Cargo Pants 3 Goggles
4 BDU Jacket 4 Coveralls 4 Hiking Boots
5 Bicycle Helmet 5 Cowboy Hat 5 Hoody
6 Blue Jeans 6 Denim Jacket 6 Leather Belt
4 5 6
1 Leather Jacket 1 Ski Mask 1 Tool Belt
2 Lifejacket 2 Sports Helmet 2 Trench Coat
3 Motorcycle Armor 3 Steel-Toe Boots 3 Waders
4 NBC Suit 4 Sunglasses 4 Winter Coat
5 Poncho 5 Tactical Vest 5 Wristwatch
6 Running Shoes 6 Thermal Underwear 6 Work Gloves
Bombs
d6 Type Mix Blast Duration Effects
1 Dynamite #18 5yd/ea 1min fuse d6x5DMG/stick. Must be lit.
2 Flashbang #12 5yd d6+2rnds 0DMG. C#12 or blind, deaf, and Stunned
3 Frag #21 5yd 1rnd fuse d6x3DMG.
4 Molotov #9 3yd 1min d6FDMG. 3FDMG/rnd. Must be lit.
5 Smoke #6 1yd/rnd 5mins Low Visibility.
6 Teargas #15 1yd/rnd 1min Smoke + C#18/rnd or Suffocate, -3 all.
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Gas Station
1 2 3
1 Alcohol 1 Compass 1 Hammer
2 Baseball Cap 2 Duct Tape 2 Knife
3 Bobby Pin 3 First-Aid Kit 3 Lighter
4 Candle 4 Flashlight 4 Map (Atlas)
5 Candy 5 Food 5 Map (Local)
6 Cigarettes (20) 6 Fuel Can 6 Marbles
4 5 6
1 Marker 1 Poncho 1 Swiss Army Knife
2 Matchbook 2 Road Flare 2 Tire Iron
3 Multi-Tool 3 Screwdriver 3 Toy Car
4 Mylar Blanket 4 Soap 4 Water Bottle
5 Notebook 5 Stimulant (d6x2) 5 Work Gloves
6 Painkillers (d6x2) 6 Sunglasses 6 Yellow Pages
Grocery Store
1 2 3 4 5 6
1 “101 Dog Tricks” 1 Food 1 Poncho
2 Alcohol 2 Hammer 2 Rat Trap
1 3 Axe 1 3 “How to Win Friends” 1 3 Rope
2 4 Baseball Cap 2 4 Knife 2 4 Screwdriver
5 Breath Mask 5 Lighter 5 Shovel
6 Candle 6 Lock (2) 6 Sledgehammer
1 Candy 1 Magnifying Glass 1 Soap
2 Chalk 2 Map (Atlas) 2 Solar Lamp
3 3 Cigarettes (20) 3 3 Map (Local) 3 3 Spray Paint
4 4 Cleaver 4 4 Marker 4 4 Staff
5 Cooler 5 Matchbook 5 Stimulant (d6x2)
6 Crowbar 6 Measuring Cup 6 Sunglasses
1 Depressant (d6x3) 1 Metal Club 1 Tape Measure
2 Duct Tape 2 Multi-Tool 2 Water Bottle
5 3 Egg Timer 5 3 Mylar Blanket 5 3 Water Filter
6 4 “Eng-Span Dictionary” 6 4 Notebook 6 4 Work Gloves
5 First-Aid Kit 5 Painkillers (d6x2) 5 Wristwatch
6 Flashlight 6 Pocket Mirror 6 Yellow Pages
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Police
1 2 3 4 5 6
1 "101 Dog Tricks" 1 Gas Mask 1 Police Car
2 9mm FMJ (d6x5) 2 Glock 17 2 Poncho
3 9mm JHP (d6x5) 3 Gun Cleaning Kit 3 Remington 700
1 1 1
4 9mm Match (d6x3) 4 H&K MP5 4 Remington 870
5 .45 JHP (d6x5) 5 Hallucinogen (d6x10) 5 Riot Helmet
6 .45 Match (d6x3) 6 Hammer 6 Riot Shield
1 5.56 AP (d6) 1 Hand Radio 1 Road Flare
2 5.56 FMJ (d6x3) 2 Handcuffs 2 Rope
3 5.56 Match (d6x2) 3 Holo Sight 3 Scope (4x)
2 2 2
4 .308 AP (d6) 4 “Home Security Guide” 4 Scope (9x)
5 .308 FMJ (d6x3) 5 Interceptor Armor 5 Shinguards
6 .308 Match (d6x2) 6 Kevlar Gloves 6 Shovel
1 12g Buckshot (d6x2) 1 Knee Pads 1 SIG Sauer P290
2 12g Sabot (d6) 2 Kevlar Vest 2 Sledgehammer
3 AR-15 3 Laser 3 Spray Paint
3 3 3
4 ATV 4 Leather Belt 4 Springfield M1A
5 Backpack 5 Lock (Pad) 5 Steel-Toe Boots
6 Baseball Cap 6 Lockpicks 6 Stimulant (d6x10)
1 Benelli M4 1 Magazine (AR-15) 1 Sunglasses
2 Bicycle (Mountain) 2 Magazine (Glock 17) 2 SUV
3 Bicycle Helmet 3 Magazine (H&K MP5) 3 Tactical Vest
4 4 4
4 Binoculars 4 Magazine (Spring M1A) 4 Tape Measure
5 Bipod 5 Map (Atlas) 5 Teargas Grenade
6 Bolt Cutters 6 Map (Local) 6 Telescope
1 Brass Knuckles 1 Map (Topographic) 1 Three-Point Sling
2 Cargo Pants 2 Megaphone 2 Tire Iron
3 Crowbar 3 Mossberg 500 3 Tool Bag
5 5 5
4 Depressant (d6x10) 4 Motorcycle 4 Tool Belt
5 Duffel Bag 5 Multi-Tool 5 Undercover Vest
6 Ear Plugs 6 Muzzle Brake (.308) 6 Van
1 Elbow Pads 1 Mylar Blanket 1 Vertical Foregrip
2 "Eng-Span Dictionary" 2 NBC Suit 2 Water Bottle
3 First-Aid Kit 3 Notebook 3 Whistle
6 6 6
4 Flashbang Grenade 4 Painkillers (d6x10) 4 Wristwatch
5 Flashlight 5 “Personal Defense” 5 "Yellow Pages"
6 Fuel Can 6 Police Baton 6 Zip Tie
Vehicles
1 2 3 4 5 6
1 Ambulance 4 Bus 1 Pickup Truck 4 Street Bike
2 ATV 5 Motorcycle 2 Police Car 5 SUV
3 Box Truck 6 Muscle Car 3 Semi-truck 6 Van
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HEALTH
LOCATION HP ARMOR AR CR FR Sz Notes
Head /
Torso /
Arms /
Legs /
WEAPONS
Type ATK DMG RNG Sz Ammo Notes
Magazines
Ammunition / / / / / /
ABILITIES Notes Lvl
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STORAGE
Backpack
Thanks to
Hometown Hobbies in Huntington WV, and
The Wizard's Guild in Athens, OH.
Support your local game shop.
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