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PARTISANS
PARTISANS
A 24XX Game
PLAY: Players describe what their characters do. The ►You did this before the war.
game moderator (GM) advises when an action is
impossible, requires extra steps, demands a cost, or SAILOR: Take a d8 in Seamanship. You are never
presents an avoidable risk. Players only roll to avoid Hindered by water.
risks.
SCIENTIST: Take a d8 in your field of expertise.
ROLLING: Roll a d6 skill die — higher with a You intrinsically understand tech.
relevant skill, or d4 if hindered by injury or
circumstances. If helped by circumstances, roll an CRIMINAL: Take a d8 in Breaking and Entering.
extra d6; if helped by an ally, they roll their skill You can break in to anything with enough study.
die and share the risk. Take the highest die.
1–2 Disaster. Suffer the full risk. GM decides if CLERGY: Take a d8 in Faith. People inherently trust
you succeed at all. If risking death, you die. you.
3–4 Setback. A lesser consequence or partial
success. If risking death, you’re maimed. LABOR: Take a d8 in Labor. Reroll any 1s when
5+ Success. The higher the roll, the better. aided by a Comrade.
If success can’t get you what you want (you
make the shot, but it’s bulletproof!), you’ll at NOBLE: Take a d8 in Socialite. You have your
least get useful info or set up an advantage. family's good name and a token of their wealth.
LOAD: Carry as much as makes sense, but more ►Choose your resistance training.
than one bulky item may hinder you at times.
SOLIDER: Skilled in Shooting (d8), and Close-
ADVANCEMENT: After a mission, increase a skill
Combat (d8). Take a Carbine and a Combat Knife.
(none➡d8➡d10➡d12) and gain d6 Rep if successful.
You can survive a blow that would kill you, once.
Every time you Left Lose Ends or Made a Mess, gain 1
Heat.
SNIPER: Skilled in Sniping (d8), and Stealth (d8).
Take a Sniper Rifle(Suppressed, Scoped, Bulky), and
HEAT: Heat is how much the enemy is on to you. The
High Powered Binoculars. The longer you prep, the
higher the Heat, the stronger the response. Test Heat
more improbable a shot you can make.
by rolling a d20, if under your Heat score, it's bad.
SAPPER: Skilled in Explosives (d8) and Demolitions
DEFENSE: Say how one of your items breaks to
(d8). Take a Bundle of TNT and Six Hand Grenades.
turn a hit into a brief hindrance. Broken gear is
You can make all sorts of improvised, but dangerous
useless until repaired.
explosives.
HARM: Injuries take time and/or medical attention to
FACE: Skilled in Deception (d8) and Reading People
heal. If killed, make a new character to be introduced
(d8). Take a Well Concealed Knife and Fake IDs. You
ASAP. Favor inclusion over realism.
can speak any language and pass for any nationality.
RUNNING THE GAME: Lead the group in setting
BRUTE: Skilled in Close-Combat (d8) and
lines not to cross in play. Fast-forward, pause, or
Intimidation (d8). Take an Imposing Melee Weapon,
rewind/redo scenes for pacing and safety, and invite
and Raw Grit (Counts as armor). You can break
players to do likewise. Present dilemmas and problems
anything with your hands, given enough time.
you don’t know how to solve. Move the spotlight to
give everyone time to shine. Test periodically for bad
MEDIC: Skilled in Medicine (d8) and one combat
luck (e.g., run out of ammo, or into guards) — roll d6
skill. Take a Medkit and Pistol. If you have the tools,
to check for (1–2) trouble now or (3–4) signs of
and can get to them in time, no one dies on your
trouble. Offer rulings to cover gaps in rules; double
watch.
back during a break to revise unsatisfying rulings as a
group.
GEAR GENERATORS