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Far West Core Rulebook

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0% found this document useful (0 votes)
157 views18 pages

Far West Core Rulebook

Vaporware we thought we would never see

Uploaded by

cigarman2k6
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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MODULE FOR D12GO! IW oT Te aKe aT etd SQUADETH aaa foo)) er Page 2 INTRODUCTION Stay Dead, Dammit is a storytelling framework for the d12GO roleplaying game system. This module is a blank template, and can be utilised for short games, sessions, or missions occurring in the direct aftermath of the collapse of civilisation during a zombie apocalypse. This module is designed for 2-4 players and a Game Master (GM), but can easily be modified or scaled to accommodate the needs of any group. To play the game, you will need to be familiar with the d12GO core rules, which are available for free on drivethrurpg.com and itch.io. Before each game session begins, the GM and players will need to determine the current location, and the characters they'll be playing. BASIC PLOT TEMPLATE months ago, the dead began roaming the earth, hungry for living flesh, and infecting those who fell to their bite. Almost immediately, fear, distrust, and desperation took hold, and chaos ran rampant across the globe. The illusion of human civilisation crumbled in the blink of an eye. Fuel, weapons, medicine, and basic resources became the only currency, and survival became the only goal. Now, groups of survivors are struggling to rebuild their own little pockets of safety. For better or worse, you are one such group. Through luck, tenacity, and happenstance, you have found each other, and come to an alliance. ee What does the future hold? Will your group make it? - Page 3 ESTABLISH THE STORY It is up to the GM and the players to determine the following things about their story: ‘© Where is your group's home base and how did you get there? * Who are you and how do you relate to the other survivors? ‘* What do you know about the zombie situation? * Do you have any plans for moving forward? Roll a d12 to determine how many days worth of food and water they have where they are. ESTABLISH A HOME BASE Your home base can be anything the players want it to be, but to add a strategic element to this, consider asking the following questions: ‘* What size would your home base be? * Isit just you or do you have other survivors with you? ‘* What amenities/comforts are available? What isn't available? * Are you planning to stay here for a long time, or just until leaving is safe? There are three categories for home bases: Shelter (Basic) Your group is mostly just "hunkering down". Resources will be scarce, and day-to-day living will be chaotic and unstable. A Shelter is not going to be coveted by other survivor groups. With work and time, a Shelter can be upgraded to a Stronghold. Stronghold (Advanced) Your group has worked to fortify your position, and improve your chances of survival. You will likely have some basic comforts such as readily available water, secure walls, and a semi-reliable food source. A Stronghold is going to be moderately coveted by other survivor groups. Community (Expansive) Your group has eyes on the future. You have likely merged with other groups, and are trying desperately to carve out a permanent home, while clinging to the idea of normalcy. A Community is going to be constantly under threat : from outside forces who want to take your safety and comfort for themselves. .* % EXAMPLE HOME BASES Page 4 Ifyou and your group are having trouble with concocting a starting home base for your survivors, here are some examples you could use for inspiration: * Abandoned Factory ‘* Department Store * Dilapidated Gated Mansion * Military Base Museum Old, Run-Down Cabin Police Station Purpose-Built Doomsday Bunker Remote Beach or Small Island Remote Farm or Rural Community Sewer Tunnels Beneath Major Metropolis Shopping Mall Supermarket Tent City in Dense Forest * Unused Airfield * Yacht ENEMIES As GM, you will probably need to throw some enemies at your players when they venture out for supplies, allies, or whatever gets them moving, You can make these up as you go, using the below tiers, ranked by how much challenge they pose to the players.. Pest 1 Limit point Action -1 Reaction +0 3 Limit points Action +1 Reaction +2 Action +3 Reaction +4 Moderate 5 Limit points Challenge | 7 Limit points Action +5 Reaction +6 Page 5 EXAMPLE ENEMIES In a world where the flesh-hungry dead are coming back to life, and civilisation as we know it has collapsed, you can find enemies at every turn. Here are a few examples of enemies created using the various Foe Tiers of d12go! Incapacitated Zombie (Pest) 1 Limit Point Actions -1 (Grab, Bite) Reactions +0 (None) Shambling Zombie (Minor) 3 Limit Points Actions +1 (Grab, Bite, Lunge) Reactions +2 (Stumble) Infected Soldier (Moderate) 5 Limit Points Actions +3 (Fight, Rifle, Hide) Reactions +4 (Dodge, Combat Armour) Shambling Horde (Challenge) 7 Limit Points Actions +5 (Pursue, Overwhelm, Bite) Reactions +6 (Impervious, Unshakeable) Page 6 RESOURCES Money no longer matters in this new world. All survivors are trying to get their hands on three types of key resources: FOOD AND WATER The basic necessity of life. We all need it. We all want it. At the start of the game, roll a d12 to determine how many days' worth of food and water your group has. This will determine how desperate you are to improve your situation. Any time your group comes across a new location or finds a secret stash of Food & Water, the GM might ask you to roll either 1412, 2412, or 3d12 to determine how much you get. SECURITY Security can be broken down into two major elements; defense and shelter. At every new location, the GM can decide what defenses there are to be had (weapons, armours, fortifications, etc), and what level of shelter the place can provide. Ifyou want to randomise this decision, simply roll a d12 and use a scale of 1-12 to determine the result. 1 being terrible security, and 12 being amazing. LUXURIES Want your life to be a bit better than just a non-stop struggle to survive? Need a comforting reminder of the old world? Here are some ideas for luxuries or comforts your group might come across. Solar Panels Vehicle Fuel Jewellery Tea / Coffee Long-Range Radio Alcohol Flashlights Sleeping Bags Books / Magazines Nice Clothes Batteries Soft Cushions Functioning TV Portable Music Player Art Supplies Toys / Games Page 7 PROTAGONIST POINTS As bad as the world is right now, your group of survivors are lucky enough to be the main characters! ‘And something that all main characters get is a little bit of plot armour. But don't think of this as a free ride. Things are still crumbling around you, after all. At the start of the game, the group is given a collective pool of 12 points. Atany time during the game, they can spend some of these points, to improve the result of aroll. 1 Protagonist Point is equal to 1 point on a roll. So, for example, if you failed an important roll by 2 points, you can spend 2 Protagonist Points to bump up your result to a Questionable Success. You can spend as few or as many as you need to get the desired outcome of your roll. However, all members of the group must be in agreement before the points can be spent. And once they're gone, they're gone. Your plot armour has run out, and you are just as , vulnerable as everyone else. ? Page 8 CHARACTERS Once the situation and home base have been established, the players can use the d12GO! rules to create their character for this story. They!ll want to consider things like: * How does your character prefer to solve problems? * What does your character look like? * What are some special skills they'll be relying on to keep themselves safe? * How do they get along with the other characters? BUILDING A LEVEL 1 CHARACTER Alevel 1 character in d12go has the following: * Astat point total of +2 (they can reach this total using a combination of pluses and minuses across the six main stats) * 7 specialty points to spend however they wish (with no specialty having a value higher than +3) © Alimit of 1 + your highest stat * Any flavour-adding items the GM allows BACK UP CHARACTER It is highly recommended to create at least one back-up character for this game. Due to the potential risk of zombie infection, sudden character death is always a possibility. SPECIALTIES If the players are having trouble coming up with specialties for their characters to have, perhaps suggest some of the following examples: Bravery Climbing Quick Reactions | Wilderness Skills Driving Trustworthy Hiding Sharpshooting Archery Inspirational Brawling Intimidating Running Agriculture Problem Solving Page 9 EXAMPLE CHARACTERS Here are three pre-generated characters that players could use while playing this module. These characters are all made using level 1 stats, and the players are free to alter these or use them as inspiration to make their own, using the guidelines on the previous page. Of course, if a player has a character they've already used in a previous session, they can use that same character again if they would like. The most important thing is that their character is fun for them to play, and doesn't get in the way of anyone else enjoying the game. ARCHER = r [caracter name | Archer ][ Prver | Basic An experienced hunter and athlete who is trained in tev | 1 Beserption archery. They are a natural-born leader um | 3-73 acumy specialties items Archery +3 Compound Bow sono Wy Quiver with 8 Arrows Wilderness Skills +2 Hunting Knife eG! BRAWN Inspirational +2 ‘Gamechangers & Notes He PRECISION © SENSES eee SEELEE Page 10 SCIENTIST i py Basic Character Description Scientist is usually the smartest person in the room, but Level | 1 is lacking when brute force is required. They can come up with a solution to most problems. uit | 3/3 aciumy Specialties BOND Grab Bag with Basic Lab Supplies Medicine +2 Chemistry +3 a Basic Character Description Teenager is quick on their feet, and perfect for jobs that require deft hands. They yearn for the future they'll never get. AGILITY BOND BRAINS BRAWN x ey e HE PRECISION @ SENSES > Specialties Stealth +2 Backpack ‘Smartphone with No Signal Parkour #3 Swiss Army Knife Quick Reflexes +2 a> angers & Notes EEE CHARACTER INSPIRATION Page 11 Ifyou need to inject a random element into your character, try rolling a d12 against the below table of quirks, flaws, and character drawbacks. az Random Quirk / Flaw / Drawback 1 You are grieving for a lost loved one 2 You insist that you must be the leader of your group 3 You are paranoid about everyone you meet 4 You are obsessed with the idea of a cure You're a selfish coward who will always sacrifice others to save yourself 6 You did something very, very bad just before the outbreak 7 You are reckless and always run headfirst into danger 8 You were bitten and had to amputate a limb to prevent infection 9 You refuse to make any important decisions for yourself or the group 10 You have a zombie loved one locked up somewhere in secret " You are a low-level local celebrity 12 You are terrified of dark and gloomy spaces Page 12 NOTES FOR THE GM Storytelling in Stages How Did We Get Here? The story begins with all the player characters together in the same location (home base). Encourage your players to take turns describing their characters, their backstories, their goals and motivations, and discussing how they feel about the group and their surroundings. An Early Social Encounter ‘An NPC (non-player character) makes themselves known to the group. This NPC may be how they find out about a plot hook, or some helpful information about the world. Depending on how the group deals with the NPC, this could lead to some fun roleplaying, or provide a jumping off point for a group mission. An Early Conflict Encounter The players venture out, looking for more information, or to follow up on what they learned from the NPC. They soon come across a very simple threat, possibly a low-tier enemy such as a lone zombie or wild animal. It should pose no real challenge to the players, but provide a first taste of the game's conflict resolution mechanics. Page 13 ANon-Conflict Obstacle It’s time for the players to use some of the skills on their character sheets. This could be a physical challenge (e.g. climbing a cliff, or traversing some difficult terrain), or a mental challenge (e.g. solving a puzzle, finding something, or determining a safe path). Fleshing Out a New Location or Resource Overcoming the obstacle should grant them access to a new location or resource. With this, they can expect to find out more about their mission, and possibly see a clear path to resolving it. Let the players describe what they see, hear, smell, etc. and encourage them to explain what they might do ina place like this. AReal Challenge This is the climax of the session. It's a grand challenge that will require all the players to take part and will pose some serious danger. Depending on the tone of your setting, and the nature of your mission, this may or may not be in the form of combat, a tough decision, or a large-scale environmental event. The Wrap-Up (Epilogue) After the challenge is overcome, and the mission is completed, ask your players the following questions: ‘* What do you think your survivor would do now? * How will this mission affect them moving forward? ‘* What is something they learned on this mission? Page 14 EXAMPLE MISSIONS If you're a GM having trouble with concocting missions, or things for your players to do, here are some examples you could use for inspiration. SUPPLY RUN Low on food, weapons, and/or medical supplies, you find out about a supermarket or department store a day's walk from your home base that hasn't been ransacked yet. Discuss what kind of supplies you want/need, and come up with a game plan to get there safely. Will other groups be trying the same thing? What dangers will be involved? AN ALLY IN TROUBLE One of you finds out that someone you know (a friend, family member, trusted co- worker, etc.) is nearby and in need of help. Decide which survivor is connected to this ally, and get them to describe the relationship. Depending on the dynamic of the group, they may need to convince their companions that the mission is worth the risks. WITHSTAND THE HORDE You find out that there is an unstoppable horde of thousands of zombies headed your way. The scout estimates that you have about five hours before they reach you. Do you pack up and get out? Do you try to defend your makeshift home? Or do you try to deflect the horde somehow? DO WE TRUST YOU? A lone survivor from another group arrives outside your home base, seeking shelter. They explain that their group was trapped when a zombie horde collapsed their fences and overwhelmed their stronghold. They plead with you to take them in and help them recover from their wounds. - How did they make it out alive? What are the risks of letting them in? i Page 15 EXAMPLE MISSIONS EXTRACTION Your group hears about a military team who are taking people to a place called "The Safe" via helicopter. You need to find out more information about The Safe, including the location of the extraction point, and whether or not it's legitimate. Decide if your group wants to go, and then get yourselves to the extraction point before it's too late. THEY'RE INSIDE! One of you hears a strange noise at night while the group is resting inside your home base. Upon investigating, you discover that someone has unlocked a backdoor (or little-used entrance) and the dead have come inside. Your safe-haven is now a death trap. Wake your group, and defend yourselves from within. Will the home base be lost? Or can you force the dead back out? THIS PLACE IS OURS NOW! A well-armed group gathers outside your home base and bellows that they are going to take it from you. They have at least a dozen members that you can see, and likely more you can't. What do you do? Do you roll over and let them take over your home? Or do you fight? THE PERFECT RESOURCE You find out about an incredibly useful resource (a stockpile of food or weapons, a train, a super yacht, a helicopter, an empty military bunker, etc.) and it's too good of an opportunity to pass up. Find out as much as you can, and make a plan to get it. There is no doubt other .** = groups will be wanting this thing too. Do you try to form alliances? Or do you fight to take it all for yourself? a . Page 16 INFECTION DETERMINING INFECTION Ifa zombie successfully attacks a player, there is a chance that they could be bitten or scratched, which will lead to infection. There are three ways to determine the likelihood of infection, depending on how hard you and your players want the game to be. You may want to decide this ahead of time, or have a discussion the first time you encounter a zombie in-game. LOW threat mode: When a zombie successfully attacks a player, the player rolls a d12 and if the result is higher than the amount of damage the player received, they are not infected. For example, if the player received 2 imit damage, and they then roll above a 2, the character is not infected. If they roll a 2 or below, the character is infected MEDIUM threat mode: The player rolls a d12 and if the result is higher than the difference between the zombie's and the player's results, they are not infected. For example, if the zombie scored a 9 and the player scored a 4, the difference is 5. If the player then rolls above a 5, the character is not infected. If they roll a5 or below, the character is infected. RAVENOUS mode: The player rolls a d12 and if the results higher than the zombie's attack score, they are not infected. For example, if the zombie scored a 9, and the player then rolls above a 9, the character is not infected. If they roll a 9 or below, the character is infected. HOW LONG BEFORE | TURN? If the player is infected, they must rollad12+their 9! BRAWN score to determine how many minutes - they have until they turn into a zombie. - Page 17 AMPUTATION If the infected area is a limb or extremity (decide this narratively), the player will have the option to amputate before the infection spreads. Whoever does the amputation must make a BOND roll to determine the result. If they do not amputate (or the amputation goes poorly), the infected character will die and become a zombie NPC. RANDOM EVENTS Ifyou want to beef up your game and throw some random events at your players, try rolling a d12 to insert a random event from the table below. az Random Event 1 {An infected human begs for your help 2 A feral and hungry animal bounds in front of you 3 An enormous zombie horde approaches from a distance 4 You see a crate of supplies that seems too good to be true 5 You realise someone (or something) is following you 6 Alarge thing (e.g, tree, statue, building, ete) is about to fall 7 You find an entrance to something leading underground 8 A group similar to yours takes you by surprise 9 You find a base that's safer than yours, but much too small for the whole group 10 You hear someone struggling and contending with zombies nearby 1 You find a torn, bloody backpack with canned food and a machete 12 You see three shambling zombies up ahead who haven't noticed you Ideally, every "scene" in your game should have at least one significant event, sothe <°* “+ players can really sink into their characters and feel the effects of the zombified world around them, - See Se eG F Box RTs The d12GO! core rulebook can be a) I | Squadeth Games Co hc go) PE} Pe laNTeatat gs ele TSE Case See RU OSE CM arene ct rec oe

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