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HIGHWAYS
A Post-Apocalyptic Roleplaying Game of Road Warriors and Ancient Horrors
Version 0.3 Ironcore Engine Alpha One
Atte Yliverronen, Meri, Jaakko Mansikka-Aho, Samuli Ahokas, Antti Isosomppi, Jouko Salminen, Nestori Lehtonen
Ironcore Engine is a tabletop roleplaying game system developed by Miska Fredman, Jukka Sorsa, Ville Takanen and Hans Zenjuga.
Ironcore Engine logo is a trademark of Ironcore Creative.
Chthonian Highways game text and Ironcore Engine by Miska Fredman, Jukka Sorsa, Ville Takanen,
Hans Zenjuga is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0
International License. To view a copy of this license, visit http://creativecommons.org/licenses/
by-nc-sa/4.0/. We ask you to use full name of the work (Chthonian Highways) and link www.
ironspine.com/ch when crediting the derivate works.
All illustrations are copyright of Hans Zenjuga Hans Zenjuga 2015. All rights reserved
Ironspine and Ironspine logo are trademarks of Ironcore Creative. Myrrysmiehet logo is a trademark of Myrrysmiehet Ltd.
Contents
Introduction....................................................................................5
The World.........................................................................................7
Rules..................................................................................................11
Road Warriors................................................................................18
Junk....................................................................................................26
Vehicles............................................................................................34
Combat.............................................................................................37
Wheels...............................................................................................45
Fear & Madness.............................................................................52
The Rig Raid....................................................................................56
Nothing yet.
Lets go.
INTRODUCTION
WELCOME TO CHTHONIAN HIGHWAYS
Chthonian Highways is set in a world where nightmarish creatures have ravaged the Earth and otherworldly
landscapes have merged with ours. Strange, dreadful
beings prowl in the shadows, and dangerous alien
flora is taking over the green forests and grasslands.
The few remnants of civilization are held together
by the chthonian highways a web of roads that are
still traversable by ground vehicles. The characters are
dauntless road warriors who roam the cursed highways in their souped-up cars and motorcycles for as
long as there is gasoline to keep the engines roaring.
KEY CONCEPTS
Chthonian Highways is a roleplaying game where
players take the roles of protagonist characters. Each
player has narrative control over his or her own player
character and can contribute to other characters or the
games narrative with their own actions. In Chthonian
Highways, all player characters are Road Warriors;
brave men and women who roam the dangerous
chthonian highways and wastelands. The gamemaster
(GM) is a one of the players who has the role of the
director, referee and storyteller of the game. The GM
has narrative control over the games setting and the
non-player characters, and has final say on how rules
work. A Non-Player Character (NPC) is a character
or creature controlled by the GM.
Skills measure a characters level of learning and experience, and have levels ranging from 0 to 10 and sometimes higher. An Ability describes one of a characters
inner resources such as willpower, endurance, focus
and resourcefulness. Abilities are used to measure the
characters general vitality and well-being, and to make
Skill Checks for their actions.
Introduction
Round: During one round all characters in a scene can
act in their turn. Once all characters have acted, a new
round begins. A round can be anything from a few
seconds to a few minutes.
acters are involved in the same events in the same surroundings. A scene is not necessarily location based,
because for instance a car chase can be one scene
where the location changes all the time, but the participating characters remain the same. A fight, a pursuit
or searching an abandoned house can all be scenes.
Characters grow and develop by accumulating experience during the game. Experience points (XP) are
used to develop character skills and abilities.
ACKNOWLEDGEMENTS
Here are some, but certainly not all, of the works of
art and fiction, or communities and people, that have
inspired us while working on this game:
Mad Max movies, H.P. Lovecraft, Stealing Cthulhu by
Graham Walmsley, The Book of Eli, Moebius, Hellboy,
B.P.R.D., Dawn of the Planet of the Apes, Twitter, The
Mist by Stephen King, Role Playing Game Designers
G+ Community, Roolipelaajien Suomi FB Group,
The Colony, The Walking Dead (comics and series),
Judge Dredd, Maze Runner, Tremors, The Road, I Am
Legend, Godzilla, Pacific Rim, Stalker RPG, yog-blogsoth.blogspot.com
Turn: A turn is a measure of time during which a character can act. This is usually a few seconds.
The World
WHAT WE KNOW OF THE PAST
What we know now as the Reckoning started roughly
twenty years ago. First there were massive earthquakes
like none we had ever seen before. The quakes were
followed by tsunamis and the thick fog that rolled in
from the sea. Millions of people were killed and lost in
these natural disasters. At least we thought they were
natural until the great sinkholes appeared and many
cities collapsed into the deep chasms on the ground.
Dense, foul-smelling steam poured out of these holes
and people reported that they saw horrific creatures
climbing out of the thick mist. Many people began
to behave strangely and the cities erupted into chaos.
People attacked each other and authorities reported
men and women walking into the sinkholes. These
poor people disappeared deep underground and were
never seen again.
Some people banded together, and eventually established small survivor communes and fortified cities.
Most of these communities secluded themselves from
the outside world, but some of them sought out other
settlements to trade or find allies.
Air travel became impossible when our skies were
filled with strange beasts that could rip airplanes into
pieces in seconds and the acid rain and thick radiation
The World
Against all odds , humanity still stands in these settlements. Most are barely surviving, but some are even
thriving.
The World
swamplands with constant rain. Northern Africa
is being overrun by a lush jungle with giant fungi,
man-eating plants and enormous insects. The coastal
cities are lost underwater probably because the polar
ice caps have melted.
Even the sky is not what it used to be. Blue sky is but a
dream from the past that is harder to remember each
day. When the sky is not covered in thick fog, you
might catch a glimpse of the moon and the stars in the
sky tinged with red or blue.
Cannibal Clans
Cannibals are a very serious and real threat in the
wastelands. Vegetation and game animals are getting
more scarce year by year and most of the new strange
plants and wildlife have proven inedible for most. This
famine has forced some desperate people to rely on
human flesh for their sustenance. Over time these
groups have grown into clans with their own moral
codes. Most of the cannibal clans share a hunter
mentality with a strict honor code. Cannibals see
themselves as a higher human race and the rest of the
surviving humanity as little more than animals.
Dreaming
After the Reckoning many people have dreamt more
vivid dreams. Sometimes these dreams feel like they
were real and the same events keep re-occurring each
night.
Some people say someone or something is calling
to them in their dreams and that they feel compelled
to follow the calling. Following the dreams has lead
to terrible tragedies and miraculous blessings. Some
people have sacrificed their loved ones to the voices
calling to them in their dreams. Others have found
cures for pestilence or found hidden weapon caches
to fight off the marauders.
Mutations
We live in an age of transition. There are people
who still remember the old world, but there is also a
younger generation who has never seen that world.
Some of them were simply too young to remember
anything from before the time of Reckoning, and many
have been born into this strange new world. Some of
the children of the new generation have mutated with
bulging eyes, webbed feet and hands, tentacles in place
of limbs or insect-like wings on their backs.
Monsters
Cults
The World
At the time of the Reckoning there were numerous
sightings of gigantic monsters destroying and devastating whole cities. But not so many anymore. Instead
there are more smaller creatures roaming the wastelands and stalking humans in the night. Some of these
creatures seem to be mutated animals and plants, but
many are clearly not from this world.
Often the towns and citadels are run like small city
states, ruled by a single sovereign or a council of privileged representatives. While many of the settlements
have some level of self-sufficiency out of necessity,
trade is very common between the towns and citadels.
Material goods are not the only commodity; marriages
are arranged and skilled workers and craftsmen are
also a valuable asset for many towns and citadels.
Scavs
Chthonian Highways
10
Rules
When the outcome of a characters actions is uncertain or a character acts against
another character a skill is used and a die roll is made to resolve the situation. These rolls
are called skill checks. Ironcore Engine uses twenty-sided dice to resolve all skill checks.
SKILL CHECKS
When a Skill Check is called for, roll a d20 and add the
relevant skills level and any other modifiers affecting
your character to calculate the Skill Check result. If
the result is equal or over the Challenge Level (CL), the
action succeeds.
Automatic Successes
Easy (CL 10) actions are something that someone with little or no practice can succeed in with
a fair chance - perhaps around half of the tries.
Normal (CL 15) tasks are the most common
skill checks. They are some what challenging and
usually require training and expertise to succeed
with a fair chance.
Difficult (CL 20) actions are something that
even professionals struggle with unless they have
excellent conditions and equipment at hand.
People with no training will almost certainly not
succeed.
Fail Forward
11
Rules
If both Edge and Handicap are applicable, they
cancel each other out. If there are multiple Edges
or Handicaps in effect, only one is ever taken into
account. There cannot be multiple edges or handicaps
affecting the situation.
Cooperation
When two or more characters act together towards a
common goal, they are Cooperating. When the characters are cooperating one of them will take the lead,
usually the character with the highest skill. The leading
character will make a Skill Check, receiving a free push
die from each other character helping out. If desired,
all the players can roll their own dice and add them to
the result pool.
Resisted Actions
PUSHING
12
Rules
Example: Jona tries to run to a truck before it gets
away. The GM states that this is an Athletics check
against CL15. The player wants to make sure he
succeeds and that the character gets on that truck,
and decides to push with three dice. Athletics is
a Body-related skill, so Body is fatigued by three
points and the player rolls a total of four Skill
Check dice (1 base die and 3 push dice). The dice
rolls result in 15, 13, 7, 2. The highest result is 15,
and that alone is enough to meet the Challenge
Level. Jona catches the truck just in time, but he
is out of breath and his legs are burning from the
sudden dash.
VELOCITY
Velocity points represent the dramatic tension rising
and the energy building up as the characters push their
abilities and follow their instincts. A character gains
Velocity from extraordinary successes and failures and
by bringing personality and flaws into play.
STUNTS
When your Skill Checks result is 5 or more greater
than the Challenge Level, you gain a Stunt effect for
every five points the Challenge Level is exceeded by.
Stunts can be used in various ways to increase the
effectiveness of the characters actions. It depends
completely on the situation whether Stunts are useful
or even possible.
Using Velocity
13
Rules
lead to Exhaustion, but this can have other gameplay
effects. For instance, first aid can be used to remove
Strain from a Damaged Ability, but not from Fatigued
or Stressed. When the Ability is fully recovered,
remove all the letter markings from it.
STRAIN
When a character suffers fatigue, physical trauma or
mental shock, one of the Abilities is reduced by the
amount of Strain suffered.
Exhausted Abilities
Effects of Exhaustion
Exhaustion can have effects on a characters ability
to function. Normally, an Exhausted Ability cannot
be pushed until it is recovered back to unexhausted
status, but when more than one Ability has become
Exhausted, this will have more serious gameplay
consequences.
Taking Strain
A character takes Strain from Damage, Fatigue and
Stress. They all reduce the Ability score temporarily
and are handled as Strain in the game mechanics. To
track how the character is Strained, a simple method
is used:
When an Ability is Strained by Damage mark it
with letter D.
When an Ability is Strained by Fatigue mark it
with letter F.
When an Ability is Strained by Stress mark it
with letter S.
All cases are treated as strained Abilities and can
14
Rules
When the character rests to recover from Strain or
Exhaustion, all of the unused Velocity is transferred
into Experience points.
15
Rules
TROUBLES
Troubles are distractions, problems or difficulties that arise from the situation and complicate things further, even
if the character manages to achieve the objective. Troubles arise in two ways:
Natural 1: When the player rolls a natural 1 on any of the Skill Check dice after resolving the Edge or Handicap affecting the roll. You will never suffer more than one trouble from one Action, even if you rolled multiple ones.
Intervention: The GM or any of the players suggests a specific trouble that might be a consequence of the
characters actions or just the result of bad luck. If the player accepts the trouble, one point of Velocity is
added for the Character suffering or accepting the Trouble.
This list of Troubles is not an exhaustive list and the GM can freely modify the existing results or come up with their
own that better fits the situation. Choose or roll d10 for a Trouble from the choices below:
d10
Trouble
Description
Lose contact
Distraction
Fatigue
Out of ammo/juice/fuel You run out of ammunition, fuel or power, and a piece of equipment or a
vehicle ceases to function until it is reloaded, refuelled or its power source is
otherwise replenished.
Malfunction
Fumble
Knocked down
The character falls over and must use a Trifle to stand up. Take note that you
can still react normally to any other characters or groups actions.
Pinned!
You are stuck somewhere. Your movement is restricted, and it takes an action
to free yourself. You cannot move, and all your actions are at Handicap.
10
Intercepted
16
Road Warriors
In the classic works of the post apocalypse genre, the player characters are known as road
warriors. All the player characters represent this archetype in their own way, and all of
them have their individual strengths and weaknesses that are indicated by the characters
Abilities, Skills and other personal traits.
ABILITIES
Precision (P)
Wits (W)
Logical thinking, concentration, awareness, perception, memory and common sense.
Description
Feeble
Weak
Mediocre
Good
Excellent
Outstanding
Legendary
Psyche (P)
You characters empathy, intuition, bearing, presence
and willpower
Body (B)
18
Road Warriors
SKILLS
Each of the skills is connected to one of the characters Abilities. The connected Ability indicates which
Ability is used for Pushing a skill check.
Level
Description
Example
0
13
4 6
Unskilled
Novice
Competent
7 9
Expert
10
Master
Inexperienced
Knows the basics, amateur
Knows enough to use the
skill professionally
Experienced professional
with years of experience
Exceptionally talented
genius or a living legend
Perception (Wits): Ability to perceive ones surroundings by using all five senses and to remember those
details.
Skill Descriptions
perform tasks requiring deft hands or great nimbleness. Dexterity can be used for example to pick pockets
or to forge documents.
by various means. Survival also includes the characters knowledge of nature and ability to track game and
to avoid dangers in the wilderness or in other unforgiving environments.
19
Road Warriors
a single game session. The Experience Points can be
spent to raise character Abilities or Skills or to gain
other benefits, see Using Experience Points below for
details.
Gaining Experience
Each time characters succeed in their efforts or overcome an obstacle they may gain Experience Dice. At
the end of an episode or a game session the player
rolls a number of ten-sided dice equal to the collected
Experience Dice and the total of the dice is the amount
of Experience Points the character gets. The amount
of Experience Dice can vary depending on the game
sessions length and the nature of the characters
achievements.
Advancement
Increase Skill level
Increase Ability score
Remove a point of
Madness
Recover from a mental
disorder or persistent
injury
Naming a new vehicle
(Drivers only)
Learning to use an artifact
In the list below there are some guidelines for rewarding Experience dice for different achievements. You
can grant the Experience dice for the players after each
scene or game session, whichever feels more suitable.
Characters should usually earn from 3 to 6 Experience
Dice or around 15 to 30 Experience Points from
XP Reward
1d10
1d10
2d10
2d10
3d10
3d10
Velocity
XP Cost
New Level x 10 XP
Nex Level x 20 XP
10 XP
20 XP
30 XP
Varies
Achievement
Resolve a minor problem or survive a fight scene without any Damage.
Reach a short-term goal: complete a mission or a minor personal agenda.
Survive a life-threatening situation or a fight scene where you suffered an injury.
Achieve something significant that supports your characters Drive or Vice.
Survive a life-threatening encounter or survive a fight where you almost died or your friend died.
Reach a long-term goal: complete a campaign or a personal quest.
Gain a point of XP per each unused Velocity point.
20
1) DETERMINE ABILITIES
Start by determining the Abilities for you character. It
is recommended that all of the characters in the same
convoy are created by using the same method.
Points-based: Distribute 28 points between the
four Abilities
Random: roll 2d6 five times and drop the lowest
total. Then distribute the remaining four results
to the Abilities in any order you like.
Hardcore: Roll 2d6 for each Ability in order:
Body, Precision, Wits and Psyche.
21
Road Warriors
2) CHOOSE A ROLE
Choose a Role for your character. There are six different Roles and each one has a perk that will make them standout
from the crowd. Choose or roll a d6 to determine your characters Role.
1) The Doc
4) The Mechanic
2) The Driver
5) The Muscle
3) The Ghost
6) The Soldier
Your have been tempered in the turmoil of many battlefields. You know how to take out a target from a distance with guns, bows or throwing weapons. You can
take an Aim with a ranged weapon as a Trifle instead
of an Action and you gain an Edge when rolling for
initiative.
22
Road Warriors
3) CHOOSE A DRIVE
Drive represents your characters motive, passion or reason to live to fight another day in a world of despair, chaos
and hopelessness. Whenever your characters Drive relates to their situation you gain a point of Velocity once per
scene.
Choose a Drive or roll a d10 from the table below.
1d10
1
Drive
Vengeance
Survival
3
4
Honor
Redemption
Hope
6
7
Love
Curiosity
Madness
9
10
Destiny
Power
Description
They took something away from you, and now you want to get back at them with
interest.
Some might call you a coward, but most of them are not alive to tell that anymore.
You have decided to stay alive, no matter what it costs. Likely you have already paid a
terrible price for being still alive.
The strong need to protect the weak in this broken world. It on your honor to do so.
The things you have done do not let you rest. Not until you have paid for them ten
thousand times over.
You know the world can be saved. If you do your part in the Plan other can find the
hope again too.
Someone dear to you is lost, and you need to find them. You will find them.
No matter how broken the world has gone, its mysteries intrigue you and you want to
understand them..
For most nothing makes sense anymore, but you are just starting to see things more
clearly. Engulfing your mind in the incomprehensible will be your salvation.
You know there is something great reserved for you, its your destiny.
Your character is driven with the desire to seize the powers of the mythos and rule the
mortal.
23
Road Warriors
4) CHOOSE A VICE
Pregenerated Characters
1d10
1
2
3
4
5
6
7
8
9
10
Vice
Distrustful
Description
It is hard for you to trust others, especially strangers. This can make negotiations, bartering and cooperation difficult for you.
Addiction
Choose a substance you are addicted to. You have an addiction that is very hard to resist
and given a chance you will indulge yourself with whatever your addiction is without
caring much about others or if its a proper time for that.
Compulsion You have an activity or manner that you do compulsively. It might be something slightly
disturbing or mostly harmless mostly.
Greed
You desire material possessions and wealth. Lending or giving your own supplies, food
or water is very difficult for you. You are also easy to buy or bribe.
Pride
It is very hard for you to concede or admit that you are wrong. To put it short, you are a
very bad loser.
Vanity
In a world of dirt, decay and deformities small things like jewelry, make-up or smooth
skin bring you joy and self-worth. People call you shallow and vain, because of your
groomed looks, but you dont mind as long as your hairdo is all right and your face
remains unscarred.
Wrath
It does not take much to anger you. And when you become angry, things have a tendency to break and people get hurt.
Gluttony
You love to eat and drink and whenever theres food or drink available you tend to binge.
This makes you very poor at rationing food and water.
Martyr
You have a tendency to willfully seek out suffering and persecution to prove your sense
of duty or loyalty to the others. Usually its okay to put others needs and safety before
yours, but sometimes it is a deathwish.
Envious
You have trouble tolerating people who are wealthier or better than you in any imaginable way. Envy can be a dangerous emotion, because it can rouse irresistible need to steal
or damage anothers possessions or harm them to make them look weaker or less capable than you.
24
Road Warriors
5) SKILLS
Quick Skills
Add the following levels between the skills and you are
done: 4, 3, 3, 3, 2, 2, 2, 1,
Skill List
Athletics (Body)
Dexterity (Precision)
Damage Bonus
+0
+1
+2
+3
Driving (Precision)
Fighting (Body)
7) GET GEARED UP
Influence (Psyche)
Insight (Psyche)
Medicine (Wits)
Mythos (Psyche)
Perception (Wits)
Repair (Wits)
8) CHARACTER DETAILS
Science (Wits)
Shooting (Precision)
Stealth (Precision)
Strength (Body)
Survival (Body)
Willpower (Psyche)
25
JUNK
Weapon Traits
BARTERING
Commerce in Chthonian Highways is based on bartering between individuals or professional traders. There
is no real currency, but many people carry small trinkets and novelty items with them for bartering known
as Barter Bits (bitz); an abstract currency to measure
the values of different pieces of equipment.
WEAPONS
Practically everyone in the world of Chthonian
Highways wields some kind of weapon. Melee
weapons and various bow and harpoon weapons are
much more common than firearms, which are becoming more scarce as they malfunction or are lost and
their ammunition becomes harder to acquire.
All weapons have the following attributes: Damage,
Weapon Traits and Cost. In addition to these the
ranged weapons have a Range and Ammo.
Damage: The amount of Damage the weapon
causes on a successful hit.
Weapon Traits: Weapon traits represent the
special qualities of different weapons.
Cost: Weapons cost in barter bitz.
Range: The weapons effective range.
Ammo: This is how many rounds the weapons
cylinder, clip or internal magazine holds. When
the weapon runs out of ammunition, the weapon
must be reloaded before it can be fired again.
26
Junk
Rending: Rending weapons have Damage Edge.
Scatter: Scatter weapons shoot multiple projectiles instead of one solid bullet. Scatter weapons
gain Damage Edge up to Reach range, but have a
Damage Handicap beyond their effective range.
Single Use: This weapon can be used once and
then it is useless beyond repair.
Stun: The weapon deals Fatigue instead of Damage, and does not cause any Strain after three
exhausted Abilities.
MELEE WEAPONS
Melee weapons are weapons used in close combat. When rolling for Damage, add the characters Damage Bonus
to the Damage roll result.
Weapon
Brass knuckles
Damage
Unarmed + 1
Weapon Traits
Quick
Cost
10
1d6
Blunt, Impact
Knife
Machete / Hand Axe
Sledgehammer
Sword
1d6
1d8
1d8
1d10
15
50
60
150
Heavy axe
Huge blade
1d12
2d6
250
350
1d8+1
1d6
1d6
2d8
1d8
2d8
1d4
20
15
10
750
30
100
25
27
Junk
RANGED WEAPONS
Ranged weapons use various projectiles to hit targets at distance. Ranged weapons can be used only for ranged
attacks.
Skill
Dexterity
Dexterity
Dexterity
Shooting
Shooting
Shooting
Shooting
Shooting
Damage
1d4
1d6
1d8
1d6
2d6
2d8
2d8
2d4
Range
Close
Reach
Close
Close
Close
Long
Close
Reach
Weapon Traits
Entangle, Blunt
Quick
Blunt
Pierce
Pierce, Long Reload
Pierce, Quick, Long Reload
Pierce, Long Reload, Pistol
Ammo
1
1
1
2
1
Cost
20
5
15
25
120
180
240
70
Firearms
Firearms are weapons that use cartridges loaded with propellant and projectile as ammunition. All firearms are
Loud and usually quite rare which makes them naturally hard to find, but also quite expensive.
Weapon
Zip gun
Pistol
Heavy pistol
Magnum pistol
Shotgun
Sawed-off shotgun
Blunderbuss
Scrap rifle
Rifle
Assault rifle
Submachine gun
Sniper rifle
Heavy sniper rifle
Damage
1d10
2d6
2d6+1
2d6+2
2d8
2d8
2d6
1d12
2d8+1
2d8
2d6
2d8+2
4d8
Range
Close
Close
Close
Close
Close
Reach
Reach
Long
Long
Long
Close
Long
Long
Weapon Traits
Pistol
Pistol, Quick
Pistol, Quick
Pistol, Impact
Scatter, Long Reload
Pistol, Scatter
Scatter, Long Reload
Long Reload
Quick
Automatic
Automatic, Pistol
Pierce
Impact, Pierce, Heavy, Long Reaload
28
Ammo
1
6 or 20
6 or 9
5
5
2
1
1
5
30
30
6
10
Cost
80
200
300
500
850
500
150
250
1000
1800
1500
2200
4400
Junk
Heavy Weapons
All Heavy weapons have the Heavy and Two-handed Traits and they are Difficult as well, unless they are mounted.
Weapon
Machine gun
Damage
3d6
Range Traits
Long Automatic, Long Reload
Ammo
100
Cost
2500
Harpoon launcher
2d10
Close
3000
Rocket launcher
4d10
Long
5000
Flamer
1 5d6
30
2000
Explosives
Explosives are weapons or devices that cause damage over a large area. All explosives have the Area Effect and Single
Use Traits.
Explosive
Molotov cocktail
Hand grenade
Flashbang
Dynamite
Plastic explosive
Damage
3d6
3d10
1d10
4d10
5d10
AoE
2m
10 m
5m
15 m
20 m
Traits
Continuous Damage (Fire)
Impact
Impact, Stun
Impact
Impact
29
Cost
20
150
50
200
400
Junk
PERSONAL ARMOR
Personal armor is a whole of protective clothing and equipment put together to absorb or deflect slashing, bludgeoning and penetrating attacks. Most of the protective gear people use in the world of Chthonian Highways is made
out of various pieces of clothing and scavenged protective materials. Actual military grade body armors of the Old
World are very rare and expensive.
Armor Traits
Concealable: This armor can be concealed under other clothing with ease. To notice the armor you must
make a successful Perception check against CL 15
Light: Light armor does not hinder movement in normal circumstances or cause significant burden.
Hard: Hard armor can drop the Damage to zero.
Heavy: You cannot Dodge while wearing heavy armor, and you suffer a Handicap for all Skill Checks requiring stealthiness, agility or flexibility inclluding Initiative checks. In addition to restricted movement,
you cannot recover from Fatigue by resting when wearing heavy armor. It is just too encumbering to relax
sufficiently.
Protective Gear
Armor
Leather jacket
Padded leather
Plastic plate
Chain shirt
Kevlar vest
Tire armor
Full plate
Tac suit (Tactical body armor)
Wargear (Heavy military armor)
Helmet
Shield
Riot shield
Armor Value
1
2
3
3
4
4
5
7
9
+1 Armor
+1 Defense
+2 Defense
Coverage
Torso
Torso
Torso
Torso
Torso
Torso
Full body
Torso
Full body
Head
Front
Front
Traits
Light
Light
Hard
Concealable, Light
Concealable, Light
Heavy
Hard, Heavy
Hard, Heavy
Hard, Heavy
Hard
Hard
Hard
Cost
50
75
150
250
650
200
2000
3000
4500
100
250
CONSUMABLES
Consumable
Water
Food
Gasoline
Booze
Batteries, small
Batteries, large
Car battery
Description
For one person
For one person
Fuel for combustion engines, very flammable
Good for relaxing and anesthesia, flammable
For small electronic devices
For large electronic devices
For vehicles
30
Cost
2 per day
1 per day
3 per gallon
3 per bottle
10
100
200
Junk
AMMO
Firearms use cartridges that have a bullet and propellant substance packed in a metallic case. Most of the cartridges
that are found and traded are still leftovers from the Old World military depots and weapon caches. It is also possible
to reload the cartridges for half the cost with Repair AND Shooting skill of 4 or more, and a set precision tools.
Projectiles used by bows, crossbows and slingshots are fairly easy to produce from scavenged materials, and therefore commonly available.
Ammunition
Regular
Armor Piercing
Hollow-point
Arrow, Bolt or Ball bearing
Rocket
Description
For firearms
Halve Armor, round down; Damage Handicap against unarmored targets
Damage Edge against unarmored targets
For bows, crossbows, slingshots and such weapons
Rocket launcher ammunition
Cost
5
25
10
1
500
MEDICAL EQUIPMENT
Medical Equipment
Adrenalin injection
Anesthetic
Blood transfusion equipment
Defibrillator
Field laboratory
Field medical kit
Description
Heals 1d8 any Strain immediately once per day. Single use.
Anesthetic drug. Performing major medical operations, such
as surgeries, without anesthesia must be done with a Handicap,
unless the patient succeeds in a Willpower check vs CL 20.
If a character has suffered an Injury, you can transfer up to d4
points from your Body to the injured character. Characters need
to have compatible blood types: roll d20, on a result of 5+ both
characters are compatible, otherwise the operation will be fatal
for the receiver
Provides an Edge when resuscitating a dying character
(4 Exhausted Abilities). Large battery.
Necessary equipment to test, measure and produce various
chemicals and to analyze biological samples
Includes the medical instruments and supplies for demanding
medical emergencies. Can administer first aid and heal 1d6+1
Strain (CL 10) or an Exhaustion (CL15) from a Damaged Ability with a successful Medicine check. Each use requires a First
aid kit.
Set of surgical instruments and supplies. Provides an Edge when
performing surgical operations.
Single use first aid kit, heals 1d4 Strain from a Damaged Ability
with a succesful Medicine check (CL10).
Allows to see microscopic details
Good for disinfecting. Also for anesthesia, if applied properly.
Remove 1d6 points of Strain from a Stressed Ability
Remove 1d6 points of Strain from a Fatigued Ability
31
Cost
80
50 per dose
50
600
350
200
350
25
500
10 per bottle
10 per dose
10 per dose
Junk
ELECTRONIC GEAR
Electronics require batteries to work. Each time you use an electronic device for the first time in a scene, roll d10. If
you rolled a 1, the battery is running out and the battery will run out by the end of the scene. When the battery has
run out, the device will not work until the battery is replaced. When you buy electronic gear, it comes with batteries.
Electronics
Description
Cost
Calculator
Camera
Engine-generator
Geiger counter
Infrared scope
Laptop
Memory card
Military radio
Night vision goggles
Radio
Solar panel and recharger
Solar battery
Small Battery, 1000 pictures
Loud, produces electricity for a small house
Small Battery, Detects radiation at Close range
Small Battery, Can detect heat sources
Large Battery
Can be used with cameras and computers
Large Battery, Range 10 km
Small Battery, Can see in dark
Small Battery, Radio receiver
Can charge batteries, small batteries require 1d4 hours of daylight to
recharge and large batteries 1d8 hours.
Small Battery, Two-way radio, Long Range
Small Battery, 3 hours of video
150
450
5000
350
1500
4000
80
5000
2000
200
2500
Walkie-talkie
Video camera
32
400
3000
Junk
MISCELLANEOUS EQUIPMENT
Equipment
Binoculars
Bipod mount
Camo cloak
Climbing gear
Dust goggles
Electronics tools
Fire extinquisher
Flashlight
Gag muzzle
Gas mask
Ghillie suit
Handcuffs
Jack
Jack, Heavy
Laser pointer
Lighter
Mirror
Padded gloves
Precision tools
Respirator
Rifle Scope
Rope
Rubber patch kit
Shackles
Spray Paint
Tire sealant
Tool box
Watch
Description
Can see up to Long range without Handicap
Can shoot Heavy weapons without a Handicap when braced
Edge for hiding when at Long distance
Anchor pins, carabiners, a climbing pick, chalk, climbing shoes
and such equipment. Provides an Edge for climbing.
Protects eyes from dust and wind
Tools for repairing electronics and to measure electric currents.
Puts out small fires immediately. Single use
Kinetic battery
Prevents talking or biting
A mask worn over the whole face. Gas masks powerful air filters
protect from smoke, gases and other airborne contaminants.
Edge for hiding when at Close distance
Armor 4, Durability 3
Can lift a car or a bike
Can lift a Heavy vehicle
Aiming becomes a Trifle at Close range or closer, Small Battery
Refillable lighter
Fragile
Protects hands from scrathes and bruises
Basic tools needed to repair fine mechanical devices, such as
clocks or firearms, and to reload gun cartridges or to manufacture
forgeries.
An air-filtering device worn over the mouth and nose to prevent
the inhalation of dust, pollen or other small particles.
Increase the weapons range by one step
Light-weight durable rope. It takes 4 points of Damage to cut a
rope under tension (Armor 10 vs Blunt weapons or attacks)
Seals small holes and tears in rubber materials, single use
Armor 6, Durability 6
Different colors. Painting a bike takes one can, normal vehicle five
and a heavy vehicle ten cans.
A can of sealant mass that will patch and fill the tire in a few minutes. The seal lasts for (1d6 x 10) km before breaking again
Basic mechanics tools for fixing mechanical machinery.
A wristwatch with a spring mechanism or a solar cell.
33
Cost
500
50
30
75
15
200
100
100
30
120
80
25
75
150
600
60
30
10
100
40
300
3/m
25
50
30
80
50
250
Vehicles
There is a myriad different vehicles used on the chthonian highways, each and everyone
of them unique in their own way. Practically every vehicle has some customizations and
idiosyncratic fixes made to them over the past twenty years or so.
SHINY SNOWFLAKES
Every vehicle that is still moving on the chthonian
highways is more or less unique. Practically every
vehicle has gone through some repairs, modifications
and customizations, that gives the one-of-a-kind feel
for every single vehicle out there.
34
Junk
Vehicle Traits
4WD: Four-Wheel drive vehicles have two or more axles providing power to four wheel ends. This makes
them better on soft ground and at pulling other vehicles. 4WD vehicles gain an Edge to checks that are
related to tire grip or pulling other vehicles.
Bike: Bikes are light vehicles and only half or the Armor value protect the passengers. Bikes can sideswipe
only other Bikes and have a Handicap for Remain Under Control checks. On the other hand the lighter
frame has its benefits Bikes gain an Edge for the following Vehicle Maneuvers: Jump, Evade, Bootlegger
Turn, Hard Turn, Precision Driving and Boost.
Enclosed: The driver and the passengers are well protected inside the vehicle and are very difficult to hit.
Attacks at the passengers are done with a Handicap AND require a Stunt. This also reduces the drivers visibility and makes attacking from the vehicle more difficult. All vehicle maneuvers and attacks from the vehicle
are done with a Handicap.
Heavy: Heavy vehicles have a very large and heavy chassis. The large size and mass makes the vehicle excellent at ramming, but very poor to handle. Add an additional die to Collision Damage, but a Handicap for
Bootlegger Turn, Hard Turn, Boost, Precision Driving and Evasion Maneuvers. Heavy vehicles cannot do
Jump maneuvers.
High-rider: Its more difficult to shoot the passengers, unless the attacker is travelling on a high-rider as well
or standing on a vehicle.
Off-road: Off-road vehicles travel off-road at normal speed and can move on rough terrain at half speed.
Open-topped: Passengers gain only half of the vehicles armor (round down).
VEHICLES
The vehicles listed here are some samples of possible vehicle types used in Chthonian Highways. Practically every
vehicle is unique so these are more like default values or starting points for vehicles.
Vehicle
Hull
Steering
Engine
AV
Fuel
PAX
Vehicle Traits
Enduro bike
Cruiser bike
Trike
Quad
Sandbug
Warbug
Rover
Pick-up
Pursuit car
Scav bus
Monster truck
Truck
Ram tractor
Rig
War rig
Tank
5
6
7
6
8
9
11
10
9
13
12
14
12
16
18
20
6
5
4
3
4
4
4
4
4
3
3
3
3
2
2
2
5
6
5
4
5
5
4
4
5
3
5
4
2
3
4
2
3*
4*
4*
4*
5*
5
5
5
5
7
5
6
5
7
8
20
1/3
1/5
2 / 12
1/4
2 / 12
2 / 12
3 / 20
4 /24
3 / 18
3 / 30
4 / 24
6 / 24
10 / 40
5 / 35
8/ 32
120 / 500
2
2
3
2
3
2
5
3
4
10
6
6
2
6
10
5 (2)
Bike, Off-road
Bike
Open-topped
Open-topped, Off-road
Open-topped, Off-road
Off-road
(Burn/Cap.)
500
750
600
900
900
1100
1300
Off-road
1400
4WD
2000
4WD, Off-road
3000
4WD, Off-road, High rider 1900
4WD, High rider, Heavy
8000
Heavy, Off-road
4000
Heavy, High rider
20000
Heavy, High rider
50000
4WD, Off-road, Heavy
500000
*) Bikes and open-topped vehicles offer only half of the armor (round down) for the passengers.
35
Cost
Junk
VEHICLE CUSTOMIZATIONS
Here are some of the common customizations made for the vehicles. This is not a complete list and you can come
up with you own customizations by using this list as a guideline. Use common sense when figuring out how many
customizations fit a vehicle, or if a customization can be made multiple times or at all.
Customization
Booby Trap
Buzzsaw
Deathproofing
Description
3d10 Damage, Area of Effect 10 m, Impact
3d8 Damage when Sideswiping
A seat belt, safety harness or an airbag. -2D Collision Damage. Not for
Bikes
Dead Mans Handle
Vehicle stops safely after a round if the driver is not conscious.
Extra Armor
+2 Armor OR make an open-topped vehicle into regular vehicle OR
make a regular vehicle into Enclosed vehicle.
Extra Fuel Tank
Increase Fuel Capacity by 10, Not for Bikes
Fix-rigging
Edge for repairs when cruising, Heavy vehicles only
Heavy Plating
Upgrade to Extra Armor; +2 Armor, -1 Engine
Hidden Blade
Concealed knife (1d6, Quick), its a Trifle to draw the knife.
Hidden Compartment Can fit a person. Not for Bikes.
Hidden Holster
Fits a pistol and one clip of ammo
Hidden Locker
Can fit a small bag
Holding Cell
Change passenger seats to holding cell (min. 2)
Improved Steering
A bucket seat, racing wheel or power steering. +1 Steering
Kill Switch
The vehicle will not start without a correct switch sequence.
Loudspeaker
Loud, uses the vehicles battery.
Nitro Tank
Increases Engines push limit to 3
Plow
+1D Ramming Damage and -2D to own vehicle. Heavy vehicles only.
Ramming Spikes
Collision Damage becomes Rending, when ramming. Not for Bikes
Riding bars
Fits 2 additional passenger, gives an Edge for Boarding attempts.
Secondary Engine
If Engine Breaks, the secondary Engine will kick in. Secondary Engine
works as Engine 2. Heavy vehicles only.
Shackles
CL 20 to pick, Durability 6, Armor 6
Spikes
Handicap for those who try to board the vehicle
Swing Pole
Board another vehicle from Close range. Not for Bikes.
Cost
300
700*
250 per seat
Side Blades
Tire Shields
Towing Hook
Turbo Engine
Weapon Mount
Winch
200*
180*
20
500*
100
200
36
200
300*
120
400
700*
25
250
15
50
200
200*
150
600
600
600
100*
150*
50% of the
vehicles cost.
50
200*
400
Combat
Living in the post-apocalyptic world of the chthonian highways is harsh, merciless and
dangerous. When you set on a journey through the wastelands, you are lucky if you dont
have to fight or flee for your life. Youre even luckier if you make it unscathed and alive to
your destination.
Ranges
Immediate (0 2 m): The area around a character of roughly a few steps in radius. This is the
typical melee range.
Reach (up to 5 m): A bit further away than just a
quick lunge or a few short steps. Optimal range
for light thrown weapons such as shurikens or
throwing knives or melee weapons with the
Reach trait.
Close (up to 20 m): Optimal range for pistols,
shotguns, burst fire weapons, bows and heavier
thrown weapons like spears or boomerangs.
Long (up to 100 m): Optimal range for most
rifles.
Extreme (over 100 m): Optimal range for scoped
hunting and sniper rifles. Practical range for
most long range rifles is around one kilometer.
Zones
INITIATIVE
37
Combat
Examples of Reactions:
ACTING IN COMBAT
Trifles
Trifles are quick and easy actions that do not require
much concentration. Trifles should never require Skill
Checks. Examples of Trifles:
Opportunity Actions
Opportunity Actions (OA) are situations that allow a
character to perform an Action as a Reaction. These
situations can arise during an action due to Troubles
or actions that other characters take.
Actions
Actions require most of the characters concentration
and effort to perform. Performing an action always
ends the characters turn, and only Reactions are
allowed after this. Examples of Actions:
MAKING ATTACKS
If a your character tries to do something that another
character tries to avoid or resist, you are making an
attack. Attacks are resolved as Skill Checks using
Fighting for melee attacks, Shooting for ranged attacks,
Athletics for thrown weapons and Dexterity for small
thrown weapons. The Skill Checks result is compared
to the targets Defense and if the result is equal to or
higher than Defense, the attack hits. Otherwise, the
attack fails.
Reactions
Reactions are quick reflexive actions that are often
instinctive and triggered by another action. In combat,
reactions can be taken only against opponents that you
are facing and whose actions you are aware of.
38
Combat
Melee Attacks
Touch Attacks
Touch attacks are made when a character touches
another and do not require a solid impact or penetrating hit on the target; a light touch is enough. Touch
attacks are always made with an Edge.
Ranged Attacks
Ranged attacks are attacks that are made with firearms,
bows, thrown weapons or any other weapons that can
harm a target at distance. The used skill depends on
the used weapon:
Skill
Shooting
Dexterity
Athletics
Two-Weapon Fighting
A character can attack with two one-handed Quick
weapons, if both an Action and a Reaction are used to
perform the attack. This can be practical if the player
wants to, for example, kick another foe in Immediate
range and shoot another one at Close range.
Weapons gain an Edge if the Target is one range category closer than its optimal range. For example, a rifle
that has Long optimal range would gain an Edge when
shooting at targets that are at Close range.
Range
The target is one step Closer than the optimal range
The target is one or more steps Further than the optimal range
Shoot a firearm in In Melee or Immediate range
39
Effect on Attack
Edge
Handicap
Handicap
Combat
Cover and Visibility
DEFENSE
If you cannot see your target, you can still attack, but
hit only if you spend a Stunt to hit your target. In addition to this, your target gains an Edge for all attack and
defense checks made against you.
DISENGAGING
If a character turns and retreats from a fight without
any preparation or covering fire, all opponents that
can attack the retreating character at that moment, can
make a free attack at the character.
A character can Parry only in melee, unless stated otherwise in these rules. Parrying is made with a handicap
if your character is not armed, but the opponent is.
Effect
Halve the Targets Defense (round down) for ranged attacks, Melee attacks
hit automatically.
Attacker gains an Edge
Attackers suffer a Handicap
40
Combat
DAMAGE
ARMOR
INJURIES
1d10
1
2
3
4
5
6
7
Injury
Broken arm
Broken leg
Lost hearing on one
side
Broken bones
Broken jaw
Internal bleeding
Punctured lung
8
9
Lost eye
Severed artery
10
Effect
Arm is useless (1d10: 1-5 = secondary, 6-10 = primary)
You can only crawl without support
Handicap to hearing Perception
Handicap to Defense and all Body skills
Difficulty with speech, 1n4 lost teeth
Suffer 1 damage per hour for 1d12 hours
Handicap to all actions, suffer 1 Damage every hour until treated, Medicine
(CL15)
Handicap to shooting and sight Perception
Suffer 1 Damage at the start of each round until you are treated, Medicine
(CL 20)
Unconscious and dead unless treated within 1d6 hours, Medicine (CL 20)
41
Combat
COMBAT STUNTS
Combat Stunts are special maneuvers that the character can take in combat. Maneuvers can be performed by using
Stunts. Each maneuver requires a Stunt to be performed successfully. Some Combat Stunts might have additional
effects if more than one Stunt is used for the maneuver.
Example: Mikal tries to knock out a guard. A knockout requires two Stunts, so in practice this means that the
opponents Defense must be beaten by 10 or more. Mikal has the element of surprise on his side, and he gains an
Edge to his attack roll. Mikals Fighting is 4, and he gets a 16 from the dicethanks to the Edge. His result of 20
against the opponents Defense of 12 is not enough to knock the opponent out. The player decides to use a point
of Velocity and add d10 to the result. The Velocity boost adds 4 to the result, bringing the total to 24, which is
enough to knock out the opponent.
Combat Stunt
Disarm
Called Shots
Knockdown
Push
Grab
Hold
Throw
Knockout
Weak Spot
Maneuver Description
Force your opponent to drop a weapon or an object hes holding. With an extra Stunt,
you can grab the weapon or the object for yourself from your opponent if you are within
Immediate range from your opponent.
Called shots are attacks that are targeted against a specific body part or a precise hit location to bypass armor or cause a specific injury. Called shots can be made against objects
as well. Targetting objects that are smaller than a basketball require a called shot and
objects that are roughly the size of a cigarette pack or smaller require a Called Shot with a
Handicap.
Force your opponent to fall to the ground. It will take an Action for the opponent to get
back to their feet. A knocked down character has to take all attacks with a Handicap and
all opponents within Reach range gain an Edge to all attacks against the character.
Move your opponent 1d4 meters directly away from you. With an additional Stunt you
can determine the direction of movement.
You grab your opponent. You need at least one hand to grab your opponent and this
makes it possible to continue with other maneuvers like Hold or Throw. When you have
grabbed your opponent, you each have an Edge when trying to hit one another.
You take a firm hold or make a joint lock on your opponent and your opponent is unable
to move or act until he spends a Stunt or makes a successful Strength or Fighting Skill
Check against 10 + your Strength or Fighting.
After a successful Grab maneuver, you can throw your opponent on the ground and deal
1d6 points of damage. Additional Stunts can be used to throw your opponent 1d4 meters
away from you to any direction.
You stun your enemy so that he becomes disoriented and needs 1d6 rounds to recover
from the stunning blow. With an additional Stunt, your opponent is knocked unconscious for the rest of the scene. A stunned or unconscious opponent is stationary and
cannot take any Actions or Reactions until recovered.
Strike a weak spot to cause more damage. This might mean a joint in the opponents
armor, vital organs, arteries or nerve clusters. Striking a weak spot adds one die to the
damage roll per Stunt.
42
Combat
dice from the continuous damage pool if the die comes
up as 1.
AUTOMATIC FIRE
Some firearms are capable of automatic fire. When
firing automatically, you spend 15 rounds of ammo
for a short burst or 30 rounds for a long burst. A short
burst adds one die to your attack attack Skill Check,
and a long burst adds two dice.
Example: Titus throws a molotov at an abominable creature and rolls for damage. He rolls 3d6 and
gets a three and double sixes! The creature is set on
fire and both dice are rolled again at the beginning
of the next turn. This time the dice come up as 1
and 5. Six points of damage, but one of the damage
dice is removed and next time only one die is rolled
for continuous damage.
POISON
Poisons or medical drugs can have various effects
and an effort can be made to resist them. This does
not actually represent neutralizing the poison, but
resisting its effects.
CONTINUOUS DAMAGE
Fire, poisons and acid, for example, can cause continuous damage over a number of turns: fire can burn
until its fuel is exhausted, poisons will stay within the
victims system for minutes, and acid will eat through
substances over time. When rolling for the damage
in the first round, if any of the damage dice produce
a Special Effect (SFX), the damage effect will be continuous. Take aside the dice that came up with a top
result and roll for damage again at the beginning of
each round before any of the characters act. Remove
Poison
Tear Gas
43
Full Effect
Unable to act voluntarily for 1d6 turns
Unconscious for 1d4 hours
2d4 Damage
4d6 Damage
Paralyzed for 2d10 minutes
3d6 Stress
Combat
FALLING DAMAGE
Explosive Damage
Prepared jump: If the character jumps voluntarily, he can make an Athletics check against CL
10 to reduce the damage by two dice + a die per
Stunt.
Water: When falling on water, add a die for
every ten meters fallen, instead of three.
Soft ground: If the surface, the character falls
on, is particularly soft or elastic, reduce the
Damage by two dice.
Rough surface: If the surface is uneven, hard or
sharp, like edged rocks for example, add two dice
to the damage.
HIT LOCATIONS
By default all hits are treated equally regardless of the
hit location. If the situation calls for it, or you want to
add an extra level of detail and complexity to your
fights, you can roll a d10 to determine the hit location.
Hit Deviation
if an area effect weapon misses its target, you can roll
for deviation and see where the hit lands in case some
other targets might still be within the area of effect.
Head and Neck hits: Hits to the head or the neck cause
an extra die of Damage.
1d10
1
2
3
48
9
10
Hit Location
Head (or neck)
Right arm
Left arm
Torso
Right leg
Left leg
1
8
2
Roll
AREA EFFECTS
44
1d8
WHEELS
VEHICLE SPECS
OTHER FEATURES
Fuel (B/C)
Each Vehicle has two Fuel values: Burn and Capacity.
The Burn represents the fuel consumption per 100
kilometers and the Capacity is the fuel capacity in U.S.
gallons (3,785 liters).
Hull (H)
Steering (S)
Steering and handling of the vehicle are pushed with
the Steering. The Spec is used for evasion and special
maneuvers.
Engine (E)
Torque, acceleration and speed of the vehicle are governed by the Engine. This Spec is used in pursuit and
when trying to max the speed of the vehicle.
45
Wheels
Passengers (PAX)
VEHICLE MOVEMENT
The number of passengers the vehicle can fit comfortably is given as a number value under the Passengers
feature, and the crew needed to operate the vehicle
is given in parenthesis, if more than one person is
required to operate the vehicle. For example, a vehicle
with a Passengers stat of 5 (2) would fit five passengers in total and two of them are needed to operate
the vehicle.
Pursuit
When a pursuit begins, set a number that represents
the distance between the vehicles. Usually three is a
good number to start with.
Each round, the drivers make opposing Driving checks
Pushed with Engine. The highest result gets to decide
if the distance between the vehicles is increased or
decreased by one step, in addition to being increased
or decreased by one step per Stunt. For example, if the
vehicles started the pursuit at distance 3 and the driver
chasing the other vehicle won the Driving check with a
Stunt, he could decrease the range down to one.
VEHICLE ACTIONS
Vehicular combat is handled much like regular combat
with a few exceptions. There are rounds and turns as
usual, and initiative is rolled when necessary. The
biggest difference is how movement is tracked. In
a typical situation, all the vehicles are moving and
usually in the same general direction, unless the action
takes place around a location, building or stationary
object. These situations are handled a bit differently
and explained below in Vehicle Movement.
When the distance drops to zero, the vehicles movement should change to being grid-based. If the distance grows to six or more, the other vehicle manages
to escape, at least for now.
46
Wheels
The Grid
Terrain
The grid is an abstract map used for measuring movement and distances between vehicles. When vehicular
combat begins, draw a grid of suitable size, or use
squared paper to track the vehicle movement. Each
grid square roughly represents a 20 by 20 meter area.
Mixed Movement
If vehicles and people or monsters move in the grid,
consider each grid being a 20 x 20 meter area. It takes
an action to move to any of the adjacent grid spaces or
a trifle to move within the same area.
Moving in Reverse
Vehicles can move in reverse, but only in Cruise Speed,
and the driver suffers a Handicap to all Driving checks.
47
Wheels
Vehicle Maneuvers
All vehicle maneuvers are either Actions or Reactions and require a Driving check against the given Challenge level.
Each maneuver is associated with one of the vehicles Specs for Pushing the Skill Checks.
Maneuver
Boost
CL
10
Hard Turn
15
Bootlegger turn
20
Cut-Off
Defense
Jump
15 short,
20 long
Precision Driving
15
Defense
Sideswipe
Defense
Evade
Special
Push Description
E Move an additional square + one square per Stunt as in High Speed
movement.
S Do a sudden 90 degree turn. Move one square forward and up to
two squares to either side.
S Do a 180 degree turn without slowing down or stopping. You can
switch to reverse immediately after a Bootlegger turn, or continue to
move to the opposite direction at Cruise speed.
S Move in front of another vehicle in the same square with you and
block its movement. The other vehicles driver must immediately
make an Evade check as a Reaction to avoid crashing into the
blocking vehicle. If the Evasion check is successful, the vehicles do
not collide, but the blocked vehicle must stop, unless the Driver has
a Stunt.
E Short jump allows the vehicle to move one grid square forward over
a gap or an obstacle, provided that there is a proper platform available. Long jump moves two grid squares forward. Heavy vehicles
cannot jump. The Jump maneuver is done with a Handicap at Cruise
speed, but normally at High speed.
S All kinds of maneuvers requiring great precision are done as Precision Driving checks. Examples of Precision Driving include such
feats as driving through very narrow passages, driving on two
wheels or drifting.
S Whenever the driver makes quick corrections to the vehicles course
or tries to regain control of the vehicle, a Remain Under Control
check is made. This is done as a Reaction.
H Ram the vehicle at another vehicle, character or creature. Make a
Driving check against the targets Defense. Ramming can be Dodged
or Evaded but not Parried. See Collisions & Crashes below for
details as to when a target is hit. Ramming attack suffer a Handicap
against characters.
H Hit another vehicle from the side and try to damage it or push it off
the road or cause it to spin. Make a Driving check against the target
vehicle, and if the check is successful, the target vehicles driver must
immediately make a Remain Under Control check as a Reaction,
or lose control of the vehicle. Bikes will always fall over if control is
lost.
S Evasive maneuvers can be made as a Reaction to avoid the vehicle
being hit or crashed. If the Evasion check result is equal to or higher
than the CL or the opposing result, the driver manages to avoid the
threat.
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Wheels
CHASE COMBAT
Boarding
Jumping or climbing from a vehicle to another is
called Boarding. Boarding can be made within Reach
range and the two vehicles need to be in the same grid
square. Boarding from Immediate range requires an
Athletics check against DL 10 and from Reach range
against DL 15. If the vehicle happens to have something that can be firmly grabbed, the check can be
made with an Edge.
Vehicle Defense
Vehicles are relatively big and therefore quite easy to
hit, even if they are travelling fast. Vehicles have a
Defense value of 10, except for Heavy vehicles, which
are very easy to hit and have Defense of 5.
Drivers can make Evade maneuvers to avoid hits by
taking a Reaction.
Boarding can be avoided by making an Evade maneuver. If the Evade check result is higher than the boarding characters Athletics check result, the boarding
fails, and the boarding action is aborted at the last
second.
Attacking Passengers
A character can target a passenger on a vehicle instead
of targeting the vehicle. In this case, the attack is
done against the passenger, and the vehicles Armor is
reduced from the Damage before resolving its effects
on the target.
Mounted Weapons
Mounted weapons are more stable, and do not suffer
the usual Handicap when attacking from a moving
vehicle.
49
Wheels
COLLISIONS & CRASHES
A Strained engine can be fixed with proper maintenance: cooling down the engine, tightening loose
bolts and cleaning the engine parts, for example.
Maintenance requires about two hours and removes
1d6 points of Strain from any Spec that is not broken.
A vehicle can be maintained up to twice a day.
DAMAGING VEHICLES
Wrecked Vehicles
Breaking down
When a vehicle stat is reduced to zero, it is Broken.
50
Wheels
Critical Damage
If two Specs are broken from a single hit, the vehicle suffers critical damage. Roll from the table below to see what
happens.
1d10
1
Critical Damage
Engine failure
Window broken
3
4
Tire shredded
Passenger Hit
5
6
Door lost
Fuel Leak
Engine in flames
Spin
9
10
Flip
Explosion!
Effect
The vehicles engine suddenly shuts down, and restarting takes an Action and
requires Driving Skill Check against CL10.
Gain Handicap on high speed maneuvers and pursuit when driving without
goggles.
Gain Handicap on all maneuvers
The attack hits a passenger for half the damage. See attacking passengers for
the action resolution.
The Vehicles armor on the doors side is halved.
Lose 1 fuel per turn until the leak is fixed with a successful Repair check vs CL
10.
The vehicle is in flames and the vehicle and its passengers will take 2d6 Damage at the beginning of each round until the fire is extinguished or it goes out
as per the Continuous Damage rules.
The vehicle goes into an uncontrollable spin and might crash into adjacent
vehicles or objects. Bikes fall over and the passengers take Collision Damage
The vehicle flips on its side or roof.
The vehicle explodes spectacularly, and bits and pieces of burning metal
scatter around. The vehicle is immediately wrecked and beyond repair, and all
passengers take 5d10 points of damage, along with everyone within five meters
taking 1d10 points of damage.
Losing Control
What happens when the driver is suddenly dead (or passes out) (d6)
1d6
1
2
3
4
5
6
Effect
Pedal to the metal! The gas pedal is stuck and the vehicle moves forward with full speed
Sudden stop. The vehicle stops after moving to squares forward.
Vehicle turns sharply. Vehicles in the same square have to evade (CL 10) or suffer 1d10 Collision
Damage.
Vehicle spins out of control. The driver must make an immediate Remain Under Control Check
or the vehicle crashes and takes Collision Damage.
Vehicle rolls over. The passengers and the vehicle take Collision Damage with an additional die.
Vehicle continues forward with decelerating speed and stops after moving 1d6 round at Cruise
Speed straight forward.
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MADNESS
Madness measures your characters mental stability
and corruption of the mind. In the world of eldritch
horror and weird phenomena, Madness is not only a
flaw. When you detach your mind from rational thinking and the constraints of mundane senses, you expose
your mind to the true, chaotic nature of reality and
can perceive things that sane peoples consciousnesses
cannot comprehend. This distorted insight allows
insane people to understand the alien scriptures, rites
and devices the horrors have brought to our world
with them.
Impulses
Madness weakens the characters impulse control, and
resisting Vices and Disorders becomes more and more
difficult as sanity seeps away from the character.
Resisting impulses caused by a Vice, a disorder or other
sources like telepathic suggestions is a Willpower
check vs 10 + Madness.
Stress Resilience
Madness acts like Armor, but for Stress. Each point of
Madness reduces Strain suffered from Stress by one
point, to a minimum of 1 point.
Losing it
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53
Fear Rating
Situation
Being attacked by mutated animals or witnessing the deaths of multiple people
Witnessing torture or being attacked by mutated humans
Witnessing the murder of a close friend, being attacked by aberrant creatures or suffering from
serious personal loss or torture
Witnessing cannibalism or paranormal activity, or being injured by an aberrant creature
Being attacked by paranormal or alien entities, or being cannibalized
Reality shattering terror, being torn between dimensions and space-time
Fear Rating
6
9
12
15
18
21
Stress Intensity
Intensity
Psychically violated, parasitic invasion, body horror in general, all senses affected
Assaulted, Immediate range, all senses affected
Within Reach range, one or two sense affected
Within Close range, one sense affected
Within Long range, obscured sensation with a single sense
Not in immediate vicinity, seen or heard on a recording.
Stress
1d20
1d12
1d10
1d8
1d6
1d4
Example: Jona falls down into a cave and is separated from the others. His only light source in the darkness is his
lighter, which allows just enough light to show that the cave floor is filled with bloated and decapitated corpses.
The stench of the rotted remains is overwhelming. The GM calls for a Sanity check with a Fear Rating of 9, but
with a Handicap because Jona is alone in the darkness without any knowledge of his whereabouts or what might
have decapitated the corpses. Jonas player fails the Sanity check. As Jona is practically treading on corpses, the
GM states that he is in immediate contact with them and suffers 1d10 points of Stress.
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1d10
1
Disorder
Insomnia
Uncontrollable
stutter
Target Phobia
Induced Anxiety
Selective Amnesia
Compulsion
Paranoid delusion
Factual delusion
Hallucinations
10
Illusory pain
Effect
The character has recurring nightmares, making resting harder. The nightmares
occur no matter what time of day it is and cause the character to gain only half of a
rests benefits.
The character gains an uncontrollable stutter manifesting in a social situation. This
stutter may affect speech or other forms of communication including writing or
body movements. This disorder causes a handicap whenever the character is interacting socially.
The character has a sudden phobia of snakes, insects, or some other type of creature. The phobia causes a handicap die whenever this creature is present and stops
the character from going near the creature.
The character has a fear of open spaces, people or certain situations. This anxiety
creates a handicap, but does not prevent the character from entering the situation
or place inducing the anxiety.
The character forgets something current, and will not remember any facts related
to the thing, even if reminded of the fact. Its like the thing would not exist for the
character.
The character suffers from a compulsive pattern of behaviour, such as the need to
wash his hands after a fight or to change clothes when getting out of a car. If the
compulsion is not met, the character gains a handicap until he is able to fulfill the
compulsion.
The character becomes certain that some undefinable horror is out there, and
it is actively trying to harm the character. Any accidents or portents that can be
attributed to the undefined, have to be attributed to the undefinable horrors that
scheme to destroy the world or the character themselves.
The character gains a semi-permanent delusion about a fact. The delusion may take
a form of a superstitious belief, and the character suffers when acting without a
lucky charm, for example. This delusion will only be strengthened if its questioned,
and all evidence to counter the delusions are interpreted as lies or deception.
The characters comprehension of whats really happening is starting to falter, and
he developes a recurring hallucination about, for example, people on the roadside
or children starving.
The character starts to feel phantom pain and other symptoms of an internal wound
or disease. This pain has all the symptoms of a physical wound and may even be
healed by normal means for a time. If healed physically, the disorder manifests as
another wound or disease within a week.
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OVERVIEW
BACKSTORY
The characters are contacted by the patriarch and the
head priest of the Sacred Oil Fort to chase the cargo
truck that is transporting people kidnapped from
Sacred Oil. He offers one thousand gallons of fuel as
a reward. As usual, when the reward is this high, you
dont ask questions.
The adventure starts in medias res during the chase.
The characters can now see the rig and the vehicles
protecting it. Now it is time to put the pedal to the
metal and close the gap between them and the truck.
CULT OF YUGGOTH
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THE ROAD
When the adventure starts, the truck is driving in an
open wasteland highway. Within a few miles, the road
descends onto a chthonian trail where it ascends back
to a highway and leads onto a bridge over a swampy
bay. After the bridge there is a chase through the ruins
and behind the ruins is the mi-go mountain hive - a
place where people fear to go.
Turn length
Notice that the turn length is approximately 10
seconds, but it is flexible. In general one character can do one specific action every turn. If it
fits the game let the character try it and dont
worry to much about the time limit.
The Ruins: The ruins are the last chance to stop the
THE SETUP
Put the truck in the middle of the grid, and one sand
buggy on each side of the truck, one in front of it
and one behind it. Characters start four grid squares
behind the truck. The truck moves at a steady speed
and is always in the middle of the grid. All other vehicles move on the grid, depending on what they do.
57
SAND BUGGIES
Cultists
Loot
Each cultist has a weapon and 1d20 bitz worth of other
items.
58
Cultist Boss
ff Drive: Protect the Mi-Go masters and their
valuable cargo.
ff Vitality: 15
ff Push Limit: 1
ff Defense: 10 (Armor 3)
ff Attacks: Chainsaw (Damage 2d8+2, Rending)
ff Skills: Fighting 6, Strength 7
ff Remarks: Chainsaw Master: The Cultist Boss
can throw his chainsaw up to Reach range. It
takes a Trifle to pull the chainsaw back and
catch it; Regeneration: The cultist boss can heal
1d6 Strain per turn as a Trifle.
Loot
The characters can find 2d10 x 10 bitz worth of various
scarp and small items. With a succesful Perception
check against CL 15 they can find a pistol with 2d10
rounds and knife hidden in the trucks cabin.
59
TRAILER
Inside the trucks traile,r the characters will find a
disturbing sight (Fear Rating 9). There are twelve lifeless bodies hanging from the trailers roof from thin
transparent threads. The bodies are naked and pale.
All the bodies are shaven hairless, and they are covered
in a thin layer of slime that smells like antiseptic fluids.
The bodies seem otherwise untouched, but all of the
bodies, except one, are missing the tops of their skulls
and the brains. Closer inspection (Medicine check
against CL 10) reveals that the one body is actually
alive, but the life signs are very faint, almost like she
was hibernating.
Cargo Pod
The cylinder is actually a hyperdimensional device that
has many times larger space inside it than it should
be. The portal on the side of the cylinder leads to a
circular laboratory illuminated by a dim light with no
apparent light source. The characters can see various
devices and machines, whose purpose is unknown,
protruding from the floor and the roof. There are
tens of smaller metal cylinders, slightly bigger than a
human head, stored in small recesses in the walls. In
the middle of the space, there are two mi-gos in the
cargo pod. One is levitating in the air, restrained with
some kind of metallic tentacles. It seems unconscious.
The other creature is facing the other way, conducting its research and manipulating one of the strange
devices. The creatures are mi-gos.
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Mi-Go
...to join the mi-go, and he heads for the mountain hive.
Loot
The characters can find various items from the cargo
pod. The cylinders in the wall recesses contain human
brains preserved in a weird glittering substance. Each
cylinder is worth 500 bitz, if sold to people with right
connections. On top of the cylinders the characters
can find a device that looks like a silver crown. This
is a dream crown, and it can be used to contact other
people, or the mi-go, through dream-like telepathy.
Last, but not least, the characters can find various
minor alien artifacts worth 2d10 x 100 bitz in total.
Dream-crown (Artifact)
When a person wears this device like a crown in his
head and closes his eyes, he starts to hear whispers
all around him. When the device is worn for the first
time the user must make a Sanity Check against Fear
Rating 15 (Intensity 1d12). Every time after wearing
the device causes 1d6 points of Stress per session.
When wearing the dream-crown, the character can
initiate a telepathic conversation with any other
person the character knows personally. The conversation happens in a dream-like illusionary environment.
Sometimes shadowy figures can be seen lurking in
the shadows. If either of the characters looks at these
figures, the mi-go will become aware of the characters
whereabouts.
Bill
The unconscious mi-go is actually a human named
Bill, whose brain is implanted into a mi-go body. Bill
awakes after the other mi-go is defeated or he is transported out of the Cargo Pod. He speaks perfect English
in a buzzing tone. He doesnt realize at first that he is in
a mi-go body, and is grateful that the characters have
come to rescue him. When he starts to realize what has
happened to him.
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62
Fire up your voidjammer's engines and prepare your rifter crew for adventure.
HYPERSTORM is a science fiction role-playing game about explorers and treasure hunters
who go boldly beyond the final frontier - into the Hyperstorm.
www.ironspine.com