+ All Categories
Home > Documents > 1stOffense_GAMMA.pdf

1stOffense_GAMMA.pdf

Date post: 02-Jun-2018
Category:
Upload: stephane-sokol
View: 217 times
Download: 0 times
Share this document with a friend

of 38

Transcript
  • 8/11/2019 1stOffense_GAMMA.pdf

    1/38

  • 8/11/2019 1stOffense_GAMMA.pdf

    2/38

    CREDITSWritten and Designed byClint KrauseAdditional Flash Fiction byDaniel Bayn (www.danielbayn.com)Illustrated byDeseo (www.deseoworks.com)Edited byTo Be Determined

    Playtested byTravis Akin, Richard Anderson, Daniel Bayn, Rob Carson, KevinChipps, Zachary Davies, Mark Dipasquale, James Eastteam, Clint Finnell, Isaac

    Gehrke, Aaron Hamric, Ethan Hamric, Cole Harteld, Colin Justice, Dan Justice,

    Brad Kelley, Cassie Krause, Clinton Ladue, Scott McElfresh, Stewart Mundy, Paul

    Otis, Chris Pennington, Chris Perrin, Colleen Riley, Amy Rost, Joe Ryan, Geoff

    Seutter, Timothy Sallee, Crystal Scott, Justin Scott, Trevor Scott, Mike Silva, Joe

    Simmons, Haydin Smith, Nolan Stewart, Shawn Stolte, Jesse Taylor, Shaun Taylor,

    Brad Warriner, Marc West

    Special Thanks to Cassie Krause, Dade Krause, Aaron Hamric, Mike Silva,Carlos Ramon, Analisa Castrellon, Daniel Bayn, Zachary Davies, Issac Gehrke,

    Chris Pennington, Geoff Seutter, Josh Chewning, Shaun Taylor, Daniel Moler, April

    Laksen, Vivien Lasken, Trevor Scott, Justin Scott, Crystal Scott, and the numerousother people who gave us support and encouragement along the way.

    Dedicated to Steve Murphy Clash Addison

    2012 by Red Moon Medicine Show

    ISBN xxx-x-xx-xxxxxx-x

    www.redmoonmedicineshow.com

    www.unityunderground.com

    WARNING!VIOLENCE AND WEIRD SHIT

    The ctional world of Unity Undergroundis a strange, deadly place. Violent

    revolutionaries wage war against a totalitarian dictatorship that has enslaved

    the worlds populace through technology, propaganda, and mind control.

    Drug use, profanity, sexuality, nuclear war, government conspiracies, anarchy,

    psychic powers, and human/animal hybridization are all elements of this game.

    Some parents may nd these subjects inappropriate for young readers and

    players.

  • 8/11/2019 1stOffense_GAMMA.pdf

    3/38

    02

    INTRODUCTION. . . has lost its soul. Its all fallen under the control of the UNION OF MAN, a totali-

    tarian regime ruled by the charismatic president MASON GATE. Gates visionary

    leadership has brought incredible progress for humanity, but progress is not with-

    out its costs, and the Unions shining cities conceal dark secrets.

    There are those who see through the Unions facade and stand up for the truth.

    The UNDERGROUND, a clandestine network of rebel operatives, wages a secret

    war for the survival of those who the Union deems unsuitable for saving.

    It all started about twenty years ago. Decades of overpopulation and ceaseless

    war had ravaged the planet. The populace lived in desperate poverty, huddled

    in fortied settlements, fearful of the drug-crazed gangs that now roamed the war-

    torn countryside.

    During his sixth term in ofce, American president Mason Gate devised a plan

    that would ease the fears of the people. His scientists had developed the VO-

    CATIONAL MODULE, a neural implant that could provide its host with instant

    expertise in any vocational eld.

    Gate proposed the New Labor Act, which guaranteed work and wage to anyone

    who received an implant. Millions of desperate citizens ocked to receive the

    implant and soon Gate was credited as the savior of the nation.

    Gates power grew, and as world leaders gradually bent under his messianic inu-

    ence, a new endeavor was proposed: The Union of Man, a unied world govern-

    ment that would put an end to nationalism and warfare.

    Many countries rejected this gesture and fought back, igniting a period known as

    the UNIFICATION WARS. Countless battles were fought and millions of lives lost,

    but in the end Gates inuence and power were too strong and all who opposed

    the Union were defeated and forced into exile.

    The intervening years have been a crucible of violence and oppression. For those

    assimilated into the Union, life is pleasant and full of trivial comforts. For those on

    the outside, every day is a battle for survival.

    Still, there is hope. Holes are forming in the Unions matrix of control. Resistance

    is stirring, and a war for the fate of the planet is under way.

    Imagine yourself, living inthe near future of the planet Earth. A lot has changed.Weve been through two near-apocalyptic world wars. Much of the countryside has

    reverted to wilderness. A totalitarian world government called the Union of Man

    has taken control through military force and technological dominance. Lots of

    people have joined the Union because its charismatic leader has convinced them

    that its for the greater good, for the progress of human evolution. Not you though.

    You wouldnt allow yourself to be controlled like that. You live in The Outlands, the

    impoverished post-nuclear wilderness outside the Unions prosperous enclaves.

    Youve become a member of The Underground, a rebel group ghting to breakthe Unions grip on the world, one mission at a time.

    Imagine the action. Youre raiding a Union outpost to secure food and medicinefor your friends and relatives. Union peacekeepers in combat armor pepper your

    position with rounds from their hi-tech carbines. One of your comrades takes

    a deep shoulder wound as you return re with your duct-taped assault ries,

    acquired just yesterday from some unscrupulous smuggler. Youre running out of

    time and ammo. Your mind races. Will you succeed in your mission? Will you die

    trying? Will your people go hungry?

    Imagine the fun. You ick a cheeto at your buddy in protest of the die roll hejust ubbed. Your gamemaster cackles as the last of your characters eat critical

    strikes from his entrenched Union troops. You sneer as you reach for a clean

    character sheet, vowing to get the bastards next time. Dice are rolled, bad jokes

    are shared, snacks are consumed. Hours y by as your quirky heroes take on

    mission after mission. Youll remember this campaign fondly for years to come.

    Unity Underground is a tabletop role-playing game that allows you and yourfriends to create your own futuristic rebel operatives and test their prowess

    against the hostile world that they inhabit.

    If youve never played a role-playing game before, this is a good one to start with

    because the rules are simple and easy to grasp. It will also give you a good idea

    of what the traditional role-playing experience is like.

    If youre a veteran gamer, youre about to experience the RPG equivalent of

    comfort food. Simple, tried and true role-playing concepts, lovingly prepared,with just a dash of something funky and different. Bon apptit!

  • 8/11/2019 1stOffense_GAMMA.pdf

    4/38

    03

    THE WORLD

    Stuff Youll Need One or more copies of the rule books.

    A bunch of standard, six-sided dice.

    Pencils and paper.

    Numerous copies of the character and vehicle sheet.

    Miniatures or tokens to represent characters and vehicles in combat.

    People to play with. I recommend 3 to 5.

    How To Use These BooksFor the sake of convenience during play, the content of the game is divided

    between three books:

    1st Offense: Mandatory Procedure(this book) covers the basic rules of play.

    2nd Offense: Enemies of the State(the yellow book) covers character creation.

    3rd Offense: The Meek Shall Inherit(the blue book) is setting and GM info.

    Each book is divided up into modular nuggets of information which are

    distinguished from each other by the following icons:

    = Expository Text. Setting uff and meta-game information.

    = Rules Text. Game mechanics and in-game procedures.

    $ = Gear. Equipment, vehicles, and accessories that characters can buy.

    = Psychic Power. Descriptions of psychic powers and their effects.

    = NPC Prole. Stats and descriptions of non-player-characters.

    DID YOU KNOW?Youll also see these little grey marginal notes pop up

    from time to time. They usually contain bits of trivia

    about the setting or tips for playing the game.

  • 8/11/2019 1stOffense_GAMMA.pdf

    5/38

    04

    Terminology2d6:refers to two six-sided dice. Roll 2d6 means to roll two six-sided and addthe results together.

    Critical Failure:refers to a failed roll with a result of 6.

    Critical Strike:refers to a Critical Success on an attack roll.

    Critical Success:refers to a successful roll with a result of 1.

    d6:refers to a six-sided die. Roll a d6 means to roll one six-sided die.

    d66:refers to two six-sided dice rolled to generate a number between 11 and 66.

    Roll d66 means to roll two six-sided dice designating one die as the tens digitand one die as the ones digit and reading the results as a single number. For

    example, a roll of 2 on the tens die and 4 on the ones die results in a roll of 24.

    GM:acronym for gamemaster. Refers to the person who is running the game.

    Hazard Damage:damage caused by various dangers such as re, falling, ordrowning. Hazard Damage is special in that it is not reduced by Armor.

    NPC:acronym for non-player character. Refers to any character who is underthe control of the gamemaster.

    P:abbreviation for number of player characters.

    P/2:abbreviation for number of player characters divided by 2 (rounded down).

    PC: acronym for player character. Refers to any character who is under thecontrol of a player (as opposed to the gamemaster).

    Phase: segment of game time in which one rules subsystem is engaged.

    Roll:generally describes throwing a six-sided die and trying to get equal to orlower than one of your characters stat ratings.

    Scene:the time between one Exploration Phase and the next Exploration Phase.

    Stats: collective term for your characters Coordination, Intelligence, Strength,

    and Willpower ratings.

    Stat Rating:number between 2 and 5 that serves as the target number for dierolls.

  • 8/11/2019 1stOffense_GAMMA.pdf

    6/38

    05

    Design PhilosophyThis game is intended for sandbox gameplay. What does that mean exactly?

    It means four important things:

    The rules are physics

    The GM is neutral

    Plot is a four letter word

    The world exists beyond the PCs

    THE RULES ARE PHYSICSThe intent here is to create an abstracted, stylized simulation of a harsh, uncaring

    world (not unlike our own). The game is NOT designed to create stories. Its

    designed to provide a balanced framework for characters to undertake exciting,dangerous challenges. Stories will emerge from this framework, but they take the

    form of series of interesting, coincidental events rather than a deliberately crafted

    narrative.

    THE GM IS NEUTRALThe GM needs to remain neutral to the events in the game. The GM is not out to

    defeat the players, but not out to coddle them either. The GM has a lot of authority

    over the proceedings of the game, but is NOT allowed to conveniently ignore rules,

    fudge die rolls, or other such skullduggery. The GM must play NPCs with integrityand not pass judgement on the players actions. The practice of railroading

    (manipulating players to follow a certain course of action) is absolutely antithetical

    to the sandbox play style.

    PLOT IS A FOUR LETTER WORDMany GMs will be tempted to invent a storyline to feed to the players little by little.

    Dont do that. The GMs primary function is to present the players with missions,

    events, and locations and use the rules to adjudicate the actions that they takein response. The GM should never, ever, everplan the outcome of a situation in

    advance. If theres a pre-planned outcome, the GM will have to fudge die rolls and

    manipulate the players into a certain course of action. Thats crap.

    THE WORLD EXISTS BEYOND THE PCSThe primary goal of sandbox play is to create the feeling that the player characters

    exist in a living, breathing world. Not every event that occurs will be relevant to

    the PCs and their agendas. Any given group of PCs is merely a handful among

    thousands of potential characters. Any characters importance (or lack thereof) inthe grand scheme of things is determined by the actual events of the game, not

    by birthright.

  • 8/11/2019 1stOffense_GAMMA.pdf

    7/38

    06

    THE BASICSThe Basic RollWhen you undertake an action that has some element of risk, the GM will determine

    which of your characters stats and skills is relevant and call for a roll.

    Roll a six-sided die. If the result of your roll is equal to or lower thanyour stat

    rating, you succeed at the attempted action. If your roll is higher than your stat

    rating, you fail at the attempted action.

    A die result of 1 signies a Critical Success, which means that your character

    succeeds in an exceptional way. Sometimes a Critical Success will trigger

    additional benets.

    A failed roll with a die result of 6 signies a Critical Failure, which means that

    your character blunders the action in a particularly awful way. Sometimes Critical

    Failure will trigger unfortunate circumstances.

    Difcult RollsThe GM might decide that your chosen action is particularly Difcult. In some

    cases, the rules might specify when a given action is considered Difcult. Aside

    from this, the decision is based solely on the GMs judgment and his interpretation

    of the setting and the situation.

    When an action is declared Difcult, reduce your relevant stat rating by 1 before

    making the roll. For example, ring a gun at a target whos In Coveris considered

    Difcult. If youre shooting at such a target and your Coordination stat is 4, it

    counts as being 3 for this Difcultshot.

    Multiple difculties never stack with each other. A roll is either Difcult, or it is not.

    To use the example above, a character ring at target in cover with an Inaccurate

    weapon (which also causes shots to be Difcult) your Coordination is still onlyreduced by 1. If the GM feels that too many difculties are stacked against an

    action, he should simply rule that the action is impossible.

  • 8/11/2019 1stOffense_GAMMA.pdf

    8/38

    07

    Skill BoostsIf you have a skill that is applicable to action youre attempting, you can increase

    your relevant stat rating by one before making the roll.

    For example, if youre trying to punch a peacekeeper in his ugly face (a Strength

    roll) and you have the Martial Artsskill, you can add one to your Strength rating

    before making the roll.

    Like difculties, Skill Boosts never stack with each other. Regardless of how many

    skills might be applicable to the situation your stat is never increased by more

    than one.

    The rules will specify which skills are applicable in certain common situations.

    Otherwise, the GM is free to assign appropriate skill boosts based on his or herinterpretation of the situation at hand.

    When describing a roll in writing, we list the relevant stat with the appropriate skill

    in parenthesis. For example, the aforementioned attack roll would be described

    as a Strength (Martial Arts) roll.

    SKILL DEFINITIONS

    Athletics:Applies to rolls involving physical exertion (running, jumping, etc . . .)Bravery:Applies to panic rolls (see page 19).Chemistry:Applies to pharma rolls made during downtime (see page 35).Deception:Applies to rolls involving telling convincing lies.Demolitions:Applies to rolls involving the arming or disarming of explosives.Hacking: Applies to any roll dealing with the inltration of computer systems.Intimidation:Applies to any roll involving threats of harm.Junk:Applies to junk rolls (see page 23)Knowledge:Applies to any roll involving your knowledge of the world.Language:Determines extra languages you know (see 3rd Offense, page 6).Marksmanship:Applies to attack rolls with ranged weapons.Martial Arts:Applies to attack rolls with melee weapons.Perception:Applies to any roll involving your ability to spot/detect things.Persuasion:Applies to any roll involving charm and making an effective argument.Pilot:Applies to any roll involving the operation of a vehicle.Politricks: Applies to any roll involving mass social manipulation.Psychic Focus:Applies to any roll relating to psychic phenomena.Rigging:Applies to DIY rolls made during downtime (see page 35).Stealth: Applies to any roll involving sneaking around, remaining unheard/seen.Streetwise:Applies to any roll involving urban savvy, criminal contacts, or larceny.

  • 8/11/2019 1stOffense_GAMMA.pdf

    9/38

    08

    The Luck RollThe Luck Roll is a tool for the GM to ll in the details of the game setting in an

    unbiased way. Often, the situations that arise in play will demand more specic

    details than the GM is able to prepare in advance. Does this building have aback entrance? Is there anything useful among the debris? And, sometimes, a

    little bit of randomness can add a lot of fun to the situation at hand. Will the PCs

    get ambushed when they travel through the desert? Do any citizens happen to

    overhear the PCs plotting in the restaurant? Are the PCs harrassed by a Union

    patrol when they drive through town?

    When one of these situations comes up, the GM can call for a Luck Roll and ll

    in the details of the setting based on the result.

    To make a Luck Roll, roll a d6. Use the table below to interpret the results. All of

    these results are phrased from the point of view of the PCs. So, Very good luck

    means Very good luck for the PCs.

    LUCK ROLL RESULTS1 Very good luck 4 Moderately bad luck

    2 Good luck 5 Bad luck

    3 Moderately good luck 6 Very bad luck

    Its up to the GM to interpret exactly what these results mean in the situation at

    hand.

    The Hail MaryA Hail Mary is a desperate situation in which you must roll a 1 to succeed at an

    action. Rolling a 1 on a Hail Mary, while successful, is not a Critical Success.

    Sometimes a Hail Mary will arise from the GM declaring an action Difcult. For

    example, if youre attempting a Difcultroll with a stat rating of 2 (reduced to 1 by

    the difculty), your roll is considered a Hail Mary.

    Other times, the GM will declare an action a Hail Mary from the get go. This serves

    as a tool for the GM to adjudicate desperate (but not impossible) actions that

    have a only a remote chance to succeed. For example, if youre attempting to

    deceive a security guard, but give a totally outlandish story as your cover, the GM

    might rule the you must make a Hail Mary rather than a more standard Willpower

    (Deception) roll.

  • 8/11/2019 1stOffense_GAMMA.pdf

    10/38

    Phases And Scenes

    There are 4 phases of play: Exploration, Combat, Redlining, and Downtime.

    Each arrow on this diagram represents a shift to a new Phase. A Scene is acollection of Phases. Each time an Exploration phase begins, you start a new

    Scene. This is important as some effects have scene-length durations.

    One Roll To Rule Them AllOnce youve resolved an action by making a roll, the result of that roll stands

    unless the situation changes dramatically. To put it plainly, there are no re-dos.

    If, for example, your character fails a roll to hack a computer terminal, it means

    that the terminal in question is simply beyond your characters ability to hack at

    this time. You cannot roll again for the same action unless something changes

    about the situation. If, for example, you came back later with a fancy new set

    of access codes, the GM might decide to allow another hacking attempt. The

    bottom line: rolls have to mean something. Do not fudge the results. Do not call

    for a re-roll. If a failed roll brings your progress to a dead end then youll simply

    have to nd another way around your problem.

    Ta

    keDow

    ntim

    eTravelSom

    ewhere

    Enco

    unte

    r

    Exploration GM describes the situation.

    Players describe character actions.

    DowntimePg. 34

    RedliningPg. 36

    CombatPg. 10

    FragSomeJerks

    Enco

    unterVictory

    orEscape

    ArrivalNoEn

    counte

    r

    09

    New Scene Begins

  • 8/11/2019 1stOffense_GAMMA.pdf

    11/38

    10

    COMBATStep One: Determine SurpriseWhen an encounter occurs, each PC must make an Intelligence (Perception)

    roll. If all the PCs are successful, they surprise their opponents (and can choose

    to avoid the encounter). If some are successful and others are not, neither side

    is surprised. If all the PCs fail, their opponents surprise them. Surprise effects

    iniative, which is described below.

    This procedure assumes that neither party is aware of the others positionto begin with. If one or both sides are clearly aware of the other before the

    encounter, skip this step and determine surprise using common sense.

    Step Two: Set the Scene

    Combat scenes are played out with miniatures on a tabletop. All range andmovement distances are given in inches. 1 inch on the tabletop equals 5 feet in

    the game world.

    At the beginning of each combat scene, the GM sets up a tabletop

    representation of the battleeld either by sketching it an eraseable grid mat

    or by placing physical terrain on the table (this could range from elaborately

    crafted wargaming terrain to improvised objects that happen to be on hand:

    this soda can is a power generator.)

    Any kind of miniatures or tokens can be used to represent the characters and

    vehicles involved in the ght. I enjoy using various prepainted sci- wargaming

    miniatures, though they can be pricy. Plastic chessmen make great, inexpensive

    playing pieces as they can easily be reused to represent different characters in

    different situations: These black pawns are gangers. The bishop is their leader.

  • 8/11/2019 1stOffense_GAMMA.pdf

    12/38

    11

    Step Three: Determine InitiativeIn combat, characters act in descending order of Intelligence. The character

    with the highest Intelligence score acts rst, followed by the next highest, and so

    on. If there is a tie in the initiative order, player-characters act rst, followed by

    non-player characters. Once each character has acted, return to the top of the

    order and continue until the combat ends.

    For example, Raven and Jupiter are about to ght two Union Peacekeepers.

    Raven has a 2 Intelligence, Jupiter has a 4 Intelligence, and the Union

    Peacekeepers have an NPC Level of 4. The initiative order for the ght looks like

    this:

    1. Jupiter acts (Intelligence 4, player-character)

    2. Union Peacekeepers act (NPC Level 4)3. Raven acts (Intelligence 2)

    SURPRISEIf one side surprises the other, the ambushing characters act on an initiative

    of six in additionto their normal initiative for the rst round of the combat. So,

    drawing on the example above, if the Union Peackeepers had surprised the

    PCs, they would act rst, then Jupiter would act, then the Peacekeepers would

    act again, then Raven would act.

    Step Four: Take ActionOn your turn in combat, you can moveand take a single action(in eitherorder). Possible actions include: Attack, Disarm, Overwatch, Grapple,

    Intimidate, Jump, Reload, Take Cover, Throw, and miscellanious other actions.

    MovementAll characters have a Speed rating, which determines how many inches they

    can move in one turn. By default, characters on foot have a Speed of 6.

    Swimming characters move at half their normal Speed.

    If youre piloting a vehicle, you can use your movement to move the vehicle

    rather than moving yourself. The distance a vehicle can travel is based on its

    Speed.

  • 8/11/2019 1stOffense_GAMMA.pdf

    13/38

    12

    AttackDeclare how your character is attacking and what your target is, then attempt a

    Coordination (Marksmanship) roll for a ranged attack or a Strength (Martial Arts)

    roll for a melee attack.

    If successful, you strike your target and reduce its Health by an amount equal

    to the Damage Rating of the weapon youre using. If you fail the roll, the attack

    misses its target or is otherwise evaded.

    For example: Uncle Scam res a Union pistol (Damage Rating 3) at an enemy

    ganger who has 6 Health. Uncle Scams Coordination (Marksmanship) roll is

    successful, so his shot strikes home. The gangers Health is reduced from 6 to 3.

    RANGEMelee weapons can only be used to attack targets within 1 inch of you.

    Ranged weapons can be used to attack targets at a distance. The drawback is

    that ranged weapons can ammo out (see the facing page for details).

    Unless noted otherwise, ranged weapons have a range of yes, which is to say

    we dont bother calculating exact ranges. If the GM feels that youre pushing the

    limits of your weapons capabilities, your attack roll will be considered Difcultor,for truly desperate distances, a Hail Mary.

    CRITICAL STRIKEWhen you roll a Critical Success on an attack roll, choose one of the following

    critical effects:

    Double the damage caused by your attack.

    Instead of causing damage, Disableone piece of your targets equipment.

    ARMORArmor reduces the damage caused by a successful attack. Subtract the

    victims total armor value from any damage taken.

    Example: Nitro blasts a peacekeeper for 4 points of damage. The peacekeeper

    has a total of 3 armor, so the attack reduces his Health by 1 point.

  • 8/11/2019 1stOffense_GAMMA.pdf

    14/38

    13

    AMMO OUTWhen you make an attack roll with a ranged weapon, a roll of 6 (regardless of

    success or failure) means that youve ammoed out. You cannot attack with the

    same weapon again until you spend an action to reload it. This represents your

    character slamming in a new magazine, digging through his/her bag for more

    grenades, or whatever else makes sense in context.

    Note: If you ammo out while dual-wielding Lightweapons, both weapons are out

    of ammo, but both can be reloaded with a single action.

    UNARMED MELEE ATTACKSAll characters can assault their opponents with punches, kicks, bites, body

    slams, strangle holds, and other types of unarmed melee attacks. Unarmed

    melee attacks have a Damage Rating of 1.

    FIGHTING BLINDIf you cannot see the target of your attack (if, for example, your target is

    obscured by darkness, smoke, or a thin wall) any attack roll you make is

    considered a Hail Mary.

    DEAD TO RIGHTSAn attack against a helpless living target automatically reduces the targets

    Health to 0.

    STEALTH TAKEDOWNIf you sneak up on an enemy you can attempt a DifcultStrength (Martial Arts)

    roll to take them out with a single melee attack (neck snap, judo chop, sleeper

    hold, etc). If successful, your targets Health is immediately reduced to 0.

    SPOT ART

  • 8/11/2019 1stOffense_GAMMA.pdf

    15/38

    14

    DisarmWhile within melee range, you can spend and action to attempt to steal or

    knock away your opponents gear. Make a Difcult Strength (Martial Arts) roll. If

    successful, you can swipe one piece of your opponents equipment or knock it

    up to 6 away in a direction of your choice.

    GrappleWhile within melee range, you can spend an action to try to immobilize your

    opponent. Make a DifcultStrength (Martial Arts) roll. If successful, your targetgains the Stunnedcondition.

    EscapeYou can spend an action to attempt to escape from combat. Make a Difcult

    Coordination (Athletics) roll if on foot or a DifcultCoordination (Pilot) roll if

    controlling a vehicle. If successful, you manage to escape the combat and areconsidered to be absent for the remainder of the scene.

    IntimidateYou can spend an action to attempt to break the morale of a single character

    who can see you. Make aDifcult Willpower (Intimidate) roll. If successful, yourtarget must make a Panic Roll.

    JumpYou can spend an action to jump horizontally. Make a Coordination (Athletics)

    roll. If succesful, you can jump a number of inches equal to your Coordinationstat. If you fail, you fall short and suffer whatever consequences make sense for

    the situation.

  • 8/11/2019 1stOffense_GAMMA.pdf

    16/38

    15

    OverwatchYou can spend an action to go on overwatch. Instead of taking your action

    immediately, you can act at any point until the beginning of your next turn, even

    if it interrupts another characters turn. Any rolls you make while on overwatch

    are considered Difcult.

    ReloadYou can spend an action to reload a weapon that has ammoed out. You can

    reload two Lightweapons with a single use of this action.

    ThrowWhile within melee range, you can spend an action to throw a human-sized

    opponent through the air. Make a Difcult Strength (Martial Arts) roll. If

    successful, you throw your opponent up to 6 from his or her current position.

    If your target collides with a solid object or another character, each character

    involved suffers 2 Hazard Damage.

    Take CoverYou can spend an action to gain the In Covercondition.

    SprintYou can spend an action to move an additional 6.

  • 8/11/2019 1stOffense_GAMMA.pdf

    17/38

    16

    DamageYoull spend a majority of your time in this game swapping bullets with bad guys.

    Heres what happens when get roughed up:

    DOWNWhen your Health reaches zero you are Down. You fall unconscious and cannot

    move or take actions. You stay Downuntil your Health is restored to one or higher.

    Your Health cannot be reduced below 0. There are no negative Health points.

    NPCs who go Downare dead, unless their attacker was specically trying to use

    nonlethal force.

    SECOND WINDWhen youre Down, you can spend a point of Deance to gain a Second Wind.

    Erase a point of Deance from your character sheet and restore your Health to its

    maximum value.

    BUSTEDWhen all members of your cell are Downand no one has Deance left, the cell is

    Busted. The GM narrates how your characters are killed, captured, or otherwise

    removed from the game. Dry your tears, create new characters, and try again.To soften the blow, your new characters start with 2 extra Experience Points as a

    Busted Bonus.

    RECOVERYHealth can be restored with a variety of class abilities, accessories, and psychic

    powers. You can also take an downtime action to recover Health naturally (see

    page 36). Your Health can never be restored higher than your Maximum Health.

    Any Health gained in excess of your Maximum Health is lost.

    BETRAYAL AND ABANDONMENTIf youre Downed after betraying your cell mates or are otherwise left with no

    external hope of recovery, the GM can rule that your character dies and you must

    bring in a replacement. This is should be rare, if it occurs at all.

    Violence is the language of the universe.Its best to learn a few curse words.

    - Murphy Clash

  • 8/11/2019 1stOffense_GAMMA.pdf

    18/38

    17

    ConditionsSome attacks and situations inict special ongoing effects called conditions.

    BLINDEDAny roll you make that requires sight is considered a Hail Mary. Lasts until the endof your turn.

    BURNINGYou take 2 Hazard Damage at the beginning of each of your turns. Lasts until

    someone (including you) spends an action to extinguish the re or until you are

    doused in water or similar ame retardant.

    FLYINGYou can move through the air. You cant be targeted by melee attacks except

    those made by other Flying characters and vehicles. Any ranged attacks you

    make are Difcult. Any ranged attacks made against you are also Difcult. Lasts

    as long as you remain capable of ight.

    IN COVERAll attack rolls that target you are Difcult. Lasts until you move.

    OVERBURDENEDYou move at half your normal speed and any roll you make is considered a Hail

    Mary. Lasts until you drop one or more pieces of equipment.

    PANICKEDYou cannot act except to move away from the source of your panic and attempt

    the Escape action. Lasts until you escape or the scene ends.

    SICKYou cannot recover Health (except through Deance/Second Wind) until this

    condition is removed. Lasts until you are treated with Union Meds (2nd Offense,

    page 22).

    STUNNEDYou cannot move or take actions. Lasts until the end of your turn.

    WASTEDAll rolls you make are considered Difcult. Lasts until the end of the scene.

  • 8/11/2019 1stOffense_GAMMA.pdf

    19/38

    18

    Hazard DamageHazard Damage is used to model injuries sustained from various dangerous

    circumstances where the amount of armor youre wearing doesnt matter. Hazard

    Damage reduces Health just like normal damage, but is never reduced by armor.

    For example, Winston has 3 armor. He gains the Burningcondition and suffers 2

    points of Hazard Damage, his Health is reduced by 2 points.

    Saving ThrowsA Saving Throw represents your last ditch attempt to avoid major injury from

    various environmental dangers. The GM calls for a Saving Throw when you:

    Fall a signicant distance. Are inside a vehicle when it explodes.

    Are inside the blast radius of a large explosion.

    Are struck by a moving vehicle.

    Are struck by a large falling object.

    Are electrocuted.

    Are drowning, exposed to a vacuum, etc . . .

    When you are asked to make a Saving Throw, make a Luck Roll. On a result of

    1-3 (good luck) you suffer 2 Hazard Damage. On a result of 4-6 (bad luck) youreHealth is immediately reduced to 0.

    VEHICLE SAVING THROWSVehicles must also make Saving Throws from time to time (usually from crashes or

    explosions). The vehicles owner makes the Saving Throw on behalf of the vehicle.

    On a result of 1-3 (good luck) the vehicle suffers 2 Hazard Damage. On a result of

    4-6 (bad luck) the vehicle is reduced to 0 Health and thereby destroyed.

    STRUCTURES AND INANIMATE OBJECTSSometimes youll need to determine if a stucture or inanimate object is destroyed

    by damage. Rather than tracking Health points for every potential targret, we

    simply resolve the damage with a Saving Throw. If a structure or inanimate object

    suffers sufcient damage, the GM makes a Saving Throw for it. On a result of 1-3

    the object is damaged, but still intact/operational. On a result of 4-6, the object is

    destroyed.

  • 8/11/2019 1stOffense_GAMMA.pdf

    20/38

    The Panic RollA Panic Roll represents your attempt to hold your ground in the face of demoralizing

    horrors. The GM calls for a Panic Roll whenever:

    You see someone on your side of a ght go Downfrom a Critical Strike.

    You see a Terrifyingcreature for the rst time.

    Anything happens that the GM deems suitably traumatic to cause panic.

    Make a Willpower (Bravery) roll. If successful, you keep your cool. If you fail,

    you gain the Panicked condition. On a Critical Failure, you gain the Panicked

    conditionAND you replace one of your current traits with a random Insanity Trait

    from the table below:

    INSANITY TRAITS (d66)11 Amnesiac 41 Homicidal Maniac

    12 Cannibal 42 Horrible Flashbacks

    13 Childlike Mentality 43 Hypochondriac

    14 Compulsive Liar 44 Imaginary Friend

    15 Delusional 45 Incoherent Rambling

    16 Drug Addict 46 Kleptomaniac

    21 Fear of Being Watched 51 Magical Thinking

    22 Fear of Enclosed Places 52 Megalomaniac

    23 Fear of Flying 53 Multiple Personalities

    24 Fear of Heights 54 Nightmares

    25 Fear of Machines 55 Object Personication

    26 Fear of Psychic Phenomena 56 Paranoid

    31 Fear of Solitude 61 Pyromaniac

    32 Fear of Guns 62 Reclusive

    33 Fear of the Dark 63 Strange Obsession

    34 Fear of the Dead 64 Vivid Hallucinations

    35 Fits of Rage 65 Violent Seizures

    36 Hero Complex 66 Voices of the Dead

    19

  • 8/11/2019 1stOffense_GAMMA.pdf

    21/38

    20

    Psychic Powers

    MAXIMUM NUMBER OF POWERSYou can have a maximum number of psychic powers equal to your Intelligence

    stat. If youve already reached your maximum number of powers and gain a newone, you can choose to replace one of your existing powers with the new one. If

    not, the new power is lost.

    ACTIVATING A POWERTo use one of your psychic powers, you usually have to spend an action and make

    a Willpower (Psychic Focus) roll. Follow the instructions given for the specic

    power youre using.

    PSYCHIC BACKLASHThe only limit to how often you can use your psychic powers is the ever-present

    threat of psychic backlash. When you roll a 6 on an activation roll (regardless of

    success or failure), your character suffers a psychic backlash. Roll 2d6 on the

    following table and the GM will describe the effect on your character.

    DESCRIBING BACKLASHBacklash causes a piercing ring inside the psychics head. The psychic starts

    bleeding from the nose or ears (even from the eyes, on a particularly badbacklash). They feel lightheaded. They might hurl. Whatever the details, make

    them gory and unpleasant. These are dangerous forces to be messing with and

    they demand respect.

    BACKLASH EFFECT (2d6)

    2 Gain a random Psychic Power.3 Gain a random Insanity Trait.

    4 You gain the Sickcondition.

    5 You gain the Panickedcondition.

    6 You gain the Wastedcondition.

    7 You suffer 2 Hazard Damage.

    8 You suffer 4 Hazard Damage.

    9 You suffer 6 Hazard Damage.

    10 You suffer 8 Hazard Damage.

    11 You suffer 10 Hazard Damage.

    12 A Grey Man (3rd Offense, pg. 34) appears nearby.

  • 8/11/2019 1stOffense_GAMMA.pdf

    22/38

    21

    VM IMPLANTS AND MIND CONTROLUnion scientists designed the VM implant with the overt goal of incentivizing

    citizenship and increasing productivity, but there was also a covert goal. VM

    implants are designed to make citizens easier to manipulate and control. As a

    result, characters with VM implants are more vulnerable to psychic manipulation

    than characters without them.

    Some psychic powers are labeled with the (Mind Control) keyword.

    If the target of a Mind Control power has a VM implant, the power works

    normally. The targets mind has been made vulnerable to control and

    manipulation

    If the target of a Mind Control power does not have a VM implant, he or

    she can attempt a Willpower (Psychic Focus) roll to ignore the effects of thepower. If successful, the power has no effect.

    Pawns eyes roll back in her head and everything goesquiet. Tango pushes the accelerator down and his truck

    lurches soundlessly forward. Pedestrians grab their ears in

    panic, thinking theyve gone deaf. Tango aims for the power

    transformer, to knock out the cameras and alarms, and

    pounds through the warehouses back wall without waking

    the neighbors.

    He ashes Pawn a smile, but shes out cold. Not good.

    Suddenly, guys in gas masks start blinking into existence all

    around them. Really not good. Tango ips the safety on his

    chopper, but he knows its too late.

  • 8/11/2019 1stOffense_GAMMA.pdf

    23/38

    22

    BLACK MARKETThe In-Game EconomyUnder the Unions iron grip, black markets have emerged and ourished all over

    Union Earth. The black market is the Undergrounds main source of weaponry,

    ammunition, and contraband of all kinds.

    GREENIn-game currency is represented by a resource called Green. Each point of Greenrepresents a nonspecic wad of cash. Minor, unimportant items do not cost

    Green to purchase. Green is reserved for purchase of equipment, accessories,

    and vehicles, things that have specic mechanical value in the game. Over the

    course of the game, you will earn Green by fragging enemies and taking their

    stuff. When referring to the cost of an item, Green is abbreviated as G. So, 4G

    means 4 Green.

    FINDING A MERCHANTFinding a black market merchant isnt like going to the corner store. You need toknow people who know people. Finding a willing buyer/seller requires a Downtime

    action (see page 36) and a successful Intelligence (Streetwise) roll.

    WHATS AVAILABLE?When you visit a black market merchant, you can purchase anypiece of equipment

    in the game. This doesnt mean that each merchant has every weapon and

    vehicle on hand, just that he conveniently has whatever it is that youre interested

    in buying. The rarity of less common items is represented by that item costingDeance points as well as Green to purchase. Any Deance spent represents

    your good fortune to nd the rare item as well as the street cred required for the

    merchant to sell it to you.

    SELLING TO THE BLACK MARKETYou can always sell equipment to a black market merchant for halfof its listed

    value (rounded down). Deance values do not convert to Green, so ignore those

    when youre selling stuff. We assume that a given merchant will be willing topurchase whatever it is that you want to sell.

    THE

  • 8/11/2019 1stOffense_GAMMA.pdf

    24/38

    23

    Carrying CapacityAll of your characters belongings fall into one of three categories: Equipment,

    Accessories, and Junk.

    EQUIPMENTAny reusable item that has a specic mechanical effect in the game is considered

    Equipment. Weapons, armor, and larger tools are the most common examples.

    You can carry a number of pieces of equipment equal to your Strength stat.

    ACCESSORIESAccessories are smaller items that are expended as soon as they are used. You

    can carry up to ve different kinds of Accessories and a quantity of each equal to

    your Strength stat. For example, if you had a Strength rating of 4, you could carry

    4 Soma Colas, 4 Scrap, 4 Bio-Sludge, 4 doses of Rage, and 4 doses of Vertigo. If

    you wanted to carry more than that, you have to use or drop something.

    JUNKYour characters clothing and other supercial accoutrements are considered

    Junk. This includes minor items that support your character concept, but have

    little impact on the mechanics of the game. Examples include: rope, ashlights,

    binoculars, cigarettes, grappling hooks, handcuffs, pocket knives, signal ares,tents, walkie talkies, spray paint, laptop computer, media players

    The Junk Roll: Need a ashlight? No problem. You can spend an action todetermine whether or not you to have a given piece of junk on hand. Make an

    Intelligence (Junk) roll. If successful, you happen to have the desired item. We

    assume that youre carrying a backpack or something with a collection of useful

    items in it.

    BEING OVERBURDENEDYou can temporarily carry one extra piece of equipment (in excess of your normal

    equipment slots) but you are considered Overburdenedwhen doing so. When

    youre Overburdened, youre movement rate is halved and any roll you have to

    make involving a physical activity is considered a Hail Mary.

    BODIESA human body takes up two equipment slots. This may be important when you

    have to scoop up your unconscious buddies and carry them to safety.

  • 8/11/2019 1stOffense_GAMMA.pdf

    25/38

    24

    Disabled EquipmentA variety of events can cause a piece of equipment to become Disabled. When

    a piece of equipment is Disabled, mark the box next to it on your character sheet.

    Disabled equipment can no longer be used for its intended purpose.

    If a piece of equipment gives you some passive benet, like a bonus to your

    armor, that benet is lost when the equipment is Disabled.

    Disabledequipment still occupies an equipment slot.

    Disabledequipment can be restored to working status with the use of a hackers

    Repair ability, duct tape, or similar items and effects.

    ArmorArmor is a special type of equipment that reduces the amount of damage you

    take from attacks. There are three body areas that can be covered by armor:

    head, torso, and legs. You can only benet from one piece of armor per area.

    For example, you might typically wear a helmet, body armor, and boots and

    gain the benet of each. However, you could not benet from two helmets

    simultaneously. You can carrymultiple pieces of armor that cover the same body

    area, but you can only benet from one piece per area.

    Scrapping ItemsYou can choose to convert equipment and vehicles into Scrap (2nd Offense, pg.

    21) any time you have a few minutes to spare. You gain 1 piece of Scrap for

    every 4G worth of equipment that you convert. For example, if you looted 4 GOSA

    Carbines (which cost 4G each) from a squad of Peacekeepers, you could convert

    them into 4 Scrap instead of using them.

    Scrap is used for DIY rolls, which are described on page 35.

  • 8/11/2019 1stOffense_GAMMA.pdf

    26/38

    25

    WeaponsWeapons exist to aid you in the process of fragging your foes. They are dened

    by their Type, Damage Rating, and Properties.

    WEAPON TYPEWeapons come in two avors, Ranged Weapons (RW) and Melee Weapons (MW).

    Ranged Weapons allow you to attack targets at a distance. Melee Weapons allow

    you to attack opponents who are within 1 inch.

    DAMAGE RATINGAll weapons are assigned a Damage Rating. This rating represents the amount of

    Health an opponent loses when successfully attacked with the weapon.

    PROPERTIESMany weapons have keywords called properties which attach special rules to

    modify their use. The effects of each property are listed on the following pages.

    Weapon Prole FormatName of Weapon (MW or RW, Damage Rating, Properties in alphabetical order)

    Cost: #G, #D

    Weapon CreationWeapons are balanced against each other using a point-build system. All

    weapons must have a total of 4 Build Points (BP). All weapons start with a base

    black market cost of 4G.

    Each point of Damage Rating adds one Build Point.

    Benecial properties add to the weapons total Build Points.

    Disadvantageous properties subtract from the weapons total Build Points.

    You can add as many properties as youd like, as long as the weapon totals out

    to 4 Build Points.

    Lets use one of the existing weapons in the game as an example: The Broken

    Eagle Boomer has the following prole: (RW, 6, Explosive, Huge, Hungry)

    Damage Rating 6 starts the BP total at 6. The Explosiveproperty adds 2 more BP

    (now our total is 8). The Hugeproperty reduces the BP total by 1 (now were at 7).

    The Hungryproperty reduces the BP total by 3 (which brings us to 4. Hooray!).

  • 8/11/2019 1stOffense_GAMMA.pdf

    27/38

    26

    Weapon Properties

    BLINDING(+3 BP)On a successful attack roll, your target gains the Blindedcondition.

    BRUTAL(+1 BP)Attack Rolls with this weapon use Strength rather than Coordination. Can only be

    applied to Ranged Weapons.

    CHEAP(+1 BP)Reduce the cost of this weapon by 2G.

    CORROSIVE(+4 BP)On a successful Attack Roll, you may Disableone piece of your targets equipment

    (your choice).

    EXPLOSIVE(+2 BP)Successful attacks with this weapon affect everything within a 1 radius of the

    target. Can only be applied to Ranged Weapons.

    HAZARDOUS(-1 BP)On an Attack Roll result of 6 you suffer 2 Hazard Damage.

    HUGE(-1 BP)This weapon takes up two equipment slots.

    HUNGRY(-3 BP)Each time you make an Attack Roll with this weapon you automatically ammo out.

    Can only be applied to Ranged Weapons.

    INACCURATE(-1 BP)Attack Rolls made with this weapon are considered Difcult.

    INCENDIARY(+4 BP)On a successful Attack Roll, your target gains the Burningcondition.

    LIGHT(+1 BP)If you are equipped with two Light weapons, you can attack with both

    simultaneously. Make a single Attack Roll and apply the result to both weapons.

  • 8/11/2019 1stOffense_GAMMA.pdf

    28/38

    27

    MOUNTED(-4 BP)This weapon must be mounted on a vehicle or stationary turret to be used for

    attacks. Add 4G and 1D to its black market cost.

    PIERCING(+3 BP)All damage inicted by this weapon is considered Hazard Damage (it is notreduced by armor).

    PLATINUM(-1 BP)Double this weapons cost in Green.

    RARE(-2 BP)

    Add 4G and 1D to this weapons cost. Cannot be combined with the Ultra Rareproperty.

    SCOPED(+1 BP)You can spend an action aiming to double this weapons Damage Rating for your

    next Attack Roll. The Damage Rating can only be doubled in this way once. Can

    only be applied to Ranged Weapons.

    SHORT-RANGED(-1 BP)This weapon has a maximum range of 12. Can only be applied to RangedWeapons.

    STURDY(+1 BP)This weapon cannot be Disabled.

    SWIFT(+1 BP)Attack Rolls with this weapon use Coordination rather than Strength. Can only be

    applied to Melee Weapons.

    TOXIC(+2 BP)On a successful Attack Roll, your target gains the Sickcondition.

    ULTRA RARE(-4 BP)Add 8G and 2D to this weapons cost. Cannot be combined with the Rare property.

    UNRELIABLE(-2 BP)On an Attack Roll result of 6 this weapon is Disabled.

  • 8/11/2019 1stOffense_GAMMA.pdf

    29/38

    28

    VehiclesVehicles are dened by their Type, Speed, Armor, Health, and Weapons.

    TYPEA vehicles type determines its mode of transport and the kinds of envrionments itis suited for. Land vehicles can operate on land. Aquatic vehicles can operate in

    the water. Aerial vehicles can y. Space vehicles can y in space.

    SPEEDSpeed determines the number of inches the vehicle can move in a turn.

    ARMORArmor determines the amount of damage that is reduced from attacks targetingthe vehicle. Vehicle armor works just like character armor. Vehicles can have a

    maximum of 6 Armor.

    HEALTHVehicles have Health just like characters do. When a vehicle is reduced to 0

    Health, it is destroyed.

    WEAPONSVehicles can carry any number of Mountedweapons. These can be operated

    either by the pilot or by a dedicated gunner.

    SPOT ART

  • 8/11/2019 1stOffense_GAMMA.pdf

    30/38

    29

    Vehicular Hijinks

    VEHICLE DAMAGE

    When a vehicle reaches 0 Health, it explodes. Any Mounted weapons aredestroyed. Everyone on board must make a Saving Throw.

    RAMMINGIntentionally ramming your vehicle into something requires a Coordination (Pilot)

    roll. If successful, you strike your target. When you strike a character on foot,

    the victim immediately makes a Saving Throw. If you successfully strike another

    vehicle, then both vehicles must make Saving Throws.

    CRASHESYou crash any time you roll a Critical Failure on a piloting-related roll. When you

    crash, you must make a Saving Throw for your vehicle.

    Vehicle CreationWhen creating a vehicle, rst decide on its type: Land, Aquatic, Aerial or Space.

    Aerial vehicles add an extra point of Deance to their total cost. Space vehicles

    add two points of Deance to their total cost. Both Aerial and Space vehicles gain

    the Flying condition while in ight.

    Vehicle Armor is purchased 2 points at a time. Every 2 points of Armor adds 4G

    to the vehicles cost. Vehicles can have a maximum of 6 Armor.

    Vehicle Health is purchased 6 points at a time. Every 6 points of Health adds 4G

    to the vehicles cost. Vehicles have no maximum Health, but we assume the more

    Health a vehicle has, the larger it is.

    Vehicles can carry any number of Mounted weapons. Just add the Green andDeance costs of the weapons to the vehicles total cost.

    MODIFICATIONSOnce a vehicle has been brought into the game, it can be still be modied, but the

    modications are more expensive than if they were made during its initial creation.

    Adding 2 Armor to an existing vehicle costs 8G.

    Adding 6 Health to an existing vehicle costs 8G.

  • 8/11/2019 1stOffense_GAMMA.pdf

    31/38

    30

    ADVANCEMENTExperience PointsExperience Point rewards are granted for the following achievements:

    ROLE-PLAYING CHARACTER TRAITSAt the end of each session the GM will go around the table and ask you to make a

    case for which of your character traits you incorporated into the portrayal of yourcharacter. Name off the traits that you think you portrayed and any that otherwise

    got your character into trouble. If the GM and the other players agree, you receive

    one experience point for each character trait that was incorporated. Ideally, youll

    be honest and essentially award your own points. If there is any doubt, the GM

    gets to decide whether or not points are earned.

    CRITICAL SUCCESSEach time you roll a Critical Success on a stat roll, you immediately gain one

    Experience Point. You can only gain experience from a roll when something isactually at stake, so spamming frivolous rolls doesnt do you any good.

    HEARTS AND MINDSThe fugees of the Outlands live in desperate poverty. Providing them with support

    builds favor for the Underground cause. You gain 1 Experience Point for every 4

    Green you donate to fugees.These expenditures are handled off-screen as black

    market transactions (use the Visit the Black Marketaction during downtime).

    BONUS POINTSThe GM can offer 1 or 2 bonus Experience Points per session to encourage

    various out-of-game contributions. For example, I usually give players 2 bonus

    Experience Points for bringing snacks or drinks to share with the group.

  • 8/11/2019 1stOffense_GAMMA.pdf

    32/38

    31

    The Experience TrackEvery tenth Experience Point you earn grants you a point of Deance.

    Youll use the experience track on your character sheet to keep track of your

    experience rewards throughout the game. The track looks like this (its vertical on

    the character sheet):

    XP

    Each time you gain a point of experience, put a check mark in one of the boxes,

    progressing from left to right. Lets say you just gained 3 experience, your track

    would look like this:

    XP

    Eventually, youll reach the darkened Deance segment of the track. When

    you do, put a check mark in the rst empty Deance box and then erase all of

    your experience checks and start over at the beginning. If you had more points

    of experience than room on the track, transfer the extra points to the beginning

    of the track.

    For example, lets say your track looks like this . . .

    XP

    . . . and then you earn 6 experience points for a successful session. Your track

    should now look like this:

    XP

    X X X

    X X X X X X

    XX X

    SPOT ART

  • 8/11/2019 1stOffense_GAMMA.pdf

    33/38

    32

    DeanceDeance represents the inuence, street cred, and good fortune that you gain

    by ghting back against the Union. Its the primary currency that youll spend to

    improve your character and affect change in the game world.

    You can choose to save or spend Deance however you choose, but you can

    never have more than 5 points at one time. Any Deance earned after this limit

    has been reached is lost.

    Deance can be spent on a variety of benecial effects. It can be spent to advance

    your rank, cheat death, gain psychic powers, make headlines, purchase rare and

    ultra-rare equipment, raise your stats, gain a platinum class, recruit followers,

    respec, or teach/learn a skill.

    ADVANCE YOUR RANKYou can spend 5 Deance to advance your Rank from Recruit to Operative or

    Operative to Hero. When you advance, your maximum Health immediately raises

    to the level specied by your new Rank. To reect this milestone, you also replace

    one of your character traits with a new trait of your choice.

    GAIN A PLATINUM CLASSYou can spend 3 Deance to give your character a second class (called aPlatinum Class). You gain the class ability of your new class in additionto your

    existing class ability. You can also reselect your skills, choosing from the skill lists

    available to both classes. You can likewise draw skills from both of your class lists

    during any future respec. You can never have more than two classes.

    GAIN FOLLOWERSYou can spend a point of Deance to gain an Underground Operative(3rd Offense,

    page 32) as a loyal follower. You control this characters actions in combat, butthe GM roleplays his or her personality. The follower counts as a member of your

    cell and so does not die at zero Health unless your cell is Busted. You can have a

    maximum number of followers equal to your Willpower stat.

    GAIN NEW PSYCHIC POWERSIf your character already has at least one psychic power, you can spend two

    points of Deance to gain a random new power.

    LEARN A SKILLYou can spend a point Deance to replace one of your current skills with a new

    skill that is not on your class skill list.

  • 8/11/2019 1stOffense_GAMMA.pdf

    34/38

    33

    MAKE HEADLINESYou can spend a point of Deance to narrate an event in the game world as if it

    were a headline on Whole Truth News Network or Radio Underground. This event

    happens, exactly as you describe it, but must follow a couple of small caveats.

    1. You cant end the game with a headline. Union offers unconditional surrender

    to Underground is not a valid headline. 2. You cant kill off a named characterin your headline. Mason Gate dies in suicide bomb attack does not y. 3. The

    headline has to pass the consensus of your playgroup. If everyone is groaning

    when you narrate your headline they can veto you.

    PURCHASE RARE GEAREquipment with the Rare or Ultra Rare properties requires Deance points (in

    addition to Green) to purchase on the black market. By spending Deance to

    acquire an item, youre asserting your characters luck for nding the uncommon

    item as well as his credibility in the Underground (black market merchants dont

    sell the good stuff to just any old schmuck). When referring to the cost of an item,

    Deance is abbreviated as D. 2D means 2 Deance.

    RAISE YOUR STATSRaising a stat rating costs a number of Deance points equal to the new rating

    of the stat. For example, to raise a stat from 2 to 3 costs three Deance points.

    Raising a stat from 4 to 5 costs ve Deance points. Deance must be spent

    separately for each stat increase. You cannot, for example, spend 5 Deance toraise a stat rating from 3 to 5. Youd rst have to spend four Deance to go from

    3 to 4 and then another ve Deance to go from 4 to 5. Stats cannot be raised

    higher than 5.

    RESPECYou can spend a point of Deance to make any number of changes to your

    characters stats, skills, and character traits. You cannot modify your stat scores,

    but you can rearrange them into a different order. You can switch out any skill for

    another skill that is available to your class. You can replace any character traitwith another trait of your choice.

    SECOND WINDWhen youre Down, you can spend a point of Deance to gain a Second Wind.

    Erase a point of Deance from your character sheet and restore your Health to its

    maximum value.

  • 8/11/2019 1stOffense_GAMMA.pdf

    35/38

    34

    REDLININGOverland travel on Union Earth is difcult and dangerous. We use the following

    rules to represent the dangers of the Outlands. The Sector One map included with

    the game shows the boundry lines between the different zones. The players make

    Encounter Rolls any time they travel a signicant distance (Encounter Rolls are

    described in 3rd Offense, pg. 29)

    Make one Encounter Roll for each Zone the cell travels in during the journey.

    For example, traveling in a straight line from Freesco to Haven would require threeEncounter Rolls (one for Zone 6, one for Zone 5, and one for Zone 1).

    ARRIVALOnce all Encounter Rolls have been resolved, the cell arrives at its destination.

    This is an abstract representation of travel, much like the red line sequences inthe Indiana Jonesmovies. The exact time that it takes for the cell to complete its

    journey is not usually important. If it becomes important, the GM is responsible for

    deciding how long it takes.

    URBAN TRAVELCities are more densely occupied than wilderness areas. As a result, urban

    encounters are more common and numerous. Citites are divided into districts.

    When travelling in a city, the cell must make an Encounter Roll for each district

    it travels in during the journey. Maps of specic cities will be released in futuresupplements. Aside from that, the GM is encouraged to sketch out rough, common

    sense district maps for cities in the game.

    ENCOUNTER

    ENCOUNTER

    ENCOUNTER

  • 8/11/2019 1stOffense_GAMMA.pdf

    36/38

    35

    DOWNTIMEYour cell can collectively decide to take downtime any time nothing else is going

    on. Downtime represents an nonspecic period of time in which your cell is laying

    low, staying put, recouping, and working on various projects.

    When your cell takes downtime, each character can perform one of the following

    downtime actions:

    DIYYou spend your downtime building a new gadget. Spend one piece of Scrap andmake an Intelligence (Rigging) roll. If successful, you gain a number of DIY points

    equal to your Intelligence stat. If you fail, you still lose the Scrap, but dont gain

    any points.

    DIY points can be used to build equipment, accessories, and vehicles. Simply

    spend a number of DIY points equal to the items regular cost in Green. If the

    item youre building has an additional Deance cost, you must pay it normally (to

    represent your ability to track down uncommon parts, etc).

    Once generated, DIY points are stationary. You cant carry them around with you.

    You can combine them with points generated by other cell members, or generate

    more by taking more downtime at the same location.

    PHARMAYou spend your downtime cooking up some drugs. Spend one piece of Bio-

    Sludge and make an Intelligence (Chemistry) roll. If successful, you gain a

    number of Pharma points equal to your Intelligence stat. If you fail, you still losethe Bio-Sludge, but dont gain any points.

    Pharma points can be used to create drugs. Simply spend a number of Pharma

    points equal to the drugs regular cost in Green.

    Once generated, Pharma points are stationary. You cant carry them around with

    you. You can combine them with points generated by other cell members, or

    generate more by taking more downtime at the same location.

  • 8/11/2019 1stOffense_GAMMA.pdf

    37/38

    36

    RECOVERYou spend your downtime resting and treating your wounds. You are restored to

    Maximum Health (this action is important in cells that dont have a medic).

    SCAVENGEYou spend your downtime searching the immediate area for salvageable junk.Make an Intelligence (Perception) roll. If successful, you gain one piece of Scrap

    or one dose of Bio-Sludge (your choice).

    VISIT THE BLACK MARKETYou spend your downtime nding and dealing with a black market merchant.

    Make an Intelligence (Streetwise) roll. If successful, you nd a merchant and can

    make any transactions youd like. If you fail, youre unable to nd a merchant at

    this time.

    MISC. OTHER ACTIONSSometimes youll want to undertake other time-consuming projects during

    downtime (lets camouage this stolen APC using spray paint). The GM might

    decide that your hair-brained scheme requires the use of your downtime acton.

    Go around the table and have each player declare his or her downtime action and

    make any necessary rolls. Once everyones acted, its time for the Encounter Roll.

    Downtime EncountersDowntime is not without its risks. After everyone in the cell has taken their downtime

    actions, someone must make an Encounter Roll (3rd Offense, pg. 29) for the cell.

    Union Earth is dangerous! The longer your cell sits around in one spot, the more

    likely trouble will come and nd them.

    If your cell takes Downtime at its own HQ (or a similar safe house location), rolltwo dice on the Encounter Roll and take the lower result.

  • 8/11/2019 1stOffense_GAMMA.pdf

    38/38

    12G