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Devil Run

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100% found this document useful (1 vote)
404 views51 pages

Devil Run

Uploaded by

Sergio Jaimez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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QUICKSTART POWERED BY

FOR
POST-APOCALYPTIC VEHICULAR MAYHEM
WHEN THE GANGS TEAR UP THE FREEWAY…
CHOOSE A SIDE. FIGHT. SURVIVE.
TWO GREAT NATIONS THAT WERE DESTINED TO NEVER FIND PEACE DISAPPEARED
OVERNIGHT. ONE IS NOW AN IRRADIATED HOT-ZONE WHERE NOTHING SURVIVES. THE
OTHER A SPARESLY POPULATED WASTELAND THAT HAS PLUMMETED INTO ANARCHY
AND CHAOS. WATER, GAS, AND FOOD ARE THE ONLY CURRENCIES THAT MATTER ON A
CONTINENT RULED BY BULLETS, BALLS, AND BLOODSHED.
THE DEVIL’S RUN ROLEPLAYING GAME PUTS YOU IN THE DRIVING SEAT OF A POST-
APOCALYPTIC FUTURE IN WHICH GANG WARFARE DOMINATES. THE RULES OF THE
ROAD ARE NONE. ALL YOU NEED ASK YOURSELF IS WHAT WOULD YOU KILL FOR?
WHAT WOULD YOU DIE FOR? HOW FAR ARE YOU WILLING TO FALL TO SURVIVE?

• High-octane action fuelled by rules for two • A short story set in the post-apocalypse of
turbo-driven systems. This quickstart con- the Devil’s Run that introduces the players to
tains an introduction to the 2d20 ruleset, plus the pre-generated characters included with
mechanics to risk the Devil’s Run using the the Black Rig adventure.
Savage Worlds Adventure Edition system.
• A brief history detailing the collapse of civi- • An introductory adventure designed to intro-
lisation as we know it, stretching from before duce the players to both the setting and the
the launch that started it all, to the current rulesets that are included.
state of the world twenty years later.
• A brief description of the former West Coast, • Six pre-generated characters with stats for
including overviews for several of the larger both the 2d20 and Savage Worlds rulesets.
factions that battle to dominate its war-
torn highways.

RSP000102
CONTENTS & CREDITS
The Waste 2
Chapter 1: An End To Order 5
Chapter 2: the Devil’s Run 6
Chapter 3: the Basics 10
Chapter 4: Nitro Boosts 21
Chapter 5: Mobile Carnage 22
Chapter 6: the Black Rig 24
Chapter 7: Getting Savage 35
2D20 Pregens 37
Savage Worlds Pregens 41
WRITING
Phil Bales, Nathan Dowdell, Benn Greybeaton, Tom Haswell, Marc Langworthy, Mark Rapson, Paul Rose
COVER ART
Toma Feizo Gas
INTERIOR ARTWORK
Lily Abdullina, Marc Ducrow, Dominik Kasprzycki, Przemek Kozłowski, Konrad Langa, Gregor Stuglik

ART DIRECTION
Marc Langworthy, Helen Norris, Mark Rapson
LAYOUT DEVIL’S RUN RPG LOGO EDITING
Thomas Shook Clint Mcinally Lyz Liddell
DEVIL’S RUN RPG DEVELOPER
Marc Langworthy
2D20 & DEVIL’S RUN APPROVALS ORIGINAL 2D20 SYSTEM DESIGN
Chris Birch, Benn Greybeaton, and Mark Rapson Jay Little

GAME DESIGN
Benn Graybeaton, Nathan Dowdell, Marc Langworthy, Chris Shepperson

PRODUCED BY
Marc Langworthy
SPECIAL THANKS
To Chris Birch, Mark Rapson, and all our backers for making this book a reality!
Word Forge Games would like to thank Richard Howkins and Zak Rapson.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds
and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no rep-
resentation or warranty as to the quality, viability, or suitability for purpose of this product.

PUBLISHED BY Red Scar Publishing Product Number: RSP000102


Red Scar Publishing Ltd. Word Forge Games Product Number: WFG-DRR-001
122 South View Terrace ISBN: 978-1-9161754-1-9
Plymouth, Devon, PL4 9DJ Artwork & Storyline © Word Forge Games
United Kingdom Devil’s Run is © Word Forge Games 2019

The Red Scar logo is copyright Red Scar Publishing Ltd 2019. The Word Forge Games and Devil’s Run logos are copyright
Word Forge Games Ltd 2019. The 2d20 System and Modiphius logos are copyright Modiphius Entertainment Ltd 2019.
All 2d20 System text is copyright Modiphius Entertainment Ltd. All Devil’s Run board game system text is copyright Word
Forge Games Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional
manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present,
is purely coincidental and unintentional except for those people and events described in an historical context.
The Waste

The plume of smoke kicked up by the lone rider as he powered to be cautious, haven’t you learned that yet?”
across the arid wastes could be seen from the heights of the
“You wanna try and teach me to be cautious, do ya, sunshine?”
canyon. Down on the hardpan valley floor, the parched earth
Raizar snarled. The armoured man was a brute, and if he wanted
gaped open in fissures like a million maws descending into
to forego caution, Stardust wasn’t about to chastise him for it.
the bowels of the planet, all desperately yawning for some
He liked having teeth.
rain to wash down the souls of humanity with. Souls that had
been sucked into Hell for their indifference. It was the greatest “Now, now, boys. The only bloke who needs that lesson is down
of crimes under the ever-watchful eye of God that it could in the valley,” admonished Nerubian.
come to this.
“Yep. Let’s get this done,” replied Raizar. A meaty fist smacked
The angry sky overhead was shot through with crimson and into a waiting palm. “Hood’s intel says this dipstick’s bringing
stained from the dust of the desert’s bowl. Occasional shafts a shipment of rad pills to the boys in blue. Can’t be ‘avin’ that!”
of light smote through cracks in the ash-laden heavens, like
***
suppurating wounds in the flesh of the firmament.
The first sign that civilization lay ahead came in the form of
The rider was gunning it below this backdrop, intent upon
a dust cloud rising up ahead on the lonely stretch of high-
the promise of the distant horizon and entrenched in the
way. Bright lights flickered into life. Spotlights pierced the
exhumed gases of a land gone toxic. Extra fuel canisters were
encroaching blackness below darkening crimson skies.
secured across the battered T140 to keep her in drink, as the
Spence felt his heart begin hammering in his chest. He
old horse had gotten thirsty since the before times. Himself,
had made it! This was it! The beginning of the rebirth!
he was dressed in an old NBC suit. Nothing much got made
new anymore, least ways, not this side of the poisoned seas. As the canyon drew closer, he became dimly aware of move-
ment in his periphery from the cliff he was approaching.
Spence Shylock ran though it all again as he bounced along
Another dust cloud. He couldn’t see what was kicking it up
the parched earth. He had monitored the air traffic from the
because of the poor light and his NBC suit. But the uniform
bunker at the laboratories. Humanity had been on the brink
kept him safe. Kept the toxins out.
of destruction, some say had fallen into the Abyss. But he
knew better. Somewhere out on the west coast, a bomb hadn’t The vehicle steadily closing in was bigger than a car, and soon
gone off. People lived on. There was a place of law and order. If Spence could tell it to be a van. Armoured. So, they had trou-
Spence could get there, see what they’d made of things, surely ble with wasters even out here then, did they? Shame, but
he could help them. He’d bided his time and long prepared that was how it seemed to be now. Spence thought he’d left
for the road trip. He’d ridden through wind and rain, lightning all that behind. Even so, paradise might await, given time.
and dust storm. Had evaded death by radiation sickness and Application. Work.
escaped the bands of wasters and mutants scattered across
It wasn’t slowing down…
dead America. He’d even made a dart gun that carried the
antidote to the Virus, one that, if refined, could possibly even Easing off the throttle, Spence twisted his neck to scrutinise
reverse its effects. He’d run out though, thanks to one too another dust cloud to his right. This one was being thrown
many zombies left in his wake. But when he reached San off by some kind of buggy as it careened down from a lofty
Fran, he could make more of his formula. It was meant to
be—because he was destined for this greatness. The things
in his head! He’d studied. Lived a long time on his own. The
bundle of rad pills he carried could detox, could immunize, and
they were just the beginning! Why, with help, what couldn’t
he achieve? He could be the saviour of humanity! Pull ‘em
back from that brink! He’d be a hero.

Head full of dreams, the lone rider raced on…

***

“He’s got to be ‘avin a chuckle,” came the gruff voice, as though


gravel had been the diet for all living memory.

With a wicked grin across his face, Stardust looked over his
shoulder at the speaker. “I think we can take him.” A trademark,
sardonic sneer accompanied the statement. “Though it’s wise

2
position and bounced about on the uneven terrain. He steered now cast a shadow over Spence as he lay gasping in agony at
left, intending to stop, but the van twisted off the road and his assailants’ feet. He looked up at the three strangers, confu-
kicked up yet more dust. As it bore straight for him, he picked sion clouding his mind even as he glared out from behind his
out the business end of a flamethrower jutting from the front, tattered and bloody headgear. He could barely focus beyond
along with some serious crash bars. These were not the law wondering if the thunder in his skull was an impending haem-
enforcers he’d communicated with. Not the people he was orrhage, or if his cranium was as splintered as his ribs. He took
supposed to meet here. in the forms of a thuggish, shaven-headed brute wearing rudi-
mentary armour and a lithe female, dusky as the dusk itself,
His mind screamed in sudden awareness of the danger—
comfortably toting a pistol. She wasn’t even bothering to keep
they’re trying to ram me! He revved it up and snaked the aged
it trained on him. A bizarre-looking young man stood to their
Triumph aside at the last second. The van screeched past and
left, looking over Spence, all trench coat and spiked shoulder
attempted to sideswipe him, but fish-tailed and only narrowly
plates, punk red hairdo and red lightning-bolt war paint. Or
missed the bike and rider. Spence, now wide-eyed, looked
was that a tattoo?
over his shoulder.
“What is he wearin’?” asked the woman, as much to herself as
to anyone else. Of course, she’d have never seen a uniform
like the one Spence wore. All three of the Misfits were too
young to know how much of a debt they owed to such ancient
protections.

“Dunno,” said the redhead tetchily as he stooped to get a better


look at the NBC gear. All the grime and weathering from the
long journey, along with the strange respirator and goggles,
sent a sneer across his face. “Looks a bit of a bell in it, to be
fair. You think he’s an old-world soldier?” Perhaps he recog-
nized something from the old world. Pictures in old tomes
from before the fall, maybe, of uniforms that appeared similar
to this one. He straightened and spat into the earth.

The bald man was walking away toward the wrecked bike.
A heavy impact from a collision threw him into a moment that Spence groped at nothing as he tried to swallow, to speak. He
stretched out forever and reinforced the truth of having made was panicking, the realization dawning on him that if he per-
a terrible mistake. Time seemed to draw out endlessly until ished, the secrets of the vaccination would die with him. These
he landed on his back and sprawled end over end in the hard stupid people didn’t know what they were doing! They couldn’t
dirt, while his bike catapulted back into the beyond. The pain grasp the magnitude of the repercussions of their actions! But
seared through his everything, his brain twisted and contorted Spence was in small part wrong, because the Misfits had some
in parody of his limbs, and his lungs barely able to fuel the idea of what they were about.
screaming he was doing. There was a roar of engines and dis-
tant sounds, all of which were meaningless to Spence as he lay
there on the forlorn road, bleeding and trying to move limbs
made suddenly awkward, now the broken spars of a storm-
tossed ship that had never been a galleon to begin with.

The buggy, the van, and the CabCroozer came to a halt. Their
drivers all stepped out of their vehicles, fanned out, and
advanced on the twitching heap. Three Misfits. They looked
about themselves in the dying dusk, just to make certain that
they were out here on their own with their prey.

“Guess he didn’t see you comin’ up behind me,” one commented


as he casually strolled toward their victim.

“Low viz. Didn’t know what hit him,” stated another, a woman,
as she stared ruefully at the wreckage of the bike. “Too easy.”

“He’s still on the twitch,” snapped a third, whose wiry frame

3
“My, my,” mimicked Nerubian, mocking the traveller as he lay
sprawled in the dirt. “I do believe the little boy is upset about
his ride.”

“What? That trash?” A thought occurred to Raizar. “Your bike,


mate? A bit gutted, are you?” Sensing a means to torment his
victim further, he took out a lighter and absentmindedly waved
the flickering flame under the manuscript. The man writhed at
their feet, croaking and bucking helplessly. The three Misfits
laughed at the panic he demonstrated. It was fun to take some-
one down and show them that siding with the Law was a bad
mistake. A lot of satisfaction in it. Humble them before you kill
them, so said the Rules of the Gent and Sundry.

“Your bike’s gonna burn in the fires of Hell,” taunted Raizar. “How
do you feel about that, you stinking creep?”

“Got your rad pills, little man,” sneered the brute, ges- Raizar let the flames claim the book, then laughed as he tossed
turing back to the damaged T140 as he returned the burning bundle onto the wreckage. All three Misfits took
f rom a quick but thorough search of the mangled a step back in the moments before the bike went up. The
frame. “Lot of fuel burst out there,” he added with a grin. whoosh of the flame seemed to take the life out of the man
on the ground, even as it sucked the breath from his lungs. He
Would he f ind the log? The notes? Frantic questions
rolled onto his back and stared blankly up at the night, man-
stormed Spence’s addled brain. Somewhere at the back,
aging only an agonized wheeze, whatever words of protest
f resh pain seared through his head. Was he going to
he intended lost.
die? What about the formula scrawled in his book? That
book—the one he now saw in the big hands of the barba- “Yeah, I bet that hurts, don’t it, son?” laughed Raizar. “You got
rous, shaven-headed savage as he came back into full view. done, and now your ride’s a flamin’ wreck! Got a message for
you from Lord Hood. The only law you need deal with or worry
“My…my…” Spence tried to speak but it hurt so much! My notes!
about, mate, is the law of the jungle.”
My formula! They’re the only important things! I must get them
to the Law, so we can produce and distribute it as agreed! The brute’s guffaw was a maniacal boom over the bleak, dark
sands. Stardust shook his head for the second time that night.
The redhead watched on with interest, a mischievous smile
The Lord Protector would have his treasure. The world in ash
tugging at his lips. “Yes, mate, your bike’s a bit knackered now,”
was a harsh place. Raizar continued to laugh as he strode away,
he said matter-of-factly. “I don’t think you’ll be riding it again.”
but the albino loomed a moment longer over the dying man, a
There was chilling finality in that statement. ghost against the night, and delivered his own message.

*** “Welcome to San Francisco.”

Stardust watched the wounded man writhe over the state


of his trashed vehicle. Probably shell-shocked and unaware
of the severity of his own physical condition, he guessed.
Imagine caring about your bike that much! He would hate to
lose his own modified Muggy, but the horror in the man’s eyes
was comical.

He recognized the model of the motorcycle; a few such had


survived the end times. “You’ve suffered quite a humiliation of
defeat for someone riding in on a Triumph,” he cackled. The
pun drew a loud groan from Nerubian.

“Not much left of it, and didn’t have much gear. Found these
pills, though,” Raizar stated, as he handed the bottle to Stardust.
“Some silly old notes too, mate. Nothing much.” Raizar scoffed
as he held up the roll of papers crushed in his left hand and
glowered at the stricken stray. “ Aww. What’s that he’s saying?”

4
Chapter 1 : An End To Order

It was hardly a matter of how, but more a question of when Conceived through the platform of an exciting and fun roll-
the world as we know it would rocket past its tipping point. ing-road board game called Devil’s Run: Route 666, the setting
Armed manoeuvring and heated political statements had been itself has grown beyond all expectations thanks to a second
exchanged with ever more frequency between the two great board game in the form of Devil’s Run: Hell’s Highway, a full
superpowers of the United States and Russia shortly before the range of 20mm miniatures, and several novellas.
end. A U.S.-led coalition of NATO forces stationed along Russia’s
Intended to provide fast-paced games of vehicular carnage and
eastern front led to border skirmishes between the two sets of
mayhem, the board games focus on desperate missions that
armed forces, until finally, fatefully, the leader of the western
can range from gathering supply drops to eliminating nota-
world launched a nuclear first-strike.
ble enemy characters. The rulebook for the initial board game
For the surviving nations and factions in the world of the Devil’s established San Francisco as its backdrop, gave a brief intro-
Run, the Day of the Apocalypse is a grim and distant memory. duction to the setting as seen through the eyes of ‘Doc’ Matters,
Despite having occurred only some twenty or so years ago, that an alleged survivor from the days before the apocalypse, and
horror-filled night has become a tale from another world for introduced seven of the zany factions that vie for domination
most—a bedtime story of bloodshed and the wonders of a lost of the streets and highways of the once-Golden City.
age to terrify or enchant unruly children with—for the coping
Many of our own popular influences can be seen within the
mechanisms of contending with daily survival have made it
Devil’s Run RPG, though always with an extreme and wild
seem to the survivors as though centuries have passed.
twist or play. These themes and influences will still be found
The descendants of the survivors living amongst the ruins of within the roleplaying game, though the sheer depth available
the West Coast of the former United States understand that to a pen-and-paper medium will allow players to explore the
life is all too often a question of what they would kill for, what themes of desperate survival and resultant loss of humanity
they would die for, and how far they are willing to fall to survive. in more depth. It’s also conceivable that it’s not all doom and
gloom within a post-apocalypse, however, which is another
Welcome to the post-apocalypse. Choose a side. Fight. Survive.
theme that can be explored thanks to the introduction of one
or two key new factions.
POST-APOCALYPSE
A post-apocalypse deals with the aftermath of TIMINGS
world-changing events that have caused the decimation For a number of reasons, the actual date for the Day of the
and decline of entire civilisations. In a modern literature, Apocalypse (DOA) has been left intentionally vague. First, our
this also often equates to a technological degeneration and own time has already advanced one or two years since the
collapse of civil order. In the Devil’s Run setting, the entire initial board game’s first production; leaving the date unset
world has been affected by a short but intense nuclear provides for a little flexibility where the ultimate timing for
war that destroyed three superpowers and drove their the apocalypse of the Devil’s Run is concerned. Second, the
survivors to the brink of extinction. Not every country is key trigger event for the nuclear war has not been defined.
in terminal decline, however, as some have even managed A number of notable events have transpired on the world’s
to prosper in the days since the Earth stopped shaking. political stage during recent years, any one of which could have
escalated into global warfare on an apocalyptic scale where

POST-APOCALYPSE TECH the history of the Devil’s Run is concerned. GMs should bear
this in mind when establishing a campaign and either define
Technology in this post-apocalypse hasn’t necessarily
an event that led to the apocalypse, or assume that these facts
regressed or stopped working. For the survivors of the
have been lost to the chaos and trauma that followed.
West Coast, it’s often poorly understood and sometimes
accorded a mystical or supernatural status. From the sonic The roleplaying game is currently set within the board game’s
and microwave weaponry of the Avant Guard, to the jet- time frame, some twenty years or so after nuclear fires and a
packs and acidic weaponry of the Justice, technological deadly virus wrought untold destruction. Future products will
“advances” have largely followed the historical pattern of seek to explore other time frames, such as the days and years
creating innovations that deal death and destruction; a immediately following the apocalypse, or the possibilities that
tendency that humanity seems to be unable to escape. might have transpired in the decades and centuries to follow.
Built from the scraps of the old order, these marvels of
By a fair margin, the critical infrastructure, resources, and pop-
ingenuity have been dubbed Post-Apocalypse Tech, or PAT,
ulation centres of the northeast and southeast regions of the
by those nations outside of the Quarantine Zone that still
former United States received the heaviest retaliatory nuclear
concern themselves with the affairs of the survivors within.
bombardment. Other regions also saw nuclear detonations, but

5
Chapter 2: The Devil’s Run

the atomic fires burned brightest along the eastern seaboard. WEST COAST RIVALRY
Those cities and states that did escape nuclear annihilation The current factions of note that operate in San Francisco or
were not spared the horror of death, however, for their homes other areas of the West Coast are briefly explained below.
were instead subjected to the evils of the Revenant Virus.
AVANT GUARD
All across the west coast, air bursts delivered their deadly
Relative newcomers on the scene, the fierce Avant
chemical payloads and turned cities into mausoleums pop-
Guard appears to have trekked southwards from the frozen
ulated by the walking dead, for the Revenant Virus not only
climates of Canada. They have had several run-ins with the
killed the living, it then reanimated them as rage-fuelled zom-
Jets along the way, but their vehicular juggernaut seems hell-
bies whose only instinct was to tear the living apart and feast
bent on steaming into San Francisco. Their strange mix of sonic
on their flesh.
and microwave weaponry might just carry them across the
threshold.

THE REVENANT VIRUS BRITATTACK


Popular fiction of our time often predicts that a zombie
The founding members of BritAttack originally hailed
bite will transfer or stimulate the virus that turns the living
from Texas, though the faction now calls Pacifica its home.
into undead, but this isn’t the case with the Revenant Virus.
The First Governor of BritAttack, Miles PonsonbySmythe, has
Although the virus itself is a virulent and terminal strain that
established intricate layers of gang-style honour—the Rules
will kill and reanimate, it also mutates as it does so. Once
of Gent and Sundry—that apply to all members. The Gents, as
a corpse has risen, the only danger is the Revenant itself.
they are sometimes called, control a number of sub-gangs
The Revenant Virus itself is a potent liquid strain some- that largely govern themselves so long as they adhere to the
where between a bacterium and virus in classification. rules and answer the First Governor’s call.
Under the right conditions, the Revenant Virus can also
become airborne, which makes it a terrible danger to all FREELANCERS
human life. Unlike a virus, it can survive almost indefinitely The Freelancers aren’t truly a faction on their own, as
outside of a host, but, unlike a bacterium, it doesn’t multi- they’re less a unified society and more disparate groups of
ply. The Revenants that were spawned in the wake of the mercenaries and individuals that hire themselves out to the
first bombardments have long since turned to dust, but the highest bidder. Despite the odds, the Freelancers manage to
virus still lurks in the dark corners and basements of the survive on their own in a dog-eat-dog world that grinds the
empty cities and streets along the West Coast, patiently weak into the dust and hammers relentlessly at the strong.
waiting for its second coming. Their skills are often highly sought-after for this very reason,
although the strange practices of some Freelancers can some-
times mean that the employer ends up contending with more
Law, order, and civilisation collapsed into barbarism along the than they bargained for.
West Coast as the survivors of the deadly attacks there fought
with all the ferocity and tenacity they could muster in order HAUL’S ANGELS
to merely stay alive. Almost as if carried by the wind, word The fierce brothers and sisters of the Haul’s
seemed to spread of a single city that had been spared from Angels dominate the southern streets and buildings of San
destruction: San Francisco, the Golden City. Groups of survivors Francisco. Their intense rivalry with the Law is a blood feud
made their way there by any means they could, with some that has been fuelled by a number of incidents, with neither
arriving years after the death of the United States. Few, if any, side now willing to back down. The Haul’s Angels operate as
found the sanctuary they were looking for, however, as the autonomous Chapters, but will never fail to answer a call from
streets and highways of the city were now firmly in the grip another Brother or Sister.
of a new Law.
THE HUNTERS
Throughout the twenty-odd years since the Day of the
More global TV phenomenon than faction, the Hunters
Apocalypse, the streets and tenements of San Francisco have
spend their time chasing down criminals and dangerous nota-
become hotly contested turf between two rival factions. The
bles for the state-owned Brazilia entertainment company, Rio
security offered by the so-called “safe zone” has also drawn
de Janeiro Empresa de Radiodifusión. They are given the best
the attention of several gangs from outside the city, while one
equipment and vehicles that the superpower can supply in
or two other communities that have managed to survive and
order to complete their missions, whilst live TV recordings of
thrive tend to their own borders and steer clear of the rivalry.
their brutal runs ensure they stay on top the world’s ratings.

6
JETS SKINNERS
The vast complex known as the Boeing Everett The savage faction known as the Skinners is a group
Factory was a perfect place to ride out the raging storm of the of degenerates, psychopaths, and cannibals that
apocalypse. Even the tide of Revenants that marched past their have lost any shred of humanity in the years since the apoca-
doors couldn’t detect the presence of ripe, living flesh from lypse—assuming that some of them had any before, of course.
within the environmentally sealed structure. The faction that Their leader, Skulltaker, is a former Chapter Master of the Haul’s
grew out of these survivors has a penchant for jet turbines and Angels who failed at his attempt to become president. As a
Avgas that often leaves others choking on their dust. result, the entire Skinners faction consider the flesh of the
Angels to be a delicacy.
JUSTICE
Though they chafe under the arrangement, the THE TEAMS
Justice has been a loose ally of the Law Haulage Co Although they were just as unprepared as anyone
for over a decade thanks to a deal brokered between Richard else for the raging undead that the Revenant Virus
Law and the then High Justice Miriam. Governed by a set of unleashed, the Navy SEALs teams at the Naval Amphibious
strictures called the Litany of Justice, this matriarchal society Base Coronado reacted with swift and decisive action to secure
governs the island of Alameda and operate unique PAT such their own borders. Over the days, months, and years since that
as their jetpacks and Sentencer handguns. fateful day, the survivors and their descendants have grown
into a close-knit family that order their daily lives according
THE LAW HAULAGE CO. to strict military codes. The Teams live on and honour their
The Law Haulage Co wasn’t the first faction to lost and fallen.
arrive in San Francisco following the apocalypse;
its members were already living there. Their leader, Richard THE VYKERS
Law, ruled the entirety of San Francisco with an iron fist for Not everyone on the eastern side of the Pacific
several years until the Haul’s Angels arrived to challenge his Coast and Sierra Nevada ranges has been lost
dominance. The gang mostly controls the north of the city and to nuclear devastation or chemical attack, although those who
relies on the Justice to protect their eastern flank. Separated did survive usually gave something of themselves in order to do
into both districts and divisions that parody the jurisdictions so. The Vykers were founded by a close-knit group of friends
and paraphernalia of the law enforcement agencies of old, the that had spent far too long prior to the apocalypse lost in online
members of the Law are more extortionists, racketeers, and games and television shows. At the cost of an oath to Odin the
thugs held together by a vicious dictator than anything else. AllFather, the Viking-like society they established has saved
many from Ragnarok.
LOS NIGROMANTES
The Los Nigromantes—The Necromancers—were an
insidious death cult gaining increasing popularity
NEW SUPERPOWERS
Three Superpowers annihilating each other overnight could
prior to the Day of the Apocalypse. In its aftermath,
have all too easily plunged the entire globe into an escalating
they have become an institution and new religion. The priests
spiral of utter annihilation, but luckily, cooler heads prevailed
of the Los Nigromantes use fear, intimidation, and superstition
amongst the leaders of the world’s other nations. As an imme-
to administer their flock, whilst anyone who doesn’t agree with
diate response to the shock and horror of the brutal nuclear
their philosophies is ushered into the ranks of the Revenants
exchange, the heads of many governments looked to their
that they unleash on their enemies.
own borders and populations. Issuing an immediate decla-
ration of global emergency, each country instituted its own
SEVEN FIRES REBORN
internal plans in preparation for the resultant fallout. One or
The indigenous tribes that called the lands of
two countries were even able to provide assistance to other
North America home long before the United
nations once their own plans were underway, which began to
States was ever conceived had already been
lay the foundations for the emergent Superpowers that hold
through one apocalypse that decimated their
sway now, twenty years after the apocalypse.
people and destroyed their heritage. Though they bear many
scars from this second apocalypse, the numerous indigenous
BRAZILIA
survivors have drawn together and established a multi-tribal
A few short months following the DOA, the combined nations
community that is thriving both spiritually and economically.
of South America completed work on a hastily erected security
It may not be long before they reclaim much of the land that
zone called the Panama Defence Barricade (PDB), an impene-
was once stolen from them.
trable wall designed to keep out Revenants and survivors alike.

7
In the years since then, the continent of South America has
become a combined nation of two distinct social classes: the
ruling aristocracy and their indentured citizens. Brazilia is sep-
THE CONTINENTAL ALLIED QUARANTINE
In an effort to coordinate the delivery of relief and support
arated into fiefdoms that answer to their president, which is a
to survivors in North America, Russia, and China, NATO
position that is traditionally held by the strongest of the ruling
established an emergency headquarters in London. It
elite. The rest of the population either work to ensure that
quickly became apparent, however, that the east coast
the opium trade remains productive, join the military, or seek
of the United States and large swathes of Russia and China
escape from their virtual enslavement through incentives such
were unapproachable due to radioactivity. South American
The Hunters TV phenomenon.
countries also pledged support, which empowered their
combined efforts with the ability to establish relief zones
DUAL KINGDOM
and focus them in key areas of the United States.
The Dual Kingdom was born out of a coalition that saw the
With the Revenant Virus sweeping the North American
nations of Australasia and the United Kingdom beat back the
continent, however, support to continue efforts on the
desperate forces of the Republic of China after the apocalypse.
ground disappeared rapidly. Perhaps to assuage their guilt
Having salvaged and mustered all of the forces they possibly
over the establishment of the Panama Defence Barricade,
could from their shattered homeland, the remaining military
the countries that had helped to establish the relief zones
might of the Republic of China descended on Australasia with
instead agreed to create a system of air-dropped supplies
a grim determination to establish a new empire. Of the inter-
and committed to continue them indefinitely.
national powers left in the world, only the United Kingdom
answered the call for assistance from their old allies. Spotting a wing of flying fortresses in the midst of drop-
ping their pallets and crates of gas, food, medical supplies,
Following a year of intense conflict and heroic actions from
and other commodities is enough to launch the gangs of
both opposing forces, the armies of the Republic withdrew to
North America into a frenzy of violent action as they race
the shores of Taiwan. The war left the nations of Australasia
to become the first to claim the valuable stash.
leaderless and in turmoil, so the King of England offered to
install his brother as steward of a temporary government that
would oversee the rebuilding of the region. The king’s brother
became firmly established as Australasia’s ruler and several
other countries in the region have joined the alliance, securing
the Dual Kingdom’s continuity seem for the foreseeable future.

8
SUPER REPUBLIC OF INDIA UNITED COUNTRIES OF EUROPE
India’s initial reaction to the nuclear conflict was to look to their The member states of the European Union were some of the
own borders and ensure that they could protect as many of few countries to look beyond their own borders following the
their own as possible from the resultant fallout and global eco- initial devastation. In an attempt to spare as many lives as
nomic crises. Their border with the Republic of China, which they could from the ensuing fallout and nuclear winter, they
had suffered heavily under the initial first-strike, meant that quickly agreed a mutual support system that would allow them
they suffered an extended period of catastrophically altered to pool their resources. Working alongside South American
environmental conditions and hazardous weather conditions. countries, their humanitarian efforts even extended to estab-
India’s people persevered in the face of adversity, however, and lishing the Continental Allied Quarantine. Unfortunately, these
turned the second-hand technologies so common within their incentives spread those very same resources too thinly and
country towards new incentives that would not only protect resulted in the deaths of millions. Five years after the apoca-
and defend them from an altered global stage, but would also lypse, the decimated populations of Europe that had survived
allow them to flourish. those dark times came together and signed an alliance that
bound them more deeply than ever before. In addition, they
Recently, one visionary man who had established himself as
agreed to a system of governance from the strongest seat of
the richest person in the world shared almost the entirety of his
power amongst them: France. The United Kingdom was the
personal wealth with his fellow citizens in India and their neigh-
only nation that refused to sign the treaty.
bouring supporters, thereby giving rise to the Super Republic
of India with one single instant of humility and generosity. The Despite commanding superior technology, the United
Refurbished Utopia, as some have come to call it, is a spiritually Countries of Europe (UCE) have never fully recovered from
and economically enlightened place that has rapidly become the decimation of their populations. They have also depleted
one of the wonders of the reshaped world. their remaining resources to critical levels, which has recently
caused the UCE to adopt a policy of aggressive reclamation.

9
Chapter 3: The Basics

ORDER TO CHAOS ATTRIBUTES


The Devil’s Run RPG roars to life through both the 2d20 and Each character is defined by a collection of seven attributes.
Savage Worlds systems, two independent rules systems that These attributes indicate a character’s inherent abilities and
seek to keep the action focused on the players through unique their physical and mental limitations. Most attributes for
and interesting features. You will find he following symbol player characters have values from 6 to 12, with 8 represent-
where the Savage Worlds ruleset is referenced: ing the human average. Higher attribute ratings represent

§ 
greater ability.

• AGILITY: Physical and manual dexterity, sense of bal-


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• AWARENESS: Perceptions, sensory acuity, gut feelings,
and instincts.
AN INTRODUCTION TO 2D20
Unless otherwise referenced by the symbol indicated above, • BRAWN: Strength, toughness, endurance, and the
ability to apply physical force.
the following headings provide an overview of the basic rules
that relate to the 2d20 system. • COORDINATION: Hand-eye coordination and spatial
awareness.
SKILL TESTS
Whenever a character attempts a task where the outcome is • INTELLIGENCE: Wit, intellect, logic, reason, and the abil-
ity to apply knowledge or interact with technology.
in doubt, a skill test will be required to determine whether the
task succeeds or fails. • PERSONALITY: Charisma, comfort in social situa-
tions, and the ability to be threatening or charming
TARGET NUMBER as required.
Determine the Target Number (TN) of the skill test by adding
the character’s relevant attribute to their Skill Expertise. • WILLPOWER: Grit, determination, and psychological
resilience.

WHAT YOU NEED SKILLS


In addition to a Gamemaster and one to six players, you
Skills represent a player character’s (PC’s) specialised train-
will also require the following for this Quickstart:
ing within a certain field of knowledge, proficiency in tools or

CHARACTERS: devices, conditioning, special techniques, and so forth. Each


skill is associated with an attribute, representing the logi-
• One pre-generated character sheet for each player. cal connection between that skill and the character’s basic

DICE: capabilities; Engineering and Wild Tech are skills based on


Intelligence, for example.
• Two to five d20s per player and a dozen or more d6s
for the group.

PAPER & PENCIL: SKILL LIST


• To draw maps, keep notes, and track conditions. AGILITY INTELLIGENCE
Acrobatics, Melee, Stealth Engineering, Lore,
TOKENS OR BEADS: AWARENESS
Medicine, Wild Tech
• Five per player to track Salvage Points, a dozen or Insight, Observation, PERSONALITY
more for the Gamemaster’s Fallout pool, and an
Thievery Animal Handling,
optional third set to track Momentum.
Command, Counsel,
BRAWN
COMBAT DICE Athletics, Resistance
Persuade, Traffic

Combat Dice, or , are d6s that determine damage and WILLPOWER


COORDINATION
govern special effects. When rolling , ignore any results Discipline, Gang Warfare,
Drive, Firearms, Heavy
of 3 or 4. Any 1s or 2s are added together to determine the Survival
Weapons, Pilot
total damage, while a 5 or 6 is 1 damage plus an Effect (see
p. 19) that can trigger special abilities.

10
SKILL EXPERTISE: A character’s Expertise is their grasp of the When making a skill test, a Complication occurs every time the
subject. Expertise in a skill increases the likelihood of success. natural result of a d20 roll falls within a certain range, known
as the Complication Range. Normally the Complication Range
SKILL FOCUS: A character’s Focus is achieved through constant
is limited to a roll of a natural 20. Some circumstances may
practice, superior discipline, and deeper insight. Focus in a skill
increase the range in which a Complication occurs, which
improves the quality of success.
is simply known as an increase to the Complication Range.
Multiple Complications can be triggered by a single skill test.
DIFFICULTY
A task’s difficulty (a value from 1 to 5) is determined by the gam- The inconvenience of the Complication is independent of suc-
emaster (GM). The levels of difficulty, and some examples of cess or failure, making it possible to succeed at a test while
tasks that fall into each level, are described on the table below. simultaneously generating a Complication. The Complication
should never turn a success into a failure, however. If a char-
BASIC SKILL TEST acter’s gun runs out of ammunition on a successful attack, for
The player rolls 2d20. For each die with a result equal to or less example, it happens only after their last shot strikes the target.
than the test’s TN, the character scores a success. A number
of successes equal to or higher than the difficulty of the test FALLOUT AS COMPLICATIONS
means they succeed at their task. Each result that is a success If the GM dithers for a good Complication in the moment, they
and is also equal to or lower than the PC’s Focus in that skill can instead add 2 Fallout to their pool. If an NPC suffers a
generates a bonus success, which is in addition to the standard Complication, the players can similarly choose to have the GM
success accrued for rolling equal to or less than the TN. remove 2 Fallout from their pool. Fallout is covered on p. 21.

COMPLICATIONS
A Complication is an inconvenient change of circumstances
MOMENTUM
When the number of successes scored on a skill test is greater
introduced by the GM in response to certain die rolls. Examples
than the difficulty, each excess success becomes a single point
include a new obstacle to overcome (an explosion that cuts off
of a resource called Momentum. Momentum can be spent
an escape route), a loss of resources (a Reload), something that
immediately to perform the task faster or more effectively, or it
impairs the character (a tyre blowing out), or an embarrassing
can be saved for the group and applied to subsequent actions.
situation (a social blunder).

DIFFICULTY TABLE
DIFFICULTY SUCCESSES REQUIRED EXAMPLES

Opening a slightly stuck door.


Simple (D0) 0 Researching a widely known subject.
Cruising languidly along the freeway.
Overcoming a simple lock.
Average (D1) 1 Researching a specialized subject.
Shooting an enemy at optimal range.
Overcoming a complex lock.
Challenging (D2) 2 Researching obscure information.
Shooting an enemy at optimal range in poor light.
Overcoming a complex lock in a hurry.
Daunting (D3) 3 Researching obscure pre-apocalypse information.
Shooting an enemy at long range in poor light.
Overcoming a complex lock in a hurry, without the proper tools.
Dire (D4) 4 Performing a bootleg at speed in wet conditions.
Shooting an enemy at long range in poor light and heavy rain.
Overcoming a complex lock in a hurry, without the proper tools, and in the
middle of a firefight.
Epic (D5) 5 Performing a bootleg at speed in wet conditions with only three tyres intact
whilst under fire.
Shooting an enemy at extreme range in poor light and heavy rain.

11
Momentum can also represent group dynamics, leadership, difficulties represent situations in which it is possible for every-
action coordination, and other forms of teamwork. Momentum one participating in the task to fail. Adding rain and strong
is a powerful resource not only for individuals but for groups winds to a vehicle race, for instance, might increase the diffi-
working in concert. Players are encouraged to be creative in culty of Drive tests for those involved.
their use of Momentum as they build success on top of success.
If either side has some circumstance which would make the
test more challenging for them than for their opponent, simply
SPENDING MOMENTUM adjust the difficulty of that individual’s test.
A player may spend Momentum they have generated freely
on whatever benefits they wish, including on the action that
UNTRAINED SKILL TESTS
generated it. Each Momentum spend may be used only once
A character can make a skill test using a skill in which they
on any given task, unless that spend is noted as Repeatable.
possess no Expertise. Since they have no Expertise to add,
So long as they have sufficient Momentum—and assuming the
the TN for the test is simply equal to the relevant Attribute. An
chosen spend does not have a cap—Repeatable Momentum
untrained test, however, increases the Complication Range by 1.
spends can be used as often as the character desires.

EXAMPLES OF MOMENTUM SPENDS IMPROVING YOUR ODDS


• CREATE OPPORTUNITY: Spend Momentum to add Skill tests of Daunting (D3) and above require more than two
bonus d20s on a skill test before rolling. Each bonus die successes, which is obviously difficult for a character rolling
costs 1 Momentum, which is Repeatable to a maximum only two dice. This is an inherent feature of the system, as more
of three bonus d20s at a total cost of 3 Momentum. difficult tasks require some degree of effort beyond simply
attempting the test. There are several ways to add d20s to a
• CREATE OBSTACLE: Spend 1 Momentum to increase the character’s skill test, but regardless of the method used, a char-
difficulty of an enemy’s skill test by 1 (Repeatable to a
acter cannot add more than three bonus d20s to a single test.
maximum of Epic [D5]).

• BONUS DAMAGE: Spend 1 Momentum to add 1 damage MOMENTUM


to an attack (Combat Momentum spend; Repeatable). A character can use the Create Opportunity Momentum spend
to buy additional d20s before a skill test.
Additional spends are listed in Combat on p. 18.

SALVAGE POINTS
SAVING MOMENTUM
A character can spend a Salvage Point (see p. 12) before
Players may place unspent Momentum into a group pool. Up
attempting a skill test in order to add a bonus d20 to the test.
to 6 Momentum may be saved in this way. Any player in the
This die is not rolled, however, but is simply set on the table
group can draw from the pool, spending it in addition to any
with the ‘1’ facing up and otherwise counted normally. It auto-
Momentum generated on a skill test. A unique d6 or a pool of
matically counts as a success, and characters with any Skill
tokens are an easy way to track group Momentum.
Focus will automatically gain additional successes.

MOMENTUM DEPLETION
TEAMWORK
The group loses 1 Momentum at the end of each scene, or the
If the situation, time, and GM allow, several characters can work
end of each round during an action scene.
together as a team while attempting to perform a task. One
character is designated as the leader, and the other characters
MOMENTUM AS FALLOUT
are designated as assistants. In order to assist with a skill test,
The GM does not need to track saved Momentum for each indi-
each player must describe how their character is assisting the
vidual NPC. Instead, NPCs with unspent Momentum at the end
leader. If the GM approves, each assistant rolls a single d20
of their turn convert that remaining Momentum into Fallout.
using their relevant attribute and Expertise. The leader and
assistants may buy additional dice as normal, but the maximum
OPPOSED TESTS bonus of +3d20 applies to the group as a whole.
When two characters are in direct opposition to each other,
To benefit from assistance, the leader must score at least one
they both perform a skill test. The character who achieves the
success. If they do, then all successes generated by the assis-
greatest quantity of Momentum succeeds, achieving their goal.
tants are added to the leader’s total. If the leader fails, the
In the case of a tie, the character with the higher Expertise wins.
successes of any assistants are lost. Complications rolled by
If there are no other factors involved, the difficulty of an the leader and their assistants are all totalled and take effect
opposed test is usually Simple (D0). Opposed tests with higher regardless of the leader’s outcome.

12
ACTION SCENES on whether the character is a PC or NPC respectively. Each suc-
In the post-apocalyptic future of the Devil’s Run, actions often cessive Reaction costs 1 more Fallout than the previous one,
speak louder than words. The PCs will find themselves opposed i.e., the second Reaction costs 2 Fallout, the third costs 3, etc.
by rivals and adversaries of all shapes and sizes as they trav-
erse the ruined highways of the former United States. In the
Devil’s Run, these conflicts are resolved through the height-
ened stakes of action scenes. WHAT TYPE OF ACTION IS IT?
Most action types are specified in their definition; taking
Action scenes in the Devil’s Run RPG are high-octane, action-
the Withdraw action to get out of an enemy’s Reach, for
packed encounters. Characters have the abilities and the edges
example, is a Standard Action. The GM will need to make
to accomplish dangerous and seat-of-the-pants feats that will
a judgment call about what type of action is required for
leave their rivals choking on their dust.
actions that are not defined, though there are some rules
of thumb to assist:
ROUNDS
Action scenes are divided into rounds of no fixed duration, as • Actions that can be resolved in the blink of an eye,
such as dropping an item held in a hand, or under-
each round represents a distinct slice of time during which
taken whilst simultaneously focusing on other tasks,
characters attempt actions and respond to the actions of their
like talking, are probably Free Actions.
enemies. The length of a round varies based on the encounter
in question; an intense firefight on the streets of San Francisco • Most tasks that require either a Simple (D0) test or
may have rounds lasting 10 seconds, while an aerial gyrocopter no test at all are Free Actions. Characters wishing
duel through tight canyons could count rounds in minutes. to roll a skill test in order to generate Momentum,
however, increase the action to a Standard Action.
ACTIONS
Regardless of how much time a round may represent, each • Any action that requires significant focus but does
not require a skill test is probably a Minor Action.
character benefits from only a single turn each round. A char-
acter can use their turn to take a single Standard Action, a • Unless otherwise specified, any action that requires
single Minor Action, and any number of Free Actions. Specific a skill test is usually a Standard Action.
actions are listed on p. 17 but a character’s actions are not
limited to only those listed here.
TURN ORDER
Unless circumstance or Fallout dictate otherwise, the PCs act
FREE ACTIONS
first in each round. The players agree amongst themselves
Free Actions require very little time or effort. Unless the GM
who will act next, but each PC must resolve all of the actions
deems otherwise—due to time or circumstance—a character
they wish to take in that turn before another PC is able to act.
can usually perform any number of Free Actions on their turn,
but cannot perform the same Free Action more than once. Once all the PCs have taken their turns, all the NPCs take their
turns in any order the GM decides. A round is over once all PCs
MINOR ACTIONS and NPCs have taken their turns in a round. The group loses 1
Minor Actions require little energy or effort but do require a saved Momentum (if any) and a new round begins.
certain level of focus. A character can also use a Minor Action
to perform any number of Free Actions.
DITHERING
If the players spend too much time deliberating and dis-
STANDARD ACTIONS
cussing their choices during an action scene rather than
Standard Actions are the focus of action scenes and take up
actually acting, the GM can take 1 Fallout as a warning
most of a character’s attention and effort. A character can also
that they are ceding the initiative to their opponents. At
use a Standard Action to perform any Minor Action.
their discretion, the GM can take additional Fallout if the
dithering continues.
REACTIONS
Reactions take place outside of a character’s turn. They are spe-
cial actions triggered by some other event, such as an enemy SEIZING INITIATIVE
attack. A character may perform several Reactions during a At the start of the round before anyone has acted, or at any
round but suffers an increasing cost to do so. The first Reaction time between one PC finishing their turn and another starting
a character attempts during a round requires the payment of 1 theirs, the GM can spend 1 Fallout to interrupt the PCs and
Fallout, which is moved into or out of the Fallout pool dependant allow an NPC to immediately take their turn.

13
SURPRISE position. On a street outside of the San Francisco Safe Zone,
When one group of characters attempts to gain an advantage for example, Law Haulage Co. members approach a building
over another group of characters by taking them by surprise, where they suspect BritAttack scouts are laying low. When
the attempt is resolved as an opposed test. Each side nomi- shots ring out, they look around for cover and see a rotting car
nates a leader who will attempt the skill test, while the other and a rusting steel skip. You can easily imagine them running
members of the group assist as normal. The skill test depends from their car (one zone), across the street (another zone), to
on the scenario: typical scenes include an ambush (Stealth the skip (a third zone).
vs. Observation), breaking a Mexican stand-off (Firearms
Because zones are of no fixed size, they can also be varied
vs. Firearms), or betraying supposed allies at a social event
to accommodate other factors in the scene. A battle amidst
(Persuade vs. Insight).
the twisting roots of the overgrown Golden Gate Park in San
If the group attempting surprise succeeds at the opposed test, Francisco, for example, might be divided into many small zones
each character on their side reduces the difficulty of the Exploit amongst the trees, which are difficult to navigate and offer lots
action by 1 step and may act immediately at the start of combat of cover, and one or two larger zones representing clearings,
(even if they are an NPC). which provide easy sighting and running routes.

If the group attempting surprise fails the opposed test, the


losing side may choose to pay to gain the benefits of surprise CREATING ZONES WITH DISTANCE
anyway. PCs add 2 Fallout to the pool or spend 1 Salvage Point If you want to create a scene in which there are only two
to gain these benefits, while NPCs can gain the benefits buy zones of interest which should nonetheless feel distant
removing 2 Fallout from the pool. from each other, fill the space between them with any
number of “empty” zones in order to create the right feel.

ZONES
During an action scene, knowing the whereabouts of each RANGE AND MOVEMENT
character can be crucial to the encounter. Noting both where To keep things simple, the distance between zones is handled
someone or something is in the scene (absolute positions) and in an approximate manner via five broad range categories:
where they are in relation to friends, foes, or objects (relative
Reach is when an object or character is within arm’s length.
position) is important. To keep the spotlight focused on the
Characters enter Reach to interact with objects manually, to
action, rather than diluted with the agonizing over exact rel-
attack in close combat, and to perform any other actions where
ative positions, the Devil’s Run RPG divides the setting of the
they may need to touch the target of their action. A character
scene into abstract zones and comparative distances.
can move within the Reach of a target as part of any movement
At the start of an action scene, the GM defines the zones that action that ends in the same zone as the target. Moving out of
make up the setting, with each identifying a small, contiguous an enemy’s Reach may be risky, as it leaves the character open
area. Each zone is adjacent to one or more other zones, with to the Retaliate reaction unless they take a Withdraw action.
the number of adjoining zones extending as far as sufficient to
encompass the action. Three to five zones is a good starting
point, although this can vary dependant on the nature of
the scene and may even grow as the action progresses.

There are no hard-and-fast rules when defining the


size or boundaries of a zone, but the identity
of a zone will generally flow naturally from
the divisions and logic of the setting.

For example, a Haul’s Angel


Patchmember exchanging gunf ire
with a Law Haulage Co. Trooper in the
hallway of a dilapidated building might
dive out of the line of fire into one of the
apartments lining the hall. The hallway
is one zone; the apartment is another.

Similarly, think about the landmarks


by which people will define their

14
ATTACK TABLE HIT LOCATION

ATTACK SKILL RANGE DAMAGE TYPE DEFENCE REACTION D20 LOCATION


Melee or
Melee Melee Reach Physical 1-2 Head
Acrobatics

Per weapon, +1 3-5 Right Arm


difficulty for each
Firearms or
Ranged additional range Physical Acrobatics 6-8 Left Arm
Heavy Weapons
category outside of
effective range.
9 - 14 Torso

Close range,
15 - 17 Right Leg
+1 difficulty for
Threaten Persuade Mental Discipline
each additional
range category. 18 - 20 Left Leg

Close range is defined as the character’s current zone. Moving the difficulty of the test determined by the terrain’s impact.
within Close range is a Free Action. Failure on the test means that the character makes no progress
after the point where the test was required—so a character
Medium range is defined as any zone adjacent to the charac-
attempting to enter a zone stops before they enter the zone.
ter’s current zone. Moving to a point within Medium range is
a Minor Action. HAZARDOUS TERRAIN: A zone of hazardous terrain works like
difficult terrain, but with an additional consequence for fail-
Long range is defined as any point two zones away from the
ure—damage, a condition, or some other peril such as getting
character’s current zone. Moving to a point within Long range
stuck. For example, a character failing to jump across a gap
is a Standard Action.
would suffer damage from the fall following a failed skill test.
Extreme range is defined as any point three or more zones
away from the character’s current zone. A character cannot
move to Extreme range in a single action.
ATTACKS
There are three different methods of attacking a target: Melee,
A character cannot perform more than one movement action Ranged, and Threaten. As a Standard Action, an attacker speci-
per turn, i.e., they cannot use a Movement Minor Action to fies a single target within range and declares the type of attack
move to an adjacent zone and then use a Sprint Standard they are making.
Action to move an additional two zones.
The target may perform a Defence Reaction, in which case the
attack is resolved as an opposed test using the skills shown on
RANGE AND PERCEPTION
the Attack Table. If the target eschews a Defence Reaction, the
The further away something is, the harder it is to notice.
attacker makes an Average (D1) test using the relevant skill for
Increase the difficulty of Observation tests by 1 at Medium
that type of attack. The difficulty of the test can be adjusted
range, by 2 at Long range, and by 3 at Extreme range.
for range and other factors, such as poor lighting, etc.

ZONE EFFECTS DAMAGE


Individual zones can—and often should—have terrain effects
A successful attack inflicts damage, with the amount deter-
defined by the GM. A few options are described here, but a
mined by the damage rating of the weapon or technique used.
wider variety will be found in the Devil’s Run RPG Corebook.
Damage ratings are a stated as a number of . Some charac-
GMs can create their own terrain effects to fit the scene.
ters may inflict bonus damage when using a particular attack,
COVER: To gain the benefits of cover in a zone, a character must which has been noted on the pre-generated character sheets
move within Reach of it. A character in cover gains a bonus to where appropriate.
their Soak. Light cover provides +2 Soak. Heavy cover pro-
vides +4 Soak. (Soak is described later in this booklet.) BASIC ATTACKS
All characters have a basic means of attacking for each attack
DIFFICULT TERRAIN: Moving into, out of, or within a zone of
type. All basic attacks deal 2 damage if successful.
difficult terrain requires an Athletics or Acrobatics test, with

15
DAMAGE TABLE

DAMAGE TYPE PERSISTENT SOAK CONDITIONAL SOAK STRESS HARM RECOVERY TREATMENT
Nerve Trauma
Mental Courage Morale (Will + (Awareness, Intelligence, Discipline Counsel
Discipline) Personality, Willpower)
Vigour Wound
Physical
Armour Cover (Brawn + (Agility, Brawn, Resistance Medicine
(Creature)
Resistance) Coordination)

Physical Fault
Armour Cover Structure — Engineering
(Object) (tests involving object)

DEMORALIZE STRESS AND HARM


A basic demoralization attack deals 2 damage. If you threaten
Taking damage from any source reduces the value of the rel-
the target with a weapon, you can instead deal the weapon’s
evant Stress, as shown on the Damage Table, above.
damage as Nerve damage. If one or more Effects are rolled, the
target suffers the Staggered condition for 1 round per Effect. Stress damage is considered incidental unless 5 or more damage
have been inflicted in a single blow or the Stress has been
THROWN OBJECT reduced to 0 or less. If either of these events occur, the char-
A thrown rock, bottle, or similarly hard and dangerous object. If acter suffers a Harm. If both events occur, they suffer 2 Harms.
one or more Effects are rolled, the target suffers the Staggered
A character with 1 or more Harms increases the difficulty of skill
condition for 1 round per Effect.
tests by 1 for each Harm when using skills associated with the
type of Harm they’ve suffered, as shown on the Damage Table.
UNARMED STRIKE
Each Harm also inflicts an additional negative effect on the
A melee attack made without a weapon deals 2 damage. If
PC. Subject to GM approval, the effect is generally determined
one or more Effects are rolled, the target suffers the Staggered
by the character inflicting the Harm and varies based upon
condition for 1 round per Effect.
the type of attack, the target of the attack, and the attacker’s
goal. Sample effects include bleeding or inflicting the Dazed or
OTHER DAMAGE SOURCES
Staggered condition (see below). Harms have different names
Some environmental effects can also inflict damage, such as
and effects depending on what caused the Harm, indicated
falling from a great height, being set on fire, being covered by
on the Damage Table. The effects of multiple Harms stack.
an acid cloud, or encountering something terrifying.

INCAPACITATION AND DEATH


SOAK If a PC suffers 4 Wounds or 4 Trauma, they become incapaci-
As shown on the Damage Table, certain forms of protection—
tated and can only take an action by spending a Salvage Point.
referred to as Soak—can shield against damage from each type
If they suffer 1 more Wound or Trauma (5 in total), they die.
of attack. Soak operates as both Persistent (static values) and
Conditional (random values). Conditional Soak is generated by NPCs can endure fewer Harms before they are incapacitated.
rolling the stated number of  at the same time as damage. Lackey NPCs are taken out after the first Harm, and Elites are
All Soak reduces damage on a 1-for-1 basis, to a minimum of 0. incapacitated after the second Harm. Nemesis NPCs, however,
suffer damage in the same manner as PCs. The GM may declare
HIT LOCATIONS whether or not any incapacitated NPCs are killed.
The amount of Armour Soak a set of armour provides will
depend on the part of the body hit by the attack, i.e. a PC RECOVERY
wearing a flak jacket will have Soak on their chest, but not on Vigour and Nerve recover quickly with few issues. A character
their head. Successful melee and ranged attacks, therefore, use fully recovers both Stress tracks at the end of an action scene.
the Hit Location table at the top of p. 15 to determine where
Harms, on the other hand, must be treated using the appropri-
the attack has struck. To speed things up during combat, a
ate skill—indicated on the Damage Table—with a difficulty equal
different coloured d20 can be rolled with the attack test to
to the number of Harms the patient has. On a success, one
determine hit location.
of the patient’s Harms are treated, plus 1 additional Harm for

16
each Momentum spent (Repeatable). A treated Harm no longer the normal limit of three bonus d20s on any skill test. A char-
imposes any penalties, but they are not completely healed. If acter can benefit from Exploit only once per round.
a character suffers another Harm of that type, then the pen-
alties from all treated Harms return in full, as new damage READY (STANDARD)
aggravates old injuries. A character may declare that they are waiting for a certain sit-
uation or event to occur before performing a Standard Action.
Completely healing from Harms takes time, proper attention,
To Ready an action, both the action and the triggering condi-
or a combination of both. This occurs at the GM’s discretion,
tion must be specified. If the triggering condition occurs, the
normally between adventures. (More advice will be offered in
character with the readied action temporarily interrupts the
the Devil’s Run RPG Corebook.)
acting character’s turn to resolve the readied action. Once the
readied action is resolved, the acting character continues their
COMBAT ACTIONS turn normally. Characters who take a Ready Action can still
use Minor and Free Actions during their turn. If the triggering
ALLEVIATE (MINOR)
condition for a readied action does not occur before the start
As a Minor Action, a character can attempt a skill test to
of the character’s next turn, the Ready Action is lost.
end a condition they are suffering from (such as Bleeding
or Staggered). If the condition has a specific rating (such as
RECOVER (STANDARD)
Burning 3), the difficulty of the test is equal to the rating. If
The character hunkers down, grits their teeth, and fights through
not, the test is Challenging (D2).
the pain. The character pays 1 Fallout as a Standard Action,
Physical conditions require a Resistance test, technical condi- chooses a single type of Stress, then attempts an Average (D1)
tions an Engineering test, and mental conditions a Counsel test. skill test; Resistance for Vigour or Discipline for Stress. On a
successful test, the character regains 2 of the chosen Stress,
BRACE (STANDARD) plus 2 more for each Momentum spent (Repeatable).
Unwieldy weapons (see p. 20) increase the difficulty and
Complication Range of an attack by 2. Performing a Brace SPEAK (FREE)
action removes these penalties until the weapon is moved. A character talks to allies, shouts an order, threatens a rival, or
otherwise converses with a few sentences as a Free Action.
DROP ITEM (FREE) Conversely, any verbal action which would require a Command,
The character drops a single item held in one or both of their Persuade, or other skill test requires a Standard Action.
hands. The item falls within reach.
STAND (MINOR)
DROP PRONE (FREE) A prone character can take a Minor Action to stand up, losing
The character immediately drops to the ground. Ranged all the benefits and disadvantages of being prone. A character
attacks targeting a prone character at Medium range or fur- cannot Drop Prone and Stand in the same turn.
ther are made at +1 difficulty and the prone character gains +2
Soak for each Effect rolled on Cover Soak. Melee attacks and WITHDRAW (STANDARD)
ranged attacks made at Close range, however, gain 1 bonus As a Standard Action, a character can Withdraw to any point
Momentum. When making a Movement Minor Action, a prone within Close range which is not within reach of an enemy.
character moves one fewer zone than normal. A character A character performing a Withdraw cannot be targeted by a
cannot Drop Prone and Stand in the same turn. Retaliate Reaction that turn.

EXPLOIT (STANDARD)
The character takes additional time and concentration ready-
COMBAT REACTIONS
ing his next attack in order to find vulnerabilities in his target’s COVERING FIRE
defences. The character nominates a target they can perceive As a Reaction at any time, a character can provide covering
and attempts an Average D1 Observation test (modified by fire to an ally by expending a single Reload from their ranged
distance, lighting, and so forth as normal for Observation tests). weapon. To provide covering fire, a character must be able to
If this succeeds, the character’s first attack before the end see either the ally they are supporting or the enemy they are
of his next turn gains the Piercing 2 quality. If the character trying to suppress. Until the beginning of the character’s next
wishes, they may spend 1 Momentum (Repeatable) on this test turn, all attacks made against the assisted ally are made at +1
to gain one bonus d20 to the attack’s skill test and +1  to the difficulty. If multiple characters provide covering fire to support
attack’s damage. Bonus d20s from Momentum count towards a single ally, the effects stack.

17
DEFEND can Return Fire if they have a suitable weapon equipped. The
As a Reaction to an attack, a character can attempt to defend character returning fire makes an immediate ranged attack
themselves against an attack. The attack becomes an opposed against the triggering enemy, though they cannot spend more
skill test. The skill used by the defender depends on the type than 1 Reload on this attack. Both attacks are resolved simulta-
of attack (see Attack Table on p. 15). neously—that is, damage (and other effects from either attack)
is applied after both attacks have been made, so that neither
GUARD attacker suffers any penalty on the attacks they’re making from
A character within Reach of an ally may aid in their defence damage taken from those attacks.
by standing in harm’s way. The guarding character makes a
Challenging (D2) opposed skill test using the skill listed for the
relevant attack on the Attack Table (p. 15). If they fail, the
COMBAT MOMENTUM
Momentum is a key tactical resource during conflict scenes.
original target remains the target of the attack. If they succeed,
When a character generates Momentum in combat, they have
they become the target of the attack and can use Momentum
numerous options available which can help overcome enemies,
to defend as per the Defence Reaction.
empower allies, and bolster the character’s own prowess.

RETALIATE The following table provides a number of options available to a


If an enemy moves out of Reach without taking the Withdraw character when they generate 1 or more Momentum in combat,
action, a character can Retaliate by making one free melee but players should remember that they always have the option
attack against them. The retreating combatant cannot use the of creating new uses for Momentum. (GMs may also establish
Defence Reaction in response to this attack. scene-specific Momentum spends.) An “R” in the Cost entry
indicates that this spend is Repeatable.
RETURN FIRE
After being declared the target of a ranged attack, a character

COMBAT MOMENTUM TABLE


MOMENTUM SPEND COST EFFECT
Bonus Damage 1R A character can increase the physical or mental damage inflicted by an attack. Each
Momentum spent adds 1 damage.

Confidence 1R The character gains 1 Morale Soak per Momentum spent (maximum 3) until the start
of their next turn.

The character designates a target within Reach (including themselves). The diffi-
Defend 1 culty of the next attack against that target before the start of their subsequent turn
increases by 1.

One weapon held by the target is knocked away and falls to the ground within
Disarm 2–3 Reach. This costs 2 Momentum if the target is holding the weapon in one hand or 3
Momentum if the weapon is braced or held in two hands.

Penetration 1R The damage inflicted by the current attack ignores an amount of Soak equal to twice
the Momentum spent.

Reroll Damage 1 The player may reroll any number of damage dice from the current attack.

Secondary Target 2 A second target within Reach of the primary target is also affected by the attack and
suffers half the attack’s damage (rounded down).

The character gains an additional Standard Action, adding 1 difficulty to any subse-
Swift Action 2 quent skill test required. This can be done only once per round, but it can be done in
addition to spending a Salvage Point to gain a Standard Action.

Withdraw 1 The character leaves the Reach of an enemy without triggering any Retaliate
reactions.

18
CONDITIONS
EXAMPLE OF COMBAT There are a number of detrimental conditions that can affect
Nerubian kicks in the door of Old Ma’s Taco Hell and a character during action scenes. A few common conditions
demands that Eduardo Chavez surrender. Chavez dives are described below.
over the bar as a Free Action and takes cover. Having
BLEEDING: The character suffers 3 physical damage, ignoring
moved from Close range to within Reach of the bar at
all Soak, at the beginning of each of their turns.
the end of his movement, Chavez declares that he’s taking
advantage of the cover it provides. He then grabs the BLIND: The character’s vision has been severely damaged.
ancient twin-bore he spies there and lets rip with both Upon being blinded, a character suffers 3 mental damage,
barrels as a Standard Action. The shotgun has Burst 1, and the difficulty of any skill test reliant on vision increases by 2.
allowing Chavez to spend a Reload to gain a bonus d20
BURNING X: The target is set alight. This condition lasts for a
to his Firearms attack test. There’s no Momentum for him
number of rounds equal to the number of Effects rolled on
to spend, so he chooses to contribute 3 Fallout to the pool
the attack that inflicted it. If no  were rolled, the cause of the
to Create Opportunity and gain two additional d20s.
burning effect will list a duration. At the end of the target’s turn,
Nerubian pays 1 Fallout in order to take the Defence reac- it suffers X physical and mental damage (roll once and apply
tion. Since she’s defending against a ranged attack, she’ll the result to both), ignoring Armour Soak. Any Effects rolled
be using Acrobatics for her defence test. Nerubian rolls increase the number of rounds that the character remains
2d20 and generates 1 success. Chavez simultaneously aflame. If the character is hit by another Burning attack or
rolls 5d20 and generates 3 successes. Nerubian is hit and effect while already ablaze, the existing status is extended
Chavez gains 2 Momentum. by a number of rounds equal to the number of Effects rolled.

DAZED: All skill tests performed by a Dazed character have


EXAMPLE OF COMBAT DAMAGE their difficulty increased by 1.
Chavez’s borrowed shotgun deals 5  damage, an addi-
STAGGERED: A Staggered character can perform only a
tional +1  from the Reload, and a bonus  from his high
Standard Action on their turn, and they must pay 1 Fallout to
Awareness (9). He rolls the dice and gets 2, 6, 2, 5, 5, 3, 3.
do so. A Reaction cannot be performed unless they spend 1
The 5s and 3s would be discarded, but Chavez spends 1
Salvage Point, which is additional to its normal Fallout cost.
Momentum to reroll them, getting a result of 1, 3, 6, 1. The
3 is discarded, but the rest of the dice result in 8 damage.
Chavez spends his second Momentum to add 1 damage, WEAPON QUALITIES
bringing the total damage to 9. Finally, Chavez also rolled A weapon appears in text using the following format: “Antique
two 6s, which triggers the shotgun’s Knockdown Effect. Pistol: 1H, R/C, 4[CD], Burst 1.” The name of the weapon is fol-
lowed by “1H” or “2H,” indicating how many hands are required
Nerubian is wearing Reinforced Leathers, which gives
to wield the weapon; the next entry indicates the weapon’s
her an Armour Soak of 1. This is subtracted from Chavez’s
range in abbreviations that correspond to the range categories.
damage, but Nerubian still suffers 8 Vigour damage.
Damage is listed next, followed by all of that weapon’s qualities.
Because she took 5 or more damage in a single hit, she
also suffers a Wound. Worse yet, she must also succeed The following weapon qualities are either used by the pre-gen-
at a Challenging (D2) Acrobatics or Athletics test to avoid erated PCs or found in the scenario. Some of these effects can
being blasted from her feet by the Knockdown Effect. (The trigger as the result of a rolling an Effect on a Combat Die,
two 6s rolled set the difficulty for the Knockdown.) while others provide special rules or abilities for that weapon.

AREA (CLOSE/MEDIUM/LONG): The attack affects a wide area


and multiple targets. Each Effect rolled causes the attack to
strike an additional target within the blast’s range, starting with
the character closest to the target of the attack. A Complication
may mean an ally is struck instead. Characters targeted by the
attack may attempt separate Defence Reactions against a fixed
difficulty of Challenging (D2).

BIOTECH: The weapon relies on biological, chemical, or techno-


logical means to bypass conventional armour. Biotech damage
requires specialised armour or clothing to defend against it.

19
BURST: A weapon’s Burst determines the maximum number across an area to affect a group and overcome cover. Torrent
of Reloads which can be spent when attacking with it. weapons cannot affect targets beyond Medium range and they
ignore all Cover Soak. A Torrent weapon is otherwise treated
CLOSE QUARTERS: Designed for close combat, the weapon can
as an Area attack.
be used against targets within Reach without penalty.
TOXIC X: The attack has a lingering, deleterious effect. If the
CONCEALED X: The item is easy to hide or designed to be
attack inflicts one or more Harms, then the target suffers this
disguised as something else. When concealed, any search of
alternative Harm instead: the target suffers 1+X, Vicious 1
the character requires a D(X) Observation test to locate the
damage at the end of each of its turns. This extra damage can
hidden item. You can spend Momentum gained on a test using
be of any type, determined by the type of attack that caused it.
the item to stow it away immediately after use: this costs 2
Momentum for items with Concealed 1 or 2, and 1 Momentum UNBALANCED: If the wielder has Brawn of 9 or higher, this
for any item with Concealed 3 or more. weapon can be used one-handed. If Brawn is 8 or less, this
weapon is considered to be two-handed for that character.
INCENDIARY: The target is set alight and gains the Burning
X condition for a number of rounds equal to the number of UNFORGIVING X: This weapon is either exceptionally precise
Effects rolled. or capable of inflicting much greater harm on a direct hit. If the
weapon’s wielder uses the Exploit action, the weapon gains
KNOCKDOWN: If one or more Effects are rolled on a damage
the Vicious X quality on the attack.
roll, the target is knocked prone unless they succeed at an
Athletics or Acrobatics test with a difficulty equal to the UNWIELDY: The item is extremely bulky and cumbersome, and
number of Effects rolled. not particularly portable. Any test using an Unwieldy item has
both its difficulty and its Complication Range increased by 2.
MOUNTED: The item is fixed into position, attached to a vehi-
These penalties can be removed by taking the Brace action.
cle, or otherwise immobile. Use requires physical access to
Unwieldy items cannot be wielded in one hand.
the mounted item.
UNSUBTLE X: Any Observation test made to detect the use of
MUNITION: The weapon expends a single Reload when fired.
the item are made at -X difficulty. (Minimum of 0.)
The Reload provides none of its usual benefits.
VICIOUS X: The weapon deals X additional damage for each
NONLETHAL: The attack is designed to incapacitate rather than
Effect generated.
inflict lasting harm. Any Harms inflicted by a Nonlethal attack
are temporary; they are removed entirely when treated or after
the next scene, whichever comes first.

PARRY X: The weapon is exceptionally good at turning aside


incoming attacks. A Parry weapon grants the wielder X addi-
tional Cover Soak, but only against melee attacks. A character
wielding two Parry weapons adds their ratings together.

PIERCING X: The weapon’s attack ignores X points of Soak for


each Effect rolled on its damage roll.

SPREAD X: This weapon is designed to affect a larger area. For


each Effect generated on the damage roll, the attack inflicts an
additional hit, inflicting half the damage of the first hit. Each of
these hits is reduced by Soak separately. If the target has multi-
ple hit locations, roll a separate location for each additional hit.

STUN: The weapon inflicts the Staggered condition on the


target if one or more Effects are rolled. This condition lasts
for 1 round for each Effect rolled.

SUBTLE X: The item is particularly quiet and draws little atten-


tion. The difficulty of any Observation test to hear the use of
the item increases by X.

TORRENT: The weapon fires a stream of deadly liquid, flame,


gas, or some other substance that can be swept back and forth

20
Chapter 4: Nitro Boosts

SALVAGE POINTS REACTIONS: A PC pays Fallout when they attempt a Reaction;


Player characters have access to a special type of resource 1 for the first Reaction attempted each round, 2 for the second,
called Salvage Points. This reflects the fact that the PCs have 3 for the third, etc.
abilities, ambition, and drive above and beyond most people.
MOMENTUM SPENDS: PCs may substitute Momentum spends
They can often succeed where others might fail. Whether or
by contributing Fallout into the pool instead of spending
not they are viewed as heroes, the player characters are des-
Momentum. As with purchasing bonus dice with Momentum,
tined for greatness.
the Fallout cost increases per die purchased: 1 additional d20
A PC begins each session with 3 Salvage Points, and they can costs 1 Fallout, the second costs 2 Fallout, and the third costs
never have more than 5 Salvage Points at any point. GMs can 3 Fallout.
award Salvage Points during a session for reaching milestones,
NPC MOMENTUM: NPCs do not bank Momentum, instead
creating entertaining moments at the table, and other accom-
adding any unspent Momentum directly to the Fallout pool.
plishments. As a general guideline, there should be two or
three opportunities for the PCs to gain Salvage Points per
USING FALLOUT
hour of play.
NPCs can use Fallout in the same way PCs can, though in
reverse; rather than paying into the Fallout pool, an NPC can
USING SALVAGE POINTS buy extra d20s for a skill test or take Reactions by spending
Here are just a few of the ways in which Salvage Points can
Fallout from the pool instead. Similarly, just as PCs can add
be spent during play:
to the Fallout pool when they suffer Complications, an NPC
BONUS DIE: Add an extra d20 to a skill test. The extra die is suffering a Complication can cause the Fallout pool to shrink.
treated as having automatically rolled a 1.
NPC RESOURCES: Reloads, reagents, parts, and other expend-
BONUS ACTION: Perform an additional Standard Action on able resources used to boost the effect of a skill test are not
your turn. tracked individually for NPCs. Instead, an NPC can be granted
the benefit of a single unit of a resource by paying 1 Fallout.
SECOND WIND: Recover all lost Vigour or Resolve.
ACTIVATING SPECIAL ABILITIES: Some particularly powerful
OVERCOME WEAKNESS: Ignore effects of Wounds or Trauma
or experienced NPCs may have access to potent abilities or
(choose one) until the end of the current scene.
equipment. As noted in their descriptions, these abilities may
STORY DECLARATION: Introduce a fact or add a detail to the require the GM to spend 1 or more Fallout to activate them.
current scene. The GM may veto some story declarations or
SEIZE THE INITIATIVE: The GM may interrupt the action order
require multiple Salvage Points for particularly large or signif-
and allow one of the NPCs to act by spending 1 Fallout.
icant declarations.
TRIGGERING AN ENVIRONMENTAL EFFECT: Dramatic scenes
often play out in exciting environments—a firefight in a crum-
FALLOUT bling tenement, a chase along a crumbling freeway, a dogfight
The GM’s biggest tool—beyond their imagination—is the Fallout
through tight canyons, etc. When describing encounters, the
pool. At the beginning of a session, the Fallout pool has a
GM is encouraged to provide details to the players to help
number of points equal to the total number of Salvage Points
them visualise the scene. Such details can then be used to
at the table; i.e. four PCs with 3 Salvage Points each provides
bring the environment alive through interesting use of Fallout.
the GM with 12 Fallout.
Triggering an environment effect comes in two levels of mag-
During each adventure, the Fallout pool will grow and shrink nitude. For 1 Fallout, a minor effect can add to the difficulty of
as the PCs take actions and the GM responds (and vice versa). skill tests or force tests where one was not previously required.
Fallout is an abstract measure of potential threats and dangers: They include things like flickering lights, crumbling walls, and
the larger the Fallout pool, the greater the likelihood that some- thick smoke. For 2 Fallout, a major effect may pose significant
thing will endanger or imperil the player characters. Spending impediments to the PCs or potentially cause them harm or
Fallout turns that potential danger into actual problems. short-lived conditions.

OTHER COMPLICATIONS: GMs can also introduce other


GAINING FALLOUT
Complications into a scene. As a general guideline, spend-
The GM can gain Fallout in several ways:
ing 1 Fallout should create a Complication requiring a Minor
COMPLICATIONS: When a player character suffers a Action to fix, overcome, or circumvent. A Complication cre-
Complication, the GM may decide to gain 2 Fallout instead of ated by spending 2 Fallout should require a Standard Action
causing a normal Complication. to do the same.

21
Chapter 5: Mobile Carnage

It goes without saying that the Devil’s Run setting wouldn’t be rather how quickly the vehicle can move in the difficult cir-
as full of carnage and mayhem without vehicles to tussle with. cumstances typical of an action scene.)

The basic rules offered here cover enough mechanics to satisfy SCALE: A vehicle’s Scale is a representation of its size. Scale
the scenario provided with this Quickstart. The Devil’s Run RPG 0 refers to any vehicle which is approximately the same size
Corebook will introduce additional depth and optional rules. as a human. Scale 1 covers vehicles around twice the size of a
human, and each additional increase in Scale approximately
These rules apply to vehicles, but in most cases, characters
doubles the size of the vehicle.
operating a vehicle take actions and interact with Conflict
scenes in the same way as any other character. Vehicles gen- BRAWN: A vehicle has a Brawn score of its own, which it
erally draw on the physical elements of Conflict, although uses when shifting heavy loads or employing brute force. It’s
psychological elements, such as playing chicken with an also used to calculate bonus damage for the vehicle’s melee
opposing driver, can still have a big impact. attacks. Further, some vehicles have the Superhuman Strength
X special rule, with X equal to the vehicle’s Scale.

VEHICLE TYPES HANDLING: A measure of the vehicle’s manoeuvrability. This


Vehicles come in a range of different types, from sleek and rating provides equivalent bonus d20s to Drive or Pilot tests.
nimble motorcycles, to rugged trucks, and everywhere in
ARMOUR: A vehicle’s Armour Soak is subtracted from physical
between. A vehicle’s Type describes how it and its passengers
damage dealt to the vehicle.
interact with terrain and other characters. A vehicle will always
have at least one Type, but may have several. IMPACT: A vehicle’s Impact is a damage rating measuring its
weight and the force it can bring to bear against those nearby.
A vehicle can only move across terrain types allowed by its
Type. (For example, a Ground vehicle like a car attempting to ENVIRONMENTAL PROTECTION: The amount of protection, if
drive across a lake will usually just sink. Conversely, a boat will any, the vehicle provides against certain environmental effects
obviously run aground if it tries to leave the water.) and weapons with the Biotech quality.

ENCLOSED: The vehicle is completely enclosed, protecting


OPERATING A VEHICLE
crew and passengers within. Crew and passengers cannot be
Characters inside a vehicle are referred to as passengers. Some
targeted by attacks from outside the vehicle, but also cannot
passengers can take on specific roles within the vehicle; these
use their own personal weaponry.
passengers are referred to as crew.
EXPOSED: The passenger and crew of an Exposed vehicle can
be targeted by attacks from outside the vehicle and may attack ROLES
with their own personal weapons. Some Exposed vehicles may Each role in a vehicle is capable of taking specific actions
still offer cover to their occupants (indicated in parentheses). related to the vehicle. Assuming a role requires a Minor Action
(i.e., getting into the driver’s seat or manning the .50 cal).
GROUND: The vehicle is designed to move across land.
DRIVER: A vehicle can have only a single driver. The driver
RUGGED: Engineering tests to repair Rugged vehicles are
employs Vehicular Movement to move the vehicle (see p. 23).
reduced in difficulty by 1 step.
A vehicle with no driver automatically fails all terrain tests.
SINGLE-SEAT: A single-seat vehicle is specifically designed to
GUNNER: A gunner operates weaponry mounted on the vehicle
be operated by one character. A driver in a single-seat vehicle
itself (see Vehicular Attacks, below). A vehicle with multiple
can simultaneously assume the role of gunner without penalty.
weapons can have multiple gunners, but any single weapon
WHEELED: The vehicle travels on wheels. Wheeled vehicles are may only be operated by one of the gunners each round.
swift across open ground, but sometimes difficult to control
over rough terrain. A Wheeled vehicle counts its Speed as 1 SPLITTING FOCUS
higher if there is no difficult terrain in any zone it enters, leaves, Assuming they can reach both functions, a single character
or moves through during its movement. can simultaneously assume the role of both gunner and driver,
but their attack roles and Drive tests increase by 1 difficulty.

VEHICLE PROFILE VEHICULAR ATTACKS


In addition to its Type, a vehicle has the following statistics:
If the vehicle is Exposed, passengers may make attacks with
SPEED: A vehicle’s Speed determines how quickly it can move their personal weapons normally. In addition, a vehicle’s gun-
during normal use. (This is not the vehicle’s top speed, but ners may make attacks in the same way as any character does

22
using the vehicle’s mounted weapons. Vehicles can be mounted VEHICULAR ZONES
with any weapon (including those with the Mounted type). Vehicles take action in combat zones and are generally affected
by those zones like any other combatant in a Conflict scene.
RAMMING Vehicles, however, do not always manoeuvre like characters
A driver of a vehicle which moves during its turn can attempt do and, at the GM’s discretion, some zone effects may be con-
a melee attack against a target within Reach using the Drive ditional, only affecting some vehicles, as follows:
skill. If the attack is successful, it deals the vehicle’s Impact
rating as damage. (This includes ramming, side-swiping, and • The terrain affects vehicles of a specific Scale or higher,
making it easily navigated by smaller vehicles.
other uses of the vehicle’s bulk.)
• The terrain only affects vehicles of a specific Scale or
TARGETING A VEHICLE lower, representing obstacles that large vehicles can
Vehicles can be targeted for an attack like any other combat- just power through or over unhindered.
ant. They are, however, objects and suffer physical stress as
Structure and physical harms as Faults. • The terrain only affects vehicles of a particular type,
such as wheeled vehicles.
FAULT THRESHOLD: A vehicle receives a Fault when it suffers
physical damage equal to 5 + its Scale (larger vehicles are harder • The terrain has a difficulty of 0, so only affects vehicles
with an increased difficulty on terrain tests (such as
to seriously damage) or when its Structure is reduced to 0.
those travelling quickly); this is ideal for tight corners.

ATTACKING PASSENGERS VEHICLE TERRAIN TEST: When operating a land-based vehicle,


When attacking an Exposed vehicle, attackers may use the drivers make terrain tests using their Drive skill. The difficulty of
Called Shot Momentum spend to target crew or passengers vehicle terrain tests is increased by the vehicle’s Scale (as larger
instead, though the target receives Cover Soak from the vehicle. vehicles can’t manoeuvre as easily through rough terrain).

VEHICULAR MOVEMENT VEHICULAR ACTIONS


The following movement actions are available to the driver of a
ASSUME ROLE (MINOR)
vehicle. These movement actions are distinct from the move-
Characters can assume a role operating the vehicle as part of
ment actions a character can attempt, but, like a character, a
its crew (e.g. driver or gunner) as a Minor Action.
vehicle may only take a single movement action every turn.

ENTERING VEHICLE (MINOR/STANDARD)


MANOEUVRE (FREE)
Entering an Exposed vehicle is a Minor Action. Entering an
The vehicle moves to anywhere within Close range.
Enclosed vehicle is a Standard Action. Characters may assume
a vehicle crew role as part of this action.
PEDESTRIAN DRIVING (MINOR)
The vehicle moves a number of zones equal to half its Speed,
rounding down to a minimum of 1. VEHICULAR REACTIONS
EVASIVE ACTION
RECKLESS DRIVING (MINOR)
As a Reaction to an attack against the vehicle, its crew, or its
The vehicle moves a number of zones equal to its Speed. All skill
passengers, the vehicle’s driver can attempt Evasive Action.
tests made by crew or passengers—including terrain tests—are
The attack becomes a face-to-face test opposed by the driver’s
made at +1 difficulty until the pilot’s next turn.
Drive skill, with the difficulty increased by a number of steps
equal to the vehicle’s Scale.
PEDAL TO THE METAL (STANDARD)
The driver attempts an Average (D1) Drive test. On success, If the Evasive Action fails and the attack was targeting a pas-
the vehicle moves a number of zones equal to its Speed, plus senger or crew member other than the driver, the original
an additional zone for each Momentum spent. On failure, the target can attempt a Defence Reaction normally.
vehicle still moves its Speed but also suffers a Complication
(see Complications, p. 11). Regardless of success or failure, all VEHICLE HARM EFFECTS
skill tests made by crew or passengers—including terrain tests— Vehicles suffer Faults like other objects. Typical Fault for vehi-
are made at +1 difficulty until the driver’s next turn. cles include damage to engines, running gear, or chassis. For
now, the GM can impose penalties to skill tests when relying
on the vehicle system that has suffered a Fault.

23
Chapter 6: The Black Rig

Welcome to the post-apocalyptic future of the Devil’s Run. and Sundry—the ruling elite and lackeys of the BritAttack—the
This inaugural adventure uses the rules and setting material Misfits gathered together out of sheer determination to remain
presented in the Devil’s Run RPG Quickstart, but can also be a part of their birth faction. They have survived on the scraps of
used with the full Devil’s Run RPG Corebook. their old Clans for several years and have even earned a name
as a competent scouting unit, but all their combined efforts
The GM’s role is to guide a group of Misfits along Route 1 of the
have done nothing to reconcile them with their former Gents.
West Coast shoreline as they seek out the Black Rig and uncover
its master’s link to the mysterious cultists of Los Nigromantes. The second-in-command of the BritAttack, LordHood, has
A selection of pre-generated characters—the Misfits mentioned recently gathered the Misfits under his wing to make use of
previously—have been provided for this task. The players will be them as his odd-job crew. Although Hood has nothing but
introduced to the relevant rules and tests during each scenario, respect and brotherly love for the BritAttack’s ailing First
which will in turn help everyone to become familiarised with Governor, Miles PonsonbySmythe, he is clandestinely laying
the 2d20 ruleset. There is plenty of scope to flex the system the foundations for his own rise into the leadership seat for
and test the limitations and strengths of each PC. when the day arrives that Miles finally succumbs to the rot and
madness that has been slowly robbing his senses; a day that
For ease of reference, blocks of text have been italicised to
would appear to be not too far in the future. Although they lack
highlight something that should be read aloud for the purposes
Hood’s open support, the Misfits have gained a certain amount
of setting the scene for the PCs. NPCs that might influence the
of access to equipment and tools that they were sorely lacking
scene have been provided with characteristics and stat blocks,
before; so long as they perform their tasks well, of course.
but GMs should feel free to introduce others as required.
At the start of this adventure, almost all of the Gent and Sundry
have gathered within an old stadium attached to the ruins of
SETTING THE STAGE an old high school in Pacifica. The stadium grounds have been
The group begin play as the Misfits, an oddball group that are
converted into a rough-and-ready demolition derby arena.
viewed as black sheep by their very own Clans in the BritAttack.
Scaffolding poles and planks have been salvaged to create
Perceived as bad luck charms by almost the entirety of the Gent

24
seating around the former athletics track, while lighting is pro- becoming restless by the time he arrives with his chauffeur,
vided by several oil drums that emit bright flames and toxic MrFlood, in tow. Hood stays just outside the circle of light cast
fumes from the burning combustibles within. It isn’t often that by the oil drums, and his eyes never leave the action unfolding
meetings of the entire Realm are called, and no one seems able within the stadium. Flood’s stern and serious gaze, however,
to answer exactly why this one is taking place. Regardless, the never strays from the Misfits. Once Hood arrives, read or par-
Gent and Sundry are here to enjoy themselves. aphrase the boxout on the left to set the stage.

LordHood has arranged to meet the Misfits in one of the shad- The unfeasibly thin man that Hood indicated languishes
owy areas beneath the scaffolding constructions. The Clans are behind a plank and tire bar on the opposite side of the sta-
dium, where he seems to be freely serving something akin
Lord Hood surveys the scene before him. Life inside the to engine cleaner in grime-encrusted glass jars. Dressed in
newly renamed Britannia Arena is an assault on the a patchwork of leather armour and sporting crude tattoos,
senses; a maelstrom of diesel and dust. Scooters, Buggies, he introduces himself through gritted teeth as Spits. Fate has
and all manner of ramshackle vehicles jockey for posi- not been kind to Spits, as closer inspection reveals that the
tion along the arena’s edge, while a hastily erected PA flesh of his lower jaw and lips has been burned away—likely
system that has been lashed together with red, white, and in some previous crash or conflict—leaving his face fixed in a
blue bunting whips the feverish crowd into a unified rage grotesque rictus grin. His slow and purposeful talking causes
ahead of the next contest. saliva to dribble freely through his nicotine-stained teeth and
provides a permanent sheen to the armour over his chest, and
Your attention is briefly caught by a song from the Old
a free shower for those who stand too close. Without pausing
World thanks to its pounding beat and talk of running
for breath, Spits launches into the following speech:
motors and adventures on highways, but the roar of the
gathered Clans soon drowns it out and draws your gaze
towards the focus of the outburst. “My Ma makes some real special treats for travellers inside
her food shack. It’s in a strip mall down in Half Moon Bay,
At the center of the stands, the First Governor staggers
you can’t miss it! Best grub for miles. She sees this rig every
forward and drops to one knee, cursing as the contents
few days ‘cause they can’t resist Ma’s cookin’ see, and they
of his overfull flagon splashes out around him. Muscular
be stoppin’ there like clockwork regular ‘round 2am. She
bodyguards lift him to his feet with ease and deposit him
don’t see ‘em much mind, as they ain’t got running lights
unceremoniously into a large chair fashioned from a pile
and they’re like shadows in the night. She don’t much like
of old tires. Pinching the bridge of his nose between his
looking into those red rimmed eyes mind, which means
grubby thumb and forefinger, Lord Hood sighs and turns
a lot if Old Ma is sayin’ it. If youse follow the Cabrillo south,
to face the assembled group.
you’ll see Ol’ Ma’s place. Tell her I sent ya. You can wait it
“So, my little Misfits. I have a job for you. Something is spook- out or hunt it down, I don’t care either ways, just mind you
ing the locals south of the city, down beyond Half Moon don’t upset my folks.”
Bay. Tales of a black War Rig that’s darker than the night
and driven by the dead! Ha, ha, ha, bloody superstitions!
Despite his last statement, however, Spits has his very own
I want you to find this rig for me. If someone is starting a
request to make of the PCs. His Old Ma has a devilish recipe
pissing contest on my turf, I want to know why my toes
for tobac which has grown into quite a hit with the Gent and
are getting wet. Track it down. Take it if you can. But more
Sundry. Although he doesn’t want his Old Ma harmed physically
importantly, find out who or what is behind the opera-
by any means, he does want to get his own cut of her profit. He
tion. It’s all too close to our turf, and… well... if the dead are
asks the PCs to snoop around and obtain a copy of her tobac
involved, then send ‘em back to their graves! Talk to that
recipe. If they can deliver, he will procure an upgrade for one of
beanpole Spits over there, he’ll fill you in with the details.”
their vehicles. Whether they agree or not, Spits hands the group
With that, Hood steps into the light of the arena and strides a very rough map before turning away to meet the demands
purposefully across to ascend to the First Governor’s plat- of the other rowdy patrons of his makeshift bar.
form. Patting the slumped man on the shoulder as he
passes, he grabs the crude
THE JOURNEY
mouthpiece, stands tall, spreads his arms wide and Making sense of Spits’s map will require the characters to deci-
warmly embraces the chaos before him. pher his scribbling, which requires an Average (D1) Lore or
Survival test. If successful, they make their way along the coast
“Let the games begin!”
towards the old restaurant. If they fail, they will need to find Spits

25
and ask him to explain his directions. He’ll certainly be annoyed to wringing chicken necks than dealing with much else, they
at the interruption, but other members of BritAttack will also greet arrivals with their own unique form of customer service:
likely want a piece of the Misfits, too. Earning a Complication lots of whooping and hollering. Old Ma keeps a sawn-off shot-
on the test could lead to a run-in with a group of highway gun handy for unruly customers, which is tucked out of sight
thugs who overheard their plans, or perhaps one of the Misfits under the counter near the till. Read aloud or paraphrase the
being low on fuel due to it having been siphoned off while they following to orient the PCs within Old Ma’s:
were distracted with Lord Hood and Spits. Conversely, earning
Momentum on either test can mean that they make the jour- The air seems laced with three-year-old fat that oozes
ney in record time or perhaps find some valuable equipment down your throat and clings to your lungs like limpets to
on the way. a rock. The once-cheery interior of the restaurant now has
an ochre and black overtone due to lack of maintenance
As they pass the city limits, it should become obvious that
and years of unattended filth. Two ancient cash registers
what was once lush green vegetation has long since wilted to
sit atop the counter and hand-written chalkboards display
a uniform brown. The old trails of McNee Ranch and Montara
the menu choices. There isn’t a vast array on offer besides
Mountain are still visible as they cut across the old nature
MEAT, LIQUOR, POTATOES and VEG.
reserve, but that’s because the desiccated trees and dead
shrubbery had no chance of ever reclaiming them. Opposite Under the VEG category, Old Ma advertises her extra
the Ranch, the coastline is bleak and rock-strewn, although a potent brand of weed: Devil’s Run tobac. The lady of the
long stretch of once-golden sands, now black and sooty, cling establishment staffs the till and takes the orders, imme-
to existence under the murky waves that pound against them. diately bellowing each customer’s choice towards the
chef with no consideration for others. Her math is sus-

TRAVELLING TROUBLES pect, with everything seeming to amount to fifty dollars.


She seems intent on clinging to old ways, meaning you
GMs should utilise the journey as an opportunity to describe
must either pay up if you want to eat, or at least offer her
the decaying lands of the post-apocalyptic west coast. The
something of value.
immediate area might have escaped direct nuclear bom-
bardment, but it didn’t not escape completely unscathed.
Brown and dusty hills, partially collapsed and crumbling
buiildings, and black foamers sliding across stained sands
are an all-too frequent sight along the Cabrillo Highway.

The PCs also might wish to explore a little on the way to


Old Ma’s, particularly if they would like to find something
to offer in trade. Lore or Survival tests can track down any
slim pickings, which can include reagents, vehicle parts,
or even wild animals. Of course, such riches might also be
defended by small groups of desperadoes. (in which case,
use the Chavez Ganger stats, p. 33).

OLD MA’ S
The remodelled fast-food establishment stands amidst a crum-
bling strip mall just off a slip road from the old Cabrillo Highway.
Having undergone a post-apocalyptic face lift, it’s immediately
obvious that the windows have been removed and replaced
with chicken wire, and someone has taken great pains to
re-sculpt the lettering of the B into an H on the once-cheery
red-and-yellow sign. Blinking in tandem with a nearby street
light, the sign’s message has taken on a whole new meaning…
Welcome to Taco Hell!

Old Ma runs the pit stop with the help of her two other sons
Quince and Elroy; identical twins with little intellect but enough
brawn to be useful. Raised on Ma’s farm and more accustomed

26
OLD MA (ELITE) ATTACKS:
Seemingly in her late sixties, a diminutive stature and leathery • SAWN-OFF SHOTGUN: C, 6, Burst 1, Unbalanced,
Knockdown, Spread 2
skin make her appear much older. Blue eyes that sparkle with
intelligence seem at odds to her zany and eccentric ways. GEAR: See the Office, p. 28.

BACKGROUND SPECIAL ABILITIES:


The ultimate opportunist, how Old Ma has survived this long • LONG AND TROUBLESOME LIFE: Old Ma had been
out in the wilds with only her sons for protection is anyone’s to hell and back during the years since the Day of the
guess, but she’s well-respected by San Francisco’s factions. She Apocalypse. She may re-roll 1 d20 when making a
knows the value of her operation, considered to be inviolate Discipline, Insight, Society, or Thievery test, but must
neutral ground by anyone that uses the place, and insists there accept the new result. Additionally, any time she needs
is no unnecessary bloodshed amongst her paying clientele. assistance from others, she applies a −1 difficulty to any
test to find a contact. Further, she can recover both Vigour
ROLEPLAYING NOTES and Stress when taking a Recover Action (rather than
• More stubborn than a mule, she isn’t easily bribed and choosing one), and may spend 2 Fallout Points to per-
refuses to become involved in plans relating to the Black form Recover as a Minor Action (rather than a Standard).
Rig’s crew, as doing so would harm her reputation.
• TOUGH AS OLD LEATHER (1 FALLOUT): Old Ma has weath-
• She is loyal to Spits and his brothers, Quince and Elroy, ered many turbulent storms. She benefits from 2 Morale
whom she uses as a blunt tool to break up any hostilities Soak. Additionally, when the target of a Persuade test,
that don’t involve firearms. she may spend 1 Apocalypse Point to apply a +1 difficulty
to the acting character’s test.
• Old Ma’s face is frequently lit with a ruddy glow from the
rolled cigarette that constantly dangles from her lips.

KEY INFO
FIELDS OF EXPERTISE
To simplify skills for NPCs, Devil’s Run uses six Fields of
• Old Ma has the only key to the chicken cooler and the Expertise (FoE). Each Field has both an Expertise rank and,
drugs within.
where relevant, a Focus rank. Whenever an NPC would be
• Although it’s possible to persuade her to tell all she required to take a skill test, it uses the appropriate attrib-
knows, Old Ma is a tough nut to crack. If the PCs succeed ute for the test along with the Expertise and Focus of the
at an opposed Persuade test, she relates that Chavez—a appropriate Field of Expertise:
small-time crook associated with Los Nigromantes—has
been more active in the area lately, heading south empty • Combat • Senses
and north-east fully laden. Spending 1 Momentum on • Fortitude • Social
this test prompts her to reveal the Gorm’s presence.
Spending 2 Momentum pries loose the fact that Chavez • Movement • Technical
uses the old San Mateo road to the east as a transit route
(possibly allowing an ambush to be staged). These two The PCs will likely want to poke around prior to the arrival
Momentum spends may be combined. of the Black Rig—particularly if they are on the hunt for the
tobac recipe—so allow some time for this. The residents of
Old Ma’s are overly protective of the office and chicken cooler.
ATTRIBUTES Disturbing the latter could easily lead to violent repercussions.
AGI AWA BRW COO INT PER WILL

7 10 7 9 10 8 11
RESTROOMS
Strangely serviceable, the restrooms appear to be functioning
FIELDS OF EXPERTISE normally, although no one seems to take much notice of the
Combat +3 2 Movement +1 1 Social — — male or female signs. It’s as if any self-respecting germs or
Fortitude +3 2 Senses +1 1 Technical — — bugs that may infest this area gave up at the door.

STRESS AND SOAK


KITCHEN
Vigour 10 Nerve 14
The large commercial kitchen has been divided into an
Armour Soak — Morale Soak — unhealthy cooking area and a junk pile. Stacks of unwashed

27
and broken pans and plates line the rear of the room. The QUINCE OR ELROY (LACKEY)
rancid smell of rotten food from the festering rubbish piles Quince and Elroy are lumbering identical twins who enjoy the
outside mingles with the kitchen’s pungent odour to add an simple things in life. Old Ma claims her eyes are fading now,
extra layer of charm. so she has them wear different hats to help distinguish them.

The cook, Orson, works head down. He’s a thin, reedy, and
BACKGROUND
meek man who visibly winces every time Old Ma shouts a new
Apparently last in the line when common sense was handed out,
order. When his feet aren’t up on a work top, he works with a
they are party-time boys who have stumble their way through
quiet efficiency that’s at odds with the realm of anarchy around
life ignoring the bumps that the liquor and drugs obscure.
him. Orson is the first to run if trouble erupts.

ROLEPLAYING NOTES
OFFICE
Though faded with time and layered in dust and grime, several • They hang on Old Ma’s every word, ignore all conse-
quences and—if pushed into action—fight to the death.
framed “Employee of the Month” awards still hang unevenly
around the walls of the office in silent testimony to the shack’s • They often get in the way and ask ridiculous questions.
past life. Old Ma’ sleeps here on a filthy single mattress that
has been wedged behind an upturned desk. A small cavity has • Unlike Old Ma, they are easily bribed, making them a
great potential source of unfiltered information—though
been dug out of the wall behind a filing cabinet in the corner
not all of it necessarily relevant.
of the room to hide her cash box. A character can uncover
clues to the hidden cubby with a successful Challenging (D2) ATTRIBUTES
Insight or Daunting (D3) Observation test, whilst a subsequent
AGI AWA BRW COO INT PER WILL
Challenging (D2) Thievery or Daunting (D3) Athletics test is
required to unlock the box. It contains $1,000 of Old World 8 7 12 7 6 6 9
money in notes of various denominations and Old Ma’s instruc- FIELDS OF EXPERTISE
tions for growing and altering her special tobac. Combat +1 1 Movement +1 — Social — —
+2 1 +1 — — —
DINING AREA
Fortitude Senses Technical

The dining area is light and airy, chiefly due to the partly STRESS AND SOAK
caved-in wall along its eastern edge; someone obviously had Vigour 6 Nerve 5
trouble parking! Chairs and tables are strewn around, some Armour Soak 1 Morale Soak —
upturned, but most functional. An old jukebox flickers away in
the corner, quietly playing an Old-World song that mentions
ATTACKS:
some alien concept called crosstown traffic. Unless an extra
encounter is planned, there are no other diners. • HAM FISTS: Melee, 1H, 5 
GEAR: None
CHICKEN COOLER
What was once a large refrigerator now houses the modified SPECIAL ABILITIES
diesel generator that provides all the power to the restaurant. • OLD MA’S BOYS: Elroy and Quince are ready to fiercely pro-
As it is the only hub of electricity to Taco Hell, Old Ma main- tect Old Ma and Taco Hell. They benefit from 1 Morale Soak.
tains a tight grip on the only key. Inside, two red wires flow
and passes the dry storage before pooling in the corner. Once
directly from the throbbing machinery to a row of strip lights
full of fresh food, the contents inside had completely putrefied
suspended above green foliage, whilst a vast web of smaller
long before Old Ma inherited the place. She sealed the place up
wires in various colours snake across the floor to wend their
rather than deal with it, which has caused a biological hazard
way throughout the establishment. Dirt has been shovelled
to fester untended. Opening the room unleashes a poisonous
into heaps against the wall, and a sickly smell that catches in
cloud of spores that affects anyone within Close range. Those
the back of the throat emanates from tall, spiky-leafed green
caught in the cloud must make a Challenging (D2) Resistance
plants; Old Ma’s notorious tobac. If Old Ma’s food doesn’t cause
test to avoid the instantaneous effects of the spores.
health problems for the characters, her tobac certainly will.
POISONOUS SPORES: Inhaled, Instant 2, Round, 2 Vigour
FREEZER SPECIAL EFFECT: Victim suffers from vomiting on a failed test.
The freezer is closed and locked, though it can be forced opened
For 1 Fallout, the GM can inflict the Staggered condition for 1
with a successful Challenging (D2) Athletics or Thievery test.
round per Effect rolled.
A green rivulet oozes from underneath the heavy metal door

28
DRY STORAGE
Characters needing paper cups or serviettes will be thrilled, as DEVIL’S RUN TOBAC
this room is filled floor to ceiling with unused, branded boxes. Old Ma’s special ingredient introduces the mechanical
effects of drugs to the game. In the standard format for
UTILITY the Devil’s Run RPG, Devil’s Run tobac will be presented
Miraculously, the sink in the utility area still gushes forth pure, using the following statistics:
clean water. PCs should avoid letting it touch anything except
DEVIL’S RUN TOBAC: Ingested or Inhaled, Complex 3
their mouths, however, as sink and nearby surfaces alike are
(2 Momentum), Hour, 2 Nerve, Addiction 2 (1 dose),
coated in detritus, green algae, and various fungi. Harvesting
Compulsion 2, Withdrawal 1 (2 Nerve and shaking fits)
edible fungus may be possible from this area, but identifying
which to pick requires a successful Challenging (D2) Lore or SPECIAL EFFECT: The victim gains the Dazed condition
Survival test. It’s also possible for harmful plants to be crafted for the period. If a Harm is inflicted, they also gain the
into a rudimentary poisonous paste that could be applied to Staggered condition. A Complication will induce vomiting
weapons or mixed into foodstuffs. A successful Daunting and 1 Vigour damage.
(D3) Medicine test can be used to craft a toxin that has simi-
This can be broken down into the following:
lar effects to the Poisonous Spores, above, though it’s effects
occur through injury rather than inhalation. A Complication on • INHALED/INGESTED: The tobac has the potential to
either of the aforementioned tests will instead expose the PC affect anyone who ingests or inhales the drug.
to the effects of the Poisonous Spores.
• COMPLEX 3 (2 MOMENTUM), HOUR: Those who do so
must make a Daunting (D3) Resistance test each hour
2AM as part of an ongoing complex test. Characters must
Regardless of how the Misfits decide to spend their time at continue to test until at least 2 Momentum have been
the restaurant, 2 a.m. rolls round all too quickly, as does a dark, gained, at which point the character shakes off the drug.
dank, and haunting sea mist that rolls in from the tar-tinged (This requires 2 Momentum as a running total from any
coastline. As if on cue, the changing of the hour is accompanied or all of the tests, not 2 Momentum from one single test.)
by the sound of grinding gears and engine braking as a huge

29
With a successful Average (D1) Observation test, the charac-
DEVIL’S RUN TOBAC CONT. ters spot smoke rings illuminated by the truck’s cab lighting
• 2 NERVE: In addition to any Special Effects, each on their journey out of the driver’s open door. Clearly someone
failed test also inflicts 2 Nerve to the character. is still manning the Black Rig.

• ADDICTION 2 (1 DOSE): The drug is highly addic-


tive, as suffering the Special Effect of even 1 dose
will requires the character to make an additional
Challenging (D2) Resistance test to avoid becom-
FALLOUT IN HELL
While Complications can be a fun way to introduce chal-
ing hooked.
lenging predicaments for the PCs, GMs can and should
• COMPULSION 2: Any character addicted to Devil’s convert one or two into Fallout Points for the pool.
Run tobac that has the opportunity to take the drug Engaging ways to use Fallout Points around Taco Hell
must make a Challenging (D2) Resistance test to include introducing inclement weather or having the diesel
avoid taking the drug. generator run out of fuel (reducing visibility due to the
darkness), throwing debris into a vehicle’s path during a
• WITHDRAWAL 1 (2 NERVE AND SHAKING FITS): freeway chase (prompting Drive tests to avoid collision),
Once the drug has worn off, the character must
having the Gorm slip his chain prior to a fight (thereby
make a Discipline test or suffer the withdrawal
initiating combat regardless), and having the aroma of
damage and effects (listed in brackets).
the Devil’s Run tobac be so pungent within a certain area
• SPECIAL EFFECT: Failing the initial Resistance test that it prompts Resistance tests for anyone breathing the
for inhaling or ingesting the drug inflicts the Dazed air there. Jotting down a few extra unique Fallout Point
condition. Any character who suffers a Harm from spends before running this adventure will mean the GM
the resultant damage also gains the Staggered con- avoids having a surplus at the session’s end.
dition. Rolling a Complication induces vomiting and
inflicts 1 Vigour damage.

War Rig crunches its way onto the forecourt, narrowly missing
the group’s transportation as it does so. With a hiss of released
air, the Black Rig comes to rest at the far end of the car park,
and it isn’t long before it jettisons its unsavoury occupants. The
Chavez gang are low ranking, drug-addled lackeys trucked in
by the local leader of Los Nigromantes to take advantage of a
fuel opportunity. Their leader and the driver of the Black Rig
is Eduardo Chavez.

Three huge men sporting dreadlocks playfight their way


towards Old Ma’s. Tattoos and piercings adorn their exposed
skin, whilst patchwork leathers and clothing cover the rest of
their bulk. Anything they wear that wasn’t once alive is garish
and bright, contrasting their obvious dark demeanour. A rattling
chain links one of the men to a huge hulking creature whose
angry red skin is crisscrossed with a multitude of blood vessels
and bulging varicose veins. Tattered shorts and a baseball cap
allude to the youth that this creature once possessed, though
any other clues are now lost to its tortured and twisted form.
The creature shuffles forward on all fours, though its elon-
gated arms allow it to do so without stooping. Seatbelt straps
seem to have been wrapped around its knuckles as an odd
act of kindness. The beast follows the gang members meekly,
although its actions are hurried by a yank on the chained collar
attached to its throat.

30
TIME TO ACT USE STEALTH TO CAPTURE EDUARDO OR RECOVER THE INFORMATION
The PCs have several options, all of which can be discussed The Chavez boys spend at least 10 minutes inside Old Ma’s
and prepared for prior to the Los Nigromantes’s arrival: whilst they haggle for tobac and swig moonshine, which
could provide the Misfit’s stealthier members with the time
AMBUSH THE RIG PRIOR TO ITS ARRIVAL and opportunity they need to ambush Eduardo. The passen-
Old Ma doesn’t know which direction the Rig arrives from, ger door of the Rig’s cab is locked shut, meaning that this will
as the gang members have been close-mouthed about their need to be undertaken from the open driver’s door. A success-
travels. An hour or so of searching the roads in the area and a ful Stealth test opposed by Eduardo’s Observation will get a
successful Daunting (D3) Survival or Dire (D4) Observation test character close enough to be able to surprise him. Possible
allows the characters to establish the fact that the Rig arrives Complications here can involve a gang member emerging from
from the direction of Highway 92. Old Ma’s sooner than expected, or Eduardo stepping out of the
cab for some fresh air. Incapacitating Eduardo won’t be easy,
Setting up an ambush can be done in a number of ways, but the
so there is a real danger here of a prolonged fight attracting
most prudent might be to lay traps that affect the Rig’s wheels.
the attention of the gang members inside Old Ma’s.
A successful Average (D1) Survival test furnishes the characters
with enough scrap to make rudimentary spike traps. Bearing
ATTEMPT TO ENGAGE THE GANG IN CONVERSATION
in mind that the Black Rig travels without headlights, spot-
Unless they recognize them as fellow members of the Los
ting the traps will require Eduardo to succeed at an opposed
Nigromantes, the Chavez gang will barely acknowledge anyone
Observation test at +1 difficulty. The difficulty of the test may
inside of Old Ma’s. Attempts to draw them into conversation
be further increased if the PCs make efforts to hide the traps.
are met with suspicion and hostility, increasing the difficulty of
If Eduardo fails to spot them, the spike traps inflict 3 damage any social test by 1. If the characters have somehow become
with the Piercing 2 quality. Each Momentum used on the aware of the gang’s connection to the Los Nigromantes, they
Engineering or Survival test to either create or hide the spike can always attempt to pass themselves off as new recruits
traps can be used to add 1 damage. Faults (Harms) manifest in or visitors, but this will require a successful Challenging (D2)
the form of a blown tire or two. Each Fault inflicted to the Black Lore test to recall anything at all about the Los Nigromantes
Rig in this way will add 1 difficulty to Drive tests required to in the first place. If this test fails, then the characters will do
manoeuvre the Rig, to a maximum of 3 Faults and +3 difficulty. nothing other than make fools of themselves and draw the
Eduardo will press on to Old Ma’s if 1 or 2 Faults are suffered, gang’s suspicion. Passing the Lore test, however, allays the
otherwise he’ll attempt to wrestle the Rig to a screeching halt gang’s suspicions and dissipates their hostility. The gang will
with a Daunting (D3) Drive test. Once the Rig has come to a want to take the conversation outside and introduce the PCs
stop, the entire crew jumps down to look at the damage. If to Eduardo before loosening up further, but if the PCs pull it
Eduardo loses control of the Rig as a result of failing the test for off, this could be a great way to garner valuable intelligence.
braking, one of two things will happen: the rig will either slam
into a building or obstacle, or else flip. The choice is the GM’s, ATTACK THE RIG ON THE ROAD
but either one could make things interesting for the Misfits! This is certainly the most dangerous option for the Misfits, but
perhaps also the most fun! As with the spike traps described
AMBUSH THE GANG ON ARRIVAL OR DEPARTURE above, their best bet may be to inflict Faults on the tires of
If they are overhead discussing this option by Old Ma, she tells the Black Rig. Otherwise, someone could attempt to board
them in no uncertain terms that they’d best be causing trouble the Rig from another character’s vehicle (likely Nerubian’s or
elsewhere. She remains successful and under the protection Stardust’s, as these are open-topped). Eduardo has no qualms
of most of the gangs around San Francisco because of her over using his truck as a weapon, while the other members of
impartiality, and that’s the way she’d like it to stay. In addition the gang will take every opportunity they can to blast away
to calling in Elroy and Quince if she feels they’re needed to back at any chasing vehicles. Unless the Misfits bring the Black Rig
up her words, she will also make sure the Misfits understand to a halt, Gorm will remain a motionless observer, though he
that they’ll draw the wrath of every gang for miles around if springs into action once the truck stops. Regardless of how
they cross her. Although she hasn’t ever taken to inflicting they decide to contend with the Black Rig, you should remind
her wares on visitors—for some strange reason, most people the group that simply killing the group or destroying the Rig
come here of their own volition in search of her horrendous was not Lord Hood’s request. For him, information is power.
tobac—she might be convinced to slip something a little special
into the drinks of the Chavez gang in order to dull their edge
once they’re out on the road. Talking her into this requires a
THE BLACK RIG
Following a fairly standard configuration, the Rig has a series
successful opposed Persuade test.
of fuel control valves located half-way along the storage tank,

31
but it also sports the addition of an unusually large mechanical
THE BLACK RIG
claw that has been mounted atop the tank next to a hastily
fabricated cabin. The Black Rig has four areas of interest. ENCLOSED, GROUND, WHEELED
A tough, rugged vehicle designed for transporting fuel. It
MAIN DRIVERS CAB
lacks in grace, but makes up for it with solid construction
Normally occupied by Eduardo, searching it will yield a full
and expansive capacity.
schedule of collections and deliveries in Santa Maria to a Los
Nigromantes cell in San Jose. They’re clearly up to something
right on the very doorstep of San Francisco. The large, long-
ATTRIBUTES
nose truck has been re-sprayed matte black and has also been SCALE SPEED BRAWN HANDLING

treated to a panoply of various symbols that are reminiscent 3 2 14 (+3) 0


of Day of the Dead imagery. The symbols appear to have been
DETAILS
finely etched over the entirety of the truck’s front surface, as
Max. Passengers Impact
shallow scratches reveal the paint scheme underneath. The
rear of the cab’s interior has been fortified with heavy sheeting 5 10
and contains numerous gun slots.
DEFENCES
THE FUEL STORAGE TANK Structure 10 EP 1

Although full of vapour and fuel residue, the tank is currently Armour 4
empty. One of the easiest ways to sabotage the Rig itself would
be to access the fuel valves and ignite the flammable contents, SPECIAL ABILITIES:
though it will require an Average (D1) Athletics test to get the • REAR GUN SHIELD: A single passenger may occupy this
valves open. Anyone caught within Close range of the explod- small space, allowing them to fire hand-held weaponry
ing Rig must make a Challenging (D2) Acrobatics test, suffering rearwards and remain protected by the rig’s armour.
6 damage with the Knockdown, Spread 2, Stun, Torrent, and
Vicious 1 qualities if they fail. Passing the test results in 2
It would be prudent for the characters to return to Lord Hood
damage with the Knockdown and Stun qualities.
in order to deliver their findings and—hopefully—their prize. If
they choose to do so, read them the following:
THE REAR CLAW
Perched atop the fuel storage tank itself is a small cabin hous-
You are greeted heartily by Lord Hood upon your return
ing the controls for a large grappling claw. Although not in
to the Britannia Arena.
working order, it could be repaired with the right equipment
and a successful Challenging (D2) Engineering test. When the “You Misfits have certainly surpassed my expectations!
Rig is traveling, this station is manned by one of the thugs and Really stuck it up ‘em, I hear. I bet their bloody witch doc-
has various personal effects, including a semi-automatic pistol tors didn’t see that coming ...ha, ha, ha! Now relax, drink,
taped to the cabin roof. and eat for tomorrow, ‘cause I’m going to send you back!
I’m done putting up with this crap right under our noses.
THE REAR GUN SHIELD We’re going to find out what they’re up to and bring down
Defending the rear of the Rig is a small compartment accessed the wrath of the Gent and Sundry if we have to!”
by an under-floor hatch near the rear axle. It is occupied by
a thug when on the Rig is on the road. The compartment sits
If the PCs return with the Devil’s Run tobac recipe, Spits will
behind sheet steel which has contains a small slit to allow
be greatly appreciative, which will net them certain benefits
rear firing of weapons. Several shotguns are housed in a rack
when seeking new resources. If they bargain hard enough, he
welded to the compartment wall.
might also agree to a slice of the profit from its distribution,
which will net them a small but regular income.
HITTING THE ROAD The Quickstart adventure ends here, though it will continue
Once they have dealt with Eduardo and his gang, the Misfits
within future instalments!
will either be in control of the Black Rig, or it will be a smoul-
dering wreck on the roadside. Either way, they should have
possession of the manifest, which will lead them on to further
opportunity to investigate the Los Nigromantes’ activities in
either San Jose or Santa Maria.

32
CHAVEZ GANGER (LACKEY) EDUARDO CHAVEZ (ELITE)
Muscular brutes with a cocksure attitude. A variety of Mexican- A mean and spiteful man with a huge chip on his shoulder,
style Day of the Dead tattoos and numerous piercings adorn Chavez is a short man with a huge temper. Unfortunately for
their exposed skin, whilst patches sporting the logos of Old him, he is the smallest of cogs in the machinery of the local
World heavy metal bands hold together well-worn leathers Los Nigromantes cell.
and other scraps of dead animal.
BACKGROUND
BACKGROUND Eduardo Chavez used to enjoy a certain amount of privilege
The Chavez Gangers are drawn from foot-soldiers of Los amongst Los Nigromantes, thanks to his position as logistics
Nigromantes. Frequently bullied and intimidated by their peers guru for their drug network connecting outlying cells. A series
despite their size, they use any opportunity possible to pass the of critical losses to rival gangs led to a rapid fall from grace and
brutality on to anyone unfortunate enough to cross their path. a huge debt to his masters that will take a lifetime of shipments
to repay. Out of fear of further losses, Eduardo doesn’t hesitate
ROLEPLAYING NOTES to shoot anyone that crosses either him or his gang.
• Suspicious of anyone who isn’t a Los Nigromantes
ROLEPLAYING NOTES
• Physically and verbally aggressive • A smidgen over 5 feet tall, he snaps and snarls orders at
• Prone to arm-waving when talking, usually with all those around him as if they were worthless
weapon in hand
• Frequently waves his large, powerful handgun in peo-
ple’s faces if he isn’t getting his way
KEY INFO
• They have little notion of Los Nigromantes’ plans • Fear for his skin means he won’t be easily bribed
• Houngan Willie is the leader of Los Nigromantes cell
in the area ATTRIBUTES
AGI AWA BRW COO INT PER WILL
• Los Nigromantes are using a refinery to the south
7 10 7 9 10 8 11

ATTRIBUTES FIELDS OF EXPERTISE


AGI AWA BRW COO INT PER WILL
Combat +3 2 Movement +1 1 Social — —
Fortitude +3 2 Senses +1 1 Technical — —
8 7 10 8 6 6 10
STRESS AND SOAK
FIELDS OF EXPERTISE
Vigour 7 Nerve 11
Combat +2 2 Movement +1 — Social +1 —
Armour Soak — Morale Soak —
Fortitude +2 1 Senses — — Technical — —

STRESS AND SOAK


ATTACKS:
Vigour 5 Nerve 5
Armour Soak 1 Morale Soak 1
• .44 MAGNUM: R/C, 7, 1H, Knockdown, Vicious 1
GEAR: The Black Rig
ATTACKS:
SPECIAL ABILITIES:
• ANTIQUE PISTOL: R/C, 3, Burst 1, 1H • HARDENED TRAILRUNNER: Chavez has lived a nomadic
or life of constant travel along the crumbling freeways of
the post-apocalypse. He may re-roll 1 d20 when making
• RAMINGTON SHOTGUN: C, 5, Burst 1, 2H, Blazing 1, a Drive, Discipline, Survival, or up to 2 when making
Knockdown, Spread 1
a Firearms test, but must accept the new results.
GEAR: Armoured Vest (Torso 1) Additionally, he reduces the range penalty by 1 when
using a firearm outside of the weapon’s optimal range,
SPECIAL ABILITIES: to a minimum of 0.
• TOUCHED BY DEATH: Initiation into Los Nigromantes is a • TOUCHED BY DEATH: Initiation into Los Nigromantes is
harrowing affair that leaves little to fear afterwards. The
a harrowing affair that leaves little to fear afterwards.
Gangers benefit from 1 Morale Soak.
Chavez benefits from 1 Morale Soak.

33
THE GORM (ELITE) • UNLIVING: The Gorm is immune to extremes of tempera-
The Gorm is a Revenant. This creature’s forearms and upper ture, plus the effects of starvation, suffocation, and thirst.
arm bones have grown at an accelerated rate until out of pro-
portion with the rest of its body, and these huge appendages • DEAD INSIDE: As a Revenant, the Gorm has no concept
of fear. It is immune to threaten attacks.
are fed nutrients by engorged arteries and veins. Although
docile when chained, the Gorm has been trained with rewards
for its actions and will follow simple attack instructions from
any of Chavez’ crew.

ROLEPLAYING NOTES
• Surprisingly fast, it will bludgeon any foe within its con-
siderable reach.

• Docile and unresponsive when chained


• Raging tornado of destruction against Los Nigromantes’
enemies when loosed

BACKGROUND
Exposed to an altered strain of the Revenant Virus as an ado-
lescent, the ravages it experienced from the virus flensed
the Gorm’s mind and played havoc with this its prepubes-
cent hormones.

ATTRIBUTES
AGI AWA BRW COO INT PER WILL

10 5 14 (2) 8 2 6 10

FIELDS OF EXPERTISE
Combat +3 2 Movement +1 1 Social — —
Fortitude +3 2 Senses +1 1 Technical — —

STRESS AND SOAK


Vigour 16 Nerve 10
Armour Soak 2 Morale Soak 5

ATTACKS:
• PUMMELLING BLOWS: Melee, 1H, 11, Knockdown, Stun
GEAR: Calcified Flesh (2)

SPECIAL ABILITIES:
• COMMON SPECIAL RULES:
• APOCALYPTIC 2: Add 2 to the Apocalypse pool as soon as
the Gorm enters the scene.

• FEAR 1: The first time a character encounters the Gorm,


they must attempt an Average (D1) Discipline test or
suffer 4 Stress

• SUPERHUMAN BRAWN 2: The Gorm adds 2 automatic


successes to Brawn tests, and increases both base melee
damage and Vigour by 2 (already included).

34
Chapter 7: Getting Savage

ALLIES AND NEMESES CHAVEZ GANGER


§ SPITS
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Driving d4, Fighting d6, Notice d4, Intimidation d6,
Attributes: Agility d8, Smarts d8, Spirit d4, Strength d6, Vigor d10 Shooting d6, Repair d4, Stealth d4, Taunt d6
Skills: Common Knowledge d8, Driving d6, Fighting d6, Pace: 6; Parry: 5; Toughness: 9 (1)
Intimidation d6, Notice d6, Repair d6, Shooting d6, Stealth d4, Hindrances: —
Taunt d4, Thievery d6 Edges: Brawny, Los Nigromantes (Immune to Revenant Fear)
Pace: 6; Parry: 5; Toughness: 7 Gear: Antique Pistol (Range 12/24/48, Damage 2d6+1, AP 1,
Hindrances: Ugly (Major) RoF 1) or Ramington Shotgun (Range 12/24/48, Damage
Edges: Hard to Kill, Nerves of Steel, Streetwise, Strong Willed 1–3d6, RoF 1), Old World Leathers (1).

§ GORM REVENANT
Gear: Stuzi SMG (Range 12/24/48, Damage 2d6, AP 1, RoF 3).
Special Abilities:
• Just What You Need: Spits is renowned for miraculously Attributes: Agility d6, Smarts d4, Spirit d12, Strength d12+3,
sourcing goods - especially alcohol and drugs. Once per Vigor d12
game, he can spend a Bennie and attempt a Common Skills: Fighting d10, Intimidation d10, Notice d4
Knowledge test. On a raise, he can lay his hands on the Pace: 6; Parry: 7; Toughness: 12 (1)
exact item being requested. Hindrances: Ugly, Clueless
Edges: Brawler, Bruiser, Frenzy, Hard to Kill, Sweep
HIGHWAY DESPERADO Special Abilities:
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8 • Armour +1: Thick Hide
Skills: Driving d4, Fighting d8, Notice d4, Intimidation d6, • Fear: Anyone seeing the Gorm must make a fear check.
Repair d4, Shooting d6, Stealth d4, Survival d6 • Fist: Str+d4, Reach 1.
Pace: 6; Parry: 6; Toughness: 6 • Size 1: Gorm stands a little over 7 feet in height.
Hindrances: Bloodthirsty • Undead: +2 Toughness; +2 to recover from being Shaken;
Edges: Brave no additional damage from Called Shots; immune to dis-
Gear: Revolver (Range 10/20/40, Damage 2d6, AP 1, RoF 1). ease and poisons; ignore 1 point of wound penalties.

§ OLD MA SETTING RULES


Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d8 There will be specific setting Edges, skills, and cultural pack-
Skills: Common Knowledge d8, Driving d4, Gambling d10, ages available to Savage Worlds characters created for the
Notice d6, Persuasion d10, Shooting d4, Taunt d8, Thievery d6 Devil’s Run setting.
Pace: 6; Parry: 2; Toughness: 6
Hindrances: Ugly (Minor) BORN TO THE WHEEL (BACKGROUND EDGE)
Edges: Connections, Scavenger, Streetwise, Strong Willed REQUIREMENTS: Novice, Agility d8+
Gear: Kitchen Knife (Sr+d4).
Your character has a connection with vehicles on an instinctual
level that allows them to instantly respond to the dynamics of
QUINCE OR ELROY
a high-octane death race. Add 5 MPH to the Top Speed of any
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
motorized vehicle the character is driving. Additionally, the
Skills: Fighting d6, Notice d4, Intimidation d6, Shooting d4
character gains +2 to their roll when using Change Position
Pace: 6; Parry: 5; Toughness: 6
as a Free Action, exactly as if they had used an Action instead
Hindrances: Clueless, Greedy, Loyal (Ma)
(see p. 115 of the Savage Worlds Adventure Edition Core Rules).
Edges: Brawler
Change Position can still only be used once per turn.
Gear: None.

§ EDUARDO CHAVEZ CULTURAL & INITIATE PACKAGES


Cultural Packages allow characters to become closely associ-
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d10
ated with a particular faction. Each character begins play with
Skills: Common Knowledge d6, Driving d10, Fighting d8,
a cultural package for free. Initiate Packages are designed to
Intimidation d6, Notice d4, Repair d6, Shooting d6, Taunt d8
allow characters a simple means of confitming or swapping
Pace: 6; Parry: 6; Toughness: 7
allegiance during both character creation and play. Each fac-
Hindrances: Mean, Small, Vengeful (Minor)
tion will also have a number of Echelon Packages to reflect
Edges: Command, Los Nigromantes
advancement through the ranks and the benefits of member-
Gear: S&W .44 (Range 12/24/48, Damage 2d6+1, AP 1, RoF 1).
ship to a sub-faciton.

35
BRITATTACK CULTURAL PACKAGE BRITATTACK INITIATE PACKAGE
RULES OF THE GENT AND SUNDRY: Members of BritAttack are GUTTERRAT: Anyone who wishes to join the Gent and Sundry
expected to understand and adhere to the convoluted rules of must serve time as a GutterRat, running errands and learning
the Gent and Sundry that govern the Clan and its sub-factions. their place in the Clans.
They begin play with d6 Faction Lore (BritAttack).
ATTRIBUTE REQUIREMENTS: Agility d6+.
LOOK AFTER YOUR OWN: The BritAttack share the spoils of war
SKILL REQUIREMENTS: Driving, Faction Lore (BritAttack) d6+.
amongst even the lowest of the Sundry. BritAttack characters
gain 1 free Vehicle Modification, which is in addition to any BASIC GEAR: Basic Gear: Clan-specific vehicle (choose from
Modifications their standard vehicle includes. CabCroozer, Muggy, or Scooter), Casual Clothing, Armoured
Clothing (Thick Coat), a Longsword or Warhammer (choose one).
HONOUR THY FAMILY (VOW, MAJOR): Regardless of their own
internal allegiance, when the need is dire the Gent and Sundry
are sworn to assist other members of the Clan in every way pos-
sible. Not doing so carries severe repercussions with the Clan.

36
4
SALVAGE
ALSA POINTS

ATTRIBUTES ALSA’S STOLEN MOTORCYCLE


AGI AWA BRW COO INT PER WIL
EXPOSED, GROUND, SINGLE-SEAT, WHEELED
10 9 9 10 9 8 10
SKILLS Along with capturing their relic, Absolution, Alsa also siezed
SKILL TN EXP FOC SKILL TN EXP FOC one of the Justice’s motorcycles.
Acrobatics 12 2 1 Heavy Weaps 13 3 2
Counsel 10 2 Lore 10 1 ATTRIBUTES
Discipline 13 3 2 Melee 11 1 SCALE SPEED BRAWN HANDLING
Drive 12 2 1 Observation 11 2 0 3 6 2
Engineering 10 1 Resistance 10 1
DETAILS
Firearms 12 2 1 Survival 10 1 1
Max. Passengers Impact

INCIDENTAL DAMAGE BONUS DAMAGE — 4 (Knockdown)


VIGOUR NERVE MELEE RANGED SOCIAL
HARDPOINTS
10 13 +1 +1 —
Chassis 1, Motive 2, Weapons 1

SOAK DEFENCES
HEAD TORSO L. ARM R. ARM R. LEG L. LEG Structure 6 EP 0
— 1 1 1 — —
Armour 2 Max. Fuel 3

MERCH: 4
SPECIAL ABILITIES:
TALENTS: Acrobatics: Graceful (reroll 1d20); Drive:
Canonballer (reroll 1d20); Discipline: Stubborn (reroll 1d20); • WINGS OF JUSTICE: The razor-sharp blades on the vehi-
cle add Piercing 1 its Impact damage.
Heavy Weapons: Rain of Fire (reroll 2), Big Boom (+1 to
Spread quality with HWs).

TRAITS: Self-Preservation

WEAPONS

• Absolution: Range L, 8, Burst 3, Unwieldy, Spread 1,


Unsubtle, Vicious 1

• Bert X: Range R/C, 5, Burst 1, 1H


• Knife: Melee, 4, Concealed 1, Subtle 2, Thrown,
Unforgiving 1

GEAR: 4 Reloads (Absolution), 2 Reloads (Bert X)

A defector from Los Nigromantes, she knew she didn’t belong


and clashed constantly with her Houngan. Fleeing after robbing
a sacred shrine, her thrill-seeking and fiery nature constantly
led her into trouble along the way. Flirting with almost every
faction, her trail led her to the Misfits of the BritAttack. The dis-
cipline of the Clan structure is one she inherently understands,
and one in which she can see the potential for advancement.
Power and influence appeal greatly to this untamed force of
nature. She has earned the particular ire of the Justice with the
theft of their holy relic, Absolution. Alsa fascinates Stardust,
a fact she exploits with open defiance when the whim takes
her. Her worst enemy is her own impatience to have everyone
fall in line behind her. Bone-white dreadlocks and plait define
a deadly beauty.

37
3
SALVAGE
NERUBIAN POINTS

ATTRIBUTES NERUBIAN’S CUSTOM CABCROOZER


AGI AWA BRW COO INT PER WIL
GROUND, RUGGED, WHEELED
10 10 8 10 8 9 9
SKILLS Ejected from the CabCroozer Clan, Nerubian has joined the
SKILL TN EXP FOC SKILL TN EXP FOC Misfits and literally left her cab behind.
Acrobatics 11 1 1 Inisght 11 2
Athletics 9 1 Melee 11 1 ATTRIBUTES
Discipline 11 2 1 Observation 12 2 1 SCALE SPEED BRAWN HANDLING
Drive 14 4 2 Resistance 10 2 1 1 2 12 (+1) 1
Firearms 13 3 2 Stealth 11 1
DETAILS
Heavy Weaps 11 1 Survival 12 2 1
Max. Passengers Impact

INCIDENTAL DAMAGE BONUS DAMAGE 5 7 (Knockdown)


VIGOUR NERVE MELEE RANGED SOCIAL
DEFENCES
10 11 — +2 +1
Structure 14 EP 0

SOAK Armour 2 Max. Fuel 10


HEAD TORSO L. ARM R. ARM R. LEG L. LEG
— 1 — — — —
SPECIAL ABILITIES:
• .50 CAL: The rear cab sports a pintle-mounted .50 cal
MERCH: 6 (Range L, 8[CD], Burst 3, Mounted, Grievous, Salvo 1
[Anti-Materiel 1, Terrifying 1], Spread 1, Vicious 1)
TALENTS: Drive: Canonballer (reroll 1d20), Horizon Chaser
(+2d20 per Momentum [max. +3d20]); Firearms: Marksman • EXPOSED CAB: The rear cab has the Exposed (+2[CD]
(reroll 2), Clear Shot (reduce range penalty by 1 [min. 0]); Cover) Trait.
Resistance: Hardy (reroll any unsuccessful dice); Survival:
Subsistence (reroll 1d20).

TRAITS: Restless

WEAPONS

• Antique Pistol: Range R/C, 6, Burst 1, 1H


• Stuzi SMG: Range C, 1+7, Burst 2,
Unbalanced, Vicious 1

GEAR: 4 Reloads each (Pistol, SMG), 2 Reloads (.50 Cal)

A wiry, soot-coloured wraith more slender than an Abyssinian


cat, her almond-shaped hazel coloured eyes blaze with a vital-
ity and fervour that belies her undernourished appearance.
Smart and savvy, her twin vices of style and flare are plainly
apparent in the form of her modish waistcoat and exagger-
ated pants, though her chic appearance has flatfooted many
a careless opponent; the weaponry she has hidden around her
person is as dapper and dangerous as her fashion sense. Her
other two loves are the customised Croozer she drives and the
trail she chooses to forge with it. From sunrise to sunset, she
lives for the open road and its windswept caress. She is always
the first to lead the advance, though none have yet managed
to glean what exactly is chasing her—or at least, anyone who
has learned is no longer alive to tell the tale.

38
3
SALVAGE
RAIZAR POINTS

ATTRIBUTES RAIZAR’S PRANSIT


AGI AWA BRW COO INT PER WIL
GROUND, RUGGED, WHEELED
9 9 12 8 8 9 10
SKILLS An outcast of the Chalkie Clan, Raizar has taken his load
SKILL TN EXP FOC SKILL TN EXP FOC capacity and joined it with the Misfits.
Acrobatics 10 1 Heavy Weaps 9 1
Athletics 15 3 2 Melee 11 2 1 ATTRIBUTES
Discipline 11 1 1 Observation 10 1 1 SCALE SPEED BRAWN HANDLING
Drive 10 1 1 Resistance 16 4 2 2 2 14 (+2) 1
Engineering 9 1 Thievery 11 2
DETAILS
Firearms 10 2 1 Traffic 10 1 1
Max. Passengers Impact

INCIDENTAL DAMAGE BONUS DAMAGE 9 8 (Knockdown)


VIGOUR NERVE MELEE RANGED SOCIAL
DEFENCES
16 11 +3 +1 +1
Structure 18 EP 1

SOAK Armour 4 Max. Fuel


HEAD TORSO L. ARM R. ARM R. LEG L. LEG
— 2 1 1 1 1
SPECIAL ABILITIES:
MERCH: 6 • HEAVY FLAMER: A Heavy Flamer protrudes from the
front passenger window (Range C, 6, Burst 1, Mounted,
TALENTS: Athletics: Strong Back 2 (2 bonus Momentum), Incendiary 3, Munition, Terrifying 2, Torrent)
Might 1 (+1d20 on lifting objects); Drive: Canonballer (reroll
1d20); Resistance: Hardy (reroll any unsuccessful dice), Just
a Scratch (6 Vigour to suffer a Wound)

TRAITS: Bloodthirsty

WEAPONS

• Ramington Shotgun: Range C, 6, Burst 1, 2H,


Knockdown, Spread 1

• Steel Pipe: Melee, 7, Unbalanced, Subtle, Stun


GEAR: 4 Reloads (Ramington)

A hulking brute with a stern gaze and dark sense of humour.


His closely shaven scalp sprouts a long braid of golden bram-
bles from the back of his skull, complete with wicked looking
metal shards randomly knotted into the tangles. Similar shards
are also threaded into the thick rubber that serves as armour,
the pieces of tire then affixed to layers of old leather. Hidden
below this rubberised carapace, a crude form of chain mail
provides further protection and completes his barbaric appear-
ance. Storm cloud grey eyes that hint of deeper thinking and
tempered rage glare from beneath a heavyset brow. A trusty
shotgun is his favoured bedside companion, though he also
sports an assortment of clubs and cudgels. Renowned for being
able to receive as much punishment he’s able to dish out, Raizar
has an odd phobia of weapons that slice.

39
4
SALVAGE
STARDUST POINTS

ATTRIBUTES STARDUST’S RETRO MUGGY


AGI AWA BRW COO INT PER WIL
GROUND, RUGGED, WHEELED
9 9 8 9 10 10 10
SKILLS Originally from the Muggy Clan, Stardust has formed his own
SKILL TN EXP FOC SKILL TN EXP FOC team and converted his Muggy to his own unique style.
Acrobatics 11 2 Lore 12 2 1
Command 11 1 1 Melee 11 2 1 ATTRIBUTES
Discipline 11 1 1 Observation 10 1 1 SCALE SPEED BRAWN HANDLING
Drive 12 3 3 Persuade 13 3 2 1 2 10 1
Firearms 10 1 Stealth 10 1 1
DETAILS
Insight 10 1 Survival 10 1
Max. Passengers Impact

INCIDENTAL DAMAGE BONUS DAMAGE 1 5 (Knockdown)


VIGOUR NERVE MELEE RANGED SOCIAL
DEFENCES
8 11 — +1 +3
Structure 10 EP 0

SOAK Armour 4 Max. Fuel 8


HEAD TORSO L. ARM R. ARM R. LEG L. LEG
— 1 1 1 — —
SPECIAL ABILITIES:
MERCH: 4 • ALL-TERRAIN: The vehicle gains 2 Conditional
Soak against damage suffered as a result of failing a
TALENTS: Command: Listen Up (reroll 1d20); Drive: terrain test.
Canonballer (reroll 1d20); Lore: Initiate (reroll 1d20); Melee:
No Mercy (reroll 1); Persuade: Charismatic (reroll 1d20),
Force of Presence (+1 on mental attacks)

TRAITS: Unrepentant Manipulator

WEAPONS

• Ramington Shotgun: Range C, 6, Burst 1, 2H,


Knockdown, Spread 1

• Long Knives: Melee, 3, 1H, Piercing 1, Subtle,


Thrown, Unforgiving 1

GEAR: 3 Reloads (Ramington), Leather Coat

So much that was known has been lost. So many of the secrets
that mankind had laid bare. But for those that with a keen eye
and the right kind of questions, a holy grail awaits. Stardust
knew he was different from an early age, knew he was des-
tined. His mortuary white skin stood him apart, while his
bloodshot irises marked every person to ever offer ridicule.
He absorbed information hungrily growing up, including how
the world turns, and what makes people tick. He gathered
the Misfits and taught them to listen, for not doing so could
mean life or death. His crown of bright red hair and matching
war paint mark him out, a portent of what is to come for those
savvy enough; games soon wear thin, leaving only his blades
to do the talking.

40
4
SALVAGE
PACH MAN POINTS

ATTRIBUTES BLUE (ELITE)


AGI AWA BRW COO INT PER WIL
ATTRIBUTES
9 10 10 10 8 8 10
AGI AWA BRW COO INT PER WILL
SKILLS
9 9 8 5 5 6 7
SKILL TN EXP FOC SKILL TN EXP FOC

Animal Hand 10 2 2 Melee 10 1 1 FIELDS OF EXPERTISE


Combat +2 1 Movement +1 Social — —
Athletics 11 1 1 Observation 11 1 1
Fortitude +1 Senses +2 Technical — —
Discipline 12 1 1 Resistance 12 1 1
Drive 11 1 Stealth 10 1 1 STRESS AND SOAK
Engineering 9 1 1 Survival 11 3 2 Vigour 8 Nerve 7

Firearms 13 3 3 Thievery 11 1 Armour Soak — Morale Soak —

INCIDENTAL DAMAGE BONUS DAMAGE ATTACKS:


VIGOUR NERVE MELEE RANGED SOCIAL
• BITE: Melee, 1H, 3[CD], Piercing 1
11 11 +2 +2 —
SPECIAL ABILITIES:
SOAK • GRAPPLER (1 FALLOUT): In addition to any other trig-
HEAD TORSO L. ARM R. ARM R. LEG L. LEG gered Effects, when Blue rolls any Effects on damage
— 1 1 1 1 1 dice, he may pay 1 Fallout to grapple his target (must be
man-sized or smaller). The target is unable to move or
MERCH: 4 take action except to attempt an Acrobatics or Athletics
test with a difficulty equal to the number of Effects
TALENTS: Animal Handling: Wild Empathy 1 (roll 1 bonus
rolled. Exploit Actions against Blue’s grappled victim are
d20 on successful test, adding result to total) Firearms:
reduced in difficulty by one step. Blue may not move
Marksman (reroll 3), Clear Shot (reduce range penalty by
while grappling, though releasing is a Free Action.
1 [min. 0]), Precise Shot (Called Shot costs 1 Momentum);
Stealth: Scout (reroll 1d20); Survival: Subsistence (reroll 1d20)

TRAITS: Jaded Survivalist

WEAPONS

• Pioneer Custom Sniper Rifle: Range L, 8, Burst 3,


Unwieldy, Unforgiving 1, Vicious 1

• Monkey Wrench: Melee, 6, 1H, Subtle, Stun


GEAR: 3 Reloads (Pioneer), Custom Armour, Leg Brace

Not ten years old when the world ended, Pach Man struggled
to survive in a land now hostile to life. Survive he did, though,
as even a brush with the Revenant Virus that required drastic
action couldn’t keep him down. His faithful companion, Blue,
kept him sane and fed as he fashioned a prosthetic and trained
relentlessly to regain full mobility. More recent adjustments
also allow for the limb’s use as a brace for his sniper rifle. A man
of few words who rarely discusses his wilderness years, Pach
struck up a silent friendship with Raizar on his and Blue’s arrival
in Pacifica. Riding in the rear of the Pransit, the pair now act as
overwatch and audible alarm for the Misfits’ various missions.

BLUE: The Devil’s Run RPG Corebook contains deeper rules


for animal companions. For now, directing Blue is a Free Action
(guard, attack, etc.). Blue will automatically defend Pach Man.

41
3
SALVAGE
TERA POINTS

ATTRIBUTES TERA’S SCOOTER


AGI AWA BRW COO INT PER WIL
EXPOSED, GROUND, SINGLE-SEAT, WHEELED
8 9 10 9 10 9 10
SKILLS Relying on her friends and associates for transport more often
SKILL TN EXP FOC SKILL TN EXP FOC than not, Tera rarely makes use of her scooter.
Athletics 12 2 1 Insight 10 1
Discipline 11 1 Lore 11 1 1 ATTRIBUTES
Drive 10 1 1 Melee 9 1 SCALE SPEED BRAWN HANDLING
Engineering 13 3 3 Observation 11 2 1 0 2 5 2
Firearms 10 1 1 Resistance 11 1
DETAILS
Heavy Weaps 11 2 2 Traffic 11 2 2
Max. Passengers Impact

INCIDENTAL DAMAGE BONUS DAMAGE — 3 (Knockdown)


VIGOUR NERVE MELEE RANGED SOCIAL
DEFENCES
11 11 +2 +1 +1
Structure 5 EP 0

SOAK Armour 2 Max. Fuel 4


HEAD TORSO L. ARM R. ARM R. LEG L. LEG
— 1 1 1 — —
SPECIAL ABILITIES:
MERCH: 9 • NIPPY: Ignore the difficulty increase for the Reckless
Driving Minor Action.
TALENTS: Athletics: Strong Back 1 (1 bonus Momentum);
Engineering: Natural Engineer (reroll 1d20), Greasemonkey
1 (1 bonus Momentum), Snap Diagnosis (Engineering tests
for are -1 difficulty, Exploit with Engineering grants 3 bonus
Momentum); Traffic: Pedlar (roll bonus 1d20 if a success
is rolled), Garrulous 1 (-1 difficulty to Traffic for finding
a contact)

TRAITS: Stickler for Rules

WEAPONS

• Shooter: Range C, 6, Burst 1, Unbalanced, Spread 1


• Monkey Wrench: Melee, 6, 1H, Subtle, Stun
GEAR: 3 Reloads (Shooter), Leather Coat, Tool Kit, 2x Parts

Gregarious and restive, Tera is always on the lookout for her


next lucrative deal or untapped contact. Unlike the rest of
the Misfits, she has friends and associates throughout the
BritAttack despite not being officially tied to any one Clan;
she freely drifts between them, arranging transactions and
sourcing goods as she goes. She has a long-standing and
easy friendship with Nerubian, which in turn has made her an
associate of the Misfits. Although she has a scooter for flitting
about, she often relies on Neru for longer journeys, chaining her
bike to the rear bed and manning the .50 cal when necessary.
Tera’s mechanical knowledge ensures that she can always find
a spare part or upgrade that someone will need. Her respect
for the Rules of the Gent and Sundry also ensures that the
Misfits generally blur the lines, rather than outright cross them.

42
§ ALSA
A defector from Los Nigromantes, she knew she didn’t belong
and clashed constantly with her Houngan. Fleeing after robbing ALSA’S STOLEN MOTORCYCLE
a sacred shrine, her thrill-seeking and fiery nature constantly
SIZE/HANDLING/TOP SPEED: 2/+1/100
led her into trouble along the way. Flirting with almost every
faction, her trail led her to the Misfits of the BritAttack. The dis- TOUGHNESS: 10 (1)
cipline of the Clan structure is one she inherently understands,
CREW: 1
and one in which she can see the potential for advancement.
Power and influence appeal greatly to this untamed force of NOTES: 50% chance any uncalled shot hits the character
nature. She has earned the particular ire of the Justice with
the theft of their holy relic, Absolution. Alsa fascinates Stardust, WEAPONS
a fact she exploits with open defiance when the whim takes WINGS OF JUSTICE: These special blades have been
her. Her worst enemy is her own impatience to have everyone designed to rend and tear an enemy vehicle when per-
fall in line behind her. Bone-white dreadlocks and plait define forming the Sideswipe maneuver. Add +2 to all damage
a deadly beauty. calculations when Sideswiping. Additionally, vehicles with
Heavy Armour that have been subject to a Sideswipe add
their Armour rating to their Toughness only once when
NOVICE comparing values. Scoring a raise on the opposed Driving
ATTRIBUTES: Agility d6, Smarts d6, Spirit d6, Strength
roll to Sideswipe a vehicle will permanently reduce the
d8, Vigor d6
target vehicle’s Armour rating by one if it suffers a Wound
SKILLS: Athletics d6, Common Knowledge d4, Driving d6, from the vehicle equipped with Blades of Justice.
Faction Lore (BritAttack and LN) d6, Notice d4, Persuasion
d4, Repair d6, Shooting d8, Stealth d4, Survival d4

PACE: 6; PARRY: 5; TOUGHNESS: 6 (1)

HINDRANCES: Greedy (Minor), Outsider (Minor),


Wanted (Major)

EDGES: Attractive, BritAttack Initiate Package (see p. 36),


Los Nigromantes Cultural Package (see below)

GEAR: Absolution (Range 30/60/120, Damage 2d8+1, AP


2, RoF 4, Min Str. d8, Heavy Weapon, Snapfire), 4 Clips (12
rounds in each, Knife (Str+d4), Leather Jacket (1)

NEW CULTURAL PACKAGE: LOS NIGROMANTES

• CULT DE LA MORT: Members of Los Nigromantes are


taught the truth of the world now that Baron Samedi
has blurred the lines between realms. They begin play
with d6 Faction Lore (Los Nigromantes).

• LIVING THE AFTERLIFE: Los Nigromantes canon teaches


that the underworld, spirit world, and mortal realm are
one and the same. Death is now truly part of life. Los
Nigromantes are immune to Revenant-induced fear.

• SAMEDI’S TAX (OUTSIDER, MAJOR): Joining Los


Nigromantes is a one-way ticket that ensures service
even in death. Steeped in the cult of the afterlife as they
are, Los Nigromantes subtract 2 from Persuasion rolls
when interacting with non-members and are accorded
no rights by any other gang. Los Nigromantes regularly
send war parties and Revenants to hunt down deserters.

43
§ NERUBIAN
A wiry, soot-coloured wraith more slender than an Abyssinian
cat, her almond-shaped hazel coloured eyes blaze with a vital- NERUBIAN’S CUSTOM CABCROOZER
ity and fervour that belies her undernourished appearance.
SIZE/HANDLING/TOP SPEED: 8 (Huge)/0/75
Smart and savvy, her twin vices of style and flare are plainly
apparent in the form of her modish waistcoat and exagger- TOUGHNESS: 14 (3)
ated pants, though her chic appearance has flatfooted many
CREW: 2+4
a careless opponent; the weaponry she has hidden around her
person is as dapper and dangerous as her fashion sense. Her
WEAPONS
other two loves are the customised Croozer she drives and the
.50 CAL: (Range 50/100/200, Damage 2d10, AP 4, RoF 3,
trail she chooses to forge with it. From sunrise to sunset, she
Heavy Weapon, Pintle Mount [Front], Snapfire, Stabiliser)
lives for the open road and its windswept caress. She is always
the first to lead the advance, though none have yet managed
to glean what exactly is chasing her—or at least, anyone who
has learned is no longer alive to tell the tale.

NOVICE
ATTRIBUTES: Agility d8, Smarts d6, Spirit d6, Strength
d4, Vigor d6

SKILLS: Athletics d8, Common Knowledge d4, Driving


d8, Faction Lore (BritAttack) d6, Fighting d4, Notice d6,
Persuasion d4, Shooting d8, Stealth d6, Survival d6

PACE: 6; PARRY: 4; TOUGHNESS: 5

HINDRANCES: Curious (Major), Outsider (Minor)

EDGES: Born to the Wheel, BritAttack Cultural Package


(see p. 36), BritAttack Initiate Package (see p. 36)

GEAR: Antique Pistol (Range 12/24/48, Damage 2d6+1, RoF


1, AP  1, Semi-Auto), 4 Antique Pistol Clips (12 rounds in
each), Stuzi SMG (Range 12/24/48, Damage 2d6, RoF 3,
AP 1, Auto), 3 Stuzi Magazines (45 rounds in each)

44
§ RAIZAR
A hulking brute with a stern gaze and dark sense of humour.
His closely shaven scalp sprouts a long braid of golden bram- RAIZAR’S PRANSIT
bles from the back of his skull, complete with wicked looking
SIZE/HANDLING/TOP SPEED: 9 (Huge)/0/60
metal shards randomly knotted into the tangles. Similar shards
are also threaded into the thick rubber that serves as armour, TOUGHNESS: 18 (3)
the pieces of tire then affixed to layers of old leather. Hidden
CREW: 1+6
below this rubberised carapace, a crude form of chain mail
provides further protection and completes his barbaric appear-
WEAPONS
ance. Storm cloud grey eyes that hint of deeper thinking and
HEAVY FLAMER: (Cone or MBT, Damage 3d8, RoF 1)
tempered rage glare from beneath a heavyset brow. A trusty
shotgun is his favoured bedside companion, though he also
sports an assortment of clubs and cudgels. Renowned for
being able to receive as much punishment he’s able to dish
out, Raizar has an odd phobia of weapons that slice.

NOVICE
ATTRIBUTES: Agility d6, Smarts d4, Spirit d6, Strength
d8, Vigor d6

SKILLS: Athletics d6, Common Knowledge d4, Driving


d6, Faction Lore (BritAttack) d6, Fighting d8, Gambling
d4, Intimidation d6, Notice d4, Persuasion d4, Shooting
d6, Stealth d4

PACE: 6; PARRY: 6; TOUGHNESS: 8 (2)

HINDRANCES: Bloodthirsty (Major), Mean (Minor),


Outsider (Minor)

EDGES: Brawny, BritAttack Cultural Package (see p. 36,


BritAttack Initiate Package (see p.36)

GEAR: Custom Armor (2), Ramington Shotgun (Range


12/24/48, Damage 1–3d6, RoF 1), 24 Shotgun Shells

45
§ STARDUST
So much that was known has been lost. So many of the secrets
that mankind had laid bare. But for those that with a keen eye STARDUSTS’S RETRO MUGGY
and the right kind of questions, a holy grail awaits. Stardust
SIZE/HANDLING/TOP SPEED: 4 (Large)/+1/90
knew he was different from an early age, knew he was des-
tined. His mortuary white skin stood him apart, while his TOUGHNESS: 11 (1)
blood shot irises marked every person to ever offer ridicule.
CREW: 1+1
He absorbed information hungrily growing up, including how
the world turns, and what makes people tick. He gathered
MODS
the Misfits and taught them to listen, for not doing so could
FOUR WHEEL DRIVE: Ignore Driving penalties for diffi-
mean life or death. His crown of bright red hair and matching
cult terrain.
war paint mark him out, a portent of what is to come for those
savvy enough; games soon wear thin, leaving only his blades
to do the talking.

NOVICE
ATTRIBUTES: Agility d6, Smarts d8, Spirit d8, Strength
d4, Vigor d4

SKILLS: Academics d6, Athletics d4, Common Knowledge


d6, Driving d6, Fighting d6, Intimidation d6, Notice d4,
Persuasion d6, Shooting d4, Stealth d4, Taunt d4

PACE: 6; PARRY: 6; TOUGHNESS: 5 (1)

HINDRANCES: Greedy (Minor; Old World Tech),


Outsider (Minor)

EDGES: BritAttack Cultural Package (see p. 36), BritAttack


Initiate Package (see p. 36), Charismatic

GEAR: Leather Overcoat (1), Long Knives (Str+d4),


Ramington Shotgun (Range 12/24/48, Damage 1–3d6, RoF
1), 16 Shotgun Shells

46
§ PACH MAN

§ BLUE
Not ten years old when the world ended, Pach Man struggled
to survive in a land now hostile to life. Survive he did, though,
as even a brush with the Revenant Virus that required drastic Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6,
action couldn’t keep him down. His faithful companion, Blue, Vigor d6
kept him sane and fed as he fashioned a prosthetic and trained Skills: Fighting d6, Notice d10, Stealth d6
relentlessly to regain full mobility. More recent adjustments Pace: 8; Parry: 5; Toughness: 5
also allow for the limb’s use as a brace for his sniper rifle. A man Edges: Alertness
of few words who rarely discusses his wilderness years, Pach Hindrances: Loyal (Pach Man), Quirk (must be carried up
struck up a silent friendship with Raizar on his and Blue’s arrival or down stairs)
in Pacifica. Riding in the rear of the Pransit, the pair now act as Special Abilities:
overwatch and audible alarm for the Misfits’ various missions. • Bite: Str+d4.
• Fleet-Footed: Roll a d10 when running, instead of a d6.
• Go for the Throat: Blue instinctively goes for an oppo-
nent’s soft spot. With a raise on his attack roll, he hits
the most weakly armoured location.
• Size -1
NOVICE
ATTRIBUTES: Agility d6, Smarts d6, Spirit d6, Strength
d6, Vigor d6 Unless they have previously established a rapport with
the NPC they are interacting with, the character can
SKILLS: Athletics d6, Common Knowledge d4, Driving
never score more than a single raise on a Persuasion
d4, Faction Lore (BritAttack) d6, Fighting d4, Notice
test with a non-Freelancer. The character begins play
d6, Persuasion d4, Repair d4, Shooting d8, Stealth d4,
with 3 contacts drawn from any factions of their choos-
Survival d4
ing that this does not apply to. At the GM’s discretion,
PACE: 4; PARRY: 4; TOUGHNESS: 7 (2) following a major plot point, the character may sacrifice
an advance to negate the effects of this Hindrance with
HINDRANCES: One Leg (Major), Outsider (Minor)
one particular faction.
EDGES: Animal Companion, BritAttack Initiate Package

GEAR: Custom Armor (2), Custom Prosthetic (Acts as Bipod),


Pioneer Custom Sniper Rifle (Range 30/60/120, Damage
2d8+1, RoF 3), 40 Pioneer rounds, Monkeywrench (Str+d6)

SPECIAL NOTE:
In a generous mood, the GM agreed that Pach Man’s trusty
companion, Blue, could be upgraded to a Wild Card in return
for giving up the vehicle normally granted with the BritAttack
Initiate package.

FREELANCERS CULTURAL PACKAGE:


• NO JOB TOO SMALL: The average Freelancer is unlikely
to turn down any kind of payday, which means they
usually get to work for several factions. Freelancer char-
acters never suffer the penalty associated with being
unskilled when making a Faction Lore roll.

• STASHED THE CASH: Freelancers work harder than most


for their coin, or else have learned to barter hard for the
few comforts left in the post-apocalypse. They begin
play with an extra $500 in starting funds.

• ALWAYS LOOKING IN: With few friends other than their


own skin, Freelancers are almost always looking in from
the outside in relation to the factions they work for.

47
§ TERA
Gregarious and restive, Tera is always on the lookout for her
next lucrative deal or untapped contact. Unlike the rest of TERA’S SCOOTER
the Misfits, she has friends and associates throughout the
SIZE/HANDLING/TOP SPEED: 0/+1/50
BritAttack despite not being officially tied to any one Clan;
she freely drifts between them, arranging transactions and TOUGHNESS: 7 (1)
sourcing goods as she goes. She has a long-standing and
CREW: 1
easy friendship with Nerubian, which in turn has made her an
associate of the Misfits. Although she has a scooter for flitting
MODS
about, she often relies on Neru for longer journeys, chaining her
NIPPY: Gain a raise for every 3 points over the TN when
bike to the rear bed and manning the .50 cal when necessary.
making a test for a manoeuvre (instead of every 4).
Tera’s mechanical knowledge ensures that she can always find
a spare part or upgrade that someone will need. Her respect
for the Rules of the Gent and Sundry also ensures that the
Misfits generally blur the lines, rather than outright cross them.

NOVICE
ATTRIBUTES: Agility d6, Smarts d6, Spirit d6, Strength
d6, Vigor d6

SKILLS: Academics d4, Athletics d4, Common Knowledge


d4, Driving d4, Faction Lore (BritAttack) d6, Fighting d4,
Gambling d4, Notice d6, Persuasion d6, Repair d6, Shooting
d8, Stealth d4

PACE: 6; PARRY: 5; TOUGHNESS: 6 (1)

HINDRANCES: Curious (Major)

EDGES: BritAttack Cultural Package, BritAttack Initiate


Package, Streetwise

GEAR: Shooter (Range 10/20/40, Damage 1–3d6, RoF


1), 16 Shooter rounds, Leather Overcoat (1), Tool Kit,
Monkeywrench (Str+d6)

48

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