Street View 4

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    Street ViewStreet ViewStreet ViewStreet View(To be played with Google Maps street view)

    How to Play:How to Play:How to Play:How to Play:Choose an area in google maps with complete street view coverage, allowing you to 'walk'along streets by clicking with the mouse.Highly populated places are good, bur rural can work just as well.You will navigate around your chosen area, clicking where you want to go.Each 'move' along the road/path takes 10 minutes of game time. Note how long you havesurvived!You are free to look around and zoom in each location.As you look around, you should note the categories of things you can see on screen, androll on the corresponding table below.The Categories are:Building, Person, Animal, Vehicle, Environmental EffectAs soon as you see one of these things, roll on its table below.If you see more than one type of category on screen, you can choose which to 'approach'

    first. The only exception to this is people.You must roll immediately if people are present. Roll for each person, and include anyoneinside buildings, cars etc. (They will count as in cover)If you have trouble with too many people, you can set a 25 person limit.You are free to explore, rolling for multiple buildings, vehicles, etc.You can move on to the next view after any encounters have been resolved, but rememberto note that 10 minutes have passed.In rural areas with no buildings, you may move more quickly. Each move only take 5minutes in these areas.

    YOUR STATS:YOUR STATS:YOUR STATS:YOUR STATS:Randomize the following;

    Strength 2D6Dexterity 2D6

    Cool 2D6Smarts 2D6

    Charisma 2D6

    Testing a characteristic:Testing a characteristic:Testing a characteristic:Testing a characteristic:If the Need comes up to 'test' your any of your stats, roll 2D6 and compare the result tothe related stat. If the result is equal or less, the test is a success.If the result is above your stat, the test is failed.If you are fired at with a ranged weapon, you must make a Cool test to 'keep your cool'Failure means you must leave the current street view and flee to the next. NPCs follow thesame rules. if they fail a Cool check, they are 'removed' and no longer count as part of thesituation. They scamper and hide, never to be seen again.If you need to make a test for an NPC, just randomise the necessary stat using the methodabove.

    Inventory:Inventory:Inventory:Inventory:You also have an inventory. Keep track of the things you pick up. You can carry a numberof items equal to your Strength X 3

    RANDOM TABLES TO FOLLOW:RANDOM TABLES TO FOLLOW:RANDOM TABLES TO FOLLOW:RANDOM TABLES TO FOLLOW:

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    BuildingBuildingBuildingBuildingD6 | Result1 | Loot (Roll below)2 | Vehicle Parts (Roll below)3 | Bed (Can rest here - see Combat/wounding section below)4 | Lookout/Windows (can see street, and count as "in cover")5 | Stairwell (can get to next level: Roll again on the Building table)6 | Encounter (Roll below)

    LootLootLootLootD6 | Result1 | Food - can eat it to recover D3 of a chosen stat2 | Equipment (Roll below)3 | Weapons (Roll below)4 | Clothing (Roll below)5 | Vehicle Parts (Roll below)6 | Special Equipment (Roll below)

    EquipmentEquipmentEquipmentEquipmentD6 | Result1 | Tent - Will keep you out of the rain2 | Shovel - can be used as a -1 weapon.3 | Hunting Knife - Allow you to gut dead animals, retrieving food (takes4 | Hatchet - Allows you to chop wood (must be able to see a tree)5 | Crowbar - Can get through locked gates6 | Rope - Can tow cars, tie up unfriendly people (requires strenth test)

    WeaponsWeaponsWeaponsWeaponsD6 | Result

    1 | Baseball bat (Melee weapon)2 | Knife (Melee weapon)3 | Pistol (D6 rounds, Ranged weapon)4 | Rifle (D6 rounds, Ranged weapon)5 | Shotgun (D6 rounds, Ranged weapon)6 | High Powered weapon (Roll below, Ranged weapon)

    High Powered Weapon (Count as +1 when rolling damage)High Powered Weapon (Count as +1 when rolling damage)High Powered Weapon (Count as +1 when rolling damage)High Powered Weapon (Count as +1 when rolling damage)D6 | Result1 | Assault Rifle (D6 rounds)2 | Assault Rifle (D6 rounds)3 | Automatic Shotgun (2D6 rounds)4 | Automatic Shotgun (2D6 rounds)5 | Sniper Rifle (D6 rounds)6 | Sniper Rifle (D6 rounds)

    ClothingClothingClothingClothingD6 | Result1 | Waterproof Jacket (See Environmental Effects below)2 | Sturdy Shoes (See Environmental Effects below)3 | Warm hat (See Environmental Effects below)4 | Good Socks +1 STR vs cold temporarily while worn5 | Wooly Jersey (See Environmental Effects below)

    6 | Poncho +1 Charisma temporarily while worn.

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    Special EquipmentSpecial EquipmentSpecial EquipmentSpecial EquipmentD6 | Result1 | Matches - Allow you to start a fire, if combined with wood.2 | Binoculars - You can roll for objects in the distance, without approaching.3 | Ammunition (Roll below)4 | Anti Radiation Medicine (See Radiation at the end of these rules)5 | Morphine - Removes any negatives from damage for D6 X 5 minutes6 | Bandages (See Wounding below)

    AmmunitionAmmunitionAmmunitionAmmunitionD6 | Result1 | Pistol: D6 rounds2 | Rifle: D6 rounds3 | Shotgun: D6 rounds4 | Assault Rifle: D6 rounds5 | Shotgun: D6 rounds6 | Sniper Rifle: D6 rounds

    Vehicle PartsVehicle PartsVehicle PartsVehicle PartsD6 | Result1 | Bike Wheels2 | Bike Wheels3 | Car Wheels4 | Car Wheels5 | Engine Parts6 | Engine Parts

    EncounterEncounterEncounterEncounterD6 | Result

    1 | Hazard (Roll below)2 | Hazard (Roll below)3 | Animal (Roll below)4 | Animal (Roll below)5 | Person (Roll below)6 | Person (Roll below)

    Hazard. Once a hazard has been resolved, you may move away.Hazard. Once a hazard has been resolved, you may move away.Hazard. Once a hazard has been resolved, you may move away.Hazard. Once a hazard has been resolved, you may move away.D6 | Result1 | Electricity: Smarts test. Fail=Dex test. Fail=take damage.2 | Noxious gas: Cool test. Fail=take damage at -13 | Radiation: Dex test. Fail=Absorb 1D6 X 20 mSv4 | Physical hazard (Drop, falling debris etc): Dex tex. Fail=take damage5 | Infection or Bacteria: Become naseus in 2D6 hours, then roll damage -16 | Booby Trap: Smarts test. Fail=take damage.

    AnimalAnimalAnimalAnimalD6 | Result1 | Friendly: Charisma check to get as companion2 | Friendly: Charisma check to get as companion3 | Indifferent: Charisma check to make friendly. Fail=Unfriendly4 | Unfriendly: Charisma Check at +1. to make indiff. Fail=Hostile5 | Hostile: Charisma check at +1. Fail=Attack (See Combat below)

    6 | Hostile: Charisma check at +2. Fail=Attack (See Combat below)

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    Person (Roll for each person present)Person (Roll for each person present)Person (Roll for each person present)Person (Roll for each person present)D6 | Result1 | Friendly: Charisma check to get loot. Fail=Indifferent2 | Friendly: Charisma check to get loot Fail=Indifferent3 | Indifferent: Charisma check to make friendly. Fail=Unfriendly4 | Unfriendly: Charisma Check at +1. to make indiff. Fail=Hostile5 | Hostile: Charisma check at +1. Fail=Attack (randomize weapon)6 | Hostile: Charisma check at +2. Fail=Attack (randomize weapon)

    Vehicle (Damaged on a 4+)Vehicle (Damaged on a 4+)Vehicle (Damaged on a 4+)Vehicle (Damaged on a 4+)D6 | Result (Use brackets if damaged)1 | Bike (Missing wheel)2 | Moped (Missing Engine parts)3 | Scooter (Missing Wheel)4 | Motorbike (Missing Engine parts)5 | Car (Missing D3 Wheels)

    6 | 4X4 Truck (Missing D3 Engine Parts)

    Vehicles:Vehicles:Vehicles:Vehicles:Vehicles that aren't damaged allow you to move twice as fast between views.Car and 4X4 truck only:Car and 4X4 truck only:Car and 4X4 truck only:Car and 4X4 truck only:If you encounter people or animals, you have the option of running them down. They getto make an attack against you (you count as at -2 damage for being in a car/behind cover)and then you can inflict +1 damage on them. Also roll a D6. On the roll of a 6, your vehicleis damaged. (Use the table above, depending on type)

    Environmental Effects:Environmental Effects:Environmental Effects:Environmental Effects:Instead of rolling for this, note the effect, and apply the result from below.

    RainRainRainRain - Takes an extra 5 minutes to walk between street views (so 15 minutes) SturdyShoes ignore this.If you don't have a waterproof jacket, you might also get cold. Roll a Strength check at +1. If you fail, all your damage rolls are at -1.Wooly Jersey does not prevent this kind of coldness.SnowSnowSnowSnow - Cold. Make a STR check. If you fail, all your damage is at -1 until you are warmedby a fire. Wooly Jersey prevents this, and warm hat gives a +1 to the STR checkBright sunshineBright sunshineBright sunshineBright sunshine - Count as Warmed.Overcast/CloudsOvercast/CloudsOvercast/CloudsOvercast/Clouds - No effect.

    COMBATCOMBATCOMBATCOMBATIf something attacks you, you enter a Combat. You may also initiate a combat yourself.Your options in combat:Your options in combat:Your options in combat:Your options in combat:During a combat, you musty select what you want to do, then simultaneously resolve itwith the enemyRoll to randomise their action from the Hostile Attack tables below.Take coverTake coverTake coverTake cover Enemies targeting you will have a -2 modifier to damageShout a tauntShout a tauntShout a tauntShout a taunt Enemy must make a cool test. If they fail, they roll D6: 1-3, Flee, 4-6 Giveup and become Unfriendly.Advance quickly to next coverAdvance quickly to next coverAdvance quickly to next coverAdvance quickly to next cover you are -1 to damage, count as in cover next turn.FleeFleeFleeFlee You leave the combat. The enemy inflicts damage on you, at -1 (counts as sprinting)With melee weapon only:With melee weapon only:With melee weapon only:With melee weapon only:Advance quickly to attackAdvance quickly to attackAdvance quickly to attackAdvance quickly to attack you inflict damage on the enemy

    Advance sprinting to attackAdvance sprinting to attackAdvance sprinting to attackAdvance sprinting to attack you inflict damage at -1 and count as sprinting this turn.

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    With ranged weapon only:With ranged weapon only:With ranged weapon only:With ranged weapon only:BlindBlindBlindBlind----Fire from behind coverFire from behind coverFire from behind coverFire from behind cover You count as in cover (-2 damage) and you inflict damageat -2 on an enemyFire from behind coverFire from behind coverFire from behind coverFire from behind cover You inflict normal damage on an enemyAdvance cautiously, using coverAdvance cautiously, using coverAdvance cautiously, using coverAdvance cautiously, using cover you are -1 to damage and inlfict damage at -1 to anenemyAdvance cautiously, firingAdvance cautiously, firingAdvance cautiously, firingAdvance cautiously, firing You inflict normal damage on an enemyAdvance Sprinting and Attack in meleeAdvance Sprinting and Attack in meleeAdvance Sprinting and Attack in meleeAdvance Sprinting and Attack in melee You may change to a melee weapon and attackat -1. You also count as sprinting this turn.Note guns can be used as -1 damage clubs in Melee (5+ The gun breaks)

    Advancing:Advancing:Advancing:Advancing: When you 'advance' you are able to get around an enemy and close the gapbetween you and them. Anyone who has 'advanced' negates any cover their target hasnext turn. (So hiding behind cover, etc., is useless)

    Hostile Person AttackHostile Person AttackHostile Person AttackHostile Person Attack - --- MeleeMeleeMeleeMeleeD6 | Result

    1 | Take cover (-2 cover)2 | Take cover - shout a taunt (-2 cover)3 | Advance cautiously, using cover (-1 cover)4 | Advance quickly to next cover (-1 cover)5 | Advance quickly to attack (normal damage)6 | Advance sprinting to attack (normal damage, count as sprinting)

    Hostile Person AttackHostile Person AttackHostile Person AttackHostile Person Attack - --- Ranged WeaponRanged WeaponRanged WeaponRanged WeaponD6 | Result1 | Take cover (-2 Cover)2 | Blind-Fire from behind cover (inflict -2 damage)3 | Fire from behind cover (inflict normal damage)

    4 | Advance cautiously, taking cover (-1 cover)5 | Advance cautiously, firing (normal damage)6 | Advance quickly, firing (inflict -1 damage)

    Animal AttackAnimal AttackAnimal AttackAnimal AttackD6 | Result1 | Hide Behind Cover. (-2 cover)2 | Advance quickly, using cover (-1 cover)3 | Advance through cover and attack -1 to damage, Animal Inflicts damage!4 | Advance quickly to attack Animal inflicts damage!5 | Advance quickly to attack Animal inflicts damage!6 | Advance sprinting to attack. Animal inflicts standard damage, is sprinting.

    DamageDamageDamageDamageWhenever a weapon inflicts damage, roll on this table and apply the result to the target.Damaged vehicles use the result from the Vehicle table above.D6 | Result (Use Brackets for vehicles)1 | Nothing2 | Nothing3 | Nothing4 | Wounded - see "Wounding" below (50% Damaged)5 | Wounded - see "Wounding" below (50% Damaged)6 | Killed You are dead. Game over. (Destroyed - Vehicle is removed)

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    Damage modifiers:Damage modifiers:Damage modifiers:Damage modifiers:----2222 if target is Behind cover----1111 if target is firing from behind cover, or advancing cautiously using cover----1111 if target is sprinting----2222 if target is a Vehicle or BuildingWeapons:Weapons:Weapons:Weapons:+1+1+1+1 for high powered weapon----2222 For fists only (unarmed)

    Your damage modifiers:Your damage modifiers:Your damage modifiers:Your damage modifiers:Depending on your statistics, you can gain bonuses to your damage rolls with weaponsMelee weapons:----1111 Low STR (below 6)+1+1+1+1 High STR (above 9)Ranged Weapons:----1111 Low DEX (below 6)+1+1+1+1 High DEX (above 9)

    WOUNDING:WOUNDING:WOUNDING:WOUNDING:If you are wounded, roll on the table below; NPCs that are wounded twice, die.

    D6 | Result1 | Lose D6 Strength2 | Lose D6 Dexterity3 | Lose D6 Cool4 | Lose D6 Smarts5 | Lose D6 Charisma6 | Bleeding: Roll again on this table every 10 minutes until bandaged

    Stats cannot go any lower than 0.At Str 0, There is a -2 to melee attack damageAt Dex 0, there is a -2 to ranged attack damageAt Cool 0 you always fall back when you need to make a cool check.At Smarts 0, you automatically fail smarts checksAt Charisma 0, people automatically attack you when hostile.As soon as you are wounded, you must make a cool test. If you fail, you flee.As soon as you are wounded, you must make a cool test. If you fail, you flee.As soon as you are wounded, you must make a cool test. If you fail, you flee.As soon as you are wounded, you must make a cool test. If you fail, you flee.If all your stats reach 0, you are dead.If all your stats reach 0, you are dead.If all your stats reach 0, you are dead.If all your stats reach 0, you are dead.

    Resting:Resting:Resting:Resting:Resting in a bed can help the healing process. You can recover D3 of any stat (yourchoice) for a single rest. Resting takes D6 Hours. Roll a single D6 for each rest. On a 6 youhave an encounter during the rest and get no stat recovery.Roll on the encounter table above.

    Food:Food:Food:Food:It takes 10 minutes to prepare and eat food. You regain D3 of a chosen stat, up to yourmaximum. Food can only be eaten once, and is removed from your inventory afterwards.

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    RADIATION:RADIATION:RADIATION:RADIATION:Radiation is cumulative, and does not go away. The dosage of radiation is measured inmillisieverts (mSv)

    Total Radiation Dosage:Total Radiation Dosage:Total Radiation Dosage:Total Radiation Dosage:250 mSv:250 mSv:250 mSv:250 mSv: No observable effects.250250250250 - --- 500 mSv:500 mSv:500 mSv:500 mSv: Some nausea and loss of appetite; and blood changes.500500500500 1500 mSv:1500 mSv:1500 mSv:1500 mSv: Nausea, vomiting, bone marrow, lymph nodes, spleen damaged. - ---1 to1 to1 to1 todamage rolls until treated.damage rolls until treated.damage rolls until treated.damage rolls until treated.(From here on we will use Sieverts.)1.51.51.51.5 3 Sv:3 Sv:3 Sv:3 Sv: Nausea, vomiting, diarrhea, malaise, infection; more severe bone marrow,lymph node, spleen damage; recovery probable, not assured.----1 to damage rolls until treated.1 to damage rolls until treated.1 to damage rolls until treated.1 to damage rolls until treated.3333 ---- 5 Sv:5 Sv:5 Sv:5 Sv: Above plus hemorrhaging, infection, diarrhea, skin peels, sterility; death ifuntreated. - ---1 to damage rolls until treated. You take damage: Roll once on the Damage1 to damage rolls until treated. You take damage: Roll once on the Damage1 to damage rolls until treated. You take damage: Roll once on the Damage1 to damage rolls until treated. You take damage: Roll once on the Damagetable, attable, attable, attable, at - ---1.1.1.1.

    5555 10 Sv:10 Sv:10 Sv:10 Sv: Above symptoms plus central nervous system impairment; death expected. - ---1111to damage rolls until treated You take damage: Roll once on the Damage table.to damage rolls until treated You take damage: Roll once on the Damage table.to damage rolls until treated You take damage: Roll once on the Damage table.to damage rolls until treated You take damage: Roll once on the Damage table.UnmodifiedUnmodifiedUnmodifiedUnmodified10+ Sv:10+ Sv:10+ Sv:10+ Sv: You are Fataly Dosed: Roll Damage at +1 each hour.: Roll Damage at +1 each hour.: Roll Damage at +1 each hour.: Roll Damage at +1 each hour.You may not attack, and each movement between street veiws takes twice as long.You may not attack, and each movement between street veiws takes twice as long.You may not attack, and each movement between street veiws takes twice as long.You may not attack, and each movement between street veiws takes twice as long.

    Dosages of less than 5 555 Sieverts can be treated with anti-radiation medicine. It takes anentire 24 hours for the medicine to work, and effectively removes 1 Sv/day from acharacters Total Radiation Dosage. A character counts as Treated after the 24 hours arefinished.