Академический Документы
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Once you have determined your character’s 3. Ho meless 11. Shop W orker
Chance Level and beginning Talents, you should use 4. Musician 12. Factory Wo rker
the following tables to define your character’s physical 5. T hief 13. Teacher
appearance. Yo u may randomly genera te physical traits 6. New-ager 14. Medic
by rolling a d6 on each table, or you may simp ly choose 7. Driver 15. G ovt Agent
a single trait from each tab le. 8. Journalist 16. Police Officer
9. Stud ent 17. Soldier
10. Office Wo rker 18. Actor
Height (1d) Weight (1d6)
4.0 Weapons and Armor W eapons such as knives and rocks can be
thrown. Such weapons have a short effective range in
The following is a list of weapons com mon to meters, roughly twice the Chance Leve l of the character
the world of Survival H orro r. Listed to the right of each utilizing them in such a m anner. Any Test made to
weapon is that weapon’s rating, a die roll made to attack a target beyond this range is made a half of the
determine damage inflicted by a successful attack. attacking character’s Chance Level.
Firearms have their ammo cap acity listed as well.
Firearms have an effective range in meters of In addition to armor physically worn by a
roughly ten times the Chanc e Lev el of the character character, their surroundings may also help to reduce
using them, with the exception of shotguns, which have the amount of damage that they take from a given
an effective range equal to roughly four times the incoming attack. In this case, such cover is treated like
Chance Leve l of the utilizing character in meters Any armor for the purpose of determining damage taken.
Test made to attack a target beyond a firearm’s effective That is, cover bestows an armor rating of either one or
range is made at half of the attacking character’s two points dependant upon the exact situation (normally
Chance Level. cover is only useful in protecting a character from
All firearms are capable of being fired twice ranged weapo nry).
per turn, provided that they have enough am munitio n in
them. A cha racter firing mo re than one sh ot in a turn is 5.0 Character Development
subject to the previously discussed rules governing
multiple actions being made in a turn, as each shot fired
Over the course of a game, characters can
counts as an action.
acquire additional talents and increase their Chance
Submachine guns and assault rifles are capable
Level. Players acquire these ch aracter improvements by
of sustaining automatic fire. The number of bullets that
expending Experience.
hit a target are eq ual to the Success Margin of the Test
Experience is an abstract measure of the
made to attack., with each successful hit causing the
knowledge that a character accumulates during game
amount of dama ge indicated o n the list of weapo ns. The
play. For each Game that a character completes, they
number of actual bullets fired is equal to the Success
gain one point of Experience. What constitutes a Game
Margin of the Test mad e to attac k, plus o ne.
is determined by the GM. A Game might be defined as
Shotguns fire a spray of pellets, causing a great
a single session of play, a complete scenario, or a series
amount of damage. W hen fired at a target in close range
of scenarios d ependant upo n the G M.
(half of the weap on’s effec tive range in meters), a
To increase a character’s Chance Level by one
shotgun inflicts an additional amount of damage equal
point a player must expend an am ount o f Experience
to the Success Margin of the Test made to attack.
equal to the character’s current Chance Level. Thus, a
The following is a list of armor types common
player whose character has a Chanc e Lev el of three
to the world of S urvival Horror. A s previously noted,
would need to expend three p oints of Experience to
armor increases a character’s defensive capab ility,
raise that character’s Chanc e Lev el to four.
reducing the damage that they a re dealt by an incoming
Acquiring a new Talent for a character only
attack. Listed to the right of each arm or type is that
costs one p oint of Experience, but the purchase o f a
armo r’s rating. The number before the slash rep resents
given Talent must somehow coincide with actions that
an armor type’s ability to absorb damage inflicted by
the character has attempted to perform during the
melee weapons, the numb er after the slash rep resents its
current Game. For example:
ability to absorb d amage inflicted by firearms.
Damon Creed ha s attem pted to heal a fellow
character during the current Game. Damon’s player
Padded Leather 1/1 decides that they will expend a poin t of Experience to
acqu ire the Talent “medic”. This is com pletely
Flak Jacket 1/2 acceptable. If, however, Dam on’s pla yer wanted to
acqu ire the Talent “weapon - grenade launcher”, they
Stab Vest 2/1 cou ld not do so unless Damo n had attempted to use,
examine, or otherwise interact with a grenade launcher
Ballistic Vest 1/3 during th e cou rse of the current G am e.
Game Information:
Game Information:
Insert Hound
Artwork
7.0 Afterword