Encounters and Hazards
Class of Encounter (3d6)
1-7 Men
8-14 Beasts
15-16 Events
17 Contamination
18 Phenomenon
Men Encounters (d100)
01-30 Group--small (2d3 men)
31-40 Group--medium (3d6+10men)
41-50 Group--large (3d10+20)
51-55 Solo traveler
56-70 Duo team (2 members)
Roll 1d6
1-3 2 humans
4-5 human and animal
6 human, mutant and animal
71-80 Personality (n p c)
81-85 Maniac
86-90 Disease-carrying maniac
91-00 Special
Origin / Intention of Group(d20)
1-3 Wild group: nomadic and semi-primitive. often composed largely of kids who grew up without any adult care.
4-6 Tribal group: members of primitive tribe, a low-technology form of community.
7-9 Community: members of one of the established communities in the campaign. if they are far from their territory, they will have some form of transport.
10-12 Street people: group of semi-crazed scavengers who form mobs for self-preservation.
13-14 Ghouls: cannibal group.
15-16 Monos: groups with some fixation: eg religion, culture ect....
17-20 Bandits: those who prey on others.
Beast Encounters (d100) Rats Encounters(d20)
01-03 Wolf lone 1-7 2d6 normal rats
04-08 Wolf pack (4d6) 8-11 3d6 normal rats
09-11 Large cat lone 12-16 1d6 giant rats
12-16 Large cat group(2d6) 17-18 Super rats
17-18 Snake 19 Master rat
19-20 Snake group 20 Roll 2 more times
21-23 Dogs wild sm group (1d6)
24-27 Dogs wild md group(2d6)
28-29 Dogs wild lg group(4d6)
30-49 Small game
50-79 Game
80-98 (rats)
99-00 (special)
Event Encounters (d100)
01-10 An opportunity for scrounging if skill roll is made an item is found
11-15 Characters hear a fire fight break out in the distance
16-25 Characters see a combat occurring in the distance
26-35 Characters come across a source of campaign information.
51-55 Aircraft of some kind flies overhead
56-65 A vehicle of some kind drives by
66-70 Characters get shots at from 200m
71-75 Characters wander into dangerous area eg (minefield, sink-hole, etc...)
76-80 Strange noise eg( phone in nearby booth or building rings)
86-95 Locate the residence of some individual or small group
96-00 GM's choice
Phenomenon Encounters(3d6)
3-4 Earthquake
5-6 Contaminated Rain.
Roll 1d6
1-2 Radioactive
3-5 Chemicals
6 Radioactive & Chemicals
7-9 Wind storm 50 km/h+
10 Flash flood
11 Lightning strike 1d6 in area
12 Special
Contamination Encounters(2d6)
3-8 radioactive (2d6 rem/h)
9-10 chemicals (2d6 for toxicity/h) or (1d6 acidity/h)
11-12 biologicals (2d6 for virulence/h)
Radiation Exposure Dose Rate
RADS/RH RADS/MIN RADS/SEC
6000 100 1.5
5000 83 1.4
4000 67 1.1
3000 50 .8
2000 33 .6
1000 12 .3
150 2.5 .0
100 1.7 .0
75 1.25 .0
50 .8 .0
30 .5 .0
20 .3 .0
10 .1 .0
Basic Weather Condition (d100)
1-10 Clear
11-18 Clear with occasional scattered clouds
19-23 Scattered clouds
24-41 Partly cloudy
42-53 Mostly cloudy
54-62 Overcast
63-67 Fog
68-71 Sprinkling/ Snow flurries
72-76 Drizzle/ Sleet
77-89 Light rain / Light snow
90-99 Thunderstorm / Blizzard
00 See special weather
Special Weather (3d6)
3-7 Contaminated rain/snow
Roll 1d6
1-2 Radioactive
3-5 Chemicals
6 Radioactive & Chemicals
8-10 Wind storm 50 km/p+
11-12 Flash flood
13-15 Lightning strike 1d6 in area
16-17 Tornadoes (d6-3) min 1
18 Special or roll 2 times
Special Weather 2 (d6)
1 Severe thunder storm
2 Heavy thunderstorm
3 Electric storm
4 Windstorm
5 Tornado
6 Hurricane
Tornadoes Distance (d6)
1-2 10-20 kilometers
3-4 6-9 kilometers
5 3-5 kilometers
6 0-3 kilometers
Tornadoes Movement (3d6) starts at 20-40 kph
1-8 No change
9 Increase speed (add 3d6 kph)
10 Decrease speed (subs 3d6 kph)
11-13 Swerve left or right (d6 1-3=left 4-6=right)
14 Reverse direction for (3d6 sec)
15-17 Withdraw into clouds, storm over
18 Another tornadoes lands
Weather Modifier (d10) roll every 4 hours
1 Reduce by a factor of 2 6 No change
2 Reduce by a factor of 1 7 No change
3 No change 8 No change
4 No change 9 Increase by a factor of 1
5 No change 10 Increase by a factor of 2
Initial Wind Speed (d10)
roll d10 for initial wind speed
1 1-4 kph (.6-2.4 mph) 6 21-24 kph (12.6-14.4 mph)
2 5-8 kph (3-4.8 mph) 7 25-28 kph (15-16.8 mph)
3 9-12 kph (5.4-7.2 mph) 8 29-32 kph (17.4-19.2 mph)
4 13-16 kph (7.8-9.6 mph) 9 33-36 kph (19.8-21.1 mph)
5 17-20 kph (10.2-12 mph) 37-40 kph (22.2-24 mph)
Building Stability (2d6)
2-3 Little more than a shell
4-5 A few more parts standing example stair, wall
6-7 Heavy damage no roof, few walls
8-9 Medium damage to roof no windows etc...
10-11 Light damage broken windows, looting etc...
12 Building is in excellent condition
Movement Modifier Chart
On good road 200%
On poor road 100%
On ruined road 50%
In ruined city 25%
In buildup area 50%
In open terrain 100%
In rough or difficult 75%
In woods, hills or desert 50%
In forest, swamps, ,jungle, or mountains 25%
Modifier to Movement
At night without light 25%
At night with dim light 50%
At night with good light 75%
In light rain or fog 75%
In heavy rain or light snow 50%
In dense fog or heavy snow 25%
On days after
Heavy rain (day 1)...75% (day 2)...100%
Light snow (day 1)...50% (day 2).... 75%
Heavy snow (day 1)...25% (day 2)... 50%
(day 3)...50% (day 4)... 100%
Prolonged snow: for each additional day of snow add 1 day at the worst penalty
Forced March
fast march : times two per hour for con /2 this does 1pt of fatigue per 2 hour of march extra hour does 1 pt of fatigue
Usefulness of Animal
Animal %of body %chance of being armor
hostile
Bear 25% 25%
Cat
Large 25% 25%
Feral 25% 30%
Dog 33% 15%
Reptiles
Alligator 25% 30%
Snake 50% 20%
Rodent 50% 50%
Shark 25% 25%
Non hostile
Game 33% 10%
Wild Pigs 33% 60%
Buffalo 33% 15%
Others
Man 33% 80%
Insects 70% 40%
Cockroach 75% 50%
Horse 35% 10%
Bestiary
Aligator:ST:18-24 DX:12
IQ:3 HT:12/20-26
Move/Dodge:7/6
PD/DR:3/4
Damage:1d+1 cut
Size:4-6
Wt:700-1500
Ant giant: ST:6-12 DX:12
IQ:2HT:10-15
Move/Dodge:6/6
PD/DR:2/2
Damage:1d-2 cr
Size:2
Wt:25-50
Badger: ST:5-7 DX:13
IQ:4 HT:16/8-10
Move/Dodge:6/6
PD/DR:1/1
DAMAGE:1d-3 cut
SIZE:<1
Wt:20-45
Bat: ST:1-2 DX:13
IQ:4 HT:13/2
Move/Dodge:12/6
PD/DR:0/0
DAMAGE:1d-5 cut
SIZE:<1
Wt:<1
Bear black: ST:14-17 DX:13
IQ:5 HT:14/14-18
Move/Dodge:7/6
PD/DR:1/2
DAMAGE:1d cr
SIZE:2
Wt:200-500
Bear brown: ST:15-19 DX:13
IQ:5 HT:14/16-20
Move/Dodge:7/6
PD/DR:1/2
DAMAGE:1d cr
SIZE:2
Wt:200-700
Bear grizzly: ST:22-28 DX:13
IQ:13 HT:14/18-22
Move/Dodge:8/6
PD/DR:1/2
DAMAGE:1d+2 cr
SIZE:2
Wt:100-1000
Bear kodiak: ST:27-33 DX:13
IQ:5 HT:15/20-24
Move/Dodge:7/6
PD/DR:1/2
DAMAGE:2d-2 cr
SIZE:3
Wt:800-1500
Beaver: ST:1-2 DX:12
IQ:4 HT:12/3-4
Move/Dodge:6/7
PD/DR:1/1
DAMAGE:1d-2 cr
SIZE:<1
Wt:15-20
Bison: ST:48-70 DX:10
IQ:4 HT:15/20-25
Move/Dodge:13/6
PD/DR:1/2
DAMAGE:1d imp
SIZE:3-4
Wt:1/2-1 1/2 ts