Rules




How To Play:

Objective - To win you must collect Four of the Items on your Scavenger List and start your turn on the X in the Hallway Stairs or Kill Psycho Billy and everyone wins.

Turn Sequence
  • Players will take turns in order of their Sequence.
  • During your turn you may take 2 Actions (see below).
  • At the end of your turn you end any conditions you may have.

Making Rolls - When you are asked to Roll a Statistic then you will Roll 1d20 and add the necessary bonuses.  This roll will be rated against a number to see if you succeed or fail.  If you roll a 20 on the die (before adding anything to it) then you automatically succeed.  If you roll a 1 on the die (before adding anything to it) then you automatically fail but you get back all of your Luck Points (see below).

Rolling for Damage - If you hit with with an Attack you will get to deal Damage to your Target.  Roll whatever dice the weapon you are using does and add any applicable bonuses and the Target will lose that many Health Points (see below).

Using Luck - When you roll a bad roll on the d20 and you want to re-roll you can spend a Luck Point to roll again.  You cannot have more Luck Points than your Luck Score.

Losing Health - If you take Damage then you lose a number of Health Points equal to the Damage.  If you fall below one Health Point then you are dead. When you lose Endurance for some reason than your Health points go down as well.

Gaining Health - You cannot have more Health Points than your Max Health Point Score.  If you gain more Endurance for some reason than your Health Points go up as well.

Dying - Don’t worry, when you die your Token stays on the board so it marks where your Items were left behind and during your next turn you ‘respawn’ back at your starting place.  You lose anything that you didn’t start the game with, and you no longer start with a weapon.  If you want to adjust your character, you can but if you’re not done making the changes necessary the Host may rule for you to miss a turn.
Actions - During your Turn you get two actions

Move - You may move a number of squares equal to your Speed.  You cannot move through walls or through other opponents.  You may move diagonally if you wish.

Eat/Drink/Consume - You may use an item that you are carrying such as Food, Drugs or Alcohol.  You gain the benefits listed but the item is used up and put in the discard pile.

Search - You may search the room for Items.  This requires you to be inside of a room (at least beyond the Square the door Occupies) and you make a Search roll and check the result on the chart below:
<20 - You find nothing
20+ - You find one Item
25+ - You find two Items
30+ - You find three Items
35+ - You find four Items

Speak - You can talk people into taking actions of your choosing but they must be within 5 Squares and Line of Sight.  This requires you to roll a Speech against the Target’s Willpower Defence.  If you succeed the target gains the Controlled Condition and during their turn you will get to choose one of their actions.

Crack Safe - You can attempt to crack the safe combination by rolling your Safecracking while Adjacent to an unopened Safe.  Consult your result on the table below:
<20 - You get no guesses
20+ - You get one guess
25+ - You get two guesses
30+ - You get three guesses
35+ - You get four guesses
You now get to take a number of guesses at a three digit code, remember there are not any repeating digits.  After each guess the Host will tell you how many digits you got right (even if they were in the wrong spot) and if you guess the numbers in the right order then you have cracked the safe.
Read - You can attempt to understand the contents of a Book by rolling Research.  If you get higher than the Research Difficulty of the Item then you Consume it to gain a bonus.  This is a bonus that stays until you die.

Steal - You can attempt to take an Item that an adjacent Player is carrying.  You roll your Pickpocket vs their Wits to randomly obtain one item that is not in their hands.  The player who has had it stolen must fan-out the items they are carrying with their backs facing the player that stole. Scavenger Items can be stolen in this way too so keep your eyes peeled!

Melee - You can try and hit a Target that is Adjacent to you.  Roll your Melee Attack vs their Fortitude.  If you hit you may deal your Weapon Damage plus your Melee Damage.  Also, before your Attack you may choose to make it a Special Attack.  Each Weapon has an array of Special Attacks and you may use one per Attack.  Roll your result the same but apply the modifiers of the Special Attack to the Attack Roll and the hit results in an additional effect.  If you ever have to roll multiple Weapon Dice then you may only add your Melee Damage once to Damage.

Ranged - You can try and hit a Target that with within Range of your Weapon.  You must use an Ammo of the Weapon Type in order to fire.  If you have line of sight, Roll your Ranged Attack vs their Reflex.  If you hit you may deal your Weapon Damage plus your Ranged Damage.  Also, Before your Attack you may choose to make it a Special Attack.  You may only use one per Attack.  Roll your result the same but apply the modifiers of the Special Attack to the Attack roll and the hit results in an additional effect.  If you ever have to roll multiple Weapon Dice then you must spend an extra Ammo.

Trade - You can exchange Items with Players that are Adjacent to you, this could be an effective strategy benefiting both players.

The rest should be easily explained by your Host, who will be seeing you through this game as well as trying to kill you.  Don’t worry he’s got even more rules to worry about and it won’t be easy for him either.

Good Luck.

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