- Choose Your Classes
Your class represents the abilities your character has and the role they play. For initial character creation, choose up to 2 of the following classes to represent your character.
If you choose only 1 class, your character will start with 1 additional Ability.
You may select from the following 12 classes.
The Big class is for characters with large bodies. They learn Abilities that utilize the powerful physique they are blessed with. One character cannot have both the Big and Small classes.
The Small class is for characters with small bodies. They learn Abilities that utilize their nimble agility. One character cannot have both the Big and Small classes.
The Adult class is for characters who are over a certain age. They learn Abilities based on their life experience. A character must be 20 years old or over to have this class.
The New Age class is for characters whose bodies and capabilities were changed by the disaster 5 years ago. They learn supernatural Abilities. A character must be 10 years old or younger to have this class.
The Wounded class is for characters who have a wound that won’t heal somewhere on their bodies. They learn Abilities based on the ways they compensate for their disadvantage to survive. Characters who choose this class start with damage to 1 Area. Change 1 body part Specialty in this Area to <Wound>. This <Wound> cannot be healed through any means.
The Fighter class is for characters who specialize in combat. They learn Abilities that are essential when fighting.
The Scout class is for characters who specialize in reconnaissance and investigation. They learn Abilities that are beneficial during Exploration.
The Hunter class is for characters who specialize in hunting. They learn Abilities related to ranged weapons and traps.
The Professor class is for characters who are knowledgeable about many things. They learn Abilities that utilize their expansive knowledge.
The Worker class is for characters who are good with their hands. They learn Abilities related to crafting.
The Hope class is for characters who bring hope to their comrades. They learn Abilities that allow them to change fate with the power of hope.
The Mama class is for characters who are caregiver figures to their comrades. They learn Abilities that allow them to vitalize those around them.
- Choose Your Specialties
Choose 6 Specialties your character begins with. Circle the names of the Specialties you choose on your character sheet.
Some Abilities are directly linked with certain Specialties, so it may be a good idea to choose your Abilities before choosing your Specialties.
There are two types of Specialties: Body Parts and Actions.
Body Parts represent parts of your character’s body. They are indicated by a * next to their name.
Actions are the various things your character can do using these parts of their body.
The Specialties are divided into 6 Areas.
The white space between two Areas on the Specialty chart is called a Gap. When making a Check (Checks will be covered later), these Gaps are counted as an additional space. Some Abilities allow you to fill these Gaps. When a Gap is filled, it is not counted during a Check. Ordinarily characters cannot fill Gaps without utilizing an Ability.
The Specialties your character has should be interpreted as, in the case of Actions, things your character is particularly good at and, in the case of Body Parts, parts of your character’s body that they are particularly skilled with/that are particularly healthy.
- – To occupy a space, blocking passage.
- – To stop someone else, rather than yourself.
- – In the sense of receiving a blow or taking an attack.
- – In the sense of leaping into action/being quick to act/react
- Choose Your Abilities
Abilities represent the techniques and powers your character uses during the game. Your character starts with 3 Abilities if you chose 2 classes, and 4 Abilities if you chose 1 class. Abilities are made up of the following elements:
The name of the Ability. Effects from Abilities with the same name cannot stack.
Abilities are divided into either a class Group or the General Group. General Abilities can be utilized by any adventurer, while class Group Abilities can be selected only by characters belonging to that class.
There are 5 Ability types: Attack (Atk), Support (Spt), Assist (Ast), Interrupt (Int) and Permanent (Pmt).
Attack Abilities are used to attack an enemy on your turn.
Support Abilities are used in combination with Specialty checks. There is only 1 Support Ability that can be combined with a specific action.
Assist Abilities are used in combination with actions other than your own attack on your turn.
Interrupt Abilities are used when someone else takes action, and do not count as your character having used their action for the round. Each character can only use an Interrupt Ability with the same name 1 time per Cycle (in combat, only 1 time per Round).
Permanent Abilities are constantly in effect for characters who have them.
The amount of [Willpower] consumed when using the Ability. Abilities cannot be used if doing so would cause a character’s [Willpower] to enter negative numbers.
The Specialty a player must make a Check against to utilize the Ability. If the Specialty is [Free], the player selects 1 target Specialty when they choose the Ability for their character. If the Specialty is [Choice], the player can freely choose a Specialty whenever they utilize the Ability. If the Specialty is [None], no check is required to utilize the Ability. Permanent and Support Abilities have a Specialty of [ – ]. Permanent Abilities are always in effect without needing a check, and Support Abilities are used by pairing them up with other checks.
The target of the Ability.
The effect of the Ability.
- Determine Your Stamina
[Stamina] represents your ability to endure damage. It is divided into two stats: [Stamina Base] and [Stamina]. If your [Stamina] falls to 0, enemies will be able to deal damage directly to your Areas. Starting characters have a [Stamina Base] of 3. You may adjust this based on your starting Abilities. Unless [Stamina Base] is specified, [Stamina] will always refer to the [Stamina] you currently have.
You start the game with [Stamina Base]x2 [Stamina].
If you don’t have any Abilities that impact your [Stamina] or [Stamina Base], and including the bonuses gained from the initial Camp set-up, your starting [Stamina Base]=5, and your starting [Stamina]=10.
- Determine Your Willpower
[Willpower] represents your drive and mental fortitude. It is divided into two stats: [Willpower Base] and [Willpower]. It is consumed when using Abilities and in other situations. If your [Willpower] hits 0, your character is [Helpless] and cannot act. Starting characters have a [Willpower Base] of 3. You may adjust this based on your starting Abilities and Camp effects. Unless [Willpower Base] is specified, [Willpower] will always refer to the [Willpower] you currently have.
At the start of the game your [Willpower] is equal to your [Willpower Base].
If you don’t have any Abilities that impact your [Willpower] or [Willpower Base], and including the bonuses gained from the initial Camp set-up, your starting [Willpower Base]=10, and your starting [Willpower]=10.
- Determine Your Carrying Capacity
[Carrying Capacity] is the maximum combined weight of the items you are carrying but which are not equipped. Your [Carrying Capacity] is equal to your [Stamina Base].
If you don’t have any applicable Abilities, your starting [Carrying Capacity]=5.
- Obtain Your Items
Choose your starting items. After the disaster, trade is conducted using food as the base. The basic unit for trade is 1 day’s worth of jerky, which is indicated as 1J. 10J=1C (can), or 1 canned good.
Characters begin with a backpack and 10J. Use these starting items to purchase your initial equipment.
Any jerky you don’t use in your initial purchases must be carried. 1 jerky weighs 1 unit, so be careful not to go over your [Carrying Capacity].
The item table contains the following elements:
The item’s name.
The item’s cost in Js.
The weight of the item. 1 unit of weight is represented as 1W. Characters can carry items whose combined weight is equal to their [Carrying Capacity]. Items currently being equipped are not counted.
There are 4 types of items: Equipment (Eqp), Assist (Ast), Interrupt (Int) and Tool (T).
Equipment items will always bestow their effect as long as they are equipped. Items you currently have equipped do not count toward your [Carrying Capacity].
Assist items can be used during the Search Phase or in combat on your turn. Using an Assist item on your turn will end your turn.
Interrupt items can be used during another person’s action, and do not use up your turn. The same character can only use 1 Interrupt item with the same name 1 time per Cycle (or 1 time per Round in combat). However, multiple Consumables with the same name can be used within 1 Cycle.
Tools bestow benefits to certain checks when you have them in your inventory.
Indicates what area of the body an Equipment item is meant for. No Area can have more than 1 piece of Equipment at a time. However, you may have multiple Equipment items for the same area in your inventory, as long as they are not equipped. If one of your hands is empty, you may carry any type of item in your empty hand. The item carried in your hand does not count toward your [Carrying Capacity].
Indicates the Specialty that must be rolled for a check to use this item. If this is [-], no check is needed to use the item. If there is more than one Specialty indicated, the player may choose which of the indicated Specialties to check against.
Target of the item’s effect.
Special trait(s) of the item. Possible traits are listed below.
A weapon. If you succeed in the indicated Specialty check, deal [Attack Power] damage to target.
Something that can hold other items. If you have this item in your inventory, you gain its effect. Items within the bag do not count against your [Carrying Capacity]. Bags kept
Inside of bags do not have this effect. Taking an item out of a bag during combat counts as an Assist action.
Edible items. Eating them eliminates them from your inventory.
If there are no uses left on the item, it is removed from your inventory.
Must be electrically charged to be used. If there are no uses left on the item, it must be Charged to be used again, after which it can be used until the end of the Session.
For Consumables, after they have been used X times they are removed from your inventory. For Charge items, after they have been used X times it must be Charged to be used again. If a Charge item is Charged while it still has uses left it will never gain more than the original X uses.
The effect of the item.
- Determine Your Name
Decide on your character’s name.
If you wish to roll a character name randomly, you may use the following table:
- Determine Your Gender/Age
Decide your character’s gender.
Decide your character’s age. Characters may not be older than 25. There are Classes that are locked to certain age limits.
10. Determine Your History (Optional)
If you wish, you may roll on the History table to determine something your character has experienced in the past.