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End of the
World
Powered by the Apocalypse
Gremlin Legions
December 31 2 0 1 2
Who are you?
You are a disparate group, people from
all walks of life. Maybe you know the
others, maybe they are strangers...but
right now you need all the allies you can
get.
What is happening?
There is something wrong with the
world, but were not sure what. Tensions
are boiling over, markets are crashing,
buildings are on fire. Whether it was
caused by rebellion, terrorists, global
war, a zombie plague, or aliens, you
dont know. Will you find out?
Skills
Aware Staying alert to your surroundings.
Bypass Sabotaging or disarming security and devices.
Charm Sociability, style, and attractiveness.
Combat Martial training and marksmanship.
Deceit Lies, cheating, and manipulating people.
Expert Scientific understanding and analysis.
Fitness Physical prowess, mobility, and agility.
Menace Threats of force, violence, or defamation.
Renown Reputation and social influence.
Repair Designing, fixing, and modifying devices.
Search Uncovering clues and scavenging materials.
Sneak Concealing your activities and position.
Survive Enduring the elements and foraging for food.
Treat Diagnosis of ailments and providing aid.
Wisdom Common sense and general knowledge.
What You Have
Your start with ten points worth of Trade things
you had before all hell broke loose or that you
picked up on the run, things which people still value
and would exchange for useful items. During setup,
you can freely spend Trade for Goods, Tools, and
Arms. Afterwards, getting what you need will be a
matter of bartering, hard work, and luck.
One Trade will buy one point of Goods. These
are spent as one-time bonuses to particular Skills,
such as Repair (machine parts, duct tape), Treat
(antibiotics, bandages), or Survive (rations, all-
weather matches). You dont need to define what
the Goods are, just which Skill they benefit.
Two Trade will buy one point worth of Tools.
Tools make certain Skill actions possible. If you
had Repair, you could figure out what was wrong
with an engine, but not actually fix it without the
right Tools. Tools can also be spent, but instead
of adding a bonus, they improve the result of the
Skill.
Two Trade can also buy one point worth of
Arms, either weapons or armor. Weapons cause
Harm, while armor Soaks the damage inflicted.
Remember that guns are going to be loud,
explosives will be dangerous, and armor will make
you a target.
Example Tools
Binoculars Aware Credentials Renown
Lockpicks Bypass Tool Kit Repair +Heavy
Gun Scope Combat Geiger Counter Search
Forged Papers Deceit Ghillie Suit Sneak
Climbing Gear Fitness First Aid Kit Treat
Example Armor Example Handguns
Vest 1 Soak Derringer 1 Harm
Jacket 2 Soak Pistol 2 Harm
Bomb Suit 3 Soak +Heavy SMG 2 Harm +Auto
Example Melee Heavy Pistol 3 Harm
Knife 1 Harm Stun Gun 1 Stun
Big Knife 2 Harm Example Rifles
Crowbar 2 Harm Hunting Rifle 2 Harm
Sword/Axe 3 Harm Sawed-Off 3 Harm +Blast
Chainsaw 4 Harm Shotgun 3 Harm
Example Explosives Assault Rifle 3 Harm +Auto
4 Harm +Blast Sniper Rifle 3 Harm +Silenced
Grenade
+Stock Machinegun 4 Harm +Auto
4 Harm +Blast Heavy 5 Harm +Auto
C-4
+Stock +Charge Machinegun +Heavy
!Opposition
Often you will be facing other people, whether
bartering, fighting, or evading. The Overseer will
describe what you perceive their strengths and
motives are, instead of explicit risks...because
people sometimes defy expectations.
Harm and Recovery
When you take Harm, reduce it by your armors
Soak and check the resulting Wound below.
Unarmed attacks to 0 Harm, and unarmored targets
have 0 Soak. Wounds are cumulative a second
Graze would become a Light Wound, for example.
Lesser Wounds heal first, and you can roll +Treat to
reduce a Wounds healing time by one rank.
!Hurting Others
If it comes to blows, the aggressor will roll as with
any other combat. The defender can try to Hinder
their attack, or counter with their own attack.
Advancement
You can find more Trade through your explorations,
or perhaps as reward for your deeds. You can give
your Trade to others for Favors, one per total Favor
you will have with them (e.g. raising 2 Favor to 3 will
cost 3 Trade).
You can advance your Skills by trading in five Favors
per Skill bonus you will have, to a maximum of +4
(e.g. raising +2 to +3 will cost 15 Favors).
Activist
Aware
Bypass
Charm or
Menace
Renown
Survive
Bystander
3 of choice
Authority Operative
Charm Charm
Combat or Combat
Wisdom Bypass or
Deceit Menace
Expert Deceit
Renown Sneak
Artist
Aware
Charm
Menace
Renown or
Wisdom
Search
Celebrity
Aware or
Fitness
Charm
Deceit
Renown
Sneak
Drifter
Aware
Deceit or
Repair
Renown
Sneak
Survive
Fugitive
Bypass or
Fitness
Combat
Menace
Renown
Survive
Enforcer
Bypass or
Expert
Combat
Deceit
Menace
Search
Responder
Fitness or
Search
Menace
Repair
Survive
Treat
Criminal
Aware
Bypass or
Menace
Combat
Deceit
Fitness
Miscreant
Bypass
Combat or
Sneak
Deceit
Search
Wisdom
Researcher
Combat
Deceit
Expert
Repair or
Treat
Wisdom
Technician
Aware or
Search
Bypass
Expert
Renown
Repair
Specialist
Bypass
Charm
Combat
Deceit
Repair or
Treat
Veteran
Aware
Charm
Combat
Fitness
Sneak or
Survive
Overseers Guide
End of the
World
Powered by the Apocalypse
Gremlin Legions
December 31 2 0 1 2
Playing with the Apocalypse
The Overseer manages the flow of play in End of
the World. You control the non-player characters,
describe scenes and environments, introduce events,
and otherwise present challenges for the players
to confront or circumvent. You arent necessarily
opposing the players and their actions instead, you
are using their actions and the conflicts that arise to
build an interesting story.
It can be very tempting when you first start playing
End of the World to immediately plot out ideas for
what happened and why things are the way they
are. You may want to steer the story in a particular
direction, or introduce complex plot twists, or emulate
your favorite disaster or horror movie.
Dont do that.
End of the World is about surviving the downfall
of society, and seeing what comes afterward. If the
players or you, the Overseer, want to discover how
the world ended, then it will be important to introduce
people or motivations that make that important to the
story. If the reasons why arent driving at least one of
the players forward towards action, then dont worry
about it. Otherwise, play to find out what happened.
There are very few rules to this game, but here are
some suggestions that you, as the Overseer, should
follow.
DonT Bother Rolling
The Overseer, will very rarely ever have to pick up
the dice. The action of End of the World is all player-
driven, so everything should be decided in terms
of player rolls. Are the players trying to accomplish
something that is difficult or dangerous? Have them
roll. Are the players reacting to something difficult or
dangerous? Have them roll.
If you need the players to react to something, frame
your NPC actions as either as Trouble or Fallout,
depending on the situation. Have the players been
snooping around somewhere they shouldnt? Have
a thug come up to them to push them around,
threatening to hurt them, and ask them what they do
about it. Keep them on their toes.
Anything beyond a players control will either be
decided by the Overseers whim, or by a single
D6 roll. Odd numbers will be bad, even numbers
are good. Exactly what good and bad means will
depend on the situation. This kind of roll can also be
used when someone take an action for which sheer
chance is the only deciding factor.
Trouble
Delay them Offer a compromise
Distract them Provoke a response
Escalate a danger React to their action
Exaggerate perceptions Return Harm for Harm
Impair perceptions Reveal new dangers
Impede movement Take something away
Fallout
Capture them Prevent their action
Destroy something Reinforce a danger
Force a choice Screw with them
Inflict Harm Separate them
Kill an ally Surprise them