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ANARCHA AUSTRALIS
BACKGROUND
Anarcha Australis is set in Australia <though is easily adaptable to most
other places> in around 2020. After the Total Economic Collapse brought around
in 1993 by the Keating government <insert own government here>, Australia
turned into a total anarchy. Looting and other crimes turned rife as the
prices on commercial products skyrocketed; the government attempted to bring
back economic order by re-evaluating the economy, and released the $500 coin.
However, it was too late; the entire country collapsed. In the next five
years, crime, disease and famine ruled as families attempted to survive in
the total chaos of post-economic collapse. The government, after its initial
attempts of stabilisation, faded away.
Now, 27 years after this event, things have stabilised somewhat. The population
has been reduced to 3% of pre-collapse. No longer do factories produce goods
for the public. If you want food, you must find it or grow your own. If you
want to survive, you must either join one of the tiny communities scattered
throughout the country, or be well-armed. The countryside is full of biker
gangs driving ethanol-powered machines, snatched from the first few days of
anarchy. Now, such vehicles are an heirloom, to be passed from one generation
to the next. And there are the Ronins from Japan, come down to the North of the
country to hunt and hone their skills.
CHARATCER CREATION
STATS
The system for Anarcha Australis operates solely on d10. There are eight stats,
five physical and four mental. To generate these, roll 9 d10 and record their
separate results. You may then divide these between your stats as you see fit.
CON - Constitution......Gives your level of physical fitness.
BOD - Body..............Your physical toughness.
REF - Reflexes..........Speed.
DEX - Dexterity.........Accuracy.
ATT - Attractiveness....Physical beauty.
CHN - Channeling........Ability to direct psychic energies, concentration.
LOG - Logic.............Ability to reason.
CRE - Creativity........Ability to think inventively and originally.
CHA - Charisma..........Mental attractiveness, ability to get on with others.
When these are determined, you may calculate your hit points and damage levels.
You may require a calculator for damage levels.
There are three types of Hit Points, which go down one after the other.
END - Endurance..CON+CHN...Ability to absorb damage before it becomes serious.
STR - Strength...CON+BOD...Damage that may be taken before falling unconscious.
LIF - Life.......CHN+BOD...Damage after unconsciousness taken before death.
First END goes down, the STR, then LIF. STR is divided into five damage levels.
The levels give a modifier to REF, CHN, LOG and CRE.
Level 0 - No damage to STR

- Modifier = 0

Level
Level
Level
Level

1 - 1 pt to 25% of STR damage (round UP) - Modifier = -1


2 - 26% to 50% of STR damage (round DOWN) - Modifier = -2
3 - 51% to 75% of STR damage (round DOWN) - Modifier = -3
4 - 76% to 100% of STR damage (points left) - Modifier = -4

As an example, Ryobi the Ronin has 12 STR points. His damage levels go as such:
Level
Level
Level
Level
Level

0 - 0 pts damage done to STR


1 - 1 to 3 pts damage done to STR
2 - 4 to 6 " "
" " "
3 - 7 to 9 " "
" " "
4 - 10 to 12 " "
" " "

If you like, have only three Damage Levels:


(none, 1%-50%=-2, 50%-100%=-4), or only two (none, any=-4).
SKILLS
Your character may now choose skills. The number of skill points a character
has equals REF+CRE+LOG.
There are different classes of skills. Having a skill in a class will raise
all other skills in that class to 0, instead of the usual -1 penalty applied
to skills where no related skill is posessed.
Eg, Ryobi has the skill Martial Arts. This is under the category of Hand-ToHand. regardless of his martial Arts skill level, he has all other Hand-ToHand skills as a 0. If he did not posess any Hand-To-Hand skills (which would
be pretty stupid for a Ronin), he would have all skills in the category as a
-1.
SKILL LISTINGS
Guns (DEX based skills)
Pistol
Rifle
Sub-Machine Gun
Machine Gun
Energy Gun
Artillery (DEX based skills)
Missile Launcher
Mounted Gun
Energy Cannon
Agility (REF based skills)
Jumping/Acrobatics
Climbing (CON may be applicable)
Stalk/Hide
Hand-To-Hand (DEX based skills)
Blade Weapons (eg sword)
Pole Arms (eg spear, axe)
Short Weapons (eg knife)
Improvised Weapons (eg rock, chair)
Streetfighting (Brawling)

Martial Arts (CHN may be applicable)


Bow
Piloting (REF based skills)
Car
Motorbike
Helicopter
Plane
Boat
Psychics (CHN based skills)
Healing (ammount roll succeeded by + 1)
Telekinesis
Telepathy
Clairvoyance
Shield (Protects for ammount roll succeeded by + 1 points of damage)
Concentration (CHN based skills)
Spot Hidden
Affect Stat (eg skill roll, by ammount roll succeeded by + 1 points)
Sixth Sense/ESP
Charisma (CHA based skills)
Persuasion
Seduction (ATT may be applicable)
Fast-Talk
Empathy (eg listening skills, mood assessment, crowd motivation)
Construction/Design (CRE based skills)
Improvise
Design
Artwork (specific)
Engineering
Cook
Sciences (LOG based skills)
Mathematics
Chemistry
Physics
Biology
Electronics
Computer Maintenance
Read and Write
Mechanics
First Aid (heals by ammount succeeded by +1)
Computers (LOG based skills)
Computer Program
Computer Operation
Computer Hack/Infiltrate
<Feel free to add more skills or classes as needed>

If a skill test is inappropriate, a stat may be tested on 1 d10; eg trying


to lift a slab of concrete off someone. Modifiers to the stat may be from
+ to -5.
First Aid needs sanitary conditions to operate efficiently. If conditions
and equipment are makeshift (ie shirt for bandage), only half the good is
done (round DOWN).
The skill Design should be used when attempting to design a computer program
or an experiment for structured research. If this is succeeded, then a roll
is made in the field required to see if you have enough knowledge in the field
to perform the designed task correctly. Other skills may be used in this way,
at the GM's discretion.
You may divide your skillpoints between any skills you wish. No skill can have
more than 10 points.
Now you have all these lovely skills, you will need to know how to use them.
Decide which skill is to be used. Add the rating for the skill (-1 if no skills
in the class are posessed, 0 if skills in the class are posessed, or the skill
rating if the skill is posessed). You should probably total these ratings up
as the character is being created. To succeed in a skill, roll under or equal
to the rating on 2 d10. Anything over is a failure. Various modifiers apply
to the skill rating:
Difficulty Modifiers
Cinch
+10
V. Easy
+6
Easy
+3
Average
0
Difficult -3
V. Difficult -6
'Tricky...' -10
<Modifiers may be anywhere from + to - 10.>
Combat Modifiers : Ranged (To-Hit)
Guns
<100m.
+1
100-200m. 0
200m.+
-2

Bows
<50m.
+1
50-100m. 0
100m.+
-2

Target stationary
+2
Target moving
-1
Target moving rapidly -2
Normal sights
+1
Laser sights
+2
Night/bad light
-2
Cover0%
0
25%
-1
50%
-2
75%
-5
99%
-8
Combat Modifiers : Melee (To-Hit)

Weapon 3ft/1m.+
+1
Second attack in round -3
Third attack in round -6
Target unaware
+2
Combat Modifiers : Melee (Damage with striking weapon or bow)
BOD
1-2
3-5
6-8
9-10

DAM MOD
0
+1
+2
+4

Affect Stat is an interesting psychic skill, and utilises the same modifying
points as used by several other skills. Most of these can be used in conjunction
with another skill roll. For example:
Ryobi has a Martial Arts total rating of 13. He has an Affect Stat of 12, and
a Shield of 11. In combat, he decides to enhance his chances of hitting his
opponent by using his Affect Stat skill. He makes a roll, and rolls 10. This
gives him a modifier of +4 to his attack, as he succeeded by 3 points; +1 to
give the total modifier. If you fail, work out the modifier in the same
way, and take away the number from your roll and your hits. All Psychic skills
do damage if you fail them.
Eg, Ryobi fails his to-dodge roll against his opponent. He attempts to throw
up a shield to absorb the damage, but rolls 15. Not only does his shield not
come up, but he takes 3 points of damage from the failed roll. If he'd failed
by rolling 12, he would have taken no damage (except from his opponent's
attack). If an Affect Stat roll is failed, then a penalty is inflicted as a
modifier rather than a bonus. If Shield is failed, you merely take damage.
If Heal is failed, you take damage but the patient does not.
EXPERIENCE
The game runs on a cumulative experience rather than levels. Each time a
skill is used, award between 1 and 10 exp. to it (I couldn't fit a space
for this on the sample character sheet...). Every time you have a number of
exp in a skill equal to the current level x5, you may put it up one level
and erase the exp used. (yeah, it's a CP ripoff, so sue me!)
General exp can be awarded, too: these may either be used in skills, or may
put a stat up (max.10) for each 100 exp spent. Don't forget to recalculate
hits and skills.
COMBAT
Combat takes place in 3 second rounds. Each person (highest REF goes first)
has UP TO 3 attacks (at serious penalties for the last two), and may attempt
to dodge as many atatcks directed at them as they wish. In order to hit, the
attacker adds their weapon skill to their DEX and adds 2 d10. They may also
attempt an Affect Stat roll if they wish. The defender adds their Acrobatics
skill to their REF and adds 2 d10. Alternatively (or if the attack hits) they
may attempt to throw up a psychic Shield. They may also attempt an Affect Stat
roll on either of those two actions.
After the first round, initiative stays in the same order. Therefore, if a
person with low REF ambushes someone with a high REF, the low-REF person
retains initiative for the entire combat. New participants may insert

themselves anywhere on the initiative list.


Instead of an attack, a player may choose to use another skill. Each skill
roll made takes the place of one attack, and is subject to the same multipleuse modifiers as attacks.
Each player may also move during each round. Characters may move as many
metres as their DEX+Acrobatics x 10 per round.
WEAPONS
Now you know how to use them, you may need to know what you can have. Below
is a list of weapons.
Weapon

Damage

Shots

Shots/Attack

Pistol
2 d10
20 (clip)
1
Rifle
4 d10
2 (breech)
1
Shotgun
3 d10
2 (breech)
2
Assault Rifle
7 d10
10 (case)
1
Sub Machinegun 2 d10/shot
50 (clip) 5 (burst, see below) or 1
Machinegun
2 d10/shot
60 (clip)
10 (burst, see below)
Energy Gun
4 d10
20 (cartridge)
2 (separate)
Missile Launcher Grenade 7 d10 24 (case)
Rocket 9 d10
Energy Cannon
9 d10
50 (cartridge)
Sword
Axe
Halberd
Pike
Spear
Knife
Mace/Club
Longbow
Crossbow
Grenade
Kick
Jump Kick
Punch

2 d10
2 d10
2 d10
2 d10 -1
2 d10 -1
1 d10
2 d10 -1
2 d10 -2
2 d10

1
1
1
1
1
2

7 d10
1 d10 -1
1 d10 +1
1/2 d10

1
1
1/3

1
-

1/2
2

Hits that take 2 attacks to perform also get the -3 modifier, or -6 if another
attack was made. No more than 3 attacks-worth of strikes may be made per round.
With automatic weaponry, each shot in a burst is rolled to-hit separately.
More than one target may be fired upon with one burst (which is one attack),
but for each target after the first a -2 penalty is assigned to the to-hit
roll.
ARMOUR
With all these people throwing bullets and blades around, you may wish to
avoid damage, other than dodging and psychic shields. Armour absorbs damage;
there are no hit areas, so a percentage chance of hitting the armour is given,
depending on how much covers the body (ie glove covers 5%). If more damage
is done than the armour has Stopping Power, then excess damage is done to the

wearer. Damage is done to armour's hits. When its hits are depleted, it will
not stop any more damage. Only an ammount of damage equal to or less than the
S.P. is done PER HIT.
TYPE
Hits
S.P.
Equip. Type
Leather
1 per %
5
Ancient
Chain
2 per %
8
Ancient
Plate
4 per %
12
Ancient
Kevlar
1.5 per %
6
Modern
Laminated Plastic 5 per %
17
High Tech
HEALING
You will normally heal CHN number of damaged points for each 8hrs slept;
fractions also count (eg 4 hours does 1/2 CHN). Resting does half this.
(ie 1 hour rest does 1/16 CHN). For fractions, always round down unless
0.5 or greater. Of course, if people have STR damage, they will have less
CHN, and heal slowly. Unconsciousness counts as sleeping.
Eating a meal may restore 1-10 points, depending on size and quality. Only
END points are gained in this way; while STR may still be low, you can still
gain some END points to shield yourself against loss of STR. However, damage
level modifiers still apply.
If you fail to eat at all in 24 hrs, subtract 1/2 d10 -1 points. If you fail
to drink at all during 24 hrs, subtract 1/2 d10 points.
The psychic ability Healing may be used on others or yourself, to restore
hits by the ammount succeeded by +1. If you fail, damage is taken by the
healer for the points failed by, -1 (worked out the same as Affect Stat damge
above).
GETTING EQUIPMENT
Picking up weapons, their ammunition and other equipment is sometimes a
problem: it has been 27 years since anything really new was produced in
Australia, although some new stuff comes from Japan. Therefore, players should
write down a comprehensive list of what their character wants, and then roll
individually on the below table to see if they have the item. Items found
during the game are up to the GM. A roll ABOVE the percentage given is needed
to acquire that type of item.
Ancient (eg sword, pack)
20%
Modern (eg pistol, radio)
45%
High tech (eg energy weapon, laser sights) 80%
Large Modern (eg motorbike, rocket launcher) 60%
Large High-tech (eg energy cannon)
90%
The ammunition provided with a weapon initially is shown belowSingle Shot (pistol, rifle, shotgun) 1 d10 -1 rounds
Semi or Fully Automatic
0-99% of 2 clips worth
Heavy (Assault, Energy, Rocket)
1/2 d10 -1 shots
The list of equipment requested by a player is subject to review by the GM.
Only one of a weapon may be posessed, and usually no more than 5 different
weapons are posessed. If the weapon is small or single-use (ie knife, grenade),
then the player may have up to 10 of these - roll for each.

Well, I think that about covers the system. For ease of campaign settings,
unless you want to draw up one for yourself, use the area you are living in.
Just age it all 27 years, shut off electricity and running water, smash
most of the glass at street level and collapse most flimsy structures (eg
bus shelters). Add in a few biker gangs and small independent communities in
appropriate places, and have a few Ronin wander through (frequently if near
Japan, infrequently otherwise). The first problem your players will have is
finding somewhere to live and a source of food. Remember, there is unlikely
to be any food still in shops! (unless you are playing right after the
economic collapse...) This setting means the GM and players know what most of
the locations are like, and allows for really twisted gaming! Have fun!

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