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|-|Injuries= | |||
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Latest revision as of 18:56, 2 July 2026
Abilities and Skills
Abilities represent your fundamental strengths as a survivor. Each Ability governs a set of Skills.
Skills are always rolled with their parent Ability.
When you attempt an action using a Skill, roll the following:
d20 + its associated Ability + the Skill level
For example, if you have a +2 Morale and +2 Presence (its parent ability), you'd roll:
d20 + 2 (Morale) + 2 (Presence)
Compare the total to a Difficulty Class, or DC, set by the narrator or the rules.
| Physique | |
|---|---|
| Athletics: | Climbing, jumping, swimming, lifting, and other feats of physical exertion. |
| Melee | Fighting with close combat weapons or unarmed strikes. |
| Resilience | Enduring pain, resisting poison or illness, and withstanding physical trauma. |
| Agility | |
| Aiming | Using ranged weapons accurately. |
| Stealth | Moving quietly, hiding, and avoiding detection. |
| Reflex | Reacting quickly to danger, avoiding hazards, and resisting sudden effects. |
| Finesse | Precise manual control, delicate manipulation, or careful physical actions. |
| Reason | |
| Awareness | Noticing threats, spotting details, and reading intent. |
| Medicine | Treating wounds, stabilising injuries, and managing illness. |
| Technology | Using, repairing, or understanding machines and electronic systems. |
| Academia | General knowledge, research, and recalling learned information. |
| Presence | |
| Morale | Resisting fear, maintaining composure, and enduring psychological strain. |
| Intimidation | Coercing or frightening others into compliance. |
| Persuasion | Convincing others through reason, trust, or emotional appeal. |
| Deception | Lying convincingly, misleading others, or concealing the truth. |
Difficulty Class and Outcomes
Difficulty Class (DC) is the number that you compare your roll against. They are set by the rules or the narrator.
After rolling, compare your total to the DC.
| Over 5 Below DC: | Strong Failure |
| 5 or Less Below DC | Failure |
| Meets DC | Success |
| 5 or Less Above DC | Success |
| Over 5 Above DC | Strong Success |
Examples:
| DC: | Strong Success | Success | Failure | Strong Failure |
| 5 | 10 and up | 5-10 | 4-0 | / |
| 10 | 15 and up | 10-14 | 5-9 | 4 and down |
| 15 | 20 and up | 15-19 | 10-14 | 9 and down |
| 20 | 25 and up | 20-24 | 15-19 | 14 and down |
Narrator DC Guidance:
| DC: | Strong Success |
| 1-5 | Trivial tasks, minimal chance of failure. |
| 6-10 | Easy Tasks, most people would be able to succeed. |
| 11-15 | Doable Tasks, with some effort this should be doable. |
| 16-20 | Tricky Tasks, probably going to fail if you are untrained. |
| 21-25 | Hard Tasks, for those with experience. |
| 26-30 | Long Shot, Even with training it’ll take a lot of luck to get this done. |
| 31+ | Never, Impossible things should not be rolled for. |
Advantage and Disadvantage
Some rules give a roll Advantage or Disadvantage. A narrator will tell you if one applies.
| Advantage: | Roll two d20's, pick the highest. |
| Disadvantage | Roll two d20's, pick the lowest. |
- Advantage and Disadvantage do not stack.
- If a roll has both Advantage and Disadvantage, they cancel out and the roll is made normally.
Statistics
When skills are mentioned in calculations (not just in this section) only use the skill level, the ability will be listed separately if used.
Health Points
HP = 5 + Physique + (Resilience / 2) rounded down.
- At 0 current HP, you gain the Unconscious Condition.
If you have 2 Physique and 2 Resilience, then your HP would be 8 (5+2+[2/2])
Movement
Movement = 3 + (Athletics + Reflex) / 2, rounded down.
- During your turn you may use 1 movement to move 1 tile.
- Your movement resets to max on the end of your turn.
Stress
- Stress represents psychological strain.
- While resting, you lose 1 Stress at the end of each hour in-game.
Stress Cap = 3 + Presence
- When your Stress reaches your Stress Cap, you must make a Morale Roll and resolve the result according to the table below.
| Morale | Result |
|---|---|
| 1-5: | You surrender to your opponents. |
| 6-10 | Your movement and AP reduced to 0 until the end of your next turn. |
| 11-15 | You must get as far away as you can, until the end of your next turn. |
| 16+ | You are stunned until the end of your next turn. |
Defenses
Unless otherwise stated by a rule or feature, when someone attempts to attack you the DC is equal to your Base Defense
If you are wearing Armor on a targeted area, add that to the DC, armor does not get added atop Dodge or Parry DC.
Base Defense = 10 + Resilience
Initiative and Rounds
Initiative
At the start of combat, each participant rolls Reflex.
Unless otherwise stated, your AP starts out maxed out at the start of combat, even before your first turn.
Rounds
A round is the sum of all turns taken by everyone in combat.
A round starts with the character who has the highest Initiative and ends after the character with the lowest Initiative has finished their turn.
Once the lowest Initiative character has finished their turn, a new round begins with the highest Initiative character again.
Turns
On your turn, you may spend AP to do your actions.
AP is detailed in the Action Economy section.
Distance and Position
The game uses tiles to measure tactical distance.
One tile represents approximately 5 feet.
When no unit of measurement is used, assume tiles.
Adjacent
A creature or object is adjacent to you if it is within 1 tile of you, with diagonal tiles counting.
Unless a weapon or rule says otherwise, melee attacks can only target adjacent creatures.
Action Economy
Each character has a maximum number of Action Points (AP).
By default, a character has 4 maximum AP.
You spend AP to take actions on your turn and to take Reactions when their triggers occur.
At the end of your turn, your AP is restored to its maximum.
If you spent AP on Reactions before your turn begins, you start your turn with whatever AP you have remaining.
Many items in PZ may be used in all types of situations, but for some of them there are specific rules.
If an item you want to use does not have a rule yet, a narrator decides how it works for that situation, before letting the curator team know about this gap in the rules.
Armor Location
Armor protects the area it is worn on, below is a table that helps figure out which area that is, and how much AC it adds to that area.
| Item | Location | AC Bonus |
|---|---|---|
| Helmet | Head | 2 |
| Mask | Head | 2 |
| Vest | Torso | 3 |
| Kilt | Torso | 1 |
| Shin Guard | Legs | 1 |
| Greaves | Legs | 2 |
| Thigh Guard | Legs | 2 |
| Leg Pad | Legs | 1 |
| Pauldrons | Arms | 2 |
| Shoulder Pad | Arms | 1 |
| Hand Plate | Arms | 1 |
| Gloves | Arms | 1 |
Armor Integrity
When a protected body area is hit by a Strong Attack, one piece armor protecting that body area takes 1 Integrity damage.
When Integrity reaches 0:
- The armor loses its AC bonus.
- The armor no longer protects that body area.
- The armor must be repaired before providing protection again.
The type of Armor determines its Integrity.
| Type | Integrity |
|---|---|
| Improvised | 1 |
| Scrap | 1 |
| Armoured | 1 |
| Bulletproof | 2 |
| Defender | 2 |
| Patriot | 2 |
| Vanguard | 3 |
For the improvised category, ask a Curator. This includes things like leather vests, welding masks, etc. and may not give the full AC bonus. Never assume its stats without confirmation from a Curator.
Weapon Attachments
When a weapon attachment is equipped on a weapon, whenever you use this weapon, the following effects/rules apply.
Sling
When the Drop Item Action is used, instead of the floor, your weapon is returned to your main inventory.
Scope
When the Range of your weapon is calculated, your Aiming is multiplied by the scope’s highest multiplier.
If a Scope/Sight has no multiplier listed, consider it 2x.
Bayonet
The Weapon now also counts as a Piercing/Slashing melee weapon.
Suppressor
When you have the Hidden condition and use the weapon, instead of automatically losing the Condition, the target instead can immediately make the Inspect Area Action for 1AP, with the change that it only targets you..
Grip
You gain a +1 to your Aiming rolls using this weapon.
Bipod, 1AP
Requirements: a sturdy surface.
You deploy the bipod. For as long as it remains deployed, you gain Advantage on Aiming rolls with this weapon.
Picking up or moving the weapon removes this bonus.
Explosives
Fire Bomb/Molotov
Can be used as part of the Throw Object Action.
On Strong Failure:
The bomb does not go off.
On other rolls:
· A circle/sphere with a radius of 4 tiles around where it fell:
· Objects and Tiles are set Aflame(weak) for 2 rounds.
· Creatures in this area have to roll Reflex DC12 or also be set Aflame(weak) for 2 rounds. This roll is made with disadvantage if Thrown Object was a strong success.
Misc. Equipment
Improvised Spray
Improvised Spray, 1 AP
You use a spraycan to try and blind an enemy.
If the target cannot use their Dodge DC, they automatically have a Strong Failure.- Success
- Target gains Blurred Vision for 3 rounds.
- Strong Success
- Target gains Blinded for 3 rounds.
- Strong Failure
- You gain Blurred Vision for 1 round.
When an attack scores a Strong Success, it may trigger an additional Strong Attack effect based on the attack's damage type and targeted body area.
Strong Attack Save DC
- The DC for a Strong Attack Save is equal to the to hit bonus of the triggering attack.
- If they are succeeded, they do nothing.
| Attack Type | Strong Attack Save DC |
|---|---|
| Melee Attack | 10 + Physique + Melee |
| Thrown Attack | 10 + Agility + Aiming |
| Firearm Attack | 10 + Agility + Aiming |
Strong Attacks: Blunt
Head
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Stunned until the end of your next turn. |
| Strong Failure | Gain the Concussion injury (Stunned). |
Torso
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Take +2 damage. |
| Strong Failure | Gain the Broken Ribs injury (Weakened). |
Arms
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | You have to use the Drop Item Action. |
| Strong Failure | Gain the Broken Arm injury. |
Legs
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Gain the Prone Condition. |
| Strong Failure | Gain the Broken Leg injury (Slowed). |
Strong Attacks: Slashing
Head
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | +1 Stress, and Bleeding for 2 rounds. |
| Strong Failure | Gain the Deep Wound injury (Bleeding). |
Torso
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Bleeding for 3 rounds. |
| Strong Failure | Gain the Deep Wound injury (Bleeding). |
Arms
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Weakened until the end of your next turn. |
| Strong Failure | Gain the Deep Wound injury (Bleeding). |
Legs
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Slowed until the end of your next turn. |
| Strong Failure | Gain the Deep Wound injury (Bleeding). |
Strong Attacks: Piercing
Head
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Blurred Vision until the end of your next turn. |
| Strong Failure | Gain the Lost Eye injury (Blurred Vision). |
Torso
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Take +2 damage. |
| Strong Failure | Gain the Punctured Lung injury (Slowed). |
Arms
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Weakened until the end of your next turn. |
| Strong Failure | Gain the Deep Wound injury (Bleeding). |
Legs
| Roll Resilience against Strong Attack Save DC | |
|---|---|
| Failure | Slowed until the end of your next turn. |
| Strong Failure | Gain the Deep Wound injury (Bleeding). |
Injuries are severe wounds that persist beyond normal combat effects.
They require time, medical treatment, or surgery to heal.
Unless otherwise stated, times listed are in-game days.
Concussion
Treatment: 3 days of rest.
- Your AP maximum is reduced by 1.
- You gain the Stunned condition.
Broken Ribs
Treatment: 7 days of rest.
- Your AP maximum is reduced by 1.
- You gain the Weakened condition.
Broken Arm
Treatment: Splint or cast for 7 days.
- When the arm is used in an action:
- Rolls are at disadvantage
- Roll Resilience DC10
- Failure: Take 1 damage.
Broken Leg
Treatment: Splint or cast for 7 days.
- You gain the Slowed condition.
- When you take the Move Action, take 1 damage.
Deep Wound
Treatment: Stitch up wound, DC 14 Medicine.
- You gain the Bleeding condition.
Lost Eye
Treatment: /
- You gain the Blurred Vision condition.
Lost Eyes
Treatment: /
- You gain the Blinded condition.
Punctured Lung
Treatment: 3 days of rest.
- Your AP maximum is reduced by 2.
- You gain the Slowed condition.
Below is a list of conditions your character could have inflicted upon them.
Conditions affect a character in specific ways.
Their duration is indefinite unless noted otherwise.
Stunned
- Disadvantage on all rolls.
- Cannot take Reactions.
Bleeding
- Take 1 damage at the end of your turn.
Prone
- +2 to Aiming rolls.
- While Prone, you have the Slowed condition.
- Melee attacks against you have Advantage.
Blinded
- Disadvantage on Melee, Aiming, and Awareness rolls.
- Cannot use Reactions.
- You have no vision and automatically fail any check that relies solely on sight.
Blurred Vision
- -3 to Melee, Aiming, and Awareness rolls.
Weakened
- Disadvantage on any Physique rolls.
Slowed
- Your Movement is halved.
Grappled
- Cannot use movement.
- You are Stunned.
Grappling
- You are Slowed.
- Grappled target counts as an equipped item.
- Advantage on Physique-based rolls against the Grappled Target.
Hidden
- You gain Advantage on attack rolls.
- Your Detection score is equal to 10 + Agility + Stealth.
- You lose this condition by: Using Movement or attacking.
Horrified
- You cannot willingly move closer to the source of the Condition.
- While you can see the source, you have the Stunned Condition.
Unconscious
- You are Prone.
- You have 0 AP.
- You have 0 movement.
Aflame
At the end of your turn, take Fire Damage based on your Aflame level.
If a creature starts or ends their turn touching something that is Aflame, they have to make a Reflex roll against its Extinguish DC.
On a failure, they become Aflame at one level lower (if possible) than the source, for half of the remaining duration.
| Weak | Medium | Heavy | |
|---|---|---|---|
| Extinguish DC: | 12 | 15 | 18 |
| Damage | 1 | 2 | 3 |
