Furious ROAds
AUTHOR
Marcus Burggraf <
SYSTEM
Tricube Tales <
At the end of the before-time, deadly fire scorched the earth. Salt flats, craggy canyons,
sand molten to glass, and vast stretches of desert are all that’s around you. Like toys LICENSE
CC BY 3.0 <
dropped from a giant child, remnants from before dot the landscape. A rusted tanker in
the middle of nowhere, its hull broke apart like a whale corpse burst open. Crumbling BACKGROUND
remains of structures, now repurposed as fortifications. And, like blackened fingers Figu Design /DTRPG <
clawing at the sky, towers billowing dark clouds that still produce the thing everyone SToRY
wants, no, needs to survive: Gasoline. SYMBOLS
The toxic badlands and the monstrous gangs have driven most survivors insane. The gangs have the wheels Delapouite and Lorc
and the power. The most ruthless lead the hordes. This is no time for weakness, as the weak get eaten. There Game-icons.net <
are only crazies left. You survivors in an apocalyptic hellscape. Resources are scarce, and you need stuff to
stay alive. Your vehicle is the only thing that may get you through the wastes to the verdant valley at sands
ILLUSTRATIONS
Joyce Maureira <
edge. It is an ardous journey and, with luck, you may find your better selves while roaming the badlands.
Character Creation difficulty 4 or 6. Some challenges (e.g., combat) require
multiple rolls. Players usually roll 2 dice, but roll 3 dice if the
Living another day...
Each player creates a character as follows: Roll on the following tables to generate the latest scenario
challenge matches their trait. If a challenge falls completely
1. Choose a trait: Agile (used for reflexes, dexterity, stealth, (See the next page for examples):
and ranged combat), brawny (covers strength, vitality, athletics, outside the scope of their concept (e.g., a healer reparing
a car), they lose 1 die. The survivors must...
and melee combat), or crafty (covers smarts, charm, alertness, 1 Investigate a rumor 4 Rescue someone
and mental/social combat).
2. Select a concept: Survivalist, road warrior, driver,
Karma, ResOlve & Stuff 2 Explore a location 5 Scrounge for supplies
Each player has 3 karma, 3 resolve and 3 stuff. Spend 1 3 Obtain something 6 Fix something
mechanic, healer, haggler, or feral kid. From somewhere near or in...
karma after rolling to reduce the difficulty by 1, if you can
3. Pick a perk: Charismatic, scavenger, dog companion, 1 Deadly sands 4 A ramshackle base
marksman, brave, brawler, or scout. justify how your perk helps you. Recover 1 karma if you
2 A derelict factory 5 A cragged ravine
increase the difficulty by 1 before rolling, narrating how
4. Select a quirk: Vengeful, heroic, brash, outsider, addict, 3 A rusting ship 5 A makeshift workshop
cocky, or greedy. your quirk hinders you. If you use a quirk and succeed at While dealing with...
5. Grab 3 karma, 3 resolve and 3 stuff tokens. the challenge, you may recover 1 resolve instead of 1 1 A murderous storm 4 Mutated nomads
6. Make up a name, and introduce yourself to the group karma. For dangerous actions (such as combat), failure 2 Body collectors 5 Dying Scavengers
(e.g., “I’m Crazy Cyril, a brawny road warrior who has a dog costs 1 resolve (or 2 on a critical failure). If a PC runs out 3 Desperate outcasts 6 A bloodthirsty gang
companion, and is also heroic”).
Running the Game
of resolve, they are eliminated from the scene—but death
7. As a group decide on one or several vehicles that can is primarily a narrative conceit, and the PC usually returns
The GM should describe the opening scene, react to the
carry all of you and pick one vehicle perk each: Armor, later at full resolve. When death is a risk the GM will let
players’ decisions, and assign the traits and difficulties for
turbo, spikes, smuggle box, all terrain tires, loudspeakers you know beforehand.
challenges. Offer players karma in return for complications
ramming plow, or defense tower. You can spend stuff to lower any difficulty by 1. Narrate based on their quirks! Talk about the use of safety tools. <
Resolving Challenges how your supplies aid you. If you fire a gun always reduce
If a player attempts something risky, they roll 1-3 six-sided
difficulty and your stuff by 1 for ammo. Use 1 for fuel Playing the Game
when driving a day. You can use it to barter. If you have no The players should make all of the rolls, narrate the
dice and must equal or beat a difficulty of 4-6 on at least one
stuff you loose 1 resolve every day without foodstuffs. outcome of their actions, and drive the story forward
die. Succeed on multiple dice for an exceptional success
You can`t drive as you are out of fuel and can`t use guns whenever possible. They can also spend 1 karma to
(narrate an additional benefit). Rolling “1” on all dice is a
because you have no ammo. You must barter, steal, or influence the story or discover a clue through their perk, at
critical failure (introduce a complication to the scene). The
scavenge to get more stuff. Scavenging gives 1 stuff per the GM ’s discretion.
GM chooses a trait and difficulty for each challenge. Most
are difficulty 5, but a particularly easy or hard task might be success.
OBJECTIVES Locations CoMPLICATIONS
Described here are examples of objectives for the mission Described here are example destinations for the mission Described here are example complications for the mission
generator (first table): generator (second table): generator (third table):
1. Wandering Preacher 1. Sands of Mirages 1. Raging Sky
The group heard about a traveler from the green, preaching The heat distorts everything on this long stretch of sand. It A nightmarish storm surprises you. Dozens of twisters
about the good life people can lead there and the cult of the blurs vision and creates mirages that lure survivors deeper inside a gloomy cloud, zero visibility, and sand shredding
holy trees. But, unfortunately, a warlord is also hunting for into the badlands and towards death. Will you resist? everything while lightning shoots down from above. Can
him. you get through?
2. Castle on the hill
2. Treasure Hunt This factory has long lost its original purpose. Now the 2. Slave hunters
The group has found a dead person holding tight to a crumbling chimney flies a flag showing it's the stronghold A dozen people armed with nets and man catchers made
scrawled map allegedly leading to a treasure of bullets and of a Warlord that controls the area and demands tribute camp here, captives in tow. Will you hide?
gasoline. Though the depicted route leads through some from everyone crossing their roads. Can you pass?
hazardous territory. 3. Wanderers in need
3. Capsized tanker in darkness You come across a group of outcasts that were kicked out of
3. Stealing an Intake Manifold This tanker sits on the bottom of a crevasse. It's always dark their enclave for some imagined transgression. They are
The group needs a replacement part for the vehicle. They here as light rarely reaches the ground. The ship's carcass is almost out of supplies and desperate. They want the same
know where it is, but the owner does not want to part with rusted and splintered, exposing edges as sharp as blades. thing you do. How will you react?
it for anything. Without it, the group is stranded. What is hidden here?
4. Salvager Caravan
4. Gladiator by choice? 4. Survivor Village A caravan crosses your path. They are grotesquely mutated
A loved one either snuck away or was kidnapped. The A group built several dangerously unstable-looking from the poison in the air and ground and do not seem
partner isn't really sure; they had a big fight. Whatever it is, buildings surrounded by walls made of scrap metal. There is aggressive. But they are in your way. How do you approach?
they heard that the loved one is set to participate in a deadly severe battle damage on the outside. Is it under attack?
dome combat tournament and asks the characters for help. 5. The quick and dying
5. Painted Canyon As you reach your goal, you discover a group of scavengers
5. Supply Run Colorful paintings cover the rugged walls, inappropriately is already there. They are badly injured and dying from
The group is low on stuff and needs to find more. There are cheerful for this desolate place. Openings that could be exhaustion. Will you help?
several promising locations in the area, and they only have entrances to caverns are everywhere. Is anyone living here?
enough stuff to reach one of them. 6. Cries for blood
6. unstable refinery Minding your own business, you hear the revving of
6. Sweet Water A gang runs a refinery in this collection of rusted tanks and engines and their driver's mad hollering. The sounds chill
The group finds a seemingly abandoned, broken water containers. It smells like industrial waste, and from time to your bones as you realize that in a few moments, they will
collector and purifier in a remote spot. If they can get it time, flames belch to the sky. Will it explode? be upon you. Will you fight?
working again, they could be set for a long time.
ADDING A TWIST TO THE STORY
For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example, 2 5 might indicate stepping
into a trap, someone putting their foot down on a topic, or something causing a lot of noise, while rolling 4 4 could mean cupious amounts of food, a lice infection, or a general distraction,
and 5 3 might symbolize a blocked way, a ruined building, or something that is not as trustworthy or stable as it looks.
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