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ZURF - classic

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Modern setting, old-school rule
s. Enter the ZURF. A place of uns
peakable horror. A place of uni
opportunity. Not too many have retu
maginable
rned. Even fewer have gained wha
t they have come for. The artefact
are commonly known in the town.
s as they
Powerful tools of the elder beings
who have made the ZURF possibl
never know what drives the
e. We might
forces of ZURF. Stone and met
al become alive here. Any elec
spontaneously combust. We have
tric circuits
to resort to medival methods to trav
el through this terrible mess. It all
the mountains to the south, but we
started in
didn’t notice it until it was too late
. The old town got taken over wit
days. We managed to wall off a sma
hin several
ll part of our home. Some left, but
some stayed to support the growing
of newcomers. Scientists, explore
number
rs, poets. Anyone who had any cur
iosi
ty left in them came here. And who
blame them. The world started to
can
lack the fantastical. Maybe that’s
the true gift of the ZURF. Giving
cannot explain. Giving us somethi
us what we
ng to wander about at night. Giv
ing us something to strive for. Giv
something to be afraid of. Will the
ing us
ZURF say here forever? Will it uni
te
us
when nothing else could? I cannot
don’t think anyone can. And tha
say. I
t’s the beauty of it. The speechless
ness in radiates. Mesmerising. A
curtain over the world. A n unspea
dream-like
kable nightmare. We can only dar
e to wake up. Wake up. Wake up.
Wake up. Wake up. Wake up. Wa
Wake up.
ke up. Wake up. Wake up. Wake
up.
Wake up. Wake up. Wake up. Wa
Wake up. Wake up. Wake up. Wa
ke up.
ke up. Wake up. Wake up. Wake
up. Wake up. Wake up. Wake up.
Wake up. Wake up. Wake up. Wa
Wake up.
ke up. Wake up. Wake up. Wake
up. Wake up. Wake up. Wake up.
Wake up. Wake up. Wake up. Wa
Wake up.
ke up. Wake up. Wake up. Wake
up.
Wake up. Wake up. Wake up. Wa
Wake up. Wake up. Wake up. Wa
ke up.
ke up. Wake up. Wake up. Wake
up. Wake up. Wake up. Wake up.
Wake up. Wake up. Wake up. Wa
Wake up.
ke up. Wake up. Wake up. Wake
up. Wake up. Wake up. Wake up.
Wake up. Wake up. Wake up. Wa
Wake up.
ke up. Wake up. Wake up. Wake
up.
Wake up. Wake up. Wake up. Wa
Wake
up.
Wake
ke up.
up.
Wake
up.
Wake
up.
Wake
up.
1
8
*
2
9
5
3
6
2
Landmarks
* Town of Zarya - Sits on the edge of ZURF. Shelter for
explorers and mercs. Stores sell standard equipment
(DURF pg. 8). At the border a sign saying ‘NO TECH
BEYOND THIS POINT’. A tall gate. Barricades.
1. Old Zarya - Ruins of concrete, brick and metal. Other
exploration parties on their way into the Zurf. Here the
PCs first encounter the unmoving sun.
2. Collapsed bridge - Giant beams sway in the wind.
Echo Geckoes patrol the streets. Below a toxic canal
flows away into the Zurf (3).
3. Canals - The toxic canal comes from the bridge (2).
It is calmer here. Orbseekers will stalk from the water.
4. Orbkeeper - Caverns lead to a hall, giant foggy orb at
the centre. Orbkeeper floats above. Wants to put Zurf
back into the orb. Enemy of Space-time Folder (7).
5. Sleeping towers - Wind blowing through fallen
skyscrapers sounds like breathing. Safe spot for rest.
6. Airfield - Planes, helicopters, zeppelins, all cut
perfectly in half. Some are still suspended mid-air.
Trace of deformed terrain lead to (7).
8. Train station - Disfigured rails and rusty train cars.
Train station haunted by Shadows of past travellers. A
handcar can be acquired here.
ZURF
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Old train
tracks
7. Space-time Folder - A crater, a flower in the middle,
above the Folder floats. Wants to contain the Zurf
perfectly as it is. Enemy of Orbkeeper (4).
7
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4
9. Lone house - Among the blood red trees a wooden
lodge. 2-in-6 chance of Orbseekers resting in the
house. Safe spot for rest.
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Bodyguard (marine, officer, heavy, sentry, muscle)
See DURF pg. 11 for NPC stats. NPCs at 4 & 7 are god.
Both can manipulate the world & cause grave damage.
These rules are used in addition to Hex Crawls for DURF
pamphlet, which contains more detail about travel.
Has an additional weapon of choice.
▶ They can spend an action to target an enemy.
Anyone attacking the targeted enemy gets a Buff
to their roll once.
Scientist (biologist, physicist, expert, botanist, prof)
Has a portable artefact container. It negates the effects
of an artefact for one day, then melts.
▶ They can spend one hour to understand an
artefact’s nature.
Medic (healer, doctor, surgeon, nurse, mender)
Has a first aid kit. Spend 30 minutes and 1 supply to
heal a character or a creature by d6 Wounds.
▶ Can identify healing and dangerous herbs.
Guide (pathfinder, scout, escort, lookout, torchbearer)
1
d6 Shadows, creeping on the edge of sight
2
2d4 Echo Geckos, taking the high ground
3
2d4 Giant Moths, circling above
4
d6 Orbseekers, making plans around campfire
5
d8 Orbseekers, hiking towards the mountains
6
King Bear (as Dragon), roaring at prey
���������
Are equivalent to magical items (DURF pg. 12). Each is
unique and can only be found once.
Collecting: spend an action to find and collect an
artefact. Roll WIL (2 Breaks), on success gain one
artefact from the random table.
Exiting: characters can leave through the town walls
anytime. If they are being followed, gates will be
closed. Leaving through other hexes requires a
successful WIL save [3 Breaks], or get stranded in the
Endless Fields.
Movement
Hexes/Watch
Event dice
Careful
1
+0
Handcar
3
+3
1
Star pin - a tiny golden pin (for one day the
user can never be damaged and is healed)
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2
Cells within Cells - plastic cylinder (inside,
nanocells divide infinitely, generating energy).
Giant Moth [Skill 2, HD 2 (no Armor), ML 7]
Horse sized moth with intricate circular patterns on
their wings. Attracted to the strongest light source.
3
Mecha Moth - a silver moth the size of a palm
(can orient itself and lift up to 100kg).
4
Empty Discs - two discs, that maintain 20cm
from each other (anything that stays in the
discs for 1 hour is locked, released after a day).
▶ Grasp 3 dmg
▶ Plunge From Above target must make a DEX save
or take 1 direct wound.
5
Dream Engine - a hat made of wires (user
wakes up with one inanimate object from
their dream).
6
Ring - copper ring. Objects that pass through
disappear (light too), but reappear if pulled
back. If spun it does not stop. (no known use)
Has a compass that points towards closest metal.
▶ Once per day the Guide can reveal the contents of
an adjacent hex.
Entering: Once the characters enter Zurf, any tech they
have on them explodes.
Orbseeker [Skill 3, HD 1 (3 Armor), ML 8]
Humans who never leave the Zurf. They are obsessed
with artefacts and can feel their presence.
▶ Crossbow, sword 4 dmg
▶ Shock of Abyss produces a psychic shockwave.
All creatures in the area must make a WIL save or
become haunted by Shadows for d4 days.
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