FWW - RPG Core Rulebook - Parte7
FWW - RPG Core Rulebook - Parte7
CORE RULES
TABLETOP ROLEPLAYING. . . . 12
SKILL TESTS. . . . 13
ACTION POINTS. . . . 18
LUCK. . . . 20
INTRODUCTION CORE RULES COMBAT CHARACTER CREATION EQUIPMENT SURVIVAL CORPORATIONS
Chapter One
CORE RULES
TABLETOP ROLEPLAYING
When you play a tabletop roleplaying game, your
gamemaster (also called the GM) and fellow players
are asking you to share your own story of exploring
The Gamemaster
The gamemaster is another player at the table with differ-
the post-nuclear wasteland, where mutated monsters
ent responsibilities than everyone else. They run the game,
lie in wait around every corner and fellow survivors
roleplaying as non-player characters and creatures, asking
harbor a deep suspicion of others. As a group, you will
for skill tests, interpreting their results, and describing what
travel ruined highways and ramshackle towns, com-
happens as you explore the wasteland.
pleting quests, and building settlements by describ-
ing what your character does as an improvised story.
It’s their job to introduce the story and respond to how your
When you want to accomplish something in this
character’s actions change the story, and how non-player
story, you’ll use the game rules to resolve whether you
characters respond, but they use these core rules as well
succeed or fail at your task.
when taking actions with their NPCs.