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War Rig: A Survival RPG Guide

This document provides an overview of the roleplaying game War Rig. In War Rig, players take on the role of a post-apocalyptic crew surviving in a hostile world by traveling across the wasteland in a heavily armed vehicle called a War Rig. The core mechanic uses a dice pool and success threshold system, where players roll dice based on their character's stats and must meet the threshold to overcome challenges. Players can choose to help or hinder each other. The game is played in phases like rest, drive, and encounter phases that shift the risks and rewards. Character creation involves assigning stats and choosing a nickname that provides bonuses and background hooks. The document provides character options and explains how gameplay progresses in phases as the crew

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Tristan Trotter
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100% found this document useful (1 vote)
26 views11 pages

War Rig: A Survival RPG Guide

This document provides an overview of the roleplaying game War Rig. In War Rig, players take on the role of a post-apocalyptic crew surviving in a hostile world by traveling across the wasteland in a heavily armed vehicle called a War Rig. The core mechanic uses a dice pool and success threshold system, where players roll dice based on their character's stats and must meet the threshold to overcome challenges. Players can choose to help or hinder each other. The game is played in phases like rest, drive, and encounter phases that shift the risks and rewards. Character creation involves assigning stats and choosing a nickname that provides bonuses and background hooks. The document provides character options and explains how gameplay progresses in phases as the crew

Uploaded by

Tristan Trotter
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

A VESSEL GAME BY SAMUEL E H YEAGER 

WAR RIG 
A role-playing game of survival, desperation, and cooperation in a 
world that wants you dead. 
This work is licensed under the Creative Commons Attribution 4.0 International License. To 
view a copy of this license, visit [Link] or send a letter 
to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. 

 
 
 
 
 
 
 
   
CHAPTER 1: GETTING IT IN GEAR 
THE ENGINE ITSELF 
The world has ended, but life has not. The planet has died, but humanity clings to 
life through grit, hope, and brutality. The last stands of civilization persist in small 
communities, scattered across the wastes. They get by with scavenging what they can, and 
stealing from those who can get more. You and yours stay moving, though. You ride upon 
a beast of steel, fire, and fury, your WAR RIG. Many wheels, many hands upon it, and many 
miles to go before the next rest. 

In WAR RIG, you will play in phases. In some phases, challenging circumstances will 
be decided by negotiation and the use of resources. In others, challenges will be faced 
with dice. This is where the VESSEL engine lives. In these high stakes moments of life and 
death, the engine turns and rumbles to life, and the GM marks the beginning of an 
encounter. When you, as a player, take action to overcome an obstacle, you will call upon 
the power of one of your stats, typically the one most fitting for the action you take. You will 
roll one six-sided die, and if the result is above or equal to 4, it counts as a success. 
Otherwise, it is a failure. To succeed in an encounter, fight, or challenge, each player will 
need a specific number of successes (called the threshold.) This number is kept secret by 
the GM until someone reaches that threshold. Whatever the result of your die roll, you 
mark down that you have spent 1 die of the stat you called upon. When you use as many 
dice as you have points in that stat, you cannot call upon that stat for the remainder of the 
encounter. Should you expend all your options without meeting the threshold, you will be 
at the mercy of your friends, or the enemy. Should you meet the threshold with dice to 
spare, you can use those dice to help your friends, or help yourself, by continuing to roll.   

If you are under, you can ask your crew, who also rolled their own dice, for help. If you are 
over, you can give it. When you have more success than you need, you can give as many of 
those spares as you wish to any who need them to reach the threshold. However, you can 
also choose to hoard those points, clinging to hope that your frugality will pay off later. 
More detail is given later, but this is the nature of most of the game. Roll dice to face 
danger, and decide to put yourself or your crew first. 

Keep in mind: the failure/success of the dice may be binary, but the challenge is not. 
If you fail by a little, perhaps you can make it through with your skin. If you fail by a lot, 
you’re in for pain, or worse. Helping one another is good, but the threshold doesn’t always 
mean life or death.   

   
 

 
CHAPTER 2: THE WORLD GRINDS YOU DOWN 
WHAT’S YOUR STORY, STRANGER? 
Now that you understand the core of the game, you can prepare to set off on your 
adventure. The first thing you need to play WAR RIG is a group of friends, at least three 
people in total, but at most five. All but one player will then create a character, whom they 
will play in the game. The one left will be the Game Master, who is in control of the world 
around the crew, and keeps track of the supporting cast of characters, enemies, and all else 
that the crew interacts with.   

Gather up enough six-sided die (or d6) to accommodate every player (eight per person 
should be enough.)  

The next step is to create your characters. Firstly, you need to know your character’s 
strengths and weaknesses, or their Stats. There are four core statistics to know: 

Strength: How hard you hit, how much you lift, how far you leap.   

Speed: Your swiftness on foot, reflexes, and agility. 

Grit: Your fortitude, your vitality, and the pain you can take before falling to the dirt. 

Brains: Your cleverness, skill with words, understanding of complex concepts. 

To decide the numbers behind these powers, roll six d6, rerolling any results of 1, and then 
cut out both the highest and the lowest numbers. This will leave you with four results, which 
you then place in each Stat as you see fit.   

 
In addition to the four core Stats, there are a handful of other numbers for players to keep 
track of: 

Wounds: When you take enough wounds to be equal or greater than twice your Endurance 
score, your character falls dead. One wound is recovered every time the crew rests safely 
for a night, perhaps more if drugs or a sawbones are available. 

SCRAP: Every character starts with a Scrap score of 0. This represents the various goods 
and supplies you can scavenge from the wasteland. These points increase when 
high-quality goods are found. When you face a challenge, you can spend one point of 
Scrap to increase the effectiveness of your dice, to exploit your resources and make life 
easier. Instead of successes only being 4-6, results of 3-6 are all successes. Alternatively, 
when you have a negative Scrap score, things get harder, and only results of 5-6 count as 
successes when facing challenges. Should you ever reach -3 Scrap, you fall to the dirt, never 
to rise again. 

HOPE: When you roll and have more success than you need to surpass a challenge, you can 
choose to hoard your victories to yourself and gain Hope. These points of Hope then give 
you a choice: in any challenge between when they are earned and your next rest, you can 
choose to give one success to a friend in need, as if you had rolled that extra success for 
that challenge. Keep in mind, however, that Hope affects your scavenging chances. 

After deciding your scores, you choose your character’s nickname. This decides a little of 
your character’s personality, their role in the crew, and gives a bonus to two of their Stats.   

Once your nickname is chosen, think about the questions associated. Each of you lost 
something significant when the world died. Consider how it affects you now. Additionally, 
should you find a way to justifiably tie in the answer of any of those background questions 
to a challenge, your GM may reward you! Anything from a reduced difficulty to a 
guaranteed pass with leftover successes could be your reward, so make it count. Once you 
resolve that question, make a check next to it and come up with a new one before the next 
session.  

Choose your nickname from the list below: 


 

MADEYE: Crazed and bloody, you are known for taking risks and heads in equal measure. 

+1 Strength, +1 Speed 

Answer these questions to gain insight into your character: 

You had a mind, once. How’d you lose it? 

What is the name of the devil on your back? 

TREADFOOT: Unstoppable and immovable, you stand between your friends and the end. 

+1 Strength, +1 Grit 

You’ve got a limp. How’d it happen? 

Something or someone on the rig is precious to you. What is it? 

BLACKFINGER: Whipsmart and sturdy, you know how to keep your rig running. 

+1 Strength, +1 Brains 

Who taught you this art? 

You lost one hand. How do you get by? 

BOSS: Bold and driven, you’re the face of this crew, for better or worse. 

+1 Speed, +1 Brains 
There’s something out there you’re searching for. What is it? 

You lost an eye. What were you looking at? 

SPEEDFREEK: Agile and fiery, you seek the fastest way to the next score. 

+1 Speed, +1 Grit 

You lost your tongue. What’d you say wrong? 

What is it about going fast that gets your heart racing? 

THINKTANK: One of the only working minds left, you advise and invent for the crew. 

+1 Grit, +1 Brains 

You know what killed the world. Why won’t anyone believe you? 

You can barely breathe on a good day. What filled your lungs and hasn’t left? 

The final step in preparing for a game of WAR RIG is the machine itself. Sit down as a group 
and discuss what it looks like, how it works. How many wheels does it have? How is it 
powered? Is it a commonplace vehicle, or a one-of-a-kind marvel of machinery? Once you 
and your crew have a clear picture of your rig in your mind, you’re ready to hit the road. 

   
CHAPTER 3: DAYS PASS 
PHASES OF PLAY 
A game of WAR RIG takes place over a series of phases. Within each phase, different 
events can happen, and the stakes are different as well. Ideally, these phases flow naturally. 
The GM must keep in mind the current phase as they present the world to the crew.   

REST PHASE 
At the end of each session, and in the moments in between, the crew should find 
themselves time to rest. Perhaps they break for camp somewhere in the wasteland, or they 
find shelter in a settlement somewhere. It is during this phase that players use their Hope to 
scavenge useful Scrap, where they can converse with themselves, and discover more about 
their surroundings.   

Whenever you rest, you must go out and scavenge for life-sustaining resources. Each 
character rolls as many dice as they have points in Hope, and each success is counted as an 
increase in 1 to that character’s Scrap score. You cannot spend Scrap to increase your 
chances on this roll. When these Scraps are first gained, you can divvy them up among the 
crew as you see fit. Once they are divided up, that choice sticks until the next rest. After 
scavenging, you reset your Hope score to 1. If you rested without any Hope, you stay at 0. 
When you rest, if you didn’t have enough hope to scavenge, your Scrap score goes to -1, 
representing your overwhelming hunger and thirst. 

DRIVE PHASE 
During this phase, the crew sets out in their Rig upon the wastes. The crew is aboard 
their mighty vehicle, and the threats they face on the road they always face together. This is 
where most of the game will take place. At its core, WAR RIG is about the struggle of a 
band of people on the same machine, working to survive together. Thus, most of the story 
should take place on that machine.   

When the GM presents threats in this phase of play, the conversation should flow 
something like this: the GM presents a danger, the crew discusses and presents their 
solution (and how they each contribute to that end), and the GM declares what relevant 
statistic is being challenged here, and the threshold of successful die needed.   

Every member of the crew must roll as many dice as they have in that statistic, and 
then successes are counted. Any character who falls short of the threshold can ask for help 
from any who go above the threshold, but that decision ultimately lies alone with the one 
who succeeded. Any character who keeps a spare success to themselves marks down that 
many points of HOPE, as does any character who received help, regardless of whether it 
brought them to the threshold or not. Then, consequences take place. 

Any character who fell short takes wounds, or loses scrap. Between the two statistics, 
the amount of wounds taken and scrap lost must be equal to the degree they failed the 
threshold (I.e. if you fail a threshold of 6 with only 4 successes, you must lose 2 scrap, or 
take 2 wounds, or lose 1 scrap and take 1 wound.) A character cannot be brought below 0 
scrap in this way, and any character at 0 scrap must take wounds when they fail. 

The players narrate how their results take shape in the world of WAR RIG, and the 
GM then describes how the world reacts. Play continues in this way until the GM believes 
either the threat has been successfully negotiated, or the party has been defeated. After a 
threat is dealt with, the crew may choose to REST, or they may press on.   

WALK PHASE 
During this phase, the crew sets their feet upon the ground, and threats are faced 
individually. Here, no dice are rolled, and instead, the players must negotiate with the GM 
to get what they want. For example: if a player gets in a fistfight and wants to knock their 
opponent out, they explain how their character accomplishes it. If the GM thinks it feasible, 
the player succeeds. If it seems unlikely, the GM declares that the character must sacrifice 
something to succeed. Perhaps they sacrifice a point of hope, or resources. If the 
character is in a tense negotiation, perhaps they wind up in debt to the other side of the 
argument.   

A character should never die in the WALK phase without the player’s express desire 
for that outcome. That sort of action and risk should be reserved for the DRIVE phase. 

PARTING WORDS 
Once you’ve got your characters, and you understand the flow of gameplay, you’re 
ready to play! The Game Master sets the scene for your party, describing the world around 
you, and play begins. Good luck out there on the wastes. You’re gonna need it. 

Keep in mind: the game is meant to played TOGETHER. As a player, you can strike 
off on your own, but you will be at extreme disadvantages, and the story you’re telling won’t 
be one the rules necessarily support. If you’re having fun, go for it. Just don’t expect the 
rules to support a solitary journey. What’s more, this game is intended for campaigns 
lasting three or four sessions. Characters don’t have many options for long term 
advancement, but that may change in possible future supplements. Keep eyes out! 

   
Finally, a few thank you’s.  

First, to my Patrons, especially Greg, Carol, and Morgan! Thanks so much for your support. 
It honors me, and I hope you enjoy.  

Next, to Kat, who supports me in a thousand ways. I could not imagine doing this without 
you. 

Last, to you, dear reader! I hope you enjoy this game, seek and find adventure with it, and 
have fun!   

Common questions

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WAR RIG's design prioritizes collective success through its cooperative gameplay mechanics. Players often face challenges requiring pooled resources and collective decision-making to succeed. The game mechanics, such as the ability to share successful dice rolls and the benefits of collective SCRAP management, emphasize that aiding teammates often leads to better overall outcomes. The constant threat environment also reinforces interdependence, as individual actions can impact the group's long-term prospects .

In WAR RIG, the Game Master plays a crucial role in shaping the gameplay experience by defining the world, setting scenes, and presenting challenges to the players. The GM also manages the narrative flow between phases and dictates the requirements for overcoming obstacles, such as the success threshold for dice rolls. This ensures the game remains engaging and balanced while allowing player creativity in tackling challenges .

During the REST phase, strategic considerations involve managing Hope and SCRAP effectively. Players must decide how to allocate new Scrap to maximize future challenge success while considering individual and group needs. Resting allows characters to regenerate but requires cunning in resource distribution to ensure survival and potential advantage in subsequent phases. The phase emphasizes planning and resource management, impacting overall game strategy .

SCRAP serves as a variable resource that players can use to manipulate the effectiveness of their dice rolls, altering success rates from a typical 4-6 to a more favorable 3-6 for success. It reflects the goods and supplies scavenged by characters and can be depleted or increased based on in-game actions and challenges. Negative SCRAP scores increase difficulty and reflect mounting desperation, ultimately leading to player defeat if it reaches -3 .

WAR RIG explores themes of survival, cooperation, and the enduring human spirit against a hostile environment. These themes are integrated into gameplay through mechanics like resource scarcity, the importance of collaborative decision-making, and the constant threat of danger in the post-apocalyptic setting. Players must navigate moral decisions, face life-or-death stakes, and rely on their crew, reflecting the game's thematic focus on enduring ongoing challenges through collective effort .

The dice mechanics in WAR RIG encourage player interaction by creating situations where collaboration is often necessary to overcome challenges. Players must decide whether to use their successful dice rolls to meet personal thresholds or assist others in the group. This fosters a sense of teamwork and strategic communication as players weigh the benefits of aiding their crew versus conserving resources for future encounters .

Character nicknames in WAR RIG directly influence gameplay by providing specific bonuses to player stats, shaping the character's role within the crew and their interactions. This aspect of character design encourages players to explore their character's background and motivations, adding depth to the role-playing experience. Each nickname comes with thematic questions that help players integrate personal stories into gameplay, creating richer narratives .

WAR RIG does not heavily focus on long-term character progression or advancement. The game is designed for short campaigns, typically lasting three or four sessions, with limited options for character growth. Characters are defined by their stats and unique nicknames, which provide immediate bonuses. The game focuses instead on the immediate challenges and survival experience rather than extended character advancement, though future supplements may offer additional options .

The phases of play in WAR RIG, including Rest, Drive, and Walk phases, structure the game's narrative by creating distinct periods of action and reflection. During the Drive phase, the story focuses on collective decision-making and overcoming shared challenges. The Walk phase allows individual character development through negotiation with the GM, while the Rest phase provides opportunities for resource management and regeneration. This structure facilitates a dynamic narrative that alternates between high-stakes action and character-driven storytelling .

The main purpose of the WAR RIG game is to provide a role-playing experience centered around survival, desperation, and cooperation in a post-apocalyptic world. Players navigate a dangerous setting using their WAR RIG vehicle, emphasizing resource management, negotiation, and strategy to overcome challenges. Success in the game relies on effective teamwork and decision-making .

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