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Burger Warz: Maximum Service: The Role Playing Game

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An RPG by Levon Jihanian. Original setting and rules. Burger Warz: Maximum Service: The Role Playing Game is a social, collaborative game, where you play out imagined scenarios and use dice rolls and statistics to determine the outcomes. You take on the role of an employee trying to move up in the highly competitive future, where everyone works for minimum wage. You “win” by surviving (either through combat or other means) and advancing your employee (through providing customer satisfaction). Teamwork and creative thinking are your friends, but the customer is your best friend.

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Page 1: Burger Warz: Maximum Service: The Role Playing Game
Page 2: Burger Warz: Maximum Service: The Role Playing Game
Page 3: Burger Warz: Maximum Service: The Role Playing Game

MaxiMuM Service:The role-Playing gaMe

Written by Levon Jihanian

Illustrations by Rusty Jordan

For information about addtional rules and downloadable character sheets,

visit http://forkfrenzy.com/burgerwarz/.

This work is licensed under the Creative Commons Attribution-

NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this

license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/.

Page 4: Burger Warz: Maximum Service: The Role Playing Game

Table of ConTenTs

chaPTer 1: The BaSicS

IntroductionWhat You’ll Need

GlossaryThe SettingSetting Up

Basic GameplayChallengesAttributes

Major SkillsMinor Skills

Margin of SuccessWork Ethic & Improvement of Stats

DemeritsChanging Work Ethics

chaPTer 2: coMBaT

InitiativeCombat Mechanics

Combat ActionsSpecial Actions

Penalties & BonusesCombat Resolution

1

11244557889101212

13

141516192122

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chaPTer 3: Magic

SpellsCircles

CrystalsSpell List and Descriptions

chaPTer 4: eMPloyee creaTion

Employee StatsQuestion 1. What is Your Class?

Question 2. What is Your Occupation?Question 3 . What Corporation do you

Work For?Qiuestion 4. What’s Your Age?

Question 5. What are Your Skills?Question 6. What’s Your Work Ethic?

Question 7. What’s your Gear?

chaPTer 5: DiSTricT Manager’S hanDBook

Customers & MonstersSample Scenario: Death Shift

Sample Characters

eMPloyee aPPlicaTionDM recorD SheeTS

25

25262728

33

333537

4050515557

59

596674

7880

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All sorrows are less with bread.– Miguel de Cervantes

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1

chaPTer 1: The BaSicS

WelcoMe

Burger Warz: Maximum Service: The Role Playing Game is a social,

collaborative game, where you play out imagined scenarios and use dice rolls

and statistics to determine the outcomes. You take on the role of an employee

trying to move up in the highly competitive future, where everyone works

for minimum wage. You “win” by surviving (either through combat or

other means) and advancing your employee (through providing customer

satisfaction). Teamwork and creative thinking are your friends, but the

customer is your best friend.

WhaT you’ll neeD

This rulebook

character sheets

2-6 friends

Pencils

A bunch of regular 6-sided dice

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Chapter 1: The Basics

gloSSary

Below are some terms which are used throughout this book, along with a

brief definition.

1D, 2D, 3D, etc. - A dice roll. 1D means roll 1 die, 2D means roll 2 dice, and

so on. 1D+2 is the result of 1 die, plus 2. In this example, if the player rolled

a die and got a result of 3, the final result is 5.

District Manager (DM) - The player who is in charge of running a game. She

controls the world around the other employees, and adjudicates customer

satisfaction.

Player - You, the person reading this book, and your friends sitting around

the table.

Employee - A fictional person who is controlled by a player. He or she works

for a fast food chain in the future.

Close Combat - Fighting close up, either with weapons or with bare hands.

Ranged Combat - Fighting someone from far away. Perhaps with a gun, a

bow and arrow, or a magical fireball.

Challenge - A test of skill using a combination of an employee’s stats and

rolls of dice.

Margin of Success - The degree of success an employee achieves in a

Challenge.

Initiative - The order in which players play their employees’ actions.

Attributes - The fundamental stats that define an employee’s natural ability.

They are Physical, Customer Service, Trade, and Magic.

Major Skills - Skills and abilities that take years of study to master. This

category of stats represents time and practice and in many cases holds equal

weight to Attributes.

Minor Skills - Skills and Bonuses that represent a specialization. They are

meant to complement Major Skills

chaPTer

1: The

BaSicS

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Chapter 1: The Basics

Circles - A type of Minor Skill that represents a school of Magic. These

complement Magic Spells.

Craft - A type of Minor Skill which compliments Trade Skills.

Industry - A type of Minor Skill which represents a specific field of study,

which compliments a broader field of study.

Engagement - A combat action that represents the combatant’s focus.

Action - What an employee or customer does during his combat turn.

Customer - A character controlled by the DM.

Shift - This is a session of gameplay, which represents a workday for the

employees.

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Chapter 1: The Basics

The SeTTing

Burger Warz: Maximimum Service takes place in a distopian near-future.

Everyone works for a fast food corporation in one way or another.

Genetically modified food has caused horrible mutations in all walks of life,

and magic is somehow real. The world is extremely violent, and life has little

meaning. That said, corporate culture pervades the society completely, and

fast, convenient food is at the forefront of everyone’s mind.

When working at a fast food restaurant, one thing’s for certain: every

customer is either a corporate spy for a competing restaurant, or a corporate

spy sent to check up on you from your own company. Either way, give service

with a smile and keep your finger on the trigger.

SeTTing uP

Choose one player to be the District Manager, or DM. This player will play

out the external world of Burger Warz: Maximum Service. In other words,

she controls all of the antagonists, allies, bystanders, and forces of nature

in the game. She is neither your enemy nor your ally. The DM will need to:

• Know and arbitrate the rules.

• Challenge the players with obstacles and foes.

• Keep the game moving along.

• Plan ahead for what the employees will face next and help guide the story

based on the direction of the players.

The other players will each control one employee, which they can create,

or choose from a variety of pre-generated employees. Employee creation in

chaPTer

1: The

BaSicS

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Chapter 1: The Basics

Burger Warz: Maximum Service is fun and meant to be done together as a

group. For more information, check out the Employee Creation rulebook.

BaSic gaMePlay

The basic flow of the game starts with the DM describing a scene. The players

then describe what their employees do. The DM tells the player what happens

as a result of the employee’s action. That’s it. When there is a question of

whether or not the action is successful, Challenges come into play. In the case

of combat, there are even more extensive rules to allow for fairness and flow

of play. In these instances, it’s important to keep the excitement going and not

let strict adherence to the rules bog down play. The rules are there to make

things more fun, first and foremost.

challengeS

The Challenge is the fundamental element of the Burger Warz: Maximum

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Chapter 1: The Basics

Service system rules. A typical game session contains of a series of Challenges

declared by the DM. Challenges are tests that the employee must pass in

order to successfully carry out difficult tasks. Many times there will be a lot

of argument and discussion at the table between players on the best way to

proceed.

In order to determine whether your employee can perform an action

successfully, the DM calls for you to roll the dice according to your employee’s

stats. If your employee has good fighting stats, The chances of jump-kicking

that killer clown are much higher.

In these cases, you’ll be asked to roll dice, add some bonus numbers to it, and

compare the results to a target number. This might be a difficulty rating set

by the DM, or in the case of combat, an enemy’s Health stat. The number of

dice you roll depends on your applicable stats.

Table 1-A Examples of Difficulties and their Target Number

Target Number

1 - 3

4 - 5

6 - 8

9 - 11

12 - 14

15 +

Difficulty

Trivial

Easy

Tricky

Challenging

Hard

Super hard

We begin with an attribute stat (Physical, Magic, Customer Service, or

Trade): Each point within an attribute contributes 1 die to the to the pool.

Only one attribute may be used for a given challenge. If the stat for the

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Chapter 1: The Basics

appropriate attribute is zero, roll 1 die; however, the Margin of Success may

never exceed 0 (We’ll cover Margin of Success a little later in this chapter).

(Optional) Add one Major Skill appropriate to the challenge: Each Major

Skill point in the appropriate skill contributes 1 die to the pool. If there is no

applicable skill, then no dice are added. Whether or not a skill is applicable to

the circumstances is left to the discretion of the DM.

Finally, we add bonuses from Minor Skills: Each Minor Skill point

contributes 1 point to the pool. Any skill or attribute that is used must apply

to the action being attempted by the employee. You may use as many of these

bonuses as are appropriate to the Challenge!

For example, Joanne the wizard is ringing up a customer, who keeps

changing their order, and the other people in line behind the customer

are getting impatient. Her Customer Service attribute, which is 1 point,

gives her 1 die, her communication major skill gives her an additional

die, and her patience minor skill gives her an additional point. The

DM determines that this test is somewhat tricky so he sets the target

number at 7. The player rolls 2 dice: 2 and 5 for a total of 7, and adds

1 point from patience minor skill bonus, for a grand total of 8. Success!

aTTriBuTeS

Attributes are the fundamental stats that define an employee’s natural

abilities. They apply to every Challenge an employee faces, and they are the

foundation for Major and Minor Skills. They are Physical, Magic, Trade, and

Customer Service.

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Chapter 1: The Basics

Physical (P) represents the strength, speed, and agility of an employee . It

doesn’t necessarily represent every physical aspect of an employee , but it

is instead an abstract average of all aspects. Therefore, one employee with a

Physical attribute of 5 might be incredibly strong, or of average strength, but

incredibly quick.

Magic (M) represents the employee’s ability to learn and apply magical

energy practically and safely.

Trade (T) is the foundation for skills which require practice and direct

application. This covers a broad range of skills such as lockpicking, haggling,

and artistry.

Customer Service (CS) is the employee’s ability to perform the day to day

activities required for running a successful restaurant venture.

Major SkillS

Major Skills are specified abilities and expertise which the employee can use.

They are always combined with an attribute. Each point of a given Major skill

adds 1 die to a Challenge roll. Every Major Skill is tied to a specific Attribute:

Physical (P), Magic (M), Customer Service (CS), or Trade (T).

Minor SkillS

These are “helper” skills that provide bonus points to a Challenge. There is

no limit to the number of Minor Skills that can be used, however the skill

must be appropriate to the Challenge. There are 6 types of Minor Skills (the

letter in parentheses represents the Attribute with which they’re associated):

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Chapter 1: The Basics

Weapon Skills (P) are an employee’s familiarity and practice with a specific

type of weapon (e.g. sword, machinegun, or spear) .

Food Skills (CS) are areas of expertise in customer service (e.g. food

preparation, customer relations, and hygiene).

Craft Skills (T) are areas of expertise in trade and craft (e.g. lockpicking,

armor repair, and demolitions)

Circles (M) are various categories of magic, represented by natural elements

(earth, air, fire, water, and crystals). See the Magic chapter for more

information about Circles.

Margin of SucceSS

The number of points rolled over the target number is the margin of success.

the higher the roll, the more successful the action was.

In the previous example, Joanne had a 1 point margin of success on

her challenge roll. It’s enough for her to get the customer moving along,

but maybe they’re irritated and decide to cause future problems. The

DM tells the player that Joanna manages to help the customer come

to a decision, much to the appreciation of other customers, but they

give her a sidelong glare as they move away from the counter. The DM

determines that this customer will claim that the order is incorrect no

matter what, leading to another Challenge.

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Chapter 1: The Basics

Work eThic & iMProveMenT of STaTS

In most role playing games, employees advance their abilities by gaining

experience points through killing foes. In Burger Warz: Maximum Service,

advancement is based on playing according to your employee’s personal

work ethic.

Heart of Gold - Kindness still has a place, even in this broken world. Always

lend a helping hand and fight injustice wherever you see it.

Murderer - Kills with precision, and quickness. Always go for the quick and

easy kill.

Pacifist - Fighting usually makes things worse. Always look for a peaceful

solution.

Leader - Natural born leader. When decisions need to be made, take charge.

Liar - You are a manipulator, and use your words as weapons.

Company Man - Corporate knows what it’s doing. Look after the needs of

the corporation over your own needs or the needs of anyone else.

Meat Head - There’s nothing better than picking a fight. Swing your sword

first and ask questions later.

Ghost - It’s like you’re not even there. Do everything you can to avoid

drawing attention to yourself. Never volunteer.

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Chapter 1: The Basics

Annihilator - The more things you destroy, the better you feel. Always try to

crush the most enemies.

Comedian - When tension mounts, you feel the urge to lighten things up.

You have a joke for every occasion.

At the end of each game session, the DM awards each employee 1-3 points for

each work ethic trait based on how well the player role-played the employee’s

assigned work ethic. A 1 indicates little to no effort, a 2 means that they

followed the work ethic descriptions, and a 3 means that the player went to

great lengths to embody the work ethic perfectly. If a player used work ethic

traits to disrupt the game, a DM may choose not to award any points.

At the beginning or end of a session, a player may spend their accumulated

work ethic award points to buy skill ratings, new skills, attribute points, and

even health points. Below is the cost of each type of stat.

Table 1-B Work Ethic Point Costs for Buying Stats

Stat Type

1 Minor Skill point

1 Major Skill point

or 1 Health point

1 Attribute point

Cost

5 work ethic points

10 work ethic points

15 work ethic points

The player may opt to add 1 point to an existing skill or attribute, or he may

buy a completely new Attribute or Skill.

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Chapter 1: The Basics

DeMeriTS

If a paying customer is killed unnecessarily, or if an employee fails to please

a customer, the DM may record a demerit on an employee. Demerits cancel

out work ethic points awarded at the end of the shift.

changing Work eThic TraiTS

A player may change to a different personality at the beginning or end of any

session; however, they lose any accumulated work ethic points associated

with their previous work ethic.

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chaPTer 2: coMBaT

The centerpiece of most role playing games is combat between characters and

their antagonists. Burger Warz: Maximum Service is no exception. While

the basic concept of Challenges also applies to combat situations, additional

rules are needed in order to adjudicate the aspects points of combat.

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Chapter 2: Combat

It’s important for the DM to be methodical in preparation and coordination

of the players’ choices. We’ve tried to make this easier by breaking down

combat into specific steps. The steps of combat are as follows:

1. Determine the order of everyone’s actions. If one team has the element

of surprise, no roll is necessary. In the cases where both teams enter

combat simultaneously, Initiative must be determined. See Initiative

below.

2. A new round begins. Generally, each character may perform one ac-

tion on his turn. When the success of an action is in question, like

when a character attacks something, a Challenge roll must be made.

See Combat Mechanics below.

3. After all characters on both sides have declared and resolved their

actions, the players may choose to change the order of their actions,

but they must rearrange their seating to match their order for the next

round. See Initiative below.

4. The round ends. Jump back to step 2 until combat is resolved. See Com-

bat Resolution below.

iniTiaTive

Initiative is the order in which each character acts. Rather than rolling for

each individual character, we roll for each team (Players vs. DM). With this

setup, the advantage tends to go to the team with greater numbers.

1. DM rolls Initiative. DM rolls 1D for each antagonist/monster. She

adds the results together to determine the pooled initiative number.

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Chapter 2: Combat

2. Players roll Initiative. The players each roll 1D and add their com-

bined results to determine the players’ pooled initiative number.

3. DM announces the team that has the highest pooled initiative num-

ber. That is the side that goes first. On the players’ turn, each player

declares and attempts to resolve his action taking turns in clockwise

order starting from the player who is sitting to the left of the DM. Play-

ers may rearrange their seating and order only once at the beginning of

each round. On the DM’s turn, the DM plays the antagonists’ actions in

any order of her choosing.

coMBaT MechanicS

Actions in Combat

On an employee’s turn, he may perform one quick action. He may announce

his greater intent at this time, but only 5 seconds worth of action may be

performed. This rule can be stretched at the discretion of the DM. A player

might declare that his employee runs down a hill, leaps through a wall of

fire, and lunges at his closest foe with a longsword. During this action, the

employee will only be able to perform the first action, which is running down

the hill.

Some 1-turn Actions:

Engage an enemy

Charge or run away

Attack with a close combat weapon

Attack with a magical spell

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Chapter 2: Combat

Attack with a ranged weapon

Duck behind cover

Cast a heal spell

Drink a potion

Pull a lever

Some multiple-turn actions:

Bandage or tend to someone’s wounds

Pick a lock

Replace a wagon wheel

Flank the enemy

Perform a magic ritual

Barricade a window

aTTack acTionS

Close Combat Attack

When attacking an enemy using a weapon such as a sword or axe or even

bare hands in a conventional manner, the default attribute to use is the

Physical attribute. A close combat skill can be added to the attribute roll,

but isn’t required. If the employee has a minor skill points for that weapon,

those points can be added to the roll. And finally, any contextual skill points,

or other minor skills which may help in that moment.

The target score is the enemy’s Health stat. A roll adding up to the Health stat

or higher is considered a successful attack. The target’s damage level moves

up depending on the weapon used, and for each point above the target score,

an additional damage level is inflicted.

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Chapter 2: Combat

For example, if Six Star wants to attack an Elf in the forest with his

sword, his 3 physical attribute points give him 3 dice, his close combat

skill gives him an additional die, and his sword and forest minor skills

give him 2 points. The player rolls 4 dice: 1, 3, 5, 5 for a total of 14, and

adds 2 points from minor skills, for a grand total of 16! The Elf ’s Health

score is 8, and so Six Star succeeds in his attack with a 8 point margin

of success. But that’s not all. Six Star’s sword has a damage rating of

2, so 10 damage levels are inflicted on the Elf, who is now wounded.

If the attacker has a Physical attribute of 0 and no close skill, he may roll

1D, or Freebee Die. However margin of success can never exceed 0. He is

reliant on the deadliness of the weapon to inflict damage. In other words, any

successful attack with a sword against a foe will only inflict 2 damage levels.

A foe must be in striking distance to hit with a close attack.

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Chapter 2: Combat

Magical Close Combat Attack

Some wizards are able to use their Magic attribute as the base stat for close

attacks. The rules are the same as with regular close attacks, with the Magic

attribute replacing Physical.

Ranged Attack

Ranged attacks can be either thrown weapons, arrows, stones from a sling, or

certain magical spells. The base attribute is Physical or Magical, depending

on the specific attack. The major skill is ranged attack, or a ranged spell, and

minor skills are weapon skills such as bow, crossbow, pistol, and sling; or

magical circles such as fire, wind, cold, or stone.

Remember, engagement rules apply to ranged attacks. Think of the

engagement action as time spent aiming at the target.

Unlike close combat attacks, there are no restrictions to margin of success

when using a Freebee Die. All margin of success in a ranged attack counts

toward damage to the target.A foe must be in range, and within line of sight

to hit with a ranged attack.

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Chapter 2: Combat

SPecial acTionS

Some actions don’t fit neatly into the challenge/resolution format.

Engagement

Engagement is a common maneuver in a battle. It simply means that the

employee is focused on one particular enemy. Attacking an enemy you’re not

engaged with adds a penalty to your challenge roll (see below). If you attack

an enemy for a second round in a row, you automatically engage before

rolling for the attack challenge. Only one enemy may be engaged at a time,

though there are exceptions to this rule. Engaging an enemy you haven’t

attacked in the previous turn takes up one action.

Criteria for engaging an enemy:

• You must be able to see the enemy or know exactly where she is.

• The enemy must be within striking distance with whatever weapon you’re

wielding.

• You must be able to focus. This means you can’t engage with an enemy if

you’re stunned or unconscious.

Penalties:

• Attacking an unengaged target has a -2 point challenge penalty.

• Attacking an unengaged target while you’re engaged with another target

disengages you from the previous target and gives a -2 challenge penalty.

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Chapter 2: Combat

Additional notes on engagement:

• Just because you’re attacked, doesn’t mean you’re engaged.

• It’s possible to engage one enemy, while being engaged by one or more

other enemies.

• It’s possible to engage with more than one target if you are cornered or

within a confined space such as a doorway or narrow hallway. in these

instances, all enemies who fit the above criteria are consider engaged using

only 1 action.

• Disengaging can be done at any time and doesn’t require an action.

Attacking While Moving

Sometimes you want to move and attack at the same time, whether you’re

charging an enemy, or backpedaling with a bow and arrow, or making

a parting blow as you retreat. It is up to the DM’s discretion on how this

affects the rules. In the case of the backpedaling, the DM might impose a

penalty on the attack. In the case of charging, the DM might even allow the

employee to engage the enemy, move up to it, and attack as one action, but

also place a temporary 1-turn health reduction on the employee to indicate

vulnerability. Common sense should be used.

Defensive Posture

Going into a defensive posture takes up one action. It basically means the

employee is steeling herself to parry, or bracing herself for impact, or getting

ready to jump out of the way. Defensive posture allows an employee to boost

their health by 3 points until their next turn.

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Chapter 2: Combat

Dual Wielding

Some employees wield a different weapon in each hand. Unless he has the

Dual Wielding major skill, this simply means that he may choose which

weapon he is going to attack with for that action. With the skill, however,

he may make a second attack in the same action, with a penalty of -2 points

for the second attack. The first attack uses the close combat attack skill, the

second attack uses the dual wielding skill.

PenalTieS & BonuSeS

Some situations give penalties or bonuses to rolls or health stats:

Penalties

Shooting at someone behind cover: -2 to -5 to the attack roll, depending on

the quality of cover. If someone is 100% concealed, it is impossible to hit

them.

Attacking someone with whom you’re not engaged: -2 to the attack roll.

Attacking someone with whom you’re not engaged while you’re engaged

with someone else: -3 and disengage with your current enemy.

Attacking while blinded or stunned: -5 to the attack roll.

Attacking while wounded: -1 to -3, depending on the wound level.

Being left vulnerable during or after a charge: temporary -2 to the Health

stat.

Casting a big multi-round spell: temporary -2 to the Health stat.

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Chapter 2: Combat

Bonuses

Attacking someone who is not aware of your presence: +5 to the attack roll.

Attacking someone who is aware of your presence, but is engaged with

another character: +2 to the attack roll.

Attacking a helpless enemy: automatic success, with your entire roll counting

toward margin of success.

coMBaT reSoluTion

There are many ways for combat to end. One way is for one side to kill the

other side. Death comes easily in Burger Warz: Maximum Service if one is

not careful. A battle shouldn’t be entered into lightly. When an employee’s

damage levels are moved into the Death level, that employee has died.

There are certain spells and abilities that circumvent death, but such a feat

is considered as miraculous in Burger Warz: Maximum Service as it is in our

world.

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Chapter 2: Combat

Temporary Recovery

In the middle of battle, it is possible to recover from wounds up to a certain

point. If an employee is wounded beyond injured, she recovers 1 damage

point at the end of each round. an employee can never heal beyond the

injured state in this way.

Tending to wounds

After combat, if an employee spends 8 hours of resting and has damage

levels at Hurt or below, she is restored to full health at the end of the rest. If

the employee’s damage level is Injured or above, she needs medical attention

in order to recover. However, employees are seldom given time off in the

middle of a shift.

Wounds can be healed magically through heal spells, or they can be treated

by a doctor or someone with the Treat Wounds skills.

When Your Employee Dies

For a player, an employee death can be traumatic and frustrating. A lot of

time and energy and thought went into building and growing that employee,

and sometimes the dice just don’t roll right. The next step is to create a new

employee, but there are a couple of optional rules that may quell the pain

of a dying employee. The player may petition for one of these, however the

allowance of their use is at the DM’s mercy.

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Chapter 2: Combat

Death Warrant

Instead of dying, the employee’s damage level reverts to the wounded, and he

suffers from the applicable penalties. In addition, his Health stat drops to half

its level, rounded down, permanently. If the employee dies again, he’s dead.

Go Out with a Bang

an employee may want to go out with a bang. In game terms this can range

from giving the employee a bonus 1D to every roll until the combat ends, to

letting the player briefly take over as DM and narrate what happens for the

next minute. The DM can be the judge of whatever is appropriate, just as long

as the player feels that his employee contributed something.

Famous Last Words

employees should always have the option to say some last words, even if it’s

as they’re plummeting into a bottomless chasm. This rule should always be

available to a dying employee. If done right, it can have a lasting effect on

the group or story. “Avenge me” is good, because it might give an additional

motivation to the employees to move forward with the plot. Something

cryptic like “The secret recipe is under the toilet in the broken stall” might

prompt the DM to add a mysterious secret recipe. Last words can also be

used for comedic effect, or to air grievances.

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chaPTer 3: Magic

Magic exists somehow in the world of Burger Warz: Maximum Service.

Although few people are able to control it, it has become a useful tool for the

fast food corporations.

SPellS

Spells in Burger Warz: Maximum Service are considered Major Skills. They

are different from other Major Skills in that each spell has its own detailed

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Chapter 3: Magic

rules. Another difference is that a spell cannot be attempted if the caster is

not versed in that spell, despite their Magic Attribute rating. Spells cannot

be learned if the user does not have at least 1 point in the Magic Attribute.

Spells are learned in the traditional way through work ethic point spending;

however, the DM may award spells in the form of magical scrolls or tomes

handed down from corporate. There are various properties to any given

spell. Some properties are not applicable to certain spells. This is noted in

the spell descriptions.

Spell Properties:

Circle - the category of the spell (see Circles below).

Effect - A description of what happens when the spell is cast.

Damage rating - For attack spells, this is the bonus damage caused by the

spell, similar to a weapon’s damage rating.

Duration - Some spell effects are temporary. This is often established

through rolling dice.

Range - Touch, or distance (in feet). It should be noted that unless stated

otherwise, the caster must be able to see the target of his spell.

Energy cost - for crystal spells, this is the amount of energy points that must

be spent to cast the spell (see Crystals below).

circleS

Each spell falls in a category, or circle. They are fire, earth, water, air, and

crystals. Circles can be advanced as Minor Skills. Each rating point in a circle

serves to strengthen spell casting by giving bonuses (in the same manner as

other minor spells. The circle must, however, correspond to that spell. Each

circle has different connotations:

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Chapter 3: Magic

Fire - Destructive, energy, and force

Earth - Protection, healing, and strength

Water - flux, poison, and knowledge

Air - Movement, foresight, and invisibility

Crystal - Power and control

crySTalS

Spells which fall in the circles fire, earth, water, and air can be used at any

time. Crystal spells, however, are particularly powerful and require the

energy from a special magical crystal found scattered throughout the world.

These crystals are highly sought after, and very expensive. They each contain

an amount of energy points depending on their size. These energy points

can be spent by a wizard to cast crystal spells. Once a crystal is drained of its

energy, it turns into salt and can not be used again, except for food seasoning.

This is why many wizards hoard them.

Table 3-A Chart of crystal sizes, and the amount of energy points they

contain.

Size Energy points

sliver 1

nugget 5

fist 10

shard 20

orb 30

pylon 50 and up

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Chapter 3: Magic

The SPell liST

The following is a list of available skills along with descriptions and special

rules.

Animate CorpseCircle: Crystal Energy Cost: 5

Range: Touch Target: 1 dead target

Turn a freshly dead corpse into a minion. It follows your verbal commands.

It has the same stats as it had when it was alive, except it has a Health rating

of 5. Once an animated corpse is dead, it cannot rise again.

CharmCircle: Crystal Energy Cost: 2

Range: 10 ft. Target: 1 target

Causes enemies to become your friends. Lasts 1D rounds.

Enfeeble Circle: Water

Range: 20 ft. Target: 1 target

Reduce an enemy’s Health by 1D for 1D rounds.

Entangle Circle: Earth

Range: 30 ft. Target: 1 target

Vines or living dirt wrap around your enemy, making it impossible for them

to run, walk, or climb. They can, however, still use their hands. They can not

move for 1D rounds (roll die).

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Chapter 3: Magic

Explode Circle: Fire

Damage Rating: 1 Range: 30ft, 10 foot radius

Target: 1 target plus anyone else standing next to them. You only need to

roll once.

An explosive force rends those caught within.

Far sightCircle: Crystal Energy Cost: 4

Range: N/A Target: Self

Remotely view any place you have been within the last week. You can see,

but not hear.

Flight Circle: Crystal Energy Cost: 1 point for each action, or for every 5

seconds.

Range: N/A Target: Self

Fly at the same speed as your stride.

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Chapter 3: Magic

ForcefieldCircle: Earth

Range: Touch Target: Self or 1 target

A protective force envelopes you or a friend. Temporarily provides +5 to

health, Lasts 1D rounds (roll die).

Gift of Acuity Circle: Air

Range: Touch Target: Self or 1 target

Boost Trade attribute by 2 points. Touch. Lasts 1D rounds.

Gift of Knowledge Circle: Water

Range: Touch Target: Self or 1 target

Boost Customer Service attribute by 2 points. Touch. Lasts 1D rounds.

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Chapter 3: Magic

Gift of Strength Circle: Earth

Range: Touch Target: Self or 1 target

Boost Physical attribute by 2 points. Touch. Lasts 1D rounds.

HealCircle: Crystal Energy Cost: 1

Removes 2 damage degrees. Also can be used to cure a disease or undo the

effects of poison.

Levitate

Circle: Air

Range: Touch Target: Self or 1 target

You or a target floats up to 5 feet off the ground. Affected target can move at

normal speed. Lasts 1D rounds (roll die).

ParalyzeCircle: Crystal Energy Cost: 2

Range: Touch Target: Self or 1 target

Your enemies stiffen and freeze at your touch. They can not move for 1-6

rounds (roll die).

Searing Blast Circle: Fire

Damage Rating: 2 Range: 30ft Target: 1 target

A bolt of magical energy shoots out of your eyes, hands, staff, or wand and

burns its target.

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Chapter 3: Magic

Searing Touch Circle: Fire

Damage Rating: 3 Range: Touch Target: 1 or 2 targets

Your touch burns flesh and spirit.

Tame Animal Circle: Earth

Range: Touch Target: 1 animal

Your touch soothes even the most ferocious beast. A tamed animal will

harmlessly follow you until dismissed. It will not, however, understand

commands.1 target. Does not work on monsters, insects or arachnids.

Telekinesis Circle: Air

Range: 30 ft. Target: an object

Move objects around. Difficulty number is determined by the DM, and is

based on weight, number of objects, and intricacy and speed of movement.

Ward Circle: Earth, Air, Fire, or Crystal

Range: Touch Target: Self or 1 target

You are immune to magical attacks of any one type of circle in which you are

trained. Lasts 1D rounds (roll die).

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chaPTer 4: eMPloyee creaTion

eMPloyee STaTS

The following is a list of employee stats with brief explanations.

Class: The fundamental archetype of the employee. There are only three

classes: Warrior, Wizard, and Dabbler.

Occupation: This represents the employee’s realm of experience, and

contributes to stats. It can complement the employee’s Class, or it can

contradict the Class for some interesting results.

Age: The age of the employee bestows different bonuses and penalties.

Attributes: These represent the employee’s core abilities. Attributes factor

into almost all dice rolls. There are 4 types of Attributes: Physical, Customer

Service, Trade, and Magic.

Major Skills: Skills most commonly used by employees. Major skills

contribute dice to challenge rolls. Every Major Skill is tied to a specific

Attribute.

Minor Skills: These are “helper” skills that provide bonus points to a

challenge. There is no limit to the number of minor skills that can be used,

however the skill must be appropriate for the challenge. There are 6 types

of Minor Skills: Weapon Skills (P), Industry Skills(CS), Craft Skills(T), and

Circles(M).

Health: Health is the employee’s ability to avoid physical harm. The health

score can be representative of a number of things, such as quickness,

endurance, armor, or sheer luck. Many things contribute to a health score,

but it is an abstract number used as a target number in Challenges.

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Chapter 4: Employee Creation

Franchise: It’s the restaurant you work for.

Work Ethic: Every employee has two work ethic traits. Playing according to

the player’s personality is rewarded by improved Skills and Attributes.

Gear: This is the property that the employee carries with him at all times.

Please answer the questions in order and mark down the results on the employee application found in the back of this book.

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Chapter 4: Employee Creation

QueSTion 1: WhaT iS your claSS?

The Class defines the core archetype of your employee: The brawny warrior,

the sly dabbler, and the esoteric wizard. Remember, though, that this isn’t the

employee’s sole defining stat. Classes can be combined with Occupations to

create original twists on traditional heroes.

Each class contributes the following stats: Attributes, Health, Major Skills,

Minor Skills, Gear and a choice of Special Ability.

WizarD

The Wizard has seen the subtle tapestry of energy that binds our reality. He

has learned to shape the threads to manipulate and destroy stuff. Wizards are

the only class who can acquire Spells, regardless of their occupation.

Attributes: Add 2 to your Magical Attribute.

Health: Add 3 to your Health stat.

Major Skills: Add 3 Spells

Minor Skills: Add 1 Circle

Gear: 1 crystal nugget

Choose 1 Special Ability:

Warp Reality: Once per session, you may determine the outcome of a test

(success or failure) regardless of a dice roll result. The margin of success/

failure is always 0.

or

Reports of my Death Were Exaggerated: If the employee dies, roll a die. On a 4,

5 or 6, the employee returns to life at full health after the next extended rest.

The remains of the employee vanish.

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Chapter 4: Employee Creation

Warrior

The Warrior basically hits things and shoots things. Let’s not overthink this.

Warriors have the most health of the three Classes, and are the most physical.

Attributes: Add 2 to your Physical Attribute.

Health: Add 5 to your Health stat.

Major Skills: Add “Close Combat” and 1 other Physical Major Skill.

Minor Skills: Add one Minor Skill from the Weapons category.

Gear: 1 weapon of any type

Choose 1 Special Ability:

Sick Combo Move: Once per session, do 2 close combat actions at once.

or

Unstoppable: Once per session, until the end of the conflict, ignore any and

all wound penalties.

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Chapter 4: Employee Creation

DaBBler

The Dabbler is a jack of all trades. He can handle a sword or a gun, but isn’t

as deadly as a warrior. He might have even begun casting some minor spells

on his own.

Attributes: Add 1 to Physical, 1 to Trade, and 1 to Customer Service.

Health: Add 4 to your Health stat.

Major Skills: Add 4 Major Skills, but no Spells.

Gear: a Pistol

Choose 1 Special Ability:

Hard to Get: Twice per session, you may automatically evade an attack made

against you, or take the hit of an attack meant for someone else.

or

Dumb Luck: Once per session, you may re-roll a test that you make, but you

have to use the second result.

QueSTion 2: WhaT iS your occuPaTion?

The Occupation is the set of skills and experiences your employee has lived

and breathed for most of her life. Sometimes, it fits in perfectly with their

Class. Other times, for various reasons, employees pursue other paths that

run counter to their Class. An example of this is the Warrior/Scholar, or

Wizard/Soldier.

Each Occupation contributes the following stats: Health, Attributes, Major

Skills, Minor Skills, and Relationships.

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Chapter 4: Employee Creation

AssassinAttribute: +1 to Physical

Health: +3

Skills: +1 Major skill (any Phys.);

+1 Major skill (any Phys.);

+1 Minor skill (poison or stealth)

Gear: Dagger, Sniper Rifle

Demolitions Expert Attribute: +1 to Trade

Health: +3

Skills: +1 Major skill (Demolitions);

+1 Major skill (Tinkering);

+1 Minor skill (Explosives);

Gear: 3 Grenades, 2 C4 kits with remote detonators, bomb disarming kit

Doctor Attribute: +1 to Customer Service

Health: +3

Skills: +1 Major skill (Treat Wounds);

+1 Minor skill (any)

Gear: First aid kit, medical bag

EnchanterAttribute: +1 to Magic

Health: +2

Skills: +1 Major Skill (Spell);

+1 Minor Skill (Circle);

Gear: 1 Crystal sliver, Dagger

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Chapter 4: Employee Creation

Ex-Con Attribute: +1 to Trade

Health: +3

Skills: +1 Major skill (Close Combat);

+1 Major skill (Steal);

+1 Minor skill (Pick Lock, Stealth, or Pick Pocket);

Gear: Club, Pistol

Soldier Attribute: +1 to Physical

Health: +5

Skills: +1 Major skill (any Phys.);

+1 Minor skill (weapon);

Gear: A combat knife, a close combat weapon(sword, axe, machette, etc.)

or a ranged weapon (bow, pistol, assault rifle, etc.), and armor (kevlar vest,

plate mail, etc.)

SpyAttribute: +1 to Trade

Health: +3

Skills: +1 Major skills (Disguise);

+1 Major skill (any Trade);

+1 Minor skill (Deception)

Gear: Pistol, Disguise kit

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Chapter 4: Employee Creation

QueSTion 3. WhaT corPoraTion Do you Work for?

The players must agree on one corporation to work for, each with their

own theme and benefits. The following are the most popular in the world

of Burger Warz

cloWn gang

The Clown Gang is the oldest of the franchises. The owner is

said to be a 5000 year-old jester named Pickles, who made

a dark demon pact for immortality. Their hamburgers

are summoned from a Plutonian Ideal Plane of

Existence. All employees of the Clown Gang are

sent to a remote training facility where their sanity is

broken down and replaced with dark clown magic and

corporate indoctrination.

Bonuses: +1 Minor Skill (Circle), +1 Minor Skill (Dagger).

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Chapter 4: Employee Creation

chicken caBal

The Chicken Cabal is a cult led by an enigmatic, self-appointed “General”

Sanders. The Chicken Cabal is the most well-armed of all the franchises,

with an enormous stockpile of automatic weapons. The Chicken Cabal

guards a secret formula of 7 ingredients, all of which are known to no

one but Sanders. He has entrusted his 7 closest female disciples to each

hold the secret to one of these ingredients.

Bonuses: +1 Minor Skill (Dagger), +1 Minor Skill (Gun - Rifle)

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Chapter 4: Employee Creation

kageSuShi

Kagesushi, or “Shadow Sushi” is a franchise based out of Denver, Colorado,

home of the original monastery which spawned the Secret Society of Ninjas

(SSN). Trained in stealth and close combat, these employees are masters at

infiltration and assassination.

Bonuses: +1 Major Skill (Choose one: Running; Climbing & Jumping; Sneak,;

or Dodge.)

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Chapter 4: Employee Creation

fuTure DonuT

Future Donut burst onto the scene overnight with techno-industrial

advances in donut production. The origins of this Donut franchise are a

complete mystery. All that is known is that they boast futuristic weapons

and food facilities, and their enemies often mysteriously disappear.

Bonuses: +1 Major Skill (Tinkering or Food Preparation)

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Chapter 4: Employee Creation

Quiza noSTraS

Rooted in organized crime and toasted sandwiches, Quiza Nostras is an

extremely isolationist organization, plagued by nepotism and offensive

stereotypes. It is led by Don Capicola, a cunning immigrant from “the old

country”.

Bonuses: +1 Minor Skill (Intimidate), +1 Minor Skill (Explosives)

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Chapter 4: Employee Creation

QueSTion 4. WhaT iS your age?

Choose an age in years for your employee. The consult the table below and

apply your penalties and bonuses.

Age Adjustment(s)

10-15 years +2 Health, -1 Major Skill

16-27 years +1 Physical

28-49 years +1 to Trade or Customer Service

50 and older +1 to Trade or Customer Service or Magic

+1 Major Skill

-3 Health

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Chapter 4: Employee Creation

QueSTion 5. WhaT are your SkillS?

Select your skills based on Instructions from questions 1-4

Major SkillSThese skills provide +1D for each skill point.

Physical (P):

Close Combat - Fighting up close hand-to-hand, either unarmed or using

weapons such as swords and clubs.

Ranged Combat - Fighting with projectile or thrown weapons such as guns,

bows, or boomerangs.

Dual Wielding - This special skill can be used in conjunction with Ranged

Combat or Close Combat, in order to grant the employee the ability to use

two weapons at once. See the special rules for this skill in the Combat chapter.

Sneaking - Hiding, tiptoeing, or otherwise going unnoticed.

Jumping & Climbing - This skill is used when the employee needs to jump

or climb.

Running - Ability to run fast

Trade (T):

Stealing - Whether it’s pick-pocketing or breaking and entering, Stealing is a

catch-all skill for larceny.

Sneaking - Hiding, tiptoeing, or otherwise going unnoticed.

Coercing - Intimidating, seduction, debate team, or any other form of

persuasion.

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Chapter 4: Employee Creation

Tinkering - Fixing and building mechanical and technological gizmos.

Disguise - Pretending to be someone else.

Driving - Operating a mechanical vehicle

Demolitions - practical use of explosions, or disarming bombs.

Customer Service (CS):

Treat Wounds - Attending to and healing wounds. A Treat Wounds

Challenge target number is based on the severity of the wound as well as

tools and facilities available to the healer. Each margin of success heals 1

wound level. Wounds can only be treated outside of combat.

Conflict Resolution - The ability to diffuse and repair customer service

disputes.

Food preparation - Preparing food quickly and at an acceptable level of

quality.

Communication - The ability to understand and communicate with

customers and co-workers effectively..

Magic Spells (M):

(For a complete description of these spells, see the Spell list in the Magic

chapter):

Animate Corpse

Charm

Enfeeble

Entangle

Explode

Far sight

Flight

Gift of Acuity

Gift of Knowledge

Gift of Strength

Heal

Levitate

Paralyze

Searing Blast

Searing Touch

Forcefield

Tame Animal

Telekinesis

Ward

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Chapter 4: Employee Creation

Minor SkillS

Weapon Skills (Physical):

Sword

Dagger

Axe

Mace

Polearm

Staff

Shield

Longbow

Shortbow

Crossbow

Gun - Rifle

Gun - Pistol

Circles (Magic):

Fire

Water

Air

Earth

Crystals

Craft Skills (Trade):

Deceit

Blacksmithing

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Chapter 4: Employee Creation

Craft Skills (Continued):Speech making

Haggling

Toiling

Poisons

Animals

Industry Skills (Customer Service):

Delay

Quick Service

Deceit

Intimidate

Gourmet

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Chapter 4: Employee Creation

QueSTion 7. WhaT’S your Work eThic?

Work Ethics reflect aspects of an employee’s personality. They are the starting

point for acting cues when playing the role of your employee. Choose 2 Work

Ethics from the list below. At the end of each session, the DM determines

how well you played each Work Ethic, and awards between 1 and 3 points.

These points accumulate and can be redeemed at the beginning or end of a

session for new stats or stat increases. For more information, see the Basic

Rules Chapter.

A new Minor Skill or a 1-point increase in a Minor Skill costs 5 points.

A new Major Skill or a 1-point increase in a Major Skill costs 10 points.

A 1-point increase in an Attribute costs 15 points.

Heart of Gold - Kindness still has a place, even in this broken world. Always

lend a helping hand and fight injustice wherever you see it.

Murderer - Kills with precision, and quickness. Always go for the quick and

easy kill.

Pacifist - Fighting usually makes things worse. Always look for a peaceful

solution.

Leader - Natural born leader. When decisions need to be made, take charge.

Liar - You are a manipulator, and use your words as weapons.

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Chapter 4: Employee Creation

Company Man - Corporate knows what it’s doing. Look after the needs of

the corporation over your own needs or the needs of anyone else.

Meat Head - There’s nothing better than picking a fight. Swing your sword

first and ask questions later.

Ghost - It’s like you’re not even there. Do everything you can to avoid

drawing attention to yourself. Never volunteer.

Annihilator - The more things you destroy, the better you feel. Always try to

crush the most enemies.

Comedian - When tension mounts, you feel the urge to lighten things up.

You have a joke for every occasion.

QueSTion 8. WhaT’S your gear?

Each employee starts with gear based on their class and occupation.

WeaPonS

Close Combat (Damage Rating in parentheses):

Sword (light) (+2)

Sword (heavy) (+3)*

Dagger (+1)

Mace(+2)

Axe(+2)

Axe (Heavy) (+3)*

Spear(+2)

Halberd(+2)*

*wielding these weapons reduces the user’s health rating by 1.

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Chapter 4: Employee Creation

Ranged (Damage Rating in parentheses):

Bow (+2)*

Crossbow (+1)

Lazer gun (+4) **

Sniper Rifle (+4)* (Requires 2 rounds to fire)

Assault Rifle (+3)

Pistol (+2)

*wielding these weapons reduces the user’s health rating by 1.

**requires 1 crystal energy point per shot; maximum crystal size: nugget (5

energy points)

Explosives:

Grenade (+2): Target: 1 target plus anyone else

standing next to them. You only need to roll once

to hit.

Bomb (+3): An explosive charge that can be triggered

via remote detonator or time clock. Target: everyone in a

10 foot blast radius. No need to roll to hit.

arMor

Heavy Armor (+3 Health, -2 to Physical Challenges)

Leather Armor (+1 Health)

Kevlar Vest (+1 Health)

Shield (+1 Health, must have a free arm and be trained in the Shield Minor

Skill to use)

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Chapter 4: Employee Creation

MiScellaneouS

Crystals (needed to use crystal-based spells or lazer weapons)

Lock Picks (needed to pick locks)

Disguise Kit (need edto create masks and disguises)

Medical Bag (needed to treat wounds)

Bomb Disarming Kit (needed to disarm bombs)

Walkie Talkies

Magic Seasoning (adds +1D bonus to a Food Preparation Challenges)

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chaPTer 5: DiSTricT Manager’S hanDBook

Stop! This section contains information that might spoil a game for a player. It’s meant to be only read by the person who is playing as DM. This section is broken up into two sections: Customers & Monsters and a Sample Scenario called “Death Shift”.

cuSToMerS & MonSTerS

Monster stats are only 3 types of stats: Health; Skills, which are more broad

areas of expertise than specific abilities; and Gear. Damage level works the

same way as regular employees. Problem Customer Rating is the difficulty of

any customer service challenges they may impose.

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Chapter 5: District Manager’s Handbook

Elderly Saboteur

Health: 5

Problem Customer Rating: 10

Complaining, Delay: 4 Dice

Sabotage and Demolitions: 2 Dice

Gear: C4 Explosives (+3 Damage Degrees), Cane or Walker (+1 Damage

Degrees)

The Elderly Saboteur first attempts to disrupt business by delaying and

creating a hold up in the line or being an otherwise customer service

nuisance. Their secondary tactic is to blow things up.

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Chapter 5: District Manager’s Handbook

Kid

Health: 10

Problem Customer Rating: 8

Complaining, Causing a Scene,

or Getting Into Where They Dont Belong: 4 Dice

Breaking stuff: 2 Dice

Gear: none

Kids are generally unpredictable agents of chaos. They are good at one thing

and one thing only: Ruining lives.

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Chapter 5: District Manager’s Handbook

Teenagers

Health: 10

Problem Customer Rating: 8

Loitering, Discouraging business, Freeloading: 4 Dice

Brawling, Rough-housing, and Stealing: 2 Dice

Gear: Smart Phone

Basically the bottom feeders of society, teenagers buy very little, contribute

nothing, and are very difficult to get rid of. Kill one and 2 take its place.

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Chapter 5: District Manager’s Handbook

Insurgent FDA Inspector

Health: 8

Problem Customer Rating: 12

Intimidation, Harrassment: 3 dice

Perception: 3 Dice

Fighting: 2 Dice

Gear: Pistol (+2 Damage Degrees), War Axe (+2 Damage Degrees),

Clipboard

The Food and Drug Administration was dismantled years ago, however

insurgent agents still roam the streets, inspecting restaurants and enforcing

health violations... with extreme prejudice.

Mutant Black Mold

Health: 5 (can only be killed with fire)

Problem Customer Rating: NA

Food Contamination, Respiratory Infection: 3 Dice

Paralysis: 2 Dice

Mutant Black Mold is insidious and difficult to kill. It spreads pretty quickly

and can only be hurt with fire. It’s able to climb along walls at alarming speed.

It is impervious to conventional weapons and can only be hurt by fire.

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Chapter 5: District Manager’s Handbook

Techno-Assassin

Health: 10

Problem Customer Rating: 6

Murdering, Mayhem, Battle: 3 Dice

Stealth, Running: 2 Dice

Gear: Sword(+2), Lazer Gun (+4), Walkie Talkie, wristwatch with grappling

hook and micro-wire, Ejection Boots, Strobe light helmet.

The Techno Assassin uses a variety of gadgets and weapons to murder

people. They are hired for wetwork operations and are extremely effective.

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Chapter 5: District Manager’s Handbook

Mutant Rat Swarm

Health: 9

Problem Customer Rating: NA

Biting, Scratching, Food Contamination: 2 Dice

Gear: none

Rats run rampant in the world of Burger Wars, and Rat swarms are common,

especially in unhygienic establishments. Mutant rats are really good at

teamwork and can collectively devour a side of beef in a little more than an

hour.

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Chapter 5: District Manager’s Handbook

SaMPle Scenario:The DeaTh ShifT

This is a typical scenario for Burger Warz. Have the players create their

employees or just use the sample characters provided at the end of this

chapter. It can take place at any of the major franchises listed in the Employee

Application chapter. The employees will face various customers and enemies

throughout their shift with increasing intensity. The job of the employees is

to provide excellent service and keep the restaurant from blowing up.

Before you Begin

Each Employee should be assigned to a station. The DM may decide, or you

may let the players choose. The number in parentheses represents how many

spots are available in that station. Just note that each station needs at least 1

employee. The Shift Manager floats from station to station wherever he or

she is needed. The stations are as follows:

Shift Manager (1)

Customer Service Associate (or Cashier) (2)

Food Preparer (3)

Drive-thru Associate (1)

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Chapter 5: District Manager’s Handbook

chicken caBal floor Plan

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Chapter 5: District Manager’s Handbook

SuMMary of encounTerS

Introduction

Hour 1: Teenagers

Hour 2: Did Anyone Die Yet?

Hour 3: Grim Announcement

Hour 4: The Calm Before the Storm

Hour 5: Final Assault

The End

inTroDucTion

The employees’ first day at work begins ordinarily enough, but there are

enemy forces vying to take advantage of their inexperience of the team and

vulnerability of this particular Chicken Cabal franchise. They’ll face a series

of customers, each one more challenging than the last, until finally they are

forced to defend the building from an onslaught of murderous clowns.

The DM (District Manager) should read the following to the players:

Welcome to your first day of work at the Chicken Cabal!* Years of

preparation at the Mojave Training Compound have paid off and

you’re now part of an elite team of poultrists (that’s poultry specialists).

But don’t get too excited, you’ll have to start at the graveyard shift and

work your way up to daytime associate. It’s easy! Your priorities are as

follows 1) Preserve this organization’s reputation of high standards in

food and customer service; 2) Keep the building well maintained and

in pristine condition; and 3) stay alive. Remember that you’re one of

our most important assets! I’ll be back at the end of the shift to see how

things went. Good luck team!

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hour 1: TeenagerS

As the District Manager leaves, a group of 4 teenagers enter, wearing sneakers

with extremely long shoelaces. They take a seat in a corner booth without

ordering anything and proceed to make a ruckus. Without intervention, this

will go on for the entire shift.

Immediately afterward, a shifty, unkempt man reeking of booze enters, and

stares at the menu. Placing a filthy index finger on his lip, he seems to be

trying to decide what to order. Without intervention, this will go on for the

entire shift.

hour 2: anyone DeaD yeT?

An obese Mutant Supereater enters and lets out a roar. If the homeless man

from hour 1 is still there, and the players are slow to intervene, he will tear

the homeless man in two. This will count as a demerit for every player. The

Mutant will then try to rush the food preparation area, attempting to eat all

of the food. Anyone who tries to stop him will be attacked. He is extremely

tough, with a health rating of 13! A group of wealthy customers enter after

5 rounds. If the Mutant Supereater isn’t dispatched by then, they will leave.

Otherwise they will buy $50 worth of food--A record amount for any single

shift at the Chicken Cabal.

One of the members of the wealthy entourage will break off and break into

the storeroom. The employees will only notice this if they have a line of sight

to the storeroom/bathroom area. Once in, the employee will plant a bomb

which will detonate in hour 4 if it isn’t discovered and disarmed. They will

then rejoin the wealthy group, who are all agents of Quiza Nostras.

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Mutant Supereater

Health: 10

Problem Customer Rating: NA

Close Combat, Destruction: 4 Dice

Food Consumption: 3 Dice

Mutant Super-eaters are ravenous monsters who are addicted to fast food.

They wildly storm establishments and take whatever food they can, and

murder anything that stands in their way.

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Quiza Nostras AgentsHealth: 8

Problem Customer Rating: 8

Deceit, Subterfuge, Sneaking: 3 Dice

Demolitions, Gun-shooting’: 2 Dice

Boxing: 1 Die

Gear: one of them has a timed explosive device, $100 in cash

These agents specialize in non-violent subterfuge and will avoid a fight if

possible.

hour 3: a griM MeSSage

A grim clown hobbles in, wearing red and white makeup. With each step, a

clown horn sounds. He places a dead pigeon on the counter, and slowly raises

a finger to point at the employees. In a completely somber voice he calmly

proclaims “This restaurant is forfeit. Leave now, for by the end of tonight, this

will all be ashes! HAHAHAHAHA!” He will continue to laugh indefinitely.

If the employees carry him out, he will not resist. However, if they attack the

clown, he will detonate a bomb which is strapped to his body underneath his

clown suit. The blast will cause 5 points of damage to anyone standing next

to the clown. If the clown dies, his ghost will haunt the restaurant. While the

ghost won’t be able to interact physically with anything, he will nevertheless

cause disruptions to any paying customers in the future.

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The Grim ClownHealth: 8

Problem Customer Rating: 8

Unsettling, scaring away customers: 4 Dice

Close Combat: 1 Die

Gear: an explosive device with a suicide trigger, a dead pigeon

hour 4: The calM Before The STorM

No customers show up for a while. This gives the characters time to prepare

for the impending assault. They can barricade the doors, rig traps, or patch

themselves up. After the employees are done, and if it wasn’t disarmed, the

bomb from hour 2 detonates, destroying the storeroom, restrooms, and a big

part of the inner wall. Anyone in that area suffers 5 damage points.

hour 5: The final aSSaulT

An business woman enters with cellphone in her hand. She walks up to the

counter but is still talking on her cell phone about synergy. Mid conversation,

she orders a garden salad, but the cashier will need to make a customer

service roll with a difficulty of 10 to notice, because she so seamlessly placed

her order mid-call. She continues her conversation for a few moments, then

hangs up. If her order isn’t ready, she gets upset and asks for the manager. Her

customer difficulty rating increases to 13. If the employees fail to satisfy her,

she leaves in a huff and places a call to corporate. This results in 2 demerits

for everyone. Meanwhile, A small, colorful car pulls up to the drive-thru

window, bypassing the intercom. A grenade is thrown through the window

(2D + 1 to hit, +3 Damage rating), and the car pulls around to the front. 8

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members of the Clown Gang get out, and attack the players! They are pretty

reckless, and will rush the players, hoping to overwhelm them with sheer

numbers.

Business WomanHealth: 8

Problem Customer Rating: 10

Getting things done: 3 Dice

Shooting people: 1 Die

Gear: smart phone, pistol

Clown Gang MemberHealth: 8

Problem Customer Rating: 8

Mayhem, Destruction: 2 Dice

Close Combat: 1 Die

Gear: an explosive device with a suicide trigger

The enD

When the battle is over, and if any employees are still alive, The District

Manager returns, as well as a cleanup crew. He will assess the condition

of the restaurant. Surprisingly, if it’s at least semi-functional, the District

Manager will be pleased. The sun rises as the DM speaks “We appreciate

your professionalism and your sacrifice. Please accept these as a token of

our gratitude, and welcome to the Sanders Family!” He hands them each a

magical pin emblazoned with the words “Senior Associate”, which grants +1

to Conflict Resolution skill.

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SaMPle characTerS

fiBra reynolDS - Warrior SolDier

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griMey ShelfBenDer - Warrior DocTor

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florence BauMer - DaBBler DeMoliTionS exPerT

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ShaDoW - WizarD aSSaSSin

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naMe:age:SPecial aBiliTy:

Player: claSS:occuPaTion:

Physical (P)

Customer Service (CS)

Trade (T)

Magical (M)

aTTriBuTeS

Minor SkillSWeapon skills, Athletic Skills, Industry Skills, Craft Skills, Circles, and Contexts

Major SkillSPhysical skills, Trade Skills, Customer Service Skills, and Spells

Skill Rating AttributeSkill Rating Attribute

Combine Attribute points from the appropriate sources for your total Attribute score.

Class Occupation Other

+ + =

Class Occupation Other

+ + =

Class Occupation Other

+ + =

Class Occupation Other

+ + =

eMPloyee aPPlicaTion

Franchise name goes here

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healTh & DaMage levelS

healTh Class Occupation Other Gear

+ + + =Combine health points from the appropriate sources for your total Health score.

Fine Scratched Very Scratched Hurt Injured Wounded Unconscious Dead

no penalty

no penalty

no penalty

can’t

perform

challenges

-2 to

challenge

rolls

-3 to

challenge

rolls

gear Self PorTraiT

Work eThic & ProMoTion

eMPloyee’S BackSTory

1. Minor SkillMajor SkillAttribute

Minor SkillMajor SkillAttribute

2.

Item Damage Rating

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DM eMPloyee recorD SheeT

healTh:eMPloyee 1: DeMeriTS:

healTh:eMPloyee 2: DeMeriTS:

healTh:eMPloyee 3: DeMeriTS:

healTh:eMPloyee 4: DeMeriTS:

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DM cuSToMer recorD SheeT

healTh:cuSToMer 1: Pcr:

healTh:cuSToMer 2: Pcr:

healTh:cuSToMer 3: Pcr:

healTh:cuSToMer 4: Pcr:

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