These are the basic rules required to play in the Mad Max world.

Combat

Turn Order: This is determined with an Initiative check (d20 + your Dexterity modifier) before combat starts.
On your Turn: All characters can make 2 Actions per turn.

Possible Actions

Movement: All human characters can move 30 feet as a single action unless their speed is somehow augmented.
Attack: Many skill checks involve attacking others. These skill checks are known as "attack rolls" in addition to skill checks.
  • Melee/Unarmed Attacks: These attack rolls are contested by your target's choice of a melee or unarmed attack roll. If the attacker's check result meets or beats the defender's result, the attack is successful and damage is rolled.
  • Shooting/Throwing Attacks: These attack rolls must meet or beat the defender's AC, which is determined by the defender's Armor and Dexterity modifier. A character's base AC is 10 + their Dexterity modifier. If the attack is successful, damage is rolled.
  • Grapple Attacks: These attack rolls are contested by the target's grapple attack roll. The first successful grapple attack roll initiates a grapple. While grappled, an individual cannot use Actions to move and can only make 1 Action per turn, and only to attack with a single 1-handed weapon. If Pinned, an individual is helpless and can only make 1 Action per turn, and only to attempt to break the pin with a contested grapple attack roll. If successful, the individual is no longer pinned but is still grappled.
  • Push Attacks: These attack rolls are contested Strength checks. If the attacker's check result meets or beats the defender's result, the defender is pushed 5 feet away from the attacker for every 5 points its result was lower. The attacker can choose to move along with the defender.
  • Trip Attacks: These attack rolls are contested Strength or Dexterity checks (the attacker and defender each choose which check to use). If the attacker's check result meets or beats the defender's result, the defender is knocked Prone.
    • While prone, you can use an Action to crawl 5 feet or stand up. You also gain a +5 bonus to AC, but take a -10 penalty on Grapple, Melee, and Unarmed checks.
Disengage: You can use an action to safely exit melee combat without provoking attacks of opportunity.
Driving: Many actions involved in operating a vehicle require an action, including turning on a vehicle, changing direction, or breaking to a stop (which still moves you forward 1/2 of the movement speed you were traveling at before breaking to a stop).
Driving Maneuver
You can use an action to make a Driving check to accomplish a Driving Maneuver, which may be contested by an enemy driver.
  • Activate a Vehicle Mod: Most Vehicle Mods require an action to use.
  • Defensive Driving: Once per turn, you can replace your vehicle's AC with the result of a Driving check, or otherwise oppose an offensive effect with a Driving check. You must move the vehicle 5 feet as part of this maneuver, and cannot do so if the vehicle is stopped.
  • Pit Maneuver: This driving maneuver requires contested Driving checks. If the attacker's check result meets or beats the defender's result, the defending vehicle is turned 180o and its current movement speed is reduced to zero.
  • Ram: This driving maneuver requires contested Driving checks. If the attacker's check result meets or beats the defender's result, the defending vehicle is moved 1/2 of the movement speed of the attacking vehicle at the time of impact.
  • Slam on the Breaks!: This driving maneuver requires contested Driving checks. If the attacker's check result meets or beats the defender's result, the defender cannot stop moving in the same direction at the same speed as before you used this maneuver.
  • Steady Out: This driving maneuver requires a Driving check made against a DC based on the situation. If successful, you can correct a spin or ignore difficult terrain until the end of your turn.
Hide: You can hide from sight by making a Stealth check as a single action if you can find cover suitable to break line of sight.
Tumble: You can use an action to make a Tumble check to move at half speed without provoking attacks of opportunity.
Use a Class Ability: Most class abilities require an action to use.

Cover

Half-Cover: Ranged attacks have a 50% chance to miss you, and you take 50% damage from area of effect abilities. While in a cab, you always have half-cover.
Full-Cover: You cannot be targeted by ranged attacks, and you take 50% damage from area of effect abilities.

Damage

Soak
Durability and toughness is represented by the ability to shrug off some amount of damage from most sources. The amount of damage you reduce is called "soak," and it is granted by armor, items, and abilities.
Damage to Vehicles
All damage dealt to a part of a vehicle is "reset" at the end of each round, meaning to break a part of a vehicle, it must take damage equal to its maximum hitpoints during a single round.
  • Each part has Hardness 1-5, with hitpoints equal to 5 * Hardness.
Damage Types
  • Normal Damage: This damage reduces your hitpoints but is reduced by soak.
  • Elemental Damage: This damage reduces your hitpoints but is reduced by soak. Sometimes elemental damage will have additional effects, such as fire damage interacting with flammable or explosive objects. Acid damage dealt to vehicles isn't reset until repaired with a Repair check with a DC of 15 + the amount of Acid damage.
  • Bleed and Poison Damage: This damage reduces your hitpoints but isn't reduced by soak.

Dying

0 Hitpoints: While you have 0 hitpoints, you are unconscious and cannot take actions. Anyone adjacent to you who succeeds on a DC 20 Medicine check as an action can wake you up.
Negative Hitpoints: While you have -1 to -9 hitpoints, you are both unconscious and bleeding out. Each turn while bleeding out, you have a 50% chance to increase your Bleed or Stabilize count. If your Bleed count reaches 3, you die. If your Stabilize count reaches 3, you no longer are bleeding out. Receiving any kind of healing automatically sets your Stabilize count to 3, and possibly gets your hitpoints above 0 (waking you up). Anyone adjacent to you who succeeds on a DC 20 Medicine check as an action sets your Stabilize count to 3 and wakes you up.

Failure Tables

Certain skills, when you fail the DC, cause some degree of catastrophe. You make a Survival check to determine what occurs, based on the result.
Result
Balance
Climb
Jump
1-2
You fail completely.
You fail completely.
You fail completely.
3-5
You lose your next action (this turn or next turn).
You lose your next action (this turn or next turn).
You lose your next action (this turn or next turn).
6
You've managed to survive, despite it looking rough.
You've managed to survive, despite it looking rough.
You've managed to survive, despite it looking rough.