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Mega Character Bundle PDF

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0% found this document useful (0 votes)
899 views118 pages

Mega Character Bundle PDF

Uploaded by

Aardvark892
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
  • Mega Character Collection Introduction: An introduction to the collection of characters for the Mutant Epoch RPG, including credits and purpose of the collection.
  • Character Profiles: Listing and brief descriptions of the characters included in the collection.
  • Miscellaneous Information: Page referencing copyright and an external article on post-apocalyptic settings.
  • Appendix: Random NPC Generation: Tools and resources for random character generation in RPG campaigns.
  • Advertisements and Resources: Final page containing promotional pictures and links for the Mutant Epoch RPG.

44 Completely Ready to Play Characters!

NOTE: This is a completely UNOFFICIAL


document, made by someone who loves
the game, but has no official connection
to OUTLANDS ARTS. This product was made
with permission of Outland Arts and William McAusland.

Version 1.2
Thanks to Thorneldrich (AKA Thorn Darkholyme) for notes on background fixes!
CREDITS

All characters in this collection were created by Tim


Schuster using the character generation system
in the Hub Rules of The Mutant Epoch (TME)
role playing game by Outland Arts.
© Copyright 2011-2012 Outland Arts/ William McAusland

All character backgrounds and history written by


Tim Schuster, author of the One Day Dig
“Baby Bupu” for TME

These characters are primarily intended for


Gamemasters to hand out at conventions or other times when there is
little time available for character generation. I kept art and color off of
the actual character sheets (with one exception) for ease of printing,
which you have full permission to print any of these characters off to
hand them out.

The character Violet Valdoon was created and input into a


charactersheet that started off as the Official TME character sheet,
altered to two pages and made form-fillable by Tim Schuster. You can
find a copy of this character sheet, as well as a bunch more RPG stuff at
www.DiceMechanic.org

All character names in the TOC are hyper-linked to their character


sheets. The final four, the Bug Squad, are special in that they really are
intended for experienced players... but a new player might get a kick out
of trying to play these monstrosities.

One of these characters is a farm dog, usable by any character that has
one.
Appendix 1 has a random NPC generation table for GM use.
13-405A - A Battle BioReplica Elite Soldier, and a Deserter with a Bounty on his head!
Adam and Steve - Two Headed Brothers in Arms, when they can agree on something.
Andrea Allison - A Cyborg on the Run!
Andro Ublehouse - A Mutant Farmer from Rock Spire out for Revenge!
Anne Horizon - Pure Stock Human Nomad.
Antoinette Gimble - Pure Stock Human Technician.
Attibule Haymeraner - Ex-Cavalry Ghost Mutant.
Augustus Mephistopheles - Hybrid Chimpanzee Craftsman.
Berk Hywin - Pure Stock Human Draftee on the run!
Big Biscuit - Human Horse Hybrid... an immense, fearsome Gladiator
Caster Nova - Pure Stock Human Assassin with a Shotgun!
Coraline - Pure Stock Ghost Mutant, discovered and cast out from her family!
Creole - Human/Black Bear Hybrid Gladiator Slave Escapee!
Daido - A Freakish Horror Mutant with Incredible Strength!
Elvis - A Clerical BioReplica... with some Dangerous Secrets!
Fergis Badder - Human/Badger Hybrid, and Dedication to Gamma World by TSR
Finn Sawyer - Pure Stock Nomad, and Nod to Mark Twain
Hannah Hilyard - Pure Stock Hunter
Horborath Necklebaum - Infiltration class BioReplica Assassin!
Katie the Border Collie - A Farm Dog for those characters that start with one, fleshed out
Krowe Lusser - Former General, betrayed by his leaders, now a Gladiator Slave on the Run!
Kur - Human/Dog Hybrid escaped slave looking for a family
Lorna Dune - Battle class BioReplica Assassin, a real Terminatrix!
Magdalena Vix - Transhuman escaped slave set for revenge on her captors!
Mauler Deathbiter - A Human/Badger Hybrid Raider Leader... with a Devastating Secret!
Morgan Everett - A Military Clone Nomad
Murphy Longbody - A Freakish Horror Mutant Thief turned Excavator!
Natasha Hope - A Beautiful, yet Vicious Street Urchin
Nermal Vance - A Human/Armadillo Hybrid; very tough to kill, but slow and Ugly
Nigel Heathstone - Infiltration class BioReplica Assassin
Patel Basanti - A Cyborg Pirate!
Paul Arnold Isaac William - Four Heads are always better than... fewer?
Purgle Macintosh - Typical Mutant Infantryman... just Don't Call Him Purple!
Rafael Shadowclaw - Super Stealthy Human/Bobcat Hybrid
Ruddy Scratch - Mild Mutant and former Master Sergeant of the Lower Freehold!
Sergeant Zander Millwright - Military Clone Mercenary... and complete badass!
Sunshine Noodles - Incredibly strong Industrial BioReplica who did not take well to being drafted!
Three - Unbelievably gorgeous BioReplica pleasure slave on the run from torment!
TomTom - A 14 foot tall Adonis Mutant Freak... with the sniffles
Trakle Horvarth - Typical Mutant that's good with an Axe!
Truman Le Bronze - Well Skilled Transhuman Technician. This guy knows from relics!
Tsula Ulista - Cavalry Human/Fox Hybrid, and as sneaky as they come!
Tuna Pescatori - A Severly Mutated Escaped Gladiator Slave!
Violet Valdoon - Cyborg Raider on an example of an extended, form-fill character sheet!
Zeeka - Mutant who would rather be flying!

AND INTRODUCING THE FREAKISH BUG SQUAD!


Carkler Biggins - Human COCKROACH HYBRID Pirate!
Laka - Human PRAYING MANTIS HYBRID Soldier!
Pierre-Auguste Renoir - Human SPIDER HYBRID Infantryman!
Skayla - Human SCORPION HYBRID CYBORG!
Note: These four should be used by experienced players...
but then again a brand new player could get a kick out of
trying one of these horrendous things out!
Name:
13-405A “Nicholas Foroh”
Hair color: Black Eyes: Brown Skin: Brown
Home Area: Henderson, Pure Hold Republic, in the Shattered Region
Language: Ancient English, Common Age: 44

Character Type: Battle Bio-Replica


Pre-Game Caste: Elite Soldier (Hunted Deserter)
Outfitting Code: WE Read/Write? Y Math? Y
Height/Weight: 94kg, 197cm (207 lbs., 6'6”)
Handedness: Ambidextrous Swimming: No
Move: 6.25m in armor and helmet, 7m out #Attacks/Rd: 1
BASE SV 60
BASE DV -8
Total DV with Junk Armor and Helmet: -23
Money: 166sp

END 117 Healing Rate: 15


STR 101 Damage: +14 Range: +90%
AGL 73 DV Bonus: -8 Move Rate Mod: +1m
ACC 84 SV Bonus: +10
INT 30
PRC 52 Initiative Modifier: +1
WLP 58
APP 44

Skills:
Brawling 6 +13 SV, +d6+6 Damage, +12 Spit/Sand
Knife Fighter +2 SV, +2 Damage
Sniper +5 SV, +d6 Damage
Gun-slinger 2 +2 Initiative, +6 SV, +4 Damage
Gunsmith
Knife Thrower +3 SV, +2 Damage, 6m range
Erotic Arts
Wpns Expert (SMG) +4 SV, +2 Damage
Grapple
Stealth

COMBAT TOTALS (NOTE: Basic HTH damage is 1d6 which is included in the totals below)
Brawling: 73 SV, 2d6+20 Damage
Knife in Hand: 62 SV, 1d6+1d8+16 Damage
Knife, Thrown: 63 SV, 1d6+1d8+16 Damage, 6m range
Pump Shotgun: 80 SV, 3d10 Damage, 30m Range
Assault Rifle: 72 SV, d20 Damage, ROF 3, 900m Range
Sub-Machine Gun: 74 SV, d20 Damage, ROF 5, 250m Range
Musket Pistol: 67 SV, d20 Damage, ROF 1/3, 25m Range
Saber: 60 SV, 1d6+1d20+16 Damage

13-405A pg 1 of 3
WEAPONS AND ARMOR
Pump Shotgun with folding stock and 8 shells
(+20 SV, 3d10 Damage, 30m Range)
Assault Rifle with 35 rounds
(+12 SV, ROF 3, d20 Damage, 900m Range)
Sub-machine Gun with 39 rounds
(+10 SV, ROF 5, d20 Damage, 250m Range)
Musket Pistol with 17 shots
(+7 SV, ROF 1/3, d20 Damage, 25m Range)
Saber (d20+2 Damage)
Throwing Knife (d8 Damage)
Junk Armor (-12 DV, -0.5m Movement)
Junk Helmet (-3 DV, -0.25m Movement)

EQUIPMENT
Tinder box
6 torches
7 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
3m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
25 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pick-axe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice
Riding dog

13-405A pg 2 of 3
History:
13-405A came out of the vat as an adult 44 years ago, and had served the army in Henderson
since his very first day. Unfortunately, he also quickly learned that his status in the city was the
equivalent of a trained dog. He had no privacy, and slept in open barracks with his brothers and sisters,
and all of his equipment was “on loan”; he had nothing that he could call his own. He was used and
violated by his “pure” human masters on their whim, and received no respect or love from anyone,
including his siblings. Still, 13-405A kept the faith he had been taught, and became resigned to his so-
called life.

Seven weeks ago, his patrol ran into a monstrous, mutated creature that none of them had ever
encountered before. Within moments, 13-405A's squad was decimated, and only he was able to
escape.However, when he returned to base and reported the incident, the callousness and refusal to
send out a rescue team by his Commander broke something inside 13-405A. His world-view and
paradigm had been crushed. A lifetime of feeling like a second or even third class citizen was bad
enough, but to face the reality that your existence simply does not matter at all to the ones in charge,
set 13-405A on another path. This path was one of freedom and a search for meaning. 13-405A does
not know what freedom feels like, but now in the apocalyptic wasteland, he is beginning to understand.
13-405A, now calling himself Nicholas Foroh, has become an Excavator.

13-405A pg 3 of 3
Name:
Adam and Steve Smith
Hair color: Blonde (left head) and Black (right head)

Eyes: Ice Blue (left head) and Green (right head) Skin: Pale and warty

Home Area: Sandbarra, in the Lower Freehold

Language: Common Age: 25

Character Type: Typical Mutant

Pre-Game Caste: Mercenary

Outfitting Code: WE
Read/Write? Yes Math? No

Height/Weight: 73kg (160lbs), 368cm (12’)

Handedness: Right Swimming: Poor

Move: 18.75m (yep, that’s not a misprint, 18.00 in armor and helmet)

#Attacks/Rd: 2 +1 extra for the bladed limb

BASE SV 0-50

BASE DV 0, -15 in armor and helmet

Money: 80sp

END 95 Healing Rate: 10

STR 68 Damage: +8 Range: +40%

AGL 33 DV Bonus: +0 Move Rate Mod: +0

ACC 27 SV Bonus: +0

INT 91 / 53

PRC 16 / 11 Initiative Modifier: +1 (from multi-head)

WLP 28 / 22

APP 27 / 56 Numbers before the / are for the left head, after the / right head

Skills:

Adam and Steve pg 1 of 5


Martial Arts 3 (+9 SV, +d6+1 Damage)

Tracking 2

Dodge 1 (-5 DV)

Climbing 2 (+2m climb rate due to tentacles)

Gunsmith 1

Grapple 1

Knife Thrower 2 (+6 SV, +4 Damage, 7m range)

Knife Fighter 1 (+2 SV, +2 Damage)

Medic 1

Gambling 2 (+20% Gamble Roll = 72)

Riding 1

Mutations: (NOTE: all changes already implemented)

Multi Armed (2 additional arms)

Size Increase (total of 368cm/12 feet, +1.25m movement, +40 STR, +60 END)

Tailed (Fox tailed, 1.25m long, +6 AGL, +1.5m movement)

Multi Head (1 additional head, -2 APP, +1 Initiative)


- Left Head Mental Mutations:
- - - -1 Mental Screen
- Right Head Mental Mutations:
- - - -1 Mind Waste (range: line of sight, use 1x day/rank, takes 5 rounds to charge, d100
damage, type D INT Hazard check, can self-detonate if interrupted during charge up time)
- - - 2 Electrical Pulse (range = WLP in meters times rank, use 3x/day per rank, +20 SV,
damage is d20 to organics, 3d20 to machines)

Tentacles (4 tentacles, reach 3m, +5 SV, d8 damage each, these are in addition to regular
arms)

Bladed Limb (one additional arm sprouting from the back, one additional attack per round,
+6 SV, damage is d12+2)

Dog Legs (+10m movement)

Warty Skin (-6 APP)

Adam and Steve pg 2 of 5


Gear:

Thorn Armor (-11 DV, -0.5m movement)

1 Iron Helmet (-4 DV, -0.25m movement)

Musket (+14 SV, rate 1 every third round, d20+3 damage, range 140m)

Musket Pistol (+7 SV, rate 1 every third round, d20 damage, range 25m)

72 shots worth of lead, wadding, powder

Submachinegun (+10 SV, rate 5 per round, d20 damage, range 250m)

18 bullets

Halberd (+4 SV, d20+3 plus 8 for STR damage)

Knife (+8 damage plus 8 for STR)

Horse (see below)

Tinder box

4 torches

7 candles

Cutlery set

Full water skin (2L water)

Summer sleeping bag

Coin pouch

Backpack

5m of rope

Sewing kit

Whetstone

Shovel

Work boots & work gloves

Poncho

Cotton pants and shirt

Adam and Steve pg 3 of 5


14 days of dried rations

Full lantern and bottle of oil

Winter sleeping bag

Hip sack and fishing gear

2 person tent

Crowbar and pickaxe

Soap and towel

Toothbrush

Wool coat with hood

Wool pants and shirt

Playing cards and bone dice

History:

Adam and Steve, bitter rivals and brothers in arms… literally. Growing up in Sandbarra
actually wasn’t too difficult for him, as they always had a close relative nearby. Very nearby.
That closeness leads sometimes to bickering and name-calling, but when the going gets
tough (as it usually does), he can work together quite well. As a five armed (the fifth one
has a bone blade instead of a hand), two headed, dog-legged, fox-tailed warty freak of
nature, Adam and Steve fit into a mercenary job easily, especially since he is so handy (get
it?). Unfortunately, the constant fighting at relatively little pay (he does have two mouths to
feed) became too difficult to maintain, and after a long conversation amongst themselves,
Adam and Steve decided to set out into the apocalyptic wastelands to seek their
fortune. Adam, the left, blonde head, speaks with an affected California Valley accent, while
Steve, the black haired, green eyed head on the right speaks with a heavy Scottish
brogue. Just because.

HORSE:

Name: Bluebell

DV: 0

END: 50

Adam and Steve pg 4 of 5


Movement: 13m

# Attacks: 1, SV 0-55, Damage d12

Weight: 500kg

No Mutations

STR 96

AGL 39

ACC 41

INT 8

WLP 35

PRC 26

Adam and Steve pg 5 of 5


Name:
Andrea “Double A” Allison
Hair color: Bald Gold-Chrome Head Eyes: Silver Skin: Gold-Chrome
Home Area: Steel Hill Gender: Female
Language: Common Age: 19

Character Type: Cyborg


Pre-Game Caste: Gladiator Slave – Bounty in effect
Outfitting Code: ESC Read/Write? No Math? No
Height/Weight: 87kg, 178cm (185lbs, 5'9”)
Handedness: Left Swimming: Fair
Move: 6.25 (5.75 with armor) #Attacks/Rd: 2 including Tendril
BASE SV 72 (83 Brawling or with Manipulator Tendril, 88 with Laser Pistol)
BASE DV -11 (AGL + Dodge Skill), -34 with AGL, Dodge, Armor, Shield, Helmet)
Money: 0

END 24 Healing Rate: 3


STR 29 Damage: +0 Range: +0
AGL 60 DV Bonus: -6 Move Rate Mod: +0.75m
ACC 123 SV Bonus: +22
INT 26
PRC 34 Initiative Modifier: +0
WLP 22
APP 1

Skills:
Brawling 5 - +11 SV, +d6+4 damage, +10 Spit/Sand
Weapons Expert 2 (Laser Pistol) +6 SV, +4 damage
Dodge: -5 DV
Stealth

Augmentations
Retractable Laser Pistol
Left wrist, Power cell has 60 shots, Rate of fire: 1, range 200m, SV +10, d20+10 damage
A single Power cell has 10 charges, so 6 shots deplete one charge
Manipulator Tendril
Retractable into center of chest, Power Cell lasts 2 years, 1 use per turn, Defensive Parry -8 DV
Range: 6m long, +11 SV, Damage d6+3
Armor Enhancement
-6 DV/-38 DV vs. Beams (Beams deflect even on successful hit 50% of the time)
-0.5 Movement
Force Field Generator
Power cell lasts 200 rounds, Advanced Forcefield, golden sheen, and deducts 10 damage from
every attack
Hover Jets
Power cell lasts 600 rounds of hovering

Andrea Allison pg 1 of 2
Gear:
Her gladiator costume is now in tatters and hangs on her like rags.
Andrea is still handcuffed, and until they are removed she is at -30 SV and -1 move
She has one last power cell, but it is at only 12% (just over one charge). Just about all of her
augmentations use power cells, so until she can get her hands on more, she's got to be very careful how
she uses this last cell.
Heavy leather armor (-14 DV, -0.5m Movement)
Standard Shield (-5 DV, -0.25m Movement)
Iron Helmet (-4 DV, -0.25m Movement)
Wooden Club (d10 damage one handed, +2 SV and d10+3 damage two handed)
Total SV one handed: 72, 1d10 Damage
Total SV two handed: 74, 1d10+3 Damage

History:
Almost everyone thinks she's a robot or android. With her smooth, golden-chrome sheen of skin, no
hair, and silver eyes, as well as a deadpan personality, Andrea Allison likes to keep people thinking she is
artificial. She rarely ate or conducted personal business around others, and only the slave doctor really
knew her real situation. She was nick-named “Double A” by her master, a joke on her appearance and
android-ness. Unfortunately, no secret lasts forever, and when word started to get out that she was
actually a cyborg with a hidden, powerful weapon, Andrea used her incredible accuracy and her
retractable laser to shoot her way to freedom.

Andrea Allison pg 2 of 2
Name:
Andro Ublehouse
Hair color: Black Eyes: Black Skin: Deeply tanned
Home Area: Rock Spire, in the Crossroads Region
Language: Common

Character Type: TransHuman


Pre-Game Caste: Farmer
Outfitting Code: Poor cannot read, write, or do math
69 kg weight, 193 cm height (152 lbs, 6’ 3”)
Right-handed, Excellent swimmer, 25 years old
Move: 6.5 (4.75 in armor) #Attacks/Rd: 1
BASE SV 60
BASE DV -2 (-22 with armor, helmet, and AGL bonus)
Money: 5sp

END 40 Healing Rate: 4


STR 28
AGL 41 -2 DV, +0.25m Move
ACC 84 +10 SV
INT 25
PRC 35 +1 Initiative
WLP 26
APP 36

Skills:
Pitchfork Weapons Expert 3 (8m throwing range) +8 SV, +6 DAM
Weapons Expert 1 (Longbow) +4 SV, +2 DAM

GEAR:
2 Longbows SV: 69 Dam: d20+2
26 arrows
Dagger SV: 60 Dam: d10
Heavy Junk Armor DV: -17 move: -1.5m
Junk Helmet -3 DV, -0.25m Movement
Pitchfork SV: 68 Dam: d12+8
Tinderbox
4 Torches
5 Candles
Cutlery Set
Full water skin (2L)
Summer sleeping bag
Coin pouch
Backpack
12m rope
Sewing Kit
Whetstone
Shovel
Work boots

Andro Ublehouse pg 1 of 2
Work gloves
Poncho
Cotton pants
Cotton shirt
25 days dried rations

History:
Andro has spent his entire life until now doing exactly what he was always meant to be doing, which is
exactly as his father and his father’s father had done: Farm the fertile soil on top of Rock Spire. He lived
with all the other townspeople in a virtual cornucopia of free energy and good food. He was taught the
faith of Armagon, he who gives Voice to the God. Every day was a good day, and life seemed a paradise.

Until that day. That black day when the winged horrors in the multitudes descended on Rock Spire and
took away his Brecca, and changed his entire world-view. This is not paradise, he thought, if The God
would let this happen.

“The God must be unhappy with our lot, and has decided to test us. I will go forth and retrieve my
Brecca, my wonderful wife, and show The God that we are worthy of his love. Those winged horrors
took her into the skyline of the Forbidden Ruins, those ruins that house The God’s heart, and so I shall
go there, accomplish my task, and awaken The God.”

Boy was he in for a surprise…

Andro Ublehouse pg 2 of 2
Name:
Anne Horizon
Hair color: Red Brown Eyes: Blue Skin: Tan
Home Area: Sorrow, in the Crossroads Region
Language: Common Age: 18 Gender: Female

Character Type: Pure Stock Human


Pre-Game Caste: Nomad
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 59kg, 193cm (130 lbs, 6' 2”)
Handedness: Right Swimming: Strong
Move: 6.75m #Attacks/Rd: 1
BASE SV: 0-50
BASE DV: -6 (-23 in armor)
Money: 15sp

END 30 Healing Rate: 3


STR 49 Damage: +4 Range: +20%
AGL 61 DV Bonus: -6 Move Rate Mod: +0.75m
ACC 23 SV Bonus: +0
INT 17
PRC 65 Initiative Modifier: +2
WLP 57
APP 59

Skills:
Rider 3
Navigate by Stars
Gambler
Climbing
Grapple
Dodge

Gear:
Longsword (SV 0-50, Damage d20+6 total)
Dagger (SV 0-50, Damage d10+4 total)
Heavy Junk Armor (DV -23, 5.25m movement in armor)
Junk Helmet
16sp debt to her brother
Tinder box
5 torches
7 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
6m of rope
Sewing kit

Anne Horizon pg 1 of 2
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
22 days of dried rations

At six months old, Anne's parents fled the town of Sorrow during a particularly bad outbreak of White
Plague. Having no place to go to that felt safe, her parents became nomads, moving from area to area
in search of “the perfect place”. They discovered after a few months that a life on the road was “the
perfect place” for them, and their life changed as the seasons and landscape changed around them year
by year. Anne took to dog riding, and soon became quite skilled. However, the lure of the ruins, and
the cities, and what passes for civilization in the new era drew Anne as she became an adult to the life of
an excavator.

Anne Horizon pg 2 of 2
Name:
Antoinette Gimble
Hair color: Brown Eyes: Hazel Skin: Fair
Home Area: Seahome, in the Lower Freehold area
Language: Common Age: 21 Gender: Female

Character Type: Pure Stock Human


Pre-Game Caste: Technician
Outfitting Code: WE Read/Write? Yes Math? Yes
Height/Weight: 54kg, 165cm (119.5lbs, 5’ 4”)
Handedness: Right Swimming: Poor
Move: 6m #Attacks/Rd: 1
BASE SV 0-52
BASE DV 0 without any armor
Money: 81sp

END 99 Healing Rate: 10


STR 30 Damage: +0 Range: +0
AGL 28 DV Bonus: Nil Move Rate Mod: Nil
ACC 41 SV Bonus: +2
INT 66
PRC 23 Initiative Modifier
WLP 24
APP 44

Skills:
Computer Tech 2
Electrical Tech 2
Mechanical Tech 3
Robotics Tech 4

Gambler 1 Gambling roll: 45 (+10 to gambling rolls)


Knife Fighter 1 +2 SV, +2 Damage
Martial Arts 1
Pilot 1
Stealth 1

Armor (Pick and choose, sell the rest for stated value)
Leather Armor -10 DV, -0.25m Movement, 4kg, value: 12sp
Buckler -4 DV, 1kg, value: 6sp
3 Iron Helmets -4 DV, -0.25m Movement, 1.5kg, value: 9sp each
Junk Armor -12 DV, -0.5m Movement, 4kg, value: 12sp
Breastplate (can be worn over) -15 DV, -0.5m Movement, 10kg, and value: 45sp
Heavy Leather Armor -14 DV, -0.5m Movement, 7kg, value: 20sp
Chainmail Vest (can be worn over) -7 DV, -0.25m Movement, 8kg, and value: 20sp

Weapons (Pick and choose, sell the rest for stated value)
2 Machetes d12+1 Damage, 7sp each
2 Knives d8 Damage, 1sp each

Antoinette Gimble pg 1 of 3
Assault Rifle +12 SV, Rate: 3, d20 Damage, value: 2500sp
8 Rifle Rounds value: 80sp each
Stun Stick +7 SV, 2d20 Stun Damage, value: 1800sp
71 Stun Stick Rounds value: 50sp each
Musket Pistol +7 SV, rate: 1/3, d20+3 Damage, value: 140sp
7 Shots value: 10sp each
Saber d20+2 Damage, value: 18sp
Dagger d10 Damage, 6sp value

Gear:
17sp Debt to home town
Tinderbox
3 Torches
7 Candles
Cutlery Set
Full Water Skin (2L)
Summer Sleeping Bag
Coin Pouch
Backpack
7m Rope
Sewing Kit
Whetstone
Shovel
Work Boots
Work Gloves
Poncho
Cotton Pants
Cotton Shirt
21 Days of Dried Rations
Full Lantern
Bottle of Lantern Oil
Winter Sleeping Bag
Hip Sack
Fishing Gear
2 Person Tent
Crowbar
Pickaxe
Soap
Towel
Toothbrush
Wool Coat with Hood
Wool Pants
Wool Shirt
Playing Cards
Bone Dice
Saddle Horse

Antoinette Gimble pg 2 of 3
History:
Everyone knows that when you’re venturing into the apocalyptic ruins of the ancients, there is
absolutely no one better to have around than Antoinette Gimble. She’s got a ton of gear, and there’s
very little tech in those ruins she doesn’t know how to fix. She’s as tough as nails, and can take a lot of
punishment, skills she’s learned as a very adept excavator. She doesn’t seem to have any issues with
mutants or cyborgs, as long as they carry their load and don’t get other people killed. Antoinette, having
been raised in Seahome, has had a lot of contact from peoples all over the ravaged areas, and she can
adapt to strange circumstances very well.

Antoinette Gimble pg 3 of 3
Name:
Augustus Mephistopheles
Hair color: Brown Eyes: Brown Skin: Pink
Home Area: Overpass
Language: Common Age: 18

Character Type: Bestial Human/Chimpanzee Hybrid


Pre-Game Caste: Crafts Person (Glass and Plastic Jewelry)
Outfitting Code: MO Read/Write? No Math? No
Height/Weight: 85 kg, 107cm
Handedness: Left Swimming: Fair
Move: 8.75m (7.25 with Heavy Junk Armor)
#Attacks/Rd: 2 fist attacks per round 1d10 Damage each
BASE SV 52, 60 with crossbow, 56 with spear,
BASE DV -6 unarmored, -22 with heavy - junk armor, -25 with armor and junk helmet)
Money: 42sp

END 55 Healing Rate: 6


STR 58 Damage: +6 Range: +30%
AGL 58 DV Bonus: -6 Move Rate Mod: +0.75
ACC 42 SV Bonus: +2
INT 24
PRC 53 Initiative Modifier +1
WLP 42
APP 22

Skills:
Riding 1
Climb 4 (can climb at full movement rate)

Gear:
Simple tools for glass and plastic jewelry making
Shovel
14sp Debt to home town
Work Boots
Work Gloves
Tinderbox
5 torches
Poncho
11 candles
Cotton pants
Cutlery set
16 days dried rations
Full water skin (2L)
Full lantern
summer and winter sleeping bags
Bottle of oil
Coin pouch

Augustus Mephistopheles pg 1 of 2
Hip Sack
Backpack
Fishing Gear
6m rope
2 person tent
Sewing kit
Crowbar
Whetstone
Pickaxe
Soap
Towel
Toothbrush
Wool coat with hood
Wool pants
Wool shirt
Playing cards
Bone dice

Weapons/Armor
Crossbow with 15 bolts (+8 SV, rate 1/3, dam d20+1)
Dagger (dam d10)
Heavy Junk Armor (DV -17, -1.5 move)
Junk Helmet (DV -3)
Spear (+0/+4 SV, d20+1/d20+4, range 15m)
Machete (dam d12+1)
Knife (dam d8

History:
Augustus is unusual among bestial humans in that he is, in fact, not a bestial human. He’s a chimpanzee,
albeit a very unusual chimpanzee. Life began for him at birth in a cage as a specimen for experiments
into mutations and intelligence. His keepers regularly fed him a concoction of drugs intended to boost
his intelligence (which they did, to a relative degree), but Augustus learned very quickly what fate
awaited those animals who began to show the spark of intelligence (dissection), and so successfully hid
his new awareness. Eventually, the lab considered him a failed experiment and put him on the list of
feed animals for some of the more dangerous creatures, but Augustus escaped and fled into the
wilderness. After a brief existence as a simple craftsman in a local village, the idea of being an excavator
really called to him, and so he gathered up his possessions and set out to find his fortune.

Augustus Mephistopheles pg 2 of 2
Name:
Attibule Haymeraner (yep, that’s not a misspelling)
Hair color: Red Eyes: Green Skin: Light
Home Area: Galespit, in the Crossroads Region
Language: Common Age: 19

Character Type: Ghost Mutant


Pre-Game Caste: Cavalry Deserter
Outfitting Code: WE Read/Write? No Math? No
Height/Weight: 76kg, 202cm Handedness: Right Swimming: Strong
Move: 7m #Attacks/Rd: 1
BASE SV 56
BASE DV -13

END 40 Healing Rate: 4


STR 57 Damage: +6 Range: +30%
AGL 70 DV Bonus: -8 Move Rate Mod: +1m
ACC 61 SV Bonus: +6
INT 39
PRC 18 Initiative Modifier: Nil
WLP 25
APP 35

Skills:
Riding 6 (+1.75 mount movement, +10 mount SV, +6 mount damage)
Dodge 1 (-5 DV)
Stealth 1 (silent action/pilfer/concealed movement B, conceal self A)
Pick Pocket 1 (table on pg. 48 TME-HUB)

Mutations/Augmentations:
Mental Screen
Duration: variable Hazard Check: see below.
This mutant’s mind has developed complex protective shielding from all forms of mental attacks, controls, mind
readings, metal dominions, and the like. He gets to make three hazard checks from any mental attacks calling for a
HC. Likewise, where either the defender’s intelligence or willpower are used as a defending trait without being
used for a hazard check, consider this character’s trait scores triple for this purpose, plus, any damage from a
mental attack is reduced to half. This mutant has the advanced version of this mutation, which reflects
failed mental attacks directly back to the sender. In the case of a reflected mental dominion*, the victim must
make his or her own type C, willpower based hazard check, or drop into a coma for 3d6 days
Stun Ray
Range: 50 meters
Usage: three times per day per rank
Duration: stun damage remains for one hour
Strike Value: +10
Damage: 2d20 stun damage, x2 to machines
Three times a day per rank, this mutant can emit a beam of blue, paralyzing energy at a range of double his current
willpower score. The energy pulse temporarily scrambles the nervous systems of struck targets for 2d20 points of
non-lethal damage (double this to machines such as robots, tanks and androids, as well as cyborgs). This damage

Attibule Haymeraner pg 1 of 3
remains effective within the victim for about an hour regardless of whether or not the damage was sufficient to
incapacitate the individual. The Stun Ray is launched from the character’s hands.

Gear:
Shotgun Pistol +15 SV, Rate 1 or 2, 3d10 Damage, 20m range
8 shells
Sniper Rifle +18/+60 SV (second number is while braced), Rate 1 or ½, d20+10 Damage, 2km range
4 HC Rifle rounds
Longsword d20+2 Damage
Dagger d10 Damage
Junk Armor -12 DV, -0.5m Movement
Junk Helmet -3 DV, -0.25m Movement

280sp
Tinder box
9 torches
7 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
10m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
24 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice

Attibule Haymeraner pg 2 of 3
History:
Attibule never fit in anywhere. There seems to be nothing special about him at all. As an orphan (who
picked his own name because he thought it sounded heroic), he wandered from occupation to
occupation all around the city, until he discovered that he was actually pretty good with horses and
other mounts. Atty (as his fellow soldiers called him) soon became a valuable resource with his cavalry
unit. Unfortunately, a battle between purists from the Empire and his mutant unit pushed
him to such stress that his Stun Ray appeared and incapacitated friend and foe. Of course, that meant
that both friend and foe turned on him, and Atty was forced to flee for his life. He knows that he can
never return home due to the damage he did to his compatriots, and so he wanders now as an
“excavator” and hopes for the future.

Attibule Haymeraner pg 3 of 3
Name:
Berk Hywin
Hair color: Brown Eyes: Brown Skin: Farmer's tan
Home Area: Port Folly
Language: Common Age: 25 Gender: Male

Character Type: Pure Stock Human


Pre-Game Caste: Draftee
Outfitting Code: MO Read/Write? Yes Math? Yes
Height/Weight: 74kg, 188cm (6' 1”, 163 lbs)
Handedness: Right Swimming: Poor
Money: 47 #Attacks/Rd: 1
BASE SV: 0-56
BASE DV: 0 (-25 with armor, vest, and helmet)
Move: 6m (5m with armor, vest, and helmet)

END 43 Healing Rate: 4


STR 37 Damage: +2 Range: +10%
AGL 31 DV Bonus: - Move Rate Mod: -
ACC 57 SV Bonus: +6
INT 22
PRC 62 Initiative Modifier: +1
WLP 40
APP 17

Skills:
Stealth 2
Electrical Technician 1

Gear:
Stun Pistol (+15 SV, 2d20 Stun damage, 200m range,
9 Stun Pistol shots
Machete (d12+1 damage)
Knife (d8 damage)
Heavy Leather armor (-14 DV, -0.5m Movement)
Chainmail Vest (-7 DV, -0.25m Movement)
Iron Helmet (-4 DV, -0.25m Movement)
Tinder box
10 torches
6 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
8m of rope
Sewing kit
Whetstone
Shovel

Berk Hywin pg 1 of 2
Work boots & work gloves
Poncho
Cotton pants and shirt
21 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pick-axe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice

History:
Drafted in his home town militia (73% chance of being recognized in his home town), Berk quickly and
quietly stole a raft and abandoned his home, intent on never being a soldier. His interests tended
towards mechanical, and especially electronic relics, and Berk really didn't want to be thrown into battle
to die for someone elses problems. Fortunately (or unfortunately... depends on how you look at it), the
boat Berk stole also had a valuable relic stun pistol and a cache of armor and gear that the owner had
placed there for an expedition into the ruins the next day. That makes him even more hunted.

Berk Hywin pg 2 of 2
Name:
Big Biscuit
Character Type: Beastial Human (Horse - DV-7)

Horse: As tall as a hybrid human-bull or moose, a human-horse specimen typically has horse-like
lower legs complete with hooves, horse hair tail, an elongated face, large ears and a glorious
mane. They are entirely vegetarian and can graze in the wilds where grass and other plant life
can be found. Being herbivores and looking and sometimes smelling distinctly equine, they are
viewed as meat animals by all carnivores and many humanoids. Although plant eaters, they can
be ferocious fighters in melee and can unleash a flurry of attacks, either one bite and one kick on
two separate foes (+11 SV/ DMG d12+3 each), or combined on one target (+20 SV/ damage
2d12+6). Their sense of smell and hearing are easily twice as good as a normal human and so
gain +1 initiative.

Age: 10 Move 14
Weight: 333kg Hair: Appaloosa
Height: 376cm Eyes: Grey green

END 102 Heal Rate: 10/day


STR 83 +10 HTH damage, +50% throwing range
AGL 57 -6 DV
ACC 120 +20 SV
INT 28
PRC 61 +1 Initiative
WLP 69
APP 1

SV Totals: Brawling 77, Sword 74, Bite 85, Kick 81, Combo 90
Damage Totals: Brawling Damage +13, Sword Damage +12, Bite/kick on two enemies: d12+13,
Combo attack on one opponent: d12+16
Total DV: -18

Pre-game Caste: Gladiator Slave


Outfit: ESC
Bounty? Yes Read and Write? No
Handedness? Right Poor Swimmer
Initiative: +2 total

Skills:
Brawling 3 (+7SV, +3DAM, Spit/Sand/Bottle +6)
Dodge 1 (-5DV)
Tracking 2 (Pick Up Trail C, Regain Lost Trail F, Identify Weight G, Identify Species H)
Gunsmith 1
Wpns Expert 1 (Swords +4SV +2 Damage)

Big Biscuit pg 1 of 2
Mutations:
Sonic Wave Radius (7m radius, d12 Damage, Deafness for 1 hour)
Gaping Maw (Large; +4SV, d12 Damage, +15kg weight)
Telepathy
Physical Alteration - Toad-like, huge eyes on top of head
Physical Alteration - Legs 25% longer than normal +2 Mov)

Equipment
Flea infested rags
Torn, filthy poncho
no arms or armor

History
Big Biscuit, as strong and hardy as a horse (no wonder), and uglier than even Bog Billy on
a bad day, was once very popular on the local death-sport scene. His skill with fighting or
weapons is fairly intimidating, but it was his strength and ability to take damage usually let him
outlast his more skilled opponents. Once they were tired, a good swift mule kick would put
them clean out. After that it was just a simple stomp-stomp-stomp to mush, and Big Biscuit
would be declared the winner.
But that's only the surface story. Biscuit always hated the fighting. Deep down a gentle
being, even if a bit slow on the uptake. Often taken advantage of, always shunned because of
his truly ugly countenance, and too shy to stand up for himself, Biscuit was enslaved and forced
to fight to the death... which as it turns out he's pretty good at surviving.
Now on the run, with a bounty on his head and unmistakable appearance, Biscuit has
had to live on the outskirts of civilization in fear of being recognized and captured. He's willing
to tag along with explorers simply for the sake of company. If mistreated, Biscuit will flee,
fighting his way out if necessary.

Big Biscuit pg 2 of 2
Name:
Caster Nova
Hair color: Blonde Eyes: Blue Skin: Fair
Home Area: Rusted Hulk in the Crossroads Region
Language: Common Age: 25

Character Type: Pure Stock Human


Pre-Game Caste: Assassin
Outfitting Code: FA Read/Write? No Math? No
Height/Weight: 67kg, 194cm
Handedness: Ambidextrous Swimming: Poor
Move: 6.25m #Attacks/Rd: 1
BASE SV 54
BASE DV -2
Money: 217 sp, 10 gp

END 64 Healing Rate: 6


STR 45 Damage: +4 Range: +20%
AGL 38 DV Bonus: -2 Move Rate Mod: +0.25m
ACC 45 SV Bonus: +4
INT 45
PRC 45 Initiative Modifier +1
WLP 20
APP 41

Skills:
Martial Arts 2: +7 SV, +2 Damage (Total SV 61, +6 HTH damage)
Knife Throwing 2: +6 SV, +4 Damage, and 7m range
Medic 1
Weapons Expert 2 Pump Shotgun

Gear: (there’s a TON of stuff! Choose and sell off the extra)
Lizard Scale Armor (-11 DV, -1m move, 5kg, 32sp value)
Junk Armor (-12 DV, -0.5m move, 4kg, 29sp value)
Scrap Relic Armor (-20 DV, -0.75m move, 3kg, 582sp value)
Junk Shield (-6 DV, -0.5m move, 6kg, 19sp value)
Leather Helmet (-2 DV, no move penalty, 500grams, 4sp value)
Junk Helmet (-3 DV, -0.25m move, 1.5kg, 15sp value)
Iron Helmet (-4 DV, -0.25m move, 1.5kg, 18sp value)
Pump Shotgun (+20 SV, rate 1, 3d10 Damage, range 30m, 2 handed, 4kg, 1355sp value)
Totals with Weapons Expert: 80 SV, 3d10+4 Damage
9 shells
Bow (+0 SV, ½ rate, d12 Damage, 40m range, 2 handed, 1kg, 15sp value)
28 Arrows
2 Knives (+0 SV, rate 1, d8 Damage, 3m range, 1handed, 250g, 3sp value each)
With Knife Throwing: 60 SV, d8+4 Damage, 7m range
Spear (One Handed: +0 SV, d20+1 Damage, 15m range, 2kg, 5sp value)
Machete (d12+1 Damage, 1kg, 18sp value)
Black Cloak

Caster Nova pg 1 of 2
Ninja Outfit
Normal clothes
Medic bag
Tinder box
11 torches
5 candles
Cutlery set
Full water skin (2L water)
summer sleeping bag
Coin pouch
Backpack
8m of rope
sewing kit
Whetstone
Shovel
Work boots
Work gloves
Poncho
Cotton pants
Cotton shirt
18 days of dried rations
Full lantern
Bottle of lantern oil
Winter sleeping bag
Hip sack
Fishing gear
2 person tent
Crowbar
Pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice

Well trained and obedient farm dog, which only barks when raising the alarm, and only attacks when
ordered to do so.

Caster Nova pg 2 of 2
Name:
Coraline
Hair color: Brown Eyes: Brown Skin: Fair
Home Area: High Watch, in the Holy Purist Empire
Language: Common Age: 20

Character Type: Ghost Mutant


Pre-Game Caste: Farmer
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 64kg (141lbs), 168cm (5’ 5”)
Handedness: Right Swimming: Can’t Swim
Move: 6m #Attacks/Rd: 1
BASE SV 0-50 (0-53 Brawling, 0-58 with pitchfork)
BASE DV 0
Money: 7sp

END 25 Healing Rate: 3


STR 44 Damage: +2 Range: +10%
AGL 15 DV Bonus: 0 Move Rate: 0
ACC 20 SV Bonus: 0
ACC
INT 34
PRC 95 Initiative Modifier: +3
WLP 40
APP 33

Skills:
Weapons Expert (Pitchfork) 3 (+8 SV, +6 damage)
Brawling 1 (+3 SV, +1 damage, +2 spit/sand)

Mutations (2):
Radioactive Pulse
40m range, use 1x day/rank, +10 SV, damage d20 + radiation,
Heal Touch
Use 2x day/rank, heals d20+10 END
Gear:
Pitchfork (d12+2 Damage)
Hatchet (d12 damage)
Leather Armor (-10 DV, -0.25m movement, 4kg)
Tinder box
4 torches
6 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
4m of rope
Sewing kit
Whetstone

Coraline pg 1 of 2
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
22 days of dried rations

History:
She had been so careful. No one knew, not even her parents. Coraline had managed to grow up, get
married, have children, and even though life was tough as the wife of a farmer, it was her life and she
did just fine. She only ever used the radiation pulse once or twice to protect herself, and only when
alone and deep in the woods. She once had to heal her first baby, but luckily her husband didn’t know
the first thing about caring for children and just assumed she knew what she was doing. Unfortunately,
that simple life didn’t last. It couldn’t last. Harry, her husband, suffered a grievous injury from a cougar
that had wandered into their farmland. She had no choice. She tried to wait until he had gone
unconscious from loss of blood, but the injury couldn’t wait. She healed him, and hoped for a good
reaction. It wasn’t. Harry, repulsed by her “witch powers” drove her out, drove her from her children,
and threatened to kill her should she ever return. The loss of her old life was insignificant to the loss of
her children, and Coraline hopes to one day reunite with them, even if it must wait until they are grown.
Luckily, Coraline had been prepared for the worst for years, and had a secret stash of gear hidden away
should she need it someday. Now she’s an excavator, trying to find a new life, trying to forget.

Coraline pg 2 of 2
Name:
Creole
Hair color: Black Eyes: Black Skin: Pale
Home Area: Dawn Cove
Language: Common Age: 6

Character Type: Bestial Human/Black Bear Hybrid


Pre-Game Caste: Gladiator Slave (with bounty)
Outfitting Code: SL Read/Write? No Math? No
Height/Weight: 210kg, 210cm (463 lbs, 6' 8”)
Handedness: Right Swimming: Excellent
Move: 7.5m #Attacks/Rd: 1
BASE SV 54
BASE DV 0 (-21 with mutant shell and dodge skill)
Money: 0

END 87 / 81 Healing Rate: 9


STR 118 Damage: +20 Range: +100%
AGL 21 DV Bonus: 0 Move Rate Mod: 0
ACC 49 SV Bonus: +4
INT 24
PRC 49 Initiative Modifier +1
WLP 72
APP 05

Skills:
Brawling 3 +7 SV, +3 Damage, +6 Spit/Sand (SV 61, +23 Damage Total)
Disguise Artist 1
Dodge 3 -11 DV (with Shell armor, -21 DV total, and with Leather armor and helmet -33
Navigate by Stars 1
Sniper 1 +5 SV, +d6 Damage (SV 59 total)
Stealth 1
Tracking 1

Mutations/Augmentations:
3 Primary:
Acid Spit
Range: 6m, use 2xday/rank, +6 SV, d6+2 Damage for d6 rounds
Radiation Detection
Range: 20m radius
Shell (Light Shell)
-10 DV, -0.5m Movement, -d4+1 APP, +20kg weight

1 Minor:
Eye Lights
Range: 20m, use 1 hour per day per rank

Creole pg 1 of 2
Gear:

Clothing is merely torn rags.


Wounded with 6 points of damage at start
whip scars on back.
1 unlit, new candle
Dagger (total damage 1d10+23)
Bow (damage d12)
18 arrows
(weapons were taken from the unconscious body of a guard)
Leather Armor (fitted to him by his owner for combat)
Iron Cap helmet

History:
Creole, named because his rough accent was mistaken for ancient Creole by a fellow prisoner, was
stolen as a youngster from his poor village community due to his size and strength, and sold off as a
slave to an arena-fighting manager. Fortunately, his new owner wasn't really aware of just how strong
Creole was, and didn't take the proper precautions. Creole quickly broke out of his chains and disabled
the guard on duty and fled into the wilderness. When he is first encountered by excavators, he will be
wounded, but will very quickly heal, and only asks for a chance to travel with them until he can find his
home.

Creole pg 2 of 2
Name:
Daido
Hair color: Pink Eyes: Yellow Skin: Pitch Black
Home Area: Steel Hill
Language: Common Age: 25

Character Type: Mutant, Freakish Horror


Pre-Game Caste: Slave, Labor (no bounty)
Outfitting Code: ESC Read/Write? No Math? No
Height/Weight: 110kg, 168cm (242lbs, 5’ 6”)
Handedness: Left Swimming: Cannot Swim
Move: 4.75m #Attacks/Rd: 1
BASE SV 0-56
BASE DV -2
Money: 0

END 70 / 63 Healing Rate: 7 per day


STR 117 Damage: +20 Range: +100%
AGL 37 DV Bonus: -2 Move Rate Mod: +0.25m Move
ACC 58 SV Bonus: +6
INT 48
PRC 50 Initiative Modifier: +1
WLP 77
APP 34

Skills:
None

Mutations: (all attribute changes already applied)


Mental Screen
See Pg. 70 Hub Rules
Heal Touch
Usage: twice per day per rank
Heightened Attributes
Strength
Breath Holding
Duration: triple base endurance in rounds + regular breath holding
Immunity
Radiation Immunity
Wings
Bird Wings, Vast size, Excellent Flight, Air Speed 30m, Flying DV -25, d10 Stun each wing, 40kg
Coma Inducement
Range: user’s willpower in meters
Usage: twice per day per rank
Duration: see table pg. 63
Damage: coma
Hazard Check: willpower based type B
Shell
Heavy: -30 DV, -1.5m Movement, -10 APP
Claws
Strike Value: +7
Damage: d12 each

Daido pg 1 of 2
Physical Alteration – String Thick Hair
Physical Alteration – Bulbous Nose
Eye Lights
Range: 20 meters Usage: one hour per day per rank
Physical Alteration – Three Nostrils
Physical Alteration – Deeply Wrinkled Skin
Hibernation
Flaw – Coronary Thrombosis
See pg. 80… and stay calm
Flaw – Chronic Ingrown Hairs
Flaw – Chronic Acne
46% body coverage

Gear:
Torn, ragged clothing
Flea-ridden furs (-3 DV)
Wounded, 7 damage
Black eye
Manacles and chains on his wrists (broken and separated)
Pickaxe (d12 Damage)
Knife (d8 Damage)
Spear (+4 SV if used two handed, Damage is d20+1 one handed, and d20+4 two handed)

History:
Daido (his own name for himself; most people just refer to him as Freak) was born into slavery. He was
an unusually strong child, but too willful, and was banished to the work mines in punishment. His
extreme appearance, incredible mutant powers, and extraordinary willpower and endurance made him
the perfect slave for the jobs that would kill most people. However, Daido found peace while at this
back-breaking work, and would have continued to slave away until he died… except for Henry, the slave-
keeper. No one was ever so cruel as Henry, the old pure-strain human with a quick whip hand. Years of
being the primary target of Henry’s anger and torment finally pushed Daido to the edge. With a snap,
Henry’s neck was broken, the chains holding Daido were shattered (he could have destroyed them long
ago), and the mistreated, horrific mutant fled into the ruins.

Daido pg 2 of 2
Name:
Elvis
Hair color: Black Eyes: Blue Skin: Pale
Home Area: Newburg
Language: Common, ancient Military slang Age: appears early 20’s (actually 53)

Character Type: BioReplica, Clerical


Pre-Game Caste: Slave, Servant
Outfitting Code: ESC Read/Write? Yes Math? Yes
Height/Weight: 64kg, 188cm (141 lbs, 6’ 3”)
Handedness: Right Swimming: Fair
Move: 6.75m #Attacks/Rd: 1
BASE SV 0-52
BASE DV -6
Money: None

END 32 Healing Rate: 5


STR 21 Damage: Range:
AGL 58 DV Bonus: -6 Move Rate Mod: +0.75m
ACC 36 SV Bonus: +2
INT 93
PRC 52 Initiative Modifier: +1
WLP 44
APP 65

Skills:
Wilderness Survival 1

Gear:
Clothing is merely torn rags.
Manacles and chains on his wrists
1 9mm pistol shell
Length of chain, 40cm long, attached to left wrist

History:
Elvis is a former personal servant of a military officer There’s a reward offered for his return due to the
fact that he knows his former masters secrets… and some of them could be quite damaging. However,
Elvis only wishes to be free, and holds no grudge. Will not spill the beans unless tortured.

Elvis pg 1 of 1
Name:
Fergis Badder
Hair color: Tan and White Eyes: Beady Black Skin: Pale
Home Area: Overpass
Language: Common Age: 10 Gender: Female

Character Type: Bestial Badger/Human Hybrid


Pre-Game Caste: Nomad
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 52kg, 64cm (114lbs, 2' 1”)
Handedness: Right Swimming: No
BASE SV: 0-50
BASE DV: 0 (-17 with heavy junk armor)
Movement: 8m (6.5 armored)
Attacks Per Round: 1
Money: 15 sp

END 29 Healing Rate: 3


STR 39 Damage: +2 Range: +10%
AGL 31 DV Bonus: - Move Rate Mod: -
ACC 22 SV Bonus: -
INT 28
PRC 29 Initiative Modifier: -
WLP 29
APP 6

Skills:
Rider 4
Navigate by Stars
Brawling 1 (+3 SV, +1 Damage, +2 Dirty Fighting

Gear:
Bow w/21 arrows (d12 Dam, range 40m)
Knife (d8 Dam)
Heavy Junk Armor (-17 DV, -1.5m move, 18kg)
tinder box
12 torches
5 candles
cutlery set
full water skin(2L water)
summer sleeping bag
coin pouch
backpack
10m of rope
sewing kit
whetstone
shovel
work boots & work gloves
poncho

Fergis Badder pg 1 of 2
cotton pants and shirt
8 days of dried rations

History:
Fergis grew up as part of a nomad family in the so-called “Little” Prairie east of Overpass, and was one of
their best riders. He and his dog Greta spent almost all of their time together, Greta being one of the
only people Fergis knew who wouldn't recoil from his looks. However, Greta was killed by a mob of
humanoids on a raid, and devastated, Fergis ran off into the woods, intent on killing himself. It didn't
work out. Eventually Fergis wandered into Overpass, and has become an Excavator.

Fergis Badder pg 2 of 2
Name:
Finn Sawyer
Hair color: Black Eyes: Green Skin: Brown
Home Area: Sea Home
Language: Common Age: 23

Character Type: Pure Stock Human


Pre-Game Caste: Nomad
Outfitting Code: PR Read/Write? Yes Math? No
Height/Weight: 91kg (200), 190cm (6’ 4”)
Handedness: Left Swimming: Can’t Swim
Move: 6m (5m in armor) #Attacks/Rd: 1
BASE SV 0-50
BASE DV 0, -29 in armor, breast plate and helmet
Money: 14sp

END 23 Healing Rate: 3


STR 43 Damage: +2 Range: +10%
AGL 30 DV Bonus: 0 Move Rate Mod: 0
ACC 29 SV Bonus: 0
INT 31
PRC 23 Initiative Modifier: 0
WLP 34
APP 58

Skills:
Rider 1
Navigate by Stars 1
Driver 1
Medic 1

Gear:
Crossbow (+8 SV, rate 1 every 3rd round, d20+1 damage, range 60m)
19 Crossbow Bolts
Dagger (d10 damage)
Leather Armor (-10 DV, -0.25m movement, 4kg)
Breast Plate (-15 DV, -0.5m movement, 10kg)
Iron Helmet (-4 DV, -0.25m movement, 1.5kg)
Medic Bag
14sp
Tinder box
10 torches
8 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
7m of rope

Finn Sawyer pg 1 of 2
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
13 days of dried rations

History:
Finn Sawyer was born in Sea Home (he thinks he remembers parts of it) but he’s never been
back there since he was a child. His parents were nomads, and had only stayed a few days for the baby
delivery. Finn has been on the road his whole life, with his horse and his family. He’s had to say
goodbye to both; some very unwise betting decisions left him with no choice but to sneak off in the
dark. Now he’s an excavator, hoping for the big score to be able to pay off his debts and find his
wandering family

Finn Sawyer pg 2 of 2
Name:
Hannah Hilyard
Hair color: Blonde Eyes: Blue Skin: Fair
Home Area: Pure Hub City
Language: English, Common Age: 18 Gender: Female

Character Type: Ghost Mutant


Pre-Game Caste: Hunter
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 69kg, 176cm (152lbs, 5'9”)
Handedness: Right Swimming: Fair
Move: 6.50 in armor #Attacks/Rd: 1
(Movement modifier of iron helmet not included)
BASE SV 0-58
BASE DV -6 with AGL bonus only, -20 with bonus, armor and helmet
Money: 13sp

END 41 Healing Rate: 4


STR 16 Damage: +0 Range: +0
AGL 61 DV Bonus: -6 Move Rate Mod: +0.75m
ACC 65 SV Bonus: +8
INT 22
PRC 53 Initiative Modifier: +1
WLP 23
APP 69

Skills:
Weapons Expert (Bow) 1 (+4 SV, +2 Damage)
Wilderness Survival 1
Knife Thrower 1 (+3 SV, +2 Damage, 6m Range)

Mutations:
Electrical Pulse
Range: Willpower x Rank in meters (23)
Uses: 3x Day per rank (3)
SV: +20
Damage: d20 vs Organics, 3d20 vs. Machines
Heat Pulse
Range: Willpower in meters (23)
Uses: 2x Day per rank (2)
SV: +4
Damage: d20

Gear: (NOTE: all gear stats include attribute/skill modifiers)


Bow (SV: 62, Damage d12+2, 40m range)
24 Arrows
Longsword (Damage d20+2)
Dagger (SV: 61, Damage d10+2, 6m Range)
Leather Armor (DV: -16, -0.25m Movement)

Hannah Hilyard pg 1 of 2
Iron Helmet (-20 DV with armor and AGL bonus)
21sp debt to the Trader's Guild in Pure Hub City
Tinder box
4 torches
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
9m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
Two sets of clean clothes, her “hot” sets
22 days worth of dried rations

History:
Hannah Hilyard's personal motto is “Survival Before Pride”. When in civilized areas or around other
people, she uses her good looks as an advantage. When she's out in her normal surroundings of the
wastelands and forests, Hannah only cares about survival; looks and clothes drop right down to the
bottom of her list. In the remains of civilization in the wastelands, she uses every advantage she has to
survive. Before she enters a town or village, she'll take a moment to put on clean, revealing clothing (as
long as the weather allows), makeup, and put her hair up. All too often, the men she meets are very
easy to manipulate into giving her what she needs, and since life is so tough, she uses that. She's not
promiscuous, she just lets them think that she is. Hannah likes to think of this as a separate persona,
one she can use to survive, especially since where she was born was an area where mutant children are
usually put to death. Her parents are long dead or missing, and she has no family that she knows of, so
no one knows of her abilities, although they serve her well in the wastelands. Hannah is initially very
suspicious of new people, so fitting into an Excavator team is difficult. However, once they earn her
trust, she is a solid, dependable friend.

Hannah Hilyard pg 2 of 2
Name:
Horborath Necklebaum
Hair color: Brown Eyes: Brown Skin: Dark
Home Area: The Independent town of Galespit, near Shadow Lake
Language: Common Age: 11 (seems 24) Gender: Male

Character Type: BioReplica, Infiltration


Pre-Game Caste: Assassin
Outfitting Code: FA Read/Write? No Math? No
Height/Weight: 88kg, 185cm (194lbs, 6')
Handedness: Right Swimming: Fair
Move: 8 #Attacks/Rd: 1
BASE SV 0-62
BASE DV -21 (AGL and Dodge Skill)
Money: 195sp, 16gp

END 70 Healing Rate: 9/day


STR 49 Damage: +4 Range: +20%
AGL 107 DV Bonus: -16 Move Rate Mod: +2m
ACC 85 SV Bonus: +12
INT 73
PRC 108 Initiative Modifier: +4
WLP 49
APP 37

Skills:
Martial Arts 3 +9 SV, +1d6+1 Damage
Knife Throwing +3 SV, +2 Damage, 6m Range
Knife Fighter +2 SV, +2 Damage
Driver
Gun Slinger +1 Handgun Initiative, +3 SV, +2 Damage
Grapple
Dodge -5 DV
Pick Pocket
Sniper +5 SV, +d6 Damage
Stealth
Junk Crafter

Gear: (Weapon statistics include any from character stats/skills, armor does
not)
Black cloak
Ninja-style clothing
1 set of normal street clothes
Automatic Pistol
+27 SV, ROF 2, d20+2 Damage, 250m Range
2 bullets
Spare auto pistol clip (empty)
Stun Pistol
+30 SV, 2d20+2 Stun Damage, 200m Range
22 Stun Bullets

Horborath Necklebaum pg 1 of 3
Assault Rifle
+29 SV, ROF 3, d20+d6 Damage, 900m Range
8 Rifle Rounds
Musket Rifle
+31 SV, ROF 1/3, d20+d6+3 Damage, 140m
Range19 shots worth of powder, ball, etc.Bayonet
d10 Damage
Machete +12 SV, d12+5 Damage
Knife Melee: +14 SV, d8+6 Damage
Thrown: +15 SV, d8+6 Damage
Part Plate Armor
-25 DV, -1.5m Move
Full Iron Helmet
-6 DV. -0.5M Move
Saddle Horse (See stats below)
Tinder box
12 torches
3 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
6m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
15 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice
Saddle Horse Statistics:
DV: 0
STR: 96
END: 49
AGL: 39
ACC: 41

Horborath Necklebaum pg 2 of 3
INT: 8
WLP: 35
PRC: 26
Move: 16m
Attacks: 1
SV: 0-55
Damage: d12
Size: 3m long
Weight: 500kg
No mutations

Character History

The story of Horborath Necklebaum is not an easy one to tell. His first memories are of waking up in a
storage facility on the docks of Galespit 11 years ago, naked, cold, and confused. With no recollection of
his name, his background, or how he had arrived in this place, Horborath (Horbo for short) quickly
discovered he had skills that he couldn't explain, and those skills proved absolutely essential to surviving
his first few weeks in these confusing surroundings. Within a short time, he was able to amass a
collection of weapons and armor, all of which he took from the “less deserving”. Horborath got his
name from a sticker of unfamiliar letters and numbers on the side of the crate he woke up in; he
couldn't read the letters, but some of them looked familiar, and it looked like it said Horborath
Necklebaum.

Horborath Necklebaum pg 3 of 3
Name:
Katie, the Border Collie
Hair color: Black and White Eyes: Black Skin: Pinkish
Home Area: Everywhere a Human(oid) is
Language: Bark, really Loud Age: 3 years old

Character Type: Farm Dog


Pre-Game Caste: Farm Dog
Outfitting Code: NA Read/Write? NA Math? NA
Height/Weight: 13kg, 60cm long
Handedness: Dog Swimming: Strong
Move: 11.25m #Attacks/Rd: 1
BASE SV 52
BASE DV -8 (-10 with AGL bonus)
Money: Loyalty Morale: Fair

END 8 Healing Rate: 2


STR 12 Damage: Nil Range: Nil
AGL 44 DV Bonus: -2 Move Rate Mod: +0.25m
ACC 40 SV Bonus: +2
INT 9
PRC 44 Initiative Modifier: +1
WLP 19
APP A beautiful dog

Skills:
Herd Animal 1

Mutations/Augmentations:
None (stock farm dogs have a 25% chance of 1 mutation)

Gear:
None

History:
This is Katie, my now long gone Border Collie. I miss her mucho, and now she can join in spirit to my
TME games! You can use these stats if your character has a farm dog, too.

Katie pg 1 of 1
Name:
Krowe Lusser
Hair color: Olive Green and Turquoise Camo Eyes: Bloodshot Black Skin: Coffee Colored
Home Area: Newburg, in Aberratia
Language: Common Age: 23

Character Type: Mild Mutant


Pre-Game Caste: Slave, Gladiator (Bounty in effect)
Outfitting Code: ESC Read/Write? No Math? No
Height/Weight: 87kg, 163cm
Handedness: Left Swimming: Strong
Move: 6.25m #Attacks/Rd: 1
BASE SV 50
BASE DV -39
Money:

END 65 Healing Rate: 7


STR 82 Damage: +10 Range: +50% range
AGL 35 DV Bonus: -2 Move Rate Mod: +0.25
ACC 23 SV Bonus: 0
INT 25
PRC 51 Initiative Modifier: +1
WLP 80
APP 20

Skills:
Brawling 5 +11 SV and +d6+4 Damage
Knife Fighter 1 +2 SV and +2 Damage
Junk Crafter 1
Wilderness Survival 1
Dodge 2 -8 DV

Mutations
Strength Burst (use 2x/day, duration 4 rounds/rank, STR become 328, +126 Damage, +530% throwing
range)
Beam Eyes (Range 131m, use 2x/day per rank, +15 SV, damage 10+6/rank)
Spines (-29 DV, Fist attacks +d6 damage, Kick attacks +2d6 damage
(Minor) Protruding Veins
(Minor) Nutriment Cache (40 days of food stored inside stomach)

Gear:
Ripped, flea-infested clothing
Whip scars all over back
Shovel
Knife (SV 0-52, d8+10 Damage)
Spear (+4 SV if two handed, damage d20+11 one handed, d20+14 two handed)

Krowe Lusser pg 1 of 2
History:
Once a powerful leader of the city Guard, Krowe earned enemies in the town leadership due to his
outspoken attitude towards corruption. He exposed several city leaders during his time in the Guard,
and was beginning to get a following among the people. Even though Krowe had no political
aspirations, the upper echelon of the city leaders became convinced that their own positions were in
jeopardy. A fabricated plot was developed, and Krowe Lusser was hunted down by his own men and
thrown into slavery, to fight in the gladiator pits, making money for the very men who framed him.
Luckily there was one among his men who never believed the outrageous story against Krowe, and that
man helped him escape. Krowe’s bounty of 2000 silver has been well advertised all across the Kingdom
of Aberratia, but that same following that he earned while in the guard has turned into a secret, growing
group of support for Krowe’s leadership. Now that he has escaped, he has plans to someday return to
Aberratia and lead his followers into the city to take over and execute those who persecuted him.

Krowe Lusser pg 2 of 2
Name:
Kur
Hair color: Black and White Eyes: Black Skin: Pinkish
Home Area: The Undercity of Overpass
Language: Common (pidgeon) Age: 7

Character Type: Bestial Human (Domestic Border Collie Hybrid)


Pre-Game Caste: Slave, Labor
Outfitting Code: ESC Read/Write? No Math? No
Height/Weight: 57kg, 92cm
Handedness: Right Swimming: Fair
Move: 8.75m #Attacks/Rd: 1 (+additional bite attack)
BASE SV 50 (Bite attack 62, Damage d12+9)
BASE DV -4 (-7 with Hide Armor) Base -4 due to Animal type
Money: None

END 33 Healing Rate: 3


STR 56 Damage: +6 Range: +30% range
AGL 34 DV Bonus: Nil Move Rate Mod: Nil
ACC 33 SV Bonus: Nil
INT 37
PRC 29 Initiative Modifier: +2
WLP 17
APP 8 (No wounds, whip scars or black eyes)

Skills:
None

Mutations/Augmentations:
None

Gear:
Flea infested rags
Manacles on wrists (no longer attached)
Pickaxe (d12+6 Damage, 2 Handed, 4 kg)
Staff (d12+6 Damage, 2 Handed, 1.5 kg)
Tattered Hide Armor (-3 DV, -0.25m Movement, Flammable)

History:
She doesn’t know what her history is. Trauma has ensured that she won’t remember her origins before
becoming a slave. She’s managed to escape (barely) and is on the run. It’s doubtful that her previous
master has even noticed she’s missing, as she was part of a very large pack of slave dogs of all types, but
she doesn’t know for sure. The only thing she does know is cruelty in all things. Her previous master
lives in the undercity of Overpass, but she knows that it is unlikely that he would come to the surface, so
as long as she can get cleaned up with new clothes, she may be able to pass for a regular citizen. She’s
been beaten so regularly that it has almost become normal. Now Kur fights to remind herself of her lost
dignity. Her once beautiful black and white fur has become a filthy, infested mess, and she hopes to find

Kur Pg 1 of 2
someone kind enough to at least let her take a warm bath. Any show of kindness will not be initially
trusted, but if trust does eventually come, loyalty absolute comes with it.

Kur Pg 2 of 2
Name:
Lorna Dune
Hair color: Brown Eyes: Hazel Skin: Fair
Home Area: Overpass, in the Highcity district
Language: Common Age: 22 Gender: Female

Character Type: Bio-Replica, Battle


Pre-Game Caste: Assassin
Outfitting Code: FA Read/Write? No Math? No
Height/Weight: 75kg, 189cm (165lbs, 6' 2”)
Handedness: Left Swimming: Fair
#Attacks/Rd: 1
Move: 7.25 unarmored, 5.25m in armor and using shield
BASE SV 0-62
BASE DV -18 (AGL and Dodge skill), -43 in armor
Money: 241 sp, 15 gold

END 143 Healing Rate: 17 points per day


STR 96 Damage: +14 Range: +70%
AGL 76 DV Bonus: -10 Move Rate Mod: +1.25m
ACC 90 SV Bonus: +12
INT 36
PRC 72 Initiative Modifier: +2
WLP 68
APP 37

Skills:
Martial Arts 4 +11 SV, +d6+3 Damage
Knife Throwing 3 +9 SV, +5 Damage, 8m range, 2 per round
Disguise Artist 1 Type C HC for viewer
Gambler 1 +10 Gambler roll
Grapple 1 Type B HC for grappled
Dodge 2 -8 DV
Tracking 1
Stealth 2

13% chance per day if undisguised that the Assassin's Brotherhood will have identified her and sent
goons

Gear:
Black cloak and black stealth clothing
Saddle Horse (see stats below)
Pump Shotgun (+20 SV, rate 1, 3d10 damage, 30m range, holds 8 shells)
12 shells
Musket Rifle (+14 SV, rate 1 every 3 rd, d20+3 damage, 140m range)
9 musket rifle shots
Partial Plate Armor (-25 DV, -1.5m Movement, 24kg)
Riot Shield (-8 DV, -0.5m Movement, 2kg)
Tinder box

Lorna Dune Pg 1 of 3
6 torches
7 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
5m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
16 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pick-axe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice

Saddle Horse Stats: “Pudding”


Defense Value 0
Endurance 55
Movement 13m
Initiative N
Attacks 1
Strike Value 01-55
Damage d12
Strength 96
Agility 39
Accuracy 41
Intelligence 8
Willpower 35
Perception 26
Experience 30
Morale average
Size (length) 3m
Weight 500kg

Lorna Dune Pg 2 of 3
History:
Lorna Dune's above average height is her only recognizable trait. Attractive but a bit plain looking, she
uses that to not stand out in a crowd, especially when approaching her target. While no longer
associated with the Assassin's Brotherhood (and she left them on very bad terms... very bad), Lorna still
works freelance as an assassin, but her focus has transitioned to Excavator work. While the pay may not
be as great, the opportunity for relics can't be ignored.

Lorna Dune Pg 3 of 3
Name:
Magdalena Vix
Hair color: Black Eyes: Black Skin: Deep Brown
Home Area: Far Cross
Language: Common Age: 24

Character Type: TransHuman


Pre-Game Caste: Slave, Gladiator (Bounty in effect)
Outfitting Code: ESC Read/Write? No Math? No
Height/Weight: 63kg, 177cm (138lbs, 5’ 8”)
Handedness: Right Swimming: Poor
Move: 6.5m #Attacks/Rd: 1
BASE SV 0-52
BASE DV -4 (Total with armor and helmet -20)
Money: 0

END 46 / 39 Healing Rate: 5 per day


STR 38 Damage: +2 Range: +10%
AGL 54 DV Bonus: -4 Move Rate Mod: +0.5m
ACC 39 SV Bonus: +2
INT 25
PRC 71 Initiative Modifier: +2
WLP 38
APP 28

Skills:
Brawling 1 (+3 SV, +1 Damage)
Weapons Expert (Spear) 1 (+4 SV, +2 Damage)
Riding 1
Knife Fighter 2 (+4 SV, +3 Damage)
Grapple 1

Gear: (Totals do NOT include any attribute or skill bonuses)


Clothing is merely torn rags.
Wounded, 7 damage.
Stinky Fur Coat
Dagger (d10 Damage)
Spear (+0/+4 SV, d20+1 / d20+4 Damage)
Studded Leather Armor (-12 DV)
Iron Helmet (-4 DV)

History:
Magdalena Vix, originally from Henderson, was taken hostage by a band of skullocks while her family
travelled overland to market in a nearby area. She was only five years old, but the skullocks spared
her life and used her as a slave for the next ten years. Once she had reached the age where she was no
longer considered valuable to the skullocks, she was sold to a slaver on route to Far Cross. She fought so
well to escape her new owners that they threw her into a fight arena, where she did surprisingly well.
Unfortunately, as it often happens, only her owners benefitted from her skills. Nine years later,
Magdalena had earned enough trust from her owners that they began to take her imprisonment for

Magdalena Vix pg 1 of 2
granted. Opportunity only knocks once, if at all, especially for slaves, so Mag took her life into her own
hands, and fled. Now on the run, she seeks her own fortune, and a family to finally call her own.

Magdalena Vix pg 2 of 2
Name:
Honey Francis (Mauler Deathbiter)
Hair color: Grey and Black Eyes: Blue Skin: Pale
Home Area: Port Folly
Language: Common Age: 9 yrs. old (34yr lifespan)

Character Type: Bestial Human/Badger Hybrid


Pre-Game Caste: Raider
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 69kg, 91cm (152lbs, 3’ tall)
Handedness: Left Swimming: Poor
Move: 8m (7.5m in armor and shield)
#Attacks/Rd: 1
BASE SV: 0-50 (0-53 Brawling)
BASE DV -10 (-24 in armor and shield) Base -10 due to Animal type
Money: 14sp

END 44 Healing Rate: 4


STR 61 Damage: +6 Range: +30%
AGL 15 DV Bonus: 0 Move Rate Mod: 0
ACC 28 SV Bonus: 0
INT 35
PRC 25 Initiative Modifier: 0
WLP 55
APP 11

Skills:
Rider 1
Dodge 1 (-5 DV)
Brawling 1 (+3 SV, +1 damage, +2 spit/sand)
Knife Thrower 1 (+3 SV, +2 damage, 6m range)
Knife Fighter 1 (2 knife attacks per round, +2 SV, +2 damage)
Tracking 1

Gear:
Machete (d12+7 damage incl. STR bonus)
Leather Armor (-10 DV, -0.25m movement, 4kg)
Leather Shield (-4 DV, -0.25m movement)
Tinder box
7 torches
8 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
4m of rope
Sewing kit
Whetstone

Mauler Deathbiter pg 1 of 2
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
24 days of dried rations

History:
Mauler Deathbiter had quite a reputation among local raiders, and with local guards and militia, as being
one of the fiercest, most violent criminals in the area. When The Death Biter and his gang showed up,
you knew your time was short, and you’d probably be eaten alive. What nobody knew was that The
Death Biter was actually a sweet little girl scared for her life, forced to act bloodthirsty and vicious
whenever witnesses were around. Due to a mistaken identity long ago, the fact that it is very hard to
tell what gender she is, and that she is an excellent faker, Honey Francis picked up the persona of
Deathbiter to join the raider band that was destroying her town. A big act, a show of teeth, a fake
growly voice, and blood on her claws (actually red paint; she was finger painting flowers when the raid
began), and the raider leader actually thought she was a crazed killer, and welcomed her, um, him into
the gang. She’s spent most of her short adult life at Port Folly as a fellow raider. Honey eventually
found a way to fake her death and escape the horror of the raider gang, and has fled into the ruins,
hoping to join an excavator team and disappear from the plains.

Mauler Deathbiter pg 2 of 2
Name:
Morgan Everett
Hair color: Red Eyes: Green Skin: Pale
Home Area: Sorrow, in the Lower Freehold on the shores of the Tainted Sea
Language: English, Common Age: 24 (apparent, actual is 52)
Gender: Male

Character Type: Clone, Military


Pre-Game Caste: Nomad
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 85kg, 188cm (187lbs, 6' 2”)
Handedness: Ambidextrous Swimming: Can't Swim
Move: 7.25m #Attacks/Rd: 1
BASE SV 0-60
BASE DV -10 (21 in armor)
Money: 4sp

END 100 Healing Rate: 10


STR 96 Damage: +14 Range: +70%
AGL 77 DV Bonus: -10 Move Rate Mod: +1.25m
ACC 82 SV Bonus: +10
PRC 86 Initiative Modifier: +3
WLP 54
APP 33
INT 36
Skills:
Rider 3
Navigate by Stars
Brawling 1 (+3 SV, +1 Damage, +2 Spit/Sand)
Relic Knowledge
Tracking

Weapons and Armor (stats include attribute bonuses)


Hatchet (d12+14 damage, SV 0-60)
Lizard Scale Armor (-21 DV)

Gear:
Tinder box
10 torches
12 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
10m of rope
Sewing kit
Whetstone
Shovel

Morgan Everett pg 1 of 2
Work boots & work gloves
Poncho
Cotton pants and shirt
22 days worth of dried rations

History:
Morgan Everett was once a very successful member of a nomad tribe. His knowledge of ancient items
made him a valuable leader of his squad of outriders, and his talent for spotting danger before anyone
else saved many of his people over the years. Unfortunately, as the years wore on, he also racked up a
fair number of competitors for the young ladies of the tribe. One such competitor was especially keen
to have the hand of a young girl that was betrothed by tribe custom to Morgan, and so plotted against
him. Setting a trap for the outrider group leader, this young man was able to frame Morgan for the
deaths of his squad. The tribe leader, convinced that Morgan was innocent but unable to go against the
majority of the members wishes, was able to get him out of the area with as much equipment as he was
able to cobble together quickly and Morgan fled into the night.

Morgan Everett pg 2 of 2
Name:
Murphy Longbody
Hair color: Leaf Green Eyes: Milky White Skin: Olive Green
Home Area: The city of Overpass
Language: Common Age: 24

Character Type: Mutant, Freakish Horror (yet strangely attractive, even with the acne)
Pre-Game Caste: Thief
Outfitting Code: IMP Read/Write? No Math? No
Height/Weight: 165lbs, 5’ 9” (+22cm, +20kg)
Handedness: Right Swimming: Cannot Swim
Move: 6m #Attacks/Rd: 1
BASE SV 0-50 (0-52 Brawling)
BASE DV -11 with leather jacket and helmet
Money: 4sp

END 53/106 Healing Rate: 5/11


STR 87/174 Damage: +12/+24 Range: +60%/+120%
AGL 51 DV Bonus: -4 Move Rate Mod: +0.5m
ACC 35 SV Bonus: +2
INT 96
PRC 25 Initiative Modifier: +0
WLP 33
APP 59 Note: Numbers after the / are during Monstrous Morph

SKILLS:
Brawling 1 (+3 SV, +1 Damage) Total SV +5
Tracking 1
Stealth 2
Climbing 1
Navigate by Stars 1
Lying 1
Gambling 1

MUTATIONS:
Prime Mutations:
Immunity to Poison (Utterly immune to all types of poison, including alcohol)
Asphyxiation Zone (Range: ½ Willpower radius in meters, use 2x/day per rank, duration two rounds per
rank, damage d10)
Telepathy
Monstrous Morph (see pg. 70 Hub Rules for details)
Empathy
Acid Spit (Range 6m, use 2x/day per rank, +6 SV, damage d6+2 per round for d6 rounds)
Throwing Quills (Range is half STR in meters, 20 quills per day, -18 DV, SV +6. Damage d10 each)
Body Disproportion (7)
The torso of this mutant is elongated, having a dozen extra ribs, two sets of lungs, a larger heart,
more efficient anti-toxin organs, the ability to stow away twice as much food and water, and
double the number of hazard checks against poison.
Reserve Heart (Standby heart that takes over if the prime heart fails or is damaged)

Murphy Longbody pg 1 of 2
Energy Blade (extends 1m long, use 2x/day per rank, +10 SV, Blue color, Lethal Damage d12)

Minor Mutations:
Nutriment Cache (40 days of stored food pellets inside stomach)
Blood Color Alteration (Purple)
Physical – Cat-like balance and Grace
Hibernation

Flaws:
Dizziness (extreme vertigo)
Altered Digestive Tract (can only ingest grains safely)
Chronic Acne

Gear:
Clothing is unwashed rags of either wool or cotton, always torn, patched, dirty and typically the wrong
size.
4sp in a tattered belt pouch
Tinder box
2 torches
Wooden spoon
Full water skin (2L water)
Woolen blanket
Sack
Backpack
4 meters of rope
Sandals
10 days of dried rations
Machete (d12+1 damage)
Leather Jacket (-5 DV, -0.5m movement)
Leather Helmet (-2 DV)

History:
Even for a mutant with horrible acne, Murphy can be quite attractive. Most of it comes from his
personality, which is unfortunately a very manipulative one. Murphy is a thief, and he learned at a
young age that the best way to get away with being a thief is to make everyone think you couldn’t
possibly be one. Charm, wit, and (supposedly) honest caring can make even the most paranoid neighbor
think you’re one of the good guys that would never take from others. It’s a complete lie, of course…
Murphy would literally take candy from a baby, or social security checks from his own grandmother, if
either of those things existed anymore. Murphy’s had a horrible string of bad luck recently, leaving him
with virtually nothing. While trying to pick the pocket of a too-observant Excavator, Murphy was caught
and instead of just being killed, he was convinced that his life would be longer as a gear carrier for that
excavator. That life ended up suiting him well… Murphy discovered that true treasures are to be found
in the wastes of the ancient ones, instead of city-dweller’s pockets.

Murphy Longbody pg 2 of 2
Name:
Natasha Hope
Hair color: Purple Eyes: Green Skin: Caramel Colored
Home Area: The Undercity of Overpass
Language: Common Age: 19 Gender: Female

Character Type: Typical Mutant


Pre-Game Caste: Street Urchin
Outfitting Code: IM Read/Write? No Math? No
Height/Weight: 62kg, 184cm (136 lbs, 6')
Handedness: Ambidextrous Swimming: Fair
BASE SV: 0-50
BASE DV: -32 with AGL bonus, Spines, and spiked shield
Movement: 7m (6.5m with shield)
Attacks Per Round: 4 attacks per round with knives, two times with each arm, otherwise 1
Money:

END 16 Healing Rate: 3 (+15 from mutation below)


STR 27 Damage: - Range: -
AGL 52 DV Bonus: -4 Move Rate Mod: +0.5m
ACC 27 SV Bonus: -
INT 36
PRC 79 Initiative Modifier: +2
WLP 19
APP 57

Skills:
Brawling 3 (+7 SV, +3 Damage, +6 Dirty Fighting
Knife Fighter 2 (+4 SV, +3 Damage)
Gun Slinger 2 (+2 Initiative with handguns, +6 SV, +4 Damage)

Mutations
Spines
12cm (4.5”) spines, -23 DV, +d6 fist damage
Deviant Skin Structure
Weather sensitive skin
Radioactive Pulse
Range: Willpower in meters, use 1x day, +10 SV, d20 damage + radiation
Body Regeneration
Heals +15 points per day
Blood Color Alteration
Amber
Pouch
Water tight, dry pouch can hold about a pistol sized object
Exhaustion
Can only exert for 10 rounds, then make Type B Endurance based check or drop out

Natasha Hope pg 1 of 2
Gear:
Clothing is unwashed cotton rags, torn, patched, dirty, full of holes because of her spines, and the wrong
size.
Shotgun Pistol (+15 SV, rate 1 or 2, 3d10 Damage, 20m Range)
8 Shotgun shells
Crossbow (+8 SV, rate 1 every third round, d20+1 Damage, 60m Range)
18 Crossbow Bolts
Dagger (d10 Damage)
Spiked Shield (-5 DV, -0.5m Movement)
1sp in a tattered belt pouch
Tinder box
1 torch
Wooden spoon
Full water skin (2L water)
Woolen blanket
Sack
Backpack
4 meters of rope
Sandals
10 days of dried rations

History:
Natasha, now on the run from the militia of Overpass because she got caught stealing a shotgun pistol
from a guard she had seduced and betrayed, has used her looks (Spines notwithstanding) and her
natural agility and speed to survive on the streets of the undercity since she was a child. Her only
recollection of someone who may have been her mother is a brief memory of a lullaby. Natasha (she
also goes by just Tasha) is good with a knife or pistol, can definitely defend herself, and heals incredibly
quickly for those times that her skills aren't up to the task.

Natasha Hope pg 2 of 2
Name:
Nermal Vance
Hair color: Bald Eyes: Grey Skin: Grey
Home Area: Rusted Hulk
Language: Common Age: 9

Character Type: Bestial Human/Armadillo


Pre-Game Caste: Hunter
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 60kg 71cm
Handedness: Right Swimming: Strong
Move: 5m #Attacks/Rd: 1
BASE SV 0-58
BASE DV -62 (Naturally armored skin and dodge skill)
Money: 35 silver pieces

END 64 Healing Rate: 6


STR 81 Damage: +10 Range: +50%
AGL 13 DV Bonus: 0 Move Rate Mod: 0
ACC 71 SV Bonus: +8
INT 24
PRC 27 Initiative Modifier: 0
WLP 46
APP 1

Skills:
Bow Weapons Expert 2 (+6 SV, +4 Damage)
Wilderness Survival
Dodge 1 (-5 DV)
Climb 2

Armadillo: Humanoid armadillos are well plated and come equipped with a pair of terrible front claws
with which they can make one attack per round; +6 SV and inflict d12+3 damage. This being is a desert
dweller and comes with the mutation of arid adaptation (#8). Besides its normal defense value bonus of
-30, it can entirely close up into a ball in one round and, while unable to attack others physically from
within, gains an additional -30 DV while in ball mode (total -60 DV plus any man-made armor it
may wear, but as it is not moving, no dodge or agility DV bonuses are applied). While in ball mode, the
armadillo-man can use mental mutations. Bestial human armadillos fear jaguars, rattlesnakes and
coyotes, and if forced to work with bestial specimens of these, will distrust them for many years.

Mutations: (3 Primary, 1 Minor)


-Arid Adaptation
-Claws (SV+7, d12 Damage, 2 attacks per round, this replaces the claws Armadillos have naturally)
-Tentacles (3 Tentacles growing out of his back, Range 3m, +5 SV, d8 Damage, Tentacles in addition to
regular arms)
-11cm long Spines (-27 DV, +d6 punch damage, +2d6 damage kick)
-Chameleon Skin (when near naked, as conceal skill level 4)

Nermal Vance pg 1 of 2
History: As one of only eight bestial humans on board the Rusted Hulk, and as one of the ugliest things
in the region, Nermal quickly found his place amongst the hunters of the lowest decks of the Hulk. So
much of the ship is unexplored, or inaccessible due to the vast numbers and variety of beasts that fill the
lower decks of the ship. A decent shot with a bow, and his incredible resistance to damage due to his
shell and spines, Nermal earned a reputation for fearlessness and fierceness. Unfortunately, he also had
a reputation as someone that could be easily taken for granted. He’s slow, and extremely unattractive,
and spent most of his non-hunting time alone. It finally got to be just too much, so Nermal gathered his
meager belongings and decided to seek his fortune out in the apocalyptic wastes as an excavator! Note:
due to his armor, spines and tentacles, the leather armor he started with just won’t fit, so I gave Nermal
the cash equivalent instead.

Gear:
Longbow (+5 SV, rate ½, d20 damage, 115m range (due to strength)
Total SV: 64, d20+4 Damage
20 Arrows and Quiver
Saber (d20+12 damage, Total SV 58)
Dagger (d10+10 damage, Total SV 58)
No armor
Tinderbox
9 Torches
7 Candles
Cutlery set
Water skin (2L, full)
Summer sleeping bag
Coin pouch
Backpack
4m Rope
Sewing kit
Whetstone
Shovel
Work boots
Work Gloves
Poncho
Cotton pants
Cotton shirt
16 days of dried rations

Nermal Vance pg 2 of 2
Name:
Nigel Heathstone
Hair color: Brown Eyes: Green Skin: Light Tan
Home Area: Safeport
Language: Common Age: 21 (chronologically 11)

Character Type: Bio-Replica, Infiltration


Pre-Game Caste: Assassin
Outfitting Code: FA Read/Write? No Math? No
Height/Weight: 89kg, 182cm (196lbs, 6’)
Handedness: Left Swimming: Can’t Swim
Move: 7.5m #Attacks/Rd: 1
BASE SV 0-62
BASE DV -12
Money: 207sp, 18gp

END 70 Healing Rate: 7


STR 72 Damage: +8 Range: +40%
AGL 90 DV Bonus: -12 Move Rate Mod: +1.5
ACC 91 SV Bonus: +12
INT 61
PRC 87 Initiative Modifier: +3
WLP 47
APP 41

SKILLS:
Martial Arts 2 (+7 SV, +2 Damage)
Knife Throwing 3 (+9 SV, +5 Damage, 8m range, 2 thrown per round)
Disguise Artist 1
Dodge 3 (-11 DV)
Junk Crafter 1
Sniper 1 (+5 SV, +1d6 Damage)
Stealth 1
Gambler 1
Gun Slinger 1 (+1 Initiative, +3 SV, +2 damage with handguns)

GEAR (See weapon bonus totals at the bottom of the gear listing)
Black ninja outfit
100ml of Type C Death Poison
3 Musket Pistols (+7 SV, rate 1 every 3 rounds, d20 damage, range 25m)
22 shots
Saber (d20+2 damage)
Dagger (d10 damage)
Pocket Pistol (+5 SV, rate 2, d20 damage, range 120m)
14 pistol rounds
Spare clip
Tinder box
6 torches
8 candles

Nigel Heathstone pg 1 of 3
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
4m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
18 days of dried rations
Spear (+4 SV two handed, d20+1/d20+4 damage, 15m range)
2 Machetes (d12+1 damage)
Knife (d8 damage)
Lizard Scale Armor (-11 DV, -1m movement, 5kg)
Leather Helmet (-2 DV)
Full lantern and bottle of oil
Winter sleeping bag
Hip sack
Fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice
Stun Stick (+7 SV, 2d20 Stun damage)
41 Charges for Stun Stick
Spiked Leather Armor (-16 DV, -1m movement, 9kg)
Spiked Shield (-5 DV, -0.5m movement)

WEAPON STATS
Musket Pistols: +27 SV, d20+1d6+2 damage, range 25m
Pocket Pistol: +25 SV, 1d20+1d6+2 damage, range 120m

Saber: +12 SV, d20+2+8 damage


Dagger or Knife, melee: +12 SV, d10+8 damage
Dagger or Knife, thrown: +21 SV, d10+5 damage, 11.5m range, throw 2 per round
Spear, melee or thrown: +12/+16 SV, d20+9/d20+12 damage
Machete: +12 SV, d12+9 damage
Stun Stick: +19 SV, 2d20 Stun Damage

This is another one of those way over equipped characters. It’s up to the GM, but you should pick and
choose and sell off some of this stuff.

Nigel Heathstone pg 2 of 3
HISTORY
Nigel, a former member of the Assassin’s Brotherhood (who currently has a substantial bounty set for
his head), fled that organization after a dispute with a superior Assassin over who was really responsible
for the death of an expensive target. After the heated exchange between Nigel and that superior, Nigel
soon learned that a target had been put on his own head; the superior Assassin apparently didn’t like
getting his feathers ruffled. Nigel is now on the run, and his primary goal is to work as an excavator,
using his (he thinks) superior skills to amass a fortune and either start another guild of his own, or at
least buy some property far from the grasp of his former brotherhood. He’s a trained assassin, but he’s
not evil. It’s just a (very highly) paying job, and he’s very good at it. He must be careful though… there’s
a change that a current member of the Brotherhood may recognize him in town (13%)

Nigel Heathstone pg 3 of 3
Name:
Patel Basanti
Hair color: Black Eyes: Black Skin: Dark
Home Area: Pitford
Language: Common Age: 24

Character Type: Cyborg


Pre-Game Caste: Pirate!
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 74kg, 181cm
Handedness: Left Swimming: Fair
Move: 4.25m #Attacks/Rd: 1
BASE SV 62
BASE DV -2 (With Carapace, Leather Armor and Iron Helmet: -47 total)
Money: 18 sp

END 82 Healing Rate: 8


STR 25 Damage: Nil Range: Nil
AGL 36 DV Bonus: -2 Move Rate Mod: +0.25
ACC 92 SV Bonus: +12
INT 21
PRC 19 Initiative Modifier: Nil
WLP 22
APP 6

Skills:
Navigate by Stars 1
Pick Pocket 1
Barter 1
Sniper 1 +5 SV, +d6 Damage, Stealth 1
Tracking 1
Relic Knowledge 1

Augmentations:
Weapon Arm (Assault Rifle (+12 SV), 2 full 40-round drum magazines, 96 spare rounds, rate 3,
D20 Damage)
Telescoping Thrust Blade (+60 SV and +5 Initiative with surprise, only +8 SV afterwards)
Power cell lasts 3 years. Damage is d20+10
Armor Enhancement (Steel Carapace, -31 DV, -12 APP, -1.5m Movement, 42kg, 2d12 punch damage)
Atmospheric Hydro Converter
Floodlight Orb
Grappling Hook
Power cell lasts for 50 uses. 20m range, +30 SV on surprise attack, d20+1 Damage

SV TOTALS:
Weapon Arm Assault Rifle: +29 SV
HTH combat: +12
Thrust Blade: +77 with surprise, +27 without
Machete: +17

Patel Basanti Pg 1 of 2
Gear:
15sp Debt to Home Town (Pitford, the barkeep at the Dust Devil Saloon)
Tinderbox
7 Torches
8 Candles
Cutlery Set
Full Water Skin (2L)
Summer Sleeping Bag
Coin Pouch
Backpack
4m of Rope
Sewing Kit
Whetstone
Shovel
Work Boots
Work Gloves
Poncho
Cotton Shirt
Cotton Pants
26 Days Dried Rations
Machete (d12+1 Damage)
Leather Armor (-10 DV, -0.25m)
Iron Helmet (-4 DV, -0.25m)

History:
Patel is a “recycled” cyborg. Originally part of the Pitford militia, Patel fled after a particularly horrific
beast destroyed his unit. Eventually, he found himself in the most unlikely professions for a cyborg:
Pirate! As can be imagined, he wasn’t very successful; he is only a fair swimmer, but the extra weight
from the augmentations makes it almost impossible for him to stay afloat for very long. Disgruntled and
disappointed, Patel returned to Pitford to live with his extended family. This didn’t last long either, as
the unfocused young cyborg just couldn’t find a living that suited him. His family, anxious to get him out
of the house, gathered up what meager silver they could find (15 sp), and bid him farewell on his new
life as an Excavator. Patel now lives for one purpose: to make his family proud, and to be able to return
home wealthy!

Patel Basanti Pg 2 of 2
Name:
Paul, Arnold, Isaac, and William
Hair color: White Eyes: Jade Skin: Emerald
Home Area: Newburg
Language: Common Age: 22 Gender: Male

Character Type: Mutant, Severe


Pre-Game Caste: Nomad
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 110kg, 181cm (242 lbs, 5' 11”)
Handedness: Right Swimming: Strong
Move: 6 #Attacks/Rd: 1 (2 with claw attacks only)
BASE SV 0-50
BASE DV -14 unarmored (Agility bonus and Lion's Mane mutation)
Money: 14 sp

END 13 Healing Rate: 3


STR 40 Damage: +2 Range: +10%
AGL 90 DV Bonus: -12 Move Rate Mod: +1.5m (offset by heads and
ACC 20 SV Bonus: tail)
INT 20/23/90/23
PRC 84/26/20/33 Initiative Modifier: +2 (+7 total)
WLP 43/54/21/28
APP 43/59/57/22 These four attributes are different for each head, in order by name (i.e. Paul, Arnold, etc)

Skills:
Rider 1
Nav. By Stars 1
Mechanical Technician 1
Climbing 3
Wilderness Survival 1

Mutations/Augmentations:
Claws +7 SV, d12 Damage, 2 att. Per round
Multi-Head 3 additional heads, -0.5m movement, +2 Initiative
Fish Tailed 1.3m long, -1m move land, +5m move swim, +4 SV, d10 Stun
Limb Regeneration
Minor – Cat like balance and grace
Minor – Lion-like mane, +2 DV (on all four heads)
Minor – Eye Lights: range 20m, use 1x per day per rank
Minor – 7 extra eyes, 2 extra each on Paul, Isaac, and William; 1 extra on Arnold – all on foreheads
+3 Initiative
Flaw – Weeping; seems to be perpetually crying. Wouldn't you?

Arnold's Mental Mutation


Force Field – 12 points, usable WLP in rounds (Pauls)

Paul, Arnold, Isaac, and William pg 1 of 2


Willam's Mental Mutation
ElectroMagnetic Pulse – Range=WLP, use 2x per day per rank, +30 SV, d10 organic or d100 electronic
damage
Light Burst – 10m radius, use 2x per day per rank, Victim is +20 SV to be hit, and -20 SV for victim to
attack, causes blindness for 2d6 rounds

Gear:
Leather Armor -10 DV, -0.25m Movement
Leather Shield -4 DV, -0.25m Movement
Iron Helmet -4 DV, -0.25m Movement

Total Movement wearing/carrying all armor: 5.25


Total DV: -32 with armor/shield and helmet and Lion's mane

Tinder box
5 torches
4 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
9m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
27 days of dried rations
Machete d12+1 Damage
Bow d12 Damage, 40m range
17 Arrows

History:
A four-headed, giant-bearded, emerald green freak of nature, Paul and his three “companions”, Arnold,
Isaac, and William, was born in Newburg, in the Primus-Burg region, a child of mutant parents that
worked in the Dominion Research Office. Paul learned a little of their mechanical knowledge, but the
wilderness called to him. Upon reaching the age of consent, Paul and his companions packed his bags,
said goodbye to his parents, and took off to wander the wasteland. Paul's extra heads are arranged in a
diamond pattern all around his shoulders, giving him a 360 field of view... four heads and 15 eyes will do
that. Each head is named for it's "specialty" attribute, i.e. Paul is the Perceptive one, and Arnold has the
highest Appearance, etc.

Paul, Arnold, Isaac, and William pg 2 of 2


Name:
Purgle "The Purple" (hates that nickname!) Macintosh
Hair color: Black Eyes: Violet Skin: Violet
Home Area: Overpass, in the Crossroads region
Language: Common Age: 23

Character Type: Typical Mutant


Pre-Game Caste: Infantryman
Outfitting Code: WE Read/Write? No Math? No
Height/Weight: 81kg (178lbs), 185cm (6”)
Handedness: Left Swimming: Can’t Swim
Move: 5.5m in armor #Attacks/Rd: 1 (2 throwing knives)
BASE SV 0-50
BASE DV 0
Money: 173sp

END 120 Healing Rate: 13


STR 24 Damage: +0 Range: +0
AGL 26 DV Bonus: +0 Move Rate Mod: 0
ACC 22 SV Bonus: +0
INT 58
PRC 19 Initiative Modifier: 0
WLP 46
APP 12

Skills:
Brawling 1 (+3 SV, +1 damage, +2 spit/sand)
Gunslinger 1 (no offhand penalty, +1 Initiative with handguns, +3 SV, +2 damage)
Knife Fighter 1 (2 knife attacks per round, +2 SV, +2 damage)
Knife Thrower 1 (+3 SV, +2 damage, 6m throwing range)
Wilderness Survival

Mutations:
Amphibian
Blurred Movement (-20 DV, can be used up to WLP in rounds per day)
Deviant Skin Structure (Alkaline skin; skin is immune to acid)
Mental Screen (non-advanced version)
Scaled Skin (-8 DV)
Blood Color Alteration (blue)
Physical Alteration (39cm longer neck)

Gear:
Heavy Leather Armor (-14 DV, -0.5m movement)
Shotgun Pistol (+15 SV, rate 1 or 2, 3d10 damage, range 20m)
6 shotgun shells
14 throwing knives (+3 SV total when thrown, d8+2 damage, 6m range)
Razor Sword (+8 SV, d20+11 damage)
Longsword (d20+2 damage)
Dagger (d10 damage)

Purgle Macintosh pg 1 of 2
Tinder box
6 torches
6 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
10m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
15 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice
Hunting Dog

History:
Purgle (don’t call him purple!) had to fight constantly to be taken seriously in the local town militia.
Even with the fantastical all about, his violet skin made him the butt of almost every joke. He stuck with
it though, and eventually Purgle earned some respect in town. After an incident where a wasteland
beast killed several of his mates, and Purgle saved the lieutenant, he was allowed to “retire” so that he
could set out to find more of the creatures responsible for the slaughter.

Purgle Macintosh pg 2 of 2
Name:
Rafael Shadowclaw
Hair color: Tawny Eyes: Golden Skin: Pale
Home Area: Overpass
Language: Common Age: 8

Character Type: Bestial Human Bobcat (no mutations)


Pre-Game Caste: Draftee
Outfitting Code: MO Read/Write? No Math? No
Height/Weight: 121cm, 31.7cm (4’ 70lbs)
Handedness: Ambidextrous Swimming: Cannot swim
Move: 9.25m #Attacks/Rd: 1
BASE SV 0-54
BASE DV -10 (-31 in armor and with shield, base -10 due to Animal type and AGL bonus)
Money: 36sp

END 67 Healing Rate: 7


STR 34 Damage: - Range: -
AGL 41 DV Bonus: -2 Move Rate Mod: +0.25m
ACC 49 SV Bonus: +4
INT 31
PRC 37 Initiative Modifier: +1
WLP 35
APP 23

Skills:
Sniper 1 (+5 SV, +d6 Damage)
Lying 1
Climbing 3
Wilderness Survival 1
Stealth 4

Character Type Notes:


Bobcat or Lynx: This character is of bobcat lineage and not the rarer, more silvery coated Lynx specimen.
Both bobcats and lynx are treated the same as far as their character statistics go, making for a fast, alert,
agile creature of considerable robustness and strength. They can attack with a flurry of bite and claw
strikes for one attack at +18 SV doing 3d10+3 damage, or divide the three attacks among three closely
grouped forward facing foes doing d10+1 damage to each with a +8 strike value bonus. Bobcat and Lynx
bestial humans are unaffected by normal winter cold and like all bestial humanoid cats, can make a
sudden sprint for the first two rounds, or once every 5 minutes, and in this character’s case, gaining +5
to his or her movement rate (thus a movement rate of 14m for the first two rounds).

Gear:
Assault Rifle (+12 SV, rate 3, d20 damage, range 900m)
8 bullets
Saber (d20+2 Damage)
Dagger (d10 damage)
Spiked Leather Armor (-16 DV, -1m Movement, 9kg)

Rafael Shadowclaw pg 1 of 2
Spiked Shield (-5 DV, -0.5m Movement, 4kg)
Tinder box
7 torches
3 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
3m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
12 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice

History:
Home town milita draftee, 73% chance of being recognized in town

As a guide and hunter, Rafael Shadowclaw did very well. He was known for his ability to scout ahead
and bring back important information, and his clients almost always survived to their destination. All
that changed when forces of Aberratia took him and forced him into their army. Luckily, it wasn’t too
difficult to deceive his captors and flee into the wilds. Unfortunately, Rafael believes that it may be
impossible to return home due to his status as a deserter; there are many Aberrationists that roam
Overpass. Finding himself stranded in unfamiliar territory wasn’t something that usually bothered
Rafael, so he has turned his skills towards being an excavator.

Rafael Shadowclaw pg 2 of 2
Name:
Ruddy Scratch
Hair color: Dark Green Eyes: Solid, Inky Black Skin: Dark Scarlet
Home Area: Steel Hill
Language: Common Age: 27 Gender: Male

Character Type: Mild Mutant


Pre-Game Caste: Elite Soldier (left the garrison on good terms)
Outfitting Code: WE Read/Write? No Math? No
Height/Weight: 68kg, 191cm (150 lbs, 6'3”)
Handedness: Right Swimming: No
BASE SV: 0-50
BASE DV: 0
Movement: 6m
Attacks Per Round: 1
Money: 163sp

END 25 Healing Rate: 3


STR 48 Damage: +4 Range: +20%
AGL 30 DV Bonus: - Move Rate Mod: -
ACC 32 SV Bonus: -
INT 29
PRC 21 Initiative Modifier: -
WLP 61
APP 18

Skills:
Brawling 6 (+13 SV, +d6+6 Damage, +12 Spit/Sand/Bottle)
Gunslinger 1 (+1 Initiative, +3 SV, +2 Damage only wit handguns)
Riding 1 (Leap on/off: B, Slide to Cover: A, Move +0.5, Mount SV +1, Mount
Damage +1)
Sniper 4 (+12 SV, +d12 Damage)
Stealth 2 (Silent Action: A, Pilfer: A, Conceal Self: A, Concealed Move: A)
Barter 1
Technician Skill 1 (Electrical Technician)

Mutations:
Deviant Skin Structure (Weather Sensitive Skin
Mind Crush (Range: WLP in meters, Usage: 3xDay per rank, d20 damage plus d6 Intelligence)
Physical Alteration: Six fingers per hand
Pouch
Psoriasis (all negative modifiers to attributes already calculated)

Ruddy Scratch pg 1 of 3
Gear:
Laser Pistol (37 shots) +16 SV, d20+10 damage, 500m range, power cell 30 shots ea.
Sporting Rifle, .22 caliber (16 .22 shots) +10 SV, d10 damage, 180m range, 10 shot mags)
Spear (SV +4 two handed, d20+1/d20+4 damage, range 15m)
Machete (d12+1 damage)
Knife (d8 damage)

full lantern
bottle of oil
hip sack
fishing gear
2 person tent
crowbar
pickaxe
soap
towel
toothbrush
wool coat with hood
playing cards and dice
tinder box
5 torches
9 candles
cutlery set
full water skin (2L)
summer sleeping bag
winter sleeping bag
coin pouch
backpack
4m of rope
sewing kit
whet stone
shovel
work boots and gloves
poncho
cotton pants and shirt
wool pants and shirt
23 days dried rations

Ruddy Scratch pg 2 of 3
Note: Ruddy scored a ton of armor; you can choose 1 type of armor and 1 helmet, and sell the
rest for SP value, give it to other players, or maybe buy a horse to carry it all?

Leather Armor (-10 DV, -0.25m move, 4kg weight, value: d20+14sp)
Heavy Junk Armor (-17 DV, -1.5m move, 18kg weight, value: d20+70sp)
Part Plate Armor (-25 DV, -1.5m move, 24kg weight, value: d100+140sp)
Iron Cap Helmet (-2 DV, 700g weight, value: 12sp)
Junk Helmet (-3 DV, -0.25m Move, 1.5kg weight, value: d10+9sp
Buckler Shield (-4 DV, 1kg weight)

Well trained and obedient hunting dog

History:
Ruddy joined the Lower Freehold Army at a young age, and has spent much of his youth on patrol or
fighting battles against the Holy Purist Empire and hazardous creatures around Steel Hill. He rose
quickly through the ranks to Master Sergeant of the Southern Rangers, and commanded a platoon in the
the detachment stationed in the east tower, called Independence Tower. After serving 11 years, Ruddy
asked for and was granted permission to lead an independent squad into the Great Ruins. After some
time, the squadron was whittled down through fatalities or desertion, until Ruddy finally just disbanded
his squad and told them they could either return to Steel Hill, or become an independent excavator

Ruddy Scratch pg 3 of 3
Name:
Sergeant Zander Millwright
Hair color: Black Eyes: Hazel Skin: Bronze Tan
Home Area: Sandbarra
Language: Common, ancient English Age: 21 Gender: Male

Character Type: Military Clone


Pre-Game Caste: Mercenary
Outfitting Code: WE Read/Write? Yes Math? Yes
Height/Weight: 90kg, 194cm (198 lbs, 6' 4”)
Handedness: Right Swimming: Strong
Move: 6.75m #Attacks/Rd: 1
BASE SV: 0-64
BASE DV: -6
Money: 188sp

END 87 Healing Rate: 9


STR 70 Damage: +8 Range: +40%
AGL 64 DV Bonus: -6 Move Rate Mod: +0.75m
ACC 99 SV Bonus: +14
INT 44
PRC 62 Initiative Modifier: +1
WLP 53
APP 24

Skills:
Brawling 2 (+5 SV, +2 Damage, +4 Dirty fighting)
Sniper 1 (+5 SV, +d6 Damage)
Grapple 2
Gun-Slinger 1 (+1 Initiative, +3 SV, and +2 damage only with handguns)
Relic Knowledge 1
Negotiating 1
Junk Crafter 2
Gambling 3 (+30% to gambling roll)
Riding 3
Stealth 1

Gear:
Scrap Relic Armor (-20 DV, -0.75m movement,)
Compound Crossbow (+10 SV, rate 1 every 3 rounds, d20+7 damage, 120m range)
17 crossbow bolts
Laser Pistol (+16 SV. Rate 1, d20+10 damage, 500m range)
22 shots left in clip
2 Survival Rifles! (+14 SV, rate 1, d20 damage, 800m range)
One full clip and 7 extra rounds
Battle Axe (+0/+4 SV one or two handed, d20+2 or +4 one or two handed)
Dagger (d10 damage)
Tinder box
10 torches

Sgt. Millwright pg 1 of 2
7 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
3m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
20 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pick-axe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice

Saddle Horse

History:
Sergeant Zander Millwright, of the Sandbarra Militia, was one of the most popular and dedicated
soldiers the town had seen in quite some time. Zander had quite literally stumbled across Sandbarra
twelve years ago, lost and confused as a newly awakened clone from an underground bunker. Having
no idea that he was a clone (and still to this day does not know), Zander joined and quickly rose through
the ranks of the Militia. If anyone with knowledge of popular television actors from ancient times ever
comes across Zander, he or she may recognize him as a clone of Jean Claude Van Damme of action
movies from the early 2000's.

After a particularly gruesome attack on the nearby farms that are under the protection of the militia,
Zander applied for and received a temporary release from duty to scour the countryside, find the
monsters responsible, and put them to the torch. His commanders made sure he was well equipped,
and sent him on his way.

Unfortunately, It's been three years (at the time game play starts), and Zander has almost lost his drive
to find them. He has no more clues to follow. Now he continues his search for anything that needs to
be put down for the safety of others, and often joins excavator teams to further his search afield.

NOTE: This character, like all the others, was rolled up completely randomly. If I was ever to play one of
these characters, I'd pick Zander (named after my favorite character from Buffy the Vampire Slayer) over
any other character. What a complete bad-ass, and what a selection of gear!

Sgt. Millwright pg 2 of 2
Name:
Sunshine Noodles
Hair color: Brown Eyes: Hazel Skin: Fair
Home Area: Rusted Hulk in the Crossroads Region
Language: Common Age: 30 (appears 22)

Character Type: Bio-Replica, Industrial


Pre-Game Caste: Draftee
Outfitting Code: MO Read/Write? Yes Math? No
Height/Weight: 70kg, 191cm (154lbs, 6’4”)
Handedness: Left Swimming: Cannot Swim
Move: 6m, 5m in armor #Attacks/Rd: 1
BASE SV 0-50
BASE DV -29 with armor and helmet
Money:

END 82 Healing Rate: 10


STR 92 Damage: +12 Range: +60%
AGL 31 DV Bonus: 0 Move Rate Mod: 0
ACC 34 SV Bonus: 0
INT 18
PRC 30 Initiative Modifier: 0
WLP 33
APP 12

Skills:
Gunsmith 1
Pick Pocket 1

Gear:
Musket (+14 SV, rate 1 every 3 rounds, d20+3 damage, range 140m)
Musket Pistol (+7 SV, rate 1 every 3 rounds, d20 damage, range 25m)
70 shots worth of wadding, powder, etc.
Machete (damage d12+1)
Knife (d8 damage)
Leather Armor (-10 DV, -0.25m movement)
Breast Plate (-15 DV, -0.5m movement)
Iron Helmet (-4 DV, -0.25m movement)
53sp
Tinder box
12 torches
4 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
9m of rope
Sewing kit

Sunshine Noodles pg 1 of 2
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
23 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice
A well-trained and obedient farm dog, which only barks when raising the alarm, and only attacks when
ordered to do so.

History:
Sunshine Noodles (she found that name on a broken billboard in the ruins; she will never know what her
real name was) lead a boring life full of hard work, tedium, and loneliness… until someone in the town
militia decided that she was just what they needed; a strong work horse to carry all their gear around for
them. As it turns out, Sunshine felt that slave work really wasn’t her cup of tea, and she fled. Since she
also ran away with most of the squad’s gear, she feels it probably not be in her best interest to never
return to town (there’s a 73% chance of being recognized and thrown in jail if spotted). Luckily, she’s
found that her endurance and strength work well for an excavator, and so Sunshine has decided to
throw her lot in with adventurers!

Sunshine Noodles pg 2 of 2
Name:
Number Three
Hair color: Flame Red Eyes: Green Skin: Very pale
Home Area: Newburg, in Aberratia
Language: Common Age: 18 (actually 40 chronologically)

Character Type: Bio-Replica, Pleasure


Pre-Game Caste: Slave, Whore (bounty for safe return)
Outfitting Code: ESC Read/Write? No Math? No
Height/Weight: 54kg, 155cm (119.5 lbs, 5’1”)
Handedness: Right Swimming: Strong
Move: 6.5m (5.5m in armor, 5.0 with shield) #Attacks/Rd: 1
BASE SV 0-52
BASE DV -20 with armor (anything bites her takes 1d10 damage), -25 with shield
Money: Nothing

END 34 Healing Rate: (+2 Bio) Total 5


STR 24 Damage: Nil Range: Nil
AGL 49 DV Bonus: -4 Move Rate Mod: +.5m
ACC 40 SV Bonus: +2
INT 05
PRC 27 Initiative Modifier: Nil
WLP 25
APP 124

Skills:
Erotic Arts 1

Mutations/Augmentations:
None

Gear:
Torn, ripped and filth clothing, used to be fine silk
A single tinder box
Spiked leather armor
Spiked shield (spikes can be used in melee like a dagger, 1d10 dam)
Bow (cannot use effectively or with shield and would like to trade for some type of hand weapon)
14 arrows (1d12 damage)
Knife (1d8 Damage)

History:
Has multiple whip scars all over her back and a black eye
Large number “3” tattooed on her neck

While she may have an Intelligence rating of only 5, Number Three is not stupid. She is extremely naïve
of the outside world, as her entire existence had been in a single room. She lived there with her
seven sister-wives for as long as she could remember; her mother was the original number Three, whom
she replaced. Her master, a high level bureaucrat whose residence is in a high tower in Primus-Burg in

Number Three pg 1 of 2
the center of the city, is a slovenly, cruel, vengeful mutant who delights in the torture and
mutilation of anyone he or his cronies can capture.
It was one of these poor souls who risked his own life to release the captured women while
trying to escape the tower. Her master was gravely wounded by the scarlet, multi-armed mutant, and
Three was able to escape as well. She knows that there is probably a reward for her return; she was the
favorite, and considered the most beautiful in the entire region. Unfortunately, her savior mutant did
not survive the escape attempt.
Three will not under any circumstances beyond absolute need use any of her “skills” to
manipulate anyone. She has a natural distaste of physical contact, and it may take years for her to get
over her trauma. Luckily, she’s got a lot of time ahead of her.

Number Three pg 2 of 2
Name:
TomTom (just TomTom, no last name)
Hair color: Fox Red Eyes: Apple Red Skin: Caucasian
Home Area: Banner Cove, in Aberratia
Language: Common Age: 23

Character Type: Mutant, Freakish Horror/Self Proclaimed Adonis


Pre-Game Caste: Infantryman (Deserter)
Outfitting Code: WE Read/Write? No Math? No
Height/Weight: 200kg 453cm (14.8 feet tall, 441 lbs)
Handedness: Right Swimming: Fair
Move: 8.5m #Attacks/Rd: 1
BASE SV 0-50
BASE DV -7
Money: 188 silver

END 136 Healing Rate: 51 (due to mutations)


STR 126 Damage: +24 Range: +120%
AGL 40 DV Bonus: -2 DV Move Rate Mod: +0.5m
ACC 34 SV Bonus: Nil
INT 33
PRC 52 Initiative Modifier: +1
WLP 35
APP 50

Skills:
Weapons Expert (Javelin, +4 SV, +2 Damage)
Dodge (-5 DV)
Gunslinger (+1 Initiative, +3 SV, +2 Damage)
Riding
Knife Fighter (+2 SV, +2 Damage)
Gambler (+10 Gamble Roll)
Technician, Electrical

Mutations:
PRIME:
Size Increase (all increases applied)
Acid Spit (6m range, use 2x/day per rank, SV +6, d6+2 damage per round for 1d6 rounds
Increased Cellular Activity (Does not age, triple healing rate (already applied))
Aura of Protection (range: self, use 2x/day per rank, duration=WLP in rounds, -10 DV +10 pt Force Field)
Force Field (use 2x/day per rank, duration=WLP in rounds, 9 points (19 total with Aura of Protection)
MINOR
Blood Color Alteration (Clear, no pigmentation)
Awesome Body; figure is ideal for gender (bonuses already applied)
Only four toes per foot
Baldness (completely hairless, body smooth like a swimming champion)
Elongated, square dimpled chin
Extra joint in fingers and toes

TomTom pg 1 of 3
FLAWS
Visual Disorder – Trachoma: This character’s corneas are scarred and he cannot tolerate bright lights,
and thus on sunny days or under flood lights he is easier to hit, (+30 DV) and reduce his SV by -20. A pair
of good sunglasses will correct this, but only if they’re stylish and black.

Permanent Rhinitis – 45% chance each day of sinuses being completely blocked, otherwise is almost
always stuffed up and sniffly.
Faulty Immune System – All immune system type Hazard checks are two categories more difficult

Gear (all clothing items altered to fit Tom’s incredible size)


11 silver piece debt to home town
Machete (SV 50, d12+25 damage)
2 Knives (SV 52, d8+26 damage)
Bow (SV 50, d12+24 damage)
8 Arrows
2 Javelins (SV 54, d12+26 damage)
Submachinegun (+1 Initiative, SV 63, d20 damage)
48 SMG ammo
Survival Rifle with full clip and 8 extra rounds (+1 Initiative, SV 67, d20 damage)
Wrist lock Sling Shot (SV 52, d6 damage (possibly d6+24 if GM allows strength bonus)
Thorn Armor (-18 total DV, -0.5 movement, 3kg, Biters take d6 damage)
Studded Leather Armor (total -19 DV, -0.5m movement, 5kg)
Junk Armor (Sell this off. Tom’s waay too vain to wear junk armor)
Junk Shield (ditto)
Junk Helmet (ditto twice)
Spiked Shield (-5 DV, can be used as dagger in melee)
2 Iron Helmets (won’t wear it because it messes up his hair, and one to spare)
Electrical Technician Toolset
Tinderbox
10 Torches
1 candle
Cutlery Set
Full Water Skin (2L)
Summer Sleeping Bag
Winter Sleeping Bag
Stylish black sunglasses
Coin Pouch
Backpack
5m Rope
Sewing Kit
Whetstone
Shovel
Work Boots
Work Gloves
Poncho
Cotton Pants
Cotton Shirt
25 days Dried Rations

TomTom pg 2 of 3
Lantern (full of oil, plus additional bottle)
Hip Sack
Fishing Gear
2 Person Tent (only Tom fits)
Pickaxe
Crowbar
Soap
Towel
Toothbrush
Wool Coat with Hood
Wool Pants
Wool Shirt
Playing Cards
Bone Dice

History:
A 14 foot Adonis… or at least that’s what TomTom thinks of himself. He’s almost right, though… golden
tan, rippling toned muscles, red hair and eyes, smooth and hairless. It helps that he’s got to always wear
sunglasses due to his trachoma. For a “Freakish Horror”, he’s quite handsome… until you talk to him.
Due to the ever present stuffiness, he always sounds stuffed up, and his nose is always running.
TomTom is also very faint hearted whenever it comes to anything that might get him sick… he’s always
the first one in a crowd to catch the latest virus. All that said, TomTom can be a true combat monster.
He’s super tough, heals extremely fast, can dish out a ton of hand to hand damage, and he’s got a good
deal of combat training under his belt from his infantry days. Speaking of which, the infantry was just
too dirty a job for him, so he bailed out at the first chance he got. He’s easy to spot and remember, so
TomTom’s always careful to avoid anywhere near his home town.

TomTom pg 3 of 3
Name:
Trakle Horvarth
Hair color: Concrete Grey Eyes: Grape Skin: Pasty White
Home Area: Newburg
Language: Common Age: 25 Gender: Male

Character Type: Typical Mutant


Pre-Game Caste: Logger
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 79kg, 172cm (174lbs, 5' 5”)
Handedness: Right Swimming: Poor
Move: 7.25/5.75 in armor #Attacks/Rd: 1
BASE SV 1-50
BASE DV -28 (AGL bonus and Mutant Quills)
Money: 20sp

END 54 Healing Rate: 5


STR 40 Damage: +2 Range: +10%
AGL 83 DV Bonus: -10 Move Rate Mod: +1.25
ACC 17 SV Bonus: 0
INT 110
PRC 24 Initiative Modifier: 0 (+3 vs plants)
WLP 26
APP 14

Skills:
Weapons Expert, Axe 1 (+4 SV, +2 Damage)
Junk Crafter 1

Mutations
+3 Initiative vs. Mutant Plants
Climbing Suckers
Can climb up or down anything at normal movement rate
Throwing Quills
Range: 26m, 20 per day, -18 DV, +6 SV, d10 Damage ea.
Earth Thump
Range: 26m, Use 2x/day/rank, 3rounds to generate, SV +56, Damage 1d10/rank
Acid Blood
Range:2m spray, SV auto or 1-70, Damage d12
Wakefulness
Only requires 2 hours of sleep per night
Nose only on forehead
Blood Color Alteration - Violet
Eye Lights
Range 20m, use 1 hour/day per rank

Trackle Horvarth pg 1 of 2
Gear: (weapons and armor include all attribute/skill/mutation alterations
The character comes from a hard working but low paid family of loggers. While he has the employable
skills of his parents, the character seeks adventure instead, as a chance to leave behind the drudgery
and cycle of debt. The character starts with the following:

Hatchet d12+2 damage, 4.1m throwing range


Battle Axe SV +4/+8 (one or two handed), d20+6/d20+8 damage
Bow d12 Damage, 40m range
24 arrows
Knife d8+2 Damage
Heavy Junk Armor (designed for quills) -17 SV, -1.5m movement, 18kg
Junk Helmet -3 DV
22sp debt to home town
Tinder box
10 torches
7 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
8m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
22 days of dried rations

History:
Trakle is not one of your stereotypical “kid ran away from home to seek adventure”. Instead, he was
forced from his home in Newburg due to several “accidents” that happened to the people he worked
with. Trakle is quite good at hacking down timber, but he's awful at figuring out where the tree is going
to land. All too often, it landed on someone elses head. His foreman and his parents agreed that maybe
it would be to everyone's benefit if Trakle was sent out as an excavator, where at least only monsters of
the ruins would have to worry about falling trees. They gathered together some modest equipment and
some money and sent him on his way.

Trackle Horvarth pg 2 of 2
Name:
Truman Le Bronze
Hair color: Blonde Eyes: Blue Skin: Bronze Tan
Home Area: Henderson, the capital of the Pure Hold Republic, in the Shattered Region
Language: Common, Ancient English Age: 22 Gender: Male

Character Type: TransHuman


Pre-Game Caste: Technician
Outfitting Code: WE Read/Write? Yes Math? Advanced
Height/Weight: 73kg, 186cm (161 lbs, 6'1”)
Handedness: Right Swimming: Fair
BASE SV: 0-50
BASE DV: 0 (-15 with armor and helmet)
Movement: 6m (5.25m with armor and helmet)
Attacks Per Round: 1
Money: 250sp

END 32 Healing Rate: 3


STR 18 Damage: - Range: -
AGL 30 DV Bonus: - Move Rate Mod: -
ACC 28 SV Bonus: -
INT 67
PRC 15 Initiative Modifier: -
WLP 24
APP 79

Skills:
Technician, Chemical 1
Technician, Electrical 2
Technician, Biological 1
Technician, Robotics 2
Pick Locks 1
Tracking 1

Gear:
Crossbow (+8 SV, rate 1 every 3 rounds, d20+1 Damage, 60m Range)
4 Crossbow bolts
Machete (d12+1 Damage)
Assault Rifle (+12 SV, rate 3, d20 Damage, 900m range)
26 bullets
Junk Armor (-12 SV, -0.5m Movement)
Junk Helmet (-3 SV, -0.25m Movement)
Tinder box
7 torches
10 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch

Truman Le Bronze pg 1 of 3
Backpack
7m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
18 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice

A well-trained and obedient hunting dog, which only barks when raising the alarm
and only attacks when ordered to do so. (see below for stats)

Farm Dog:
Name: Annie
Hair color: Brown and White Eyes: Black Skin: Pinkish
Home Area: Everywhere a Human(oid) is
Language: Bark, really Loud Age: 3 years old
Character Type: Farm Dog
Pre-Game Caste: Farm Dog
Outfitting Code: NA Read/Write? NA Math? NA
Height/Weight: 13kg, 60cm long
Handedness: Dog Swimming: Strong
Move: 11.25m #Attacks/Rd: 1
BASE SV 50 (52 with ACC bonus)
BASE DV -8 (-10 with AGL bonus)
Money: Loyalty Morale: Fair
END 8 Healing Rate: 2
STR 12 Damage: Nil Range: Nil
AGL 44 DV Bonus: -2 Move Rate Mod: +0.25m
ACC 40 SV Bonus: +2
INT 9
PRC 44 Initiative Modifier: +1
WLP 19
APP Beautiful, for a dog
Skills:
Herd Animal 1

Truman Le Bronze pg 2 of 3
Saddle horse (see below for stats)

Name: Bullet
Defense Value 0
Endurance 60
Movement 1m 5
Attacks 1
Strike Value 01-55
Damage d12
Strength 96
Agility 39
Accuracy 41
Intelligence 8
Willpower 35
Perception 26
Morale average
Size (length) 3m
Weight 500kg

History:
Like most Transhumans, Truman was created as a “superior specimen” of human, whose genetic makeup was
tailored to eliminate any defects that may have been in his parent’s DNA. Raised in different schools than
“normal” humans, and pushed to excel due to his advanced abilities, Truman became more and more isolated
from his parents, and eventually from everyone around him, including his transhuman classmates. This
growing feeling of being disconnected eventually drew Truman to venturing off on his own outside of the
protected warrens of the Pure Hold Republic. Now he travels the wasteland, not sure what it is he’s looking for.

Truman Le Bronze pg 3 of 3
Name:
Tsula Ulista
Hair color: Red and White Eyes: Black Skin: Pale
Home Area: Newburg
Language: Common Age: 6 Gender: Female

Character Type: Bestial Human (Fox)


Pre-Game Caste: Cavalry Soldier
Outfitting Code: WE Read/Write? No Math? No
Height/Weight: 36kg, 83cm (79 lbs, 2'8”)
Handedness: Left Swimming: Can't Swim
Move: 8.25m (7.25m in armor and shield) #Attacks/Rd: 1
BASE SV 0-56
BASE DV -31 in armor, shield and helmet, -2 unarmored
Money: 134sp

END 32 Healing Rate: 3


STR 48 Damage: +4 Range: +20%
AGL 44 DV Bonus: -2 Move Rate Mod: +0.25m
ACC 55 SV Bonus: +6
INT 32
PRC 62 Initiative Modifier: +3 Total
WLP 83
APP 21

Skills:
Stealth 5
Riding 5
Sniper 1 (+5 SV, +d6 Damage)
Technician (Mechanical) 1

Animal Characteristics
Bite Attack (+6 SV, 1d10 Damage)
+2 Initiative
d3+1 Stealth skill points

Gear:
Junk Armor -12 DV, -0.5m Movement
Junk Shield -6 DV, -0.5m Movement
Junk Helmet -3 DV
Assault Rifle +12 SV, ROF 3, d20 Damage, 900m range
24 bullets
Laser Scalpel w/38 rounds worth of energy remaining
Longsword d20+2 Damage
Dagger d10 Damage
Tinder box
9 torches
9 candles
Cutlery set

Tsula Ulista pg 1 of 2
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
5m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
17 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice

History:
Tsula was a dedicated, hard-working, skillful cavalry soldier with the Newburg army since she became an
adult 3 years ago. However, times are tough in the city, and the Newburg militia let her go. Now, she
travels the wastes as an Excavator, putting her extreme stealth skills to the test!

Tsula Ulista pg 2 of 2
Name:
Tuna Pescatori
Hair color: Blonde Eyes: Amber Skin: Slate Blue
Home Area: North Fort, in Aberratia
Language: Common Age: 21

Character Type: Mutant, Severe


Pre-Game Caste: Slave, Gladiator
Outfitting Code: ESC Read/Write? No Math? No
Height/Weight: 180lbs, 6’
Handedness: Right Swimming: Excellent
Move: 7m #Attacks/Rd: 1
BASE SV: 0-50
BASE DV: -21 (Agility bonus, Dodge skill, Mutated skin)
Money:

END 63 Healing Rate: 6


STR 77 Damage: +10 Range: +50%
AGL 66 DV Bonus: -8 Move Rate Mod: +1m
ACC 30 SV Bonus: 0
INT 69
PRC 27 Initiative Modifier: 0
WLP 47
APP 15

Skills:
Brawling 4 +9 SV, +d6+2 Damage, +8 Trick
Gunslinger 1 +1 Initiative, +3 SV, +2 Damage
Weapons Expert 2 (Swords) +6 SV, +4 Damage
Gunsmith 1
Dodge 1 -5 SV

Total DV: -23 (Dodge skill, AGL score, lizard scales, Furs)
Total SV with Energy Blade: +16 Damage: 2d20+14

Mutations/Augmentations:
Telekinesis
Range: as willpower in meters
Usage: four times a day per rank
Duration: instantaneous or as
willpower in rounds
Strike Value: double willpower
Damage: by object
This mutant can lift and hurl objects at will, four times a day per rank. Objects are typically arrows, spears,
axes, helmets, rocks, ruin rubble, and furnishings. Blunt objects are treated as rocks from the archaic weapons listing on
page 99, with hurling range for all objects as the user’s willpower in meters. One object can be thrown per round, with
a SV double the character’s willpower. A character’s willpower determines the maximum weight of objects or
individuals he can lift with his mind. The duration of a sustained lift is also dependent on his willpower trait value,
with one round of telekinetic lifting per trait point.

Tuna Pescatori Pg 1 of 3
Mind Crush
Range: willpower x3 in meters
Usage: three times per day per rank
Damage: d20 endurance, plus d6 intelligence
Hazard Check: intelligence based type B
Among the most common mental mutations encountered, this mental attack can both inflict serious brain
injury and physical harm to organic beings who fail an intelligence based, type B hazard check. Often, even the largest
animals have weak intelligence trait values, and a mutant of high rank, hurling several successful mind crush attacks in
a row can bring down a behemoth whom would otherwise be unstoppable via endurance depleting. Any living being
whose intelligence is reduced below zero is considered to be unconscious for 10+d100 minutes, but, could slip away
and must make a type B willpower based HC to avoid death. Intelligence points of unconscious beings will heal one
point per minute starting after unconsciousness ends.
Empathy
Range: user’s willpower in meters
Usage: as desired
Duration: as desired
Hazard Check: intelligence based type C
This mutant can merely will his mind to scan another organic being’s surface thoughts and potentially know
what emotion the target is feeling. The subject is allowed a type C, intelligence based hazard check, unknowingly, and
if successful, the empath gets nothing off the target. Alternatively, this mutant can send his or her own emotions to all
subjects in range, each of whom are allowed a type C HC. Emotions commonly discovered, or sent, are lust, hatred,
greed, deceit, sorrow, pain, fear, melancholy, confusion, curiosity, etc. Most animals encountered are obvious in their
emotional intent, but humanoids, especially in a settlement, are hard to fathom without the aid of this mental intrusion.
Energy Blade
Range: out 1 meter
Usage: twice per day per rank
Duration: 1 round per point of willpower
Strike Value: +10 (+16 with Weapons Expert)
Damage: (Orange blade, 2d20 Stun Damage (2d20+14 with Weapons Expert and STR bonus)
Much like a laser sword, this mutation exhibits itself as an energy beam darting out from the user’s dominant
hand, extending one meter in length and being wielded as a sword-like weapon. It can be used as a weapon expert skill
choice, making the mutant even more dangerous as he goes up in rank. The color of the blade signifies the amount and
type of damage inflicted. Each character has a single type of blade, constant throughout his life. This mutation can
appear once in a character, therefore re-roll if duplicated. If the hand using the blade is severed, it will be available to
the other hand after 3d10+10 days.

Physical Alteration – Pointed Ears


Physical Alteration – Chafing Voice
Physical Alteration - Patchy lizard scales cover 24% of body, –2d8 APP, but improve -d8+1 DV
Physical Alteration - Barrel shaped torso, -d4 APP, +2d8 STR, +3d10 END
(All changes already implemented)
Flaw – Sonic Intolerance
Normal sounds annoy this character, but extreme sounds can do severe damage. Any explosion or gunshot or similar,
high decibel noise to go off within 5 meters radius will do 1 endurance point of stun damage per occurrence, while sonic attacks
against him, either from relics or mutations, may knock out or possibly outright kill the character at once. The mutant must first
succeed at a willpower based, type B hazard check or pass out for d100 minutes. Once passed out, a second hazard check is made
using the mutant’s current endurance value, against a type A check. Failure on this second HC check results in system shock and
instant death. Wearing ear protection will limit his hearing to half (-2 initiative), but so too the damage inflicted from loud
noises and allow for two hazard checks to avoid passing out or death.

Tuna Pescatori Pg 2 of 3
Flaw – Reactionary Scent
This mutant produces a body odor that subconsciously affects other creatures, including humanoids. The scent will be
consistent throughout the mutant’s life, being 2m in radius. Companions, mounts and pets are immune to this scent after 2 days
exposure, and thereafter not affected. Relic and new era plant based deodorants can be found or purchased which will conceal
this scent for 4+d4 hours, at a cost of 10+d10sp for 24 hours application. Hatred: Similar to both aggression and hunger, this
mutant’s scent makes strangers, both humanoid and animal, detest the character and attempt to either drive off or bring
ruin to the mutant. The form of ruin can be outright attacks, foul language, stone throwing, or attempts to shame or banish
the individual, perhaps even legal or tax complications.

Gear:
Clothing are merely flea-infested, torn rags and furs (-3 DV, -0.25m Movement, 1kg)
Back is covered in whip scars
He has manacles and chains on his wrists, but they are not linked together
Pitchfork (d12+12 damage total including STR bonus)
Dagger (d10+10 damage total)
Bow (d12 damage)
13 Arrows

History:
No one knows about Tuna’s mental powers. He’s only ever displayed his energy blade, and that only
when forced to fight in the arena. However, over the last 7 years he’s been a slave, he’s been very
slowly mentally manipulating his owner. Now, that owner believes that Tuna is still in his cage, and
unusually quiet. That owner couldn’t explain why he stopped putting Tuna in the arena, only that it’s
“just not the best time”.

Now Tuna has fled the area, and hopes to find his own fortune as a treasure-hunter/excavator.

Tuna Pescatori Pg 3 of 3
The Mutant Epoch
ROLE PLAYING GAME

Name:
Violet Valdoon
Player: Game Master: Character Type: Cyborg
21 Mar 18
Date Rolled: Generation System: Exper Pre-Play Caste: Raider
Experience Factors:0 Rank :1 PC's Faction:

Healing
Endurance 68 / Rate: 7.00
Strength 24 DMG Mod: - Range Mod: - % Protection DV Move Type
Agility 44 MV Mod: +0.25m
Agility Mod: -2.00 0.25
Accuracy 26 SV Mod: - Armor Worn: -11.00 -1.00 Lizard Scale
Intelligence 24 Helmet Worn:
Willpower 19 Shield Used:
Dodge Skill?: -5.00
Perception 12
Initiative: +0 Other Skill?:
Appearance 10 Other Mods: -31.00 -1.50 Steel Carapace
Defense Value: -49 3.75 PORTRAIT

Base Strike Value: 0-50


Movement Rate: Base: 6 Armored: 3.75 Other:

Attack Mode SV Rate Range Damage Ammo or Uses Skill Skill added
pts. SV Mod. DMG

Assault Rifle (wpn arm) 0-68 3 900m d20+4 2 30rd clips/70 loose 2 +6 +4
(including all bonuses)
Machete 0-50 1 d12+1

Mutations, Implants & Skills

Tentacle: STR 60, power cell w/4 months supply, 3m range Skills:
+10 SV, d12+4 damage Rider 2
Weapon Arm: Assault rifle (see attack modes above) Weapons Expert 2 (assault rifle) +6/+4
Armor Enhancement: Steel Carapace Gambler 1 (+10 Gamble roll)
Detachable Lower Arm: power cell for 1 year, +4 SV, d10+6 Knife Thrower 1 (+3 SV, +2 Dam, 6m rng
damage Dodge 1 (-5 SV)
Backup Sensor Array: 7 year power cell
Internal Nutriment Supply: 6 year mini power cell
Vengeful
Personality: Equipment Starting Pack Code: PR
Gender: Female Hetero
Sexual Orientation:
Birth: year: month: 21 Tinder box, 8 torches, 4 candles, cutlery set, Summer sleeping bag, coin pouch, backpack
date: Age:
Weight: 78 kg 167
Height: cm
5m rope, sewing kit, whetstone, shovel, work boots and gloves, poncho, cotton pants and shirt
Fair
Skin Color: Brown
Hair Color: Green Eye Color:
Other Features:

Handed: Right
Fair
Swimming Ability:
No
Read & Write?:
Do Math?: No
Religion:
Common
Languages Spoken: Days Rations: 19 Liters Water: 2
Diseases or Parasites?:
Cancer?: Debts:
Radiation Exposure:
Valuables Carried:
Bounty on PC's Head? 44sp
w w w. m u t a n t e p o c h . c o m Official character sheet TME-vertical-1b COLOR Character’s history, non-carried possessions, property, slaves, pets, list of vanquished foes, etc. on back....

Download this full color character sheet at www.mutantepoch.com


Form-Fill Version by Tim Schuster using Foxit Phantom
Visit DiceMechanic.Org
The Mutant Epoch
ROLE PLAYING GAME

Name:
Violet Valdoon
Birthplace: Galespit Ethnicity: Caucasian

Background/History/Personal Story: Born the 4th child of a craftsman and his wife in Galespit, Violet was destined to live the poor
farmer lifestyle shared by everyone in her community. Unfortunately, at the age of 12, Violet was taken from her home while
her parents worked, and sold off to a Humanist organization trying to rebuild an army. She found herself
forever changed into a cyborg. She was eventually able to desert, and joined a group of outlaw raiders where she
was able to use her augmentations for her own survival instead for the benefit of her captors.
She has never returned home for fear of the reaction of her parents and friends to her new form.

INSIGNIA
MUTATIONS AND IMPLANTS

EQUIPMENT/BARTER/AMMO/GEAR/WHATEVER
EQUIPMENT/BARTER/AMMO/GEAR/WHATEVER

w w w. m u t a n t e p o c h . c o m Official character sheet TME-vertical-1b COLOR Character’s history, non-carried possessions, property, slaves, pets, list of vanquished foes, etc. on back....

Download this full color character sheet at www.mutantepoch.com


Form-Fill Version by Tim Schuster using Foxit Phantom
Visit DiceMechanic.Org
Name:
Zeeka
Hair color: Blood Red Eyes: Emerald Skin: Clay
Home Area: Newburg, in the Dominion of Aberratia
Language: Common Age: 25

Character Type: Mild Mutant


Pre-Game Caste: Militia Soldier
Outfitting Code: MO Read/Write? No Math? No
Height/Weight: 7’, 154 lbs
Handedness: Right Swimming: Strong
Move: 9.5 running, 35m flying (7 mph running, 26 mph flying)
#Attacks/Rd: 1
BASE SV: 55 Base HTH Damage: d6+1
BASE DV: -12 (-37 Base while flying, -28 armored on ground, -53 armored and flying)
(Subtract another five from these if using the shield, and four for the helmet)
Money: 25 sp

END 56 Healing Rate: 6


STR 18 Damage: Nil Range: Nil
AGL 85 DV Bonus: -12 Move Rate Mod: +1.5m
ACC 39 SV Bonus: +2
INT 23
PRC 20 Initiative Modifier: +0
WLP 90
APP 31

Skills:
Junk Crafter 1
Stealth 2
Brawling 1 (+3 SV, +1 Damage, +2 Throwing)

Mutations:
Wings (Vast sized Insect wings. 35m speed, Excellent Flight. -25 DV, Stun Damage 1d10, +40kg)
Long Legs (25% longer, -3 APP, +2m Move)
Lizard Tongue
Increased Immunity to Alcohol (needs double the amount to get drunk)

Gear:
Spiked Leather Armor (-16 DV) (Modified for wings)
Spiked Shield (-5 DV)
Iron Helmet (-4 DV)
Crossbow (+8 SV, d20+1 Damage, 60m range, 2 handed)
16 bolts
Dagger (1d10 Damage)
Full lantern
Bottle of lantern oil
Winter sleeping bag
Hip sack

Zeeka Pg 1 of 2
Fishing gear
2 person tent
Crowbar
Pickaxe
Soap
Towel
Toothbrush
Wool coat with hood (modified for wings)
Wool pants
Wool shirt (modified)
Playing cards
Bone dice

History:
Having long ago given up the tedium and boredom of a Militia soldier in Newburg, far removed from the
front lines and excitement, Zeeka (who can more often be found flying or hovering than actually
standing on the ground) has set out to find her own excitement. She’s a pure thrill seeker, and not
concerned with the future, nor is she a “believer” in the Aberrationist pogrom. She’s had to sell off most
of what little she owned to get what she thinks an Excavator should have… but she’s overdone it a bit.
Being small of frame, slim and not very strong, she’s found herself with more gear than she can
comfortably fly with. Now Zeeka has to decide; stay on the ground with all this stuff, or drop the heavy
stuff and stay aloft where she belongs.

Zeeka Pg 2 of 2
Name:
Carkler Biggins
Hair color: None Eyes: Black, multi-faceted Skin: Black chitin
Home Area: Overpass (undercity)
Language: Common Age: 5 Gender: Male

Character Type: Bestial Human/Cockroach Hybrid


Pre-Game Caste: Pirate!
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 135kg, 127cm (297 lbs, 4' 2”)
Handedness: Ambidextrous (all four arms) Swimming: Poor
BASE SV: 0-56
BASE DV: -16
Movement: 9.25m
Attacks Per Round: 1
Money: 14sp

END 46 Healing Rate: 5


STR 59 Damage: +6 Range: +30%
AGL 35 DV Bonus: -2 Move Rate Mod: +0.25m
ACC 58 SV Bonus: +6
INT 14
PRC 23 Initiative Modifier: -
WLP 39
APP 1

Skills:
Navigate by Stars 1
Forgery 1
Knife Thrower 2 (+6 SV, +4 Damage, 7m range)
Relic Knowledge 1
Grapple 1
Climbing 3

Hybrid Notes:
1) 5 separate target attacks at d6 damage, or one single all-out attack on one target at +10
SV/5d6+5 Damage
2) Chitin-like carapace -16 to DV (already added above)
3) Allowed two hazard checks against poisons and radioactive substances
4) Can eat carrion or well-rotted meat or polluted water at no risk
5) Bonus to climbing (already added above)

Gear:
Dagger
Javelin
Iron Helmet
20sp debt to Fairways Clinic doctor in Overpass
Tinder box
3 torches

Carkler Biggins Pg 1 of 2
6 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
5m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
12 days of dried rations

NOTE on Gear: Character rolled studded leather armor, but since it won't fit him at all, the GM may let
you re-roll, give the character the value in silver pieces, or somehow make it up to you... or won't.

History:
Carkler grew up as a pirate, same as his dad, and did well for himself. However, the fact that the Captain
always got a larger share than the rest of the crew (that did the actual work) always rankled with
Carkler, so one day on shore leave he simply up and left, deciding to become an Excavator, earning his
own treasure at his own risk!

Carkler Biggins Pg 2 of 2
Name:

Laka
Hair color: None (Chitin) Eyes: Gold and Silver, human sized but multifaceted Skin: Green Chitin
Home Area: Dawn Cove, in Aberratia
Language: Common, spoken poorly due to mouth shape Age: 10 Gender: Female

Character Type: Bestial Human (Praying Mantis)


Pre-Game Caste: Elite Soldier (yes, that really was a random roll, I promise)
Outfitting Code: WE Read/Write? No Math? No
Height/Weight: 86kg, 238cm (189.5 lbs, 7' 10”)
Handedness: Ambidextrous Swimming: None
Move: 7.5m #Attacks/Rd: See below
BASE SV: See below
BASE DV -18 (with chitin and AGL bonus only)
Money: 103sp

END 58 Healing Rate: 6


STR 112 Damage: +18 Range: +90%
AGL 53 DV Bonus: -4 Move Rate Mod: +0.5m
ACC 62 SV Bonus: +6
INT 15
PRC 85 Initiative Modifier: +3
WLP 30
APP 1 (actually a -9, but I figured a 1 is bad enough for a PC)

Racial Notes: Hybrid Human/Praying Mantis


Either one attack against each of three targets or one massive attack on one enemy:
3 attacks: +14 SV, d12+3 damage each
1 attack: +24 SV, 3d12+9 damage
d3+1 Grapple Skill Point (in Skills, below)
Chitin armor plated gives -14 DV (accounted for above)
d2+2 Climb Skill (below)
d2 Stealth Skill (below)
Pg. 31 of the Hub rules spells out societal difficulties, of which there are many for this thing.

Skills:
Grapple 3
Climb 5
Stealth 4
Brawling 4 (+9 SV, +d6+2 Damage, +8 Dirty Fighting)
Dodge 1 (-5 DV)
Driver 1
Weapons Expert 2 (Knives and Daggers, +6 SV, +4 Damage)
Gun-Slinger 1 (Handguns +1 Initiative, +3 SV, +2 Damage)
Pilot 1
Technician (Electrical) 1
Negotiating 1

Laka Pg 1 of 3
NOTE on skills: This character rolled both Driver and Pilot skills. Considering the physiological makeup of
a Praying Mantis/human hybrid, she most likely would never fit inside any typical vehicle, and the GM
may want to let the player re-roll those two skills... even though as an Elite Soldier, she's already got a
ton of skills.

Major Mutations:
Tentacles (3m range, +5 SV, d8 damage, 7 tentacles from back and shoulders, +2 climb skill points
(already added above), +0.5m to climbing speed, -14 APP (added already)

Thrust Spike (+30 SV and 2d20+20 damage on first strike only, d20 damage afterwards, 5m long)

Minor Mutations:
Great Hand Eye Coordination
Carnivore, cannot eat plant matter, can eat carrion safely

NOTE on Gear: Character rolled Scrap Relic armor due to pre-game caste, but I left it off because it
simply won't fit in any effective way. She's a big ol' bug with tentacles, for Pete's sake.

Gear:
Spring-Spike (SV +60/+5, d20+10/d20+2 damage: number in front of slash only for first attack
2 Daggers (d10 damage)
Halberd (+4 SV, d20+3 damage
Pocket Pistol w/15 shots (+5 SV, d20 damage)
Tinder box
9 torches
7 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
6m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
26 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood

Laka Pg 2 of 3
Wool pants and shirt
Playing cards and bone dice

History:
Laka grew up in Dawn Cove, a radically anti-pure strain human city, as a being that most people, even
severely mutated folks, recoil from when the first see her. Fortunately, she was born into a wealthy
family that was able to protect her until she grew (quite quickly) big enough, strong enough, and deadly
enough to protect herself. The city Militia was happy to have her, although they used her as a combat
beast more than as a valuable citizen soldier. Laka, however, thrived in that life. Unfortunately, Dawn
Cove is a very well protected city, and she often found herself bored, with nothing to fight. The Militia
leaders decided she'd be better off out of the city “spreading the word” as an excavator, set her up with
gear and sent her on her way, happy to have such a freak out of their sight.

NOTE: A character like this can be very complicated to create, and extremely difficult to
play, especially for an inexperienced role player. GM's, hand this character out carefully.

Laka Pg 3 of 3
Name:
Pierre-Auguste Renoir
Hair color: None Eyes: Multi-Faceted Green and Red Skin: Iridescent Purple
Home Area: The Great Ruins (see History, below)
Language: Common Age: 11 Gender: M
NOTE: This is one of, if not THE, craziest characters I've ever seen. Just like all the others, it's 100%
random using the character generation tables in the Hub Rules of The Mutant Epoch. I would suggest
this character be set aside to be used only by experienced players, but then again a new player just
might thrive on all the weirdness.

Character Type: Bestial Human/Spider Hybrid


Pre-Game Caste: Infantryman
Outfitting Code: WE Read/Write? Math?
Height/Weight: 88kg, 137cm (194 lbs, 4' 6”) Heavy due to Shell mutation
Handedness: Right Swimming: None
BASE SV: 0-52
BASE DV: On the ground: -77 (AGL bonus+Shell+Racial Bonus+Dodge Skill)
In the air: -91 (as above, plus Wings DV bonus)
Movement: 11.5m ground speed, 19m flying
Attacks Per Round: 1

END 66 Healing Rate: 7


STR 54 Damage: +4 Range: +20%
AGL 126 DV Bonus: -24 Move Rate Mod: +3m
ACC 44 SV Bonus: +2
INT 10
PRC 53 Initiative Modifier: +1
WLP 40
APP 4

Skills:
Dodge 3 (-11 DV)
Grapple 1
Knife Thrower 1 (+3 SV, +2 Damage, 6m Range)
Weapons Expert 1 (Rifles: +4 SV, +2 Damage)
Climb 4

Racial Notes:
Way too much info to put here; see pg. 33 in the Hub Rules for plenty of spidery goodness. A really
nice GM would print out that page for you (hint, hint)
Mutations
Deviant Skin Structure
Reflective Skin: 70% of beam attacks bounce off and do no damage
Shell
Heavy Shell, -30 DV, -1.5m Movement, +40kg
Wings
Medium sized Bat wings, Normal Flight, 19m speed, -14 DV, can do d6 stun if used
to attack a target
11 Feeding Tentacles at mouth

Pierre Renoir pg 1 of 2
Gear:
Assault Rifle (+12 SV, rate 3, d20 damage, 900m range)
30 rounds
Longsword (d20+2 damage)
Dagger (d10 damage, 3m range)
185sp
Tinder box
2 torches
6 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
8m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
18 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice

NOTE about equipment: I did not roll for armor for this character due to his extreme physiology. Your
GM can let you roll, or maybe just give you the silver piece value of armor.

History:
Pierre was born in the Great Ruins of particularly horribly mutated parents. They died soon after, and so
Pierre has learned how to survive on his own. Almost all of his gear was either found in the ruins or
scavenged off the body of some unfortunate Excavator that never made it home. He does understand
the difference between “people” and “monsters” and hopes that someday someone will tell him which
of those categories he belongs to.

Pierre Renoir pg 2 of 2
Name:
Skayla
Hair color: None Eyes: Gold Skin: Metallic Gold Chitin
Home Area: Hookville
Language: Common Age: 12 Gender: Female

Character Type: Bestial Scorpion/Human Hybrid CYBORG!

NOTE: This character's stats are a bit weak, so I decided to do something different and use the table on
page 84 of the Hub Rules to make her a Cyborg Scorpion Hybrid! Since some GM's may not allow this
(for good reason) I made sure the implants were “plug-n-play”, i.e. you can just remove the whole
implant section from this character sheet and play this character as a standard Bestial Human. Also,
since she was a Raider, I dropped the d3 Rider skill for d3 Warrior skills. No horse (except maybe an
undead one) would let this thing anywhere near it.

Pre-Game Caste: Raider


Outfitting Code: PR Read/Write? Yes Math? No
Height/Weight: 109kg, 188cm
Handedness: Right Swimming: Poor
BASE SV: 0-50
BASE DV: -22 (Dodge, Helmet and Shell, -32 including cyber)
Movement: 15m (9 without the cybernetic legs)
Attacks Per Round: 1

END 69 Healing Rate: 7


STR 47 Damage: +4 Range: +20%
AGL 20 DV Bonus: - Move Rate Mod: -
ACC 23 SV Bonus: -
INT 12
PRC 127 Initiative Modifier: +4
WLP 42
APP 4

Skills:
Weapons Expert 1 (Stinger, +4 SV, +2 Damage)
Brawling 1 (+3 SV, +1 Damage, +2 Dirty Fighting)
Grapple 3
Dodge 1 (-5 DV)
Pick Pocket 1
Tracking 1
Lying 1

Racial Information:
Thick black shell (DV -13), two large pincer arms (+8 SV, d20 damage each), stinger (+8 SV, d20+5
damage with Type C Death Poison and enough venom for four stings per day). Pincers can slash, crush
or grapple (+d3 Grapple skill (already added to skill))

Augmentations:
Telescoping Thrust Blade:

Skayla Pg 1 of 3
The first (surprise) attack with this 2m long blade has +60 SV, and +5 initiative. After the first
attack, it is only +8 SV and no initiative bonus. This can only be used once per round, and
the damage is d20+10
Hypodermic Tendril:
This 6m long tendril has a syringe at the end. SV +13, and can hold enough poison to affect
8 targets before having to be refilled. This character has a vial of Type B Weakness Poison
and a vial of Type B Insanity Poison. It also inflicts d4 damage when the tendril hits its target.
Force Field Generator
This force field can last a total of 200 combat rounds on a power cell charge. Each round it can
absorb a total (not per strike) amount of 10 points of damage.
Optical Concealment Generator
This generator can last up to 80 combat rounds on a mini power cell charge. When operating,
enemies must make a Perception-based, Type C hazard check to see her. Even if they do see
her, they'll still have -40 to their SV to hit her. This only works if she is effectively nude.
Panoramic Optics Node
This node, which projects upwards from skull, can last 2 years on a mini power cell. While it
is projected, the cyborg has 360 degree vision and +3 initiative.
Detachable Lower Arm (left arm of the two small human arms below the pincer)
This arm will last one year with a power cell. It has a STR rating of 60 (+4 SV, d10+6 damage)
and can be disconnected.
Cybernetic Legs
All four of this freak's legs are cybernetic (and visually obvious). They are powered by a power
cell which can last 3 months. Her movement rate is increased (already added above), and can
jump 3m straight up. Kick attacks are at +16 SV, and do 3d6+6 damage (only 1 kick allowed
per attack she can make in a round). They can be used to block attacks, and therefore give
-10 to her DV (already added above)

Gear:
10sp
Hatchet (d12+4 damage including STR bonus))
Iron Helmet (-4 DV)
Tinder box
5 torches
7 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
9m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
26 days of dried rations

Skayla Pg 2 of 3
NOTE about equipment: character rolled studded leather armor, but it won't fit. Your GM might let you
reroll or give you the sp value.

History:
Caged for as long as she can remember, let out only as an attack dog, used to kill and then back in her
cage. Fed only sparingly, enough to keep her alive but hungry and angry. Skayla's whole life was one of
bloodshed and anger, until the day her keeper got lax, and thought she'd obey even if not completely
leashed. She struck, tearing the man in half, grabbed his pack and weapon, and fled as quickly as
possible into the wilderness. Skayla spent five years on her own, surviving in the worst environment
possible, the landscape of the Mutant Epoch, until she encountered a dig team. Luck was on her side,
and she was able to make contact without combat, and she eventually joined the team, who discovered
just how useful she is... and how honest, straightforward, and caring she actually can be towards those
she cares about.

Skayla Pg 3 of 3
Front cover photo © Audrey Schuster 2018

There’s an interesting story about that photo. South


of Salem, Oregon, where we recently moved, there’s
an abandoned mental health hospital, Fairview. It’s
on land that is slowly being encroached upon by new
homes and apartment buildings. We were out
looking for a good “post-apocalyptic” setting for the
front cover photo when a Salem native suggested we
check out Fairview. We had to go around barricades
to get onto the property (don’t tell anyone), but it
was worth it.

Go here for all the spooky details and some


wonderful photos:
https://thatoregonlife.com/2015/07/the-fairview-
training-center-may-have-the-darkest-history-in-
oregon/
This article was written by Tyler Willford, and he
owns all rights to it.
APPENDIX 1: RANDOM NPC GENERATION
The following table can be used by Gamemasters to randomly choose characters to be used as non-player characters.
The first column includes only relatively simple to moderate characters, while column three includes
moderate to extremely complex characters.

SIMPLE FULL LIST COMPLEX NAME ARCHETYPE


01-03 01-02 Andro Ublehouse Mutant Farmer
04-06 03-04 Anne Horizon Pure Stock Nomad
07-09 05-06 Augustus Mephistopheles Bestial Human/Chimp Craftsman
10-12 07-08 Berk Hywin Pure Stock Draftee
13-15 09-10 Coraline Ghost Mutant
16-18 11-12 Elvis Clerical BioReplica
19-21 13-14 Fergis Badder Bestial Human/Badger Nomad
22-24 15-16 Finn Sawyer Pure Stock Nomad
25-27 17-18 Kur Bestial Human/Dog Escapee
28-30 19-20 Magdalena Vix Transhuman Escaped Slave
31-33 21-22 Morgan Everett Military-Class Clone Nomad
34-36 23-24 Nermal Vance Bestial Human/Armadillo Hunter
37-39 25-26 Rafael Shadowclaw Bestial Human/Bobcat Draftee
40-42 27-28 Sunshine Noodles Industrial Bioreplica Draftee
43-45 29-30 Number Three BioReplica Pleasure Slave Escapee
46-48 31-32 Truman Le Bronze Transhuman Technician
49-51 33-34 Tsula Ulista Bestial Human/Fox Cavalry Soldier
52-54 35-36 01-03 13-405 Battle-Class BioReplica Elite Soldier
55-57 37-38 04-06 Adam and Steve Typical Mutant Mercenary
58-60 39-40 07-09 Andrea Allison Cyborg Gladiator Slave
61-63 41-42 10-12 Antoinette Gimble Pure Stock Technician
64-66 43-44 13-15 Attibule Haymeraner Ghost Mutant Cavalry Soldier
67-69 45-46 16-18 Big Biscuit Bestial Human/Horse Gladiator Slave
70-72 47-48 19-21 Caster Nova Pure Stock Assassin
73-75 49-51 22-24 Creole Bestial Human/Bear Gladiator
76-78 52-54 25-27 Hannah Hilyard Pure Stock Hunter
79-81 55-57 28-30 Horborath Necklebaum Infiltration-Class BioReplica Assassin
82-84 58-59 31-33 Krowe Lusser Mild Mutant Escaped Gladiator Slave
85-87 60-61 34-36 Lorna Dune Battle-Class BioReplica Assassin
88-90 62-63 37-39 Mauler Deathbiter Bestial Human/Badger Raider
91-93 64-65 40-42 Nigel Heathstone Infiltration-Class BioReplica Assassin
94-96 66-67 43-45 Patel Basanti Cyborg Pirate
97 68-69 46-48 Ruddy Scratch Mild Mutant Elite Soldier
98 70-71 49-51 Sergeant Millwright Military-Class Clone Mercenary
99 72-73 52-55 Trakle Horvarth Typical Mutant Logger
100 74-76 56-59 Violet Valdoon Cyborg Raider
77-78 60-63 Daido Freakish Horror Mutant Escaped Slave
79-80 64-67 Murphy Longbody Freakish Horror Mutant Thief
81-82 68-70 Natasha Hope Typical Mutant Street Urchin
83-84 71-74 Paul, Arnold, Isaac, and William Severe Mutant Nomad
85-86 75-78 Purgle Macintosh Typical Mutant Infantryman
87-88 79-81 TomTom Freakish Horror Mutant Infantryman
89-90 82-84 Tuna Pescatori Severe Mutant Gladiator Slave
91-92 85-87 Zeeka Mild Mutant Militia Soldier
93-94 88-90 Carkler Biggins Bestial Human/Cockroach Pirate
95-96 91-93 Laka Bestial Human/Praying Mantis Elite Soldier
97-98 94-97 Pierre Renoir Bestial Human/Spider Infantryman
99-100 98-100 Skayla Bestial Human/Scorpion CYBORG Raider

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