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Choose a core class, take the benefits listed, and rate it +2.

Rate the others +1, 0, and -1 divided as you wish.


Human: Descendant of the ancients, looking to ancient lore, genetically static.
Choose 2 perks {athletics, history, medical, orate, diplomacy, warfare}.
Take 1 tech weapon, 1 tech gear, and 1 tech armor.
Mutant: Human or animal, transformed and metamorphosed, unique.
Choose 1 mutation (any) and 2 perks {barter, mutant animal, persuade, physical
mutation, weird mutation}. Take 1 armor or non-tech weapon, and 2 gear.
Wolfling: Living in the present, self-reliant, free.
Choose 2 perks {athletics, brawl, intimidate, medical, physical mutation,
scavenge, tracking, tactics}. Take 1 primitive weapon, 1 armor, and 1 gear.
Troll: Acolyte of knowledge, attuned to technology, inquiring.
Choose 2 perks {computers, jury-rig, logic, salvage, science, strategy, weird
mutation}. Take 2 tech items (any), and 2 non-tech items (any).
Sample physical mutations: extra limbs, natural armor, massive strength, spider
climb, chameleon, huge, wings, tentacles, chainsaw hands, horns, tentacles, gills
Sample weird mutations: life sense, laser eyes, ESP, beguiling scent,
telekinesis, dual brain, radar, invisibility, teleportation, mind control
Sample mutant animals: tiger, crow, boar, venus flytrap, snake, spider, cat, ant,
elk, beaver, crab, barracuda, oak, eagle, armadillo, horse, mold, mouse, emu, bee
Names: Mountain Dew, Esquire, Dro67XBL-03, Orlix, Frank, AC/DC, No Exit, Tewz,
Thomas Jefferson IX, Thanatos, Zolv, Brandeis, Crovax, Thumper, V, Eguenia,
Satronyx, Torvald, LeMay, Drakon, Braddock, Cindy, iJustin, Ulfgar, Rules Verne,
Angela White, Unity, Prolix, Tennessee, Agammemnon, Thurber, Unilax, Thror

When you do something risky, roll 2d6 plus a class:


Human when you interact with humans or AI systems, resist mutations, understand
ancient culture and methods, use ancient ranged weapons.
Mutant when you interact with fellow mutants, apply your mutations or your mutant
animal heritage, resist radiation or toxins, fight hand-to-hand.
Wolfling when you survive in the wilds, speak the unvarnished truth, win through
by strength or endurance, fight using primitive weapons
Troll when you work with machinery or electronics, program computers, repair and
build, fight using energy weapons.
If it’s 6-, bad things happen. The GM decides what.
If it’s 7-9, you’re successful, but with cost, damage, complication, danger, or
future threat, as the GM decides.
If it’s 10+, fantastic success with no downside.
If you have just the right perk then on a 6-, treat as 7-9 instead.
If it’s just random chance, the GM will roll 1d6 instead. 1 is worst, 6 is best,
and everything in between.
You have 1 hit die per level. Roll them all, take the best one and add 6.
That’s your HP. You may opt to re-roll when you rest, eat, and drink.
Re-roll them all when you level.
When you take damage, reduce HP. At 0 you’re helpless, below, in danger of death.
Heal 1d6 when you get a night’s rest or receive medical attention.
Your AC starts at 0. Reduce any damage taken by AC.
When you fail a roll, mark XP. When you have level+5 XP, gain 1 level, 1 hit die,
and 1 permanent hit point. Odd levels, add a perk from any list, or choose:
{followers, home base, fearsome reputation, retire to safety}.

Dagger: 1d6, quick (strikes first), Composite: AC2, tech


close PSI guard: AC1 [Psi only], tech
Sword: 1d6 Hazard Suit: anti-toxic, anti-rad,
Spear: 1d6, reach tech
Claymore: 1d6+2, bulky, messy
Bow: 1d6 ranged Set of tools: +1 to a chosen skill,
Crossbow: 1d6+2, ranged, reload bulky
Crowbar
Bandages, drugs, and Poultices: 3 uses
iSword: 2d6, energy (non-tech armor
has half effect), reach Survival Gear: 3 uses
Slug Gun: 2d6, ammo, ranged Rope
Grenades (x3): [best of 2d6]+2, Dynamite stick: 2d6 blast
thrown, blast, Gasmask: anti-toxin
Light source
Thunder Hammer: 2d6, reach, knockback Food and water: 5 uses
Sonic Blaster: 2d6, blast (hit Roll of duct tape
adjacent targets), ammo, short ranged
Nerve toxin: 3 uses
Gauss Pistol: [best of 2d6] quick,
energy, ammo, stun, ranged Riding Chicken: vehicle, animal, bulky

Needler: 2d6, ammo, accurate (called


shot on a 10+) Aegis Unit: AC+1, tech
Laser Rifle: 3d6, bulky, heavy, Argus Array: dark/ultra/IR vision
reload, energy, long ranged magnification and compass
Smart Grenade (x2): [best of 2d6]+2, Siri Cell: expert advisor in one skill
thrown, blast, smart, +option (toxic, (as perk), smart
rad, energy, stun)
Q-Drone: +2 to one skill, smart
Adaptive Environment Suit: AC1,
Padded: AC1 stealth, adaptive, smart
Mixed: AC2, bulky Hermes 7 hoverboard: vehicle, grav,
Shield: AC+1, bulky one passenger
Make the post-apocalyptic world seem real.
Address the characters, not the players.
Be a fan of the characters.
Give monsters and characters goals, fears, and desires.
Fill the world with horrors, risks, and opportunities.
When you prep, stand by your prep, but leave blanks to improvise too.
Draw maps.

When they ask “what’s a wolfling?” and want to know if it looks like a wolf, ask
them what they think, and go with that.
When they ask “what’s a troll look like?” and want to know if they’re human or
what, ask them what they think and go with that.
When they ask something else, turn the question back on them, unless you know
exactly what the answer is. In that case, tell them.
When you run into a tag or a perk and you don’t know what it is, get player input
and make your best guess.
Use 7-9 rolls to inflict damage, reveal downsides, and ratchet up the danger.
Use 6- rolls to make hard moves, reveal defeat, and throw a wrench into plans.
Or give them what they thought they wanted, but on your terms, with consequences.
When it’s 10+, let them be awesome.

A monster with 3HP is average. A monster with 12HP is very tough.


1AC makes them tougher. 3AC makes them very hard to kill indeed.
Give the monster 1-3 attacks. Model them on similar weapons or make something up.
Give each monster 1-2 special characteristics.
Sample special characteristics: a mutation from the sample lists, immune to
energy/psi/or toxin, made of flame, robot, huge, swarm, invisible, tech items
Give each monster 2-3 instincts.
Sample instincts: horde ancient tech, feign helplessness, retreat and return in
greater numbers, swallow someone whole, strike from hiding, reveal forgotten
tech, take a hostage, vomit clouds of acid, destroy their armor, spread contagion
Thanks in particular to Vincent Baker for Apocalypse World, Sage LaTorra and Adam Kobel for Dungeon
World, and Ben Lehman for Deeds & Doers without which this game could not exist. Thanks to John
Harper for World of Dungeons, of which this game is an almost complete rip-off.
Thanks to playtesters Dan B, Eric Hendrickson, Eric Nolan, Jonathan Reiter, Gabe Shapiro, Karen
Liu, Laura Mortensen, Mark Walters, Philip LaRose, Rob Brennan, Simon Cruise, Tony Walsh, and Twyla
Campbell.
Thanks to the Patreon backers how made this happen:David Drake, Charlton Wilbur, Albert Andersen,
Avery McDaldno, Ben Lehman, Vincent Baker, Andy Kitkowski, Brent P. Newhall, Christopher Weeks,
Stras Acimovic, Keith Stetson, Yragael Malbos, Marshall Miller, Mark Watson, Chad Reiss, John
Harper, Bryan Rennekamp, Mark Nau, Keith Senkowski, Nathan D. Paoletta, Lester Ward, Matthew
Sullivan Barret, Meguey Baker, Herman Duyker, Jonathan Walton, Dungan Timiney, Bryant Durrell,
Lukas Myhan, Guillaume Carré, Epidiah, Johnstone Metzger, Luis Velasco, Daniel Lofton, Wilhelm
Fitzpatrick, Adams Tower, Matt Greenfleder, Rafael Rocha, Scott Bennett, Jonas Richter
Thanks to Dyson Logos, Jay Loomis, Marshall Miller, Rob Brennan, Sage LaTorra, Alex Shroeder, and
Stras Acimovic for additional feedback
Alex Schroeder report: https://alexschroeder.ch/wiki/2014-06-17_Isotope
 Better input for making monsters. What does “3 attacks” mean
 Better input for treasure

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