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RUINATIONS
— Post-Apocalyptic Roleplaying —

1.0 INCOMPLETE WORK IN PROGRESS

Writing and layout: Brent Ault


Editing: Jarrett Crader

All artwork Creative Commons

Cover Photograph: Casey Horner


Back Illustrations: Joakim Olofsson
Interior Illustrations: Darren P., Eester Naissen

“Do you know who I was? Nobody. Except on the day


after, I was still alive. This nobody had a chance to be
somebody.”
- Aunty Entity

ruinations-rpg.tumblr.com

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What is this? What YOU’ NEED
Ruinations is a post-apocalyptic roleplaying ✗ A general knowledge of old-school
game based on the framework and tradition of roleplaying games, specifically the 1981
old school gaming. While many modern games Basic/Expert editions of the “world’s most
focus on grandiose story telling with popular roleplaying game” (or one of its
imperishable player characters, Ruinations many retroclones). Ruinations was not
predominantly focuses on two key elements: written for players new to the hobby, but
ruin-running and survival. rather seasoned fans of the genre.
Where warriors, wizards and thieves delved
into dungeons and catacombs to face certain ✗ A set of 7 polyhedral dice: d4, d6, d8,
death in the hunt for fortune, knowledge and d10, d%, d12 and d20.
glory, characters in this post-apocalypse
venture into crumbled cities, underground ✗ A pencil, paper and (optionally) graphing
bunkers, and sprawling silos to discover paper.
valuable goods, information and artifacts.
Unlike many post-apocalyptic games, ✗ A Referee, who runs the game and makes
Ruinations is not focused on a setting littered rulings, and at least one or more players.
with super-science, plasma rifles and ‘gonzo’
creatures, but rather a grittier near-future as ✗ Your imagination.
depicted in media such as The Road Warrior,
The Last of Us, and Wasteland. While mutations
and highly advanced technology may exist, Glossary
they are not the norm and should not be treated AC: Armor Class
as such. And though raiders, feral creatures and AB: Attack Bonus
irradiated men are common enemies in the BAB: Base Attack Bonus
wastes, the true horrors hiding among the ruins CHA: Charisma
should be singular and unique: that is not an CON: Constitution
aberration, it is the aberration. d: Dice (i.e.: d4, d6, d8)
Resource management is vital. Sleep and rest DEX: Dexterity
are necessary. Every shot matters and some HD: Hit Dice
battles are best avoided. At the end of the day, HP: Hit Points
chances are good someone in your party will INT: Intelligence
not make it back alive. ML: Morale
MV: Movement
NPC: Non-Playable Character
RoF: Rate of Fire
§: Scrap (value unit)
STR: Strength
WIS: Wisdom
XP: Experience Points

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SECTIONS SECTIONS
Character Creation: pg. 5 Ruin Run Generator: pg. 56
Bartering and Equipment: pg. 7 Apocalyptic Slang: pg. 57
Classes: pg. 15 Appendix N: pg. 58
Mutations: pg. 19
Skills: pg. 27
Adventuring: pg.30
Combat: pg. 40
Bestiary: pg. 45
Tables: pg. 48
Critical Hits
Drugs and Chems
Firearm Accessories
Languages Known
Magazines and Comics
Prototype Weapons
Wasteland Encounters
Wasteland Junk
Weather Hazards

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Intelligence: Modifies starting languages
Character creation known and the Language and Tech skills.
Roll 3d6 for each ability score: Strength,
Dexterity, Constitution, Intelligence, Wisdom Wisdom: Modifies the Bushcraft, Medicine
and Charisma, and record them on your and Search skills.
character sheet as desired. Each ability score
has a modifier as follows: Charisma: Modifies the maximum number of
retainers, retainer morale, and all bartering and
Ability Score Modifier reaction rolls.
3 -3
Score Retainers Morale
4-5 -2
3 1 4
6-8 -1
4-5 2 5
9-12 0
6-8 3 6
13-15 +1
9-12 4 7
16-17 +2
13-15 5 8
18 +3
16-17 6 9
Strength: Modifies melee attack bonus, melee 18 7 10
damage rolls, forcing door rolls and the number
of items carried before encumbrance points take
✗ Select a class. Using their listed Hit Dice,
effect.
roll your beginning Hit Points, adding
any Constitution modifiers or mutations.
Score Item Capacity No character should have less than 3
3-4 3 items starting HP.
5-8 4 items
✗ Record your Base Attack Bonus, attack
9-12 5 items modifiers and Saving Throw. Add any
class bonuses.
13-16 6 items
17-18 7 items ✗ If you are Sullied, roll for your starting
mutations. Adjust any numbers as needed.
Dexterity: Modifies Armor Class, initiative,
ranged attack bonus, and the Acrobatics, ✗ Add ability modifier percentages to their
Sleight-of-Hand, Stealth and Tinkering relevant skills.
skills.
✗ Barter for armor and equipment and
Constitution: Modifies Hit Points and record your Armor Class, adding any
maximum daily travel distance. Dexterity modifiers or mutations.

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If desired, roll on the following tables to randomly determine a basic character description, former
occupation and starting item.

DESCRIPTION OCCUPATION
1d20 Roll Twice 1d20 Title Item
1 Tattooed 1 Armorer Hammer
2 Pierced 2 Brewer Ale, 1 pint
3 Superstitious 3 Carpenter Saw
4 Overweight 4 Chemist Pain Killers
5 Balding 5 Cook Rations
6 Friendly 6 Farmer Farm Animal
7 Bearded 7 Ganger Machete
8 Filthy 8 Guard Pistol, compact
9 Old 9 Handyman Tool Kit
10 Thin 10 Mechanic Tool Kit
11 Short 11 Medic Medkit
12 Crippled 12 Merchant 1d4 x 10 §crap
13 Religious 13 Messenger Backpack
14 Ugly 14 Rancher Pet Dog
15 Handsome 15 Scientist Water Purifier
16 Scarred 16 Scavenger Rope, 50’
17 Irrational 17 Scout Binoculars
18 Tall 18 Thief Lockpicks
19 Young 19 Tinkerer Multitool
20 Insane 20 Wanderer Backpack

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Bartering and Equipment
While a standard monetary system no longer
exists in the post-apocalypse, items are
generally given a §crap value to determine their
worth in trade. Beginning characters start with
3d6 x 10 in arbitrary §crap to barter with as they
see fit.
When a player makes a reasonable offer in
trade (i.e.: the offer closely matches the item’s
§crap value) roll 2d6 and add the character’s
Charisma modifier.
Referees should determine what is an
acceptable offer based on the NPC. Insultingly
low offers will incur a -1 or -2 penalty
depending on the severity in §crap difference.
Overly sufficient offers will result in a +1.
Refer to the table below to determine the
outcome.

2d6 Offer Outcome


2 Hostile refusal *
3-5 Refusal **
6-9 Agreeable
10-11 Agreeable + Talkative
12 Agreeable + Free item

* Hostile refusal indicates the vendor


vehemently distrusts or loathes the PC and will
deny any future bartering attempts with them.

** Refusal will require additional items or §crap


added to the barter and a re-roll on the Offer
Outcome table.

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1d50 Equipment § 29 Lock and Key 5
1 Alcohol, 1 pint flask 5 30 Lockpicks 20

2 Antitoxin 30 31 Manacles 15
3 Atlas 10 32 Medkit 30

4 Backpack 5 33 Mirror, small 2


5 Barrel, metal 5 34 Multitool 20

6 Batteries 10 35 Notebook 1
7 Bedroll 2 36 Oil, 1 pint flask 20

8 Binoculars 20 37 Pen 1
9 Blanket 2 38 Pick, miners 5

10 Bottles, empty (3) 1 39 Pole, 10’ 5


11 Caltrops (10) 2 40 Purification Tablets 30

12 Candles (12) 5 41 Rations, 1 week 10


13 Chain, 10’ 10 42 Respirator 50

14 Cloak, hooded 2 43 Rope, 50’ 5


15 Compass 5 44 Sack, large 2

16 Crampons 5 45 Sack, small 1


17 Crowbar 10 46 Shovel 5

18 Fishing Gear 5 47 Spikes, iron (12) 5


19 Flashlight 5 48 Torches (6) 10

20 Flask, empty 2 49 Toolkit 30


21 Flint and Steel 5 50 Waterskin 5

22 Gasoline, 1 quart 30
Items in italics are considered non-
23 Grappling Hook 10 encumbering. Items in bold italics are oversized.
24 Grocery Cart 5
Items sold in bundles, such as bottles, candles
25 Hammer 5 and torches, fill one regular item slot towards
26 Lighter 2 encumbrance.
27 Ladder, 10’ 5
28 Lantern 10

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Alcohol: Can be used with a rag as Molotov Compass: Adds 50% to the Bushcraft skill
cocktails or to clean wounds. when gaining one’s bearings after becoming
lost.
Antitoxin: Are used to stop the progress of
poison, radiation, or disease. Crampons: Are used for keeping traction on icy,
slick surfaces.
Atlas: Are invaluable tools for mapping routes
and tracking areas. Crowbar: Adds a +1 to force door checks.

Backpack: Holds your belongings. Fishing Gear: Can be used to catch food in
rivers, lakes and other bodies of water.
Barrel: Bulky and oversized. Can be used to
store goods for transport. Flashlight: Emits a beam of light 30’
conically. Will last 24 turns with fresh
Batteries: Necessary for the use of flashlights batteries.
or found portable electronics in the wastes.
Flask, empty: Used to store liquids; typically
Bedroll: Provides comfort when sleeping. alcohol.
Adds 1 HP to a full night’s rest.
Flint and Steel: A primitive yet reliable way
Binoculars: Increase the distance a character to create a spark or start a fire.
can see when outdoors by x5.
Gasoline: Can be used to fuel small engines or
Blanket: Provides warmth, or fabric when cars. Often used for creating molotovs.
making Molotov cocktails and tourniquets.
Grappling Hook: When attached to a rope,
Bottles: Can be used to store liquids or grains. allows access to high areas.

Caltrops: Are spiked, twisted metal that can be Grocery Cart: Used by many-a-drifter for
thrown on the ground to impede chase. Deal 1 hauling personal possessions.
HP damage.
Hammer: Hits stuff; namely iron spikes.
Candles: Emit light in a 10’ radius and last 12
turns. Lighter: Used to create fire. Up to 300 uses.

Chain, 10’: Strong enough to hold up to 800 Ladder, 10’: Bulky and oversized, but allows
lbs. access to out of reach areas.

Cloak, hooded: Good for fending off the Lantern: Use flasks of oil as fuel; a lantern can
weather, staying warm, or keeping a low profile. burn continuously on 1 flask of oil for 24 turns.

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Lock and Key: A basic padlock used for Rope, 50’: One of the most useful items a ruin
securing latches and chests or securing chain. runner can have.

Lockpicks: Necessary for picking tumbler Sacks: Used for holding items. Small sacks can
locks. be worn on the belt for easy item access.

Manacles: Also known as handcuffs. Usually Shovel: Useful for digging holes or using as a
used in securing a person’s arms or legs. wedge.

Medkit: Necessary for healing the injured in Spikes, iron: Typically used for holding open
conjunction with the Medicine skill. heavy doors or securing rope to surfaces.

Mirror, small: Useful for peering around Torches: Burn continuously for 6 turns in a 30’
corners or under doors. radius.

Multitool: A pocket-sized utility tool, Toolkit: Contains useful tools in repairing


typically containing pliers, screwdrivers, a file, mechanical or electronic machinery.
bottle-opener, mini-saw, and knife.
Waterskin: One of the most important items a
Notebook: Used for mapping, keeping notes, ruin runner can have. Holds a day’s worth of
and more. water.

Oil, 1 pint: Necessary fuel for lamps. Can be


poured to create slick surfaces in a 5’ area.

Pen: Used for writing in notebooks.

Pick, miners: Can smash rock. Adds a +1 to


bashing open wooden doors.

Pole, 10’: Useful for poking ahead to set off


pressure plates and other dangers.

Purification Tablets: Can decontaminate a


single gallon of water.

Rations: Typically consists of canned goods,


jerky, and nuts.

Respirator: Simple breathing mask that gives a


+2 to saves vs. gas-based threats.

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As players explore the ruins of the old world,
Armor they may come across specialty gear that can be
Armor comes in two varieties: body armor and used as armor. These items should always be
headwear. listed as Light (l), Medium (m) or Heavy (h).
There is no definitive style to a particular The following table shows a few examples:
armor type. Light armor may include leather
jackets and protective masks. Medium armor
Specialty Gear AC Bonus
may be composed of Kevlar flak-jackets and
military helmets. Heavy armor is typically Hazmat Suit (l) 12 +4 vs. Radiation
forged from durable items such as tires, scrap Bulletproof Vest (m) 14 +2 Ranged AC
metal and diving helmets.
Blast Suit (h) 16 +4 vs. explosives
Body Armor Type AC § Welder’s Mask (l) +1 +2 vs. blinding
Unarmored 10 - Gas Mask (l) +1 Gas immunity
Light 12 50 Nightvision Goggles - 90’ darkvision
Medium * 14 100
Heavy * 16 1000 Weapons
Though using traditional names, a vast amount
Shield ** +1 25
of weapons are fashioned from old world items.
A warhammer may just be an old car battery
* Medium body armor adds 1 point to the attached to a metal pole. A mace may just be a
character’s encumbrance. Heavy body armor spiked baseball bat.
adds 2. There is no ‘Crafting’ skill: Simply allow
players to be clever and inventive with the items
** Shields increase AC value by +1 versus melee they find. Logically attach a set of kitchen
and +2 versus ranged attacks. They count as shears to the end of their staff? Up the damage
one item for encumbrance purposes. Characters to that of a spear!
employing a shield in defense may not use two-
handed weapons.

Headwear Type AC §
Unarmored - -
Light +1 25
Medium +2 100
Heavy * +3 500

* Heavy headwear adds 1 point to a character’s


encumbrance.

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MELEE WEAPONS
Type Damage Range * §
Whip d3 10’ max 10
Brass Knuckles d3 10
Club d4 20
Staff d4 10
Garrotte ** d6 10
Spear d6 20/40/60 25
Blade, small d4 10/20/30 20
Blade, medium d6 25
Blade, large d8 30
Mace d8 30
Battleaxe d8 30
Greatsword d10 50
Warhammer d10 50
Chainsaw † d12 150

* Ranges are Short/Medium/Long and are measured in feet. Short ranged attacks apply a +2 bonus to
hit. Long ranged attacks impart a -4 penalty to hit.

** Requires a successful sneak attack and does an ongoing 1d6 damage per round that the enemy is
held. Enemies may save vs. Impairment to break free.

† Requires gasoline and employs a d8 usage die:

✗ 1 quart of gasoline will fill up the chainsaw.

✗ After each combat, roll the usage die. A roll of 1 or 2 will lower the usage die by one step.
The dice steps are as follows: d8, d6 and d4

✗ Should the d4 land on 1 or 2, the gasoline has been used up.

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RANGED WEAPONS
Type Damage Range * §
Sling d4 40/80/160 5
Boomerang † d4 40/80/160 10
Shortbow d6 50/100/150 25
Longbow d6 70/140/210 50
Crossbow, light ‡ d6 60/120/180 25

Crossbow, heavy ‡ d8 80/160/240 50

Grenade ¤ 2d6 10/30/50 80

Dynamite ¤ 2d10 10/20/30 80

Molotov Cocktail ¤ d4** 10/30/50 50

Ammunition
Bolts and arrows are sold in bundles of (10) for 5 §crap. Slings use found stones or junk.

* Ranges are Short/Medium/Long and are measured in feet. Short ranged attacks apply a +2 bonus to
hit. Long ranged attacks impart a -4 penalty to hit.

† A successful attack will not return the boomerang. On missed attacks, it returns after one round and
requires an action to catch.

‡ Light Crossbows take one full uninterrupted round to reload. Heavy crossbows take two full rounds
to reload.

¤ Grenades take effect the following round and have a 50’ radius. Dynamite takes effect after two
rounds and has a 25’ radius. An attack roll of a natural 1 reveals the explosive as a dud. Characters may
save vs. Area to halve any damage taken.

** To lob bottles of flaming oil, gas or alcohol, the bottle must be in hand, and a wick of some sort
(usually cloth or a rag) already prepared and lit. If a creature is subjected to a Molotov cocktail attack,
it will suffer 1d4 points of damage. If the damage roll is 4, the victim must make a saving throw vs.
Element or else suffer another 1d4 damage on their next action. If that roll is a 4 as well, the victim
becomes immolated: they suffer 1d8 damage per round until they either die, or the flame is put out.

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FIREARMS
Weapon Type Ammo RoF Damage Range * §
Pistol, compact 2 1 d6 40/80/120 150
Pistol, revolver 6 1 d8 60/120/180 200
Pistol, semi-auto 10 2 d6 60/120/180 300
Submachine gun 30 (a) d6 60/120/180 500
Machine gun 100 (a) d10 120/240/360 1200
Rifle, assault 30 (a) d8 100/200/300 1000
Rifle, bolt/lever 1 1 d10 120/240/360 400
Shotgun 2 1 d10 50/100/150 300
Shotgun, combat 10 2 d10 50/100/150 600
Gatling gun 350 (a) d12 120/240/360 1500
Sniper Rifle ** 10 1 d12 300/600/900 2000

Ammo Type §
d6-d8 5 ea.
d10-d12 10 ea.

* Ranges are Short/Medium/Long and are measured in feet. Short ranged attacks apply a +2 bonus to
hit. Long ranged attacks impart a -4 penalty to hit.

** Sniper rifles suffer no ranged penalties. A critical hit with a sniper rifle deals instant death to
enemies of equal HD or lower.

Ammo indicates the maximum amount of ammunition a firearm can hold before needing to reload.
Rate of Fire indicates the maximum number of shots fired per attack-roll, with each additional shot
adding an extra damage die. Automatics, noted with an (a), will do three dice of damage and expend
10 rounds of ammunition on each attack. Any automatic weapon can be set to single fire, doing one die
of damage.

Rifles and shotguns can be used as an emergency melee weapon for 1d4 damage. Smaller guns may
pistol-whip for 1d3 damage. There is a 10% chance after a successful attack that this breaks the
weapon. The weapon can be repaired in 1d4 turns on a successful Tinkering check (Tech for
prototype weapons).

Reloading a single firearm takes a full, uninterrupted round.

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CLASSES

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The Wastelander
Wanderers, warriors and survivors. The Wastelander is no stranger to the horror and violence
residing in the wastes. Whether born into this blighted land or one who crawled from the ashes
of the Old World, there is nary a more savage or efficient fighter in combat.
Wastelanders have the highest Base Attack Bonus of any class and have access to the +4 Parry
option as well as the Press, Defensive, and combat Feats options. Years of roaming have made
them efficient hunters and scavengers: all Wastelanders begin with a base 50% Bushcraft skill
and a reduced 1-in-6 chance of being surprised.

Level Experience HP BAB Saving Throw Feat Die


0* - 1d6 - 16 -
1 0 1d8 +2 14 d6
2 2,000 +1d8 +3 14 d6
3 4,000 +1d8 +4 14 d6
4 8,000 +1d8 +5 12 d8
5 16,000 +1d8 +6 12 d8
6 32,000 +1d8 +7 12 d8
7 64,000 +1d8 +8 10 d10
8 128,000 +1d8 +9 10 d10
9 256,000 +1d8 +10 10 d10
10 384,000 +3** +11 8 d12
11 512,000 +3** +12 8 d12
12 640,000 +3** +13 8 d12
13 768,000 +3** +14 8 d20
14+ +128,000/lv +3/lv** +15 6 d20
* NPCs only. Player characters begin at Level 1.
* NPCs only. Player characters begin at level 1.
** Constitution modifiers no longer apply.

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The Adept
Explorers. Thieves. Gearheads. Bounty Hunters. Adepts live for their profession and have
specialized skills that get them results and keep them in high demand in an adventuring party. A
shady criminal may heavily invest in Sleight of Hand and Stealth while a lover of mechanics
and rebuilding Old World machines may put emphasis into Tinkering and Tech skills.
Adepts are the only class to receive skill points to freely distribute as they level up and receive a
+2 to saving throws against any one chosen type.

Level Experience HP BAB Saving Throw Skill Points


1 0 1d6 +1 14 60
2 1,500 +1d6 +1 14 30
3 3,000 +1d6 +2 14 30
4 6,000 +1d6 +2 14 30
5 12,000 +1d6 +3 11 30
6 24,000 +1d6 +3 11 30
7 48,000 +1d6 +4 11 30
8 96,000 +1d6 +4 11 30
9 192,000 +1d6 +5 9 30
10 288,000 +2* +5 9 30
11 384,000 +2* +5 9 30
12 480,000 +2* +6 9 30
13 576,000 +2* +6 7 30
14 672,000 +2* +6 7 30
15 768,000 +2* +7 7 30
16 864,000 +2* +7 7 30
17+ +96,000/lv +2/lv* +7 5 30/lv

* Constitution modifiers no longer apply.

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The Sullied
Some were once human. Others come from a lineage of horrendously aberrant creatures, never
fully accepted among the sparse settlements of mankind. Regardless, their minds are their own
and no less competent than the humans amongst them.
The Sullied receive a +1 to their Constitution modifier and receive a +2 to saves vs. Radiation.
At level 1, 1d4+1 starting mutations are randomly determined. Each time a Sullied character
gains a new level, the player may choose to advance by only 1 HP and enact mutagenesis: the
ability to re-roll a single mutation.

Level Experience HP BAB Saving Throw


1 0 1d6 +1 14
2 1,750 +1d6 +1 14
3 3,500 +1d6 +2 14
4 7,000 +1d6 +2 14
5 14,000 +1d6 +2 12
6 28,000 +1d6 +3 12
7 56,000 +1d6 +3 12
8 112,000 +1d6 +3 12
9 224,000 +1d6 +4 10
10 336,000 +2 +4 10
11 448,000 +2 +4 10
12 560,000 +2 +4 10
13 672,000 +2 +5 8
14 784,000 +2 +5 8
15 896,000 +2 +5 8
16+ 1,008,000/lv +2*/lv +6 8

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MUTATIONS

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1d100 Beneficial 56 Redundant Organs
1-2 Adhesive Touch 57-58 Reflective Epidermis

3 Adrenal Control 59 Regenerative Capability


4-5 Anaerobic 60-61 Skill Boost

6-7 Anomalous Form 62 Sound Mimicry

8-9 Banshee Shriek 63-64 Spiny Growths

10 Blob Form 65 Stunning Blast

11 Chameleon Skin 66 Teleportation


12-13 Disintegration 67-68 Thermal Vision

14-15 Echolocation 69-70 Two-Headed

16 Electrical Travel 71 Vampiric Field

17-18 Elemental Energy Ray 72 Wing Growth

19 Energy Retaining Cell Structure


20-21 Epidermal Photosynthesis Detrimental

22-23 Epidermal Poison 73 Albinism

24 Force Field 74-75 Bizarre Appearance

25-26 Frog Tongue 76 Congenital Analgesia

27-28 Genetic Hybrid 77 Deaf

29 Gigantism 78 Emotionless

30-31 Heightened Sense 79-80 Epidermal Susceptibility

32 Hopping Legs 81 Foetid Smell

33-34 Increased Balance 82 Headless

35 Increased Physical Attribute 83 Hemophiliac

36-37 Intellectual Affinity 84-85 Homunculus

38 Killing Sphere 86 Increased Caloric Need

39-40 Light Aura 87 Irrational Phobia

41 Mental Phantasm 88 Morbid Obesity

42-43 Metamorphosis 89-90 Pain Sensitivity

44-45 Natural Armor 91-92 Physical Frailty

46 Neural Telekinesis 93 Prey Scent

47-48 Night Vision 94 Radioactive

49-50 Optic Emissions 95-96 Reverse Pedalism

51 Pockets 97 Sever Ocular Impairment

52-53 Prehensile Tail 98 Slow

54 Psionic Flight 99 Susceptibility

55 Quickness 100 Weak Minded

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Mutations are rare genetic changes a character successful save vs. Impairment or be stunned
may undergo when surviving radiation sickness, and incapacitated for 1d4 rounds.
while some are simply born with these anomalies
from a lineage of mutants that came before. Blob Form: At will, the character can morph
Roll 1d100 to determine the mutation and its their body into a boneless, blob-like form.
effect on the character. While in this form, they have the movement
rate of a heavily encumbered character, but can
Note: All numerical adjustments are to the slip through cracks as small as 2 inches. This
character’s current score, unless noted. change takes 1 full round
Mutations that adjust ability modifiers may
Chameleon Skin: Use at will. Grants a 90%
exceed the traditional -3/+3 range cap.
chance to hide. Anyone watching you disappear
will still know your general position, but will
BENEFICIAL have a -4 penalty to all attacks.

Disintegration: Upon touch with this


powerful mutation, the character can
Adhesive Touch: The character has lizard-like
completely destroy matter on a molecular level.
suckers or hooks on its hands and feet. Receives
Doing so requires so much energy expenditure,
a +60% to the Acrobatics skill when climbing.
however, that the character is instantly
Adrenal Control: Once per day, instantly rendered unconscious, with 1 HP left. The total
channel a berserker-like rush for a +1d4 bonus weight that may be disintegrated is INT x 10
to melee attack and damage rolls. Lasts 4 lbs.
rounds. As it wears off, receive a -1 melee
Echolocation: Ability to ‘see’ in darkness up to
damage penalty until the character has taken a
90’. +1 AC against melee attacks.
long rest.
Electrical Travel: This character can
Anaerobic: The character does not require
transform into electricity and travel along
oxygen and breathes neither air or water.
functional electrical currents.
Anomalous Form: Roll 1d4 to determine what
Elemental Energy Ray: Every 6 rounds, this
body part is oversized.
mutation grants the ability to emit a blast of
(1.) Head [+1 INT modifier] elemental energy from the user’s hands for 1d8
damage. Save vs. Element for half-damage.
(2.) Arms [+1 STR modifier] Roll 1d6 to determine type:

(3.) Legs [2x movement rate] (1-2.) Heat

(4.) Torso [+1 CON modifier] (3-4.) Cold

Banshee Shriek: A natural, instant paralyzing (5-6.) Electrical


attack, usable once a day. Enemies must make a

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Energy Retaining Cell Structure: Once a (5.) Reptile: Heal 1d4 HP per level per day
day, the character’s stored body energy can (8 hours) in sunlight. Unarmored AC of 12
emit an electrical blast in a 20’ radius for 3d6 and a 1d4 bite attack.
damage. Save vs. Element for half-damage.
(6.) Fish: Can breathe underwater. -1 HP
Epidermal Photosynthesis: Heal 1d4 HP per per day not immersed in water for at least 1
level for every 8 hours in natural sunlight. turn.

Epidermal Poison: Upon touch, the enemy Gigantism: Roll 1d4 to determine height and
must save vs. Poison or suffer 1d8 damage. melee damage modifier. Characters have a -4 to
attack a creature 4’ or smaller and their base
Force Field: This mutation allows the movement rate is that of a heavily encumbered
character to create an invisible field of energy human.
that is difficult to penetrate. The force screen is
close to the character’s body, extending only a (1.) 9’ [+1 melee damage modifier]
few inches from the skin. It is capable of taking
2d6 + character level damage before it (2.) 12’ [+2 melee damage modifier]
collapses. This power may only be used once
per day. (3.) 18’ [+3 melee damage modifier]

Frog Tongue: The character has a sticky (4.) 24’ [+4 melee damage modifier]
tongue, which it can extend out of its mouth
Heightened Sense: One or more senses is very
about twice its own height, and wrap around
acute, allowing the character to sense things
objects or drag them into its mouth.
others may not. Roll 1d4 to determine:
Genetic Hybrid: The character is half…
(1.) Vision: Allows the character to see
something. Roll 1d6 to determine:
objects as far as a mile away. +2 Ranged
(1.) Plant: Heal 1d4 HP per level per day (8 Attack bonus.
hours) spent in sunlight. -2 to saves against
(2) Hearing: May distinguish even the
fire-based attacks.
quietest sounds at a range of 180’. This also
(2.) Mammal: Natural 1d6 claw and bite allows the character to pick out sounds from
attacks. a jumble of noises. Grants a 1-in-6 Surprise
chance.
(3.) Bird: Wingless. +1 Ranged Attack
bonus. Unarmed 1d4 talon attack. (3) Smell: A character with this mutation
can pick up scents at 180’ and tell the
(4.) Insect: 1d10 venom attack, once per difference between various smells even if
day, dealing 2d8 damage. Enemies of lesser some seem overwhelming to others.
HD must save vs. Poison or die. Creatures upwind can never successfully
surprise the player.

(4) Touch: This increased sense grants


+40% to the Tinkering skill.

22
Hopping Legs: The character has grasshopper- Light Aura: The character constantly emits a
like legs that allow them to jump a height of glowing aura from it’s body capable of
30’, or long-jump a distance of 90’. illuminating a 30’ radius.

Increased Balance: +1 DEX modifier and Mental Phantasm: With this power, the
+60% to the Acrobatics skill when balancing. character is capable of creating a realistic,
illusory environment in the mind of another
Increased Physical Attribute: Roll 1d6 to conscious creature, akin to a vivid dream. These
determine: visions are realistic to all senses but touch: Once
the target tries to make physical contact with
(1-2.) STR: +2 STR modifier. any element of the phantasm it dissolves into
reality. Enemies may save vs. Impairment to
(3-4.) DEX: +2 DEX modifier.
avoid these effects.
(5-6.) CON: +2 CON modifier.
Metamorphosis: Choose another creature from
Intellectual Affinity: Thanks to advanced a bestiary that the character can transform into.
thinking capabilities, the character gains one of They don’t gain any abilities of the creature,
the following abilities (roll 1d6): just the physical appearance and natural
abilities (such as claws or sharp teeth). This
(1-2.) Martial Affinity: Additional +1 base change (in either direction) takes 2 full rounds
attack bonus and +1d4 melee damage. before it is complete.

(3-4.) Technology Affinity: Grants +60% to Natural Armor: The character is covered in a
the Tech skill. thick hide, scale, shell or other form of natural
protection. Unarmored AC of 14.
(5-6.) Social Affinity: +2 CHA modifier to
all Barter, Reaction and Retainer rolls. Neural Telekinesis: With this mutation, the
character can lift or move INT x 10 lbs. using
Killing Sphere: Once a day, this powerful only the power of their mind. This ability does
mutation allows an uninterrupted character to not extend to lifting themselves. Using this
generate a 30’ radius sphere of deadly mental power requires uninterrupted concentration,
energy centered on themself. Within this sphere thus takes effect the following round. This
of energy, all creatures except the character ability has a range of 50’ and can only be used
(friend or foe) have their HP reduced to 1 point, to hold things for roughly 30 seconds (5
and must save vs. Impairment or be knocked rounds) before the character becomes tired and
unconscious for 1d8+1 rounds. This power takes must set the object down. The character must
effect on the following round and can be rest for 6 rounds before using the power again.
interrupted by attacks. After using this Any use of this mutation on another creature
mutation, the character is exhausted from the can be avoided with a save vs. Impairment.
force of the mental exertion and falls
unconscious for 1d6 hours. Night Vision: Ability to see 120’ in pitch black
darkness.

23
Optic Emissions: Roll 1d4 to determine which (6.) Radiation
form this takes:
Regenerative Capability: Heal 1d4 HP per
(1-2.) Project a flash of very bright light level every 8 hours.
from the eyes, blinding an opponent within
30’ for 1d4 rounds. Save vs. Impairment. Skill Boost: Once per day the character is
This blindness causes the enemy a penalty capable of concentrating their mental energy to
of -6 to attack. Recharges every 6 rounds. such a degree that one of their skills is doubled
(to a maximum of 99%) for 1d10 consecutive
(3-4.) Once a day, you can discharge a burst rounds, or they gain +1 to attack rolls for 1d10
of radiation from the eyes up to 30’ for 2d6 rounds. The player may choose either of these
damage. Save vs. Radiation for half damage. options each time the mutation is used.

Pockets: You have a marsupial pouch on your Sound Mimicry: The character can closely
body. Doubles the first item capacity maximum mimic any sound it hears.
(based off STR modifier) before light
encumbrance takes effect. Spiny Growths: Unarmored AC of 13 and a
natural 1d6 melee attack.
Prehensile Tail: The character has a monkey-
like tail. Receive a +1 DEX modifier and the Stunning Blast: This character may emit a
ability to hold simple items (torches, psychic blast that stuns all sentient creatures
flashlights, etc.) or hang from places free- within 90’. Enemies must save vs. Impairment
handed. or be stunned for 1d6 rounds.

Psionic Flight: The character may fly through Teleportation: This ability allows the
the air with a height of up to INT x 10’ at character to disappear from one location and
double movement rates. Any encumbrance will appear in a location up to 1 mile per level
hinder the movement as usual. distant without physically crossing the
intervening space. If the character has never
Quickness: +3 to initiative rolls and double been to the location they are teleporting to, or
normal movement rates. are only vaguely familiar with it, they have a
25% chance of suffering 10d6 damage upon
Redundant Organs: +1 CON modifier. +4 to arrival as they teleport into a space occupied by
saves vs. Poison. another object, or misjudge some aspect of the
location. If they are intimately familiar with the
Reflective Epidermis: The character’s skin destination, or have spent 2d4 hours conjuring
has manifested full damage resistance to certain an image of the location in their mind, they can
effects. Roll 1d6 to determine: teleport safely. Likewise, a character
teleporting with another living creature has a
(1-2.) Heat/Fire
50% chance of crossing cell structure in the
(3-4.) Cold/Ice process and becoming conjoined.

(5.) Electricity

24
Thermal Vision: Ability to see heat sources
(warm blooded creatures, boiling water, etc.) up
DETRIMENTAL
to 60’ away. Reduced 1-in-6 chance to be
Surprised.
Albinism: -2 to attacking while in sunlight.
Two-Headed: Reduced 1-in-6 chance to be
surprised. +1 INT modifier. Bizarre Appearance: The character has an
abnormality in their appearance, such as
Vampiric Field: This mutation grants the unnatural skin and hair color, scales, epidural
ability to absorb the HP from all creatures, slime, or other cosmetic oddities. -2 to all
friend or foe, within a radius equal to 30’+INT. Retainer and Reaction rolls with non-Sullied
This power instantly absorbs 1d4 HP per NPCs (per Referee discretion).
uninterrupted round from all creatures in the
radius, and these absorbed points go into a Congenital Analgesia: The character cannot
temporary HP ‘reserve’. All damage is taken feel nor comprehend the severity of damage
from these reserved points until they are gone; that ails them and are ignorant to their HP
after this point their regular HP begins to be status (Referee keeps an ongoing tab).
affected. Temporary HP disappears after a day.
Deaf: The character is fully unable to hear and
Wing Growth: Ability to fly a maximum height can only communicate via hand gestures.
of 30’ for a duration of 1 turn per level at
Emotionless: This character does not feel
regular movement rates. Any encumbrance will
extremes of emotion such as not anger, despair,
hinder the movement as per usual. Roll 1d4 to
fear, nor joy.
determine their appearance:
Epidermal Susceptibility: Your flesh is
(1.) Insect
translucent and paper thin. All elemental
(2.) Bat effects such as heat or cold do +1d6 more
damage, whether immediate or ongoing.
(3.) Bird
Foetid Smell: Your body emits a powerful
(4.) Pterosaur odor, completely destroying any ability to
sneak around any creature with olfactory
senses.

Headless: The character has no head. Its face


is located on its chest or some other part of its
body.

Hemophiliac: If injured at all, the character


excessively bleeds. They lose -1 HP per hour
unless properly healed by a medkit or physician.

Homunculus: The character is 1d3+1 feet tall


and has a -1 penalty to all melee damage.

25
Increased Caloric Need: The character’s Radioactive: This character is immune to
appetite is ceaseless and requires more food than radiation, however it’s own flesh and organs are
most to remain sated and healthy. Requires naturally radioactive to most other creatures.
double the amount of rations needed to stave off Once per day, all party members must save vs.
starvation. Any starvation effects are doubled. Radiation or take 1d4 HP damage.

Irrational Phobia: The character has a fear of Reverse Pedalism: If the character is normally
some creature or object. Whenever they come bipedal, it becomes a quadruped. If the mutant
face to face with the object of their fear, they is normally quadrupedal, it becomes a biped.
flee immediately, throwing anything in hand at Neither result affects the characters movement
it in an effort to distract or harm. They will flee rate, but human-fitted clothing and armor no
in the opposite direction at full movement for longer fit.
1d4 rounds. Roll 1d4 to determine, and flesh
out details: Severe Ocular Impairment: This condition
makes it nearly impossible for the character to
(1.) Working high-tech (robots, computers, discern objects more than 50’ away. Objects
lasers, etc). within this range are visible, but blurred.
Characters with this mutation receive a -4 to
(2.) Specific vehicles (school bus, garbage their base attack bonus and a -20% penalty
truck, etc). when using the Search skill.

(3.) Insects (natural or monstrous). Slow: The character moves at a sloth-like


speed: all movement rates are halved.
(4.) Natural element such as fire, water,
snow or lightning. Susceptibility: Poisons, toxins, and disease
affect the character unnaturally quick. All
Morbid Obesity: Their body is naturally fat; failed saves vs. Poison result in immediate
grotesquely so. -4 initiative and the base death, regardless of the original effects.
movement rate of a heavily encumbered person.
Weak Minded: The character’s Intelligence is
Pain Sensitivity: If injured in combat, the reduced to 3 and can neither read, write, nor
character is stunned the following round as speak beyond simple words and phrases.
their body violently reacts to the damage. Save
vs. Impairment to avoid.

Physical Frailty: If unarmored or clad only in


light armor, any attack against the character
rolls an additional +1d4 damage

Prey Scent: A pheromone they naturally emit


attracts predators. Double the rate of random
encounters.

26
SKILLS

27
All character skills begin with a base 20% Search: WIS – Find hidden traps and doors,
chance of success, unless otherwise noted by architectural slopes and passages, or general
their class or mutation. investigation and spotting. Each attempt takes
one full turn. This check is always rolled
✗ Players then add the appropriate modifier discretely by the Referee.
to relevant skills. Each modifier adds or
subtracts 5% (i.e.: a +2 adds 10%, a -3 Sleight of Hand: DEX – Pick-pocketing,
subtracts 15%). concealing small objects, and other delicate
tasks. Each NPC level above the character’s
✗ Adepts then add their beginning skill adds a -5% penalty to a pick-pocket attempt.
points to whatever skills they choose.
Stealth: DEX – Hiding and moving silently.
✗ No skill may exceed 99%. A successful attempt may grant the ability to
perform a sneak attack. This check is always
Success is determined by rolling 1d100 equal-to rolled discretely by the Referee.
or under the skill in question. Should a skill be
reduced to 0% or less due to encumbrance Tech: INT – Hacking and repairing advanced
penalties or injury, success can only be achieved technology, such as laser rifles, electronics and
on a roll of 100%. computers. Repairs require a tool kit.

Acrobatics: DEX – Difficult feats of Tinkering: DEX – Lockpicking, safecracking,


balancing, climbing, tumbling and jumping. disarming traps and repairing basic mechanics,
Characters above light encumbrance incur such as guns and motors. Typically requires
-20% penalties per additional encumbrance lockpicks or a multitool/tool kit.
point.

Bushcraft: WIS – Animal handling, foraging, NOTES


tracking, hunting and general outdoor survival. Player skill, cunning and narration should
always take precedent over a dice roll and
Language: INT – Deciphering script, forgery checks should never be made for mundane,
and linguistic fluency. Characters begin with simple activities.
Common + Intelligence Modifier number of A player describing the suitably cogent steps
known languages. they take to find or disable a trap, uncover a
secret hatch, or hide among ruins from an
Medicine: WIS – The healing arts. Typically enemy will typically succeed. No check is
requires a medkit. A successful attempt heals necessary.
the patient 1d4 x healing character’s level. One For example: A player describes their
medkit provides enough bandaging and character rolling an aluminum can down a
medicine to heal a single patient. Antitoxins do slope to see if anything impedes it below. The
not require a roll to use. lightweight can comes to rest against a
tripwire 30’ down, revealing the trap to all
present without a dice roll.

28
29
Adventuring

30
Chases DOORS
On Foot: One side can always flee if its Various doors in the wastes have degrees of
movement rate (based on the slowest character) difficulty when attempting to force them open.
is higher than the enemies and if combat has not Characters add their Strength modifier to these
begun. Chase is only possible if the pursuing rolls, with no modifier reducing it past 1.
side’s movement rate is greater than or equal to
the fleeing side’s. ✗ Stuck Doors: Are forced opened on a 2-
First, the initial distance between each side is in-6 chance. This will create noise.
determined by rolling 3d6 x 10’. Time in a
chase is measured in rounds, with each side ✗ Locked Doors: Can sometimes be bashed
assumed to be running at maximum speed. Most open on a roll of 1-in-10 (Referee’s
enemies will not continue pursuit if the discretion). This will create a loud noise!
characters manage to get out of their range of
vision. Fires, caltrops and other obstacles can ✗ Metal Bars: Can often be bent apart on a
often slow or stop a pursuit. roll of 1-in-20.

Vehicular: When two vehicles encounter one Players may often choose to listen behind a
another, one side may choose to run away. First, closed door for noises, such as voices or
the initial distance between each side is footsteps. The Search skill should be rolled by
determined by rolling 2d4 x 100 yards. Success the Referee in this instance.
relies on the difference between the two groups’
vehicular speed. If the roll to escape succeeds,
the pursuers cannot attempt to catch up with
EXPERIENCE
the fleeing side until the next day (and then Characters receive experience points (XP) from
only if a random encounter roll dictates it). If the following:
the roll to escape fails, the distance between the
two sides will decrease by the pursuer’s ✗ Rare artifacts, treasure, unique weapons
maximum movement rate each round (or a and highly valuable items recovered
minimum of 30 yards per round, if the enemy is adventuring.
slower).
✗ Surviving combat.
Vehicle Speed Chance of Escape
✗ §crap and treasure seized from enemies.
Faster than enemy 80%
Up to 30 mph slower 50% ✗ Rewards.

Up to 60 mph slower 40% Combat must be against legitimate threats.


Up to 90 mph slower 30% Maiming villagers and wanderers is murder, not
battle. An enemy must be brought to 0 HP, lose
Up to 120 mph slower 20% a Morale check, or surrender in order to count
> than 120 mph slower 10% as having been defeated.

31
Hit Dice XP Falling damage
< than 1 5 Characters suffer 1d4 damage on a 10’ fall. Any
additional damage is 1d6 per 10’ fallen.
1 10
2 25
food and water
3 50
A character must eat at least one ration per day
4 75 and drink water every day or suffer ill effects.
For every 24 hours that a character goes
5 100
without food, the character must roll under
6 250 their Constitution, or one Constitution point is
7 500 lost. For every 24 hours that a character goes
without water, their Constitution drops by half
8 750 unless they make a successful roll-under check.
9-10 1,000 After three such failed saves due to a lack of
water, the character will be dead. Constitution
11+ 1,500 losses due to dehydration or starvation recover
at twice the usual rate with rest and proper
Value and treasure are of course subjective and nourishment. Irradiated water may be ingested
the Referee is the final say in what items for hydration, but characters will be subject to
constitute XP gain. immediate Radiation damage.

The following will gain the characters wealth,


but they do not count for XP purposes: Getting lost
Characters can follow mapped trails, roads, and
✗ Selling common wares and junk. other well-known areas without fear of
becoming lost. However, when traveling
✗ Theft of goods from merchants, vendors through uncharted areas, it’s easy to lose one’s
and citizens of the wastes. way. At the start of each day of travel, the
Referee rolls to determine if the group loses
Typically, treasure is calculated for XP only direction. The probability depends on the
after it has been returned to a secure location. terrain being traveled:
Kinder Referees may allow immediate XP gain.
One §crap in treasure value is worth 1 Terrain Type
experience point.
Jungles, Mountains, Swamps 50%
Experience is divided equally between all
surviving party members involved in an Deserts, Forests, Hills, Ruins 30%
adventure.
Clear, Plains, Trails 15%

32
If the roll indicates that the party is lost, the other sources can be found in ruins on a regular
Referee then randomly decides which direction roll.
(aside from their intended one) that they are Hunting and scavenging are possible in
actually traveling in. It may take hours for a irradiated areas, but the food and water will of
lost party to realize that they are moving in the course be tainted with radiation.
wrong direction. Once realized, a successful
Bushcraft roll can put the party back on track.
Light and vision:
Places with no light require most characters to
HUNTING AND SCAVENGING carry light sources in order to see. Torches and
Characters may be able to find food and water lanterns emit light in a 30' radius. Candles emit
during their journeys. To find food in the light in a 10' radius. Lanterns use flasks of oil as
wasteland, the character must roll against their fuel; a lantern can burn continuously on 1 flask
Bushcraft skill, with terrain modifying the skill of oil for 24 turns. Torches burn continuously
as follows: for 6 turns before burning out. Candles will
burn for 12 turns. Flashlights emit light 30’
Terrain Chance conically and can stay on for up to 24 turns
before needing new batteries. Characters that
Ruins +20% carry a light source are unable to sneak up on
Mountain Normal opponents, as the light gives them away ahead
of time.
Forest +40%
Desert -20%
MEDICINE
Jungle +40% A character with a medkit may attempt to heal
Swamp Normal an injured ally on a successful Medicine roll.
Only a single attempt may be made on an
individual by the Medic per day.
Hunting takes time, and the distance traveled
A poisoned or irradiated character may be
during a day where successful hunting occurs is
cured freely with an antitoxin.
lessened by 1d4 × 25%. Unsuccessful hunting or
scavenging takes all day. Success means that
✗ Antitoxin: Stops the ongoing effect of
1d4 days’ worth of meals for a single person
the poison or radiation without healing
have been acquired for the party. 1d6 units of
HP. This takes one full turn out of combat
ammunition are expended in the attempt. If a
and 6 uninterrupted rounds during.
character does not have a proper ranged
weapon, the chance to find food is lowered by
✗ Medkit: A successful roll heals the
20%. If a character has no ranged weapon at
patient 1d4 x healing character’s level in
all, reduce the chance by 40%.
HP. This takes one full turn out of combat
In any non-irradiated desert or mountain
and 6 uninterrupted rounds during.
environment, fresh drinkable water may only be
found if a Bushcraft roll is successfully made
Failed Medicine checks use up a single medkit
with a -40% penalty. Bottled water, wells or
but provide no healing to the injured character.

33
Movement and encumbrance Round Movement
A character’s movement rate is determined by Points Encumbrance Combat Run
how much they are encumbered. Worn items, 0-1 Unencumbered 40’ 120’
such as clothing, jewelry, backpacks, etc., do
not count as items for encumbrance purposes. 2 Light 30’ 90’
Bundled items and most weapons fill a single 3 Heavy 20’ 60’
item slot on the character sheet. Carried sacks
full of stuff count as an oversized item. 100 4 Severe 10’ 30’
§crap counts as one regular item. Each point of 5+ Overencumbered 0’ 0’
encumbrance above 0-1 reduces movement
based skill checks by 20%.
Per-Day Travel Distance
Item Encumbrance Points Encumbrance Miles *
Medium Body Armor * +1 0-1 Unencumbered 24
Heavy Body Armor * +2 2 Light 18
Over Item Capacity ** +1 3 Heavy 12

Over x2 Item Capacity ** +1 4 Severe 6

Over x3 Item Capacity ** +1 5+ Overencumbered 0

Over x3 Item Capacity ** +1


* Characters apply their Constitution modifier
Oversized Item +1 to their per-day travel distance if on foot.

* These add to encumbrance but do not fill an Terrain can affect the daily distance traveled as
item slot on the character sheet. follows:

** Based on the Strength modifier (see Terrain Type


Character Creation).
Jungles, Mountains, Swamps x 1/3

Movement Rate Deserts, Forests, Hills, Ruins x 1/2

Points Encumbrance Exploration Clear, Plains, Trails x 2/3

0-1 Unencumbered 120’ Roads x1

2 Light 90’
Characters can choose to perform a forced
3 Heavy 60’ march, traveling 12 hours per day. If this is
4 Severe 30’ done, an additional 50% to the distance
traveled is achieved. Each day of forced march
5+ Overencumbered 0’ performed after the first inflicts 1d4 damage on
the characters.

34
Poison and disease 2d6 Reaction Outcome
There are a variety of ways that a character can 2 Hostile
become poisoned or diseased. When exposed to
3-5 Unfriendly
either, the character must make a saving throw
vs. Poison or suffer its effect. 6-9 Indifferent
Typical effects include instant death, the loss 10-11 Talkative
of Hit Points (often ongoing), or even the
reduction of one or more ability scores. 12 Helpful

radiation Recovery AND DEATH


Can strike via glowstorms, ingesting dirty Injured characters who have at least half of
water, special powers and more. After each full their HP remaining recover 1 HP after a
turn of radiation exposure (or immediately, if peaceful night’s rest. Taking a watch shift does
ingested), characters must save vs. Radiation or not prevent recovery unless something dire
suffer damage based on the Rad Level and happens. Injured characters who have at least
acquire radiation sickness: an ongoing 1d6 HP half of their HP remaining can also recover an
damage and -1 STR per day until healed. additional 1d4 HP by resting a full day. To
Any character who survives and recovers from count as a full day of rest, a character cannot
radiation sickness is subject to a 20% chance to engage in any strenuous activity, including
develop a random mutation in 1d6 days. travel, combat, running, scavenging, hunting,
or foraging. The character must have adequate
Rad Level Dam Save Effect food and water.
Characters who have less than half of their
1 1d6 ½ Damage, no sickness HP remaining recover nothing from a night’s
2 2d6 ½ Damage, no sickness rest, and recover only 1 HP by resting a full
day. A character at zero or fewer HP will wake
3 3d6 ½ Damage, no sickness
up after 1d6 hours. The character will not be
4 4d6 ½ Damage, no sickness able to carry any equipment or stand up, but can
communicate and crawl at a movement rate of
5 5d6 ½ Damage, no sickness
10'. If the character rests the entire day in a safe
environment, then an additional 1 HP is
rEACTIONS recovered.
Characters who have suffered ability score
In most instances, NPCs’ reactions will be losses adjust any HP or bonuses accordingly.
obvious based on the circumstance. When in Non-ongoing ability score losses recover at a
doubt, roll 2d6 + Charisma modifiers and rate of one point per day of rest.
consult the following table. A player character reduced to 0 HP is
This table can also be used in any situation rendered unconscious. At -1 they begin bleeding
where someone is attempting to convince an out and will die in 1d10 rounds unless healed. At
NPC as to a course of action via bribery, -2 they bleed out in 1d6 rounds unless healed.
bluffing, intimidation, or persuasion. At -3 HP the character is dead.

35
rETAINERS 2d6 Offer Outcome
Retainers are NPCs that are hired by characters 2 Refused *
for extra help during an adventure. Each
3-5 Refused
character is limited to a number of retainers
indicated by the character’s Charisma score. 6-8 Indifferent
Retainers are not mindless slaves and, although 9-11 Accepted
they will usually share the party’s risks, they
will not willingly act as expendable meatbags in 12 Accepted **
combat. If abused in any way, retainers will
typically warn others in settlements of this and * The potential retainer is so offended by the
the characters will soon find it difficult to hire offer they spread vitriolic rumors nearby,
others. resulting in a -1 to any future reaction rolls to
the character in that settlement.
✗ Locating: Retainers can usually be found
** The retainer is overjoyed to join the party
in the many settlements dotting the
and his Morale is increased by 1.
wastes.
✗ Class and Level: Retainers can be of any
✗ Hiring: Retainers are recruited through class, but must be of equal or lower level
negotiation. The characters should to the character who hired them.
explain what the job entails and the rates
of pay. The hiring character typically
✗ Morale: Retainers have a Morale rating,
pays for the retainer’s daily upkeep
determined by the hiring character’s
(rations and shelter) and for any new
Charisma. This rating may be adjusted at
equipment the retainer will require for the
the Referee’s discretion depending on the
adventure.
kindness or cruelty of the party. To make
a Morale check, the Referee rolls 2d6 +
✗ Reactions: After an offer is made, the
modifiers. If the result is lower than or
Referee rolls 2d6 to decide the potential
equal to the retainer’s Morale rating, the
retainer’s reaction. The roll is modified by
roll has succeeded.
the hiring character’s Charisma and the
Referee may apply a bonus or penalty,
depending on the lucrativeness of the deal. ✗ Experience: Retainers acquire experience
in the same way player characters do, may
advance in level, and are affected by the
same class rules. Because retainers are
simple helping hands and not directly
solving problems, they suffer a penalty of
-50% to XP.

36
Saving Throws SWIMMING
To make a save, roll 1d20 + any bonuses equal- Characters move at half their normal movement
to or over the character’s saving throw number. rate when swimming, and depending on their
Successful saves typically negate effects or halve encumbrance, suffer varying risk of drowning.
the physical damage taken from them.
Encumbrance Risk of Drowning
✗ Area: Large area effects involving
harmful gasses, clouds, or explosions. Unencumbered 0%
Light 10%
✗ Element: Effects caused by fire, ice and
Heavy 80%
electrical damage.
Severe 90%
✗ Impairment: Physical immobility,
Overencumbered 100%
blindness, or mental effects such as mind
control.
Water conditions may positively or negatively
✗ Poison: Effects from toxins, disease, adjust these chances as the Referee sees fit.
venom and poison. Drowning characters may attempt to roll a
Strength check (1d20 equal-to or under their
✗ Radiation: Damage caused by radiation. ability score) to overcome the water’s pull and
survive.

Sleep and rest


A character must sleep at least four hours per
Time
twenty-four hour period in order to function One round is 6 seconds. Rounds are typically
properly. Otherwise, the character suffers a –1 used during combat encounters.
penalty to all rolls (10% penalty for 1d100 A full turn is 10 minutes (60 rounds).
percentile rolls) until the situation is rectified. Character actions that take one turn include
If the character goes on without adequate sleep, searching for secret doors or traps in a small
there is a cumulative –1/10% penalty for each area or moving up to the party’s full movement
additional day that passes. rate.

✗ While ruin-running, characters must rest


for one turn once every 2 hours (12 turns).

✗ After a forced march, the party must rest


for a full day.

If characters press on without resting, they


suffer a penalty of -1 to hit and damage rolls
until they have rested for the required length of
time.

37
TRAPS Water MPH * AC HP
Characters can search for traps via clever Raft ** 8 8
actions or by making a successful Search check.
Canoe 3 10 10
This attempt is always rolled discretely by the
Referee. Boat 90 14 40
Traps are triggered by specific actions, such as Ship 30 18 60
stepping on pressure plates or snagging
tripwires. Activated traps that do not apply to
any saving throw category, such as swinging * Water conditions may positively or negatively
blades, pit-traps or spring-guns can be adjust these speeds as the Referee sees fit.
successfully avoided with a Dexterity check
(1d20 equal-to or under their ability score). * Varies on water current. Roll 1d4+1 x 10 to
generate a random speed if needed.

Vehicles
With the lack of oil refineries, mechanical
tune-ups and the ravages of time, functional
gasoline based vehicles are rare in the wastes.

Land MPH AC HP
Motorcycle 180 12 20
Car 150 13 40
Truck/Van 90 15 45
Bus 60 16 60
Semi 90 18 50

Air MPH AC HP
Air Balloon * 10 10
Gyrocopter 90 12 30
Helicopter 150 15 40
Plane 300 16 60

* Varies on wind speed. Roll 1d6+1 x 10 to


generate a random speed if needed.

38
39
COMBAT

40
COMBAT SEQUENCE ROUND OPTIONS

1. Characters who wish to perform a retreat


from melee combat must declare it. Any
Aim:
mutation effects that take one round or more to Ranged and firearm weapons only. Takes a full
occur must be declared. uninterrupted round and applies +4 to hit
during the following round.
2. Initiative: All player characters roll 1d6 (plus
any modifiers) for initiative individually, and Attack
the Referee rolls initiative once for each type of
Players roll a d20 + modifiers equal to or over
enemy they are facing in combat. Begin in
the enemy AC.
descending order. If there are ties, then all tied
Only Wastelanders receive the +4 Parry
combatants act simultaneously.
option, Press Attack (+2 to hit, -4 AC),
Defensive Attack (+2 AC, -4 to hit) and combat
3. The winner of initiative acts first:
Feat options. Armor Class adjustments remain
in effect until the character’s action in the
✗ The Referee may check Morale for
following round.
enemies.
If a character is not holding the weapon they
want to use, they can drop what is in hand and
✗ Movements are made.
draw a weapon (assuming the weapon is in an
accessible place). There is a –2 penalty to hit
✗ Ranged attacks are made, accounting for
during the round that this happens.
DEX modifiers, cover, range, and other
adjustments.
move
✗ Melee combat and other actions occur; A character can move up to ⅓rd of their normal
attacks are made, accounting for Strength movement rate every round, and can also attack
modifiers or mutations. during this round if there is an enemy within
that distance.
4. Other characters act through step 3, in order
of initiative.
parry
5. When all sides of a conflict have acted, the Characters can defend themselves in melee
round is over. If the combat has not come to an combat at the expense of all other activity. No
end, the sequence begins again at step 1. other action is allowed during a round in which
a character parries, although the player is free to
decide that their character is parrying at any
point during the round, even out of initiative
sequence, provided that the character has not
yet acted. This gives a +2 AC bonus for the
round, or a +4 bonus for Wastelanders.

41
Referees may decide to check to see if a random
Use an item character is hit in the dark when a character
If an item is in a character’s hands, or available fires wildly into occupied dark space.
on their belt, the character can use it at will. If
the item is in a pouch, the item will take 2
rounds to prep (including the first round). If the DUAL WIELDING
item is in a sack or backpack, it will take 2d6 Dual wielding small or medium sized weapons
rounds. During this time, the character can be imparts a -2 attack penalty to the main hand
attacked as if from behind. and -5 to the off hand. Firearms larger than
pistols or submachine guns cannot be dual-
wielded.
OTHER ISSUES
Enemy Saves
Cover Unless otherwise noted, enemy saves are treated
Is protection behind something that can block as a Wastelander of equal level in HD.
incoming attacks, such as a wall or vehicle.
Cover bonuses are as follows: Feats
Are unconventional acts of precision or
Cover AC Bonus ingenuity during combat, typically combining
25% +2 an attack and endeavor: Disarming, called
shots, tripping, etc.
50% +4
Wastelanders alone may roll a Feat Die along
75% +7 with their regular attack. This die gradually
increases as the character levels.
90% +10
Whether the feat suggested by a player is
reasonable or even possible is per the Referee’s
Critical Hits and fumbles discretion.
An attack roll of a natural 20 constitutes a
✗ If the attack roll is successful and the Feat
critical hit and deals double damage. Optionally,
Die rolls a 5 or higher, the feat is a success
Referees may choose to roll on the Critical Hit
and damage is dealt.
chart located in the Tables section. A roll of a
natural 1 is a fumble and automatically misses.
✗ A successful d20 attack with a Feat Die
roll under 5 is a failure in plan, though
Darkness weapon damage is dealt as per usual.
Characters fighting opponents that they cannot
see suffer a –6 penalty to hit in melee and all ✗ A failed attack, regardless of the Feat
attacks against them by the unseen party are Die’s roll, is a complete failure in
considered to be from behind (if the unseen execution.
party is able to see). Ranged attacks against
unseen targets automatically miss, although

42
Level Feat Die NPC DISTANCE
1-3 d6 Unless otherwise noted, combat encounter
distance begins 3d6 × 10' apart when on foot. In
4-6 d8
environments with limited visibility (such as
7-9 d10 underground tunnels or bunkers), the maximum
10-12 d12 encounter distance will be the closest
character’s visibility distance.
13+ d20

SHIELD SPLINTER
HELPLESS OPPONENTS Players may opt to negate all damage from a
Defined as those sleeping, bound, etc., are single attack by having their shield irreparably
automatically hit for maximum damage by destroyed. The change in AC is immediate.
anyone attacking them with a melee weapon.
Sneak Attacks
MORALE If a character is attacked from behind by an
NPCs and creatures do not always fight to the enemy they are not aware of, they lose all
death; in fact, most will try to avoid death Dexterity and shield modifiers to AC and the
whenever possible. Each NPC, creature, or enemy receives a +4 bonus to hit. Sneak attack
group of the same creatures will include a damage modifiers are as follows:
Morale score between 2 and 12.
To make a Morale check, roll 2d6; if the roll Level / HD Multiplier
is equal to or less than the Morale score, they
are willing to stand and fight. If the roll is 1-3 x2
higher than the score, they have lost their 4-6 x3
nerve. NPCs, creatures, or creature groups with
a Morale score of 12 never fail a Morale check; 7-9 x4
they always fight to the death. 10-12 x5
Morale is checked when an NPC, creature, or
13+ x6
creature group first encounters opposition (and
they do not outnumber their opponents), and
again when they are reduced to half strength
(either by numbers if more than one NPC or
Surprise
monster, or by Hit Points if the NPC is alone). Most characters are surprised on a d6 roll of 1
An NPC that fails a Morale check will or 2. When surprised, they are unable to act for
generally attempt to flee; intelligent monsters one round and enemies can take a free action
or NPCs may attempt to surrender, if the before the initiative sequence.
Referee so desires.

43
Actions Allowed to the Defender: The
Unarmed Combat target of a successful hold is usually immobile
Martial combat, including bare fists and (but not helpless) at least until his or her next
powerful kicks do 1d2 + Strength modifier in action, as determined by initiative. Such
HP damage (to a minimum of 1). characters suffer a penalty of -4 to AC against
opponents other than the attacker.
WRESTLING AND GRAPPLING If the defender is significantly stronger and/or
larger than the attacker, he or she may move at
A wrestling attack requires a successful melee up to 1/2 speed, dragging the attacker along.
attack roll, where success indicates the attacker On the defender's next action, they can try to
has grabbed the opponent. This hold is escape the pin with a saving throw vs.
maintained until the attacker releases it or the Impairment; the defender must apply the better
defender makes a save vs. Impairment, which is of their Strength or Dexterity bonuses (or
attempted at the defender's next action. A penalties) on this roll. If the escape roll
successful wrestling attack causes the attacker succeeds, the defender finishes the action by
to move into the same space as the defender. moving into any space adjacent to the attacker.
After achieving a hold on an opponent, the If more than one attacker has a hold on a
attacker can automatically inflict unarmed particular defender, a successful escape roll
damage (as if striking with a fist). The attacker frees the defender from just one of those
may also attempt to acquire an item the attackers.
opponent is holding (such as a weapon) or
attempt to move the opponent (as described Multiple Opponents: Several combatants may
below). A held character may be voluntarily be involved in a wrestling match. Up to four
released whenever the attacker so desires. combatants may wrestle a single opponent of
The attacker can’t draw or use any weapons or normal size in a given round. Enemies that are
items. smaller than the attacker count for half, while
creatures that are larger count at least double
Moving the Opponent: The attacker can move (as determined by the Referee). Note that, after
up to one-half speed (bringing the defender an opponent is pinned, other attackers benefit
along) with a successful attack roll, if the from the -4 AC penalty applied to the defender.
attacker is strong enough to carry or drag the However, this AC penalty is not cumulative
defender. (that is, each successful attack does not lower
the defender's AC further).
Acquiring an Object: The attacker may
attempt to take an item away from the defender.
This requires an additional attack roll; if the
roll fails, the defender may immediately
attempt an attack roll (even if they have already
attacked this round) which, if successful, results
in the defender pinning the attacker; or, the
defender may choose to escape instead of
reversing the hold.

44
BESTIARY

45
Android: Feral Child:
Armor 16, Movement 120’, 3 Hit Dice, semi- Armor 10, Movement 120', 1 Hit Dice,
auto pistol 2d6, Morale 12. Human-like in boomerang 1d4+1, Morale 9. Feral children
appearance, but often found decaying. Androids hunt in packs of 2d4 and speak a language
are immune to radiation. wholly their own.

Behemoth: Frog Men:


Armor 16, Movement 150', 5 Hit Dice, Armor 13, Movement 120', 2 Hit Dice, trident
warhammer 1d10+2, Morale 11. Behemoths are 1d6 or bite 1d4, Morale 9. Frog Men have the
hulking mutants with a savage nature and little Banshee Shriek and Frog Tongue mutations.
intelligence. Most stand around 14’ tall. Often willing to trade, they value pure water
and odd trinkets over weapons and treasure.
Blood Cultist:
Armor 12, Movement 120', 3 Hit Dice, spear Ghûls:
1d6, Morale 9, has 1 random mutation. Can Armor 13, Movement 120', 3 Hit Dice, bone
drink a fallen enemy’s blood for 1 HP recovery. dagger 1d4+1, Morale 10, has 1d3 random
mutations. Ghûls are savage, nearly mindless
Bounty Hunter: once-men usually found among ruins.
Armor 14, Movement 150', 3 Hit Dice, hunting
knife 1d4+1 or bolt rifle 1d10, Morale 10. Giant Ant:
Armor 14, Movement 60', 2 Hit Dice, bite 1d6,
Morale 11. These insects are four feet long, and
typically encountered alone or in small groups,
unless they are at their nest. A giant ant
formation is utterly destructive: it is miles wide
and dozens of miles long. Anyone caught in
their path must save vs. Area or take 1d100
damage (save halves) for each round that the
person is in their path, or subject to their bites.
Their column moves at 5 miles per hour.

Combat Bot: Giant Rat:


Armor 17, Movement 90’, 3 Hit Dice, assault Armor 12, Movement 90’, 1 Hit Die, bite 1d3,
rifle 3d8, Morale 12. Product of an Old World Morale 9. Typically carries a random disease.
government project. Immune to radiation. Save vs. Poison to negate infection.

Deathwalker: Giant Spider:


Armor 16, Movement 120’, 18 Hit Dice, bite Armor 14, Movement 90', 4 Hit Dice, bite 1d8,
5d6, Morale 11. Dinosaur-like creature. On a Morale 10. A spider as a large as a horse. On a
natural 18 or higher, its victim loses a limb at natural 18 or higher, it injects venom for an
random (roll 1d4) and it immediately devours additional 1d8; save vs. Poison negates.
the arm or leg.

46
Giant Scorpion: Sea Marauder:
Armor 16, Movement 60', 4 Hit Dice, claw Armor 12, Movement 120', 2 Hit Dice, scimitar
1d8, Morale 11. These arthropods are twelve 1d6 or assault rifle 1d8, Morale 9. Pirates of the
feet long and have shiny black exoskeletons. On dead oceans. Prone to violence and savagery,
a natural 18 or higher, they sting for 1d12; save but many are willing to trade for alcohol and
vs. Poison halves damage. fruit.

Glower: Shamblers:
Armor 14, Movement 120', 3 Hit Dice, Armor 12, Movement 160', 2 Hit Dice, bite
irradiated claw 1d6, Morale 11. Highly 1d4+1 or spore blast, Morale 12. Once-men
irradiated and maddened former humans. On a infected with a deadly fungus. Their spore blast
natural 18 or higher, the Glower deals 1d6 creates a cloud of toxic spores in a 20’ radius.
radiation damage and gives the victim radiation Save vs. Area to avoid or take 1 HP damage per
sickness. Save vs. Radiation to avoid. turn until healed with an antitoxin.

Raider: Skraw:
Armor 12, Movement 120', 2 Hit Dice, machete Armor 14, Movement 120’, 4 Hit Dice, bite
1d6 or pistol 1d6, Morale 9. 1d6, Morale 10. A demonic, pterosaur-like
creature with a 9’ wingspan. On a natural 18 or
Raider Kamikaze: higher, the skraw dive-bombs its target for 1d4
Armor 10, Movement 120', 1 Hit Dice, grenade damage, and the victim must roll a Dexterity
belt 2d10, Morale 10. check or be knocked down and automatically
get last initiative during the following combat
Raider Sharpshooter: round.
Armor 13, Movement 120', 2 Hit Dice, sniper
rifle 1d12, Morale 10. Wild Dog:
Armor 10, Movement 60’, 1 Hit Die, bite 1d6,
Raider Warlord: Morale 10. These dogs are are social animals
Armor 15, Movement 150', 5 Hit Dice, battle that work in packs of one or two dozen.
axe 1d8+1 or submachine gun 3d6, Morale 11.

Scale Shifter:
Armor 13, Movement 120', 3 Hit Dice, shortbow
NOTES
1d6 or bite 1d4, Morale 11. Scale Shifters have Enemies use a d8 for their Hit Dice unless
the Chameleon Skin mutation. otherwise noted. The number of Hit Die used
by an enemy indicates its Base Attack Bonus.

47
TABLES

48
CRITICAL HITS
1d100 Effect Slicing Bashing Piercing

1-30 Hard Hit 2x Damage. 2x Damage. 2x Damage .

31-40 Powerful Hit 2x Damage – Broken shield. 2x Damage – Broken shield. 2x Damage – Save vs. Impairment or fall .

41-65 Massive Hit 3x Damage. 3x Damage. 3x Damage.

66-69 Violent Hit 3x Damage – Broken shield. 3x Damage – Broken shield. 3x Damage – Save vs. Impairment or fall.

70 Hand Slashed open. -1 attacks. Slashed open. -1 attacks. Punctured muscle. -1 attacks.

71 Hand Lose a finger. Lose a finger. Punctured muscle. -1 attacks.

72 Hand Lose 1d4 fingers. Lose 1d4 fingers. Muscle pierced. Useless hand.

73 Foot Slashed open. ½ movement. Slashed open. ½ movement. Punctured muscle. ½ movement.

74 Foot Lose 1d3 toes. ½ movement. Lose 1d3 toes. ½ movement. Punctured muscle. ½ movement.

75 Leg Removed at ankle. Opponent falls. Removed at ankle. Opponent falls. Punctured. Save vs. Impairment or fall.

76 Leg Slashed open. ½ movement. Broken. ½ movement. Punctured muscle. ¼ movement.

77 Leg Removed at knee. Opponent falls. Crushed knee. Opponent falls. Split knee. Opponent falls. ½ movement.

78 Leg Removed below hip. Opponent falls. Crushed hip. Opponent falls. Split knee. Opponent falls. ¼ movement.

79 Arm Removed below wrist. Smashed wrist. Pierced wrist. –1 to combat.

80 Arm Removed below elbow. Crushed elbow. Torn shoulder. –1 to combat.

81 Arm Removed below shoulder. Crushed shoulder. Torn shoulder. Incapacitated.

82 Abdominal Gutted. Save vs. Impairment or fall. Gut Crush. Save vs. Impairment or fall Punctured guts, roll STR check or fall.

83 Abdominal Gutted. Stunned 1 round. Crushed Guts. Stunned 1 round. Deep wound. Save or die.

84 Chest/Neck Gutted. Save or die. Crushed Guts. Save or die. Lung pierced, –1 to combat.

85 Chest/Neck Lung slashed. -1 attacks. Lung collapsed. -2 attacks, ½ movement. Lung pierced, stunned 1 round.

86 Chest/Neck Rib hacked. Stunned 1 round. Ribs shattered. Stunned 2 rounds. Lung pierced, stunned 1 round.

87 Chest/Neck Chest slashed open. -2 attacks. Chest bashed in. -2 attacks. Chest pierced. Incapacitated.

88 Chest/Neck Chest slashed. Save or die. Chest caved in. Save or die. Heart pierced. Instant death.

89 Chest/Neck Throat slashed. Cannot speak. Throat smashed in. Cannot talk. Heart pierced. Instant death.

90 Chest/Neck Throat slashed. Save or die. Windpipe crushed. Save or die. Throat pierced. Cannot speak.

91 Chest/Neck Throat slashed. Instant death. Windpipe crushed. Instant death. Throat pierced. Death in 1d4 rounds.

92 Head Eye removed. Stunned 1 round. Skull hit. Stunned 1 round. Throat pierced. Death in 1 round.

93 Head Eye removed. -1 attacks. Skull hit. -1d3 INT. Throat pierced. Instant death.

94 Head Eye removed. -2 attacks. Skull hit. -1d6 INT Eye removed. -1 attacks.

95 Head Ear removed. Eye pulped. -1 attacks. Eye removed. -2 attacks.

96 Head Ear and helmet removed. -1 AC Ear and helmet removed. -1 AC. Eye pierced fully. Death in 1d6 rounds.

97 Head 1d6 teeth and nose shattered. 1d6 teeth and nose shattered. Skull hit. -1d4 INT.

98 Head 1d10 teeth and nose shattered. 90% of teeth and nose shattered. Skull hit. -1d6 INT.

99 Head Decapitation. Instant death. Brain damage. Death in 1d6 rounds. Skull pierced. Instant death.

00 Head Cleaved in two. Instant death. Head caved in. Instant death. Skull pierced. Instant death.

49
DRUGS AND CHEMS
1d6 Type Effect
1 Berserk ½ Damage taken for 6 rounds. -2 AC for 12 rounds.
2 Screamers +2 Initiative for 6 turns. -1 Reaction/Barter rolls for 1 day.
3 King Shred +1 Melee Damage for 12 rounds. -2 to all saves for 12 rounds.
4 Songbird +1 Charisma and -1 Wisdom for 24 hrs.
5 Dust +1 Intelligence modifier for 6 turns. -1 Constitution for 24 hrs.
6 Chitter +20% Search skill and -4 to attack rolls for 3 turns.

FIREARM ACCESSORIES
1d6 Type Firearm Effect §
1 Silencer Pistols Can fire without breaking Stealth. 300
2 Scope Rifles +2 to hit when used with aiming. 200
3 Laser Sight Any +1 to hit when attached to a firearm. 300
4 Extended Clip Varies Extends ammo capacity x2. 250
5 Bayonet Rifles 1d6 piercing damage. Removes the chance of 100
breaking when using rifles as a melee weapon.
6 Bi-pod Rifles Additional +1 to hit when used with aiming. 50

LANGUAGES KNOWN
Roll 1d20 for each positive Intelligence modifier
1. Japanese 2. Cantonese 3. Spanish 4. Hindi 5. Arabic
6. Portuguese 7. Russian 8. German 9. French 10. English
11. Vietnamese 12. Swedish 13. Icelandic 14. Czech 15. Irish
16. Swahili 17. Korean 18. Tagalog 19. Thai 20. Dutch

50
MAGAZINES AND COMICS
2d10 Name Effect
2 Athletica Quarterly +5% Acrobatics skill
3 S.U.R.V.I.V.E. +5% Bushcraft skill
4 Modern Physician +5% Medicine skill
5 Linguist Life +5% Language skill
6 Emma Gunn: The Daring Detective! +5% Search skill
7 Illusionist Illustrated +5% Sleight of Hand skill
8 Gray Raven: Gentleman Thief +5% Stealth skill
9 New Horizons! Monthly +5% Tech skill
10 The Home Handyman +5% Tinkering skill
11 Demons & Dungeoneers Receive one free re-roll per day
12 Young Monster Kung-Fu Chameleons +1 to melee attacks
13 Smooth Operator: A Self-Help Guide +1 to reaction rolls
14 Rogue Force Guardians +1 to all saving throws
15 Robyn Hode: Forest Outlaw +1 to ranged attacks
16 Bargain Week +1 to barter rolls
17 Ace Hunter and the Tomb of Doom +1 to dodging traps
18 Adventure Scout’s Handbook Medkit use heals 2d4 x healer level
19 RUMBLE! Magazine Unarmed damage does 1d3
20 Raknon: Barbarian of the Wastes Critical Hit range 19-20

Magazines and comics are rare in the wastes, as


the ravages of time and exposure to the
elements have all but destroyed their fragile
pages.
Characters must first read the publication;
This takes roughly 1 hour (6 turns) and
afterwards they must keep it in their possession.
Both magazines and comics count as a non-
encumbering item. If the item is lost, stolen or
destroyed, the perk is immediately removed.

51
PROTOTYPE WEAPONS
1d10 Weapon Type Ammo RoF Dam Range §
1 Laser, pistol 3 1 d6 60/120/280 2000
2 Laser, rifle 10 1 d8 120/240/360 5000
3 Plasma, pistol 8 1 d8 40/80/120 1500
4 Plasma, rifle 20 1 d10 100/200/300 4000
5 Disintegration Rifle 1 1 2d10 40/80/120 8000
6 Electroblade 6 - d8+1 - 1000
7 Electrobaton 8 - d4+1 - 600
8 Dazer Pistol 6 1 - 60/120/280 1200
9 Cryo-Rifle 3 1 d6 40/80/120 2500
10 EMP grenade - 1 2d10 10/30/50 500

Laser: These weapons have exploding damage: Cryo-Rifle: These cold-based weapons are
When maximum damage is rolled, roll the capable of paralyzing an opponent for 1d6
damage dice again. This may continue rounds as well as inflicting damage. Save vs.
indefinitely. Impairment to avoid.

Plasma: These weapons shoot searingly hot EMP Grenade: These grenades take effect the
balls of plasma. Enemies must save vs. Element following round and have a 50’ radius. Organic
or suffer an additional 1d4 heat damage. creatures suffer no physical damage.

Disintegration Rifle: On a successful attack,


enemies must save vs. Element or have their
NOTES
bodies disintegrate at a molecular level. Ammunition for prototype weapons is
Successful saves lose a random limb (roll 1d4). incredibly rare and seldom-to-never available
from vendors. When a weapon is found, roll
Electro-Weapons: These melee weapons the weapon’s maximum ammo capacity as a die
contain an electrical current. Save vs. Element to determine how many charges it holds. For
for half damage. example, a laser rifle would roll 1d10 while a
dazer pistol would roll 1d6.
Dazer Pistol: These law enforcement Firearm ranged penalties are applied as usual
prototypes are capable of stunning an opponent and the chance of a prototype gun breaking
for 1d4 rounds unless a successful save vs. when used as a melee weapon is 30%.
Impairment is made.

52
WASTELAND ENCOUNTERS
1d20 Event
1 Crashed airliner resting atop the trees/ruins. Home to 3 families.
2 Level 1 irradiated zone; home to a single 4HD aberration.
3 Two runaway teens on a motorcycle being chased by 1d4 raiders.
4 Bounty hunter tracking a random party member.
5 Lunatic mechanic and his 3HD combat robot.
6 2d3 member biker gang looking for food and supplies.
7 A purple flame shooting down from the sky 1d6 miles away.
8 2d4 heavily armed cannibals preparing a meal.
9 Recently uncovered entrance to an underground facility.
10 3d8 members of a starving exodus headed for the Holy Land.
11 Flipped truck containing 1d4 crates of valuable drugs and alcohol.
12 Dune buggy with dead owner. Has enough gas for 18 miles.
13 Drifter. 50% chance they are ‘bait’ and in contact with raiders.
14 2d4 raiders hauling an enslaved family. The father knows a secret.
15 Traveling merchant and 1d3+1 guards. Has one rare item.
16 Entrance to cave system. 20% chance it is home to a forgotten society.
17 Cultists performing a magick ritual. 25% chance it works.
18 Traveling caravan of actors, musicians and entertainers.
19 Mile wide terrain that shouldn’t exist where it is.
20 Slaver train headed to a nearby city.

53
WASTELAND JUNK
Roll 3d12 for a row. Then roll 1d4 for a column.
1 2 3 4

3 Glass Eye Skeleton Gardening Gloves Clipboard

4 Wood Saw Calendar Antitoxin Keyring full of Keys

5 Book Pillow Small Bell Garden Gnome

6 Gardening Trowel Lawnchair Slave Collar Cherry Bomb

7 Ramen Noodles Ladle Baseball Bat Sheriff 's Badge

8 Inner Tube Leather Belt Rolling Pin Gambling Dice Set

9 Garden Hoe Box of Light Bulbs (1d6) Pocket Knife Welding Mask

10 Rusty Butcher's Cleaver Penknife Dartboard Toaster

11 Sewing Kit Zippo Lighter Toupee Surgical Mask

12 Bell Rabbit’s Foot Pocket Watch Weapon Scope

13 Toy Car Map of Wasteland Fresh Human Heart Lock and Key

14 Restaurant Menu Flashlight Bottle of Wine Suitcase

15 Teddy Bear Curtain Rod Deck of Cards Frying Pan

16 Coffee Mug Lunchbox Dog Collar Electrical Tape

17 Fountain Pen Oil Painting Crushed Can Crowbar

18 Knitting Needles Bottle of Sunscreen Comic Book Cable Cutters

19 Boots Clown Mask Sunglasses Bowling Pin

20 License Plate Walkie-Talkie Guitar Radiation Suit (l)

21 Roll of Coins Diary Compass Crayons

22 Steering Wheel Mannequin Winter Coat Claw Hammer

23 Tricycle Astronaut Helmet Wooden Oar Can Opener

24 Hand Mirror Personal Sized Safe Car Repair Book Binoculars

25 Energy Cell Camera Purified Water Medkit

26 Umbrella Wedding Dress Toy Robot Fishing Pole

27 Box of Matches Bottle of Whiskey Magnifying Glass Funnel

28 Whetstone Door Knob Soap Plunger

29 Candle Railroad Lantern Box of Detergent Pool Cue

30 Small Lead Box Crucifix Magnet Swimming Goggles

31 Vinyl Record Motor Oil Can Farmer's Almanac Vial of Poison

32 Woman's Bra Drum Sticks White Lace Glove Surgical Tubing

33 Bag of Marbles Jewelry Box Scalpel Toy Dinosaur

34 Wooden Toy Blocks (1d6) Scarf Scissors Duck Mask

35 Music Box Television Set Wedding Ring Lawn Mower Blade

36 Radio Rubber Duck Book of Poetry Harmonica

54
WEATHER HAZARDS
1d10 Type Effect
Rad-Level 1 storms swept in from contaminated zones. If exposed,
1 Glowstorm
save vs. Radiation or suffer its effects. Storm lasts 1d3 turns.
An inexplicable torrent of metal shrapnel and rock shards. If
2 Hardrain
exposed, suffer 1d6 damage per hour. Lasts 1d4 hours.
Rainfall polluted with sulfuric acid. If exposed, save vs. Poison every
3 Acid Rain
hour or suffer 1d8 damage. Lasts 1d6 hours.
Thousands of tiny, illuminated particles fall from the sky. If exposed,
4 Starfall
save vs. Impairment or lose vision for 1d4 hours. Lasts 1 hour.
An impossibly vast dust storm that envelops all it blows past. 1d4
5 Bigdust
damage per hour exposed and a 50% chance of becoming lost.
Rain and wind powerfully funneled down from storm clouds above.
6 Cloudburst
Creates winds so strong movement is stifled. 1/8 movement rate.
Fish swept from distant oceans or lakes are raining from the sky.
7 Fishfall Smells awful. Fish have a 20% chance of being radioactive when
eaten. Lasts 1 hour.
Beautiful and serene, but difficult to travel in. Lasts 1d6 hours. 1/2
8 Heavy Rains
movement rate.
An unnaturally dark fog creeping through the wastes. 80% chance of
9 Blackbreath
becoming lost if the party presses on.
Unnaturally hot weather reaching nearly 120º F. Water and rest
10 Heatwave
needs are tripled when traveling.

55
Ruin Run Generator
1d12 Ruin Type 1d12 Leader
1. Military Bunker 1. Horrific Insect Aberration
2. Government Laboratory 2. Powerful Raider Warlord
3. Cave 3. Mad Scientist
4. Sewer System 4. Zealous Cult Leader
5. Building 5. Maniacal Isolated Brain
6. Vault 6. Sentient Android
7. Metro Tunnels 7. Intelligent Deathwalker
8. Mall 8. Embittered Sullied
9. Factory 9. Militant Feral Child
10. Airport 10. Sentient Computer System
11. Theme Park 11. Supernatural Witch Coven
12. Roll for 2 and combine 12. Roll for 2

1d12 Inhabitants Description 1d12 Rumored Treasure


1. Raiders Insane 1. Old-World Prototype
2. Mutants Religious 2. Kidnapped Settlers (Reward)
3. Slavers Superstitious 3. Crates of Medicine
4. Cultists Aggressive 4. Water Purification Device
5. Feral Children Mindless 5. Drug Cache
6. Ghûls Fearful 6. Library of Forgotten Knowledge
7. Mercenaries Hostile 7. 1d3 Working Vehicles
8. Androids Cruel 8. 1d6 Barrels of Gasoline
9. Shamblers Sneaky 9. Anti-Mutagen Syrum
10. Behemoths Secretive 10. Crates of Firearms and Ammunition
11. Settlers Rebellious 11. Map to a Secret Location
12. Roll for 2 Maniacal 12. Roll for 2

56
Apocalyptic slang
Big Empty: The wasteland. Ruin Runner: One who explores ruins for rare
or valuable artifacts and equipment.
Compound: A heavily fortified settlement.
Scavver: One who explores the ruins for junk
Demons: Common wasteland slang for mutated and wares to trade.
beasts in the wastes, particularly the flying
variety. Skag: A junkie. (derogatory)

Druid: An anti-technologist. Adamant in man’s Slug-Thrower: A firearm.


return to nature and forfeiture of pre-collapse
technology. Sullied: A non-feral, sentient, mutated human.

Dweller: One who lives among the collapsed Waste Walker: A traveling drifter.
ruins of the Old World.

Ghûls: Feral, mutated humans usually found


within Old-World ruins.

Glow: Used to describe radioactive objects or


places (i.e.: “Stop! It’s got the glow.”)

Grafter: A thief or con-man.

Keeper: An Old-World historian. One who


collects pre-collapse information on science,
technology, history and religion.

Merc: A mercenary; Guns for hire.

Old World: The pre-collapse world.

Outlander: A foreigner unknown to any


particular settlement.

Rads: Radiation.

57
APPENDIX N
Film and Television: Videogames:
✗ Mad Max (series) ✗ Fallout (series)
✗ A Boy and His Dog ✗ Wastelands 2
✗ Book of Eli ✗ Mad Max
✗ The Road ✗ Caves of Qud
✗ Turbo Kid ✗ The Last of Us
✗ The Postman ✗ RAGE (series)
✗ Waterworld ✗ Shardlight
✗ The Survivalist ✗ S.T.A.L.K.E.R.
✗ The Rain ✗ Metro 2033
✗ Outlander
Books:
✗ Wastelands (collection) Tabletop RPGs:
- John Joseph Adams ✗ Mutant Future
✗ The End of the World (collection) ✗ Mutant Crawl Classics
- Mike Ashley ✗ Mutant Year Zero
✗ Go-Go Girls of the Apocalypse ✗ Gamma World
- Victor Gischler ✗ Other Dust
✗ Duck and Cover (series) ✗ The Umerican Survival Guide
- Benjamin Wallace ✗ Savage Worlds: Broken Earth
✗ Pump Six
- Paolo Bacigalupi
✗ Wool
- Hugh Howey
✗ Genesis of Shannara
- Terry Brooks
✗ Deathlands / Outlanders (series)
- James Axler

Comics:
✗ Wasteland
✗ Y: The Last Man
✗ The Realm
✗ The Mourning Star
✗ Tank Girl

58
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