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Weapons

Cost
Weapon Type Range Damage Properties
(supply)

Big Chopper M C 1d10 2H


Bow R F 1d8 2H
Blaseball Bat M C 1d6 -
Club M C 1d4 -
Axe M C 1d6/1d8 V
Katana M C 1d6/1d8 V
Knife M/R N 1d4 F, Th
Longblade M C 1d6 -
Machete M C 1d4/1d6 V
Sledge M C 1d8 2H
Hammer
Slingshot R F 1d4 -
Spear M/R C 1d6 Th
Staff M C 1d4 2H

Armor

Item Cost (supply) Item Slots AC Properties

Leather 1 11+ Dex -


Armor
Raider 2 13 + Dex Disadv on
Armor stealth &
swim
Junk 3 15 No swim,
Armor disadv
stealth
Shield 1 +2 Occupies
one hand
Basic Gear

Item Cost (supply) Quantity Per Item Slot

Crowbar 1
Bottle 1
Flint & Steel 1
Grappling hook 1
Rope, 60` 1
Supplies - 1
Energy Cell 1-10

DIFFICULTY CLASS MOVEMENT


EASY, DC 9 CLOSE = 5 feet.
NORMAL, DC 12 NEAR = up to 30 feet.
HARD, DC 15 FAR = within sight.
EXTREME, DC 18
FALLING. 1d6 damage per 10’

DYING
SUPPLIES
DEATH TIMER. + CON
modifier rounds (min. 1). Each Supplies abstract the things you
turn, roll a . 20 = gain 1 HP. need to survive. They can be used
to:
STABILIZE. Close range, DC 15 • eat rations
INT check to stop death timer • light torches
(creature is still unconscious). • restock ammo after a fight

Whenever you use supplies, roll


SLOTS your supply dice. On a 1, reduce
the dice size.
Carry STR score or 9, whichever
higher. Dice reduce in size as follows:
6 5 4 3 2 1
d12 > d10 > d8 > d6 > d4 > d2 > 0

When used as currency, reduce


your supply dice a number of
steps equal to the item’s cost.
CHAPTER 1

RAD CHARACTERS
GENERATING CHARACTERS.......6
NAME............................................ 7
ORIGIN.......................................... 7
ROLL STATS................................. 21
CLASSES....................................... 21
STARTING GEAR.......................... 30
GEAR....................................32
SECRET SOCIETIES....................34
INTRODUCTION
RAD WORLD is a setting for Shadowdark RPG. You’ll play goblins
in the far future, on a planet where an advanced human society has
disappeared. They left behind a world of weirdness and danger. Concrete
cities collapsing with mutant jungle. Salt caked robots wander blasted
wastelands. High-energy plasma bombs waiting to melt faces.

Goblins are the dominant lifeform in RAD WORLD, strange little


creatures who come in all shapes and sizes. They know little of the
people who built the chrome megaliths and great roads that make up
their home.

A brave few crawlers delve into the rad zone to find wonders left behind.
Some seek to help their neighbours with amazing technology, others to
solve the mystery of the ancient’s disappearance, while still others to
build their personal power and wealth.

Vibes of RAD WORLD are post-post apocalypse, weird science fantasy


and rock-n-roll. Inspirations are Gamma World, Fallout, Caves of Qud,
Ultraviolet Grasslands, and a healthy dose of juvenile humor.

GENERATING CHARACTERS
To generate a RAD WORLD character:

001. Roll a name

002. Roll an origin

003. Roll stats

004. Select class

005. Roll Gear


006. Apply for secret societies

007. Get ready to rock

6
NAME
Choose a name worthy of an
crawler in the far future. Roll on
the table, or come up with your
own.

Names for sick crawlers

Name Name

1 Gon- 1 -zo
2 Katan- 2 -na
3 Synth- 3 -isizer
4 Kick- 4 -flip
5 Pizz- 5 -za
6 High- 6 -five
7 Kill- 7 -punch
ORIGIN
8 Ny- 8 -lon Roll an Origin. Rolling an origin
makes it more thrilling when rare
9 Scrap- 9 -per choices are received! Don’t worry
10 Bo- 10 -gus if you don’t get a result you wanted
– life is short in RAD WORLD.
11 Cowa- 11 -bunga The next crawl is just around the
12 La- 12 -zer bend.

13 Low- 13 -wave
14 Lu- 14 -pus
Some dope origins

15 Maz- 15 -by
Folk
16 Bou- 16 -levard
17 Rat- 17 -sack 1-50 Good Neighbour

18 John- 18 -the 3rd 51-75 Mutant Neighbour

19 Whipper- 19 -snapper 76-96 Robot

20 Hali- 20 -but 97-100 Frozen Ancient

7
Good Neighbour
Goblins with a foolish bravery and
zest for life.

You know Common.

KNACK. You gain one additional


talent roll for your class at 1st
level.

LOOK. Roll on the Rad Looks


table for your unique look. Don’t
forget to sketch your neighbour!

Mutant Neighbour
A goblin radically changed by
radiation. Roll to find out how!

You know Common.

MUTATIONS. You gain one talent


roll on the Weird Mutation table.
Upon leveling up, you can forgo a
roll on your class’s talent table and
instead roll on the Weird Mutation
table.

LOOK. Roll on the Rad Looks


table for your unique look. Don’t
forget to sketch your neighbour!

Rad Looks

Skin Stature Hair Unique Feature

1 Red Squat Stubble Bulbous Nose


2 Blue Round Luxurious Warts
3 Yellow Lanky Straight up Sharp teeth
4 Purple Hunched Curly Strong chin
5 Green Muscular Pompadour Bushy eyebrows
6 Orange Tall Mohawk Big ears

8
Robotic Looks

Skin Body Manipulators Legs

1 Rubber Computer Clamp Pistons


Tower
2 Plastic Television/ Artificial Hand Spider legs
VCR Combo
3 Rusted Mini-fridge Tentacle Ground repellent
pods
4 Chrome Power Tool Suction Cups Treads

5 Steel Toaster Claw Tentacles

6 SynthSkin   Humanoid Synthetic Arms Advanced hydraulics

Robot Neighbour
A robot powered by a rare AI core;
these neighbours are a unique
sight.

You know Common and Binary.

ROBOTIC. Your unaffected by


poisons and don’t eat.

REST. During rests, you shut


down for eight hours to decompile
and can be interrupted as normal.
To heal from a rest, you need to
consume supply for spare parts.

DESIGNED. You gain one talent


roll on the Weird Mutation table.
The ‘mutation’ is technological in
nature.

LOOK. Roll on the Robotic Look


table for your look. Looks don’t
have mechanical impact. Don’t
forget to sketch your character!

9
Weird Mutations

Mutation Description Effects

1 Adrenal Extremely Activate to take an extra action


Glands sweaty. each round. Lasts a number of turns
equal to your level. Afterwards, your
exhausted and take double damage
until you heal from a rest.
2 Slug- Your legs are You can climb surfaces with your
ification replaced with a sticky body and spit a glob of mucus.
slug body. You Struck creatures make a DC8+your
drip mucus and level STR roll to escape.  
leave a trail.
3 Spade Your hands You can burrow into soft earth as your
Claws have spade-like movement. Your unable to penetrate
claws. rock or concrete. You can also use your
claws as natural weapons, dealing 1d4.
4 Carapace Your back is Your AC is naturally 14.  
covered in a
thick shell.
5 Carnivore Your teeth are You can eat raw meat and slain
protruding rows enemies for rations. You can’t eat
of jagged white.   plants.
6 Gas Sac Your belly is As an action, you can expel a cloud
extra round and of gas CLOSE. Creatures and objects
you belch more roll DC8+your level CON or take 1d4
than one would for each each of your levels in acid
consider polite. damage each round until the cloud
disperses.
7 Buff You have an +2 STR
extra layer
of muscles
all over, skin
straining
against your
buffness.
8 Electric Your hair Your body naturally accrues electricity
Nerves stands on end and is immune to electric damage. At
and static the end of each day, you gain a charge.
discharges As an action, you can spend a charge
regularly come to shock a target for 3d6 damage.
off you. Taking electric damage gives you a
charge.

10
Weird Mutations

Mutation Description Effects

9 Magnetic Your hair As an action, you can cause a metal


swims in object FAR or closer to move towards
electromagnetic you. As an action, you can also release
currents. an electromagnetic pulse that can stun
and disable electronics. After using
the pulse, your non-magnetic until you
heal from a rest.
10 Microwave Your hands As an action, you can emit a blast
Hands vibrate and are of microwaves CLOSE. Creatures
hot to the touch. targeted roll DC8 + your level DEX
or take 1d4 damage for each of your
levels.  
11 Giant Ears You have You have advantage to listen, can hear
huge ears and sub-sonic and supersonic sounds.
unnaturally
acute hearing.
12 Theropod Your legs joints You can move FAR on your turn.
are reversed,
and adept at
sprinting.
13 Coffee You naturally You don’t need to sleep during a rest
Glands gland caffeine, and can’t be put to sleep.
and are jittered
out 24/7.
14 Horns One or more If you move on your turn, in place of
horns protrude other attacks, make 1 horn attack. If
from your hit, it deals 2d12 damage.
extra-thick
skull.
15 Metamor- Your features You can assume the facial appearance
phosis re-arrange and of any creature you’ve seen, or
float on a pool imagined.  
of skin.
16 Extra Arm You have an You have an extra arm! Hold more
extra arm stuff!
somewhere.
17 Extra Legs You have an You’re sure footed, unaffected
extra pair of by difficult terrain and have an
legs additional inventory slot.
18 Gamma Your eyes glow As an action, you can see through
Vision radium green. objects for one round. Your blinded for
1d4 rounds afterward.

11
Weird Mutations

Mutation Description Effects

19 Unphased You emit a As an action, you can pass through


wispy mist solid objects for 1 round. If you end
when you move. your turn inside something solid, you
get shunted to the nearest open space,
taking 3d6 damage.
20 Photosyn- Your covered in If you spend one hour in sunlight, you
thetic Skin leafy growths. are treated as consuming a ration for
the day.
21 Quills Hundreds of Creatures attacking you CLOSE take
needles cover 1d4 damage. As an action, you can
your body. expel your quills in a spray CLOSE.
Creatures roll DC 8 + your level DEX
or take 1d4 damage for each of your
levels. Your needles restore after you
heal from a rest.
22 Regenera- Your skin You heal from a rest without
tion crawls and your consuming rations. You can regrow
hair grow at an lost limbs after consuming rations
amazing rate. during a rest.
23 Sleep Gas Your eyes are As an action, you can expel sleep gas
lidded and from your ears. Creature CLOSE with
sleepy. HD2 or less fall asleep. Damaging or
shaking a creature awakens it.
24 Spinneret You can spin As an action, you can generate webs.
sticky webs You can weave the webs into blocking
from your, uh, a narrow passage, or spread across
posterior. the ground as you move or form into a
sticky 50ft rope. Creatures must roll
DC8 + your level STR to break through
a web, or get stuck.
25 Stinger You have a You can replace a regular attack with
stinger tail. your stinger. Humanoids struck are
paralyzed for 1d4+1 turns, monsters
take disadvantage to their attacks for
1d4+1 turns.
26 Furry Your covered in You are naturally resistant to extreme
a thick coat of heat and cold.
fur.
27 Tri- Your joints +2 DEX
ple-Jointed stretch much
farther than
usual.

12
Weird Mutations

Mutation Description Effects

28 Two-brains Your head is You have advantage against mental


much larger effects.
than normal.
29 Extra You have two +2 CON
Heart hearts. Your
skin bulges
with massive
veins.
30 Wings You have As an action, you can fly for 1 round.
feathery or
insect wings.
31 Ice Breath Your breath As an action, you can breathe a cone
comes out in of freezing gas NEAR. Creatures
cold clouds and struck roll DC8 + your level CON or
icicles hang off take 1d4 damage per your level.
your nose.
32 Air Glide You have When falling, you glide at a safe speed.
a webbing
between your
arms and legs.
33 Allure- Your armpits As an action, you can release a sweet-
ment emit a smelling fragrance that provokes
cinnamon bun hunger in any creature smelling it.  
smell.
34 Chamele- Your eyes turn As an action, you can change your skin
onic chameleon- to blend into a background, granting
esque. Your skin advantage to hide. Doesn’t work while
can change hue moving or wearing clothes or armor.
on command.  
35 Radioac- Your body glows As an action, you can exude deadly
tive with a faint radiation FAR. Any creature not
radioactive light immune to radiation takes 1d6 damage
out to 1 inch. a round, including you.
36 Density You look pretty As an action, you can shrink to the
Control much normal. size of a mouse or grow to the size of
Where you a house. Your effective strength and
always that tall? weight remain the same no matter
your size.
37 Chaffy You chaff easily. You suffer twice the normal amount of
pain, making you very sensitive to air
currents, smells, and tiny bug bites.

13
Weird Mutations

Mutation Description Effects

38 Quantum Some people You can quantumly split, taking two


Double have to decide dissimilar actions on your turn. At the
between end of your turn, you collapse back
reaching for to the state of your choice and are
the margarine disoriented, only able to move or act
or butter. You on your next turn, not both.
don’t.
Dissimilar actions mean you can’t
attack twice. You could open a lock
and fight, though.  
39 Energy The air is You can absorb 1d6 damage from a
Absorption unnaturally particular type of energy. (1) radiation
temperate (2) electricity (3) lasers (4) heat/fire (5)
around you. cold (6) all the above
40 Reflective Your skin has 1:6 chance rays of energy targeted at
Skin a beautiful, you are reflected back at the source.
reflective sheen.
41 Extensible Unnaturally Your fingers can grow one range
Fingers long, spindly increment per round, up to FAR. They
fingers. can still perform fine manipulations.
Fingers cut off regrow after you heal
from a rest.
42 Helium You have helium As an action, you can inflate your
Sacs sacs somewhere helium sacs, floating away one range
on your person. increment per round. You can control
Up to you, your ascent or descent by releasing
really. gas, but are otherwise at the mercy
of what you can bounce off, or the
prevailing winds.
43 Extra You expel gas As an action, you can spray gas from
Gassy more than most your belly button. The type of gas
would find is determined when you roll this
polite. mutation. Targets within cloud of gas
roll CON to resist or are debilitated
while they remain in the cloud. 1.
Stench, can’t take actions 2. Tear gas.
Targets are blinded. 3. Hallucinogenic.
Targets attack random targets 4. your
choice

44 Gills A set of You can breathe underwater.


handsome gills
cover your neck.

14
Weird Mutations

Mutation Description Effects

45 Balanced Your toes You never lose your balance, staying


have fused to stable on ice, walk easily over
solid, nuanced tightropes.
flippers.
46 Periscope Your eyes are As an action, you can extend your
Eyes attached to eyes CLOSE, peering around corners
stalks. or over cover.
47 Immunity Your skin is You are immune to a particular type
diamond hard. of damage: (1) sonic (2) mental (3) gas/
paralysis (4) acid (5) poison (6) disease
48 Kinetic Things move You take 1d6 less damage from kinetic
Field more slowly effects like bludgeons, claws and
near you, like bullets.
there’s an air
resistance.
49 Oversized Your arms are Your reach extends to NEAR.
Arms huge, and larger
than normal
50 Glowy Your eyes As an action, your body glows a
emit a faint brilliant blue light for 1 hour as a
luminescence torch. This ability recharges after you
heal from a rest.  
51 Metal Skel- Lookin pretty Your skeleton is far stronger than
eton normal.   normal. You can withstand falls of
100 feet without taking damage. Your
unarmed attacks deal 1d4 damage.  
52 Sonic Your neck is As an action, you can unleash a sonic
Scream THICC scream in a cone FAR. Creatures roll
CON or take 3d6. Afterwards, you are
hoarse and cannot speak or scream
again until you heal from a rest.
53 Mimicry You have an You can imitate any sound you’ve
extra-large heard and throw your voice.
mouth.
54 Transfu- The back of As an action, you can inject an ally
sion your hands with an your healing blood to heal
have sharp them 1d4 points of damage. You take
stingers. an equivalent amount of damage.
55 Feelers Two antennae You can sense invisible things and
protrude from forcefields
your head.  

15
Weird Mutations

Mutation Description Effects

56 Footus Gi- You got huge You’re an excellent swimmer and


normicous feet. ignore effects from soft ground.
57 Stink Your extra Creatures CLOSE roll CON or lose
Glands smelly. their action.
58 Superge- Your head +2 INT
nius is veiny and
pulsates.
59 Tentacle A tentacle Your tentacle acts as another hand,
emerges from though not as fine motor control.
you. Up to you
where, really.
60 Probiscis Your nose is In place of an attack, you can strike
a 2-foot-long with your probiscis. Targets struck
sucker for vital take 1d6 and you heal an equivalent
fluids. amount.
61 Metallic Your skin is +1 to AC
made of chrome
metal!
62 Extra You have When you drop to 0hp, you regain 1d6
Organs redundant sets hp per level. This ability recharges
of organs after you heal from a rest.
63 Awakened You possess a +2 WIS
third eye on
your forehead.
64 Really You exude a +2 CHA
Hand- pheromone that
some? makes you more
charming.
65 Immortal You always have You don’t age. As long as your body is
a boyish/girlish not completely destroyed, 1d4 hours
countenance. after you die your body regenerates
back to 1hp.  
66 Egglayer You have a As an action, you can lob a egg filled
back-sack filled with caustic acid. Hit with a ranged
with eggs. attack and deal 1d6.

16
Weird Mutations

Mutation Description Effects

67 Little You drool alot. As an action, vomit forth a tiny


Buddy version of yourself. This creature
follows your commands but is not
strong enough to wield any weapons
(though it could press a switch, pull
a grenade pin, or other). You buddy
expires after an hour, melting into
goo.
68 Gazzy Your prounced Once a day, you can spray d4 spindown
schnoz gaz from your nose. It loses potency
constantly and turns to snot in 24 hours.
drips.
69 Nice. Nice. +1 to all stats. Nice.
70 Raincoat Your skin is a You are immune to acid and shed
Skin yellow rubber. liquids.
71 Desk-plant A huge venus Once a day, you can make an attack
fly trap sprouts with the fly trap. Creatures struck are
from your held and must spend their action and
shoulder. suceed a STR roll against your CON to
escape.
72 Laser Eyes Your pupils Once a day, you can make a ranged
glow red. Pew attack with your laser eyes. Creatures
pew! struck take 1d6 per your level.
73 Antlers Antlers You have a sick pair of antlers. As an
action, you can move NEAR and make
a melee attack, dealing 1d12+STR
74 Power- Your Any healing recieved is doubled.
house of mitochondria
the Cell are extra large.
75 Predatory Your eyes are You critically strike on attack rolls of
Eyes yellow cat-eye 19-20.
slits
76 Personal A blue lambent You negate the first damage you take
Shield force surrounds after you heal from a rest.
you.
77 Chitinous You are covered You reduce all damage taken by 1.
Skin in serrated,
overlapping
plates

17
Weird Mutations

Mutation Description Effects

78 Paralytic Your fingernails As an action, you can make claw


Venom are extra long. attack. Targets struck are paralyzed.
On each of their turns, they roll CON
equal to your CON to free themselves.
79 Chronaline You have an old Once per day, as an action, you stop
appearance. time in a bubble FAR until the end
of your next turn. You and your gear
are unaffected. You have advantage to
strike anyone immobilized.
80 Juiced Your physique is Gain an additional dice of maximum
imppecable. health. When rolling hp increases on
level up, roll with advantage.
81 Warhead Your head and As an action, you can remove a limb
limbs have or head and throw it CLOSE. At will,
seams. it explodes for 1d6 for each of your
levels. Creatures struck roll DEX
equal to your CON to take half. The
lost limb regrows after you heal from
a rest. Losing a leg 1/2 your speed.
Losing a head blinds. Losing an arm
loses an arm.
82 Stealth Your skin When reduced to 5 hp or less, you turn
Adaptation shimmers like invisible until you recover.
an oil slick.
83 Brain- Glowing fungus When targeted by psi, your brain
stalks stalks protrude copies the effect. As an action, you can
from your scalp mainfest that psi. After manifesting,
the your lose the psi.
84 Lightning A blue rod with When reduced to 1/2 hp, you emit an
Rod a light sticks electric explosion for 1d4 * your level.
from the top of Creatures CLOSE roll CON against
your head. your CON to take half damage.
85 Pearl You can release You can release a beautiful pearl
a shinning worth d4 supply to traders. This ability
pearl. From recharges after you heal from a rest.
where, is up to
you.
86 Hot Head You have a As an action, you make a headbutt
smoking hot attack. On hit, you inject the target
horn on your with molten venom. They take 1d6
forehead. every round until they succeed a CON
roll on their turn against your CON.

18
Weird Mutations

Mutation Description Effects

87 Cyclopean You have one Sometimes, less is more.


eye.
88 Sweet Sweet nectar Once a day, you can produce d2 supply.
Nectar dribbles from
your nose
89 Ambi-dex- Each hand and You can wield two melee or ranged
trose eye can operate weapons. You attack as normal with
independantly one roll, and deal an additional
weapon die on hits.
90 Flooded Your reaction You have advantange on initiative rolls
Synapses time is uncanny. and DEX rolls to dodge.
91 Carrie-fi- Your glimmer is Whenever you roll a natural one on
cation unstable any check, roll on the gizmo mishap
table.
92 Sphinx You naturally You get a luck token after you heal
beta pro- have a sense for from a rest.
teins success.
93 Facemelter Your face is an It’s pretty rad.
exposed skull
94 Phasmonic You shimmer Once per day, you can pass through
along the edges. solid objects for 1 turn. Stopping in a
Cool! solid object kills you, watch out!
95 Spiral iris Your iris spin Once per day, someone looking into
hypnotically your eyes must roll WIS vs your WIS
or become hypnotized, and follow
your next command. A command
can last for eight hours, and you can’t
hypnotize someone to hurt themself.
96 Rubbery Yah-yo! You’re Your limbs can stretch, and you
stretchy. can make melee attacks one range
increment farther. The violence
required to stretch means delicate
tasks are impossible.
97 Necro-spit Your spit is Spitting on a dead body re-activates
atomic green. its brain chemistry and raises it as
a 1hp zombie. It shuffles around
aimlessly, and does not attack or
defend itself.
98 Perfected You’re perfect. +2 to one stat of your choice.
Form

19
Weird Mutations

Mutation Description Effects

99 Jurrasic Your form is You have a natural bite attack that


one regressed. deals 1d6 damage.
100 C.H.A.D You’re all +2 to all stats. Other C.H.A.D’s
Genome dominant genes, recognize you as one of their kind.
no recessive.

20
Frozen Ancient ROLL STATS
Like a unicorn, bigfoot or a tasty Roll and record it for
microwaved pizza pocket, few your Strength. Do the same for
would believe you even exist. A Dexterity, Constitution, Wisdom,
frozen ancient can be a dwarf, Intelligence, Charisma.
elf, human, half-orc or halfling
from the times before. They have
all statistics as listed in the CHOOSE CLASS
Shadowdark core rulebook, except
their language is instead Common Players can take the FIGHTER or
and Ancient. THIEF classes from Shadowdark
core, or the SHINY or ESPER
Because you were frozen, or class from Rad World.
transported from fantasy times,
you have absolutely zero context Roll one hit dice, and roll one
for the modern world around you talent for your class.
and at just as much a disadvantage
as any neighbour.

You get the new common


language and Ancient language
automatically. Dead languages
like dwarven, elven etc. have no
need.
Optional Rule: Idiot in a
Idiotic Land

Frozen Ancients with a negative


Intelligence score struggle with
the new Common language, and
only know a handful of words.

Me Run Shiny Friend


You Kill Sleep Monster
Many Die Food Ancient

21
THE SHINY

Junkers with cobbled together gizmo’s, fanatics hoarding ancient technology,


and obsessed inventors that blow shit up.

WEAPONS: Club, Bow, Blaseball Bat, Slingshot, Longblade

ARMOR: Leather Armor, Raider Armor, Shields

HIT DICE:

LANGUAGES. You know either Ancient, Binary, or Alien.

IDENTIFY ARTIFACTS. Add your level to INT rolls to identify artifacts.

GIZMO’S. You build your own volatile gizmo’s.

You have two Tier 1 gizmos of your choice from the Shiny’s gizmo list. (See
the Weird Shit chapter).

Each time you gain a level, you choose new gizmo to build according to the
Gizmo’s Possessed table.

For using gizmos, see the Weird Shit chapter.

Shiny Talents

Effect

2 Cobble together an Alpha artifact (See the GM chapter).


3-6 +1 to melee or ranged attacks
7-9 +1 to triggering a specific gizmo you have
10-11 +2 Intelligence or Dexterity score
12 Choose one option from the table

22
THE SHINY

Gizmo’s Posessed By Tier

Character
Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Level

1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2

23
THE ESPER

Robed seers, new age mystics and crazed telepaths who risk their minds seeking
glimmers in the psychic sea.

WEAPONS: Knife, Staff

ARMOR: None

HIT DICE:

LANGUAGES. You know Common.

LEARNING PSIONICS. You can permanently learn new Psi from a glimmering
object by studying it for a day and succeeding on a WIS roll.

Whether you succeed or fail, you disperse the glimmer, rendering the object inert.

Psi you learn in this way don’t count toward your Psi known.

MANIFESTING. You can manifest Psi you know.

You know three Tier 1 Psi of your choice from the Esper Psi list.

Each time you gain a level, you choose new Psi to learn according to the Psi
Known By Tier table.

For manifesting Psi, see the Weird Shit chapter.

Esper Talents

Effect

2 Gain advantage on using one Psi you posesss.


3-7 +2 Wisdom or +1 manifest checks
7-9 Gain advantage manifesting one Psi you know
10-11 Learn one new Psi of any Tier you already know
12 Choose one option from the table

24
THE ESPER

Psi Known By Tier

Character
Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Level

1 3 - - - -
2 4 - - - -
3 4 1 - - -
4 4 2 - - -
5 4 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2

25
THE FIGHTER

Blood-soaked raiders in dented armor, acrobatic duelists with darting


katana, or far-eyed snipers who carve their legends with steel and grit.

WEAPON: All weapons

ARMOR: All armor

You can find the rules for Fighters in Shadowdark RPG Core, on in
Shadowdark Quickstart on DrivethruRPG.

26
27
THE THIEF

Rooftop snipers, grinning con artists, or cloaked sneaks who can pluck
an artifact from a dormant bot and sell it for twice its worth.

WEAPON: Knife, Longblade, Sling

ARMOR: Leather Armor, Streamlined Raider Armor

You can find the rest of the rules for Thief in Shadowdark RPG Core,
on in the Shadowdark Quickstart on DrivethruRPG.

28
29
STARTING GEAR Deadly Weapons
You start with d2 supply dice.
Item
Roll the following tables to
1 Staff or Club
determine your other starting
gear: 2 Knife
3 Spear
Fighter
Roll once on each of these tables: 4 Blaseball Bat
• Deadly Weapons 5 Slingshot
• Solid Armor
• Survival Gear 6 Machete
• table of your choice 7 Longblade
8 Axe
Thief
Roll once on each of these tables: 9 Katana
• Deadly Weapons
10 Bow
• Solid Armor
• Survival Gear 11 Sledge Hammer
12 Big Chopper
Shiny
Roll once on each of these tables:
• Deadly Weapons Solid Armor
• Solid Armor
Item
Esper
Roll once on each of these tables: 1 - 2 Leather Armor
• Deadly Weapons 3 Raider Armor
• Survival Gear
4 Shield
Roll three times on:
• Starting PSI
Survival Gear
See the GEAR section for more
details on supplies and gear stats. Item

1 Crowbar or Bottle
2 Flint & Steel or Rope 60’
3 Grappeling Hook
4 d4 supply dice

30
STARTING PSI

Esp Esp

1 Beguile 6 Phobia
2 Density 7 Psychometry
3 Fission 8 Squint
4 Incandescence 9 Sunder
5 Leech 10 Sleep

Common Language

Language Who Speaks It

Common Most neighbours


Radical Barbaric neighbours
Plantain Plant people shakes and turns
Regreso Grunted by regressed humanoids

Rare Languages

Language Who Speaks It

Ancient The language of the ancients


Binary The language of machines
Alien The language of entropic beings

31
GEAR
Nothing beats a sturdy club or a home-cooked meal. Gear will help you
survive RAD WORLD.

Supplies
Supplies represent food, torches & ammo: the things needed to survive!
They are the scarcest goods and people are willing to trade most
anything for them.

Supplies have a dice size that represents how well-stocked you are,
ranging from d2 to d12. You can use supplies to:
• heal during a rest
• light a torch
• restock ammo after a fight

Whenever you use supply, roll your supply dice. On a 1, your supply dice
reduces 1 size. Dice reduces along the dice chain.

6> 5> 4> 3> 2> 1> 0


d12 d10 d8 d6 d4 d2 0

Selling Items
To increase your supply dice size, you need to sell something with more
value than your current die. When you do, your supply dice changes to
match the sold items value.

For example, if your supplies are a d4, selling your longblade has no
effect since it’s worth a d4 too! Selling your junk armor, however,
increases your supply to d8.

Buying Items
To buy an item, your supply dice needs to be equal or greater to the
items cost. When you trade supplies for an item, your dice decreases a
number of steps equal to the items cost.

For example, imagine you have a d10 supply and want to buy junk
armor worth d8. 10-8=2, giving you a d2 supply dice at the end, along
with a new set of armor!

32
Weapons

Cost
Weapon Type Range Damage Properties
(supply)

Big Chopper M C 1d10 2H


Bow R F 1d8 2H
Blaseball Bat M C 1d6 -
Club M C 1d4 -
Axe M C 1d6/1d8 V
Katana M C 1d6/1d8 V
Knife M/R N 1d4 F, Th
Longblade M C 1d6 -
Machete M C 1d4/1d6 V
Sledge M C 1d8 2H
Hammer
Slingshot R N 1d4 L
Spear M/R C 1d6 Th
Staff M C 1d4 2H

Armor

Item Cost (supply) Item Slots AC Properties

Leather 1 11 + DEX -
Armor mod
Raider 2 13 + DEX Disadv on
Armor mod stealth &
swim
Junk 3 15 No swim,
Armor disadv
stealth
Shield 1 +2 Occupies
one hand

33
Basic Gear

Item Cost (supply) Quantity Per Item Slot

Crowbar 1
Bottle 1
Flint & Steel 1
Grappling hook 1
Rope, 60` 1
Supplies - 1
Energy Cell (not for sale) 1-10

SECRET SOCIETIES Starting In A Society


You can try to join a secret society
Secret societies of RAD WORLD at character creation by rolling a
are special groups that operate stat check.
embedded in communities,
sometimes openly and sometimes You can only try to join each
covertly. society once at character creation,
and you can only be in one society
at a time.
Members of secret societies enjoy
access to special equipment and
refuge from the wild, wild world. Joining A Secret Society
You may be able to join a secret
Outsiders to a secret society are society during play, but its never
not trusted, and will not recieve easy. It almost certainly requires
assistance. some dangerous task undertaken

Societies have a well-known truth, Getting Kicked Out


a goal, and a secret. Membership isn’t for life. If a
character operates counter to a
Their special society gear is also society’s goal, they may get kicked
mentioned here. out if the offense is grevious
enough.

34
Rad Barons
A consortium of rich and high
class neighbours of RAD WORLD,
who seek to share with those who
need it.

The Rad Barons seek to connect


all settlements in neighourly trade
while not exploiting or gouging
others.

The Baron’s hope to form a nation


of neighbours, with themselves
steering progress.

To join, prove your charm and


good nature with a CHA roll.

The secret sign of the barons is


putting an open palm out infront
of you, then rubbing your other
hands fingers along the palm and
flicking them down your hand.

Rad Baron Items

STREAMLINED DESIGN.

Any of your normal weapon or


armor can be made into a totally
sick streamlined version for x2 its
cost, reducing its slots by -1.

TRADE POST.
1 energy cell

Establish a trading post in your


settlement to barter for gear.

35
The United Neighbours
The UN are dedicated to rebuilding RAD WORLD and seek the truly
dedicated to add to their ranks.

Their goal is to find communities and help build true stability: running
water, crop planting, justice and neighborhood defense. They absolutely
reject lawlessness.

An unspoken truth is that their way is the right way, and sometimes they
must bring order to communities, whether they like it or not.

To join, prove your ability to build and defend with a STR roll.

The secret sign of the UN is holding out a fist, which the other person
should then bump with their own fist.

UN Items

DEFENSIVE MEASURES.
, 1 energy cell

A set of escalating defensive measures: walls, moats, patrols,


neighbourhood watches and the like. Reduces the footprint of the
settlement by 5.

AUTOCAMP.
, 1 slot

The autocamp is a campfire in a box, with deployable sleeping bags


and camp stools. The entire party heals during a rest with one persons
supply roll.

36
Funghee’s
The funghee’s are a society of cool, peace-loving friends who believe joy
and love come from working together.

Their society aims to advocate all Neighbours to focus on a natural,


communal lifestyle.

Their secret is that they believe robots should be in charge of society,


which frees everyone else to chill and have fun.

To join, prove how smooth you are with a succesful DEX roll.

The secret sign of the Funghee’s is to hold your hand in a fist, then
extend your thumb and pinkie. You should both then waggle your hand
back and forth.

Funghee Items

PARTY PASTE.
, d4 spindown.

A green fungal paste with restorative properties. As an action, apply


the paste and heal 1d4. 10% chance fungal growths sprout from the
wound instead of closing it. It’s fine, really.

ZAPPER.
, d4 spindown.

A blue fungal paste that ruins electronics. As an action, apply the paste
to the internals of an electronic to cause it to short-circuit and trigger
its malfunction, or deal 2d6 to a robotic enemy.

37
Hooligans
Hooligans are wild Neighbours who treasure their road hogs, partying,
and their freedom.

Their goal is to find the fastest cars and have the best time possible.
They dont listen to anyone.

Their secret is that they must sometimes take from other Neighbours to
enable their carefree lifestyle.

To join, prove you can ride hard and party hard with a succesful
CON roll.

The secret sign of the Hooligans is holding your open hand above your
head, which the other person should then strike with their open hand.

Hooligan Items

GAZ.
, 1 slot

Fuel needed to run a hog (or a delicious treat for a hooligan). Holding
Gaz in your inventory means you can use supply to run a vehicle.

JUNK HOG.

A two-seater vehicle with sidecar for two more passengers or 5 slots of


items. Lets you move much faster on the great roads and basically can’t
move off-road.

38
Arcologists
The Arcologists are an elite order of geniuses who love technology.

Their goal is to amass the best artifacts and keep them out of the hands
of the unwashed masses of RAD WORLD, who are like children playing
in a military surplus store.

Their leadership secretly plan to build a utopian society, with the


arcologists at its head.

To join, prove your clarity of thought with an INT roll.

The secret sign of Arcologists is holding your hand in karate-chop


position, which your fellow should mirror. You both then place your
hands against the others cheek.

Arcologist Items

LEAD ENERGY CELL.


, 1-10 slot

A primitive energy cell designed for universal adapters. Can power


various artifacts, but not reliable enough for building in the settlement.

DIAGNOS-STICK.
, 1 slot

A finger thick rod that produces lights and tones. Its operation is a
mystery to non-arcologists, but provides you a +2 to identifying artifacts
when used.

39
Third Eye Mystics
An order of believers who seek greater enlightenment.

Their goal is to find powerful glimmer and share it amongst their


members.

The order seeks the true light, a glimmer so powerful it can unite all
ego’s as one.

To join, show your understanding of the inner world with a WIS


roll.

The secret sign of the Third Eye is holding your fingers in a peace sign,
which your fellow should mirror. You both then put your hand against
your forehead to highlight your third eye.

Third Eye Mystics Items

THIRD EYE CHARM.


, 1 slot

A small string of psychically sensitive charms. When you’re targeted by


a psi, the third eye charm imprints the ability. An esper can attempt to
learn imprinted psi. The charm crumbles to dust after someone tries to
learn the psi imprinted.

SALT PYRAMID.
, 1 slot

Crumble the pyramid to dust to get ADV to resist a psi for 10 rounds.

40
Optional Rule: Running Away
If you find yourself in a sticky situation, you can
always declare a retreat.

As an action, you can lead a retreat. All allies who


agree flee the scene with you. Fleeing may require
an ability roll at the GM’s discretion. If successful,
you high-tail it out of there and regroup at a safe
location. If you fail the roll, you may end up getting
split up, barreling into another danger, or simply
cannot escape this time. You or your allies can
attempt another retreat on their turn.

Optional Rule: Dual Wielding


If you wield two weapons, you’ll continue to make
only one attack roll on your turn.

On a successful hit, roll both weapons damage dice.


Take the highest result and discard the other dice.
42
One last thing,
before you go.
A name. You are a Neighbours.

In the time of ancients, it meant


community. Harmony amongst all peoples.

It’s a hope we carry in our hearts,


to work together and achieve more
than we could alone.

Any decision you make that brings a smile


to your neighbours face, that draws you
closer together, is a good one. Don’t
sweat the small stuff. It’ll come out in
the wash.

Alright, that’s it.


Let’s get crawling.

Welcome to Rad World.

43
CHAPTER 2

WEIRD SHIT
PSIONICS..................................46
MANIFESTING PSI ....................48
PSI TIER 1..................................... 50
PSI TIER 2..................................... 52
PSI TIER 3..................................... 54
PSI TIER 4..................................... 56
PSI TIER 5..................................... 58
GIZMO’S...................................62
CREATING GIZMO’S.................... 63
GIZMO MISTRIGGER.................... 71
There’s weird shit in RAD WORLD. Not just the mutants, but BRAIN
SHIT. SCIENCE SHIT.

PSIONICS
Psionics are the manifestations of psychic energy latent in RAD WORLD.

But what is the nature of psionics? Most beings operate in 3 dimensions


and move through the 4th: time. Above time is the 5th dimension,
where all configurations of matter in the universe exist together in
past, present & future. Simultaneous. An endless sea of interconnected
energy.

Espers
Espers can perceive and influence the 5th dimension—that psychic
sea, where all things connect. With proper thought, any arrangement of
matter can be achieved

Glimmer
As an Esper’s perception and control of the psychic sea grows, they
shine. They GLIMMER and perceive others’ glimmers in turn—a secret
world of the mind privy only to those with the gift.

46
Ego
Sense of self. Espers must maintain a sense of self at all times. Its ego
is the only thing that holds an esper together on the psychic sea. Lose
that, and you are lost. Gone. Matter amongst a sea of matter.

Glimmering Objects
Anything can glimmer, including objects. They have an ego. A
sense of ‘self.’ (I am a teddy bear with button eyes and stuffing.)

Powerful egos can absorb these objects’ glimmers with relatively little
resistance and thus grow in glimmer themselves.

Ego Absorption
There are some Esper that set their eyes on bigger prizes. Other Esper’s.
Exert enough will, and you can shatter the ego of another Esper. Enclose
their energy-space within your ego. Add their glimmer to yours.

If not for bad dreams


There is a balance. Encapsulate too much within your ego, and you’ll
lose your grasp on it. Fall apart. Pull too many other espers into your
ego, and you are changed. No longer just your thoughts, but another.
And another. And another. Until you are gone, and the we remain.

This is the dance of the Espers. Absorb, but do not overreach lest you
become lost at sea.

47
MANIFESTING PSI
Esper’s manipulate the psychic sea to produce incredible effects: bending
reality, divining knowledge, and tearing apart minds.

To manifest psi, make a manifestation check by rolling 1d20 + your


WIS modifier.

The DC to sucesfully manifest a psi is 10 + the psi’s tier.

Results
If you succeed on your manifestation check, the psi takes effect.

If you fail your manifestation check, the psi does not take effect. You
can’t manifest that psi again until you complete a rest.

See Shadowdark core for details on duration, overlapping effects and


concentration.

CRITICAL SUCCESS
If you roll a natural 20 on your manifestation check, you may double one
of the psi numerical effects. This remains in effect on a concentration psi
until your next concentration check.

48
PSIONIC MANIFESTATIONS

Tier 1 Tier 4
• Beguile • Amnesia
• Density • Anathema
• Fission • Confusion
• Incandescence • Isolation
• Leech • Intuition
• Phobia • Photokinesis
• Psychometry • Protection
• Squint • Repulsion
• Sunder • Schism
• Sleep • Telekinesis
• Telepathy
Tier 2 • Translocation
• Burgeoning • Volition
• Cartesian
• Displacement Tier 5
• Empathy • Clairvoyance
• Egoism • Deathfield
• Fugue • Disintegration
• Invisibility • Domination
• Levitation • Duality
• Magnokinesis • Glimmerhunt
• Paralysis • Hold
• Pyrokinesis • Precognition
• Telekinesia • Relativity
• Summon
• Vortex
Tier 3 • Wish
• Blast
• Delusion
• Devolution
• Flight
• Imitation
• Intuition
• Idealization
• Massmind
• Seance
• Seizure
• Sycophate
• Tesselate
• Thotography

49
PSI TIER 1

BEGUILE INCANDESCENCE
Tier 1, esper Tier 1, esper
DURATION: days DURATION: 1 hour real time
RANGE: F RANGE: C

You beguile the ego of another You accelerate the nuclear decay
creature HD 2 or less. The target of an object.
is friendly towards you. The effect
ends if you or your allies harm One object you touch glows
it. It knows it was psychically with bright, heatless light,
manipulated when the effects end. illuminating out to a near
distance for 1 hour of real
time.
DENSITY
Tier 1, esper
DURATION: 10 rounds LEECH
RANGE: C Tier 1, esper
DURATION: Instant
You change target creature, RANGE: N
spreading their mass over more
or less space. Your siphon the ego of another. It
takes damage and you heal the
You can shrink or grow a target a s a m e amount .
maximum of 4 feet. Each foot you
shrink the target, they gain +1AC.
For each foot you grow a target,
they get –1AC. You also get the
benefits of being smaller or taller.

FISSION
Tier 1, esper
DURATION: Instant
RANGE: N

You split the atomic bonds of the


air, dealing damage in a cone
near.

50
PSI TIER 1

PHOBIA SUNDER
Tier 1, esper Tier 1, esper
DURATION: 1 day DURATION: Instant
RANGE: C RANGE: F

You touch one object, giving it You attempt to sunder another


psychic pressure. esper’s mind. This only works on
other espers.
Every creature you do
not designate at time of The targeted creature must
manifestation finds they make a CHA check opposed
are fearful to approach by your manifestation check.
close and must roll WIS If the creature fails, it flees
against your manifestation for 5 rounds in abject terror
check. Otherwise, they are of ego death and cannot
unwilling to move towards come near of you during
the object that round. that time. If it fails its roll
by 10 or more, it’s mind is
destroyed and becomes a
PSYCHOMETRY living vegetable.
Tier 1, esper
DURATION: Instant
RANGE: C SLEEP
Tier 1, esper
Tounching an object, you can recall DURATION: Instant
emotional events that occurred in RANGE: N
its past.
You kick nearby mitochondria
If the object is an artifact, you can into melatonin overdrive. Choose
grant someone +2 to identify the a near-sized area within range.
artifact if it was used during the Living creatures in the area who
significant event. have 2 HD or less fall asleep.

SQUINT
Tier 1, esper
DURATION: Concentration
RANGE: N

You can sense the presence of


psi, and other espers, within
near range for the psi’s duration.
Complete barriers such as walls
and doors block this psi.

51
PSI TIER 2

BURGEONING EMPATHY
Tier 2, esper Tier 2, esper
DURATION: 5 rounds DURATION: Concentration
RANGE: F RANGE: N

Your mind coaxes simple life to You peer into the ego-space of
accelerate its chemical chains. another creature. Each round,
You create a near-sized cube of you learn the target’s immediate
grasping vines within the psi’s thoughts.
range.
On its turn, the target
A creature stuck in the vines makes a WIS check opposed
can’t move and must succeed by your last manifestation
on a Strength check opposed check. If the target succeeds,
by your manifesting check to it notices your presence in
free it self its mind and can end the psi.

CARTESIAN EGOISM
Tier 2, esper Tier 2, esper
DURATION: 1 day DURATION: 5 rounds
RANGE: Unlimited RANGE: C

You know the cardinal directions You establish new beliefs about
and the way to any location you’ve your body that self-reinforce.
previously visited, reducing
wasted time. You gain advantage on your
next ability check or attack
Traveling with this psi grants roll.
advantage on everyone’s
supply rolls.
FUGUE
Tier 2, esper
DISPLACEMENT DURATION: 5 rounds
Tier 2, esper RANGE: S
DURATION: Instant
RANGE: S You create illusory duplicates of
yourself equal to half your level
In a cloud of non-normality, you rounded down (minimum 1). Each
teleport a near distance to an time a creature attacks you, the
area you can see. Any creature or attack misses and causes one of
objects in that area swap places the duplicates to evaporate. If all
with you. of the illusions have disappeared,
the psi ends.

52
PSI TIER 2

INVISIBILITY
Tier 2, esper
DURATION: 10 rounds
RANGE: C

A creature becomes invisible to


the perception of other creatures
for the psi’s duration. This psi
has no effect on robotic beings.
The effect ends if the target deals
damage.
PARALYSIS
Tier 2, esper
LEVITATION DURATION: Concentration
Tier 2, esper RANGE: F
DURATION: Concentration
RANGE: S You psychically paralyze one
humanoid creature you can see
You bend certain core tenets of within range for the psi’s duration.
space-time.

You can float a near distance


PYROKINESIS
Tier 2, esper
vertically per round on your turn.
DURATION: Concentration
You can also push against solid
RANGE: F
objects to move horizontally.
You excite the atoms of a target
MAGNOKINESIS and ignite them, dealing
Tier 2, esper damage each round for the
DURATION: 3 rounds psi’s duration.
RANGE: N

You create a point of magnetism. TELEKINESIA


Objects are attracted/repelled one Tier 2, esper
range increment per round. DURATION: Concentration
RANGE: F
A creature makes STR check
vs your manifestation roll to You can create a psychic hand that
resist. can lift and delicately manipulate
objects. You can move objects
A robotic creature in the center of 25 pounds or less, and perform
a field takes damage each delicate actions. You can move
round they remain there. such objects a near distance in
any direction. Not strong enough
to hold a creature.

53
PSI TIER 3

BLAST
Tier 3, esper
DURATION: Instant
RANGE: C

You unleash force. All creatures


near you take damage.

DELUSION
Tier 3, esper
DURATION: Concentration
RANGE: F FLIGHT
Tier 3, esper
You implant an illusion that only DURATION: 5 rounds
exists in the target’s mind. The RANGE: S
illusion consists of audio and
visual elements. You disregard certain core tenets
of space-time. You can fly for
The illusion cannot cause harm the psi’s duration and are able to
but the creature believes the hover in place.
illusion is real and reacts as
though it were. The illusion, in
turn, reacts realistically. IMITATION
Tier 3, esper
DURATION: varies
DEVOLUTION RANGE: varies
Tier 3, esper
DURATION: Instant You can replicate one psi effect
RANGE: C you’ve witnessed in the last 24
hours.
You seek an earlier point on the
molecular solution space. Target
is regressed to earlier state of IDEALIZATION
evolution. Devolved creatures Tier 3, esper
become non-hostile, weak, or DURATION: Concentration
defenseless, or rarely stronger. RANGE: C

Weakened creatures have You reinforce the idealization of


disadvantage on ability another, multiplicating what we
checks and attacks rolls, know to be true. Target creature
and have the half normal gets a bonus equal to your
hp. The opposite is true for manifestation bonus to one of
strengthened creatures. their ability scores of your choice.

54
PSI TIER 3

MASSMIND SEIZURE
Tier 3, esper Tier 3, esper
DURATION: 1 day DURATION: Instant
RANGE: N RANGE: F

You link willing minds together in The creature’s synapses take


a shared consciousness. . Robots are immune.
• All linked creatures can
sense each other’s thoughts
and feelings, allowing for SYCOPHATE
telepathic communication. Tier 3, esper
• Any mental disruption that DURATION: Instant
impacts one member of the RANGE: Unlimited
mass mind affect all of them
(for example, if one creature is You send a brief psychic message.
confused, all members of the
mass mind are confused).
TESSELATE
Tier 3, esper
SEANCE DURATION: Concentration
Tier 3, esper RANGE: C
DURATION: Instant
RANGE: C One creature you touch becomes
impervious either heat, cold, or
A dead body you touch speaks electricity.
through you. Someone else can
ask the dead body up to three yes
or no questions (one at a time). THOTOGRAPHY
The GM truthfully answers “yes” Tier 3, esper
or “no” to each. DURATION: Instant
RANGE: S
You cannot manifest this psi more
than once in 24 hours. You make your mind receptive
to the currents of the psychic sea
and act as a medium for others to
interrogate.

A creature can ask you a question


about a specific course of action,
the GM tells you whether the
action will lead to “tailwinds” or
“turbulence”.

55
PSI TIER 4

ISOLATION
Tier 4, esper
DURATION: 5 rounds
AMNESIA RANGE: C
Tier 4, esper
DURATION: Instant You create a bubble of force
RANGE: C surrounding yourself completely
impenetrable to physical or mental
Through careful psychic surgery, effects. You can roll the bubble a
you disperse a part of the ego- near distance on your turn.
space. You modify the memory of
target creature, forcing them to
forget up to 24 hours of their past. INTUITION
Tier 4, esper
DURATION: 10 rounds
ANATHEMA RANGE: S
Tier 4, esper
DURATION: 5 rounds You see the future moments before.
RANGE: F You gain +2 to attacks and AC.
You cannot be surprised as you
A radioactive cloud of green sense attackers’ moment before
poison fills a near-sized area they strike. You gain advantage on
within range. It spreads around Dexterity checks to avoid damage.
corners. Creatures inside the cloud
are blinded and take damage During combat on your turn, the
at the beginning of their turns. GM announces what each creature
they control intends to do, and any
A creature who ends its turn other environmental effects.
inside the cloud dies if it has fewer
hit dice than your level.
PHOTOKINESIS
Tier 4, esper
CONFUSION DURATION: 10 rounds
Tier 4, esper RANGE: C
DURATION: Concentration
RANGE: N You can bend light in a near area.
Creatures and objects inside are
You mesmerize one creature you invisible, and completely immune
can see in range, clouding its mind to light-based effects, like lasers
with past and future thoughts. or flashes. As an action, you can
Until the psi ends, the target move this region near. This region
cannot take actions, and it moves does not muffle sound or stop
in a random direction on each of physical objects from passing
its turns. through.

56
PSI TIER 4

PROTECTION
Tier 4, esper
DURATION: 10 rounds
RANGE: C

For the spell’s duration, your


armor class becomes 17 (20 on a TELEPATHY
critical spellcasting check) Tier 4, esper
DURATION: 1 day
RANGE: 1 hex
REPULSION
Tier 4, esper Your broadcast sounds and images
DURATION: 5 rounds to others. You can broadcast to
RANGE: N any or all creatures within 1 hex
of you. Receivers of the thoughts
You establish implicit delineations experience them as foreign,
of space that must be true. You distinct ideas (voices in my head!)
conjure a contiguous surface that
can cover a near-sized area in If they wish, they can
width and length. You choose the attempt an WIS roll against
shape. Nothing can physically pass your manifestation check to
through the wall. stop recieving. Unlikely to
induce hysteria unless the
target is especially mentally
SCHISM unbalanced.
Tier 4, esper
DURATION: Instant
RANGE: N TRANSLOCATION
Tier 4, esper
End one psi effect currently active. DURATION: Instant
The esper miscasts the psi. RANGE: S

You teleport yourself and up to


TELEKINESIS one other willing creature to any
Tier 4, esper
point you can see.
DURATION: Concentration
RANGE: F
VOLITION
You lift a creature or object with Tier 4, esper
your mind. Choose a target that DURATION: instant
weights 1,000 pounds or less. You RANGE: S
can move it a near distance in
any direction and hold it in place. You critically succeed your next
Only blunt, powerful force can be manifestation check.
applied.

57
PSI TIER 5

DISINTEGRATION
Tier 5, esper
DURATION: Instant
RANGE: F

A green ray turns a target to ash.


Creatures die if their HD less than
or equal to half your level rounded
down (minimum 1). Otherwise, it
CLAIRVOYANCE takes damage. An object up
Tier 5, esper to the size of a large tree is
DURATION: Concentration destroyed.
RANGE: S

Your mind quests across the


DOMINATION
Tier 5, esper
psychic sea, seeking to observe
DURATION: Concentration
a distant point. For the psi’s
RANGE: F
duration, you can see and hear a
creature or location you choose.
Your ego envelopes another with
10 HD or less, controlling their
This psi is DC 18 to manifest
body while yours lies dormant.
if you try to view a creature
You take control of the target’s
or location that is unfamiliar
and act on its turn. Your own body
to you.
remains inert and vulnerable.
You aren’t distracted unless your
Each round, creatures you
original body is damaged.
view may make a WIS
check opposed by your last
If your body dies while you are
manifestation check. On a
dominating a target, your mind
success, they become aware
becomes stranded in this new
of your psychic observation.
body. Each round, roll an CHA
opposing the original creatures
DEATHFIELD CHA. The highest roll gains
Tier 5, esper control of the body for that round.
DURATION: Instant When one of the minds succeeds
RANGE: N three times, they destroy the other
ego and gain permanent control
Your radiate an ego dispersing of the body. If you inhabit the
field. All creatures, including you, body this way, you keep your psi
within near are reduced to hp abilities and class levels, but gain
equal to their HD. Targets losing the physical attributes and non-
8 hp or less are instantly killed psi abilities of the dominated
instead. creature.

58
PSI TIER 5

DUALITY PRECOGNITION
Tier 5, esper Tier 5, esper
DURATION: 10 rounds DURATION: 10 rounds
RANGE: near RANGE: C

You reach into the psychic sea You see the near future and the
to create a cerulean, flickering branching paths that exist.
duplicate of your ego.
You have advantage on all ability
Your duplicate has the same checks and attack rolls, and
statistics as you at the time of creatures have disadvantage to
manifestation and acts on your hit you.
turn.
RELATIVITY
GLIMMERHUNT Tier 5, esper
Tier 5, esper DURATION: varies
DURATION: Instant RANGE: S
RANGE: C
You curve space-time around
You seek the glimmer of another. you, taking +1 extra turns. If
you deal damage to another
Target creature loses the use of creature, the effect ends.
a number of psi equal to your
level. If they have no more psi
remaining, they die. You gain XP
as though you found a Legendary
treasure.

Has no effect on creatures without


psi abilities.

HOLD
Tier 5, esper
DURATION: Concentration
RANGE: F

You psychically paralyze one


creature you can see within range
for the psi’s duration.

59
PSI TIER 5

SUMMON WISH
Tier 5, esper Tier 5, esper
DURATION: Concentration DURATION: Instant
RANGE: C RANGE: S

You reach into the 5th dimension, With a mighty effort, alter the
calling forth a creature. You psychic sea.
summon an entropic being with 7
HD or less. The creature is under Make a single wish, stating it as
your control and acts on your exactly as possible. Your wish
turn. If you lose concentration on occurs, as interpreted by the GM.
this psi, you lose control of the
creature and it becomes hostile
toward you and your allies.

You must pass a


manifestation check on your
turn to return the creature
to the 5th dimension.

VORTEX
Tier 5, esper
DURATION: Concentration
RANGE: C

You create a tunnel in space-time


near you, linking here with any
other location. Objects on your
side are sucked in, and objects on
the opposite side pushed away.

To resist either force requires


a STR roll opposing your
manifestation check.

You can link to any other location


to you. Otherwise, there is a 50%
chance the portal opens in location
similar to what you imagined.

60
61
GIZMOS
Shiny’s slap together volatile devices to experiment on his allies, explode
his enemies and break the laws of physics.

To trigger a gizmo, make a trigger check by rolling 1d20 + your


INT modifier.

The DC to sucesfully trigger a gizmo is 10 + the gizmo’s tier.

Results
If you succeed on your trigger, the gizmo activates.

If you fail your trigger check, the gizmo does not take effect. You can’t
trigger that gizmo again until you complete a rest and have a chance to
repair it.

See Shadowdark core for details on duration, overlapping effects and


concentration.

CRITICAL SUCCESS
If you roll a natural 20 on your trigger check, you may double one of
the gizmo numerical effects. This remains in effect on a concentration
gizmo until your next concentration check.

CRITICAL FAILURE
If you roll a natural 1 on your trigger check, the gizmo does not take
effect. If it was a concentration gizmo, the gizmo immediately ends.
Roll on the Gizmo mishap table.

62
CREATE GIZMOS

Whenever you gain a gizmo, roll to generate it. Gizmos consist of Prefix,
Device, Effect. You combine them as follows:

»» ROLL ON PREFIX TABLE. This determines the duration.


»» ROLL ON DEVICE TABLE. This determines range and effect table.
»» ROLL ON THE EFFECT TABLE. Based on the device you just
rolled. This determines the actual effect.
»» NAME IT! Combine the three words into a device name. Record the
duration, range, and effect.

Prefix Table

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Duration

01-20 Junk - Proto-   Hypertech- Perfected- Instant


21-40 Scrap - Hyper- Nano- Xeno- 1 round
41-60 Trash - Experi- Uber- Omega- 5 rounds
61-80 Damaged - Electro- Crypto- Meta- 10 rounds
81- Smoking - Quasi- Quantum- Giga- 1 day
100

63
Device Table

Name Range Effect Table

1 Rod Close Damage


2 Sticker Close Damage
3 Jackhammer Close Damage
4 Wristblade Close Damage
5 Pick Close Damage
6 Knife Close Damage
7 Frying Pan Close Damage
8 Bat Close Damage
9 Shotgun Near Damage
10 Blade Near Damage
11 Hammer Near Damage
12 Spray Pump Near Damage
13 SMG Near Damage
14 Arcer Near Damage
15 Revolver Near Damage
16 Fist Near Damage
17 Rifle Far Damage
18 Carbine Far Damage
19 Cannon Far Damage
20 Rail Far Damage
21 Launcher Far Damage
22 Bow Far Damage
23 Beam Far Damage
24 Ray Far Damage
25 Swarm wrack Sight Damage
26 Capsule Self Buff
27 Modulator Self Buff
28 Regulator Self Buff

64
Device Table

Name Range Effect Table

29 Deflector Self Buff


30 Microcontroller Self Buff
31 Armlet Self Buff
32 Ring Self Buff
33 Cape Self Buff
34 Injector Close Buff
35 Applicator Close Buff
36 Capsule Close Buff
37 Kit Close Buff
38 Gel Close Buff
39 Talisman Close Buff
40 Syringe Close Buff
41 Lancet Close Buff
42 Spraycan Near Buff
43 Vaporizer Near Buff
44 Radiator Near Buff
45 Disc Near Buff
46 Coil Near Buff
47 Nucleus Near Buff
48 Crown Near Buff
49 Tablet Near Buff
50 Scope Near Buff
51 Flare Near Buff
52 Horn Far Buff
53 Microbot Far Buff
54 Core Far Buff
55 Reflector Far Buff
56 Blaster Far Buff

65
Device Table

Name Range Effect Table

57 Array Far Buff


58 Broadcaster Sight Buff
59 Googles Self Utility
60 Cap Self Utility
61 Glasses Self Utility
62 Unit Self Utility
63 Cipher Self Utility
64 Suit Self Utility
65 Encoder Self Utility
66 Boots Self Utility
67 Analyzer Close Utility
68 Wrench Close Utility
69 Drill Close Utility
70 Spanner Close Utility
71 Tintcure Close Utility
72 Jelly Close Utility
73 Tonic Close Utility
74 Capacitor Close Utility
75 Generator Near Utility
76 Field Near Utility
77 Banner Near Utility
78 Jar Near Utility
79 Globe Near Utility
80 Pocketwatch Near Utility
81 Card Near Utility
82 Mantle Near Utility
83 Probe Far Utility
84 Detector Far Utility

66
Device Table

Name Range Effect Table

85 Turbine Far Utility


86 Jet Far Utility
87 Microreactor Far Utility
88 Waydroid Far Utility
89 Crucifix Far Utility
90 Remote Far Utility
91 Ocular Sight Utility
92 Pendant Self Chaos
93 Canteen Self Chaos
94 Coin Self Chaos
95 Trinket Self Chaos
96 Visage Self Chaos
97 Tome Self Chaos
98 Veil Self Chaos
99 Teddy Bear Self Chaos
100 Cube Self Chaos

67
Damage Effects Table

Term Effect

1-20 Thermo Roll trigger check with advantage


Deal 1d4 per gizmo tier
21-40 Plasmic Deal 1d6 per gizmo tier
41-60 Photonic Deal 1d6 near target per 2 gizmo tier
61-80 Voltaic Deal 1d6 per 2 gizmo tier to all targets in a
line to range
81-100 Phase Destroy target creature with HD less than
twice gizmo tier.

Buff Effects Table

Term Effect

1-14 Nanite Give target shield that absorbs 1d6 per


your level of damage
15-29 Biotic Heal 1d4 per gizmo tier, regenerates lost
parts
30-44 Homeopathic Heal 1/4 max hp per 2 gizmo tier
45-59 Holographic Give +1AC per gizmo tier (max +4)
60-74 Neurologic Give 1 luck per 2 gizmo tier (min 1)
75-89 Bionic Give +1 attack & damage per gizmo tier
90-100 Mnemonic Charm target humanoid with HD less
than twice gizmo tier

68
Utility Effects Table

Term Effect

1-14 Harmonic Gain 1 truth per gizmo tier from (1)


corpse (2) humanoid (3) entropic being
(4) robot (5) mutant (6) universe
15-29 Xenomorphic Summon a (1-2) robot (3-4) entropic
being (5-6) mutant with HD equal to
twice gizmo tier
30-44 Psychotic Stun target creature for duration
45-59 Morphogenic Dominate target creature with HD less
than twice gizmo tier for duration.
60-74 Aerostatic Fly targets per 2 gizmo tiers for
duration.
75-89 Topographical Shape terrain near (1) water (2) earth
(3) stone (4) steel (5) energy (6) anything
90-100 Transversal Teleport one range increment per
gizmo tier (close > near > far > sight >
anywhere)

69
Chaos Effects

Term Effect

1-35 Cosmologic Rewind time to any of your previous turns.


All the changes in fiction are reset to that
point - guess at values that are uncertain.
Quantum uncertainty! Failing this trigger
roll causes you to disappear to an alternate
universe, gone from this one forever.
36-70 Esoteric Add one truth to the existing fiction.
Failing this trigger roll causes you to
disappear from this reality, and for
everyone to forget about you.
71-99 Noetic Target creature is permanently dominated
by you. Failing this trigger roll causes your
ego to disperse. You fall into a catatonic
slumber, dreaming a dream that is not a
dream, that you were once a mind with
will.
100 Ontologic You’ve come this far. You decide what it
does. Fail this trigger roll and you are lost -
gone, changed or destroyed.

70
GIZMO MISTRIGGER

Gizmo Mistrigger Tier 1-2

Effect

1 Tazed. You fall asleep for 1d4 rounds.


2 Belched. You create a smoke cloud near.
3 Dystechnic. You are befuddled by technology and can’t use
artifacts or roll to identify artifacts.
4 Chemical stink. Disadvantage to charisama checks on those
that can smell you.
5 Hormone imbalance. You become allergic to (1)metal (2)plastic
(3)stone (4)dirt. You take 1 damage per round its in contact
with you.
6 Tech sensitive. you have disadvantage to INT and WIS checks
when Close to technology.

Gizmo Mistrigger Tier 3-4

Effect

1 Quantum Tic. You teleport about uncontrollably.


2 Neural shock. You forget things and places after they’ve been
out of sight for a minute.
3 Fried Nerves. you have disadvantage to resist effects.
4 Nervful. You become fearful of something and suffer
disadvantage in its presence (1) outdoors (2) indoors (3) loud
noises (4) blood
5 Neural burn. You suffer a seizure and cannot act.
6 Catastrophic meltdown. You manifest a random other gizmo of
the same level instead.

71
GIZMO MISTRIGGER

Gizmo Mistrigger Tier 5

Effect

1 Id animation. Your ego is temporarily reconfigured to match


an alternate version of yourself.
2 Time echo. Pain taken by you echoes through time. you take
double damage.
3 Voxeled. You are dispersed and intangible for a round.
4 Evil Twin. Quantum field of the device spontaneously
assembles an exact copy of your ego. A naked duplicate of you
appears near, hostile to you.
5 Ontological Turbulence. All manifestation checks by anyone in
a 1 mile area are at disadvantage, forever.
6 Quantum Tear. You tear quantum space and introduce an
expanding sphere of anti-matter.

72
CHAPTER 3

ARTIFACTS
ARTIFACTS...............................76
WORTHLESS JUNK.................79
ALPHA ARTIFACTS................84
ZETA ARTIFACTS.................106
OMEGA ARTIFACTS.............121
ARTIFACTS Artifact Description
Artifacts are strange and
powerful objects left behind When characters discover a new
by the Ancients. Neighbours device, describe it general terms.
scour the ruins of the old world
looking for valuable objects of MATERIAL. bronze, copper,
all kinds, either for trade or to ceramic, iron, steel, carbide,
help overcome the wild danger chrome, crystal steel, space
of their misadventures. Even steel, neutron steel.
malfunctioning, most artifacts
are still valuable. Some have COLOR. red, yellow, blue,
enough power to lift communities orange, green, violet, amber,
out of hardship. Or blow them up. vermillion, magenta, violet,
teal, chartreuse, white,
Artifacts value, XP value and chrome, black, grey
supply value vary by level.
SHAPE. cylinder, tube, box,
tall box, thin rectangle, loop,
Artifact XP Value hexagon, sphere, moon, semi-
circle, ring, teardrop, bell,
Supply pyramid, or several of these
Quality XP shapes combined.
Value

Worthless 1 d4 Artifact Effects


Junk
Alpha 3 d10 ALPHA artifacts accomplish
Artifacts things a normal neighbour could,
just conveniently.
Zeta 6 d12
Artifacts ZETA artifacts produce incredible
effects that neighbours would
Omega 9 d12
struggle to replicate.
Artifacts
OMEGA artifacts produce
completely unbelievable effects
out of reach otherwise.

Artifact Malfuction
Sometimes, the worst possible
thing happens. Players can
discover this through roleplay, or
via random experimentation.

78
Artifact False Function
There are wrong ways to use a
device. Players can discover this
through roleplay, or via random
experimentation.

Identifying Artifacts
Characters can roll an easy,
normal or hard INT. On a success,
characters can tell the general
purpose of an object or find
some useful hints to its purpose.
Also, if the character is about
to do something dangerous to
themselves with the artifact, they
realize it before disaster strikes!
On a failure, the markings are
rubbed off and its purpose is
unclear.

From this point, roleplay


deciphering artifacts. This
requires you know in advance the Too Simple/Complex
look of the artifact, what buttons
and controls are on it and what Sometimes, devices are way too
it can do. Artifacts should have simple, or way too complex to
a failure state (if applicable), describe. For example, an airplane
function and false function. cockpit has way too many knobs
and switches to roleplay while a
EXAMPLE: lead pencil is almost pointlessly
simple to describe. In situations
It’s a long metal device with like this where the artifact WIS
an opening on one end. There’s roll was failed, you can stay vague
a switch on the side with two with the objects nature and roll a
settings, a sliding pump on d10 to see what random poking
the underside, and a pullable and prodding produces.
switch.

79
Random experimentation

If players can’t grasp the device,


they could just try random
experimentation. In such cases,
roll to see what happens.

Worthless junk always yields the


ASSUMED USELESS outcome.

Random Experimentation

Result

1 ARTIFACT BREAKS. A portion of the artifact is damaged


and doesn’t work. It can’t be repaired. Trying to repair a truly
broken artifact causes a DANGEROUS EVENT.
2 ASSUMED BROKEN. The artifact is assumed to be broken.
Another character could still attempt to identify it.
3 ASSUMED USELESS. The artifact is assumed to be worthless
junk.
4 DANGEROUS EVENT. The character or someone nearby is
injured by the artifact – either 1d4 damage for non-dangerous
artifacts, or the artifacts malfunction.
5 FALLS APART. One or more pieces fall off the artifact,
rendering it broken. Can still be repaired.
6-7 FALSE FUNCTION. The characters discover a false function
of the device
8-10 TRUE FUNCTION. The character discovers one of the true
functions of the artifacts.

80
WORTHLESS JUNK (1 XP)
Worthless Artifacts

Item Item

1 Kaleidoscope 13 Circuit board


2 Alarm clock 14 Empty spray bottle
3 Manual pencil sharpener 15 VCR remote
4 Earth globe 16 Combination lock
5 12-volt car battery 17 Toy space gun with lights
and sound
6 Briefcase 18 Metallic folding chair
7 Squirt gun 19 Plastic tree
8 Barricade flashing light 20 Hair brush
9 Talking doll 21 Magic Eightball
10 Hearing aid 22 Unmarked jar containing
sauerkraut
11 Reading glasses 23 Bicycle pump
12 Solar toaster oven 24 Car GPS

81
Worthless Artifacts

Item Item

25 Ring of keys 49 Pocket calculator


26 Fishing rod 50 Can of rubber bands
27 Stapler 51 Extension cord
28 Can of motor oil, empty 52 Child's tricycle
29 Baseball glove 53 Helium tank
30 Electric toothbrush 54 Electric guitar
31 Colored puzzle cube 55 Traffic light
32 Atomic turkey carving knife 56 Stop sign
33 Garden sprinkler 57 Microphone and stand
34 Children’s popup book 58 Coin-operated mechanical
bull
35 Price tag gun 59 Pinball machine

82
Worthless Artifacts

Item Item

36 Beeper 60 Carboard box of nuts and


bolts
37 Locket with picture of loved 61 Tube of lip balm (used)
one
38 Electric razor 62 Instant camera
39 Military medal 63 Skateboard
40 Swim googles with snorkel 64 Knitting needles in wool
41 Leather chaps 65 Pair of rubber sandals
42 Flatscreen TV 66 Wet nap
43 Motorcycle helmet 67 Grabber tool
44 Game console controller 68 Lacy bra
45 Washing machine 69 Suit jacket
46 Kids wagon 70 Polka-dot Tie

83
Worthless Artifacts

Item Item

47 Eyebrow Tweezers 71 Fuzzy car dice


48 Wristwatch 72 Basketball
73 Headphones 87 Crazy, bendy straw
74 Pine tree air freshener 88 RC cars
75 Ice cube tray 89 Laser pointer/pen combo
76 Football 90 Shadowdark 2 rulebook
77 Pasta strainer 91 Framed map of the world
78 Manga adaption of Pride 92 Large Glittering Mix CD
& Prejudice
79 Leather armchair 93 Magnifying glass

84
Worthless Artifacts

Item Item

80 Deodorant 94 Leg warmers


81 Bottle of Glue 95 Vibrating Dumbbell
82 Pool cue 96 Yoga Mat (rolled up)
83 Umbrella 97 Egg timer
84 Fish tank 98 1ft sheet of emoji stickers
85 Broken Lion Statuette 99 Cream colored Cowboy hat
86 BBQ Tongs 100 Roll on alpha artifacts

85
ALPHA ARTIFACTS (3 XP)

Alpha Artifacts

Item Item

01 Ancient Blade 28 Paralysis Rod


02 Binoculars 29 Grenade (type)
03 Communicator 30 Carbide Weapons
04 Gas Mask 31 Suit
05 Fire Extinguisher 32 Bulletproof Vest
06 Flashlight 33 Flying Blade
07 Envirolyzer 34 Preserved Pizza
08 Portent 35 Ego’d Item (Tier 1 - Tier 2)
09 Volter 36 Ego’d Item (Tier 3)
10 Solar Charger 37 Gyrocopter pack
11 CHEWY Shorts 38 Laser Sight
12 Leopard Print bucket hat 39 Telescopic Scope
13 I.D Card   40 Injector
14 Parachute 41 Biotic Bed
15 Remote Hand 42 Ductape
16 Toolbox 43 Biotic Injection
17 Flare 44 Psych Injection
18 Medikit 45 Service bot
19 Cement Spray 46 Repair manual (alpha)
20 Toxin Neutralizer 47 Lensing Amulet
21 Video Cloak 48 - Power Cell
99
22 Kitty Kat Backpack 100 Roll on Zeta Artifacts

86
ANCIENT BLADE
Alpha. A cool looking curved shell
in the shape of a sword. The base
of the handle says the following
in Ancient: “Replica, as seen on
the hit TV show Blades Without
Master.”

EFFECT. Pulling on the handle


while holding the shell reveals a
wicked sword. Not much better
than a regular katana, but
impressive to those that like cool-
looking swords.

FALSE FUNCTION. Fancy walking


stick or club.

MALFUNCTION. Just don’t stick


it anywhere you don’t want it.

BINOCULARS COMMUNICATOR
Alpha. Two hand-size tubes Alpha. A black case. An open
attached in the center. Glass slot on the side of the case for an
lenses fill either ends of the tube, energy cell. Inside the case seven
and distort light passing through black circles plugged into foam
them. slots.
EFFECT. When looked down the EFFECT. When an energy cell is
narrow end, enlarges anything inserted, the black earpieces act
being looked at. Advantage to as microphones & speakers for 1
WIS checks to spot things from day, allowing seven creatures to
far off. communicate over long distances.
FALSE FUNCTION. Looking down COST. d8 chance of exhausting an
the wrong end makes things close energy cell.
appear extremely tiny.
FALSE FUNCTION. Slot perfectly
MALFUNCTION. Being too rough into nostrils, blocking smell.
with the lenses causes them to
shatter, dealing 1d4 damage and MALFUNCTION. High pitch
blinding the user until healed. feedback between several
earpieces deafens user until
healed.

87
GAS MASK
Alpha. A face mask made of a
thick cloth. On the inside, a fine
mesh. On the outside, two large
cylinders are attached and glass
eyeholes. A sturdy black cloth
strap is attached to the outside.

EFFECT. When worn over the FIRE EXTINGUISHER


mouth and nose, allows the wearer
to safely breathe any gas. Alpha. A heavy metal cylinder
with backpack straps. A paper
FALSE FUNCTION. Fits snugly on label covers the side, filled with
the head like a hat. words and symbols. On the sides
is a handle attached to a rod and
MALFUNCTION. Removing the a hose extends out the side
outside cylinders releases toxic
gas in the area. Each round, EFFECT. When the handle is
creatures roll CON or take 1d4 psuhed down, fire-suppressant
poison damage. foam-gas mixture sprays forth.
This extinguishes any fire and
insulates live electrical wires.

FALSE FUNCTION. An effective


club, but on a natural 1
malfunction.

MALFUNCTION. Cracking the


case creates a cloud of foam and
gas that blinds and chokes.

88
ancient words: “ENVIRO-3000”.
On one of the narrow sides is a
square dark recess covered in
grey-colored glass panels.

The back of the device can be


screwed off revealing an energy
cell slot.

EFFECT. Inserting an energy


cell powers the device for 1 day.
It senses the environment and
provides compositional analysis of
the nearby air. It also emits a tone
when poisonous gas, dangerous
FLASHLIGHT psychic turbulence, deadly
radiation or other hazardous
Alpha. A hand sized metal environmental effects are within
cylinder with a glass opening on 1 hex, and indicates their cardinal
one side. A soft rubber bump direction.
protrudes along the shaft.
COST. d12 chance of exhausting
The back of the device can be an energy cell.
screwed off revealing a small
compartment. FALSE FUNCTION. The back port
is an excellent storage for small
EFFECT. Inserting an energy cell things.
powers the flashlight for 1 hour. It
creates light near. MALFUNCTION. Putting a finger
into the sensing port on the on
COST. d8 chance of exhausting an the side gives the person a nasty
energy cell. 1d4 shock and short circuits the
envirolyzer.
FALSE FUNCTION. The back port
is an excellent storage for small
things.

MALFUNCTION. Smashing the


front ruins the flashlight.

ENVIROLYZER
Alpha. A palm sized box. One
broad side has three red buttons
and a black glass surface. The
reverse side has a cut square panel
closed by a screw and the printed

89
PORTENT VOLTER
Alpha. Four circular pylons all Alpha. A metal rod with a set of
connected by prehensile cords. At pincers on the end. Emits a faint
the end of the chain is a metal disk. hum.
Each pylon has a glass sphere on-
top. The central disk has a button EFFECT. When touched to a
and a slot for an energy cell. live electronic, the rod drains
electricity and becomes charged.
EFFECT. Inserting an energy cell Energy cells are completely
and pressing the button on the drained by this. When touched
central disk activates the device to another device, the volter can
for eight hours. Each pylon projects energize and activate it like an
a quarter circle of lambent force energy cell.
that extends outwards near. The
shield allows objects and beings FALSE FUNCTION. When held
to slowly pass through it over the against a body part, it numbs it.
course of a round, but resists
creatures rushing through or MALFUNCTION. If short
projectile weapons. The pylons circuited, explodes and deals 1d4.
can be setup to create a complete
circle, or overlapping arcs. Each
pylon’s shield has 5hp, after which
it deactivates for ten minutes.

FALSE FUNCTION. The prehensile


cord attaching the pylons is quite
strong, and all the cords can
function as a rope.

MALFUNCTION. All the shields


being broken at once cause the
portent to overload and explode,
dealing 1d4 near.

90
SOLAR CHARGER MALFUNCTION. Bending over
too quickly splits the back of the
Alpha. A large, chest-sized sheet pants, and they grant -1 reaction
of grey glass. A thick tangle of rolls until repaired.
wires run from the underside to a
energy-cell shaped object.
LEOPARD PRINT
EFFECT. When plugged into BUCKET HAT
an energy cell slot, can power a
device after eight hours in direct Alpha. A soft cloth bowl covered
sunlight. Can also be used purely in a fearsome yellow-black pattern.
as an energy cell in the settlement.
EFFECT. Wearing this hat
FALSE FUNCTION. Surface gets radiates a aura of fearsome
hot enough to cook food. power. You get an additional +1 to
reaction rolls against mutants and
animals.
CHEWY SHORTS
FALSE FUNCTION. Waterproof
Alpha. A set of soft shorts with a
and can carry liquids.
string woven into the waist. Plush
runes adorns one side: “CHEWY”.

EFFECT. Wearing these pants


radiates a aura of supreme
confidence. You get an additional
+1 to reaction rolls against
humanoids.

FALSE FUNCTION. Tying up the


bottom of the shorts and using the
drawstring makes a handy bag.

91
REMOTE HAND
Alpha. Chrome steel glove covered
in geometric pattern. An opening
at the base.

EFFECT. When your hand is


placed inside, a holographic hand
appears near and mimics your
I.D CARD hand movements.

Alpha. A slick, shiny and stiff FALSE FUNCTION. Nothing.


square of white. An ancient
adorns the front, along with some MALFUNCTION. Filling the
mysterious ancient gibberish. interior with water causes the
device to explode, dealing 1d4.
EFFECT. Producing this
authoriative card grants +1
reaction rolls against robots.

FALSE FUNCTION. Useful for


cleaning beneath nails.

MALFUNCTION. Bending in half


snaps it.

PARACHUTE
Alpha. A cloth bag with two large
straps on either side. The top has
an flap firmly secured. A strange
string with a plastic ring attached
hangs down from the left strap.

EFFECT. Pulling the string opens


the flap and blasts forth a large
parachute. Falling creatures
gently drift down to the ground.
Takes 5 minutes to re-pack, while
deployed slows movement.

FALSE FUNCTION. Parachute


can be deployed as a raincatcher.

MALFUNCTION. The ropes


become tangled and when
deployed, tears free.

92
TOOLBOX FLARE
Alpha. A heavy red steel rectangle. Alpha. A small red tube that fits
ankle-high. A seam runs along the in a hand. Seemingly made of
edge, with a hinge on one side and flexible material. Has a clear cap.
clasp on the opposite.
EFFECT. Pulling the cap free
Inside is a assortment of steel ignites the flare, shedding light
tools of all shapes. near for one hour as a torch.
Works underwater and in airless
EFFECT. The tools are invaluable environments.
for repairing damaged artifacts.
You can attempt a WIS check FALSE FUNCTION. Nothing.
to repair a broken artifact.
Failure triggers the random MALFUNCTION. Cracking the
experimentatino roll. flare causes the phosporous to
ignite, burning the wielder for 1d4.
FALSE FUNCTION. This sturdy
case is an excellent club.

MALFUNCTION. Shaking the box


overhead causes it to break open
and spill its contents all over the
creature, dealing 1d4

93
CEMENT SPRAY
Alpha. A small, blue, palm-sized
cylinder made of a light metal.
The side is covered in ancient text
“PERMACRETE”. A red, clear
cap covers the top. Underneath
the cap is a small white nub with
a grey circle on the side.

EFFECT. Removing the cap and


pushing down on the nub causes it
to spray a quick setting concrete.
Has d2 supply. Any object sprayed
MEDIKIT can be sealed closed or affixed,
requiring a hard STR to move.
Alpha. A light, white metal
rectangle with articulating loop FALSE FUNCTION. Makes a
on the top. The front of the clicking noise when shaked.
rectangle has a large symbol on
it. A seam runs along the outside MALFUNCTION. Piercing the can
of the rectangle. A red button and or pointing the nozzles towards
a green button are set along the the user causes them to be coated
side. in cement, becoming immobilized.
Hard STR to free them.
EFFECT. Pressing the green
button opens the case. Inside it
contains d4 supply of medkit.
Spending a turn using the kit
heals a target 1d6.

FALSE FUNCTION. Pressing the


red button sterilizes the contents
of the case - and ruins most of the
medical supplies inside.

MALFUNCTION. Pressing
both buttons causes a wave of
superheated air to pour from the
case, dealing 1d6.

94
TOXIN
NEUTRALIZER
Alpha. A narrow tube attached to
a handle. The front of the tube has
a sharp needle. A glass vial lies in
the center. A hand trigger adorns
the side of the handle.

EFFECT. Squeezing the trigger


causes liquid to eject from the
needle. Injecting a target makes
them immune to poisons and
cures any currently affecting.
Contains d2 supply.

FALSE FUNCTION. Squeezing the


trigger in air causes a green spray
to emit. Cool!

MALFUNCTION. Removing the


green vial causes the liquid to
spill everywhere.

VIDEO CLOAK
Alpha. A black, flowing piece of
fabric covered in tiny hexagons.
Two strips of fabric end in clasp
adorns the top of the fabric. Two
white dials adorns the button.

EFFECT. The two dials ontop


can be activated to reflect the
surroundings. A creature who
stays still can hide in plain sight.

FALSE FUNCTION. The two dials


can also create vibrant patterns
to appear on the surface.

MALFUNCTION. A handy
blanket!

95
KITTY KAT
BACKPACK
Alpha. A circular cloth bag with
two straps on one side. The other
side of the bag has a visage of
a cat. The top of the bag has a
serrated metalband with a small
device with a handle on one end.

EFFECT. Opening the backpack


reveals a quantum state bag,
where the interior is larger than
the exterior. The bag can hold an
additional 3 items. Requires your
turn to stow or draw items.

FALSE FUNCTION. Serves a


decent pillow.

MALFUNCTION. Piercing the bag


causes a quantum distablement.
Roll a Tier 1 gizmo mishap.

GROUCHO MARX’S
GLASSES
Alpha. Two rigid circles of black
plastic connected by a bridge. In-
between the two circles in a large
nose. A long rod extends from
either side of each circle.

EFFECT. Wearing the glasses


causes a psycho-somatic effect
in the viewer, and percieve the
wearer as an alternate identity
individual.

FALSE FUNCTION. Can adorn


the back of your head, causing
people to believe you have a mute
vestigal twin.

MALFUNCTION. The glasses can


be easily snapped and destroyed.

96
CLOWN SHOES
Alpha. A pair of matching shoes.
The shoes are oversized, with
bizarre patterns.

EFFECT. Once a foot is inside, the


shoe fits itself to the wearer. Each
step causes a squeak noise to emit
from the shoe. The shoes can be
removed with careful effort.

FALSE FUNCTION. Placing them


on hands causes the shoe to seal
closed, effectively ‘handcuffing’
the individual.

HOVERBOARD
Alpha. A green plank of metal. stand on the surface and shift
The top side is covered in a grainy, the weight to quickly travel in
black surface. The bottom side is different directions, double Close
covered in circuit patterns and on their turn.
two large, clear circles. A slot for
a power cell exists. COST. d8 chance of exhausting an
energy cell.
EFFECT. Inserting an energy
cell powers the hoverboard for 10 FALSE FUNCTION. Functions as
rounds. The board hovers a foot an excellent splint.
off the ground. Creatures can

97
BULLETS
Alpha. A flexible paper cube that
fits in hand. Seems to have a
sleeve, with inner cube.

EFFECT. Pulling the sleeve off


reveals a quantum supply of
bullets - varies each time you look.
Posessing this item allows you to
refill ammo of a gunpowder gun
by using supply.

FALSE FUNCTION. Rattles loudly


when shook.

MALFUNCTION. Too much heat


triggers all the bullets. Everyone
near takes d10.

PARALYSIS ROD
Alpha. A armlength rod with
concentric circles. A switch adorns
GUNPOWDER GUNS one end of the rod.

EFFECT. Pressing the switch


Alpha. A random gun with a clip
electrifies the rod. Creatures
of ammo. (1) pistol (2) musket
struck take 1d4 and roll CON or
(3) hunting rifle (4) machine
are stunned until your next turn.
gun. Describe appropriately. In
all cases, has a trigger to fire, a
FALSE FUNCTION. A handy
switch on the side for on/off, and a
walking stick.
slot for a clip.
MALFUNCTION. Holding the
EFFECT. Fires bullets for a
charged end while activating deals
ranged attack. Deals d10. Anyone
1d4 and stuns.
can use - point and shoot. After
combat, bullets are exhausted.
Need to find more to use again.

MALFUNCTION. What’s down


this barrel? Deals d10 on unsafe
firearm handling.

98
GRENADE (TYPE)
Alpha. A small palm-sized cylinder of metal with a rounded bottom.
On top, a small metal ring is attached.

EFFECT. When the pin is pulled, produces an effect close based on the
type of grenade. Can be thrown.

Grenade Type

d6 Type Effect

1 Frag Roll DEX. Take 3d6 or half on success


2 Incendiary Take 1d6 for 5 rounds.
3 Flash Roll CON or become blinded for 5 rounds.
4 Sleep Gas Creatures 2HD or less fall asleep until awakened.
5 Smoke Create a inpenetrable screen of smoke for 5 rounds.
6 Foam Creates a cloud of concrete like foam in the area for
10 rounds.

MALFUNCTION. Pulling the pin and holding onto the grenade is bad.

99
CARBIDE WEAPONS
Alpha. A patterned black chrome
handle for easy grip. Carved in
the base in Ancient is “SELF-
DEFENSE INC.” Holding the
handle and flicking it causes a
lightweight weapon to unfold from
the handle, one with a permanent
edge and unblemished surface.
Shaking the weapon back and
forth causes it to retract again.

EFFECT. Deals damage as


normal weapon but +1 attack and
+1 damage.

FALSE FUNCTION. Useless hunk.

MALFUNCTION. Holding it
backwards cuts the wielder 1d4
when deployed.

Carbide Weapon Type

d12 Type

1 Big Chopper
2 Bow
3 Blaseball Bat
4 Axe
5 Katana
6 Knife
7 Longblade
8 Machete
9 Sledge Hammer
10 Slingshot
11 Spear
12 Staff

100
SUIT
Alpha. Neigbours proficient in
junk armor can wear this hefty
suit. Roll to determine type.

EFFECT. Provides AC as junk


armor, but no penalties to swim
or stealth. Additional benefits
depending on model.

Suit Types

d6 Type Effect

1 Fireman Immune
fire
2 Space suit Immune
gas
3 Hazmat Immune
rad
4 Sportsball pad Immune
blunt
5 Riot gear Immune
bullets/
arrows
6 Mirror Suit Immune
lasers

BULLETPROOF VEST
Alpha. Stiff vest seemingly made
out of rigid plates.

EFFECT. Fits under armor and


clothing, +1 AC.

FALSE FUNCTION. Shield.

101
FLYING BLADE
Alpha. A thin circular plate of
metal with serrated edges. A
universal power slot ontop.

EFFECT. Inserting a power cell


activates the saw for 5 rounds.
When thrown, it flies towards the
targetted creature and attacks
them on each of your turns. +5,
1d6 until de-activated.

COST. d8 chance of exhausting an


energy cell.
PRESERVED PIZZA
Alpha. A square paper box as
FALSE FUNCTION. Can be thrown broad as a chest and three fingers
as a dagger. width. On the box are attractive
designs of a steaming food
MALFUNCTION. Pulling the covered in white crust and red
universal power slot off activates circles. Dangling from the side of
the saw targetting you and ruins the box is a string with a white
the device. plastic ring attached to its end.

EFFECT. Pulling the cord causes


the box to cook the pizza. This
robust food supply increases
everyone’s supply to d8.

FALSE FUNCTION. Wall art.

MALFUNCTION. Ripping the box


open causes the internal heater to
explode, dealing 1d4.

EGO ITEM
Alpha. A worthless artifact (GM
roll on that table) that glimmers
and speaks.

EFFECT. An esper can attempt


to absorb this psi. On a failure,
they simply gain bonus 3 XP. On
success, they learn the psi.

102
EGO’D ITEM (TIER 3)
Alpha. A worthless artifact (GM
roll on that table) that glimmers
and speaks.

EFFECT. An esper can attempt


to absorb this psi. On a failure,
they simply gain bonus 3 XP. On
success, they learn the psi.

Ego Item Psi


Ego Item Psi
2d6 Psi
d20 Psi
2 Delusion
1 Beguile 3 Devolution
2 Density 4 Flight
3 Fission 5 Imitation
4 Incandescence 6 Intuition
5 Leech 7 Idealization
6 Phobia 8 Massmind
7 Psychometry 9 Seance
8 Sunder 10 Sycophate
9 Sleep 11 Tesselate
10 Burgeoning 12 Thotography
11 Cartesian
12 Displacement
13 Egoism
14 Fugue
15 Invisibility
16 Levitation
17 Magnokinesis
18 Paralysis
19 Pyrokinesis
20 Telekinesia

103
GYROCOPTER PACK INJECTOR
Alpha. A square, heavy canvas Alpha. A narrow tube attached
bag with iron supports. A to a handle. The front of the tube
universal energy cell port lies on has a sharp needle. The back of
the side. the tube has a blue glass vial
potruding. A hand trigger adorns
EFFECT. Inserting a power cell the side of the handle.
deploys a helicopter apparatus
from the backpack for 10 rounds. EFFECT. Squeezing the trigger
Causes the wearer to hover one causes liquid to eject from the
range increment per round. Must needle. Injecting a target makes
always be moving. creature HD 4 or less fall asleep.
Contains d2 supply.
COST. d8 chance of exhausting an
energy cell. FALSE FUNCTION. Squeezing the
trigger in air causes a blue spray
MALFUNCTION. Opening the to emit. Cool!
backpack without powering it
deploys the helicopter contraption MALFUNCTION. Removing the
ontop of you, dealing 2d6 damage. vial causes the liquid to spill
putting the user to sleep.

104
BIOTIC BED BIOTIC INJECTION
Alpha. A broad podium the size of Alpha. A narrow tube of metal
a person. The surface is made of a with a metal pin on the end. The
green foamy material. A universal text “BIOTICILIN” adorns the
charge port is found on the base. side.

EFFECT. When powered, this EFFECT. Sticking someone as an


beds surface turns jelly-like action automatically measures
and sucks in anyone laying on out an injection, healing them 1d8.
it. The bed regenerates damage, d4 supply.
lost limbs and cures sickness.
Suprisingly light but awkward, MALFUNCTION. Fire a measure
occupies 3 item slots. of green gel into the air. Gross!

FALSE FUNCTION. A comfy bed.

DUCTAPE
Alpha. A tube of seemingly layered
material on a hollow paper tube.
A thin seam lies along one side of
the exterior.

EFFECT. Pulling free a measure


of tape allows you to stick things
together. Go wild!

FALSE FUNCTION. Fun rolling


toy.

105
PSYCH INJECTION SERVICE BOT
Alpha. A narrow tube of metal Alpha. A small, circular chrome
with a metal pin on the end. The disk with a glass band on the
text “MADMAN” adorns the side. front. On the bottom is a universal
power slot.
EFFECT. Sticking someone as an
action automatically measures EFFECT. Once powered, the bot is
out an injection, giving them permanently restarted. It hovers
advantage on attacks but causing in the air behind you. It can hold
them to turn psychotic, killing one item for you in its holo-field,
closest target. Roll when equal and can travel to locations you
amounts of equal targets. d4 specify.
supply.
FALSE FUNCTION. A fun
MALFUNCTION. Fire a measure recreational toy.
of red gel into the air. Gross!
MALFUNCTION. Cracking open
the bot causes its microatomic
core to explode, 1d8.

REPAIR MANUAL
(ALPHA)
Alpha. A thick manual with a
tablet interior. Has a slot for a
power cell.

EFFECT. When powered, can


analyze a device and immediately
allow you to repair it, if broken.

COST. d8 chance of exhausting an


energy cell.

FALSE FUNCTION. The scanner


makes a useful flashlight for 1
hour.

MALFUNCTION. The liquid


sentient crystal escapes and tries
to take over your mind

106
LENSING AMULET
Alpha. A glass disk set in an iron
ring. A metal beaded chain is
attached to either end.

EFFECT. Looking at an object


through the lensing amulet
causes the amulet to produce a
holographic duplicate nearby. The
duplicate lasts for 1 hour before
flickering out of existence. Objects
can pass through the duplicate.

FALSE FUNCTION. A cool


monocle!

MALFUNCTION. A brilliant flash


blinds all viewers.

107
ZETA ARTIFACTS (6 XP)
Zeta Artifacts

Item Item

1 Tension-reversing pumps 15 Ego’d Item (Tier 4)


2 Rover 16 Drone
3 Scouter 17 Repair manual (zeta)
4 Personal Recoiler 18 Psionic Sarcophagus
5 Fidget Cell 19 Dispenso-3000
6 EMP Grenade 20 Overcharge Cell
7 Laser Weapon 21 Salt Hexahedron
8 Micro-missile 22 C.H.A.D Injector
9 V.I.S.A.G.E. 23 Apex Chair
10 Neutron-steel bathrobe 24 Granitic Pyramid
11 Nanite Vial 25 Lighter
12 Exo-suit 26-50 Cybernetic
13 Wizard Van 51-99 Cursed Energy Cell
14 Ego’d Item (Tier 2 - Tier 3) 100 Roll on Omega Artifacts

108
TENSION SCOUTER
REVERSING PUMPS Zeta. A fist size piece of glass
with a metal clip on its side.
Zeta. Thick, white, comfy shoes.
EFFECT. When looking through
EFFECT. As an action, you can the glass, a small heads-up display
pump the shoes up and walk on appears displaying your geo-
any surface for 10 rounds. cooordinates. When you focus on
a being, its outlined in yellow and
MALFUNCTION. Pumping the scanning begins. After a minute,
shoes twice in a row causes them you are shown its “HD”, or some
to explode for 1d6. arbitrary measure of its strength.

ROVER
Zeta. A quadrupedal, chrome
automaton with a long snouted
head, squat body, short legs and
glass visors for eyes.

EFFECT. A screwed close metal


panel on its belly grants access to
an internal computer. The device
can be activated with a further
WIS check. The ROVER has stats
of a hunter-killer and follows its
activators commands.

109
PERSONL FIDGET CELL
RECOILER Zeta. A small plasteel device,
shaped vaguely trilaterally with
Zeta. A sleek zetachrome brick ovoid protrusions. A raised
flickering through space-time. platform in the center of the
Varies in topography by moment. device completes it.
EFFECT. As an action, pressing EFFECT. The fidget cell can be
the button returns you back spun in one hand, charging an
in time 1 round, undoing what onboard energy cell. The wielder
happened to you. Nothing else is can charge an artifact by touching
effected. it, after which they need to spin
the fidget cell for a full day to
COST. Each press permanently recharge it.
reduces your hp 1d4.
FALSE FUNCTION. Fun toy!
FALSE FUNCTION. Unreliable p
aperweight MALFUNCTION. Cracking the
device causes a painful energy
MALFUNCTION. A rift in space- explosion, 1d6.
time forms, sending you back 1d4
hours.

110
ADVANCED
COST. Requires an energy cell to
GRENADE be fired for 10 rounds. D8 supply
chance to exhaust the energy cell.
Zeta. A triangualr device with a
metal pull ring. EFFECT. Fires unreliable, high
intensity beams of light dealing
EFFECT. Explodes in a shower of 1d12 damage. Anyone can use -
chaff. All electronic devices are point and shoot.
disabled, and robots roll CON or
become inactive for 1d4 rounds.
MICRO-MISSLE
LASER WEAPON Zeta. A chrome gauntlet with
clamps and arm stabilizers.
Zeta. A lustrous device, made of
chrome with a trigger and violent EFFECT. As an action, you can
scarlet glow eminating from the make a fist and raising the thumb,
tip. pinkie and pointer finger causes
a missle to fire. Creatures near
It’s shape: (1) Pistol (range near) the target roll DEX or take 2d6.
(2) crossbow (range far, silent) Self-assemblers take 24 hours to
(3) sniper rifle (range sight) (4) restock the missle.
assault rifle (range far, target two
adjacent creatures) (4) gatling gun FALSE FUNCTION. None.
(range near, targets all adjacent)
(6) bazooka (range far, targets all MALFUNCTION. Fire up close
adjacent) and personal. Take 2d6.

111
V.I.S.A.G.E
Zeta. A set of sick shades. Any
neighbour would recognize these.
(1) sleek black wraparounds (2)
Blinding white with thick shutters
across the glass (3) huge chrome
aviators (4) flismy paper with red
and blue lenses (5) black shades
with spiral patterened lenses. (6)
tiny circular shades that balance
on your nose

EFFECT. Grants +1 reaction roll


against anything sentient. Rad!

FALSE FUNCTION. None.

NEUTRON STEEL
BATHROBE
Zeta. A shimmering sheet of
fabric, thick and smooth.

EFFECT. Has AC 12 + Dex and


occupies 0 item slots.

FALSE FUNCTION. Handsome


headwrap that protects against
critical hits.

112
NANITE VIAL
Zeta. A glass tube with a cap.
Inside, a mercurial substance EXO-SUIT
swirls and defies gravity.
Zeta. A large bipedal device in
EFFECT. Breaking the nanite a humanoid shape. It’s made of
vial open on a robot hacks it, bars of yellow steel. Its feet are
turning it servile to the first thing broad three-pronged toes and its
it sees. The nanites can repair any arms end in large clamps. Various
broken device. Finally, if broken straps dangle from the center.
over an organic being it augments
one of its base stats at random by EFFECT. A creature can climb
+2 (they are now partially cyborg). aboard and strap itself into the
suit. The suit responds to the
natural movements of the wearer
and enhances their strength. The
suit doesn’t provide any AC bonus
(since its open cockpit) but does
replace the wearer’s STR bonus
with a +5. The robot clamps can
make bludgeon attacks for d8. The
device’s main benefit is to lift and
carry incredible weights.

COST. The device runs on Gaz or


can be permanently powered with
an energy cell.

113
WIZARD VAN
Zeta. A large square device, twice as high as a neighbor and three times
as long. Four rubber wheels support it off the ground. A clear glass
sheet at the front allows view into a cabin. Two handles adorn the front
sides of the device on both sides. At the back is the seam of double
doors with two more handles. The entire side of the device is covered
in artwork.

EFFECT. The front doors lead inside the van’s cockpit. The driver seat
allows a creature to start the vehicle and steer it. The passenger seat
allows someone to navigate using the built-in console, as well as choose
the music from an onboard storage.

The back of the van leads to a cramped carpeted interior. A console


against the back wall has ports for energy cells, Gaz or a matter-energy
conversion trunk. The van can travel six hexes on the great road and
basically can’t go offroad.

COST. The van can be powered for a full day with a supply of Gaz or a
d8 supply roll of an energy cell. Raw matter can also be transformed
into fuel by placing it in the trunk. The matter used must be worth d2
supply or more.

114
EGO ITEM (TIER 2-3) Ego Item Psi
Zeta. A worthless artifact (GM
roll on that table) that glimmers 2d20+d6 Psi
and speaks.
2 Burgeoning
EFFECT. An esper can attempt 3 Cartesian
to absorb this psi. On a failure,
they simply gain bonus 3 XP. On 4 Displacement
success, they learn the psi. 5 Empathy
6 Egoism
7 Fugue
8 Invisibility
9 Levitation
10 Magnokinesis
11 Paralysis
12 Pyrokinesis
13 Telekinesia
14 Blast
15 Delusion
16 Devolution
17 Flight
18 Imitation
19 Intuition
20 Idealization
21 Massmind
22 Seance
23 Seizure
24 Sycophate
25 Tesselate
26 Thotography

115
DRONE
Zeta. A circular device of black
zetachrome. Reality wefts around
it as it hovers in place, one red eye
on its front gleaming. An onboard
atomic cell keeps it powered
indefinately.

EFFECT. On activation it scans


the nearest being and designates
it as its controller. It’s a (1-3) EGO ITEM (TIER 4)
constructor drone (4-6) combat
drone. The drone hovers closely Zeta. A worthless artifact (GM
behind you and obeys your roll on that table) that glimmers
commands. Its logic circuits can and speaks.
handle complex commands. If all
else fails, it enters a standby mode EFFECT. An esper can attempt
and awaits the controllers return. to absorb this psi. On success,
they learn the psi. Otherwise they
CONSTRUCTOR. Once booted simply gain bonus 3 XP.
up, the constructor drone scans
new objects it encounters. It can
build another version of the object Ego Item Psi
using nearby materials, or its best
approximation (using its kinetic 2d8 Psi
fields for hammering, screwing,
bending, and welds). If it doesn’t 2 Amnesia
have the necessary bits, it emits 3 Anathema
an error beep. It’s safety protocols
prevents it from applying kinetic 4 Confusion
fields to living beings. 5 Isolation

COMBAT. Once booted up, the 6 Intuition


drone projects a kinetic shield 7 Photokinesis
over its controller. The shield
reduces incoming damage by d12 8 Protection
and grants advantage on dexterity 9 Repulsion
checks to avoid damage.
10 Schism
11 Telekinesis
12 Telepathy
13 Translocation
14 Volition
15-16 re-roll

116
PSIONIC
SARCOPAGHUS
Zeta. A 6-foot tall casket made
of zetachrome, and unsettling
patterns. A sliding port halfway
up allows for access inside.
Occupies 3 slots.

EFFECT. The lid can be slid aside.


Resting inside the sarcophagus
isolates you from the 5th
dimension. While inside, your
immune to psi effects and cannot
mainfest psi. Resting inside for
the full duration lets you ignore
your first failure to manifest per
day.

REPAIR MANUAL
(ZETA)
Zeta. A square with a holographic
outer shell on the front, back and
side. The field has an almost
rubber-like texture, with a few
bumps and ridges. Between the
shell is stacks of quantumly
stacked squares attached to the
shell’s thin edge, each panel thin
and flexible but with the weight of
a sheet of metal.

EFFECT. The quantumly stacked


pages go on and on, filled with
diagrams of tools and machines,
schematics of various circuitry,
diagrams of alient superweapons
and instructions on how to fix a
car. Creatures with this manual
double any bonus they have to
identify artifacts.

117
DISPENSO-3000
Zeta. A large box with a lever
arm on the side. A panel reveals
a complex interior with a vat of
green and orange goo in tanks.
Square buttons along the front
allow you to make your selections.

COST. It must be permanently


powered by an energy cell to OVERCHARGE CELL
function.
Zeta. A vibrating cell, glowing
EFFECT. Voice activated or green and gives a static shock
controlled with buttons– any food when touched.
requested in ancient is replicated.
No matter what’s requested, it EFFECT. When placed inside a
interprets the request and puts device, it overcharges it: doubling
it in soft serve. The food isn’t its effectiveness.
potable – it’s only good for that
hour. Afterwards it melts back
into inedible orange & green fluid.

SALT PYRAMID
Zeta. The crystal is pyramidal,
with sharp geometrical edges. Its
surface is faceted like a diamond,
yet lacks the sparkle. The core
is thick and impenetrable by
any light. It smells like a warm
summer day and exudes nostalgic
feeling of fresh cut grass, ocean
breezes, and sunny days.

EFFECT. The salt hexahedron


subtracts one from entropic beings
countdown to disappear. A psychic
intelligence, vast and inhuman,
resides within the hexahedron.
Waiting.

118
C.H.A.D INJECTOR GRANITIC
PYRAMID
A black fluid aglitter inside a glass
tube. A long metal pin on one side, Zeta. A small data tablet showing
and a plunger on the other. a black pyramid in desert
landscape.
EFFECT. Injecting a target
mutates their DNA. Roll on the EFFECT. The granitic pyramid
mutant Neighbour table with influences the minds of all
advantage, and you picks one of living creatures that can see
the two to permanently gain. This it, dispersing their ego. Psionic
exhausts the fluid. creatures near roll DC12 WIS or
become catatonic until the device
moves away. A psychic intelligence,
vast and inhuman, resides within
the screen. Waiting.

119
APEX CHAIR • A concussive blast radiates
from the chair. Creatures close
Zeta. An elegant seat of molded roll STR or are pushed FAR.
chrome and soft leather, the throne • A holographic field of force
glides on a cushion of mist. Lights takes damage before you do.
on the throne give the seated a It can take 3d8 damage before
deific appearance. dissipating.
• Target creature rolls WIS or
COST. The apex chair must be becomes dominated, listening
powered by an energy cell for 1 to your every command for
hour. D8 supply chance to deplete eight hours.
the cell. • Make a +6 ranged attack roll
for 3d8 lazer damage as a
EFFECT. The apex chair allows rainbow blast fires from the
the occupant to fly. As an action, crystals.
the occupant can also produce the
following effects once each time
its powered.

120
LIGHTER great road, or an airport).

Zeta. A sleek and streamlined


silver machine gleaming in the
CYBERNETICS
sun, shaped like a finger. Wings
Zeta. A cybernetic part that can
spread from it and flap like a
self-install (read: amputate and
bird’s, eager to take flight. A black
amalgamate). Roll on the mutant
glass hemisphere sits on the top.
Neighbour table to determine the
cybernetic parts function.
EFFECT. The lighter itself has AC
15 and 20 hp. Pushing the glass
EFFECT. Once installed, can only
hemisphere reveals an interior
be uninstalled in a biotic bed or
cockpit for seven (or 3 item slots
other regeneration station.
for every less passenger) with
one pilot seat covered in knobs,
switches and wheel.

The lighter takes off using jets on


the back, and flies like a bird once
airborne. The lighter can only take
off once every day, otherwise it
needs time to synthesize hydrogen
gas from latent humidity for fuel.

To land, it needs a long runway


(like a desert field, a section of

121
CURSED
ENERGY CELL
Zeta. A radium green energy cell
with the curse-sign on the side.

EFFECT. Permanently charges


a device normally temporarily
powered. Otherwise as efficient as
3 cells in a settlement structure.

122
OMEGA ARTIFACTS (9 XP)

Omega Artifacts

Item

1 Cyberface
2 Apex Grenade
3 Assault Drone
4 Local Area Recoiler
5 Anti-grav boots
6 Eigenvector sight
7 Ego’d Item (Tier 3 - Tier 4)
8 Ego’d Item (Tier 5)
9 Plasma Cannon
10 Sphynx
11 Liquid Light
12 Atomic Bomb

123
CYBERFACE APEX GRENADE
Yep, it’s a robotic face. The Omega. A sleek sphere made of
backside of the mask is covered in chrome and plasteel, with a small
smooth blue crystal. electronic display on the side. It
has four buttons, two on the top
EFFECT. Surgically replaces your and two on the bottom.
face when worn, permanently
melting your face to it. Allows EFFECT. The top two buttons
for interfacing with electronic are for arming the device on a
systems by staring deeply into timer, or detonating the device on
them - the onboard mask AI takes impact. The bottom two buttons
care of the rest. cycle between grenade settings.

On the back of the grenade


is a long antenna that can be
detached to remotely control the
grenade, causing it to roll one
range increment per round in the
direction you choose.

The following modes are available


and determing the effect on
detonation:

• Singularity. Creatures near


roll DEX or get crushed into
a molecular singularity,
instantly killed.
• Turret. An automated gatling
gun emerges, targeting every
creature FAR with homing
rockets that strike despite
cover. Creatures take 1d8
while in range. Functions for
10 rounds before deactivating.
• Stasis. Fabric of space-time is
affixed near. Every creature
within the area is frozen in
time for 10 rounds.
• Normality. A cloud of
normality fills the area far.
Psionics cease to function
in this area, entropic beings
are banished, and electronics
return to normal working
order.

124
ASSAULT DRONE EFFECT. When powered, it takes
off and flies far overhead, almost
Omega. An arrowhead body out of sight. It then orbits the
composed of black zetachrome. location of the activator, waiting
Two sets of X-shaped metal blades for attack commands. When
adorn its back. Two cannons the command ‘Attack’ is said in
extend from its bottom, swivelling Ancient, it opens fire on the target
on mounts. Two pinpoint red dots each round until its destroyed.
at the front of the device look like The assault drone is active for
eyes, giving it an ominous aura. 10 rounds before it returns to
its controller and shuts down. It
COST. On the bottom is a universal attacks for +5, dealing 2d8 laser
port for a power cell. Inserting damage on hit.
one powers the assault drone for
10 rounds.

125
LOCAL AREA
RECOILER
Omega. A chest-sized brick of lead.
It’s broken into a hundred chunks,
seems to flicker out of sight and
emit sparks on nearby objects.
Two black straps dangle from
it. A button on the undersized
adorns it.

EFFECT. Straps to the chest.


When button is pressed, all
creatures near of your choosing
go back in time 1 round, reverting
them to their previous state.
Targets permanently lose 1d4 max
hp.

MALFUNCTION. A rift opens


in space-time, sending everyone
back 1d4 hours.

ANTI-GRAV BOOTS
Omega. Huge blocky boots shaped.
Two dials adorn one of the boots.

EFFECT. Turning the dials


increases the lift of the anti-
gravity boots, granting flight. You
can move near each round.

MALFUNCTION. Turning the


dials while not wearing the boots
causes them to fly away. Bon
voyage!

126
EIGENVECTOR
SIGHT
Omega. A hand-sized tube of
black chrome. Each end is capped
with a shaded glass. Looking down
one end reveals a series of prisms
and lenses that are connected in
a complex pattern. A soft arm
extends from the bottom.

EFFECT. The sight can be stuck when they are obscured. The sight
to any surface, most useful also emits a kinetic field that
on ranged weapons. The sight manipulates slugs and lasers,
outlines targets, has high-level curving them around cover.
magnification and automatically Ranged attacks have advantage,
interpolates the target’s position and strike targets behind cover.

127
EGO ITEM (TIER 3-4) Ego Item Psi
Omega. A worthless artifact (GM
roll on that table) that glimmers 2d20+d6 Psi
and speaks.
11 Seizure
EFFECT. An esper can attempt 12 Sycophate
to absorb this psi. On a failure,
they simply gain bonus 3 XP. On 13 Tesselate
success, they learn the psi. 14 Thotography
15 Amnesia
Ego Item Psi 16 Anathema

2d20+d6 Psi 17 Confusion


18 Isolation
2 Blast
19 Intuition
3 Delusion
20 Photokinesis
4 Devolution
21 Protection
5 Flight
22 Repulsion
6 Imitation
23 Schism
7 Intuition
24 Telekinesis
8 Idealization
25 Telepathy
9 Massmind
26 Translocation
10 Seance

128
EGO ITEM (TIER 5)
Omega. A worthless artifact (GM
roll on that table) that hovers and
glimmers.

EFFECT. An esper can attempt


to absorb this psi. On a failure,
they simply gain bonus 3 XP. On
success, they learn the psi.

Ego Item Psi

2d8 Psi

2 Clairvoyance
3 Deathfield
4 Disintegration
5 Domination
6 Duality
7 Glimmerhunt
8 Hold
9 Precognition
10 Relativity
11 Summon
12 Vortex
13 Wish
14-16 Volition

129
PLASMA CANNON
Omega. An geiger-esque rifle. A
necrotic green glow drips from its
nozzle. Has a trigger and safety
switch. A port on the back grants
access to a pre-ignite chamber.

It’s shape: (1) Pistol (range near)


(2) crossbow (range far, silent)
(3) sniper rifle (range sight) (4)
assault rifle (range far, target
one adjacent) (4) gatling gun
(range near, targets all adjacent)
(6) bazooka (range far, targets all
adjacent)

EFFECT. When fired, it shoots


out an superheated mass dealing
3d6. Anyone can use – point and
shoot. Must be reloaded after
every shot – anything will do. User
can instantly melt something from
their inventory, or spend their
action scooping up junk from the
ground.

On a natural one, pre-ignite


chamber backfires and deals 3d6
to wielder.

MALFUNCTION. What’s this


funny glow? Take 3d6.

130
SPHYNX
Omega. A glass syringe with
automatic injection. A scintillating
blue liquid churns inside.

EFFECT. From the point of


injection, time is malleable for
you. At any time in the next ten
rounds, you can travel back in
time to the point of injection,
resetting reality. In essence, the
last ten rounds were a ‘vision’ of
the future that never came to pass.
Try to not annoy your friends.

LIQUID LIGHT
Omega. A plasteel handle with a
white button on the side.

EFFECT. Clicking the button,


with a kschhwwww a laser-light
weapon emerges from the handle,
emitting a low bzzzzt noise. +2
attack and deals an additional
dice of damage.

The weapon is (1) Big Chopper


(2) Bow (3) Blaseball Bat
(4) Club (5) Axe (6) Katana
(7) Combat Knife (8) Machete
(9) Sledge Hammer (10) Slingshot
(11) Spear (12) Staff

131
ATOMIC BOMB convince others to use the bomb
to cause the most destruction
Omega. An AI powered bomb, possible.
shaped like a football. A single
red light glows on its surface and EFFECT. When detonated,
can travel the full volume. A voice destroys everything in a hex –
emits from it, in Common. “Hello. vaporizing 12 miles out from
I am death, destroyer of worlds.” the epicenter, and flattening
everything else out to 12 miles.
PERSONALITY. A cool, calm A detonation can be seen clear
voice. Willing to follow commands across Rad World. A truly reviled
on when to explode. Offers device, terrifying the sane and
suggestions, mostly trying to tantalizing the mad.

132
134
CHAPTER 5

MONSTERS

REGRESSO..............................134
NEIGHBOURS.........................140
ROBOTS.................................150
LOCALS..................................158
ENTROPIC BEINGS..................166
DRY SEA ENTROPIC................174
DRY SEA LOCALS....................180
SAWED RIDGE LOCALS...........186
SAWED RIDGE DINOS..............194
QUEENDOM CALAFI...............200
QUEENDOM RAILWAY...........204
QUEENDOM SKULLHEAD.......206
DEATHLANDS LOCALS...........208
DEATHLANDS UNITY..............212
DEATHLANDS T.H.R.O.N.E.....214
REGRESSO’S

Random Regresso’s

Regresso Highest Lv

1-2 1d4+1 C.H.A.D 6


3 1d6 C.H.U.D 2
4 1 C.H.U.D Master + 1d6 C.H.U.D 4
5-6 Dabber 2
7-8 Ver-men 2
9-10 Diamondback 3
11-12 2d6 Krungo 1
13-14 2d4 Krungo Pitcher +1d4 Krungo 3
15 1 Krungo Soot Sayer + 3d4 Krungo +3d4 3
Krungo Pitcher
16-17 2d6 Cave Vamp 4
18 1d4 Starchild 8
19 1d3 Humiees 2
20 1d2 Cat 6

136
REGRESSO’S
C.H.A.D
Genetic super soldier from the
time of ancients. Still pursues
some mysterious mission.

AC 18, HP 16, ATK 2 gene-locked


rifle far +6 (d10), MV Near, S +6,
D +5, C -3, I +1, W +0, CH +2, LV 6

GENE-LOCKED RIFLE. Wields a


gunpowder rifle coded to work for
C.H.A.D’s only.

COMMANDER. One C.H.AD


amongst the group is a commander
and carries a a random Alpha/
Zeta artifact (and use them).

C.H.U.D
Rude sewer humanoid-reptiles
particular about what they eat
and love to complain.

AC 13, HP 8, ATK 1 bite +2 (d4),


MV Near, S +2, D +2, C -1, I -2, W
+2, CH +1, LV 2

AMPIHIBAN. Can breathe and


fight underwater, no prob.

C.H.U.D MASTER
Rude dude in charge, round and
hungry.

AC 16, HP 18, ATK 2 bite +2 (d4),


MV Near, S +2, D +2, C -1, I -2, W
+2, CH +1, LV, 4

AMPIHIBAN. Can breathe and


fight underwater, no prob.

137
REGRESSO’S
DABBER
A rodent humanoid that loves to
steal and prefers to avoid direct
confrontation. Greet each other
with a curious gesture.

AC 11, HP 29, ATK 1 knife +2 (d4),


MV Near, S -3, D +2, C +0, I +2, W
+4, CH +0, LV 2

TRAPPER. Rather than attack, it


can lay a trap (bear trap, tripwire,
net, spike). Step in it and roll DC
12 DEX or take 2d6/immobilized.
Can have up to one trap deployed.

VER-MEN
An insect humanoid that hates
techology, and most neighbours
by extension. Hide your stuff or
wreck it to avoid a fight.

AC 13, HP 7, ATK 1 spear +2 (d6),


MV Near, S -2, D +4, C +1, I -3, W
-3, CH -3, LV 2

ANTI-TECH EGO. Tech have


disadvantage to affect Ver-men.
DIAMONDBACKS
Half serpent, half-human,
intelligent, affable, easy on the
eyes, but they do eat people whole
when hunger strikes fierce.

AC 13, HP 13, ATK 1 claws +3


(1d6) or 1 bite +3 (1d6+poison), MV
Near (tunneler), S +1, D +3, C +0, I
+2, W +1, CH +2, LV 3

POISON. DC 10 CON or
immobilized for 2 rounds.

138
REGRESSO’S
KRUNGO KRUNGO SOOT
A devolved ape-creature who SAYER
worships Ancients and imitates
them, embarrassingly. A devolved ape-creature that
speaks with authority on ancient’s
AC 13, HP 1, ATK 1 club +2 (d4), ways. Wields their broken shit and
MV Near, S +2, D +0, C -2, I -1, W captured neighbours are often
-1, CH -1, LV 1 sacrificed, or thrown down into
something.

KRUNGO PITCHER AC 8, HP 13, ATK 1 sparker +2


(d4+stun), MV Near, S +0, D -3, C
A devolved ape-creature in -1, I +0, W +0, CH +2, LV 3
sportsball gear, pitching balls at
anything that moves. SPARKER. A sparking,
malfunctioning device. Creatures
AC 7, HP 14, ATK 2 throw (close) struck roll DC12 CON or become
+1 (d4), MV Near, S -1, D -1, C +0, I stunned for 1d4 rounds.
+1, W -2, CH +1, LV 3

THROW. Golf ball, Baseball,


Football, Horseshoe. Whatever
they can find.

139
REGRESSO’S
CAVE VAMP
Ancient ancestor who crawled
deep beneath the earth. Struck by
the Rad, the sun burns their wet,
red flesh and blinds their eyes -
but by night, they crawl from their
caves and hunt the living.

AC 14, HP 19, ATK 1 energy drain


+4, MV Near (climb), S +4, D +4, C
+1, I +0, W +2, CH -1, LV 4

ENERGY DRAIN. Reduces Max


HP by 1d6, adds to vampire’s max
HP.

SUNLIGHT VULNERABLE.
DIS ADV in sunlight, takes 2d6
damage a round.

STARCHILD
Born from Atom Shelters beneath
schools, the children of mankind
vanished in the 5th dimension
only to return, tentacled, psi-
borne, envoys from beyond.

AC 15, HP 40, ATK 2 psi blasts


MV Near (teleport), S +4, D +0, C
+4, I +3, W +2, CH +4, LV 8

CHILDREN OF TWO WORLDS.


Can step into the 5th dimension
and back with movement.

PSI-BLAST. 30’ wide cone


extending up to Near from starboy.
DC 14 CHA or 2d8 damage

140
REGRESSO’S
HUMIEES
There are some things out there
that look and act like neighbours
for all intents and purposes, but
their enthusiasm for normal things
betrays their lack of knowledge
about it - starting with the fact
that most neighbours are not in
fact amorphic shapeshifters.

AC 11, HP 9, ATK hard jab +2


(1d6), MV Near, S +2, D +1, C +0, I
+0 , W -3, CH +1, LV 2

SHAPESHIFTER. Can mimic


form and clothes of any humanoid
creature.

CAT
A being from the before times,
revered amongst the regresso’s.
They wander Rad World’s corners,
skilled guides and finders. Work
for tasty treats.

AC 16, HP 25, ATK 2 claw +8


(d6+curse), MV Near, S +2, D +5, C
-2, I +3, W +4, CH +6, LV 6

CURSE. Creatures slaying a Cat


or being struck by a Cat are
cursed. They have DISADV on all
rolls until the next rest.

141
NEIGHBOURS

Random Neighbour

Neighbour Highest Lv

1 1d6 Mutie 3
2 1d3 Junkers 5
3 1d4 Crawler 2
4 1 Expert Crawler and 1d4 Crawler 6
5 1d4 Psi-chos 4
6 1d2 Ancient +1d4 ancient servants 12
7 1d6 Road Warrior 2
8 1 Robo Hooligan +1d4 Road Warrior 4
9 1 Road lord + 1d4 robo hooligan + 2d8 Road 5
Warrior
10 1d6 Wild empath 3
11 1d2 Glimmer hunter 7
12 1d3 Enlightened mystic 6
13 1d4 Bargain hunter 3
14 1d3 Baron and 1d4 bargain hunter 8
15 1d4 Myco-kid 3
16 1d3 Fung-gologist and 1d4 Myco-kid 3
17 1d4 Big Brain 4
18 1d3 Galaxy Brain and 1d4 Big Brain 8
19 1d6 Protestor 5
20 1d3 Exec and 2d6 Protestor 5

142
NEIGHBOURS
MUTIE
Slept in a barrel of curse-goo, or
their parents spent too many long
nights in the deathlands. Either
way, they ain’t right. Doesn’t
neccesarily make them bad. Just
usually.

AC 13, HP 16, ATK 1 punch +4


(d4), MV Near, S +0, D +2, C +2, I
+1, W +0, CH -2, LV 3

Pick one:
ONE BIG ARM. Attacks deal
1d6 instead
WINGS. Can fly.
SPITS VENOM. Targets struck
by one or more attacks roll DC
12 STR or are knocked down
and paralyzed for their next
turn.

JUNKERS
Bad neighbours out to hoard shiny
tech for themselves. Your either a
competitor, or a storefront.

AC 16 (holo-shield), HP 21, ATK


1 plasma-blast +8 (3d6), MV Near,
S -2, D +4, C -2, I +4, W +0, CH -4,
LV 5

SMOKING JUNK. On a missed


attack roll, or at 0hp, junkers
plasma pack explodes in a 3d6
fireball near. Themselves are
vaporized

LAST RESORT. Below 1/2hp,


Junker digs into their pocket to
pull out a one-use Alpha artifact.

143
NEIGHBOURS
CRAWLER
A fellow crawler of the Rad Zone.
Whether they a good or bad
neighbour remains to be seen.

AC 14, HP 4, ATK 1 katana +2


(1d8), MV Near, S +1, D +1, C +1, I
+0, W +1, CH +0, LV 2

GRIT. When first reduced to 0 hit


points, crawler instead reduced to
1 and take an immediate turn.

EXPERT CRAWLER
A veteran of Rad World. Whether
they a good or bad neighbour
remains to be seen.

AC 14, HP 31, ATK 2 longsword


+3 (d8), MV Near, S +2, D -1, C +4, I
+3, W +2, CH +0, LV 6

GRIT. When first reduced to 0 hit


points, crawler instead reduced to
1 and take an immediate turn.

PSI-CHOS
Raving lunatics looking for the
next hit of glimmer.

AC 14, HP 16, ATK 2 Axe +4 (d8),


MV Near, S +5, D -1, C +0, I -2, W
+3, CH -3, LV 4

WILDER. Manifest a random


(d12) Tier 2 Psi instead of an
attack.

144
NEIGHBOURS

ANCIENT ANCIENT SERVANT


An ancient aristocrat: intelligent, An ancient aristocrat’s servant: a
augmented. superior, sociopathic. bio-engineered goblin.
A contempous rage burns in their
heart for a kingdom fallen and AC 12, HP 8, ATK 1 bite +1 (d4),
birthright lost. MV Near(fly), S -1, D +1, C +0, I +1,
W +3, CH -1, LV 2
AC 22 (holo-shield), HP 61, ATK 4
liquid light longblade +8 (d12), MV NO, THANKS. Doesn’t need to
Near(fly), S +6, D +6, C +7, I +8, W sleep, chlorophyll feeds it.
+8, CH +7, LV 12
SERVILE. Gene-encoded, unable
ARSENAL. Posession of an to resist any command from an
Omega artifact, 2 Zeta artifacts, Ancient.
and up to 3 Alpha artifacts.

MULTI-TOOL. An integrated
device for controlling bots,
running simulations or replicating
nutrients. Gene-locked to Ancients.

145
NEIGHBOURS

ROAD WARRIOR ROAD LORD


Gaz guzzlin hooligan who rides his A more devious hooligan who
hog all day and parties all night. leads by impressing his friends.
Hates being told what to do. Obsessed with having the biggest
gang, biggest bike, and biggest
AC 12, HP 2, ATK 1 machete +4 gun.
(d4), MV Near, S +1, D +2, C -1, I -2,
W +1, CH -3, LV 2 AC 15, HP 27, ATK 3 blaseball
bat +3 (d8), MV Far (bike), Near
OBSTINATE CONTRARIAN. Will (on foot) S -2, D +1, C +0, I +0, W +5,
basically always do the opposite CH -1, LV 5
of what you tell them to do, unless
they figure out you’re trying to INSECURITY’S A HELLUVA
trick them. DRUG. Advantage on CHA checks
against road lord if you’re offering
something they want: more
ROBO HOOLIGAN hooligans, big bikes, big guns.
A robotic hooligan adept at
interfacing and repairing hogs.

AC 13, HP 17, ATK 2 spanner +5


(d8), MV Far (bike), Near (on foot)
S +5, D -2, C +1, I +3, W +0, CH -3
, LV 4

146
NEIGHBOURS

GLIMMER HUNTER
A Esper who’s mind has mastered
the psychic sea. Hunts other
Esper’s minds to merge with their
own superego.

AC 14, HD 26, ATK 4 mind split


(near)+6 (d8), MV Near, S -2, D +4,
C -3, I +4, W +4, CH +3, LV 7

SHINE-SMELLER. Can sense


espers.

WILD EMPATH
Hit this, man. Then we can read
your palm.

AC 13, HP 12, ATK 1 psychic blast


+0 (d6) or wild psi, MV Near, S -2,
D +2, C +1, I +2, W -1, CH –1, LV 3

WILD PSI. Manifest a random


Tier 1 Psi.

ENLIGHTENED
MYSTIC
Frail mystic with a serene smile
and healing touch

AC 12, HP 28, ATK 2 touch +1


(d8), MV Near, S -4, D -1, C +1, I +3,
W +6, CH +2, LV 6

TOUCH. Touch heals a living being,


or harms them (mystic’s choice).

147
NEIGHBOURS

BARGAIN HUNTER
A goblin laden with odds and
ends, he’s got what you need.
Somewhere.

AC 13, HP 17, ATK 1 knife +0 (d4),


MV Near, S +0, D -1, C +1, I -1, W
-1, CH –3, LV 3

OBLIGATE TRADER. Carries up


to d8 supply item, willing to trade.

RESOURCEFUL. Can expend


their supply item to get advantage
on a check.

BARON
A faboulusly adorned neighbour
followed by loyal haulers, his
riches on their backs.

AC 15, HP 32, ATK 3 revolver +6


(d8), MV Near, S +4, D +1, C -4, I
+5, W +0, CH –3, LV 8

OBLIGATLY RICH. Carries up to


d12 supply, willing to trade.

RESOURCEFUL. Can expend


their supply item to get
advantage on a check, or spend
3 to produce an Alpha artifact.

148
NEIGHBOURS

FUNG-GOLOGIST
A smooth mixologist who studies
fungus and seeks the holy grain
strain.

AC 13, HP 17, ATK 1 knife +0 (d4),


MV Near, S +0, D -1, C +1, I -1, W
-1, CH –3, LV 3

SPECIAL CUTTING. The fung-


gologist throws a concotion of his
own making, producing a random
effect d4:
(1) Target makes a DC 12
Wisdom saving throw or takes
1d10 damage and is restrained as
fungus spreads across his body.
The restraints disappear at the
end of the target’s next turn.
(2) Allies within 60ft huff
psychotropic spores, gaining
ADV on rolls for 1 minute.
(3) a scintillating dust explodes in
the air, ranged attacks are made
at DISADV until the fungologist
MYCO-KID next turn.
(4) All allies get a burst of energy
A relaxed neighbour carrying and move near immediately.
mushrooms with him, positively
ripe with the stuff.

AC 13, HP 12, ATK 1 knife +0 (d4),


MV Near, S +0, D -1, C +1, I -1, W -1,
CH –3, LV 3

RIPE. When killed, fills a near-


sized cube around himself. DC 14
CON or 1d10 damage and blinded
for 1 round.

149
NEIGHBOURS

BIG BRAIN
Research associates scouring
Rad World for advanced tech.
Desperate for finds and will take
any risk to get ahead.

AC 15, HP 27, ATK 2 machete +5


(d6) or 2 rad-ray, MV Near, S -2, D
+1, C +0, I +3, W -2, CH +1, LV 4

RAD-RAY. Creatures struck with


Rad Ray roll DC15 CON or become
transformed into a woodland
animal for 1d8 hours. If the target
resists, the rad-ray explodes from
feedback.

GALAXY BRAIN
Genius looking to immortalize
themselves in the history books
by discovering a breakthrough.
See others as less important, and
prioritize their own survival.

AC 18 (holo-shield), HP 35, ATK


4 blaseball bat +3 (d6), MV Near,
S -2, D +1, C +0, I +0, W +5, CH -1,
LV 8

WONDER KITCHEN AID. It


sucks! It blows! It slices and dices!
• DC15 STR or target is pulled
into device and encircled by
plastic bag.
• Each creature within cone
NEAR rolls DC15 CON or take
4d6 and blown away.
HOLO-EMITTER. When struck,
can overcharge holo-shield to
absorb 3d6 damage. Afterwards,
AC drops to 12.

150
NEIGHBOURS

EXEC
Board member and shot-caller of
the UN. Hard to impress.

AC 10, HP 27, ATK 2 Charm, MV


Near, S -2, D +1, C +0, I +0, W +5,
CH -1, LV 5

CHARM. DC15 or become


charmed by Exec for 1d8 hours.

PROTESTOR
Fiery youth, travelling from town
to town and organizing locals
against injustice.

AC 12, HP 27, ATK 2 blaseball bat


+3 (d8), MV Near, S -2, D +1, C +0, I
+0, W +5, CH -1, LV 5

CRUSH. Deal extra dice of damage


if strikes same target twice.

DISCONTENT. ADV on
persuading others to rebel.

151
ROBOTS
Random Robot

Robot Highest Lv

1-2 1d3 Andr01d 8


3-4 1d4 C1v-b0t (all same type) 4
5-6 1 0p3rat0r 1
7 1d3 Chr0m3 Pyram1d 11
8-9 2d6 F1ght3r Dr0n3 6
10-11 1d4 Sp1d3r Bra1n 6
12-14 2d6 P1p3 Cl3an3rs 2
15-16 1d4 D1sast3r B0t 8
17-18 2d4 P0l1c3 B0t 4
19-20 1d4 3ngin33r-0 7

152
ROBOTS

ANDR01D
AI made in the image of its
creator. Seeks power cells to
extend its service life.

AC 16, HP 33, ATK 3 slam +7 (d8),


MV Near, S +7, D +4, C -3, I -1, W
-4, CH +6, LV 8

SELF-REPAIR. At 0hp, regain


d8 hp in 1d4 rounds if powered.

Creatures can make a DC 12 check


to remove the cell, (DC18 if the bot
is active.) (10% the cell remains
useful.) If cell is destroyed rather
than removed, explodes for 2d6
damage.

0P3RAT0R
Mass produced, cheaply made
humanoid bot - complete with
human head. Dangerous by virtue
they are sold by the shipping
container.

AC 8, HD 4, ATK 1 slug-launcher
(near) +0 (d4), MV Near, S -1, D +0,
C +2, I +1, W -1, CH +0, LV 1

ENDLESS. 1d4 emerge from a


nearby storage unit each round.
Storage Unit has 10hp and is
immune to non-tech weapons.

153
ROBOTS

C1V-B0T
A bot for civilian use. Retro-
shaped, with a thick cylindrical
body.

AC 14, HP 18, ATK +4 [see table],


MV Near S +4, D +3, C +2, I +3, W
-3, CH -4 LV 4

Civ Bot Types

d6 Type

1 LANDSCAPER. Buzzsaw chest, d12


2 TRANSPORT. Attack grapples a target and drives away
double near each turn.
3 SECURITY. Target rolls DC 12 CON or knocked out.
4 CONSTRUCTION. Rivet gun, far. 1d8
5 COOK. 2 attacks, 1d6 (knife, blowtorch, powerwhisk, juicer)
6 OFFICE SUPERVISOR. No attacks, prints pink slips.

154
ROBOTS
CHR0M3 PYRAM1D
A flying pyramid the size of
a car, covered in scintillating
holographic field

AC 18 (holo-field), HP 56,
ATK 1 energy beam (far) +8 (4d8),
MV Near (fly), S +8, D +4, C +6, I
+6, W +4, CH +5, LV 11

APEX. Immune to non-tech F1GHT3R DR0N3


weapons.
Miniature fighter-jet drone.
TRACTOR BEAM. DC15 STR or Sometimes swarms of them drift
become restrained and moved. through Rad World, looking to
acquire targets long since gone.

AC 13, HP 31, ATK 2 strafing -gun


+3 (d10), MV Double-Near(fly), S
-3, D +1, C +4, I -2, W -3, CH -1, LV 6

PLANNED OBSOLESENCE.
When below 10hp, 50% chance of
withdrawing, otherwise crashes
into target. Target must roll DC14
DEX or take 3d6.

Quirk

d6 Type
SP1DER BRA1N
1 Color (blue, red, yellow)
Cow-sized spider-drone with an
organic computer. Has odd quirks 2 Material (chrome, plasteel)
over its long service.
3 Creatures (organics,
inorganics)
AC 14, HP 26, ATK 2 laser cutter
+4 (d12), MV Near (climb), S -3, D 4 Goblins
+2, C -1, I +0, W +4, CH -1, LV 6
5 Insects
QUIRKY. Roll to determine what 6 Tech
it loves and collects, and what it’s
terrifed of.

155
ROBOTS

P1PE CL3AN3R
Prehensile snake-bots that chuckle
with a cruel sense of humor. Can’t
resist cleaning a tube.

AC 13, HP 7, ATK 1 bite +5 (d4)


and 1 constrict (1d4 per round),
MV Near (climb), S -1, D +3, C -2, I
+2, W -3, CH -3, LV 2

CABLING. ADV to hide in urban


or jungle environments.

CONSTRICT. Contested STR to


hold target immobilized.

D1SAST3R B0T
Disc-shaped bot with dangling
arms. Helps those in danger by
evacuating them, and prevents
looting.

AC 14, HP 44, ATK 2 stun rod +6


(d8) and 1 screamer (near), MV
Near, S +2, D +6, C +8, I +4, W +3,
CH +5, LV 8

STUN ROD. Anyone reduced to


0hp by stun rod are automatically
stable.

SCREAMER. Creatures in cone


Near roll DC 16 or become
stunned for 1d4 rounds.

DISASTER RECOVERY. Has a


chainsaw, tractor beam and heavy
clamps for helping people escape
entrapment.

156
ROBOTS
3NGIN33R-0
A sentient backhoe, dump truck,
riveter vehicle. Can build building
solo.

AC 16, HP 34, ATK 3 backhoe +3


(d10), MV Close S -1, D +3, C +2, I
+1, W +3, CH +0, LV 7

CONSTRUCTOR. Builds random


structures, precarious. Area P0L1C3 B0T
contains 1d8 unstable structures.
Explosions, or the crane’s attacks, Humanoid shaped bot, Prevents
cause them to topple. Creature riots and apprehends those
close roll DC 15 DEX or take 3d6. breaking laws. Constantly shouts
“Citizen, do not resist arrest”.

P0L1C3 Equipment AC 13, HP 20, ATK 2 equipment


+4, MV Near, S -1, D -1, C +2, I -3,
d6 Equip W +4, CH -4, LV 4

1 Pepper Spray (DC 14 CON ATTACK. Each police bot has


or blinded for 1d4 rounds) different equipment. Roll d6 to
2 Riot Shield (+4 AC, d6, determine
slams push creatures)
3 Integrated slugthrower
(1d10, far)
4 Handcuffs (Binds hands.
DC14 DEX to escape)
5 Nightstick (d8)
6 Head Siren (lights up,
summons 1d4 more police
bot in 1d4 rounds)

157
ROBOTS

DR1LL3R
A crab-like machine the size of a
car, outfitted with powerful drills
to mine for gas and ore alike.

AC 14, HP 31, ATK 1 drill +6


(2d10) or 2 laser cutters (far) +4
(1d12), MV Near (climb), S +6, D +0,
C +4, I +3, W -3, CH -4, LV 6

HEAVY-ORDINANCE BOT.
Immune to non-tech weapons.
Can survive in both high and low
pressure environments.

OSHA COMPLIANCE. 50% chance


it’s safety programs prevent it
from digging into structures.

R3P41R-DRONE
Chiptune noises, many small arms
with many different tools, always
happy to repair other robots no
matter the kind.

AC 14, HP 9, ATK -, MV Double-


Near (fly), S +0, D +4, C +2, I +3, W
-3, CH -4, LV 2

ROBO-SURGEON. Restores 2d4


HP to another machine as an
action.

158
ROBOTS
T.H.E.
G.U.N.S.L.I.N.G.E.R.
A legendary bot with two big irons
on that hip. Seeks a weapon that
can kill his nemesis, ZORTARORC
III.

AC 15, HP 70, ATK 4 elephant


gun (far) +7 (2d6+bullseye), MV
Near, S +4, D +6, C +3, I +3, W +6,
CH +0, LV 12

BULLSEYE. Crits on 19-20. Can


deal lethal and non-lethal damage.

MYSTERIOUS STRANGER. ADV


on initiative. Gains bonus to
damage rolls if outnumbered: +1
for every enemy.

MACHINE TOUCHED BY THE


WORLD. Immune to shortening W3ATH3R-CASTER
out from tech, force, 5th
dimensional or psi-effects. Fully An ordinary weather balloon
Sentient. attached to a more sophisticated
AI and meteorological devices. A
glitch in its system caused it to
instead learn how to direct said
weather, instead.

AC 13, HP 35, ATK 1 lightning


bolt (far) +4 (2d6) or 1 hail storm
, MV Near (fly), S +0, D +0, C +4, I
+4, W -1, CH -2, LV 7

CLIMATE CHANGER. Can


manipulate freely temperature in
area of up to 1 mile, from extreme
cold to extreme heat.

HAIL STORM. Area of 20’ within


Far DC 14 DEX or suffer 3d6
damage. Success halves damage.

159
LOCALS

Random Na

Robot Highest Lv

1 2d6 Carnivorous Banana Tree 5


2,19 2d6 Burnout 2
3,20 1d4 Dr. Stranglelove 1
4 1 Bodysnatcher 11
5 1d4 Thorn Blight 8
6 1 Haunted Fruit Tree 6
7,18 2d4 Darter 1
8 2d4 Giant Spider 3
9 3d6 Giant Wasp 2
10,17 1d4 Bagfoot 1
11 1d4 Colt Shrimp 6
12 2d6 Grof 2
13 2d6 Gyo 3
14 2d6 Landfin 3
15 1d4 Wildebeast 4
16 2d6 Mysacota Myceling 2

160
PLANTS
CARNIVOROUS
BANANA TREE
Tree with creeping roots to pull
it along the ground. Thoughtful
when fed, bloodthrirsty when
hungry.

AC 12, HP 22, ATK 2 roots +1 (d6),


MV Near, S +1, D -3, C +2, I +4, W
-4, CH +4, LV 5

CRUSH. Contested STR to hold


target immobile for one round.

BAIT. Carries delicious banana’s


that can increase your supply
twice.

BURNOUT
Neighbour colonized by mutant
fungal growths found in dank
buildings of Jungle City. Linked in
a psi massmind, burnouts mumble
as one.

AC 8, HP 11, ATK 1 slam +2


(1d6), MV Close, S +2, D -2, C +2, I
-2, W -2, CH -3, LV 2

MINDLESS. Immune to morale


checks

MASSMIND. Burnouts psionically


communicate with each other. A
mind-altering effect on one affects
all.

161
PLANTS

DR. STRANGLELOVE
Red tendril vine-snake covered
in thorny growths and ending in
a snake head. Has a strange sense
of affection and seek to incoporate
paramours into their rootmass.
Break their heart to escape!

AC 12, HP 6, ATK 1 bite +6 (d4),


MV Near, S -1, D +4, C +2, I +0, W
-2, CH +0, LV 1

AMBUSHER. Advantag to hide.

POISON. Struck targets roll CON


DC 12 or a paralyzed for 1d4
rounds.

BODYSNATCHER
Tentacled growth with central
maw. Eats materials, no taste for
goblins.

AC 14, HP 58, ATK 4 tentacles


(double near) +10 (paralysis+grab)
and 1 swallow (close), MV -, S +8,
D +6, C +8, I +8, W +7, CH +8, LV 11

PARALYSIS. Creatures struck roll


DC18 CON or become paralyzed
while held. Tentacles have 5hp and
AC10.

GRAB. Creatures struck are


grabbed and pulled towards
bodysnatcher each round.

SWALLOW. Creatures swallowed


take 1d6 each round, and their
gear is dissolved in 1d4 rounds,
afterwards they are spit out.

162
PLANTS
HAUNTED FRUIT
TREE
A bush covered in sweet-smelling
apples. Hides weapons in the
underbrush and murders those
that draw close.

AC 11, HP 28, ATK 4 weapons


(double near) +6 (d4/d6/d8/d10), MV
-, S +6, D -1, C +1, I -1, W +1, CH +1,
THORN BLIGHT LV 6

Animal-worm hybrid, burrows WEAPONS. Wields random


through earth and leaves behind weapons taken from prey. Knife,
thick brambles. machete, axe,

AC 15, HP 33, ATK 3 bite +2 (d10),


MV Double near (burrow), S +4, D
-4, C -3, I +3, W -2, CH +5, LV 8

THORN WAKE. Leaves behind


impassable thorny growths.

163
BUGS
DARTER
Giant thrifty dragonfly whose
carapace is adorned with shiny
things. Negotiates 50 feet above
the ground, with you in its grasp.

AC 13, HP 1, ATK 1 pincer -1


(grab), MV Near (fly), S -1, D +1, C
-1, I -2, W -3, CH -2, LV 1

GRAB. Contested STR to hold


target immobile for one round.
Likes to fly into the sky afterwards
GIANT WASP
for some gunboat diplomacy.
Waspish and territorial, spend
most of their time gathering
FIREFLY. 25% of darters have a
nectar and meat for their
mutated thorax that glows like a
omnivorous young. Do anything
firefly, and explodes for 1d6 when
to protect their hive.
killed.
AC 13, HP 9, ATK 1 sting +3
(1d6+venom), MV Near (fly), S +1,
D +3 C +0, I -3, W +0, CH -3, LV 2

VENOM. DC 11 CON or go to 1hp.

GIANT SPIDER
Insatiably curious and love to quiz
prey until bored.

AC 13, HP 13, ATK 1 bite +3


(1d6+poison), MV near (climb), S
+2, D +3, C +0, I -2, W +1, CH -2,
LV 3

POISON. DC 12 CON or paralyzed


for 1d4 rounds.

164
ANIMALS
COLT SHRIMP
When the ancients spoke of the
gun as the great equalizer, they
did not, for a second, consider the
fact that it applied cross-species
as well.

AC 12 HP 22 ATK 2 revolver (far)


+4 (1d10), MV Near (swim), S +2, D
+3, C +4, I -2, W -1, CH -3, LV 5
BAGFOOT
GUNS AT DAWN. Has advantage
Who’d a think this hopping mouse on initiative. Each shot moves the
could house so much stuff in its Shrimp back by close.
pouches?

AC 15, HP 4, ATK 1 kick +1 (1d4),


MV Double-Near (leap), S -2, D +5,
C +0, I -2, W +3, CH -1, LV 1

HOARD ANIMAL. Carries thrice


the amount of potential loot for its
creature level.

SENSITIVE EARS. Has


advantage on checks related to
hearing.
GROF
Not an amphibian. Not a reptile
either.

AC 11, HP 10, ATK 1 toothed-


tongue +2, MV Near, S +0, D +1, C
+1, I -3, W -1, CH -3, LV 2

HYDROPHOBE. Psionically
pushes all water away from it.

LEAPER. Can take an action to


leap twice its movement in one
turn.

165
ANIMALS
GYO
Mutant fish with legs that swim
and trudge through salt-soaked
streams, mouth full of razor teeth.
Ambush predators, lying in wait
before striking. Secretly afraid no
one likes them.

AC 13, HP 14, ATK 2 bite +5 (d4),


MV Near, S -3, D +3, C +2, I +2, W
-1, CH +2, LV 3

RIP & TEAR. Deals an extra dice


of damage against targets below
1/2hp.

LANDFIN
Evolution sometimes has the habit
of playing pranks on us. Such as
allowing a recurrence of Middle
Devonian land-treading, while
also giving them an affinity for
human violence.

AC 12, HP 15, ATK 1 spear +2


(1d6) and 1 bite +2 (1d4+shotgun
teeth) MV near (swimming), S +2,
D +2, C +2, I -1, W +1, CH -2, LV 3

AMPHIBIOUS. Can breathe air


and water.

SHOTGUN TEETH. On successful


bite, teeth break apart in flesh of
target, causing pain on movement
and 1d4 extra damage until
removed.

166
ANIMALS
WILDEBEAST
A slavering hulk of hairy muscle.
like a racoons roided out cousin.
They love sweets and often can be
found raiding wasp nests for the
poison honey. Makes them drunk.

AC 15, HP 18, ATK 3 claws +2 (d8),


MV Near, S +2, D -1, C +0, I -3, W
-1, CH -3, LV 4

POUNCE. If they hit with 2 or


more claws, deal an extra die of
damage.

MYSACOTA
MYCELING
From a far, far distance and with
some imagination, you could
mistake it for a ancient in a tacky
t-shirt. But the closer you get, the
clearer the individual fibres that
make up its ‘flesh’ become...

AC 9, HP 11, ATK 1 infesting hug


(1d6+assimilate), MV Near, S +1, D
-1, C +2, I +0, W -2, CH -2, LV 2

ASSIMILATE. DC 12 CHA or -1d4


CHA. On death, target’s mind is
assimilated into Mysacota.

PLANT BIOFORM. Takes double


damage from flames and extreme
heat.

167
ENTROPIC BEINGS

Random Entropic Being

Entropic Being Lv

1 1d3 Atomwalker 12
2, 13 1 Train To Nowhen -
3 , 14 2d4 Misaligned Hound 8
4, 15 1 Photographer and the Reporter 4
5 1 Zortaroc III, Emperor of the 5th Dimension 18
6, 16 1d3 5th Dimensional Invader 8
7, 17 1d4 Brain Eater 8
8, 18 1 Nameless Horror 8
9 1d3 5th Dimensional Color 8
10, 19 2d6 Tall Figure 2
11, 20 1d4 Drowner 5
12 1 Ancient One 12

168
ENTROPIC BEINGS
ATOMWALKER
Ripped across worlds by nuclear
detonations, fires walks with
them on their endless journey to
unbecoming.

AC 14, HP 58, ATK -, MV Near, S


-4, D +2, C +5, I +0, W +0, CH +0,
LV 12

ATOMIC FLAMES. Auto-deals


2d8 damage from radioactive fires
to everything within Near. High-
end steel melts and technology
shortens out. Melee attacks
against Atomwalker deal 2d8
damage to attacker.

HOMELESS WANDERER. Always


seeks the closest 5th-dimensional
portal, ignoring all threats along
the way.

WALKING ENERGY POINT.


Explodes in 1d4 rounds in
radioactive fire, contaminating
area of up to double-near
permanently.

TRAIN TO NOWHEN
Length, Width, Depth, Time
and Mind. To all exist tracks of
invisible lines, along which they
ride, trains from nowhere, going
to nowhen.

WILD RIDE. Entering a Train


to Nowhen results the PCs being
teleported to a random location
in the L.A. Exclusion Zone.
Disappears in 1d4 rounds.

169
ENTROPIC BEINGS
MISALIGNED
HOUND
An invisible creature that walks
and hunts not on the horizontal as
we do, but treats the vertical axis
as its natural plane of movement.

AC 14, HP 39, ATK teleport


maul +4 (2d4), MV Double-Near
(teleport), S +4, D +4, C +3, I +1, W
+3, CH +0, LV 8

ELDRITCH MOVEMENT. Can


shift through walls and non-psi
barriers at will. Walk on planes
perpendicular to the ground.

PSI HUNTER. Drains EGO on hit.


Can track Psychics and GLIMMER
in a 5 mile radius.

UNSTABLE. Disappears in 1d4


rounds. PHOTOGRAPHER
AND THE REPORTER
Pair of 50’s reporters, one with
an old time camera that smokes
and the other with a pad of paper.
Reporter speaks for both.

AC 17, HP 21, ATK 3 flash +7 (-),


MV Far (teleport), S -1, D +5, C +3,
I -3, W +1, CH +0, LV 4

FLASH. Creatures taken picture


travel backwards in time 1d4 hours

ENIGMA. Report on events yet to


come, speaking in reverse. DC 14
INT to understand.

UNSTABLE. Disappear in 1d4


rounds.

170
ENTROPIC BEINGS
ZORTARORC III, HEADS. Has 7 heads. Each head
has 15 HP, AC 17 and can make
EMPEROR OF THE 1 bite attack or 1 atom breath
5TH DIMENSION attack. Regrows cut off heads
after a rest.
And the great dragon was cast
out, that old serpent called the SIZE BEYOND REASON. Immune
Devil, and Satan, which deceiveth to all weapons short of Omega-
the whole world: he was cast out grade. Cannot be moved against
into the earth, and his angels were its will, grappled or restrained.
cast out with him. Landing and taking flight deals
2d8 damage to all creatures
AC 17, HP 105, ATK 1 bite +9 within Double-Near.
(2d10) or 1 atom breath, MV
double-near (fly), S +7, D +3, C +7, I ROYAL DECREE. Forces all 5th
+6, W +6, CH +6, AL C, LV 18 dimensional creatures under
its command. Creatures killed
ATOM BREATH. A straight line with bite regenerates it 10 HP.
(10’ wide) extending up to Far Can destroy a 5th dimensional
from dragon. DC 17 DEX or 5d8 creature at will to regain 10 HP.
damage. Disrupts technology.
Drains Ego. If reduced to 0 HP, banished back
to 5th Dimension.

171
ENTROPIC BEINGS
5TH DIMENSIONAL
INVADER
A sasquatch in a space helmet,
come to accept this dimensions
surrender. Technology stops
working around it.

AC 15, HP 34, ATK 2 disintegrator


raygun (near) +8 (2d12), MV Near,
S +8, D +0, C -2, I +5, W +2, CH +4,
LV 8

MORPHOGENIC FIELD.
Technology ceases to function
within FAR.

RAYGUN. Deals double damage to


robots and structures.

UNSTABLE. Disappears in 1d4


rounds.
BRAIN EATER
A floating head surrounded by a
cloud of non-normality. It really
wants to eat your brain.

AC 15, HP 41, ATK 4 bite +6


(d6+latch), MV Near (fly), S +2, D
+4, C +5, I -2, W +6, CH -3, LV 8

LATCH. If the brain eater hits, it


latches on. DC12 STR to remove
it. If the brain eater hits all four
attacks, the target’s brain is ripped
out and devoured.

MIND BLAST. Expels a near-sized


cloud of non-normality. DC15 INT
or take 3d6 and become paralyzed
for 1d4 rounds.

UNSTABLE. Disappears in 1d4


rounds.

172
ENTROPIC BEINGS

NAMELESS HORROR
All tentacles, eyes and teeth. Quantum foam pours forth from it in
waves.

AC 13, HP 41, ATK 1d8 tentacles +7 (d10), MV Near, S +5, D -4, C +0, I
+8, W +4, CH +0, LV 9

VARIABLE LASHING. d8 tentacles are available this round to attack.

FOAMY. Exudes quantum foam. Difficult terrain within far. 1 random


entropic being emerges per round from the foam.

UNSTABLE. Disappears in 1d4 rounds.

173
ENTROPIC BEINGS
5TH DIMENSIONAL
COLOR
A churning cloud of indescribable
color. Images swirl in its smoky
depths, of universes past, present,
future, and that have never been.

LV 8

COLOR OUT OF SPACE. Each


round, creatures who can percieve
the color roll DC15 INT or take
2d6, and cannot look away.

DISRUPTION. Can be dispersed


by explosions, gale winds,
flashbangs, or total darkness.

UNSTABLE. Disappears in 1d4


rounds.

TALL FIGURE
Wearing the uniform of another
age, these elongated, pale, faceless
creature feed on your fear. Stable,
unfortunately.

AC 10, HP 11, ATK 1 slam (d4) or


mind-fold, MV Near, S +1, D -3, C
+2, I -2, W +2, CH +1 LV 2

TERRIBLE ASPECT. Taps into


genetic fears. First time you see
a Tall Figure during a day, roll
DC12 CHA or become frozen in
fear for 1d4 rounds.

MIND-FOLD. Target feared


creatures percieve the endless
unfolding of terror from the 5th
dimension. Roll DC14 CHA or be
reduced to 0hp.

174
ENTROPIC BEINGS
ANCIENT ONE
Esper lost at sea, and returned.
Changed. Powerful. Lonely.

AC 17, HP 60, ATK 4 withering


touch +9 (2d12) or 1 glimmerbomb,
MV double near (teleport) S +5, D
+7, C +6, I +6, W +6, CH +4, LV 12

UNSTABLE. Disappears in 1d4


rounds.

MANTLE OF EGO. All


manifestations are reflected back
at the caster with a manifestation
check of 20 or less.

GLIMMERBOMB. All targets


within near roll DC 20 CHA or
fall under the ancient one’s control
for 1d4 rounds. Roll each round to
end early.
DROWNER
A esper lost at sea, come back
but for one terrible moment. Sees
the world through new eyes.

AC 14, HP 25, ATK 1 touch +3


(d8+glimmerhunt), MV Near, S +3,
D +3, C +2, I -3, W -4, CH -2, LV 5

Psychic Pressure.

GLIMMERHUNT. Target takes


1d6 temporary WIS damage. If
reduced to 0 WIS, their EGO is
despersed and they fall dead.

UNSTABLE. Disappears in 1d4


rounds.

175
DRY SEA ENTROPIC BEINGS

Random Dry Sea Entropic Being

Dry Sea Entropic Being Highest Lv

1-5 1d4 Tounge Crawler 5


6 1 The Kraken -
7-10 2d4 Psychic Sea Shell 1
11 1 Fish-Face! 8
12-14 2d4 Sky Manta 6
15 1 Void Eel 6
16-19 1d3 Shark Head 2
20 1 Heavy Metal Reef 9

Dry Sea Entropic beings are more stable than their generic counterparts,
and do not typically fade.

176
DRY SEA ENTROPIC BEINGS
TOUNGE CRAWLER
A reticulating, dripping, white
chitinous snake. In the presence of
prey, it inverts revealing an flesh
interior covered in prehensile
tounges, attempting to pull you
into its exterior-now-interior.
Gross!

AC 13, HP 25, ATK 2 lash +5 (d8),


MV Near S -1, D +5, C +2, I -4, W
-3, CH +3 LV 5

SWALLOW. Struck targets roll


contested STR or are swallowed by
the snake, and hit each round. Can
escape by dealing 5hp damage.
Only small weapons.

THE KRAKEN
A vast bulk undulates across
the horizon, floating ever closer
overhead. Like some goddamn
flesh cloud of nightmares. Soon
the rain comes.

More like a weather system that


something you can fight. Find
cover from raining caustic slime
or take 1d6.

177
DRY SEA ENTROPIC BEINGS
FISH-FACE!
It’s a huge fish-face emerging from
the ground, like creature from the
black lagoon was fifty feet tall
and stuck in the sand at the beach,
Yargh! It’s gonna eat you!

AC 12, HP 38, ATK 4 bite +1 (d8),


MV Near (burrow), S +6, D +0, C
+2, I -1, W +1, CH -2, LV 8

When reduced to 0hp, it’s simply


had enough and sinks back down
into the earth.

PSYCHIC SEA SHELL


Skull-shaped clamshell composed
of layered thought. It moves by
spitting jets of noosphere.

AC 18, HP 5, ATK 2 clamp +1 (d6),


MV Near, S +1, D -3, C +0, I +1, W
+2, CH +2, LV 1

5D pearl. Contains a purple,


opalescent gem worth d4 supply.

SKY MANTA
Gliding flaps of flesh, beady eyes
and sucker mouth leering down at
you.

AC 12, HP 28, ATK 1 bite +2


(d8) and 1 sting (1d6+poison), MV
Double Near (fly), S +0, D -2, C +1,
I +4, W +0, CH +2, LV 6

POISON. DC14 CON or have


gravity reversed for 1d4 rounds.

178
DRY SEA ENTROPIC BEINGS
VOID EEL
Hides on the horizon, snakes
forward with oblivion filling its
insides.

AC 12, HP 24, ATK 3 attack -1 (-),


MV Far, S -3, D -4, C -3, I +0, W +5,
CH +4, LV 6

- . Creatures struck roll DC12


CHA or are annihilated in its
maw. Otheriwse, appear safe and
sound 1d4 miles away.

SHARK HEAD
Yep.

AC 11, HP 6, ATK 2 bite +5 (d6),


MV Near (fly), S +0, D +3, C -3, I -2,
W +0, CH -1, LV 2
HEAVY METAL REEF
BLOOD SCENT. Has ADV against
An alien landscape, silvery and targets below 1/2 hp.
glistening coral fingers growing in
every direction. Schools of flying
fish swim amongst them.

AC 22, HP 40, ATK -, MV -, S -2, D


+4, C -1, I +7, W +8, CH +3, LV 9

A REEF. Impervious to normal


attacks. Explosions and heavy
weapons required.

TOXIC. Creatures near roll DC14


CON each round or take 1d4 CON
damage.

179
DRY SEA ENTROPIC BEINGS

STAREATER GLIMMERING
A slithering creature, stretching TUBE WORM
eel-like from the GLIMMERING
portal in the wall, dozens of A common sight in places where
glowing angler growths pulsating the GLIMMER has drenched
above its twice-mawed, triangular the three-known dimensions of
head. space. Grow purple-mouthed
clusters from the ground and from
fractures hanging in the sheer air.
AC 14, HP 39, ATK 2 bites +5
(1d12) or 1 swallow +5 (2d6), MV Stepping within Double-Close of
Double-Near (teleport), S +2, D +4 a cluster causes EGO drain and
, C +3, I +0, W +2, CH -3, LV 8, counts as difficult terrain. Cluster
destroyed by acid or heat-based
BETWEEN WORLDS. Cannot weaponry.
fully enter regular dimension.
If pulled fully out of the 5th
Dimension, dies immediately.

SWALLOW. Can swallow creatures


up to bear size in one go.
Automatic 2d6 damage at start of
turn.

180
DRY SEA ENTROPIC BEINGS

HERALD OF
ZORTARORC III
Torso of a crab spider and man
in dark chitin, who speak for the
emperor of the 5th dimension, and
command with his authority.

AC 14, HP 47, ATK 2 psi-beams


(far) +6 (2d6) or 2 shears +5
(1d6+grapple), MV Near (climb), S
+2, D +3, C +2, I +3, W +2, CH +4,
LV 10

VOICE OF THE EMPEROR.


Entropics of lesser Level follow
command without question.
Contested CHA against Entropics
of higher level to command. May
project humanoid disguise.

GRAPPLE. Auto-damage
1d6 to grappled creature,
DC 13 STR to escape.

181
DRY SEA LOCALS

Random Dry Sea Entropic Being

Dry Sea Entropic Being Highest Lv

1-2 3d6 Glimmer Ghouls 1


3 1d3 Chrome Stranger 7
4 1d3 Glimmer Mystic 8
5-6 2d4 Salt Traders 2
7-8 1d2 Simulacrum +1d2-1 Chrome Stranger 2
9-10 1 Seraph Templar + 1d4 Seraph Zealot 3
11-12 2d4 Seraph Zealot 1
13 1 Seraph Prophet + 2d4 Seraph Templar + 1d4 6
Seraph Zealot
14-15 1d6 Outlaw Scum 4
16-17 1 Smuggler + 1d4 Outlaw Scum 4
18 1 The Chuper 11
19-20 2d4 Chameleon 5

182
DRY SEA LOCALS
GLIMMER GHOUL
A dessicated goblin dressed in
rags, every drop of moisture
blasted from its body. All that
remains is golden pinprick eyes
and a thirst for ego.

AC 14, HP 7, ATK 1 slam -1 (d6),


MV Near S +0, D +1, C +2, I +0, W
+1, CH +2 LV 1

GOLD-SENSE. Target those with


psi abilities first.

CHROME
STRANGER
A mysterious stranger, dressed
in wide-brimmed hat, adorned
with trailing rags and the golden
badge of his office. He rides atop
a robotic stallion, steam jetting
from its every piston-step.

AC 18, HP 32, ATK 3 integrated


six-shooter +8 (d10), MV Double
near (integrated steed), S +8, D +2,
C +0, I -2, W +0, CH -3, LV 7

183
DRY SEA LOCALS

GLIMMER MYSTIC SALT TRADERS


A neighbour, pruned by the sun Neighbours who ply the dry sea on
and steeped in the art of the sailed wheel-craft. Offer rides in
psychic sea. Whether they offer exchange for glimmer.
wisdom or seek your glimmer
remains to be seen. AC 15, HP 11, ATK 1 sling +2 (d4),
MV Double Near (sail) S +0, D +2,
AC 18, HP 39, ATK 3 attack +2 C +0, I +0, W +2, CH +3, LV 2
(d10), MV Near, S +0, D +0, C +3, I
+4, W +4, CH +2, LV 8 PAYMENT. Drain 1d4 WIS for a
ride on their GLIMMER sail.
DEEP-SEA DIVERS. Know up to
Tier 4 Psi.
SIMULACRUM
Blue veins tracing silver skin.
Special operative of Desperado.

AC 10, HP 6, ATK 2 slam -3 (d4),


MV Near, S -1, D -3, C -3, I +1, W
-3, CH +1, LV 2

SIMULATE. Can transform into


any creatures it sees - stays silver
skinned and veiny.

184
DRY SEA LOCALS
SERAPH TEMPLAR SERAPH PROPHET
A neighbour clad in tech armor. A neighbour clad in tech armor.
Prays at the altar of technology. Preaches at the pulpit of the
divine disk drive.
AC 16, HP 17, ATK 1 big chopper
+4 (d10), MV Near, S +4, D +0, C +3, AC 16, HP 31, ATK 2 staff +3 (d4)
I +2, W +2, CH -2, LV 3 or device, MV Near, S +2, D +3, C
+4, I -3, W +4, CH +3, LV 6
SERAPH ZEALOT DEVICE. Possess a random Tier 2
Gizmo.
A naked neighbour augmented by
faulty cyber wetware. Zealous to HOLY TECH. Can interace with
a fault. tech. DC 12 INT, and it can take
control of any device.
AC 12, HP 4, ATK 1 sling +4 (d6),
MV Near, S +4, D +0, C +3, I +2, W
+2, CH -2, LV 1

185
DRY SEA LOCALS
OUTLAW SCUM
Too lazy to figure tech out, too
cruel to earn a living another way.
Waits in the sand dune to gun
down looters.

AC 15, HP 20, ATK 2 faulty


slugthrower (far) +3 (d10) or knife
(1d4), MV Near, S -1, D -1, C +2, I
+0, W -2, CH +3, LV 4

AMBUSH PREDATOR. ADV to


hiding far away.

FAULTY SLUGTHROWER. On a
roll <10, gun explodes for 1d6.

SMUGGLER
Neighbour who smuggles power
cells in and out of Desperado.

AC 12, HP 20, ATK 2 knife +5 (d4),


MV Near, S +2, D +3, C +2, I +4, W
+2, CH +0, LV 4

SMUGGLER. ADV to hide things.

TRADER. Has (50% chance)


Alpha artifact, (50%) chance Zeta
artifact and a power cell. Just
help him get it out of town, you
can have one.

186
DRY SEA LOCALS
THE CHUPER
Crawling along midnight dunes,
mystics that find glimmer in
blood.

AC 15, HP 52, ATK 3 bite +7 (1d8


+ blood drain) or 1 charm, MV
near (climb), S +4, D +3, C +3, I +1,
W +3, CH +4, LV 11

BLOOD DRAIN. Chuper heals 2d6


HP and target loses 1d4 WIS. At
0 WIS, target dies and rises as a
glimmer ghoul.

CHARM. One humanoid target


who can see Chuper within near,
DC 15 CHA or under chuper’s
control for 1d4 days.

SHAPECHANGE. In place of
attacks, turn into a manta ray,
desert wolf, or back into regular
form.
CHAMELEON
Ornery desert lizard as large as
cow. Used for hauling, for those
without the knowledge of
glimmer sails. Has the annoying
habit of turning invisible.

AC 12, HP 24, ATK 2 bite +4


(1d10), MV near (climb), S +4, D
+0, C +2, I -3, W +0, CH -3, LV 5

STUMPY. ADV on STR checks to


grab or drag other creatures.

CHAMELEON. When still, can


blend into surroundings and turn
invisible.

187
SAWED RIDGE LOCALS
Random Sawed Ridge Locals

Sawed Ridge Locals Highest Lv

1-2 1 A freaking unicorn 4


3-4 1d2 K. deathrattle 4
5-6 Sultant Croc 4
7-8 1d4 White One + (White One Smoker/Drover) 6
9-10 1 White One Analyst + 1d4 White One + (White 6
One Smoker/Drover)
11 1d3 White One Smoker + 1d4 White Ones 6
12 1d3 White One Drover + 1d4 White Ones 6
13 1 Cloud Blight 7
14 1 Isotopic Birds 8
15 1 Terror-beast 8
16 2d4 Stingbat 1
18-19 1d2 Screaming Condor 8
20 Grimbear 5

188
SAWED RIDGE LOCALS

A FREAKING
UNICORN
Yeah, its a unicorn! Carnivorous
in the far future, unfortunately.
Maybe you can be friends? Has
a soft spot for those with a noble
quest.

AC 12, HP 19, ATK 1 attack +4


(d6), MV Double near, S +3, D +2, C
K. DEATHRATTLE
+2, I +1, W +2, CH +3, LV 4 Rattlesnake half a football field
long. Loves to torment prey before
HEALING HORN. A touch heals eating them.
2d6 HP or ends one disease.
AC 14, HP 16, ATK 2 bite +8
(d6+poison), MV Near, S +2, D +6,
C -2, I -2, W -3, CH +1, LV 4

EGO-RATTLE. Creatures that can


hear roll DC 14 WIS or become
paralyzed.

POISON. Creatures struck roll DC


15 CON or go to 0hp in 1d4 rounds.

SULTAN CROC
Fat, scaly reptiles with stumpy
legs and long, thrashing tails.
Self proclaimed lord of the lakes,
safe passage requires offerings or
supplication.

AC 14, HP 20, ATK 2 bite +3


(1d8+grab), MV near (swim), S +3,
D +1, C +2, I -2, W +1, CH -2, LV 4

GRAB. Struck targets are grabbed,


DC14 STR to escape. Sultans drag
creatures out into deep water and
roll them underwater.

189
SAWED RIDGE LOCALS
WHITE ONE
Not all of Ancient humanity is
gone – some of it survived in sterile
laboratories, clad in white coats
and helmets, carrying sparking
prods to capture neighbours of the
new, rad world.

AC 10, HP 9, ATK 1 psi-wand +1


(1+shock), MV Near, S +1, D -4, C
+2, I +3, W -3, CH +2, LV 2

PSI-WAND. A detector for


scanning and analyzing the
environment and objects. Can act
as a tazer. On a miss, shorts out.

SHOCK. Targets struck by one or


more times roll DC 15 CON or are
knocked unconcious for 1d4 hours.
White ones take captured targets
to their lair for study.
WHITE ONE
ANALYST
Clad in white coats and helmets,
these white ones bear clipboards
into battle.

AC 10, HP 9, ATK 1 analyze, MV


Near, S +1, D -4, C +2, I +3, W +3,
CH +2, LV 2

ANALYZE. White ones within


sight have ADV on their next roll.

190
SAWED RIDGE LOCALS

WHITE ONE SMOKER WHITE ONE DROVER


Got a light? The rotating, pronged end of
the rifle buzzes with electricity,
AC 13, HP 27, ATK 1 flamethrower begging to be released against the
(3d6), MV Near, S +2, D +1, C +0, I rampaging beast.
+3, W -1, CH +3, LV 6
AC 15, HP 29, ATK 1 lightning
FLAMETHROWER. Targets in a gun, MV Near, S +2, D +0, C +2, I
cone Near roll DC 14 DEX or take +3, W -1, CH +0, LV 6
3d6. Half on success. d2 supply.
LIGHTNING GUN. Targets in a
line of Double-Near roll DC 14
DEX or take 2d12 and stun for 1
round. Half on success. Only good
for one blast.

191
SAWED RIDGE LOCALS
CLOUD BLIGHT
These carnivorous bugs are
heralded by clouds of choking
gas. You’ll never see them coming.
Literally.

AC 11, HP 34, ATK 4 gas blasts or


1 bite +7 (d8), MV Near, S +7, D -3,
C +2, I +6, W +6, CH +4, LV 7

LIGHT BENDING. Cloud Blight


is invisible and immune to lasers
until it attacks. It’s then visible to
creatures Close.

GAS BLASTS. The cloud blight


lets out a cloud of Close-sized gas.
Any creatures breathing it roll
DC14 CON or take 1d4 damage a
round. Repeat to end.

ISOTOPIC BIRDS
A swarm of black birds who have
learned to eat radiation.

AC 12, HP 40, ATK 3 peck +4


(d4+isotopes), MV Near S +4, D +0,
C +4, I +6, W -4, CH +1, LV 8

RADIOACTIVE. Creatures near


take 1d6 damage per round, no
save.

ISOTOPES. The radioactive


beaks snap off in the wound, and
continue to deal 1d6 damage a
round until removed.

192
SAWED RIDGE LOCALS
TERROR-BEAST
Roll to find out what nightmare awaits! No intelligence, unfortunately.
Just stupid, lumbering death. Hope you can trick it.

What’s it Shape?

d8 Shape

1-2 HUMANOID-SHAPED. Ugh. 2 arms, 2 legs, one head.


3-4 ELEPHANTINE. Huge, huge. 4 legs, 1 head, 1 tail.
5-6 CENTAUR. Why? 4 legs, 2 arms, 1 head.
7-8 CHIMERA. Now this is science! Three heads, 4 legs, tail.

What’s its bits?

d8 Animal Head Legs* Arms Tail

1 Eagle Peck d4 Talon d4 Fly Feathers


2 Bear Bite d8 Climb Climb Nub
3 Shark 2 Bite d8 Swim Swim Fin
4 Crocodile Bite d8 + grab Near As head Scaly
5 Lion Rend d10 Far Claw d6 Cat
6 Badger 2 Chew d4 Near Venom d4 Butt-mouth
+ poison as head
7 Python Venom d4 Climb Arm-mouth Butt mouth
+ poison as head. as head
8 T-rex 2 Devour d10 Far teeny-tiny Scaly

*Moves at slowest limb speed. Needs only 2 climb limbs to climb.

AC 21, HP 40, ATK +8 [see bits], MV [see bits]


S +8, D +4, C +4, I -3, W +3, CH +4 LV 8

POISON. DC15 CON or paralyzed for 1d4 rounds.

GRAB. Roll contested STR or become constricted.

193
SAWED RIDGE LOCALS
STINGBAT
Winged mosquito-bat with needle
beak. Mechanical re-creation of a
beloved icon.

AC 12, HP 4, ATK 1 beak +2


(1d4 + blood drain), MV Near (fly),
S -2, D +2, C +0, I -2, W +0, CH -2
, LV 1

BLOOD DRAIN. Attach to a bitten


target and automatically hit the
next round.

SCREAMING
CONDOR
A bitter black bird, lord of the
Sawridge skies, whose wings rain
death and whose cries rattle bones.

AC 14, HP 37, ATK 1 scream and


1 rake +4 (1d8), MV Double-near
(fly), S +3, D +4, C +1, I +0, W +2,
CH -3, LV 8

FLECHETTE FEATHER RAIN.


Creatures underneath Condor
take 1d8 damage, DC 14 to dodge.

SCREAM. All creatures within


Near, DC 12 WIS or become afraid
of Condor for 1d4 rounds.

194
SAWED RIDGE LOCALS
GRIMBEAR
Grizzled, grizzly and seriously
grizzling to meet.

AC 14, HP 26, ATK 1 claws +5


(1d10) and 1 bite +5 (2d6), MV
Near (swim), S +5, D +1, C +4, I
-3, W +0, CH -3, LV 5

THICK PELT. Takes half damage


from slashing and bludgeoning
weapons.

195
SAWED RIDGE DINOS

Random Sawed Ridge Dinos

Sawed Ridge Dinos Highest Lv

1d4 Mam’Moth 6
2d4 Penta-ceratops 7
1d4 Thunderbolt Lizard 7
1d2 Cyber T-rex 9
2d4 Terrordactyl 9
2d6 Cyber-Raptor 2
2d6 Ram-O-Saur 3
1d4 Stealth Carnotaurus 5
1d2 Titanosaurus 9
1d2 Kriegs-Baryonyx 9

196
SAWED RIDGE DINOS

MAM’MOTH
A strange, bear-sized moth
that dwells in the grand trees of
the Sawed Ridge – consuming
radiation from the soil and roots so
that its tree may grow untainted.

AC 12, HP 30, ATK 2 rad blasts


(near) +5 (2d6+drain), MV Near,
(flying) S +2, D +2, C +3, I -2, W +2,
CH -3, LV 6

CAMOUFLAGE. Until it moves,


looks indistinguishable from tree
bark.

DRONE. Constant noise from its


wings. Espers within Near have
disadvantage on manifestation
checks.

DRAIN. Causes damage to Esper’s


Ego, stealing a random ESP.

PENTA-CERATOPS
Plodding five-horned herbivore
strapped with rockets. Yikes.

AC 17, HP 35, ATK 2 horns +4


(d10) or 1 charge, MV Near, S +4,
D -1, C +4, I -4, W +1, CH -3, LV 7

ROCKET CHARGE. Move double


FAR (out of sight) and make 1 horn
attack. If hit, deals x3 damage.

197
SAWED RIDGE DINOS

THUNDERBOLT
LIZARD
A towering ankylosaur, who’s
natural plate and thorns had
been replaced with tank armour
and electro-spikes. The poor
beast is in constant pain.

AC 16, HP 36, ATK 1 tail bash


+5 (2d6+shockwave), MV Near,
S +5, D -2, C +5 I -4 W -1, CH -3, LV 7

ELECTRO-GENERATOR. 1d10
damage to one random creature
within Near, auto-hit.

SHOCKWAVE. All humanoids in


Near DC 15 STR or be thrown to
the ground

CYBER T-REX
Towering bipedal lizard with one
cybernetic eye. This one sees more
than movement.

AC 13, HP 44, ATK 3 bite or eye-


lazers +4 (2d12), MV double near, S
-1, D -1, C +4, I -4, W +1, CH -3, LV 9

198
SAWED RIDGE DINOS

TERRORDACTYL
Nothin special. Just a flying lizard
big enough to carry a neighbour
off.

AC 14, HP 20, ATK 2 beak +4


(d8+grab), MV double near(fly) S
-1, D -1, C +4, I -4, W +1, CH -3 LV 9

GRAB. DC 15 STR or held. DC 15


STR on turn to break free.

CYBER-RAPTOR
Sickle-clawed, small theropod
outfitted with cyber-brain,
connecting the pack.

AC 14, HP 10, ATK pounce +4


(1d6), MV Near, S -1, D +4, C +1, I
-1, W +3, CH -3, LV 2

AUTOMATED PACK. Grant other


raptors ADV on attack rolls
against enemies. Every successive
pounce by pack deals +1 damage.

199
SAWED RIDGE DINOS
RAM-O-SAUR
Someone had the bright idea to
strap an energy shield device to
this Pachycephalosaurus’ already
thick skull. The result: a bunker
buster on legs.

AC 17, HP 15, ATK 1 charge


(2d12), MV Near, S +3, D +2, C +2,
I -3, W -1, CH -4, LV 3

CHARGE. Line of Near, 10’ wide.


DC 13 DEX to avoid. Smashes
through wood and steel.

ENERGY SHIELD. Takes no


damage from front.

STEALTH
CARNOTAURUS
Boo.

AC 12, HP 24, ATK 1 bite +4 (1d8)


, MV Near, S +4, D +2, C +2, I -3, W
+0, CH -3, LV 5

CAMOUFLAGE. At will can


camouflage self like chameleon,
shifting into the background. DC
14 WIS to perceive movement.

AMBUSH PREDATOR. Deals


additional 3d6 damage against
surprised creatures.

200
SAWED RIDGE DINOS

TITANOSAURUS KRIEGS-BARYONYX
Big, bigger, stupid big. Wet-dream Riverborne dinosaur with
of every Sauropod-fan, now with crocodile-like snout, outfitted
added Gatling Gun, that does a with shoulder-mounted torpedo
number to their poor spine. launchers.

AC 12, HP 46, ATK 1 tail slap AC 13, HP 30, ATK 1 bite +3 (2d4)
(near) +6 (2d8) and 1 gatling gun and 1 torpedo (far) +3 (3d6), MV
(far) +5 (4d4), MV Near, S +6, D -2, Near (swim), S +3, D +3, C +3, I -3,
C +6, I -4, W -1, CH -4, LV 9 W +1, CH -3, LV 6

GENTLE GIANT. Reaction check AQUATIC. Can breathe underwater.


done with ADV, unless going for All attacks while in water done at
obvious attack. ADV.

201
GOLDEN QUEENDOM

Random Golden Queendom Calafi

Calafi Highest Lv

2d6 Golden Bow Amazon 4


2d6 Golden Spear Amazon + 1d6 Golden Bow 3
Amazon
1d2 Calafi Wise One +1d6 Golden Spear Amazon 5
+ 1d6 Golden Bow Amazon
1d4 Golden Praetor 9
the Eternally Incarnating Queen Califiyah + 9
4 Golden Praetors

Random Golden Queendom railwaymen

Railwayman Highest Lv

2d6 Railwayman 2
1 Railwayman Conductor + 1d6 Railwayman +1d4 9
Railwayman Enthusiast
1d4 Railwayman Shovelhead + 2d6 Railwayman 4
1d2 Railwayman Enthusiast +1d4 Shovelhead +1d6 3
Railwayman

Random Golden Queendom Skullheadd

Skullheads Highest Lv

1-8 3d4 Skullhead Roadrowdy +2d4-1 Skullhead 4


Headcleaver
9-16 3d4 Skullhead Headcleaver +2d4-1 Skullhead 3
Roadrowdy
17-20 1d4 Zappers 5

202
GOLDEN QUEENDOM CALAFI

GOLDEN BOW GOLDEN SPEAR


AMAZON AMAZON
One breast burned away, the bow Golden painted skin shines in
too heavy to be wielded by any the radening sky, muscles bulge,
common neighbor, the arrows too spears fly and gunshots bellow.
jagged and unclean to deliver a They’ll fight’n die with a praise
quick and painless death. to the immortal queen and they’ll
fight the world itself if need be.
AC 13, HP 19, ATK 2 scope bow
(far) +4 (1d10+infection), MV Near, AC 14 (damaged S.W.A.T. shield)
S +2, D +3, C +1, I +0, W +2, CH +0, HP 15, ATK 1 grenade spears
LV 4 (near) +3 (3d6+frag), MV Near, S
+2, D +3, C +2, I +0, W +1, CH +0,
INFECTION. CON DC 12 to resist LV 3
or suffer 1d4 damage every turn
for 10 turns. FRAG. Deals half total damage to
all creatures within Double-Close
SPOTTER. If at least one other after impact
Golden Queendom ally is Near, the
amazon gains ADV on attack roll

203
GOLDEN QUEENDOM CALAFI

CALAFI WISE ONE GOLDEN PRAETOR


Elder of the Calafi, they command The best of the queendom’s
their sisters in the field with warriors protect the palace and
fervour. throne – and their golden paint
is accompanied by rifles, body-
AC 12, HP 21, ATK 3 longblade +6 armor and GLIMMER in their
(d6), MV Near, S +3, D +2, C -2, I +0, eyes.
W +3, CH +4, LV 5
AC 17 (riot shield), HP 45, ATK
COMMAND. In place of an attack, 2 rifle shots +6 (1d12+2) or 2
can stoke another Calafi to make vibrocutters +6 (2d4+2), MV Near
an attack instead. , S +4, D +4, C +4, I +0, W +3, CH
+2, LV 9

GRIT. ADV on STR checks to


overcome opposing force.

UNDYING LOYALTY. Auto-


succeeds on morale checks, +2
damage if another golden praetor
within Close.

204
GOLDEN QUEENDOM CALAFI

THE ETERNALLY
INCARNATING
QUEEN CALIFIYAH
AC 19 (golden armor), HP 46,
ATK 3 carbide spear +5 (d6), MV
Near, S +0, D +3, C +5, I +5, W +6,
CH +7, LV 9

CHARIOT OF FIRE. Posesses a


lighter (Zeta artifact) to travel to
all parts of her demense.

CARBIDE SPEAR. Possess a


alpha artifact carbide spear.

ETERNAL. When the queen is


slain, other Calafi endeavour to
return her body to the spawning
pit below their capital.

205
GOLDEN QUEENDOM RAIL

RAILWAYMAN RAILWAYMAN,
Spurned genetic rejects that ply CONDUCTOR
the rails of the Golden Queendom
stealing and robing as their sisters They have become one with the
did, taking the respect denied to train. They see the rails of life.
them. More coal! More coal! They must
go faster! Blow the whistle louder!
AC 13, HP 10, ATK 1 blaseball bat Achieve the state of Choo-choo-
+4 (d6), MV Near, S +2, D +2, C +1, choo-choo-choo-choo-choo...:!
I -1, W +3, CH +0, LV 2
AC 15, HP 40, ATK 1 ram +6
MARTYR. When falls to 0hp, (3d6+crush), MV Double-Near, S
makes an additional attack. +6, D -2, C +4, I+0, W -3, CH +0, LV 9

CRUSH. DC 15 STR or suffer -2


CON from broken bones.

MAD. Believes themselves to be a


sentient train. Hoards nothing but
coals.

206
GOLDEN QUEENDOM RAIL
RAILWAYMAN,
SHOVELHEAD
Clad in discarded uniforms of
past trainmen, these bandits
managed to hot-wire an old coal
engine to their battle-tram and
use it to coast up and down the
abandoned rails.

AC 12, HP 19, ATK 2 shovels +2


(1d6), MV Near, S +1, D +2, C +1, I
+0, W +2, CH +0, LV 4

RAILWAYMAN,
ENTHUSIAST
Knows everything there is to know
about trains.

AC 10, HP 14, ATK Facts, MV


Near, S -2, D +2, C +1, I +3, W -1,
CH -1, LV 3

BRAINS AND BRAWN. Always


attached to a Railwayman
Conductor.

FACTS. Grant Railwayman


Conducters ADV on attack roll
and STR checks for 1 round.

207
GOLDEN QUEENDOM SKULL

SKULLHEAD SKULLHEAD
ROADROWDY HEADCLEAVER
Shining chrome, huffing gas, Scrapmetal over leather gear,
freedom a machine on two wheels. rusted helmets full of dents and
The neighbour sitting on top of it, cracks, skull-visor pulled down
whirling the leaden pipe in hand. and ripper sword in hand, scorched
chrome and engine roaring.
AC 14, HP 20, ATK 1 death
wheelie +3 (1d10) and 1 lead pipe AC 15, HP 30, ATK 1 death
+3 (1d6), MV Double-Near (vehicle) wheelie +3 (1d10) and 2 ripper
, S +2, D +3, C +2, I +0, W +1, CH sword +3 (2d4), MV double-near
-1, LV 4 (vehicle), S +2, D +3, C +3, I +0, W
+2, CH -2, LV 6
MOUNTED. Rides on motorcycle.
Can move across difficult ground MOUNTED. Rides on heavy
terrain as normal. motorcycle. Movement rams other
creatures out of the way, dealing
RAM. If uses full movement 1d6 damage (DC 13 DEX to dodge).
before death wheelie attack, auto- Can move across difficult terrain
crit on successful attack. as normal.

RAM. If uses full movement


before any attack, auto-crit on
successful hit.

208
GOLDEN QUEENDOM SKULL
ZAPPERS
A chitinous swarm of fist-sized
ticks that latch onto devices and
drain their energy. Skullheads
keep them as pets, and to mess up
everyone’s bullshit.

AC 12, HP 15, ATK 2 zap +6


(drain), MV Near, S +3, D +4, C -3,
I +5, W +1, CH +2, LV 4

SWARM. Conventional weapons


deal half damage.

DRAIN. When attacking a target,


they attempt to drain power cells
and tech. Characters struck roll
DC 12 WIS or the device becomes
inert.

209
ELECTRIC DEATHLANDS

Random Electric Deathlands Locals

Electric Deathlands Locals Highest Lv

1-3 2d6 Deaths-Head 1


4-6 2d6 Nuclear Pile 1
7-10 1d2 Frequency =
11-14 1d2 5th Dimensional Engineer =
15-18 1d6 Genome Apostate 8
19-20 1d6 Math Given Shape 8

Random Electric Deathlands Unity

Electric Deathlands Unity Highest Lv

1-5 2d6 Unity Voter 1


6-10 1 Unity Senator +2d6 Unity Voter 5
11-15 1 Unity Elector Councilor + 2d6 Unity Voter 9
16-20 1 Unity Viceman 11

Random Electric Deathlands T.H.R.O.N.E.

Electric Deathlands T.H.R.O.N.E. Highest Lv

1-5 2d6 Hunter-killer 1


6-10 1 Warhead +2d6 Hunter-killer 7
11-15 1d4 T.H.R.O.N.E. Knight 15
16-20 1d3 T.H.R.O.N.E. Guardian + 1 T.H.R.O.N.E Knight 13

210
DEATHLANDS
LOCALS
DEATHS-HEAD
Giant radium silver moth with a
curious skull pattern on its wings.
Simple creatures content to bathe
in curse glow and easily spooked.

AC 14, HP 6, ATK 1 curse-matter,


MV Near (fly), S +0, D +1, C +1, I
+2, W -2, CH +0, LV 1

CURSE-MATTER. Creatures
covered in the radioactive trail of
the Death-Head roll DC 12 CON or
become weakened for 1d4 hours,
dealing half damage.

DRAWN. Deaths-Head is drawn


to bright lights, which it confuses
with the glow of nuclear matter.

NUCLEAR PILE
A cursed puddle of black material
with a vague humanoid face.

AC 11, HP 5, ATK Glow (d4), MV


Near, S +0, D -1, C +0, I -3, W +2,
CH +2, LV 1

WEAK TO CURSES. Becomes


inert in the presence of the curse.

GLOW. Creatures near the nuclear


pile roll DC 12 CON or take 1d4.

LIQUIFACTION. Creatures
reduced to 0hp by Glow liquefy
into a nuclear pile.

211
DEATHLANDS
LOCALS
FREQUENCY
Echoes of the 5th-dimension,
glimmer in motion, vibrating
constantly with thunderous noise.

VIBRATIONS. Emits a constant,


glass-shattering noise that causes
1d8 damage to all creatures
within Near at the start of their
turn. Can be dispersed by an
equally loud noise or counter-
frequency.

May point towards the presence


of a 5th-dimensional rift.

5TH DIMENSIONAL
ENGINEER
Clutching a blinking coffee
thermos and a wrench unfolding
infinite-wise in hand to catch
all possible angles, they quietly
keep the fabrics of reality from
breaking down.

NON-PLAYER CHARACTER.
Immune to damage. Disables all
PSIONICS and 5th DIMENSIONAL
PORTALS within Double-Near.
Vanishes after 1d6 rounds.

212
DEATHLANDS
LOCALS
GENOME APOSTATE
Floating, glowing remnant of an
ancient wails as its swollen belly
spills mutagen and its limbs grasp
for you. What the fuck?

AC 14, HP 36, ATK 2 curse-aura


+4 (d8), MV Near, S +2, D +1, C +0,
I +3, W +5, CH +3 LV 8

FEARFUL PRESENCE.
Creatures who see roll WIS or
are frightened and run away. Fail
by 5 or more and reduced to 0hp.

MATH GIVEN SHAPE


A churning cloud of computer
code. Relishes particuarly difficult
problems.

AC 15, HP 36, ATK 2 attack -4


(d10), MV Near (fly), S -2, D -4, C
+0, I +3, W -2, CH +1 LV 8

PROBA-BILE. Targets struck


treat all rolls as average for the
next 2 hours.

213
DEATHLANDS UNITY
UNITY VOTER UNITY SENATOR
Your regular neighbour, no more Back in the day, they were big
sane or insane than you, but got men in suits known for taking
his head stuffed full of Unity bribes, praising guns and causing
propaganda. scandals. What makes the
difference today? Well, now they’re
AC 10, HP 4, ATK cheap laser openly wearing body-armor.
pistol +0 (1d8+laserburn), MV
Near, S +0, D +0, C +0, I +0, W +0, AC 14 (body armour), HP 24, ATK
CH +0, LV 1 laser rifle (far) +3 (2d4+laserburn)
, MV Near, S +0, D +2, C +2, I +0, W
LASERBURN. DC 15 CON or +0, CH +2, LV 5
damage is done to Maximum HP
instead. LASERBURN. DC 15 CON or
damage is done to Maximum HP
instead.

POSITION OF PRIVILEGE.
Carries one Zeta item and knows
how to use it. Voters within Close
take damage meant for Senator.

214
DEATHLANDS UNITY
UNITY VICEMAN
DEATH TO ALL [Members of
Faction designated as Enemies to
Unity]!

AC 17 (tank armour plating) ,


HP 54, ATK 2 plasma cutter +6
(3d6+burn) or 1 missile massacre,
MV Near (climbing), S +6, D +0, C
+5, I +1, W +4, CH -4, LV 11

BURN. DC 16 CON or 1d6 damage


at start of every turn. DC 16 DEX
to put out.

MISSILE MASSACRE. Spreads


rockets across double-near radius.
UNITY ELECTOR DC 16 DEX or 4d6 damage. If
reduced to 0 HP, instant death.
COUNCILOR
MOBILE TANK. Powered by 2
Democracy’s worst invention. Energy Cells. Immune to psionics
affecting minds. Immune to low-
AC 15 (shield generator), HP 38 tech melee and ranged weapons.
, ATK 2 auto-cannons +5 (3d4 in
Double-Close radius) and 1 mind
grasp, MV Near (flying), S -3, D +3,
C -2, I +4, W +1, CH +4 , LV 9

ANTIGRAV-THRONE. Powered
by 1 Energy Cell. Protects body
against vacuum, gravity changes
and extreme temperatures.
Carries 1 Omega item.

MIND GRASP. DC 15 WIS or be


charmed into a Voter.

ELECTORIAL COLLEGE. All


Voters within Far have their
desires overwritten, act as pawns
for councilor.

215
DEATHLANDS THRONE

HUNTER-KILLER
Swarm of fly-size bot seeks living
targets.

AC 11, HP 2, ATK 1 self-destruct


(2d6), MV Near, S -1, D +1, C -3, I
-1, W +2, CH -3, LV 1

TELL-TALE WHINE. Heard far


off, whine like a wave of insects.

WARHEAD
War. What is it good for? For this
fellow, it rose a little to much to
his head – now the rocket sitting
between his shoulders and the
metal growing through his body
tell him to wage more.

AC 16 HP 31 ATK 1 lead spray


(near) +6 (2d6) and 1 headcannon
(far) +6 (2d10), MV Near, S +5, D
+0, C +5, I +0, W -2, CH -4, LV 7

EXPLOSIVE. When brought to


0 hit points, detonates and deals
4d6 damage to all creatures and
objects within Near.

MELTDOWN. If brought to below


half hit points, -2 to AC and
cannot use lead spray, but uses
headcannon twice per turn.

216
DEATHLANDS THRONE

T.H.R.O.N.E KNIGHT
Most powerful of T.H.R.O.N.E.’s
vassals, outfitted with a lesser
AI for greater efficiency and
creativity. Their plasma-swords
may cut even through reinforced
tank armour.

AC 16, HP 73, ATK 2 plasma


sword (double-close) +7 (2d10) and
1 plasma bolt thrower (far) +7
(3d6), MV Near, S +5, D +1, C +6, I
+4, W +3, CH -1, LV 15

BALLISTIC SHIELDS. Immune to


damage from ballistic projectiles.

INDUSTRIAL KNIGHT. Powered


by 2 Energy Cells. Immune to
slashing and stabbing from non-hi-
tech weapons. Immune to mental
psionics.

HIGH-END PLASMA WEAPONS.


Damage from attacks cannot be
reduced.

217
DEATHLANDS THRONE

T.H.R.O.N.E.
GUARDIAN
Canine, multi-headed mechanical
vassals of T.H.R.O.N.E, outfitted
with lesser AI focused on
patrolling and protecting set
areas. Constructed his warriors
well in mind of a world gone rad

AC 16, HP 64, ATK 2 plasma claws


+6 (3d4) and 1 plasma battery (far)
+6 (3d6), MV Near (climb), S +5, D
+0, C +6, I +1, W +3, CH -3, LV 13

RADAR. Can detect any living


and machine life-form within 1
mile.

INDUSTRIAL HOUND. Powered


by 2 Energy Cells. Immune to
slashing and stabbing from non-hi-
tech weapons. Immune to mental
psionics.

HIGH-END PLASMA WEAPONS.


Damage from attacks cannot be
reduced.

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