Professional Documents
Culture Documents
Cost
Weapon Type Range Damage Properties
(supply)
Armor
Crowbar 1
Bottle 1
Flint & Steel 1
Grappling hook 1
Rope, 60` 1
Supplies - 1
Energy Cell 1-10
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
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.
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.
GENERATING CHARACTERS
To generate a RAD WORLD character:
6
NAME
Choose a name worthy of an
crawler in the far future. Roll on
the table, or come up with your
own.
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
7
Good Neighbour
Goblins with a foolish bravery and
zest for life.
Mutant Neighbour
A goblin radically changed by
radiation. Roll to find out how!
Rad Looks
8
Robotic Looks
Robot Neighbour
A robot powered by a rare AI core;
these neighbours are a unique
sight.
9
Weird Mutations
10
Weird Mutations
11
Weird Mutations
12
Weird Mutations
13
Weird Mutations
14
Weird Mutations
15
Weird Mutations
16
Weird Mutations
17
Weird Mutations
18
Weird Mutations
19
Weird Mutations
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.
21
THE SHINY
HIT DICE:
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.
Shiny Talents
Effect
22
THE SHINY
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.
ARMOR: None
HIT DICE:
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.
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.
Esper Talents
Effect
24
THE ESPER
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
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.
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
Rare Languages
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.
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)
Armor
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
Crowbar 1
Bottle 1
Flint & Steel 1
Grappling hook 1
Rope, 60` 1
Supplies - 1
Energy Cell (not for sale) 1-10
34
Rad Barons
A consortium of rich and high
class neighbours of RAD WORLD,
who seek to share with those who
need it.
STREAMLINED DESIGN.
TRADE POST.
1 energy cell
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
AUTOCAMP.
, 1 slot
36
Funghee’s
The funghee’s are a society of cool, peace-loving friends who believe joy
and love come from working together.
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.
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.
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.
Arcologist Items
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.
The order seeks the true light, a glimmer so powerful it can unite all
ego’s as one.
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.
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.
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.
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.
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.
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.
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
50
PSI TIER 1
PHOBIA SUNDER
Tier 1, esper Tier 1, esper
DURATION: 1 day DURATION: Instant
RANGE: C RANGE: F
SQUINT
Tier 1, esper
DURATION: Concentration
RANGE: N
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
53
PSI TIER 3
BLAST
Tier 3, esper
DURATION: Instant
RANGE: C
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
54
PSI TIER 3
MASSMIND SEIZURE
Tier 3, esper Tier 3, esper
DURATION: 1 day DURATION: Instant
RANGE: N RANGE: F
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
57
PSI TIER 5
DISINTEGRATION
Tier 5, esper
DURATION: Instant
RANGE: F
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.
HOLD
Tier 5, esper
DURATION: Concentration
RANGE: F
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.
VORTEX
Tier 5, esper
DURATION: Concentration
RANGE: C
60
61
GIZMOS
Shiny’s slap together volatile devices to experiment on his allies, explode
his enemies and break the laws of physics.
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.
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:
Prefix Table
63
Device Table
64
Device Table
65
Device Table
66
Device Table
67
Damage Effects Table
Term Effect
Term Effect
68
Utility Effects Table
Term Effect
69
Chaos Effects
Term Effect
70
GIZMO MISTRIGGER
Effect
Effect
71
GIZMO MISTRIGGER
Effect
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
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.
79
Random experimentation
Random Experimentation
Result
80
WORTHLESS JUNK (1 XP)
Worthless Artifacts
Item Item
81
Worthless Artifacts
Item Item
82
Worthless Artifacts
Item Item
83
Worthless Artifacts
Item Item
84
Worthless Artifacts
Item Item
85
ALPHA ARTIFACTS (3 XP)
Alpha Artifacts
Item Item
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.”
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.
88
ancient words: “ENVIRO-3000”.
On one of the narrow sides is a
square dark recess covered in
grey-colored glass panels.
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.
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”.
91
REMOTE HAND
Alpha. Chrome steel glove covered
in geometric pattern. An opening
at the base.
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.
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.
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.
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.
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.
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.
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.
96
CLOWN SHOES
Alpha. A pair of matching shoes.
The shoes are oversized, with
bizarre patterns.
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.
PARALYSIS ROD
Alpha. A armlength rod with
concentric circles. A switch adorns
GUNPOWDER GUNS one end of the rod.
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
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.
MALFUNCTION. Holding it
backwards cuts the wielder 1d4
when deployed.
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.
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.
101
FLYING BLADE
Alpha. A thin circular plate of
metal with serrated edges. A
universal power slot ontop.
EGO ITEM
Alpha. A worthless artifact (GM
roll on that table) that glimmers
and speaks.
102
EGO’D ITEM (TIER 3)
Alpha. A worthless artifact (GM
roll on that table) that glimmers
and speaks.
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.
DUCTAPE
Alpha. A tube of seemingly layered
material on a hollow paper tube.
A thin seam lies along one side of
the exterior.
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.
106
LENSING AMULET
Alpha. A glass disk set in an iron
ring. A metal beaded chain is
attached to either end.
107
ZETA ARTIFACTS (6 XP)
Zeta Artifacts
Item Item
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.
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
NEUTRON STEEL
BATHROBE
Zeta. A shimmering sheet of
fabric, thick and smooth.
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.
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.
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.
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.
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.
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.
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.
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).
121
CURSED
ENERGY CELL
Zeta. A radium green energy cell
with the curse-sign on the side.
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.
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.
ANTI-GRAV BOOTS
Omega. Huge blocky boots shaped.
Two dials adorn one of the boots.
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
128
EGO ITEM (TIER 5)
Omega. A worthless artifact (GM
roll on that table) that hovers and
glimmers.
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.
130
SPHYNX
Omega. A glass syringe with
automatic injection. A scintillating
blue liquid churns inside.
LIQUID LIGHT
Omega. A plasteel handle with a
white button on the side.
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
136
REGRESSO’S
C.H.A.D
Genetic super soldier from the
time of ancients. Still pursues
some mysterious mission.
C.H.U.D
Rude sewer humanoid-reptiles
particular about what they eat
and love to complain.
C.H.U.D MASTER
Rude dude in charge, round and
hungry.
137
REGRESSO’S
DABBER
A rodent humanoid that loves to
steal and prefers to avoid direct
confrontation. Greet each other
with a curious gesture.
VER-MEN
An insect humanoid that hates
techology, and most neighbours
by extension. Hide your stuff or
wreck it to avoid a fight.
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.
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.
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.
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.
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.
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.
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.
143
NEIGHBOURS
CRAWLER
A fellow crawler of the Rad Zone.
Whether they a good or bad
neighbour remains to be seen.
EXPERT CRAWLER
A veteran of Rad World. Whether
they a good or bad neighbour
remains to be seen.
PSI-CHOS
Raving lunatics looking for the
next hit of glimmer.
144
NEIGHBOURS
MULTI-TOOL. An integrated
device for controlling bots,
running simulations or replicating
nutrients. Gene-locked to Ancients.
145
NEIGHBOURS
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.
WILD EMPATH
Hit this, man. Then we can read
your palm.
ENLIGHTENED
MYSTIC
Frail mystic with a serene smile
and healing touch
147
NEIGHBOURS
BARGAIN HUNTER
A goblin laden with odds and
ends, he’s got what you need.
Somewhere.
BARON
A faboulusly adorned neighbour
followed by loyal haulers, his
riches on their backs.
148
NEIGHBOURS
FUNG-GOLOGIST
A smooth mixologist who studies
fungus and seeks the holy grain
strain.
149
NEIGHBOURS
BIG BRAIN
Research associates scouring
Rad World for advanced tech.
Desperate for finds and will take
any risk to get ahead.
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.
150
NEIGHBOURS
EXEC
Board member and shot-caller of
the UN. Hard to impress.
PROTESTOR
Fiery youth, travelling from town
to town and organizing locals
against injustice.
DISCONTENT. ADV on
persuading others to rebel.
151
ROBOTS
Random Robot
Robot Highest Lv
152
ROBOTS
ANDR01D
AI made in the image of its
creator. Seeks power cells to
extend its service life.
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
153
ROBOTS
C1V-B0T
A bot for civilian use. Retro-
shaped, with a thick cylindrical
body.
d6 Type
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
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.
D1SAST3R B0T
Disc-shaped bot with dangling
arms. Helps those in danger by
evacuating them, and prevents
looting.
156
ROBOTS
3NGIN33R-0
A sentient backhoe, dump truck,
riveter vehicle. Can build building
solo.
157
ROBOTS
DR1LL3R
A crab-like machine the size of a
car, outfitted with powerful drills
to mine for gas and ore alike.
HEAVY-ORDINANCE BOT.
Immune to non-tech weapons.
Can survive in both high and low
pressure environments.
R3P41R-DRONE
Chiptune noises, many small arms
with many different tools, always
happy to repair other robots no
matter the kind.
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.
159
LOCALS
Random Na
Robot Highest Lv
160
PLANTS
CARNIVOROUS
BANANA TREE
Tree with creeping roots to pull
it along the ground. Thoughtful
when fed, bloodthrirsty when
hungry.
BURNOUT
Neighbour colonized by mutant
fungal growths found in dank
buildings of Jungle City. Linked in
a psi massmind, burnouts mumble
as one.
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!
BODYSNATCHER
Tentacled growth with central
maw. Eats materials, no taste for
goblins.
162
PLANTS
HAUNTED FRUIT
TREE
A bush covered in sweet-smelling
apples. Hides weapons in the
underbrush and murders those
that draw close.
163
BUGS
DARTER
Giant thrifty dragonfly whose
carapace is adorned with shiny
things. Negotiates 50 feet above
the ground, with you in its grasp.
GIANT SPIDER
Insatiably curious and love to quiz
prey until bored.
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.
HYDROPHOBE. Psionically
pushes all water away from it.
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.
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.
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.
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...
167
ENTROPIC BEINGS
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.
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.
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.
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.
MORPHOGENIC FIELD.
Technology ceases to function
within FAR.
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
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
TALL FIGURE
Wearing the uniform of another
age, these elongated, pale, faceless
creature feed on your fear. Stable,
unfortunately.
174
ENTROPIC BEINGS
ANCIENT ONE
Esper lost at sea, and returned.
Changed. Powerful. Lonely.
Psychic Pressure.
175
DRY SEA ENTROPIC BEINGS
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!
THE KRAKEN
A vast bulk undulates across
the horizon, floating ever closer
overhead. Like some goddamn
flesh cloud of nightmares. Soon
the rain comes.
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!
SKY MANTA
Gliding flaps of flesh, beady eyes
and sucker mouth leering down at
you.
178
DRY SEA ENTROPIC BEINGS
VOID EEL
Hides on the horizon, snakes
forward with oblivion filling its
insides.
SHARK HEAD
Yep.
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.
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.
GRAPPLE. Auto-damage
1d6 to grappled creature,
DC 13 STR to escape.
181
DRY SEA LOCALS
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.
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.
183
DRY SEA LOCALS
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.
FAULTY SLUGTHROWER. On a
roll <10, gun explodes for 1d6.
SMUGGLER
Neighbour who smuggles power
cells in and out of Desperado.
186
DRY SEA LOCALS
THE CHUPER
Crawling along midnight dunes,
mystics that find glimmer in
blood.
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.
187
SAWED RIDGE LOCALS
Random Sawed Ridge Locals
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.
SULTAN CROC
Fat, scaly reptiles with stumpy
legs and long, thrashing tails.
Self proclaimed lord of the lakes,
safe passage requires offerings or
supplication.
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.
190
SAWED RIDGE LOCALS
191
SAWED RIDGE LOCALS
CLOUD BLIGHT
These carnivorous bugs are
heralded by clouds of choking
gas. You’ll never see them coming.
Literally.
ISOTOPIC BIRDS
A swarm of black birds who have
learned to eat radiation.
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
193
SAWED RIDGE LOCALS
STINGBAT
Winged mosquito-bat with needle
beak. Mechanical re-creation of a
beloved icon.
SCREAMING
CONDOR
A bitter black bird, lord of the
Sawridge skies, whose wings rain
death and whose cries rattle bones.
194
SAWED RIDGE LOCALS
GRIMBEAR
Grizzled, grizzly and seriously
grizzling to meet.
195
SAWED RIDGE DINOS
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.
PENTA-CERATOPS
Plodding five-horned herbivore
strapped with rockets. Yikes.
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.
ELECTRO-GENERATOR. 1d10
damage to one random creature
within Near, auto-hit.
CYBER T-REX
Towering bipedal lizard with one
cybernetic eye. This one sees more
than movement.
198
SAWED RIDGE DINOS
TERRORDACTYL
Nothin special. Just a flying lizard
big enough to carry a neighbour
off.
CYBER-RAPTOR
Sickle-clawed, small theropod
outfitted with cyber-brain,
connecting the pack.
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.
STEALTH
CARNOTAURUS
Boo.
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
201
GOLDEN QUEENDOM
Calafi Highest Lv
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
Skullheads Highest Lv
202
GOLDEN QUEENDOM CALAFI
203
GOLDEN QUEENDOM CALAFI
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
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
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.
RAILWAYMAN,
ENTHUSIAST
Knows everything there is to know
about trains.
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.
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.
209
ELECTRIC DEATHLANDS
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.
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.
NUCLEAR PILE
A cursed puddle of black material
with a vague humanoid face.
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.
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?
FEARFUL PRESENCE.
Creatures who see roll WIS or
are frightened and run away. Fail
by 5 or more and reduced to 0hp.
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]!
ANTIGRAV-THRONE. Powered
by 1 Energy Cell. Protects body
against vacuum, gravity changes
and extreme temperatures.
Carries 1 Omega item.
215
DEATHLANDS THRONE
HUNTER-KILLER
Swarm of fly-size bot seeks living
targets.
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.
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.
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
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