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86% found this document useful (7 votes)
826 views

Handbook (P)

Uploaded by

Joe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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CREDITS

DESIGNERS:
DOMINIC COVEY AND cHRIS DAVIS
Darwin’s World CREATED BY DOMINIC COVEY
COVER ARTIST: INTERIOR ARTISTS:
JEREMY SIMMONS JOHN LONGENBAUGH JEREMY SIMMONS
PROOFREADERS: DOMINIC COVEY V. SHANE
ANDY RAU
DAVID JARVIS LAYOUT:
DON KIESLING CHRIS DAVIS
ERIC ROUNTREE
JOHN SHAW DESIGN CONTRIBUTIONS FROM:
CHARLES BAIZE
Editing and Playtesting Support: DON KIESLING
Charles Baize CHARLES RICE
Chris Derner Ethan Ripplinger CHARLES RICE
Jay Fitzloff John Shaw ETHAN RIPPLINGER
Thomas Hainlin Aaron Wiggins
Chris Hoover CHRIS COVEY CHRIS COVEY
David Jarvis Rick Aucoin JOHN SHAW
Ryan KellEy
v2.5
WWW.DARWINRPG.COM
Darwin’s World is heavily supported by its official web site,
www.DarwinRPG.com. At DarwinRPG.com you will find many
resources such as maps, gazetteers, character sheets, as well as
products only sold via the web.

The ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms
of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Portions of this work are
derived from the d20 System Reference Document.

d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission. Dungeons
& Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.,
and are used with permission.

Copyright 2003 © RPG Objects. All rights Reserved.


Visit our web site at www.RPGObjects.com.
TABLE OF CONTENTS
CHAPTER 1: CHARACTERS 6 TINKER 101
BACKGROUNDS 7 TRADER 103
FERALS 7 EPIC CLASSES 105
TRIBALS 8 CHAMPION 105
RITUAL PRESERVATIONISTS 8 MECH 107
RESENTFULS 8 MEDICINE MAN 109
RADICALS 9 MUTANT HUNTER 110
DEGENERATES 9 SCIENTIST 112
RESURRECTORS 9 TECH LOOTER 114
VISIONARY REINVENTORS 10 TRADE MASTER 116
GUARDIANS 10 WARRIOR MONK 117
HEDONISTS 10 CHAPTER 5: MUTANT & MUTATIONS 120
ADVANCED 11 THE MUTANT TEMPLATE 122
OCCUPATIONS 11 MUTATIONS 123
THE POST-APOCALYPTIC HERO 13 DEFECTS 133
MODERN BASE CLASSES 16 MUTANT FEATS 138
THE STRONG HERO 16 NEURAL FEATS 141
THE FAST HERO 17 PRECOGNITION FEATS 142
THE TOUGH HERO 18 TELEKINESIS FEATS 143
THE SMART HERO 19 TELEPATHY FEATS 145
THE DEDICATED HERO 21 CHAPTER 6: ARTIFACTS OF THE ANCIENTS 152
THE CHARISMATIC HERO 22 WHAT CAN AND CAN’T BE BOUGHT 153
CHAPTER 2: SKILLS 25 TRADE 153
SKILL BASICS 26 FIREARMS 154
SKILL DESCRIPTIONS 28 OTHER RANGED WEAPONS 167
CHAPTER 3: FEATS 55 EXPLOSIVES AND SPLASH WEAPONS 169
FEAT DESCRIPTIONS 56 LASERS 173
FEAT NAME 56 MASERS 176
GENERAL FEATS 56 ENERGY FIELD GENERATORS 177
TECHNOLOGY FEATS 71 MASS DRIVERS 179
TECHNOLOGY CRAFT FEATS 71 PARTICLE-BEAM WEAPONS 181
CHAPTER 4: ADVANCED & EPIC CLASSES 77 OTHER UNCONVENTIONAL WEAPONS 183
ADVANCED CLASSES 78 MELEE WEAPONS 187
BARBARIAN 78 ARMOR 192
DEMAGOGUE 80 GENERAL EQUIPMENT 198
GUARDIAN 82 BAGS AND BOXES 198
JUJU DOCTOR 83 CLOTHING 198
PSIONIC 85 COMPUTERS AND CONSUMER ELECTRONICS 201
RAIDER 87 HAZARD DETECTION DEVICES 204
ROAD WARRIOR 88 MEDICINE 204
SCAV 90 PROFESSIONAL EQUIPMENT 207
SCHOLAR 91 SURVEILLANCE GEAR 210
SKULK 94 SURVIVAL GEAR 211
2 SISTER OF THE DESERT 95 WEAPON ACCESSORIES
MILITARY HARDWARE
214
215
SURVIVALIST 97
SYMBIOTE 99 VEHICLES 217
VEHICLE FUEL 220
OPEN GAME LICENSE VERSION 1.0A 13 Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
14 Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have
contributed Open Game Content; (b)”Derivative Material” means copyrighted material
15 COPYRIGHT NOTICE
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
abridgment or other form in which an existing work may be recast, transformed or adapted;
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display,
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and
Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson
includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors
content clearly identified as Open Game Content by the Contributor, and means any work
Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet,
covered by this License, including translations and derivative works under copyright law,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
but specifically excludes Product Identity. (e) “Product Identity” means product and product
Andy Collins, and JD Wiker.
line names, logos and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
The Quintessential Fighter, 2001 Mongoose Publishing.
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic
Rokugan, 2001 AEG
and other visual or audio representations; names and descriptions of characters, spells,
Dragon Star: Starfarer’s Handbook, Copyright 2001, Fantasy Flight Publishing, Inc.
enchantments, personalities, teams, personas, likenesses and special abilities; places,
Traps and Treachery, Copyright 2001, Fantasy Flight Publishing, Inc.
locations, environments, creatures, equipment, magical or supernatural abilities or effects,
Galatictic Races, Copyright 2001, Fantasy Flight Publishing, Inc.
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly
Wrath & Rage, 2002 Green Ronin Publishing, Author Jim Bishop.
identified as Product identity by the owner of the Product Identity, and which specifically
Bastards and Bloodlines, 2003 Green Ronin Publishing, Author Owen K.C. Stephens
excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign,
Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan
motto, designs that are used by a Contributor to identify itself or its products or the associated
Deadlands d20, copyright 2001, Pinnacle Entertainment Group, Inc.
products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or
Redline, Copyright 2003, Fantasy Flight Publishing, Inc.
“Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms
Darwin’s World 2nd Edition: Survivor’s Handbook Copyright 2006, RPGObjects; Authors
of this agreement.
Dominic Covey and Chris Davis.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this License. OPEN GAMING CONTENT
You must affix such a notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the License itself. No other Designation of Product Identity: The following terms are designated as product identity
terms or conditions may be applied to any Open Game Content distributed using this License. as outline in section 1(a) of the Open Gaming License: Darwin’s Word, Twisted Earth,
Denizens of the Twisted Earth, Terrors of the Twisted Earth, Artifacts of the Ancients,
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
Cave of Life, Benders, Brethren, Brotherhood of Radiation, The Cartel, Children
the terms of this License.
of the Metal Gods, Clean Water Clans, Far Traders, Enthropist, Foundationist, The
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors Movement, Paradise Believers, Ravagers, The Savants, Doomriders, Brethren Follower,
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of Brotherhood of Radiation, Foundationist Paladin, Sister of the Desert, Wastelords.
this License to Use, the Open Game Content.
Designation of Open Gaming Content: The following sections of Darwin’s World 2nd
5.Representation of Authority to Contribute: If You are contributing original material as Open Edition are designated as open gaming content except for terms defined as product
Game Content, You represent that Your Contributions are Your original creation and/or You identity above. All illustrations, pictures, and diagrams are Product identity and
have sufficient rights to grant the rights conveyed by this License. property of RPGObjects™.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this INTRODUCTION: This entire section is closed content.
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date, CHAPTER 1: CHARACTERS
and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
The Backgrounds introduction is closed content. The individual background
Content you Distribute.
descriptions are closed content. The Skills, Bonus Feats, Languages, and Special text
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
blocks of the backgrounds are open content.
indication as to compatibility, except as expressly licensed in another, independent The Occupation introduction and individual occupations descriptions are closed
Agreement with the owner of each element of that Product Identity. You agree not to indicate content. The Skills, Bonus Feats, and Starting Corium text blocks of the occupations
compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction are open content.
with a work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered Trademark. The CHAPTER 2: SKILLS
use of any Product Identity in Open Game Content does not constitute a challenge to the This entire chapter is open content.
ownership of that Product Identity. The owner of any Product Identity used in Open Game
Content shall retain all rights, title and interest in and to that Product Identity. CHAPTER 3: FEATS
This entire chapter is open content.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content. CHAPTER 3: ADVANCED AND EPIC CLASSES
The class introductions and class descriptions are closed content. The Class
9. Updating the License: Wizards or its designated Agents may publish updated versions
Information, Class Features, and Requirements sections are open content. The class
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
names and tables are open content.

10 Copy of this License: You MUST include a copy of this License with every copy of the CHAPTER 4: MUTANTS AND MUTATIONS
Open Game Content You Distribute. The introduction is closed content. The remaining text of this chapter is open content.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content CHAPTER 5: ARTIFACTS OF THE ANCIENTS
using the name of any Contributor unless You have written permission from the Contributor The introduction is closed content. The weapon, armor, and equipment descriptions
to do so. are closed content. Any game mechanics embedded in the item descriptions are open
content. The weapon, armor, and equipment names, stat blocks, and tables are open
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this content
License with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
Introduction almost seamless leap from reading to role-playing.
Most traditional game settings already have an
established sense of the apocalypse, making it an easy
What is different about post- transition for those unfamiliar with the core “feel” of
apocalyptic role-playing the post-apocalyptic genre. The idea of uncovering
than any other form of role- secrets among the ruins of a lost ancient civilization is
playing? For most players a common theme in science fiction or fantasy, whether
of role-playing games, the in the terms of discovering a lost city of aliens, or the
genre brings to mind mutants, crumbling remains of a magical culture long gone.
monsters, and survival. There are In post-apocalypse games, the entire world is a
certainly some other important distinctions somewhat widespread ruin, not only among the great cities that
unique to post-apocalyptic games as well: a world of stand as a silent testament to the greatness of those
almost total desolation, a poisoned environment that who came before, but also the wilderness itself.
can be as big a threat as any monster, and usually Ravaged by war, or by pollution, or by the withering
a lost era of technology and former greatness, an effect of some massive plague, most sources of post-
understanding of which forever remains just beyond apocalyptic literature (such as movies, books, and
the grasp of the game’s characters. games) extend the theme of total devastation to the
The post-apocalyptic genre itself is something of a outside as well, turning the entire world into a place
combination between science fiction and horror; set destitute and devoid of hope. This grim atmosphere
in a world similar (if not identical) to our own, most is an excellent primer for weaving horrific, desperate,
post-apocalyptic books and movies play upon real-life and exciting adventures.
events, fears, and nightmare possibilities, and postulate The “Twisted Earth” depicted in the original
on their ultimate (and universally catastrophic) edition of Darwin’s World presented a combination
conclusions. of some of the most striking themes of movies and
The scenarios are almost endless, many seemingly books. It presented a world based on our own, but
ripped from tomorrow’s headlines: reckless with a few important changes to keep it sufficiently
brinkmanship by world leaders, along with the “SCI-FI.” Though set in a fictional, alternate world
proliferation of weapons of mass destruction where the historical advance of technology outpaces
worldwide, leads to all-out nuclear war; careless that of our “real world”, the Twisted Earth shares
experimentation by an arrogant and near-sighted many of the problems of our own, including over-
scientific community leads to an population, world hunger, gross misuses of
outbreak of disease that brings an technology, an unconscionable disparity
era of almost total extinction to the of wealth between nations, diminishing
world; or a never-ending abuse and natural resources worldwide, and
misuse of the world’s resources constant warfare – elements
leads to hunger, lawlessness, that, while dramatized to
anarchy, brushfire wars, and the extreme, give the setting
an eventual degeneration a familiarity despite the
of human civilization into science fiction underlying the
chaos. game. On the Twisted
Post-apocalyptic Earth these elements
writers and combined to lead
moviemakers often to a cataclysmic
seem to be trying “Fall”, a total
to teach us a lesson and irreversible
through their work, but nuclear, biological,
in doing so they also and chemical conflict that
fascinate us by depicting changed the world
worlds of utter ruin and its survivors
where the survivors forever. The new
have a chance to “superpowers” of
finally learn from the aftermath are
the past, and begin little more than
anew, building on violent factions
4 those lessons. It is
appealing for many
squabbling for
control of their
to simply imagine irradiated, desolate
such worlds, and corner of the world.
as a result it is an
VERSION 2.5: WHAT’S NEW?
No doubt your first question is what has changed? The answer: not much. This edition of Darwin’s World
is essentially the same as the 2.4 version that comprised the Darwin’s World 2nd Edition hardcover released
in December 2003. This edition features minor tweaks and fixes, but nothing that breaks or changes content
based on version 2.4.
The biggest change is the format; this edition is designed to be easier to use. The Survivor’s Handbook
contains nearly everything your players need to build post-apocalyptic characters, including all the relevant
feats, skills, and gear from the Modern System Reference Document. In short, players no longer need to
consult two separate books for their game information.
Unlike the hardcover, this book does not contain any Gamemaster’s material—it is specifically intended for
players. The Gamemaster’s material from the original hardcover will see reprint later this year.
Below is a brief list of things that have changed in each chapter.
Chapter 1 (Characters): A minor tweak to the Post-Apocalyptic Hero, fixing the Defense bonus
progression. The starting corium for occupations and bonus artifacts for backgrounds have been adjusted.
Chapter 2 (Skills): Minor adjustments have been made to skills to reflect their use in post-apocalyptic
settings. The corium costs for crafting and repairing have been modified in accordance with the new
equipment costs.
Chapter 3 (Feats): No major changes to feats. All the relevant feats from the Modern SRD are included,
along with a useful new feat table.
Chapter 4 (Advanced and Epic Classes): Again, no major changes. The Profession skill was dropped from
the Trader and Trade Master classes.
Chapter 5 (Mutants and Mutations): A few mutations and defects were tweaked for balance. A
Concentration prerequisite was added to most neural feats.
Chapter 6 (Artifacts of the Ancients): The biggest change you will notice here is in the cost of equipment.
Nearly everything has been reduced in price, and the price variance between cheap and expensive items is
less drastic. This was done to make trading and bartering more manageable.
Relevant gear from the Modern SRD was added.
The Power Armor section was replaced with new rules that first appeared in The Foundationists.
The Vehicles section was expanded to include generic vehicles of various sizes and some new fuel rules.

Where once nations with vast professional armies domain of each Gamemaster’s individual creativity
contended for the resources of a dying planet, the and imagination.
scraps of their lost industrial society are now fought Because of the variations possible, the aim of this
over by religious cults, paranoid and xenophobic book is to be something of a generic “guide” to post-
groups, racist empires, and powerful merchant houses apocalyptic gaming - of all kinds. While our default
whose own influence is more than a match for the few setting of choice is the “Twisted Earth”, this book will
armies left standing. give you such a wide variety of options that you can
Though the Twisted Earth is an exciting setting in either construct a setting of your own from the ground
which to test the mettle of characters against the harsh up, or simply modify what we’ve developed so far
realities of a post-nuclear world, the abundance of and take it in any direction you like, or just jump into
ideas and themes that make up the post-apocalyptic playing without any effort at all. These rules are meant
genre as a whole mean that a single campaign setting merely as a source for inspiration and ideas, and to
cannot hope to incorporate all of the ideas found in provide enough information to get you started.
books, movies, and even past role-playing games. Have fun!
Since the original publication of the first edition
of Darwin’s World, we’ve seen players adapt the
setting to their own needs, modify it, or change
entire sections. Some use the Twisted Earth setting
exclusively, while others tweak it just enough to meet
their gaming needs. Some gamers change it by adding
extra-terrestrial forces, combining Darwin’s World

5
with d20 space games, making the Twisted Earth just
one small planet in a cosmos of stars for characters to
visit. The addition of magic and supernatural powers
actually blends perfectly with the ruin and rubble, and
as such, any amalgamation of settings is solely the
CHAPTER 1:

CHARACTERS
So long after the nuclear war, the cities
stand utterly empty. The high-rises, blasted until
“The unleashed power of the atom has changed only skeletal remnants of black steel remain, are
everything save our modes of thinking and we now vacant. This was once a world populated by
thus drift toward unparalleled catastrophe.” seemingly endless masses; streets in these ancient
centers were clogged with cars, buses, and trains.
-Albert Einstein Under the sun of that peaceful era, each day saw
millions living their lives, unknowing of the
destruction that was to come. Bankers, lawyers,
“I do not know what weapons will be used in politicians, and the average man; all were oblivious
World War III, but I assure you that World to his coming fate, powerless to prevent the fiery
World IV will be fought with stones. “ death that awaited him.
Now, in the aftermath, those few who cling to
-Albert Einstein life in this twisted, irradiated landscape are nothing
like the civilized race that came before. They are
survivors, one and all, born of a time when the
concepts of mercy and cooperation are all but alien to
them. For them, each day is a struggle for resources.
One man snatches scraps of meat from the carcass of
some animal left by larger predators, unable to find
food on his own, the rot of the decaying flesh does
little to churn his impoverished stomach. Elsewhere,
a desperate man digs frantically from a shallow pit in
the endless wastes of desert for a handful of water. To
him, particles of sand and soil mean nothing when the
fever of thirst kicks in. And beyond the horizon, there
are many more watching and waiting, living and
dying, hoping for a better future.
These are the characters of the apocalyptic future.
BACKGROUNDS Such characters typically know nothing about the
Ancients, the cataclysm, their culture and language, or
anything beyond their immediate needs. Many such
Every character comes from
characters do not even know how to talk and will often
somewhere, whether it was
find inappropriate or bizarre uses for the items they
a civilized dome protecting
scavenge (using a stop sign as a shield, for instance, or
the lost culture and
using a rifle as a club instead of firing it). Characters
technology of the Ancients,
with this type of background generally have no
or a rugged desert community
concept of compassion or mercy, being concerned
that rose (and perhaps vanished
solely with survival.
soon after) into the shifting desert sands. Was the
One example of such a character would be someone
character a feral boy, “brought up by wolves” (or the
who grew up alone after his parents died from disease
mutated equivalent), or was he raised in a sheltered,
or starvation in the wasteland. Another example would
technological society that protected the remnants of
be a character from a more advanced community
Ancient technology before vanishing into history?
whose caravan was raided and destroyed when he was
Each background has its bonuses, and the origins
still a child. In both of these cases, the character was
of a character serve a number of purposes; first and
forced to grow up in a harsh world, unaware of his
foremost, they define him as a personality and set the
true origins or birthright, evidence of which might still
stage for his behavior, beliefs, and ethical code. They
exist somewhere in the rubble.
also determine his knowledge, to what degree he
Skills: Choose three of the following skills as
understands technology, language, and culture - and
permanent class skills: Balance, Climb, Concentration,
the form in which it has become known to him (which
Escape Artist, Hide, Intimidate, Jump, Listen, Move
will invariably be a little off-kilter from that known to
Silently, Navigate, Search, Spot, Survival, Swim.
the Ancients, even in the most advanced communities).
Bonus Feats: Select two of the following feats:
Alertness, Athletic, Animal Affinity, Blind Fight,
FERALS Brawl, Cleave, Combat Martial Arts, Dodge,
A character with this type of background is truly wild. Endurance, Forsaken, Great Fortitude, Guide,
He probably grew up alone among the ruins, with no Improved Damage Threshold, Improved Initiative,
home or community, and with little or no technology. Iron Will, Lightning Reflexes, Power Attack, Run,

7
Stealthy, Super Mutant, Toughness, Track. Technology that is destroyed cannot be replaced, as
Language: None these people only know how to use the stuff, not repair
Special: Feral characters do not have an occupation or recreate it.
and start with no money. Feral characters start with a An example of such a culture would be a group of
simple weapon of choice. pirates who know how to operate the equipment on a
derelict aircraft carrier off the coast. They might raid
TRIBALS the local primitive tribes with their unholy “flying
The tribal character comes from a primitive machines,” inspiring fear, awe, or worship. An
community, probably dominated by a central family example of a character from such a background would
figure or group of close-knit family heads. Technology be a survivor who learns of the former Boy Scouts
in such a culture is generally limited to what a man (by reading a discovered piece of Arcana) and sets out
can do with his bare hands (animal skins for clothes, across the land in a cobbled-together scout uniform,
stones as tools, etc.). Caves are the most likely shelters redressing wrongs in what he believes to be the spirit
for this type of community, though some might of these long-lost “warriors of virtue.”
possibly use burnt-out vehicles or some other “shell Skills: Choose one of the following skills as a
of the Ancients” (without any knowledge of its former permanent class skill: Drive, Knowledge (theology,
use, of course). Warriors typically form the upper technology, mutant lore), Pilot, Repair. Additional
ranks of such a community, as they alone can protect class skills are gained by occupation.
it. The tribe would tend to frown upon pursuits not Bonus Feats: Ritual Preservationist characters
directly related to survival, seeing them as wasteful get the Primitive Technology and Post-Apocalyptic
and capricious. Science and non-religious art would be Technology feats.
considered worthless in such a group. Language: Gutter Talk
An example of a character from such a background Special: Ritual Preservationist characters start with
would be someone whose tribe was destroyed by one Artifact of the Ancients (market value 1000 cp or
raiders and now seeks either revenge upon the less).
murderers or knowledge of the marvelous world
that exists “out there.” Another example would be a RESENTFULS
character that has been sent on a quest (perhaps to Characters of this background come from communities
find some legendary “magical” technology) whose who despise the Ancients for their mistakes. They
successful completion will help to ensure the survival blame the Ancients for the destruction of the world
of her tribe. and now seek to rebuild and preserve it by progressing
Skills: Choose one of the following skills as a only to a point they deem “natural.” They use hand-
permanent class skill: Craft (structural), Climb, Hide, woven fabrics and natural weapons and tools. Such
Intimidate, Jump, Listen, Move Silently, Navigate, groups either shun pre-war technology and culture or
Search, Spot, Survival. Additional class skills are actively strive to eradicate it.
gained by occupation. An example of such a culture would be a group
Bonus Feats: Tribal characters get the Primitive who suffered greatly from the Fall, perhaps from
Technology feat plus one feat from the following biological warfare and mutation, and who have cast
list: Athletic, Archaic Weapon Proficiency, Animal off the “curse” of technology by destroying all high-
Affinity, Brawl, Cleave, Combat Martial Arts, Dodge, tech items. Another example would be a “druidic”
Endurance, Great Fortitude, Guide, Improved Damage cult that dwells in the wilderness in relative harmony
Threshold, Improved Initiative, Iron Will, Juju Doctor, with mutant plant and animal life, monitoring
Light Armor Proficiency, Lightning Reflexes, Power and protecting the wildlife from intrusion by
Attack, Run, Stealthy, Toughness, Track. technologically advanced groups.
Language: Unislang Skills: Choose one of the following skills as a
Special: Tribal characters start with a free permanent class skill: Craft (structural), Handle
masterwork archaic weapon or mount. Animal, Knowledge (mutant lore, history, theology),
Navigate, Ride, Survival, Treat Injury. Additional class
RITUAL PRESERVATIONISTS skills are gained by occupation.
Characters of this background come from communities Bonus Feats: Resentful characters get the Primitive
who know how to use the technology of the Ancients Technology feat plus two of the following feats:
but have lost the understanding of why that technology Animal Affinity, Archaic Weapons Proficiency,
works. Advanced electronics and weapons, though Endurance, Great Fortitude, Guide, Iron Will, Track.

8 still usable by the community, are viewed as religious Language: Unislang


relics or treasured artifacts and are sometimes even Special: If a Resentful character takes additional
worshipped. Communities of this type are generally technology feats, he loses his selected class skill and
led by their scientists, who only barely manage to keep his next character feat. In addition, he is no longer
the technology running sufficiently to wow the masses. considered a Resentful.
RADICALS might be a city ruin ruled by a government descended
Like the Resentfuls mentioned above, communities from the Ancients. Gang wars, crime, and isolation
of Radicals blame the Ancients for blowing up the in the wasteland have turned the city into a ruin, and
planet and creating mutation. They bitterly resent the violent youths run rampant, terrorizing those few
destruction of civilization and actively seek to destroy people who hold respectable jobs (in the power plant
all remnants of their forefathers. Unlike the Resentfuls, that runs the city, for instance, or in city government).
however, they may use the technology of the Ancients Only the elderly members of the city populace (and
to further their own ends. their families) remember the laws and culture of the
An example of such a group would be a chaotic and Ancients, while the delinquents mock their adherence
merciless group that fights constant war against others to tradition and destroy all they can.
like it in the shell of an ancient city. Technology is Skills: Choose one of the following skills as
hoarded wherever it can be found and turned against a permanent class skill: Computer Use, Drive,
anyone who trespasses on the community’s territory. Knowledge (any), Pilot, Repair, Treat Injury.
Old locations of culture—city parks, theater halls, Additional class skills are gained by occupation.
and memorials—are now hunting grounds, and gang Bonus Feats: Degenerate characters get the
headquarters. Another example would be a group Primitive Technology and Post-Apocalyptic
of anarchist raiders who deliberately ruin any and Technology feats.
all reminders of the past, from road signs to entire Language: Gutter Talk
communities that shelter lost technologies. Special: Degenerate characters start with one
Skills: Choose one of the following skills as a Artifact of the Ancients (market value 1000 cp or less).
permanent class skill: Demolitions, Drive, Hide,
Intimidate, Knowledge (tactics, streetwise), Move RESURRECTORS
Silently. Additional class skills are gained by Communities of this type are rediscovering the
occupation. technology of the Ancients and are beginning to
Bonus Feats: Radical characters get the Primitive understand the true nature and uses of Ancient devices.
Technology and Post-Apocalyptic Technology feats, They are able to re-activate computer systems,
plus one of the following feats: Armor Proficiency robots, power stations, vehicles, etc. More advanced
(light), Brawl, Combat (Martial Arts), or Personal communities of this type have even developed the
Firearms Proficiency. know-how to repair and maintain such technology.
Language: Unislang With the right tools, members of these communities
Special: If a Radical character takes additional can not only make repairs to many advanced devices,
technology feats, he loses his selected class skill and but also fabricate advanced munitions and advanced
his next character feat. In addition, he is no longer electronic parts. The situation for such a community is
considered a Radical. However, a Radical may select getting closer to the way things were before the Fall,
the Futuristic Firearms Proficiency feat, ignoring the but there is still a long road ahead.
Advanced Technology prerequisite. An example of such a community would be one
that managed to re-activate a small group of androids
DEGENERATES that were charged with rebuilding civilization after
Communities of this type were once—often the holocaust. Another example would be a group that
within recent ancestral memory—capable of fully has taken over a water purification plant and reopened
understanding the technology and culture of the it, selling the drinkable resource to merchants and
Ancients. Now, however, due to circumstances such making a massive profit from it. Yet another example
as constant war, civil unrest, or a communal need to would be a community attempting to reclaim the ruins
focus on other aspects of survival, the community of their city from mutants, ghouls, and raiders with
has degenerated. A Degenerate community is able to their newfound knowledge of ancient technologies
utilize the stuff of the Ancients, even their language and manufacturing techniques, hoping to form a “New
and culture, but has lost all sense of context. Very America” from the ashes.
few citizens remember much at all about where Skills: Choose one of the following skills as a
this technology and knowledge comes from. Such permanent class skill: Computer Use, Craft (chemical,
communities are generally on the decline, and will at pharmaceutical, structural), Decipher Script,
some point likely break up or fall apart. Knowledge (any), Repair, Research. Additional class
An example of such a culture might be a sheltered skills are gained by occupation.
city community where the old “police force” runs Bonus Feats: Resurrector characters get the

9
the place like a military state and where scientists are Primitive Technology and Post-Apocalyptic
now gods because they alone can create the drugs Technology feats.
that dull the pain and misery of life in the world. Language: Unislang
Less intelligent people are subjugated and enslaved Special: Resurrector characters start with one
to serve the “civilized” populace. Another example Artifact of the Ancients (market value 1000 cp or less).
VISIONARY REINVENTORS consisting of survivors in a fallout shelter that has
This type of community has moved beyond simply remained undiscovered until the start of the campaign.
surviving or reassembling pieces of the old world. A character from this community might be sent out to
They are beginning to invent a new future for explore the world and report back or find some vital
themselves. Instead of repairing the lost technology piece of equipment for the sake of the community’s
of the Ancients, these communities are beginning survival. Another example would be a society of
to create their own technology and build their own survivalists who went underground to wait out the
civilization. They are developing and using such war, only to emerge to a changed world, decades in the
things as basic metalworking, steam engines, and future. Armed with advanced weapons and knowledge,
ingenious but simple devices to not only complement they seek to reclaim the surface world from its mutated
human effort, but also sometimes replace it (steam- population. A third example would be a community
powered machines to harvest large amounts of crops, in the desert that was set up by survivors of the Fall.
for instance). These men and women, holding onto the technology
An example of such a community would be one that (and to some degree, the lifestyle) of the Ancients,
has risen from the wasteland to conquer. Increased have forsaken their democratic ideals and placed their
slave labor and the oppression of nearby communities lives in the hands of an elite and ruthless police force,
have allowed an influx of resources with which the whose souped-up, plasma-fueled vehicles roam the
community has increased its ingenuity and invention desert highways, ensuring law and order and fiercely
by leaps and bounds. Such a growing empire has battling those who would invade their turf or otherwise
likely developed such things as fantastic flying war threaten their lifestyle.
machines and steam-powered aqueducts. Another Skills: Choose one of the following skills as a
example would be a community that believes the Fall permanent class skill: Computer Use, Craft (any),
was destined to occur in order to teach the survivors Demolitions, Drive, Knowledge (any), Navigate, Pilot,
a valuable lesson. Intent on rebuilding the world with Repair, Treat Injury. Additional class skills are gained
this lesson in mind, the group seeks to spread the word by occupation.
of brotherhood and peace, and has attracted many Bonus Feats: Guardian characters receive Primitive
ingenious people who have contributed in unique ways Technology and Post-Apocalyptic Technology as
to the slowly growing society. Yet another example bonus feats, and must choose Advanced Technology at
would be a society that has advanced to the point 1st level as one of their starting feats.
where it is capable of producing new and advanced Language: Ancient
technology and weapons (gravity beamers, proton Special: Guardian characters start with one futuristic
emitters, and fusion grenades as new but deadly post- weapon (market value 5000 cp or less).
holocaust weaponry). With such unique and advanced
technology behind them and with a growing army and HEDONISTS
potent power base, the community seeks to reestablish Communities of this type never realized there was
civilization in its own particular way, be it democratic, a Fall at all! Such communities were completely
monarchical, dictatorial, or ruthlessly imperial. sheltered from the outside world, often in fully
Skills: Choose one of the following skills as a automated and enclosed dome cities or similar
permanent class skill: Computer Use, Craft (chemical, structures. They have continued to exist as they
pharmaceutical, structural), Diplomacy, Drive, always have, in hedonistic simplicity and blissful
Knowledge (any), or Pilot. Additional class skills are ignorance. Such communities typically know how to
gained by occupation. use advanced machines and electronics but have no
Bonus Feats: Visionary Reinventor characters idea how to repair them. Since they have been kept in
get the Primitive Technology and Post-Apocalyptic relative security for such a long time, they no longer
Technology feats. understand how to fight, wage war, or even survive on
Language: Unislang their own.
Special: Visionary Reinventor characters start with A classic example of such a group would be a city
one Artifact of the Ancients (market value 1000 cp or inside an impenetrable dome, whose inhabitants
less). have lived in seclusion for generations, cared for and
catered to by automated systems and computers, with
GUARDIANS all menial tasks, labor, and science far removed from
These rare communities are the self-styled guardians them. They live in hedonistic luxury, without a care in
of all things Ancient. Such communities fully the world, until the computer breaks down, and they

10 understand the culture and technology of the Ancients are forced to leave the dome and find food and shelter
and utilize it to keep the upper hand in the wasteland. elsewhere. Another example might be a community
They can create, repair, and use advanced energy far removed from the wasteland, where everyone lives
devices whenever the resources are available. in a paradise carefully maintained by their scientists.
An example of such a community might be one Aware and afraid of the terrible mutants outside their
paradise, they occasionally send spies or explorers out bonus feats, and must choose Advanced Technology at
into the wastes to report on the status of the world’s 1st level as one of their starting feats.
ecosystem or the state of civilization in the mutant Language: Ancient
tribes. Special: Advanced characters start with one Artifact
Skills: Choose three of the following skills as of the Ancients (market value 5000 cp or less).
permanent class skills: Computer Use, Concentration,
Craft (writing, visual arts), Knowledge (any), Perform,
Research. OCCUPATIONS
Bonus Feats: Hedonist characters get the Post-
Apocalyptic Technology feat plus one of the following The post-apocalyptic setting
feats: Creative, Educated, Focused, Gearhead, is unique in that it straddles
Studious, Trustworthy. past and future. Many
Language: Ancient wondrous items of
Special: Hedonist characters do not have an advanced technology exist,
occupation but may start with 6d6 x 10 cp worth of but the common man and
equipment. In addition, the Hedonist characters start woman live a short, squalid life
with one Artifact of the Ancients (market value 2000 not unlike those of our distant ancestors. As a result,
cp or less). the occupations in d20 Modern™ are unsuitable for
games set in Darwin’s World and should not be used
without the express permission of the GM. Here is a
ADVANCED list of occupations more suited to making your way
This type of community has, for whatever reason, through the wasteland.
managed to avoid the ravages of nuclear war and the
ruin of civilization, not only preserving the technology
and culture of the Ancients, but also improving upon ACADEMIC
it over the years. Such exceedingly rare communities Academics in this post-apocalyptic world are rare.
will often have even more advanced technology than Few libraries, schools, or universities exist. In a world
the Ancients possessed, giving them an increased where survival is the order of the day, the academic
advantage. Such groups generally scorn the Ancients life is a very unprofitable one. Most academics come
for destroying the world and consider them weak, from larger communities where such abilities are
ignorant, and even primitive in comparison to rewarded, if only a little.
themselves. Many communities founded by artificially Skills: Choose two of the following skills as
intelligent life forms are of this type. permanent class skills: Computer Use, Craft (writing),
An example of such a community might be an Decipher Script, Gather Information, Knowledge
underground complex where an artificially intelligent (any), Research, or add a new Read/Write Language
robot has remained intact for decades, recreating or a new Speak Language. If a skill the character
and reactivating androids and other robots to do selects is already a class skill, he or she receives a +1
its bidding. Humans and mutants are enslaved by competence bonus on checks using that skill.
these robotic armies to perform manual labor for Starting Corium: 5d4 x 10 cp.
the robot legion, producing weapons, maintaining
power sources, etc. Another example might be a CARAVAN GUARD
peaceful community, populated by highly intelligent Any valuable cargo is a target for the scum of the
researchers, scientists, and thinkers, which fled to wasteland. Many traders hire guards to help ensure
a secure underground shelter to wait out the war. their goods arrive safely.
Together they have developed advanced technologies Skills: Select two of the following as permanent
(agricultural methods for growing fungi and algae, class skills: Navigation, Drive, Diplomacy, Handle
energy-to-matter replication units, etc.), and now Animal, Intimidate, Ride, Sense Motive, Spot,
they are beginning to send out scouts to explore the Survival. If a skill the character selects is already a
wasteland in hopes of making peaceful contact with class skill, he or she receives a +1 competence bonus
other survivors of the holocaust. They believe that if on checks using that skill.
they spread their wisdom, they can help to ensure that Starting Corium: 6d6 x 10 cp.
the same kind of cataclysm never occurs again.
Skills: Choose one of the following skills as a
permanent class skill: Computer Use, Concentration, CORIUM PROSPECTOR
Most miners are an unfortunate, sorry lot who find
11
Craft (any), Decipher Script, Demolitions, Disable
Device, Drive, Knowledge (any), Navigate, Pilot, their occupation listed under the title “slave.” Corium
Repair, Research, or Treat Injury. prospectors, however, are not like typical miners. They
Bonus Feats: Advanced characters receive Primitive are trained to spot likely sources of the rare metal,
Technology and Post-Apocalyptic Technology as either by learning the physical signs left on the land
by the catastrophic conditions under which this metal lore, popular culture), Sense Motive. If a skill the
is formed, or by studying the scrolls of the Ancients character selects is already a class skill, he or she
to learn the most likely locations. As the economy of receives a +1 competence bonus on checks using that
the Twisted Earth grows, and city-states seek to move skill.
away from simple barter toward hard currency, these Starting Corium: 6d6 x 10 cp.
prospectors are becoming more and more numerous.
Skills: Select two of the following as permanent FURNITURE
class skills: Climb, Decipher Script, Gather It is an unfortunate truth that prostitution is one of the
Information, Handle Animal, Knowledge (earth and oldest and most enduring professions in the history
life sciences, ancient lore), Navigate, Read/Write of the world. The Twisted Earth is no different. There
(ancient), Research, Search, Survival. If a skill the are always men willing to pay for sex, and there are
character selects is already a class skill, he or she always women willing, or with no other choice than,
receives a +1 competence bonus on checks using that to trade the use of their bodies to make their way in the
skill. world.
Starting Corium: 6d6 x 10 cp. Skills: Select two of the following as permanent
class skills. Bluff, Diplomacy, Gamble, Gather
CRAFTSMAN Information, Knowledge (streetwise), Perform (dance),
Not everyone on the Twisted Earth lives an exciting Sense Motive, Sleight of Hand. If a skill the character
life. Some merely try to survive as people always selects is already a class skill, he or she receives a +1
have, operating shops, repairing vehicles, feeding their competence bonus on checks using that skill.
families, and trying to stay out of trouble. Starting Corium: 5d4 x 10 cp.
Skills: Select two of the following as permanent
class skills: Craft (structural), Diplomacy, Gather GUIDE
Information, Handle Animal, Knowledge (current The deserts and roads of the Twisted Earth are not
events), Repair, Survival. If a skill the character for the timid, and it pays to have a guide who has
selects is already a class skill, he or she receives a +1 traveled them before. These characters lead travelers
competence bonus on checks using that skill. and caravans through the wastes for a fee, using their
Starting Corium: 6d10 x 10 cp. knowledge of these areas to avoid danger and keep
expeditions adequately supplied.
DEMAGOGUE Skills: Select two of the following as permanent
As the people of the Twisted Earth gather into larger class skills: Climb, Drive, Handle Animal, Listen,
and larger groups, forming alliances and building Navigate, Ride, Sense Motive, Spot, Survival. If a skill
towns and cities, politicians again rise from among the character selects is already a class skill, he or she
them to lead. Many of these “public servants” have receives a +1 competence bonus on checks using that
no real desire to help the people they lead at all, skill.
instead manipulating the emotions of their followers Starting Corium: 6d6 x 10 cp.
to their own benefit. Many politicians get their
start as pamphleteers, writers of propaganda for HEALER
other politicians, and writers of slander about Healers are important members of any
those politicians’ enemies (including community. They often possess only limited
letters and documents, skill and experience, but in a world where
supposedly written by much medical knowledge has been lost, this
those enemies, which makes them comparative experts.
appear right on cue at Skills: Choose two of the following
election time). Some skills as permanent class skills: Craft
of these pamphlets are (pharmaceutical), Knowledge
evolving into a form (behavioral sciences,
strangely reminiscent of earth and life sciences),
the newspapers of the Old Treat Injury. If a skill the
West. character selects is already a
Skills: Select two of the following class skill, he or she receives a
as permanent class skills: Bluff, +1 competence bonus on checks
Craft (writing, visual using that skill.
12 arts), Diplomacy,
Knowledge (civics,
Starting Corium: 6d10
x 10 cp.
current events, mutant
HERDSMAN (structural), Disable Device, Knowledge (technology),
As the people of the Twisted Earth begin to Repair. If a skill the character selects is already a class
domesticate the animals of their world, there arises a skill, he or she receives a +1 competence bonus on
need for skilled herdsmen to care for the beasts, much checks using that skill.
as the need arose millennia ago. Herdsmen tend their Starting Corium: 6d10 x 10 cp.
flocks, whether of desert horses, fraxx steeds, or even
the occasional gront. SLAVE
Skills: Select two of the following as permanent Unfortunately, the ancient practice of slavery is alive
class skills: Climb, Handle Animal, Jump, Navigate, and well in the Twisted Earth. People own slaves for
Ride, Survival. If a skill the character selects is already a variety of purposes, the most common of which are
a class skill, he or she receives a +1 competence bonus manual labor and “entertainment.” Characters with
on checks using that skill. this occupation are assumed to have escaped or been
Starting Corium: 6d6 x 10 cp. freed.
Skills: Select two of the following as permanent
MERCHANT class skills: Climb, Craft (structural), Handle Animal,
Trade is an important part of life for the denizens Perform (any), Ride, Survival. If a skill the character
of the Twisted Earth. Resources are scarce since the selects is already a class skill, he or she receives a +1
Fall, and trade often the only way to procure goods competence bonus on checks using that skill.
essential to survival. Bonus Feat: Select one of the following: Animal
Skills: Select one of the following as a permanent Affinity, Endurance, Concubine, Forsaken, Gladiator.
class skill: Bluff, Diplomacy, Gamble, Gather Starting Corium: 5d4 cp
Information, Knowledge (Business), Sense Motive.
If a skill the character selects is already a class skill, SLAVER
he or she receives a +1 competence bonus on checks Few slaves go willingly to the block. Slavers are the
using that skill. people who fill the pipelines of the Twisted Earth with
Starting Corium: 8d12 x 10 cp the free manual labor many struggling city-states need
to survive.
MILITARY Skills: Select two of the following as permanent
The term “military” in post-apocalyptic Earth could class skills: Bluff, Diplomacy, Disguise, Gamble,
mean anything from community militia to members of Gather Information, Intimidate, Knowledge
military-based pseudo-society. (Business). If a skill the character selects is already a
Skills: Choose one of the following skills as class skill, he or she receives a +1 competence bonus
permanent class skills. Climb, Demolitions, Drive, on checks using that skill.
Hide, Intimidate, Knowledge (tactics), Move Silently, Starting Corium: 6d10 x 10 cp
Navigate, Pilot, Survival, Swim. If a skill the character
selects is already a class skill, he or she receives a +1 WANDERER
competence bonus on checks using that skill. Whether through wanderlust, a desire for the new
Starting Corium: 5d4 x 10 cp and different, or a state of exile from his home, the
character has been on the move for most of his life and
PREDATOR is comfortable staying that way.
Predators are those who prey on others for survival. Skills: Select two of the following as permanent
This could be raiders that pillage, thieves that steal, or class skills: Climb, Drive, Diplomacy, Handle Animal,
ghouls that hunt humans for food. Knowledge (geography), Navigate, Speak Language,
Skills: Choose one of the following skills as Ride. If a skill the character selects is already a class
permanent class skills: Hide, Intimidate, Investigate, skill, he or she receives a +1 competence bonus on
Move Silently, Sense Motive, Spot. If a skill the checks using that skill.
character selects is already a class skill, he or she Starting Corium: 5d4 x 10 cp
receives a +1 competence bonus on checks using that
skill.
Starting Corium: 5d4 x 10 cp
THE POST-APOCALYPTIC
HERO
REPAIRMAN
Like healers, Repairmen are valuable community
members who posses a much-sought-after ability.
He’d been moving through
the ruins of the ancient city 13
Even the most limited fixer is an asset to any group. for days now, and the old
Skills: Select two of the following skills as man hadn’t seen a single sign
permanent class skills: Computer Use, Craft of life since he’d first arrived.
Now, as the sun reached its zenith, he slipped into the what might have been just another skeleton, but this
cool shadows provided by some majestic structure of one was robed in black with a white collar…
broken stone that even now reached into the sky to a The scavenger stepped forward—his hand shaking
dizzying height. wildly as if he half-expected the dead figure to rise and
The interior was much more magnificent than he curse him before crumbling into dust—and snatched
could have imagined from outside, though it was a the shabby, leather-bound book from its bony grasp.
mess, to be sure, a ruin of crumbled stone, toppled He flipped through the pages, smelled the incense-
pillars, and rotted wood. Images carved into the saturated leaves, and cautiously withdrew, stepping
masonry depicted solemn faces of men long gone, all out of the light of the glorious windows. He looked
looking almost sorrowfully down upon the chaos of over everything in his wake, scanning the room with
the place, their faces frozen in time. A great pane of his keen old eyes, just to make sure the dead would not
stained glass, broken and covered in dead and dying rise.
mold, bathed the vaulted room with a kaleidoscope of As he reached the door and was comforted by the
colors. The sight took his breath away. touch of the burning noon sun, he started to laugh. He
As he walked, he realized he was moving quietly, chided himself for his superstition, ridiculed himself
even gingerly, as if the very nature of the place for being afraid of “ghosts.”
demanded respect and silence. As he came near the Turning to face the nightmare emptiness of the
central altar, the abundance of skeletons clustered world outside, he dropped the book. To him it was
there made his heart skip a beat. A collection of almost nothing more than another piece of junk. If these dead
fifty ancient dead, who had almost certainly come men had once thought it had any magic, any at all, it
here in the final hours of their great civilization, was certainly hadn’t been enough to save them.
nothing but brittle remains now, crunching under the What use, then, was it to him?
rubber soles of his boots. At the center of the mass sat
The Post-Apocalyptic Hero is an optional base class
for new characters. The Post-Apocalyptic Hero
represents a typical denizen of post-Fall Earth.
His talents focus on some of the basic elements of
post-apocalyptic adventuring: surviving the brutal
environment, scavenging for resources, learning about
the Ancients, and improving mutations.
The Post-Apocalyptic Hero might possess
knowledge of Ancient history or be a gifted repairman.
He might be a skilled guide capable of navigating
the wastelands or a master of mental mutations.
Regardless of his chosen path, he is a rare breed of
human or mutant who has managed to survive in an
unforgiving, perilous world.

CLASS INFORMATION
The following information pertains to the Post-
Apocalyptic Hero base class.
Hit Dice: 1d8
Action Points: 5 + one-half of the character’s level,
rounded down.
Class Skills: The Post-Apocalyptic Hero class skills
are: Climb (Str), Hide (Dex), Jump (Str), Knowledge
(mutant lore, ancient lore, twisted earth) (Int), Listen
(Wis), Move Silently (Dex), Profession (Wis),
Navigate (Int), Repair (Int), Search (Int), Spot (Wis),
and Survival (Wis).
Skill Points at 1st Level: (5 + Int modifier) x4.
Skill Points at Each Subsequent Level: 5 + Int
modifier.
Starting Feats: In addition to the two feats all
14 characters get at first level, a Post-Apocalyptic Hero
begins play with the Simple Weapons Proficiency feat.
TABLE 1-1: THE POST-APOCALYPTIC HERO
Base Fort Ref Will Defense Reputation
Level Special
Attack Save save Save Bonus Bonus
1st +0 +1 +1 +0 Talent +1 +0
2nd +1 +2 +2 +0 Bonus Feat +2 +0
3rd +2 +2 +2 +1 Talent +2 +0
4th +3 +2 +2 +1 Bonus Feat +3 +1
5th +3 +3 +3 +1 Talent +3 +1
6th +4 +3 +3 +2 Bonus Feat +3 +1
7th +5 +4 +4 +2 Talent +4 +1
8th +6 +4 +4 +2 Bonus Feat +4 +2
9th +6 +4 +4 +3 Talent +5 +2
10th +7 +5 +5 +3 Bonus Feat +5 +2

CLASS FEATURES Prerequisite: Post-Apocalyptic Technology.


The following are class features of the Post- Craft Lore: The Post-Apocalyptic Hero has studied
Apocalyptic Hero. the engineering techniques of the Ancients and gains a
Talents: At 1st, 3rd, 5th, 7th, and 9th level, the Post- bonus to one Craft skill equal to his Post-Apocalyptic
Apocalyptic Hero selects a talent from the following Hero level. This talent may be taken more than once.
talent trees. Some talents have prerequisites that a Each time the character chooses a new Craft skill.
character must meet before selecting them. As long as Prerequisite: Advanced Technology.
the hero qualifies, she can select freely from any and
all talent trees. No talent can be selected more than MUTANT TALENT TREE
once unless expressly indicated. Most of the denizens of the post-Fall Earth are
Note: The Post-Apocalyptic Hero has four talent mutants, and the smartest and strongest of this new
trees. The reason for this is that it’s likely the breed of humanoid learn to master their newly
character’s background or mutations will prohibit her developed mutations.
taking talents from one or two of those trees. Mutation Knowledge: Upon a successful
Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level, the Knowledge (mutant lore) check (DC 15), The
Post-Apocalyptic Hero gains a bonus feat. This feat Post-Apocalyptic Hero can identify a mutant’s
must be selected from the following list: Alertness, most advanced mutation and defect, including the
Archaic Weapons Proficiency, Athletic, Brawl, Dodge, type of mutation and defect as well as the level of
Great Fortitude, Guide, Personal Firearm Proficiency, advancement.
Run, Toughness, Track, Weapon Focus. The character Prerequisite: Knowledge (mutant lore) 1 rank.
must meet any prerequisites for these feats. Mutant Weapon: Many mutants develop mutations
that provide them with natural weapons, such as
ANCIENT TALENT TREE claws or horns. The Post-Apocalyptic Hero gains +1
Some Post-Apocalyptic Heroes have dedicated competence bonus to attack with any mutation-related
themselves to rediscovering the lost knowledge of the weapon.
Ancients. Prerequisite: Mutant, Mutation Knowledge.
Technologist: The Post-Apocalyptic Hero is versed Neural Mastery: A few mutants develop neural
in the Technologies of the Ancients and gains a bonus mutations, or psionics. A Post-Apocalyptic Hero with
to Knowledge (technology) skill checks equal to his this talent has mastered the potential power unlocked
Post-Apocalyptic Hero level. by his mutations. The mutant doubles his ability score
Prerequisite: Post-Apocalyptic Technology. modifier when determining number of neural uses per
Computer Lore: The Post-Apocalyptic Hero day (minimum 2).
understands computer technology, a powerful tool of Prerequisite: Neural Mutation, Mutation
the Ancients, and gains a bonus to Computer Use skill Knowledge.
checks equal to his Post-Apocalyptic Hero level.
Prerequisite: Post-Apocalyptic Technology. SCAVENGE TALENT TREE
Medical Lore: The Post-Apocalyptic Hero has The Post-Apocalyptic Hero is the ideal scavenger.
studied the advanced medicines of the Ancients and Improvised Toolkit: Often a full mechanical or
gains a bonus to Treat Injury skill checks equal to his electrical toolkit is unavailable. In these situations,
Post-Apocalyptic Hero level. the Post-Apocalyptic Hero can create a toolkit from
Prerequisite: Post-Apocalyptic Technology.
Historian: The Post-Apocalyptic Hero has studied
improvised tools. While repairs take twice as long with
improvised tools, the Post-Apocalyptic Hero does not 15
the vast history of the Ancients and gains a bonus to suffer the –4 penalty to his Repair check.
Knowledge (ancient lore) skill checks equal to his Prerequisite: Repair 1 rank.
Post-Apocalyptic Hero level. Restore: The Post-Apocalyptic Hero has a knack
for performing repairs correctly the first time. When Action Points: Strong heroes gain a number of
taking 10 on repair checks, he restores the maximum action points equal to 5 + one-half their character
hit points possible (often 12). level, rounded down, at 1st level and every time they
Prerequisite: Improvised Toolkit attain a new level in this class.
Salvage Expert: The Post-Apocalyptic Hero is an Class Skills: The Strong hero’s class skills (and
expert at salvaging raw materials from the remains the key ability for each skill) are: Climb (Str),
of the broken (or functioning) technology. He gains Craft (structural) (Int), Handle Animal (Cha), Jump
a bonus to his Repair skill equal to double his Post- (Str), Knowledge (current events, popular culture,
Apocalyptic Hero level when salvaging. streetwise, tactics) (Int), Profession (Wis), Read/Write
Language (none), Repair (Int), Speak Language
SURVIVAL TALENT TREE (none), and Swim (Str).
One of the main goals of any Post-Apocalyptic Hero Skill Points at 1st Level: (3 + Int modifier) x4.
is survival in the harsh environments of post-Fall Skill Points at Each Additional Level: 3 + Int
Earth, where food, water, and shelter are often in short modifier.
supply.
Conserve: The Post-Apocalyptic Hero has a unique CLASS FEATURES
ability to maximize use of available food and water. The following are class features of the Strong Hero.
He needs only half the normal daily requirements of Talents: At 1st, 3rd, 5th, 7th, and 9th level, the Strong
food and water but prefers to get the full requirements Hero selects a talent from the following talent trees.
if possible. Some talents have prerequisites that a character
Wasteland Lore: The Post-Apocalyptic Hero must meet before selecting them. As long as the hero
knows how to survive in the ravaged wastelands qualifies, she can select freely from any and all talent
comprising much of post-Fall Earth. He gains a bonus trees. No talent can be selected more than once unless
equal to his Post-Apocalyptic Hero level to Survival expressly indicated.
and Navigate skill checks in wasteland areas. Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level,
Necropoli Lore: The Post-Apocalyptic Hero the Strong Hero gains a bonus feat. This feat must
knows how to survive in the ruins of the great cities be selected from the following list: Animal Affinity,
of the Ancients. He gains a bonus equal to his Post- Archaic Weapons Proficiency, Athletic, Blind-
Apocalyptic Hero level to Survival and Navigate skill Fight, Brawl, Cleave, Combat Martial Arts, Combat
checks in necropoli. Reflexes, Great Cleave, Improved Brawl, Improved
Survival Sense: A multitude of predators, both Combat Martial Arts, Power Attack, Weapon Focus.
human and monstrous, prey on the denizens of The character must meet any prerequisites for these
post-Fall Earth. The Post-Apocalyptic Hero has the feats.
uncanny ability to know when life-threatening danger
is present. He gains a +2 bonus to Initiative rolls and EXTREME EFFORT TALENT TREE
+2 bonus to spot checks when detecting an ambush. A Strong hero can push him or herself to make an
Prerequisite: Necropoli or Wasteland Lore. extreme effort. The effort must relate either to a
Strength check or a Strength-based skill check. You
MODERN BASE CLASSES must decide to use this ability before making the
check.
Characters may also choose to take Extreme Effort: The effort requires a full-round
the traditional base classes found action and provides a +2 bonus on the check.
in d20 Modern: Strong, Fast, Improved Extreme Effort: The effort requires a
Tough, Smart, Dedicated, full-round action and provides a +2 bonus that stacks
and Charismatic Hero. For with the bonus provided by extreme effort (+4 total).
the sake of completeness, Prerequisite: Extreme effort.
these classes are presented Advanced Extreme Effort: The effort requires a
below, adjusted slightly full-round action and provides a +2 bonus that stacks
to make them more suitable for post-apocalyptic with the bonuses provided by extreme effort and
campaigns. improved extreme effort (+6 total).
Prerequisites: Extreme effort, improved extreme
THE STRONG HERO effort.
Ability: Strength

16 CLASS INFORMATION
IGNORE HARDNESS TALENT TREE
The Strong hero has an innate talent for finding
The following information pertains to the Strong Hero weaknesses in objects. This allows a Strong hero to
base class. ignore some of an object’s hardness when making a
Hit Die: 1d8 melee attack to break it.
TABLE 1-2: THE STRONG HERO
Base Attack Fort Ref Will Defense Reputation
Level Special
Bonus Save Save Save Bonus Bonus
1st +1 +1 +0 +0 Talent +1 +0
2nd +2 +2 +0 +0 Bonus feat +2 +0
3rd +3 +2 +1 +1 Talent +2 +0
4th +4 +2 +1 +1 Bonus feat +3 +0
5th +5 +3 +1 +1 Talent +3 +1
6th +6/+1 +3 +2 +2 Bonus feat +3 +1
7th +7/+2 +4 +2 +2 Talent +4 +1
8th +8/+3 +4 +2 +2 Bonus feat +4 +1
9th +9/+4 +4 +3 +3 Talent +5 +2
10th +10/+5 +5 +3 +3 Bonus feat +5 +2

Ignore Hardness: The Strong hero ignores 1 point Skill Points at Each Additional Level: 5 + Int
of an object’s hardness. modifier.
Improved Ignore Hardness: The Strong hero
ignores 1 additional point of an object’s hardness (for CLASS FEATURES
a total of 2). The following are class features of the Fast Hero.
Prerequisite: Ignore hardness. Talents: At 1st, 3rd, 5th, 7th, and 9th level, the Fast
Advanced Ignore Hardness: The Strong hero Hero selects a talent from the following talent trees.
ignores 1 additional point of an object’s hardness (for Some talents have prerequisites that a character
a total of 3). must meet before selecting them. As long as the hero
Prerequisites: Ignore hardness, improved ignore qualifies, she can select freely from any and all talent
hardness. trees. No talent can be selected more than once unless
expressly indicated.
MELEE SMASH TALENT TREE Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level,
The Strong hero has an innate talent that increases the Fast Hero gains a bonus feat. This feat must be
melee damage. selected from the following list: Acrobatic, Combat
Melee Smash: The Strong hero receives a +1 bonus Expertise, Combat Driving, Combat Throw, Defensive
on melee damage. Martial Arts, Double Tap, Elusive Target, Evasive
Improved Melee Smash: The Strong hero receives Maneuvers, Focused, Futuristic Firearms Proficiency,
an additional +1 bonus on melee damage (+2 total). Improved Disarm, Mobility, Personal Firearms
Prerequisite: Melee smash. Proficiency, Point Blank Shot, Stealthy, Weapon
Advanced Melee Smash: The Strong hero receives Finesse. The character must meet any prerequisites for
an additional +1 bonus on melee damage (+3 total). these feats.
Prerequisites: Melee smash, improved melee smash.
DEFENSIVE TALENT TREE
THE FAST HERO The Fast hero gains the ability to improve his or her
Ability: Dexterity innate defensive talents as the hero attains new levels.
Evasion: If the Fast hero is exposed to any effect
CLASS INFORMATION that normally allows a character to attempt a Reflex
The following information pertains to the Fast Hero saving throw for half damage, the Fast hero suffers no
base class. damage if he or she makes a successful saving throw.
Hit Die: 1d8 Evasion can only be used when wearing light armor or
Action Points: Fast heroes gain a number of action no armor.
points equal to 5 + one-half their character level, Uncanny Dodge 1: The Fast hero retains his or her
rounded down, at 1st level and every time they attain a Dexterity bonus to Defense regardless of being caught
new level in this class. flat-footed or struck by a hidden attacker. (The hero
Class Skills: The Fast hero’s class skills (and the still loses his or her Dexterity bonus to Defense if the
key ability for each skill) are: Balance (Dex), Craft hero is immobilized.)
(mechanical) (Int), Drive (Dex), Escape Artist (Dex), Prerequisite: Evasion.
Hide (Dex), Knowledge (current events, popular Uncanny Dodge 2: The Fast hero can no longer be
culture, streetwise) (Int), Move Silently (Dex), Pilot flanked; the hero can react to opponents on opposite
(Dex), Profession (Wis), Read/Write Language (none),
Ride (Dex), Sleight of Hand (Dex), Speak Language
sides of him or herself as easily as he or she can react
to a single attacker. 17
(none), and Tumble (Dex). Prerequisites: Evasion, uncanny dodge 1.
Skill Points at 1st Level: (5 + Int modifier) x4. Defensive Roll: The Fast hero can roll with a
potentially lethal attack to take less damage from it.
TABLE 1-3: THE FAST HERO
Base Attack Fort Ref Will Defense Reputation
Level Special
Bonus Save Save Save Bonus Bonus
1st +0 +0 +1 +0 Talent +3 +0
2nd +1 +0 +2 +0 Bonus feat +4 +0
3rd +2 +1 +2 +1 Talent +4 +1
4th +3 +1 +2 +1 Bonus feat +5 +1
5th +3 +1 +3 +1 Talent +5 +1
6th +4 +2 +3 +2 Bonus feat +6 +2
7th +5 +2 +4 +2 Talent +6 +2
8th +6/+1 +2 +4 +2 Bonus feat +7 +2
9th +6/+1 +3 +4 +3 Talent +7 +3
10th +7/+2 +3 +5 +3 Bonus feat +8 +3

When the Fast hero would be reduced to 0 hit points CLASS INFORMATION
or less by damage in combat (from a ranged or melee The following information pertains to the Tough Hero
attack), the Fast hero can attempt to roll with the base class.
damage. Hit Die: 1d10
A Fast hero spends 1 action point to use this talent. Action Points: Tough heroes gain a number of action
Once the point is spent, the hero makes a Reflex points equal to 5 + one-half their character level,
saving throw (DC = damage dealt). If the save rounded down, at 1st level and every time they attain a
succeeds, he or she takes only half damage. The Fast new level in this class.
hero must be able to react to the attack to execute a Class Skills: The Tough hero’s class skills (and
defensive roll—if the hero is immobilized, he or she the key ability for each skill) are: Climb (Str),
can’t use this talent. Concentration (Con), Craft (mechanical, structural)
Since this effect would not normally allow a (Int), Drive (Dex), Intimidate (Cha), Knowledge
character to make a Reflex save for half damage, (current events, popular culture, streetwise) (Int),
the Fast hero’s evasion talent doesn’t apply to the Profession (Wis), Read/Write Language (none), Ride
defensive roll. (Dex), Speak Language (none), Spot (Wis), and
Prerequisites: Evasion, uncanny dodge 1. Survival (Wis).
Opportunist: The Fast hero can spend 1 action Skill Points at 1st Level: (3 + Int modifier) x4.
point to use this talent. Once the point is spent, the Skill Points at Each Additional Level: 3 + Int
hero can make an attack of opportunity against an modifier.
opponent who has just been struck for damage in
melee by another character. This attack counts as the CLASS FEATURES
Fast hero’s attack of opportunity for that round. Even a The following are class features of the Tough Hero.
Fast hero with the Combat Reflexes feat can’t use this Talents: At 1st, 3rd, 5th, 7th, and 9th level, the Tough
talent more than once per round. Hero selects a talent from the following talent trees.
Prerequisite: Evasion. Some talents have prerequisites that a character
must meet before selecting them. As long as the hero
INCREASED SPEED TALENT TREE qualifies, she can select freely from any and all talent
The Fast hero can increase his or her natural base trees. No talent can be selected more than once unless
speed. expressly indicated.
Increased Speed: The Fast hero’s base speed Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level, the
increases by 5 feet. Tough Hero gains a bonus feat. This feat must be
Improved Increased Speed: The Fast hero’s base selected from the following list: Alertness, Athletic,
speed increases by 5 feet. This talent stacks with Brawl, Confident, Endurance, Great Fortitude,
increased speed (10 feet total). Improved Brawl, Improved Bull Rush, Improved
Prerequisite: Increased speed. Feint, Knockout Punch, Power Attack, Streetfighting,
Advanced Increased Speed: The Fast hero’s base Toughness, Vehicle Expert. The character must meet
speed increases by 5 feet. This talent stacks with any prerequisites for these feats.
increased speed and improved increased speed (15 feet
total). DAMAGE REDUCTION TALENT TREE
Prerequisites: Increased speed, improved increased The Tough hero has an innate talent to ignore a set

18
speed. amount of damage from most weapons, but not from
energy or special attack forms (which may or may not
THE TOUGH HERO exist, depending on the campaign). Before the hero
Ability: Constitution can select a talent from this tree the hero must have
previously selected at least one talent from the Energy
TABLE 1-4: THE TOUGH HERO
Base Attack Fort Ref Will Defense Reputation
Level Special
Bonus Save Save Save Bonus Bonus
1st +0 +1 +0 +0 Talent +1 +0
2nd +1 +2 +0 +0 Bonus feat +2 +0
3rd +2 +2 +1 +1 Talent +2 +1
4th +3 +2 +1 +1 Bonus feat +3 +1
5th +3 +3 +1 +1 Talent +3 +1
6th +4 +3 +2 +2 Bonus feat +3 +2
7th +5 +4 +2 +2 Talent +4 +2
8th +6/+1 +4 +2 +2 Bonus feat +4 +2
9th +6/+1 +4 +3 +3 Talent +5 +3
10th +7/+2 +5 +3 +3 Bonus feat +5 +3

Resistance or Unbreakable Talent Tree. dying. When the Tough hero’s hit points reach –1, the
Damage Reduction 1/—: The Tough hero ignores 1 hero can perform as though he or she were disabled,
point of damage from melee and ranged weapons. making either an attack action or a move action every
Prerequisite: One other talent from either the round until the hero reaches –10 hit points (and dies)
Energy Resistance Talent Tree or the Unbreakable or the hero’s hit points return to 1 or higher. The hero
Talent Tree. can choose to succumb to unconsciousness if he or
Damage Reduction 2/—: The Tough hero ignores she thinks that doing so might prevent him or her from
an additional 1 point of damage from melee and taking more damage.
ranged weapons (DR 2/— total). Robust: The Tough hero becomes especially robust,
Prerequisites: Damage reduction 1/—, one other gaining a number of hit points equal to his or her
talent from either the Energy Resistance Talent Tree or Tough level as soon as he or she selects this talent.
the Unbreakable Talent Tree. Thereafter, the hero gains +1 hit point with each level
Damage Reduction 3/—: The Tough hero ignores of Tough he or she gains.
an additional 1 point of damage from melee and Second Wind: The Tough hero can spend 1 action
ranged weapons (DR 3/— total). point to gain a second wind. When the hero does
Prerequisites: Damage reduction 1/—, damage this, he or she recovers a number of hit points equal
reduction 2/—, one other talent from either the Energy to his or her Constitution modifier. This talent does
Resistance Talent Tree or the Unbreakable Talent Tree. not increase the Tough hero’s hit points beyond the
character’s full normal total.
ENERGY RESISTANCE TALENT TREE Stamina: The Tough hero recovers twice as fast as
The Tough hero is particularly resistant to certain normal. So, the hero recovers 2 hit points per character
kinds of deadly energy effects. These talents can be level per evening of rest, 2 points of temporary ability
selected in any order. damage per evening of rest, and awakens in half the
Acid Resistance: The Tough hero ignores an normal time after being knocked unconscious.
amount of acid damage equal to his or her Constitution Prerequisite: Robust.
modifier.
Cold Resistance: The Tough hero ignores an THE SMART HERO
amount of cold damage equal to his or her Constitution Ability: Intelligence
modifier.
Electricity Resistance: The Tough hero ignores CLASS INFORMATION
an amount of electricity damage equal to his or her The following information pertains to the Smart Hero
Constitution modifier. base class.
Fire Resistance: The Tough hero ignores an Hit Die: 1d6
amount of fire damage equal to his or her Constitution Action Points: Smart heroes gain a number of
modifier. action points equal to 5 + one-half their character
Sonic/Concussion Resistance: The Tough hero level, rounded down, at 1st level and every time they
ignores an amount of sonic or concussion damage attain a new level in this class.
equal to his or her Constitution modifier. Class Skills: The Smart hero’s class skills (and
the key ability for each skill) are: Computer Use
UNBREAKABLE TALENT TREE (Int), Craft (chemical, electronic, mechanical,
The Tough hero is particularly resilient thanks to the
following talents.
pharmaceutical, structural, visual art, writing) (Int),
Decipher Script (Int), Demolitions (Int), Disable 19
Remain Conscious: The Tough hero gains the Device (Int), Forgery (Int), Investigate (Int),
ability to continue to perform actions when he or Knowledge (ancient lore, art, behavioral sciences,
she would otherwise be considered unconscious and business, civics, current events, earth and life sciences,
history, mutant lore, physical sciences, popular an Intelligence check to determine if he or she can
culture, streetwise, tactics, technology, theology understand it. The check is made with a bonus equal
and philosophy, twisted earth) (Int), Navigate (Int), to the hero’s Smart level + the hero’s Intelligence
Profession (Wis), Read/Write Language (none), Repair modifier. For a written language, the bonus applies to a
(Int), Research (Int), Search (Int), and Speak Language Decipher Script check instead.
(none). The DC for the check depends on the situation: DC
Skill Points at 1st Level: (9 + Int modifier) x4. 15 if the language is in the same group as a language
Skill Points at Each Additional Level: 9 + Int the hero has as a Read/Write Language or Speak
modifier. Language skill; DC 20 if the language is unrelated
to any other languages the hero knows; and DC 25 if
CLASS FEATURES the language is ancient or unique. With this special
The following are class features of the Smart Hero. ability, a Smart hero can glean enough meaning from
Talents: At 1st, 3rd, 5th, 7th, and 9th level, the Smart a conversation or document to ascertain the basic
Hero selects a talent from the following talent trees. message, but this ability in no way simulates actually
Some talents have prerequisites that a character being able to converse or fluently read and write in a
must meet before selecting them. As long as the hero given language.
qualifies, she can select freely from any and all talent Prerequisite: At least 1 rank in either Read/Write
trees. No talent can be selected more than once unless Language or Speak Language for each of three
expressly indicated. different languages.
Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level, the
Smart Hero gains a bonus feat. This feat must be STRATEGY TALENT TREE
selected from the following list: Builder, Cautious, The Smart hero has the brainpower to see solutions in
Combat Expertise, Educated, Gearhead, Improved most situations. These talents can be selected in any
Disarm, Improved Trip, Iron Will, Lightning Reflexes, order, but before the hero can select a talent from this
Meticulous, Modern Firearms Discipline, Modern tree he or she must have previously selected at least
Vehicles Discipline, Studious, Vehicle Expert, one talent from the Research Talent Tree.
Vulture, Weapon Focus. The character must meet any Exploit Weakness: After 1 round of combat, the
prerequisites for these feats. Smart hero can designate one opponent and try to
find ways to gain an advantage by using brains over
RESEARCH TALENT TREE brawn. The Smart hero uses a move action and makes
The Smart hero has a natural aptitude for study and an Intelligence check (DC 15) with a bonus equal
fact-finding. These talents can be selected in any order. to his or her Smart level. If the check succeeds, for
Savant: Select one of the skills listed in the the rest of the combat the Smart hero uses his or
following paragraph. The Smart hero gets to add a her Intelligence bonus instead of either Strength or
bonus equal to his or her Smart level when making Dexterity bonus on attack rolls as the hero finds ways
checks with that skill. A Smart hero can take this to outthink his opponent and notices weaknesses in his
talent multiple times; each time it applies to a different opponent’s fighting style.
skill. Computer Use, Craft (any single skill), Decipher Prerequisite: One talent from the Research Talent
Script, Demolitions, Disable Device, Forgery, Tree.
Investigate, Knowledge (any single skill), Navigate, Plan: Prior to a dramatic situation, either combat-
Repair, Research, Search. or skill-related, the Smart hero can develop a plan of
Linguist: With this talent, the Smart hero becomes action to handle the situation. Using this talent requires
a master linguist. Whenever the hero encounters a new preparation; a Smart hero can’t use this talent when
language, either spoken or written, he or she can make surprised or otherwise unprepared for a particular
situation.

TABLE 1-5: THE SMART HERO


Base Attack Fort Ref Will Defense Reputation
Level Special
Bonus Save Save Save Bonus Bonus
1st +0 +0 +0 +1 Talent +0 +1
2nd +1 +0 +0 +2 Bonus feat +1 +1
3rd +1 +1 +1 +2 Talent +1 +1
4th +2 +1 +1 +2 Bonus feat +1 +2
5th +2 +1 +1 +3 Talent +2 +2

20 6th
7th
+3
+3
+2
+2
+2
+2
+3
+4
Bonus feat
Talent
+2
+2
+2
+3
8th +4 +2 +2 +4 Bonus feat +3 +3
9th +4 +3 +3 +4 Talent +3 +3
10th +5 +3 +3 +5 Bonus feat +3 +4
The Smart hero makes an Intelligence check (DC THE DEDICATED HERO
10) with a bonus equal to his or her Smart level. The Ability: Wisdom
result of the check provides the Smart hero and allies
with a circumstance bonus. A Smart hero can’t take 10
CLASS INFORMATION
or 20 when making this check.
The following information pertains to the Dedicated
Check Result Bonus Hero base class.
9 or lower +0 (check failed) Hit Die: 1d6
10–14 +1 Action Points: Dedicated heroes gain a number
15–24 +2 of action points equal to 5 + one-half their character
25 or higher +3
level, rounded down, at 1st level and every time they
attain a new level in this class.
This bonus can be applied to all skill checks and
Class Skills: The Dedicated hero’s class skills
attack rolls made by the Smart hero and his or her
(and the key ability for each skill) are: Craft
allies, but the bonus only lasts for the first 3 rounds.
(pharmaceutical, visual art, writing) (Int), Gamble
After that time, reduce the bonus by 1 point (to
(Wis), Investigate (Int), Knowledge (ancient lore, art,
a minimum of +0) for every additional round the
behavioral sciences, business, civics, current events,
situation continues, as the vagaries of circumstance
earth and life sciences, history, mutant lore, physical
begin to unravel even the best-laid plans.
sciences, streetwise, tactics, technology, theology
Prerequisite: One talent from the Research Talent
and philosophy, twisted earth) (Int), Listen (Wis),
Tree.
Profession (Wis), Read/Write Language (none), Sense
Trick: The Smart hero has the ability to temporarily
Motive (Wis), Speak Language (none), Spot (Wis),
confuse a target (a GM character) through the use
Survival (Wis), and Treat Injury (Wis).
of ploy and deception. The target must have an
Skill Points at 1st Level: (5 + Int modifier) x4.
Intelligence score of 3 or higher to be susceptible to a
Skill Points at Each Additional Level: 5 + Int
trick, must be within 30 feet of the hero, and must be
modifier.
able to hear and understand the hero.
To play a trick on a target, the hero must use a full-
round action and make an Intelligence check (DC CLASS FEATURES
15), adding his or her Smart level as a bonus. If the The following are class features of the Dedicated
Intelligence check succeeds, the target can try to think Hero.
quickly and ignore the trick. Talents: At 1st, 3rd, 5th, 7th, and 9th level, the
The target resists the trick by making a Reflex Dedicated Hero selects a talent from the following
saving throw (DC 10 + Smart hero’s class level + talent trees. Some talents have prerequisites that a
Smart hero’s Int bonus). If the saving throw fails, the character must meet before selecting them. As long as
target becomes dazed (unable to act, but can defend the hero qualifies, she can select freely from any and
normally) for 1 round. all talent trees. No talent can be selected more than
A trick can only be played on a particular target once unless expressly indicated.
once per encounter. After the first trick in an Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level, the
encounter, whether the attempt succeeds or not, that Dedicated Hero gains a bonus feat. This feat must be
target becomes wary and immune to such ploys. selected from the following list: Advanced Firearms
Prerequisite: One talent from the Research Talent Proficiency, Alertness, Archaic Weapons Proficiency,
Tree. Attentive, Blind-Fight, Cover Fire, Deceptive,
Educated, Far Shot, Iron Will, Juju Medicine, Medical
Expert, Meticulous, Surgery, Track, Weapon Focus.
The character must meet any prerequisites for these
feats.

TABLE 1-6: THE DEDICATED HERO


Base Attack Fort Ref Will Defense Reputation
Level Special
Bonus Save Save Save Bonus Bonus
1st +0 +1 +0 +1 Talent +1 +1
2nd +1 +2 +0 +2 Bonus feat +2 +1
3rd +2 +2 +1 +2 Talent +2 +1
4th +3 +2 +1 +2 Bonus feat +3 +2
5th +3 +3 +1 +3 Talent +3 +2
6th
7th
+4
+5
+3
+4
+2
+2
+3
+4
Bonus feat
Talent
+3
+4
+2
+3 21
8th +6/+1 +4 +2 +4 Bonus feat +4 +3
9th +6/+1 +4 +3 +4 Talent +5 +3
10th +7/+2 +5 +3 +5 Bonus feat +5 +4
TABLE 1-7: THE CHARISMATIC HERO
Base Attack Fort Ref Will Defense Reputation
Level Special
Bonus Save Save Save Bonus Bonus
1st +0 +1 +1 +0 Talent +0 +2
2nd +1 +2 +2 +0 Bonus feat +1 +2
3rd +1 +2 +2 +1 Talent +1 +2
4th +2 +2 +2 +1 Bonus feat +1 +3
5th +2 +3 +3 +1 Talent +2 +3
6th +3 +3 +3 +2 Bonus feat +2 +3
7th +3 +4 +4 +2 Talent +2 +4
8th +4 +4 +4 +2 Bonus feat +3 +4
9th +4 +4 +4 +3 Talent +3 +4
10th +5 +5 +5 +3 Bonus feat +3 +5

EMPATHIC TALENT TREE INSIGHTFUL TALENT TREE


The Dedicated hero’s innate talents give him or her a The Dedicated hero’s innate insightfulness serves her
great capacity for empathy. well.
Empathy: The Dedicated hero has a knack for Skill Emphasis: The Dedicated hero chooses a
being sensitive to the feelings and thoughts of single skill and receives a +3 bonus on all checks with
others without having those feelings and thoughts that skill. This bonus does not allow the hero to make
communicated in any objectively explicit manner. This checks for a trained-only skill if the hero has no ranks
innate talent provides a bonus on checks involving in the skill.
interaction skills (Bluff, Diplomacy, Handle Animal, Aware: The Dedicated hero is intuitively aware of
Intimidate, Perform, and Sense Motive), provided his or her surroundings. The hero adds his or her base
the hero spends at least 1 minute observing his or her Will saving throw bonus to Listen or Spot checks to
target prior to making the skill check. The bonus is avoid surprise.
equal to the hero’s Dedicated level. Prerequisite: Skill emphasis.
Improved Aid Another: The Dedicated hero’s Faith: The Dedicated hero has a great deal of
bonus on attempts to aid another increases by +1 on faith. It might be faith in self, in a higher power, or
a successful aid another check. This talent can be in both. This unswerving belief allows the Dedicated
selected multiple times, each time increasing the bonus hero to add his or her Wisdom modifier to the die roll
by +1. whenever the hero spends 1 action point to improve
Prerequisite: Empathy. the result of an attack roll, skill check, saving throw, or
Intuition: The Dedicated hero has an innate ability ability check.
to sense trouble in the air. The Dedicated hero can Prerequisite: Skill emphasis.
make a Will saving throw (DC 15). On a successful Cool Under Pressure: The Dedicated hero selects
save, the hero gets a hunch that everything is all a number of skills equal to 3 + the hero’s Wisdom
right, or the hero gets a bad feeling about a specific modifier. When making a check with one of these
situation, based on the GM’s best guess relating to the skills, the Dedicated hero can take 10 even when
circumstances. This talent is usable a number of times distracted or under duress.
per day equal to the character’s Dedicated level. Prerequisite: Skill emphasis plus either faith or
Prerequisite: Empathy. aware.

HEALING TALENT TREE THE CHARISMATIC HERO


The Dedicated hero has a talent for healing. Ability: Charisma
Healing Knack: The hero has a knack for the
healing arts. The hero receives a +2 bonus on all Treat CLASS INFORMATION
Injury skill checks. The following information pertains to the Charismatic
Healing Touch 1: The Dedicated hero’s ability to Hero base class.
restore damage with a medical kit or perform surgery Hit Die: 1d6
with a surgery kit increases by +2 hit points. Action Points: Charismatic heroes gain a number
Prerequisite: Healing knack. of action points equal to 5 + one-half their character
Healing Touch 2: The Dedicated hero’s ability to level, rounded down, at 1st level and every time they
restore damage with a medical kit or perform surgery attain a new level in this class.
22 with a surgery kit increases by +2 hit points, which
stacks with healing touch 1 for a total of +4 hit points.
Class Skills: The Charismatic hero’s class skills
(and the key ability for each skill) are: Bluff (Cha),
Prerequisites: Healing knack, healing touch 1. Craft (visual art, writing) (Int), Diplomacy (Cha),
Disguise (Cha), Gather Information (Cha), Handle
Animal (Cha), Intimidate (Cha), Knowledge (ancient requested. The DC ranges from 10 for a simple favor
lore, art, behavioral sciences, business, civics, current to as high as 30 for formidable and highly dangerous,
events, popular culture, streetwise, theology and expensive, or illegal favors. A Charismatic hero can’t
philosophy) (Int), Perform (act, dance, keyboards, take 10 or 20 on this check, nor can the hero retry
percussion instruments, sing, stand-up, stringed the check for the same (or virtually the same) favor.
instruments, wind instruments) (Cha), Profession Favors should help advance the plot of an adventure.
(Wis), Read/Write Language (none), and Speak A favor that would enable a character to avoid an
Language (none). adventure altogether should always be unavailable to
Skill Points at 1st Level: (7 + Int modifier) x4. the character, regardless of the result of a favor check.
Skill Points at Each Additional Level: 7 + Int The GM should carefully monitor a Charismatic
modifier. hero’s use of favors to ensure that this ability isn’t
abused. The success or failure of a mission shouldn’t
CLASS FEATURES hinge on the use of a favor, and getting a favor
The following are class features of the Charismatic shouldn’t replace good roleplaying or the use of other
Hero. skills. The GM may disallow any favor deemed to be
Talents: At 1st, 3rd, 5th, 7th, and 9th level, the disruptive to the game.
Charismatic Hero selects a talent from the following Prerequisite: Charm.
talent trees. Some talents have prerequisites that a Captivate: The Charismatic hero has the ability to
character must meet before selecting them. As long as temporarily beguile a target (a GM character) through
the hero qualifies, she can select freely from any and the use of words and bearing. The target must have an
all talent trees. No talent can be selected more than Intelligence score of 3 or higher to be susceptible to a
once unless expressly indicated. captivate attempt, must be within 30 feet of the hero,
Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level, the and must be able to see, hear, and understand the hero.
Charismatic Hero gains a bonus feat. This feat must To captivate a target, the hero must use an attack
be selected from the following list: Agile Riposte, action and make a Charisma check (DC 15), adding
Creative, Deceptive, Dodge, Frightful Presence, his or her Charismatic level as a bonus. If the
Iron Will, Leadership, Lightning Reflexes, Low Charisma check succeeds, the target can try to resist.
Profile, Market, Point Blank Shot, Renown, Silver The target resists the captivation attempt by making
Tongue, Trustworthy. The character must meet any
prerequisites for these feats.

CHARM TALENT TREE


The Charismatic hero has an innate talent for being
charming and captivating.
Charm: The Charismatic hero gets a bonus on
all Charisma-based skill checks made to influence
members of his chosen gender. (Some characters are
charming to members of the opposite gender, others to
members of the same gender.) The bonus is equal to
the character’s Charismatic level.
A Charismatic hero can only charm Gamemaster
characters with attitudes of indifferent or better. The
charm bonus can’t be used against characters who
are unfriendly or hostile.
Favor: The Charismatic hero has the ability to
acquire minor aid from anyone he or she meets.
By making a favor check, a Charismatic hero can
gain important information without going through
the time and trouble of doing a lot of research.
Favors can also be used to acquire the loan
of equipment or documents, or to receive
other minor assistance in the course of an
adventure.

23
A Charismatic hero spends 1 action point
to activate this talent. To make a favor check,
roll a d20 and add the character’s favor bonus,
equal to the character’s Charismatic level. The
GM sets the DC based on the scope of the favor being
a Will saving throw (DC 10 + Charismatic hero’s The target resists the taunt by making a Will saving
class level + Charismatic hero’s Cha bonus). If the throw (DC 10 + Charismatic hero’s class level +
saving throw fails, the hero becomes the target’s sole Charismatic hero’s Cha bonus). If the save fails, the
focus. The target pays no attention to anyone else for target becomes dazed (unable to act, but can defend
1 round. This focusing of the target’s attention allows normally) for 1 round.
other characters to take actions of which the captivated A taunt can be played on an opponent any number
target is unaware. The effect ends immediately if the of times.
target is attacked or threatened. Prerequisites: Fast-talk, dazzle.
A Charismatic hero can concentrate to keep a target
captivated for additional rounds. The Charismatic hero LEADERSHIP TALENT TREE
concentrates all his or her effort on the task, and the The Charismatic hero has a talent for leadership and
target gets to make a new Will save each round. The inspiration.
effect ends when the hero stops concentrating, or when Coordinate: The Charismatic hero has a knack
the target succeeds on the save. for getting people to work together. When the hero
Prerequisites: Charm, Favor. can spend a full round directing his or her allies and
makes a Charisma check (DC 10), the hero provides
FAST-TALK TALENT TREE any of his or her allies within 30 feet a +1 bonus on
The Charismatic hero has an innate talent for bending their attack rolls and skill checks. The bonus lasts
the truth and dazzling others with a combination of for a number of rounds equal to the hero’s Charisma
words, mannerisms, and charm. modifier.
Fast-Talk: The Charismatic hero has a way with The hero can coordinate a number of allies equal to
words when attempting to con and deceive. With this one-half his or her Charismatic level, rounded down
talent, he or she applies his or her Charismatic level as (to a minimum of one ally).
a bonus on any Bluff, Diplomacy, or Gamble checks Inspiration: The Charismatic hero can inspire his or
the hero makes while attempting to lie, cheat, or her allies, bolstering them and improving their chances
otherwise bend the truth. of success. An ally must listen to and observe the
Dazzle: The Charismatic hero has the ability to Charismatic hero for a full round for the inspiration to
dazzle a target (a GM character) through sheer force take hold, and the hero must make a Charisma check
of personality, a winning smile, and fast-talking. The (DC 10). The effect lasts for a number of rounds equal
target must have an Intelligence score of 3 or higher to the hero’s Charisma modifier.
to be susceptible to a dazzle attempt, must be within An inspired ally gains a +2 morale bonus on saving
30 feet of the hero, and must be able to see, hear, and throws, attack rolls, and damage rolls.
understand the hero. A Charismatic hero can’t inspire him or herself.
To dazzle a target, the hero must use an attack action The hero can inspire a number of allies equal to one-
and make a Charisma check (DC 15), adding his or her half his or her Charismatic level, rounded down (to a
Charismatic level as a bonus. If the Charisma check minimum of one ally).
succeeds, the target can try to resist. Prerequisite: Coordinate.
The target resists the dazzle attempt by making a Will Greater Inspiration: The Charismatic hero can
saving throw (DC 10 + Charismatic hero’s class level inspire his or her allies to even greater heights,
+ Charismatic hero’s Cha bonus). If the save fails, bolstering them and improving their chances of
the target receives a –1 penalty on attack rolls, ability success. An ally must listen to and observe the
checks, skill checks, and saving throws for a number Charismatic hero for a full round for the greater
of rounds equal to the character’s Charismatic level. inspiration to take hold, and the hero must make a
This talent can be selected multiple times, each time Charisma check (DC 10). The effect lasts for a number
worsening the dazzled penalty by –1. of rounds equal to the hero’s Charisma modifier.
Prerequisite: Fast-talk. An inspired ally gains an additional +1 morale
Taunt: The Charismatic hero has the ability to bonus on saving throws, attack rolls, and damage rolls,
temporarily rattle a target (a GM character) through which stacks with the bonus from inspiration for a
the use of insults and goading. The target must have an total of a +3 morale bonus.
Intelligence score of 3 or higher to be susceptible to a A Charismatic hero can’t inspire him or herself.
taunt, must be within 30 feet of the hero, and must be The hero can inspire a number of allies equal to one-
able to hear and understand the hero. half his or her Charismatic level, rounded down (to a
To taunt a target, the hero must use an attack action minimum of one ally).
and make a Charisma check (DC 15), adding his or her Prerequisites: Coordinate, inspiration.
24 Charismatic level as a bonus. If the Charisma check
succeeds, the target can try to resist.
CHAPTER 2:

SKILLS

“The survivors would envy the dead.” Skills represent a character’s basic
abilities, such as climbing, listening, and searching.
-Nikita S. Khrushchev For completeness and ease of use, all the relevant
skills from d20 Modern are reproduced here, along
“For the first time in the history of mankind, with tweaks and options for using them in post-
one generation literally has the power to destroy apocalyptic games.
the past, the present and the future, the power
to bring time to an end.”

-Hubert H. Humphrey
SKILL BASICS Class
1st-Level
Skill Points
Higher-Level
Skill Points
Strong (3 + Int modifier) x4 3 + Int modifier
GETTING SKILLS Fast (5 + Int modifier) x4 5 + Int modifier
At each level, a character gets Tough (3 + Int modifier) x4 3 + Int modifier
skill points that are used to buy Smart (9 + Int modifier) x4 9 + Int modifier
Dedicated (5 + Int modifier) x4 5 + Int modifier
skills. The character’s class and
Charismatic (7 + Int modifier) x4 7 + Int modifier
Intelligence modifier determine
the number of points received.
If the character buys a class skill, he gets 1 rank in SKILL CHECKS
the skill for each skill point spent. If the character buys Unlike with attack rolls and saving throws, a natural
a cross-class skill, he gets ½ rank per skill point. The roll of 20 on the d20 is not an automatic success when
maximum rank in a class skill is equal to character making a skill check, and a natural roll of 1 is not an
level + 3. The maximum rank in a cross-class skill is automatic failure.
one-half of this number.
DIFFICULTY CLASS
USING SKILLS Some checks are made against a Difficulty Class (DC).
To make a skill check, roll: The DC is a number set by the GM (using the skill
rules as a guideline) that a character must attain to
1d20 + skill modifier succeed.
(Skill modifier = skill ranks + ability modifier + Difficulty (DC) Example (Skill Used)
miscellaneous modifiers) Notice something large in plain
Very easy (0)
sight (Spot)
Easy (5) Climb a knotted rope (Climb)
SKILL RANKS Hear an approaching raider
A character’s number of ranks in a skill is based on the Average (10)
(Listen)
number of skill points the character has invested in the
skill. Some skills can be used even if the character has Tough (15) Disarm an explosive (Demolitions)
no ranks in the skill; doing this is known as making an Swim against a strong current
Challenging (20)
untrained skill check. (Swim)
Break into a secure computer
Formidable (25)
system (Computer Use)
ABILITY MODIFIER Leap across a 30-foot chasm
The ability modifier used in the skill check is Heroic (30)
(Jump)
the modifier for the skill’s key ability (the ability Superheroic (35) Build a laser rifle (craft)
associated with the skill’s use). The key ability of a Track a trained scav through the
skill is noted in its description. ruins of a necropolis on a moonless
Nearly impossible (40)
night after 12 days of rainfall
MISCELLANEOUS MODIFIERS (Survival)
Miscellaneous modifiers include bonuses provided by
feats and class features, and penalties such as the ones OPPOSED CHECKS
associated with the nonproficient use of armor, among Some skill checks are opposed checks. They are
others. made against a randomized number, usually another
character’s skill check result.
For ties on opposed checks, the character with the
ACQUIRING SKILL RANKS higher key ability score wins. If those scores are the
Ranks indicate how much training or experience
same, roll again.
a character has with a given skill. Each skill has
a number of ranks, from 0 (for a skill in which a Task Skill Opposing Skill
character has no training at all) to 23 (for a 20th- Sneak up on someone Move Silently Listen
level character who has increased a class skill to Con someone Bluff Sense Motive
Hide from someone Hide Spot
its maximum rank). When making a skill check, a
Win a car race Drive Drive
character adds his skill ranks to the roll as part of the Pretend to be someone
skill modifier. Disguise Spot
else
The rules assume that a character can always find a Steal a key chain Sleight of Hand Spot

26
way to learn any skill. However, the GM can impose Create a fake ID Forgery Forgery
limits depending on circumstances and a given
situation.
TRYING AGAIN TIME AND SKILL CHECKS
If a character fails on a skill check, he can sometimes Using a skill might take a round, several rounds, or
try again. Check the skill description to find out if, and even longer. It might take no time at all. Types of
under what circumstances, a character can try again. actions define how long activities take to perform
Many skills, however, have natural consequences for within the framework of a combat round (6 seconds)
failing that must be accounted for. Some skills can’t be and how movement is treated with respect to the
tried again once a check has failed for a particular task. activity. See the skill description for specifies on how
If the use of a skill carries no penalty for failure, a long a skill takes to use.
character can take 20 and assume that he keeps trying In general, using a skill that requires concentration
until he eventually succeeds. while in close combat is dangerous. Nearby opponents
can make attacks of opportunity against a character
UNTRAINED SKILL CHECKS when he lets his guard down.
Generally, if a character attempts to use a skill in
which he doesn’t have any ranks, he makes a skill TOOLS
check as described. The character’s skill modifier Some skill applications require the use of tools.
doesn’t include skill ranks because the character If tools are needed, the specific items required are
doesn’t have any. The character does get other mentioned in the skill description. If the character
modifiers, though, such as the ability modifier for the doesn’t have the appropriate tools, he can still attempt
skill’s key ability. to use the skill, but the character takes a –4 penalty on
Some skills can be used only if the character is his check.
trained in the skill. A character may be able to put together some
impromptu tools to make the check. If the GM allows
FAVORABLE AND UNFAVORABLE CONDITIONS it, reduce the penalty to –2 (instead of –4) for using
Some situations may make a skill easier or harder to impromptu tools. It usually takes some time (several
use, resulting in a bonus or penalty to the skill modifier minutes to an hour or more) to collect or create a set
or a change to the skill check’s DC. of impromptu tools, and it may require a skill check
The GM can alter the odds of success in four ways as well.
to take into account exceptional circumstances:
1. Give the skill user a +2 circumstance bonus to
represent conditions that improve performance, such
as having the perfect tool for the job, getting help from
another character, or working under conditions that are
significantly better than normal.
2. Give the skill user a –2 circumstance penalty
to represent conditions that hamper performance,
such as being forced to use improvised tools or
possessing misleading information.
3. Reduce the DC by 2 to represent
circumstances that make the task easier, such
as having a friendly audience when making a
Perform check or searching for information on an
extremely well documented topic with a Computer
Use check.
4. Increase the DC by 2 to represent circumstances
that make the task harder, such as making a Perform
check in front of a hostile audience or searching for
information on a very poorly documented topic with a
Computer Use check.
Conditions that affect a character’s ability to
perform the skill change the character’s skill
modifier. Conditions that modify how well the
character must perform the skill to succeed
change the DC. A bonus on a character’s skill
modifier or a reduction in the DC of the check
have the same result—they create a better chance 27
for success. But they represent different
circumstances, and sometimes that
difference is important.
CHECKS WITHOUT ROLLS ABILITY CHECKS
A skill check represents an attempt to accomplish Sometimes a character tries to do something to which
some goal, usually in the face of time pressure or no specific skill applies. In these cases, the character
distraction. Sometimes, though, a character can use a makes an ability check: roll 1d20 and apply the
skill under more favorable conditions and eliminate appropriate ability modifier. The GM assigns a DC,
the luck factor. or sets up an opposed check when two characters are
engaged in a contest using one ability against another.
TAKING 10 In some cases, a test of one’s ability doesn’t involve
When a character is not being threatened or distracted, luck. When two characters arm wrestle, for example,
she may choose to take 10. Instead of rolling 1d20 for the stronger character simply wins. In the case of
the skill check, calculate the result as if the character identical scores, make opposed Strength checks.
had rolled a 10 (an average roll on a d20). For many Example Ability Check Key Ability
relatively routine tasks, taking 10 results in a success. Forcing open a jammed or locked door Strength
Distractions and threats make it impossible for a Tying a rope Dexterity
character to take 10. A character also can’t take 10 Holding one’s breath Constitution
when using a skill untrained, though the GM may Navigating a maze Intelligence
allow exceptions for truly routine activities. Recognize a stranger you’ve seen before Wisdom
Getting yourself noticed in a crowd Charisma

TAKING 20
When a character has plenty of time, is faced with no MODIFIER TYPES AND STACKING
threats or distractions, and the skill being attempted A modifier provides a bonus (a positive modifier) or a
carries no penalty for failure, a character can take 20. penalty (a negative modifier) to a die roll.
Instead of rolling 1d20 for the skill check, calculate Bonuses with specific descriptors, such as
the result as if the character had rolled a 20. “equipment bonus,” generally don’t stack (combine
Taking 20 is the equivalent of attempting the check for cumulative effect) with others of the same type. In
over and over again until the character gets it right. those cases, only the best bonus of that type applies.
Taking 20 takes twenty times as long as making a The only specific bonuses that stack are dodge
single check (2 minutes for a skill that can normally be bonuses, synergy bonuses, and sometimes
checked in 1 round). circumstance bonuses. Circumstance bonuses stack
only if they’re provided by differing circumstances;
if two circumstance bonuses caused by similar
AIDING ANOTHER circumstances apply, they don’t stack.
In some situations, characters can cooperate to Specific bonuses that don’t stack include
accomplish a given task. One character is designated competence, cover, equipment, morale, natural armor,
as the leader in the effort, while the others try to aid and size.
the character in her efforts. A character aids another If the game setting includes magic or other
by making a skill check (DC 10). This is an attack supernatural effects, there can also be deflection,
action, and the character can’t take 10 on this check. enhancement, enlargement, haste, inherent, insight,
If the check succeeds, the designated leader gains a luck, profane, resistance, and sacred bonus descriptors.
+2 circumstance bonus to apply to her skill check to None of these bonuses stack.
complete the task. Any bonus without a descriptor (such as simply a
In many cases, a character’s help won’t be “+1 bonus”) stacks with other bonuses.
beneficial, or only a limited number of characters All penalties stack, regardless of their descriptors.
can help at the same time. The GM limits aid another
attempts as he sees fit for the conditions.
SKILL DESCRIPTIONS
SKILL SYNERGY Skills are presented in alphabetical
Sometimes, the GM may decide that having one order, in the following format.
skill provides a bonus when a character uses another Entries that do not apply to a
skill in certain situations. The character must have at particular skill are omitted in
least 5 ranks in the related skill to gain this synergy that skill’s description.
bonus, and the GM must agree that the two skills can
complement each other in the given situation. In such SKILL NAME (KEY ABILITY)
cases, the character receives a +2 synergy bonus on the
28
Trained Only; Armor Penalty
skill check. The skill name line and the line beneath it include
the following information:
Key Ability: The abbreviation for the ability whose
modifier applies to the skill check. Exceptions: Speak
Language and Read/Write Language have “None” The character can move her full speed, but takes a
given as their key ability because the use of these –5 penalty on her Balance check. (Moving twice the
skills never requires a check. character’s speed in a round requires two checks, one
Trained Only: If “Trained Only” appears on the for each move action.)
line beneath the skill name, a character must have at The character can attempt to charge across a
least 1 rank in the skill to use it. If “Trained Only” precarious surface. Charging requires one Balance
is omitted, the skill can be used untrained. If any check at a –5 penalty for each multiple of her speed
particular notes apply to trained or untrained use, they (or fraction thereof) that she charges.
are covered in the Special section (see below). Special: A character can take 10 when making a
Armor Penalty: If “Armor Penalty” appears on the Balance check, but can’t take 20.
line beneath the skill name, apply the armor penalty A character with the Focused feat gets a +2 bonus
for the armor the character is wearing to checks on all Balance checks.
involving this skill. Time: Balancing while moving one-half the
Check: What a character can do with a successful character’s speed is a move action.
skill check, and the check’s DC. Accelerated movement, allowing the character to
Try Again?: Any conditions that apply to repeated balance while moving her full speed, is also a move
attempts to use the skill for a particular purpose. action.
If this entry is omitted, the skill check can be tried
again without any inherent penalty other than taking BLUFF (CHA)
additional time. An important skill for scavs and skuks, Bluff can be
Special: Any particular notes that apply, such as used to lie, mislead, and confuse others.
whether a character can take 10 or take 20 when using Check: A Bluff check is opposed by the target’s
the skill. Sense Motive check when trying to con or mislead.
Untrained: Any details about using a skill Favorable and unfavorable circumstances weigh
untrained. If this entry doesn’t appear, it means the heavily on the outcome of a bluff. Two circumstances
skill works the same even when used untrained, or can work against the character: The bluff is hard to
that an untrained character can’t make checks with believe, or the action that the bluff requires the target
this skill (true for skills that are designated “Trained to take goes against the target’s self-interest, nature,
Only”). personality, or orders.
Time: How much time it takes to make a check with If it is important, the GM can distinguish between
this skill. a bluff that fails because the target does not believe
it and one that fails because it asks too much of the
BALANCE (DEX) target. For instance, if the target gets a +10 bonus
Armor Penalty because the bluff demands something risky of the
Use this skill to keep your balance while walking target, and the target’s Sense Motive check succeeds
across narrow or precarious terrain. by 10 or less, then the target did not so much see
Check: The character can walk on a precarious through the bluff as prove reluctant to go along with it.
surface. A successful check lets the character move If the target’s Sense Motive check succeeds by 11 or
at half her speed along the surface as a move action. more, he has seen through the bluff, and would have
A failure indicates that the character spends her move succeeded in doing so even if it had not placed any
action keeping her balance and does not move. A demand on him (that is, even without the +10 bonus).
failure by 5 or more indicates that the character falls. A successful Bluff check indicates that the target
The difficulty varies with the conditions of the surface. reacts as the character wishes, at least for a short
time (usually 1 round or less), or the target believes
Narrow Surface DC* Difficult Surface DC
7–12 in. wide 10 Uneven or angled 10 something that the character wants him or her to
2–6 in. wide 15 Slippery surface 10 believe.
Less than 2 in. wide 20 A bluff requires interaction between the character
and the target. Targets unaware of the character can’t
*Add +5 to the DC if the narrow surface is slippery be bluffed.
or angled; add +10 if it is both slippery and angled.
Being Attacked While Balancing: While balancing, Example Circumstances Modifier
the character is flat-footed (the character loses her The target wants to believe the character. –5
The bluff is believable and doesn’t affect the
Dexterity bonus to Defense, if she has one), unless +0
target much one way or the other.
the character has 5 or more ranks in Balance. If the
29
The bluff is a little hard to believe or puts the
character takes damage, she must make a Balance +5
target at some kind of risk.
check again to remain standing. The bluff is hard to believe or entails a large risk
+10
Accelerated Movement: The character can try to for the target.
cross a precarious surface more quickly than normal. The bluff is way out there; it’s almost too
+20
incredible to consider.
Feinting in Combat: A character can also use Bluff had already attained (unless he is secured with some
to mislead an opponent in combat so that the opponent kind of harness or other equipment).
can’t dodge the character’s attack effectively. If the The DC of the check depends on the conditions of
character succeeds, the next attack the character the climb. If the climb is less than 10 feet, reduce the
makes against the target ignores its Dexterity bonus DC by 5.
to Defense (if the opponent has one), thus lowering Since the character can’t move to avoid an attack, he
its Defense score. Using Bluff in this way against a is flat-footed while climbing (the character loses any
creature of animal intelligence (Int 1 or 2) requires Dexterity bonus to Defense).
a –8 penalty on the check. Against a nonintelligent Any time the character takes damage while
creature, feinting is impossible. climbing, make a Climb check against the DC of the
Creating a Diversion to Hide: A character can use slope or wall. Failure means the character falls from
Bluff to help him hide. A successful Bluff check gives his current height and sustains the appropriate falling
the character the momentary diversion needed to damage.
attempt a Hide check while people are aware of the Accelerated Climbing: A character can try to climb
character. (See the Hide skill) more quickly than normal. The character can move his
Sending a Secret Message: A character can use or her full speed, but takes a –5 penalty on his Climb
Bluff to send and understand secret messages while check. (Moving twice the character’s speed in a round
appearing to be speaking about other things. The requires two checks, one for each move action.)
DC for a basic message is 10. Complex messages or Making Handholds and Footholds: A character can
messages trying to communicate new information make handholds and footholds by pounding pitons
have DCs of 15 or 20. Both the sender and the receiver into a wall. Doing so takes 1 minute per piton, and one
must make the check for the secret message to be piton is needed per 3 feet. As with any surface with
successfully relayed and understood. handholds and footholds, a wall with pitons in it has
Anyone listening in on a secret message can attempt a DC of 15. In similar fashion, a climber with an ice
a Sense Motive check (DC equal to the sender’s axe or other proper implement can cut handholds or
Bluff check result). If successful, the eavesdropper footholds in an ice wall.
realizes that a secret message is contained in the Catching Yourself When Falling: It’s practically
communication. If the eavesdropper beats the DC by 5 impossible for a character to catch himself on a wall
or more, he understands the secret message. while falling. Make a Climb check (DC equal to wall’s
Whether trying to send or intercept a message, a DC + 20) to do so. A slope is relatively easier to catch
failure by 5 or more points means that one side or the on (DC equal to slope’s DC + 10).
other misinterprets the message in some fashion. Special: Someone using a rope can haul a character
Try Again?: Generally, a failed Bluff check makes upward (or lower the character) by means of sheer
the target too suspicious for the character to try strength. Use two times a character’s maximum load to
another bluff in the same circumstances. For feinting determine how much weight he can lift.
in combat, the character may try again freely. A character can take 10 while climbing, but can’t
Special: A character can take 10 when making a take 20.
bluff (except for feinting in combat), but can’t take 20. A character without climbing gear takes a –4 penalty
A character with the Deceptive feat gets a +2 bonus on Climb checks. At the GM’s discretion, certain kinds
on all Bluff checks. of climbing attempts might require only a rope or
Time: A bluff takes at least 1 round (and is at least some other implement, or even just one’s hands and
a full-round action) but can take much longer if the feet, rather than a full set of climbing gear to avoid the
character tries something elaborate. Using Bluff as a penalty.
feint in combat is an attack action. A character with the Athletic feat gets a +2 bonus on
all Climb checks.
CLIMB (STR) DC Example Wall or Surface or Task
Armor Penalty 0 A slope too steep to walk up.
Use this skill to scale steep terrain and walls. 5 A knotted rope with a wall to brace against.
Check: With each successful Climb check, the A rope with a wall to brace against. A knotted rope.
character can advance up, down, or across a slope or 10 A surface with sizable ledges to hold on to and stand
on, such as a rugged cliff face.
a wall or other steep incline (or even a ceiling with
Any surface with adequate handholds and footholds
handholds). (natural or artificial), such as a rough natural rock
A slope is considered to be any incline of less than 15 surface, a tree, or a chain-link fence. An unknotted

30
60 degrees; a wall is any incline of 60 degrees or rope. Pulling yourself up when dangling by your
steeper. hands.
A failed Climb check indicates that the character An uneven surface with just a few narrow handholds
makes no progress, and a check that fails by 5 or more and footholds, such as a coarse masonry wall or
20
means that the character falls from whatever height he a sheer cliff face with a few crevices and small
toeholds.
A rough surface with no real handholds or footholds, Size of Site DC Time
25
such as a brick wall. Personal computer 10 1 round
Small office network 15 2 rounds
25 Overhang or ceiling with handholds but no footholds.
Large office network 20 1 minute
A perfectly smooth, flat, vertical surface can’t be Massive corporate network 25 10 minutes

climbed.
Climbing inside an air duct or other location where Defeat Computer Security: This application of
–10* one can brace against two opposite walls (reduces Computer Use cannot be used untrained. The DC is
normal DC by 10). determined by the quality of the security program
Climbing a corner where a character can brace
installed to defend the system. If the check is failed
–5* against perpendicular walls (reduces normal DC by
5). by 5 or more, the security system immediately alerts
+5* Surface is slippery (increases normal DC by 5). its administrator that there has been an unauthorized
*These modifiers are cumulative; use any that apply. entry. An alerted administrator may attempt to identify
the character or cut off his access to the system.
Time: Climbing at one-half a character’s speed is a Sometimes, when accessing a difficult site, the
full-round action. Moving half that far (one-fourth the character has to defeat security at more than one stage
character’s speed) is a move action. of the operation. If the character beats the DC by 10
Accelerated climbing, allowing the character or more when attempting to defeat computer security,
to climb at his full speed, is a full-round action. A he automatically succeeds at all subsequent security
character can move half that far (one-half his speed) as checks at that site until the end of his session (see
a move action. Computer Hacking below).
Level of Security DC
COMPUTER USE (INT) Minimum 20
While computers exist in most post-apocalyptic Average 25
campaigns, they are not the mainstream technology Exceptional 35
Maximum 40
they were in the past. Gone are the worldwide
networks and telecommunications infrastructure that
Defend Security: If the character is the system
connected the planet’s computers. Thus, the role
administrator for a site (which may be as simple as
of computers in a post-apocalyptic game is often
being the owner of a laptop), he can defend the site
quite limited, depending on the type and theme of
against intruders. If the site alerts the character to
the setting. This is not to say that large computer
an intruder, the character can attempt to cut off the
networks no longer exist—hidden in vaults, military
intruder’s access (end the intruder’s session), or even
installations, and other surviving pre-Fall complexes,
to identify the intruder.
advanced computers and networks still live, either
To cut off access, make an opposed Computer Use
waiting to be found or already being used by emerging
check against the intruder. If the character succeeds,
or surviving factions of the post-Fall world.
the intruder’s session is ended. The intruder might
In traditional modern games, Computer Use can be
be able to defeat the character’s security and access
used untrained, but in post-apocalyptic games, only
the site again, but the intruder will have to start the
characters with the Post-Apocalyptic Technology feat
hacking process all over. Attempting to cut off access
can use Computer Use untrained.
takes a full round.
Check: Most normal computer operations do not
One surefire way to prevent further access is to
require a Computer Use check (though a character
simply shut the site down. With a single computer,
might have to make a Research check; see the
that’s often no big deal—but on a large site with many
Research skill description). However, searching
computers (or computers controlling functions that
an unfamiliar network for a particular file, writing
can’t be interrupted), it may be time-consuming or
computer programs, altering existing programs to
even impossible.
perform differently (better or worse), and breaking
To identify the intruder, make an opposed Computer
through computer security are all relatively difficult
Use check against the intruder. If the character
and require skill checks.
succeeds, he learns the site from which the intruder is
Find File: This skill can be used for finding files or
operating (if it’s a single computer, the character learns
data on an unfamiliar system. The DC for the check
the name of the computer’s owner). Identifying the
and the time required are determined by the size of the
intruder requires 1 minute and is a separate check from
site on which the character is searching.
cutting off access. This check can only be made if the
This application of the Computer Use skill only
pertains to finding files on private systems with which
the character is not familiar.
intruder is accessing the character’s site for the entire
length of the check—if the intruder’s session ends 31
before the character finishes the check, the character
automatically fails.
This application of the skill can be used to intercept Type of Operation DC Time
a cell phone conversation if the character has a cellular Shut down passive remote 20 1 round per remote
interceptor. The DC is 35, or 25 if the character knows (including cameras and door locks)
the number of the phone that initiated the call. Shut down active remote 25 1 round per remote
Degrade Programming: A character can destroy (including motion detectors and alarms)
or alter applications on a computer to make use of Reset parameters 30 1 minute per remote
Change passcodes 25 1 minute
that computer harder or impossible. The DC for the
Hide evidence of alteration +10 1 minute
attempt depends on what the character tries to do. Minimum security –5 —
Crashing a computer simply shuts it down. Its user Exceptional security +10 —
can restart it without making a skill check (however, Maximum security +15 —
restarting takes 1 minute). Destroying programming
makes the computer unusable until the programming COMPUTER HACKING
is repaired. Damaging programming imposes a –4 Breaking into a secure computer or network is often
penalty on all Computer Use checks made with the called hacking.
computer (sometimes this is preferable to destroying When a character hacks, he attempts to invade
the programming, since the user might not know that a site. A site is a virtual location containing files,
anything is wrong, and won’t simply decide to use a data, or applications. A site can be as small as a
different computer). single computer, or as large as a corporate network
A character can degrade the programming of connecting computers and data archives all over the
multiple computers at a single site; doing so adds +2 world—the important thing is that access to the site
to the DC for each additional computer. connects the user to everything within it.
Scope of Alteration DC Time Every site is overseen by a system administrator—
Crash computer 10 1 minute the person in charge of the site, and who maintains its
Destroy programming 15 10 minutes security. Often, the system administrator is the only
Damage programming 20 10 minutes person with access to all of a site’s functions and data.
A site can have more than one system administrator;
Fixing the degraded programming requires 1 hour large sites have a system administrator on duty at all
and a Computer Use check against a DC equal to the times. A character is the system administrator of his
DC for degrading it + 5. personal computer.
Write Program: A character can create a program to When a character hacks into a site, the visit is called
help with a specific task. Doing so grants the character a session. Once a character stops accessing the site, the
a +2 circumstance bonus to the task. session is over. The character can go back to the site in
A specific task, in this case, is one type of operation the future; when he does, it’s a new session.
with one target. Several steps are required to hack into a site:
The DC to write a program is 20; the time required Covering Tracks: This step is optional. By making
is 1 hour. a Computer Use check (DC 20), a character can alter
Operate Remote Device: Many devices are his identifying information. This imposes a –5 penalty
computer-operated via remote links. If the character on any attempt made to identify the character if his or
has access to the computer that controls such systems, her activity is detected.
the character can either shut them off or change their Physical Access: A character gains physical access
operating parameters. The DC depends on the nature to the computer, or a computer connected to the site.
of the operation. If the character fails the check by 5 or A variety of skill checks may be required, depending
more, the system immediately alerts its administrator on the method used to gain access.
that there has been an unauthorized use of the Locate What You’re Looking For: To find the data
equipment. An alerted administrator may attempt (or application, or remote device) the character wants,
to identify the character or cut off his access to the make a Computer Use check. See Find File under the
system. skill description.
Special: A character can take 10 when using the Defeat File Security: Many networks have
Computer Use skill. A character can take 20 in some additional file security. If that’s the case, the character
cases, but not in those that involve a penalty for needs to make another check to defeat computer
failure. (A character cannot take 20 to defeat computer security.
security or defend security.) Do Your Stuff: Finally, the character can actually
A character with the Gearhead feat gets a +2 bonus do what he came to do. If the character just wants
on all Computer Use checks. to look at records, no additional check is needed.
32 Time: Computer Use requires at least a full-round
action. The GM may determine that some tasks require
(A character can also download data, although that
often takes several rounds—or even several minutes,
several rounds, a few minutes, or longer, as described for especially large amounts of information—to
above. complete.) Altering or deleting records sometimes
requires yet another check to defeat computer security. Check: A character makes a Concentration check
Other operations can be carried out according to the whenever he may potentially be distracted (by taking
Computer Use skill description. damage, by harsh weather, and so on) while engaged
in some action that requires his full attention. Such
COMMUNICATION SYSTEMS actions include using skills that provoke attacks of
The following uses are Trained Only. opportunity while in a threatened square. In general,
Send Transmission: This skill represents familiarity if an action would not normally incur an attack of
with communication systems, from backpack sized opportunity, a character doesn’t need to make a
satellite radios to the satellites themselves. Concentration check to avoid being distracted.
Unless there is severe weather, the character’s If the check succeeds, the character may continue
transmitter is damaged, or an enemy is actively with the action. If the Concentration check fails, the
jamming his signal, there is usually no need to make action automatically fails.
a check. If the character’s transmitter is damaged, The check DC depends on the nature of the
then the DC of her skill check is 10 + the amount of distraction.
damage the system has suffered. If there is a storm, Try Again?: Yes, though a success doesn’t cancel
the DC would be anywhere from 15 for an extremely the effects of a previous failure, such as the disruption
heavy thunderstorm to 30 during hurricane conditions. of an action that was being concentrated on.
If the PC is attempting to overcome enemy Electronic Special: By making a check against DC 15, a
Warfare, then the DC is usually a skill vs. skill contest. character can use Concentration to attempt an action
If the character rolls the DC needed exactly, then a defensively, so as to avoid attacks of opportunity
partial, garbled message gets through. altogether. This doesn’t apply to other actions that
Jamming: Most of the time, this skill is not rolled might incur attacks of opportunity (such as moving).
against a static DC, but rather rolled as a skill vs. skill If the Concentration check succeeds, the character
contest against the Computer Use of the character’s may attempt the action normally without incurring
opponent. The character engaging in active jamming any attacks of opportunity. A successful Concentration
rolls her skill check first, which sets the DC for her check still doesn’t allow a character to take 10 on a
opponent’s Computer Use skill to successfully get a check when he is in a stressful situation; he must roll
signal through. the check as normal.
Transmission Interception: If a signal is not If the Concentration check fails, the related
scrambled (meaning it is a general broadcast on an action automatically fails (with any appropriate
unsecured frequency) then intercepting it requires ramifications), and the action is wasted, just as if the
a Computer Use check (DC 10). If the signal is character’s concentration had been disrupted by a
scrambled (see below) it requires a successful skill vs. distraction.
skill contest against the opponent’s Computer Use roll. Special: Since Concentration checks are called for
Transmission Triangulation: Once a transmission in stressful situations, a character cannot take 10 or
has been intercepted, a character with this skill may take 20 on such checks.
make another skill check (DC 5 higher than the check A character with the Focused feat gets a +2 bonus
required to intercept a signal) to determine where that on all Concentration checks.
signal was broadcast. This grants a +5 bonus to any The concentration skill has further uses for
active sensor scan to detect the target vessel. characters using magic or psionics.
Scramble/Unscramble Transmission: Computer Time: Making a Concentration check doesn’t
use can be used to scramble a transmission. This is require an action; it is either a reaction (when
done with an opposed Computer Use check between attempted in response to a distraction) or part of
the individual sending the message and anyone another action (when attempted actively).
attempting to intercept or unscramble it. Distraction DC
Retry: The character may retry the skill whenever Damaged during the action 1 10 + damage dealt
conditions improve. If the storm lessens, or if her 10 + half of
Taking continuous damage during the
transmitter is repaired (even partially), the character continuous damage
action2
may try again. If the character is trying to pierce last dealt
enemy jamming operations, she may try every round. Vigorous motion (bouncy vehicle ride,
In the case of documents coded with Cryptography, the small boat in rough water, below decks 10
in a storm-tossed ship, riding a horse)
character may try again, but disposing of the original
Violent motion (very rough vehicle
becomes a serious security issue in such a case. ride, small boat in rapids, on deck of 15

33
storm-tossed ship, galloping horse)
CONCENTRATION (CON) Extraordinarily violent motion
20
Use this skill to keep your focus and avoid (earthquake)
Entangled in net or snare 15
distractions. Characters with neural mutations make
Grappling or pinned 20
frequent use of this skill.
Weather is a high wind carrying DC for the object in question. If the character fails
5
blinding rain or sleet the check, he does not make the object, and the raw
Weather is wind-driven hail, dust, or
10
materials are wasted (unless otherwise noted). The
debris raw material costs are simply guidelines. If attempting
1
Such as an activity that requires more than a single full- to craft a specific object found in d20 Modern or
round action. Also from an attack of opportunity or readied Darwin’s World, the raw materials should be roughly
attack made in response to the action being taken (for one-third the object’s full price.
activities requiring no more than a full-round action).
Generally, a character can take 10 when using a
2
Such as from catching on fire.
Craft skill to construct an object, but can’t take 20
(since doing so represents multiple attempts, and
CRAFT (INT) the character uses up the raw materials during the
This skill encompasses several categories. Each first attempt). The exception is Craft (writing); the
category is treated as a separate skill: Craft (chemical), character can take 20 because the character does not
Craft (electronic), Craft (mechanical), Craft use up any raw materials.
(pharmaceutical), Craft (structural), Craft (visual arts),
and Craft (writing). CRAFT (CHEMICAL) (INT)
Craft skills are specifically focused on creating Trained Only
objects. In order to effectively use a Craft skill, a This skill allows a character to mix chemicals
character must have a kit or some other set of tools. to create acids, bases, explosives, and poisonous
The cost of this equipment varies according to the substances.
particular Craft skill. Acids and Bases: Acids are corrosives substances.
To use Craft, you must first decide what the Bases neutralize acids but do not deal damage. A base
character is trying to create and consult the category of a certain type counteracts an acid of the same type
descriptions, below. If the character has the raw or a less potent type.
materials, make the Craft check against the given

TABLE 2-1: POISONS


Save Raw Craft
Poison Type Initial Damage Secondary Damage Time
DC Materials DC
Arsenic Ingested 15 1d4 Str 2d4 Con 50 cp 24 4 hr.
Atropine Injury 13 1d6 Dex 1d6 Str 12 cp 14 1 hr.
Belladonna (plant) Injury 18 1d6 Str 2d6 Str 150 cp n/a n/a
Blue vitriol Injury 12 1d2 Con 1d2 Con 12 cp 9 1 hr.
Unconsciousness 1d3
Chloral hydrate Ingested 18 1d6 Dex 100 cp 28 8 hr.
hours
Unconsciousness 1d3
Chloroform* Inhaled 17 - 50 cp 24 4 hr.
hours
Curare (plant) Injury 18 2d4 Dex 2d4 Wis 200 cp n/a n/a
Cyanide Injury 16 1d6 Con 2d6 Con 200 cp 31 15 hr.
Cyanogen Inhaled 19 1d4 Dex 2d4 Con 75 cp 28 8 hr.
DDT Inhaled 17 1d2 Str 1d4 Str 40 cp 20 4 hr.
Desert anemone sap Injury 15 Stun 1d4 rounds - 100 cp n/a n/a
Unconsciousness 1d3
Knockout gas Inhaled 18 1d3 Dex 50 cp 26 8 hr.
hours
Lead arsenate (gas) Inhaled 12 1d2 Str 1d4 Con 20 cp 17 2 hr.
Lead arsenate (solid) Ingested 12 1d2 Con 1d4 Con 20 cp 18 2 hr.
Mustard gas Inhaled 17 1d4 Con 2d4 Con 100 cp 26 8 hr.
Mutant bug venom Injury 13 1d2 Con 1d2 Con 10 cp n/a n/a
Othydont pus Inhaled 15 Nauseated 1d4 hours - 50 cp n/a n/a
Paris green (gas) Inhaled 14 1d2 Con 1d4 Con 50 cp 20 4 hr.
Paris green (solid) Ingested 14 1d4 Con 1d4 Con 50 cp 24 4 hr.
Rattlesnake venom Injury 12 1d6 Con 1d6 Con 100 cp n/a n/a
Sarin nerve gas Inhaled 18 1d4 Con 2d4 Con 200 cp 30 15 hr.
Scorpion/tarantula venom Injury 11 1d2 Str 1d2 Str 100 cp n/a n/a
Strychnine Injury 19 1d3 Dex 2d4 Con 50 cp 23 4 hr.
Tear gas Inhaled 15 Blindness 1d6 rounds - 50 cp 21 4 hr.
34 Utarn spittle
VX nerve gas
Injury
Inhaled
13
22
Paralysis 2d6 minutes
1d6 Con
-
2d6 Con
125 cp
500 cp
n/a
42
n/a
48 hr.
* Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful grapple check
and pin.
n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature in question.
Raw Acid Base while a cylinder holds enough gas to fill a 10-foot-
Type of Acid Time
Materials Craft DC Craft DC radius area.
Mild
20 cp 15 10 1 min.
Craft DC: The DC of the Craft check to create a
(1d6/1d10) * quantity of the poison.
Potent Time: The amount of time required for the Craft
100 cp 20 15 30 min.
(2d6/2d10) check.
Concentrated
450 cp 30 20 1 hr. If the Craft check succeeds, the final product is a
(3d6/3d10)
synthesized solid or liquid poison stored in a bottle
* The dice rolls in parentheses are typical splash damage/
(containing 4 doses) or a gas stored in a pressurized
immersion damage caused per round of exposure to the acid.
cylinder. When released, the gas is sufficient to fill a
Explosives: Building an explosive from scratch is
10-foot-radius area and takes 1 round to fill the area.
dangerous. If the Craft (chemical) check fails, the raw
Special: A character without a chemical kit takes a
materials are wasted. If the check fails by 5 or more,
–4 penalty on Craft (chemical) checks.
the explosive compound detonates as it is being made,
A character with the Builder feat gets a +2 bonus on
dealing half its intended damage to anyone in the burst
all Craft (chemical) checks.
radius, including the character crafting the explosive
device.
If the check succeeds, the final product is a solid CRAFT (ELECTRONIC) (INT)
material, about the size of a brick. An explosive Trained Only
compound does not include a fuse or detonator. This skill allows a character to build electronic
Connecting a fuse or detonator requires a Demolitions equipment from scratch, such as audio and video
check. equipment, timers and listening devices, or radios and
communication devices.
Type of Scratch- Raw Craft When building an electronic device from scratch,
Time
Built Explosive Materials DC the character describes the kind of device he wants to
Improvised
20 cp 10 1 round construct; then the GM decides whether the device is
(1d6/5 feet) *
Simple
simple, moderate, complex, or advanced compared to
50 cp 15 10 min. current technology.
(2d6/5 feet)
Moderate Raw Craft
75 cp 20 1 hr. Electronics (Examples) Time
(4d6/10 feet) Materials DC
Complex Simple (timer or
100 cp 25 3 hr. 25 cp 15 1 hr.
(6d6/15 feet) detonator)
Powerful Moderate (radio direction
250 cp 30 12 hr. 50 cp 20 12 hr.
(8d6/20 feet) finder, electronic lock)
Devastating Complex (cell phone) 100 cp 25 24 hr.
500 cp 35 24 hr.
(10d6/25 feet) Advanced (computer) 500 cp 30 60 hr.
* The figures in parentheses are typical damage/burst radius Futuristic
2,000 cp 35 200 hr
for each type of explosive. (android brain)

Poisonous Substances: Solid poisons are usually Advanced Electronics: Some high tech electronics,
ingested. Liquid poisons are most effective when such as those found in the Artifacts of the Ancients,
injected directly into the bloodstream. Gaseous require the Advanced Electronics Discipline feat.
poisons must be inhaled in order to be effective. The Characters without this feat suffer a –4 non-discipline
table below summarizes the characteristics of various penalty to craft checks.
poisons. Advanced Armor and Weapons: Some high
Save DC: The Difficulty Class of the Fortitude save tech weapons and armor, such as those found in
to negate the effects of the poison. the Artifacts of the Ancients, require the Advanced
Initial Damage: The damage a character takes Armor Discipline, Advanced Electronics Discipline,
immediately upon failing his or her Fortitude save. or Advanced Weapons Discipline feat. Characters
Secondary Damage: The damage a character without these feats suffer a –4 non-discipline penalty
takes after 1 minute of exposure to the poison if the per required feat to craft checks. For example, if a
character fails a second saving throw. Ability score character is attempting to create a suit of power armor
damage is temporary, unless marked with an asterisk, and does not have the Advanced Armor Discipline
in which case the damage is a permanent ability drain. and Advanced Electronics Discipline, he suffers a
Unconsciousness lasts for 1d3 hours, and paralysis cumulative –8 non-discipline penalty. If he has one of
lasts 2d6 minutes.
Raw Materials: The corium necessary to obtain the
the required feats, the penalty is only –4.
Special: A character without an electrical tool kit 35
raw materials to craft the poison, or to purchase one takes a –4 penalty on Craft (electronic) checks.
bottle of solid or liquid poison or one high-pressure A character with the Builder feat gets a +2 bonus on
cylinder of gaseous poison. A bottle holds four doses, all Craft (electronic) checks.
CRAFT (MECHANICAL) (INT) Advanced Pharmaceuticals: Some advanced
Trained Only drugs, such as those found in the Artifacts of the
This skill allows a character to build mechanical Ancients, require the Advanced Pharmaceuticals
devices from scratch, including engines and engine Discipline feat. Characters without this feat suffer a
parts, weapons, armor, and other gadgets. When –4 non-discipline penalty to craft checks.
building a mechanical device from scratch, the Special: A character without a pharmacist kit takes a
character describes the kind of device he wants to –4 penalty on Craft (pharmaceutical) checks.
construct; then the GM decides if the device is simple, A character with the Medical Expert feat gets a +2
moderate, complex, or advanced compared to current bonus on all Craft (pharmaceutical) checks.
technology.
Mechanical Device Raw Craft
CRAFT (STRUCTURAL) (INT)
Time This skill allows a character to build wooden, concrete,
(Examples) Materials DC
Simple (tripwire trap) 25 cp 15 1 hr or metal structures from scratch, including bookcases,
Moderate (engine component, desks, walls, houses, and so forth, and include such
50 cp 20 12 hr.
light armor) handyman skills as plumbing, house painting, drywall,
Complex (automobile engine,
100 cp 25 24 hr.
laying cement, and building cabinets.
9mm autoloader handgun)
Advanced (jet engine) 500 cp 30 60 hr. Raw Craft
Structure (Examples) Time
Futuristic (energy weapon, Materials DC
2,000 cp 35 200 hr Simple (bookcase, false
power armor) 10 cp 15 12 hr.
wall)
Moderate (catapult, shed,
Modern Aircraft, Firearms, and Vehicles: Modern 40 cp 20 24 hr.
house deck)
Aircraft, Firearms, and Vehicles require the Modern Complex (bunker, domed
Aircraft Discipline, Modern Firearms Discipline, or 120 cp 25 60 hr.
ceiling)
Modern Vehicles Discipline feat. Characters without Advanced (house) 500 cp 30 600 hr.
the respective feat suffer a –4 non-discipline penalty to
craft checks. When building a structure from scratch, the
Advanced Armor and Weapons: Some high character describes the kind of structure he wants
tech weapons and armor, such as those found in to construct; then the GM decides if the structure is
the Artifacts of the Ancients, require the Advanced simple, moderate, complex, or advanced in scope and
Armor Discipline, Advanced Electronics Discipline, difficulty.
or Advanced Weapons Discipline feat. Characters Special: A character without a mechanical tool kit
without these feats suffer a –4 non-discipline penalty takes a –4 penalty on Craft (structural) checks.
per required feat to craft checks. For example, if a A character with the Builder feat gets a +2 bonus on
character is attempting to create a suit of power armor all Craft (structural) checks.
and does not have the Advanced Armor Discipline
and Advanced Electronics Discipline, he suffers a CRAFT (VISUAL ART) (INT)
cumulative –8 non-discipline penalty. If he has one of This skill allows a character to create paintings or
the required feats, the penalty is only –4. drawings, take photographs, use a video camera, or in
Special: A character without a mechanical tool kit some other way create a work of visual art.
takes a –4 penalty on Craft (mechanical) checks. When attempting to create a work of visual art, the
A character with the Builder feat gets a +2 bonus on character simply makes a Craft (visual art) check, the
all Craft (mechanical) checks. result of which determines the quality of the work.
Unless the effort is particularly elaborate or
CRAFT (PHARMACEUTICAL) (INT) the character must acquire an expensive piece of
Trained Only equipment, the basic components have a purchase DC
This skill allows a character to compound medicinal of 5.
drugs to aid in recovery from treatable illnesses. A
Skill Check Result Effort Achieved
medicinal drug gives a +2 circumstance bonus on
9 or lower Untalented amateur
Fortitude saves made to resist the effects of a disease. 10–19 Talented amateur
The Craft (pharmaceutical) check is based on the 20–24 Professional
severity of the disease to be countered as measured by 25–30 Expert
the DC of the Fortitude save needed to resist it. 31 or higher Master

36
Disease Fortitude Raw Craft
Time Creating a work of visual art requires at least a full-
Save DC Materials DC
14 or lower 10 cp 15 1 hr. round action, but usually takes an hour, a day, or more,
15–18 30 cp 20 3 hr. depending on the scope of the project.
19–22 50 cp 25 6 hr. Special: A character with the Creative feat gets a +2
23 or higher 100 cp 30 12 hr. bonus on all Craft (visual art) checks.
CRAFT (WRITING) (INT) Check: Setting a simple explosive to blow up at a
This skill allows a character to create short stories, certain spot doesn’t require a check, but connecting
novels, scripts and screenplays, newspaper articles and and setting a detonator does. Also, placing an
columns, and similar works of writing. explosive for maximum effect against a structure calls
When creating a work of writing, the player simply for a check, as does disarming an explosive device.
makes a Craft (writing) check, the result of which Set Detonator: Most explosives require a detonator
determines the quality of the work. to go off. Connecting a detonator to an explosive
requires a Demolitions check (DC 10). Failure means
Skill Check Result Effort Achieved that the explosive fails to go off as planned. Failure
9 or lower Untalented amateur
by 10 or more means the explosive goes off as the
10–19 Talented amateur
20–24 Professional detonator is being installed.
25–30 Expert A character can make an explosive difficult to
31 or higher Master disarm. To do so, the character chooses the disarm
DC before making his check to set the detonator (it
Creating a work of writing requires at least 1 hour, must be higher than 10). The character’s DC to set the
but usually takes a day, a week, or more, depending on detonator is equal to the disarm DC.
the scope of the project. Place Explosive Device: Carefully placing an
Special: A character with the Creative feat gets a +2 explosive against a fixed structure (a stationary,
bonus on all Craft (writing) checks. unattended inanimate object) can maximize the
damage dealt by exploiting vulnerabilities in the
structure’s construction.
DECIPHER SCRIPT (INT) The GM makes the check (so that the character
Trained Only
doesn’t know exactly how well he has done). On
The ancients left behind many artifacts and
a result of 15 or higher, the explosive deals double
documents. Use this skill to decipher them.
damage to the structure against which it is placed. On
Check: A character can decipher writing in an
a result of 25 or higher, it deals triple damage to the
ancient language or in code, or interpret the meaning
structure. In all cases, it deals normal damage to all
of an incomplete text. The base DC is 20 for the
other targets within its burst radius.
simplest messages, 25 for standard codes, and 30
Disarm Explosive Device: Disarming an explosive
or higher for intricate or complex codes or exotic
that has been set to go off requires a Demolitions
messages. Helpful texts or computer programs can
check. The DC is usually 10, unless the person who
provide a bonus (usually a +2 circumstance bonus) on
set the detonator chose a higher disarm DC. If the
the check, provided they are applicable to the script in
character fails the check, he does not disarm the
question.
explosive. If he fails by more than 5, the explosive
If the check succeeds, the character understands the
goes off.
general content of a piece of writing, reading about
Special: A character can take 10 when using the
one page of text or its equivalent in 1 minute. If the
Demolitions skill, but can’t take 20.
check fails, the GM makes a Wisdom check (DC 10)
A character with the Cautious feat and at least 1 rank
for the character to see if she avoids drawing a false
in this skill gets a +2 bonus on all Demolitions checks.
conclusion about the text. (Success means that the
A character without a demolitions kit takes a –4
character does not draw a false conclusion; failure
penalty on Demolitions checks.
means that she does.)
Making an explosive requires the Craft (chemical)
The GM secretly makes both the skill check and the
skill. See that skill description for details.
Wisdom check so the character can’t tell whether the
Time: Setting a detonator is usually a full-round
conclusion drawn is accurate or not.
action. Placing an explosive device takes 1 minute or
Try Again?: No, unless conditions change or new
more, depending on the scope of the job.
information is uncovered.
Special: A character can take 10 when making a
Decipher Script check, but can’t take 20. DIPLOMACY (CHA)
A character with the Studious feat gets a +2 bonus Diplomacy is a very useful skill in the post-
on all Decipher Script checks. apocalyptic world. As they roam the fractured planet,
Time: Decipher Script takes 1 minute or more, characters will encounter new groups of wasteland
depending on the complexity of the code. denizens on a regular basis. A good first impression
can mean the difference between trading for resources

37
and having to fight for survival.
DEMOLITIONS (INT) Check: A character can change others’ attitudes
Trained Only
with a successful check (see the table below). In
Even in the post-apocalyptic world, people still like
negotiations, participants roll opposed Diplomacy
to blow things up. Use this skill to set, place, and
checks to see who gains the advantage. Opposed
disarm explosives.
checks also resolve cases where two advocates or locks. The character must have a lockpick set (for
diplomats plead opposing cases before a third party. a mechanical lock) or an electrical tool kit (for an
Diplomacy can be used to influence a GM electronic lock). The DC depends on the quality of the
character’s attitude. The GM chooses the character’s lock.
initial attitude based on circumstances. Most of the
Lock Type (Example) DC
time, the people the heroes meet are indifferent toward Cheap (briefcase lock) 20
them, but a specific situation may call for a different Average (home deadbolt) 25
initial attitude. The DCs given in the accompanying High quality (business deadbolt) 30
table show what it takes to change someone’s attitude High security (branch bank vault) 40
with the use of the Diplomacy skill. The character Ultra-high security (bank headquarters vault) 50
does not declare a specific outcome she is trying for;
instead, make the check and compare the result to the Disable Security Device: A character can disable
table below. a security device, such as an electric fence, motion
Try Again?: Generally, trying again doesn’t work. sensor, or security camera. The character must be able
Even if the initial check succeeds, the other character to reach the actual device. If the device is monitored,
can only be persuaded so far. If the initial check fails, the fact that the character attempted to disable it will
the other character has probably become more firmly probably be noticed.
committed to his or her position, and trying again is When disabling a monitored device, the character
futile. can prevent her tampering from being noticed. Doing
Special: A character can take 10 when making a so requires 10 minutes and an electrical tool kit, and
Diplomacy check, but can’t take 20. increases the DC of the check by +10.
A character with the Trustworthy feat gets a +2 Device Type (Example) DC
bonus on all Diplomacy checks. Cheap (home door alarm) 20
Time: Diplomacy is at least a full-round action. The Average (store security camera) 25
GM may determine that some negotiations require a High quality (art museum motion detector) 30
longer period of time. High security (bank vault alarm) 35
Ultrahigh security (motion detector at Area 51) 40
Possible Trade /
Attitude Means
Actions Barter
Traps and Sabotage: Disabling (or rigging or
Attack,
Will take risks to jamming) a simple mechanical device has a DC of 10.
Hostile interfere, 10%
hurt or avoid you More intricate and complex devices have higher DCs.
berate, flee
Wishes you The GM rolls the check. If the check succeeds, the
ill watch Mislead, character disables the device. If the check fails by 4 or
Unfriendly 25%
suspiciously, gossip, avoid, less, the character has failed but can try again. If the
insult character fails by 5 or more, something goes wrong. If
Doesn’t much Act as socially it’s a trap, the character springs it. If it’s some sort of
Indifferent 50%
care expected sabotage, the character thinks the device is disabled,
Wishes you well
Chat, advise, but it still works normally.
Friendly limited help, 75%
offer A character can rig simple devices to work normally
advocate
Will take risks to Protect, back for a while and then fail some time later (usually after
Helpful 90% 1d4 rounds or minutes of use).
help you up, heal, aid
Disable Robot and Cybernetic: You can use this skill
to disable a robot or external cybernetic attachment.
Initial —— New Attitude ——
Attitude Hostile Unf. Indif. Friendly Helpful Disabling a robot is a full-round action and requires
Hostile 19 or less 20 25 35 45 a successful Disable Device check (DC 30). The robot
Unfriendly 4 or less 5 15 25 35 must be pinned before the check can be made.
Indifferent — 0 or less 1 15 25 Disabling an external cybernetic attachment is a
Friendly — — 0 or less 1 15 full-round action and requires a successful Disable
Device check (DC 30). The creature to which the
DISABLE DEVICE (INT) cybernetic unit is attached must be pinned before the
Trained Only check can be made. Internal cybernetic attachments
Use this skill to disable traps, unlock a vault door, or cannot be disabled in this manner.
disable a security system. A disabled robot or disabled external cybernetic
Check: The GM makes the Disable Device check attachment can be re-enabled with a successful Repair
38 so that the character doesn’t necessarily know whether
she has succeeded.
check (see Repair).
Try Again?: Yes, though the character must be
Open Lock: A character can pick conventional aware that she has failed in order to try again.
locks, finesse combination locks, and bypass electronic Special: A character can take 10 when making a
Disable Device check. A character can take 20 to open
a lock or to disable a security device, unless she is Usually, an individual makes a Spot check to detect
trying to prevent her tampering from being noticed. a disguise immediately upon meeting the character and
Possessing the proper tools gives a character the each hour thereafter. If the character casually meets
best chance of succeeding on a Disable Device many different people, each for a short time, the GM
check. Opening a lock requires a lockpick set (for checks once per day or hour, using an average Spot
a mechanical lock) or an electrical tool kit (for an modifier for the group (assuming they take 10).
electronic lock). Opening a locked car calls for a Try Again?: No, though the character can assume
car opening kit. Disabling a security device requires the same disguise again at a later time. If others saw
either a mechanical tool kit or an electronic toll kit, through the previous disguise, they are automatically
depending on the nature of the device. If the character treated as suspicious if the character assumes the same
does not have the appropriate tools, she takes a –4 disguise again.
penalty on your check. Special: A character can take 10 or take 20 when
A lock release gun can open a mechanical lock of establishing a disguise.
cheap or average quality without a Disable Device A character without a disguise kit takes a –4 penalty
check. on Disguise checks.
A character with the Cautious feat and at least 1 A character with the Deceptive feat gets a +2 bonus
rank in this skill gets a +2 bonus on all Disable Device on all Disguise checks.
checks. A character can help someone else create a disguise
Time: Disabling a simple mechanical device is a for him, treating it as an aid another attempt.
full-round action. Intricate or complex devices require Time: A Disguise check requires 1d4 x10 minutes
2d4 rounds. of preparation. The GM makes Spot checks for
those who encounter the character immediately upon
DISGUISE (CHA) meeting him and again each hour or day thereafter,
Use this skill to take on an alternate persona. depending on circumstances.
Check: A character’s Disguise check result
determines how good the disguise is. It is opposed by DRIVE (DEX)
others’ Spot check results. Make one Disguise check Use this skill to operate those motorized vehicles that
even if several people make Spot checks. The GM have managed to survive the fall.
makes the character’s Disguise check secretly so that Check: Routine tasks, such as ordinary driving, do
the character is not sure how well his disguise holds up not require a skill check. Make a check only when
to scrutiny. some unusual circumstance exists (such as inclement
If the character does not draw any attention to weather or an icy surface), or when the character is
himself, however, others don’t get to make Spot driving during a dramatic situation (the character is
checks. If the character comes to the attention of being chased or attacked, for example, or is trying to
people who are suspicious, the suspicious person gets reach a destination in a limited amount of time). When
to make a Spot check. (The GM can assume that such driving, the character can attempt simple maneuvers or
observers take 10 on their Spot checks.) stunts.
The effectiveness of the character’s disguise Try Again?: Most driving checks have
depends in part on how much the character is consequences for failure that make trying again
attempting to change his appearance. impossible.
Special: A character can take 10 when driving, but
Disguise Modifier
Minor details only +5 can’t take 20.
Appropriate uniform or costume +2 A character with the Vehicle Expert feat gets a +2
Disguised as different sex –2 bonus on all Drive checks.
Disguised as different age category –2 1 There is no penalty for operating a general-purpose
1 Per step of difference between the character’s age category and the motor vehicle. Other types of motor vehicles (heavy
disguised age category (child, young adult, adult, middle age, old, or wheeled, powerboat, sailboat, ship, and tracked)
venerable). require the corresponding Surface Vehicle Operation
feat, or the character takes a –4 penalty on Drive
If the character is impersonating a particular checks.
individual, those who know what that person Time: A Drive check is a move action.
looks like automatically get to make Spot checks.
Furthermore, they get a bonus on their Spot checks.
ESCAPE ARTIST (DEX)
Familiarity
Recognizes on sight
Bonus
+4
Armor Penalty
Use this skill to free yourself from someone or 39
Friend or associate +6 something.
Close friend +8
Check: Make a check to escape from restraints or to
Intimate +10
squeeze through a tight space.
Restraint DC Difficult (passport) –8 4 hr.
Ropes Opponent’s Dex check +20 Extreme (military/law enforcement ID) –16 24 hr.
Net 20
Handcuffs 35 Familiarity
Tight space 30 Unfamiliar (seen once for less than a minute) –4
Grappler Opponent’s grapple check Fairly familiar (seen for several minutes) +0
Quite familiar (on hand, or studied at leisure) +4
For ropes, a character’s Escape Artist check is Forger has produced other documents of same type +4
Document includes specific signature –4
opposed by the Dexterity check result of the opponent
who tied the bonds. Since it’s easier to tie someone up Some documents require security or authorization
than to escape from being tied up, the opponent gets a codes, whether authentic ones or additional forgeries.
+20 bonus on his or her Dexterity check. The GM makes the character’s check secretly so the
For a tight space, a check is only called for if the character is not sure how good her forgery is.
character’s head fits but his shoulders don’t. If the The Forgery skill is also used to detect someone
space is long, such as in an airshaft, the GM may call else’s forgery. The result of the original Forgery check
for multiple checks. A character can’t fit through a that created the document is opposed by a Forgery
space that his head doesn’t fit through. check by the person who examines the document to
A character can make an Escape Artist check check its authenticity. If the examiner’s check result
opposed by his opponent’s grapple check to get out is equal to or higher than the original Forgery check,
of a grapple or out of a pinned condition (so that the the document is determined to be fraudulent. The
character is just being grappled). Doing so is an attack examiner gains bonuses or penalties on her check as
action, so if the character escapes the grapple he can given in the table below.
move in the same round.
Try Again?: A character can make another check Check
Examiner’s Condition
Modifier
after a failed check if the character is squeezing
Type of document unknown to examiner –4
through a tight space, making multiple checks. If the Type of document somewhat known to examiner –2
situation permits, the character can make additional Type of document well known to examiner +0
checks as long as he is not being actively opposed. Document is put through additional tests 1 +4
Special: A character can take 10 on an Escape Examiner only casually reviews the document 1 –2
Artist check. A character can take 20 if he is not being 1 Cumulative with any of the first three conditions on the
actively opposed (a character can take 20 if he is tied table. Apply this modifier along with one of the other three
up, even though it’s an opposed check, because the whenever appropriate.
opponent isn’t actively opposing the character).
A character with the Nimble feat gets a +2 bonus on A document that contradicts procedure, orders, or
all Escape Artist checks. previous knowledge, or one that requires the examiner
Time: Making a check to escape from being bound to relinquish a possession or a piece of information,
by ropes, handcuffs, or other restraints (except a can increase the examiner’s suspicion (and thus create
grappler) requires 1 minute. Escaping a net is a full- favorable circumstances for the examiner’s opposed
round action. Squeezing through a tight space takes Forgery check).
at least 1 minute, maybe longer, depending on the Try Again?: No, since the forger isn’t sure of the
distance that must be crossed. quality of the original forgery.
Special: To forge documents and detect forgeries,
one must be able to read and write the language in
FORGERY (INT) question. (The skill is language-dependent.)
A very rare skill in most post-apocalyptic games,
A character can take 10 when making a Forgery
Forgery is used to create fake documents.
check, but can’t take 20.
Check: Forgery requires materials appropriate to
A character with the Meticulous feat gets a +2 bonus
the document being forged, and some time. To forge
on all Forgery checks.
a document the character needs to have seen a similar
A character without a forgery kit takes a –4 penalty
document before. The complexity of the document,
on Forgery checks.
the character’s degree of familiarity with it, and
Time: Forging a short, simple document takes about
whether the character needs to reproduce the signature
1 minute. Longer or more complex documents take
or handwriting of a specific individual, provide
1d4 minutes per page or longer.
modifiers to the Forgery check, as shown below.

40 Fake Document Type


Simple (typed letter, business card)
Check
Modifier
+0
Time
10 min.
GATHER INFORMATION (CHA)
Use this skill to track down and acquire information in
Moderate (letterhead, business form) –2 20 min. a local community or settlement.
Complex (stock certificate, driver’s Check: By succeeding at a skill check (DC 10)
–4 1 hr.
license) and spending 1d4+1 hours passing out money and
buying drinks, a character can get a feel for the major Teach an Animal a Trick: The character can teach
news items in a community. This result assumes that an animal a specific trick, such as “attack” or “stay,”
no obvious reasons exist why information would be with one week of work and a successful Handle
withheld. The higher the check result, the better the Animal check. An animal with an Intelligence of 1 can
information. learn a maximum of three tricks, while an animal with
an Intelligence of 2 can learn a maximum of six tricks.
Type of Information Purchase DC
General 5 The character can teach an animal to obey only
Specific 10 that character. Any other person attempting to make
Restricted 15 the animal perform a trick takes a –10 penalty on his
Protected 20 Handle Animal check. Teaching an animal to obey
only the character counts as a trick (in terms of how
General information concerns local happenings, many tricks the animal can learn). It does not require
rumors, gossip, and the like. Specific information a check; however, it increases the DC of all tricks
usually relates to a particular question. Restricted the character teaches the animal by +5. If the animal
information includes facts that are not generally already knows any tricks, the character cannot teach it
known and requires that the character locate someone to obey only that character.
who has access to such information. Protected Possible tricks include, but are not limited to, the
information is even harder to come by and might following.
involve some danger, either for the one asking the Attack (DC 20): The animal attacks apparent
questions or the one providing the answer. There is a enemies. The character may point to a particular
chance that someone will take note of anyone asking enemy to direct the animal to attack that enemy.
about restricted or protected information. Normally, an animal only attacks humans and other
Try Again?: Yes, but it takes 1d4+1 hours for animals. Teaching an animal to attack all creatures
each check, and characters may draw attention to (including unnatural creatures such as undead and
themselves if they repeatedly pursue a certain type of aberrations, if they exist in your campaign) counts as
information. two tricks.
Special: A character can take 10 when making a Come (DC 15): The animal comes to the character,
Gather Information check, but cannot take 20. even if the animal normally would not do so (such as
A character with the Trustworthy feat gets a +2 following the character onto a boat).
bonus on all Gather Information checks. Defend (DC 20): The animal defends the character
Time: A Gather Information check takes 1d4+1 (or is ready to defend the character if no threat is
hours. present). Alternatively, the character can command the
animal to defend a specific other character.
HANDLE ANIMAL (CHA) Down (DC 15): The animal breaks off from combat
Trained Only or otherwise backs down.
A very common skill in post-apocalyptic settings, Fetch (DC 15): The animal goes and gets
Handle Animal is used to train the various mutated something. The character must point out a specific
animals that have managed to survived and thrive in object, or else the animal fetches some random object.
the wasteland. Guard (DC 20): The animal stays in place and
Check: The time required to get an effect and the prevents others from approaching.
DC depend on what the character is trying to do. Heel (DC 15): The animal follows the character
closely, even to places where it normally wouldn’t go.
Task Time DC Perform (DC 15): The animal does a variety of
Handle an animal Move action 10 simple tricks such as sitting up, rolling over, and so on.
“Push” an animal Full-round action 25 Seek (DC 15): The animal moves into an area
Teach an animal a trick 1 week See text
and searches for something of interest. It stops and
Train an animal for a purpose See text See text
indicates the first thing of interest it finds. What
Handle an Animal: This means to command an constitutes an item of interest to an animal can
animal to perform a task or trick that it knows. If vary. Animals almost always find other creatures or
the animal is wounded or has taken any ability score characters of interest. To understand that it’s looking
damage, the DC increases by +5. If the check is for a specific object, the animal must make an
successful, the animal performs the task or trick on its Intelligence check (DC 10).
next action. Stay (DC 15): The animal stays in place waiting
for the character to return. It does not challenge other
41
“Push” an Animal: To push an animal means to
get it to perform a task or trick that it doesn’t know, creatures that come by, though it still defends itself if
but is physically capable of performing. If the check is it needs to.
successful, the animal performs the task or trick on its Track (DC 20): The animal tracks the scent
next action. presented to it.
Work (DC 15): The animal pulls or pushes a HIDE (DEX)
medium or heavy load. Armor Penalty
Train an Animal: Rather than teaching an animal Use this skill to sneak around, ambush an enemy, or
individual tricks, the character can train an animal for avoid being detected.
a general purpose. Essentially, an animal’s purpose Check: A character’s Hide check is opposed by the
represents a preselected set of known tricks that fit into Spot check of anyone who might see the character.
a common scheme. An animal can be trained for one The character can move up to half his normal speed
general purpose only, though if the animal is capable and hide at no penalty. At more than half and up to
of learning additional tricks (above and beyond those the character’s full speed, he takes a –5 penalty. It’s
included in its general purpose) it may do so. Training practically impossible (–20 penalty) to hide while
an animal for a purpose requires fewer checks than attacking, running, or charging.
teaching individual tricks. The hide check is also modified by the character’s
Combat Riding (DC 20, 6 weeks): An animal trained size:
to bear a rider into combat knows Attack, Come,
Defend, Down, Guard, and Heel. An animal trained Size Modifier Size Modifier
in riding may be “upgraded” to an animal trained in Fine +16 Large –4
Diminutive +12 Huge –8
combat riding by spending three weeks and making
Tiny +8 Gargantuan –12
a Handle Animal check (DC 20). If the animal was Small +4 Colossal –16
trained in other tricks (in addition to those provided Medium-size +0
by training the animal for riding), those tricks are
completely replaced by the combat riding tricks. If people are observing the character, even casually,
Fighting (DC 20, 3 weeks): An animal trained for he can’t hide. The character can run around a corner so
combat knows the following tricks: Attack, Down, and that he is out of sight and then hide, but the others then
Stay. know at least where he went.
Guarding (DC 20, 4 weeks): An animal trained to Cover and concealment grant circumstance bonuses
guard knows the following tricks: Attack, Defend, to Hide checks, as shown below. Note that a character
Down, and Guard. can’t hide if he has less than one-half cover or
Laboring (DC 15, 2 weeks): An animal trained for concealment.
heavy labor knows Come and Work.
Hunting (DC 20, 6 weeks): An animal trained for Cover or Concealment Circumstance Bonus
Three-quarters +5
hunting knows Attack, Down, Fetch, Heel, Seek, and
Nine-tenths +10
Track.
Performing (DC 15, 4 weeks): An animal trained for Creating a Diversion to Hide: A character can use
performing knows Come, Fetch, Heel, Perform, and the Bluff skill to help him hide. A successful Bluff
Stay. check can give the character the momentary diversion
Riding (DC 15; 3 weeks): An animal trained to bear needed to attempt a Hide check while people are aware
a rider knows Come, Heel, and Stay. of him. While the others turn their attention from the
Try Again?: Yes. character, he can make a Hide check if he can get to
Special: A character can take 10 or take 20 when a hiding place of some kind. (As a general guideline,
handling animals. the hiding place has to be within 1 foot for every rank
An untrained character uses Charisma checks to the character has in Hide.) This check, however, is at a
handle and push animals, but he can’t teach or train –10 penalty because the character has to move fast.
animals. Tailing: A character can use Hide to tail a person
A character with the Animal Affinity feat and at in public. Using the skill in this manner assumes that
least 1 rank in this skill gets a +2 bonus on all Handle there are other random people about, among whom
Animal checks. the character can mingle to remain unnoticed. If
Time: See above. Teaching or training an animal the subject is worried about being followed, he can
takes a number of days. The character does not have make a Spot check (opposed by the character’s Hide
to spend the entire time training the animal; 3 hours check) every time he changes course (goes around
per day is enough. (Spending more than 3 hours per a street corner, exits a building, and so on). If he is
day does not reduce the number of days required.) The unsuspecting, he generally gets only a Spot check after
character cannot spread the days out; if the character an hour of tailing.
does not complete the training during a period of Special: A character can take 10 when making a
consecutive days, the effort is wasted.
42
Hide check, but can’t take 20.
A character with the Stealthy feat gets a +2 bonus on
all Hide checks.
Time: A Hide check is an attack action.
INTIMIDATE (CHA) the ruins of a recently-razed village.
With this skill, you can force people to do your Check: A character generally uses Search to
bidding without resorting to physical coercion. discover clues and Investigate to analyze them. If
Intimidate is a common skill for raiders and other the character has access to a crime lab, he uses the
wasteland predators. Investigate skill to collect and prepare samples for
Check: With a successful check, a character the lab. The result of the Investigate check provides
can forcibly persuade another character to perform bonuses or penalties to the lab workers.
some task or behave in a certain way. A character’s Analyze Clue: The character can make an
Intimidate check is opposed by the target’s level check Investigate check to apply forensics knowledge to
(1d20 + the target’s character level or Hit Dice). Any a clue. This function of the Investigate skill does
modifiers that a target may have on Will saving throws not give the character clues where none existed
against fear effects apply to this level check. If the before. It simply allows the character to extract extra
character succeeds, she may treat the target as friendly information from a clue he has found.
for 10 minutes, but only for purposes of actions taken The base DC to analyze a clue is 15. It is modified
while in the character’s presence. (That is, the target by the time that has elapsed since the clue was left,
retains its normal attitude, but will chat, advise, offer and whether or not the scene was disturbed.
limited help, or advocate on the character’s behalf Circumstances DC Modifier
while intimidated.) Every day since event (max modifier +10) +2
Circumstances dramatically affect the effectiveness Scene is outdoors +5
of an Intimidate check. Scene slightly disturbed +2
There are limits to what a successful Intimidate Scene moderately disturbed +4
check can do. Scene extremely disturbed +6
The character can’t force someone to obey her
every command or do something that endangers that
person’s life.
If the character fails by more than 5, the target may
actually do the opposite of what the character wishes.
Try Again?: No. Even if the initial check succeeds,
the target can only be intimidated so much, and
trying again doesn’t help. If the initial check fails, the
target has become more firmly resolved to resist the
intimidator, and trying again is futile.
Special: A character can take 10 when making an
Intimidate check, but can’t take 20.
A character immune to fear effects can’t be
intimidated.
A character may add a +2 bonus to his or her
Intimidate check for every size category the character
is larger than her target. Conversely, the character
takes a –2 penalty to his or her check for every
size category the character is smaller than her
target.
A character with the Confident feat gets a
+2 bonus on all Intimidate checks and on
level checks to resist intimidation.
Time: An Intimidate check is a full-
round action.

INVESTIGATE (INT)
Trained Only
Although crime labs are practically
nonexistent in the wasteland, this skill still
has some uses in the post-Fall world. Characters
can use it to deduce what has occurred at
a particular location. For example, a 43
character may be able to determine the
type of weapons used by a raider gang
terrorizing an area based on clues found at
Try Again?: Generally, analyzing a clue again ends his movement grasping the far edge. If that leaves
doesn’t add new insight unless another clue is the character dangling over a chasm or gap, getting up
introduced. Evidence collected cannot be recollected, requires a move action and a Climb check (DC 15).
unless there is more of it to take. High Jump: This is a vertical leap, made to jump
Special: A character can take 10 when making an up to grasp something overhead, such as a tree limb
Investigate check, but cannot take 20. or ledge. The DC for the jump is 2 + the height x4 (in
A character with the Attentive feat and at least 1 feet). The DCs for high jumps of 1 to 8 feet are given
rank in this skill gets a +2 bonus on all Investigate in the table below.
checks. All Jump DCs covered here assume that the
Time: Analyzing a clue is a full-round action. character can move at least 20 feet in a straight line
before attempting the jump. If this is not the case, the
JUMP (STR) DC for the jump is doubled.
Armor Penalty High Jump Distance DC 1 High Jump Distance DC 1
Use this skill to leap over a chasm or jump from 1 foot 6 5 feet 22
vehicle to vehicle. 2 feet 10 6 feet 26
Check: The DC and the distance the character can 3 feet 14 7 feet 30
cover vary according to the type of jump the character 4 feet 18 8 feet 34
is attempting. 1 Requires a 20-foot move. Without a running start, double
The character’s Jump check is modified by his the DC.
speed. The DCs specified below assume a speed of 30 If the character succeeds on the check, he can reach
feet (the speed of a typical human). If the character’s the height. The character grasps the object he was
speed is less than 30 feet, he takes a penalty of –6 for trying to reach. If the character wishes to pull himself
every 10 feet of speed less than 30. If the character’s up, he can do so with a move action and a Climb check
speed is greater than 30 feet, he gains a bonus of +4 (DC 15). If the character fails the Jump check, he does
for every 10 feet over 30. not reach the height, and lands on his feet in the same
If the character has ranks in the Jump skill and square from which he jumped.
succeeds on a check, he lands on his feet (when The difficulty of reaching a given height varies
appropriate) and can move as far as his remaining according to the size of the character or creature.
movement allows. If the character attempts a Jump Generally, the maximum height a creature can reach
check untrained, he lands prone unless he beats the without jumping is given in the table below. (As a
DC by 5 or more. Standing from a prone position is a Medium-size creature, a typical human can reach 8
move action. feet without jumping.) If the creature is long instead of
Distance moved by jumping is counted against tall, treat it as one size category smaller.
maximum movement in a round. A character can start Creature Size Maximum Height
a jump at the end of one turn and complete the jump at Colossal 128 ft.
the beginning of his next turn. Gargantuan 64 ft.
Long Jump: This is a horizontal jump, made across Huge 32 ft.
a gap such as a chasm or stream. At the midpoint of Large 16 ft.
Medium-size 8 ft.
the jump, the character attains a vertical height equal
Small 4 ft.
to one-quarter the horizontal distance. The DC for the Tiny 2 ft.
jump is equal to the distance jumped (in feet) + 5. The Diminutive 1 ft.
DCs for long jumps of 5 to 30 feet are given in the Fine 0.5 ft.
table below. A character cannot jump a distance greater
than his normal speed. Hop Up: The character can jump up onto an object
All Jump DCs covered here assume that the as tall as his waist with a Jump check (DC 10). Doing
character can move at least 20 feet in a straight line so counts as 10 feet of movement. The character does
before attempting the jump. If this is not the case, the not need to get a running start to hop up (the DC is not
DC for the jump is doubled. doubled if you do not get a running start).
Long Jump Distance DC 1 Long Jump Distance DC 1 Jumping Down: If the character intentionally jumps
5 feet 10 20 feet 25 from a height, he takes less damage than if he just
10 feet 15 25 feet 30 falls. The DC to jump down from a height is 15. The
15 feet 20 30 feet 35 character does not have to get a running start to jump
1 Requires a 20-foot move. Without a 20-foot move, double down (the DC is not doubled if the character does not

44 the DC. get a running start).


If the character succeeds on the check, he takes
If the character fails the check by less than 5, he falling damage as if he had dropped 10 fewer feet than
doesn’t clear the distance, but can make a Reflex save he actually did.
(DC 15) to grab the far edge of the gap. The character Special: Effects that increase a character’s speed
also increase his jumping distance, since the check is geology, and paleontology. Medicine and forensics.
modified by the character’s speed. History: Events, personalities, and cultures of the
A character can take 10 when making a Jump past. Archaeology and antiquities.
check. If there is no danger associated with failing, the Physical Sciences: Astronomy, chemistry,
character can take 20. mathematics, physics, and engineering.
A character with the Acrobatic feat gets a +2 Popular Culture: Popular music and personalities,
bonus on all Jump checks. A character with the Run genre films and books, urban legends, comics, science
feat gains a +2 competence bonus on Jump checks fiction, and gaming, among others.
preceded by a 20-foot move. Streetwise: Street and urban culture, local
Tumble can provide a +2 synergy bonus on Jump underworld personalities and events.
checks (see Skill Synergy). Tactics: Techniques and strategies for disposing and
Time: Using the Jump skill is either a move action maneuvering forces in combat.
or a full-round action, depending on whether the Theology and Philosophy: Liberal arts, ethics,
character starts and completes the jump during a single philosophical concepts, and the study of religious
move action or a full-round action. faith, practice, and experience.
Try Again?: No. The check represents what a
KNOWLEDGE (INT) character knows, and thinking about a topic a second
Trained Only time doesn’t let her know something she never knew
This skill encompasses several categories, each in the first place.
of them treated as a separate skill. The number of Special: An untrained Knowledge check is simply
Knowledge categories is kept purposely finite. When an Intelligence check. Without actual training, a
trying to determine what Knowledge skill a particular character only knows common knowledge about a
question or field of expertise falls under, use a broad given subject.
interpretation of the existing categories. Do not A character can take 10 when making a Knowledge
arbitrarily make up new categories. check, but can’t take 20.
Check: A character makes a Knowledge check to A character with the Educated feat gets a +2 bonus
see if she knows something. on any two types of Knowledge checks.
The DC for answering a question within the The GM may decide that having 5 or more ranks in
character’s field of study is 10 for easy questions, 15 a specific Knowledge skill provides a character with a
for basic questions, and 20 to 30 for tough questions. +2 synergy bonus when making a related skill check.
Appraising the value of an object is one sort of task Time: A Knowledge check can be a reaction, but
that can be performed using Knowledge. The DC otherwise requires a full-round action.
depends on how common or obscure the object is.
On a success, the character accurately identifies the POST-APOCALYPTIC KNOWLEDGE
object’s purchase DC. If the character fails, she thinks The following are some knowledge skills that exist in
it has a purchase DC 1d2 higher or lower (determine this post-holocaust setting beyond those listed in d20
randomly) than its actual value. If the character fails Modern.
by 5 or more, she thinks it has a purchase DC 1d4+2 Ancient Lore: This skill governs the knowledge
higher or lower than its actual value. The GM may of the culture, civilization, and basic technologies
make the Knowledge roll for the character, so she employed by the Ancients (who are all but gone
doesn’t know whether the appraisal is accurate or not. from the face of the Twisted Earth). A player whose
The Knowledge categories, and the topics each one character has this skill can realistically play his
encompasses, are as follows. character as having knowledge of what the Ancients
Art: Fine arts and graphic arts, including art did, how they lived, etc. Such a character is not
history and artistic techniques. Antiques, modern art, subject to the same “ignorance” that characterizes
photography, and performance art forms such as music other survivors of the cataclysm. Note that this does
and dance, among others. not mean the character automatically knows how
Behavioral Sciences: Psychology, sociology, and to operate machines, fire weapons, or use Ancient
criminology. technology—it just means he has an understanding of
Business: Business procedures, investment what the Ancients were about.
strategies, and corporate structures. Bureaucratic Mutant Lore: This skill assumes a great deal of
procedures and how to navigate them. experience with, or against, mutated beings in the
Civics: Law, legislation, litigation, and legal character’s past. It allows the character to identify, at
first sight, obvious mutations possessed by mutants
45
rights and obligations. Political and governmental
institutions and processes. and monsters. This gives the character a better idea
Current Events: Recent happenings in the news, of what he is facing. In addition, should a mutant
sports, politics, entertainment, and foreign affairs. use a non-obvious ability (such as most mental
Earth and Life Sciences: Biology, botany, genetics, mutations), the character may make a Wis check (DC
20) to identify the nature of the given power. With a 15 A 1st-level Fast hero sneaking up on someone 1
successful check, the character knows (by reputation) 20 A tiger stalking prey 1
whether or not a creature is safe to eat. 30 A bird flying through the air
Technology: This skill indicates that the character +5 Through a door
has some lifelong experience with technological +15 Through a solid wall
devices, and thus a basic logical understanding of 1 This is actually an opposed check; the DC given is a
how such items work. A character with this skill typical Move Silently check result for such a character or
creature.
understands the general use of many advanced items,
allowing for a better chance at figuring out an item’s Condition Check Penalty
function. This skill allows the character a better Per 10 feet of distance –1
chance at identifying the purpose of items—even Listener distracted –5
things which he has never seen before—if they are of
a technological nature. For example, a character may Try Again?: A character can make a Listen check
not know how to operate a gravity car, but he knows it every time she has the opportunity to hear something
is a vehicle and that it thus must have a power source, in a reactive manner. As a move action, the character
steering column, controls, etc. may attempt to hear something that she failed (or
believes she failed) to hear previously.
Unfamiliar Item DC Special: When several characters are listening to the
Basic tool or instrument 10
same thing, the GM can make a single 1d20 roll and
Robotic or vehicular component 15
Cybernetic attachment 20 use it for all the listeners’ skill checks.
Alien weapon or nanotechnology 25 A character can take 10 or take 20 when making a
Alien artifact 30 Listen check. Taking 20 means the character spends 1
Each step in Progress Level (up or down) +5 minute attempting to hear something that may or may
not be there to hear.
Twisted Earth: This skill represents knowledge of A character with the Alertness feat gets a +2 bonus
the numerous factions, cities, locations, and legends on all Listen checks.
of the post-apocalyptic Earth of Darwin’s World, A sleeping character can make Listen checks, but
commonly known as the Twisted Earth. takes a –10 penalty on the checks.
When appropriate, this skill can provide a +2 Time: A Listen check is either a reaction (if called
synergy bonus to Diplomacy or Navigation checks for by the GM) or a move action (if a character
(see the Skill Synergy section above). For example, actively takes the time to try to hear something).
negotiating with a known post-Fall faction and
navigating around a raider-infested area are activities MOVE SILENTLY (DEX)
that would benefit from this skill. Armor Penalty
Use this skill to avoid being heard while moving.
LISTEN (WIS) Check: A character’s Move Silently check is
Use this skill to hear someone sneaking up on you, or opposed by the Listen check of anyone who might
to eavesdrop on a conversation. hear her. A character can move up to half her normal
Check: Make a Listen check against a DC that speed at no penalty. At more than half speed and up to
reflects how quiet the noise is that a character might the character’s full speed, she takes a –5 penalty. It’s
hear or against an opposed Move Silently check. practically impossible (–20 penalty) to move silently
The GM may call for a Listen check by a character while attacking, running, or charging.
who is in a position to hear something. A character can Special: A character can take 10 when making a
also make a Listen check voluntarily if she wants to Move Silently check, but can’t take 20.
try to hear something in the character’s vicinity. A character with the Stealthy feat gets a +2 bonus on
The GM may make the Listen check in secret so all Move Silently checks.
that the character doesn’t know whether not hearing Time: Move Silently is a move action.
anything means that nothing is there or that the
character failed the check. NAVIGATE (INT)
A successful Listen check when there isn’t anything A very important skill in the wasteland, Navigate is
to hear results in the character hearing nothing. used to safely traverse the broken and often uncharted
DC Sound post-Fall landscape.
–10 A battle Check: Make a Navigate check when a character

46 0 People talking
5
A person in medium armor walking at a slow pace,
trying not to make noise
is trying to find his way to a distant location without
directions or other specific guidance. Generally, a
character does not need to make a check to find a
An unarmored person walking at a slow pace, trying
10 local street or other common urban site, or to follow
not to make any noise
an accurate map. However, the character might make
a check to wend his way through a dense forest or a Check: The character is accomplished in some
labyrinth of underground storm drains. type of artistic expression and knows how to put on
For movement over a great distance, make a a performance. The character can impress audiences
Navigate check. The DC depends on the length of the with his talent and skill. The quality of the character’s
trip. If the character succeeds, he moves via the best performance depends on his check result.
reasonable course toward his goal. If the character The eight Perform categories, and the qualities each
fails, he still reaches the goal, but it takes him twice one encompasses, are as follows.
as long (the character loses time backtracking and Act: The character is a gifted actor, capable of
correcting his path). If the character fails by more than performing drama, comedy, or action-oriented roles
5, he travels the expected time, but only gets halfway with some level of skill.
to his destination, at which point he becomes lost. Dance: The character is a gifted dancer, capable of
A character may make a second Navigate check (DC performing rhythmic and patterned bodily movements
20) to regain his path. If he succeeds, he continues on to music.
to his destination; the total time for the trip is twice Keyboards: The character is a musician gifted with a
the normal time. If the character fails, he loses half a talent for playing keyboard musical instruments, such
day before he can try again. The character keeps trying as piano, organ, and synthesizer.
until he succeeds, losing half a day for each failure. Percussion Instruments: The character is a musician
gifted with a talent for playing percussion musical
Length of Trip DC
Short (a few hours) 20 instruments, such as drums, cymbals, triangle,
Moderate (a day or two) 22 xylophone, and tambourine.
Long (up to a week) 25 Sing: The character is a musician gifted with a talent
Extreme (more than a week) 28 for producing musical tones with your voice.
Stand-Up: The character is a gifted comedian,
When faced with multiple choices, such as at a capable of performing a stand-up routine before an
branch in a tunnel, a character can make a Navigate audience.
check (DC 20) to intuit the choice that takes him Stringed Instruments: The character is a musician
toward a known destination. If unsuccessful, the gifted with a talent for playing stringed musical
character chooses the wrong path, but at the next instruments, such as banjo, guitar, harp, lute, sitar, and
juncture, with a successful check, he realizes his violin.
mistake. Wind Instruments: The character is a musician gifted
A character cannot use this function of Navigate to with a talent for playing wind musical instruments,
find a path to a site if he has no idea where the site is such as flute, bugle, trumpet, tuba, bagpipes, and
located. The GM may choose to make the Navigate trombone.
check for the character in secret, so he does not know
Result Performance
from the result whether he is following the right or Amateur performance. Audience may appreciate
wrong path. 10
your performance, but isn’t impressed.
A character can use Navigate to determine his Routine performance. Audience enjoys your
15
position on earth without the use of any high-tech performance, but it isn’t exceptional.
equipment by checking the constellations or other 20 Great performance. Audience highly impressed.
natural landmarks. The character must have a clear 25 Memorable performance. Audience enthusiastic.
view of the night sky to make this check. The DC is 30 Masterful performance. Audience awed.
15.
Special: A character can take 10 when making a Try Again?: Not for the same performance and
Navigate check. A character can take 20 only when audience.
determining his location, not when traveling. Special: A character can take 10 when making a
A character with the Guide feat gets a +2 bonus on Perform check, but can’t take 20.
all Navigate checks. A character without an appropriate instrument
Time: A Navigate check is a full-round action. automatically fails any Perform (keyboard), Perform
(percussion), Perform (stringed), or Perform (wind)
check he attempts. At the GM’s discretion, impromptu
PERFORM (CHA) instruments may be employed, but the performer must
This skill encompasses several categories, each of take a –4 penalty on the check because his equipment,
them treated as a separate skill. These categories are although usable, is inappropriate for the skill.
identified and defined below. Every time a character takes the Creative feat, he

47
The number of Perform categories is kept purposely gets a +2 bonus on checks involving two Perform
finite. When trying to determine what Perform skill skills the character designates. See the feat description
a particular type of performance falls under, use a for more information.
broad interpretation of the existing categories. Do not Time: A Perform check usually requires at least
arbitrarily make up new categories. several minutes to an hour or more.
PILOT (DEX) checks. She either knows how to read and write a
Trained Only specific language or doesn’t.
Although functioning aircraft are exceptionally rare in To be able to speak a language that she can read and
the post-Fall world, some denizens of the wasteland write, the character must take the Speak Language
have discovered flying machines of various types skill for the appropriate language.
amidst the ruins of the old world, and must use this A character can choose any language, modern or
skill to operate them. ancient. (See below for suggestions.) The GM might
Check: Typical piloting tasks don’t require checks. determine that a character can’t learn a specific
Checks are required during combat, for special language due to the circumstances of the campaign.
maneuvers, or in other extreme circumstances, or
when the pilot wants to attempt something outside the POST-APOCALYPTIC LANGUAGES
normal parameters of the vehicle. When flying, the So many years after the fall of civilization, a number
character can attempt simple maneuvers and stunts of offshoot dialects and entirely new languages have
(actions in which the pilot attempts to do something developed in the world. The most common languages
complex very quickly or in a limited space). employed in the Twisted Earth include:
Each vehicle’s description includes a maneuver
modifier that applies to Pilot checks made by the ANCIENT
operator of the vehicle. Ancient is the forgotten language of the Ancients,
Adverse Conditions: Under most normal the tongue employed by the citizens of America
circumstances (with characters being able to take 10 before it fell to nuclear war. This language is actually
on piloting skill checks), there is no need to make quite rare now in Darwin’s World, for few remaining
a skill check to land an aircraft. However, pilots communities have carried the language on unbroken
conducting special operations rarely land at well-lit (those that try and fail to maintain an Ancient-speaking
airports during the day. tradition generally end up creating their own version
Landing in Adverse Conditions DC of Gutter Talk instead; see below). Some groups (such
Carrier Deck 20 as “shelter-folk” or dome-dwellers) may indeed know
Improvised Runway 20 this, and only this, language. Ancient is a very useful
Short Runway 15 language, for it allows a character to understand the
Normal Runway 10 road signs, street signs, Arcanum, and other markings
Mildly Adverse Weather (Thunderstorm) +5 left by the Ancients in their numerous ruins.
Adverse Weather (High Winds, Fog, Extreme Cold) +10
Seriously Adverse Weather (Hurricane, Blizzard) +15
Mildly Crowded Airspace (Medium Airport) +5 GUTTER TALK
Crowded Airspace (Large Airport, Medium Airport Gutter Talk is closely related to Ancient, and is in fact
+10 a preserved form of Ancient that has been distorted
at Peak)
over time. Various Ancient words have been replaced
Special: A character can take 10 when making a by the sounds they make (for example, the word “car”
Pilot check, but can’t take 20. may now be “vroom”; “helicopter” might be “chop
A character with the Vehicle Expert feat gets a +2 chop”), and sentence structure generally has no rules
bonus on all Pilot checks. or organization.
There is no penalty for operating a general-purpose
fixed-wing aircraft. Other types of aircraft (heavy TRADE
aircraft, helicopters, jet fighters, and spacecraft) Trade is a language that has spread throughout the
require the corresponding Aircraft Operation feat, or wasteland as the universal “code” of merchants
else the character takes a –4 penalty on Drive checks. who ply the caravan routes, mainly developed to
Time: A Pilot check is a move action. communicate warnings of raiders, inhospitable
communities, and other dangers. A special code of
READ/WRITE LANGUAGE (NONE) markings and “runes” is used to convey thoughts
Trained Only in written form (much like old hobo code), while
The Read/Write Language skill doesn’t work like a gestures and slang phrases (which sometimes vary
standard skill. from region to region) are also prevalent. Major
A character automatically knows how to read and trade organizations such as the Clean Water Clan, Far
write her native language; she does not need ranks to Traders, and Cartel may have their own variations of
do so. this code for secret uses.
48 Each additional language costs 1 rank. When a
character adds a rank to Read/Write Language, she UNISLANG
chooses a new language that she can read and write. Unislang is the true “common” tongue of the
A character never makes Read/Write Language wasteland, a mix of English, evolved slang, and simple
hand gestures. It is much like Trade. Unislang, Phantom - a loner or wanderer who does good for
however, is extremely non-standardized, with wild the common people
variations spoken in different parts of the Twisted
Psionic - a mutant with mind powers
Earth. Universally-understood symbols are used
to represent ideas or signs (much like cuneiform, Purist - non-mutants, those of original human stock,
or basic picture writing); such symbols are often as usually xenophobic but sometimes tyrannical and
simple as an image of a monster placed at the edge of racist
a dangerous area to warn off passersby. Though the Raiders - any kind of brigand, bandit, or highway
wasteland is seldom a place known for brotherhood, road gang
it is generally accepted that those who know Unislang Razors - particularly vicious or malevolent gangers
should and will leave markings for others “in the
Retard - disdainful term for a mutant with mental
know,” to help them avoid stumbling inadvertently
powers
into hostile territory or dangerous regions.
The following are some of the most common Ruin - a ruined city
phrases and colorful words of Unislang, the universal Sandwalker – a wandering storyteller; usually a
banter of the Twisted Earth’s many varied peoples. merchant or trader (but not always)
Amazons - female raiders or xenophobes who either Scag - wasteland scum; typically raiders or
hate men or fear them community outcasts
Ancients - the mythical, deified, and sometimes Scav - a wanderer who lives by scavenging; usually
demonized inhabitants of Earth before the Fall a killer and thief
Breeder - anyone (male or female) capable of Stick - a gun, especially a rifle
breeding Terminals - mutants, specifically mutants who are
Brethren - militant mutants or cultists who seek to unintelligent or cannibalistic
destroy all remnants of the past Toilet Paper - disdainful term for the paper money
Broken Ones - mutants, specifically those with of the Ancients
physical deformities Trade - a language used by merchants, full of secret
Bronze - someone bringing law and order to the codes and pictograms
wasteland; usually a law-enforcing member of a Trash - a ganger, bandit, or loner with poor potential
community but sometimes a solitary wanderer with and little value
a self-styled “vision” Tribal - a member of any primitive or savage tribe
Corium - melted graphite, uranium fuel, and metal Twisted Earth – a common nickname for the planet
from a nuclear core meltdown; often hangs like Ultraviolence - violent acts, usually undertaken for
stalactites in the melted core chamber; valued in the “fun” by miscreants and gangers
wastes because it is often used as “money”
Unislang - the universal language used to
Domes - biodomes, legendary sealed environment communicate in Darwin’s World
shelters where pure strain humans are said to hide
Vault - a hidden shelter for Ancients; also a term for
Freak - a mutant with mental powers a great cache or trove
Furniture - a woman Wildcat - an insane or particularly feisty female
Gangers - sometimes raiders, but more often just Xenophobes - communities of people who shun the
loose “gangs” in the urban ruins outside world, for whatever reason
Ghoul - any cannibalistic mutant or creature Yellow Eye - a generic term used to refer to mutants
Graveyard - a ruined city of the Ancients
Grub - a child or something to eat REPAIR (INT)
Gutter Talk - the language of those who have tried to Trained Only
preserve the language and customs of the Ancients, Few skills in the post-apocalyptic setting are
but who have fallen short in one way or another more important than repair. With limited resources
Lost, The - mutants and technical knowledge, creation of machines and
electronics is rare. More often than not, characters
Mech - a person who knows how to fix machines
in need of technical equipment will need to repair
Meds - any kind of medicine, though usually used to salvaged weapons, vehicles, and other items.
refer to narcotics
Mink - a particularly beautiful but deadly female
Check: Most Repair checks are made to fix complex
electronic or mechanical devices. The GM sets the
49
Mutant - any mutated being DC. In general, simple repairs have a DC of 10 to 15
and require no more than a few minutes to accomplish.
Necropolis - a ruined city
More complex repair work has a DC of 20 or higher temporary repair only lasts until the end of the current
and can require an hour or more to complete. Making scene or encounter. The jury-rigged object must be
repairs also involves a monetary cost when spare parts fully repaired, or salvaged, thereafter.
or new components are needed. If the GM decides A character can also use jury-rig to hot-wire a car or
this isn’t necessary for the type of repair the character jump-start an engine or electronic device. The DC for
is attempting, then no raw materials are required. A this is at least 15, and it can be higher depending on
successful Repair check restores 2d6 points. the presence of security devices.
The jury-rig application of the Repair skill can be
Raw Repair /
Repair Task (Example) Time used untrained.
Materials Salvage DC
Simple (tool, simple Try Again?: Yes, though in some specific cases,
20 cp 10 1 min. the GM may decide that a critical failure on a Repair
weapon)
Moderate (mechanical or check has negative ramifications that prevent repeated
55 cp 15 10 min.
electronic component) checks.
Complex (mechanical or Special: A character can take 10 on a repair check,
120 cp 20 1 hr.
electronic device) or he can take 20 on a Repair check by doubling
Advanced (cutting-edge the repair time. When making a Repair check to
mechanical or electronic 275 cp 25 10 hr.
accomplish a jury-rig repair, a character can’t take 20.
device)
Futuristic Repair requires an electrical tool kit, a mechanical
(android brain, power 650 cp 30 10 hr. tool kit, or a multipurpose tool, depending on the task.
armor) If the character does not have the appropriate tools, he
takes a –4 penalty on the check.
Salvaging: Raw materials are often hard to come Craft (mechanical) or Craft (electronic) can provide
by. Characters will frequently come upon artifacts of a +2 synergy bonus on Repair checks made for
ancient technology that are not able to be repaired. mechanical or electronic devices (see Skill Synergy).
When this occurs, it is a good idea to salvage what is A character with the Gearhead feat and at least 1
possible from the damaged object. These parts and rank in this skill gets a +2 bonus on all Repair checks.
components can be later used to Repair or even Craft Time: See the table for guidelines. A character can
objects. make a jury-rig repair as a full-round action, but the
Salvaging works much like repairing. The work only lasts until the end of the current encounter.
maximum raw materials a character can salvage from
an object is the same as the costs to repair it. For RESEARCH (INT)
example, a complex device could recover 100 cp in In those rare cases when characters find books, intact
raw materials that can be used later to repair another computers, or similar resources, they may make
object. The amount that is actually salvaged is research attempts to glean useful information about a
determined by the character’s Repair check. The DC specific topic.
to completely salvage an object is equal to the DC to Check: Researching a topic takes time, skill,
Repair the object. If the character fails to salvage the and some luck. The GM determines how obscure a
maximum amount, he receives the amount his Repair particular topic is (the more obscure, the higher the
check dictates. For example, a Repair check of 17 DC) and what kind of information might be available
on a complex object would recover 50 cp (moderate depending on where the character is conducting her
level) worth of raw materials. research.
Salvaging Complete Objects: If the object is The skill check is modified by the type of resource
complete or in working condition, the character can materials to which the character has access.
salvage up to one third of its value in cp. A savage roll
is still required (DC equal to the level of the object). Materials DC Modifier
Optional Rule: While it requires additional None None Check
bookkeeping, GMs might consider restricting the Book -20
Book Collection, Computer -15
use of salvaged materials by type and only allowing Small Library, Small Computer
materials to be used to Repair objects of the next -10
Network
higher type. For example, moderate materials can Medium Library, Medium
be used to repair complex objects but not advanced -5
Computer Network
objects. Large Library, Large Computer
0
Jury-Rig: A character can choose to attempt jury- Network
rigged, or temporary, repairs. Doing this requires no
50 raw materials, reduces the Repair check DC by 5, and
allows the character to make the checks in as little
The higher the check result, the better and more
complete the information. If the character wants to
as a full-round action. However, a jury-rigged repair discover a specific fact, date, map, or similar bit of
can only fix a single problem with a check, and the information, add +5 to +15 to the DC.
Try Again?: Yes.
Special: A character can take 10 or take 20 on a its Jump check (see the Jump skill). The character
Research check. makes a Ride check (DC 15) to stay on the mount
A character with the Studious feat gets a +2 bonus when it leaps.
on all Research checks. Fast Mount or Dismount (DC 20; armor penalty
Computer Use can provide a +2 synergy bonus on a applies): The character can mount or dismount as a
Research check when searching computer records for free action. If the character fails the check, mounting
data (see Skill Synergy). or dismounting is a move action. (A character can’t
Time: A Research check takes 1d4 hours. attempt a fast mount or dismount unless he can
perform the mount or dismount as a move action this
RIDE (DEX) round, should the check fail.)
Use this skill to ride trained animals. Animals ill suited Special: If the character is riding bareback, he takes
as mounts provide a –2 penalty on their rider’s Ride a –5 penalty on Ride checks.
check. A character can take 10 when making a Ride check,
Check: Typical riding actions do not require checks. but can’t take 20.
A character can saddle, mount, ride, and dismount A character with the Animal Affinity feat gets a +2
without a problem. Mounting or dismounting an bonus on all Ride checks.
animal is a move action. Some tasks, such as those Time: Ride is a move action, except when otherwise
undertaken in combat or other extreme circumstances, noted for the special tasks listed above.
require checks. In addition, attempting trick riding or
asking the animal to perform an unusual technique SEARCH (INT)
also requires a check. A scav’s favorite skill, used to scour ruins in search of
Guide with Knees (DC 5): The character can react salvageable material or hidden objects.
instantly to guide his mount with his knees so that the Check: The character generally must be within
character can use both hands in combat or to perform 10 feet of the object or surface to be examined. A
some other action. Make the check at the start of the character can examine up to a 5-foot-by-5-foot area or
character’s round. If the character fails, he can only a volume of goods 5 feet on a side with a single check.
use one hand this round because he needs to use the A Search check can turn up individual footprints,
other to control his mount. but does not allow a character to follow tracks or tell
Stay in Saddle (DC 5): The character can react the character which direction the creature or creatures
instantly to try to avoid falling when his mount rears went or came from.
or bolts unexpectedly or when the character takes
DC Task
damage. 10 Ransack an area to find a certain object.
Fight while Mounted (DC 20): While in combat, the Notice a typical secret compartment, a simple trap,
character can attempt to control a mount that is not 20
or an obscure clue.
trained in combat riding (see the Handle Animal skill). Find a complex or well-hidden secret compartment
25+
If the character succeeds, he uses only a move action, or trap; notice an extremely obscure clue.
and can use his attack action to do something else. If
the character fails, he can do nothing else that round. If Special: A character can take 10 or take 20 when
the character fails by more than 5, he loses control of making a Search check.
the animal. A character with the Meticulous feat gets a +2 bonus
For animals trained in combat riding, the character on all Search checks.
does not need to make this check. Instead, the Time: A Search check is a full-round action.
character can use his move action to have the animal
perform a trick (commonly, to attack). The character SENSE MOTIVE (WIS)
can use his attack action normally. Use this skill to determine if someone is bluffing you.
Cover (DC 15): The character can react instantly to Check: A successful check allows the character to
drop down and hang alongside his mount, using it as avoid being bluffed (see the Bluff skill). The character
one-half cover. The character can’t attack while using can also use the skill to tell when someone is behaving
his mount as cover. If the character fails, he doesn’t oddly or to assess someone’s trustworthiness.
get the cover benefit. In addition, a character can use this skill to make
Soft Fall (DC 15): The character reacts instantly an assessment of a social situation. With a successful
when he falls off a mount, such as when it is killed check (DC 20), the character can get the feeling from
or when it falls, to try to avoid taking damage. If the another’s behavior that something is wrong. Also,

51
character fails, he takes 1d6 points of falling damage. the character can get the feeling that someone is
Leap (DC 15): The character can get his mount trustworthy and honorable.
to leap obstacles as part of its movement. Use the Try Again?: No, though the character may make
character’s Ride modifier or the mount’s Jump a Sense Motive check for each bluff made on the
modifier (whichever is lower) when the mount makes character.
Special: A character can take 10 when making a SPEAK LANGUAGE (NONE)
Sense Motive check, but can’t take 20. Trained Only
A character with the Attentive feat gets a +2 bonus The Speak Language skill doesn’t work like a
on all Sense Motive checks. standard skill.
A character can use Sense Motive to detect that a A character automatically knows how to speak his
hidden message is being transmitted via the Bluff skill native language; he does not need ranks to do so.
(DC equal to the Bluff check result of the sender). Each additional language costs 1 rank. When a
If the character’s check result beats the DC by 5 or character adds a rank to Speak Language, he chooses a
more, the character understands the secret message as new language that he can speak.
well. If the character’s check fails by 5 or more, the A character never makes Speak Language checks. A
character misinterprets the message in some fashion. character either knows how to speak and understand a
Time: A Sense Motive check may be made as a specific language or doesn’t.
reaction to another character’s Bluff check. (When To be able to read and write a language that he
that’s the case, the GM may roll the character’s Sense can speak, the character must take the Read/Write
Motive check in secret, so the character doesn’t Language skill for the appropriate language.
necessarily know someone’s trying to bluff him.) A character can choose any language, modern or
Using Sense Motive to get a sense of someone’s ancient. (See the table accompanying Read/Write
trustworthiness takes at least 1 minute. Language for suggestions.) The GM might determine
that a character can’t learn a specific language due to
SLEIGHT OF HAND (DEX) the circumstances of the campaign.
Trained Only; Armor Penalty
Use this skill to stealthily palm objects or perform SPOT (WIS)
other feats of hand agility. Use this skill to notice someone trying to hide or to
Check: A check against DC 10 lets a character palm detect an ambush.
a coin-sized, unattended object. Minor feats of sleight Check: The Spot skill is used to notice items that
of hand, such as making a coin disappear, also have aren’t immediately obvious and people who are
a DC of 10 unless an observer is concentrating on attempting to hide. The GM may call for a Spot check
noticing what the character is doing. by a character who is in a position to notice something.
When a character performs this skill under close A character can also make a Spot check voluntarily
observation, the character’s skill check is opposed if she wants to try to notice something in his or her
by the observer’s Spot check. The observer’s check vicinity.
doesn’t prevent the character from performing the The GM may make the Spot check in secret so
action, just from doing it unnoticed. that the character doesn’t know whether not noticing
When a character tries to take something from anything means that nothing is there or that the
another person, the character’s opponent makes a Spot character failed the check.
check to detect the attempt. To obtain the object, the A successful Spot check when there isn’t anything to
character must get a result of 20 or higher, regardless notice results in the character noticing nothing.
of the opponent’s check result. The opponent detects Spot is often used to notice a person or creature
the attempt if his or her check result beats the hiding from view. In such cases, the character’s Spot
character’s check result, whether the character takes check is opposed by the Hide check of the character
the object or not. trying not to be seen. Spot is also used to detect
A character can use Sleight of Hand to conceal a someone in disguise (see the Disguise skill), or to
small weapon or object on his body. notice a concealed weapon on another person.
Try Again?: A second Sleight of Hand attempt A character’s Spot check is modified by a –1 penalty
against the same target, or when being watched by the for every 10 feet of distance between the character and
same observer, has a DC 10 higher than the first check the character or object she is trying to discern. The
if the first check failed or if the attempt was noticed. check carries a further –5 penalty if the character is in
Special: A character can take 10 when making a the midst of activity.
Sleight of Hand check, but can’t take 20. Try Again?: A character can make a Spot check
A character can make an untrained Sleight of Hand every time she has the opportunity to notice something
check to conceal a weapon or object, but must always in a reactive manner. As a full-round action, a
take 10. character may attempt to notice something that she
A character with the Nimble feat and at least 1 rank failed (or believe she failed) to notice previously.

52
in this skill gets a +2 bonus on all Sleight of Hand Special: A character can take 10 or take 20 when
checks. making a Spot check.
Time: A Sleight of Hand check is an attack action. A character with the Alertness feat gets a +2 bonus
on all Spot checks.
Time: A Spot check is either a reaction (if called
for by the GM) or a full-round action (if a character After that period of time, the character must make a
actively takes the time to try to notice something). Constitution check (DC 10) every round to continue
holding his breath. Each round, the DC of the check
SURVIVAL (WIS) increases by 1. If the character fails the check, he
Use this skill to survive out in the wastelands. begins to drown.
Check: A character can keep herself and others safe The DC for the Swim check depends on the water:
and fed in the wild. Water DC
Calm water 10
DC Task
Rough water 15
Get along in the wild. Move up to half the character’s
Stormy water 20
overland speed while hunting and foraging (no food or
10 water supplies needed). The character can provide food
and water for one other person for every 2 points by Each hour that the character swims, make a
which the character’s check result exceeds 10. Swim check against DC 20. If the character fails, he
Get along in the wasteland. Same as get along in the becomes fatigued. If the character fails a check while
15
wild, but the available resources are more limited. fatigued, he becomes exhausted. If the character fails
Gain a +2 circumstance bonus on Fortitude saves a check while exhausted, he becomes unconscious.
against severe weather while moving up to half the Unconscious characters go underwater and
character’s overland speed, or gain a +4 circumstance immediately begin to drown.
15
bonus if stationary. The character may grant the same Try Again?: A new check is allowed the round after
bonus to one other character for every 1 point by
a check is failed.
which the character’s check result exceeds 15.
Avoid getting lost and avoid natural hazards, such as Special: A character takes a penalty of –1 for every
18 5 pounds of gear he carries, including armor and
quicksand.
Get along in a barren wasteland. Same as get along in weapons.
20
the wild, but the available resources are very limited. A character can take 10 when making a Swim check,
but can’t take 20.
With the Track feat, a character can use Survival A character with the Athletic feat gets a +2 bonus on
checks to track a character or animal across various all Swim checks.
terrain types. Time: A Swim check is either a move action or a
Special: A character can take 10 when making a full-round action, as described above.
Survival check. A character can take 20 when tracking,
or if there is no danger or penalty for failure, but not TREAT INJURY (WIS)
on periodic checks to get along in the wild. Use this skill to heal wounds and tend to long-term
A character with the Guide feat gets a +2 bonus on injuries.
all Survival checks. Check: The DC and effect depend on the task
Time: Basic Survival checks occur each day in the attempted.
wilderness or whenever a hazard presents itself. When Long-Term Care (DC 15): With a medical kit, the
using Survival with the Track feat to track a character successful application of this skill allows a patient to
or animal, checks are made according to distance, as recover hit points and ability points lost to temporary
described in the Track feat. damage at an advanced rate—3 hit points per character
level or 3 ability points restored per day of complete
SWIM (STR) rest. A new check is made each day; on a failed check,
Armor Penalty recovery occurs at the normal rate for that day of rest
Check: A successful Swim check allows a character and care.
to swim one-quarter his speed as a move action or half A character can tend up to as many patients as he
his speed as a full-round action. Roll once per round. has ranks in the skill. The patients need to spend all
If the character fails, he makes no progress through their time resting. The character needs to devote at
the water. If the character fails by 5 or more, he goes least ½ hour of the day to each patient he is caring for.
underwater. Restore Hit Points (DC 15): With a medical kit, if
If the character is underwater (from failing a a character has lost hit points, he can restore some
swim check or because the character is swimming of them. A successful check, as a full-round action,
underwater intentionally), he must hold his breath. restores 1d4 hit points. The number restored can never
A character can hold his breath for a number of exceed the character’s full normal total of hit points.
rounds equal to his Constitution score, but only if the This application of the skill can be used successfully

53
character does nothing but take move actions or free on a character only once per day.
actions. If the character takes an attack action or a full- Revive Dazed, Stunned, or Unconscious Character
round action, the amount of breath he has remaining is (DC 15): With a first aid kit, the character can remove
reduced by 1 round. (Effectively, a character in combat the dazed, stunned, or unconscious condition from a
can hold his breath only half as long as normal.) character. This check is an attack action.
A successful check removes the dazed, stunned, or A character can take 10 when making a Treat Injury
unconscious condition from an affected character. The check. A character can take 20 only when restoring
character can’t revive an unconscious character who hit points or attempting to revive dazed, stunned, or
is at –1 hit points or lower without first stabilizing the unconscious characters.
character. Long-term care, restoring hit points, treating
Stabilize Dying Character (DC 15): With a medical disease, treating poison, or stabilizing a dying
kit, a character can tend to another character who is character requires a medical kit. Reviving a dazed,
dying. As an attack action, a successful Treat Injury stunned, or unconscious character requires either a first
check stabilizes another character. The stabilized aid kit or a medical kit. Surgery requires a surgery kit.
character regains no hit points, but he stops losing If the character does not have the appropriate kit, he
them. The character must have a medical kit to takes a –4 penalty on the check.
stabilize a dying character. A character can use the Treat Injury skill on himself
Surgery (DC 20): With a surgery kit, a character only to administer first aid, treat disease, or treat
can conduct field surgery. This application of the Treat poison. The character takes a –5 penalty on your check
Injury skill carries a –4 penalty, which can be negated any time he treats his or herself.
with the Surgery feat. Surgery requires 1d4 hours; if A character with the Medical Expert feat gets a +2
the patient is at negative hit points, add an additional bonus on all Treat Injury checks.
hour for every point below 0 the patient has fallen. The Treat Injury skill cannot be used on nonliving or
Surgery restores 1d6 hit points for every character inorganic creatures, such as constructs or undead.
level of the patient (up to the patient’s full normal total Time: Treat Injury checks take different amounts of
of hit points) with a successful skill check. Surgery time based on the task at hand, as described above.
can only be used successfully on a character once in a
24-hour period. TUMBLE (DEX)
A character who undergoes surgery is fatigued for Trained Only; Armor Penalty
24 hours, minus 2 hours for every point above the DC Use this skill to perform acrobatic moves.
the surgeon achieves. The period of fatigue can never Check: A character can land softly when she falls,
be reduced below 6 hours in this fashion. tumble past opponents in combat, or tumble through
Treat Disease (DC 15): A character can tend to a opponents.
character infected with a treatable disease. Every time Land Softly: The character can make a Tumble
the diseased character makes a saving throw against check (DC 15) when falling. If the check succeeds,
disease effects (after the initial contamination), the treat the fall as if it were 10 feet shorter when
treating character first makes a Treat Injury check determining damage.
to help the diseased character fend off secondary Tumble past Opponents: With a successful Tumble
damage. This activity takes 10 minutes. If the treating check (DC 20), the character can weave, dodge,
character’s check succeeds, the treating character and roll up to 20 feet through squares adjacent to
provides a bonus on the diseased character’s saving opponents, risking no attacks of opportunity. Failure
throw equal to his ranks in this skill. means the character moves as planned, but provokes
Treat Poison (DC 15): A character can tend to attacks of opportunity as normal.
a poisoned character. When a poisoned character Tumble through Opponents: With a successful
makes a saving throw against a poison’s secondary Tumble check (DC 20), the character can roll, jump, or
effect, the treating character first makes a Treat Injury dive through squares occupied by opponents, moving
check as an attack action. If the treating character’s over, under, or around them as if they weren’t there.
check succeeds, the character provides a bonus on the Failure means the character moves as planned, but
poisoned character’s saving throw equal to his ranks in provokes attacks of opportunity as normal.
this skill. Try Again?: No.
Xenomedic: This skill can be used to treat members Special: A character with 5 or more ranks in Tumble
of other species, provided they are neither constructs gains a +3 dodge bonus to Defense (instead of the
nor undead. normal +2) when fighting defensively, and a +6 dodge
For all uses of this skill except surgery, the skill bonus (instead of the normal +4) when engaging in
check’s DCs are unchanged. Performing surgery on total defense.
creatures of a type different from your own carries a A character can take 10 when making a Tumble
–8 penalty. The Surgery feat reduces the penalty to –4. check, but can’t take 20.
Try Again?: Yes, for restoring hit points, reviving A character with the Acrobatic feat and at least 1
dazed, stunned, or unconscious characters, stabilizing
54
rank in this skill gets a +2 bonus on all Tumble checks.
dying characters, and surgery. No, for all other uses of Time: A character can try to reduce damage from a
the skill. fall as a reaction once per fall. A character can attempt
Special: The Surgery feat gives a character the extra to tumble as a free action that must be performed as
training he needs to use Treat Injury to help a wounded part of a move action.
character by means of an operation.
CHAPTER 3:

FEATS
“Is there anything you can do, DOCTOR,
I mean, seeing as how you’ve lost over 200
Feats are special abilities chosen by the player
as he advances in level. The following is a complete
million patients?” list of feats available to post-apocalyptic characters,
including relevant feats from d20 Modern.
-Lisa, The Omega Man

“My fellow Americans, I’m pleased to tell


you today that I’ve signed legislation that will
outlaw Russia forever. We begin bombing in
five minutes.”

-President Reagan on live radio, August 1984


FEAT DESCRIPTIONS ACROBATIC
You are exceptionally agile and well-coordinated.
Here is the format for feat Benefit:You gain a +2 bonus on all Jump and
descriptions. Tumble checks.
Special: Remember that the Tumble skill cannot be
used untrained.
FEAT NAME
Prerequisite: A minimum
ability score, another feat ACTION BOOST
or feats, a minimum base attack bonus, and/or the You have the ability to alter your luck drastically in
minimum ranks in a skill that a character must have to dire circumstances.
acquire this feat. This entry is absent if a feat has no Benefit: When you spend an action point, you roll
prerequisite. d8s instead of d6s for the action result.
A character can gain a feat at the same level at
which he or she gains all the prerequisites. ADVANCED COMBAT MARTIAL ARTS
A character can’t use a feat if the character has lost a You are a master of unarmed combat.
prerequisite. Prerequisites: Combat Martial Arts, Improved
Benefit: What the feat enables a character to do. Combat Martial Arts, base attack bonus +8.
Normal: What a character who does not have this Benefit: When you score a critical hit on an
feat is limited to or restricted from doing. If there is opponent with an unarmed strike, you deal triple
no particular drawback to not possessing the feat, this damage.
entry is absent. Normal: An unarmed strike critical hit deals double
Special: Additional facts about the feat. damage.

GENERAL FEATS ADVANCED FIREARMS PROFICIENCY


The following are new and revised general feats. You understand the autofire features of firearms.
Prerequisite: Personal Firearms Proficiency or
Futuristic Firearms Proficiency.
Benefit: You can fire any personal firearm on
autofire without penalty (provided, of course, that it
has an autofire setting).
Normal: Characters without this feat take a –4
penalty on attack rolls made with personal firearms set
on autofire.

ADVANCED TWO-WEAPON FIGHTING


You are a master at fighting with two weapons.
Prerequisites: Dexterity 13, Two-Weapon
Fighting, Improved Two-Weapon Fighting, base
attack bonus +11.
Benefit: You gain a third attack with
your offhand weapon, albeit at a –10
penalty. This feat also allows you to use
a melee weapon in one hand and a ranged
weapon in the other.

AGILE RIPOSTE
You strike when your opponent strikes.
Prerequisites: Dexterity 13, Dodge.
Benefit: Once per round, if the opponent you
have designated as a dodge target (see the Dodge
feat) makes a melee attack or melee touch attack

56
against you and misses, you may make
an attack of opportunity with a melee
weapon against that opponent. Resolve
and apply the effects from both attacks
simultaneously.
Even with Combat Reflexes, you cannot use the Proficiency (medium).
Agile Riposte feat more than once per round. This feat Benefit: See Armor Proficiency (light).
does not grant more attacks of opportunity than are Normal: See Armor Proficiency (light).
normally allowed in a round.
ARMOR PROFICIENCY (LIGHT)
AIRCRAFT OPERATION You can use light armor to full effect.
Select a class of aircraft (heavy aircraft, helicopters, jet Benefit: When you wear a type of armor with
fighters, or spacecraft). The character is proficient at which you are proficient, you add the armor’s entire
operating that class of aircraft. equipment bonus to your Defense.
The heavy aircraft class includes jumbo passenger Normal: A character who wears armor with which
airplanes, large cargo planes, heavy bombers, and any he or she is not proficient takes an armor penalty on
other aircraft with three or more engines. Helicopters checks involving the following skills: Balance, Climb,
include transport and combat helicopters of all types. Escape Artist, Hide, Jump, Move Silently, and Tumble.
Jet fighters include military fighter and ground attack Also, a character who wears armor with which he or
jets. Spacecraft are vehicles such as the space shuttle she is not proficient adds only a portion of the armor’s
and the lunar lander. equipment bonus to his or her Defense.
Prerequisite: Pilot 4 ranks, Advanced Technology.
Benefit: When operating an aircraft of the selected ARMOR PROFICIENCY (MEDIUM)
type, you take no penalty on Pilot checks made when You can use medium armor to full effect.
operating the aircraft, and you also apply your full Prerequisite: Armor Proficiency (light), Primitive
class bonus to Defense to the aircraft’s Defense. Technology.
Normal: Characters without this feat take a –4 Benefit: See Armor Proficiency (light).
penalty on Pilot checks made to operate an aircraft Normal: See Armor Proficiency (light).
that falls in any of these classes, and on attacks made
with aircraft weapons and you apply only one-half
your class bonus to Defense (rounded down) to the ARMOR PROFICIENCY (POWERED)
aircraft’s Defense. There is no penalty when the You are skilled in the use of fantastic, powered armor.
character operates a general-purpose aircraft. Prerequisite: Armor Proficiency (light), Armor
Special: The character can gain this feat multiple Proficiency (medium)
times. Each time the character takes the feat, the Effect: When you wear a suit of powered armor
character selects a different class of aircraft. with which you are proficient, you get to add the
armor’s entire equipment bonus to your defense and
the entire Strength bonus to your Strength.
ALERTNESS
You are aware of the dangers of the wasteland.
Benefit: You get a +2 bonus on all Listen and Spot ATHLETIC
checks. You are physically fit.
Benefit: You get a +2 bonus on all Climb and Swim
checks.
ANIMAL AFFINITY
You have empathy with wasteland animals.
Benefit: You get a +2 bonus on all Handle Animal ATTENTIVE
and Ride checks. You are perceptive.
Special: Remember that the Handle Animal skill Benefit: You get a +2 bonus on all Investigate and
cannot be used untrained. Sense Motive checks.
Special: Remember that the Investigate skill cannot
be used untrained.
ARCHAIC WEAPONS PROFICIENCY
You are proficient with primitive melee weapons.
Prerequisite: Primitive Technology. BLIND-FIGHT
Benefit: You take no penalty on attack rolls when You do not need your vision to fight.
using any kind of archaic weapon. Benefit: In melee combat, every time you miss
Normal: Without this feat, you take a –4 non- because of concealment, you can reroll the miss
proficient penalty when making attacks with archaic chance roll one time to see if you actually hit.
weapons. You take only half the usual penalty to speed for

57
being unable to see. Darkness and poor visibility in
general reduces your speed to three-quarters normal,
ARMOR PROFICIENCY (HEAVY) instead of one-half.
You can use heavy armor to full effect.
Prerequisites: Armor Proficiency (light), Armor
BRAWL Special: Remember that the Demolitions and
You deal more nonlethal damage when fighting Disable Device skills cannot be used untrained.
unarmed.
Benefit: When making an unarmed attack, you CHARISMATIC PLUS
receive a +1 competence bonus on attack rolls, and Advancements in science coupled with your drive to
deal nonlethal damage equal to 1d6 + your Strength excel enable you to progress faster toward becoming a
modifier. truly charismatic hero.
Normal: Unarmed attacks normally deal nonlethal Benefit: You gain two talents from the Charismatic
damage equal to 1d3 + Strength modifier. hero’s talent trees. The talents must be selected
from the following list, you cannot select more than
BUILDER one talent from a single talent tree, and you must
You are a good crafter. meet all the prerequisites of a talent to select it:
Benefit: Pick two skills from the following Favor, Captivate, Dazzle, Taunt, Inspiration, Greater
list: Craft (chemical), Craft (electronic), Craft Inspiration.
(mechanical), and Craft (structural). You get a +2 Special: You may select this feat multiple times.
bonus on all checks with those skills. Each time you select this feat, you must choose a
Special: You can select this feat twice. The second different pair of talents.
time, apply it to the two skills you did not pick
originally. Remember that Craft (chemical), Craft CLEAVE
(electronic), and Craft (mechanical) cannot be used You can attack a secondary opponent after you have
untrained. slain your primary target.
Prerequisites: Strength 13, Power Attack.
BULL’S EYE Benefit: If you inflict enough damage to make an
Your attacks with ranged weapons are especially opponent drop (either by knocking the opponent out
deadly. due to massive damage or by reducing the opponent’s
Prerequisites: Point Blank Shot, Precise Shot. hit points to less than 0), you get an immediate extra
Benefit: When you threaten a critical hit with a melee attack against another opponent adjacent to you.
ranged weapon, you may spend an Action Point to You cannot take a 5-foot step before making this extra
automatically confirm the critical. attack. The extra attack is with the same weapon and at
the same bonus as the attack that dropped the previous
opponent. You can use this ability once per round.
BURST FIRE
You can first bursts at your enemies.
Prerequisites: Wisdom 13, Personal Firearms COMBAT DRIVING
Proficiency or Futuristic Firearms Proficiency, You are highly skilled at using normal vehicles in
Advanced Firearms Proficiency. combat.
Benefit: When using an automatic firearm with at Prerequisite: Drive 4 ranks
least five bullets loaded, you may fire a short burst as Effect: When driving a normal wheeled vehicle you
a single attack against a single target. You receive a –4 add your class Defense bonus and Dexterity modifier
penalty on the attack roll, but deal +2 dice of damage. to the defense of that vehicle.
Firing a burst expends five bullets and can only be Normal: A character without this feat adds no bonus
done if the weapon has five bullets in it. to the Defense of a car that comes under attack.
Normal: Autofire uses ten bullets, targets a 10-foot-
by-10-foot area, and can’t be aimed at a specific target. COMBAT EXPERTISE
Without this feat, if a character attempts an autofire You are an intelligent wasteland fighter.
attack at a specific target, it simply counts as a normal Prerequisite: Intelligence 13.
attack and all the extra bullets are wasted. Benefit: When you use the attack action or the full
Special: If the firearm has a three-round burst attack action in melee, you can take a penalty of up to
setting, firing a burst expends three bullets instead –5 on your attack roll and add the same number (up
of five and can be used if the weapon has only three to +5) to your Defense. This number may not exceed
bullets in it. your base attack bonus. The changes to attack rolls and
Defense last until your next action. The bonus to your
CAUTIOUS Defense is a dodge bonus (and as such it stacks with

58 You are good with dangerous devices.


Benefit: You get a +2 bonus on all Demolitions and
other dodge bonuses you may have).
Normal: A character without the Combat Expertise
Disable Device checks. feat can fight defensively while using the attack or full
attack action to take a –4 penalty on attacks and gain a
+2 dodge bonus to Defense.
COMBAT MARTIAL ARTS to dance, from poetry to whatever might please one’s
You deal lethal damage when fighting unarmed. next master(s). As such it, can apply to both male and
Prerequisite: Base attack bonus +1. female characters of all ages.
Benefit: With an unarmed strike, you deal lethal or
nonlethal damage (your choice) equal to 1d4 + your CONFIDENT
Strength modifier. Your unarmed attacks count as You have self-confidence.
armed attacks, which means that opponents do not get Benefit: You get a +2 bonus on all Gamble and
attacks of opportunity when you attack them unarmed. Intimidate checks, and on level checks to resist
You may make attacks of opportunity against intimidation.
opponents who provoke such attacks.
Normal: Without this feat, a character deals only
1d3 points of nonlethal damage with an unarmed
CREATIVE
You are artistic.
strike. Unarmed attacks normally provoke attacks of
Benefit: Pick two skills from the following list:
opportunity, and unarmed combatants cannot normally
Craft (visual art), Craft (writing), Perform (act),
make attacks of opportunity.
Perform (dance), Perform (keyboards), Perform
(percussion instruments), Perform (sing), Perform
COMBAT REFLEXES (stand-up), Perform (string instruments), and Perform
You have quick reflexes that catch your opponents off (wind instruments). You get a +2 bonus on all checks
guard. with those two skills.
Benefit: The maximum number of attacks of Special: You can select this feat up to five times.
opportunity you may make each round is equal to your Each time, you select two new skills from the choices
Dexterity modifier + 1. You can still make only one given above.
attack of opportunity against a single opponent.
With this feat, you may also make attacks of
opportunity when flat-footed.
DEAD AIM
You are a better shot when you take your time.
Normal: A character without the Combat Reflexes
Prerequisites: Wisdom 13, Far Shot.
feat can make only one attack of opportunity per round
Benefit: Before making a ranged attack, you may
and cannot make attacks of opportunity when flat-
take a full-round action to line up your shot. This
footed.
grants you a +2 circumstance bonus on your next
Special: The Combat Reflexes feat does not allow a
attack roll. Once you begin aiming, you cannot move,
Fast hero with the Opportunist talent to use that talent
even to take a 5-foot step, until after you make your
more than once per round.
next attack, or the benefit of the feat is lost. Likewise,
if your concentration is disrupted or you are attacked
COMBAT THROW before your next action, you lose the benefit of aiming.
You have a knack for grappling and tripping.
Prerequisite: Defensive Martial Arts.
Benefit: You gain a +2 bonus on opposed Strength
DECEPTIVE
You are hard to read.
and Dexterity checks any time you attempt trip or
Benefit: You get a +2 bonus on all Bluff and
grapple attacks, or when you try to avoid a trip or
Disguise checks.
grapple attack.

CONCUBINE DEDICATED PLUS


Advancements in science coupled with your drive to
You were at one time the concubine, slave, or mistress
excel enable you to progress faster toward becoming a
of a powerful desert raider or community leader.
truly dedicated hero.
While in his harem, you were trained in the arts of
Benefit: You gain two talents from the Dedicated
entertainment and artistic performance.
hero’s talent trees. The talents must be selected from
Prerequisite: Charisma 13.
the following list, you cannot select more than one
Benefit: You gain a +4 bonus to all Perform checks
talent from a single talent tree, and you must meet all
and a +2 bonus to Bluff and Diplomacy checks when
the prerequisites of a talent to select it: Improved Aid
related to seduction attempts.
Another, Intuition, Healing Touch 1, Healing Touch 2,
Note: Concubine is a feat that means a character
Aware, Faith, Cool Under Pressure.
was more than a mere love-slave, but someone
Special: You may select this feat multiple times.
59
groomed as a performer for the entertainment of raider
Each time you select this feat, you must choose a
chiefs, merchants, etc. The Perform bonus is meant to
different pair of talents.
cover many types of entertainment, from musicianship
DEFENSIVE MARTIAL ARTS Benefit: When fighting an opponent or multiple
You excel at not being hit in melee combat. opponents in melee, other opponents attempting to
Benefit: You gain a +1 dodge bonus to Defense target you with ranged attacks take a –4 penalty. This
against melee attacks. penalty is in addition to the normal –4 penalty for
Special: A condition that makes you lose your firing into melee, making the penalty to target you –8.
Dexterity bonus to Defense also makes you lose dodge Special: An opponent with the Precise Shot feat has
bonuses. Also, dodge bonuses stack, unlike most other the penalty lessened to –4 when targeting you.
types of bonuses.
ENDURANCE
DODGE You have incredible stamina.
You are harder to hit for one target. Benefit: You gain a +4 bonus on the following
Prerequisite: Dexterity 13. checks and saves: hourly Swim checks to avoid
Benefit: During your action, you can designate an becoming fatigued, Constitution checks to continue
opponent and receive a +1 dodge bonus to Defense running, Constitution checks to hold your breath,
against any subsequent attacks from that opponent. Constitution checks to avoid damage from starvation
You can select a new opponent on any action. or thirst, Fortitude saves to avoid damage from hot
Special: A condition that makes you lose your or cold environments, and Fortitude saves to resist
Dexterity bonus to Defense also makes you lose dodge suffocation or drowning.
bonuses. Also, dodge bonuses stack with each other, Also, you may sleep in medium or light armor
unlike most other types of bonuses. without becoming fatigued.
Normal: A character without this feat that sleeps in
armor is automatically fatigued the following day.
DOUBLE TAP
You fire two shots with one attack.
Prerequisites: Dexterity 13, Point Blank Shot. EXOTIC FIREARMS PROFICIENCY
Benefit: When using a semiautomatic firearm with Choose a weapon type from the following list:
at least two bullets loaded, you may fire two bullets as cannons, heavy machine guns, grenade launchers, and
a single attack against a single target. You receive a –2 rocket launchers.
penalty on this attack, but deal +1 die of damage with Prerequisites: Personal Firearms Proficiency or
a successful hit. Using this feat fires two bullets and Futuristic Firearms Proficiency, Advanced Firearms
can only be done if the weapon has two bullets in it. Proficiency, Post-Apocalyptic Technology.
Benefit: You make attack rolls with the weapon
normally.
DRIVE-BY ATTACK Normal: A character who uses a weapon with which
You are best when fighting from a vehicle. he is not proficient takes a –4 penalty on attack rolls.
Benefit: You take no vehicle speed penalty when Special: You can gain this feat as many as four
making an attack while in a moving vehicle. In times. Each time you take the feat, you select a
addition, if you are the driver, you can take your different weapon group.
attack action to make an attack at any point along the
vehicle’s movement.
Normal: When attacking from a moving vehicle, a EXOTIC MELEE WEAPON PROFICIENCY
character takes a penalty based on the vehicle’s speed. Choose one exotic melee weapon. You are proficient
Passengers can ready an action to make an attack with that melee weapon in combat.
when their vehicle reaches a particular location, but Prerequisite: Base attack bonus +1, Primitive
the driver must make his or her attack action either Technology.
before or after the vehicle’s movement. Benefit: You make attack rolls with the weapon
normally.
Normal: A character who uses a weapon without
EDUCATED being proficient with it takes a –4 penalty on attack
You have knowledge in two fields. rolls.
Benefit: Pick two Knowledge skills. You get a +2 Special: You can gain this feat multiple times. Each
bonus on all checks with those skills. time you take the feat, you select a different exotic
Special: You can select this feat as many as seven melee weapon.
times. Each time, you select two new Knowledge
skills.
60 ELUSIVE TARGET
FAR SHOT
You can hit targets further away with a ranged
weapon.
You are harder to hit while in melee combat. Benefit: When you use a firearm or archaic ranged
Prerequisites: Dexterity 13, Defensive Martial Arts. weapon, its range increment increases by one-half
(multiply by 1.5). When you throw a weapon, its range form a tee. Move them forward a distance equal to
increment is doubled. your turn number. The vehicles end their movement at
that location, at stationary speed, and take their normal
FAST PLUS sideswipe damage.
Advancements in science coupled with your drive to If you fail the check, resolve the sideswipe normally.
excel enable you to progress faster toward becoming a
truly dexterous hero. FORSAKEN
Benefit: You gain two talents from the Fast hero’s You were abandoned as a child and left to die. Against
talent trees. The talents must be selected from the all odds you managed to survive on your own in an
following list, you cannot select more than one talent unbelievably hostile world, gaining new abilities and
from a single talent tree, and you must meet all the insights. You now operate best when left alone.
prerequisites of a talent to select it: Uncanny Dodge Prerequisite: Characters of a Feral background
1, Uncanny Dodge 2, Defensive Roll, Opportunist, only.
Improved Increased Speed, Advanced Increased Benefit: The character receives a +2 competence
Speed. bonus to Hide, Listen, and Survival checks. You lose
Special: You may select this feat multiple times. these benefits, however, when working in a group of
Each time you select this feat, you must choose a four or more.
different pair of talents. Special: You can only take this feat at 1st level.

FILTHY FRIGHTFUL PRESENCE


Your diet and poor hygiene have made you resistant to You are a wasteland terror.
poison and disease. Prerequisites: Charisma 15, Intimidate 9 ranks.
Prerequisite: Charisma 9 or below. Benefit: When you use this feat, all opponents
Benefit: You gain a +2 circumstance bonus to all within 10 feet who have fewer levels than you must
saves against poison and disease. make a Will saving throw (DC 10 + ½ your level +
your Charisma modifier). An opponent who fails his or
FLEET OF FOOT her save is shaken, taking a –2 penalty on attack rolls,
You can turn corners without losing momentum. saves, and skill checks for a number of rounds equal
Prerequisite: Run. to 1d6 + your Charisma modifier. You can use this feat
Benefit: When running or charging, you can make once per round as a free action.
a single direction change of 90 degrees or less. You A successful save indicates that the opponent is
cannot use this feat while wearing medium or heavy immune to your use of this feat for 24 hours. This feat
armor, or if you’re carrying a medium or heavy load. does not affect creatures with an Intelligence of 3 or
Normal: Without this feat, you can run or charge lower.
only in a straight line. If you have the Renown feat, the Will saving throw’s
DC increases by 5.

FOCUSED
You have amazing concentration. FUTURISTIC FIREARMS PROFICIENCY
Benefit: You get a +2 bonus on all Balance and You are proficient with Futuristic weapons such as
Concentration checks. lasers, mass drivers, and particle beams.
Prerequisite: Advanced Technology.
Benefit: You can fire futuristic weapons without
FORCE STOP penalty.
You can use your vehicle to bring other vehicles to an Normal: Characters without this feat take a –4
abrupt stop. penalty on attack rolls with futuristic weapons.
Prerequisites: Drive 4 ranks, Vehicle Expert. Special: This feat may be used in place of Personal
Benefit: When you attempt a sideswipe stunt with Firearm Proficiency as a prerequisite for other firearm
a surface vehicle, you can force the other vehicle to a related feats such as Advanced Firearm Proficiency.
stop by nudging it into a controlled sideways skid. In Some futuristic exotic weapons, such as Laser
addition to the normal requirements for attempting a Cannons, require the Exotic Firearms Proficiency as
sideswipe stunt, you must have sufficient movement well.
remaining to move a number of squares equal to your
turn number.
GEARHEAD
After succeeding on the check to attempt the
sideswipe, you make a Drive check opposed by the You have a knack for using and repairing ancient 61
other driver. If you succeed, turn the other vehicle 90 technology.
degrees across the front of your vehicle, so that they Benefit: You get a +2 bonus on all Computer Use
and Repair checks.
Special: Remember that the Computer Use and Character Level Times per Day
Repair skills can only be used untrained in certain 1st–4th 1
situations. 5th–8th 2
9th–12th 3
13th–16th 4
GLADIATOR 17th–20th 5
You’ve spent some time as a gladiator in the pits
of one slave city or another, and have become
accustomed to fighting against armored opponents. HIGH READY
Prerequisite: Wisdom 13, Alertness. You are accustomed to moving with your gun at the
Benefit: You receive a +2 bonus to attack rolls when ready, shifting your aim with your sight.
fighting an opponent in medium or heavy armor. Prerequisite: Dexterity 13, Reactive Shooter.
Benefit: You can use the Reactive Shooter feat with
a Large weapon. To do so, you must first have stated
GREAT CLEAVE that you are at the high ready position (on your feet,
You continue to drop opponents after you have slain
with your weapon shouldered, ready to fire). You can
your original target.
only move at half speed while prepared in this manner.
Prerequisites: Strength 13, Power Attack, Cleave,
base attack bonus +4.
Benefit: As Cleave, except there is no limit to the IMPROVED AUTOFIRE
number of times you can use it per round. You lay down withering barrages of autofire with
deadly precision.
Prerequisites: Personal Firearms Proficiency or
GREAT FORTITUDE Futuristic Firearms Proficiency, Advanced Firearms
The wasteland has toughened your resistances.
Proficiency.
Benefit: You get a +2 bonus on all Fortitude saving
Benefit: When you use autofire, the DC for the
throws.
Reflex save is increased by +5.
Normal: When you use autofire, every creature
GUIDE within the targeted 10-foot-by-10-foot area must make
You know your way around the wasteland. a Reflex save (DC 15) to avoid being hit.
Benefit: You get a +2 bonus on all Navigate and
Survival checks.
IMPROVED BRAWL
You deal more nonlethal damage when in unarmed
HARD-EYED combat.
With a gun in your hand, you have an especially Prerequisites: Brawl, base attack bonus +3.
dangerous aspect. Benefit: When making an unarmed attack, you
Prerequisites: Charisma 13, Intimidate 4 ranks. receive a +2 competence bonus on your attack roll and
Benefit: You gain a +5 circumstance bonus on deal nonlethal damage equal to 1d8 + your Strength
Intimidate checks when aiming a firearm at the target modifier.
of your check. The target must be within 30 feet, and Normal: Unarmed attacks normally deal nonlethal
must be able to see you (and your firearm). The target damage equal to 1d3 + Strength modifier.
does not have to be flat-footed.
This bonus does not stack with the +2 circumstance
bonus your GM might grant for threatening the target
IMPROVED BULL RUSH
You like to push around your opponents.
with a gun, but it can stack with other circumstance
Prerequisites: Strength 13, Power Attack.
bonuses.
Benefit: When you perform a bull rush, you do not
Normal: Circumstances such as holding a gun on a
provoke an attack of opportunity from the defender.
flat-footed opponent normally grant a +2 circumstance
bonus.
IMPROVED COMBAT MARTIAL ARTS
You inflict critical hits more often with unarmed
HEROIC SURGE attacks.
You can do more in a round than others can.
Prerequisites: Combat Martial Arts, base attack
Benefit: You may take an extra move action or
bonus +4.
attack action in a round, either before or after your
Benefit: Your threat range on an unarmed strike im-
62
regular actions. You may use Heroic Surge a number
proves to 19–20.
of times per day depending on your character level (as
Normal: A character without this feat threatens a
shown below), but never more than once per round.
critical hit with an unarmed strike only on a 20.
IMPROVED COMBAT THROW IMPROVED INITIATIVE
You trip opponents when they miss you. You are often first to act.
Prerequisites: Defensive Martial Arts, Combat Benefit: You get a +4 circumstance bonus on
Throw, base attack bonus +3. initiative checks.
Benefit: In melee combat, if an opponent attacks
and misses you, you may immediately make a trip IMPROVED KNOCKOUT PUNCH
attack against the opponent. This counts as an attack of You deal more damage with nonlethal unarmed strikes.
opportunity. Prerequisites: Brawl, Knockout Punch, base attack
Special: This feat does not grant you more attacks bonus +6.
of opportunity than you are normally allowed in a Benefit: When making your first unarmed attack
round. against a flat-footed opponent, treat a successful attack
as a critical hit. This critical hit deals triple damage.
IMPROVED DAMAGE THRESHOLD The damage is nonlethal damage.
You are tougher to take down. Special: Even if you have the ability to treat
Benefit: You increase your massive damage unarmed damage as lethal damage, the damage from a
threshold by 3 points. knockout punch is always nonlethal.
Normal: A character without this feat has a
massive damage threshold equal to his or her current IMPROVED OVERRUN
Constitution score. You can overrun your opponents before they are able
Special: You may gain this feat multiple times. Its to avoid you.
effects stack. Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent,
IMPROVED DEAD AIM the target may not choose to avoid you. You also gain
Your skill with ranged weapons is unmatched. a +4 bonus on your Strength check to knock down
Prerequisites: Wisdom 13, Far Shot, Dead Aim. your opponent.
Benefit: The circumstance bonus on attack rolls Normal: Without this feat, the target of an overrun
granted by the Dead Aim feat increases from +2 to +3. can choose to avoid you or to block you.

IMPROVED DISARM IMPROVED TRIP


You are skilled at disarming your opponents. Prerequisites: Intelligence 13, Combat Expertise.
Prerequisites: Intelligence 13, Combat Expertise. Benefit: You do not provoke an attack of
Benefit: You do not provoke an attack of opportunity when you try to trip an opponent while
opportunity when you attempt to disarm an opponent, you are unarmed.
nor does the opponent get a chance to disarm you. If you trip an opponent in melee combat, you
immediately get to make a melee attack against that
IMPROVED FEINT opponent as if you had not used your attack action for
You misdirect your opponents when fighting. the trip attempt.
Prerequisites: Intelligence 13, Brawl,
Streetfighting. IMPROVED TWO-WEAPON FIGHTING
Benefit: You can make a Bluff check in combat as a Prerequisites: Dexterity 13, Two-Weapon Fighting,
move action. You receive a +2 bonus on Bluff checks base attack bonus +6.
made to feint in melee combat. Benefit: You get a second attack with your offhand
Normal: Feinting in combat requires an attack weapon, albeit at a –5 penalty. In addition, this feat
action. allows you to use a melee weapon in one hand and a
ranged weapon in the other.
IMPROVED GRAPPLE Normal: Without this feat, you only get a single
You are skilled at grappling opponents. extra attack with an off-hand weapon, and both
Prerequisites: Brawl, Dexterity 13. weapons must be of the same type (either both ranged
Benefit: You do not provoke an attack of weapons or both melee weapons).
opportunity when you make a touch attack to start a
grapple. You also gain a +4 competence bonus on all IMPROVISED WEAPONS
grapple checks (regardless of whether you started the You are a walking disaster area. In a fight, you can use
grapple).
Normal: Characters without this feat provoke an
anything you touch as a weapon.
Prerequisite: Brawl.
63
attack of opportunity when they initiate a grapple. Benefit: You can use any improvised weapon in
combat with no penalty to your attack roll. You must
still learn how to use items designed as weapons in the LEADERSHIP
normal way. You are a natural leader who attracts followers and
Normal: Using an improvised weapon incurs a -4 brings them under your command.
penalty to your attack roll. Prerequisites: The character must be at least 6th
level.
INTIMIDATING STRENGTH Benefits: Having this feat enables you to attract
You can intimated and strike fear into others with your loyal companions and devoted followers, subordinates
physique alone. who assist you. See Table 3-1: Leadership for what
Prerequisites: Strength 15, Intimidate 4 ranks. types and numbers of cohorts and followers you can
Benefit: You can use you Strength modifier instead recruit.
of your Charisma modifier on Intimidate checks and Leadership Score: Your Leadership score is
fear causing abilities such as Frightful Presence, Blood equal to your level plus any Charisma modifier or
Thirsty Cry, Horrifying Kill, and Death Cry. Reputation (whichever is higher). In order to take
into account negative Charisma modifiers, Table 3-1:
INTUITIVE MECHANIC
You have a natural knack for fixing mechanical TABLE 3-1: LEADERSHIP
devices. Leadership Cohort -- Number of Followers by Level --
Prerequisite: Intelligence 15 Score Level 1st 2nd 3rd 4th 5th 6th
Benefit: Repair is considered a class skill for you. 1 or less - - - - - - -
2 1st - - - - - -
In addition, you may always take 10 on Repair checks,
3 2nd - - - - - -
even if stress and distractions would normally prevent 4 3rd - - - - - -
you from doing so. 5 3rd - - - - - -
6 4th - - - - - -
IRON WILL 7 5th - - - - - -
8 5th - - - - - -
Your mind is strong.
9 6th - - - - - -
Benefit: You get a +2 bonus on all Will saving 10 7th 5 - - - - -
throws. 11 7th 6 - - - - -
12 8th 8 - - - - -
JUJU MEDICINE 13 9th 10 1 - - - -
14 10th 15 1 - - - -
You are an expert in herbal medicine and treatments.
15 10th 20 2 1 - - -
Not only do you know how to use Juju, but you also 16 11th 25 2 1 - - -
understand the tools of the trade and how to find them 17 12th 30 3 1 1 - -
in the wild. Given enough time to search, you can 18 12th 35 3 1 1 - -
procure enough natural ingredients to build a Juju kit. 19 13th 40 4 2 1 1 -
Prerequisite: Treat Injury 4 ranks, Survival 4 ranks. 20 14th 50 5 3 2 1 -
Benefit: You can build a Juju kit by simply 21 15th 60 6 3 2 1 1
searching the wilderness for herbs and other natural 22 15th 75 7 4 2 2 1
ingredients. Finding the ingredients requires a Survival 23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
check (DC 15) and takes 1d6 hours.
25+ 17th 135 13 7 4 2 2
You can also use the Survival skill to gather raw
materials for Juju potions. Doing so takes 1d4 hours TABLE 3-2: GENERAL LEADERSHIP MODIFIERS
and produces raw materials in cp equal to your Skill The Leader Has a Reputation for Modifier
check roll. You may use this ability a maximum of Great prestige +2
three times a day. Fairness and generosity +1
Special power +1
Failure -1
KNOCKOUT PUNCH Aloofness -1
You deal more damage with nonlethal unarmed strikes. Cruelty -2
Prerequisites: Brawl, base attack bonus +3. Cohort-Only Leadership Modifiers
Benefit: When making your first unarmed attack The Leader Modifier
Has a animal partner -2
against a flat-footed opponent, treat a successful attack
Recruits a cohort of a different allegiance -1
as a critical hit. This damage is nonlethal damage. Caused the death of a cohort -2*
Special: Even if the character has the ability to treat
64
*Cumulative per cohort killed.
unarmed damage as lethal damage, the damage from a Follower-Only Leadership Modifiers
knockout punch is always nonlethal. The Leader Modifier
Has a stronghold or base of operations +2
Moves around a lot -1
Caused the death of other followers -1
Leadership allows for very low Leadership scores, but market value.
you must still be 6th level or higher in order to gain Special: This feat can be combined with the Silver
the Leadership feat and thus attract a cohort. Outside Tongue feat or with Trader abilities such as Going
factors can affect a character’s Leadership score, as Once, Going Twice.
detailed in Table 3-2: Leadership Modifiers.
Cohort Level: You can attract a cohort of up to this MEDICAL EXPERT
level. Regardless of your Leadership score, you can’t You are an expert at treating patients.
recruit a cohort of a level higher than this. Benefit: You get a +2 bonus on all Craft
Number of Followers by Level: You can lead up to (pharmaceutical) and Treat Injury checks.
the indicated number of characters of each level. Special: Remember that the Craft (pharmaceutical)
Followers: You attract followers whose allegiances skill cannot be used untrained.
are the same as your own. These followers have gear
appropriate to NPCs of their level. As your Leadership
score increases, you can attract more followers. If your METICULOUS
Leadership score decreases, followers may desert. You are very thorough.
Replacing Cohorts and Followers: If you lose a Benefit: You get a +2 bonus on all Forgery and
cohort or followers, you can generally replace them, Search checks.
according to your current Leadership score. It takes
time (1d4 months) to recruit replacements. If you are MOBILITY
to blame for the deaths of the cohort or followers, it You are talented at avoiding attacks of opportunity.
takes extra time to replace them, up to a full year. Note Prerequisites: Dexterity 13, Dodge.
that you also pick up a reputation of failure, which Benefit: You get a +4 dodge bonus to Defense
decreases your Leadership score. against attacks of opportunity provoked when you
move out of a threatened square.
LIGHTNING REFLEXES Special: A condition that makes you lose your
You are good at dodging danger. Dexterity bonus to Defense also makes you lose your
Benefit: You get a +2 bonus on all Reflex saving dodge bonuses. Also, dodge bonuses stack with each
throws. other, unlike most other types of bonuses.

LOW PROFILE MOUNTED ARCHERY


You are uncommonly unknown. You are skilled at using firearms and primitive ranged
Benefit: Reduce your Reputation bonus by 3 points. weapons from a mount such as desert horse or fraxx
steed.
Prerequisites: Ride 1 rank, Mounted Combat.
MASTER ARTIFICER Benefit: The penalty you take when using a ranged
You are a master at recreating technology that you’ve weapon while mounted is halved: –2 instead of –4 if
been able to study. your mount is taking a double move, and –4 instead of
Prerequisite: Craft (electronic) 8 ranks, Craft –8 if your mount is running.
(mechanical) 8 ranks.
Benefit: The time required to create an item that
you have seen and studied is halved. MOUNTED COMBAT
You are skilled at fighting from a mount such as desert
horse or fraxx steed.
MASTER MECHANIC Prerequisite: Ride 1 rank.
More than any other, you are a master with tools and Benefit: Once per round when your mount is hit in
repairing mechanical gadgets comes as second nature combat, you may attempt a Ride check (as a reaction)
to you. to negate the hit. The hit is negated if your Ride check
Prerequisite: Repair 8 ranks. result is greater than the opponent’s attack roll.
Benefit: The amount of damage you repair by using
the Repair skill is doubled.
NERVE PINCH
You can incapacitate foes with a vice-like pinch.
MARKET Prerequisites: Combat Martial Arts, base attack
You have an established business practice in a bonus +4.
particular location. Pick one large city or small region
65
Benefit: You make an unarmed attack against
for the focus of this feat. a living creature. If the attack succeeds, the target
Prerequisite: Diplomacy 3 ranks. takes no damage but must succeed on a Fortitude
Benefit: When trading in the chosen area, you can save (DC 10 + one-half your character level + your
sell goods for 10% more and buy for 10% less then Strength modifier) or be paralyzed for 1d4+1 rounds.
If the target’s attack of opportunity hits you and deals QUICK RELOAD
damage, the nerve pinch automatically fails. You can reload with amazing speed.
Special: This ability does not work on creatures Prerequisite: Base attack bonus +1.
without nervous systems or discernible anatomies, Benefit: Reloading a firearm with an already
such as oozes and plants. filled box magazine or speed loader is a free action.
Reloading a revolver without a speed loader, or
NIMBLE reloading any firearm with an internal magazine, is a
You are agile and flexible. move action.
Benefit: You get a +2 bonus on all Escape Artist and Normal: Reloading a firearm with an already
Sleight of Hand checks. filled box magazine or speed loader is a move action.
Special: Remember that the Sleight of Hand skill Reloading a revolver without a speed loader, or
cannot be used untrained. reloading any firearm with an internal magazine, is a
full-round action.
PERSONAL FIREARMS PROFICIENCY
You are proficient with traditional firearms. QUICK TREATMENT
Prerequisite: Post-Apocalyptic Technology. Sometimes the casualties start to mount, and there’s
Benefit: You can fire any personal firearm without not enough time to save everyone. You are trained
penalty. to administer medical treatment in a frenzied but
Normal: Characters without this feat take a –4 effective way, allowing you to save lives quickly.
penalty on attack rolls made with personal firearms. Perquisite: Treat Injury 5 ranks.
Benefit: If you successfully stabilize a dying patient,
you may move to another and make an additional
POINT BLANK SHOT stabilizing attempt. You may continue making
You are better at close range with ranged weapons.
stabilizing attempts until you fail a check or cannot
Benefit: You get a +1 bonus on attack and damage
move anymore.
rolls with ranged weapons against opponents within
30 feet.
RADIATION SENSE
You have the ability to literally “sense” the presence of
POWER ATTACK significantly harmful radiation. This is not so much a
You can make powerful melee attacks.
physical sense—like hearing or seeing—but rather an
Prerequisite: Strength 13.
ability to notice the telltale signs: a lack of life in area,
Benefit: On your action, before making attack rolls
a sickness in vegetation, a subtle ionizing glow not
for a round, you may choose to subtract a number
noticed by others, etc.
from all melee attack rolls and add the same number to
Benefit: You can automatically detect irradiated
all melee damage rolls. This number may not exceed
areas before entering them. This ability is constantly in
your base attack bonus. The penalty on attacks and
effect. You can also make a Survival skill check (DC
bonus on damage applies until your next action.
15) to identify the exact level of radiation.
Normal: Characters without this feat cannot detect
PRECISE SHOT radiation unless they have a radiation detection device.
You can find your target in a crowd.
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at
REACTIVE SHOOTER
You react instantly with a firearm.
an opponent engaged in melee without penalty.
Prerequisite: Dexterity 13.
Normal: You take a –4 penalty when using a ranged
Benefit: If you have a Medium-size or smaller
weapon to attack an opponent who is engaged in
ranged weapon in hand, you may act in the surprise
melee combat.
round even if you are surprised. You roll initiative as
though you were not surprised. The only action you
QUICK DRAW may take in the surprise round, however, is a single
You can draw a weapon with amazing speed. ranged attack with the weapon in your hand. You
Prerequisite: Base attack bonus +1. make this attack at your highest attack bonus, but you
Benefit: You can draw a weapon as a free action. In suffer an -5 penalty on the attack.
addition, you may throw weapons at your full normal You are still considered flat-footed during the

66
rate of attacks. surprise round.
Normal: A character can draw a weapon as a move Normal: If you are surprised at the beginning
action. If a character has a base attack bonus of +1 of combat, you cannot take any actions during the
or higher, the character can draw a weapon as a free surprise round.
action when moving.
RENOWN SILVER TONGUE
You are uncommonly well known. You have developed a knack when it comes to
Benefit: Your Reputation bonus increases by +3. convincing others of the value of your basic trade
goods.
RIDE-BY ATTACK Prerequisite: Charisma 13.
You are skilled at making charge attacks with a mount Benefit: When trading, you sell goods for 10% more
such as desert horse or fraxx steed. and buy for 10% less than market value.
Prerequisites: Ride 1 rank, Mounted Combat. Special: This feat can be combined with the Market
Benefit: When you are mounted and use the charge feat or with Trader abilities such as Going Once,
action, you may move and attack as if with a standard Going Twice.
charge and then move again (continuing the straight
line of the charge). Your total movement for the round SIMPLE WEAPONS PROFICIENCY
can’t exceed double your mounted speed. You and You can use simple weapons without penalty.
your mount do not provoke an attack of opportunity Benefit: You make attack rolls with simple weapons
from the opponent that you attack. normally.
Normal: A character without this feat takes the
RIP A CLIP –4 nonproficient penalty when making attacks with
You can discharge a full clip of ammunition in simple weapons.
seconds.
Prerequisite: Double Tap. SKIP SHOT
Benefit: This feat is similar to Cleave but applies Prerequisites: Point Blank Shot, Precise Shot.
to ranged weapons rather than melee weapons. When Benefit: If there is a solid, relatively smooth surface
your firearm attack drops your opponent, you may on which to skip a bullet (such as a street or a concrete
take an additional attack on another target within your wall), and a target within 10 feet of that surface,
line of sight. You may not Rip a Clip when bursting or you may ignore cover between you and the target.
strafing. However, you receive a –2 penalty on the attack roll,
and your attack deals –1 die of damage.
ROOM-BROOM Special: The surface does not have to be perfectly
You excel at firing guns at close quarters. smooth and level; a brick wall or an asphalt road can
Prerequisite: Point Blank Shot. be used. The target must have no more than nine-
Benefit: A character with this feat can attack with a tenths cover for a character to attempt a skip shot.
ranged weapon in a threatened area and not provoke
an attack of opportunity. SMART PLUS
Advancements in science coupled with your drive to
RUN excel enable you to progress faster toward becoming a
You are a strong runner. truly intelligent hero.
Benefit: When running, you move a maximum of Benefit: You gain two talents from the Smart hero’s
five times your normal speed instead of four times. talent trees. The talents must be selected from the
If you are in heavy armor, you can move four times following list, you cannot select more than one talent
your speed rather than three times. If you make a long from a single talent tree, and you must meet all the
jump, you gain a +2 competence bonus on your Jump prerequisites of a talent to select it: Exploit Weakness,
check. Linguist, Plan, Savant, Trick.
Special: You may select this feat multiple times.
Each time you select this feat, you must choose a
SHOT ON THE RUN different pair of talents. The exception is the Savant
You are skilled at moving and shooting. talent, which you can select multiple times. However,
Prerequisites: Dexterity 13, Point Blank Shot, each time you select the Savant talent, you must
Dodge, Mobility. choose a different skill (see the Savant talent’s
Benefit: When using an attack action with a ranged description).
weapon, you can move both before and after the
attack, provided that the total distance moved is not
greater than your speed. SPIRITED CHARGE
Moving in this way does not provoke an attack You deliver a devastating mounted charge attack.
of opportunity from the defender you are attacking
(though it can provoke attacks of opportunity from
Prerequisites: Ride 1 rank, Mounted Combat, Ride-
By Attack. 67
others, as normal). Benefit: When mounted and using the charge action,
you deal double damage with a melee weapon (or
triple damage with a lance).
SPRING ATTACK STUDIOUS
You are skilled at moving and attacking in melee. You are skilled at learning the knowledge of the
Prerequisites: Dexterity 13, Dodge, Mobility, base Ancients.
attack bonus +4. Benefit: You get a +2 bonus on all Decipher Script
Benefit: When using an attack action with a melee and Research checks.
weapon, you can move both before and after the
attack, provided that the total distance moved is not SUNDER
greater than your speed. You are proficient at destroying your opponent’s
Moving in this way does not provoke an attack weapons.
of opportunity from the defender you are attacking Prerequisites: Strength 13, Power Attack.
(though it can provoke attacks of opportunity from Benefit: When you strike an object held or carried
others, as normal). by an opponent, such as a weapon, you do not provoke
You cannot use this feat if you are carrying a heavy an attack of opportunity.
load or wearing heavy armor. You gain a +4 bonus on any attack roll made to
attack an object held or carried by another character.
STEALTHY You deal double normal damage to objects, whether
You are hard to detect. they are held or carried or not.
Benefit: You get a +2 bonus on all Hide and Move Normal: A character without this feat incurs an
Silently checks. attack of opportunity when he or she strikes at an
object held or carried by another character.
STRAFE
You can spray a long area with gunfire. SUPER-CHARISMATIC
Prerequisites: Personal Firearms Proficiency or Either you’re the post-holocaust version of Hitler or
Futuristic Firearms Proficiency, Advanced Firearms else the world is full of gullible morons—perhaps a
Proficiency. bit of both. In either case, you have a certain talent for
Benefit: When using a firearm on autofire, you can grabbing the attention of crowds and making them see
affect an area four 5-foot squares long and one square your point of view.
wide (that is, any four squares in a straight line). Benefit: Whether as a merchant or leader, your
Normal: A firearm on autofire normally affects a Charisma modifier is doubled when you are dealing
10-foot-by-10-foot area. with groups of 10 or more people. On an individual
basis, people can see right through you,.
STREETFIGHTING Special: This bonus applies not only to Charisma
You know the brutal art of dirty fighting. checks, but also when determining your total
Prerequisites: Brawl, base attack bonus +2. Leadership score with the Leadership feat.
Benefit: Once per round, if you make a successful
melee attack with an unarmed strike or a light weapon, SUPPRESSIVE FIRE
you deal an extra 1d4 points of damage. You can lay down a barrage of gunfire, giving you the
chance to hit your opponent even when it’s not your
STRONG PLUS turn.
Advancements in science coupled with your drive to Prerequisites: Wisdom 13, Personal Firearms
excel enable you to progress faster toward becoming a Proficiency or Futuristic Firearms Proficiency.
truly strong hero. Benefit: When you attack a target that is at least 30
Benefit: You gain two talents from the Strong hero’s feet away with a semiautomatic or automatic firearm,
talent trees. The talents must be selected from the you threaten the target’s square until your next action.
following list, you cannot select more than one talent (If using autofire, you threaten the targeted 10-foot-
from a single talent tree, and you must meet all the by-10-foot area). You may make ranged attacks of
prerequisites of a talent to select it: Improved Extreme opportunity into that square.
Effort, Advanced Extreme Effort, Improved Ignore Suppressive fire shoots five bullets (in addition to
Hardness, Advanced Ignore Hardness, Improved the bullets fired in your attack and any attack of
Melee Smash, Advanced Melee Smash. opportunity), and can only be used if the weapon has
Special: You may select this feat multiple times. five bullets in it.
Each time you select this feat, you must choose a
68 different pair of talents. SURFACE VEHICLE OPERATION
Select a class of surface vehicle (wheeled, heavy
wheeled, powerboat, sailboat, ship, or tracked). The
character is proficient at operating that class of vehicle. TRACK
The heavy wheeled class includes all kinds of You can follow trails left behind by others.
semi-trucks and tractor-trailers, as well as wheeled Benefit: To find tracks or follow them for one mile
construction vehicles (such as earth movers) and requires a Survival check. You must make another
wheeled armored vehicles (such as some armored Survival check every time the tracks become difficult
personnel carriers). Powerboats are engine-powered to follow.
water vessels designed for operation by a single person You move at half your normal speed (or at your
and usually no more than 100 feet in length. Sailboats normal speed with a –5 penalty on the check, or at up
are wind-powered water vessels. Ships are large, to twice your speed with a –20 penalty on the check).
multicrewed water vessels. Tracked vehicles include The DC depends on the surface and the prevailing
bulldozers and tanks and other military vehicles. conditions.
Prerequisite: Drive 4 ranks, Post-Apocalyptic
Technology. Surface Track DC
Benefit: When operating a vehicle of the selected Very soft 5
Soft 10
type, you take no penalty on Drive checks made when
Firm 15
operating the vehicle, and you also apply your full Hard 20
class bonus to Defense to the vehicle’s Defense.
Normal: Without this feat, you take a –4 Very Soft: Any surface that holds deep, clear
nonproficient penalty on Drive checks made to operate impressions of footprints (fresh snow, thick dust, wet
a vehicle, and you apply only one-half your class mud).
bonus to Defense (rounded down) to the vehicle’s Soft: Any surface soft enough to yield to pressure,
Defense. but firmer than wet mud or fresh snow, in which the
Special: A character can gain this feat as many as quarry leaves frequent but shallow footprints.
five times. Each time the character takes the feat, he or Firm: Most normal outdoor or exceptionally soft or
she selects a different class of surface vehicle. dirty indoor surfaces. The quarry might leave some
traces of its passage, but only occasional or partial
SURGERY footprints can be found.
You are skilled in the rare art of surgery. Hard: Any surface that does not hold footprints at
Prerequisite: Treat Injury 4 ranks, Post-Apocalyptic all, such as bare rock, concrete, metal deckings, or
Technology. indoor floors. The quarry leaves only traces, such as
Benefit: You can use the Treat Injury skill to scuffmarks.
perform surgery without penalty. If you fail a Survival check, you can retry after 1
Normal: Characters without this feat take a hour (outdoors) or 10 minutes (indoors) of searching.
–4 penalty on Treat Injury checks made to perform Normal: A character without this feat can use the
surgery. Survival skill to find tracks, but can only follow tracks
if the DC is 10 or less. A character can use the Search
skill to find individual footprints, but cannot follow
TOUGH PLUS tracks using Search.
Advancements in science coupled with your drive to
excel enable you to progress faster toward becoming a Condition Modifier
truly tough hero. Every three targets in the group being tracked –1
Benefit: You gain two talents from the Tough hero’s Size of targets being tracked: 1
talent trees. The talents must be selected from the Fine +8
Diminutive +4
following list, you cannot select more than one talent
Tiny +2
from a single talent tree, and you must meet all the Small +1
prerequisites of a talent to select it: Damage Reduction Medium-size +0
2/—, Damage Reduction 3/—, Energy Resistance Large –1
(choose one energy type), Remain Conscious, Second Huge –2
Wind, Stamina. Gargantuan –4
Special: You may select this feat multiple times. Colossal –8
Each time you select this feat, you must choose Every 24 hours since the trail was made +1
different pair of talents. Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility: 2
TOUGHNESS Overcast or moonless night +6
You are tougher than most.
Benefit: You gain +3 hit points.
Moonlight
Fog or precipitation
+3
+3
69
Special: You may gain this feat multiple times. Its Tracked target hides trail (moves at half speed) +5
effects stack. 1 For a group of mixed sizes, apply only the modifier for the
largest size category represented.
2 Apply only the largest modifier from this category.
TRAMPLE VEHICLE DODGE
You are skilled at overrunning your opponents with You are skilled at avoiding attacks while in a vehicle.
your mount. Prerequisites: Dexterity 13, Drive 6 ranks, Vehicle
Prerequisites: Ride 1 rank, Mounted Combat. Expert.
Benefit: When you attempt to overrun an opponent Benefit: When driving a vehicle, during your
while mounted, your target may not choose to avoid action you designate an opposing vehicle or a single
you. Your mount may make one hoof attack against opponent. Your vehicle and everyone aboard it receive
any target you knock down, gaining the standard +4 a +1 dodge bonus to Defense against attacks from that
bonus on attack rolls against prone targets. vehicle or opponent. You can select a new vehicle or
opponent on any action.
TROGLODYTE
You grew up in a fallout shelter or other underground VEHICLE EXPERT
community and have developed keen—almost You are an expert with vehicles.
supernormal—instincts about underground Benefit: You get a +2 bonus on all Drive and Pilot
environments. checks.
Benefit: You can intuitively determine your precise
underground depth as naturally as sensing which VULTURE
way is up. In addition, you receive a +2 competence You are an expert at finding things that others often
bonus on Navigate, Spot, Survival checks while overlook—or are too busy to notice. You have become
underground. In addition, the character gains an extra the ultimate scavenger.
+2 to spot checks to notice weakened stonework, Prerequisite: Wisdom 13.
dangerous cave or tunnel features, or the presence of Benefit: You receive a +4 bonus to Search checks.
poisonous (or flammable) gas pockets in the area.
Special: You can only take this feat at 1st level.
WEAPON FINESSE
You can use weapons that benefit as much from
TRUSTWORTHY Dexterity as Strength. Choose one of the following
People trust you. two light melee weapons: a rapier (if you can use it
Benefit: You get a +2 bonus on all Diplomacy and with one hand) or a chain.
Gather Information checks. Prerequisites: Proficient with weapon, base attack
bonus +1.
TWO-WEAPON FIGHTING Benefit: With the selected melee weapon, you may
You are better at handling two weapons. use your Dexterity modifier instead of your Strength
Prerequisite: Dexterity 13. modifier on attack rolls.
Benefit: Your penalties for fighting with two Special: You can gain this feat multiple times. Each
weapons are lessened by 2. time you take the feat, you select a different weapon.
The weapons used must both be melee weapons or
both be ranged weapons (you can’t mix the types). WEAPON FOCUS
Choose a specific weapon. (You can choose unarmed
UNBALANCE OPPONENT strike or grapple for your weapon for purposes of this
Opponents find it hard to use their strength against feat.) You are especially skilled with that particular
you. weapon.
Prerequisites: Defensive Martial Arts, base attack Prerequisites: Proficient with weapon, base attack
bonus +6. bonus +1.
Benefit: During your action, you designate an Benefit: You add +1 to all attack rolls you make
opponent no more than one size category larger or using the selected weapon.
smaller than you. That opponent does not get to add Special: You can gain this feat multiple times. Each
his or her Strength modifier to attack rolls when time you take the feat, you must select a different
targeting you. (If the opponent has a Strength penalty, weapon.
he still takes that penalty.)
The opponent’s Strength modifier applies to WHIRLWIND ATTACK
damage, as usual. You can perform a dazzling attack that strikes all
You can select a new opponent on any action.
70
adjacent opponents.
Prerequisites: Dexterity 13, Intelligence 13,
Combat Expertise, Dodge, Mobility, Spring Attack,
base attack bonus +4.
Benefit: When you perform a full-round action, you POST-APOCALYPTIC TECHNOLOGY
can give up your regular attacks and instead make one A character with the Post-Apocalyptic Technology
melee attack at your highest base attack bonus against feat has the ability to understand some modern
each adjacent opponent. technologies. Examples include: electronics,
geography, mechanics, modern firearms, and physical
TECHNOLOGY FEATS sciences. This does not mean the character can learn
how to create such technologies, but it does mean he
In post-apocalyptic settings,
may learn how to use or repair them.
technology levels vary greatly.
Prerequisite: Primitive Technology
Some characters and groups
Benefits: A character with this feat may learn the
will be little more than
following Craft skills: Chemical, Pharmaceutical, and
animalistic humanoids or
Structural. She may also learn any Knowledge skill as
primitive tribesmen, while
well as Computer Use, Demolitions, Disable Device,
others might possess an
Forgery, Investigate, Pilot, Repair, and Research.
understanding of advanced ancient
Lastly, the character may use Treat Injury to its full
technologies. The feats described below are designed
extent. The character is restricted from learning the
to manage the technology levels of post-apocalyptic
following Crafts: Electronics and Mechanics.
characters. These feats by themselves do not grant
Special: This feat does not make any skill a class
additional abilities, but rather open up opportunities to
skill. It only allows access to them.
learn or use technology.
The following list of feats requires Post-Apocalyptic
The restrictions outlined below supersede any class
Technology as a prerequisite: Exotic Firearms
or occupation benefits. If a class or occupation grants
Proficiency, Personal Firearms Proficiency, Surface
a restricted class skill or ability, the character ignores
Vehicle Operation, and Surgery
those benefits until he or she possesses the proper
technology feat that allows access to it.
Technology Feats may never be taken at first level. ADVANCED TECHNOLOGY
They are granted by a character’s background. Only A character with the Advanced Technology feat
characters of third level or higher may take additional has the ability to understand some of the advanced
technology feats, and then only if their background technologies of the Ancients. He can even learn to
allows it. create such technologies given sufficient training and
resources.
Prerequisite: Post-Apocalyptic Technology
PRIMITIVE TECHNOLOGY Benefits: All skills are available to a character with
A character with the Primitive Technology feat has the
this feat.
ability to understand primitive technologies. Examples
Special: This feat does not make any skill a class
include archaic weapons, blacksmithing, carpentry,
skill. It only allows access to them.
herbal medicines, leatherworking, and stonemasonry.
The following list of feats requires Advanced
Benefits: A character with this feat may learn the
Technology as a prerequisite: Futuristic Firearms
following Craft skills: Pharmaceutical, Structural
Proficiency and Aircraft Operation.
and Visual Arts. He may also learn the following
Knowledge skills: Civics, Current Events, Mutant
Lore, Tactics, Theology, Reading, and Writing. The
character may also learn the Treat Injury skill with
TECHNOLOGY CRAFT
primitive natural medicines (Juju), but only Long Term FEATS
Care, Restore Hit Points, Revive Character, Stabilize The following feats represent
Dying Character, and Treat Poison. various technological
A character with this feat is restricted from disciplines that characters
advanced forms of Craft (Chemical, Electronics, may use in conjunction with
etc.) and Knowledge (History, Physical Sciences, etc.) the Craft skill. The feats are
and the following skills: Computer Use, Demolitions, designed to control access to
Disable Device, Forgery, Investigate, Pilot, Repair, the broad range of advanced technologies left behind
and Research. by the Ancients. Characters can still attempt to Craft
Special: This feat does not make any skill a class items without the respective discipline, but they do
skill. It only allows access to them. so at a penalty. Areas not covered by the following
The following list of feats requires Primitive feats are considered broad enough (or sufficiently
Technology as a prerequisite: Archaic Weapons
Proficiency, Armor Proficiency (Medium and Heavy),
unthreatening to game balance) that no discipline
feat is required, and crafting attempts are made at no
71
and Exotic Melee Weapon Proficiency. penalty.
MODERN AIRCRAFT DISCIPLINE ADVANCED ELECTRONICS DISCIPLINE
This discipline represents a focus on modern aircraft. This discipline represents a focus on advanced
Prerequisite: Craft (Mechanical) 10 ranks, electronics found in Artifacts of the Ancients (gizmos).
Knowledge (Physical Sciences) 6 ranks, Knowledge Prerequisite: Craft (Electronics) 8 ranks,
(Technology) 6 ranks. Knowledge (Technology) 6 ranks, Knowledge
Benefits: A character can craft aircraft at no penalty. (Physical Sciences) 4 ranks.
Normal: Characters attempting to craft aircraft Benefits: A character with this discipline can craft
without this feat suffer a –4 penalty to their skill advanced electronics. This is a broad topic, but it
checks. includes computers, communications devices, and
gizmos found in Artifacts of the Ancients. This does
MODERN FIREARMS DISCIPLINE not include moderate to simple electronics (craft DC
This discipline represents a focus on modern firearms 20 or below) such as electronic locks, timers, etc, as
such as handguns, longarms, and heavy weapons, as those objects do not require a discipline feat to create.
well as the ammunitions used by such weapons. Normal: Characters attempting to craft advanced
Prerequisite: Craft (Mechanical) 8 ranks, electronics without this feat suffer a –4 penalty to their
Knowledge (Technology) 4 ranks, Knowledge skill checks.
(Physical Sciences) 4 ranks. Special: This feat also allows the crafting of
Benefits: You can craft firearms at no penalty. advanced medical devices found in Artifacts of the
Normal: Characters attempting to craft firearms Ancients, but requires the assistance of a Medicine
without this feat suffer a –4 penalty to their skill Man.
checks.
ADVANCED PHARMACEUTICAL DISCIPLINE
MODERN VEHICLES DISCIPLINE This discipline represents a focus on drugs to a level
The discipline represents a focus on modern surface beyond their basic application as treatments for
vehicles such as cars, trucks, boats, and tracked illnesses and disease.
vehicles. Prerequisite: Craft (Pharmaceutical) 10 ranks,
Prerequisite: Craft (Mechanical) 8 ranks, Knowledge (Earth and Life Sciences) 5 ranks,
Knowledge (Technology) 3 ranks, Knowledge Knowledge (Technology) 8 ranks, Treat Injury 5 ranks.
(Physical Sciences) 3 ranks. Benefits: A character with this discipline can craft
Benefits: A character with this discipline can craft drugs found in Artifacts of the Ancients.
surface vehicles at no penalty. Normal: Characters attempting to craft drugs
Normal: Characters attempting to craft surface without this feat suffer a –4 penalty to their skill
vehicles without this feat suffer a –4 penalty to their checks.
skill checks.
ADVANCED WEAPONS DISCIPLINE
ADVANCED ARMOR DISCIPLINE The discipline represents a focus on advanced
This discipline represents a focus on advanced armor weapons such energy, particle, and mass driver
such as power armor. weapons, as well as advanced explosives.
Prerequisite: Advanced Electronics Discipline, Prerequisite: Advanced Electronics Discipline,
Craft (Electronics) 13 ranks, Craft (Mechanical) Craft (Electronics) 13 ranks, Craft (Mechanical)
13 ranks, Knowledge (Physical Sciences) 6 ranks, 13 ranks, Knowledge (Physical Sciences) 6 ranks,
Knowledge (Technology) 10 ranks. Knowledge (Technology) 10 ranks
Benefits: A character with this discipline can craft Benefits: A character with this discipline can craft
power armor found in Artifacts of the Ancients. advanced weapons found in Artifacts of the Ancients.
Normal: Characters attempting to craft advanced Normal: Characters attempting to craft advanced
armor without this feat suffer a –4 penalty to their skill weapons without this feat suffer a –4 penalty to their
checks. skill checks.

72
TABLE 3-3; FEATS
Feat Perquisites Benefits
Acrobatic +2 on a Jump and Tumble checks
Action Boost d8 for action points
Craft (Electronics) 8 ranks, Knowledge
You can craft advanced electronics at no
Advanced Electronics Discipline (Technology) 6 ranks, Knowledge
penalty
(Physical Sciences) 4 ranks
Advanced Electronics Discipline, Craft
(Electronics) 13 ranks, Craft (Mechanical)
You can craft advanced armor at no
Advanced Armor Discipline 13 ranks, Knowledge (Physical Sciences)
penalty
6 ranks, Knowledge (Technology) 10
ranks
Advanced Electronics Discipline, Craft
(Electronics) 13 ranks, Craft (Mechanical)
You can craft advanced weapons at no
Advanced Weapons Discipline 13 ranks, Knowledge (Physical Sciences)
penalty
6 ranks, Knowledge (Technology) 10
ranks
Craft (Pharmaceutical) 10 ranks,
Knowledge (Earth and Life Sciences) 5 You can craft pharmaceutical at no
Advanced Pharmaceutical Discipline
ranks, Knowledge (Technology) 8 ranks, penalty
Treat Injury 5 ranks
No –4 penalty to pilot or attack with
Aircraft Operation Pilot 4
selected aircraft
Alertness +2 on Listen and Spot checks
+2 attack rolls on opponent in medium or
Gladiator Wisdom 13, Alertness
heavy armor
Animal Affinity +2 on Handle Animal and Ride checks
Archaic Weapons Proficiency No –4 nonproficient penalty
Add equipment bonus for armor type to
Armor Proficiency (light)
your defense; no armor penalty for skills
Add equipment bonus for armor type to
Armor Proficiency (medium) Armor Proficiency (light)
your defense; no armor penalty for skills
Armor Proficiency (light), Armor Profi- Add equipment bonus for armor type to
Armor Proficiency (heavy)
ciency (medium) your defense; no armor penalty for skills
Armor Proficiency (light), Armor Profi- Add equipment bonus for armor type to
Armor Proficiency (powered)
ciency (medium) your defense; no armor penalty for skills
Athletic +2 on Climb and Swim checks
Blind-Fight Reroll miss chance
Brawl +1 attack, 1d6 + Str nonlethal damage
Improved Brawl Brawl, BAB +3 +2 attack, 1d8 + Str nonlethal damage
Improved Grapple Brawl, Dexterity 13 +4 on grapple checks
Improvised Weapons Brawl No penalty to attack roll
Nonlethal unarmed attack is automatic
Knockout Punch Brawl, BAB +3
critical
Improved Knockout Punch Brawl, Knockout Punch, BAB +6 Nonlethal critical does triple damage
+1d4 damage unarmed or light melee
Streetfighting Brawl, BAB +2
weapon attack
+2 Bluff check in combat as a move
Improved Feint Intelligence 13, Brawl, Streetfighting
action
Builder +2 on 2 Craft skills
+2 on Demolitions and Disable Device
Cautious
checks.
Charismatic Plus Two Charismatic hero talents
Add class bonus and Dexterity modifier to
Combat Driving Drive 4 ranks
the defense of vehicle
Combat Expertise Intelligence 13 -5 attack, +5 defense
Improved Disarm Intelligence 13, Combat Expertise No attack of opportunity
Improved Trip Intelligence 13, Combat Expertise No attack of opportunity
1d4 + str lethal or nonlethal or damage,
Combat Martial Arts BAB +1
considered unarmed
Improved Combat Martial Arts Combat Martial Arts
Unarmed strike critical threat on 19 and
20.
73
Combat Martial Arts, Improved Combat
Advanced Combat Martial Arts Unarmed strike critical deals X3 damage
Martial Arts
TABLE 3-3; FEATS (CONT.)
Feat Perquisites Benefits
Combat Martial Arts, base attack bonus
Nerve Pinch Paralyze target for 1d4+1 (Fort save)
+4
Restore Hit Points an additional time each
Combat Medic Treat Injury 8 ranks
day
Combat Reflexes Additional attacks of opportunity
+4 on Perform checks and +2 on Bluff
Concubine Charisma 13
and Diplomacy checks
+2 on Gamble checks and Intimidate
Confident
checks
Creative +2 on two Craft or Perform skill checks
Deceptive +2 on Bluff and Disguise checks
Dedicated Plus Two Dedicated hero talents
Defensive Martial Arts +1 Defense against melee attacks
Combat Throw Defensive Martial Arts +2 Str, Dex to trips and grapples
Defensive Martial Arts, Combat Throw,
Improved Combat Throw Free trip attack
base attack bonus +3
-4 ranged attack against you while in
Elusive Target Dexterity 13, Defensive Martial Arts
melee
Opponent doesn’t get Strength modifier
Unbalance Opponent Defensive Martial Arts, BAB +6
to attack
Dodge +1 defense against one opponent
Attack of opportunity when opponent
Agile Riposte Dexterity 13, Dodge
misses
+4 to Defense against attacks of
Mobility Dexterity 13, Dodge
opportunity
Spring Attack Dexterity 13, Dodge, Mobility, BAB +4 Move before and after the attack
Dexterity 13, Intelligence 13, Dodge,
Melee attack against each adjacent
Whirlwind Attack Mobility, Spring Attack, Combat
opponent
Expertise, BAB +4
Drive-By Attack No vehicle speed penalty
Educated +2 on two Knowledge skills
Endurance +4 on swim on Con checks
No –4 penalty on attack roll for specific
Exotic Melee Weapon Proficiency
exotic melee weapon
Far Shot Range increment increases by one-half
Dead Aim Wisdom 13, Far Shot +2 ranged attack on full round
Improved Dead Aim Wisdom 13, Far Shot, Dead Aim +4 ranged attack on full round
Fast Plus Two Fast hero talents
Filthy Charisma 9 or below +2 all saves against poison and disease
Focused +2 on Balance and Concentration checks
Forsaken Feral background +2 on Hide, Listen, and Survival checks
Frightful Presence Charisma 15, Intimidate 9 ranks Shaken foes (Will save)
Futuristic Firearms Proficiency Advanced Technology No –4 penalty on attack futuristic weapon
Gearhead +2 on Computer Use and Repair checks
Great Fortitude +2 Fortitude saving throws
Guide +2 on Navigate and Survival checks
Hard-Eyed Charisma 13, Intimidate 4 ranks +5 Intimidate checks
Heroic Surge Extra action
Improved Damage Threshold +3 massive damage threshold
Improved Initiative +4 initiative
Use you Strength modifier on Intimidate
Intimidating Strength Strength 15, Intimidate 4 ranks
checks and fear effects
Intuitive Mechanic Intelligence 15 Repair a class skill; Can always take 10.
Iron Will +2 on Will saving throws
Juju Medicine Treat Injury 4 ranks, Survival 4 ranks Can build a Juju kit
Attract loyal companions and devoted
Leadership 6th level
followers

74
Lightning Reflexes +2 Reflex saving throws
Low Profile Reputation +3
Craft (electronic) 8 ranks, Craft
Master Artificer Time required to create an item is halved
(mechanical) 8 ranks
Master Mechanic Repair 8 ranks Repair double damage
TABLE 3-3; FEATS (CONT.)
Feat Perquisites Benefits
Sell goods for 10% more and buy for 10%
Market Diplomacy 3 ranks
less
+2 on Craft (pharmaceutical) and Treat
Medical Expert
Injury checks
Meticulous +2 on Forgery and Search checks
Craft (Mechanical) 10 ranks, Knowledge
Modern Aircraft Discipline (Physical Sciences) 6 ranks, Knowledge You can craft aircraft at no penalty
(Technology) 6 ranks
Craft (Mechanical) 8 ranks, Knowledge
Modern Firearms Discipline (Technology) 4 ranks, Knowledge You can craft firearms at no penalty
(Physical Sciences) 4 ranks
Craft (Mechanical) 8 ranks, Knowledge
Modern Vehicles Discipline (Technology) 3 ranks, Knowledge You can craft vehicles at no penalty
(Physical Sciences) 3 ranks
Mounted Combat Ride 1 rank Ride check to negate the hit on mount
Penalty using ranged weapon mounted is
Mounted Archery Ride 1 rank, Mounted Combat
halved
Ride-By Attack Ride 1 rank, Mounted Combat Charge attack and continue moving
Ride 1 rank, Mounted Combat, Ride-By
Spirited Charge Double damage with charge
Attack
Trample Ride 1 rank, Mounted Combat Overrun target may not choose to avoid
+2 on Escape Artist and Sleight of Hand
Nimble
checks
Personal Firearms Proficiency Fire personal firearm without penalty
Advanced Firearms Proficiency Personal Firearms Proficiency No –4 on autofire
Wisdom 13, Personal Firearms
Burst Fire Proficiency, Advanced Firearms -4 attack, +2 dice damage
Proficiency
Personal Firearms Proficiency, Advanced
Exotic Firearms Proficiency Proficient in specific exotic firearm.
Firearms Proficiency
Personal firearms Proficiency, Advanced
Improved Autofire Reflex DC +5
Firearms Proficiency
Personal Firearms Proficiency, Advanced Autofire area 5 by 20 ft. instead of 10 by
Strafe
Firearms Proficiency 10 ft.
Wisdom 13, Personal Firearms
Suppressive Fire Make ranged attacks of opportunity
Proficiency
You can use primitive technology and
Primitive Technology
skills
Post-Apocalyptic Technology Primitive Technology You can use PA technology and skills
Primitive Technology, Advanced All skills are available to a character with
Advanced Technology
Technology this feat
Point Blank Shot +1 attack and damage within 30 ft
Double Tap Dexterity 13, Point Blank Shot -2 attack, +1 dice damage
Rip a Clip Double Tap Cleave with ranged weapon
Ranged attack target in melee without
Precise Shot Point Blank Shot
penalty
Bull’s Eye Point Blank Shot, Precise Shot Action point to confirm critical
Skip Shot Point Blank Shot, Precise Shot Ignore cover, -2 attack, -1 die damage
Room-Broom Point Blank Shot No attack of opportunity firing in melee
Dexterity 13, Point Blank Shot, Dodge,
Shot on the Run Move before and after the attack
Mobility
Defense bonus against melee attacks
Poise Wisdom 13+, Sense Motive 5 Ranks
equal to Wis modifier
Subtract from melee attack and add to
Power Attack Strength 13
damage
Cleave Strength 13, Power Attack Extra attack after dropping an opponent
Strength 13, Power Attack, Cleave, base
Great Cleave
Improved Bull Rush
attack bonus +4
Strength 13, Power Attack
Unlimited cleave
No attack of opportunity on bull rush
75
Target can’t avoid you and +4 on Strength
Improved Overrun Str 13, Power Attack
check to knock down
Quick Draw BAB +1 Draw weapon as free action
TABLE 3-3; FEATS (CONT.)
Feat Perquisites Benefits
Quick Reload BAB +1 Reload as a free action
Quick Treatment Treat Injury 5 ranks Stabilize more than one person per round
Radiation Sense Detect irradiated areas
Reactive Shooter Dexterity 13 Act in surprise round even if surprised
Can Reactive Shooter with a Large
High Ready Dexterity 13, Reactive Shooter
weapon
Renown Reputation +3
Run Run x5 speed
When running or charging, can change of
Fleet of Foot Run
90 degrees or less
Sell goods for 10% more and buy for 10%
Silver Tongue Charisma 13
less
Simple Weapons Proficiency No nonproficient penalty
Smart Plus Two Smart hero talents
Charisma modifier doubled with groups
Super-Charismatic
of 10+
Stealthy +2 on Hide and Move Silently checks
Strong Plus Two Strong hero talents
+2 on Decipher Script and Research
Studious
checks
No –4 penalty on Drive checks with
Surface Vehicle Operation Drive 4 ranks
selected vehicle
Surgery Treat Injury 4 ranks Perform surgery without penalty
Tough Plus Two Tough hero talents
Toughness +3 Hit Points
Track Use Survival skill to track
+2 on Diplomacy and Gather Information
Trustworthy
checks
+2 on Navigate, Spot, Survival checks
Troglodyte
while underground
Penalties fighting with two weapons
Two-Weapon Fighting Dexterity 13
lessened by 2
Can use a ranged weapon in one hand and
Armed to the Teeth Two-Weapon Fighting
a melee weapon in the other hand
Dexterity 13, Two-Weapon Fighting, base
Improved Two-Weapon Fighting Second attack with offhand weapon
attack bonus +6
Dexterity 13, Two-Weapon Fighting, Im-
Advanced Two-Weapon Fighting Third attack with offhand weapon
proved Two-Weapon Fighting, BAB +11
Vehicle Expert +2 on Drive and Pilot checks
Force Stop Drive 4 ranks, Vehicle Expert Force a surface vehicle to stop
Dexterity 13, Drive 6 ranks, Vehicle
Vehicle Dodge +1 dodge bonus to Defense
Expert
Weapon Finesse Proficient with weapon, BAB +1 Dex modifier on attack rolls
Weapon Focus Proficient with weapon, BAB +1 +1 to all attack rolls
Vulture Wisdom 13 +4 bonus on Search checks

76
CHAPTER 4:

ADVANVED AND
EPIC CLASSES
“I am become Death, The destroyer of Worlds.”
Some survivors rise above their meager
roots and become notables of the wasteland. The go
by many names: guardians, raiders, road warriors,
-Robert Oppenheimer
or scavs, to name just a few. They roam the post-
apocalyptic wastes earning fame and infamy, feared
“Even the use of one nuclear bomb would
and admired by the wretches who populate the
inevitably lead to an all-out nuclear exchange.”
villages and enclaves of the Twisted Earth. A select
few go on to become legendary: champions, mechs,
-Brezhnev, 1981
tech looters, trade masters, and even scientists. These
rare individuals not only survive, but thrive in the
face of the Twisted Earth’s countless dangers.
ADVANCED CLASSES scrounging for droplets water from city wreckage
and wrestling edible food from the nests of rats and
other ruin dwellers, the man looks as wild any mangy
The following classes are
jackal from the desert. A bristling beard, flecked
generic archetypes for the
with bits of oily food from his last meal days past,
post-apocalyptic setting.
meshes well with the suit of “armor” that covers his
Many of the advanced classes
body— bits of leathery hide studded with any metal he
presented in d20 Modern
can find, from old coins to wedding rings pried from
are not appropriate for a
the fingers of ancient corpses. Like his hand-made suit
post-apocalyptic setting, mainly
of armor, the barbarian’s weapon is similarly crude:
due to their broad use and mastery of technology.
a well-balanced axe-handle encrusted with shards of
Most of the pre-Fall technology in a post-apocalyptic
broken beer bottles that gleam with a pearly color in
setting has been lost, and survivors are only starting
the midday sun. Looking like a statue made from an
to rediscover the advancements of the Ancients. Other
assortment of discarded junk, he fits perfectly into the
classes don’t fit simply because their roles no longer
blasted landscape that surrounds him.
exist in the proper context. Of the classes presented
This man’s entire life will be spent among the ruins
in d20 MODERN, only the Soldier, Martial Artist, and
or in the wasteland, making use of anything and
Gunslinger should be options for players. However,
everything he can get his hands on. The rare trader or
there are several Soldier variants outlined below that
wasteland wanderer who comes into contact with him
make the modern version redundant.
will often think the man to be little more than a savage
While many of the following classes can be
and will do quick trade for shiny goods before moving
attained at 4th level, a few of the classes have stiffer
on in fear. The barbarian, a true survivor, has no
prerequisites that will require additional levels before
concept of “civilization” or the neutrality of traders,
they may be taken, but none of them require levels
and is as eager to take, as he is to trade.
beyond 10th.
Barbarians are savage people, outsiders from various
BARBARIAN wasteland societies, who have forgotten the glory and
technology that was the Ancients and instead dwell in
Crouching atop a heap of rubble among the urban ignorance among their ashes. Turning gnarled metal
ruins to watch for prey, the figure is almost invisible and fire-blackened garbage into tools and weapons,
to the untrained eye. Lean and wiry from years of they have long abandoned the ways of civilization for
a brutal existence as scavengers and foragers of the
ruins.
Though unfamiliar with the violent, burgeoning
culture that has developed in the wasteland sometimes
barbaric types find their way to centers of population
(such as trade towns along the established trade routes
of the desert). When and if they do, they are often as
not awed by what they see, quickly becoming drunk
on the multitude of new sights, sounds and people they
discover there. Ultimately, however, truly barbaric
types find such company discomforting and soon
return to their simple lives in isolation.

REQUIREMENTS
To qualify to become a Barbarian, a character must
fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Survival 3 ranks.
Feats: Archaic Weapons Proficiency.
Special: Must be from Feral or Tribal background
and may not have the Post-Apocalyptic Technology
feat.

78 CLASS INFORMATION
The following information pertains to the Barbarian
advanced class.
Hit Dice: 1d12.
TABLE 4-1: THE BARBARIAN
Base Fort Ref Will Defense Reputation
Level Special
Attack Save Save Save Bonus Bonus
1 +1 +1 +1 +0 1/Rage +1 +0
2 +2 +2 +2 +0 Junk Armor +1 +0
3 +3 +2 +2 +1 Bonus Feat +2 +0
4 +4 +2 +2 +1 2/Rage +2 +1
5 +5 +3 +3 +1 Junk Weapon +3 +1
6 +6 +3 +3 +2 Bonus Feat +3 +1
7 +7 +4 +4 +2 3/Rage +4 +1
8 +8 +4 +4 +2 Junk Mastery +4 +2
9 +9 +4 +4 +3 Bonus Feat +5 +2
10 +10 +5 +5 +3 4/Rage +5 +2

Action Points: 6 + one-half of the character’s level, Material Check Modifier


rounded down. Scarce -2
Class Skills: The Barbarian class skills are: Balance Ruins 0
(Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Wreckage +2
Intimidate (Cha), Jump (Str), Listen (Wis), Move Large Wreckage +4
Silently (Dex), Navigate (Int), Search (Int), Spot Junk Yard +4
Untouched Pre-Fall Ruins +6
(Wis), and Survival (Wis).
Skill Points at Each Level: 3 + Int modifier.
Junk Weapons: The Barbarian character can utilize
junk objects as effective weapons. Often the Barbarian
CLASS FEATURES will choose an object that has unique properties and
The following features pertain to the Barbarian tweak it (bending, sharpening) into a deadly exotic
advanced class. weapon. Unless the junk is a club, the character is not
Bonus Feats: A Barbarian receives a bonus feat at proficient with a new junk weapon until she has used
3rd, 6th, and 9th level. The feat must be selected from if for 2d6 days. After that period, the Barbarian is
the following list, and the character must meet the proficient.
prerequisites to select it: Animal Affinity, Alertness, The junk weapon’s damage, type, and weight
Armor Proficiency (light, medium), Athletic, Brawl, are based on its size (see below). Weapons can do
Cleave, Combat Reflexes, Endurance, Exotic Melee bludgeoning, piercing or slashing damage according
Weapon Proficiency, Filthy, Great Cleave, Guide, to the player’s choice (except for tiny size weapons,
Improved Brawl, Mounted Archery, Mounted Combat, which don’t have the heft to make effective
Power Attack, Sunder. bludgeoning weapons). A character may choose from
Junk Armor: The Barbarian character has the the size and damage dice options listed below. Using
ability to use junk and other scrap material to this ability requires a successful Survival skill check
construct makeshift, but effective, armor. Examples (DC 15). If the Barbarian’s Survival check exceeds 25,
include using a stop sign for a shield or scrap metal the GM should grant the weapon a unique property.
as a breastplate. The character must have access The following are some examples.
to some form of scrap material. Using this ability Extremely Deadly: The object’s configuration causes
requires a successful Survival skill check, taking into harsh wounds or easily penetrates armor. This can
consideration any of the location modifiers below. grant the weapon one of the following properties: +1
Unless the junk armor is light, the character is not damage bonus, +1 to attack, or increase the critical
proficient with the new armor until they have worn range to 19-20.
it for 2d6 days, unless the already possesses the Reach: The object is long, granting the user 5 feet of
proper Armor Proficiency (Medium or Heavy). After additional reach.
that period, the Barbarian is proficient. Note that Glow: The object contains an internally powered
this ability does not actually grant the character the light source and thus glows (20-foot radius).
Armor Proficiency feat. It only means the character is Advanced Material: The object is some form of
Proficient with the junk armor he has created.

TABLE 4-2: JUNK ARMOR


Equip. Nonprof. Max Dex Armor Survival
Scrap Material Type Speed Weight
Bonus Bonus Bonus Penalty Check
Hides, Wood,
Leather
Light +2 +1 +5 -0 30 20 lbs 20 79
Metal Medium +5 +2 +3 -3 25 35 lbs 25
Advanced
Heavy +8 +3 +1 -6 20 50 lbs 30
Material
advanced material, granting one of the following Barbarian temporarily gains +4 to Strength, +4 to
benefits: +2 hardness, half weight, or double HP. Constitution, and a +2 morale bonus on Will saves, but
Shock: The weapon has a broken power source suffers a –2 penalty to Defense.
that shocks its target, doing +1d6 points of bonus The increase in Constitution increases the
electricity damage. The electricity does not harm the Barbarian’s hit points by 2 points per level, but these
hands that hold the weapon. hit points go away at the end of the rage, and the
Thrown: The object’s shape allows it to be thrown Constitution score drops back to normal. While raging,
(e.g. hatchet) at a range increment of 10 feet. a Barbarian cannot use skills or abilities that require
These unique properties represent special qualities patience and concentration. (The only class skills he
in the material or object being used and not any can’t use while raging are Craft, Handle Animal, and
crafting ability possessed by the character. Navigation.)
A fit of rage lasts for a number of rounds equal to
Size Damage Reach Weight
Tiny 1d4 5 ft 1d2 lb. 3 + the character’s (newly improved) Constitution
Small 1d6 5 ft 1d4 lb. modifier, but the Barbarian may end the rage at any
1d8, 2d4, time. At the end of the rage, the Barbarian is fatigued
Medium 5 ft 1d6+1 lb.
1d4+2 (–2 to Strength, –2 to Dexterity, can’t charge or run)
Large
1d12, 2d6,
5 ft 2d4+2 lb.
for the duration of that encounter. The Barbarian can
1d8+2 only fly into a rage once per encounter, and only a
3d6, 2d10, certain number of times per day (determined by level).
Huge 10 ft 2d6+4 lb.
2d6+2 However, a Barbarian may use 1 action point to rage if
he has already exhausted his daily allowance. Entering
Junk Mastery: The Barbarian is an expert at using a rage takes no time itself, but the Barbarian can only
junk weapons and armor. He gains a +1 Defense do it during his action.
Bonus with his junk armor and +1 to attack and
damage with his junk weapons.
Rage: The Barbarian can work himself into a frenzy DEMAGOGUE
attacking his opponents with little regard for his own
safety. This grants the Barbarian ability bonuses A huge man, easily noticeable atop the slanted,
and is also terrifying to his opponents. In a rage, the makeshift podium, stood to address the crowds that
were already forming around the market square of the
wasteland settlement. From on high he could spot
those who came to hear his Message: men, women,
and children alike, traders, warriors, and scavs
wandering in from the sun-scorched nothingness of
the outside world. The audience was a mixed group
of mutants from the far corners of the sandy desert;
the faces that looked back to meet his gaze were a
reflection of many different hopes and dreams, of
desperate men down on their luck, outcasts from other
communities and gangs, haggard survivors who only
sought release from their pain - and others forged by
hardships to become the followers of this man’s self-
styled “New Future”.
Breathing in deep he prepared to speak to the
assemblage, knowing that from this point on he would
be their new leader, a prophet of the Twisted Earth.

The Demagogue is one of the charismatic leaders


of the major factions of the wasteland, men (and
women) with the rare but extraordinary talent to bring
disparate masses together under one solid cause, one
united banner. The variety of philosophies, religions,
cults, and fledgling societies of the post-holocaust
world mean that the actual motivations and allure of

80
one Demagogue can be completely opposite from
each other; what appeals to the hopeful holdouts of
one corner of the desert might not appeal to the dregs
of another. Nonetheless, a strong voice, a sense of
conviction, and a dedicated purpose with any kind of
TABLE 4-3: THE DEMAGOGUE
Base Ref Will Defense Reputation
Level Fort Save Special
Attack Save Save Bonus Bonus
1 +0 +1 +0 +2 Followers +0 +2
2 +1 +2 +0 +3 Lead Followers +1 +2
3 +1 +2 +1 +3 Bonus Feat +1 +2
4 +2 +2 +1 +4 Zealots +1 +3
5 +2 +3 +1 +4 Captivate Masses +2 +3
6 +3 +3 +2 +5 Bonus Feat +2 +3
7 +3 +4 +2 +5 Conversion +2 +4
8 +4 +4 +2 +6 Improved Zealots +3 +4
9 +4 +4 +3 +6 Bonus Feat +3 +4
10 +5 +5 +3 +7 Mass Conversion +3 +5

attraction is often enough to make mere men into gods. Trustworthy. In addition to the above feats, the
In addition to the prestige accorded to leaders of Demagogue may choose a Talent from the Charismatic
men (and entire movements), Demagogues have Hero base class as a bonus feat.
a personal power rivaled by few. Whether merely A character may choose to use his Demagogue level
looked up to and admired as humble leaders, or deified for any Talents that are based on Charismatic Hero
as “saviors” of a “new age” by fanatical followers, level if his Demagogue level is higher.
they as often as not have entire armies of cohorts who Followers: A Demagogue attracts followers
will willingly die for them, or trudge off into the dusty and disciples to his ideological cause. This ability
wastes on any foolish errand to earn their master’s functions the same as the Leadership Feat expect that
favor. With the ability to command men to give their the Demagogue does not gain a Cohort and starts
lives willingly, or to demand sacrifices in the name with a minimum of five 1st level followers (even if his
of their cause without question, they can rightfully be leadership score if less than 10). If the Demagogue
called the true princes of the Twisted Earth. already has Leadership (or takes it later), he gains a +3
to his leadership score.
REQUIREMENTS Lead Followers: The Demagogue is skilled at
To qualify to become a Demagogue, a character must influencing his flock with inspiring speeches and other
fulfill the following criteria. demonstrations of leadership. Using 1 action point,
Skills: Diplomacy 6 ranks, Knowledge (theology the Demagogue can affect his entire flock of followers
and philosophy) 6 ranks. with any Leadership Talent: Coordinate, Inspiration,
Feats: None and Improved Inspiration (see Charismatic Hero).
Special: One Allegiance. Normally, characters can only affect one-half of their
Charismatic Hero level plus Demagogue level. This
CLASS INFORMATION expanded ability can only be used on characters of the
The following information pertains to the Demagogue same Allegiance.
advanced class. Zealots: At this point the Demagogue starts to
Hit Dice: 1d6. attract fanatical followers. All 2nd level followers
Action Points: 6 + one-half of the character’s level, and above become Zealots, gaining a +2 morale
rounded down. bonus to Attacks and Skill checks when acting on the
Class Skills: The Demagogue class skills are: Demagogue’s behalf. Zealot followers are totally
Bluff (Cha), Concentration (Con), Decipher Script committed to the Demagogue’s ideological cause and
(Int), Diplomacy (Cha), Gather Information (Cha), are willing to sacrifice their own lives to further it.
Intimidate (Cha), Knowledge (current events, theology Captivate Masses: Using his masterful oratory
and philosophy) (Int), Listen (Wis), Perform (Cha), skills, a Demagogue can captivate large crowds. Using
Read/Write (any), Research (Int), Sense Motive (Wis), 1 action point, the Demagogue can affect a large group
Speak Language (any), Spot (Wis). using the Captivate Talent (see Charismatic Hero).
Skill Points at Each Level: 5 + Int modifier. This ability affects all characters within 50 feet that
can hear and see the Demagogue. The Demagogue
does not need to spend an action point each round to
CLASS FEATURES maintain the captivation.
The following features pertain to the Demagogue The effect ends for all captivated characters if any
advanced class. captivated person is attacked or threatened. Characters

81
Bonus Feats: A Demagogue receives a bonus feat cannot be captivated a second time once the effect has
at 3rd, 6th, and 9th level. The feat must be selected been broken.
from the following list, and the character must meet Conversion: The Demagogue is an extremely
the prerequisites to select it: Attentive, Confident, persuasive character and can convert other non-player
Creative, Deceptive, Leadership, Renown, Studious, characters to his ideological cause. To convert another
non-player character, the Demagogue must use 1 targets may attempt to resist. If the check fails, the
action point and first make a Diplomacy check (DC Demagogue may not attempt to convert any of the
20). If the check is successful, the target may attempt targets again. The targets must be able to understand
to resist. If the check fails, the Demagogue may not the Demagogue. The Demagogue can attempt to
try again. The target must be able to understand the convert one character per Demagogue class level.
Demagogue.
The target resists the conversion attempt by making GUARDIAN
a Will saving throw (DC 10 + Demagogue class level
+ Demagogue’s Cha bonus). If the saving throw fails, The searing wind of midday pulls and tugs at the
the target drops all contrary Allegiances and adopts the tightly wrapped rags and fittings of the tall figure’s
Demagogue’s Allegiance. Certain circumstances may clothes. Clad from head to toe in white linen and bits
grant the target a bonus or penalty to their resistance of scavenged rags, the soldier still manages to look
saving throw. austere and vigilant despite the stains and dirt caking
Target DC Modifier her “uniform.” Her face is lost beneath a turban of
Already has Allegiance +2 flapping cloth, and only her eyes— squinting from
Allegiance is diametrically opposed +2 the sun and the sand biting her lids—are visible. She
Higher level +2 watches the approach of strangers, her hands expertly
Previously threatened by character (or party) +4 readying the long-bored weapon cradled in her arms.
Improved Zealots: Upon reaching 8th level the Guardians are members of established communities
Demagogue’s entire flock consists of Zealots. All who put bread on their tables through vigilance
followers gain a +2 morale bonus to Attacks and Skill and courage. In ancient times, they were known as
checks when acting on the Demagogue’s behalf. soldiers or police officers, but now they are much
Mass Conversion: At 10th level, the Demagogue more than that. Day and night, they train with their
can convert more than one non-player characters at a weapons, awaiting the inevitable raider attack or mob
time. To attempt a mass conversion, the Demagogue of worthless rabble come in desperation, seeking the
must use 1 action point and first make a Diplomacy fruits of the community’s labors. It’s a tough world,
check (DC 25). If the check is successful, the a world that breeds tough men and women. The
Guardian has seen it all, the wasting “Red Fever” of
radiation, the bloating and eventual death of starved
children, and the kidnapping and rape of her sisters
and daughters. She has chosen to not lie down and
die, not to add her bones to those of the Ancients who
made this awful world. Instead, she has picked up a
weapon and decided to fight…
As a character class, the Guardian embodies the
community guard, soldier, posse hunter, and keeper of
the peace. Communities inevitably require men and
women to protect them from the predatory elements
of the wasteland—mutant raiders, road gangs, and the
masses of poor souls whose own homes have been
razed and pillaged. It is the Guardian’s duty to protect
her people, their limited resources, and the interests
of her leaders. While many cling to their community
throughout their lives, some find that their talents
at shooting a gun or throwing a spear are useful in
other ways, and sell themselves off as mercenaries
or pit fighters. Others find that their mighty weapons
and skilled training are highly desired by the many
rampaging gangs and marauders of the wastes, and
end up joining (or even leading) the world’s most
feared bandit groups. Whatever her cause, whatever
her loyalties, the Guardian is the best of the fighting

82
breed.

REQUIREMENTS
To qualify to become a Guardian, a character must
fulfill the following criteria.
TABLE 4-4: THE GUARDIAN
Base Fort Will Defense Reputation
Level Ref Save Special
Attack Save Save Bonus Bonus
1 +1 +1 +1 +0 Defender +2 +1 +0
2 +2 +2 +2 +0 Weapon Focus +1 +0
3 +3 +2 +2 +1 Bonus Feat +2 +0
4 +4 +2 +2 +1 Tactical Aid +2 +1
5 +5 +3 +3 +1 Weapon Specialization +3 +1
6 +6 +3 +3 +2 Bonus Feat +3 +1
7 +7 +4 +4 +2 Defender +4 +4 +2
8 +8 +4 +4 +2 Greater Weapon Specialization +4 +2
9 +9 +4 +4 +3 Bonus Feat +5 +2
10 +10 +5 +5 +3 Raider Bane +5 +3

Base Attack Bonus: +3. proficient with the chosen weapon.


Skills: Knowledge (tactics) 3 ranks. The Guardian adds +1 to all attack rolls made using
Feats: Archaic Weapon Proficiency or Personal the selected weapon.
Firearm Proficiency. Tactical Aid: A Guardian is a skilled combatant and
Special: One Allegiance. can provide tactical advice to her fellow warriors.
As an attack action, the Guardian can provide
CLASS INFORMATION tactical aid to any single ally within sight and voice
The following information pertains to the Guardian range of her position (but not herself). As a full-round
advanced class. action, the Guardian can provide tactical aid to all
Hit Dice: 1d10. allies within sight and voice range of her position
Action Points: 6 + one-half of the character’s level, (including herself). Using tactical aid requires an
rounded down. Action Point.
Class Skills: The Guardian class skills are: This aid provides either a competence bonus on
Demolitions (Int), Drive (Dex), Intimidate (Cha), attack rolls. This bonus is equal to the Guardian’s
Jump (Str), Knowledge (tactics, current events, mutant Intelligence modifier (minimum +1), and it lasts for a
lore) (Int), Listen (Wis), Ride (Dex), Sense Motive number of rounds equal to one-half of her level in the
(Wis), Spot (Wis), and Survival (Wis). Guardian class, rounded down.
Skill Points at Each Level: 3 + Int modifier. This ability stacks with any bonuses granted by the
Tactician or Teamwork feats.
CLASS FEATURES Weapon Specialization: A Guardian gains weapon
The following features pertain to the Guardian specialization with a specific melee or ranged weapon
advanced class. to which she has also applied the Weapon Focus feat
Bonus Feats: A Guardian receives a bonus feat or class feature. The Guardian gets a +2 bonus on
at 3rd, 6th, and 9th level. The feat must be selected damage rolls with the chosen weapon.
from the following list, and the character must meet Greater Weapon Specialization: A Guardian
the prerequisites to select it: Advanced Firearms gains greater weapon specialization with the weapon
Proficiency, Archaic Weapons Proficiency, Armor she selected for weapon specialization. This ability
Proficiency (light, medium, heavy), Burst Fire, Cleave, increases the bonus on damage rolls to +4 when using
Combat Reflexes, Double Tap, Exotic Firearms the selected weapon.
Proficiency, Exotic Melee Weapon Proficiency, Far Raider Bane: A Guardian of 10th level no longer
Shot, Great Cleave, Improved Autofire, Personal fears Raiders. Learning from numerous engagements
Firearm Proficiency, Point Blank Shot, Power Attack, with them, she has an intimate knowledge of Raider
Rip a Clip, Reactive Shooter, Room-Broom, Strafe, fear tactics.
Suppressive Fire. When making saves against Raider’s fear abilities
Defender: The Guardian fights best when defending (Bloodthirsty Cry, Horrifying Kill, Death Cry), the
family and loved ones. A Guardian receives a +2 Guardian doubles her Will bonus. In addition, she
morale bonus to attack rolls and saving throws when gains her Defender bonus against Raiders, whether or
directly fighting in defense of her community. This not she is defending her people.
bonus increases to +4 at level 7.
Weapon Focus: A Guardian gains the Weapon JUJU DOCTOR
Focus class feature, providing the benefits of the feat
with the same name. The Guardian chooses a specific
weapon on which to focus. For the purposes of this
The juju doctor, whose naked body had been painted
head to toe with a silvery pigment, leaned over to
83
feature, the Guardian can choose unarmed strike or look at the injured stranger. A crowd of impoverished
grapple as the weapon of focus. The Guardian must be villagers waited at the tent’s opening, through which
a weak and dusky light broke to illuminate the and life-giving they alone possess—a knowledge of
scene. Badly injured by a rabid, mutant animal, the the human body and lost spellcraft passed down only
stranger’s head spun with pain and disorientation as through jealous whispers from one generation to the
he lay on a bed of hides and furs. next.
The juju doctor’s yellow eyes took in every detail In other places, the craft of the Juju Doctor is a little
of his patient. He raised his gnarled wooden staff, more refined, circulating among the educated elite as
shaking the bizarre menagerie of house keys, pull tabs, a priceless science for the repair of injury and disease.
and bells as if to frighten off the evil spirits that were Even in these more civilized communities, however,
sure to be lingering in the tent, waiting to steal the the Juju Doctor is elevated in position and prestige, his
man’s soul away to the netherworld. art still often viewed as a kind of “magic” in a world
The stranger, through clouded eyes, saw the juju of decaying understanding and enlightenment.
man retrieve a syringe and raise it over his head. Though the Juju Doctor does not, in fact, have
The crowd gasped, as if the dirty needle were an “magical abilities,” his understanding of wounds,
object of great power. disease, and poison (and their treatment) make him
“Please let it be morphine,” the stranger mumbled. one of the most important assets to a people or group
The juju man leaned over and whispered as in the harsh and inhospitable world of the Twisted
soothingly as possible into his delirious patient’s ear. Earth.
“This gon’ hurt. But if me stick, demons leave you
body through hole. Yes?” REQUIREMENTS
The stranger’s eyes widened, realizing just how To qualify to become a Juju Doctor, a character must
primitive his caretakers really were. fulfill the following criteria.
“Oh gawd...” Base Attack Bonus: +1.
Skills: Treat Injury 6 ranks.
The Juju Doctor is one of the most mysterious yet Feats: Juju Medicine.
highly valued members of any community in the
wastes. Legends speak of the painted faces, feathered CLASS INFORMATION
headdresses, and magic focus sticks of tribal shaman The following information pertains to the Juju Doctor
and desert witches and the potent magic of healing advanced class.
Hit Dice: 1d8.
Action Points: 6 + one-half of the character’s level,
rounded down.
Class Skills: The Juju Doctor class skills are:
Concentrate (Con), Craft (pharmaceutical) (Int),
Decipher Script (Int), Diplomacy (Cha), Knowledge
(behavioral sciences, earth and life sciences, mutant
lore, technology) (Int), Listen (Wis), Read/Write
Language (none), Research (Int), Speak Language
(none), Spot (Wis), and Treat Injury (Wis).
Skill Points at Each Level: 7 + Int modifier.

CLASS FEATURES
The following features pertain to the Juju Doctor
advanced class.
Bonus Feats: A Juju Doctor receives a bonus feat
at 3rd, 6th, and 9th level. The feat must be selected from
the following list, and the character must meet the
prerequisites to select it: Advanced Pharmaceutical
Discipline, Alertness, Attentive, Educated, Improved
Initiative, Medical Expert, Quick Treatment, Radiation
Sense, Studious, Surgery.
Juju Specialist: The Juju Doctor receives a
competence bonus on Treat Injury checks. At 1st level,
the bonus is +1. It increases to +2 at 5th level and to +3

84 at 8th level.
Brew Potion: The Juju Doctor has the ability to
brew primitive potions that have the same effect as the
Treat Injury skill. The material cost, brew time, and
brew DC are noted in the table below. The brew check
TABLE 4-5: THE JUJU DOCTOR
Base Ref Will Defense Reputation
Level Fort Save Special
Attack Save Save Bonus Bonus
1 +0 +2 +0 +1 Juju Specialist +1 +1 +1
2 +1 +3 +0 +2 Brew Potion, Expert Healer +1 +1
3 +1 +3 +1 +2 Bonus Feat +2 +1
4 +2 +4 +1 +2 Juju Mastery +2 +2
5 +2 +4 +1 +3 Juju Specialist +2 +3 +2
6 +3 +5 +2 +3 Bonus Feat +3 +2
7 +3 +5 +2 +4 Potion Mastery +4 +3
8 +4 +6 +2 +4 Juju Specialist +3 +4 +3
9 +4 +6 +3 +4 Bonus Feat +5 +3
10 +5 +7 +3 +5 Juju Miracle +5 +4

is made using the Juju Doctor’s Treat Injury skill. If stabilize and be restored to 0 hit points.
the brew check fails, the materials are wasted. If the Juju Doctor fails the skill check or the patient
fails the save, the dead character can’t be saved.
Effect Cost Brew DC Time
Restore Hit Points 25 cp 15 12 hours
Long Term Care 50 cp 20 24 hours PSIONIC
Treat Disease 50 cp 20 24 hours
Treat Poison 50 cp 20 24 hours “Freak!” came a terrified cry from the crowd, and
the tall foreign woman making her way through the
Unlike the Treat Injury skill, the Restore Hit Points village square spun on her heel. The pack of locals,
potion can be used more than once per day. The Long who had up to this point seemed oblivious to her
Term Care potion only affects characters after a day of presence, came alive due to the commotion of a small
complete rest. group of individuals who pushed their way through,
Materials can be foraged or scavenged from the brandishing spears and bows, no doubt intent on
wild if the Juju Doctor does not have access to readily doing her harm.
available materials. Foraging materials for a potion As the woman turned to face them, her eyes
requires a successful Survival check and 1d6 hours. seemed to emanate a luminous power, an unexpected
The DC for the check is the same as the brew DC. For phenomenon that caused the crowd to shriek and run.
every 5 points the character exceeds the check, he may She recognized her pursuers, a pack of primitive men,
reduce the time required to find materials by 1 hour
(minimum 1 hour).
Expert Healer: The Juju Doctor’s ability to restore
hit points with a juju, medical, or surgery kit and a
successful use of the Treat Injury skill improves. In
addition to the normal hit point recovery rate (1d4 for
a juju or medical kit, 1d6 per patient’s character level
for surgery), the Juju Doctor restores 1 hit point for
every level he has in this advanced class.
The ability also increases the benefits of Restore Hit
Points potions made by the Juju Doctor.
Juju Mastery: When making a Treat Injury skill
check, a Juju Doctor may take 10 even if stress and
distractions would normally prevent him from doing
so.
Potion Mastery: The character is a master at
brewing potions. The time to brew a potion
is reduced by half and heals 5 additional
hit points of damage.
Juju Miracle: A Juju Doctor can
save a character reduced to –10 hit
points or lower. If the Juju Doctor is
able to administer aid within 3 rounds
of the character’s death, he can make
a Treat Injury check. The DC for this 85
check is 30, and the Juju Doctor can’t take
10 or take 20. If the check succeeds, the dead
character can make a Fortitude save (DC 15) to
TABLE 4-6: THE PSIONIC
Base Fort Will Defense Reputation
Level Ref Save Special
Attack Save Save Bonus Bonus
1 +0 +0 +0 +2 Neural Specialization +1 +0
2 +1 +0 +0 +3 Neural Feat +1 +0
3 +2 +1 +1 +3 Bonus Feat +2 +0
4 +3 +1 +1 +4 Neural Advancement +2 +1
5 +3 +1 +1 +4 Neural Feat +3 +1
6 +4 +2 +2 +5 Bonus Feat +3 +1
7 +5 +2 +2 +5 Neural Advancement +4 +2
8 +6 +2 +2 +6 Neural Feat +4 +2
9 +6 +3 +3 +6 Bonus Feat +5 +2
10 +7 +3 +3 +7 Neural Advancement +5 +3

from one village or another in the wasteland, who had Skills: Knowledge (mutant lore) 6 ranks.
been tracking her for weeks. Special: Any Neural Mutation.
Touching her hand to her forehead and narrowing
her eyes as if in deep concentration, the “freak” CLASS INFORMATION
seemed completely unconcerned as the men drew back The following information pertains to the Psionic
their bowstrings and let loose a flight of arrows. The advanced class.
projectiles bounced, bent, and cracked apart only Hit Dice: 1d8.
inches from her, as if they had hit an invisible field as Action Points: 6 + one-half of the character’s level,
hard as steel. rounded down.
This time she would not run. Class Skills: The Psionic class skills are: Bluff
As the men realized they could not harm her with (Cha), Concentration (Con), Diplomacy (Cha),
any of their weapons, they stood like a line of idiots, Intimidate (Cha), Knowledge (mutant lore) (Int),
staring with gaping jaws. Listen (Wis), Search (Int), Sense Motive (Wis), Spot
Now it was her turn to act. (Wis), Survival (Wis).
As she extended her empty hand, a beam of brilliant Skill Points at Each Level: 5 + Int modifier.
energy instantly coalesced from the surrounding air,
like a sword of light. With two quick leaps she was CLASS FEATURES
upon them, among them, slicing away and cutting the The following features pertain to the Psionic advanced
would-be “witch hunters” to pieces. class.
Neural Specialization: Being a master of his neural
Known by a variety of derogatory names like “freaks” abilities, his opponents find it more difficult to resist
and “weirds,” those individuals who exhibit psychic his psionic powers. For every 2 Psionic levels, the DC
(a.k.a. “psionic”) abilities are as often feared for their to resist this character’s Neural Mutations and Feats is
unexplainable talents as they are admired. While some increased by one.
technological communities are at least aware of the Neural Feat: A Psionic receives a bonus neural
possibility that environmental radiation may enhance feat at 2nd, 5th, and 8th level. Any neural feat may be
the latent psychic powers in some, most survivors of selected, and the character must meet the prerequisites
the apocalypse (who lack such an open mind) consider of the feat to select it.
psionics a form of dread “magic,” an invisible force Bonus Feats: A Psionic receives a bonus feat at
that lends an aspect of terror to those who control it. 3rd, 6th, and 9th level. The feat must be selected from
Whether considered “freaks,” “weirds,” or merely the following list, and the character must meet the
“psions” by the people they meet the lives of psionic prerequisites of the feat to select it: Alertness, Animal
characters are seldom easy. Ostracized by conventional Affinity, Armor Proficiency (light), Archaic Weapon
communities for the powers they possess, feared for Proficiency, Attentive, Blind Fight, Combat Reflexes,
their potential lethality, and blamed for misfortune Defensive Martial Arts, Deceptive, Focused, Improved
and disastrous events wherever they go, they are often Initiative, Iron Will, Low Profile, Renown, Weapon
driven out, exiled, and even branded for what they are. Focus.
The sight of a known psionic entering a community Neural Advancement: A Psionic may advance one
can sometimes lead to panic or acts of extreme of his neural mutations at 4th, 7th, and 10th level. He
prejudice, and as such most psionics choose to keep may not select a new neural mutation but only advance
their abilities a secret until they are needed. a mutation previously selected at character creation.
86 REQUIREMENTS
To qualify to become a Psionic, a character must fulfill
the following criteria.
TABLE 4-7: THE RAIDER
Base Fort Will Defense Reputation
Level Ref Save Special
Attack Save Save Bonus Bonus
1 +1 +1 +1 +0 Chaps and Chains +1 +1 +1
2 +2 +2 +2 +0 Bloodthirsty Cry +1 +1
3 +3 +2 +2 +1 Bonus Feat +2 +1
4 +4 +2 +2 +1 Chaps and Chains +2 +2 +2
5 +5 +3 +3 +1 Horrifying Kill +3 +2
6 +6 +3 +3 +2 Bonus Feat +3 +2
7 +7 +4 +4 +2 No Survivors +4 +3
8 +8 +4 +4 +2 Chaps and Chains +3 +4 +3
9 +9 +4 +4 +3 Bonus Feat +5 +3
10 +10 +5 +5 +3 Death Cry +5 +4

RAIDER reason, though the outcast will seldom speak of it, can
vary widely. The outcast could have been expelled
As the sun dips slowly behind the edge of the horizon, for failing his clan; he could have been expelled for
the wide-open highway glows red with its reflected showing mercy on the gang’s victims; he could have
radiance. The flat, cracked desert wasteland stretches turned against his masters due to a change of heart or
as far as the eye can see, split in two by the ancient conscience; he could even have fallen in love with his
roadway and its mottled, wind-swept surface. The air gang warlord’s woman—usually a fatal consequence.
trembles, hums, then roars with the sound of choking At the very least, regardless of his transgression, his
car engines, and the peaceful scene is suddenly broken former fellows, usually with hateful passion, hunt the
by clouds of churned dust and plumes of smoky gray Raider outcast. He often still bears the identifying
exhaust. Riding in rusted cars and trucks and mounted marks of his former gang (a tattoo, brand, etc.), and
upon graffiti-painted motorcycles, a massive gang thus is usually distrusted (if not despised) by all
of nearly a hundred men, mutants, and slaves comes organized communities. He is, to sum it up, an outcast
roaring down the highway. In the lead is a figure clad to all persons in the blighted wastes.
in dusty leathers bristling with ornate spikes and
studs, his body augmented by metal plates sewn into
his skin and obscene tattoos running the length of his
arms and legs. At his side dangles a wicked spiked
chain, and beside him, in a leathery holster, his cycle
carries his “stick”—a powerful hunting rifle with a
meticulously maintained scope. This is the raider—a
ruthless bandit, a bloodthirsty highwayman come to
crush the souls of the weak…

The Raider is a member of a widespread group in the


post-apocalyptic world—the countless gangs of riff-
raff, renegades, and cold-blooded killers that thrive
in the deserts and hills and along the highways of the
Ancients. Like old-time highwaymen, they virtually
control the world outside the protected confines of
the wasteland’s communities. No one travels alone,
unprepared, or unsuspecting without drawing their
unforgiving attentions. Rapists, madmen, and killers
make up their kind; there is no room for the weak,
merciful, or intellectual. Life in the wasteland is a
terrible ordeal, and those who can’t make it alone are
often forced (whether by circumstance or otherwise)
to join with these awful gangs to survive. Former
merchants, community guardians, and others often find
themselves forsaking their past principles to swim in
the Raider’s world of violence, death, and savagery.
Alternatively, characters of the Raider class may
be outcasts. The outcast is someone who has
87
been expelled by one of the many biker gangs,
highwayman bands, or warlord armies; the
REQUIREMENTS within a 30-foot radius that have a lower level than he
To qualify to become a Raider, a character must fulfill does. Creatures that fail a Will saving throw (DC 10
the following criteria. + ½ the Raider’s character level + Charisma modifier)
Base Attack Bonus: +3. are shaken, suffering a –2 penalty on attack rolls,
Skills: Intimidate 3 ranks. saves, and skill checks for a number of rounds equal
Feats: Archaic Weapon Proficiency or Personal to 1d6 + the Raider’s Charisma. Deaf opponents are
Firearm Proficiency. unaffected.
Horrifying Kill: A Raider may attack a downed
CLASS INFORMATION creature (one that is below 0 hit points or has been
The following information pertains to the Raider killed by previous attack) and cause a horrifying scene.
advanced class. This usually entails dismemberment, disembowelment,
Hit Dice: 1d10. beheading, or a splattering of blood that sprays
Action Points: 6 + one-half of the character’s level, onlookers. Spectators of lower level than the victim
rounded down. (not the Raider) must make Will saving throw (DC 10
Class Skills: The Raider class skills are: Climb + ½ the Raider’s character level + Charisma modifier)
(Str), Drive (Dex), Gather Information (Cha), or be shaken, suffering a –2 penalty on attack rolls,
Intimidate (Cha), Jump (Str), Knowledge (tactics, saves, and skill checks for a number of rounds equal to
current events) (Int), Ride (Dex), and Survival (Wis). 1d6 + the Raider’s Charisma modifier. This ability can
Skill Points at Each Level: 3 + Int modifier. affect creatures that resisted a Raider’s Bloodthirsty
Cry.
No Survivors: Raiders are ruthless against those
CLASS FEATURES who oppose them. A Raider can spend 1 action point
The following features pertain to the Raider advanced
to gain an additional attack at his highest bonus
class.
against another creature within his line of sight. This
Bonus Feats: A Raider receives a bonus feat
allows a skilled Raider to clear a room or field of fire,
at 3rd, 6th, and 9th level. The feat must be selected
either through butchery in melee or mowing down all
from the following list, and the character must meet
opposition, in a manner of minutes. This ability can
the prerequisites to select it: Advanced Firearms
only be used once per round.
Proficiency, Archaic Weapons Proficiency, Armor
Death Cry: A Raider may make a Bloodthirsty Cry
Proficiency (light, medium, heavy), Brawl, Burst Fire,
immediately after a Horrifying Kill. Those failing the
Cleave, Combat Reflexes, Exotic Firearms Proficiency,
Will save against this cry (DC 10 + ½ the Raider’s
Exotic Melee Weapon Proficiency, Great Cleave,
character level + Charisma modifier) are panicked
Hard-Eyed, Improved Brawl, Improved Knockout
instead of shaken. This ability can affect creatures that
Punch, Intimidating Strength, Knockout Punch,
resisted a previous Bloodthirsty Cry, but not if they
Personal Firearm Proficiency, Power Attack, Sunder,
resisted a previous Death Cry.
Strafe, Vehicle Expert, Weapon Focus.
Chaps and Chains: A Raider’s accoutrements
include all manner of chains, rusty locks, ROAD WARRIOR
studs, and spikes. Any armor taken by a
Raider soon becomes adorned with the stuff, Almost reclining in the seat of his souped-
increasing its equipment bonus by +1 while up car, which was covered in a layer
in his possession. This has no effect if a Raider of grease from the grimy oil churning in
is stripped or caught unarmored. This bonus its engine, the road warrior glared out
increases +1 every 4 levels. through the narrowed slits of his eyes at
Bloodthirsty Cry: The the roadway ahead. The rough and
Raider can make the most ragged cement of the open road
of his vicious appearance, was winding and whipping
scars, tattoos, and with each curve like a
pierced body snake gone berserk,
to threaten and but his practiced
frighten those of hands moved calmly
lesser abilities. and smoothly over
As a move the wheel despite the
action, the erratic maneuvers

88 Raider can required just to say


generate a on the road.
shout that Behind him,
brings fear to however, the
all opponents enemy was
TABLE 4-8: THE ROAD WARRIOR
Base Ref Defense Reputation
Level Fort Save Will Save Special
Attack Save Bonus Bonus
1 +1 +1 +1 +0 Boarding Party +1 +1
2 +2 +2 +2 +0 Offensive Driving +1 +1
3 +3 +2 +2 +1 Bonus Feat +2 +1
4 +4 +2 +2 +1 Vehicular Evasion +2 +2
5 +5 +3 +3 +1 Master Mechanic +3 +2
6 +6 +3 +3 +2 Bonus Feat +3 +2
7 +7 +4 +4 +2 Improved Sideswipe +4 +3
8 +8 +4 +4 +2 Improved Hardness +4 +3
9 +9 +4 +4 +3 Bonus Feat +5 +3
10 +10 +5 +5 +3 Improved Ramming +5 +4

catching up. Mounted on cycles and driving stripped- CLASS INFORMATION


down dune buggies and trucks with beds converted to The following information pertains to the Road
mount vehicular crossbows, the raider gang rode in Warrior advanced class.
hot pursuit. While it was true he had slipped unseen Hit Die: 1d10.
into their camp the night before to relieve the raider Action Points: 6 + one-half of the character’s level,
scum of their precious gas supply, he consoled himself rounded down, every time he or she attains a new level
with the knowledge that that very same juice had in this class.
no doubt been ripped from the hands of murdered Class Skills: The Road Warrior’s class skills are:
innocents by those same pursuing raiders. Balance (Dex), Climb (Str), Concentration (Con),
One of the buggies on his tail failed to take the Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge
turn and ran straight off the road, plunging clear into (tactics, technology) (Int), Pilot (Dex), Repair (Int),
a gorge of dizzying depth from which there was no Spot (Wis), Survival (Wis), and Tumble (Dex).
return. He could hear the occupants screaming as they Skill Points at Each Level: 3 + Int modifier.
plummeted to their deaths a hundred or so feet below.
The road warrior couldn’t help but smile. CLASS FEATURES
The following features pertain to the Road Warrior
The Road Warrior is a member of a unique breed that advanced class.
roams the vast plains and desert wastes of the Twisted Bonus Feats: The Road Warrior gets a bonus feat
Earth, obeying no law, serving no community, and at 3rd, 6th, and 9th level. The feat must be selected from
scavenging the things he needs from the abandoned the following list, and the character must meet the
husks of trucks, cars, and other vehicles along the prerequisites to select it: Acrobatic, Armor Proficiency
Ancient American road. The Road Warrior subsists, (light), Athletic, Drive-by Attack, Gearhead, Force
not unlike the Scav, on the rare junk he finds, but his Stop, Heroic Surge, Improved Damage Threshold,
primary concern is not food for his stomach or water Intuitive Mechanic, Mobility, Precise Shot, Personal
to sate his thirst, but fuel to power his “ride.” Firearm Proficiency, Point Blank Shot, Shot on the
The Road Warrior seeks the solitary life and the Run, Spring Attack, Surface Vehicle Operation,
freedom of the open road. The highways of the Vehicle Dodge, Vehicle Combat.
Twisted Earth are fraught with peril, as roving bands Boarding Party: A Road Warrior can leap from
of raiders seek to dominate territory and raid supply one vehicle to another, even at high speeds. The Road
convoys, but the Road Warrior is prepared to deal Warrior gains a +4 competence bonus to Balance,
with this. He is a man who has become reliant on his Jump, and Climb checks when attempting acrobatic
vehicle for survival in the empty, desolate world, and maneuvers during boarding attempts.
this very reliance has made him an expert at fighting Offensive Driving: Using 1 action point, the Road
from the back of his ride as well as defending himself Warrior can operate a vehicle as a free action. This
from the attacks of motorized brigands and warlord allows him to take a full-round action with his free
armies that terrorize the roads and deserts of the hand, including firing a one-handed ranged weapon.
wastelands. Vehicular Evasion: The Road Warrior can use this
ability to make a last-minute veer, literally “dodging”
REQUIREMENTS an attack directed at his vehicle. Sacrificing his Attack
To qualify to become a Road Warrior, a character must action, the Road Warrior may make a Reflex saving
fulfill the following criteria. throw (DC of the attack roll) to avoid a hit against
Base Attack Bonus: +2.
Skills: Repair 6 ranks, Drive 6 ranks.
himself or his vehicle. A Road Warrior must be aware
of an attack to dodge it.
89
Feat: Vehicle Expert. Master Mechanic: A Road Warrior gains a +4
competence bonus to Repair skill checks.
Improved Sideswipe: The Road warrior is an to snap out and grab something—anything—from the
expert at causing other drivers to lose control of their piles of trash. She paints her face like a skull, so that
vehicles. Upon a successful sideswipe, the target those who first see her feel fear rather than pity.
suffers a –4 to their Drive check (to retain control).
Improved Hardness: The Road Warrior knows “Scav” is a derogatory term used widely throughout
which parts of his vehicles are better armored and the wastelands to refer to the misfits, outcasts, and
which are more vulnerable. The Road Warrior mongrel wanderers of the deserts and ruins. Scavs
increases the hardness of any vehicle he drives or are “scavengers” in the truest sense, making do with
pilots by 2. A Road Warrior must be aware of an attack the smallest amount of supplies for long periods of
to gain this benefit. time. She moves alone, exploring the ruins, deserts,
Improved Ramming: The Road Warrior is an and wilderness in search of the next “mother-lode”
expert at ramming other vehicles or objects. When of lost goods or discarded junk. Many Scavs are
the Road Warrior uses ramming, the target vehicle or like old-time prospectors, following fantastic tales
object takes collision damage as if the Road Warrior’s of Ancient storehouses lost in the sands or forgotten
vehicle was moving at a speed higher. For example, cities untouched by the hand of time. More often than
if the Road Warrior runs into another vehicle at Alley not, she is just a wormy little creature picking over
speed the damage die is a d4 (Street speed). the refuse of other communities or the dead bodies of
raider prey strewn across the sand.
SCAV The Scav is a shrewd opportunist, always picking
her fights, watching her opponents from afar before
A figure slips quietly through a field of junked ever getting herself involved. Life as a loner is not an
automobiles and heaps of rancid garbage, the scene easy one, but no one survives by being a fool. Trust
picked clean by vibrant purple vultures and buzzing is a luxury, and the Scav knows nothing of luxuries.
insects. She moves almost soundlessly, the only noise While she often describes herself as an adventurer
coming from the rattling oilcans and greasy trinkets and pioneer, a Scav is also like a vulture, waiting and
dangling from her belt and overstuffed pack. She keeps watching for the right opportunity to strike. Scavs
a weird gun slung over one shoulder, her hands free are notorious for shadowing caravans or other groups
moving through the deserts or ruins, knowing full well
the dangers the caravan faces. Once the bandits or
mutants have attacked, the Scav moves in to take what
she can before scampering off into the darkness.
Scavs are those who have survived all their lives on
their own, scrounging and scavenging in the wastes,
walking and sleeping among the ruins of mankind’s
past. Such characters usually never knew their parents,
and though they may have had contact with other
people in the past, they never stayed very long; in
most cases, the men or women who gave them shelter
were killed by desert raiders or mutant scum. The Scav
is tough, having relied on her own wits and willpower
to endure the heat, radiation, and creatures of post-
apocalyptic Earth. Although she is equipped with only
the junk and refuse of civilizations past (she cannot
usually benefit from the makeshift inventions of the
various communities, for she is perpetually viewed
as an outsider), she knows well the value of every
little item, where it will be a valuable commodity, and
what price she can fetch. She utilizes even the most
mundane items, for she can find a use for anything—
she has to survive.

REQUIREMENTS
To qualify to become a Scav, a character must fulfill
the following criteria.
90 Base Attack Bonus: +2.
Skills: Survival 6 ranks, Search 6 ranks.
Feats: Radiation Sense.
TABLE 4-9: THE SCAV
Base Defense Reputation
Level Fort Save Ref Save Will Save Special
Attack Bonus Bonus
1 +0 +1 +1 +0 Scav Scan +1 +0
2 +1 +2 +2 +0 Sneak Attack +1d6 +2 +0
3 +2 +2 +2 +1 Bonus Feat +2 +0
4 +3 +2 +2 +1 Scav Survival +3 +0
5 +3 +3 +3 +1 Sneak Attack +2d6 +4 +1
6 +4 +3 +3 +2 Bonus Feat +4 +1
7 +5 +4 +4 +2 Feign Death +5 +1
8 +6 +4 +4 +2 Sneak Attack +3d6 +6 +1
9 +6 +4 +4 +3 Bonus Feat +6 +2
10 +7 +5 +5 +3 Shadow In The Open +7 +2

CLASS INFORMATION gaining a +4 circumstance bonus to the Search check


The following information pertains to the Scav and the ability to search a 30-foot by 30-foot area
advanced class. instead of the standard 5-foot by 5-foot area.
Hit Dice: 1d8. Scav Survival: The Scav has a knack for avoiding
Action Points: 6 + one-half of the character’s level, massive damage. A Scav can spend 1 action point to
rounded down. reduce the damage dealt by a single attack or effect by
Class Skills: The Scav class skills are: Bluff (Cha), half her Survival skill (minimum 5 points).
Decipher Script (Int), Disable Device (Int), Drive Sneak Attack: The Scav is a stealthy, sneaky
(Dex), Escape Artist (Dex), Gather Information (Cha), predator, often ambushing lone wanderers and
Hide (Dex), Knowledge (technology, current events, straggling merchants. As such, she receives a damage
mutant lore) (Int), Move Silently (Dex), Navigate bonus when her target is denied his Dexterity bonus
(Int), Repair (Int), Search (Int), Spot (Wis), and or flanked. A Scav may sneak attack with a melee
Survival (Wis). weapon or ranged weapon, as long as the enemy is
Skill Points at Each Level: 5 + Int modifier. within 30 feet.
Feign Death: A Scav is able to pass for just
CLASS FEATURES another dead body, a talent that is particularly
The following features pertain to the Scav advanced useful in avoiding dangerous combats or encounters
class. while out in the wild. A Scav using this ability is
Bonus Feats: A Scav receives a bonus feat at 3rd, indistinguishable from a dead body. The effect lasts 10
6 , and 9th level. The feat must be selected from
th rounds per level of the Scav.
the following list, and the character must meet the This ability is often used in conjunction with Scav
prerequisites to select it: Acrobatic, Alertness, Armor Survival, making it seem as if the Scav has been killed
Proficiency (light), Athletic, Attentive, Cautious, by a deadly attack.
Defensive Martial Arts, Dodge, Elusive Target, Shadow In The Open: A Scav has the ability to
Meticulous, Mobility, Nimble, Run, Spring Attack, literally blend in with her surroundings, enabling her
Stealthy, Track, Unbalance Opponent. to hide even in plain sight (provided she does not
Scav Scan: This ability represents the Scav’s skill move). In addition, a Scav gains a +2 bonus to Hide
at searching or scanning an area for valuable artifacts and Move Silently checks when moving through
or concealed passages leading to treasures troves of desert, trash, or ruined terrain.
the Ancients. This ability can be used in one of two
ways, either as a quick scan to find the most valuable SCHOLAR
Artifact, or as a sweeping detailed search, making sure
nothing is missed. As the rest of her companions rummaged through
Quick Scan: When performing a quick scan for the ruins of the hollow building, kicking up dust and
concealed doors or passages, hidden items, or other disturbing the fine lacework of cobwebs that overlaid
valuable Artifacts, the Scav gets a +2 circumstance everything, the figure in the rear simply trailed behind
bonus to Search checks. The scan covers an area out to them. By now she had gotten used to their heavy-
30 feet away from the Scav (but not behind her). This handedness and their lack of concern for the inherent
ability uncovers everything that is detectable with the dangers of such a place. And besides, her attention
Scav’s skill check roll, all within a single round! Also, was riveted on something else.
with a successful Knowledge (technology) check (DC One of her companions, having ransacked a pile
15), the Scav can quickly identify the most valuable
items. Useful when a Scav has to flee!
of debris in his search for a key, any key, to open the
security vault doors that had closed behind them, had
91
Detailed Scan: When performing a detailed scan, shattered an old bottle and trampled over a stack of
the Scav is effectively taking 20 on a Search check, books and manuals.
The scholar knelt down, the sound of her fellow As if this ever-present danger wasn’t enough, many
adventurers’ disappointment utterly lost to her ears. groups, even the most benevolent, seek to enslave
She lifted the dust-caked bottle, now in pieces, wiped it Scholars and intellectuals to help them work towards
with her thumb, and read the label. their particular goals. Though often their new masters
“Jack Daniels,” she mumbled, almost as if her heart claim it is for their own “safety,” many communities
were broken. see intellectuals as little more than tools for keeping
Picking up one of the manuals—now trampled to their wars running, not unlike the vital cogs or
shreds—she read the title out loud for all to hear. flywheels of a great machine. As such, these men and
“Security Codes for Level 3…” women become “commodities,” protected like the
most important strategic resources and forced into a
Scholars are men and women who continue to keep life of servitude. Freedom, for them, becomes a distant
the flame of knowledge alive in this post-apocalyptic dream, a fairy tale fit only to tell their children about.
age. Where civilization has fallen, Scholars try to pick Each Scholar is an individual with a different
up the pieces, often forming small but determined story. She could be a student of the past seeking to
bands of intellectuals dedicated to the preservation and learn of the glory of the Ancients and enlighten the
continuation of science and understanding. cruel world of today, or a scientist with a fragmented
The resources available in the aftermath of the understanding of some advanced technical process
nuclear war make this undertaking a phenomenal forced into performing a repetitive task for her
challenge, to say the least. These preservers often technologically ignorant masters. She could be a
have to contend with the zealous (even monstrous) seeker of truths thought lost to time, questing for
aspirations of various cults and societies, sometimes hidden caches to recover or restore, or she could be
with terrifying consequences. Examples range from a preserver of lost technology, valiantly defying the
cryptic brotherhoods that blame the Ancients for predations of hateful gangs who would just as soon
the Fall and are bent on destroying all remaining see that knowledge lost, along with any mention of the
reminders of the past, to crazed cultists who worship world before the Fall.
every aspect of the past and consider any remaining Whatever her personal cause, the Scholar strives
science and knowledge theirs alone. Whether fighting against the inevitable disintegration of civilization
against nihilists who seek the destruction of all they to keep the seed of knowledge alive, if only for her
hold dear or worshippers who seek to steal their lifetime.
knowledge and twist it to justify their anarchist rule,
Scholars of the post-apocalyptic world are a rare and REQUIREMENTS
intrepid breed. To qualify to become a Scholar, a character must fulfill
the following criteria.
Base Attack Bonus: +1.
Skills: Knowledge (any) 6 ranks, and Research 6
ranks.
Feats: None

CLASS INFORMATION
The following information pertains to the Scholar
advanced class.
Hit Dice: 1d6
Action Points: 6 + one-half of the character’s level,
rounded down.
Class Skills: The Scholar class skills are: Computer
Use (Int), Craft (any) (Int), Decipher Script (Int),
Drive (Dex), Gather Information (Cha), Knowledge
(any) (Int), Navigate (Int), Read/Write Language
(none), Repair (Int), Research (Int), Search (Int),
Speak Language (none), and Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.

CLASS FEATURES
92 The following features pertain to the Scholar advanced
class.
Bonus Feats: A Scholar receives a bonus feat at
3rd, 6th, and 9th level. The feat must be selected from
the following list, and the character must meet the
TABLE 4-10: THE SCHOLAR
Base Ref Defense Reputation
Level Fort Save Will Save Special
Attack Save Bonus Bonus
1 +0 +0 +1 +1 Ancient Secret +1 +1
2 +1 +0 +2 +2 Gossip +1 +1
3 +1 +1 +2 +2 Bonus Feat +2 +1
4 +2 +1 +2 +2 Ancient Secret +2 +2
5 +2 +1 +3 +3 Confusing Tirade +3 +2
6 +3 +2 +3 +3 Bonus Feat +3 +2
7 +3 +2 +4 +4 Ancient Secret +4 +3
8 +4 +2 +4 +4 Protected By Code +4 +3
9 +4 +3 +4 +4 Bonus Feat +5 +3
10 +5 +3 +5 +5 Ancient Secret +5 +4

prerequisites to select it: Alertness, Attentive, Builder, point of Charisma. Again, the GM makes this role
Creative, Defensive Martial Arts, Dodge, Educated, secretly, so the Scholar cannot separate truth from
Gearhead, Mobility, Radiation Sense, Studious, Super rumor without further research. If the skill check itself
Charismatic, and Vulture. fails, the Scholar either knows a false rumor or no
Ancient Secret: In her studies, a Scholar will rumor at all.
stumble upon all manner of Ancients knowledge
and secrets. At 1st, 4th, 7th and 10th level, the Scholar DC Type of Rumor
chooses one secret from below. A secret may be Common, well known to the general
chosen more then once. 10 populace. Example: Target’s reputation as a
Ancient Knowledge: The Scholar has uncovered formidable warrior.
lost knowledge of the Ancients. She gains 4 ranks in
any Knowledge skill. The Scholar cannot raise skills Known only by a select few. Example:
beyond the maximum ranks possible for her current 25 Target made his fortune in the water
character level. industry nearly overnight.
Ancient Craft: The Scholar has uncovered lost Hidden, known only to an elite few.
knowledge of Ancient craft. She gains 4 ranks in any Example: Target has been connected with
Craft skill. The Scholar cannot raise skills beyond 30
several raider gangs, though no official
the maximum ranks possible for her current character accusations have been brought against him.
level.
Ancient Technology: The Scholar has uncovered Well kept secret; potential blackmail fodder.
lost knowledge of the advanced technology of the Example: Target is involved in darker
35
Ancients. She may choose one of the following dealings still, and his network of raider
Technology Feats: Advanced Technology, Advanced gangs is only the tip of the iceberg.
Armor Discipline, Advanced Electronics Discipline,
Incredibly well kept secret; only the subject
Advanced Medical Technology Discipline, Advanced
and one or two others are aware. Example:
Pharmaceutical Discipline, Advanced Weapons 45
Target is said to be a member of a religious
Discipline, Aircraft Discipline, Modern Firearms
cult bent upon killing all humans.
Discipline, Modern Vehicles Discipline. She must
meet the prerequisites for any selected feat. A secret kept so well that perhaps even the
Ancient Vehicles: The Scholar has uncovered subject himself is unaware. Example: Target
knowledge of the vehicles used by the Ancients. 55
is actually an android, but he is unaware of
She may choose to add 4 ranks to Pilot or Drive, or it.
she may choose one of the following feats: Aircraft
Operation, Power Armor Operation, Surface Vehicle
Operation, Vehicle Expert. Confusing Tirade: This is an extraordinary ability
Gossip: Scholars tend to hear a great deal of gossip that allows the Scholar to display her advanced
and can often tell a thing or two about people they learning or knowledge to potential adversaries (and
meet just from the rumors they have heard. A Scholar perhaps even lord it over them). By entering into a
may make a Gather Information check upon meeting tirade of vibrant Shakespearean prose or babbling
or hearing of any individual, place, or item. The threats in eloquent terminology (i.e. million-dollar
GM makes this check secretly and gives the Scholar words), the Scholar is able to shake up would-be
information based on the results.
As gossip is not always a reliable source of
attackers. This results in a –2 morale penalty to saving
throws and attack rolls for all enemies within earshot 93
information, the information provided by this ability of the Scholar when the ability is in use. Alternatively,
is not always accurate. The base chance of the Scholar the Scholar can use this to provide a +4 competence
coming up with a truthful rumor is 50% + 1% per bonus to all Diplomacy and Bluff checks. Using this
ability is a move action. thought of those words the first time he’d dared raise a
Protected By The Code: The Scholar is clearly hand to steal from the pocket of one of his community’s
distinguishable from others in her company by her powerful traders—and had reminded himself of them
attitude, bearing, and speech, even in combat. Enemies again and again, each time he’d stolen, gotten caught,
will not attack the Scholar unless they absolutely must and been beaten as punishment.
and hope instead to remove all her allies and force her Now he was a grown man with scar-covered skin
to surrender. In effect, enemies will always target a that mapped out his grueling life’s journey. His face
Scholar last in combat, unless, of course, the Scholar was no longer that of a pitiful child but a cruel mask
is obviously the greatest threat to their chances of reflecting lessons learned the hard way. He no longer
success (wielding a flamethrower, for instance, and stole just for food or water. He stole for real profit.
scorching all comers, while her bodyguards wield He no longer thought that each time he stole it would
spears). Enemies will also refrain from using area- be the last. He knew now that the destiny in store
effect weapons that might otherwise kill the Scholar for him was to feed off others, almost like a leech.
due to radius. If an enemy has a non-lethal weapon, He wasn’t strong or desperate enough to join the
however, they may attack the Scholar at any time savage raider gangs of the open wastes, so he learned
during a combat, even over other choices. instead a much more “antiseptic” way of taking from
the wealthy and keeping himself alive. Steal, sneak
SKULK away…and remain unseen.

Someone once said, “that which does not kill us Thievery is prevalent among the enclaves of the post-
makes us stronger.” The man kept repeating that to apocalyptic world, especially in areas where the poor
himself as he moved in and out of the marketplace outnumber those in relative comfort. Whether born
crowds, weaved through the back streets, and slunk from the masses of vagrant wanderers or cast out from
towards an alley entrance with a handful of stolen their own villages and communities, many who fall on
goods. Those words had always been a consolation hard times become Skulks, stealing to survive. While
to him, a reminder of the great destiny he had always in most villages, towns, and communities, Skulks are
envisioned for himself. As a boy, he had been just beaten or branded; they are just as often executed on
another urchin, a beggar and pickpocket who had seen sight in this world of dwindling resources.
countless others like himself die of starvation or thirst, The Skulk specializes in operating unseen, creeping
left to waste away like unwanted garbage, while the silently past guards into the stockrooms of merchant
merchants had gotten fatter on their riches. He had houses and hiding among the shadows to avoid
pursuers. Though most Thieves would obviously
prefer to avoid contact with others at all costs,
sometimes they must engage an enemy to facilitate
escape. In such circumstances, the Skulk relies upon
surprise and the ability to catch enemies unaware.
With such skills, the Skulk can often make a decisive
strike before the battle even begins.

REQUIREMENTS
To qualify to become a Skulk, a character must fulfill
the following criteria.
Base Attack Bonus: +2.
Skills: Hide 6 ranks, Move Silently 6 ranks, Sleight
of Hand 6 ranks.
Feats: None.

CLASS INFORMATION
The following information pertains to the Skulk
advanced class.
Hit Dice: 1d8.
Action Points: 6 + one-half of the character’s
level, rounded down.

94
Class Skills: The Skulk class skills are: Balance
(Dex), Bluff (Cha), Climb (Str), Disguise (Cha),
Disable Device (Int), Escape Artist (Dex), Gather
Information (Cha), Hide (Dex), Jump (Str),
Knowledge (business, current events, streetwise)
TABLE 4-11: THE SKULK
Base Ref Defense Reputation
Level Fort Save Will Save Special
Attack Save Bonus Bonus
1 +0 +0 +2 +0 Sweep +1 +0
2 +1 +0 +3 +0 Sneak Attack +1d6 +2 +0
3 +2 +1 +3 +1 Bonus Feat +2 +0
4 +3 +1 +4 +1 Skill Mastery +3 +0
5 +3 +1 +4 +1 Sneak Attack +2d6 +4 +1
6 +4 +2 +5 +2 Bonus Feat +4 +1
7 +5 +2 +5 +2 Improved Sweep +5 +1
8 +6 +2 +6 +2 Sneak Attack +3d6 +6 +1
9 +6 +3 +6 +3 Bonus Feat +6 +2
10 +7 +3 +7 +3 Without a Trace +7 +2

(Int), Listen (Wis), Move Silently (Dex), Read/Write par (same level or HD), or weaker (lower level or
Language (none), Search (Int), Sleight of Hand (Dex), HD).
Speak Language, Spot (Wis), and Tumble (Dex). Without a Trace: When a Skulk uses any of the
Skill Points at Each Level: 5 + Int modifier. following skills: Balance, Climb, Disable Device,
Escape Artist, Hide, Move Silently, or Sleight of Hand,
CLASS FEATURES anyone using Investigate, Listen, Search, or Spot to
The following features pertain to the Skulk advanced detect the Skulk’s activity takes a –4 penalty.
class.
Bonus Feats: A Skulk receives a bonus feat at SISTER OF THE DESERT
3rd, 6th, and 9th level. The feat must be selected from
the following list, and the character must meet the The conclave of men laughed at their newfound
prerequisites to select it: Acrobatic, Alertness, Armor possession: a young woman, slightly pretty, but whose
Proficiency (light), Athletic, Attentive, Cautious, features were hardened by sun and sand and a life of
Defensive Martial Arts, Dodge, Elusive Target, misery in the wasteland’s seediest villages. These men
Meticulous, Mobility, Nimble, Run, Spring Attack, would treat her no better, and even now they engaged
Stealthy, Track, Unbalance Opponent. in heavy drinking and fighting to see who’d win her for
Sneak Attack: The Skulk is a stealthy, sneaky the night.
predator, often ambushing lone wanderers and One of the merchants, however, peering through the
straggling merchants. As such, he receives a damage murky glass of his mug, saw something that caught
bonus (+1d6 at 2nd level, +2d6 at 5th level, and +3d6 at his interest. Suddenly his eyes widened in awful
8th level) when his target is denied his Dexterity bonus realization.
or flanked. A Skulk may sneak attack with a melee To everyone’s surprise, he strode forward through
weapon or ranged weapon, as long as the enemy is the crowd and cut her chain, fluttering his hands
within 30 feet. wildly at the woman to get her running.
Sweep: A Skulk knows how to size up an area and Astonished and outraged, the others moved to
get the lay of the land with a single sweep of his eyes. protest, but he held them back, giving her time to
This sweep provides a +4 circumstance bonus to Spot vanish over the nearby dunes.
checks and covers an area out to 30 feet away from “Fools!” he shouted. “Did you not see the markings
the Skulk (but not behind him). The Skulk can use on her wrists when you took her?! She is one of the
this bonus at the start of an encounter. Anything not Sisters! Hurry, take up arms, everyone! Her comrades
concealed can be spotted in a sweep with a successful are certain to be nearby, encircling us as we speak—
Spot check (DC 10). The DC for concealed or less and they will bring down their wrath upon us all!”
obvious threats is equal to their Hide check result.
Skill Mastery: The Skulk may select a number of Women in this awful, radiated world are a rarity
skills equal to 3 + his Intelligence modifier from his in these times. The high levels of radiation in the
class skills list. When making a check using one of planet’s ecosystem have, over time, diminished
these skills, the Skulk may take 10 even if stress and mankind’s ability to reproduce, and for some unknown
distractions would normally prevent him or her from reason, the frequency of female births in this age is
doing so. plummeting. As such, the marauders and warlords of
Improved Sweep: The Skulk’s ability to get the the Earth have long valued women.
lay of the land improves. Now the Skulk can not only The so-called “Sisters of the Desert” were, at one
spot potential perils with a successful check, but also
determine their relative strength. A successful check
time, the priceless slaves of raider kings, debauched
community leaders, or gang bosses of the various
95
tells the Skulk the strength of the threat as compared ruined cities of this savage land. These women,
with himself: stronger (higher level or Hit Dice), on most often beauties handpicked from the masses and
cultured like pearls, became things for men to attain They have come to form a small but determined
and earn in the service of their masters. coalition of scattered tribes that are bent on only one
But the status quo is not an easy thing to maintain, thing: exacting vengeance upon the raiders, bandits,
especially in these times, and though many slaves slavers, and other tyrannical groups of the wasteland.
are cowed into submission, many more choose to It is their dream to take back the world as reparation
risk death rather than serve as maids, servants, and for their squalid existence and set up a new society
concubines. Communities are attacked and destroyed separate from the barbarism of the post-holocaust
on a regular basis in this world, and when they are, wasteland.
their leaders’ harems sometimes get the opportunity to
disperse before the victor can come to claim the spoils. REQUIREMENTS
Women are not stupid—they have seen their sisters To qualify to become a Sister of the Desert, a character
raped to death in the power struggles that follow must fulfill the following criteria.
attack—and a few manage to escape with their lives. Base Attack Bonus: +2.
Unaccustomed to a life of hardship and survival, and Skills: Survival 6 ranks, Treat Injury 3 ranks.
without their former masters to care for them, many Feat: Concubine.
die only months after escape. Others are fortunate Special: Female.
enough to meet up with the Sisters of the Desert.
Given food, water, shelter, and—most importantly— CLASS INFORMATION
hope, they find that the Sisterhood is the strongest The following information pertains to the Sister of the
movement on the Twisted Earth. Desert advanced class.
The Sisterhood is comprised solely of women Hit Die: 1d8.
(though in some rare instances, men formerly “used” Action Points: 6 + one-half of the character’s level,
in a similar fashion for obscene entertainment do rounded down, every time she attains a new level in
become members) who have survived a nightmare this class.
life of capture, use, and perpetual abuse. They Class Skills: The Sister of the Desert’s class skills
are universally escapees, runaways, and renegade are: Bluff (Cha), Climb (Str), Diplomacy (Cha),
“property,” who seek only isolation and independence. Escape Artist (Dex), Handle Animal (Cha), Hide
(Dex), Move Silently (Dex), Ride (Dex), Sense Motive
(Wis), Spot (Wis), Survival (Wis), Treat Injury (Wis),
and Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.

CLASS FEATURES
The following features pertain to the Sister of the
Desert advanced class.
Bonus Feats: The Sister of the Desert gets a
bonus feat at 3rd, 6th, and 9th level. The feat must be
selected from the following list, and the character
must meet the prerequisites to select it: Archaic
Weapons Proficiency, Armor Proficiency (light),
Alertness, Animal Affinity, Combat Expertise, Combat
Reflexes, Combat Throw, Confident, Deceptive,
Defensive Martial Arts, Dodge, Elusive Target, Exotic
Melee Weapon Proficiency, Heroic Surge, Improved
Combat Throw, Iron Will, Mobility, Spring Attack,
Trustworthy, Unbalance Opponent.
Natural Healing: Sisters are expert at using herbs
and natural methods to treat their injured comrades.
Once per day, a Sister may cure 1d8 + 1 points per
character level of damage. This is in addition to
any other healing the injured character takes due to
treatment and rest. Using this ability requires 1 hour of
undisturbed care.

96 Go For The “Eyes”: A Sister knows how best to


injure her male predator. By using 1 action point, a
Sister can turn a successful attack into an automatic
critical to any male opponent. This only applies to
melee attacks.
TABLE 4-12: THE SISTER OF THE DESERT
Base Fort Ref Will Defense Reputation
Level Special
Attack Save Save Save Bonus Bonus
1 +1 +1 +1 +1 Persuade +1 +2
2 +2 +2 +2 +2 Natural Healing +1 +2
3 +3 +2 +2 +2 Bonus Feat +2 +2
4 +4 +2 +2 +2 Go For The “Eyes” +2 +3
5 +5 +3 +3 +3 Fascinate +3 +3
6 +6 +3 +3 +3 Bonus Feat +3 +3
7 +7 +4 +4 +4 Inspire Rebellion +4 +4
8 +8 +4 +4 +4 Male Fear +4 +4
9 +9 +4 +4 +4 Bonus Feat +5 +4
10 +10 +5 +5 +5 Leave No One Behind +5 +5

Leave No One Behind: Sisters never leave a Charisma modifier. Using this ability is a free action.
comrade behind to be captured or suffer a horrible fate. Male Fear: The Sister gains the ability to inspire
The Sister and all allies within 30 feet are immune to fear and awe in male opponents. All male opponents
massive damage checks and continue to fight when with fewer HD or levels than the Sister must make
below 0 hit point until they reach –10, whereupon they a Will save (DC 10 + ½ Sister’s character level +
die. In addition, they are immune to all forms of fear Sister’s Charisma modifier) or become frightened.
as long as the Sister remains within 30 feet. If the Those who save are still shaken. Those males with
Sister is killed, the effect stops. more HD or levels than the Sister’s must also make
Persuade: A Sister learns to use her uniqueness a save, but are only shaken on a failed save and
to convince a single target to regard her as a trusted unaffected with a successful save. The range of the
friend. If the target is currently being threatened or effect is 30 feet, and it lasts for a number of rounds
attacked by the Sister or her allies, this ability won’t equal to 2d6 + the Sister’s Charisma modifier.
work. Those who have been in the Sister’s fearsome
The target makes a Will saving throw to avoid being presence, whether or not they made a successful save,
persuaded by the Sister’s words and actions. The DC is cannot be affected by another use of this ability for a
10 + Sister’s class level + Sister’s Charisma modifier. full day.
This ability doesn’t enable the Sister to control the Inspire Rebellion: The Sister can inspire a thirst
target, but the target perceives the Sister’s words and for freedom in those who are enslaved. Using 1
actions in the most favorable way. The Sister can try action point, the Sister can convince slaves near her
to give the target orders, but he or she must win an (they must be able to see her) to rise up against their
opposed Charisma check to convince the target to masters with total disregard for their own safety. The
perform any actions he wouldn’t normally undertake. maximum total HD of slaves a sister can inspire is
The target never obeys suicidal or obviously harmful equal to 3 times her character level. However, GMs
orders, and any act by the Sister or her allies that should consider the circumstances and the chance that
threatens the target breaks the mood and clears the the rebellion could inspire a more massive revolt.
target’s head. Otherwise, a target remains won over for
1 minute per Sister level. SURVIVALIST
After the duration expires, the GM determines the
reaction and attitude of the target based on what the The marketplace was bustling as the two men
Sister compelled the target to do. concluded their business. Though he detested
This is same as the Personality’s Winning Smile relinquishing the handful of warm corium nuggets into
ability in the d20 Modern core rulebook. the outstretched hand of the stranger, the merchant
Fascinate: A Sister, being of the rare female gender, knew it was money well spent. Looking up from the
fascinates those who first see her. On the first round of thick, calloused palm, he took in the face of the man
any meeting, the sister can attempt to fascinate a single who stood before him and nodded in final agreement.
target. The target must be a sentient human or mutant They had made a deal.
(character races only) and must fail a Will save (The The survivalist, wearing slit goggles to protect him
DC is 10 + Sister’s class level + Sister’s Charisma from the sun and sand, seemed perfectly suited for
modifier) for the attempt to succeed. the job of leading the merchant’s caravan across the
A fascinated target does nothing but watch the sister, desert. He wore little that would encumber him, as if
standing still and not acting in any way—even in the his mind and body were the only supplies essential to
middle of battle. A fascinated target can be struck as
if stunned (with a +2 bonus to the attack roll), but
survival deep in the wilderness. The nakedness of his
body, his deep tan, and his muscular form all showed
97
thereafter it recovers and may act normally. In any clearly that, though they now stood in a bustling
event, the fascinate ability only works for a number of market, he was a true native of the wilds.
rounds equal to the Sister’s class level + the Sister’s
TABLE 4-13: THE SURVIVALIST
Base Ref Defense Reputation
Level Fort Save Will Save Special
Attack Save Bonus Bonus
1 +1 +1 +1 +0 Called Shot +1d6 +1 +0
2 +2 +2 +2 +0 Way of the Land +1 +0
3 +3 +2 +2 +1 Bonus Feat +2 +0
4 +4 +2 +2 +1 Hunter +2 +1
5 +5 +3 +3 +1 Called Shot +2d6 +3 +1
6 +6 +3 +3 +2 Bonus Feat +3 +1
7 +7 +4 +4 +2 Superior Camouflage +4 +2
8 +8 +4 +4 +2 Way of the Land +4 +2
9 +9 +4 +4 +3 Bonus Feat +5 +2
10 +10 +5 +5 +3 Called Shot +3d6 +5 +3

The merchant looked alarmed. “Aren’t you bringing desolate landscape often seek him out as a guide or
any survival gear?” tracker. His greatest strength, however, comes from
The survivalist just stared back through those eerie his mastery of a given weapon, for in the wide-open
slits, his grim face conveying no emotion. He counted spaces of the wasteland, the ability to kill a marauding
out the coins before turning and picking up a long- beast from afar is the most valuable asset he could
barreled rifle and slinging it over one shoulder. possess.
“This is all I need…”
REQUIREMENTS
The Survivalist is a sort of wilderness scout who lives To qualify to become a Survivalist, a character must
mostly in the wastelands. A self-sufficient hunter, he fulfill the following criteria.
is most comfortable when caring for himself among Base Attack Bonus: +2.
the dunes or crags, where the food and water is just Skills: Survival 6 ranks, Navigate 6 ranks.
plentiful enough to feed him—and no one else. With Feats: Track.
his intimate knowledge of the wilderness, however,
merchants who wish to convey their goods across the CLASS INFORMATION
The following information pertains to the Survivalist
advanced class.
Hit Dice: 1d10.
Action Points: 6 + one-half of the character’s level,
rounded down.
Class Skills: The Survivalist class skills are: Climb
(Str), Handle Animal (Cha), Hide (Dex), Jump (Str),
Knowledge (earth and life sciences, mutant lore,
twisted earth) (Int), Listen (Wis), Navigate (Int), Ride
(Dex), Spot (Wis), Survival (Wis), and Treat Injury
(Wis).
Skill Points at Each Level: 5 + Int modifier.

CLASS FEATURES
The following features pertain to the Survivalist
advanced class.
Bonus Feats: A Survivalist receives a bonus feat
at 3rd, 6th, and 9th level. The feat must be selected
from the following list, and the character must meet
the prerequisites to select it: Advanced Firearms
Proficiency, Archaic Weapons Proficiency, Bull’s Eye,
Dead Aim, Double Tap, Exotic Firearms Proficiency,
Far Shot, Guide, Personal Firearms Proficiency,
Precise Shot, Point Blank Shot, Radiation Sense,
Reactive Shooter, Shot on the Run, Skip Shot, Rip a

98 Clip, Run, Quick Draw, Stealthy.


Called Shot: The Survivalist gains the extraordinary
ability to strike precisely with any ranged weapon,
adding +1d6 damage to his normal damage roll. When
making a called shot, the Survivalist must spend a
move-equivalent action aiming before the actual Almost a quarter of a mile away, the young woman
shot is taken. A called shot only works against living watched with satisfaction as her delicate hand moved
creatures with discernable anatomies. At 5th and 10th to pet the calm white mare standing at her side. Their
level, the Survivalist’s extra damage increases by ruse had worked, and now those vile predators would
+1d6. get what they deserved at the hands of creatures far
Way of the Land: This ability is gained at 2nd and less forgiving than she.
8th level and can also be taken instead of a bonus “Well, sister,” she said quietly into her horse’s ear,
feat. The Survivalist chooses either an overall +2 to “you were right. I’ll never doubt your nose again.”
Survival and Navigation checks or +8 to Survival The woman had lived seventeen long years alone
and Navigate in a specific geographical region. The among the desert sands, and thanks to her brave
+2 bonus can be taken multiple times and stacks with friend’s sense of smell, and gods willing, she would
itself or with the +8 regional bonus. The +8 regional live to see seventeen more.
bonus applies to a different region each time it is
taken. In the wasteland, surviving on one’s own is almost
Examples of specific regions in Darwin’s World impossible. Rampant environmental dangers,
include the Big Rocks, Deadlands, Great Rift Valley, mutant creatures thriving among the ruins, and the
or other area described in the Darwin’s World odd marauding raider gang make life a treacherous
gazetteer. prospect indeed. There are those, however, who adapt
Hunter: The Survivalist is a skilled hunter, whether to the dangers surrounding them by making friends.
hunting animals or humanoids. The Survivalist can But in many cases, your “friend” will only turn out to
take 10 when hiding and moving silently, even if stress be a thief and traitor, robbing you blind when you put
and distractions would normally prevent him from your guard down or killing you while you sleep.
doing so. The Symbiote is a rare breed of Scav, loner, or
Superior Camouflage: The Survivalist is an vagabond who has come up with another solution—to
expert at hiding in natural terrain. Using camouflage make friends with someone who won’t cheat her.
techniques, the Survivalist can maximize the The Symbiote is a character that has an unusual bond
concealment benefits of his terrain, even if none exists. with an animal—a dog, wolf, wildcat, horse, or other
This increases the concealment bonus on Hide checks creature—that has become her companion, compatriot,
by one quarter. For example, a Survivalist hiding in an and friend. Together they share the burden of finding
area that provides half concealment (no bonus) would food, water, and shelter, watching each other’s backs
gain three-quarters (+5). Normally, half concealment is and keeping each other safe on long, cold desert
required to hide, but a Survivalist can attempt to hide nights.
in any natural terrain. Due to their unusual bond, Symbiotes often become
withdrawn from others of their kind, preferring the
SYMBIOTE company of their companion to other sentient beings.
As such, they soon earn reputations as hermits, “wild
The two hunters, painted up like men,” and ferals.
savages with war paint and terrible
piercings, advanced towards the
campfire. Like moths to a flame they
came, moving with all the stealth of
clumsy children towards their quarry,
whom they had followed for more than a
day. They could vaguely see her now—a
lone feral female, they hoped—the back
of her head, with its long silvery hair,
resting against the log she used as a
pillow.
Unable to control themselves any longer,
the men made their move, leaping over the
rocks to ambush her, their faces grinning
with malevolent intent. Suddenly, however,
they stopped, realizing with alarm that

99
they were not leaping upon a witless victim
but a dummy laid to lure them, and instead
of a solitary foe, they faced a gathering of
mutant ghouls who had also been curiously
drawn to the bonfire...
TABLE 4-14: THE SYMBIOTE
Base Ref Defense Reputation
Level Fort Save Will Save Special
Attack Save Bonus Bonus
1 +0 +1 +0 +1 Animal Partner +1 +0
2 +1 +2 +0 +2 Opportunist +1 +0
3 +2 +2 +1 +2 Bonus Feat +2 +0
4 +3 +2 +1 +2 +2 +1
5 +3 +3 +1 +3 Bond Of Friendship +3 +1
6 +4 +3 +2 +3 Bonus Feat +3 +1
7 +5 +4 +2 +4 +4 +2
8 +6 +4 +2 +4 Ranged Opportunist +4 +2
9 +6 +4 +3 +4 Bonus Feat +5 +2
10 +7 +5 +3 +5 +5 +3

REQUIREMENTS an animal partner. The animal serves in a capacity not


To qualify to become a Symbiote character must fulfill unlike a familiar, but due to its inherent intelligence
the following criteria. (see below) it is more like a partner and friend.
Base Attack Bonus: +2. Typically, dogs, coyotes, wolves, horses, and even
Skills: Handle Animal 6 ranks, and Survival 6 ranks. wild cats can be taken as symbiotic partners. Mutated
Feats: Animal Affinity. animals from the following list may be taken with
the GM’s consent: cynemie, desert horse, fraxx steed,
CLASS INFORMATION gront, lurking panther, rad wolf, ravening hound,
The following information pertains to the Symbiote snoffle hog, and two-headed mutant bear. As a general
advanced class. rule, GMs shouldn’t allow players to choose a creature
Hit Dice: 1d8. that is more than her HD.
Action Points: 6 + one-half of the character’s level, If a Symbiote’s animal companion is ever killed,
rounded down. she may attract a new animal of a similar kind in one
Class Skills: The Symbiote class skills are: Handle year. The new creature only gains 1st level benefits (see
Animal (Cha), Knowledge (earth and life sciences, below) for the first month. After this time, it gains 2nd
mutant lore) (Int), Listen (Wis), Navigate (Wis), Ride level benefits as the Symbiote becomes more attuned
(Dex), Sense Motive (Wis), Spot (Wis), Survival to this new companion. Each additional increase in
(Wis), and Treat Injury (Wis). benefits takes a full month.
Skill Points at Each Level: 3 + Int modifier. Opportunist: Once per round, the Symbiote
can make an attack of opportunity against a melee
opponent that has just taken melee damage from her
CLASS FEATURES animal partner. This attack counts as the Symbiote’s
The following features pertain to the Symbiote
attack of opportunity for that round.
advanced class.
Bond Of Friendship: The Symbiote gains the
Bonus Feats: The Symbiote receives a bonus feat
ability to detect the direction and distance of his
at 3rd, 6th, and 9th level. The feat must be selected from
animal partner if the two are ever separated. This
the following list, and the character must meet the
ability requires a Navigate check (DC 15) and counts
prerequisites to select it: Alertness, Animal Affinity,
as a standard action.
Archaic Weapons Proficiency, Athletic, Brawl, Combat
Ranged Opportunist: Once per round, the
Expertise, Combat Reflexes, Defensive Martial Arts,
Symbiote can make a ranged attack of opportunity
Dodge, Guide, Improved Initiative, Mobility, Run,
against any opponent who has just taken melee
Radiation Sense, Personal Firearms Proficiency Power
damage from her animal partner. This attack counts as
Attack.
the Symbiote’s attack of opportunity for that round.
Animal Partner: At 1st level, the Symbiote attracts

TABLE 4-15: THE SYMBIOTE PARTNER


Level Hit Dice Strength / Dexterity Intelligence Defense Bonus Special
1 +0d8 +1 6 +1 Bond of Friendship
2 +1d8 +1 7 +1 Evasion
3 +1d8 +1 8 +2 Share Saving Throws
4 +2d8 +2 9 +2 Track
5 +2d8 +2 10 +3 Man’s Best Friend +2
100 6
7
+3d8
+3d8
+2
+3
11
12
+3
+4
Familiarity
Never Quits
8 +4d8 +3 13 +4 Man’s Best Friend +4
9 +4d8 +3 14 +5 Improved Evasion
10 +5d8 +4 15 +5 Speak with Symbiote
SYMBIOTIC PARTNER TINKER
Because of its close relationship with the Symbiote,
the animal partner gains special abilities based on the They would be on him any moment now. The tinker, up
Symbiote’s class level. in the tower overlooking the abandoned compound,
Class Level: As the Symbiote’s level increases, her tried to focus on what he was doing, despite the
companion’s level increases along with it. As the level sounds of the motorcycle gang growing louder and
increases, the animal gains new abilities. louder outside. A screw held tightly in his lips and
Bonus HD: As the animal partner’s level increases, a magnifying lens over one eye, the tinker worked
it gains extra d8 Hit Dice, each of which provides a feverishly to put the finishing touches on the secret
Constitution modifier, as normal. Extra Hit Dice also weapon laid out before him on the dust-covered table.
improve the partner’s base attack bonus and saving A crash sounded outside, followed immediately by
throws, as normal. a boom. The raiders who had followed him here had
Defense Bonus: This is a bonus to the partner’s triggered the first of the traps he’d laid for them. The
defense rating. tinker’s face changed from worry to an almost skeletal
Strength and Dexterity Adjustment: Add this grimace of delight. He took the screw from his dry lips,
figure to the partner’s Strength and Dexterity score. put it in its place, and looked over his creation with
Int: With advancement, the partner’s Intelligence glimmering eyes.
score increases. A voice bellowed from below. “Come down, little
Bond of Friendship: This ability acts exactly as worm! You have no more toys!”
the Symbiote’s ability of the same name, but the The tinker walked over to the window, put the
partner receives it at an earlier level. The animal often weapon down on a makeshift tripod, and threw the
unexpectedly finds his master in times of trouble and shutters open. His long, heavy trench coat flared as
comes to the rescue. the desert wind blasted the catwalk ringing the tower.
Evasion: If the animal partner is subjected to an Looking down into the yard he saw a scattered group
attack that normally allows a Reflex saving throw for of raiders, stumbling about the smoky debris of their
half damage, a successful saving throw reduces the leader’s command car.
damage to 0. The tinker smiled and yelled. “If you want me, come
Share Saving Throws: The animal partner uses its and get me!”
own base saves or the Symbiote’s, whichever is higher. The raiders looked up and realized the tinker did
Track: The partner receives the Track feat for free.
Man’s Best Friend: The partner’s bonuses become
+4 on all attacks, checks, and saves if it witnesses the
Symbiote being threatened or harmed. This bonus lasts
as long as the threat is immediate and apparent. This
bonus is increased to +4 at 8th level.
Familiarity: The Symbiote and the partner share a
great familiarity with one another. The Symbiote can
use her Sense Motive skill to understand her partner’s
thoughts as a free action. The DC for this use of
the Sense Motive skill is 15. Note that only limited
understanding (emotions, drives, current state of mind,
etc.) can be communicated with Familiarity.
Never Quits: The partner never gives up when
either it or the Symbiote is threatened. As long as
the threat is immediate and apparent, the partner
will continue to act until its hit points reach –10,
whereupon it dies.
Speak with Symbiote: The Symbiote and her
partner communicate as if speaking a common
language. Although each makes distinctly different
sounds from the other, each understands the other
fully. Others cannot understand this communication.
Improved Evasion: If the partner is subjected to
an attack that normally allows a Reflex saving throw
for half damage, a successful saving throw reduces
the damage to 0, and it takes half damage even if the
101
saving throw fails.
TABLE 4-16: THE TINKER
Base Ref Defense Reputation
Level Fort Save Will Save Special
Attack Save Bonus Bonus
1 +0 +0 +0 +2 Jury-Rig +2 +1 +1
2 +1 +0 +0 +3 Tinkering +1 +1
3 +1 +1 +1 +3 Bonus Feat +2 +1
4 +2 +1 +1 +4 Tech Weapon +2 +2
5 +2 +1 +1 +4 Tinkercraft +3 +2
6 +3 +2 +2 +5 Bonus Feat +3 +2
7 +3 +2 +2 +5 Jury Rig +4 +4 +3
8 +4 +2 +2 +6 Smart Weapon +4 +3
9 +4 +3 +3 +6 Bonus Feat +5 +3
10 +5 +3 +3 +7 Improved Tinkering +5 +4

in fact have one last “toy” in his arsenal—a heavy Bonus Feats: A Tinker receives a bonus feat at
machine gun, restored by his tireless efforts to pristine 3rd, 6th, and 9th level. The feat must be selected from
condition… the following list, and the character must meet the
prerequisites to select it: Builder, Cautious, Combat
The Tinker is a breed of creative individuals who Expertise, Educated, Gearhead, Intuitive Mechanic,
help keep the ember of technology alive through Modern Firearms Discipline, Modern Vehicles
their intelligence and cunning. Though not true Discipline, Personal Firearms Proficiency, Point Blank
scientists, or even mechanics, Tinkers possess an Shot, and Studious.
aptitude for tweaking and repairing almost any kind Jury-Rig: A Tinker gains a +2 competence bonus
of technological item. Fascinated with the intricate on Repair skill checks made to attempt temporary or
workings of mechanical and electronic devices, they jury-rigged repairs. See the Repair skill for details on
often find a way to make things work despite decades jury-rigging. At later levels, this competence bonus
(or even centuries) of neglect. That same aptitude increases.
also allows the Tinker to squeeze out that little extra Tinkering: The Tinker has the ability to temporarily
performance to make an item (whether a gun or other modify mechanical and electronic items to get
gizmo) operate beyond its normal limits, often to the maximum performance out of them. Tinkering is
surprise of his adversaries. not an exact science and often damages the item as a
result.
REQUIREMENTS By spending 1 action point and making a Repair
To qualify to become a Tinker, a character must fulfill check, the Tinker can temporarily improve a machine’s
the following criteria. performance—at the risk of causing the machine
Base Attack Bonus: +1. to need repairs later. The DC for the Repair check
Skills: Disable Device 6 ranks, Knowledge depends on the type of improvement being made, as
(technology) 6 ranks, and Repair 6 ranks. shown on the table below.
Feats: None. Tinker Repair Chance
Improvement
DC (d%)
CLASS INFORMATION Ranged Weapons
The following information pertains to the Tinker +1 to damage 15 01–25
advanced class. +2 to damage 20 01–50
+3 to damage 25 01–75
Hit Dice: 1d6.
+5 ft. to range increment 15 01–25
Action Points: 6 + one-half of the character’s level, +10 ft. to range increment 25 01–50
rounded down. Electronic Devices
Class Skills: The Tinker class skills are: Computer +1 equipment bonus 15 01–25
Use (Int), Craft (electronic, mechanical, structural) +2 equipment bonus 20 01–50
(Int), Decipher Script (Int), Demolitions (Int), Disable +3 equipment bonus 25 01–75
Device (Int), Drive (Dex), Knowledge (physical Vehicles
sciences, technology, ancient lore) (Int), Navigate +1 on initiative checks 20 01–25
(Int), Read/Write Language (none), Repair (Int), +1 to maneuver 25 01–50
+2 to maneuver 30 01–75
Research (Int), Speak Language (none), and Spot
(Wis).
The Tinkering takes 1 hour. The Tinker can’t take
Skill Points at Each Level: 7 + Int modifier.
102 10 or take 20 on this check. If the check succeeds,
the effect of the improvement lasts for a number
CLASS FEATURES of minutes equal to his or her Tinker class level,
The following features pertain to the Tinker advanced beginning when the object is first put into use. The
class. Tinker selects the single improvement he or she wants
to make prior to making the check. After the duration moment to watch as the next lot of goods is brought in.
of the effect ends, the machine reverts to its previous A few women, dressed in tattered rags and bound by
state and a repair chance percentile roll is made. old, clunky chains, demure at the sight of the grubby,
The result of this roll indicates whether the machine filthy, and excited onlookers. As the crowd pushes
requires repairs before it can be used again. forward, a figure off to the side grins and motions
Tinkercraft: At 5th level, the Tinker becomes with a finger for his guards to hold back the masses.
adept at improving objects permanently. Using his Turning to address his captive audience, the trader
tinkering skills, the Tinker can make an existing object starts the bidding...
mastercraft quality (+1).
The time it takes to Tinkercraft an object is the same Many communities in the deserts, plains, and urban
as it would to be craft it initially. For example, making ruins are not based on race, color, mutation strain, or
a firearm would take 24 hours. The cost to Tinkercraft any other attribute, but instead rely on the diversity
an object is equal to the value of the original object. of strangers for survival. These are mercantile
In addition to the monetary cost, the Tinker must communities, centers of ruthless capitalism where
also pay a cost in experience points equal to 25 times all things can be had—for a price. These places
his or her Tinker level. The XP must be paid before are usually dark pits of corruption, run by ruthless
making the Tinkercraft check. If the expenditure of overlords, policed by a ruthless security force, and
these XP would drop the Tinker to below the minimum home to all manner of vices and crimes. Slave pits are
needed for his current level, then the Tinker cannot a common feature of trade settlements. It is a well-
use Tinkercraft for this particular item until gaining known fact that many loners in the desert are captured
additional experience. and thrown into the gladiatorial pits for the amusement
The Tinker’s Tinkercraft skill is the same as his of passing merchants and the city’s groveling poor.
Repair skill. If the Tinker’s Craft (mechanics) or Such places, though promising in their offering of
Craft (electronics) skill is higher than his Repair skill, all manner of goods for sale, are often a danger in
he may use that instead, but only on the appropriate themselves.
objects. The Tinkercraft DC is equal to the Craft DC Despite the barbaric nature of the uncivilized
for a normal object of the same type +3. wasteland the world has become, some commerce
When successfully completed, a mastercraft does exist among the more prosperous communities.
object provides a +1 bonus to its quality compared Those who dare ply the deserts, plains, and mountains
to an ordinary object of the same type. All weapons, stand to make an incredible profit, taking fresh water,
armor, and certain other types of equipment, such as preserved foods, and scavenged goods to those
computers and electronic devices, can be improved. communities that need it, returning with luxury items
Tech Weapon: Given time, the Tinker can learn to
use any modern or high tech weapon. Learning to use
a new weapon takes 4 hours of uninterrupted study and
a successful Knowledge (technology) roll (DC 15 for
modern weapons and DC 20 for futuristic weapons).
The Tinker may retry until he succeeds his Knowledge
(technology) check, but each attempt takes 4 hours of
study. Once he has learned how to properly operate
the weapon, he no longer suffers non-proficiency
penalties.
Smart Weapon: The Tinker selects one weapon in
which he is proficient and which he can use with one
hand. With the selected weapon, the Tinker can use
his or her Intelligence modifier instead of Strength or
Dexterity modifier on attack rolls. The Tinker may
select any weapon, even an advanced one.
Improved Tinkering: The Tinker has improved
his ability to tinker items. His modifications now last
1 hour per Tinker level. However, the chance for the
item needing repairs afterwards increases by 10%.

TRADER
In the blinding light of the noon sun, crowds gather to
103
shout and jeer. The stirred desert sand settles a bit as
those gathered cease their stomping about and take a
TABLE 4-17: THE TRADER
Base Fort Ref Will Defense Reputation
Level Special
Attack Save Save Save Bonus Bonus
1 +0 +0 +1 +1 Ear to the Ground +1 +1
2 +1 +0 +2 +2 Money Talks +1 +1
3 +1 +1 +2 +2 Bonus Feat +2 +1
4 +2 +1 +2 +2 Going Once, Going Twice +2 +2
5 +2 +1 +3 +3 Read the Signs +3 +2
6 +3 +2 +3 +3 Bonus Feat +3 +2
7 +3 +2 +4 +4 Sucker Born Every Minute +4 +3
8 +4 +2 +4 +4 Leadership +4 +3
9 +4 +3 +4 +4 Bonus Feat +5 +3
10 +5 +3 +5 +5 Professional Courtesy +5 +4

for those who can afford it. What would seem to be Base Attack Bonus: +1.
an easy life is not—the merchant must deal with the Skills: Diplomacy 6 ranks, Gather Information 3
natural hazards of the land (heat, radiation, poisoned ranks.
water, etc), as well as brigands, raiders, and hostile Feats: None.
mutants of all kinds. Carrying valuable goods, the Special: Trade Language.
merchant is the ideal target.
Some merchants form trade cartels or join groups CLASS INFORMATION
already in place, some of which have become major The following information pertains to the Trader
organizations. In such organized trade, members advanced class.
generally come up with and adhere to a code. It is Hit Dice: 1d6.
this code that makes commerce in this rugged world Action Points: 6 + one-half of the character’s level,
possible; without trust, trade cannot exist. In a world rounded down.
of raiders, double-crossing locals, and predatory Class Skills: The Trader class skills are: Bluff
Scavs, this code is all that separates the Trader from (Cha), Drive (Dex), Diplomacy (Cha), Forgery
the scummy roadside peddler. (Int), Gather Information (Cha), Handle Animal
(Cha), Intimidate (Cha), Knowledge (current events,
The Trader’s Code: business) (Int), Navigate (Int), Ride (Dex), Search
When a young aspirant joins a merchant house, he (Int), Sense Motive (Wis), Speak Language (any),
gives up any former community, loyalties, and ties. Spot (Wis).
He swears an oath of allegiance to the house and, Skill Points at Each Level: 7 + Int modifier.
usually, its master.
CLASS FEATURES
He swears to adhere to the merchant house’s rules The following features pertain to the Trader advanced
in all situations. class.
He will seek to bring benefit and profit to the house Bonus Feats: A Trader receives a bonus feat
above all things. at 3rd, 6th, and 9th level. The feat must be selected
The good of the house becomes paramount in all from the following list, and the character must meet
matters. the prerequisites to select it: Alertness, Attentive,
Confident, Creative, Deceptive, Guide, Leadership,
The aspirant may never, ever, sully the reputation Market, Meticulous, Personal Firearms Proficiency,
of the house or cause any community, region, or Renown, Silver Tongue, Studious, Trustworthy,
people to have a negative opinion of the house Vulture.
(whether through cheating, stealing, or any other Money Talks: The Trader can spend some of his
type of dishonest business practice). money (or equivalent in bartered goods) to improve
relations with NPCs. For every 25 cp spent on a bribe
These are just general rules of the code. Though there or “gift,” the Trader gains a +1 circumstance bonus to
are variations depending on the actual group (the Diplomacy checks (maximum +10) when attempting
Clean Water Clan, Far Traders, and Cartel have their to change an NPC’s attitude. In certain circumstances
own rules; lesser groups certainly have their own laws (at the GM’s discretion), this ability can be used to
and trade customs), these are typical. provide a bonus to Gather Information skill checks
(maximum +10).
104 REQUIREMENTS Ear to the Ground: A Trader is always listening for
rumors of new markets and supplies. A Trader receives
To qualify to become a Trader, a character must fulfill
the following criteria. a +4 competence bonus to all Gather Information skill
checks.
Read The Signs: A Trader knows how to read the other advanced classes, but some will want to move
signs of the desert—from Trade-language markers on to even bigger and better things. The following
and Unislang graffiti to tracks in the sand and eerie classes—called epic classes—are designed for that
silence. Whenever a Trader stumbles into an encounter purpose. They represent rare, powerful people of the
on any established trade route (but not uninhabited post-apocalyptic earth such as scientists who attempt
wilderness or off the beaten path locales), he receives to master the lost technology of the Ancients, or Trade
a +4 competence bonus to Initiative on the first round, Masters seeking to dominate the Twisted Earth with
as if he was suspecting danger all along. trade cartels.
Going Once, Going Twice: By making a successful All of these classes are designed for 11th level and
Bluff check, the Trader can sell items at much higher beyond, with some requiring characters between 12th
price than their actual worth, usually through auction and 15th level. They are all suitable for epic adventures
or sheer bravado. The % above actual worth is that will eventually take characters beyond 20th level.
determined using the table below. A failed Bluff check Certainly, characters that have survived to this point (a
results in selling the item less than its value. great accomplishment) are major heroes and leaders of
the post-apocalyptic Earth.
Bluff Check Percent above market value
Below 10 -25%
11-14 +0% CHAMPION
15-20 +25%
21-25 +50% The sight of the raider’s powerful body, crisscrossed
26-30 +100%
with scars and tattoos, seemed to give the defenders
31+ +200%
of the tribal fort pause. With the moment’s hesitation
Sucker Born Every Minute: Among primitive, afforded him by his awesome presence, he took stock
backwards, or feral communities, a Trader’s of the situation. Here he was, on foot and wounded,
showmanship and style is always impressive. A Trader his gas-powered motorcycle now a heap of smoking
can almost always manage to sell something in a tribal ruin yards away. His firearm was also somewhere in
village for far more than it’s worth. Examples include that burning inferno, and his allies— his fellow gang
beads, brass trinkets, and even discarded junk. Once members— had not followed him over the wall and
per visit to such a community, a Trader will generate a into the compound as planned.
small sum of 1d4 x 20 cp. He gritted his teeth, cursing his men’s lack of
Leadership: A Trader is assumed to have drawn courage and coordination.
mercenaries and loyal followers to his employ. He
automatically gains the Leadership feat for free. If
the Trader already has leadership, he gains a +3 to his
leadership score.
Professional Courtesy: The Trader is recognized as
a member in good standing of his merchant house, and
so can petition peers (even neutral ones or those from
rival houses), instead of local authorities, to oversee
any case or judgment concerning him. He can only do
this in a civilized or semi-civilized settlement where
at least one merchant house is represented. Trials
overseen by merchant houses, even bitter enemies,
usually result in a fine instead of corporal punishment
or imprisonment (though the actual amount must be
set by the GM, depending on the crime committed), to
protect “their own.” A Trader can thus use this ability
to appeal to his merchant peers and avoid suffering
more serious punishments by instead paying a fine.

EPIC CLASSES
Eventually, characters will
find themselves reaching
the highest levels of the 105
advanced classes. At that
point, they may choose
to diversify by taking
TABLE 4-18: THE CHAMPION
Base Ref Will Defense Reputation
Level Fort Save Special
Attack Save Save Bonus Bonus
1 +1 +1 +0 +1 Rallying Cry +2 +1 +2
2 +2 +2 +0 +2 Improved Tactical Aid +1 +2
3 +3 +2 +1 +2 Bonus Feat +2 +3
4 +4 +2 +1 +2 Rallying Cry +3 +2 +3
5 +5 +3 +1 +3 Awesome Presence +3 +4
6 +6 +3 +2 +3 Bonus Feat +3 +4
7 +7 +4 +2 +4 Challenge +4 +5
8 +8 +4 +2 +4 Rallying Cry +4 +4 +5
9 +9 +4 +3 +4 Bonus Feat +5 +6
10 +10 +5 +3 +5 To the Bitter End +5 +6

Realizing the crowd was in awe of him and his Skills: Knowledge (tactics) 8 ranks, Intimidate 10
ferocious appearance, he pondered whether or not to ranks.
simply charge towards the gate. No doubt a fierce cry Feats: Toughness, Iron Will.
would send the meager defenders running. Special: Defender class ability.
As he bared his teeth, preparing to summon every
ounce of energy for that mad dash, the defenders CLASS INFORMATION
parted prematurely, to reveal someone approaching. The following information pertains to the Champion
Standing there was a man almost seven feet tall, epic class.
broader than any mere tribal the raider had ever seen, Hit Dice: 1d12.
his skin painted with war paint. The new arrival’s Action Points: 6 + one-half of the character’s level,
knotted muscles were rippling with the weight of the rounded down.
enormous axe in his hands, the metal face of which Class Skills: The Champion class skills are:
was etched with the words “Raider Bane…” Demolitions (Int), Drive (Dex), Intimidate (Cha),
Jump (Str), Knowledge (tactics, current events, mutant
The Champion is the best a community has to offer, lore) (Int), Listen (Wis), Ride (Dex), Sense Motive
the cream of their elite guard or soldiery, admired— (Wis), Spot (Wis), and Survival (Wis).
even revered—as the protector of his entire enclave. Skill Points at Each Level: 3 + Int modifier.
Champions are those rare individuals who have
survived years of inter-community conflict, incessant CLASS FEATURES
raider attacks, and treacherous power struggles The following features pertain to the Champion epic
through their own strength, cunning, and martial class.
skill. Champions are almost universally respected Bonus Feats: A Guardian receives a bonus feat
and feared, by locals and outsiders alike; they are at 3rd, 6th, and 9th level. The feat must be selected
true survivors, who maintain their place in the world from the following list, and the character must meet
through the destruction of all who threaten them or the prerequisites to select it: Advanced Firearms
their people. Proficiency, Futuristic Firearms Proficiency,
Champions have a place in almost every society or Advanced Firearms Proficiency, Archaic Weapons
group, from established citadels of civilization in the Proficiency, Armor Proficiency (light, medium,
desert to rampaging raider gangs. In the former, they heavy), Burst Fire, Cleave, Combat Reflexes, Double
are likely the captains of the watch or commanders Tap, Exotic Firearms Proficiency, Exotic Melee
of a community leader’s personal bodyguard. In Weapon Proficiency, Far Shot, Great Cleave, Hard
the latter, Champions often rise to assume a role of Eye, Improved Two Weapon Fighting, Intimidating
leadership and command, using their power to squash Strength, Precise Shot, Personal Firearm Proficiency,
all competition. Point Blank Shot, Power Attack, Power Armor
Some Champions, instead of rising as heroes of Operation, Rip a Clip, Strafe, Sunder, Two Weapon
a given community, hone their skills to their elite Fighting.
rank through gladiatorial games. Their reputation is Improved Tactical Aid: This improved version of
thus gained not through acts of bravery and lifelong the Guardian’s Tactical Aid ability doubles the bonuses
dedication, but rather due to brutality, slaughter, and and duration. If the Champion does not have Tactical
carnival showmanship. Aid, he gets the standard ability and not the improved
version.
106 REQUIREMENTS
To qualify to become a Champion, a character must
Rallying Cry: The Champion rallies his fellows
even in dire situations. All allies within 20 feet of
fulfill the following criteria. the Champion receive a +2 morale bonus to saves
Base Attack Bonus: +10. and attack rolls. If the Champion is brought down,
however, this bonus is lost. This ability increases as The Mech is a repairman, a tinker, a “Mr. Fixit”
the Champion gains levels. without equal, someone who takes on the tasks
Awesome Presence: The Champion gains the of maintaining, repairing, or resurrecting Ancient
ability to inspire fear and awe by his mere presence. mechanical and electronic items and artifacts. In many
The awesome presence must take the form of a communities Mechs are considered invaluable assets
particular action (walking calmly towards his enemy with rare skills in the technical and mechanical fields,
despite suppressing fire, for instance, or shouting and their roles often afford them a prestigious standing
threats in a defiant voice over the din of battle). All among their people. Prosperous communities will
opponents with fewer HD or levels than the Champion often employ Mechs in numbers so their resurrected
must make a Will save (DC 10 + ½ character level + machines, weapons, and armor will remain in full
Charisma modifier) or become frightened. Those who working order. Mechs in such communities are
save are still shaken. The range of the effect is 30 feet, accorded unprecedented dignity and respect by their
and duration lasts for a number of rounds equal to 2d6 more mundane peers.
+ your Charisma modifier. On the flip side, however, are the raider gangs and
Those who have been in the Champion’s awesome malevolent technological societies, to whom Mechs
presence, whether or not they made a successful save, are merely valuable commodities. Often considered
cannot be affected by another use of this ability for a little better than insects by their overlords, they are
full day. kept alive in miserable squalor to oil and tend the
Challenge: Using 1action point, the Champion machines of their masters in their various campaigns
can call out a challenge to another warrior on the of conquest and barbarism. In the worst communities,
battlefield, usually the leader, forcing the target these skilled individuals are enslaved and treated like
to battle him one on one. All other combatants in dogs in a kennel, fed only to sustain their strength.
a 50-foot radius stop fighting (though usually all In such a barbarous environment, the Mech is seen
surrounding people will stop to watch unless some only as a “tool” to keep machines, water purifiers, and
sight or sound barrier prevents them from noticing). vehicle fleets running.
If the target is of a non-warrior class (such as
Scholar, Tinker, Mech, Sage), he may direct a proxy to REQUIREMENTS
fight for him. If no realistic proxy is available, the non- To qualify to become a Mech, a character must fulfill
warrior can turn down the challenge, but his reputation the following criteria.
will be decreased by one point if he does.
After the one-on-one battle, the loser’s allies suffer
a –2 morale penalty of the remainder of the combat. In
some cases, the GM may determine that the losing side
is completely demoralized and flees.
To the Bitter End: The Champion will never give
up on his community, even when certain death is
assured. A Champion of this level can continue to fight
even after death (–10 hit points). Each round that the
Champion is below –10 hit points, he may make a
Fortitude save (DC 10 + 1 per hit point below –10) to
continue fighting. Note that the Champion is in fact
dead at this point, and healing him has no effect. Only
skills and abilities that affect dead characters apply,
such as Juju Miracle.

MECH
His face and hands obscured by an oily layer of
black grease, his clothes soiled, patched-up, and
sprouting a collection of pockets and pouches, his belt
jingling with keys, screwdrivers, and wrenches, the
Mech is a unique sight in the world’s more advanced
communities. Working late into the night, toiling over

107
vehicles, computers, and life-sustaining machines such
as water purifiers and generators, he is a vital part
of his community and a resource jealously sought
throughout the wasteland.
TABLE 4-19: THE MECH
Base Ref Will Defense Reputation
Level Fort Save Special
Attack Save Save Bonus Bonus
1 +0 +0 +0 +2 Mastercraft +1 +2
2 +1 +0 +0 +3 Quick Repairs +1 +2
3 +1 +1 +1 +3 Bonus Feat +2 +2
4 +2 +1 +1 +4 Mastercraft +2 +3
5 +2 +1 +1 +4 Improved Repairs +3 +3
6 +3 +2 +2 +5 Bonus Feat +3 +4
7 +3 +2 +2 +5 Mastercraft +4 +4
8 +4 +2 +2 +6 Lightning Repairs +4 +4
9 +4 +3 +3 +6 Bonus Feat +5 +4
10 +5 +3 +3 +7 Supercraft +5 +5

Skills: Craft (electronic) 10 ranks, Craft object is equal to the cost of the components (see the
(mechanical) 12 ranks, Knowledge (technology) 10 appropriate Craft skill description) + 50% per bonus
ranks, Repair 13 ranks. provided by the mastercraft feature. A Mech can add
Feats: Gearhead. the mastercraft feature to an existing ordinary object.
Special: One Technology Craft Discipline. The cost is the same as if he were constructing the
object from scratch.
CLASS INFORMATION In addition to the component costs, the Mech
The following information pertains to the Mech epic must also pay a cost in experience points equal to 25
class. times his Mech level times the bonus provided by
Hit Dice: 1d6. the mastercraft feature. The XP must be paid before
Action Points: 6 + one-half of the character’s level, making the Craft check. If the expenditure of these XP
rounded down. would drop the Mech to below the minimum needed
Class Skills: The Mech class skills are: Computer for his or her current level, then the XP can’t be paid
Use (Int), Craft (electronic, mechanical, structural) and the Mech can’t use the mastercraft ability for this
(Int), Decipher Script (Int), Demolitions (Int), Disable particular item until he gains enough additional XP
Device (Int), Drive (Dex), Knowledge (physical to remain at his current level after the expenditure is
sciences, technology, ancient lore) (Int), Navigate made.
(Int), Read/Write Language (none), Repair (Int), When successfully completed, a mastercraft object
Research (Int), Speak Language (none), and Spot provides a +1 bonus to its quality compared to an
(Wis). ordinary object of the same type. All weapons and
Skill Points at Each Level: 7 + Int modifier. armor, and certain other types of equipment, such as
computers and electronic devices, can be constructed
CLASS FEATURES as mastercraft objects.
The following features pertain to the Mech epic class. At 4th, 7th, and 10th levels, the Mech can add the
Bonus Feats: A Mech receives a bonus feat at mastercraft ability to another Craft skill, or he can
3nd, 6th, and 9th level. The feat must be selected from improve his ability in the skill selected at 1st level, so
the following list, and the character must meet the that his mastercraft objects provide a +2 or +3 bonus.
prerequisites to select it: Advanced Armor Discipline, +3 is the maximum mastercraft bonus.
Advanced Electronics Discipline, Advanced Weapons The Craft DC for a mastercraft object is the same as
Discipline, Aircraft Discipline, Builder, Educated, for a normal object of the same type, as described in
Futuristic Firearms Proficiency, Intuitive Mechanic, the Craft skill, with the following modification: For a
Modern Firearms Discipline, Modern Vehicles +1 object, add +3 to the Craft DC; for a +2 object, add
Discipline, Personal Firearms Proficiency, Power +5 to the Craft DC; and for a +3 object, add +10 to the
Armor Operation, Studious. Craft DC.
Mastercraft: At 1st level, the Mech becomes Quick Repairs: Sometimes, to the amazement
adept at creating mastercraft objects. He applies of others, a Mech can perform complex repairs in a
the mastercraft ability to one of his Craft skills matter of minutes! Using 1 action point, the Mech can
(electronic or mechanical). From this point on, he reduce the time to repair items by one rank: simple
can build mastercraft objects using that skill. With objects only take 1 round, moderate objects only take
Craft (electronic), the Mech can build electronic 1 minute, complex items only take 10 minutes, and
devices. With Craft (mechanical), the Mech can build advanced items only take 1 hour.
108 mechanical devices.
On average, it takes twice as long to build a
Improved Repairs: The Mech is an expert at
repairs. When repairing objects, the Mech can either
mastercraft object as it does to build an ordinary reduce the repair time by 50% or double the hit points
object of the same type. The cost to build a mastercraft restored. This ability cannot be used in conjunction
with quick repairs.
Lightning Repairs: The Mech’s ability to perform REQUIREMENTS
quick repairs improves. Using 1 action point, the To qualify to become a Medicine Man, a character
Mech can reduce the time to repair items by two ranks: must fulfill the following criteria.
moderate objects only take 1 round, complex items Skills: Treat Injury 13 ranks, Craft (pharmaceutical)
only take 1minute, and advanced items only take 10 8 ranks, Knowledge (earth and life sciences) 6
minutes. ranks, Knowledge (mutant lore) 6 ranks, Knowledge
Supercraft: This is the pinnacle craft ability of the (technology) 6 ranks.
Mech, and allows him to create a +5 masterwork item. Feats: Surgery, Medical Expert.
This item must remain in the Mech’s possession, as it
requires constant tuning and tweaking to maintain its CLASS INFORMATION
supercraft quality. If the item goes 24 hours without a The following information pertains to the Medicine
tune-up, it reverts to a +3 masterwork item. The daily Man epic class.
tune-up only takes the Mech 10 minutes. The Mech Hit Dice: 1d8.
can only have one supercraft item at a time. If the Action Points: 6 + one-half of the character’s level,
supercraft item is destroyed, he may create a new one. rounded down.
Class Skills: The Medicine Man class skills are:
MEDICINE MAN Concentrate (Con), Craft (pharmaceutical) (Int),
Decipher Script (Int), Diplomacy (Cha), Knowledge
It was the dead of night. Yet here, in the blasted urban (ancient lore, behavioral sciences, current events, earth
landscape, a perceptible glow suffused everything, and life sciences, mutant lore, technology) (Int), Listen
giving light to the squalid hole in which the party of (Wis), Read/Write Language (none), Research (Int),
men now found themselves. Speak Language (none), Spot (Wis), and Treat Injury
Fighting raged outside, the sounds of gunfire met (Wis).
with shrieks, screams, and bloodcurdling laughter of Skill Points at Each Level: 7 + Int modifier.
the most inhuman sort. The last of their number were
holding onto a shaky perimeter, doing battle with a CLASS FEATURES
mob of ghouls that had surprised the expedition as it The following features pertain to the Medicine Man
neared the nuked city’s heart. Now, in the wee hours epic class.
before dawn, nearly a hundred had come to slaughter Ancient Drugs: The Medicine man has learned the
them to the last. pharmaceutical techniques of the Ancients, and can
Inside the building, some of the blood-caked soldiers recreate the powerful drugs they once used. Ancient
brought in two or three of their fallen comrades. A
handful of others checked the darkened rooms to make
sure there were no more ghouls inside. Then they
turned to the individual who had accompanied them to
ensure they all came back alive.
“Will this be okay, Doc?” asked one of the grunts.
The medicine man looked over the damp, roach-
infested interior before motioning for the first casualty
to be put on a nearby stone slab.
“It will have to do, soldier.”

Whereas the Juju Doctor can run the gamut from a


tribal shaman to a technological throwback with some
limited expertise in true medicine, the Medicine Man
is a master physician by comparison. With years of
education and practical experience under his belt, the
Medicine Man has seen almost every kind of injury
imaginable, helped treat diseases or concoct cures
for the deadliest mutated viruses, and made miracles
happen with the magic of his hands.
Because of his focus on medicine and treatment,
the Medicine Man is not only proficient in the use

109
and creation of medicines, but also with the legendary
devices of the Ancients, life-giving wonders that
remain almost totally unknown in this new Dark Age
of science.
TABLE 4-20: THE MEDICINE MAN
Base Fort Will Defense Reputation
Level Ref Save Special
Attack Save Save Bonus Bonus
1 +0 +1 +0 +1 Ancient Drugs +1 +2
2 +1 +2 +0 +2 Minor Medical Miracle +1 +2
3 +1 +2 +1 +2 Medical Specialist +1 +2 +2
4 +2 +2 +1 +2 Mutant Treatment +2 +3
5 +2 +3 +1 +3 Mutant Drugs +3 +3
6 +3 +3 +2 +3 Medical Specialist +2 +3 +4
7 +3 +4 +2 +4 Second Chance +4 +4
8 +4 +4 +2 +4 Medical Miracle +4 +4
9 +4 +4 +3 +4 Medical Specialist +3 +5 +4
10 +5 +5 +3 +5 Ancient Medical Technology +5 +5

drug creation requires materials, time and a successful Ancients was the creation of clones. Clones were
Craft (pharmaceutical) check. These details can be human beings grown artificially in a “vat” using
found in the Artifacts of the Ancients section (under genetic material from samples (hair, blood, skin, etc.)
Ancient Medicine). given by their owners.
This ability is effectively the same as the Advanced Creating a clone requires a Cloning Kit, which
Pharmaceutical Discipline feat. The Medicine man the Medicine Man must construct and which costs a
does not need to meet the prerequisites of that feat minimum of 10,000 cp in raw materials. Once a kit has
to use this ability. If the character already has the been constructed, the Medicine can clone any living
Advanced Pharmaceutical Discipline feat, he may creature as long as he has a DNA sample. Clones
choose a bonus feat from the Juju Doctor’s bonus feat require 1d4 weeks to mature, at which time it must
list. make a Fortitude save (DC 25) or develop 1d4 defects
Mutant Treatment: If the Medicine Man (see mutations). Otherwise, the clone is identical to the
administers Ancient drugs to a mutant character, original.
he can grant +4 bonus to the mutant’s Medical Regeneration Serum: Regen tanks were common in
Incompatibility check. the time of Ancients, but in the final days of the war,
Mutant Drugs: The Medicine Man can create a remarkable drug was developed, which provided
Ancient drugs that are 100% compatible with mutants. the same healing ability in drug form (similar to
These drugs must be created for a specific mutant or stimshots) and which could be used in the field.
group of similar mutants. If a different mutant (or Regeneration Serum provides the same healing
human) uses the mutant-specific drug, he must make a powers as a Regen Tank (see Artifacts of the Ancients),
Medical Incompatibility check. but is administered via syringe. Crafting one
Minor Medical Miracle: This ability has the same application of Regeneration Serum takes 24 hours,
effect as the ability of the same name given to the costs 2,000 cp in raw materials, and has a Craft DC of
Field Medic in the d20 Modern core rulebook or the 30.
Juju Doctor’s Juju Miracle ability. If the Medicine Zombie Plague Serum: This horrible virus was
Man already has this ability, he may choose a bonus engineered by the Ancients just prior to the Fall. This
feat from the Juju Doctor’s bonus feat selections. He serum will transform its victim into a Plague Zombie
gets this ability at 2nd level. 2d6 hours after injection unless a Fort save (DC 20) is
Medical Miracle: This ability has the same effect as made to resist it.
the ability of the same name given to the Field Medic Crafting one application of Zombie Plague Serum
in the d20 Modern core rulebook. The Medicine Man takes 24 hours, costs 1,000 cp in raw materials, and
gets this ability at 8th level. has a Craft DC of 30.
Medical Specialist: Similar to Juju Mastery, this
grants the Medicine Man a +1 competence bonus to MUTANT HUNTER
Treat Injury checks. This stacks with Juju Mastery.
Second Chance: Using 1 action point, the Medicine Huddled into the rotten and ragged back seat of an old
may re-roll any Treat Injury check. car, somewhere within the ruins of a vast junkyard, the
Ancient Medical Technology: At 10th level, the mutant boy tried with all his might to remain quiet. His
Medicine Man learns an extremely rare Ancient crooked teeth chattered within his slightly deformed
medical technology. Some of these technologies were mouth while saliva from his overactive glands dribbled
the last advancements before the Fall and represent the down his bumpy chin. His yellow eyes were as wide as
110 pinnacle of Ancient medical science. The Medicine
Man chooses one technology and has no knowledge of
saucers with the fear building inside him as he peered
out from the illusory safety of his clever hiding place.
the others. Through the dirt-encrusted windows, he scanned the
Cloning: A common service provided widely area to see if his pursuers were anywhere nearby.
throughout the United States prior to the fall of the
TABLE 4-21: THE MUTANT HUNTER
Base Ref Will Defense Reputation
Level Fort Save Special
Attack Save Save Bonus Bonus
1 +1 +1 +1 +1 Smite Mutants +1 +1
2 +2 +2 +2 +2 Mutant Hunter +1 +1 +1
3 +3 +2 +2 +2 Bonus Feat +2 +1
4 +4 +2 +2 +2 Mutant Slayer +2 +2
5 +5 +3 +3 +3 Mutant Hunter +2 +3 +2
6 +6 +3 +3 +3 Bonus Feat +3 +2
7 +7 +4 +4 +4 Mind Tricks +4 +3
8 +8 +4 +4 +4 Mutant Hunter +3 +4 +3
9 +9 +4 +4 +4 Bonus Feat +5 +3
10 +10 +5 +5 +5 Mutant Bane +5 +4

If they were, if they saw him, if they got their hands Archaic Weapon Proficiency.
on him…he shuddered almost uncontrollably, knowing Talent: Mutation Knowledge
well the fate that would be in store for him if they did. Special: Must not be a mutant.

Despite what seems to be the inevitable extinction of CLASS INFORMATION


the human race, rare groups of pureblood humans, The following information pertains to the Mutant
clustered in tiny communities and scattered across Hunter epic class.
the Twisted Earth, do exist. These groups, direct Hit Die: 1d10.
descendants of the few humans who managed to Action Points: 6 + one-half of the character’s level,
escape the cataclysm of the Fall—in shelters, vaults, rounded down, every time she attains a new level in
and protected domes—have grown increasingly rare this class.
in recent decades as their isolationist tendencies and Class Skills: The Mutant Hunter’s class skills
small population move them ever closer to vanishing are: Disguise (Cha), Escape Artist (Dex), Gather
forever. Mutant gangs, degenerate raiders, and all Information (Cha), Hide (Dex), Intimidate (Cha),
manner of evolved creatures prey upon them, beating Navigate (Int), Knowledge (mutant lore) (Int), Listen
against the walls of their fortress-like enclaves until (Wis), Move Silently (Dex), Spot (Wis), Survival
they inevitably collapse, their people either killed or (Wis), Treat Injury (Wis), and Tumble (Dex).
assimilated into the mutated populace of the Twisted Skill Points at Each Level: 5 + Int modifier.
Earth.
Some humans, however, have earned for themselves CLASS FEATURES
(and indeed, all remnants of pureblood human stock) The following features pertain to the Mutant Hunter
a hated reputation as killers and hunters of mutant epic class.
kind. Enraged by the rape and slaughter of their Bonus Feats: The Mutant Hunter gets a bonus
human brothers and sisters by savage mutant tribes feat at 3rd, 6th, and 9th level. The feat must be selected
and the insane pseudo-societies of the wasteland, these from the following list, and the character must meet
survivors have become Mutant Hunters. the prerequisites to select it: Advanced Firearms
The Mutant Hunter is part of an elite and feared Proficiency, Archaic Weapons Proficiency, Armor
predatory “caste” that has taken upon itself the task Proficiency (light), Burst Fire, Dead Aim, Dodge,
of exterminating all mutant life. Though mutants in Double Tap, Exotic Firearms Proficiency, Far Shot,
this world vastly outnumber humans, these men and Futuristic Firearm Proficiency, Guide, Improved
women have sworn to hunt them to extinction and Initiative, Mobility, Personal Firearm Proficiency,
reclaim the world for humanity. Precise Shot, Quick Draw, Quick Reload, Spring
Among the few remaining human enclaves, Mutant Attack, Skip Shot, Run, Stealthy.
Hunters often fill a prestigious role either as elite Mutant Hunter: Through extensive study and
soldiers and protectors or as far-ranging hunters who training, the Mutant Hunter has become especially
spend years at a time wiping out as many mutants as knowledgeable about mutants and effective in
they can before returning home. combating them. This translates to a +1 damage bonus
with melee and missile weapons against mutants
REQUIREMENTS of all kinds and “generations” (characters, NPCs,
To qualify to become a Mutant Hunter, a character and monsters alike), as well as Bluff, Listen, Sense
must fulfill the following criteria. Motive, Spot and Survival checks against the same.
Base Attack Bonus: +9.
Skills: Knowledge (mutant lore) 10 ranks, Survival
This bonus increases to +2 at 5th level and +3 at 8th
level.
111
10 ranks, Spot 8 ranks. Smite Mutant: Using 1 action point, the Mutant
Feats: Track, Personal Firearm Proficiency or Hunter can harness her hatred for mutants into a
single devastating blow. The Mutant Hunter gains a Mutant Bane: A Mutant Hunter of this level
bonus equal to her Knowledge (mutant lore) ranks represents the perfect mutant-killing machine, capable
(not bonus) to his attack and damage rolls. This bonus of slaying hordes of mutants in seconds. Using 1
stacks with the Mutant Hunter bonus. action point, the Mutant Hunter can attempt to slay a
Mutant Slayer: This ability represents the Mutant mutant regardless of whether the target is denied his
Hunter’s expertise at finding and exploiting the various dexterity bonus or flanked. In addition, the Mutant
weaknesses of mutants. Given time, the Mutant Hunter Hunter does not require 3 rounds of study or a
can study a mutant and determine the best way to successful Knowledge (mutant lore) check.
slay him in a single attack. If the Mutant Hunter can
observe a mutant for 3 full rounds, she may make a SCIENTIST
Knowledge (mutant lore) check (DC 15) to gain the
ability to make a mutant-slaying attempt when the Working in the gaudy light of a workbench,
target is denied his dexterity bonus or flanked. Upon surrounded by a menagerie of test tubes and bubbling
a successful mutant slayer attack, the target must beakers, the frail-looking woman looked completely
make a Fortitude save (DC 10 + the Mutant Hunter’s out of place in the company of thugs and killers, a few
Knowledge (mutant lore) rank) or be killed instantly. of whom stood nearby, warily watching her. A virtual
If the target survives, he takes damage as if the Mutant prisoner of these men, she had labored hard over the
Hunter had smitten him. past few months to bring their two-bit operation up to
Mind Tricks: Experience in combating mutants has the scale needed to meet their master’s demands.
led the Mutant Hunter to develop special mind tricks The “master,” whoever he really was, had a
to resist the effects of mental attacks. The Mutant vision: to spread his vile, poisonous product to all the
Hunter adds her Mutant Hunter level to her Will save grungy corners of the wasteland. Under the guise of
when resisting psionics and other mind-affecting humanitarianism, this “master” promised an escape
mutations used against her. to those in pain from disease and radiation, those in
misery, dying of starvation and neglect, and those
simply seeking a way out of this hopeless life after
the Fall. In truth, he was a profiteer, and she knew
it. He was a madman, with aspirations to control the
wasteland through addiction of its inhabitants.
She continued her work undisturbed, knowing full
well that the simpletons left to guard her had no idea
she was concocting a volatile mixture that would blow
them all to Hell.

The Scientist is an advanced thinker and scholar, an


intellectual, whose skills go beyond mere education,
bordering on the level of genius. As science and
knowledge are valuable commodities in this run-down,
hopeless world, true scientists are a rare and priceless
luxury. Like Tinkers, who are kept in hiding and
protected from the outside world, scientists can also
be revered and sheltered solely for the secrets locked
within their heads.

REQUIREMENTS
To qualify to become a Scientist, a character must
fulfill the following criteria.
Skills: Knowledge (technology) 13 ranks,
Knowledge (any science) 13 ranks, and Research
13 ranks.

CLASS INFORMATION
The following information pertains to the
112 Scientist epic class.
Hit Dice: 1d6.
Action Points: 6 + one-half of the character’s
level, rounded down.
TABLE 4-22: THE SCIENTIST
Base Fort Ref Will Defense Reputation
Level Special
Attack Save Save Save Bonus Bonus
1 +0 +0 +1 +1 Scientific Method +1 +2
2 +1 +0 +2 +2 Scientific Improvisation +1 +2
3 +1 +1 +2 +2 Protected By Code +2 +2
4 +2 +1 +2 +2 Smart Weapon +2 +3
5 +2 +1 +3 +3 Hypothesis +3 +3
6 +3 +2 +3 +3 Bonus Feat +3 +4
7 +3 +2 +4 +4 Lead Scientist +4 +4
8 +4 +2 +4 +4 Funding +4 +4
9 +4 +3 +4 +4 Bonus Feat +5 +4
10 +5 +3 +5 +5 Improved Scientific Method +5 +5

Class Skills: The Scientist class skills are: encounter, before it breaks down. It can’t be repaired.
Computer Use (Int), Craft (any) (Int), Decipher Script Protected By The Code: This ability is the same
(Int), Disable Device (Int), Drive (Dex), Knowledge as Scholar ability of the same name. If the Scientist
(any) (Int), Navigate (Int), Read/Write Language already possesses this ability, she may choose a bonus
(none), Repair (Int), Research (Int), Search (Int), feat.
Speak Language (none), and Spot (Wis). Smart Weapon: The Scientist selects one weapon
Skill Points at Each Level: 7 + Int modifier. with which she is proficient and can use that weapon
with one hand. With the selected weapon, the Scientist
CLASS FEATURES can use her Intelligence modifier instead of her
The following features pertain to the Scientist epic Strength or Dexterity modifier on attack rolls. She can
class. choose any weapon, even an advanced one.
Bonus Feats: A Scientist receives bonus feats Hypothesis: Highly experienced Scientists are
at 6th and 9th level. The feat must be selected from renowned for their ability to make “educated guesses”
the following list, and the character must meet the
prerequisites to select it: Advanced Armor Discipline,
Advanced Electronics Discipline, Advanced
Pharmaceutical Discipline, Advanced Weapons
Discipline, Aircraft Discipline, Educated, Gearhead,
Modern Firearms Discipline, Modern Vehicles
Discipline, Renown.
Scientific Method: The Scientist is extremely
disciplined in her application of science. She
investigates every avenue and every possibility.
Using 1 action point, the Scientist can take 20 on any
Knowledge skill check.
Scientific Improvisation: At 2nd level, the Scientist
gains the ability to improvise solutions using common
objects and scientific know-how. This ability lets the
Scientist create tools and devices quickly and cheaply,
even in a dramatic situation, but these creations have a
limited useful lifespan.
By spending 1 action point and combining common
objects with a Craft check that corresponds to the
desired function, the Scientist can build a tool or
device to deal with any situation. The DC for the Craft
check is equal to the standard Craft DC of the object
that most closely matches the desired function.
Only objects that can normally be used more than
once can be improvised.
Electronic devices, special tools, mechanical
devices, and even weapons can be built with scientific
improvisation. It takes a full-round action to make an
object with scientific improvisation. The object, when
113
put into use, lasts for a number of rounds equal to the
Scientist’s class level, or until the end of the current
in a flash of inspiration. With this ability, the Scientist kind. This could be a paramilitary group that wants
can use 1 action point to come up with a useful theory advanced weapons, a group of Resurrectors attempting
that answers a question concerning a specific goal, to rebuild a nuclear power plant, or group of medicine
event, or activity that occurred in the past or will occur men that want to rediscover the Ancient power of
within 1 week. In all cases, the GM controls what cloning.
information the character receives. The base chance This ability leaves a lot to the GM’s discretion.
for a correct hypothesis is 50% + 2% per Scientist The character does not receive unlimited resources,
level. If the dice roll fails, the character knows the but she does receive enough to make continued and
ability has failed. substantial progress. At a minimum, the Scientist
Lead Scientist: The Scientist has become so should be provided with a lab, access to some
renowned that she starts to gain followers. Some of Ancient research materials, and sufficient resources to
the followers are fellow Scientists who simply want perform experiments and crafts that require materials.
to learn from their more experienced colleague, while Extremely rare and expensive requests may require
others may be warriors who have dedicated their significant time to acquire; they might even require
lives to protecting one of the few great minds left in assistance from the Scientist (can you say adventure?).
the wastelands. This ability grants the Scientist the Improved Scientific Method: At 10th level, the
leadership feat. Scientist can apply her Scientific Method to specific
Funding: Most Scientists have specific scientific projects. By using 1 action point, the Scientist can take
goals that they wish to achieve. Often, the largest 20 on any Craft skill check.
barrier to such achievements is a lack of resources. At
8th level, a Scientist’s career has advanced sufficiently TECH LOOTER
that she has attracted a group or person that either
shares her vision or simply wants to reap the benefits The party of monastic warriors departed the choking
of the Scientist’s labors. Regardless of the motive, atmosphere of the darkened drinking hole, taking with
the Scientist now acquires a funding source of some them their heavy laser weapons and powered armor.
As they marched out the door, casting menacing glares
at the local patrons, a lone individual emerged from
the shadows to approach the bartender.
When he was sure the warriors were gone, he
reached into his tattered robes and pulled out a small
sack of corium nuggets, the slightly radioactive
warmth of which he could feel even through the thick
burlap.
As he dangled the coins over the bartender’s hand, a
single question slipped from his lips.
“Which way did they say they were heading?”

The Tech Looter is a clever type of Scav or Trader


who makes his living by following the trails of the
major players in the post-apocalyptic world. Watching,
waiting, and scrutinizing their movements, he tracks
them hundreds of miles across the desert, knowing
that wherever they are headed, something valuable is
bound to be uncovered.
A true opportunist, the Tech Looter is like the small
fish that follows the school of bigger fish, knowing
that when all is said and done, there will be at least
a few scraps for him to scavenge. Even better, if he
manages to find out where they are headed, he’ll get
there before the crowd and be out before anyone’s the
wiser.
The Tech Looter specializes in stealth and tracking,
keeping an ear to the ground for rumors of the

114
next tech “mother lode” or simply eavesdropping
on careless expedition members who let slip their
intentions and destinations. If he can, the Tech Looter
will try to get to the lost cache or stockpile before his
more powerful competitors, looting it for everything
TABLE 4-23: THE TECH LOOTER
Base Fort Will Defense Reputation
Level Ref Save Special
Attack Save Save Bonus Bonus
1 +0 +0 +2 +0 Sneak Attack +1d6, Contacts +1 +0
2 +1 +0 +3 +0 Ancient Sense +2 +0
3 +2 +1 +3 +1 Bonus Feat +2 +0
4 +3 +1 +4 +1 Beat Feet +3 +0
5 +3 +1 +4 +1 Sneak Attack +2d6 +4 +1
6 +4 +2 +5 +2 Bonus Feat +4 +1
7 +5 +2 +5 +2 On The Lookout +5 +1
8 +6 +2 +6 +2 Tech Mastery +6 +1
9 +6 +3 +6 +3 Bonus Feat +6 +2
10 +7 +3 +7 +3 Sneak Attack +3d6 +7 +2

he can and getting out before they ever arrive. Firearms Proficiency, Agile Riposte, Alertness,
The Tech Looter is a hated nuisance to all groups Cautious, Defensive Martial Arts, Dodge, Double
that seek out lost artifacts. If he is caught, he is usually Tap, Elusive Target, Futuristic Firearms Proficiency,
shot on sight; if his identity is ever discovered, he will Improved Initiative, Meticulous, Mobility, Nimble,
soon find he has a price on his head. Personal Firearms Proficiency, Precise Shot, Point
Despite the dangers, the Tech Looter stands to make Blank Shot, Quick Draw, Run, Shot on the Run,
a terrific profit for his troubles. Whether he arrives Spring Attack, Stealthy, Track, and Unbalance
ahead of the pack to take the choicest items before Opponent.
scampering off into the night or comes late and has Ancient Sense: The Tech Looter has a unique
only the leavings to pick from in the morning, there understanding of Ancient facilities, which grants him
are many on the Twisted Earth who would buy his many benefits when exploring ruins and disabling
finds, whatever they might be. Ancient security measures.
When attempting to bypass Ancient security, the
REQUIREMENTS Tech Looter gains a +4 insight bonus to Computer
To qualify to become a Tech Looter, a character must Use, Disable Device, and Open Lock. Additionally,
fulfill all the following criteria. when making reflex saves due to high-tech traps, the
Base Attack Bonus: +6. Tech Looter may add his Intelligence modifier to his
Skills: Computer User 6 ranks, Disable Device roll.
8 ranks, Gather Information 10 ranks, Knowledge Contacts: The Tech Looter knows someone in
(technology) 13 ranks, Knowledge (ancient lore) 8 every town who is willing to buy for a fair price. A
ranks, Repair 6 ranks. Tech Looter can sell any item of advanced technology
Feats: Advanced Technology. (GM’s decision on what constitutes “advanced
technology” in a given settlement) for the standard
CLASS INFORMATION market price, regardless of whether the town has
The following information pertains to the Tech Looter sufficient resources or cash on hand. He is always able
epic class. to find a buyer (whether a passing merchant or local
Hit Dice: 1d8. eccentric no one knew about).
Action Points: 6 + one-half of the character’s level, On The Lookout: The Tech Looter receives a bonus
rounded down. equal to his Tech Looter level to Gather Information
Class Skills: The Tech Looter class skills are: checks when listening for rumors about technological
Computer Use (Int), Decipher Script (Int), Disable finds, lost bases of the Ancients, tech mother lodes,
Device (Dex), Drive (Dex), Gather Information (Cha), etc.
Hide (Dex), Knowledge (ancient lore, technology) Beat Feet: The Tech Looter has the uncanny
(Int), Listen (Wis), Move Silently (Dex), Navigate ability to make it to a chosen destination faster than
(Int), Repair (Int), Search (Int), Sleight of Hand (Dex), most people by taking short cuts, forfeiting sleep for
Spot (Wis), and Survival (Wis). progress and taking secret paths through otherwise
Skill Points at Each Level: 5 + Int modifier. uncharted terrain. While his movement on a tactical
level remains unchanged, the Tech Looter is able to
cover a distance 50% greater than normal in a given
CLASS FEATURES 24-hour period when traveling over land.
All of the following are class features of the Tech Tech Mastery: Many items pass through a Tech

115
Looter prestige class. Looter’s hands, and he hears about a lot more. The
Bonus Feats: A Tech Looter receives a bonus feat Tech Looter can, without a Technology check, identify
at 3rd, 6th, and 9th level. The feat must be selected any tech item he sees and handles. He can also
from the following list, and the character must meet determine if the item is damaged or malfunctioning
the prerequisites to select it: Acrobatic, Advanced and discern its purpose and use.
When repairing technology, the Tech Looter gains a The Trade Master is a member of high standing in
+4 insight bonus to Repair checks. Also, when using one of the wasteland’s few but powerful trade cartels.
high-tech weapons, the Tech Looter does not suffer a He might swear allegiance to a coalition of trade
non-proficiency penalty. communities come together for mutual profit, or
Sneak Attack: Like a Scav, the Tech Looter is he might be a leader of a nomadic family clan that
a stealthy, sneaky predator, often ambushing lone subsists solely through keeping outlying settlements
wanderers and straggling merchants. As such, he connected, but whatever his station, he knows that all
receives a damage bonus when his target is denied his trade “houses” are vital links that help keep humanity
Dexterity bonus or flanked. A Tech Looter may sneak (and mutant kind) alive—and are powerful as a result.
attack with a melee weapon or a ranged weapon, as The individual Trade Master’s abilities lie not
long as the enemy is within 30 feet. only in the fundamental principles of his profession
(i.e. buy low and sell high), but also in his ability
TRADE MASTER to convince others of his benevolence. Diplomacy
is as much a part of trade and commerce in the
Standing high atop the mission-like structure of his violent wastes as the actual goods themselves. It is
clan’s trade caravan, the trade master observed the a fine art that requires years of experience, an innate
fiery aura of early twilight, painted across the sky in understanding of others, and an ability to read the
bright, broad brush strokes. He often came up here at motivations of other leaders. A Trade Master must
this hour to relax and ponder the successes of the day. often take on the role of peacemaker or negotiator, if
In the distance, he could hear his underlings preparing only to keep the goods flowing to the markets of the
the next caravan for its long journey across the region.
wasteland to parts far and wide. Before him, stretching The rewards for mastering these often-difficult
out like a carpet of ever-darkening colors, was the city social talents are numerous: protection from outside
he had personally built to fuel his trade empire. Once law, followers at one’s disposal, a family and clan
a mere oasis, it was now a garden of diverse groups to call “home,” concubines and luxuries beyond the
and visiting wayfarers. The life that bloomed here was imaginings of most men, and personal influence
a reflection of his success, his authority, and his power. enough to satisfy even the most debauched and
egotistical princes and kings.

REQUIREMENTS
To qualify to become a Trade Master, a character must
fulfill the following criteria.
Skills: Bluff 10 ranks, Diplomacy 13 ranks, Gather
Information 8 ranks.
Feats: Leadership, Market (x2).

CLASS INFORMATION
The following information pertains to the Trade
Master epic class.
Hit Dice: 1d6.
Action Points: 6 + one-half of the character’s level,
rounded down.
Class Skills: The Trade Master class skills are:
Bluff (Cha), Diplomacy (Cha), Drive (Dex), Forgery
(Int), Gather Information (Cha), Handle Animal
(Cha), Intimidate (Cha), Knowledge (current events,
business) (Int), Navigate (Int), Ride (Dex), Search
(Int), Sense Motive (Wis), Speak Language (any)
(none), and Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.

CLASS FEATURES
The following features pertain to the Trade Master

116 epic class.


Distribution Network: Distribution costs make up
a large portion of trade expenses. By pooling resources
with other cartels, an influential trader reduces these
costs. The Trade Master can now sell goods for 25%
TABLE 4-24: THE TRADE MASTER
Base Fort Will Defense Reputation
Level Ref Save Special
Attack Save Save Bonus Bonus
Distribution Network,
1 +0 +0 +1 +1 +1 +2
Improved Cohort
2 +1 +0 +2 +2 Leadership +1 +1 +2
3 +1 +1 +2 +2 Make A Deal +2 +2
4 +2 +1 +2 +2 Leadership +2 +2 +3
5 +2 +1 +3 +3 Wise Man Speaks +3 +3
6 +3 +2 +3 +3 Leadership +3 +3 +3
7 +3 +2 +4 +4 Peacemaker +4 +4
8 +4 +2 +4 +4 Leadership +4 +4 +4
9 +4 +3 +4 +4 Market Leverage +5 +4
10 +5 +3 +5 +5 Leadership +5 +5 +5

more and buy goods for 25% less while in his Markets he may choose to dismiss that current cohort and
(see feat). summon a new one of higher level. Alternatively, he
Leadership: The Trade Master slowly builds up his may train his current cohort and upgrade him to the
cartel. He gets a bonus to his leadership score as he higher-level. This training takes one week. Neither
gains levels. of these actions have a negative effect on the Trade
Make A Deal: A Trade Master can get himself Master’s Leadership score.
out of trouble by striking an irresistible deal with his
captors. Attempting to “make a deal” requires the WARRIOR MONK
target to make a Will save (DC 10 + Trade Master’s
Charisma modifier + Trade Master’s Character In the dusty, hollow ruins of the sprawling factory
Level) or let the Trade Master go. There are certain complex, cracked open to the blood-red sky above
limitations to this ability: the “trouble” must be a by some ancient bombardment, two opposing forces
sentient creature that speaks the same language as the moved within range. On one side came the thunderous
Trade Master, and the creature must have some basic echo of powered armor boots, the clank and whir of
need that the trader could possibly fill. Whether or not electrically assisted armor plate, and the subsonic
the Trade Master actually follows through on filling rumble of plasma weapons at the ready. A force of
that need is entirely up to him. A Trade Master cannot Foundationists moved to secure the ruins, confident in
attempt this ability more than once with a given enemy their superiority.
(or community). Ahead of them, emerging quietly from the sharp and
Peacemaker: The Trade Master has become irregular rubble of the structure’s maze-like interior,
renowned as a negotiator and mediator between distant came an almost equal number of silent opponents. In
peoples, and all communities that know him honor sharp contrast to the seemingly superior Foundation
his reputation for neutrality and objectivity. This entourage, these “soldiers” wore only long drab robes
makes the Trade Master respected as a diplomat and of a twilight purple color, covering their long, pale
peacemaker. A Trade Master of 7th level receives a +4 limbs and an almost certain abundance of ghastly
competence bonus to all Bluff, Diplomacy, Intimidate, mutations. Their faces, a moment ago obscured
and Sense Motive checks. by the shadows of their deep cowls, were suddenly
Wise Man Speaks: The Trade Master can add his illuminated in a vibrant half-light as their eyes flared
Wisdom modifier (if any) to his Charisma bonus when with untold psychic power.
dealing in diplomacy, trades, or negotiations. Two elite forces faced off. Only one would emerge
Market Leverage: At 9th level, the Trade Master is victorious.
a titan of business, actually able to manipulate prices
by restricting demand, engaging in monopolistic The term “Warrior Monk” is used to describe the
practices, and unduly exerting his influence. The Trade military elite of many rising power groups of the
Master can now sell goods for 50% more and buy Twisted Earth. Motivated by some philosophy, duty,
goods for 50% less while in his Markets (see feat). or code of conduct, these men and women dedicate
In addition, the Trade Master may choose to block themselves to either upholding an intangible ideal or
all other Traders or Trade Master’s from gaining their selflessly furthering the aims of their faction. Unlike
Market, Distributed Network, or Market Leverage most followers of these cults and rising “empires,”
benefits. This can often result in trade wars or armed who apply a wide variety of skills and abilities to
conflict.
Improved Cohort: The Trade Master has the ability
further their cause’s influence and successes, the
Warrior Monk focuses on his martial abilities.
117
to arrange for an improved cohort. If at any time Examples of the Warrior Monk class include
the Trade Master’s Leadership score would imply a the ruthless “paladins” and Resurrectionists of the
higher-level cohort then the one currently in service,
TABLE 4-25: THE WARRIOR MONK
Base Ref Will Defense Reputation
Level Fort Save Special
Attack Save Save Bonus Bonus
1 +1 +1 +1 +0 Superior Ability +1 +2
2 +2 +2 +2 +0 Bonus Feat +1 +2
3 +3 +2 +2 +1 Perfect Attack +2 +2
4 +4 +2 +2 +1 Superior Ability +2 +3
5 +5 +3 +3 +1 Bonus Feat +3 +3
6 +6 +3 +3 +2 Deadly Critical +3 +3
7 +7 +4 +4 +2 Superior Ability +4 +4
8 +8 +4 +4 +2 Bonus Feat +4 +4
9 +9 +4 +4 +3 Superior Ability +5 +4
10 +10 +5 +5 +3 Bonus Feat +5 +5

Foundation, the vigilante Rangers of the Deadlands, heroism and adventure, a wanderer of the world not
who act as peacemakers in the wilderness, and the unlike the “knight errant” of the ancient past.
mysterious agents of the Brotherhood of Radiation,
who hide among the populaces of many desert Requirements
communities, keeping a finger on the pulse of the To qualify to become a Warrior Monk, a character
wasteland. must fulfill the following criteria.
In other settings, the term Warrior Monk can mean Base Attack Bonus: +10.
many different things. He could be a member of a Skills: Knowledge (tactics) 8 ranks.
community’s elite cadre of soldiers, a special-forces- Feat: Combat Expertise, Combat Reflexes, Weapon
style “commando.” Or he could be the loyal and Focus.
trusted retainer of a desert warlord or raider prince, a Special: Greater Weapon Specialization, Greater
“samurai” of sorts. Or he could be someone who takes Weapon Focus, or Living Weapon.
it upon himself to bring back the long-dead values of
Class Information
The following information pertains to the Warrior
Monk epic class.
Hit Die: 1d10.
Action Points: 6 + one-half of the character’s level,
rounded down, every time he or she attains a new level
in this class.
Class Skills: The Warrior Monk’s class skills are:
Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge
(tactics) (Int), Listen (Wis), Ride (Dex), Sense Motive
(Wis), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 3 + Int modifier.

Class Features
The following features pertain to the Warrior Monk
epic class.
Bonus Feats: The Warrior Monk gets a bonus feat
at 2nd, 5th, 8th and 10th level. The feat must be selected
from the following list or from the bonus feat list
of one of the following warrior classes (Barbarian,
Guardian, Gunslinger, Martial Artist, Raider, Road
Warrior, Survivalist, or Sister of the Desert): Advanced
Combat Martial Arts, Advanced Two Weapon
Fighting, Armed to the Teeth, Futuristic Firearm
Proficiency, Burst Fire, Dead Aim, Exotic Firearms
Proficiency, Exotic Melee Weapon Proficiency, Great
Cleave, Improved Combat Martial Arts, Improved

118 Disarm, Improved Trip, Improved Two Weapon


Fighting, Shot on the Run, Skip Shot, Spring Attack,
Sunder, Whirlwind Attack. The character must meet
the prerequisites for a feat in order to select it
Superior Ability: The Warrior Monk chooses one Superior Combat Expertise: When using the
of four superior abilities: Superior Weapon Focus, Combat Expertise feat, a Warrior Monk can improve
Superior Weapon Specialization, Superior Combat his defense bonus by subtracting any amount from
Reflexes, and Superior Combat Expertise. Eventually, his attack as long as it doesn’t exceed his base attack.
the Warrior Monk will receive all four, but he may Normally, a character is limited to 5.
choose them in any order. They are granted at 1st, Perfect Attack: Using 1 action point, the Warrior
4th, 7th, and 9th levels. Superior Weapon Focus and Monk can choose to do maximum damage (but not
Specialization must be taken for a weapon for which on a critical hit). Additional damage from feats, sneak
the character already has weapon focus. attacks, or special weapon properties is determined
Superior Weapon Focus: Stacking with any previous normally.
weapon focus bonuses, the Warrior Monk gains a +1 Deadly Critical: Using 1 action point, the Warrior
to all attack rolls for his weapon of choice. Monk can choose to increase his critical multiplier by
Superior Combat Reflexes: A Warrior Monk can one factor. For example, a Warrior Monk scoring a
make multiple attacks of opportunity in a round equal critical hit with a Desert Eagle can do x3 damage.
to his Dexterity Modifier plus his Wisdom Modifier.
Superior Weapon Specialization: Stacking with any
previous weapon specialization bonuses, the Warrior
Monk gains a +2 to damage with his weapon of
choice.

119
CHAPTER 5:

MUTANTS AND
MUTATIONS
“I was a dog, but because I was really good,
Characters and creatures in the
scarred and ravaged landscape of Darwin’s World
they moved me up to human being status.”
are survivors—survivors that have been tempered
and altered over generations through exposure to
-Booga, Tank Girl
gamma and ultraviolet radiation, insidious poisons
and chemicals, into creatures of a nature previously
unknown.
“The Unity will bring above the master race.
These survivors have, for the most part, come to
Master! One able to survive, or even thrive,
adapt to this devastated world through mutations
in the wasteland. As long as there will be
of their own genes. The wars that destroyed
differences, we will tear ourselves apart fighting
mankind left behind massive amounts of radiation
each other. We need one race! Race! Race!
and chemicals, which facilitated the mutation of
One goal! Goal! Goal! One people... to move
all living things; plants, animals, and humans
forward to our destiny. Destiny.”
alike are forever changed and no longer resemble
what they once were. Radiation has quickened the
-The Master, Fallout
process of evolution, and the resulting mutations
range from simple birth defects to bizarre and
hideous deformities. The real survivors, however,
are those whose mutations have provided them
with some kind of advantage, such as extra defense
(for example, a shell or carapace) or a natural
weapon (venom, for instance).
Most characters in Darwin’s World are children
of the aftermath—changed in some manner,
obvious or subtle, physical or mental. Each and
every character is unique, having adapted to the
harsh environment of this wasteland in his or her
own fashion.
WHAT IS A MUTATION?
Mutation is a complex
phenomenon. As a rule,
mutation occurs whenever
DNA is not perfectly
duplicated. This process
occurs almost exclusively as
a fetus develops in the womb.
A single cell (a fertilized egg),
duplicates its DNA and divides into two identical cells
in a process known as mitosis. These duplicate
cells in turn replicate themselves, and those
replicates do the same, and on and on, until
a full-fledged organism develops. The first
replications produce cells that are identical to one
another, but after a certain point (say, after a dozen
or so splits), the cells begin to specialize in their tasks.
The genes of the cell, whose “codes” tell the cell what
to do, dictate these “tasks”. For example, a genetic
code might dictate that a single cell joins millions of
others of its kind to help create an eye, or a lung, or All this changes in the environment of Darwin’s
a liver. These programmed cells, in turn, divide and World. Here, genetic mutation is far more common
multiply, and over several months (at least for human due to one prevalent factor: mutagens in the
embryos) the cells refine their specializations to such a environment. The use of chemicals in both industry
degree that a human child takes form. and warfare was widespread during the fall of the
The production and reproduction of the human Ancients, and many of those chemicals contaminated
cellular structure is a delicate process fraught with the environment to such an extent that errors in DNA
potential problems, from mutated genes to damaged replication began to occur. Such is the legacy of the
chromosomes. Cells can fail to fully divide, or genes Ancients: contamination and mutation.
can fail to come through with their genetic “orders.” Radiation is another factor. Nuclear detonations,
Without checks and balances, these problems would fallout, and ultraviolet sources are all known to affect
result in a deformed child, but the body usually living creatures in much the same way as chemical
recognizes the fault early in the process (typically contamination, but radiation has an added feature:
within the first few weeks of pregnancy) and naturally it acts as a kind of “accelerator,” promoting genetic
aborts the fetus. In some cases, however, the process instability.
fails to abort, and a mutated birth results. With a larger percentage of the population suffering
Whenever cells fail to replicate exactly as the from mutation, mutated genes are no longer the
genetic codes of the species dictate, a mutant is born. exception, but the rule. As a result, mutated genes
In humans, genetic mutation typically results in some are now shared amongst the population and are being
form of physical retardation. Cystic fibrosis, chorea, passed along by those few mutants still capable of
Down’s syndrome, muscular dystrophy, hemophilia, breeding.
anemia, and even color-blindness are all conditions The existence of advanced mutations is actually
resulting from DNA replication errors that manage to evidence of the evolutionary process in action. What
survive through to birth. starts as stray mutation, expected to discontinue and
Most genetic mutations do not last, however, and not contribute to the gene pool, manages not only to
are usually restricted to the one mutant in question. exist but to thrive, resulting in the mutation becoming
The reasons are mainly social and cultural in an evolutionary trait. Over successive generations,
nature—mutants, no matter how polite one wishes to what was once, for example, a useless additional
be about it, do not typically breed. Their mental and/or “tentacle” of flesh and tissue becomes a functional and
physical differences generally make them the least usable limb. Creatures who have multiple generations
ideal selections for a mate, and since reproductive of mutant ancestors will likely have mutations of
capabilities are often susceptible to damage by a more advanced and useful nature. Those whose
mutation (perhaps Nature’s way of ensuring the ancestors mutated more recently will have mutations
mutation does not continue in the species), their
chances of producing offspring are greatly reduced.
still in the early stages of evolution, less developed
and advanced. 121
As a result, the mutated genetics of the individual
typically die with him and are not passed on to the
next generation.
THE MUTANT TEMPLATE A player may choose to have less than three
mutations. Doing so also allows him to choose fewer
defects. In short, a character must have the same
The Mutant template can be
number of defects as mutations.
added to any creature. The
mutant is not a traditional
d20 template. There is no MUTANT FEATS
list of static features. The Players may choose from a variety of Mutant Feats to
creature type does not change. customize their mutant characters.
The mutant template simply adds new elements to the Super Mutant and Remove Defect Feats: A
existing creature. character may adjust the number of mutations and
Although mutant characters will gain extraordinary defects he begins with by taking the Super Mutant or
new abilities, they will also be subject to debilitating Remove Defect mutant feats. These feats increase or
defects. The challenge rating or effective character decrease the starting number of mutations and defects
level does not change, as the mutations and defects are respectively.
designed to offset one another. The Super Mutant feat cannot be used to avoid
A mutant creature uses all the base creature’s harsher defects. The character must have a defect that
statistics and special abilities except for those affected matches his most advanced mutation, unless it exceeds
by mutations or defects. his maximum defects (normally three, unless the
character chooses Remove Defect).
SPECIAL QUALITIES Mutation Advancement and Defect Adaptation:
A mutant creature retains all the special qualities of the After first level, a character may no longer increase the
base creatures and gains the following: number of mutations or defects he possesses; however,
Mutations: The mutant creature gains three he can advance or decrease a mutation or defect by
mutations. taking the Mutation Advancement or Remove Defect
Defects: The mutant creature gains three defects. mutant feats. A character can never remove a defect,
Medical Incompatibility: The mutant is changed but can reduce it to its minimum penalties.
and thus does not benefit as easily from medicines Other Mutant Feats: There are many more mutant
designed for the base creature. For example, a mutated feats with specific mutations as prerequisites that
human might not take well to a drug designed for can be taken to increase the power and usefulness
normal humans. A mutant must make a Fortitude save of mutations, including a collection of Neural Feats
(DC 15) or suffer a random effect from the Medical specifically for characters with one of the three neural
Incompatibility table. Some mutations and feats (such mutations.
as the Super Mutant feat) modify this save.
METHOD 1: PLAYER’S CHOICE
The player chooses the mutations and defects he wants
CHOOSING MUTATIONS using the guidelines above. This method offers players
Each mutant character has up to three mutations and
a great deal of freedom, but GMs should be aware
three defects. Mutations and defects may be taken
that this allows players to minimize defects while
more then once. This represents a more advanced level
maximizing mutations. This can result in some game
of the particular mutation or defect. If a player chooses
imbalance if the players don’t act responsibly. GMs
a mutation or defect more than once, the effects of the
should evaluate all mutations and defects selected by
mutation or defect increase proportionately.
players to make sure they won’t result in unbalanced
If a player chooses a mutation more than once, he must
game play.
also choose a defect more than once. For example, if
a player chooses two mutations, taking one twice, he
must also choose no more than two defects, taking one METHOD 2: RANDOM POOL
of them twice. Alternatively, the GM may wish to the have the player
choose mutations and defects from a random pool

TABLE 5-1: MEDICAL INCOMPATABILITY


D20 Effect Damage
1 Death Character is killed by the improper use of the chemical
2 Major nerve system damage Permanent paralysis
3 Brain damage 1 Int (permanent) + 2d6 Con

122
4-5 Nerve system damage 1 Str (permanent) + Paralysis (2d6 hours)
6-7 Muscular damage 1 Str (permanent) + 2d6 Str
8-9 Muscle spasms 3d6 Dex + 1d2 Str
10-14 Dizziness and nausea 1d2 Dex
15-19 Ineffective Medicine has no effect
20 Diluted effect Normal effect is halved
of 7 mutations and 7 defects. This method is ideal
for GMs that want to add a little more realism and
make role-playing more challenging. To some extent,
this prevents players from minimizing defects and
maximizing mutations. The character must still use the
guidelines above.

METHOD 3: RANDOM CHANCE


GMs can also choose to make characters roll
random mutations and defects. This method is only
appropriate for experienced players that prefer a
challenge. GMs should never force this system on
their players, as it will only result in disappointment
if the outcome is less than ideal. Occasionally this
method will produce incompatible results. Such results
should be re-rolled.
The following are some examples of choosing
mutations (using method 1).
Example 1: Ethan has created a new mutant
character named “Cuff The Sickly.” For his 3
mutations he chooses Adrenaline Control and Claws
x2. Since he chose Claws twice, he must also choose increases the damage dice of the attack in the
a defect twice. He chooses Blindness and Hunchback following progression: 1d8, 2d6, and 2d8.
twice (thus reducing his speed by 10 feet and charisma
by –2).
Example 2: Ryan has created a new mutant character ABERRANT ENDOSKELETAL ENCASING
named “Razor Jaw.” With his first level feats he This mutation is caused by an aggressive explosion
chooses the Super Mutant feat twice; thus, he has 5 in the production of bone and cartilage between the
mutations and 3 defects. For his mutations, he chooses ribs of the mutant’s skeletal frame, creating a thick
Dermal Spike Growth x3, Blindsight, and Increased and reflective bone “shield” encasing his vitals. This
Movement. Since he chose Dermal Spike Growth growth is segmented so the spine will still allow a
three times, he must also take a defect 3 times. He good degree of flexibility.
chooses Blindness x3 and is thus completely blind. Benefit: Mutant gains damage reduction of 2/-
Example 3: Aaron has created a new mutant against piercing and ballistic attacks.
character named “Opex.” With his first level feats he Advancement: Each advancement of this mutation
chooses the Super Mutant feat twice; thus, he has 5 increases the damage reduction against piercing and
mutations and 3 defects. For his mutations, he chooses ballistic attacks by 2 to a maximum of 10.
Adrenaline Control 5 times. Thus, he can trigger
an adrenaline surge 5 times a day. Since he chose ABNORMAL JOINT FLEXIBILITY
Adrenaline Control five times, he must take a defect 3 This mutation allows the mutant to alter her body
times (the maximum number of defects). He chooses in some small manner by dislocating fingers, arms,
Sensitivity (cold) 3 times. He now takes x4 damage legs, etc. This allows an incredible degree of bodily
to cold. flexibility.
Benefit: Mutant gains a +2 bonus to Escape Artist,
MUTATIONS Sleight of Hand, Tumble, and Climb checks. In
addition, the mutant gains a +2 bonus to grappling
attempts.
ABERRANT HORN Advancement: Each advancement of this mutation
increases the bonuses by +2 to a maximum of +6.
DEVELOPMENT
The mutant’s hair and
bone growth has become ACCELERATED WHITE BLOOD CELL ACTIVITY
accelerated and pronounced This mutation increases the mutant’s ability to heal
on the head area, and a pair of “horns” (or even even the most extensive injuries.
“antlers,” with advanced development) has grown on
her head, allowing her to make a gore attack.
Benefit: The mutant gains the ability to
spontaneously heal wounds at a rate of 2 hit points 123
Benefit: The mutant gains a natural weapon, per ten minutes. This healing ability is limited to
allowing her to make a gore attack for 1d6 damage. wounds caused by bludgeoning, ballistic, piercing,
Advancement: Each advancement of this mutation and slashing weapons. Damage caused by heat, cold,
TABLE 5-2: RANDOM MUTATIONS electricity, acid, sonic or energy weapons must heal
Mutation d100 normally.
Aberrant Horn Development 1 - 2 Advancement: Each advancement of this mutation
Aberrant Endoskeletal Encasing 3 - 4 increases the rate of healing by 1 to a maximum of 5.
Abnormal Joint Flexibility 5 - 6
Accelerated White Blood Cell Activity 7 - 7
Accumulated Resistance 8 - 9 ACCUMULATED RESISTANCE
Acid Excretion Glands 10 - 10 The mutant has built up a resistance to various agents
Adrenaline Control 11 - 12 (chemicals, poisons, drugs, and diseases).
Additional Limb Development 13 - 13 Benefit: The mutant gains a +4 bonus to all
Autism 14 - 14 Fortitude saves against chemicals, poisons, drugs, and
Blindsight 15 - 16 diseases. This does not include radiation.
Chameleon Epidermis 17 - 18
Advancement: Each advancement of this mutation
Claws 19 - 20
Complete Wing Development 21 - 21 increases the bonus by +2 to a maximum of +8.
Dermal Suction 22 - 23 Special: This bonus also applies to Medical
Dermal Poison Sap 24 - 25 Incompatibility checks.
Dermal Spike Growth 26 - 27
Diurnal/Nocturnal 28 - 29
Dual Cerebellum 30 - 30
ACID EXCRETION GLANDS
Dual Headed 31 - 32 The mutant has developed sub dermal glands—usually
Dwarfism 33 - 33 either a development of the salivary glands in the
Elongation 34 - 35 mouth or special sweat glands elsewhere on the
Energy Immunity 36 - 37 body—that produce acidic enzymes. The mutant can
Energy-Retaining Cell Structure 38 - 38 use these glands to squirt a stream of concentrated acid
Enhanced Respiration 39 - 40 a distance of up to ten feet.
Epidermal Acid Enzymes 41 - 41 Benefit: The mutant can make a ranged touch attack
Expanded Optic Orbit 42 - 43 up to 10 feet away using his base attack bonus. This
Extreme Resilience 44 - 45
attack does 1d6+1 damage per character level (up to a
Fragrance Development 46 - 47
Gamma-Ray Visual Sensitivity 48 - 49 maximum of +10) and counts as an attack action. The
Gigantism 50 - 50 mutant cannot produce unlimited acid and may only
Haemotoxin Sting 51 - 52 us this ability a number of times per day equal to her
Hyper Olfactory 53 - 54 Constitution modifier + 1 (minimum 1).
Increased Body Density 55 - 56 Advancement: Each advancement of this mutation
Increased Movement 57 - 58 increases the damage dice by 1d6 and the range by 5
Independent Cerebral Control 59 - 60 feet to a maximum of 5d6 and 30 feet.
Interior Moisture Reservoir 61 - 62 Special: The acid loses potency quickly after
Light Distortion Field 63 - 64
exposure to air, so it cannot be decanted or stored for
Multi-Faceted Eyes 65 - 65
Multiple Stomachs 66 - 67 later use.
Multiple Eyes 68 - 69
Neurotoxin Sting 70 - 71 ADRENALINE CONTROL
Neural Mutation - Precognition 72 - 72 The mutant has developed a fine control over his
Neural Mutation - Telekinesis 73 - 73
adrenal system, allowing him to exert and extend
Neural Mutation - Telepathy 74 - 74
Optic Emissions 75 - 75 himself at will. After the adrenaline rush has passed,
Protective Dermal Development 76 - 77 the mutant must rest to recoup.
Pyrokinetic Pulse Generation 78 - 79 Benefit: The mutant can trigger an adrenaline surge
Radiation Immunity 80 - 81 that increases his speed, stamina, strength, and pain
Regenerative Capability 82 - 83 tolerance. During the rush, the mutant temporarily
Respiratory Membrane 84 - 85 gains a +4 to Strength and Constitution and a 25%
Sensitive Sight 86 - 87 increase to his base speed (rounded up to the nearest
Serrated Dental Development 88 - 89 5 feet). The rush lasts a number of rounds equal to 3 +
Shriek 90 - 91
the mutant’s (newly improved) Constitution modifier,
Simian Deformity 92 - 93
Skeletal Fortification 94 - 95 but it can be stopped voluntarily. Triggering a rush is
Spontaneous Electric Charge Generation 96 - 96 a free action. After the rush, the mutant is fatigued for
Stench 97 - 98 one hour and suffers a –2 to Strength and Dexterity. A
mutant may trigger an adrenaline rush once per day.
124
Superior Kidney Development 99 - 100
Advancement: Each advancement of this mutation
allows the mutant to trigger an adrenaline rush one
additional time per day.
ADDITIONAL LIMB DEVELOPMENT This ability could take the form of acute hearing, acute
The mutant has developed an additional limb. This vibration sense, or echolocation, the GM and player
limb may extend from any part of the mutant’s torso. may decide the exact specifics.
In most cases, the additional limb will be an arm, Benefit: The mutant gains the Blindsight ability
tentacle, or similar tool-wielding limb. Less frequently, at a range of 10 feet. Invisibility and darkness are
it will be a limb that assists in locomotion. irrelevant to his enhanced senses. The mutant normally
Benefit: The mutant gains an additional limb. does not need to make Spot or Listen checks to notice
An additional arm grants the mutant an additional creatures within the range of his Blindsight.
attack whenever the full attack option is used in Advancement: Each advancement of this mutation
combat. If the mutant has natural attacks (claws), increases range by 10 feet.
secondary attacks are made at –5. If the mutant uses Special: The GM should carefully consider the form
weapons in his extra hand(s), his primary attack is at of mutant’s blindsight, as situations will inevitably
–6 and all secondary attacks are at –10. Feats such arise in which it could be negated or useless.
as Multiattack and Multiweapon Fighting can reduce
these penalties. CHAMELEON EPIDERMIS
An additional leg increases the mutant’s base move The cellular structure of the mutant’s epidermis
by 5 feet and adds +2 to Balance checks. (skin) has mutated, allowing the cells to alter their
Advancement: Each advancement of this mutation appearance and color. This provides the mutant with
grants the mutant an additional limb. It is possible for an exceptional talent for hiding, allowing him to
a mutant to have both extra arms and extra legs. Each remain undetected if he makes no sudden movements.
additional arm grants the mutant an additional attack Benefit: The mutant can hide even without cover or
whenever the full attack option is used in combat. concealment.
Each additional leg increases the mutant’s base move When the mutant is fully clothed, his coloration
by 5 feet and adds +2 to Balance checks. provides a +5 concealment bonus to Hide skill checks
Special: This mutation can only be advanced at first and one-half concealment (20% chance to miss) for
level. Also, the mutant cannot wear armor unless it is purposes of melee and ranged attacks against him.
specifically designed to fit him. When the mutant is barely clothed (loincloth or
Note: If the GM wants to determine the limb type shorts), his coloration provides a +10 concealment
randomly, roll 1d6. A roll of 1 to 4 is an arm and 5-6 bonus to Hide skill checks and nine-tenths
is a leg. concealment (40% chance to miss) for purposes of
melee and ranged attacks against him.
AUTISM The mutant may use this ability a number of times
The mutant is autistic, suffering from a rare type of each day equal to his Constitution modifier (minimum
mental retardation that has remarkable side effects— of 1). Changing color is a full-round action and has a
effects that generally defy rational explanation. maximum duration of ten minutes times the mutant’s
Benefit: The mutant rolls 1d6 each time he makes Constitution modifier (minimum 10).
an Intelligence-based skill check. On a roll of 1–4, he Advancement: Each advancement of this mutation
receives no bonus (other than that given by his regular allows the mutant to activate this power an additional
ranks and attribute modifier). On a roll of 5 or 6, number of times per day equal to his Constitution
however, he receives a special, one-time competence modifier.
bonus of +20 to that particular check. Those skills
potentially affected include Computer Use, Decipher CLAWS
Script, Demolitions, Disable Device, Forgery, This mutation has altered the mutant’s fingernails so
Investigate, Knowledge, Navigate, Repair, Research, that they can be used as formidable natural weapons.
and Search. However, this ability does not work with Some variety has been observed in claw development;
the Craft Skill, or if a character is taking 20 on a skill most mutants have fixed claws, though a few have
check. been found to have retractable claws. Most (but not
Advancement: Each advancement of this mutation all) mutants have claws on their feet as well.
increases the chance of gaining the autism bonus by Benefit: The mutant’s hands are now natural
one (1-3 no bonus, 4-6 bonus). This mutation can be weapons that allow him to make a claw attack for 1d6
advanced up to two times (1-2 no bonus, 3-6 bonus). points of damage. The claws provide a +2 bonus to
Climb checks.
BLINDSIGHT Advancement: Each advancement of this mutation
The mutant has developed a sense that allows him
to detect creatures within a limited range even in
increases the damage dice of the claw attack in the
following progression: 1d8, 1d10, and 2d6. It also 125
circumstances where normal vision is impaired (such increases the Climb check bonus by +1 (to maximum
as blindness, total darkness, or creature invisibility). of +5).
COMPLETE WING DEVELOPMENT maximum of +6.
The mutant has developed a complete set of wings, Special: The mutant cannot wear armor.
in the form of fleshy membranes (as with bats),
feathered appendages (as with birds), or even thin, DIURNAL/NOCTURNAL
rigid membranes (as with insects). These wings give The mutant’s metabolism is tied to the daily cycle of
the mutant the ability to fly for 30 minutes per point of the rising and setting of the sun.
Strength. Benefit: The player chooses whether the mutant’s
Benefit: The mutant gains the ability to fly. Strength or Dexterity is affected and whether the
Movement rate is 50 feet (Clumsy). mutant is at his best during the day or night. The
Advancement: Each advancement of this mutation mutant receives a +2 bonus to Strength or Dexterity
increases the speed by 10 feet to maximum of 80 feet. during his peak activity cycle. His peak activity cycle
Special: The mutant cannot wear armor unless it is can be either day (from 6 a.m. to 6 p.m.) or night
specifically designed to fit him. (from 6 p.m. to 6 a.m. ). The bonus (Strength or
Dexterity) and cycle (day or night) must be determined
DERMAL SUCTION during character creation and cannot be altered.
The mutant has developed minute cilia or suction cups Advancement: Each advancement of this mutation
on the palms of her hands and the soles of her feet that increases the ability bonus by +2 to a maximum of
allow her to climb smooth surfaces. +10.
Benefit: The mutant can climb and travel on vertical
surfaces or even traverse ceilings. The mutant must DUAL CEREBELLUM
have its hands free to climb in this manner. The The mutant possesses two distinct and fully developed
mutant gains a climb speed of half his base speed; brains, housed in independent brain cavities within a
furthermore, it need not make Climb checks to traverse single skull, and is thus capable of greater intelligence.
a vertical or horizontal surface (even upside down). A complete medical scan of the head will reveal
The mutant retains its Dexterity bonus to Defense (if the true independent nature of the two brains. If the
any) while climbing, and opponents get no special mutant also possesses the Dual Head mutation, each
bonus to their attacks against it. It cannot, however, head contains a brain.
use the run action while climbing. Benefit: The mutant’s Intelligence modifier is
Advancement: Advancing this mutation allows the doubled.
mutant to climb at his full base speed (rather than Advancement: None
half). This mutation may be advanced once. Special: This does not affect the number of skills
points a character receives. Determine skill points
DERMAL POISON SAP normally.
The mutant is covered in a thick gooey “sap” (like
a plant) or “slime” (like a frog) that is poisonous to DUAL HEADED
those who touch him. The mutant has developed a second head next to
Benefit: Successful bare-hand attacks and bite the first (on his shoulders) through a wild genetic
attacks against the mutant require the attacker to make deformation. Only one of the heads has an actual
a Fortitude save or suffer the poison effects (DC14, brain, unless the mutant also possesses the Dual
Initial/Secondary Damage: 1d4/1d4 Str). Bare-hand, Cerebellum mutation.
bite, and grapple attacks made by the mutant have the Benefit: The mutant gains a +1 Spot and Listen
same effect. bonus and cannot be flanked. Whenever she must save
Advancement: Each advancement of this mutation against blindness or deafness, she gets 2 save attempts,
increases the Fortitude DC by 2 and the damage die by one for each head. If one head is blinded, she loses the
one rank (1d4 becomes 1d6). spot bonus and can be flanked. If one head is deaf, the
mutant loses her listen bonus.
DERMAL SPIKE GROWTH Advancement: If advanced, the mutant gains
The mutant has developed thick, bone-like protrusions another head, and increases the Spot and Listen bonus
from his epidermis, protecting the affected areas from by +1.
hits.
Benefit: This mutation allows the mutant to inflict DWARFISM
1d6 points of piercing damage (x2 for critical hits) The mutant’s physical size has been altered, either by

126 with a successful grapple attack and grants a +2


natural armor bonus.
a pituitary defect or a change in the body’s genetic
program during growth and development. With this
Advancement: Each advancement of this mutation mutation, the mutant is a dwarf; his size and body
increases the damage die by one rank (1d8, 1d10) to weight are substantially decreased.
a maximum of 1d10 and the armor bonus by +2 to a
Benefit: The mutant is reduced one size category, ENERGY-RETAINING CELL STRUCTURE
which makes him harder to hit and easier to hide. For The mutant possesses special energy-sensitive cells
example, a Medium-size mutant would be reduced to and internal electrolyte “webbing” that acts to disperse
Small. Small creatures gain a +1 size bonus to AC, a harmful energy and store it in the body. The mutant
+1 size bonus on attack rolls, and a +4 size bonus on can, with practice, learn to channel the energy before
Hide checks. it dissipates (through short bursts of static energy),
Penalty: Dwarfed creatures must use smaller utilizing it as if he were a “battery.” The mutant can
weapons than normal creatures of the same size; absorb energy, storing it for a later date (to charge
they cannot lift or carry as much as normal creatures, a weapon, for instance, by touching the power
and they cannot move as fast. For example, a Small connections, or even to heal).
creature’s lifting and carrying limits are three-quarters Benefit: When the mutant is struck by an energy
of those of a Medium-size creature, and the dwarfed attack, he must make a Fortitude save (DC 10 + the
creature’s base speed is 20 ft. damage done). If the check is successful, the attack
Advancement: None does no damage whatsoever, and the mutant absorbs
this energy for later use. At any given time, a mutant
ELONGATION can retain a number of charges equal to 1 plus his
The mutant’s tendons, muscles, and cartilage have Constitution modifier (minimum of 1). A single
developed to allow for extreme stretching without discharge can power any other energy device for a
tearing. This permits the mutant to extend her arms, short time. For example, a mutant’s energy discharge
legs, neck and torso to almost twice their normal can power an energy weapon enough to give it one
length without ill effect. discharge of its own. The energy from a mutant’s
Benefit: By extending her limbs, the mutant can discharge can also be channeled to heal himself of 1d8
add 5 feet to her reach. Optionally, the mutant can points of damage. If the mutant is already retaining
instead increase her base speed by 5 feet (She cannot his maximum amount of energy, he takes full damage
do both simultaneously). Elongating her body stresses from any energy attacks.
the tendons and muscles and cannot be maintained Advancement: Each advancement of this mutation
indefinitely without harm. A mutant can elongate for 5 lowers the mutant’s Fortitude save by 2.
rounds per Constitution modifier per day (minimum 5
rounds). The mutant also enjoys a +4 bonus to Escape ENHANCED RESPIRATION
Artist checks. Elongating is a free action. The mutant has an improved respiratory system, with
Advancement: The first advancement of this enlarged and chambered lungs. The mutant normally
mutation doubles the number of rounds the mutant can takes a breath every three or four minutes, and can
maintain elongation. Each subsequent advancement hold her breath for exceptionally long periods of time.
adds 1 to the multiplier (x3, x4, etc.). Benefit: The mutant can hold her breath for 1 extra
minute per Constitution point before making drowning
ENERGY IMMUNITY or suffocation checks. Because of her infrequent
The mutant has developed immunity to a certain type breathing cycle, she receives a +4 to Fortitude saves
of energy. The reason for this immunity depends on against airborne diseases, spores, and inhaled poisons.
the mutant’s environment and development. A mutant Advancement: Each advancement of this mutation
with immunity to directed energy, for example, might increases the extra time the mutant can hold her
have a reflective hide or chameleonic skin cells that breath by a number of additional minutes equal to her
react to flashes of intense energy by becoming tiny Constitution modifier, and increases the Fortitude save
mirrors. An immunity to acid, as another example, bonus by +4.
might indicate the mutant’s skin is fibrous, like a plant,
and resists flesh-eating acids. EPIDERMAL ACID ENZYMES
Benefit: The mutant ignores 10 damage of the given The mutant can emit powerful dissolving juices
energy type (acid, cold, electricity, energy weapons, or corrosive enzymes (such as those emitted by
fire, or sonic/concussion) each time the creature is carnivorous plants and some species of toads and
subjected to such damage. For example, a mutant with frogs) through pores in the skin. While these enzymes
fire immunity ignores the first 10 points of the damage have some effect against organic material (like leather
by a fire attack. If energy weapons are chosen, it or wood), they are particularly destructive to metallic
works against all weapons of type energy including constructs. Stone items are generally unaffected.
lasers, masers, particle beams, and energy field Benefit: The melee touch attack of this mutant
generators.
Advancement: Each advancement of this mutation
secretes a digestive acid that can dissolve metal almost
instantaneously, and has some effect on organic
127
increases the resistance against the specific form by 5 material. Any successful hit deals 20 points of acid
to a maximum of 20. damage to metal objects (which might include an
opponent’s weapon or armor). It inflicts only a single FRAGRANCE DEVELOPMENT
point of acid damage to the flesh of opponents. A The mutant has the ability to produce a subtle yet
weapon that strikes the mutant, after doing damage, hypnotic fragrance. This is another mutation that
will suffer acid damage unless the wielder makes a can take a number of forms, but the most common is
Reflex save (DC 16). mutated pheromones or hormones, which the mutant
Advancement: Each advancement of this mutation can emit at will. Another form this mutation can take
increases the acid damage by 10 points for metal is the production of spores, which, again, the mutant
(to a maximum of 50) and one point for flesh (to a would generate at will. Other possibilities also exist.
maximum of 3). Benefit: Once per day, the mutant can emit an
Special: Wood, cloth, leather and similar items invisible scent that forces up to 2d4 HD in creatures to
are affected by the mutant’s acid, though at a slower make a Will save (DC 15) or be hypnotized. Duration
rate. Even metal which can resist the enzyme damage is 2d4 rounds. Emitting the fragrance counts as an
cannot resist prolonged contact with the mutant’s skin. attack action. Range is 15 feet.
As a result, the mutant cannot wear armor or clothing. While hypnotized, a creature’s Spot and Listen
He can expect any weapons he uses to rapidly lose checks suffer a –4 penalty. Any potential threat allows
their effectiveness (within a few rounds). the creature a second saving throw. Any obvious threat
Inflicting acid damage is a free action for the automatically breaks the hypnotism, as does shaking
mutant. It is not voluntary; the mutant damages or slapping the creature. A hypnotized creature’s
everything he touches. ally may shake it free of the hypnotism as a standard
Note: If an object’s hardness exceeds the amount action. While the creature is hypnotized, the mutant
of acid damage, then it is immune to the acid damage can make a suggestion or request (provided the
when being hit by or hitting the mutant. An object that mutant can communicate with it). The suggestion
loses all its hit points in a single round is immediately must be brief and reasonable. An affected creature
dissolved with a hiss and a wisp of smoke. reacts as though it were two steps better in attitude
(see Diplomacy skill). Even once the effect ends, the
EXPANDED OPTIC ORBIT creature retains its new attitude toward the mutant,
The skull of the mutant has evolved to allow a special but only with respect to that particular suggestion. A
kind of eye movement. The orbit (socket) of each eye creature that fails its saving throw does not remember
is much deeper than normal, and new eye muscles that the mutant hypnotized it.
have developed along the interior walls of the cavity. Advancement: Each advancement of this mutation
These new muscles allow the mutant to instinctively increases the HD of creatures affected by 1d4, the Will
pull his eyes back and into his skull when they are DC by 2, the duration by 1d4, and the range by 5 feet.
threatened. In effect, the eyes of the mutant retract
back and down into the head, out of harm’s way. GAMMA-RAY VISUAL SENSITIVITY
Benefit: A mutant with this mutation looks normal This mutation allows the mutant to literally “see”
most of the time, but when his eyes are threatened, emissions of gamma rays within his field of vision.
they sink back, leaving hollow, empty holes. This Benefit: Such emissions appear as bright glowing
mutation negates the effects of weapons, devices, or patches or “auras,” warning the mutant of a dangerous
other effects that cause blindness. area, object, or creature (the GM is only required
Advancement: None. to describe the aura as dim for low radiation levels,
bright for higher levels, or brilliant for extremely high
EXTREME RESILIENCE levels). The range of the mutant’s detection is roughly
A mutant with this ability suffers much less from equivalent to his natural sight.
attacks made against her. This mutation can manifest Advancement: None.
itself in a number of ways. Often, the mutant is
simply much larger than others of her species, making GIGANTISM
it more difficult to injure her (just as it’s harder The mutant’s physical size has been altered, either by
to instantly kill an elephant than a human). Other a pituitary defect or a change in the body’s genetic
mutants with Extreme Resilience might have an program during growth and development. While this
unusual configuration of internal organs. Many other serves to increase strength and size, often substantially,
possibilities exist as well. the mutant is nonetheless noticeably different from
Benefit: The mutant is immune to critical hit results others of his species, often showing such traits as ape-
50% of the time. like arms, a lumbering gait, and distorted features.
128 Advancement: This mutation can be advanced
once, making the mutant completely immune to
Benefit: The mutant increases its size by one
category and gains +1 to Strength and Constitution
critical hits. Penalty: Because of the increase in size, the mutant
takes a –1 penalty to Dexterity.
Advancement: Each advancement of this mutation is, the number of creatures, and the age of the trail. For
increases the mutant’s Strength and Constitution by each hour that the trail is cold, the DC increases by 2.
+1. The mutant’s size category remains the same. The ability otherwise follows the rules for the Track
Special: This mutation can only be advanced at feat, although mutants tracking by scent ignore the
first level. The mutant cannot wear armor that was effects of surface conditions and poor visibility.
designed for creatures of a different size category. Mutants with this ability can identify familiar odors
Note that there are several other modifiers that the just as humans do familiar sights.
mutant must take into account with any increase in Advancement: Each advancement of this mutation
size category, such as modifiers to attack and defense increases the mutants scent range by 10 feet.
rolls, grappling attempts, hide checks, reach, and
typical fighting space. All these modifiers and values INCREASED BODY DENSITY
can be found in the creature size table located in the This mutation has modified the mutant’s cellular
Friend and Foes chapter of d20 Modern. spacing and reinforced the structure of his cells. This
has resulted in a dramatic increase in the mutant’s
HEMOTOXIN STING body density and resistance to kinetic shocks.
The outer cells of the mutant’s epidermis have Benefit: The mutant gains damage reduction 5/- to
developed into nematocysts, oval-shaped stinging cells bludgeoning, concussion, and slashing attacks.
that fire microscopic “darts” into any living tissue that Advancement: Each advancement of this mutation
comes into contact with them. These screw-shaped increases the damage reduction by 5 to a maximum of
darts penetrate deep into the skin of the victim and 15.
release hemotoxins into the bloodstream, causing
immediate damage. This is a microscopic action that INCREASED MOVEMENT
requires nothing more than contact between flesh and The mutant has developed the ability to move
flesh. For example, the mutant could use this ability incredibly fast. Possible reasons for this ability include
simply by grasping an opponent. enhanced adrenal gland function and development of
Benefit: Hemotoxins cause bruising and a higher tensile strength in the muscles and tendons of
hemorrhaging and disrupt the ability to heal. Any the lower torso and legs. Other possibilities also exist.
creature coming into skin-to-skin contact with the Benefit: The mutant’s speed is increased by 10 feet.
mutant suffers 1d4 points of acid damage and cannot Advancement: Each advancement of this mutation
heal naturally for a further 1d4+4 days (Fortitude save increases the mutant’s speed by 10 feet.
DC 20 to resist). The mutant can choose not to sting Special: This mutation can stack with other feats or
when touching other creatures. abilities that increase movement.
Advancement: Each advancement of this mutation
increases the acid damage by 1d4, the duration by +2
days, and the Fortitude save DC by 2. INDEPENDENT CEREBRAL CONTROL
The forward motor cortex of the mutant’s brain has
developed to such a point that each hemisphere can
HYPER OLFACTORY control a limb independently, without dividing the
The mutant has developed an advanced sense of smell mutant’s attention. This results in skilled manipulation
similar to that of animals. of both hands simultaneously, with equal proficiency.
Benefit: This mutation lets a mutant detect Benefit: A mutant with this mutation operates as if
approaching enemies, sniff out hidden foes, and track she possessed the Two Weapon Fighting feat.
by sense of smell. The range of this heightened sense Advancement: None.
is generally 20 feet, but if the opponent is upwind, the
range is doubled, and if the opponent is downwind,
the range is halved. Strong scents, such as smoke or INTERIOR MOISTURE RESERVOIR
rotting garbage, can be detected at twice the ranges Like a camel, the mutant has an internal reservoir
noted above. Overpowering scents, such as skunk (most likely located in the buttock and stomach area),
musk or troglodyte stench, can be detected at three which collects residual moisture in the body and
times these ranges. provides the mutant with an emergency source in
The mutant can detect another creature’s presence circumstances where drinking water is unavailable.
but not its specific location. Noting the direction of the Benefit: The mutant can survive for a full week
scent is a standard action. If the mutant moves within 5 without food or water.
feet of the scent’s source, she can pinpoint that source. Advancement: Each advancement of this mutation
The mutant can follow tracks by smell, making a
Wisdom check to find or follow a track. The typical
allows the mutant to survive an additional week
without food and water. 129
DC for a fresh trail is 10. The DC increases or
decreases depending on how strong the quarry’s odor
LIGHT DISTORTION FIELD Special: The mutation can only be advanced at first
The mutant is capable of emitting a powerful level.
“distortion field,” which alters light patterns
surrounding him and makes him literally invisible. The NEUROTOXIN STING
field is large enough to envelop his entire body, as well This mutation works like Hemotoxin Sting, above,
as any clothes and surface gear he might be wearing. with the exception that it produces neurotoxins instead
The biology and physics surrounding this phenomenon of hemotoxins.
are not well understood. Benefit: Neurotoxins act to paralyze the body and
Benefit: The mutant can become invisible for up to respiratory system. Any creature coming into contact
6 rounds per Constitution modifier per day (minimum with the mutant suffers 1d4 points of acid damage
6 rounds). Creating the distortion field counts as and must make Fortitude save (DC 15) or suffer a
a move action. The mutant becomes visible after temporary loss of 2d6 Dexterity. The ability score loss
attacking. lasts for 1d4 hours.
Advancement: Each advancement of this mutation Advancement: Each advancement of this mutation
increases the duration of the effect by 1 round per increases the acid damage by 1d6, the duration by 1d4
Constitution modifier. hours, and the Fortitude save DC by 2.

MULTI-FACETED EYES NEURAL MUTATION - PRECOGNITION


The mutant has developed multi-faceted, insect-like The mutant has a sixth sense. He can sense danger
eyes, which allow her to discern minute areas of space and has an extraordinary ability to predict the future.
and to notice even the most subtle movements. Whether this neural ability actually allows the mutant
Benefit: The mutant receives a +2 bonus to Spot to see the future or is an uncanny ability to predict it,
and Search checks, and because she can notice flaws is left for the player to decide. Regardless of that fact,
another worker would miss, she also gains a +2 bonus this mutant possesses a heightened awareness that
to Repair and Craft (Mechanics) checks. separates it from other creatures.
Advancement: Each advancement of this mutation Benefit: The mutant may make a Will Save (DC
increases the bonuses by +2 to a maximum of +6. 20) any time he is surprised. If he makes the save, he
is not surprised. This ability may be used at will.
MULTIPLE STOMACHS For Precognition-based neural feats that have
The mutant has developed a series of interconnecting limited use, the mutant can manifest these abilities 2
stomachs (similar to those of a cow), which allow him times per day plus this mutant’s Wisdom modifier.
to break down and digest nearly any substance, be it Advancement: Each advancement of this mutation
animal, vegetable, or mineral. lowers the Will DC by 2.
Benefit: The mutant can subsist on nearly anything In addition, the mutant can manifest 2 additional
that is not inherently poisonous. Precognition-based neural feats per day and the DC to
Advancement: None. resist any Precognition neural feats is increased by +1.
Special: Note that each neural mutation has its own
uses per day.
MULTIPLE EYES
The mutant has developed additional eyes, which
might be located anywhere on her body. NEURAL MUTATION - TELEKINESIS
Benefit: The mutant cannot be flanked and gains +2 The mutant can move small objects with his mind,
Spot checks. though it requires a great effort.
Advancement: Each advancement of this mutation Benefit: The mutant may move objects weighing
increases the bonus to Spot checks by +3. 10 lbs. per Constitution modifier (minimum 10). The

NEURAL MUTATIONS
Sometimes mutations develop in the brain rather than the body. These mutations can unlock neural powers,
often called Psionics, which allow the mutant to perform extraordinary feats. The unlocked potential varies
greatly from mutant to mutant. Some barely understand the true nature of their mental powers, while others
learn to master and expand their mutant gifts.
In addition, neural mutations serve as prerequisites for specific neural feats. Some neural feats have
130 unlimited use, while others are limited. The mutant has a “pool” of limited feat uses for each neural mutation
determined by a key ability score modifier and possibly increased with mutation advancements. For instance,
a mutant with an un-advanced Precognition neural mutation and a Wisdom score of 18 has a pool of 6 (2 base
+ 4 Wisdom modifier) uses from which to activate “limited-use” Precognition-based neural feats.
mutant can move these objects at a speed of 10 feet save (DC 20).
per round. Using this ability is a move action and may Advancement: Each advancement of this mutation
be used at will. Unwilling targets (or objects they increases the damage by 1d4.
hold) cannot be moved with Telekinesis, nor can the
mutant move himself. PROTECTIVE DERMAL DEVELOPMENT
For Telekinesis-based neural feats that have limited The skin cells of the mutant’s epidermis have
use, the mutant can manifest these abilities 2 times per thickened and hardened, turning into a tough “armor.”
day plus this mutant’s Constitution modifier. This mutation can take the form of a thick leathery
Unless otherwise specified, all Telekinesis-based dermal overgrowth (like “jowls” or an extra layer of
abilities have a range of 50 feet plus 10 feet per callous tissue, for instance) or hardened “scales,” like
Constitution modifier (minimum 50). a lizard’s.
Advancement: Each advancement of this mutation Benefit: The mutant has a natural armor bonus of
increases the weight the mutant can move by 10 lbs. +4.
times per Constitution modifier. Advancement: Each advancement of this mutation
In addition, the mutant can manifest 2 additional increases the natural armor bonus by +2.
Telekinesis-based neural feats per day and the DC to Special: The mutant cannot wear armor unless it is
resist any Telekinesis neural feats is increases by +1. specifically designed to fit her.
Special: Note that each neural mutation has its own
uses per day.
PYROKINETIC PULSE GENERATION
The mutant is able to excite the air molecules
NEURAL MUTATION - TELEPATHY surrounding him to such an extent that he generates a
The mutant can read the thoughts and emotions of wave of super-heated air that blasts out from him in a
those around him. direction of his choice.
Benefit: The mutant character can gain an insight Benefit: The mutant can generate a 5-foot-wide
into the feelings of someone he is interacting with, heat blast that reaches up to 10 feet and inflicts 1d6
gaining a +2 circumstance bonus to Bluff, Diplomacy, points of heat damage for every 2 character levels.
Gather Information, Intimidate, and Sense Motive All creatures in the area may make a Reflex save (DC
checks. Using this ability is a free action and may be 15) for half damage. Generating the heat blast is a
used at will. full-round action. The mutant can use this mutation
For Telepathy-based neural feats that have limited a number of times per day equal to 3 + the mutant’s
use, the mutant can manifest these abilities 2 times per Constitution modifier (minimum 3).
day plus this mutant’s Charisma modifier. Advancement: Each advancement of this mutation
Unless otherwise specified, all Telepathy abilities increases the range by 10 ft and the Reflex save DC
have a range of 100 feet plus 10 feet per Charisma by 1.
modifier (minimum 100).
Advancement: Each advancement of this mutation
increases the circumstance bonus by +1. RADIATION IMMUNITY
In addition, the mutant can manifest 2 additional Having adapted to life in a harsh radiated environment,
Telepathy-based neural feats per day and the DC to the mutant is immune to radiation (as well as heat
resist any Telepathy neural feats is increases by +1. generated by radiation).
Special: Note that each neural mutation has its own Benefit: The mutant is immune to moderate
uses per day. radiation exposure (see Radiation).
Advancement: The first advancement of this
mutation makes the character immune to high
OPTIC EMISSIONS radiation exposure. The second advancement
The mutant gains the ability to emit lazing atoms from makes the mutant immune to severe radiation (thus
her eyes. These “eyebeams” are streams of charged completely immune).
ions that are cycled in the optic center. The beams act
much like lasers, searing and burning flesh much as
thermonuclear radiation can cause a flash burn. As REGENERATIVE CAPABILITY
eyebeams are mostly energy, they can also be used to This mutation allows the mutant to recuperate from
deflect other forms of light-based attack. injury at a staggering rate, provided she gets proper
Benefit: The mutant gains an optic emissions attack rest and food. The mutant may recover from critical
with a base range of 100 feet that inflicts 1d4 + 1 point wounds in mere days and even, according to some
of damage per character level (up to a maximum of
+10) points of damage. In addition, once per round
reports, re-grow severed limbs.
Benefit: The mutant is considered to be double his 131
the mutant can deflect one light-based attack (such as actual level for the purposes of natural healing. If she
another mutant’s eye beams or even laser fire, but not should lose a limb and survive, the lost body part will
other forms of energy attack) with a successful Reflex regenerate over a period of 1d4+2 weeks.
Advancement: The first advancement of this SERRATED DENTAL DEVELOPMENT
mutation triples the mutant’s rate of natural healing. The mutant has developed mandibles, beak, saber
Each subsequent advancement increases the multiplier teeth, or other rigid mouthparts. The actual nature of
by 1 (x4, x5, etc.). Each advancement also decreases the mutation can vary tremendously depending upon
the time to regenerate limbs by 1 week (minimum 1 the player’s choice. The mouthparts can be used to
week). make a bite attack.
Benefit: The mutant gains a natural weapon that
RESPIRATORY MEMBRANE can be used to make a bite attack. The bite inflicts 1d6
The mutant has developed a set of gills and the damage, and has a threat range of 19-20 for a critical
associated membranes within the respiratory tract. hit.
This allows him to breathe underwater by extracting Advancement: Each advancement of this mutation
oxygen molecules from the water just as a fish does. increases the damage dice in of the attack in the
Benefit: The mutant is a true amphibian, able to following progression: 1d8, 1d10, and 1d12.
breathe underwater as well as he does in air. It is
assumed that a mutant with this mutation has spent SHRIEK
significant time in water, so he gets the Swim skill as a The mutant’s vocal cords can produce sounds both
class skill. above and below the normal human auditory range.
Advancement: None. This mutation also allows the mutant to produce
a multi-layered, multi-timbre shriek, whose sonic
SENSITIVE SIGHT vibrations affect everyone in the mutant’s immediate
The mutant’s eyes and optic nerves have increased vicinity.
sensitivity and allow him to see well in low light. Benefit: Once per day, the mutant can let out a
Benefit: A mutant with this mutation has low-light horrible shriek that affects everyone within a 10-foot
vision out to 60 feet. radius of him. Targets in the area of effect must make
Advancement: This mutation can be advanced a Fortitude save (DC 15) or take 1d4 points of sonic
once, giving the mutant dark vision out to 60 feet. damage and be deafened for 1d4+4 rounds. Those who
Special: The mutation can only be advanced at first successfully save are unaffected.
level. Advancement: Each advancement of this mutation
increases the radius of the effect by 5 feet, damage
by 1d4, duration of deafness by 1d4 rounds, and the
Fortitude save DC by 2.

SIMIAN DEFORMITY
This mutation gives the mutant a set of physical
features that resemble those of the great apes (such
as gorillas and orangutans). These features include
stunted legs, a hunched and slope-shouldered posture,
and elongated arms that cause the knuckles to drag
on the ground. The mutant’s overall speed is reduced
unless his arms are used to assist in locomotion.
Benefit: If the mutant uses both his arms and legs
to move, his speed is increased by 1/3 (40 feet for
humans). His elongated arms extend his reach by 5
feet. The mutant also gains a climb bonus of +4.
Penalty: If the mutant does not use his arms to
aid in locomotion, his shortened legs reduced his
base speed to 2/3 normal (20 feet for humans). If he
uses his arms to assist in movement he cannot wield
a weapon or carry items in his hands.
Advancement: None

SKELETAL FORTIFICATION
132 The calcium deposits in the mutant’s skeletal
system have been replaced with other minerals.
This mineral substitution strengthens and fortifies
the bones.
Benefit: A mutant with this mutation does 1d4 the mutant total immunity to ingested (not Inhaled or
bludgeoning damage with his fists and gains damage Injury type) poisons and toxins (including most non-
reduction 1/- to bludgeoning attacks. The mutant’s acidic chemicals).
unarmed strike is considered armed (as with Combat Benefit: The mutant becomes immune to ingested
Martial Arts), but he does not have the choice of poisons of all types, and her urine becomes a
inflicting nonlethal damage. He can still inflict poisonous byproduct of roughly equal strength and
nonlethal damage normally by taking a -4 penalty to effect to the toxin imbibed. If the mutant decides to
his attack. harvest her urine and use it as an ingested poison, the
Advancement: Each advancement of this mutation DC for saving throws against the urine decreases by 2
increases the damage die to the next larger type (1d6 from the DC of the original poison.
to 1d8, 1d8 to 1d10, etc.), and increases the damage Advancement: None
reduction by 1.
Special: If the mutant has the Brawl feat, he inflicts
lethal damage (as if he were using brass knuckles). If DEFECTS
the mutant has Combat Martial Arts, the damage die is
increased to the next larger type, as described above. ABERRANT DEFORMITY
The mutant has developed
SPONTANEOUS ELECTRIC CHARGE GENERATION limbs in places where they
The mutant’s nervous system generates a surplus of don’t belong (an arm where a
ionizing electrical energy, which can be discharged leg should be, for instance, or
from his body in the form of an electrical jolt. The an extra foot growing from the
mutant need only touch his target or a conductive heel). This results in a hideous appearance. The player
material. The biology and physics behind this must choose a limb and another feature, and switch
phenomenon are not well understood. them. Examples might be the placement of the face on
Benefit: The mutant can emit an electrical pulse as the chest or the replacement of a foot with a hand.
a touch attack, inflicting 2d6+1 points of electricity Penalty: Though this does not affect the mutant’s
damage per character level (up to a maximum of +10). physical abilities, it serves as a blatant sign that he
For example, a 5th level character would inflict 2d6+5 is a mutant and cannot pass as a normal human. The
damage with an electrical pulse. Generating the charge mutant suffers a –2 penalty to Charisma and a –6
is considered an attack action. The mutant can use this penalty to Diplomacy and Disguise checks.
mutation a number of times per day equal to 2+ the Advancement: None.
mutant’s Constitution modifier (minimum 2). Special: For game balance purposes, GMs may
Advancement: Each advancement of this mutation prefer to allow players to choose only one Charisma
increases the damage by 1d6 and the number of uses penalty defect: Aberrant Deformity, Bilirubin
per day by 2. Imbalance, or Bizarre Pigmentation.

STENCH ADRENALINE DEFICIENCY


The mutant can secrete an oily, musk-like chemical The mutant has a deficiency in adrenaline production
whose smell is unpleasant to most animal life. (perhaps due to an atrophied adrenal gland or
Benefit: All living creatures that possess a sense diminished adrenal function), and as a result, cannot
of smell within 10 feet of the mutant must succeed a make use of this reservoir of strength and stamina in
Fortitude save (DC 15) or take a –2 morale penalty dangerous situations.
on attack rolls, weapon damage rolls, ability checks, Penalty: The mutant suffers a –4 penalty on the
skill checks, and saving throws for 10 rounds. following checks and saves: hourly Swim checks
Creatures affected by this stench cannot be affected to avoid becoming fatigued, Constitution checks to
again until the current effect expires. Attackers with continue running, Constitution checks for the mutant
an Intelligence score of 2 or less flee if they fail their to hold her breath, Constitution checks to avoid
save. damage from starvation or thirst, Fortitude saves to
Advancement: Each advancement of this mutation avoid damage from hot or cold environments, and
increases the Fortitude save DC by 2 and the range by Fortitude saves to resist suffocation or drowning. It
5 feet. also incurs a –2 penalty to initiative.
Special: Mutants with this ability are easier to Advancement: Each advancement of this defect
detect. increases the penalties by –4 and –2 respectively.

SUPERIOR KIDNEY DEVELOPMENT


Special: A mutant with this defect may not have
Rage or Rage-like abilities, including the Adrenaline 133
Control mutation.
The mutant’s kidneys have developed into an
extremely effective filtration system, which grants
TABLE 5-3: RANDOM DEFECT Advancement: Each advancement of this defect
Defect d100 increases the DC by 2 and the damage die by one rank
Aberrant Deformity 1 - 4 (1d6 becomes 1d8, and so forth).
Adrenaline Deficiency 5 - 7
Albinism 8 - 10
Anaphylaxis 11 - 13 ATROPHIED CEREBELLUM
Atrophied Cerebellum 14 - 16 The mutant’s brain has atrophied in certain areas due
Attention Deficit 17 - 19 to a genetic birth defect. As a result of this defect, the
Bilirubin Imbalance 20 - 22 mutant suffers a number of mental deficiencies.
Bizarre Pigmentation 23 - 26 Penalty: A mutant with this defect suffers a one-
Blindness 27 - 29 time reduction of Intelligence, Wisdom, or Charisma
Brachydactyly 30 - 32 by 2.
Cannibalism 33 - 35
Advancement: Each advancement of this defect
Critical Vulnerability 36 - 38
Cystic Fibrosis 39 - 41 decreases another mental ability score by 2. It must be
Deafness 42 - 44 a different mental ability score, not previously chosen.
Dyslexia 45 - 47
Hemihypertrophy
Hemophilia
48
51
- 50
- 53
ATTENTION DEFICIT
The mutant has developed a chemical imbalance that
Hunchback 54 - 56
Immune-System Abnormality 57 - 59 prevents him from concentrating.
Negative Chemical Reaction 60 - 62 Penalty: A mutant with this defect suffers a –2
Neuro-Fibromatosis 63 - 65 penalty to Concentration, Craft, Disable Device,
Night Blindness 66 - 68 Perform, and Repair skill checks.
Phobia 69 - 71 Advancement: Each advancement of this defect
Photoluminescent Aural Emission 72 - 74 increases the skill check penalties by –2.
Photosensitivity 75 - 77
Pituitary Deformation 78 - 80
Sensitivity 81 - 84 BILIRUBIN IMBALANCE
Sickle Cells 85 - 87 Due to a one-nucleotide error in a certain blood-
Skeletal Deterioration 88 - 90 producing gene, the mutant generates an inordinate
Syncope 91 - 93 amount of bilirubin that the liver cannot break down.
Terminal Limb Deficiency 94 - 96 This results in telltale yellow eyes.
Underdeveloped Organ 97 - 100 Penalty: Though this does not affect the mutant’s
physical abilities, it serves as a blatant sign that she
ALBINISM is a mutant and cannot pass as a normal human. The
The mutant’s body has adjusted to a life sheltered mutant suffers a –2 penalty to Charisma, and since
from UV radiation (underground or in some type of many consider yellow eyes a sign of deceit, the mutant
shelter), and thus reacts poorly to direct sunlight and incurs a –4 penalty to Bluff and Diplomacy checks.
UV sources. In addition, her yellow eyes make hiding more
Penalty: When exposed to natural light or other UV difficult, incurring a -4 penalty to Hide skill checks
sources, the mutant suffers a temporary –4 reduction to unless the mutant closes or conceals her eyes.
Constitution and Strength. Advancement: None.
Advancement: Each advancement of this defect Special: For game balance purposes, GMs may
decreases the mutant’s Constitution and Strength prefer to allow players to choose only one Charisma
penalties by –2. penalty defect: Aberrant Deformity, Bilirubin
Imbalance, or Bizarre Pigmentation.
ANAPHYLAXIS
The mutant’s metabolism reacts adversely to the BIZARRE PIGMENTATION
presence of certain materials, which are normally The mutant’s hair color, eye color, and skin color (the
harmless. This extreme reaction is such a shock to the player chooses two of the three) are of a color not
mutant’s system that it could kill her if the exposure is normally found in humans. Odd hair colors include
long enough. The player chooses a common material light red, unusually fair blond, white, platinum, and
from the following list: alcohol, corium, feathers, silvery gray. Unusual skin hues include extensive
ferrous metal, fur, leather and hide, plastic, rubber, or freckling, melanin blotches, and irregularly livid
wood. (bruised-looking) tones. Abnormal eye colors include

134 Penalty: Each round the mutant is in contact with


the offending material, she reacts as if poisoned (Type:
red, pink, white, and unusual flecked combinations.
Whatever the abnormal coloration, it is clear that the
Contact DC15, Initial/Secondary Damage: 1d6 Dex/ mutant is not a normal human. Many other choices
1d6 Dex). exist for all of these features.
Penalty: The mutant suffers a –2 penalty to loss by 1.
Charisma and a –4 penalty to Bluff, Diplomacy, and Special: Cannibals (or Ghouls) are universally hated
Disguise skill checks. He is clearly a mutant and in the wasteland and thus have an additional social
cannot pass as a human. burden. Often an adventurer afflicted with this defect
Advancement: None must hide his cannibalism or risk severe persecution.
Special: If the player applies this defect to
the mutant’s eyes, he cannot also have Bilirubin CRITICAL VULNERABILITY
Imbalance. The mutant has developed a crucial weakness in
Special: For game balance purposes, GMs may his body that makes him especially susceptible to
prefer to allow players to choose only one Charisma additional damage. Typical causes include lack of
penalty defect: Aberrant Deformity, Bilirubin protective bone or cartilage around vital organs,
Imbalance, or Bizarre Pigmentation. exposed nerves or pressure points in certain locations,
and organs that are unusually sensitive to trauma.
BLINDNESS Penalty: The critical threat range of all weapons
The mutant has developed a deficiency in her visual used against the mutant increases by 1.
system, resulting in poor sight or blindness. Advancement: Each advancement to this defect
Penalty: The mutant suffers from poor vision, increases the critical threat range by 1 additional point.
effectively concealing one quarter of everything in her Special: The mutant cannot have the Extreme
field of view. Attacks in combat have a 10% chance of Resilience mutation
missing.
Advancement: Each advancement of this defect CYSTIC FIBROSIS
increases the concealment by one quarter. Three This defect results in defective programming of the
advancements render the mutant completely blind. glands that produce mucus. The defect causes a build-
Attacks at one-half concealment have a 20% chance of up of salt in the lungs and produces mucus that erodes
missing. Attacks at three-quarters have a 30% chance the lungs’ tissues and inhibits the mutant’s ability to
of missing. Blind attacks have a 50% of missing. breathe. This can cause suffocation, infection, and
eventual death. A mutant with this genetic defect has
BRACHYDACTYLY a limited lifespan. When this time has passed, the
The mutant has developed significantly shortened mutant is considered to have died of the eventual salt
fingers and toes. and mucus build-up.
Penalty: This defect severely reduces manual Penalty: The mutant will have a maximum lifespan
dexterity, resulting in a –2 penalty to skills checks that of 20+2d10 years. In addition, the mutant suffers a
require good coordination and motor skills such as –2 penalty on the following checks and saves: hourly
Climb, Craft, Disable Device, Repair, Sleight of Hand, Swim checks to avoid becoming fatigued, Constitution
and Treat Injury. checks to continue running, Constitution checks for
Advancement: Each advancement of this defect the mutant to hold his breath, Constitution checks to
increases the skill check penalties by –2. avoid damage from starvation or thirst, Fortitude saves
to avoid damage from hot or cold environments, and
CANNIBALISM Fortitude saves to resist suffocation or drowning.
The mutant has developed a taste (or dependency) Advancement: Each advancement of this defect
for feeding on others of its own kind. This could be a decreases the life span of the mutant by 10 years to a
physical or mental defect. Regardless of the cause, the minimum of 0+2d10 years. Also, the mutant’s check
mutant must eat a certain amount of flesh from its own and save penalties are decreased by –2.
species or suffer withdrawal sickness Special: A mutant may not have both the Cystic
Penalty: This defect requires the mutant to consume Fibrosis and Pituitary Deformation defects. A mutant
1/2 pound of flesh (or blood) from its own species. If with Cystic Fibrosis may never have Rage or any
the mutant fails to feed in a 24-hour period, he suffers Rage-like abilities.
a temporary loss of 1 Strength, Constitution, and
Dexterity. The mutant suffers cumulative ability score DEAFNESS
loss each day until he feeds. The mutant recovers 1 The mutant has developed a deficiency in his hearing,
point of Strength, Constitution, and Dexterity per day resulting in deafness.
after he has feed. Penalty: The mutant is deaf, suffering all related
The mutant suffers normal starvation penalties (if penalties.
applicable) in addition to the withdrawal penalties.
Advancement: Each advancement of this defect
Advancement: None
Special: Deafened characters can’t make listen
135
increases the amount of flesh needed to be consumed checks and suffer a –4 to initiative checks.
per day by 1/2 pound and increases the ability score
DYSLEXIA IMMUNE-SYSTEM ABNORMALITY
The mutant has developed a mental defect that impairs The mutant has developed an immune system defect
his ability to recognize and comprehend written words. that diminishes resistance to disease. The manner in
Penalty: The mutant cannot read or write and which this defect manifests itself varies greatly from
suffers a –2 penalty to any skill check that requires mutant to mutant. Examples include depleted white
him to read. Skills that might be affected include blood cell count (diminishing the body’s defenses
Computer Use, Decipher Script, Forgery, and Research against foreign viral infection) and kidney atrophy
Advancement: None (diminishing the body’s ability to purify its system).
Penalty: This mutant makes Fortitude checks
HEMIHYPERTROPHY against diseases at –4 and increases the disease’s initial
The mutant suffers from a severe case of and secondary damage by 1.
hemihypertrophy, a genetic disorder in which one side Advancement: Each advancement of this defect
of the body fails to grow normally. This results in a incurs an additional -4 to Fortitude saves and increases
grotesque, lopsided, and stunted development. On one the disease’s initial and secondary damage by 1.
side the mutant has a shortened leg with a diminutive Special: Depending on the form this defect
foot and an arm with a diminutive hand. A mutant with takes, the mutant may not be able to take one of the
this defect has an unusual gait and reduced dexterity. following mutations: Accelerated White Blood Cell
Penalty: The mutant’s base speed is reduced by Activity, Accumulated Resistance, Regenerative
5 feet. She also suffers an additional –2 penalty to Capability, or Superior Kidney Development.
skill checks requiring two-handed dexterity and
manipulation. Typical skills to be penalized include NEGATIVE CHEMICAL REACTION
Balance, Climb, Jump, and Swim. The mutant suffers from a genetic disease (such as
Advancement: Each advancement of this defect malignant hyperthermia) that increases the chances of
decreases the mutant’s speed by 5 feet and increases negative reaction to treatment with foreign drugs.
the skill check penalties by -1. Penalty: The mutant’s modifier for Medical
Incompatibility does not change, but if she fails a
HEMOPHILIA Medical Incompatibility check, the effect roll is made
The mutant’s white blood cell count is diminished, with d12 instead of a d20.
preventing him from healing as quickly as a others of Advancement: Each advancement of this defect
his species. reduces the die by one rank (d10, d8)
Penalty: A mutant with this genetic defect suffers Special: A mutant with this defect may not take the
bleeding wounds from all physical injuries that inflict Accumulated Resistance mutation with the resistance
more than 10 points of damage in a single hit. Such toward chemicals.
wounds continue to bleed for 1d6 rounds, reducing
the mutant’s hit points by 1 per round. In addition, a NEUROFIBROMATOSIS
mutant with this defect only heals half the normal hit This is an advanced form of tumor development, once
points from rest and natural healing (fractions rounded known as “The Elephant Man’s Disease.” A mutant
down). with this defect develops massive and grotesque
Advancement: Each advancement of this defect tumors that completely distort and pervert the human
increases the duration of bleeding by 2 rounds. The form, causing a reduction in vision and negatively
first advancement reduces the mutant’s natural healing impacting movement.
to 1/3, and each subsequent advancement increases the Penalty: This defect severely restricts a mutant.
divisor by 1 (1/4, 1/5, etc.) A mutant with this defect suffers a -1 reduction to
Dexterity and Charisma, and -1 penalty on Spot
HUNCHBACK checks.
The mutant has a spinal deformity that manifests as a Advancement: Each advancement of this defect
pronounced hump on her back. incurs an additional –1 to Dexterity, Charisma, and
Penalty: This defect causes a slight hindrance to Spot checks.
movement, reducing the mutant’s movement speed
by 5. The mutant also suffers a –1 reduction to his NIGHT BLINDNESS
Charisma score. The mutant suffers from retinitis pigmentosa, a genetic
Advancement: Each advancement of this defect disorder that causes degeneration of the retina. This

136 decreases the mutant’s speed by 5 feet and Charisma


by -1.
condition results in diminished vision under low-light
conditions.
Penalty: A mutant with this defect suffers the PHOTOSENSITIVITY
effects of blindness in any poorly lit or deeply The mutant’s eyes have developed an extreme
shadowed environment (i.e. any conditions short of sensitivity to intense light.
natural sunlight or bright illumination). Penalty: A mutant with this defect suffers from
Advancement: None complete blindness in natural or bright light. This
Special: The mutant may not choose this defect can be kept in check only with sun goggles or tinted
if he already has Blindness defect or Sensitive Sight glasses.
mutation. Advancement: None

PHOBIA PITUITARY DEFORMATION


The mutant has developed an undefeatable fear. This The mutant’s pituitary gland has developed a defect
could be a physical defect caused by a chemical that causes unnatural aging.
imbalance or mental defect developed from early Penalty: A mutant with this defect appears much
childhood. Regardless of the cause, the mutant’s fear older than he really is, generally two to three times
is incurable. his actual age. The mutant has a maximum lifespan of
Penalty: The player must choose a fear (with the 25+2d10 years.
GM’s approval). At any point the mutant is confronted Advancement: Each advancement of this defect
with this fear he must make a Will save (DC 15). If decreases the mutant’s lifespan by 10 years, to a
the mutant fails the save, he is panicked (flees or minimum of 5+2d10 years. The mutant is considered
cowers). If the mutant successfully saves, he is shaken Middle Age at 50% of his maximum lifespan and Old
(-2 penalty on attack rolls, saving throws, and skill at 75% of his maximum lifespan, suffering all the
checks). GMs should ensure that characters choose negative ability score adjustments (Str, Dex, and Con).
a fear that has a realistic chance of coming into play. He does not gain the positive ability score adjustments
Some appropriate options include Fire, Darkness, (Int, Wis, and Cha).
Bugs, Opposite Sex, Heights, Crowds, Enclosed Special: A mutant may not have both the Cystic
Spaces or Spiders. Fibrosis and Pituitary Deformation defects.
Advancement: Each advancement of the defect
increases the DC by 2.
Special: The GM should consider special modifiers SENSITIVITY
depending on the severity and magnitude of the The mutant is particularly sensitive to one or more
situation. For example, a mutant that fears spiders forms of attack or special effects. The player chooses
might have a more difficult time remaining calm the particular form of this sensitivity
when confronted by a giant mutant spider than a small Penalty: The mutant suffers twice the normal
spider. damage (or effect) from one category in the following
list: heat, cold, electricity, acid, energy weapons, sonic
attack, poison, or radiation.
PHOTOLUMINESCENT AURAL EMISSION Advancement: The first advancement of this defect
A strange glow emanates from the mutant’s body. The triples the damage. Each subsequent advancement
cause of this condition is typically a constant (but increased the damage multiplier by 1 (x3, x4, x5).
harmless) combustion of dying (or dead) inner-body Special: The mutant may not take this defect if she
cells, a process that occurs as old cells die and new has already taken Inherent Immunity (see Mutations)
ones are created. Sometimes, however, this condition for the same attack form.
is the result of the ionization of latent radiation within
the mutant’s body. The glow is usually neon green,
blue, white, or yellow, but the player may choose SICKLE CELLS
another color. The mutant has developed abnormal hemoglobin,
Benefit: The mutant emits a glow that sheds light up which results in a shortage of healthy red blood cells,
to 20 feet in all directions. or anemia.
Penalty: The mutant is easily visible, because the Penalty: The mutant suffers a –2 penalty to non-
glow is constant. disease Fortitude saves and a –1 reduction to Strength.
Advancement: None Advancement: Each advancement of this defect
Special: Wearing normal clothing does not inhibit incurs an additional –2 penalty to the mutant’s
the illumination. The mutant is likely to automatically Fortitude saves and an additional -1 reduction to
fail all Hide checks in areas of darkness or areas lit Strength.
by less than full daylight. If the mutant wears some
enveloping cloak or similar garment, he may attempt 137
Hide checks in such areas at a –4 penalty.
SKELETAL DETERIORATION present or not. If the mutant’s speed is reduced to 0,
The calcium deposits in the mutant’s skeletal system then the leg is completely missing, and she is unable to
have been replaced with other minerals (cadmium walk effectively without the aid of a crutch.
being the most prevalent in this post-holocaust Advancement: Each advancement of this defect
environment). This mineral substitution weakens and causes either an additional –4 penalty to Strength and
deforms the bones and causes brittleness. Dexterity in the affected arm, or a 10-foot penalty to
Penalty: The mutant suffers 50% more damage movement in the case of an affected leg. A missing
from bludgeoning attacks. arm or leg cannot be advanced further.
Advancement: Each advancement of this defect Note: If the GM wishes to determine the limb type
increases the damage taken from bludgeoning attacks randomly, he can roll 1d6. A roll of 1–4 is an arm, and
by 50%. Thus, a character that has taken this defect a roll of 5–6 is a leg.
3 times would take an additional 150% damage from
bludgeoning attacks. UNDERDEVELOPED ORGAN
Special: A character with this defect may not have One of the mutant’s more vital organs is
the Skeletal Fortification mutation. underdeveloped, and is thus incapable of performing at
the same level as normal members of his species. The
SYNCOPE effect depends on what organ is underdeveloped.
The mutant is afflicted with cerebral anemia and is Penalty: Player must choose one of the following
thus vulnerable to fainting. These swoons commonly underdeveloped organs.
strike at the most inopportune times, though never Voice Box: The mutant cannot speak.
more than once a day. Lung: The mutant cannot move more than x2 his
Penalty: In each round that the mutant suffers 10 base speed.
hit points of damage, he must make a Fortitude save Intestines: The mutant requires 2x the amount of
(DC 10 + damage inflicted) or lose consciousness. food daily.
Unconsciousness lasts for 1d6+1 rounds, after which Muscles: The mutant suffers a -2 penalty to
the mutant recovers from the syncope and may act Strength.
normally. This affliction will not affect the mutant Inner ear: The mutant suffers a -2 on Balance and
more than once per day. Listen checks.
Advancement: Each advancement of this defect Advancement: With each advancement of this
increases by 1 the number of times per day the mutant mutation the mutant chooses another organ.
can lose consciousness. Special: Players and GMs may want to create new
variants to this mutation. As a general guideline, this
mutation should give a –2 to one ability score (but not
TERMINAL LIMB DEFICIENCY Charisma), a –4 to one skill, a –2 to several skills, or
The mutant’s defective genes failed to fully develop an equivalent penalty.
one or more limbs. In some cases, this means that the
mutant was born with missing limbs. In other cases, a
genetic deformity has caused one of the mutant’s limbs MUTANT FEATS
to degenerate and atrophy, in which case the mutant The following feats are for mutant
has a short, stubby, or disfigured limb, evidence of characters. Each of these feats
mutation in transition. The limb chosen (arm or leg) requires a specific mutation
is severely handicapped (if any vestigial portion is or group of mutations as
present) or entirely absent. prerequisites.
Penalty: An affected arm suffers a –4 penalty to
Strength and Dexterity. Anytime the mutant attempts
an action that requires both arms, she uses the reduced
AERIAL MANEUVERABILITY
You are more maneuverable when flying.
scores to determine success or failure. Typical
Prerequisite: Dexterity 13, Complete Wing
examples include wielding a two-handed weapon,
Development
Climbing, Swimming, etc. If this penalty reduces
Benefit: Your maneuverability class when flying
the arm’s Strength or Dexterity to 0, then the arm is
improves by one step. For example, a clumsy flyer
completely missing (two-handed attacks cannot be
would improve to poor.
made, and a –6 penalty is applied to appropriate skill
Special: This feat may be taken multiple times.
checks).
An affected leg reduces the mutant’s speed by 10
138 feet. This penalty can be halved with the aid of a
crutch. The mutant is limited to walking speed; she
ANIMAL-FRIEND
The mutant has a special power over animals, gaining
may not trot or run. Balance, Climb, Jump, and Swim her the reputation of “animal-friend”.
checks suffer a –6 penalty, whether the leg is partially Prerequisite: Fragrance Development (mutation).
Benefits: Instead of her normal fragrance the Benefit: You may make a Reflex save (DC equal
mutant can emit a scent that calms and improves the to the attack roll) against any one ranged attack per
attitude of animals. This ability conforms to the same round; success indicates the attack against you misses.
rules as Fragrance Development, except that it affects
all creatures in a 15-foot radius. Instead of being FLYBY ATTACK
hypnotized, however, on a failed save the attitude of You can attack on the fly.
the animal(s) is automatically changed to Helpful. Prerequisite: Complete Wing Development
This ability only works on creatures with an Benefit: When flying, you can take an attack action
Intelligence of 2 or lower. The effect lasts 1 hour per at any point during your move. You cannot take a
point of Charisma bonus (minimum 1), at which point second move action during a round when you make a
the animal(s) becomes Indifferent. flyby attack.
Normal: Without this feat, you must make attack
AWESOME BLOW actions either before or after your move.
You may attack a smaller opponent and send them
flying though the air. HOVER
Prerequisites: Str 25, Power Attack, Improved Bull You can come to a halt in mid air.
Rush, size Large or larger. Prerequisite: Fly speed.
Benefit: As a standard action, you may choose to Benefit: When flying, you can halt your forward
subtract 4 from your melee attack roll and deliver an motion and hover in place as a move action. You
awesome blow. The target must succeed on a Reflex can then fly in any direction, including straight
save (DC = damage dealt) or be knocked flying 10 down or straight up, at half speed, regardless of your
feet in a direction of your choice and fall prone. You maneuverability.
can only push the opponent in a straight line, and the If you begin your turn hovering, you can hover in
opponent can’t move closer than the square it started place for the turn and take a full-round action. You
in. If an obstacle prevents the completion of the cannot make wing attacks, but you can attack with all
opponent’s move, the opponent and the obstacle each other limbs and appendages you could use in a full
take 1d6 points of damage, and the opponent stops in attack.
the space adjacent to the obstacle. Normal: Without this feat, you must keep moving
You may only perform an awesome blow on while flying unless you have perfect maneuverability.
creatures smaller than yourself.

HORN CHARGE
CONSTRICT You can lower your head and make a deadly charge
You constrict your opponents once you have them attack.
grappled. Prerequisite: Aberrant Horn Development
Prerequisite: Strength 18, Gigantism Benefit: You can begin a battle by charging at
Benefit: You crush opponents, dealing bludgeoning an opponent. In addition to the normal benefits and
damage, after making a successful grapple check. hazards of a charge, you can make a single gore attack
The amount of damage is equal to your natural attack that deals double damage.
or unarmed strike. If you also have the improved
grab feat, you deal constriction damage in addition
to damage dealt by the attack used to grab your IMPROVED GRAB
opponent. You can grapple your opponent after a successful
natural attack.
Prerequisite: Strength 17, Aberrant Horn
DEFECT ADAPTATION Development, Claw, or Serrated Dental Development.
A mutant with this feat has learned to minimize Benefit: If you score a successful melee attack with
the debilitating effects of one of his defects. This a natural weapon you deal normal damage and attempt
represents his ability to adapt to the defect and thus to start a grapple as a free action, without provoking
reduce its impact. attacks of opportunity. No initial touch attack is
Benefit: This feat will remove one level of a defect required. Improved grab only works against opponents
from a character. This feat may never be used to at least one size category smaller than you.
remove a defect completely. You have the option to conduct the grapple
Special: This feat may not be taken at first level. A normally, or simply use the part of your body you
player may take this feat multiple times. used in the improved grab to hold the opponent. If
you choose to do the latter, you take a –20 penalty 139
DUCK on grapple checks but are not considered grappled
You have a knack for dodging ranged attacks. yourself; you do not lose your Dexterity bonus to
Prerequisite: Dexterity 14, Dodge, Dwarfism Defense, still threaten an area, and can use your
remaining attacks against other opponents. MULTIWEAPON FIGHTING
A successful hold does not deal additional damage You are adept at using weapons in all your hands.
unless you also have the constrict feat. If you do not Prerequisite: Three or more hands.
constrict, each successful grapple check you make Benefit: Your penalties for fighting with multiple
during successive rounds automatically deals the weapons are reduced by 2 in your primary hand and 6
damage given for the attack that established the hold. in your secondary hands.
When you get a hold after an improved grab attack, Normal: Without this feat you suffer a -6 penalty
you pull the opponent into your space. This act does to attacks made with your primary hand and a -10
not provoke attacks of opportunity. You are not penalty to attacks made with your off hands.
considered grappled while you hold the opponent, Special: This feat replaces the Two-Weapon
so you still threaten adjacent squares and retain your Fighting feat for creatures with more than two arms.
Dexterity bonus. You can even move, provided you
can drag the opponent’s weight.
MUTATION ADVANCEMENT
This feat does not represent a physical advancement
IMPROVED MULTIATTACK of the mutation, but rather an improvement through
You are adept at using all your natural attacks at no training and discipline. A mutant with this feat has
penalty. learned to master her mutations and increase their
Prerequisite: Three or more natural weapons, overall usefulness.
Multiattack. Benefit: This feat will advance a mutation one level,
Benefit: Your secondary attacks with natural as if the character had taken it multiple times. See
weapons suffer no penalty. the Advancement section in the description of each
Normal: Without this feat, your secondary natural mutation for information on this effect.
attacks suffer a -5 penalty (-2 with Multiattack). Special: This feat may not be taken at first level. A
player may take this feat multiple times.
IRRADIATED
You are an irradiated creature and can inflict radiation NATURAL ARMOR EXPERTISE
sickness by touch or natural attack. You are adept at using your natural armor to greater
Prerequisite: Radiation Immunity effect.
Benefit: You are considered a radiation source equal Prerequisite: Intelligence 13, Aberrant Endoskeletal
to your Radiation Immunity degree. For example, Encasing, Dermal Spike Growth or Protective Dermal
a mutant with immunity to high radiation is a high Development.
radiation source. Benefit: You gain a +2 equipment bonus when you
When you make an unarmed or natural attack are not flatfooted or flanked.
that deals damage, you expose your opponent to Special: This bonus does not stack with any
radiation. Consult Table: Radiation Exposure (in equipment bonus granted by wearing body armor.
Gamemastering) to determine the radiation exposure
to your target. For example, a mutant with immunity
to high radiation exposes his opponent to moderate PLAGUE CARRIER
radiation sickness (DC 18, 1d6-1 damage). See You carry a nasty disease that you can spread by touch
environmental dangers for more information on or natural attacks.
radiation sickness. Prerequisite: Accumulated Resistance
Benefit: When you make an unarmed or natural
attack that deals damage, your opponent must make a
LEAPER Fortitude save (DC 10 + ½ you Character level + your
You have a unique talent for long jumping. Con modifier) or be infected with one of the following
Prerequisite: Dexterity 13, Adrenaline Control, diseases: anthrax, small pox, hantavirus, necrotizing
Increased Movement or Simian Deformity. faciitis, or west nile virus.
Benefit: Your maximum jump distance is not
limited by your height. This feat has no effect on the Incubation Initial Secondary
Disease
height of high jumps, including running high jumps. Period Damage Damage
Anthrax 1d2 days 1 Con 1d4 Con*
1 Str and 1d2 Str and
MULTIATTACK Small pox 2d4 days
1 Con 1d2 Con
You are adept at using all your natural attacks. 1d2 Str* and
Hantavirus 1 day 1d2 Str
140 Prerequisite: Three or more natural weapons.
Benefit: Your secondary attacks with natural Necrotizing
faciitis
1d6 days 1 Con
1d2 Con*
1d3 Con*
weapons suffer only a -2 penalty.
Normal: Without this feat, your secondary natural West Nile 1 Dex and 1d2 Dex and
1d4 days
virus 1 Con 1d2 Con*
attacks suffer a -5 penalty.
*If damage is sustained, make a second saving throw Benefit: You gain a +4 bonus to Escape Artist
to avoid 1 point being permanently drained (instead of checks. When attempting to escape a grapple, the
damaged). opponent does not add a size bonus to its grapple
check.
POWER DIVE
You make deadly dive attacks from the sky. STRONG FLYER
Prerequisite: Base Attack Bonus +5, Complete You can carry a heavy load when flying.
Wing Development Prerequisite: Strength 15, Complete Wing
Benefit: When you make a Dive attack, it inflicts Development
triple damage. If your maneuverability is Average (or Benefit: You may carry a heavy load and move at
less), you must land after performing this attack (as your listed flight speed.
you must end your movement and cannot hover). If Normal: The character may only carry a Medium
your maneuverability is Perfect, this maneuver may be load and move at full speed.
combined with the Flyby attack feat.
STUNNING BOOM
POUNCE Your shriek is powerful enough to stun opponents.
With a great leap to attack, you can unleash the full Prerequisite: Shriek (mutation).
fury of your attacks while throwing yourself into the Benefits: In addition to normal damage, targets
fray. struck by your shriek must make a Fortitude save
Prerequisite: Dexterity 13, Adrenaline Control, (equal to the DC of your Shriek mutation) or become
Increased Movement, or Simian Deformity. stunned for 1 round.
Benefit: During the first round of combat, you may
move and then use an attack action to make a full SUPER MUTANT
round attack. You may use this feat if the move action A mutant with this feat is heavily mutated. Whether
is a charge. through mutant parents or as a result of the
environment, he has more mutations than average.
REMOVE DEFECT Benefit: The mutant gains an additional mutation.
A mutant with this feat represents the future of The same mutation may be selected more than once
humanity. Through natural selection, she has shed the (this advances the mutation a level). In addition, each
defects of previous generations. She is the next step in time this feat is taken, the mutant suffers a –2 penalty
human evolution, destined to wipe out lesser races as to Medical Incompatibility checks.
Homo Sapiens did to the Neanderthal. Special: This feat may only be taken at first level. A
Benefit: This feat will remove one defect (or defect player may take this feat multiple times.
level) from a character.
Special: This feat may only be taken at first level. SUREFOOTED
A player may take this feat multiple times to remove Your small size makes you nimble and athletic.
additional defects. Prerequisite: Dwarfism
Benefit: You gain a +2 racial bonus on Climb, Jump,
REND and Move Silently checks.
When attacking with your claws, you can make a rend
attack. TEARING BITE
Prerequisite: Strength 16, Claws You dart in and tear at prey with your jagged
Benefit: If you hit with 2 or more claw attacks, mandibles, beak, saber teeth, or other rigid mouthpart.
you latch onto your opponent’s body and tear the Prerequisite: Serrated Dental Development
flesh. This attack automatically deals damage equal Benefit: In addition to normal damage, your
to double your claw damage plus one and a half your bite wound bleeds for 1 point of damage per round
Strength bonus. For example, a mutant with Claws that thereafter. Multiple wounds from the bite cause
do 1d6 damage and a Strength of 18 will have a rend cumulative bleeding damage. The bleeding can be
attack that deals 2d6+6 damage. You may only rend stopped by a successful Treat Injury check (DC 15) or
once per round. the application of appropriate medicine.

SPINELESS WINGOVER
Though not truly an invertebrate, you can move
through tight spaces with fluid ease.
You can change direction quickly while flying.
Prerequisite: Fly speed.
141
Prerequisite: Abnormal Joint Flexibility or Benefits: You can change direction quickly
Elongation once each round as a free action. This feat allows
you to turn up to 180 degrees regardless of your CLAIRAUDIENCE
maneuverability in addition to any other turns you are You can hear a location that is a great distance away
normally allowed. You cannot gain altitude during a by simply concentrating on the location.
round when you execute a wingover, but you can dive. Prerequisite: Precognition, Concentration 3 ranks.
The change of direction consumes 10 feet of your Benefit: This ability enables you to concentrate on
movement. some locale and hear it as if you were there. Distance
is not a factor, but the locale must be known—either a
WITHSTAND place familiar to you or an obvious place.
You can shrug off the deadliest of blunt blows and Action: Move.
remain standing. Duration: One minute plus one minute per
Prerequisite: Increased Body Density or Skeletal Precognition advancement.
Fortification Usage: Precognition.
Benefit: Whenever you receive bludgeoning
damage in combat, you may spend an action point and CLAIRVOYANCE
negate the damage. You can see a location that is a great distance away by
simply concentrating on the location.
NEURAL FEATS Prerequisite: Precognition, Concentration 3 ranks.
Benefit: This ability enables you to concentrate on
The following are neural feats.
some locale and see it as if you were there. Distance
Each of these feats requires a
is not a factor, but the locale must be known—either a
specific neural mutation (or
place familiar to you or an obvious place.
group) as a prerequisite.
Action: Move.
Unlike standard feats, neural
Duration: One minute plus one minute per
feats have two more attributes
Precognition advancement.
to their description. Unless
Usage: Precognition.
stated otherwise, these abilities
are attack actions.
Action: What type of action to perform the feat: DANGER SENSE
free, move, attack, or full. You can sense danger unforeseen by others.
Duration: How long the feat’s effects last. Prerequisites: Precognition, Foresight,
Usage: Indicates whether the power has unlimited Concentration 5 ranks.
use or counts against the mutants pool of Precognition, Effect: You sense the presence of danger before it
Telekinesis, or Telepathy uses per day. happens. You do not know the nature of the danger;
only that it is imminent. As a result, you cannot be
caught flat-footed, gain a +4 insight bonus to Reflex
PRECOGNITION FEATS saves to avoid traps and a +4 insight bonus to Defense
against attacks by traps
BATTLE PLAN Action: Free.
You can see the course of a battle in your mind. The Duration: Instant.
further out you forecast the battle, the more variables Usage: Unlimited.
come into play, and the less accurate you can be.
Prerequisites: Precognition, Foresight, Precognitive FORESIGHT
Combat, Concentration 8 ranks. You gain glimpses of the very near future. To the
Benefit: You decide when this ability is activated casual observer (someone without the recognition
how long it will last, from 1 round to 3 rounds. If the class ability) this will appear as though you have
duration is one round, you gain a +10 insight bonus lightning fast reflexes.
to one attack roll, damage roll, saving throw, or skill Prerequisite: Precognition, Concentration 3 ranks.
check for that round. If the duration is two rounds, Effect: You gain an insight bonus to initiative equal
you gain a +5 on any one roll in each of those two to your Wisdom modifier plus one for each time you
rounds, and if the duration is 3 rounds, you gain a +3 have advanced your Precognition mutation. These
on any one roll in each of those three rounds. bonuses stack with any other initiative bonuses you
Action: Free. possess, including Improved Initiative and Dexterity
Duration: Up to 3 rounds. modifier.

142
Usage: Precognition. Action: Free.
Duration: Combat.
Usage: Unlimited.
PRECOGNITIVE COMBAT PERCEIVE OUTCOME
You sense your opponent’s defensive measures before You can gain insight into the outcome of one action.
they are taken. Prerequisites: Precognition, Foresight,
Prerequisites: Precognition, Foresight, Concentration 5 ranks.
Concentration 5 ranks. Effect: After you have made a d20 roll (attack roll,
Effect: You gain an insight bonus equal to your skill check, or similar action), you may choose to
Wisdom modifier to attack rolls. Activating this commit to that action or take a different action. You
ability is a free action and lasts to the end of combat. must declare you are using this ability before you
Action: Free. roll and may not attempt the same action twice. For
Duration: Combat. example, you declare you are using Perceive Outcome
Usage: Precognition. on an attack roll with your sword. You fail to hit an
enemy with your sword. With this knowledge, you
PRECOGNITIVE DODGE then choose to tumble away instead of attacking. This
You sense your opponent’s attacks before they are ability may only be used once per round.
launched. Action: Free.
Prerequisites: Precognition, Foresight, Duration: One d20 roll.
Concentration 5 ranks. Usage: Precognition.
Effect: You gain a dodge bonus to your Defense
equal to your Wisdom modifier and cannot be flanked SECOND CHANCE
while this ability is functioning. Activating this ability You can gain insight into the outcome of one action
is a free action and lasts to the end of combat. and use that knowledge to try again.
Action: Free. Prerequisites: Precognition, Foresight, Perceive
Duration: Combat. Outcome, Concentration 8 ranks.
Usage: Precognition. Effect: After using Perceive Outcome, you can
attempt the same action, using the knowledge of the
PRECOGNITIVE REFLEXES outcome to improve your chances. You gain an insight
You see your opponent’s attacks before they are bonus to the roll equal to your Wisdom modifier. This
launched. ability may only be used once per round.
Prerequisites: Precognition, Foresight, Action: Free.
Precognitive Dodge, Concentration 8 ranks. Duration: One d20 roll.
Effect: For one round, the mutant may take an Usage: Precognition.
attack of opportunity on every opponent that attempts
to make a melee attack against him. He may only take
one attack of opportunity per opponent. If he hits the
TELEKINESIS FEATS
attacker, the opponent’s attack misses. These attacks
of opportunity do not count against your attacks of LEVITATION
opportunity for that round. You have mastered Telekinesis sufficiently to allow
Action: Free. you to float above the ground and move around at a
Duration: One Round. sedate pace.
Usage: Precognition. Prerequisites: Telekinesis, Telekinetic Hand,
Telekinesis Mastery, Concentration 8 ranks.
Effect: You may float above the ground and move
PERCEIVE DANGER yourself telekinetically. This requires a move action.
A heightened form of danger sense, this ability allows You may float with a speed of 20 feet and may go
you to actually visualize danger before it happens. as high as 30 feet above the ground. The amount of
Prerequisites: Precognition, Foresight, Danger weight you may carry with you is determined by the
Sense, Concentration 8 ranks. Telekinesis mutation (your body weight does not count
Effect: When you are required to make a Reflex towards this).
save, you may, instead, make a Will save to avoid Special: If the duration ends before you have
the danger. If the save is successful, you suffer no ill landed, you immediately drift to the ground without
effects. Just like the Evasion ability, if a successful harm (unless you choose to activate the feat again).
save normally dictates half damage, you suffer no Action: Move.
damage. Duration: 5 rounds plus one round per Telekinesis
143
Action: Free. Advancement.
Duration: One d20 roll. Usage: Telekinesis.
Usage: Precognition.
RAIN OF OBJECTS a full round action.
You shower your opponent with a storm of small Action: Attack.
objects in combat, damaging and distracting him. Duration: Full round attack
Prerequisites: Telekinesis, Telekinetic Hand, Usage: Telekinesis.
Concentration 3 ranks.
Effect: You make a ranged attack against your TELEKINETIC DISARM
opponent. If this attack is successful, you inflict 1d6 You can deprive your opponent of his weapon with
points of bludgeoning damage plus one for each time telekinetic force at a distance.
you have advanced your Telekinesis mutation. The Prerequisites: Telekinesis, Telekinetic Hand,
target also suffers a –1 penalty to attack rolls on the Concentration 5 ranks.
round this ability is used. This ability is an attack Effect: You may make a Disarm attack at range.
action and has a range increment of 10 feet. Except for the fact that this ability may be used at
Action: Attack. range, this attack works like the normal Disarm
Duration: One attack. maneuver (use your Constitution, rather than Strength
Usage: Unlimited. for the opposed check, however).
Action: Attack.
TELEKINETIC MASTERY Duration: One Disarm attempt.
You have mastered the skill of basic Telekinesis. You Usage: Telekinesis.
can now move more weight and unwilling targets.
Additionally, you can move objects faster. TELEKINETIC GUIDE
Prerequisites: Telekinesis, Telekinetic Hand, Using Telekinesis, you can help guide and propel
Concentration 5 ranks. thrown weapons.
Effect: This ability doubles the amount of weight Prerequisite: Telekinesis, Concentration 3 ranks.
you are capable of moving with Telekinesis and allows Effect: You can direct a thrown weapon in flight,
you to move objects at a speed of 20 feet per round. giving that weapon +2 to hit and increasing its range
In addition, you move unwilling creatures or items increment by 50%.
they hold. Unwilling creatures are granted a Strength Action: Free.
check (DC 10 + your Constitution modifier) to negate Duration: One Attack.
the effects. Usage: Unlimited.
Action: Attack.
Duration: 5 rounds plus one round per Telekinesis
advancement
TELEKINETIC HAND
You are beginning to master your telekinetic abilities,
Usage: Telekinesis.
and can now create a telekinetic hand that is able to
grasp and handle objects
TELEKINETIC THROW Prerequisite: Telekinesis, Concentration 3 ranks.
You can use Telekinesis to hurl one object at another Effect: You can use a telekinetic hand to grasp and
object. handle objects just like a normal hand. It can open
Prerequisites: Telekinesis, Telekinetic Hand, doors, turn keys, or attack with weapons. Whatever
Telekinesis Mastery, Rain of Objects, Concentration 8 action the telekinetic hand takes is counted against
ranks. your actions for that round. For example, if the
Effect: You can hurl one object toward another telekinetic hand opened a door, it uses your move
target within 20 feet plus 20 feet per Telekinesis action. If the telekinetic hand attacks with a melee
advancement of each other. You must be able to weapon, it uses your attack action. The telekinetic
move the weight of the object you are attempting to hand may make a full round action. Using a move
throw (see Telekinesis mutation) and it must be within action, you can move the telekinetic hand 20 feet.
the range of your Telekinesis. Unwilling creatures The telekinetic hand’s cannot be damaged and is
are granted a Will save (DC 10 + your Constitution considered a medium sized hand. It can hold only
modifier) to avoid being thrown. half the weight as your Telekinesis ability and has +0
To hit the target, you must succeed at an attack strength modifier. You can only create and control
roll, using your base attack plus Intelligence modifier. one telekinetic hand at a time. Creating a telekinetic
Both the target and thrown objects take the same hand is a move-equivalent action. A telekinetic hand
damage. The game master must determine the is nearly invisible (three quarters concealment) when
damage, ranging from 1 point per 25 pounds (for less not holding an object. Observant creatures may notice
144 dangerous objects) to 1d6 points of damage per 25
pounds for harder, denser objects (maximum 10d6).
a visual distortion in the space it occupies with a
successful spot check (DC 16).
Throwing a typical humanoid at another humanoid Special: If you attempt to take a full round attack
does 1d6 damage per 25 pounds. Telekinetic Throw is action, using both your telekinetic and natural hands,
your telekinetic hand is considered a secondary attack, TELEKINETIC SHIELD II
suffering all the relevant penalties. You have learned how to focus your telekinetic
Action: Move to create. abilities to create a powerful “shield” of force to
Duration: 5 rounds plus one round per Telekinesis deflect attacks.
advancement. Prerequisites: Telekinesis, Telekinetic Shield,
Usage: Unlimited. Concentration 5 ranks.
Effect: You can create a shield in front of you that
TELEKINETIC HAND II provides three quarters cover (+7 Defense and +3 on
You can now create two telekinetic hands that are able Reflex saves against attacks that affect your area), but
to grasp and handle objects. does not impede you in any way. Raising a telekinetic
Prerequisite: Telekinesis, Concentration 5 ranks. shield is a move-equivalent action. Observant
Effect: This ability functions the same as Telekinetic creatures may notice a visual distortion in the space
Hand except that you may create an additional hand. around you with a successful spot check (DC 14).
The additional hand may be used in conjunction with Action: Move.
the first telekinetic hand to hold a 2-hand weapon or Duration: 5 rounds plus one round per Telekinesis
may function on its own. You may move both hands advancement.
20 feet with a single move action. If you take a full Usage: Telekinesis.
round attack, attacking with both your telekinetic and
natural hands, the telekinetic hands are considered TELEKINETIC SLAM
secondary attacks, suffering all the relevant penalties. You strike your opponent with an improved blast of
You can create both telekinetic hands as a single pure telekinetic force.
move-equivalent action. Prerequisites: Telekinesis, Telekinetic Hand,
Action: Move to create. Telekinetic Punch, Concentration 8 ranks.
Duration: 5 rounds plus one round per Telekinesis Effect: You may make a ranged attack that inflicts
advancement. 2d6 points of bludgeoning damage plus 1d6 for each
Usage: Telekinesis. time you have advanced your Telekinesis mutation
(maximum 10d6).
TELEKINETIC PUNCH Action: Attack.
You strike your opponent with a blast of pure Duration: One Attack.
telekinetic force. Usage: Telekinesis.
Prerequisites: Telekinesis, Telekinetic Hand,
Concentration 5 ranks. TELEKINETIC SWORD
Effect: You may make a ranged attack that inflicts You can generate a melee weapon of kinetic energy
1d6 points of bludgeoning damage plus 1d6 for each using the power of your thoughts alone.
time you have advanced your Telekinesis mutation Prerequisites: Telekinesis, Telekinetic Hand,
(maximum 5d6). Concentration 5 ranks.
Action: Attack. Effect: The weapon sprouts from your palm and
Duration: One Attack. can be grasped without harm, permitting you to wield
Usage: Telekinesis. it like a sword. The telekinetic sword (critical 19-20,
x2) cannot be dropped or sundered, and it inflicts 1d6
TELEKINETIC SHIELD points of slashing damage plus 1d6 for each time you
You have learned how to focus your telekinetic have advanced your Telekinesis mutation (maximum
abilities to create a “shield” of force to deflect attacks. 3d6). Creating a telekinetic sword is a move-
Prerequisite: Telekinesis, Concentration 3 ranks. equivalent action. A telekinetic sword is visible and
Effect: You can create a shield in front of you that glows in a 10-foot radius.
provides half cover (+4 Defense and +2 on Reflex Action: Move.
saves against attacks that affect her area), but does Duration: 5 rounds plus one round per Telekinesis
not impede you in any way. Raising a telekinetic advancement.
shield is a move-equivalent action. A telekinetic Usage: Telekinesis.
shield is nearly invisible (three quarters concealment).
Observant creatures may notice a visual distortion in TELEKINETIC SWORD II
the space around you with a successful spot check (DC You can generate a melee weapon of powerful kinetic
16).
145
energy using the power of your thoughts alone.
Action: Move. Prerequisites: Telekinesis, Telekinetic Hand,
Duration: 5 rounds plus one round per Telekinesis Telekinetic Sword, Concentration 8 ranks.
advancement. Effect: The weapon sprouts from your palm and
Usage: Telekinesis. can be grasped without harm, permitting you to wield
it like a sword. The telekinetic sword (critical 19-20, Duration: One hour plus one hour per Telepathy
x2) cannot be dropped or sundered, and it inflicts 2d6 advancement.
points of slashing damage plus 1d6 for each time you Usage: Telepathy.
have advanced your Telekinesis mutation (maximum
6d6). Creating a telekinetic sword is a move- CHARM PERSON
equivalent action. You can make a humanoid creature (mutant or human)
Action: Move. regard you as his or her trusted friend and ally.
Duration: 5 rounds plus one round per Telekinesis Prerequisites: Telepathy, Attraction Trigger,
advancement. Concentration 5 ranks.
Usage: Telekinesis Effect: If the target of this ability fails a Will Save
(DC 10 + the your Charisma modifier), he or she is
TELEPATHY FEATS charmed. If the target is currently being threatened or
attacked by you or allies, however, the subject receives
a +5 bonus on his or her saving throw.
ANXIETY TRIGGER You cannot control the charmed creature as if he
You unleash a deep-seated phobia into the conscious or she was an automaton, but he or she does perceive
mind of your target. your words and actions in the most favorable way. You
Prerequisite: Telepathy, Concentration 3 ranks. can try to give the subject orders, but you must win an
Effect: By unleashing the fears that dwell deep opposed Charisma check to convince the subject to do
inside the mind of everyone, you trigger an anxiety anything he or she would not ordinarily do. (You can’t
attack in your opponent. If the victim of this attack try again.) A charmed creature never obeys suicidal
fails a Will save (DC 10 + your Charisma modifier), or obviously harmful orders. Any act by you or your
the target suffers an anxiety attack, becoming shaken. apparent allies that threatens the charmed creature
A shaken character takes a –2 penalty on attack rolls, breaks the power.
saving throws, and skill checks. If the target makes If the target makes the save, he or she is immune to
the save, he or she is immune to this ability for 24 this ability for 24 hours.
hours. Action: Attack.
Action: Attack. Duration: One hour plus one hour per Telepathy
Duration: 5 rounds plus one round per Telepathy advancement.
advancement. Usage: Telepathy
Usage: Unlimited.
DOMINATION
ATTRACTION TRIGGER You can assert your will over another creature and
You plant a compelling attraction in the mind of the control his or her actions.
target. Prerequisites: Telepathy, Attraction Trigger, Charm
Prerequisite: Telepathy, Concentration 3 ranks. Person, Concentration 8 ranks.
Effect: If the target of this ability fails a Willpower Effect: If the target of this ability fails a Will Save
Save (DC 10 + your Charisma modifier), he or she (DC 10 + your Charisma modifier), he or she is under
is attracted toward a particular person, an object, an your direct control. You establish a telepathic link
action, or an event. The target takes reasonable steps with the target’s mind. If you and your subject share
to meet, get close to, attend, find, or perform the object a common language, you can generally force the
of its implanted attraction. For the purposes of this subject to perform, as you desire, within the limits
power, “reasonable” means that while fascinated, the of the subject’s abilities. If no common language is
target doesn’t suffer from blind obsession. The target shared, you can only communicate basic commands.
will not undertake obviously self-destructive actions. You know what the target is experiencing but do not
The subject can still recognize danger, but will not flee receive direct sensory input from him or her.
unless the threat is immediate. If the target makes the The target resists this control, and if forced to take
save, he or she is immune to this ability for 24 hours. an action that goes against his or her nature he or she
Successfully instilling an attraction to another receives a new saving throw with a bonus of +1 to +4,
person in your target does not mean that the target depending on the type of action required. Obviously
will follow orders from that person indiscriminately. self-destructive orders are ignored, regardless of the
However, the target will view the object of his result of the saving throw.
attraction favorably and will listen (even if he Once control is established, the range at which it can
146 disagrees). This power grants a +4 circumstance bonus
to your Charisma modifier when dealing with the
be exercised is unlimited. You need not see the target
to control him or her.
subject. If the target makes the save, he or she is immune to
Action: Attack. domination attempts from you for 24 hours.
Action: Attack.
Duration: One day plus one day per Telepathy sight. Unwilling targets may attempt to block the
advancement. communication with a successful Will Save (DC 10 +
Usage: Telepathy your Charisma modifier). This ability may be used at
will as a free action.
FIGHT TRIGGER Action: Free.
You have learned how to stimulate one of the most Duration: Unlimited.
basic emotional triggers inside the mind of your target: Usage: Unlimited.
the fight response.
Prerequisites: Telepathy, Anxiety Trigger, MIND STUN
Concentration 3 ranks. You can mentally stun a target for a short duration.
Effect: You choose a target to become Enraged (+2 Prerequisite: Telepathy, Concentration 3 ranks.
morale bonus to Strength and Constitution scores, Effect: If the target of this ability fails a Will Save
+1 morale bonus to Will saves, -1 to Defense). This (DC 10 + your Charisma modifier), the target is
ability is an attack action and may only be used on a stunned. A character that becomes stunned loses his or
willing target. her Dexterity bonus, drops what he or she is holding,
Action: Attack. and can take no attack or move actions. In addition,
Duration: 5 rounds plus one round per Telepathy they take a –2 penalty to Defense.
advancement. Action: Attack.
Usage: Telepathy. Duration: Instant.
Usage: Unlimited.
FLIGHT TRIGGER
You have learned how to stimulate one of the most MIND BLAST
basic emotional triggers inside the mind of your target: You can mentally stun a target for a longer duration.
the flight response. Prerequisites: Telepathy, Mind Stun, Concentration
Prerequisite: Telepathy, Concentration 3 ranks. 5 ranks.
Effect: If the target of this ability fails a Will Effect: If the target of this ability fails a Will Save
Save (DC 10 + your Charisma modifier), the target (DC 10 + your Charisma modifier), the target is
is panicked. A panicked character flees as fast as stunned. A character that becomes stunned loses his or
possible and cowers if unable to get away. He defends her Dexterity bonus, drops what he or she is holding,
normally but cannot attack. If the target makes the and can take no attack or move actions. In addition,
save, he is immune to this ability for 24 hours. they take a –2 penalty to Defense.
Action: Attack. Action: Attack.
Duration: 5 rounds plus one round per Telepathy Duration: 5 rounds plus one round per Telepathy
advancement. advancement.
Usage: Telepathy. Usage: Telepathy.

LIE DETECTOR MIND STRIKE


By scanning for subtle surface cues in your target’s You can mentally attack a target, inflicting pain and
mind, you can tell with complete certainty whether agony.
your target is lying. Prerequisites: Telepathy, Mind Stun, Concentration
Prerequisites: Telepathy, Mental Communication, 5 ranks.
Concentration 5 ranks. Effect: You attack the target’s mind, causing 1d6
Effect: While this ability is active, you gain a +20 points of mental damage plus 1d6 for each time you
insight bonus to Sense Motive. Using this ability is a have advanced your Telepathy mutation (maximum
free action. 5d6). The target may make a Will save (DC 10 + your
Action: Attack. Charisma modifier) to reduce the damage by half.
Duration: 5 rounds plus one round per Telepathy Action: Attack.
advancement. Duration: Instant.
Usage: Telepathy. Usage: Telepathy.

MENTAL COMMUNICATION MIND CRUSH


You have learned the most basic form of telepathy, You can mentally attack a target, inflicting pain and
the ability to send and receive thoughts to and from a
willing target.
agony.
Prerequisites: Telepathy, Mind Stun, Mind Strike, 147
Prerequisite: Telepathy, Concentration 3 ranks. Concentration 8 ranks.
Effect: You may engage in silent, mind-to-mind Effect: You attack the target’s mind, causing 2d6
communication with any target in your line of points of mental damage plus 1d6 for each time
the mutant has advanced her Telepathy mutation Prerequisites: Telepathy, Mental Communication,
(maximum 10d6). The target may make a Will save Lie Detector, Concentration 8 ranks.
(DC 10 + your Charisma modifier) to reduce the Effect: If the target of this ability fails a Will save
damage by half. (DC 10 + your Charisma modifier), he enters into a
Action: Attack. trance and must answer questions truthfully to the
Duration: Instant. best of his ability. The trance lasts a maximum of
Usage: Telepathy. 10 minutes plus 10 minutes for each time you have
advanced your Telepathy mutation.
PSYCHIC INTERROGATION Action: Attack.
You place your target in a deep hypnotic trance in Duration: 10 minutes plus 10 minutes per Telepathy
which he cannot lie. advancement.
Usage: Telepathy.

TABLE 5-4: MUTATIONS AND DEFECTS


Mutation Benefit Advancement
Aberrant Horn Development Gore attack for 1d6 damage Increase damage dice (1d8, 2d6, 2d8)
Aberrant Endoskeletal Encasing DR of 2/- against piercing and ballistic attacks Inrease DR by 2
+2 on Escape Artist, Sleight of Hand, Tumble,
Abnormal Joint Flexibility Increases bonus by +2
Climb checks, and Grappling attempts.
Heal 2 hp per 10 minutes for bludgeoning,
Accelerated White Blood Cell Activity Increases the healing by 1
ballistic, piercing, and slashing damage.
+4 on Fortitude saves against chemicals, poisons,
Accumulated Resistance Increases the bonus by +2
drugs, and diseases
Acid Excretion Glands Ranged acid attack (1d6+1 per level) Increases the damage dice by 1d6
Adrenaline Control Adrenaline rush 1/day Additional adrenaline rush per day
Additional Limb Development See Text See Text
Autism +20 on Int skill on a 5-6 of a d6 Increased chance by 1
Blindsight Blindsight 10 feet Increase 10 feet
Chameleon Epidermis Chameleon Ability 1/day Additional Chameleon per day
Claws Claw attack for 1d6 damage Increases damage dice (1d8, 1d10, 2d6)
Complete Wing Development Fly 50 (Clumsy) Increases speed by 10
Dermal Suction +10 on Balance and Climb checks Increases bonus by +10
Posion Melee attack (DC14, Initial/Secondary Increases Fortitude DC by 2 and damage die
Dermal Poison Sap
Damage: 1d4/1d4 Str). (1d6, 1d8, 1d10).
1d6 piercing damage with grapple and +2 natural Increases damage die (1d8, 1d10) and armor
Dermal Spike Growth
armor bonus bonus by +2
Diurnal/Nocturnal +2 bonus to Strength or Dexterity Increases the bonus by +2
Dual Cerebellum Intelligence modifier doubled None
Dual Headed +1 Spot and Listen bonus and cannot be flanked None
Dwarfism Reduced one size category None
Elongation Extend limbs 5 rounds per Con mod Doubles duration
Energy Immunity Energy resistance 10 Increase resistance by 5
Energy-Retaining Cell Structure Absorbs energy Absorbs energy
Enhanced Respiration Hold breath for 1 extra minute per Con None
Acid touch attack does 20 damage to metal Increases acid damage by 10 for metal amd 1 for
Epidermal Acid Enzymes
objects and 1 to flesh flesh
Expanded Optic Orbit Negates effects that cause blindness None
Extreme Resilience Immune to critical 50% Immune to critical 100%
Hypnotize 2d4 HD creatures, Will save (DC 15), Increases HD of creatures affected by 1d4, Will
Fragrance Development
duration 2d4 rounds, and range 15 feet DC by 2, duration by 1d4, and range by 5 feet
Gamma-Ray Visual Sensitivity Radation detection None
Increases size by one category and +1 to Strength
Gigantism Increases Strength and Constitution by 1.
and Constitution
Touch attack does 1d4 acid damage and cannot
Increases acid damage by 1d4, duration by +2
Haemotoxin Sting heal naturally for a further 1d4+4 days. Fortitude
days, and Fortitude save DC by 2
save DC 20 negates.
Hyper Olfactory Scent 20 feet Increase range 10 feet
Increased Body Density DR 5/- to bludgeoning, concussion, slashing Inrease DR by 5
Increased Movement Speed increased by 10 feet Speed increased by 10 feet
Independent Cerebral Control Two Weapon Fighting feat None
Interior Moisture Reservoir Survive week without food or water survive additional week
Light Distortion Field Invisible 6 rounds per Con modifier per day Increases duration by 1 round per Con modifier
+2 on Spot, Search, Repair and Craft (Mechanics)
Multi-Faceted Eyes Increases bonuses by +2

148
checks
Multiple Stomachs Subsist on anything not inherently poisonous None
Multiple Eyes Cannot be flanked and gains +2 Spot checks Increases bonuses by +3
Contact does 1d4 acid damage and 2d6 Dexterity
Increases acid damage by 1d6, duration by 1d4
Neurotoxin Sting damage for 1d4 hours. Fortitude save DC 15
hours, and Fortitude save DC by 2
negates.
TABLE 5-4: MUTATIONS AND DEFECTS (CONT.)
Mutation Benefit Advancement
Neural Mutation - Precognition Will Save (DC 20) to avoid surprise Reduce Will save by 2.
Move objects weighing 10 lbs. per Con modifier Increases the weight by 10 lbs. times per Con
Neural Mutation - Telekinesis
at a speed of 10 feet per round. modifier
+2 bonus to Bluff, Diplomacy, Gather
Neural Mutation - Telepathy Increases bonuses by +1
Information, Intimidate, and Sense Motive checks
Optic Emissions 1d4+1 damage per character level ranged attack Increases damage by 1d4
Protective Dermal Development +4 natural armor bonus. Increases bonuses by +2
5-foot-wide heat blast that extends 10 feet and
Pyrokinetic Pulse Generation inflicts 1d6 heat damage per 2 character levels. Increases range by 10 ft and Reflex save DC by 1
Reflex save (DC 15) for half damage.
Radiation Immunity Immune to moderate radiation exposure Increase radiation exposure immunity on level
Regenerative Capability Double level for the purposes of natural healing Increases the multiplier by 1 (x3, x4, x5).
Respiratory Membrane Breathe underwater None
Sensitive Sight Low-light vision 60 feet Dark Vision 60 feet
Serrated Dental Development Bite attack 1d6 damage Increases damage dice (1d8, 1d10, 2d6)
10 foot radius sonic attack Fortitude save DC Increases radius by 5 feet, damage by 1d4,
Shriek 15 or take 1d4 damage and deafened for 1d6+4 duration by 1d4 rounds, and Fortitude save DC
rounds. Save negates by 2
Speed increased by 1/3, extend reach by 5 feet,
Simian Deformity None
and +4 to Climb checks
1d4 bludgeoning damage with fists and DR 1/- to Increases damage dice (1d6, 1d8, 1d10) and DR
Skeletal Fortification
bludgeoning by 1
Spontaneous Electric Charge Touch attack 2d6+1 electricity damage per
Increases damage by 1d6 and uses per day by 2.
Generation character level. Use 2 + Con modifier per day
Fortitude save DC 15 or –2 morale penalty on
attack rolls, weapon damage rolls, ability checks, Increases Fortitude save DC by 2 and range by
Stench
skill checks, and saving throws for 10 rounds. 5 feet
Range 10 feet.
Superior Kidney Development Immune to ingested poisons None
Defect Penalty Advancement
-2 to Charisma and –6 penalty to Diplomacy and
Aberrant Deformity None
Disguise checks
Adrenaline Deficiency -4 penalty Con checks and -2 Init Increase penalty by -4 and -2
-4 to Constitution and Strength when exposed to
Albinism Increase penalty by -4
natural light or other UV sources
Poisoned (Type: Contact DC15, Initial/Secondary
Increases the DC by 2 and the damage die by one
Anaphylaxis Damage: 1d6 Dex/1d6 Dex) when contact with
rank.
the offending material
Atrophied Cerebellum Reduce Intelligence, Wisdom, or Charisma by 2 Decreases another mental ability score by 2
-2 penalty to Concentration, Craft, Disable
Attention Deficit Increases penalties by –2
Device, Perform, and Repair skill checks
–2 to Charisma and –4 penalty to Bluff and
Bilirubin Imbalance None
Diplomacy checks
–2 to Charisma and –4 penalty to Bluff,
Bizarre Pigmentation None
Diplomacy, and Disguise skill checks
One quarter concealment of everything in her
Blindness Increases concealment by one quarter
field of view (10% miss chance)
-2 penalty Climb, Craft, Disable Device, Repair,
Brachydactyly Increases penalties by –2
Sleight of Hand, and Treat Injury
Consume 1/2 pound of flesh every 24-hours
Increases amount of flesh consumed by 1/2
Cannibalism or suffer a temporary loss of 1 Strength,
pound and increases ability score loss by 1
Constitution, and Dexterity
Critical threat range of all weapons used against
Critical Vulnerability Increases the critical threat range by 1
increases by 1
Cystic Fibrosis Lifespan of 20+2d10 years Reduce lifespan by 10 years
Can’t make listen checks and –4 to initiative
Deafness None
checks
Cannot read or write and suffer –2 penalty to any
Dyslexia None
skill check that requires reading
Speed reduced by 5 feet and -2 on Balance, Decreases speed by 5 feet and increases skill
Hemihypertrophy
Climb, Jump, and Swim checks. check penalties by -1
Wounds bleed for 1d6 rounds and heals half the Increases duration of bleeding by 2 rounds and
Hemophilia
normal hit points from rest and natural healing reduces natural healing (1/3, 1/4, 1/5)
Reduce speed by 5 and –1 reduction to his

149
Hunchback Decrease speed by 5 feet and Charisma by 1
Charisma score
-4 Fortitude saves against diseases and increases Additional -4 to Fortitude saves and increases
Immune-System Abnormality
disease’s initial and secondary damage by 1 disease’s initial and secondary damage by 1
Negative Chemical Reaction Medical Incompatibility check with d12 Lower die range (d10, d8)
-1 reduction to Dexterity and Charisma and -1 Additional –1 to Dexterity, Charisma, and Spot
Neuro-Fibromatosis
penalty on Spot checks. checks
TABLE 5-4: MUTATIONS AND DEFECTS (CONT.)
Defect Benefit Advancement
Blindness in any poorly lit or deeply shadowed
Night Blindness None
environment
Phobia Will save (DC 15) or Panic Increases the DC by 2
Photoluminescent Aural Emission Glow that sheds light up to 20 feet None
Photosensitivity Blindness in natural or bright light None
Pituitary Deformation Lifespan of 20+2d10 years Reduce lifespan by 10 years
Twice the normal damage from heat, cold,
Sensitivity electricity, acid, energy weapons, sonic attack, Increased the damage multiplier by 1 (x3, x4, x5)
poison, or radiation
–2 penalty on non-disease Fortitude saves and –1 Additional –2 penalty to Fortitude saves and a-1
Sickle Cells
reduction to Strength to Strength.
Increase damage taken from bludgeoning attacks
Skeletal Deterioration 50% more damage from bludgeoning attacks
by 50%
Fortitude save (DC 10 + damage inflicted) or lose Increases by 1 the number of times per day lose
Syncope
consciousness when take 10 damage once per day consciousness
Terminal Limb Deficiency Limb impaired Limb impaired
Underdeveloped Organ One underdeveloped organ Additional underdeveloped organ

TABLE 5-5: MUTANT FEATS


Feat Prerequisite Benefit
Aerial Maneuverability Dexterity 13, Complete Wing Development Maneuverability class increased
Str 25, Power Attack, Improved Bull Rush, size Large
Awesome Blow Knocked target back 10 feet
or larger.
Dealing bludgeoning damage, after making a successful
Constrict Strength 18, Gigantism
grapple check
Defect Adaptation Mutant Lower level of one defect
Duck Dexterity 14, Dodge, Dwarfism Dodge one ranged attack
Flyby Attack Complete Wing Development Take an attack action at any point during your move
Hover Fly Speed Hover in place
Horn Charge Aberrant Horn Development Gore attack that deals double damage on charge
Strength 17, Aberrant Horn Development, Claw, or
Improved Grab Start a grapple as a free action
Serrated Dental Development
Irradiated Radiation Resistance Cause radiation with unarmed attacks
Dexterity 13, Adrenaline Control, Increased Movement
Leaper Maximum jump distance is not limited by your height
or Simian Deformity
Secondary attacks with natural weapons suffer only a -2
Multiattack Three or more natural weapons
penalty
Secondary attacks with natural weapons suffer no
Improved Multiattack Three or more natural weapons, Multiattack
penalty
Penalties for fighting with multiple weapons are reduced
Multiweapon Fighting Three or more hands
by 2/6
Mutation Advancement Mutant Advance one mutation
Intelligence 13, Aberrant Endoskeletal Encasing, Dermal
Natural Armor Expertise +2 equipment bonus
Spike Growth, or Protective Dermal Development
Plague Carrier Accumulated Resistance Cause disease with unarmed attack
Dexterity 13, Adrenaline Control, Increased Movement,
Pounce Move and make a full round attack
or Simian Deformity.
Power Dive Base Attack Bonus +5, Complete Wing Development Dive attack inflicts triple damage
Remove Defect 1st level Remove one defect
Rend Strength 16, Claws Latch onto your opponent’s body and tear the flesh
+4 on Escape Artist checks and opponent does not add a
Spineless Abnormal Joint Flexibility or Elongation
size bonus to its grapple check
Strong Flyer Strength 15, Complete Wing Development Carry a heavy load and move at listed flight speed
Targets of shriek must make a Fortitude save or become
Stunning Boom Shriek
stunned
Super-Charismatic - Charisma modifier is doubled
Super Mutant 1st level Extra mutation

150
Surefooted Dwarfism 2 on Climb, Jump, and Move Silently
Tearing Bite Serrated Dental Development Bite wound bleeds for 1 point of damage per round
Turn up to 180 degrees regardless of your
Wingover Fly Speed
maneuverability
Withstand Increased Body Density or Skeletal Fortification Spend an action point and negate bludgeoning damage
TABLE 5-6: NEURAL FEATS
Feat Prerequisite Benefit
Anxiety Trigger Telepathy, Concentration 3 ranks Target suffers an anxiety attack
Fight Trigger Telepathy, Anxiety Trigger, Concentration 3 ranks Target is enraged
Target attracted toward a person, object, action, or
Attraction Trigger Telepathy, Concentration 3 ranks
event
Charm Person Telepathy, Attraction Trigger, Concentration 5 ranks Target is charmed
Telepathy, Attraction Trigger, Charm Person,
Domination Target is Dominated
Concentration 8 ranks
Clairaudience Precognition, Concentration 3 ranks Hear location it as if you were there
Clairvoyance Precognition, Concentration 3 ranks See location it as if you were there
Flight Trigger Telepathy, Concentration 3 ranks Target is panicked
Foresight Precognition, Concentration 3 ranks Initiative bonus equal to Wis modifier
Danger Sense Precognition, Foresight, Concentration 5 ranks Target is Dominated
Precognition, Foresight, Danger Sense, Concentration
Perceive Danger Make Will save instead Reflex save
8 ranks
Precognitive Combat Precognition, Foresight, Concentration 5 ranks Insight bonus equal to Wisdom modifier to attack rolls
Precognition, Foresight, Precognitive Combat, Insight bonus to attack rolls, damage rolls, saving
Battle Plan
Concentration 8 ranks throws, or skill check for 1-3 rounds.
Dodge bonus to Defense equal to Wisdom modifier and
Precognitive Dodge Precognition, Foresight, Concentration 5 ranks
cannot be flanked.
Precognition, Foresight, Precognitive Dodge, Take attack of opportunity on every opponent that
Precognitive Reflexes
Concentration 8 ranks attempts to make a melee attack.
Perceive Outcome Precognition, Foresight, Concentration 5 ranks Know the outcome of one action
Precognition, Foresight, Perceive Outcome, You can attempt the same action, using the knowledge
Second Chance
Concentration 8 ranks of the outcome to improve your chances
Mental Communication Telepathy, Concentration 3 ranks Mind-to-mind communication
Telepathy, Mental Communication, Concentration 5
Lie Detector +20 insight bonus to Sense Motive
ranks
Telepathy, Mental Communication, Lie Detector, Target enters trance and must answer questions
Psychic Interrogation
Concentration 8 ranks truthfully to the best of his ability
Mind Stun Telepathy, Concentration 3 ranks Target is stuned for 1 round
Target stunned for 5 rds + 1 rd per Telepathy
Mind Blast Telepathy, Mind Stun, Concentration 5 ranks
advancement
Mind attack causing 1d6 damage plus 1d6 per
Mind Strike Telepathy, Mind Stun, Concentration 5 ranks
Telepathy advancment (max 5d6).
Telepathy, Mind Stun, Mind Strike, Concentration 8 Mind attack causing 2d6 damage plus 1d6 per
Mind Crush
ranks Telepathy advancment (max 10d6)
Telekinetic Guide Telekinesis, Concentration 3 ranks +2 to hit and increase range increment by 50%.
Telekinetic Hand Telekinesis, Concentration 3 ranks Telekinetic hand to grasp and handle objects
Inflict 1d6 bludgeoning damage + 1 per Telekinesis
Rain of Objects Telekinesis, Telekinetic Hand, Concentration 3 ranks
advancment.
Telekinesis, Telekinetic Hand, Telekinetic Mastery,
Hurl one object toward another target within 20 feet
Telekinetic Throw Rain of Objects,
plus 20 feet per Telekinesis advancement.
Concentration 8 ranks
Telekinetic Disarm Telekinesis, Telekinetic Hand, Concentration 5 ranks Make a Disarm attack at range.
Doubles weight you can move and objects move at a
Telekinetic Mastery Telekinesis, Telekinetic Hand, Concentration 5 ranks
speed of 20 feet per round
Telekinesis, Telekinetic Hand, Telekinesis Mastery, Float with a speed of 20 feet and may go as high as 30
Levitation
Concentration 8 ranks feet above the ground.
Inflicts 1d6 bludgeoning damage plus 1d6 for per
Telekinetic Punch Telekinesis, Telekinetic Hand, Concentration 5 ranks
Telekinesis advancement (max 5d6)
Telekinesis, Telekinetic Hand, Telekinetic Punch, Inflicts 2d6 bludgeoning damage plus 1d6 for per
Telekinetic Slam
Concentration 8 ranks Telekinesis advancement (max 10d6)
Sword inflicts 1d6 slashing damage plus 1d6 per
Telekinetic Sword Telekinesis, Telekinetic Hand, Concentration 5 ranks
Telekinesis advancement (max 3d6)
Telekinesis, Telekinetic Hand, Telekinetic Sword, Sword inflicts 2d6 slashing damage plus 1d6 per
Telekinetic Sword II
Concentration 8 ranks Telekinesis advancement (max 6d6)
Telekinetic Hand II Telekinesis, Telekinetic Hand, Concentration 5 ranks 2 Telekinetic hand

151
Telekinetic Shield Telekinesis, Concentration 3 ranks Shield that provides half cover
Telekinetic Shield II Telekinesis, Telekinetic Shield, Concentration 5 ranks Shield that provides three quarter cover
CHAPTER 6:

ARTIFACTS OF
THE ANCIENTS
“Mr. President, we are rapidly approaching
a moment of truth both for ourselves as
Every scav, raider, and merchant knows
that the scarred lands of the Twisted Earth, though
human beings and for the life of our nation.
seemingly desolate and broken to the untrained eye,
Now, truth is not always a pleasant thing.
are anything but “empty”. Though a wild, unchecked
But it is necessary now to make a choice, to
wind howls mercilessly by day and night in some
choose between two admittedly regrettable,
regions, and the sun is unfettered in torturing the
but nevertheless *distinguishable*, postwar
earth with it’s searing blaze, hidden among the sands,
environments: one where you got twenty
lost hills, and naked mountains are jewels of a sort.
million people killed, and the other where you
Even the dark smudges of fused glass and molten
got a hundred and fifty million people killed.”
metal once known as cities, which often sprout like
“You’re talking about mass murder, General,
unexpected flowers in the sand, bear treasures worth
not war!”
searching for, finding, and bringing back to life.
“Mr. President, I’m not saying we wouldn’t
get our hair mussed. But I do say no more than
ten to twenty million killed, tops. Uh, depending
on the breaks.”

- General “Buck” Turgidson and President


Merkin Muffley, Dr. Strangelove
of fresh water), and thus the only system that remains
WHAT CAN AND CAN’T BE BOUGHT viable is barter.
When all is said and done, it is All items in Darwin’s World are given a base value
really up to the GM to determine in “cp” (see Corium, below), intended to permit the
what items can and cannot referee to regulate the basic value of items for trades
be bought. In general, it is and barter.
suggested that firearms (but A referee should feel free to modify an item’s value
not primitive black powder depending on local availability (one way to get excess
weapons), energy weapons, and gear out of characters’ hands if they’re getting too
advanced armor types be out of reach. They are far powerful)!
too precious for most communities to even consider
trading. Automatic weapons may be made available
to certain characters whose origins are suggestive of a CORIUM PIECES
more advanced culture or military organization. (CP; EQUALS ONE “GOLD PIECE” OR “DOLLAR”)
Most other artifacts will be hoarded as precious Corium is a resource widely accepted throughout the
reminders of man’s glory - as a result, even something Twisted Earth as a universal form of “money”. When
as useless as a TV set’s remote control will probably a nuclear reactor melts down, the molten core often
not be for sale. Only common things such as food, cools into pillar-like formations of metal that glow
basic clothing, and post-war survival gear (sun hats, with a subtle incandescence in the dark, generating its
canvas bags, etc) will be available in the typical own internal heat.
market. Corium is mined throughout the wasteland in spots
The exception to this rule is in the case of a known to have once been reactors or power plant
campaign that uses a detailed trade settlement as its facilities; miners risk long-term radiation dangers,
base. It is useful to keep a list of things characters but the profit is immense for those willing to put on a
have sold off at markets. If characters die off, a new helmet and go down beneath the earth into the core.
party may come to the same market and find these Many communities use slaves or conscripts instead
things still for sale. Then again, even if the party to mine their corium deposits. In any event, corium
lives, it may need to buy those items back for some metal is typically formed into “coins” (generally the
unforeseen reason. In this manner the referee can shape is flat oval nuggets) and used as a monetary unit
create a market with real items of value for sale, not – and their mines jealously guarded.
just “common goods”, with a widely fluctuating stock. Though of little practical use, corium cannot be
duplicated or falsified, and thus remains widely
STARTING GEAR accepted as currency for trade, in place of or
All characters in Darwin’s World start with a certain supplementing traditional barter.
amount of equipment. The amount of gear given Variation: In some places, corium pieces might
is meant to represent years of scrounging, pack rat instead be replaced by a currency of bottle caps, hand-
hoarding, etc. printed “pay slips”, or transferable meal tickets good
The amount of money a character begins with is for one meal in that community’s soup kitchens.
given under his Occupation.
CORIUM PIECES VS. WEALTH
The Wealth system presented in d20 Modern, while
TRADE ideal for the complex economy of modern times,
An essential part of playing Darwin’s World is trade does not function well in a post-apocalyptic setting.
- characters will, no doubt, at some point wish to cash Characters in Darwin’s World rarely have large assets,
in artifacts and excess items for goods and/or services. and the markets and bazaars are limited. With scarce
Trade is essential to acquiring things characters can’t resources, supply and demand is in constant flux.
find on their own, whether its food, weapons, or What is cheap in one community may be priceless in
simple spare parts. As a result, this section deals with another.
trade, barter, and bargaining. For completeness, we have included the relevant
equipment from from d20 Modern. These prices take
BARTER VS. A COIN-BASED ECONOMY into consideration the resources available in post-
The economy of the post-holocaust world is based apocalyptic earth and the lack of mass production.
mainly on barter (the exchange of equitable goods), Few, if any, of the items present in d20 Modern
since the existing currencies of the world have long are manufactured in mass quantities. Only skilled

153
been valueless – copper and nickel simply don’t cut it craftsmen, a rarity in the wastelands, produce these
when there’s an emptiness in your stomach. Indeed, items now. Often, when characters are purchasing
even fancy minerals and metals like gold and silver equipment, they are receiving items salvaged by
holds little or no value in Darwin’s World (sure gold traders and scavs found among the ruins of the
is pretty, but a bar of it is far less valuable than a liter Ancients.
FIREARMS This weapon features a three-round burst setting.
When used with the Burst Fire feat, it fires only three
bullets instead of five and can be used with only three
Still in use, after all these
bullets in the weapon. This setting does not grant the
decades, are the primitive
ability to make burst fire attacks without the Burst Fire
firearms—weapons that
feat; if a character uses the setting without the feat, he
fire (in general) projectiles
or she makes a normal attack, and the extra two bullets
of lead or lead shot. This
are wasted.
section includes a selection
of both generic firearms (such as
black powder weapons) and specific “near futuristic BLACK POWDER PISTOL
firearms” not covered in the d20 Modern rulebook. These primitive weapons are still created in the
For completeness, this section includes those firearms wasteland, and resemble their historical counterparts in
from d20 Modern that are commonly found in the both appearance and function. Indeed, some museum
wasteland. pieces are still around, used in the manner for which
they were originally intended for, but in the hands of
raiders, thugs, and killers.
CRAFTING FIREARMS A black powder pistol requires a full-round action to
Some skilled characters will want to Craft their
reload.
own firearms. Crafting anything modern (or more
advanced) is difficult in post-apocalyptic earth.
Resources and knowledge are rare. Even if the CALICO M100
characters posses knowledge of mechanics, the The Calico M100 was a revolutionary weapon that
technology of firearms is even more of a specific made use of a special helical magazine, which feeds
science. Unless the character has the Modern Firearms the ammunition into the weapon along a curled, helix-
Discipline feat, he suffers a –4 non-discipline penalty like train. Attached to the upper back of the weapon,
to Craft checks when creating firearms. it gives the M100 a unique appearance. Using .22
Crafting a firearm typically takes 24 hours and long rifle ammunition, this permits the magazine to
requires raw material equal to one third of the cost of hold an unprecedented 100 rounds! The Calico M100
the item. The raw materials can be bought or salvaged is light enough to be fired in one hand, though longer
(see the Repair skill). Gamemasters should require (and heavier) 9mm versions require a wood or folding
that salvage materials be from moderate or greater stock.
mechanical objects. Each firearm has a Craft DC. The M-100, when broken down, can fit in a standard
Craft DCs for firearms found in d20 Modern can be backpack. Disassembling the weapon is a full-round
found in the appendix. action.
This weapon features a three-round burst setting.
When used with the Burst Fire feat, it fires only three
HANDGUNS rounds instead of five and can be used with only three
rounds in the weapon. This setting does not grant the
BERETTA 92F ability to make burst fire attacks without the Burst Fire
The standard service pistol of North American feat; if you use the setting without the feat, you make a
militaries and many law enforcement agencies. normal attack, and the extra two rounds are wasted.
Though low-powered, the high ammunition capacity
BERETTA 93R of the M100, as well as the widespread availability
This close relative of the Beretta 92F looks like a large of .22 long rifle ammunition (used in many sport and
autoloader but can fire on automatic. It sports a fold- “varmint” rifles before the Fall), have made this a
down grip in front of the trigger guard, an extendable weapon prized by scavs and others who must survive
steel shoulder stock that is attached to the butt of the for long periods without contact with civilization.
pistol, and an extended magazine.

154 Black Powder Pistol

Calico M100
TABLE 6-1: FIREARMS
Rate of Craft
Weapon Old Damage Critical Type Range Magazine Size Weight Cost
Fire DC
Pistols (require the Personal Firearms Proficiency feat)
Beretta 92F (9mm autoloader) 2d6 20 Ballistic 40 ft. S 15 box 3 lb. Small 160 cp 25
Black powder pistol (special pistol) 2d6 20 Ballistic 20 ft. Single 1 int. 3 lb. Small 100 cp 16
Colt Python1 (.357 revolver) 2d6 20 Ballistic 40 ft. S 6 cyl. 3 lb. Medium 160 cp 25
Dart pistol (special pistol) See text - - 20 ft. Single 1 int. 3 lb. Small 200 cp 17
Desert Eagle (.50AE autoloader) 2d8 20 Ballistic 40 ft. S 9 box 4 lb. Medium 180 cp 25
FA Casull (.50AE revolver) 1 2d8 20 Ballistic 40 ft. Single 5 cylinder 6 lb. Medium 120 cp 23
Glock 17 1 (9mm autoloader) 2d6 20 Ballistic 30 ft. S 17 box 2 lb. Small 180 cp 25
Glock 20 1 (10mm autoloader) 2d6 20 Ballistic 40 ft. S 15 box 3 lb. Small 200 cp 25
GSh-18 (9mm* autoloader) 2d6 20 Ballistic 30 ft. S 18 box 1 lb. Small 200 cp 25
MP-443 Grach (9mmR autoloader) 2d6 20 Ballistic 30 ft. S 17 box 2 lb. Small 180 cp 25
PSM (5.45mmR autoloader) 2d6 20 Ballistic 30 ft. S 8 box 1 lb. Tiny 180 cp 25
S&W M29 (.44 magnum revolver) 2d8 20 Ballistic 30 ft. S 6 cyl. 3 lb. Medium 160 cp 25
Zip gun (special pistol) See text 20 Ballistic 15 ft. Single 1 int. 5 lb. Tiny See text 15

Machine Pistols (require the Personal Firearms Proficiency feat)


Beretta 93R (9mm machine pistol) 2d6 20 Ballistic 30 ft. S,A 20 box 3 lb. Medium 240 cp 25
Calico M100 (.22 machine pistol) 2d4 20 Ballistic 50 ft. S, A 100 box 7 lb. Medium 200 cp 25
Sa.23 (9mmR machine pistol) 2d6 20 Ballistic 50 ft. S, A 40 box 7 lb. Small 240 cp 25
Skorpion (.32 machine pistol) 2d4 20 Ballistic 40 ft. S, A 20 box 4 lb. Medium 220 cp 25

Submachine Guns (require the Personal Firearms Proficiency feat)


Bizon (9mmR SMG) 2d6 20 Ballistic 40 ft. S, A 67 box 5 lb. Medium 240 cp 25
Calico Liberty 50 (9mm SMG) 2d6 20 Ballistic 75 ft. S, A 50 box 5 lb. Medium 240 cp 25
Colt 635 (9mm SMG) 2d6 20 Ballistic 75 ft. S, A 32 box 5 lb. Medium 240 cp 25
FN P-90 (5.56mm SMG) 2d8 20 Ballistic 50 ft. S, A 50 box 6 lb. Medium 260 cp 25
HK MP5 1 (9mm submachine gun) 2d6 20 Ballistic 50 ft. S, A 30 box 7 lb. Large 260 cp 25
Ruger MP-9 (9mm SMG) 2d6 20 Ballistic 40 ft. S, A 32 box 7 lb. Medium 240 cp 25

Rifles (require the Personal Firearms Proficiency feat)


AR-7 Explorer (.22 rifle) 2d4 20 Ballistic 70 ft. Single 8 box 5 lb. Large 240 cp 23
Black powder rifle (special rifle) 2d8 20 Ballistic 40 ft. Single 1 int. 10 lb. Large 120 cp 16
Dart rifle (special rifle) See text - - 40 ft. Single 1 int. 5 lb. Large 220 cp 17
Pipe rifle (special rifle) See text 20 Ballistic 20 ft. Single 1 int. 8 lb. Large see text 14

Assault Rifles (require the Personal Firearms Proficiency feat)


AK-47 (7.62mmR assault rifle) 2d8 20 Ballistic 70 ft. S, A 30 box 10 lb. Large 260 cp 25
AN-94 (5.56mmR assault rifle) 1 2d8 20 Ballistic 70 ft. S, A 30 box 8 lb. Large 300 cp 25
Bushmaster M-17S (.5.56mm assault rifle) 2d8 20 Ballistic 80 ft. S, A 30 box 8 lb. Large 260 cp 26
F2000 (5.56 assault rifle) 1 2d8 20 Ballistic 60 ft. S, A 30 box 9 lb. Large 300 cp 26
HK G-11 (4.7mm assault rifle) 1 2d8 20 Ballistic 80 ft. S 45 box 8 lb. Large 300 cp 26
M16A2 (5.56mm assault rifle) 2d8 20 Ballistic 80 ft. S, A 30 box 8 lb. Large 260 cp 25
OC-14 Groza (9mmR assault rifle) 2d6 20 Ballistic 70 ft. S, A 20 box 7 lb. Large 240 cp 26
QBZ-95 (5.8mm assault rifle) 2d8 20 Ballistic 80 ft. S, A 30 box 7 lb. Large 260 cp 26
Steyr ACR (5.6mm assault rifle) 1 2d8 20 Ballistic 90 ft. S, A 24 box 7 lb. Large 300 cp 27

Sniper Rifles (require the Personal Firearms Proficiency feat)


Barrett Light Fifty (.50 sniper rifle) 2d12 20 Ballistic 120 ft. S 11 box 35 lb. Huge 220 cp 25
Steyr IWS-2000 (15.2mm sniper rifle) 2d12 20 Ballistic 200 ft. S 5 box 36 lb. Huge 360 cp 27
VSS Vintorez (9mmR sniper rifle) 2d6 20 Ballistic 140 ft. S 10 box 7 lb. Large 160 cp 27
Winchester 94 (.444 hunting rifle) 2d10 20 Ballistic 90 ft. S 6 int. 7 lb. Large 160 cp 20

Shotguns (require the Personal Firearms Proficiency feat)


HK CAWS (12-gauge shotgun) 2d8 20 Ballistic 30 ft. S, A 10 box 8 lb. Large 260 cp 25
Jackhammer Mk3A1 (12-gauge shotgun) 2d8 20 Ballistic 30 ft. A 10 cylinder 10 lb. Large 260 cp 25
Remington Streetsweeper (12-gauge shot) 2d8 20 Ballistic 30 ft. S 12 cylinder 9 lb. Medium 180 cp 24
Sawed-off shotgun (12-ga shotgun) 2d8 20 Ballistic 10 ft. S 2 int. 4 lb. Medium 160 cp 22
Valtro PM-5-350 (12-gauge shotgun) 2d8 20 Ballistic 30 ft. S 7 box 8 lb. Medium 180 cp 24

Heavy Weapons (require the Exotic Firearms Proficiency feat)


Calico 2-22 (light machinegun) 2d4 20 Ballistic 70 ft. A 10 box 10 lb. Huge 200 cp 25
M214 Minigun (heavy machinegun) 4d12 20 Ballistic 100 ft. A Linked 30 lb. Huge 600 cp 26
M-60 (medium machine gun) 2d8 20 Ballistic 100 ft. A Linked 22 lb. Huge 340 cp 25
M2HB (heavy machine gun)
M72A3 LAW (rocket launcher)
M79 (grenade launcher)
2d12
10d62
Varies 2
20
-
-
Ballistic
-
-
110 ft.
150 ft.
70 ft.
A
1
1
Linked
1 int.
1 int.
75 lb.
5 lb.
7 lb.
Huge
Large
Large
360 cp
240 cp
220 cp
25
26
26
155
RPG-7/16 (rocket launcher) See text - See text 150 ft. 1 1 int. 15 lb. Large 400 cp 26
1 This mastercraft weapon grants a +1 bonus on attack rolls.
2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.
COLT PYTHON Extremely powerful, the Casull is beloved by many
The Python has a well-deserved reputation for leaders of the world’s various raider gangs, and by
accuracy. Due to its high quality of manufacture, would-be “raider kings” to whom the Casull is an
the Colt Python is always considered a mastercraft excellent match for their own ego and cruelty.
weapon. As such, it grants a +1 bonus on attack rolls.
GLOCK 17
DART PISTOL The Glock is typical of 9mm self-loading pistols
Dart guns (usually rifles, but sometimes pistols) use carried by many pre-Fall police officers and military
compressed air to fire a hypodermic dart; this dart can personnel.
be filled with chemicals, drugs, or poisons and loaded Due to its high quality of manufacture, the Glock 17
into the single-shot breech before firing. is always considered a mastercraft weapon. As such, it
Damage from a dart gun is negligible, but any hit grants a +1 bonus on attack rolls.
injects the chemical into the target (up to two doses of
any given chemical/drug can be loaded into a dart). GLOCK 20
This slightly larger version of the Glock 17 is
DESERT EAGLE chambered for the slightly more powerful 10mm
The Desert Eagle is the king of large-frame, heavy- round.
caliber autoloaders. Due to its high quality of manufacture, the Glock 20
is always considered a mastercraft weapon. As such, it
FA CASULL grants a +1 bonus on attack rolls.
The Freedom Arms Casull is a huge revolver designed
primarily for hunting - and exotic collecting. Though GSH-18
a number of variants were produced, all employed The Gryazev and Shipunow GSh-18 is an extremely
high caliber cartridges (.357 magnum, .44 magnum, rugged sidearm of Russian manufacture. While it has
.454, and .50 caliber), making the Casull one of the an exceptional magazine capacity (18 rounds), the
most powerful revolvers ever produced. Made from most remarkable feature of the weapon is its ability to
stainless steel, with a hardwood stock and grip, the fire both 9mm Russian and 9mm NATO cartridges.
Casull is a work of art. Due to its high quality of While rare, owners of a GSh-18 prize the weapon
manufacture, the Casull is considered a mastercraft for its extended magazine capacity (very useful in a
weapon. As such, it grants a +1 bonus on attack rolls. prolonged firefight with ghouls or other ruin-denizens)
and the fact that ammunition for it is easy to find
across the wasteland.

MP-443 GRACH
Designed as the replacement for the Makarov, the MP-
443 Grach is a high ammo capacity automatic pistol
Dart Pistol with ambidextrous grip.

FA Casull
MP-443 Grach

156 GSh-18 PSM


PSM
A Russian-made pistol, the PSM (Pistolet
Samozaryadny Malogabaritny, or “small self-loading
pistol”) was originally designed as the personal
sidearm of top Army commanders, though its
construction was relatively low-grade utilizing Sa.23
thin aluminum and steel. The 5.45mm cartridge,
however, proved superior to the .22 LR and .25
ACP rounds used in many guns of a similar size.
The rarity of these weapons has made them a
favorite of raider leaders and bandit lords of the desert
wasteland.

SA.23
The Czech-manufactured Sa.23 was widely used by
a number of third world countries across the globe, Zip Gun
with extensive use in Africa. Because it is a compact
weapon with relatively well-distributed weight, it can
be fired one-handed.
These cheap, antiquated firearms are quite abundant
all across the Twisted Earth, a testament to the Zip Gun Type Damage Cost
diversity and numbers of impoverished enemies who 9mm 2d6 15 cp
threw their lot in with the other powers of the world to 10mm 2d6 15 cp
invade America in the Final War. .22 caliber 2d4 10 cp
.32 caliber 2d4 10 cp
.38 caliber 2d6 15 cp
S&W M29 .357 caliber 2d6 15 cp
The Smith & Wesson Model 29 .44 Magnum revolver .44 caliber 2d8 20 cp
fired one of the most powerful pistol cartridges in the .45 caliber 2d6 20 cp
pre-Fall world. The M29 is known for its deafening .50AE caliber 2d8 20 cp
sound, bright muzzle flash, and powerful recoil.

SKORPION LONGARMS
The CZ61 Skorpion is a Czech machine pistol.
Originally intended for military vehicle crews who AK-47
don’t have space for an unwieldy longarm, it was This assault rifle of the old Soviet Union is one
widely distributed to Communist countries and in of the most popular firearms in the world, having
central Africa, and can now be found anywhere in the found common use in scores of bush wars and
world. insurrections—on all sides of such conflicts.

ZIP GUN AN-94 ABAKAN


The “zip gun” is a cheaply manufactured piece of Designed as a replacement for the aging AK-74, the
homemade hardware, usually just a metal frame or AN-94 is essentially a more accurate version of that
wooden handled “pistol”. The barrel can be made venerable workhorse. Because of the AN-94 ‘s special
from any piece of pipe or tube. Real pistol cartridges delayed blowback mechanism, recoil is only felt at the
are used in the gun, however, and a high-tensile spring end of a sustained burst – making it far more accurate
is used as a hammer. When the spring is triggered, the a weapon than many automatic weapons.
bullet is hammered and fired out of the barrel. This weapon features a three-round burst setting.
The damage inflicted by a zip gun depends on what When used with the Burst Fire feat, it fires only three
kind of round it is designed to fire (use any pistol rounds instead of five and can be used with only three
round). The purchase price is based on the caliber. rounds in the weapon. This setting does not grant the
Zip guns can only be fired once (the shot ruins the ability to make burst fire attacks without the Burst Fire
barrel and firing mechanism), and are of limited range feat; if you use the setting without the feat, you make
and accuracy. a normal attack, and the extra two rounds are wasted.
Raiders and desperados seeking an easily concealed
weapon craft zip guns. Virtually any thug with at least
Due to its high quality of manufacture, the AN-94
Abakan is considered a mastercraft weapon. As such,
157
one spare round of ammunition can make a zip gun it grants a +1 bonus on attack rolls.
from readily available materials such as pipe or tubing. AK-47s and AK-74s are commonly found among
the communities of the atomic ruin, and the AN-94 is BARRETT LIGHT FIFTY
likewise a frequent sight in the hands of many post- The heavy but rugged Light Fifty is an incredibly
war survivors and peoples across the Twisted Earth. powerful weapon for its size. Although it is a sniper
rifle, it fires a .50-caliber machine gun bullet, a round
AR-7 EXPLORER much more powerful than any other rifle ammunition.
The Charter Arms AR-7 “Explorer” is one of the more
unique guns of the past, first created to arm aircraft BIZON
pilots in the event of an ejection over enemy territory The Russia-made “Bizon” heavy submachine gun
– for defense as well as for hunting game. A skeletal utilizes a helical magazine not unlike the kind seen on
design, the AR-7 is completely collapsible and the the Calico M100 and Calico Liberty 50, though with
entire weapon can be stored inside its own buttstock! the improved 9mm round the Bizon’s magazine holds
In addition, the construction of the weapon permits 67 rounds. The rest of the weapon is based largely on
it to float harmlessly in water, whether completely the aging AK-47 design.
assembled or not, without risking malfunction. This weapon features a three-round burst setting.
The AR-7, when broken down, can fit in a standard When used with the Burst Fire feat, it fires only three
backpack. Disassembling the weapon is a full-round rounds instead of five and can be used with only three
action. rounds in the weapon. This setting does not grant the
Weapons of this kind became extremely popular ability to make burst fire attacks without the Burst Fire
among survivalists during the Years of Entropy, when feat; if you use the setting without the feat, you make a
a handful fled to the few remaining wilderness areas to normal attack, and the extra two rounds are wasted.
escape the “decadence” of civilization - and what they
perceived to be the inevitable “invasion” of America. BLACK POWDER RIFLE
A hunter’s weapon, it was also a favorite of so-called The black powder rifle, or “musket”, is one of the most
“militia cells”. Today it remains a common sight common firearms in the wasteland. Similar to those
among scavs and other wilderness travelers. fashioned in early American history, these weapons

AN-94 Abakan

AR-7 Explorer

158
Bizon
are unpredictable, have a slow reload rate, and require CALICO LIBERTY 50
constant and tedious maintenance. The Liberty 50 is the 9mm variant of the Calico M100,
A black powder rifle requires a full-round action to a carbine version with a longer barrel, wooden or
reload. polymer buttstock, and 50 round helical magazine (the
Carved from sacred wood with religious reverence, reduced magazine capacity is due to the larger round).
and fitted with intricate workings of metal scavenged This weapon features a three-round burst setting.
from the ruins and re-shaped by mutant hands, When used with the Burst Fire feat, it fires only three
muskets are the ultimate tool of war for many rounds instead of five and can be used with only three
primitive communities and survivors from the savage rounds in the weapon. This setting does not grant the
wasteland. Made with a deteriorating understanding ability to make burst fire attacks without the Burst Fire
of technology, the musket is an impressive artifact that feat; if you use the setting without the feat, you make a
roars with sound, smoke, and fire. Oftentimes those normal attack, and the extra two rounds are wasted.
who use muskets decorate them with carvings of their
primitive “war gods” or picture stories of the great COLT 635
enemies they have been instrumental in slaying. As Though outwardly resembling the M16 (and thus easy
such each musket is a work of art. for users familiar with that weapon to master), the
Colt 635 uses pistol rounds instead of the standard
BUSHMASTER M-17S rifle projectile. Though not exactly on par with the
The Bushmaster is an American-manufactured “non-lethal weapons” developed for that purpose,
bullpup .223 assault carbine, based on the AR-18 and this low-powered weapon was issued extensively to
capable of accepting all M-16 and AR-15 magazines. Department of Energy nuclear power plant security
The majority of the weapon is made of composite forces (in addition to other special security and law
polymers, Teflon, and aircraft aluminum. enforcement buyers).
This weapon features a three-round burst setting. This weapon features a three-round burst setting.
When used with the Burst Fire feat, it fires only three When used with the Burst Fire feat, it fires only three
rounds instead of five and can be used with only three rounds instead of five and can be used with only three
rounds in the weapon. This setting does not grant the rounds in the weapon. This setting does not grant the
ability to make burst fire attacks without the Burst Fire ability to make burst fire attacks without the Burst Fire
feat; if you use the setting without the feat, you make a feat; if you use the setting without the feat, you make a
normal attack, and the extra two rounds are wasted.

Black Powder Rifle

Bushmaster M-17S

Calico Liberty 50
159
normal attack, and the extra two rounds are wasted. Though the F2000 comes with a standard scope, an
These weapons are often found in the mutated advanced scope specifically designed for the weapon
hands of the Brotherhood of Radiation, whose bizarre (“computerized fire control module”) grants a +1
monastic order often controls the few remaining mastercraft bonus to both the weapon and any grenade
ruined atomic power plants from before the Fall as launcher attached to it.
“holy sites”. Tear gas dispensed via the tear gas pellets fired from
the F2000 only fills the four squares around the target,
DART RIFLE and does not expand each round (like an actual tear
A dart rifle is a longer-range version of a dart pistol. gas grenade). Dispersal is as normal.
Damage from a dart gun is negligible, but any hit This weapon features a three-round burst setting.
injects the chemical payload into the target when hit When used with the Burst Fire feat, it fires only three
(up to two doses of any given chemical/drug can be rounds instead of five and can be used with only three
loaded into a dart). rounds in the weapon. This setting does not grant the
ability to make burst fire attacks without the Burst Fire
FN HERSTAL F2000 feat; if you use the setting without the feat, you make a
A truly futuristic weapon, in appearance as well as normal attack, and the extra two rounds are wasted.
construction, the F2000 is a modular bullpup weapon
of Belgian design. The unique part of the F2000 is FN P-90
its modular components, which allow a user to mount Designed primarily for the close-in defense of vehicle
either a 40mm grenade launcher, or a non-lethal crews, the FN P-90 is a futuristic bullpup weapon
module that fires 12 gauge tear gas pellets. Cartridges of Belgian design that employs the unique SS190
are ejected from the front of the weapon, and 5.56mm round to defeat most body armor and similar
ambidextrous controls mean it is usable by right- and infantry protection – something that most submachine
left-handed users. guns have difficulty with. In addition, the weapon’s

Colt 635

Dart Rifle

160
FN Herstal F2000
overall lightweight and high magazine capacity (50 rounds instead of five and can be used with only three
rounds) make it an exceptional firearm. rounds in the weapon. This setting does not grant the
Ambidextrous components make the P-90 usable by ability to make burst fire attacks without the Burst Fire
both right- and left-handed users. feat; if you use the setting without the feat, you make a
This weapon features a three-round burst setting. normal attack, and the extra two rounds are wasted.
When used with the Burst Fire feat, it fires only three While not widely used by the military forces of the
rounds instead of five and can be used with only three Ancients, the HK CAWS saw widespread deployment
rounds in the weapon. This setting does not grant the among SWAT teams and law enforcement in many of
ability to make burst fire attacks without the Burst Fire the major cities during the chaotic years preceding the
feat; if you use the setting without the feat, you make a Fall.
normal attack, and the extra two rounds are wasted.
HECKLER & KOCH G-11
HECKLER & KOCH CAWS The boxy HK G-11 is unique in that it fires a special
The Heckler & Koch Close Assault Weapon System is 4.7mm caseless projectile. The projectile itself is
an advanced automatic shotgun that fires a specialized basically embedded in the propellant of explosive
form of ammunition of tungsten pellets or “flechettes”. lacquer, which disintegrates on firing leaving no case
The design of the weapon is such that recoil is greatly to eject. Curiously, rounds in the magazine enter the
reduced and rate of fire is comparable to many other chamber at an angle, before being rotated 90 degrees
burst-capable weapons. to fall in line with the barrel, and are discharged in
This weapon features a three-round burst setting. such a way that recoil is not felt until all rounds in a
When used with the Burst Fire feat, it fires only three burst have already been fired – cutting the effects of

FN P-90

Heckler & Koch CAWS

161
Heckler & Koch G-11
muzzle recoil on accuracy to almost nothing. Though JACKHAMMER MK3A1
relatively small, the deficiency in the stopping power The American-made Jackhammer is an unusual
of the 4.7mm round is made up for by the weapon’s shotgun design in that it is solely automatic, unlike
high rate of fire. even the powerful HK CAWS (which is also an
The G-11 has a standard scope built in. automatic shotgun). As if this weren’t unconventional
This weapon features a three-round burst setting. enough, the Jackhammer employs a revolutionary
When used with the Burst Fire feat, it fires only three revolving 10-round cylinder, not too different in
rounds instead of five and can be used with only three appearance and operation from traditional sidearm
rounds in the weapon. This setting does not grant the revolvers.
ability to make burst fire attacks without the Burst Fire The weapon’s cylinder must be manually reloaded
feat; if you use the setting without the feat, you make a just like a normal revolver.
normal attack, and the extra two rounds are wasted. This weapon features a three-round burst setting.
Due to its high quality of manufacture, the G-11 is When used with the Burst Fire feat, it fires only three
considered a mastercraft weapon. As such, it grants a rounds instead of five and can be used with only three
+1 bonus on attack rolls. rounds in the weapon. This setting does not grant the
ability to make burst fire attacks without the Burst Fire
HECKLER & KOCH MP5 feat; if you use the setting without the feat, you make a
The Heckler & Koch MP5 family of weapons is normal attack, and the extra two rounds are wasted.
among the most recognizable in the world. Many While extraordinarily rare, the Jackhammer is favored
different designs exist; described here is the most basic by the warrior-monks of the Foundation as the weapon
model. of choice for their knights and paladins. This is
Due to its high quality of manufacture, the MP5 is due not only to the weapon’s capabilities as a fully
always considered a mastercraft weapon. As such, it automatic shotgun, but also because of its futuristic
grants a +1 bonus on attack rolls. appearance.
This weapon features a three-round burst setting.
When used with the Burst Fire feat, it fires only three M16A2
bullets instead of five and can be used with only three Typical of the assault rifles used by militaries around
bullets in the weapon. This setting does not grant the the world, the Colt M16A2 was a popular service rifle
ability to make burst fire attacks without the Burst Fire of the United States military, and is common with
feat; if a character uses the setting without the feat, he other armies and in the civilian world.
or she makes a normal attack, and the extra two bullets This weapon features a three-round burst setting.
are wasted. When used with the Burst Fire feat, it fires only three

Jackhammer Mk3A1

162 OC-14 Groza


bullets instead of five and can be used with only three
bullets in the weapon. This setting does not grant
the ability to make burst
fire attacks without
the Burst Fire feat; if Pipe Rifle
a character uses the
setting without the feat,
he or she makes a normal
attack, and the extra two
bullets are wasted.

OC-14 GROZA
The Groza (“thunder”) is a remarkable
weapons system that was designed to be
easily converted for various duties. Using a kit,
quick alterations to the weapon convert it from a basic
QBZ-95
assault rifle to an assault carbine, silenced assault rifle,
or assault rifle/grenade launcher (40mm) combination.
A special version, the “Groza-1”, was developed for
the Spetsnaz and utilizes the same clip as the AK-74. Pipe Rifle Type Damage Cost
The Groza accepts a suppressor without modification. .22 LR 2d4 15 cp
This weapon features a three-round burst setting. 5.56mm 2d8 20 cp
When used with the Burst Fire feat, it fires only three 7.62mmR 2d8 25 cp
rounds instead of five and can be used with only three 7.62mm 2d10 35 cp
rounds in the weapon. This setting does not grant the
ability to make burst fire attacks without the Burst Fire Due to unreliable construction, .444 caliber, .50
feat; if you use the setting without the feat, you make a caliber, and shotgun ammunition cannot be used in a
normal attack, and the extra two rounds are wasted. pipe rifle.

PIPE RIFLE QBZ-95


These generic weapons are simply homemade rifles A Chinese bullpup assault rifle, the QBZ-95 has a
(much like the zip gun), making use of any length polymer casing and magazine, chambered to fire the
of pipe and attaching it crudely to a stock to control 5.8mm round (though export versions use the 5.56mm
recoil. Regular rifle cartridges are used in the gun, NATO cartridge). There is also a carbine version of
and a primitive breech-load is generally fitted. Shot this weapon with a significantly shortened barrel.
capacity is invariably one round at a time. This weapon features a three-round burst setting.
The damage inflicted by a pipe rifle depends on When used with the Burst Fire feat, it fires only three
what kind of round it is designed to fire (use any rifle rounds instead of five and can be used with only three
round). The purchase DC is based on the caliber. rounds in the weapon. This setting does not grant the
Any critical miss with a pipe rifle results in the ability to make burst fire attacks without the Burst Fire
weapon being destroyed due to misfire. feat; if you use the setting without the feat, you make a
Pipe rifles are extremely common weapons among normal attack, and the extra two rounds are wasted.
tribal communities, desert villages, and raider gangs While rare elsewhere, the QBZ-95 is relatively
alike, due primarily to their ease of manufacture and common along what used to be the west coast of the
the quickness with which they can be produced. United States - apparently leftovers from the now-
vanished Asian invaders that stormed the beaches just
prior to the Fall.

Remington Streetsweeper
163
REMINGTON STREETSWEEPER SAWED-OFF SHOTGUN
Another unusual shotgun following unconventional This is a 12-gauge, double-barreled shotgun with the
design specifications, the Remington “Streetsweeper” stock and barrels sawed short. All that is left of the
(based on the Armsel “Striker”) is an effective “room stock is a pistol grip, and the barrels are roughly 12
broom” weapon due to its remarkably short barrel inches long. Sawed-off shotguns are generally illegal;
length (the shortest being a mere 2” to 7”) and spring- most are homemade by cutting down a standard
loaded 12-round revolving cylinder. Most of these shotgun.
shortened versions were outlawed during the time
of the Ancients, but remained in circulation in the STEYR ACR
underground black market regardless. The Steyr Advanced Combat Rifle (or “ACR”) is
The weapon’s cylinder must be manually reloaded a unique weapon with uncommon characteristics
just like a normal revolver. – it fires a flechette “dart” within a sabot round that
Those few surviving examples of this weapon have maintains velocity and accuracy over great ranges.
become extremely popular among raider gangs not Firing an extremely fast and stable projectile, it
only due to their formidable appearance and name, but has been described as having almost “ray-gun
also their ease of handling in tight quarters. performance”, hitting exactly where it is aimed almost
regardless of the target’s movement. This same high
RUGER MP-9 velocity gives the ACR excellent penetrating power,
The so-called “improved Uzi”, the MP-9 is based and the relatively diminutive size of the flechette
on the original Uzi design of Uziel Gal, but with results in minimal recoil.
a composite construction, greater accuracy, and a Like the Steyr AUG, the ACR has ambidextrous
telescoping buttstock that can be folded right against components that make it usable by both right- and left-
the back of the weapon. handed users. A standard scope is built in.
This weapon features a three-round burst setting.
When used with the Burst Fire feat, it fires only three
rounds instead of five and can be used with only
three rounds in the weapon. This setting does not
grant the ability to make burst fire attacks without
the Burst Fire feat; if you use the setting without the
feat, you make a normal attack, and the extra two
rounds are wasted.
Due to its high quality of manufacture, the Steyr
Ruger MP-9 ACR is considered a mastercraft weapon. As such, it
grants a +1 bonus on attack rolls.

Steyr ACR

164
Steyr IWS-2000
STEYR IWS-2000 HEAVY WEAPONS
The IWS-2000 was probably the most powerful rifle of
its kind during its day. Employing a 15.2mm tungsten CALICO TWO-TWENTY-TWO
flechette projectile, sheathed in a fin-stabilized plastic An odd weapon, the “Two-Twenty-Two” is a dual-
sabot, it was designed to bring down helicopters, barreled “gatling gun” conversion using .22 long rifle
penetrate the armor of light vehicles (including most ammunition. A hand crank at the rear of the weapon
armored personnel carriers), and other “soft” targets fires the guns alternately with a cam system not unlike
up to a kilometer away. a low rate-of-fire machinegun. The Two-Twenty-Two
Though it uses a massive round, the IWS-2000’s requires two separate 10-round clips, one for each gun.
composite construction, weight distribution, and huge The Exotic Firearms Proficiency (heavy machine
muzzle brake reduce the recoil to that of a large- guns) applies to this weapon.
caliber sporting rifle. A standard scope is built in, as Although not exactly an efficient or practical
is a bipod. weapon, the formidable “two barreled” appearance of
the Two-Twenty-Two (as well as its simple method
VALTRO PM-5-350 of operation) has made it a popular vehicle-mounted
The Italian Valtro PM-5-350 is a shotgun of unusual weapon among the Twisted Earth’s raider gangs.
design, with a much shorter barrel than most tactical
shotguns, an assault foregrip, and a seven round box M214 MINIGUN
magazine that feeds from below like a traditional Developed for use on helicopters and light aircraft, the
assault rifle. While unconventional in design, the M214 “minigun” is an impressive weapon with many
Valtro is a compact weapon comparable in size to legends surrounding it. A “gatling” style weapon, the
many sawed-off shotgun variants. M214 has six electrically driven barrels that revolve
at up to a colossal 10,000-rpm, making it able to spit
VSS VINTOREZ out 166 rounds per second. Despite the impressive
The VSS (Vintovka Snaiperskaja Spetsialnaya, or rate of fire, however, the weapon itself is prohibitively
“special sniper rifle”) is a truly insidious weapon, heavy (30 lbs), not including its ammunition supply,
utilizing the special subsonic SP-5 sniper cartridges and requires the equivalent of two truck batteries to
that reduce the sound repeat of the rifle to something operate.
similar to a .22 rifle. The Vintorez is considered to The Exotic Firearms Proficiency (heavy machine
have a built-in suppressor (see equipment in d20 guns) applies to this weapon.
Modern). A regular power beltpack must be used to power this
weapon, in addition to standard ammunition.
WINCHESTER 94
The Winchester Model 94 Big Bore is a lever-action
rifle typical of big-bore hunting rifles found around the
world.

165
M-60 armor of military vehicles, the LAW ignores up to 10
Introduced in the Vietnam War era, this medium points of hardness if it strikes a vehicle, building, or
machine gun was still in widespread use with the U.S. object. However, this only applies to the target struck,
military and that of several other armies. The Exotic not to other objects within the burst radius.
Firearms Proficiency (heavy machine guns) feat The M72 has a minimum range of 30 feet. If fired
applies to this weapon. against a target closer than 30 feet away, it does not
arm and will not explode.
M2HB The Exotic Firearms Proficiency (rocket launchers)
This heavy-duty .50-caliber machine gun has been feat applies to this weapon.
in service since World War II, and remains a very
common vehicle-mounted weapon. The Exotic M79
Firearms Proficiency (heavy machine guns) feat This simple weapon is a single-shot grenade launcher.
applies to this weapon. It fires 40mm grenades (see Grenades and Explosives).
These grenades look like huge bullets an inch and a
M72A3 LAW half across; they cannot be used as hand grenades, and
The LAW (light antitank weapon) is a disposable, one- the M79 cannot shoot hand grenades.
shot rocket launcher. It comes as a short, telescoped Attacking with an M79 is identical to throwing
fiberglass and aluminum tube. Before using the an explosive: you make a ranged attack against a
weapon, the firer must first arm and extend the tube, specific 5-foot square (instead of targeting a person or
which is a move action. creature). The differences between using the M79 and
When the LAW hits its target, it explodes like a throwing an explosive lie in the range of the weapon
grenade or other explosive, dealing its 10d6 points of (which far exceeds the distance a hand grenade can be
damage to all creatures within a 10-foot radius (Reflex thrown) and the fact that the M79 requires a weapon
save DC 18 for half damage). Because its explosive proficiency to operate without penalty.
features a shaped charge designed to penetrate the The Exotic Firearms Proficiency (grenade launchers)
feat applies to this weapon.

Calico Two-Twenty-Two

M214 Minigun

166
RPG-7/16
RPG-7/16 CROSSBOW
The RPG-7 (and later RPG-16), more commonly A crossbow requires two hands to use. Pulling a lever
known simply as the “RPG”, is a missile launcher that draws the bow. Loading a crossbow is a move action
fires special rocket-propelled grenade rounds. Said to that provokes attacks of opportunity.
be developed from the German Panzerfaust of WWII,
the RPG saw widespread proliferation worldwide CROSSBOW, GRAPPLE-FIRING
due to extensive Soviet arms sales, and was proven This device helps heroes scale unclimbable walls,
useful not only against ground vehicles, but against bridge chasms, escape down buildings, and the like. A
helicopters and bunkers as well. grapple-firing crossbow is a heavy crossbow modified
Primarily used to fire anti-tank grenades, the RPG to fire a special, grapple-headed metal bolt attached to
can be reloaded, unlike disposable man-portable 100 feet of thin, light line.
anti-tank weapons such as the M72A3 LAW. High A successful shot at an appropriate target indicates
explosive fragmentation rounds were also quite that the grapple has hooked onto something, anchoring
commonly distributed with RPGs, sometimes being the rope firmly enough for a character to ascend it
fired “indirect” from the shoulder in the manner of with a successful Climb check (DC 15). Failure brings
“artillery rockets”. one of three results: the grapple simply failed to snag
RPG rounds duplicate the effects of any standard anything, it has lodged but is not secure enough to
grenade type (though anti-tank and fragmentation support a character’s weight, or there is simply nothing
grenades are most common, it is conceivable that up there for it to catch onto. In the first case, the user
high technology rounds such as negation or radiation can simply recoil the rope and try again. In the second
grenades could be developed for this weapon), case, a successful Intelligence check (DC 10) made
propelled to a greater range thanks to a rocket motor. before anyone tries to climb reveals the instability.
The RPG has a minimum range of 30 feet. If fired The user cannot free that grapple but may try to fire
against a target closer than 30 feet away, it does not another. (Should anyone try to climb the unstable rope,
arm and will not explode. the grapple gives way after the climber has progressed
The Exotic Firearms Proficiency (rocket launchers) 2d10 feet. Determine damage normally for the
feat applies to this weapon. resulting fall.) In the third case, retries automatically
fail.
OTHER RANGED WEAPONS A character can easily anchor a grapple-bolt by hand
Ranged weapons that are not firearms include such in a niche or use pitons to secure it on smooth stone.
diverse objects as crossbows, tasers, and pepper spray. This provides the same aid for descent without the
need to fire the weapon.
COMPOUND BOW
Bow hunting was a popular sport in North America. A CROSSBOW, HAND
character’s Strength modifier applies to damage rolls This exotic weapon is common among spies and
made when using this weapon. others who favor stealth over power. Assassins also
use these weapons to launch poison-coated bolts at the

TABLE 6-2: OTHER RANGED WEAPONS


Rate Craft
Weapon Old Damage Critical Type Range Magazine Size Weight Cost
of Fire DC
Other Ranged Weapons (weapon proficiency needed)
Compound bow (Archaic) 1 1d8 20 Piercing 40 ft. 1 - 3 lb. Large 30 cp 20
Crossbow (Simple) 1d10 19-20 Piercing 40 ft. 1 1 int. 7 lb. Med 30 cp 20
Crossbow, grapple-firing (Archaic) 1d3 * Piercing 120 ft. 1 1 Int. 12 lb. Medium 50 cp 22
Crossbow, hand (Archaic) 1d4 19-20 Piercing 30 ft. 1 1 Int. 3 lb. Tiny 40 cp 20
Crossbow, repeating (Exotic) 1d8 19-20 Piercing 80 ft. 1 5 Int. 16 lb. Medium 75 cp 22
Flamethrower (no feat needed) 3 3d6 - Fire - 1 10 int. 50 lb. Large 280 cp 25
Javelin (Simple) 1d6 20 Piercing 30 ft. 1 - 2 lb. Med 10 cp 15
Pepper spray (Simple) Special2 - Special2 5 ft. 1 1 int. 0.5 lb. Tiny 40 cp 20
Sling (Archaic) 1d4 20 Ballistic 50 ft. 1 - - Small 10 cp 12
Slingshot (Simple) 1d3 20 Ballistic 50 ft. 1 - 1 lb. Tiny 20 cp 15
Shuriken (Archaic) 1 20 Piercing 10 ft. 1 - 0.5 lb. Tiny 10 cp 15
Speargun (Simple) 3 2d6 20 Piercing 10 ft. 1 1 Int. 5 lb. Large 60 cp 20
Whip (Simple) 1d2 20 Slashing
1 This mastercraft weapon grants a +1 bonus on attack rolls.
15 ft.3 1 - 2 lb. Small 20 cp 20 167
2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.
target. You can draw a hand crossbow back manually. SLING
Loading a hand crossbow is a move action that The sling, commonly used by primitive people, hurls
provokes attacks of opportunity. lead bullets to kill small game. It is not as easy to
use as the crossbow or as powerful as a bow, but it is
CROSSBOW, REPEATING cheap and easy to improvise from common materials.
The repeating crossbow holds five crossbow bolts. You can hurl ordinary stones with a sling. Stones are
When loaded, you can shoot the crossbow according not as dense or as round as bullets, so you deal only
to your normal number of attacks without reloading. 1d3 points of damage and suffer a –1 penalty on attack
Loading a new case of five bolts is a full-round action rolls.
that provokes attacks of opportunity.
SLINGSHOT
FLAMETHROWER Less powerful than a regular sling, a slingshot has a
A flamethrower consists of a pressurized backpack strong pair of rubber bands attached to a V-shaped
containing fuel, connected to a tube with a nozzle. It handle. The damage listed in the table is for lead
shoots a 5-foot-wide, 30-foot-long line of flame that bullets (as the sling above), but you can also hurl other
deals 3d6 points of fire damage to all creatures and small objects like firecrackers, paintballs, rocks, and
objects in its path. No attack roll is necessary, and thus the like.
no feat is needed to operate the weapon effectively.
Any creature caught in the line of flame can make a SHURIKEN
Reflex save (DC 15) to take half damage. Creatures A shuriken is a thrown, star-shaped projectile with four
with cover get a bonus on their Reflex save. to eight razor-sharp points. A character may draw a
A flamethrower’s backpack has hardness 5 and 5 shuriken as a free action.
hit points. When worn, the backpack has a Defense
equal to 9 + the wearer’s Dexterity modifier + the SPEARGUN
wearer’s class bonus. A backpack reduced to 0 hit A speargun uses a powerful set of bands to propel a
points ruptures and explodes, dealing 6d6 points of fire stainless steel shaft at the target. Most speargun shafts
damage to the wearer (no save allowed) and 3d6 points are tied to a thin, strong line (DC 20 Strength check
of splash damage to creatures and objects in adjacent to break). This line is attached to a reel, allowing the
5-foot squares (Reflex save, DC 15, for half damage). shooter to draw the shaft back.
Any creature or flammable object that takes damage If you deal damage to your opponent, the shaft may
from a flamethrower catches on fire, taking 1d6 points lodge in the victim if the victim fails a Reflex saving
of fire damage each subsequent round until the flames throw against a DC equal to 10 + the damage dealt.
are extinguished. A fire engulfing a single creature The creature moves at only half speed and cannot
or object can be doused or smothered as a full-round charge or run while a spear is lodged in its body. If you
action. Discharging a fire extinguisher is a move action control the trailing rope by succeeding at an opposed
and instantly smothers flames in a 10-foot-by-10-foot Strength check while holding it, the harpooned
area. creature can only move within the limits that the rope
A flamethrower can shoot 10 times before the fuel allows (the trailing rope is 30 feet long). If the speared
supply is depleted. Refilling or replacing a fuel pack creature attempts to cast a spell, it must succeed at a
costs one-half a tank (see information about fuel types Concentration check (DC 15) or the spell fails.
in the Vehicles section). The speared creature can pull the shaft from its
wound if it takes a full-round action, but in so doing
JAVELIN it deals 2d6 points of damage to itself. Reloading a
This light, flexible spear built for throwing can be used speargun is a full-round action.
in melee, but since it’s not designed for it, characters
using it in this manner are always considered WHIP
nonproficient and take a –4 penalty on their melee Whips deal a small amount of lethal damage. Although
attack rolls. a character does not “fire” the weapon, treat a whip as
a ranged weapon with a maximum range of 15 feet and
PEPPER SPRAY no range penalties.
A chemical irritant that can temporarily blind a target, Because a whip can wrap around an enemy’s leg or
pepper spray comes in a single-shot container. To use other limb, a character can make a trip attack with it
it, make a ranged touch attack against the target. The by succeeding at a ranged touch attack. The character
168 target must make a Fortitude saving throw (DC 15) or
be blinded for 1d4 rounds.
does not provoke an attack of opportunity when using
a whip in this way. If the character is tripped during
his own trip attempt, the character can drop the whip
to avoid being tripped.
When using a whip, a character gets a +2 bonus on damaging any creature or object within that area.
your opposed attack roll when attempting to disarm Generally, creatures directly hit by splash weapons
an opponent (including the roll to keep from being take the most damage, while those nearby take less
disarmed if the character fails to disarm the opponent). damage. Splash weapons usually must be thrown to
have effect.
Explosives and splash weapons require no feat to
EXPLOSIVES AND SPLASH use with proficiency unless they are fired or propelled
WEAPONS from some sort of launcher or other device, in which
case the appropriate Weapon Proficiency feat for the
After the nuclear war, the launcher is necessary to avoid the –4 nonproficient
entire face of the wasteland penalty.
is often littered with the Explosives and splash weapons are described
remnants of the brutal by a number of statistics, as shown on Table 6-3:
conflict that ravaged the Explosives and Splash Weapons.
world. In addition to radiated Damage/Direct Hit Damage: The primary damage
hotspots and destroyed cities, old battlefields are dealt by the weapon. For explosives, the Damage
often encountered where military hardware can be column shows the damage dealt to all creatures within
scavenged. Among those items prized by scavengers the explosive’s burst radius. For splash weapons, the
are military-grade explosives; this section details a Direct Hit Damage column is used for a target directly
broad selection of such items. struck by the weapon.
These weapons explode or burst, dealing damage to Burst Radius/Splash Damage: For explosives,
creatures or objects within an area. the burst radius is the area affected by the explosive.
Explosives can be thrown or set off in place, All creatures or objects within the burst radius take
depending on the type of explosive device. Dynamite damage from the explosive.
and hand grenades are examples of these weapons. For splash weapons, all creatures within 5 feet of the
All explosives must be detonated. Some, such as weapon’s impact point take splash damage equal to the
grenades, include built-in detonators. (Pulling the pin amount shown in this column.
on a grenade is a free action.) Others require timers or Damage Type: Damage from explosives and splash
other devices to set them off. Detonators are covered weapons is classified according to type: energy (of a
in the Weapon Accessories section. specific type) or slashing. Some creatures or characters
A splash weapon is a projectile that bursts on may be resistant or immune to some forms of damage.
impact, spewing its contents over an area and

TABLE 6-3: EXPLOSIVES AND SPLASH WEAPONS


Burst Reflex Craft
Weapon Damage Critical Type Range Size Weight Cost
Radius DC DC
40mm fragmentation grenade 3d6 - Slashing 10 ft. 15 - Tiny 1 lb. 100 cp 18
Anti-tank grenade 8d6 - Piercing 5 ft. 15 10 ft. Small 2 lb. 600 cp 30
Blood agent grenade See text - Acid See text 12 10 ft. Small 2 lb. 900 cp 20
Concussion grenade 3d6 - Concussion 20 ft. 15 10 ft. Tiny 1 lb. 150 cp 18
C4/Semtex 4d6 - Concussion 10 ft. 18 - Small 1 lb. 150 cp 25
Det cord 2d6 - Fire See text 12 - Med 2 lb. 50 cp 25
Dynamite 2d6 - Concussion 5 ft. 15 10 ft. Tiny 1 lb. 50 cp 15
Fragmentation grenade 4d6 - Slashing 20 ft. 15 10 ft. Tiny 1 lb. 150 cp 20
Energy grenade 6d6 - Energy 20 ft. 15 10 ft. Small 2 lb. 900 cp 30
White phosphorus grenade 2d6 - Fire 20 ft. 12 10 ft. Small 2 lb. 200 cp 20
Glitter grenade - - - See text 12 10 ft. Tiny 1 lb. 200 cp 20
Mine See text - See text See text See text - Small 5 lb. 500 cp 25
Negation grenade See text - Special 20 ft. 18 10 ft. Small 2 lb. 900 cp 30
Nerve gas grenade See text - Special See text 12 10 ft. Small 2 lb. 900 cp 40
Photon grenade See text - Special 30 ft. 18 10 ft. Tiny 1 lb. 900 cp 30
Plasma grenade 8d6 - Fire and Energy 20 ft. 15 10 ft. Small 2 lb. 1,000 cp 32
Radiation grenade See text - See text See text 12 10 ft. Small 2 lb. 1,000 cp 30
Satchel charge A 6d6 - Fire and piercing 10 ft. 15 10 ft. Tiny 2 lb. 300 cp 25
Satchel charge B 8d6 - Fire and piercing 20 ft. 15 10 ft. Small 4 lb. 750 cp 30
Satchel charge C 10d6 - Fire and piercing 30 ft. 15 - Med 8 lb. 1,500 cp 35
Shock grenade 4d6 - Electricity 20 ft. 18 10 ft. Small 2 lb. 200 cp 25
Smoke grenade - - - See text - 10 ft. Small 2 lb. 50 cp 12
Stun grenade 2d6 - Special 10 ft. 15 10 ft. Tiny 1 lb. 50 cp 20
Tear gas grenade
Thermite grenade
See text
6d6
-
-
Direct Hit Splash
-
Fire
See text
5 ft.
-
12
Reflex
10 ft.
10 ft.
Small
Small
2 lb.
2 lb.
100 cp
300 cp
12
25
Craft
169
Weapon Critical Type Range Size Weight Cost
Damage Damage DC DC
Acid, mild 1d6 1 20 Acid - 10 ft. Tiny 1 lb. 50 cp 15
Molotov cocktail 1d6 1 20 Fire - 10 ft. Small 1 lb. 15 cp 10
Critical: The threat range for a critical hit. If the and chlorine gas). On the round that it is thrown, a
threat is confirmed, a weapon deals double damage on grenade of this type fills the four squares around it
a critical hit (roll damage twice, as if hitting the target with a cloud of gas. On the following round, it fills all
two times). squares within 10 feet, and on the third round it fills all
Reflex DC: Any creature caught within the burst squares within 15 feet. It disperses after 10 rounds,
radius of an explosive may make a Reflex save against though a moderate wind (11+ mph) disperses the gas
the DC given in this column for half damage. in 4 rounds and a strong wind (21+ mph) disperses it
Range Increment: If the weapon can be thrown, its in 1 round. Each round a target remains in the gas, he
range increment is shown in this column. Explosives must make a Fortitude save (DC 25) or suffer 2d6 acid
with no range increment must be set in place before damage.
being detonated. (See the Demolitions skill.)
Size: Size categories for weapons and other objects CONCUSSION GRENADE
are defined differently from the size categories for This type of grenade appears to be a cardboard
creatures. The relationship between a weapon’s size cylinder with a metal end; when detonated, it explodes
and that of its wielder defines whether it can be used in a deafening and concussive blast. This type of
one-handed, if it requires two hands, and if it’s a light grenade deals nonlethal damage. If the nonlethal
weapon. damage exceeds the target’s Constitution, the Fortitude
A Medium-size or smaller weapon can be used one- save to avoid being knocked unconscious is made at
handed or two-handed. DC 18.
A Small or smaller weapon is considered a light
weapon. It can be used one-handed and, as a light C4/SEMTEX
weapon, is easier to use in a character’s off hand. So-called “plastic” explosives resemble slabs of wax.
Weight: This column gives the weapon’s weight. Hard and translucent when cold, these explosives
Cost: The relative cost in corium. warm up when kneaded, and then can be coaxed to
Craft DC: The DC for crafting the explosives take various shapes. The information on the table
(requires Craft [chemical]). represents a 1-pound block. Additional blocks can
be wired together, increasing the damage and burst
40MM FRAGMENTATION GRENADE radius; each additional block increases the damage
This small explosive device must be fired from a by +2d6 and the burst radius by 2 feet, and requires a
40mm grenade launcher, such as the M79. It sprays Demolitions check (DC 15) to link them.
shrapnel in all directions when it explodes. C4/Semtex requires a detonator to set off. It is
The 40mm fragmentation grenade has a minimum considered to be a moderate explosive for the purpose
range of 40 feet. If fired against a target closer than 40 of using a Craft (chemical) check to manufacture it.
feet away, it does not arm and will not explode.
ENERGY GRENADE
ACID, MILD This type of grenade generally utilizes plutonium
A character can throw a flask of acid as a grenadelike or uranium in a solid and stable “chip” form; when
weapon. A flask is made of ceramic, metal, or glass the central detonator core explodes (usually with
(depending on the substance it has to hold), with a only enough force to crack the grenade casing), the
tight stopper, and holds about 1 pint of liquid. This fracturing of the chip expels intense ions, in the form
entry represents any mild caustic substance. of a powerful energy burst.

ANTI-TANK GRENADE DET CORD


This type of grenade appears to be a heavy black metal Det cord is an explosive in a ropelike form.
canister with a dial or two on top, allowing it to be set Technically, det cord doesn’t explode—but it burns so
for a certain designated time (up to 60 seconds after fast (4,000 yards per second) that it might as well be
being armed). The grenade uses highly explosive and exploding. Normally used to string multiple explosive
violent chemicals to blast straight through armor plate. charges together for simultaneous detonation (allowing
Because its explosive features a shaped charged a single detonator to set them all off), det cord can also
designed to penetrate the armor of military vehicles, be looped around a tree or post or other object to cut it
the anti-tank grenade ignores up to 10 points of neatly in half.
hardness if it strikes a vehicle, building, or object. The information on the table represents a 50-foot
However, this only applies to the target struck, not to length. A length of det cord can be spread out to pass
170 other objects within the burst radius. through up to ten 5-foot squares. When this is the case,
it deals the indicated damage to all creatures in each 5-
BLOOD AGENT GRENADE foot square through which it passes.
This type of grenade jellifies the lungs of those It can also be doubled up; for each additional 5 feet
who breathe it (chemicals used include mustard gas of cord within a single 5-foot square, increase the
damage by +1d6 to a maximum increase of +4d6. MOLOTOV COCKTAIL
Det cord requires a detonator to set it off. It is A Molotov cocktail is a flask containing a flammable
considered to be a simple explosive for the purpose of liquid, plugged with a rag. A Molotov cocktail is
using a Craft (chemical) check to manufacture it. easily made by hand (Craft [chemical] check DC 10 or
Intelligence check DC 15). To use it, the rag must first
DYNAMITE be lit, requiring a move action (and a lighter or other
Perhaps one of the most common and straightforward source of flame). The cocktail detonates in 2 rounds or
explosives, dynamite is very stable under normal on impact with a solid object, whichever comes first. A
conditions. A stick of dynamite requires a fuse or target that takes a direct hit is dealt an additional 1d6
detonator to set it off. Additional sticks can be set off points of fire damage in the following round and risks
at the same time if they are within the burst radius of catching on fire.
the first stick, increasing the damage and burst radius
of the explosion. Each additional stick increases the MINE
damage by +1d6 (maximum 10d6) and the burst radius These types of explosives were incredibly common
by 5 feet (maximum 20 feet). throughout the world prior to the Fall, and remain
It’s possible to wire together several sticks of as a deadly threat to survivors in the aftermath of
dynamite for even greater explosive effect. Doing so the nuclear holocaust. Capable of being hidden for
requires a Demolitions check (DC 10 + 1 per stick). decades and still working (plastic parts not only
If the character succeeds on the check, the damage or make them impossible to detect, but also ensure their
the burst radius of the explosion increases by 50% (the long life), mines are among mankind’s most tragic
character’s choice). testament to strife.
Dynamite is sold in boxes of 12 sticks. It is Treat mines as fragmentation grenades (unless
considered to be a simple explosive for the purpose of designed to destroy tanks, in which case use the stats
using a Craft (chemical) check to manufacture it. for the anti-tank grenade), which detonate when
To set off dynamite using a fuse, the fuse must activated, like a trap. A Disable Device check is
first be lit, requiring a move action (and a lighter required to disarm a mine for later use (typical DC is
or other source of flame). The amount of time until 16).
the dynamite explodes depends on the length of the
fuse—a fuse can be cut short enough for the dynamite NEGATION GRENADE
to detonate in the same round (allowing it to be used This type of grenade comes in a variety of forms, from
much like a grenade), or long enough to take several hand-held grenades to grenade launcher shells, to
minutes to detonate. Cutting the fuse to the appropriate rockets, missiles, and even artillery shells. The bomb,
length requires a move action. when it explodes, creates an incredible dampening
field that confuses, jams, and creates a general
FRAGMENTATION GRENADE “haywire” effect on electrical equipment in the area
The most common military grenade, this is a small of effect. This temporarily shorts-out all forms of
explosive device that sprays shrapnel in all directions electronic equipment (including powered weapons
when it explodes. and armor) within the burst radius for 2d4 rounds.
Robots and androids caught within the blast radius of a
GLITTER GRENADE negation grenade must make a Reflex save (DC 25) or
This type of grenade utilizes a sheath of finite suffer the same effects.
chromium crystals around a central detonator core of
explosives. When detonated, the grenade explodes NERVE GAS GRENADE
into a cloud of glittery reflective particles, which This type of grenade creates a cloud of nerve gas,
reflect and diffuse laser light shot at or through the which works to destroy the central nervous system
cloud. The grenade is used as a deterrent/screen, of living beings. Colorless and odorless, it kills. On
preventing lasers from being fired in its area of effect. the round that it is thrown, a grenade of this type fills
On the round that it is thrown, a grenade of this type the four squares around it with a cloud of gas. On the
fills the four squares around it with a cloud of glitter. following round, it fills all squares within 10 feet, and
On the following round, it fills all squares within 10 on the third round it fills all squares within 15 feet. It
feet, and on the third round it fills all squares within 15 disperses after 10 rounds, though a moderate wind
feet. It disperses after 10 rounds, though a moderate (11+ mph) disperses the gas in 4 rounds and a strong
wind (11+ mph) disperses the glitter in 4 rounds and a wind (21+ mph) disperses it in 1 round.
strong wind (21+ mph) disperses it in 1 round. Lasers
will not affect targets in or fire through the glitter
Each round a target remains in the gas he is subject
to the nerve gas effects. A gas mask will not protect 171
cloud. Targets within the cloud have an effective ¼ against such gas (it is transferred through skin contact
cover. as easily as through breathing), though a complete
protective suit will. The nerve gas has a Fortitude save SATCHEL CHARGE B
(DC 22), initial damage of 1d6 Con, and secondary The standard demolition charge, still easily
damage of 2d6 Con. transportable by the foot soldier, the B charge is
roughly the size of a small portable radio. The B
PHOTON GRENADE charge deals half fire damage, half piercing damage.
This type of grenade lets off a powerful burst of
photons (in effect, charged light beams), which SATCHEL CHARGE C
damage or destroy optical nerve endings. Those This type of detonation device is the largest of the
within 30 ft radius and facing the grenade when it satchel charges, being roughly the size of an attaché
detonates must make a Reflex save (DC 18) to avoid case. The C charge deals half fire damage, half
its effects. If affected, the victim must make Fortitude piercing damage.
save (DC 15) or be blinded permanently. A successful
save still incurs blindness, but only for 1d4 hours. SHOCK GRENADE
This type of grenade lets off a blast of electricity in
PLASMA GRENADE its area of effect. This causes regular damage but yet
The super-advanced plasma grenade is the ultimate in metal obstacles do not afford one protection or cover
anti-personnel grenades. The compact device contains (the charge passes right through, so the area of effect
an internal cylinder kept under constant magnetic stays the same even in close quarters). The shock
pressure, inside of which is sustained a super-heated grenade ignores all hardness if it strikes a vehicle,
gas (i.e. “plasma”). When detonated, the plasma building, or object. However, this only applies to
grenade explodes with a flash of pure energy, tearing the target struck, not to other objects within the burst
through flesh and metal plate with equal ease. radius.
These grenades are exceptionally powerful, but
are hard to maintain; they must be kept in a powered SMOKE GRENADE
crate when not in use to maintain the plasma field Pre-Fall military and police forces used these weapons
(otherwise, the grenades become unstable and detonate to create temporary concealment. On the round when
after 1-4 days once their power holding is gone). it is thrown, a smoke grenade fills the four squares
around it with smoke. On the following round, it fills
RADIATION GRENADE all squares within 10 feet, and on the third round, it
This type of insidious grenade, when detonated, emits fills all squares within 15 feet. The smoke obscures
a cloud of quickly expanding uranium hexaflouride all sight, including the darkvision ability granted by
- creating a radioactive cloud of acid gas in the area night vision goggles. Any creature within the area has
of effect. On the round that it is thrown, a grenade of total concealment (attacks suffer a 50% miss chance,
this type fills the four squares around it with a cloud of and the attacker can’t use sight to locate the target).
radioactive acid gas. On the following round, it fills It disperses after 10 rounds, though a moderate wind
all squares within 10 feet, and on the third round it fills (11+ mph) disperses the smoke in 4 rounds and a
all squares within 15 feet. It disperses after 10 rounds, strong wind (21+ mph) disperses it in 1 round. Smoke
though a moderate wind (11+ mph) disperses the gas grenades are available in several colors, including
in 4 rounds and a strong wind (21+ mph) disperses it white, red, yellow, green, and purple. As such, they
in 1 round. can be used as signal devices.
Each round a target remains in the gas cloud, it
suffers 1d6 acid damage as well as exposure to high or STUN GRENADE
severe radiation (see Radiation). If the target remains This type of grenade emits a powerful stunning
in the cloud for a single round, they must resist high electric field when the internal power generator (a one-
radiation sickness (Fort DC 21; Damage 1d6 Con). shot power magnifier that burns itself out reaching the
Targets spending more than 1 round must resist severe detonation energy level) detonates, affecting not only
radiation sickness (Fort DC 24; Damage 2d6 Con). living things, but electronics as well. In addition to
Targets that fail the save, take immediate Constitution inflicting electricity damage, any target caught in the
damage and Radiation Sickness (see Diseases). blast radius must make a Fortitude saving throw (DC
15) or be paralyzed for 1d6 rounds.
SATCHEL CHARGE A
The smallest type of “damage pack”, this weapon is TEAR GAS GRENADE
roughly the size of a remote control. They were used Pre-Fall military and police forces used these weapons
172 primarily for covert detonation, but are still highly
useful. The A charge deals half fire damage, half
to disperse crowds and smoke out hostage takers. On
the round that it is thrown, a tear gas grenade fills a
piercing damage. 5-foot radius with a cloud of irritant that causes eyes
to fill with tears. On the following round, it fills a 10-
foot radius, and on the third round it fills a 15-foot when the beam reaches an intensity sufficient to burn
radius. It disperses after 10 rounds, though a moderate tissue it is emitted through one end, refined through a
wind (11+ mph) disperses the smoke in 4 rounds and a refining crystal, and discharged towards the target.
strong wind (21+ mph) disperses it in 1 round. Lasers may be set to fire in “continuous wavelength”
A character caught in a cloud of tear gas must mode, which means the weapon continues to fire a
make a Fortitude save (DC 15) or be nauseated. This single beam as long as the trigger is depressed. This
effect lasts as long as the character is in the cloud and is especially useful against non-mobile targets (such
for 1d6 rounds after he leaves the cloud. Those who as obstacles), allowing the weapon to literally “drill”
succeed at their saves but remain in the cloud must through them. Once a laser firing on this mode hits, it
continue to save each round. A gas mask renders the does not need to roll to hit again each round, inflicting
target immune to the effects. A wet cloth held over regular damage automatically until the firer decides
the eyes, nose, and mouth provides a +2 bonus on the to end the beam (or the weapon’s power source runs
Fortitude save. out of charges). This mode can only be used on non-
mobile targets.
THERMITE GRENADE Unless specified, lasers cannot fire through smoke or
Thermite does not technically explode. Instead, it glitter clouds
creates intense heat meant to burn or melt through an
object upon which the grenade is set. Pre-Fall military CRAFTING FUTURISTIC WEAPONS
forces used thermite grenades to quickly destroy key Lasers, masers, energy field generators, and mass
pieces of equipment. drivers, are extremely complex weapons and require
mastery in several fields of science and technology.
WHITE PHOSPHORUS GRENADE They are nearly impossible to craft without training in
White phosphorus grenades use an explosive charge the relevant disciplines. Crafting futuristic weapons
to distribute burning phosphorus across the burst requires Craft knowledge in both electronics and
radius. Any target that takes damage from a White mechanics. Unless the character possesses both
Phosphorus grenade is dealt an additional 1d6 points the Advanced Electronics and Advanced Weapons
of fire damage in the following round and risks Discipline feats, he suffers a –8 (–4 if one is
catching on fire. possessed) non-discipline penalty to his Craft checks.
In addition, a WP grenade creates a cloud of smoke. Crafting a futuristic weapon such as a laser typically
Treat a white phosphorus grenade as a smoke grenade takes 200 hours and requires raw material equal to one
(see above), except that it only fills squares within 5 third of the cost of the weapon. The raw materials
feet of the explosion point. can be bought or salvaged (see the Repair skill).
Gamemasters should require that salvage materials be
from Advanced or Futuristic objects. Each weapon
LASERS has a Craft DC in the list below. Crafting a futuristic
Well known in science fiction long weapon requires a successful Craft electronics or
before they actually became viable mechanical check. If the character has the Advanced
weapons, lasers were a natural Weapons Discipline feat, he can choose to make the
evolution of the advanced Check with his highest ranked skill. If he does not, he
military science of the must make the Check with his lowest ranked skill.
“Ancients.”
Lasers weapons work by
colliding lasing atoms with HANDGUNS
electrically accelerated electrons within some form of
active medium (usually a gas, crystal, or liquid high LASER PISTOL
in chromium). The earliest versions use a synthetic The laser pistol was designed for military service, and
ruby “rod” with a mirrored surface on one end and a is a rugged, reliable weapon. To make it more durable
partially silvered tip on the other, surrounded by a coil in combat conditions, the crystal rod used in earlier
of high-durability glass (a xenon flash tube). The light lasers was replaced by a more flexible and reliable
produced by the xenon flash tube excites the chromium medium, a neodymium gas tube (a gas which has much
atoms in the medium (in this case the crystal rod); as the same effect as chromium-rich crystal, but which
the electrons begin to get excited, variations in the cannot “shatter” with impact or stress).
energy levels of these electrons cause an emission of Laser pistols were extremely common as sidearms
photons, or light particles. These photons bounce back for military personnel, especially officers, in the
and forth down the rod off of each of the mirrored
ends, creating more energy as they strikes each other,
United States military in the years preceding the
collapse of human civilization.
173
in effect amplifying the laser’s power exponentially.
This process occurs in a mere fraction of a second, and
TABLE 6-4: LASERS
Craft
Weapon Damage Critical Type Range ROF Magazine Weight Size Cost
DC
Handguns (require the Futuristic Firearms Proficiency feat)
Laser pistol 2d12 20 Energy 50 ft. S Clip, belt, or back 2 lb. Small 6,000 cp 33

Longarms (require the Futuristic Firearms Proficiency feat)


Dazzle rifle - - - 40 ft. S Clip, belt, or back 7 lb. Large 5,000 cp 33
Infra-red rifle 2d12 20 Energy 120 ft. S Clip, belt, or back 7 lb. Large 10,000 cp 33
Laser rifle 3d12 20 Energy 100 ft. S Clip, belt, or back 7 lb. Large 15,000 cp 34
Pulse laser rifle 3d12 20 Energy 100 ft. S, A Clip, belt, or back 7 lb. Large 17,000 cp 34
X-Laser 3d10 20 Energy 75 ft. S Minifusion cell 10 lb. Large 15,000 cp 34

Heavy Weapons (require the Futuristic and Exotic Firearms Proficiency feat)
Laser anti-tank rifle 8d12 20 Energy 100 ft. 1 Minifusion cell 65 lb. Large 30,000 cp 35
Laser cannon 12d12 20 Energy 200 ft. 1 Minifusion cell 1,000 lb. Huge 50,000 cp 35

LONGARMS is equal to the attacker’s attack roll) or be blinded for


1d6 minutes.
Dazzle rifles do not have a continuous wavelength
DAZZLE RIFLE (NLW)
mode.
The “dazzle rifle” resembles any ordinary rifle, but it
is in fact a non-lethal weapon designed for subduing
and disabling targets in high-risk areas (such as within INFRA-RED LASER RIFLE
nuclear power plants and missile silos, biological The infra-red laser is a special laser with a coated
containment areas, etc.). The dazzle rifle operates by discharge lens that filters out all light except for
emitting a brilliant beam of photons in a wide “pulse”, that emitted at .01 cm wavelength or greater – in
affecting unshielded eyes with immediate flash burns effect, generating a beam exclusively in the infra-red
and blindness. spectrum. Though the IR laser is substantially low-
Firing a dazzle rifle is a ranged touch attack. The powered when compared with other laser weapons (it
targeted opponent must make a Reflex save (the DC produces far less energy with each discharge), the IR
laser is totally invisible except when viewed with IR
goggles (which show the beam solidly).
IR lasers are unaffected by smoke, but are impeded
by glitter as normal lasers.

Laser Pistol

Dazzle Rifle

174
Infra-Red Laser Rifle
LASER RIFLE X-LASER
The laser rifle was the standard weapon of the The so-called “x-laser” is a bulky and difficult energy
American armed forces before the fall of human weapon to employ. The common x-ray device used in
civilization. Compared to the military laser pistol all Ancient-era medical facilities shares the principle
(the standard sidearm), the laser rifle is a much more behind the x-laser; high-speed electrons, creating an
effective battlefield weapon. Incorporating a longer emission of “x-rays”, bombard a tungsten or yttrium
barrel and balanced shape, with superior artificial “target” inside the weapon. These rays are quite
refining crystals and focus mirrors that allow it potent, able to penetrate a far greater amount of tissue
to retain tighter photon-beam cohesion at greater and materials than most forms of radiation. Unlike
distances, the laser rifle’s range is well above that of a the relatively harmless x-ray machine, however,
conventional chemical-propellant rifle. the weapon version of this technology emits rays
at a shorter wavelength, causing a more violent
PULSE LASER RIFLE “disruption” effect.
The pulse laser rifle is an advanced development The x-laser causes damage mainly by breaking
of the standard laser rifle, modified to fire pulses of down and disintegrating the tissues its beam comes in
laser light in the manner of a fully automatic weapon. contact with. In addition, an x-laser can fire straight
This ability is provided by a high capacity xenon through walls and other obstructions without reduced
flash tube (which provides a stream of steady flash effect against targets concealed behind them. The x-
pulses) instead of the normal single-pulse flash lamp laser can penetrate 20 feet of cloth, wood, or similar
of most traditional laser weapons. In addition, argon animal or vegetable matter. It can penetrate up to 10
is typically used instead of the standard neodymium, feet of stone, 10 inches of iron, steel, copper, and
as argon requires less energy to create a laser pulse (a brass, but it cannot penetrate lead, gold, or platinum.
more powerful series of pulses creates far more strain As a result, the x-laser ignores the Hardness of
on the xenon flash tube, and thus risks breakage). obstacles (including vehicles and armor). Often an
Pulse laser rifles do not have a continuous x-laser will be mated with X-ray goggles to allow the
wavelength mode. firer to see through walls and identify targets behind
them at which to fire.
X-lasers do not have a continuous wavelength mode.

Laser Rifle

Pulse Laser Rifle

X-Laser Rifle 175


HEAVY WEAPONS MASERS
The maser (or “thermal gun” as it is
LASER ANTI-TANK RIFLE sometimes known) is basically a
A heavy laser, this man-portable laser anti-tank rifle “microwave laser”. Originally
is a shoulder-mounted weapon (so-made because designed to make the use
the internal photon generator coils are rather of smoke and glitter as a
heavy, since they generate a far more powerful countermeasure ineffective,
pulse than the typical laser). The laser anti-tank rifle the maser operates using light
was primarily used to destroy light to medium armored outside the visible spectrum (unlike
threats: armored vehicles, attack skimmers, and light the traditional laser), and thus is not affected by such
fortifications such as bunkers and pillboxes. obstacles.
Laser anti-tank rifles do not have a continuous Maser weapons are built around a central high-
wavelength mode. Though it requires a fully charged capacity magnetron tube (similar to the kind found in
minifusion cell to operate, one shot from this weapon a microwave oven), which emits a narrow stream of
drains the entire cell. microwaves at the target, causing extreme vibration
The Exotic Firearms Proficiency (cannons) applies and energization of water molecules – in effect,
to this weapon. boiling the target area in a flash of intense, highly-
focused heat.
LASER CANNON Maser weapons receive a +2 attack bonus against
The laser cannon is simply a gigantic laser weapon opponents wearing metal armor.
with extra-heavy photon generators, allowing it to
produce a significantly more destructive burst of lazing HANDGUNS
energy with each buildup of power. These weapons
are extraordinarily large (generally only mounted on MASER PISTOL
special laser tanks or in ground-based AAA batteries, Simply a scaled-down version of the maser rifle, the
for instance), but are effective against almost all forms maser pistol has a smaller energy capacitor, a reduced
of heavy vehicles and fortifications. magnetron tube, and only a “flash” shot capability.
Laser cannons do not have a continuous wavelength Although it does less damage, its small size permits
mode. Though it requires a fully charged minifusion the microwave pistol to be more easily carried
cell to operate, one shot from this weapon drains the as a sidearm. Such weapons were actually quite
entire cell. widespread as a civilian and police sidearm during the
The Exotic Firearms Proficiency (cannons) applies final years of the Fall, when cities were shrouded in
to this weapon.

Laser Anti-Tank Rifle

176
Laser Cannon
TABLE 6-5: MASERS
Weapon Damage Critical Type Range ROF Magazine Weight Size Cost Craft DC
Handguns (require the Futuristic Firearms Proficiency feat)
Maser pistol 2d10 20 Energy 50 ft. S Clip, belt, or back 1 lb. Small 6,000 cp 34

Longarms (require the Futuristic Firearms Proficiency feat)


Maser rifle 3d10 20 Energy 110 ft. S Clip, belt, or back 5 lb. Large 15,000 cp 34

Maser Rifle

thick smog from over polluting industry, and came in


a number of models with varying appearances (from
simply advanced pistols to hand-held “microwave
lamps”).

Maser Pistol
LONGARMS
MASER RIFLE
The maser rifle, though designed to replace the laser
rifle as the standard weapon of the American armed
forces, was never officially adopted. Despite this
fact, many found their way into front-line units, and
became especially desirable in long-term battles when
smoke from ruined vehicles and bombarded cityscapes Blaster
made traditional lasers less effective.
A relatively light weapon, the maser rifle has a
folding stock (usually made of aluminum).

ENERGY FIELD
GENERATORS Plasma Pistol
The weapons that comprise this
special category are varied
in design and function. In
essence, however, all of enveloping energy field that rises with the convection
these weapons operate by of the air beneath it. This powerful energy field
generating an “energy field” is highly agitated, and disrupts organic tissue and
of some sort. even inorganic substances – in effect, the blaster
disintegrates its target from the bottom-up.
A target hit by a blaster must make a Fortitude save
BLASTER
(DC 25) to avoid being immediately disintegrated;
The “blaster” was the most advanced kind of
even if she saves, she still suffers 5d6 points of
personal weapon in military service before the fall of
damage from the physical disruption of her body.
civilization, developed especially to complement suits
of advanced powered armor. Made of connecting
metal rods, the blaster is most often shoulder-mounted PLASMA PISTOL

177
on such suits, or installed in the wrist; with a touch of The plasma pistol was an experimental attempt at
a button, the device folds itself up and out of the way compacting the power and damage of the plasma
(and can be just as easily deployed). rifle in a pistol-sized weapon. The required magnetic
The blaster, when fired, shoots a narrow beam generators made the weapon ungainly and large, and
that affects the air around the target, creating an the plasma generated was comparatively low-powered
TABLE 6-6: ENERGY FIELD GENERATORS
Craft
Weapon Damage Critical Type Range ROF Magazine Weight Size Cost
DC
Handguns (require the Futuristic Firearms Proficiency feat)
Blaster See text - Energy 20 ft. Single Minifusion cell 2 lb. Small 50,000 cp 38
Plasma pistol 3d10 20 Energy 50 ft. S Minifusion cell 5 lb. Small 25,000 cp 35

Longarms (require the Futuristic Firearms Proficiency feat)


EMP rifle (NLW) 5d10 20 Energy 20 ft. S Minifusion cell 15 lb. Large 25,000 cp 35
HPM rifle 5d10 20 Energy 20 ft. S Minifusion cell 15 lb. Large 30,000 cp 36

Heavy Weapons (require the Futuristic and Exotic Firearms Proficiency feat)
Plasma rifle 5d10 20 Energy 100 ft. S Minifusion cell 15 lb. Large 35,000 cp 36

and short lived. Despite this, these weapons were


The EMP rifle deals normal damage against robots,
showing promise before the Fall, and may have come
cyborgs, and androids (unless the android in question
to replace lasers altogether had time permitted.
has specific countermeasures, in which case the rifle
has no effect). If the damage equals or exceeds the
LONGARMS robot’s Hit Dice, the target must make a Reflex save
(equal to the damage dealt). If the Reflex save is
EMP RIFLE (NLW) successful, the target is dazed for 1 round. If the target
The electromagnetic pulse rifle was an advanced fails the save, it shuts down until repaired.
weapon developed during the Final War. Weapons
of this type were being rush-developed due to the HPM RIFLE
increasing numbers of robots and androids then An advanced form of anti-material weapon, the HPM
making up the majority of the world’s fighting armies (high power microwave) rifle is, in essence, a powerful
(such was the result of a dying humanity, having to hand-held radar emitter. The HPM operates by
replace its own diminishing numbers with artificial emitting a disruptive microwave radio-frequency beam
surrogates). at the target, designed to scramble electronic systems.
The EMP rifle generates a powerful electromagnetic Though it operates much like an EMP rifle, at close
pulse and projects this at the target; the pulse is ranges the HPM can cause unconsciousness and even
strong and centralized enough to cause damage to death in humans by upsetting the neural pathways with
electronic, cybernetic, and robotic components. The the beam’s unpredictable electronic activity. It does
weapon is largely ineffective against living tissue, normal damage against living creatures within the first
however, causing only minor burns and disorientation range increment (after that it has no effect).
at the closest ranges. It does minimum damage (5 hp) The HPM rifle deals normal damage against robots,
against living creatures, and then only in the first range cyborgs, and androids (unless the android in question
increment (after that it has no effect). has specific countermeasures, in which case the rifle

EMP Rifle

178
Plasma Rifle
has no effect). If the damage equals or exceeds the known as “mass drivers” or “gauss weapons”, after
robot’s Hit Dice, the target must make a Reflex save the unit of gravity measurement, the gauss) use
(equal to the damage dealt). If the Reflex save is artificially generated gravity to propel a mass to
successful, the target is dazed for 1 round. If the target dangerously high velocities to punch through armor,
fails the save, it shuts down until repaired. metal, tissue, etc. Though they fire ballistic projectiles
(usually a high density “needle” or bullet made from
HEAVY WEAPONS uranium that has expended most of it’s radioactive
properties, collapsing in on itself becoming highly-
dense and solid; this is known as “depleted uranium”),
PLASMA RIFLE mass drivers also require a great deal of energy to
The plasma “rifle” (really a man-portable cannon) produce the gravity field necessary to reach these high
is a very advanced form of weaponry. The weapon velocities.
generates a strong electric field, applying it to a low- In operation mass drivers are relatively simple.
pressure gas; this gas is heated to nearly 180,000 Coils along the length of the weapon produce
degrees F by injecting it with high-speed ions opposing fields of gravity that keep the projectile
(typically from a compact synchrotron or betatron under enormous strain. When the weapon is fired one
in the weapon) that collide with the gas particles, of these fields is dropped, propelling the projectile
increasing their thermal energy to super-heated levels. down the barrel. The gravity of each coil along the
To prevent the entire weapon from melting, the barrel increases as it goes, so that when it finally exits
plasma chamber is contained within a magnetic field the barrel the needle is moving with colossal velocity.
- of 50,000 gauss or more - generated by the weapon Gauss weapons use special projectiles as well as
itself. This super-heated plasma spontaneously begins power discharges from a regular power source when
to vibrate and react as it excites, the atoms of which fired. Propelled at high velocity, gauss needles pierce
begin to create nuclear reactions as they collide. In armor extraordinarily well. Because they are designed
effect, the ionization of the gas medium causes a to penetrate armor, gauss weapons ignore anywhere
controlled and directed series of nuclear reactions in a from 5 to 10 points of hardness (see weapon) if they
concentrated bolt of energy. strike a vehicle, building, or object (the exception
Though complex, miniaturized plasma technology is the electro-saw thrower, which does not have this
was well within the grasp of the Ancients prior to ability).
the Fall. Though these enormous weapons were not Gauss weapons cannot benefit from advanced
prolific, given time the plasma may certainly have ammunition types.
replaced most other forms of energy weapon in the
armed services.
The Exotic Firearms Proficiency (cannons) applies HANDGUNS
to this weapon.
GAUSS PISTOL
The gauss pistol is a miniaturized version of the mass-
MASS DRIVERS driving rifle, utilizing compact gravitic rails to propel
While similar in some respects its DU flechettes at range. Though these flechettes are
to the category of energy field of a smaller size and lower velocity when compared to
generators, the principle rifles, the compact nature of the pistol and its ease of
behind mass drivers is the use make the pistol version attractive.
generation of a specific form Because it is designed to penetrate armor, a gauss
of containment field—the pistol ignores up to 5 points of hardness if it strikes a
gravity field. Mass-driving vehicle, building, or object.
weapons (more commonly

TABLE 6-7: MASS DRIVERS


Magazine Magazine Craft
Weapon Damage Critical Type Range ROF Weight Size Cost
(Power) (Ammo) DC
Handguns (require the Futuristic Firearms Proficiency feat)
Gauss pistol 2d8 20 Ballistic 60 ft. S Clip, belt, or back 30 box 4 lb. Small 4,000 cp 32
Gauss submachine gun 2d8 20 Ballistic 60 ft. S, A Clip, belt, or back 50 box 4 lb. Small 5,000 cp 32

Longarms (require the Futuristic Firearms Proficiency feat)


Electro-saw thrower 3d6 20 Ballistic 50 ft. S Belt or back 10 box 7 lb. Large 2,000 cp 31
Gauss automatic rifle
Gauss rifle
4d8
4d8
20
20
Ballistic 120 ft. S, A
Ballistic 120 ft. S
Clip, belt, or back
Clip, belt, or back
50 box
30 box
12 lb.
14 lb.
Large
Large
15,000 cp
17,000 cp
35
35 179
Heavy Weapons (require the Futuristic and Exotic Firearms Proficiency feat)
Gauss anti-tank rifle 10d8 20 Ballistic 100 ft. Single Minifusion cell 10 box 50 lb. Large 30,000 cp 36
Gauss cannon 14d8 20 Ballistic 150 ft. Single Minifusion cell 1 in 1,500 lb. Huge 50,000 cp 36
GAUSS SMG LONGARMS
This is a compact but high rate of fire gauss weapon—
literally a “gauss machine pistol.” The weapon ELECTRO-SAW THROWER
works just like a regular gauss weapon, but with a This appears to be a light rifle with a broad flat barrel,
fast autoloading device that feeds gauss ammo into throwing forth-energized monofilament circular saws
the magnetic force chamber at a lightning high rate— that are propelled at high speed. A drum-like clip
permitting a continuous stream of uninterrupted fire. holds the saws, feeding them into the EST, while an
The drawback is that this lessens the magnetic buildup energizer unit charges each saw with an electric field
of each shot, reducing the momentum and damage, but just prior to firing.
as a close-in weapon the rate of fire is still a desirable
bonus.
Because it is designed to penetrate armor, a gauss
GAUSS AUTOMATIC RIFLE
This is a special gauss rifle that is capable of full auto
SMG ignores up to 5 points of hardness if it strikes a
fire. Like the gauss submachine gun, the cyclic rate of
vehicle, building, or object.
fire of the weapon reduces the momentum and punch
This weapon features a three-round burst setting.
of each fired round, as less time is allowed to build up
When used with the Burst Fire feat, it fires only three
the magnetic force of the shot.
rounds instead of five and can be used with only three
Because it is designed to penetrate armor, a gauss
rounds in the weapon. This setting does not grant the
automatic rifle ignores up to 5 points of hardness if it
ability to make burst fire attacks without the Burst Fire
strikes a vehicle, building, or object.
feat; if you use the setting without the feat, you make a
This weapon features a three-round burst setting.
normal attack, and the extra two rounds are wasted.
When used with the Burst Fire feat, it fires only three
rounds instead of five and can be used with only three
rounds in the weapon. This setting does not grant the
ability to make burst fire attacks without the Burst Fire
feat; if you use the setting without the feat, you make a
normal attack, and the extra two rounds are wasted.

GAUSS RIFLE
Gauss Pistol Developed from generations of mass driving weapons,
the “modern” gauss rifle incorporates a larger and
longer barrel than earlier models (permitting more
rails, and thus increased momentum for the gauss
round) and more reliable magnetic generators that
reduce the risk of instability and explosion to almost
nothing.
Because it is designed to penetrate
armor, a gauss rifle ignores up to
5 points of hardness if it strikes a
vehicle, building, or object.

Gauss SMG

180 Electro-Saw Thrower


HEAVY WEAPONS PARTICLE-BEAM
GAUSS ANTI-TANK RIFLE WEAPONS
This weapon appears to be a huge shoulder-mounted While the United States
“railgun,” like an advanced anti-tank weapon. The explored the use of lasers
weapon fires a large (10mm) depleted uranium as a means to counter the
mushrooming sliver, which was primarily used to ballistic missile threat, its
defeat armor and armored vehicles. Propelled at high enemies explored particle
velocity, gauss flechettes pierce armor extraordinarily beam technology during the
well. 1960s for the same purpose. Though their designs
Because it is designed to penetrate armor, a gauss (like early lasers) were projected to require a truly
anti-tank rifle ignores up to 10 points of hardness if it massive apparatus to be effective, the miniaturization
strikes a vehicle, building, or object. of this technology would come about – on both sides
The Exotic Firearms Proficiency (cannons) applies – nearly 40 years later.
to this weapon. Particle-beam weapons are advanced energy
weapons that emit a single charged particle or stream
GAUSS CANNON of particles to inflict damage. Ions, mesons, or other
This is a gigantic version of the basic gauss subatomic particles are propelled by these complex
weapon, typically mounted on tanks or in heavy gun weapon systems at colossal speeds to achieve damage
emplacements. Most of these weapons were destroyed against organic and inorganic substances.
long ago during the wars of the Ancients, but some
few examples are said to still remain operational. LONGARMS
Because it is designed to penetrate armor, a gauss
cannon ignores up to 10 points of hardness if it strikes ATOM GUN
a vehicle, building, or object. The so-called “atom gun” is essentially a pocket
The Exotic Firearms Proficiency (cannons) applies nuclear reactor around which a rather effective assault
to this weapon. weapon was developed. In essence, atomic particles
in the central reactor of the weapon collide and split,

Gauss Anti-Tanks Rifle

Gauss Cannon

181
TABLE 6-8: PARTICLE BEAM WEAPONS
Craft
Weapon Damage Critical Type Range ROF Magazine Weight Size Cost
DC
Longarms (require the Futuristic Firearms Proficiency feat)
Atom gun See text - Energy 10 ft. Single Plutonium clip 10 lb. Large 35,000 cp 38
Ion ray 4d10 20 Energy 100 ft. S, A Minifusion cell 8 lb. Large 25,000 cp 35
Meson cannon 5d10 20 Energy 120 ft. S Minifusion cell 10 lb. Large 35,000 cp 37

the energy of the reaction being channeled out through stream of ions that are directed towards the target
the barrel. The atom gun fires clusters of these atomic tissue or surface. This ion burst is extremely rapid,
particles down its barrel, at colossal speeds, throwing causing intense damage to living tissue, as it literally
out a spread at a high rate and over a wide area, just “bombards” the target area with excited ions. Flash
like a “shotgun”. burns and spontaneous incineration usually result from
The atom gun deals 6d8 damage to a target in the a hit by this weapon.
first range increment, 4d8 to a target in the second
range increment, and 2d8 to anyone in a 5-foot-wide MESON CANNON
path beyond that distance out to maximum range. An The meson “cannon” is a powerful energy weapon that
atom gun can be fired only once per round. Since this fires a narrow stream of positively charged mesons
was intended as a close-range weapon, damper coils at its target, causing a disruptive effect on living
on the barrel reduce the emission of radiation from the tissue. These weapons, often referred to as “particle
weapon’s internal reaction to an insignificant amount. projectors”, are basically a miniaturized version of the
anti-ballistic missile particle weapons experimented
ION RAY with by both the Soviets and the United States prior to
The ion ray is actually a rather simple device, utilizing the Fall.
an advanced synchrotron (a subatomic-particle A folding stock is often attached to the weapon,
accelerator) to generate a concentrated, pencil-thin along with a standard scope.

Atom Gun

Ion Ray

182
Meson Cannon
TABLE 6-9: OTHER UNCONVENTIONAL WEAPONS
Weapon Damage Critical Type Range ROF Magazine Weight Size Cost Craft DC
Handguns (require the Personal Firearms Proficiency feat)
Flame pistol 3d6 - Fire - 1 See text 4 lb. Small 6,000 cp 30
Hand stunner 2d6 20 See text 20 ft. Single Clip 1 lb. Tiny 2,000 cp 27
Stun pistol 1d6 20 See text 50 ft. Single Clip 2 lb. Small 3,000 cp 28

Longarms (require the Futuristic Firearms Proficiency feat)


Ramjet rifle 3d10 20 Ballistic 200 ft. S, A 30 box 8 lb. Large 5,000 cp 30
Sonic rifle (NLW) 2d12 20 Sonic 20 ft. S Clip, belt, back 10 lb. Large 5,000 cp 28
Sonic rifle B 2d12 20 Sonic 20 ft. S Clip, belt, back 10 lb. Large 10,000 cp 29
UH radiation rifle See text - See text 20 ft. Single Plutonium clip 15 lb. Large 25,000 cp 30

Heavy Weapons (require the Exotic Firearms Proficiency feat)


AT-5 Spandrel 6d12 - - 400 ft. 1 1 int. 55 lb. Huge 3,000 cp 27
Gyrojet launcher 3d10 - - 100 ft. S, A 30 int. 15 lb. Large 3,000 cp 25
Hydra 70 4d10 - - 125 ft. 1 19 int. 250 lb. Huge 1,000 cp 26
TOW II 6d12 - - 200 ft. 1 1 int. 65 lb. Huge 1,000 cp 26

OTHER UNCONVENTIONAL for civilians to defend themselves in the event of


mugging, rape, or assault. The weapon generates a
WEAPONS short-range stun field by pressing one button on its
exterior casing, ejecting its power cell with another.
In addition to more familiar
weapon types, there are a Hand stunners attack as a ranged touch. On
number of unconventional a successful hit the weapon deals 1d2 points of
arms that contribute to the electricity damage, and the target must make a
cocktail of deadly tools Fortitude saving throw (DC 15) or be paralyzed for
available to ruin pickers and 1d3 rounds.
wasteland survivors.
STUN PISTOL
These widely used weapons were one of the standard
HANDGUNS armaments of civil authorities during the decadent
and chaotic final years of civilization, when forced
FLAME PISTOL
The flame pistol is a rather remarkable little assault
weapon; it is, in essence, a compact flamethrower the
size of a heavy pistol. Made of durable heat-resistant
metal, the flame pistol is capable of shooting a burst of
flame in the same manner as the normal flamethrower,
though its compact size allows it to be held in only one
hand. Flame Pistol
When fired, the flame pistol creates a narrow ray
of flame out to 10 feet (not a 5 foot wide line, like
a normal-sized flamethrower). This ray inflicts 3d6
points of fire damage to all creatures and objects in
its path. No attack roll is necessary, and thus no feat
is needed to operate the weapon effectively. Any
creature caught in the line of flame can make a Reflex
save (DC 15) to take half damage. Creatures with Hand Stunner
cover get a bonus to their Reflex save.
The pistol can fire from small canisters (attached
to the weapon like a “clip”), or can be hooked up to
a regular flamethrower tank to use flamethrower fuel.
A typical canister holds only three shots of fuel (if a
flamethrower tank is used, 10 shots).

HAND STUNNER
This type of weapon is a miniaturized stun gun, often
Stun Pistol
183
no larger than a deck of cards (thus it can be held
easily in the palm of the hand), developed primarily
incapacitation of criminals or drug-addicted psychotics United States – a war that ended mankind’s rule of the
was often called for. Stun pistols come in a wide earth. Most Mauser ramjet rifles are fine weapons,
variety of forms and shapes, but most are usually excellently balanced and designed, though some
pistol-sized or smaller. In general, the principle examples have been recovered showing signs of
behind the stun pistol is the transformation of power deteriorating craftsmanship later on in the war (made
from its source (usually a clip) into a low-voltage field, of low-grade metals such as pressed aluminum, or
ray, or emission that “stuns” the nervous system of even wood and plastic for non-essential parts). An
the target into temporary paralysis, lasting just long original, early-make Mauser ramjet is a highly valued
enough for the target to be overcome and bound. weapon indeed!
Stun pistols attack as a ranged touch. On a
successful hit the weapon deals 1d6 points of SONIC RIFLE (NLW)
electricity damage, and the target must make a Sonic weapons were originally designed as a form of
Fortitude saving throw (DC 15) or be paralyzed for non-lethal weapon for use in high-risk areas where
1d6 rounds. collateral damage might prove disastrous, such
as nuclear power plants, weapon and ammunition
LONGARMS depots and armories, etc.. The sonic rifle generates
concentrated sound waves to cause strong vibrations
RAMJET RIFLE to reverberate through the target, which in turn causes
The ramjet is a special rifle that fires a unique disorientation and nausea. Most human targets are
“gyrojet” round. This weapon, however, is far more incapacitated with a single discharge of the weapon.
advanced than early experimental gyrojet projectiles The sonic rifle inflicts special nonlethal damage. If
(experimented with in the 1950s), instead employing the damage inflicted by the weapon in a single round
advanced propellant and design features that propel equals or exceeds the target’s current Constitution
the miniature rocket at speeds approaching Mach 5. score, the target must make a Fortitude save (DC 15).
In addition, the tiny rocket also contains a high-grade On a successful save the target is nauseated for 1d2
advanced explosive compound that causes the round to rounds. On a failed save, the target is paralyzed for
explode on contact. 1d4+1 rounds.
This weapon features a three-round burst setting. All sonic weapons attack as a ranged touch.
When used with the Burst Fire feat, it fires only three
rounds instead of five and can be used with only three SONIC RIFLE B
rounds in the weapon. This setting does not grant the The more powerful sonic rifle B is a combat
ability to make burst fire attacks without the Burst Fire development of the original non-lethal variant,
feat; if you use the setting without the feat, you make a designed to improve the ability to drop the aggressor
normal attack, and the extra two rounds are wasted. while still avoiding collateral damage. Emissions of
The “ramjet” rifle was the standard advanced more violent sound waves (at shorter wavelengths)
weapon of the German state that rose from the ashes cause actual tissue and arterial disruption on impact,
of WWII to spearhead the invasion of the Eastern and the potential for damage to bones and internal

Ramjet Rifle

184
Sonic Rifle
organs is great. The sound waves are still not strong HEAVY WEAPONS
enough to damage most non-organic substances,
however, making the sonic rifle B ideal in high-risk
AT-5 SPANDREL
situations.
Introduced in 1977, the AT-5 “Spandrel” is a second-
Unlike the typical sonic rifle, the sonic rifle B
generation Soviet anti-tank guided missile whose
inflicts lethal damage. Sonic weapons attack as a
characteristics are comparable to the American TOW.
ranged touch.
It was designed almost exclusively for use on vehicles
such as the BMP, BRDM, and UAZ truck.
UH “RADIATION” RIFLE When the AT-5 hits its target, it explodes like a
An experimental weapon even during the twilight grenade or other explosive, dealing 6d12 points of
of the Ancients, this unusually large and bulky rifle damage to all creatures within a 10-foot radius (Reflex
consists of numerous high-pressure gas cylinders save DC 18 for half damage). Because the AT-5
built around a central venting barrel. The weapon features a superior warhead designed to penetrate the
operates by emitting a directed and controlled cloud of armor of military vehicles, the AT-5 ignores up to 15
uranium hexaflouride, a corrosive and radioactive gas points of hardness if it strikes a vehicle, building, or
kept under pressure, by breaking down the radioactive object. However, this only applies to the target struck,
elements in the weapon’s plutonium-based clip. not to other objects within the burst radius.
The cloud created by a UH rifle is expelled not The AT-5 has a minimum range of 300 feet. If fired
unlike a flamethrower jet (or an exterminator’s against a target closer than 300 feet away, it does not
poison gas spray). The weapon attacks as a ranged arm and will not explode.
touch. In addition to doing 2d6 acid damage, the The Exotic Firearms Proficiency (rocket launchers)
UH radiation rifle also inflicts a severe radiation (see feat applies to this weapon.
the Radiation section). The target must resist severe
radiation sickness (Fort DC 24; Damage 2d6 Con) or
take immediate Constitution damage and Radiation
Sickness (see the
Diseases section).

UH Rifle

AT-5 Spandrel

185
GYROJET LAUNCHER M247 has an anti-tank warhead, the M255 has a light
Gyrojets are the smallest type of “missile”, usually armor-piercing flechette warhead, the M261 has a
no more than four or five inches long. Originally high explosive warhead, and the M264 has a smoke
developed as an unconventional ammunition for warhead.
rifles and pistols (these early experiments failed), M247: When the M247 hits its target, it explodes
gyrojets saw much more widespread use arming like a grenade or other explosive, dealing 4d10 points
suits of powered or power-assisted armor on future of damage to all creatures within a 10-foot radius
battlefields. Fired from special multi-tube launchers (Reflex save DC 18 for half damage). Because its
using compressed air, the gyrojet engine only activates explosive features a shaped charged designed to
after it has traveled a few feet to avoid burning the penetrate the armor of military vehicles, the Hydra 70
firer. Gyrojets retain stability over great distance due M247 ignores up to 10 points of hardness if it strikes
to folding plastic or aluminum fins along the rocket’s a vehicle, building, or object. However, this only
length. applies to the target struck, not to other objects within
The gyrojet has a minimum range of 10 feet. If fired the burst radius.
against a target closer than 10 feet away, it does not M255: When the M255 hits its target, it explodes
arm and will not explode. like a grenade or other explosive, dealing 4d10 points
The gyrojet can use a variety of different missiles; of damage to all creatures within a 10-foot radius
the most common types are explosive, incendiary, (Reflex save DC 18 for half damage). Because it is
ballistic, and sabot. designed to defeat armor, the Hydra 70 M255 ignores
The Exotic Firearms Proficiency (rocket launchers) up to 5 points of hardness if it strikes a vehicle,
feat applies to this weapon. building, or object. However, this only applies to
the target struck, not to other objects within the burst
HYDRA 70 radius.
The Hydra 70mm rocket launcher is typical of M261: When the M261 hits its target, it explodes
conventional rocket launchers, most often seen like a grenade or other explosive, dealing 4d10 points
mounted in rocket launcher tubes on attack helicopters of damage to all creatures within a 10-foot radius
and ground attack aircraft. Of the four variants, the (Reflex save DC 18 for half damage).
M264: The M264 warhead creates obscuring smoke.
On the round that it is fired, a rocket of this type fills
the four squares around it with a cloud of smoke. On
the following round, it fills all squares within 10 feet,
and on the third round it fills all squares within 15
feet. It disperses after 10 rounds, though a moderate
wind (11+ mph) disperses the smoke in 4 rounds and a
strong wind (21+ mph) disperses it in 1 round.
The Hydra 70 has a minimum range of 30 feet. If
fired against a target closer than 30 feet away, it does
not arm and will not explode. The Exotic Firearms
Proficiency (rocket launchers) feat applies to this
weapon.
Hydra

Gyrojet Launcher

186
TOW II
The TOW (tube-launcher, optically tracked, wire-
MELEE WEAPONS
Melee weapons are very common
guided) missile and its succeeding generations were in the wasteland, often
designed as heavy armor killers. One of the most more so than their ranged
effective weapons of its kind, the missile itself counterparts. Although
employs a special probe at the tip to optimize armor they are often employed
penetration through detonation at a standoff distance by the wasteland’s more
of several inches, making it ideal against all ranges of primitive denizens, even
armored targets. more technologically advanced
Though designed to be used by a ground team with a warriors frequently carry a backup melee weapon for
tripod, the TOW can be mounted on attack helicopters close combat. Most of the weapons described here are
and fast ground vehicles (such as the Hummer), archaic in nature, but a few are quite advanced—the
for attacking armored vehicles on the conventional Ancients developed powered melee weapons for use in
battlefield. close-quarters combat and illegal blood sports.
When the TOW II hits its target, it explodes like Damage: The damage the weapon deals on a
a grenade or other explosive, dealing 6d12 points of successful hit.
damage to all creatures within a 10-foot radius (Reflex Critical: The threat range for a critical hit. If the
save DC 18 for half damage). Because the TOW II threat is confirmed, a weapon deals double damage on
features a superior warhead designed to penetrate the a critical hit (roll damage twice, as if hitting the target
armor of military vehicles, the TOW II ignores up to two times).
15 points of hardness if it strikes a vehicle, building, or Damage Type: Melee weapon damage is classified
object. However, this only applies to the target struck, according to type: bludgeoning (weapons with a blunt
not to other objects within the burst radius. striking surface), energy (of a specific type), piercing
The TOW II has a minimum range of 300 feet. If (weapons with a sharp point), and slashing (weapons
fired against a target closer than 300 feet away, it does with an edged blade). Some creatures or characters
not arm and will not explode. may be resistant or immune to some forms of damage.
The Exotic Firearms Proficiency (rocket launchers) Range Increment: Melee weapons that are
feat applies to this weapon. designed to be thrown can be used to make ranged
attacks. As such, they have a range increment just as
other ranged weapons do—but the maximum range for
a thrown weapon is five range increments instead of
ten.
Any attack at less than the given range increment

Tow II

187
is not penalized for range. However, each full range and that of its wielder defines whether it can be used
increment causes a cumulative –2 penalty on the attack one-handed, if it requires two hands, and if it’s a light
roll. weapon.
Size: Size categories for weapons and other objects A Medium-size or smaller weapon can be used one-
are defined differently from the size categories for handed or two-handed. A Large weapon requires two
creatures. The relationship between a weapon’s size hands.

TABLE 6-10: MELEE WEAPONS


Damage Craft
Weapon Damage Range Type Increment Size Weight Cost
Critical DC
Simple Weapons (requires Simple Weapons Proficiency)
Brass knuckles 1 20 Bludgeoning - Tiny 1 lb. 10 cp 15
Cleaver 1d6 19–20 Slashing - Small 2 lb. 5 cp 15
Club 1d6 20 Bludgeoning 10 ft. Med 3 lb. 1 cp 10
Bludgeoning,
Club, spiked 1d8 20 - Med. 8 lb. 1 cp 10
Piercing
Dagger, punching 1d4 20/x3 Piercing - Tiny 2 lb. 5 cp 12
Gauntlet * * Bludgeoning - * 2 lb. 5 cp 15
Gauntlet, spiked 1d4 20 Piercing - Tiny 2 lb. 7 cp 15
Ketch-all pole 1d4* 20 Bludgeoning - Large 8 lb. 15 cp 12
Knife 1d4 19–20 Piercing 10 ft. Tiny 1 lb. 2 cp 10
Metal baton 1d6 19–20 Bludgeoning - Med 2 lb. 10 cp 12
Pistol whip 1d4 20 Bludgeoning - - - - -
Quarterstaff 1d6/1d6 20 Bludgeoning - Large 4 lb. 1 cp 10
Rifle butt 1d6 20 Bludgeoning - - - - -
Sap 1d61 20 Bludgeoning - Small 3 lb. 2 cp 12
Shock gloves 1d8 20 Electricity - Small 1 lb. 500 cp 25
Stun baton 3d6 or 1d6 20 Electricity - Med 3 lb. 750 cp 25
Stun gun 1d3 20 Electricity - Tiny 1 lb. 50 cp 25
Tonfa 1d4 20 Bludgeoning - Med 2 lb. 10 cp 15

Archaic Weapons (requires Archaic Weapons Proficiency)


Battleaxe 1d8 20/x3 Slashing - Med. 7 lb. 10 cp 12
Bayonet (fixed) 1d4/1d6 20 Piercing - Large 1 lb. 12 cp 15
Energy pike 2d8 18-20 Slashing - Large 4 lb. 5,000 cp 35
Flail, heavy 1d10 19-20 Bludgeoning - Large 20 lb. 20 cp 15
Flail, light 1d8 20 Bludgeoning - Med. 5 lb. 15 cp 15
Greataxe 1d12 20/x3 Slashing - Large 20 lb. 20 cp 15
Greatclub 1d10 20 Bludgeoning - Large 10 lb. 5 cp 15
Greatsword 2d6 19-20 Slashing - Large 15 lb. 30 cp 15
Hatchet 1d6 20 Slashing 10 ft. Small 4 lb. 5 cp 12
Longsword 1d8 19–20 Slashing - Med 4 lb. 20 cp 15
Machete 1d6 19–20 Slashing - Small 2 lb. 10 cp 12
Maul 1d10 20/x3 Bludgeoning - Large 20 lb. 5 cp 10
Plasma sword 2d8 19-20 Energy - Med l lb. 5,000 cp 35
Pick 1d4 20/x4 Piercing - Small 4 lb. 5 cp 10
Pickaxe 1d6 20/x4 Piercing - Med. 6 lb. 10 cp 10
Power sword 2d6 18-20 Slashing - Med 2 lb. 5,000 cp 35
Rapier 1d6 18–20 Piercing - Med 3 lb. 60 cp 17
Spear 1d8 20 Piercing - Large 9 lb. 10 cp 10
Straight razor 1d4 19–20 Slashing - Tiny 0.5 lb. 3 cp 10

Exotic Melee Weapons (requires Exotic Melee Weapons Proficiency)


Axe, raider double 1d8/1d8 20/x3 Slashing - Large 25 lb. 200 cp 20
Chain 1d6/1d6 20 Bludgeoning - Large 5 lb. 10 cp 15
Chain saw 3d6 20 Slashing - Large 10 lb. 300 cp 20
Chainsword 3d6 19-20 Slashing Medium 8 lb. 3,000 cp 28
Flail, dire 1d8/1d8 20 Bludgeoning - Large 20 lb. 200 cp 20

188 Kama
Katana
1d6
2d6
20
19–20
Slashing
Slashing
-
-
Small
Large
2 lb.
6 lb.
30 cp
200 cp
17
20
Kukri 1d4 18–20 Slashing - Small 1 lb. 30 cp 17
Nunchaku 1d6 20 Bludgeoning - Small 2 lb. 20 cp 15
Three-section staff 1d10/1d10 20 Bludgeoning - Large 3 lb. 20 cp 17
Warp-field sword 2d6 19-20 Slashing - Medium 3 lb. 15,000 cp 38
A Small or smaller weapon is considered a light for a single gauntlet. An attack with a spiked gauntlet
weapon. It can be used one-handed and, as a light is considered an armed attack that deals lethal damage.
weapon, is easier to use in a character’s off hand.
Weight: This column gives the weapon’s weight. KETCH-ALL POLE
Cost: The relative cost in corium. A ketch-all pole is designed to capture opponents with
Tech Level: The technology feat required to operate a minimum of harm. A wielder who hits an opponent
the weapon. with a ketchall pole can immediately initiate a grapple
Craft DC: The Craft DC to construct the item. (as a free action) without provoking an attack of
opportunity. In addition to the normal options available
SIMPLE MELEE WEAPONS to a grappler, the wielder of a ketchall pole can attempt
Generally lightweight and inexpensive, simple to pull his target to the ground (the equivalent of a trip
weapons nevertheless get the job done. All of the attack, though no attack roll is necessary).
following weapons require the Simple Weapons The ketch-all pole has reach and cannot be used
Proficiency feat (and in some cases, the appropriate against adjacent opponents. A ketch-all pole can only
Technology feat) to operate. be used against opponents within one size category of
the wielder.
BRASS KNUCKLES
These pieces of molded metal fit over the outside of a KNIFE
character’s fingers and allow him or her to deal lethal This category of weapon includes hunting knives,
damage with an unarmed strike instead of nonlethal butterfly or “balisong” knives, switchblades, and
damage. A strike with brass knuckles is otherwise bayonets (when not attached to rifles). A character can
considered an unarmed attack. select the Weapon Finesse feat to apply his Dexterity
When used by a character with the Brawl feat, modifier instead of Strength modifier to attack rolls
brass knuckles increase the base damage dealt by an with a knife.
unarmed strike by +1 and turn the damage into lethal
damage. METAL BATON
The cost and weight given are for a single item. This weapon can be collapsed to reduce its size
and increase its concealability. A collapsed baton is
CLEAVER Small and can’t be used as a weapon. Extending or
A heavy kitchen knife of the sort often found in the collapsing the baton is a free action.
ruins of pre-Fall homes and restaurants.
PISTOL WHIP
CLUB Using a pistol as a melee weapon can deal greater
Almost anything can be used as a club. This entry damage than attacking unarmed. No weight or
represents the wooden nightsticks often carried by pre- purchase DC is given for this weapon, since both vary
Fall police forces. depending on the pistol used.

CLUB, SPIKED QUARTERSTAFF


Also called a morningstar, this simple weapon You can strike with either end of a quarterstaff,
combines the impact of a club with the piercing force allowing you to take full advantage of openings in
of spikes. your opponent’s defenses. A quarterstaff is a double
weapon. You can fight with it as if fighting with two
DAGGER, PUNCHING weapons, but if you do, you incur all the normal attack
The punching dagger puts the full force of the penalties associated with fighting with two weapons
wielder’s punch behind it, making it capable of deadly as if you are using a one-handed weapon and a light
strikes. weapon. A creature using a double weapon in one
hand, such as a Large creature using a quarterstaff,
can’t use it as a double weapon.
GAUNTLET
These metal gloves protect your hands and let you
deal lethal damage with unarmed strikes rather than RIFLE BUTT
nonlethal damage. A strike with a gauntlet is otherwise The butt of a rifle can be used as an impromptu club.
considered an unarmed attack. The cost and weight
SAP
given are for a single gauntlet.
This weapon, essentially a smaller version of a club,
deals nonlethal damage instead of lethal damage.
189
GAUNTLET, SPIKED
Your opponent cannot use a disarm action to disarm
you of spiked gauntlets. The cost and weight given are
SHOCK GLOVES the bayonet fixed, the longarm becomes a double
These items were used in both close-quarters military weapon—clublike at one end and spearlike at the
action and in illegal boxing matches. Shock gloves other. A character can fight with it as if fighting with
appear to be metal gloves, but emit a strong visible two weapons, but if the character does so, she incurs
electric field. Each time a hit is scored, in addition all the normal attack penalties associated with fighting
to regular punch damage, a powerful shock shoots with two weapons, as if using a one-handed weapon
through the target, inflicting 1d8 points of electrical and a light weapon.
damage. Shock glove attacks are treated as unarmed
attacks in all ways, including attacks of opportunity. ENERGY PIKE
The shock glove requires the Post-Apocalyptic A very common weapon of the U.S. Army during
Technology feat to operate. the years of foreign invasion (especially useful in
Power Source: Beltpack or backpack. the spontaneous execution of prisoners of war),
this appears at first glance to be a simple dull black
STUN GUN or gray staff, universally 8’ long. When activated,
Although the name suggests a ranged weapon, a however—usually by pressing a button or switch
stun gun requires physical contact to affect its target. on the pommel—the last three feet begins to glow
(The taser is a ranged weapon with a similar effect.) brightly. The pike uses a powerful ion emitter to ionize
On a successful hit, the stun gun deals 1d3 points the air around the business end of the weapon, in effect
of electricity damage, and the target must make a creating a high-energy “power field” around it.
Fortitude saving throw (DC 15) or be paralyzed The weapon attacks like a regular melee weapon,
for 1d6 rounds. The stun gun requires the Post- but is far more deadly when it hits (increased critical
Apocalyptic Technology feat to operate. range). In addition, it emits a glow up to 30 ft. around
Power Source: Power Cell. the user. As a type of polearm, the energy pike has
reach of 10 feet, but cannot be used against an adjacent
STUN BATON foe. An energy pike requires the Post-Apocalyptic
This appears to be a simple metal baton which emits Technology feat to operate.
an energetic glow and subtle hum when activated. The Power Source: Beltpack or backpack.
stun baton has two settings: nonlethal (3d6 damage)
and lethal (1d6 damage). When it hits an opponent, the FLAIL, LIGHT AND HEAVY
stun baton lets off a low-voltage charge that effectively With a flail, you gain a +2 bonus on your opposed
stuns the target, causing the target to make a Fortitude attack roll when attempting to disarm an enemy
saving throw (DC 15) or be paralyzed for 1d6 (including the roll to avoid being disarmed if you fail
rounds. The stun baton requires the Post-Apocalyptic to disarm your enemy). You can also use this weapon
Technology feat to operate. to make trip attacks. If you are tripped during your
Power Source: Beltpack or backpack. own trip attempt, you can drop the flail to avoid being
tripped.
TONFA
This was the melee weapon carried by most pre-Fall GREATAXE
police forces, used to subdue and restrain criminals. This big, heavy axe is a favorite of raiders anybody
A character can deal nonlethal damage with a tonfa else who wants the capability to deal out incredible
without taking the usual –4 penalty. damage.

ARCHAIC MELEE WEAPONS GREATCLUB


Most of these weapons deal damage by means of a A greatclub is a two-handed version of a regular club.
blade or a sharp point. All of the following weapons
require the Archaic Weapons Proficiency feat (and GREATSWORD
in some cases, the appropriate Technology feat) to This huge sword that can deal tremendous damage in
operate. the right hands.

BATTLEAXE HATCHET
The battleaxe has a large metal head and is popular This light axe is a chopping tool that deals slashing
with cultists and others who like to leave big, bloody damage when employed as a weapon.

190
wounds.
LONGSWORD
BAYONET (FIXED) This classic, straight blade is the weapon of
The statistics given describe a bayonet fixed at the knighthood and valor.
end of a longarm with an appropriate mount. With
MACHETE Proficiency feat is required for each one in order to
This long-bladed tool looks much like a short, avoid the –4 nonproficient penalty.
lightweight sword.
AXE, RAIDER DOUBLE
MAUL A raider double axe is a double weapon. You can fight
Bigger than a sledgehammer, the maul is a two-handed with it as if fighting with two weapons, but if you do,
warhammer of enormous size. you incur all the normal attack penalties associated
with fighting with two weapons, as if you were
PLASMA SWORD wielding a one-handed weapon and a light weapon.
The plasma sword is a potent melee weapon, and was A larger creature using a double weapon in one hand
still in development in the final days of the Ancients. cannot use it as a double weapon.
A small metal handle generates a solid beam of plasma
contained by a gravity-induced force field. A plasma CHAIN
sword requires the Post-Apocalyptic Technology feat This is a simple chain with weighted ends. It can be
to operate. whirled quickly, striking with hard blows from the
Power Source: Beltpack or backpack. weights. One end can also be swung to entangle an
opponent.
PICK The chain can be used either as a double weapon or
A pick is designed to concentrate its force on a small, as a reach weapon. A character can fight with it as if
penetrating point. It is a small, one-handed instrument fighting with two weapons, incurring all the normal
that includes rock cutting picks and picks designed for attack penalties as if using a one-handed weapon and a
combat. light weapon. In this case, the character can only strike
at an adjacent opponent.
If a character uses the chain as a reach weapon, he
PICKAXE can strike opponents up to 10 feet away. In addition,
This is a heavy, two-handed tool commonly used for
unlike other weapons with reach, the character can use
mining and digging dirt. The version listed here is
it against an adjacent foe. In this case, the character
strengthened for martial use.
can only use one end of the chain effectively; he can’t
use it as a double weapon.
POWER SWORD Because a chain can wrap around an enemy’s leg or
This item operates much like an energy pike, except other limb, a character can make a trip attack with it
that it is in the shape of a typical long sword and is by succeeding at a melee touch attack. If the character
commonly used in close quarter combat situations. is tripped during his own trip attempt, he can drop the
A power sword requires the Post-Apocalyptic chain to avoid being tripped.
Technology feat to operate. When using a chain, the character gets a +2
Power Source: Beltpack or backpack. equipment bonus on his opposed attack roll when
attempting to disarm an opponent (including the roll
RAPIER to avoid being disarmed if the character fails to disarm
The rapier is a lightweight sword with a thin blade. A the opponent).
character can select the Weapon Finesse feat to apply A character can select the Weapon Finesse feat
her Dexterity modifier instead of Strength modifier to to apply his Dexterity modifier instead of Strength
attack rolls with a rapier. modifier to attack rolls with a chain.

SPEAR CHAIN SAW


This primitive device is a reach weapon. A character Pre-Fall military and police units used powered saws
can strike opponents 10 feet away with it, but cannot to cut through fences and open doors rapidly. They
use it against an adjacent foe. are sometimes pressed into service as weapons, often
by people who watch too many movies. A chainsaw
STRAIGHT RAZOR requires the Post-Apocalyptic Technology feat to
This item can still be found in some ruined operate.
barbershops and shaving kits. Power Source: One-half tank of gasoline (last for 1
hour).
EXOTIC MELEE WEAPONS
Most exotic weapons are either atypical in form or
improved variations of other melee weapons. Because
CHAINSWORD
This type of device, simple but remarkably brutal in 191
each exotic weapon is unique in how it is manipulated effect is, in essence, a chainsaw/sword combination. It
and employed, a separate Exotic Melee Weapon works just like a chainsaw, but has a narrower, razor-
sharp blade, and a handle more receptive to swinging
about in pitched combat. A chainsword requires the field sword generates a field that causes the blade to
Post-Apocalyptic Technology feat to operate. “dance” between dimensions, allowing it to pass right
Power Source: Beltpack or backpack. through obstructions—specifically, through armor.
The sword is completely unaffected by non-organic
FLAIL, DIRE armor and only damages flesh. A warp-field sword
A dire flail is a double weapon. You can fight with it as requires the Post-Apocalyptic Technology feat to
if fighting with two weapons, but if you do, you incur operate.
all the normal attack penalties associated with fighting Power Source: Minifusion cell.
with two weapons, as if you were using a one-handed
weapon and a light weapon. A creature using a double
weapon in one hand can’t use it as a double weapon. ARMOR
With a dire flail, you gain a +2 bonus on your
opposed attack roll when attempting to disarm an Advanced armor types include the fanciful protective
enemy (including the opposed attack roll to avoid devices of civil and military agencies that existed
being disarmed if you fail to disarm your enemy). during the years before the nuclear apocalypse claimed
You can also use this weapon to make trip attacks. If all of civilization. Since few remember the events that
you are tripped during your own trip attempt, you can drove original man extinct, these items stand only as
drop the dire flail to avoid being tripped. silent reminders of his former greatness.
Armor is described by a number of statistics, as
shown on Table 6-11: Armor.
KAMA Type: Armor comes in four types: archaic,
A kama is a wooden shaft with a scythe blade impromptu, concealable, and tactical.
extending at a right angle out from the shaft. Archaic armor is old-fashioned armor, such as
medieval chainmail and plate mail.
KATANA Impromptu armor includes items that provide
The katana is the traditional Japanese samurai sword. protection even though they were not designed for that
When used with the Exotic Melee Weapon Proficiency purpose, such as leather biker’s jackets and football
feat, it can be used with one hand. For a wielder pads.
without the feat, the katana must be used with two Concealable armor is modern body armor designed
hands, and the standard –4 nonproficiency penalty to fit underneath regular clothing. It can be worn for
applies. extended periods of time without fatiguing the wearer.
Tactical armor is modern body armor that fits over
KUKRI clothing and cannot be easily concealed. Its weight
This heavy, curved dagger has its sharp edge on the and bulk make it impractical to wear all the time, and
inside of the curve. it is generally only donned when a specific dangerous
confrontation is likely. Because it is worn over
NUNCHAKU clothing in tactical situations, tactical armor often
A popular martial arts weapon, the nunchaku is made has pockets, clips, and velcro attachment points for
of two wooden shafts connected by a short length of carrying weapons, grenades, ammunition, flashlights,
rope or chain. first aid kits, and other items.
Equipment Bonus: The protective value of the
THREE-SECTION STAFF armor. This bonus adds to the wearer’s Defense.
Originally, a farm implement for threshing grain, this Nonproficient Bonus: The maximum amount of
weapon is composed of three sections of wood of the armor’s equipment bonus that can be applied to
equal lengths, joined at the ends by chain, leather, or the wearer’s Defense if the wearer is using armor
rope. The three-section staff requires two hands to use. with which he or she isn’t proficient (doesn’t have the
The three-section staff is a double weapon. A appropriate feat).
character can fight with it as if fighting with two Maximum Dex Bonus: This number is the
weapons, but if he or she does, the character incurs all maximum Dexterity bonus to Defense that this type of
the normal attack penalties associated with fighting armor allows. Heavier armor limits mobility, reducing
with two weapons, as if using a one-handed weapon a character’s ability to avoid attacks.
and a light weapon. Even if a character’s Dexterity bonus drops to +0
because of armor, the character is not considered to
have lost his Dexterity bonus.
WARP-FIELD SWORD
192 This tremendously advanced device is said to be a
product of the infamous “Philadelphia Experiment”
Armor Penalty: The heavier or bulkier the armor,
the more it affects certain skills. This penalty applies
to checks involving the following skills: Balance,
of the Ancients, a landmark event that allowed man Climb, Escape Artist, Hide, Jump, Move Silently, and
to break through the dimensional barrier. The warp- Tumble.
Speed (30 ft.): Medium and heavy armor slows LIGHT UNDERCOVER SHIRT
a character down. The number in this column is the Designed for deep undercover work in which it’s
character’s speed while in armor, assuming his or critical that the wearer not appear to be armed or
her base speed is 30 feet (the normal speed for most armored, this garment consists of a T-shirt with a band
human beings). of light protective material sewn in around the lower
Weight: This column gives the armor’s weight. torso.
Cost: The relative cost in corium.
Craft DC: The DC for crafting the armor. PULL-UP POUCH VEST
This garment, consisting of a torso apron of light
LIGHT ARMOR protective material held up by a loop around the neck,
For the character who does not want to be bogged can be stored in an innocuous fanny pack. Deploying
down by more cumbersome armor types, a leather the apron is a move action. This garment provides
garment or some sort of concealable armor is just the no equipment bonus (and has no armor penalty or
ticket. maximum Dexterity bonus) when undeployed.

LEATHER JACKET UNDERCOVER VEST


This armor is represented by a heavy leather biker’s Covering a larger area of the torso, this vest provides
jacket. A number of other impromptu armors, such better protection than the light undercover shirt—but
as a football pads and a baseball catcher’s pads, offer it is also more easily noticed. It is best used when the
similar protection and game statistics. armor should remain unseen but the wearer does not
expect to face much scrutiny, granting a +2 bonus on
LEATHER ARMOR Spot checks to notice the armor.
This archaic armor consists of a breastplate made
of thick, lacquered leather, along with softer leather
coverings for other parts of the body.

TABLE 6-11: ARMOR


Equipment Nonprof Maximum Armor Speed Craft
Armor Type Weight Cost
Bonus Bonus Dex Bonus Penalty (30 ft.) DC
Light Armor
Leather jacket Impromptu 1 1 8 0 30 4 lb. 25 cp 17
Leather armor Archaic 2 1 6 0 30 15 lb. 40 cp 18
Light undercover shirt Concealable 2 1 7 0 30 2 lb. 50 cp 20
Pull-up pouch vest Concealable 2 1 6 -1 30 2 lb. 75 cp 20
Undercover vest Concealable 3 1 5 -2 30 3 lb. 100 cp 20

Medium Armor
Concealable vest Concealable 4 2 4 -3 25 4 lb. 120 cp 22
Chainmail shirt Archaic 5 2 2 -5 20 40 lb. 120 cp 22
Light-duty vest Tactical 5 2 3 -4 25 8 lb. 200 cp 22
Civil security suit Tactical 5 2 3 -4 25 8 lb. 200 cp 23
Tactical vest Tactical 6 2 2 -5 25 10 lb. 300 cp 23
Military combat suit Tactical 6 2 3 -4 25 10 lb. 400 cp 23

Heavy Armor
Environment suit Tactical 5 4 0 -7 15 100 lb. 500 cp 24
NBC suit Tactical 5 4 1 -4 20 50 lb. 600 cp 24
LazAb Tactical 7 3 0 -6 20 50 lb. 1,000 cp 25
Special response vest Tactical 7 3 1 -6 20 15 lb. 2,000 cp 24
Plate mail Archaic 8 3 1 -6 20 50 lb. 1,500 cp 24
Forced entry unit Tactical 9 3 0 -8 20 20 lb. 4,000 cp 25
Special security suit Tactical 9 3 0 -8 20 20 lb. 4,000 cp 25
Advanced metal Tactical 9 3 0 -6 20 50 lb. 7,500 cp 28
Plastex Tactical 10 3 2 -5 20 30 lb. 10,000 cp 30

Shields
Shield, impromptu Shield 1 0 - -2 - varies 5 cp - 193
Shield, small Shield 1 0 - -1 - 6 lb. 25 cp 15
Shield, large Shield 2 1 - -2 - 15 lb. 75 cp 15
Shield, riot Shield 3 1 - -1 - 6 lb. 100 cp 20
MEDIUM ARMOR ADVANCED METAL
Most medium armor (except for the archaic chainmail Advanced metal armor includes a number of high-
shirt) is not terribly heavy, but nonetheless provides technology creations, utilized by advanced societies,
a significant amount of protection—at the expense of associations, and brotherhoods. Advanced metal
some speed. armor is typically composed of superior materials
like ferroalloy, super-titanium, etc., covering the
CIVIL SECURITY SUIT body not unlike a suit of medieval plate armor.
During the final years of mankind’s degenerating Much more resistant to rounds and lasers than more
dominance of the world, civilization began to break archaic armors, these suits are a sign of technological
down. Suits such as this were issued to all police achievement in a wasteland people.
officers. The armor consists of a plastic plate
breastplate, leg guards, and helmet, and is generally ENVIRONMENT SUIT
fashioned to mimic a uniform of some kind—the The environment suit is a heavy-duty version of the
officer’s number and the words “MetPol” or “LAPD” more common NBC suit, built to protect against
are blatantly evident on the armor panels. Generally, industrial-grade radioactive contaminants and long-
a web belt is also included for the placement of a term radiation exposure. Environment suits are made
sidearm, tear gas or photon grenades, and a walkie- heavy with lead body panels, utilizing an aluminum
talkie. support frame to evenly distribute weight and self-
powered internal pressurization unit to further keep
CONCEALABLE VEST out minute radioactive particles (such as dust). An
This vest provides maximum protection in a garment environment suit protects against up to high radiation
that can be worn all day long under regular clothing. (see Radiation Sickness), and also has a built-in
While it may go unnoticed by a quick glance, it head-mounted flashlight for work in powerless
is usually visible to anyone looking closely for it, areas. A suit has a limited version of an advanced
granting a +4 bonus on Spot checks to notice the breathing apparatus that operates for 12 hours at a
armor. time (recharging itself after 12 hours takes another 30
minutes).
CHAINMAIL SHIRT
This medieval-era armor is a long shirt made of FORCED ENTRY UNIT
interlocking metal rings, with a layer of padding This powerful protection consists of a heavy torso
underneath. It’s heavy, making it uncomfortable to jacket with ceramic plates over the chest and back,
wear for long periods of time. neck and groin guards, arm protection, and a helmet.
Heavy and cumbersome, this armor is generally only
donned by tactical officers heading into a dangerous
LIGHT-DUTY VEST assault.
A lightweight tactical vest designed for extended
use by riot police and forces on alert for potential
attack, this armor sacrifices a degree of protection for LAZAB
a modicum of comfort—at least compared to other Short for “laser ablative”, this type of experimental
tactical body armors. armor appears to be a highly reflective form of
metallic plate. In reality, lazab is composed of a
weave of billions of crystalline metallic structures,
MILITARY COMBAT SUIT covered in a sprayed-on coating of super-reflective
The majority of the world’s armed forces employed
aerosol metal. Appearing almost mirror-like, lazab is
this kind of armor. The suit consists of a ballistic
especially effective in the diffusion and reflection of
nylon vest and arm greaves, with a helmet as well - it
directed energy attack forms.
was meant to protect the vitals only. The suit will
When defending from directed energy-based attacks
always be camouflaged to the particular environment
(lasers, masers, etc), lazab provides damage reduction
in which it is found.
10.

TACTICAL VEST NBC SUIT


The standard body armor for police tactical units,
These precious suits protect against a wide variety of
this vest provides full-torso protection in the toughest
biochemical agents and most low-levels of gamma
flexible protective materials available.
and UV radiation. They come in a variety of types,
194 HEAVY ARMOR
from rugged special military suits to thin military
pullover suits, to heavy and cumbersome civilian
For the best protection money can buy, go with heavy suits used in industry and power plant maintenance.
armor, but watch out for the armor penalty. Some are simply overalls, while others have an
internal framework of light aluminum to keep the SWAT, food riot control, etc.. The armor consists
suit rigid. Some forms, designed for work in certain of rigid plastic plates on the arms and legs, and a
facilities, have a flexible umbilical (connected to a ballistic nylon vest and helmet (with clear or mirrored
static installation’s own air supply) and an interior faceguard). A gas mask is integral to the helmet,
pressure system which causes the suit to “inflate” - the allowing the trooper to operate in tear gas or other
higher pressure inside keeping chemical and biological irritant agents unimpeded. The special security suit
particles out (hence the bulkiness of the suit). Most also has a web-belt for carrying optional riot gear.
protect against all agents, others only one or two.
In general, a NBC suit found by characters SHIELDS
will likely be suited for exploration of all three You strap a shield to your forearm and grip it with
environments, with a maximum protection of up to your hand.
moderate radiation (see Radiation Sickness). Small Shield: A small shield’s light weight lets you
carry other items in that hand (although you cannot
PLASTEX use weapons).
Plastex is an advanced form of armor that was Large Shield: A large shield is too heavy for you to
developed just months before the Fall. It was a use your shield hand for anything else.
development of cheaply made plastic armor whose Wooden or Steel: Wooden and steel shields offer the
protective capabilities far exceeded most basic armor same protection, although they respond differently to
types, but at a fraction of the cost of powered armor special attacks.
suits. Plastex is relatively lightweight, however, Impromptu: This includes “picked up” shields
giving it a definite advantage even over most like garbage can lids or stop signs. They are bulky,
powered armor. Plastex is generally transparent or unwieldy, and tend to fall apart after a few hits
translucent like glass, and is rigid in format; most (hardness 5, 3 hp).
plastex armors consisted of breastplates, arm guards, Riot: A riot shield is a large shield made of tough,
etc.. Unfortunately, plastex suits were fitted to each transparent plastic, providing cover without hindering
soldier’s personal measurements, and thus suits found sight.
so far in the future are seldom usable except in rare
cases. POWERED ARMOR
When a suit of plastex armor is found as treasure, Depending on the level of technology that existed
roll its dimensions randomly as if rolling a character’s before the Fall in your specific campaign, the concept
height and weight. A character can only wear armor of of “powered armor” may or may not even be an
this type if it is suited to his dimensions. issue. While they are certainly a “sci-fi” element, the
rules here assume that the technological level of the
PLATE MAIL Ancients was advanced to such a degree that potent
This medieval-era armor consists of metal plates that suits of protective armoring could be developed for
cover the entire body. It’s heavy and cumbersome individual soldiers; whether only to equip elite teams
compared to most modern armor, but it does provide a in the field, or prolific enough to be the standard
great deal of protection. equipment for the cutting edges armed forces of the
world’s last superpowers, powered armor is a potent
SPECIAL RESPONSE VEST reminder of the greatness of Ancient man.
Built like the tactical vest, but incorporating groin In essence “powered armor” is more than personal
and neck protection as well as a ceramic plate over body armor, it is an all-encompassing suit that not
the chest, this armor provides additional protection in only protects the individual soldier from rounds and
battles against heavily armed opponents. fragments, but also from the invisible elements of
the battlefield such as radiation, biological weapons,
SPECIAL SECURITY SUIT and chemical attack. Most powered armor is made
This kind of protective armor was issued to special from a heavy, futuristic metal armor combining metal
police security teams before the Fall, units such as fiber-weaving construction and super-advanced design
elements.

TABLE 6-12: POWERED ARMOR


Equipment Bonus No Proficiency Bonus Max Armor Speed Craft
Armor Type Weight Cost
Defense Strength Defense Strength Dex Penalty (30 ft) DC
Mk1 Ares Tactical 10 5 3 2 0 -7 20 ft. 30 lbs. 20,000 cp 35
Mk2 Ares
Mk3 Ares
Tactical
Tactical
10
10
4
4
3
3
2
2
3
3
-3
-3
25 ft.
25 ft.
18 lbs.
18 lbs.
40,000 cp
40,000 cp
36
36
195
Mk1 Hermes Tactical 7 2 3 1 0 -6 70 ft. 8 lbs. 50,000cp 37
Mk1 Hermes Tactical 7 2 3 1 0 -6 70 ft. 8 lbs. 65,000 cp 38
Zeus Suit Tactical 10 8 3 3 3 -3 25 ft. 20 lbs. 70,000 cp 40
Because the metals and protective systems involved short time (though many eventually found their way
are prohibitive in weight, special “power-assisted” to second-line units by the time of the Fall). The
musculature and exoskeletal framework must be used Mk1 suit is a bulky, all-encompassing shell of heavy
to allow movement. With the advent of stronger and powered armor, almost like a small “pod” on huge
more sensitive electronic musculature, powered armor robotic legs. The user slips into the suit through a rear
suits could not only support their own armor mass, but hatch not unlike a deep-sea pressure suit, slipping his
also mount weapons systems usually unheard of on an arms into the suit’s arms (reaching to about the elbow;
individual such as machineguns and rocket launchers. fine manipulation is done with sensitive joystick
So-called “scout armor” is a development of basic controls in each arm).
powered armor, utilizing lighter body construction The MK1 Ares has the following features.
materials to permit greater body flexibility and a Air Supply: This armor features an advanced
marked increase in speed. A completely powered respiratory system in the main compartment (good for
leg framework permits the wearer to literally run 3 continuous hours, after which time it must rest and
for virtually unlimited periods, since the work is recharge itself for 1 hour).
being done by the armor suit and is not reliant on the Communication System: A built-in microwave
individual’s muscle strength. Such armor would have communications system (with a 15 mile range) in the
been especially valuable in front line reconnaissance, helmet.
intelligence gathering, pursuit, and harassment roles HazMat Protection: An overpressure system that
on the nuclear battlefield. helps prevent biological and chemical agents from
Mounted Weapons: Note that mounted weapons penetrating the armor. This grants a +2 bonus to saves
need their own power. For example, the Zeus suit vs. radiation or hazardous chemical damage. If the
requires an additional power source to fire its gauss save is failed, the wearer suffers reduced effects from
anti-tank rifle. The cost of the armor does not include the environment as if affected by one category less of
any mounted weapons. a danger (Severe radiation would be reduced to High
or Industrial Waste would be reduced to low-grade
CRAFTING POWERED ARMOR pollutants).
Powered Armor is extremely complex and requires Night Vision Optics: A flexible bullet and blast
mastery in several fields of science and technology. resistant view screen that can be electrically polarized
They are nearly impossible to craft without training to serve in an infrared capacity, granting night vision
in the relevant disciplines. Crafting powered armor of 120 feet.
requires Craft knowledge in both electronics and Power Source: Minifusion cell.
mechanics. Unless the character possesses both the
Advanced Electronics and Advanced Armor Discipline MK2 ARES ARMOR (BATTLE ARMOR)
feat, he suffers a –8 (–4 if one possessed) non- This type of armor was by far the most effective (and
discipline penalty to his Craft checks. tactically valuable) of the early powered types. Mk2
Crafting Power Armor typically takes 200 hours armor owes much of its success to the miniaturization
(or more) and requires raw material equal to one of powered armor technology, which reduces the size
third of the price of the armor. The raw materials (and inherent lack of dexterity) of the Mk1 suit. The
can be bought or salvaged (see Repair skill). Game advanced design actually has a much more humanoid
masters should require that salvage materials be from shape, corresponding to the actual body shape of the
Advanced or Futuristic objects. Each weapon has suit’s pilot. Though the strength of the Mk1’s massive
a Craft DC in the list below. Crafting power armor musculature is somewhat reduced as a result, this is
requires a successful Craft electronics or mechanical more than made up for in other built-in systems.
check. If the character has the Advanced Armor The MK2 Ares has all the features of the Mk1and
Discipline, he can choose to make the Check with his the following features.
highest ranked Skill. If he does not, he must make the Gamma Radiation Protection: The Mk2 provides
Check with his lowest ranked Skill. total protection against moderate or lower radiation.
Weapon Mounts: A weapon mount slot is built into
ANCIENT POWERED ARMOR each wrist of the armor that can hold a medium or
The following armors were developed and constructed smaller weapon (traditionally a Laser Pistol). The
in the time of the Ancients. mounted weapon still requires a hand to fire, but
cannot be disarmed. Installing a weapon in the mount
slots requires a Repair (DC 20) and 120 cp in raw
MK1 ARES ARMOR (HEAVY COMBAT SUIT) materials.
196 This armor was the first-generation of “powered
armor”, used only by the military and then only for a
Power Source: Minifusion cell.
MK3 ARES ARMOR (HEAVY BATTLE ARMOR) MK2 HERMES ARMOR (SCOUT ARMOR PLUS)
This type of armor was used to supplement regular An improvement of the Mk1 Hermes armor, the Mk2
battle armored forces in the field, and is most has improved scouting capabilities.
exceptional for the addition of heavier weapon While the Mk2 Hermes possesses none of the built-
systems. in weaponry of heavier suits of powered armor (such
The MK3 Ares has all the features of the Mk2 but as the “Ares” series), the focus of the Mk2 Hermes
with a different weapon mount. remains on recon work.
Weapon Mounts: A weapon mount slot is built The suit combines all of the elements of the Mk1
into the shoulder of the armor that can hold a huge Hermes armor, but with the following added features:
or smaller weapon (traditionally a M27 Grenade X-Ray Optics: This permits the wearer to see into
Launcher). The mounted weapon does not require and through solid matter and function exactly as X-
a hand to fire and cannot be disarmed. Installing a Ray goggles (see Darwin’s World 2nd edition).
weapon in the mount slots requires a Repair (DC 20) Power Source: Minifusion cell.
and 120 cp in raw materials.
Power Source: Minifusion cell. ZEUS SUIT (ASSAULT ARMOR)
This most impressive of all powered armor is
MK1 HERMES ARMOR (LIGHT INFANTRY ARMOR) menacing in appearance, and rightly so. It is bristling
The first generation of “powered scout” armor, the with features to give the individual soldier maximum
Mk1 Hermes suit was designed for special forces and firepower and survivability on the nuclear battlefield.
scout units for the war. Taking advantage of leaps in The Zeus Suit has the following features.
powered armor technology, the suit allows for greater Air Supply: The armor features an advanced
protection than conventional armor, while maintaining respiratory system in the main compartment (good for
the personal flexibility and mobility most desired by 3 continuous hours, after which time it must rest and
scout troops. recharge itself for 1 hour).
Mk1 Hermes armor is lighter than normal powered Communication System: A built-in microwave
armor, with most of the mass made up by the large communications system (with a 15 mile range) in the
robotic legs. These legs are capable of propelling the helmet.
entire armor to higher speeds; because of its design, HazMat Protection: An overpressure system that
the only repetitive motion felt by the wearer is akin to helps prevent biological and chemical agents from
walking on a treadmill. penetrating the armor. This grants a +2 bonus to saves
In addition to providing enhanced speed, the Mk1 vs. radiation or hazardous chemical damage. If the
Hermes was designed to hold an advanced electronics save is failed, the wearer suffers reduced effects from
suite to complete its primary mission as a scout the environment as if affected by one category less of
platform. a danger (Severe radiation would be reduced to High
The MK1 Hermes has the following features. or Industrial Waste would be reduced to low-grade
Air Supply: The armor features an advanced pollutants).
respiratory system in the main compartment (good for Night Vision Optics: A flexible bullet and blast
3 continuous hours, after which time it must rest and resistant view screen that can be electrically polarized
recharge itself for 1 hour). to serve in an infrared capacity, granting night vision
Communication System: A built-in microwave of 120 feet.
communications system (with a 15 mile range) in the Gamma Radiation Protection: This provides total
helmet. protection against high or lower radiation.
Night Vision Optics: A flexible bullet and blast Weapon Mounts: The Zeus Suit has weapon mount
resistant view screen that can be electrically polarized slots in both wrists and the shoulder of the armor. The
to serve in an infrared capacity, granting night vision wrists mounts can hold medium or smaller weapons
of 120 feet. (traditionally a Blaster and Laser Pistol) and the
Telescopic Optics: A telescopic camera on the shoulder mount can hold a huge or smaller weapon
headpiece projects directly onto the heads-up display (traditionally a Gauss Anti-Tank Rifle). The wrist-
of the helmet, allowing the wearer of the suit to spy his mounted weapons require one hand (each) to fire and
surroundings at magnification. This grants a +4 bonus the shoulder-mounted weapon does not require a hand
to Spot skill checks. to fire. Mounted weapons and cannot be disarmed.
Geiger Counter: This permits the wearer to detect Installing a weapon in the mount slots requires a
traditional levels as a Geiger Counter (see Darwin’s Repair (DC 20) and 120 cp in raw materials.

197
World 2nd edition). Power Source: Minifusion cell.
Chemical Sensor: This permits the wearer to detect
hazardous chemicals as a Chemical Sensor (see
Darwin’s World 2nd edition).
Power Source: Minifusion cell.
GENERAL EQUIPMENT equipment and has an average lock (Disable Device
DC 25; break DC 15).

BAGS AND BOXES CLOTHING


Most items in this basic
For travelers in the blasted ruins of the past, some
category remain available
valuable finds consist of rare and weird clothing that
even years after the nuclear
harkens back to a time when mankind was able to be
war. Items in this category
frivolous and wasteful. It is widely known that rare
that remain unchanged include
and exotic textiles were used to create fantastic and
the aluminum travel case, briefcase, contractor’s field
futuristic clothing in the years leading up to the Fall;
bag, day pack, handbag, and range pack. The patrol
from fancy three-piece suits made of black shimmer
box would be a little harder to find, but not impossible
velvet to liquid gold gowns for the ladies. Rarer
to locate.
textiles employed in such garments included Synthisilk
(just like the real thing, all but impossible to get with
ALUMINUM TRAVEL CASE diminishing world trade during the years of final
A travel case is a reinforced metal box with foam warfare), SexySatin (a cross between satin and crushed
inserts. Wing-style clamps keep it from opening velvet), Luminescence (glowing and color-shifting
accidentally. fabric), and Neosamite (gold thread intertwined with
synthetic or, even rarer, natural fur follicles).
BRIEFCASE Most forms of clothing from the d20 Modern rules
A briefcase can carry up to 5 pounds worth of gear. A remain common (except for business and formal
briefcase can be locked, but its cheap lock is not very wear, which is almost impossible to find), while
secure (Disable Device DC 20; break DC 10). uniforms (short of those scavenged off the bodies of
soldiers who died during the Fall) are usually only
CONTRACTOR’S FIELD BAG seen on members of specific factions to identify their
A combination tool bag and notebook computer case, followers.
this has pockets for tools, pens, notepads, and cell
phones. It even has a clear plastic flap for maps or GHILLIE SUIT
plans. Made of durable fabric, it holds 10 pounds The ultimate in camouflage, a ghillie suit is a loose
worth of equipment and comes with a shoulder strap. mesh overgarment covered in strips of burlap in
woodland colors, to which other camouflaging
DAY PACK elements can easily be added. A figure under a ghillie
This is a small backpack. It holds 8 pounds of gear and suit is nearly impossible to discern.
fits comfortably over one or both shoulders. A character wearing a ghillie suit with appropriate
coloration gains a +10 bonus on Hide checks. (The
HANDBAG suit’s coloration can be changed with a move action.)
Handbags provide another way to carry 2 pounds of However, the bulky suit imposes a penalty of –4 on all
equipment. Dexterity checks, Dexterity-based skill checks (except
Hide), and melee attack rolls.
RANGE PACK
This lightweight black bag has a spacious inner OUTERWEAR
compartment capable of holding roughly 8 pounds In addition to keeping a character warm and dry, coats
of gear and can hold an additional 4 pounds in six and jackets provide additional concealment for things
zippered external compartments. The larger version a character is carrying (they often qualify as loose or
holds 12 pounds of equipment in the internal bulky clothing; see Concealed Weapons and Objects).
compartment and another 6 pounds in the zippered Coat: An outer garment worn on the upper body. Its
external pouches. A range pack easily holds several length and style vary according to fashion and use.
pistols and a submachine gun, and the larger version Fatigue Jacket: A lightweight outer garment
can hold disassembled rifles. fashioned after the fatigue uniforms worn by military
personnel when performing their standard duties.
Overcoat: A warm coat worn over a suit jacket or
PATROL BOX indoor clothing.
Originally developed for use by pre-Fall police
Parka: This winter coat grants the wearer a +2
198
officers, this portable file cabinet also found favor with
equipment bonus on Fortitude saves made to resist the
traveling salespeople. This hard-sided briefcase takes
effects of cold weather.
up the passenger seat of an automobile and provides
Photojournalist’s Vest: Made of cotton with mesh
easy access to files, storage for a laptop computer,
panels to keep the wearer cool, the photojournalist’s
and a writing surface. It holds 5 pounds worth of
vest has numerous obvious—and hidden—pockets.
TABLE 6-13: GENERAL EQUIPMENT TABLE 6-13: GENERAL EQUIPMENT
Craft Craft
Object Size Weight Cost Object Size Weight Cost
DC DC
Bags and Boxes Walkie-talkie
Aluminum travel case Basic Tiny 1 lb. 100 cp 20
10 lb. capacity Med 5 lb. 30 cp 15 Professional Tiny 1 lb. 500 cp 20
40 lb. capacity Large 10 lb. 40 cp 15
75 lb. capacity Large 15 lb. 50 cp 15 Hazard Detection Devices
Briefcase Med 2 lb. 20 cp 15 Chemical sensor Small 1 lb. 750 cp 25
Contractor’s field Geiger counter Small 3 lb. 750 cp 25
Med 2 lb. 25 cp 15
bag Rad tab Fine - 75 cp 20
Day pack Small 2 lb. 20 cp 15 Ion bonding tape Med 12 lb. 100 cp 25
Handbag Small 1 lb. 10 cp 15
Range pack 15 Medical
Standard Small 2 lb. 35 cp 15 Antitox - - 375 cp 25
Oversized Med 3 lb. 40 cp 15 Diagnostic scanner Tiny .5 lb. 5,000 cp 30
Patrol box Med 4 lb. 30 cp 15 Filter dose - - 400 cp 30
First aid kit Small 3 lb. 300 cp 20
Clothing Healing pack Tiny 1 lb. 25,000 cp 30
Ghillie suit Med 5 lb. 40 cp 15 Hemochem - - 300 cp 30
Outerwear 15 Hercurin Dim - 300 cp 32
Coat Med 2 lb. 30 cp 15 Juju kit Med 6 lb 200 cp 20
Fatigue jacket Med 2 lb. 35 cp 15 K-O shot - - 250 cp 30
Overcoat Med 3 lb. 30 cp 15 Medi-spray Tiny .5 lb. 1,000 cp 32
Parka Med 3 lb. 30 cp 15 Medical kit Med 5 lb. 900 cp 20
Photojournalist’s Pharmacist kit Med 6 lb. 900 cp 20
Med 1 lb. 30 cp 15
vest Pocket nurse Small 2 lb. 3,000 cp 30
Windbreaker Med 1 lb. 30 p 15 Proton energy pill Dim - 250 cp 32
Tool belt Small 2 lb. 30 cp 15 Rad-purge shot - - 100 cp 30
Web belt Small 2 lb. 50 cp 15 Ready syringe Dim - 50 cp 20
Regen tank Huge 2,000 lb. 100,000 cp 35
Computers and Consumer Electronics Stimshot A - - 500 cp 30
Camera Stimshot B - - 1,000 cp 32
Disposable Tiny 0.5 lb. 50 cp 20 Superegen - - 200 cp 30
35mm Small 2 lb. 100 cp 20 Sustainer shot - - 300 cp 32
Digital Tiny 0.5 lb. 1,000 cp 25 Tailored narcotics Dim - 25 cp 20
Film Dim — 10 cp 20 Truth serum - - 100 cp 25
Computer UV sterilizer Small 2 lb. 1,000 cp 30
Desktop Large 10 lb. 1,500 cp 30
PDA Tiny 0.5 lb. 1,500 cp 30 Professional Equipment
Notebook Med 5 lb. 2,000 cp 30 Animatron,
Huge 1000 lb. 20,000 cp 35
Digital audio construction
Tiny 1 lb. 1,000 cp 25
recorder Animatron, digger Huge 2000 lb. 26,000 cp 35
Identity card Fine - varies - Animatron, task Large 200 lb. 9,500 cp 35
Induction Astronaut pen Fine - 50 cp 15
Tiny .5 lb. 30,000 cp 33
transformer 50 cp -
Books Small 2 lb. -
Language translator Small 1 lb. 2,600 cp 30 1,000 cp
Memory chips, Boron solution spray Med 3 lb. 500 cp 20
Fine - Varies 35
android Bolt cutter Med 5 lb. 20 cp 15
Optic scanner Med 3 lb. 1,000 cp 30 Caltrops (25) Small 2 lb. 30 cp 15
Portable video Chemical kit Med 6 lb. 500 cp 20
Small 2 lb. 500 cp 25
camera Corium lantern Small 2 lb. 90 cp 10
Power Sources Demolitions kit Med 5 lb. 400 cp 20
Harmonic cell Small 1 lb. 20,000 cp 35 Disguise kit Med 5 lb. 200 cp 20
Minifusion cell Tiny .5 lb 2,000 cp 32 Duct tape Tiny 1 lb. 20 cp 15
Plutonium clip Small 1 lb. 4,000 cp 32 Electronic skeleton
Small 2 lb. 5,000 cp 32
Power backpack Med 4 lb. 2,000 cp 25 key
Power beltpack Small 2 lb. 1,000 cp 25 Electrical tool kit
Power cell Tiny .5 lb. 50 cp 18 Basic Large 12 lb. 500 cp 20
Power clip Small 1 lb. 400 cp 25 Deluxe Huge 33 lb. 700 cp 20
Power pack
Printer
Med
Med
3 lb.
3 lb.
200 cp
400 cp
20
25
Forgery kit
Handcuffs
Small 3 lb. 400 cp 20 199
Scanner Med 3 lb. 400 cp 30 Steel Tiny 1 lb. 20 cp 15
Zip-tie (25) Dim 0.5 lb. 10 cp 15
TABLE 6-13: GENERAL EQUIPMENT TABLE 6-13: GENERAL EQUIPMENT
Craft Craft
Object Size Weight Cost Object Size Weight Cost
DC DC
Instrument, any Large 12 lb. 400 cp 20 Portable petrol
Large 100 lb. 2,000 cp 20
Lockpick set Tiny 1 lb. 200 cp 20 power generator
Lock release gun Tiny 0.5 lb. 300 cp 20 Portable stove Tiny 1 lb. 125 cp 20
Mechanical tool kit Potassium iodide
Dim - 100 cp 25
Basic Large 22 lb. 500 cp 20 tablets
Deluxe Huge 45 lb. 700 cp 20 Power bar Dim - 10 cp 15
Multipurpose tool Tiny 0.5 lb. 75 cp 20 Ready meal Tiny 1 lb. 20 cp 15
Search-and-rescue Rope (150 ft.) Large 12 lb. 30 cp 15
Med 7 lb. 250 cp -
kit Salt pills Dim - 20 cp 15
Spike strip Huge 22 lb. 300 cp 20 Sleeping bag Med 4 lb. 30 cp 15
Surgery kit Med 5 lb. 900 cp 20 Soup mix Dim - 5 cp 12
Survival kit Med 4 lb. 1,200 cp -
Surveillance Gear Synthihol Tiny .5 lb. 20 cp 12
Impulse detector Small 3 lb. 3,000 cp 32 Tent
Metal detector Small 2 lb. 200 cp 20 2-person dome Med 4 lb. 100 cp 15
Motion detector Med 4 lb. 1,000 cp 26 4-person dome Med 7 lb. 150 cp 15
Night vision goggles Small 3 lb. 2,000 cp 25 8-person dome Large 10 lb. 250 cp 15
Portable detection Trail rations (12) Tiny 1 lb. 40 cp -
Med 5 lb. 10,000 cp 30
radar Water Small 4 lb. 10 cp -
X-Ray goggles Small 3 lb. 15,000 cp 30 Water purifier Small 2 lb. 2,000 cp 20

Survival Gear Weapon Accessories


Advanced breathing Box magazine Tiny 0.5 lb. 25 cp 15
Med 8 lb. 1,000 cp 20
apparatus Detonator
Autograpnel Med 6 lb. 250 cp 23 Blasting cap Tiny 0.5 lb. 30 cp 15
Backpack Med 3 lb. 35 cp 15 Radio controlled Tiny 0.5 lb. 100 cp 20
Binoculars Timed Tiny 0.5 lb. 150 cp 15
Standard Small 2 lb. 50 cp 20 Wired Tiny 1 lb. 75 cp 15
Rangefinding Small 3 lb. 150 cp 20 Holster
Electro-optical Small 4 lb. 500 cp 25 Hip Tiny 1 lb. 20 cp 15
Chemical light sticks Concealed carry Tiny 0.5 lb. 30 cp 15
Tiny 1 lb. 10 cp 20
(5) Illuminator Tiny 0.5 lb. 75 cp 15
Climbing gear Large 10 lb. 100 cp 20 Laser sight Tiny 0.5 lb. 500 cp 25
Compass Dim 0.5 lb. 50 cp 20 Scope
Cigarette lighter Dim - 40 cp 15 Standard Tiny 0.5 lb. 150 cp 20
Cyborg sustenance Electro-optical Small 3 lb. 750 cp 25
Tiny 1 lb. 50 cp 15
tube Speed loader Tiny 0.5 lb. 25 cp 15
Dehydrated pills Dim - 20 cp 20 Suppressor
Emergency raft Small 2 lb. 150 cp 17 Pistol Tiny 1 lb. 1,000 cp 25
Firestarter cube Dim - 25 cp 18 Rifle Small 4 lb. 1,250 cp 25
Fire extinguisher Med 3 lb. 35 cp 20
Flash goggles Tiny 2 lb. 75 cp 20 Military Hardware
Flashlight Animatron, weapon Large 300 lb. 13,000 cp 35
Penlight Dim 0.5 lb. 20 cp 15 Auto-mortar
Large 300 lb. 22,000 cp 35
Standard Tiny 1 lb. 50 cp 15 platform
Battery flood Small 2 lb. 500 cp 20 Bollix pack Small 1 lb. 5,000 cp 30
Gas mask Small 5 lb. 100 cp 20 Control rod Small 2 lb. 500 cp 25
Gravity boots Small 2 lb. 10,000 cp 30 5,000cp -
Energy shield Tiny .5 lb. 35
Halazone tablets Dim - 50 cp 17 30,000 cp
HEVE candy Dim - 20 cp 20 Force field belt Small 2 lb. 50,000 cp 35
Instant pillow Dim - 50 cp 20 Jetpack Large 25 lb. 2,000 cp 30
Light rod Dim - 15 cp 20 5,000cp -
Magnetic shield Tiny .5 lb. 35
Magnesium 30,000 cp
Dim - 150 cp 22
firestarter Neural control pod Med 4 lb. 18,000 cp 35
Map Obedience collar Small 1 lb. 1,000 cp 25
Road atlas Tiny 1 lb. 200 cp - Pain collar Small 1 lb. 1,000 cp 25

200
Tactical map Tiny 0.5 lb. 400 cp - Power fist Med 8 lb. 5,000 cp 35
Mesh vest Med 7 lb. 70 cp 15 Stealth pack Med 3 lb. 30,000 cp 37
It counts as loose and bulky clothing when used to CRAFTING ADVANCED ELECTRONICS
conceal Small or smaller weapons, and also grants the Some electronics, like computers and communication
“specially modified to conceal object” bonus when devices, require mastery in other fields of science and
used to conceal Tiny or smaller objects. See Concealed technology. They are very difficult to craft without
Weapons and Objects. training in the relevant disciplines. Unless the
Windbreaker: This is a lightweight jacket made of character has the Advanced Electronics Discipline feat,
wind-resistant material. he suffers a –4 non-discipline penalty to Craft checks
when creating these devices.
TECHNICIAN’S COVERALLS Crafting advanced electronics takes time
These clothes consist of a pair of white coveralls with (determined using the guidelines in the Craft skill) and
light-reflective plastic strips up the legs and arms, requires raw material equal to one third of the cost of
zippered up the front with an insulated collar. These the item. The raw materials can be bought or salvaged
suits are not only comfortable, but they do nothing (see the Repair skill). Game masters should require
to impede movement whatsoever. In addition, the that salvage materials be from complex or greater
material of the suits (the fabrication of which is no electronic objects. Each electronic object has a Craft
longer possible using the technology of the wasteland) DC.
has a special property that blocks out up to mild It is up to the game master to determine what is
radiation (see the Radiation Sickness section). considered advanced, but in general, electronic items
with a Craft DC 25 and above should be considered
TOOL BELT advanced.
This sturdy leather belt has numerous pockets and
loops for tools, nails, pencils, and other necessities for CAMERA
repair and construction work, making it easy to keep Still cameras let a character capture a record of what
about 10 pounds of items on hand. The pockets are he or she has seen.
open, however, and items can easily fall out if the belt 35mm: A camera is needed to use the photography
is tipped. aspect of the Craft (visual art) skill. The film used in a
camera must be developed.
WEB BELT Digital: A digital camera uses no film; instead,
This is an efficiently designed belt used by military, its pictures are simply downloaded to a computer as
police, or technicians for tools and other equipment. image files. No film developing is necessary.
The typical web belt has six to eight clip-sized pockets Disposable: A 35mm camera with film built in.
(as well as a pistol holster for military and police Film: The medium upon which photographs are
versions). stored, film comes in a variety of sizes and speeds.
The purchase DC represents the cost of a roll of 24
exposures of high-speed (ASA 400) film.
COMPUTERS AND CONSUMER ELECTRONICS
Computer equipment, often referred to simply as
“gizmos” by the uneducated, have become rarer
COMPUTER
A character needs a computer to make Computer Use
and rarer with the passage of time. Their intricate
and some Research checks. (Of course, the computer
components, delicate manufacture, and susceptibility
must also have data in it.)
to the elements have left many useless or destroyed.
Desktop: Bulky but powerful, these machines were
As a result, what was once available in every city is
once common on desks everywhere.
now a rare and precious resource.
Notebook: Slim, lightweight, and portable,
Cameras can be found among the ruins of old
notebook computers have most of the functions
cities, though there is no “film developing service”
available on desktop computers.
(a character will have to develop photos himself,
unless he has a faction’s resources behind him). Since
there is no cell service anymore, cell phones are, by DIGITAL AUDIO RECORDER
and large, utterly useless to characters. All kinds of These tiny recorders (about the size of a deck of
computers, digital audio recorders, modems, PDAs, playing cards) can record up to eight hours of audio
portable video cameras, printers, scanners, and and can be connected to a computer to download the
walkie-talkies are available (albeit extremely rare, digital recording. Digital audio recorders don’t have
and often hoarded by those with any knowledge of extremely sensitive microphones; they only pick up
their operation), though portable satellite telephones sounds within 10 feet.
probably do not work because the satellites they rely
on have likely deteriorated over the decades. IDENTITY CARD 201
The Ancients used a variety of identification cards for
a variety of reasons; credit management, purchasing of
TABLE 6-14: IDENTITY CARDS
Disable
Color Rank Notes Access Cost
Device DC
White Stage IC Typical citizen’s ID card IC 25 500 cp
Yellow Stage IIC Technician’s access card IIC 27 1,000 cp
Blue Stage IIIC Civil Authority access card IC, IIC, IIIC 30 3,500 cp
Purple Stage IVC Federal Authority access card IC, IIC, IIIC, IVC 30 5,000 cp
Red Stage VC Regional Governor’s access card VC 40 12,000 cp
Black Stage VIC Presidential access card VC, VIC 50 15,000 cp
Lead Stage IM Enlisted Military ID card IM/C 27 500 cp
Copper Stage IIM NCO access card IM/C, IIM/C 30 4,000 cp
Bronze Stage IIIM Officer access card IM/C, IIM/C, IIIM 35 5,000 cp
Silver Stage IVM Base Armory access card IVM 40 7,000 cp
Gold Stage VM Base Commander access card IM/C, IIM/C, IIIM, IVM, VM 40 16,000 cp
Platinum Stage VIM Military Research access card VIM 50 21,000 cp

goods, and access to certain areas. These cards come which it was programmed (for instance, an American-
in a variety of degrees, and were only issued to those made translator translates anything spoken nearby
who had the right clearance - some allow passage into into English). The translator can either display the
police armories, others into medical facilities, others translation on a screen or can emit the translation
into personal homes. They are typically color-coded, through its speakers. The translator translates the
and allow passage into areas monitored and kept closest or loudest speaker in its range of 25 ft. The
secure by robots and electronic security systems. translator works on all forms of verbal communication,
If a character does not have a card of the appropriate including “alien” languages (such as post-apocalyptic
level, he may attempt a Disable Device check to languages). However, it only translates into a known
disable the card lock. The DCs listed above reflect the language from before the Fall.
average difficulty for locks of each security stage. Power Source: Beltpack.

INDUCTION TRANSFORMER MEMORY CHIPS, ANDROID


The induction transformer, or “leech”, appears to be These devices appear to be small, slender chips of
a small electronic device, no larger than a cigarette delicate silicon, often color-coded (but not always so;
pack, with a small digital readout, numerous buttons, some are coated in a protective black rubber sheath
and ports for numerous kinds of plugs of all types. An to prevent erosion over time). Memory chips store
attached cord of durable rubber, with a jack on one entire volumes of knowledge on a certain subject
end, can be uncoiled from a slender compartment on (metallurgy, robotics, etc), like an encyclopedia,
one side. The induction transformer, when jacked which can be accessed only by robotic brains. When
into any form of generator or industrial-sized storage installed in an android, a memory chip gives the
capacitor that will permit it, draws off some of the android a number of ranks in that skill. The degree of
machine’s power to re-charge a smaller, depleted the chip’s extensiveness (i.e. the rank gained) depends
power battery also hooked to it. Assuming the source- on the chip’s quality rating.
generator is currently in operation (or, in the case of Chip Rating Skill Rank Given Cost
a power storage unit, charges are still left in it), the A 6 18,000 cp
transformer will recharge any power cell, pack, clip, B 12 36,000 cp
beltpack, or backpack at a rate of one charge per hour. C 18 54,000 cp
If the transformer’s hook-ups are detached at any time,
the charge is lost from both source and destination. A If the android already has the skill at a higher level,
transformer itself requires no power. the memory chip has no effect, but otherwise the
android receives the new skill at the stated level. An
android can only benefit from a number of chips equal
LANGUAGE TRANSLATOR
to the number of chip slots built in to the android. If
A special device, testament to the genius of the
removed, or in some way damaged, the rank bonus is
Ancients before the fall of mankind, a language
lost.
translator consists merely of a small angular box,
often with a leather or rubber strap allowing it to be
slung over the shoulder or strapped to the arm. A OPTIC SCANNER
An alternative security lock is the “optic scanner”,
202
translator listens to any vocal emissions in the area
(i.e. talking), taking 3d10 minutes to analyze the which guards computer terminals, doorways, and
vocal emissions fully. Once a comparison with its buildings in the manner of ID cards. Mutants
memory banks can be made the translator translates with aberrant eye deformities (including albinism,
any spoken communication into the language in photosensitivity, mongoloid, bilirubin imbalance, etc.)
are not recognized by such scanners and will not be slid into any acceptable receptacle (such as an energy
granted admission by them. weapon’s clip port), it immediately powers the
Such security systems can be bypassed through weapon.
normal means (by way of the Computer Use skill; Power Beltpack. The power beltpack was a
most optic scanners are of exceptional or maximum development for the military, and consists of a
security, with a DC of 35 or 40). black plastic (or metal) belt with small power packs
attached, along with a power cord and universal
PDA adapter/capacitor. The beltpack can be used to power
Personal data assistants are handy tools for storing energy weapons and other devices that will accept it.
data. They can be linked to a notebook or desktop Power Backpack. The ultimate personal power
computer to move files back and forth, but can’t be source, this type of item is a small black backpack,
used for Computer Use or Research checks. carried on plastic, leather, or rubber straps, linked
around the chest. The power backpack has a power
PORTABLE VIDEO CAMERA cord with universal adapter/capacitor (fits into any
Portable video cameras use some format of videotape item that will receive it).
or disc to record activity. The recordings can be played Minifusion Cell. This device (a small silver
back through the camera eyepiece. clip with an orange or red radiation symbol) was
the ultimate in military development. The cell
continuously processes internal hydrogen fuel to
PRINTER power its miniature fusion reactor, providing a potent
A printer used for creating hard copies of text and output of power.
image files from computers. Plutonium Clip. This military development was
used to power the various advanced portable nuclear
POWER SOURCES weapons (such as atom guns, fusion rifles, etc). It
Various items of this type were created to supply appears to be a thin glass cylinder (a special zirconium
power to the various technological devices of glass) with a glowing green core of plutonium-239.
mankind’s creation, just prior to the end of civilization. The plutonium within is drawn from the clip as the
The power source (or “fuel cell”) is an electrochemical weapon fires, draining it just like “charges.”
device that converts the chemical energy of the fuel Harmonic Cell. This super-advanced form of power
into a direct-current output, like a “continuous-process generation relies on cultured crystal formations that
battery”. Most fuel cells made on pre-holocaust Earth reflect sound waves in a complex web-like fashion.
used hydrogen as a fuel. The various types of power The sound waves grow in intensity each time they
sources are as follows: reflect, causing a cascading chain of vibrations that
Power Cell. This item is a small flat circular battery, power internal generators. Harmonic cells, roughly
used to power certain civilian energy-consuming the size of a human hand, are VERY rare (perhaps
devices. This is the most primitive form of power they are remnants of a bizarre alien technology), and
source, being, in effect, a battery. Chemicals within generate an infinite stream of strong current. Though
the pack produce an electric charge when forced to the harmonic cell must “rest” after 20 discharges,
interact, this being the source of produced power. it is recharged after 24 hours. A harmonic cell is
Power Pack. The power pack was created to give interchangeable with any other power pack, military or
power to almost everything in mankind’s world just civilian.
prior to the fall of civilization - ultra-modern blenders, Different weapons/devices use different power
computers, even cars. The power pack is roughly the sources. Certain weapons are restricted to using
size of a toaster or car battery, but may be as small as a minifusion cells or plutonium clips, for instance.
thin textbook. Power cells and packs are for civilian electronic items
Power Clip. The power clip, created for use with only, and cannot power weapons. A single source can
portable weapons, is a small black “battery.” When power only one device at a time.

TABLE 6-15: POWER SOURCES


Power Source Uses Power
Power Cell Gizmos, small electronic devices 1 year continued use
Power Pack Gizmos, large electronic devices 5 years continued use
Power Clip Energy weapons 10 discharges*
Power Beltpack Energy weapons 25 discharges*
Power Backpack
Minifusion Cell
Energy weapons
Powerful energy weapons
50 discharges*
10 discharges*
203
Plutonium Clip Powerful energy weapons 10 discharges*
Harmonic Cell Unknown Unlimited (20 per day)*
* When used to power non-discharged items, these power sources will provide indefinite use
Power sources cannot be recharged with the RAD TAB
diminished resources of most post-holocaust Such items come in all shapes and sizes, but are
communities. Only the most advanced (which usually installed as a colored strip on an I.D. badge,
might well be considered out of the scope of player arm band, etc. The strip changes color when the
involvement) have this ability. wearer comes close to dangerous radiation level areas.
Such an item changes from black to yellow at mild
SCANNER levels, yellow to orange at low levels, and orange
A color scanner allows the user to transfer images and to red at moderate levels or more. After exposure to
documents from hard copy into a computer in digital radiation, a Rad Tab cannot be used again. Range is
form. immediate.
Power Source: NA.
WALKIE-TALKIE
This hand-held radio transceiver communicates with ION BONDING TAPE
any similar device operating on the same frequency This is a super-advanced form of binding material that
and within range. bonds easily to most surfaces, even slippery metal.
Basic: This dime-store variety has only a few A typical roll has about 2,000 feet of tape. Ion tape
channels. Anyone else using a similar walkie- requires a Strength check (DC 20) to tear or detach.
talkie within range can listen in on the character’s
conversations. It has a range of 2 miles. MEDICINE
Professional: This high-end model allows a
character to program in twenty different frequencies Numerous drugs and chemicals were devised by the
from thousands of choices—making it likely that the Ancients, some capable of saving lives, others capable
character can find a frequency that is not being used by of enhancing mankind’s inherited abilities - dictating
anyone else within range. The device can be used with what was once the sole domain of nature. These
or without a voice-activated headset (included). It has items, though limited in uses (i.e. they are consumed
a range of 15 miles. when used) are often among the greatest treasures.
Medicines are known by many names in the post
HAZARD DETECTION DEVICES holocaust world. To the primitive wasteland dwellers,
There are various types of chemical/biological/ they are “good juju”, or “good magic”, while to those
nuclear detection devices available; some are who hold some semblance of civilization they are
hand-held devices, some are worked into clothing, known as “drugs” or simply “meds”. Medicines,
others are mounted on helmets and gloves. The though vastly misunderstood by the savage survivors
numerous models, produced during the final stages of the holocaust, are still considered priceless because
of civilization’s wars, vary in size, shape, color, and of their “magic” - they are some of the few things
name, but pretty much work the same. The three main that maintain their value over time (due to futuristic
types are as follows: preservation techniques, that is).
Taking any kind of medication requires a full-round
CHEMICAL SENSOR action, unless administered through a Ready Syringe
These devices, typically hand-held and possessing (see below), in which case the administration only
a microphone-like protrusion, detect the general requires a partial action.
presence of toxic chemical gasses in the vicinity. Such
an item detects only chemical agents (not radiation), MEDICAL INCOMPATIBILITY
including hazardous chemicals (any form), chemical Mutant physiology is not always compatible with
contaminants, and various nerve/irritant/blood agents. medicine created by the Ancients. As stated in
A chemical sensor’s range is 50 ft. the mutant template, mutants must make medical
Power Source: Beltpack. incompatibility checks when using medicine created
for pure breed humans. While the standard DC for
GEIGER COUNTER such checks is 15, each of the drugs below has its own
This type of item can be hand-held, mounted on a DC that reflects its compatibility with mutants.
shoulder harness, or even installed in some advanced
infantry combat suits like a modified “HUD”. Such an CRAFTING ADVANCED DRUGS
item detects the exact Rad level in an area, displaying The pharmaceuticals that follow are the pinnacle of
it on a numbered dial (sometimes digital), emitting Ancient medicine. Like other forms of the advanced
204 a high-pitched whine when the user gets close to the
source of radiation. A Geiger counter has a range of
Ancient technology, they require a higher level of
mastery represented in Advanced Pharmaceutical
75 ft and weighs 3 lbs. Discipline. Unless the character has this feat, he
Power Source: Beltpack. suffers a –4 to non-discipline penalty to Craft checks
when creating these drugs. of energy heals the subject 3d10 hit points instantly.
Crafting advanced drugs takes time (determined The device requires power, however, and it cannot
using the guidelines in the Craft skill) and requires cure disease, nullify poison, or bring subjects back
raw material equal to one third of the price of the item. from the dead. In addition, it has a flat 25% chance of
Each drug has a Craft DC. malfunctioning if used on any form of mutant, instead
inflicting 1d10 points of damage from it’s use. Using
ANTITOX (IMMUNE BOOSTER ALPHA) a healing pack is a full-round action. A healing pack
This drug, usually found in a Ready Syringe (see weighs 2 lbs.
below), completely dilutes and cleanses poisons Power Source: Minifusion cell.
and chemical toxins from the system 2 rounds after
injection and removes all negative effects. Antitox HEMOCHEM (HEMOGLOBIN REGENERATIVE SUPPLEMENT A)
does not remove Incompatibility effects. DC 20. This injected drug affects the spleen and liver,
accelerating blood production. The chemical itself is
DIAGNOSTIC SCANNER a catalyst, acting to duplicate and multiply produced
This hand-held electronic device, when used within blood geometrically. When administered, hemochem
10 ft. of a given subject (the scanner must be directed heals all hit point lost due to bleeding effects (e.g.
towards the target), will scan its bloodstream, “wounding”), and automatically stabilizes any victim
electrical impulses, and general chemical content at –1 or fewer hit points. Bleeding effects include all
with a variety of sophisticated sensors. The scanner slashing, piercing, and bludgeoning weapons - but not
has a compressed memory bank filled with a large mental attacks, burns, acids, or energy weapons. DC
library of diseases and general illnesses, and the 10.
information gleaned from the scan is cross-referenced
with its memory to diagnose whatever disease HERCURIN (ADRENALINE TAP A)
or sickness (if any) is affecting the target. The This drug, found in capsule or shot form, increases
diagnostic scanner detects and accurately identifies muscle output - a character injected with this drug
diseases, chemical contaminant levels, the presence of receives an increase of +1d4 Strength and Constitution
parasitic infestations, radiation levels, broken bones, for a full 1d8 hours. There are no side effects once the
degenerative genetic illness, poison, etc. It also grants effects wear off. DC 30.
a +10 enhancement bonus to Treat Injury checks.
Power Source: Beltpack. JUJU KIT
In post-Fall earth, modern medical kits are hard
FILTER DOSE (IMMUNE BOOSTER BETA) to come by. In their absence, many of the post-
This is an injected drug that dissolves and breaks- apocalyptic healers rely on Juju Kits to administer
down foreign chemicals, toxins, and organisms in the treatment to their patients. Juju Kits are a mixture of
bloodstream. It works just like Antitox (above), but salvaged medical equipment and herbal ingredients,
also works against biological agents as well (including more often the latter. Despite its reliance on natural
parasites). DC 30. ingredients, a Juju Kit is just as effective as a Medical
Kit when treating injuries.
FIRST AID KIT
This kit contains enough supplies (and simple K-O SHOT (SUPER SODIUM THIOPENTAL III)
instructions for their use) to treat an injury before This potent drug (akin to sodium thiopental, morphine,
transporting the injured person to a medical codeine, and opiates), forces the victim to make a
professional. A first aid kit can be used to help a dazed, Fortitude check (DC 30) or be knocked right out
unconscious, or stunned character by making a Treat for a full 2d8 rounds. Although originally made to
Injury check (DC 15). A first aid kit can be used only keep patients “under” during operations, it makes an
once. Skill checks made without a first aid kit incur a effective subdual weapon. DC 10.
–4 penalty.
MEDI-SPRAY
HEALING PACK (POLYREGENERATIVE SERUM I AND II)
This phenomenal device appears to be a small hand- This magnificent miracle drug is dispensed in small
held pack with dials and lights on it, the size of an hand-held canisters with a nozzle at one end and an
old-style calculator. The pack, when held over a activation button on the opposite side. Such canisters
serious wound and activated, begins to beep and blink, come in a variety of colors and shapes (depending on
and almost “magically” heals the wound (in fact, it
emits a specialized radiation wave that accelerates
the company that manufactured it), but there are two
main medical variations of the basic drug available -
205
cellular regeneration activity); it sutures open cuts, wound healing and spore neutralization.
mends bones, replaces tissue, etc. A single discharge The first kind sprays a liquid-form artificial “flesh”
onto any wounded area, which quickly bonds and lower by one degree. Thus a recipient with moderate
heals the wound (heals 2d8 hit points per dose); the radiation sickness would have the radiation degree
second sprays a white-cell agitator that fights any and reduced to low. DC 22.
all forms of spore infestation or other infections with
100% effectiveness. READY SYRINGE
All Medi-Sprays optimally have 10 doses of spray; These items are light plastic syringes, easily
they cannot usually be reloaded, and are disposable. disposable. The syringe holds a single dose of any
DC 12. drug; some are empty (and can be used to draw drugs
from a bottle), while others are packaged with the drug
MEDICAL KIT within, ready-to-use. Using a Ready Syringe to apply
About the size of a large tackle box, this is the sort of medicine in combat reduces the effort from a full-
kit commonly carried by pre-Fall military medics and round action to a standard action that does not provoke
civilian EMTs. It contains a wide variety of medical an attack of opportunity.
supplies and equipment. A medical kit can be used to
treat a dazed, unconscious, or stunned character, to REGEN TANK
provide long-term care, to restore hit points, to treat a This most advanced of all Ancient medical devices is
diseased or poisoned character, or to stabilize a dying a large immovable tank, filled with a special chemical
character (see the Treat Injury skill). Skill checks fluid that accelerates the regenerative capabilities of
made without a medical kit incur a –4 penalty. the human body. Any patient submerged in the regen
tank is sustained by the chemical (the body is kept
PHARMACIST KIT alive in much the same manner as it was when it first
A portable pharmacy for use with the Craft developed in the womb, relying on umbilical support
(pharmaceutical) skill, a pharmacist kit includes from the tank’s machinery), while the fluid in the
everything needed to prepare, preserve, compound, tank causes wounds to heal and ruptured or damaged
analyze, and dispense medicinal drugs. organs to literally regenerate. Such devices require
a great deal of power to operate effectively, and the
POCKET NURSE patient is effectively unconscious and vulnerable while
This is a flat, rectangular metal device fixed to an immersed in the tank. The tank requires 2d12 hours to
adjustable belt, attached either to the hip or worn fully regenerate any and all lost limbs or body organs,
around the waist. Three cylindrical ports line the top as well as lost hit points (though fatal injuries are not
of the device, where special “drug cylinders” can be reversed, those with potentially fatal consequences,
inserted. The “pocket nurse” is a marvel of advanced such as diseases, are).
technology that monitors the vital functions of the Power Source: Pack.
wearer, injecting one of three chemicals into his
system as needed. The pack can carry a maximum STIMSHOT A
of three drugs of any kind, injecting these as needed, (POLYREGENERATIVE SUPPLEMENT A)
one at a time, once per round, immediately following This drug, usually found in individual Ready Syringes,
an injury, poisoning, etc. The pack will always use provides instant accelerated healing. One dose of
the most potent chemical first to remedy the threat Stimshot A will heal 2d8+10 hit points instantly. DC
(such as in the case of loading Stimshot A and B, it 15.
will use the B first). Since the pack itself does all the
work, this is considered a free action. The pack can be STIMSHOT B
reloaded, one drug at a time, as a standard action.
Power Source: Cell. (POLYREGENERATIVE SUPPLEMENT B)
This drug, usually found in individual Ready Syringes,
is an improved version of the universal healing drug,
PROTON ENERGY PILL (ADRENALINE TAP B) Stimshot A. It provides instant accelerated healing;
This advanced stimulant gives the user the strength one dose of Stimshot B will heal 2d8+15 points of
of “20 atom bombs for 20 seconds”. Use of a proton damage. DC 18.
energy pill increases the Strength of the user by +2d10
for two consecutive rounds. After the effect wears off
all ability scores are at –4 for 48 hours. DC 35. SUPEREGEN
(PERIODIC POLYREGENERATIVE SUPPLEMENT A)
RAD-PURGE SHOT (PURGE SERUM I) This is a drug that accelerates the healing process; this

206 This is a chemical that purges radiation from the


beneficiary’s system each time it is injected. One shot
doubles the natural healing rate of the beneficiary’s
wounds (e.g. a 2nd level character heals four hit points
is enough to grant a new save to fight off Radiation per day instead of two) as well as temporary ability
Sickness. Even if the save fails, the Radiation is damage (e.g. 2 points per day instead of 1). The
chemical remains active for 1d4+4 days. DC 25.
SUSTAINER SHOT (STASIS DOSE ALPHA) PROFESSIONAL EQUIPMENT
This type of miracle drug acts to sustain the body; With the degenerate and backwards mentality of the
chemicals immediately increase the ability of the chaotic wasteland, what constitutes “professional
blood to clot (reducing bleeding), drastically lower equipment” often becomes the basis for a community’s
body temperature (to reduce the need to breathe and entire way of life. As a result, common kits,
the heart to beat), and decreases the brain’s oxygen instruments, and individual tools are often considered
intake - in effect, it preserves the body from dying. strategic resources to be jealously guarded. A simple
When used on a dying character (including poisoned, chemical kit could become the basis for a community’s
diseased, bleeding, etc., but not those suffering from drug-based economy, or an electronics tool kit could
massive physical injuries), the sustainer shot will keep be vital to keeping a sheltered dome community in
the character barely alive for 1d4 days until the proper power. Professional equipment is seldom for sale.
healing can be performed. DC 10. Bolt cutters, caltrops, car opening kits, duct tape,
handcuffs, instruments, search-and-rescue kits, and
TAILORED NARCOTICS spike strips are uncommon, but not impossible to find
Advanced engineers in the philanthropic pre-war in most wasteland markets.
United States produced “tailored narcotics” - drugs Evidence kits, fake ID, and forgery kits have little
designed to effect only the brain cells of a specific or no value to most people in the wasteland, and as a
buyer. Such drugs were well regulated, and the fact result are extremely uncommon at best.
that they are incompatible if taken by anyone other Chemical kits, demolitions kits, electrical tool
than the designated user (causing diarrhea, but little kits, first aid kits, lockpick sets, lock release guns,
else) made them safe for widespread public use. Such mechanical tool kits, medical kits, multipurpose tools,
products were widely supported by the government; and pharmacist kits would be rare and extremely
as the world around the isolated States began to valuable commodities, hoarded by most communities
deteriorate, the government sought many ways to for their applications in recreating weapons,
maintain the illusion of paradise the citizens of the maintaining complex items of technology, etc..
nation enjoyed, to stave off inevitable civil unrest and
suspicion. Tailored narcotics came in a number of ANIMATRON, CONSTRUCTION
“flavors” - sensory trips, orgasm inducers, delusion This device looks like a broad, round cylinder, with
enhancers, etc. but today they are all but useless (since three articulate “arms” and a trio of heavy, metal legs
they only affected the specific buyer’s cells). DC -. to support its weight. The entire machine weighs
roughly 1,000 lbs, and stands altogether 8 feet above
TRUTH SERUM (AMOBARBITAL III) the ground.
Actually a variety of available drugs (amobarbital, An animatron, this device is a simple type of
scopolamine, etc), “truth serums” often cause delirium, robotic machine that follows commands to perform
confusion, and the laxness of inhibitions. As a result, a simple function, and will continue to do so as long
anyone injected by such a serum must make a Will as it is left alone (or until commanded to stop). In its
(DC 25) or succumb to interrogations. DC 25. case, the construction animatron takes recognizable
building materials, and precisely constructs anything
UV STERILIZER it is programmed to build. In general this is limited
This electronic device was used for scientific and to structures such as walls, arches, and stairs, but
medical research before the fall of civilization. The entire houses and even bridges are not outside their
device appears to be a small hand-held “television” capabilities. The construction animatron can take the
or flash screen, used much like a hand-held scanner. place of up to twenty men in a construction project,
The UV sterilizer emits a continuous pulse of UV-C and never tires, so that it’s non-stop work halves the
(at a short wavelength from 2800A to 150A), a strong time needed to complete a building. A construction
enough radiation to sterilize surfaces, killing all known animatron can also move slowly with it’s broad,
viruses and bacteria. Whatever the UV ray passes metal legs (at a rate of 5 feet per round), and can
over is totally “cleansed” in a matter of 1d2 rounds. work unsupervised so long as it is programmed with
This works on all viruses and bacteria, but is harmful a complete floor plan or blueprint diagram of the
to living tissue (inflicting 1d6 in heat damage for every structure it is building.
two rounds of direct exposure; 3d6 vs. fungi and plant- Programming a construction animatron requires an
like creatures). One discharge is used for each round operator to make a Computer Use check at DC 15.
of operation. A UV sterilizer weighs 3 lbs.
Power Source: Backpack. ANIMATRON, DIGGER
This type of animatron looks like a large metal “box” 207
on four spider-like legs, with a large drill bit on a
flexible “arm” rising from the top of it’s body. The
entire machine weighs roughly 2,000 lbs, and stands
altogether 10 feet above the ground. repair, and the use of laser weapons). In game terms,
When activated, the digger will continuously dig the referee may permit the owner of a book on a
away at any indicated rock, soil, or similar earthen certain skill to earn that skill, one rank at a time,
structure or obstacle with it’s bit, at a rate of 10 feet through study, even without a mentor. Most books
each hour (for normal soil or earth), or 10 feet every are written in the language of the Ancients, however,
three hours (for hard rock). The digger can also move requiring knowledge of that language to be used with
slowly with its legs (at a rate of 5 feet per round), any appreciable effect.
and can be programmed through an integral keyboard
station to follow a basic plan (for instance, stopping BORON SOLUTION SPRAY
once it punches through a wall, or taking up to five This advanced tool looks just like a portable fire
separate turns along the path of it’s digging). extinguisher, except that it contains a special chemical
Programming a digger animatron requires an mixture (primarily of boron powder) used to dampen
operator to make a Computer Use check at DC 12. and inhibit neutron activity (in other words, it reduces
radioactivity). When the solution is sprayed on any
ANIMATRON, TASK radiating source (a cracked power cell, nuclear waste,
This type of animatron looks like a metal “stick- anything emitting radiation), it lowers the level of
figure”, walking noisily along on thin metal legs. Two Radiation by one level for each application (thus,
metal arms permit it to perform whatever function it applying two charges of spray on a high radiation
is programmed with – usually these are simple tasks, source would bring it down to low radiation).
such as walking a specific route, re-lighting torches Each boron spray container generally contains 1d10
or lanterns along a perimeter, flicking switches in a spray charges.
pre-determined order, etc. The task animatron cannot
carry items, cannot detect the presence of living things CALTROPS
(or react to them), nor can it be commanded on a Caltrops are four-pronged iron spikes designed so that
whim. one prong is pointing up when the caltrop rests on a
A task animatron moves at a rate of 10 feet per surface. A character scatters caltrops on the ground
round, and stands roughly five feet tall, though it’s to injure opponents, or at least slow them down. One
arms can extend out another 10 feet if need be. A task bag of twenty-five caltrops covers a single 5-foot
animatron weighs no more than 200 lbs. square. Each time a creature moves through a square
Programming a task animatron to perform a new containing caltrops at any rate greater than half speed,
task requires an operator to make a Computer Use or each round a creature spends fighting in such an
check at DC 10. area, the caltrops make a touch attack roll (base attack
bonus +0). A caltrop deals 1 point of damage on a
ASTRONAUT PEN successful hit, and the injury reduces foot speed to half
This is a fantastic pocket pen made from high- normal (a successful Treat Injury check, DC 15, or one
durability titanium, with a 1,000-year guarantee of day’s rest removes this penalty). A charging or running
operation. An astronaut pen can write on wet surfaces creature must immediately stop if it steps on a caltrop.
(even underwater), upside down, and for an unlimited See the avoid hazard stunt for the effect of caltrops on
period of time. vehicles.

BOLT CUTTER CHEMICAL KIT


An exceptionally heavy wire cutter, a bolt cutter can A portable laboratory for use with the Craft
snip through padlocks or chain-link fences. Using a (chemical) skill, a chemical kit includes the tools and
bolt cutter requires a Strength check (DC 10). components necessary for mixing and analyzing acids,
bases, explosives, toxic gases, and other chemical
BOOKS compounds.
Books are among the last evidence that a culture
beyond the warring, desperate civilizations of today CORIUM LANTERN
once existed on the Twisted Earth. The books, These items come in a wide variety of sizes and
propaganda, and other educational devices of the shapes, depending on where and how they were
Ancients are called “Arcanum”, and are as revered made. Mostly these are made from discarded kerosene
as artifacts as firearms, fancy armor, and their fancy lanterns, the core of which has been replaced by
gizmos. Some cults actually worship old books and a solid chunk of corium. The corium in the lamp
208 readings – “Archie” comics and Disney storybooks
have spawned a number of odd cults in the wasteland.
provides a dim silvery-white light out to 20’, just like
a regular lantern; however, a corium lantern cannot be
Books are useful as well, providing in many extinguished (though it can be shuttered or covered to
cases access to skills otherwise denied primitive or block the light). Though the corium in the lantern is
uneducated people (e.g. texts on cybernetics, robotic radioactive, the level is so weak that it is harmless (but
is still detectable by mutations or devices that detect be forged, a character might need legal documents or
gamma radiation). other items not included in the kit.

DEMOLITIONS KIT HANDCUFFS


This kit contains everything needed to use the Handcuffs are restraints designed to lock two limbs—
Demolitions skill to set detonators, wire explosive normally the wrists—of a prisoner together. They fit
devices, and disarm explosive devices. any Medium-size or Small human or other creature
that has an appropriate body structure.
DISGUISE KIT Steel: These heavy-duty cuffs have hardness 10,
This kit contains everything needed to use the 10 hit points, a break DC of 30, and require a Disable
Disguise skill, including makeup, brushes, mirrors, Device check (DC 25) or Escape Artist check (DC 35)
wigs, and other accoutrements. It does not contain to remove without the key.
clothing, however. Zip-Tie: These are single-use disposable handcuffs,
much like heavy-duty cable ties. They have hardness
DUCT TAPE 0, 4 hit points, and a break DC of 25. They can only
The usefulness of duct tape is limited only by a be removed by cutting them off (Disable Device and
character’s imagination. Duct tape can support up to Escape Artist checks automatically fail).
200 pounds indefinitely or up to 300 pounds for 1d6
rounds. Characters bound with duct tape must make LOCKPICK SET
a Strength or Escape Artist check (DC 20) to free A lockpick set includes picks and tension bars for
themselves. opening locks operated by standard keys. A lockpick
A roll provides 70 feet of tape, 2 inches wide. set allows a character to make Disable Device checks
to open mechanical locks (deadbolts, keyed entry
ELECTRICAL TOOL KIT locks, and so forth) without penalty.
This collection of hand tools and small parts typically
includes a variety of pliers, drivers, cutting devices, LOCK RELEASE GUN
fasteners, power tools, and leads and wires. This small, pistol like device automatically disables
Basic: This small kit allows a character to make cheap and average mechanical locks operated by
Repair checks to electrical or electronic devices standard keys (no Disable Device check necessary).
without penalty.
Deluxe: This kit consists of a number of specialized MECHANICAL TOOL KIT
diagnostic and repair tools as well as thousands of This collection of hand tools and small parts typically
spare parts. It grants a +2 equipment bonus on Repair includes a variety of pliers, drivers, cutting devices,
checks for electrical or electronic devices and allows fasteners, and even power tools.
a character to make Craft (electronic) checks without Basic: This kit, which fits in a portable toolbox,
penalty. allows a character to make Repair checks for
mechanical devices without penalty.
ELECTRONIC SKELETON KEY Deluxe: This kit fills a good-sized shop cabinet.
This type of device was highly illegal before the It includes a broad variety of specialized hand
Fall, and is thus very rare. Used by safecrackers and tools and a selection of high-quality power tools. It
burglars, the electronic skeleton key looks like a small grants a +2 equipment bonus on Repair checks for
metal box with a computer chip sticking out of one mechanical devices and allows a character to make
end. This end is inserted into keycard slots, and the Craft (mechanical) or Craft (structural) checks without
device automatically attempts to duplicate the electric penalty.
signal produced by the required card. Using the
key, a normally invincible keycard lock can often be MULTIPURPOSE TOOL
bypassed. This device contains several different screwdrivers,
Using an electronic skeleton key provides a +10 a knife blade or two, can opener, bottle opener, file,
enhancement bonus to Disable Device checks to open short ruler, scissors, tweezers, and wire cutters. The
electronic locks. Military security of stage IV and whole thing unfolds into a handy pair of pliers. A
above cannot be bypassed with this device, however. multipurpose tool can lessen the penalty for making
An electronic skeleton key weighs 2 lbs. Repair, Craft (mechanical), Craft (electronic), or Craft
Power Source: Cell. (structural) checks without appropriate tools to –2

FORGERY KIT
instead of the normal –4. The tool is useful for certain
tasks, as determined by the GM, but may not be useful
209
This kit contains everything needed to use the Forgery in all situations.
skill to prepare forged items. Depending on the item to
SEARCH-AND-RESCUE KIT within their midst. An impulse detector is 100%
This waist pack contains a first aid kit, a compass, effective in determining whether or not a target is an
waterproof matches, a lightweight “space” blanket, a android.
standard flashlight, 50 feet of durable nylon rope, two Power Source: Cell.
smoke grenades, and one signal flare.
METAL DETECTOR
SPIKE STRIP This handheld device provides a +10 equipment bonus
This device was designed to help pre-Fall police end on all Search checks involving metal objects.
car chases. The strip comes rolled in a spool about the
size of a small suitcase. Deploy it by rolling it across a NIGHT VISION GOGGLES
roadway, where it lies like a flat, segmented belt. (The Night vision goggles use passive light gathering to
user can roll it out onto the road without entering the improve vision in near-dark conditions. They grant
lane of traffic.) Until the strip is activated, the spikes the user the ability to see in darkness, also called
do not protrude, and cars can pass safely over it. When darkvision—but because of the restricted field of view
the user activates it (via a control device attached to and lack of depth perception these goggles provide,
the end of the strip by a 10-foot-long cord), the spikes they impose a –4 penalty on all Spot and Search
extend. checks made by someone wearing them.
Each time a creature moves through a square Night vision goggles must have at least a little light
containing an activated spike strip at any rate greater to operate. A cloudy night provides sufficient ambient
than half speed, or each round a creature spends light, but a pitch-black cave or a sealed room does
fighting in such an area, the spike strip makes a touch not. For situations of total darkness, the goggles come
attack roll (base attack bonus +0). The strip deals 2 with an infrared illuminator that, when switched on,
points of damage on a successful hit, and the injury operates like a flashlight whose light is visible only
reduces foot speed to half normal (a successful Treat to the wearer (or anyone else wearing night vision
Injury check, DC 15, or one day’s rest removes this goggles).
penalty). Wheeled vehicles passing over the strip are
automatically hit—although vehicles equipped with MOTION DETECTOR
puncture-resistant tires are not affected. This item appears to be a large metal device, with a
glass T.V. tube on its upper side. The device, when
SURVEILLANCE GEAR activated and pointed in a certain direction, detects
Like computer equipment, surveillance gear is a all motion in a cone (at 30 degrees) some 50 ft long.
dwindling category of gear in the post-nuclear world. Things that are moving within this area appear as dots
In most cases characters would be very hard pressed to on the screen, showing their relative position in the
locate operable examples of this type of equipment. cone and the rate of their speed. The detector will
Black boxes, caller ID defeaters, cellular only detect motion by things Tiny or larger. A motion
interceptors, lineman’s buttsets, tap detectors, and detector is unaffected by darkness, smoke or fog, or
telephone taps do exist, but their usefulness in a world concealment
without widespread electronic communication would Power Source: Beltpack.
be limited at best. Metal detectors and night vision
goggles, however, would be far more useful to most PORTABLE DETECTION RADAR
characters. This appears to be a plastic screen on a metal backing,
attached to a small tripod-mounted radar dish. The
IMPULSE DETECTOR radar is lightweight, can be carried easily, and can
This device looks vaguely like a boxy, hand-held set detect movement by Medium-sized or larger creatures
of binoculars, with a digitalized display on the user’s within 3 miles. The radar detects in a 120-degree
end. The impulse detector, when pointed at a subject arc, and monitors general size, distance, and speed,
within 20 feet, uses a combination of microwave and displaying this information on its screen. A Portable
x-ray sensors to detect unnatural electric impulses Detection Radar is unaffected by darkness, smoke or
occurring within the target. In effect, the device fog, or concealment
detects whether the subject is natural and organic, or Power Source: Pack.
artificial and robotic. Using an impulse detector is
a standard action. However, if a full-round action is X-RAY GOGGLES
taken, the detector also reveals the presence of built-in This form of super-advanced eyewear permits the
210 weapons or special android features, such as infrared
photoreceptors, an internal power source, etc.
wearer to see into and through solid matter. The
range is as per normal sight (not limited by darkness,
Such devices were used by late-war Ancients (the however), with the viewer seeing as if he were looking
few remaining left) to find human-mimicking androids at something in normal light even if there is no
illumination (for example, if looking through a wall or carries its own supply. The apparatus renders the
into a darkened room, he can see beyond even if it is wearer immune to inhaled toxins, including poisonous
utterly dark). gas, inhaled radiated dust, and airborne diseases.
The vision provided by x-ray goggles can penetrate
20 feet of cloth, wood, or similar animal or vegetable AUTOGRAPNEL
matter. It can see through up to 10 feet of stone, 10 This piece of equipment appears to be a plastic
inches of iron, steel, copper, and brass, but cannot rectangular device with a hard steel grapnel on one
penetrate lead, gold, or platinum. end, and an internal coil of tensile plastic rope. The
Power Source: Cell. autograpnel may be used to fire the grapnel (which
draws the rope with it) up to 75 ft. straight into the
SURVIVAL GEAR air; the device may be used to retract from 5 ft. to 60
Of the various basic categories of equipment, survival ft. per round (it can, for example, be used to draw a
gear is by far the most important to the inhabitants of person up into the air after the grapnel; the rope is
the post-nuclear world. While there is great demand strong enough to support the weight of roughly two
for most items useful in surviving the world’s terrible Medium-sized beings). An autograpnel weighs 6 lbs.
dangers and climate hazards, a number of communities Power Source: Cell.
have virtual “cottage industries” that produce these
vital items to make life in the wasteland possible. BACKPACK
Backpacks, climbing gear, compass, mesh vests, This is a good-sized backpack, made of tough water-
rope, sleeping bags, tents, and trail rations are all resistant material. It has one or two central sections,
common items found in nearly every corner of the as well as several exterior pockets and straps for
wasteland, either as dusty old items scavenged from attaching tents, bedrolls, or other gear. It can carry up
the ruins or post-Fall replicas made from makeshift to 60 pounds of gear.
materials (examples include backpacks made from A backpack gives a character a +1 equipment bonus
woven reeds, rope made from animal gut or sinew, to Strength for the purpose of determining carrying
tents made from hides, etc.). capacity.
Binoculars, chemical light sticks, fire extinguishers,
flash goggles, flashlights, and portable stoves would BINOCULARS
be very useful to wilderness travelers, and as a result Binoculars are useful for watching opponents, wild
fetch a good price in markets. Gas masks are much game, and raiders from a long distance.
more uncommon items, their rarity commanding a Standard: Standard binoculars reduce the range
significantly higher price. penalty for Spot checks to –1 for every 50 feet (instead
Maps are often priceless finds in the post-holocaust of –1 for every 10 feet). Using binoculars for Spot
world. Whether found in the form of a foldable travel checks takes five times as long as making the check
map or as a small electronic map display device (a unaided.
“computer map” so to speak), maps from before the Range finding: In addition to the benefit of standard
Fall can provide an invaluable tool for the finding binoculars, range finding binoculars include a digital
of Ancient storehouses - lost cities, military reserve readout that indicates the exact distance to the object
depots, research facilities, or water sources (such as on which they are focused.
forgotten mountain lakes, reservoirs, etc). Almost all Electro-Optical: Electro-optical binoculars function
communities’ value pre-war (and even some post-war) the same as standard binoculars in normal light. In
maps like gold. darkness, however, users looking through them see
GPS systems would not be operable due to the as if they had the darkvision ability granted by night
destruction of most communications satellites during vision goggles.
the Fall, or thanks to deterioration of said satellites
over the decades since the collapse of civilization. CHEMICAL LIGHT STICK
This disposable plastic stick, when activated, uses
ADVANCED BREATHING APPARATUS a chemical reaction to create light for 6 hours. It
This is a generic term used to describe a variety of illuminates an area only 5 feet in radius. Once
breathing-assistance devices, such as diver air tanks, activated, it cannot be turned off or reused. The listed
firefighter oxygen masks, or internal air supply price is for a pack of 5 sticks.
systems for spacesuits, radiation suits, etc. Most
apparatus include a backpack-mounted air tank (not CIGARETTE LIGHTER
always the case, as in the case of the most advanced
- which employ oxygen recycling systems, negating
This tiny, priceless object creates a steady flame even
in wet or windy conditions due to a shielded cover.
211
the need for tanks), good for 1 hour of use (some are They come in a number of colors and styles. A typical
even good for up to 10 hours of use). Unlike a gas lighter will have d100 “charges”.
mask, which only filters air, the apparatus generates
CLIMBING GEAR FIRESTARTER CUBE
All of the tools and equipment that climbing A clear plastic cube, 1 in x 1 in; when the side tabs are
enthusiasts use to make climbing easier and, in some pulled, the cube heats chemically to ignite flammable
cases, possible, including ropes, pulleys, helmet and materials within contact, even in extreme dampness or
pads, gloves, spikes, chocks, ascenders, pitons, a high winds. Ideal for starting a campfire in a storm.
handax, and a harness. It takes 10 minutes to remove A firestarter cube is a one-use item.
the gear from its pack and outfit it for use. Use this
gear with the Climb skill. FLASH GOGGLES
These eye coverings provide total protection against
COMPASS blinding light.
A compass relies on the Earth’s magnetic field to
determine the direction of magnetic north. A compass FLASHLIGHT
grants its user a +2 equipment bonus on Navigate Flashlights come in a wide variety of sizes and quality
checks. levels. Those covered here are professional, heavy-
duty models, rugged enough to withstand the rigors of
CYBORG SUSTENANCE TUBE modern adventuring. Flashlights negate penalties for
This foodstuff item resembles a normal goo tube, darkness within their illuminated areas.
but the contents are even worse – a greenish-gray, Penlight: This small flashlight can be carried on a
vomit-like “soup” edible only by cyborgs. The soup key ring. It projects a beam of light 10 feet long and 5
is composed almost entirely of purely nutritional feet wide at its end.
proteins, but its look, taste, and smell would make Standard: This heavy metal flashlight projects a
any organic creature sick. Since cyborgs still need beam 30 feet long and 15 feet across at its end.
sustenance to feed their organic tissue, these are Battery Flood: Practically a handheld spotlight, this
the most efficient form of food – and are produced item projects a bright beam 100 feet long and 50 feet
en masse to feed them in robotic armies. A single across at its end.
sustenance tube will feed a cyborg for 2 weeks.
GAS MASK
DEHYDRATED PILLS This apparatus covers the face and connects to a
Developed for use in long-range space missions, these chemical air filter canister to protect the lungs and
food items are small colored pills that are simply eyes from toxic gases. It provides total protection from
“meals” reduced in size due to the extraction of all eye and lung irritants. The filter canister lasts for 12
moisture. Quite tasty (they come in various flavors, hours of use. Changing a filter is a move action.
such as French fries, hamburger, etc.), they also
manage to meet the nutritional requirements of a full GRAVITY BOOTS
meal. These items appear to be thick plastic boots; they
can be either voice- or button-activated to allow the
EMERGENCY RAFT wearer to float slowly into the air, walk up most unsure
This is essentially a bright orange plastic container surfaces, etc., as if levitating. The boots do not, of
(cylindrical or box-shaped) with a thick rubbery course, allow the wearer to climb sheer surfaces and
shoulder strap for easy carrying. When opened and a the like. In cases where a check is required, the boots
tab pulled, an auto-inflating raft literally “pops” out. are considered to give a +20 enhancement bonus to
The raft is generally large enough to support eight Climb and Jump checks. A single charge powers the
Medium-sized people steadily on all but the roughest boots for 10 minutes.
seas, remaining buoyant for about 1-2 weeks. A fold Power Source: Beltpack or backpack.
out tent top can be deployed to protect against cold
and high winds. It can be used only once, however, HALAZONE TABLETS
and cannot be re-packaged. One of these tablets, when combined with one liter of
water, will purify it of most simple contaminants and
FIRE EXTINGUISHER parasites. Heavily contaminated water sources (GM’s
This portable apparatus uses a chemical spray to discretion) may require the use of two tablets per liter.
extinguish small fires. The typical fire extinguisher Halazone tablets will not work on salt water, or water
ejects enough extinguishing chemicals to put out a tainted with gritty minerals.
fire in a 10-foot-by-10-foot area as a move action. It
212 contains enough material for two such uses.
HEVE CANDY A mesh vest provides a +2 equipment bonus to
The name, HEVE, stands for “high-energy vitamin- Strength for the purpose of determining carrying
enriched”, but was also a common nickname used by capacity.
soldiers to describe what the taste made them want
to do. This candy, when eaten, supplements nutrition PORTABLE PETROL POWER GENERATOR
intake (each candy cube provides for one full meal). This appears to be a heavy machine with plastic or
metal carrying bars (it is the size of maybe two or
INSTANT PILLOW three car batteries, very heavy, but still man-portable).
This item is often packaged in a “high-tech” looking This type of miracle device uses petrol (25% of
metallic package, no larger than a pack of sealed these devices use alcohol instead) to generate a
baseball cards. When torn, the slip of pink material steady current of electricity. The generator produces
inside is cast on the ground, where a chemical reaction 1 Megawatt per half liter of petrol, per hour. The
(the stuff is made of a material that foams on contact tank in the generator generally holds two liters. It
with simple atmospheric nitrogen) turns it into a good- can generally only be linked to household devices
sized pillow. The pillow only opens up once, however, (not weapons), but its flow is enough to power most
and cannot be re-packaged. The item was, obviously, devices in a small community. It weighs 100 lbs.
ideal for weekend camping trips for the whole family.
PORTABLE STOVE
LIGHT ROD This small stove works on kerosene or white gasoline,
These are hard plastic rods (three feet in length), filled and can easily be broken down and carried for
with two chemicals which, when combined by pulling backpacking.
a tab on the rod, glow brightly and intensely. Colors
range from vibrant orange to fluorescent blue. The POTASSIUM IODIDE TABLETS
glow of a light rod provides illumination up to 50 ft, These pills help reduce the amount of radioactivity the
and lasts up to eight continuous hours, before the rod body absorbs during a 24 hour period. For a character
is used up. that has taken a potassium iodide tablet, calculate the
time of radiation exposure normally, but drop the final
MAGNESIUM FIRESTARTER result by one category. For example, a character that
These are high quality magnesium starters, operable has spent 10 minutes exposed to radiation counts as
in even the wettest conditions. The starter consists only having been exposed for 1 minute. There is no
of a magnesium bar, which when scraped produces additional benefit for taking more than one pill in a 24-
magnesium shavings that are highly flammable (a hour period.
built-in sparking rod is included).
POWER BAR
MAP These large candy bars are packaged in silver
While a compass can help characters find their way wrapping, and can remain preserved for a great deal
through the wilderness, a map can tell a character of time. Although the taste is far from delicious, these
where she is going and what to expect when she gets bars are full of protein and vitamins; each provides for
there. about one-half a meal’s worth of nutrients.
Road Atlas: Road atlases are for the entire United
States, showing all major roads in each state. They can READY MEAL
also be for most major metropolitan areas, detailing These excellent examples of pre-Fall food technology
every street in the entire region. come in either tray, envelope, or cylinder form, and
Tactical Map: A tactical map covers a small area— are the ultimate in preserved foods. At one end of the
usually a few miles on a side—in exacting detail. package (regardless of shape and size) is a pull ring,
Generally, every building is represented, along with all which when peeled off creates a chemical reaction
roads, trails, and areas of vegetation. in the package that either heats, cools, or rehydrates
the food within (depending, of course, on the type of
MESH VEST dish). In addition, a spork is usually attached to the
This is a lightweight vest with a series of pockets package to eat with. Ready meals remain preserved
for items such as a compass, spare ammunition for centuries due to space-age packaging, and are
magazines, pressure bandages, and a radio, along with actually quite delicious and nutritious. The nutrition
loops for attaching grenades, knives, or tools. It can value of one meal is equal to a full day’s nutritional
hold up to 40 pounds of equipment. requirements.
213
ROPE
Climbing rope can support up to 1,000 pounds.
SALT PILLS WATER
Salt pills increase the salt content in the body, which One day’s worth (one-half gallon) of water.
as a result helps retain ingested moisture. One pill
reduces the need for ingested moisture by one half for WATER PURIFIER
1 week. A variety of models of this device exist, but in use,
it operates along the same principle as a water filter;
SLEEPING BAG it purifies water of any kind and makes it digestible
This lightweight sleeping bag rolls up compactly. It by the human metabolism. The purifier runs on
can keep a character warm even in severe weather and electricity, which is used to separate the chemicals in
can also double as a stretcher in an emergency. the water. This device requires one hour to purify one
day’s water requirement for a Medium-size creature.
SOUP MIX Power Source: Pack.
A variety of soup mixes (most from oriental
companies) are available even decades after the WEAPON ACCESSORIES
holocaust. Dehydrated and vacuum-packed, these Only warriors, community guardians, and soldiers
mixes are somewhat nutritious (equal to about one full carry most weapon accessories. Despite the
meal), but require mixing with a certain amount of typical attitude of keeping the best for their own,
heated, drinkable water – a rarity in a world without some communities do sell such items to travelers,
adequate water resources. merchants, and visiting outsiders.
Box magazines, holsters, and speed loaders are
SURVIVAL KIT common enough. Detonators (and all explosives)
This type of item was issued to soldiers in the field, are rare, usually hoarded by various communities for
and many types are available. The kit contains a weapons. Illuminators, laser sights, and suppressors
water-purification bag (which holds up to one liter of are uncommon, if not very hard to find.
water), four halazone tablets, a simple sewing kit, a
book of 20 matches, compass, four gobs of chewing BOX MAGAZINE
gum, eight pieces of sweet candy (these offer no For weapons that use box magazines, a character can
nutrition, but consuming one raises the eater’s energy purchase extras. Loading these extra magazines ahead
level due to sugar content), a razor blade and holder, of time and keeping them in a handy place makes it
thirty pieces of HEVE candy, and a single canister of easy to reload a weapon in combat.
Medi-Spray (wound healing).
DETONATOR
SYNTHIHOL A detonator activates an explosive, causing it to
“Synthihol” was all the rage in the United States prior explode. The device consists of an electrically
to the Fall. Synthihol comprises a variety of synthetic activated blasting cap and some sort of device that
and engineered alcoholic products; the effect was to delivers the electrical charge to set off the blasting
allow the manufacturer to create an astounding variety cap. Connecting a detonator to an explosive requires
of taste, scent, and richness qualities heretofore alien a Demolitions check (DC 15). Failure means that the
to traditional alcoholic beverages. Synthihol products explosive fails to go off as planned. Failure by 10 or
were being manufactured to possess weird and eye- more means the explosive goes off as the detonator is
catching colors, each being different than the next, and being installed.
thus they are now prized in the wasteland like exotic Blasting Cap: This is a detonator without a built-in
“elixirs”. In effect, however, they are little more than controller. It can be wired into any electrical device,
exotic beers or wines. such as a light switch or a car’s ignition switch, with
a Demolitions check (DC 10). When the electrical
TENT device is activated, the detonator goes off.
A tent keeps a character warm and dry in severe Radio Control: This device consists of two parts:
weather, providing a +2 equipment bonus on Fortitude the detonator itself and the activation device. The
saves against the effects of cold weather. activation device is an electronic item about the size
of a deck of cards, with an antenna, a safety, and an
TRAIL RATIONS activation switch. When the switch is toggled, the
Trail rations come in a number of options. They activation device sends a signal to the detonator by
radio, setting it off. It has a range of 500 feet.
214
all provide the necessary energy and nutrition for
survival. The purchase price given is for a case of 12 Timed: This is an electronic timer connected to the
meals. detonator. Like an alarm clock, it can be set to go off
at a particular time.
Wired: This is the simplest form of detonator.
The blasting cap connects by a wire to an activation SUPPRESSOR
device, usually a small pistol-grip device that the user A suppressor fits on the end of a firearm, capturing
squeezes. The detonator comes with 100 feet of wire, the gases traveling at supersonic speed that propel a
but longer lengths can be spliced in with a Demolitions bullet as it is fired. This eliminates the noise from the
check (DC 10). bullet’s firing, dramatically reducing the sound the
weapon makes when it is used. For handguns, the only
HOLSTER sound is the mechanical action of the weapon (Listen
Holsters are generally available for all Medium-size or check, DC 15, to notice). For longarms, the supersonic
smaller firearms. speed of the bullet itself still makes noise. However,
Hip: This holster holds the weapon in an easily it is difficult to tell where the sound is coming from,
accessed—and easily seen—location. requiring a Listen check (DC 15) to locate the source
Concealed Carry: A concealed carry holster is of the gunfire.
designed to help keep a weapon out of sight (see Modifying a weapon to accept a suppressor requires
Concealed Weapons and Objects). In most cases, a Repair check (DC 15). Once a weapon has been
this is a shoulder holster (the weapon fits under the modified in this manner, a suppressor can be attached
wearer’s armpit, presumably beneath a jacket). Small or removed as a move action.
or Tiny weapons can be carried in waistband holsters Suppressors cannot be used on revolvers or
(often placed inside the wearer’s waistband against shotguns. A suppressor purchased for one weapon
his or her back). Tiny weapons can also be carried in can be used for any other weapon that fires the same
ankle or boot holsters. caliber of ammunition.

ILLUMINATOR MILITARY HARDWARE


An illuminator is a small flashlight that mounts to a The category of military hardware covers a wide
firearm, freeing up one of the user’s hands. It functions variety of miscellaneous items used for combat. Most
as a standard flashlight. examples of these items are rare, since most military
assets were of course obliterated in the nuclear
LASER SIGHT conflict. Wherever surviving examples can be found,
This small laser mounts on a firearm, and projects a they are sure to be snatched by jealous locals for their
tiny red dot on the weapon’s target. A laser sight grants defense, by raiders to employ against the meek, or by
a +1 equipment bonus on all attack rolls made against selfish wanderers seeking the edge necessary to keep
targets no farther than 30 feet away. However, a laser themselves alive.
sight can’t be used outdoors during the daytime.
ANIMATRON, WEAPON
SCOPE A weapon animatron is a robotic mounting for any
A scope is a sighting device that makes it easier to weapon, usually light support weapons (such as
hit targets at long range. However, although a scope machineguns, but sometimes also flamethrowers or
magnifies the image of the target, it has a very limited pulse lasers). The animatron is a simple robot that
field of view, making it difficult to use. detects intruders and fires upon them, in the manner of
Standard: A standard scope increases the range a defense or sentry turret.
increment for a ranged weapon by one-half (multiply Whatever weapon is used with the animatron is
by 1.5). However, to use a scope a character must mounted on its robotic tripod or turret ring, and is
spend an attack action acquiring his or her target. If the fed by a supply of rounds (or by power source, with
character changes targets or otherwise lose sight of the variable charges left) in a bin beside it. In addition,
target, he or she must reacquire the target to gain the animatrons possess a portable motion detector and
benefit of the scope. power pack (variable hours remaining), which allows
Electro-Optical: An electro-optical scope functions it to detect motion by anything larger than a dog
the same as a standard scope in normal light. In within its scan-able area.
darkness, however, the user sees through it as if he or These animatrons are usually cleverly disguised,
she had the darkvision ability granted by night vision or hidden inside bunkers or pillboxes. As such, the
goggles. animatron fires with automatic surprise on the first
round of combat, utilizing as many attacks as possible
SPEED LOADER each round until either it runs out of ammunition or all
A speed loader holds a number of bullets in a ring, detected targets are neutralized.
in a position that mirrors the chambers in a revolver
cylinder. Using a speed loader saves time in reloading
Weapon animatrons are considered a CR 4 trap, with
Hardness 10, hp 40, Init +4, and a +10 ranged attack 215
a revolver, since a character can insert all the bullets at bonus.
once. Power Source: Pack.
AUTO-MORTAR PLATFORM in the form of energy resistance. The actual amount
An auto-mortar platform is an animatron, generally reduced depends on the model of shield.
teamed with a security or war robot to provide Energy
additional fire support in combat. It is otherwise Shield Type Cost
Resistance
similar to the basic weapon animatron, being an A 5 5,000 cp
automated weapon system, with a portable motion B 10 15,000 cp
detector and power pack. C 15 30,000 cp
An auto-mortar fires weapons just like a standard
grenade launcher, but it fires two shots each The energy shield protects against directed energy
round from its double barrels. Though meant for attacks, including lasers, masers, sonic weapons,
bombardment, the robot is mounted on treads and particle beam weapons, and electricity. Normal
can move of its own volition (at a rate of 20 feet projectile weapons, mass drivers, and radiation attacks
per round) – and can also alter the inclination of its are not affected. Power is only used when and if the
weapons to fire indirectly (ignoring line-of-sight wearer is struck (one charge per hit).
rules). It carries its own ammo supply in a tracked cart Power Source: Beltpack or backpack.
behind it – usually up to 20 grenades of varying types,
and has the basic programming needed to choose FORCE FIELD BELT
the best round to deal with an enemy’s particular This priceless artifact creates a reactive force field
disposition. around the wearer. While energized, the shimmering
Auto-mortar platforms are considered a CR 5 force field resists all forms of damage, elemental and
creature, with Hardness 10, hp 40, Init +4, and physical, providing the wearer with damage reduction
a +10/+10 ranged attack bonus. An auto-mortar and resistance to energy (all) of 20. In addition, the
will continue to attack until destroyed, or until its force field belt also gives the wearer a +4 deflection
controlling robot is destroyed. bonus to Defense. Power is only used when and if the
Power Source: Pack. wearer is struck. The energy field negates all other
forms of powered shields worn by the user.
BOLLIX PACK Power Source: Plutonium clip.
The “bollix pack” is a small, super-advanced device
that can be worn on a special belt, or detached and JETPACK
re-attached to a stealth pack to make an effective The jetpack is a heavy device worn on the back
combination. In any event, the bollix pack acts to providing flight with a speed of 120 feet (90 feet if
confuse and deceive all kinds of electronic sensors, the user wears medium or heavy armor). The jet
effectively turning the wearer “invisible” to scans and output can be altered to fly at half speed, and descend
biosensors. The bollix has no effect on visual or audio at double speed, and otherwise acts as a fly spell;
sensors, however. The bollix eats up energy at an maneuverability is poor, with the exception that the
immense rate (one charge per round of operation). jetpack wearer can choose to hover for two full rounds
Power Source: Beltpack or backpack. before being required to maintain speed. Using a
jetpack does not require the use of hands, and thus
CONTROL ROD the wearer can use weapons normally while flying. A
This item appears to be a small hand-held “rod” (or jetpack can generally carry one hour’s worth of fuel
sometimes a “box”), with one or two buttons. The (1/2 tank of fuel).
control rod is used solely to activate and de-activate
obedience and pain collars through broadcast MAGNETIC SHIELD
impulses. The control rod can be tuned to affect an These forms of personal shielding appear to be a kind
individual collar, a particular type of collar, or can be of metal “harness” with a central circular device that
used to affect all collars within a 30 ft radius of the fits in the center of the chest when worn. The device,
rod’s holder. One discharge of power is used up for when activated, generates a field of magnetic energy
every three rounds of the rod’s continued operation. around the wearer’s entire body (but only affecting one
Power Source: Clip or beltpack. person, the wearer) that slows and deflects incoming
kinetic attacks. The actual amount reduced depends
ENERGY SHIELD on the model of shield (see energy shield).
With the development of new energy-based weaponry The magnetic shield works against all non-energy
in the final years of humanity’s reign over Earth, new effects only (melee and ballistic ranged weapons,

216 forms of lightweight shields needed to be developed.


Energy shields, like earlier magnetic shields, are
firearms, and mass-drivers). Power is only used if the
wearer is struck by an attack.
harness-like devices that project a powerful energy- Power Source: Beltpack or backpack.
dampening field, reducing the effects of directed
energy attacks (such as lasers) against the wearer,
NEURAL CONTROL POD the front. By activating a button on the collar’s control
The neural control pod was a device created by the rod (a separate item), the collar can be made to send
Ancients in an early attempt to subdue and brain-wipe potent doses of pain sensation through the wearer’s
androids that were beginning to develop aberrant nervous system, in the form of erratic electric shocks.
psychological behavior – it was also later used by If this occurs, the wearer is wracked with agony, and
vengeful humans to put errant androids back in is effectively stunned. If a Fortitude check (DC 24)
line. The pod looks like a heavy metal helmet with is made, he still suffers from a reduction of Dexterity
power attachments, knobs, and lights. When placed by 2, and an imposition of a –4 penalty to attack rolls,
on the head of an android, it emits a concentrated skill checks, and ability checks. The collar continues
EMP through the direct connectors on the inside to impart pain for as long as the rod’s controller keeps
of the helmet to erase its entire neural network – in it active.
essence, brainwashing it. Using metal collar and face
restraints, the pod could only be removed by immense POWER FIST
force (Strength check, DC 30). This appears to be a heavy metal glove, perhaps spiked
An android affected by a neural control pod may or studded with a fine chrome trim. The fist is a
make a Will save (DC 25) to resist each round, perfect exoskeletal covering for the human fist, and is,
but failure results in the gain of one negative level in effect, a power-assisted limb. The power fist allows
(permanent), plus a permanent point of Intelligence. the wearer to grip far more powerfully than a normal
This procedure continues until the helmet is somehow human fist, able to crush the likes of a metal power
removed, the android’s total levels are reduced to one, clip in a single motion.
or it’s Intelligence drops to zero. In the first case, This device acts to magnify the strength of the
the pod will no longer cause any drain (but effects user in melee attacks (or feats of strength), giving an
suffered up to the point of removal are permanent). enhancement bonus of +4 to the wearer’s Strength. If
In the second case, upon being reduced to first level two power fists are used, the bonus increases to +8,
the pod immediately shuts off. In the final case the but only for two-handed operations (such as wielding
android is effectively destroyed by the unit, unable to a two-handed weapon, or using both hands to bend
bear the strain of it’s drain. bars). A power fist weighs 8 lbs.
An android with EMP countermeasures is not Power Source: Beltpack or backpack.
immune, but does receive a +5 enhancement bonus to
its Will save. STEALTH PACK
Against any victim other than an android, a Fort This type of item appears to be a black rectangular
save (DC 25) must be made or suffer 4d8+4 points of “pack”, covered in blinking green lights. The device,
damage each round from electrical shock (a successful when activated, creates a light-distorting field around
save results in only half damage). the user, making him effectively invisible to those
Power Source: Pack. around him. As soon as he moves, however, the
uneven distortion of the light waves (one can see the
OBEDIENCE COLLAR distortion moving) gives a better chance of spotting
The obedience collar is used by androids to force him, instead acting as displacement (50% miss
intelligent organic creatures, such as humans and chance). The pack uses up one power charge per
mutants, to do their bidding or conform to their will, round of use. A stealth pack weighs 3 lbs.
at the threat of death. The obedience collar is a simple Power Source: Beltpack or backpack.
device that looks like a metal “torc” or neckband, with
two small metal rectangles on each side. The device
does nothing while it remains inert, but if triggered VEHICLES
by a control rod (a separate item) the obedience collar
explodes – taking the head of the wearer with it. A Vehicles are among the most
Fortitude save (DC 24) is allowed to resist instant common artifacts scavenged
death; if made, the wearer suffers only 8d6 points of from the wasteland and
damage, and suffers deafness for 1d4 days thereafter. drawn back into use by the
The collar is destroyed if ever activated; it will only few surviving communities
activate if being worn against organic flesh, and will or individuals of the Fall.
not detonate if simply sitting around in a box, for These include automobiles,
example. motorcycles, trucks, etc. Vehicles are often highly
prized as not only symbols of power and influence,
PAIN COLLAR but also for their ability to carry heavy loads over
long distances, as well as defend against or outrun the
217
Created by androids to “train” organic creatures to do
their bidding, the pain collar looks like a simple metal common raider gangs and armies of the desert.
“torc” or neckband, with a single flat flange of metal at Helicopters and planes after the nuclear holocaust
TABLE 6-16: VEHICLES
Hit Fighting Craft
Name Crew Pass Cover Cargo Init Man Top Speed Defense Hardness Size Cost
Points Space (ft) DC
Pre-Fall Road
Dirt bike 1 1 none 0 lb. 0 2 160 (16) 10 5 18 M 5 x 10 500 cp 23
ATV 1 0 none 675 lb. –1 1 90 (9) 9 5 22 L 5 x 10 750 cp 25
Motorcycle 1 1 none 0 lb. –1 1 250 (25) 9 5 22 L 5 x 10 750 cp 23
Economy car 1 4 3/4 275 lb. –1 –1 180 (18) 9 5 30 L 10 x 20 1,000 cp 25
Sports car 1 4 3/4 200 lb. –2 1 280 (28) 8 5 32 H 10 x 20 3,000 cp 25
Sedan 1 4 3/4 300 lb. –2 –1 200 (20) 8 5 34 H 10 x 20 3,000 cp 25
Pick-up 1 3 3/4 or 1/2 1,700 lb. –2 –2 170 (17) 8 5 36 H 10 x 20 4,000 cp 25
Minivan 1 4 3/4 325 lb. –2 –2 190 (19) 8 5 34 H 10 x 20 5,000 cp 25
Hummer 1 3 3/4 1,000 lb. –2 –2 140 (14) 8 5 38 H 10 x 20 7,000 cp 25
SUV 1 4 3/4 300 lb. –2 –2 180 (18) 8 5 32 H 10 x 20 7,000 cp 25
Armored truck 2 0 9/10 3,600 lb. –2 –2 175 (17) 8 10 36 H 10 x 20 10,000 cp 25
Limousine 1 7 3/4 425 lb. –4 –4 190 (19) 6 5 38 G 10 x 25 10,000 cp 25
Moving truck 1 2 3/4 33,000 lb. -4 –4 160 (16) 6 5 44 G 10 x 25 20,000 cp 25
BUS 1 39 3/4 0 lb. –4 –4 120 (12) 6 5 48 G 10 x 40 25,000 cp 25
Tracked tank 4 0 full 425 lb. –4 –4 80 (8) 6 20 64 G 15 x 30 40,000 cp 30
Tracked APC 3 7 full 425 lb. –4 –4 70 (7) 6 15 58 G 15 x 20 40,000 cp 30

Pre-Fall Aircraft
Light helicopter 1 4 3/4 250 lb. –4 –4 245 (25) 6 5 28 G 10 x 25 10,000 cp 30
Transport
2 13 3/4 5,000 lb. –4 –4 200(20) 6 5 36 G 15 x 35 40,000 cp 30
helicopter
Prop plane 1 3 3/4 120 lb. –4 –4 210 (21) 6 5 30 G 35 x 30 5,000 cp 25
Corporate jet 2 10 3/4 500 lb. –4 –4 1,100 (110) 6 5 44 G 50 x 60 20,000 cp 30
Militray helicopter 2 14 3/4 9,000 lb. –4 –4 325 (32) 6 5 46 G 15 x 60 50,000 cp 30

Pre-Fall Water
Personal
1 1 none 60 lb. –1 1 105 (10) 9 5 22 L 5 x 10 500 cp 25
watercraft
Runabout 1 5 1/2 or Full 2,100 lb. –2 –2 55 (5) 8 5 28 H 10 x 20 10,000 cp 25
Cabin cruiser 1 3 1/2 or Full 2,100 lb. –4 –4 80 (8) 6 5 40 G 15 x 30 25,000 cp 25

Post-Apocalyptic Road
Battle cycle 1 1 none 0 lb. 0 2 250 (25) 10 5 22 M 5 x 10 750 cp 23
Battle car 1 4 3/4 250 lb. -2 -1 200 (20) 8 6 36 H 10 x 20 3,500 cp 25
Battle hummer 1 3 3/4 1,000 lb. -2 -2 140 (14) 8 8 40 H 10 x 20 10,000 cp 25
Blockade runner 1 2 3/4 30,000 lb. -4 -4 165 (16) 6 10 45 G 10 x 25 24,000 cp 25

are best handled by the GM. Most aircraft were either


basis. Armored trucks are not unknown, but are more
destroyed when the major airports and fields were
than likely to only be found in the hands of the world’s
hit in the nuclear exchange, or left to deteriorate over
major factions and communities, either transporting
time when the great cities were abandoned. As such,
important persons from one destination to another,
working aircraft are almost impossible to locate.
or the most valuable cargos. Some groups have even
Most civilian cars and trucks remain available,
used scavenged armored trucks as “battle wagons”.
though to be certain their appearance (and
ATVs could very well be common as a cheap
corresponding performance) has diminished over time
alternative to cars. The limousine would be unlikely,
in almost all cases. Left along the great highways
except perhaps as the “command car” of a particularly
to rust after being abandoned during the war, most
image-conscious raider gang or religious cult.
are useless hulks. Some major merchant groups
Moving trucks and buses are the backbone of many
are known to resurrect Ancient-era vehicles to keep
merchant convoys that cross the wasteland supplying
the flow of trade open along the great highways and
outlying communities with food, water, and other
deserts, while raiders have naturally taken to forming
supplies. Because of their value as virtual “rolling
virtual “armadas” of motorcycles, cars, and trucks to
fortresses”, however, they would be extremely hard to
prey upon the communities of the wasteland and strike
find outside of these cartels.
terror into their hearts.
218 Most water vehicles (civilian or otherwise) would be
very limited in usefulness, even if working examples
Military vehicles, like special vehicles, require
special consideration. Most military vehicles can
be assumed to have been destroyed (or at least
could be found.
badly damaged) during the Fall. Whether they were
Special vehicles should be handled on an individual
destroyed in actual nuclear strikes, or by conventional
conflict on the radiated battlefield in the days and greater mechanical objects. Craft DCs for vehicles
weeks afterwards, most were damaged, destroyed, or found in d20 modern can be found in the appendix.
outright abandoned well before the timeframe of the
post-apocalyptic genre. Certainly the effects of time POST-APOCALYPTIC ROAD VARIANTS
and lack of maintenance have made most (if not all) of Most salvaged vehicles are modified for use in the
these impressive machines of war useless. wastelands of the post-apocalyptic earth. Often,
Crew: The standard number of crew. In most cases, vehicles are equipped with mounted weapons and
only one person is needed to drive the vehicle; other reinforced with additional armor. Following are
crew members serve as gunners or copilots. common examples of such vehicles used by the
Passengers: The number of passengers (in addition raiders, traders, and road warriors on the hostile
to the crew) the vehicle is designed to carry. Vehicles roadways of the Twisted Earth.
that carry passengers can use that space to carry
additional cargo when passengers aren’t present. Each
unused passenger slot allows the vehicle to carry an BATTLE CYCLE
additional 100 pounds of cargo. The most common post-Fall vehicle is the motorcycle.
Cover: This is the amount of cover provided by the It is the main stay of the raider gangs in the Twisted
car. Covers grants a Defense bonus in combat. Earth. Refurbished motorcycles are often a bit tougher
Cargo Capacity: The amount of cargo the vehicle then their Ancient counterparts, tinkered to endure the
is designed to carry. Many vehicles can carry harshness of wasteland travel. A battle cycle is one
extra passengers instead of cargo, but doing so is square wide and two squares long.
usually a cramped, uncomfortable, and often unsafe
experience for those passengers. As a rule of thumb, BATTLE CAR
one additional passenger can be carried for each 250 Similar to the battle cycle, the battle car is a common
pounds of unused cargo capacity. mount of raider gangs and road warriors. These
Initiative: The modifier added to the driver’s or vehicles provide more protection than motorcycles and
pilot’s initiative check when operating the vehicle. additional options for mounting weaponry. Turreted
Maneuver: The modifier added to any Drive or machine guns are the most common weapons found
Pilot checks attempted with the vehicle. on battle cars. Battle cars have reinforced armor,
Top Speed: The maximum number of squares the allowing them to endure more of beating than pre-Fall
vehicle can cover in 1 round at character scale (with civilian cars.
the number of squares at chase scale in parentheses). Battle Cars are two squares wide and four squares
This is the fastest the vehicle can move. long. A typical battle car is equipped with a M2HB
Defense: The vehicle’s Defense. heavy machine gun mounted on a full turret.
Hardness: The vehicle’s hardness. Subtract this
number from any damage dealt to the vehicle. BLOCKADE-RUNNER
Hit Points: The vehicle’s full normal hit points. A time-tested tactic of the Cartel traders is the usage
Size: Vehicle size categories are defined differently of the “blockade-runners”. The blockade-runner is
from the size categories for weapons and other objects. basically a cargo truck stripped-down for optimum
Fighting Space: The dimensions (in feet) of the speed and armed with a potent weapon (such as a
vehicle at character scale. flamethrower) to defend it and the caravan it escorts.
Cost: The relative cost in corium. Some blockade-runners are in fact disguised to
Craft DC: The Craft DC to build the vehicle (see resemble regular merchant trucks, only to reveal their
the Crafting Vehicles section below). hidden weaponry at the last minute when the convoy
is upon the bandits (not unlike an old-style convoy “Q
CRAFTING VEHICLES ship”).
Some skilled characters will want to Craft their own A blockade-runner is two squares wide and five
vehicles. Like firearms, crafting vehicles is difficult squares long. A typical blockade-runner is equipped
in post-apocalyptic earth. Even if the characters with a Flamer Thrower and M2HB heavy machine gun
posses knowledge of mechanics, the technology of both mounted on full turrets.
vehicles is a specific science. Unless the character has
the Modern Aircraft Discipline or Modern Vehicles BATTLE HUMMER
Discipline feat, he suffers a –4 to non-discipline Wreckage of the famed “hummer” can be found all
penalty to Craft checks when creating vehicles. throughout the cities of the Ancients, and across the
Crafting vehicles typically takes 24 hours (or more) desert landscape that was once host to the great battles
and requires raw material equal to one third of the
price of the vehicle. The raw materials can be bought
of the Fall. The hummer was a workhorse vehicle of
the Ancient armies, used as a troop transport, cargo
219
or salvaged (see Repair skill). Game masters should transport, battlefield ambulance, and prime mover.
require that salvage materials be from moderate or More than a dozen variants were created, including
versions that mounted a machinegun, wire-guided FUEL TYPES
anti-tank missile, or surface-to-air-missile systems. In most case, characters will need to find, buy, or
A battle hummer is two squares wide and four create fuel. Prior to the Fall, the two main fuel types
squares long. The battle hummer is often equipped were gasoline and ethanol, but a handful of other fuel
with a M2HB heavy machine gun or in rare cases a types, devised by clever tinkers and mechs, emerged
Tow II missile launcher. in the post-apocalyptic world. Realistically, a vehicle
can only operate on one type of fuel and needs to
VEHICLE FUEL be modified to run on a different type. Modifying
Vehicles need fuel or a power source to operate. a vehicle to run on a different fuel type requires a
Most civilian pre-Fall vehicles ran on fuel—either Repair or Craft (mechanical) Skill check (DC 20). For
traditional gasoline or ethanol—but some vehicles simplicity, GMs may choose to ignore this restriction,
were created (or modified) to utilize power sources allowing vehicles to use any type of fuel without
such as minifusion cells (see the Power Sources modifications.
section). By default, a vehicle should be considered Gasoline: The traditional petrol-based fuel, favored
fuel powered. If a vehicle is powered by a minifusion by almost all drivers in the wasteland.
cell, the vehicle’s cost should be increased by the price Ethanol: Called “cornoil” by many drivers, this is a
of the power source (assuming that the power source bio-based fuel. Vehicles running on ethanol need two
is intact). rounds to accelerate to the highway and all-out speed
categories.
Rad Water: A bizarre mixture of radiation, water,
GAS TANKS
and other elements, this bizarre concoction oddly
Fuel is bought and sold in the wasteland by the tank, a
clings to engine parts and smoothes out vehicle
common unit of measurement used by traders. A tank
controls; unfortunately, it also a source of moderate
is the amount of fuel a large-sized vehicle (motorcycle
radiation (see the Radiation section). However, while
or economy car) needs to drive for a full day. The
stored in the vehicle’s fuel tank, it is reduced to a mild
larger the vehicle, the more tanks it consumes during
radiation source.
a full day of travel. The amount of fuel a vehicle can
Jet Juice: An enhanced version of gasoline created
hold depends on its size. A vehicle can hold 3 times
using the remains of aircraft fuel. Vehicles running on
the amount of fuel it needs for a day of driving.
jet juice can jump two speed categories in one round.
Size Tanks per Day Tank Size Primo: An ultra-rare fuel of unknown origin. Some
Medium .5 tank 1.5 tanks say a mutant scientist developed it, while others claim
Large 1 tank 3 tanks is was found in a secret pre-Fall laboratory. One tank
Huge 2 tanks 6 tanks
of primo counts as six tanks of gasoline—thus, a large
Gargantuan 4 tanks 12 tanks
Colossal 6 tanks 18 tanks
vehicle could travel for six days on a single tank of
primo.
Fuel Type Cost per Tank Craft DC
Gasoline 20 cp 20
Ethanol 10 cp 20
Rad Water 20 cp 25
Jet Juice 50 cp 30
Primo 150 cp 35

220
CHARACTER NAME PLAYER

CLASS LEVEL OCCUPATION BACKGROUND

AGE GENDER HEIGHT WEIGHT EYES HAIR AGE SKIN

TOTAL Current HP
ABILITIES
Ability Ability Temporary Temporary
Score Modifier Score Modifier
HP
STR Hit Points
STRENGTH

DEX DEFENSE = 10+ + + + +

DEXTERITY Class Equipment Dex Size Misc Armor


TOTAL
CON
Bonus Bonus Modifier Modifier Bonus Penalty

SKILLS
CONSTITUTION
INITIATIVE /

Cross Class
= + Max Ranks
INT Dex Misc- Skill Name
Key Skill Ability
Ranks
Misc
INTELLIGENCE TOTAL Ability Modifier Modifier Modifier
Modifier Modifier

WIS Balance Dex = + +


WISDOM BASE ATTACK Bluff
Climb
Cha
Str
=
=
+
+
+
+
CHA Computer Use Int = + +
CHARISMA SPEED Concentration Con = + +
Craft: Int = + +

SAVING THROWS
Base Ability Misc Saving Throw Conditional Modifiers: Craft: Int = + +
TOTAL
Save Modifier Modifier
Craft: Int = + +
FORTITUDE = + + Decipher Script Int = + +
(CONSTITUTION)
Demolitions Int = + +
REFLEX Diplomacy Cha = + +
(DEXTERITY)
= + +
REPUTATION Disable Device Int = + +
Disguise Cha = + +
WILL = + + ACTION POINTS Drive Dex = + +
(WISDOM)
Escape Artist Dex = + +
Forgery Int = + +
ATTACK TOTAL Base Attack Bonus Str Modifier Size Modifier Misc Modifier
Gamble Wis = + +

MELEE = + + +
Gather Information
Handle Animal
Cha
Cha
=
=
+
+
+
+
Hide Dex = + +
RANGED = + + + Intimidate Cha = + +
Investigate Int = + +
TOTAL Base Attack Bonus Dex Modifier Size Modifier Misc Modifier
Jump Str = + +
Knowledge: Int = + +
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL Knowledge: Int = + +
Knowledge: Int = + +
Knowledge: Int = + +
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES Knowledge: Int = + +
Listen Wis = + +
Move Silently Dex = + +
Navigate Int = + +
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL Perform: Cha = + +
Perform: Cha = + +
Pilot Dex = + +
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES Profession Wis = + +
Read/Write Lang: - = + +
Read/Write Lang: - = + +
Read/Write Lang: - = + +
ARMOR TYPE EQUIPMENT BONUS PROFICIENT? Repair Int = + +
Research Int = + +
Ride Dex = + +
ARMOR PENALTY WEIGHT SPEED SIZE MAX DEX SPECIAL PROPERTIES Search Int = + +
Sense Motive Wis = + +
Sleight of Hand Dex = + +
Speak Lang: - = + +
ARMOR TYPE EQUIPMENT BONUS PROFICIENT? Speak Lang: - = + +
Speak Lang: - = + +
Spot Wis = + +
ARMOR PENALTY WEIGHT SPEED SIZE MAX DEX SPECIAL PROPERTIES Surivial Wis = + +
Swim Str = + +
Treat Injury Wis = + +
Tumble Dex = + +

VEHICLE INIT MANEUVER DEFENSE HARDNESS HP


=
=
+
+
+
+
= + +
= + +
CREW PASS CARGO SPEED SIZE SPECIAL PROPERTIES
= + +

Skills marked with can’t be use untrained. *ARMOR PENALTY, if any applies.

© RPG Objects. Permission granted to photocopy for personal use.


CAMPAIGN
ALLEGIANCES

EXPERIENCE POINTS

GEAR TALENTS / FEATS


ITEM WT. ITEM WT. ABILITY EFFECT

NEURAL FEATS
NAME EFFECT ACTION DURATION USAGE

WEALTH
TYPE CP VALUE LOCATION

Corium

Raw Materials (mechanical)

Raw Materials (electronic)

Raw Materials (chemical)

Raw Materials (structural)

MUTATIONS / DEFECTS Medical Incompatibility Modifier: NEURAL MUTATIONS


NAME EFFECT ADVANCED Type Uses Per Day DC Modifier

Precognition
Telekinesis
Telepathy

© RPG Objects. Permission granted to photocopy for personal use.

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