Archive for Enupnion Keep on Dreaming
 


       Enupnion Forum Index -> Arts and Crafts
blackout

Dustworld

Character Creation
---------------------------------------------
Character creation is entirely centered around a point-buy system, with three types of points.

Skill Points are points that you put into Skills you want your character to have, or be good at. To start the game off, characters have 25 Skill Points.

Attribute Points are similar to Skill Points, except with Attributes. To start the game off, characters have 20 Attribute Points.

Mutation Points are points that a character gets when they spend too long in a radiation-heavy area. When a character earns a Mutation Point, they can spend it on a mutation of their choice, which will have a positive and negative effect. This is to further allow players to customize their characters. Characters can have Mutation Points at the beginning of the game if they select a Background that allows it.

All Attributes start at 1, and then they can be upgraded with Attribute Points.

VARIANT: Roll 2d6 for all Attributes, and all Skills are at 0, but they recieve neccessary bonuses depending on attributes.

Add any relevant Background and Mutation modifiers, and then begin allocating your points accordingly.

Attributes
------------------------------------------------
There are five Attributes in the game; Muscle, Intelligence, Agility, Charisma, and Common Sense.

Muscle is, simply put, strength. It affects your health, and how much your character can personally carry. For every point you have in Muscle, you get 10 points to HP, and you can carry 2 Poks for every point in Muscle. You also recieve a +1 to all Melee Weapon skills(this is called a 'modifier') for every 5 points in Muscle. Hand-to-Hand damage is derived from this score; You do 1d6 damage for every +1 in your Muscle modifier

Intelligence is(naturally)how smart your character is. Also, it provides bonuses to Mechanics and Computer Use skills. For every 5 points in Intelligence, your Mechanics and Computer Use skills recieve a +1 modifier.

Agility determines how fast and agile your character is. For every 5 points in Agility, all Driving and Weapons skills (besides Melee Weapons), and Thievery skills, get a +1 modifier.

Charisma determines how people react to your character, and their social skills. It is a combination of looks, personal magnetism, leadership skills, and social skills. For every 5 points in Charisma, all Interaction skills get a +1 modifier, and for every 10 points in Charisma, you can get an NPC follower, if you try to Persuade someone to join you.

Common Sense determines just how well your character can do various things, particularly, making heads-or-tails of what you want to eat. Is it safe to eat? Should I look at some other part of this thing's body for food? For every 5 points in Common Sense, all Survival skills get a +1 modifier.

Skills and Skill Categories
-------------------------------------------------
The different Skills are broken down into six categories: Melee Weapons, Vehicle Weapons, Firearms, Interaction, Survival, Driving, Thieving, Computer Use,and Mechanics.

Vehicle Weapons centers around the use of different weapons mounted on your vehicles. Naturally. The Vehicle Weapons skills are Heavy Weapons, Energy Weapons, and Ballistic Weapons.

Firearms centers around the use of different firearms that you use when fighting on foot. The Firearms skills are Pistols, Rifles, and Heavy Weapons.

Melee Weapons centers around the use of close-range weapons that you use when you're too close to make effective use of firearms. The Melee Weapons skills are Spear, Axe, Blade, and Hand-to-Hand.

Interaction covers the skills neccessary for interacting with other people. These Skills include Haggle, Persuade, Intimidate, Detect Motive, and Bluff.

Survival skills center around surviving out in the wastelands. These skills include Scavenging, Hunting, Cooking, First Aid and Perception.

Driving Skills cover just how good you are at driving different types of vehicles. The Skills are Runner, Rig, Big Rig, Tank, and Dodge.

Computer Use skills cover your capabilities with computers. The Computer Use skills are Hacking, Programming, Virus Creation, and Firewall Development.

Mechanics cover how good you are at doing your own repairs and modifications to your vehicle. Such Skills include Modification, Repair and Identification.

Thievery determines how good your character is at sneaking, stealing, and so on. The Thievery skills are Sneak, Balance, Climb, Pickpocket, and Forgery.

To cover each individual skill in depth, we'll go by category.

The Firearms and Vehicle Weapons Skills are fairly self-explanatory; Put skill points in them, and you get to be good with their associated Weapons. Same thing for Driving skills, the only difference being Dodge, which, while TECHNICALLY a driving skill, is the bonus you get to dodging weaponsfire while on foot.

The Melee Weapons skill focuses on the use of melee weapons.

Survival, Mechanics, and Interaction skills are all a little different.

Survival skills all center around keeping your character alive while away from towns and cities, and as such, can be a great help. Scavenging helps determine if you can find any useful parts or equipment on the wreckage of a destroyed vehicle, or on someone's dead body. Essentially, picking the corpse clean like a vulture. Hunting centers around killing local mutated animals for food, and knowing which parts are good to eat. Cooking centers around making unfit-for-consumption parts of an animal safe to eat. First Aid centers around knowledge of wounds, and how to heal them(Roll 3d6, and add skill ranks; That's how much damage you heal. Certain effects can be healed if you beat a certain DC with this roll, such as Poison or Crippling Damage.). Perception is more of an all-purpose skill, but I threw it into Survival because it fits. Perception centers around being able to see and hear things, usually things seen out on the horizon, such as random encounters. If you put alot of skill points into Perception, you most likely have the hearing of a rabbit and the eyesight of a cat. Good for you.

Computer Use centers around hacking, virus creation, programming, and protecting computers from hackers. Hacking allows you to gain access to computer files you normally wouldn't be able to. Virus Creation allows you to create viruses and wreak havoc with computers. Programming allows to create a variety of different programs. Firewall Development allows you to create a firewall to protect a specific computer from viruses created by another's Virus Creation skill check.

Mechanics skills center around modifying and repairing your vehicle. Modification determines whether or not you'll be capable of taking out a certain part and putting a new one in. Repair determines whether or not you'll be able to repair a certain amount of damage done to your vehicle. Identification determines whether or not you'll be capable of figuring out just exactly what it is you're working with in terms of parts. Anyone knows what a power plant looks like, but what TYPE of power plant is it? Will it be able to power your Big Rig? Identification works very well in tandem with Scavenging.

Interaction skills center around interacting with NPCs, and gathering information from them. Haggle is pretty self-explanatory. Persuade involves convincing someone to do what you want without scaring them, or lying. Bluff pretty much involves the same thing, except you're simply lying. Intimidate involves convincing someone to do what you want under threat of injury or death. Detect Motive involves discovering the intents of others if they happen to be lying; In other words, the polar opposite of Bluff.

Thievery involves conducting illegal, and potentially dangerous, acts. The skills include Sneak, Balance, Climb, Pickpocket, and Forgery. Sneak involves passing by someone undetected, or sneaking into an area without being spotted. Pickpocket involves picking someone's pockets, and taking whatever is inside them without being detected. It also covers putting stuff in them. Forgery involves imitating the handwriting of any given person. The more unique that person's handwriting is, the higher the DC of the skill check needed to imitate that handwriting. Balance involves being able to cross a difficult-to-navigate piece of terrain on foot, such as a very thin land bridge. Climb involves....well, climbing.

Every skill and skill category covers something that's important to the game, so unless you have a large group playing with you, you'll want a little of everything.

Difficulty Classes
--------------------------------------------------------
Difficulty Classes are how difficult a certain task is, or how hard a certain piece of equipment is to use or install. Most rolls in the game require you to beat a Difficulty Classes. Different tasks have different Difficulty Classes.

For example, if you were trying to convince a man to leave a person he was annoying alone, then you must make a Persuade roll to beat a DC of 5. Roll 3d6, and then add your Persuade skill level and relevant Charisma Modifier to the roll. If you get 5 or higher, then you succeed.

Weapons have DCs too. If you fire a weapon, your skill level with that weapon type must meet it's DC, or you will suffer a penalty to all Accuracy rolls made when you use that weapon. If your skill level is higher than the DC, you get a bonus. The same rule applies to Driving skills and vehicles. In the case of opposed skill checks, such as between Virus Creation and Firewall Development, or Dodge/Driving and any of the weapon skills, the DC is the opponent's total.

Vehicle Armor and Internal Structure
------------------------------------------------------
Armor is like the health of your vehicle. Each part of your vehicle(sides, top, bottom, front, rear, and tires) has Armor, as well as Internal Structure. There are different types of armor that can be mounted on your vehicle, but Internal Structure is always the same.

Whenever a section of your vehicle takes damage, you subtract the damage dealt from the armor on the section that has been damaged. Different types of armor can lower the damage dealt from certain types of weapons, so add any relevant modifiers. If the vehicle is hit by a Heavy weapon, then roll 3d6 to decide if the vehicle spins out of control with a DC of 15, and add the character's Driving skill.

Once Armor is gone, that section's Internal Structure is exposed. Internal Structure takes double damage, and if it is destroyed, then the whole vehicle spins out of control, or explodes.

Vehicle Combat
-------------------------------------------------------
First, the Game Master rolls for initiative. Initiative determines who's turn it is first during the battle. Roll three dice for each person to determine order; if two people get the same total number on a roll, roll again.

Once Initiative is completed, players and enemies can begin attacking each-other upon getting their opponents to enter the firing range of their weapons. Characters with higher Initiative go first. Attackers roll two dice for each weapon, and add the total skill of the weapon types being fired to the relevant weapon; For example, the attacker fires two weapons, each weapon being fired is a Machine Gun, so the attacker's Ballistic Weapon skill is added to the roll. The target rolls two dice, and adds his Driving skill to the roll. The attacker's roll is referred to as an Accuracy roll, while the target's roll is referred to as an Evasion roll.

During attacks, your enemy must be within range of the weapons you are firing. Characters can only fire two weapons per turn, unless they are Heavy Weapons, in which case only one weapon may be fired. If a shot hits, the Game Master decides where the shot hits. When a section of a vehicle is hit, then the Armor of that part of the vehicle takes damage. If Armor on a certain area is destroyed, then the Internal Structure takes damage. If Internal Structure is destroyed, then the whole vehicle spins out of control, or explodes. Either way, an Ejection roll is required(see below).

When you fire a weapon, you suffer from something called Recoil(see below).

Continue this process until the battle is over.

Ejection
-----------------------------------------------------------
When your vehicle suffers too much Internal Structure damage, you can eject from it. Make a DC 2 roll, with 1d6, with no modifiers. You fail, and you die.

Recoil
-------------------------------------------------------------
During battle, whenever you fire your weapon, you suffer from something called Recoil. Recoil occurs whenever you fire a weapon on a vehicle. It slows down your vehicle, and in some cases, even causes you to go backwards. Each weapon slows you down a certain amount each time you fire it. In the cases of rear weapons, you are sped up, and in the case of guns on top of the vehicle, or guns that can rotate 360 degrees, the character must make a Driving check, the DC determined by the Recoil of the weapon being fire(25 Recoil = +1 to DC) to see if their vehicle flips over if it's aiming to the sides. In the event that the turret aims to the front or rear, the weapon is treated like a typical front or rear gun. Guns on the sides of a vehicle are treated as guns on the front of a vehicle for purposes of recoil.

Foot Combat
-------------------------------------------------------------
Foot Combat is different from Vehicle Combat, the only real similarity being that Initiative works the same.

Everyone moves at a rate of 5 Feet per Second, unless they are carrying more weight than their Muscle permits. If someone has more weight than their Muscle permits, they cannot move.

Called Shots, Sprinting, and Cover
-------------------------------------------------------------
While on foot, if a character is in a fight, they can perform certain special actions during the battle that could easily tip the scales. These are called Called Shots, Taking Cover, and Sprinting.

If a player desires, they can make a Called Shot. A Called Shot is when a character specifically aims for a certain body part on an opponent's body. Each body part that is hit will cause the enemy to suffer a certain penalty. A Called Shot to a foot will result in that person no longer being able to Sprint. A Called Shot to an arm will result in that person suffering a -3 to all Accuracy rolls. A Called Shot to a leg will result in that person suffering a -3 Feet per turn penalty to movement, but they can still Sprint. A Called Shot to a hand will result in that hand no longer being usable to that person for wielding a weapon; if the person in question wields more than one weapon, they may still use the weapon in their other hand to fight. A Called Shot to the head will result in the target dying instantly.

While making a Called Shot, a player must not attack for 1 round, and then makes their attack on the next round, if the enemy has not entered any kind of Cover higher than Minor. Damage is dealt as normal, and Accuracy and Evasion rolls are rolled as normal, with appropriate modifiers in place. All damage and penalties suffered from a successful Called Shots is healed when the character visits a doctor, or makes a DC 25 First Aid skill check. Called Shots all suffer at a -10 penalty to Accuracy.

Sprinting gives players a +20 Feet per turn bonus, but they cannot attack that round.

Taking Cover gives players a bonus to Evasion rolls whenever they are shot at while in cover. The Cover ratings are Minimal, Minor, Moderate, Heavy, and Secure. Minimal Cover provides a +1 bonus to Evasion rolls, while Minor provides anywhere from +2 to +4(GM's discretion). Moderate provides +5 to +8. Heavy provides +9 to +17. Secure provides a whopping +20 and higher. While taking cover, any attacks the player makes suffer a -2 penalty to Accuracy. Players cannot make Called Shots while in Cover.

Death and Dying
--------------------------------------------------------------
Characters take damage during combat, but occasionally, they take damage in other instances.

When your character hits 0 HP, your character is dead.

Handling
--------------------------------------------------------------
Handling is a vehicle's own bonus or penalty to Evasion rolls. Every vehicle has one. Handling will drastically impact whether or not you get your bumper sticker shot clean off your rear by some joyrider, or avoid the weaponsfire.

Weight
--------------------------------------------------------------
All weapons, armor, tires power plants, and shocks weigh different amounts, and different vehicles and models of vehicles can hold different amounts of weight. This weight is measured in a new type of weight measurement, called Poks. All vehicles have a weight limit, and this weight limit must not be surpassed, or the vehicle will not move at all.

Characters have a weight limit as well, restricting how much weight in weapons, armor, and tools that they can carry. This is effected by their Muscle attribute.

Weapons
---------------------------------------------------------------
Weapons fall into three categories: Heavy, Energy, and Ballistic.

Heavy weapons usually have long range, and excessive damage, but you really need to pour skill points into the Heavy Weapons skill to use them effectively, and if using Heavy weapons, then they can be the only weapon you fire that turn. Their recoil is often extremely heavy.

Energy Weapons have moderate range, don't need ammunition, and deal decent damage. The offset is that they are heavier than Ballistic weapons, and can overheat and explode if used too much. All Energy Weapons have a Heat Limit. If the Heat Limit is reached, then the weapon must stop firing. If fired again after reaching the Heat Limit, the weapon explodes and deals 30 points of damage to Armor and Internal Structure to the section that the weapon is mounted on, and any neighboring sections. They have no recoil.

Ballistic Weapons have short range, deal minor damage, and can be fired in numbers, unlike Heavy Weapons. There is no Heat Limit like with Energy Weapons, and most Ballistic weapons are lighter than either of the other two types, allowing you to mount more of them. They often have minor to moderate recoil.

Personal Weapons are weapons that a character personally wields. These include rifles, pistols, military-grade weapons, handheld artillery, and shotguns, as well as melee weapons. Any weapon with the word 'Pistol' in it's name can be dual-wielded with another Pistol for a -3 penalty to Accuracy, allowing both weapons to be fired in the same round.

There will be a weapon list near the bottom.

Armor
------------------------------------------------------------------
Different armor types exist. Each armor type is useful against a certain type of weapon, or can be general-purpose armor. For example, Reactive Armor protects better against Ballistic weapons than Energy weapons. Fragmentation-Protected armor is suited to defending against Heavy Weapons, however. If an armor type is hit by the weapon type that it protects against, then it works as damage reduction; As indicated by the armor type, certain weapon types will deal less damage than they should. Different armor types weigh more or less, depending on the protection they offer.

Characters can also wear armor, to protect them from weaponsfire. It won't last long against vehicle-mounted guns, but it will protect them from firearms. While wearing any type of Powered Armor, characters may dual-wield any weapon as if it were a Pistol, except for Chainguns and Miniguns. The accuracy penalty for dual-wielding Pistols is also removed.

There will be an armor list near the bottom.

Shocks
--------------------------------------------------------
Shocks add a bonus to Evasion rolls, providing tighter, easier handling. Different types of Shocks exist, with different bonuses, Modification DCs, and other such things. All Shocks are compatible with all vehicles.

There will be a Shock list at the bottom.

Tires
-------------------------------------------------------
Tires are rubber things wrapped around wheels that make the whole vehicle move, and are all-important in Dustworld. The only real difference between tires is damage reduction, and Armor/Internal Structure, but that can easily make the difference in a firefight if your GM spontaneously decides to have a burst of Machine Gun fire hit your tires, and send you spinning out of control.

Power Plants
--------------------------------------------------------
Power Plants are neccessary to power your vehicle. Better power plants tend to weigh more, but make your vehicle go faster. Five different kinds of power plants exist: Combustion, Solar, Fusion, Lithium, and Plasma. Combustion and Solar engines tend to be bulky and heavy, but give off a decent amount of power. Fusion engines are very big and heavy, but give off a significant amount of power. Lithium is slightly different, but weighs less, at the cost of less power. Plasma batteries are expensive, and light, but give off tremendous amounts of energy. They are highly sought after.

All power plants have a rating of Class 1 to Class 5. Class 5 power plants give off less power than one of a Class 4 variety, and so on. They weigh the same as other Power Plants of the same type, however.

All vehicles have different movement rates, depending on the power plant installed into them. Big Rigs suffer a -25% movement speed penalty, while Runners get a 50% increase. Tanks suffer a -50% movement speed penalty. Rigs recieve the power plant's speed as normal.

The stats of power plants are listed near the bottom.

Hardpoints
-------------------------------------------------------
Hardpoints are where weapons and power plants are installed into vehicles. Different vehicle models have different numbers of hardpoints on different parts of the vehicle.

Vehicles
--------------------------------------------------------
Vehicles come in four types: Runners(armed motorbikes), Rigs(armed cars), Big Rigs(armed trucks), and Tanks(yeah, you already know this). Each vehicle has a different series of models with different weight limits, and numbers of hardpoints. These will all impact how far you can go with your vehicle's modification.

Experience Points
-------------------------------------------------------
Experience Points are earned by doing certain things successfully. The GM hands out XP as he/she sees fit, but GMs are encouraged not to be 'stingy', and to reward players with extra XP for being creative. Typically, GMs hand out XP for completing 'quests', killing major antagonists in the campaign, and other such things. These Experience Points go towards increasing your skills and Attributes: 1 XP for an increase in a skill, or 5 XP for an increase in an Attribute. Note: Skills cannot be increased any higher than their governing Attribute, which is the one that grants them a modifier.

Drug Addiction
-------------------------------------------------------
A character who is addicted to a drug will do anything to attain it upon failing a save. The DC for the save depends on the drug in question; More potent drugs have higher DCs. Some drugs are derived from a mutation(The Vampire and Plant Trait Sets are prime examples of this). Some drugs cause Attribute damage when used for extended periods of time.

Cybernetics
-------------------------------------------------------
Some characters may feel the need to enhance themselves through the use of cybernetic augmentation; Such characters must seek out a Doctor in a City or Capital(see Settlements, below), and pay for the appropriate cybernetic enhancement. Cybernetics come in 10 classes, from Class 10 to Class 1. Depending on the Class, they recieve an appropriate bonus to the Attribute that the augmentation enhances, with Class 10 providing a +1, and Class 9 providing a +2, and so on. However, they must make a Cybernetic Tolerance save to see if their body rejects the implant. Roll 3d6, and depending on the DC for the enhancement you wanted, your body either rejects the augmentation and you suffer a penalty equal to the enhancement's bonus(you get a -1 for a Class 10, and so on) until you get it removed, or accepts it, and gives you the bonus you would recieve normally.

The available Cybernetic Augmentations are Pheromone(Charisma), Strength-Enhancement(Muscle), Dexterity-Enhancement(Agility), and Intelligence Augmentation(Intelligence).

Damage Reduction
------------------------------------------------------
Damage Reduction causes weapons to deal less damage to you than they normally would. Personal Armor provides you with damage reduction, as do some mutations. When you take damage, you subtract X from the damage dealt to you, X being how much damage your damage reduction covers.

Mutations
-------------------------------------------------------
You gain mutations by spending time in radiation-heavy zones. The entire planet is divided into three types of zones: Red, Yellow, and Green. Red Zones are so radiation-heavy that if you enter, and stay for more than one week, you will recieve a mutation point. Yellow Zones are radiation-heavy, but not to the point of the Red Zones. If you stay in a Yellow Zone for a month, you gain a mutation point. Green Zones are almost clean of radiation, so staying in these will not earn you any mutation points.

Players can stock up to 10 Mutation Points before suffering from something called Overmutation(see below)

Most of the wastelands are Yellow Zones. Most major cities left over from the war, and their immediate neighboring towns are in Green Zones. Some regions of the wastelands are covered in puddles of nuclear waste, and are considered Red Zones.

All Mutation effects stack.

Mutations are seperated in two ways: Tiers, and Sets. A Set is a series of mutations that are similar in nature. A Tier is level of the mutation. Sets can exist in more than one Tier; To get to a higher Tier of mutations, the player must buy all mutations of one Set in a lower Tier. Tier 1 Mutations cost 1 Mutation Point, Tier 2 costs 2 Mutation Points, and Tier 3 costs 3. Some Sets have a Tier 4, with one, and sometimes two mutations in it. These mutations often serve simply to augment all of the previous mutations in that Set.

Some mutations are Augmentable, meaning you can purchase it more than once with Mutation points; Depending on it's Tier, it goes up in cost each time it is purchased. Tier 1 Augmentable mutations cost 1 extra point each time, and so on.

Overmutation
------------------------------------------------------------------
Overmutation happens when a character stocks 11 or more mutation points at once; The effect of Overmutation is simply put, bad. People suffering from Overmutation turn into quivering piles of flesh on the ground, and then begin to reduce into nuclear waste. This results in the character's death. Overmutation can also occur if the player accumulates too many Mutations at once in a single month. The limit is 3 mutations before overmutation occurs. This includes augmentation of existing mutations.

Poison, Status and Disease
------------------------------------------------------
Poison effects various attributes of your character. Depending on the Class, it deals an equal amount of damage to the affected character's Attributes. For example, Class 2 poison causes a -2 to all Attributes until cured.

Status is what kind of status your character is in; Certain effects from abilities, or other such things, cause your character to have a certain status. There is a Status list at the bottom.

Diseases cause your character to suffer certain Attribute penalties over a long period of time, and they accumulate. Diseases are wholly designed by the GM. Damage from some diseases can be repaired; Others are permenant. This is a GM's call.

Services
------------------------------------------------------
Most settlements offer services of various types.

Mechanics repair and refit vehicles for a price.

Bars often have rumors regarding the area around the settlement that could pay off if listened to. Also, they sell drinks and food.

Doctors heal all damage done to characters. They cannot cure mutations. Penalties from Called Shots conducted against you can be healed.

Weapon and Armor shops do what it sounds like: Sell weapons and armor.

Shops for basic neccessities sell food and water, which is important for survival.

Auto Parts stores sell Engines, Tires, and Shocks.

Money
-------------------------------------------------------
Money goes like so.

Caps are bottle caps left over from before the war. They are the equivalent of pocket change.

Coins are any Old World coin from before the war. 100 Caps add up to a single Coin.

Slips are any Old World paper money pieces. 100 Coins add up to a single Slip.

Orbs are a failed attempt to create a mainstream currency. Despite the failure to make enough of them for everyone to use, they are very valuable. 100 Slips add up to a single Orb.

Settlements
-------------------------------------------------------
Settlements come in five types: Camps, Villages, Towns, Cities, and Capitals.

Camps are small, temporary settlements, often made by bandits and freelancers out in the wastelands. These places have no shops or services. Found in Yellow Zones and Red Zones.

Villages are small, undefended, permenant settlements on the edges of the border of city-states. They often have bars, and shops for basic neccessities, such as food and water, and mechanics. Found in Yellow Zones.

Towns are lightly defended settlements, a bit further into the borders of city-states. They have small militia garrisons that protect them from bandit attacks. They have bars, shops for basic neccessities, weapon shops, armor shops, doctors, and mechanics. Found in Yellow Zones, and to a lesser extent, Green Zones.

Cities are heavily defended, large settlements that are very far into the borders of city-states. The people in these places never deal with bandit attacks, and have huge militia garrisons. They have bars, shops for basic neccessities, vehicle dealers, weapon shops, mechanics, and doctors. Found in Green Zones, and to a lesser extent, Yellow Zones.

Capitals have all services, and massive militia garrisons. They are essentially large, utopia-like cities, often inhabited by exceedingly wealthy people. Found only in Green Zones.

Food and Water
-----------------------------------------------------
Your character must eat something every 24 hours, or suffer a -1 penalty to all Attributes. If your character eats nothing for a week, your character dies.

Water is all-important; all characters must drink at least one bottle of water each day. If you fail to do this for three days, then your character dies.

Backgrounds
------------------------------------------------------
A Background is a character's upbringing and life prior to the events of the game. You can choose one of several backgrounds, listed near the bottom, or simply have no background at all. Every background will give you a series of bonuses and penalties to skills and attributes. It IS, however, possible to create your own background, with a series of bonuses and penalties, similar to how the examples below are. Speak with your GM about editing existing Backgrounds as well.
blackout

Background List
------------------------------------
Tribal

You were a member of one of the Wandering Tribes, but were forced to leave because you broke their laws by wielding one of their holy artifact weapons, a 'plasma pistol' constructed by the god DethTek, to protect yourself against a bandit warband. Years of surviving in the wasteland have given you a +2 bonus to Common Sense, but your lack of knowledge of etiquette in the 'civilized' societies of the city-states has caused you to suffer a -2 penalty to Charisma. Due to radiation in the wastelands that you have wandered through, you also recieve 1 Mutation Point.

Bandit

You are one of the many thieving and murdering scum of the wastelands. You gain a +1 to Agility because you have spent time fighting militia and freelancers out in the wastelands, but you suffer a -1 penalty to Intelligence because you dropped out of school to become a bandit.

Yellow Zone Dweller

You've lived in a radiation-heavy Yellow Zone all your life. You start the game with 3 Mutation Points.

Militia Training

You've recieved training to join the militia of your hometown, but you were drummed out for being flat-footed. You recieve a +1 to Agility, but suffer a -1 penalty to Common Sense.

Travelling Merchant

You have been doing business with the denizens of the wastelands for quite some time. You recieve a +2 bonus to Charisma and a -2 penalty to Agility.

Escaped Gladiator

You are a runaway slave from the Gladiator Pits of Chicago. Your hard life of fighting in the Pits for wealthy audiences has given you a +2 bonus to Agility and Muscle, and a -2 penalty to Intelligence and Common Sense.

Holy Order Initiate

You are an Initiate in the Holy Order of the Divine Machine. You were raised in a society that is dedicated entirely to the upgrading and modification of Old World technology. You recieve a +2 bonus to Intelligence and Agility, due to your extensive knowledge of machines and weapons training for self-defense in the Wastelands. You suffer a -2 penalty to Charisma and Common Sense because of this.

Black Hand Operative

You are an operative of the Black Hand in New York. Your life as a sort of secret agent has given you quite the poker face, and some fighting skills. You get +2 to Charisma, and +1 to Agility, but suffer a -3 penalty to Common Sense, because you never left New York until recently, and have limited knowledge of survival.

Cyborg

You are cybernetically augmented. Select one Class 10 Cybernetic Augmentation, and add the relevant bonus to your Attributes. There is no need for a Cybernetic Augmentation saving throw; Your body automatically accepts this implant. You suffer a -1 penalty to another Attribute of your choice.


Vehicle List and Stats
-------------------------------------
Runners

Banshee

Price: 3 Orbs, 25 Slips
Weight Limit: 300 Poks
Armor Plates per Section: 1
Number of Weapon Hardpoints: 5. 2 on the front of the vehicle, 2 on the sides, and 1 on the rear.
Handling: 0
Background: The Banshee is named as such because any power plants it uses create a high-pitched shrieking sound while the vehicle is operational. An interesting trait of the Banshee is it's rear weapon, which loops up over the driver's seat, and can rotate in a 360 degree angle to hit targets all around the vehicle in every direction. The sheer firepower of the Banshee is offset by it's lack of good handling. Heavy-duty shocks are advised.

Bloodhound

Price: 3 Orbs, 25 Slips
Weight Limit: 250 Poks
Armor Plates per Section: 1
Number of Weapon Hardpoints: 4. 2 on the sides, 1 on the front, and 1 on the rear.
Handling: 3
Background: The Bloodhound is a well-rounded Runner, with a decent number of weapon hardpoints, and good handling. The Bloodhound generally looks ugly, with it's rear weapon just hanging out of the back, but it is a favorite of the ragtag bandits out in the wastelands, because of it's reliable handling, availability, and the ability to mount a rear weapon for protection, a luxury denied to the infamous Hawk design.

Hawk

Price: 3 Orbs, 15 Slips
Weight Limit: 250 Poks
Armor Plates per Section: 1
Number of Weapon Hardpoints: 3. 2 on the sides, 1 on the front.
Handling: 5
Background: The Hawk is the first Runner to ever be mass-produced. It's model has seen multiple adjustments over the years, and it's handling is excellent, at the cost of firepower. The model lacks a rear weapon hardpoint, making it easy to get behind a Hawk and outright ravage it, but this vehicle, while under the control of a skilled driver, is simply going to outrun whoever tried to get behind it, turn around, and then open up. Needless to say, the Hawk is a very infamous design simply because of it's handling.

Pirahna

Price: 3 Orbs, 20 Slips
Weight Limit: 250 Poks
Armor Plates per Section: 1
Number of Weapon Hardpoints: 4. 2 on the sides, 2 on the rear.
Handling: 2
Background: The Pirahna is an unorthodox design, mounting two rear weapons, rather than one, like the Banshee and Bloodhound. On the upside, this unorthodox design makes it nearly impossible to get behind a Pirahna without recieving a large and dangerous gift basket of death from the rear guns. The side guns allow the Pirahna to remain defended on the front as well, thus making the Pirahna a difficult target, especially if it is piloted by a skilled driver.

Knight

Price: 3 Orbs, 20 Slips
Weight Limit: 350 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 6, 2 on each side, and 2 on the rear.
Handling: -2
Background: The Knight is generally considered a difficult-to-operate design, due to it's handling being worse than the Banshee. This, however, is offset by the sheer weight it can carry and the amount of guns that can be mounted on it. Difficult to destroy because of the armor it can mount, and difficult to survive because of the weapons it can fire, the Knight has been deemed 'a tank among Runners.

Rigs

Crusader

Price: 4 Orbs and 40 Slips
Weight Limit: 400 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 6. 1 on top, 2 on each side, 1 on the front.
Handling: -2
Background: The Crusader is considered a tried-and-true design. The turret on the top of the vehicle's roof is(like all other guns mounted on the roof) capable of rotating 360 degrees, like the rear turret of a Banshee Runner. The Crusader has become increasingly popular because of it's reliability as a major weapon on the battlefield of the wastelands, and can be seen just about anywhere.

Valkyrie

Price: 4 Orbs, 40 Slips
Weight Limit: 500 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 7. 2 on top, 2 on each side, 1 on the rear.
Handling: -3
Background: The Valkyrie is a design that has grown increasingly viable over the past decade. Despite poor handling compared to vehicles such as Runners, it has enough hardpoints to mount a large array of weapons, and as a result, ruin anyone's day. That is the Valkyrie's only true strength, but it's a strength that makes enemy vehicles burst into fireballs of death all the time.

Wolfhound

Price: 4 Orbs, 40 Slips
Weight Limit: 350 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 5. 2 on the front, 1 on each side, 1 on top.
Handling: 0
Background: With better handling than any other Rig, the Wolfhound comes from the same creators as the Bloodhound, and shares many of the same traits. The vehicle is famous for it's handling, and it's ugly look, which are traits the Bloodhound is known for. It has less guns than any other Rig, but the handling of the vehicle definitely offsets the disadvantage in firepower.

Dragon

Price: 5 Orbs, 40 Slips
Weight Limit: 400 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 6. 2 on the front, 1 on each side, 1 on top, 1 on the rear.
Handling: -2
Background: The Dragon is the only known vehicle not produced in North America after the war. It is actually imported from what used to be Japan. As such, it is not often seen, but it's handling and the number of weapon hardpoints really help to make it a well-rounded vehicle.

Big Rigs

Mule

Price: 5 Orbs
Weight Limit: 900 Poks
Armor Plates per Section: 3
Number of Weapon Hardpoints: 10. 6 on top, 2 on front, 1 on each side.
Handling: -6
Background: The Mule is the most common, and most reliable Big Rig besides the Rhino to see service in North America. As a result, it is a common sight on the roads, and in the wastelands. Bandits and freelancers often make use of them as a sort of heavy artillery vehicle, but it also serves a nice cargo-hauling role, similar to it's cousin, the Rhino.

Rhino

Price: 5 Orbs
Weight Limit: 900 Poks
Armor Plates per Section: 3
Number of Weapon Hardpoints: 8. 6 on top, 2 on rear.
Handling: -5
Background: The Rhino's handling isn't much better than the Mule's, and the lack of forward and side weapons make it that much more vulnerable. The Rhino, however, despite these shortcomings, remains one of the two most common Big Rigs in North America, mostly because of availability, cargo space, and cheapness.

Jupiter

Price: 5 Orbs
Weight Limit: 1300 Poks
Armor Plates per Section: 5
Number of Weapon Hardpoints: 14. 6 on top, 2 on rear, 2 on front, 2 on each side.
Handling: -8
Background: The Jupiter is a Big Rig with one role in mind: Combat. Jupiters are expensive, huge, hard to handle, and generally nasty if outfitted properly, and that's exactly why people like using them. A properly-equipped Jupiter's only real rival is a tank, and as such, Jupiters should only be engaged with extreme caution.

Atlas

Price: 5 Orbs
Weight Limit: 1200 Poks
Armor Plates per Section: 3
Number of Weapon Hardpoints: 4. 1 on front, 1 on top, one on each side.
Handling: -6
Background: The Atlas is a cargo-hauler. Plain and simple. That's what it was designed to do. However, because of this, it has the most cargo space of any vehicle in existence; Moreso than even the Rhino and Mule. However, because of it's sheer cargo space, the vehicle is more expensive, and therefore less common. However, it will require protection from attacks.

Tanks

T-110 Ravager

Price: 10 Orbs
Weight Limit: 2500 Poks
Armor Plates Per Section: 7
Number of Weapon Hardpoints: 7. 2 on top, 3 on the front, 1 on each side.
Handling: 8
Background: The Russian Conglomerate released the T-110 tank, nicknamed the Ravager, just prior to World War III. Multiple mercenary companies purchased them immediately upon their release, and when the war broke out, several of the companies in question made a break for the American Alliance's territory. Some of them hid their tanks in an abandoned armor depot, and almost one hundred years later, they were discovered by freelancers working for the city-state of Detroit. The freelancers brought the tanks back, and they were deconstructed and replicated. The Ravager was considered an interesting piece of equipment because of it's modular weapon mounts, something seen very rarely on any kind of tank, while common on most other vehicles in North America.

M7 Armageddon

Price: 11 Orbs
Weight Limit: 4000 Poks
Armor Plates Per Section: 8
Number of Weapon Hardpoints: 8. 1 on top, 3 on each side, and 1 on front.
Handling: 4
Background: The M7 Armageddon tank was designed just prior to the war. When it was released, it never really had the chance to be deployed in action as WWIII became a nuclear war. Many intact models were mothballed shortly before the bombs fell, and they were discovered by several city-states, whom immediately deconstructed and replicated the design. Like the Ravager(and all other vehicles in the wastelands), the M7 makes use of modular weapon mounts, allowing it to swap out any weapons it has for something else.

Vehicle Weapon List
------------------------------------
Ballistic Weapons

OV-441 Minigun

Gun Price/Ammo Price: 90 Slips/5 Slips
Weight: 30 Poks
Firing DC: 5
Modification DC: 8
Damage: 8d6
Range: 300
Recoil: 125 feet per second
Ammo Count/Firing Rate: 2000/50
Reload Time: 4 rounds
Background: The OV-441 was originally designed for use on American Alliance helicopters during the war. The design has since been revamped, and is suitable to be mounted on Runners, Rigs, and Big Rigs. The result is a lethal, rapid-fire weapon capable of laying waste to a variety of opponents. This is offset by the time neccessary for the weapon to be reloaded, which, in the middle of a battle, could prove to be lethal to the wielder.

PR-525 Machine Gun

Gun Price/Ammo Price: 90 Slips/5 Slips
Weight: 20 Poks
Firing DC: 4
Modification DC: 7
Damage: 5d6
Range: 500
Recoil: 100 feet per second
Ammo Count/Firing Rate: 4000/50
Reload Time: 3 rounds
Background: The PR-525 is a fairly new design, geared towards longevity in battle. The sheer amount of ammunition the thing carries tends to weigh it down, but the amount of time it can last in a battle balances the whole thing out.

CO-1433 Flechette Cannon

Gun Price/Ammo Price: 90 Slips, 50 Coins Coins/5 Slips
Weight: 40 Poks
Firing DC: 8
Modification DC: 12
Damage: 2d6 at max range, +2d6 for every 50 feet you get closer
Range: 450 feet
Recoil: 250 feet per second
Ammo Count/Firing Rate: 20/1
Reload Time: 3 rounds.
Background: The CO-1433 is a lethal weapon, especially at close range. Essentially a giant shotgun, the closer you are when you fire, the more lethal the damage dealt to your target, so unlike other weapons, feel free to get in close and personal when you've got this attached.

RG-353 Railgun

Gun Price/Ammo Price: 90 Slips/5 Slips
Weight: 60 Poks
Firing DC: 10
Modification DC: 12
Damage: 10d6
Range: 600 feet
Recoil: 250 feet per second
Ammo Count/Firing Rate: 15/1
Reload Time: 4 rounds.
Background: Just barely managing to avoid the Heavy Weapons class, the RG-353 is considered an abnormally heavy Ballistics Weapon. Feel free to be obscene and without consequence. Just don't expect to mount many of these.

AW-420 Autocannon

Gun Price/Ammo Price: 90 Slips/5 Slips
Weight: 40 Poks
Firing DC: 6
Modification DC: 8
Damage: 6d6
Range: 300 feet
Recoil: 200 feet per second
Ammo Count/Firing Rate: 200/5
Reload Time: 3 rounds.
Background: The AW-420 is definitely a weapon that is worth considering when you want to blow something to itty bitty pieces. 'Nuff said.

Energy Weapons

PEW-13 Plasma Cannon

Gun Price: 1 Orb, 50 Slips
Weight: 40 Poks
Firing DC: 7
Modification DC: 9
Damage: 8d6
Range: 600 feet
Recoil: None
Heat Limit/Heat Buildup: 30/5
Cooldown Rate: 2 per round
Background: The PEW-13 is descended from the first plasma cannon to ever be successfully developed. With a good heat limit, and a good maximum range, the PEW-13 has been the mainstay weapon of militia forces in cities and capitals for years.

PO-46 Laser Cannon

Gun Price: 1 Orb, 50 Slips
Weight: 35 Poks
Firing DC: 10
Modification DC: 10
Damage: 8d6
Range: 500 feet
Recoil: None
Heat Limit/Heat Buildup: 40/5
Cooldown Rate: 3 per round
Background: The PO-46 has been a good and reliable energy weapon for years. The primary laser-based armament for just about anyone, the PO-46 has been in production since near the end of the war, and has no intention of being removed from action now.

FRG-434 Burner

Gun Price: 1 Orb, 40 Slips
Weight: 30 Poks
Firing DC: 5
Modification DC: 6
Damage: 5d6
Range: 200 feet
Recoil: None
Heat Limit/Heat Buildup: 20/2
Cooldown Rate: 1 per round
Background: The Burner is a weapon heavily based off of old-style flamethrowers from before the war. Instead of throwing fire, it throws pure superheated air at extreme speeds, allowing it to burn clean through vehicle armor and internal structure. It's also useful for melting those insulting bumper stickers clear off of your enemy's rear.

Heavy Weapons

FYSU-422 Mortar

Gun Price/Ammo Price: 70 Slips, 75 Coins
Weight: 55 Poks
Firing DC: 13
Modification DC: 10
Damage: 10d6
Range: 800 feet
Recoil: 275 feet per second
Ammo Count/Firing Rate: 10/1
Reload Time: 4 rounds
Background: The FYSU-422 is one of the most popular heavy weapons in existence, and with good reason. It's range and explosive yield per shell is enough to reduce most vehicles to scrap with one or two shots.

POR-453 Grenade Launcher

Gun Price/Ammo Price: 75 Slips/1 Slip
Weight: 55 Poks
Firing DC: 14
Modification DC: 9
Damage: 8d6
Range: 950 feet
Recoil: 275 feet per second
Ammo Count/Firing Rate: 20/1
Reload Time: 3 rounds
Background: The POR-453 is a weapon capable of laying waste from a distance, unlike most other weapons, which have severely limited ranges.

SIR-23 Rocket Launcher

Gun Price/Ammo Price: 95 Slips/2 Slips
Weight: 60 Poks
Firing DC: 15
Modification DC: 10
Damage: 12d6
Range: 700 feet
Recoil: 300 feet per second
Ammo Count/Firing Rate: 5/1
Reload Time: 5 rounds
Background: The SIR-23 has been a major heavy weapon since the war. The firepower such a weapon brings to a battle can easily turn the tides.

Power Plants List
----------------------------------
Class 5 Combustion Engine

Price: 20 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 200 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 4 Combustion Engine

Price: 30 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 300 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 3 Combustion Engine

Price: 40 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 400 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 2 Combustion Engine

Price: 50 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 500 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 1 Combustion Engine

Price: 60 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 600 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 5 Solar Generator

Price: 40 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 500 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 4 Solar Generator

Price: 50 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 600 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 3 Solar Generator

Price: 60 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 700 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 2 Solar Generator

Price: 70 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 800 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 1 Solar Generator

Price: 80 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 900 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 5 Fusion Generator

Price: 60 Slips
Weight: 50 Poks
Modification DC: 7
Speed: 800 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Class 4 Fusion Generator

Price: 70 Slips
Weight: 50 Poks
Modification DC: 7
Speed: 900 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Class 3 Fusion Generator

Price: 80 Slips
Weight: 50 Poks
Modification DC: 7
Speed: 1000 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Class 2 Fusion Generator

Price: 90 Slips
Weight: 50 Poks
Modification DC: 7
Speed: 1100 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Class 1 Fusion Generator

Price: 1 Orb
Weight: 50 Poks
Modification DC: 7
Speed: 1200 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Plasma Generator

Price: N/A
Weight: 10 Poks
Modification DC: 8
Speed: 1400 Feet per second
Background: The Plasma Generator is a rare artifact, only found in the remains of Old World societies. Few of these things still exist. It's power output is incredible, and it weighs so little that one can simply wonder how we forgot how to build such a thing.

Vehicle Armor List
-----------------------------------
Standard Armor

Price: 40 Slips
Weight: 5 Poks per plate
Modification DC: 0
Health: 30 per plate
Damage Reduction: None
Background: Standard Armor is cheap, available, and hard to not find.

Reflective Armor

Price: See Standard Armor
Weight: 5 Poks per plate
Modification DC: 0
Health: 30 per plate
Damage Reduction: -2 from Energy Weapons, +2 from Ballistic and Heavy Weapons
Background: Reflective Armor is geared towards protection from energy weapons, but takes more damage from ballistic and energy weapons.

Fragmentation-Proofed Armor

Price: See Standard Armor
Weight: 5 Poks per plate
Modification DC: 0
Health: 30 per plate
Damage Reduction: -2 from Heavy Weapons, +2 from Ballistic and Energy Weapons
Background: Fragmentation-Proofed Armor is geared towards protection against heavy weapons, but takes more damage from energy and ballistic weapons.

Reactive Armor

Price: See Standard Armor:
Weight: 5 Poks per plate
Modification DC: 0
Health: 30 per plate
Damage Reduction: -2 from Ballistic Weapons, +2 from Energy and Heavy Weapons
Background: Reactive Armor is geared towards protection from ballistic weapons, but takes more damage from energy and heavy weapons.

Reinforced Armor

Price: 60 Slips
Weight: 10 Poks per plate
Modification DC: 0
Health: 40 per plate
Damage Reduction: None
Background: Reinforced Armor weighs more than Standard Armor, but provides more protection.

Reinforced Special Armor

Price: See Reinforced Armor
Weight: 15 Poks per plate
Modification DC: 0
Health: 40 per plate
Damage Reduction: Damage reduction depends on the type of armor
Background: Special Armor is Reactive, Reflective, or Fragmentation-Proofed. Reinforced Special Armor is essentially Reinforced armor merged with Special armor.

Double-Reinforced Armor

Price: 80 Slips
Weight: 20 Poks per plate
Modification DC: 0
Health: 50 per plate
Damage Reduction: Damage reduction depends on armor type: Reactive, Reflective, Fragmentation-Proofed, or Normal.
Background: Double-Reinforced armor is heavier, but allows for better protection.

Super Armor

Price: 1 Orb
Weight: 25 Poks per plate
Modification DC: 0
Health: 60 per plate
Damage Reduction: None
Background: Super Armor is extremely heavy, but provides twice as much protection as Standard Armor.


Tires List
----------------------------------
Standard Tires

Price: 5 Slips per tire
Weight: 3 Poks
Modification DC: 0
Armor/Internal Structure: 10/10
Background: Used on most vehicles, Standard Tires are seen everywhere. Cheap, light, available.

Armored Tires

Price: 10 Slips per tire
Weight: 4 Poks
Modification DC: 0
Armor/Internal Structure: 20/10
Background: Slightly heavier, but better-protected, Armored Tires last longer, but are more expensive.

Heavy-Duty Tires

Price: 20 Slips per tire
Weight: 5 Poks
Modification DC: 0
Armor/Internal Structure: 40/30
Background: These things definitely get the job done. Their heavier, and cost more, but at least you won't have to worry about getting your tires shot clean off.

Shocks List
----------------------------------
Shocks

Price: 30 Slips
Weight: 5 Poks
Modification DC: 4
Evasion Bonus: +1
Background: These shocks do the job, but they don't have much to offer.

Better Shocks

Price: 50 Slips
Weight: 5 Poks
Modification DC: 5
Evasion Bonus: +2
Background: Their BETTER.

Heavy-Duty Shocks

Price: 1 Orb
Weight: 5 Poks
Modification DC: 6
Evasion Bonus: +4
Background: Better. Longer-lasting. Heavier. More expensive.

Prototype Shocks

Price: N/A
Weight: 5 Poks
Modification DC: 7
Evasion Bonus: +7
Background: These Shocks are prototypes, currently being designed by the scientific communities of the larger city-states. They...could be convinced to part with them, if they were appropriately coaxed.

Firearms List
------------------------------------------------------
241-HG Self-Defense Pistol

Gun Price/Ammo Price: 45 Slips/10 Coins
Weight: 1 Pok
Firing DC: 2
Damage: 3d6
Range: 120 Feet
Ammo Count/Firing Rate: 12/1
Reload Time: 1 Round
Background: A Self-Defense Pistol is a basic firearm, held by most 'civilians' in city-states. Cheap, available, and light, it is often used by the lesser thugs and thieves in the back alleys of the cities. Survival in the Wastelands would call for something far more lethal.

141-AY Combat Pistol

Gun Price/Ammo Price: 50 Slips/30 Coins
Weight: 1 Pok
Firing DC: 3
Damage: 5d6
Range: 140 Feet
Ammo Count/Firing Rate: 16/1
Reload Time: 1 Round
Background: The 141-AY is a useful weapon in a pinch. Nothing compared to heavier weapons, it will suffice to keep yourself alive in the Wastelands.

243-AY Sub-Machine Gun

Gun Price/Ammo Price: 75 Slips/30 Coins
Weight: 2 Poks
Firing DC: 4
Damage: 6d6
Range: 60 Feet
Ammo Count/Firing Rate: 100/10
Reload Time: 1 Rounds
Background: The 243 is an SMG often used by the criminal element of city-states, particularly Canyon. It's short range denies it effective use.

2512-AU Plasma Pistol

Gun Price/Ammo Price: 70 Slips/N/A
Weight: 3 Poks
Firing DC: 3
Damage: 8d6
Range: 95 Feet
Heat Limit/Heat Buildup: 30/5
Cooldown Rate: 2 per round
Background: 2512-AU is a plasma pistol, geared towards the quick elimination of opponents. Sadly, it is only able to fire off six shots before requiring an extended cooldown time. The unpredictable nature of handheld plasma-based weaponry also limits this weapon's effective range, allowing opponents to fire from a distance with another type of weapon, thus leaving the wielder of a plasma pistol at a severe disadvantage.

245-AY Assault Rifle

Gun Price/Ammo Price: 75 Slips/40 Coins
Weight: 5 Poks
Firing DC: 5
Damage: 9d6
Range: 170 Feet
Ammo Count/Firing Rate: 60/10
Reload Time: 1 Rounds
Background: The 245-AY is a solid and useful weapon, often used by City-State militia for self-defense while on patrol outside the cities.

Hunting Rifle

Gun Price/Ammo Price: 65 Slips/20 Coins
Weight: 6 Poks
Firing DC: 3
Damage: 3d6
Range: 300 Feet
Ammo Count/Firing Rate: 10/1
Reload Time: 3 Rounds
Background: The Hunting Rifle is typically used for(naturally)hunting. It is also useful for getting those damned bandits off your property.

256-AY Carbine

Gun Price/Ammo Price: 70 Slips/40 Coins
Weight: 3 Poks
Firing DC: 5
Damage: 5d6
Range: 200 Feet
Ammo Count/Firing Rate: 70/10
Reload Time: 1 round
Background: The 256-AY is a weapon commonly seen being used by bandits out in the Wasteland, as well as City-State militia, and Truck Stop security guards.

435-AU Plasma Rifle

Gun Price/Ammo Price: 90 Slips/N/A
Weight: 4 Poks
Firing DC: 4
Damage: 10d6
Range: 160 Feet
Heat Limit/Heat Buildup: 40/5
Cooldown Rate: 3 per round
Background: The enhanced cooling systems, as well as the longevity of the plasma rifle compared to the plasma pistol allows it to cause considerable damage, provided you can get within range.

432-BY Combat Shotgun

Gun Price/Ammo Price: 80 Slips/50 Coins per shell
Weight: 6 Poks
Firing DC: 1
Damage: 1d6 at max range, +1d6 per foot you get closer to your target
Range: 8 Feet
Ammo Count/Firing Rate: 8/1
Reload Time: 8 Rounds
Background: This weapon's damage is extensive, the closer you are. Sadly, it's range leaves something to be desired, and reloading is a real chore. At point-blank range, however, this shotgun allows for an almost instant kill, and is not hard to aim.

674-FE Chaingun

Gun Price/Ammo Price: 95 Slips/1 Slip
Weight: 15 Poks
Firing DC: 7
Damage: 12d6
Range: 150 Feet
Ammo Count/Firing Rate: 500/50
Reload Time: 4 Rounds
Background: The 674-FE is lethal in that it fires quickly. Individual rounds don't do much damage, but the sheer speed at which it fires is capable of shredding an opponent to pieces. This is offset by the weapon's weight, and it's lack of effective aiming capabilities.

314-GU Minigun

Gun Price/Ammo Price: 1 Orb, 20 Slips/1 Slip
Weight: 20 Poks
Firing DC: 8
Damage: 20d6
Range: 140 Feet
Ammo Count/Firing Rate: 700/50
Reload Time: 5 Rounds
Background: Heavier, and more deadly than a Chaingun, the Minigun is entering the realm of handheld artillery. Expensive for a firearm, heavy, and generally considered the sign of someone who you do NOT want to mess with(+1 to Intimidate).

423-BY Sniper Rifle

Gun Price/Ammo Price: 1 Orb, 50 Slips/20 Slips
Weight: 15 Poks
Firing DC: 17
Damage: 80d6
Range: 700 Feet
Ammo Count/Firing Rate: 1/1
Reload Time: 3 Rounds
Background: The 423-BY is North America's premier sniper rifle. Expensive, lethal, and very difficult to effectively operate, the 423-BY can take a person apart at quite a distance. Sadly, it's chamber can only hold one shot. Use that shot wisely.

Hand Grenade

Price: 1 Orb
Weight: 1 Pok
Firing DC: 15
Damage: 40d6
Range: 30 Feet
Ammo Count/Firing Rate: 1/1
Reload Time: What reload time?! It's a grenade, you dolt!
Background: Pull the pin and throw, and watch the bad guys scatter.

Melee Weapons List
----------------------------------------
Axe

Price: 10 Coins
Weight: 5 Poks
Swing DC: 2
Damage: 2d6
Background: Despite the return of advanced technologies, melee weapons such as this maintain a very high position in the Wastelands.

Sword

Price: 5 Coins
Weight: 3 Poks
Swing DC: 2
Stab DC: 3
Damage: 2d6 for Stab, 1d6 for Swing
Background: The sword has made a return from medieval times, and is often used in personal combat by nobility and the high social classes in city-states for duels.

Spear

Price: 10 Coins
Weight: 6 Poks
Stab DC: 4
Throw DC: 7
Damage: 2d6 for Stab, 3d6 for Throw
Background: Often used by Tribals whom don't have access to vehicles, the primitive spear makes a return to society.

Well-Crafted Weapons

Price: Twice the price of the basic type of weapon
Weight: Same as basic type of weapon
DCs: Same as the basic type of weapon
Damage: +2d6 for each type of damage
Background: Well-Crafted Weapons are hard to come by, but they are important when they see battle.

Masterwork Weapons

Price: Three times the price of the basic type of weapon
Weight: -1 Pok than the basic type of weapon
DCs: -1 than the basic type of weapon
Damage: +3d6 for each type of damage
Background: Masterwork Weapons are nigh unheard of, but they are incredibly well-designed.

Personal Armor
-------------------------------------
Clothing

Price: 10 Coins
Weight: 0 Poks
Health: 20
Damage Reduction: 0
Background: Clothing protects little, except the modesty of the wearer(-3 to Interaction Skills until you wear Clothing.) Clothing can be worn underneath, and in some cases over, other types of Personal Armor.

Flak Jacket

Price: 40 Coins
Weight: 2 Pok
Health: 40
Damage Reduction: -1 from all Personal Weapons except Plasma weapons.
Background: Flak Jackets are cheap and good for basic protection, but won't really protect from direct weaponsfire.

Body Armor

Price: 1 Slip
Weight: 5 Poks
Health: 60
Damage Reduction: -2 from all Personal Weapons except Plasma weapons; -1 from Plasma weapons.
Background: Body Armor has grown very popular with bandits and freelancers because of added protection.

Heavy Body Armor

Price: 5 Slips
Weight: 10 Poks
Health: 90
Damage Reduction: -3 from all Personal Weapons
Background: Heavy Body Armor provides extensive protection, but is extremely heavy, and for armor, costly.

Full Body Armor

Price: 10 Slips
Weight: 15 Poks
Health: 100
Damage Reduction: -3 from all Personal Weapons
Background: Full Body Armor is essentially Heavy Body Armor with slightly added protection, and a helmet. It looks rather scary, especially if you're holding a really big gun too. (+1 to Intimidate)

Light Powered Armor

Price: 50 Slips
Weight: 0 Poks while being worn, 25 Poks while being carried
Health: 200
Damage Reduction: -4 from all Personal Weapons
Background: Light Powered Armor not only looks intimidating(+1 to Intimidate), but it increases the strength of the wearer(+2 to Muscle), and seems to weigh nothing.

Medium Powered Armor

Price: 1 Orb
Weight: 0 Poks while being worn, 50 Poks while being carried
Health: 300
Damage Reduction: -4 from all Personal Weapons
Background: Medium Powered Armor provides protection from weaponsfire longer than Light Powered Armor, while retaining the same benefits in other areas. Sadly, it is considerably more expensive.

Heavy Powered Armor

Price: 2 Orbs
Weight: 0 Poks while being worn, 100 Poks while being carried
Health: 400 Health
Damage Reduction: -5 from all Personal Weapons
Background: Heavy Powered Armor looks even scarier than the other two types(+2 to Intimidate), and provides more protection. Also, expect to see people wearing this armor wielding very heavy weapons. (+3 to Muscle).


Kits
--------------------------
Class 3 First Aid Kit

Price: 10 Coins
Weight: 1 Pok
First Aid Bonus: 0, needed for First Aid skill
Uses: 20
Background: A basic first aid kit, with basic medical supplies, such as bandages, and painkillers.

Class 2 First Aid Kit

Price: 20 Coins
Weight: 1 Pok
First Aid Bonus: +1, needed for First Aid skill
Uses: 30
Background: Better stocked, this first aid kit can save someone's life.

Class 1 First Aid Kit

Price: 30 Coins
Weight: 2 Poks
First Aid Bonus: +2, needed for First Aid skill
Uses: 40
Background: The ultimate First Aid Kit, with good quality medical supplies.

Class 3 Hunting Kit

Price: 10 Coins
Weight: 1 Pok
Hunting Bonus: 0, needed for Hunting skill
Uses: 20
Background: This hunting kit contains some bait, and a handbook for hunting certain types of animals.

Class 2 Hunting Kit

Price: 20 Coins
Weight: 1 Pok
Hunting Bonus: +1, needed for Hunting Skill
Uses: 30
Background: Better bait and some traps make this Hunting Kit a good choice for the average man out in the wasteland.

Class 1 Hunting Kit

Price: 30 Coins
Weight: 2 Poks
Hunting Bonus: +2, needed for Hunting Skill
Uses: 40
Background: This Hunting Kit is often used for it's even better bait, better traps, and a small collection of animal calls.

Class 3 Vehicle Toolkit

Price: 60 Coins
Weight: 2 Poks
Repair/Modification Bonus: 0, needed for Repair/Modification Skill on vehicles
Uses: 40
Background: This kit of tools makes it possible to repair and modify a vehicle.

Class 2 Vehicle Toolkit

Price: 80 Coins
Weight: 3 Poks
Repair/Modification Bonus: +1, needed for Repair/Modification Skill on vehicles
Uses: 50
Background: This kit has better tools, and even comes with a nifty little instruction manual.

Class 1 Vehicle Toolkit

Price: 1 Slip
Weight: 4 Poks
Repair/Modification Bonus: +2, needed for Repair/Modification Skill on vehicles
Uses: 60
Background: This kit is often seen in mechanics shops. This is one the big boys use.

Class 3 Armor Repair Kit

Price: 10 Coins
Weight: 2 Poks
Repair Bonus: 0, needed for Repair skill on Personal Armor
Uses: 20
Background: This kit is used fairly often for people to keep their armor useful.

Class 2 Armor Repair Kit

Price: 20 Coins
Weight: 2 Poks
Repair Bonus: +1, needed for Repair skill on Personal Armor
Uses: 30
Background: This kit is used by some of the better-off freelancers and bandits in the wastelands, and often used by City-State militia.

Class 1 Armor Repair Kit

Price: 40 Coins
Weight: 3 Poks
Repair Bonus: +2, needed for Repair skill on Personal Armor
Uses: 40
Background: This kit is seen being used by the bodyguards of the wealthy citizens of the city-state capitals.

Class 3 Field Cooking Kit

Price: 10 Coins
Weight: 2 Poks
Cooking Bonus: 0, needed for Cooking skill
Uses: 20
Background: This kit isn't used for gourmet meals, but it makes stuff edible, at least.

Class 2 Field Cooking Kit

Price: 20 Coins
Weight: 2 Poks
Cooking Bonus: +1, needed for Cooking skill
Uses: 30
Background: Contains the same stuff as the Class 3 kit, only in slightly better condition, and has a cookbook.

Class 1 Field Cooking Kit

Price: 30 Coins
Weight: 3 Poks
Cooking Bonus: +2, needed for Cooking skill
Uses: 40
Background: This equipment will make whatever you're eating that much closer to a gourmet meal.

Status Effects
------------------------------------------
Stun: Your character cannot act for the round.

Cyber-Crippled: Your character suffers from a rejected cybernetic augmentation.

Poisoned: You character suffers from poison.

Diseased: Your character suffers from a disease.

Crippling Damage: Your character has been hit somewhere on the body by a Called Shot; You suffer from the penalty for that Called Shot until someone beats a DC 25 skill check with First Aid, or you visit a Doctor.

Burning: Your character is on fire, and will take 1d6 damage per round until measures are taken to put the fire out. Burning characters are automatically Panicking.

Panicking: Your character is frozen with fear, and cannot act until he is no longer afraid, and for 1d6 rounds afterwards.

Acid: Your character has been hit by acid somehow, and it is now eating away at his body. Your character takes 2d6 damage for 1d6 rounds.

Blinded: Your character has been blinded by something, and suffers a -20 to all Perception checks, Accuracy rolls, and Dodge checks. If the Blinding is not permenant, it can be healed through certain means.
blackout

Psionics

Tier 1

Big Brain

Effects: Your brain grows larger than it was before, and your cranium expands as such. You suffer a -2 penalty to Charisma, but you can't help but think there's something more to this....
----------------------
Tier 2

Pyrokinetic Sphere

Effects: You can throw a sphere of pure fire. It does 1d6 damage + fire damage, and this mutation is usable three times per day.

AUGMENTABLE: This mutation can be used an additional three times per day per augmentation, and does an additional 1d6 damage per augmentation.
----------------
Cryokinetic Sphere

Effects: You can throw a sphere that seems to be made of pure cold air. It does 1d6 damage, and is usable five times per day.

AUGMENTABLE: This mutation can recieve the same augmentations as Pyrokinetic Sphere.
----------------
Electrokinetic Sphere

Effects: You can throw a sphere of pure electricity. It does 1d6 damage, and is usable three times per day. It also causes Stun effects on those whom are hit for 1d6 rounds.

AUGMENTABLE: This mutation can recieve the same augmentations as Pyrokinetic Sphere.
----------------
Minor Telekinesis

Effects: You can carry up to five Poks worth of weight with you mind. You cannot use them as thrown weapons, as you are not strong enough to do so.

AUGMENTABLE: You may lift an additional 5 Poks worth of weight per augmentation.
------------------
Sixth Sense

Effects: You feel an empathic connection with all living things. You recieve a +1 bonus on Interaction skills with all people within a five foot radius.

AUGMENTABLE: Upon being augmented five times, you can tell if someone means you harm. Each augmentation also gives you an additional +1 bonus.
--------------------
Compass

Effects: You seem to be able to tell which direction is North.

AUGMENTABLE: This mutation can be augmented twice. After the first augmentation, you can tell the general direction to a creature or location, and after the second, you can pinpoint the location of a creature or area. You must know about the area or creature to pinpoint it's location or tell it's general direction
---------------------
Tier 2

Pyrokinetic Orb

Effects: You can throw a larger sphere of pure fire. It does 2d6 damage + fire damage, and this mutation is usable two times per day.

AUGMENTABLE: This mutation can be used an additional two times per day per augmentation, and does an additional 2d6 damage per augmentation.
----------------
Cryokinetic Orb

Effects: You can throw a sphere that seems to be made of pure cold air. It does 2d6 damage, and is usable three times per day.

AUGMENTABLE: This mutation can recieve the same augmentations as Pyrokinetic Orb.
----------------
Electrokinetic Orb

Effects: You can throw a sphere of pure electricity. It does 2d6 damage, and is usable twice times per day. It also causes Stun effects on those whom are hit for 1d6 rounds.

AUGMENTABLE: This mutation can recieve the same augmentations as Pyrokinetic Orb.
-----------------
Lift

Effects: You can lift up to 10 Poks worth of weight, but it can only be vertical movement.
-----------------
Telepathy

Effects: You may communicate telepathically up to 10 feet with any sentient being.

AUGMENTABLE: The range of the communication increases by 5 feet per augmentation. After five augmentations, the communication becomes two-way, but can only be done if you are in range of the being you are communicating with.
-----------------
Prediction

Effects: You may tell the most likely outcome of an action done within one day once per augmentation. You recieve a +5 bonus on all skill checks intended to avoid the fate shown by your prediction.

AUGMENTABLE: This mutation can be augmented twice. After the first augmentation you can recieve more details, and after the second, you can view the scene which is based on your not having the foreknowledge.

Tier 3

Pyrokinetic Blast

Effects: You can fire off a blast of pure fire. It does 3d6 damage + fire damage, and this mutation is usable once per day. It extends for 10 feet, and cannot be dodged.

AUGMENTABLE: This mutation can be used an additional time per day per augmentation, and does an additional 3d6 damage per augmentation.
----------------
Cryokinetic Blast

Effects: You can fire off a blast that seems to be made of pure cold air. It does 3d6 damage, and is usable two times per day. It extends for 10 feet, and cannot be dodged.

AUGMENTABLE: This mutation can recieve the same augmentations as Pyrokinetic Blast.
----------------
Electrokinetic Blast

Effects: You can fire off a blase of pure electricity. It does 3d6 damage, and is usable one times per day. It also causes Stun effects on those whom are hit for 1d6 rounds.

AUGMENTABLE: This mutation can recieve the same augmentations as Pyrokinetic Blast.
-----------------
Major Telekinesis

Effects: You may lift up to 20 Poks per augmentation. Whatever you lift can be used as a weapon that does 1d6 damage.

AUGMENTABLE: For every augmentation, you may lift an additional 20 Poks worth of weight, and the damage done from using what you lift as weapons increased by 1d6.
-----------------
Influence

Effects: You may mentally influence those whom you will. You recieve a +2 bonus on all interaction skill checks against the target of this mutation's power. This is usable once per day, and cannot be used in combat unless you do so before the battle begins. If you are hit during battle, the effect ends.

AUGMENTABLE: This mutation can be augmented twice. Upon being augmented once, you may make a telepathic suggestion once per day to the target of this mutation's power, and they will take your suggestion while thinking it was their idea. They will not take suggestions that they wouldn't do normally. Upon being augmented twice, you may telepathically dominate the mind of the target for ten minutes, and use them as you would your own character. Your regular character is in a catatonic state for the duration of the ability.
-----------------
Prophecy

Effects: You may see far into the future, and see events that are bound to come true. The GM sets the exact limits of the prophecy. This mutation can be used one per month.


Plant Traits
Tier 1
----------------
Vines

Effects: Your hair becomes a tangled mess of vines that seem to be alive. You may attack with them for 1d6 damage per round, along with any weapons in your hands.
-----------------
Bark Skin

Effects: Your skin becomes thick, and hard, like bark. You get a +1 to Damage Reduction.
-----------------
Sap

Effects: You bleed a thick, sap-like substance. Anyone who ingests the substance besides you must make a DC 10 save or become addicted. NPCs with this mutation, or any higher-tier mutations that alter it, are immune.
-----------------
Fruit Bearing

Effects: You grow strange fruit-like appendages which can be removed with no trouble or pain on your part. They serve as a meal for one day.
----------------
Photosynthesis

Effects: You may spend time out in the sun for 1 hour, and then not have to eat for 24 hours.


Tier 2
----------------
Strengthened Vines

Effects: The vines that were once your hair become stronger. They now deal 2d6 damage per round.
----------------
Poison Ivy

Effects: Hand-to-hand attacks now leave rashes on your foe's body. Your foe must make a DC 15 save or begin suffering from -2 penalties to Attack rolls and Attributes due to the distraction and itchiness of the rash, unless he visits a doctor or someone else makes a DC 15 skill check with First Aid.
----------------
Drugs

Effects: Your Sap becomes a potent drug; The DC to save vs. Addiction becomes 15.
----------------
High-Energy Fruit

Effects: Your fruit becomes a meal for one whole week.


Tier 3
----------------
Jump

Effects: Your addictive blood is now the most potent drug in the wastelands. The DC to save vs. Addiction becomes 20.
---------------
Venomous Fruit

Effects: Your fruit is now vile and poisonous to those who ingest it; anyone who eats it must make a DC 15 save vs. Poison.
---------------
Steel Vines

Effects: Your vines are now very strong and sturdy. They deal 3d6 damage per round.

Tier 4
----------------
Treeman

Effects: You become a true embodiment of nature. Your Damage Reduction is increased to +3, your Vines deal 4d6 damage, your drug-like blood has a DC 25 save vs. Addiction, your fruit can switch between poisonous or energy-rich at your will, you may spend 1 half-hour in the sun instead of 1 hour for the same rate of nourishment per day via Photosynthesis, and your Poison Ivy now has a DC 20 save.

Other

Laser Eyes

Effects: Your eyes may shoot a burst of laserfire once per day, at a range of 100 feet, and 1d6 damage. You don't add any modifiers to your Accuracy roll, but your enemy still gets a Dodge bonus to his Evasion roll.

AUGMENTABLE: For every Mutation Point spent on this mutation, the damage is increased by 1d6, and the range is increased by 10 feet.
------------------
Brainleech

Effects: You may consume the brains of others to gain all skill bonuses that they had for one hour. If you consume more than one brain, then the most recent brain is the only one you receive a bonus from.

AUGMENTABLE: For every Mutation Point spent on this mutation, the longevity of the skill bonus is increased by one hour.
------------------
Fire Breath

Effects: You may breathe fire once per day, at a range of 20 feet, and 1d6 damage + fire damage. You don't add any modifiers to your Accuracy roll, but your enemy still gets a Dodge bonus to his Evasion roll.

AUGMENTABLE: For every Mutation Point spent on this mutation, the range is increased by 10 feet, and the damage is increased by 1d6.
-----------------
Radiation Tolerance

Effects: You may survive in Yellow and Red Zones for far longer than usual; you may have an additional 1 Mutation Point before suffering from Overmutation.

AUGMENTABLE: For every Mutation Point spent on this mutation, you may have an additional mutation point 'stockpiled.'
-----------------
Cybernetic Tolerance

Effects: Your body seems to be capable of withstanding excessive cybernetic augmentation. You receive a +1 to all Cybernetic Tolerance saving throws.

AUGMENTABLE: For every Mutation Point spent on this mutation, you may have an additional +1 to Cybernetic Tolerance saving throws.
------------------------
Electronic Bypass

Effects: You can add +1 per augmentation to any hacking, ejection, or driving skills (excluding Dodge).

AUGMENTABLE: For every augmentation, the bonus increases by 1. After 5 augmentations, you can impose penalties equal to 1 per augmentation -5 to an opponent within 10 feet on all rolls that you recieve bonuses in from this mutation.
------------------
Stall


Effects: You seem to be able to use a quasi-psionic ability to adjust the temperature around an opponent's weapon or engine, to make it harder to use. This causes the Firing DC on weapons to go up by 1 per augmentation, and for the enemy to suffer a -1 penalty per point on Driving (non-Dodge) skills. This can only affect weapons/vehicles within 5 feet per augmentation. Melee weapons are not affected.

AUGMENTABLE: For every augmentation, the penalty to your enemy's weapons or vehicle increases by 1.
-----------------
Wall Climber

Effects: You add +1 per augmentation to any Climb check you make. You can also reroll one Climb check per day per point and take the better of the two results.

AUGMENTABLE: This mutation can be augmented multiple times, but you only recieve the following benefits after the first and second augmentations. After the first augmentation, you can climb smooth or laminated surfaces. Afer the second, you can climb on ceilings. Climb checks still apply in both situations. Both augmentations also give you a +1 to all Climb checks. Any augmentations after that simply bestow a +1 to all Climb checks.
----------------
Adrenaline

Effects: You feel an abnormal rush of adrenaline as you hear the call of battle. Upon entering combat, you recieve a +1 to all Driving and Weapons checks for the first five rounds of combat, and each of those five rounds entails an additional +2. After that, the bonuses begins to drop at a rate of -1 per round, continuing into the negatives, up to a maximum of your original bonus.

Animal Traits

Tier 1
------------------
Fangs

Effects: You grow a set of fangs. You gain a +1 to Intimidate rolls when you bare them, and when you use them in combat, you gain a 1d6 melee attack.
-----------------
Claws

Effects: Your fingernails turn into a set of claws. You gain a +1 to Intimidate rolls, and when you use a Hand-to-Hand attack, you deal an additional 1d6 of damage.
----------------
Heightened Senses

Effects: You seem to know when something is around the next corner, or hiding behind a hill. You may re-roll any Perception check and take the higher roll.
---------------
Thick Hide

Effects: Your skin becomes thick and leathery. You receive a +1 to Damage Reduction. This does not stack with Bark Skin or Scales if you've taken them already.
--------------
Affinity

Effects: You feel a very powerful empathic connection with animals. You may make any Interaction skill checks with animals as you would a human, at a -2 penalty. AUGMENTABLE: You may Augment this mutation twice. The first time it is Augmented, your penalty to all Interaction skill checks with animals is removed, and the second time, you gain the ability to actually speak with animals as you would a human. Until then, animals will simply be able to 'speak' through emotions you feel from them.
--------------
Scales

Effects: Your skin becomes covered in blue-green scales. You receive a +1 to Damage Reduction. This does not stack with Bark Skin or Scales if you've taken them already.
---------------
Tail

Effects: You grow a non-prehensile tail. You may use it as a 1d6 damage melee weapon.
---------------
Gills

Effects: You gain the ability to breathe underwater as you would aboveground.
---------------
Venom Immunity

Effects: You become immune to all poisons and venoms.
---------------
Sticky Tongue

Effects: Your tongue becomes sticky on the end.
---------------
Long Tongue

Effects: Your tongue grows longer than usual, similar to a chameleon's. The tongue extends for ten feet.
---------------

Vampire

Tier 2

Blood Dependent

Effects: You may now feed on blood rather than normal food. To do so, you must succeed in a hand-to-hand attack against any target, and then declare you are feeding.
--------------
Hollow Fangs

Effects: Your fangs become hollow; you may store one day's worth of blood in the fangs.
--------------
Blood Feed

Effects: You may feed your blood to normal human beings, turning them into Ghouls(They gain Regeneration, as per the Cold-Blooded mutation, and +1 to Muscle and Agility, but retain all other Attributes, mutations and skills as normal). You may have one Ghoul at a time. Regular companions gained through high Charisma may leave you upon discovering you have a Ghoul. The Persuasion check to convince them not to leave you is DC 25. AUGMENTABLE: Every time this mutation is purchased, you may have one additional Ghoul.
--------------
Tier 3

Hypnotic Gaze

Effects: You may throw someone into a hypnotic trance once per day upon making eye contact. This results in a +20 bonus to all Interaction skill checks against that person. AUGMENTABLE: For every time this mutation is purchased, you receive an additional use per day.
-----------------
Flight

Effects: You may fly at a rate of 20 feet per second at will.
------------------
Tier 4

True Vampire

Effects: You become a true embodiment of vampirism. You receive a +25 to Interaction skills when Hypnotic Gaze is used, instead of +20, you may have one additional Ghoul per purchases of Blood Feed, and you may now store up to a week's worth of food in your Hollow Fangs.

Lycan
Tier 2

Flesh Dependant

Effects: You grow dependant on the raw flesh of sentient beings; you must substitute flesh of other beings for regular food. This entails killing an NPC and consuming the corpse.
----------------------
Very Thick Hide

Effects: Your hide becomes thicker than it was before; Your Damage Reduction increases to +2.
----------------------
Dog Nose

Effects: You receive a +2 bonus to all Perception checks. AUGMENTABLE: You may augment this mutation twice; each time, you receive an additional +1.


Tier 3

Quadruped

Effects: You may Sprint at a rate of +40 per round while Sprinting.
-----------------------
Instinct

Effects: When activated, this ability gives you a temporary +5 bonus to Common Sense. This ability can be used once per day and lasts for 10 in-game minutes. AUGMENTABLE: This mutation can be augmented once. Upon augmenting this, the bonus becomes permanent.

Tier 4

Hybrid

Effects: You become a true Lycanthrope; Your Damage Reduction increases to +3, your Instinct bonus to Common Sense becomes +8 rather than +5, and your Dog Nose bonus increases by +4 instead of +2, and if augmented, the bonus is +2 per augmentation.

Cold Blooded
Tier 2

Camouflage

Effects: Your skin's pigmentation can be forcibly altered at will to the point where it acts as camouflage. You receive a +1 per point to all Stealth checks. AUGMENTABLE: At 5 points, you can re-roll any Stealth check and take the higher roll, and at 10 points, you can roll three times and take the best roll.
-------------------
Jaw Dislocation

Effects: You may dislocate your jaw with no effort, similar to a snake. This gives you a +5 on Intimidate checks when you do so.
--------------------
Strengthened Tail

Effects: Your tail grows stronger and more durable; it now deals 3d6 damage when used for melee attacks.
--------------------
Enlarged Jaw

Effects: Bite now deals 2d6 damage.
--------------------
Reinforced Bones

Effects: You can take far more damage than normal; you receive 5 additional HP for each +1 modifier to your Muscle score.
-------------------
Venomous Bite (Poison)

Effects: Your bite now poisons people. You must make a successful attack with your Fangs, and then whoever is being bitten must make a DC 15 save vs. Poison, or suffer from the effects of a Class 1 Poison. AUGMENTABLE: For every additional point spent on this mutation, your Poison goes up by one class.

Tier 3

Strengthened Tongue

Effects: Your tongue grows stronger than it once was; You can use it for melee attacks without having to get into melee range. It deals 1d6 damage.
------------------
Regeneration

Effects: Your body grows capable of regenerating, even under the direst of circumstances. You regenerate 5 HP per round in combat. If you suffer from Crippling Damage, it regenerates in 24 hours. If you have lost a limb, it regenerates in one week.
-----------------
Poison Skin

Effects: Your skin becomes moist with poison. Any who make bodily contact with you, through hand-to-hand attacks from either you or your victim, brushing against one another in a crowd, or so on, Must make a DC 15 save vs. Poison, or suffer from the effects of a Class 1 Poison. AUGMENTABLE: For every additional point spent on this mutation, your Poison goes up by one class.
------------------
Ugly but Lethal

Note: All of these except Big Eyes have a point at which you must have armor custom made. The number given in the mutation entry is assuming you only take that mutation. In reality, you must get custom armor when the armor price would have tripled.

Additional Arm

Effects: You gain a third arm. The arm isnt strong enough to use a weapon, but is strong enough to be used. You gain a +2 on All Driving skills, but take a -2 on all interaction skills except Intimidate. AUGMENTABLE: If you purchase an augmentation for Additional Arm, the arm becomes strong enough to wield a weapon. You do not take additional penalties for the third arm weapon. It also grants an additional +2 on intimidate. At every odd numbered augmentation, you gain another arm. At the following point, the new arm becomes strong enough to use weapons. The bonuses are per-arm.
Note: Every time you gain a new arm, the price of armor increases by half. After gaining four new arms, you must have armor custom made, drastically increasing the price (exact amount at GMs discretion). In addition, finding such armor is very difficult.

Sudden Muscle Growth

Effects: You gain +2 to Muscle for every augmentation, and take a -2 on non-intimidate Interaction Skills. You also can add your Muscle modifier to all melee attacks. AUGMENTABLE: Every even numbered augmentation, you gain +2 to Intimidate.
Notes: Every time you take this, you must pay an extra 25% for armor. After taking it 8 times, it must be custom made. See Third Arm for more details.

Extra Fingers

Effects: You gain an extra finger on your main hand. This grants you a +1 on Driving skills except for Dodge.
AUGMENTABLE: For every augmentation, you gain another finger. Odd numbered augmentations give you an extra main hand finger, and even numbered augmentations give you an extra off hand finger. This changes if you have Additional Arm, incorporating the extra arms into the cycle.
Notes: Every time this mutation is taken, you must pay an extra eighth for armor. After 16 additional fingers (8 per hand), you must have the armor custom made. See Third Arm for details.

Big Eyes

Effects: Your eyes grow larger. You recieve a +2 on Perception checks. You also take a -2 penalty on all Interaction checks, including Intimidate, with people that can see you. AUGMENTABLE: For every augmentation, you gain an extra +2 on Perception. However, the penalty also increases by 1. Example: 4 augmentations, +8 to Perception, -5 on Interaction. After 5 augmentations, you can reroll any Perception check and take the better result. After 10 augmentations, you can roll three times for Perception, and take the best result.
blackout

HISTORY

0 AC(After Cataclysm) to 158 AC

The Cataclysm

The Cataclysm was the result of a great war between the world's greatest nations. All historical records from before the Cataclysm have been lost. In the wake of this disaster, the Paradise, the World From Before, fell. Nobody knows what truly happened, or if The Paradise ever even existed. But as the story goes, every world leader came to a similar conclusion at the same time; The world's resources were dwindling, and their people deserved all that remained. So they fired their missles and dropped their bombs. Spears of nuclear fire rained from the skies. The world burned. Continents were swallowed in flames. Within a short span of time, most of the world's population was annihilated. A quiet darkness fell across the land, lasting many moons...

158 AC - 190 AC

Enter the Wastelands

For many years, the survivors of the war simply hid. They stayed away from the nearest Ground Zero, and any other Ground Zeros.

Finally, the descendants of the survivors of the Cataclysm rallied to one another. All across the newly formed Wastelands, a generation inherited the ruined and blasted Earth. But there was not to be peace.

Those with followers swiftly began conquering, and warred with one another over territory. These warlords either fell, or grew in power. Eventually, each warlord claimed a once-thriving city as the seat of their power, and expanded. These gave rise to the City-States of today.

At this same time, nomadic peoples, whom had rallied to each-other almost immediately after the holocaust, began to reveal themselves to the newly established city-states. Trade was established. These nomads are now known as the Wandering Tribes.

Meanwhile, near the Grand Canyon, in Colorado, a group of survivors, all from the military of one of the Nations from Before, emerged from the Cataclysm almost unscathed. They surveyed the Wasteland, and squared their shoulders for the task ahead. These dedicated survivors began to raise their children to become true warriors. In time, they became known, both to themselves and to outsiders, as the Corps.

Meanwhile, near the eastern coast, one of many Vaults, which were strong, sturdy, and self-sufficient underground cities of massive proportions, opened it's doors. These Vaults were constructed shortly before the Cataclysm, and housed descendants of survivors that chose not to live in the outside world after the coming Cataclysm. A large group, a technology worshipping cult, left the Vault when the doors opened. The doors were quickly sealed behind them, as others in the Vault had chosen not to follow the leader of this cult. The cult of technology-worshipping eccentrics would eventually become a force to be reckoned with, a force that is still active today: The Holy Order of the Divine Machine. The Holy Order strode into the Wastelands, believed by their old Vault's population never to be seen again. They were gravely mistaken.

So much happened in so little time that society seemed to be coming back from the brink. As it turns out, it was.

191 AC - 232 AC

Reconstruction, First Contact, The Discovery of Mutations and the Bounty Hunters Guild

In time, society rebuilt. Merchant wanderers and explorers left their fair city-states, in attempts to see what lay beyond their borders. They began to make First Contact with other city-states, and the Wandering Tribes facilitated this. Trade routes were quickly established. Many caravans began to travel along new routes between the cities. Eventually, the City-States reached what could easily be considered a Golden Age.

However, a disastrous epidemic struck every city-state simultaneously. People began suddenly sprouting new arms or fingers, their muscles grew massive, their craniums grew to unimaginable proportions, and a myriad of other effects occurred. A fanatical organization, desperate for the elimination of all mutates, issued what is essentially a declaration of war against all of the 'unclean monstrosities.' These fanatics eventually came to be called the Cleansers. Another organization, those who believed that the mutations were a 'gift', eventually rose to stop them, using the powers of their new mutations to slay Cleansers wherever they were seen. This organization came to be called the Mutate Council. They, unlike common mutants, revelled in their new powers, and prepared to slay all who oppressed the common mutate.

Meanwhile, another group, completely seperate from these new organizations, was founded in the City-State of Chicago. This group was dedicated to assisting the militias of any city-states across the continent, regardless of their laws. This group came to be called the Bounty Hunters Guild. The organization was originally founded on the idea of helping to track down dangerous criminals, but in time, they grew corrupt, becoming nothing more than legalized, common assassins.

Society has come back from the brink.

233 AC - 254 AC

Rediscovery, The Swelling of the Holy Order, The Schism, and The Corps Wars

The City-States continued to expand, growing in power and influence across the Wastelands.

In time, they encountered a small, sheltered society of technology-worshippers, people whom had held onto the legacy of the Old World despite the Cataclysm and it's aftermath. This small cult of technology worshippers saw a potential avenue of new blood when they made contact with the City-States. Friendly, and open to new ideas, the cultists soon revealed that they had access to large stores of Old World technology, technology that had been thought unretrievable after the Cataclysm. The cult revealed itself as the Holy Order of the Divine Machine.

The sudden influx of old technology helped make life better for all in the Wastelands. Everything from cybernetic augmentation, to armed and mechanized vehicles, to farm tools, to weapons became available to the common man once more.

The Holy Order's ranks grew, from new members joining the cult in an attempt to learn more of technology. Eventually, the Holy Order became the closest thing to a cabal of scientists and researchers that exists to this day. They remain neutral in the political climate, becoming a small, vocal sort of superpower in their own right. Ever since, the Holy Order of the Divine Machine has dispatched more and more expeditions, led by their mighty Paladins, Knights, and Crusaders, to scavenge for more Old World technology in the cities of the Old World that have yet to rebuild from the Cataclysm.

While revealing technology to the world once again, the Holy Order also revealed that there were several large, underground cities scattered throughout North America. These cities were known as Vaults. Eager to make contact with the Vault-Dwellers, the City-States began scouring the continent for any potential Vault locations.

Despite the sudden increase in numbers, the Holy Order did not successfully thrive without another challenge. A small but vocal minority inside the Holy Order, known for it's radical attitude towards not only outsiders, but those that were mutates in particular, spoke out against the new members of the Holy Order, and declared them unworthy to join the ranks.

The minority left the cult without a fight, and weren't heard from again for over a year before a Holy Order enclave in the wastelands near San Diego was struck without warning or provocation by this same minority. They now called themselves the Enlightened, and each individual member was heavily augmented with cybernetics, and terrifying to behold. A single survivor escaped from the enclave and revealed what had happened to the San Diego militia. By the time the militia arrived to assist the enclave, the Enlightened were long gone. Ever since, the Enlightened have been a major threat to those they deem outsiders and mutates.

Meanwhile, the City-States finally made contact with the Corps. The Corps, eager to finally test their mettle on the field of battle, immediately declared war on the City-States. the war ravaged the Wastelands for several years, the Corps winning battle after battle against the City-States, and carving a thriving fiefdom out of several City-States that remains under their control to this day. Eventually, they were defeated at the Battle of Canyon, and a peace treaty was established. The Corps now controls a City-State of it's own, constructed from the areas that they conquered.

255 AC - 310 AC

The Rise of The Freelancer, the Truck Stops Corporation, and the Rise of Banditry

The City-States knew that after the Corps Wars, they couldn't afford to protect merchant convoys with their militia. They began hiring mercenaries, freelance merchants, and other such people, to take over most business along the trade routes. These people became known as Freelancers, and eventually, such individuals began to branch out into every imaginable occupation, from technician, to doctor, to warrior, to animal tamers. All were, and still are, in high demand.

Meanwhile, with trade between the city-states growing strong, another aspect of life centering on trade grew popular, especially with the unnaturally violent youth of the time: banditry. Bandits on Runners, Rigs, and Big Rigs, on foot, or on beasts, such as Wolves, or Dunerunners, began to assault Freelancer convoys and caravans between the cities. This opened up another potential avenue of employment for Freelancers, particularly the armed ones, and made another, more greedy, group capable of fending for itself: The Truck Stop Corporation.

The first true corporation since the Cataclysm, formed by the rich from several City-States, was known as the Truck Stops Corporation, meant to establish a series of 'Truck Stops' along popular trade routes all across the Wastelands. They were successful, and now Truck Stops can be found all throughout the Wastelands along important routes. These Truck Stops are fiercely guarded by mercenaries employed by the corporation, and prevent any kind of fighting in their territories.

Society has rebuilt.

311 AC - 350 AC(Present Day)

Exodus From Below, The New York Civil War, and Vaults Lost

New Year's Eve, 311 AC, all of the Vaults opened their doors, revealing themselves to the surface-dwellers. The Vault-Dwellers established towns at the surface entrances to their Vaults, and began to reveal more technology to the surface, technology thought lost on the surface: Television, radios, and many other such devices have now returned. Vault-Dwellers surged to the surface, and went to the new City-States, eager to meet their above-ground cousins.

Meanwhile, in New York, the political climate grew tense and dangerous. Assassinations and bombings were common. Despite the lack of an open rebellion, a de facto civil war was in the making. During all of this, an organization of secret police, known as the Black Hand, was formed, and began stamping out rebellious insurgent groups all across the City-State's territory. The Black Hand has ever since lingered in New York, being the secret weapon of the City-State's rulers, inspiring terror in the city's denizens.

Strangely enough, shortly after the civil war in New York, a handful of Vaults suddenly ceased communicating with the rest. Explorers sent to investigate discovered nuclear-blasted wastes, more ruined than the rest of the Wastelands, where the Vaults once were. Bodies littered the region, broken by some kind of massive explosion. Ever since, the other Vaults have been on high alert, wondering who was behind the attack.

For now, however, this continent has come back from the brink of annihilation. Bandits and warlords still raid and destroy. Freelancers carve out a living, doing what their employers see fit to have them do. The Truck Stop Corporation makes a tidy profit daily. The Cleansers and Mutate Council continue their age-old conflict. The Corps continues to show their mettle in battle, displaying their concept of honor in war. The enigmatic Black Hand continues to hide their true intents, and keeps a solid grip on New York. Militia guard their homes. The Holy Order of the Divine Machine pursues it's own agenda, studying Old World technology. The Vault-Dwellers remain on guard. Bounty Hunters seek and kill those that have a bounty on their heads, regardless of their crimes. The Tribals maintain their strange, superstitious beliefs, and wander, as is their way.

This is not Earth, not as we once knew it. This is a world of dust, decay, depression. It is coming back. But it is still a ruined, and blasted land. The scars left by the Cataclysm have not yet healed, and the Mother Earth has not forgiven humanity....

       Enupnion Forum Index -> Arts and Crafts
Page 1 of 1
Create your own free forum | Buy a domain to use with your forum