Post Atomic

  • May 2020
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System Uses the d20 system for attacks, skills and saves. Also uses the standard stats, even though I wanted to use the ones I came up with. Sacrifices, I guess. The corner stone of Persuade, elemental to negotiation and the stepping stone to success.

Abilities Might is used for melee attacks and damage, along with encumbrance and Body rolls if higher than Vigor. Agility is used for ranged attacks, a bonus to Defense while in light armor if higher than Smarts, Initiative checks and Swift rolls if higher than Smarts. Vigor is used for determining the bonus to HP, some Mutations and Body rolls if higher than Might. Smarts is used to determine how many skill points you get, how long your Tech works for, a bonus to Defense while in light armor if higher than Agility and for Swift rolls if higher than Agility. Aware is used to determine to bonus to Psionics, damage healed by the First Aid and Repair skill, and for Mind rolls if higher than Charm. Charm is used to determine the bonus discount on bartering as well as Mind rolls if higher than Aware.

Genotypes Human The decedents of survivors. Includes different ethnicities. Humans increase their skills and skill cap by 1. Humans gain a bonus exploit. Mutant Humans changed by strange radiation and psychic energy. Mutants varrie by mutations, from very human looking to absolutely bizarre. Mutants gain 5 mutation points. Mutants have a -2 on tech checks. Evolved Mutated animals and plants. Animals are called Moreau, plants are called Greens. Looks very by evolutionary stage. Light evolved look very human, with their animal and plant being so light that they seem like peices of a costume. Medium evolved look like more anthropomorphic animals or plants. Strong evolved look like animal and plants who can walk upright and with posable thumbs. Extreme evolved are practically talking animals and moving trees (need specialized weapons that cost an extra 5 TUs to use, a -2 to on checks involving hands and a free exploit). All evolved gain 2 mutation points. Moreau include:

Bear Moreau Bear moreau have evolved from any sort of ursinse, from grizzly to panda. Bear moreau tend to be solitary, somewhat grumpy and very fierce. Bear moreau traits include: Bear moreau gain the fallowing ability changes based on their stage. Light: +2 Might, -2 Agility Medium: +2 Might, +2 Vigor, -2 Agility, -2 Smarts Strong: +4 Might, +2 Vigor, -4 Agility, -2 Smarts Extreme: +4 Might, +4 Vigor, -4 Agility, -4 Smarts Strong and extreme bear moreau may be large in size. Extreme bear moreau gain the Power Attack exploit for free. Rat Moreau Rat moreau have evolved from rats and other rodents. Rat moreau tend to be skittish, sneaky and clever. Rat moreau traits include: Rat moreau gain the fallowing ability bonuses based on their stage. Light: +2 Agility, -2 Charm Moderate: +2 Agility, +2 Smarts, -2 Aware, -2 Charm Strong: +4 Agility, +2 Smarts, -2 Aware, -4 Charm Extreme: +4 Agility, +4 Smarts, -4 Aware, -4 Charm Strong and extreme rat moreau may be small in size. Extreme rat moreau gain the Quick Reflexes exploit. Dog Moreau Dog moreau have evolved from canines such as dogs, foxes and wolves. They tend to be cooperative, loyal and very dedicated. Dog moreau traits include: Dog moreau gain the fallowing ability bonuses based on their stage. Light: +2 Vigor, -2 Charm Medium: +2 Vigor, +2 Aware, -2 Smarts, -2 Charm Strong: +4 Vigor, +2 Aware, -2 Smarts, -4 Charm Extreme: +4 Vigor, +4 Aware, -4 Smarts, -4 Charm Extreme dog moreau gain the Careful Attack exploit. Bug Moreau

Bug moreau have evolved from all kinds of insects and arachnids. They tend to be industrious, focused and very easily to fool. Bug moreau traits include: Bug moreau gain the fallowing ability bonuses based on their stage. Light: +2 Smarts, -2 Aware Moderate: +2 Might, +2 Smarts, -2 Agility, -2 Aware Strong: +2 Might ,+4 Smarts, -2 Agility, -4 Aware Extreme: +4 Might, +4 Smarts, -4 Agility, -4 Aware Strong and extreme bug moreau may be small in size. Extreme bug moreau gain the Heroic Fortitude exploit. Lizard Moreau Lizard moreau have evolved from reptiles, such as lizards, turtles and dinosaurs. They tend to be perceptive, quiet and subtle. Lizard moreau traits include: Lizard moreau gain the fallowing ability bonuses based on their stage. Light: +2 Aware, -2 Charm Medium:+2 Agility, +2 Aware, -2 Smarts, -2 Charm Strong: +2 Agility, +4 Aware, -2 Smarts, -4 Charm Extreme: +4 Agility, +4 Aware, -4 Smarts, -4 Charm Extreme reptile moreau gain a +1 to their Defense. Cat Moreau Cat moreau have evolved from felines, such as cats, lions and lynxes. They tend to be charismatic, egotistical and terratorial. Cat moreau traits include: Cat moreau gain the fallowing ability bonuses based on their stage. Light: +2 Charm, -2 Smarts Medium: +2 Agility, +2 Charm, -2 Vigor, -2 Smarts Strong: +2 Agility, +4 Charm, -2 Vigor, -4 Smarts Extreme: +4 Agility, +4 Charm, -4 Vigor, -4 Smarts Extreme cat moreau gain the Dodge exploit. Green include: Tree Green

Tree Green have evolved from various trees. They tend to be solemn, quiet and hard to impress. Tree green traits include: Mild: +2 Aware, -2 Agility Moderate: +2 Might, +2 Aware, -2 Agility, -2 Charm Strong: +2 Might, +4 Aware, -2 Agility, -2 Charm Extreme: +4 Might, +4 Aware, -4 Agility, -4 Charm Strong and extreme tree greens may be large in size. Extreme tree greens gain the Resolute exploit. Fungus Green Fungus Green evolved from mushrooms and mold. They tend to be lazy, intutive and calculating. Fungus green traits include: Mild: +2 Smarts, -2 Might Moderate: +2 Vigor, +2 Smarts, -2 Might, -2 Charm Strong: +4 Vigor, +2 Smarts, -4 Might, -2 Charm Extreme: +4 Vigor, +4 Smarts, -4 Might, -4 Agility Extreme fungus greens gain the Strong Will exploit. Flower Green Flower Green evolved from flowers, fruit and vegetables. They tend to be eloquent, bright and narcissistic. Mild: +2 Charm, -2 Might Moderate: +2 Smarts, +2 Charm, -2 Might, -2 Vigor Strong: +2 Smarts, +4 Charm, -2 Might, -4 Vigor Extreme: +4 Smarts, +4 Charm, -4 Might, -4 Vigor Strong and extreme flower green may be small in size. Extreme flower greens gain the Defensive Fighting exploit. Vine Green Vine Green evolved from various vines, bushes and plant tendrils. They tend to be fickle, fluid and adaptable. Vine green traits include: Mild: +2 Agility, -2 Smarts Moderate: +2 Agility, +2 Might, -2 Smarts, -2 Aware Strong: +4 Agility, +2 Might, -4 Smarts, -2 Aware Extreme: +4 Agility, +4 Might, -4 Smarts, -4 Aware Extreme vine greens gain the Quick Draw exploit. Cacti Green

Cacti Greens evolved from all sorts of succulents such as aloe, moringa and cactus. They tend to be stoic, callus and stubborn. Mild: +2 Vigor, -2 Smarts Moderate: +2 Vigor, +2 Aware -2 Smarts, -2 Charm Strong: +4 Vigor, +2 Aware, -4 Smarts, -2 Charm Extreme: +4 Vigor, +4 Aware, -4 Smarts, -4 Charm Extreme cacti greens gain the Diehard exploit. Synthetics Looks are divided into robots, android and cyborgs. Tend to be cold, calculating and organized. Synthetics come in Small (+2 Agility -2 Might), Medium and Large (+2 Might -2 Agility) sizes. Snythetics have +2 Smarts -2 Charm -2 on psionic checks Synthetics gain 1 DR every 4th level Synthetics gain 2 mutations points. Outsiders Creatures not from this earth. Kalten Look like beautiful people with pastel skin and antenna. Very warm and passionate. Kalten have +4 Charm, -2 Vigor, -2 Aware Kalten gain a +2 on Swift saves 5% off on tech -2 on psionic checks Grey Look like small, gray humanoids with large heads. Somewhat aloof and soothing. Grey have +4 Smarts, -2 Might, -2 Vigor Grey gain a +2 on Mind saves 5% off on buying powers -2 on tech checks Grays may be small in size Brusk Look like bulky, menacing humanoids with brown, gray or green leathery skin, solid eyes of any color. Come in many subspecies. Can be brutal, short-sighted and bad tempered. Brusk have +4 Vigor, -2 Smarts, -2 Charm Brusk gain a +2 on Body saves 5% off buying tech -2 on psionic checks The Hive

Look like diminutive parasitic or symbiotic creatures that stick onto a organic's head, controlling or influencing their actions. They have a variety of ideas and goals, but all accomplish it with the help of another, humanoid being. The hive have +4 Might, -2 Smarts, -2 Agility The hive gain +2 on Body saves 5% off buying powers -2 on psionic checks The Hive can be small, medium or large in size. Zasps While zasps vary incredibly widely in looks, from cute to scary, from comforting to alien, with anatomies featuring a variety of different body parts and skin, fur, shell, scale and chitin colored anything to natural, earthly tones to colors that don't even have names yet. One thing that groups them all together, though, is that they cannot breathe oxygen and must wear masks, jars or helmets to survive. Very curious, inquisitive and eccentric. Zasps gain +4 Agility, -2 Aware, -2 Might Zasps gain a +2 on Swift saves 5% off buying tech -2 on psionic checks Old One Look like almost amorphous creatures modeled after their creators – either a fish-like humanoid, a green creature with a tentacled head and dragon wings, a mass of limbs and arms and a goat-like creature with tentacles or any other strange form. Can be somewhat alien, disturbing and very pious (even with atheism). Old ones have +4 Aware -2 Smarts -2 Agility Old ones gain a +2 to Mind saves 5% off buying powers -2 on tech checks

Characters Every player is a character, a person who travels through dangerous terrain and fights vicious creatures to find treasures of the past and to succeed their goals. Characters come from all different kinds of places, backgrounds and genotypes. Characters are built using using traits, such as attack bonuses and hit points in exchange for things like energy points, tech slots and bonus Defense. Attack Bonus, Energy Points and Tech Slots You can exchange a bonus to attacks rolls for energy points (which allow you to use psionic powers) and tech slots (which store useful gadgets). With a high attack bonus, you start with no energy points, no tech slots or 1 energy point and 1 tech slot.

With a medium attack bonus, you start with standard energy points and tech slots (2 of each). With a low attack bonus, you start with 4 energy points, 4 tech slots or 3 energy points and 3 tech slots. Level

High Attack Bonus Medium Attack Bonus Low Attack Bonus

1

+1

+0

0

2

+2

+1

+1

3

+3

+2

+1

4

+4

+3

+2

5

+5

+3

+2

6

+6/+1

+4

+3

7

+7/+2

+4

+3

8

+8/+3

+5

+4

9

+9/+4

+6/+1

+4

10

+10/+5

+7/+2

+5

Health Dice, Class Defense and Exploits You can exchange heath die (the amount you roll for health) for a bonus to Defense and exploits at 1st level. If you choose a d12 hit die, you gain Bad Defense and 1 exploit at 1st level. If you choose a d10 hit die, you gain Bad Defense and 2 exploits at 1st level. If you choose a d8 hit die, you gain Mid Defense and 2 exploits at 1st level. If you choose a d6 hit die, you gain Good Defense and 3 exploits at 1st level.

Level

Good Defense Mid Defense Bad Defense

1

+1

+0

+0

2

+1

+0

+0

3

+2

+1

+1

4

+2

+1

+1

5

+3

+2

+1

6

+3

+2

+2

7

+4

+2

+2

8

+4

+3

+2

9

+5

+3

+3

10

+5

+4

+3

Saves

You can choose which of your saves (defenses against unusual attacks and effects) are good, mid or bad. Saves include Body, Swift and Mind (see Combat). Level Good Save Mid Save Bad Save 1

+2

+1

+0

2

+3

+1

+0

3

+3

+2

+1

4

+4

+2

+1

5

+4

+3

+1

6

+5

+3

+2

7

+5

+3

+2

8

+6

+4

+2

9

+6

+4

+3

10

+7

+5

+3

Armor, Weapons and Skills You can choose which armors and weapons you are able to use by trading for how many skill you get per level and the maximum you can put into a skill. For 5 weapons and use of all armors (light, heavy and shield) you have 2 skill points per level+ your Smarts modifier and can have ranks in a skill equal to your level + 1. For 4 weapons and use of either light and heavy armor or light armor and shields, you have 4 skill points per level + your Smarts modifier and can have ranks in a skill equal to your level + 2. For 3 weapons and use of light armor, you have 6 skill points per level + your Smarts modifier and can have ranks in a skill equal to your level +3. For 2 weapons and the inability to use armor, you have 8 skill points per level + your Smarts modifier and can have ranks in skill equal to your level +4.

Backgrounds Assuming you weren't just made 5 seconds ago, you had a life before adventuring. You were trained or made to fill a role in society. Perhaps you left from that role, perhaps you were kicked out of it. You might even still be part of that profession, and this (or the profession) may just be something you do on the side. Whatever it is, your background decides your skills, as well give you a bonus to one of your stats. Some backgrounds are: Adventurer From treasure seekers to explorers, to trophy hunters and nomads, adventurers call the destroyed roads their home and transverse the blasted world for any number of reasons. Adventurer skills include Lore, Notice and Survival. With all the traveling, not to say nothing of the dangers of it, adventurers gain a +1 to Vigor.

Aristocrat The highest of the hierarchy, aristocrats are (or were) on the top of the political and social ladder. While most are content to sit in their comfy, reclying thrones and eating sweets without any holes in the wrapper, some grow bored of their pampered lives and seek something more. Aristocrat skills include Bluff, Persuade and Lore. Even though some aren't particularly charming, aristocrats are used to their commanding social positions and know at least how to talk to people, aristocrats gain a +1 to Charm. Artist Despite the lack of materials and a lot of distracting head-eating mutants, creativity still blooms after the boom. Painters, sculptors, writers and fashion designers (outside the normal “moth eaten rag” line) are only a few kinds of artists out in the blasted world. Artist skills include Bluff, Craft and Lore. Because of their expressive natures, artists gain a +1 to Charm. Athlete From experienced arena fighters to amateur “futboll” players, athletes are the enteriners with less subtly and more bruises. Athlete might just be survivors with strong bodies and good exercise. With their physical training and tactical thinking, athletes often make a smooth transition from beating opponents to smashing enemies. Athlete skills include Acrobatics, Atheltics and Stealth. After heavy conditioning and long hours of exertion, athletes gain a +1 to Might. Boss The middle class of the new world, bosses include merchants, crafters and managers. They often live in a cozy place after the catastrophe, but some have to get around for some reason, whether it's for trade, a high goal or simple boredom. Boss skills include Persuade, Insight and Lore. Since being a member of the middle class includes managing buisness strategy well, learning a complex craft and just being clever, bosses gain a +1 to Smarts. Criminal While most new societies have quite a bit of freedom, there will always be someone there to try and abuse that freedom. Burglars, thieves, con artists and assassins just fit a few of the criminals found in a world after the bomb. Some find that there's more buisness raiding through an abandoned ruins than through someones pockets, so criminals adapt well to the exploring career. Criminal skills include Disable Device, Steal and Stealth. Since criminals have to quick on their feet and jump on a target at the last second, criminals gain a +1 to Agility. Entertainer Providing the survivors of the world with an escape, entertainers include actors, dancers, musicians and other graceful performers. While it's often that entertainers travel in troupes of their fellow kind, giving a show to any town not pointing a gun at their head, some wonder away from fellows, using whatever skills they posses to survive. Entertainer skills include Acrobatics, Bluff and Preform. Since nobody likes a clumsy performer not played for laughs and entertainers have a predisposition to flightiness, entertainers gain a +1 to Agility.

Healer Doctors, medical bots and tribe healers, healers have (or have to) devoted themselves to curing the sick and wounded. While a healer can be a community's most prized asset in a time where hospitals themselves need a little healing, healer's knowledge of the body and how to use or exploit it are a valuable skill in the ruin searching life. Healer skills include Persuade, First Aid and Insight. Since medicine and diagnosis are important part of their profession, healers gain a +1 to Aware. Hunter From food gatherers to bounty hunters, hunters search for living prey for prize. The bigger the prey, the bigger the pay. It's no surprised then that hunters look for bigger prey in the world. Hunter skills include Athletics, Intimidate and Notice. Since hunters need a lot of muscle to take down their chosen prey and haul them back, hunters gain a +1 to Might. Laborer Laborers represent the lowest class of society, blue collar workers who hard work for bosses and aristocrats. Farmers, factory workers, builders and slaves all fall into the laborer profession. Hoping for something better, laborers often leave their jobs for something better, usually behind a laser shooting robot. Laborer skills include Athletics, Insight and Notice. Since manual labor requires a lot of stamina, laborers gain a +1 to Vigor. Priest Even with all the despair and dangers the new world has (or maybe because of them), there is a strong craving for something to look up to. Many priests look to the past for faith, finding old texts on religion and adding new rules for the new world (most commonly “,,,and survive doing it!”). Some priests are actually leaders of organizations and cryptic alliances. Because a priests often seek to spread their beliefs, and often have to face danger to do so. Priest skills include First Aid, Insight and Lore. Since priests require strong belief in order for their faith to flourish, so priests gain a +1 to Aware. Scavenger Scavengers are pack rats, junk dealers, jury-riggers and any other characters that look through ruble to find treasure. They are seasoned expeditioners and often have experience with old ruins. Because of this, they often come into the ruin raiding rather easily. Scavenger skills include Disable Device, Insight and Repair. Because of they need a strong intuition to find treasure from trash, scavengers gain a +1 to Aware. Scholar From librarians to teachers to simple sages, scholars are the wielders of the powerful tool of knowledge. Though some are content with being with their books, scrolls and digital equipment, some realize that there's more knowledge in the world then in their small rooms, even if they have

to fight to get it. Scholar skills include Lore, Insight, Notice. The very definition of information and knowledge, scholars gain a +1 to Smarts. Scientist From physicists to techies, scientists who use their minds to create (even creating to destroy). Scientists are the builders of society, making advances and discoveries known to only those past and used now. Scientists often make ventures into the wilderness to find new schematics, devices or just inspiration. Scientist skills include Computers, Notice and Repair. Since a creative and quick mind is necessary to be an engineer, scientists gain a +1 to Smarts. Spy Even after the bombs fell, espionage and subterfuge still have their uses. Agents, moles and sometimes thieves, spies fight silent battles. They infiltrate and act their way through their given missions. Spies often find themselves traveling from place to place, either because of a need to travel or get kicked out. Spy skills include Bluff, Disguise and Stealth. Because they must be agile and need to be coordinated to do their work well, spies gain a +1 to Agility. Warrior From tribal warriors to elite mercenaries, warriors are the soldiers of the new world. Warriors are trained to protect their friends, their communities and themselves against the horrid, laser-shooting dangers of now. With their training, ability to survive the hardest terrain and work as defenders, it's little surprise that warriors use their abilities in the wastes. Warrior skills include Athletics, Insight and Intimidate. With their harsh training and their need to be strong, warriors gain a +1 to Might.

Skills Skills are sort of like a mix between 4th edition and Star Wars SAGA edition. You purchase skills with skill points, a number of set points increased by your Smarts. Each rank in a skill requires one point. Skills have of your level +1 to +4 depending on your Training is gained from your background, and give a +5 bonus to the skill your trained in. To use a skill, you roll 1d20 + your skill modifier (training + ranks + any other bonuses) against a certain DC. If you roll the number or over it, you succeed and do what you want to do. If you roll under the number. Some skills are used to ifluenced others. These are marked with the word "Influence" in parenthesis. They shift people and creatures toward your side. Of course, it's easier or harder to do that depending on they're attitude to you. Here are list of attitudes, and the bonus or penalty you gain on influencing them. Attitude

Examples

Bonus/Penalty

Hostile

Will try to beat or kill you on sight (or whatever)

-10

Unfriendly

Wishes you bad karma and doesn't want to help you

-5

Indifferent

Doesn't really care or is neutral to you

0

Friendly

Wishes you good karma and wants to help you

+5

Helpful

Will do darring or dangerous things to help you (in reason)

+10

Fanatic

Will do darring or dangerous things to help you (without reason)

+20

The skills include: Acrobatics Acrobatics measures how quick and agile your movements are. This includes balancing on slight surfaces, your ability to escape traps and binds, and your ability to perform amazing stunts. Athletics Athletics measures your enduring power and ability to push your body. This includes climbing, jumping and swimming. Bluff (Influence) Bluff measures your ability to lie, tell half and exaggerated truths and tricks your opponent in combat. Bluff comes in two forms: Allure, using wits and physical appeal, and Deadpan, refraining from making unnecessary actions, expression and wording that may give you away. Computers Computers usually measures your skill of the operation and use of computers and the CPUs. This includes searching databases, hacking and writing progams and commands for them. Craft Craft measures your ability to make objects and the quality of them. Pick one of the fallowing specialties: Artistic, Chemical, Electronic, Mechanical, Structural. You gain a +1 on rolling while making that object, but a -2 on all others. You can sell (but not use) an object made by you once per day. The object has TU value of your check devided by 3. Disable Device Disable Device measures your ability with machines and mechanical mechanism. This includes disabling traps, jury-rigging and opening locks. Disguise Disguise measures your ability to create objects for you, people, creatures and objects to go unnoticed as themselves; the greater the change, the harder it is to pull off. It's also used to make forgeries based on the objects. Making a disguise usually takes 5 minutes. First Aid/Repair First Aid measures your ability to heal living characters and repair organic tech, while Repair allows you to heal synthetic and repair mechanical tech. The amount healed or repaired is your roll result divided by 4 + your Aware modifier. You can use First Aid and Repair on an inappropriate target for

half the amount. Both First Aid and Repair require their own tool kits, which have limited uses. Insight Insight measures your ability to know that something isn’t right, make a hunch, analyze clues or know that something doesn’t appear as it does on the surface. You can roll an Insight roll before an encounter to give you a bonus to Mind saves to discern effects that affect your perception, such as the Trick power or a decoy, equal to your roll divided by 4. Intimidate (Influence) Intimidate measures your ability to use fear and resolve to influence people momentarily, forcing them to take immediate action against their will or ethics. Intimidate comes in two forms: Aggressive, which cows the target using harsh words and loud actions, and Disturbing, which uses twisted wording and frightening gestures to get them to do what you want. Lore Lore measures your knowledge of different subjects. Pick one of the fallowing specialties: History, Tech, Science, Street, Current Events, Art/Entertainment, Geography, Faith, Psionics and Law. When making a check on that category, you gain a +2 on the check. Notice Notice measures your sensory abilities, including hearing, seeing, smelling, tasting and touching. Pick one of the fives sense. You gain a +2 to when rolling for that sense. Persuade (Influence) Persuade measures your ability to influence others with social grace and personality, convincing them to do something or become an ally. Persuade comes in two forms: Empathy, which makes an emotion and personal connection with the target, and Humor, which gets them to lower their guard to you through jokes and comical observation. Preform (Influence) Preform measures your ability to impress people through entertainment. Pick one of the fallowing specialties: acting, comedy, dance, key, precussion, speech, song, stringed or wind. You gain a +1 on rolling with that preformance, but take a -2 to all others. Steal Filtch measures your ability to take things without being seen. It also allows you to hide a one handed weapon if you succeed an opposed Notice check and use the Assassin exploit for one turn after you've exposed your weapon. Stealth Stealth measures your ability to be unseen and unheard, as well as your ability make things disappear. Survival Survival measures your ability to navigate areas, to avoid natural hazard and to track items and

targets. Languages You can learn to speak a language by spending 2 points, and learn to read and write that language for another two skill points. You don't need to speak a language in order to read and write it. Every character can speak their native language, but cannot read or write it.

Exploits The world after the bombs fell is a harsh, dangerous place. You not only need to be better than the rest to at least survive, you need to learn some tricks, you need to learn some exploits. Exploits are tricks, feats and techniques learned by experienced characters. These exploits can sometimes make the difference between failure and success, between glory and death. Characters start with 1 to 4 exploits depending on their hit die and genotype, and gain an extra exploit every 2 levels after the 1st. Exploits include: Ability Increase Through lots of training and sheer determination, you increase one of your abilities by 1. This exploit cannot be chosen at 1st level. Factoum You have worked hard to achieve a fundamental understanding of a certain skill, and it’s paid off. You gain training in a skill you don’t possess. This exploit can only be gained once at 1st level. Specialist You now have a prodigal talent at a certain skill that you have training in. You gain a +2 bonus on that skill, and gain a +1 bonus every 4th level after you take this exploit. Quick Hand You have mastered the ability of pulling a weapon out of its sleeve, and though it killed your joints, it was certainly worth it. Pulling out a weapon or shield now requires one less action step, as does reloading (full to standard, standard to move, etc). Boxer You can hone a knife to be as sharp as you want it to be and add all the mods in the world to a gun, but they’ll never be as deadly and reliable as your body. You know that, and anybody who crosses you will, too. Move your unarmed damage one die up when you take this exploit. Nano-Psychic Through mental and psychic therapy, you have pass your species' psychic ceiling and remove the -2 to psionic checks. You must be a synthetic or outsider with a psionic penalty to take this exploit. Darwinian Saviness You have overcome your species’ handicap with gadgetry and remove the -2 to tech checks. You

must be an evolved, mutant or outsider with a tech penalty to take this exploit. Weapon Focus You have honed your abilities with a particular type of weapon such as unarmed, one-handed melee and rapid fire, and you can now make take down foes with ease. You gain a +1 bonus to attack rolls with a weapon group you choose when you take this feat, and gain a +1 bonus every 3rd level after you take this exploit. Weapon Mastery You’ve truly become a force to be reckoned with when you wield a weapon like a pistol or boomer. You gain a +1 bonus to damage rolls with a weapon group you’ve chosen when taking Weapon Focus, and gain a +1 every 3rd level after you take this exploit. You must have weapon focus to take this exploit. Companion Some people have friends in high places. You have one right by your side. When you take this exploit, you gain a powerful companion to help you. When picking this feat, choose a creature type to determine the companion's progression. Then choose it's stats, using a 25 point buy. Has HD equal to your level -2. Your companion starts with 2 A abilities + your Charm modifier. Two A abilities are worth 1 B ability, and you can select an ability more than once. A – Buff (+5 HP), Celerity (+10 land speed), Deflect (+2 Defense), Flight (fly at 20 feet), Damage Resistance (DR 1), Swim (Swim at 30 feet), Mounted Offense (+1 Power while fighting a vehicle), Energy Resist (acid, fire, frost, lightning or sonic resistance 10) B – Buffer (+15 HP), Energy Current (Attacks do +1d4 energy damage), Improved Fly (fly at 40 feet), Paragon (+2 to any Stat), Tunneler (Burrow at 15 feet), Size Change (Large to Huge or Small to Tiny), Mounted Defense (+1 Status while fighting a vehicle). If your companion ever dies or dismissed by you, you can gain another one next level. You must be at least 3rd level to gain this exploit. Fallowing You've gained a little bit of fame, so much so that you have fans asking for your autograph and praising your clothing. You gain a fallowing of people determined by your level + your Charm modifier. These people can be of any genotype and of any background. Since the followers are always at least 5 level under you, they aren't very useful in combat, but can be used to do minieal tasks like carrying messages, building, working under you and fighting in an army. How many fallowers you gain is determined here:

Fallowing Score

1st levels

2nd levels

3rd levels

4th levels

5th levels

5

5

-

-

-

-

6

6

-

-

-

-

7

8

-

-

-

-

8

10

1

-

-

-

9

15

1

-

-

-

10

20

2

-

-

-

11

30

2

1

-

-

12

35

3

1

1

-

13

40

3

1

1

-

14

45

4

2

1

-

15

50

5

3

2

1

You must be at least level 5 to gain this exploit. Strong Will You’ve build up your ability to resist your enemy’s crap, in your mind anyway. You gain a +1 bonus to Mind saves, and gain a +1 bonus every 3rd level after you take this exploit. Quick Reflexes Sometimes the best way to face situations is to evade them like a madman, and you’ve learned how to do so. You gain a +1 bonus to Swift saves, and gain a +1 bonus every 3rd level after you take this exploit. Heroic Fortitude You’re a real tough guy/gal/thing, and you show it to anyone who tries to fight dirty (maybe like you). You gain a +1 bonus to Body saves, and gain a +1 bonus every 3rd level after you take this exploit. Assassin Some artists are painters, some are sculptors, and while you may be both, it’s clear that you’ve mastered the art of “kill the other guy unseen”. While using stealth or flanking a target, you do an extra 1d4 damage every time you take this exploit to the target. You can only select this exploit once at 1st level. Evasion Through training that made you nearly lose your leg more than once, you’re able to slip away from effects even when they’d hurt you most. Once per day, you can reroll any Swift save you've failed. You must keep the new roll, even if it was worse than the last. You must have the Quick Reflexes exploit in order to gain this exploit. Mettle Sometimes you just have to tough things out, and you've prepared your body to do just that by building up your resilience. Once per day, you can reroll any Body save you've failed. You must keep the new roll, even if it was worse than the last. You must have Heroic Fortitude in order to gain this exploit. Cognate You've learned to focus on the important thing, whether that be a goal, coherency or just freedom, and it shows. Once per day, you can reroll any Mind save you've failed. You must keep the new roll, even if it was worse than the last. You must have Strong Will in order to gain this exploit.

Two-Weapon Offense Everyone knows that two is more, and with your training, you can prove that it's better. The penalties are lessened for attacking with two weapon in combat. Dodge You can elude an enemy's attacks as you watch the blades swipe down and wasted ammunition whirl around you. By selecting a target in a fight, you can gain a +1 bonus to your Defense against them, and gain a +1 bonus every 5th level after you take this exploit. This exploit only effects one target, anyone else is unaffected. Shell Runner If there was a prize for running in 40 pounds of metal, you would win. You no longer half your speed while wearing heavy armor. You're still unable to add your Agility bonus while wearing heavy armor. Resolute Survival is key after the bombs fell, and know how to survive. You gain 1 hit point every 2nd level after you take this exploit Fell Maybe it's the recoil, or maybe your just fast, but you can take shot at an enemy after you take out the guy next to them. When you kill an enemy, you gain a free attack at an enemy next to 5 feet away from them. Power Attack A loosing a little bit of precision is a small sacrifice for making your enemy suffer. By subtracting a number up to 5 from your attack bonus, you may increase your damage by that much. Careful Attack You may not hit hard, but you definitely hit. By subtracting a number up to 5 from your damage, you increase your attack by that much. Defensive Fighting By staying away and parrying your enemy's attacks, you may not get much on them, but the same goes for them. By subtracting a number up to 5 from your attack bonus, you may increase your Defense by that much. Sniper Someone once said it's best to face your enemies head on. For you, it's best to face them from as far away as physically possible. Increase your range increasement by half for one group of ranged weapon. Berserker You can go into a mad, blood-pumping, adrenaline-filled frenzy at the tip of a hat. Once per day as a free action, you gain a +4 bonus to Might, a +2 bonus to Body and Mind saves and a -2 to Defense. This frenzy lasts for 5 turnss. After those 5 turns, you take a -2 to attacks and saves for 5 turns. You cannot use psionic powers, tech or any skills, feats or actions that require concentration while in this frenzy. Every time you take this exploit, you gain a +2 bonus to Might, a +1 bonus to

Body and Mind saves. Alternatively, you may increase the frenzy by 5 turns (also increasing the penalty time). Inspire You can captivate and invoke courage into your allies, whether through powerful words, a great act of courage and determination or by playing a music (though that might make your opponents laugh). As a full action, you may inspire you're allies. Doing this will give them a +1 bonus to attacks and damage for 3 turns. You can use this an amount of times equal to 1 + your Charm modifier. You can increase the amount this effect lasts by 3 every time you take this exploit. Coordinate Sometimes, you just have to throw every thing you got at your opponents. Most times, though, it's good to have a little back up. As a full action, you can coordinate you're allies' movements. Doing this will give them a +1 bonus to Defense and saves for 3 turns. You can use this an amount of times equal to 1 + your Charm modifier. You can increase the amount this lasts by 3 every time you take this exploit. Invigorate People recover better when they're relaxed. Your voice packs the same soothing power as a massage, a day at the spa and a couple of drinks. As a full action, you can give your allies an invigorating speech. Doing this gives them 1 hit point every turn for an amount of turns equal to 1 + your Charm modifier. You can give this kind of speech once per day. You can increase the amount healed by 1 every time you take this exploit. Beguile Through a combination of loud words, misleading actions and you're most well thought out Yo Mama jokes, you can distract and frustrate your enemies. Once per day as a free action, one target that you choose must make a Mind save with a DC equal to 10 + ½ your level + your Charm modifier or take a -2 to attacks and Defense for 5 turns. You can increase this penalty by 1 every time you take this exploit. Alternatively, you can increase the duration by 2 turns. All-Out Attack Your attacks are precise and sharp like...something precise and sharp. By subtracting a number up to 5 from your Defense, you may increase your attack bonus by that much. Extra Energy Through radical and psychedelic training, you've managed to get in touch with your inner groove, or rather self. You gain one extra energy point. You cannot gain this exploit at 1st level. Self-Sufficient Some people fast for religious purposes. You fast for survival purposes. You only require half as much food and water for someone your size (¼th gallon of water and ½ a pound of food). Radiation Resistance You've built up a healthy green glow. You can take in 10 points of radiation damage every day without any penalty. You also increase the likelyhood of gaining a beneficial mutation by 5% every 3rd level after taking this exploit.

Diehard You're way to busy to just lay down and die. While at 0 HP and lower, you can take a standard or move action without losing any HP. In addition, you die at -10 HP + your Vigor modifier. You still lose 1 HP every turn, however. Improved Reaction Through coordination and reflexive training, you show your opponents that the first the best. You gain a +1 to reaction rolls every 3rd level after taking this exploit. Power Focus Everybody appreciates a signature move. For you, that comes in a power. You gain a +1 per 3 levels after you take this exploit to the DC and damage of one power. Tech Slot You're a technophile, not a perverted one, but, you know, someone who really loves technology. Appropriately. You gain an extra tech slot. You cannot gain this exploit at 1st level. Gear Focus You love you're tech so much, you practically sleep with it. You gain a +1 every 3rd level after you take this exploit to tech checks for one tech slot. Jack of All Trades After working a few odd jobs, you gained a fundamental working of how skills work. When you gain this exploit, treat any skills you don't have ranks or training as if you had ranks equal to half your level in them. Nemesis Your an expert at hunting some kind of creature. This may stem from a dark rage for that type of creature, or just good training. You gain a +1 per every 3rd level to damage rolls against a specific creature type. Types include:

Creature Type

Example

Beast

I-Scream

Machine

Synthetic

Human

Human

Mutant

Behemoth

Evolved

Ark

Outsider

Hunter

Energy

Astral Being

Animated

Zombie

Mounted/Vehicular Attack Studies show that you more fierce when you fight on top of something. With this exploit, both you and you're mount can attack at the same time and moves at full speed.

Bombardier You don't like it when things go “boom”; you love it. Increase the DC and add a bonus to damage by 1 every 3rd level to grenades after taking this exploit. Pack Mule Though you're not the result of horse-donkey passion, you can support a lot of weight. Increase you're weight load by 20 pounds per every 3rd level after you take this exploit. Animal/Computer/Plant Empathy You are the Beast Master, Computer Lord or Plant King! You can now understand and communicate with either animals, machines or plants that aren't able to speak normally. Animals are usually beasts with a Smarts of 2 or less. Machines can either computers or enemies of the machine type. Plants can either be animates who are plants or actual plants with a small bit of sentience (1 out of 10 plants). You can select this exploit multiple times, each time selecting another type of communication. Move By Action You've got no time to stop and do things, you're busy! While using a move action to move, you can stop while moving to make a free or standard action and continue moving (as long as the distance traveled isn't greater than your speed). Poisoner You have quite the poison pen when you want. Increase the DC and add a bonus to damage by 1 for poisons every 3rd level after you take this exploit. Teamwork You're such a nice guy/gal/thing, you love to help your friends hurt people. Increase the bonus by 1 every 3rd level after taking this exploit when using the help action. Savant You're far from an idiot, but you are quite the skilled savant when it comes to one. When making a skill check in a specific skill check you are trained in, you can instead treat the roll as a 10 a number of times a day equal to your Smarts modifier. Interpose Only a fool would rush infront of an attack. You're that moron. When an enemy hits an ally adjacent to you, you can move in front of the attack, taking half damage. You can do this an amount of times equal to your Vigor modifier. Point Blank You believe in fighting gun to face. You no longer take the -4 penalty when using a ranged weapon in melee.

Driver Professional drivers are a rarity these days, but with some time with a mover, you've made it a little more common. You gain a +3 bonus to Force while in mover combat. Road Warrior It's been scientificly proven that getting hit by a car hurt more than getting stabbed. While using a mover to attack in combat, it takes a move action to move and a standard action to attack. Reduce the penatly to attacks and Defense to -1.

Powers The powers of the mind are a hard to believe at times. Did you know that you can actually get better when you’re sick if you’re told you are, or you can feel like its a hundred degrees while it’s 10 below outside if you have a mental disorder? Oh, and you can lift things over your head, like, a car, with no arms. Psionic powers are physical manifestations of the mind, and some say the soul.To use Psionic powers, you must spend Energy Points. You start with 0 to 4 power points depending on your BAB, and gain one at every other level. Energy Points recharge after every encounter or after 5 minutes. Powers come in levels from 1 to 3, each becoming more powerful as their level goes up and costing as many energy points as their level (1 for 1, 2 for 2, etc.) Powers cost 5 TU per level, and you can have a max power level of your level divided by 3. DC’s for powers are 10 + level + your Aware modifier. You can strengthen powers by spending an extra energy point on one of the empower options below. Powers include: Telekinesis (Move) You can move the target with your mind. You can lift 100 pounds of weight per level and move it 10 feet per level. The material must not be able to move by it's own force (thus a working machine or bound creature can be moved). You must be at least 15 feet per level away from the target to use this power. Empower: +25% weight, +5 feet per level, +10 feet to use Pyrokinesis (Burn) You can set your target ablaze psychicly. You deal 1d6 + your Aware modifier fire damage per level to a target from 30 feet away. The target also catches on fire, dealing 2 fire damage per turn unless it succeeds a Swift save equal to the DC. This power doesn’t work under water. Activating this power takes a standard action. Empower: 15-foot cone, +15 range, +1 damage per turn, 20-foot line, within 5 feet, one less action (standard to move) Cryokinesis (Freeze) You can freeze a target within 40 feet, harming them with numbing cold and slowing them down. You deal 1d6 + your Aware modifier frost damage per level. The target also suffers a -2 penalty unless they succeed a Body save equal to the DC. This penalty goes adds an additional -1 per level.

When underwater, this power deals 3 frost damage per level to every target within 5 feet per level of you, including you. All targets within the damage zone take half of the penalty (rounded down) unless they succeed a Body save. Activating this power takes a standard action. Empower: 15-foot cone, +15 range, -1 penalty, 20-foot line, within 5 feet, one less action (standard to move) Aerokinesis (Blow) You can knock the target within 60 feet down by sending strong winds at it. The target must succeed a Body save with a +2 DC or be knocked down for one turn. The target adds a +1 per size increase over medium on their save. You can substitute gravity if an environment without air. If you are in an area without air and gravity, you might want to get back to a place that does. Fast. Activating this power takes a standard action. Empower: 20-foot cone, +15 range, +1 duration, 25-foot line, within 5 feet, one less action (standard to move) Matter Deconstruction/Manipulation (Break/Bend) You can destroy or warp objects by focusing on them. You lower either the object’s hit points 10 per level. Objects with no hit points are destroyed. Activating this power takes a standard action. Empower: 15-foot cone, +15 range, +5 damage, 20-foot line, within 5 feet, one less action (standard to move) Psychological Shock (Headshot) You can alter the target’s mental working, sending them a “psychic scream” that deals 1d6 + your Aware modifier damage per level and dazes them for an amount of turns equal to the power’s level, giving them a -2 to Defense, with an extra -1 per level. A target can end the daze by making a Mind save. Activating this power takes a standard action. Empower: 15-foot cone, +15 range, +1 duration, 20-foot line, within 5 feet, one less action (standard to move) Clairvoyance/Clairaudience (See/Hear) By projecting your conscious, you can see or hear things from 15 feet per level, even around corners and through objects and sound blocking material. While using this power, you can’t use your sight or hearing normally and can be caught off guard if you don’t have anyone or thing to protect you. Targets cannot detect you seeing or hearing them. Activating this power takes a full action. Empower: +5 feet per level, one less action (full to standard) Teleportation (Hop) You can travel through space, disappearing from your current spot and reappearing 10 feet per level away. Appearing in the same spot as a target (creature or object) deals 1d4 damage to both of you, shunting you to a square in the direction you travled. If the target takes up a space larger than 5 feet, you and they take an extra 1d4 damage per 5 feet traveled until you land in a spot that isn’t occupied. Activating this power takes a move action. Empower: +5 feet per level, +3 damage to opponent, -3 damage while teleporting, one less action (move to free) Incorporeal Travel (Phase) You enter out of space and dimension, becoming able to pass through solid objects for 1 minute per level and fly 5 per level. At level 1, you can pass through wood and plaster. At level 2, you can pass

through stone and ice. At level 3, you can pass through metal and scales. At level 4 you can pass through specially treated or advanced metal and energy (though you may be affected by radiation for doing so). You can be seen but not heard while using this power, and you can't touch anything while in this state. Activating this power takes a move action. Empower: +3 duration, can be seen and heard, can touch things, one less action (move to free) Temporary Induced Insanity (Confuse) You can cause a target within 30 feet to act strangely for 1 turn per level + your Aware modifier unless it makes a Mind save. Each turn, you roll to see which effect the target takes. The target also takes a -2 on saves, and an extra -1 per level. Using this exploit is a standard action. Die Roll

Effect

1

Look around, do nothing

2

Wanders about (takes a move action)

3

Attack a random target

4

Falls to the ground (do nothing and take -2 to Defense)

Empower: +2 durration, one less action (standard to move), within 5 feet Mind Control (Slave) You can telepathically dominate a target for a number for 1 turn per level. The target becomes under your control unless it succeeds on a Mind save and while it realizes it’s ethics, allegiances and own personal freedom, it doesn’t affect your control over them. You cannot force the target to tell you any information it normally wouldn't. You can affect multiple targets by sacrificing turns of control. Controling a target takes a move action. Activating this power takes a full action. Empower: one less action (full to standard) Illusion Decoy (Trick) You can project psychic energy in the appearance of a target of up to medium size, fooling other targets unless they succeed a Mind save. The projection can increase one size for every level or can create multiple projections that make up the highest size (two medium for large, two large for huge, four medium for large, etc.). You can mix these if you like. This power lasts 5 turns per level. Activating this power takes a standard action. Empower: +2 durration, one less action (standard to move) Resist Psionic Power (Deny) You can resist psionic powers by sheer will, giving you a +2 per level bonus on saves against powers. Activating this is a free action, even while it's not your turn. Every character starts with this power at rank 1. Empathy (Feel) You can control a target's emotional and psychological state. The target must succeed a Mind save or be effected by the emotion you give it. Emotions include: Despair: You will the target with great sadness. The target gains a -1 to Defense and saves per rank. Fear: You activate a great dread in the target. The target gains a -1 to attacks and damage per rank. Hate: You fill the target with hostility. The target lowers it's disposition one step every rank.

Hope: You give the target great hope. The target gains a +1 to Defense and saves per rank. Courage: You fill the target with bravery. The target gains a +1 to attacks and damage per rank. Love: You fill the target with euphoria. The target highers it's disposition one step every rank. These effects last an amount of turns equal to your Aware modifier. Activating this power is a standard action. Empower: +2 durration, 15-foot cone, +15 range, 20-foot line, within 5 feet, one less action (standard to move) Telepathy (Sense) You can read the target's thoughts, diving great secrets. The target must succeed a Mind save or have it's mind read. The amount of information released goes by rank. Activating this power is a standard action. Rank

Example

All (Mutaion)

Who are you?

1

Who do you work for?

2

Do you have any friends around?

3

What's in the vault?

Empower: +1 target, one less action (standard to move) Force Field Generation (Deflect) You can create a around yourself, deflecting blows and projectiles away from you. You gain a +1 to Defense per rank. This effect lasts 5 turns + your Aware modifier. Empower: +2 durration

Tech There’s a great array of gadgets out there. Toasters, Tvs, high-speed jet packs and hoverboards, toys that light up. Tech are gadgets, usually from before the blasted age, and are highly valued devices that make life and adventuring easier. Tech does't have to be complex or futuristic; they can well be primative or improvised. They can even be organic or psionic in nature. Characters have an amount of tech slots, slots that limit the amount of devices a character can have. Characters start with 0 to 4 tech slots depending on their BAB and gain 1 slot every 3 levels. Tech comes in three conditions: busted, working and perfect, each effecting the cost, damage, DC and duration when they apply. Tech costs an extra 7 TU for every step above busted. Your Smarts modifier increases the damage, duration and DC of tech. Normal DC for tech is 10 + half your level + your Smarts modifier. Tech takes a standard action unless otherwise noted.

Tech includes: Barrier Barriers, from sliding metal shields to opaque energy shields, provide cover. Barriers use a 10 foot wide wall to direct attacks elsewhere. Busted barriers provide 30% cover, working barriers provide 40% cover and perfect barriers provide 50% cover. Barriers last for 3 + your Smarts. Barriers last once per encounter. 8 TU Anti-Gravity Belt/Boots This device allows you to create a light field of reflecting gravity, too small to fly with but just enough to soften falls. Busted anti-gravity belt/boots reduce fall damage by 1d6, while working and perfect belt/boots reduce damage by 2d6 and 3d6 (respectively). Anti-Gravity Belt/Boots also allows you to hover over surfaces you normally couldn't. Busted anti-gravity belt/boots can hover over things like heavy debree, while working allows you to go over quicksand/webs, and with perfect you can hover over things like water. Anti-Gravity Belt/Boots can be used once per encounter and lasts 5 turns per woking condition + your Smarts modifer. 9 TU Cloaking Device A high powered light-deflector or image copier, the cloaking device allows you to blend in with your surroundings. While cloaked, it's very difficult to see you, granting you a +5 bonus to Stealth checks and a 40% miss chance. A cloaking device can be activated once per day and lasts for 1 turn + working condition + your Smarts modifier. 15 TU Magnetic Boots From gravitational anchoring footwear to rubber boots with magnets at the end, magnetic boots allow you to walk on earthly (stone, sand, mud) and metals, giving you the power to walk on walls and ceilings 5 feet per working condition. This effect lasts for 5 turns + your Smarts modifier. 10 TU Radar Tracker From a holographic tracking device to a “borrowed” parking alarm, the radar tracker allows you to detect targets from 10 feet away per working condition. A target can hear the tracker and find you with a DC 10 Notice check. 9 TU Jet Pack From rockets with straps to propelled wings, jet packs allow you to fly at a speed of 50 feet for 1 turn per working condition + your Smarts modifier. Jet Packs can be used once per encounter. 14 TU Tangler Tanglers are anything from a simple lasso to a grappling machine. You must make a attack roll at a target adding only your BAB and your Smarts modifier to hit a Defense of 10 for busted, 15 for working and 20 for perfect. If this hits, the target is tripped and can only move at half their speed for 1 turn for busted bolas, 2 for working and 3 for perfect. Bolas can be used once every turn. 5 TU Knockout Gas High tech chemical agent to a explosion of spices, knockout gas is designed to incapacitate targets in it's choking mists. You can throw knockout gas 30 feet, exploding in a 20-foot burst. Anyone caught in the burst must make a Body save or fall to the ground unconscious. This effect lasts for 3

turns+ working condition + your Smarts modifier. Once used, knockout gas is consumed after 1 use. 7 TU Moving Grenade Moving Grenades are bombs that move around before exploding, ranging from rolling grenades, blow-up bots and exploding chickens. As a move action, you can set up a moving grenade on a projected course of 25 feet + 10 feet per working condition. When a moving grenade runs out of speed or bumps into a target, it explodes in a 10 foot radius, dealing 1d10 damage per working condition + your Smarts modifier. Moving grenades can be used once per encounter. 8 TU Laser Sight Laser Sights range from high-tech head helmet attachments to a laser pointer on your gun. The laser provides a bonus on attack rolls for ranged weapons equal to +1 per working condition and last for 1 minute per working condition, and can only be used once per encounter. 6 TU Auto-Turret From an automatic, roving machine gun to a well put up fruit launcher, the auto-turret is something you (or rather, anybody after you) want to avoid. Anyone within 50 feet of the turret that isn’t you or anybody you designate it not to attack is slot by the turret with an attack bonus of +3 per working condition + your Smarts modifier and deals damage equal to 1d8 + your Smarts modifier + working condition. An auto-turret can only be used once per day and lasts for 2 minutes per working condition. 16 TU Grappling Hook From an automatic hook and rope to an electronic back winch to some rope and a claw, a grapping hook is used to climb up areas quickly. A grappling hook sends sharp claw into the air, gripping onanything it touches. Once it hits something, you a propelled up to 20 feet per working condition, stopping when you reach the end. You can wield a one handed weapon while using a grappling hook. If the grappling hook cannot hit anything, it simply falls to the floor. A grappling hook can only be used once per encounter. 12 TU Mediblaster With a medigun, you can heal someone from a distance, whether through a healing gel blaster, a nanite repair director or an iodine/herb launcher. A medigun heals a target within 30 feet 2d4 damage per working condition regardless of genotype. A medigun can be used three times a day. 14 TU Tracker A tracker is capable of tracing a target by leaving a visible trail. You can slip a target a tracer in combat by making a special attack roll using only your attack bonus and your Smarts modifier. The trail lasts 1 hour per working condition, and glows in the dark. Trackers can be used once per day. 7 TU Breather With a breather, you can breathe in an environment without or with unsafe air. You can breathe like this for 2 hours per working condition, and can be split up between hours. A breathe can be used twice per day. 9 TU

Zip Line Whether it’s a sophisticated cable with a strapped harness to a harpoon, some rope and a really strong coat hanger, the zip line’s function is the same: get you across something you probably don’t want to try to jump over. A zip line sends a cable 35 feet forward per working condition. If the cable hits something, you can travel across it in a full action as long as the ground under you is you’re height +2 feet. You cannot attack while on a zip line. A zip line can only be used once per encounter. 10 TU Chems Pills, needles, herbs, nanobites – chems come in all forms and have all sorts of effects, but all make radical, beneficial changes to your body. Chems only last once, require a tech slot for each type, and don’t stack in slots or effects. Chems last an amount of turns equal to 1+your Smarts modifier. Unlike other tech, Chems only cost 4 TU per working condition. Chems come in the fallowing forms: • Easers: Easers nulls the pain to your body, giving you DR 1/- per working condition. • Stablers: Stablers stops or suppresses your body’s shaking, giving you more control over it. Stablers give a +1 to attack rolls per working condition. • Maulers: Maulers give your body a little more adrenaline, giving you a +2 to melee damage rolls per working condition. • Paybacks: Paybacks are perhaps the most radical kind of chem, paybacks infuse your body with energy, dealing 2 damage per working condition to every creature that hits you in melee. Paybacks come in three colors/flavors to represent their energy types (though to some it might not matter); Blueberry/blue for frost, jalapeño/red for fire, green apple/green for acid, grape/purple for lightning and bubblegum/white for sonic. • Quickers: Quickers enhance the strength and flexibility of your muscles and joints, giving you a +5 bonus per working condition to one speed of your choice. • Money-Makers: Weird considering that nobody uses any monetary system except closed societies, money-makers give a +2 bonus to one of your skills (chosen when gained) per working condition.

Mutations Everybody's a little different. It might be a different eye color, skin tone or the ability to breathe fire. Mutations are radical changes to a creature's physiology, usually by a special type of radiation or a powerful psionic current. Mutations very large and wide, from growing a tail to the ability to send a bolt of lightning. If a mutation has a number of uses per day, you may use an energy point to use gain another use. The DC for mutations is based on 10 + half your level + your Vigor modifier. Mutations come in two categories: benefits and drawbacks. In order to gain a beneficial mutation, you must gain mutation points by taking drawback mutations (mutants gain 4 free mutation points, while evolved and synthetics gain 2). You can strengthen a few mutations by an extra mutation point under one of the empower option. Mutations include: Attribute Wane (Drawback) One of your abilities are weaker than they should be. Decrease one of your abilities by 2. You gain 4 mutation points by taking this drawback.

Acidic Spit (Benefit) You gain the ability to produce projectile acid as a standard action. You can attack a target within 30 feet, dealing 1d6 acid damage. You can use this mutation 3 times a day. This mutation costs 2 mutation points. Empower: +1d6 damage, +2 use Blood Thirst (Drawback) Your body craves the taste of blood. You must consume a pint of blood every day or receive the same penalties as not having a ½ gallon of water. You must still consume water. You gain 2 mutation points when you take this drawback. Brittle Bones (Drawback) Your bones have weakened, making them softer and harder to stand up to impacts. You health points decrease by 3 points. You also take 1d6 more damage from falls. You gain 4 mutation points when you take this drawback. Burrowing (Benefit) You gain the ability to burrow underground. You can burrow through dirt, mud and sand at half your speed. You can also burrow through stone, concrete and soft metal at a quarter of your speed. This mutation costs 4 mutation points. Exploits: +5 feet speed Chameleon Skin (Benefit) You can blend into your surrounding, becoming almost invisible. While staying still, you can gain a 30% miss chance. You also gain a +5 to Stealth checks. Making anything more than a slight movement (such as attack or moving) will remove these bonuses. This mutation costs 4 mutation points. Empower: +5% miss chance and +2 on Stealth Checks Claws (Benefit) You grow sharp talons on your fingers. Your unarmed attacks now deal 1d6 damage, and you gain an extra attack if you take a -3 to attack when you do so. This mutation costs 2 mutation point. Empower: Damage die moved one step Climber (Benefit) With the help of hooks, thick claws or cillia on your body, you can climb your speed on a successful Athletics check and half your speed on a failed. In addition, you gain a +5 to Athletics checks to climb. This mutation costs 3 mutation points. Damage Memory (Benefit) Your muscles are capable of remembering types of injuries and fortifying agaisnt them, absorbing damage like a sponge as a free action. You gain DR 3, which lasts an amount of turns equal to your Vigor modifier. You can activate this mutation 2 times a day. This mutation costs 3 mutation points.

Empower: +1 DR, +3 durration, +1 use Darkvision (Benefit) Your eyes are attuned to see through the dark (although only in black and white). You can see 30 feet in the dark, negating any target's miss chance from being in the dark. This mutation costs 2 mutation points. Empower: +20 feet of dark vision Elasticity (Benefit) You can bend and twist your bony in strange ways. You can squeeze through tight spaces and areas up to 1/10th your height. You don't change mass or height, just shape. This mutation costs 4 mutation points. Elongation (Benefit) You can stretch your body incredibly far. You can increase your melee reach or range increasement for a weapon by 5 feet, taking a -2 to attack rolls. By increasing the size of your legs, you can increase your speed by 5 feet while taking a -1 on Defense during that turn, while stretching your neck gives you a +4 to Notice checks. This mutation costs 5 mutation points. Energy Defusion (Benefit) You can deflect energy off your body. You gain either acid, fire, frost, lightning or sonic resist 5. This mutation costs 2 mutation points Empower: +2 energy resistance Energy Repulsion (Benefit) Your body has adapted to harmful energies. You gain either acid, fire, frost, lightning or sonic resist 10. This mutation costs 4 mutation points. Empower: +3 energy resistance Energy Sensitivity (Drawback) You harmed rather bad when exposed to a specific energy. For every 5 acid, fire, frost, lightning or sonic damage, you take an extra 1 damage. You gain 4 mutation points when you gain this drawback. Enlarged Form (Benefit) You grow in size (small to medium, medium to large, etc.). Along with the usual benefits (larger carrying load, use two-handed weapons with one hand, etc.), you gain a +4 to Might. This mutation costs 5 mutation points. Extra Limb (Benefit) You grow an extra set of limbs. You gain bonuses depending on what kind of limbs you grow. Extra Arms: You grow an extra set of arms. You may equip the arms with two light melee weapons, a pistol or a shield with the normal two-weapon fighting penalties. Equipping a two handed

weapon, such as a heavy melee weapon or a pistol, doubles these penalties. Extra Legs: You grow an an extra set of legs. Your speed increases by 5. You also gain a +3 bonus to being knocked down, and you can stand up as a free action. Extra Head: You grow an extra head. You decrease the penalties for fighting with two weapons by 1. You can also gain a +1 on Swift and Mind saves. This mutation costs 6 mutation points. Fangs (Benefit) You grow sharp canines in your mouth. Your unarmed attacks now deal 1d6 damage, and score a critial hit on a 19-20. This mutation costs 2 mutation point. Empower: Damage die moved up one square Fire Breath (Benefit) You can exhale fire from your lungs. Once per day as a standard action, you deal 3d6 fire damage in a 30-foot cone. A target may half this damage with a Swift save. This mutation costs 5 mutation points. Empower: +1d6 damage, +1 use Frail (Drawback) Your body has a particularly weak immune system. You receive a -2 penalty to Body saves. You can't take the Heroic Fortitude exploit if you have this mutation, and vice versa. You gain 2 mutation points when you take this drawback. Genius (Benefit) Your brain either splinters into two, rapidly produces brain cells or grows to enourmous preportions. Either way, you gain a +2 to Mind saves and a +2 to any two mental stats (Smarts, Aware or Charm). This mutation costs 6 mutation points. Grabbing Tail (Benefit) You grow a thin but strong tail. You are able to grab objects with this tail, as well as hang or grasp with it, freeing both hands. You cannot attack with the tail, and it's not coordinated to use objects that require fine manipulation. This mutation costs 4 mutation points. Hard Skin (Benefit) Your skin is thick and strong, or it may be covered in thick fur, bark or chitten. You gain a +3 to Defense. This mutation costs 5 mutation points. Empower: +2 to Defense Hopper (Benefit) You can jump to incredibly high distances. As a full action, you can jump triple the distance you normally achieve. This mutation costs 2 mutation points.

Empower: Increase distance (tripple to quadruple, quadruple to quintuple, and so on) Horns (Benefit) You grow horns or antlers, capable of causing great harm. You're unarmed attacks now deal 1d6 damage. When making a charge, you deal double damage. This mutation costs 2 mutation point. Empower: Move damage die one step Hypersensitive (Benefit) You have a very wide and sensitive kinetic field. You can sense the position of any target within 10 feet when you stand still. While moving, your range is lowered to 5 feet and you cannot pinpoint a target. This mutation costs 3 mutation point. Empower: +5 feet Heightened Metabolism (Drawback) Your body is vortex to food and drink. You need at least a gallon of water and two pounds of food per day to avoid penalties. You gain 3 mutation points when you take this drawback. Laser Vision (Benefit) You can project deadly beams from you're eyes. Once per day as a free action, you deal 2d4 damage to one target. A Swift save halves this. This mutation costs 5 mutation points. Empower: +1d6 damage, +1 use Life Leech (Benefit) You can take away your opponent's life force once a day as a standard action, dealing 1d8 + your Vigor modifier damage. You heal the damage dealt. This mutation costs 4 mutation points. Empower: +1d6 damage, +1 use Light Vulnerability (Drawback) You have a hard time seeing in bright light. When exposed to sudden bright light, such as sunlight or a flare, you take a -1 to attack rolls as long as you're exposed. You gain 1 mutation point when you take this drawback. Low-Light Sight (Benefit) You can see twice as far in poor illumination (torch light, moonlight, screen glow, etc.) gaining twice the distance of sight. This mutation costs 1 mutation point. Missing Limb (Drawback)

You lack one or more limbs that would be considered vital. You gain penalties based on what limb you lose. Lost Arm: You lose one of your arms. You can't wield weapons that require 2 hands. In addition, you take a -2 penalty on Athletics and Disable Device checks. If you take this drawback twice, you can't weild any weapons (save ones specialy designed for an extra 5 TUs) and the penalties become -4. Lost Leg: You lose one of your legs. Your speed is reduced by 5. In addition, you take a -2 on Acrobatics and Stealth checks. If you take this mutation twice, your speed is reduced by 10 and the penalties double. Lost Head: You lose your head, instead having a face on another part of the body, such as the shoulder or chest. You gain a -2 on ranged attack damage. In addition, you take a -2 on Persuade and Notice checks. You gain 3 mutation points when you take this drawback. You can take this drawback more than once. Multidegree Vision (Benefit) You can see in all sorts of directions, whether from movable eye stalks, a form of ESP or having eyes all over your body. You are no longer unaware at the start of an encounter and you cannot be flanked. This mutation costs 4 mutation points. Overpowering Oder (Benefit) You let out a horrible, drowsy or unnaturally plesant smell from your body, giving anybody within 5 feet of you a -1 to skills and saves. This mutation costs 1 mutation point. Quadruped (Benefit) By either gaining an extra set of legs or the ability to walk on all four legs, you can move at great speeds. You increase your speed by 10 feet. This mutation costs 4 points. Empower: +5 speed Quils (Benefit) Anyone attacking you in melee takes 2 damage from razor sharp quils or bones if they hit. This mutation costs 4 mutation points. Exploits: +2 damage Radioactive Conduit (Benefit) Your body has been infused with radioactive rays. You are immune to low, mild and moderate radiation. In addition, you can send out a blast of radiation in 30 feet once per day. Every creature risks taking 1d6 Vigor damage if they don't succeed a Body save. This mutation costs 5 mutation points. Empower: +2 Vigor damage, +2 DC Reduced Speed (Drawback)

Whether through short, stubby limbs or weak leg bones, you reduce your speed by 10 feet. You gain 3 mutation points when you gain this drawback. Regenerating Cells (Benefit) Your body is able to heal itself at super-something levels. You can heal 1 HP every turn for an amount of turn equal to 3 + your Vigor modifier once per day. You also heal +5 HP after an extended rest. Thus mutation costs 5 mutation points. Empower: +1 HP, +2 duration Separation (Benefit) You can separate your limbs from your body without hurting yourself. Each of your limbs can move by it's own, but take a -2 to attack and skill checks when without your head and enemies gain a 20% miss chance when you can't see them. This mutation costs 4 mutation points. Short (Drawback) You shrink in size (small to tiny, medium to small, etc.). Along with the usual penalties (lower carrying load, only able to hold light weapons, etc.), you take a -4 to Might. You gain 4 mutation points when you take this drawback. Shapeshifing (Benefit) You can change your physical appearance. Three times a day, you can change your physical appearance to any creature of your size (medium to medium, small to small). This effect lasts 3 turns + your Vigor modifier. This mutation costs 4 mutation points. Empower: +2 durration Shocker (Benefit) Your body is able to emit powerful bursts of electricity. Once per day as a standard action, you can send a bolt of electricity in a 30 foot line, dealing 4d6 lightning damage. A target may half this damage by making a Swift save. This mutation costs 4 mutation points. Empower: +1d6 damage, +2 DC Smoker (Benefit) You can emit an inky cloud of smoke. Once per day as a free action, you surround yourself in a black fog, offering a 20% miss chance to anyone in the area and obscuring your position. You can also create this cloud underwater. This cloud lasts 3 turns + your Vigor modifier, but can blown away in 1 with a strong enough wind. This mutation costs 2 mutation points. Empower: +1 use, +5% miss chance, +2 durration Sonic Blast (Benefit) You can produce a low or high pitched screech once per day as a standard action, dealing 2d6 sonic damage to every creature within 5 feet. This mutation costs 5 mutation points.

Empower: +1d6 damage, +5 feet range, +1 use Tail (Benefit) You grow a long, thick tail capable of battering and stunning your opponents. Your unarmed attacks now deal 1d6 damage, and once per day, you can give a target a -2 to Defense if it doesn't make a Body save. This mutation costs 2 mutation points. Telepathic (Benefit) You can create a bond between you and any target within 50 feet with a Smarts of at least 6. You cannot get information out of the target as the Telepathy power. This mutation costs 5 mutation points. Empower: +10 range Telekinetic (Benefit) You are able to move small things with your mind. Any object you see weighing up to 5 pounds can be moved up to 15 feet. You cannot throw these objects as the Telekinesis power. This mutation costs 4 mutation points. Empower: +5 pounds, +5 feet Temperature Sensitive (Drawback) Whether your cold blooded or have extremely thin skin, you take double damage from extreme heat and cold. You gain 1 mutation point when you take this drawback. Tentacle (Benefit) You grow a large tentacle from somewhere on your body. You are able to grab objects with this tail, as well as hang or grasp with it, freeing both hands. You can attack with the tentacle, your unarmed attacks now dealing 1d6 damage, but it can't be used to manipulate fine objects. This mutation costs 5 mutation points. Empower: Move damage die one step up Thin Skin (Drawback) You have thin, easily broken skin. You take 1 more damage every time you take HP damage. You gain 5 mutation points when you take this drawback. Wings (Benefit) You grow powerful wings, such as that of a birds or a bats. Alternatively, you may grow large, rotating flaps or blades on your back. You gain a fly speed equal to your land speed. This mutation costs 5 mutation points. Empower: +5 speed Water Breathing (Benefit)

You've developed gills or the pressurized lungs, allowing you to breathe underwater (or anything part water, such as tea or juice). This mutation costs 2 mutation points. X-Ray Vision (Benefit) Your vision allows you to see through solid objects. You can see up to 1 inch of metal, 1 foot of stone and 3 feet of wood, dirt and plaster. Lead still blocks your vision. If there is nothing blocking your vision, you may still see up to 20 feet, light or dark. This mutation costs 6 mutation points.

Trade Money makes the world go around. Well, it did, anyway. Paper and coin have been tossed to the side in all but the most secluded and orderly of places. Random but useful junk has become the new currency of the world after the end. Trade is determined by bartering and exchanging different goods. Instead a specific amount of currency, items are measured by Trade Units, also known as TU. Buying items cost full price, whileselling items use half their price. Weapons Light Melee

Damage

Critical

Weight

TU

Chopper

1d4

18-20, Double

1 lbs.

2

Basher

1d6

19-20, Double

2 lbs.

2

Stabber

1d4

Quadruple

1 lbs.

2

Medium Melee

Damage

Critical

Weight

TU

Chopper

1d8

19-20, Double

6 lbs.

4

Basher

1d10

Double

8 lbs.

4

Stabber

1d6

Triple

4 lbs.

4

Heavy Melee

Damage

Critical

Weight

TU

Chopper

1d12

19-20, Double

15 lbs

7

Basher

2d6

Double

20 lbs.

7

Stabber

2d4

Triple

10 lbs.

7

Weapon

Damage

Critical

Range Ammo Used Clip

Reload Time

Weight TU

Pistol

2d4

19-20/Double

40 ft

1

6

Move

Rapid Fire

2d6

Double

60 ft.

1

12

Move

Burst Shot

2d8

Triple

30 ft

1

6

Move

7 lbs

9

2

Blaststick

2d10

Double

70 ft

1

5

Standard

7 lbs

7

2

2 lbs

Ammo TU

3

1

10 lbs 10

2

Longshot

2d12

19-20/Double 150 ft

1

4

Heavy Duty

2d12

Double

Plasma

2d8

Boomer

4d6

Standard 16 lbs

12

3

50 ft

1

10

Full

50 lbs

15

4

Double

50 ft

1

10

Full

30 lbs

15

4

Triple

60 ft

1

1

Full

15 lbs

15

4

Thrown Weapon

Damage

Critical

Range

Weight

TU

Light Thrown

1d4

Double

20 ft

1

1

Heavy Thrown

1d6

Double

10 ft

2

2

Bombs Bomb

Damage

Area

Save

Weight

TU

Frags

3d6

15 ft

Ref 15

1 lbs

4

Stuner

Stun

10 ft

Fort 14

1 lbs

3

Mines

3d8

10 ft

Ref 15

1 lbs

6

Energy

2d8

10 ft

Ref 15

1 lbs

4

Smoker

20% Miss

20 ft

-

1 lbs

2

Damage: The amount of damage your weapon does a successful hit. Critical: The amount of damage your weapon does on a critical hit. Range: The amount of distance you can fire to without receiving a range penalty. You receive a -1 to your attack per 5 feet traveled. Ammo Used: The amount of ammo you use per shot. Clip: The amount of ammo you can hold in a clip before reloading. Reload Time: The time it takes to reload. Area: How large the blast of the bombs is. Save: The required save to resist or shake off the effect. Weight: How much the weapon weighs. TU: How much a weapon and ammo costs.

Armor Armor

Type

Bonus Check Penalty

Speed

Weight

TU

Mobile Light Armor

Light

+1

0

-0

5 lbs.

2

Light Armor

Light

+2

-1

-0

15 lbs.

4

Reinforced Light Armor

Light

+3

-2

-5

20 lbs.

6

Mobile Heavy Armor

Heavy

+6

-2

-5

30 lbs.

10

Heavy Armor

Heavy

+7

-3

-10

40 lbs.

12

Reinforced Heavy Armor Heavy

+8

-4

-15

50 lbs.

14

Small Shield

Shield

+1

0

-

5 lbs.

1

Large Shield

Shield

+2

-1

-

10 lbs.

2

Great Shield

Shield

+3

-4

-

15 lbs.

4

Type: What class this armor is. Bonus: The Defense the armor provides. Check Penalty: The penalty the armor gives on Acrobatics, Athletics, Disable Device and Stealth checks.

Gear & Misc Gear

Weight

TU

Med/Repair Kit

5 lbs.

5

Tool Kit

3 lbs.

3

Water Canteen (1 Gallon)

2 lbs.

1

Food (2 day)

1 lbs.

1

Light, Torch

1 lbs.

1

Light, Pinpoint

1 lbs.

2

Pouch

-

1

Light Bag

1 lbs.

2

Heavy Bag

4 lbs.

4

Scopes

1 lbs.

2

Geiger Counter

-

3

Time Keeper

-

1

Fire Maker

-

3

Map

-

1

Navigator

-

2

Rope

5 lbs.

2

Survival Gear

15 lbs.

5

Pad

1 lbs.

1

Video/Audio Recorder

2 lbs.

2

Entertainment Device

1 to 5 lbs.

2

Communicator Set

1 lbs.

3

Energizers (2)

-

1

Recharger

2 lbs.

4

Gasoline (1 Gallon)/Good Feed

1 lbs.

1

Ethanol (2 Gallons)/Poor Feed

1 lbs.

1

Trade Item

Weight

TU

Jewelry

- to 10 lbs.

1 to 10

Computer/Printing Press

40 lbs.

10

Farm Creature/Machine

5 to 50 lbs.

4

Herd Creature/Work Machine

300 lbs.

6

1 Pound of a Trade Good

1 lbs.

1 to 4

Land Mover

Power

Mobility

State

Space

Size

TU

Mount/Bicycle

0

4

1

1

Medium

6

Car

2

6

4

4

Large

15

Motorcycle

1

8

2

2

Medium

12

Sports Car

1

8

3

3

Large

28

Van

2

5

5

5

Large

18

Buggy

1

6

3

3

Large

14

Truck

2

5

6

6

Huge

25

Bus

3

4

7

7

Huge

35

Constructor

4

3

9

6

Collosal

45

Tank

5

2

12

8

Gargantuan

60

Water Mover

Power

Mobility

State

Space

Size

TU

Rowboat/Mount

0

3

1

1

Large

8

Jet Ski

1

6

2

1

Medium

14

Speed Boat

1

7

4

4

Large

18

Boat

2

5

5

6

Huge

24

Hovercraft

3

6

3

5

Large

29

Submarine

6

2

9

8

Gargantuan

70

Air Mover

Power

Mobility

State

Space

Size

TU

Balloon/Mount

0

4

1

1

Large

12

Ultralight

0

5

2

1

Large

18

Helicopter

1

7

4

3

Huge

30

Air Ship

2

6

6

4

Gargantuan

40

Jet

2

8

7

3

Gargantuan

50

Fighter Jet

4

8

8

4

Huge

65

Attack Helicopter

6

10

8

2

Huge

75

Land Movers

Water Movers

Air Movers

Weapons

When negotiations fail (or are never started), there's always a weapon. Weapons are items used to enhance you're offensive capabilities. Weapons are divided into four categories: melee, ranged, thrown and bombs. Melee and thrown weapons can be used up close, while ranged, thrown and bomb weapons can be used at a distance. Weapons include: Chopper: Weapons, such as swords, axes, saws, whips, chainsaws, vibroblades and beam swords, that are used to cut things. Light and Medium choppers can be held in one hand, while Heavy choppers require both. Basher: Weapons, such as maces, flails, clubs, hammers, staffs, bats, crowbars, shovels, batons and powerfists, that are used to bludgeon things. Light and Medium bashers can be held in one hand, while Heavy bashers require both. Stabber: Weapons, such as knives, spears, picks, spikes, shivs, pokers, drills, forks and energy pikes, that pierce into things. Light and Medium stabbers can be held in one hand, while Heavy stabbers require both. Pistols: Light ranged weapons held in one hand, such as magnums, hand crossbows, laser pistols, nail shooters, flintlock pistols and Zzzzzapers!TM. Pistols are usually duel-wielded, as a cheap alternative or for a last defense. Rapid Fire: These weapons such as compound bows, submachine guns, assault rifles, railguns and beam rifles, can shoot many times before needing to reload. Burst Shots: These weapons, such as POW!-er gloves, sawed-off shotguns, bee launchers and wave guns, are built to do devastating blasts at close range. Boomsticks: These weapons, such as crossbows, hunting rifles, laser rifles and plasma blasters, are built for mid to long range combat. Longshots: These weapons, such as sniper rifles, steambows, percision beams and blowguns, are built for long range and often hidden attacks. Heavy Dutys: These weapons, such as blunderbusses, miniguns and proton packs, shoots large, precise slugs or high-speed bullets to tare apart a target. Plasmas: These weapons, such as an alchemist blaster, chemical throwers and M.E.R.D.'s, shoot streams of chemicals that become volatile and harmful energies. Energies include acid, fire, frost and lightning, and switching between energy types is a free action. Ammo for plasmas only cover one type of energy. Boomers: These weapons, such as man-o-pults, potato launchers, bazookas, grenade launchers and anti-matter rays, launch powerful explosive-infused ammo into a precise spot. Thrown: These weapons, such as shurikens, throwing knives, javalins, charkams, darts, bolas and yo-yos, can be used in either melee or ranged combat. Once used in melee combat, a thrown weapon can not be used until retrieved. Frags: Bombs, such as hand grenades, dynamite, pipe bombs, Gamma-Tonic & Minty Mints bottles, and gravitators, blow up in a loud, flashy explosion. Stuners: Bombs, such as blinding powder, flash bombs, and mind-scramblers, disable targets in it's

radius. Targets who fail their save against a stunner receive a -2 to attacks, Defense and saves for 5 turns. Mines: Bombs, such as nail bombs, land mines, C-4 and stickers, blow up when a target steps within 5 feet. Energy: Bombs, such as molotov cocktails, acid flasks and plasma orbs, light up in a blast of energy. Energy bombs come in acid, fire, frost, lightning and sonic types. Smokers: Bombs, such as smoke grenades, darkness generators and air-squid launchers, block the line of sight for characters. Armor If a weapons are used to prove a point, than armor is the counter point. Armor increases you're Defense, making it harder to hit you. Armor comes in three categories: Light, Heavy and Shield. Armor comes in two variaties: mobile and reinforced, while shields come in three sizes: small, large and great. Light Armor: Armor made out of light-weight, but hardy materials such as wood, bone, soft metal, plastic, thick rubber, kevlar, light forcefields and strong leathers, hides and scales. Light armor provides less protection than heavy armor, but you move at normal speed and can apply your Agility or Smarts modifier to your Defense (whichever is higher). Light armor takes 5 turns to put on. Heavy Armor: Armor made out of heavy, strong materials such as hard metals, hard plastics, crystal, strong forcefields, powerful nanites and parts of very strong animals. While it provides the best protection armor can have, but your speed is lowered and you can't apply your Agility or Smarts modifier to your Defense. Heavy armor takes 1 minute to put on. Mobile: A variety of armor that is usually more flexible, has sectioned plates or has it's material thinned. Mobile armor has a lower Defense bonus but has a lower skill and speed penalty. Reinforced: A variety of armor that is usually made with extra materials, more coverage or is made thicker. Reinforced armor has a higher Defense bonus but has a higher skill and speed penalty. Shield: Sheilds are straped to the arm and are used to deflect attacks and block attacks. Shields are straped or held on your offhand and only need a move action to put on. Shields come in three sizes: small, large and great. You can hold items (but not weapons) in your offhand with a small shield, but not a large or great one. For triple their cost, small and large shields can double as throwing weapons, small counting as light and large counting as heavy. Gear Practically is king in a world after the bomb, and versatility is the queen. There's a whole court of utilitarian terms, but none of them involve items right now. Gear is a catch all term for useful items that don't fall into stuff used for smashing stuff or defending against smashes. Gear includes: Med Kit: From ground herbs to a first aid kit to cell regeneration sprays, med kits allow you to heal organic characters and devices with the First Aid skill. A med kit is used up after 5 uses. Repair Kit: From a simple tool kit to nano-converters, repair kits allow you to heal synthetic

characters and devices with the Repair skill. A repair skill is used up after 5 uses. Tool Kit: From a smith's hammer to a musical instrument, tools are used to preform certain tasks that don't fall under any of the gear here. Water Canteen: From an actual canteen to a water bottle to an auto-hydrator, a water canteens are used to hold a gallon of water, but can hold any non-caustic substance (like the stuff that would burn you're hands if you tried getting it in). Food: Anything that fit's in your mouth and gives sustenance without drop-to-your-knees-in-anhour pain is considered food. Light, Torch: A torch light, from an actual torch to a glow stick to a luminance cube, sheds light with 30 feet, negating the miss chance from darkness within the radius. Torch lights use energizers. Light, Pinpoint: A pinpoint light, from a bullseye lantern to a flashlight to an shade canceler, sheds light in a 60-foot cone, negating the miss chance from darkness within the radius. Pinpoint lights use energizers. Pouch: A small container of any kind, a pouch adds 5 pounds to your encumbrance limit. Backpack, Light: A sling over the shoulder case, a light backpack adds 15 pounds to your encumbrance limit. Backpack, Heavy: A rather large container, a heavy backpack adds 30 pounds to your encumbrance limit. Scopes: From a spyglass to binoculars to range finders, scopes double your range of sight. This provides a +2 to Notice checks relating to sight. Geiger Counter: A small device that is capable of detecting radiation, the geiger counter does just that, showing the level of radiation an object or creature carries. Geiger counters use energizers. Time Keeper: Pocket watch, digital wrist watch and holograph clock; all keep time and possibly date. Time keepers use energizers. Fire Maker: From a match to a lighter to a solar discharger, a fire maker lights things aflame. Firmakers use energizers. Map: A guide to the geography of a certain place, maps include 20 mile area maps, a road atlas, a city guide and a world map. Navigator: From a lodestone to a compass to a fully automated GPS, a navigator shows what direction you're going. Rope: A length of twisted fibers, usually made from cloth, plastic or metals, ropes are used for climbing or pulling things. Survival Gear: A piece of equipment that allows you to be comfortable and not dead in a specific environment. They don't provide totally immunity, but it gives a bonus. Gear types include heat, cold, altitude and radiation. There's also the vacuum/space variety, but that costs double.

Video/Audio Recorder: From a disposable camera to a hologram recorder to a shoulder parrot, a video/audio recorder stores and repeats up to 2 hours of video or audio. Video and audio recorders cost twice as much. Video/Audio recorders use energizers. Communicators: From two walkie talkies to a SAT com network to a pair of psionic cups with strings attached, communicators allow two characters to talk with each other on up to 5 different channels. Communicators use energizers. Entertainment Device: From an MP5 to a portable TV to a Gamebuddy, entertainment devices stave off one of the new world's most fatal dangers: boredom. Entertainment devices give a +3 bonus to influence when used as a gift or bribe. For triple the cost, an entertainment device can be rigged to pick up radio and digital signals. Entertainment devices use energizers. Pad: Fom a journal to a PDA to an acutal datapad, books and datapads hold about 40 pages, usually taking notes, doing complex math, sketching and, most importantly, expressing your feelings and doodling. Energizers: From batteries to fusion cells to little oil to even food, energizers are used to power. Everytime a device that uses an energizer is used, roll a d20. If you roll a 1, the energizers are dead and need to be recharged. Alternately, every 3 hours the device is left on, make the roll. Recharger: From an alchemist lab to a solar power to a synthetic oil generator, a recharger charges energizers. A recharger can charge 2 energizers at a time. When plugged into an electrical outlit, it only takes 2 hours to charge both energizers. If you feed it a half gallon of gasoline, it takes 4. If you feed it a half gallon of ethanol, it takes 6 hours. If left out in the sun (or heat source), it takes 8 hours. For double the cost, a recharger can charge 4 energizers at a time. Gasoline/Good Feed: Gasoline and good feed is used to fuel movers and allow them to move an optimum efficiency and speed. Ethanol: Ethanol and poor feed is used to fuel mover and while it does slow it down somewhat, it's cheaper than gasoline or the good stuff. Hunger & Thirst One of the greatest treasures after the bombs fell isn't gold or gems, but water and food (preferably with sprinkles). Characters need at least half a gallon of water and a half pound of food to survive. For every day you go without eating and drinking, a character takes a -1 on attacks, Defense, saves and skill checks until after 7 days, after which they die (or run out of power). If they can eat, but not drink, these penalties only come every 2 days. If they can drink but not eat, these penalties only come every 4 days. Diet

Penalty per Day

Death

Food & Water

None

When someone does you in...

Water

Every 4 days

Day 28

Food

Every 2 days

Day 14

Nothing

Every day

Day 7

Combat

Reaction Roll At the beginning of combat, each character and target rolls for their reaction roll to see who goes first, second, third, etc. The players roll for the characters, while the referee rolls for Reaction is determined by d20 + your Agility modifier + any other modifiers. If only one side of the fight knows of their opponents, only the aware side rolls. Any characters or targets caught unaware gain a -2 to Defense and Saves until the beginning of their turn. Action Each character and target gains a certain amount of time allowed to do on their turn. This is represented by actions. Each character has four action options: free, move, attack and full. You can preform an attack action and a move action (or vice versa), two move actions, or one full action. Attacking Each character and target has the ability to attack. Whether this is with their fists, a pistol or some kind of strange combination between a shotgun and a nuclear weapon is up to them, but all attacks share the same basic formula depending on whether it's a melee attack or a ranged attack.Melee Roll: d20 + attack bonus + your Might modifier + sizeRanged Roll: d20 + attack bonus + your Agility modifier + size – range penaltyA size bonus/penalty depends on your size and what kind of attack it is. If larger than Medium, add your size bonus when using a melee attack, and subtract when using a ranged attack. If smaller than Medium, subtract your size modifier when using a melee attack, and add when using a melee attack.If your attack roll is the same or better than the target's Defense, roll for damage. Damage When you hit someone or something, roll for damage. Damage is based on the damage die for your weapon. When attacking with a melee weapon, add your Might modifier. Protection Protection measures how hard is to take you and others down. Protections include: Defense: How hard it is to hit you. The higher, the better. This is increased by your armor, shield, Agility modifier, natural armor and any other modifiers. Body: How much you can physically stand or resist something, such as disease, radiation and poison. This is increased by your Might or Vigor modifier and other modifiers. Swift: How well you can dodge an effect, such as area attacks like explosions and traps. This is increased by your Agility or Smarts modifier and other modifiers. Mind: How well you can resist mental effects, such as some psionic abilities, psychological effects and attempts to control your mind. This is increased by your Aware or Charm and other modifiers. Heath Points The golden rule in the world (besides the obvious, more moral one) is if it moves, it might as well be alive. Everybody, character or target, actually alive or reanimated, has health points (or HP). If

protection shows how hard it is to take down something, HP show how long it takes. To determine your health points, roll your health die a number of times equal to your level. Add your Vigor modifier to the rolls. For example, if you have a d10 hit die, 14 Vigor and are level 4, roll 1d10 and add your Vigor modifier 4 times. You start out with the max die result at level one. When you are lowered to 0 HP, you are staggered. While staggered, you take 1 damage every turn. You can take a move or standard action on your turn, but you take an additional 1 damage. When you reach -10 HP you die. A DC 15 First Aid/Repair check brings the target up to 1 HP (DC 20 for an inappropriate target). You can also roll a d20 to stabilize, DC 15. You add your Vigor score to this roll. You heal 1 HP every 10 minutes and heal your level + your Vigor modifier HP points after a 6 hour rest. Speed Speed measures how fast you can move on a turn. You can move double your speed if you take a double move action. Auto-hits and Misses When you roll a 20, you hit the target regardless of the target's Defense and score a critical hit. When you roll a 1, you automatically miss, regardless of your attack bonus as well as fumble. Critical Hits and Fumbles When you roll a 20 while attacking, you deal a critical hit. A critical hit deals double damage. Some weapons (particularly melee weapons) do special critical hits, such as doing more damage and scoring on a lower roll. When you roll a 1 while attacking, you fumble. Your attack not only fails, but you gain a -5 penalty to attacks on your next turn. Flanking While attacking a target in melee with an ally also attacking them, you gain a +1 to attack rolls. Aiming You take a move action with a ranged weapon to gain a +2 to attack roles. Helping You can grant a character a +2 to an attack, Defense or a saving throw on their turn by taking a standard action. Grabing When making an unarmed attack, you can try to wrestle a target instead of doing damage. When you hit a target, you can go into the targets space, making you both unable to move on land. While in this state, you and the target can attack with unarmed and light melee attacks, pistols, psionics,

tech and mutations, but take a -4 to attacks and a -2 to Defense. You can get out with another successful attack roll. Two-Weapon Fighting While fighting with two weapons, you gain a extra attack based on the circumstances. These penalties apply to both you're weapons depending on which hand it's in. Circumstances

Primary Weapon

Secondary Weapon

No exploits and no light weapons

-6

-6

Secondary weapon is light or a pistol

-4

-4

Two Weapon Offense exploit

-4

-4

Both of the above

-2

-2

Movers Let's face it. It's pretty damn inconvienient to walk everywhere after the apocalypse. Many vehicles Stats Movers have 4 stats: force, mobility, state and space. Force is the amount of damage a mover can do. Every time you win a roll against your opponent, you lower the mover's state by the amount of Force you're mover have. Mobility is how many spaces the mover can move. Making a turn require two spaces. State is the condition of the vehicle. Every time the vehicle is damage, subtract from the vehicle's State. A mover's state is increased every for every 2nd level of the driver. Space is how much you can store in a mover. You can store objects, modifications and people with space. A driver takes up one space. Fuel Movers require fuel to move. Movement lasts as long as the fuel does. You can only have one kind of fuel at a time. Fuel includes: Gasoline: Movers can move 10 turns per gallon of gasoline with no bonus or cost to moblity. Ethanol: Movers can move 5 turns per gallon of ethanol and at -1 mobility. Actions Movers have a number of actions, the same as characters. Movers have different actions than characters or targets. Free: Used to talk, stop and reverse. Move: Used to move at the Mover's speed.

Standard: Used to attack and move at double speed. Moving at double speed requires 2 gallons of fuel. Full: Used to go turbo. You move at five times your speed. Moving while in turbo requires 5 gallons of fuel. Combat Fighting with movers is like fighting in melee unless you have the Ranged mod; you have to next to the other mover in order to attack. When you or the other driver attack, each driver must roll a d20. Whoever has the highest roll attacks and subtracts their Force from the target's State. Mover-to-Person Comabat You can use your mover while in regular combat. It takes a standard action to move and a full action to attack, and you can only move at half speed. Free actions remain the same. You also take a -2 to attacks and Defense. The Road Warrior exploit lessens these penalties. A mover does 2d8 damage for every point of Force A mover has a speed of 15 for every point of Mobility A mover has 20 HP for every point of State.

Mods Sure, regular weapons, armor and movers are good by themselves, but wouldn't it be better to have a shotgun that can shoot lightning caps instead of regular caps? Or, say a truck with a mounted laser canon on it? That's where mods come in. Mods are add ons for your weapons, armor and vehicles. Mods are used to help make combat and, in general, lives much easier. Mods come in two forms: enhancements and add-ons. Enhancements make an item better at what they already do, while add-ons add a new feature. Weapon Mods Weapon mods increase your ability to attack and deal damage. All moded weapons have an enhancement bonus, an increase in attacks and damage ranging from 1 to 3. In order to have an addon, the weapon must have an enhancement bonus. Enhancement bonuses stack, so if you have a +1 weapon and wish to increase it's bonus to +2, you just have to pay 10 TU instead of 20. The costs ofenhancement bonuses are: Equipment Bonuses

Cost

+1

+10

+2

+20

+3

+30

Add-ons, meanwhile, give abilities such as energy damage or the ability to leave bloody wounds.

Wounding Your weapon can cause a bloody gash. When you score a critical hit with a Wounding weapon, the target takes an additional 1 damage every turn until it staunches the bleeding (a DC 15 First Aid/Repair check). This mod is equal to 18 TU. Roaring Your weapon is capable of producing a powerful sonic burst, dealing an extra 1d4 sonic damage per hit. This mod is equal to 12 TU. Stunning Your weapon is capable of stunning a target. On a critical hit, the target cannot attack or move for 1 turn unless it succeeds a DC 15 + enhancement bonus Body save. This mod is equal to 16 TU. Distance Your ranged weapon is capable of hitting targets from even longer distances. A Distance weapon increases it's range increasement by half. This mod is equal to 11 TU. Homing A Homing weapon closes in on the target, negating half it's miss chance (30% to 15%, for example). This mod is equal to 17 TU and can only be added to ranged weapons. Bane A Bane weapon is feared by whoever it hunts. A Bane weapon gains a +1 to attacks and a +1d4 to damage against a particular creature type (such as mutant or machine). This mod is equal to 12 TU. Acidic Acidic weapons are coated with a caustic acid, dealing an extra 1d4 acid damage per hit. This mod is equal to 12 TU. Fiery Fiery weapons produce a flame coating weapon or ammo, dealing an extra 1d4 fire damage per hit. This mod is equal to 12 TU. Cold Cold weapons are icy to the touch, dealing an extra 1d4 frost damage per hit. This mod is equal to 12 TU. Shocking Shocking weapon is charged with electricity, dealing an extra 1d4 lightning damage per hit. This mod is equal to 12 TU. Fortunate A Fortunate weapon calculates the odds in combat, adding a +1 to the user's Defense. This mod is equal to 11 TU. Extending Extending melee weapons allow their user to attack from an extra 5 feet away three times a day. This mod is equal to 12 TU and can only be added on melee weapons. Energy Burst Energy Burst weapons are the same as acidic, cold, fiery, roaring and shocking weapons, but in addition to the extra energy damage, an Energy Burst weapon deals an extra 1d6 damage on a

critical hit of the same energy type. This mod is equal to a 16 TU. Extra Ammo An Extra Ammo ranged weapon carries double the ammo of a regular ranged weapon. This mod is equal to 5 TU. Invisible Ammo An Invisible Ammo makes it's projectiles unseen, granting the user the ability to flank for 5 turns with a +1 bonus instead of a +2. This mod is worth 21 TU. Only ranged weapons can have Invisible Ammo. New Use Whether through advanced building process, a large chain or rope or the miracle of duck tape, you have combined you're weapon with something else. This may be an item, a shield, even another weapon! A weapon with a secondary weapon can be used for two-weapon fighting, but they incur the normal penalties. Switching between the uses is a free action. This mod is worth half the TU of the added item. Shrunk The weapon has been shrunk down to a smaller size, decreasing it's damage but making it more precise. A Shrunk weapon lowers its damage die by one, but improves it's critical damage by one step (Double to Triple, Triple to Quadruple, etc.). Only ranged weapons can be shrunk. This mod is worth 4 TU. Huge The weapon has been made into a gigantic size. Increase the damage of the weapon by one die, but decreases it's critical damage by one step (Triple to Double, etc). A weapon that has Double critical damage instead do an extra half instead of double damage. This mod is worth 6 TU. Armor Armor and shield mods increase your Defense. All moded armors and shields have an enhancement bonus, an increase in Defense ranging from 1 to 3. In order to have an add-on, the armor or shield must have an enhancement bonus. Enhancement bonuses stack, so if you have a +1 armor and wish to increase it's bonus to +2, you just have to pay 10 TU instead of 20. The costs of enhancement bonuses are:

Equipment Bonuses

Cost

+1

+10

+2

+20

+3

+30

Add-ons, meanwhile, give abilities such as resistance to an energy type or an increase on a save. Acid Resistant An Acid Resistant armor or shield, usually an unreflective gray-black color or having venomous reptile themes, gives the you Acid Resist 10. This mod is equal to 14 TU. Bashing

A Bashing shield, in addition to granting a Defense bonus, can be used to attack as a light basher weapon and can be used to fight with two weapons. You can now also enhance a Bashing shield as a weapon. This mod is equal to 13 TU. Blinding (Shield) A Blinding shield allows you to emit a 20-foot cone of bright light, blinding anyone who doesn't succeed a DC 15 + enhancement bonus Swift save. This mod is equal to 11 TU. Blurring A Blurring shield distorts your body, granting you a 20% miss chance. You can use this ability twice per day. This mod is equal to 16 TU. Damage Resistance Damage Resistance armor or shield gives you DR 3. This mod is equal to 16 TU. Optionally, the armor can give you DR 6 and is equal to 25 TU. Fire Resistant A Fire Resistant armor or shield, often red and barring dragon motifs or flashing lights and shield emblems, gives you Fire Resist 10. This mod is equal to 14 TU. Frost Resistant A Frost Resistant armor or shield, often blue with winter themes or being adorned with lots of fur, gives you Frost Resist 10. This mod is equal to 14 TU. Fortified Fortified armor negates critical hits and extra damage from the Assassin exploit 25% of the time. This mod is equal to 15 TU. Optionally, this armor negates 50% of the time and is equal to 22 TU. Lightning Resistant A Lightning Resistant armor or shield, often purple with storm imagery or with dozens of lights and tesla coils, gives you Lightning Resist 10. This mod is equal to 14 TU. Pushing (Shield) A Pushing shield pushes a target 5 feet if they don't succeed a DC 16 + enhancement bonus Body save. This ability can be activated 2 times a day. This mod is equal to 17 TU. Sonic Resistant A Sonic Resistant armor or shield, often yellow and glistening or with various musical devices and symbols attached, gives you Sonic Resistance 10. This mod is equal to 14 TU. Safety A Safety armor or shield, most often decorated with cuation and warning signs or surrounded by very soft materials, gives you a +1 to all saves. This mod is equal to 14 TU.

Environment Weather You move through snow, sleet and rain to do whatever it is your doing. Weather comes in a number of forms, but a few are something to particularly worry about. Rain: Heavy rainfall obscures and weighs down people and objects. Characters and targets can only

see within 50 feet of themselves, and gain a -2 penalties to Notice and ranged attack rolls. Fires without any kind of protection are extinguished. In a particularly bad storm, increase penalties to Notice and ranged attack rolls to -4. In addition, lightning arcs down, dealing to 3d6 lightning damage to a random target. Snow: Snow is cold and hard to move in. Treat a snow storm as rainfall, while also decreasing speed by 10 feet and giving. If the snow becomes incredibly heavy (say, after about 2 hours) decrease speed by 20 feet and treat the vision as if in the dark (miss chance and all). Lightning may arc down, dealing 2d6 lightning damage to a random target. Hail: It's a no-brainer that being under falling balls of ice would hinder you a little. Acrobatics and Notice checks take a -4 penalty. All targets without shelter also take 1 damage per turn. Cold It's only a few degrees that separates chilly from “freeze-to-death” weather. Whether because of nuclear winter or a natural arctic, the cold can be as deadly as a horde of zombies. Cold only deals damage if it's under 20 degrees. Before that, the cold is uncomfortable, providing a -2 to skill checks. At 20 to -10 degrees, cold becomes frigid cold and starts dealing 1 frost damage per minute in addition to the penalties. At -10 to -30 degrees, frigid cold becomes immense cold and starts dealing 3 frost damage per minute. In addition, immense cold provides a -2 on attack and skill checks. At -30 degrees and bellow, immense cold becomes hellrime cold and starts dealing 5 frost damage per turn. In addition, hellrime cold provides a -4 on attack and skill checks. Wearing heavy winter clothing (such as those provided by cold survival gear) provide immunity to the effects of regular and frigid cold, and negates the damage from immense cold. Heat Some like it hot, but nobody likes it when it becomes boiling. Whether from a natural heat wave to a deadly case of regional warming, heat can be dangerous. Heat only deals damage at 100 degrees or above. Before that, heat is just uncomfortable, giving a -2 on skill checks. At 100 to 130 degrees, heat becomes insufferable heat and starts dealing 1 fire damage per minute in addition to penalties. In addition, you must eat and drink double the amount to survive. At 130 to 150 degrees, insufferable heat becomes intense heat and starts dealing 3 fire damage per minute. In addition, intense heat provides a -2 on attack and skill checks. At 150 degrees and above, intense becomes abysmal heat and starts dealing 5 fire damage per turn. In addition, abysmal heat provides a -4 on attack and skill checks, and you must eat and drink quadruple the amount to survive.

Wearing very spacious and heat reflecting clothing (such as those provided by heat survival gear) provide immunity to the effects of regular and insufferable heat, and negates the damage from intense heat. Altitude As awesome as standing on a plane would be, there's a reason people don't do it: One, you can fall and die (see below) and two, it gets very hard to breathe. Altitude represents how far characters go upward. From 5,000 feet and below, characters suffer no penalties from altitude, mostly because they're still on the ground. From 5,000 feet to 15,000 feet, characters suffer a -2 on attack, Defense and skill checks. From 15,000 feet and above, character take 1 damage per turn in addition to the penalties above. Using altitude gear negates the penalties of going up 5,000 to 15,000 feet. Falling Even with the tallest building and mountain ranges leveled, you should still watch where you step. Character take 1d6 damage for every 10 feet they fall. If a character falls on to a soft surface (water, hay, pillows), the damage is halved. If the character succeeds an DC 15 Acrobatics check, they ignore 1d6 damage and 1d6 more damage if they exceed the check by every 5 more. Falling Objects If savage robots and killer mutants weren't enough, now even the sky can be dangerous. When an object falls on a character, it deals 1d6 damage for every 15 pounds and 20 feet fallen, an object deals 1d6 damage. Radiation Radioactivity doesn't always end with mutation and snazzy crime fighters. Most of the time, radiation degrades even the most hardy characters. When exposed to a radioactive source, a character must make a Body save to resist or half radiation and every hour after exposure. If they fail, they take Vigor damage, and if they're Vigor goes down to zero, they turn in swallow, glowing corpses. Radiation Level

Body Save

Damage per Minute

Save Damage Max Mutation Value

Low

13

1 Vigor

-

1

Mild

15

1d4 Vigor

1 Vigor

2

Moderate

17

1d6 Vigor

2 Vigor

4

Strong

20

1d8 Vigor

1d4 Vigor

6

For every 1 Vigor damage you take, there is 10% of gaining of a mutation. There's 30% chance of it being a benefit, and a 70% chance of it being a drawback. The mutation has a maxiumum value

according to the radiation level. Radiation survival gear gives a +5 bonus to Body saves against radiation. Wind Perhaps one of the must subtle hazards, air is something hardly to be afraid off...or is it?! It kinda is, depending on wind and all. Wind can hider and even kill characters under the right circumstances. Effects are based on the force of the wind. Light winds don't do anything more than pick small things up from the ground and faze a few people. Strong Winds are a bit different. Strong winds cause a -1 penalty on Notice and ranged attack rolls, and cause unsheltered fires to go out. Severe winds are even stronger. Severe winds provide a -2 on Notice and ranged attack rolls, and can even stop Small targets from moving if they don't succeed a DC 10 Body save. Windstorms are able to root branches and blow away stray metal. Windstorms provide a -4 on Notice and ranged attack rolls, and can stop Medium targets from moving if they don't succeed a DC 12 Body save, and knock Small targets down if they don't succeed a DC 13 Body save. Land vehicles take a -1 to Mobility, while water and air vehicles take a -2. All fires are extinguished. Hurricane force winds are able to root trees from the ground and break apart glass, plaster and some lgiht metals. Windstorms provide a -6 on Notice and ranged attack rolls, and can stop Large targets from moving if they don't succeed a DC 15 Body save, while Medium targets are knocked down if they don't succeed a DC 16 Body save, and Small targets are blown away 10 feet in any direction if they don't succeed a DC 17 Body save. Land vehicles take a -2 on Mobility, while water and air vehicles take a -4 on mobility checks. Tornado force winds can destroy plants and building, even entire towns in a few minutes. Tornados provide a -10 on Notice checks, while ranged attacks can't be made. Huge and larger targets are stopped from moving if they don't succeed a DC 20 Body save, while Large targets are knocked down if they don't succeed a DC 22 Body save. Medium and smaller targets are blown 15 feet in any direction if they don't succeed a DC 25 Body save. Land vehicles take a -4 on mobility, while water and air vehicles can't go anywhere at all and risk crashing. Anyone who actually goes into a tornado risks being sucked in unless they succeed a DC 30 Body save. If sucked up, the target takes 3d6 damage for 1d6 turns. Afterwards, they are thrown out (and may take falling damage). Water Sure, water is great; you can drink it, bathe in it, even make a fun slide with it if you have a rubber mat. Sometimes however, especially at sea or in a lake, water can be extremely dangerous. In order to swim in water, a character must make an Athletics check; DC 10 for calm water, 15 for rough and 20 for rushing water. If they succeed, they can swim up to half your speed. If they fail, you sink 5 feet and risk drowning. A character can hold their breathe for 10 turns per Vigor modifier. After that, they are taken down to half their hit points. After another turn, they are taken

down to 0 hit points. After another turn, they die of drowning (or having their circuits buzzed out). Water may be extremely cold (doing 2 frost every turn) or may be radioactive (treated as mild radiation). Vacuums As fun as being amongst the stars can be, a vacuum is very deadly to be in (as if the lack of air, compression and cold didn't make it obvious). While in a vacuum, a character risk running out of air, as they would drowning (the only difference is that they're carcus won't be as wet). Characters also experience strong cold, as hellrime cold. Gravity Gravity can effect characters in a number of ways. Sorry, no funny observation about things like space tag or swimming through rings of tooth paste. Normally, gravity is just like Earth. People jump and fall, characters are kept down by they're own weight and so on. In light gravity, things seem to feel lighter, even the air. In places of low gravity, every target's speed is increased by 5 feet and add 50 pounds to their carrying capacity (25 for small, 100 for large). Characters also gain a +5 bonus on Athletics and Acrobatics checks, while receiving a -2 penalty on attack rolls. Falling damage does 1d4 damage per 10 feet instead of 1d6. In heavy gravity, things seem to feel heavier, even the air. In places of heavy gravity, every target's speed is decreased by 5 feet and subtract 50 pounds from their carrying capacity (25 for small, 100 for large). Characters also gain a -5 penalty on Athletics and Acrobatics checks, while receiving a -2 penalty on attack rolls. Falling damage does 1d8 damage per 10 feet instead of 1d6. In zero gravity, weight doesn't seem to exist. In places of zero gravity, all target's gain a fly speed equal to their land speed (but only in one direction at a time) and add 1000 pounds to their carrying capacity (500 for small, 5000 for large). Characters also receive a -4 penalty on attack rolls. Falling doesn't do damage in zero gravity.

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