ENDTOWN
ENDTOWN
ENDTOWN
ENDTOWN:
THE RPG SYSTEM.
Endtown is a comic made by Aaron Neathery.
The system in this document was made by Everett Smith.
This game was made out of inspiration from his work. I highly recommend it.
If you have questions about Endtown the comic please contact Aaron Neathery at
aaronneathery@gmail.com
For questions and comments about this system please contact me at endtown.rpg@gmailcom
Approximately one year prior before The End of Civilization as We Know It, an apparent
mutagenic plague began to strike at random within the borders of Neitherland. People infected
with the mysterious mutagenic virus began to, almost instantaneously, mutate either into
mindless carnivorous monstrosities or cartoonish anthropomorphic animals. Either mutation is
seemingly random, the only apparent causeandeffect being that victims who mutate while
awake become monstrosities and those who are asleep or unconscious become animals. Those
fortunate (or unfortunate, depending upon your point of view and general temperament) to
become anthro mutants find themselves thoroughly altered; appearance, size, abilities,
longevity, and even their own thinking processes are all altered. All mutants were originally
targeted as disease carriers through a cooperative effort between the Neitherland Department
of Disease Control and the APEX Corporation, a weapons development/ mercenary/
entertainment/ food service powerhouse and creators of the globallypopular disintegration
technology known as Zero.
As the NDCC and APEX were unable to pinpoint the nature of the mutagenic virus or
effect any cure for those afflicted, their quarantine efforts quickly became a mutant
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extermination campaign in the hope that the spread of the virus could be halted. Despite
thousands of armed, hazmatsuited NDDC/APEX agents combing the country with orders to
round up or execute mutants on sight, the plague began to spill over Neitherland's borders.
Mutants and even their unmutated friends and loved ones began to seek shelter wherever they
could, many in caverns, sewers, and tunnel systems, and others in hidden underground facilities
seemingly intended as bomb shelters.
With the world in a blind panic over the rapidly spreading mutagenic plague, Neitherland
soon found itself under attack from global military forces determined to eliminate the source of
the plague itself. The resulting six minute planetwide exchange of Zero ICBMs is officially
known as World War Three but is more fondly recalled as The End of Civilization as We Know
It, at least by those survivors with a flair for the dramatic.
As far as is known, much of the world is reduced to immense fields of fine, white dust,
the disintegrated remains of nearly everything and everybody on the surface. Beneath the
ground, in their shelters, now colonies, the mutant survivors and their stillhuman companions
await the day when, it is hoped, they may return to the surface world to begin civilization anew.
And above, the surviving NDDC/APEX extermination squads, now known colloquially as
Topsiders, still trapped in their hazmat suits, await with vastly advanced technology to
extinguish the mutagenic plague once and for all by eliminating mutants, the presumed carriers,
from the face of the Earth.
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by Aaron Neathery
this
Our story.. at least story.. takes place in the Great Waste, a nearly 70,000 square
mile area consisting primarily of white dust, scattered ruins, and more dust.
Despite outward appearances, the Great Waste is actually home to many colonies of
mutants. As the Great Waste is the former location of Hillside, capital of Neitherland and one of
the largest cities on Earth prior to World War 3, these colonies are, by and large, the surviving
remains of various portions of the city’s underground infrastructure. The inhabitants of these
colonies are, by and large, the surviving remains of the population of Hillside. These colonies
began life before WWIII as shelters for those attempting to avoid annihilation and serve the
same purpose today.
Colonies vary in style, size, and government and all, understandably, have their share of
problems. Some colonies are simply redressed cavern, tunnel, or sewer systems with nothing
in the way of amenities while others seem purposebuilt, with features that make survival all the
easier for the inhabitants. Hoping to avoid the failures of the past that led to the End of
Civilization As We Know It and faced with new and tremendous challenges to their very survival
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, these colonies have been motivated to try new systems of government, social order, and
lifestyle.
Endtown is, presumably, the largest of the mutant colonies; a rather quaint village built
within a massive cubeshaped cavern several miles beneath the barren and featureless Great
Waste where the vast city of Hillside once stood. Accessible only through hidden pneumatic
tubes, the colony is divided into two levels: the town proper where the colony's approximately
three thousand residents live and, between it and the surface, the more technologically
advanced security level that serves to protect the town from attack.
Endtown enjoys relatively modern amenities including indoor plumbing and electricity.
Massive light panels that line the cavern's ceiling simulate outdoor daylight and gradually dim to
darkness at dusk to simulate nightfall. The town is also served by a series of fresh water
canals and a water treatment facility for sewage waste removal. A multistory clock tower is
located in the center of the town.
The average citizen of Endtown is issued an identification card after being screened by
security and accepted into the colony by a board committee. All citizens live on a regulated
welfare system that covers their daily needs for food, water, and shelter. New citizens are
allotted twelve items of new clothing and citizen welcoming committees often manage to gift
them with an additional welcome basket of candy, deodorant, and other rare goods. Every
employed Endtown citizen is also given a monthly allotment of credits that can be exchanged
for goods and services not covered by the welfare system, including appliances, alcohol, and
hot oil rubdowns. Old Neitherlandian currency, being analogous to the credit system, is
incorporated into Endtown's economy which is regulated by a central banking commission.
How much a citizen earns is dependent upon the nature of their employment. Citizens who
perform civil services or work in facilities and businesses can earn a fair wage. Those who
perform such dangerous duties as mining or foraging for resources on the surface earn much,
much more.
Endtown is a deliberative direct democracy, employing a random lottery to select adult
citizens to serve, in shifts, on a secret High Council of twelve members that makes consensus
decisions on all matters regarding economics, resources, security, and law. The members of the
High Council are unknown to each other, performing their decisionmaking duties from separate
living quarters equipped with intercommunications systems that permit them to deliberate, via
text and electronically disguised voices, and vote as a group. As each member is unknown to
the other and can be jailed and otherwise penalized if they reveal their identities while serving,
the likelihood of collusion or outside conflict between members is reduced or eliminated. Each
member serves on the High Council for one week only, earns the equivalent of one week's pay,
and are exchanged out at the rate of four a week resulting in a constantly rotating deliberative
body directly representing Endtown's citizenry.
The government is most directly represented within the town itself by a High
Councilappointed mayor who helps citizens smooth out personal grievances, aid them in
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bringing cases before the High Council, announce, explain, and oversee High Council
decisions, and otherwise serve as an effective conduit between the people and their
government. Mayors tend to remain in office for years at a time.
Answerable to the High Council but generally operating autonomously is Endtown's
Chief of Security who is responsible for directing the colony's approximately 100 security
officers, drafting security policy for review, and enacting those policies once approved. The
Chief of Security, as well as Endtown's security officers, live within the confines of the security
level.
Standing apart from the government itself but acting as a free agent of nearly equal
importance is the scientist Professor Nikolai Xavier Mallard who is responsible for establishing
and directing most of Endtown's science programs and is largely, if not entirely, responsible for
many of the colony's technological innovations. These include handcranked ray guns and a
synthetic "vitamin cake" that prevents malnutrition. Professor Mallard also developed and
designed the technologies that make Endtown's High Council system possible. Regularly
available to the High Council as an adviser, Mallard enjoys unhindered access to all levels of
Endtown society and government.
Also available for advice and counsel to Endtown's citizenry is a highly mysterious
sentient pool of water known as the Oracle. Located in a natural cave in one of the outer walls
of the city, the Oracle has been observed to have telepathic powers as well as clairvoyance.
The Oracle is served and tended to by a mysterious robed kangaroo rat known as the Assistant,
who permits the Oracle to 'move' by carrying about a portion of its water in a glass tumbler.
Unity
Unity began life with a population consisting of a variety of mutant types. Suffering from
overpopulation and a severe shortage of resources, Unity's social order began to fragment and
ultimately descend into tribalism, resulting in a population divided between groups based on
their mutations. An influx of Reptilian mutants from adjacent colonies galvanized that faction
into taking over Unity by force. The Civil War that ensued resulted in the complete
extermination of the colony's nonReptilian population and the victors adopted a unified cultural
identity based on species superiority.
Unity is a sixlevel brick, mortar, and wood complex located beneath the Jiffywhip
Badlands of the Great Waste, lacking such resources as electricity and served only by a handful
of water wells. Compared to Endtown, Unity's technology is decidedly medieval, consisting of
rough woodcrafts and salvaged materials. Its most outstanding feature is a massive arena with
seating for up to five thousand and a domed glasstiled ceiling to better distribute light from the
massive central chandelier.
Unity's social order is hierarchical with an Emperor and Empress ruling over workers.
These workers perform such basic duties as food preparation, carpentry, and providing child
care. Faced with perpetual resource shortages, the colony also resorts to highway robbery,
sending out bands to the surface to steal the belongings of unfortunate passerby. Unity often
disguises their theft by arguing that the confiscation of property is a form of penalty for
trespassing or some other trumpedup infraction.
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Surviving in the Great Wastes is not the same as surviving in combat. The environment
is hostile and does not relent for a second, danger can be seen miles away or can pop up
suddenly without warning or mercy, and the level warfare is so high that anything short of
superior firepower and tactical brilliance is begging for defeat. It is here that mutants fight for
their colony's future and here that they more often lose their minds to despair.
The Great Wastes takes a different set of skills than what you would need in colony it's
here that Wilderness Survival skills really shine. The majority of the Wastes are unmapped and
could contain almost anything and the further you travel from the safety of a colony the more
things get weird. You may come across bizarre creatures, dimensional entities, cities twisted
into strange shapes, and stranger things alongside relatively domestic encounters like bandits,
mysterious traitors, forgotten ruins, and crazed Topsider death squads are all out there waiting
for the brave and foolish.
Traveling in the wastes is a matter of speed and food. Speed for how fast you can go
and food to measure how far you'll get. Since traveling on foot is more common than using
vehicles in the Great Wastes travel is addressed with the assumption adventurers are on foot.
For vehicle travel, please refer to Vehicles in the Items section of this book.
People the Wastes can travel about 10 miles per day and people pushing into a dogged
march can manage 40 miles but consume twice as much water as they do. The large distances
when moving in the wastes greatly nullify the movespeed of the individual, regrettably. Although
you may be the fastest runner it helps very little if you burn your water and die of dehydration
the day after you left, no, the only way to move in across the map is walking and being smart
about it.
To walk in the Wastes you need two things: Food and Water. For each day a person
consumes one unit of food and one unit of water. A single food unit is about 8oz can of beans
and a unit of water is a 16 oz bottle of water. You can last about 2 weeks without food but only
a week without water. You can starve and ration your way to last months without sufficient food
but the stress will be tax more and more. Dehydration, however, is so debilitating that a
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character would be dead before he could suffer the mental effects of lacking it. Scavenging and
Sustenance skills can allow you to go longer or even bring in a little more but the best possible
skill to have is the ability to remember put the water in the bag before you ever left.
Combat system:
Combat in this game is resolved by rolling dice. When an attack is made the attacker
rolls dice to get a number higher than a set number. The defender of an attack may roll and if
his number was higher than the attackers then he has successfully defended themselves.
Sometimes, the defender may not be able to roll to defend.
Each combat round occurs over three to fifteen seconds time. Time is relative to the
player's interpretation.
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Art By Nexivian
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Combat actions:
Free, Single, Double, and Continuous
Each character can perform two actions during melee. There are four kinds of actions:
Free actions, single action, double actions, and continuous actions.
Free actions are actions that can be done effortlessly or in tandem with other actions like
speaking, thinking, dropping an object, dropping to the ground, or looking at something. GM
permitting, these actions can be performed during other player's turns.
Single actions are acts that take only one of your two actions and therefore you may
perform any two single actions per round. Single actions are attacking, aiming, walking,
jumping, crouching, holstering a weapon or using a skill unless otherwise noted in the skill
description.
Double actions are reloading, unholstering or readying a weapon, dodging, or getting up
from a prone(lying down) position. Continuous are mostly skill based and contextual however
some common ones are rewinding a Blaster weapon or using an energy weapon in a
continuous blast. If you spend a double action when you have only one action left on your turn
then on your next turn you will start with one less action, the double action carries over in that
sense.
Note that if a character has 7 or greater speed he gains an additional action for a total of
three actions per turn. This means that he can perform three single actions, a single action or a
double action, or a continuous action using three actions a turn instead of two.
There are factors which can make actions either easier, Bonuses, or harder, penalties.
Penalties increase the margin for failure in an action and bonuses increase the margin for
success. Bonuses are numbers added to the number rolled on the dice while penalties are
numbers subtracted from the dice roll. This is because the final number rolled over a set
number is a success and a failure if it's below the target number.
Combat Sequence
A combat round begins when the player characters are aware of imminent combat. This
can either be when all combatants ready themselves or can be after characters have launched
a sneak attack and the defenders have become aware of the assault.
Rolling for initiative Phase: Players roll a d100 and add their initiative to the total. The player
that has the highest number goes first, the second most goes second and so on. Note:For
groups larger than four players it might make things easier to determine the highest initiative
and then simply move clockwise around the room.
Combat Phase: In this part of the round players or the gm declares attack targets. When an
attack is made, the target or defender may roll to perform possible actions.
Resolving Actions Phase: After combat damage points are distributed players may choose to
take noncombat actions like moving, reloading or operating something, taking cover, or using a
skill.
Ending your turn: After completing their actions the player's turn is over and it is now the next
person's turn.
Ending a round:When all players and NPCs have completed their turns then that ends the
combat round. Ingame it means that time has passed three violent seconds. If there are still
hostiles or fighting to be done another combat round begins and if there isn't than combat is
over. If another combat round begins then players again reroll for initiative to determine the
round order.
For larger groups, or laid back GMs, sometimes the initiative phase is skipped and the
turn order is the same for the entire conflict.
Melee Combat
Fighting in close quarters. Sometimes called CQC. Strength and Speed stats are useful
here because strength determines how much damage you do and speed determines whether or
not you hit.
Attacking in Melee:
To hit a target in melee you must roll a 20 or higher. Rolling a 19 or lower means that
you have whiffed it,bra. Rolling a 100 or 00 means that you have struck a spot just right to do
more damage than thought possible, this is called a critical hit. When to score a critical hit your
damage doubled.
There will be times when you don't want to hit something at full force like to threaten
someone or attempt to knock them out. These are called restrained attacks. To perform a
restrained attack must first declare that the attack will be a restrained attack you then roll for the
melee strike along with the damage as normal, the damage you roll is now your limit and you
decide how much of that damage is applied. It can be any number within the damage roll, even
zero for a love tap.
Sometimes just disarming an opponent is preferable than just attacking them directly.
The first and most direct method is swatting the weapon out of a person’s hands like you would
in basketball. To do this simply declare your action and perform an aimed attack (Roll a 60< for
a hard target) if successful the weapon is knocked to the ground, consequences of slapping a
loaded weapon are left up to the GM. The next method is a little more brutal and it’s striking the
opponent’s hand to lose grip and lose the weapon. To make someone lose their grip you must
inflict half or more damage equal to the limb. The third method is to grab the weapon and
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wrestle it from the target. To do this you roll for a melee attack as normal if successful then you
and the target roll opposed strength rolls (Str*5, highest roll still within their str number is the
winner.) to pull the weapon away. While a weapon is being wrestled it is impossible to shoot
properly so all actions using it at that time are 30 to hit and no skill bonuses can be applied.
Defending in melee:
Defending a melee attack is to dodge, parry, or block an attack.To defend an attack you
must roll higher than the attacker’s number.
To dodge is to dive or roll out of the way of danger. You can not dodge and then
proceed to perform another action. You are essentially tumbling through the air until the next
round.Uses the speed stat.
To parry is to catch and divert blows. It takes a lot of coordination. Parrying a strike
counts as a single action, so if you are struck more times than you have actions then they will
slip past your guard hit you. Like dodging, it uses the character’s Speed stat*5. GM optional:
When you parry against weapons with your bare hands, as in you are not wielding a weapon,
your arms take half the damage the blow would have dealt.
Instead of taking an attack directly you put up a limb to absorb the blow. Blocking is
considered a free action. By blocking the damage from a blow is assigned to a select limb
instead of your main body. After blocking the player may continue to perform an action. Instead
of using speed*, the attacker and defender roll on strength*5. This form of defense is
complicated so have your limb hp ready when gaming starts
If the attacker wins when blocking then full damage goes to limb and half damage goes
to body. Defender wins, full damage goes to the limb and not the body. See Hit points section
on limb damage.
actions, or lift up and toss them if they are strong enough (30+ 1d10 per size rank above Tiny,
damage is based on target’s hitting hard ground.)
Ranged Combat
Attacking and defending in ranged combat is different than in melee and that’s largely
because it depends on the environment and your weapon than your character’s stats. To attack
you declare your target and your weapon to defend declare your cover or if you are dodging or
blocking.
but do not add any bonuses. If you are targeted that round they must roll higher than your base
attack. If they do, you are hit as normal but if they don’t the shot has missed.
Combat actions
Moving: During combat character can travel to other locations. To move a short
distance takes up one action, move as fast as you can takes two actions. Please see Speed in
the stats section and take note of how fast your character can move to future convenience.
Reloading: Reloading a weapon. This action takes two actions to perform and should
probably be done when taking cover. Fixing a jam or adjusting a setting on a weapon is
considered the same as reloading.
Changing a setting on a weapon: Modern weapons and especially energy weapons
have different settings for different fire modes. Although changing settings is typically flipping a
small switch or button the hassle of diverting your attention, switch, and readying your weapon
again counts as a double action. The safety setting is the most common fire setting in modern
arms.
Waiting Actions: Waiting actions are actions where you use your initiative and patience
to interrupt someone else's actions. To perform a Waiting Action you must declare you are
performing one, what you want to perform, and who you want to interrupt while it is your turn.
To be able to do a Waiting Action you must have rolled an initiative higher than your target and
you must not have performed any actions during your turn. Waiting actions are useful for
making attacks on targets that are only able to be attacked briefly during their own turns or to
prevent targets from performing actions the instant before they do or even to act cooperatively
where an ally performs an action and you perform your action both before your mutual target
begins their turn.
Damage:
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Damage is calculated under the formula that a weapon does roughly half it’s damage
guaranteed and then the other half is determined by dice roll. To stay consistent I’d like
damage to use the ten sided dice. Damage is points that are deducted from your hit points
pool. If your hit points drop to zero your character is considered either dead or critically injured
and unconscious, GM willing.
Wearing armor is putting that items hit point pool above your own. If your armor is hit
then it will sustain the damage rather than your character. When the armor’s hp is zero then it
has been compromised and provides you no more protection.
Limb Damage:
Instead of damaging a person or object's main body they can think tactically and attack
different parts of it’s body. To target a person’s arms or legs is a smaller moving target than the
target itself and thus incurs a penalty of 15for melee and ranged attacks. Targeting a person’s
head is one of the harder targets on an active combatant and thus has a 30 penalty to target it.
The amount of hp a limb has is based on the max hp of the target. For larger limbs like
the arms or legs have 30 hp of that of main body. The head is half the main body's hp to
account for the protection the skull provides. Smaller limbs like hands, or feet have half the hp
than that of the main body. If a target limb’s hp reaches zero then that limb is rendered too
damaged to used and is very painful. If a target’s head hp is reduced to zero than the target is
unconscious or dead regardless, with GM’s discretion.
Tiny 60 30 30 30
Short 80 40 50 40
Medium 100 50 70 50
Tall 120 60 90 60
*HP may change after applying bonuses from mutations. When this happens just add
the bonus hp to each limb unless specified.
Healing Rates
All anthro mutants have Unnatural Healing which allows the heal faster but also mend
bones and injuries that could cripple normal humans.
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Mutants: 10 hp
Conditions:
Falling After 10 feet (4m), take 2d10 per height of your character. GM
discretion considering damage on what characters fall on or what
skills to use when negate damage.
Being on Fire Take 1d10 for each combat turn while on fire and an additional
1d10 every proceeding combat turn the target stays on fire.
Drowning Unless you have pertinent abilities, characters can hold their
breath for 3 minutes or 12 combat turns before drowning and after
such time they take 3d10 damage per combat round. If they are
brought to 0 hp they have become unconscious and will need a
first aid check (CPR) to be revived. If revived their hp returns to
before the drowning damage was incurred.
Shock Having electricity run through your body and affecting your
nervous system. Participant must roll against his Strength stat
with a 15 penalty for each action the attacker has spent shocking
the target. However you only roll when the attacker has declared
they are done shocking you, thus the penalty is tested only once
and is cumulative before the roll. Shocks can continue into the
next turn if gone unopposed. If you fail your strength roll, you are
now prone and unable to act for 1d10 turns. If you roll 10 on the
d10, you are considered unconscious for that combat. You
receive damage depending on the source, typically 2d10, for each
turn you are shocked. This bypasses traditional armor.
Medical care in this game is using medical skills and items to restore hp and distance
them from death. Each time a skill is used it represents 1 hour of time working on a patient. If
the skill is successful then they are healed an amount of hp according to the table below
however some skills can only mend so much and after that point it’s up to the the body to
naturally heal, this is called the healing threshold.
Player is using over two medical items. +3hp per item. Threshold unchanged.
Unsanitary area: Dirty wound: roll 1d10. 15 The wound is dirty
Note: An unsanitary area is anywhere that and infected. Subject will not heal unless treated
hasn’t been intentionally scrubbed down to again, properly. 610 Slow recovery, subject only
prevent infection to open wounds. heals +1hp per day.
There are unseen forces at work that will take control of a mutant when they
metaphorically give up the wheel. They can become a regular mundane rabid maniac or you
could become a psychic terror that rips into people’s minds before ripping into their flesh.
Losing your mind is quite literal in this new world.
Mind damage or Stress is points removed from you mind points stat. Much in the same
way experience is accumulated so to is Stress, only in reverse. Your total mind points starts
equal to your Mind stat and when events occur that cause stress points these points are
deducted from your total mind points. The trick is that your mind points can go into negative
numbers.
While your mind points pool is in positive your character is able to handle what comes
but when your character’s mind points go into negative numbers then your character begins
having to battle the effects of insanity or even Schism syndrome.
Stress is handled differently depending on if a character’s mind points are in the positive
or negative. When doling out mind damage positive characters they roll a single d10 against
their mind stat, if they roll under their mind stat they can handle it and the stress points they
receive is only 1 point but if they fail this test then they receive the full amount of mind damage.
When dealing mind damage on negative characters the players roll against their mind stat the
same as before but they fail they gain a psychotic episode based how much stress they have
totaled at that time, if they succeed the roll then they just have the stress added to their negative
total and don’t suffer any mental symptoms this time.
The human mind is an amazing thing, it can fool itself or heal itself and it persists when
the minds' of other creatures would have surrendered to despair long ago. Recovering mind
points is relieving stress and healing traumas, peeling back the layers of scars that the harsh
world hands out like candy.
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The mind naturally recovers 5 mind points per day but only when it has gone a day
without incurring mind damage. This is the mind rationalizing and processing the damage into
something that the person can continue to cope with. Things like therapy, good upbuilding
experiences, or indulging cravings as well as other things can upbuild a character and reinforce
them mentally. While feeding instincts or addictions can help 'relieve' damage they do take out
the source of stress.
Stress Effects
The stress becomes too much. It's day three in the worst day of your life everything
builds up like a steam cooker, loads you down like a box of rocks, becomes a hand that reaches
into your chest and squeezes your heart tight. These effects are not the typical perception of
stress, these are now stress in every sense of the word. Traumas, fears, and all the devils in
your mind now hammer at every joint and strength you have until you are a pile of rubble.
Simply put, stress effects are the results when your character has been pushed far beyond what
they can mentally handle and now their mind is breaking down.
Your mind points is reduced to zero Breaking out in sweats and nightmares.
Effect: 10 persuasion rolls. 10 to skill rolls.
Mind points are 10% below zero. (ie: Having Prone to fits of rage or violence. Effect:
10 mindpoints means 1, 70 means 7 total) Unable to block or parry. Every attack that
reduces an enemy's hp to zero is a lethal
attack whether the character intends it or not.
10 to skill rolls.
Mind points is between 10%50% below zero. Terror: Your initiative is null. You always go
last for every combat. Your perception and
persuasion bonus is now 0. 10 to skill rolls.
Mind points is 50% below zero Despair: In every combat, or even every
basic confrontation, roll a d100. On a 0133
you are combat paralyzed. Your character
either locks up and says nothing to running
and hiding to curling up in a ball where you
stand. 10 to skill rolls.
Mind points is 100% or lower below zero! Madness: Every miss is now a critically miss!
On an actual critical miss you target yourself
or your allies by accident. You cannot score
a critical hit. 10 to skill rolls.regardless of the
character’s conscious beliefs they are now
prone to schism syndrome!
Schism Syndrome
First symptoms Stress total has reached zero Alienation: suffer 2 on social
skills.
Creating a character.
(Please use:
character quick sheet
to quickly create your character)
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Name your character to name your character. Sometimes the name is the hardest thing
to come up with so sometimes it’s easier to so this last.
Before the war, mutation, and all the things that came with it your character was a normal
person who lived, ate, and dreamt like everyone else. So before everything else choose
character traits to shape this character. It is recommended to choose at least four traits but you
can choose as many as you want or make up your own.
Traits neither add nor take away from your character. They are simply bullet points of the image
you have in mind.
Attributes
There are three attributes in this system: strength, speed, and mind. They are ranked
110 but can scale higher for extraordinary cases. Attributes are called stats for short in this and
many other systems.
You are given 15 points to distribute between the three primary stats: strength, speed,
and mind. Your stats may increase after adding bonuses from your species and skills.
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Strength
Throwing distance
Strength determines how far you can throw objects. This is useful when situations
require you to throw objects or small people. For Strength levels 16 the distance for an object
that weighs less than half your character's lift capacity like a spear, a rock, or a character two
size classes smaller than you is 20*Strength in feet and for 7+ its 30*Strength in feet. For heavy
objects that take over half your lift capacity, like boulders or engine blocks, characters with
strength 16 can throw these objects 5*Strength in feet and 7+ can throw them 15*strength in
feet.
Climbing:
When climbing things like walls or rock faces strength is critical. For characters with a
Strength stat of 16 you can climb 10 feet per point and characters with 7+ can climb 20 feet per
point. This is in regards for medium or larger characters, however. Short characters can climb
20 feet per point and Tiny characters can climb 40 feet per point.
After a character has reached their height limit the blood runs out of their arms and they
need to either rest somehow or just drop. Resting can mean anything from finding a perch,
resting on a harness, etc. See fail damage under Conditions.
Bulk:
Muscles on top of muscles and an intestinal track in perfect working order makes you
more able to sustain trauma. For every point of Strength above 7 you gain an additional 30 hp
during character creation.
Speed
This is your character's run speed, coordination, and agility. Agility in combat is
measured, quick actions. Each point of speed lets you run 3 mph. For every point of speed you
can move 3 feet, this is your walking speed. You can move at move 6 feet per speed point to
move at your sprinting speed. Sprinting counts as a double action.
Naturally, you can only run for twenty minutes before needing to take an extended
break, on the ground
For characters with speed 16: For each point of speed add +5 to attacking and
defending in melee.
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For characters with speed 7 or higher: For each point of speed add +5 to attacking and
defending in melee. You are also so fast and coordinated that you can perform three actions
instead of two.
Contortion
Tight muscle control allows you to bend and squeeze through spaces smaller than your
body. This is useful for slipping through impossible passages and narrow escapes. In game
this means that your character can roll to squeeze into things that would fit characters in smaller
size classes. For instance, a medium size character would squeeze through things that a short
character would be able to like prison bars or a collapsed mine shaft. For a rule of thumb,
contorting a size class down is a penalty of 40 starting at 60 and for each point in Speed you
gain a bonus +20 to your roll. Please refer to the following table.
Mind
Usually a vague measure mental acuity, the mind stat's practical application in resisting
mental stress, making observations, and initiative.
● Each point is 20 IQ points.
● The mind stat determines your initiative when in combat. Your initiative is your Mind Stat
multiplied by 5. Having a Mind of 5 would mean you have an initiative of +25, for
example.
● When creating your character you gain the a number of creation points equal to your
mind stat.
● To determine your character’s stress threshold, multiply your the number of your mind
stat by 10.
Skill bonus
Your intelligence gives you a bonus to your skills, making it all the more likely to
succeed. For every point above 7 in your mind stat you gain +10 to skill rolls.
Perception
Using your senses to look for something. A successful roll means that they see
something important or something specific they are looking for, if it’s actually really there. Most
often there are no bonuses to this skill unless a character has a mutant trait that boosts one of
their senses. As a guide for GMs: Rolling 25 or higher would be a very easy thing to see, 75 or
higher would be average or an even chance, and 100 or higher would be a difficult detail to
spot.
Persuasion
Persuasion is using a myriad of mental abilities to make a person do what you want
them to through interaction. In this system it’s done through seduction or intimidation.
Seduce: Remarkably, good looks and charm actually entirely depends on confidence.
Seduction is about batting your eyes and flashing your... Teeth at the right time to encourage
behavior that you want from a target. However, making a target do what you want is more
difficult when what you're asking is against what the target wants.
Intimidation: Making the target do what you want only through threats, awe, or status.
The more the conviction a target has the harder it is for the to be intimidated into doing what you
want.
Penalties and bonuses of persuasion
(Both seduction and intimidation)
Having a prior relationship with the target +10 bonus, +20 if it has been for
months or years.
Species
The mutagenic virus has made you cross between and a random animal, probably.
These kinds of mutants are called ‘anthros’ both in that their mutation gives them the likeness of
an animal and also that the unpredictability of what species is selected is means that being an
animal mutant is the only commonality. There are some traits that all mutants share and there
are others that are unique to the specific mutation.
Random table: Roll a d100 and compare on this table for fun results.
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HALFMUTANT
By weird chance you mutated while under the effects of drugs, drugs, or… "drugs."
Because of your compromised mental state your mutation has resulted not in a successful,
symmetrical creature but one that looks like one someone put together rather willy nilly.
Special Rules:
● Role again on the species table. That animal is what your face most closely look like,
although it looks more like a very bad halloween mask than a real face.
● Role twice more on the species table. Take one trait from that both species.
● Your instincts are the same as if you were human. Your appearance is too disorderly for
you to make sense of.
CANINE
Your mutation has made in into what is commonly called the dog family. Take pride that
you won’t suffer as many puns as the feline mutants.
Traits
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● Claws: Although not particularly good for combat your claws are strong and sturdy.
They do not retract but keeping them blunt won’t affect your dexterity. They allow you a
good grip and let you dig through dirt without hurting your hands. Bonus: Ability to
perform a clawed strike. Damage: 20+1d10.
● Enhanced Smell: All dogs have a strong sense of smell. It's so strong that you can
track people by scent! Bonus: Natural +20 bonus on perception rolls with smell. When
tracking, reroll every thousand feet. If you fail a roll then you must backtrack to when
you did have a successful smell and reroll to catch the scent. Tracking penalties: Heavy
scent interference like strong chemicals or high traffic 10, scent is several days old 15,
scent is over a week old 20.
FELINE
You are a cat. Like dogs this can mean anything from a domestic lap warmer to an
alpha predator that would inspire legends.
Traits
● Advanced sight: Your eyes have adapted to see ultraviolet and lowlight spectrums.
You can see in the dark to such a degree that night and day are just colors in the sky to
you. There are no tests for vision rolls if it relates to darkness.
● Claws. Your claws are natural weapons in every sense. Besides weapons they are
strong enough to support your weight and allow you to climb without much risk of falling.
Bonus: Allows you to dig in and rest while climbing and performed a clawed strike with
your hands or feet. Damage: 30+2d10.
● Flexibility: You have the extra vertebrae and floating clavicle that allows you to move
easier and naturally contort beyond the realm of human squeezing. Bonus: +1 speed.
+ 15 bonus to Sneak skill rolls. +20 bonus to
contorting rolls.
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REPTILIAN
You are no longer a mammal but that can have
it’s advantages. Cold strikes you straight to the bone but
in trade you gain regeneration and cool, steady outlook.
Traits
● Ectothermic Metabolism, Cold Blooded: Heat
has a very rejuvenating effect on you and cold
makes you drowsy. Drugs have abnormal effects
on you and sedatives could possibly put you in a
coma. Bonus: +10 Mind Points for a naturally
slow heart rate in the face of emergencies.
Penalty: 1 Speed when in cold or freezing conditions.
● Regeneration: You have much stronger healing abilities than other mutants. You can
even regrow limbs but it means going through an awkward ‘stump’ phase. Bonus: You
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Illustration by Aaron Neathery
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can heal 15 hp a day. You can regrow lost limbs or massive wounds. It takes three
weeks before the regenerated limb in a usable state.
● Heavy tail: May perform the Tail Slap hand to hand strike.
● Autotomy: Your tail is designed to break off when under enough stress. The tail
typically breaks where it meets the hip and muscles contract to minimize bleeding.
Because this is a natural function the actual damage to the mutant is superficial. The tail
will automatically wriggle and thrash when to detatch to distract predators if applicable.
Tail Stats: HP: (character’s HP20). Damage if used as a club or thrown: 10+2d10(+Str
bonus) Optional: Tail can detach automatically if the character has suffered 50 mind
damage.
● Whip Tongue: You have a powerful thin tongue that can lash around targets and tie
them up. It takes an action to hit a target and another to pull it toward you. Hitting
targets with the tongue is the same as a melee attack... a slimy, weird melee attack.
Damage: 1d10 for a simple snap, ensnaring or capturing a target does no damage.
Length: 2*character's height. (Tiny:2'. Short: 8'. Medium: 12' Tall: 16'. Large: 18' roughly
speaking) Effect: Ensnares the target. If your character is stronger than the target or
could lift their weight then you can pull them to you! Tongues typically have 1/10th the
HP of the character.
AVIAN
Avians are bird mutants. They are light creatures with feathers and commonly the ability
of flight.
Traits:
● Wings: Your arms have mutated to be wings, kind of. Although they look like feathered
wings you will have dexterity and can manipulate objects as normal. You can travel
through the air far faster than you would ever walking. Bonus: This trait includes the skill
aerobatics at lvl. 1. For every point in Speed you can fly 7 miles per hour.
● Hollow bones: A harsh sacrifice for your aerobatic agility. 10hp from your max HP. On
the upside, you weigh about half as normal which means you take half damage from
falling.
CRUSTACEAN
You have mutated very rapidly, so much so that you are no longer an invertebrate. You
have joined that ranks of the mighty crabs, lobsters, and shrimps.
Traits:
● Exoskeleton: Your first and strongest protection. A thick layer of chiton has formed over
your entire body into a surprising intricate and flexible natural body armor. +50hp to your
total hit points. As you level your character will gain an additional +20hp to your armor
per level.
● Meaty Claws: You have large pincer claws instead of hands. This means are restricted
to just grabbing things or poking them. It’s like you have two very powerful fingers. +2
strength when crushing objects with your claws. (Crush damage is your strength bonus
directly inflicted on the target.)
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● SemiAquatic: You can now breath in water as well as on dry land. While not
particularly gifted in swimming you can walk along the ground with no problems. Special
Swim Skill: You can walk underwater is quickly as you can on land.
FISH
You are a mighty beast of the sea which would be great if you were in the sea. Random
chance has mutated you not only out of the realm of mammals but right into the aquatic life
category. Life as watersucker in this land can be harsh, brutal, and very challenging but then
again it’s like that for everyone else. You gain great maneuverability in water but on dry land
you must use your swimming limbs to crawl along, it’s a sad sight unless you can get yourself a
cart or some other method of transportation.
Traits:
● Fins: Your limbs have changed to elongated finshaped fins. Manipulating objects has
become possibly the hardest thing you could possibly do now but in the water they make
moving easier than thinking to move. Bonus: +2 to speed while in water. You may now
use the 'tail slap' combat move. Penalty: While one land your speed is equal to 2 when
walking or running. Slammin' Salmon.
● SemiAquatic: You can now breath in water as well as on dry land. Still, it’s a good idea
to never not have water on you. Special Swim Skill: You can swim 3mph for every point
you have in speed. This does stack with Athletic skills.
WATERFOWL:
Waterfowl are birds better suited for water. These are ducks, geese, and swans.
Despite being shaped like a popular sports ball, you are a master of mobility.
Traits:
● Wings: Your arms have mutated to be wings, kind of. Although they look like feathered
wings you will have dexterity and can manipulate objects as normal. Bonus: You can fly
3 mph for every point in Speed. This trait includes the skill aerobatics at lvl. 1.
● Webbed feet: Great for diving but walking is more awkward. You naturally are buoyant
enough to float remarkably well, you effortlessly float with the waterline right at your
waistline effectively making it impossible to drown. Bonus: Swimming lvl 1. Penalty1
speed walking or running. Your buoyancy allows you to have your arms free and dry
while floating.
BEARS:
Large mammals with tremendous endurance and
strength. Despite being omnivores bears crave meat
like any other alpha predator and that urge can be pretty
strong when 90% of the time you are the biggest person
in the room.
Traits:
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● Macrofauna: You are pound for pound stronger, thicker, and tougher than other mutants
your size. Bonus: +2 strength. You gain an additional +30 hp at character creation and
an additional +10 hp per level.
● Claws: Strong sturdy claws. They may not be the sharpest but the power behind them
can’t be argued with. Bonus: Ability to perform a clawed strike Damage: 20+1d10
RABBITS
Rabbits are small mammals that depend on their
speed, camouflage, and their speed again to protect
themselves.
Traits:
● Rabbit's Feet: Inherent with the species you gain
speed and jumping ability. Bonus: +1 to speed.
You can jump a height equal to your walk speed
and you can jump across a distance equal to
your sprint, put simply your vertical jump is your
Speed*3 in feet and your horizontal jump is
equal to your Speed*6 in feet.
● Natural camouflage: Your coat naturally changes
with the season with a light coat for winter and a
darker coat for summer. Although that helps
very little in the wastes or in colonies but you still
have the amazing ability to hold dead still that
went with it. Bonus: Gain the skill Camouflage at
level 1 for free.
● Rabbit Ears: You have two long ears you can
use to to hear in the direction you aim them. Bonus: +20 to perception rolls involving
hearing. You can aim your ears and listen as a would boom microphone.
FOXES
Small forest canines known for their bushy tails and cunning. Although trickery is
something you'll have to figure out for yourself the mutation will give you the tools to make it
look effortless.
● Claws: Although not particularly good for combat your claws are strong and sturdy.
They do not retract but keeping them blunt won’t affect your dexterity. They allow you a
good grip and let you dig through dirt without hurting your hands. Bonus: Able to
perform a clawed strike. Damage 20+2d10.
● Cunning Speed: Although it would be bad and wrong under current circumstances you
have the speed to catch smaller prey like rats or rabbits. Although it's not recommended
to start footraces take heart that you'd probably win. Bonus: +1 Speed. +20 to
Initiative.
CERVINES
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Deers, elk, and moosi. The iconic citizens of the forest. Animals of agility and grace.
For them speed is the beginning and ending of everything.
● Forest Agility: Taut muscles on spindly legs. Wired not only to run but to jump, dodge,
prance, frolic, or otherwise move quickly. Bonus: +3 to your Speed stat. Gain
acrobatics at level 1 during character creation.
● Antlers: Antlers come it all shapes and sizes depending on the specific species. It
depends on the player to concern themselves if they're simple six inch daggers or a
mighty fifteen point rack. Bonus: Character can perform Gore attacks.
● Flight or flight instinct: Once per combat session this character may reroll his initiative.
CROCODILIA
Alligators and crocodiles. Powerful reptilian predators that have changed very little for
the last few million years. Some would argue that these monstrous predators haven't changed
because they got it right the first time. As mutants they share many similar traits to Reptilians
but trade unusual biological mechanism for raw brute power.
● Armored Skin: You have a tough hide to protect your body. It’s not kevlar being covered
every inch in either leather or thick scales has made you more hearty. Bonus: +20 hp for
characters in the Tiny, Short, or Medium size classes and +40 hp for characters in the
Tall or Large size classes.
● Ectothermic Metabolism, Cold Blooded: Heat has a very rejuvenating effect on you and
cold makes you drowsy. Drugs have abnormal effects on you and sedatives could
possibly put you in a coma. Bonus: +10 Mind Points for a naturally slow heart rate in
the face of emergencies. Penalty: 1 Speed when in cold or freezing conditions.
● Heavy tail: May perform the Tail Slap hand to hand strike.
● Smashing Jaws: All your power is focused into your giant snapping jaws. They are lined
with teeth and typically give nightmares to people who stare into your mouth for too long.
Bonus: Instead of regular bite damage you do 40+4d10 plus Strength when you bite.
Penalty: Your mouth is wired like a trap, you can not do restrained damage. You will
always bite down at full force whether you want to or not!
PORCUPINES
Large rodents that have developed quills as an effective natural defense.
● Quills: Long thin specialized hairs that can stab attackers. They cover your body
effectively. Bonus: When you block against a melee attack the attacker is impaled by
your quills and take (10+1d10) damage. It does not matter if the block was successful or
not, just that the attacker made contact. The quills stay in the target until removed and
do an additional +1d10 damage for each attack against a quilled target.
● Claws: Large thick claws meant for burrowing. Bonus: Able to perform a clawed strike.
Damage: 15+1d10
PRIMATES
Close genetic relatives to humans primates share many things with humans. There are
the new world monkeys who are smaller and sport a prehensile tail and then there are the old
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world apes who are much larger and stronger. Primate mutants share a stroke of bad luck with
mutations as the virus seems to make them more like the animal than other mutants. A primate
mutant could easily be confused for the genuine animal!
● Natural Climbers: Primates perfectly suited for climbing, jumping, trapezing, and
monkeying around. Bonus: You do not require rest when climbing and may climb at a
pace equal to your walking speed!
This trait is only available to characters in the Tiny and Shot size classes:
● Prehensile Tail: You have a fuzzy dexterous tail. You can hang from it, hold things with
it, and even attack with it! It's really great. Bonus:Your tail is a fully functional additional
limb and shares the same strength as the other four.
This trait is only available to characters in the Medium, Tall, or Large size classes:
● Primal Strength: You have incredibly strong arms however this is not in proportion to
your legs. Walking is very awkward and often you'll find yourself dragging your knuckles
on the ground or waving them over head. Bonus: If your strength is not over 7 you may
still calculate your damage, lift strength, etc. as if it was (no bulk bonus.). Penalty: Your
legs are shorter than your arms. You need to have your arms free to walk or sprint
properly. If you are holding something with you can only walk at 3 feet per action.
BOVINES
Large mammals used for livestock. Despite having been made into what would
commonly be described as food in waiting you get more than your share of power and size to
deter any weird looks from beef enthusiasts.
Traits:
● Vast Stature: Excellent marbling, plenty tender. You have a great deal of you to throw
around. Bonus: , +1 Strength, double the hp bonus gained from choosing your size
category or half the penalty if choosing Short or smaller sizes.
● Cattle Skull: You have a thick skull and horns. It helps you more than you would think.
Bonus: Able to perform gore attacks. Your head has HP equal to your main body!
BEAVERS
Semi aquatic animals that naturally live in lakes and streams. They enjoy fast metabolism,
unique agility under water, and dense protective fur.
● Aquatic Nature: Despite needing a regular diet of air these creatures are well suited for
life under water. Beaver mutants inherit this ability with excellent lung capacity and
faster than normal swimming ability. Bonus: Characters can hold their breath for 15
minutes. Their swimming speed is equal to half their running speed but they still have
the same bonus to strike, parry, or dodge underwater as they would on land.
● Gnawing teeth: Your teeth are strong and sharp but they never stop growing. They are
not for combat but intended to gnaw through solid objects as crazy as that sounds.
Bonus: During combat when you perform a bite attack you may perform a second bite
attack as a free action. You may gain only one free bite attack per round.
● Heavy Tail: A thick leathery tail isn't very flexible but it's tough. Bonus: Mutants with
this trait may perform tail slaps.
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● Instinctive construction: This character gains Woodworking and one Production skill of
your choice at level 1.
RODENTS
Mice and rats. Often considered vermin and plague carriers you get to be an apologist for the
black plague. Typically these mutants are in the Tiny size class but like always there are some
that reach unnaturally large sizes.
Traits:
● Gnawing teeth: Your teeth are strong and sharp
but they never stop growing. They are not for combat but
intended to gnaw through solid objects as crazy as that
sounds. Bonus: During combat when you perform a bite
attack you may perform a second bite attack as a free
action. You may gain only one free bite attack per round.
● Pheromone Scent: With poor vision rats and mice
have a powerful sense of smell. So powerful is this sense
that they can find out unprecedented data about their
surroundings. Although mice mutants lose a lot of this
ability in exchange for good sight, thumbs, and a brain
larger than those thumbs they still retain some of it.
Bonus: Pheromone Smell: Rodents can gleen things
from people that would be undetectable to others.
Characters can detect if a target is strong (If any of the
target's stats are over 7), is the target is hurt or sick, and
other information like the target's species, gender, or their
current emotion. Penalty: Target must be within 5 feet for
an accurate smelling. If the target is not there and hasn't
been there for 20 minutes then the player must roll a d100
and score higher than 60 to gather this information.
Scents are indistinguishable after two hours.
● Chemical Scent: Mice mutants can determine the chemical makeup of substances by
the power of their nose. Although it's hard to categorize chemicals by smell here's a
general guide: Caustic chemicals: Putrid. Volatile Chemicals: Smokey. Toxic: Acrid.
Ozone: A stinging smell, ozone is common from energy weapons. This is on top of
regular common smells like foods smelling sweet or tasty or rotten things smelling foul.
Remember that some poisons can smell very sweet, that's why rat poisons are so
effective!
INSECTS
An extreme mutation has put you long passed the reach of human genes. Segmented eyes,
mouthparts, and spindly limbs are your tools now. Looking like something out of a horror movie
or even something people wouldn't even notice can give you a unique look on the analicts of
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humanity. Because the insect kingdom is a microcosm in of itself you may choose one option
trait to further define what kind of insect mutant you are.
Selectable Traits:
● Scythes: Common among mantises and other predatory insects. Your hands have
formed into large single digits that end with a sharp point and serrated edge. You have
lost the ability to use these limbs for dexterous work but have gained organic weapons in
their stead. Bonus: Able to perform a slicing strike. Damage: 30+2d10. When you parry
against anything nonmetal you perform +10 damage to it. Pity those trying to fight you
hand to hand.
● Hard Shell: You've developed a dense layer of chitin for natural protection. This shell's
shape is unique to the player, either smooth and sleek or jagged and intimidating.
Unlike other shelled mutants this shell is vital to supporting your body, if your shell is
destroyed you're going to spill out in a gruesome fashion. Bonus: Additional +50hp
during character creation. +1 strength.
● Acid Spray: There is a font or hole on your head housing a gland that produces natural
acid. You can spray this out at will. It may seem brutal but so is life. Range: 30ft.
Payload: 3 bursts. Damage: 25+2d10 on contact, +2d10 per turn for 1d10 turns unless
washed off. Reload: Acid gland replenishes it supply at a rate of 1 burst an hour.
Common traits to all insect mutants:
● Compound eyes: Your eyes are enlarged with dark microlenses to give you a wider field
of view. Not to mention small specialized eyes dotting your head. Unfortunately the
image you see is incomprehensible to regular twoeyed creatures. And focusing on a
single point is a larger effort. Bonus: Character can see in the infrared and ultraviolet
spectrums. Penalty: you can't see normal color spectrum. You have a singular micro
eye on the top of your head to its light or dark.
● Wings: You have developed wings spanning the length of your body out of you back as
well as halter organelles to allow you hover and move easily. For other species flight is
like a plane but for you it's like a helicopter. Bonus: Your maximum flightspeed is 3 mph
for every point in your Speed stat. Because of your unique flight mechanics you gain
+10 to dodge midflight. You gain Aerobatics at level 1.
● Additional Arms and Legs: Insect mutants have a second set of arms and legs coming
out just below their uppermost arms and next to the original pair of legs. They are
roughly half the size of the larger set but have a functioning set of hands even if the
mutant’s other arms are scythes. They are good for grasping and manipulating objects
but are too awkward for combat. No strike bonus for attacking with these appendages.
● Horror Movie Reject: Your appearance is not “insectlike” you are an insect! You are as
apart from your fellow mutants as they are to normal humans. A lot of the common
social graces you’ve spent your life learning are now completely inexpressible. Penalty:
20 when using Persuasion or skills from the Social skill section and an additional 10
per experience level. This penalty is also applied when characters try to use Persuasion
with you! This penalty does not apply when interacting with other insects.
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MUSTELIDS
Mustelids are otters, weasels, and wolverines. Their distinct features are dense special fur and
being associated with superheroes.
● Hydrophobic fur: You have naturally dense fur that is molecularly structured to repel
liquids. It makes sure that you'll stay dry and and warm even while underwater. As a
side bonus dangerous liquids like mace, acid, or gasoline don't stick enough to do lasting
damage. Bonus: Immune to cold or hypothermia. Liquid weapons that subdue have
halved penalty and weapons that would do damage does only 1d10 damage if they
contact your bare body, they will do full damage to armor if its contacted.
● Claws: Your claws are natural weapons in every sense. Besides weapons they are
strong enough to support your weight and allow you to climb without much risk of falling.
Bonus: Able to perform a clawed strike. Damage: 30+2d10.
MOLLUSKS
Creatures that have neither an outer or inner skeleton system. You are pure muscle and
organs and perhaps one of the most alien of a creature than any other mutant pattern. By the
saving grace of ELog you have been allowed the basic necessity complex organs like eyestalks
and a central brain large enough to support sentient thought.
For the sake of gameplay it is assume that Mollusk mutants have to fan appendages that
can use as hands like a sea slug and a functional slug foot unless the multiple limbs trait is
taken. Optionally, you can disregard this and have character that uses his/her/its slimy mouth
for everything which is fun too.
Because of diversity of this subject you may choose of one of the following traits:
Selectable Traits:
● Multiple limbs: You have eight muscle bound tentacles that serve as every tool you
need to interact with the world. Each one has its own small brain and it’s own thoughts.
Bonus: +2 actions. May hold as many objects as tentacles are available. However, you
need at least two free to move. Optional: Every time you roll for a skill roll a d10, on a 1
one of your tentacles has performed a skill or action independently and the character did
not notice.
● Shell: You have a shell bonded to your skin about one size class larger than your actual
body. Despite it being a protection it is full of interesting swirls and shapes and its
interior is smooth and colorful. In combat it covers over you enough to count as a half
suit body armor. Hiding inside the shell is a free action. Bonus: Scales by size. Hp is
equal to character hp +60.
● Poison Dart: A natural forming detachable dart or spear located in your mouth. It’s
venom acts near instantly and is rather overkill for anything short of an elephant. It
however can only fire about one inch and won’t pierce armor. After firing the dart is
detached and it takes about a week for another to form. The poison has little shelf life
and can’t be harvested. Bonus: It takes two minutes for the poison to take effect at
which time the target suffers 200 hp damage instantly and 20 every minute for the next 5
minutes.
Traits common to all mollusk mutants:
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● Regeneration: You have much stronger healing abilities than other mutants. You can
even regrow limbs but it means going through an awkward ‘stump’ phase. Bonus: You
can heal 15hp a day. You can regrow lost limbs or massive wounds but essentially all
your healing goes to the limb, you do not naturally heal hp while regrowing a limb and it
takes three weeks before it is in a usable state.
● Amphibius: You can now breath in water as well as on dry land.
BATS
Nocturnal mammals that have adapted to wings flight and to use sonar or echolocation.
This means you sport larger ears, beady eyes, and two massive hands that each are equal size
of your body with leathery skin webbing each of your fingers together and extending all the way
to your feet. These are your hands, enjoy.
● Wings: You have developed wings spanning the length of your body out of you back as
well as halter organelles to allow you hover and move easily. For other species flight is
like a plane but for you it's like a helicopter. Bonus: You can fly 6 mph for every point of
Speed. You gain Aerobatics at level 1.
● Echolocation: You hear at a high frequency and even hear the shape of objects based
on how sound bounces back. It’s like a flashlight, that have to emit a high pitched chitter
instead of turn on to see objects. Echolocation is also how you orientate yourself during
flight. Bonus: Able to “see” or detect solid objects in from roughly 2000 ft away ignoring
visibility conditions. You may also use this ability to “map” sound and see around
corners and dense cover for 400 feet, counts as a double action.
TURTLES
Reptiles characterized by large shells encasing their torsos. Tortoises are found both on
land and at sea.
Traits:
● Turtle Shell: Grafted to your spine and ribs this thick shell covers you like an armored
vest. Despite it’s size and hardness your joints are placed so that you have complete
range of motion. It can be destroyed without killing you but all damage inflicted to you
gets a +10 bonus no matter how little the actual damage is. The shell heals slower than
you yourself, at a rate of 5 hp a day. Bonus: 160 hp plus or minus your character’s
initial hp bonus when choosing S ize.The shell itself gains +10 HP per level.
● Crushing Beak: while it may appear unassuming your mouth relies on a thick ridge of
solid bone and large jaw muscles to separate or chew food. Bonus: Bite attacks do
20+3d10 plus strength bonus instead of standard bite damage.
● Ectothermic Metabolism, Cold Blooded: Heat has a very rejuvenating effect on you and
cold makes you drowsy. Drugs have abnormal effects on you and sedatives could
possibly put you in a coma. Bonus: +10 Mind Points for a naturally slow heart rate in
the face of emergencies. Penalty: 1 Speed when in cold or freezing conditions.
PACHYDERMS
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These are species like rhinos, hippos, or elephants. Pachyderms are some of the
largest, most powerful creatures on earth. They are complemented by large muscles, tusks,
and a skin so thick it’s stronger than leather.
Traits:
● Strong frame: You have bones, joints, and a skeleton designed to support the
tremendous weight of your bones, joints, and skeleton. Bonus: +2 Strength. Add an
additional 200 lbs to your weight.
● Thick Skin: Although it does not make you pretty and its far from soft and malleable it's
an excellent protection that doesn’t hinder you in anyway. Bonus: +80 hp.
● Tusks or horns: Overgrown teeth or dense follicles. These form natural large spikes
that when can allow you to gore targets or buildings you are angry at. Bonus: Able to
perform gore attacks.
“TYPHOID MARY”
You are immune to the mutagenic virus and get to remain as a human, congratulations!
However, this means you may not get some of the natural advantages others have access to.
But hey, you're the best you you can be.
Traits
● Same as it Ever Was: Being born a human, being raised as a human by humans, and
still being a human has naturalized you to human society and its many nuances. Being
in a world where everyone struggles with their new bodies and minds has put you a few
laps ahead in that race. Bonus: +10 to persuasion, negotiation, and Shmoozing. You
also retain your fifth finger, a luxury anthro mutants don’t have.
● Schism Immunity: Because you were born a human you didn't have as much mind
melting existential perplexity when the virus made you a human. Bonus: You do not roll
on the Schism Syndrome table when suffering mind damage. You are not immune to
stress and regular insanities however.
CHAMELEONS
Unique reptiles that have the ability to change the color of their skin, a long prehensile
tongue, and mitten like feet. They are known for tiny cone shaped eyes that dart around
independently of each other which gives chameleons an association with paranoia and worry.
● Whip Tongue: You have a powerful tongue that has a sort of grasper on the end. It
takes an action to hit a target and another to pull it toward you. Hitting targets with the
tongue is the same as a melee attack... a slimy, weird melee attack. Damage: none.
Length: 2*character's height. (Tiny:2'. Short: 8'. Medium: 12' Tall: 16'. Large: 18' roughly
speaking) Effect: Ensnares the target. If your character is stronger than the target or
could lift their weight then you can pull them to you! Tongues typically have 1/10th the
HP of the character.
● Camouflage: Your skin has pigments that can change color based on your emotions.
Luckily, your complex human mind allows you to have a bit more voluntary control over
this power. Bonus: Special Skill: Natural camouflage: When you successfully roll you
Hide skill your skin changes to perfectly match or surroundings. Although you can do
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this anytime, rolling Hide means you are holding as still as can be. Opponents must roll
perception of 120 to identify you when you are hiding and 80 without.
PREDATORY AVIANS
Besides regular bird mutants there are ones based on owls, eagles, and hawks. These
mutants are predators and designed to kill and eat other avians... Luckily there doesn't seem to
be much natural compulsion for these mutants to do this besides what is normal.
● Acute Eyesight: Striking wide eyes allow you to see targets and to follow them easily
when the target is movingly wildly. Although it doesn't go outside the normal visible
spectrums it's still far better than normal. Bonus: +20 to sight perception checks. Can
easily discern objects at a distance (Can read a sign up to 2 miles away, for example.)
● Wings: Your arms have mutated to be wings. Although they look like feathered wings
you will have dexterity and can manipulate objects as normal. Remarkably these wings
also muffle sound, allowing you to fly silently. Bonus: You can fly! For every point in
Speed you can fly 10 miles per hour. Includes the skill aerobatics at lvl. 1. You do not
emit sound when gliding or flapping, you still require to roll stealth skills while grounded.
● Talons: Long thin claws decorate your feet like sharp hooks. While claws have many
purposes talons are designed specifically for catching prey which means that your toes
can articulate that they can operate like real hands, sure that’s not particularly special
but it helps when your arms are busy keeping you in the air. Bonus: Your kick damage
is now 30+3d10 instead of normal.
SHEEP
Small mammals famous for their extremely thick wool coats, benign nature, and strong grouping
behaviors. Sheep display unusual intelligence for cattle with the ability to vocalize and
recognize human individuals. As a mutant, it’s a common struggle with instincts pressing
mindless conformity with the human instinct to think about things.
● Flock Behavior: You have a natural grasp for cooperation and teamwork. So strong that
you can mimic individual skills of other people in your group. Bonus: When a team
member rolls a skill and fails you can attempt the same task despite not having the skill.
When doing this your skill level is equal to level 1.
● Fleece: You have a thick wool coat. It insulates from the cold, shields from the sun, and
covers from the wind and rain. Bonus: Gain Wilderness Survival level 1 for free during
character creation.
● Picture of innocence: Pale face, trusting eyes, and fluffy wool. Your appearance is
completely inoffensive and that can make a few people slightly more trusting whether or
not you'll take complete advantage of that is up to you. Bonus: You gain +10 to rolls on
persuasion and Social Skills.
PORCINES
Pigs or boars. These animals are known for their powerful sense of smell and a biology
and intelligence remarkably similar to humans. Usually characterized as being a sloppy eater
and reveling in mud pig mutants are the thought to naturally be disgusting and are the brunt of
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many pork jokes. Players who have chosen Porcine mutations may choose whether the
character is a brainy domesticated pig or the temperamental boar.
Choose between Pig or Boar mutation traits:
Pig mutation traits:
● Pig headed: The transition to a manpig was surprising easy when the shock wore off.
Sure, your nose is different but you still act the same, think the same, and like the same
foods. You fared much better than other mutants. Bonus: Your maximum mind points
increases by 20 points during character creation.
Boar mutation traits:
● Braver than Smart: As a boar you are covered in a fine fur and you have tusks.
However your aggression has jumped up in leaps and bounds. When people try to fight
you it's seen as an audacity more than a threat, one that you want to smear on the dust!
Bonus: May perform gore attacks. gain +10 to initiative during combat
Universal traits to all porcine mutants:
● Super Snout: The infamous pig nose is a powerful tool. While other mutants can detect
decaying scents porcine mutants can pick up the scent of sources obscured and hidden.
Dogs can track while pigs can search. Bonus: Porcine mutants start with Scavenge at
level 3 during character creation and gain +20 to perception rolls involving smell.
Size
Size is the physical dimensions your character occupies in space. While that statement
seems overly technical you will grasp on to it like prayerbeads when things start getting weird…
Anyway, size affects your hp. The smaller you are reduces your hp while the larger gives you
bonus hp. Always remember that there are unsaid advantages and disadvantages to different
size than just stats.
Most mutants are in the Short category for all it brings. Often larger mutants are looked
up to by their height and strength. Despite the new average in mutant society everything
remains designed for Medium sized humans. Large mutants are usually employed as
bouncers, contractors, or other jobs where their staggering bulk aids them.
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Size class Height range hp Weight range Stat max Stat bonus
Skills
Skills represent the knowledge and life experiences of a character. The can be the right
tools for the right situations or they regimes and training that has honed your body and your
mind for a purpose.Values of skills may not accurately reflect real life benefits.
Every skill has three levels the first level is level 1 or Beginner level, the second level is
level 2 or Advanced, and and the third level is 3 or Expert. This represents the competence in
that skill and how likely success can be achieved. Even though there may be a more advanced
form of a skill available it does not mean that advancing in the lesser skill is equivalent to
advancing in that skill.
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Skill tests:
Use the following to see if you rolled within the margin of success.
Buying Skills
You can buy skills with skill points. The number of points you have during character
creation is equal to your character's Mind stat. During this time buying skills and skill levels only
costs 1 point. For instance, if you wanted to buy the skill Dancing it would be 1 point to have the
skill and automatically be at level 1, to get to level 2 you would spend another point, and to
finally have level 3 of dance it would be 1 more point. For a total of 3 skill points during
character creation you have become Lord of the Dance!
To buy skills after character creation like during level up is more difficult. You gain new
skill points equal to your Mind stats just like in character creation but advancing skills becomes
much more expensive. You can also choose level up core stats as well. Using the table below,
we see that maxing a skill during character creation can cost 3 points, but once a character is in
play it costs 30 points! Advancement happens but what you choose at the start is the most
defining of your character.
Gaining a new skill during character creation. +1 and +1 per skill level
You can not purchase more core stat points
until the character is in play or is higher than
level 1!
Now let's see an example when two skills would be applicable but one would be more
successful than the other:
"Al and Mallard are in the wastes and come across a fancy door sticking out of the sand. This
strikes the two as something strange. They both have science skills with Al having Science and
Science: Advanced at levels 3 and 2, respectively. Mallard is an expert in any science he can
find all the way to Science Fringe at level 3. Al has a Mind of 5 giving him 10 to the roll and
Mallard has a Mind of 9 giving him a whopping 20 to his skill roll. Al examines the door with
Science and rolls an 80 (MoS: 99. 8020=60, regardless) and succeeds but using this skill all he
can determine that it, indeed, is a door. Not satisfied he takes another look and rolls his
advanced science, he rolls a 90 but goes down to 70 (8010 bonus) and since he has only has
level 2 or advanced level (3099) in the skill. He has failed the roll. It is still definitely a door but
something isn't normal. Mallard steps up and gets a 20 in his Science Fringe skill, a success at
any level, and comes to the conclusion that the door likely a complex dimensional transport in
disguise! Mallard being Mallard, he pokes Al and tells him to knock."
Skill List:
Note: Skills marked with “*” are considered skills that everyone knows to survive. Every
character has these skills for free at the beginner skill level.
#: This is a basic skill and is free to characters with the flight trait.
**: This is a basic skill and free to characters with the aquatic trait.
Free Skills:
These are skills everyone has regardless of personal background, mutation, or
intelligence level. Everyone has Free Skills at least on the first level.
Tumbling: See Physical Training.
Science: See Science.
Hide: See Stealth
Invention: See Production
Scavenging: See Wilderness Survival.
Bicycle: See Piloting
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Physical Training:
Dancing: To dance both for personal enjoyment and the enjoyment of others. For each
level you are capable of more complex or vigorous dances. For some this relieves stress.
Successful dancing causes fun and joy, +10 mp per day that you have danced. Bonus at level
3: May parry once per combat round as a free action.
Tumbling*: This skill is the practice of knowing how to roll, dive, or fall without injuring
yourself. This skill may be used to get up quickly after being knocked down or avoiding damage
from a perilous fall, with GM's discretion. You may roll this skill when being knocked down to
make getting up a single action instead of a double action. This does not apply to dodging while
flying, see Aerobatics
Acrobatics: The art of making aerial maneuvers likes jumps, swings, and flips. This skill
includes parkour and traditional high gymnastics. Users can jump higher and farther than
normal. In most situations that require tumbling, you can use this skill for extra flair. Combat
Bonus: Level1: +10 to parry. Level2: +10 to dodge. Level3: +2 to kick damage. Making your
new kick 10+1d10 to make simpler.
Rappelling: This is the skill of using ropes, cords, harnesses, and climbing equipment to
climb hard to climb surfaces. Using this skill you can establish jacks and set up ropes to allow
others to climb safely. Not a good combination with vertigo.
Aerobatics#: Maneuvering during flight for characters with wings, a wingsuit, or a
jetpack. Examples of this skill include power dives, spiral flight, and combat maneuvers like the
famous loopdeloop and Sturn. Combat Bonus: +10 to dodge or parry while midair. Stacks
only with your natural speed bonus. May be taken as many times as you want. Penalty: You
must be flying at least 3ft. off the ground to for bonuses to take effect.
Swimming**: Swimming techniques like the dog paddle, breast stroke, etc. This skill is
used when the ability to swim is contested like swimming against a torrent, diving after
something, or making intercontinental swims. This skill primarily is a measurement of human
swimming ability so despite your skill level you will not exceed roughly 3 mph, which is the
equivalent of 1 speed on land. See your corresponding mutation if there are any special swim
skills. No skill: You can’t swim! If you do try to swim roll d10: On 15 you are sinking and must
get out of the water or be rescued and on a 610 you are not sinking but thrashing and moving
very very slowly through it. Level 1: You can swim and not drown immediately. You can swim
for around 2 hours. Level 2: You can spend half your strength stat in hours. Level 3: You can
sleep while floating and spend your strength stat in hours swimming at a time.
Pick Pocketing and Sleight of Hand: The art of using distraction and subtly to stick your
hands in other people's pockets or purses without their consent or notice. This skill can also
used for concealing objects or making fast hand actions like flipping switches unnoticed.
Although ability helps, it's a skill born from practice and more practice. Note: If a player is being
pickpocketed then it's a perception roll of 100 or higher to notice. This roll is made secretly by
the GM.
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Science!:
It got you in this and now it’s going to get you out. Science is the understanding of the
world around you through careful testing. It includes mathematics, theories, physics, and
chemistry.
Astrophysics: the study of gravity, propulsion, and cosmic forces. This skills is
applicable when things come to advanced technology, radiation, and extremely unforgiving
complex navigation problems. When people talk about rocket science, this is it! Requires:
Science level 3.
Biology: The study of organic life. Useful when diagnosing the variety mutants in the
world or the other unknown entities you may encounter. Required when tampering with
Topsider technology. Requires: Science Advanced. Bonus at level 3: +20 HP restored on
successful medical skill rolls.
Electronics: The science of processing machines that rely on electricity to compute input
and send and receive signals. This skill is applies to the repair, rigging, and accessing of
electronic applications like computers, radios, and other doodads. Skill level 3 bonus: able to
wire bread boards and circuitry to make your own devices.
Science*: The field of learning about the universe through observation. A good rounded
education has been more helpful in the apocalypse since threats can sometimes skirt the edge
of common understanding. This skill covers general topics like physics, biology,
micromedicine, chemistry, and robotics.
Science Advanced: This skill is the dedicated to the "Big Boy Science" like applied
physics, quantum mechanics, atomic physics, and abit of chemistry. This skill is useful for
things that are not obvious but still within the realm of science. Requires Science.
Science Fringe: The unproven frontier of science. This skill is used primarily for
understanding things outside the scope of current understanding of things. Its for the weird
stuff. The biggest challenge with this skill is sounding believable. This field is the most apt for
finding answers to the mutagenic plague. Requires Science Advanced.
Stealth:
The art of misidentification. These skills can cover simple things like just not being seen
to utilizing psychological knowledge to be subconsciously ignored by targets.
Disguise: The art of using clothes, makeup, and all manner of things to make a person
look different, unrecognizable, or even to impersonate others. Dyes and fake fur have become
popular in the box since the outbreak. Most masters of disguise use their skills on making other
people look different, working on yourself is a bit more challenging. Penalties: 15 when trying
to make the subject look like a different species, 30 when trying to make the subject
impersonate someone else.
Hide*: Making yourself unseen by avoiding line of sight. Often practiced by children as
a game. Use this skill not just for hunkering down, shutting up, and holding still but also finding
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hiding spots around you. Roll this skill against a target's perception but only when the target
can identify you. Some of the world's best hiders are well known heroes.
Sneak: Walking softly so as to not make noise. When the player rolls it's based on the
character’s own perception. This skill is rolled against the Perception of the target.
Lockpicking: Using picks to unlock mechanical locks. Although common lockpicks are
hard to come by thin wire or Talons can make perfect substitutes. Penalties: 10 if the locks are
rusted or damaged and or if the tools used are poor condition.
Safecracking: Using a listening device or natural hearing to listen to tumblers on
mechanical combination safes. Bonus: +10 to rabbits, mice, and dogs and other mutants with
better hearing.
Social:
Skills that deal with dealing with other people and dealing with daily life. Although you’d
think such domestic skills might be useless in the harsh, violent world of endtown but life can
prove horrible without them.
Magic: Using theatrics and sleight of hand to entertain and baffle people. A well placed
card trick can distract and lift spirits and a few hand tricks can help conceal items. Effect:
Effective "illusions" restore +10 mind points + any self imposed penalties. Bonus: At the
second level you gain the ability to throw cards or coins or other small objects just right to do
damage. (Range: 10 feet. Damage: 1d10.) At the third level you may use a stealth skill and
'disappear' even if you are being watched but only in the moment of a sudden distraction.
Requires: Lockpicking level 1 and and any stealth skill at level 2.
Dance: See skill Physical: Dance.
Shmoozing: To talk intimately or cozily to people or have a long deep conversation. To
focus on a single person this would be to charm or seduce but the power of Shmooze can
spread to a wide area and used to gather gossip or small bits of information that can be put
together to form complete information.
Negotiate: The back and forth of compromise to find a way to a solution. In essence it’s
making a trade by putting a value on whatever is being negotiated. To succeed is a fair trade,
to fail is to have an unacceptable or unfair trade or compromise, a critical fail means you have
inadvertently insulted the other party, and a critical success means that you have reached a
negotiation that largely benefits you.
15 10%
30 20%
45 30%
60 40%
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GM note: When sellers are open to haggling, they overprice goods expecting to be argued
down.
Production
Production skills are those that produce items. You never know when it will come in
handy.
Farming with a new wild plant or fungus Farming, biology, science advanced.
Note: Inventing with others: Inventing with assistance of other players means that they are
providing the skills required. The group must decide takes the lead in the roll. Optional: Any
penalty for skill rolls can be distributed among participants.
Metalworking: Welding or processing metal for repair or to make objects. This skill also
covers occasional smelting.
Farming: The power and patience to raise crops. You know what plants need and want.
This also allows you to assess other farms for their problems. This skill can be invaluable in the
right conditions.
Woodworking: The many aspects of wood and shaping wood into pleasurable shapes.
This covers whittling, carpentry, framing. The most common item from this skill is a baseball
bat.
Art: Communicating abstract ideas or feelings through color or shapes. This can be
painting, sculpting, or music. Art can heal Mind Damage in the same way cooking does, choose
your skill penalty and then roll against it. Successful rolls mean the character is healed equal to
the penalty he set.
Wilderness survival:
These skills are useful for surviving harsh conditions. As it turns out harsh conditions
are everywhere.
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Scavenging*: Scavenging for resources, food, metal, anything that might be of some
use in your current situation. It comes with the patience to turn over the hundreds of rocks to
find that one thing you might be able to eat.
Land navigation: Orienting yourself by landmarks and reading maps. While that does
seem as simple as walking in a straight line people often find themselves walking in circles
without this skill.
Sustenance / Survival training: The tips and tricks to survive longer by avoiding
dehydration and minimizing effects of exposure. Keep in mind these tactics help, but don't
make you immune to the environment. Think of it as etiquette of the outdoors.
Medical:
For details on the mechanics of medical skills please see Medical Aid in the Hit points
and damage section.
First Aid: Techniques commonly taught to stabilize people in need of medical treatment.
This includes common emergency techniques like CPR or stitching closed a wound.
Medical Doctorate: Knowledge for how to treat major illnesses and injuries. While
knowledge comes easy finding what you need to treat patients is another story. Prerequisite:
First Aid.
Pharmacology: The science of medicines. With this skill and the right equipment you
can make antibiotics, sedatives, painkillers, and other medicines as well as test solutions. Of
course this skill can be used to make addictive drugs and harmful poisons, not that you would
do that right? Requires: Science Advanced.
Surgery: The cool nerves and steady hand to perform invasive surgery on patients.
Besides the regular brain and heart your skills come in very handy working on cyborgs.
Prerequisite: First Aid, Medical Doctorate.
Combat:
Archery: How to operate and maintain bows and crossbows. For each level in this skill
add+5 to attacks made with these weapons. May be taken multiple times.
Camouflage: The art of disguising yourself as terrain to evade being seen. A successful
roll means you are well disguised and unless you made a rash action should not be seen.
Traditional firearms pistols: How to operate and maintain handheld firearms like pistols,
revolvers, and hand cannons like magnums. For each level gained in this skill add +5 bonus for
ranged attacks with this weapon. May be taken multiple times.
Traditional firearms rifles: How to operate and maintain rifles or other longbarreled
firearms.For each level gained in this skill add +5 bonus for ranged attacks with this weapon.
May be taken multiple times.
Traditional firearms SMGs: How to operate and maintain small machine guns like the
famous Tommy Gun and Uzi.For each level gained in this skill add +5 bonus for ranged attacks
with this weapon. May be taken multiple times.
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Traditional firearms heavy: The skill necessary to operate complex 'special' weapons
miniguns, mounted machine guns, flamethrowers, and explosive ballistics like rockets, grenade
launchers, and motors. For each level gained in this skill add +5 bonus for ranged attacks with
this weapon. May be taken multiple times.
Energy weapons: The hottest trend in violent fashion today! These weapons utilize a
unique form of energy called Amesworth radiation to devastate targets. Very little is effective in
defending against these weapons. For each level gained in this skill add +5 bonus for ranged
attacks with this weapon. May be taken multiple times.
Optical systems: The knowledge to use vision enhancing electrical systems that use
infrared, lowlight, thermal, and ultraviolet vision. This includes goggle systems and control
panels. It should be noted that this skill is being able to interpret and recognize images as well
as operate the equipment.
Piloting Skills
These are skills related to operating machines that can move or travel. While these
skills are a requirement to drive or fly the associated vehicle you don’t have to roll the skill level
unless there is a chance of crashing or disaster.
Bicycles*: The art of pedal powered moving devices. Some of these machines include
the bike of lovers, the duo bike, and the infamous and deadly unicycle.
Motorcycles: Harleys, hogs, and pocket rockets. This skill is used when driving two
wheeled powered vehicles.
Automobiles: Driving fourwheeled vehicles like buggies, small trucks, and cars. This
includes rules of the road and driver safety.
Transport Trucks: This skill is for driving diesel cargo trucks. This of course includes
how to speak Trucker Code.
Heavy Machinery: This skill is for operating heavy machinery like bulldozers, mining
drills, rollers, and of course other earthmovers. Note that this skill is required to operate dump
trucks exceeding 100 tons.
Self-improvement
These are not a single skill but the result of a battery to push their limits and improve
them. Taking these skills improves stats rather than giving skills. This section is to better
represent the trade of skill points to core attributes. During character creation these skills cost
one point, after character creation these skills cost 20 points.
Speed: Track, Soccer, or just running to feel the wind behind you. Optionally, a
character must declare that he is trying to increase his speed and actually try being fast during
the adventure. Bonus: +1 to speed.
Strength: Lifts, squats, and old fashioned grit to get swole. Optionally, the character
must actually test his strength either by lifting or hitting things forcefully during his adventure.
Bonus: +1 to strength.
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Mind: Fervent study, philosophy, mental exercises to increase your mental acuity.
Optionally, the character must use his skills even if it’s beyond his limits or horde books. Use
that brain! Bonus: +1 to mind.
Weapons:
Melee weapons
: strength bonus is added to damage.
Thrown weapons :
Most thrown weapons do the same amount of damage as if your hand was still connected to it.
A knife for example does 10+1d10 and does 10+1d10 if thrown.
Spears : Range: Thrown. Damage: 15+2d10. Very easy to make. Cost $300
Bolas or Whips: Balls or weights tied to opposite ends of cords. Popular hunting weapon in
south America. When thrown they wrap around a target to ensnare them. Effect: When
striking the mid section they entangle the arms against the chest. They cannot use their arms to
strike or parry for one turn, after which they may roll against their strength to break free. Against
the legs the target cannot stand and are in prone status until they can cut themselves free.
When the strike the head they wrap around the target's throat causing choking. See each bola
type for HP and penalties to cut or break free. See conditions for the effects of choking or being
prone.
Simple bolas: standard two or three balled bola.
range: thrown. Damage: 5+1d10. HP: 25. Break penalty: 15. Cost: Must be crafted with
Sewing.
Bladed bolas: Sharp small curved blades replace the balls and chain replaces the cord, these
are mancatcher weapons.
Range: thrown Damage: 15+3d10, +10 if it wraps around the neck. HP:70. Break penalty: 50,
additionally does 10+1d10 if target fails to break free. Cost: Must be crafted with Metalworking.
Whip: A long cord of tightened leather, rope, or chain designed to wrap around a target
person’s weapon and disarm them. While simple cord versions are the most common some
fasten balls or blades to the end to be more effective. Standard whips: Damage: 15+1d10
Range: 612ft. Cost: $135. HP:30, Metal chains: 50 HP. Effect: When target is struck it does
is ensnared.Special mods: Cat o nine Tails: 15+3d10. Weighted balls: 20+1d10. Sedated
blade lining: 2d10 damage each round while entangled.
Archery:
Note: takes one action to ready an arrow and another to fire. You can also move while
knocking an arrow, however.
Small bows:
Range: 40 feet. Damage: 10+1d10 plus strength. Cost: $145. Arrows cost $15 by the dozen.
Medium bows:
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Range: 60 feet. Damage: 10+2d10 plus strength. Cannot be used by a single mutant in the Tiny
size class. Cost: $190. Arrows cost $17 by the dozen.
Long bows:
Range 200 feet. Damage: 15+3d10 plus strength. Cannot to be fired by individual mutants in
the Tiny and Short size classes. Cost: $220. Arrows cost $20 by the dozen.
Compound bows:
Range 250 feet. Damage 10+4d10 plus strength. Cannot be fired by someone who has less
than two fingers Cost: $300. High performance arrows cost $35 by the dozen.
Light Crossbow:
Range: 100ft. Damage: 20+2d10. Single shot fire. Costs $85. Bolts cost $30 by the dozen.
Heavy Crossbow:
Range: 300ft. Damage: 40+4d10. Single shot fire. Requires a Strength of 4 or higher to reload.
Costs $300. Bolts cost 75 by the dozen.
Revolvers :
Firing modes: double damage for firing half the cylinder. Triple damage for firing the whole
cylinder at once.
Feature: Very simple mechanism. If you roll a critical miss then the bullet was simply a dud or
has jammed, you can rotate the chamber to fire the next round as normal or spend a reload
action to remove the faulty bullet.
Payload: 6 Chamber cylinder. Range: 164ft. or 50m
Common models:
.22 Ruger Single Six: 10+1d10. Cost: $180. $15 per 100ct box
.38 ServiceSix Revolver: 15+2d10 Cost: $240. $20 per 100ct box.
.44 “Super Redhawk” Magnum 50+5d10: A powerful revolver. $ 540. $45 per 100ct. box.
Pistols:
Fire modes: +15 damage when firing half the clip. +35 damage to spend the full clip.
Payload: 7. Box magazine.
Effective range: 164ft or 50m.
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Common models
5.45mm Random 35: 5+1d10: A very small bullet but has good accuracy. $300. A 100ct ammo
box costs $25.
9mm Blue: 20+2d10: The standard ammo size for many army issue pistols. Cost:$ 336. 100ct
ammo box costs $28
10mm Colt 30+2d10: One of the larger bullets for semiautomatics. Cost: $420.100ct ammo
box: $35
SubMachine Guns:
Fire modes: 3round burst: +15, 15 round burst: +30, 30 round burst: +60, 60 round burst:
+120, 100 round burst: +180. Note: Most models can’t physically fire off more than 100 rounds
per combat action!
Payload: 25, 36, or 108 size box magazines.
Effective range: 607ft or 180m
Common models:
9mm Mongol: 20+2d10. Cost: $528. 100ct ammo box cost $28.
.45 M2: 40+4d10. Cost: $840. 100ct ammo box cost: $45. The standard model for Endtown
Security forces.
Shotguns:
Most models you'll encounter 12 gauge models.
Range: 246 feet Slug. 150 feet buckshot.
Standard single shot models: 20+2d10 buck, 30+3d10 slug. Payload: 1 round per barrel.
Cost:$400. Double barrel model: $430. Standard action shotgun. Takes three actions to open
the weapon, discharge the shells, and reload. Multiple barrel models can fire simultaneously for
a single action.
Pump action: 30+3d10 buck, 40+4d10 slug. Payload: 6 rounds. Common model among hunters
and police enforcement. Cost: $510. Must reload per shot from the magazine, one action.
Takes three actions to reload the magazine by hand.
Striker combat shotguns: 30+3d10 buck, 40+4d10 slug, 50+4d10 for special rounds. Cost:
$800. Payload: 10 shot cylinder. Semi Automatic. Special rounds cost $400 per 60 ct. box.
Models come with a drum magazine which shortens reloading to two actions.
Ammo: 12gauge slug. A singular solid piece of metal in the shell. Used typically for combat or
large game. Cost: $60 per 100ct box.
Ammo: 12gauge buckshot. Shells loaded with tiny plastic or metal beads to spread out after
firing. Used for hunting small or flying game. Cost: $55 per 100ct box. Effect: When a target is
struck two more targets within a three foot radius are hit as well.
Ammo: 12gauge saltrock shells. Shells loaded with pellets of sodium designed to pierce the
skin of targets and cause excruciating pain. Used for riot control. Cost $80 per 100ct box, only
available to police agencies typically. Effect: Causes crippling pain, causes the Drugged
condition in unarmored targets.
Fire modes: +25 three round burst, +65 for firing half the magazine, and +100 for emptying the
entire magazine. Note: rapid fire requires a rifle clip.
Payload: Varies by magazine. Commonly rifle magazines have 10, 20, or 30 round sizes and
then there are drum chain feed systems that can hold over 30. Most rifles can hold 5 rounds
with an internal magazine.
Range: Assault rifles: 1640 ft or 500m. Sniper rifles: 4265 ft or 1300m but costs an addition
$400.
Damage by Caliber:
.256 MiniRuger: 30+3d10: $480 for the rifle and $40 for 100 ct. ammo box.
5.45mm Soviet 50+5d10: $900 for the rifle and $75 for 100ct. ammo box. Ammo size of the
infamous AK47 Rifle.
7.92 Mauser 50+5d10: $1200 for the rifle and $100 for a 100 ct. ammo box. An extremely
popular rifle ammunition size. Standard for the APEX Assault rifle. Other versions are bolt
action only.
.50 Caliber Siegfried. 60+6d10. A powerful rifle that must be fired single shot and from a
mounted position. There is a machine gun version that is capable of rapid fire but must be on a
fixed amount to fight the incredible kick back. Cost: rifle version: $2000. Machine gun version:
$8000. Ammo cost: $400 per 100ct. Box. Both versions require the Heavy Weapons skill.
20mm Cannon. 70+7d10. Cost$10,000 for the single shot rifle. $40,000 for the machine gun
model. Ammo cost: $450 per 100ct. box. Range 4000 ft. A massive weapon, sadly it still
pales before energy weaponry. Only available models are a single shot semi automatic rifle and
auto cannon versions. Because of the tremendous kickback the rifle models can only be fired
from mounted tripods and the automatic models can only be fired from fixed mounts or turrets.
20 mm rounds do an additional +40 damage to inorganic targets like vehicles or buildings.
Explosives :
Blasting caps and fuses: $30. Very small, very sensitive explosives used to trigger larger
explosives. There are fuse blast caps, electric blast caps, and nonelectric blastcaps.
One stick of dynamite: $50. Range: 10 feet. Damage:30+3d10 per stick. Effective blast range:
10 feet. Standard fuses burn for 30 seconds or 2 combat rounds.
Plastic or gelatin explosives: $100 for 2 oz. Damage: 30+3d10. Range: localized explosion, 1
foot. Chemical explosives that appear as a grey putty. Will only explode when the putty is
given an electrical charge and therefore are harmless without a plastic cap.
RPG shell: $2250 per launcher. $350 per shell. 80+5d10 Blast Radius 5 feet. Range: 230 ft. A
tube that you mount on your shoulder. The shell is loaded in the front either by the gunner or by
a loading team. Requires the Heavy Weapons skill.
Molotov: $3. A glass bottle filled with fuel and a burning piece of fabric. When the bottle is
thrown the bottle breaks and the burning wick ignites the fuel. Simple. Ignites a 3 foot radius
which burns for 1d10 minutes or one person if successfully hit by the bottle.
Flares: $15. A hand sized rod full of a burning powder. When struck against a surface it emits
a bright red flame for 1 hour. Used for signalling to people. Using it as a weapon causes no
real damage but causes targets to become on fire. Requires a successful melee attack to do
so.
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Grenades:
Grenade: $80. 110+4d10 Blast radius: 8 feet. Timed explosive: May set to explode 1 to 3
rounds after being triggered. A high powered explosive that is activated by pulling a pin that
releases a spring loaded switch.
Frag Grenade: $90. 40+4d10. Blast radius: 25 feet. An explosive with the same features as a
regular Grenade except it's casing is loaded with metal flechettes. These flechettes fly in all
directions shredding anything in direct line of sight. The weapon however has little piercing
potential and won't affect targets behind cover.
Thermite grenades: unavailable on any market must be crafted using chemistry and demolition
skills. 70+7d10 per round for 1d10 rounds. Blast radius: 2 feet. A demolitions explosive that
uses chemical reactions and iron oxide to create a superheated flame. Typically used to melt
through vehicles or barriers.
Defensive Smoke Grenade: $60. A motor fired smoke grenade used for its screening effects
and to obscure aerial observation. Modern 'blends' include chemicals to cool the affected area
to obscure thermal imaging and infrared. Area of smoke cloud: 70ft. Duration of smoke: 50 to 60
seconds. Range: 900ft. People firing into the clouds are firing blind and thus suffer 6 to strike,
parry, or dodge.
Smoke Grenade: $45. A handheld grenade that emits smoke to provide cover or riot control.
The smoke blocks infrared vision. People in the cloud can't see at all and experience some
breathing difficulties. Firing into or inside the cloud is 6 to strike, parry, or dodge. Range:
Throwing distance. Smoke radius: 20ft.
Tear Gas: $100. Emits a chemical laced smoke that causes burning and extreme discomfort to
the eyes, throat, and skin on contact. Only a gas mask can provide protection from the cloud's
effects. Symptoms persist for 2d10 minutes after leaving the cloud. Area of effect: 25ft.
Penalties: Tear gas is, put mildly, excruciating. 50 to strike, parry, or dodge. 15 to initiative.
People affected lose 1 one action for 1d10 turns!
Special Weapons
:
Tasers:
Handheld devices that subue targets by electrocution. There are many makes and models
available from the standard two pronged "remote control" units, long ranged pistol units, and
higher voltage cattle prods. They all induce a Shock effect.
Standard tasers:
Price: $50. Batteries: $20 per unit.
Range: hand to hand. Damage: 1d10, no strength bonus. Battery payload: 2 actions.
Ranged handgun tasers:
58
Price: $145. Range: 7 feet. Damage: 1d10. Battery payload: 3 actions. This model fires two
wired nodes out to the target.
Cattle prods or large animal tasers:
Price: $235. Range: hand to hand. Damage 3d10. Battery Payload: 10 actions. Hard and
sturdy these models can be used as a club for 10+1d10 damage.
Flamethrowers :
Pipe flamethrower: Price: N/A, must by crafted. A simple handheld welding torch
modified with a long pipe nozzle to turn the welding flame into a jet. Can be adjusted to weld as
normal. Range: 10 feet. Damage 1d10, causes target to catch on fire. Fuel: 5 blasts.
Additional mode: Welding: Range: hand to hand. Damage: 5 per combat round as a
continuous action. Fuel: 2 minutes (8 combat rounds.)
Portable flamethrower: $260. A fuel tank backpack connected to a rifle shaped nozzle
with a pilot light. This is the 'iconic' flamethrower design.
Range: 120 ft. Damage: Standard mix: 50+5d10. Gasoline only mix: 20+2d10 Fuel: 4 gallons
(1.5 liters) which works out to 12 actions. Gasoline and napalm cost : $400 per gallon but can
be made with a chemistry skill roll with 3 penalty. Regular gasoline is $20 per gallon.
Armor:
Halfsuit:
Half suit armor cover the bare essentials on the body like the torso, waist, and maybe
the arms. Most half suit armors are simple protective clothing and do not interfere with the user.
Concealed armor: 30 hp. Allows for full range of motion and is relatively undetectable.Cost:
$1300
Riot vest: 70 hp Cost: $800.
Quilted armor: 10hp or 30hp for full body versions. Cost: $25. Quilts and cushions deliberately
layered and sewed to be a kind of armor.
Sports Pads: 30hp. Cost $30. Pads and armor from a dozen different sports.
Soft leather: 60hp Cost: $300 very fashionable.
Studded leather armor: $600. 96 hp
Riot Jacket: 120 hp Cost: $950
Hard Armor Vest: 260 hp Cost:$1400
“El Pepe:” 80hp. $800 Slipping a large piece of metal under your shirt. Inspired by spaghetti
westerns. 1 speed.
Be warned, traders and businesses won't trade with someone heavily armed and armored and
most colonies won't let you in. You may be geared for war but they certainly aren't!
On a final note it is impossible to make contortion rolls in full body armor, okay you can go tank
now!
Topsider biosuit: Effectively hp 10.Puncture resistant materials make it immune to being
pierced by knives or small traditional blades, however the trauma still is absorbed by the user.
Greater uses of force, such as damage resulting in 30 or more, will rip the suit. Please see the
Topsider section (wip) for further details. Cost: Unavailable.
Lamellar/scale armor: 220 hp Cost: $1200
Riot Riot armor or SWAT gear: 440 hp Cost: $1600
Plastic Plate armor: 225 hp. Non metal medieval style plate armor. Cost: $3000
Full plate armor: 450 hp. Medieval style metal full plate. Cost: $2800.
APEX combat armor: 640 hp Cost: $2600
PointBlank body armor: 760 hp Cost: $2900
Class V Bomb disposal suit: 1001 hp. Too rigid to use in real combat. All physical and combat
skills are 60. Cost: $3200
Supplemental Armor:
Supplemental armor is additional items you can add to yourself to increase your
protection. They add hp to your total body because they don’t protect your center mass if there
is no armor. If these pieces are targeted regardless then the additional hp they would add is the
true hp of the piece.
Gas Mask: +0hp. Protects face and eyes with an air tight seal from harmful gases. Some units
use a small air supply or cover the whole head but most are made from plastic and rubber and
process the air through a specialized filter. Topsider biosuits are similar to these but incredibly
more advanced. Cost: $40
Steel Helmet: +20 hp. A simple metal bowl shaped to fit the user’s head. Comes with a leather
chin strap for something to bite onto. Cost $40
A metal pot: helmet: +10 hp. It’s one of those days. Builtin handle allows you to use it for
cooking in between combat. $30
Combat Helmet:+60 hp. Designed to house optical systems or flashlights. Faceshield comes
standard. Cost: $40
Riot or Swat helmet: +60 hp. Features chin guard, full face plastic visor, and a cool black paint
job.$ 90
Wooden Shield: Small size: 40hp. Medium: 60 hp Large: 80hp. These rules apply to furniture
used as a shield. Necessity, necessity. $200
Protective Knee and Joint Pads: +10 HP. Negates 1d10 of damage from falls. Made of leather
or plastic. Protects joints when falling or tumbling.Cost $20.
Transparent Riot Shield*: 240 hp. Made from tough, highimpact plastics. Very light and near
indestructible but high caliber or machine gun fire will penetrate it. Cost: $1500
Ballistic Shield*: 460hp. A heavy metal shield used for dangerous police actions. made mostly
from steel it is designed to absorb gun fire. Because visibility is limited from cover characters
suffer 6 to attacks when shooting while using the shield. Cost: $2700
60
*When carrying a shield you are considered behind cover automatically to all attacks
coming from the direction your shield faces, usually the front or side. Modern shields are
designed for complete coverage so when you take cover you are considered completely
obscured from that side. This means that just by standing with a shield you gain +15 to your
defence. For complete coverage you declare that you are hiding behind the shield and for as
long as you do so and ranged attacks from that direction will hit the shield instead of the
character. When defending in melee with a shield you roll to Block. It works the same as
normal blocking but the damage is absorbed by the shield rather than your limbs. See h ere
for
full blocking rules.
Medical Gear:
Bandages: $10 per 10 use roll. Usually made from cotton. Bonus: +10 hp healed.
Sutures: For sewing wounds shut. Bonus: +2 hp.
Disinfectants: $3 per 30 use bottle. Iodine and other solutions designed to keep wounds from
getting infected. Bonus: Removes penalty “Unsanitary Conditions.” Must be used during a skill
roll, not applied after the job is done.
Anesthetization: $125 per canister, about 30 uses. Products that will render the subject
unconscious. Commonly an inhalable gas but other improvised forms include ether, drinking
alcohol, or bludgeoning which are considered both dangerous and stupid. Bonus: Removes
penalty “Subject is conscious/resistant.”
Skill Kits:
First Aid Kit: $20. A handy metal box containing 3x bandages, sutures, 1x syringe, 1x bottle of
disinfectant, gauze, and a folded sling.
Surgery Kit: $ 80. A fold out kit for emergency roadside surgery. Contains scalpels, medical
pliers, surgical thread, a bottle of disinfectant, a piece of leather, gauze, and a hand mirror.
Metalworking Kit: $350. A bag of hammers, chisels, wrenches, dyes, solder, and a small
propane welding torch or any other tool you would need for the metalworking skill. Free at
character creation when you buy Metalworking level 2.
Art Supplies: $150. A case of supplies and tools like dyes, fabrics, paints, and brushes used in
the general to make art pieces or facilitate artistic expression. Free at character creation when
you purchase Art level 2. This kit also used for the disguise skill.
Woodworking supplies: $200. A roll out kit full of hammers, chisels, saws, drills, and other tools
used in the woodworking trade. Free at character creation when you buy woodworking skill at
level 2.
Chemistry Kit: $600. A case of test tubes, battery powered microscope, an oscillator, and a
basic assortment of chemicals to run simple tests.
Sewing Kit: $40. Needle, bob, and threads. A handy assortment of supplies for in the field
mending and repair.
Science Kit: $900. A backpack loaded with data gathering equipment like barometers, a geiger
counter, ranged temperature counters, and an electromagnetic frequency reader. Equipment
61
can be added as per needed. Individual science equipment pieces usually cost $400. Comes
free during character creation when you buy Science: Theory level 1.
Misc. Items.
Blender: $748.00 A rare cooking appliance.
Binoculars: $200. Range finding magnifying looking instruments. Can magnify vision by x50.
Basic 10x models go for $50.
Generic liquor: $5 per glass. $15 a bottle.
Clothes: Typically scavenged in the wastes and often handed out by social programs.
Regretfully, prewar brand names have lost all value. Remarkably some residents have taken
up tailoring and so tattered clothing is unheard of. Typically clothing found in the wastes won’t
fit Tiny, Small, Large, or giant sizes. Tailors usually charge $34 to have it adjusted.
Waffle Iron: $25 An appliance used to make the popular pastry.
Books: $4. They contain valuable knowledge and magical worlds or so advertised. Few books
survived and their selection is random.
Chemical Adhesive: Generic: $3. Mallard Brand $67. A chemical bonding paste. It’s a very
strong glue.
Snorkle: $2 A simple tube allowing you to breath air while being on the side of the water that
does not have air. $4 for versions with with fitting goggles.
Scuba air tanks:$ 350. A scuba tank and breathing mask. usually filled to supply two hours
worth of air.
Scuba Rebreather:$20,000. A complex device that processes new air for users while they
swim. It is bulkier and heavier than normal scuba gear, but allows you to breath indefinitely.
Mallard Brand Oxygen pills: By consignment only. Small white pills that oxygenates a person’s
blood, allowing them survive underwater for about an hour per pill. 50% of failing and only
allowing the user to survive underwater for ten minutes (GM’s roll)
Water (8 oz. bottle): $16. Unless a natural source is available water is very expensive and vital
to survive.
Alcoholic drinks (per glass): $616. Beer, wine, scotch, grog, etc. Popular drinks of the
depressed and bad dancers. Repeated consumption can result in drunkenness (Strength test,
losing gives the Drugged condition for a few hours)
Can of Beans: $2. By bizarre chance this food item has been the bulk of what Endtown has
been able to scavenge from their area.
Canned Goods: $5. Applesauce to zucchini, beets to leeks, just about every kind of food is
canned in some form. Although Amesworth radiation has disintegrated most foods inside their
cans, still some preserved foods have survived by sheer chance. Beans, however, have been
the most plentiful and thus cheaper than other goods.
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Lechin Soup: $3 per cup, $5 per bowl. An underground colony special. Rock fungus
scrapped off river walls boiled. Neither tasty, sustainable, economic, or nutritious but it's not
beans.
Sweets(black market): Simple candies like gumballs, jaw breakers, taaffe, etc. go for
$10 per piece. Bigger, grander desserts like cakes or cookies can go on average of $80 per
unit. Some people truly are desperate for a sugar hit. Some mutations that drive them to crazy
for the stuff like bears, rats, and especially insects. Bonus: Mind Points are recovered based
on the quality of the goods especially for insect mutants.
Preserved Meats or jerky(black market): $500 for a large piece, $100 for a small piece.
With the virus turning everyone into an anthro mutant the concept of eating meat has become a
profoundly touchy subject and the idea of eating meat without committing cannibalism drives the
price of premutation meat all the higher. These are popular with feline, canine, reptile, and
other carnivore based mutants. Bonus: Consuming meat can recover mind points based on the
quality of the goods consumed.
Vehicles
Topsider Transporters :
The Topsider transporter is a remarkable machine and one of the most advanced
vehicles made yet. Equipped with a proton energy cell, advanced shape changing materials,
and plasticized brain systems. These different technologies combine to make transporters
vehicles almost never need maintenance or refueling which is ideal considering how for
Topsiders in the Great Wastes this vehicle is the closest thing to shelter they will see for a long
time.
Transporters are tall, boxlike, have two treads tucked under its frame and are
exceedingly featureless in their interior. Transporters are entirely automated and do not feature
controls or even instruments to give readings. There are two main sections in a transporter the
cockpit and the cabin. The cockpit is the forward section and features only three large windows,
a shuttered exterior door, and seats for viewing out of the windows. The cabin section is the
living area for the vehicle is usually tailored to the needs of it’s crew. Also in the cabin is where
the ‘head box’ or the compartment where the plasticized brain unit is stored. This compartment
is a programmed ‘blind spot’ for the transporter and the unit will not detect that it is there.
Supplies typically stored in a Transporter: 2 spare biosuits, 4 blankets and pillows, 3 vials of
antiseptic, 3 gauze, sutures, and a standard staple.
Crew: Capable of piloting independently but typically has 24 topsiders and 12 mutts.
Additional Features:
SelfRepair Module: Because of it’s shape changing ability a Transporter can repair or replace
just about any part of itself. In game terms, a transporter can return it’s hp to 1250 but it counts
as a double action.
Remote Scout Unit: Mounted on top of the vehicle is a jetpowered drone that can
launch and transmit visual data back to the transporter. It’s primary purpose is to pursue targets
or to survey locations from the air. It comes with optics, a flight system that can hover, and
headlights. Unlike the Transporter the scout does not have any repair features and must
reattach to a transport to recharge it’s cell after a few hours. Remote Unit Scout: Speed: 120
mph. Hp: 125. Optics: High Def, Infrared, and telescopic.
Energy Cleansing System: This system triangulates and destroys microscopic
organisms as a defense against the mutagenic plague or other threats. This system is precise
enough that it can target and destroy microbes in contact with a person without harming them.
The range of the system is the interior or the vehicle and a field that extends about a foot
around the exterior. It is unheard of that a transporter would use this system to attack its crew.
Transporters are programmed to instinctively be revolted by dangerous microbes and destroy
them without a thought. Damage if applicable: 30+3d10.
Plasticized Brain System: Like all Topsider technology organic cerebral materials are
used to perform the high level computing necessary to operate its many systems. Located in
the wall closest to the center of the unit, he PBS in transporters are given a personality that for
the most part is compliant and will serve passengers and are not aggressive. Just like people,
transporters can vary in personality and how much they will cooperate. Some will readily help
mutants if they come aboard and others will need convincing. It is rumored that a Transports
personality is affected by the kind of person they were before getting plasticized. The brain is
the most sensitive and vital section of the vehicle, any damage or even just contact to it can
have disable or effectively ‘kill’ the vehicle. Skills: Pilot: Transporter level 3, Optical systems
level 3.
When combating transporters the PBS is possibly the only effective means of stopping
the vehicle however this means hitting a target that is armored in half a transporter that might
also shift around inside the target. Therefore, when using weapons that can penetrate the shell
of the vehicle like zero weapons or shots that do 300+ damage you gain the chance to hit the
vehicle’s brain on a critical roll. Keep in mind that when you are inside the vehicle and can see
it’s compartment then things are much easier. The compartment door itself only has 20 hp.
Shape Changing: As an extension of it’s self repair system Transporters are capable of
altering the shape of their interior to produce shelves, beds, compartments, chairs, or any other
shape it or passenger's want. It can even add or remove doors and interior walls. The one
drawback is that all features are made of the same material as the transporter. Chairs are
plastic, beds are plastic, the windows are hard transparent plastic. Not the best for comfort.
31731Mk.2
One of the first ‘innovations’ in warfare after the discovery of Amesworth radiation this
vehicle is a massive treaded tank fitted with large zero weapons. Although it’s unknown what
their role was in World War 3 these vehicles have been seen used by APEX and the NDCC in
the infamous cleansing camps to exterminate mutants in unfathomable numbers. It’s primary
weapon is a massive zero weapon attached to an extending upward arm on the vehicle’s roof.
The vehicle is about the size of a house being 35 feet wide, 32 feet long, and with it’s weapon
apparatus it can stand 20 to 40 feet tall. It is thought to weigh about 6 tons.
HP: 3,000.
Speed: 60 mph.
Fuel: Proton power cell. These power cells operate on the same principals as Topsider
vehicles although the cells used at that time in military production are larger, less efficient, and
certainly not as sleek. Although it can power the vehicle operation instantly it takes a significant
amount of time to power up its weapons systems, a staggering 20 minutes. Regardless, it’s
power cells can store enough power to allow the vehicle to function for years.
Special Features:
Zero Cannon: The 3171 is equipped with a super sized version of the zero gun. From a
reaching mechanical arm this weapon is able to aim upward and aim downward from the
vantage point the arm provides. The power of a blast from the cannon is strong enough to
destroy a city block and that is not counting the effects of zero radiation. It is a weapon of
terrible simplicity and staggering impact.
65
Salvaged Vehicles:
Vehicles in the great wastes prewar vehicles modded to exceed their original
capabilities or repaired just enough to function. When civilization has collapsed he idea of a
vehicle with all stock parts is pretty farfetched. However difficult vehicles exits in endtown and
are invaluable.
To make things simple here is a list of standard vehicles your characters would
find or make in the wastes. Optionally you can make your own vehicle using the Vehicle
Creation Table at the end of the chapter as well as vehicle mods.
Bicycle *2 *2 of 30 hp $35
driver’s driver’s
speed range.
32 2km
Vehicle creation
Building a vehicle is in a way offsetting the cost. Successful salvaging means that you
are finding X dollars forwards what the vehicle would cost in completely assembled. For each
successful roll of the Salvage skill you found $100 dollars with of parts, $300 on a critical
success. Making a vehicle isn't hard, it just takes time and hard work!
By the glory John Adams most people are willing to trade their parts for money. This
option allows characters to buy parts instead of spending hours digging through the ruins of
civilization. To make trading simple parts are sold in $100 increments, this is also to make it
simple when using the Negotiate skill when trading.
Vehicle Assemble
After you've assembled the parts you must assemble the vehicle.
Energy Weapons
Most energy weapons you’ll encounter will use a unique form of radiation called
Amesworth radiation or “zero” radiation. The higher the exposure to this energy the more
damage it does to targets. Energy weapons are far more complex than what would amount to
atom exciting supersoakers. Their functions potential radically changed how combat operates
in the game. Here from author of the comic himself is an explanation of these weapons.
“
Blasters are focused energy weapons that can either kill or stun depending on how focused the
energy stream. The focus is shifted by turning a literal aperture on the front of each gun. Opened as wide as
possible, you could bring a tight group of fighters to their knees in pain. Closed tightly, you could drill a hole
through steel. The energy is built up in a series of internal relayed batteries by winding a small folding crank
on the side of each gun. 300 or 400 turns will give you enough power for 150 wideaperture stun blasts, 75
midaperture kill blasts, or one 20 second sustained narrowaperture "drill" blast. A sustained
narrowaperture blast held for more than 30 seconds may make a blaster go "critical" and detonate, killing
the user (so a blaster with a jammed trigger could be used as a highimpact grenade if thrown properly).
The batteries do not hold charges indefinitely; 400 turns of the crank will build up a maximum charge that will
hold for 10 to 12 hours. Left overnight, the blaster will go "dry" so always remember to keep your blaster
charged.”
“The power of each Zero weapon is dependent upon the weapon. Each Zero weapon operates at
its maximum capacity. A Zero gun can't disintegrate a tank, but a "Zerozooka" could. A Zero gun with a
sustained stream of Amesworth radiation (with plasma as a carrier) could bore a neat, wide hole through a
tank in less than 15 seconds. The problem, however, is that concentrated Amesworth radiation will "dust"
organic material before it affects inorganics like steel, so someone standing dead center behind a steel door
being bored through by an energy stream from a Zero gun will disintegrate before the hole is actually drilled
all the way through. A mutant can be killed by a Zero gun without standing dead center in the plasma
stream. The field of influence for directional Amesworth radiation is something like a foot in any given
direction beyond the stream.”
Aaron Neathery.
“
Disintegrating Amesworth radiation is the exclusive domain of the Topsiders, a handmedown from their
deep association with the former APEX Industries and the Hillside militaryindustrial complex. The blasters
used by Endtowners are the invention of Prof. Mallard and operate on a completely different principle
without the use of nuclear energy or radiation.”
“Can they do the wider or narrower fields than zero guns or is the crank pretty much the big difference?"
“Zero guns can do little more than fire streams or bursts and contain energy cells like all Topsider
technology that will keep them powered for decades without recharging. They can't stun; only kill. Mallard's
blasters are more nuanced but decidedly lofi in comparison.”
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Blaster:
A weapon of Mallard’s personal design. They are tightly controlled by security and
Mallard himself, as he is the only one in the colony capable of manufacturing them. Just about
every Blaster is in possession of Endtown security and are issued only to be used on missions
that are on the surface. Security is very firm on not using energy weapons in the colony and
hold this rule even for themselves.
Blast Settings:
For the sake of brevity the Blaster has three primary fire functions based on how wide
the aperture is set: Wide, medium, narrow, and fine or “drill.”
WideBlast function: Imagine playing flashlight tag. The beam spreads out at a
45degree angle and because the energy of the blast is spread so it cannot do more than cause
targets caught in the field a great deal of pain all over. Effect: Target and up to five adjacent
targets (Two left and two right of primary target) are effectively stunned. Blaster stun Effects:
Attacker rolls 1d10, defenders have fallen down and are helpless for that many combat rounds.
MediumBlast function: The medium blast function is narrowing the beam tight enough
to target a single person of specific limb but still wide enough to be nonlethal. However, unlike
the wide beam setting the target is rendered unconscious and immobile for a much greater
length of time. Effect: Target is rendered unconscious for 2d10 minutes. No measurable
damage is inflicted.
NarrowBlast function: Also called mediumkill setting. At this setting the beam is
focused enough to kill or maim targets depending on where they are hit. Sadly, many mutants
keep this as the ‘default’ setting. Effects: Single target. Damage: 150+2d10*10 (Or 150+20d10
if you have that many dice.) It is as powerful a handgun available short of the Zero gun.
Focused Drillfunction: At this setting the beam is as narrow as possible pointing all the
energy to a single point. This setting isn’t used often for combat because of the need for
precision and steady aim but it is used for boring holes through metal, rock, and other hard
targets. Effects: Out of combat, the drill can deal 3000 damage total in a full twentysecond
burst which is enough to bore through a car, metal door, or a steel wall. In combat: A sustained
beam on a target deals 300 damage per combat round and doubled each consecutive round for
a total of 3 combat rounds. If it’s against a mobile target then the attacker must roll to strike for
every combat round they are focusing the beam. The result is a tight hole seared through the
target like a drill.
Payload: The standard blaster holds 150 charges. Which is 150 wide blasts, 75 medium blasts,
or 20second continuous blast, as previously stated. To simplify use this formula: Wide blast is
1 charge, medium blasts both stun and kill is 2 charges, and the drill setting is 7 charges per
second or 37 charges per combat round. A blaster's charge will dissipate if idle for 12hours.
Reload: To recharge a blaster you must wind a small handle on the side of the device. For
every 2 turns the blaster will gain 1 charge. During combat winding 4 turns, or 2 charges, is a
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single action and 9 turns is a double action. Of course, you may make winding a charge a
continuous action and gain 9 charges per round.
Zero Weapons:
Zero weapons are a line of weaponry first developed by APEX Industries and perfected
by APEX scientist Sam “Sparkplug” Sanders. Utilizing Amesworth radiation, aka Zero radiation,
they disintegrate any organic material and does heavy damages to whatever is left. These
weapons are decidedly unfair. So far in the Zero line there are basic sidearms, heavy artillery,
and even WMD bombs. These are the weapons that reduced so much of the world to dust in
WWIII.
Zero Guns.
The Zero Gun is the staple sidearm of Topsiders on patrol and the most common zero
weapon in circulation. Like all directional Zero weapons, it emits Amesworth radiation guided by
a stream of plasma. It is relatively light in features with only real two moving parts, the trigger
and the handle which can be folded into the casing to make it more compact. Unlike the blaster,
there is no way to manually adjust the amount of energy released. Like most Topsider
technology it also houses a plasticized brain system as a processor.
Damage: 500+5d10*10. Note that this damage is for in organic material like buildings. The
beam's effects anything organic, like players or, is instantly vaporized. Like all Zero weapons,
the energy from zero guns pierces through solid matter and can affect objects past it so a
barrier or object may block a zero beam but the beam will pass through the object and
disintegrate anyone it hits on the other side. When used to fire in a continuous beam the blast
does 1000 damage per combat round.
Payload: Thanks to the computational force of it’s brain unit Zero Guns can maintain a
sustained blast indefinitely.
"Zerozooka"
The zerozooka is a heavy version of the zero gun.
Significantly larger and heavier than the small arms
version, the zerozooka looks like a giant version of the
zerogun save for a regular sized handle and trigger
placed on the bottom of the primary body. The weapon
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is fired by mounting on the user’s shoulder as you would with traditional antiarmor rocket
weapons.
Damage: 800+6d10*10 or 800+60d10. Note that this damage is for inorganic material like
buildings. The beams effects anything organic, like players or, is instantly vaporized. Like all
Zero weapons, the energy from zero guns pierces through solid matter and can affect objects
past it so a barrier or object may block a zero beam but the beam will pass through the object
and disintegrate anyone it hits on the other side. When used to fire in a continuous beam the
blast does 3000 damage per combat round.
Payload: Like many other Topsider devices Zero this weapon has a plasticized brain system.
This processor is largely used to process the vast quantity of data necessary to both maintain
the plasma stream and regulate Amesworth radiation output so as to sustain a Zero blast
indefinitely.
Bestiary
While I personally encourage GMs to come up with their own monsters and maniacs on
the fly here is a good go to guide for making your own content as well as some examples.
Mutants
There are those who are less fortunate when they mutate. These people have been
mutated into what can only be described as monsters. Flesh, eyes, and teeth scatter across
madness made flesh these creatures stalk the Great Wastes preying on anything they find.
Typical HP: Medium: 140180 Large: 200300 Giant: 10001500 or higher. Monster
mutants are tougher than other beings their size.
Weapons: Monster mutants can have any form of bizarre natural weapons but all are
observed to have gigantic teeth and claws. They are often disproportionate to their bodies and
end up looking like medieval weapons than anything natural
Teeth or Claws: Damage: 70+3d10 (30+3d10 without strength bonus)
Whip Tongue: Damage: 10+1d10. Range: 30ft. Effect: Successful attacks ensnares
the target limb of the defender. If target is prone he'll be dragged 5ft a combat round to the
attacker for a bite!
Giant Maw: Damage: 60+6d10. Effect: Defender is in the jaws of the monster! They
are effectively ensnared on their torso.
Wire Tentacles: Damage none. Effect: Strikes automatically ensnare targets. Strength
equivalent of 1. Range: Anywhere from 3 feet to 100 feet. Typically mutants can have any
number of tentacles and use them to spring traps on prey.
Mutants come in many shapes but typically most are roughly humanoid with two legs
and two arms or centripetal with an elongated body decorated with limbs and a massive mouth
in the front. Giant mutants are often too large to sneak up on prey and usually hide under the
sand, emerging when someone has wandered into their trap.
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Topsiders
You know those guys in white? Bug gas masks? Major hate boner for anything not
sharing their fashion sense? Them. In truth they are a progressive rock band that advanced so
quickly, became so popular that their fans were galvanized to eradicate all other forms of music
and anyone who potentially not like their music.
Topsider Stats: Strength 5 (+10 damage), Speed 5(+25 strike, parry or dodge), and Mind
5 (+25 initiative.) Common Skills: Tumbling lvl 1, Energy Weapons lvl 1 (+5 to strike), Science
Fringe lvl 2. (only when using topsider technology.)
Topsider Gear:
Topsider Biosuit: Topsider biosuits are built to resist puncture and can negate stabbings
and slashings. The suits are equipped with a PBS to assist the wearer in all functions as well as
to regulate the suit's zeroenergy field emitter.
ZeroEnergy Field: Topsider biosuits can emit a localized field of zeroradiation. The
field only extends out slightly but will destroy anything on contact. The field can be used
defensively to destroy incoming projectiles or attackers. Damage: 250+3d100, but vaporizes
any organic matter on contact. Range: Physical contact.
Topsider Helmets: These helmets function alongside the biosuit to protect the user and
to act as a machine interface with much of their technology. The helmets process everything
into a digital image allowing them to zoom in on objects, enhance image, overlay an adaptive
display about what they are seeing, and augment reality. Augmented Reality is a special
feature that acts in part with the display function it primarily is used to change other Topsider
helmets to appear as the occupant under the helmet. This allows them to easily identify each
other and also gives them the gift of seeing other human faces rather than everyone they know
appearing in an expressionless rubber suit. Prior to the countdown arc Topsider helmets also
had shortrange (499 ft.) radios but after that arc and with satellite coverage, the radio was
replaced with a stronger satellite uplink allowing for communication anywhere and also
broadcasting the user’s biometric data.
ZeroGun: Each Topsider is equipped with one. Damage:500+5d10*10. Range: 900
feet. Please refer to the Energy Weapons section for more information.
APEX Scalpel: Although metal scalpels can’t cut a Topsider suit they are not intended to
be used on Topsiders. Used as a hold out weapon and occasionally operations on mutants
these models sport a switch to shoot the blade from out of the handle. Damage: 10+1d10.
GeneScanner: This device consists of a hand held primary unit and a corded imager
tool. It is used to gauge biometrics of targets and to scan DNA sequences for readings like
viruses or diseases. Topsiders have them preset to recognize a large number of genes that
would not fit their eugenic purview. Range: 5 feet.
MUTTs
MUTTs are mechanized drone units used by the Topsiders for tracking and combat and
are supplements to every Topsider patrol into the wastes or critical operation. These machines
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have two or three sleek white orb shaped body sections with thick metal tendrils interconnecting
these section and sprouting forth to comprise the unit’s limbs. Like the mutants themselves
these units vary in size and strength. MUTT is an acronym for MultiUse Terrestrial Tracker,
indicating that they are primarily designed for finding and combating mutants. Like all Topsider
technology they use the PBS and are considered completely expendable by their controllers.
MUTTs are equipped with two forward lights and a visual audio sensor array hidden in a
slit in their front, the combination resulting in an abstract face. Their detection abilities are the
same a regular human with the addition of zoom and infrared. Their intelligence capacity would
be compared to a highly trained animal.
All mutts have radio systems which allows them to use “mutt speak” which is high
frequency transmissions they use to communicate. When talking to Topsiders Mutts talk
through text and language messages, as if you were using a chat program, when mutts talk to
each other it's a direct feed and sounds like a high frequency techno warble. Tech heads
recognize this as Data Sound.
Topsider Drone
The drone is a massive mutt designed to destroy
everything in specified locations. About the size and
shape of a modern war plane Drones are capable of
flight and are one of the few mutt units seen to have zero
weapons installed. The operate under very simple
behaviors, move to a target area and eliminate all
structures and lifeforms under a massive barrage from
their zero weapons, and then return. With these
guidelines Drones are deployed swarms and don’t
discriminate against targets save for other drones
specifically, they will even destroy topsiders if they are in
their target area!
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Drones have a long rigid body like a giant bean with two fat wings extending from either
side. In their wings they house two extendable propellers which allow them flight and hovering
abilities and two forward mounted zero weapons, specialized for heavier output. Like all mutts,
Drones have four retractable tentacles that serve as legs and the trademark “mutt face” of two
forward headlights above a narrow slit for it’s optical systems.
HP: 1350
Flight Speed: 513 mph (826 km/h). Capable of turning its propellers upward for hovering and
landing. Walking speed: 20mph (32km/h)
Fuel: Proton power cells. Common to all Topsider technology Drones are powered by
advanced proton cells. Their power cells are larger and specifically designed for the drone’s
higher consumption. They can power drones at full operation for several years without
maintenance.
Special Features:
Drone Zero Cannons: The primary weapon of the drone is two zero weapon hardpoints
placed on either wing. Larger and more destructive than a typical zero gun these weapons are
designed for a heavy yield to destroy buildings but not so large that they suffer recharge times
or outages. Damage: 1200+6d10*20 or 1200+120d10 for both cannons, 600+6d10*10 for
damage from a single cannon. 3000 from a sustained shot per combat round. Firing both
cannons at the same time counts as one action. Range: 1200 feet. Payload: Effectively infinite.
PBS: Like all mutts, drones use a plasticized brain for its computation and energy
regulation operations. These brains however are given programming for aerial maneuvers and
combat. Despite their size and complexity drones are still mutts and deprived of regular
sentience and can only use the typical radio transmission language like all other mutts. Skills:
Pilot: Airplane level 3. Energy Weapons level 3 (+15 to hit.), and Optical Systems level 2.
Event Experience
GM note: Experience can stack. For example, rescuing someone can prevent a disaster which
would be +10 for saving the person and +25 for the ramifications of that act which totals to 35xp
for one deed.
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Illustration Index
Aaron Neathery: pg. 1, 16, 17, 27
aaronneathery@gmail.com
Astronaut DK: pg. 12, 19, 23
http://astronautdk.deviantart.com
Nexivian: Pg. 2, 5.
http://nexivian.tumblr.com/
Citations
Saying Hi and transcripts from the rpg tests.” EMail to the
Neathery, Aaron. “
Author. 5 Sept. 2015. Pg. 57
Neathery, Aaron. “
Some technical questions for the RPG.” EMail to the Author
April 24 2015 Pg. 5455.