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This game setting is based a bit on weird Gamma World mixed with Pallium's After the Bomb (and Road Hogs) and Mutant Year Zero.
 
This game setting is based a bit on weird Gamma World mixed with Pallium's After the Bomb (and Road Hogs) and Mutant Year Zero.
  
I am still looking for a good map so any suggestion would be great. This is tenative the map BUT Califoria is not flooded and some of the loction where groups and societies are moved or changed[https://wiki.rpg.net/index.php/File:GammerWarMap.jpg] (see below)
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I am still looking for a good map so any suggestion would be great  
==Heroes of the Wastelands==
 
{| class="wikitable" border="0"
 
|-
 
| '''Character's Name''' || '''Played by...''' || '''Species''' || '''Pace''' || '''Parry''' || '''Toughness''' || '''Theme'''
 
|-
 
| [[Blue X1 | '''Blue''']] || @Harlander || Android || 6 || 2 || 8 (2) || Pre-fall repair bot
 
|-
 
| [[Jimmy Possum | '''Jimmy Possum''']] || @Talisman || Mutant Animal || 5 || 5 || 5 || Uplifted Possum
 
|-
 
| [[Harry | '''Harry''']] || @bleys21 || Pure Strain Human || 6 || 4 || 5 || Pre-fall, newly awakened Human
 
|-
 
| [[Fox | '''Selene Marlowe''']] || @Elfwine || Mutant Animal || 6 || 5 || 5 || Uplifted Fox
 
|-
 
| [[Cassie Blackburn | '''Cassie Blackburn''']] || @IMGoose || Mutant Human || 6 || 6 || 5 || Mutant Vampire
 
|-
 
| [[Big Bear | '''Jonas the Bear''']] || @stinkyfool || Mutant Animal || 6 || 5 || 10 || Uplifted Bear
 
|-
 
|}
 
 
 
 
 
'''Off Raod Wastelander Truck'''[https://www.pinterest.com/pin/4362930878737924/]</br>
 
'''Cost''' $18,000*?, '''Size''' 4 -Large, '''Handling''' -1, '''TS''' 35mph, '''Toughness''' 25 (9), '''Crew''' 1+7, '''Mods''' (14 remaining) -Armor +4 (2), Off Road (ignore Drive penalities for difficult terrain. Speed reduction from such conditions is on 1.5 instead of 2) (1), Reinforced Chassis (Toughness +2) (1), Speed 2 (+20mph) (2)
 
: *Quicks: Prone to breakdowns; Poor Handling -1 (lowers the base cost by around $10,000)
 
 
 
 
==Overall Setting Notes "RUINED EARTH"==
 
==Overall Setting Notes "RUINED EARTH"==
 
Before the ''Big Death'' the old '''US Empire''' and the rest of the world were competing for the ever dwindling resources such as fossil fuels and fertile lands to grow food for its ever expanding populations. Genetics had advanced beyond anyone’s ability to really control it. Human-animal hybrids, called Uplifts or sometimes Chimera, became all the rage to meet the demands of ever cheaper labour and disposable soldiers. In many third world countries genetics became the cheap answer to weapons of mass destruction and world prestige while many terrorist organizations, racial militias and criminal groups rushed to release their own versions of death onto the world at large. Most first world countries also developed A.I. computers and andriods to further spread their domination in this so-called '''''Resource Wars'''''.
 
Before the ''Big Death'' the old '''US Empire''' and the rest of the world were competing for the ever dwindling resources such as fossil fuels and fertile lands to grow food for its ever expanding populations. Genetics had advanced beyond anyone’s ability to really control it. Human-animal hybrids, called Uplifts or sometimes Chimera, became all the rage to meet the demands of ever cheaper labour and disposable soldiers. In many third world countries genetics became the cheap answer to weapons of mass destruction and world prestige while many terrorist organizations, racial militias and criminal groups rushed to release their own versions of death onto the world at large. Most first world countries also developed A.I. computers and andriods to further spread their domination in this so-called '''''Resource Wars'''''.
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Besides those groups listed below I am using a few ideas from Gamma World in this Ruined Earth setting, including...</Br>
 
Besides those groups listed below I am using a few ideas from Gamma World in this Ruined Earth setting, including...</Br>
 
1.) "Cryptic Alliances", semi-secret societies whose ideological agendas—usually verging on monomania—often bring them into conflict with the rest of the world. No one really understands or knows what their ultimate plans or goals are (they are spead out in small cells that somehow communicate with each other and very secreative). </Br>
 
1.) "Cryptic Alliances", semi-secret societies whose ideological agendas—usually verging on monomania—often bring them into conflict with the rest of the world. No one really understands or knows what their ultimate plans or goals are (they are spead out in small cells that somehow communicate with each other and very secreative). </Br>
2.) Pure Strain Humans of the "Knights of Genetic Purity" seek to exterminate all mutants. They are spread throughout the states of the Old US Empire. They opperate in small cells indepent of each other and are very secrative. </Br>  
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2.) Pure Strain Humans of the "Knights of Genetic Purity" seek to exterminate all mutants (spread throughout the states of the Old US Empire. They opperate in small cells indepent of each other and are very secrative). </Br>  
3.) The all-mutant territories of "Iron Society" want to eliminate all unmutated humans (based mostly in and around Texas and Oklahoma). They blame humans for the Big Death and barely tolerate Mutant Humans (and they are treated as second class citizen). </Br>
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3.) The all-mutant "Iron Society" wants to eliminate unmutated humans (based mostly in and arond Texas and Oklahoma). They blame humans for the Big Deatj and barely tolerate Mutant Humans (and they are treated as second class citizen). </Br>
 
4.) Other rivalries involve attitudes towards Ancient technology, with some alliances such as "The Restorationists", seeking to rebuild Ancient society, while others, such as "The Seekers" (found mostly in southwestern Mexico), want to destroy remaining artifacts and generally hate technology. </Br>  
 
4.) Other rivalries involve attitudes towards Ancient technology, with some alliances such as "The Restorationists", seeking to rebuild Ancient society, while others, such as "The Seekers" (found mostly in southwestern Mexico), want to destroy remaining artifacts and generally hate technology. </Br>  
5.) The Sentinels: this AI collective of super computres and andoids wish to extermate all non-machine live (not just sentien life) on the the planet. They are based out of Washington DC but have access to many advanced vehicles amd weapons, and have spread throughout the Old US Empire to learn about the situation so that one day they can carry out the genocidal plans. Their lands are refered to as the Created as a front where the keep simple low-tech slave sentients as a cover. 
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5.) The Sentinels: this AI collective of super computres and andoids wish to extermate all non-machine live (not just sentien life) on the the planet. They are based out of Washington DC but have access to many advanced vehicles amd weapons, and have spread throughout the Old US Empire to learn about the situation so that one day they can carry out the genocidal plans.  
 
===BRIEF HISTORY AND SETTING FOR 'LEAVING LOS VEGAS'===
 
===BRIEF HISTORY AND SETTING FOR 'LEAVING LOS VEGAS'===
[[File:Atb.NewVegas.jpg | 700px]]
 
 
'''New Vegas''' (built on the ruins of the old city) has a population of around 30,000 with a mix mutants, pure strain humans and uplifted animals and plants is the core setting where the player's characters start out there adventures at. The city is open to all and has a very cosmopolitan to all sentient beings. All are welcome and free to live and trade as they wish.
 
'''New Vegas''' (built on the ruins of the old city) has a population of around 30,000 with a mix mutants, pure strain humans and uplifted animals and plants is the core setting where the player's characters start out there adventures at. The city is open to all and has a very cosmopolitan to all sentient beings. All are welcome and free to live and trade as they wish.
  
The city’s overall technology is probably closer to the old US Empire of the 1970’s and 80's but less reliance on fossil fuels (although there are some coal mining pits to the southwest and natural gas fields to the south and east). They can replace the machine parts of most tech of this present level, including car parts and older aircraft.
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The city’s overall technology is probably closer to the old US Empire of the 1970’s but less reliance on fossil fuels (although there are some coal mining pits to the southwest and natural gas fields to the south and east). They can replace the machine parts of most tech of this present level, including car parts and older aircraft.
  
 
The city government is something like a city-state republic, with an elected Lord-Mayor and city council (12 members). All serve six year terms. While these elections are open to any New Vegas citizen, most are part of the city’s oligarchy (local merchants). The city has fairly light laws and people have few restricts put on them by the council. This does not mean anarchy of course and murder, rape, slavery, robbery, assault and even certain drugs use are all outlawed. Punishment for such is generally hard labor and/or exile from the city. Execution are rare but are the penalties reserved for rape and murder and slavery.
 
The city government is something like a city-state republic, with an elected Lord-Mayor and city council (12 members). All serve six year terms. While these elections are open to any New Vegas citizen, most are part of the city’s oligarchy (local merchants). The city has fairly light laws and people have few restricts put on them by the council. This does not mean anarchy of course and murder, rape, slavery, robbery, assault and even certain drugs use are all outlawed. Punishment for such is generally hard labor and/or exile from the city. Execution are rare but are the penalties reserved for rape and murder and slavery.
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The city maintains a local law enforcement force of 500 souls. This police force is fairly well received and respected by the local population but there is of course a strong illegal underground criminal element. These officers are armed mostly with pistols and shotguns along with a few wearing some sort of armor. They maintain a small motor pool with the rest of patrols being conducted on foot or with riding animals or even Uplifted horses and rider teams. There is also a standard city army of 400 professional soldiers who are better equipped and trained for military action. They have a few light armored transports and propeller aircraft and at least one helicopter and conduct patrols outside the city (especially to the north). The city also enlists a local militia of 2,500 members whom train in different groups of 100 at least four days every month. They are provide firearms by the city and keep these weapons at their homes but ammunition is given out sparingly and the militia are excepted to purchase extra on their own with their monthly stipend.
 
The city maintains a local law enforcement force of 500 souls. This police force is fairly well received and respected by the local population but there is of course a strong illegal underground criminal element. These officers are armed mostly with pistols and shotguns along with a few wearing some sort of armor. They maintain a small motor pool with the rest of patrols being conducted on foot or with riding animals or even Uplifted horses and rider teams. There is also a standard city army of 400 professional soldiers who are better equipped and trained for military action. They have a few light armored transports and propeller aircraft and at least one helicopter and conduct patrols outside the city (especially to the north). The city also enlists a local militia of 2,500 members whom train in different groups of 100 at least four days every month. They are provide firearms by the city and keep these weapons at their homes but ammunition is given out sparingly and the militia are excepted to purchase extra on their own with their monthly stipend.
 
   
 
   
The major villains in the setting is the so-called the '''Hyborian Empire''' based out of the old US military base '''Area 51''' and '''Groom Lake Facility'''. The Empire is dominated both socially and militarily by an elite cadre of transhumans whom call themselves the ''Hyborians''[https://www.pinterest.com/pin/363454632434376119/]. These super-soldier make up about 10% of the overall population of the Empire around 2,000 souls. Most of the citizen population is made up of Pure Strain Humans whom make up another 50% of the overall population at around 10,000 souls. Citizens are branded with their civilian ID on their right arms. The remained are slaves made up of capture Mutant Humans, Animals and Planets, and Hyborian or Pure Strain ‘traitor’ former citizens that make up another 8,000 souls.
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The major villains in the setting is the so-called the '''Hyborian Empire''' based out of the old US military base '''Area 51''' and '''Groom Lake Facility'''. The Empire is dominated both socially and militarily by an elite cadre of transhumans whom call themselves the ''Hyborians''. These super-soldier make up about 10% of the overall population of the Empire at around 2,000 souls. Most of the citizen population is made up of Pure Strain Humans whom make up another 50% of the overall population at around 10,000 souls. Citizens are branded with their civilian ID on their right arms. The remained are slaves made up of capture Mutant Humans, Animals and Planets, and Hyborian or Pure Strain ‘traitor’ former citizens that make up another 8,000 souls.
  
 
Most of the Pure Strain Humans of the Empire were workers and techs on the research part of the Area 51 Groom Lake base while Hyborians where created by the Pure Strains to act as guards and security for the base as the old US Empire fell (after most of the normal human soldiers and techs either feld or died). The Hyborians quickly saw themselves as superior to all beings on the Earth. Before the final fall they seized the facility and local military base as their own. Over the last hundred years they have lead slave and supply raids into the outlying lands but never extensive attacks. They never had the number to start conquering the lands beyond the Groom Lake valley. But it is a dream of all of them to one day they will rule over the Earth, first the old US Empire, then the world (for the lesser/inferior beings benefit of course).
 
Most of the Pure Strain Humans of the Empire were workers and techs on the research part of the Area 51 Groom Lake base while Hyborians where created by the Pure Strains to act as guards and security for the base as the old US Empire fell (after most of the normal human soldiers and techs either feld or died). The Hyborians quickly saw themselves as superior to all beings on the Earth. Before the final fall they seized the facility and local military base as their own. Over the last hundred years they have lead slave and supply raids into the outlying lands but never extensive attacks. They never had the number to start conquering the lands beyond the Groom Lake valley. But it is a dream of all of them to one day they will rule over the Earth, first the old US Empire, then the world (for the lesser/inferior beings benefit of course).
  
The Empire today enjoys a fairly high technology level and standard of living (especially for the Hyborians), such that some furture tech is available to them (including some primitive or early stage cybernetics) They are not large enough to manufacture everything they need but they have managed to produces enough machine parts to maintain the technology of old… or at least parts of it such as vehicles, a local internet hub and limited aircraft. At present they have a couple of dozen of military helicopters, six fighter jets and two bombers. They have maybe a hundred armored fighting vehicles and three main battle tanks. Most of the military is armed with automatic rifles and combat infantry armor.
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The Empire today enjoys a fairly high technology level and standard of living (especially for the Hyborians). They are not large enough to manufacture everything they need but they have managed to produces enough machine parts to maintain the technology of old… or at least parts of it such as vehicles, a local internet hub and limited aircraft. At present they have a couple of dozen of military helicopters, six fighter jets and two bombers. They have maybe a hundred armored fighting vehicles and three main battle tanks. Most of the military is armed with automatic rifles and combat infantry armor.
  
 
The Hyborians are generally very warry of mutants within their own populations, and there are very few if any within their own bloodline. This is in part due to the fact that many families will destroy any of their own children who they deem as ‘weak’ and all mutations are seen as a weakness and dilution of their pure, superior bloodline.  
 
The Hyborians are generally very warry of mutants within their own populations, and there are very few if any within their own bloodline. This is in part due to the fact that many families will destroy any of their own children who they deem as ‘weak’ and all mutations are seen as a weakness and dilution of their pure, superior bloodline.  
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This game is set in the '''Free State of Calli'''. The ''Free State of Calli'' was formed about 80 years ago by members of the '''California State Patrol''' and the '''Free City-State of Sacramento'''. Other independent cities and lands joined over the years flocking to the flag of freedom that the ''Free State'' promoted. The state now extends from the '''City-State of Barstow''' in the far south to the '''Old Highway 44''' and '''Free City of Redding''' in the north. The ''Free State'' promotes the idea of all sapient have rights and freedoms. They work together to promote good will and trade within its borders and free trade with those of similar ideas outside its boards.</Br>
 
This game is set in the '''Free State of Calli'''. The ''Free State of Calli'' was formed about 80 years ago by members of the '''California State Patrol''' and the '''Free City-State of Sacramento'''. Other independent cities and lands joined over the years flocking to the flag of freedom that the ''Free State'' promoted. The state now extends from the '''City-State of Barstow''' in the far south to the '''Old Highway 44''' and '''Free City of Redding''' in the north. The ''Free State'' promotes the idea of all sapient have rights and freedoms. They work together to promote good will and trade within its borders and free trade with those of similar ideas outside its boards.</Br>
  
The '''Cali State Patrol''' (or just the '''State Patrol''') is the official law enforces on the roads and highways of '''Calli''' and their work crews maintain the roads throughout the ''Free State'' to better promote trade and travel. They protect these crews and the citizens from bandits and raiders. The have numberous Regional Outposts[https://www.alternatehistory.com/forum/attachments/2hdqjvp-jpg.255626/], mostly concentrated in the northern and eastern parts of the state (to protected against the Road Hogs of the north and the Imperium to the east). </Br>
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The '''Cali State Patrol''' (or just the '''State Patrol''') is the official law enforces on the roads and highways of '''Calli''' and their work crews maintain the roads throughout the ''Free State'' to better promote trade and travel. They also protect these crews from bandits and raiders. Most have a very good reputation throughout the state. They generally don't enforce the laws within any free city's limits unless specifically asked. They maintain their own fleet of vehicles, most being ground cars of the Old World. They do have a few helicopters in their service but they are hard to maintain and so are used mostly in emergencies. </Br>
 
 
Most have a very good reputation throughout the state. They generally don't enforce the laws within any free city's limits unless specifically asked or is one of the cities that have grown up around their outposts. They maintain their own fleet of vehicles, most being ground cars of the Old World. They do have a few helicopters in their service but they are hard to maintain and so are used mostly in emergencies. </Br>
 
  
 
The ''Free State'' is surrounded by a few allies and more than one set of hostile lands. Of course there are the '''Road Hogs''' of the old state of '''Oregon'''. These lands are dominated by the powerful '''Swine Brotherhood''' a barbaric and large Motorcycle Gang but they are also made up of numerous other animal and mutant tribes and gangs of outlaws. </Br>
 
The ''Free State'' is surrounded by a few allies and more than one set of hostile lands. Of course there are the '''Road Hogs''' of the old state of '''Oregon'''. These lands are dominated by the powerful '''Swine Brotherhood''' a barbaric and large Motorcycle Gang but they are also made up of numerous other animal and mutant tribes and gangs of outlaws. </Br>
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ADDITIONAL NEGATIVE RACIAL QUALITIES</Br>
 
ADDITIONAL NEGATIVE RACIAL QUALITIES</Br>
 
'''Alien Form''' (-2) Somewhat rare but includes the truly stange looking mutants or andoids, This also restrict your used of normal human gear and clothing. Double the price of armor, firearms, etc. where you shape and odd hand struct would not all you to use the item normal usage (GM call, use the Big Negative Racial Feature as a starting point/guide) [as the Super Powered Companion] </Br>
 
'''Alien Form''' (-2) Somewhat rare but includes the truly stange looking mutants or andoids, This also restrict your used of normal human gear and clothing. Double the price of armor, firearms, etc. where you shape and odd hand struct would not all you to use the item normal usage (GM call, use the Big Negative Racial Feature as a starting point/guide) [as the Super Powered Companion] </Br>
'''Allergy''' (-1/-2) Your character suffers an aversion to a common condition or substance, such as water, fire, cold, sunlight, etc. [as the Super Powered Companion] </Br>
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'''Allergy''' (-1/-2) [as the Super Powered Companion] </Br>
 
'''Distinctive Appearance''' (-1) this include minor mutant looking like glowing eyes or angel wings, etc. [as the Super Powered Companion] </Br>
 
'''Distinctive Appearance''' (-1) this include minor mutant looking like glowing eyes or angel wings, etc. [as the Super Powered Companion] </Br>
 
'''Poor Grip''' (-1/-2): Witrh the lesser form you suffer -2 to any skill or test that requires the use of your hands, such as most Thievery or Repair skill checks. At the major level you cannot attempt these skills normally and you have a -2 to Athletics (throwing), Fighting and Shooting when using weapons of any kind not ‘attached’ to your body in some way. </Br>
 
'''Poor Grip''' (-1/-2): Witrh the lesser form you suffer -2 to any skill or test that requires the use of your hands, such as most Thievery or Repair skill checks. At the major level you cannot attempt these skills normally and you have a -2 to Athletics (throwing), Fighting and Shooting when using weapons of any kind not ‘attached’ to your body in some way. </Br>
'''Quadruped''' (-2): This is for four legged creatures (mutant animals or plants) who don’t have arms and cannot wield normal weapons without some special modification if the GM allows it and even then you should suffer at least -1 or -2 penalty to your attack rolls. The GM might allow the character to try some manipulation or Agility based skill with its teeth but this is at an extra -4 to check. To balance this, such the mutant gain +2 bonus to their Pace and +1 steps to their running die. They also gain a +2 bonus to resist being knocked prone or off balance. (you can assume a centure like mutant, with a quadruped lower body and humanoid upper body. This is worth 0 points but is worth Alien Form AND/or Big Negative Racial Qualities. You suffer none of the penalties or gain any of the benefits but can purchase them as other Possitive Racial abilties)</Br>
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'''Quadruped''' (-2): This is for four legged creatures (mutant animals or plants) who don’t have arms (unless they take the Extra Limbs super power in which case this Quality is only worth -1 point) and cannot wield normal weapons without some special modification if the GM allows it and even then you should suffer at least -1 or -2 penalty to your attack rolls. The GM might allow the character to try some manipulation or Agility based skill with its teeth but this is at an extra -4 to check. To balance this, such the mutant gain +2 bonus to their Pace and +1 steps to their running die. They also gain a +2 bonus to resist being knocked prone or off balance.</Br>
 
'''Weakness''' (-1/-2): you suffer penalties to Toughness and/or extra damage fro certain attack and enviromental conditions [as the Super Powered Companion] </Br>
 
'''Weakness''' (-1/-2): you suffer penalties to Toughness and/or extra damage fro certain attack and enviromental conditions [as the Super Powered Companion] </Br>
  
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ANCESTRIES </Br>
 
ANCESTRIES </Br>
'''Androids'''[https://wiki.rpg.net/index.php/File:SWN.Robot.jpg] and [https://www.pinterest.com/pin/305822630954990207/] </Br>
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'''Androids'''[https://wiki.rpg.net/index.php/File:SWN.Robot.jpg] and [https://www.pinterest.com/pin/4081455884733071/]</Br>
1.) Somewhat rare but based on the Android of the SWADE core pg. 12 but without the Pacifist Hindrince (NOTE your android character can take Pacifist at either level as a Racial Hindrance) (4) </Br>
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1.) Somewhat rare but based on the Android of the SWADE core pg. 12 but without the Pacifist Hindrance (NOTE your android character can take Pacifist at either level as a Racial Hindrance if you want. With GM permission you could take up to 2 points in additional Negative Racial Qualities to reflect radical non-standard Android/Human/Role builds; ask the GM).</Br>
2.) Start with +2 Posivitive Racial Abilities (note that Androids do not require the Arcane Background (Super Powers) edge to take Super Powers from the SPC). (2) </Br>
+
2.) Armor Points +2 </Br>
3.) You can also take 2-4 points in additional Negative Racial Qualities to reflect radical non-standard Android/Human/Role builds (Most Androids don't look very human unless they are built for a very specific roll like infiltration, spying, etc.) (no more then 4 but the Pacificism Hindrance above counts towards this 4 points). (0)</Br>
+
3.) +3 additional Skill points (15 total). </Br>  
4.) Armor Points +2 (1) </Br>  
+
4.) Start with languages Machine Chant d8 (While non-Androids can learn to partially understand it they cannot normally speak it) and one other Human language (generally English) a a d6.</Br>  
5.) Start with languages Machine Code d8 (While non-Androids can learn to partially understand it they cannot normally speak it) and one other Human language (generally English) a a d6. (1) </Br>  
+
5.) Start with +2 Posivitive Racial Abilities (note that Androids do not require the Arcane Background (Super Powers) edge to take Super Powers from the SPC).</Br>  
6.) At character creation (only) you can purchase Modern gear from the SWADE core at their base prices (Modern gear listed below costs 1/2 listed prices) and Futuristic gear at x2 costs (Futurtistic gear listed here is divided by five). (0) </Br>
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6.) Unless corrupted or programmed to attack other andriods all other robots and androids and robots of the Ancients treat you indifferently at worst or even helpful to you. You can communicate with them in 'Machine Chant' as almost all but the 'dumbest' A.I. speak and understand it. </Br>
7.) Unless corrupted or programmed to attack other andriods all other robots and androids and robots of the Ancients treat you indifferently at worst or even helpful to you. You can communicate with them in 'Machine Code' as almost all but the 'dumbest' A.I. speak and understand it. (0) </Br>
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7.) At character creation (only) you can purchase Modern gear from the SWADE core at their base prices (Modern gear listed below costs 1/2 listed prices) and Futuristic gear at x2 costs (Futurtistic gear listed here is divided by 5).
  
'''Mutant Humans'''[https://www.pinterest.com/pin/563018689481965/], '''Animals'''[https://wiki.rpg.net/index.php/File:ATB.Chicken.jpg] and '''Plants'''[https://www.pinterest.com/pin/56013589112096055/]</Br>  
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'''Mutant Humans, Animals and Plants'''[https://wiki.rpg.net/index.php/File:ATB.Chicken.jpg] and [https://www.pinterest.com/pin/563018689481965/] and [https://www.pinterest.com/pin/56013589112096055/]</Br>  
 
1.) Depending on what you wish to play more or less everyone is created the same way. An Ulifted animal and mutant plant is asssumed to stand upright on two legs, to have two functioning hands/arms, and can speak human languges.</Br>
 
1.) Depending on what you wish to play more or less everyone is created the same way. An Ulifted animal and mutant plant is asssumed to stand upright on two legs, to have two functioning hands/arms, and can speak human languges.</Br>
2.) Start with +8 additional points in Positive Racial Abilities. (8)</Br>  
+
2.) Start with +6 additional points in Positive Racial Abilities. </Br>  
3.) You can also take up to 4 additional Negative Racial Abilities that can be used for additional Positive abilities. (0)</Br>
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3.) You can also take up to 4 additional Negative Racial Abilities that can be used for additional Positive abilities.</Br>
4.) To cut back a bit on the gonzo feel for this setting; most Human Mutants show only minor changes like maybe for gills or wings or antana or atlers (Distinctive Appearance, see new Negative Racial Abilities), etc. Animals are generally uplifted and can walk on two legs, have functioning hands and can talk. I mutant horse might still be four legged but has human level intelligence and can also talk. Mutant Plants are kind of a wild card and sometimes (but not always) look like walking, talking plants. Note that this is just the more common. Truly freakily looking mutants do exsit though (Alien Form, see New Negative Racial Abilities).</Br>
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4.) To cut back a bit on the gonzo feel for this setting; most Human Mutants show only minor changes like maybe for gills or wings or antana or atlers (Distinctive Appearance, see new Negative Racial Abilities), etc. Animals are generally uplifted and can walk on two legs, have functioning hands and can talk. I mutant horse might still be four legged but has human level intelligence and can also talk. Mutant Plants are kind of a wild card and look like walking plants. Note that this is just the more common. Truly freakily looking mutants do exsit though (Alien Form, see New Negative Racial Abilities).</Br>
  
 
'''Pure Strain Human'''[https://www.pinterest.com/pin/302304193749569760/] and [https://www.pinterest.com/pin/231653974572850171/]</Br>
 
'''Pure Strain Human'''[https://www.pinterest.com/pin/302304193749569760/] and [https://www.pinterest.com/pin/231653974572850171/]</Br>
1.) +4 to resist disease, poisons and toxins (airborn, injected or injested) (1) </Br>
+
1.) +4 to resist disease, poisons and toxins (airborn, injected or injested) </Br>
2.) +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations. (2) </Br>
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2.) +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations. </Br>
3.) +3 Skill points. (15 total) (3) </Br>
+
3.) +3 Skill points. (15 total)</Br>
4.) Start with an extra $500 in additional trade good/barter gear. (1) </Br>
+
4.) Androids of the Ancients that have not been damaged or reprogrammed do not attack Pure Stain Human and will only attack you with non-lethal means if you threatened them. They can also be helpful towards you, depending on their programming.</Br>
6.) You can choice to have been born before the Big Death and the Fall of Mankinds (you have resently awakened in a secured bunker from a cryotube) or after the Fall. If you choice before you gain +2 on Common Knowledge checks about the Ancient but -2 to Common Knowledge checks about the current era. At character creation (only) you can purchase Modern gear from the SWADE core at base their prices (Modern gear listed below costs 1/2 listed prices) and Futuristic gear at x2 costs (Futurtistic gear listed here is divided by 5). If you are born afterwards you start like other character except they start with Survival d4 skill. (1])</Br>
+
5.) Start with an extra $500 in additional trade good/barter gear. </Br>
7.) Androids of the Ancients that have not been damaged or reprogrammed do not attack Pure Stain Human and will only attack you with non-lethal means if you threatened them. They can also be helpful towards you, depending on their programming. (0) </Br>
+
6.) You can choice to have been born before the Big Death and the Fall of Mankinds (you have resently awakened in a secured bunker from a cryotube) or after the Fall. If you choice before you gain +2 on Common Knowledge checks about the Ancient but -2 to Common Knowledge checks about the current era. At character creation (only) you can purchase Modern gear from the SWADE core at base their prices (Modern gear listed below costs 1/2 listed prices) and Futuristic gear at x2 costs (Futurtistic gear listed here is divided by 5). If you are born afterwards you start like other character except they start with Survival d4 skill. </Br>
  
 
====GEAR====
 
====GEAR====
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Note that cellphones reception and the internet are very limited to small high tech area.  
 
Note that cellphones reception and the internet are very limited to small high tech area.  
 
Note 2 - Buying goods on the cheap ('''El Cheapo''') </Br>
 
:Cost: El cheapo gear costs half the normal price, but a survivors only receives a discount on types of gear described below.</Br>
 
:* Breakage: Cheap guns, saddles, and so forth—anything a survivor might use in a skill roll—break if the player rolls a Critical Failure. An el cheapo axe falls apart while you’re trying to whack some nogood rascal, or a secondhand wagon loses a wheel. If your cowpoke has the All Thumbs Hindrance, the breakage is spectacular enough to Stun the user. Powered items explode, the cinch on a saddle snaps like thunder, and so on.
 
:* Persuasion Penalties: Items that don’t come into play for skill rolls might affect folks’ perception of your hero. It rare in this setting (as everyone wear old cloths, etc.) but items that are especially cheap looking or maybe mildly radiative, etc. might give a penalty. Each of these items inflicts a −1 modifier to your hombre’s Persuasion rolls, but the maximum penalty for el cheapo gear is −2.
 
 
:EL CHEAPO HORSES or MOUNTS </Br>
 
:* Skinflint characters who cheap out on horseflesh are in for a whole different addition to their normal statistics, have two Minor Hindrances or a Major Hindrance of the Marshal’s choice. That’s right, partner, you could wind up with an Elderly nag, a Stubborn mare, or a Mean stallion full of piss and vinegar. You pays your money...
 
 
  
 
Additional Modern Gear (prices already include increased cost)
 
Additional Modern Gear (prices already include increased cost)
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* Book, survival: Cost $100, wt. 1lb (+1 to Survival checks)
 
* Book, survival: Cost $100, wt. 1lb (+1 to Survival checks)
 
* Book, technical: Cost $500, wt. 1lb (+1 to appropriate/one ''Knowledge'' skill)
 
* Book, technical: Cost $500, wt. 1lb (+1 to appropriate/one ''Knowledge'' skill)
* Canned Goods, per day: Cost $15, wt. 2lb (varity of types)
+
* Boots: Cost $40, wt. 1lb (adds +1 to Fatigue rolls vs. long distanct travel on foot)
* Can Openner: Cost $10, Wt. 1/2lb (without requires a Agility or Smarts check with a knife to open and not use 1/2 of the content)
 
 
* Canteen, plastic (2 quarts): Cost $5, wt. 0 (full weights 3lbs)
 
* Canteen, plastic (2 quarts): Cost $5, wt. 0 (full weights 3lbs)
 +
* Camouflage Uniform: Cost $100, Wt. 6lb (in correct environment grant +2 to Stealth skill but -2 in other settings. Patterns include forest, artic, jungle, plains, urban etc)
 
* Compass: Cost $50, Wt. 1/2lb.
 
* Compass: Cost $50, Wt. 1/2lb.
 +
* Crossbar: Cost $10, Wt. 2lb (+2 to Stength to pry out doors, etc.)
 
* CBRN Suit: Cost $500, Wt. 10lb (a one-piece military suit that is worn over armor. total immunity to biological and chemical toxins and +4 resistance checks verse radiation. But wearer suffers a -2 to Notice and -1 to Shooting)  
 
* CBRN Suit: Cost $500, Wt. 10lb (a one-piece military suit that is worn over armor. total immunity to biological and chemical toxins and +4 resistance checks verse radiation. But wearer suffers a -2 to Notice and -1 to Shooting)  
 
* Duck Tape: Cost $5, wt. 2 lb (60-yard roll)  
 
* Duck Tape: Cost $5, wt. 2 lb (60-yard roll)  
 
* Gas Mask: Cost $75, wt. 1lb (10 replacement filters cost $50 and wt. 1/2lb; adds +4 vs. airborn toxics or poisons for 2 hours of continuous use. But wearer suffers a -2 to sight based Notice checks and -1 to Shooting)
 
* Gas Mask: Cost $75, wt. 1lb (10 replacement filters cost $50 and wt. 1/2lb; adds +4 vs. airborn toxics or poisons for 2 hours of continuous use. But wearer suffers a -2 to sight based Notice checks and -1 to Shooting)
 
* Geiger Counter: Cost $150, wt. 2lb
 
* Geiger Counter: Cost $150, wt. 2lb
 +
* Grappling Hook: Cost $50, wt. 2
 
* Handcuffs, steel: Cost 50, wt. 2lbs
 
* Handcuffs, steel: Cost 50, wt. 2lbs
 
* Handcuffs, zip ties: Cost $10, wt. 1lb for 100  
 
* Handcuffs, zip ties: Cost $10, wt. 1lb for 100  
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* Map, atlas: Cost $500, wt. 1lb
 
* Map, atlas: Cost $500, wt. 1lb
 
* Matches, Box of 50, waterproof: Cost $10, wt. 0  
 
* Matches, Box of 50, waterproof: Cost $10, wt. 0  
* Mini-Tool Kit: Cost $750, Wt. 5lbs (required to make  Electronic and Repair checks at -2. Without it suffer a penalty of -2). A Master Mini Kit costs $1,500 and does not suffer a skill penalty.
+
* Mini-Tool Kit: Cost $500, Wt. 5lbs (required to make  Electronic and Repair checks at -2. Without it suffer a penalty of -2). A Master Mini Kit costs $1,000 and does not suffer a skill penalty.
* Portable Tool Kit: Cost $500, wt. 20lbs (required to make Electronics and Repair checks Without it suffer a -4 penalty). A Master Kit cost $750 and grants a +1 bonus to Repair checks.  
+
* Portable Tool Kit: Cost $200, wt. 20lbs (required to make Electronics and Repair checks Without it suffer a -4 penalty). A Master Kit cost $500 and grants a +1 bonus to checks.  
 
* Radio, crank: Cost $200, wt. 3lb (Wind up for 2 minutes, radio last 10 minutes. 2 mile range)
 
* Radio, crank: Cost $200, wt. 3lb (Wind up for 2 minutes, radio last 10 minutes. 2 mile range)
 
* Radio, CB: Cost $1,000 wt. 5lb (100 mile range)
 
* Radio, CB: Cost $1,000 wt. 5lb (100 mile range)
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* Language Translator: $5,000, wt. 1lb (available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra high and ultra low frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2)
 
* Language Translator: $5,000, wt. 1lb (available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra high and ultra low frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2)
 
* Matter Cutter: Cost $75,000, wt. 15lb (these devices use ultrasonics, lasers and molecular disruption to make narrow cuts through matter. They’re most often used by salvage crews or marines to breach ship hulls or sealed interiors. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not gameinches). Double the time required for every full 30 points of Armor the material has. As an improvised melee weapon, it causes 3d6 Damage with AP 10, and subtracts 2 from Fighting rolls and Parry)
 
* Matter Cutter: Cost $75,000, wt. 15lb (these devices use ultrasonics, lasers and molecular disruption to make narrow cuts through matter. They’re most often used by salvage crews or marines to breach ship hulls or sealed interiors. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not gameinches). Double the time required for every full 30 points of Armor the material has. As an improvised melee weapon, it causes 3d6 Damage with AP 10, and subtracts 2 from Fighting rolls and Parry)
* Matter Remover: $100,000, wt. 10lb (this tool is typically used by miners to tunnel through rock. It removes up to a cubic foot of rock or earth per round. Armored surfaces reduce this by half. As an improvised melee weapon, it causes 3d6 Damage at AP 5, and subtracts 2 from Fighting rolls and Parry)
+
* Matter Remover: $60,000, wt. 10lb (this tool is typically used by miners to tunnel through rock. It removes up to a cubic foot of rock or earth per round. Armored surfaces reduce this by half. As an improvised melee weapon, it causes 3d6 Damage at AP 5, and subtracts 2 from Fighting rolls and Parry)
 
* Medi-Gel: Cost $150, Wt. 1/4lb (a tube of advanced healing gel. It adds +2 to Healing rolls made to heal fresh wounds or stabilize someone who’s bleeding out, and contains 10 uses)
 
* Medi-Gel: Cost $150, Wt. 1/4lb (a tube of advanced healing gel. It adds +2 to Healing rolls made to heal fresh wounds or stabilize someone who’s bleeding out, and contains 10 uses)
 
* Medi-Scanner: Cost $3,000, wt. 2lb (this hand-held scanner and screen depicts the internal structure of organic beings. This greatly helps doctors looking for damage, and adds +2 to their Healing rolls. With a tiny blood sample, the  medi-scanner can also detect known poisons, diseases, and other conditions)
 
* Medi-Scanner: Cost $3,000, wt. 2lb (this hand-held scanner and screen depicts the internal structure of organic beings. This greatly helps doctors looking for damage, and adds +2 to their Healing rolls. With a tiny blood sample, the  medi-scanner can also detect known poisons, diseases, and other conditions)
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====Vehicle Rules====
 
====Vehicle Rules====
 
Vehicle Creation Basics
 
Vehicle Creation Basics
 
+
<font size=1>
 
{| class="wikitable" border="0"  
 
{| class="wikitable" border="0"  
 
| '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Cost''' || '''Examples'''
 
| '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Cost''' || '''Examples'''
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|}
 
|}
 
</font size>
 
</font size>
 
  
 
Mods (x) is how many times it maybe take 1=Once, U=unlimited (up to all the mods the vehicle has)
 
Mods (x) is how many times it maybe take 1=Once, U=unlimited (up to all the mods the vehicle has)
 +
<font size=1>
 
{| class="wikitable" border="0"  
 
{| class="wikitable" border="0"  
 
| '''Updated Vehicle Mods''' || '''Mods''' || '''Cost'''  
 
| '''Updated Vehicle Mods''' || '''Mods''' || '''Cost'''  
Line 264: Line 230:
 
| '''Amphibious (1)''': The vehicle can move at 1/2 its speed with a -1 Handling for its size on the surface of water. For four times the cost the cost and one addition Mod can be modified to be a submersibles. Movement is 1/4 speed. Includes a waterseal and oxygen supply for 8 hours. || 1 || $1K xSize
 
| '''Amphibious (1)''': The vehicle can move at 1/2 its speed with a -1 Handling for its size on the surface of water. For four times the cost the cost and one addition Mod can be modified to be a submersibles. Movement is 1/4 speed. Includes a waterseal and oxygen supply for 8 hours. || 1 || $1K xSize
 
|-
 
|-
| '''Armor (U)''': Increases the vehicle's Armor value by +2. To add Heavy to the Armor requires a minimum of AP 8 (can include from base vehicle) and cost is doubled || 1 || $500 xSize
+
| '''Armor (U)''': Increases the vehicle's Armor value by +2 || 1 || $1K xSize
 
|-
 
|-
| '''Armor, Military (U)''': Advanced metals, reactive, or composite materials are used for military-grade vehicles. Each time it’s taken, it adds +6 to Front Armor, +4 to Sides, and +2 to Rear; or +4 Armor all around (builder’s choice). Only Heavy Weapons may cause damage to vehicles with Heavy Armor, regardless of damage rolls. Bottom armor is equal to a vehicle’s rear. Top armor is equal to its sides (important when getting too close to taller foes such as walkers). || 2 || $10K xSize
+
| '''Armor, Heavy (U)''': Advanced metals, reactive, or composite materials are used for military-grade vehicles. Each time it’s taken, it adds +6 to Front Armor, +4 to Sides, and +2 to Rear; or +4 Armor all around (builder’s choice). Only Heavy Weapons may cause damage to vehicles with Heavy Armor, regardless of damage rolls. Bottom armor is equal to a vehicle’s rear. Top armor is equal to its sides (important when getting too close to taller foes such as walkers). || 2 || $10K xSize
 
|-
 
|-
 
| '''Booster (U)''': Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Refills cost $100 per booster. || 1 || $1K xSize
 
| '''Booster (U)''': Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Refills cost $100 per booster. || 1 || $1K xSize
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|-
 
|-
 
| '''Off Road (1)''': Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”. || 1 || $1K xSize
 
| '''Off Road (1)''': Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”. || 1 || $1K xSize
|-
 
| '''Ram (1)''': Reinforced front armor and plow that allows vehicle to ram obsticals and suffer only 1/2 damage || 1 || $1K xSize
 
 
|-
 
|-
 
| '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || 1 || $1K xSize
 
| '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || 1 || $1K xSize
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| '''Sensor Suite (1)''': This functions exactly like the Medium Sensor Suite (SFC p. 16). || 1 || 100K
 
| '''Sensor Suite (1)''': This functions exactly like the Medium Sensor Suite (SFC p. 16). || 1 || 100K
 
|-
 
|-
| '''Side Car''' (2): a Side Car can be addition to a motorcycle (Size 3 or less) and adds +2 Modifier space to the vehicle. || n/a || $500  
+
| ''Side Car (2): a Side Car can be addition to a motorcycle and adds +2 Modifier space to the vehicle. || + Cost $500  
 
|-
 
|-
 
| '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || $3K xSize
 
| '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || $3K xSize
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|-
 
|-
 
| '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || $10K xSize
 
| '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || $10K xSize
|-
 
| '''Tow Rig (1)''': More then a simple chain these motorized tow rig can pull a vehicle of the same size at 1/2 Top Speed. He could also pull out a vehicle of one Size larger when stationary and 'braced'. || 1 || $1K x Size
 
 
|-
 
|-
 
| '''Tracked (1)''': The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 5mph, but adds +1 to Handling and ignores ''Driving'' penalties for difficult terrain. On the table-top, every inch of movement is treated as 1.5”. || n/a || $1K xSize
 
| '''Tracked (1)''': The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 5mph, but adds +1 to Handling and ignores ''Driving'' penalties for difficult terrain. On the table-top, every inch of movement is treated as 1.5”. || n/a || $1K xSize
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FUTURE VEHICLE UPGRADES
 
FUTURE VEHICLE UPGRADES
 +
<font size=1>
 
{| class="wikitable" border="0"  
 
{| class="wikitable" border="0"  
 
| '''Updated Vehicle Mods''' || '''Mods''' || '''Cost'''  
 
| '''Updated Vehicle Mods''' || '''Mods''' || '''Cost'''  
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'''Fuel''' for gas burning costs $10 x Size per hour of operation. Most have an inerior tank that holds enought for the vehicle operate for up to 6 hours. Extra gas tanks use 1 mod and allow operation up to 12 hours (and cost $100 x Size of the vechicle). Portable Gas tanks hold 10 gallons of gas that count as Vehicle Size. </Br>
 
'''Fuel''' for gas burning costs $10 x Size per hour of operation. Most have an inerior tank that holds enought for the vehicle operate for up to 6 hours. Extra gas tanks use 1 mod and allow operation up to 12 hours (and cost $100 x Size of the vechicle). Portable Gas tanks hold 10 gallons of gas that count as Vehicle Size. </Br>
'''Nuclear''' (or Fussion) powered engines (Future Tech) run for years (or any organic matter) and Cost $500,000 plus Size x$200,000. </Br>
+
'''Nuclear''' (or Fussion) powered engines run for years (or any organic matter) and cost Size x$200,000. </Br>
  
 
Allowed '''Vehicle Weapons''' from SFC for Modern Vehicles – Auto-Cannon, Bombs (SFC pg. 23), Flame Weapons, Grenade Launchers (SFC pg. 24). For Future - EMP Missiles and Rail Guns (SFC pg. 25). Otherwise use vehicle weapons from SWADE (twice price for modern, rare for futuristic minimum x5 or more price)</Br>
 
Allowed '''Vehicle Weapons''' from SFC for Modern Vehicles – Auto-Cannon, Bombs (SFC pg. 23), Flame Weapons, Grenade Launchers (SFC pg. 24). For Future - EMP Missiles and Rail Guns (SFC pg. 25). Otherwise use vehicle weapons from SWADE (twice price for modern, rare for futuristic minimum x5 or more price)</Br>
 +
  
 
====Some basic Vehicle Examples====
 
====Some basic Vehicle Examples====
* '''Street Bike'''[https://www.pinterest.com/pin/373939575287757536/]: Cost $8,500, Size 2 -Light, Handling +2, TS 70mph, Toughness 9 (2), Crew 1+1, Mods (1 remaining) -Exposed Crew, Speed 4 (+40mph)
+
* '''Dirt Bike''': Cost $4,500. Size Light (2), Handling +2, TS 40 MPH, Toughness 11 (2), Crew 1+1, Mods (2 Mods remaining): Exposed Crew, Off Road Drive (1), Reinforced Chassis 1 (1), Speed 1 (1)
* '''Motorcycle with Sidecar'''[https://www.pinterest.com/pin/658651514252003018/]: Cost $9,000, Size 2 -Light, Handling +2, TS 50mph, Toughness 13 (5), Crew 1+1, Mods (2 remaining) -Armor +2 (1), Exposed Crew, Off-Road (ignore Drive penalities for difficult terrain. Speed reduction from such conditions is on 1.5 instead of 2) (1), Side Car (+2), Reinforced Chassis 1 (1), Speed 2 (+20mph) (2)
+
* '''Motorcycle with Sidecar''': Cost $3,500. Size – Light (2), Handling +2, TS 50 MPH, Toughness 9 (2), Crew 1+1, Mods (4 Mods remaining): Exposed Crew, Side Car (+2), Speed 2 (2)
* '''Heavy Dirt Bike'''[https://www.pinterest.com/pin/86201780358209594/]: Cost $15,500, Size 3 -Moderate, Handling +1, TS 45mph, Toughness 16 (5), Crew 1+1, Mods (4 remaining) -Armor +2 (1), Exposed Crew, Off-Road (ignore Drive penalities for difficult terrain. Speed reduction from such conditions is on 1.5 instead of 2) (1), Reinforced Chassis (1), Speed 2 (2)  
+
* '''Street Bike''': Cost $4,500. Size – Light (2), Handling +2, TS 70 MPH, Toughness 9 (2), Crew 1+1, Mods (1 Mod remaining): Exposed Crew, Speed 4 (4)
* '''Dune Buggy'''[https://wiki.rpg.net/index.php/File:MnM3.ATB.jpg]: Cost $15,000, Size 2 -Moderate, Handling +1, TS 55mph, Toughness 18 (4), Crew 1+2, Mods (3 remaining)-Armor +2 (1), Exposed Crew, Off-Road (ignore Drive penalities for difficult terrain. Speed reduction from such conditions is on 1.5 instead of 2) (1), Reinforced Chassis 2 (Toughness +4) (2), Speed 3 (+30mph) (3)
+
* '''Dune Buggy''': Cost $16,000. Size 3 Medium, Handling +1, TS 45 MPH, Toughness 14 (3), Crew 1+3, Mods (6 Mods remaining): Exposed Crew, Off-Road Drive (1), Reinforced Chassis (1), Speed 2 (2)
* '''Patrol Car'''[https://www.pinterest.com/pin/2392606042691331/]: Cost $47,000, Size 3 -Medium, Handling +1, TS 60mph (90mph with booster), Toughness 21 (8), Mods (6 remaining) -Armor +4 (2), Booster (Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Refills cost $100 per booster) (1), Handling 1 (+1) (1), Reinforced Chassis 1 (Toughness +2) (1), Speed 4 (+40mph) (4)*
+
* '''Patrol Car''': Cost $36,000. Size 4 – Large, Handling +1, TS 50 MPH, Toughness 20 (7), Crew: 1+5, Mods (9 Mods remaining): Armor 1 (1), Handling 1 (1), Reinforced Chassis 1 (1), Speed 3 (3)
* '''Armored Light Transport'''[https://www.pinterest.com/pin/610519293243375193/]: Cost $49,000, Size 4 -Large, Handling +0, TS 45mph, Toughness 25 (9; Heavy), Crew 1+7, Mods (7 remaining) -Amphibious (1) (the vehicle can move at 1/2 its speed with a -1 Handling for its size on the surface of water) (1), Armor +4 (Heavy) (2), Living Space (for four crew/passanges. Can share the space and shift for eight Size 0 beings. Bunk beds, personal storage, shared bathroom and kitchenette) (4), Off Road (ignore Drive penalities for difficult terrain. Speed reduction from such conditions is on 1.5 instead of 2) (1), Ram (reinforced front armor allows vehicle to ram obsticals and suffer only 1/2 damage) (1), Reinforced Chassis (Toughness +2) (1), Speed 3 (+30mph) (3) 
+
* '''Big Boss''': Cost $94,000. Size 8 Super Heavy. Handling -2, TS 30 MPH, Toughness 32 (12), Crew: 4+10, Mods (9 Mods remaining): Armor 2 (Heavy armor, 2), Crew Space 1 (1), Living Space 3 (9), Reinforced Chassis 2 (2), Speed 2 (2)
* '''War Wagon'''[https://www.artstation.com/artwork/N68Rg]: Cost $71,000, Size 6 -Heavy, Handling -1, TS 40mph, Toughness 29 (8; Heavy), Crew 1+10, Mods (17 remaining) - Armor +2 (Heavy) (1), Exposed Passenger (a total of 8 riding in the bed), Off Road (ignore Drive penalities for difficult terrain. Speed reduction from such conditions is on 1.5 instead of 2) (1), Ram (reinforced front armor allows vehicle to ram obsticals and suffer only 1/2 damage) (1), Reinforced Chassis (Toughness +2) (1), Speed 3 (+30mph) (4), Tow Rig (can tow same sized vehicle at 1/2 TS and pull a vehicle one size larger [8] when stationary) (1)
 
* '''Big Boss'''[https://www.pinterest.com/pin/525443481531594143/]: Cost $101,000, Size 8 -Super Heavy, Handling -2, TS 30mph, Toughness 32 (9; Heavy), Crew 2+10, Mods (13 remaining) -Armor +2 (Heavy) (1), Crew Reduction 2 (+2), Living Space (for 8 passengers/crew. Can share the space and shift for 16 Size 0 beings. Bunk beds, personal storage, shared bathroom and kitchenette) (8), Reinforced Chasis (Tough +2) (1), Speed 2 (+20mph) (2)
 
* '''Huge Dirt Hauler Truck'''[https://www.pinterest.com/pin/50384089559879922/]: Cost $265,000, Size 10 - Titan, TS 30mph, Handling -2, Toughness 37 (8), Crew 4+36, Mods (16 remaining) -Living Spaces (for 20 passengers/crew. Size 0 beings. Bunk beds, personal storage, shared bathroom and kitchenette) (20), Ram (reinforced front armor allows vehicle to ram obsticals and suffer only 1/2 damage) (1), Reinforced Chassis (Toughness +2) (1), Speed 2 (+20mph) (2)
 
  
 
===Some character Examples===
 
===Some character Examples===
 
'''Alex X12''' [https://www.pinterest.com/pin/121386152446804368/]</Br>
 
'''Alex X12''' [https://www.pinterest.com/pin/121386152446804368/]</Br>
 
''Android male?? (at least Alex's voice sounds male)''</Br>
 
''Android male?? (at least Alex's voice sounds male)''</Br>
* Attributes: Agility d6, Smarts d6, Spirits d6, Strength d10, Vigor d6
+
Attributes: Agility d6, Smarts d8, Spirits d6, Strength d8, Vigor d6</Br>
* Parry 6, Parry 4, Toughness 11 (4)  
+
Parry 6, Parry 5, Toughness 11 (4) </Br>
* Skills: Academics d4, Athletics d6, Common Knowledge d8, Electronics d4, Fighting d4, Hacking d4, Language (Machine Code d8, English d6), Notice d4, Persuasion d4, Repair d6, Science d6, Shooting d4, Stealth d4
+
Skills: Academics d6, Athletics d6, Common Knowledge d8, Electronics d4, Fighting d4, Hacking d4, Language (Machine Chant d8, English d6), Notice d6, Persuasion d4, Repair d6, Science d6, Shooting d6, Stealth d4</Br>
* Edges: Brawler (Str+d4, Tough +1), Night Vision (Igrore penalties for Dim and Dark illumanation)
+
Edges: Brawny, Night Vision </Br>
* Android Traits: Armor +2 [4 total] (1), Alien Form [very distiction robot form that causes nervousness/fear in most people' due to shape armor and firearms cost twice as much] (-2), Construct [Androids add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and is not limited to the “Golden Hour”}, Outsider (Major) [Androids subtract 2 from Persuasion rolls when interacting with anyone besides other androids, and often have no legal rights in most areas, they’re generally considered property), Size +1 (1), Super Attribute [Strength] +1 (2), Vow (Major) [Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive. If this ever causes a conflict of interest, the player and GM must figure out what the construct’s programming requires. For Alex his is Action Heroic to all life and counts as the Heroic Hindrance] </Br>
+
Android Traits: Armor +2 [4 total] (1), Alien Form [very distiction robot form that causes nervousness/fear in most people] (-2), Construct [Androids add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per
* Hindrances: Overconfidence (Major), Quirk (Speaks to animals and plants, even those that don't show signs of sentients) (Minor), Ugly (Minor)
+
current Wound level per attempt and is not limited to the “Golden Hour”), Outsider (Major) [Androids subtract 2 from Persuasion rolls when interacting with anyone besides other androids, and often have no legal rights in most areas, they’re generally considered property), Size +1 (1), Super Attribute [Strength] +1 (2), Vow (Major) [Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive. If this ever causes a conflict of interest, the player and GM must figure out what the construct’s programming requires. For Alex his is Action Heroic to all life and counts as the Heroic Hindrance] </Br>
* Gear: Staff (Damage Str+d4, Min Str d4, Wt. 4lbs, Cost $10; Parry +1, Reach 1, two hands), Backpack (Cost $50, Wt. 2lbs), Tool Kit (Cost $200, wt. 20lbs), Binoculars (Cost $100, wt. 1lb; allow x2 to x5 vision magnification)
+
Hindrances: Overconfidence (Major), Quirk (Speaks to animals and plants, even those that don't show signs of sentients) (Minor), Ugly (Minor) </Br>
* Unspent: $240 in trade goods (24 pounds)
+
Gear:</Br>
* Encumbrance: 80lbs, Carried: 51lbs (with trade goods)
 
  
'''Maggie Armstrong'''[https://www.pinterest.com/pin/301459768812901031/]</Br>
+
'''Maggie Armstrong'''[https://www.pinterest.com/pin/1055599902915712/]</Br>
 
''Pure Strain Human Female''</Br>
 
''Pure Strain Human Female''</Br>
* Attributes: Agility d8, Smarts d8, Spirits d6, Strength d6, Vigor d6</Br>
+
Attributes: Agility d8, Smarts d8, Spirits d6, Strength d6, Vigor d6</Br>
* Parry 6, Parry 5, Toughness 7 (*2)</Br>
+
Parry 6, Parry 2, Toughness 5</Br>
* Skills: Athletics d8, Common Knowledge d6, Electonics d4, Hacking d6, Fighting d6, Investigation d6, Notice d6, Persuasion d6, Stealth d6, Survival d4, Thievery d6</Br>
+
Skills: Athletics d8, Common Knowledge d6, Electonics d4, Hacking d6, Fighting d6, Investigation d6, Notice d6, Persuasion d6, Stealth d6, Survival d4, Thievery d6</Br>
* Edges: Dodge (other suffer -2 to hit you with Ranged attacks) </Br>
+
Edges: Dodge </Br>
* Pure Strain Human Traits: +4 to resist disease, poisons and toxins (airborn, injected or injested), +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations, +3 Skill points. (15 total), Start with an extra $500 in additional trade good/barter gear ($1,000 base), Born after the Fall base Survival d4</Br>
+
Pure Strain: +4 to resist disease, poisons and toxins (airborn, injected or injested), +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations, +3 Skill points. (15 total), Start with an extra $500 in additional trade good/barter gear ($1,000 base), Born after the Fall base Survival d4</Br>
* Hindrances: Loyal (Minor), Shamed (Major) (Maggie's are members of the Knights of Purity and she was a member in her teenage years and took part in a few raids against mutant villages. She hates that part of her life and trying to make amends), Suspicious (Minor) </Br>
+
Hindrances: Loyal (Minor), Shamed (Major) (Maggie's are members of the Knights of Purity and she was a member in her teenage years and took part in a few raids against mutant villages. She hates that part of her life and trying to make amends), Suspicious (Minor) </Br>
* Gear: Heavy Leather Jacket and Hood (Torso, Arms, Head; AP 2, Min Str d6, Wt. 8lbs+1, Cost $80+20), Leather pants (Legs; DR 1, Min Str d4, Wt. 5lbs, Cost $20), Glock 9mm (Range 12/24/48, Damage 2d6, ROF 1, AP 1, Shots 17, Min Str d4, Wt. 3lb, Cost $400), 50 rounds of 9mm ammo (cost $20, Wt. 2lbs), Knife (Damage Str+d4, Min Str d4, wt. 1lb, Cost $25), Backpack (Cost $50, Wt. 2lbs), Bedroll (Cost $50, Wt. 4lbs), Canned Goods, per day (Cost $15, wt. 2lb; 5 days $75, Wt. 10lbs), Can Openner (Cost $10, Wt. 1/2lb), Compass (Cost $50, Wt. 1/2lb), Matches, Box of 50, waterproof (Cost $10, wt. 0), Medic Kit (Colst $100, Wt. 4lbs; Five uses, +1 to Healing skill rolls; $25 to refill and wt. 2lbs each) </Br>
+
Gear:</Br>
* Unspent: $80 in trade goods (8lbs) </Br>
 
* Encumbrance: 40lbs, Carried: 48lbs (without pack and trade goods 19lbs)</Br>
 
  
 
'''Walter 'Bugs' Wilson''' [https://www.pinterest.com/pin/228628118568475874/]</Br>
 
'''Walter 'Bugs' Wilson''' [https://www.pinterest.com/pin/228628118568475874/]</Br>
 
''Human Mutant Male'' </Br>
 
''Human Mutant Male'' </Br>
* Attributes: Agility d8, Smarts d6, Spirits d6, Strength d6, Vigor d6</Br>
+
Attributes: Agility d8, Smarts d6, Spirits d6, Strength d6, Vigor d6</Br>
* Parry 5 (d4) with Flight 12 (d10), Parry 6, Toughness 7 (2*) </Br>
+
Parry 5 (d4) with Flight 12 (d10), Parry 5, Toughness 5</Br>
* Skills: Athletics d8+2, Common Knowledge d4, Fighting d8, Notice d6+2, Occult d6, Persuasion d4, Shooting d8, Stealth d10, Survival d4</Br>
+
Skills: Athletics d8+2, Common Knowledge d4, Fighting d6, Notice d6+2, Occult d6, Persuasion d4, Shooting d8, Stealth d8, Survival d4</Br>
* Edges: Alertness (+2 to Notice check, Marksmen (with Pace 0 either +1 with Ranged attacks or elimate 2 points worth of penalties) </Br>
+
Edges: Alertness, Marksmen</Br>
* Mutant Traits: Anemic (-1), Distinctive Feature (-1) [Bug Wings], Flight (4) [Pace 12, 'run' Die d12], Infravision (1) [The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings)], Reduced Pace (-1) [ground Pace drecreased to 5 with a run die of a d4], Skill (3) [Athletics +1, Fighting +1, Stealth +1]; Skill Bonus (2) [Athletics +2], Wall Walker (1) [The species may walk on vertical surfaces normally, or inverted surfaces at half Pace]</Br>
+
Mutant: Anemic (-1), Distinctive Feature (-1) [Bug Wings], Flight (4) [Pace 12, 'run' Die d12], Infravision (1) [The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings)], Reduced Pace (-1) [ground Pace drecreased to 5 with a run die of a d4], Skill (1) [Athletics +1]; Skill Focus (2) [Athletics +2], Wall Walker (1) [The species may walk on vertical surfaces normally, or inverted surfaces at half Pace]</Br>
* Hindrances: Curious (Major), Loyal (Minor), Mild Manner (Minor)</Br>
+
Hindrances: Curious (Major), Loyal (Minor), Mild Manner (Minor)</Br>
* Gear: Heavy Leather Jacket (Torso, Arms; AP 2, Min Str d6, Wt. 8lbs, Cost $80), Leather pants (Legs; DR 1, Min Str d4, Wt. 5lbs, Cost $20). Short Sword (Damage Str+d6, Min Str d6, Wt. 2lbs, Cost $100), Bow (Range 12/24/48, Damage 2d6, AP 0, ROF 1, Min Str d6, Wt. 3lbs, Cost $250), Quiver with 20 arrows (Cost $25 +$10, Wt. 2 +4lbs) </Br>
+
Gear: Heavy Leather Jacket (Torso, Arms; AP 2, Min Str d6, Wt. 8lbs, Cost $80), Leather ants (Legs; DR 1, Min Str d4, Wt. 5lbs, Cost $20). Short Sword (Damage Str+d6, Min Str d6, Wt. 2lbs, Cost $100), Bow (Range 12/24/48, Damage 2d6, AP 0, ROF 1, Min Str d6, Wt. 3lbs, Cost $250), Quiver with 20 arrows (Cost $25 +$10, Wt. 2 +4lbs) </Br>
* Unspent $5 in Ttrade grouds (1/2lb)</Br>
+
Unspent $5 in Ttrade grouds (1/2lb)</Br>
* Encumbrance: 40lbs, Carrying 24.5lbs</Br>
+
Encumbrance: 40lbs, Carrying 24 1/2lbs</Br>

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