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Darwin's World - The Brotherhood of Radiation PDF
Darwin's World - The Brotherhood of Radiation PDF
Brotherhood of Radiation
AND OTHER WASTELAND CULTS
BY
DOMINIC COVEY
COVER: DOMINIC COVEY
MAPS: DOMINIC COVEY
EDITING: CHRIS DAVIS
LAYOUT: CHRIS DAVIS
PLAYTESTING:
DOMINIC COVEY, CHRIS DAVIS, Chris Derner,, Chris
Hoover, Ryan KellEy, Ethan Ripplinger, Aaron
Wiggins, Jeremy Lee.
WWW.RPGOBJECTS.COM
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INTRODUCTION
The book you are looking at (or holding in your
hands, if you managed to get a print copy), is
the latest in a “series” of character-oriented
Darwin’s World sourcebooks, a line of GM
and player reference tools intended to bring out
the flavor - and potential - of each of the eleven
Backgrounds of the Darwin‘s World playing game.
The first such book of this type was the combined
Foundationists/Metal Gods , which highlighted
the leading Guardian/Resurrector/Advanced of
the Twisted Earth setting. These two books (later
combined into one) introduced new advanced classes,
feats, equipment, and even a new playable race, the
android- all material with a decidedly “high-tech“ feel.
The next, The Broken And The Lost (which detailed
the Brethren), included a more in-depth look at the
Feral, Primitive, Resentful options, presenting new
rules and options intended to level the playing field for
these often-underpowered character types.
What about the other backgrounds, you ask?
Hopefully we will be able to put out a book
detailing the Twisted Earth’s Visionary
Reinventors, such as the powerful water
clans and other merchant/mercenary groups.
Or a supplement dedicated to Radicals, an
entire sourcebook focusing on the setting’s most 3
infamous “raiders“, from the smallest gangs to the
most menacing raider armies. For now, however, we’ll
take a look at the Twisted Earth’s most prominent
of law is loosely based on a Wheel of Fortunestyle This type of misinterpretation and
gameshow. The same movie introduces a tribe of misunderstanding, leading to the development
children who’ve built a system of belief around the of strange new religions, is the rule and not the
return of their missing parents, who they believe will exception in Darwin’s World. Long after the Fall,
fly them to “Tomorrow-morrow land” - some sort of when old established religions have crumbled to
“better life“ someplace else. dust or been turned against by the bitter survivors of
The story of the religions and “cults” of any post- a nuclear holocaust (where not even the righteous
apocalyptic setting thus tends to be the same as the and innocent were spared), the survivors turn to
story of real-world “cargo cults”, which serve as a other beliefs to belong, to give their lives meaning,
prime example of how religions can and are formed or simply for something to hope for. That many of
from ignorance and misunderstanding. Cargo cults these religions are based on ignorance is nothing
are a real phenomenon that occurred primarily in the new. Instead of delving into metaphysics and deep
Pacific region from the 19thcentury on, when white theologies, the survivors are more likely to look back
westerners first made contact with the primitive through the haze of time at the era of the Ancients
inhabitants of New Guinea and Micronesia. The best with wonder, and worship them, their creations, and
cases of cargo cults derive during World War II, when their technology as “magic”. Leftover artifacts found
these otherwise insignificant corners of the world among the wastes, or structures uncovered by the
suddenly became important with the war against wind or an earthquake at just the right time, can spark
Japan. Comparatively sophisticated technology was the beginnings of entire cults. Natural processes not
introduced with the arrival of Japanese and American understood in this new age also form the core of new
forces, who brought airplanes and ships, built bases, religions, and the re-appearance of sun cults, and
and distributed goods to the island natives hoping to star cults, and cults that deify Nature herself, are on
secure their cooperation against the enemy. Having the rise. And with other forces now making up the
no previous contact with the outside world, and of fabric of the world - such as radiation, death, and
an almost stone-age technological level themselves, the remnants of a war of widespread destruction -
the inhabitants of these isolated islands came to view religions based on the worship of abstract forces have
the outsiders as “gods”, and their goods (or “cargo“) also begun to appear.
“magical” or “holy“. Ignorant to the whys and hows The reader will also likely wonder, “What became
of technology (and the strange people who brought of the world’s major pre-Fall religions?” That is
it), they began to develop beliefs around who these up to you, as GM, to decide. The basic assumption
newcomers were, where they came from, and how to in Darwin’s World (and in most, if not all post-
please them so that they would continue distributing apocalyptic fiction), is that previous religions did
their goods and supplies. not survive the Fall, and if they did, they did not go
After World War II many of these cults continued unaltered. Simply put, the Fall shattered nations,
well after the technically-superior Westerners left. destroyed society, brought low human civilization,
With the war over there was little reason to stay, and and drove man - burning and mutated - back into the
the armies vanished, the bases became overgrown, and Dark Ages. The points to remember (and which would
the regular supply drops ceased. But the natives came certainly be spelled out by any survivor) are these:
to believe that the “gods” had simply left, and regular
prayer, or parroting the “gods’” ways/actions, could “God”, in any of his perceived forms, did not
secure the “magical cargo” again. To this end cargo ultimately stop the war. To the eyes of men,
cults have been known to construct “landing strips” God was powerless to intervene as cities and
hoping to lure airplanes back, or built wooden replicas nation states were scorched from the landscape.
of radios and chant at them, hoping to call the “gods” His “mercy” seemed random; women, children,
back to the island. and animals alike were massacred without
Other cultures had similar misinterpretations of discrimination, while in the wake of the Final
technology. In the 1800s a belief existed among War, evil rose to prominence and took hold. The
some Sioux that their long-dead ancestors, taken worst natures of mankind came to the fore, not
away by train, might, generations later, return by the best. God did not intervene to stop the rise of
train. In Papua, in the 1920s, existed a movement raiders and murderous scavengers. Those who
where the natives (having observed white traders, clung to their principles were often the prey for
soldiers, and settlers on other islands) talked and those of lesser scruples.
acted like regimented military personnel, attempted to Those who survived blamed their forefathers
communicate with their ancestors by raising objects for the mistake of war and the destruction of the
4 up a flagpole, and continued a belligerence towards
a mythical enemy known as “djamans” (ostensibly
world. Technology was, at first, seen as evil, the
tool of this destruction. Books were burned, not
derived from “Germans“, a leftover from the First only technical books and manuals, but wholesale
World War). devastation was leveled at existing religious
texts, for these promised false hope and belief
in a god who had done nothing to spare man
immense suffering. What little remained after
this generation of “simplification” was often
incomplete, setting the stage for the ramshackle
understanding of what religion (and technology)
was like before the Fall.
Some tried to continue the traditions of their
former religions, but each reader interpreted
what they read differently, or twisted the
truth for his own aims. An era marked by the
reign of “religious tyrants” emerged, led by
wily masterminds who were little better than
charismatic demagogues. Many who followed
were left destitute or disillusioned; ultimately
these charlatans ended people’s faith in the
religions from before the Fall.
5
CHAPTER 1 - RELIGION AND CHARACTERS
Wasteland Cults is intended as a
resource for GMs and players
RELIGION TALENT TREES
Religion talents are treated just like normal talents,
alike to incorporate religious
taking up a “talent” slot when selected. Also like
characters, or followers of
standard talents, some religion talents have specific
unusual post-apocalyptic cults,
prerequisites (see individual talent descriptions
into their campaigns.
for details). Religion talents have an additional
These rules are meant to be used as
requirement, however, that being an allegiance to a
a way for players to further flesh out their characters as
religious-themed faction, organization, movement, or
being members of a specific movement, giving them
body.
both a deeper background and possible future tie-ins.
If you choose to play with religion talents, religion
They are also meant to be used by GMs to create new
talent trees should then be added to the list of talent
threats, and to introduce cults (and cultists) as either
trees normally available to a character as a part of his
villains to challenge the characters, or organizations
or her class. Which religion talent trees are available
for them to work for or even join.
depend on the religion that character follows (see
The new features introduced in this book are
Table 2-1).
outlined below, and will be covered in greater detail in
Religion talents may be taken by characters
the following sections:
belonging to other religious-themed factions not
covered here, at the GM’s discretion.
Religion Talent Trees
New Templates
ANCIENT WAYS TALENT TREE
New Mutations Worship of the “Ancients” is a common religious
New Defects tradition in the wasteland, where simple mutants and
New Feats survivors live among the ruins of the Ancients’ former
New Items greatness. Left to wonder at the power once wielded
by pre-Fall man, one is understandably left with the
Radiation (Optional Rules)
impression that they were truly “gods”. Those who
Brotherhood of Radiation follow the “Ancient Ways” revere technology and
Other Wasteland Cults painstakingly devote their lives to its preservation and
reconstruction.
6 Tekheads
Wild West Girls
Ancient Ways, Cultist, Nihilist
Cultist, Missionary, Stoic Holdout
* These cults are not detailed in this book, but are mentioned in other Darwin’s World sources.
Doodads & Whirligigs: Your collection of “relics”
always seems to include a few useful parts. The cost of
spare parts when repairing an item is reduced by half.
Finder of Relics: Any time a random roll for
treasure/swag is called for, you may roll twice and
pick the better of the two results.
Knowing of Things: You may make a Knowledge
(technology) check to identify any item by its
Ancient name, its intended purpose, relative rarity,
and value in cp. The DC is equal to the item’s
Craft DC.
Lorekeeper: You may make a Knowledge
(technology) check (DC equal to the item’s Craft
DC) to use any technological item without penalty,
even if you don’t have the appropriate proficiency
or technology feat. Prerequisite: Any other talent
from the Ancient Ways talent tree.
Sage: You gain a +2 insight bonus to Ancient
Lore, Computer Use, Decipher Script, Disable
Device, and Knowledge (technology) checks.
Storyteller: Once per day as a full-round action
you may make a Perform check before a group of
listeners to grant one of the three effects: grant a
+1 morale bonus to saving throws for 12 hours,
inflict a -1 penalty to saving throws for 12 hours,
or cancel the effects of fatigue.
NEURAL MUTATION - ELECTROKINESIS Special: Note that each neural mutation has its own
A psychic mutant with this strange power is able to uses per day.
influence electrical current, and often exhibits some
control over magnetism. NEURAL MUTATION - METAMORPHOSIS
Benefit: The mutant may power a single minor The metamorphic is somehow able to literally “will”
electrical device with a touch. In general this should her bones (and possibly even her internal organs with
be limited to a flashlight, electric lamp, radio, etc., but the right training) to rearrange themselves, as well as
nothing that actually uses “charges”. The mutant can elongate, to provide her with strange abilities.
continue to power the object for 1 minute per point of Benefit: With the power of her mind the mutant
Con bonus. is able shift her bones and internal organs, granting
Advancement: Each advancement of this mutation her a +2 circumstance bonus to Escape Artist checks,
increases the duration of the character’s ability to and granting a +2 circumstance bonus to Treat Injury
power a minor device by 1 minute per point of Con checks used to give her care.
bonus. Advancement: Each advancement of this mutation
In addition, the mutant can manifest 2 additional increases the skill bonuses by +1.
Electrokinesis-based neural feats per day. In addition, the mutant can manifest 2 additional
Special: Note that each neural mutation has its own Metamorphosis-based neural feats per day.
uses per day. Special: Note that each neural mutation has its own
uses per day.
NEURAL MUTATION - IAETROKINESIS
A mutant with this neural power seems able to PROTANDRY/PROTOGYNY
repair physical damage done to herself, through a A mutant with this mutation is born either as a male
combination of paranormal willpower and unusual (protandry) or a female (protogyny), and changes
muscle and organ flexibility. gender midway through life, assuming drastic physical
Benefit: If reduced to zero or lower hit points (but and hormonal changes in the process.
not -10 or below) the mutant heals 1 point of damage Benefit: At a specific age (determined by rolling
and automatically stabilizes. 2d10 and adding 20 years) the mutant gradually
SUPERNUMARY ORGAN less from a single attack or effect you may make a
A mutant with this unusual mutation has developed Fortitude save (DC equal to the damage done) to
an additional heart, liver, kidney, etc., all of which remain alive. If successful, you are stabilized at -9.
13
are generally redundant. However, when the mutant
suffers a potentially fatal injury due to the destruction SYNDACTYLY
of an internal organ, there is a chance that the A common mutation, this manifests as the presence
redundant organ is still enough to allow her to survive. of webbed tissue between the mutant’s fingers and/or
Benefit: If you are reduced to -10 hit points or toes.
MINOR MUTATIONS
Mutations of all kinds crop up among the ranks of the Brotherhood of Radiation, but since not all mutations
have a game effect, only a few possibilities are mentioned in this book. Minor mutations, such as fused digits
(a more severe form of syndactyly), extra fingers (polydactyly), extra breasts (polymastia), extended tailbones,
multiple pupils, etc. exist in abundance in members from throughout the faction. When describing a member
of the Brotherhood feel free to make note of these visible aberrations; though they may not affect gameplay,
players unfamiliar with such strange physical deformities may assume them to be signs of heretofore
unknown mutations and abilities...
Benefit: The mutation gains a Swim speed equal to mutant is limited to walking speed; she may not trot or
his/her normal movement. run. Balance, Climb, Jump, and Swim checks suffer a
-6 penalty, though Escape Artist checks are made with
NEW DEFECTS +2 racial bonus.
The following lists a variety of new defects that Advancement: None.
have to appear among the ranks of the Brotherhood Special: If the player applies this defect he cannot
of Radiation, but also exist elsewhere, at the GM’s also have Terminal Limb Deficiency (Legs). This
discretion. defect was originally introduced in The Broken & The
Lost.
CYCLOPSIAN
The mutant was born with only one eye. The other TERATOMA
eye is either blind, nonfunctional, or simply never A teratoma is an abnormal genetic condition in which
formed at all. defective cells continue to produce organic material
Penalty: The mutant receives a -2 penalty to Search even after the mutant is fully developed, creating
and Spot checks, as well as attack rolls with ranged vestigial additions on seemingly random parts of the
attacks. body. Encased by a large leathery case resembling
tumors, a teratoma can contain virtually any manner
of organic material, from hair, bone fragments,
HYDROCEPHALUS completely-developed teeth, eyeballs, to stunted
A birth defect (also known as “water on the brain”) fingers and entire hands.
made infamous by the “melonhead” legend, a mutant Penalty: The mutant receives a -1 penalty to
suffering from this condition has a grotesquely Dexterity and Constitution.
enlarged skull and a wobbly gait. Advancement: Each advancement of this defect
Penalty: The mutant receives a -1 penalty to increases the penalties by an additional -1.
Dexterity and Intelligence.
Advancement: Each advancement of this defect
increases the penalties by an additional -1. TRANSPARENT DERMIS
The mutant was born with a potentially lethal skin
defect that has robbed her dermis of all protective
MASSIVE OBESITY pigmentation. Effectively transparent, this outer layer
A genetic defect in certain glands has made the mutant of skin does nothing to shield the interior organs from
tremendously obese. ultraviolet light. Veins, arteries, and musculature can
Penalty: The mutant suffers a -2 penalty to also be vaguely seen through this translucent layer.
Constitution. In addition, any time she moves at Penalty: The character receives a -4 penalty
more than her base speed (walking) she must make a to Fortitude saves against damage by ultraviolet
Fortitude save at DC 15 or become fatigued. radiation. In addition, bright lights directed at the
Advancement: Each time this defect is advanced character (i.e. in the form of lantern or flashlight
the penalty to Constitution increases by 1, and the beams, dazzle rifles and lasers, etc.) cause damage as
Fortitude save DC to avoid becoming fatigued a ranged touch attack, doing 1d6 points of damage (in
increases by 2. addition to any normal damage, if applicable).
Special: This defect was originally introduced in Advancement: Each advancement of this defect
Sandwalkers. increases the save penalty by –2 and damage done
from directed light by +1.
OPHIDIANISM
14 The mutant lacks legs, instead possessing a long
vestigial fusion of bone and muscle that resembles a
XERODERMA PIGMENTOSUM
Xeroderma pigmentosum (or “XP”) is a rare genetic
serpentine “tail”. condition in which the body is unable to repair damage
Penalty: The mutant’s ground speed is reduced by caused by exposure to ultraviolet radiation. As a result
two-thirds (round to the nearest 5 ft. increment). The
even the most insignificant damage accumulates over The statistics for the screamer are presented in
time, so that each moment of exposure to the sun Darwin’s World 2nd Edition.
shortens the mutant’s lifespan. A mutant with this
defect often sequesters herself entirely underground, or ARCING CURRENT
else only emerges at night. Neural Feat
Penalty: Keep a constant tally of the amount of With either a gesture or simply a glance the mutant’s
exposure the character has had to ultraviolet radiation ability to psychically produce electricity allows her to
(i.e. sunlight); the exposure is cumulative, and thus affect powered devices at a range.
seconds will add up to minutes, minutes into hours, Prerequisite: Electrokinesis.
and eventually hours into days. The damaging Effect: The mutant’s ability to power a minor
accumulation from this exposure can never be healed. electrical device is no longer restricted to objects she
When the amount of exposure reaches 24 hours, 7 touches. She can now power an object at a range
days, and over 7 days, check each time for damage of 10 feet per point of Con bonus, plus 5 feet per
normally, making Fortitude saves as appropriate. Electrokinesis advancement.
Keep in mind that certain devices (such as a UV Action: Attack.
sterilizer) may subject the character to ultraviolet Duration: 1 minute per point of Con bonus, plus 1
exposure. In the case of a UV device such as this, minute per Metamorphosis advancement.
accumulated exposure for one round under the light is Usage: Electrokinesis.
considered to be the equivalent of one hour of sunlight.
Normal: Normally damage from ultraviolet
radiation is only checked for in certain environments BODY’S LIMIT
(see Darwin’s World 2nd Edition), and drops back Neural Feat
down to nil when the character removes herself from The mutant’s conscious mind sidesteps her physical
the danger. body at the moment she suffers a major injury,
allowing her to bypass the shock of her condition and
NEW FEATS
Building upon the new mutations
introduced in Wasteland Cults,
the variety of new mutations
and defects presented here are
intended to give players and
game masters new options for
mutant characters in Darwin‘s World.
ANIMATION RADIATION
Mutant Feat
At great cost to herself, the mutant can
infuse a humanoid corpse with a portion of
the radiation emitted from her own body, to
create an animated screamer.
Prerequisite: Irradiated (Feat), character
level 10th.
Benefit: You may animate a corpse to
become a screamer by sacrificing hit points.
The screamer’s hit points, when created, are
equal to the number of hit points you sacrifice
(minimum 4, maximum 48). Hit points lost
in this manner are regained normally through
healing. The process takes one day, at the end of
which time a screamer is created.
The animated screamer obeys your commands
as if dominated, but cannot go more than one mile
from you or else lose its animated properties - and
immediately fall inert. You can only make and control
one screamer per point of Wis bonus, regardless
15
of how many hit points you have to invest in your
“creations”.
TABLE 1-4: GENERAL FEATS
Feat Name Prerequisite Description
Cryptic Ordainment Allegiance to a cult, character level 3rd +1 bonus to certain skills, +1 bonus to
saving throw of choice
Disciple of the Glow Mutant, Brotherhood of Radiation Use AP to turn a Fort or Ref save into a
allegiance Will save
Meditation - Gain bonus to Concentration checks
TABLE 1-5: MUTANT FEATS
Feat Name Prerequisite Description
Animation Radiation Irradiated, character level 10th Create screamers from inherent radiation
Cerebral Scion Neural mutation (any) Mutant abilities based on Int
Deadly Vapors Stench, Weakening Vapors Emit poison gas that does Con damage
Electric Charge Field Spontaneous Electric Charge Generation Reactive field that damages attackers
Eyes of Fire Optic Emissions Eyebeams set opponents on fire
Eye Terror Optic Emissions plus either Multiple Eyebeams make multiple attacks
Eyes, Craniopagus, or Dual Headed
Focused Pulse Pyrokinetic Pulse Generation Pulse area changes to a line
Hidden Mutation Disguise 4 ranks Spot check needed to notice mutation
Psycho-Potence Any mutation or neural feat that inflicts Spend two uses to increase damage
damage
Scintillating Eyebeams Multi-Faceted Eyes, Optic Emissions Area of effects changes to a line
Stun Field Spontaneous Electric Charge Generation Mutation stuns in addition to regular
damage
Superhuman Longevity Regenerative Capability (advanced), Con No penalties for advanced age
20+.
Tom Thumb Dwarfism Size is reduced
Weakening Vapors Stench Emit poison gas that does Str damage
CRYPTIC ORDAINMENT
You have gone through the mysterious rites and rituals DISCIPLE OF THE GLOW
required to join one of the wasteland’s major cults. All who join the ranks of the Brotherhood of Radiation
Prerequisite: Allegiance to a cult; 3rd level. surrender their individuality to become a part of the
Benefit: You gain a +1 faith bonus to your greater whole. Service to the “Enlightened Hierarchy
religion’s favored skills (see each cult’s Allegiance of The Mutant Race” precludes any room for dissent
Benefits). You also gain a +1 morale bonus to any one or idle thought. In return your single-minded
saving throw of your choice. dedication to the Glow has transformed your mind into
a fortress of mental power.
Prerequisite: Mutant, allegiance to the
DEATH’S DOOR Brotherhood of Radiation.
Neural Feat Benefit: When called to make a Fortitude or Reflex
The mutant is able to bring herself back from death’s save you may spend an Action Point to use your Will
door despite the most traumatic injuries. save instead.
Prerequisite: Iaetrokinesis, Body’s Limit. Special: A Brotherhood Force Master, Psion,
Benefit: If an attack or effect would reduce you to Censor, or Illuminated may take this as a bonus feat.
-10 or lower hit points you may make a Concentration
check (DC equal to the amount of damage inflicted) to
remain alive. Your hit points return to -9 and you are DEADLY VAPORS
stabilized. Mutant Feat
Action: Immediate. The mutant’s stench is heavy with the awful perfume
Duration: Instant. of a deadly toxin.
Usage: Iaetrokinesis. Prerequisite: Stench (mutation), Weakening Vapors
(Feat).
Benefit: As an attack action you may emit
DETECT THOUGHTS poisonous vapors to complement your stench; these
Neural Feat vapors instantly extend out to the maximum range
You are able to invade the minds of intelligent of your stench cloud, but dissipate at the end of the
creatures and read their surface thoughts. round. The vapors count as an inhaled poison, with
Prerequisite: Telepathy, Mental Communication, a Fortitude save DC equal to your Stench DC, initial
Empathy. damage 1d4 Con, secondary damage unconsciousness.
Effect: You detect surface thoughts in creatures You are innately immune to the poison of your vapors,
within a 60 ft. cone. The amount of information but others are not. You can use this ability once per
revealed depends on how long you study a particular day per point of Con modifier (minimum of 1).
area or subject.
1st Round: Presence or absence of thoughts (from
conscious creatures with Intelligence scores of 1 or ELECTRIC CHARGE FIELD
higher). Mutant Feat
2nd Round: Number of thinking minds and the The mutant is able to charge her body with power, so
Intelligence score of each. If the highest Intelligence that any contact with her is potentially lethal.
is 26 or higher (and at least 10 points higher than Prerequisite: Spontaneous Electric Charge
your own Intelligence score), you are stunned for Generation (mutation).
1 round and the effect ends. This feat does not let Benefit: As an attack action you may charge your
body with a static field that reacts to sudden contact
18 you determine the location of the thinking minds if
you can’t see the creatures whose thoughts you are with foreign bodies. Any time you are hit by a melee
attack - unarmed or armed - you inflict damage on
detecting.
3rd Round: Surface thoughts of any mind in the the attacker equal to the damage you normally do
area. A target’s Will save (DC 10 + your Charisma with your Spontaneous Electric Charge Generation
mutation. Each time you use this ability counts as a separate attack roll. You can only attack a given target
use of your Spontaneous Electric Charge Generation once with an eyebeam..
ability, and the charge remains in place until you
choose to deactivate it (as an attack action) or it is EYES OF FIRE
triggered. Mutant Feat
Special: You can only benefit from one charge at The mutant’s eyebeams can cause opponents to ignite
any given time, so if you use Spontaneous Electric in flames.
Charge Generation as an attack it negates the electric Prerequisite: Optic Emissions (mutation).
charge field protecting you. Benefit: In addition to doing damage, your use of
Optic Emissions has a chance of causing an opponent
ELECTROKINETIC JOLT to catch on fire. Any time you strike an opponent with
Neural Feat your eyebeams she must make a Reflex save (DC 10
The powerful electrokinetic mutant is able to generate + your character level) or catch fire, taking 1d6 points
a stroke of power to strike down enemies. of fire damage immediately. Each subsequent round
Prerequisite: Electrokinesis, Arcing Current. she must make another saving throw; failure means
Effect: The mutant can generate a 5-foot-wide line she takes another 1d6 points of damage that round.
of electricity that reaches up to 10 feet (plus 10 feet Success means that the fire has gone out. This fire may
per Electrokinesis advancement) and inflicts 2d6 plus be put out normally (see Catching on Fire in Modern
1d6 points of electricity damage per advancement d20 SRD)
(maximum 10d6). All creatures in the area may make
a Reflex save (DC 15) for half damage. FOCUSED PULSE
Action: Full. Mutant Feat
Duration: Instant. The pyrokinetic mutant is able to focus her wild talent
Usage: Electrokinesis. into a narrow but more destructive ray.
Prerequisite: Pyrokinetic Pulse Generation.
EMPATHY Benefit: The area of the mutant‘s pyrokinetic pulse
Neural Feat is changed to a line (instead of a burst centered on
You can sense strong emotions in your immediate her), and the damage increases by +1 die. Range and
vicinity. DC is unaffected.
Prerequisite: Telepathy, Mental Communication. Special: This feat was originally introduced in In
Effect: You automatically sense the strong Pursuit of The Mind Masters.
emotions of living creatures within the range of your
Telepathy (unless otherwise noted, 100 feet plus 10 FOCUSED STRIKE
feet per Charisma modifier). “Strong” indicates an Neural Feat
emotion that consumes the creature’s current behavior Focusing her flow of emotions and thoughts, the
or thoughts; typical feelings include anger, fear, envy, character becomes one with her weapon, if only for the
love, pity, and madness. The empath either detects blink of an eye.
these emotions through auras (visible displays of color Prerequisite: Precognition, Foresight, Precognitive
that only she can see), or else partly shares in the same Combat.
emotion, though in the latter case she has total control Benefit: By taking a move action to concentrate
over the feelings and may suppress them at will. you may make a Concentration check. The result of
Action: Attack. this check becomes a bonus added to your next single
Duration: Instant. attack roll. If you do not make an attack immediately
Usage: Telepathy. after using this ability the bonus is lost.
Action: Move.
EYE TERROR Duration: Instant.
Mutant Feat Usage: Precognition.
The mutant’s multitude of eyes allow her to sweep an
entire area with her searing eyebeams. FUTURE SIGHT
Prerequisite: Optic Emissions (mutation), plus Neural Feat
either Multiple Eyes (mutation), Cranial Parasite Though you move at the same time as the world
(mutation), or Dual Headed (mutation). around you, your senses are constantly a few steps
Benefit: You may use your Optic Emissions
mutation to attack as many targets as you have sets of
eyes. For example, if you had all three eye mutations
ahead, warning you of coming danger.
Prerequisite: Precognition, Foresight 19
Benefit: Because you see danger before it comes,
(Multiple Eyes, Cranial Parasite, and Dual Headed), you are never considered flat-footed and are always
you could make 4 attacks. Each attack requires a able to act normally in a surprise round.
Action: Free. INNER POWER
Duration: Unlimited. Neural Feat
Usage: Unlimited. Only a few electrokineticists are able to generate the
electricity needed to power more advanced items, but
HEALING TOUCH those that do are a force to be reckoned with.
Neural Feat Prerequisite: Electrokinesis.
The mutant’s ability to mend the body through the Effect: The mutant is able to serve as a power
power of her mind extends to the wounds of others as source for any powered item she holds in hand. She
well. can provide power for one “charge” (just like a power
Prerequisite: Iaetrokinesis, Body’s Limit, Mind clip, power beltpack, minifusion cell, etc.) each time
Over Body. she uses this ability.
Benefit: You can use Mind Over Body on an ally. Action: Attack.
Action: Full-round. Duration: Constant.
Duration: Instant. Usage: Electrokinesis.
Usage: Iaetrokinesis.
LEVITATION II
HIDDEN MUTATION Neural Feat
Mutant Feat Through the use of her considerable telekinetic powers
The mutant’s mutation is either too subtle to notice, or the mutant is able to “fly” while levitating in the air.
can be retracted/absorbed back into her body to avoid Prerequisite: Telekinesis, Telekinetic Hand,
being seen. Telekinesis Mastery, Levitation.
Prerequisite: Disguise 4 ranks. Benefit: As Levitate, except you may move with a
Benefit: Pick one mutation; you may hide that fly speed equal to your base movement, and may go as
mutation when it is not actively being used. A high as 30 ft. per point of Con bonus (minimum 30 ft.)
Spot check (DC 25), along with a complete body above the ground.
examination, is required to discover its existence. Special: As with Levitate, if the duration ends
Special: This feat may only be taken at 1st level. before you have landed, you immediately drift to the
ground without harm (unless you choose to activate
the feat again).
HIVE MIND Action: Move.
Neural Feat
Duration: 5 rounds plus one per round per
The mutant is connected to similarly mutated allies by
Telekinesis Advancement.
a telepathic “hive mind”.
Usage: Telekinesis.
Prerequisite: Telepathy
Benefit: You and all allies who also have this feat
are connected by a hive mind. If any one of you is LIMB ELONGATION
aware of danger, you all are. If any one of you is not Neural Feat
flat-footed, none of you are. To benefit from this feat Through sheer force of will the mutant may alter her
all allies must be within 1 mile of each other. own bone structure to increase her reach.
Action: Free. Prerequisite: Metamorphosis.
Duration: Unlimited. Effect: The mutant’s reach increases by 5 ft. The
Usage: Unlimited. mutant suffers 1 point of lethal damage for every
round that the increased reach is manifested.
Action: Attack.
IGNORE PAIN Duration: 5 rounds plus one round per
Neural Feat
Metamorphosis advancement.
The mutant is able to shrug of devastating amounts of
Usage: Metamorphosis.
physical damage.
Prerequisite: Iaetrokinesis, Body’s Limit.
Benefit: You are immune to Massive Damage MAGNETISM
checks. Neural Feat
Action: Immediate. With her mind the mutant is able to magnetically
Duration: Instant. attract metal objects towards her.
Usage: Unlimited. Prerequisite: Electrokinesis, Arcing Current.
25
51 - 100 REM 601 - 1000 REM
At 51-100 REM the victim may suffer headaches and At this stage the victim faces bone marrow destruction,
sickness, and also faces an increased risk of infection as well as gastric and intestinal tissue damage.
(due to disruption of cell activity). Effect: As above, except the DC to stop the
Effect: Victim takes 1d3 Con damage. In addition, bleeding increases to 30.
she must succeed at a Fortitude save (DC 15) or
become sickened until REM level is reduced to 50 or 1001 - 5000 REM
less. Symptoms appear moments after exposure, involving
exhaustion and nausea caused by direct activation of
101 - 200 REM chemical receptors in the brain. Death is typically
Nausea and vomiting appear soon after exposure, inevitable due to massive cell death, presaged by
followed by lack of energy. Long-term effects often delirium resulting from a destruction of the victim’s
include sterility; pregnant women suffer spontaneous circulatory system.
abortion or stillbirth. Effect: Victim takes 3d6 permanent Con
Effect: Victim takes 1d6 Con damage. In addition, damage and is both exhausted and nauseated, and
she must succeed at a Fortitude save (DC 15) or automatically loses all body hair. In addition, she must
become sickened and fatigued until REM level is succeed at a Fortitude save (DC 25) or begin bleeding
reduced to 100 or less. On a successful save the at a rate of 1 hit point per round (this bleeding can
victim is still fatigued. only be countered with a Heal check at DC 30, or
the application of hemochem). If the saving throw is
201 - 300 REM failed by 5 or more, she is also considered stunned.
As 101-200 REM, but the victim gradually loses all
of her body hair, and suffers from a greater risk of 5001 - 8000 REM
secondary illness due to the wholesale destruction of This level of exposure results in immediate
her body’s white blood cells. disorientation and coma, followed by death due to a
Effect: Victim takes 2d6 Con damage and is both total collapse of the nervous system.
fatigued and sickened. She also takes a -4 penalty to Effect: As above, except victim becomes
all future saving throws vs. disease, contamination, or unconscious if the saving throw is failed by 5 or more,
infection until her REM level is reduced to 200 or less. instead of stunned.
In addition, she must succeed at a Fortitude save (DC
20) or gradually lose all body hair.
28
Princess, Sledge, and the remaining orphans came morale of its forces was on the rise. The inability of
under scrutiny, for all of them had been in the open the DCR to make contact with any other organized
when the bombs went off. Princess herself had begun entity outside of Denver was taking its toll on its
to show the beginnings of a strange dermal mutation, personnel; without hope of help, the DCR’s efforts
which according to camp physicians warranted at reconstruction seemed to be in vain. Within 16
quarantining and special care. months of the Fall, the DCR’s organization, forces,
Princess resisted, but to ease her mind her orphans and authority disintegrated, leaving Denver to the
were allowed to go with her, the entire “gang” being mobs.
moved to a special ward of the hospital. Here, in Princess and her people stood to inherit the deserted
addition to DCR doctors, a Catholic priest named remnants of the DCR hospital, but it would only be
O’Malley (recuperating from flashburns at the secure for so long before the crazies discovered it.
hospital) made Princess’ acquaintance, and helped Rumors that many of the crazies were now turning to
to take care of the children while she recuperated. cannibalism on a large scale to survive made staying
Though wary of how good things seemed to be at first, in Denver even less palatable. Princess decided to
Princess’ treatment improved and she came to enjoy leave, taking her brother Sledge and the other orphans
her time at the hospital. with her. Father O’Malley, no longer able to convince
her to stay until federal forces came to restore order,
DEALT A BAD HAND joined them. With Princess’ permission, O’Malley
During the first few weeks at the hospital, doctors brought along all those men and women still in the
treated Princess and her orphans for their wounds vicinity of the hospital who cared to escape Denver.
and malnutrition, as well as diagnosing the long- What began as a small group of children soon began to
term effects of their radiation exposure. Princess, in grow into an exodus.
particular, appeared to be mutating. According to the
doctors, her outer layer of skin was degenerating as a FOLLOW THE QUEEN
result of a slow-acting necrosis. The condition, they The escape from Denver led Princess and her rag-tag
said with cool indifference, was probably terminal. band of followers west into the mountains. Survival
Yet, for some reason her body appeared to be adapting, was not easy at first, what with ordinary civilians
exhibiting an inhuman effort to regenerate damaged quickly turning into trigger-happy xenophobes who
or dead cells. Her body was fighting back against shot everything on sight. That she and her followers
the cell death caused by being exposed to the bomb, looked like diseased gangers from the inner city didn’t
but they insisted her time was running out. It was all help, and they were turned back at every door along
technical talk, and above her head, but Princess began I-70. But the children's ability to adapt and live off
to become agitated under this continued care. The the most meager supplies (as they had done for most
only thing that kept her there was Father O‘Malley, of their lives) kept them alive; they soon turned into
who taught her to read and told inspiring stories to the expert scavengers, scrounging the abandoned truck
orphans at night. If not for him, she would have led stops, gas stations, and rest stops along the way.
the kids away under the cover of night, just like she’d Father O’Malley, who’d since become the unofficial
done when they’d fled the “crazies”. “conscience” of the group, excused their behavior only
A year later Princess’ mutations, both good and bad, because it was done out of necessity.
seemed to have fought each other to a standstill. The East of Idaho Springs the refugees found the
ionization of the outer dermal layer of her skin, which highways and mountain passes to be desolate, and
had been described initially as “degeneration”, soon signs of battle were evident everywhere. Paratroopers
proved to be far more frightful, as the natural pigments and special forces units had been seeded throughout
in her skin began in pinpoint-sized patches, to glow. the mountains during the war in an effort to cut off
She panicked, thinking her expected time had come, vital supply lines or to disrupt the rail network. This
but her doctors - unable to explain it - now attested activity had driven out the native inhabitants of the
that the problem was no longer life-threatening. Rockies, leaving empty communities and deserted
They further assured her that, with the miraculous one-stoplight towns. The nuclear winter was already
regenerative capabilities of her cells, the process of beginning to settle in as well, dusting the remnants of
degeneration would be a gradual one, taking weeks, these Rocky Mountain battlefields with a fine layer
and that the “glowing spots” could be covered, at least of irradiated snowfall. The challenge of surviving
for the time being. became far more difficult, now that people had been
Despite the news, around the same time things driven out and the wildlife was beginning to die off.
29
began to go bad for the central authority of Denver. The few foods and other supplies found in the region’s
Continued harassment by the urban crazies led to abandoned towns were also becoming contaminated,
a concerted effort by the DCR to sweep the worst so that incidents of radiation sickness rose. By their
neighborhoods and “pacify” them. The technological third week, virtually all of the refugees suffered from
edge of the DCR was significant, but the diminishing contamination to some degree.
When the refugees reached the outskirts of Aspen, Gunnison first reached the town. Only a handful of
however, they found a town very much alive. people remained, few of whom were natives: these
Surrounded by a makeshift wall, the small resort city included a total of 1,000 followers of the “Aurora
appeared to have been fortified by survivors of the Evangelical Church of Jesus Christ”, whose leader,
Fall. The rag-tag refugees at once came under scrutiny Pastor Jeremy Bright, had made Aspen the site of an
by the “Christian Citizen’s Committee of Aspen”, but annual gathering for his “church”. Having rented out
the sheer number of children among them prevented the Aspen Convention Center for the hosting of an
any immediate attack. Instead, Princess, Sledge, Evangelical revival (and the filming of the church’s
O’Malley, and the others were shepherded in and yearly evangelical telethon - normally held in his
given hospitable (albeit shaky) sanctuary. Church’s headquarters of Las Vegas), Bright and his
Over the next few weeks or so Princess and her people had remained when others fled. Inheriting
people learned that Aspen had been abandoned the small resort town, with the poshly-appointed
by most of its 5,000 inhabitants when word of the Convention Center as his base, Bright counted among
battles between National Guard units and Pacific his followers numerous right-wing rich from all across
Union airborne forces at Glenwood Springs and America, including powerful businessmen and energy
lobbyists. Most of these were living in deep denial
about the War, turning to Bright’s comforting charisma
to insulate them from the horrors beyond Aspen.
Bright, besides being (at least outwardly) a
Christian, businessman, and charismatic leader,
was no fool. He recognized the power that had just
landed in his lap. He had never been one to resort to
cheesy “apocalyptic evangelism” to gather money and
followers (preferring to focus on optimism and self-
betterment to trick people out of their cash), but here
had come the prophesized apocalypse like manna from
heaven. That the “wicked cities” had been stricken,
and people like he and his followers had survived,
made the prospect of firebrand fear-mongering
just too easy to resist. Since the Fall he had turned
Aspen into a respectable community of like-minded
people dedicated to Christ and righteousness.
Attending Sunday services was mandatory; dressing
in wholesome clothing, addressing one another as
“brother” and “sister”, and engaging in all-American
pass times (weather permitting) were encouraged.
He’d even begun to vilify the old way of life (the
“Ancient ways”, which had surely brought down the
wrath of God), and even those outside Aspen’s walls
as “irredeemable sinners”. One didn’t have to go
far to find proof that what he said was true: the only
survivors in the mountains were now scattered bands
of desperate bandits and thieves, and the marauding
remnants of military units (who could be just as bad, if
not worse).
But along came a pretty young woman and a motley
band of pitiable children - accompanied by a priest.
Pastor Bright immediately sensed a threat to his little
“Utopia”, but his followers (many of them secretly
eager to find out there was more to the world outside
than just “sinners” and “devastation”) demanded that
they be given shelter. Fearing that his followers might
turn against him if he refused, Bright relented.
For several weeks Princess, O’Malley, and the
30 others stayed in Aspen, but soon found Bright’s way
of life suffocating. Bright, for his part, did his best to
make life miserable for them as well - though stopping
just short of persecuting them. But her own unusual
charisma was beginning to take root in Bright’s any possible backlash against him for promoting the
followers, many of whom were now beginning to idea of leaving Aspen in the first place, and it worked
see the dangerous road they were headed on under to some degree. When people began to dry up and
Bright’s guidance. Soon there were murmurings die, a small faction of the refugees began to murmur
advocating the creation of a secular government against Princess, blaming her for her youth and lack of
apart from Bright, one that mandated a separation of education, wondering why they ever agreed to follow
religion and politics. her in the first place. Compounding things was the
Seeing the writing on the wall, Bright resorted to a revelation that Princess had somehow gotten pregnant
desperate plan. Eager to keep his followers, many of during the journey, and the idea of an unwed teenage
whom had been powerful and influential in the pre- mother went against everything the closest followers
Fall government (and whom, he hoped, would retain of Bright believed in. These Bright kept close,
power if and when the federal government managed to knowing that someday their dissatisfaction could come
rebound from the War), Bright organized a “town hall” in handy…
meeting where he petitioned his people with a plan. Almost all hope was lost, until at last, one morning
He invited Princess and O’Malley to attend, and, in a the distant shape of an abbey was seen on the horizon.
masterstroke, addressed them as equals in a deceiving The refugees had come across the isolated abbey
show of humility and reconciliation. of Monticello, whose resident monks had survived
Bright put forth the idea of abandoning Aspen and the Fall miles from any urban centers. A visiting
heading further west. The citizens - including Princess Bishop now reigned over the community, opening the
and O’Malley - were surprised by the unexpected monastery’s gates to other survivors of the Fall who
idea of a full evacuation. But citing reports that a had congregated there (seeking assistance and basic
large gang calling themselves the “Ravagers” had medical care), many of whom, like Princess, were
begun terrorizing small towns further south in the showing the first signs of mutation.
Rockies, Bright claimed that it was only a matter of At Monticello the refugees found shelter, food,
time before Aspen too, was attacked. Furthermore, water, and other refugees. They also found a secluded
if they managed to survive the Utah badlands, it was society of the religious hungry for news of the
a short trek to Las Vegas - a city that Bright insisted, outside world. What news they did bring was ill-
due to the fact that short of Nellis Air Force Base tidings, however; the cities had plunged into chaos
had no relevant nuclear targets, would be intact. and savagery (Denver’s gangs had seized control and
That Las Vegas was also his hometown, the base of turned to cannibalism, after all), the rural communities
his Evangelical empire, and a place where he was had dispersed, the military’s remnants were now
owed many favors by many influential people (and as desperate as the civilian survivors, and rumors
thus would guarantee him a place in the post-Fall of “mega-gangs” prowling the roads caused great
political landscape if he so wished), was a fact he concern.
did not immediately share. As a coup de grace, with During their stay at Monticello Princess gave birth
craftiness comparable to a real-life Mephistopheles to a daughter, whom she named “Angel”. The child
Pastor Bright ingeniously hit Princess below the belt, was clearly mutated but strong, exhibiting some of
showing brochures of the “family fun” to be had in the bizarre regenerative capabilities of her mother.
Las Vegas to the orphans, who were soon behind the Though deformed, she was baptized at the monastery.
plan 100%. Princess, saddened by the idea of bringing such a weak
Princess had little choice but to go along. History child into such a horrific world, was comforted by the
isn’t clear, but she may have been just as eager as the Bishop with an old saying: “The birth of a child is
other inhabitants of Aspen to move on. Whether or not proof that God wants the world to continue on”.
she realized the dangers of the long journey, Princess Despite her ignorance, urban upbringing,
and Bright, with their combined followers, began to questionable past, and relative youth, Princess (now
move west. exhibiting a full-body glow from her complete cellular
ionization) was well-liked by the monks of Monticello.
THE STAKES INCREASE Before long they were questioning her and the others
Passing through the Utah badlands was a torturous where they planned on going. They were welcome to
ordeal. Like the Rocky Mountains had been, many stay as long as they liked, but the Bishop confessed
of the towns in Grand and San Juan counties were that their own supplies would eventually run dry. A
deserted; those that were inhabited had turned recluse, more permanent home had to be found for the children
and shunned all contact, even going so far as to go and the other refugees.
When the plan to go to Las Vegas was revisited, it
31
underground to escape detection. During this period
Pastor Bright, seeing the toll this new leg of the was a source of contention. Many Aspen survivors
exodus was going to take on both his and Princess’ had grown weary from the unexpected hardships of
followers, cleverly let Princess assume gradual control the journey from the Rockies, and arrogantly insisted
over their combined peoples. He did this to prevent on staying at Monticello (despite the abbot’s warnings
that its sustainability would not last forever). But the Commission, or just “The Commission” for short)
vast majority, who were now firmly in Princess’ camp, for the right to settle here, the Bishop suggested
were ready to go wherever she led them. to Princess that all was not lost. The city could be
Before he tragically died of infected keloid lesions rebuilt. They had people and the will to survive. She
that winter at Monticello, Father O’Malley completed was an example of the resilience of this new, post-war
a comprehensive report to the Bishop - the only world, in which even a simple young woman could
legitimate Church authority for miles, possibly resist the devastation of the atom and flourish. She
anywhere in the world, as far as anyone knew - had, after all, survived massive doses of radiation
detailing what had occurred in Denver, Aspen, and during the Fall, and had gone on to give birth to a
Utah. The Bishop, a hopeful and religious man who baby girl who had survived against all odds. The
was ready to see signs in the most innocuous places, Bishop suggested Princess and her followers turn Las
made a surprising move: he promoted the idea of Vegas into a “beacon”, a light in the darkness of the
someday venerating Princess, citing Father O’Malley’s wasteland to draw others from all over, to become a
reports of her miraculous nature. By Church law a sanctuary for the sick, diseased, and mutated.
candidate for sainthood had to have three miracles The idea proved to be a catalyst for Princess
attributed to him/her, and Princess already had two: and her people, who found hope in working for a
her miraculous regeneration, and the miraculous greater ideal. Efforts to clear the streets were made,
birth of her child, Angel. All they needed was a third scrounging parties were sent into the ruins to find
and final miracle, and she could someday be the first salvageable supplies, and shelters were constructed or
“saint” of the nuclear apocalypse. rebuilt. The Commission, watching from the sidelines,
Pastor Bright was agitated by the attention given were inspired to build as well, though they mostly
to Princess during their stay at Monticello, and by concentrated their efforts on the northern stretch of the
the onset of spring motivated Princess, the children, city. But either way, the old buildings were inhabited
and his own followers to move on. With little and a drive was initiated to restore power. Power,
reason remaining to stay at Monticello, the Bishop, Princess believed, would let them “light up Vegas like
his monks, and their own refugees also uprooted a light bulb that could be seen for miles”, drawing
themselves and chose to join in their journey. the destitute and hopeless to the new paradise they
planned on building.
LAS VEGAS - A ROYAL FLUSH
Las Vegas, Nevada, was not as Pastor Jeremy Bright
had imagined. Or as he had promised. It was a
THE PASTOR CASHES IN
ruin, still covered in the deadly fallout left over from HIS CHIPS
tactical nuclear weapons detonated over nearby Nellis The Las Vegas Nuclear
Air Force Base. The “glittering jewel of the desert” Power Plant had just become
was dark at night, its streets, its Strip, and its world- operational right before the
famous gambling destinations plunged into lightless Fall. A complex of twin, state-
shadow except for a subtle violet haze that hovered of-the-art nuclear reactor buildings, LVNPP had been
over the ruins like a radiated corona. The streets were built not only by the greater city of Las Vegas, but by
empty, the thrill-seeking inhabitants having panicked funding and contributions from the major gambling
and fled when the first bombs began to detonate. Fires establishments of the area. Power needs, like water
had claimed large swaths of the city, leaving a belt needs, had grown in necessity with the growth of
of ruin surrounding the inner city. Only the haunting the city, and true to its future name, the “City of
empty husks of the city’s infamous pleasure-palaces, Lights” demanded a tremendous amount of electricity.
the grand casinos, stood intact. Existing power sources were insignificant for the
As is wont to happen with people pushed too far, massive mega-casinos that planners envisioned in Las
a good number of followers wanted to string up Vegas’ future, and LVNPP was the solution.
Pastor Bright for having led them hundreds of miles, Princess and her people found the power plant
through mountains and hostile desert, to this “empty to be deserted but only slightly damaged. As they
bit of nowhere”. Now that she was regarded as their learned from the Commission, when word of the
“leader” of sorts, it was only Princess’ intervention coming war reached Las Vegas, the technicians and
that saved Bright from being killed. engineers at the plant promptly decided to shut down
At first the refugees didn’t know what to do, the reactors to prevent a meltdown in the event of a
faced with the grim reality of having come here for catastrophic nuclear strike, or, even if the city wasn’t
32
nothing, but it was an idea put forth by the Bishop hit, the possibility of an electromagnetic pulse in the
of Monticello that brought everyone together. After atmosphere damaging the plant’s control computers.
striking a deal with the city’s two dozen inhabitants Thus, LVNPP was almost in perfect shape, a nuclear
(a pathetic band of ruin-pickers and two-bit gamblers plant whose switch had simply been turned off - and
humorously calling themselves the Nevada Gambling waited for someone to turn it back on. Yet none of
Princess’ followers (or any among the Commission) preventing the potentially-lethal doses of radiation
was certified to reactivate something as complex and from killing off her tissues or organs. Effectively
dangerous as a nuclear reactor. “radiation immune”, she was nonetheless impregnated
After months of trying to revive the reactor using with heretofore unheard of levels of roentgens, turning
manuals at the plant, and more technical diagrams her into a living, lethal source of radioactivity.
looted from libraries throughout the city, a third News of the accident left the people of Las Vegas
“miracle” occurred - but one with tragic consequences. torn and unsure of what to do. Some insisted they
With men working inside the main reactor, Princess, find a way to shut down the reactor from outside,
Pastor, and a committee of the city’s new civic before moving in to try and treat Princess. Those
council were at the plant to oversee the operation’s few who had any knowledge of the plant had died
progress when a freak accident occurred. A critical in the accident, however, and shutting the reactor
event occurred with one of the fuel rods inside off would be impossible short of blowing up the
the reactor was struck against a foreign surface (a building - killing Princess in the process, and likely
tungsten carbide block being used out of ignorance contaminating the entire city and nearby desert in a
as an “anvil” for straightening the dented rods). A new cloud of deadly fallout. Bright argued against
burst of blue light instantly filled the reactor chamber, this, as did the Commission, who had no loyalty to
starting a reaction that somehow activated the reactor Princess but whom greatly desired to keep the flow of
core. The seven workers in the room, as well as electricity open.
Princess (directly) and Pastor (to a lesser extent, as Pastor Bright, leading a group of loyal followers
he was wearing a radiation suit at the time at his own in radiation suits into the power plant, claimed they
insistence, even though the plant was not supposed would make contact with Princess and ask her what
to be operable) were exposed to massive doses of she wanted them to do. Whatever occurred inside
radiation. Princess rushed to the workers in the reactor the complex - for it was now off-limits to the general
to try and assist their escape, while Pastor retreated public, “for their own safety” - Pastor Bright emerged
from the chamber and sealed off the compartment, with a grim and heartbreaking message.
ostensibly to “protect the members of the civic
committee from becoming irradiated as well”.
Princess was forever trapped, and she knew it,
but she was thoroughly opposed to endangering her 33
The seven men in the reactor died within minutes, people with any attempt to extract her from the reactor
but Princess survived. Her body’s superhuman chamber or damage the plant. Her mission, to turn
ability to regenerate cell death now leapt into action, Las Vegas’ lights on to create a “beacon for all”,
was of paramount importance. She would remain outposts and cells across the wasteland. With the
in the reactor chamber and repair the facilities for Bishop’s removal from Las Vegas proper, Bright was
loading/unloading the reactor rods, and stay as long free to pervert the hierarchy with his own followers
as her body would hold out. She put Pastor Bright and “disciples”. The Commission, whatever their
in charge in her absence, pleading to her followers to involvement had been, were rewarded with near
avoid entering the power plant to see her. She would autonomy in the northern part of town, which they
communicate to her followers through Bright, passing could do with as they wished.
messages through the shielded door to him until Unknown to most, throughout the slow
her body’s recuperative abilities were spent and she transformation of her people into a zealous and corrupt
ultimately passed away. religious brotherhood, Princess (now known to her
followers as the “Priestess” at Bright’s insistence)
ONE LAST HAND remained alive in the reactor. With her inhuman
Pastor Bright assumed control of the Las Vegas recuperative abilities, no doubt accelerated and
refugees not long after. Heeding Princess’ wishes empowered by the radiation she was continuously
though terribly traumatized by her loss, the refugees exposed to, Princess’ cells replenished themselves
(including her daughter, Angel, who would go on to at an unthinkable rate. Simply put, she found that
found the first order of Force Masters) turned from the despite fearing an early death, she was unable to
tragedy to embrace the one good thing that came out die. Age, a factor in all normal people’s lives, did
it: Las Vegas was now lit up, burning bright under the not affect her; the natural degeneration of tissue and
desert moon. Soon would come other survivors and organs from advancing time did not affect her, as she
other refugees, and the rebuilding of the world could merely regenerated dead and dying cells. Trapped in
begin. a glowing cell and unable to die naturally, and taunted
With Princess gone, Pastor Bright settled and tormented by a bitter Pastor (who came to visit her
subtly into power. Rumors that he had somehow on occasion, speaking through the lead-laced glass of
orchestrated the accident at the plant with the help the reactor compartment) she withdrew into herself.
of the Commission (who had supplied the faulty fuel Pastor Bright eventually died of thyroid cancer
rod) were suppressed. With a small core of loyal years later, but not before he transformed Las Vegas
followers (those who had questioned Princess from from the ground up into a marvel of sheer lunatic
the start) he began to mold the refugees into a new proportions. Virtually ignoring the desperate cries
society. The only thing he really knew well - religious of Princess in her irradiated tomb, Bright grew drunk
quackery - became his tool once more, as he slowly with power. Pretending to be acting on her orders, he
transformed the people of Las Vegas into a perverse was successful in establishing a mysterious society
theocracy. To avoid being called a despot, on the that first worshiped a quasi-Christian God then, as
exterior he developed a system of shared power, time went on, turned to the worship of “radiation”
ostensibly with Princess at the top, and him as the sole itself. Pointing to Princess’ unnatural healing abilities
intermediary between her and her followers (again, and inconceivable refusal to die, and the “new and
“for their safety”). He would become her mouthpiece, marvelous” mutations evident in the growing influx of
communicating her will and leadership to the people refugees coming to Las Vegas everyday, it was easy
at large. Also sharing power (at least on the surface) for him to personify radiation as an abstract force
was the Bishop of Monticello, leader of the monks and make it a thing worthy of worship. As time wore
of Monticello, but for him Bright (pretending to be on, and people only grew more ignorant, this quack
speaking for Princess) had other plans. Bright charged religion took root.
him with spreading the word of this new religion’s Bright passed away, but the damage he inflicted
open-door policy beyond Las Vegas, establishing was already done. His followers, who would become
a branch of the Brotherhood ecclesiarchy known as
Seekers also provide other services. Many Seekers even brutish tactics are usually sufficient to keep the
willingly offer up food, water, and trinkets to the masses in line. Most Progeny aren’t wise enough to
Brotherhood as “donations” (not unlike the giving understand the theology and pseudo-metaphysics of
of gifts to monastic orders in the ancient world). their Brotherhood masters (and never will be), and so
Their camps also indirectly serve the Brotherhood by simply content themselves with serving the religion
generating income, as merchants have begun to follow the only way they can.
the masses of Seekers and now trade has begun to Progeny also serve as cooks, scullery boys, animal
flourish in the City of Lights. handlers, porters, copyists, craftsmen, and laborers,
Though most Seekers know little of the and can be found throughout the City of Lights as well
Brotherhood, what they do know is usually a as on Brotherhood missions to far-flung lands. Some
positive, naive, and altruistic image. As such Seekers might join an Illuminated’s train of personal servants,
spread reverent (and often exaggerated) tales of the mending robes, cleaning rooms, and taste-testing food
Brotherhood wherever they go, and thus serve as a for her master. Those with a particular talent might
second voice for the Brotherhood, helping to affirm be chosen to become choir members or musicians,
their roles as the “saviors of mutantkind”. who then receive further training and become part of a
Brotherhood elite’s personal entourage of entertainers.
PROGENY A Progeny with a strong voice might be selected
The ranks of the "progeny" lie at the bottom of the to read sacred passages at religious ceremonies, or
Brotherhood's hierarchical pyramid; like all societies, chosen to join teams of camp enforcers to act as the
the masses lie here, at the foundation of the entire Brotherhood’s mouthpiece when public declarations
religion. The Progeny include lesser members of are to be made.
the cult such as low-ranking brothers and sisters, as Because of their low intelligence and limited
well as lay workers and dedicated followers who do potential most Progeny are little better than the
not have the ability or potential to rise higher in the Seekers (see above), but they are feverishly proud of
ranks. Unlike Seekers, however, Progeny have been their positions and titles, and jealously guard against
accepted into the hierarchy for some reason or another; those who lie beneath their station.
sometimes an individual is promoted into the Progeny
simply with a nod from a high-ranking Infused who INFUSED
passes by, or through a more complex ritual involving Those who are deemed worthy of joining the
voiced praises from her peers and her immediate Brotherhood are selected for any number of reasons,
superiors from among the Progeny. To many mutants from physical prowess to mental acuity, or simply for
this show of acceptance can be the greatest gift they’ll possessing unusual or powerful mutations that could
ever receive; low-witted individuals, or creatures serve the Ecclesiarchy well. Still, by tradition even
greatly stunted by their mutations, often remain at this the most promising recruit to the Brotherhood must
level for the duration of their lives. undergo a spiritual and physical transformation known
The Progeny of the Brotherhood fill a wide variety as the “Ritual of Infusion”.
of roles, as befits their numbers and diversity. Many
Progeny serve as mundane watchmen or camp
The Ritual of Infusion is a personal test given to
each and every recruit, and takes place inside the 37
enforcers, walking among the camps of the Seekers, First Holy Temple - a sacred site normally forbidden
keeping an eye on their activities, watching out for to all but the most trusted Censors. Here, in one of
trouble, etc. They are mostly unskilled in combat, but many deteriorating, radiated chambers that riddle the
PERSECUTORS
The Persecutors are an infamous branch of the Ecclesiarchy made up primarily of elite Force Masters
and Psions, and overseen by hand-picked members of the Censors. The Persecutors are a special military
division of the Brotherhood charged with eradicating the threat posed from pureblood humans. What this
mandate typically means is that the Persecutors are responsible for policing the masses coming to the City of
Lights, searching for purebloods attempting to enter the city, and apprehending them.
The Persecutors are a recent addition to their hierarchy of the Brotherhood; in years past the Brotherhood
had no qualms with pureblood humanity, and thus there was no need for a militant approach to dealings
with their kind. In recent decades, however, the rise of radical pureblood factions and societies (such as the
original Foundation, the Revenants, and a handful of racially-motivated raider gangs) became a cause for
understandable concern. The Persecutors were founded as a result of this underlying caution in regards to
the “non-mutated”, which has since served the Brotherhood well. Rumor has it infiltration attempts by the
Revenants have been thwarted in the past, including a plot to smuggle a neutron weapon into the City of
Lights to eradicate the mutants and leave the city intact for Revenant exploitation.
No one knows if such wild tales are true, but the Brotherhood funds the Persecutors well and their powers
are on par with the Censors, at least in executing their mandate.
43
On a visit to Sin City, the characters get drunk contained within an enormous building covering the
and somehow take a wrong turn, ending up on 2,800 acres of what used to be the previous airport
the streets of the Sacred Quarter after dark. runway and terminals.
Knowing that they could be killed for such an act The LVNPP was a major undertaking in time,
of forbidden trespassing, they must dodge Force personnel, and funding, part of which came from
the private sector, but which used state-of-the-art on California, or even detonations of nearby Nellis,
technology to accelerate the plant’s power output to the operating authority deemed it prudent to shut
meet the needs of a growing Las Vegas entertainment the reactors down to avoid crippling the plant in the
district. With more and more highrises and super- event of an EM pulse frying the complex’s intricate
casinos going up every day, with greater and greater electrical network. It was a wise move, and had the
power needs to light up the sky and power the demand secondary effect of preserving much of the complex
for more efficient mass transit systems, the new until new inhabitants of Las Vegas would discover it
technology of helium gas-powered reactors came into generations later.
its own. Rebuilding and reviving the plant was a phenomenal
While the plant did supply Vegas’ power needs for task considering the lack of expertise on the part of the
a short time before the Fall, most of the plant was early refugees who came to the city, but a rudimentary
shut down as a precautionary measure at the outbreak system was patched together through scrounging the
of international hostilities. Fearing a nuclear attack plant ruins, the shells of old libraries, and locating old
44
service robots on the plant grounds. With this hodge- of power continues to be generated by the reactor,
podge of knowledge the plant was on its way towards powering everything in Las Vegas that has any form of
being fully restored when the accident that claimed the electricity.
Brotherhood heroine, Princess, occurred.
Today the LVNPP is technically still in operation, Adventure Hooks
though it is prohibited to visit. A sort of “Forbidden A shipment of uranium rods (scavenged from a
City” to the Brotherhood, the plant’s buildings, cooling newly-discovered power station in some dusty
towers, and reactors are off-limits to all outsiders, and corner of the desert) arrives at the gates of the
to most Brotherhood personnel as well. Officially First Temple, where they are to be unloaded and
this is due to “age and gradual deterioration”, which taken to the reactor. Here, using robotic loading
has made the complex dangerous. The grounds units to circumvent the potent radioactivity, the
are heavily guarded at all hours, surrounded by a rods will be transferred to the core, where the
high-security cordon manned by Brotherhood Force undying “Princess” remains trapped. Bold and/
Masters, plasma-carrying Progeny with night vision or powerful player characters who’ve learned
equipment, trained rad wolves, and other mutated the truth of the Princess’ plight may mount a
creatures adapted to tracking or guard duty. The mission to slip into the Temple to find her and
complex itself is also entered on occasion by special make contact. What her reaction would be to
Censor patrols armed with monitoring equipment, an encounter with strangers (other than adoring
to test the plant’s integrity and look for signs of Brotherhood goons who are too excited to see
increasing wear - and do repairs where possible. The her to listen to her pleas for help) is open to
structure is heavily radiated, as the shielding is cracked speculation, but her release could change the
in places and the reactor dome is only mediocre in Brotherhood forever!
keeping the radiation in. However, around 200 MWth A fire breaks out at the First Temple, and soon
46
the Hotel Imperium and Aurora Ranch). Adventure Hooks
The Edifice is traditionally guarded by a Pureblood characters have a good chance of
considerable contingent of Brotherhood Force being discovered if/when they come to the City
Masters, who serve as a sort of “Swiss Guard”, of Lights, and if they do, they’ll be taken here.
keeping the grounds secure, patrolling the Edifice’s The Persecutors are looking for signs of spies
vast museums dedicated to preserving the history of everywhere, so escaping accusation (whether
atomic understanding and radiological science, and warranted or not) may sometimes be difficult.
acting as internal security. Mounting an escape may be the only option if the
characters hope to avoid being executed!
Adventure Hooks The PCs are hired by a man who claims to be
The Foundation, always seeking means to a merchant. The mission: to sneak into Camp
generate energy to fuel their reconstruction Alpha and rescue a pureblood human who used to
efforts, learn of the Three-Mile Scrolls (see work for him. On at last finding the detainee, the
nearby sidebar) and are looking to mount a raid characters discover he never “worked” for their
on the Black Edifice to get them. Player character employer at all - he was in fact a captive being
Foundationists, or even unaffiliated mercenaries, held by the “merchant” (actually a tech looter)
might be used for the near-suicidal mission. on the suspicion that he might know the location
Wronged in some way by a powerful Brotherhood of a lost vault. The character might fulfill their
cleric in a distant land, the PCs have tracked him part of the bargain anyway, or they might help
to the City of Lights after weeks of traveling. the pureblood escape and return with him to a
To get revenge, the characters will have to plan secret vault of other pureblood human s located
a daring raid on the Black Edifice, where the somewhere in the Nevada Desert.
influential cleric is currently the guest of the
reigning Krytarch! HOSPITAL OF THE GLOW
Erected on the grounds of an old radiotherapy complex
CAMP ALPHA from before the Fall, the so-called Hospital of the
Lying on the outskirts of town is this sprawling desert Glow is the headquarters of an influential branch of
camp, a concentration center established and run by the Brotherhood known as the “Sisters of Asclepius”.
the Persecutors branch of the Brotherhood. It is here, Here, in an enormous decaying building, the Sisters
in a makeshift “tent town”, that the rare handfuls of attempt to treat the injured and dying, many of whom
pureblood humans found attempting to enter Vegas (or are pilgrims who have made the trek to the City of
even discovered within ten miles or so of the city in Lights from places far away.
general) are taken for indefinite incarceration. The Hospital is a marvel of Ancient technology,
Camp Alpha is well-patrolled by a contingent of though most of the advanced equipment has
Force Masters and Rad Wolves. At least one Censor deteriorated over time. A small amount of medical
is on site at all time for the interrogation of inmates technology was salvageable, however, and over the
(concerning their business coming to a “mutant- years they have slowly managed to piece together this
only” city); the camp itself is run by a high-ranking equipment, as well as rediscover the procedures once
Persecutor whose duty it is to report possible plots or used to treat advanced diseases, cancers, etc.
saboteurs and deal with them accordingly. Most of the ground floor level of the Hospital
Life in Camp Alpha is miserable for those taken is taken over by camps of those being treated by
here, with conditions being little better than a pre-Fall the Sisters. The second story is reserved for the
prisoner of war camp. Prisoners are separated by dormitories of the Sisters themselves, while the
gender, kept in secured barracks, and overseen from top level and outbuildings house treatment rooms,
a series of lofty guard towers. Escape is improbable, surgeries, radiology rooms, etc. A large garden in one
and even attempting to slip out of the compound of the courtyards is used to grow medicinal herbs for
is considered “proof” that a prisoner means the more rudimentary treatments as well.
Brotherhood harm.
To survive, most who are taken here must put up Adventure Hooks
with the humiliation of captivity and the poor living Characters who find themselves injured or on the
conditions for as long as it takes to have their names run may secure “sanctuary” at the Hospital of
cleared. This can take from one week to six months. the Glow, even if their pursuers are Brotherhood
Those who do live to be released more often than not agents. The Sisters of Asclepius honor their
leave the City of Lights behind, having had enough
of Brotherhood “hospitality” to stay longer than
vow to aid the sick and wounded even over their
commitments to the Brotherhood as a whole, and 47
necessary. the grounds of the Hospital are expected to be
sacred. While enjoying the relative safety of the
Sisters’ care, the characters may still become the
BROTHERHOOD VS. COMMISSION
The long-standing treaty and steady peace between the Brotherhood and the Commission may seem like a
permanent fixture to some, but it isn’t. Sure they were around since the beginning; Pastor Bright made peace
with them, later using them to help cut Princess out of the picture and seize control. He used the Commission
as secret muscle to make the transition from silent partner to total autocrat both smooth and painless.
Over the years they stood quietly by as the Brotherhood took shape, rising from a quack cult to a twisted
perversion of old world religion. The only thing that kept the Commission loyal (and their lips sealed) was
the promise that the “Sin City” district was theirs to do with as they wished, growing fat off of the plentiful
corium coming through town in the pockets of thrill-seeking wayfarers like a flood.
It worked for a long time. The Commission grew rich and Sin City became their personal kingdom, just
like Bright said. But things change. The current leader of the Commission, Bill Nickels, often entertains
the idea of a Vegas free of religion altogether; he’d love to see Bright’s colorful cult reduced to the freakish
sideshow it once was, full of televangelists and over-made-up celebrity preachers crying on camera. Instead
of a hegemonic theocracy, he wants to see the pursuit of business take its rightful place in Vegas: at the top.
Nickels is currently paralyzed by the sheer power and influence of the Brotherhood, however, unable or
unwilling to openly move against them for fear of destroying what progress the Commission have made.
Open warfare would be tantamount to suicide, what with the sway the Brotherhood has over so many
thousands of starry-eyed mutants not only here in Vegas, but all over the desert. But that doesn’t get Mr.
Nickels down. Like the fortunes at any roulette table in any casino in this town, things can turn around on a
dime. You just have to be patient and keep an eye open for the right opportunity…
targets of Brotherhood infiltrators and/or hired bands of refugees - or the movement of predatory
assassins, however. raider gangs. They have continued to hold the
The characters are recovering from injuries at tower as their “ancestral territory” since, a claim the
the Hospital when an uproar sweeps the City of Brotherhood honors due to each group’s long (and
Lights. The Ascelpians have been denounced shamefully parasitic) history.
as heretics, and the Censors are moving to shut Archangel Tower has been renovated over the
down the Hospital and sweep the Sisters from years using wealth gained as a direct result of the
the city. With the Hospital under siege, the Commission’ relationship with the Brotherhood. The
characters discover a group of Sisters trying to Commission have rebuilt the casino and hotel almost
smuggle someone out of the cordon, a young to pre-Fall standards, and have even revived the old
scion who claims to have prophetic visions which swimming pools for the use of their guests. The
she claims are being broadcast to her psychically grounds are also well cared for and encircled by walls,
from Princess that reveal the ugly truth of allowing the Commission to offer the promise of
the Brotherhood’s past, as well as her current security to those travelers who have reason to fear the
imprisonment. To preserve this vital information other natives of Las Vegas.
the characters will have to protect the girl while Archangel Tower is the nerve center of the
also escaping across the desolate Badlands with Commission gang, and as such much of the compound
armies of Brotherhood warriors in pursuit! is off-limits to outsiders. Still, those parts that are
open to the public generally attract the real high-rollers
ARCHANGEL TOWER and the most serious gamblers. Games of unheard-of
Archangel Tower is the headquarters of Commission, stakes, with the fates of merchant houses or more have
as well as the opulent residence of Bill Nickels, the often taken place here. All in all, a visit to Archangel
gang’s Machiavellian leader. It is also the tallest Tower is generally not for the rank-and-file.
building in Las Vegas, a former skyscraper/casino-
resort on the north end of the city that provided Adventure Hooks
unparalleled views of the desert. They used to say one When the Commission first found Pot Belly Pete
could see the grow of atmospheric detonations taking (see the sidebar on page ?), Mr. Nickels didn’t
place in the atomic proving grounds out in the desert hand it over to the Brotherhood without first
from the tower top restaurant, and people came from taking out “ insurance”. That insurance was the
all over the country to gamble in its first-class casino bomb’s kryton switch, a vital component needed
under that same unnatural glow. to actually detonate the bomb. Nickels has the
BUYING INDULGENCES
As it was with the medieval Roman Catholic Church, the Brotherhood of Radiation does a brisk trade in the
“sale of indulgences”. Unlike the indulgences of the past, however, which promised to wash away sin, the
indulgences sold by the Brotherhood offer a more tangible “cleaning of the slate”.
By buying a Brotherhood-sanctioned indulgence (available at most major Brotherhood temples, as well as
landmarks such as the Pit in the City of Lights), a petitioner pays a modest 500 corium and in exchange is
given a “holy dose” of rad-purge shot.
The way the Brotherhood and its followers see it, a person who subjects him- or herself to the “Glow” and
52 gets sick was too sinful, and thus only an indulgence (I.e. a radiation shot) will “cleanse” her spirit.
After taking such a shot, most believers assume they have been spiritually “purified” and do not attempt to
expose themselves to the “Glow” again. At least not unless they have the cash to pay for another indulgence
to heal them!
Convent of Mother Hiroshima, places it squarely in the acolytes among the Skyline’s congested quarters
center of things in the Sacred Quarter. willing to help. Getting them to risk their
The Brotherhood maintains a presence here, mostly positions (and possibly, their lives) by feeding the
to keep order over the pilgrims that come to bathe in party information on the Ecclesiarchy is another
the Pit’s waters, day and night. Many who enter the matter.
Pit’s murky, luminous waters tend to grow sick and die
within a few days, so a surprising number of small- JOKER’S
time vendors have set up shop in the area offering Joker’s may have once been a rowdy casino and bar,
quack cures for radiation sickness. The Brotherhood but not anymore. A few years ago an enterprising pair
itself maintains an officially-sanctioned pavilion here of twins from out West came here with truckloads
where believers can purchase indulgences (see nearby of guns and ammunition, and a bunch of reactivated
sidebar) after the experience of bathing in the Pit’s androids, and began what has become a booming
unnaturally warm waters. trade: buying and selling arms and ammunition.
What makes Joker’s so appealing to visitors to the
Adventure Hooks City of Lights is the staggering array of weapons that
Characters looking for treatment for radiation the twins, Dick and Donny Deuce, have amassed. The
sickness might be drawn here by stories of the Pit Deuces claim to have all sorts of connections in the
and the selling of “indulgences” that takes place desert, and its true; they have their finger on the pulse
there. of scavs, local traders, and faraway merchants alike.
Destitute followers who come to the Pit have They have agents in various settlements find their
begun reporting appearances of “angels” seen at guns and ammo, buy it for reasonably cheap, and ship
the Pit during the night. In reality these “angels” it back here to be sold in a much more cosmopolitan
are heliogryphs, which are attracted to the venue.
radiation in the waters and have fluttered in from Dick and Donny are a bit annoying in their Tweedle
the desert. Preying on pilgrims in the area by Dee/Tweedle Dum manner of finishing each others
night, and vanishing to an unknown lair by day, sentences and going everywhere together, and the
the characters are hired to hunt the heliogryphs power their wealth and business has brought them has
and drive them from the city. Their lair could be begun to make them arrogant. Still, they are the only
in a complex of nearby buildings, or might lead place to go if someone’s looking for real working laser
the characters into the heavily-radiated sewers or plasma technology, or rare types of ammunition
beneath the City of Lights. such as large caliber rifle rounds or machinegun
ammo. They also do a brisk trade in explosives and
SKYLINE HOTEL anti-tank weapons too!
The Skyline was once a landmark of Las Vegas, a
sprawling hotel/casino complex covering several city Adventure Hooks
blocks and made to resemble the skyline of some Joker’s is a fortress, and Dick and Donny aren’t
famous city on the eastern seaboard. In recent years the only ones armed and expecting a fight. The
its character has changed drastically, transforming androids they brought with them aren’t limited
into a gargantuan tenement sprawl for the masses of to repair/service models, they also brought a
unwashed adherents who flock to the Brotherhood few soldier androids as well that pack lasers and
each year. energy shields, patrolling the grounds 24 hours
Unlike the Follower camps that ring the city a day - tirelessly. And as if that wasn’t enough,
like grungy barrios, this area is reserved for actual Dick and Donny aren’t really twins - they’re
members of the Brotherhood (Infused and higher). androids too, based on the same model! A party
This has not meant much in the way of improving the planning a raid on Joker’s might be able to get
living standards, however, and the shells of buildings away with the haul of a lifetime in armaments, but
and hotels range widely in appearance and cleanliness, it won’t be easy!
degree of occupation and access to utilities. Bill Nickels (see Archangel Tower) would love
to have Dick and Donny working for him (and
Adventure Hooks funneling weapons to the Commission), but so
Rumors of Radite infiltrators in the city lead the far the twins have resisted all efforts to bring
characters to this largely residential area, but them into his employ. Mr. Nickels would pay
finding their quarry (spies and potential saboteurs) handsomely for a party to humiliate the twins and
won’t be easy when everyone looks and acts the
same!
find a way to blackmail them into doing it “his
way“. 53
Characters looking to make contacts inside the
Brotherhood might find young, impressionable
HOTEL IMPERIUM a true “Church”, the Hotel’s classical architecture,
The single largest hotel/casino in Las Vegas before vast interior space, and sheer formidable appearance
the Fall, the Hotel Imperium combined the luxury made it a natural choice for the headquarters of the
accommodations of two major casinos into one Ecclesiarchy.
sprawling Roman-themed complex. When the Today the Hotel Imperium is about as secure a
Brotherhood of Radiation first came to power in government building as one will find on the Twisted
Las Vegas and began its slow transformation into Earth, serving as the main headquarters for the cryptic
Censors branch of the Ecclesiarchy, as well as the
atrocities committed here could be potentially of the Brotherhood breeding program, and there
devastating to their cause (and tipping their hand are agents out looking for it. If the PCs are seen
to other organizations of the wasteland that the with or near the creature, they are just as likely
Brotherhood has a campaign of aggression in the to be hunted and killed as it for the dangerous
planning stages). Characters stumbling upon the knowledge they now possess. The party can help
secret chambers underground, or coming here the monster in its attempt to get away, but once
investigating any of several whispered rumors they do, will it be content with being a survivor
around town concerning the ruins, could easily - or will it, motivated by its own sense of loyalty,
find out the truth. But simply discovering one of try to convince the party to help it return to Nellis
the Brotherhood’s major secrets could be a death and free its own imprisoned comrades?
sentence in its own right, as agents will continue
to hunt the PCs until they are dead. The existence of this breeding program (as well
Picking through the ruins in the vicinity of as the laboratories under Nellis) is a secret that
Nellis, the characters stumble upon a horrific the Brotherhood does not want to get out. That
monstrosity that they first try to kill. But when the Brotherhood has been abducting mutants from
it soon becomes clear the aberration is just as the wasteland to experiment on is bad enough, but
terrified of them as they are of it, they attempt knowledge that the Brotherhood is building a secret
to communicate. Though unable to speak army of genetically-modified beasts could very well
beyond a few parroted words, the creature tries
to explain to the party where it came from, and
jeopardize the illusion of “benevolent neutrality” that
has allowed the Brotherhood access to many trade
61
how imperative it is that it escapes undetected. towns and settlements throughout the desert.
It seems the creature is an escaped test subject
TABLE 2-1: BROTHERHOOD ADVANCED CLASSES
Class Description
Force Master Elite soldiers and guardians; masters of Telekinesis
Psion Oracles and seers possessed of prophetic powers; masters of Precognition
Censor Agents and protectors of the Ecclesiarchy; masters of Telepathy
Illuminated Beings that gradually transform into entities of pure energy
BROTHERHOOD PSION
While Force Masters refine and perfect the
neural control known as “telekinesis“, and
Censors are masters of telepathy, those who join
the ranks of Brotherhood Psions are masters of
precognition, the ability to see, even if only in
glimpses, the future. Psions comprise a separate
branch of the Ecclesiarchy, and are viewed
62 with both suspicion and awe by the masses of
simple-minded followers. Revered as seers and
oracles, these prophetic beings live in a sort
of “half-state” that straddles what is and what
TABLE 2-2: THE BROTHERHOOD PSION
Level BAB Fort Reflex Will Special Def Rep
1 +0 +0 +2 +2 Radiation Immunity +1 +0
2 +1 +0 +3 +3 Neural Feat +2 +0
3 +1 +1 +3 +3 Prediction I +2 +0
4 +2 +1 +4 +4 Probability Armor +3 +1
5 +2 +1 +4 +4 Neural Feat +4 +1
6 +3 +2 +5 +5 Prophecy +4 +1
7 +3 +2 +5 +5 Prediction II +5 +2
8 +4 +2 +6 +6 Neural Feat +6 +2
9 +4 +3 +6 +6 Future Sight +6 +2
10 +5 +3 +7 +7 Superior Wisdom +7 +3
past Psions have risen to positions of great power allowing her to react appropriately to avoid harm.
in the Ecclesiarchy, and no Krytarch has ever gone This ability is identical to Evasion.
without one or two Psions as personal advisors at his Probability Armor: At 4th level the Psion’s sight
side. extends to a thousand possibilities, allowing her to
react to virtually every threat before it even occurs.
REQUIREMENTS This grants her a dodge bonus to Defense equal to her
To qualify to become a Psion, a character must fulfill Wisdom modifier. Unlike Precognitive Dodge (which
all the following criteria. has a duration), this ability is always in effect.
Race: Mutant. Prophecy: A Psion’s prophetic abilities allow her
Mutations: Neural Precognition. to glimpse into the future, granting her the ability to
Skills: Concentration 13 ranks. see things that have yet to occur. In game terms, by
Feats: Foresight, Precognitive Combat, spending an Action Point a Psion may ask the GM a
Precognitive Dodge, Perceive Outcome. question about whatever encounter or event currently
Allegiance: Brotherhood of Radiation. faces her and receive a simple “yes” or “no” answer.
Questions may only be asked of events that will take
CLASS INFORMATION place in the near future (that is, 1 day per point of
The following information pertains to the Psion Wisdom modifier into the future).
advanced class. Prediction II: At 7th level the Psion’s Prediction
Hit Die: 1d6. ability improves, giving her the equivalent of
Action Points: 7 + one-half of the character’s level, Improved Evasion.
rounded down, every time he or she attains a new level Future Sight: By spending an Action Point, the
in this class. Psion may automatically hit an opponent with her next
Class Skills: The Psion’s class skills are: attack. This ability can be used a maximum of once
Concentration, Diplomacy, Disable Device, Gamble, per day.
Intimidate, Knowledge (Theology & Philosophy), Superior Wisdom: At 10th level a Psion’s Wisdom
Knowledge (Tactics), Listen, Research, Sense Motive, bonus is doubled. This is an ongoing effect.
Spot.
Skill Points at Each Level: 4 + Int modifier. BROTHERHOOD CENSOR
Censors are feared Brotherhood agents whose mission
CLASS FEATURES is to weed out those who would “pollute” the ranks
The following features pertain to the Psion advanced of the faithful. They are there to watch over the
class. masses and guide their thoughts towards the glorious
Radiation Immunity: A Psion, once “enlightened”, future outlined by the “Final Generation” (I.e. the
becomes immune to Severe radiation (if not already). Illuminated).
However, she loses all body hair as a result of Unknown to most, the branch of the Ecclesiarchy
continued exposure and also becomes sterile. know as the Censors descend from the small cadre
63
Neural Feats: A Psion receives a bonus neural feat of loyal followers who once followed Pastor Bright
at 2nd, 5th, and 8th level, which may be any neural (see History of the Brotherhood of Radiation). In the
feat whose prerequisites she meets. early years of the Brotherhood they were a secretive
Prediction I: At 3rd level a Psion is able to see entity, undeclared to the public, whose purpose was to
moments into the future to see events that affect her, perpetuate the lies of Bright to maintain control over
the people of the City of Lights. They also monitored Mutations: Neural Telepathy.
the activities of the missionary branch of the Skills: Concentration 8 ranks.
Ecclesiarchy, ensuring that their activities remained Feats: Mental Communication, Lie Detector,
outside of the city and the secrets of the Brotherhood Psychic Interrogation.
were maintained. Allegiance: Brotherhood of Radiation.
With the rise of mutants exhibiting neural
mutations, those exhibiting telepathic abilities were CLASS INFORMATION
often groomed to join the ranks of the Censors. The The following information pertains to the Censor
ability to read minds, it was presumed, would be an advanced class.
invaluable tool in pursuing the Ecclesiarchy’s goals Hit Die: 1d4.
of not only maintaining a focused society, but also Action Points: 7 + one-half of the character’s level,
for ferreting out those who might dig too deeply into rounded down, every time he or she attains a new level
the Brotherhood’s secretive goals. Thus, an arm in this class.
of the Brotherhood was born that resembled most Class Skills: The Censor’s class skills are: Bluff,
the Inquisition, with far-ranged powers, terrifying Concentration, Diplomacy, Gather Information,
authority, and a secretive agenda. Handle Animal, Intimidate, Investigate, Knowledge
Censors are greatly feared in Brotherhood society. (History), Knowledge (Theology & Philosophy),
Wearing reflective masks and draped in sinister black Listen, Search, Sense Motive, Spot.
robes, they are the faceless mind-readers who populate Skill Points at Each Level: 4 + Int modifier.
the nightmares of those who seek to upset or betray the
Brotherhood of Radiation. CLASS FEATURES
The following features pertain to the Censor advanced
REQUIREMENTS class.
To qualify to become a Censor, a character must fulfill Radiation Immunity: A Censor, once
all the following criteria. “enlightened”, becomes immune to Severe radiation
Race: Mutant. (if not already). However, she loses all body hair as a
result of continued exposure and also becomes sterile.
Neural Feats: A Censor receives a bonus neural
feat at 2nd, 5th, and 8th level, which may be any
neural feat whose prerequisites she meets.
Sensory Magnification: Because her training
continually refines her senses to an almost supernatural
level, at 1st level the Censor receives a bonus to
Spot and Listen checks equal to her Censor level. In
addition, when blinded (or otherwise unable to use her
natural senses), the Censor can “see” and “hear” with
her mind. This acts just like the feat, Mind’s Eye, but
with twice the normal range.
Piercing Gaze: At 3rd level a Censor may
use Sense Motive to get a sense of someone’s
trustworthiness as a standard action (normally this
takes 1 minute).
Detection: As a standard action a Censor may
attempt a Concentration check (DC 20) to detect
hostile intent in any single subject within 50 ft. For
game purposes, hostile intent includes wishing the
character harm, intention to inflict harm, and any
other form of malice directed specifically towards the
character.
Ruthless Interrogation: At 7th level the DC of the
Censor’s Psychic Interrogation increases to 15 + her
Charisma modifier.
Mindlink: As a full-round action a Censor may
64
establish a mindlink with any living creature within
sight. The creature, if unwilling, may make a Will
save (DC 10 + Censor’s Charisma modifier) to resist.
A Censor may only maintain a mindlink with one
creature at any given time.
TABLE 2-3: THE BROTHERHOOD CENSOR
Level BAB Fort Reflex Will Special Def Rep
1 +0 +0 +0 +2 Radiation Immunity, +1 +0
Sensory, Magnification
2 +1 +0 +0 +3 Neural Feat +1 +0
3 +1 +1 +1 +3 Piercing Gaze +2 +0
4 +2 +1 +1 +4 Detection +2 +0
5 +2 +1 +1 +4 Neural Feat +3 +1
6 +3 +2 +2 +5 Mindlink +3 +1
7 +3 +2 +2 +5 Ruthless Interrogation +4 +1
8 +4 +2 +2 +6 Neural Feat +4 +1
9 +4 +3 +3 +6 Detection Aura +5 +2
10 +5 +3 +3 +7 Greater Mindlink +5 +2
If the Censor forges a mindlink, from that point Those few who are selected to become members of
on she is able to see and hear through that creature’s the Illuminated are subjected to a long and ritualistic
eyes and ears as if she was physically present with period of indoctrination and “enlightenment”. Their
the subject, regardless of the actual distance between keepers use mental bombardment and long-term
them. This allows a Censor to spy “through” its exposure to radiation to weed out the mentally and
mindlinked subject, experiencing the sights and sounds physically weak among them, and to test them for
her subject does as if she were there in person. future trials. Beyond building a mere immunity to
The duration of the mindlink is one day per point of its ionization effect, radiation becomes like a new
Charisma modifier. “lifeblood” for the Illuminated, giving her strength,
Detection Aura: At 9th level the Censor’s power, and a “holy” aura that blinds and burns those
Detection ability extends to all creatures within a 50 ft. who gaze upon her. This brilliance serves not only to
radius around her (instead of a single target). A single inspire awe among the followers of the Brotherhood,
successful Concentration check allows the Censor to but also to empower the Illuminated in ways unseen
detect hostile intent in any and all creatures within this among the lesser creatures of the mutant world.
area. The mystical processes behind the creation of
Greater Mindlink: At 10th level the Censor’s an Illuminated are steeped in bizarre traditions and
mindlink ability becomes stronger. Any creature she secrecy, but the end result is the creation of an elite
successfully affects with a mindlink falls under a “order” of super-mutants with amazing powers and
greater form of control, allowing the Censor to literally unprecedented abilities. Though few in number, these
take over the subject’s body. When the Censor brightly-glowing angelic beings have become the
asserts control, the subject is effectively dominated center of Brotherhood worship, and are set to lead
by her, becoming a puppet controlled by the Censor‘s them to an unknown future…
thoughts. A creature so dominated is controlled by the
Censor’s player, performing as she chooses (within the REQUIREMENTS
creature’s normal capabilities). Note that the Censor To qualify to become an Illuminated, a character must
cannot make the dominated creature use abilities, fulfill all the following criteria.
items, or powers she herself does not know about. Race: Mutant.
The Censor can assert control in this fashion for a Background: Ritual Preservationist, Visionary
total of ten rounds per day, but these rounds need not Reinventor.
be consecutive. The greater mindlink otherwise has Feats: Super Mutant.
the same duration as mindlink. Defects: Photoluminescent Aural Emission.
Skills: Concentration 13 ranks, Knowledge (mutant
ILLUMINATED lore) 6 ranks.
The legendary illuminated comprise an inner circle Allegiance: Brotherhood of Radiation.
of elevated beings worshiped by the Brotherhood of
CLASS INFORMATION
65
Radiation as quasi-deities. Members of the so-called
“final generation” of mutant kind, they are chosen The following information pertains to the Illuminated
solely from what are perceived to be perfect examples epic class.
of mutant life, their entire being blessed, as it were, by Hit Die: 1d10.
the eternal power of the atom. Action Points: 7 + one-half of the character’s level,
TABLE 2-4: THE ILLUMINATED
Level BAB Fort Reflex Will Special Def Rep
1 +0 +2 +0 +2 Radiation Immunity, +1 +2
Irradiated, Vitality +1
2 +1 +3 +0 +3 Burning Touch +1 +2
3 +1 +3 +1 +3 Bonus Feat +2 +2
4 +2 +4 +1 +4 Vitality +2 +2 +3
5 +2 +4 +1 +4 Blinding Glow +3 +3
6 +3 +5 +2 +5 Bonus Feat +3 +3
7 +3 +5 +2 +5 Vitality +3 +4 +4
8 +4 +6 +2 +6 Radiated Pulse +4 +4
9 +4 +6 +3 +6 Bonus Feat +5 +4
10 +5 +7 +3 +7 Inhuman Resilience, +5 +5
Vitality +4
rounded down, every time he or she attains a new level Irradiated: The Illuminated gains the Irradiated
in this class. feat for free.
Class Skills: The Illuminated’s class skills are: Bonus Feats: An Illuminated receives a bonus
Concentration, Diplomacy, Gather Information, feat at 3rd, 6th, and 9th level. The feat must be
Intimidate, Knowledge (Ancients, Current Events, selected from the following list, and the character
Earth and Life Sciences, History, Physical Sciences, must meet the prerequisites to select it: Animation
Technology, Theology and Philosophy), Profession, Radiation*, Cryptic Ordainment*, Disciple of The
and Sense Motive. Glow*, Iron Will, Leadership, Meditation*, Mutation
Skill Points at Each Level: 4 + Int modifier. Advancement, Psycho-Potence*, Renown.
In addition to the above feats, the Illuminated may
CLASS FEATURES select any neural feat instead.
The following features pertain to the Illuminated epic Vitality: The strange radiations in the Illuminated’s
class. cells have the effect of invigorating her body, causing
Radiation Immunity: An Illuminated, once her to grow inhumanly strong. At 1st level the
enlightened, becomes immune to Severe radiation (if Illuminated gains a permanent point to either Strength,
not already). However, she loses all body hair as a Constitution, or Dexterity (player’s choice). This is
result of continued exposure and also becomes sterile. in addition to any attribute increases accumulated
from going up in
character level.
She gains an
additional point at
levels 4, 7, and 10
as well.
Burning
Touch: The
Illuminated is
infused with
ever-increasing
levels of radiation,
so hot that her
mere touch
burns. At 2nd
level, in addition
to transferring
radiation (see
66 the Irradiated
feat) she can also
cause terrible
burns with her
unarmed melee attacks. By making a successful fact a man riddled with worry and uncertainty. The
unarmed attack, the Illuminated inflicts 1d6 points of religion he leads, the masses of faithful he “serves”,
heat damage per character level (no save, max 20d6). are unparalleled. The power at his disposal, in the
A favorite tactic of an Illuminated is to use this heat form of armies, willing bodies, and moldable minds, is
attack to burn through the radiation suits of those who impressive, even staggering. Yet, even with all of this
think themselves immune to her touch. at his fingertips, Krytarch Radium Perpetuum knows,
Blinding Glow: At 5th level the inherent glow as any leader worthy of being called “wise” knows,
of the Illuminated becomes blindingly brilliant at all it could all fall apart under the right circumstances.
times. Any time a creature gazes upon an Illuminated The Krytarch’s goal, then, is to make sure those
it must make a Fortitude check (DC 10 + Cha bonus circumstances never arise.
+ 1/2 class level) or be blinded for 1d6 rounds. A Radium Perpetuum was selected to the position
character may divert her eyes to avoid being blinded, of “Krytarch” by his peers for that exact reason. An
but doing so confers the normal miss chance. An administrator par excellence, a manager of people, a
Illuminated is always immune to this ability. diplomat, and a manipulator behind the scenes, he was
Radiated Pulse: Through further enlightenment a renowned negotiator, preventing many squabbles
in the secrets of “the glow” the Illuminated learns to among his fellow Ecclesiarchs and heading off
generate a vibrant pulse of radiation, which manifests schisms before they ever took shape. Preemption, and
as a sweeping corona of light. This is essentially a proactive manner of dealing with problems, were his
an extension of the Irradiated feat. Once per day strong points.
per point of Constitution modifier (minimum once As Krytarch, Radium Perpetuum does the balancing
per day), as a full-round action the Illuminated can act as well as could be expected, considering what‘s
generate a pulse of radiation (of the same degree the massed against him. And he must, not only to survive,
Illuminated would normally confer with a touch) that but to keep the Brotherhood of Radiation together.
affects a 40 ft. radius area, centered on herself. All Beneath him are dynastic forces that seem almost
creatures in this area are affected. eager to tear themselves apart. There are zealots
Inhuman Resilience: At 10th level the Illuminated willing to die, eager to martyr themselves. Radicals
is no longer wholly human, its body being in many seeking to propel even the most obscure prophecies
ways more energy than flesh. An Illuminated of this to the forefront and carry the Brotherhood off in
level can no longer be killed by hit point damage (or violent or apocalyptic directions. He must contend
even instant death effects), and can only be slain if she with conspiring underlings, incompetent bureaucrats,
fails a Mas save (instead of falling unconscious when corrupt clerics, and the usual sprinkling of idiots and
she fails a Mas save the character now dies). madmen in the mix. On top of this, the religion’s very
origins, dubious at best, must be concealed and history
continually revised to keep the machine of “faith”
MAJOR NPCS OF THE going. It’s exhausting work!
BROTHERHOOD The Krytarch is very much a product of his powerful
position. An elderly mutant, his deformed face
The Brotherhood of Radiation’s shows signs of great stress, yet he manages it well.
agents are many, its followers His features are prematurely aged, his eyes wizened
almost numberless among the and hard, his tongue prudently restrained. He seems
wastes. But as with any major faction ready to act at a moment‘s notice, yet every action
(religions or otherwise), the hierarchical pyramid only is conducted only after great consideration. He
gets narrower towards the top, and the Brotherhood is surrounds himself with a court of advisors, henchmen,
no exception. bodyguards, psionic mind-readers, and sycophants
At the pinnacle of the Ecclesiarchy are a handful whose only role is to remind him he is master of all
of powerful individuals who, collectively, control he surveys. To many he is a living god, to others a
the destiny of this strange religion and its tens of sacred conduit to a force they only ambiguously know
thousands of adherents. There also exist one or as the “Glow”, and to outsiders, looking in, he is the
two individuals who, while nominally outside the grand architect of a religion of pure absurdity. The
hierarchy, maintain the potential to change the fate Krytarch does have one decidedly undiplomatic side,
of the Brotherhood and the masses who follow however: as a warning to those who would attempt
its perverse teachings blindly. These characters, to manipulate him, he has his throne room in the
prominent or unknown, mighty in sway or subtle in Black Edifice decorated with the bodies of telepaths
influence, are detailed in this chapter. who sought to infiltrate his thoughts or sway his
75
calamities. has surprised all onlookers by sweeping across the
Should the player characters ever journey to desert.
Monticello, there is a good chance Father Thallium Bill Nickels is descended from the same chiefs
will learn of their adventures and, under the guise of of the Commission who allied with Pastor Bright in
sending an agent to join them to “help make the desert the “old days”. Like his ancestors, he continues the
fight to maintain the integrity of the Commission’s Nickels only stands to enrich his people’s coffers by
sovereignty over “Sin City”, the district of Las Vegas maintaining the way things are, but he secretly years
that has long been Commission-territory, while for a way to turn the tables on the Brotherhood. Part
performing a delicate balancing act so as not to offend of him would act if only to strike a blow at the religion
the Brotherhood and risk everything the Commission and knock it down a few notches… but the more
has worked for. reasonable part of him wins out. Most of the time.
Just like the last two generations of
“Commissioners“, Nickels is growing tired of having Commissioner Bill Nickels (Charismatic Hero 3/
to pay lip service (and bow) to the Brotherhood’s Ganger 10): CR 13; Medium-size humanoid; HD 3d6
carnival “Ecclesiarchy”. Though he’s lived in their plus 10d8; HP 56; Mas 10; Init +0; Spd 30 ft; Defense
shadow his entire life, Nickels is an outsider to the 19, touch 16, flatfooted 19 (+0 size, +0 Dex, +6 class,
religion and sees it as a disgusting corruption of an +3 equipment); BAB +8; Grap +8; Atk +8 melee (1d6,
already disgusting idea: quack evangelism. Though pistol butt), or +8 ranged touch (5d6 or disintegration,
its pointless, he spends many hours cursing his blaster); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL The
ancestors for getting into this wicked bargain in the Commission; SV Fort +7, Ref +9, Will +7; AP 6; Rep
first place, lamenting the rise of the Brotherhood +9; Str 10, Dex 10, Con 10, Int 14, Wis 16, Cha 15.
and feeling oppressed by their overgrow power and Occupation: Merchant (Gamble).
influence. Background: Guardian (Knowledge [Business]).
Skills: Bluff +17, Diplomacy +11, Disguise +4,
Gamble +15, Gather Information +15, Intimidate +15,
Knowledge (Ancient Lore) +5, Knowledge (Business)
+18, Knowledge (Current Events) +8, Knowledge
(History) +6, Knowledge (Streetwise) +8, Knowledge
(Technology) +5, Profession +6, Sense Motive +13.
Feats: Advanced Technology, Armor Proficiency
(light), Deceptive, Educated (Knowledge [Business],
Knowledge [History]), Frightful Presence, Futuristic
Firearms Proficiency, Leadership, Lightning Reflexes,
Post-Apocalyptic Technology, Primitive Technology,
Renown, Simple Weapons Proficiency, Weapon Focus
(blaster).
Talents (Charismatic Hero): Fast-Talk, Charm.
Talents (Ganger): Underworld Grapevine,
Coordinator, Cold As Ice, Nine Lives, Ringleader,
Escapes Death, Godfather.
Possessions: Blaster, three minifusion cells,
undercover vest, stage IVC access card, energy shield
C, power belt pack, control rod, other equipment as
needed.
76
CHAPTER 3 - OTHER WASTELAND CULTS
The Brotherhood of Radiation aplenty to break hearts, and a guitar to immortalize
may be the most well-known their deeds in song. Known as “axemen“, these rare
cult of the wasteland, but individuals (of which only one or two seem to exist
not to be forgotten are the at any given time) seem motivated solely by a driving
other religions of the desert, wanderlust, a need to travel and see the world despite
from the mysterious and much- all its ugliness and ruin. Where they go they make
maligned NuChurch to the stoic their mark, however, leaving a trail of mystery and
and heroic members of the Movement. Other cults legendary heroism in their wake.
also play a prominent role in the daily lives of many
desert settlements, as well as making the wasteland an THE REALITY
interesting place to adventure in indeed… No one really knows how or why a man becomes an
Axeman, but some suggest the uprooted life of drifting
THE AXEMEN could only be the result of some tragedy or another
that left the Axemen bereft of loved ones, and without
He was a shady stranger
A wasteland ranger a home to defend. This theory seems accurate, for
Wandering near and far Axemen are defenders at heart, whether they admit
The only thing he had it or not, though without any particular loyalties to a
to keep the peace, community or people. They go where their feet take
Was a six-stringed steel guitar… them, and wherever that is, trouble is bound to cross
- Legend of the “Axeman” their paths. That they help people along the way may
even be an inadvertent bonus, because the Axeman
There are lots of stories of “heroes” in the scattered rarely stays long enough to enjoy the adulation of
communities of the wasteland, most of them fireside those he helps.
tales told to inspire hope in the young, or teach a moral In reality, the Axeman phenomenon is generally
lesson to new generations. Most heroes are portrayed limited to a single individual. According to Axeman
as do-gooders, paladins, and knights in shining lore, the original Axeman was a musician whose
armor; a nameless outsider who came, saw evil, and family was wiped out and who took up weapons for
vanquished it to the adoration of the people. Most revenge. After he avenged the deaths of his loved
settle down and take families, or assume the mantle of ones he wandered off into the sunset, with too much
“sheriff” like the ending of some soggy old Western. blood on his hands to settle down and try to make an
But there are also stories of somewhat less honest living. It was here that the man transformed
principled “heroes”, desert drifters who wander in into a legend. When he eventually grew old and tired,
like rogue sagebrush tossed on the wind - and move and sought only death, he found a youngster with
on just as randomly. These men always travel alone, a similarly tragic background (usually a victim of
and carry with them all the implements they need raiders, but not always so), and taught him everything
to survive - guns to put down the uglies, good looks he knew, from music to weapons to stealth and the art
of intimidation. This youngster would become the
79
TABLE 3-2: THE AXEMAN
Level BAB Fort Reflex Will Special Def Rep
1 +0 +1 +1 +1 Code of Conduct, Nemesis +1 +1
2 +1 +2 +2 +2 Disguised Instruments +1 +1
3 +2 +2 +2 +2 Bonus Feat, Showdown +2 +1
4 +3 +2 +2 +2 Seven- Shot Six Shooter +2 +2
5 +3 +3 +3 +3 Mystic Virtuoso +3 +2
6 +4 +3 +3 +3 Bonus Feat, Showdown +3 +2
7 +5 +4 +4 +4 Whammy +4 +3
8 +6 +4 +4 +4 Haunted Virtuoso +4 +3
9 +6 +4 +4 +4 Bonus Feat, Showdown +5 +3
10 +7 +5 +5 +5 Encore +5 +4
Instruments), Profession, Ride, Sleight of Hand, If the PC defeats his nemesis, another nemesis
Survival, Tumble. will appear at the next experience level, a separate
Skill Points at Each Level: 4 + Int modifier. individual who also has reason to confront the PC.
Disguised Instruments: The Axeman has hidden
CLASS FEATURES weapons all over him, some even built into his
The following features pertain to the Axeman instrument, his guitar case, or hidden in his clothes.
advanced class. These range from boot-switchblades to guitar-pick
Bonus Feats: An Axeman receives a bonus feat at shuriken.
3rd, 6th, and 9th level. The feat must be selected from Under most circumstances the Axeman is always
the following list, and the character must meet the considered armed, able to make either a melee or
prerequisites to select it: Acrobatic, Alertness, Archaic ranged attack with one of these disguised weapons,
Weapons Proficiency, Armor Proficiency (light, which have a base damage of 1d3 (slashing or
medium, heavy), Blind-Fight, Combat Expertise, piercing). Only if completely stripped does the
Combat Martial Arts, Combat Reflexes, Confident, Axeman lose this ability.
Creative, Defensive Martial Arts, Dodge, Lightning Seven-Shot Six Shooter: At this level the Axeman
Reflexes, Nimble, Personal Firearms Proficiency, always seems to have one shot left, even when by all
Renown, Weapon Finesse, Weapon Focus. logic his ammo should be exhausted! When using any
Code of Conduct: The Axeman must adhere to a weapon with ammunition, the Axeman can spend an
strict code of conduct or else lose the mystique that AP to mysteriously regain one shot/charge. This can
surrounds him. The tenets of this code require him to be used only once per week.
travel alone, redress wrongs wherever he comes across Mystic Virtuoso: An Axeman can attempt to
them, and show no mercy to villains. He must respect unsettle her foes with a haunting performance. As
the rules of a fair fight, however, including honoring a a standard action the Axeman may make a Perform
challenge and never running from an evenly-matched (Sing or Stringed Instruments) roll; the total result of
duel. He is also required to seek revenge, no matter this check becomes the Will DC which all opponents
the cost, when knowingly wronged by another. within earshot must succeed at or become shaken for
Nemesis: Every Axeman is hunted by enemies, 1d6 rounds.
usually mysterious rivals whom the Axeman wronged Whammy: At 7th level the Axeman can make an
somehow - but just as often merely gunslingers or attack with exceptional flourish. If the attack hits,
other fame-hungry wretches who simply want to prove spending an AP makes it an automatic critical. This
they’re “better”. This “nemesis” is always of a level ability can be used once per day.
equal to the Axeman. Haunted Virtuoso: As a full-round action the
Showdown: At levels 3, 6, and 9 the Axeman’s Axeman may make a Perform (Sing or Stringed
nemesis makes an appearance and a showdown takes Instruments) roll; the total result of this check becomes
place. This encounter should be designed by the GM the Will DC which all opponents within earshot must
and must take place sometime before the character succeed at or become panicked for 1d6 rounds.
reaches the next level. The showdown can be played Encore: At 10th level the Axeman exhibits an
80 as a stand-alone encounter, or it could take place
during an adventure - or the nemesis could even
almost supernatural ability to come back from the
dead. By spending an AP the Axeman somehow
appear while the Axeman is engaged in the middle of manages to survive an otherwise fatal wound,
another combat! recovering 1d4 days later with 1 hit point.
BOY SCOUTS seemed to indicate the country was under attack by
foreign enemies.
On my honor, I will do my best,
For weeks the Scouts hid out in the National Forest,
To do my duty to God, and my
listening to the battles unfolding all around. Finding
Country, and to obey the Scout
more building materials in various old campsites the
Law;
Boys constructed an atmospheric radiation meter,
To help other people at all times,
noting the high levels of fallout indicating a nuclear
To keep myself physically strong,
exchange had occurred.
mentally awake, and morally straight.
Realizing that their homes were probably destroyed,
And to kill raiders wherever I find ‘em.
the courageous adults led the boys deep into the
wilderness to weather the long nuclear winter, and to
- The New Boy Scout Oath
avoid being caught up in the chaos that was sure to
follow the holocaust.
The Boy Scouts of the future cling to their original
For generations the Boy Scouts hid out in the Mark
mission of nurturing the talents and strengths of all
Twain National Forest, which over time slowly began
youths, but now the stakes are more than just pride
to outgrow its former dimensions. Here they remained
and self-esteem - it’s a matter of survival. Boy Scouts
safe, living off the land and relying on their famous
are trained from the earliest age to get along in the
survival skills (almost religiously-preserved, as they
wild, work as a team, and exploit the resources of
meant the difference between life and death in the
their environment to the best of their ability, often
early years) to get by. Over time the original adults
in ingenious ways. They’ve learned to respect the
passed away, tragically leaving the children to fend
wilderness both as a giver and taker of life, as well as
for themselves. But before they died, they were sure
a refuge from the enemies that infest the wasteland.
to reinforce in the Boys their sacred oaths - to do their
duty to God and their Country.
BACKGROUND Five or six years ago the secrecy of the Boy Scout
Mark Twain National Forest, 2011. The men and hideout in the deep woods was almost discovered
boys of Boy Scout Troop 374 were camped along when a half-dozen slavers from the neighboring desert
the pebbly shores of Council Bluff Lake, in central wasteland, searching for children who’d fled to the
Missouri, when the sky brightened unexpectedly in a shelter of the forest to escape them, attracted a pair
flash. Immediately they knew something was wrong, of Boy Scouts out hunting for partridges with BB
and over the course of several hours the various ’scout guns. Curious of the bike- and battlecar-mounted
parties returned to base camp to sort out the confusion newcomers, the Boys went to greet them and find out
and fear of the unknown. The mere handful of adult who they were (and hopefully learn about the world
chaperones struggled to calm their young charges, beyond the forest’s borders, which none of them had
among whom speculation about the strange light was ever seen in their lifetimes), only to be fired upon.
growing. Though surprised by the reaction of the intruders, the
As the adults met to discuss what had occurred, Boys mustered a valiant defense that left one battlecar
a few older scouts came forward with a chilling burning, three slavers dead or blinded, and sent the
explanation. Having been busy building a radio for rest running for their lives. Only one Boy Scout was
one of their merit badges, the youngsters had managed injured, albeit mortally.
to tune in on a weak radio broadcast that, unbelievably, The leader of the slavers refused to believe the
stories of his men, which insisted there were “savage becoming far older in outlook than most children their
children” living in the forest. He instead had the age. Despite this they show a remarkable ability not
surviving slavers executed for allowing their comrades to lose sight of the righteousness of their struggle,
to “desert” and take a precious battlecar with them. staying the course regardless of the troubles that face
It would prove to be a foolish mistake, for with their them.
deaths the knowledge of the Boy Scouts‘ whereabouts
also died. ALLEGIANCE BENEFITS
The Boy Scouts, learning of what happened, were Those who join the Boy Scouts are expected to live up
for a time paralyzed with indecision, afraid that their to the oaths of their long-lost founders, but in doing so
hideout had been discovered (and by “child-hunting are trained and prepared for a very harsh and deadly
slavers”, no less). They were pondering disbanding world.
their camps and melting back into the deep forest for Advanced Class: Peerless survivalists, trackers,
a few years, when they encountered a group of the and guerrilla fighters, those who join this ancient
same refugee children who’d been chased into the organization gain access to the Boy Scout advanced
wilderness by the pursuing slavers. class.
From these destitute vagabonds the Boy Scouts Favored Skills: A character who takes the Cryptic
learned about the wasteland, its people, and the Ordainment (Boy Scouts) feat receive a permanent +1
existence of things like mutants, monsters, and raider/ morale bonus to Craft [any], Knowledge [any], and
slaver gangs - the latter being of paramount concern. Survival.
With this new evidence the Boy Scouts made a
fateful decision. Though young (few were older
than nineteen), they would emerge from their forest BOY SCOUT
stronghold to help the people of the wasteland combat The Boy Scouts of the post-apocalyptic wasteland
these great evils. Citing their ancient oath, to do their are more than just wilderness survivalists. The other
duty to God and Country, and to “help other people inhabitants of the wastes have begrudgingly come to
at all times”, the Boy Scouts rallied their numbers, respect them, seeing them more and more as heroes
meager as they might be, and began their courageous who promise a hope for victory against raiders, mutant
campaign to wage war on the evil-doers of the Twisted gangs, and other oppressors. Boy Scouts, even the
Earth. youngest children, are often sent out alone to help
In time the Boy Scouts have grown stronger, neighboring communities with their struggles, from
attracting orphaned children from all over, many repairing broken water pumps to digging irrigation
of whom are drawn to the idea of being part of a ditches, from preparing defenses to training local
“secret army” of do-gooders. The original core of militia how to fight. Boy Scouts serve as messengers
Scouts, descended from Troop 374 and their parental and diplomats, scurrying through the wilderness
guardians, were joined with a smattering of orphaned keeping the loose association of peoples - tribal
survivors from communities devastated or laid waste villages, trading posts, xenophobe enclaves, etc. - in
to by raiders/slavers. touch despite the monumental dangers of the desert.
Over the years the elders of the Scout Troop have All would-be Boy Scouts are trained from an early
begun to dwindle, leaving ever-younger ranks of age in the history of the 'Scouts as well as basic
fledgling Scouts to fend for themselves. Even from survival. From here individual 'Scouts get to choose
childhood Boy Scouts are at great risk, as more and their own path, however. Through a system known
more boys and girls (as young as eight years old) as “merit badges”, 'Scouts pursue and perfect their
are asked to do tasks and missions that once only own particular strengths whether it be athletics,
adult Boy Scout leaders undertook. Often a “troop” hunting, trap-making, mechanical aptitudes, first aid
of Scouts will be made up of ten or twelve young and medicine, or marksmanship. The Boy Scout
82 children, with a single teenager to lead them - if at all. leadership encourages 'Scouts to engage themselves
Needless to say more and more of these starry-eyed in challenges whenever they can, both to learn and to
youths go missing each year, their troops captured grow. A 'Scout who proves himself capable in a given
by enemies who have no sympathy regarding their field earns a badge (of varying degrees) signifying his
tender age. Those who survive become hardened fast, mastery of it, which he wears on a sash he proudly
displays on his uniform. Seasoned 'Scouts will often badge he already has to the next step.
have sashes embroidered with a half-dozen or more Tenderfoot: At 4th level the ‘scout receives a
badges, so that at a glance his superiors will recognize bonus to all Navigation and Survival checks equal to
his contributions, experience, and qualifications. his class level.
Overall the Boy Scouts' focus is on courage, Eagle Scout: At 7th level the ‘scout receives a
survival, selflessness, and staying true to his bonus to all Knowledge (Earth & Life Sciences),
principles. He finds strength in the long and proud Knowledge (Mutant Lore), and Treat Injury checks
history of his ancestors, as well as the promise of equal to his class level.
a better future where people will but peace and Den Leader: At 10th level the ‘scout receives a
brotherhood over tyranny and hate. bonus to his Leadership score equal to his Reputation.
84
Furthermore, with a focus on stealth, young ‘scouts are WEAPONS MERIT BADGE
encouraged to employ traps against their enemies, for All Boy Scouts receive basic training in weapons,
even a simple metal trap often helps offset a ‘scout’s from the ‘scout’s traditional BB gun to more practical
typical small size. weapons such as the rifle and submachine gun.
Speedy Snares (Junior): The Junior Trapmaker ‘Scouts who show above normal skill can earn this
can set up a trap in only one round. particular merit badge, which recognizes an individual
Advanced Snares (Senior): The Senior Trapmaker ‘scout for his accuracy and discipline with offensive
is considered to be three levels higher when weapons.
determining the damage of his traps. Basic Weapons Specialist (Junior): By spending
Crippling Snares (Master): In addition to damage, an Action Point the ‘scout receives a +1 insight bonus
a trap constructed by a Master Trapmaker may be to attack rolls with any weapon (melee or ranged) for
used to inflict any one of the following conditions: 10 rounds.
blindness, deafness, nauseated, or stunned when Pinpoint Accuracy Specialist (Senior): Any time
triggered. The victim triggering the trap gets a the ‘scout hits an opponent with a ranged weapon, he
Fortitude save (DC 10 + ‘scout’s Int modifier + class may choose to spend an Action Point to increase the
level) to resist the effect. If failed, the condition lasts damage dealt by +1d6.
for 1d6 rounds. Optical Hazard Specialist (Master): Any time
the ‘scout hits an opponent with a ranged weapon,
TRUSTED ROBOT MERIT BADGE in addition to taking regular damage the opponent
The Boy Scouts have encountered the nefarious must make a Fortitude save (DC 10 + the attacker’s
movement known as the “Metal Gods” in the past unmodified attack roll) or be blinded for 1d4 rounds.
and thus have a healthy distrust of robots in general.
However, those ‘droids that exhibit an eagerness
to join the ‘Scouts are given a chance to prove CULT OF BLOOD
themselves, gradually earning the trust and friendship Stories in the St. Louis area speak of a
of their organic comrades - and a spiffy badge to prove nameless, ruthless tech looter who
they’ve been certified “trusty“! haunted the outskirts of the ruins for
Buddy-Bot (Junior): The Junior Trusted Robot many years. Affected by a mutation
receives the Trustworthy feat for free. that restricted his movements to
Trusty Rustbucket (Senior): The Senior Trusted nighttime, this individual, whoever
Robot receives an insight bonus to Diplomacy, Gather he was, quickly earned a reputation as a cold-blooded
Information, and Sense Motive checks with organic cutthroat who, in addition to scrounging the junk heaps
creatures equal to its class level. for anything of value, also dabbled in the opportunistic
Sgt. Rivethead (Master): The Master Trusted killings of travelers for whatever they carried. He
Robot inspires all allies within 30 ft, granting them a amassed a considerable fortune in stolen tech and
+1 morale bonus to all saving throws. corium, using this to recruit depraved individuals to
his side. Forming a sort of “gang”, this tech looter and
his minions became a widely-known terror.
WASTELAND SAFETY MERIT BADGE
The tech looter vanished almost a decade ago. For
Since many ‘scouts are now sent beyond the borders
years the abandoned neighborhoods in that part of
of their forested homeland and into the desert wastes,
St. Louis remained a mystery, for those who dared
a rudimentary knowledge of survival must give way to
venture there in search of the lost tech looter’s horde
a more thorough training course in wasteland safety.
never returned. Over time the area began to develop
Those ‘scouts who have mastered desert survival earn
an evil reputation, until only a few years ago stories
this prestigious badge.
began to circulate that a new group was living there,
Junior Pioneer (Junior): The ’scout may make a
a malevolent “cult” that, it was said, harvested
Knowledge (earth & life sciences) check at DC 20 to
mutants, humans, and any other living trespasser for
detect the presence of dangerous radiation whenever
their blood. Expeditions were mounted to thwart this
he comes within 50 ft. of a contaminated source/area.
menace, but those armed parties that went there found
Senior Pioneer (Senior): Even if taken by surprise
nothing but eerily-quiet streets and rubble. Eventually
the ‘scout may still act during a surprise round.
they gave up trying to find the cult or destroy it, but
Master Pioneer (Master): Any time the Master
since then the rumors have only persisted, more scavs
Pioneer encounters a non-humanoid creature he may
and ruin-pickers have gone missing, and the dark
make a Knowledge (mutant lore) check (DC 15 +
reputation of that area has grown.
85
opponent‘s HD). If successful the ‘scout gains an
insight bonus equal to his Int modifier (if any) to
attack rolls against that creature for the duration of the THE REALITY
encounter. The rumors of “cult activity” are in fact true, relating
to the machinations of a group calling itself the “Cult
HOLDOUT FEATS automatically confirm a critical hit. This ability can
The following feats are thematically perfect only be used once per encounter.
for characters from any kind of community or
society that is fighting a desperate struggle against TRAPMAKING
seemingly-impossible odds, on the run from other Your people taught you how to set deadly traps to
powers, or hunted by more powerful enemies. ensnare animals for food and to keep enemies off
Like the Boy Scouts, these groups are considered your trail.
“holdouts”, stubbornly clinging to their antiquated Prerequisite: Survival 8 ranks.
ways and beliefs despite adversity. Benefit: You gain the Trap-Making ability if you
Regardless of their intended “theme”, these don’t already have it. up a trap takes two full rounds.
feats are open to any character who meets the The damage inflicted, when sprung, depends on your
prerequisites. level. A trap deals 1d6 damage at 5th level, 2d6 at
8th, and 3d6 at 11th level. The Base Attack of the
AGAINST THE ODDS trap is equal to your base attack. The DC to disarm
Your people have long struggled against superior or spot a trap you set is 9 + your level. Each day you
enemies and odds, learning new tricks to see them to can make one trap per 2 levels (duration lasts until
victory. triggered, however).
Benefit: As long as you are outnumbered by Special: If you later gain the Trap-Making ability
enemies you gain a +1 bonus to attack and damage from taking an advanced class, this feat does not
rolls. If the number of enemies goes below the stack.
number of allies in a battle (yourself included) you
lose this bonus. VANISHING QUARRY
You’ve learned countless tricks to hide your trail in
LIFE-SAVING STRIKE the wilderness.
When all seems lost you have a knack for making Prerequisite: Survival 4 ranks.
desperate attacks count. Benefit: Hide and Survival are now class skills
Prerequisite: BAB 5+. for you. In addition, Survival checks made to track
Benefit: So long as you are reduced to 10 hit you in any environment have their DC increased by
points or less you may spend an Action Point to +10.
of Blood”. The Cult of Blood’s origins can be traced his followers could react he was upon them with
directly back to the nameless tech looter who once lightning swiftness, tearing them apart and devouring
used the area as his base. Remarkably, the Cult’s them before they could get even a single shot off.
leader is one and the same. Over the next week or so the tech looter - the only
Not long after establishing himself in the ruins of survivor of the one-sided massacre - grew more and
southwest St. Louis, the tech looter and his minions more feral, succumbing to an uncontrollable drive
uncovered, among the wreckage, the site of a pre- spurred by the effects of the serum. He returned to the
Fall “hospital”. Expecting to find salvageable surface and began feasting on animals found among
medical equipment, X-ray machines, centrifuges, the ruins, and anything else he came across.
and medicines, the tech looter led his “gang” into the Eventually the tech looter regained himself, but
subterranean halls of the building on what he hoped when his faculties returned he found he’d changed.
would be a looting spree. A newfound power welled up within him, he was
Instead they slowly came to realize that this full of vitality and strength; he was unstoppable. His
“facility” was not a hospital, but rather a top secret mind, too, was altered in unimaginable dark ways. He
government disease research center serving the immediately set out to recruit desert rabble from the
Midwest area. This became evident as, in the deep, surrounding wasteland, hoping to return to the facility
dark bowels of the structure’s subterranean levels, to find more of the serum that had changed him.
the tech looter found what appeared to be a unique, Despite brutally motivating his new followers,
untested serum. As he examined the sample it broke the tech looter uncovered only a small amount of
open, affecting him immediately with a heretofore the blood-based serum in the facility. To empower
unknown strain of a plasma-based mutagen. Within his minions, the tech looter deigned to let them each
86
minutes the tech looter was overcome by terrible pains consume a single drop of the highly-addictive stuff.
and wracking agony, followed by what appeared to However, only one in ten seemed to survive the
be violent, epileptic fits. As his followers gathered process; as it had been with him, these were altered by
he rose again, seemingly possessed with supernatural the infection, gaining supernatural strength and vigor,
strength - and a murderous hunger for blood. Before enhanced senses, and an ability to frenzy in battle.
For a while the tech looter could not figure out each must consume a drop of blood laced with the
why some were changed and others perished, until serum, a ritual that enslaves them to Sanguinian and
he realized something he and the survivors had in the Cult.
common - they shared the Nocturnal mutation. From
that point on, he began to recruit only others who RECENTLY
suffered from that specific genetic trait. Sanguinian has improved his position in the ruins of
Though the serum was undeniably potent, the St. Louis by taking over the shell of an ancient, pre-
administering of but a single drop to his minions left Fall asylum in the southwest part of the city. Here
them a mere shadow of his own power (for he had he has set up an impressive laboratory complex,
consumed an entire test tube), guaranteeing he not collecting blood from murdered/waylaid travelers in
only had nothing to fear of rivals from within, but also the hopes of finding and isolating a rare chemical in
giving him control over them. their plasma that is required to recreate the serum.
The tech looter, now dubbed “Sanguinian” by his Hundreds have died as a result of his cult’s activities,
followers, continues to lead what has become known ambushing or kidnapping travelers and would-be
as the Cult of Blood. He jealously guards what adventurers daring the district’s foreboding reputation,
remains of the serum, for fear that anyone consuming their bodies decorating the interior of Sanguinian’s
too much will come to rival his own strength. He asylum, drained of all blood. Ultimately Sanguinian
has slowly gathered an army of lunatics, scavs, and hopes to find a way to create more of the serum, to
hermavs to his side, setting himself up as a “prince further enhance his own considerable powers and to
among predators”. The Cult has devised an elaborate create an army of unstoppable cultists.
ritual around the initiation of new members, in which
87
TABLE 3-4: THE BLOOD CULTIST
Level BAB Fort Reflex Will Special Def Rep
1 +0 +2 +2 +0 Nocturnal Adaptation, Weaknesses +1 +0
2 +1 +3 +3 +0 Feeding +1 +0
3 +2 +3 +3 +1 Bite +2 +0
4 +3 +4 +4 +1 Blood Frenzy +2 +1
5 +3 +4 +4 +1 Blood Calls to Blood +3 +1
MOUNTEBANK REQUIREMENTS
Those who pursue the “cult of the self” often take To qualify to become a Mountebank, a character must
the route of Charismatic Heroes or Demagogues, fulfill all the following criteria.
using the innate talents of those classes to live in Skills: Bluff 13 ranks.
comfort through exploitation. But the truly diabolic Feats: Silver Tongue.
Mountebank is a charlatan who takes the con game a
step further, preying on the gullibility of the ignorant
and taking advantage of the masses who seek a leader CLASS INFORMATION 91
- any kind of leader - to escape their worries and fears. The following information pertains to the Mountebank
The Mountebank is a form of con artist who advanced class.
Hit Die: 1d6. (assuming she hasn’t made enemies there) she attracts
Action Points: 7 + one-half of the character’s level, believers who shower her with gifts and donations of
rounded down, every time he or she attains a new level money. Each time the Mountebank enters a friendly/
in this class. hospitable settlement for the first time, within 1d4
Class Skills: The Mountebank’s class skills hours she accumulates a one-time donation of 50 cp
are: Bluff, Diplomacy, Disguise, Forgery, Gather (in corium pieces, food, trade goods, or whatever
Information, Intimidate, Knowledge (Ancient Lore), currency is appropriate for the settlement) per point of
Knowledge (Current Events), Knowledge (History), Cha bonus.
Knowledge (Streetwise), Knowledge (Theology and Followers: At 4th level the Mountebank gains the
Philosophy), Perform (Act), and Profession. Leadership feat for free. These followers (and cohort)
Skill Points at Each Level: 4 + Int modifier. may benefit from the Mountebank’s Faith Healing,
Holy Relics, and Sycophants abilities (see below).
CLASS FEATURES Holy Relics: The Mountebank can convince her
The following features pertain to the Mountebank followers that even the most worthless junk is a “holy”
advanced class. relic. By making a Bluff check (opposed by the
Bonus Feats: A Mountebank receives a bonus feat subject’s Sense Motive check), the Mountebank can
at 3rd, 6th, and 9th level. The feat must be selected convince her follower that an object is blessed. If it
from the following list, and the character must meet is a weapon or armor, the new owner (assuming she
the prerequisites to select it: Attentive, Confident, believes) gains a +1 morale bonus when using it (this
Deceptive, Educated, Frightful Presence, Leadership, applies either to attack rolls or Defense, depending on
Meticulous, Renown, Run, Trustworthy. the nature of the item bestowed).
Speak With Conviction: By speaking with Human Offerings: At 7th level the Mountebank
confidence the Mountebank can convince others she manages to accumulate further “donations”, this time
channels God, the Devil, the spirits of the dead, or in the form of slaves given to her as a gift. The player
simply fools them into believing her words are wise, may choose either 1d2 bodyguards (treat as Strong
inspired, or prophetic. Hero 3), 1d4 porters/bearers (treat as Tough Hero 2),
As a full-round action the Mountebank can coerce or 1d6 concubines (treat as Charismatic Hero 1). This
a subject speaking the same language and whom is additional entourage is bound to the Mountebank only
current Friendly into taking a specific action. The Will by the way they are treated.
DC is equal to 10 + the Mountebanks Cha modifier Faith Healing: At 8th level the Mountebank finds
+ ½ her character level. An affected subject treats her Followers so enthralled that she can actually
the Mountebank as a trusted friend and ally, and will “heal” them through the power of suggestion. With a
successful Bluff check (DC 25) the Mountebank can
92
generally do as she says, within reason. Typical
requests might include “donate your money to ‘the heal 1d4 points of damage. This requires a standard
cause’ (i.e. me)”, “follow me from now on”, “ignore action on the Mountebank’s part, and can only be
your orders and abandon your post”, etc. performed on her Followers.
Kindly Donations: Wherever the Mountebank goes Sycophants: At 10th level the Mountebank’s
TABLE 3-6: THE MOUNTEBANK
Level BAB Fort Reflex Will Special Def Rep
1 +0 +0 +2 +2 Speak With Conviction +0 +2
2 +1 +0 +3 +3 Kindly Donations +1 +2
3 +1 +1 +3 +3 Bonus Feat +1 +2
4 +2 +1 +4 +4 Followers +1 +3
5 +2 +1 +4 +4 Holy Relics +2 +3
6 +3 +2 +5 +5 Bonus Feat +2 +3
7 +3 +2 +5 +5 Human Offerings +2 +4
8 +4 +2 +6 +6 Faith Healing +3 +4
9 +4 +3 +6 +6 Bonus Feat +3 +4
10 +5 +3 +7 +7 Sycophants +3 +5
cohort, followers (including followers from taking similar to Prometheus, Hercules, and other mythical
Leadership, the Followers class ability, and the Human deities who aided mankind in his greatest times of
Offerings ability) will put the Mountebank’s welfare need.
even above theirs. They will steal, lie, and kill for her Belief in the Iron Idol is widespread, despite the
if needed, and may even sacrifice themselves for the fact that he/it hasn’t been seen in over a generation.
Mountebank if her life is in danger. Yet stories of the Iron Idol’s heroics are known to
virtually every storyteller and lore keeper the world
over. Every town, settlement, and tiny village seems
DEVOTEES OF THE IRON IDOL to have someone, somewhere, who can recall a tale of
You’ve made it this far… the great deeds the Iron Idol did in combating a great
Are you ready to go a little further enemy, fighting a natural disaster, or saving lives.
and learn the truth of the Iron Usually this lore belongs to village elders, but the
Idol? stories of the Iron Idol are passed down to eager and
- Writing on the wall of a lost desert excitable youngsters each generation as well.
cave Whether the Iron Idol ever did exist, or merely fills
the role of a much-needed heroic figure to inspire
Legend states that a titan of iron will rise every the downtrodden and give hope to the oppressed, is
generation to punish the wicked, right the wrongs, uncertain in this current age. But whenever there is
and redress the injustices of the present age. These a need - a death cult spotted on the horizon, raider
legends describe an ancient elemental being known activity on the rise, or the threat of a looming mutant
as the “Iron Idol”, a powerful force of good and army - the Iron Idol serves to give people the strength
vengeance that often serves as the only hope for the to fight against great odds. Some simply call on the
victims of raiders, slavers, and worse. Those who old tales to grant them courage, while others of a more
devote themselves to carrying on these stories, and starry-eyed demeanor actively set out into the wastes
seek to locate the enigmatic ‘Idol and re-awaken it for in the hopes of finding the lost cave where the Iron
a righteous cause, are known as Devotees of the Iron Idol is said to lie. These few set out with the idea of
Idol. finding the cave, plumbing its depths, and awakening
the sleeping ‘Idol so that he/it might once again fight
BACKGROUND on mankind’s behalf.
At the heart of the Deadlands there is said to lie None ever return, at least not the same as they were
a deep, dark cave filled with danger and death. when they left…
According to the tales of tribal folk, and the disfigured
vagabonds who cling to their fires as the cold of night THE REALITY
sets in on the trail, this cave is the sacred resting The Iron Idol does in fact exist, but it has virtually no
place of the “Iron Idol”, a legendary figure known supernatural characteristics at all. It is, simply put,
for generations by the wretched inhabitants of the an Ancient-era suit of powered armor that has been
wasteland.
93
maintained by a small core of passionate “devotees”
The origins of the Iron Idol are lost in obscurity. who have learned the Idol’s secrets and, in the name of
Many believe the Iron Idol is as ancient as time itself, the common good, maintained the legend surrounding
an elemental titan as old as the human race. Others it.
claim the Iron Idol is man‘s protector, with qualities It is unknown even to the devotees of the Iron
Idol where the armor first came from, but the suit guided or directed by riddles (to test her brains) by
(a completely functional powered Zeus Suit) is a former devotee - aged and likely disguised - to the
remarkably preserved and has been religiously cave’s isolated location at the heart of the badlands.
maintained for hundreds of years by those few who Here the devotee will hopefully prove stalwart and
understand it. It is also unclear who originally found true, making her way through the traps and dangers to
and used the armor, creating the original legend of the cave’s deepest pit where the gleaming silver suit
the “Iron Idol”, but those who have since uncovered awaits her. Once it is attained the devotee soon learns
its secret resting place have, one and all, donned the the ’Idol’s secret, and the secret of all its past owners
armor and used it in the same heroic fashion - and for (inscribed upon the cavern’s walls), and chooses
the same common good. whether or not to step up and take up the mantle of the
Only one devotee per generation has ever found the “Iron Idol“.
cave that hides the resting place of the Iron Idol, and
thus only one devotee typically knows the secret of the ALLEGIANCE BENEFITS
’Idol at any given time. The cave that houses the ‘Idol Devotees of the Iron Idol who uncovered the lost
is maintained by this same devotee during his tenure as cave of the ‘Idol quickly learn the truth of the ‘Idol’s
the armor‘s wearer, since the caverns protect the ‘Idol origins, and are faced with the decision of whether or
and its wearer and serves as a convenient hideout. not to don the armor and “become” the Iron Idol. For
Similarly, when it is time for an aging devotee to those that do, unique benefits become available.
“retire”, he leaves the suit in a sacred chamber in the Advanced Class: Those that choose to embrace
cave’s deepest recesses, and sets up traps and other the responsibility of donning the Iron Idol have an
challenges to prevent any but the most dedicated from allegiance-specific advanced class, the Hero of Iron,
recovering the ‘Idol - and learning the truth behind it. available to them.
Thus the Iron Idol remains undiscovered until it Favored Skills: A character who takes the Cryptic
is needed again, at which point the right candidate, Ordainment (Hero of Iron) feat receive a permanent +1
asking the right questions in the right place, will be morale bonus to Intimidate, Pilot, and Repair.
94
TABLE 3-7: THE HERO OF IRON
Level BAB Fort Reflex Will Special Def Rep
1 +1 +1 +0 +0 Armor Proficiency (Powered) +1 +2
2 +2 +2 +0 +0 My Armor Is My Home +1 +2
3 +3 +2 +1 +1 Bonus Feat +2 +2
4 +4 +2 +1 +1 Improved Repair +2 +3
5 +5 +3 +1 +1 Become As One +3 +3
6 +6 +3 +2 +2 Bonus Feat +3 +3
7 +7 +4 +2 +2 Optimization +4 +4
8 +8 +4 +2 +2 Legend of the Idol +4 +4
9 +9 +4 +3 +3 Bonus Feat +5 +4
10 +10 +5 +3 +3 Legendary Heroics +5 +5
HERO OF IRON Class Skills: The Hero of Iron’s class skills are:
Finding the Iron Idol in its lost hiding place among Computer Use, Craft (electronic, mechanical), Disable
the desert sands and labyrinthine caverns is only the Device, Intimidate, Knowledge (ancient lore, history,
first hurdle for the individual who would become its tactics, technology), Pilot, Repair.
discoverer. Once it is found, such an aspirant must Skill Points at Each Level: 4 + Int modifier.
come to terms with the realization that the Iron Idol
is nothing more than a suit, an apparatus, a tool to be CLASS FEATURES
used by someone with something that the armor itself The following features pertain to the Hero of Iron
does not possess: the heart and courage to face the advanced class.
evils of the world. As such, the Iron Idol is in and of Bonus Feats: A Hero of Iron receives a bonus feat
itself powerless; it is the wearer who is the true “Hero at 3rd, 6th, and 9th level. The feat must be selected
of Iron”. from the following list, and the character must meet
Those infrequent men and women who make the the prerequisites to select it: Armed To The Teeth,
journey to the cave and plumb its depths become Bull’s Eye, Futuristic Firearms Proficiency, Hard-
inheritors of a proud, if secret tradition. They Eyed, High Ready, Improved Autofire, Improved Dead
must learn, usually in only a few short weeks, the Aim, Intuitive Mechanic, Room-Broom, Suppressive
mechanisms of the armor and master its complexities. Fire.
But, in time, the suit becomes an extension of them, Armor Proficiency (Powered): The Hero of Iron
answering their movements and gestures and laying gains Armor Proficiency (Powered) as a bonus feat
waste to evil-doers at their command. Within it they at 1st level, even if she does not normally meet the
become invulnerable, taking on the title of metal prerequisites. If she already has this feat, she may
titans who serve the inhabitants of the wasteland in select a different feat from the list of bonus feats
their eternal struggle against the forces of tyranny and instead.
violence. My Armor Is My Home: The Hero of Iron is more
at home in her armor than outside. She gains the
REQUIREMENTS effects of the Endurance feat while wearing powered
To qualify to become a Hero of Iron, a character must armor.
fulfill all the following criteria. Improved Repair: The Hero of Iron gains a bonus
Background: Ritual Preservationist. to Repair checks when fixing hit point damage to her
Skills: Knowledge (History) 4 ranks, Knowledge powered armor. This bonus is equal to her class level.
(Technology) 4 ranks. This bonus is also applied to the amount of damage
Feats: Cryptic Ordainment. repaired.
Allegiance: Devotees of the Iron Idol. Become As One: The Hero of Iron gains a +1
competence bonus to attacks with built-in or mounted
weapons, as well as unarmed attacks, when wearing
CLASS INFORMATION powered armor.
The following information pertains to the Hero of Iron
Optimization: The wearer of the Iron Idol learns
advanced class.
Hit Die: 1d10.
to optimize all built-in weapon systems. When rolling
damage with a mounted weapon, the Hero of Iron may
95
Action Points: 7 + one-half of the character’s level,
re-roll any damage dice that rolls minimum, though
rounded down, every time he or she attains a new level
she must accept the results of the second roll.
in this class.
Legend of The Idol: The Iron Idol’s invincibility is THE REALITY
a legend. The Hero of Iron gains a bonus to Defense The destitute tribals had not found the answer to their
equal to her Reputation score when wearing powered prayers, but rather advanced humans whose spacecraft,
armor. the “Mayflower”, had crashed to the Earth.
Legendary Heroics: When using an Action Point During the time of the Ancients, the Mayflower
to modify a dice roll, if a “6” is rolled the Hero of Iron was a newly-constructed transport ship originally
regains the lost AP even though it has been used. intended to take colonists to the asteroid colonies
of the Kuyper Belt. The enormous ship was fitted
THE MOVEMENT with cryogenic-sleep facilities for its complement of
crew and colonists for the voyage, but sometime after
“It took a miracle to bring us all
entering orbit (but before engaging its ion drives) there
together, but that’s what this man
was a major malfunction. Shockwaves from nuclear
was all about. Miracles.”
detonations in space as a result of the unexpected
- Campfire tale of the Fallen God
outbreak of the Final War paralyzed the ship, shutting
down her power, and entombing her passengers in
A lifetime ago, on the eastern fringes of
their icy holds indefinitely.
the Far Desert, the wasteland was a more dangerous
Hundreds of years later, as the Mayflower’s orbit
place. In the shadow of ruined cities and burned-out
began to decay, drawing it closer and closer to
monuments of industry, a race of mutant giants known
Earth, automated alarms went off. Passengers on
as “mongoliants” rose to power. Cold-blooded killers,
several levels were awakened, while others, stuck in
savages, and man-eaters, these hideously deformed
malfunctioning sleep-tubes, were trapped. Those that
ogres used brute strength to conquer the scattered
awoke struggled to find out what was going on (they’d
settlements of other wasteland inhabitants. Ruled by
been frozen before leaving Earth, and thus knew
a self-styled “emperor”, the mongoliants enslaved
nothing of the Fall), attempting to reach the control
many communities and turned their people towards
center to learn more of their fates.
the building of an Empire. Cruelty and slaughter
Unbelievably, however, a small but determined
became hallmarks of this savage nation, the bones of
faction of colonists aboard the ship took advantage
humans and mutants providing the building materials
of the chaos to seize control. By chance a band of
for fortresses and roads, their blood and tears serving
former convicts and lifers, paroled from Earth’s worst
as mortar. In the face of the mongoliants’ power and
prisons in a program to colonize the mining stations
numbers most communities were crushed outright,
of the asteroid belt, were among the first to awaken.
with only a few managing to avoid discovery on the
Their leader led a mutiny, attempting to wrest control
fringes of their lands, hiding in caves or in forgotten
of the Mayflower from its small military complement.
valleys littering the desert. Even these were unable to
They succeeded, rounding up all but one member of
affect what was happening around them, as they were
the soldier detachment sent with the ship to keep the
divided by race, creed, and color.
convicts in line. Several of these were murdered in
It was in this time of tyranny and fear that the people
cold blood in petty acts of revenge. But, as the ship
cried out to the heavens for a hero, someone who
entered the atmosphere, the mutineers were unable to
would come and deliver them from the mongoliant
prevent the inevitable. In the panic, the ship’s former
threat. Remarkably, the heavens responded. One
captain somehow managed to regain control of the
night a brilliant comet tore through the sky, burning
ship just long enough to eject the part of the vessel
through the oppressive darkness of the night like a
containing the convicts - and one soldier who found
ray of crimson wrath. Several communities in the
himself trapped with them.
desert noticed the star fall; some considered it an
The Mayflower’s automated systems allowed
omen of trouble, of turmoil and great trials to come,
the ejected portion of the ship to land relatively
but at least one saw in it a sign that the heavens had
unharmed somewhere in the Michigan wasteland.
answered their prayers. This tribe of “star-watchers”
Emerging from the wreckage, the soldier who’d been
immediately sent a scouting party into the wilderness
accidentally ejected with the convicts managed to
to locate the fallen comet and investigate.
escape, just before the vengeful convicts found him.
What they found on reaching the site - deep in a
He slipped away under the cover of night, plunging
forgotten corner of the desert - was something they did
headfirst into a world that was drastically different
not expect. A massive metallic “beast” had apparently
than the one he’d left centuries ago.
fallen to earth, carving up miles of desert terrain,
This former soldier would come to be known as
leaving a broad canyon, at the bottom of which it lay.
96
the “Fallen God” by the people of the wasteland.
They could see “angelic beings” around the wreckage
First motivated by survival, and then by discovery
in numbers, apparently examining their craft for
(he wanted to learn what had happened to his planet
damage. On approaching the scouts were spotted…
in the Fall), he wandered the desert and the ruins of
but to their surprise they came under fire! These were
old towns, taking in what must have been a mind-
no saviors - these were enemies from the stars!
shattering revelation - that the familiar Earth was gone. living in an old biodome research station in the
But in time he managed to recover from his injuries wasteland, a tribe who followed a druidic, nature-
and shock, locate weapons and armor, and eventually worshipping path. He managed to secure their
find people. allegiance by performing a great task, venturing
The people he first came into contact with not into the bowels of their ancient biodome to repair its
humans, but mutants. They were members of the “miraculously” unending water source. Their future
same tribe that had sent scouts to investigate the saved, they committed themselves to the Fallen God’s
“fallen star”, but his sudden appearance so soon after cause as well.
the crash (and following the disappearance of their Despite his efforts, the Fallen God knew all that he
scouting party) left the tribe divided. Some believed had was a loose collection of primitive peoples who,
he was a “god” sent from the stars to make things though brave, were no match for the convicts of the
right, while others believed he was responsible for the Mayflower. He was ready to give up, when one of the
deaths of their brave warriors. elders of the biodome druids related to him a legend
The Fallen God quickly surmised that the tribe’s of his people. This legend spoke of a great “creature
scouts had found the wreck of the Mayflower, and had sheathed in metallic armor”, which stories claimed
most likely been captured by the convicts, who were still lay, sleeping, at the heart of a nearby swamp. The
no doubt interrogating the tribals about the condition Fallen God ascertained from details gleaned from the
of Earth - and laughing at the irony of civilization storyteller that this “creature” was in fact an ancient
turned on its head. The Fallen God warned the people war droid. Knowing that having such a powerful
of the danger of the convicts (who now had the machine on his side could mean the difference
resources of the entire ship at their disposal, including between victory and defeat, he set out to find it, and if
lasers and explosives), but they had bigger problems possible, reactivate it.
- the Mongoliant Empire. A patrol from the Empire’s The journey to the swamp was full of danger and
frontier would certainly be sent to investigate the trials of its own. When he did finally discover the
fallen star, and if this “fallen angel” was discovered war droid at the heart of the swamp, he expected to
among them, they would suffer greatly. After learning find it lifeless and in need of repair; he was surprised
more about these “mongoliants”, the Fallen God when the thing rose in his presence and addressed him.
agreed to help the people fight if the monsters came. Remarkably the thing had developed intelligence since
The Fallen God led a successful ambush against the the time of the Fall, though in a dark and brooding sort
mongoliants, slaughtering all but a handful who fled of way. Having seen the human race extinguish itself
back the way they came. The Fallen God returned in a fiery flash, and having watched their survivors
to a surprising welcome. It had been nothing to him, descend into savagery, it was pessimistic about the
simply falling back on his military training, but to idea of helping man’s mutant descendants, and even
the villagers he had done the impossible, defeating more skeptical about why it should even bother
the mongoliants in open battle. He was immediately leaving its miserable, swampy abode.
celebrated as a hero, and hailed as a “savior”. The Fallen God managed to convince the war droid
Emboldened, many of the young of the tribe wanted to assist in the coming battle by appealing to the war
to march out and take on the Mongoliant Empire head- droid’s sense of logic. He convinced it that where it
to-head but the Fallen God, and their elders, warned lay, in the swamp, it no longer served a purpose. Once
against it. But believing he had truly been sent to designed for war, and wholesale destruction, its self-
save them, the elders propositioned the Fallen God. If imposed exile made no sense. Boldly, he proposed
he could venture out into the wasteland and build an that the war droid give itself a new purpose, to help
alliance of tribes, together they would be unstoppable. man instead of killing him, and to protect his fragile
They would not only be able to topple the mongoliant descendants instead of disdaining them.
tyranny, they could also help the Fallen God return to Once accomplished, the Fallen God returned to the
the Mayflower to face his nemesis - the convict leader village of the star-watchers to find that they had been
- and put right his injustices. attacked by the mongoliants while he‘d been gone,
The Fallen God accepted the challenge, leaving their people marched off to work in the mongoliant
the village to search for other tribes willing to join mines. The time for war had come, and without delay
the cause. According to legend he made friends with he and the allied army of tribes he’d built marched on
the self-titled “King of Terminals”, a savage mutant the mongoliant frontier. Several decisive engagements
living in an old automated dome that once served as an were played out against the mongoliants, battles
amusement park, recreating Louis Carroll’s Through fought in the open desert, in the hill country, and in the
The Looking Glass. He had to do battle with the ruins of the city of Cadillac, which had since become
robotic “Red Queen”, and negotiate a peace with the
terminal tribe’s quixotic leader, who styled himself
the mongoliant “capital”. The Fallen God himself
killed the mongoliant “Emperor” in single combat
97
after the “Mad Hatter”. during the last battle, putting an end to the mongoliant
He went on to discover a group of peaceful people power once and for all.
With the mongoliants defeated and their vast legions lasting peace. His followers, who call themselves “the
of slaves freed, the Fallen God turned his attention Movement”, work tirelessly to spread that hope. The
to the Mayflower. Marching his followers across the Movement’s followers are active in missionary work,
desert once more, they located the wreck of the ancient community betterment, and ridding the wasteland
ship and its well-armed defenders. Unlike the barbaric of raiders, marauding monsters, and enemies who
mongoliants, the castaways of the Mayflower were threaten their way of life. Movement agents are often
well-coordinated, and ultimately the Fallen God had to active as adventurers as well, volunteering to aid
leave his army outside to tie down the defenders while villages that need someone skilled to help rid them of
he and a select few infiltrated within. In due course their troubles.
they managed to locate the convict’s leader and, in yet
another heroic battle, put him to the sword as well. ALLEGIANCE BENEFITS
When all was said and done, the tribes of the Those who follow the Movement are as varied in
wasteland celebrated, but the Fallen God slipped race, abilities, and appearance as a religion gets on
once more into quiet brooding. After a few weeks, the Twisted Earth. One can expect to find hospitality,
he came before the elders of the combined tribes and generosity, and understanding in communities where
addressed them as one. In his short time with them he the Movement is prevalent, a chance to forget one’s
had learned much of the world and its new inhabitants, past and join in a brighter future.
and had in turn taught them of the past, the Ancients, Advanced Class: Characters who take the
and how things used to be. He had instilled them with Movement as their allegiance have the opportunity to
a belief that their differences and diversity were not enter the Unifier advanced class, a class the reflects
weaknesses, but strengths, and that united they were a the cult’s emphasis on helping those in need, righting
force far more powerful than alone. He had done all wrongs, and resisting (or outright challenging) tyranny
he could to help them, and they had repaid the favor wherever it rears its head.
in helping him destroy the people who had killed his Favored Skills: A character who takes the Cryptic
friends. He would leave, return to the desert, and help Ordainment (Movement) feat receive a permanent +1
others elsewhere. He charged them with only one task morale bonus to Diplomacy, Gather Information, and
- to never forget what he had taught them, and to use it Knowledge [Ancient Lore, History, or Twisted Earth].
for good.
UNIFIER
SINCE THEN… Some see him as a hero. Others a troublemaker. But
The Fallen God left long ago, never to return. No one wherever he goes, those who oppress, enslave, or prey
knows what happened to him, if he died out there, on the downtrodden would be wise to keep a gun by
if he ascended once more into heaven, or if he still their bedside at night.
wanders the wasteland helping those in need. Many The Movement Unifier is a man (or, in some cases,
who met him spent their lives trying to understand a woman) who has chosen a hard road indeed. He
why he left and where he may have gone, but since has taken it upon himself to challenge the status quo
then most others have come to forget those details, and of many of the wasteland’s established societies and
instead focus on preserving his message. factions, namely those that employ slavery, stratify
The Fallen God gave the people of the wasteland their societies along racial lines, prey upon the weak,
hope, not only to overcome enemies and oppression, or practice discrimination based on purity of blood,
but hope of working together and enjoying true, mutation, etc. Foundationists, Brethren, Ravagers,
98 7
8
+5
+6
+4
+4
+2
+2
+4
+4
Heroism (attacks)
Avenger +3d6
+4
+4
+3
+3
9 +6 +4 +3 +4 Bonus Feat +5 +3
10 +7 +5 +3 +5 Refuse To Die +5 +4
Doomriders - they are all enemies to be dealt with ammunition, etc.) for such deeds. A Unifier who fails
accordingly in the Unifier‘s eyes. “Hero” is an to uphold this code does not lose her abilities, but is
appellation that certainly applies to him in most cases, unable to progress in the Unifier class ever again.
but the Unifier doesn’t wander the wasteland or risk Unifier: A Unifier gains a +1 morale bonus to
death simply for the satisfaction of being given a attacks, skill checks, and saving throws for each
self-gratifying title. He believes in what he is doing, character of a different “race” in her party besides
he believes in the message of the Movement, and he herself, to a maximum of +3. “Races” that qualify
is ready to lay down his life to preserve the less able include pureblood humans (including eugenic
from the tyrannical deprivations of others. surrogates), mutants (including ghouls, hermavs,
The Unifier is often a charismatic individual, winged ones, etc.), androids (including cyborgs and
whether as a diplomat who seeks to mend old wounds, robots), and beastmen.
or using “gunboat diplomacy” to beat raiders and Avenger: A Unifier gains bonus damage dice
slavers into line. Some are wily and cunning; others against slavers, bandits, raiders, and gangers. This
are dark, silent types who let their guns do the talking. bonus damage is inflicted whenever the Unifier hits
such a foe in combat. The bonus is +1d6 damage at
REQUIREMENTS 2nd level, increasing to +2d6 at 5th level, and +3d6 at
To qualify to become a Unifier, a character must fulfill 8th level.
all the following criteria. Heroism (Saves): A Unifier may spend an Action
Special: Defender class ability. Point to give a morale bonus to saves to all allies
Feats: Iron Will. within 30 ft. This bonus is equal to her Rep score.
Allegiance: The Movement. This bonus persists until the end of the current
encounter.
CLASS INFORMATION Heroism (Attacks): At 7th level the Unifier’s
The following information pertains to the Unifier Heroism bonus also applies to attack rolls made by
advanced class. allies within 30 ft.
Hit Die: 1d10. Refuse To Die: At 10th level a Unifier may
Action Points: 7 + one-half of the character’s level, continue fighting even when she drops below 0 hit
rounded down, every time he or she attains a new level points, without penalty, but only if she is defending or
in this class. fighting to directly save the lives of innocents. Each
Class Skills: The Unifier’s class skills are: turn that she is below 0 hit points she must make a
Diplomacy, Drive, Gather Information, Intimidate, Fortitude save (DC 20 + 1 per round of being at below
Knowledge (Ancient Lore), Knowledge (History), 0 hp) or fall unconscious. She may even continue
Knowledge (Twisted Earth), Knowledge (Theology fighting past -10 as a result of this ability, but if at any
and Philosophy), Navigate, Profession, Ride, Sense point she fails the Fortitude save to remain conscious
Motive, and Survival. she dies.
Skill Points at Each Level: 4 + Int modifier.
NUCHURCH
CLASS FEATURES “Growwwr! Stand aside, brother!
The following features pertain to the Unifier advanced I must feed! I cannot control the
class. hunger!”
Bonus Feats: A Unifier receives a bonus feat at “No, Brother Torg! Remember
3rd, 6th, and 9th level. The feat must be selected the Steps!!!”
from the following list, and the character must meet - Conversation between a
the prerequisites to select it: Advanced Firearms struggling NuChurch
Proficiency, Archaic Weapons Proficiency, Armor Beastman and his pureblood “brother”
Proficiency (light, medium, heavy), Burst Fire, Cleave,
Combat Reflexes, Double Tap, Exotic Firearms A legend in the West, especially in the region known
Proficiency, Exotic Melee Weapon Proficiency, Far to the ignorant as the Big Rocks, the rise of the
Shot, Great Cleave, Improved Autofire, Personal NuChurch has been a bloody, brutal story. Forged
Firearms Proficiency, Point Blank Shot, Power Attack, from the white-hot flames of genocide and war, the
Rip A Clip, Reactive Shooter, Room-Broom, Strafe, NuChurch has risen from the ashes like the proverbial
Suppressive Fire. phoenix, becoming perhaps the most militant and
Code of Conduct: Unifiers adhere to a strict code aggressively-expanding “religion” on the Twisted
that requires them to offer assistance to those in need,
to redress wrongs enacted in the name of race or
Earth. It is without a doubt a feared regional power,
one whose terrible influence is expanding with 99
prejudice, to emancipate slaves when possible, and to unrelenting fervor.
never accept payment (with the exception of accepting
reimbursement for supplies, medical treatment,
BACKGROUND plague zombies, and formed armed militias to clear
The NuChurch’s beginnings are to be found in the areas, build secure stockades, and eke out a meager
wreckage of the pre-Fall world. Years after the Final existence salvaging for supplies.
War devastated the American continent, survivors of This fragile way of life came under attack not long
the Salt Lake City area were struggling to rebuild. The after with the appearance of the first generation of
city itself was not a target of the nuclear exchange, mutants. Cast out by their human families, many
though nearby strategic targets in the vicinity were of these poor wretches formed into gangs of thugs,
devastated. One of these, the Dugway Proving raiders, or hermavs. Some were maniacs and killers;
Grounds, had been used in the development of several others were simply desperate bands of rabble fighting
new chemical weapons that, the Ancients had hoped, for survival. But an enmity soon grew between these
could be used to turn the tide of the Final W ndoned. mutants and their pureblood human counterparts, with
After a few months people began to return, mostly skirmishes being played out regularly on the city’s
former inhabitants of the city or those from outlying deserted streets.
communities who were seeking food and medicines. Soon a new danger began to appear, adding to the
These humans found the ruins to be infested with chaos. Beastmen packs, descending on the outskirts of
the city in search of refuge from the blistering
hot Great Salt Desert, fought through zombies,
mutants, and humans to carve their own bloody
niche. Before long the city was gripped by
a three-way conflict as the zombie threat
became upstaged by the open warfare waged
by the more dominant “factions”. Within two
generations the original human population was
succumbing to attrition, while the mutants were
also scattered. The beastmen, suffering from
a lack of organization from the start, had bred
into motley, uncoordinated bands that would as
soon fight each other as their racial enemies.
It was in this atmosphere of looming
extinction that a strange new force appeared.
Metallic men, obviously hand-assembled by
some survivor (or survivors), began to appear
on the city streets. These rusty droids were
anthropomorphic in shape, but had large oval
loudspeakers instead of heads, and it was
clear they were unintelligent drones, operating
at the command of some unknown entity.
Curiously, all three factions were addressed
at the same time by separate machine envoys,
which approached the walls of each factions’
most powerful group with a message. The
voice coming over the crackling speakers was
clear, calm, but instilled with a determined fire
and a curiously educated elocution. It spoke
of peace and unity, and of cooperation. And,
with the utmost gravity in its tone, the speaker
threatened the total extermination of any side
that refused to coexist.
Not surprisingly, though all sides were
puzzled by these new arrivals, their enmity did
not die easily. It was the pureblood humans of
the city that struck first, in an effort to obliterate
the fighting ability of their mutant rivals. They
succeeded in slaughtering a great number, but
100 many escaped. The purebloods considered the
operation a victory, yet they would not rest on
their laurels for long.
The automatons returned, this time in
numbers. Unlike before, instead of simply carrying and the dictum for the NuChurch’s followers to rise as
loudspeakers, they had weapons. And one out of a “great army”, spread forth from Salt Lake, and begin
every platoon had a giant all-seeing “eye” instead of a subjugating the “unworthy peoples of the wilderness”
head, a terrible, angry eye that observed all. for the good of all.
The purebloods came under attack immediately, and
within two days their former strength was a thing of THE REALITY
the past. Whatever edge the purebloods might have The NuChurch is now a major religion based on
had over the mutants and beastmen was taken from religious zeal, paranoia, and war. Its savage armies of
them with the wholesale destruction of their fortresses mutants, beastmen, and barbaric men spread from their
and communities. A few survived, but like the mutants center of power – Salt Lake City – to conquer new
and beastmen who’d been watching, they were quick lands in the name of the NuPope. Many communities
to understand that a new power was now in control, have fallen to the NuChurch onslaught, all of them
and in due course supplicated themselves before it. given the choice to join… or die. Those who accept
This new power began to call itself the “NuChurch”, become absorbed by the brutal society, while those
and with the surrender of the warring factions to its who resist serve as examples to others.
authority it began to build. It began to rebuild the To this day the NuChurch continues to expand. In
ruins of Salt Lake City, but more importantly, it began addition to men, mutants, and beastmen, it now counts
to build a new society based on peace and unity. To among its “accepted races” ghouls, creatures that are
make this possible, the NuChurch began to command normally hunted elsewhere. This diversity is both a
its followers to deny their base instincts. A strict weakness and a strength; nowhere else is one likely
code of law was put into place, in which purebloods to find a party of purebloods, mutants, beastmen,
were forced to accept the deformed, in which mutants and ghouls working together. But things are not
were forced to rise from squalid depravity, in which always harmonious; followers are quick to report
beastmen were made to deny their animal natures. troublemakers and volunteer to administer “penance”,
Those who refused or fought the “NuLaw” were killed if only to avert the NuPope’s wrathful eye from
outright; those who later regressed, or who continued themselves for a while.
their ways behind closed doors, were invariably The NuPope still remains an enigma; some say
discovered and brutally punished with public “he” is in fact a robot, while others speculate he may
mutilation as “penance”. be a human manipulating more bestial races through
With a new, united society, the NuChurch put its his drones (and using religion as a means of control).
subjects – now worshipers – to work. “Work Unifies”, Whatever the truth, those who follow the NuChurch
was the slogan broadcast from every aging drone’s worship and adore their NuPope; many men die in his
loudspeaker. The humans, mutants, and beastmen name every day. The trick is to make sure you‘re not
were organized into work camps and work teams, one of them…
forced to get along to complete monumental projects
that, alone, would have been impossible. They rebuilt
city blocks, cleared streets, fought back the lingering ALLEGIANCE BENEFITS
plague zombie population. They also rebuilt the Those who fall under the influence of the NuChurch
abandoned Tabernacle, an edifice that apparently had find a new home and a new purpose to their lives,
become the “home” of the enigmatic “NuPope”. It being bent towards the “greater good” of the
was here that a great fortress-complex was built, and NuChurch and its growing empire.
from where the drones seemed to originate, and now Advanced Class: All who join have a place in this
it would become the center of the NuChurch‘s empire. new society, whether as farmers, laborers, builders,
These vast, ambitious building projects created or warriors. Those who show a talent for fighting
(brutally or otherwise) a strong, robust society, but (or who have no other skills to save them from being
one founded on fear and paranoia. Men, mutants, and drafted) become NuChurch Crusaders.
beastmen all work together for a common goal, the Favored Skills: A character who takes the Cryptic
appeasement and satisfaction of the all-seeing NuPope, Ordainment (NuChurch) feat receive a permanent +1
whose shadow looms over everything, and who, they morale bonus to Bluff, Intimidate, and Knowledge
believe, “watches all”. [Theology & Philosophy].
But gradually, as the Tabernacle Temple grew in
size, and the camps of NuChurch followers swelled NUCHURCH CRUSADER
with recruits, the resources of Salt Lake City began to To outsiders, NuChurch Crusaders comprise vast
dry up. Yet the NuPope’s demands for production did legions of screaming zealots, a faceless mass of
not cease; there were rumors that “other” projects were
underway in the secrecy of the Tabernacle’s deepest
simple-minded warriors and barbarians spurred on
by the fear of their mysterious “NuPope”. To many
101
bowels, but none could say for sure. The only thing they are seen as berserkers, monstrous mutants,
that was certain was the NuPope’s need for resources, beastmen, and ghouls forced to wear a rigid mantle of
TABLE 3-9: THE NUCHURCH CRUSADER
Level BAB Fort Reflex Will Special Def Rep
1 +1 +0 +0 +2 Holy Icon, +1 +0
2 +2 +0 +0 +3 Conditioning +1 +0
3 +3 +1 +1 +3 Bonus Feat +2 +0
4 +4 +1 +1 +4 Frenzy +1 +2 +1
5 +5 +1 +1 +4 Living Icon +3 +1
6 +6 +2 +2 +5 Bonus Feat +3 +1
7 +7 +2 +2 +5 Frenzy +2 +4 +1
8 +8 +2 +2 +6 Eye of The NuPope +4 +2
9 +9 +3 +3 +6 Bonus Feat +5 +2
10 +10 +3 +3 +7 Shield of Conviction +5 +2
ALLEGIANCE BENEFITS
Followers of this strange cult risk ridicule and
scorn wherever they travel, but receive special
benefits (including sanctuary) when among other
believers.
Benefit Packages: Unlike other cults, the
Paradise Believers do not have a faction-
specific advanced class. Instead the Paradise
Believers offer benefits in the form of Benefit
Packages, which grant privileges of escalating
“luxury” to their followers, as well as access
to the Star Child template (though the latter
is typically quite rare; see New Templates for
details).
Favored Skills: A character who takes the
Cryptic Ordainment (Paradise Believers)
104
feat receive a permanent +1 morale bonus
to Diplomacy, Knowledge [Theology &
Philosophy], and Navigate.
TABLE 3-10: PARADISE BELIEVER TIERS
Tier Reservation Price Rep Requirement Benefit Package
Earthling 500 cp - Stellar Welcome
Spacefarer 2,500 cp - Lunar Luxury
Cosmonaut 10,000 cp +1 Rep Astral Opulence
Galactic Guest 50,000 cp +2 Rep Prestige Package
LUNAR LUXURY
Paradise Believer “additional” services suiting his/her
taste, on demand. Any Paradise Believer who refuses
105
The next step up in accommodations, this package such a demand must pay restitution to the Galactic
added to the “Stellar Welcome” by offering a “room- Guest in the neighborhood of 50 cp, or be expelled
from the cult.
TEKHEADS In the case of finds that suggest more of the same
may be recovered (whether by an excavation, in the
That the Ancient world is now a
case of random finds, or an attack, in the case of a
wreck
community found hiding a tech item), the regional
Is proof of the power of great
cleric may call a “crusade”. In such a case all of
lord Tek!
the Tekheads cells in a division may come together
- Tekhead belief
in a frenzied mob, bearing down on the location/
community identified by their local cleric as the
The term “tekhead” has become a somewhat generic
crusade’s target. The wrath of a rampaging Tekhead
one on the Twisted Earth, referring to any gang or cult
army is great, leaving a great deal of devastation in
that worships technology as an abstract sort of “god”.
their wake, using any opportunity to exercise their
The term’s origins lie in a powerful cult of the same
power as an excuse to show off their technological
name, which has held sway along the artifact-strewn
edge.
ruins skirting the Old Mississippi River for over a
Tekhead cells are well-equipped. Functionality
decade.
trumps comfort; they often live in cars, revived motor
homes, etc. piled high with junk and salvage, every
BACKGROUND interior space devoted to spare parts and tools. They
The Tekheads (and many similar “copy-cat” cults) first are often nomadic, roaming in great convoys blasting
began when a group of raiders managed to get their rock music, lighting up the night sky with their lighted
hands on a cache of powerful, pre-Fall technology. rigs. Even the lowest member has a tech weapon of
Quick to take advantage of their newfound power, some sort; it is not uncommon for leaders to have
these raiders used their laser and Gauss armament to powered armor, force screens, etc.
eliminate their rivals in the area, and impress their will
on the scattered, pathetic communities eking out an
existence along the river. Taking food, water, women,
ALLEGIANCE BENEFITS
Becoming a member of a Tekhead cell puts a
and later even tribute in corium, the Tekheads only
worshipper in tantalizing reach of recovered artifacts
grew stronger. Eventually a leader rose to prominence
of the Ancient world, from weapons to armor to
in the Tekhead army, a leader with vision and cunning.
powerful gizmos.
It was he who came to deify “Tek” in the minds of his
Advanced Class: Entering the Tekhead advanced
fellow gangers, starting a crusade to not only worship
class guarantees a character will acquire technological
technology as a “god”, but to acquire it and keep it out
items as she progresses in level, while also teaching
of the hands of others - at all costs.
her the skills she will need to keep her awesomely
The fervent acquisition of technology is not a unique
powerful gizmos in working order.
concept, but the Tekheads pursue it with abnormal
Favored Skills: A character who takes the Cryptic
zeal. The rank-and-file believe that technological
Ordainment (Tekhead) feat receive a permanent +1
items are sacred objects of the god, Tek, and must be
morale bonus to Craft [Electronic or Mechanical],
rescued, cared for, and repaired in his name. Their
Knowledge [Ancient Lore, Technology, or Theology &
ability to understand, fix, and operate such items
Philosophy], and Repair.
is “proof” (in their eyes) that Tek has given them
his blessing to use technology, exclusively. To the
upper echelon of the Tekheads this belief can be TEKHEAD
just as strong, but they also understand that keeping Tekheads are more than mere worshipers of Ancient-
technology out of the hands of others has a practical era technology, they are preservers and resurrectors
value as well: it keeps their enemies (and prey) weak, of things lost to the junk heap of history. Such an
and makes the Tekheads the strongest cult around. individual knows to look twice, examine things
Tekhead cells are many up and down the Mississippi thoroughly, and to never assume a broken item is
River, united loosely in a confederation of sorts. Each useless. With a hodge-podge of oily tools, and no
cell has its own members and leader, subservient to a small amount of perseverance and elbow grease, the
regional “cleric” who oversees numerous “divisions”. Tekhead soon finds himself bearing potent weapons,
Cells typically scavenge and scrounge their area for armor, and devices that most believe vanished along
technology, either finding it in the trash heaps of the with the Ancients themselves.
ruins or taking it from the cold-dead hands of travelers The Tekhead is an advanced class with a peculiar
or conquered communities. These items are taken focus on scrounging and repair, gaining bonuses to
to the regional cleric for appraisal; cells (and their fix items of ancient technology and, once they are
106 leaders) are generally rewarded richly for such finds
(often given the item itself, if it is a weapon or armor),
repaired, bonuses to using them against their enemies.
THE REALITY
Before the Fall the “Wild West Girls” were a famous
- if tongue-in-cheek - traveling burlesque show
highlighting the “unusual” talents of Wyoming’s native
young women. Modeled loosely after Buffalo Bill’s
Wild West Show, the troupe was composed entirely of
attractive girls who, in addition to performing trick
shooting, singing, dancing, and light comedy, were
expected to show a “little more” for the entertainment
of their fans in a circuit of adult clubs around the
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country.
The concept of an “adult variety show” wasn’t all
that successful, and the Wild West Girls were defunct
by the time of the Fall. A number of obscenity
lawsuits aimed at the ‘Girls‘ business manager
led to several court-mandated community service PRAIRIE PALADIN
obligations, including the filming of public service The Wild West Girls are known far and wide for
commercials and participation in state-sponsored anti- “lookin’ good and shootin‘ better”. Trained from the
drug/anti-gang ad campaigns. In addition, the Wild start to mimic the carnival shooting of their forebears,
West Girls performed several times for USO shows for each member is expected to be a crack shot, able to
the entertainment of troops during the initial fighting “put out a raider’s eye at 100 paces”. But gunplay
of the Final War. Still, the change in image was not isn’t their only talent; the so-called “Prairie Paladins”
enough to bring the show back from the brink, and the possess legendary luck and survival senses to keep
‘Girls unraveled soon after. them alive in a world where heroes - let alone female
The original Annie found film of the Wild West heroes - more often than not die young.
Girls’ public service, including short commercial Prairie Paladins are expected to live by the code
announcements intended to be inserted in after-school of the Wild West Girls, which has no tolerance for
TV specials. From these she came to form the idea prejudice or injustice, requires the ‘paladin to redress
of the Wild West Girls not only as cowgirls and trick wrongs, help the needy, and to never give up. The
shooters, but also as carriers of a genuine message, code also demands that the Prairie Paladin never
to serve the public, protect them from themselves, deny surrender or mercy, and (harkening back to their
and guide the young through warning them about origins as a singing/dancing troupe) to sing to lift the
temptation and gangs. Reviving what she believed to spirits of the downtrodden.
be an ancient “tradition” for girls, she took up the gun Not all Prairie Paladins can adhere to this code
and the badge and never looked back. Her optimism, their entire lives. Once a Prairie Paladin breaks the
her vision, and her unshakable faith in the girls she code, she can no longer progress in this class, and in
recruited propelled her to become a hero of renown in fact often becomes an enemy of the Wild West Girls.
her own time. This is rare, but not unknown. “Brandy Blackheart”,
formerly Annie’s right-hand, turned rogue and now
ALLEGIANCE BENEFITS leads her own gang. Unable to show mercy to raiders
Only females may join the Wild West Girls, and those (whom she was victimized by as a youth), Brandy
who do face a life dictated by a strict code of behavior Blackheart continues to mercilessly hunt them, and
and service. has become feared for her ruthlessness. Other girls,
Advanced Class: Only those who are truly like the flirtatious and trouble-making Selena “Star”
dedicated make it far in the Wild West Girls, but those Durango, who showed skill with guns but lacked the
that do have a unique advanced class open to them, the moral character to be a true Prairie Paladin, are also
Prairie Paladin. not unknown, and instead make use of what they
Favored Skills: A character who takes the Cryptic learned among the Wild West Girls to earn a living as
Ordainment (Wild West Girls) feat receive a permanent hired guns.
+1 morale bonus to Perform [Dance, Sing, or Stringed
Instruments], Sleight of Hand, and Tumble.
CLASS INFORMATION
The following information pertains to the Prairie
Paladin advanced class.
Hit Die: 1d8.
Action Points: 7 + one-half of the character’s level,
rounded down, every time he or she attains a new level
in this class.
Class Skills: The Prairie Paladin’s class skills
are: Balance, Disguise, Gamble, Handle Animal,
Intimidate, Jump, Navigate, Perform (dance, sing,
stringed instruments), Ride, Sense Motive, Sleight of
Hand, Survival, Treat Injury, Tumble.
Skill Points at Each Level: 4 + Int modifier.
CLASS FEATURES
The following features pertain to the Prairie Paladin
advanced class.
Bonus Feats: A Prairie Paladin receives a bonus
feat at 3rd, 6th, and 9th level. The feat must be
selected from the following list, and the character must
meet the prerequisites to select it: Advanced Firearms
Proficiency, Burst Fire, Double Tap, Exotic Firearms
Proficiency, Far Shot, Improved Autofire, Personal
Firearm Proficiency, Point Blank Shot, Rip A Clip,
Reactive Shooter, Room-Broom, Strafe, Suppressive
Fire.
Paladin’s Code: The Prairie Paladin adheres to
a strict code that requires her to aid the needy, never
surrender, never give up, and avenge the wronged.
A Prairie Paladin who fails to uphold this code does
not lose her abilities, but is unable to progress in the
Prairie Paladin class ever again.
Survival Senses: “A girl’s gotta have a good eye
to stay alive on the frontier“. At 1st level the Prairie
Paladin is treated as a light-sleeper, waking at the
slightest noise in her vicinity. At 5th level she gains
an insight bonus to Initiative checks equal to her class
level.
Trail Singing: A Wild West Girl tradition is to
while away the night by the campfire with melancholy
songs. If the Prairie Paladin makes a successful
Perform (sing) check at DC 20, one ally per point of
Cha bonus recovers as if she had temporary use of the
Second Wind talent. Using this ability takes one hour
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including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not
constitute a challenge to the ownership of that Product Identity. The owner of
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and interest in and to that Product Identity.
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Content.