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Neon Lords of The Toxic Wasteland Play Test
Neon Lords of The Toxic Wasteland Play Test
•
• CORE MECHANICS BASED ON THE BX RULES
9 CLASSES: DEATH BRINGER, WAR WIZARD, COSMIC BARBAR-
PART I PLAYERS SECTION
IAN, DWARFLING, STAR SPAWN, HOLY SMITER, CYBERSKIN, PREFACE
SKULL JAMMER, AND NIGHT STALKER “Neon Lords of the Toxic Wasteland” can be summed up as HE-MAN escaping
• RACE AS CLASS from New York in a post-apocalyptic vehicle blasting heavy metal while his wizard
• BURLINESS, BRAINS, ATTITUDE, SLEAZE, PROWESS, AND FOR- pal spews the most unholy evil spells out the passenger side window at a horde of
TUNE MAIN ATTRIBUTES mutants. Ultra-violent and style matters rpg set in the far future, after the neon wars
• CLASS SPECIFIC ABILITY SCORE of 1992. Half Medieval Fantasy half Sci-Fi, all Gonzo.
• ROLLED ABILITIES AND HP “Neon Lords of the Toxic Wasteland” stemmed out of my love for 80’s and 90’s
• ASCENDING AC action, horror, Sci-Fi, and pop culture. It's a pen and paper rpg mix-tape of all the
• NO SKILLS/ SMART PLAYERS radness that came from those decades.
• SPELLCHECK/TO HIT MAGIC SYSTEM
• POINTS BASED CLASS ABILITY SYSTEM
• SPELL MISFIRE CHART NEON LORDS OF THE TOXIC WASTELAND
• CRITICAL FAIL/SUCCESS CHARTS
• SLOT ENCUMBRANCE SYSTEM
• SLOWER AND WEAKER REST AND HEALING NEO TERRAXX
• HIRELINGS AND REACTIONS The Earth is a desolate wasteland full of Toxic radiation from a long forgotten war.
• GRIT, AGILITY, RESOLVE, AND DEATH SAVING THROWS Now there is nothing but DARKNESS and SLAVERY for Mankind.
CLASS BASED ABILITY SCORE AND POINTS WHY PLAY NEON LORDS OF THE TOXIC WASTELAND?
Each class has a class based ability score that they can use to spend points to Ultra-Violent, and style matters rpg, that builds off of the “BX”rules. Half Medieval
alter rolls or cast spells. Each class has a different set of abilities they can spend Fantasy half Sci-Fi, neon lords of the toxic wasteland is a no-holds-barred to the max
points on. When points get low and run out then bad things start to happen. game with an emphasis on an ability class points system and fortune points in which
But class points regain with a long rest. grants the player some flexibility in dire rolls. Neon Lords of the toxic wasteland has
a 80’s-90’s action Sci-Fi look and feel to it. The setting is a post-apocalyptic earth in
FORTUNE POINTS which magic, mixed with technology of the time period of the 1980’s- early 90’s ,cre-
Fortune points are gathered at character creation, these points can be used to ated the cassette futurism seen in the Neo-Terraxx tech and some of the xeno tech,as
alter more than just a class specific roll. They can be spent on any rolls with well as the art style. Neon Lords is over the top, bloody, random, wild, and a hell of a
some exceptions. good time. Sit back, crack open some TAB and roll some damage.
CRITICAL SUCCESS/ FAILURE FOR SAVE THROWS
A natural 1 on a saving throw is an instant death and a natural 20 on a saving throw is
an instant success and in addition, save depending, a bonus will be granted.
Lets PARTY GRIT- Your tenacity shines through granting you an additional 1d4hp
DICE AGILITY- Being quick on your feet grants you a +2 to your ac for 1d4 turns
Dice is used to determine various outcomes, actions, and combat within “Neon
Lords of the Toxic Wasteland”. The standard array of rpg dice are utilized: RESOLVE- Your mind is an impenetrable fortress, for the next 1d4 turns you are
1D4 A FOUR SIDED DICE immune to any mental attacks.
1D6 A SIX SIDED DICE
1D8 A EIGHT SIDED DICE DEATH- You slip through death's cold grip. You become immortal for 1d4 turns, noth-
1D10 A TEN SIDED DICE, A “0” RESULT EQUALS A 10 ing can hurt you of further effect you (spells, mutations, curses, etc)
1D12 A 12 SIDED DICE
1D20 A 20 SIDED DICE ALL HOPE IS NOT LOST
The World is an EXTREMELY BOGUS place for Sure, but you have some most
PERCENTILE DICE BITCHIN’ abilities in your arsenal! What are you waiting for? Let’s Create one Bad
Neon Lords like the odds, when rolling on a d% a roll under is a success. Any Dude to get us some of that GNARLY Gold!
successful roll that is matching numbers (11,22,33,44,55,66,77,88,99) is consid-
ered a critical success. If a 100 is rolled it is a critical failure.
Once the Abilities have been rolled up, choose a CLASS. One that might fit the
TO THE MAX Abilities you have rolled up already. If your Stats Suck and you can’t play the Class you
A roll of a natural 20 is totally rad! It’s a critical success or “To the Max!” This wanted…KILL HIM OFF, SACRIFICE HIM TO THE CHAOS GODS!!! Your offering
is when you can dish out swift justice to that prick monster that just won't die! gains you a 1d4 to add to an Ability of your choice before you start over. In addition
A critical success in combat goes to the corresponding “TO THE MAX!” your new Bastard gains that much in Sleaze as well. OK now that you have your
Critical chart for that class. Deal that devastating blow that leaves him incapac- Ability Scores and Class, you have the biggest decision of the game next. You need to
itated and unable to father children or melt his brain with magic so powerful choose your HAIRSTYLE. Nothing is more important than how good you look when
even you are surprised you casted it! you are decapitating mutants or melting the face off goblins with some Gnarly magic.
Style matters. Next roll for your Class Ability Score if you haven’t already, do this by
SAVING THROWS using the same 3d6 method. The Class Ability Points are
A saving throw represents the chance that a special attack may be avoided or Explained later. Add up any Modifiers you may have accrued in the making of your
will have a less than the normal effect. A saving throw is made with a d20 when Bad-Ass, and add them accordingly. Next roll them Precious Hit Points.
the Neon Lord asks for one. If the result of the roll is EQUAL to or GREATER
than the number given on the chart, the saving throw is successful. If the result
is less than the number given, the saving throw is failed. Each class has differ- HIT POINTS
ent results to beat shown on the chart in each character section. Hit Points Or HP is the number that determines how much damage a Character can
take before he bites the dust. When a Character reaches ZERO HP he is dead. Each
THE 4 SAVING THROWS ARE Class has a different starting Die for how many HP they start with. (Don’t worry about
the whole death at zero thing, you will have that last chance for life when you toss
Grit- Represents resistance to physical threats, such as drugs, gases, acids, your DEATH SAVE. More on that later.)
asphyxiation and being stunned.
Next, add all that sweet free gear your Class gives you and add your starting GOLD.
Agility- Represents resistance to reflexive-based threats, such as ducking a Players may purchase additional items if they choose. Each class starts with a different
swinging axes trap, jumping out of the way of auto-doors crashing together, amount. If a PC has gold left over after they have bought everything they think they
and twisting away from a Xeno’s flame rifle. may need to begin with they MAY give it to another PC that is lacking in the wallet.
This of course is an OPTIONAL RULE and is at the Neon Lords judgment.
Resolve- Represents resistance to mind magic, such as spells that charm or
control, psychic effects that cause sleep or hypnosis, and mental domination. Starting Gold Per Class Use this money wisely, equipment
and extra gear may save your life.
Death- Represents the sheer luck of avoiding a certain death situation. Such DEATH BRINGER 2D6X10 Also save some of that scratch
as poison, some traps, death magic, necro-blades, death-rays or other deadly WAR WIZARD 3D6X10 for a hireling or two or three.
weapons. Oh and name the poor slimeball
COSMIC BARBARIAN 1D6X10
something other than Dweeb
“Damn, a Death Save sounds so...Permanent” -RUDE ROB-E HOLY SMITER 1D8X10 or Four-Eyes. Totally Optional
DWARFLING 3D6+1D4X10 but feel free to jot down a brief
description of the dude.
ENDURANCE (END) measures health and resistance to pain, disease, and
poison. All Classes benefit from having more life but the War Wizard should
CHARACTER CREATION
Roll 3d6 for each ability straight down the line, swapping 2 of the results one time. As
for sure want a decent END Ability Score. ENDURANCE of 18 grants the
ability to ignore POISON DEATH SAVING THROWS.
stated above if the Character still doesn’t fit the Class you were hoping to play, Sacrifice ENDURANCE SCORE ADJUSTMENT
him to the Chaos Gods to gain a 1d4 to the Ability Score of your choice. The Ability is
chosen PRIOR to rolling the 3d6 AND the 1d4. The Ability bonus gained from the 1d4 3 -3 TO HP PER HIT DIE
is also added to your SLEAZE ABILITY. Also note that if you roll a 18 for any Ability 4-5 -2 TO HP PER HIT DIE
you get an additional bonus listed in the description of each Ability.
6-8 -1 TO HP PER HIT DIE
BURLINESS (BUR) measures how swole the PC is, how well they pick heavy things 9-12 0 TO HP PER HIT DIE
up and put them down, Their ability to kick down doors and it affects how well they 13-15 +1 TO HP PER HIT DIE
hit and deals damage with a melee weapon. The Main Ability for Death Bringers, Cos-
mic Barbarians, Dwarflings, and Cyber Skins can also benefit from a good BUR score 16-17 +2 TO HP PER HIT DIE
too, but for more than just being a Terminating Robot. (See Class description) BURLI- 18 +3 TO HP PER HIT DIE
NESS of 18 adds an additional +2 to your attitude, Sick Muscles gets you far in life.
ATTITUDE (ATT) measures how cool a PC is. Cocky, persuasive, how easy
they can talk their way out of a bad situation. How sick the stache, and feath-
BURLINESS SCORE ADJUSTMENT
ered bangs look. Too cold to hold, Too hot to handle. The Holy Smiter uses his
3 -3 TO ATTACK AND DAMAGE, -30% TO ATTITUDE Ability Score to cast his prayers.
BREAK DOWN A DOOR ATTITUDE of 18 gets a MEAT SHIELD hireling follower at the beginning of
the game and at the end of any long rest conducted within Humanoid Sectors.
4-5 -2 TO ATTACK AND DAMAGE, -20% TO
BREAK DOWN A DOOR ATTITUDE SCORE ADJUSTMENT
6-8 -1 TO ATTACK AND DAMAGE, -10% TO 3 -3 TO REACTIONS
BREAK DOWN A DOOR
4-5 -2 TO REACTIONS
9-12 0 TO ATTACK AND DAMAGE, 0% TO
6-8 -1 TO REACTIONS
BREAK DOWN A DOOR
9-12 0 TO REACTIONS
13-15 +1 TO ATTACK AND DAMAGE, 10% TO
BREAK DOWN A DOOR 13-15 +1 TO REACTIONS
16-17 +2 TO ATTACK AND DAMAGE, 20% TO 16-17 +2 TO REACTIONS
BREAK DOWN A DOOR 18 +3 TO REACTIONS
18 +3 TO ATTACK AND DAMAGE, 30% TO
BREAK DOWN A DOOR BRAINS (BRA) measures the ability to discern information, retain knowledge,
and determine your ability to read and write. Pretty much how big of a square
you are. War Wizard, Star Spawn, Skull Jammer all need BRAINS to be the
PROWESS (PRO) measures coordination, how good one is with their hands, and highest Ability Score they have. BRAINS at 18 lets you learn an additional
the ability to throw and shoot. In addition it helps or hurts the character’s ability to language.
dodge attacks in combat effectively lowering or raising their armor class. Any Gun
toting CLASS needs a good PRO Ability score, but the Night Stalker needs it the most. BRAINS SCORE ADJUSTMENT
PROWESS of 18 adds a 20% to your chance of sneaking around unnoticed. 3 MUTE, CANT READ OR WRITE,
PROWESS SCORE ADJUSTMENT GAINS NO SPELL POOL BONUS,
-3 TO SPELL CHECKS
3 -3 TO ATTACK AND DAMAGE WITH
MISSILES -3 TO AC 4-5 CANT READ OR WRITE, GAINS
NO SPELL POOL BONUS, -2 TO
4-5 -2 TO ATTACK AND DAMAGE WITH SPELL CHECKS
MISSILES -3 TO AC
6-8 CAN WRITE SIMPLE COMMON,
6-8 -1 TO ATTACK AND DAMAGE WITH GAINS NO SPELL POOL BONUS,
MISSILES -1 TO AC -1 TO SPELL CHECKS
9-12 0 TO ATTACK AND DAMAGE WITH 9-12 CAN READ AND WRITE, GAINS
MISSILES 0 TO AC 1D6 TOWARDS THE SPELL POOL,
13-15 +1 TO ATTACK AND DAMAGE WITH 0 TO SPELL CHECKS
MISSILES +1 TO AC 13-15 CAN READ AND WRITE, GAINS
16-17 +2 TO ATTACK AND DAMAGE WITH 2D6 TOWARDS THE SPELL POOL,
MISSILES +2 TO AC +1 TO SPELL CHECKS
18 +3 TO ATTACK AND DAMAGE WITH 16-17 CAN READ AND WRITE, GAINS
MISSILES +3 TO AC 3D6 TOWARDS THE SPELL POOL,
+2 TO SPELL CHECKS
18 CAN READ AND WRITE, +3
EXTRA LANGUAGES, GAINS 4D6
TOWARDS THE SPELL POOL, +3
TO SPELL CHECKS
BAD LUCK TABLE
If a character reaches zero fortune points, roll on this chart at the end of every long
rest. Dwarflings, being tied to lady luck herself, roll on the bad luck chart located in
the dwarfling class section.
ROLL OUTCOME
1-2 PLANTS START TO WITHER AROUND YOU, FOOD SPOILS AND
WATER IS TURNED TO POISON
3 YOU PUT YOUR ARMOR ON BACKWARDS, AND IT WAS NOT
APPARENT UNTIL YOU GOT INTO COMBAT. SPEND THE
FIRST ROUND RIGHTING YOURSELF.
4 YOUR BODY STARTS TO CHANGE IN A RADICAL WAY. ROLL
ON THE MINOR MUTATION CHART
SLEAZE (SLE) measures your overall like-ability and credibility. The sleaze
modifier is added to rolls where sleaze would be a factor. Such as but not 5 CAN’T STOP HICCUPING. UNTIL YOUR NEXT LONG REST
limited to: RECEIVE A -2 TO ALL ROLLS
6 BAD BREATH! UNTIL YOUR NEXT LONG REST YOU RECEIVE A
• INTERACTION WITH HIRELINGS AFTER THEY WITNESS YOU -5 TO ALL ROLLS INVOLVING ATTITUDE
DOING UNSPEAKABLE ACTS
• BEING A MUTANT OR POSSESSING ANY MUTATIONS 7-9 UNTIL YOUR NEXT LONG REST, IT IS AS IF YOU ARE IN FRONT
• BARTERING WITHIN THE BLACK MARKET (WHERE YOU OF A LIVE STUDIO AUDIENCE, WHO REACTS TO EVERY-
NEED MORE SLEAZE) THING YOU DO. GAIN THE CROWD’S FAVOR GAINING A +3
TO ALL ROLLS OR LOSE THEIR FAVOR GETTING A -3 TO ALL
When would sleaze be called into a roll? ROLLS. 1D6 DETERMINES THE CROWD’S FAVOR.
Generally when it’s deemed necessary and logical by the neon lord. 1- HATED IT
The difference between ATTITUDE and SLEAZE is that Dudes with a 2-DIDN’T HATE, MORE DISLIKE
HIGH ATTITUDE and a LOW SLEAZE are well liked and trusted within 3-TAKE IT OR LEAVE IT, RE-ROLL
the Humanoid Sectors and not well liked in the Wastelands and the Free 5-IT WAS ALRIGHT
Cities. Same for the opposite, LOW ATTITUDE and HIGH SLEAZE is not 6- LOVED IT
a Bro that is liked or trusted outside of the wastelands and free cities. In a 10 YOU REALIZE THAT YOU HAVE LEFT YOUR WEAPON AT THE
lawless society the slimeball factor doesn’t exist. Beyond the sectors into the CAMPSITE OR DROPPED IT DURING A FOOT MARCH. IF YOU
wildness of the wastelands SLEAZE is king. But within the walled cities of ATTEMPT TO RETURN TO LOOK FOR IT YOU QUADRUPLE
the sectors being a scuzzbucket doesn’t get you very far. YOUR CHANCES FOR SOME WANDERING BADDIES WAITING
FOR YOU
SLEAZE AND THE HOLY SMITER:
11 SOMEONE OR SOMETHING IS LOOKING OUT FOR YOU, RE-
Being a man of faith, a faith in which grants him magical abilities, it’s
GAIN ONE FORTUNE POINT AND SUFFER NO EFFECTS FROM
important to walk the straight and narrow and not piss off the gods. To
THIS CHART.
represent this in game, the Holy Smiter cannot gain a SLEAZE ability above
12. It’s understood there is a chance that when rolling stats a roll of 12+ may 12-13 YOUR HAIR GROWS AT AN INSANE RATE. UNTIL YOUR NEXT
happen for sleaze with the intent to make a Holy Smiter. Two options are LONG REST YOUR HAIR GROWS AT 1 INCH A MINUTE. YOU
available: CAN’T SEE AND ENEMIES CAN GRAB AND HOLD YOU VERY
1. Re-Roll a new Holy Smiter EASILY. -5 TO ALL COMBAT ROLLS AND ALL ROLLS INVOLV-
2. Become a Fallen Smiter from the beginning of the game. ING SIGHT. -5 TO RESIST BEING GRAPPLED
14 YOU CAN’T SEEM TO STAY STANDING. YOU KEEP FALLING,
SLEAZE SCORE ADJUSTMENT MAKE A AGILITY SAVING THROW OR GO PRONE EVERY
TURN UNTIL YOUR NEXT LONG REST.
3 +3 15 ALL OF YOUR COINS INSTANTLY EVAPORATE WITHIN YOUR
4-5 +2 POCKETS, PACKS, POUCHES, ETC. LEAVING NOTHING IN
THEIR PLACE.
6-8 +1 16 YOU BECOME A NEGATIVE MAGIC FIELD. NO ONE IN A 20FT
9-12 0 RADIUS OF YOU CAN CAST SPELLS, INCLUDING YOURSELF
17-18 YOU BEGIN TO SMELL REALLY, REALLY BAD. UNTIL YOUR
13-15 -1 NEXT LONG REST YOU DOUBLE THE PARTIES WANDERING
16-17 -2 MONSTER CHANCES.
19 I’M GETTING TOO OLD FOR THIS SHIT: JUST NOT SWINGING
18 -3 THE SWORD OR WAVING THE WAND LIKE YOU USE TO. NAT-
URAL 20’S ARE NO LONGER CRITICALS AND YOU FUMBLE ON
FORTUNE, right place right time. Some people are lucky some aint. Fortune A 1,2,3,4,5
measures sheer dumb luck, however the gods and otherworldly beings
20 WHAT IS YOUR PROFESSION: THE LIFE OF ADVENTURING
like to meddle with the affairs of mortals from time to time effecting their
ISN’T FOR YOU ANYMORE. YOU DROP YOUR WEAPONS AND
fortune. Spending fortune points towards rolls: luck is represented by a pool
LOSE YOUR CLASS AND BECOME A 0 LEVEL FARMER. YOU
of points that are rolled for at the character creation. This pool never refills
CAN STAY WITH THE PARTY OR GO BE A FARM BOY, AS YOU
naturally. What I mean by this is unlike class ability points, fortune points
WISH.
don’t get regained at a long rest. Once they are spent they are gone forever,
however there are magical and supernatural means in which fortune points
can be regained. There are some limitations to the points though. They
cannot make any roll become a critical success. They cannot ever be added
to any death saving throws and they can only be added to your own rolls.
The basic gist of FORTUNE POINTS:
• FORTUNE POINTS DON’T REGENERATE
• CANT MAKE CRITS OR ADDED TO DEATH SAVING THROWS
• CAN ONLY BE ADDED TO YOUR OWN ROLLS
CLASS BASED ABILITY SCORES
Each class's specialty is represented by its class abilities. The Death Bringer's is Fury
to signify them being masters of the sword and skilled in combat, while the War
Wizard's is Chaos, which signifies the forces that make magic possible and their
manipulation of it. All while the Cosmic Barbarian's Cosmic points represent the
drugs they inhale to possess superhuman powers. These points can be spent to add
to any roll that involves a class specific task. The Death Bringer can add points to any
combat roll adding to his hit or damage. Tipping the scale in his favor in battle or the
War Wizard spending extra chaos to ensure his spell will hit the intended target. But
when too much is used up that's when things go south quick. If the character has 5
or less points left then they begin to roll on the class ability chart for that class.
For example: if a Death Bringer has 5 points left and he attempts to spend a point to
add to his melee attack he must roll on the chart. Once they hit 5 points remaining
it represents fatigue and exhaustion.
HAIRSTYLES
Looking good will get you far in this style over substance world. pick the right look
to compliment your method of taking out muties.
MULLET GAINS AN ADDITIONAL +1 TO ATTITUDE, NAMING YOUR MULLET AND TALKING ABOUT IT GRANTS AN ADDITIONAL
+1 TO ATTITUDE
SKUL CAP CLEAN OFF, HAIR IS A DISEASE. AT THE END OF EVERY LONG REST YOU LOSE 1D4 SLEAZE POINTS.
DEATH METAL LONG AND SHAGGY HIDING ONE’S FACE FROM THE CRUEL UGLY WORLD. WHEN ROLLING A SPELL POOL FOR THE DAY
YOU GAIN AND ADDITIONAL DICE, IN ADDITION IT GAINS YOU +2 TO SLEAZE
MUSHROOM CLOUD LOOKS AS IF SOMEONE PLACED A BOWL OVER YOUR HEAD AND CUT. THE PREFERRED HAIRSTYLE OF A RECENT CULT.
ADDS +3 TO SLEAZE AND A LACKEY FROM THE CULT.
MOHAWK STRIKES FEAR INTO THE HEARTS OF THE WEAK. WHEN NO HELMET OR HEAD GEAR IS WORN IT GAINS YOU AN ADDI-
TIONAL +1 TO HIT, BUT ENEMIES CRIT ON YOU ON A 19 OR 20
PRINCE ADAM THE STYLE THOUGHT TO BE WORN BY NOBILITY. A HYBRID MULLET BOWL CUT. GAIN AN ADDITIONAL 1D4 HIT
POINTS WHEN ROLLING FOR EACH LEVEL
FLOCK OF SEAGULLS LIKE A WINGED CREATURE ATOP YOUR
HEAD. LETS YOU ADD OR SUBTRACT 1 ON THE DRUG EFFECTS TABLE
DEVIL LOCK THE REVERSE MULLET. ADDS AN ADDITIONAL +1 TO ROLLING FOR ABILITY CLASS POINTS AT A LONG REST
ICE ICE ADDS +3 TO YOUR SLEAZE, NINJA APPROVED
CLASSES THE GODS OF THE TOXIC WASTELAND:
Each class brings something different to the table. The standard “RPG party” The pantheon far extends this list. Cults rise and fall like the seasons. When one god
model will work just fine in “Neon Lords of the Toxic Wasteland”. For sure you rises another falls. This is just the list of the “flavor of the week” Gods.
will need some big meaty bros to soak up damage while the linguine armed
War Wizard casts spells in the back, and all the while the Healer is… Healing. DAWN STAR
Party composition is entirely up to you. The Classes you may choose from are: (Distant Aerial Weapons Network)
After killing the Flesh gods Dawnstar was heightened to god status himself. Now
DEATH BRINGER known as mankind’s keeper. Holy Smiters pray to him, temples and churches praise
Master of melee combat. his name. Dawnstar can be seen gliding across the night sky, keeping watch over
Neo-Terraxx. (A sentient satellite that ended the war still orbits the earth and people
WAR WIZARD pray to it.)
Spell casting granted by a Demon Lord.
KUTULU
NIGHT STALKER One of the old gods worshiped before the Flesh gods. Cults worshiping Kuthulu
Silent killers that strike from the shadows and have an uncanny ability to are frequent across the wasteland for his return ushers in the end of Neo-Terraxx.
exploit his enemies weaknesses. Kutulu is the father of the old gods and is the lord of chaos.
DWARFLING SOLSTICE
Survivors of a destroyed planet. Interstellar immigrants who are blessed with God of prosperity, god of the harvest and patron god of farmers.
being extremely lucky.
ZAGAN
HOLY SMITER God of trickery and deception, patron god of night stalkers.
Religious warriors who vow to rid the planet of the chaos and xeno threats.
LORD RANDY
COSMIC BARBARIAN “The Savage One” worshiped by anyone who takes up the sword and fights. Lord
Possible race of super beings from a savage planet or a group of roided out randy was once a human that walked the earth in the time of the Flesh gods. A man
druggies who snort cosmic dust and think they are invincible. of great power he sat upon the throne of mankind, he is praised by the swole priests
and is the patron god of power, combat, bloodshed, glory in battle.
CYBERSKIN
Found hidden beneath the forgotten world was thousands of tanks filled with HIDDEN SUPER SECRET DEMON LORD
green goo and man machines. Their purpose was lost to the sea of time but Lurking in the shadows and dark places of the world the hidden one waits. He
they sprung to life and needed a purpose... to gather as much rich stuff from presses upon the minds of War Wizards turning them into Gloom Weavers to instill
the ruined old world and bring it to the surface. pain and suffering on all of mankind. Bound to our plane yet he posses all his innate
demonic power, little more is known of the nameless one.
SKULL JAMMER
These deck-jockeys do one thing and one thing only, hack Cyberskins for KHRONOS
Gold. The all father, keeper of the spark. Out of him all things came. Founder of the
Cosmos he is the main deity they all derive from.
ALIGNMENT
The three alignments every man, creature, god, and even otherworldly beings
follow and to a certain extent live by are lawful, neutral, and chaotic. not every-
thing is so black and white, sometimes they bleed into one another.
LAWFUL
A strict code of conduct or creed. sides with righteousness and benevolent
gods. laws and order keep the world right
NEUTRAL
Most beasts and monsters fall into neutral. No bias either way.
CHAOTIC
Sides with the demons and chaos gods. laws are meant to be broken.
LANGUAGES
All humans and humanoid varieties can, for the most part, speak common:
the tongue of the forgotten age as found in ancient texts. Monsters speak a
language of their own and have a 5% chance of understanding common and a
2% chance of speaking it (except otherwise noted) Additional languages can
be learned, however some cannot be spoken by the human tongue but can be
understood.
3-4
AN OLD WAR WOUND IS ACTING UP. THE DEATH BRINGER
MAKES THE NEXT ROLL WITH A -2 PENALTY
THE DEATH BRINGER SUFFERS FROM FLASHBACKS -2 PENAL-
"ALL MEN FEAR DEATH… AND I SHALL BRING THEM TO IT!" TY TO THE NEXT ROLL AND MOVEMENT IS HALVED UNTIL A
LONG REST
Songs are sung for the heroes and legends, they tell tales of great courage and
bravery. The bard's enchanting songs praise the stalwart and true. But the bard 5 THE RIGORS OF COMBAT HAVE TAKEN ITS TOLL. THE DEATH
does not sing of the Death Bringer. For the name alone brings fear into his BRINGER TAKES A -4 PENALTY TO THE NEXT ROLL
heart, when a man picks the path of the Death Bringer there is no salvation. 6 SCARS CUT DEEP. THE DEATH BRINGER SLICES HIS OWN FACE
IN A WEIRD ESOTERIC WAR RITUAL TAKING 1D4 DAMAGE
The armor clad muscle bound Death Bringer, who is armed to the teeth, sheds LEAVING A SCAR GIVING HIM A +1 TO HIS ATTITUDE SCORE.
blood not for glory or his kingdom. He sheds blood for himself. A master at
the art of ruination, the Death Bringer wields savage hand to hand weapons 7-8 PAST ATROCITIES COME BACK TO HAUNT THE DEATH BRING-
and is an expert at all of them. ER GIVING HIM A -5 TO THE NEXT ROLL
9-10 FATIGUE SETS IN CAUSING A -6 PENALTY TO THE NEXT ROLL
HIT POINTS: A Death Bringer gains 1d12 hit points at every level.
11 WAR IS HELL. A DISTANT TIME AND A DISTANT BATTLE TAKES
OVER THE DEATH BRINGER’S MIND. -7 PENALTY ON THE NEXT
BASE MOVEMENT SPEED: 35ft
ROLL
WEAPONS AND ARMOR: A Death Bringer is highly trained in all the arts of 12 AIN’T GOT TIME TO BLEED! THE DEATH BRINGER CALLS
warfare and ways to decimate man and beast alike. The Death Bringer can UPON HIS FALLEN COMRADES FOR STRENGTH. HIS PRAYERS
wield any melee weapon with no penalty. The Death Bringer chooses to see ARE ANSWERED AND A SURGE OF POWER COURSES
life leave his foe's eyes up close and personal, he chooses not to utilize missile THROUGH HIS ICY VEINS. THE NEXT ROLL GAINS A +5 AND
weapons. Death Bringers like to kill up close and personal and not be a pointy THE DEATH BRINGER GAINS 2 FURY POINTS
eared wussy. 13-14 OVERWHELMING ODDS ARE AGAINST US! THE FEAR OF
DEATH BEGINS TO SINK IN CAUSING A -8 PENALTY TO THE
STARTING EQUIPMENT: NEXT ROLL IN ADDITION GIVING THE DEATH BRINGER A
• Choice of Mundane Melee Weapon ROLL ON THE FEAR CHART
• Chain-mail Armor
• Heavy Ruck 15-16 THE ENEMY HAS THE HIGH GROUND, WERE ALL DOOMED!!
• FAVORITE DAGGER, With a Dragon on the blade for “Coup de Grace” THE NEXT ROLL TAKES A -9 PENALTY FOR THE DEATH
kills BRINGER HAS A MOMENT OF UNCERTAINTY IN HIS DEADLY
• 2D6X10 Gold Pieces ABILITIES
17 ENEMIES ARE ALL AROUND US! THE DEATH BRINGER GAINS
THE PARANOIA CONDITION. IN ADDITION THE NEXT ROLL
RAD ABILITIES GETS A -10
The Death Bringer’s Rad abilities give him that edge in battle that the party will
18 RAVAGES OF WAR: THE DEATH BRINGER CAN ONLY CRIT ON
desperately need!!
A +20 UNTIL HIS NEXT LONG REST. IN ADDITION THE NEXT
ROLL GETS A -10
IF IT BLEEDS: A Death Bringer Crits on a 19 or 20.
19 FIGHT OR FLIGHT: THE DEATH BRINGER FREEZES UP AND
It'S TOO DANGEROUS TO GO ALONE: The Death Bringer chooses his starting GOES INTO SHOCK. ROLL A 1D4. 1- FLEES THE BATTLE 2-LAYS
mundane melee weapon. ON THE GROUND IN THE FETAL POSITION 3-SUICIDAL -5 TO
AC 4- MUSTERS UP THE COURAGE TO BATTLE ON NEXT ROLL
True Masters of the Quest: Death Bringers can spend FORTUNE POINTS TAKES NO PENALTY
to avoid a CRITICAL FUMBLE on the ATTACK ROLL. (That is Their own 20 BATTLE RAGE!!!!!! THE DEATH BRINGER CANNOT DISCERN
ATTACK roll) BETWEEN FRIEND AND FOE. TARGETING THE NEAREST CHAR-
ACTER AND ATTACKS. CRITICAL HITS ON A 15, 16, 17, 18, 19,
YOU SONOFABITCH!!!!!! If two Death Bringers high five in battle a thunderous 20. IF THE TARGET IS SLAIN THE DEATH BRINGER ATTACKS
blast erupts from the impact. The clap sends their enemies back 10 feet and a UNTIL HE MISSES.
10 percent chance of shattering their eardrums causing permanent deafness.
*** 21+ DEEMED UNWORTHY: THE DEATH BRINGER FALLS TO HIS
KNEES AND PLUNGES HIS WEAPON DEEP INTO HIS OWN
At 5th level: The Death Bringer makes 2 attacks. CHEST. ENDING HIS LIFE INSTANTLY
3-4
RESULT
THE SPELL HAS TAKEN A TOLL ON THE MIND OF THE WIZ-
ARD. HE SUFFERS A -2 PENALTY TO THE SPELL CHECK OR
THE TARGET ADDS A +2 TO THEIR SAVING THROW
BACKFIRE. THE SPELL CHECK RECEIVES A -2 OR ADDS A
in agonizing pain as the skin on his face bubbled and sizzled while it melted off
+2 TO TARGET’S SAVING THROW AND LEAVES A HORRIBLE
the bone into his hands. This unholy CHAOTIC abomination can’t be trusted.
SCAR ON THE WAR WIZARD. (1D4) 1- THE SCAR IS ACROSS
We need to destroy him at all cost!”- Sir Zaxxon, Holy Smiter
THE CHEEK 2-NECK SCAR 3-LOSES A FINGERNAIL PERMA-
NENTLY 4- SCAR ACROSS THE EYELID LEAVING THE WAR
Master of mankind but a slave to the darkness, the War Wizard sold his soul
WIZARD BLIND UNTIL HIS NEXT TURN
to a powerful Demon Lord for the ability to wield destructive black magic.
Greatness at any cost 5 SPELL-SHOCK. THE SPELL DEALS 2 DAMAGE TO THE WAR
WIZARD
HIT POINTS: A War Wizard gains 1d4 hit points per level
6 EXPOSURE TO CHAOS. THE RADIOACTIVE PROPERTIES OF
BASE MOVEMENT SPEED: 25 feet THE CHAOS WIND ALTER THE WAR WIZARD. -4 PENALTY TO
THE ROLL OR ADDS +4 TO THE TARGETS SAVING THROW
WEAPONS AND ARMOR: A War Wizard cannot wield any melee weapons outside AND SUFFER A MINOR MUTATION.
of his chaos conduit (magical staff that he draws magic power) in addition he 7-8 DEMONIC TITHE- THE WAR WIZARD’S DEMON LORD
cannot wear any armor only robes and cloaks. DEMANDS AN OFFERING. THE WAR WIZARD TAKES 2+HIS
LEVEL IN DAMAGE FOR THE BLOOD PAYMENT
STARTING EQUIPMENT:
• A Staff, Player’s choice of design (CHAOS CONDUIT) 9-10 ABOVE MY PAY-GRADE. THE SPELL IS MORE POWERFUL
• Living Metal Cloak (Grants an AC bonus equal to Brain’s modifier) THAN ANTICIPATED. ITS COSTS AN ADDITIONAL CHAOS
• Human-Hide Spell-Book POINT AND 1DAMAGE TO THE WAR WIZARD. IF NO CHAOS
• A Skull (1D6 for who or what the skull belonged to) POINTS ARE AVAILABLE HE TAKES AND ADDITIONAL 1 DAM-
1. EX-LOVER AGE PER WAR WIZARD LEVEL.
2. RIVAL WAR WIZARD 11 NUCLEAR MELTDOWN. SPELLS RADIOACTIVE PROPERTIES
3. OLD MASTER ARE TO INTENSE. TOLL TWICE ON THE MINOR MUTATION
4. RANDOM STREET TRASH CHART.
5. CRYSTAL SKULL
12 DEMONIC INTERVENTION. THE WAR WIZARD’S DEMON
6. UNKNOWN XENO RACE
LORD COMES TO HIS AID IN THIS TIME OF NEED. GRANTS
• 3d6x10 Gold Pieces
HIM +5 TO THE SPELL CHECK OR -5 TO THE TARGETS SAVING
THROW AND REGAINS 2 CHAOS POINTS
RAD ABILITIES 13-14 A MIND IS A TERRIBLE THING TO WASTE. THE SPELL IS LOST
The War Wizard’s Rad abilities help him cast his Gnarly magic. IN THE WINDS OF CHAOS UNTIL THE WAR WIZARD’S LONG
REST
Demonic Pact: At 1st level a War Wizard performs the Black Mass ritual, in-
voking the patronage of a Demonic Master. The Black Mass ritual is shrouded 15-16 MIND SHATTER. THE SHEER POWER OF CHAOS DESTROYS
in mystery and lore and only the truly mad seek it out. The War Wizard choos- THE WAR WIZARD FROM WITHIN DEALING HIM 1D4 DAM-
es a Demon Lord. Each demon lord has its own signature spell that he passes AGE AND GAINING HIM A PARANOIA CONDITION.
along his followers along with 4 random level 1 spells. 17 UTTER HOPELESSNESS. THE WAR WIZARD’S FEEBLE AT-
TEMPT LEAVES HIM BROKEN AND A SHELL OF A MAN. THE
With Great Power: a war wizard can sacrifice all of his chaos points towards SPELL TAKES HALF HIS CURRENT HP AND HE GAINS 3 MAD-
one roll. Treat this roll as a natural 20. NESS POINTS
18 LAZER BATTLES IN A DISTANT GALAXY. THE WAR WIZARD
Death Growl: If the War Wizard would go to zero hit points he can spend 2
IS SHOWN A BATTLE RAGING ON SOMEWHERE IN THE
chaos points to go to 1 hit point instead.
VASTNESS OF SPACE BETWEEN HIS DEMON LORD AND A
UNKNOWN XENO ENEMY. THE CHAOS IS SUCKED FROM HIM
THE DEVILS CRIT: During the spell pool process if 3 sixes appears ignore the
TO AID THE LAZER BOMBARDMENT OF THE UNKNOWN
rest of the dice and gain the ability to cast max spells.
XENO HOME WORLD. UNTIL A LONG REST THE WAR WIZARD
CANNOT CAST SPELLS AND HE GAINS 5 MADNESS POINTS
At 5th Level: The War Wizard can cast 2 spells a turn.
19 EXISTENTIAL CRISIS. THE CHAOS WINDS SHOW THE WAR
CLASS BASED ABILITY CHAOS WIZARD JUST HOW INSIGNIFICANT HIS LITTLE LIFE IS. HE
The winds of chaos can utterly destroy a weak mind. Along with its destruction SPENDS THE REMAINDER OF HIS TIME CONTEMPLATING IF
it can leave the War Wizard disfigured or horribly scarred. HE IS REAL OR JUST A PAWN IN A COSMIC GAME OF CHESS.
HE TAKES NO ACTIONS AND HIS AC IS DROPPED BY 5 UNTIL
CHAOS CLASS POINTS TABLE A LONG REST. HE ALSO GAINS 5 MADNESS POINTS
When a War Wizard’s Chaos drops below 5 roll on this chart anytime a War
20+ CHAOS MANIFESTATION. THE CHAOS WINDS RIP APART THE
Wizard spends another Chaos point. Roll a 1d4 for 5 points. 1d6 for 4 points.
WAR WIZARD USING HIM AS A CONDUIT FOR ELDRITCH
1d10 for 3 points. 1d12 for 2 points. 1d20 for 1 point. If no points remain roll
HORRORS TO INVADE OUR WORLD. THE WAR WIZARD’S RIB
2d20.
CAGE BREAKS OPEN EXPOSING A SICKLY GREEN GLOWING
PORTAL. A MONSTER FROM ANOTHER PLANE CRAWLS OUT
OF THE WAR WIZARD’S GAPING CHEST. TAKING 2D12 DAM-
AGE IN THE PROCESS. THE OTHERWORLDLY SPAWN HAS A
10% CHANCE OF BEING A OTHERWORLDLY BEING AND A 5%
CHANCE OF BEING AN OLD GOD.
21+ THE REPO MAN COMETH: THE WAR WIZARD’S TIME IS UP,
HIS DEMON LORD WANTS PAYMENT. THE WAR WIZARD’S
SOUL IS SUCKED INSTANTLY FROM HIS BODY, HIS FACE SINKS
INTO HIS SKULL AS THE NEON IS SEEN GLOWING FOURTH. A
NEON DEATH STANDS WHERE THE WAR WIZARD ONCE WAS.
NOW READY TO WREAK HAVOC ON THE PARTY.
SPELLS KNOWN BY LEVEL
LEVEL 1 2 3 4 5 6 7 8 9
1 3 0 0 0 0 0 0 0 0
2 3 1 0 0 0 0 0 0 0
3 4 2 0 0 0 0 0 0 0
4 4 3 1 0 0 0 0 0 0
5 4 4 2 1 0 0 0 0 0
6 5 5 3 2 1 0 0 0 0
7 6 5 3 3 2 1 0 0 0
8 6 6 4 3 2 1 1 0 0
9 7 6 4 4 3 3 2 1 0
10 8 7 5 4 4 3 3 2 1
DEMON LORD
In “Neon Lords of the Toxic Wasteland” there will be 20+ Demon Lords all eager for the petty little human soul you are willing to offer up to them. For play testing here
is one:
ABRAXAS
SPELL GRANTED: Decrepit Whisper
Abraxas is known as the father of lies he is the first to offer power in exchange for souls.
DECREPIT WHISPER
WAR WIZARD DEMONIC PACT
DURATION: Instant
RANGE: 5ft
The War Wizard whispers in the ear of a foe (who doesn’t need to understand the same language as the caster) within 5ft. The evil hymn shakes the enemy and drains
him of burliness points. On a failed resolve save it suffers 1d8 damage, half on a successful roll. If the creature’s burliness reaches zero he is dead, his body withers down
to a pile of dust.
NOTE: Deals normal damage to monsters and creatures that lack burliness points
COSMIC BARBARIAN ROLL
1-2
RESULT
A SERIOUS BATCH OF THE GIGGLES: NEXT ROLL TAKES A -2
Klathu, the only surviving member of an ancient xeno race crashed landed
PENALTY.
on Neo-Terraxx over 100 years ago. He lived high in the mountains in the
north, with his disciples. A group of humans who saw Klathu as a god. He 3-4 LOSS OF CONCENTRATION: JUST CAN’T KEEP YOUR HEAD IN
taught them the savage ways of his own planet and consuming the "cosmic THE GAME. THE NEXT ROLL TAKES A -2 PENALTY AND YOUR
dust" granting him superhuman abilities including super human strength and AC GAINS A -2 PENALTY UNTIL YOUR NEXT TURN.
invulnerability
5 COSMIC DRUGS ARE BAD: SIDE EFFECTS OF YOUR LIFESTYLE
Now the descendants of Klathu use his teachings and drugs to gain an advan-
BEGIN TO REFLECT, ROLL ON THE MINOR MUTATION CHART.
tage in combat and live a strange anti-technology lifestyle.
6 SLUGGISH- EVERYTHING AROUND YOU SEEMS TO BE
HIT POINTS: A Cosmic Barbarian gains 1D8 hit points at every level. MOVING A BIT FASTER. YOU DROP TO THE BOTTOM OF THE
INITIATIVE ORDER, BELOW 2 HANDED MELEE.
MOVEMENT: 30ft/45 JUICED OUT 7-8 AN ITCH YOU CAN’T SCRATCH: THE ITCHING SENSATION IS
SO INTENSE THE NEXT ROLL TAKE A -5 PENALTY SO DOES
WEAPONS AND ARMOR: Two single handed weapons preferred but can use any YOUR AC UNTIL THE END OF YOUR NEXT TURN.
simple weapon, including missile weapons, but can only equip non magical and
non metal armor. 9-10 THE URGE IS TOO OVERWHELMING FOR YOU, ALL YOU
CAN THINK OF IS THE DUST!!! YOUR NEXT ROLL GETS A -6
STARTING EQUIPMENT: PENALTY.
• 2x One-Headed Flails 11 SEEING DOUBLE AND BLURRY VISION FROM THE WITH-
• Sick Shades DRAWALS, YOU CAN’T TELL WHAT ONE IS THE REAL TARGET.
• Fanny Pack ROLL 2D20 TO HIT AND SUBTRACT THE 2 RESULTS. DO THE
• 1D6x10 Gold Pieces SAME FOR DAMAGE.
12 KILLER BATCH!- HIGH ON LIFE ITSELF. ON THE NEXT ROLL
RAD ABILITIES ADD 2D20 FOR HIT AND DOUBLE THE DAMAGE.
Helps the Cosmic Barbarian harness his drug fueled rage!! 13-14 WHAT BLACK MAGIC IS THIS?! ROLL ON THE FEAR CHART
AND THE NEXT ROLL TAKES A -7 PENALTY.
Dual Wielding*Due to lack of formal training you make up for it with an extra
weapon. 15-16 NIGHTMARES MADE FLESH: EVERYONE AROUND YOU,
FRIEND OR FOE, IS A NIGHTMARISH FIEND OUT TO GET YOU.
TECHNOPHOBIA: Cosmic Barbarians cannot use any type of alien or exotic YOU MUST DESTROY THEM ALL.
weapons, tech, or armor 17 YOUR EYES ROLL IN THE BACK OF YOUR HEAD AND YOUR
FOAMING AT THE MOUTH. FALL PRONE AND YOU MUST
COSMIC DUST: The source of the Barbarian's rage comes from cosmic dust, MAKE A RESOLVE SAVING THROW OR FALL UNCONSCIOUS.
which is a chuck of space rock grounded up and snorted. Snorting the drug
puts the Barbarian into a frenzy. Due to the intense training that comes with 18 COMPLETE DETACHMENT FROM SELF. UTTER DISREGARD
utilizing the dust as a combat enhancement any NON-COSMIC Barbarian who FOR SELF PRESERVATION, THE NEXT ROLL AND YOUR AC
snorts the dust must make a SAVING THROW VS DEATH. On a successful TAKE A -10 PENALTY.
save roll on the drug effects table, Fail is PC'S heart exploding instantly. 19 PARANOID! EVERYONE IS OUT TO GET YO! GAIN 1 PARANOIA
CONDITION.
JUICED OUT!: While high on cosmic dust when rolling for damage, add the 2
20 BRAIN SIZZLE: YOUR BRAINS LITERALLY FRY IN YOUR SKULL
rolls for dual wielding rather than taking the higher result. In addition while
AND OOZE OUT YOUR EYE SOCKETS WHILE YOUR SKIN
frenzied the Barbarian crits on a 19 or 20 and all non magical damage is halved.
MELTS AWAY EXPOSING A CRYSTAL SKULL. KILLING YOU
Magical damage is doubled while frenzied. This effect lasts for 2 TURNS PER
INSTANTLY.
USE. IF USED TWICE IN COMBAT ROLL ON THE COSMIC ABILITY
CHART. ROLL A 1D20- CURRENT HIT POINTS. 21+ YOU EXPLODE IN A GLITTERING DRUG BOMB. ANYONE
WITHIN 20 FT MUST MAKE A SAVING THROW VS DEATH OR
At 5th level: The Cosmic Barbarian can make two attacks OD FROM YOUR BLOOD SPLASHING THEM IN THE FACE.
FALLEN SMITER
“The shell of a shattered man”
Abandoned by their God they are the long forgotten sons. Alive and devoid of the divine powers they use to possess, they now roam the wastelands as adventures or guns
for hire.
1.Trash Water
2.Smash
3.Death Sticks
4.Black Nightmare
5.Vitality Sticks
6.Crak
ROLL RESULT
DWARFLING
“
1-2 NIGHTMARES OF HIS HOME WORLDS DESTRUCTION KEEPS THE
DWARFLING UP DURING LONG RESTS. HE CAN ONLY REGAIN
HALF HIS FORTUNE POINTS ROUNDED DOWN.
Fate wills it so!”
Interstellar immigrants, the Dwarfling fled to Neo-Terraxx after the final Lux 3-4 THEY CAN SMELL THEIR OWN: UNTIL THE DWARFLING’S NEXT
war which ultimately destroyed their home world, Praxis777. Fierce in battle, LONG REST, GOBLINS ARE DRAWN TO HIM LIKE A MOTH TO A
and an extremely lucky race, they are the only class that can regain fortune FLAME. EVERY HOUR THE NEON LORD ROLLS FOR A WONDER-
points after a long rest. ING GOBLIN. THE AMOUNT OF GOBLINS THAT COME IS 1D4+ THE
DWARFLINGS LEVEL
HIT POINTS: A Dwarfling gets 1d8 hit points every level. 5 RUBBED THE WRONG WAY: THE DWARFLING’S FORTUNE RUBS
OFF ON THE NEXT ENEMY TO ATTACK. GRANTING HIM A +5 TO
BASE MOVEMENT SPEED: 20FT HIS ATTACK ROLL AND DAMAGE. (NOTE: THIS IS THE NEXT ENE-
MY TO ATTACK, EVEN IF ITS NOT ATTACKING THE DWARFLING)
WEAPONS AND ARMOR: A Dwarfling can only use hand axes, War hammers,
and any plasma weapon the weapons of their people. Dwarfling’s can ONLY 6 THE DWARFLING CANT SEEM TO FOCUS. HE FUMBLES ON A 1 OR
USE METAL armor but CAN carry a WOODEN shield. 2 UNTIL A LONG REST
7-9 THE DWARFLING’S WILL IS CRUSHED THAT HIS LUCK HAS RUN
STARTING EQUIPMENT OUT. UNTIL HE REGAINS FORTUNE POINTS HE GAINS 0XP
• Plasma Flintlock Pistol
• Mesh Armor 10-11 THE DWARFLING EMITS A NEGATIVE MAGIC FIELD 10FT IN DI-
• Wood Shield AMETER. THE NEG FIELD REMAINS UNTIL A LONG REST
• Coin from Praxis777 12 PRAISE FATE! SHE SHINES DOWN HER PROSPERITY UPON YOU.
• 6D6+1D4x10 Gold Pieces GAINING BACK +5 FORTUNE POINTS
13-14 WONDERING MONSTERS ARE DRAWN TO YOUR LOCATION. A
RAD ABILITIES WONDERING MONSTER APPEARS ON 10+
Let’s the Dwarfling tap into his knowledge of being a intergalactic immigrant 15-16 ALL ROLLS ARE AUTO FUMBLES UNTIL LONG REST
and utilize his native weaponry and his innate ability to be lucky as hell.
17 ENEMIES AUTO CRIT ON THE DWARFLING UNTIL A LONG REST
Keepers of the Plasma and masters of the Star Forge: The Dwarfling 18 BAD LUCK CHARM: 1D6 FORTUNE POINTS ARE LOST FROM THE
race perfected the plasma weapon, most notably is the plasma flintlock pistol. PARTY. SPLIT HOWEVER THEY SEE FIT.
The preferred missile weapon of the Dwarfling.
19 PERMANENTLY FUMBLE ON A 1 OR 2. IF BEYOND 5TH LEVEL, LOSE
THE ABILITY TO CRIT SUCCESS ON A 1. NO AMOUNT OF FOR-
Keen Senses: Dwarflings have innate abilities when it comes to trap detection
TUNE REGAINED CAN STOP THIS.
and disarming them. They gain the ability to notice traps and can disarm
them. 20+ YOUR BODY WITHERS AND WRITHES AS YOU TRANSFORM INTO
A HIDEOUS BEAST. YOU LOSE ALL YOUR HAIR AND YOUR SKIN
Better Lucky Than Good: A dwarfling can expend a fortune point to avoid a TURNS GREEN AND YOU BEGIN SWEATING OUT RANCID GREEN
fumble. SLIME. YOU ARE NOW A CHUD CONTROLLED BY THE NEON
LORD.
Fate’s Chosen: A dwarfling can expend fortune points to alter a “to hit roll”
that targets the dwarfling only. In addition the dwarfling regains 1d6 fortune
points during every long rest.
At 5th Level: Fate has smiled on the Dwarfling turning his calamity into
good fortune; the Dwarfling turns a fumble into a critical success.
ARROW QUIVER GNAR BEAST HIDE LEATHER, 1GP GLUE 1QT. POWERED; MUST ADD HOT 3SP
DOZEN CAPACITY WATER
ARROW, FLASH FLASH TIPPED X1 5GP GLUG-CHUG ZERO SYNTHETIC GLUG-CHUG 1GP
ARROW, SILVER SILVER TIPPED X1 10GP GOD’S TEARS INFRAVISION EYE DROPS LASTS 5GP
ARROW, XE- XENOCRYST X1 15GP FOR 1D4 TURNS, DEALS 1 DAM-
NOCRYST AGE WHEN USED
ARROWS, WOODEN O.G. WOOD X12 5GP GRAPPLING HOOK IRON 15GP
BOOK BLANK, HUMAN-HIDE, 50 PAGES 100GP MIRROR POLISHED STEEL 3X5 INCHES 5GP
BUBBLEGUM 6’ OF BUBBLEGUM FOR YOU NOT 1SP NAILS IRON X20 2SP
THEM NEEDLE SEWING 1SP
BULLETS SLING AMMO, LEAD X20 5SP OIL FUEL FOR LANTERNS, CAN BE 2SP
CANDLE CHEM -LIGHT. 8,HOUR BURN, 10FT 1GP LIT AND THROWN
RADIUS LIGHT RUCK, LIGHT CAN CARRY 10 SLOTS 10GP
CANDLE GNAR BEAST FAT. 2 HOUR BURN, 1SP RUCK, HEAVY CAN CARRY 15 SLOTS 15GP
5FT RADIUS LIGHT
SMOKE BOMB WHITE SMOKE 1GP
CHAIN IRON, HEAVY (PER FT) 5GP
TORCH 1D4 HOUR BURN TIME 1SP
CHAIN IRON, LIGHT (PER FT) 3GP
TRASH WATER HOBO HOOCH, 1 FLASK (5 3GP
CHALK 1X 1SP SHOTS)
CHISEL TOOL 5SP VITALITY STICK 1X USE REGAIN 1D4 HP. 5% AD- 5GP
CORD SINEW 100 FT 2SP DICTION
CARBON SWORDS
The lightweight carbon alloy is composed of a mixture of metal and plastic
making it featherlight and easier to wield. A weapon made of carbon deals less
damage but allows the user to melee attack in the missile combat step.
NECRO BLADE
Cursed with unholy magic these blades suck the soul directly out of the body.
On a successful hit there is a 10% chance the target must make a death saving
throw or die instantly.
MECHA FIST
A gauntlet that utilizes xeno tech, enhances the users melee punch making it
10x more deadly but is also painfully slow.
VAPOR BLADE
A lightweight knife made out of an unknown xeno substance, same as carbon
blades it deals less damage but swings very fast and attacks during missile fire
attack phase. Preferred weapon of the night stalker who can utilize it with no
penalties.
XENOCRYST SHADES
An unknown crystal-like substance that the xeno race known as the Carnifex Attitude is everything in Neo-Terraxx. How you accessorize is vital. What better
forge into weapons and armor. Harder than steel and sharper than the most way to show off your style and individualism then with a pair of dope shades. (Note:
honed razor, xenocryst weapons deal an additional +2 to damage and an shades grant abilities and stat bonuses and are used thematically, they in no way
additional +2 to hit. Armor made of the alien crystal adds an additional +2 to hinder the user by wearing them in low light situations.)
the armor type.
MAGE 11 LIAR
Vast knowledge in all things arcane and the esoteric mysteries of the world. 12 CONSPIRACY THEORIST
Does not adventure, stays in town, stronghold, keep, etc. Used to answer
unknown questions regarding his area of expertise.
POTIONS MASTER
Can create any potion on the potions list. Will only be hired at the daily rate.
Won’t adventure.
SPAZZ
Battle crazed druggie addicted to crak. Will do anything for a fix..
ANYTHING!!
ABILITIES Same thing goes for the citizens of Neo-Terraxx, they aint push overs! Add your
Attitude Modifier to the roll when interacting with NPCs on this handy dandy table!
ROLL OUTCOME
1 EQUIPPED WITH A LASER RIFLE ++ NPC REACTION TABLE
2 KEEN TRACKER ++ ROLL OUTCOME
1 Complete disrespect! Yeah, they really hate you. So much in fact they
3 EQUIPPED WITH A NECRO BLADE want you dead, by either their own hand or having someone “take
+++ you out”.
2 How Rude! Whatever you said they don’t like you! Gain +2 to your
4 WEARING XENOCRYST ARMOR+ SLEAZE
5 SKULL JAMMER (+ IF RELEVANT ++ IF 3 Eat my shorts! A bit off out by your request. Gain +1 to your
SEARCHED FOR) SLEAZE
4 Nah im good. Sometimes a no is just a no
6 CAN DUEL WIELD
5 I DUNNO! Tough crowd, Re-roll with no modifiers.
7 IMMUNE TO BEING FRIGHTENED, 6 Stop bugging me! Re-Roll with a -1 modifier.
1D10 HP 7 Yeah sure. A simple yes.
8 XENO TECH EXPERT EQUIPPED WITH 8 Hell yeah! Very much a yes gaining you +1 to your Attitude.
A LASER PISTOL 9 You got it Dude! Whatever you said, it worked! Gain +2 to your
ATTITUDE
9 EQUIPPED WITH A LASER LIGHT MA-
10 To the EXTREME! It’s a Yes. They dig what your saying so much that
CHINE GUN++ they want to partake in adventuring with you. Note: If they are killed
there may be some grave consequences. Might wanna talk that shop
10 EQUIPPED WITH A SLASHER AND owner out of it. Just saying.
MECHA FIST+++
Want a way to avoid the hireling reaction table? Just get ‘em hooked on crak!
11 TRAP MASTER
12 MUTANT (ROLL ON MUTANT ABILI-
CANDY MAN
Pushing drugs on a hireling needs a positive roll on the reaction chart one time, then
TIES CHART) you got ‘em. If you manage to get a hireling hooked, you gain 10 SLEAZE off the bat.
Then if they are still alive, they gain the addiction condition. Every time you give
them their “fix” you gain an additional 1d4 SLEAZE .
PRICING
Roll 3D6X10
If an ability or appearance has a + add an additional 10GP PER +
NPC/HIRELING REACTIONS
Even though they are getting paid for their services, doesn’t mean a meat shield
or lackey will haphazardly attempt to open a known trapped door. They have
minds of their own but that doesn’t mean the player character cant use their
influence on them to convince them otherwise. Below is a reactions chart that
the neon lord can roll on to determine if the hireling will in do whatever hor-
rid act the sadistic PC wants them to do. When a roll is needed add the PC’s
attitude modifier to it, in addition other mods that may affect the roll.
HIRELING TABLE
ROLL OUTCOME
1 MUTINY!
2 QUITS
3 HARD NO PC ADDS +1 TO SLEAZE
4 NO
5 WANTS MORE MONEY TO DO IT
6 UNDECIDED ROLL AGAIN 1D10-1
7 UNDECIDED ROLL AGAIN 1D10+1
8 YES
9 VERY YES PC LOSES -1 TO SLEAZE
10 ALL IN SUICIDAL EVEN
SKULL JAMMER
SPELL CASTING
War Wizards, Holy Smiters, and Star Spawn manipulate the world around
SPELL MISFIRE TABLE
ROLL RESULT
them in various means but end with the same result: magic.
1 CATASTROPHIC FAILURE!: THE CASTER DROPS TO 1 HP AND
Through arcane knowledge given to him by his demonic master the war wiz- CASTS A SPELL AT RANDOM HITTING A RANDOM TARGET.
ard bends the ethereal chaos winds that flow like the streams of time, unseen
2 FIREWORKS DAZZLE FROM THE CASTER’S FINGERTIPS
by many but felt by all. Man and beast alike feel the incorporeal breeze of the
BLINDING HIM FOR 1D4 TURNS.
chaos winds but only the war wizard knows how to harness it.
3 INSTEAD OF THE INTENDED SPELL, GREEN AND YELLOW
The Holy Smiter gains inherent magical ability from the blessing of his deity. SLIME SPEWS FROM THE CASTER COVERING EVERYTHING IN
Supernatural divine power is granted to him if he stays in good favor with the A 30’ FOOT CONE. IF A PLAYER IS WITHIN THE CONE THEY
god. GAIN +1 TO THEIR SLEAZE ATTRIBUTE SCORE.
4 SPELL HEALS TARGET INSTEAD OF INTENDED SPELL BY 1D10
Eons of evolution on their home-world have granted the Star Spawn psychic HP
abilities. Using the power of the mind they can alter the chaos winds much
the same as the War Wizard just in various other ways. 5 RADIOACTIVE BACKFIRE! ROLL ON THE MINOR MUTATION
CHART.
CHAOS REIGNS SUPREME 6 MISFIRE TURNS YOU INTO A CHICKEN FOR 1D4 TURNS. YOUR
The veil between the material world and chaos is thin and very unpredictable. AC IS NOW 9 WITH 1 HP.
May it be through esoteric rituals for a war wizard, praying to a god, or simple
7 TOXIC FUMES ENGULFS A 30’ RADIUS WITH THE CASTER IN
meditation for the star spawn, all casters must attune to the chaos and expel
THE CENTER FOR 1D4 TURNS. EACH CREATURE IN THE
it through magic means. After each long rest the caster must gather his spell
RADIUS SUFFERS FROM ASPHYXIATION DAMAGE.
pool. Each class has a set amount of spell dice they can roll. Any result of 4 or
above is a potential spell they can cast that day. As the spell caster gains level 8 NOTHING HAPPENS
so does his ability to gather spells. For example, a level 1 war wizard with a 9 TURNS THE CASTER INSIDE OUT EXPOSING HIS VITAL
brains score of 13 will roll a total of 7d6. (4d6 +1 +3). with the results of: 1, 3, ORGANS UNTIL HIS NEXT TURN. IF THE CASTER TAKES DAM-
5, 6, 4, 4, 6. Granting him the ability to cast 5 spells until his next long rest. AGE IT WILL KILL HIM.
10 CASTED AS INTENDED JUST HITS A RANDOM TARGET WITH-
WAR WIZARD 4D6 + LEVEL+ BRAINS ABILITY BONUS IN EYESIGHT OF THE CASTER.
HOLY SMITER 2D6 + LEVEL + BRAINS ABILITY BONUS 11 BRAIN FART: FORGET THE SPELL UNTIL THE CASTER’S NEXT
STAR SPAWN 6D6 + LEVEL + BRAINS ABILITY BONUS LONG REST.
12 IGNORE THE MISFIRE AND RE-ROLL THE SPELLCHECK. IF
CHAOTIC CORRUPTION ANOTHER MISFIRE IS ROLLED THE CASTER TAKES 2D10
The innate ability to harness the power of chaos through non magical means DAMAGE.
takes its toll on the star spawn. When gathering their dice pool, any doubles 13 TRANSMOGRIFY INTO YOUR TARGET. EACH PLAYER MUST
*rolled one of the doubles is ignored and lost. MAKE A SAVE VS RESOLVE TO DETERMINE BETWEEN YOU
AND THE REAL MONSTER.
SPELL CASTING
The War Wizard must not be engaged in melee combat with an enemy and 14 RADIATION WAVE DEALS DAMAGE TO EVERYONE IN A 15’
have nothing in his hands except a wand or staff. In addition the war wizard RADIUS OF THE CASTER. THE WAVE DEALS 1D6.
must be able to speak freely and not be bound in anyway. The Holy Smiter 15 LASERS SHOOT OUT OF THE CASTER’S EYES HITTING 1D4
and Star Spawn also must not be engaged in melee combat with an enemy, RANDOM TARGETS UP TO 120FT FOR 2D6! DAMAGE TOTALED
however they can cast spells while wielding a weapon, just as long as one hand AMONG ALL THE TARGETS.
is free. Holy Smiters must be able to speak freely as well but a Star Spawn can
16 SPELL CLONES TARGET 1D4+CASTER’S LEVEL.
manifest without talking.
17 TEMPORAL DISRUPTION: A RIFT OPENS LETTING OUT A
SPELL CHECKS OTHERWORLDLY SPAWN WHICH IS HOSTILE TO EVERYONE
Spells that rely on a target rolling a saving throw need a spell check to deter- AROUND.
mine if the spell is a success or a fail. Roll 1d20 if the outcome is lower than 18 MAJOR MELTDOWN! ROLL 2 TIMES ON THE MINOR MUTA-
the spellcheck than the spell fizzles and fails. (note some spells have negative TION CHART.
effects if the spell check is failed.) if the result is tired or higher then the spell
19 CASTED AS INTEND JUST HITS THE CASTER HIMSELF.
is a success.
20 MIND WIPE: THE CASTER FORGETS THE SPELL
In addition the caster can spend class ability scores to alter the spellcheck PERMANENTLY.
roll. Like all the classes if the caster drops to 5 or below class ability points he
becomes fatigued and must roll on his class ability points chart and suffer the
results.
SPELL MISFIRE
WHEN A SPELL GOES HORRIBLY AWRY, MEANING A 1 IS ROLLED ON
THE SPELLCHECK, ROLL A 1D20 AND CONSULT THE TABLE BELOW:
(NOTE A NATURAL 1 ON A SPELL CHECK CANNOT BE ALTERED BY
CLASS ABILITY POINTS)
WAR WIZARD LEVEL 1 SPELLS
1 ARACHNOID METAMORPHOSES I
SPELL DESCRIPTIONS
2 CHARM ARACHNOID METAMORPHOSES I
WAR WIZARD LEVEL 1
3 CHOKING CLOUD DURATION: 6 ROUNDS
RANGE: TOUCH
4 COLOR SPRAY SPELLCHECK: YES
The War Wizard or any Target within 5 feet that he can touch, horribly mutates into
5 DETECT MAGIC a spider human hybrid. His body stays intact but he sprouts spider legs out his back.
This transformation grants the target the ability to climb walls and ceilings at half his
6 DOOMSAYER movement speed.
7 DUB-STEP THUNDER
AURA OF FLAME
8 FLAME HANDS Holy Smiter Level 1
Duration: 1 Round per HS Level
9 FUMBLE Range: Self
SPELLCHECK: YES
10 MAGIC MISSILE With a quick gesture the Holy Smiter’s Weapon is engulfed in bright flame. Attacks
11 MIMIC with this weapon deal an additional 1d4 damage and the weapon can be used as a
torch until the Prayer is over.
12 NECROTIC REGURGITATION
AURA OF LIGHT
13 OBLIVION GLEAM Holy Smiter Level 1
Duration: 1 Round per HS Level
14 PHANTASMAL BLADE Range: Self
15 PULSATING LIGHTS SPELLCHECK: YES
Same as Aura of Flame except the weapon radiates a white pure light. Attacks with
16 READ MAGIC this weapon deal an additional 1d6 to any UNDEAD creature. If an undead is struck
all the undead within 20’ must make a Resolve Save or flee.
17 RUST
18 SHIELD BLESS
Holy Smiter Level 1
19 SLEEP Duration: Instant
Range: Self
20 SUB ZERO Through penance and self flagellation the Holy Smiter can atone for his wrong do-
ings, absolving him of 1d4+Holy Smiter’s level of sleaze points plus taking 1 damage
from his flagellation.
HOLY SMITER LEVEL 1 PRAYERS
CHARM
1 AURA OF FLAME War Wizard/ Star Spawn Level 1
Duration: See Below
2 AURA OF LIGHT Range: 60’
3 BLESS SPELLCHECK: YES
The War Wizard or Star Spawn force themselves into the mind of a humanoid-like
4 DETECT MAGIC creature they can see within 60’. On a failed DC Resolve save the targets mind is
blasted with the idea that him and the Caster are best bros and will protect him in
5 HEAL MINOR WOUNDS battle. The spell wears off when the target takes damage or til the next dawn.
6 MAKE A STAND CHOKING CLOUD:
7 PROTECTION FROM EVIL War Wizard Level 1
Duration: See Below
8 SANCTIFY Range: 5’
SPELLCHECK: NO
9 SILENCE With a swift hand gesture and a guttural cry the war wizard conjures up a cloud of
gas that completely encircles him. The sickly green cloud Asphyxiating anyone that
is in the cloud or enters the cloud. Asphyxiation damage begins on the start of each
STAR SPAWN LEVEL 1 MANIFESTATIONS round. The cloud lasts for turns equal to the war wizard’s level.
1 CHARM CLAIRVOYANCE
2 CLAIRVOYANCE Star Spawn level 1
Duration: Instant
3 FEEL NO PAIN Range: self
SPELLCHECK: NO
4 FUMBLE Clearing his mind’s eye and focusing the star spawn can open a brief window of
clarity. He rolls a d6 3 times and remembers the 3 results. Until his next long rest the
5 KNOWING IS HALF THE BATTLE star spawn can use those results to add a modifier or penalty to any roll other than
6 LEVITATE OBJECT changing any natural 1 or 20s.
7 MEMORY EDGE
8 SCRY
COLOR SPRAY FUMBLE
War Wizard Level 1 War wizard Level/ Star Spawn Level 1
Duration: Instant Duration: instant
Range: 30’ Range: sight
SPELLCHECK: YES SPELLCHECK: YES
Spewing forth from the caster is a dizzying rainbow of colors The cone comes On a failed Resolve save the war wizard makes the next attack roll of any character
forth from his mouth and and eyes in a 30ft. Creatures within the cone must or monster he can see auto roll a natural 1 making him roll on the fumble chart.
make a Resolve Save or fall unconscious.
On a fail there is a 30% chance they go blind also falling unconscious. On a HEAL MINOR WOUNDS
successful save there is a 5% chance they hallucinate. Creatures that do not Holy Smiter level 1
use vision are immune to color spray. Duration: Instant
Range: Touch
DETECT MAGIC SPELLCHECK: NO
War Wizard/Holy Smiter Level 1 Praying to his God the Holy Smiter’s hands glow with healing light, touching a crea-
Duration: 2 Turns ture while his hands are aglow heals for 1d4 plus holy smiter level. The Holy Smiter
Range: 30’ must have at least one hand free and be within 5 feet of the target.
SPELLCHECK: YES
The radioactive nature of the chaos winds enables the war wizard to detect its LEVITATE OBJECT
presence. Once cast the War Wizard’s eyes itch and bleed as they turn neon Star Spawn Level 1
green. The War Wizard can see anything that is magical or under a spell by Range: 120’
the aura it radiates. Detect Magic manifests differently for the Holy Smiter. In Duration: 6 rounds
his case his eyes are blindfolded by a celestial light which looks like a visor. SPELLCHECK: YES
Through the lenses he can see the magical auras. The Star Spawn may levitate and slowly move weights of up to 200 coins weight/
level. Thus a 10th level elf could move up to 2,000 coins of weight. The entire weight
DOOMSAYER may be moved up to 20’ per round in any direction the caster desires. Unwilling
War Wizard Level 1 creatures get a RESOLVE SAVE. A successful save results in the spell having no
Duration: 1 Round effect. The caster must concentrate while moving objects, and if disturbed the teleki-
Range: 30’ nesis objects will fall.
SPELLCHECK: YES
The caster makes eye contact with his target and fills his head with apocalyp- MAGIC MISSILE
tic images and fills him with utter hopelessness. On a failed resolve save, until War Wizard level 1
the caster’s next action, his target becomes suicidal with complete disregard Duration: Instant
for his own safety. -5 to his AC he stands and takes the hits. Undead and Range: 120 feet
Machines are unaffected by this spell. SPELLCHECK: NO
The war wizard focuses his hatred into darts of pure evil magic. The Missile mani-
DUB-STEP THUNDER fests itself uniquely per each War Wizard.
War Wizard Level 1 At 1st level: The war wizard makes 3 darts each dealing 1d4+1 damage. He can
Duration: Instant choose up to 3 targets. The darts ignore cover and armor. If the war wizard may
Range: 15’ expend additional chaos points to manifest more darts. 1= 2 chaos points 2= 5 chaos
SPELLCHECK: YES points 3= 8 chaos points. Each time adding additional damage to the roll as well. 1=
A sound long forgotten in time, the War Wizard can usher it back from
1d4+2 per dart. 2=1d6+1 per dart 3= 1d8+1 per dart.
extinction and weaponize it. With a clap of his hands the War Wizard lets out
a noise that sounds like the fornication of machines. The horrendous noise
At higher levels: The damage and additional missiles remain unchanged but the
terror deals 1d6+2 damage on a failed save half on a successful to any creature
amount of chaos points decrease. To the effect of 1 chaos point per dart. Increasing
within the 15’ cube around the War Wizard. (where he stands is the center
the damage accordingly.
and 15’ out each way)
MAKE A STAND
FEEL NO PAIN
Holy Smiter Level 1
Star Spawn Level 1
Duration: Instant
Duration: Instant
Range: Touch
Range: 120’
SPELLCHECK: NO
SPELLCHECK: YES
The Holy Smiter calls forth the will to muster courage in the face of a great adver-
Pain don’t hurt. At least that’s what the Star Spawn wants you to think. The
sary. He can grant himself or a target he can touch an additional 1d6 bonus to the
Star Spawn can turn off the pain receptors in the brain of a target he can see
next roll of his choice.
up to 120’. The target rolls a Hit Dice for an extra pool of HP. Once they are
depleted, by either taking damage or a long rest, they revert back to their
MEMORY EDGE
original HP.
Star Spawn Level 1
Duration: See below
FLAME HANDS
Range: Self
War Wizard Level 1
SPELLCHECK: YES
Duration: See Below
Extracting past memories the Star Spawn can manifest them into a sharp blade
Range: Touch
like weapon he can wield in combat. The blade manifests for 1d4+Star Spawn level
SPELLCHECK: NO
turns. The blade itself is a clear-purplish Slasher.
The War Wizard’s fingers begin to glow like embers in a fire then they shoot
out small flames. Anything flammable the War Wizard touches will catch
MIMIC
fire. If he holds paper or a book while casting will be engulfed in flames. If
War Wizard Level 1
He would touch a creature that creature takes 1d6 damage. If caught on fire it
Duration: Instant
takes 1d6 damage at the start of each round until extinguished.
Range: 120’
SPELLCHECK: YES
The War Wizard can mimic any sound from crumbling rocks to a wounded goblin.
The limit to the spell is the Caster’s imagination. The sound only exceeds 120’ and
lasts no longer than the round.
NECROTIC REGURGITATION RUST
War Wizard level 1 War Wizard level 1
Duration: Instant Duration: Instant
Range: 10’ Range: Touch
SPELLCHECK: NO SPELLCHECK: YES
A sickly green chunky stream of bile comes out of the war wizard’s mouth in With an extended finger the war wizard can at will corrode any type of non magical
a 10ft line. On a hit it deals 1d8 damage. With a 50% chance it will cause the metal. Giving metal weapons a -1 to hit and armor a -1 to AC. These effects are
target to vomit for 1d4 rounds not taking actions. Undead and mechanical cumulative. Until the weapon is destroyed.
creatures are unaffected by the chance of vomiting. A weapon or armor with a -5 added to it is destroyed
SMELL-O-VISION
Grants the ability to be able to see smells. The more rancid the brighter the
color. Rotten pizza, gym socks combo which appears as bright yellow vs. the
pleasant smell of the beer wench in town which appears as a dark blue purple.
TRUESIGHT
Certain spells/effects grant truesight, along with some powerful fiends. True
sight grants:
The ability to see full vision in complete darkness with no drawback
The ability to see magical auras around items, creatures, secret doors (if
magical)
The ability to see the astral plane and the ability to discern owners of each
silver cord connecting them to the material plane.
TRAPS AND HOW TO SPOT THEM
Dungeons are trap infested fun houses. Traps designed to dismember and THE PARTIES XP POOL
maim or cause insanity or worse. Every player has a base chance at finding a Once all the XP is counted up the base number is the XP pool. It is up to the party,
trap but a night stalker and Dwarfling can spot them at a higher rate. not The Neon Lord, how that XP is split. It can be split even between all members, or
it can be handed out according to who did the most “work”. If this process goes long
and turns into a bitching session the Neon Lord is granted the ability to either hand
NORMAL CHARACTERS 40% CHANCE
out all the xp or none of the xp. be civil.
NIGHT STALKERS 50% CHANCE*
DWARFLING 60% CHANCE
*NIGHT STALKERS CAN EXPEND STEALTH POINTS TO ADD 10% PER
ENCUMBRANCE AND CARRYING CAPACITY
EACH ITEM IS CONSIDERED ONE SLOT IN CARRYING UNLESS OTHERWISE
POINT TO SPOTTING TRAPS
NOTED. EACH CLASS CAN CARRY A SPECIFIC AMOUNT WITH NO ADDI-
TIONAL HELP (BAGS, PACKS, ETC)
REST DEATH BRINGER 2 SLOTS
ADVENTURING IS A TOTAL BUMMER! It’s very strenuous, not to mention
literally everything in the wastelands and the ruins beneath wants to maim, WAR WIZARD 6 SLOTS
mangle, dismember and if you’re lucky, kill you. Resting helps recharge them
NIGHT STALKER 1 SLOTS
batteries and a little chance to lick them wounds, if it be for just a few brief
moments then its back into the mayhem! STAR SPAWN 4 SLOTS
DWARFLING 2 SLOTS
SHORT REST
A short rest can be conducted as a quick halt to catch your breath, take a swig HOLY SMITER 2 SLOTS
of Glug-Chug Zero, bandage up them wounds then press on. A short rest will COSMIC BARBARIAN 2 SLOTS
regain 1 HP. Any longer than one short rest will result in a possible Wandering
Monster encounter. Fighting men cannot carry more than 2 slots without aid due to armor and bulky
weapons. War Wizards utilize pocket dimensions enabling them to carry more, as
LONG REST can the star spawn. A Night Stalker needs to be light on his feet limiting his carry to
A long rest can only be conducted within a safe place. Long rests cannot take 1 slot. It is assumed that weapons and armor equipped take up 0 slots. Note: These
place with-in the dungeon. A town is preferred but a long rest can be conduct- are the base amount any class can carry. Equipping a bag, pack, or ruck will add to
ed in the wilderness provided that a fire is built and a roving guard is on duty this baseline number.
at all times. A long rest gains back 1hd and 1d6 lost ability points. In addition
caster’s spell pools are gathered and any effects that end or start at a long rest Example
will take place. Kill-O-Cybin, a Cosmic Barbarian starts out with 2 slots in which he can carry
additional items. He equips a heavy ruck, which enables Kill-O-Cybin to now carry
WANDERING MONSTERS 17 slots. His 2 initial carry slots and the heavy ruck’s 15 slots.
Lurking in the shadows of the dimly lit, if not completely dark, underground
labyrinth like complexes is the random bloodthirsty creature looking to suck
your brains from out of your nose. Pray you see him before he sees you.
The Neon Lord determines what, if any, monsters are randomly wandering
looking for flesh to rip. Generally during a short rest a wandering monster
check is conducted but it’s up to the Neon Lord.
EXPERIENCE POINTS
When the adventure is over and you’re safe within the confines of a town,
keep, stronghold, etc and you’re still alive the neon lord will dish out them
sweet sweet experience points. Experience points are given out for dispatching
baddies via slaying them (monsters who retreat give no xp) and by collect-
ing gold and treasures. Each monster and treasure will have a xp value in its
description.
MONSTER SLAYING XP
May your steel never dry. The blood of your enemies coats blades and shields.
All that bloodshed comes with knowledge learned via XP gained for the fight.
(Except fleeing foes they give no xp)
TOTAL CARNAGE!
EXAMPLE OF COMBAT
Terrix (Death Bringer), Qa’ulon (War Wizard), and Steve (Cosmic Barbarian) are slowly exploring an underground slaver hideout, which they thought was abandoned, as
they turn a corner they come face to face with a Neon Lord. Each side rolls to see if they are surprised. It’s determined that they both are not surprised and they go right
into initiative. Terrix rolls a 2, Qa’ulon rolls a 6, and Steve rolls a 5. Qa’ulon’s 6 is the highest his side gets a 6. The neon lord rolls a 2, so the party goes 1st. The distance
between them is 60 feet so the party moves their max distance which ends them about half the way. The Neon Death stays still prepping a spell. The green glow can be
seen around his hand gestures. Qa’ulon scoffs as he preps his spell and fires it off first. 4 magic missiles spew forth from his outstretched fingers. (Spell manifests 3 and
Qa’ulon expends an additional Chaos point) each missile hits the neon death dealing 2, 4, 2, and 2. For a total of 10 damage. Not enough to take down the neon death!
(Neon death 3hd, rolled 5,6,3 for 14) Neon Death is a caster as well and returns the favor of the missiles. Targeting the War Wizard. Rolling 4, 4, and another 4. Hitting
the War Wizard for 12 damage. The missiles slice through him, cutting him into 4 lifeless pieces. Killing him instantly. Since no one is in melee range they re-roll initia-
tive. The party rolls a 5 and 4 while the neon death rolls a 3.
The fighting men close the distance and move with-in 5 feet of the Neon Death. The Neon Death then gets to cast. The cold lifeless eyes of the Neon Lord are set on the
Cosmic Barbarian as he stands clutching 2 hand axes, but since they are within 5 feet he cannot cast spells so now the party can swing! Terrix towers over the ratty robe
and glowing bones of the neon lord, pulls his short sword over his head and it comes crashing down, He rolls a 20 “to hit ‘’! consulting the “To the Max!” Chart rolling
another 1d20 (12). “Moderation is for the weak!” Terrix spends 5 brains ability points to add 1d12 per point to the damage. He rolls 1d6+1 (weapon and ability bonus)
gets 6. Then rolls 5d12. Results are 5, 9, 3, 11, and 2. Dealing a massive 36 damage! Turning the Neon Death into radioactive dust. Smashing him to a smear in the histo-
ry books of Neo-Terraxx.
As described below, the combat goes in a specific order. Unless otherwise stated most characters can make a single attack per turn. An attack is made by declaring who
is being attacked and with what means, rolling a d20, adding appropriate modifiers to the roll. The outcome of the roll must beat or tie the opposition’s AC. If the roll is
lower than the attack misses. As always a natural 1 is a fumble and a natural 20 is a crit hit. If the to hit roll, well hits then damage is rolled.
TIME IN COMBAT
Combat time and adventuring time are measured differently. Adventuring Each side resolves their action in the specific phase in the combat round.. Winner
time is normal speed and measures what a character can do in the span of 10 of the initiative moves then the other side moves, winner shoots missiles then other
minutes. Combat time is slowed down and separated into phases for ease of side shoots, etc.
tracking. Realistically, movement, spells, missile fire, and melee are going on
almost simultaneously. SURPRISE
Each round of combat lasts for 10 seconds. 60 rounds equals a turn. Very The Neon Lord rolls a 1d6 for each side, if a side rolls a 1 or 2, they are surprised. If
rarely does combat last 60 rounds. Each player, monster, NPC’s movement and there is a tie, no one is surprised.
action in combat counts as a round.
INITIATIVE
Each side rolls a d6 per active player. Whoever has the highest roll per side goes
ORDER OF COMBAT against the opposition’s higher roll. Any tie is re-rolled with a single 1D6.
1 CHECK IF EITHER SIDE IS SURPRISED
DECLARING ACTIONS
2 EACH SIDE ROLLS INITIATIVE After initiative is rolled the players declare their actions for the round to the Neon
Lord.
3 HIGHEST INITIATIVE SIDE GOES 1ST
4 MOVEMENTS ARE MADE MOVEMENT
Movement happens first in the order of combat. A player can move up to his max
5 MISSILE ATTACKS ARE MADE speed in ft but may choose not to reach his max. NOTE: You cannot break up your
movement. All moving happens in the beginning of combat only.
6 SPELLS ARE CAST SAVING THROWS
MADE COMBAT MOVEMENTS
As an action a player can utilize these combat movements. If any combat movement
7 MELEE ATTACKS ARE MADE is used rather than normal movement, the character forfeits any other action until
the next turn.
7A SINGLE HANDED
7B TWO HANDED WATCH THIS BRO!
A PC can THROW a dagger sized weapon while making his movement in the
8 AFTER BOTH SIDES RESOLVE MOVE- movement phase. The attack receives a -2 Penalty “To Hit” and -1 to damage.
MENTS AND ATTACKS IT GOES BACK RETREAT!
UP TO STEP 2 AND INITIATIVE IS A player can leave combat forfeiting his attack and running double his max speed
backwards. He suffers from his opponents getting a +2 bonus to hit him.
ROLLED AGAIN.
ATTACKING
The main portion of combat attacks come in the form of either missile, magic, MELEE ATTACK
or melee. Welding hand weapons at each other in a fury of blows, melee combat is determined
by the D20 “To Hit” roll. The number has to tie or be greater than the target’s AC
MISSILE ATTACK to be a hit. If it is a successful hit the damage is rolled. Even if initiative is won if
Arrows, rocks, bullets, axes, lazers, or projectiles launched into combat. The wielding a two handed weapon you go after any opponent with only a single handed
attackers roll 1d20 + prowess modifier + range + cover against the target’s AC. weapon. If both parties have 2 handed weapons, the winning side of the initiative
goes first.
TO HIT
1D20+PROWESS MODIFIER+RANGE ADDITIONAL MELEE ACTIONS
A player may forgo his attack action and choose an additional melee action instead.
SHOOTING INTO MELEE
Firing missile weapons into the fray of melee combat can result in possibly ALL IN
hitting an ally. If you absolutely positively have to then the target in the fight is The player must declare an all in attack at the beginning of combat. An all in attack
randomly determined. is a suicidal strike in the hopes of killing the foe before he kills you. With complete
disregard for his own safety the PC makes a brave attack granting himself a +4 to
CRITICAL HITS AND FIREARMS hit. On a successful hit he adds an additional 1d4 damage. This attack leaves him
Due to the lethality of guns and other firearms they lack a “to the max!” Chart. vulnerable to attacks with a -4 penalty to his ac until his next turn.
Instead a 20 is always a head shot that simply deals double damage. A 1 is still
a fumble and rolls on the firearms fumble chart below. DODGE, DIP, DUCK, DIVE
Floating like a butterfly, you can bounce around combat making yourself a hard
FIREARMS FUMBLE CHART target. Until your next turn add an additional +2 to your AC.
ROLL RESULT
I GOT YOUR SIX!
1-2 IGNORE THE FUMBLE, JUST A MISS If the PC is within 5ft of an ally and wielding a shield he can add +2 to his ally’s AC.
3 DROP WEAPON Effectively covering him with his shield. NOTE: This will lower the PC’s AC giving
him a -2 penalty.
4 JAMS, SPEND NEXT ROUND UNJAMMING
5-6 NEAR-MISS ROLL TO HIT RANDOM TARGET RAGE! RAGE!
Any class can expend all their fortune points to add an additional 1d6 to an attack
7 RECOIL KNOCKS WEAPON OUT OF YOUR HANDS IN A and damage roll. This Action must be chosen before rolling “To Hit” the target.
RANDOM DIRECTION 15FT
8-9 AUTO HITS A RANDOM TARGET SHIELD DEFLECT
If a PC is wielding a shield and is equipped, they can sacrifice the shield absorbing 2
10 YOU SHOOT YOURSELF FOR NORMAL DAMAGE
damage. The shield is destroyed in the process.
SPELLS
Spells in combat follow the same rules as described in spell casting. Normal
rules apply in regards to each individual spell. The spell resolves at the end of
the spell round (unless noted as instant) saving throws are made at this point
if applicable.
FUMBLE TABLE
ROLL RESULT 14A IF ATTACK WAS A MISSILE ATTACK OR SPELL: PULLING BACK ON
1 YOUR FOLLY SHALL BE INSCRIBED IN THE HALLS OF YOUR BOW WITH TOO MUCH GUSTO OR THE RECOIL OF THE
FOOLS FOR AL=L OF ETERNITY. LOSE 2 FORTUNE POINTS WEAPON WAS TOO MUCH, CAUSES YOUR WEAPON TO FLY OUT
AND EVERYONE TREATS YOU LIKE A SIMPLETON. OF YOUR HANDS IN A RANDOM DIRECTION 2D10 FT AWAY. SPEND
THE NEXT TURN PICKING UP YOUR WEAPON OR READYING A
2 YOU STUMBLE AND STEP ON YOUR ENEMY’S TOES. HE NEW WEAPON. IF ATTACK WAS A SPELL YOU FALL FLAT ON YOUR
LETS OUT A BELLOW ALTERING HIS COMPANIONS. REIN- BACK FROM THE SHEER CHAOTIC FORCE OF THE SPELL. THE
FORCEMENTS ARRIVE (1D6 MONSTERS). SPELL GOES WILD 1D4 1- SPELL HITS RANDOM TARGET 2- SPELL
3 YOUR STRIKE MEETS THE EDGE OF YOUR OPPONENT’S HITS YOU ON THE WAY DOWN 3- MISFIRE 4- SPELL HITS INTEND-
WEAPON LEAVING YOU VULNERABLE FOR A COUNTER- ED TARGET.
ATTACK. SUFFER A -3 PENALTY TO YOUR AC UNTIL YOUR 15 WILD SWING COMES BACK AND MANAGES TO STRIKE YOURSELF
NEXT TURN. DEALING NORMAL DAMAGE, AND LOSING 1 FORTUNE POINT.
4 IN THE RUCKUS YOU MANAGE TO DROP YOUR WEAPON
BEFORE MAKING AN ATTACK. SPEND THE NEXT ROUND 16 THE COWARDICE OF THIS DEGENERATE ENEMY IS SHOWN. HE
PICKING UP YOUR WEAPON OR READYING A NEW WEAP- DOGES YOUR VOLLEY AND CALLS FOR HIS BROS. REINFORCE-
ON. MENTS ARRIVE (1D12) AT HALF HP
5 YOU TRIP AND FALL WITH A HARD THUD. TAKING 1D4 17 YOU SEE FEAR IN YOUR ADVERSARY’S EYES AS YOUR WEAPON
DAMAGE. IN THE FALL YOUR WEAPON FLIES OUT OF COMES UP OVER YOUR HEAD. THE POWER SURGES THROUGH
YOUR HAND. (20% PERCENT CHANCE IT COMES BACK YOU KNOWING THIS IS THE END OF THIS FIEND. UNFORTUNATE-
DOWN AND LANDS IN YOUR BODY, YOU TAKE THE FULL LY AN ALLY STEPS IN THE WAY AS YOUR WEAPON COMES CRASH-
DAMAGE FROM IT) SPEND THE ROUND STANDING UP ING DOWN. ROLL ON THE TO THE MAX TABLE AGAINST HIM.
AND THE NEXT TURN PICKING UP YOUR WEAPON OR
READYING A NEW WEAPON. 18 YOUR ENEMY HAS EXPLOITED A WEAKNESS IN YOUR ARMOR
AND DEALS NORMAL DAMAGE TO YOU
6 THE RIGORS OF THE BATTLE HAS LOOSEN YOUR ARMOR
STRAPS. SPEND THE NEXT TURN TIGHTENING IT UP. UN- 19 DEATH BLOW. A MADCAP ATTACK LEAVES YOUR BACK EXPOSED
TIL THE END OF YOUR NEXT TURN TAKE A -5 PENALTY TO YOUR OPPONENT’S VICIOUS ATTACK. YOUR FOE’S ATTACK
TO YOUR AC. AUTO CRITS
7 YOUR WEAPON HITS AGAINST YOUR FOE’S ARMOR AND 20 THE GODS HATE YOU AND WANT YOU DEAD. DEAL DOUBLE MAX
BECOMES DAMAGED. (MISSILE WEAPONS JAM, OR BOW DAMAGE TO YOURSELF
BREAKS) IT IS USELESS UNTIL IT’S REPAIRED OUT OF
BATTLE.
8 YOUR ONSLAUGHT FAILS AS YOUR ENEMY SIMPLY SIDE-
STEPS. LEAVING YOU OPEN FOR AN ATTACK. SUFFER A -6
9
PENALTY TO YOUR AC.
TOO MUCH BLOOD AND GORE ON YOUR WEAPON MAK-
MURDER. DEATH. KILL .
ING IT SLIP RIGHT OUT OF YOUR HANDS WHILE YOU TRY DAMAGE AND DYING
TO LAND AN ATTACK. THE WEAPON GOES IN A RANDOM If an attack is successful, roll up the damage using the corresponding dice and any
DIRECTION. modifiers added to it. Then subtract that number from that character or creatures
10 THE GODS OF BATTLE SMILE UPON YOU ON THIS DAY. hit points. If a creature or character falls to 0 hit points they are dead. When
RE-ROLL TO HIT IGNORING THE FUMBLE. creatures, monsters, and NPCs hit 0 hit points they die. Characters, on the other
hand, have a bit of tenacity and have one final chance before their souls are released
11 COIN PURSE RIPS SPILLING ALL YOUR HARD EARNED into the great Aether. Roll a death saving throw, if successful they are unconscious,
GOLD! SPEND THE NEXT 1D4 ROUNDS PICKING IT BACK if failed they die. (NOTE: some powerful monsters have a death saving throw as
UP. SUFFER A -7 TO YOUR AC UNTIL ALL THE GOLD IS well.)
PICKED UP.
12 YOU HAPHAZARDLY STRIKE ONE RANDOMLY DETER-
MINED ALLY WITHIN RANGE. MAKE AN ATTACK TOLL
AGAINST THAT ALLY DEALING NORMAL DAMAGE.
13 YOUR THUNDEROUS BLOW HITS!.. THE WALL OR OTHER
HARD SURFACE. THE WEAPON IS UTTERLY DESTROYED
FROM THE MIGHT OF THE BLOW. ALL MUNDANE WEAP-
ONS ARE DEMOLISHED AND METAL SHRAPNEL EX-
PLODES IN EVERY DIRECTION. 2 RANDOM TARGETS TAKE
1D4 DAMAGE. IF IT WAS A MAGICAL WEAPON IT HAS A 30
PERCENT CHANCE OF DESTRUCTION. IF DESTROYED THE
MAGICAL POWER SURGES OUT IN A VIOLENT DISPLAY OF
COLORS AND SPARKLES. 4 MAGIC MISSILE DARTS SHOOT
OUT AT 4 RANDOM TARGETS DEALING 1D4+1.
14 WINDING UP FOR A MIGHTY BLOW YOUR OPPONENT
ANTICIPATES IT AND TURNS YOUR HELMET BACKWARDS
(PULLS ROBE OVER YOUR EYES, ARMOR UP OVER HEAD…
DEPENDING ON THE SITUATION) HE MANAGES TO
DISARM YOU AND THROWS WEAPON 2D10 FEET IN A
RANDOM DIRECTION. SPEND THE NEXT TURN PICKING
UP YOUR WEAPON OR READYING A NEW WEAPON.
TO THE MAX! CHARTS
WHEN A PC ROLLS A CRITICAL SUCCESS DURING COMBAT ROLL ON YOUR CLASS’S CHART TO DECIMATE YOUR ENEMY IN A GRISLY FASHION.
LEVEL DICE
TYPES OF DAMAGE
1 1D20 Damage in “Neon Lords of the Toxic Wasteland” is more than simply hitting body
2 1D20 mass inflicting flesh wounds, though that is the most common type of damage. An
attack can hit a character’s mind, body, or even soul.
3 3D6
4 2D6 DECREPIT TOUCH
If a creature has decrepit touch they deal damage in the form of ability loss. Mostly
5 1D10
from the burliness ability score but sometimes it drains from others instead. If this
6 1D8 is the case it will specify which ability score its draining. If any ability score except
7 1D6 fortune and class based ability score drops to 0 the character dies.
VILE
Deals radioactive damage, on a successful hit the target must make a grit
saving throw vs. a minor mutation.
BLEEDING
The wound inflicted by a weapon or spell with bleeding damage is deep and
the target keeps taking an additional 1d4 damage at the beginning of each of
their turns bleeding damage can be stopped with a bandage.
DRUG EFFECTS TABLE
WHEN A PLAYER ROLLS ON THIS TABLE THEY GAIN A +1 TO THEIR
SLEAZE ATTRIBUTE.
I LOOT THE DEAD DUDE
RANDOM STUFF FOUND ON THE BODIES OF SLAIN MONSTERS OR NPCS
ROLL RESULT
1 OVERDOSE. THE DRUG IS TOO INTENSE! SAVE VS. DEATH ROLL RESULT
2 ADVERSE REACTION: THE DRUG DEALS 1D6 DAMAGE AND 1 A SMALL BAG OF RAT SKULLS
THE PC IS WRETCHEDLY GRASPING HIS INSIDES WHILE IN 2 1D4 DUSTY VIALS OF A MURKY BROWN LIQUID
THE FETAL POSITION FOR 1D4 TURNS
3 A METALLIC CUBE
3 MINOR REACTION: THE DRUG DEALS 1D4 DAMAGE WITH
MILD DISCOMFORT. 4 BROKEN LAZER PISTOL
4 SUPER STRENGTH: GAIN +1D10 TO YOUR BURLINESS ABILI- 5 A SMALL FINGER-SHAPED SPONGE CAKE WITH A WHITE
TY SCORE FOR 1D10 TURNS SYNTHETIC CREAM FILLING
5 MEIOSIS: IT APPEARS YOUR BODY SPLITS INTO TWO OF 6 A CAN OF MEAT TREET BRAND JELLIED MEAT
YOU. 7 A BOTTLE OF MILK (LACED WITH COMBAT ENHANCEMENT
6 MOMENT OF CLARITY: The Good Stuff! Grants You +1d4 to all DRUGS)
your stats for 1d4 Turns. 8 1D4 GOLD PIECES
7 YOU GOT RIPPED OFF!! ITS JUST CANDY WITH PRESSUR- 9 HAPHAZARDLY BUILT LAZER PISTOL (BREAKS AFTER 1ST
IZED CARBON DIOXIDE GAS BUBBLES EMBEDDED INSIDE, SHOT)
CREATING A SMALL POPPING REACTION WHEN IT DIS-
SOLVES IN ONE’S MOUTH 10 SMALL BAGGIE OF RAINBOW POWDER
8 BLOOD-LUST!! 11 WORMBREAD
9 X-RAY VISION: THE DRUG DEALS 1D4 DAMAGE AS THE PC’S 12 RANDOM 1ST LEVEL WAR WIZARD SPELL INSCRIBED ON A
EYES BURN. LOSING SIGHT FOR A TURN THEN BEING ABLE CHUNK OF HUMANOID SKIN
TO SEE THROUGH WALLS FOR 1D6 DAYS 13 4 HUMANOID TEETH
10 PASSES OUT IN DEEP SLUMBER FOR 1D100 MINUTES, GAIN- 14 1D4 VITALITY STICKS
ING THE UNCONSCIOUS CONDITION
15 CRYSTAL SKULL
11 1D4 DOUBLES OF EVERYTHING THE PC SEES. HE MUST
CONCENTRATE TO SEE STRAIGHT 16 NINJA THROWING STARS
ASTRAL PROJECT
WAR WIZARD LEVEL 9
Duration: Until the Caster returns willingly to his mortal body
Range: Self
Spellcheck: Yes
The War Wizard can travel to the Astral Plane and Beyond leaving his mortal
body behind still attached to his silver cord. The War Wizard manifests an
avatar of his likeness on the Astral Plane, Magical items and weapons can
materialize in the Astral Plane but not Mundane or Exotic Weapons, Armor,
or Items. The War Wizard can interact with other beings residing in the Astral
Plane and utilize it’s portal nexus and travel to worlds beyond that on the
Astral Plane, Such as Hell World.
MINOR MUTATIONS TABLE
ROLL RESULT
1 POINTY EARS
STUFF TO SLAY!
2 ALLERGIC TO METAL (CANNOT WEAR OR HOLD ANY “THEY MOSTLY COME OUT AT NIGHT..MOSTLY”
WITH OUT TAKING 1D4 DAMAGE PER TURN)
3 YELLOW SLIME OOZES FORM YOUR PORES GAINING They are Vile, Mean, Disgusting, and Always Slimy for some reason. Monsters
YOU A +1 TO SLEAZE and Fiends of the Toxic Wasteland are very deadly and would love your full set of
humanoid teeth. Hold your torch close and your steel closer.
4 EYES FUSE TOGETHER MAKING YOU A CYCLOPS LOSE 3
POINTS FROM YOUR ATTITUDE AND ZERO DEPTH PER-
CEPTION GAINING A -2 PENALTY TO ATTACK ROLLS MONSTER STAT BLOCK
Just a quick run down of the monster stat block and what each line means.
5 SKIN BECOMES ALTERED:
1. REPTILIAN
INITIATIVE
2. OPAQUE
Baddies don’t play fair. They get an additional bonus to their initiative roll.
3. CRYSTAL
4. HOLOGRAPHIC
ALIGNMENT
6 EYES CHANGE: Creatures and monsters still follow the same 3 alignments that players do.
1. MILKED OVER (BLIND)
2. ALL PUPIL +1 ATTITUDE MOVEMENT
3. NO PUPIL How far the baddie can move in a turn.
4. THERMO-VISION
7 HAIR BECOMES A DIFFERENT SUBSTANCE OR COLOR ARMOR CLASS
1. CRYSTAL Pretty self explanatory, the armor value of the monster and what type he is rocking.
2. RAINBOW
3. GLITTER HIT DICE
4. METAL Unless otherwise stated a creature rolls a 1d6 equal to the number of HD indicated.
For example, a creature with a HD of 3 rolls 3d6.
8 AGED 1D10X10 YEARS
9 GAIN RAD-GLOW (CAN NEVER SURPRISE ANY ONE OR ATTACK
THING) Shows how many different attacks they can do, if they have more than one attack,
and what kind of attack and weapon is used.
10 PAINFUL OPEN SORES ALL OVER BODY. TAKING 1 DAM-
AGE WHEN ATTEMPTING TO DO ANYTHING. DAMAGE
11 HAIR FALLS OUT, LOSES CURRENT HAIRSTYLE PERKS How much pain they dish out with their attacks and all added bonuses.
GAINS SKUL CAP HAIRSTYLE
SAVES
12 GROW AN EXTRA EYE ON YOUR SHOULDER BLADE,
What they have to roll to survive bad stuff thrown at ‘em by the players.
GRANTING YOU IMMUNITY TO SURPRISES
SPECIAL
Any special attacks or abilities they may have.
After special is a brief description of the monster and a bit of lore attached to it if
any. Then each monster has a specific “To the Max!” Mini chart:
WONDERING MONSTERS
When the Party attempts to catch their breath in hostile places, there are things that
want to eat them or worse lurking in the darkness just out of the torches reach.
During every short rest roll a 1d20.
1-Regain full health
2-14 no Monster shows up
15-19 random monster or Judges choice.
20- Neon Death always. 2% chance he brings a friend.
LIST OF MONSTERS FOR THE PLAY TEST ARACHNOID
This is but a small sample of the monsters and fiends that await PCs in INITIATIVE: +1
“Neon Lords of the Toxic Wasteland” ALIGNMENT: CHAOTIC
MOVEMENT: 35’
ARMOR CLASS: 14
APE, MUTANT HIT DICE: 3
ATTACK: STINGERS, PINCERS, OR WEAPON
ARACHNOID DAMAGE: STINGER 1D6, PINCERS 1D4
BARF BAG SAVE: GRIT: 13 AGILITY: 11 RESOLVE: 14 DEATH: 14
SPECIAL: 6 arms can hold more than 1 weapon, can dual wield. Can climb walls
CARNIFEX
and ceilings as if its normal terrain.
CHAOS SMITER
CHUD A race of humanoid spiders from Venus. Extremely evil they come to earth to
abduct humanoids and transport them back to Venus as slave labor in their mines.
COMBAT AMPHIBIAN Arachnoids and star spawn have been at war with each other for over a millennium
CRYSTAL SKELETONS and will lash out and fight to the death of one sees the other.
COMBAT AMPHIBIAN “To the Max!” Table 1-19 Punch right to the face knocking out 1d4 Teeth, and dealing an addition-
al 1d6 damage.
1-19 Before The Combat Amphibian hits with his melee weapon he
throws a Ninja Star for 1d4 damage. 20 FLAVOR BLAST! The Drool-Aid man vomits his insides on you dissolv-
ing your skin and intestines leaving nothing but a skeleton. Killing you
20 RUDE ATTACK: The Combat Amphibian deals normal damage instantly.
and makes an extra attack with his tongue dealing an additional
1d6 damage
MUTANT RAIDER
INITIATIVE: +0
ALIGNMENT: NEUTRAL
MOVEMENT: 30’
ARMOR CLASS: 15
HIT DICE: 2
ATTACK: 1 SWORD
DAMAGE: 1D6 (Ripper) 1D8 (Slasher)
SAVE: GRIT: 16 AGILITY: 16 RESOLVE: 16 DEATH: 16
SPECIAL: N/A
Mutated cannibal creeps that want to eat your flesh and harvest your teeth.
Blood Sludge “To the Max!” Table Apex-Predator of the Wasteland, Insect like killing machine.
1-19 Blood Sludge can’t crit... TREMOR HULK “To the Max!” Table
20 ..Lucky for you! 1-19 A massive strike from the Tremor Hulk dealing an additional 1d8
damage
STREET TRASH 20 MUTANT MELTDOWN!: The Tremor Hulk rolls 3 times on the
INITIATIVE: +0 Mutated Abilities Table then attacks dealing damage for every attack
ALIGNMENT: NEUTRAL it has.
MOVEMENT: 30’
ARMOR CLASS: 9
HIT DICE: 1
ATTACK: 1 Dirty Shiv, +1 TO HIT
WASTELAND VAMPIRE
INITIATIVE: +3
DAMAGE: 1D4+2
ALIGNMENT: CHAOTIC
SAVE: GRIT:16 AGILITY: 16 RESOLVE: 16 DEATH: 16
MOVEMENT: 45’
SPECIAL: Strength in Numbers: The more street trash the more they feed off
ARMOR CLASS: 16 (MAGICAL)
each other. Each Street Trash gains a bonus to hit and damage equal to the
HIT DICE: 5
number of street trash. Example: 5 street trash they all have +5 to hit and +5
ATTACK: 2 Bite, Weapon (Ripper)
damage.
DAMAGE: 1D4 Energy Drain (Bite) 1D6+2 (Ripper)
SAVE: GRIT: 12 AGILITY: 12 RESOLVE: 10 DEATH: 7
Humanoid beggars, liars, and unprofessional thieves. They stalk their prey on
SPECIAL: Immune to non magical items
roadways between settlements and in dark allies. Looking for a easy target. 20%
chance they are addicted to some form of drug. a pack like mentality they grow
Hides in the shadows and wears ceremonial Corpse Paint. Can be found deep into
stronger the more street trash present.
the ruins of the Forgotten World, the deeper the better. They subside mostly on
goblinoid creatures that dwell that deep as well.
Street Trash “To the Max!” Table
1-19 The Shiv goes in a little deeper than anticipated dealing an addi- WASTELAND VAMPIRE “To the Max!” Table
tional +2 damage.
1-19 The Wasteland Vampire’s attack heals him for the amount of damage He
20 SEPTIC STICK: The Dirty Shiv was dipped into some unspeakable dealt.
filth, dealing poison damage. The target must make a DEATH
20 ONE OF US: The Wasteland Vampire bites you turning you into a
SAVING throw or be poisoned.
Vampire in 1d4 hours.
SUICIDE MACHINE
INITIATIVE: +1
ALIGNMENT: CHAOTIC
MOVEMENT:35’
ARMOR CLASS:15
HIT DICE: 3
ATTACK: 2 BUZZ-SAW ARM, PLASMA PISTOL ARM
DAMAGE: 1D6+1 (BUZZ-SAW) 1D6 (PISTOL ARM) 80/100/120
SAVE: GRIT:17 AGILITY:17 RESOLVE:17 DEATH:10
SPECIAL:
GRIT- REPRESENTS RESISTANCE TO PHYSICAL THREATS, SUCH AS POISON, GASSES, ACIDS, AS-
PHYXIATION AND BEING STUNNED.
DEATH- REPRESENTS THE SHEER LUCK OF AVOIDING A WOULD BE CERTAIN DEATH SITUATION.
SUCH AS POISON, SOME TRAPS, DEATH MAGIC, NECRO BLADES, DEATH-RAYS OR OTHER DEADLY
WEAPONS.
AGILITY- BEING QUICK ON YOUR FEET GRANTS YOU A +2 TO YOUR AC FOR 1D4 TURNS
RESOLVE- YOUR MIND IS A IMPENETRABLE FORTRESS, FOR THE NEXT 1D4 TURNS YOU ARE
IMMUNE TO ANY MENTAL ATTACKS
DEATH- YOU SLIP THROUGH DEATH’S COLD GRIP. YOU BECOME IMMORTAL FOR 1D4 TURNS,
NOTHING CAN HURT YOU OF FURTHER EFFECT YOU (SPELLS, MUTATIONS, CURSES, ETC)
FORTUNE POINTS:
• FORTUNE POINTS DON’T REGENERATE
• CANT MAKE CRITS OR ADDED TO DEATH SAVING THROWS
• CAN ONLY BE ADDED TO YOUR OWN ROLLS
COMBAT WANTED:
WASTELANDS MOST WANTED:
ORDER OF COMBAT
1 CHECK IF EITHER SIDE IS SURPRISED
2 EACH SIDE ROLLS INITIATIVE
3 HIGHEST INITIATIVE SIDE GOES 1ST
4 MOVEMENTS ARE MADE
5 MISSILE ATTACKS ARE MADE
6 SPELLS ARE CAST SAVING THROWS
MADE
7 MELEE ATTACKS ARE MADE
7A SINGLE HANDED
7B TWO HANDED
8 AFTER BOTH SIDES RESOLVE MOVE-
MENTS AND ATTACKS IT GOES BACK
UP TO STEP 2 AND INITIATIVE IS
ROLLED AGAIN.
KICKING IN DOORS:
DEATH BRINGER 40% +BURLINESS MODIFIER
WAR WIZARD -10% +BURLINESS MODIFIER
COSMIC BARBARIAN 50% +BURLINESS MODIFIER
HOLY SMITER 40% +BURLINESS MODIFIER
DWARFLING 30% +BURLINESS MODIFIER
STAR SPAWN 20% +BURLINESS MODIFIER
NIGHT STALKER 20% +BURLINESS MODIFIER
Humanity’s last stand against the wasteland has now become a battleground in...
INITIAL INTEL
A scout team outfitted with a meat scanner, trans-
RANDOM ENCOUNTERS
These critters can be rolled for during a wandering
mitted back to us some vital information before monster roll, or when a specific room asks for a random
being eviscerated at the hands of who or what has encounter.
taken over the last outpost.
Standard Encounter Table
ROLL OUTCOME ROLL OUTCOME
1 The outpost burnt to the ground there is 1 1D4 Mutant raiders
no survivors. (False) 2 2 Mutant Brutes fighting over half of a guards-
2 Mutiny! The guards have taken control of men
the outpost (False) 3 Rouge Cyber skin, naked and has blood-lust in
3 They are holding hostages in one of the his robot eyes
rooms (True) 4 1D4 mutant cultist
4 A portal to HELLWORLD has been
opened (False Nightmare Mode* Encounter Table
5 The Outpost is a front for a secret Lab ROLL OUTCOME
(True) 1 1d4 Mutant Brutes
6 Hidden Beneath the Outpost is a cache 2 Rival War Wizard and 1d4 Otherworldly
of exotic weapons and fantastical items Spawn
(false) 3 2d4 Mutant Raiders
7 In a foot locker is hidden a can 0f Glug- 4 1 Suicide Machine
Chug (Unknown)
8 Part of the Drool-Aid Cult is using the Nightmare Mode
outpost to summon the Drool-Aid man Is an Optional mode that is available for the EXTREME
(True) player group only! No sissies allowed!!
• Double XP
• Torches last exactly 1 hour
• While in darkness PCs suffer a -2 penalty to every
roll
• PCs gain 1d4 HP every long rest
MAP OF THE OUTPOST 1. Entrance
Dimly lit, the fresh smell of gore is overwhelming
2. SECURITY CHECKPOINT
Pitch black except for the blue light coming from behind
the glass wall on the east. The room is outfitted with
clunky scanning machines, that the Gunners are hiding
behind.
ROOM ENCOUNTER
3. GUARD ROOM
Stinks like rotten pizza and gym socks. Pitch black
1 Entrance/Death Box, 3 Zombies except for the blue light coming off of the screen of the
2 Security Checkpoint/ 2 Mutant Gunners Data Tape Drive affixed to the northern wall.
3 Guard Room/ Data Tape Dock
4 Detainment Area/ 1D4 Mutant raiders, 1 • Data Tape Drive can be checked and discovered this
Mutant Brute Out Post is hiding a top secret Lab where they are
Hall Corridor/Random Encounter splicing mutant DNA into humanoids.
• The Tape can be formatted and taken from the drive
5 Quarters/ Blood Sludge
• WEST: Glass wall looking into room 2
6 Quarters part 2/ Random Encounter • SOUTH: Door leading to the Entrance
7 Gene Slamming Lab/ 2 Mutant Raiders, 1
Mutant Cultist
8 Bio-flesh Regenerators room *”Death Box”
Hall De-Con Hall • A devious trap constructed of a smoke grenade
9 Main Lab/ Mutant Crab laced with reanimation serum, which was made
airborne. Any dead flesh within the cloud is brought
10 Drool-Aid Summoning room/ 1 Cult
back to the world of the living for a brief period
Leader, 6 Cultists Drool-Aid Man
of time before turning to jet black sludge. (1d6+1
turns)
4. DETAINMENT room 6. QUARTERS II
Smells musty, but well lit. Dead Bodies litter the A cracked Sta-Bright chem stick is visible in the North-
cells West corner. You would think you would get use to the
stench of decay, nope. Room is filled with beds and foot
• 2 Humanoids are locked in the cell furthest lockers (6 each)
from the door on the NORTHERN wall of cells
• 1d4 Mutant Raiders and 1 Mutant Brute are • Random Encounter
guarding the cell with the Humanoids in it. • 2 of the foot lockers contain gold and 1has a can of
• The Humanoids are 2 Guardsmen, one has the Glug-Chug Zero in it.
Yellow Key card and instructs the party on how • WEST: Door leading to Quarters
to enter the main lab. They can join the party • SOUTH: Door leading to the Corridor
and fight back against the mutant assault
• WEST: Door leading to the Corridor
7. GENE-Slamming LAB
GENE-
The caustic smell of burnt chemicals but a well lit room.
HALL CORRIDOR The walls are lined with various science machines and
Drab empty dirty white walls. With the exception of gizmos with an operating table in the center.
the blood trail going up and down each wall. (OP-
TIONAL: Roll Random Encounter every time they • 2 Mutant Raiders are ransacking the drawers as
enter the Corridor.) books and papers are flying everywhere
• 1 Mutant cultist with a chain around his neck being
• RANDOM ENCOUNTER held by one of the raiders is keeping watch on the
• Bloody foot prints that go everywhere including door.
up the wall and on the ceiling • There is a dead body on an operating table its chest
• SOUTH: Locked door needs YELLOW KEY cavity is wide open as flies are buzzing around it.
Upon inspection there is a bag hidden deep in the
CARD
cadaver. Inside the bag is a few baggies of rainbow
5. QUARTERS powder.
Pitch black, all the furniture has been thrown to the
walls and the room has been ransacked, except for a
silver cylinder in the middle of the room.
8. BIO-FLESH REGENERATOR
BIO-
The room is slightly pungent with a hint of black lic-
orice. Dimly Lit, the glow from the Bio-Flesh Regen-
• The Cylinder is 2ft tall and is 1ft wide, if tam-
erator’s liquid is visible. 6 man-sized vats sit on the
pered with it’s contents will spew out and cling
outskirts of the walls, with a central Data Tape Drive in
onto who ever disturbed it.
the center of the room. With the data tape inserted one
• A Blood Sludge has been trapped in the cylinder
humanoid can enter a tank and fully heal all wounds
• A corpse can be found in the room furniture
suffered. After the tape is erased.
rubble, a guardsmen that met the business end
of a slasher.
• Bio-Flesh Regenerator can heal 1 party member
• East: Door to Quarters II
• Two of the vats have Cyberskins in them (Reagan
2000 models) If the data tape is removed they will
break the glass and fight, naked, and with just their
metal fists.
• Drinking the liquid in the vats gets a roll on the
drug effects table
DE-CON CORRIDOR
HALL DE- 9. MAIN LAB
YELLOW KEY CARD NEEDED TO ENTER! The lab smells surprisingly fresh, as opposed to the rest
As the door hisses and the party is sprayed with a of the outpost reeking of filth and mutant stained gar-
white decontamination spay of some sort a silhou- ments. The main lab is by far the most high-tech room
ette can be seen in the mist. The spray has a mildew in the entire place. The walls are lined with machines
smell to it, very unsanitary stench. dug up from all over the forgotten world ruins. In the
center is a giant man-vat (Double the size of the ones in
• Rogue Cyberskin ready to rip out the throats of the bio-flesh regen room) The liquid is clear and you can
the party. see a man with 2 giant lobster claws for hands. Along
• NORTH: Door to Corridor with some sort of bio-mechanical structures affixed to
• EAST: Door to Main Lab his face on his eyes. A lone scientist is still working on a
• SOUTH: Door to Drool-Aid Summoning Room Tape Dock located by the Man-Vat. He will continue to
work and pretend the party isn’t there. If he is murdered
the man vat opens and the Gene-Slammed Lobster man
springs to life ready to waste who ever killed his master.
If the Scientist is forced away from his Tape Dock he
will use the single-shot pistol he is packing (1d6-1, AC
9, 1 HP)
*VILE BLOOD Naked Cyberskin Rolls on the War Wizard/Star Spawn MELEE “To the Max” Table
The creature’s blood is so radioactive that even the touch of it can do harm! If
a Character comes in contact with the blood they roll on the Minor Mutations
Table
10.. Drool
10 -Aid Summoning room
Drool- ESCAPE THE OUTPOST
The room smells like synthetic purple, the only illumi- Just as the Drool-Aid man comes crashing down,
nation is the torches held by the cultist who are standing literally, there are explosions coming from the main
in a circle, next to the south wall. 6 cultist and 1 cult lab and the Gene-Slamming lab. Now the entire Out-
leader are preforming a ritual of some sort. The symbol post is engulfed in flames!! The Neon Lord sets the
on the wall begins to glow in a purple-ish light. The timer (1D6+1) "We got to go! This puppy is about to
ground rumbles a bit as the chanting of “oh yeah, oh explode!" Says one of the Guardsmen, who hopefully
yeah, oh yeah.” Gets louder and louder. Until the wall is alive. Make your way to the entrance quick or you
explodes killing some of the cultist as a resounding are TOAST!
“OOOOOOOOOOHHHH YEAHHHHHHH!” is bel-
lowed out. The Drool-Aid man is standing on the rubble
of the wall and the bodies of his followers.
DROOL-AID MAN
INITIATIVE: +1
ALIGNMENT: CHAOTIC
-THE END
MOVEMENT: 30’
ARMOR CLASS: 13 (CRYSTAL SKIN)
HIT DICE: 5
ATTACKS: 2 FISTS (AS MEGA FISTS) +2 TO HIT
DAMAGE: 2D6+2
SAVE: GRIT: 13 AGILITY: 13 RESOLVE:13 DEATH:13
SPECIAL: When at half of his starting life total drool-aid man begins to crack and
spill his toxic liquid. Anyone in melee combat with him takes 1d4 damage anytime
they successfully hit him. When he dies he shatters and anyone with-in 10ft makes
an agility saving throw or be hit by shrapnel and toxic liquid. On a failed save take
2d6 damage. A 10ft radius where the drool-aid man died becomes caustic and if any
creature moves in the radius takes 1d6 damage per 5ft of travel.