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POST-APOCALYPTIC GENRE

By Peter Klevvall

INTRODUCTION
This document is inspired by the four genres presented in the Cypher System Rulebook by Monte
Cook Games and by the absence in that book of the popular post-apocalyptic genre. Presented here
are not just ideas for how the post-apocalyptic world can look like (you probably have good ideas here
yourself), but also some systems and rules to help you get started more quickly. The common theme
is survival, but how that plays out can be very different. Are your players facing a zombie apocalypse
or has the world been left irradiated (or flooded) because of world-spanning nuclear war? These
games will be quite different from each other, but you’ll hopefully find some assistance in building
your particular world in this document regardless of which type of game you make.
What you’ll find here is information on creating and running post-apocalyptic games, tips and
recommendations for player characters, details on allowing mutated, intelligent animals as PCs (and
NPCs for that matter), an alternative way of tracking radiation damage tied to a system of mutations
and defects (i.e. harmful mutations), survival rules, a special section on zombie games, an entire
revised crafting system and more. This is a toolbox that helps you build your world, by providing ideas
and examples.
References to the “CSR” in this document refers to the Cypher System Rulebook, which is required
for use of this product.
This document is intended for GMs, so when I’m addressing you I’m referring to you the GM.

Many thanks to Ryan Chaddock for his insightful input that has improved this product immensely
and to Pierre Savoie for his feedback that has removed numerous spelling and grammatical errors, as
well as corrected a few rules-related errors and inconsistencies.

Version 1.2

This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and its
logo, are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook
Games, LLC. www.montecookgames.com

This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is
used with permission under the Community Content Agreement for Cypher System Creator.

All other original material in this work is copyright 2016 by Peter Klevvall and published under the
Community Content Agreement for Cypher System Creator.

Cover image on DriveThruRPG from http://www.public-domain-image.com.


Interior images by Mirco Paganessi, Matt Stawicki and Danar Worya.

Requires the Cypher System Rulebook from Monte Cook Games.

Distributed through the Cypher System CreatorTM at DriveThruRPG.


Post-Apocalyptic genre

TABLE OF CONTENTS

CREATING A POST-APOCALYPTIC SETTING .............. 3 HIGH TECH EQUIPMENT ....................................... 19


RUNNING A POST-APOCALYPTIC GAME.................. 4 WEAPONS ...............................................................19
POWERED COMBAT SUITS ...........................................20
REGARDING MUTANTS ........................................... 4
MUTATED ANIMALS ............................................. 20
TYPES AND FLAVORS .............................................. 4
RADIATION DAMAGE AND MUTATIONS ............... 23
SUGGESTED ROLES ................................................. 5
MUTATIONS.............................................................24
ROLE DETAILS ............................................................ 5
DEFECTS ..................................................................27
NEW DESCRIPTORS ................................................. 8
SURVIVAL ............................................................. 29
MUTATED ................................................................. 9
HUNTING ................................................................30
PICKY ....................................................................... 9
FORAGING ...............................................................30
SUGGESTED FOCI .................................................... 9 DEHYDRATION, STARVATION AND RECOVERY ..................30
NEW FOCI ............................................................. 10 ZOMBIES .............................................................. 31
COBBLES STUFF TOGETHER ......................................... 10 INFECTION ...............................................................31
OWNS THE ROAD/SKY/WAVES..................................... 11 TARGETED ATTACKS ...................................................32
SCROUNGES ............................................................ 12
WEATHER ............................................................. 32
SUGGESTED CREATURES AND NPCS...................... 12
EQUIPMENT LIST .................................................. 34
NEW CREATURES .................................................. 12
CREATE YOUR OWN MONSTER ..................................... 13
CONVENTIONAL WEAPONS .................................. 13
CRAFTING ............................................................. 14
CRAFTING LEXICON ................................................... 14
HOW TO BUILD ITEMS................................................ 15
JURY-RIGGING .......................................................... 16
GUN CONSTRUCTION AND MODS ................................. 17
VEHICLE CONSTRUCTION AND MODS............................. 18

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Post-Apocalyptic genre

The post-apocalypse is a harsh world. The some pre-apocalypse high-tech gadgets. Perhaps
weather can be unpredictable or suffer from an the apocalypse was only a few years or a couple
unforgivingly scorching sun. The people are of decades ago, leaving functional pre-
egocentric and violent, putting their own apocalypse equipment in the world that clashes
immediate survival at the forefront. The with the primitive equipment now being built by
resources are scarce and equipment prone to the survivors. Are there survivors from the world
breaking. Civilization has fallen and reverted to a before and, if so, what do they remember?
more primitive variant. There are no country- An advantage when starting to play in a world
spanning governments anymore and sphere of after the apocalypse is the limited range of
influence normally only extends to a single knowledge of the world by the player characters,
settlement or small group of people. making it easier to start out as both player and
The actual setting for the post-apocalyptic character knowledge might be rather similar.
genre can vary quite a bit, though they all imply Communication systems most likely do not work
that some sort of catastrophe has taken place - a (but maybe radio can still be used when power is
large-scale war, world-spanning epidemics or available) and transportation is either slow or
even nuclear holocaust. Where do your stories restricted by a lack of fuel, limiting what the
play out? Perhaps you envision the blistering characters know from the outset. Start small
desert of the Mad Max movies, in particular with just a few settlements and factions and add
Beyond Thunderdome and Fury Road. Or maybe to it when the characters outgrow the region.
you picture a cityscape, a major metropolis Another important thing to decide is if you’re
devastated by war and left mostly in ruins, as going to allow supernatural powers, which in this
Boston is pictured in the Fallout 4 videogame by genre we’ll call mutations. If so, are there limits
Bethesda Softworks. Or the world might be to what mutations can do or are they
almost intact, but overrun by flesh- and brain- fundamentally magic in another form? Decide
eating zombies of the Walking Dead comic and how common mutations and, thus, mutants are.
TV-show, or countless other variants. Or perhaps Does everyone have one or more mutations or
pollution has gotten out of hand and global only a select few individuals? These decisions can
warming have melted the ice caps, flooding the limit the special abilities available to player
Earth as in the 1995 movie Waterworld. Or characters if you decide to restrict mutations or
perhaps the world has regressed over the ban them entirely. Talk to your players and keep
centuries since the Apocalypse and finds itself in this in mind when they create their characters.
the early steam engine era with mutated animals A point to consider is if mutations are only
armed with muskets as playable characters. positive or if mutants suffer from drawbacks
There are many options, but when you hear (such as the harmful and distinctive mutations in
“post-apocalypse” you probably already have an the Numenera or the Strange rulebooks, if you
idea about what your world will look like. have access to either of those volumes). If
nothing else, perhaps each mutation gives the
CREATING A POST- mutant a cosmetic defect, such as scaly or
strangely colored skin, unnaturally large or
APOCALYPTIC SETTING bulging eyes, fewer or more fingers or other
The first thing to decide is what caused the end appearance changes that marks the character as
of the world, and how long ago it was, as it has a mutant. You can consider what spawned
implications for how the world works now. An mutations – radiation, evolution or
epidemic killing 95% of the population leaves bioengineering, for example – but it is probably
most, if not all, of the technology intact, but not important in the game, at least to start with.
possibly unpowered. On the other hand, world- Optional rules for this are included in this
wide nuclear devastation leaves little functioning. document (the section called RADIATION
Draw inspiration from your own favorite post- DAMAGE AND MUTATIONS) as well as rules for
apocalyptic settings and change what irks you. mutated animals as PCs. In addition, you’ll find
Make some general decisions about technology. survival, zombie infection rules and more below
What is a normal level of technology and what is – pick, choose, modify or ignore as you see fit
considered high-tech? Is there power available and as suits your vision of the post-apocalyptic
and if so in what form? Perhaps technology world. The stuff presented here are just options.
reverted back to the steam age (or an even Perhaps you want to combine elements in
more primitive time) and has been rediscovered your game? Brilliant! What are the consequences
over the past couple of centuries, allowing for of that? Perhaps all mutants suffer from physical
muskets and steam engines to be considered the degeneration (such as the weird looks defect,
pinnacle of technological marvel mixed with below), making them look like zombies, and
maybe zombies aren’t completely mindless,

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Post-Apocalyptic genre

making them harder to distinguish from


mutants? Or packs of zombies roaming a REGARDING MUTANTS
devastated world short on resources and help, Strange powers and phenomenon have
making the setting even more dangerous. manifested in the years after the apocalypse,
among humans, animals and plants, giving them
RUNNING A POST- abilities people didn’t use to have, turning them
into mutants. In some places these mutants are
APOCALYPTIC GAME feared, in others revered and in still others they
Keep in mind that post-apocalyptic games are are just a natural part of life. In certain places
often grounded in our reality, our Earth, and that their powers are the reason for keeping them at
brings with it some expectations on how the the bottom of the social ladder (or outside it
world works, both as a society and with regards entirely), in others it is these abilities that keeps
to technology. However, a foreign devastated them in power and in still others mutants live as
world with supernatural elements – perhaps a equals (such as it is) with their neighbors. It is
Mars of John Carter fame – has a lot more in easy to add conflict between mutants and normal
common with a fantasy setting and can be people. Just look to our own world, as well as
treated as such. Assuming “our Earth” and fiction (such as the comics and movies about the
reality as basis, start reasonably familiar to let X-Men), for inspiration if you need it.
both players and their characters find their feet Many mutants are like normal people, living
in the world before introducing the really weird normal lives and having the same worries as
stuff (or don’t introduce it at all), let the world everyone else, just with an odd ability or two.
function as expected at the start. However – are Others, however, make their mutations the
you allowing mutants and mutant abilities? If centerpiece of their lives. These mutants often
you do, explain to the players at least what their have a wide selection of powers and define their
characters know, such as if everyone is basically lives through their mutations.
a mutant or there has been rumors of people In game terms any special ability from a
with strange powers. How are mutants treated character’s type, flavor, description or focus that
by the rest of the population or are mutants is supernatural to our eyes is a mutation, making
dominant? the character a mutant. There are no game rule
So what do the characters do? The start of a differences between normal people and mutants,
post-apocalyptic game can be centered around but this document includes rules for mutations
day-to-day survival. Find food and water, find or that exist on top of the normal system of special
craft equipment (which in turn can require abilities.
finding crafting components) and build a shelter
to call home and perhaps even a vehicle in a TYPES AND FLAVORS
technologically sparse setting. In the long run As mentioned above, post-apocalypse games are
this probably gets a bit tiresome for most players usually grounded in our reality. As such, you
and the game should shift focus to be about might want to prohibit using the Adept Type.
world building or something else that interests However, you should instead allow the new
your group. Perhaps the characters want to build Descriptor Mutated for games using the mutation
a better future or just hoard power for rules further below. See the section REGARDING
themselves. That said, keep reminding both the MUTANTS just above for a few more words on
players and their characters that nothing is easy how mutants can be represented in your setting.
in a post-apocalyptic world and things tend to Some games, such as a zombie apocalypse
take a turn for the worse often enough. Unless game, might not be suitable for mutants at all.
your group desires something else, try to keep Just prohibit the use of the Mutated Descriptor in
things small and focused. Saving the world those cases and consider limiting what special
belongs more to science fiction and superheroes abilities are available to PCs, as you see fit.
(and the fantasy genre, for that matter) than to All flavors apart from the Technology flavor
a post-apocalyptic game, where survival is a are used in this setting, but the Skills and
central and recurring theme. Knowledge flavor is modified to additionally
include the following special abilities from the
Technology flavor. This is included in the lists
below, where suitable.
Tier 1
Tech skills (selection of cobbling, crafting,
identifying, jury-rigging, machines,
piloting, repairing, vehicle driving)

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Post-Apocalyptic genre

Tinker (training in cobbling applies) The shades have learnt that to survive you
Tier 2 have to be able to avoid notice and you have to
Machine efficiency be able to defend yourself.
The urchins are the kids that live in the
shadows of grown-up society, though they can
be adults as well. They’re great at not being
seen, even when watched, and possess a wide
array of skills.
The warlords challenge the leaders with
force of arms, often ruling through strength of
force and personal combat skills rather than
honeyed words and empty promises.
The workers suffer through life, doing the
SUGGESTED ROLES actual work that nobody else does. It’s a
thankless job, but somebody’s gotta do it and
As noted above, all types and flavors, except the
you are better at it than most.
Technology flavor, are used in this setting. These
are sample roles and their suggested type (and ROLE DETAILS
possible flavor). As noted elsewhere, any special
ability that appears supernatural to us normally The entries below detail the changes to special
makes the character a mutant. abilities available for each of the types listed in
the table above. You can always change or
SUGGESTED ROLES restrict the lists, including the standard ones, if
Role Type and flavor you feel certain special abilities don’t find your
Bodyguard Explorer with Combat flavor game.
Cobbler Explorer with Skills and
Knowledge flavor BODYGUARD
Gladiator Warrior Bodyguards are Explorers with the Combat
Healer Speaker with Skills and Flavor. The following list details which special
Knowledge flavor abilities should be removed from the Explorer’s
Leader Speaker list and which should be added from the Combat
Nomad Explorer Flavor list.
Shade Warrior with Stealth flavor Tier 1
Urchin Explorer with Stealth flavor No changes.
Warlord Speaker with Combat flavor Tier 2
Worker Warrior with Skills and Add from Combat Flavor
Knowledge flavor Bash
Trained without Armor
The bodyguards protect those that are more Remove from Explorer Type
important to the group, whoever that may be. Range Increase
Some work for profit, others for pride or a cause. Wreck
But mostly profit. Tier 3
The cobblers cobble together whatever is at Add from Combat Flavor
hand and build something new or improve on Skill with Defense
something already there. The cobblers can also Successive Attack
fix your shoes while they’re at it. Remove from Explorer Type
The gladiators are trained fighters. Some Run and Fight
are artists performing in arenas, others are Wrest from Chance
simply hired thugs, but all are deadly. Tier 4
The healers tend to your nicks, bruises, your Add from Combat Flavor
broken limbs and that pierced artery. They don’t Daring Escape
fix decapitations, though. Remove from Explorer Type
The leaders like to think that they’re the Read the Signs
pinnacle of society, the glue that keeps groups Tier 5
and settlements together and the order in a Add from Combat Flavor
chaotic land. They are not wrong. Experienced Defender
The nomads roam the countryside, the Hard Target
wasteland and the destroyed urban sprawl. They Remove from Explorer Type
act as scouts, scavengers and guides. Jump Attack

-5-
Post-Apocalyptic genre

Take Command GLADIATOR


Tier 6 Use the Warrior type as presented in the CSR.
Add from Combat Flavor
Mastery with Defense HEALER
Remove from Explorer Type Healers are Speakers with the Skills and
Spin Attack Knowledge Flavor. The following list details which
special abilities should be removed from the
COBBLER Speaker’s list and which should be added from
Cobblers are Explorers with the Skills and the Skills and Knowledge (S&K) Flavor list.
Knowledge Flavors. The following list details Tier 1
which special abilities should be removed from Add from S&K Flavor
the Explorer’s list and which should be added Interaction Skills
from the Skills and Knowledge (S&K) Flavor list. Investigative Skills
Tier 1 Knowledge Skills
Add from S&K Flavor Remove from Speaker Type
Tech skills (see TYPES AND FLAVORS Aggression
above) Erase Memories
Tinker (see TYPES AND FLAVORS above) Terrifying Presence
Remove from Explorer Type Tier 2
Fleet of Foot Add from S&K Flavor
Muscles of Iron Extra Skill
Tier 2 Understanding
Add from S&K Flavor Remove from Speaker Type
Machine Efficiency (see TYPES AND Unexpected Betrayal
FLAVORS above) Tier 3
Tool Mastery Add from S&K Flavor
Understanding Flex Skill
Remove from Explorer Type Remove from Speaker Type
Quick Recovery Accelerate
Range Increase Grand Deception
Stand Watch Tier 4
Tier 3 Add from S&K Flavor
Add from S&K Flavor Quick Wits
Improvise Specialization
Remove from Explorer Type Remove from Speaker Type
Ignore the Pain Confounding Banter
Tier 4 Psychosis
Add from S&K Flavor Tier 5
Specialization Add from S&K Flavor
Remove from Explorer Type Multiple Skills
Capable Warrior Read the Signs
Tier 5 Remove from Speaker Type
Add from S&K Flavor Flee
Multiple Skills Foul Aura
Remove from Explorer Type Tier 6
Physically Gifted No changes.
Tier 6
No changes.
LEADER
Use the Speaker type as presented in the CSR.

NOMAD
Nomads functions as Explorers normally do, but
add the special ability Travel skills (as per Skills
and Knowledge Flavor Tier 1) to the Nomad’s
Tier 1, while removing Block from the same Tier.

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Post-Apocalyptic genre

SHADE URCHIN
Shades are Warriors with the Stealth Flavor. The Urchins are Explorers with the Stealth Flavor.
following list details which special abilities should The following list details which special abilities
be removed from the Warrior’s list and which should be removed from the Explorer’s list and
should be added from the Stealth Flavor list. which should be added from the Stealth Flavor
Tier 1 list.
Add from Stealth Flavor Tier 1
Fleet of Foot Add from Stealth Flavor
Stealth Skills Legerdemain
Remove from Warrior Type Stealth Skills
Control the Field Remove from Explorer Type
Pierce Muscles of Iron
Tier 2 Practiced in Armor
Add from Stealth Flavor Tier 2
Find an Opening Add from Stealth Flavor
Impersonate Contortionist
Surprise Strike Get Away
Remove from Warrior Type Sense Ambush
Chop Remove from Explorer Type
Mighty Blow Enable Others
Crush Range Increase
Tier 3 Wreck
Add from Stealth Flavor Tier 3
Evanesce Add from Stealth Flavor
From the Shadows Daring Escape
Seize Opportunity Inner Defense
Remove from Warrior Type Remove from Explorer Type
Fury Experienced with Armor
Reaction Stone Breaker
Spray Tier 4
Tier 4 Add from Stealth Flavor
Add from Stealth Flavor Preternatural Senses
Ambusher Tumbling Moves
Debilitating Strike Remove from Explorer Type
Remove from Warrior Type Expert
Minor to Major Tough as Nails
Opening Gambit Tier 5
Tier 5 Add from Stealth Flavor
Add from Stealth Flavor Mask
Assassinate Uncanny Luck
Mask Remove from Explorer Type
Remove from Warrior Type Jump Attack
Arc Spray Take Command
Improved Success Tier 6
Tier 6 Add from Stealth Flavor
Add from Stealth Flavor Spring Away
Exploit Advantage Thief’s Luck
Remove from Warrior Type Remove from Explorer Type
Shooting Gallery Mastery with Armor
Spin Attack Spin Attack

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Post-Apocalyptic genre

WARLORD WORKER
Warlords are Speakers with the Combat Flavor. Workers are Warriors with the Skills and
The following list details which special abilities Knowledge Flavor. The following list details which
should be removed from the Speaker’s list and special abilities should be removed from the
which should be added from the Combat Flavor Warrior’s list and which should be added from
list. the Skills and Knowledge (S&K) Flavor list.
Tier 1 Tier 1
Add from Combat Flavor Add from S&K Flavor
Danger Sense Physical Skills
Practiced in Armor Tech Skills
Practiced with Light and Medium Travel Skills
Weapons Remove from the Warrior Type
Remove from Speaker Type Control the Field
Encouragement Overwatch
Spin Identity Quick Draw
Understanding Tier 2
Tier 2 Add from S&K Flavor
Add from Combat Flavor Extra Skill
Pierce Tool Mastery
Thrust Remove from the Warrior Type
Remove from Speaker Type Chop
Babel Crush
Speed Recovery Tier 3
Tier 3 Add from S&K Flavor
Add from Combat Flavor Flex Skill
Practiced with All Weapons Remove from the Warrior Type
Skill with Defense Spray
Successive Attack Tier 4
Remove from Speaker Type Add from S&K Flavor
Blend In Multiple Skills
Mind Reading Specialization
Oratory Remove from the Warrior Type
Tier 4 Opening Gambit
Add from Combat Flavor Snipe
Capable Warrior Tier 5
Spray Add from S&K Flavor
Remove from Speaker Type Multiple Skills
Confounding Banter Remove from the Warrior Type
Suggestion Arc Spray
Tier 5 Tier 6
Add from Combat Flavor No changes.
Experienced Defender
Parry
Remove from Speaker Type
Font of Inspiration
Stimulate
Tier 6
Add from Combat Flavor
Mastery with Armor
Mastery with Defense
Remove from Speaker Type
Inspiring Success
True Senses

-8-
Post-Apocalyptic genre

NEW DESCRIPTORS PICKY


Below you’ll find a pair of descriptors that are It’s not really that you’re picky, you have
suitable to post-apocalyptic games. sensitive taste buds and food, in general, just
doesn’t taste all that well. All the good cooks
MUTATED must’ve died in the apocalypse. Fortunately,
your body has adapted.
If you own the Numenera or the Strange core
You gain the following characteristics:
rule books, this descriptor replaces the mutant
Critical: +2 to your Intellect Pool.
descriptor listed on pages 123 and 240,
Choice cuts: Being picky with what you eat
respectively, in the sections on mutations.
and drink has adapted your body to survive on
half the normal rations of food and water each
There are mutants and then there are mutants.
day. Enabler.
You belong to the latter category. You might be
Sensitive taste buds: Your refined taste buds
human or you might be an already mutated
are sensitive and you can easily taste poisoned
animal, but whatever is the cause of mutations
and spoilt food. Lower the difficulty of detecting
in the world has gripped you tighter than normal.
poison by tasting by two steps. Enabler.
You gain the following characteristics:
Initial Link to the Starting Adventure:
Mutated: One or two random mutations.
From the following list of options, choose how
Obviously Mutated: Gain the Weird Looks
you became involved in the first adventure.
defect. If you chose to start with two mutations,
1. You came upon another PC when
instead of just one, you also get a random defect
travelling through the wilderness who was low on
on top of the Weird Looks defect.
food and water. Since you don’t need much, you
See the section RADIATION DAMAGE AND
shared what you had and you’ve stayed together
MUTATIONS for details on mutations, defects and
since.
how to randomly generate them.
2. You achieved some fame in a local
Initial Link to the Starting Adventure:
community after crossing an inhospitable place,
From the following list of options, choose how
such as a scorching desert, that no one had
you became involved in the first adventure.
crossed on foot before. Some, possibly one or
1. You saved another PC by using your
more other PCs, look up to you as a sort of hero
mutation.
and an expert on wilderness survival.
2. The other PCs protected you from a mob
3. You lived on the streets of a small, poor
that was after you because of your mutations
community, living off scraps and stolen morsels.
and defects.
When another PC left the community you tagged
3. You found yourself in a difficult situation
along in their tracks.
together with the other PCs and helped each
4. You serve a gang leader or otherwise
other out. In a harsh world, all help counts.
important person - another PC - as a food tester.
4. One of the other PCs found you near
You still follow that person around.
death from starvation or thirst in the wilderness
and helped you back on your feet.

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Post-Apocalyptic genre

Stands Like a Bastion


SUGGESTED FOCI Steals 2
When using mutants and mutations, remember Throws with Deadly Accuracy
that any focus with a supernatural element Wears A Sheen of Ice
makes the character a mutant. If you want a Wields Two Weapons at Once
world that is free from supernatural elements Works Miracles
you will probably want to restrict this list even Works the Back Alleys
more or explain such abilities in other ways. Works the System
Note that some of these foci may be from Would Rather Be Reading
other Cypher system books, such as the
Numenera and the Strange lines. Foci without a
1 Detailed in the Strange corebook
comment are taken from the Cypher system
2 Detailed in the Strange Character Options
rulebook.
3 Detailed in Cypher system Expanded Worlds
4
Adapts to Any Environment 1 Detailed in Numenera character Options 2
Aspires to Be Posthuman 2
5 Detailed in Worlds Numberless and Strange
Awakens Dangerous Psychic Talent 1
Blazes with Radiance
Carries A Quiver NEW FOCI
Collects Bounties 3
Commands Mental Powers COBBLES STUFF TOGETHER
Controls Beasts For games using the crafting rules presented
Crafts Illusions below, replace the Focus Crafts Unique
Crafts Unique Objects Objects from the CSR with this Focus.
Defends the Weak
Doesn’t Do Much In a world scarce with resources and devoid of
Drives Like a Maniac 3 knowledge from before the apocalypse you know
Employs Magnetism how to put two and two together to make five.
Entertains Where others see trash and uselessness, you see
Excels Physically 2 treasures and opportunity. When everyone else
Explores Dark Places seems bent on destruction, you instead create
Fights Dirty things with whatever you have on hand, from
Focuses Mind Over Matter curious healing salves to grenades and hand
Fuses Flesh and Steel guns to actual, functioning vehicles. To your eyes
Hunts Nonhumans there’s no shortage of raw materials in the world
Hunts Outcasts and only your imagination sets limits to what you
Hunts with Great Skill can build.
Infiltrates Connection: Choose one of the following.
Interprets the Law
1. Pick one other PC. The character has an
Leads
Learns Quickly 3 extra item that is level 4 or less and Expensive
Lives in the Wilderness or cheaper that you’ve built for her. (She
Lives on the Road 4 chooses the item.)
Looks for Trouble 2. Pick one other PC. You built an item for
Masters Defense her some time ago, but it broke down
Masters Foot and Fist 5
embarrassingly quickly. You now owe her
Masters Weaponry
Metes Out Justice another item of your choice that is at least
Moves Like a Cat Expensive.
Moves Like the Wind 3. Pick one other PC. He has commissioned
Murders you to create something for him. You’ve already
Needs No Weapons been paid but haven’t yet completed the item.
Negotiates Matters of Life and Death 3 4. Pick one other PC. He has brought you a
Never Says Die
number of materials, but you haven’t paid for
Operates Undercover
Performs Feats of Strength them yet, either in currency or an item.
Regenerates Tissue 1 Additional Equipment: You begin the game
Rides the Lightning with a bag of level 4 tools and two chems.
Slays Monsters
Solves Mysteries

- 10 -
Post-Apocalyptic genre

Minor Effect Suggestion (item building): – it was your fault – so you still drive the other
Any rolls you make regarding the built item gain PC around.
a +1 bonus for twenty-four hours. 3. You act as a courier, transporting people
Major Effect Suggestion (item building):
and items on order. You delivered something to
Any rolls you make regarding the built item gain
a +2 bonus for twenty-four hours. another PC that upset them.
4. You were part of a band of bandits, but
Tier 1: Crafter. You are trained in crafting or are now on the run from them, looking to make
cobbling. Enabler. a better life. You recently ran into the other PCs.
Chems Master. You can identify and use the Additional Equipment: Junk skiff, car,
material chems. Enabler. motorcycle or rotoblade as well as repair tools.
Minor Effect Suggestion: You can drive an
Tier 2: Master Identifier. Same as CSR ability additional 15 meters (50 feet) this round.
on page 116. Major Effect Suggestion: You can take an
Circuits Master. You can identify and use the immediate extra action related to driving your
material circuits. Enabler. vehicle.

Tier 3: Tinkerer. Same as CSR ability on page Tier 1: Chauffeur. You are trained in all non-
116. combat tasks related to driving or piloting a
Quick Work (3+ Intellect points). Same as vehicle type of your choice - either ground
CSR ability on page 116. vehicles (such as cars, motorcycles and trucks),
air vehicles (such as rotoblades) or any water-
Tier 4: Experienced Crafter. You are based vehicle (such as a ship or skiff). Enabler.
specialized in either crafting, cobbling or Keep going. You are trained in repairing your
identifying as long as you are already trained in vehicle type of choice as well as finding fuel in
that skill. Enabler. unlikely places. Enabler.
Cyphersmith. Same as CSR ability on page
116. Tier 2: Road Rage. You are trained in combat
actions with your vehicle type of choice, such as
Tier 5: Innovator. Same as CSR ability on page ramming. Enabler.
116. Nerves of Steel. Controlling your vehicle in
tense situations requires a cool mind. You are
Tier 6: Crafting Master. You can build items of trained in Intellect defense tasks. Enabler.
pre-war quality, as long as you have access to
suitable tools and machines in addition to all Tier 3: Expert Chauffeur. You are specialized
required materials. in all non-combat tasks related to driving or
piloting your vehicle type of choice. Enabler.
OWNS THE
ROAD/SKY/WAVES Tier 4: Keen Instincts. You are one with the
road, the sky or the ways and that makes you
You have a connection to your vehicle that some trained in navigation, allowing you to determine
might consider inappropriate, but when you the quickest way on the fly or find shortcuts
strap in you feel complete and as one with it. easily. You can also use this instinct to more
Every bump in the road, every wave or every easily lose pursuit (-1 difficulty). Enabler.
gust of wind feeds your hunger and your Quick Reflexes. You add 3 points to your
instincts process it all, giving you the edge Speed Pool. Enabler.
against your less skilled opponents.
You are most likely either a flamboyant person, Tier 5: Road Fury. You are specialized in
cocky and self-assured, who dresses to match or combat actions with your vehicle type of choice,
you are the direct opposite, with a quiet such as ramming. Enabler.
demeanor, lulling others into disregarding you
and then letting your skills speak for themselves. Tier 6: Stunt Driver. When driving or piloting
Connection: Choose one of the following. your vehicle type of choice your Might Edge,
1. You were hired by another PC for Speed Edge and Intellect Edge increase by 1.
transportation to a distant settlement. When you make a recovery roll while driving or
2. You accidentally ran into another PC and piloting the same, you recover 5 additional
got them to a healer. You still feel guilty about it points. When you attempt a driving or piloting
task or an extreme stunt the difficulty of the task
is reduced by one step. Enabler.

- 11 -
Post-Apocalyptic genre

Tier 6: Fixer. Trained in jury-rigging. Enabler.


SCROUNGES Give It Another Go (4 Intellect points).
You have a knack for finding useful things. Reuse cyphers only once for each individual
Others might consider them useless junk, but cypher with parts, chems and circuits, 1 of
you know better. Everything has a use and to each/level of cypher. Requires successful
the right people everything has a value. Better Intellect (jury-rigging) roll against the cypher’s
safe than sorry, you say, and pick up as much as level. Action.
you can carry.
You are probably a bit of a hoarder and lugging
your findings around can be a hassle, but you
know that you will eventually have a use for it
all. As far as clothing goes, you most likely dress
in something with lots and lots of pockets, both
on the inside and the outside.
Connection: Choose one of the following.
1. You have a small store, selling spare SUGGESTED CREATURES
parts and other odd items that you scrounge up.
Another PC has come by with an odd request.
AND NPCS
2. You helped another PC out, with items or Creatures can be found starting on page 274 in
money, that you haven’t been repaid for yet. the CSR and NPCs starting on page 334.
Guard
3. You’ve been hired to find rare items for a
Crime Boss
collector and have in turn hired one of the other Thug (such as a slaver or bandit)
PCs, possibly for protection. Assassin
4. You’ve been hired as a scout by another Ravage bear
PC thanks to your keen eyes. Scrap drone
Additional Equipment: Metal detector Zombie
Artifact. Wardroid
Minor Effect Suggestion: +1 extra Vat reject
component found when searching.
Major Effect Suggestion: +2 extra NEW CREATURES
component found when searching. Several of the other creatures and NPCs listed
under the Fantasy and Science Fiction genres in
Tier 1: Sharp Eyes. Trained in perception tasks. the CSR are also applicable to this genre, such as
Enabler. dogs and horses, but perhaps not so much those
Identifier. Can identify chems and circuits. from the Superheroes genre.
Enabler. Below are a few new creatures that can roam a
post-apocalyptic world.
Tier 2: Scrounger. Find one additional part
when you find at least one other part. Enabler.
BLUE BOAR (LEVEL 5)
Boars genetically altered to provide more meat
Find Spares. Find 50% more ammunition.
by increasing muscle mass. The Blue Boar
Enabler.
escaped captivity to breed and grow wild. A fully
grown adult weighs between 3-400 kg and are
Tier 3: Eagle-eyed. Specialized in perception
fiercely territorial.
tasks. Enabler.
The genetic manipulation has caused the ends
Expert Scrounger. Find one additional chem
of their fur to turn pale blue, giving this ferocious
when at least one other is found. Stacks with
boar its name.
(Tier 2 ability). Enabler.
Environment: Forests and grasslands
Health: 20
Tier 4: Master Scrounger. Find one additional
Damage Inflicted: 5
circuit when you find at least one other. Stacks
Armor: 1
with (Tier 2 ability). Enabler.
Movement: Short, but long when charging if not
Walking Laboratory. Find x2 chems. Enabler.
already engaged
Modifications: Defends as level 6.
Tier 5: Electrician. Find x2 circuits. Enabler.
Find a Lot of Spares. Find 100% more
ammunition. Enabler.

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Post-Apocalyptic genre

COIL SNAKE (LEVEL 4) WAR MUTANT (LEVEL 6)


The coil snake, or jump snake as it is often also However mutations came to be these war
called, is a copper-colored snake between 1 and mutants are the result of genetic
2 meters (3 and 6 feet) in length. It features a experimentation, resulting in vaguely human
hood, like our present-day cobras, that they use beings with exceptional muscle mass, usually
during their signature attacks. They coil up and dim wits (but they do have their own minds, they
springs at a target within short distance and uses are not always blindly obedient to their creator
the hood to navigate in the air to follow a target or master) and bloodthirsty minds. They tower
that tries to get away. over normal humans and while many favor
There are two variants of the coil snake, one melee weapons, it is not uncommon seeing them
venomous and one not, but there is no way to carry advanced ranged weaponry either.
distinguish between the two from casual Environment: Any
observation. Health: 20
Environment: Tall grass, forests and deserts Damage Inflicted: 6
Health: 9 Armor: 2
Damage Inflicted: 4 Movement: Short
Movement: Immediate Modifications: Defends as level 7 against
Modifications: Can attack up to short distance Intellect attacks.
by coiling and jumping at the target and
defends as level 5 thanks to its quick reflexes.
The venomous coil snake also inflicts 1 damage CREATE YOUR OWN
per turn, after a successful bite that does at
least 1 point of damage to the target, until the
MONSTER
target succeeds with a Might roll against the Take an ordinary animal, such as a rat, snake,
coil snake’s level. spider or such, make it huge and give it one or
two (random if you like) mutations from the
table below. This table also lists name prefix
RADSCORPION (LEVEL 5) suggestions, so you can easily create a Fire Ant
Gigantic scorpions with hard carapaces, sharp out of a giant ant with the Flamethrower
claws and poisonous tail stingers. They vary in mutation.
color after environment, from sand-colored to Consult the section RADIATION DAMAGE AND
green in grasslands and forest and cave-dwelling MUTATIONS for details on these mutations.
black ones. The radscorpion measures three
meters (9 feet) from head to the end of its MUTATIONS
curled tail and stinger, though there has been 1d20 Mutation Name prefix
rumors of even larger specimens, up to 5 or 6 1-2 Armored skin Scaled
meters (15 or 18 feet) long. 3 Berserk Berserk
Environment: Open spaces, such as plains and 4 Chameleon Invisible
deserts and occasionally in large cave systems 5-8 Claws Cutter
Health: 12 9 Extra arms Mutant
Damage Inflicted: 4 10-13 Fangs Fanged
Armor: 3 14 Fast Lightning
Movement: Short 15-16 Flamethrower Fire
Modifications: Poisonous sting that causes 1 17-18 Force field Sphere
damage per turn until target succeeds with a 19 Regeneration Healing
Might roll against the Radscorpion’s level. 20 Teleportation Jump

- 13 -
Post-Apocalyptic genre

CONVENTIONAL CRAFTING
WEAPONS This is a re-imagined crafting system, designed
to empower characters and making crafting
If you want to add some diversity, in particular simpler and more fun. Forget about realistic
to guns, consider the following changes. Note materials and specific crafting skills. These rules
that a lot of post-apocalypse settings are low on instead use four basic and abstract materials –
ammunition, which makes automatic fire junk, parts, circuits and chems – along with two
something you only use when that last bit of skills – crafting and cobbling – to create just
desperation sets in. about anything. Creating items from junk is
Some special abilities also require weapons significantly different from building something
capable of automatic fire, meaning sub-machine with proper items and this uses the new skill
guns and automatic rifles. cobbling, as in cobbling stuff together (but you
A heavy handgun is a medium weapon that is can make shoes too, of course). Building things
one step more difficult to use than normal, but with parts uses the normal, but general, crafting
causes 5 points of damage. skill.
A sub-machine gun is a medium weapon that You are encouraged to let characters find junk
can be used in three ways. wherever may be appropriate in the world, and
Single-fire mode: works as a normal a few examples are provided below. Parts,
handgun (medium weapon). circuits and chems can be found among the
Concentrated fire mode: focuses fire on a junk.
single target and inflicts 6 points of These rules were made for with a post-
damage, but any armor counts double. It apocalyptic setting in mind, specifically one that
also uses a lot of bullets. is further removed, as far as technology goes,
Spray mode: inflicts 3 points of damage from our Earth. It might not, then, be entirely
on up to 3 different targets close to each suitable for a zombie apocalypse game, but you’ll
other. It also uses a lot of bullets. have to be the judge of that yourself – if you
A shotgun is a heavy weapon that can be think it fits, use it.
loaded with two types of ammunition: slugs (a These rules are intended to supersede the
single, large “bullet”) and buckshot (slugs loaded rules in the CSR on pages 217 to 219, unless
with a large number of small pellets that spray otherwise noted.
out when fired).
When loaded with slugs, the range of the CRAFTING LEXICON
weapon is long and it causes 7 damage.
There are a few terms in these rules that are
When loaded with buckshot, the range is short,
similar to each other. Refer to this lexicon to find
inflicting 6 points of damage and can hit up to
out what’s what.
three targets at immediate distance from one
Chemical, an item complexity that increases
another. However, when fired at point-blank
the difficulty of building these items. Items of
range to a target, only one target can be hit.
this type includes healing salves, ammunition,
An automatic rifle is a heavy weapon with
Geiger counters (which also requires circuits)
long range (100 meters or 300 feet) that can be
and even personal protection such as bullet-
used in three ways.
proof vests.
Single-fire mode: works as a normal
Chems, an item material that is used in
handgun (medium weapon).
building items of chemical complexity and is
Concentrated fire mode: focuses fire on a
always listed in italic. Can be found among junk.
single target and inflicts 8 points of
Circuits, an item material that is used in
damage, but any armor counts double. It
building items of electric and electronic
also uses a lot of bullets.
complexities and is always listed in italic when
Spray mode: inflicts 3 points of damage
referring to the material. Can be found among
on up to 3 different targets close to each
junk.
other. It also uses a lot of bullets.
Cobbled, refers to items created from junk
In addition, you can add mods to these
material. See also entry junk.
weapons. See the GUN CONSTRUCTION AND
Complexity, a ladder of increasing difficulty
MODS section below. While that section deals
depending on the sophistication of the item in
primarily with cobbled items (see crafting just
question, such as mechanical and electronic.
below), some of the mods can be applied to
Used when building and repairing items.
conventional weapons as well (aiming devices in
particular).

- 14 -
Post-Apocalyptic genre

Electrical, an item complexity that increases Any building of items involves using parts or
the difficulty of building these items. Ground junk (or a bit of both), a bit of time as
vehicles are commonly considered electrical. determined by the GM (the table on p. 218 in the
Electronics, an item complexity that increases CSR works well for this as does the rule about
the difficulty of building these items. Items of rushing construction by increasing the difficulty)
this type includes Geiger counters (which also and an Intellect roll. There is no limit to what
requires chems), night vision goggles, laser types of items you can create, only the effective
weapons and flying-machines called rotoblades. difficulty and training in use of chems and
Item, used broadly in these rules to describe circuits.
anything the character can build, from healing An item constructed entirely from parts uses
salves and gadgets (such as binoculars) to guns the skill crafting, while one made in part or
and vehicles. whole from junk uses the new skill cobbling.
Junk, a basic item material used to build items Some items, however, also require either chems
and is always listed in italic when referring to the or circuits or both (see the equipment list for
material. Can be used instead of or details). The skill used to create the item
interchangeably with parts. Can also refer to remains the same, but note that using chems
items built with the material junk, as in “junk and circuits requires special abilities, as granted
car”. See also entry cobbled. by the focus Cobbles Stuff Togheter. Materials
Materials, the collective name for junk, parts, are always consumed when used to build an
chems and circuits – the stuff used to build item, successfully built or not.
items. Not having proper tools (of the same level as
Mechanical, an item complexity that increases the item being built) counts as an inability and
the difficulty of building these items. Items of not having tools at all is a double inability.
this type includes guns and simple vehicles, like Items made from parts become regular items
bicycles. that function as you would expect. Items made
Parts, a basic item material used to build from junk (called cobbled items or simply junk
items and is always listed in italic when referring items), on the other hand, are somewhat less
to the material. Can be used instead of or reliable, which gives them an Intrusion rating of
interchangeably with junk. 1-2 to reflect their more primitive nature.

HOW TO BUILD ITEMS Example: Runt is making the Geiger


The difficulty to craft an item is its level, as counter from junk and thus needs 9 junk
indicated in the equipment list at the end of this as well as 4 circuits and 4 chems, since
document or as determined by the GM and the Geiger counter is a level 4 item.
modified by the complexity of the item.
Complexity is divided into five groups of HIGHER LEVEL ITEMS
increasing difficulty: simple, mechanical, An item counts as an asset if it is of a higher
electrical, chemical and electronic. Guns are at level than the target level of the task it is being
least mechanical and vehicles or gadgets used for, otherwise it is simply required for the
(including cyphers) are usually at least electrical, action at hand. Not having the item in question
but you have final say yourself, of course. Items can instead increase the difficulty of the task.
that are built from chems or circuits, see below, Items can be constructed at up to two levels
are rated as chemical and electronic respectively. higher than the standard version with the
See the following table to determine the extra corresponding increase in difficulty to the
difficulty of building these items. building roll. For weapons, note that a level
increase does not increase the damage it does,
COMPLEXITY TABLE but does increase the limit on the number of
Complexity Difficulty to build & repair modifications (“mods”) that can be applied to it.
Simple Item level
Example: Runt is reconsidering the Geiger
Mechanical Item level +1
counter and determines a more advanced
Electrical Item level +2
one is needed. Trying to build a level 5
Chemical Item level +3
Geiger counter (which is normally level 4)
Electronic Item level +4
increases the difficulty roll by one step, as
well as requiring one more chem and one
The above rule is similar to the standard CSR
more circuit. With the additional difficulty
rule of adding 5 to the difficulty of an
from it being an electronic device, Runt is
otherworldly item.
now facing a difficulty 9 task.

- 15 -
Post-Apocalyptic genre

MATERIALS REQUIRED The character rolls once for parts and once for
The number of parts required to build items are chems and circuits for the same set of junk. A
listed in the equipment list. Note that to failed roll means that no materials are found of
construct something with junk instead use the 3- the type rolled for and either successful roll
to-1 conversion ratio where 1 part equals 3 junk. means that a certain number of materials of that
Items requiring chems or circuits require a type are found. In other words, junk can contain
number of each of those materials equaling the chems and circuits while no parts are found.
item’s level, unless otherwise noted (some items
need additional chems or circuits). Example: Searching through a ruined
house for useful things, the GM
MATERIALS determines that Runt finds 20 pieces of
Four basic materials exist: junk, parts, chems, junk. Runt, trained in identifying, rolls
and circuits. The first two can be used once against difficulty 11 and gets a 19 to
interchangeably (3 junk equals 1 part), but the find four parts (the success yields 2 from
two last are unique. On the other hand, they are the number of junk, multiplied by 2 for
not always used when building items. Items the minor effect) and once against
requiring either chems or circuits will be listed as difficulty 17. Runt manages to get a 17
such in the equipment list. Items that do require and finds either one chem or one circuit,
either or both each require a number of them because of the number of junk Runt is
equal to the item’s level. Also, both chems and going through.
circuits require special training to use (see the
Cobbles Stuff Together focus above). Searching for junk and other materials is
Sample chems includes actual chemicals (in rather time-consuming. As a guideline, the GM
liquid and solid form), but also tires and other can allow two searches (sets of rolls) each day
rubber sources as well as other processed for finding parts, chems and circuits.
materials, such as leather. Another issue entirely is carrying all these
Sample circuits includes circuit boards and also materials around. Chems and circuits are can be
smaller components, such as resistors, processor considered small items, but junk and parts are
units and other electronics’ related items, such bulkier – each such material counts as a regular
as batteries. piece of equipment.
The CSR rule that difficulty can be increased to
craft items with substandard materials is not JURY-RIGGING
used with these rules. Jury-rigging is a quick and dirty repair. Fixing
FINDING MATERIALS any item like this only takes a single action and
Junk can be found just about anywhere, so long an Intellect roll and doesn’t require parts, junk or
as there is debris, possibly along with parts, any other materials. On the other hand, it only
chems and circuits. The number of materials that lasts one combat or scene. After this the item
can be found is always up to the GM, but as a can be jury-rigged to last another combat or
guideline, each search usually turns up 15-45 scene or properly repaired, and so on. A proper
junk, depending on the type of location being repair takes much longer and requires parts or
searched and how resource-intense it is. junk (roughly one third of the number needed to
For every 15 junk (minimum of 5), a successful build the item). Remember that if any junk is
level 4 Intellect roll (identifying skill) yields 1 used, then the cobbling skill applies.
part. The difficulty can vary depending on actual To perform a jury-rig, make an Intellect roll
location being searched (for example, one step where the tech skill Jury-rigging applies, against
lower than normal when searching a well- the item’s difficulty. A successful roll repairs the
preserved car). A minor effect on the identifying item for one combat or scene, but increases the
roll yields double the amount parts and a major Intrusion value by 1. A minor effect makes the
effect yields triple the amount, as well as 1 chem repair last a bit longer, as determined by the GM,
or circuit (GMs choice or random). and a major effect makes the repair permanent
Likewise, there’s also a possibility of finding 1 (but still with the increased Intrusion value).
chem or 1 circuit (GMs choice or random) with a Each jury-rig on a particular item raises the
successful level 6 Intellect roll (identifying skill). Intrusion value, so an item that’s been jury-
Minor and major effects also yield additional rigged three times has its Intrusion value
materials, x2 and x3 amounts respectively. increased by 3.
A successful normal repair resets the Intrusion
value to its original value (normally 1, but 1-2
for cobbled items). An Intrusion on repair

- 16 -
Post-Apocalyptic genre

normally breaks the item in question Aiming Device (Passive)


permanently. Counts as an asset to hit at beyond Long
distance, but cannot be combined with an active
GUN CONSTRUCTION AND aiming device.
MODS Requires 2 parts or 6 junk to build.

The standard home-crafted (or cobbled) gun is a


single-shot weapon, regardless if it is a small, Blade
easily concealed gun that we can call a cricket Enables melee attacks with the weapon in
(light weapon), a normal pistol (medium question (normal damage), but attacks are made
weapon) or a rifle (heavy weapon). The difficulty against a level higher than normal.
to build a gun is equal to its level (plus one level Requires 2 parts or 6 junk to build.
for mechanical complexity) and requires a
number of materials. See the equipment list for
Extra Barrel
details. Time required is the weapon’s level in
Ammo capacity +1, in one additional barrel.
days. If you want a faster-paced game, change
Extra barrels can be fired simultaneously with a
“days” to hours or even minutes, or increase the
single attack roll made for all shots. If hit, the
difficulty by 1 step for each such change.
damage is applied for each fired barrel, but
These home-made weapons can be improved
armor also protects individually against each
with modifications. The number of modifications
bullet. There is no limit, apart from the weapon’s
a gun can have is equal to its level. Unless
level, to the number of barrels a weapon can
otherwise noted, each modification can only be
have. Reloading is one action per barrel.
applied once to each gun. Modifications are also
Requires 1 part or 3 junk to build for each
made specifically for a type of weapon.
additional barrel.

Example: A magazine made for a pistol


can’t be attached to a cricket or rifle, Large Caliber
but can be attached to another pistol, of +1 damage. Any extra barrels or magazines
higher or lower level. already attached can’t be used anymore and
must be replaced. Also, ammunition requires
more materials to build, with each set made
Removing a modification requires a roll against resulting in 5 bullets, rather than the normal 10
the weapon’s level. Successful removal retains (see the equipment list). Ammunition found is
the mod, which can then be re-attached later incompatible with this weapon.
with no expenditure of materials to either the Requires 3 parts or 9 junk to build.
same weapon or another of the same class
(cricket, pistol or rifle), but can’t be repurposed
into materials. Unsuccessful removal destroys Long Barrel
the mod and breaks the weapon. The weapon +1 damage, -1 to hit at Immediate distance.
can be repaired, or jury-rigged, as normal, but Requires 1 part or 3 junk to build.
the mod is gone forever.
The difficulty of building and applying a Long Stock
modification to a gun is the weapon’s level. Counts as an asset to hit at beyond Long
Every modification applied to a weapon increases distance.
the Intrusion value by 1 and junk mods increase Requires 1 part or 3 junk to build.
it by 2. Common mishaps with crafted or cobbled
guns is that they fire, but then break and require
repair or jury-rigging (see above). Of course, Magazine
they can blow up in your face as well. Ammo capacity 8. Each magazine can only feed
only one barrel each. Multiple magazines can be
Aiming Device (Active) applied to a gun, either increasing the capacity
Counts as an asset to hit up to Long distance, for a single barrel (8, 16, 24, etc.) or for multiple
but cannot be combined with a passive aiming barrels (so that each barrel has a capacity of 8,
device. for example) or any combination thereof up to
Requires 1 part or 3 junk to build, as well as 1 the gun’s level.
circuit. Requires 2 parts or 6 junk to build for each
magazine of 8 rounds.

- 17 -
Post-Apocalyptic genre

Rapid Fire Mechanism Nitro


Requires magazine and allows Spray-type NOT POSSIBLE FOR ROTOBLADES OR SAILERS
abilities. Can be applied to one or more barrels, Counts as a double asset on Speed actions with
increasing the difficulty by one step with each the vehicle, limited number of uses equal to level
barrel of the weapon affected. Adding additional of vehicle (requires chems x 2 to refill).
barrels afterward requires a new roll for this Requires 2 parts or 6 junk to build, as well as
modification at the new difficulty, as well as chems x 2.
additional expenditure of materials for the
additional barrels.
Puncture Barbs
Requires 3 parts or 9 junk to build for each NOT POSSIBLE FOR WATER-VEHICLES
barrel affected. Allows an attack against one or more pursuing
enemies that punctures non-solid tires, if
VEHICLE CONSTRUCTION successful, by releasing a large number of
AND MODS caltrops in the vehicle’s wake. The attack can be
made a number of times equal to the vehicle’s
These rules cover motorcycles, cars, trucks,
level before it needs to be resupplied. This attack
sailers (which are single-person sailboats), skiffs,
can’t be used against rotoblades, but rotoblades
ships and rotoblades (which are single-person
can perform this attack against ground vehicles.
helicopters of simple construction). All the rules
This mod can be added multiple times, to allow
above for constructing guns and gun mods also
more uses before a resupply is necessary.
apply to building vehicles and their mods, but
Requires 2 parts or 6 junk to build, but must
building a new vehicle takes the vehicle’s level in
be restocked after each use with 1 part or 3 junk
weeks of just assembly. Again, if it suits your
and an Intellect roll against the vehicle’s
game, change “weeks” to days or even hours
difficulty -1.
(and optionally increase the difficulty by one step
for each such change). All mods below can be
applied to both junk and pre-war vehicles. Ramming Gear
In the descriptions below, the Required to build ONLY FOR CARS, TRUCKS, SKIFFS AND SHIPS
are for motorcycles and sailers. For skiffs, cars Counts as an asset when ramming.
and rotoblades multiply by 3 and for ships and Requires 4 parts or 12 junk to build.
trucks multiply by 6. Motorcycles and sailers are
normally level 2, cars, skiffs and rotoblades are
level 3 and trucks and ships are level 4.
Sequencer
Security measure to prevent theft, that requires
With regards to fuel all vehicles use chems
a specific combination of switches to be flicked
equal to their level per 10 km (6 miles) travel. A
and buttons pushed (possibly also levers pulled)
fully loaded truck uses its level in chems per 5
km (3 miles) travel. A vehicle can carry up to its to open the fuel line to the engine. Without it,
level x 20 chems in tanks, before it needs the vehicle will only run a short distance before
refueling. Sailers, on the other hand, do not have running out of fuel.
Requires 2 parts or 6 junk to build, as well as
an engine and thus do not need fuel at all.
circuits.

Fuel Tanks
NOT POSSIBLE FOR SAILERS Side-Carriage
ONLY FOR MOTORCYCLES, SAILERS AND ROTOBLADES
The vehicle can carry x2 as much fuel as normal,
Additional passenger, -1 defense because of
but increases fuel consumption by 1.
lower maneuverability.
This mod can be added multiple times, each
time providing another multiple (x3, x4, etc.) of For rotoblades, this represents a slightly larger
fuel carried, while increasing fuel consumption by cockpit with the two characters sitting either in
1 for each fuel tank added. line with or next to each other.
Requires 6 parts or 18 junk to build, as well as
Requires 3 parts or 9 junk to build.
chems.

Lean Engine
NOT POSSIBLE FOR TRUCKS OR SAILERS
The vehicle’s fuel consumption is decreased by 1.
Cannot be combined with souped-up engine.
Requires 4 parts or 12 junk to build.

- 18 -
Post-Apocalyptic genre

Solid Tires
ONLY FOR LAND-BASED VEHICLES
HIGH TECH EQUIPMENT
Immunity to spikes and such for tires (can’t While the equipment and guns discussed above
suffer puncturing), but decidedly less are suitable for being built in a post-apocalyptic
comfortable, making it impossible to make a wasteland, it might not cover all your needs.
recovery roll while the vehicle is moving. Before the world died it might’ve gotten more
Requires chems. advanced than ours is now and some of their
items might’ve survived the apocalypse. This
section details some high tech-wizardry in the
Souped-Up Engine form of weapons and armor.
NOT POSSIBLE FOR SAILERS
Counts as an asset on Speed actions with the
vehicle. The vehicle’s fuel consumption is ENERGY PACKS
increased by 1. Cannot be combined with lean Most of the items below are powered by energy
engine. packs. Energy packs can be recharged from
This mod can be added twice, giving another nearly any power source, including sunlight,
asset on Speed actions, but also even higher given the right equipment. In a post-apocalyptic
chem use. wasteland, that might be a bit difficult to find,
Requires 8 parts or 24 junk to build. though.
Energy packs are a standardized piece of
equipment and can be used in laser, maser and
Spikes ultrasound weapons as well as power armor. A
+2 defense against boarding, +1 attack when power pack lasts at least a whole fight before
ramming and can be used to puncture an they need to be recharged or exchanged.
enemy’s tires.
Requires 4 parts or 12 junk to build.
WEAPONS
Thicker Armor LASER WEAPONS
NOT POSSIBLE FOR MOTORCYCLES OR ROTOBLADES Laser weapons come in all sizes - light, medium
+1 level to defense in this vehicle’s favor and and heavy. Light and medium laser weapons
increases difficulty of Speed actions with the have short range, while heavy laser weapons
vehicle by one step for each time thicker armor (such as a laser rifle) has long range. What is
has been applied. unique about laser weapons is that they
This mod can be added twice for double penetrate conventional armor easily, in effect
protection and double increase in difficulty for ignoring 1 point of Armor, except for energy-
Speed actions. based ones, like force fields, or armor made of
Requires 6 parts or 18 junk to build. advanced alloys, such as Powered Combat Suits.
Laser weapons can also be used as cutting
tools, but drain their energy packs rapidly when
Weapon mount
used in this way.
Adds a mount for a home-crafted weapon to be
Laser weapons uses energy packs to power
mounted on the vehicle. Motorcycles and
them.
rotoblades can mount one weapon each, while
cars and trucks can mount up to their level. The
weapons in question have to be built separately, MASER WEAPONS
according to the rules above. Masers work in a similar way to lasers, but
Each weapon added and manned increases the operating at a different frequency (microwave).
fuel consumption of the vehicle by 1 (just adding Masers are efficient against organic material, but
a weapon mount and gun doesn’t increase fuel less so against inorganic materials. This means
consumption). that any armor protects double, but whatever
Requires 2 parts or 6 junk to build. gets through a target’s armor causes double
damage.

- 19 -
Post-Apocalyptic genre

the crafting rules above, and all are considered


Example: You fire a medium maser gun
to be exorbitantly-priced items.
at an armored target. The weapon
It is also possible to add modifications to
inflicts 4 points of damage and the
power armor, if such devices can be found or
target’s Armor rating is 1, but counts as
manufactured. Mods created with junk are bulky
2 against maser weapons. Just 2 points
and susceptible to failure just like any other
of damage gets through the armor, but
cobbled item.
that damage is doubled, causing 4
damage to the target. Headlight
A lamp that can be activated to provide light in a
Maser weapons come in the regular light, forward-looking cone up to short range.
medium and heavy variants and use energy Requires 1 parts or 3 junk to build, as well as
packs as a power source. circuits.

ROCKET WEAPONS Jump legs


These weapons fire miniature, exploding rockets Pneumatic legs that provides two assets on
that cause double normal damage, but against jumping and leaping tasks.
which armor protects double. See the rules Requires 2 parts or 6 junk to build, as well as
above for maser weapons for details. circuits.
Rocket weapons do not require energy packs,
but uses specialized, rare ammunition.
Motion scanner
Provides an asset on detecting movement within
ULTRASOUND WEAPONS short range, including unseen movement even
Exceptionally rare, ultrasound weapons were the behind obstacles. Can be used to negate surprise
latest technology to be developed before the attacks that involves movement on part of the
apocalypse. And just as well. Ultrasound attacker.
weapons are completely silent and invisible, Requires 2 parts or 6 junk to build, as well as
though this makes them harder to use. The circuits.
difficulty for any attack is made at one step
higher than normal.
Night vision
On the other hand, conventional armor offers
Negates any additional difficulty because of
no protection against them – only energy fields
darkness, up to short range.
and power armor provide protection (and do so
Requires 2 parts or 6 junk to build, as well as
at their regular ratings).
circuits x2.
Ultrasound weapons come in light and medium
variants and are powered by energy packs.
Kinetic fists
Pneumatic fists that cause +3 unarmed damage
POWERED COMBAT SUITS instead of +1.
Requires 2 parts or 6 junk to build, as well as
The powered combat suit, or commonly called
circuits.
power armor, are massive frames of strong
metals and durable alloys, powered by a
miniature generator that requires an energy pack Power servos
to operate. Power armor has a number of Increases movement speed to long each round,
advantages: without the need for a roll.
+2 Armor against non-energy weapons Requires 4 parts or 12 junk to build, as well as
(energy weapons include laser, maser circuits.
and ultrasound, everything else counts
as non-energy). Targeting display
+1 unarmed damage. Overlay that marks and shows predicted
Provides an asset on many Might actions movement of organic and inorganic targets.
that don’t require much in the way of Provides an asset on all ranged attack rolls up to
control or finesse, such as kicking in a long range.
door or lifting heavy objects. Requires 2 parts or 6 junk to build, as well as
Halves damage suffered from falling. circuits x2. Requires Motion scanner.

Light power armor are level 3 items, medium


power armor is level 4 and heavy power armor is
level 5. They all count as electronic items, as per

- 20 -
Post-Apocalyptic genre

ALLIGATOR OR CROCODILE
MUTATED ANIMALS +4 Might pool, -2 Speed pool, fangs that
In an improbable future several species of functions like the mutation fangs as well as one
animals have mutated, become sentient and now random mutation and one random defect.
walk upright, having hands with opposable
thumbs. The result of radiation or genetic
experimentation? Who knows! You, as GM,
BADGER
-1 Speed pool, fangs that function like the
possibly knows, but it is less important unless
mutation fangs, the special ability jaw lock as
you want to make a story out of it.
well as one random mutation and one random
The following list of animals and their
defect.
respective traits is meant to function as a
JAW LOCK
starting point, but when designing the world
After a successful bite attack you can choose to
picture where the setting is and what animals
lock your jaws. This automatically does 2
likely inhabit it and which have become
damage each round, if your initial bite attack
intelligent. That said, insects, snakes, birds, very
caused damage, and only fully covering,
large animals (such as elephants and giraffes)
natural armor protects. Regardless if you cause
and water-breathing ones might not be suitable,
damage, the jaw lock can also hamper the
but that is only a suggestion. Consider also if
target’s movement and you may make one
there are still wild versions of those animals
melee attack with a light weapon each round
around or if that entire species has become
that the jaw lock is used.
intelligent.
Once you’ve decided which animals to allow in
your game, decide what – if anything! – BEAR
separates them from each other and from +4 Might pool, thick fur that counts as natural
humans (if present in the setting – perhaps all Armor 1, claws that function as the mutation
humans have perished or the animals have taken claws as well as one random mutation and one
over, as in the various Planet of the Apes random defect.
movies). Look at the following examples and
modify as you wish. Note that these bonuses
exist on top of the regular type, descriptor and BEAVER
focus. To balance things out consider giving -1 Might pool, -1 Speed pool, front teeth that
normal (un-mutated) humans a +1 bonus to function like the mutation fangs, trained in
each of the three pools and possibly also an swimming and building barricades as well as one
additional special ability from the character’s random mutation and one random defect.
type’s first tier. Roll on the tables in the section
RADIATION DAMAGE AND MUTATIONS to BISON
determine which mutations mutants start with. If +2 Might pool, asset on running tasks, as well as
you instead prefer to adhere more closely to CSR one random mutation and one random defect.
rules and replace descriptors with these racial
traits, then they will probably need further work.
For the following animals, when they have an CHEETAH, JAGUAR OR LEOPARD
ability that functions like a mutation, consider +2 Speed pool, asset on sprint tasks, claws and
that they have that mutation (even if it is fangs like the mutations claws and fangs, as
natural), which means that they can’t get that well as one random mutation and one random
mutation again during the game. For the random defect.
mutation and defect each mutated animal gets,
roll on the tables under the section RADIATION
CHIMP
DAMAGE AND MUTATIONS.
+2 Speed pool, trained in climbing tasks as well
as one random mutation and one random defect.

COYOTE OR LYNX
+2 Speed pool, claws that function as the
mutation claws as well as one random mutation
and one random defect.

- 21 -
Post-Apocalyptic genre

DEER HORSE
+2 Speed pool, the ability to perform a head- +2 Speed pool, asset on running tasks, as well
butt attack (counts as a medium weapon that as one random mutation and one random defect.
causes 3 damage and can knock an opponent
over instead of causing extra damage on a roll of
17 to 20; if you have the mutation small the
LION OR TIGER
+2 Might pool, claws and fangs like the
attack causes 2 damage and counts as a light
weapon and if you have the mutation large it mutations claws and fangs, as well as one
causes 4 damage) as well as one random random mutation and one random defect.
mutation and one random defect.
MOOSE
DOG +2 Might pool, the ability to perform a head-butt
attack (counts as a medium weapon that causes
While there is great diversity among dogs,
5 damage and can knock an opponent over
assume +2 Speed, great sense of smell that
instead of causing extra damage on a roll of 17
counts as an asset on smelling tasks (including
to 20; if you have the mutation small the attack
tracking by smell) as well as one random
mutation and one random defect as the default causes 4 damage and if you have the mutation
and modify as you wish. large it causes 6 damage) as well as one
random mutation and one random defect.

ELK
+1 Might pool, the ability to perform a head-butt
RAT
attack (counts as a medium weapon that causes -2 Might pool, +4 Speed pool, great sense of
smell that counts as an asset on smelling tasks
4 damage and can knock an opponent over
(including tracking by smell) as well as one
instead of causing extra damage on a roll of 17
random mutation and one random defect.
to 20; if you have the mutation small the attack
causes 3 damage and counts as a light weapon
and if you have the mutation large it causes 5 TURTLE
damage) as well as one random mutation and -4 Speed pool, natural Armor like the mutation
one random defect. armored skin, trained in swimming, can hold
breath for up to three hours as well as one
FOX random mutation and one random defect.
+2 Speed and Intellect pools as well as one
random mutation and one random defect. WILD BOAR
+2 Might pool, ability to perform a head-butt
GOAT attack (counts as a medium weapon that causes
4 damage and can knock an opponent over
Ability to perform a head-butt attack (counts as
instead of causing extra damage on a roll of 17
a medium weapon that causes 4 damage and
to 20; if you have the mutation small the attack
can knock an opponent over instead of causing
extra damage on a roll of 17 to 20; if you have causes 3 damage and if you have the mutation
the mutation small the attack causes 3 damage large it causes 5 damage) as well as one
and if you have the mutation large it causes 5 random mutation and one random defect.
damage) as well as one random mutation and
one random defect. WOLF
+1 Might and Speed pools, claws and fangs like
GORILLA the mutations claws and fangs as well as one
random mutation and one random defect.
+4 Might pool, thick fur that counts as natural
Armor 1 as well as one random mutation and
one random defect. WOLVERINE
-1 Might pool, claws and fangs like the mutations
HARE claws and fangs as well as one random
-2 Might pool, +4 Speed pool, trained in jumping mutation and one random defect.
and leaping tasks as well as one random
mutation and one random defect.

- 22 -
Post-Apocalyptic genre

15-16 Concentration
RADIATION DAMAGE 17-18 Confuse
AND MUTATIONS 19-20
21-22
Control animal
Control plants
Under the normal Cypher System rules, radiation 23 Control sentient being
is just ambient damage and can certainly be 24-25 Control weather
used that way. However, if you’re inclined to 26-27 Empathy
having mutations and possibly intelligent, 28-30 Extra arms
mutated animals in your game, then perhaps you 31-36 Fangs
want radiation to be the cause of this and want 37-40 Fast
to use it in-game. This is what these rules are 41-42 Flamethrower
for. 43-44 Force field
Each character (both PCs and NPCs, if you 45-49 Gills and webbing
want) has a Radiation Damage Chart, with 20 50-51 Illusion
boxes (or just a single box where you count up 52-53 Immunity
to 20, of course). Any radiation damage suffered 54-55 Incineration
by the character, perhaps by going into a 56-57 Invisibility
radioactive zone, is suffered as ambient damage 58-61 Large
as normal, but the same amount is also noted on 62-63 Levitation
the Radiation Damage Chart. Ambient damage is 64-66 Magnetism
healed as normal, but the Radiation Damage 67-68 Metal skeleton
Chart is only reset when it reaches 20 at which 69-70 Night vision
point the character gains one mutation and one 71-72 Photosynthesis
defect (a harmful or negative mutation). If the 73-74 Regeneration
radiation damage taken would put the character 75-76 Retribution
at, for example, 22 radiation damage, then that 77-78 Sensory focus
character still has 2 radiation damage left after 79-80 Shapechange
receiving the mutation and the defect. Roll once 81-84 Small
on each of these two tables, note the mutation 85-88 Sonar
and defect the character gets and then subtract 89-90 Stop
20 from their Radiation Damage Chart. 91-94 Suction cups
Each mutation and defect can only be 95-96 Telekinesis
received once (apart from weird looks) – re-roll 97-98 Telepathy
if you get a result the character already has, 99-00 Teleportation
either as a mutation or naturally in the case of
claws for mutated animal PCs. If a character has DEFECTS
received one instance of every single defect in 1d20 Defect
the game (weird looks can be received multiple 1 All thumbs
times, but once is enough for this purpose), and 2 Backfire
still lives, then that character becomes immune 3 Breakdown
to radiation, like the mutation immunity. 4 Dense
Note that these mutations can be considered 5 Glutton
special abilities like those available from types 6 Hyper-sensitive nervous system
and foci, but they exist outside of that 7 Mental block
framework and do not count to the number of 8 Physical breakdown
abilities available at a certain tier. 9 Physically challenged
Also note that radiation, for these purposes, 10 Poor eyesight
can be replaced with any corrupting or 11 Slow
degenerative force in your setting, as is 12 Telepathic overload
appropriate – corruption, zombie infection, 13 Temporary amnesia
toxicity or whatever you have handy. 14 Temporary regression
15 Vulnerability to heat
MUTATIONS 16 Vulnerability to metals
d100 Mutation 17 Vulnerability to physical damage
1-2 Armored skin 18 Vulnerability to poison
3-4 Berserk 19 Vulnerability to radiation
5-6 Chameleon 20 Weird looks
7-8 Chromatic skin
9-14 Claws

- 23 -
Post-Apocalyptic genre

the first melee attack in that round (if it hits,


MUTATIONS otherwise the extra damage is lost). Action.
ARMORED SKIN
Your skin is hard and very durable. It counts as
CONFUSE (2 INTELLECT POINTS)
natural Armor 2 and can be combined with
You cause a being you can see within 30 meters
regular armor as normal. Enabler.
(100 feet) to become confused if you succeed
with an Intellect roll vs. the target’s level. A
BERSERK (2 MIGHT POINTS) successful roll lowers the difficulty for all actions
You work yourself up into a frenzy and go against the target by 1 until the end of your next
berserk. You deal 2 extra damage with melee or turn, including the actions of your allies against
unarmed attacks, but the difficulty for speed the same target. Action.
defense rolls increases by 1. You are unable to
used ranged weapons while going berserk.
Once the combat is over you must rest and use
CONTROL ANIMAL (2+ INTELLECT
one recovery roll without regaining any points. POINTS)
Action. An animal you can see within 30 meters (100
feet) comes under your control for 2d20
minutes, if you succeed with an Intellect roll
CHAMELEON (2 INTELLECT POINTS) against the animal’s level (the duration can be
You can adapt the color of your skin to the increased by one hour for each additional
background and can copy complicated patterns, Intellect point spent). The animal will follow your
but you have to be completely naked for this to mental commands unless it would obviously lead
work. Being camouflaged this way counts as a to harm, such as jumping off a cliff. Humans and
double asset to hiding, but the bonus is lost as other sentient beings are not affected. Action.
soon as you move. Action.
This mutation cannot be combined with
photosynthesis. If you already have that CONTROL PLANTS (2+ INTELLECT
mutation, then re-roll this mutation. POINTS)
You can control a number of plants (the cost is
per plant) to act within its logical constraints – a
CHROMATIC SKIN bush can’t pick itself up and move around on its
Your skin looks like smooth metal and is highly roots – to, for example, snare an opponent. The
reflective. You have Armor 2 against laser difficulty for the Intellect roll is 3 or, in the case
beams, even when wearing clothes and armor, of an intelligent plant, its level. The control lasts
and rolling for endurance under a scorching sun 2d20 minutes for all plants affected at the same
is one level easier. On a sunny day, you can also time. Only one instance of this control can be
blind opponents, lowering your Speed defense activated at a time, but as mentioned above
rolls against ranged attacks by one level, but multiple plants can be affected simultaneously.
only if you are more or less naked (a loincloth, or Action.
similar, does not impede the use of this ability).
This mutation can’t be combined with the
mutation armored skin and is ineligible for CONTROL SENTIENT BEING (5
mutants with fur and should be re-rolled in these INTELLECT POINTS)
cases. It works great with photosynthesis By succeeding on an Intellect roll against the
though. Enabler. sentient target’s level you can control that being
for 5 rounds. For this control to work the target
has to be able to hear and understand you and it
CLAWS won’t follow a command that will obviously harm
You have sharp claws growing out from either it, such as jumping off a cliff. Plants and non-
your fingertips or knuckles that can be used to sentient animals are unaffected by this power.
attack and you can attack twice in one round Action.
with them (you cannot parry with the claws).
The claws count as light weapons. Enabler.
CONTROL WEATHER (4 INTELLECT
POINTS)
CONCENTRATION (2 INTELLECT This mutation works as the Control Weather
POINTS) ability on page 36 in the CSR, but with the
By concentrating for one round you can lower limitation that the change in weather is
the difficulty of any one action in the following incremental. Cloudy weather can turn into rain
round by 2 or choose to do 3 extra damage with

- 24 -
Post-Apocalyptic genre

and rain into a storm, but a cloud-free, sunny FORCE FIELD (3 INTELLECT POINTS)
day can’t immediately turn into a storm. Functions as the special ability force field. See
However, it is possible to use this mutation page 58 in the CSR. Action.
several times in a row, once one change has
been fully completed, to change the weather
more. Action. GILLS AND WEBBING
You can breathe both air and water and can’t
drown in water (polluted, toxic water may give
EMPATHY (1 INTELLECT POINT) you ambient damage, but you can breathe it).
You can sense the feelings of other beings, You also have webbing between your fingers and
sentient or not, to gain an understanding of the toes that give you an asset on swimming. Both
target regards you in a positive or negative way, the webbing and the gills are easily noticeable
but not to which degree they feel that way. and require mittens and a scarf if you want to
This ability is automatically successful and appear as a non-mutant. Enabler.
requires no roll. Action.

ILLUSION (2+ INTELLECT POINTS)


EXTRA ARMS With a successful Intellect roll against the
You have another pair of arms. The exact effect target’s level you can create a believable illusion
of this mutation and when it applies should be (image, sound, smell and animation). The
discussed between player and GM on a case-by- illusion must look like something your character
case basis, but can for example count as an knows. While an illusion can look frightening and
asset on grappling and climbing or allow the user give the target doubts or pause, it cannot harm
to both grapple and punch a target in the same the target unless it hurts itself trying to get away
round. Enabler. from the illusion. The Intellect cost is for each
Note that any armor and clothes you have has target you want to affect. Action.
to be modified for you to be able to use it again. IMMUNITY
Roll on the table below. You are completely
FANGS immune to the listed result. Enabler.
You have a pair of large, sharp fangs that you
can use to bite an opponent. The fangs count as Roll Immunity
light weapons. This bite can’t be combined with 1-6 Radioactivity
any other attack in a single round. Enabler. 7-11 Poison
12-16 Diseases
17 Radioactivity and poison
FAST 18 Radioactivity and diseases
You move and react faster than just about 19 Poison and diseases
everyone else which counts as an asset for 20 Radioactivity, poison and
melee attacks and speed defense rolls. You can diseases
also move a long distance without rolling for
movement or a short distance and still perform a Note that immunity to radioactivity will prevent
normal action. The drawback is that precision- any additional mutations from developing, but
work with your fingers is difficult and the does not remove any already gained.
difficulty for such actions is increased by one. The combination of gills and webbing and
Enabler. immunity to poison makes it possible to
breathe polluted water (and the same goes for
FLAMETHROWER (2 INTELLECT radioactive water and immunity to
radioactivity).
POINTS)
Functions as the tier 2 ability hurl flame of the
bears a halo of fire focus, but you don’t need INCINERATION (4 INTELLECT POINTS)
to have Shroud of Flame active. The flame With a successful Intellect roll against the
originates from your mouth. See page 98 in the target’s level you cause it to spontaneously self-
CSR for more details. Action. combust from the inside, causing 6 points of
damage that no armor (not even natural armor)
protects against. The target must be within long
range. Action.

- 25 -
Post-Apocalyptic genre

INVISIBILITY (1+ INTELLECT POINTS) PHOTOSYNTHESIS


You and anything you’re wearing or holding that Your body can turn sunlight into energy and
isn’t attached to or part of the environment because of this you no longer require food under
(except for other beings) becomes invisible to “normal” outdoors lighting conditions, though
the naked eye for one minute per Intellect point you still require the regular amount of water.
spent. However, you are not invisible in the IR or Enabler.
UV spectrum. Mutated animals with fur and other mutants
The difficulty for staying undetected is 2 levels that already have the mutation chameleon
lower while invisible, since you can still leave cannot have this mutation and instead re-roll on
marks in the environment (such as footprints) the mutation table.
and this mutation has no impact on sounds you
may make (including breathing). Action.
REGENERATION (1 INTELLECT POINT)
You heal 1 Might or Speed point per round by
LARGE using this mutation (no roll). Action.
You are abnormally large. Increase your height
and weight by 30-50% and your Might pool by 4.
Your Speed pool is reduced by 2, however.
RETRIBUTION (2+ INTELLECT POINTS)
Enabler. You activate a mental barrier that deflects and
redirects mental attacks (including the
Incineration mutation) aimed at you back to your
LEVITATION (2+ INTELLECT POINTS) opponent if you succeed with an Intellect roll
You can lift from the ground and hover or fly at a against the opponent’s level as difficulty. Non-
slow pace. There is no limit to how high you can lethal actions (such as mind control) are 2 levels
lift off the ground and the Intellect cost is per more difficult against you while this mutation is
minute of levitation. active.
To start levitating, roll an Intellect roll against Activation of this mutation requires no roll (you
difficulty 2 if you aren’t carrying or wearing only roll once you’re attacked) and lasts for five
anything besides normal clothes, difficulty 5 if minutes for each 2 Intellect points spent and
you are carrying things up to your normal redirecting an attack costs an additional 2
carrying capacity and difficulty 8 if carrying up to Intellect points (which can be spent as a
double your normal capacity (carrying more than reflexive action). Action.
makes it impossible to levitate). Action.
SENSORY FOCUS (1+ INTELLECT
MAGNETISM (2 INTELLECT POINTS) POINTS)
You can pull metal objects to you by succeeding You focus your senses to a specific point within
on an Intellect roll where the difficulty is the 30 meters (100 feet) and you can “see” what is
item’s weight in kilograms (or half the weight, if there, even if it is normally obscured. You can,
using pounds). Increase the difficulty (how much for example, see behind a wall or into a closed
is determined by the GM) if it is being resisted and locked container. This mutation requires no
(such as a weapon held in an opponent’s hand or roll and the Intellect cost is per round it is kept
the object is stuck in the environment). Action. active, though if you lose your concentration (by
taking damage, for example) it ends
immediately. Action.
METAL SKELETON
Your bones have started absorbing metals. You
take 1 less damage from blunt trauma, such as SHAPECHANGE (2+ INTELLECT
blunt weapons and falling, and your bones are POINTS)
practically immune to breaking. Your weight also When you receive this mutation, pick a wild
increases by 20%. Enabler. (non-sentient) mammal that your character has
seen before. Once this mutation is activated (no
INFRA VISION (1 INTELLECT POINT) roll required) you can turn into that animal for
For one hour you can see in the IR spectrum, but one hour for each 2 Intellect points spent. If you
this mutation doesn’t work near strong heat are a sentient, mutated animal you can turn into
sources, such as a bonfire, and sudden heat a human or any other wild mammal instead.
bursts can temporarily blind you. No roll is Your mind remains unchanged, though you
required to activate. Action. lose your opposable thumbs, the ability to speak
and such. Action.

- 26 -
Post-Apocalyptic genre

SMALL Against a hostile, sentient being the cost is 1


You are shorter and lighter than normal. Reduce Intellect point and requires an Intellect roll
your height and weight by 30-50%, increase against the being’s level. You cannot read the
your Speed pool by 4 and lower your Might pool minds of normal, non-sentient animals. Action.
by 2. Enabler.
TELEPORTATION (6+ INTELLECT
SONAR POINTS)
You have unusually large and sensitive ears that See the special ability called teleportation on
can hear high-frequency sounds. In addition, you page 36 in the CSR. Action.
also have an extra organ in your mouth that
transmits high-frequency sounds that together
with your sensitive ears functions as a living
radar. Using the organ requires no roll, costs no
points and is a reflexive action that allows you to
act in darkness (or when blinded) without
penalty. However, if you are somehow muted
you will be unable to use the organ. Enabler.
DEFECTS
STOP (3 INTELLECT POINTS) Some defects can be activated when you fail to
With a successful Intellect roll against the use a mutation. If you have more than one of
target’s level you prevent that target from these, roll separately for each to see which
approaching within 30 meters (100 feet) of you. defects trigger and which do not. It is therefore
If the target is already within that distance, it quite possible that more than one triggers
cannot approach closer, but isn’t pushed away simultaneously.
either. Likewise, the target isn’t pushed away if
you move closer to it. The target can still use
ALL THUMBS
ranged weapons against you, but not melee
Your hands or paws are not well suited to
weapons even if within striking distance. Action.
gripping things. The difficulty for all actions that
are performed by holding something in your
SUCTION CUPS hands (such as wielding a weapon or grappling
You have suction cups on your hands and feet someone) is one level higher than normal.
that counts as a double asset to climbing and a
single asset if only hands or feet can be used.
BACKFIRE
For example, you don’t get the extra bonus from
Every time you fail to use a mutation there’s a
your feet if you’re wearing clothing like shoes or
risk that this defect is activated. Roll once more
socks. Also, the suction cups provide only half
against the same difficulty as the first, failed,
benefit on porous or uneven surfaces (in other
roll. If this roll is also unsuccessful the mutation
words you have to be able to use both hands and
is activated on yourself instead. Mutations that
feet to get a single asset). No roll is required and
don’t cause damage normally have no effect, but
they cost no Intellect points to use. Enabler.
you can believe your own illusions.

TELEKINESIS (1+ INTELLECT POINT)


BREAKDOWN
You can lift and move items with your mind if
Every time you fail to use a mutation there’s a
you succeed with an Intellect roll against a
risk that this defect is activated. Roll once more
difficulty of the item’s weight in kilograms (or
against the same difficulty as the first, failed,
pounds divided by 2). The item moves at a slow
roll. If this roll is also unsuccessful all your
speed and the cost for this mutation is per round
mutations that aren’t constantly active (such as
it is being kept active. Action.
armored skin) cease to function until a
recovery roll is spent. This recovery roll does not
TELEPATHY (0 OR 1 INTELLECT POINT) provide any normal benefits and must only be
You can read the minds of sentient beings as used to counter this defect.
well as project your own thoughts to anyone you
can see or anyone you can’t see, but know is
DENSE
close, if within 100 meters (300 feet).
Your Intellect pool is permanently lowered by 5
You can read and transmit thoughts to a
when receiving this defect.
friendly being without cost and without a roll.

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Post-Apocalyptic genre

GLUTTON SLOW
Your body craves food and water at a much Your Speed pool is permanently lowered by 5
higher rate than normal. While you are heavier when receiving this defect.
than normal, you need twice the normal amount
of food and water rations to avoid starvation and
dehydration and you always act last when
TELEPATHIC OVERLOAD
Every time you fail to use a mutation there’s a
determining combat initiative.
risk that this defect is activated. Roll once more
against the same difficulty as the first, failed,
HYPER-SENSITIVE NERVOUS SYSTEM roll. If this roll is also unsuccessful you can
You have a hyper-sensitive nervous system and suddenly hear the thoughts of everyone in a 10
are susceptible to suffering a breakdown when km radius. Unless you are more or less on your
taking damage. Every time you are hurt, roll own in a desert you will be overcome with all the
1d20. If the roll is equal to or lower than the thoughts filling your head and can do nothing
total damage suffered from your Might pool you else but rest for an hour. During this time period
suffer a breakdown that lasts 5 rounds. During you can defend yourself if attacked, but at a
this breakdown you can’t perform any actions difficulty 2 levels higher than normal and you
(even defend yourself), except for using a can’t use any recovery rolls.
recovery roll to prematurely end the breakdown
(during your next turn at the earliest, which
counts as an action).
TEMPORARY AMNESIA
Make an Intellect roll every time you suffer
damage (to any pool) where the difficulty is the
MENTAL BLOCK damage taken. If the roll is unsuccessful you
You develop a mental block against… something. suffer from a temporary amnesia for one hour.
Decide together with the GM what this something During this time, you won’t recognize your
is, such as a certain item, a type of animal or friends or even remember your own name.
other creature or a specific fact (though nothing
too common, even if doors would be great fun
for everyone else). You will not acknowledge that
TEMPORARY REGRESSION
Every time you fail to use a mutation there’s a
this something exists in any way and vehemently
risk that this defect is activated. Roll once more
deny its existence. If it is something that can
against the same difficulty as the first, failed,
hurt you, you won’t feel the pain or your brain
roll. If this roll is also unsuccessful your
will make up another excuse for what caused it,
though you still take the damage. intelligence is temporarily lowered to that of a
young child. As a result, you get worried easily
and can have problems expressing yourself, for
PHYSICAL BREAKDOWN example.
When you’ve lost at least half (rounded down) of
your Might pool there’s a risk you’ll suffer from a
physical breakdown. Make a Might roll against
VULNERABILITY TO HEAT
You suffer double ambient damage from heat,
difficulty 5. If you fail the roll your brain can’t
even if you have the mutation chromatic skin.
control your muscles anymore and you become
entirely helpless for 1d20 minutes, collapsing in
a heap where you were. Roll once more every VULNERABILITY TO METALS
time you take additional damage to your Might All rolls you make when you carry or use
pool while below half of your maximum, anything made partially or entirely of metal are
regardless if you’ve already suffered a made with one step higher difficulty.
breakdown or not.

VULNERABILITY TO PHYSICAL DAMAGE


PHYSICALLY CHALLENGED You suffer double damage from all attacks, but
Your Might pool is permanently lowered by 5 the extra damage is only imaginary and should
when receiving this defect. be noted separately. When the real and the
imagined damage empty one of your pools you
POOR EYESIGHT act as if you suffer those actual consequences,
but you don’t really move down the damage
Your eyes are not as they once were. Ranged
track (unless the normal damage would do so)
attacks and all rolls involving sight (like
perception) are made against a +1 difficulty. and you can’t die from the imaginary damage.

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Post-Apocalyptic genre

The imaginary damage is healed for free when WEIRD LOOKS


you heal the normal damage. You look weird. You might have a nose
resembling a large beak, ghost-like or
translucent skin or big, poison-green eyes. The
VULNERABILITY TO POISON
GM and player determines the exact
You suffer double damage from poisons.
characteristic together.
All rolls for pleasant social interactions are
VULNERABILITY TO RADIATION made against a difficulty two levels higher than
You take twice as much damage to both ambient normal.
damage and radiation damage when exposed to Note that this defect can be received multiple
radiation, speeding up your development of new times, but each additional weird look only
mutations and defects. increases the difficulty by one step more.

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Post-Apocalyptic genre

the foraging roll provides one additional survival


SURVIVAL ration and a major effect provides three
A resource-scarce setting wouldn’t be complete additional survival rations, either as water or
without survival rules, such as hunting, foraging, food. Remember that to survive without starving
starvation and dehydration; detailed below. or thirsting a character needs a full ration (which
equals two survival rations) of food and water
HUNTING each day (so four survival rations in total - two
each of food and water). Berries, fruits and
Hunting wild animals provides food according to
vegetables keeps a few days before spoiling,
the table below. Note that a full ration equals
while water keeps more or less indefinitely. The
two survival rations and that the table shows the
difficulty of the Intellect roll depends on the
total number of rations an animal provides, that
environment, as per the table below.
can then be split among several characters.
In contemporary post-apocalypse scenarios,
FORAGING TABLE
such as a zombie game, coming across a
Environment Difficulty
supermarket or similar counts as finding a great
Healthy forest, lake or river 3
number of survival or full rations more or less
Other nature 4
automatically. Such rations will also last longer
Steppe or swamp 5
than raw animal meat (see below).
Caves and tundra 6
Snow or desert 7
HUNTING TABLE Nature-reclaimed city or town 5
Animal Food ration Deserted city or town 6
Small fish 1 survival ration
Large fish 2 survival rations
Squirrel 1 survival ration DEHYDRATION,
Beaver 1 full ration
Pheasant 1½ full rations STARVATION AND
Hare 2 full rations RECOVERY
Fox 2½ full rations
Badger 3 full rations A character can survive (and thrive!) indefinitely
Wolverine 3 full rations on one full ration per day, but any less than that
Wild boar 3½ full rations will result in starvation and dehydration penalties
Lynx 4 full rations at a cumulative rate of -1 to all pools every day
Wolf 4½ full rations when without food or -2 every day if without
Deer 6 full rations water (regardless if the character has access to
Bear 10 full rations food or not). A character on survival rations
Elk or moose 12 full rations doubles these times, so -1 every two days
Note that meat only keeps a day or two without food and -1 every day without water
before it spoils, unless salted and stored in a cool (technically -2 every two days).
place, and some animals just don’t taste very This penalty is to the max value of the pools
good - salted or not. (and if your current value is equal to your max
Normal rules for assisting others apply if pool, then it is lowered as well, otherwise not)
characters do not want to hunt on their own, but and can’t be recovered until the character is no
assist one hunter in the group. longer starving and thirsting. When recovering
(by eating and drinking full rations of food and
water every day), the max values of the pools
FORAGING recover at the same speed as they were lost
(depending on if the loss was due to lack of food
An alternative to hunting for food is to forage or water).
and foraging is also the best method for finding A character moves along the damage track,
drinkable water. The character foraging makes and dies, as normal when pools reach zero.
an Intellect (survival) roll once every hour spent
actively foraging or once every four hours if done A character without food for 4 days will
while travelling. Other characters can forage on suffer a -4 penalty to all pools and a
their own or assist one another as per normal character without water for 4 days will
rules. A successful roll provides one survival suffer a -8 penalty to all pools.
ration of food (berries, vegetables or fruits) and However, on survival rations for food, a
one survival ration of drinkable water (or two character will only suffer a -2 penalty
survival rations of food and no water or vice after 4 days.
versa, as per player choice). A minor effect on

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Post-Apocalyptic genre

ZOMBIE MELEE HIT CHART


ZOMBIES Roll Body part hit
Slow and tough to kill and will turn you into one 1-3 Head
of them if they scratch you. Everyone’s (okay, 4-6 Right arm
maybe not everyone’s) favorite post-apocalyptic 7-9 Left arm
bad guy, the zombie, is the center of one 10-14 Torso
particular kind of post-apocalyptic game. In 15-17 Right leg
these games, the world – terrain, buildings and 18-20 Left leg
even the weather – is normally unaffected, only
the inhabitants are changed. If the body part hit receives equal or more
But what if your zombies aren’t slow, but fast damage than a third of your full Might pool
and easier to kill? Or they don’t turn you just by (rounded down) in a single attack, then that
scratching your skin? You can tweak zombies a body part becomes zombified. You can even
lot and surprise your characters (and players!) make a note of this number for easy reference.
along the way. Perhaps “zombie” is one thing Call it your zombification threshold.
where the players start out, but in the next town
over, or the next State or country the players If your full Might pool is 16 then the
pass through, it means something else. The threshold referred to here would be 5 (16
players will have to change and adapt, find new divided by 3 is 5,3 which is rounded
ways of surviving. down to 5). If you take 5 or more
Is there an end-game that doesn’t involve damage in a single attack, then you roll
everyone in the group turning into a zombie or on the hit chart and that body part
otherwise dying? You might not want to make becomes zombified.
the game into a years-long campaign, but one
with a clearly defined beginning and end.
Perhaps the players are trapped on a zombie- Zombified legs increases the difficulty of
infested island and must escape, or they need to Speed actions that involve your legs (such as
escape to an island which the zombies can’t running away from zombies) by one for each leg
reach. In that case, why does water stop them – affected, but reduces the difficulty for Might-
is it like acid to them? That has implications for based actions (such as kicking open a door) by
how the players deal with them during the game one for each leg affected.
as well. Zombies can be simple, a splatter fest, A zombified arm makes it more difficult to
but the game can be tuned a lot too to make it perform precision actions with that arm
more diverse. (including unarmed attacks as well as attacks
with both melee and ranged weapons). The
INFECTION difficulty for these actions is increased by 1 for
one-armed actions and 2 for two-armed actions
There are different ways to handle a zombie
if both your arms are zombified. On the other
infection (one is given on page 333 in the CSR).
hand, melee damage is increased by 1 or 2 in
Perhaps as soon as they draw blood from you,
the same way.
you turn into a zombie after a few rounds (or
If your torso is zombified, it becomes more
have the player make a Might roll against either
resistant to damage, counting as natural Armor
the zombie’s level or the damage dealt). That’s
1, while preventing normal recovery rolls to be
really harsh, but certainly adds bite to the game,
used (see the COMPLETELY OPTIONAL
forcing the characters to always be super-careful
ZOMBIFICATION RECOVERY RULE, below).
and prepared.
A zombified head increases the difficulty of all
Here’s an idea for something a little less
Intellect rolls you initiate by 1 (such as
harsh. If you’re killed, then you turn into a
performing a mental attack), while lowering your
zombie. Wouldn’t be much of a zombie-game if
difficulty to withstand Intellect-based attacks
this didn’t happen, so it’s a no-brainer. For minor
aimed at you. You’ll also begin to look hideous
injuries allow zombification. This prolongs the
and others might mistake you for an actual
turning into a zombie allowing for somewhat
zombie. This happens for all body parts, but it is
longer play, while still affecting the character. If
most notable with the head
all body parts (on the chart below) are
In all this, don’t forget that zombies attacking
zombified, without killing you, then you still turn
in groups of five to seven can make a single
into a zombie. The first thing we need is the hit
attack roll as a level 5 creature, inflicting 5
chart.
points of damage (page 333 in the CSR).

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Post-Apocalyptic genre

COMPLETELY OPTIONAL And finally, hitting the head with a targeted


ZOMBIFICATION RECOVERY RULE attack kills the zombie outright, regardless how
To make the game last longer still, or just be much (or little) damage you deal and regardless
slightly easier on the characters, let their bodies if you roll an odd or even number on the attack
fight the zombie infection by allowing them to roll.
heal zombification. Let the player expend a
recovery roll to remove zombification on one
body part, while not gaining any other benefits
from the recovery roll.
This works best if you think your group will be
in combat with and get hurt by zombies quite
frequently. Perhaps the characters find a serum
that gives them this ability?

TARGETED ATTACKS
Everyone knows the best way to kill a zombie is
with a shot or blow to the head. While you can
allow this on a minor or major effect (or perhaps
a minor effect simply maims the zombie, such as
shooting off an arm or a leg), it might be a good
idea to also allow targeted attacks for better
zombie management by the characters, in
particular if you plan on using a large number of
them.
Inspired by the targeting system of vehicular
combat (page 215 in the CSR, rather than the
optional rule of trading damage for effect on
page 224), allow targeting various body parts,
with various effects if hit.

TARGETED ATTACK DIFFICULTY


Difficulty Body part
+1 Torso
+3 Arms and legs
+5 Head

A successful targeted attack always produces a


special result, while also causing damage to the
zombie’s general health which may eventually
kill it.
A targeted attack aimed at the arms maims the
arm hit, modifying the zombie’s ability to attack
one step in the player character’s favor (a level 3
zombie that’s lost both its arms attack as level 1,
as it tries to bite you, arms flailing uselessly at
its sides or just plain missing).
Hitting the legs similarly maims the leg hit,
reducing the zombie’s movement by half for one
leg maimed (it still crawls towards you) and by
three quarters if both legs are maimed (it crawls
a bit slower, using only its arms to pull itself
forward). Whether one or two legs are maimed,
it’s also easier to hit the zombie, by one step in
the character’s favor.
Hitting the torso with a targeted attack knocks
the zombie down and it must spend one full
round getting back up again (they’re not agile!).

- 32 -
Post-Apocalyptic genre

must make the most of it while it’s there, saving


WEATHER up until the next flood.
One fun aspect of most post-apocalypse game HEAT
settings is you have carte blanche to do Scorching heat can be a real problem, especially
whatever you want with the weather – just for those wearing armor. Spending time under a
blame the weather on the apocalypse. Scorching scorching sun without shade gives 1 ambient
sun followed by ice storms just a day or two damage per hour (2 if you don’t have access to
later? Sure thing! any water) and any armor worn (thus excluding
Weather can be just about whatever you want, natural armor) adds its armor rating to the
such as: damage taken (the heavier the armor the more
Acid rain damage you take).
Dust storms
LIGHTNING STRIKES
Extreme cold
Extreme thunderstorms bring with it massive
Hail and ice storms
amounts of lightning strikes, which puts anyone
Radioactive rain
outside a shelter in risk. Consider giving being
Thunderstorms
hit by lightning at least electrocution-level of
Tornados
damage, if not even more (perhaps up to the
Torrential rains
double amount).
Scorching heat
Refer to the Damage from hazards table on RADIOACTIVE RAIN
page 201 in the CSR for typical damages where Radioactive rain gives increased radiation
appropriate and see below for additional notes damage, but probably not every round.
and thoughts (all damages mentioned are Depending on how intense the rain is, it might
ambient damage). give an extra point of damage every 10 to 30
minutes.
ACID RAIN If the rain glows, the foolhardy can collect it in
Being out in an acid rain counts as being
a glass bottle and have a makeshift lamp that
subjected to an acid splash (on the Hazard
can’t be turned off.
damage table) every round and can also damage
clothing and equipment. WIND
While strong winds themselves probably aren’t
DUST
harmful to characters, it will throw a lot of debris
While not normally harmful itself, dust will get
around (or produce massive waves) that will
into everything during storms and obscures
definitely be a threat to both characters and
vision effectively, raising the difficulty of
equipment, counting as Crush, Huge crush or
perception-based rolls by two. Really severe
Collision on the Hazard damage table if you’re
storms can cause 1 point of ambient damage per
unlucky to get hit.
round, unless protective clothing is worn
(particularly over the face and eyes).
EXTREME COLD AND HAIL
Like a typical scorching sun, consider flash-
freezing the world over the course of a single
day or night. Frost covers all buildings,
equipment with moving parts freeze up and the
ground can become super slippery, raising the
difficulty of movement by 1 or 2 levels, while
being out without suitable clothing can give Cold
damage.
Apart from any cold damage, severe hail can
give an additional 1 point of damage per round if
you’re caught out in it.
FLOODING
Perhaps due to excessive rains or strong,
recurring and possibly erratic tides, the world
floods now and again. Is the water toxic or
radioactive? How is the landscape affected by the
flooding and how do people and creatures move
about during the flood? Perhaps the flood is all
the water available in the world and everyone

- 33 -
Post-Apocalyptic genre

EQUIPMENT LIST
Item Level Construction (parts) Repair (parts) Cost Comment
Ammunition, handgun as per weapon 1, chems - Expensive 10 bullets

Backpack 2 1 1 Moderately priced

Big metal axe 6 9 3 Very expensive Heavy weapon

Big stone club 3 2 1 Inexpensive Heavy weapon (Intrusion 1-2)

Binoculars 3 2 1 Expensive

Cobbled “cricket” pistol 3 3 1 Moderately priced Light weapon (Intrusion 1-2)

Cobbled pistol 4 4 2 Expensive Medium weapon (Intrusion 1-2)

Cobbled rifle 5 5 3 Very expensive Heavy weapon (Intrusion 1-2)

Geiger counter 4 3, chems & circuits 1, chems & circuits Very expensive

Grenade 4 3, chems - Very expensive

Healing salve 4 1, chems - Expensive

Heavy junk armor 4 12 4 Very expensive Heavy armor (Intrusion 1-2)

Junk car 3 45, chems x 2 15, chems x 2 Expensive Ground vehicle (Intrusion 1-2)

Junk motorcycle 2 15, chems x 2 5, chems x 2 Expensive Ground vehicle (Intrusion 1-2)

Junk rotoblade 3 60, chems & circuits 20, chems & circuits Exorbitant Flying vehicle (Intrusion 1-2)

Junk sailer 2 90 30 Expensive Water sailing vehicle (Intrusion 1-2)

Junk ship 4 150, circuits 50, circuits Very expensive Water motor vehicle (Intrusion 1-2)

Junk skiff 3 60, circuits 20, circuits Expensive Water motor vehicle (Intrusion 1-2)

Junk truck 4 120, chems x 2 40, chems x 2 Very expensive Ground vehicle (Intrusion 1-2)

Lantern 3 2, chems 1, chems Expensive

Laser pistol, small * 4 6 circuits x2 2, circuits x2 Exorbitant Light weapon

Laser pistol, normal * 5 9, circuits x2 3, circuits x2 Exorbitant Medium weapon

- 34 -
Post-Apocalyptic genre

Item Level Construction (parts) Repair (parts) Cost Comment


Laser rifle * 6 12, circuits x2 4, circuits x2 Exorbitant Heavy weapon

Leather jacket 3 6, chems 2, chems Expensive Light armor

Light junk armor 2 6 2 Moderately priced Light armor (Intrusion 1-2)

Maser pistol, small * 4 6 circuits x2 2, circuits x2 Exorbitant Light weapon

Maser pistol, normal * 5 9, circuits x2 3, circuits x2 Exorbitant Medium weapon

Maser rifle * 6 12, circuits x2 4, circuits x2 Exorbitant Heavy weapon

Medium junk armor 3 9 3 Expensive Medium armor (Intrusion 1-2)

Metal blade 4 6 2 Expensive Medium weapon

Metal shiv 2 3 1 Moderately priced Light weapon

Motion sensor 4 3, circuits 1, circuits Very expensive

Night-vision goggles 4 3, circuits 1, circuits Very expensive

Poison 4 1, chems - Expensive

Pre-apocalypse bullet-proof vest 4 9, chems 3, chems Very expensive Medium armor

Pre-apocalypse combat suit * 5 15, chems 5, chems Exorbitant Heavy armor

Pre-apocalypse heavy pistol 4 7 2 Very expensive Medium weapon


(single-fire) *
Pre-apocalypse light pistol 3 5 2 Very expensive Light weapon
(single-fire) *
Pre-apocalypse rifle 5 9 3 Exorbitant Heavy weapon, automatic rifles are
(single-fire or automatic) * Spray-capable
Pre-apocalypse SMG (automatic) * 4 8 3 Very expensive Medium weapon, Spray-capable

Pre-apocalypse air vehicle 6, or 7 500 or 400, both 175 or 150, both Exorbitant Vehicle
(propeller aircraft, helicopter) require circuits x 3 require circuits x 3
and chems x 3 and chems x 3
Pre-apocalypse car * 3 80, chems x 2 25, chems x 2 Exorbitant Vehicle

Pre-apocalypse motorcycle * 2 25, chems x 2 8, chems x 2 Exorbitant Vehicle

- 35 -
Post-Apocalyptic genre

Item Level Construction (parts) Repair (parts) Cost Comment


Pre-apocalypse truck * 4 200, chems x 2 60, chems x 2 Exorbitant Vehicle

Rocket pistol, small * 3 6 circuits x1 2, circuits x1 Very expensive Light weapon

Rocket pistol, normal * 4 9, circuits x1 3, circuits x1 Very expensive Medium weapon

Rocket rifle * 5 12, circuits x1 4, circuits x1 Exorbitant Heavy weapon

Rope, simple 1 1 per meter (3 feet) 1 per 3 meters Inexpensive Intrusion 1-2
(9 feet)
Rope, strong 2 2 per meter (6 feet) 1 per 3 meters Moderately priced
(9 feet)
Sack 1 1 1 Inexpensive

Sharpened stone knife 1 1 1 Inexpensive Light weapon (Intrusion 1-2)

Stone club 2 1 1 Inexpensive Medium weapon (Intrusion 1-2)

Tools (set) any 9 3 Inexpensive to Exorbitant (depending on level)

Torch 1 1, chems - Inexpensive

Ultrasound pistol, small * 5 6 circuits x2 2, circuits x2 Exorbitant Light weapon

Ultrasound pistol, normal * 6 9, circuits x2 3, circuits x2 Exorbitant Medium weapon

Ultrasound rifle * 7 12, circuits x2 4, circuits x2 Exorbitant Heavy weapon


* Pre-apocalypse items can only be constructed and repaired from actual parts, not junk, and requires the special ability Crafting master as well as appropriate
tools and machines.

- 36 -

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