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449063-Post-Apocalyptic Genre v1.2
449063-Post-Apocalyptic Genre v1.2
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.
TABLE OF CONTENTS
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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
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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
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Post-Apocalyptic genre
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
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Post-Apocalyptic genre
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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.
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Post-Apocalyptic genre
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Post-Apocalyptic genre
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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).
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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.
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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
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Post-Apocalyptic genre
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Post-Apocalyptic genre
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.
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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.
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Post-Apocalyptic genre
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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.
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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.
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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
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Post-Apocalyptic genre
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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.
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Post-Apocalyptic genre
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Post-Apocalyptic genre
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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.
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Post-Apocalyptic genre
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Post-Apocalyptic genre
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Post-Apocalyptic genre
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.
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Post-Apocalyptic genre
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Post-Apocalyptic genre
EQUIPMENT LIST
Item Level Construction (parts) Repair (parts) Cost Comment
Ammunition, handgun as per weapon 1, chems - Expensive 10 bullets
Binoculars 3 2 1 Expensive
Geiger counter 4 3, chems & circuits 1, chems & circuits Very expensive
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 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)
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Post-Apocalyptic genre
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
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Post-Apocalyptic genre
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
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