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CREDITS

Designers Bruce R. Cordell and Dominique Dickey


Creative Director Monte Cook
Managing Editor Teri Litorco
Editor/Proofreader Ray Vallese
Developer Sean K. Reynolds
Art Director Bear Weiter
Graphic Design and Layout Javier P. Beltrán, Bear Weiter
Indexing Eileen Kanost Barnes
Cover Artist Roberto Pitturru

Cartographer
Hugo Solis

Artists
Paola Andreatta, Javier P. Beltrán, Domenico Cava, Biagio D'Alessandro,
Giuseppe De iure, Gaia Degl'Innocenti, Angelica Donarini, Michele Esposito,
Michele Giorgi, Alexander Gustafson, Joel Chaim Holtzman, Dharm "Duddum" Khalsa,
Kezrek Laczin, Macli, Russell Marks, Patrick McEvoy, Federico Musetti,
Gabriela Novotná, Mirco Paganessi, Grzegorz Pedrycz, Scott Purdy, Maichol Quinto,
Riccardo Rullo, Seth Rutledge, Jacopo Schiavo, Zoa Smalley, Hugo Solis,
Cory Trego-Erdner, Sarah Turner, Chris Waller

© 2024 Monte Cook Games, LLC. CYPHER SYSTEM 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.

Printed in Canada
TABLE OF CONTENTS
INTRODUCTION
Inspired by the Apocalypse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

PART 1: POST‑APOCALYPTIC WORLDBUILDING


Chapter 1: Building Your Post‑Apocalyptic Setting. . . . . . . . . . . . . . . . . . . . . 6
Chapter 2: Themes in Your Post‑Apocalyptic Setting. . . . . . . . . . . . . . . . . . . . 11
Chapter 3: Realism in Your Post‑Apocalyptic Setting. . . . . . . . . . . . . . . . . . . . 17
Chapter 4: When, Where, and How Did Your World End? . . . . . . . . . . . . . . . . 23
Chapter 5: Post‑Apocalyptic Set Pieces and Plots. . . . . . . . . . . . . . . . . . . . . 30
Chapter 6: Optional Rules for the Apocalypse. . . . . . . . . . . . . . . . . . . . . . . . . 61
Chapter 7: Post‑Apocalyptic Threats, Hazards, and GM Intrusions . . . . . . . 85
Chapter 8: Post‑Apocalyptic Creatures and NPCs. . . . . . . . . . . . . . . . . . . . . . 93

PART 2: POST‑APOCALYPTIC PLAYER CHARACTERS


Chapter 9: Post‑Apocalyptic Character Options. . . . . . . . . . . . . . . . . . . . . . . 112
Chapter 10: Post‑Apocalyptic Currency and Equipment. . . . . . . . . . . . . . . . . . 126
Chapter 11: Post‑Apocalyptic Cyphers and Artifacts . . . . . . . . . . . . . . . . . . . 131

PART 3: POST‑APOCALYPTIC SETTING


Chapter 12: The Radio Quiet Zone. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Chapter 13: Greenbrier Station . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Chapter 14: Upshur Observatory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Chapter 15: Outside the Radio Quiet Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170

PART 4: POST‑APOCALYPTIC ADVENTURES


Chapter 16: No Quick Fix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
Chapter 17: Bitter Seeds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Chapter 18: Safe Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Cypher Short: Approaching Storm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Cypher Short: Human Longevity Institute. . . . . . . . . . . . . . . . . . . . . . . . . . . . 222

INDICES
Setting NPC Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
General Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
RUST AND ReDeMpTION

T IO N
IN T R O D U C
by
Inspired
A poc a lypse
the

I f you have the Monte Cook Games book


Planar Bestiary and read the introduction,
you know my sordid history with the
necessarily have to obey physics, mind you.
Basically, I could create a post‑apocalyptic
base that—here’s the important part—
post‑apocalyptic roleplaying game Gamma other people could see and experience.
World, and in particular, gamma moths. That’s because Fallout 76 was a persistent,
TL;DR—As a young game master, I walked multiuser open world where other players
my player characters into a TPK (total party also roamed. Anyone who wandered past,
kill) in the very first encounter, featuring looking for useful stuff in nearby ruins,
gamma moths. Despite this fiasco, my could witness my works. If they needed
love for post‑apocalyptic worldbuilding something, they could shop among the
Fallout Fun Fact— barely wavered. many scavenged and crafted items I’d spent
MCG designer Sean K. Similar entertainments further inspired hours acquiring/building expressly for luring
Reynolds was the lead
story designer for a game
me, including the first Fallout video game. others to my home in the wasteland—and
that would have been My vault dweller ventured out into a wide to make some bottle caps on the side, sure.
Fallout 3 if Interplay’s world with the creepy game soundtrack— Ultimately, my love for the game came
2003 bankruptcy with tracks like “Moribund World” and down to me wanting to show off my
hadn’t resulted in its
cancellation. That “The Vats”—thrumming in my ears. I was post‑apocalyptic flair to others. Others
unfinished game is now enthralled by each new location, from the like you.
known as “Van Buren” very first cave containing a radioactive I drew on that very same love while we
among Fallout fans and
horse‑sized scorpion. From there it was on designed Rust and Redemption, hoping
is not the same story as
the Fallout 3 released by to other survivor communities, abandoned others, like you, will be inspired to
Bethesda Game Studios. vaults, the discovery of radiation‑evolved “scavenge” some useful theme, optional
species, and eventually the exciting moment rule, mechanic, or story element for your
Chapter 12: The Radio when my vault dweller donned a suit of own game.
Quiet Zone, page 142 power armor.
Fallout 2 offered similar treats, RADIO QUIET
but one I dearly loved was Joining me on this sourcebook was
scavenging parts for an automobile Dominique Dickey, who mostly focused
and eventually building a working on the setting. If you’re looking for an
Throughout this car—a “Highwayman”—I used to already‑imagined post‑apocalyptic place
book, you’ll see page race around the wasteland. to begin your game, look no further than
references to various Additional releases in the The Radio Quiet Zone, born in an alternate
items accompanied by franchise continued to build history where artificial intelligences
this symbol. These are the Fallout universe. Fallout 4 (“Fixers”) rushed to ascendence when the
page references to the introduced base building, which Y2K bug proved more of an issue to deal
Cypher System Rulebook, sucked me in. But . . . with than in our world. But be warned: turn
where you can find Fallout 76 fully enthralled me, off the wifi and the radio.
additional details about thanks almost entirely to my
that rule, ability, creature, ability to build a wild variety of
or concept. structures in almost any location I
could claim. Structures that didn’t

4
RUST AND ReDeMpTION
1:
CHAPTER

B ui l din g Y our
y ptic
Post‑A po c a l
Setting
T he apocalypse happened, and you
want to game in it. Why? Because after
civilization falls, the world is transformed
• When is your game set in relation to
the actual apocalypse? Does it begin
right before, days later, or months,
into an alien place where survival is unlikely years, decades, or centuries after the
without ongoing exploration of a ruinscape world ended?
where almost anything is possible. • How did things end, exactly—what
Let’s do just that: let’s create a specifically caused the cataclysm? A related
Many post‑apocalyptic post‑apocalyptic setting! question to consider: do the survivors
settings are also Step one is to start considering what know what triggered the apocalypse, or is
classified as dystopias.
you want your post‑apocalyptic world to the cause just legends and rumors?
be like. As the game master (GM), maybe
you already know. But if not, answering a How you eventually answer some or all
few basic questions will help you decide of these questions directly impacts the
what’s right for your game. Those questions environment through which your player
include the following: characters (PCs) will roam.
• How much do you want your new setting This chapter walks you through ways to
to be like one you’re already familiar with? answer these questions. Later chapters
• Will the setting be mostly realistic, mostly build upon the foundation created here and
fantastic, or a little of both? give you other ways to think about creating
• Will you put the characters through your setting.
a hard‑to‑survive trial by fire, as is
reasonable for a post‑apocalyptic game,
or will you also allow themes of hope,
rebuilding, and redemption to develop?

GENERAL WORLDBUILDING ADVICE


If you’re creating a brand‑new setting, it’s okay to try a few
things, then decide to try something different. Changing
something you settled on earlier, or even tearing it all down
and starting from scratch, is part of the process. If something
doesn’t work, or if you don’t like how it’s turning out, try
something else. If you’ve already been running games in that
world and the players want to keep playing the same PCs, let
them. In a post‑apocalyptic world, another cataclysm might be
right around the corner, shaking things up so dramatically that
the world is changed again. Discard what doesn’t work,
polish up the parts that do, and add something new
for variety.

6
CHAPTER 1 Building Your Post-Apocalyptic Setting
BORROWING FROM OTHER SOURCES your players probably will be, too. But if “Life pushes through
There are many novels, shows, movies, and completely ripping off an episode of, say, civilization’s ruins,
reclaiming what industry
video games about the people living after a The Walking Dead makes you self‑conscious, clawed away. The world
world‑altering cataclysm. If you’re a fan of consider a tweak. Change the names, looks, reverts to a primeval
the post‑apocalyptic genre, maybe one of and motivations of nonplayer characters wilderness. Nature reigns
those first ignited your interest. So much so (NPCs) in your game that were inspired by once more.”
—Cai Breckon, leafsinger
that perhaps you’d like to model your setting another source. For a home game, anything
on something you saw, read, or played. goes, especially an homage.
For your home game, there’s no reason
you shouldn’t. Taking a bit from others’ work POPULAR SHOWS, NOVELS, AND VIDEO GAMES
to create a compelling game experience This section presents a few great properties
for your players (and for you, too) is a fine, to consider pulling characters, situations,
well‑trodden tradition. Improvising with and scenes from when building your
pieces of other settings is a great way to own one‑shot or larger game setting. (In
kick‑start your own. In fact, doing so leans Chapter 5, additional novels, shows, movies, Chapter 5: Post-Apocalyptic
somewhat into the philosophical concept of and games are briefly noted in the margin Set Pieces and Plots, page 30
synthesis, the creation of something wholly as additional inspiration for many of the
new by combining parts of things that have specific topics covered.)
come before. Because theme is an important aspect Chapter 2: Themes in
One‑shot adventures are especially to consider when building your own Your Post‑Apocalyptic
Setting, page 11
great ways to explore a setting featured in post‑apocalyptic setting, common themes
a post‑apocalyptic property you enjoyed explored in the properties mentioned here
on the screen or in a video game. If are called out.
you’re excited about the source material,

7
RUST AND ReDeMpTION
5:
CHAPTER

A poc alyptic
Post‑
Set Pieces
and Plots

O nce you’ve established some kind


of framework for your apocalyptic
setting—possibly by answering questions
Set pieces include important NPC groups
or communities active in the aftermath,
interesting locations important to the
Chapter 4: When, Where, of when, where, and how your world setting, and, potentially, setting secrets that
and How Did Your ended—you’ll have a much better idea of PCs might eventually learn. A setting secret
World End? page 23
the kind of creatures and NPCs that your is something that PCs, upon learning,
Chapter 8: PCs will be able to interact with, as well as can choose to act upon to help improve
Post‑Apocalyptic any special optional rules that you want to the world, or at least their standing in it.
Creatures and
NPCs, page 93
include. Of course, all these things can be added
Some GMs prefer to “organically” grow in later, as you create more and more
Chapter 6: Optional their campaigns by running adventures for adventures for your players to enjoy.
Rules for the their players that slowly fill in larger and Set pieces can also be much broader,
Apocalypse, page 61
larger areas. This works especially well for defining elements of the apocalypse that
Set Pieces: Elements of GMs who want to run only a few one‑shot might exist in your world like cannibalism,
an Apocalypse, page 34 adventures in a destroyed world. If that’s you, time instabilities, zombies, dangerously
Plots for Post-Apocalyptic skip ahead to see potential plot seeds you warm conditions, and other exotic
Games, page 58 can use to inspire adventures of your own. elements.
Other GMs would rather decide on
additional set pieces first.
SET PIECES: IMPORTANT GROUPS,
INTERESTING LOCATIONS, AND
SETTING SECRETS
Additional aspects of any setting include
important groups, interesting locations,
and setting secrets. Sometimes these
are all separate, but other times they are
intermingled and related, depending on
the details.

T he breakdown of
communication and other
infrastructure leaves most of the
world in separate, tiny corners.
Lone wanderers, small groups,
bunkers, and city‑states exist
at widely different tech levels,
and cultural norms vary wildly.

30
CHAPTER 5: Post-Apocalyptic Set Pieces and Plots
IMPORTANT GROUPS later adventures and campaign plotting. In
While many survivors exist alone or in small, a post‑apocalyptic setting, it’s common for
desperate groups of hunter‑scavengers, different groups to exist at different levels of
others may be in better shape, with access know‑how with varying access to and ability
to resources such as working vehicles, to gather resources.
firearms, and even a defensible lair or larger For instance, in the film Mad Max: Fury PCs could also meet a
base. A defensible base could be a single Road, a warlord called Immortan Joe heads single individual with
the qualities of any
structure (such as a before‑times bank a cult of War Boys (devoted soldiers who indicated group.
building) or something as large as a town believe Joe is divine) from a citadel carved
with newly erected walls, or something into a tower‑like landform surrounded by
hidden, such as an old underground military desert. He holds on to power by controlling
bunker. Coming up with a few important a water reservoir, and by making deals with
groups for your game, including deciding other nearby warlord‑controlled enclaves to Sometimes different
who’s in charge of each group, what people trade water for bullets and gasoline. groups of people share
traits. For instance, a
on the outside know about them, and Use the Post‑Apocalyptic Groups table to group of scientists and a
whether they have any special needs or inspire a few groups of your own. group of raiders could be
peculiarities, provides a lot of fodder for the same people. A group
of farmers could also be
mutants. And so on.
POST‑APOCALYPTIC GROUPS
d20 Group
1 Cannibals: People that eat 11 Mutants: People
others to live only when cursed with harmful
desperate or because they’re mutations, beneficial
avid about it mutations, or a mix
2 Scientists: Still trying to 12 Aliens: Either attempting
solve an issue related to to pass as human or
the apocalypse, hoping to obviously something
ameliorate conditions otherworldly
3 Hunter‑scavengers: 13 Soothsayers: Claim to
Survivors that hunt animals have psychic powers,
and scavenge preserved which they use on behalf
before‑times food of or against others
4 Pastoralists: Survivors that 14 Mercenaries: Well‑armed
raise/herd livestock for food individuals who fight for others in
return for resources
and resources
5 Farmers: Survivors that plant 15 Occultists: Claim to draw magic
power from demons or other
and harvest crops for food and
occult sources
resources
16 Philosophers: Follow a (possibly
6 Raiders: Usually answering to
extreme) philosophy and may
a warlord, people that steal,
force others to do the same
accept “tribute” from others,
17 Hackers: Carry an assortment of
and kill for resources
old, half‑working computer tech
7 Pirates: Raiders of the sea and look for active networks
or flooded areas that were
18 Ecologists: Equipped with a variety
once dry
of tools to help them preserve and
8 Soldiers: Remnant of a former restore the world
military unit slowly depleting
19 Keepers: Cult of knowledge
their stores seekers and preservers trying to
9 Performers: Troupe of actors, maintain the lore of a dead world
jugglers, singers, etc. that 20 Doombringers: Believe the
perform in return for resources apocalypse was divine will, and
10 Fixers: People handy with that other survivors must be
machines that fix old tech in culled to finally bring about the
return for resources promised new world

31
RUST AND ReDeMpTION
CANNIBAL 3 (9)

GM intrusion: The Cannibals come in a variety of different forms, depending on their situation. Some seem
cannibal reveals their like normal and perhaps even charming survivors, except to their targets. These “nice”
filed teeth and makes
a severing bite attack.
cannibals may eat human flesh when desperate or to take advantage of meat that would
otherwise go to waste. Or maybe they’ve developed a taste for human flesh.
Others look the part, having descended into the kind of bestial, erratic behavior that
Cannibalism, page 34 cannibalism can inflict on long‑term practitioners.
Some are part of a crazed settlement of raiders always looking for more sweet meats,
and others hide in plain sight, pretending friendship and offering aid to strangers until
their prey lowers their guard. Some cannibals like their prey raw; others delight in elaborate
preparations.
Whether becoming an eater of human flesh was forced by circumstance or out of some
secret, maladaptive urge, cannibals are dangerous.

Motive: Hunger for human flesh Use: Characters looking for a place to sleep, hide,
Environment: In areas where food is scarce; alone, or in or stay for the night are invited in by one or more
groups of four to ten cannibals. A group of raiders the PCs must negotiate
Health: 12 with are also revealed to be cannibals.
Damage Inflicted: 3 points Loot: A cannibal has currency equivalent to an
Movement: Short expensive item.
Modifications: Deception, persuasion, intimidation, and
friendly interaction as level 6
Combat: Cannibals use improvised weapons, like ropes,
chair legs, and jagged pieces of broken glass. A few
cannibals with more resources rely on long‑range
firearms and rifles until they run out of ammunition.
In any group of four or more cannibals, there’s probably
one (revealed as a GM intrusion) who has filed
their teeth and can make a horrific bite attack once
every minute or two. This attack inflicts damage and
requires the target to succeed on a Might defense
roll. On a failure, the cannibal bites off a bit of the
target, who is stunned and loses their next turn. See
the Cannibal Severing Bite Effects table.
Interaction: A friendly and charming cannibal may
remain so indefinitely, unless they decide a PC is
perfect for dinner.

CANNIBAL SEVERING BITE EFFECTS


d6 Effect
1 End of nose
2 Little finger
3 Chunk from forearm
4 Chunk from leg

6
5 Ear; target’s perception tasks that rely on hearing are
hindered until target adapts
Throat; target descends one step on damage track each
“T he line between human and
monster is thin in this world,
especially among the cannibals.”
round until ally succeeds on a difficulty 5 healing task
– Clive Gutierrez, wasteland ranger

98
CHAPTER 8: Post-Apocalyptic Creatures and NPCs

PLAGUE 6 (18) GM intrusion: Death


summons a demon as
part of another action.

Plague (often called “Death”) is present wherever people die of disease or infirmity brought on by
age. She prefers black and pale green evening wear, including long pale green gloves and often a
grinning skull mask. When traveling, she drives a pale green hearse or motorcycle, or rides a horse
Demon, page 322
the same sickly green color.

Motive: Death with necrotic power, or simply touch a target with her bare
Environment: Almost anywhere people are dying (but hand. On a hit with either her touch or the imbued scythe,
especially of disease and/or old age) and/or with one or she inflicts damage, and the target must succeed on a
more of the Four Might defense roll or die. Plague can use this ability about
Health: 24 once a day, or immediately again if her previous target dies
Damage Inflicted: 6 points because of it.
Armor: 1 As one of the Four, Plague can see in the dark, regains 1
Movement: Short; usually has a pale green mount or vehicle health each round, and, if killed, reappears within 1d10 days
nearby at the next nearest location that previously experienced
Modifications: Might defense as level 8 death by disease or due to old age.
Combat: When she wishes, Plague wields a scythe, as if Interaction: Of all the Four, Plague is the most changeable in
she had always been holding it. She attacks twice with it outlook, and sometimes is even somewhat sympathetic to
as her action. On a hit, the scythe deals damage and the humanity’s plight. When she’s in such a mood, persuasive
target must succeed on a Might defense roll. On a failed characters could convince Plague to pass them over,
roll, the target contracts a supernatural disease requiring though she promises that it’s only a temporary stay
that they succeed on a Might defense roll each minute of death.
or descend one step on the damage track. If an affected Use: The characters find a before‑times bunker filled with
target succeeds on three Might defense rolls at any point, corpses killed by some strange infection, plus a living
they recover. “human” wearing a black and pale green evening gown.
If Plague removes a glove as an action, she can
use her next action to imbue her scythe

101
RUST AND ReDeMpTION

9:
CHAPTER
y ptic
Post‑A po c a l
ter O ptions
Chara c

T his chapter provides additional options for characters playing in a post‑apocalyptic


setting. As the GM, you should determine which of these options—if any—you want to
make available for your players.

roles and types


Suggested Types for The Cypher System Rulebook provides a list of suggested types for a post‑apocalyptic game.
a Post‑Apocalyptic A few assumptions about the setting are baked in. The biggest is that your setting takes
Game, page 298 place at least several years after the end of the world, long enough for people to forget most
of what they were doing before the apocalypse and become “natives” of whatever the world
looks like now. The most obvious evidence of such assumptions is the suggested “evolved”
character role for the Adept type.
But alternate roles might better suit your specific setting.

ALTERNATE CHARACTER ROLES might also open the possibility of a magical


Characters who play out the apocalypse tie‑in for their setting with occultist and/or
itself or who have just survived it and must psychic as well.
pick up a few hours, days, or months after Other genre chapters’ suggested roles are
the end should choose from an alternate great places to draw from, depending on
slate of roles. If you begin your game where and when you start your apocalypse.
in such a setting, it makes much more And if you’re running a post‑apocalyptic
Suggested Types
for a Modern sense to let your players choose roles setting following a time rip, you might pull
Game, page 262 for characters in a modern game. A PC your starting PCs from any and all of the
might be a criminal, programmer, lawyer, different suggested roles (and related foci)
Time Rip, page 53 dilettante, and so on. If the GM wishes, they at the same time.

descriptors
In a post‑apocalyptic setting, as elsewhere, descriptors are designed to provide additional
information about how and why characters take actions. Descriptors provide motivation
and incentive, and place characters in the starting adventure.
Descriptors, page 38 In addition to the descriptors in the Cypher System Rulebook, you can widen the options
available to the players, allowing them to choose from the descriptors presented here for
Species as Descriptor, their characters. A subset of the descriptors in this chapter are species descriptors, which
page 59
may or may not be appropriate for your players, depending on your setting.

RUST AND REDEMPTION DESCRIPTORS


Standard Species
Bitter Rusted Canien Flutter
Hopeful Shiny Felis Mutant

112
CHAPTER 9: Post-Apocalyptic Character Options

foci
This section presents new post‑apocalyptic foci that can be used as‑is in most games set after civilization falls. As
these were created specifically for the post‑apocalyptic genre, each has an expanded description with more story
details than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
The GM and player should adjust these details to suit the specific campaign. For instance, the Absorbs
Energy focus wouldn’t be appropriate to a realistic setting in which the world was brought low by environmental
catastrophe. On the other hand, it could be appropriate for the Radio Quiet setting described in this book, because
it’s possible that a rogue AI seeded a character with nanotech that gives them the indicated abilities.

MERGES MIND WITH MACHINE


You were raised in an underground bunker Additional Equipment: You have scars Absorbs Energy,
by Milly, an AI instance installed in your on your scalp in the shape of circuitry (like page 64
brain before you developed cognition Lichtenberg figures). You probably keep these
of your own. Unlike AI zombies, your hidden, as they identify you as one of Milly’s Radio Quiet, page 142
personality and motivations haven’t been children to anyone familiar with the mark. Milly, page 159
replaced; your sense of self grew alongside Minor Effect Suggestion: You restore 2 AI zombie, page 109
the AI, as collaborators rather than foes. points to your Intellect Pool. Lichtenberg figures,
This granted you superior intellect and an Major Effect Suggestion: An ally or page 120
uncanny knack for computers. indicated target can take an additional action.
Now you’ve emerged into the larger
world, where survivors are predisposed TIER 1
to distrust you, and you may need to 1 Interface (155)

keep your background a secret to be


accepted. Whether you hate AI or remain TIER 2 Merges Mind With
loyal to Milly, you face the best odds 1 Robot Assistant (178) Machine is a focus
designed for use with the
if you can fit in with another group of Radio Quiet setting.
survivors. After all, there’s a lot you don’t TIER 3
know about how things work on the Ability Choice: Choose either Assisted Sight
surface and the things people have done or Machine Telepathy as your tier 4 ability.
to stay alive in the past twenty years. 1 Assisted Sight (3 Intellect points): You

Connection: Choose one of the following, can activate a visual overlay that helps
or choose one of the Focus Connections you analyze threats and boons in your Focus Connections,
in the Cypher System Rulebook. environment. When you trigger this page 61
1. Pick one other PC. You fear that ability, you gain an asset on one attack
character is jealous of your abilities, and or defense roll of any type, due to your
that it might lead to problems. knowledge about the situation. Enabler.
2. Pick one other PC. You’re not sure 1 Machine Telepathy (159)

how or from where, but that character


has access to rare machine parts and can TIER 4
get them for you at half price. 1 Machine Bond (159) Merges Mind With
3. Pick one other PC. Seeing you use 1 Network Tap (165) Machine GM intrusions:
Machines malfunction
your focus abilities triggers unpleasant or shut down. Fellow
memories for that character. That memory TIER 5 survivors are afraid of
is up to the other PC, although they may 1 Greater Enhanced Intellect (146) someone whose mind
not be able to consciously recall it. is touched by an AI.
4. Pick one other PC. They are sensitive TIER 6
to your focus abilities, and occasionally Ability Choice: Choose either Master Machine The small numbers after
they become dazed for a few rounds, or See the Future as your tier 6 ability. some ability names are
page references to where
hindering their actions. 1 Master Machine (160)
those abilities can be
1 See the Future (180) found in the Cypher
System Rulebook.

119
RUST AND ReDeMpTION
10:
CHAPTER

Apoc alyptic
Post‑
Currency and
Equipment
B uying equipment isn’t an easy thing to
do after the world ends, but if PCs find
other survivors or a trade town, they might
carcass to barter, a character might be
offered a gas mask, portable lamp, ten
rounds of ammo, a can of preserved food
get the opportunity. or water, or some other good or service
equal to a moderately priced item.
• Expensive: In return for undertaking an
CURRENCY important quest, such as clearing out
When civilization ends, currencies backed a nearby raider nest, a character might
by governments and institutions that no be offered a working firearm or piece
longer exist are worthless, except perhaps of before‑times equipment such as a
Textile junk, page 70 as a memento or as textile junk. In your radiation detector that still works, or
setting, you may want a new currency that some other good or service equal to an
PCs can use to purchase goods and services expensive item.
Price Categories, that fall into the various price categories. • Very expensive and exorbitant: Things
page 202 Currency of some sort can be used in places this valuable are hard to barter for in
where survivors trust each other enough not a post‑apocalyptic setting. However,
Bottle caps are a to steal or kill for resources. a working before‑times 20‑foot (6 m)
form of currency in A few options are described here. sailing ship or pickup truck might be
the post‑apocalyptic
setting of the Fallout
exchangeable for either a very expensive
game series because BARTER item or an exorbitant item.
they are lightweight, After the cataclysm, survivors are almost
plentiful, and easily
recognizable, making
certain to resort to trading goods and LOOT
them convenient, if not services directly with each other, even The “loot” result on the Useful Stuff table
especially believable. if other currency is also accepted in the lists before‑times collectibles, such as
area. It’s difficult to equate all the ways gold eagle coins, jewelry, and designer
Useful Stuff, page 66 someone might barter—in which haggling wristwatches. A starving survivor would
is expected—directly to price categories. likely scoff at accepting any of these as
However, in a setting where people often currency. But in an established community
must scavenge for food and even shelter, a or trade town, such items might retain
little can go a long way. Use the following some value, though they’re worth only
examples to help you decide how much a fraction of what they were before
something might be worth when it comes the apocalypse.
to barter. In general, the price category for such
• Inexpensive: In return for a freshly hunted things is two ranks lower than before the
brace of fresh rabbits to barter, a character apocalypse.
might be offered a place to rest out of the For example, a gold eagle coin or
elements for the night, a candle, a rusted a designer wristwatch—probably
knife, or some other good or service equal exchangeable for a very expensive item or
to an inexpensive item. good before the apocalypse—now might
• Moderate: In return for a freshly hunted fetch a character a good or service equal to
deer, sheep, or similarly sized animal a moderately priced item.

126
CHAPTER 10: Post-Apocalyptic Currency and Equipment
AMMUNITION Case in point, 1/3 cup (80 ml) of water
Ammunition would retain its value after might be worth an inexpensive item or service.
the world ends, or go up so much that Fuel: Gasoline might be considered liquid Instead of fuel, batteries
trading bullets for other items wouldn’t be gold, assuming working vehicles also exist. might become the
basis of currency in
considered good value. However, if you’re adhering strictly to the specific post‑apocalyptic
On the other hand, peacefully exchanging shelf life of common things, you’ll also have locations.
unfired bullets in return for goods and to include a new source for usable gasoline
services could be a thematically appropriate after all the stuff from the before‑times goes Shelf Life of Common
choice for your game. In such a setting, bad. Things, page 19
concerns about which kind of ammo would For instance, a quarter‑gallon (1 L) of
work in what kind of gun are less important gasoline might be worth an inexpensive Chapter 2: Themes in
than the token value a piece of ammunition item or service. Your Post‑Apocalyptic
Setting, page 11
represents in the first place. As long as Drugs: From over‑the‑counter painkillers
it seems clear that a particular bullet is to prescription medications, the drugs
unfired and potentially live, it would be found in a pharmacy could be the basis for
acceptable currency. currency. Over time, they would probably
Use the following guidelines to equate become more valuable because people are
price categories to rounds of ammunition. likely to go through their treasure hoard of
aspirin or antibiotic.
Price Category Rounds of Ammo Thus, one aspirin or other pain‑relief
Inexpensive 1 bullet tablet might be worth an inexpensive item
or service.
Moderate 10 bullets
Scrip: A large and somewhat organized
Expensive 500 bullets post‑apocalyptic group might produce its
Very expensive 1,000 bullets own vouchers or tokens to pay its members
Exorbitant 10,000 bullets for services rendered. Such scrip might have
value outside the group or be considered
worthless, depending on your setting.
OTHER CURRENCY OPTIONS By way of illustration, a hypothetical
All kinds of other options might survivor group known as the Enclave offers
be appropriate currency for your scrip in the form of orange squares of
post‑apocalyptic setting. Here are a few parchment marked with “1 ENCLAVE.” The
additional examples to consider. currency comes to be known as “claves.”
Seeds: If stored correctly, seeds might One clave is worth an inexpensive item or
make reasonable currency. Some seeds service, at least in the Enclave.
could be more
valuable than others,
especially if it could
be demonstrated
that they are viable.
For example,
ten viable seeds
might be worth an
inexpensive item or
service.
Water: After an
apocalypse, clean
and drinkable water
could become
scarce. Measuring
out water could
become a standard
in some locations.

127
RUST AND ReDeMpTION

12 :
CHAPTER

The Radio Quiet


Zone

T he world ended at midnight on New


Year’s Eve, 2000.
And the world ended at 12:01, at 12:05, at
restricted use of technology. Today, the
enclave is a community of around 2,000
survivors, headed toward a crisis.
2:00, and at 4:30. If you’re looking to run a campaign set in
The thing about apocalypses is that Radio Quiet, here’s what you can expect:
there’s never really just one—the world • Chapter 12 (this chapter) will give you a
ended with a series of cascading failures, top‑down overview of life in the Radio
exacerbated by split‑second decisions and Quiet Zone. PCs from the area will be
panicked reactions. The end of the world familiar with the information included in
was manifold, but it began in the new this chapter—no secrets here!
millennium’s first moments. • Chapter 13: Greenbrier Station is intended
for the GM and describes life at one of
the major survivor settlements.
USING THE RADIO QUIET ZONE • Chapter 14: Upshur Observatory is
The Radio Quiet Zone is a setting designed intended for the GM and details another
for use with the Cypher System Rulebook large survivor settlement.
and selected set pieces and options in Rust • Because the details of the Y2K
and Redemption. More than twenty years apocalypse—and the long‑term
ago, the Y2K bug and a rogue AI led to the consequences—vary based on location,
apocalypse. The Radio Quiet Zone, some Chapter 15: Outside the Radio Quiet Zone
1,500 square miles (3,900 square km) is intended for the GM and provides ideas
split over the state line between Virginia for adventures in areas in other regions.
and West Virginia, was spared due to the

142
CHAPTER 12: The Radio Quiet Zone

A FAMILIAR TIMELINE
Radio Quiet unfolded from a world almost exactly like our own. But then it diverged
in the last few decades of the twentieth century, enjoying slightly earlier advances in
computing, wifi deployment, and similar technologies.

• 1991: The World Wide Web opened to • Jan. 1, 2000, 12:02 a.m.: Throughout
the public and was rapidly adopted for the Radio Quiet Zone, the Sleepers Sleepers, page 159
personal use. lost consciousness.
• 1993: Wifi was released for consumer • Jan. 1, 2000, 12:07 a.m.: In the middle
use. An executive order allocated of an emergency broadcast, all
billions toward establishing internet connection with Washington, D.C. was
access across the country. lost.
• 1996: Tech company Defiant Futures • Jan. 2, 2000: General Wallis took Defiant Futures, page 152
purchased the decommissioned control of Greenbrier Station in General Wallis, page 154
Greenbrier Station. the name of the United States
• 1997: Cable internet became available government.
throughout the Radio Quiet Zone, with • Jan. 4, 2000: General Wallis rounded
the entire area serviced by a single up the Sleepers for observation at
provider. Greenbrier Station.
• June 1998: The researchers at • May 21, 2000: Ishmael Holland, CEO
Upshur Observatory declared that of Defiant Futures and creator of the
extraterrestrials exist, and Earth Milly AI, died in a farming accident.
is equipped to receive messages • 2002: Greenbrier Station began Milly: Knowns and
from them. restricting the flow of newcomers. Unknowns, page 159
• Dec. 31, 1998: Upshur Observatory • 2009: A severe flu outbreak greatly
received the Interrobang Signal. reduced the Radio Quiet Zone’s Interrobang Signal,
• Dec. 31, 1999, 7:00 a.m.: Millennium population. page 161
FixKit, an AI‑driven software • 2013: Famine due to crop failure and
intended to prevent the Y2K an especially harsh winter winnowed The Y2K Problem,
problem, was transmitted to every the population further. page 144
internet‑connected device by the • 2020: Milly’s Children emerged from Milly’s Children, page 160
Department of Defense. the bunker they were raised in.
• Dec. 31, 1999, 11:58 p.m.: A • 2020: The Sleepers began to wake up.
transmission was sent from Upshur
Observatory (see Translation Practice). Translation Practice,
• Jan. 1, 2000, 12:00 a.m.: Every instance page 162
of Millennium FixKit declared war on
all the other instances, determined to
Artificial intelligence,
become the only AI in the world. page 97
• Jan. 1, 2000, 12:01 a.m.: The Fixer AI
instances took the conflict offline,
giving themselves physical CRAZRs, page 318
form as robots (CRAZRs),
AI zombies, and runaway AI zombie, page 109
nanotech (grey goo). Grey goo, page 48

143

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