TEXT: BY 
  DOMINIC COVEY
  CHARLES RICE
  WWW.RPGOBJECTS.COM
  WWW.DARWINRPG.COM
   PLAYTESTING: 
  CHARLES BAIZE, DOMINIC COVEY, CHRIS DAVIS, CHRIS DERNER, 
  JAY FITZLOFF, THOMAS HAINLIN, CHRIS HOOVER, DAVID 
  JARVIS, RYAN KELLEY, ETHAN RIPPLINGER, JOHN SHAW, 
  AARON WIGGINS, CHRIS COVEY, RICK AUCOIN. 
  LAYOUT: 
  CHRIS DAVIS
  Requires the Use of True20 Adventure 
  Roleplaying by Green Ronin Publishing 
  for Use.
  v1.0
  DARWIN’S WORLD 
  CREATED BY DOMINIC COVEY
  DESIGN CONTRIBUTIONS FROM: 
  CHRIS DAVIS, CHRIS COVEY
  COVER ARTIST: 
  JEREMY SIMMONS
  INTERIOR ARTISTS: 
  JOHN LONGENBAUGH, DOMINIC COVEY, 
  JEREMY SIMMONS, V. SHANE  
  
  2
  Introduction
  What is different about 
  post-apocalyptic role-
  playing than any other 
  form of role-playing? For 
  most players of role-playing 
  games, the genre brings to 
  mind mutants, monsters, and survival. There are 
  certainly some other important distinctions somewhat 
  unique to post-apocalyptic games as well: a world of 
  almost total desolation, a poisoned environment that 
  can be as big a threat as any monster, and usually 
  a lost era of technology and former greatness, an 
  understanding of which forever remains just beyond 
  the grasp of the game’s characters.
  The post-apocalyptic genre itself is something of 
  a combination between science ﬁction and horror; 
  set in a world similar (if not identical) to our 
  own, most post-apocalyptic books and movies 
  play upon real-life events, fears, and nightmare 
  possibilities, and postulate on their ultimate 
  (and universally catastrophic) conclusions.
  The scenarios are almost endless, many 
  seemingly ripped from tomorrow’s headlines: 
  reckless brinkmanship by world leaders, along with 
  the proliferation of weapons of mass destruction 
  worldwide, leads to all-out nuclear war; careless 
  experimentation by an arrogant and near-sighted 
  scientiﬁc community leads to an outbreak 
  of disease that brings an era of almost total 
  extinction to the world; or a never-ending 
  abuse and misuse of the world’s resources 
  leads to hunger, lawlessness, anarchy, 
  brushﬁre wars, and an eventual degeneration 
  of human civilization into chaos.
  Post-apocalyptic writers and moviemakers 
  often seem to be trying to teach us a lesson through 
  their work, but in doing so they also fascinate us by 
  depicting worlds of utter ruin where the survivors 
  have a chance to ﬁnally learn from the past, and 
  begin anew, building on those lessons. It is appealing 
  for many to simply imagine such worlds, and as a 
  result it is an almost seamless leap from reading to 
  role-playing.
  Most traditional game settings already have an 
  established sense of the apocalypse, making it an 
  easy transition for those unfamiliar with the core 
  “feel” of the post-apocalyptic genre. The idea of 
  uncovering secrets among the ruins of a lost ancient 
  civilization is a common theme in science ﬁction or 
  fantasy, whether in the terms of discovering a lost 
  city of aliens, or the crumbling remains of a magical 
  culture long gone.
  In post-apocalypse games, the entire world is a 
  widespread ruin, not only among the great cities that 
  stand as a silent testament to the greatness of those 
  who came before, but also the wilderness itself. 
  Ravaged by war, or by pollution, or by the withering 
  effect of some massive plague, most sources of post-
  apocalyptic literature (such as movies, books, and 
  games) extend the theme of total devastation to the 
  outside as well, turning the entire world into a place 
  destitute and devoid of hope. This grim atmosphere 
  is an excellent primer for weaving horriﬁc, desperate, 
  and exciting adventures.
  The “Twisted Earth” depicted in the 
  original edition of Darwin’s World presented 
  a combination of some of the most striking 
  themes of movies and books. It presented a 
  world based on our own, but with a few important 
  changes to keep it sufﬁciently “SCI-FI.” Though set 
  in a ﬁctional, alternate world where the historical 
  advance of technology outpaces that of our 
  “real world”, the Twisted Earth shares many 
  of the problems of our own, including over-
  population, world hunger, gross misuses of 
  technology, an unconscionable disparity of 
  wealth between nations, diminishing natural 
  resources worldwide, and constant warfare 
  – elements that, while dramatized to the extreme, 
  give the setting a familiarity despite the science 
  ﬁction underlying the game. On the Twisted Earth 
  
  3
  these elements combined to lead to a cataclysmic 
  “Fall”, a total and irreversible nuclear, biological, 
  and chemical conﬂict that changed the world and 
  its survivors forever. The new “superpowers” of 
  the aftermath are little more than violent factions 
  squabbling for control of their irradiated, desolate 
  corner of the world. Where once nations with vast 
  professional armies contended for the resources of a 
  dying planet, the scraps of their lost industrial society 
  are now fought over by religious cults, paranoid and 
  xenophobic groups, racist empires, and powerful 
  merchant houses whose own inﬂuence is more than a 
  DARWIN’S WORLD TRUE 20 EDITION: WHAT’S NEW?
  So you’ve got your handy, dandy True 20 edition of Darwin’s World but you’ve heard there’s this other 
  version of the game out there, one for modern d20. And you’re asking yourself, “What’s different”? Well, 
  the answer is: not much. The ﬂavor of the original Darwin’s World that we all know and love has been 
  left completely alone. Only the mechanics have been changed and even then, only as much as necessary. 
  Mutations for example, are still feats that are available to any character who elects to be a mutant.
  Below is a brief list of what’s changed for this version of the game.
  Chapter 1: Characters: Backgrounds has been changed to convert the Darwin’s World backgrounds 
  into True 20 backgrounds. The Archetypes section used to be classes but now has been changed to 
  recommended feat lists for some of the most common character archetypes in post-apocalypse gaming. 
  Because of the more ﬂexible nature of True 20’s skills and feats, many of these archetypes have been 
  combined into a more streamlined list. Still, just recommendations here. One of the great things about True 
  20 is you can make your character as you go without the rules getting in the way.
  Chapter 2: Mutants and Mutations: Some big changes here mechanically but mutations are still 
  mostly feat based and can be advanced using feats normally. This section actually changed less than 
  Archetypes, since using feats to determine character development is a core mechanic in both games. 
  Chapter 3: Artifacts of the Ancients: Just mechanical changes here. Damage has been converted to 
  damage bonus and so forth. 
  So, that’s it. For Darwin’s World fans, you should have everything you need to get your post-apocalypse ﬁx 
  and your True 20 ﬁx at the same time. For True 20 fans who want to explore a dark, gritty world after the 
  Fall, where man has been expelled from paradise through his own folly, you’re in for a real treat. 
  Either way, welcome to the Twisted Earth. 
  -Chuck
  match for the few armies left standing. 
  Though the Twisted Earth is an exciting setting 
  in which to test the mettle of characters against 
  the harsh realities of a post-nuclear world, the 
  abundance of ideas and themes that make up the 
  post-apocalyptic genre as a whole mean that a single 
  campaign setting cannot hope to incorporate all of 
  the ideas found in books, movies, and even past role-
  playing games. Since the original publication of the 
  ﬁrst edition of Darwin’s World, we’ve seen players 
  adapt the setting to their own needs, modify it, or 
  change entire sections. Some use the Twisted Earth 
  setting exclusively, while others tweak it just enough 
  to meet their gaming needs. Some gamers change 
  it by adding extra-terrestrial forces, combining 
  Darwin’s World with d20 space games, making the 
  Twisted Earth just one small planet in a cosmos of 
  stars for characters to visit. The addition of magic and 
  supernatural powers actually blends perfectly with 
  the ruin and rubble, and as such, any amalgamation 
  of settings is solely the domain of each Gamemaster’s 
  individual creativity and imagination.
  Because of the variations possible, the aim of this 
  book is to be something of a generic “guide” to post-
  apocalyptic gaming - of all kinds. While our default 
  setting of choice is the “Twisted Earth”, this book 
  will give you such a wide variety of options that you 
  can either construct a setting of your own from the 
  ground up, or simply modify what we’ve developed 
  so far and take it in any direction you like, or just 
  jump into playing without any effort at all. These 
  rules are meant merely as a source for inspiration and 
  ideas, and to provide enough information to get you 
  started.
  Have fun!
  
  CHAPTER 1: 
  CHARACTERS
  “The unleashed power of the atom has changed everything save our modes of 
  thinking and we thus drift toward unparalleled catastrophe.” 
  -Albert Einstein
  “I do not know what weapons will be used in World War III, but I assure you 
  that World World IV will be fought with stones. “
  -Albert Einstein 
  So long after the nuclear war, the 
  cities stand utterly empty. The high-rises, blasted 
  until only skeletal remnants of black steel 
  remain, are now vacant. This was once a world 
  populated by seemingly endless masses; streets 
  in these ancient centers were clogged with cars, 
  buses, and trains. Under the sun of that peaceful 
  era, each day saw millions living their lives, 
  unknowing of the destruction that was to come. 
  Bankers, lawyers, politicians, and the average 
  man; all were oblivious to his coming fate, 
  powerless to prevent the ﬁery death that awaited 
  him.
  Now, in the aftermath, those few who cling 
  to life in this twisted, irradiated landscape are 
  nothing like the civilized race that came before. 
  They are survivors, one and all, born of a time 
  when the concepts of mercy and cooperation 
  are all but alien to them. For them, each day is a 
  struggle for resources. One man snatches scraps 
  of meat from the carcass of some animal left 
  by larger predators, unable to ﬁnd food on his 
  own, the rot of the decaying ﬂesh does little to 
  churn his impoverished stomach. Elsewhere, a 
  desperate man digs frantically from a shallow 
  pit in the endless wastes of desert for a handful 
  of water. To him, particles of sand and soil 
  mean nothing when the fever of thirst kicks in. 
  And beyond the horizon, there are many more 
  watching and waiting, living and dying, hoping 
  for a better future.
  These are the characters of the apocalyptic 
  future.
  
  5
  BACKGROUNDS
  Every character comes from 
  somewhere, whether it was a 
  civilized dome protecting the 
  lost culture and technology 
  of the Ancients, or a rugged 
  desert community that rose 
  (and perhaps vanished soon after) into the shifting 
  desert sands.  Was the character a feral boy, “brought 
  up by wolves” (or the mutated equivalent), or was 
  he raised in a sheltered, technological society that 
  protected the remnants of Ancient technology before 
  vanishing into history?
  Each background has its bonuses, and the origins 
  of a character serve a number of purposes; ﬁrst and 
  foremost, they deﬁne him as a personality and set 
  the stage for his behavior, beliefs, and ethical code.  
  They also determine his knowledge, to what degree 
  he understands technology, language, and culture 
  - and the form in which it has become known to him 
  (which will invariably be a little off-kilter from that 
  known to the Ancients, even in the most advanced 
  communities).
  FERALS
  A character with this type of background is truly 
  wild. He probably grew up alone among the ruins, 
  with no home or community, and with little or no 
  technology. Such characters typically know nothing 
  about the Ancients, the cataclysm, their culture and 
  language, or anything beyond their immediate needs. 
  Many such characters do not even know how to talk 
  and will often ﬁnd inappropriate or bizarre uses for 
  the items they scavenge (using a stop sign as a shield, 
  for instance, or using a riﬂe as a club instead of ﬁring 
  it). Characters with this type of background generally 
  have no concept of compassion or mercy, being 
  concerned solely with survival.
  One example of such a character would be 
  someone who grew up alone after his parents died 
  from disease or starvation in the wasteland. Another 
  example would be a character from a more advanced 
  community whose caravan was raided and destroyed 
  when he was still a child. In both of these cases, the 
  character was forced to grow up in a harsh world, 
  unaware of his true origins or birthright, evidence of 
  which might still exist somewhere in the rubble.
  Ability Adjustments: +1 Con, -1 Cha
  Bonus Feats: Any two of the following: Animal 
  Empathy, Blind-Fight, Light Sleeper, Night Vision, 
  Track, Trackless and Trailblazer
  Bonus Skills: Feral characters receive Notice and 
  
  6
  Survival as bonus starting skills at 1st level. 
  Favored Feats (optional): Feral characters can 
  take the following feats regardless of role: Rage and 
  Seize Initiative.
  Language: None 
    
  TRIBALS
  The tribal character comes from a primitive 
  community, probably dominated by a central 
  family ﬁgure or group of close-knit family heads. 
  Technology in such a culture is generally limited 
  to what a man can do with his bare hands (animal 
  skins for clothes, stones as tools, etc.). Caves are 
  the most likely shelters for this type of community, 
  though some might possibly use burnt-out vehicles 
  or some other “shell of the Ancients” (without 
  any knowledge of its former use, of course). 
  Warriors typically form the upper ranks of such a 
  community, as they alone can protect it. The tribe 
  would tend to frown upon pursuits not directly related 
  to survival, seeing them as wasteful and capricious. 
  Science and non-religious art would be considered 
  worthless in such a group.
  An example of a character from such a background 
  would be someone whose tribe was destroyed by 
  raiders and now seeks either revenge upon the 
  murderers or knowledge of the marvelous world 
  that exists “out there.” Another example would be a 
  character that has been sent on a quest (perhaps to 
  ﬁnd some legendary “magical” technology) whose 
  successful completion will help to ensure the survival 
  of her tribe.
  Ability Adjustments: +1 Wis, -1 Cha
  Bonus Feats: Tribals receive the Primitive 
  Technology feat at 1st level. Because they 
  receive a bonus masterwork weapon or 
  mount, Tribals only receive one bonus feat 
  (see below for more information). 
  Bonus Skills: Tribal characters receive Handle 
  Animal and Survival as bonus starting skills at 1st 
  level. 
  Favored Feats (optional): Tribal characters 
  can select the following feats regardless of 
  role: Favored Opponent (typically 
  a common prey animal or local 
  opposing clan), Smite Opponent.  
  Language: Unislang 
  Special: Tribal characters start with a free 
  masterwork archaic weapon or mount.
  RITUAL PRESERVATIONISTS
  Characters of this background come from 
  communities who know how to use the technology 
  of the Ancients but have lost the understanding of 
  why that technology works. Advanced electronics 
  and weapons, though still usable by the community, 
  are viewed as religious relics or treasured artifacts 
  and are sometimes even worshipped. Communities 
  of this type are generally led by their scientists, who 
  only barely manage to keep the technology running 
  sufﬁciently to wow the masses. Technology that is 
  destroyed cannot be replaced, as these people only 
  know how to use the stuff, not repair or recreate it.
  An example of such a culture would be a group of 
  pirates who know how to operate the equipment on 
  a derelict aircraft carrier off the coast. They might 
  raid the local primitive tribes with their unholy 
  “ﬂying machines,” inspiring fear, awe, or worship. 
  An example of a character from such a background 
  would be a survivor who learns of the former Boy 
  Scouts (by reading a discovered piece of Arcana) and 
  sets out across the land in a cobbled-together scout 
  uniform, redressing wrongs in what he believes to be 
  the spirit of these long-lost “warriors of virtue.”
  Ability Adjustments: None
  Bonus Feats: Ritual Preservationist characters get 
  the Primitive Technology and Post-Apocalyptic 
  Technology feats.
  Language: Gutter Talk 
  Special: Ritual Preservationist characters 
  start with one Artifact of the Ancients (market value 
  1000 cp or less).
  
  7
  RESENTFULS
  Characters of this background come from 
  communities who despise the Ancients for their 
  mistakes. They blame the Ancients for the destruction 
  of the world and now seek to rebuild and preserve it 
  by progressing only to a point they deem “natural.” 
  They use hand-woven fabrics and natural weapons 
  and tools. Such groups either shun pre-war 
  technology and culture or actively strive to eradicate 
  it.
  An example of such a culture would be a group 
  who suffered greatly from the Fall, perhaps from 
  biological warfare and mutation, and who have 
  cast off the “curse” of technology by destroying 
  all high-tech items. Another example would be 
  a “druidic” cult that dwells in the wilderness in 
  relative harmony with mutant plant and animal life, 
  monitoring and protecting the wildlife from intrusion 
  by technologically advanced groups.
  Ability Adjustments: None
  Bonus Feats: Resentfuls receive the Primitive 
  Technology feat as a bonus feat at 1st level. They 
  also may select one of the following as a bonus feat: 
  Endurance, Track, Trailblazer and Weapon Training 
  Bonus Skills: Resentful characters gain two of 
  the following skills as bonus skills at 1st level: Craft 
  (structural), Handle Animal, Knowledge (mutant 
  lore), Ride and Survival.
  Language: Unislang 
  Special: If a Resentful character takes additional 
  technology feats, he loses his bonus skills and his 
  next character feat. In addition, he is no longer 
  considered a Resentful.
  RADICALS
  Like the Resentfuls mentioned above, communities 
  of Radicals blame the Ancients for blowing up the 
  planet and creating mutation. They bitterly resent 
  the destruction of civilization and actively seek to 
  destroy all remnants of their forefathers. Unlike the 
  Resentfuls, however, they may use the technology of 
  the Ancients to further their own ends.
  An example of such a group would be a chaotic 
  and merciless group that ﬁghts constant war 
  against others like it in the shell of an ancient city. 
  Technology is hoarded wherever it can be found 
  and turned against anyone who trespasses on the 
  community’s territory. Old locations of culture—city 
  parks, theater halls, and memorials—are now 
  hunting grounds, and gang headquarters. Another 
  example would be a group of anarchist raiders who 
  deliberately ruin any and all reminders of the past, 
  from road signs to entire communities that shelter 
  lost technologies.
  Ability Adjustments: None
  Bonus Feats: Radical characters receive the 
  Primitive Technology and Post-Apocalyptic 
  Technology feats as bonus feats at 1st level. 
  Bonus Skills: Radicals receive a skill of their 
  choice as a bonus skill at 1st level. 
  Favored Feats (optional): Radical characters 
  can select the following feats regardless of role: 
  Favored Opponent (typically a robotic creature 
  or proponent of modern technology), Smite 
  Opponent.   
  Language: Unislang
  Special: If a Radical character takes 
  additional technology feats, he loses his 
  selected class skill and his next character feat. 
  In addition, he is no longer considered a 
  Radical. However, a Radical may select 
  the Futuristic Firearms Proﬁciency feat, 
  ignoring the Advanced Technology 
  prerequisite.
  DEGENERATES
  Communities of this type were once—often 
  within recent ancestral memory—capable of fully 
  understanding the technology and culture of the 
  Ancients. Now, however, due to circumstances such 
  as constant war, civil unrest, or a communal need to 
  
  8
  focus on other aspects of survival, the community 
  has degenerated. A Degenerate community is able to 
  utilize the stuff of the Ancients, even their language 
  and culture, but has lost all sense of context. Very 
  few citizens remember much at all about where 
  this technology and knowledge comes from. Such 
  communities are generally on the decline, and will at 
  some point likely break up or fall apart.
  An example of such a culture might be a sheltered 
  city community where the old “police force” runs 
  the place like a military state and where scientists are 
  now gods because they alone can create the drugs 
  that dull the pain and misery of life in the world. 
  Less intelligent people are subjugated and enslaved 
  to serve the “civilized” populace. Another example 
  might be a city ruin ruled by a government descended 
  from the Ancients. Gang wars, crime, and isolation 
  in the wasteland have turned the city into a ruin, and 
  violent youths run rampant, terrorizing those few 
  people who hold respectable jobs (in the power plant 
  that runs the city, for instance, or in city government). 
  Only the elderly members of the city populace (and 
  their families) remember the laws and culture of the 
  Ancients, while the delinquents mock their adherence 
  to tradition and destroy all they can.
  Ability Adjustments: None
  Bonus Feats: Degenerate characters receive 
  the Primitive Technology and Post-Apocalyptic 
  Technology feats as bonus feats at 1st level. 
  Bonus Skills: Degenerates receive a skill of their 
  choice as a bonus skill at 1st level. 
  Language: Gutter Talk 
  Special: Degenerate characters start with one 
  Artifact of the Ancients (market value 1000 cp or 
  less).
  RESURRECTORS
  Communities of this type are rediscovering the 
  technology of the Ancients and are beginning to 
  understand the true nature and uses of Ancient 
  devices. They are able to re-activate computer 
  systems, robots, power stations, vehicles, etc. More 
  advanced communities of this type have even 
  developed the know-how to repair and maintain 
  such technology. With the right tools, members of 
  these communities can not only make repairs to 
  many advanced devices, but also fabricate advanced 
  munitions and advanced electronic parts. The 
  situation for such a community is getting closer to 
  the way things were before the Fall, but there is still a 
  long road ahead.
  An example of such a community would be one 
  that managed to re-activate a small group of androids 
  that were charged with rebuilding civilization 
  after the holocaust. Another example would be a 
  group that has taken over a water puriﬁcation plant 
  and reopened it, selling the drinkable resource to 
  merchants and making a massive proﬁt from it. Yet 
  another example would be a community attempting to 
  reclaim the ruins of their city from mutants, ghouls, 
  and raiders with their newfound knowledge of ancient 
  technologies and manufacturing techniques, hoping 
  to form a “New America” from the ashes.
  Ability Adjustments: None
  Bonus Feats: Resurrector characters receive 
  the Primitive Technology and Post-Apocalyptic 
  Technology feats as bonus feats at 1st level. 
  Bonus Skills: Resurrectors receive a skill of their 
  choice as a bonus skill at 1st level.
  Language: Unislang 
  Special: Resurrector characters start with one 
  Artifact of the Ancients (market value 1000 cp or 
  less).
  VISIONARY REINVENTORS
  This type of community has moved beyond simply 
  surviving or reassembling pieces of the old world. 
  They are beginning to invent a new future for 
  themselves. Instead of repairing the lost technology 
  of the Ancients, these communities are beginning 
  to create their own technology and build their own 
  civilization. They are developing and using such 
  things as basic metalworking, steam engines, and 
  ingenious but simple devices to not only complement 
  human effort, but also sometimes replace it (steam-
  powered machines to harvest large amounts of crops, 
  for instance).
  An example of such a community would be 
  one that has risen from the wasteland to conquer. 
  Increased slave labor and the oppression of nearby 
  communities have allowed an inﬂux of resources 
  with which the community has increased its 
  ingenuity and invention by leaps and bounds. Such 
  a growing empire has likely developed such things 
  as fantastic ﬂying war machines and steam-powered 
  aqueducts. Another example would be a community 
  that believes the Fall was destined to occur in order 
  to teach the survivors a valuable lesson. Intent on 
  rebuilding the world with this lesson in mind, the 
  group seeks to spread the word of brotherhood and 
  peace, and has attracted many ingenious people 
  who have contributed in unique ways to the slowly 
  growing society. Yet another example would be a 
  society that has advanced to the point where it is 
  capable of producing new and advanced technology 
  and weapons (gravity beamers, proton emitters, and 
  fusion grenades as new but deadly post-holocaust 
  weaponry). With such unique and advanced 
  technology behind them and with a growing army 
  and potent power base, the community seeks to 
  reestablish civilization in its own particular way, be 
  it democratic, monarchical, dictatorial, or ruthlessly 
  
  9
  imperial.
  Ability Adjustments: None
  Bonus Feats: Visionary Reinventor characters 
  receive the Primitive Technology and Post-
  Apocalyptic Technology feats as bonus feats at 1st 
  level. 
  Bonus Skills: Visionary Reinventors receive a skill 
  of their choice as a bonus skill at 1st level. 
  Language: Unislang 
  Special: Visionary Reinventor characters start with 
  one Artifact of the Ancients (market value 1000 cp or 
  less).
  GUARDIANS
  These rare communities are the self-styled guardians 
  of all things Ancient. Such communities fully 
  understand the culture and technology of the Ancients 
  and utilize it to keep the upper hand in the wasteland. 
  They can create, repair, and use advanced energy 
  devices whenever the resources are available.
  An example of such a community might be one 
  consisting of survivors in a fallout shelter that 
  has remained undiscovered until the start of the 
  campaign. A character from this community might 
  be sent out to explore the world and report back or 
  ﬁnd some vital piece of equipment for the sake of 
  the community’s survival. Another example would 
  be a society of survivalists who went underground to 
  wait out the war, only to emerge to a changed world, 
  decades in the future. Armed with advanced weapons 
  and knowledge, they seek to reclaim the surface 
  world from its mutated population. A third example 
  would be a community in the desert that was set up 
  by survivors of the Fall. These men and women, 
  holding onto the technology (and to some degree, 
  the lifestyle) of the Ancients, have forsaken their 
  democratic ideals and placed their lives in the hands 
  of an elite and ruthless police force, whose souped-
  up, plasma-fueled vehicles roam the desert highways, 
  ensuring law and order and ﬁercely battling those 
  who would invade their turf or otherwise threaten 
  their lifestyle.
  Ability Adjustments: None
  Bonus Feats: Guardian characters receive 
  the Primitive Technology and Post-Apocalyptic 
  Technology feats as bonus feats at 1st level. 
  In addition a Guardian character must choose 
  Advanced Technology at 1st level as one of their 
  starting feats. 
  Language: Ancient 
  Special: Guardian characters start with one 
  futuristic weapon (market value 5,000 cp or less).
  HEDONISTS
  Communities of this type never realized there was 
  a Fall at all! Such communities were completely 
  sheltered from the outside world, often in fully 
  automated and enclosed dome cities or similar 
  structures. They have continued to exist as they 
  always have, in hedonistic simplicity and blissful 
  ignorance. Such communities typically know how 
  to use advanced machines and electronics but have 
  no idea how to repair them. Since they have been 
  kept in relative security for such a long time, they 
  no longer understand how to ﬁght, wage war, or 
  even survive on their own.
  A classic example of such a group would 
  be a city inside an impenetrable dome, whose 
  inhabitants have lived in seclusion for generations, 
  cared for and catered to by automated systems 
  and computers, with all menial tasks, labor, and 
  science far removed from them. They live in 
  hedonistic luxury, without a care in the world, 
  until the computer breaks down, and they are 
  forced to leave the dome and ﬁnd food and shelter 
  elsewhere. Another example might be a community 
  far removed from the wasteland, where everyone 
  lives in a paradise carefully maintained by their 
  scientists. Aware and afraid of the terrible mutants 
  
  10
  outside their paradise, they occasionally send spies or 
  explorers out into the wastes to report on the status of 
  the world’s ecosystem or the state of civilization in 
  the mutant tribes.
  Ability Adjustments: +1 Cha, -1 Str
  Bonus Feats: Hedonist characters receive Post-
  Apocalyptic Technology and Talented as bonus feats 
  at 1st level. 
  Language: Ancient
  Special: In addition, the Hedonist characters start 
  with one Artifact of the Ancients (market value 2000 
  cp or less).
  ADVANCED
  This type of community has, for whatever reason, 
  managed to avoid the ravages of nuclear war and 
  the ruin of civilization, not only preserving the 
  technology and culture of the Ancients, but also 
  improving upon it over the years. Such exceedingly 
  rare communities will often have even more 
  advanced technology than the Ancients possessed, 
  giving them an increased advantage. Such groups 
  generally scorn the Ancients for destroying the world 
  and consider them weak, ignorant, and even primitive 
  in comparison to themselves. Many communities 
  founded by artiﬁcially intelligent life forms are of this 
  type.
  An example of such a community might be an 
  underground complex where an artiﬁcially intelligent 
  robot has remained intact for decades, recreating 
  and reactivating androids and other robots to do 
  its bidding. Humans and mutants are enslaved by 
  these robotic armies to perform manual labor for 
  the robot legion, producing weapons, maintaining 
  power sources, etc. Another example might be a 
  peaceful community, populated by highly intelligent 
  researchers, scientists, and thinkers, which ﬂed to 
  a secure underground shelter to wait out the war. 
  Together they have developed advanced technologies 
  (agricultural methods for growing fungi and algae, 
  energy-to-matter replication units, etc.), and now 
  they are beginning to send out scouts to explore the 
  wasteland in hopes of making peaceful contact with 
  other survivors of the holocaust. They believe that if 
  they spread their wisdom, they can help to ensure that 
  the same kind of cataclysm never occurs again.
  Ability Adjustments: +1 Int, -1 Str
  Bonus Feats: Advanced characters receive 
  the Primitive Technology and Post-Apocalyptic 
  Technology feats as bonus feats at 1st level. In 
  addition an Advanced character must choose 
  Advanced Technology at 1st level as one of their 
  starting feats. 
  Language: Ancient
  Special: Advanced characters start with one 
  Artifact of the Ancients (market value 5,000 cp or 
  less).
  CHARACTER PATHS
  The following paths are 
  generic archetypes for the post-
  apocalyptic setting. 
  BARBARIAN (WARRIOR)
  Crouching atop a heap of rubble among the urban 
  ruins to watch for prey, the ﬁgure is almost invisible 
  to the untrained eye. Lean and wiry from years of 
  scrounging for droplets water from city wreckage 
  and wrestling edible food from the nests of rats and 
  other ruin dwellers, the man looks as wild any mangy 
  jackal from the desert. A bristling beard, ﬂecked with 
  bits of oily food from his last meal days past, meshes 
  well with the suit of “armor” that covers his body— 
  bits of leathery hide studded with any metal he can 
  ﬁnd, from old coins to wedding rings pried from the 
  ﬁngers of ancient corpses. Like his hand-made suit 
  of armor, the barbarian’s weapon is similarly crude: 
  a well-balanced axe-handle encrusted with shards of 
  broken beer bottles that gleam with a pearly color in 
  the midday sun. Looking like a statue made from an 
  
  11
  assortment of discarded junk, he ﬁts perfectly into the 
  blasted landscape that surrounds him.
  This man’s entire life will be spent among the ruins 
  or in the wasteland, making use of anything and 
  everything he can get his hands on. The rare trader 
  or wasteland wanderer who comes into contact with 
  him will often think the man to be little more than a 
  savage and will do quick trade for shiny goods before 
  moving on in fear. The barbarian, a true survivor, 
  has no concept of “civilization” or the neutrality of 
  traders, and is as eager to take, as he is to trade.
  Barbarians are savage people, outsiders from various 
  wasteland societies, who have forgotten the glory and 
  technology that was the Ancients and instead dwell in 
  ignorance among their ashes. Turning gnarled metal 
  and ﬁre-blackened garbage into tools and weapons, 
  they have long abandoned the ways of civilization for 
  a brutal existence as scavengers and foragers of the 
  ruins.
  Though unfamiliar with the violent, burgeoning 
  culture that has developed in the wasteland 
  sometimes barbaric types ﬁnd their way to centers of 
  population (such as trade towns along the established 
  trade routes of the desert). When and if they do, 
  they are often as not awed by what they see, quickly 
  becoming drunk on the multitude of new sights, 
  sounds and people they discover there. Ultimately, 
  however, truly barbaric types ﬁnd such company 
  discomforting and soon return to their simple lives in 
  isolation.
  ADVENTURER
  The barbarian’s adventures come to him through 
  the simple act of trying to survive in a desperately 
  harsh environment. The barbarian is always watching 
  his surroundings, watching for the tell-tale signs of a 
  rad-storm, the approach of a predator, his next meal 
  or a glint of metal he could use to make a weapon. 
  TEAM ROLE
  The barbarian is a fearsome warrior and skilled 
  outdoorsman. He is a specialist at defeating the most 
  dangerous opponent after The Fall: the Twisted Earth 
  herself. 
  GAME INFORMATION
  Abilities
  The most important abilities for the barbarian are 
  Constitution and Wisdom. The barbarian’s life is 
  hard and he needs to be healthy to survive that life. 
  Wisdom lets the barbarian sense dangers before 
  he needs to ﬁght them, allowing him to choose his 
  battles. 
  Determination (Core Ability)
  As a warrior, the barbarian can spend a point of 
  Conviction to immediately erase all bruised and hurt 
  damage conditions (and their associated penalties).
  Suggested Skills
  The following are suggested skills for the 
  barbarian: Climb, Handle Animal, Intimidate, Notice, 
  Ride, Stealth, Survival, Swim
  Starting Feats
  Armor Training (light), Junk Recycler: Weapons, 
  Track, Weapon Training 
  DEMAGOGUE (EXPERT)
  A huge man, easily noticeable atop the slanted, 
  makeshift podium, stood to address the crowds that 
  were already forming around the market square of the 
  wasteland settlement.  From on high he could spot 
  those who came to hear his Message: men, women, 
  and children alike, traders, warriors, and scavs 
  wandering in from the sun-scorched nothingness of 
  the outside world.  The audience was a mixed group 
  of mutants from the far corners of the sandy desert; 
  the faces that looked back to meet his gaze were a 
  reﬂection of many different hopes and dreams, of 
  desperate men down on their luck, outcasts from 
  other communities and gangs, haggard survivors 
  who only sought release from their pain - and others 
  forged by hardships to become the followers of this 
  man’s self-styled “New Future”.
  Breathing in deep he prepared to speak to the 
  assemblage, knowing that from this point on he would 
  be their new leader, a prophet of the Twisted Earth.
  TABLE 1-1: BARBARIAN LEVEL PROGRESSION
  Character 
  Level
  Role 
  Level
  Feats
  1
  Warrior 1st 
  Armor Training (light), Junk 
  Recycler: Weapons, Track, 
  Weapon Training
  2
  Warrior 2nd 
  Junk Recycler: Armor
  3
  Warrior 3rd 
  Trailblazer
  4
  Warrior 4th 
  Armor Training (medium)
  5
  Warrior 5th 
  Tough +1
  6
  Warrior 6th
  Trackless
  7
  Warrior 7th
  Junk Mastery: Weapons
  8
  Warrior 8th
  Junk Specialization
  9
  Warrior 9th
  Tough +2
  10
  Warrior 10th
  Rage
  11
  Warrior 11th
  Seize Initiative
  12
  Warrior 12th
  Greater Junk Mastery: 
  Weapons
  13
  Warrior 13th
  Greater Junk Specialization
  14
  Warrior 14th
  Tough +3
  15
  Warrior 15th
  Rage
  16
  Warrior 16th
  Improved Speed
  17
  Warrior 17th
  Tough +4
  18
  Warrior 18th
  Rage
  19
  Warrior 19th
  Cleave
  20
  Warrior 20th
  Tough +5
  
  12
  The Demagogue is one of the charismatic leaders 
  of the major factions of the wasteland, men (and 
  women) with the rare but extraordinary talent to bring 
  disparate masses together under one solid cause, one 
  united banner.  The variety of philosophies, religions, 
  cults, and ﬂedgling societies of the post-holocaust 
  world mean that the actual motivations and allure of 
  one Demagogue can be completely opposite from 
  each other; what appeals to the hopeful holdouts of 
  one corner of the desert might not appeal to the dregs 
  of another.  Nonetheless, a strong voice, a sense of 
  conviction, and a dedicated purpose with any kind 
  of attraction is often enough to make mere men into 
  gods.
  In addition to the prestige accorded to leaders of 
  men (and entire movements), Demagogues have 
  a personal power rivaled by few.  Whether merely 
  looked up to and admired as humble leaders, or 
  deiﬁed as “saviors” of a “new age” by fanatical 
  followers, they as often as not have entire armies of 
  cohorts who will willingly die for them, or trudge off 
  into the dusty wastes on any foolish errand to earn 
  their master’s favor.  With the ability to command 
  men to give their lives willingly, or to demand 
  sacriﬁces in the name of their cause without question, 
  they can rightfully be called the true princes of the 
  Twisted Earth.
  ADVENTURER
  The demagogue uses his wits to survive in the post-
  holocaust world. Since his silver tongue and smooth 
  manners will only work on intelligent prey, he tends 
  to conﬁne himself to the small settlements and 
  cities that have sprung up along trade routes. In the 
  wilderness, against a hungry predator, his words will 
  do no good and he will only venture into these areas 
  if well equipped and with sufﬁcient allies. 
  TEAM ROLE
  The demagogue is a natural leader, able to increase 
  the cohesion of any group he joins. When dealing 
  with intelligent creatures, he also makes a good 
  mouthpiece for a party and can smooth over a 
  misunderstanding before it turns deadly. 
  GAME INFORMATION
  Abilities
  Charisma is the most important ability to 
  demagogue, since it increases the odds that he will 
  be able to get his way without resorting to something 
  silly like violence. When violence is called for, the 
  demagogue needs a high Charisma to ensure he has 
  plenty of allies to back him up. 
  Expertise (Core Ability)
  Beﬁtting his status as an expert, the Demagogue 
  can spend a point of Conviction to gain 4 points in 
  TABLE 1-2: DEMAGOGUE LEVEL PROGRESSION
  Character 
  Level
  Role 
  Level
  Feats
  1
  Expert 1st 
  Connected, Fascinate 
  (Diplomacy), Super-
  Charismatic, Weapons Training 
  (or Firearms Training depending 
  on background) 
  2
  Expert 2nd 
  Suggestion
  3
  Expert 3rd 
  Inspire (Awe)
  4
  Expert 4th 
  Mass Suggestion
  5
  Expert 5th 
  Lucky
  6
  Expert 6th
  Leadership
  7
  Expert 7th
  Master Plan
  8
  Expert 8th
  Inspire (Fury)
  9
  Expert 9th
  Inspire (Courage)
  10
  Expert 10th
  Armor Training (light)
  11
  Expert 11th
  Well-Informed
  12
  Expert 12th
  Contacts
  13
  Expert 13th
  Taunt
  14
  Expert 14th
  Inspire (Competence)
  15
  Expert 15th
  Defensive Roll +1
  16
  Expert 16th
  Skill Mastery (Bluff, 
  Diplomacy, Gather Information, 
  Sense Motive)
  17
  Expert 17th
  Defensive Roll +2
  18
  Expert 18th
  Evasion
  19
  Expert 19th
  Defensive Attack
  20
  Expert 20th
  Defensive Roll +3
  
  13
  any skill, including skills in which the Demagogue is 
  not currently trained or that cannot be used untrained. 
  These temporary skill ranks last for the duration of 
  the scene and grant their normal beneﬁts.
  Will (Good Saving Throw)
  The Demagogue has Will as his good saving throw.
  Suggested Skills
  The following are suggested skills for the 
  Demagogue: Bluff, Craft (writing), Diplomacy, 
  Disguise, Gather Information, Intimidate, Language, 
  Notice, Perform and Sense Motive
  Starting Feats
  Connected, Fascinate (Diplomacy), Super-
  Charismatic, Weapons Training (or Firearms Training 
  depending on background)
  GUARDIAN (WARRIOR)
  The searing wind of midday pulls and tugs at the 
  tightly wrapped rags and ﬁttings of the tall ﬁgure’s 
  clothes. Clad from head to toe in white linen and bits 
  of scavenged rags, the soldier still manages to look 
  austere and vigilant despite the stains and dirt caking 
  her “uniform.” Her face is lost beneath a turban of 
  ﬂapping cloth, and only her eyes— squinting from 
  the sun and the sand biting her lids—are visible. 
  She watches the approach of strangers, her hands 
  expertly readying the long-bored weapon cradled in 
  her arms.
  Guardians are members of established communities 
  who put bread on their tables through vigilance 
  and courage. In ancient times, they were known as 
  soldiers or police ofﬁcers, but now they are much 
  more than that. Day and night, they train with their 
  weapons, awaiting the inevitable raider attack or mob 
  of worthless rabble come in desperation, seeking the 
  fruits of the community’s labors. It’s a tough world, 
  a world that breeds tough men and women. The 
  Guardian has seen it all, the wasting “Red Fever” of 
  radiation, the bloating and eventual death of starved 
  children, and the kidnapping and rape of her sisters 
  and daughters. She has chosen to not lie down and 
  die, not to add her bones to those of the Ancients who 
  made this awful world. Instead, she has picked up a 
  weapon and decided to ﬁght…
  As a character class, the Guardian embodies the 
  community guard, soldier, posse hunter, and keeper 
  of the peace. Communities inevitably require men 
  and women to protect them from the predatory 
  elements of the wasteland—mutant raiders, road 
  gangs, and the masses of poor souls whose own 
  homes have been razed and pillaged. It is the 
  Guardian’s duty to protect her people, their limited 
  resources, and the interests of her leaders. While 
  many cling to their community throughout their 
  lives, some ﬁnd that their talents at shooting a gun 
  or throwing a spear are useful in other ways, and sell 
  themselves off as mercenaries or pit ﬁghters. Others 
  ﬁnd that their mighty weapons and skilled training 
  are highly desired by the many rampaging gangs 
  and marauders of the wastes, and end up joining (or 
  even leading) the world’s most feared bandit groups. 
  Whatever her cause, whatever her loyalties, the 
  Guardian is the best of the ﬁghting breed.
  ADVENTURER
  The guardian adventures on behalf of his beloved 
  home community. Often this means he is near 
  his loved ones guarding them but the guardian is 
  prepared to wander the world for the beneﬁt of 
  those he has sworn to protect. Sometimes this will 
  mean protecting a precious caravan bringing needed 
  supplies, other times it might mean tracking a vicious 
  raider gang to their desert base and eliminating them. 
  TEAM ROLE
  The guardian is a warrior who ﬁghts for a cause. 
  This makes him even more formidable than warriors 
  who ﬁght for proﬁt or out of pure bloodlust. 
  
  14
  GAME INFORMATION
  Abilities
  As a warrior the guardian needs good physical 
  ability scores. Since he also needs a sharp eye to 
  defend his charges, a good Wisdom is also a deﬁnite 
  plus. 
  Determination (Core Ability)
  As a warrior, the Guardian can spend a point of 
  Conviction to immediately erase all bruised and hurt 
  damage conditions (and their associated penalties).
  Suggested Skills
  The following are suggested skills for the 
  Guardian: Diplomacy, Intimidate, Notice, Sense 
  Motive, Survival
  Starting Feats
  Armor Training (light), Dedicated (home base or 
  loved ones), Uncanny Dodge, Weapons Training (or 
  Firearms Training depending on background)
  RAIDER (EXPERT)
  As the sun dips slowly behind the edge of the horizon, 
  the wide-open highway glows red with its reﬂected 
  radiance. The ﬂat, cracked desert wasteland stretches 
  as far as the eye can see, split in two by the ancient 
  roadway and its mottled, wind-swept surface. The air 
  trembles, hums, then roars with the sound of choking 
  car engines, and the peaceful scene is suddenly 
  broken by clouds of churned dust and plumes of 
  smoky gray exhaust. Riding in rusted cars and trucks 
  and mounted upon grafﬁti-painted motorcycles, a 
  massive gang of nearly a hundred men, mutants, and 
  slaves comes roaring down the highway. In the lead 
  is a ﬁgure clad in dusty leathers bristling with ornate 
  spikes and studs, his body augmented by metal plates 
  sewn into his skin and obscene tattoos running the 
  length of his arms and legs. At his side dangles a 
  wicked spiked chain, and beside him, in a leathery 
  holster, his cycle carries his “stick”—a powerful 
  hunting riﬂe with a meticulously maintained scope. 
  This is the raider—a ruthless bandit, a bloodthirsty 
  highwayman come to crush the souls of the weak…
  The Raider is a member of a widespread group in the 
  post apocalyptic world—the countless gangs of riff-
  raff, renegades, and cold-blooded killers that thrive 
  in the deserts and hills and along the highways of the 
  Ancients. Like old-time highwaymen, they virtually 
  control the world outside the protected conﬁnes of 
  the wasteland’s communities. No one travels alone, 
  unprepared, or unsuspecting without drawing their 
  unforgiving attentions. Rapists, madmen, and killers 
  make up their kind; there is no room for the weak, 
  merciful, or intellectual. Life in the wasteland is a 
  terrible ordeal, and those who can’t make it alone are 
  often forced (whether by circumstance or otherwise) 
  TABLE 1-3: GUARDIAN LEVEL PROGRESSION
  Character 
  Level
  Role 
  Level
  Feats
  1
  Warrior 1st 
  Armor Training (light), Dedicated 
  (home base or loved ones), 
  Uncanny Dodge, Weapons 
  Training (or Firearms Training 
  depending on background) 
  2
  Warrior 2nd 
  Attack Focus (weapon)
  3
  Warrior 3rd 
  Attack Specialization (weapon)
  4
  Warrior 4th 
  Favored Opponent (Raiders)
  5
  Warrior 5th 
  Smite Opponent
  6
  Warrior 6th
  Seize Initiative
  7
  Warrior 7th
  Armor Training (heavy)
  8
  Warrior 8th
  Tough +1
  9
  Warrior 9th
  Greater Attack Focus
  10
  Warrior 10th
  Greater Attack Specialization
  11
  Warrior 11th
  Light Sleeper
  12
  Warrior 12th
  Tough +2
  13
  Warrior 13th
  Night Vision
  14
  Warrior 14th
  Endurance
  15
  Warrior 15th
  Tough +3
  16
  Warrior 16th
  Tireless
  17
  Warrior 17th
  Diehard
  18
  Warrior 18th
  Tough +4
  19
  Warrior 19th
  Assessment
  20
  Warrior 20th
  Tough +5
  
  15
  to join with these awful gangs to survive. Former 
  merchants, community guardians, and others often 
  ﬁnd themselves forsaking their past principles to 
  swim in the Raider’s world of violence, death, and 
  savagery.
  Alternatively, characters of the Raider class 
  may be outcasts. The outcast is someone who has 
  been expelled by one of the many biker gangs, 
  highwayman bands, or warlord armies; the reason, 
  though the outcast will seldom speak of it, can vary 
  widely. The outcast could have been expelled for 
  failing his clan; he could have been expelled for 
  showing mercy on the gang’s victims; he could have 
  turned against his masters due to a change of heart or 
  conscience; he could even have fallen in love with his 
  gang warlord’s woman—usually a fatal consequence. 
  At the very least, regardless of his transgression, his 
  former fellows, usually with hateful passion, hunt the 
  Raider outcast.  He often still bears the identifying 
  marks of his former gang (a tattoo, brand, etc.), 
  and thus is usually distrusted (if not despised) by 
  all organized communities. He is, to sum it up, an 
  outcast to all persons in the blighted wastes.
  ADVENTURER
  The raider adventures in search of all the comforts 
  one can desire: coin, drink, women and excitement. 
  Rather than come by these things honestly (or what 
  passes for honesty in a world gone mad) he ﬁnds 
  it easier to take what he needs from those who did 
  come by it honestly. 
  TEAM ROLE
  The raider is a savage combatant, expert with 
  vehicles and all around handy. If you can trust him. 
  GAME INFORMATION
  Abilities
  Dexterity is the most important ability to a raider. 
  He has to be quick on his feet to stave off an early 
  death. 
  Expertise (Core Ability)
  Beﬁtting his status as an expert, the Raider can 
  spend a point of Conviction to gain 4 points in any 
  skill, including skills in which the Raider is not 
  currently trained or that cannot be used untrained. 
  These temporary skill ranks last for the duration of 
  the scene and grant their normal beneﬁts.
  Will (Good Saving Throw)
  The Raider has Reﬂex as his good saving throw.
  Suggested Skills
  The following are suggested skills for the Raider: 
  Bluff, Craft (mechanics), Drive, Intimidate, Sense 
  Motive, Sleight of Hand, Stealth, Survival
  Starting Feats
  Armor Training (light), Firearms Training, Move-
  by Action, Vehicular Combat (Drive)
  ROAD WARRIOR (WARRIOR)
  Almost reclining in the seat of his souped-up car, 
  which was covered in a layer of grease from the 
  grimy oil churning in its engine, the road warrior 
  glared out through the narrowed slits of his eyes at 
  the roadway ahead. The rough and ragged cement of 
  the open road was winding and whipping with each 
  curve like a snake gone berserk, but his practiced 
  hands moved calmly and smoothly over the wheel 
  despite the erratic maneuvers required just to say on 
  the road.
  Behind him, however, the enemy was catching up. 
  Mounted on cycles and driving stripped-down dune 
  buggies and trucks with beds converted to mount 
  vehicular crossbows, the raider gang rode in hot 
  pursuit. While it was true he had slipped unseen into 
  their camp the night before to relieve the raider scum 
  of their precious gas supply, he consoled himself with 
  the knowledge that that very same juice had no doubt 
  been ripped from the hands of murdered innocents by 
  those same pursuing raiders.
  One of the buggies on his tail failed to take the 
  turn and ran straight off the road, plunging clear 
  into a gorge of dizzying depth from which there was 
  no return. He could hear the occupants screaming as 
  they plummeted to their deaths a hundred or so feet 
  below.
  The road warrior couldn’t help but smile.
  TABLE 1-4: RAIDER LEVEL PROGRESSION
  Character 
  Level
  Role 
  Level
  Feats
  1
  Expert 1st 
  Armor Training (light), Firearms 
  Training, Move-by Action, 
  Vehicular Combat (Drive)
  2
  Expert 2nd 
  Inspire (Fear)
  3
  Expert 3rd 
  Sneak Attack +2
  4
  Expert 4th 
  Overrun
  5
  Expert 5th 
  Defensive Roll +1
  6
  Expert 6th
  Trailblazer
  7
  Expert 7th
  Sneak Attack +3
  8
  Expert 8th
  Uncanny Dodge
  9
  Expert 9th
  Defensive Roll +2
  10
  Expert 10th
  Startle
  11
  Expert 11th
  Track
  12
  Expert 12th
  Sneak Attack +4
  13
  Expert 13th
  Defensive Roll +3
  14
  Expert 14th
  Improved Initiative
  15
  Expert 15th
  Point Blank Shot
  16
  Expert 16th
  Quick Draw
  17
  Expert 17th
  Defensive Roll +4
  18
  Expert 18th
  Sneak Attack +5
  19
  Expert 19th
  Far Shot
  20
  Expert 20th
  Defensive Roll +5
  
  16
  The Road Warrior is a member of a unique breed that 
  roams the vast plains and desert wastes of the Twisted 
  Earth, obeying no law, serving no community, and 
  scavenging the things he needs from the abandoned 
  husks of trucks, cars, and other vehicles along the 
  Ancient American road. The Road Warrior subsists, 
  not unlike the Scav, on the rare junk he ﬁnds, but his 
  primary concern is not food for his stomach or water 
  to sate his thirst, but fuel to power his “ride.”
  The Road Warrior seeks the solitary life and the 
  freedom of the open road. The highways of the 
  Twisted Earth are fraught with peril, as roving bands 
  of raiders seek to dominate territory and raid supply 
  convoys, but the Road Warrior is prepared to deal 
  with this. He is a man who has become reliant on his 
  vehicle for survival in the empty, desolate world, and 
  this very reliance has made him an expert at ﬁghting 
  from the back of his ride as well as defending himself 
  from the attacks of motorized brigands and warlord 
  armies that terrorize the roads and deserts of the 
  wastelands.
  ADVENTURER
  The road warrior comes upon adventures as he 
  journeys. The Twisted Earth is an eventful place and 
  often traveling from one place to the next is the 
  most dangerous adventure one can have. 
  The road warrior takes these adventures 
  like he takes everything else: on the move.
  TEAM ROLE
  The road warrior is a skilled combatant and vehicle 
  expert. 
  GAME INFORMATION
  Abilities
  Dexterity is the most important ability for a road 
  warrior since it enhances his ability with vehicles. 
  Determination (Core Ability)
  As a warrior, the Road warrior can spend a point 
  of Conviction to immediately erase all bruised and 
  hurt damage conditions (and their associated 
  penalties).
  Suggested Skills
  The following are suggested skills 
  for the Road warrior: Craft (mechanics), 
  Drive, Intimidate, Survival
  Starting Feats
  Firearms Training, Move-by Action, 
  Tough, Vehicular Combat
  TABLE 1-5: ROAD WARRIOR LEVEL PROGRESSION
  Character 
  Level
  Role 
  Level
  Feats
  1
  Warrior 1st 
  Firearms Training, Move-by 
  Action, Tough, Vehicular Combat 
  2
  Warrior 2nd 
  Attack Focus (weapon)
  3
  Warrior 3rd 
  Attack Specialization (weapon)
  4
  Warrior 4th 
  Armor Proﬁciency (light)
  5
  Warrior 5th 
  Overrun
  6
  Warrior 6th
  Tough +2
  7
  Warrior 7th
  Greater Attack Focus (weapon)
  8
  Warrior 8th
  Greater Attack Specialization 
  (weapon)
  9
  Warrior 9th
  Armor Proﬁciency (heavy)
  10
  Warrior 10th
  Seize Initiative
  11
  Warrior 11th
  Tough +3
  12
  Warrior 12th
  Favored Opponent (raiders)
  13
  Warrior 13th
  Smite Opponent
  14
  Warrior 14th
  Tough +4
  15
  Warrior 15th
  Accurate Attack
  16
  Warrior 16th
  Point Blank Shot
  17
  Warrior 17th
  Far Shot
  18
  Warrior 18th
  Defensive Attack
  19
  Warrior 19th
  Track
  20
  Warrior 20th
  Tough +5
  
  17
  SCAV (EXPERT)
  A ﬁgure slips quietly through a ﬁeld of junked 
  automobiles and heaps of rancid garbage, the scene 
  picked clean by vibrant purple vultures and buzzing 
  insects. She moves almost soundlessly, the only noise 
  coming from the rattling oilcans and 
  greasy trinkets dangling from her belt 
  and overstuffed pack. She keeps a 
  weird gun slung over one shoulder, 
  her hands free to snap out and 
  grab something—anything—
  from the piles of trash. She 
  paints her face like a skull, so 
  that those who ﬁrst see her 
  feel fear rather than pity.
  “Scav” is a derogatory term 
  used widely throughout the 
  wastelands to refer to the 
  misﬁts, outcasts, and 
  mongrel wanderers of the 
  deserts and ruins. Scavs 
  are “scavengers” in the 
  truest sense, making do 
  with the smallest amount of 
  supplies for long periods 
  of time. She moves 
  alone, exploring the 
  ruins, deserts, and 
  wilderness in search 
  of the next “mother-
  lode” of lost goods 
  or discarded junk. 
  Many Scavs are like 
  old-time prospectors, 
  following fantastic 
  tales of Ancient 
  storehouses lost in the sands or forgotten cities 
  untouched by the hand of time. More often than not, 
  she is just a wormy little creature picking over the 
  refuse of other communities or the dead bodies of 
  raider prey strewn across the sand.
  The Scav is a shrewd opportunist, always picking 
  her ﬁghts, watching her opponents from afar before 
  ever getting herself involved. Life as a loner is not 
  an easy one, but no one survives by being a fool. 
  Trust is a luxury, and the Scav knows 
  nothing of luxuries. While she often 
  describes herself as an adventurer 
  and pioneer, a Scav is also like a 
  vulture, waiting and watching 
  for the right opportunity to 
  strike. Scavs are notorious for 
  shadowing caravans or other 
  groups moving through the 
  deserts or ruins, knowing full 
  well the dangers the caravan 
  faces. Once the bandits or 
  mutants have attacked, the 
  Scav moves in to take what 
  she can before scampering off 
  into the darkness.
  Scavs are those who have 
  survived all their lives on 
  their own, scrounging 
  and scavenging in the 
  wastes, walking and 
  sleeping among the ruins 
  of mankind’s past. Such 
  characters usually never 
  knew their parents, and 
  though they may 
  have had contact 
  with other people 
  in the past, they 
  never stayed very long; in most cases, the men or 
  women who gave them shelter were killed by desert 
  raiders or mutant scum. The Scav is tough, having 
  relied on her own wits and willpower to endure the 
  heat, radiation, and creatures of post-apocalyptic 
  Earth. Although she is equipped with only the junk 
  and refuse of civilizations past (she cannot usually 
  beneﬁt from the makeshift inventions of the various 
  communities, for she is perpetually viewed as an 
  outsider), she knows well the value of every little 
  item, where it will be a valuable commodity, and 
  what price she can fetch. She utilizes even the most 
  mundane items, for she can ﬁnd a use for anything—
  she has to survive.
  TABLE 1-6: SCAV LEVEL PROGRESSION
  Character 
  Level
  Role 
  Level
  Feats
  1
  Expert 1st 
  Canny Dodge (Wisdom), 
  Radiation Sense, Track, Weapons 
  Training (or Firearms Training 
  depending on background) 
  2
  Expert 2nd 
  Defensive Roll +1
  3
  Expert 3rd 
  Evasion
  4
  Expert 4th 
  Trailblazer
  5
  Expert 5th 
  Trackless
  6
  Expert 6th
  Elusive Target
  7
  Expert 7th
  Defensive Roll +2
  8
  Expert 8th
  Sneak Attack +2
  9
  Expert 9th
  Dodge Focus +1
  10
  Expert 10th
  Hide in Plain Sight
  11
  Expert 11th
  Improved Evasion
  12
  Expert 12th
  Defensive Roll +3
  13
  Expert 13th
  Sneak Attack +3
  14
  Expert 14th
  Redirect
  15
  Expert 15th
  Inspire (Complacency)
  16
  Expert 16th
  Defensive Roll +4
  17
  Expert 17th
  Sneak Attack +4
  18
  Expert 18th
  Improved Initiative
  19
  Expert 19th
  Defensive Roll +5
  20
  Expert 20th
  Sneak Attack +5
  
  18
  ADVENTURER
  The scav is the ultimate survivalist, a specialist in 
  going into places other characters can’t (or won’t) 
  and coming out alive. If you need a guide to an 
  inhospitable locale, you might be able to ﬁnd a scav 
  who not only will take you there, but who’s already 
  been there. 
  TEAM ROLE
  The scav is a scout, guide and reconnaissance 
  expert. He helps his team avoid being surprised and 
  guides them through the trackless wastes. 
  GAME INFORMATION
  Abilities
  Dexterity and Wisdom are the most important 
  abilities for a scav. Dexterity helps the scav be 
  quicker and stealthier, while Wisdom helps him 
  notice an enemy before it notices him. 
  Expertise (Core Ability)
  Beﬁtting his status as an expert, the Scav can spend 
  a point of Conviction to gain 4 points in any skill, 
  including skills in which the Scav is not currently 
  trained or that cannot be used untrained. These 
  temporary skill ranks last for the duration of the 
  scene and grant their normal beneﬁts.
  Will (Good Saving Throw)
  The Scav has Reﬂex as his good saving throw.
  Suggested Skills
  The following are suggested skills for the Scav: 
  Acrobatics, Climb, Disguise, Escape Artist, Gather 
  Information, Notice, Ride, Search, Sleight of Hand, 
  Stealth, Survival
  Starting Feats
  Canny Dodge (Wisdom), Radiation Sense, Track, 
  Weapons Training (or Firearms Training depending 
  on background)
  SCHOLAR
  As the rest of her companions rummaged through 
  the ruins of the hollow building, kicking up dust and 
  disturbing the ﬁne lacework of cobwebs that overlaid 
  everything, the ﬁgure in the rear simply trailed 
  behind them. By now she had gotten used to their 
  heavy-handedness and their lack of concern for the 
  inherent dangers of such a place. And besides, her 
  attention was riveted on something else.
  One of her companions, having ransacked 
  a pile of debris in his search for a key, any 
  key, to open the security vault doors that 
  had closed behind them, had shattered an 
  old bottle and trampled over a stack of 
  books and manuals.
  The scholar knelt down, the 
  sound of her fellow adventurers’ 
  disappointment utterly lost to her 
  ears. She lifted the dust-caked bottle, 
  now in pieces, wiped it with her 
  thumb, and read the label.
  “Jack Daniels,” she mumbled, 
  almost as if her heart were broken.
  Picking up one of the manuals—
  now trampled to shreds—she read the 
  title out loud for all to hear.
  “Security Codes for Level 3…”
  Scholars are men and women who 
  continue to keep the ﬂame of knowledge 
  alive in this post-apocalyptic age. Where 
  civilization has fallen, Scholars try to 
  pick up the pieces, often forming small 
  but determined bands of intellectuals 
  dedicated to the preservation 
  and continuation of science and 
  understanding.
  The resources available in the aftermath of the 
  nuclear war make this undertaking a phenomenal 
  challenge, to say the least. These preservers often 
  have to contend with the zealous (even monstrous) 
  aspirations of various cults and societies, sometimes 
  with terrifying consequences. Examples range from 
  cryptic brotherhoods that blame the Ancients for 
  the Fall and are bent on destroying all remaining 
  reminders of the past, to crazed cultists who worship 
  every aspect of the past and consider any remaining 
  science and knowledge theirs alone. Whether ﬁghting 
  against nihilists who seek the destruction of all they 
  hold dear or worshippers who seek to steal 
  their knowledge and twist it to justify 
  their anarchist rule, Scholars of the post-
  apocalyptic world are a rare and intrepid 
  breed.
  As if this ever-present danger wasn’t 
  enough, many groups, even the most 
  benevolent, seek to enslave Scholars 
  and intellectuals to help them work 
  towards their particular goals. Though 
  often their new masters claim it is for 
  their own “safety,” many communities 
  see intellectuals as little more than 
  tools for keeping their wars running, 
  not unlike the vital cogs or ﬂywheels of 
  a great machine. As such, these men 
  and women become “commodities,” 
  protected like the most important 
  strategic resources and forced into 
  a life of servitude. Freedom, for 
  them, becomes a distant dream, 
  a fairy tale ﬁt only to tell their 
  children about.
  Each Scholar is an 
  individual with a different 
  story. She could be a student 
  
  19
  of the past seeking to learn of the glory of the 
  Ancients and enlighten the cruel world of today, or 
  a scientist with a fragmented understanding of some 
  advanced technical process forced into performing 
  a repetitive task for her technologically ignorant 
  masters. She could be a seeker of truths thought lost 
  to time, questing for hidden caches to recover or 
  restore, or she could be a preserver of lost technology, 
  valiantly defying the predations of hateful gangs who 
  would just as soon see that knowledge lost, along 
  with any mention of the world before the Fall.
  Whatever her personal cause, the Scholar strives 
  against the inevitable disintegration of civilization 
  to keep the seed of knowledge alive, if only for her 
  lifetime.
  ADVENTURER
  The scholar is a rare commodity: a man of 
  learning. He seeks to piece together that which is 
  lost, rekindling the ﬂame of knowledge lost during 
  the Fall. The Ancients were able to harness the sun, 
  ﬂy through the air and build domes immune to the 
  ﬁercest predators. All this can be achieved again if 
  one understands the old ways. 
  TEAM ROLE
  The scholar is a specialist in lost technologies. He 
  can identify technological items, help puzzle out how 
  they work and even repair ones that are broken. 
  GAME INFORMATION
  Abilities
  Intelligence is the most important ability to the 
  scholar. 
  Expertise (Core Ability)
  Beﬁtting his status as an expert, the Scholar can 
  spend a point of Conviction to gain 4 points in any 
  skill, including skills in which the Scholar is not 
  currently trained or that cannot be used untrained. 
  These temporary skill ranks last for the duration of 
  the scene and grant their normal beneﬁts.
  Will (Good Saving Throw)
  The Scholar has Will as his good saving throw.
  Suggested Skills
  The following are suggested skills for the Scholar: 
  Computers, Craft (electronics), Craft (mechanics), 
  Craft (structural), Diplomacy, Drive, Knowledge 
  (earth science), Knowledge (history), Knowledge 
  (physical sciences), Knowledge (technology), Search 
  Starting Feats
  Beneﬁt (scholar), Canny Dodge (Intelligence), 
  Eidetic Memory, Master Plan
  TRADER
  In the blinding light of the noon sun, crowds gather 
  to shout and jeer. The stirred desert sand settles a 
  bit as those gathered cease their stomping about and 
  take a moment to watch as the next lot of goods is 
  brought in. A few women, dressed in tattered rags 
  and bound by old, clunky chains, demure at the sight 
  of the grubby, ﬁlthy, and excited onlookers. As the 
  crowd pushes forward, a ﬁgure off to the side grins 
  and motions with a ﬁnger for his guards to hold back 
  the masses. Turning to address his captive audience, 
  the trader starts the bidding...
  TABLE 1-7: SCHOLAR LEVEL PROGRESSION
  Character 
  Level
  Role 
  Level
  Feats
  1
  Expert 1st 
  Beneﬁt (scholar), Canny Dodge 
  (Intelligence), Eidetic Memory, 
  Master Plan
  2
  Expert 2nd 
  Inspire (Complacency)
  3
  Expert 3rd 
  Jack-of-all-trades
  4
  Expert 4th 
  Skill Mastery (any four skills)
  5
  Expert 5th 
  Skill Focus (any skill)
  6
  Expert 6th
  Inspire (Competence)
  7
  Expert 7th
  Improvised Tools
  8
  Expert 8th
  Weapon Training
  9
  Expert 9th
  Armor Training (light)
  10
  Expert 10th
  Skill Focus (any skill)
  11
  Expert 11th
  Vehicular Combat
  12
  Expert 12th
  Defensive Attack
  13
  Expert 13th
  Elusive Target
  14
  Expert 14th
  Defensive Roll +1
  15
  Expert 15th
  Evasion
  16
  Expert 16th
  Skill Focus (any skill)
  17
  Expert 17th
  Fascinate (Diplomacy)
  18
  Expert 18th
  Sneak Attack +2
  19
  Expert 19th
  Crippling Strike
  20
  Expert 20th
  Defensive Roll +2
  
  20
  Many communities in the deserts, plains, and urban 
  ruins are not based on race, color, mutation strain, or 
  any other attribute, but instead rely on the diversity 
  of strangers for survival. These are mercantile 
  communities, centers of ruthless capitalism where 
  all things can be had—for a price. These places 
  are usually dark pits of corruption, run by ruthless 
  overlords, policed by a ruthless security force, and 
  home to all manner of vices and crimes. Slave pits 
  are a common feature of trade settlements. It is a 
  well-known fact that many loners in the desert are 
  captured and thrown into the gladiatorial pits for 
  the amusement of passing merchants and the city’s 
  groveling poor. Such places, though promising in 
  their offering of all manner of goods for sale, are 
  often a danger in themselves.
  Despite the barbaric nature of the uncivilized 
  wasteland the world has become, some commerce 
  does exist among the more prosperous communities. 
  Those who dare ply the deserts, plains, and 
  mountains stand to make an incredible proﬁt, taking 
  fresh water, preserved foods, and scavenged goods to 
  those communities that need it, returning with luxury 
  items for those who can afford it. What would seem 
  to be an easy life is not—the merchant must deal 
  with the natural hazards of the land (heat, radiation, 
  poisoned water, etc), as well as brigands, raiders, and 
  hostile mutants of all kinds. Carrying valuable goods, 
  the merchant is the ideal target.
  ADVENTURER
  Traders must move from place to place in order to 
  take advantage of the different markets in different 
  communities. Since the Twisted Earth is such a 
  dangerous place, the Trader usually comes upon 
  adventures as he journeys. 
  TEAM ROLE
  The trader is a good speaker and can smooth over 
  difﬁculties for his team before they turn violent. He is 
  also a master at buying and selling and can make sure 
  his comrades buy low and sell high. 
  GAME INFORMATION
  Abilities
  Charisma is the most important ability for the 
  trader. 
  Expertise (Core Ability)
  Beﬁtting his status as an expert, the Trader can 
  spend a point of Conviction to gain 4 points in any 
  skill, including skills in which the Trader is not 
  currently trained or that cannot be used untrained. 
  TABLE 1-8: TRADER LEVEL PROGRESSION
  Character 
  Level
  Role 
  Level
  Feats
  1
  Expert 1st 
  Connected, Inspire 
  (Complacency), Market, Well-
  Informed 
  2
  Expert 2nd 
  Contacts
  3
  Expert 3rd 
  Trailblazer
  4
  Expert 4th 
  Inspire (Awe)
  5
  Expert 5th 
  Fascinate (Bluff)
  6
  Expert 6th
  Suggestion
  7
  Expert 7th
  Mass Suggestion
  8
  Expert 8th
  Market
  9
  Expert 9th
  Armor Training (light)
  10
  Expert 10th
  Firearms Training
  11
  Expert 11th
  Defensive Roll +1
  12
  Expert 12th
  Market
  13
  Expert 13th
  Wealthy
  14
  Expert 14th
  Taunt
  15
  Expert 15th
  Defensive Roll +2
  16
  Expert 16th
  Elusive Target
  17
  Expert 17th
  Evasion
  18
  Expert 18th
  Market
  19
  Expert 19th
  Wealthy
  20
  Expert 20th
  Defensive Roll +3
  These temporary skill ranks last for the duration of 
  the scene and grant their normal beneﬁts.
  Will (Good Saving Throw)
  The Trader has Will as his good saving throw.
  Suggested Skills
  The following are suggested skills for the Trader: 
  Bluff, Craft (jewelry), Craft (coins), Diplomacy, 
  Gather Information, Handle Animal, Knowledge 
  (business), Notice, Ride, Sense Motive, Survival
  Starting Feats
  Connected, Inspire (Complacency), Market, Well-
  Informed
  FEATS
  Feats are special abilities chosen 
  by the player as he advances 
  in level.  The following is 
  a complete list of new feats 
  available to post-apocalyptic 
  characters
  FEAT DESCRIPTIONS
  Here is the format for feat descriptions.
  FEAT NAME
  Prerequisite: A minimum ability score, another 
  feat or feats, a minimum base attack bonus, and/or 
  the minimum ranks in a skill that a character must 
  have to acquire this feat. This entry is absent if a feat 
  has no prerequisite.
  A character can gain a feat at the same level at 
  which he or she gains all the prerequisites.
  A character can’t use a feat if the character has lost 
  a prerequisite.
  
  21
  Beneﬁt: What the feat enables a character to do.
  Normal: What a character who does not have this 
  feat is limited to or restricted from doing. If there is 
  no particular drawback to not possessing the feat, this 
  entry is absent.
  Special: Additional facts about the feat.
  GENERAL FEATS
  The following are new and revised general feats.
  ARMOR TRAINING (POWERED) (GENERAL) 
  You are skilled in the use of fantastic, 
  powered armor.
  Prerequisite:  Armor Training (light), 
  Armor Training (heavy)
  Effect:  When you wear a suit of 
  powered armor with which you are 
  proﬁcient, you get to add the armor’s entire 
  equipment bonus to your defense and the 
  entire Strength bonus to your Strength.
  BENEFIT (SCHOLAR) (GENERAL)
  You are a valuable commodity, a man of 
  learning. Because of this intelligent beings 
  will be very reluctant to kill you. They 
  would much rather capture you and put 
  you to work for them. 
  FILTHY (GENERAL)
  Your diet and poor hygiene have made you 
  resistant to poison and disease.
  Prerequisite: Charisma -1 or below.
  Beneﬁt: You gain a +2 circumstance 
  bonus to all saves against poison and 
  disease.
  FORSAKEN (EXPERT)
  You were abandoned as a child and left to die. 
  Against all odds you managed to survive on your 
  own in an unbelievably hostile world, gaining new 
  abilities and insights. You now operate best when left 
  alone.
  Prerequisite: Characters of a Feral background 
  only.
  Beneﬁt: The character receives a +2 bonus to Hide, 
  Listen, and Survival checks. You lose these beneﬁts, 
  however, when working in a group of four or 
  more.
  Special: You can only take this feat at 1st 
  level.
  FUTURISTIC FIREARMS TRAINING 
  (GENERAL)
  You are proﬁcient with Futuristic 
  weapons such as lasers, mass 
  drivers, and particle beams. 
  Prerequisite: Advanced 
  Technology.
  Beneﬁt: You can ﬁre 
  futuristic weapons without 
  penalty.
  Normal: Characters without 
  this feat take a –4 penalty 
  on attack rolls with futuristic 
  weapons.
  GLADIATOR (WARRIOR)
  You’ve spent some time as a gladiator in the pits 
  of one slave city or another, and have become 
  accustomed to ﬁghting against armored opponents.
  Prerequisite: Wisdom +1, Lightning Reﬂexes
  Beneﬁt: You receive a +2 bonus to attack rolls 
  when ﬁghting an opponent in medium or heavy 
  armor.
  GREATER JUNK MASTERY: WEAPONS (WARRIOR)
  Prerequisite: Junk Mastery: Weapons
  You gain an additional +1 attack bonus with all junk 
  weapons. The beneﬁt of this feat stacks with that 
  provided by Junk Mastery: Weapons. 
  GREATER JUNK SPECIALIZATION (WARRIOR)
  Prerequisite: Junk Specialization
  You gain an additional +1 damage bonus with all 
  junk weapons. The beneﬁt of this feat stacks with that 
  provided by Junk Specialization. 
  JUJU MEDICINE (EXPERT)
  You are an expert in herbal medicine and treatments. 
  Not only do you know how to use Juju, but you also 
  understand the tools of the trade and how to ﬁnd them 
  in the wild. Given enough time to search, you can 
  procure enough natural ingredients to build a Juju kit.
  Prerequisite: Medicine 4 ranks
  Beneﬁt: You can make a Search check to ﬁnd 
  medicinal ingredients in any natural local except 
  one that is almost completely lifeless. The DC of 
  this check depends on where you are: in a verdant 
  forest or rain forest the DC is 10, in dry Midwest type 
  environment the DC is 15, in a city or desert the DC 
  is 20 and in a very harsh environment (the Antarctic, 
  the Sahara) the DC is 25.
  
  22
  For every two points by which this Search check 
  succeeds, the medicine provides a +1 bonus to your 
  next Medicine skill check. 
  JUNK MASTERY: ARMOR (GENERAL)
  When wearing junk armor (armor created by you or 
  another character with the Junk Recycler: Armor feat) 
  you decrease the armor’s check penalty by 1. This 
  feat may be taken multiple times and its effects stack. 
  JUNK MASTERY: WEAPONS (GENERAL)
  When wielding junk weapons (weapons created by 
  you or another character with the Junk Recycler: 
  Weapons feat) you gain a +1 bonus on attack rolls. 
  JUNK RECYCLER: ARMOR (GENERAL)
  You character have the ability to use junk and other 
  scrap material to construct makeshift, but effective, 
  armor. Examples include using a stop sign for a 
  shield or scrap metal as a breastplate. You must 
  have access to some form of scrap material. Using 
  this ability requires a successful Survival skill 
  check, taking into consideration any of the location 
  modiﬁers below. A character must have the proper 
  feat to use any armor created with this feat or he 
  takes the usual penalties. 
  Scrap Material
  Toughness 
  Bonus
  Survival 
  Check
  Hides, Wood, Leather (Light)
  +2
  20
  Metal (Medium)
  +4
  25
  Advanced Material (Heavy)
  +6
  30
  Material
  Check Modiﬁer
  Scarce
  -2
  Ruins
  0
  Wreckage
  +2
  Large Wreckage
  +4
  Junk Yard
  +4
  Untouched Pre-Fall Ruins 
  +6
  JUNK RECYCLER: WEAPONS (GENERAL)
  Prerequisite: Weapon Training
  You can utilize junk objects as effective weapons. 
  Often you will choose an object that has unique 
  properties and tweak it (bending, sharpening) into a 
  deadly exotic weapon.
  The junk weapon’s damage is based on its size 
  (see below). Weapons can do bludgeoning, piercing 
  or slashing damage according to the player’s choice 
  (except for tiny size weapons, which don’t have 
  the heft to make effective bludgeoning weapons). 
  A character may choose from the size and damage 
  dice options listed below. Using this ability requires 
  a successful Survival skill check (DC 15). If the 
  player’s Survival check exceeds 25, the GM should 
  grant the weapon a unique property. The following 
  are some examples:
  Extremely Deadly: The object’s conﬁguration 
  causes harsh wounds or easily penetrates armor. This 
  can grant the weapon one of the following properties: 
  +1 damage bonus, +1 to attack, or increase the 
  critical range to 19-20.
  Glow: The object contains an internally powered 
  light source and thus glows (20-foot radius).
  Thrown: The object’s shape allows it to be thrown 
  (e.g. hatchet) at a range increment of 10 feet.
  These unique properties represent special qualities 
  in the material or object being used and not any 
  crafting ability possessed by the character.
  Size
  Damage
  Tiny
  +1
  Small
  +2
  Medium
  +3
  Large
  +4
  JUNK SPECIALIZATION (WARRIOR)
  Prerequisite: Junk Master: Weapons
  When wielding junk weapons (weapons created by 
  you or another character with the Junk Recycler: 
  Weapons feat) you gain a +1 damage bonus. 
  MASTER ARTIFICER (EXPERT)
  You are a master at recreating technology that you’ve 
  been able to study.
  Prerequisite:  Craft (electronic) 8 ranks, Craft 
  
  23
  (mechanical) 8 ranks.
  Beneﬁt:  The time required to create an item that 
  you have seen and studied is halved.  
  MASTER MECHANIC (EXPERT)
  More than any other, you are a master with tools and 
  repairing mechanical gadgets comes as second nature 
  to you.
  Prerequisite: Craft (any specialization) 8 ranks.
  Beneﬁt:  The amount of damage you repair by 
  using the Repair skill is doubled.
  MARKET (EXPERT)
  You have an established business practice in a 
  particular location. Pick one large city or small region 
  for the focus of this feat.
  Prerequisite: Well-Informed
  Beneﬁt: When trading in the chosen area, you can 
  sell goods for 10% more and buy for 10% less then 
  market value.
  Special: This feat may be selected multiple times 
  and its effects stack. Alternately you can take this feat 
  to apply it to a different area for a character with a 
  wide range of business contacts. 
  RADIATION SENSE (EXPERT)
  You have the ability to literally “sense” the presence 
  of signiﬁcantly harmful radiation. This is not so much 
  a physical sense—like hearing or seeing—but rather 
  an ability to notice the telltale signs: a lack of life in 
  area, a sickness in vegetation, a subtle ionizing glow 
  not noticed by others, etc.
  Beneﬁt: You can automatically detect irradiated 
  areas before entering them. This ability is constantly 
  in effect. You can also make a Survival skill check 
  (DC 15) to identify the exact level of radiation.
  Normal: Characters without this feat cannot detect 
  radiation unless they have a radiation detection 
  device.
  RIP A CLIP (WARRIOR)
  You can discharge a full clip of ammunition in 
  seconds.
  Prerequisite: Dexterity 1+, Firearms Training
  Beneﬁt: This feat is similar to Cleave but applies 
  to ranged weapons rather than melee weapons. When 
  your ﬁrearm attack drops your opponent, you may 
  take an additional attack on another target within 
  your line of sight. You may not Rip a Clip when 
  bursting or straﬁng.
  SUPER-CHARISMATIC (EXPERT)
  Either you’re the post-holocaust version of Hitler or 
  else the world is full of gullible morons—perhaps a 
  bit of both. In either case, you have a certain talent 
  for grabbing the attention of crowds and making them 
  see your point of view.
  Beneﬁt: Whether as a merchant or leader, your 
  Charisma modiﬁer is doubled when you are dealing 
  with groups of 10 or more people. On an individual 
  basis, people can see right through you.
  Special: This bonus applies not only to Charisma 
  checks, but also when determining your total 
  Leadership score with the Leadership feat.
  SURGERY (EXPERT)
  Prerequisite: Medicine 4 ranks
  On a successful Medicine check (DC 20) your patient 
  may make an immediate recovery roll at no bonus. A 
  patient may only beneﬁt from surgery once (meaning 
  you may not use this feat again until the target is 
  injured again). 
  TROGLODYTE (EXPERT)
  You grew up in a fallout shelter or other underground 
  community and have developed keen—almost 
  supernormal—instincts about underground 
  environments.
  Beneﬁt: You can intuitively determine your precise 
  underground depth as naturally as sensing which 
  way is up. In addition, you receive a +2 competence 
  bonus on Navigate, Spot and Survival checks while 
  underground. 
  In addition, the character gains an extra +2 to spot 
  checks to notice weakened stonework, dangerous 
  cave or tunnel features, or the presence of poisonous 
  (or ﬂammable) gas pockets in the area.
  Special: You can only take this feat at 1st level.
  TECHNOLOGY FEATS
  In post-apocalyptic settings, technology levels 
  vary greatly. Some characters and groups will 
  be little more than animalistic humanoids or 
  primitive tribesmen, while others might possess an 
  understanding of advanced ancient technologies. 
  The feats described below are designed to manage 
  the technology levels of post-apocalyptic characters. 
  These feats by themselves do not grant additional 
  abilities, but rather open up opportunities to learn or 
  use technology.
  The restrictions outlined below supersede any class 
  or occupation beneﬁts. If a class or occupation grants 
  a restricted class skill or ability, the character ignores 
  those beneﬁts until he or she possesses the proper 
  technology feat that allows access to it.
  Technology Feats may never be taken at ﬁrst level. 
  They are granted by a character’s background. Only 
  characters of third level or higher may take additional 
  technology feats, and then only if their background 
  allows it.
  
  24
  PRIMITIVE TECHNOLOGY (GENERAL)
  A character with the Primitive Technology feat has 
  the ability to understand primitive technologies. 
  Examples include archaic weapons, blacksmithing, 
  carpentry, herbal medicines, leatherworking, and 
  stonemasonry.
  Beneﬁts: A character with this feat may learn the 
  following Craft skills: Pharmaceutical, Structural 
  and Visual Arts. He may also learn the following 
  Knowledge skills: Civics, Current Events, Mutant 
  Lore, Tactics, Theology and Philosophy. The 
  character may also learn the Medicine skill with 
  primitive natural medicines (Juju), but only 
  Diagnosis, Long Term Care, Provide Care, Revive, 
  Stabilize and Treat Poison.
  A character with this feat is restricted from 
  advanced forms of Craft (Chemical, Electronics, etc.) 
  and Knowledge (History, Physical Sciences, etc.) 
  and the following skills: Computers, Disable Device, 
  Investigate and Pilot
  The following list of feats requires Primitive 
  Technology as a prerequisite: Weapons Training, 
  Armor Proﬁciency (Light and Heavy).
  POST-APOCALYPTIC TECHNOLOGY (GENERAL)
  A character with the Post-Apocalyptic Technology 
  feat has the ability to understand some modern 
  technologies. Examples include: electronics, 
  geography, mechanics, modern ﬁrearms, and physical 
  sciences. This does not mean the character can learn 
  how to create such technologies, but it does mean he 
  may learn how to use or repair them.
  Prerequisite: Primitive Technology
  Beneﬁts: A character with this feat may learn the 
  following Craft skills: Chemical, Pharmaceutical, 
  and Structural. She may also learn any 
  Knowledge skill as well as Computers, Disable 
  Device and Pilot. Lastly, the character may use 
  Medicine to its full extent. The character is restricted 
  from learning the following Crafts: Electronics and 
  Mechanics.
  The following list of feats requires Post-
  Apocalyptic Technology as a prerequisite: Firearms 
  Training and Surgery
  ADVANCED TECHNOLOGY (GENERAL)
  A character with the Advanced Technology feat 
  has the ability to understand some of the advanced 
  technologies of the Ancients. He can even learn to 
  create such technologies given sufﬁcient training and 
  resources.
  Prerequisite: Post-Apocalyptic Technology
  Beneﬁts: All skills are available to a character with 
  this feat.
  The following list of feats requires Advanced 
  Technology as a prerequisite: Futuristic Firearms 
  Training
  TECHNOLOGY CRAFT FEATS
  The following feats represent various technological 
  disciplines that characters may use in conjunction 
  with the Craft skill. The feats are designed to control 
  access to the broad range of advanced technologies 
  left behind by the Ancients. Characters can still 
  attempt to Craft items without the respective 
  discipline, but they do so at a penalty. Areas not 
  covered by the following feats are considered broad 
  enough (or sufﬁciently unthreatening to game 
  balance) that no discipline feat is required, and 
  crafting attempts are made at no penalty.
  MODERN AIRCRAFT DISCIPLINE (EXPERT)
  This discipline represents a focus on modern aircraft.
  Prerequisite: Craft (Mechanical) 10 ranks, 
  Knowledge (Physical Sciences) 6 ranks, Knowledge 
  (Technology) 6 ranks.
  Beneﬁts: A character can craft aircraft at no 
  penalty.
  Normal: Characters attempting to craft aircraft 
  without this feat suffer a –4 penalty to their skill 
  checks.
  
  25
  MODERN FIREARMS DISCIPLINE (GENERAL)
  This discipline represents a focus on modern ﬁrearms 
  such as handguns, longarms, and heavy weapons, as 
  well as the ammunitions used by such weapons.
  Prerequisite: Craft (Mechanical) 8 ranks, 
  Knowledge (Technology) 4 ranks, Knowledge 
  (Physical Sciences) 4 ranks.
  Beneﬁts: You can craft ﬁrearms at no penalty.
  Normal: Characters attempting to craft ﬁrearms 
  without this feat suffer a –4 penalty to their skill 
  checks.
  MODERN VEHICLES DISCIPLINE (EXPERT)
  The discipline represents a focus on modern surface 
  vehicles such as cars, trucks, boats, and tracked 
  vehicles.
  Prerequisite: Craft (Mechanical) 8 ranks, 
  Knowledge (Technology) 3 ranks, Knowledge 
  (Physical Sciences) 3 ranks.
  Beneﬁts: A character with this discipline can craft 
  surface vehicles at no penalty.
  Normal: Characters attempting to craft surface 
  vehicles without this feat suffer a –4 penalty to their 
  skill checks.
  ADVANCED ARMOR DISCIPLINE (EXPERT)
  This discipline represents a focus on advanced armor 
  such as power armor.
  Prerequisite: Advanced Electronics Discipline, 
  Craft (Electronics) 13 ranks, Craft (Mechanical) 
  13 ranks, Knowledge (Physical Sciences) 6 ranks, 
  Knowledge (Technology) 10 ranks.
  Beneﬁts: A character with this discipline can craft 
  power armor found in Artifacts of the Ancients.
  Normal: Characters attempting to craft advanced 
  armor without this feat suffer a –4 penalty to their 
  skill checks.
  ADVANCED ELECTRONICS DISCIPLINE (EXPERT)
  This discipline represents a focus on advanced 
  electronics found in Artifacts of the Ancients 
  (gizmos).
  Prerequisite: Craft (Electronics) 8 ranks, 
  Knowledge (Technology) 6 ranks, Knowledge 
  (Physical Sciences) 4 ranks.
  Beneﬁts: A character with this discipline can craft 
  advanced electronics. This is a broad topic, but it 
  includes computers, communications devices, and 
  gizmos found in Artifacts of the Ancients. This does 
  not include moderate to simple electronics (craft DC 
  20 or below) such as electronic locks, timers, etc, as 
  those objects do not require a discipline feat to create.
  Normal: Characters attempting to craft advanced 
  electronics without this feat suffer a –4 penalty to 
  their skill checks.
  Special: This feat also allows the crafting of 
  advanced medical devices found in Artifacts of the 
  Ancients, but requires the assistance of a Medicine 
  Man.
  ADVANCED PHARMACEUTICAL DISCIPLINE 
  (EXPERT)
  This discipline represents a focus on drugs to a level 
  beyond their basic application as treatments for 
  illnesses and disease.
  Prerequisite: Craft (Pharmaceutical) 10 ranks, 
  Knowledge (Earth and Life Sciences) 5 ranks, 
  Knowledge (Technology) 8 ranks, Medicine 5 ranks.
  Beneﬁts: A character with this discipline can craft 
  drugs found in Artifacts of the Ancients.
  Normal: Characters attempting to craft drugs 
  without this feat suffer a –4 penalty to their skill 
  checks.
  ADVANCED WEAPONS DISCIPLINE (EXPERT)
  The discipline represents a focus on advanced 
  weapons such energy, particle, and mass driver 
  weapons, as well as advanced explosives.
  Prerequisite: Advanced Electronics Discipline, 
  Craft (Electronics) 13 ranks, Craft (Mechanical) 
  13 ranks, Knowledge (Physical Sciences) 6 ranks, 
  Knowledge (Technology) 10 ranks
  Beneﬁts: A character with this discipline can craft 
  advanced weapons found in Artifacts of the Ancients.
  Normal: Characters attempting to craft advanced 
  weapons without this feat suffer a –4 penalty to their 
  skill checks.
  
  CHAPTER 2: 
  MUTANTS AND 
  MUTATIONS
  “I was a dog, but because I was really good, they moved me up to human being 
  status.”
  -Booga, Tank Girl
  “The Unity will bring above the master race. Master! One able to survive, or even 
  thrive, in the wasteland. As long as there will be differences, we will tear ourselves 
  apart ﬁghting each other. We need one race! Race! Race! One goal! Goal! Goal! 
  One people... to move forward to our destiny. Destiny.”
  -The Master, Fallout
  Characters and creatures in the 
  scarred and ravaged landscape of Darwin’s World 
  are survivors—survivors that have been tempered 
  and altered over generations through exposure to 
  gamma and ultraviolet radiation, insidious poisons 
  and chemicals, into creatures of a nature previously 
  unknown.
  These survivors have, for the most part, come to 
  adapt to this devastated world through mutations 
  of their own genes. The wars that destroyed 
  mankind left behind massive amounts of radiation 
  and chemicals, which facilitated the mutation of 
  all living things; plants,  animals, and humans 
  alike are forever changed and no longer resemble 
  what they once were. Radiation has quickened the 
  process of evolution, and the resulting mutations 
  range from simple birth defects to bizarre and 
  hideous deformities. The real survivors, however, 
  are those whose mutations have provided them 
  with some kind of advantage, such as extra defense 
  (for example, a shell or carapace) or a natural 
  weapon (venom, for instance).
  Most characters in Darwin’s World are children 
  of the aftermath—changed in some manner, 
  obvious or subtle, physical or mental. Each and 
  every character is unique, having adapted to the 
  harsh environment of this wasteland in his or her 
  own fashion.
  
  27
  WHAT IS A 
  MUTATION?
  Mutation is a complex 
  phenomenon. As a rule, 
  mutation occurs whenever 
  DNA is not perfectly 
  duplicated. This process 
  occurs almost exclusively as 
  a fetus develops in the womb. A single cell (a 
  fertilized egg), duplicates its DNA and divides 
  into two identical cells in a process known as 
  mitosis. These duplicate cells in turn replicate 
  themselves, and those replicates do the same, 
  and on and on, until a full-ﬂedged organism 
  develops. The ﬁrst replications produce cells that 
  are identical to one another, but after a certain point 
  (say, after a dozen or so splits), the cells begin to 
  specialize in their tasks. The genes of the cell, whose 
  “codes” tell the cell what to do, dictate these “tasks”. 
  For example, a genetic code might dictate that a 
  single cell joins millions of others of its kind to help 
  create an eye, or a lung, or a liver. These programmed 
  cells, in turn, divide and multiply, and over several 
  months (at least for human embryos) the cells reﬁne 
  their specializations to such a degree that a human 
  child takes form.
  The production and reproduction of the human 
  cellular structure is a delicate process fraught with 
  potential problems, from mutated genes to damaged 
  chromosomes. Cells can fail to fully divide, or genes 
  can fail to come through with their genetic “orders.” 
  Without checks and balances, these problems would 
  result in a deformed child, but the body usually 
  recognizes the fault early in the process (typically 
  within the ﬁrst few weeks of pregnancy) and 
  naturally aborts the fetus. In some cases, however, the 
  process fails to abort, and a mutated birth results.
  Whenever cells fail to replicate exactly as the 
  genetic codes of the species dictate, a mutant is born. 
  In humans, genetic mutation typically results in some 
  form of physical retardation. Cystic ﬁbrosis, chorea, 
  Down’s syndrome, muscular dystrophy, hemophilia, 
  anemia, and even color-blindness are all conditions 
  resulting from DNA replication errors that manage to 
  survive through to birth.
  Most genetic mutations do not last, however, and 
  are usually restricted to the one mutant in question. 
  The reasons are mainly social and cultural in 
  nature—mutants, no matter how polite one wishes to 
  be about it, do not typically breed. Their mental and/
  or physical differences generally make them the least 
  ideal selections for a mate, and since reproductive 
  capabilities are often susceptible to damage by 
  mutation (perhaps Nature’s way of ensuring the 
  mutation does not continue in the species), their 
  chances of producing offspring are greatly reduced. 
  As a result, the mutated genetics of the individual 
  typically die with him and are not passed on to the 
  next generation.
  All this changes in the environment of Darwin’s 
  World. Here, genetic mutation is far more common 
  due to one prevalent factor: mutagens in the 
  environment. The use of chemicals in both industry 
  and warfare was widespread during the fall of the 
  Ancients, and many of those chemicals contaminated 
  the environment to such an extent that errors in DNA 
  replication began to occur. Such is the legacy of the 
  Ancients: contamination and mutation.
  Radiation is another factor. Nuclear detonations, 
  fallout, and ultraviolet sources are all known to 
  affect living creatures in much the same way as 
  chemical contamination, but radiation has an added 
  feature: it acts as a kind of “accelerator,” promoting 
  genetic instability.
  With a larger percentage of the population suffering 
  from mutation, mutated genes are no longer the 
  exception, but the rule. As a result, mutated genes 
  are now shared amongst the population and are being 
  passed along by those few mutants still capable of 
  breeding.
  The existence of advanced mutations is actually 
  evidence of the evolutionary process in action. What 
  starts as stray mutation, expected to discontinue 
  and not contribute to the gene pool, manages not 
  only to exist but to thrive, resulting in the mutation 
  becoming an evolutionary trait. Over successive 
  generations, what was once, for example, a useless 
  additional “tentacle” of ﬂesh and tissue becomes 
  a functional and usable limb. Creatures who have 
  multiple generations of mutant ancestors will likely 
  
  28
  have mutations of a more advanced and useful nature. 
  Those whose ancestors mutated more recently will 
  have mutations still in the early stages of evolution, 
  less developed and advanced.
  THE MUTANT 
  TEMPLATE
  The Mutant template can be 
  added to any creature. The 
  mutant is not a traditional 
  d20 template. There is no list 
  of static features. The creature type does not change. 
  The mutant template simply adds new elements to the 
  existing creature.
  Although mutant characters will gain extraordinary 
  new abilities, they will also be subject to debilitating 
  defects. The challenge rating or effective character 
  level does not change, as the mutations and defects 
  are designed to offset one another.
  A mutant creature uses all the base creature’s 
  statistics and special abilities except for those 
  affected by mutations or defects.
  SPECIAL QUALITIES 
  A mutant creature retains all the special qualities of 
  the base creatures and gains the following:
  Mutations: The mutant creature gains three 
  mutations.
  Defects: The mutant creature gains three defects.
  Medical Incompatibility: The mutant is changed 
  and thus does not beneﬁt as easily from medicines 
  designed for the base creature. For example, a 
  mutated human might not take well to a drug 
  designed for normal humans. A mutant must make a 
  Fortitude save (DC 15) or suffer a random effect from 
  the Medical Incompatibility table. Some mutations 
  and feats (such as the Super Mutant feat) modify this 
  save.
  CHOOSING MUTATIONS
  Each mutant character has up to three mutations 
  and three defects. Mutations and defects may be 
  taken more then once. This represents a more 
  advanced level of the particular mutation or defect. 
  If a player chooses a mutation or defect more than 
  once, the effects of the mutation or defect increase 
  proportionately.
  If a player chooses a mutation more than once, 
  he must also choose a defect more than once. For 
  example, if a player chooses two mutations, taking 
  one twice, he must also choose no more than two 
  defects, taking one of them twice.
  A player may choose to have less than three 
  mutations. Doing so also allows him to choose fewer 
  defects. In short, a character must have the same 
  number of defects as mutations.
  MUTANT FEATS
  Players may choose from a variety of Mutant Feats to 
  customize their mutant characters.
  Super Mutant and Remove Defect Feats:  A 
  character may adjust the number of mutations and 
  defects he begins with by taking the Super Mutant or 
  Remove Defect mutant feats.  These feats increase or 
  decrease the starting number of mutations and defects 
  respectively.
  The Super Mutant feat cannot be used to avoid 
  harsher defects. The character must have a defect 
  that matches his most advanced mutation, unless it 
  exceeds his maximum defects (normally three, unless 
  the character chooses Remove Defect).
  Mutation Advancement and Defect Adaptation: 
  After ﬁrst level, a character may no longer increase 
  the number of mutations or defects he possesses; 
  however, he can advance or decrease a mutation 
  or defect by taking the Mutation Advancement or 
  Remove Defect mutant feats.  A character can never 
  remove a defect, but can reduce it to its minimum 
  penalties.
  Other Mutant Feats: There are many more mutant 
  feats with speciﬁc mutations as prerequisites that 
  can be taken to increase the power and usefulness 
  of mutations, including a collection of Neural Feats 
  speciﬁcally for characters with one of the three neural 
  mutations. 
  TABLE 2-1: MEDICAL INCOMPATABILITY
  D20
  Effect
  Damage
  1
  Death 
  Character is killed by the improper use of the chemical
  2
  Major nerve system damage 
  Permanent paralysis 
  3
  Brain damage 
  1 Int (permanent) + 2 Con
  4-5
  Nerve system damage 
  1 Str (permanent) + Paralysis (10 hours)
  6-7
  Muscular damage
  1 Str (permanent) + 2 Str
  8-9
  Muscle spasms 
  5 Dex + 1 Str
  10-14
  Dizziness and nausea
  1 Dex
  15-19
  Ineffective 
  Medicine has no effect
  20
  Diluted effect 
  Normal effect is halved
  
  29
  METHOD 1: PLAYER’S CHOICE
  The player chooses the mutations and defects he 
  wants using the guidelines above. This method offers 
  players a great deal of freedom, but GMs should be 
  aware that this allows players to minimize defects 
  while maximizing mutations. This can result in some 
  game imbalance if the players don’t act responsibly. 
  GMs should evaluate all mutations and defects 
  selected by players to make sure they won’t result in 
  unbalanced game play.
  METHOD 2: RANDOM POOL
  Alternatively, the GM may wish to the have the 
  player choose mutations and defects from a random 
  pool of 7 mutations and 7 defects.  This method is 
  ideal for GMs that want to add a little more realism 
  and make role-playing more challenging. To some 
  extent, this prevents players from minimizing defects 
  and maximizing mutations. The character must still 
  use the guidelines above.
  METHOD 3: RANDOM CHANCE
  GMs can also choose to make characters roll 
  random mutations and defects.  This method is only 
  appropriate for experienced players that prefer a 
  challenge. GMs should never force this system on 
  their players, as it will only result in disappointment 
  if the outcome is less than ideal. Occasionally this 
  method will produce incompatible results. Such 
  results should be re-rolled.
  The following are some examples of choosing 
  mutations (using method 1).
  Example 1: Ethan has created a new mutant 
  character named “Cuff The Sickly.”  For his 3 
  mutations he chooses Adrenaline Control and Claws 
  x2.  Since he chose Claws twice, he must also choose 
  a defect twice.  He chooses Blindness and Hunchback 
  twice (thus reducing his speed by 10 feet and 
  charisma by –2).  
  Example 2: Ryan has created a new mutant 
  character named “Razor Jaw.”  With his ﬁrst level 
  feats he chooses the Super Mutant feat twice; thus, 
  he has 5 mutations and 3 defects. For his mutations, 
  he chooses Dermal Spike Growth x3, Blindsight, 
  and Increased Movement. Since he chose Dermal 
  Spike Growth three times, he must also take a 
  defect 3 times. He chooses Blindness x3 and is thus 
  completely blind.
  Example 3: Aaron has created a new mutant 
  character named “Opex.”  With his ﬁrst level feats 
  he chooses the Super Mutant feat twice; thus, he 
  has 5 mutations and 3 defects. For his mutations, he 
  chooses Adrenaline Control 5 times.  Thus, he can 
  trigger an adrenaline surge 5 times a day. Since he 
  chose Adrenaline Control ﬁve times, he must take a 
  defect 3 times (the maximum number of defects). He 
  chooses Sensitivity (cold) 3 times.  He now takes x4 
  damage to cold.
  MUTATIONS
  ABERRANT HORN 
  DEVELOPMENT 
  The mutant’s hair and 
  bone growth has become 
  accelerated and pronounced 
  on the head area, and a pair of “horns” (or even 
  “antlers,” with advanced development) has grown on 
  her head, allowing her to make a gore attack.
  Beneﬁt: The mutant gains a natural weapon, 
  allowing her to make a gore attack with a +2 damage 
  bonus. If used as part of a charge attack, the damage 
  bonus of these natural weapons is increased to +3. 
  Advancement: Each advancement of this mutation 
  increases damage bonus by +1. 
  ABERRANT ENDOSKELETAL ENCASING  
  This mutation is caused by an aggressive explosion 
  in the production of bone and cartilage between the 
  ribs of the mutant’s skeletal frame, creating a thick 
  and reﬂective bone “shield” encasing his vitals. This 
  growth is segmented so the spine will still allow a 
  good degree of ﬂexibility.
  Beneﬁt: Mutant gains a +1 bonus on Toughness 
  saves.
  Advancement: Each advancement of this mutation 
  increases the Toughness save bonus by +1.
  
  30
  Advancement: Each advancement of this mutation 
  increases the bonuses by +2 to a maximum of +6.
   ACCELERATED WHITE BLOOD CELL 
  ACTIVITY  
  This mutation increases the mutant’s ability to heal 
  even the most extensive injuries.
  Beneﬁt: The mutant gains the ability to 
  spontaneously heal wounds. This healing ability cuts 
  the time between recovery checks in half. Consult 
  the core rules section on damage and recovery for 
  a full discussion of the recovery times for various 
  conditions. 
  Advancement: Each advancement of this mutation 
  allows the mutant to make recovery checks even 
  faster, dividing the time by three and then four and so 
  on. For example a mutant that advances this mutation 
  once would make a recovery check against being 
  Disabled every eight hours (24 divided by 3) and a 
  mutant who had advanced this mutation twice would 
  make a recovery check every 6 hours (24 divided by 
  4).
   ACCUMULATED RESISTANCE  
  The mutant has built up a resistance to various agents 
  (chemicals, poisons, drugs, and diseases).  
  Beneﬁt: The mutant gains a +4 bonus to all 
  Fortitude saves against chemicals, poisons, drugs, 
  and diseases. This does not include radiation. 
  Advancement: Each advancement of this mutation 
  increases the bonus by +2 to a maximum of +8.
  Special: This bonus also applies to Medical 
  Incompatibility checks. 
  ACID EXCRETION GLANDS 
  The mutant has developed sub dermal glands—
  usually either a development of the salivary glands in 
  the mouth or special sweat glands elsewhere on the 
  body—that produce acidic enzymes. The mutant can 
  use these glands to squirt a stream of concentrated 
  acid a distance of up to ten feet.
  Beneﬁt: The mutant can make a ranged attack up 
  to 10 feet away using his base combat bonus. This 
  attack has a damage bonus of +2. The mutant cannot 
  produce unlimited acid and may only us this ability 
  TABLE 2-2: RANDOM MUTATIONS
  Mutation
  d100
  Aberrant Horn Development
  1  - 2
  Aberrant Endoskeletal Encasing
  3  - 4
  Abnormal Joint Flexibility
  5  - 6
  Accelerated White Blood Cell Activity
  7  - 7
  Accumulated Resistance
  8  - 9
  Acid Excretion Glands
  10  - 10
  Adrenaline Control
  11  - 12
  Additional Limb Development
  13  - 13
  Autism
  14  - 14
  Blindsense
  15  - 16
  Chameleon Epidermis
  17  - 18
  Claws
  19  - 20
  Complete Wing Development
  21  - 21
  Dermal Suction
  22  - 23
  Dermal Poison Sap
  24  - 25
  Dermal Spike Growth
  26  - 27
  Diurnal/Nocturnal
  28  - 29
  Dual Cerebellum
  30  - 30
  Dual Headed
  31  - 32
  Dwarﬁsm
  33  - 33
  Elongation
  34  - 35
  Energy Immunity
  36  - 37
  Energy-Retaining Cell Structure
  38  - 38
  Enhanced Respiration
  39  - 40
  Epidermal Acid Enzymes
  41  - 41
  Expanded Optic Orbit
  42  - 43
  Extreme Resilience
  44  - 45
  Fragrance Development
  46  - 47
  Gamma-Ray Visual Sensitivity
  48  - 49
  Gigantism
  50  - 50
  Haemotoxin Sting
  51  - 52
  Hyper Olfactory
  53  - 54
  Increased Body Density
  55  - 56
  Increased Movement
  57  - 58
  Independent Cerebral Control
  59  - 60
  Interior Moisture Reservoir
  61  - 62
  Light Distortion Field
  63  - 64
  Multi-Faceted Eyes
  65  - 65
  Multiple Stomachs
  66  - 67
  Multiple Eyes
  68  - 69
  Neurotoxin Sting
  70  - 71
  Neural Mutation - Precognition 
  72  - 72
  Neural Mutation - Telekinesis
  73  - 73
  Neural Mutation - Telepathy
  74  - 74
  Optic Emissions
  75  - 75
  Protective Dermal Development
  76  - 77
  Pyrokinetic Pulse Generation
  78  - 79
  Radiation Immunity
  80  - 81
  Regenerative Capability
  82  - 83
  Respiratory Membrane
  84  - 85
  Serrated Dental Development
  86  - 89
  Shriek
  90  - 91
  Simian Deformity
  92  - 93
  Skeletal Fortiﬁcation
  94  - 95
  Spontaneous Electric Charge Generation
  96  - 96
  Stench
  97  - 98
  Superior Kidney Development
  99  -100
  ABNORMAL JOINT FLEXIBILITY  
  This mutation allows the mutant to alter her body 
  in some small manner by dislocating ﬁngers, arms, 
  legs, etc. This allows an incredible degree of bodily 
  ﬂexibility.
  Beneﬁt: Mutant gains a +2 bonus to Acrobatics, 
  Escape Artist, Sleight of Hand and Climb checks. In 
  addition, the mutant gains a +2 bonus to grappling 
  attack rolls.
  
  31
  a number of times per day equal to her Constitution 
  modiﬁer + 1 (minimum 1).
  Advancement: Each advancement of this mutation 
  increases the damage by +1 and the range by 5 feet to 
  a maximum of +6 damage and 30 feet range.
  Special: The acid loses potency quickly after 
  exposure to air, so it cannot be decanted or stored for 
  later use.
  ADRENALINE CONTROL
  The mutant has developed a ﬁne control over his 
  adrenal system, allowing him to exert and extend 
  himself at will. After the adrenaline rush has passed, 
  the mutant must rest to recoup.
  Beneﬁt: The mutant can trigger an adrenaline surge 
  that increases his speed, stamina, strength, and pain 
  tolerance. During the rush, the mutant temporarily 
  gains a +2 bonus to Strength, +2 Fortitude saves and 
  a 25% increase to his base speed (rounded up to the 
  nearest 5 feet). The rush lasts a number of rounds 
  equal to 3 + the mutant’s Constitution modiﬁer, but 
  it can be stopped voluntarily. Triggering a rush is a 
  free action. After the rush, the mutant is fatigued for 
  one hour and suffers a –2 to Strength and Dexterity. A 
  mutant may trigger an adrenaline rush once per day.
  Advancement: Each advancement of this mutation 
  allows the mutant to trigger an adrenaline rush one 
  additional time per day.
  ADDITIONAL LIMB DEVELOPMENT
  The mutant has developed an additional limb. This 
  limb may extend from any part of the mutant’s 
  torso. In most cases, the additional limb will be an 
  arm, tentacle, or similar tool-wielding limb. Less 
  frequently, it will be a limb that assists in locomotion.
  Beneﬁt: The mutant gains an additional limb. An 
  additional arm grants the mutant an additional attack 
  whenever the full attack option is used in combat.  
  When attacking with additional limbs the mutant’s 
  attack is at –6 and all secondary attacks are at –10.  
  The Two-Weapon Fighting feat can reduce these 
  penalties.
  If a mutant with multiple limbs attacks the same 
  target and multiple attacks hit in the same round, 
  increase the damage bonus of the attack with the 
  higher damage by +2 for the second additional attack 
  and +1 for each successful attack after the second. 
  For example if a mutant with four arms attacked the 
  same target four times and all of the attacks hit, he 
  would increase the damage bonus of the attack with 
  the highest damage bonus by +4 (+2 for the second 
  successful attack, +2 for two additional successes). 
  An additional leg increases the mutant’s base move 
  by 5 feet and adds +2 to Balance checks.
  Advancement: Each advancement of this mutation 
  grants the mutant an additional limb. It is possible for 
  a mutant to have both extra arms and extra legs.   
  Special: This mutation can only be advanced at 
  ﬁrst level. Also, the mutant cannot wear armor unless 
  it is speciﬁcally designed to ﬁt him. 
  Note: If the GM wants to determine the limb type 
  randomly, roll 1d20. A roll of 1-15 is an arm and 16-
  20 is a leg.
  AUTISM 
  The mutant is autistic, suffering from a rare type of 
  mental retardation that has remarkable side effects—
  effects that generally defy rational explanation.
  Beneﬁt: Whenever the mutant makes an 
  Intelligence-based skill check, if she rolls a natural 
  1, the mutant may roll the check again with a +20 
  bonus.  Those skills potentially affected include 
  Computers, Craft, Disable Device, Knowledge and 
  Search.  This ability does not work if a character is 
  taking 20 on a skill check.
  Advancement: Each advancement of this mutation 
  increases the chance of gaining the autism bonus by 
  one.
  BLINDSENSE
  The mutant has developed a sense that allows him 
  to detect creatures within a limited range even in 
  circumstances where normal vision is impaired (such 
  as blindness, total darkness, or creature invisibility). 
  This ability could take the form of acute hearing, 
  acute vibration sense, or echolocation, the GM and 
  player may decide the exact speciﬁcs.
  Beneﬁt: The mutant gains the Blindsense ability 
  at a range of 10 feet. Invisibility and darkness 
  are irrelevant to his enhanced senses. The mutant 
  normally does not need to make Notice checks to 
  notice creatures within the range of his Blindsight.
  Advancement: Each advancement of this mutation 
  increases range by 10 feet.
  Special: The GM should carefully consider 
  the form of mutant’s blindsight, as situations will 
  inevitably arise in which it could be negated or 
  useless.
  CHAMELEON EPIDERMIS 
  The cellular structure of the mutant’s epidermis 
  (skin) has mutated, allowing the cells to alter their 
  appearance and color. This provides the mutant 
  with an exceptional talent for hiding, allowing 
  him to remain undetected if he makes no sudden 
  movements.
  Beneﬁt: The mutant can hide even without cover 
  or concealment. 
  When the mutant is fully clothed, his coloration 
  
  32
  provides a +5 bonus to Hide skill checks and one-half 
  concealment (20% chance to miss) for purposes of 
  melee and ranged attacks against him.
  When the mutant is barely clothed (loincloth or 
  shorts), his coloration provides a +10 bonus to Hide 
  skill checks and nine-tenths concealment (40% 
  chance to miss) for purposes of melee and ranged 
  attacks against him.
  The mutant may use this ability a number of 
  times each day equal to his Constitution modiﬁer 
  (minimum of 1).  Changing color is a full-round 
  action and has a maximum duration of ten minutes 
  times the mutant’s Constitution modiﬁer (minimum 
  10). 
  Advancement: Each advancement of this mutation 
  allows the mutant to activate this power an additional 
  number of times per day equal to his Constitution 
  modiﬁer.
  CLAWS 
  This mutation has altered the mutant’s ﬁngernails 
  so that they can be used as formidable natural 
  weapons. Some variety has been observed in claw 
  development; most mutants have ﬁxed claws, though 
  a few have been found to have retractable claws. 
  Most (but not all) mutants have claws on their feet as 
  well.
  Beneﬁt: The mutant’s hands are now natural 
  weapons that allow him to make a claw attack with a 
  +2 damage bonus. The claws provide a +2 bonus to 
  Climb checks.
  Advancement: Each advancement of this mutation 
  increases the damage dice of the claw attack by +1 
  (to a maximum of +5). It also increases the Climb 
  check bonus by +1 (to maximum of +5).
  COMPLETE WING DEVELOPMENT
  The mutant has developed a complete set of wings, 
  in the form of ﬂeshy membranes (as with bats), 
  feathered appendages (as with birds), or even thin, 
  rigid membranes (as with insects). These wings give 
  the mutant the ability to ﬂy for 30 minutes per point 
  of Strength.
  Beneﬁt: The mutant gains the ability to ﬂy. 
  Movement rate is 50 feet (Clumsy).
  Advancement: Each advancement of this mutation 
  increases the speed by 10 feet to maximum of 80 feet.
  Special: The mutant cannot wear armor unless it is 
  speciﬁcally designed to ﬁt him.
  DERMAL SUCTION 
  The mutant has developed minute cilia or suction 
  cups on the palms of her hands and the soles of her 
  feet that allow her to climb smooth surfaces.
  Beneﬁt: The mutant can climb and travel on 
  vertical surfaces or even traverse ceilings. The mutant 
  must have its hands free to climb in this manner. The 
  mutant gains a climb speed of half his base speed; 
  furthermore, it need not make Climb checks to 
  traverse a vertical or horizontal surface (even upside 
  down). The mutant retains its Dexterity bonus to 
  Defense (if any) while climbing, and opponents get 
  no special bonus to their attacks against it. It cannot, 
  however, use the run action while climbing. 
  Advancement: Advancing this mutation allows 
  the mutant to climb at his full base speed (rather than 
  half). This mutation may be advanced once.
  DERMAL POISON SAP 
  The mutant is covered in a thick gooey “sap” (like 
  a plant) or “slime” (like a frog) that is poisonous to 
  those who touch him.
  Beneﬁt: Successful unarmed attacks and bite 
  attacks against the mutant require the attacker to 
  make a Fortitude save or suffer the poison effects 
  (DC14, Initial/Secondary Damage: 1 Str each). 
  Unarmed, bite, and grapple attacks made by the 
  mutant have the same effect.
  Advancement: Each advancement of this mutation 
  increases the Fortitude DC by 2 and the damage by 1 
  point of Str.
  DERMAL SPIKE GROWTH 
  The mutant has developed thick, bone-like 
  protrusions from his epidermis, protecting the 
  affected areas from hits.
  Beneﬁt: This mutation allows the mutant to 
  inﬂict damage with a successful grapple attack, 
  with a damage bonus of +1 and grants a +1 bonus to 
  Toughness saves.
  Advancement: Each advancement of this mutation 
  increases the damage and Toughness bonus by +1, to 
  a maximum of +3 each.
  Special: The mutant cannot wear armor.
   
  DIURNAL/NOCTURNAL 
  The mutant’s metabolism is tied to the daily cycle of 
  the rising and setting of the sun.
  Beneﬁt: The player chooses whether the mutant’s 
  Strength or Dexterity is affected and whether the 
  mutant is at his best during the day or night. The 
  mutant receives a +1 bonus to Strength or Dexterity 
  during his peak activity cycle. His peak activity 
  cycle can be either day (from 6 a.m. to 6 p.m.) or 
  night (from 6 p.m. to 6 a.m.). The bonus (Strength 
  or Dexterity) and cycle (day or night) must be 
  determined during character creation and cannot be 
  altered.
  
  33
  Advancement: Each advancement of this mutation 
  increases the ability bonus by +1 to a maximum of 
  +5.
  DUAL CEREBELLUM 
  The mutant possesses two distinct and fully 
  developed brains, housed in independent brain 
  cavities within a single skull, and is thus capable of 
  greater intelligence. A complete medical scan of the 
  head will reveal the true independent nature of the 
  two brains. If the mutant also possesses the Dual 
  Head mutation, each head contains a brain.
  Beneﬁt: The mutant’s Intelligence modiﬁer is 
  doubled.  
  Advancement: None
  Special: This does not affect the number of skills 
  points a character receives. Determine skill points 
  normally.
  DUAL HEADED 
  The mutant has developed a second head next to 
  the ﬁrst (on his shoulders) through a wild genetic 
  deformation. Only one of the heads has an actual 
  brain, unless the mutant also possesses the Dual 
  Cerebellum mutation.
  Beneﬁt: The mutant gains a +1 bonus to Notice 
  skill checks. Whenever she must save against 
  blindness or deafness, she gets 2 save attempts, one 
  for each head. 
  Advancement: If advanced, the mutant gains a 
  third head, gaining an additional saving throw against 
  blindness and increasing the Notice bonus by +1.   
  DWARFISM 
  The mutant’s physical size has been altered, either by 
  a pituitary defect or a change in the body’s genetic 
  program during growth and development. With this 
  mutation, the mutant is a dwarf; his size and body 
  weight are substantially decreased.
  Beneﬁt: The mutant is reduced one size category, 
  which makes him harder to hit and easier to hide. 
  For humanoid characters this mutation grants a +1 
  combat bonus and a +4 bonus on Stealth skill checks. 
  The mutant also suffers a -1 penalty on Toughness 
  saves and has his carrying capacity and speed 
  reduced to two-thirds normal. The character also 
  suffers the usual modiﬁers for his size when using 
  weapons (so a character with this mutation could only 
  use Medium-size weapons two-handed and could not 
  use Large-size weapons at all).  
  Advancement: None
  ELONGATION
  The mutant’s tendons, muscles, and cartilage have 
  developed to allow for extreme stretching without 
  tearing. This permits the mutant to extend her arms, 
  legs, neck and torso to almost twice their normal 
  length without ill effect.
  Beneﬁt: By extending her limbs, the mutant can 
  add 5 feet to her reach. Optionally, the mutant can 
  instead increase her base speed by 5 feet (She cannot 
  do both simultaneously). Elongating her body stresses 
  the tendons and muscles and cannot be maintained 
  indeﬁnitely without harm. A mutant can elongate for 
  5 rounds per Constitution modiﬁer per day (minimum 
  5 rounds). The mutant also enjoys a +4 bonus to 
  Escape Artist checks.  Elongating is a free action.
  Advancement: The ﬁrst advancement of 
  this mutation doubles the number of rounds the 
  mutant can maintain elongation. Each subsequent 
  advancement adds 1 to the multiplier (x6, x7, etc.).
  ENERGY IMMUNITY 
  The mutant has developed immunity to a certain type 
  of energy. The reason for this immunity depends on 
  the mutant’s environment and development. A mutant 
  with immunity to directed energy, for example, might 
  have a reﬂective hide or chameleonic skin cells that 
  react to ﬂashes of intense energy by becoming tiny 
  mirrors. An immunity to acid, as another example, 
  might indicate the mutant’s skin is ﬁbrous, like a 
  plant, and resists ﬂesh-eating acids.
  Beneﬁt: The mutant gains a bonus on Toughness 
  saves of +2 against the given energy type (acid, cold, 
  electricity, energy weapons, ﬁre, or sonic/concussion) 
  each time the creature is subjected to such damage. 
  Advancement: Each advancement of this mutation 
  increases the resistance against the speciﬁc form by 
  +2 to a maximum of +6.
  ENERGY-RETAINING CELL STRUCTURE 
  The mutant possesses special energy-sensitive 
  cells and internal electrolyte “webbing” that acts to 
  disperse harmful energy and store it in the body. The 
  mutant can, with practice, learn to channel the energy 
  before it dissipates (through short bursts of static 
  energy), utilizing it as if he were a “battery.” The 
  mutant can absorb energy, storing it for a later date 
  (to charge a weapon, for instance, by touching the 
  power connections, or even to heal).
  Beneﬁt: When the mutant is struck by an energy 
  attack, he makes a Toughness save normally. If the 
  check is successful, the mutant absorbs this energy 
  for later use. At any given time, a mutant can retain 
  a number of charges equal to 1 plus his Constitution 
  modiﬁer (minimum of 1). A single discharge can 
  power any other energy device for a short time. For 
  example, a mutant’s energy discharge can power an 
  energy weapon enough to give it one discharge of its 
  
  34
  own. The energy from a mutant’s discharge can also 
  be channeled to heal himself, allowing an immediate 
  Recovery check with a bonus equal to the current 
  number of charges of energy stored in the mutant’s 
  body. If the mutant is already retaining his maximum 
  amount of energy, any excess energy is ignored.
  Advancement: Each advancement of this mutation 
  grants the mutant the ability to store an additional 
  charge of energy. 
  ENHANCED RESPIRATION 
  The mutant has an improved respiratory system, with 
  enlarged and chambered lungs. The mutant normally 
  takes a breath every three or four minutes, and can 
  hold her breath for exceptionally long periods of 
  time.
  Beneﬁt: The mutant can hold her breath for 5 
  extra minutes per Constitution point before making 
  drowning or suffocation checks. Because of her 
  infrequent breathing cycle, she receives a +4 to 
  Fortitude saves against airborne diseases, spores, and 
  inhaled poisons.
  Advancement: Each advancement of this mutation 
  increases the extra time the mutant can hold her 
  breath by a number of additional minutes equal to 
  her Constitution modiﬁer, and increases the Fortitude 
  save bonus by +4.
  EPIDERMAL ACID ENZYMES 
  The mutant can emit powerful dissolving juices 
  or corrosive enzymes (such as those emitted by 
  carnivorous plants and some species of toads and 
  frogs) through pores in the skin. While these enzymes 
  have some effect against organic material (like 
  leather or wood), they are particularly destructive 
  to metallic constructs. Stone items are generally 
  unaffected.
  Beneﬁt: The melee touch attack of this mutant 
  secretes a digestive acid that can dissolve metal 
  almost instantaneously, and has some effect on 
  organic material. Striking an object works according 
  to the normal rules for sundering objects. The mutant 
  affects any metal object with a Damage bonus of 
  +6. A weapon that strikes the mutant, after doing 
  damage, must make a Toughness save as if struck by 
  the character unless the wielder makes a Reﬂex save 
  (DC 16).
  When attacking organic objects (including living 
  opponents) the mutant’s acid has a Damage bonus of 
  +1.
  Advancement: Each advancement of this mutation 
  increases the acid damage by +2 points for metal (to 
  a maximum of +12) and +1 for ﬂesh (to a maximum 
  of +3).
  Special: Wood, cloth, leather and similar items 
  are affected by the mutant’s acid, though at a slower 
  rate. Even metal which can resist the enzyme damage 
  cannot resist prolonged contact with the mutant’s 
  skin. As a result, the mutant cannot wear armor or 
  clothing. He can expect any weapons he uses to 
  rapidly lose their effectiveness (within a few rounds).  
  Inﬂicting acid damage is a free action for the 
  mutant. It is not voluntary; the mutant damages 
  everything he touches.
  Note: The GM may rule that some especially hard 
  objects, especially those composed of some futuristic 
  metals known only to the Ancients are immune to the 
  characters’ acidic touch. An item destroyed in one 
  touch often dissolves in a wisp of acidic smoke.
  EXPANDED OPTIC ORBIT 
  The skull of the mutant has evolved to allow a special 
  kind of eye movement. The orbit (socket) of each eye 
  is much deeper than normal, and new eye muscles 
  have developed along the interior walls of the cavity. 
  These new muscles allow the mutant to instinctively 
  pull his eyes back and into his skull when they are 
  threatened. In effect, the eyes of the mutant retract 
  back and down into the head, out of harm’s way.
  Beneﬁt: A mutant with this mutation looks normal 
  most of the time, but when his eyes are threatened, 
  they sink back, leaving hollow, empty holes. This 
  mutation negates the effects of weapons, devices, or 
  other effects that cause blindness.
  Advancement: None.
  EXTREME RESILIENCE 
  A mutant with this ability suffers much less from 
  attacks made against her. This mutation can manifest 
  itself in a number of ways. Often, the mutant is 
  simply much larger than others of her species, 
  making it more difﬁcult to injure her (just as it’s 
  harder to instantly kill an elephant than a human). 
  Other mutants with Extreme Resilience might have 
  an unusual conﬁguration of internal organs. Many 
  other possibilities exist as well.
  Beneﬁt: The mutant is immune to critical hit 
  results 50% of the time.
  Advancement: This mutation can be advanced 
  once, making the mutant completely immune to 
  critical hits.
  FRAGRANCE DEVELOPMENT 
  The mutant has the ability to produce a subtle yet 
  hypnotic fragrance. This is another mutation that 
  can take a number of forms, but the most common is 
  mutated pheromones or hormones, which the mutant 
  can emit at will. Another form this mutation can take 
  is the production of spores, which, again, the mutant 
  would generate at will. Other possibilities also exist.
  Beneﬁt: Once per day, the mutant can emit an 
  
  35
  invisible scent that forces up to 1-2 creatures to make 
  a Will save (DC 15) or be hypnotized. Duration is 5 
  rounds. Emitting the fragrance counts as an attack 
  action. Range is 15 feet. 
  While hypnotized, a creature’s Notice checks 
  suffer a –4 penalty. Any potential threat allows the 
  creature a second saving throw. Any obvious threat 
  automatically breaks the hypnotism, as does shaking 
  or slapping the creature. A hypnotized creature’s 
  ally may shake it free of the hypnotism as a standard 
  action. While the creature is hypnotized, the mutant 
  can make a suggestion or request (provided the 
  mutant can communicate with it). The suggestion 
  must be brief and reasonable. An affected creature 
  reacts as though it were two steps better in attitude 
  (see the Inﬂuence table in Chapter 6 of the core 
  rules). Even once the effect ends, the creature retains 
  its new attitude toward the mutant, but only with 
  respect to that particular suggestion. A creature that 
  fails its saving throw does not remember that the 
  mutant hypnotized it.
  Advancement: Each advancement of this mutation 
  increases the number of creatures affected by one, the 
  Will DC by 2, the duration by 2 rounds, and the range 
  by 5 feet.
  GAMMA-RAY VISUAL SENSITIVITY 
  This mutation allows the mutant to literally “see” 
  emissions of gamma rays within his ﬁeld of vision.
  Beneﬁt: Such emissions appear as bright 
  glowing patches or “auras,” warning the mutant 
  of a dangerous area, object, or creature (the GM is 
  only required to describe the aura as dim for low 
  radiation levels, bright for higher levels, or brilliant 
  for extremely high levels). The range of the mutant’s 
  detection is roughly equivalent to his natural sight.
  Advancement: None.
  GIGANTISM 
  The mutant’s physical size has been altered, either 
  by a pituitary defect or a change in the body’s 
  genetic program during growth and development. 
  While this serves to increase strength and size, often 
  substantially, the mutant is nonetheless noticeably 
  different from others of his species, often showing 
  such traits as ape-like arms, a lumbering gait, and 
  distorted features.
  Beneﬁt: The mutant increases her size by one 
  category and gains +2 bonus on Toughness saves 
  and a +4 bonus on Grapple checks. The character’s 
  reach is increased to 10 ft. and her carrying capacity 
  is doubled. 
  Penalty: Because of the increase in size, the 
  mutant takes a –1 penalty to her Combat bonus and a 
  -4 penalty to Stealth skill checks.  
  Advancement: None 
  Special: This mutation can only be advanced at 
  ﬁrst level. The mutant cannot wear armor that was 
  designed for creatures of a different size category.
  HEMOTOXIN STING 
  The outer cells of the mutant’s epidermis have 
  developed into nematocysts, oval-shaped stinging 
  cells that ﬁre microscopic “darts” into any living 
  tissue that comes into contact with them. These 
  screw-shaped darts penetrate deep into the skin 
  of the victim and release hemotoxins into the 
  bloodstream, causing immediate damage. This is a 
  microscopic action that requires nothing more than 
  contact between ﬂesh and ﬂesh. For example, the 
  mutant could use this ability simply by grasping an 
  opponent.
  Beneﬁt: Hemotoxins cause bruising and 
  hemorrhaging and disrupt the ability to heal. Any 
  creature coming into skin-to-skin contact with the 
  mutant suffers damage from a damage bonus of +1. 
  Saving against this damage is more difﬁcult than 
  usual, and the DC of this Toughness save and all 
  subsequent Recovery checks (if any) are increased 
  by +2. The mutant can choose not to sting when 
  touching other creatures.
  Advancement: Each advancement of this mutation 
  increases the save DC for Toughness saves and 
  Recovery checks by +2, making this damage more 
  difﬁcult to avoid and longer lasting. 
  HYPER OLFACTORY
  The mutant has developed an advanced sense of 
  smell similar to that of animals.
  Beneﬁt: The mutant gains the Scent ability (see the 
  creatures section of the core rules). 
  Mutants with this ability can identify familiar odors 
  just as humans do familiar sights.
  Advancement: Each advancement of this mutation 
  increases the mutants scent range by 10 feet.
  INCREASED BODY DENSITY
  This mutation has modiﬁed the mutant’s cellular 
  spacing and reinforced the structure of his cells. This 
  has resulted in a dramatic increase in the mutant’s 
  body density and resistance to kinetic shocks.
  Beneﬁt: The mutant gains +2 bonus on Toughness 
  saves against bludgeoning, concussion, and slashing 
  damage.
  Advancement: Each advancement of this mutation 
  increases the Toughness save by +1, to a maximum 
  of +5.
  
  36
  INCREASED MOVEMENT 
  The mutant has developed the ability to move 
  incredibly fast. Possible reasons for this ability 
  include enhanced adrenal gland function and 
  development of a higher tensile strength in the 
  muscles and tendons of the lower torso and legs. 
  Other possibilities also exist.
  Beneﬁt: The mutant’s speed is increased by 10 
  feet.
  Advancement: Each advancement of this mutation 
  increases the mutant’s speed by 10 feet.
  Special: This mutation can stack with other feats 
  or abilities that increase movement.
  INDEPENDENT CEREBRAL CONTROL 
  The forward motor cortex of the mutant’s brain 
  has developed to such a point that each hemisphere 
  can control a limb independently, without dividing 
  the mutant’s attention. This results in skilled 
  manipulation of both hands simultaneously, with 
  equal proﬁciency.
  Beneﬁt: A mutant with this mutation operates as if 
  she possessed the Two-Weapon Fighting feat.
  Advancement: None.
  INTERIOR MOISTURE RESERVOIR 
  Like a camel, the mutant has an internal reservoir 
  (most likely located in the buttock and stomach area), 
  which collects residual moisture in the body and 
  provides the mutant with an emergency source in 
  circumstances where drinking water is unavailable.
  Beneﬁt: The mutant can survive for a full week 
  without food or water.
  Advancement: Each advancement of this mutation 
  allows the mutant to survive an additional week 
  without food and water.
  LIGHT DISTORTION FIELD 
  The mutant is capable of emitting a powerful 
  “distortion ﬁeld,” which alters light patterns 
  surrounding him and makes him literally invisible. 
  The ﬁeld is large enough to envelop his entire body, 
  as well as any clothes and surface gear he might be 
  wearing. The biology and physics surrounding this 
  phenomenon are not well understood.
  Beneﬁt: The mutant can become invisible for up to 
  6 rounds per Constitution modiﬁer per day (minimum 
  6 rounds). Creating the distortion ﬁeld counts as 
  a move action. The mutant becomes visible after 
  attacking. 
  Advancement: Each advancement of this mutation 
  increases the duration of the effect by 1 round per 
  Constitution modiﬁer.
  MULTI-FACETED EYES 
  The mutant has developed multi-faceted, insect-like 
  eyes, which allow her to discern minute areas of 
  space and to notice even the most subtle movements.
  Beneﬁt: The mutant receives a +2 bonus Search 
  checks, and because she can notice ﬂaws another 
  worker would miss, she also gains a +2 bonus to 
  Craft (Mechanics) checks.
  Advancement: Each advancement of this mutation 
  increases the bonuses by +2 to a maximum of +6.
  MULTIPLE STOMACHS 
  The mutant has developed a series of interconnecting 
  stomachs (similar to those of a cow), which allow 
  him to break down and digest nearly any substance, 
  be it animal, vegetable, or mineral.
  Beneﬁt: The mutant can subsist on nearly anything 
  that is not inherently poisonous.
  Advancement: None.
  MULTIPLE EYES
  The mutant has developed additional eyes, which 
  might be located anywhere on her body.
  Beneﬁt: The mutant gains a +4 bonus to Notice 
  (spot) checks.
  Advancement: Each advancement of this mutation 
  grants a +2 bonus to Notice checks.
  Special: The mutation can only be advanced at ﬁrst 
  level.
  NEUROTOXIN STING 
  This mutation works like Hemotoxin Sting, above, 
  with the exception that it produces neurotoxins 
  instead of hemotoxins.
  Beneﬁt: Neurotoxins act to paralyze the body and 
  respiratory system. Any creature coming into contact 
  with the mutant suffers damage from a +1 damage 
  bonus. If this attack succeeds in damaging the target 
  she must make a Fortitude save (DC 15) or suffer a 
  temporary loss of 2 Dexterity. The ability score loss 
  lasts for 4 hours.
  Advancement: Each advancement of this mutation 
  increases the damage by +1, the duration of ability 
  loss by 4 hours, and the Fortitude save DC to resist 
  ability damage by 2.
  NEURAL MUTATION - PRECOGNITION
  The mutant has a sixth sense.  He can sense danger 
  and has an extraordinary ability to predict the future.  
  Whether this neural ability actually allows the mutant 
  to see the future or is an uncanny ability to predict 
  it, is left for the player to decide.  Regardless of that 
  fact, this mutant possesses a heightened awareness 
  that separates it from other creatures.  
  Beneﬁt:  The mutant may make a Will Save (DC 
  20) any time he is surprised.  If he makes the save, he 
  
  37
  is not surprised. This ability may be used at will.
  For Precognition-based neural feats that have 
  limited use, the mutant can manifest these abilities 2 
  times per day plus this mutant’s Wisdom modiﬁer. 
  Advancement: Each advancement of this mutation 
  lowers the Will DC by 2. 
  In addition, the mutant can manifest 2 additional 
  Precognition-based neural feats per day and the DC 
  to resist any Precognition neural feats is increased by 
  +1.
  Special: Note that each neural mutation has its 
  own uses per day.  
  NEURAL MUTATION - TELEKINESIS 
  The mutant can move small objects with his mind, 
  though it requires a great effort.
  Beneﬁt: The mutant may move objects weighing 
  10 lbs. per Constitution modiﬁer (minimum 10). The 
  mutant can move these objects at a speed of 10 feet 
  per round.  Using this ability is a move action and 
  may be used at will.  Unwilling targets (or objects 
  they hold) cannot be moved with Telekinesis, nor can 
  the mutant move himself.
  For Telekinesis-based neural feats that have limited 
  use, the mutant can manifest these abilities 2 times 
  per day plus this mutant’s Constitution modiﬁer. 
  Unless otherwise speciﬁed, all Telekinesis-based 
  abilities have a range of 50 feet plus 10 feet per 
  Constitution modiﬁer (minimum 50).
  Advancement: Each advancement of this mutation 
  increases the weight the mutant can move by 10 lbs. 
  times per Constitution modiﬁer.  
  In addition, the mutant can manifest 2 additional 
  Telekinesis-based neural feats per day and the DC to 
  resist any Telekinesis neural feats is increases by +1.
  Special: Note that each neural mutation has its 
  own uses per day.  
  NEURAL MUTATION -TELEPATHY
  The mutant can read the thoughts and emotions of 
  those around him.  
  Beneﬁt:  The mutant character can gain an 
  insight into the feelings of someone he is interacting 
  with, gaining a +2 circumstance bonus to Bluff, 
  Diplomacy, Gather Information, Intimidate, and 
  Sense Motive checks.  Using this ability is a free 
  action and may be used at will. 
  For Telepathy-based neural feats that have limited 
  use, the mutant can manifest these abilities 2 times 
  per day plus this mutant’s Charisma modiﬁer. 
  Unless otherwise speciﬁed, all Telepathy abilities 
  have a range of 100 feet plus 10 feet per Charisma 
  modiﬁer (minimum 100).
  Advancement: Each advancement of this mutation 
  increases the circumstance bonus by +1.  
  In addition, the mutant can manifest 2 additional 
  Telepathy-based neural feats per day and the DC to 
  resist any Telepathy neural feats is increases by +1. 
  Special: Note that each neural mutation has its 
  own uses per day.  
  OPTIC EMISSIONS 
  The mutant gains the ability to emit lazing atoms 
  from her eyes. These “eyebeams” are streams of 
  charged ions that are cycled in the optic center. The 
  beams act much like lasers, searing and burning ﬂesh 
  much as thermonuclear radiation can cause a ﬂash 
  burn. As eyebeams are mostly energy, they can also 
  be used to deﬂect other forms of light-based attack.
  Beneﬁt: The mutant gains an optic emissions 
  attack with a base range of 100 feet +1 Damage 
  bonus. In addition, once per round the mutant can 
  deﬂect one light-based attack (such as another 
  mutant’s eye beams or even laser ﬁre, but not other 
  forms of energy attack) with a successful Reﬂex save 
  (DC 20).
  Advancement: Each advancement of this mutation 
  increases the damage bonus by +1.
  PROTECTIVE DERMAL DEVELOPMENT 
  The skin cells of the mutant’s epidermis have 
  thickened and hardened, turning into a tough “armor.” 
  This mutation can take the form of a thick leathery 
  dermal overgrowth (like “jowls” or an extra layer of 
  NEURAL MUTATIONS
  Sometimes mutations develop in the brain rather than the body. These mutations can unlock neural powers, 
  often called Psionics, which allow the mutant to perform extraordinary feats. The unlocked potential varies 
  greatly from mutant to mutant. Some barely understand the true nature of their mental powers, while others 
  learn to master and expand their mutant gifts.
  In addition, neural mutations serve as prerequisites for speciﬁc neural feats. Some neural feats have 
  unlimited use, while others are limited.  The mutant has a “pool” of limited feat uses for each neural 
  mutation determined by a key ability score modiﬁer and possibly increased with mutation advancements. 
  For instance, a mutant with an un-advanced Precognition neural mutation and a Wisdom score of +4 has 
  a pool of 6 (2 base + 4 Wisdom modiﬁer) uses from which to activate “limited-use” Precognition-based 
  neural feats.
  
  38
  callous tissue, for instance) or hardened “scales,” like 
  a lizard’s.
  Beneﬁt: The mutant gains a Toughness bonus of 
  +2.
  Advancement: Each advancement of this mutation 
  increases the Toughness bonus by +1.
  Special: The mutant cannot wear armor unless it is 
  speciﬁcally designed to ﬁt her.
  PYROKINETIC PULSE GENERATION 
  The mutant is able to excite the air molecules 
  surrounding him to such an extent that he generates a 
  wave of super-heated air that blasts out from him in a 
  direction of his choice.
  Beneﬁt: The mutant can generate a 5-foot-wide 
  heat blast that reaches up to 10 feet with a damage 
  bonus equal to one-half the mutant’s character level 
  (minimum +1). All creatures in the area may make a 
  Reﬂex save (DC 15) for half damage. Generating the 
  heat blast is a full-round action. The mutant can use 
  this mutation a number of times per day equal to 3 + 
  the mutant’s Constitution modiﬁer (minimum 3).
  Advancement: Each advancement of this mutation 
  increases the range by 10 ft and the Reﬂex save DC 
  by 1.
  RADIATION IMMUNITY
  Having adapted to life in a harsh radiated 
  environment, the mutant is immune to radiation (as 
  well as heat generated by radiation).
  Beneﬁt: The mutant is immune to moderate 
  radiation exposure (see Radiation). 
  Advancement:  The ﬁrst advancement of this 
  mutation makes the character immune to high 
  radiation exposure.  The second advancement 
  makes the mutant immune to severe radiation (thus 
  completely immune).
  REGENERATIVE CAPABILITY 
  This mutation allows the mutant to recuperate from 
  injury at a staggering rate, provided she gets proper 
  rest and food. The mutant may recover from critical 
  wounds in mere days and even, according to some 
  reports, re-grow severed limbs.
  Beneﬁt: The mutant gains a +1 bonus on Recovery 
  checks. If she should lose a limb and survive, the lost 
  body part will regenerate over a period of 5 weeks.
  Advancement: The ﬁrst advancement of this 
  grants an additional +1 bonus on Recovery checks 
  and also decreases the time to regenerate limbs by 1 
  week (minimum 1 week).
  RESPIRATORY MEMBRANE 
  The mutant has developed a set of gills and the 
  associated membranes within the respiratory tract. 
  This allows him to breathe underwater by extracting 
  oxygen molecules from the water just as a ﬁsh does.
  Beneﬁt: The mutant is a true amphibian, able to 
  breathe underwater as well as he does in air. It is 
  assumed that a mutant with this mutation has spent 
  signiﬁcant time in water and gains Swim as a bonus 
  starting skill at 1st level.
  Advancement: None.
  SERRATED DENTAL DEVELOPMENT
  The mutant has developed mandibles, beak, saber 
  teeth, or other rigid mouthparts. The actual nature of 
  the mutation can vary tremendously depending upon 
  the player’s choice. The mouthparts can be used to 
  make a bite attack.
  Beneﬁt: The mutant gains a natural weapon that 
  can be used to make a bite attack. The bite has a 
  damage bonus of +2, and has a threat range of 19-20 
  for a critical hit.
  Advancement: Each advancement of this mutation 
  increases the damage bonus by +1.
  SHRIEK
  The mutant’s vocal cords can produce sounds both 
  above and below the normal human auditory range. 
  This mutation also allows the mutant to produce 
  a multi-layered, multi-timbre shriek, whose sonic 
  vibrations affect everyone in the mutant’s immediate 
  vicinity.
  Beneﬁt: Once per day, the mutant can let out a 
  horrible shriek that affects everyone within a 10-foot 
  radius of him. This sonic attack has a damage bonus 
  of +1 and all targets in the area of effect must make a 
  Fortitude save (DC 15) or be deafened for 5 rounds. 
  Those who successfully save are not deafened.
  Advancement: Each advancement of this mutation 
  increases the radius of the effect by 5 feet, damage 
  bonus by +1, duration of deafness by 2 rounds, and 
  the Fortitude save DC to resist deafness by 2.
  SIMIAN DEFORMITY 
  This mutation gives the mutant a set of physical 
  features that resemble those of the great apes (such 
  as gorillas and orangutans). These features include 
  stunted legs, a hunched and slope-shouldered posture, 
  and elongated arms that cause the knuckles to drag 
  on the ground. The mutant’s overall speed is reduced 
  unless his arms are used to assist in locomotion.
  Beneﬁt: If the mutant uses both his arms and legs 
  to move, his speed is increased by 1/3 (40 feet for 
  humans). His elongated arms extend his reach by 5 
  feet. The mutant also gains a climb bonus of +4.
  Penalty: If the mutant does not use his arms to aid 
  in locomotion, his shortened legs reduced his base 
  speed to 2/3 normal (20 feet for humans). If he uses 
  
  39
  his arms to assist in movement he cannot wield a 
  weapon or carry items in his hands.
  Advancement: None
  SKELETAL FORTIFICATION
  The calcium deposits in the mutant’s skeletal system 
  have been replaced with other minerals. This mineral 
  substitution strengthens and fortiﬁes the bones.
  Beneﬁt: A mutant with this mutation increases his 
  unarmed damage bonus by +1 and gains a +1 bonus 
  on Toughness saves against bludgeoning damage. 
  Advancement: Each advancement of this mutation 
  increases the unarmed damage and Toughness 
  bonuses by +1.
  SPONTANEOUS ELECTRIC CHARGE 
  GENERATION 
  The mutant’s nervous system generates a surplus 
  of ionizing electrical energy, which can be 
  discharged from his body in the form of an 
  electrical jolt. The mutant need only touch his 
  target or a conductive material. The biology and 
  physics behind this phenomenon are not well 
  understood.
  Beneﬁt: The mutant can emit an electrical 
  pulse as a touch attack, with a damage bonus 
  of +3. The mutant can use this mutation a 
  number of times per day equal to 2+ the 
  mutant’s Constitution modiﬁer (minimum 2).
  Advancement: Each advancement of this 
  mutation increases the damage bonus by +1 
  and the number of uses per day by 2.
  STENCH 
  The mutant can secrete an oily, musk-like chemical 
  whose smell is unpleasant to most animal life.
  Beneﬁt: All living creatures that possess a sense 
  of smell within 10 feet of the mutant must succeed a 
  Fortitude save (DC 15) or take a –2 penalty on attack 
  rolls, skill checks, and saving throws (except for 
  Toughness saves) for 10 rounds. Creatures affected 
  by this stench cannot be affected again until the 
  current effect expires. Attackers with an Intelligence 
  score of 2 or less ﬂee if they fail their save.
  Advancement: Each advancement of this mutation 
  increases the Fortitude save DC by 2 and the range 
  by 5 feet.
  Special: Mutants with this ability are easier to 
  detect, reduce all Tracking DCs by 5 and opponents 
  gain a +2 bonus on Notice checks to detect the 
  mutant’s presence.
  SUPERIOR KIDNEY DEVELOPMENT 
  The mutant’s kidneys have developed into an 
  extremely effective ﬁltration system, which grants 
  the mutant total immunity to ingested (not Inhaled or 
  Injury type) poisons and toxins (including most non-
  acidic chemicals).
  Beneﬁt: The mutant becomes immune to ingested 
  poisons of all types, and her urine becomes a 
  poisonous byproduct of roughly equal strength and 
  effect to the toxin imbibed. If the mutant decides to 
  harvest her urine and use it as an ingested poison, the 
  DC for saving throws against the urine decreases by 2 
  from the DC of the original poison.
  Advancement: None
  DEFECTS
  ABERRANT 
  DEFORMITY 
  The mutant has developed 
  limbs in places where they 
  don’t belong (an arm where a leg 
  should be, for instance, or an extra foot growing from 
  the heel). This results in a hideous appearance.  The 
  player must choose a limb and another feature, and 
  
  40
  switch them. Examples might be the placement of the 
  face on the chest or the replacement of a foot with a 
  hand.
  Penalty: Though this does not affect the mutant’s 
  physical abilities, it serves as a blatant sign that he 
  is a mutant and cannot pass as a normal human. The 
  mutant suffers a –1 penalty to Charisma and a –6 
  penalty to Diplomacy and Disguise checks.
  Advancement: None.
  Special: For game balance purposes, GMs may 
  prefer to allow players to choose only one Charisma 
  penalty defect: Aberrant Deformity, Bilirubin 
  Imbalance, or Bizarre Pigmentation.
  ADRENALINE DEFICIENCY 
  The mutant has a deﬁciency in adrenaline production 
  (perhaps due to an atrophied adrenal gland or 
  diminished adrenal function), and as a result, cannot 
  make use of this reservoir of strength and stamina in 
  dangerous situations.
  Penalty: The mutant suffers a –4 penalty on the 
  following checks and saves: hourly Swim checks 
  to avoid becoming fatigued, Constitution checks to 
  continue running, Constitution checks for the mutant 
  to hold her breath, Constitution checks to avoid 
  damage from starvation or thirst, Fortitude saves to 
  avoid damage from hot or cold environments, and 
  Constitution checks to resist suffocation or drowning. 
  It also incurs a –2 penalty to initiative.
  Advancement: Each advancement of this defect 
  increases the penalties by –4 and –2 respectively.
  Special: A mutant with this defect may not have 
  Rage or Rage-like abilities, including the Adrenaline 
  Control mutation.
  ALBINISM 
  The mutant’s body has adjusted to a life sheltered 
  from UV radiation (underground or in some type of 
  shelter), and thus reacts poorly to direct sunlight and 
  UV sources.
  Penalty: When exposed to natural light or other 
  UV sources, the mutant suffers a temporary –2 
  reduction to Constitution and Strength.
  TABLE 2-3: RANDOM DEFECT
  Defect
  d100
  Aberrant Deformity
  1  - 4
  Adrenaline Deﬁciency
  5  - 7
  Albinism
  8  - 10
  Anaphylaxis
  11  - 13
  Atrophied Cerebellum
  14  - 16
  Attention Deﬁcit
  17  - 19
  Bilirubin Imbalance
  20  - 22
  Bizarre Pigmentation
  23  - 26
  Blindness
  27  - 29
  Brachydactyly
  30  - 32
  Cannibalism
  33  - 35
  Critical Vulnerability
  36  - 38
  Cystic Fibrosis
  39  - 41
  Deafness
  42  - 44
  Dyslexia
  45  - 47
  Hemihypertrophy
  48  - 50
  Hemophilia
  51  - 53
  Hunchback
  54  - 56
  Immune-System Abnormality
  57  - 59
  Negative Chemical Reaction
  60  - 62
  Neuro-Fibromatosis
  63  - 65
  Night Blindness
  66  - 68
  Phobia
  69  - 71
  Photoluminescent Aural Emission
  72  - 74
  Photosensitivity
  75  - 77
  Pituitary Deformation
  78  - 80
  Sensitivity
  81  - 84
  Sickle Cells
  85  - 87
  Skeletal Deterioration
  88  - 90
  Syncope
  91  - 93
  Terminal Limb Deﬁciency
  94  - 96
  Underdeveloped Organ
  97  - 100
  Advancement: Each advancement of this defect 
  decreases the mutant’s Constitution and Strength 
  penalties by –2.
  ANAPHYLAXIS 
  The mutant’s metabolism reacts adversely to the 
  presence of certain materials, which are normally 
  harmless. This extreme reaction is such a shock to the 
  mutant’s system that it could kill her if the exposure 
  is long enough. The player chooses a common 
  material from the following list: alcohol, corium, 
  feathers, ferrous metal, fur, leather and hide, plastic, 
  rubber, or wood.
  Penalty: Each round the mutant is in contact with 
  the offending material, she reacts as if poisoned 
  (Type: Contact DC15, Initial/Secondary Damage: 1-2 
  Dex/1-2 Dex).
  Advancement: Each advancement of this defect 
  increases the DC by 2 and the damage die by one.
  ATROPHIED CEREBELLUM 
  The mutant’s brain has atrophied in certain areas due 
  to a genetic birth defect. As a result of this defect, the 
  mutant suffers a number of mental deﬁciencies.
  Penalty: A mutant with this defect suffers a one-
  time reduction of Intelligence, Wisdom, or Charisma 
  by 1.
  Advancement: Each advancement of this defect 
  decreases another mental ability score by 1. It must 
  be a different mental ability score, not previously 
  chosen.
  ATTENTION DEFICIT 
  The mutant has developed a chemical imbalance that 
  prevents him from concentrating.
  Penalty: A mutant with this defect suffers a –2 
  
  41
  penalty to Concentration, Craft, Disable Device and 
  Perform skill checks.
  Advancement: Each advancement of this defect 
  increases the skill check penalties by –2.
  BILIRUBIN IMBALANCE
  Due to a one-nucleotide error in a certain blood-
  producing gene, the mutant generates an inordinate 
  amount of bilirubin that the liver cannot break down. 
  This results in telltale yellow eyes.
  Penalty: Though this does not affect the mutant’s 
  physical abilities, it serves as a blatant sign that she 
  is a mutant and cannot pass as a normal human. The 
  mutant suffers a –1 penalty to Charisma, and since 
  many consider yellow eyes a sign of deceit, the 
  mutant incurs a –4 penalty to Bluff and Diplomacy 
  checks.  
  In addition, her yellow eyes make hiding more 
  difﬁcult, incurring a -4 penalty to Stealth skill checks 
  unless the mutant closes or conceals her eyes.
  Advancement: None.
  Special: For game balance purposes, GMs may 
  prefer to allow players to choose only one Charisma 
  penalty defect: Aberrant Deformity, Bilirubin 
  Imbalance, or Bizarre Pigmentation.
  BIZARRE PIGMENTATION 
  The mutant’s hair color, eye color, and skin color (the 
  player chooses two of the three) are of a color not 
  normally found in humans. Odd hair colors include 
  light red, unusually fair blond, white, platinum, and 
  silvery gray. Unusual skin hues include extensive 
  freckling, melanin blotches, and irregularly livid 
  (bruised-looking) tones. Abnormal eye colors include 
  red, pink, white, and unusual ﬂecked combinations. 
  Whatever the abnormal coloration, it is clear that the 
  mutant is not a normal human. Many other choices 
  exist for all of these features.
  Penalty: The mutant suffers a –1 penalty to 
  Charisma and a –4 penalty to Bluff, Diplomacy, and 
  Disguise skill checks. He is clearly a mutant and 
  cannot pass as a human.
  Advancement: None
  Special: If the player applies this defect to 
  the mutant’s eyes, he cannot also have Bilirubin 
  Imbalance.
  Special: For game balance purposes, GMs may 
  prefer to allow players to choose only one Charisma 
  penalty defect: Aberrant Deformity, Bilirubin 
  Imbalance, or Bizarre Pigmentation.
  BLINDNESS
  The mutant has developed a deﬁciency in her visual 
  system, resulting in poor sight or blindness.
  Penalty: The mutant suffers from poor vision, 
  effectively granting all combat targets partial 
  concealment (20% miss chance in combat)
  Advancement: Advancing this mutation renders 
  you completely blind, increasing the miss chance to 
  50%.
  BRACHYDACTYLY 
  The mutant has developed signiﬁcantly shortened 
  ﬁngers and toes.
  Penalty: This defect severely reduces manual 
  dexterity, resulting in a –2 penalty to skills checks 
  that require good coordination and motor skills 
  such as Climb, Craft, Disable Device, Medicine and 
  Sleight of Hand.
  Advancement: Each advancement of this defect 
  increases the skill check penalties by –2.
  CANNIBALISM
  The mutant has developed a taste (or dependency) 
  for feeding on others of its own kind. This could be 
  a physical or mental defect.  Regardless of the cause, 
  the mutant must eat a certain amount of ﬂesh from its 
  own species or suffer withdrawal sickness
  Penalty: This defect requires the mutant to 
  consume 1/2 pound of ﬂesh (or blood) from its own 
  species.  If the mutant fails to feed in a 24-hour 
  period, he suffers a temporary loss of 1 Strength, 
  Constitution, and Dexterity.  The mutant suffers 
  cumulative ability score loss each day until he 
  feeds. The mutant recovers 1 point of Strength, 
  Constitution, and Dexterity per day after he has feed.
  The mutant suffers normal starvation penalties (if 
  applicable) in addition to the withdrawal penalties.
  Advancement: Each advancement of this defect 
  increases the amount of ﬂesh needed to be consumed 
  per day by 1/2 pound and increases the ability score 
  loss by 1.
  Special: Cannibals (or Ghouls) are universally 
  hated in the wasteland and thus have an additional 
  social burden.  Often an adventurer afﬂicted with 
  this defect must hide his cannibalism or risk severe 
  persecution.
  CRITICAL VULNERABILITY
  The mutant has developed a crucial weakness in 
  his body that makes him especially susceptible to 
  additional damage. Typical causes include lack of 
  protective bone or cartilage around vital organs, 
  exposed nerves or pressure points in certain locations, 
  and organs that are unusually sensitive to trauma.
  Penalty: The critical threat range of all weapons 
  used against the mutant increases by 1.
  Advancement: Each advancement to this defect 
  increases the critical threat range by 1 additional 
  
  42
  point.
  Special: The mutant cannot have the Extreme 
  Resilience mutation
  CYSTIC FIBROSIS
  This defect results in defective programming of 
  the glands that produce mucus. The defect causes a 
  build-up of salt in the lungs and produces mucus that 
  erodes the lungs’ tissues and inhibits the mutant’s 
  ability to breathe. This can cause suffocation, 
  infection, and eventual death. A mutant with this 
  genetic defect has a limited lifespan. When this time 
  has passed, the mutant is considered to have died of 
  the eventual salt and mucus build-up.
  Penalty: The mutant will have a maximum 
  lifespan of 20+2d10 years. In addition, the mutant 
  suffers a –2 penalty on the following checks and 
  saves: hourly Swim checks to avoid becoming 
  fatigued, Constitution checks to continue running, 
  Constitution checks for the mutant to hold his breath, 
  Constitution checks to avoid damage from starvation 
  or thirst, Fortitude saves to avoid damage from hot or 
  cold environments, and Constitution checks to resist 
  suffocation or drowning.
  Advancement: Each advancement of this defect 
  decreases the life span of the mutant by 10 years to a 
  minimum of 0+2d10 years. Also, the mutant’s check 
  and save penalties are decreased by –2.
  Special: A mutant may not have both the Cystic 
  Fibrosis and Pituitary Deformation defects. A mutant 
  with Cystic Fibrosis may never have Rage or any 
  Rage-like abilities.
  DEAFNESS
  The mutant has developed a deﬁciency in his hearing, 
  resulting in deafness.
  Penalty: The mutant is deaf, suffering all related 
  penalties.
  Advancement: None
  Special: Deafened characters can’t make Notice 
  (listen) checks and suffer a –4 to initiative checks.
  DYSLEXIA
  The mutant has developed a mental defect that 
  impairs his ability to recognize and comprehend 
  written words.
  Penalty: The mutant cannot read or write and 
  suffers a –2 penalty to all Intelligence-based skills
  Advancement: None
  HEMIHYPERTROPHY 
  The mutant suffers from a severe case of 
  hemihypertrophy, a genetic disorder in which one 
  side of the body fails to grow normally. This results 
  in a grotesque, lopsided, and stunted development. 
  On one side the mutant has a shortened leg with a 
  diminutive foot and an arm with a diminutive hand. 
  A mutant with this defect has an unusual gait and 
  reduced dexterity.
  Penalty: The mutant’s base speed is reduced by 
  5 feet. She also suffers an additional –2 penalty to 
  skill checks requiring two-handed dexterity and 
  manipulation. Typical skills to be penalized include 
  Acrobatics, Climb, Jump, and Swim.
  Advancement: Each advancement of this defect 
  decreases the mutant’s speed by 5 feet and increases 
  the skill check penalties by -1.
  HEMOPHILIA 
  The mutant’s white blood cell count is diminished, 
  preventing him from healing as quickly as others of 
  his species.
  Penalty: A mutant with this genetic defect suffers a 
  -2 penalty to all Recovery checks.
  Advancement: Each advancement of this mutation 
  increases the penalty on Recovery checks by -2. 
  HUNCHBACK 
  The mutant has a spinal deformity that manifests as a 
  pronounced hump on her back.
  Penalty: This defect causes a slight hindrance to 
  movement, reducing the mutant’s movement speed 
  by 5. The mutant also suffers a –1 reduction to his 
  Charisma score.
  Advancement: Each advancement of this defect 
  decreases the mutant’s speed by 5 feet and Charisma 
  by -1.
  IMMUNE-SYSTEM ABNORMALITY 
  The mutant has developed an immune system defect 
  that diminishes resistance to disease. The manner in 
  which this defect manifests itself varies greatly from 
  mutant to mutant. Examples include depleted white 
  blood cell count (diminishing the body’s defenses 
  against foreign viral infection) and kidney atrophy 
  (diminishing the body’s ability to purify its system).
  Penalty: This mutant makes Fortitude checks 
  against diseases at –4 and increases the disease’s 
  initial and secondary damage by 1. 
  Advancement: Each advancement of this defect 
  incurs an additional -4 to Fortitude saves and 
  increases the disease’s initial and secondary damage 
  by 1.
  Special: Depending on the form this defect 
  takes, the mutant may not be able to take one of the 
  following mutations: Accelerated White Blood Cell 
  Activity, Accumulated Resistance, Regenerative 
  Capability, or Superior Kidney Development.
  
  43
  NEGATIVE CHEMICAL REACTION 
  The mutant suffers from a genetic disease (such as 
  malignant hyperthermia) that increases the chances of 
  negative reaction to treatment with foreign drugs.
  Penalty: The mutant’s modiﬁer for Medical 
  Incompatibility does not change, but if she fails a 
  Medical Incompatibility check, the effect roll is made 
  with with a -2 penalty.
  Advancement: Each advancement of this defect 
  increases the penalty by -2.
  Special: A mutant with this defect may not take the 
  Accumulated Resistance mutation with the resistance 
  toward chemicals.
  NEUROFIBROMATOSIS 
  This is an advanced form of tumor development, once 
  known as “The Elephant Man’s Disease.” A mutant 
  with this defect develops massive and grotesque 
  tumors that completely distort and pervert the human 
  form, causing a reduction in vision and negatively 
  impacting movement.
  Penalty: This defect severely restricts a mutant. 
  A mutant with this defect suffers a -1 reduction to 
  Dexterity and Charisma, and -1 penalty on Notice 
  (spot) checks.
  Advancement: Each advancement of this defect 
  incurs an additional –1 to Dexterity, Charisma, and 
  Notice (spot) checks.
  NIGHT BLINDNESS 
  The mutant suffers from retinitis pigmentosa, a 
  genetic disorder that causes degeneration of the 
  retina. This condition results in diminished vision 
  under low-light conditions.
  Penalty: A mutant with this defect suffers the 
  effects of blindness in any poorly lit or deeply 
  shadowed environment (i.e. any conditions short of 
  natural sunlight or bright illumination).
  Advancement: None
  Special: The mutant may not choose this defect if 
  he already has Blindness defect or Night Vision feat.
  PHOBIA
  The mutant has developed an undefeatable fear. This 
  could be a physical defect caused by a chemical 
  imbalance or mental defect developed from early 
  childhood.   Regardless of the cause, the mutant’s 
  fear is incurable.
  Penalty: The player must choose a fear (with 
  the GM’s approval).  At any point the mutant is 
  confronted with this fear he must make a Will save 
  (DC 15).  If the mutant fails the save, he is panicked 
  (ﬂees or cowers).  If the mutant successfully saves, he 
  is shaken (-2 penalty on attack rolls, saving throws, 
  and skill checks).  GMs should ensure that characters 
  choose a fear that has a realistic chance of coming 
  into play.  Some appropriate options include Fire, 
  Darkness, Bugs, Opposite Sex, Heights, Crowds, 
  Enclosed Spaces or Spiders. 
  Advancement: Each advancement of the defect 
  increases the DC by 2.  
  Special: The GM should consider special modiﬁers 
  depending on the severity and magnitude of the 
  situation. For example, a mutant that fears spiders 
  might have a more difﬁcult time remaining calm 
  when confronted by a giant mutant spider than a 
  small spider.
  PHOTOLUMINESCENT AURAL EMISSION 
  A strange glow emanates from the mutant’s body. The 
  cause of this condition is typically a constant (but 
  harmless) combustion of dying (or dead) inner-body 
  cells, a process that occurs as old cells die and new 
  ones are created. Sometimes, however, this condition 
  is the result of the ionization of latent radiation within 
  the mutant’s body. The glow is usually neon green, 
  blue, white, or yellow, but the player may choose 
  another color.
  Beneﬁt: The mutant emits a glow that sheds light 
  up to 20 feet in all directions.
  Penalty: The mutant is easily visible, because the 
  glow is constant.
  Advancement: None
  Special: Wearing normal clothing does not inhibit 
  the illumination. The mutant is likely to automatically 
  fail all Stealth checks in areas of darkness or areas lit 
  by less than full daylight. If the mutant wears some 
  enveloping cloak or similar garment, he may attempt 
  Stealth checks in such areas at a –4 penalty.
  PHOTOSENSITIVITY 
  The mutant’s eyes have developed an extreme 
  sensitivity to intense light.
  Penalty: A mutant with this defect suffers from 
  complete blindness in natural or bright light. This 
  can be kept in check only with sun goggles or tinted 
  glasses.
  Advancement: None
  PITUITARY DEFORMATION 
  The mutant’s pituitary gland has developed a defect 
  that causes unnatural aging.
  Penalty: A mutant with this defect appears much 
  older than he really is, generally two to three times 
  his actual age. The mutant has a maximum lifespan of 
  25+2d10 years.
  Advancement: Each advancement of this defect 
  decreases the mutant’s lifespan by 10 years, to a 
  minimum of 5+2d10 years. The mutant is considered 
  middle age at 50% of his maximum lifespan and old 
  
  44
  at 75% of his maximum lifespan. At middle age the 
  mutant suffers a -1 penalty to Str, Dex and Con. The 
  mutant suffers these penalties again at Old age.
  Special: A mutant may not have both the Cystic 
  Fibrosis and Pituitary Deformation defects.
  SENSITIVITY 
  The mutant is particularly sensitive to one or more 
  forms of attack or special effects. The player chooses 
  the particular form of this sensitivity
  Penalty: The mutant suffers -2 penalty on 
  Toughness saves from one category in the following 
  list: heat, cold, electricity, acid, energy weapons, 
  sonic attack, poison, or radiation.
  Advancement: Each advancement of this mutation 
  increases the Toughness penalty by -2.
  Special: The mutant may not take this defect if she 
  has already taken Inherent Immunity (see Mutations) 
  for the same attack form.
  SICKLE CELLS
  The mutant has developed abnormal hemoglobin, 
  which results in a shortage of healthy red blood cells, 
  or anemia.
  Penalty: The mutant suffers a –2 penalty to 
  non-disease Fortitude saves and a –1 reduction to 
  Strength.
  Advancement: Each advancement of this defect 
  incurs an additional –2 penalty to the mutant’s 
  Fortitude saves and an additional -1 reduction to 
  Strength.
  SKELETAL DETERIORATION 
  The calcium deposits in the mutant’s skeletal system 
  have been replaced with other minerals (cadmium 
  being the most prevalent in this post-holocaust 
  environment). This mineral substitution weakens and 
  deforms the bones and causes brittleness.
  Penalty: The mutant suffers -2 penalty on 
  Toughness saves against bludgeoning damage.
  Advancement: Each advancement of this mutation 
  increases the Toughness penalty by -2. 
  Special: A character with this defect may not have 
  the Skeletal Fortiﬁcation mutation.
  SYNCOPE 
  The mutant is afﬂicted with cerebral anemia and is 
  thus vulnerable to fainting. These swoons commonly 
  strike at the most inopportune  times, though never 
  more than once a day.
  Penalty: Any time the mutant fails a Toughness 
  save he must make a Fortitude save (DC 10 + damage 
  inﬂicted) or lose consciousness. Unconsciousness 
  lasts for 4 rounds, after which the mutant recovers 
  from the syncope and may act normally. This 
  afﬂiction will not affect the mutant more than once 
  per day.
  Advancement: Each advancement of this defect 
  increases by 1 the number of times per day the 
  mutant can lose consciousness.
  TERMINAL LIMB DEFICIENCY 
  The mutant’s defective genes failed to fully develop 
  one or more limbs. In some cases, this means that the 
  mutant was born with missing limbs. In other cases, 
  a genetic deformity has caused one of the mutant’s 
  limbs to degenerate and atrophy, in which case 
  the mutant has a short, stubby, or disﬁgured limb, 
  evidence of mutation in transition. The limb chosen 
  (arm or leg) is severely handicapped (if any vestigial 
  portion is present) or entirely absent.
  Penalty: An affected arm suffers a –2 penalty 
  to Strength and Dexterity. Anytime the mutant 
  attempts an action that requires both arms, she uses 
  the reduced scores to determine success or failure. 
  Typical examples include wielding a two-handed 
  weapon, Climbing, Swimming, etc. If this penalty 
  reduces the arm’s Strength or Dexterity to 0, then 
  the arm is completely missing (two-handed attacks 
  cannot be made, and a –6 penalty is applied to 
  appropriate skill checks).
  An affected leg reduces the mutant’s speed by 10 
  feet. This penalty can be halved with the aid of a 
  crutch. The mutant is limited to walking speed; she 
  may not trot or run. Acrobatics, Climb, Jump, and 
  Swim checks suffer a –6 penalty, whether the leg 
  is partially present or not. If the mutant’s speed is 
  reduced to 10 feet or less, then the leg is completely 
  missing, and she is unable to walk effectively without 
  the aid of a crutch.
  Advancement: Each advancement of this defect 
  causes either an additional –4 penalty to Strength and 
  Dexterity in the affected arm, or a 10-foot penalty to 
  movement in the case of an affected leg. A missing 
  arm or leg cannot be advanced further.
  Note: If the GM wishes to determine the limb type 
  randomly, he can roll 1d20. A roll of 1–15 is an arm, 
  and a roll of 16-20 is a leg.
  UNDERDEVELOPED ORGAN
  One of the mutant’s more vital organs is 
  underdeveloped, and is thus incapable of performing 
  at the same level as normal members of his species.  
  The effect depends on what organ is underdeveloped.
  Penalty:  Player must choose one of the following 
  underdeveloped organs.
  Voice Box: The mutant cannot speak. 
  Lung: The mutant cannot move more than x2 his 
  base speed.
  Intestines: The mutant requires 2x the amount of 
  
  45
  food daily.
  Muscles: The mutant suffers a -2 penalty to 
  Strength.
  Inner ear: The mutant suffers a -2 on Acrobatics 
  and Notice (listen) checks.
  Advancement: With each advancement of this 
  mutation the mutant chooses another organ.
  Special: Players and GMs may want to create new 
  variants to this mutation. As a general guideline, this 
  mutation should give a –2 to one ability score (but 
  not Charisma), a –4 to one skill, a –2 to several skills, 
  or an equivalent penalty.
  MUTANT FEATS
  The following feats are for mutant 
  characters.  Each of these feats 
  requires a speciﬁc mutation 
  or group of mutations as 
  prerequisites.
  AERIAL MANEUVERABILITY 
  You are more maneuverable when ﬂying.
  Prerequisite: Dexterity +1, Complete Wing 
  Development
  Beneﬁt: Your maneuverability class when ﬂying 
  improves by one step.  For example, a clumsy ﬂyer 
  would improve to poor.
  Special: This feat may be taken multiple times.
  ANIMAL-FRIEND 
  The mutant has a special power over animals, gaining 
  her the reputation of “animal-friend”.
  Prerequisite:  Fragrance Development (mutation).
  Beneﬁts:  Instead of her normal fragrance the 
  mutant can emit a scent that calms and improves 
  the attitude of animals.  This ability conforms to the 
  same rules as Fragrance Development, except that 
  it affects all creatures in a 15-foot radius.  Instead 
  of being hypnotized, however, on a failed save the 
  attitude of the animal(s) is automatically changed to 
  Helpful.
  This ability only works on creatures with an 
  Intelligence of 2 or lower.  The effect lasts 1 hour 
  per point of Charisma bonus (minimum 1), at which 
  point the animal(s) becomes Indifferent.
  DEFECT ADAPTATION
  A mutant with this feat has learned to minimize 
  the debilitating effects of one of his defects. This 
  represents his ability to adapt to the defect and thus 
  reduce its impact.
  Beneﬁt: This feat will remove one level of a defect 
  from a character. This feat may never be used to 
  remove a defect completely.
  Special: This feat may not be taken at ﬁrst level. A 
  player may take this feat multiple times.
  DUCK
  You have a knack for dodging ranged attacks.
  Prerequisite: Dexterity +2, Dodge Focus, 
  Dwarﬁsm 
  Beneﬁt: You may make a Reﬂex save (DC equal 
  to the attack roll) against any one ranged attack 
  per round; success indicates the attack against you 
  misses.
  HORN CHARGE
  You can lower your head and make a deadly charge 
  attack. 
  Prerequisite: Aberrant Horn Development
  Beneﬁt: If you attack with your horns while 
  charging, the damage bonus is increased by +3. 
  IRRADIATED
  You are an irradiated creature and can inﬂict radiation 
  sickness by touch or natural attack.
  Prerequisite:  Radiation Immunity
  Beneﬁt: You are considered a radiation source 
  equal to your Radiation Immunity degree. For 
  example, a mutant with immunity to high radiation is 
  a high radiation source.  
  When you make an unarmed or natural attack that 
  deals damage, you expose your opponent to radiation.
  MUTATION ADVANCEMENT 
  This feat does not represent a physical advancement 
  of the mutation, but rather an improvement through 
  training and discipline. A mutant with this feat has 
  learned to master her mutations and increase their 
  overall usefulness.
  Beneﬁt: This feat will advance a mutation one 
  level, as if the character had taken it multiple times. 
  See the Advancement section in the description of 
  each mutation for information on this effect.
  Special: This feat may not be taken at ﬁrst level. A 
  player may take this feat multiple times.
  NATURAL ARMOR EXPERTISE
  You are adept at using your natural armor to greater 
  effect.
  Prerequisite: Intelligence +1, Aberrant 
  Endoskeletal Encasing, Dermal Spike Growth or 
  Protective Dermal Development.
  Beneﬁt: You gain a +1 Toughness bonus. You lose 
  this bonus when you are denied your Dodge bonus or 
  are unable to take a free action.  
  
  46
  PLAGUE CARRIER
  You carry a nasty disease that you can spread by 
  touch or natural attacks. 
  Prerequisite:  Accumulated Resistance
  Beneﬁt: When you make an unarmed or natural 
  attack that deals damage, your opponent must make 
  a Fortitude save (DC 10 + ½ you Character level + 
  your Con modiﬁer) or be infected with one of the 
  following diseases: anthrax, small pox, hantavirus, 
  necrotizing faciitis, or west nile virus.   
  Disease
  Incubation 
  Period
  Initial 
  Damage
  Secondary 
  Damage
  Anthrax
  2 days
  1 Con
  1-2 Con*
  Small pox
  4 days
  1 Str and 1 
  Con
  1 Str and 1 
  Con
  Hantavirus
  1 day
  1 Str
  1 Str* and 1 
  Con*
  Necrotizing 
  faciitis 
  3 days
  1 Con
  1-2 Con*
  West Nile 
  virus
  2 days
  1 Dex and 1 
  Con
  1 Dex and 1 
  Con*
  *If damage is sustained, make a second saving throw 
  to avoid 1 point being permanently drained (instead of 
  damaged).
  POWER DIVE   
  You make deadly dive attacks from the sky.
  Prerequisite:  Complete Wing Development
  Beneﬁt:  If you make a charge attack while ﬂying 
  your damage bonus is increased by +3. Unless 
  your maneuverability is Perfect you must land after 
  performing this maneuver. 
  REMOVE DEFECT 
  A mutant with this feat represents the future of 
  humanity. Through natural selection, she has shed the 
  defects of previous generations. She is the next step 
  in human evolution, destined to wipe out lesser races 
  as Homo Sapiens did to the Neanderthal.
  Beneﬁt: This feat will remove one defect (or defect 
  level) from a character.
  Special: This feat may only be taken at ﬁrst level. 
  A player may take this feat multiple times to remove 
  additional defects.
  SPINELESS 
  Though not truly an invertebrate, you can move 
  through tight spaces with ﬂuid ease. 
  Prerequisite: Abnormal Joint Flexibility or 
  Elongation 
  Beneﬁt: You gain a +4 bonus to Escape Artist 
  checks. When attempting to escape a grapple, the 
  opponent does not add a size bonus to its grapple 
  check.
  STRONG FLYER 
  You can carry a heavy load when ﬂying.
  Prerequisite: Strength +2, Complete Wing 
  Development
  Beneﬁt: You may carry a heavy load and move at 
  your listed ﬂight speed.
  Normal: The character may only carry a Medium 
  load and move at full speed.
  STUNNING BOOM
  Your shriek is powerful enough to stun opponents.
  Prerequisite:  Shriek (mutation).
  Beneﬁts:  In addition to normal damage, targets 
  struck by your shriek must make a Fortitude save 
  (equal to the DC of your Shriek mutation) or become 
  stunned for 1 round.
  SUPER MUTANT 
  A mutant with this feat is heavily mutated. Whether 
  through mutant parents or as a result of the 
  environment, he has more mutations than average.
  Beneﬁt: The mutant gains an additional mutation. 
  The same mutation may be selected more than once 
  (this advances the mutation a level). In addition, each 
  time this feat is taken, the mutant suffers a –2 penalty 
  to Medical Incompatibility checks.  
  Special: This feat may only be taken at ﬁrst level. 
  A player may take this feat multiple times.
  SUREFOOTED
  Your small size makes you nimble and athletic.
  Prerequisite: Dwarﬁsm 
  Beneﬁt: You gain a +2 bonus on Climb, Jump, and 
  Stealth checks.
  TEARING BITE
  You dart in and tear at prey with your jagged 
  mandibles, beak, saber teeth, or other rigid 
  mouthpart.  
  Prerequisite: Serrated Dental Development
  Beneﬁt: Your opponents take a -1 penalty on 
  Recovery checks against your bite attacks. You may 
  take this feat more than once and its effects stack. 
  
  47
  NEURAL FEATS
  The following are neural feats. Each 
  of these feats requires a speciﬁc 
  neural mutation (or group) as 
  a prerequisite. Unlike standard 
  feats, neural feats have two more 
  attributes to their description. Unless 
  stated otherwise, these abilities are attack actions.
  Action:  What type of action to perform the feat: 
  free, move, attack, or full.
  Duration: How long the feat’s effects last.
  Usage: Indicates whether the power has 
  unlimited use or counts against the mutants pool of 
  Precognition, Telekinesis, or Telepathy uses per day.  
  PRECOGNITION FEATS 
  BATTLE PLAN 
  You can see the course of a battle in your mind.  The 
  further out you forecast the battle, the more variables 
  come into play, and the less accurate you can be.
  Prerequisites: Precognition, Foresight, 
  Precognitive Combat, Concentration 8 ranks.
  Beneﬁt: You decide when this ability is activated 
  how long it will last, from 1 round to 3 rounds.  If 
  the duration is one round, you gain a +6 bonus to 
  one attack roll, saving throw, or skill check for that 
  round.  If the duration is two rounds, you gain a +3 
  on any one roll in each of those two rounds, and if the 
  duration is 3 rounds, you gain a +2 on any one roll in 
  each of those three rounds.  
  Action:  Free.
  Duration: Up to 3 rounds.
  Usage: Precognition.
  CLAIRAUDIENCE
  You can hear a location that is a great distance away 
  by simply concentrating on the location.
  Prerequisite: Precognition, Concentration 3 ranks.
  Beneﬁt: This ability enables you to concentrate on 
  some locale and hear it as if you were there. Distance 
  is not a factor, but the locale must be known—either 
  a place familiar to you or an obvious place.
  Action:  Move.
  Duration: One minute plus one minute per 
  Precognition advancement.
  Usage: Precognition.
  CLAIRVOYANCE
  You can see a location that is a great distance away 
  by simply concentrating on the location.
  Prerequisite: Precognition, Concentration 3 ranks.
  Beneﬁt: This ability enables you to concentrate on 
  some locale and see it as if you were there. Distance 
  is not a factor, but the locale must be known—either 
  a place familiar to you or an obvious place.
  Action:  Move.
  Duration: One minute plus one minute per 
  Precognition advancement.
  Usage: Precognition.
  DANGER SENSE
  You can sense danger unforeseen by others.
  Prerequisites:  Precognition, Foresight, 
  Concentration 5 ranks.
  Effect:  You sense the presence of danger before it 
  happens.  You do not know the nature of the danger; 
  only that it is imminent. As a result, you cannot be 
  caught ﬂat-footed, gain a +4 bonus to Reﬂex saves 
  to avoid traps and a +4 to your Dodge bonus against 
  attacks by traps 
  Action:  Free.
  Duration: Instant.
  Usage: Unlimited.
  DO OVER
  You can gain insight into the outcome of one action 
  and use that knowledge to try again.
  Prerequisites:  Precognition, Foresight, Perceive 
  Outcome, Concentration 8 ranks.
  Effect:  After using Perceive Outcome, you can 
  attempt the same action, using the knowledge of 
  the outcome to improve your chances.  You gain a 
  bonus to the roll equal to your Wisdom modiﬁer. This 
  ability may only be used once per round.
  Action: Free.
  Duration: One d20 roll.
  Usage: Precognition.
  FORESIGHT 
  You gain glimpses of the very near future.  To the 
  casual observer (someone without the recognition 
  class ability) this will appear as though you have 
  lightning fast reﬂexes.
  Prerequisite:  Precognition, Concentration 3 ranks.
  Effect:  You gain a bonus to initiative equal to your 
  Wisdom modiﬁer plus one for each time you have 
  advanced your Precognition mutation.  These bonuses 
  stack with any other initiative bonuses you possess, 
  including Improved Initiative and Dexterity modiﬁer. 
  Action: Free.
  Duration: Combat.
  Usage: Unlimited.
  PRECOGNITIVE COMBAT
  You sense your opponent’s defensive measures before 
  they are taken.
  
  48
  Prerequisites:  Precognition, Foresight, 
  Concentration 5 ranks.
  Effect:  You gain an insight bonus equal to your 
  Wisdom modiﬁer to attack rolls.  Activating this 
  ability is a free action and lasts to the end of combat. 
  Action: Free.
  Duration: Combat.
  Usage: Precognition.
  PRECOGNITIVE DODGE 
  You sense your opponent’s attacks before they are 
  launched.
  Prerequisites:  Precognition, Foresight, 
  Concentration 5 ranks.
  Effect:  Your Dodge bonus is increased by your 
  Wisdom modiﬁer and you cannot be ﬂanked while 
  this ability is functioning. Activating this ability is a 
  free action and lasts to the end of combat.  
  Action: Free.
  Duration: Combat.
  Usage: Precognition.
  PRECOGNITIVE REFLEXES 
  You see your opponent’s attacks before they are 
  launched.
  Prerequisites:  Precognition, Foresight, 
  Precognitive Dodge, Concentration 8 ranks.
  Effect:  For one round, if an opponent attacks you 
  and misses, you gain an attack against that opponent 
  as a free action. With your normal action for the 
  round you may either attack that opponent again or a 
  different opponent.
  Action: Free.
  Duration: One Round.
  Usage: Precognition.
  PERCEIVE DANGER 
  A heightened form of danger sense, this ability allows 
  you to actually visualize danger before it happens.
  Prerequisites:  Precognition, Foresight, Danger 
  Sense, Concentration 8 ranks.
  Effect:  When you are required to make a Reﬂex 
  save, you may, instead, make a Will save to avoid 
  the danger.  If the save is successful, you suffer no ill 
  effects.  Just like the Evasion ability, if a successful 
  save normally dictates half damage, you suffer no 
  damage.
  Action: Free.
  Duration: One d20 roll.
  Usage: Precognition.
  PERCEIVE OUTCOME
  You can gain insight into the outcome of one action.
  Prerequisites:  Precognition, Foresight, 
  Concentration 5 ranks.
  Effect:  After you have made a d20 roll (attack 
  roll, skill check, or similar action), you may choose 
  to commit to that action or take a different action.  
  You must declare you are using this ability before 
  you roll and may not attempt the same action twice. 
  For example, you declare you are using Perceive 
  Outcome on an attack roll with your sword.  You 
  fail to hit an enemy with your sword.  With this 
  knowledge, you then choose to tumble away instead 
  of attacking.  This ability may only be used once per 
  round.
  Action: Free.
  Duration: One d20 roll.
  Usage: Precognition.
  TELEKINESIS FEATS
  LEVITATION
  You have mastered Telekinesis sufﬁciently to allow 
  you to ﬂoat above the ground and move around at a 
  sedate pace.
  Prerequisites: Telekinesis, Telekinetic Hand, 
  Telekinesis Mastery, Concentration 8 ranks.
  Effect: You may ﬂoat above the ground and move 
  yourself telekinetically. This requires a move action. 
  You may ﬂoat with a speed of 20 feet and may go 
  as high as 30 feet above the ground. The amount of 
  weight you may carry with you is determined by the 
  Telekinesis mutation (your body weight does not 
  count towards this).
   Special: If the duration ends before you have 
  landed, you immediately drift to the ground without 
  harm (unless you choose to activate the feat again). 
  Action: Move.
  Duration: 5 rounds plus one round per Telekinesis 
  Advancement.
  Usage: Telekinesis.
  RAIN OF OBJECTS 
  You shower your opponent with a storm of small 
  objects in combat, damaging and distracting him.
  Prerequisites:  Telekinesis, Telekinetic Hand, 
  Concentration 3 ranks.
  Effect: You make a ranged attack against your 
  opponent with a damage bonus of +2. This damage 
  bonus is increased by +1 for each time you have 
  advanced your Telekinesis mutation.  The target also 
  suffers a –1 penalty to attack rolls on the round this 
  ability is used. This ability is an attack action and has 
  a range increment of 10 feet.
  Action: Attack.
  
  49
  Duration: One attack.
  Usage: Unlimited.
  TELEKINETIC MASTERY
  You have mastered the skill of basic Telekinesis.  You 
  can now move more weight and unwilling targets.   
  Additionally, you can move objects faster.
  Prerequisites: Telekinesis, Telekinetic Hand, 
  Concentration 5 ranks.
  Effect:  This ability doubles the amount of weight 
  you are capable of moving with Telekinesis and 
  allows you to move objects at a speed of 20 feet per 
  round.  In addition, you can move unwilling creatures 
  or items they hold.  Unwilling creatures are granted 
  a Strength check (DC 10 + your Constitution 
  modiﬁer) to negate the effects.  
  Action: Attack.
  Duration: 5 rounds plus one round per 
  Telekinesis advancement
  Usage: Telekinesis.
  TELEKINETIC THROW
  You can use Telekinesis to hurl one object at another 
  object. 
  Prerequisites: Telekinesis, Telekinetic Hand, 
  Telekinesis Mastery, Rain of Objects, Concentration 
  8 ranks.
  Effect: You can hurl one object toward another 
  target within 20 feet plus 20 feet per Telekinesis 
  advancement of each other.  You must be able to 
  move the weight of the object you are attempting to 
  throw (see Telekinesis mutation) and it must be within 
  the range of your Telekinesis. Unwilling creatures 
  are granted a Will save (DC 10 + your Constitution 
  modiﬁer) to avoid being thrown.
  To hit the target, you must succeed at an attack 
  roll, using your base attack plus Intelligence modiﬁer.  
  Both the target and thrown objects take the same 
  damage.  The damage bonus of this attack is +1 per 
  25 pounds of the object thrown. The narrator may 
  grant a bonus of +1 to +3 to the damage inﬂicted 
  if the object would be more damaging than normal 
  (such as a sharp object, an object covered in spikes, a 
  red hot object and so on). 
  Action: Attack.
  Duration: Full round attack
  Usage: Telekinesis.
  TELEKINETIC DISARM
  You can deprive your opponent of 
  his weapon with telekinetic 
  force at a distance.
  Prerequisites: Telekinesis, 
  Telekinetic Hand, 
  Concentration 5 ranks.
  Effect:  You may make a 
  Disarm attack at range with no penalty to your attack 
  roll. You do not need a ranged weapon to perform 
  this ability but the target must be within range of 
  your Telekinesis, typically 50 feet plus 10 feet per 
  Constitution modiﬁer (minimum 50). 
  Action: Attack.
  Duration: One Disarm attempt.
  Usage: Telekinesis.
  TELEKINETIC GUIDE 
  Using Telekinesis, you can help guide and propel 
  thrown weapons.
  Prerequisite: Telekinesis, Concentration 3 ranks.
  Effect: You can direct a thrown weapon in ﬂight, 
  giving that weapon +2 to hit and increasing its range 
  increment by 50%.
  Action: Free.
  Duration: One Attack.
  Usage: Unlimited.
  TELEKINETIC HAND 
  You are beginning to master your telekinetic abilities, 
  and can now create a telekinetic hand that is able to 
  grasp and handle objects
  Prerequisite: Telekinesis, Concentration 3 ranks.
  Effect: You can use a telekinetic hand to grasp and 
  handle objects just like a normal hand.  It can open 
  doors, turn keys, or attack with weapons.  Whatever 
  action the telekinetic hand takes is counted against 
  your actions for that round.  For example, if the 
  telekinetic hand opened a door, it uses your move 
  action. If the telekinetic hand attacks with a melee 
  weapon, it uses your attack action.  The telekinetic 
  hand may make a full round action.  Using a move 
  action, you can move the telekinetic hand 20 feet.  
  The telekinetic hand cannot be damaged and is 
  considered a medium sized hand.  It can hold only 
  half the weight as your Telekinesis ability and has 
  +0 Strength. You can only create and control one 
  telekinetic hand at a time. Creating a telekinetic 
  hand is a move-equivalent action.  A telekinetic 
  hand is nearly invisible when not holding an object.  
  Observant creatures may notice a visual distortion in 
  the space it occupies with a successful Notice check 
  (DC 16).
  Special: If you attempt to take a full round attack 
  action, using both your telekinetic and natural hands, 
  your telekinetic hand is considered a secondary 
  attack, suffering all the relevant penalties. 
  Action: Move to create.
  Duration: 5 rounds plus one round per Telekinesis 
  advancement.
  Usage: Unlimited.
  
  50
  TELEKINETIC HAND II
  You can now create two telekinetic hands that are 
  able to grasp and handle objects
  Prerequisite: Telekinesis, Concentration 5 ranks.
  Effect: This ability functions the same as 
  Telekinetic Hand except that you may create an 
  additional hand.  The additional hand may be used in 
  conjunction with the ﬁrst telekinetic hand to hold a 
  2-hand weapon or may function on its own.  You may 
  move both hands 20 feet with a single move action.  
  If you take a full round attack, attacking with both 
  your telekinetic and natural hands, the telekinetic 
  hands are considered secondary attacks, suffering all 
  the relevant penalties.
  You can create both telekinetic hands as a single 
  move-equivalent action.
  Action: Move to create.
  Duration: 5 rounds plus one round per Telekinesis 
  advancement.
  Usage: Telekinesis.
  TELEKINETIC PUNCH 
  You strike your opponent with a blast of pure 
  telekinetic force.
  Prerequisites:  Telekinesis, Telekinetic Hand, 
  Concentration 5 ranks.
  Effect:  You may make a ranged attack with a 
  damage bonus of +3, +1 for each time you have 
  advanced your Telekinesis mutation (maximum +5). 
  Action: Attack.
  Duration: One Attack.
  Usage: Telekinesis.
  TELEKINETIC SHIELD
  You have learned how to focus your telekinetic 
  abilities to create a “shield” of force to deﬂect 
  attacks. 
  Prerequisite:  Telekinesis, Concentration 3 ranks.
  Effect:  You can create a shield in front of you that 
  provides cover (+4 Defense and +2 on Reﬂex saves 
  against attacks that affect her area), but does not 
  impede you in any way. Raising a telekinetic shield 
  is a move-equivalent action.  A telekinetic shield is 
  nearly invisible.  Observant creatures may notice 
  a visual distortion in the space around you with a 
  successful Notice check (DC 16).
  Action: Move.
  Duration: 5 rounds plus one round per 
  Telekinesis advancement.
  Usage: Telekinesis.
  TELEKINETIC SLAM
  You strike your opponent with an improved 
  blast of pure telekinetic force.
  Prerequisites:  Telekinesis, Telekinetic 
  Hand, Telekinetic Punch, Concentration 8 
  ranks.
  Effect:  You may make a ranged attack 
  with a damage bonus of +4, +1 for each time 
  you have advanced your Telekinesis mutation 
  (maximum +10). 
  Action: Attack.
  Duration: One Attack.
  Usage: Telekinesis.
  TELEKINETIC SWORD
  You can generate a melee weapon of kinetic 
  energy using the power of your thoughts alone. 
  Prerequisites:  Telekinesis, Telekinetic 
  Hand, Concentration 5 ranks.
  Effect:  The weapon sprouts from your palm 
  and can be grasped without harm, permitting 
  you to wield it like a sword. The telekinetic 
  sword (critical 19-20/+3) cannot be dropped or 
  sundered, and it has a damage bonus of +2, +1 
  for each time you have advanced your Telekinesis 
  mutation (maximum +5).  Creating a telekinetic 
  sword is a move-equivalent action.  A telekinetic 
  sword is visible and glows in a 10-foot radius.
  Action: Move.
  Duration: 5 rounds plus one round per Telekinesis 
  advancement.
  Usage: Telekinesis.
  
  51
  TELEKINETIC SWORD II
  You can generate a melee weapon of powerful kinetic 
  energy using the power of your thoughts alone. 
  Prerequisites:  Telekinesis, Telekinetic Hand, 
  Telekinetic Sword, Concentration 8 ranks.
  Effect:  The weapon sprouts from your palm and 
  can be grasped without harm, permitting you to 
  wield it like a sword. The telekinetic sword (critical 
  19-20/+3) cannot be dropped or sundered, and it has 
  a damage bonus of +4, +1 for each time you have 
  advanced your Telekinesis mutation (maximum +10).  
  Creating a telekinetic sword is a move-equivalent 
  action.
  Action: Move.
  Duration: 5 rounds plus one round per Telekinesis 
  advancement.
  Usage: Telekinesis
  TELEPATHY FEATS
  ANXIETY TRIGGER 
  You unleash a deep-seated phobia into the conscious 
  mind of your target.
  Prerequisite: Telepathy, Concentration 3 ranks.
  Effect: By unleashing the fears that dwell deep 
  inside the mind of everyone, you trigger an anxiety 
  attack in your opponent.  If the victim of this attack 
  fails a Will save (DC 10 + your Charisma modiﬁer), 
  the target suffers an anxiety attack, becoming shaken.  
  A shaken character takes a –2 penalty on attack rolls, 
  saving throws, and skill checks.  If the target makes 
  the save, he or she is immune to this ability for 24 
  hours.  
  Action:  Attack.
  Duration: 5 rounds plus one round per Telepathy 
  advancement.
  Usage: Unlimited.
  ATTRACTION TRIGGER
  You plant a compelling attraction in the mind of the 
  target. 
  Prerequisite: Telepathy, Concentration 3 ranks.
  Effect:  If the target of this ability fails a Will 
  Save (DC 10 + your Charisma modiﬁer), he or she 
  is attracted toward a particular person, an object, an 
  action, or an event. The target takes reasonable steps 
  to meet, get close to, attend, ﬁnd, or perform the 
  object of its implanted attraction. For the purposes of 
  this power, “reasonable” means that while fascinated, 
  the target doesn’t suffer from blind obsession. The 
  target will not undertake obviously self-destructive 
  actions.  The subject can still recognize danger, but 
  will not ﬂee unless the threat is immediate.  If the 
  target makes the save, he or she is immune to this 
  ability for 24 hours. 
  Successfully instilling an attraction to another 
  person in your target does not mean that the target 
  will follow orders from that person indiscriminately. 
  However, the target will view the object of his 
  attraction favorably and will listen (even if he 
  disagrees). This power grants a +4 bonus to all 
  Charisma-based skills when dealing with the subject.
  Action:  Attack.
  Duration: One hour plus one hour per Telepathy 
  advancement.
  Usage: Telepathy.
  CHARM PERSON
  You can make a humanoid creature (mutant or 
  human) regard you as his or her trusted friend and 
  ally. 
  Prerequisites: Telepathy, Attraction Trigger, 
  Concentration 5 ranks.
  Effect:  If the target of this ability fails a Will 
  Save (DC 10 + your Charisma modiﬁer), he or she is 
  charmed. If the target is currently being threatened 
  or attacked by you or allies, however, the subject 
  receives a +5 bonus on his or her saving throw.  
  You cannot control the charmed creature as if he 
  or she was an automaton, but he or she does perceive 
  your words and actions in the most favorable way. 
  You can try to give the subject orders, but you must 
  win an opposed Charisma check to convince the 
  subject to do anything he or she would not ordinarily 
  do. (You can’t try again.) A charmed creature never 
  obeys suicidal or obviously harmful orders. Any 
  act by you or your apparent allies that threatens the 
  charmed creature breaks the power. 
  If the target makes the save, he or she is immune to 
  this ability for 24 hours.
  Action:  Attack.
  Duration: One hour plus one hour per Telepathy 
  advancement.
  Usage: Telepathy
  DOMINATION
  You can assert your will over another creature and 
  control his or her actions. 
  Prerequisites: Telepathy, Attraction Trigger, 
  Charm Person, Concentration 8 ranks.
  Effect:  If the target of this ability fails a Will Save 
  (DC 10 + your Charisma modiﬁer), he or she is under 
  your direct control.  You establish a telepathic link 
  with the target’s mind. If you and your subject share 
  a common language, you can generally force the 
  subject to perform, as you desire, within the limits 
  of the subject’s abilities. If no common language is 
  shared, you can only communicate basic commands. 
  You know what the target is experiencing but do not 
  
  52
  receive direct sensory input from him or her.
  The target resists this control, and if forced to 
  take an action that goes against his or her nature he 
  or she receives a new saving throw with a bonus of 
  +1 to +4, depending on the type of action required. 
  Obviously self-destructive orders are ignored, 
  regardless of the result of the saving throw.
  Once control is established, the range at which it 
  can be exercised is unlimited. You need not see the 
  target to control him or her. 
   If the target makes the save, he or she is immune 
  to domination attempts from you for 24 hours.
  Action: Attack.
  Duration: One day plus one day per 
  Telepathy advancement.
  Usage: Telepathy
  FIGHT TRIGGER 
  You have learned how to stimulate one of the most 
  basic emotional triggers inside the mind of your 
  target: the ﬁght response.
  Prerequisites: Telepathy, Anxiety Trigger, 
  Concentration 3 ranks.
  Effect: You choose a target to become enraged. 
  This target gains bonuses as if she possessed the Rage 
  feat. This ability is an attack action and may only be 
  used on a willing target. 
  Action: Attack.
  Duration: 5 rounds plus one round per Telepathy 
  advancement.
  Usage: Telepathy.
  FLIGHT TRIGGER 
  You have learned how to stimulate one of the most 
  basic emotional triggers inside the mind of your 
  target: the ﬂight response.
  Prerequisite: Telepathy, Concentration 3 
  ranks.
  Effect: If the target of this ability fails a 
  Will Save (DC 10 + your Charisma modiﬁer), 
  the target is panicked.  A panicked character 
  ﬂees as fast as possible and cowers if unable 
  to get away. He defends normally but cannot attack.  
  If the target makes the save, he is immune to this 
  ability for 24 hours.
  Action: Attack.
  Duration: 5 rounds plus one round per Telepathy 
  advancement.
  Usage: Telepathy.
  LIE DETECTOR 
  By scanning for subtle surface cues in your target’s 
  mind, you can tell with complete certainty whether 
  your target is lying.
  Prerequisites: Telepathy, Mental Communication, 
  Concentration 5 ranks.
  Effect: While this ability is active, you gain a +20 
  bonus to Sense Motive. Using this ability is a free 
  action. 
  Action: Attack.
  Duration: 5 rounds plus one round per Telepathy 
  advancement.
  Usage: Telepathy.
  MENTAL COMMUNICATION 
  You have learned the most basic form of telepathy, 
  the ability to send and receive thoughts to and from a 
  willing target.
  Prerequisite: Telepathy, Concentration 3 ranks.
  Effect: You may engage in silent, mind-to-mind 
  communication with any target in your line of 
  sight.  Unwilling targets may attempt to block the 
  communication with a successful Will Save (DC 10 + 
  your Charisma modiﬁer). This ability may be used at 
  will as a free action.
  Action: Free.
  Duration: Unlimited.
  Usage: Unlimited.
  
  53
  MIND STUN 
  You can mentally stun a target for a short duration.
  Prerequisite: Telepathy, Concentration 3 ranks.
  Effect: If the target of this ability fails a Will 
  Save (DC 10 + your Charisma modiﬁer), the target 
  is stunned.  A character that becomes stunned loses 
  his or her Dexterity bonus, drops what he or she is 
  holding, and can take no attack or move actions. In 
  addition, they take a –2 penalty to Dodge. 
  Action: Attack.
  Duration: Instant.
  Usage: Unlimited.
  MIND BLAST 
  You can mentally stun a target for a longer duration.
  Prerequisites: Telepathy, Mind Stun, 
  Concentration 5 ranks.
  Effect: If the target of this ability fails a Will 
  Save (DC 10 + your Charisma modiﬁer), the target 
  is stunned.  A character that becomes stunned loses 
  his or her Dexterity bonus, drops what he or she is 
  holding, and can take no attack or move actions. In 
  addition, they take a –2 penalty to Defense. 
  Action: Attack.
  Duration: 5 rounds plus one round per Telepathy 
  advancement.
  Usage: Telepathy.
  MIND STRIKE
  You can mentally attack a target, inﬂicting pain and 
  agony.
  Prerequisites: Telepathy, Mind Stun, 
  Concentration 5 ranks.
  Effect: You attack the target’s mind, with a damage 
  bonus of +2, +1 for each time you have advanced 
  your Telepathy mutation (maximum +5).   The target 
  may make a Will save (DC 10 + your Charisma 
  modiﬁer) to reduce the damage by half.
  Action: Attack.
  Duration: Instant.
  Usage: Telepathy.
  MIND CRUSH
  You can mentally attack a target, inﬂicting pain and 
  agony.
  Prerequisites: Telepathy, Mind Stun, Mind Strike, 
  Concentration 8 ranks.
  Effect: You attack the target’s mind, with a damage 
  bonus of +4, +1 for each time you have advanced 
  your Telepathy mutation (maximum +10). The target 
  may make a Will save (DC 10 + your Charisma 
  modiﬁer) to reduce the damage by half.
  Action: Attack.
  Duration: Instant.
  Usage: Telepathy.
  PSYCHIC INTERROGATION 
  You place your target in a deep hypnotic trance in 
  which he cannot lie.
  Prerequisites: Telepathy, Mental Communication, 
  Lie Detector, Concentration 8 ranks.
  Effect: If the target of this ability fails a Will save 
  (DC 10 + your Charisma modiﬁer), he enters into a 
  trance and must answer questions truthfully to the 
  best of his ability.  The trance lasts a maximum of 
  10 minutes plus 10 minutes for each time you have 
  advanced your Telepathy mutation. 
  Action: Attack.
  Duration: 10 minutes plus 10 minutes per 
  Telepathy advancement.
  Usage: Telepathy.
  
  54
  TABLE 2-4: MUTATIONS AND DEFECTS
  Mutation
  Beneﬁt
  Advancement
  Aberrant Horn Development
  +2 damage bonus
  +1 damage bonus
  Aberrant Endoskeletal Encasing
  +1 bonus on Toughness saves
  +1 bonus on Toughness saves
  Abnormal Joint Flexibility
  +2 on Escape Artist, Sleight of Hand, Tumble, Climb checks, and Grappling 
  attempts.
  Increases bonus by +2 
  Accelerated White Blood Cell Activity
  Cuts the time between recovery checks in half
  Make recovery checks even faster
  Accumulated Resistance
  +4 on Fortitude saves against chemicals, poisons, drugs, and diseases
  Increases the bonus by +2 
  Acid Excretion Glands
  Ranged acid attack 10 ft +2 damage bonus
  +1 damage bonus and 5 feet range
  Adrenaline Control
  Adrenaline rush 1/day
  Additional adrenaline rush per day
  Additional Limb Development
  See Text
  See Text
  Autism
  +20 on Int skill on a 5-6 of a d6
  Increased chance by 1
  Blindsense
  Blindsense 10 feet
  Increase 10 feet
  Chameleon Epidermis
  Chameleon Ability 1/day
  Additional Chameleon per day
  Claws
  +2 damage bonus
  +1 damage bonus
  Complete Wing Development
  Fly 50 (Clumsy)
  Increases speed by 10 
  Dermal Suction
  climb speed of half his base speed
  climb at his full base speed 
  Dermal Poison Sap
  Posion Melee attack (DC14, Initial/Secondary Damage: 1/1 Str). 
  Increases Fortitude DC by 2 and damage 1
  Dermal Spike Growth
  damage with grapple and +1 Toughness saves
  +1 damage and Toughness
  Diurnal/Nocturnal
  +1 bonus to Strength or Dexterity
  Increases the bonus by +1
  Dual Cerebellum
  Intelligence modiﬁer doubled
  None
  Dual Headed
  +1 bonus to Notice skill checks
  +1 bonus to Notice skill checks
  Dwarﬁsm
  Reduced one size category
  None
  Elongation
  Extend limbs 5 rounds per Con mod
  Doubles duration
  Energy Immunity
  +2 against the given energy type 
  +2 against the given energy type 
  Energy-Retaining Cell Structure
  Absorbs energy
  Absorbs energy
  Enhanced Respiration
  Hold breath for 1 extra minute per Con
  None
  Epidermal Acid Enzymes
  Acid touch attack 
  Increases damage
  Expanded Optic Orbit
  Negates effects that cause blindness
  None
  Extreme Resilience
  Immune to critical 50%
  Immune to critical 100%
  Fragrance Development
  Hypnotize 2d4 HD creatures, Will save (DC 15), duration 2d4 rounds, and range 
  15 feet
  Increases HD of creatures affected by 1d4, Will DC by 2, duration by 1d4, and 
  range by 5 feet
  Gamma-Ray Visual Sensitivity
  Radation detection
  None
  Gigantism
  Increases size
  Increases Strength and Constitution by 1. 
  Haemotoxin Sting
  Touch attack
  Increases damage 
  Hyper Olfactory
  Scent 20 feet
  Increase range 10 feet
  Increased Body Density
  +2 Toughness vs bludgeoning, concussion, and slashing
  +1 Toughness
  Increased Movement
  Speed increased by 10 feet
  Speed increased by 10 feet
  Independent Cerebral Control
  Two Weapon Fighting feat
  None
  Interior Moisture Reservoir
  Survive week without food or water
  survive additional week 
  
  55
  TABLE 2-4: MUTATIONS AND DEFECTS (CONT.)
  Mutation
  Beneﬁt
  Advancement
  Light Distortion Field
  Invisible 6 rounds per Con modiﬁer per day 
  Increases duration by 1 round per Con modiﬁer
  Multi-Faceted Eyes
  +2 on Search and Craft (Mechanics) checks
  Increases bonuses by +2 
  Multiple Stomachs
  Subsist on anything not inherently poisonous
  None
  Multiple Eyes
  +4 bonus to Notice (spot) checks
  Increases bonuses by +2
  Neurotoxin Sting
  Contact does +1 damage and 1d4 Dexterity damage for 1d4 hours. Fortitude save 
  DC 15 negates.  
  Increases acid damage by +1, duration by 1d4 hours, and Fortitude save DC by 2
  Neural Mutation - Precognition
  Will Save (DC 20) to avoid surprise
  Reduce Will save by 2.
  Neural Mutation - Telekinesis
  Move objects weighing 10 lbs. per Con modiﬁer at a speed of 10 feet per round.  Increases the weight by 10 lbs. times per Con modiﬁer
  Neural Mutation - Telepathy
  +2 bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive 
  checks
  Increases bonuses by +1 
  Optic Emissions
  100 feet range +1 Damage bonus attack
  Increases damage by +1
  Protective Dermal Development
  +2 Toughness 
  Increases bonuses by +2 
  Pyrokinetic Pulse Generation
  5-foot-wide heat blast that extends 10 feet and inﬂicts +1 damage per 2 character 
  levels. Reﬂex save (DC 15) for half damage. 
  Increases range by 10 ft and Reﬂex save DC by 1
  Radiation Immunity
  Immune to moderate radiation exposure 
  Increase radiation exposure immunity on level
  Regenerative Capability
  +1 Recovery checks
  +1 Recovery checks
  Respiratory Membrane
  Breathe underwater
  None
  Sensitive Sight
  Low-light vision 60 feet
  Dark Vision 60 feet
  Serrated Dental Development
  Bite attack +2 damage
  Increases damage dice +1
  Shriek
  10 foot radius sonic attack Fortitude save DC 15 or take +1 damage and deafened 
  for 1d4+4 rounds. Save negates
  Increases radius by 5 feet, damage by +1, duration by 1d4 rounds, and DC by 2
  Simian Deformity
  Speed increased by 1/3, extend reach by 5 feet, and +4 to Climb checks
  None
  Skeletal Fortiﬁcation
  Damage +1 and +1 Toughness saves against bludgeoning damage
  Increases damage and Toughness by +1
  Spontaneous Electric Charge Generation
  Touch attack +3 electricity damage. Use 2 + Con modiﬁer per day
  Increases damage by +1 and uses per day by 2.
  Stench
  Fortitude save DC 15 or –2 morale penalty on attack rolls, skill checks, and 
  saving throws for 10 rounds. Range 10 feet.
  Increases Fortitude save DC by 2 and  range by 5 feet
  Superior Kidney Development
  Immune to ingested poisons
  None
  Defect
  Penalty
  Advancement
  Aberrant Deformity
  -2 to Charisma and –6 penalty to Diplomacy and Disguise checks
  None
  Adrenaline Deﬁciency
  -4 penalty Con checks and -2 Init
  Increase penalty by -4 and -2
  Albinism
  -2 to Constitution and Strength when exposed to natural light or other UV 
  sources
  Increase penalty by -2
  Anaphylaxis
  Poisoned (Type: Contact DC15, Initial/Secondary Damage: 1d2 Dex/1d2 Dex) 
  when contact with the offending material 
  Increases the DC by 2 and the damage die by one rank. 
  Atrophied Cerebellum
  Reduce Intelligence, Wisdom, or Charisma by 1
  Decreases another mental ability score by 1
  Attention Deﬁcit
  -2 penalty to to Concentration, Craft, Disable Device and Perform 
  Increases penalties by –2
  Bilirubin Imbalance
  –1 to Charisma and –4 penalty to Bluff and Diplomacy checks
  None
  Bizarre Pigmentation
  –1 to Charisma and –4 penalty to Bluff, Diplomacy, and Disguise skill checks
  None
  
  56
  TABLE 2-4: MUTATIONS AND DEFECTS (CONT.)
  Defect
  Penalty
  Advancement
  Blindness
  Poor vision (20% miss chance)
  Blind (50% miss chance)
  Brachydactyly
  -2 penalty Climb, Craft, Disable Device, Medicine and Sleight of Hand
  Increases penalties by –2
  Cannibalism
  Consume 1/2 pound of ﬂesh every 24-hours or suffer a temporary loss of 1 
  Strength, Constitution, and Dexterity
  Increases amount of ﬂesh consumed  by 1/2 pound and increases ability score 
  loss by 1
  Critical Vulnerability
  Critical threat range of all weapons used against increases by 1
  Increases the critical threat range by 1 
  Cystic Fibrosis
  Lifespan of 20+2d10 years
  Reduce lifespan by 10 years
  Deafness
  Can’t make listen checks and –4 to initiative checks
  None
  Dyslexia
  Cannot read or write and suffer –2 penalty to any skill check that requires 
  reading
  None
  Hemihypertrophy
  Speed reduced by 5 feet and -2 on some skill checks. 
  Decreases speed by 5 feet and increases skill check penalties by -1
  Hemophilia
  -2 Recovery checks
  -2 Recovery checks
  Hunchback
  Reduce speed by 5 and –1 reduction to his Charisma score
  Decrease speed by 5 feet and Charisma by 1
  Immune-System Abnormality
  -4 Fortitude saves against diseases and increases disease’s initial and secondary 
  damage by 1
  Additional -4 to Fortitude saves and increases disease’s initial and secondary 
  damage by 1
  Negative Chemical Reaction
  Medical Incompatibility check with d12
  Lower die range (d10, d8)
  Neuro-Fibromatosis
  -1 reduction to Dexterity and Charisma and -1 penalty on Notice (spot) checks.
  Additional –1 to Dexterity, Charisma, and Notice (spot) checks
  Night Blindness
  Blindness in any poorly lit or deeply shadowed environment 
  None
  Phobia
  Will save (DC 15) or Panic
  Increases the DC by 2  
  Photoluminescent Aural Emission
  Glow that sheds light up to 20 feet 
  None
  Photosensitivity
  Blindness in natural or bright light
  None
  Pituitary Deformation
  Lifespan of 20+2d10 years
  Reduce lifespan by 10 years
  Sensitivity
  -2 Toughness from heat, cold, electricity, acid, energy weapons, sonic attack, 
  poison, or radiation
  -2 Toughness 
  Sickle Cells
  –2 penalty on non-disease Fortitude saves and –1 reduction to Strength
  Additional –2 penalty to Fortitude saves and a-1 to Strength.
  Skeletal Deterioration
  -2 Toughness against bludgeoning 
  -2 Toughness
  Syncope
  Fortitude save (DC 10 + damage inﬂicted) or lose consciousness when fail 
  toughness
  Increases by 1 the number of times per day lose consciousness
  Terminal Limb Deﬁciency
  Limb impaired
  Limb impaired
  Underdeveloped Organ
  One underdeveloped organ
  Additional underdeveloped organ
  
  57
  TABLE 2-5: MUTANT FEATS
  Feat
  Prerequisite
  Beneﬁt
  Aerial Maneuverability
  Dexterity 13, Complete Wing Development
  Maneuverability class increased
  Animal-Friend 
  Fragrance Development (mutation).
  Improves the attitude of animals
  Defect Adaptation
  Mutant
  Lower level of one defect
  Duck
  Dexterity +2, Dodge Focus, Dwarﬁsm 
  Dodge one ranged attack
  Horn Charge
  Aberrant Horn Development
  Gore attack that deals +3 damage on charge
  Improved Grab
  Strength 17, Aberrant Horn Development, Claw, or Serrated Dental Development
  Start a grapple as a free action
  Irradiated
  Radiation Resistance
  Cause radiation with unarmed attacks
  Mutation Advancement 
  Mutant
  Advance one mutation
  Natural Armor Expertise
  Intelligence +1, Aberrant Endoskeletal Encasing, Dermal Spike Growth, or Protective 
  Dermal Development
  +2 equipment bonus
  Plague Carrier
  Accumulated Resistance
  Cause disease with unarmed attack
  Power Dive
  Base Attack Bonus +5, Complete Wing Development
  Dive attack inﬂicts +3 damage
  Remove Defect 
  1st level
  Remove one defect
  Spineless
  Abnormal Joint Flexibility or Elongation 
  +4 on Escape Artist checks and opponent does not add a size bonus to its grapple check
  Strong Flyer
  Strength +2, Complete Wing Development
  Carry a heavy load and move at listed ﬂight speed
  Stunning Boom
  Shriek 
  Targets of shriek must make a Fortitude save or become stunned
  Super Mutant 
  1st level
  Extra mutation
  Surefooted
  Dwarﬁsm 
  +2 on Climb, Jump, and Move Silently 
  Tearing Bite
  Serrated Dental Development
  -1 penalty on Recovery checks 
  
  58
  TABLE 2-6: NEURAL FEATS
  Feat
  Prerequisite
  Beneﬁt
  Anxiety Trigger 
  Telepathy, Concentration 3 ranks
  Target suffers an anxiety attack
  Fight Trigger 
  Telepathy, Anxiety Trigger, Concentration 3 ranks
  Target is enraged
  Attraction Trigger
  Telepathy, Concentration 3 ranks
  Target attracted toward a person, object, action, or event
  Charm Person
  Telepathy, Attraction Trigger, Concentration 5 ranks
  Target is charmed
  Domination
  Telepathy, Attraction Trigger, Charm Person, Concentration 8 ranks
  Target is Dominated 
  Clairaudience
  Precognition, Concentration 3 ranks
  Hear location it as if you were there
  Clairvoyance
  Precognition, Concentration 3 ranks
  See location it as if you were there
  Flight Trigger 
  Telepathy, Concentration 3 ranks
  Target is panicked
  Foresight 
  Precognition, Concentration 3 ranks
  Initiative bonus equal to Wis modiﬁer
  Danger Sense
  Precognition, Foresight, Concentration 5 ranks
  Target is Dominated 
  Perceive Danger 
  Precognition, Foresight, Danger Sense, Concentration 8 ranks
  Make Will save instead Reﬂex save
  Precognitive Combat
  Precognition, Foresight, Concentration 5 ranks
  Insight bonus equal to Wisdom modiﬁer to attack rolls
  Battle Plan 
  Precognition, Foresight, Precognitive Combat, Concentration 8 ranks
  Insight bonus to attack rolls, damage rolls, saving throws, or skill check for 1-3 rounds.
  Precognitive Dodge 
  Precognition, Foresight, Concentration 5 ranks
  Dodge bonus to Defense equal to Wisdom modiﬁer and cannot be ﬂanked. 
  Precognitive Reﬂexes Precognition, Foresight, Precognitive Dodge, Concentration 8 ranks
  Take attack of opportunity on every opponent that attempts to make a melee attack. 
  Perceive Outcome
  Precognition, Foresight, Concentration 5 ranks
  Know the outcome of one action
  Second Chance
  Precognition, Foresight, Perceive Outcome, Concentration 8 ranks
  You can attempt the same action, using the knowledge of the outcome to improve your chances
  Mental Communication 
  Telepathy, Concentration 3 ranks 
  Mind-to-mind communication 
  Lie Detector 
  Telepathy, Mental Communication, Concentration 5 ranks
  +20 insight bonus to Sense Motive
  Psychic Interrogation 
  Telepathy, Mental Communication, Lie Detector, Concentration 8 ranks
  Target enters trance and must answer questions truthfully to the best of his ability
  Mind Stun 
  Telepathy, Concentration 3 ranks
  Target is stuned for 1 round
  Mind Blast 
  Telepathy, Mind Stun, Concentration 5 ranks
  Target stunned for 5 rds + 1 rd per Telepathy advancement
  Mind Strike
  Telepathy, Mind Stun, Concentration 5 ranks
  Mind attack causing damage bonus of +2 plus +1 for each Telepathy advancment
  Mind Crush
  Telepathy, Mind Stun, Mind Strike, Concentration 8 ranks
  Mind attack causing damage bonus of +4 plus +1 for each Telepathy advancment
  Telekinetic Guide 
  Telekinesis, Concentration 3 ranks
  +2 to hit and increase range increment by 50%.
  Telekinetic Hand 
  Telekinesis, Concentration 3 ranks
  Telekinetic hand to grasp and handle objects 
  Rain of Objects 
  Telekinesis, Telekinetic Hand, Concentration 3 ranks
  Inﬂict 1d6 bludgeoning damage + 1 per Telekinesis advancment.
  Telekinetic Throw
  Telekinesis, Telekinetic Hand, Telekinetic Mastery, Rain of Objects, 
  Concentration 8 ranks
  Hurl one object toward another target within 20 feet plus 20 feet per Telekinesis advancement.
  Telekinetic Disarm
  Telekinesis, Telekinetic Hand, Concentration 5 ranks
  Make a Disarm attack at range.  
  Telekinetic Mastery
  Telekinesis, Telekinetic Hand, Concentration 5 ranks
  Doubles weight you can move and objects move at a speed of 20 feet per round
  Levitation
  Telekinesis, Telekinetic Hand, Telekinesis Mastery, Concentration 8 ranks
  Float with a speed of 20 feet and may go as high as 30 feet above the ground.
  Telekinetic Punch 
  Telekinesis, Telekinetic Hand, Concentration 5 ranks
  Inﬂicts damage bonus of +2 plus +1 for each Telekinesis advancment
  Telekinetic Slam
  Telekinesis, Telekinetic Hand, Telekinetic Punch, Concentration 8 ranks
  Inﬂicts damage bonus of +3 plus +1 for each Telekinesis advancment
  Telekinetic Sword
  Telekinesis, Telekinetic Hand, Concentration 5 ranks
  Sword inﬂicts damage bonus of +2 plus +1 for each Telekinesis advancment
  Telekinetic Sword II
  Telekinesis, Telekinetic Hand, Telekinetic Sword, Concentration 8 ranks
  Sword inﬂicts damage bonus of +3 plus +1 for each Telekinesis advancment
  Telekinetic Hand II
  Telekinesis, Telekinetic Hand, Concentration 5 ranks
  2 Telekinetic hand
  Telekinetic Shield
  Telekinesis, Concentration 3 ranks
  Shield that provides half cover 
  Telekinetic Shield II
  Telekinesis, Telekinetic Shield, Concentration 5 ranks
  Shield that provides three quarter cover 
  
  CHAPTER 3: 
  ARTIFACTS OF 
  THE ANCIENTS
  “Mr. President, we are rapidly approaching a moment of truth both for ourselves 
  as human beings and for the life of our nation. Now, truth is not always a pleasant 
  thing. But it is necessary now to make a choice, to choose between two admittedly 
  regrettable, but nevertheless *distinguishable*, postwar environments: one where 
  you got twenty million people killed, and the other where you got a hundred and ﬁfty 
  million people killed.”
  “You’re talking about mass murder, General, not war!”
  “Mr. President, I’m not saying we wouldn’t get our hair mussed. But I do say no 
  more than ten to twenty million killed, tops. Uh, depending on the breaks.”
  - General “Buck” Turgidson and President Merkin Mufﬂey, Dr. Strangelove 
  Every scav, raider, and merchant 
  knows that the scarred lands of the Twisted Earth, 
  though seemingly desolate and broken to the 
  untrained eye, are anything but “empty”.  Though 
  a wild, unchecked wind howls mercilessly by day 
  and night in some regions, and the sun is unfettered 
  in torturing the earth with it’s searing blaze, hidden 
  among the sands, lost hills, and naked mountains 
  are jewels of a sort.  Even the dark smudges of 
  fused glass and molten metal once known as cities, 
  which often sprout like unexpected ﬂowers in the 
  sand, bear treasures worth searching for, ﬁnding, 
  and bringing back to life.
  
  60
  EQUIPMENT
  Market places, village bazaars, 
  and established trade houses 
  deal in all manner of goods.  
  Even in the ruined cities, 
  where communities live and 
  die by brutal violence, some 
  “shops” are known to still 
  operate. Goods exchanged either 
  conform to traditional barter rules (trading one item 
  for another of equal value), or, in some places, the 
  exchange of corium pieces.
  WHAT CAN AND CAN’T BE BOUGHT
  When all is said and done, it is really up to the GM 
  to determine what items can and cannot be bought.  
  In general, it is suggested that ﬁrearms (but not 
  primitive black powder weapons), energy weapons, 
  and advanced armor types be out of reach. They 
  are far too precious for most communities to even 
  consider trading.  Automatic weapons may be made 
  available to certain characters whose origins are 
  suggestive of a more advanced culture or military 
  organization.
  Most other artifacts will be hoarded as precious 
  reminders of man’s glory - as a result, even 
  something as useless as a TV set’s remote control will 
  probably not be for sale.  Only common things such 
  as food, basic clothing, and post-war survival gear 
  (sun hats, canvas bags, etc) will be available in the 
  typical market.
  The exception to this rule is in the case of a 
  campaign that uses a detailed trade settlement as its 
  base.  It is useful to keep a list of things characters 
  have sold off at markets. If characters die off, a new 
  party may come to the same market and ﬁnd these 
  things still for sale.  Then again, even if the party 
  lives, it may need to buy those items back for some 
  unforeseen reason.  In this manner the referee can 
  create a market with real items of value for sale, 
  not just “common goods”, with a widely ﬂuctuating 
  stock.
  STARTING GEAR
  All characters in Darwin’s World start with a certain 
  amount of equipment. The amount of gear given 
  is meant to represent years of scrounging, pack rat 
  hoarding, etc.
  TRADE
  An essential part of playing Darwin’s World is trade 
  - characters will, no doubt, at some point wish to 
  cash in artifacts and excess items for goods and/or 
  services.  Trade is essential to acquiring things 
  characters can’t ﬁnd on their own, whether its food, 
  weapons, or simple spare parts.  As a result, this 
  section deals with trade, barter, and bargaining.
  BARTER VS. A COIN-BASED ECONOMY  
  The economy of the post-holocaust world is based 
  mainly on barter (the exchange of equitable goods), 
  since the existing currencies of the world have long 
  been valueless – copper and nickel simply don’t cut it 
  when there’s an emptiness in your stomach.  Indeed, 
  even fancy minerals and metals like gold and silver 
  holds little or no value in Darwin’s World (sure gold 
  is pretty), but a bar of it is far less valuable than a 
  liter of fresh water), and thus the only system that 
  remains viable is barter.
  All items in Darwin’s World are given a base value 
  in “cp” (see Corium, below), intended to permit the 
  referee to regulate the basic value of items for trades 
  and barter.
  A referee should feel free to modify an item’s 
  value depending on local availability (one way to get 
  excess gear out of characters’ hands if they’re getting 
  too powerful)!
  To negotiate a barter agreement using Wealth, 
  the base Diplomacy DC is 15 plus or minus the 
  difference in Wealth DC between the item being 
  bought and the item being sold. For example if a 
  character wished to trade a Wealth 13 item for a 
  Wealth 17 item the DC would be 15 (base) plus 4 (the 
  difference in value between the items) or 19. 
  CORIUM PIECES (CP; EQUALS ONE “GOLD PIECE“ 
  OR “DOLLAR“)
  Corium is a resource widely accepted throughout the 
  Twisted Earth as a universal form of “money”.  When 
  a nuclear reactor melts down, the molten core often 
  cools into pillar-like formations of metal that glow 
  with a subtle incandescence in the dark, generating its 
  own internal heat.
  Corium is mined throughout the wasteland in spots 
  known to have once been reactors or power plant 
  facilities; miners risk long-term radiation dangers, 
  but the proﬁt is immense for those willing to put on a 
  helmet and go down beneath the earth into the core.  
  Many communities use slaves or conscripts instead 
  to mine their corium deposits.  In any event, corium 
  metal is typically formed into “coins” (generally the 
  shape is ﬂat oval nuggets) and used as a monetary 
  unit – and their mines jealously guarded.
  Though of little practical use, corium cannot be 
  duplicated or falsiﬁed, and thus remains widely 
  accepted as currency for trade, in place of or 
  supplementing traditional barter.
  Variation:  In some places, corium pieces might 
  instead be replaced by a currency of bottle caps, 
  hand-printed “pay slips”, or transferable meal tickets 
  good for one meal in that community’s soup kitchens.
  
  61
  CORIUM PIECES VS. WEALTH
  Darwin’s World uses a coin-based system rather 
  than the standard Wealth system. Should the narrator 
  and players wish to use Wealth, they can use the 
  following simple conversion system: if the item’s 
  cost is 10 or less, multiply the cost by 10 to reach a 
  price in cp. If the item’s cost is 11-15 multiple the 
  cost by 100 to reach a price in cp. If the item’s cost is 
  16+ multiply by 1,000 to reach a price in cp. 
  FIREARMS
  Still in use, after all these 
  decades, are the primitive 
  ﬁrearms—weapons that 
  ﬁre (in general) projectiles 
  of lead or lead shot.  This 
  section includes a selection of 
  both generic ﬁrearms (such as 
  black powder weapons) and speciﬁc “near futuristic 
  ﬁrearms” not covered in the d20 Modern rulebook.  
  For completeness, this section includes those ﬁrearms 
  from d20 Modern that are commonly found in the 
  wasteland.
  HANDGUNS
  BLACK POWDER PISTOL
  These primitive weapons are still created in the 
  wasteland, and resemble their historical counterparts 
  in both appearance and function.  Indeed, some 
  museum pieces are still around, used in the manner 
  for which they were originally intended for, but in the 
  hands of raiders, thugs, and killers.
  A black powder pistol requires a full-round action 
  to reload.
  CALICO M100
  The Calico M100 was a revolutionary weapon that 
  made use of a special helical magazine, which feeds 
  the ammunition into the weapon along a curled, 
  helix-like train.  Attached to the upper back of the 
  weapon, it gives the M100 a unique appearance.  
  Using .22 long riﬂe ammunition, this permits the 
  magazine to hold an unprecedented 100 rounds!  The 
  Calico M100 is light enough to be ﬁred in one hand, 
  though longer (and heavier) 9mm versions require a 
  wood or folding stock.
  The M-100, when broken down, can ﬁt in a 
  standard backpack.  Disassembling the weapon is a 
  full-round action.
  Though low-powered, the high ammunition 
  capacity of the M100, as well as the widespread 
  availability of .22 long riﬂe ammunition (used in 
  many sport and “varmint” riﬂes before the Fall), have 
  made this a weapon prized by scavs and others who 
  must survive for long periods without contact with 
  civilization.
  DART PISTOL
  Dart guns (usually riﬂes, but sometimes pistols) use 
  compressed air to ﬁre a hypodermic dart; this dart can 
  be ﬁlled with chemicals, drugs, or poisons and loaded 
  into the single-shot breech before ﬁring.
  Damage from a dart gun is negligible, but any hit 
  injects the chemical into the target (up to two doses 
  of any given chemical/drug can be loaded into a dart).
  FA CASULL
  The Freedom Arms Casull is a huge revolver 
  designed primarily for hunting - and exotic 
  collecting.  Though a number of variants were 
  produced, all employed high caliber cartridges 
  (.357 magnum, .44 magnum, .454, and .50 caliber), 
  making the Casull one of the most powerful revolvers 
  ever produced.  Made from stainless steel, with a 
  hardwood stock and grip, the Casull is a work of art. 
  Black Powder Pistol
  Calico M100
  Dart Pistol
  
  62
  TABLE 3-1: FIREARMS
  Weapon
  Damage
  Critical
  Damage Descriptor
  Range
  Size
  Cost
  Pistols
  Black Powder Pistol
  +3
  20/+2
  Ballistic
  50 ft.
  Small
  100 cp
  Calico M100
  +3
  20/+3
  Ballistic, Autoﬁre
  50 ft.
  Med.
  200 cp
  Dart Pistol
  See below
  ---
  Ballistic
  20 ft.
  Small
  200 cp
  FA Casull
  +4
  20/+3
  Ballistic
  40 ft.
  Med.
  120 cp
  Gsh-18
  +3
  20/+3
  Ballistic
  30 ft.
  Small
  200 cp
  MP-443 Grach
  +3
  20/+3
  Ballistic
  30 ft.
  Small
  180 cp
  PSM
  +3
  20/+3
  Ballistic
  30 ft.
  Tiny
  180 cp
  Sa.23
  +3
  20/+3
  Ballistic, Autoﬁre
  50 ft.
  Med.
  240 cp
  Zip Gun
  See below
  20/+3
  Ballistic 
  20 ft.
  Tiny
  See below
  Longarms
  AN-94
  +5
  20/+3
  Ballistic, Autoﬁre 
  70 ft.
  Large
  300 cp
  AR-7 Explorer
  +3
  20/+3
  Ballistic
  70 ft.
  Large
  240 cp
  Bizon
  +4
  20/+3
  Ballistic, Autoﬁre
  40 ft.
  Med.
  240 cp
  Black Powder Riﬂe
  +4
  20/+2
  Ballistic
  50 ft.
  Large
  120 cp
  Bushmaster M-17S
  +4
  20/+3
  Ballistic, Autoﬁre
  80 ft.
  Large
  260 cp
  Calico Liberty 50
  +4
  20/+3
  Ballistic, Autoﬁre 
  75 ft.
  Large
  240 cp
  Colt 635
  +4
  20/+3
  Ballistic, Autoﬁre 
  75 ft.
  Med
  240 cp
  Dart Riﬂe
  See below
  ---
  Ballistic
  50 ft.
  Large
  220 cp
  FN Herstal F2000
  +4
  20/+3
  Ballistic, Autoﬁre 
  60 ft.
  Large
  300 cp
  FN-P90
  +5
  20/+3
  Ballistic, Autoﬁre 
  50 ft.
  Large
  260 cp
  H&K CAWS
  +5/+6*
  20/+3
  Ballistic, Autoﬁre 
  30 ft.
  Large
  260 cp
  Jackhammer Mk3A1
  +5/+6*
  20/+3
  Ballistic, Autoﬁre 
  30 ft.
  Large
  260 cp
  OC-14 Groza
  +4
  20/+3
  Ballistic, Autoﬁre 
  70 ft.
  Large
  240 cp
  Pipe Riﬂe
  See below
  20/+3
  Ballistic
  30 ft.
  Large
  See below
  QBZ-95
  +4
  20/+3
  Ballistic, Autoﬁre 
  80 ft.
  Large
  260 cp
  Steyr ACR
  +5
  20/+3
  Ballistic, Autoﬁre 
  90 ft.
  Large
  300 cp
  Steyr IWS 2000
  +6
  19-20/+4
  Ballistic
  350 ft.
  Large
  360 cp
  Valtro-PM-5-350
  +4/+5*
  20/+3
  Ballistic
  30 ft.
  Med.
  180 cp
  VSS Vintorez
  +4
  20/+3
  Ballistic
  140 ft.
  Large
  160 cp
  Heavy
  Calico 2-22 (exotic)
  +3
  20/+3
  Ballistic, Autoﬁre 
  70 ft.
  Huge
  200 cp
  M214 Minigun (exotic)
  +7
  20/+3
  Ballistic, Autoﬁre 
  100 ft.
  Huge
  600 cp
  
  63
  Due to its high quality of manufacture, the Casull is 
  considered a mastercraft weapon.  As such, it grants a 
  +1 bonus on attack rolls.
  Extremely powerful, the Casull is beloved by many 
  leaders of the world’s various raider gangs, and by 
  would-be “raider kings” to whom the Casull is an 
  excellent match for their own ego and cruelty.
  GSH-18
  The Gryazev and Shipunow GSh-18 is an extremely 
  rugged sidearm of Russian manufacture.  While it has 
  an exceptional magazine capacity (18 rounds), the 
  most remarkable feature of the weapon is its ability to 
  ﬁre both 9mm Russian and 9mm NATO cartridges.
  While rare, owners of a GSh-18 prize the weapon 
  for its extended magazine capacity (very useful 
  in a prolonged ﬁreﬁght with ghouls or other ruin-
  denizens) and the fact that ammunition for it is easy 
  to ﬁnd across the wasteland.
  MP-443 GRACH
  Designed as the replacement for the Makarov, the 
  MP-443 Grach is a high ammo capacity automatic 
  pistol with ambidextrous grip.
  PSM
  A Russian-made pistol, the PSM (Pistolet 
  Samozaryadny Malogabaritny, or “small self-
  loading pistol”) was originally designed as the 
  personal sidearm of top Army commanders, though 
  its construction was relatively low-grade utilizing 
  thin aluminum and steel.  The 5.45mm cartridge, 
  however, proved superior to the .22 LR and .25 ACP 
  rounds used in many guns of a similar size.
  The rarity of these weapons has made them a 
  favorite of raider leaders and bandit lords of the 
  desert wasteland.
  SA.23
  The Czech-manufactured Sa.23 was widely used by 
  a number of third world countries across the globe, 
  with extensive use in Africa.  Because it is a compact 
  weapon with relatively well-distributed weight, it 
  can be ﬁred one-handed.
  These cheap, antiquated ﬁrearms are quite 
  abundant all across the Twisted Earth, a testament to 
  the diversity and numbers of impoverished enemies 
  who threw their lot in with the other powers of the 
  world to invade America in the Final War.
  ZIP GUN
  The “zip gun” is a cheaply manufactured piece of 
  homemade hardware, usually just a metal frame or 
  wooden handled “pistol”.  The barrel can be made 
  from any piece of pipe or tube.  Real pistol cartridges 
  are used in the gun, however, and a high-tensile 
  spring is used as a hammer.  When the spring is 
  FA Casull
  GSh-18
  MP-443 Grach
  PSM
  Sa.23
  Zip Gun
  
  64
  triggered, the bullet is hammered and ﬁred out of the 
  barrel.
  The damage inﬂicted by a zip gun depends on what 
  kind of round it is designed to ﬁre (use any pistol 
  round).  The purchase price is based on the caliber.
  Zip guns can only be ﬁred once (the shot ruins 
  the barrel and ﬁring mechanism), and are of limited 
  range and accuracy.
  Raiders and desperados seeking an easily 
  concealed weapon craft zip guns.  Virtually any thug 
  with at least one spare round of ammunition can 
  make a zip gun from readily available materials such 
  as pipe or tubing.
  Zip Gun Type
  Damage
  Cost
  9mm
  +3
  15 cp
  10mm
  +3
  15 cp
  .22 caliber
  +2
  10 cp
  .32 caliber
  +2
  10 cp
  .38 caliber
  +3
  15 cp
  .357 caliber
  +3
  15 cp
  .44 caliber
  +4
  20 cp
  .45 caliber
  +4
  20 cp
  .50AE caliber
  +4
  20 cp
  LONGARMS
  AN-94 ABAKAN
  Designed as a replacement for the aging AK-74, 
  the AN-94 is essentially a more accurate version of 
  that venerable workhorse.  Because of the AN-94 
  ‘s special delayed blowback mechanism, recoil is 
  only felt at the end of a sustained burst – making it 
  far more accurate a weapon than many automatic 
  weapons.
  Due to its high quality of manufacture, the AN-94 
  Abakan is considered a mastercraft weapon.  As such, 
  it grants a +1 bonus on attack rolls.
  AK-47s and AK-74s are commonly found among 
  the communities of the atomic ruin, and the AN-94 is 
  likewise a frequent sight in the hands of many post-
  war survivors and peoples across the Twisted Earth.
  AR-7 EXPLORER
  The Charter Arms AR-7 “Explorer” is one of the 
  more unique guns of the past, ﬁrst created to arm 
  aircraft pilots in the event of an ejection over 
  enemy territory – for defense as well as for hunting 
  game.  A skeletal design, the AR-7 is completely 
  collapsible and the entire weapon can be stored inside 
  its own buttstock!  In addition, the construction of 
  the weapon permits it to ﬂoat harmlessly in water, 
  whether completely assembled or not, without risking 
  malfunction.
  The AR-7, when broken down, can ﬁt in a standard 
  backpack.  Disassembling the weapon is a full-round 
  action.
  Weapons of this kind became extremely popular 
  among survivalists during the Years of Entropy, when 
  a handful ﬂed to the few remaining wilderness areas 
  to escape the “decadence” of civilization - and what 
  they perceived to be the inevitable “invasion” of 
  America.  A hunter’s weapon, it was also a favorite of 
  so-called “militia cells”.  Today it remains a common 
  sight among scavs and other wilderness travelers.
  AN-94 Abakan
  AR-7 Explorer
  
  65
  BIZON
  The Russia-made “Bizon” heavy submachine gun 
  utilizes a helical magazine not unlike the kind seen 
  on the Calico M100 and Calico Liberty 50, though 
  with the improved 9mm round the Bizon’s magazine 
  holds 67 rounds.  The rest of the weapon is based 
  largely on the aging AK-47 design.
  BLACK POWDER RIFLE
  The black powder riﬂe, or “musket”, is one of the 
  most common ﬁrearms in the wasteland.  Similar 
  to those fashioned in early American history, these 
  weapons are unpredictable, have a slow reload rate, 
  and require constant and tedious maintenance.
  A black powder riﬂe requires a full-round action to 
  reload.
  Carved from sacred wood with religious reverence, 
  and ﬁtted with intricate workings of metal scavenged 
  from the ruins and re-shaped by mutant hands, 
  muskets are the ultimate tool of war for many 
  primitive communities and survivors from the savage 
  wasteland.  Made with a deteriorating understanding 
  of technology, the musket is an impressive artifact 
  that roars with sound, smoke, and ﬁre.  Oftentimes 
  those who use muskets decorate them with carvings 
  of their primitive “war gods” or picture stories of the 
  great enemies they have been instrumental in slaying.  
  As such each musket is a work of art.
  BUSHMASTER M-17S
  The Bushmaster is an American-manufactured 
  bullpup .223 assault carbine, based on the AR-18 and 
  capable of accepting all M-16 and AR-15 magazines.  
  The majority of the weapon is made of composite 
  polymers, Teﬂon, and aircraft aluminum.
  CALICO LIBERTY 50
  The Liberty 50 is the 9mm variant of the Calico 
  M100, a carbine version with a longer barrel, wooden 
  or polymer buttstock, and 50 round helical magazine 
  (the reduced magazine capacity is due to the larger 
  round).
  COLT 635
  Though outwardly resembling the M16 (and thus 
  easy for users familiar with that weapon to master), 
  the Colt 635 uses pistol rounds instead of the standard 
  riﬂe projectile.  Though not exactly on par with the 
  “non-lethal weapons” developed for that purpose, 
  this low-powered weapon was issued extensively to 
  Bizon
  Black Powder Riﬂe
  Bushmaster M-17S
  
  66
  Department of Energy nuclear power plant security 
  forces (in addition to other special security and law 
  enforcement buyers).
  These weapons are often found in the mutated 
  hands of the Brotherhood of Radiation, whose bizarre 
  monastic order often controls the few remaining 
  ruined atomic power plants from before the Fall as 
  “holy sites”.
  DART RIFLE
  A dart riﬂe is a longer-range version of a dart pistol.
  Damage from a dart gun is negligible, but any hit 
  injects the chemical payload into the target when hit 
  (up to two doses of any given chemical/drug can be 
  loaded into a dart).
  FN HERSTAL F2000
  A truly futuristic weapon, in appearance as well as 
  construction, the F2000 is a modular bullpup weapon 
  of Belgian design.  The unique part of the F2000 
  is its modular components, which allow a user to 
  mount either a 40mm grenade launcher, or a non-
  lethal module that ﬁres 12 gauge tear gas pellets.  
  Cartridges are ejected from the front of the weapon, 
  and ambidextrous controls mean it is usable by right- 
  and left-handed users.
  Though the F2000 comes with a standard scope, 
  an advanced scope speciﬁcally designed for the 
  weapon (“computerized ﬁre control module”) grants 
  a +1 mastercraft bonus to both the weapon and any 
  grenade launcher attached to it.  
  Tear gas dispensed via the tear gas pellets ﬁred 
  from the F2000 only ﬁlls the four squares around the 
  target, and does not expand each round (like an actual 
  tear gas grenade).  Dispersal is as normal.
  Calico Liberty 50
  Colt 635
  Dart Riﬂe
  
  67
  FN P-90
  Designed primarily for the close-in defense of vehicle 
  crews, the FN P-90 is a futuristic bullpup weapon 
  of Belgian design that employs the unique SS190 
  5.56mm round to defeat most body armor and similar 
  infantry protection – something that most submachine 
  guns have difﬁculty with.  In addition, the weapon’s 
  overall lightweight and high magazine capacity (50 
  rounds) make it an exceptional ﬁrearm.
  Ambidextrous components make the P-90 usable 
  by both right- and left-handed users.
  HECKLER & KOCH CAWS
  The Heckler & Koch Close Assault Weapon System 
  is an advanced automatic shotgun that ﬁres a 
  specialized form of ammunition of tungsten pellets or 
  “ﬂechettes”.  The design of the weapon is such that 
  recoil is greatly reduced and rate of ﬁre is comparable 
  to many other burst-capable weapons.
  While not widely used by the military forces of the 
  Ancients, the HK CAWS saw widespread deployment 
  among SWAT teams and law enforcement in many 
  of the major cities during the chaotic years preceding 
  the Fall.
  JACKHAMMER MK3A1
  The American-made Jackhammer is an unusual 
  shotgun design in that it is solely automatic, 
  unlike even the powerful HK CAWS (which is 
  also an automatic shotgun).  As if this weren’t 
  unconventional enough, the Jackhammer employs a 
  revolutionary revolving 10-round cylinder, not too 
  different in appearance and operation from traditional 
  sidearm revolvers.
  The weapon’s cylinder must be manually reloaded 
  just like a normal revolver.
  While extraordinarily rare, the Jackhammer is 
  FN Herstal F2000
  FN P-90
  Heckler & Koch CAWS
  
  68
  favored by the warrior-monks of the Foundation as 
  the weapon of choice for their knights and paladins.  
  This is due not only to the weapon’s capabilities as 
  a fully automatic shotgun, but also because of its 
  futuristic appearance.
  OC-14 GROZA
  The Groza (“thunder”) is a remarkable weapons 
  system that was designed to be easily converted 
  for various duties.  Using a kit, quick alterations to 
  the weapon convert it from a basic assault riﬂe to 
  an assault carbine, silenced assault riﬂe, or assault 
  riﬂe/grenade launcher (40mm) combination.  A 
  special version, the “Groza-1”, was developed for the 
  Spetsnaz and utilizes the same clip as the AK-74. The 
  Groza accepts a suppressor without modiﬁcation.
  PIPE RIFLE
  These generic weapons are simply homemade riﬂes 
  (much like the zip gun), making use of any length 
  of pipe and attaching it crudely to a stock to control 
  recoil.  Regular riﬂe cartridges are used in the gun, 
  and a primitive breech-load is generally ﬁtted.  Shot 
  capacity is invariably one round at a time.
  The damage inﬂicted by a pipe riﬂe depends on 
  what kind of round it is designed to ﬁre (use any riﬂe 
  round).  The purchase DC is based on the caliber.
  Any critical miss with a pipe riﬂe results in the 
  weapon being destroyed due to misﬁre.
  Pipe riﬂes are extremely common weapons among 
  tribal communities, desert villages, and raider gangs 
  alike, due primarily to their ease of manufacture and 
  the quickness with which they can be produced.
  Pipe Riﬂe Type 
  Damage 
  Cost
  .22 LR 
  +2
  15 cp
  5.56mm 
  +4
  20 cp
  7.62mmR 
  +4
  25 cp
  7.62mm 
  +5
  35 cp
  Heckler & Koch G-11
  Jackhammer Mk3A1
  OC-14 Groza
  
  69
  Due to unreliable construction, .444 caliber, .50 
  caliber, and shotgun ammunition cannot be used in a 
  pipe riﬂe.
  QBZ-95
  A Chinese bullpup assault riﬂe, the QBZ-95 has a 
  polymer casing and magazine, chambered to ﬁre 
  the 5.8mm round (though export versions use the 
  5.56mm NATO cartridge).  There is also a carbine 
  version of this weapon with a signiﬁcantly shortened 
  barrel.
  While rare elsewhere, the QBZ-95 is relatively 
  common along what used to be the west coast of the 
  United States - apparently leftovers from the now-
  vanished Asian invaders that stormed the beaches 
  just prior to the Fall.
  STEYR ACR
  The Steyr Advanced Combat Riﬂe (or “ACR”) is 
  a unique weapon with uncommon characteristics 
  – it ﬁres a ﬂechette “dart” within a sabot round 
  that maintains velocity and accuracy over great 
  ranges.  Firing an extremely fast and stable 
  projectile, it has been described as having almost 
  “ray-gun performance”, hitting exactly where it is 
  aimed almost regardless of the target’s movement.  
  This same high velocity gives the ACR excellent 
  Pipe Riﬂe
  QBZ-95
  Steyr ACR
  Steyr IWS-2000
  
  70
  penetrating power, and the relatively diminutive size 
  of the ﬂechette results in minimal recoil.
  Like the Steyr AUG, the ACR has ambidextrous 
  components that make it usable by both right- and 
  left-handed users.  A standard scope is built in.
  Due to its high quality of manufacture, the Steyr 
  ACR is considered a mastercraft weapon.  As such, it 
  grants a +1 bonus on attack rolls.
  STEYR IWS-2000
  The IWS-2000 was probably the most powerful riﬂe 
  of its kind during its day.  Employing a 15.2mm 
  tungsten ﬂechette projectile, sheathed in a ﬁn-
  stabilized plastic sabot, it was designed to bring down 
  helicopters, penetrate the armor of light vehicles 
  (including most armored personnel carriers), and 
  other “soft” targets up to a kilometer away.
  Though it uses a massive round, the IWS-2000’s 
  composite construction, weight distribution, and huge 
  muzzle brake reduce the recoil to that of a large-
  caliber sporting riﬂe.  A standard scope is built in, as 
  is a bipod.
  VALTRO PM-5-350
  The Italian Valtro PM-5-350 is a shotgun of unusual 
  design, with a much shorter barrel than most tactical 
  shotguns, an assault foregrip, and a seven round box 
  magazine that feeds from below like a traditional 
  assault riﬂe.  While unconventional in design, the 
  Valtro is a compact weapon comparable in size to 
  many sawed-off shotgun variants.
  VSS VINTOREZ
  The VSS (Vintovka Snaiperskaja Spetsialnaya, or 
  “special sniper riﬂe”) is a truly insidious weapon, 
  utilizing the special subsonic SP-5 sniper cartridges 
  that reduce the sound repeat of the riﬂe to something 
  Although not exactly an efﬁcient or practical 
  weapon, the formidable “two barreled” appearance 
  of the Two-Twenty-Two (as well as its simple method 
  of operation) has made it a popular vehicle-mounted 
  weapon among the Twisted Earth’s raider gangs.
  M214 MINIGUN
  Developed for use on helicopters and light aircraft, 
  the M214 “minigun” is an impressive weapon with 
  many legends surrounding it.  A “gatling” style 
  weapon, the M214 has six electrically driven barrels 
  that revolve at up to a colossal 10,000-rpm, making 
  it able to spit out 166 rounds per second.  Despite 
  the impressive rate of ﬁre, however, the weapon 
  similar to a .22 riﬂe. The Vintorez is considered to 
  have a built-in suppressor.
  HEAVY WEAPONS
  CALICO TWO-TWENTY-TWO
  An odd weapon, the “Two-Twenty-Two” is a dual-
  barreled “gatling gun” conversion using .22 long 
  riﬂe ammunition.  A hand crank at the rear of the 
  weapon ﬁres the guns alternately with a cam system 
  not unlike a low rate-of-ﬁre machinegun.  The Two-
  Twenty-Two requires two separate 10-round clips, 
  one for each gun.
  Valtro PM-5-350
  VSS Vintorez
  
  71
  itself is prohibitively heavy (30 lbs), not including 
  its ammunition supply, and requires the equivalent of 
  two truck batteries to operate.
  A regular power beltpack must be used to power 
  this weapon, in addition to standard ammunition.
  EXPLOSIVES 
  AND SPLASH 
  WEAPONS
  After the nuclear war, the 
  entire face of the wasteland is 
  often littered with the remnants 
  of the brutal conﬂict that ravaged the world.  In 
  addition to radiated hotspots and destroyed cities, 
  old battleﬁelds are often encountered where military 
  hardware can be scavenged.  Among those items 
  prized by scavengers are military-grade explosives; 
  this section details a selection of such items not found 
  in the core rules.
  GRENADES AND EXPLOSIVES
  Many explosives require detonators, which are 
  described in the Weapon Accessories section.
  BLOOD AGENT GRENADE
  This type of grenade jelliﬁes the lungs of those 
  who breathe it (chemicals used include mustard gas 
  and chlorine gas).  On the round that it is thrown, a 
  grenade of this type ﬁlls the four squares around it 
  with a cloud of gas.  On the following round, it ﬁlls 
  all squares within 10 feet, and on the third round it 
  ﬁlls all squares within 15 feet.    It disperses after 10 
  rounds, though a moderate wind (11+ mph) disperses 
  Calico Two-Twenty-Two
  M214 Minigun
  RPG-7/16
  
  72
  TABLE 3-3: EXPLOSIVES AND SPLASH WEAPONS
  Weapon
  Effect
  Radius
  Save DC (Type)
  Size
  Cost
  Blood Agent Grenade
  Acid damage (+5)
  15 ft.
  25 (Fortitude)
  Small
  900 cp
  Energy Grenade
  Energy damage (+8)
  20 ft.
  15 (Reﬂex)
  Small
  900 cp
  Glitter Grenade
  Energy cover
  15 ft.
  ---
  Small
  200 cp
  Mine
  Explosion (+5)
  50 ft.
  15 (Reﬂex)
  Small
  500 cp
  Negation Grenade
  EMP
  20 ft.
  25 (Reﬂex)
  Small
  900 cp
  Nerve Gas Grenade
  Poison
  15 ft.
  22 (Fortitude)
  Small
  900 cp
  Photon Grenade
  Blindness
  30 ft.
  18/15(Reﬂex/Fortitude) 
  Tiny
  900 cp
  Plasma Grenade
  Fire/Energy (+12)
  20 ft.
  15 (Reﬂex)
  Small
  1,000 cp
  Radiation Grenade
  Acid/Radiation
  15 ft.
  See below
  Small
  1,000 cp
  Shock Grenade
  Electricity (+6)
  20 ft.
  18 (Reﬂex)
  Small
  200 cp
  Stun Grenade
  Nonlethal (+5)
  10 ft.
  15 (Reﬂex)
  Tiny
  50 cp
  Thermite Grenade
  Fire (+10)
  20 ft.
  18 (Reﬂex)
  Small
  300 cp
  White Phosphorous Grenade
  Fire (+4)
  20 ft.
  12 (Reﬂex)
  Small
  200 cp
  the gas in 4 rounds and a strong wind (21+ mph) 
  disperses it in 1 round.  Each round a target remains 
  in the gas, he must make a Fortitude save (DC 25) or 
  suffer acid damage with a damage bonus of +5.
  ENERGY GRENADE
  This type of grenade generally utilizes plutonium 
  or uranium in a solid and stable “chip” form; when 
  the central detonator core explodes (usually with 
  only enough force to crack the grenade casing), the 
  fracturing of the chip expels intense ions, in the form 
  of a powerful energy burst.
  GLITTER GRENADE
  This type of grenade utilizes a sheath of ﬁnite 
  chromium crystals around a central detonator core of 
  explosives.  When detonated, the grenade explodes 
  into a cloud of glittery reﬂective particles, which 
  reﬂect and diffuse laser light shot at or through the 
  cloud.  The grenade is used as a deterrent/screen, 
  preventing lasers from being ﬁred in its area of effect.  
  On the round that it is thrown, a grenade of this type 
  ﬁlls the four squares around it with a cloud of glitter.  
  On the following round, it ﬁlls all squares within 
  10 feet, and on the third round it ﬁlls all squares 
  within 15 feet.  It disperses after 10 rounds, though 
  a moderate wind (11+ mph) disperses the glitter in 4 
  rounds and a strong wind (21+ mph) disperses it in 1 
  round.  Lasers will not affect targets in or ﬁre through 
  the glitter cloud (the cloud provides total cover 
  against such attacks). Targets within the cloud have 
  an effective concealment (20% miss chance) against 
  all other types of attack.
  MINE
  These types of explosives were incredibly common 
  throughout the world prior to the Fall, and remain 
  as a deadly threat to survivors in the aftermath of 
  the nuclear holocaust.  Capable of being hidden for 
  decades and still working (plastic parts not only 
  make them impossible to detect, but also ensure their 
  long life), mines are among mankind’s most tragic 
  testament to strife.
  Treat mines as fragmentation grenades (unless 
  designed to destroy tanks, in which case use the stats 
  for the anti-tank grenade), which detonate when 
  activated, like a trap.  A Disable Device check is 
  required to disarm a mine for later use (typical DC is 
  16).
  NEGATION GRENADE
  This type of grenade comes in a variety of forms, 
  from hand-held grenades to grenade launcher shells, 
  to rockets, missiles, and even artillery shells.  The 
  bomb, when it explodes, creates an incredible 
  dampening ﬁeld that confuses, jams, and creates a 
  general “haywire” effect on electrical equipment in 
  the area of effect.  This temporarily shorts-out all 
  forms of electronic equipment (including powered 
  weapons and armor) within the burst radius for 2d4 
  rounds. Robots and androids caught within the blast 
  radius of a negation grenade must make a Reﬂex save 
  (DC 25) or suffer the same effects.
  NERVE GAS GRENADE
  This type of grenade creates a cloud of nerve gas, 
  which works to destroy the central nervous system 
  of living beings.  Colorless and odorless, it kills. On 
  the round that it is thrown, a grenade of this type ﬁlls 
  the four squares around it with a cloud of gas.  On the 
  following round, it ﬁlls all squares within 10 feet, and 
  on the third round it ﬁlls all squares within 15 feet.    
  It disperses after 10 rounds, though a moderate wind 
  (11+ mph) disperses the gas in 4 rounds and a strong 
  wind (21+ mph) disperses it in 1 round.  
  Each round a target remains in the gas he is subject 
  to the nerve gas effects. A gas mask will not protect 
  against such gas (it is transferred through skin contact 
  as easily as through breathing), though a complete 
  protective suit will.  The nerve gas has a Fortitude 
  save (DC 22), initial damage of 2 Con, and secondary 
  damage of 3 Con.
  
  73
  PHOTON GRENADE
  This type of grenade lets off a powerful burst of 
  photons (in effect, charged light beams), which 
  damage or destroy optical nerve endings.  Those 
  within 30 ft radius and facing the grenade when 
  it detonates must make a Reﬂex save (DC 18) to 
  avoid its effects. If affected, the victim must make 
  Fortitude save (DC 15) or be blinded permanently.  A 
  successful save still incurs blindness, but only for 1d4 
  hours.
  PLASMA GRENADE
  The super-advanced plasma grenade is the ultimate 
  in anti-personnel grenades.  The compact device 
  contains an internal cylinder kept under constant 
  magnetic pressure, inside of which is sustained a 
  super-heated gas (i.e. “plasma”).  When detonated, 
  the plasma grenade explodes with a ﬂash of pure 
  energy, tearing through ﬂesh and metal plate with 
  equal ease.
  These grenades are exceptionally powerful, but 
  are hard to maintain; they must be kept in a powered 
  crate when not in use to maintain the plasma ﬁeld 
  (otherwise, the grenades become unstable and 
  detonate after 1-4 days once their power holding is 
  gone).
  RADIATION GRENADE
  This type of insidious grenade, when detonated, emits 
  a cloud of quickly expanding uranium hexaﬂouride 
  - creating a radioactive cloud of acid gas in the area 
  of effect.  On the round that it is thrown, a grenade of 
  this type ﬁlls the four squares around it with a cloud 
  of radioactive acid gas.  On the following round, it 
  ﬁlls all squares within 10 feet, and on the third round 
  it ﬁlls all squares within 15 feet.  It disperses after 10 
  rounds, though a moderate wind (11+ mph) disperses 
  the gas in 4 rounds and a strong wind (21+ mph) 
  disperses it in 1 round.  
  Each round a target remains in the gas cloud, it 
  suffers acid damage (damage bonus +2) as well as 
  exposure to high or severe radiation (see Radiation). 
  If the target remains in the cloud for a single round, 
  they must resist high radiation sickness (Fort DC 
  21; Damage 2 Con).  Targets spending more than 
  1 round must resist severe radiation sickness (Fort 
  DC 24; Damage 3 Con).  Targets that fail the save, 
  take immediate Constitution damage and Radiation 
  Sickness (see Diseases).
  SHOCK GRENADE
  This type of grenade lets off a blast of electricity in 
  its area of effect.  This causes regular damage but 
  yet metal obstacles do not afford protection or cover 
  (the charge passes right through, so the area of effect 
  stays the same even in close quarters).  
  STUN GRENADE
  This type of grenade emits a powerful stunning 
  electric ﬁeld when the internal power generator 
  (a one-shot power magniﬁer that burns itself out 
  reaching the detonation energy level) detonates, 
  affecting not only living things, but electronics as 
  well.
  THERMITE GRENADE
  Thermite does not technically explode. Instead, it 
  creates intense heat meant to burn or melt through 
  an object upon which the grenade is set. Pre-Fall 
  military forces used thermite grenades to quickly 
  destroy key pieces of equipment.
   
  WHITE PHOSPHORUS GRENADE
  White phosphorus grenades use an explosive charge 
  to distribute burning phosphorus across the burst 
  radius. Any target that takes damage from a White 
  Phosphorus grenade is dealt additional ﬁre damage 
  (damage bonus +3) in the following round and risks 
  catching on ﬁre.
  In addition, a WP grenade creates a cloud of 
  smoke. Treat a white phosphorus grenade as a smoke 
  grenade.
  LASERS
  Well known in science ﬁction 
  long before they actually 
  became viable weapons, 
  lasers were a natural 
  evolution of the advanced 
  military science of the 
  “Ancients.”
  Lasers weapons work by colliding lasing atoms 
  with electrically accelerated electrons within some 
  form of active medium (usually a gas, crystal, or 
  liquid high in chromium).  The earliest versions 
  use a synthetic ruby “rod” with a mirrored surface 
  on one end and a partially silvered tip on the other, 
  surrounded by a coil of high-durability glass (a xenon 
  ﬂash tube).  The light produced by the xenon ﬂash 
  tube excites the chromium atoms in the medium (in 
  this case the crystal rod); as the electrons begin to 
  get excited, variations in the energy levels of these 
  electrons cause an emission of photons, or light 
  particles.  These photons bounce back and forth down 
  the rod off of each of the mirrored ends, creating 
  more energy as they strikes each other, in effect 
  amplifying the laser’s power exponentially.  This 
  process occurs in a mere fraction of a second, and 
  
  74
  Dazzle Riﬂe
  when the beam reaches an intensity sufﬁcient to burn 
  tissue it is emitted through one end, reﬁned through a 
  reﬁning crystal, and discharged towards the target.
  Lasers may be set to ﬁre in “continuous 
  wavelength” mode, which means the weapon 
  continues to ﬁre a single beam as long as the trigger 
  is depressed.  This is especially useful against non-
  mobile targets (such as obstacles), allowing the 
  weapon to literally “drill” through them.  Once a 
  laser ﬁring on this mode hits, it does not need to roll 
  to hit again each round, inﬂicting regular damage 
  automatically until the ﬁrer decides to end the beam 
  (or the weapon’s power source runs out of charges).  
  This mode can only be used on non-mobile targets.
  Unless speciﬁed, lasers cannot ﬁre through smoke 
  or glitter clouds
  LONGARMS
  DAZZLE RIFLE (NLW)
  The “dazzle riﬂe” resembles any ordinary riﬂe, 
  but it is in fact a non-lethal weapon designed for 
  subduing and disabling targets in high-risk areas 
  (such as within nuclear power plants and missile 
  silos, biological containment areas, etc.).  The dazzle 
  Laser Pistol
  TABLE 3-4: LASERS
  Weapon
  Damage
  Critical
  Damage Descriptor
  Range
  Cost
  Handguns 
  Laser pistol
  2d12
  20
  Energy
  50 ft.
  6,000 cp
  Longarms 
  Dazzle riﬂe
  Blindness
  ---
  Energy
  50 ft.
  Large
  Infra-red riﬂe
  +12
  20/+3
  Energy
  150 ft.
  Large
  Pulse laser riﬂe
  +9
  20/+3
  Energy, Autoﬁre
  100 ft.
  Large
  X-Laser
  +9
  20/+3
  Energy
  100 ft.
  Large
  Heavy Weapons 
  Laser anti-tank riﬂe
  +20
  20/+3
  Energy
  100 ft.
  Large
  Laser cannon
  +24
  20/+3
  Energy
  300 ft.
  Huge
  Infra-Red Laser Riﬂe
  
  75
  riﬂe operates by emitting a brilliant beam of photons 
  in a wide “pulse”, affecting unshielded eyes with 
  immediate ﬂash burns and blindness.
  The target of a Dazzle Riﬂe must make a Reﬂex 
  save when hit (the DC is equal to the attacker’s attack 
  roll) or be blinded for 5 minutes.
  Dazzle riﬂes do not have a continuous wavelength 
  mode.
  INFRA-RED LASER RIFLE
  The infra-red laser is a special laser with a coated 
  discharge lens that ﬁlters out all light except for 
  that emitted at .01 cm wavelength or greater – in 
  effect, generating a beam exclusively in the infra-red 
  spectrum.  Though the IR laser is substantially low-
  powered when compared with other laser weapons (it 
  produces far less energy with each discharge), the IR 
  laser is totally invisible except when viewed with IR 
  goggles (which show the beam solidly).
  IR lasers are unaffected by smoke, but are impeded 
  by glitter as normal lasers.
  PULSE LASER RIFLE
  The pulse laser riﬂe is an advanced development 
  of the standard laser riﬂe, modiﬁed to ﬁre pulses of 
  laser light in the manner of a fully automatic weapon.  
  This ability is provided by a high capacity xenon 
  ﬂash tube (which provides a stream of steady ﬂash 
  pulses) instead of the normal single-pulse ﬂash lamp 
  of most traditional laser weapons.  In addition, argon 
  is typically used instead of the standard neodymium, 
  as argon requires less energy to create a laser pulse (a 
  more powerful series of pulses creates far more strain 
  on the xenon ﬂash tube, and thus risks breakage).
  Pulse laser riﬂes do not have a continuous 
  wavelength mode.
  Laser Riﬂe
  Pulse Laser Riﬂe
  X-Laser Riﬂe
  
  76
  through walls and other obstructions without reduced 
  effect against targets concealed behind them. The x-
  laser can penetrate 20 feet of cloth, wood, or similar 
  animal or vegetable matter. It can penetrate up to 10 
  feet of stone, 10 inches of iron, steel, copper, and 
  brass, but it cannot penetrate lead, gold, or platinum. 
  As a result, the x-laser ignores the Hardness of 
  obstacles (including vehicles and armor). Often an 
  x-laser will be mated with X-ray goggles to allow the 
  ﬁrer to see through walls and identify targets behind 
  them at which to ﬁre.
  X-lasers do not have a continuous wavelength 
  mode.
  HEAVY WEAPONS
  LASER ANTI-TANK RIFLE
  A heavy laser, this man-portable laser anti-tank riﬂe 
  is a shoulder-mounted weapon (so-made because 
  the internal photon generator coils are rather heavy, 
  since they generate a far more powerful pulse than 
  the typical laser).  The laser anti-tank riﬂe was 
  primarily used to destroy light to medium armored 
  threats:  armored vehicles, attack skimmers, and light 
  fortiﬁcations such as bunkers and pillboxes.
  Laser anti-tank riﬂes do not have a continuous 
  wavelength mode.  Though it requires a fully charged 
  minifusion cell to operate, one shot from this weapon 
  drains the entire cell.
  LASER CANNON
  The laser cannon is simply a gigantic laser weapon 
  with extra-heavy photon generators, allowing it to 
  produce a signiﬁcantly more destructive burst of 
  lazing energy with each buildup of power.  These 
  weapons are extraordinarily large (generally only 
  mounted on special laser tanks or in ground-based 
  of tissue and materials than most forms of radiation.  
  Unlike the relatively harmless x-ray machine, 
  however, the weapon version of this technology emits 
  rays at a shorter wavelength, causing a more violent 
  “disruption” effect.
  The x-laser causes damage mainly by breaking 
  down and disintegrating the tissues its beam comes in 
  contact with. In addition, an x-laser can ﬁre straight 
  X-LASER
  The so-called “x-laser” is a bulky and difﬁcult energy 
  weapon to employ.  The common x-ray device 
  used in all Ancient-era medical facilities shares the 
  principle behind the x-laser; high-speed electrons, 
  creating an emission of “x-rays”, bombard a tungsten 
  or yttrium “target” inside the weapon.  These rays are 
  quite potent, able to penetrate a far greater amount 
  Laser Anti-Tank Riﬂe
  Laser Cannon
  
  77
  TABLE 3-5: MASERS
  Weapon
  Damage
  Critical
  Damage Descriptor
  Range
  Size
  Cost
  Handguns 
  Maser pistol
  +6
  20/+3
  Energy
  100 ft.
  Small
  6,000 cp
  Longarms 
  Maser riﬂe
  +9
  20/+3
  Energy
  150 ft.
  Large
  15,000 cp
  AAA batteries, for instance), but are effective against 
  almost all forms of heavy vehicles and fortiﬁcations.  
  Laser cannons do not have a continuous 
  wavelength mode.  Though it requires a fully charged 
  minifusion cell to operate, one shot from this weapon 
  drains the entire cell.
  MASERS
  The maser (or “thermal gun” 
  as it is sometimes known) 
  is basically a “microwave 
  laser”.  Originally 
  designed to make the use 
  of smoke and glitter as a 
  countermeasure ineffective, 
  the maser operates using light outside the visible 
  spectrum (unlike the traditional laser), and thus is not 
  affected by such obstacles.
  Maser weapons are built around a central high-
  capacity magnetron tube (similar to the kind found in 
  a microwave oven), which emits a narrow stream of 
  microwaves at the target, causing extreme vibration 
  and energization of water molecules – in effect, 
  boiling the target area in a ﬂash of intense, highly-
  focused heat.
  Maser weapons receive a +2 attack bonus against 
  opponents wearing metal armor.
  HANDGUNS
  MASER PISTOL
  Simply a scaled-down version of the maser riﬂe, 
  the maser pistol has a smaller energy capacitor, a 
  reduced magnetron tube, and only a “ﬂash” shot 
  capability.  Although it does less damage, its small 
  size permits the microwave pistol to be more easily 
  carried as a sidearm.  Such weapons were actually 
  quite widespread as a civilian and police sidearm 
  during the ﬁnal years of the Fall, when cities were 
  shrouded in thick smog from over polluting industry, 
  and came in a number of models with varying 
  appearances (from simply advanced pistols to hand-
  held “microwave lamps”).
  LONGARMS
  MASER RIFLE
  The maser riﬂe, though designed to replace the laser 
  riﬂe as the standard weapon of the American armed 
  forces, was never ofﬁcially adopted.  Despite this 
  fact, many found their way into front-line units, and 
  became especially desirable in long-term battles 
  when smoke from ruined vehicles and bombarded 
  cityscapes made traditional lasers less effective.
  A relatively light weapon, the maser riﬂe has a 
  folding stock (usually made of aluminum).
  Maser Pistol
  Maser Riﬂe
  
  78
  PLASMA PISTOL
  The plasma pistol was an experimental attempt at 
  compacting the power and damage of the plasma 
  riﬂe in a pistol-sized weapon.  The required magnetic 
  generators made the weapon ungainly and large, 
  and the plasma generated was comparatively low-
  powered and short lived.  Despite this, these weapons 
  were showing promise before the Fall, and may have 
  come to replace lasers altogether had time permitted.
  LONGARMS
  EMP RIFLE (NLW)
  The electromagnetic pulse riﬂe was an advanced 
  weapon developed during the Final War.  Weapons 
  of this type were being rush-developed due to the 
  increasing numbers of robots and androids then 
  making up the majority of the world’s ﬁghting armies 
  (such was the result of a dying humanity, having to 
  replace its own diminishing numbers with artiﬁcial 
  surrogates).
  The EMP riﬂe generates a powerful 
  electromagnetic pulse and projects this at the target; 
  the pulse is strong and centralized enough to cause 
  TABLE 3-6:  ENERGY FIELD GENERATORS
  Weapon
  Damage
  Critical
  Damage Descriptor
  Range
  Size
  Cost
  Handguns 
  Disintegrator Ray
  See below
  ---
  Energy
  20 ft.
  Small
  50,000 cp
  Plasma Pistol
  +9
  20/+3
  Energy
  100 ft.
  Small
  25,000 cp
  Longarms 
  EMP Riﬂe
  See below
  ---
  Energy
  20 ft.
  Large
  25,000 cp
  HPM Riﬂe
  See below
  ---
  Energy
  20 ft.
  Large
  30,000 cp
  Heavy Weapons 
  Plasma riﬂe
  +15
  20/+3
  Energy
  200 ft.
  Large
  35,000 cp
  ENERGY FIELD 
  GENERATORS
  The weapons that comprise 
  this special category are 
  varied in design and function.  
  In essence, however, all 
  of these weapons operate by 
  generating an “energy ﬁeld” of some sort. In addition 
  to the two new weapons presented here, the blaster 
  pistol and blaster riﬂe from the core rules also appear 
  in Darwin’s World, their statistics are unchanged. 
  DISINTEGRATOR RAY
  The “disintegrator ray” was the most advanced kind 
  of personal weapon in military service before the fall 
  of civilization, the ultimate advancement of blaster 
  technology, developed especially to complement suits 
  of advanced powered armor.  Made of connecting 
  metal rods, the disintegrator ray is most often 
  shoulder-mounted on such suits, or installed in the 
  wrist; with a touch of a button, the device folds itself 
  up and out of the way (and can be just as easily 
  deployed).
  The disintegrator ray, when ﬁred, shoots a narrow 
  beam that affects the air around the target, creating an 
  enveloping energy ﬁeld that rises with the convection 
  of the air beneath it.  This powerful energy ﬁeld is 
  highly agitated, and disrupts organic tissue and even 
  inorganic substances – in effect, the disintegrator ray 
  disintegrates its target from the bottom-up.
  A target hit by a disintegrator ray must make a 
  Fortitude save (DC 25) to avoid being immediately 
  disintegrated; even if she saves, she still suffers 
  damage from the physical disruption of her body with 
  a +8 damage bonus.
  Disintegrator Ray
  Plasma Pistol
  
  79
  damage to electronic, cybernetic, and robotic 
  components.  The weapon is largely ineffective 
  against living tissue, however, causing only minor 
  burns and disorientation at the closest ranges. It does 
  nonlethal damage (+2 damage bonus) against living 
  creatures, and then only in the ﬁrst range increment 
  (after that it has no effect).
  The EMP riﬂe deals lethal damage against 
  robots, cyborgs, and androids with a +15 damage 
  bonus (unless the android in question has speciﬁc 
  countermeasures, in which case the riﬂe has no 
  effect). If a robot is “killed” by this weapon it shuts 
  down until repaired. 
  HPM RIFLE
  An advanced form of anti-material weapon, the 
  HPM (high power microwave) riﬂe is, in essence, a 
  powerful hand-held radar emitter.  The HPM operates 
  by emitting a disruptive microwave radio-frequency 
  beam at the target, designed to scramble electronic 
  systems.  Though it operates much like an EMP riﬂe, 
  at close ranges the HPM can cause unconsciousness 
  and even death in humans by upsetting the neural 
  pathways with the beam’s unpredictable electronic 
  activity. It does normal damage against living 
  creatures within the ﬁrst range increment (after that it 
  has no effect).
  The HPM riﬂe deals normal damage against robots, 
  cyborgs, and androids (unless the android in question 
  has speciﬁc countermeasures, in which case the riﬂe 
  has no effect) at all ranges. A robot “killed” by this 
  weapon shuts down until repaired. 
  HEAVY WEAPONS
  PLASMA RIFLE
  The plasma “riﬂe” (really a man-portable cannon) 
  is a very advanced form of weaponry.  The weapon 
  generates a strong electric ﬁeld, applying it to a low-
  pressure gas; this gas is heated to nearly 180,000 
  degrees F by injecting it with high-speed ions 
  (typically from a compact synchrotron or betatron 
  in the weapon) that collide with the gas particles, 
  increasing their thermal energy to super-heated levels.  
  To prevent the entire weapon from melting, the 
  plasma chamber is contained within a magnetic ﬁeld 
  - of 50,000 gauss or more - generated by the weapon 
  itself.  This super-heated plasma spontaneously 
  begins to vibrate and react as it excites, the atoms 
  of which begin to create nuclear reactions as they 
  collide.  In effect, the ionization of the gas medium 
  causes a controlled and directed series of nuclear 
  reactions in a concentrated bolt of energy.
  Though complex, miniaturized plasma technology 
  was well within the grasp of the Ancients prior to 
  the Fall.  Though these enormous weapons were not 
  proliﬁc, given time the plasma may certainly have 
  replaced most other forms of energy weapon in the 
  armed services.
  EMP Riﬂe
  Plasma Riﬂe
  
  80
  MASS DRIVERS
  While similar in some respects to 
  the category of energy ﬁeld 
  generators, the principle 
  behind mass drivers is the 
  generation of a speciﬁc form 
  of containment ﬁeld—the 
  gravity ﬁeld.  Mass-driving 
  weapons (more commonly known 
  as “mass drivers” or “gauss weapons”, after the unit 
  of gravity measurement, the gauss) use artiﬁcially 
  generated gravity to propel a mass to dangerously 
  high velocities to punch through armor, metal, tissue, 
  etc.  Though they ﬁre ballistic projectiles (usually a 
  high density “needle” or bullet made from uranium 
  that has expended most of it’s radioactive properties, 
  collapsing in on itself becoming highly-dense and 
  solid; this is known as “depleted uranium”), mass 
  drivers also require a great deal of energy to produce 
  the gravity ﬁeld necessary to reach these high 
  velocities.
  In operation mass drivers are relatively simple.  
  Coils along the length of the weapon produce 
  opposing ﬁelds of gravity that keep the projectile 
  under enormous strain.  When the weapon is ﬁred one 
  of these ﬁelds is dropped, propelling the projectile 
  down the barrel.  The gravity of each coil along the 
  barrel increases as it goes, so that when it ﬁnally exits 
  the barrel the needle is moving with colossal velocity.
  Gauss weapons use special projectiles as well as 
  power discharges from a regular power source when 
  ﬁred.  Propelled at high velocity, gauss needles pierce 
  armor extraordinarily well.  
  HANDGUNS
  GAUSS PISTOL
  The gauss pistol is a miniaturized version of the 
  mass-driving riﬂe, utilizing compact gravitic rails 
  to propel its DU ﬂechettes at range.  Though these 
  ﬂechettes are of a smaller size and lower velocity 
  when compared to riﬂes, the compact nature of the 
  pistol and its ease of use make the pistol version 
  attractive.
  TABLE 3-7: MASS DRIVERS
  Weapon
  Damage
  Critical
  Damage Descriptor
  Range
  Size
  Cost
  Handguns 
  Gauss pistol
  +6
  19-20/+4
  Ballistic
  100 ft. 
  Small
  4,000 cp
  Gauss submachine gun
  +6
  19-20/+4
  Ballistic, Autoﬁre
  100 ft.
  Small
  5,000 cp
  Longarms 
  Electro-Saw Thrower
  +8
  20/+3
  Ballistic
  80 ft.
  Large
  2,000 cp
  Gauss Automatic Riﬂe
  +8
  19-20/+4
  Ballistic, Autoﬁre
  100 ft. 
  Large
  15,000 cp
  Gauss Riﬂe
  +8
  19-20/+4
  Ballistic
  150 ft.
  Large 
  17,000 cp
  Heavy Weapons 
  Gauss anti-tank riﬂe
  +15
  19-20/+4
  Ballistic
  100 ft.
  Large
  30,000 cp
  Gauss cannon
  +20
  19-20/+4
  Ballistic
  300 ft.
  Huge
  50,000 cp
  Gauss Pistol
  Gauss SMG
  
  81
  GAUSS SMG
  This is a compact but high rate of ﬁre gauss 
  weapon—literally a “gauss machine pistol.”  The 
  weapon works just like a regular gauss weapon, but 
  with a fast autoloading device that feeds gauss ammo 
  into the magnetic force chamber at a lightning high 
  rate—permitting a continuous stream of uninterrupted 
  ﬁre.  The drawback is that this lessens the magnetic 
  buildup of each shot, reducing the momentum and 
  damage, but as a close-in weapon the rate of ﬁre is 
  still a desirable bonus.
  Because it is designed to penetrate armor, a gauss 
  SMG ignores up to 5 points of hardness if it strikes a 
  vehicle, building, or object.
  This weapon features a three-round burst setting.  
  When used with the Burst Fire feat, it ﬁres only three 
  rounds instead of ﬁve and can be used with only three 
  rounds in the weapon.  This setting does not grant the 
  ability to make burst ﬁre attacks without the Burst 
  Fire feat; if you use the setting without the feat, you 
  make a normal attack, and the extra two rounds are 
  wasted.
  LONGARMS
  ELECTRO-SAW THROWER
  This appears to be a light riﬂe with a broad ﬂat barrel, 
  throwing forth-energized monoﬁlament circular saws 
  that are propelled at high speed.  A drum-like clip 
  holds the saws, feeding them into the EST, while an 
  energizer unit charges each saw with an electric ﬁeld 
  just prior to ﬁring.
  Electro-Saw Thrower
  Gauss Anti-Tanks Riﬂe
  Gauss Cannon
  
  82
  GAUSS AUTOMATIC RIFLE
  This is a special gauss riﬂe that is capable of full auto 
  ﬁre.  Like the gauss submachine gun, the cyclic rate 
  of ﬁre of the weapon reduces the momentum and 
  punch of each ﬁred round, as less time is allowed to 
  build up the magnetic force of the shot.
  GAUSS RIFLE
  Developed from generations of mass driving 
  weapons, the “modern” gauss riﬂe incorporates 
  a larger and longer barrel than earlier models 
  (permitting more rails, and thus increased 
  momentum for the gauss round) and more 
  reliable magnetic generators that reduce the risk of 
  instability and explosion to almost nothing.
  HEAVY WEAPONS
  GAUSS ANTI-TANK RIFLE
  This weapon appears to be a huge shoulder-mounted 
  “railgun,” like an advanced anti-tank weapon.  The 
  weapon ﬁres a large (10mm) depleted uranium 
  mushrooming sliver, which was primarily used to 
  defeat armor and armored vehicles.  Propelled at high 
  velocity, gauss ﬂechettes pierce armor extraordinarily 
  well.
  GAUSS CANNON
  This is a gigantic version of the basic gauss 
  weapon, typically mounted on tanks or in heavy 
  gun emplacements.  Most of these weapons were 
  destroyed long ago during the wars of the Ancients, 
  but some few examples are said to still remain 
  operational.
  PARTICLE-BEAM 
  WEAPONS
  While the United States 
  explored the use of lasers 
  as a means to counter the 
  ballistic missile threat, its 
  enemies explored particle 
  beam technology during the 1960s for the same 
  purpose.  Though their designs (like early lasers) 
  were projected to require a truly massive apparatus 
  to be effective, the miniaturization of this technology 
  would come about – on both sides – nearly 40 years 
  later.
  Particle-beam weapons are advanced energy 
  weapons that emit a single charged particle or stream 
  of particles to inﬂict damage.  Ions, mesons, or other 
  subatomic particles are propelled by these complex 
  weapon systems at colossal speeds to achieve damage 
  against organic and inorganic substances.
  LONGARMS
  ATOM GUN
  The so-called “atom gun” is essentially a pocket 
  nuclear reactor around which a rather effective 
  assault weapon was developed.  In essence, atomic 
  particles in the central reactor of the weapon collide 
  and split, the energy of the reaction being channeled 
  out through the barrel.  The atom gun ﬁres clusters 
  of these atomic particles down its barrel, at colossal 
  speeds, throwing out a spread at a high rate and over 
  a wide area, just like a “shotgun”.
  The atom gun’s damage is reduced by the range 
  increment of the target just as attack rolls are (reduce 
  the damage bonus by the same amount that the range 
  penalty reduces the attack roll).   
  ION RAY
  The ion ray is actually a rather simple device, 
  utilizing an advanced synchrotron (a subatomic-
  particle accelerator) to generate a concentrated, 
  pencil-thin stream of ions that are directed towards 
  the target tissue or surface.  This ion burst is 
  extremely rapid, causing intense damage to living 
  tissue, as it literally “bombards” the target area 
  with excited ions.  Flash burns and spontaneous 
  incineration usually result from a hit by this weapon.
  MESON CANNON
  The meson “cannon” is a powerful energy weapon 
  that ﬁres a narrow stream of positively charged 
  mesons at its target, causing a disruptive effect on 
  living tissue.  These weapons, often referred to as 
  “particle projectors”, are basically a miniaturized 
  version of the anti-ballistic missile particle weapons 
  experimented with by both the Soviets and the United 
  States prior to the Fall.
  A folding stock is often attached to the weapon, 
  along with a standard scope.
  TABLE 3-8: PARTICLE BEAM WEAPONS
  Weapon
  Damage
  Critical
  Damage Descriptor
  Range
  Size
  Cost
  Longarms 
  Atom gun
  +18
  20/+3
  Energy
  10 ft.
  Large
  35,000 cp
  Ion ray
  +12
  19-20/+4
  Energy
  100 ft.
  Large
  25,000 cp
  Meson cannon
  +15
  20/+3
  Energy
  150 ft.
  Large 
  35,000 cp
  
  83
  OTHER 
  UNCONVENTIONAL 
  WEAPONS
  In addition to more familiar 
  weapon types, there are a number 
  of unconventional arms that 
  contribute to the cocktail of deadly tools available to 
  ruin pickers and wasteland survivors.
  HANDGUNS
  FLAME PISTOL
  The ﬂame pistol is a rather remarkable little assault 
  weapon; it is, in essence, a compact ﬂamethrower 
  the size of a heavy pistol.  Made of durable heat-
  resistant metal, the ﬂame pistol is capable of shooting 
  a burst of ﬂame in the same manner as the normal 
  ﬂamethrower, though its compact size allows it to be 
  held in only one hand.  
  HAND STUNNER
  This type of weapon is a miniaturized stun gun, often 
  no larger than a deck of cards (thus it can be held 
  easily in the palm of the hand), developed primarily 
  for civilians to defend themselves in the event of 
  mugging, rape, or assault.  The weapon generates a 
  short-range stun ﬁeld by pressing one button on its 
  exterior casing, ejecting its power cell with another.
  STUN PISTOL
  These widely used weapons were one of the 
  standard armaments of civil authorities during the 
  Meson Cannon
  Ion Ray
  Atom Gun
  
  84
  decadent and chaotic ﬁnal years of civilization, when 
  forced incapacitation of criminals or drug-addicted 
  psychotics was often called for.  Stun pistols come 
  in a wide variety of forms and shapes, but most 
  are usually pistol-sized or smaller.  In general, the 
  principle behind the stun pistol is the transformation 
  of power from its source (usually a clip) into a 
  low-voltage ﬁeld, ray, or emission that “stuns” the 
  nervous system of the target into temporary paralysis, 
  lasting just long enough for the target to be overcome 
  and bound.
  LONGARMS
  RAMJET RIFLE
  The ramjet is a special riﬂe that ﬁres a unique 
  “gyrojet” round.  This weapon, however, is far more 
  advanced than early experimental gyrojet projectiles 
  (experimented with in the 1950s), instead employing 
  advanced propellant and design features that propel 
  the miniature rocket at speeds approaching Mach 5.  
  In addition, the tiny rocket also contains a high-grade 
  TABLE 3-9: OTHER UNCONVENTIONAL WEAPONS
  Weapon
  Damage
  Critical
  Damage Descriptor
  Range
  Size
  Cost
  Handguns
  Flame pistol
  +6
  ---
  Fire
  ---
  Small
  6,000 cp
  Hand stunner §
  +4 nonlethal
  20/+3
  Energy
  20 ft.
  Tiny
  2,000 cp
  Stun pistol §
  +6 nonlethal
  20/+3
  Energy
  50 ft.
  Small
  3,000 cp
  Longarms 
  Ramjet riﬂe
  +9
  20/+3
  Ballistic
  200 ft.
  Large
  5,000 cp
  Sonic riﬂe (NLW) §
  +9 nonlethal
  20/+3
  Sonic
  20 ft.
  Large
  5,000 cp
  Sonic riﬂe B
  +9
  20/+3
  Sonic
  20 ft.
  Large
  10,000 cp
  UH radiation riﬂe
  +4 + radiation
  20/+3
  Radiation
  20 ft.
  Large 
  25,000 cp
  Heavy Weapons 
  Gyrojet launcher
  +14
  19-20/+4
  Ballistic, Autoﬁre
  100 ft.
  Large
  3,000 cp
  Ramjet Riﬂe
  Flame Pistol
  Hand Stunner
  Stun Pistol
  advanced explosive compound that causes the round 
  to explode on contact.
  This weapon features a three-round burst setting.  
  When used with the Burst Fire feat, it ﬁres only three 
  rounds instead of ﬁve and can be used with only three 
  rounds in the weapon.  This setting does not grant the 
  ability to make burst ﬁre attacks without the Burst 
  Fire feat; if you use the setting without the feat, you 
  make a normal attack, and the extra two rounds are 
  wasted.
  
  85
  The “ramjet” riﬂe was the standard advanced 
  weapon of the German state that rose from the ashes 
  of WWII to spearhead the invasion of the Eastern 
  United States – a war that ended mankind’s rule 
  of the earth.  Most Mauser ramjet riﬂes are ﬁne 
  weapons, excellently balanced and designed, though 
  some examples have been recovered showing signs of 
  deteriorating craftsmanship later on in the war (made 
  of low-grade metals such as pressed aluminum, or 
  even wood and plastic for non-essential parts).  An 
  original, early-make Mauser ramjet is a highly valued 
  weapon indeed!
  SONIC RIFLE (NLW)
  Sonic weapons were originally designed as a form of 
  non-lethal weapon for use in high-risk areas where 
  collateral damage might prove disastrous, such 
  as nuclear power plants, weapon and ammunition 
  depots and armories, etc..  The sonic riﬂe generates 
  concentrated sound waves to cause strong vibrations 
  to reverberate through the target, which in turn causes 
  disorientation and nausea.  Most human targets are 
  incapacitated with a single discharge of the weapon.
  SONIC RIFLE B
  The more powerful sonic riﬂe B is a combat 
  development of the original non-lethal variant, 
  designed to improve the ability to drop the aggressor 
  while still avoiding collateral damage.  Emissions of 
  more violent sound waves (at shorter wavelengths) 
  cause actual tissue and arterial disruption on impact, 
  and the potential for damage to bones and internal 
  organs is great.  The sound waves are still not strong 
  enough to damage most non-organic substances, 
  however, making the sonic riﬂe B ideal in high-risk 
  situations.
  Unlike the typical sonic riﬂe, the sonic riﬂe B inﬂicts 
  lethal damage.
   
  UH “RADIATION“ RIFLE
  An experimental weapon even during the twilight 
  of the Ancients, this unusually large and bulky riﬂe 
  consists of numerous high-pressure gas cylinders 
  built around a central venting barrel.  The weapon 
  operates by emitting a directed and controlled cloud 
  of uranium hexaﬂouride, a corrosive and radioactive 
  gas kept under pressure, by breaking down the 
  radioactive elements in the weapon’s plutonium-
  based clip.
  The cloud created by a UH riﬂe is expelled not 
  unlike a ﬂamethrower jet (or an exterminator’s poison 
  gas spray).  In addition to doing acid damage with 
  a damage bonus of +4, the UH radiation riﬂe also 
  inﬂicts a severe radiation (see the Radiation section). 
  The target must resist severe radiation sickness 
  (Fort DC 24; Damage 3 Con) or take immediate 
  Constitution damage and Radiation Sickness (see the 
  Diseases section).
  Sonic Riﬂe
  UH Riﬂe
  
  86
  HEAVY WEAPONS
  GYROJET LAUNCHER
  Gyrojets are the smallest type of “missile”, usually 
  no more than four or ﬁve inches long.  Originally 
  developed as an unconventional ammunition for 
  riﬂes and pistols (these early experiments failed), 
  gyrojets saw much more widespread use arming 
  suits of powered or power-assisted armor on future 
  battleﬁelds.  Fired from special multi-tube launchers 
  using compressed air, the gyrojet engine only 
  activates after it has traveled a few feet to avoid 
  burning the ﬁrer.  Gyrojets retain stability over great 
  distance due to folding plastic or aluminum ﬁns along 
  the rocket’s length.
  The gyrojet has a minimum range of 10 feet.  If 
  ﬁred against a target closer than 10 feet away, it does 
  not arm and will not explode.
  NEW MELEE 
  WEAPONS
  The following melee 
  weapons are those available 
  in a Darwin’s World 
  campaign, in addition to 
  those found in the core rules. 
  NEW SIMPLE MELEE WEAPONS
  Generally lightweight and inexpensive, simple 
  weapons nevertheless get the job done.  All of the 
  following weapons require the Simple Weapons 
  Proﬁciency feat (and in some cases, the appropriate 
  Technology feat) to operate.
  METAL BATON
  This weapon can be collapsed to reduce its size 
  and increase its concealability. A collapsed baton is 
  Small and can’t be used as a weapon. Extending or 
  collapsing the baton is a free action.
  SHOCK GLOVES  
  These items were used in both close-quarters military 
  action and in illegal boxing matches.  Shock gloves 
  appear to be metal gloves, but emit a strong visible 
  Gyrojet Launcher
  electric ﬁeld.  Each time a hit is scored, 
  in addition to regular punch damage, 
  a powerful shock shoots 
  through the target.  The 
  shock glove requires 
  the Post-Apocalyptic 
  Technology feat to 
  operate.
  Power Source:  Beltpack or 
  backpack.
  STUN BATON  
  This appears to be a simple 
  metal baton which emits an 
  energetic glow and subtle hum when activated.  The 
  stun baton has two settings: nonlethal and lethal. 
  When it hits an opponent, the stun baton lets off a 
  low-voltage charge that effectively stuns the target, 
  causing the target to make a Fortitude saving throw 
  (DC 15) or be paralyzed for 5 rounds.   The stun 
  baton requires the Post-Apocalyptic Technology feat 
  to operate.
  Power Source: Beltpack or backpack.
  TABLE 3-10: MELEE WEAPONS
  Weapon
  Damage
  Critical
  Damage Descriptor
  Size
  Cost
  Simple
  Metal Baton
  +2
  19-20/+3
  Bludgeoning
  Med.
  5
  Shock Gloves
  +3 unarmed
  20/+3
  Electricity
  Small
  20
  Stun Baton
  +6 nonlethal or +2 lethal
  20/+3
  Electricity
  Med.
  10
  Martial
  Energy Pike
  +6
  18-20/+3
  Slashing
  Large
  36
  Power Sword
  +4
  19-20/+3
  Slashing
  Med.
  24
  Exotic 
  Chain Saw
  +6
  20/+3
  Slashing
  Large
  10
  Chain Sword
  +6
  18-20/+3
  Slashing
  Med.
  28
  Warp-Field Sword
  +4
  19-20/+3
  Salshing
  Med.
  45
  
  87
  NEW MARTIAL MELEE WEAPONS
  Most of these weapons deal damage by means of a 
  blade or a sharp point. All of the following weapons 
  require the Archaic Weapons Proﬁciency feat (and 
  in some cases, the appropriate Technology feat) to 
  operate.
  ENERGY PIKE  
  A very common weapon of the U.S. Army during 
  the years of foreign invasion (especially useful in 
  the spontaneous execution of prisoners of war), 
  this appears at ﬁrst glance to be a simple dull black 
  or gray staff, universally 8’ long. When activated, 
  however—usually by pressing a button or switch 
  on the pommel—the last three feet begins to glow 
  brightly. The pike uses a powerful ion emitter to 
  ionize the air around the business end of the weapon, 
  in effect creating a high-energy “power ﬁeld” around 
  it.
  The weapon attacks like a regular melee weapon, 
  but is far more deadly when it hits (increased critical 
  range).  In addition, it emits a glow up to 30 ft. 
  around the user.  An energy pike requires the Post-
  Apocalyptic Technology feat to operate.
  Power Source:  Beltpack or backpack.
  POWER SWORD  
  This item operates much like an energy pike, except 
  that it is in the shape of a typical long sword and is 
  commonly used in close quarter combat situations.  
  A power sword requires the Post-Apocalyptic 
  Technology feat to operate.
  Power Source: Beltpack or backpack.
  NEW EXOTIC MELEE WEAPONS
  Most exotic weapons are either atypical in form 
  or improved variations of other melee weapons. 
  Because each exotic weapon is unique in how it is 
  manipulated and employed, a separate Exotic Melee 
  Weapon Proﬁciency feat is required for each one in 
  order to avoid the –4 nonproﬁcient penalty.
  CHAIN SAW
  Pre-Fall military and police units used powered saws 
  to cut through fences and open doors rapidly. They 
  are sometimes pressed into service as weapons, often 
  by people who watch too many movies. A chainsaw 
  requires the Post-Apocalyptic Technology feat to 
  operate.
  Power Source: One-half tank of gasoline (last for 
  1 hour).  
  CHAINSWORD  
  This type of device, simple but remarkably brutal in 
  effect is, in essence, a chainsaw/sword combination.  
  It works just like a chainsaw, but has a narrower, 
  razor-sharp blade, and a handle more receptive to 
  swinging about in pitched combat.  A chainsword 
  requires the Post-Apocalyptic Technology feat to 
  operate.
  Power Source:  Beltpack or backpack.
  WARP-FIELD SWORD  
  This tremendously advanced device is said to be a 
  product of the infamous “Philadelphia Experiment” 
  of the Ancients, a landmark event that allowed man 
  to break through the dimensional barrier.  The warp-
  ﬁeld sword generates a ﬁeld that causes the blade to 
  “dance” between dimensions, allowing it to pass right 
  through obstructions—speciﬁcally, through armor.  
  The sword is completely unaffected by non-organic 
  armor and only damages ﬂesh. A target of one of 
  these weapons gains no Toughness bonus from armor. 
  A warp-ﬁeld sword requires the Post-Apocalyptic 
  Technology feat to operate.
  Power Source:  Minifusion cell.
  ARMOR
  NEW MEDIUM 
  ARMOR
  All forms of armor from 
  the core rules are available 
  in Darwin’s World. In 
  addition, the following new types of medium armor 
  are available as well. These new armors are made 
  of space-age polymers and are lighter than standard 
  armors. Their armor check penalty is reduced by 2. 
  CIVIL SECURITY SUIT
  During the ﬁnal years of mankind’s degenerating 
  dominance of the world, civilization began to break 
  down.  Suits such as this were issued to all police 
  ofﬁcers.  The armor consists of a plastic plate 
  breastplate, leg guards, and helmet, and is generally 
  fashioned to mimic a uniform of some kind—the 
  ofﬁcer’s number and the words “MetPol” or “LAPD” 
  are blatantly evident on the armor panels.  Generally, 
  a web belt is also included for the placement of a 
  sidearm, tear gas or photon grenades, and a walkie-
  talkie.
  
  88
  MILITARY COMBAT SUIT
  The majority of the world’s armed forces employed 
  this kind of armor.  The suit consists of a ballistic 
  nylon vest and arm greaves, with a helmet as well - it 
  was meant to protect the vitals only.  The suit will 
  always be camouﬂaged to the particular environment 
  in which it is found.
  NEW HEAVY ARMOR
  All forms of armor from the core rules are available 
  in Darwin’s World. In addition, the following new 
  types of heavy armor are available as well. These 
  new armors are made of space-age polymers and 
  are lighter than standard armors. Their armor check 
  penalty is reduced by 2.
  ADVANCED METAL
  Advanced metal armor includes a number of high-
  technology creations, utilized by advanced societies, 
  associations, and brotherhoods.  Advanced metal 
  armor is typically composed of superior materials 
  like ferroalloy, super-titanium, etc., covering the 
  body not unlike a suit of medieval plate armor.  
  Much more resistant to rounds and lasers than more 
  archaic armors, these suits are a sign of technological 
  achievement in a wasteland people.
  ENVIRONMENT SUIT
  The environment suit is a heavy-duty version of the 
  more common NBC suit, built to protect against 
  industrial-grade radioactive contaminants and long-
  term radiation exposure.  Environment suits are made 
  heavy with lead body panels, utilizing an aluminum 
  support frame to evenly distribute weight and self-
  powered internal pressurization unit to further keep 
  out minute radioactive particles (such as dust).  An 
  environment suit protects against up to high radiation 
  (see Radiation Sickness), and also has a built-in 
  head-mounted ﬂashlight for work in powerless 
  areas.  A suit has a limited version of an advanced 
  breathing apparatus that operates for 12 hours at a 
  time (recharging itself after 12 hours takes another 30 
  minutes).
  Unlike most of the armors in this section, the 
  Environment Suit is bulky and has its full Armor 
  Check Penalty (-4).
  LAZAB
  Short for “laser ablative”, this type of experimental 
  armor appears to be a highly reﬂective form of 
  metallic plate.  In reality, LazAb is composed of a 
  weave of billions of crystalline metallic structures, 
  covered in a sprayed-on coating of super-reﬂective 
  aerosol metal.  Appearing almost mirror-like, LazAb 
  is especially effective in the diffusion and reﬂection 
  of directed energy attack forms.
  When defending from directed energy-based 
  attacks (lasers, masers, etc), LazAb grants a +4 
  additional bonus to Toughness saves against energy 
  attacks.
  NBC SUIT
  These precious suits protect against a wide variety of 
  biochemical agents and most low-levels of gamma 
  and UV radiation.  They come in a variety of types, 
  from rugged special military suits to thin military 
  pullover suits, to heavy and cumbersome civilian 
  suits used in industry and power plant maintenance.  
  Some are simply overalls, while others have an 
  internal framework of light aluminum to keep the 
  suit rigid.  Some forms, designed for work in certain 
  facilities, have a ﬂexible umbilical (connected to a 
  static installation’s own air supply) and an interior 
  pressure system which causes the suit to “inﬂate” 
  - the higher pressure inside keeping chemical and 
  biological particles out (hence the bulkiness of the 
  suit).  Most protect against all agents, others only one 
  or two.
  In general, a NBC suit found by characters 
  will likely be suited for exploration of all three 
  TABLE 3-11: ARMOR
  Armor (Type)
  Toughness
  Strength
  Movement
  Cost
  Civil Security Suit  (Medium)
  +5
  ---
  ---
  12
  Military Combat Suit (Medium)
  +6
  ---
  ---
  21
  Advanced Metal (Heavy)
  +9
  ---
  --- 
  24
  Environment Suit (Heavy)
  +4
  ---
  ---
  12
  LazAb (Heavy)
  +7 (+11)
  ---
  ---
  22
  NBC Suit (Heavy)
  +4
  ---
  ---
  15
  Plastex (Heavy)
  +10
  ---
  ---
  26
  Special Security Suit (Heavy)
  +9
  ---
  ---
  23
  Mk. 1 Ares (Powered)
  +10
  +3
  ---
  40
  Mk. 2 Ares (Powered)
  +10
  +2
  ---
  50
  Mk. 3 Ares (Powered)
  +10
  +2
  ---
  50
  Mk. 1 Hermes (Powered)
  +7
  +1
  +40 ft.
  50
  Mk. 2 Hermes (Powered)
  +7
  +1
  +40 ft.
  58
  Zeus (Powered)
  +10
  +4
  ---
  60
  
  89
  environments, with a maximum protection of up to 
  moderate radiation (see Radiation Sickness).
  Unlike most of the armors in this section, the NBC 
  Suit is bulky and has its full Armor Check Penalty 
  (-4). 
  PLASTEX
  Plastex is an advanced form of armor that was 
  developed just months before the Fall.  It was a 
  development of cheaply made plastic armor whose 
  protective capabilities far exceeded most basic armor 
  types, but at a fraction of the cost of powered armor 
  suits.  Plastex is relatively lightweight, however, 
  giving it a deﬁnite advantage even over most 
  powered armor.  Plastex is generally transparent or 
  translucent like glass, and is rigid in format; most 
  plastex armors consisted of breastplates, arm guards, 
  etc.  Unfortunately, plastex suits were ﬁtted to each 
  soldier’s personal measurements, and thus suits found 
  so far in the future are seldom usable except in rare 
  cases.
  When a suit of Plastex armor is found as 
  treasure, assume a 25% the suit is close enough to 
  the character’s speciﬁcations to be usable. If the 
  character has a mutation that changes his size or 
  otherwise makes armor harder or more expensive to 
  ﬁt, this chance is 0%. 
  SPECIAL SECURITY SUIT
  This kind of protective armor was issued to special 
  police security teams before the Fall, units such as 
  SWAT, food riot control, etc..  The armor consists 
  of rigid plastic plates on the arms and legs, and a 
  ballistic nylon vest and helmet (with clear or mirrored 
  faceguard).  A gas mask is integral to the helmet, 
  allowing the trooper to operate in tear gas or other 
  irritant agents unimpeded.  The special security suit 
  also has a web-belt for carrying optional riot gear.
  POWERED ARMOR
  Depending on the level of technology that existed 
  before the Fall in your speciﬁc campaign, the concept 
  of “powered armor” may or may not even be an 
  issue.  While they are certainly a “sci-ﬁ” element, the 
  rules here assume that the technological level of the 
  Ancients was advanced to such a degree that potent 
  suits of protective armoring could be developed for 
  individual soldiers; whether only to equip elite teams 
  in the ﬁeld, or proliﬁc enough to be the standard 
  equipment for the cutting edges armed forces of the 
  world’s last superpowers, powered armor is a potent 
  reminder of the greatness of Ancient man.
  In essence “powered armor” is more than personal 
  body armor, it is an all-encompassing suit that not 
  only protects the individual soldier from rounds and 
  fragments, but also from the invisible elements of the 
  battleﬁeld such as radiation, biological weapons, and 
  chemical attack.  Most powered armor is made from a 
  heavy, futuristic metal armor combining metal ﬁber-
  weaving construction and super-advanced design 
  elements.
  Because the metals and protective systems 
  involved are prohibitive in weight, special “power-
  assisted” musculature and exoskeletal framework 
  must be used to allow movement.  With the advent of 
  stronger and more sensitive electronic musculature, 
  powered armor suits could not only support their own 
  armor mass, but also mount weapons systems usually 
  unheard of on an individual such as machineguns and 
  rocket launchers.
  So-called “scout armor” is a development of basic 
  powered armor, utilizing lighter body construction 
  materials to permit greater body ﬂexibility and a 
  marked increase in speed.  A completely powered 
  leg framework permits the wearer to literally run 
  for virtually unlimited periods, since the work is 
  being done by the armor suit and is not reliant on the 
  individual’s muscle strength.  Such armor would have 
  been especially valuable in front line reconnaissance, 
  intelligence gathering, pursuit, and harassment roles 
  on the nuclear battleﬁeld.
  Mounted Weapons: Note that mounted weapons 
  need their own power.  For example, the Zeus suit 
  requires an additional power source to ﬁre its gauss 
  anti-tank riﬂe.  The cost of the armor does not include 
  any mounted weapons.  
  ANCIENT POWERED ARMOR
  The following armors were developed and 
  constructed in the time of the Ancients.  
  MK1 ARES ARMOR (HEAVY COMBAT 
  SUIT)  
  This armor was the ﬁrst-generation of “powered 
  armor”, used only by the military and then only for 
  a short time (though many eventually found their 
  way to second-line units by the time of the Fall).  
  The Mk1 suit is a bulky, all-encompassing shell of 
  heavy powered armor, almost like a small “pod” 
  on huge robotic legs.  The user slips into the suit 
  through a rear hatch not unlike a deep-sea pressure 
  suit, slipping his arms into the suit’s arms (reaching 
  to about the elbow; ﬁne manipulation is done with 
  sensitive joystick controls in each arm).
  The MK1 Ares has the following features.
  Air Supply: This armor features an advanced 
  respiratory system in the main compartment (good 
  for 3 continuous hours, after which time it must rest 
  and recharge itself for 1 hour).
  Communication System: A built-in microwave 
  communications system (with a 15 mile range) in the 
  helmet.
  HazMat Protection: An overpressure system that 
  
  90
  helps prevent biological and chemical agents from 
  penetrating the armor.  This grants a +2 bonus to 
  saves vs. radiation or hazardous chemical damage. If 
  the save is failed, the wearer suffers reduced effects 
  from the environment as if affected by one category 
  less of a danger (Severe radiation would be reduced 
  to High or Industrial Waste would be reduced to low-
  grade pollutants).
  Night Vision Optics:  A ﬂexible bullet and blast 
  resistant view screen that can be electrically polarized 
  to serve in an infrared capacity, granting night vision 
  of 120 feet.
  Power Source: Minifusion cell.
  MK2 ARES ARMOR (BATTLE ARMOR)  
  This type of armor was by far the most effective (and 
  tactically valuable) of the early powered types.  Mk2 
  armor owes much of its success to the miniaturization 
  of powered armor technology, which reduces the 
  size (and inherent lack of dexterity) of the Mk1 
  suit.  The advanced design actually has a much more 
  humanoid shape, corresponding to the actual body 
  shape of the suit’s pilot.  Though the strength of the 
  Mk1’s massive musculature is somewhat reduced as a 
  result, this is more than made up for in other built-in 
  systems.
  The MK2 Ares has all the features of the Mk1and 
  the following features.
  Gamma Radiation Protection: The Mk2 provides 
  total protection against moderate or lower radiation.
  Weapon Mounts: A weapon mount slot is built 
  into each wrist of the armor that can hold a medium 
  or smaller weapon (traditionally a Laser Pistol).  
  The mounted weapon still requires a hand to ﬁre, 
  but cannot be disarmed.  Installing a weapon in the 
  mount slots requires a Craft (mechanics) check (DC 
  20) and 120 cp in raw materials.
  Power Source:  Minifusion cell. 
  MK3 ARES ARMOR (HEAVY BATTLE ARMOR) 
  This type of armor was used to supplement regular 
  battle armored forces in the ﬁeld, and is most 
  exceptional for the addition of heavier weapon 
  systems.
  The MK3 Ares has all the features of the Mk2 but 
  with a different weapon mount.
  Weapon Mounts: A weapon mount slot is built 
  into the shoulder of the armor that can hold a huge 
  or smaller weapon (traditionally a M27 Grenade 
  Launcher).  The mounted weapon does not require 
  a hand to ﬁre and cannot be disarmed.  Installing 
  a weapon in the mount slots requires a Craft 
  (mechanics) check (DC 20) and 120 cp in raw 
  materials.
  Power Source:  Minifusion cell. 
  MK1 HERMES ARMOR (LIGHT INFANTRY ARMOR)  
  The ﬁrst generation of “powered scout” armor, the 
  Mk1 Hermes suit was designed for special forces 
  and scout units for the war.  Taking advantage of 
  leaps in powered armor technology, the suit allows 
  for greater protection than conventional armor, while 
  maintaining the personal ﬂexibility and mobility most 
  desired by scout troops.  
  Mk1 Hermes armor is lighter than normal powered 
  armor, with most of the mass made up by the large 
  robotic legs.  These legs are capable of propelling the 
  entire armor to higher speeds; because of its design, 
  the only repetitive motion felt by the wearer is akin to 
  walking on a treadmill.
  In addition to providing enhanced speed, the Mk1 
  Hermes was designed to hold an advanced electronics 
  suite to complete its primary mission as a scout 
  platform.  
  The MK1 Hermes has the following features.
  Air Supply: The armor features an advanced 
  respiratory system in the main compartment (good 
  for 3 continuous hours, after which time it must rest 
  and recharge itself for 1 hour).
  Communication System: A built-in microwave 
  communications system (with a 15 mile range) in the 
  helmet.
  Night Vision Optics:  A ﬂexible bullet and blast 
  resistant view screen that can be electrically polarized 
  to serve in an infrared capacity, granting night vision 
  of 120 feet.
  Telescopic Optics:  A telescopic camera on the 
  headpiece projects directly onto the heads-up display 
  of the helmet, allowing the wearer of the suit to spy 
  his surroundings at magniﬁcation.   This grants a +4 
  bonus to Spot skill checks.
  Geiger Counter: This permits the wearer to detect 
  traditional levels as a Geiger Counter (see Darwin’s 
  World 2nd edition).
  Chemical Sensor: This permits the wearer to detect 
  hazardous chemicals as a Chemical Sensor (see 
  Darwin’s World 2nd edition).
  Power Source:  Minifusion cell. 
  MK2 HERMES ARMOR (SCOUT ARMOR PLUS)  
  An improvement of the Mk1 Hermes armor, the Mk2 
  has improved scouting capabilities.
  While the Mk2 Hermes possesses none of the built-
  in weaponry of heavier suits of powered armor (such 
  as the “Ares” series), the focus of the Mk2 Hermes 
  remains on recon work.  
  The suit combines all of the elements of the Mk1 
  Hermes armor, but with the following added features:  
  X-Ray Optics: This permits the wearer to see into 
  and through solid matter and function exactly as X-
  Ray goggles (see Darwin’s World 2nd edition).
  Power Source:  Minifusion cell.
  
  91
  ZEUS SUIT (ASSAULT ARMOR)  
  This most impressive of all powered armor is 
  menacing in appearance, and rightly so.  It is bristling 
  with features to give the individual soldier maximum 
  ﬁrepower and survivability on the nuclear battleﬁeld.
  The Zeus Suit has the following features.
  Air Supply: The armor features an advanced 
  respiratory system in the main compartment (good 
  for 3 continuous hours, after which time it must rest 
  and recharge itself for 1 hour).
  Communication System: A built-in microwave 
  communications system (with a 15 mile range) in 
  the helmet.
  HazMat Protection: An overpressure system 
  that helps prevent biological and chemical agents 
  from penetrating the armor.  This grants a +2 bonus 
  to saves vs. radiation or hazardous chemical damage. 
  If the save is failed, the wearer suffers reduced effects 
  from the environment as if affected by one category 
  less of a danger (Severe radiation would be reduced 
  to High or Industrial Waste would be reduced to low-
  grade pollutants).
  Night Vision Optics:  A ﬂexible bullet and blast 
  resistant view screen that can be electrically polarized 
  to serve in an infrared capacity, granting night vision 
  of 120 feet.
  Gamma Radiation Protection: This provides total 
  protection against high or lower radiation.
  Weapon Mounts: The Zeus Suit has weapon mount 
  slots in both wrists and the shoulder of the armor. The 
  wrists mounts can hold medium or smaller weapons 
  (traditionally a Blaster and Laser Pistol) and the 
  shoulder mount can hold a huge or smaller weapon 
  (traditionally a Gauss Anti-Tank Riﬂe).  The wrist-
  mounted weapons require one hand (each) to ﬁre 
  and the shoulder-mounted weapon does not require a 
  hand to ﬁre.  Mounted weapons cannot be disarmed.  
  Installing a weapon in the mount slots requires a 
  Craft (mechanics) check (DC 20) and 120 cp in raw 
  materials.
  Power Source:  Minifusion cell.
  GENERAL 
  EQUIPMENT
  COMPUTERS AND 
  ELECTRONICS
  Computer equipment, often 
  referred to simply as “gizmos” by the uneducated, 
  have become rarer and rarer with the passage of time.  
  Their intricate components, delicate manufacture, and 
  susceptibility to the elements have left many useless 
  or destroyed.  As a result, what was once available in 
  every city is now a rare and precious resource.
  IDENTITY CARD
  The Ancients used a variety of identiﬁcation cards for 
  a variety of reasons; credit management, purchasing 
  of goods, and access to certain areas.  These cards 
  come in a variety of degrees, and were only issued 
  to those who had the right clearance - some allow 
  passage into police armories, others into medical 
  facilities, others into personal homes.  They are 
  typically color-coded, and allow passage into areas 
  monitored and kept secure by robots and electronic 
  security systems.
  If a character does not have a card of the 
  appropriate level, he may attempt a Disable Device 
  check to disable the card lock.  The DCs listed above 
  reﬂect the average difﬁculty for locks of each security 
  stage.
  INDUCTION TRANSFORMER
  The induction transformer, or “leech”, appears to be 
  a small electronic device, no larger than a cigarette 
  pack, with a small digital readout, numerous buttons, 
  and ports for numerous kinds of plugs of all types.  
  An attached cord of durable rubber, with a jack on 
  TABLE 3-12: IDENTITY CARDS
  Color
  Rank
  Notes
  Access
  Disable 
  Device DC
  Cost
  White
  Stage IC
  Typical citizen’s ID card
  IC
  25
  500 cp
  Yellow
  Stage IIC
  Technician’s access card
  IIC
  27
  1,000 cp
  Blue
  Stage IIIC
  Civil Authority access card
  IC, IIC, IIIC
  30
  3,500 cp
  Purple
  Stage IVC
  Federal Authority access card
  IC, IIC, IIIC, IVC
  30
  5,000 cp
  Red
  Stage VC
  Regional Governor’s access card
  VC
  40
  12,000 cp
  Black
  Stage VIC
  Presidential access card
  VC, VIC
  50
  15,000 cp
  Lead
  Stage IM
  Enlisted Military ID card
  IM/C
  27
  500 cp
  Copper
  Stage IIM
  NCO access card
  IM/C, IIM/C
  30
  4,000 cp
  Bronze
  Stage IIIM
  Ofﬁcer access card
  IM/C, IIM/C, IIIM
  35
  5,000 cp
  Silver
  Stage IVM
  Base Armory access card
  IVM
  40
  7,000 cp
  Gold
  Stage VM
  Base Commander access card
  IM/C, IIM/C, IIIM, IVM, VM
  40
  16,000 cp
  Platinum
  Stage VIM
  Military Research access card
  VIM
  50
  21,000 cp
  
  92
  TABLE 3-13: GENERAL EQUIPMENT
  Object
  Size
  Weight
  Cost
  Computers and Consumer Electronics
  Identity card
  Fine
  -
  varies
  Induction 
  transformer
  Tiny
  .5 lb.
  30,000 cp
  Language translator
  Small
  1 lb.
  2,600 cp
  Memory chips, 
  android
  Fine
  -
  Varies
  Optic scanner
  Med
  3 lb.
  1,000 cp
  Power Sources
  Harmonic cell
  Small
  1 lb.
  20,000 cp
  Minifusion cell
  Tiny
  .5 lb
  2,000 cp
  Plutonium clip
  Small
  1 lb.
  4,000 cp
  Power backpack
  Med
  4 lb.
  2,000 cp
  Power beltpack
  Small
  2 lb.
  1,000 cp
  Power cell
  Tiny
  .5 lb.
  50 cp
  Power clip
  Small
  1 lb.
  400 cp
  Power pack
  Med
  3 lb.
  200 cp
  Hazard Detection Devices
  Chemical sensor
  Small
  1 lb.
  750 cp
  Geiger counter  
  Small
  3 lb.
  750 cp
  Rad tab  
  Fine
  -
  75 cp
  Ion bonding tape
  Med
  12 lb.
  100 cp
  Medical
  Antitox
  -
  -
  375 cp
  Diagnostic scanner
  Tiny
  .5 lb.
  5,000 cp
  Filter dose
  -
  -
  400 cp
  Healing pack
  Tiny
  1 lb.
  25,000 cp
  Hemochem
  -
  -
  300 cp
  Juju kit
  Med
  6 lb
  200 cp
  K-O shot
  -
  -
  250 cp
  Medi-spray
  Tiny
  .5 lb.
  1,000 cp
  Pocket nurse
  Small
  2 lb.
  3,000 cp
  Proton energy pill
  Dim
  -
  250 cp
  Rad-purge shot
  -
  -
  100 cp
  Ready syringe
  Dim
  -
  50 cp
  Regen tank
  Huge
  2,000 lb.
  100,000 cp
  Stimshot A
  -
  -
  500 cp
  Magnesium 
  ﬁrestarter
  Dim
  -
  150 cp
  Map
  Road atlas
  Tiny
  1 lb.
  200 cp
  Tactical map
  Tiny
  0.5 lb.
  400 cp
  Portable petrol 
  power generator
  Large
  100 lb.
  2,000 cp
  Portable stove
  Tiny
  1 lb.
  125 cp
  Potassium iodide 
  tablets
  Dim
  -
  100 cp
  Power bar
  Dim
  -
  10 cp
  Ready meal
  Tiny
  1 lb.
  20 cp
  Salt pills
  Dim
  -
  20 cp
  Synthihol
  Tiny
  .5 lb.
  20 cp
  Military Hardware
  Animatron, weapon
  Large
  300 lb.
  13,000 cp
  Auto-mortar 
  platform
  Large
  300 lb.
  22,000 cp
  Bollix pack
  Small
  1 lb.
  5,000 cp
  Control rod
  Small
  2 lb.
  500 cp
  Energy shield
  Tiny
  .5 lb.
  5,000cp - 
  30,000 cp
  Force ﬁeld belt
  Small
  2 lb.
  50,000 cp
  Jetpack
  Large
  25 lb.
  2,000 cp
  Magnetic shield
  Tiny
  .5 lb.
  5,000cp - 
  30,000 cp
  Neural control pod
  Med
  4 lb.
  18,000 cp
  Obedience collar
  Small
  1 lb.
  1,000 cp
  Pain collar
  Small
  1 lb.
  1,000 cp
  Power ﬁst
  Med
  8 lb.
  5,000 cp
  Stealth pack
  Med
  3 lb.
  30,000 cp
  Stimshot B
  -
  -
  1,000 cp
  Superegen
  -
  -
  200 cp
  Sustainer shot
  -
  -
  300 cp
  Tailored narcotics
  Dim
  -
  25 cp
  Truth serum
  -
  -
  100 cp
  UV sterilizer
  Small
  2 lb.
  1,000 cp
  Professional Equipment
  Animatron, 
  construction
  Huge
  1000 lb.
  20,000 cp
  Animatron, digger
  Huge
  2000 lb.
  26,000 cp
  Animatron, task
  Large
  200 lb.
  9,500 cp
  Astronaut pen
  Fine
  -
  50 cp
  Books
  Small
  2 lb.
  50 cp - 
  1,000 cp
  Boron solution spray
  Med
  3 lb.
  500 cp
  Corium lantern
  Small
  2 lb.
  90 cp
  Spike strip
  Huge
  22 lb.
  300 cp
  Surveillance Gear
  Impulse detector
  Small
  3 lb.
  3,000 cp
  Metal detector
  Small
  2 lb.
  200 cp
  Motion detector
  Med
  4 lb.
  1,000 cp
  Portable detection 
  radar
  Med
  5 lb.
  10,000 cp
  X-Ray goggles
  Small
  3 lb.
  15,000 cp
  Survival Gear
  Advanced breathing 
  apparatus
  Med
  8 lb.
  1,000 cp
  Autograpnel
  Med
  6 lb.
  250 cp
  Cyborg sustenance 
  tube
  Tiny
  1 lb.
  50 cp
  Dehydrated pills
  Dim
  -
  20 cp
  Firestarter cube
  Dim
  -
  25 cp
  Flash goggles
  Tiny
  2 lb.
  75 cp
  Gas mask
  Small
  5 lb.
  100 cp
  Gravity boots
  Small
  2 lb.
  10,000 cp
  Halazone tablets
  Dim
  -
  50 cp
  HEVE candy
  Dim
  -
  20 cp
  Instant pillow
  Dim
  -
  50 cp
  Light rod
  Dim
  -
  15 cp
  
  93
  one end, can be uncoiled from a slender compartment 
  on one side.  The induction transformer, when jacked 
  into any form of generator or industrial-sized storage 
  capacitor that will permit it, draws off some of the 
  machine’s power to re-charge a smaller, depleted 
  power battery also hooked to it.  Assuming the 
  source-generator is currently in operation (or, in the 
  case of a power storage unit, charges are still left 
  in it), the transformer will recharge any power cell, 
  pack, clip, beltpack, or backpack at a rate of one 
  charge per hour.  If the transformer’s hook-ups are 
  detached at any time, the charge is lost from both 
  source and destination.  A transformer itself requires 
  no power.
  LANGUAGE TRANSLATOR
  A special device, testament to the genius of the 
  Ancients before the fall of mankind, a language 
  translator consists merely of a small angular box, 
  often with a leather or rubber strap allowing it to 
  be slung over the shoulder or strapped to the arm.  
  A translator listens to any vocal emissions in the 
  area (i.e. talking), taking 10 minutes to analyze 
  the vocal emissions fully.  Once a comparison 
  with its memory banks can be made the translator 
  translates any spoken communication into the 
  language in which it was programmed (for instance, 
  an American-made translator translates anything 
  spoken nearby into English).  The translator can 
  either display the translation on a screen or can emit 
  the translation through its speakers.  The translator 
  translates the closest or loudest speaker in its range 
  of 25 ft.  The translator works on all forms of verbal 
  communication, including “alien” languages (such 
  as post-apocalyptic languages).  However, it only 
  translates into a known language from before the 
  Fall.
  Power Source:  Beltpack.
  MEMORY CHIPS, ANDROID
  These devices appear to be small, slender chips of 
  delicate silicon, often color-coded (but not always so; 
  some are coated in a protective black rubber sheath 
  to prevent erosion over time).  Memory chips store 
  entire volumes of knowledge on a certain subject 
  (metallurgy, robotics, etc), like an encyclopedia, 
  which can be accessed only by robotic brains.  When 
  installed in an android, a memory chip gives the 
  android a number of ranks in that skill. The degree 
  of the chip’s extensiveness (i.e. the rank gained) 
  depends on the chip’s quality rating.
  Chip Rating
  Skill Rank Given
  Cost
  A
  6
  18,000 cp
  B
  12
  36,000 cp
  C
  18
  54,000 cp
  If the android already has the skill at a higher level, 
  the memory chip has no effect, but otherwise the 
  android receives the new skill at the stated level.  An 
  android can only beneﬁt from a number of chips 
  equal to the number of chip slots built in to the 
  android.  If removed, or in some way damaged, the 
  rank bonus is lost.
  OPTIC SCANNER
  An alternative security lock is the “optic scanner”, 
  which guards computer terminals, doorways, and 
  buildings in the manner of ID cards.  Mutants 
  with aberrant eye deformities (including albinism, 
  photosensitivity, mongoloid, bilirubin imbalance, 
  etc.) are not recognized by such scanners and will not 
  be granted admission by them.
  Such security systems can be bypassed through 
  normal means (by way of the Computers skill; 
  most optic scanners are of exceptional or maximum 
  security, with a DC of 35 or 40).
  POWER SOURCES
  Various items of this type were created to supply 
  power to the various technological devices 
  of mankind’s creation, just prior to the end of 
  civilization.  The power source (or “fuel cell”) is an 
  electrochemical device that converts the chemical 
  energy of the fuel into a direct-current output, like a 
  “continuous-process battery”.  Most fuel cells made 
  on pre-holocaust Earth used hydrogen as a fuel.  The 
  various types of power sources are as follows:
  Power Cell.  This item is a small ﬂat circular 
  battery, used to power certain civilian energy-
  consuming devices.  This is the most primitive 
  form of power source, being, in effect, a battery.  
  Chemicals within the pack produce an electric charge 
  when forced to interact, this being the source of 
  produced power.
  Power Pack.  The power pack was created to give 
  power to almost everything in mankind’s world 
  just prior to the fall of civilization - ultra-modern 
  blenders, computers, even cars.  The power pack is 
  roughly the size of a toaster or car battery, but may be 
  as small as a thin textbook. 
  Power Clip.  The power clip, created for use with 
  portable weapons, is a small black “battery.” When 
  slid into any acceptable receptacle (such as an energy 
  weapon’s clip port), it immediately powers the 
  weapon.
  Power Beltpack.  The power beltpack was a 
  development for the military, and consists of a 
  black plastic (or metal) belt with small power packs 
  attached, along with a power cord and universal 
  adapter/capacitor.  The beltpack can be used to power 
  energy weapons and other devices that will accept it.
  Power Backpack.  The ultimate personal power 
  source, this type of item is a small black backpack, 
  carried on plastic, leather, or rubber straps, linked 
  around the chest.  The power backpack has a power 
  
  94
  cord with universal adapter/capacitor (ﬁts into any 
  item that will receive it).  
  Minifusion Cell.  This device (a small silver 
  clip with an orange or red radiation symbol) was 
  the ultimate in military development.  The cell 
  continuously processes internal hydrogen fuel to 
  power its miniature fusion reactor, providing a potent 
  output of power.
  Plutonium Clip.  This military development 
  was used to power the various advanced portable 
  nuclear weapons (such as atom guns, fusion riﬂes, 
  etc).  It appears to be a thin glass cylinder (a special 
  zirconium glass) with a glowing green core of 
  plutonium-239.  The plutonium within is drawn 
  from the clip as the weapon ﬁres, draining it just like 
  “charges.”
  Harmonic Cell.  This super-advanced form 
  of power generation relies on cultured crystal 
  formations that reﬂect sound waves in a complex 
  web-like fashion.  The sound waves grow in intensity 
  each time they reﬂect, causing a cascading chain of 
  vibrations that power internal generators.  Harmonic 
  cells, roughly the size of a human hand, are VERY 
  rare (perhaps they are remnants of a bizarre alien 
  technology), and generate an inﬁnite stream of strong 
  current.  Though the harmonic cell must “rest” 
  after 20 discharges, it is recharged after 24 hours.  
  A harmonic cell is interchangeable with any other 
  power pack, military or civilian.
  Different weapons/devices use different power 
  sources.  Certain weapons are restricted to using 
  minifusion cells or plutonium clips, for instance.  
  Power cells and packs are for civilian electronic items 
  only, and cannot power weapons. A single source can 
  power only one device at a time.
  Power sources cannot be recharged with the 
  diminished resources of most post-holocaust 
  communities. Only the most advanced (which 
  might well be considered out of the scope of player 
  involvement) have this ability.
  HAZARD DETECTION DEVICES
  There are various types of chemical/biological/
  nuclear detection devices available; some are 
  hand-held devices, some are worked into clothing, 
  others are mounted on helmets and gloves.  The 
  numerous models, produced during the ﬁnal stages 
  of civilization’s wars, vary in size, shape, color, and 
  name, but pretty much work the same.  The three 
  main types are as follows:
  CHEMICAL SENSOR
  These devices, typically hand-held and possessing 
  a microphone-like protrusion, detect the general 
  presence of toxic chemical gasses in the vicinity.  
  Such an item detects only chemical agents (not 
  radiation), including hazardous chemicals (any form), 
  chemical contaminants, and various nerve/irritant/
  blood agents.  A chemical sensor’s range is 50 ft.
  Power Source:  Beltpack.
  GEIGER COUNTER  
  This type of item can be hand-held, mounted on a 
  shoulder harness, or even installed in some advanced 
  infantry combat suits like a modiﬁed “HUD”.  Such 
  an item detects the exact Rad level in an area, 
  displaying it on a numbered dial (sometimes digital), 
  emitting a high-pitched whine when the user gets 
  close to the source of radiation.  A Geiger counter has 
  a range of 75 ft and weighs 3 lbs.
  Power Source:  Beltpack.
  RAD TAB  
  Such items come in all shapes and sizes, but are 
  usually installed as a colored strip on an I.D. badge, 
  arm band, etc.  The strip changes color when the 
  wearer comes close to dangerous radiation level 
  areas.  Such an item changes from black to yellow 
  at mild levels, yellow to orange at low levels, and 
  orange to red at moderate levels or more. After 
  exposure to radiation, a Rad Tab cannot be used 
  again.  Range is immediate.
  Power Source:  NA.
  TABLE 3-14: POWER SOURCES
  Power Source
  Uses
  Power
  Power Cell
  Gizmos, small electronic devices
  1 year continued use
  Power Pack
  Gizmos, large electronic devices
  5 years continued use
  Power Clip
  Energy weapons
  10 discharges*
  Power Beltpack
  Energy weapons
  25 discharges*
  Power Backpack
  Energy weapons
  50 discharges*
  Minifusion Cell
  Powerful energy weapons
  10 discharges*
  Plutonium Clip
  Powerful energy weapons
  10 discharges*
  Harmonic Cell
  Unknown
  Unlimited (20 per day)*
  * When used to power non-discharged items, these power sources will provide indeﬁnite use
  
  95
  ION BONDING TAPE
  This is a super-advanced form of binding material 
  that bonds easily to most surfaces, even slippery 
  metal.  A typical roll has about 2,000 feet of tape.  
  Ion tape requires a Strength check (DC 20) to tear or 
  detach.
  MEDICINE
  Numerous drugs and chemicals were devised by 
  the Ancients, some capable of saving lives, others 
  capable of enhancing mankind’s inherited abilities 
  - dictating what was once the sole domain of nature.  
  These items, though limited in uses (i.e. they are 
  consumed when used) are often among the greatest 
  treasures.
  Medicines are known by many names in the 
  post holocaust world.  To the primitive wasteland 
  dwellers, they are “good juju”, or “good magic”, 
  while to those who hold some semblance of 
  civilization they are known as “drugs” or simply 
  “meds”.  Medicines, though vastly misunderstood 
  by the savage survivors of the holocaust, are still 
  considered priceless because of their “magic” - they 
  are some of the few things that maintain their value 
  over time (due to futuristic preservation techniques, 
  that is).
  Taking any kind of medication requires a full-
  round action, unless administered through a Ready 
  Syringe (see below), in which case the administration 
  only requires a partial action.
  MEDICAL INCOMPATIBILITY 
  Mutant physiology is not always compatible with 
  medicine created by the Ancients. As stated in 
  the mutant template, mutants must make medical 
  incompatibility checks when using medicine created 
  for pure breed humans.  While the standard DC for 
  such checks is 15, each of the drugs below has its 
  own DC that reﬂects its compatibility with mutants.
  ANTITOX (IMMUNE BOOSTER ALPHA)
  This drug, usually found in a Ready Syringe (see 
  below), completely dilutes and cleanses poisons 
  and chemical toxins from the system 2 rounds after 
  injection and removes all negative effects.  Antitox 
  does not remove Incompatibility effects.
  DIAGNOSTIC SCANNER
  This hand-held electronic device, when used within 
  10 ft. of a given subject (the scanner must be directed 
  towards the target), will scan its bloodstream, 
  electrical impulses, and general chemical content 
  with a variety of sophisticated sensors.  The scanner 
  has a compressed memory bank ﬁlled with a large 
  library of diseases and general illnesses, and the 
  information gleaned from the scan is cross-referenced 
  with its memory to diagnose whatever disease 
  or sickness (if any) is affecting the target.  The 
  diagnostic scanner detects and accurately identiﬁes 
  diseases, chemical contaminant levels, the presence 
  of parasitic infestations, radiation levels, broken 
  bones, degenerative genetic illness, poison, etc.  It 
  also grants a +10 bonus to Medicine checks.
  Power Source:  Beltpack.
  FILTER DOSE (IMMUNE BOOSTER BETA)
  This is an injected drug that dissolves and breaks-
  down foreign chemicals, toxins, and organisms in 
  the bloodstream.  It works just like Antitox (above), 
  but also works against biological agents as well 
  (including parasites).  
  HEALING PACK
  This phenomenal device appears to be a small hand-
  held pack with dials and lights on it, the size of an 
  old-style calculator.  The pack, when held over a 
  serious wound and activated, begins to beep and 
  blink, and almost “magically” heals the wound 
  (in fact, it emits a specialized radiation wave that 
  accelerates cellular regeneration activity); it sutures 
  open cuts, mends bones, replaces tissue, etc.  A single 
  discharge of energy heals the subject allowing him 
  to instantly make a Recovery check with a +6 bonus.  
  The device requires power, however, and it cannot 
  cure disease, nullify poison, or bring subjects back 
  from the dead.  In addition, it has a ﬂat 25% chance 
  of malfunctioning if used on any form of mutant, 
  instead inﬂicting damage with a +3 damage bonus 
  from its use.  Using a healing pack is a full-round 
  action.  A healing pack weighs 2 lbs.
  Power Source:  Minifusion cell.
  HEMOCHEM (HEMOGLOBIN REGENERATIVE 
  SUPPLEMENT A)
  This injected drug affects the spleen and liver, 
  accelerating blood production.  The chemical itself is 
  a catalyst, acting to duplicate and multiply produced 
  blood geometrically.  When administered, hemochem 
  instantly removes the Dying condition from an 
  injured character, stabilizing him. 
  HERCURIN (ADRENALINE TAP A)
  This drug, found in capsule or shot form, increases 
  muscle output - a character injected with this drug 
  receives an increase of +2 Strength and Constitution 
  for a full 4 hours.  There are no side effects once the 
  effects wear off.
  
  96
  JUJU KIT
  In post-Fall earth, modern medical kits are hard 
  to come by.  In their absence, many of the post-
  apocalyptic healers rely on Juju Kits to administer 
  treatment to their patients.  Juju Kits are a mixture of 
  salvaged medical equipment and herbal ingredients, 
  more often the latter.  Despite its reliance on natural 
  ingredients, a Juju Kit is just as effective as a Medical 
  Kit when treating injuries.
  K-O SHOT (SUPER SODIUM THIOPENTAL III)
  This potent drug (akin to sodium thiopental, 
  morphine, codeine, and opiates), forces the victim to 
  make a Fortitude check (DC 30) or be knocked right 
  out for a full 8 rounds.  Although originally made to 
  keep patients “under” during operations, it makes an 
  effective subdual weapon. 
  MEDI-SPRAY (POLYREGENERATIVE SERUM I AND 
  II)
  This magniﬁcent miracle drug is dispensed in small 
  hand-held canisters with a nozzle at one end and an 
  activation button on the opposite side.  Such canisters 
  come in a variety of colors and shapes (depending on 
  the company that manufactured it), but there are two 
  main medical variations of the basic drug available 
  - wound healing and spore neutralization.
  The ﬁrst kind sprays a liquid-form artiﬁcial 
  “ﬂesh” onto any wounded area, which quickly 
  bonds and closes the wound, allowing an immediate 
  Recovery check with a +4 bonus; the second sprays 
  a white-cell agitator that ﬁghts any and all forms 
  of spore infestation or other infections with 100% 
  effectiveness.
  All Medi-Sprays optimally have 10 doses of spray; 
  they cannot usually be reloaded, and are disposable. 
  POCKET NURSE
  This is a ﬂat, rectangular metal device ﬁxed to an 
  adjustable belt, attached either to the hip or worn 
  around the waist.  Three cylindrical ports line the top 
  of the device, where special “drug cylinders” can be 
  inserted.  The “pocket nurse” is a marvel of advanced 
  technology that monitors the vital functions of the 
  wearer, injecting one of three chemicals into his 
  system as needed.  The pack can carry a maximum 
  of three drugs of any kind, injecting these as needed, 
  one at a time, once per round, immediately following 
  an injury, poisoning, etc.  The pack will always use 
  the most potent chemical ﬁrst to remedy the threat 
  (such as in the case of loading Stimshot A and B, it 
  will use the B ﬁrst).  Since the pack itself does all the 
  work, this is considered a free action.  The pack can 
  be reloaded, one drug at a time, as a standard action.
  Power Source:  Cell.
  PROTON ENERGY PILL (ADRENALINE TAP B)
  This advanced stimulant gives the user the strength 
  of “20 atom bombs for 20 seconds”.  Use of a proton 
  energy pill increases the Strength of the user by +5 
  for two consecutive rounds.  After the effect wears 
  off all ability scores are at –1 for 48 hours.
  RAD-PURGE SHOT (PURGE SERUM I)
  This is a chemical that purges radiation from the 
  beneﬁciary’s system each time it is injected.  One 
  shot is enough to grant a new save to ﬁght off 
  Radiation Sickness. Even if the save fails, the 
  Radiation is lower by one degree.  Thus a recipient 
  with moderate radiation sickness would have the 
  radiation degree reduced to low.
  READY SYRINGE
  These items are light plastic syringes, easily 
  disposable.  The syringe holds a single dose of any 
  drug; some are empty (and can be used to draw drugs 
  from a bottle), while others are packaged with the 
  drug within, ready-to-use.  Using a Ready Syringe 
  to apply medicine in combat reduces the effort from 
  a full-round action to a standard action that does not 
  provoke an attack of opportunity.
  REGEN TANK
  This most advanced of all Ancient medical devices is 
  a large immovable tank, ﬁlled with a special chemical 
  ﬂuid that accelerates the regenerative capabilities of 
  the human body.  Any patient submerged in the regen 
  tank is sustained by the chemical (the body is kept 
  alive in much the same manner as it was when it ﬁrst 
  developed in the womb, relying on umbilical support 
  from the tank’s machinery), while the ﬂuid in the 
  tank causes wounds to heal and ruptured or damaged 
  organs to literally regenerate.  Such devices require 
  a great deal of power to operate effectively, and the 
  patient is effectively unconscious and vulnerable 
  while immersed in the tank.  The tank requires 12 
  hours to fully regenerate any and all lost limbs or 
  body organs, as well as full recovery from all damage 
  (though fatal injuries are not reversed, those with 
  potentially fatal consequences, such as diseases, are).
  Power Source:  Pack.
  STIMSHOT A (POLYREGENERATIVE SUPPLEMENT 
  A)
  This drug, usually found in individual Ready 
  Syringes, provides instant accelerated healing.  One 
  dose of Stimshot A will allow an immediate recovery 
  check with a +6 bonus.  
  
  97
  STIMSHOT B (POLYREGENERATIVE SUPPLEMENT 
  B)
  This drug, usually found in individual Ready 
  Syringes, is an improved version of the universal 
  healing drug, Stimshot A.  It provides instant 
  accelerated healing; one dose of Stimshot B will 
  will allow an immediate recovery check with a +10 
  bonus.  
  SUPEREGEN (PERIODIC POLYREGENERATIVE 
  SUPPLEMENT A)
  This is a drug that accelerates the healing 
  process; this doubles the natural healing rate of 
  the beneﬁciary’s wounds (the subject makes two 
  Recovery checks each day, one every 12 hours) as 
  well as temporary ability damage (e.g. 2 points per 
  day instead of 1).  The chemical remains active for 7 
  days.  
  SUSTAINER SHOT (STASIS DOSE ALPHA)
  This type of miracle drug acts to sustain the body; 
  chemicals immediately increase the ability of the 
  blood to clot (reducing bleeding), drastically lower 
  body temperature (to reduce the need to breathe and 
  the heart to beat), and decreases the brain’s oxygen 
  intake - in effect, it preserves the body from dying.  
  When used on a dying character (including poisoned, 
  diseased, etc., but not those suffering from massive 
  physical injuries), the sustainer shot will keep the 
  character barely alive for 2 days until the proper 
  healing can be performed.  
  TAILORED NARCOTICS
  Advanced engineers in the philanthropic pre-war 
  United States produced “tailored narcotics” - drugs 
  designed to effect only the brain cells of a speciﬁc 
  buyer.  Such drugs were well regulated, and the 
  fact that they are incompatible if taken by anyone 
  other than the designated user (causing diarrhea, but 
  little else) made them safe for widespread public 
  use.  Such products were widely supported by the 
  government; as the world around the isolated States 
  began to deteriorate, the government sought many 
  ways to maintain the illusion of paradise the citizens 
  of the nation enjoyed, to stave off inevitable civil 
  unrest and suspicion.  Tailored narcotics came in a 
  number of “ﬂavors” - sensory trips, orgasm inducers, 
  delusion enhancers, etc. but today they are all but 
  useless (since they only affected the speciﬁc buyer’s 
  cells).  
  TRUTH SERUM (AMOBARBITAL III)
  Actually a variety of available drugs (amobarbital, 
  scopolamine, etc), “truth serums” often cause 
  delirium, confusion, and the laxness of inhibitions.  
  As a result, anyone injected by such a serum must 
  make a Will (DC 25) or succumb to interrogations.  
  UV STERILIZER
  This electronic device was used for scientiﬁc and 
  medical research before the fall of civilization.  The 
  device appears to be a small hand-held “television” 
  or ﬂash screen, used much like a hand-held scanner.  
  The UV sterilizer emits a continuous pulse of UV-
  C (at a short wavelength from 2800A to 150A), a 
  strong enough radiation to sterilize surfaces, killing 
  all known viruses and bacteria.  Whatever the UV 
  ray passes over is totally “cleansed” in a matter of 2 
  rounds.  This works on all viruses and bacteria, but 
  is harmful to living tissue (requiring a Toughness 
  save against a +1 damage bonus for every two 
  rounds of direct exposure; +6 vs. fungi and plant-like 
  creatures).  One discharge is used for each round of 
  operation.  A UV sterilizer weighs 3 lbs.
  Power Source:  Backpack.
  PROFESSIONAL EQUIPMENT
  With the degenerate and backwards mentality 
  of the chaotic wasteland, what constitutes 
  “professional equipment” often becomes the basis 
  for a community’s entire way of life.  As a result, 
  common kits, instruments, and individual tools are 
  often considered strategic resources to be jealously 
  guarded.  A simple chemical kit could become the 
  basis for a community’s drug-based economy, or 
  an electronics tool kit could be vital to keeping a 
  sheltered dome community in power.  Professional 
  equipment is seldom for sale.
  ANIMATRON, CONSTRUCTION
  This device looks like a broad, round cylinder, with 
  three articulate “arms” and a trio of heavy, metal legs 
  to support its weight.  The entire machine weighs 
  roughly 1,000 lbs, and stands altogether 8 feet above 
  the ground.
  An animatron, this device is a simple type of 
  robotic machine that follows commands to perform 
  a simple function, and will continue to do so as long 
  as it is left alone (or until commanded to stop).  In its 
  case, the construction animatron takes recognizable 
  building materials, and precisely constructs anything 
  it is programmed to build.  In general this is limited 
  to structures such as walls, arches, and stairs, but 
  entire houses and even bridges are not outside their 
  capabilities.  The construction animatron can take the 
  place of up to twenty men in a construction project, 
  and never tires, so that it’s non-stop work halves the 
  time needed to complete a building.  A construction 
  animatron can also move slowly with it’s broad, 
  metal legs (at a rate of 5 feet per round), and can 
  
  98
  work unsupervised so long as it is programmed with 
  a complete ﬂoor plan or blueprint diagram of the 
  structure it is building.
  Programming a construction animatron requires an 
  operator to make a Computer Use check at DC 15.
  ANIMATRON, DIGGER
  This type of animatron looks like a large metal “box” 
  on four spider-like legs, with a large drill bit on a 
  ﬂexible “arm” rising from the top of it’s body.  The 
  entire machine weighs roughly 2,000 lbs, and stands 
  altogether 10 feet above the ground.
  When activated, the digger will continuously dig 
  away at any indicated rock, soil, or similar earthen 
  structure or obstacle with it’s bit, at a rate of 10 
  feet each hour (for normal soil or earth), or 10 feet 
  every three hours (for hard rock).  The digger can 
  also move slowly with its legs (at a rate of 5 feet per 
  round), and can be programmed through an integral 
  keyboard station to follow a basic plan (for instance, 
  stopping once it punches through a wall, or taking up 
  to ﬁve separate turns along the path of it’s digging).
  Programming a digger animatron requires an 
  operator to make a Computer Use check at DC 12.
  ANIMATRON, TASK
  This type of animatron looks like a metal “stick-
  ﬁgure”, walking noisily along on thin metal legs.  
  Two metal arms permit it to perform whatever 
  function it is programmed with – usually these are 
  simple tasks, such as walking a speciﬁc route, re-
  lighting torches or lanterns along a perimeter, ﬂicking 
  switches in a pre-determined order, etc.  The task 
  animatron cannot carry items, cannot detect the 
  presence of living things (or react to them), nor can it 
  be commanded on a whim.
  A task animatron moves at a rate of 10 feet per 
  round, and stands roughly ﬁve feet tall, though it’s 
  arms can extend out another 10 feet if need be.  A 
  task animatron weighs no more than 200 lbs.
  Programming a task animatron to perform a new 
  task requires an operator to make a Computer Use 
  check at DC 10.
  BOOKS
  Books are among the last evidence that a culture 
  beyond the warring, desperate civilizations of today 
  once existed on the Twisted Earth.  The books, 
  propaganda, and other educational devices of the 
  Ancients are called “Arcanum”, and are as revered 
  as artifacts as ﬁrearms, fancy armor, and their fancy 
  gizmos.  Some cults actually worship old books and 
  readings – “Archie” comics and Disney storybooks 
  have spawned a number of odd cults in the wasteland.
  Books are useful as well, providing in many 
  cases access to skills otherwise denied primitive or 
  uneducated people (e.g. texts on cybernetics, robotic 
  repair, and the use of laser weapons).  In game terms, 
  the referee may permit the owner of a book on a 
  certain skill to earn that skill, one rank at a time, 
  through study, even without a mentor.  Most books 
  are written in the language of the Ancients, however, 
  requiring knowledge of that language to be used with 
  any appreciable effect.
  BORON SOLUTION SPRAY
  This advanced tool looks just like a portable ﬁre 
  extinguisher, except that it contains a special 
  chemical mixture (primarily of boron powder) used 
  to dampen and inhibit neutron activity (in other 
  words, it reduces radioactivity).  When the solution 
  is sprayed on any radiating source (a cracked power 
  cell, nuclear waste, anything emitting radiation), it 
  lowers the level of Radiation by one level for each 
  application (thus, applying two charges of spray on 
  a high radiation source would bring it down to low 
  radiation).
  Each boron spray container generally contains 5 
  spray charges.
  CORIUM LANTERN
  These items come in a wide variety of sizes and 
  shapes, depending on where and how they were 
  made.  Mostly these are made from discarded 
  kerosene lanterns, the core of which has been 
  replaced by a solid chunk of corium.  The corium in 
  the lamp provides a dim silvery-white light out to 
  20’, just like a regular lantern; however, a corium 
  lantern cannot be extinguished (though it can be 
  shuttered or covered to block the light).  Though 
  the corium in the lantern is radioactive, the level is 
  so weak that it is harmless (but is still detectable by 
  mutations or devices that detect gamma radiation).
  ELECTRONIC SKELETON KEY
  This type of device was highly illegal before the 
  Fall, and is thus very rare.  Used by safecrackers 
  and burglars, the electronic skeleton key looks like 
  a small metal box with a computer chip sticking out 
  of one end.  This end is inserted into keycard slots, 
  and the device automatically attempts to duplicate the 
  electric signal produced by the required card.  Using 
  the key, a normally invincible keycard lock can often 
  be bypassed.
  Using an electronic skeleton key provides a +10 
  bonus to Disable Device checks to open electronic 
  locks.  Military security of stage IV and above cannot 
  be bypassed with this device, however.  An electronic 
  skeleton key weighs 2 lbs.
  Power Source:  Cell.
  
  99
  SPIKE STRIP
  This device was designed to help pre-Fall police 
  end car chases. The strip comes rolled in a spool 
  about the size of a small suitcase. Deploy it by 
  rolling it across a roadway, where it lies like a ﬂat, 
  segmented belt. (The user can roll it out onto the road 
  without entering the lane of trafﬁc.) Until the strip 
  is activated, the spikes do not protrude, and cars can 
  pass safely over it. When the user activates it (via a 
  control device attached to the end of the strip by a 10-
  foot-long cord), the spikes extend.
  Each time a creature moves through a square 
  containing an activated spike strip at any rate greater 
  than half speed, or each round a creature spends 
  ﬁghting in such an area, he suffers the effects listed 
  under caltrops in the core rules. Wheeled vehicles 
  passing over the strip are automatically hit—although 
  vehicles equipped with puncture-resistant tires are not 
  affected.
  SURVEILLANCE GEAR
  Like computer equipment, surveillance gear is 
  a dwindling category of gear in the post-nuclear 
  world.  In most cases characters would be very hard 
  pressed to locate operable examples of this type of 
  equipment.
  IMPULSE DETECTOR
  This device looks vaguely like a boxy, hand-held set 
  of binoculars, with a digitalized display on the user’s 
  end.  The impulse detector, when pointed at a subject 
  within 20 feet, uses a combination of microwave and 
  x-ray sensors to detect unnatural electric impulses 
  occurring within the target.  In effect, the device 
  detects whether the subject is natural and organic, 
  or artiﬁcial and robotic.  Using an impulse detector 
  is a standard action.  However, if a full-round action 
  is taken, the detector also reveals the presence of 
  built-in weapons or special android features, such as 
  infrared photoreceptors, an internal power source, 
  etc.
  Such devices were used by late-war Ancients 
  (the few remaining left) to ﬁnd human-mimicking 
  androids within their midst.  An impulse detector is 
  100% effective in determining whether or not a target 
  is an android.
  Power Source:  Cell.
  METAL DETECTOR
  This handheld device provides a +10 equipment 
  bonus on all Search checks involving metal objects.
  MOTION DETECTOR
  This item appears to be a large metal device, with a 
  glass T.V. tube on its upper side.  The device, when 
  activated and pointed in a certain direction, detects 
  all motion in a cone (at 30 degrees) some 50 ft long.  
  Things that are moving within this area appear as 
  dots on the screen, showing their relative position in 
  the cone and the rate of their speed.  The detector will 
  only detect motion by things Tiny or larger.  A motion 
  detector is unaffected by darkness, smoke or fog, or 
  concealment
  Power Source:  Beltpack.
  PORTABLE DETECTION RADAR
  This appears to be a plastic screen on a metal 
  backing, attached to a small tripod-mounted radar 
  dish.  The radar is lightweight, can be carried easily, 
  and can detect movement by Medium-sized or larger 
  creatures within 3 miles.  The radar detects in a 120-
  degree arc, and monitors general size, distance, and 
  speed, displaying this information on its screen. A 
  Portable Detection Radar is unaffected by darkness, 
  smoke or fog, or concealment
  Power Source:  Pack.
  X-RAY GOGGLES
  This form of super-advanced eyewear permits the 
  wearer to see into and through solid matter.  The 
  range is as per normal sight (not limited by darkness, 
  however), with the viewer seeing as if he were 
  looking at something in normal light even if there is 
  no illumination (for example, if looking through a 
  wall into a darkened room, he can see beyond even if 
  it is utterly dark).
  The vision provided by x-ray goggles can penetrate 
  20 feet of cloth, wood, or similar animal or vegetable 
  matter.  It can see through up to 10 feet of stone, 10 
  inches of iron, steel, copper, and brass, but cannot 
  penetrate lead, gold, or platinum.
  Power Source:  Cell.
  SURVIVAL GEAR
  Of the various basic categories of equipment, survival 
  gear is by far the most important to the inhabitants of 
  the post-nuclear world.  While there is great demand 
  for most items useful in surviving the world’s 
  terrible dangers and climate hazards, a number 
  of communities have virtual “cottage industries” 
  that produce these vital items to make life in the 
  wasteland possible.
  ADVANCED BREATHING APPARATUS
  This is a generic term used to describe a variety of 
  breathing-assistance devices, such as diver air tanks, 
  ﬁreﬁghter oxygen masks, or internal air supply 
  systems for spacesuits, radiation suits, etc.  Most 
  apparatus include a backpack-mounted air tank (not 
  always the case, as in the case of the most advanced 
  - which employ oxygen recycling systems, negating 
  
  100
  the need for tanks), good for 1 hour of use (some are 
  even good for up to 10 hours of use).  Unlike a gas 
  mask, which only ﬁlters air, the apparatus generates 
  or carries its own supply. The apparatus renders 
  the wearer immune to inhaled toxins, including 
  poisonous gas, inhaled radiated dust, and airborne 
  diseases.
  AUTOGRAPNEL
  This piece of equipment appears to be a plastic 
  rectangular device with a hard steel grapnel on one 
  end, and an internal coil of tensile plastic rope.  The 
  autograpnel may be used to ﬁre the grapnel (which 
  draws the rope with it) up to 75 ft. straight into the 
  air; the device may be used to retract from 5 ft. to 60 
  ft. per round (it can, for example, be used to draw a 
  person up into the air after the grapnel; the rope is 
  strong enough to support the weight of roughly two 
  Medium-sized beings).  An autograpnel weighs 6 lbs.
  Power Source:  Cell.
  CYBORG SUSTENANCE TUBE
  This foodstuff item resembles a normal goo tube, 
  but the contents are even worse – a greenish-gray, 
  vomit-like “soup” edible only by cyborgs.  The soup 
  is composed almost entirely of purely nutritional 
  proteins, but its look, taste, and smell would make 
  any organic creature sick.  Since cyborgs still need 
  sustenance to feed their organic tissue, these are 
  the most efﬁcient form of food – and are produced 
  en masse to feed them in robotic armies.  A single 
  sustenance tube will feed a cyborg for 2 weeks.
  DEHYDRATED PILLS
  Developed for use in long-range space missions, 
  these food items are small colored pills that are 
  simply “meals” reduced in size due to the extraction 
  of all moisture.  Quite tasty (they come in various 
  ﬂavors, such as French fries, hamburger, etc.), they 
  also manage to meet the nutritional requirements of a 
  full meal.
  FIRESTARTER CUBE
  A clear plastic cube, 1 in x 1 in; when the side 
  tabs are pulled, the cube heats chemically to ignite 
  ﬂammable materials within contact, even in extreme 
  dampness or high winds.  Ideal for starting a campﬁre 
  in a storm.
  A ﬁrestarter cube is a one-use item.
  FLASH GOGGLES
  These eye coverings provide total protection against 
  blinding light.
  GAS MASK
  This apparatus covers the face and connects to a 
  chemical air ﬁlter canister to protect the lungs and 
  eyes from toxic gases. It provides total protection 
  from eye and lung irritants. The ﬁlter canister lasts 
  for 12 hours of use. Changing a ﬁlter is a move 
  action. 
  GRAVITY BOOTS
  These items appear to be thick plastic boots; they 
  can be either voice- or button-activated to allow 
  the wearer to ﬂoat slowly into the air, walk up most 
  unsure surfaces, etc., as if levitating.  The boots 
  do not, of course, allow the wearer to climb sheer 
  surfaces and the like.  In cases where a check is 
  required, the boots are considered to give a +20 
  bonus to Climb and Jump checks.  A single charge 
  powers the boots for 10 minutes.
  Power Source:  Beltpack or backpack.
  HALAZONE TABLETS
  One of these tablets, when combined with one liter 
  of water, will purify it of most simple contaminants 
  and parasites.  Heavily contaminated water sources 
  (GM’s discretion) may require the use of two tablets 
  per liter.  Halazone tablets will not work on salt 
  water, or water tainted with gritty minerals.
  HEVE CANDY
  The name, HEVE, stands for “high-energy vitamin-
  enriched”, but was also a common nickname used by 
  soldiers to describe what the taste made them want 
  to do.  This candy, when eaten, supplements nutrition 
  intake (each candy cube provides for one full meal).
  INSTANT PILLOW
  This item is often packaged in a “high-tech” looking 
  metallic package, no larger than a pack of sealed 
  baseball cards.  When torn, the slip of pink material 
  inside is cast on the ground, where a chemical 
  reaction (the stuff is made of a material that foams 
  on contact with simple atmospheric nitrogen) turns it 
  into a good-sized pillow.  The pillow only opens up 
  once, however, and cannot be re-packaged.  The item 
  was, obviously, ideal for weekend camping trips for 
  the whole family.
  LIGHT ROD
  These are hard plastic rods (three feet in length), 
  ﬁlled with two chemicals which, when combined by 
  pulling a tab on the rod, glow brightly and intensely.  
  Colors range from vibrant orange to ﬂuorescent blue.  
  The glow of a light rod provides illumination up to 50 
  ft, and lasts up to eight continuous hours, before the 
  rod is used up.
  
  101
  MAGNESIUM FIRESTARTER
  These are high quality magnesium starters, operable 
  in even the wettest conditions.  The starter consists 
  of a magnesium bar, which when scraped produces 
  magnesium shavings that are highly ﬂammable (a 
  built-in sparking rod is included).
  MAP
  While a compass can help characters ﬁnd their way 
  through the wilderness, a map can tell a character 
  where she is going and what to expect when she gets 
  there.
  Road Atlas: Road atlases are for the entire United 
  States, showing all major roads in each state. They 
  can also be for most major metropolitan areas, 
  detailing every street in the entire region.
  Tactical Map: A tactical map covers a small 
  area—usually a few miles on a side—in exacting 
  detail. Generally, every building is represented, along 
  with all roads, trails, and areas of vegetation. 
  PORTABLE PETROL POWER GENERATOR
  This appears to be a heavy machine with plastic 
  or metal carrying bars (it is the size of maybe two 
  or three car batteries, very heavy, but still man-
  portable).  This type of miracle device uses petrol 
  (25% of these devices use alcohol instead) to 
  generate a steady current of electricity.  The generator 
  produces 1 Megawatt per half liter of petrol, per hour.  
  The tank in the generator generally holds two liters.  
  It can generally only be linked to household devices 
  (not weapons), but its ﬂow is enough to power most 
  devices in a small community.  It weighs 100 lbs.
  PORTABLE STOVE
  This small stove works on kerosene or white 
  gasoline, and can easily be broken down and carried 
  for backpacking.
  POTASSIUM IODIDE TABLETS
  These pills help reduce the amount of radioactivity 
  the body absorbs during a 24 hour period.  For a 
  character that has taken a potassium iodide tablet, 
  calculate the time of radiation exposure normally, but 
  drop the ﬁnal result by one category.  For example, 
  a character that has spent 10 minutes exposed to 
  radiation counts as only having been exposed for 
  1 minute.  There is no additional beneﬁt for taking 
  more than one pill in a 24-hour period.
  POWER BAR
  These large candy bars are packaged in silver 
  wrapping, and can remain preserved for a great deal 
  of time.  Although the taste is far from delicious, 
  these bars are full of protein and vitamins; each 
  provides for about one-half a meal’s worth of 
  nutrients.
  READY MEAL
  These excellent examples of pre-Fall food technology 
  come in either tray, envelope, or cylinder form, and 
  are the ultimate in preserved foods.  At one end of the 
  package (regardless of shape and size) is a pull ring, 
  which when peeled off creates a chemical reaction 
  in the package that either heats, cools, or rehydrates 
  the food within (depending, of course, on the type of 
  dish).  In addition, a spork is usually attached to the 
  package to eat with.  Ready meals remain preserved 
  for centuries due to space-age packaging, and are 
  actually quite delicious and nutritious.  The nutrition 
  value of one meal is equal to a full day’s nutritional 
  requirements.
  SALT PILLS
  Salt pills increase the salt content in the body, which 
  as a result helps retain ingested moisture.  One pill 
  reduces the need for ingested moisture by one half for 
  1 week.
  SYNTHIHOL
  “Synthihol” was all the rage in the United States 
  prior to the Fall.  Synthihol comprises a variety 
  of synthetic and engineered alcoholic products; 
  the effect was to allow the manufacturer to create 
  an astounding variety of taste, scent, and richness 
  qualities heretofore alien to traditional alcoholic 
  beverages.  Synthihol products were being 
  manufactured to possess weird and eye-catching 
  colors, each being different than the next, and thus 
  they are now prized in the wasteland like exotic 
  “elixirs”.  In effect, however, they are little more than 
  exotic beers or wines.
  MILITARY HARDWARE
  The category of military hardware covers a wide 
  variety of miscellaneous items used for combat.  
  Most examples of these items are rare, since most 
  military assets were of course obliterated in the 
  nuclear conﬂict.  Wherever surviving examples can 
  be found, they are sure to be snatched by jealous 
  locals for their defense, by raiders to employ against 
  the meek, or by selﬁsh wanderers seeking the edge 
  necessary to keep themselves alive.
  
  102
  ANIMATRON, WEAPON
  A weapon animatron is a robotic mounting for any 
  weapon, usually light support weapons (such as 
  machineguns, but sometimes also ﬂamethrowers or 
  pulse lasers).  The animatron is a simple robot that 
  detects intruders and ﬁres upon them, in the manner 
  of a defense or sentry turret.
  Whatever weapon is used with the animatron is 
  mounted on its robotic tripod or turret ring, and is 
  fed by a supply of rounds (or by power source, with 
  variable charges left) in a bin beside it.  In addition, 
  animatrons possess a portable motion detector and 
  power pack (variable hours remaining), which allows 
  it to detect motion by anything larger than a dog 
  within its scan-able area.
  These animatrons are usually cleverly disguised, 
  or hidden inside bunkers or pillboxes.  As such, the 
  animatron ﬁres with automatic surprise on the ﬁrst 
  round of combat, utilizing as many attacks as possible 
  each round until either it runs out of ammunition or 
  all detected targets are neutralized.
  Weapon animatrons have a Combat Bonus of +10 
  and a Toughness Bonus of +6.
  Power Source:  Pack.
  AUTO-MORTAR PLATFORM
  An auto-mortar platform is an animatron, generally 
  teamed with a security or war robot to provide 
  additional ﬁre support in combat.  It is otherwise 
  similar to the basic weapon animatron, being an 
  automated weapon system, with a portable motion 
  detector and power pack.
  An auto-mortar ﬁres weapons just like a standard 
  grenade launcher, but it ﬁres two shots each 
  round from its double barrels.  Though meant for 
  bombardment, the robot is mounted on treads and 
  can move of its own volition (at a rate of 20 feet 
  per round) – and can also alter the inclination of its 
  weapons to ﬁre indirectly (ignoring line-of-sight 
  rules).  It carries its own ammo supply in a tracked 
  cart behind it – usually up to 20 grenades of varying 
  types, and has the basic programming needed to 
  choose the best round to deal with an enemy’s 
  particular disposition.
  Auto-mortar platforms are considered a CR 5 
  creature, with Hardness 10, hp 40, Init +4, and 
  a +10/+10 ranged attack bonus.  An auto-mortar 
  will continue to attack until destroyed, or until its 
  controlling robot is destroyed.
  Power Source:  Pack.
  BOLLIX PACK
  The “bollix pack” is a small, super-advanced device 
  that can be worn on a special belt, or detached and 
  re-attached to a stealth pack to make an effective 
  combination.  In any event, the bollix pack acts to 
  confuse and deceive all kinds of electronic sensors, 
  effectively turning the wearer “invisible” to scans 
  and biosensors.  The bollix has no effect on visual or 
  audio sensors, however.  The bollix eats up energy at 
  an immense rate (one charge per round of operation).
  Power Source:  Beltpack or backpack.
  CONTROL ROD
  This item appears to be a small hand-held “rod” (or 
  sometimes a “box”), with one or two buttons.  The 
  control rod is used solely to activate and de-activate 
  obedience and pain collars through broadcast 
  impulses.  The control rod can be tuned to affect an 
  individual collar, a particular type of collar, or can be 
  used to affect all collars within a 30 ft radius of the 
  rod’s holder.  One discharge of power is used up for 
  every three rounds of the rod’s continued operation.
  Power Source:  Clip or beltpack.
  ENERGY SHIELD
  With the development of new energy-based weaponry 
  in the ﬁnal years of humanity’s reign over Earth, new 
  forms of lightweight shields needed to be developed.  
  Energy shields, like earlier magnetic shields, are 
  harness-like devices that project a powerful energy-
  dampening ﬁeld, reducing the effects of directed 
  energy attacks (such as lasers) against the wearer.  
  The actual bonus depends on the model of shield.
  Shield Type
  Toughness 
  Bonus
  Cost
  A
  +2
  5,000 cp
  B
  +4
  15,000 cp
  C
  +6
  30,000 cp
  The energy shield protects against directed energy 
  attacks, including lasers, masers, sonic weapons, 
  particle beam weapons, and electricity.  Normal 
  projectile weapons, mass drivers, and radiation 
  attacks are not affected.  Power is only used when 
  and if the wearer is struck (one charge per hit).
  Power Source:  Beltpack or backpack.
  FORCE FIELD BELT
  This priceless artifact creates a reactive force ﬁeld 
  around the wearer.  While energized, the shimmering 
  force ﬁeld resists all forms of damage, elemental 
  and physical, providing the wearer with a Toughness 
  bonus of +6.  In addition, the force ﬁeld belt also 
  gives the wearer a +4 bonus to Dodge.  Power is only 
  used when and if the wearer is struck.  The energy 
  ﬁeld negates all other forms of powered shields worn 
  by the user.
  Power Source:  Plutonium clip.
  
  103
  JETPACK
  The jetpack is a heavy device worn on the back 
  providing ﬂight with a speed of 120 feet (90 feet if 
  the user wears medium or heavy armor).  The jet 
  output can be altered to ﬂy at half speed, and descend 
  at double speed; maneuverability is poor, with the 
  exception that the jetpack wearer can choose to hover 
  for two full rounds before being required to maintain 
  speed.  Using a jetpack does not require the use of 
  hands, and thus the wearer can use weapons normally 
  while ﬂying.  A jetpack can generally carry one 
  hour’s worth of fuel.
  MAGNETIC SHIELD
  These forms of personal shielding appear to be a kind 
  of metal “harness” with a central circular device that 
  ﬁts in the center of the chest when worn.  The device, 
  when activated, generates a ﬁeld of magnetic energy 
  around the wearer’s entire body (but only affecting 
  one person, the wearer) that slows and deﬂects 
  incoming kinetic attacks.  The actual amount reduced 
  depends on the model of shield (see energy shield).
  The magnetic shield works against all non-energy 
  effects only (melee and ballistic ranged weapons, 
  ﬁrearms, and mass-drivers).  Power is only used if the 
  wearer is struck by an attack.
  Power Source:  Beltpack or backpack.
  OBEDIENCE COLLAR
  The obedience collar is used by androids to force 
  intelligent organic creatures, such as humans and 
  mutants, to do their bidding or conform to their 
  will, at the threat of death.  The obedience collar 
  is a simple device that looks like a metal “torc” or 
  neckband, with two small metal rectangles on each 
  side.  The device does nothing while it remains inert, 
  but if triggered by a control rod (a separate item) the 
  obedience collar explodes – taking the head of the 
  wearer with it.  A Fortitude save (DC 24) is allowed 
  to resist instant death; if made, the wearer suffers 
  an attack with a damage bonus of +15, and suffers 
  deafness for 2 days thereafter.  The collar is destroyed 
  if ever activated; it will only activate if being worn 
  against organic ﬂesh, and will not detonate if simply 
  sitting around in a box, for example.
  PAIN COLLAR
  Created by androids to “train” organic creatures to 
  do their bidding, the pain collar looks like a simple 
  metal “torc” or neckband, with a single ﬂat ﬂange 
  of metal at the front.  By activating a button on the 
  collar’s control rod (a separate item), the collar 
  can be made to send potent doses of pain sensation 
  through the wearer’s nervous system, in the form of 
  erratic electric shocks.  If this occurs, the wearer is 
  wracked with agony, and is effectively stunned.  If a 
  Fortitude check (DC 24) is made, he still suffers from 
  a reduction of Dexterity by 2, and an imposition of 
  a –4 penalty to attack rolls, skill checks, and ability 
  checks.  The collar continues to impart pain for as 
  long as the rod’s controller keeps it active.
  POWER FIST
  This appears to be a heavy metal glove, perhaps 
  spiked or studded with a ﬁne chrome trim.  The ﬁst is 
  a perfect exoskeletal covering for the human ﬁst, and 
  is, in effect, a power-assisted limb.  The power ﬁst 
  allows the wearer to grip far more powerfully than a 
  normal human ﬁst, able to crush the likes of a metal 
  power clip in a single motion.
  This device acts to magnify the strength of the 
  user in melee attacks (or feats of strength), giving an 
  enhancement bonus of +2 to the wearer’s Strength.  If 
  two power ﬁsts are used, the bonus increases to +4, 
  but only for two-handed operations (such as wielding 
  a two-handed weapon, or using both hands to bend 
  bars).  A power ﬁst weighs 8 lbs.
  Power Source:  Beltpack or backpack.
  STEALTH PACK
  This type of item appears to be a black rectangular 
  “pack”, covered in blinking green lights.  The device, 
  when activated, creates a light-distorting ﬁeld around 
  the user, making him effectively invisible to those 
  around him.  As soon as he moves, however, the 
  uneven distortion of the light waves (one can see the 
  distortion moving) gives a better chance of spotting 
  him, instead acting as Partial Concealment (20% miss 
  chance).  The pack uses up one power charge per 
  round of use.  A stealth pack weighs 3 lbs.
  Power Source:  Beltpack or backpack.
  
  104
  RADIATION 
  SICKNESS
  Radiation can be naturally 
  or artiﬁcially produced. 
  All stars produce radiation 
  in some variety, and planets 
  closer to these stars typically suffer more severe 
  effects than worlds farther away. Many starships and 
  other pieces of technology incorporate radioactive 
  parts and fuel cells that can ﬂood an area with 
  harmful radiation when ruptured or exposed. Ancient 
  alien civilizations might leave behind powerful 
  artifacts that emit harmful radiation. Whether the 
  source of the radiation is natural or artiﬁcial, any 
  character in an environment rich with radiation may 
  suffer some negative effects for exposure.
  RADIATION EXPOSURE
  When characters are exposed to radiation, they 
  may be afﬂicted with radiation sickness. Radiation 
  sickness functions exactly like exposure to any other 
  disease, following the normal rules for diseases. 
  The Fortitude save DC and the effects of radiation 
  sickness vary with the dose of radiation to which a 
  creature is exposed.
  Radiation exposure has ﬁve degrees: mild, low, 
  moderate, high, and severe. To determine the degree 
  of exposure, start with the type of exposure: either 
  an irradiated area (such as the area near a nuclear 
  explosion, after the fact, or a lab that has been 
  ﬂooded with radioactive gas), or a speciﬁc source of 
  radiation (such as a lump of radioactive material). 
  Then consult Table: Radiation Exposure to determine 
  the degree of exposure based on the total time of 
  exposure within a given 24-hour period (rounding 
  up).
  RADIATION SICKNESS
  The degree of the exposure determines the severity 
  of the radiation sickness, as indicated on Table: 
  Radiation Sickness. At low levels, radiation sickness 
  is a slow disease. Often, a sick character suffers no 
  severe short-term effects. This is reﬂected in the fact 
  that even with a failed Fortitude save, the character 
  might not suffer any Constitution loss.
  TREATING RADIATION SICKNESS
  Radiation sickness is considered a treatable disease 
  that can be cured using the “treat disease” aspect 
  of the Medicine skill. Treating radiation sickness 
  requires a medical kit. Advanced medicine (such as 
  neutrad) and advanced technology (including nanites 
  and cybernetic implants) can also eliminate radiation 
  sickness or obviate its harmful effects.
  TABLE 3-15: RADIATION EXPOSURE
  ————————— Time of Exposure (Minimum) ————————
  Situation
  1 round
  1 minute
  10 minutes
  1 hour
  1 day
  Character in irradiated area:
  Lightly irradiated
  mild
  mild
  mild
  mild
  low
  Moderately irradiated
  mild
  mild
  low
  low
  moderate
  Highly irradiated
  low
  low
  moderate
  moderate
  high
  Severely irradiated
  moderate
  moderate
  high
  high
  severe
  Character exposed to radiation source:
  Lightly radioactive materials
  mild
  mild
  low
  low
  low
  Moderately radioactive materials
  low
  low
  moderate
  moderate
  moderate
  Highly radioactive materials
  moderate
  moderate
  high
  high
  high
  Severely radioactive materials
  high
  high
  severe
  severe
  severe
  TABLE 3-16: RADIATION SICKNESS
  Degree of 
  Exposure
  Fortitude 
  Save DC
  Incubation 
  Period
  Initial and 
  Secondary Damage
  Mild
  12
  1 day
  1 Con*
  Low
  15
  4d6 hours
  2 Con*
  Moderate
  18
  3d6 hours
  3 Con*
  High
  21
  2d6 hours
  4 Con
  Severe
  24
  1d6 hours
  5 Con
  * Minimum damage 0 Con.
  
  105
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1. Deﬁnitions: (a)”Contributors” means the copyright and/
  or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted 
  material including derivative works and translations 
  (including into other computer languages), potation, 
  modiﬁcation, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identiﬁed 
  as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations 
  and derivative works under copyright law, but speciﬁcally 
  excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identiﬁed as 
  Product identity by the owner of the Product Identity, and 
  which speciﬁcally excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” 
  or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of 
  this License. You must afﬁx such a notice to any Open 
  Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
  creation and/or You have sufﬁcient rights to grant the rights 
  conveyed by this License.
  6.Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element 
  of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and 
  to that Product Identity.
  8. Identiﬁcation: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License.
  10 Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12 Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically 
  if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this 
  License.
  
  106
  14 Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax 
  and Dave Arneson
  Modern System Reference Document Copyright 2002, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff 
  Grubb, Rich Redman, Charles Ryan, based on material 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker.
  Advanced Player’s Guide, Copyright 2004, White Wolf 
  Publishing, Inc.
  Blue Rose, Copyright 2005, Green Ronin Publishing; 
  Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, 
  Alejandro Melchoir, and John Snead.
  Monte Cook Presents: Iron Heroes, Copyright 2005, Monte 
  J. Cook. All rights reserved.
  Mutants & Masterminds, Copyright 2002, Green Ronin 
  Publishing; Author Steve Kenson.
  The Psychic’s Handbook, Copyright 2004, Green Ronin 
  Publishing; Author Steve Kenson.
  Unearthed Arcana, Copyright 2003, Wizards of the Coast, 
  Inc.; Andy Collins, Jesse Decker, David Noonan, Rich 
  Redman.
  True20 Adventure Roleplaying, Copyright 2005, Green 
  Ronin Publishing; Author Steve Kenson.
  Caliphate Nights, Copyright 2006, Paradigm Concepts; 
  Author Aaron Infante-Levy
  Lux Aeternum, Copyright 2006, Black Wyrm Games; 
  Author Ryan Wolfe, with Dave Mattingly, Aaron 
  Sullivan, and Derrick Thomas
  Mecha vs. Kaiju, Copyright 2006, Big Finger Games; 
  Author Johnathan Wright
  Borrowed Time, Copyright 2006, Golden Elm Media; 
  Authors Bruce Baugh and David Bolack
  The Quintessential Fighter, 2001 Mongoose Publishing.
  Rokugan, 2001 AEG
  Dragon Star: Starfarer’s Handbook, Copyright 2001, 
  Fantasy Flight Publishing, Inc.
  Traps and Treachery, Copyright 2001, Fantasy Flight 
  Publishing, Inc.
  Galatictic Races, Copyright 2001, Fantasy Flight 
  Publishing, Inc.
  Wrath & Rage, 2002 Green Ronin Publishing, Author Jim 
  Bishop. 
  Bastards and Bloodlines, 2003 Green Ronin Publishing, 
  Author Owen K.C. Stephens
  Ultramodern Firearms d20, Copyright 2002, Charles 
  McManus Ryan
  Deadlands d20, copyright 2001, Pinnacle Entertainment 
  Group, Inc. 
  Darwin’s World 2nd Edition: Survivor’s Handbook 
  Copyright 2006, RPGObjects; Authors Dominic Covey 
  and Chris Davis.
  Darwin’s World (True 20): Survivor’s Handbook Copyright 
  2007, RPGObjects; Authors Dominic Covey, Charles Rice, 
  and Chris Davis.
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are 
  designated as product identity as outline in section 1(a) of 
  the Open Gaming License: Darwin’s Word, Twisted Earth, 
  Denizens of the Twisted Earth, Terrors of the Twisted Earth, 
  Artifacts of the Ancients, Cave of Life, Benders, Brethren, 
  Brotherhood of Radiation, The Cartel, Children of the 
  Metal Gods, Clean Water Clans, Far Traders, Enthropist, 
  Foundationist, The Movement, Paradise Believers, 
  Ravagers, The Savants, Doomriders, Brethren Follower, 
  Brotherhood of Radiation, Foundationist Paladin, Sister of 
  the Desert, Wastelords.
  Designation of Open Gaming Content: The following 
  sections of Darwin’s World 2nd Edition are designated as 
  open gaming content except for terms deﬁned as product 
  identity above.  All illustrations, pictures, and diagrams are 
  Product identity and property of RPGObjects™.
  INTRODUCTION:  This entire section is closed content.
  CHAPTER 1: CHARACTERS 
  The Backgrounds introduction is closed content. The 
  individual background descriptions are closed content. The 
  Ability Adjustments, Bonus Feats, Languages, and Special 
  text blocks of the backgrounds are open content.
  \
  The Character Paths introduction and descriptions are 
  closed content. The Game Information and Progression 
  Tables are open content. 
  The Feats and Feat Tables are all open content.
  CHAPTER 2: MUTANTS AND MUTATIONS
  The introduction is closed content. The remaining text of 
  this chapter is open content.
  CHAPTER 3: ARTIFACTS OF THE ANCIENTS
  The introduction is closed content.  The weapon, armor, 
  and equipment descriptions are closed content.  Any game 
  mechanics embedded in the item descriptions are open 
  content. The weapon, armor, and equipment names, stat 
  blocks, and tables are open content
  
SOURCE: textdata/thevault/Darwins World/Darwin's World True20 Rulebook.pdf