TEXT: Table of
  Contents
  Introduction
  Rules
  Bestiary
  Weapons
  GM Section
  Credits
  Character
  Sheet
  A Fudge Role Playing Game of Post-Apocalypse
  Motorised Mayhem
  Second Edition!
  
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  Credits and Disclaimer
  FUDGE is available at ftp://oz.plymouth.edu/pub/fudge
  For more information on FUDGE products check out Grey Ghost Games Home page
  Questions or comments about MBAW should be send to James@jpb-s.demon.co.uk
  ABOUT FUDGE
  FUDGE is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet
  community of rec.games.design. The basic rules of FUDGE are available on the internet via
  anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O.
  Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work
  derived from FUDGE may specify certain attributes and skills, many more are possible with FUDGE.
  Every Game Master using FUDGE is encouraged to add or ignore any character traits. Anyone who
  wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and
  disclaimer (complete with FUDGE copyright notice). If you wish to charge a fee for such material,
  other than as an article in a magazine or other periodical, you must first obtain a royalty-free license
  from the author of FUDGE, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.
  You must include at the beginning of each derivative work the following disclaimer, completed with
  your name, in its entirety.
  DISCLAIMER The following materials based on FUDGE, entitled Mutant Bikers of the Atomic
  Wastelands, were created by James Boldry and made available by James Boldry, and are not
  authorized or endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials.
  Neither Steffan O'Sullivan or any publisher of other FUDGE material is in any way responsible for the
  content of these materials. Original FUDGE materials (c) Copyright 1992-1995 Steffan O'Sullivan, All
  Rights Reserved.
  If you wish to distribute copies of all or portions of FUDGE or derivative works based on FUDGE for a
  fee or charge, other than in a magazine or other periodical, you must first obtain written permission
  from:
  Steffan O'Sullivan P.O. Box 465 Plymouth, NH 03264 sos@io.com
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  Introduction
  Welcome to MBAW, the post-apocalypse game of big
  guns, big bikes and diminutive IQs. In MBAW you play the
  role of a Wastelands bikers (mutant optional). Wasteland
  bikers are free spirited individuals who live a nomadic
  existence roaming across the Atomic Wastelands. They
  travel on their powerful motorcycles, sometimes alone,
  sometimes in small groups. Bikers ride from the ruins of
  one town to the next, searching for fuel and spare parts so
  that they can ride on to the next town and search for fuel
  and spare parts. Bikers value their freedom (to ride from
  town to town...) and their bikes above all else. They hate
  the gangers, who threaten their freedom and pity the
  'peds' ( pedestrians - poor sods without wheels). A
  Wasteland biker lives in terror of losing his bike and
  becoming a ped himself.
  Set in a vague not-so-distant future sort of time, the world of MBAW is an anarchic, barbaric and
  dangerous place. The bikers share the Wastelands with the murderous gangs, the deranged remains
  of the US Army and a host of radiactive mutant monsters.
  This is the second edition of MBAW. The reason for having a second edition is that it sounds good. It
  could have just called been called a "Web site update", but what's the fun in that? The main addition
  of this edition is the inclusion of a bestiary which Steffan O'Sullivan had asked for about a year ago.
  I've also added here and there my own illustrations which, for better or worse should help set the
  tone. There are also some new adventures, a couple of which were submitted to me by Joff, the man
  who brought the Bikers to New Zealand. I've also put all the documents in one zip file for
  downloading. But other than that, it still very much the same game. Enjoy.
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  Rules
  NB The complete MBAW can be downloading as one zip file to be viewed off-line.
  I. Overview
  MBAW uses cut down version of FUDGE rules. Though this document should contain all that is
  needed to run MBAW, it is strongly suggested the reader should check out the official FUDGE rules
  for more explanations, options and examples.
  As in standard FUDGE all traits are measured on the following seven-level sequence:
  Superb Great Good Fair Mediocre Poor Terrible
  So for example a Superb skill level in MBAW would be the equivalent an '18' skill level on a more
  conventional 3d6 scale.
  Similarly all non trivial tasks a character performs are given by the GM a difficultly rating on the same
  scale. To succeed at this task, the rating of the relevant characters skill, modified by a dice roll, needs
  to be greater or equal than the difficulty rating of the task. There are a few other rules, but basically
  this is all there is to FUDGE.
  II. Character Generation
  MBAW character are defined by Skills, Gifts and Faults. There are no attributes.
  In MBAW all skills default at Poor. Skills are bought using Character Points.
  Players get 30 points to spend at character generation. The cost of raising or
  lowering an attribute is:
  Superb Great Good Fair Mediocre Poor Terrible
  +5
  +4
  +3
  +2
  +1
  0
  -1
  The cost is not cumulative. To have a Great Drive Like Mad skill it costs 4 points not 9 (4+3+2+1). A
  player should not have more than 1 Superb two Terrible attribute unless he really wants to.
  Players also start with 1 Gift. Further Gifts can be purchased at the price of a Fault. Players can also
  buy or sell Gifts. Each Gift of Fault is worth 6 points.
  Skills
  
  The list of recommended skills is printed on the character sheet. They are:
  Hit Real Hard: This skill covers all forms of melee attacks, with or without weapons. Characters in
  MBAW are not expected to fence or display any particular finesse when pounding an opponent to
  pulp. If you really want your character to be a skilful rather than powerful fighter, buy a sissy skill.
  Dodge Out of the Way: The most useful skill to avoid getting splattered. Also used for ordinary
  agility feats.
  Shoot Real Straight: Valid for all guns, bows and slings.
  Blow Things Up: Allows the character to build explosive devices out of whatever is available; fuel,
  ammo, potatoes, etc. The availability of materials determines the difficulty roll.
  Patch People Up: Good healing rolls cure one level, Great two levels and so on. That means a
  Superb healing roll wound bring an Incapacitated character back to normal (scratches don't require
  healing).
  Fix Broken Stuff: The main use is to repair weapons. It is also used to identify and operate strange
  objects. character can automatically fix their bikes regardless of their skill level.
  Move Real Fast: For running away or getting initiative.
  Notice Things Happening: Covers all senses.
  Interact With Others: Good for intimidating, charming or conning.
  Throw Real Good: Used to throw all sorts of things from knives to grenades.
  Drive Like Mad: Only valid for bikes and cars. The main uses are for outrunning NPCs, or doing
  incredible stunts.
  Move Real Quiet: Shhhh
  Figure Things Out: A good roll might yield a few clues. It is also used to resist Interact With Other
  or other mental attacks.
  Take It Like A Man: Used to resist the effects of drugs, poisons, alcohol. Can also be used in
  combat to reduce the amount of damage suffered. Every time a character is hit for at least a Hurt the
  player may request a roll. Superb +: reduce the severity of the wound by two damage points Great:
  reduce the severity of the wound by one damage point. Good - Mediocre: no adjustment to the
  severity of the wound. Poor or worse: increase the severity of the wound by one damage point.
  Sissy Skills: So, you think your character needs a different skill from those listed above? Fine, just
  right it on the space next to Sissy Skill.
  Gifts & Faults
  A Gift is a positive trait; a unique special ability that a character can have. Most of these are mundane
  advantages (like Wealth), other like Animal Empathy border on the preternatural-natural. In MBAW a
  Gift can also take the shape of a radiation induced mutant power. This allows character to have
  clearly superhuman abilities if desired. Any superhuman ability is subject to GM approval and may
  either cost more than one Gift or be given a low Use Gift rating. Some possible gifts are:
  
  Absolute Direction; Always keeps his cool; Ambidextrous; Animal Empathy; Attractive;
  Beautiful speaking voice; Bonus to one aspect of an attribute; Combat Reflexes; Contacts;
  Danger Sense; Extraordinary Speed; Healthy Constitution; Keen senses; Literate; Lucky;
  Many people owe him favors; Never disoriented in zero Gravity; Never forgets a
  name/face/whatever; Night Vision; Patron; Perfect Timing; Peripheral Vision; Quick
  Reflexes; Rank; Rapid Healing; Reputation as Hero; Scale; Sense of empathy;Single-
  minded - +1 to any lengthy task; Status; Strong Will; Tolerant; Tough Hide (-1 to damage)
  Wealth; etc.
  The Use Gift is a skill like attribute attached to a Gift. This is used to roll for a successful use of a Gift.
  The use Gift rating is not purchased from the 30 character points but it defaults value at Good for most
  Gifts, though this many vary depending on the usefulness of the Gift. Note where possible the use of a
  Gift should be an automatic success.
  Faults are anything that makes life more difficult for a character (excluding the GM). They are the
  counterpart to Gifts and most of what applies to one applies to the other.
  These are some sample Faults:
  Absent-Minded; Addiction; Ambitious; Amorous heartbreaker; Bloodlust; Blunt and
  tactless; Bravery indistinguishable from foolhardiness; Can't resist having the last word;
  Code of Ethics limits actions; Code of Honor; Compulsive Behavior; Coward; Curious;
  Finicky; Easily Distractible; Enemy; Fanatic patriot; full of bluff and bluster and machismo;
  Garrulous; Getting old; Glutton; Goes Berserk if Wounded; Gossip; Greedy; Gullible;
  humanitarian (helps the needy for no pay); Idealist - not grounded in reality; Indecisive;
  Intolerant; Jealous of Anyone Getting More Attention; Lazy; Loyal to Companions; Manic-
  Depressive; Melancholy; Multiple Personality; Must obey senior officers; Nosy; Obsession;
  Outlaw; Overconfident; Owes favors; Phobias; Poor; Practical Joker; Quick-Tempered;
  Quixotic; Self-defense Pacifist; Socially awkward; Soft-hearted; Stubborn; Quick to take
  offense; Unlucky; Vain; Violent when enraged; Vow; Worry Wart; Zealous behavior; etc.
  The Use Fault attribute defines how intense the Fault is. This defaults to Good.
  FUDGE Points
  FUDGE Points are meta-game gifts that may be used to buy "luck" during a game - they let the
  *players* fudge a game result. These are "meta- game" gifts because they operate at the player-GM
  level, not character-character level.
  In MBAW, players always start every session with 3 FUDGE Points. They cannot be saved for the
  next session so that players are encouraged to spend them freely. Here are some suggested ways to
  use them.
  1) Spending a FUDGE Point may accomplish an Unopposed action automatically and with panache -
  good for impressing members of the appropriate sex, and possibly avoiding injury in the case of
  dangerous actions. The GM may veto this use of FUDGE Points for actions with a Difficulty Level of
  Beyond Superb. The GM may disallow this option for an Opposed action, such as combat.
  2) A player may spend one FUDGE Point to alter a die roll one level, up or down as desired. The die
  roll can be either one the player makes, or one the GM makes that directly concerns the player's
  character.
  
  3) A player may spend one FUDGE Point to declare that wounds aren't as bad as they first looked.
  This reduces the intensity of any wound to a Scratch.
  4) A player may spend one (or more) FUDGE Points to get an automatic +4 result, without having to
  roll the dice. This use *is* available in Opposed actions, if allowed.
  5) FUDGE Points can be spent to ensure a favourable coincidence, subject to GM veto, of course. For
  example, if the PCs are in a maximum security prison, perhaps one of the guards turns out to be the
  cousin of one of the PCs - and lets them escape! Or the captain of the fishing boat rescuing the PCs
  turns out to be someone who owes a favour to one of them, and is willing to take them out of his way
  to help them out . . .
  Equipment
  There is one principle that governs all material possessions in MBAW: easy come, easy go. You
  rarely get to keep stuff between sessions, and even the stuff you have breaks easily. But that's okay.
  Hoarding things doesn't go well with the nomadic lifestyle of the bikers.
  There are three types of equipment to consider; weapons, bike stuff and junk. There is no money in
  MBAW. One assumes what little trade the party does engage in is paid in junk or fuel. This process is
  should be transparent to the players and require no book keeping.
  The weapons characters get are allocated randomly. At the start of every session, each character
  rolls a d20 3 times on the Weapons Table to see what weapons he starts the session with. During the
  course of the game he will no doubt find some new weapons and lose or somehow damage his
  original ones. Regardless of what weapons the character ended the session with, he will start the
  following one with only those allocated by the new rolls on the Weapons Table. This not only
  simulates the inherent uncertainties a of scavenger economy, but it annoys the players no end.
  Similarly players always start off with a bike, even if theirs was blown apart in the previous adventure.
  From time to time players will find significant spare bike parts that will award them bonuses on their
  Drive Like Mad skill. These bonuses also last only until the end of the session.
  Junk is anything else the party finds. From bottles of cognac to mousetraps or even an old juke-box,
  junk is there to add colour. Actually coming up with 'good' junk can be more difficult than it seems, so
  you might want to borrow loot tables from other game systems. If a character really gets attached to a
  piece of junk (the Mona Lisa for example) a nice GM might allow him to keep it even between
  sessions.
  III. Mechanics
  This chapter concentrates on the mechanics of MBAW. Readers familiar with FUDGE should have no
  problem following it. The rest are encourage to download a copy of FUDGE.
  Reading the Dice
  MBAW is best run using FUDGE dice. FUDGE dice are cubes like d6s, but instead of numbers, the
  faces display two '+' sign, two '-' signs and two blanks. To use FUDGE dice, simply roll four of them,
  and total the amount. Since a +1 and a -1 cancel each other, remove a +1 and -1 from the table, and
  
  the remaining two dice are easy to read no matter what they are. The result of a die roll is a number
  between -4 and +4. On the character sheet, there should be a simple chart of the attribute levels, such
  as:
  Superb Great Good Fair Mediocre Poor Terrible
  To determine the result of an action, simply put your finger on your trait level, then move it up (for plus
  results) or down (for minus results).
  The following table is provided so that players can better evaluate their chances of success.
  Chance of
  achieving:
  4dF
  or
  d%
  +5 or better:
  +4 or better:
  1%
  +3 or better:
  6%
  +2 or better:
  18%
  +1 or better:
  38%
  0 or better:
  62%
  -1 or better:
  82%
  -2 or better:
  94%
  -3 or better:
  99%
  -4 or better: 100%
  -5 or better:
  Thus, if your trait is Fair, and the GM says you need a Good result or better to succeed, you need to
  roll +1 or better. You'll do this about two times out of five, on the average.
  The use of FUDGE dice is highly recommended. These dice, produced by Grey Ghost Press should
  be available at most good game shops. In practice it can be tricky to get hold of FUDGE dice so you
  might need to make your own by using blank d6s or real d6s. Converesly, you can simulate FUDGE
  dice using normal d6s or percentiles and the following tables:
  D6 TABLE
  Rolled: 3-4 5 6-7 8-9 10-11 12-13 14-15 16 17-18
  Result: -4
  -3 -2
  -1
  +0
  +1
  +2
  +3
  +4
  D100 TABLE
  Rolled: 1 2-6 7-18 19-38 39-62 63-82 83-94 95-99 00
  Result: -4 -3
  -2
  -1
  +0
  +1
  +2
  +3
  +4
  There may be modifiers for any given action, which can affect the odds referred to in the preceding
  
  section. Modifiers temporarily improve or reduce a character's traits. Modifiers may grant a +/-1 to any
  trait. In FUDGE, +/-2 is a large modifier - +/-3 is the maximum that should ever be granted except
  under *extreme* conditions.
  Action Resolution
  For each Unopposed action, the GM sets a Difficulty Level (Fair is the most common) and announces
  which trait should be rolled against. The player then rolls the four FUDGE dice against the skill in an
  attempt to equal or better the score.
  In setting the Difficulty Level of a task, the GM should remember that Poor is the default for most
  skills. The average *trained* climber can climb a Fair cliff most of the time, but the average *untrained*
  climber will usually get a Poor result.
  To resolve an Opposed action between two characters, each side rolls against the appropriate trait
  and announces the result. The traits rolled against are not necessarily the same.
  For example, a seduction attempt would be rolled against a Interact With Others skill for the active
  participant (or possibly a Gift) and against the Figure Things Out skill. There may be modifiers:
  someone with a vow of chastity might get a bonus of +2 to his Will, while someone with a Lecherous
  fault would have a penalty - or not even try to resist.
  The Game Master compares the rolled degrees to determine a relative degree.
  An Opposed action can also be handled as an Unopposed action. When a PC is opposing an NPC,
  have only the player roll, and simply let the NPC's trait level be the Difficulty Level. This method
  assumes the NPC will always roll a 0. This emphasizes the PCs' performance, and reduces the
  possibility of an NPC's lucky roll deciding the game.
  As a slight variation on the above, the GM rolls 1dF or 2dF when rolling for an NPC in an opposed
  action. This allows some variation in the NPC's ability, but still puts the emphasis on the PCs' actions.
  Combat
  Each attack is an Opposed Action using the attacker's Hit Real Hard against the targets Hit Real Hard
  or Dodge Out of the Way. If a PC is fighting an NPC the GM can treat combat as an Unopposed
  action by assuming the NPC will always get a result equal to her trait level.
  Ranged combat may or may not be an Opposed action. If the target is unaware of the assault, the
  attacker makes an Unopposed action roll to see if he hits his target. The GM sets the Difficulty Level
  based on distance, lighting, cover, etc. Do not modify the attacker's skill for range, partial cover, or
  other circumstances - that's included in the Difficulty Level. Equipment such as a laser sighting scope
  can modify the attacker's skill, though.
  If the defender is aware of the attack it is an Opposed action: the attacker's ranged weapon skill
  against the defender's Dodge Out of the Way.
  To determine the damage generated by the hit, add the relative degree of success to the weapon
  bonus. For example if a Great pistol shot is fired against a Fair Dodge, the relative degree of success
  is +2. The pistol does +3 damage bringing the total to 5.
  Wounds & Healing
  
  Each character sheet to has a wound record track which looks like:
  1,2
  3,4
  5,6
  7,8
  9+
  Wounds: Scratch Hurt Very Hurt Incapac. Near Death
  O O O
  O
  O
  O
  O
  NPCs and monsters have a different, more restricted, wound record. It looks like this:
  1-4
  5-6
  7+
  Wounds: Hurt Very Hurt Down
  O
  O
  O
  This give the players a real edge and reduces book keeping for the GM, making everyone happy. You
  can always alter the range for indiviudal monsters.
  The labels describe the wound levels. These are:
  Scratch - No game effect. They heal on their own after combat. Hurt - Character is at -1 on all skills
  Very Hurt - Character is at -2 on all skills. Incapacitated - Character is out cold. Near Death -
  Character will die if no one takes care of him. Note there is no hard and fast rule on death. Its the logic
  of the situation that will determine if the character can recover from Near Death or not.
  The numbers above the wound levels represent the amount of damage needed in a single blow to
  inflict the wound listed under the number. For example, a blow of three or four points Hurts the
  character, while a blow of five or six points inflicts a Very Hurt wound.
  The boxes below the wound levels represent how many of each wound type a fighter can take.When
  a wound is received, mark off the appropriate box. Once the box for a particular level of wound is
  filled, any wound of that level is upgraded to the next higher level. So, for example, a character that
  takes two Very Hurt results without taking any other hits is Incapacitated, since that is the next highest
  wound level.
  Note that three boxes are provided under Scratch. A Scratch wound will not make a fighter Hurt until
  he receives his fourth Scratch. Please note that a Scratch will never raise a character's wound level
  beyond Very Hurt, no matter how many he takes.
  NPC pawns don't need the system above.A simple three-stage system of Undamaged, Hurt, Out of
  the Battle is good enough for most of them. Simply make a mark under an NPC's name for Hurt, and
  cross out the name for Out of the Battle.
  MBAW is meant to be played at a fast and furious pace. As such it is not desirable for characters to
  stay wounded for long. Hence characters can regain full health after whatever the GM deems a
  suitable interval. As a general guideline if the next 'scene' is in a different location or a day or two later
  it is probably a suitable interval. For characters in a hurry there is the Patch People Up skill.
  Stun, Knockout, and Pulling Punches
  A player can announce that his character is trying to stun or knock his opponent out rather than
  damage her. Using the flat of a blade instead of the edge, for example, can accomplish this. Damage
  is figured normally, but any damage inflicted doesn't wound the opponent: it stuns her instead.
  
  In this case, a Hurt result is called a "Stun" - a stunned character cannot attack and is at -1 to defend
  *for one combat turn only.* However, the Stun result stays on the character sheet: that is, a second
  Stun result, even if delivered more than one combat round after the first, will cause the character to
  become Very Stunned. (Stun results heal like Scratches: *after* combat is over.)
  A Very Hurt result in a stunning attack is called a Very Stunned result instead: no attacks and -2 to all
  actions for *two* combat rounds.
  A result of Incapacitated or worse when going for stun damage results in a knockout. A knocked-out
  character doesn't need healing to recuperate to full health - just time. The GM may simply decide that
  a successful Good blow (or better) to the head knocks someone out automatically. In an Opposed
  action, the Good blow would also have to win the combat, of course.
  Likewise, a player may choose to have his character do reduced damage in any given attack. This is
  known as "pulling your punch," even if you are using a sword. This commonly occurs in duels of
  honor, where it is only necessary to draw "first blood" to win, and killing your opponent can get you
  charged with murder. A Scratch will win a "first blood" duel - it is not necessary to Hurt someone.
  To pull your punch, simply announce the maximum wound level you will do if you are successful.
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  WASTELAND'S BESTIARY
  Gangers: Gangs come
  in all shapes and forms.
  The one thing that
  defines them all is that
  they exist only to make
  life miserable for the rest,
  peds and bikers alike.
  For practical purposes
  you might want to
  subdivide Gangers in
  three categories: Crap,
  Average and Top Dog
  gangers. The first are
  pretty wimpy and they
  exist mainly for comedy
  relief. Arm them with baseball bats, chains and perhaps the odd crossbow.
  They should really have any +4 or better weapons. Average gangers are
  your basic cannon fodder. To equip them you might want to roll once on the
  Weapons Table for each individual. It makes for a more interesting mix. Top
  Dog gangers are almost full NPCs and you ought to choose a weapon that
  suits the character or gang. Note that Top Dog gangers are tough. You
  might want to use a Top Dog ganger as the leader of a Average Gang. A
  group of Top Dog Gangers might also be used as the elite body guard of
  the leader of a major gang.
  Crap Ganger
  Shoot: MEDIOCRE
  Hit: FAIR
  Dodge: MEDIOCRE
  Figure out: POOR
  Move Fast: FAIR
  Notice: MEDIOCRE
  Drive: FAIR
  Average Ganger
  Shoot: FAIR
  Hit: GOOD
  Dodge: FAIR
  Figure out: MEDIOCRE
  Move Fast: FAIR
  Notice: FAIR
  Drive: GOOD
  Top Dog Ganger
  Shoot: GOOD
  Hit: GREAT
  Dodge: FAIR
  Figure out: FAIR
  Move Fast: GOOD
  Notice: FAIR
  Drive: GREAT
  The military: When the bomb went off, the
  military made sure they were safe in
  underground bunkers. Generations of living
  underground has turned them into pale, sickly,
  deranged creatures with a taste for human
  flesh and an obsessive desire to rid the USA of
  all communist mutants. Physically weak, army
  soldiers can count on good weapons like
  SMGs and flamers. They might also have
  chopper and APV's and robots at their
  disposal. Army men do not like sunlight.
  Military
  Shoot: GOOD
  Hit: POOR
  Dodge: POOR
  Figure out: GOOD
  Move Fast: TERRIBLE
  Notice: FAIR
  Drive: POOR
  
  Robots: The US Army Sterilizer Unit is a
  fearsome opponent. It has a mounted chain-
  gun (+6) on one arm and a heavy claw (+2)
  on the other. Worse still these robots are
  invulnerable to weapons that due less than 4
  damage. The mounted gun can be
  converted into a portable weapon with a
  GOOD Fix Broken Stuff role and 3-4 hours
  of hard work (let's face it, your players will
  want to try that).
  Utility bots are not used for combat. They
  are used for communications and
  maintenance. These bots are smaller,
  smarter and faster than the Sterilizer Units which they like to make fun of.
  Unfortunately most of the jokes lose something in their translation from
  digital.
  Sterilizer Units
  Shoot: GOOD
  Hit: GREAT
  Dodge: POOR
  Figure out: POOR
  Move Fast: TERRIBLE
  Notice: GOOD
  Drive: N/A
  Utility Bot
  Shoot: N/A
  Hit: FAIR
  Dodge: GREAT
  Figure out: FAIR
  Move Fast: GREAT
  Notice: FAIR
  Drive: N/A
  Ghouls: Ghouls eat people. Ghouls kill
  people. However they can't eat the people
  they kill. Bummer, huh? What Ghouls have
  learned to do is to lure people to
  dangerous places and hope for the best.
  Ghouls can be pretty clever and a few of
  them can pass as humans (in the dark,
  downwind...).
  Ghouls
  Shoot: N/A
  Hit: FAIR
  Dodge: GOOD
  Figure out: FAIR
  Move Fast: GOOD
  Notice: FAIR
  Drive: N/A
  Moldmen: Moldmen live in
  Moldmen
  
  sewers, abandoned basements
  and other dark, underground
  places. They are not evil, but are
  fiercely territorial and will not
  tolerate any intrusion. Mouldmen
  may not seem as great fighters.
  However they do emit a stench
  that requires a GREAT Take It
  Like A Man result to resist.
  Otherwise the character is at -2
  on all actions. Mouldmen also
  take half damage from all
  weapons expect flamers and
  Molotovs.
  Shoot: N/A
  Hit: GOOD
  Dodge: POOR
  Figure out: POOR
  Move Fast: POOR
  Notice: FAIR
  Drive: N/A
  Peds: (Pedestrians) Ordinary folk who have to grow food
  and do stuff for a living. They tend to live in small, isolated
  communities. A Ped might own a bike, but if he does not
  embrace the lifestyle he is still a ped. Peds are hopeless
  in combat.
  Ped
  Shoot: POOR
  Hit: POOR
  Dodge: FAIR
  Figure out: FAIR
  Move Fast: GOOD
  Notice: FAIR
  Drive: POOR
  Monsters: The radioactivity from the Atomic
  Wastelands had drastic effects on the local
  fauna and flora: it pretty much killed it off. But
  those that survived got smarter, bigger or
  simply meaner. These are the monsters that
  populate the world of MBAW. You can have
  any kind of monster in MBAW. Giant ants
  having pic-nics, Japanese style city-stompers;
  anything goes. I've included the stats for a
  generic monster here, but you will probably
  want to create some more specific monsters
  to suit your adventures. You might also want
  to consider special
  vulnerabilities/invulnerabilities. For example
  anything seriously big will probably need at least a +4 weapon to grab its
  attention.
  Generic Monster
  Shoot: N/A
  Hit: GREAT
  Dodge: FAIR
  Figure out: POOR
  Move Fast: FAIR
  Notice: FAIR
  Drive: N/A
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  The Big Weapon List
  1. Baseball Bat (spikes optional) ............. Damage +1
  2. Bull Whip or Bolas
  3. Metal Chain
  4. Meat Cleaver
  5. Axe ........................................ Damage +2
  6. Bowie Knife
  7. Balanced Throwing Knife
  8. Bow and Arrows
  9. Molotov Cocktail
  10. Pistol ................................... Damage +3
  11. Crossbow
  12. Sledgehammer
  13. Pump Action Shotguns or Rifle ............ Damage +4
  14. High Calibre Pistol
  15. Chainsaw
  16. SMG or Assualt Rifle ..................... Damage +5
  17. Flamethower
  18. Dynamite Stick or Grenade (cluster of 3)
  19. Chain Gun ................................ Damage +6
  20. Rocket Launcher (1 rocket) ............... Damage +10
  At the start of each session roll 1d20 3 times for each character to determine their initial equipment
  (remember they can't carry the loot from the previous adventure into the current adventure). You may
  reroll duplicates. Incombat a roll of -3 or worse indicates that the weapon is broken. A Great Fix
  Broken Things is required to repair it, otherwise it is discarded.
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  GM Section
  The following section contains a few scenario ideas and general tips for running MBAW. If you are
  planning to play rather than run the game, you might be better off not reading it. Then again, I'm only
  the author, what do I know?
  Adventure Seeds
  Land sharks: The party sees a large, well preserved service area off the road.
  The land surrounding it is rocky, broken terrain. Below lives a pack of land sharks,
  but we aren't going to tell the players that, are we? Movement on the broken terrain
  is slow. Suggest the players that they may need to get off and push. The party get
  to the station safely. Exploring the place will yeild all sorts of goodies; spare parts,
  petrol, beer, base ball trading cards or whatever. As they explore, play on their
  paranoia. make them jump at the odd noise and carefully search that dark cellar. However the station
  itself is perfectly safe. When the players eventually decide to leave, thier bikes burdened with loot, it is
  then the land sharks attack.
  The Wicker Man: Attracted by the smell of burning rubber one night, the party stumbles on what
  looks like a pagan ritual. A large wicker man has been built out of all sorts of garbage. Tires are
  prominent and indeed the wicker man is vaguely reminiscent of the Michelin man. In a cage in the
  centre of the wicker man is a cage with a couple of peds (an old man and a little girl - his niece) and a
  busted washing machine. Below a group of hooded cultists are doing cultish things (chanting, dancing
  and getting pissed). If the party decide to intervene (there are a lot of good tires going to waste), the
  cultists will will draw large knives and attack them. The cultist are crap and the party should have no
  trouble dealing with them. As soon as the players start feeling confident, wicker man will start to stir.
  The giant creature will then move against the party and attack them. The wicker man is real tough
  cookie. It can take loads of damage and any player hit by its massive fist might need to burn a Fudge
  point. However, if the party is observant they might notice the leader of the cultist frozen as in some
  sort of trance. Its his telekinetic power that is subconsciously animating the wicker man. A smart biker
  might figure out that a good whack on the leader's head and the contest is over. Then again they
  might just keep hacking at the wicker man and hope for the best.
  Guess Who is Coming to Dinner: At some stage the party might earn the gratitude of some
  peds, for example the old man and his niece in The Wicker Man encounter. Ostensibly to thank the
  PCs, the peds invite them over for dinner. This pleasant evening turns sour when the party, suddenly
  hear the sound of helicopters overhead. As they try to get up, they will feel dizzy and weak. They
  should be able to figure out that the nice peds have drugged their food. The drug is not lethal but the
  PCs are 2 level down on all actions. The peds have sold the party to the military and will keep out of
  their way as the drugged out PCs try to resist capture. Hopefully the party will mange to avoid capture,
  but be prepared to run an escape scenario in a military underground base should they fail.
  The Bikers: This isn't so much an adventure seed as a way to introduce one. The party meets other
  group of Wasteland bikers (say a couple with their new born baby in a cradle mounted on their bike) .
  This could occur in the ruins of an ancient city, at an lemonade stand in the middle of nowhere, or in a
  
  ped village. Good chance to swap stories, hand out clues and play out the a general attitude of the
  bikers.
  The Pink Knight: The Pink Knight is an example of a possible recurring NPC. Have the party spot
  a pink bi-plane flying above them from time to time. Tickle their curiosity without making much of it.
  Sometime later you can run this encounter so that they can actually meet. They party is on the
  outskirts of a village currently being trampled by a Godzilla look alike. Meantime, in the air, the Pink
  Knight's bi-plane is fighting back. Eventually the monster is driven away . If the party has helped (the
  bi-plane, not the monster!) the plane will land and the the pilot will introduce herself. Her man is
  Francesca. She is a mix between Mad-Max and Penelope Pitstop (if you can do that Southern Belle
  accent all the better). She doesn't hang around for long, as her mission of cleaning up the Wastelands
  is calling her. However, she can pop up in any other adventure, which is particularly handy if the party
  is getting creamed.
  Classic Ambush: An abandoned truck oby the road turns into an ambush by the Iron Overlords
  gang. If the party investigate the gangers hiding in the back of the truck and in the surrounding
  foxholes attack.
  Spare City: At some point (The Bikers encounter for example) the party will hear rumors about
  Spare City, a place just packed with motorcycle parts and tools. They will also hear about its
  mysterious custodian, but the tales are contradictory and whoever tells the story did not see him. If the
  party go find Spare City they'll discover the rumors are true. There is a underground multi-storey car
  park where the directions indicated. The deeper the level the more there is to scavenge. If the party is
  quick, they can be in and out without getting in trouble. If they linger and get greedy, they will
  eventually meet Albert. Albert is a fattish looking simpleton in mechanics overalls. He'll greet the party
  and wish them a Merry Christmas. This might confuse the PCs, as a FAIR roll on Figure Things Out
  will reveal its nowhere near Christmas. But for Albert it is Christmas everyday. Like a classic B-movie
  loony, Albert captures visitors to his garage and forces them to celebrate Christmas everyday with
  him. He's got half a dozen 'guests' bound and gagged in his living room next to his Christmas tree.
  And he plans add the PCs to his collection. Initially he'll try simply to subdue the PCs by offering
  drugged refreshments (Albert has got all the traditional Christmas stuff, from turkey to port) but if that
  fails he'll resort to brute force.
  The following scenarios were written by Joff joff@cosc.canterbury.ac.nz. Many thanks Joff and sorry it
  took so long.
  Peds at the Barricade: As the characters roar up to a town, they are confronted by a very rickety
  barricade constructed out of bits of wood and rusted car bodies. The barricade is manned by a rag-tag
  assortment of peds, wielding weapons no more powerful than blunt garden rakes. If the characters
  talk to the peds, and win their confidence, the peds will tell them that their town has been repeatedly
  terrorized by a band of gangers. If the characters help the peds by routing the gangers, they will be
  rewarded with a secret stash of fuel, spare parts and stuff.
  Ambush Alley: The characters are driving along a sandy trail towards a range of low hills. They
  encounter a crossroads, with a crudely hand-painted sign saying `Ambush Alley' pointing off towards
  the hills. If the characters choose to follow the sign they will shortly enter a narrow, windy valley,
  where a stock-standard ambush will take place (rocks being tumbled down on them, that sort of
  thing). If the characters chicken out and take the other road, a bunch of sand-worms will rise out of
  the desert around them and attack them by blasting streams of sand at them from their mouths.
  
  The Search for Elvis: The characters are approached by two Elvis impersonators on bikes. These
  guys are wearing white jewel-encrusted jumpsuits open to the waist, medallions, sideburns, you know
  the drill. Make sure you do the accent and sneer. The Elvii will engage the characters in conversation,
  asking them if they've seen Elvis. If the characters say yes, the Elvii will whoop and holler in delight,
  and race off in the direction the characters indicated Elvis was. A little further on the characters will
  encounter a huge slow-moving platform on massive tracks (think of the thing which lugs shuttles out
  to the launch pad). It is flat on top, and the characters can drive up on it if they want. A huge replica
  Elvis is standing in the center of the platform. Everybody on the platform looks, talks and dresses like
  Elvis. The Elvii entreat the characters to join them in their holy search for Elvis. If attacked, the Elvii
  will respond by playing their guitars very badly to drive the attackers away.
  .
  Tips For Running MBAW
  MBAW was designed very much as a beer and pretzel
  game. It is meant to be a fun way to blow off some steam,
  create some wacky characters and watch them go in a
  spectacular in a ball of flames.
  The game works best if adventures have an episodic
  structure. MBAW is not intended as campaign material.
  The setting is not real or consistent enough to sustain the
  close scrutiny of a campaign and the nomadic lifestyle
  premise is a tad too shallow. To run A MBAW campaign,
  you need something more. We ran a short MBAW
  campaign by making all the PCs musicians in a band and
  replacing the bikes with musical instruments (the
  characters are depicted in the picture). This gave the
  players something more subtantial to build their character
  on rather than just sheer wonderlust. But by and large, running MBAW should come across more like
  a collection of loosely connected short stories than a novel.
  The following tips describe ways to capture the intended tone of the game. Clearly, the GM can do
  whatever they wish with MBAW, including not run it at all.
  Pace
  It is pretty obvious that a game based on bikers will benefit from a break neck pace. From character
  creation to character cremation, you'll want things to move fast. Try to give the game that 'wind
  rushing through your hair' feeling. You know that you are doing things right when the players start
  making 'vroom, vroom' noises.
  Colour
  Ultimately, colour is what the game is all about. Your challenge as GM of MBAW is to inject as many
  quirky, deranged and bizarre details in the setting and NPCs as you can. Even in the context of a
  random encounter, try to add that extra bit of detail. Maybe everyone in this particular gang wears an
  old, tattered tuxedo or perhaps they only use cooking implements as weapons. In the end it doesn't
  
  matter if this distinguishing feature isn't particularly funny or original. Every little bit adds to the general
  chaos. The main exception to this rule are the Peds, who should always remain in the background.
  The Terrible Truth
  There is one secret that the players must never discover about MBAW. And that is, at the end of the
  day, the Peds are the only people who really matter. They are the ones with real lives and who doing
  important things like raising families and slowly rebuilding the world. When you think about it, bikers
  and gangers are pretty irrelevant in the scheme of things. Which is why the players must never be
  given the chance to think about it. Should your players ever start thinking about these issues, talk
  about settling down and start making plans for their old age, you've clearly made the world too real.
  It'll be difficult to recapture the wild and reckless spirit the game was designed for. Introspection and
  MBAW just don't mix.
  Keeping up a fast pace is one way of keeping the players mind off from the Terrible Truth. The other
  thing you can do is to break up any sense of continuity.
  While most games improve as the setting becomes more developed and detailed, in MBAW continuity
  is dangerous. Any sense of continuity gives the players a logical framework with which to start making
  sense of the world. That's bad. Not only does it bring the player one step closer to the Terrible Truth, it
  also limits the GMs creative options. The last thing you need is a smartass player asking such
  embarrassing questions as "What's a dinosaur doing here anyway?"
  A few simple steps can help reduce the sense of continuity such as:
  Don't give players maps. Don't even think in terms of maps.
  Don't make ped settlements too interesting. Sometimes just giving the settlement a name is too
  much. Hell, don't even give peds names if you can avoid it.
  Use those cinematic fades or sharp cuts between scenes.
  Don't attempt to account for the time between adventures. If you decide to run one episode in
  the ruins of Washington DC and the next somewhere with a generic Mexican feel, don't bother
  to tell the players how the characters got there, how long it took or even why they went there in
  the first place. In theory the adventures might not even be in chronological order, though that
  gets very confusing.
  Remember the only thing they can take with them between sessions are their EP and a few
  more interesting bits of junk. Make sure characters re-roll for all their weapons. Injuries, broken
  or stolen bikes and spent Fudge points are all restored a the start of the next session.
  As always there are exceptions. Recurring NPCs are okay. And recurring jokes are almost a must.
  Other than that, it is just question of going with what works and having a good time. And if you do end
  up giving MBAW a try, drop me a line.
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  ------- Mutant Bikers of the Atomic Wastelands ------
  Name: _______________________________  Character Portrait
                                         __________________________
  Attributes                        
  Hit Real Hard           _____________                         
  Dodge Out of the Way    _____________
  Shoot Real Straight     _____________
  Blow Things Up          _____________
  Patch People Up         _____________
  Fix Broken Stuff        _____________
  Move Real Fast          _____________
  Notice Things Happening _____________
  Interact With Others    _____________
  Throw Real Good         _____________  ___________________________
  Drive Like Mad          _____________
  Move Real Quiet         _____________  Fudge Points: ____________  
  Figure Things Out       _____________
  Take It Like A Man      _____________  Experience Points: _______
  Sissy Skill 1           _____________
  Sissy Skill 2           _____________
  GIFTS & FLAWS
  Gift 1 __________________________  Use Gift 1  _____________
  Gift 2 __________________________  Use Gift 2  _____________
  Gift 3 __________________________  Use Gift 3  _____________
  Flaw 1 __________________________  Use Flaw 1  _____________
  Flaw 2 __________________________  Use Flaw 2  _____________
  Flaw 3 __________________________  Use Flaw 3  _____________
  EQUIPMENT
  ___________________________________  ________________________________
  ___________________________________  ________________________________
  ___________________________________  ________________________________
  ___________________________________  ________________________________
  ___________________________________  ________________________________
                    1,2       3,4      5,6         7,8           9+   
  Wounds:         Scratch    Hurt    Very Hurt    Incapac.    Nr. Death
                   O O O      O         O            O             O
        ------------------------------------------------------------
       | SUPERB | GREAT | GOOD | FAIR | MEDIOCRE | POOR | TERRIBLE  |
        ------------------------------------------------------------
  [ MBAW || Intro || Rules || Bestiary || Weapons|| GM Section|| Credits|| Character Sheet]
  
SOURCE: textdata/thevault/Mutant Bikers/Mutant Bikers of the Atomic Wasteland 2nd Edition.pdf