TEXT: CREDITS
  DESIGNERS: 
  DOMINIC COVEY AND cHRIS DAVIS
  COVER ARTIST: 
  JEREMY SIMMONS
  INTERIOR ARTISTS: 
  JOHN LONGENBAUGH 
  DOMINIC COVEY 
  JEREMY SIMMONS 
  V. SHANE  
  PROOFREADERS: 
  DAVID JARVIS
  DON KIESLING 
  ERIC ROUNTREE 
  JOHN SHAW 
  LAYOUT: 
  CHRIS DAVIS
  DESIGN CONTRIBUTIONS FROM: 
  CHARLES BAIZE 
  DON KIESLING 
  CHARLES RICE 
  ETHAN RIPPLINGER 
  CHRIS COVEY
  JOHN SHAW 
  Editing and Playtesting Support: 
  Charles Baize 
  Chris Derner 
  Jay Fitzloff
  Thomas Hainlin 
  Chris Hoover 
  David Jarvis 
  Ryan KellEy
  CHARLES RICE 
   Ethan Ripplinger 
  John Shaw 
  Aaron Wiggins
  CHRIS COVEY 
  WWW.DARWINRPG.COM
  Darwin’s World is heavily supported by its official web site, 
  www.DarwinRPG.com.   At DarwinRPG.com you will find many 
  resources such as maps, gazetteers, character sheets, as well as 
  products only sold via the web.   
  Darwin’s World CREATED BY DOMINIC COVEY
  The ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms 
  of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Portions of this work are 
  derived from the d20 System Reference Document.
  d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission. Dungeons 
  & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., 
  and are used with permission.
  Copyright 2003 © RPG Objects.  All rights Reserved.
  Visit our web site at www.RPGObjects.com.
  v2.4
  
  2
  CHAPTER 1: CHARACTERS 
  5
  BACKGROUNDS 
  6
  FERALS 
  6
  TRIBALS 
  6
  RITUAL PRESERVATIONISTS 
  6
  RESENTFULS 
  7
  RADICALS 
  8
  DEGENERATES 
  8
  RESURRECTORS 
  8
  VISIONARY REINVENTORS 
  9
  GUARDIANS 
  9
  HEDONISTS 
  9
  ADVANCED 
  10
  OCCUPATIONS 
  10
  ACADEMIC 
  10
  CARAVAN GUARD 
  10
  CORIUM PROSPECTOR 
  11
  CRAFTSMAN 
  11
  DEMAGOGUE 
  11
  FURNITURE 
  11
  GUIDE 
  11
  HEALER 
  11
  HERDSMAN 
  12
  MERCHANT 
  12
  MILITARY 
  12
  PREDATOR 
  12
  REPAIRMAN 
  12
  SLAVE 
  12
  SLAVER 
  12
  WANDERER 
  12
  THE POST-APOCALYPTIC HERO 
  13
  ADVANCED CLASSES 
  15
  BARBARIAN 
  15
  DEMAGOGUE 
  17
  GUARDIAN 
  19
  JUJU DOCTOR 
  21
  PSIONIC  
  23
  RAIDER 
  24
  ROAD WARRIOR 
  26
  SCAV 
  28
  SCHOLAR 
  29
  SKULK 
  32
  SISTER OF THE DESERT 
  33
  SURVIVALIST 
  36
  SYMBIOTE 
  37
  TINKER 
  40
  TRADER 
  42
  EPIC CLASSES 
  44
  CHAMPION 
  44
  MECH 
  46
  MEDICINE MAN 
  48
  MUTANT HUNTER 
  49
  SCIENTIST 
  51
  TECH LOOTER 
  53
  TRADE MASTER 
  55
  WARRIOR MONK 
  57
  NEW & REVISED SKILLS 
  58
  GENERAL FEATS 
  64
  CHAPTER 2: MUTANTS & MUTATIONS 
  72
  WHAT IS A MUTATION? 
  73
  THE MUTANT TEMPLATE 
  74
  CHOOSING MUTATIONS 
  74
  MUTATION FEATS 
  75
  MUTATIONS 
  75
  DEFECTS 
  86
  MUTANT FEATS 
  91
  NEURAL FEATS 
  94
  CHAPTER 3: ARTIFACTS OF THE ANCIENTS 
  101
  WEAPONS 
  103
  FIREARMS 
  103
  EXPLOSIVES AND SPLASH WEAPONS 
  115
  LASERS 
  117
  MASERS 
  121
  ENERGY FIELD GENERATORS 
  121
  MASS DRIVERS 
  123
  PARTICLE-BEAM WEAPONS 
  126
  OTHER UNCONVENTIONAL WEAPONS 
  127
  POWERED MELEE WEAPONS 
  132
  ARMOR 
  132
  GENERAL EQUIPMENT 
  134
  MILITARY HARDWARE 
  143
  VEHICLES 
  146
  POWERED ARMOR 
  148
  MEDICINE 
  151
  CHAPTER 4: GAMEMASTERING 
  154
  CAMPAIGN MODELS 
  155
  SETTING IDEAS 
  157
  ENVIRONMENTAL DANGERS 
  167
  CHAPTER 5: ADVENTURE LOCATIONS 
  173
  WASTELAND SETTLEMENTS 
  174
  TRADE TOWNS 
  179
  CITIES OF SURVIVORS 
  186
  DOMED CITIES 
  195
  VAULTS 
  198
  NECROPOLI 
  205
  OTHER AREAS 
  216
  CHAPTER 6: DENIZENS  
  218
  BRETHREN 
  219
  BRETHREN FOLLOWER 
  221
  BROTHERHOOD OF RADIATION 
  222
  BROTHERHOOD FORCE MASTER 
  224
  CARTEL 
  226
  CHILDREN OF THE METAL GODS 
  229
  TABLE OF CONTENTS
  
  3
  CLEAN WATER CLANS 
  231
  DOOMRIDERS 
  233
  DOOMRIDER ZEALOT  
  235
  ENTROPISTS 
  237
  FAR TRADERS 
  240
  FOUNDATIONISTS 
  242
  FOUNDATION PALADIN 
  244
  GHOULS 
  245
  MOVEMENT, THE 
  247
  PARADISE BELIEVERS 
  250
  RANGERS 
  253
  RANGER 
  254
  RAVAGERS 
  256
  SAVANTS 
  258
  SAVANT 
  261
  MINOR GROUPS 
  262
  AMAZONS 
  263
  BENDERS 
  264
  CORIUM MINERS OF LITTLE VEGAS 
  266
  CRYSTALTIME MERCHANTS 
  268
  HERMAVS 
  269
  KNIGHTS OF ROUTE 66 
  270
  RAIDER GANGS (VARIOUS) 
  272
  WASTELORDS 
  273
  XENOPHOBES (VARIOUS) 
  275
  CHAPTER 7: TERRORS  
  277
  ABOMINATION 
  278
  ALBINO APEMAN 
  279
  AMOEBA, BUBBLE CELL 
  280
  AMOEBA, GIANT 
  280
  BLINDWORM 
  281
  BLOB 
  282
  CARRION RAPTOR 
  283
  CH’KIT 
  284
  CRAWLER 
  285
  CYCLAT 
  286
  CYNEMIE 
  287
  DEATH SENTINEL 
  288
  DESERT ANEMONE 
  288
  DESERT HORSE 
  289
  DOOM HARVESTER 
  290
  ETHEREAL FLYER 
  291
  FRAXX STEED 
  292
  GRONT 
  292
  HELIOGRYPH 
  293
  HEAP TURTLE 
  294
  LIFE LAMPREY 
  295
  LURKING PANTHER 
  296
  MARIONETTE WORM 
  297
  MONGOLIANT 
  297
  MONSTROUS COCKROACH 
  299
  MUTAGON 
  300
  MUTANT BUG 
  301
  NIGHT TERROR 
  302
  OTHYDOG 
  303
  OTHYDONT 
  303
  PIT CREATURE 
  304
  PLANTMEN 
  305
  PROBING WADDLER 
  306
  PROX BEAST 
  307
  PURPLE ANGLER 
  308
  RAD WOLF 
  309
  RATBITE 
  309
  RATTLECHARMER 
  310
  RAVENING HOUND 
  311
  SANDMAN 
  312
  SCREAMER 
  313
  SHADOW PEOPLE 
  314
  SLIME MOLE 
  315
  SNOFFLE HOG 
  316
  TERMINAL 
  317
  TERMINAL, ABORTION 
  318
  TERROLOPS 
  318
  TWO-HEADED MUTANT BEAR 
  319
  UNDERLING 
  319
  UTARN 
  321
  WILD MAN 
  321
  WINGED ONE 
  322
  ZOMBIE, PLAGUE 
  324
  CHAPTER 8: GAZETTEER 
  325
  BAJA CLIFFS 
  326
  BIG HOLE 
  326
  BIG ROCKS 
  329
  BURNING LANDS 
  330
  CURSED SEA 
  332
  DEADLANDS 
  333
  FAR DESERT 
  336
  FORBIDDEN LANDS 
  342
  FORGOTTEN DESERT 
  345
  GLOWING HILLS 
  346
  GRASS PLAINS EMPIRE 
  347
  GRAVEYARD OF BONE CITIES 
  349
  GREAT RIFT VALLEY 
  351
  LOST MUD SEA 
  355
  LOST PARADISE 
  355
  MOUNTAINS OF MISERY 
  355
  RANGE OF THE LOST 
  356
  SIERRA GEHENNA 
  357
  WILDS OF DESOLATION 
  362
  APPENDIX 1: CHARTS & TABLES 
  363
  OPEN GAME LICENSE 
  379
  TABLE OF CONTENTS
  
  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 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 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 
  “The survivors would envy the dead.”
  - Nikita S. Khrushchev
  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.
  
  6
  Improved Damage Threshold, Improved Initiative, 
  Iron Will, Lightning Reflexes, Power Attack, Run, 
  Stealthy, Super Mutant, Toughness, Track.
  Language: None 
  Special: Feral characters do not have an occupation 
  and start with no money.  Feral characters start with a 
  simple weapon of choice. 
  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.
  Skills: Choose one of the following skills as a 
  permanent class skill: Craft (structural), Climb, Hide, 
  Intimidate, Jump, Listen, Move Silently, Navigate, 
  Search, Spot, Survival. Additional class skills are 
  gained by occupation.
  Bonus Feats: Tribal characters get the Primitive 
  Technology feat plus one feat from the following 
  list: Athletic, Archaic Weapon Proficiency, Animal 
  Affinity, Brawl, Cleave, Combat Martial Arts, Dodge, 
  Endurance, Great Fortitude, Guide, Improved Damage 
  Threshold, Improved Initiative, Iron Will, Juju Doctor, 
  Light Armor Proficiency, Lightning Reflexes, Power 
  Attack, Run, Stealthy, Toughness, Track.
  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 
  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.  
  Backgrounds 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.
  Skills: Choose three of the following skills as 
  permanent class skills: Balance, Climb, Concentration, 
  Escape Artist, Hide, Intimidate, Jump, Listen, Move 
  Silently, Navigate, Search, Spot, Survival, Swim.
  Bonus Feats: Select two of the following feats: 
  Alertness, Athletic, Animal Affinity, Blind Fight, 
  Brawl, Cleave, Combat Martial Arts, Dodge, 
  Endurance, Forsaken, Great Fortitude, Guide, 
  
  7
  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.”
  Skills: Choose one of the following skills as a 
  permanent class skill: Drive, Knowledge (theology, 
  technology, mutant lore), Pilot, Repair. Additional 
  class skills are gained by occupation.
  Bonus Feats: Ritual Preservationist characters get 
  the Post-Apocalyptic Technology feat.
  Language: Gutter Talk 
  Special: Ritual Preservationist characters start with 
  one Artifact of the Ancients (market value 3,000 cp or 
  less).
  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.
  Skills: Choose one of the following skills as a 
  permanent class skill: Craft (structural), Handle 
  Animal, Knowledge (mutant lore, history, theology), 
  Navigate, Ride, Survival, Treat Injury. Additional class 
  skills are gained by occupation.
  Bonus Feats: Resentful characters get the Primitive 
  Technology feat plus two of the following feats: 
  Animal Affinity, Archaic Weapons Proficiency, 
  Endurance, Great Fortitude, Guide, Iron Will, Track.
  Language: Unislang 
  
  8
  Special: If a Resentful character takes additional 
  technology feats, he loses his selected class skill 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.
  Skills: Choose one of the following skills as a 
  permanent class skill: Demolitions, Drive, Hide, 
  Intimidate, Knowledge (tactics, streetwise), Move 
  Silently. Additional class skills are gained by 
  occupation.
  Bonus Feats: Radical characters get the Post-
  Apocalyptic Technology feat plus one of the 
  following feats: Brawl, Combat (Martial Arts), Armor 
  Proficiency (light), Personal Firearms Proficiency.
  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 
  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.
  Skills: Choose one of the following skills as 
  a permanent class skill: Computer Use, Drive, 
  Knowledge (any), Pilot, Repair, Treat Injury. 
  Additional class skills are gained by occupation.
  Bonus Feats: Degenerate characters get the Post-
  Apocalyptic Technology feat.
  Language: Gutter Talk 
  Special: Degenerate characters start with one 
  Artifact of the Ancients (market value 3,000 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.
  Skills: Choose one of the following skills as a 
  permanent class skill: Computer Use, Craft (chemical, 
  pharmaceutical, structural), Decipher Script, 
  Knowledge (any), Repair, Research. Additional class 
  skills are gained by occupation.
  
  9
  Bonus Feats: Resurrector characters get the Post-
  Apocalyptic Technology feat.
  Language: Unislang 
  Special: Resurrector characters start with one 
  Artifact of the Ancients (market value 3,000 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 imperial.
  Skills: Choose one of the following skills as a 
  permanent class skill: Computer Use, Craft (chemical, 
  pharmaceutical, structural), Diplomacy, Drive, 
  Knowledge (any), or Pilot. Additional class skills are 
  gained by occupation.
  Bonus Feats: Visionary Reinventor characters get 
  the Post-Apocalyptic Technology feat.
  Language: Unislang 
  Special: Visionary Reinventor characters start with 
  one Artifact of the Ancients (market value 3,000 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.
  Skills: Choose one of the following skills as a 
  permanent class skill: Computer Use, Craft (any), 
  Demolitions, Drive, Knowledge (any), Navigate, Pilot, 
  Repair, Treat Injury. Additional class skills are gained 
  by occupation.
  Bonus Feats: Guardian characters get no bonus feats 
  and must spend one of their feats to gain the Advanced 
  Technology feat at 1st level.
  Language: Ancient 
  Special: Guardian characters start with one futuristic 
  weapon (market value 12,000 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 
  
  10
  the same kind of cataclysm never occurs again.
  Skills: Choose one of the following skills as a 
  permanent class skill: Computer Use, Concentration, 
  Craft (any), Decipher Script, Demolitions, Disable 
  Device, Drive, Knowledge (any), Navigate, Pilot, 
  Repair, Research, or Treat Injury.
  Bonus Feats: Advanced characters get no bonus 
  feats and must spend one of their feats to gain the 
  Advanced Technology feat at 1st level.
  Language: Ancient
  Special: Advanced characters start with one Artifact 
  of the Ancients (market value 12,000 cp or less).
  OCCUPATIONS
  The post-apocalyptic setting is 
  unique in that it straddles past 
  and future. Many wondrous 
  items of advanced technology 
  exist, but the common man 
  and woman live a short, squalid 
  life not unlike those of our distant ancestors. As a 
  result, the occupations in d20 Modern™ are unsuitable 
  for games set in Darwin’s World and should not be 
  used without the express permission of the GM. Here 
  is a list of occupations more suited to making your 
  way through the wasteland.
  Academic
  Academics in this post-apocalyptic world are rare. 
  Few libraries, schools, or universities exist. In a world 
  where survival is the order of the day, the academic 
  life is a very unprofitable one. Most academics come 
  from larger communities where such abilities are 
  rewarded, if only a little.
  Skills: Choose two of the following skills as 
  permanent class skills: Computer Use, Craft (writing), 
  Decipher Script, Gather Information, Knowledge 
  (any), Research, or add a new Read/Write Language 
  or a new Speak Language. If a skill the character 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Starting Corium: 5d4 x 100 cp.
  Caravan Guard
  Any valuable cargo is a target for the scum of the 
  wasteland. Many traders hire guards to help ensure 
  their goods arrive safely.
  Skills: Select two of the following as permanent 
  class skills: Navigation, Drive, Diplomacy, Handle 
  Animal, Intimidate, Ride, Sense Motive, Spot, 
  Survival. If a skill the character selects is already a 
  class skill, he or she receives a +1 competence bonus 
  on checks using that skill.
  Starting Corium: 6d6 x 100 cp.
  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 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.
  Skills: Choose three of the following skills as 
  permanent class skills: Computer Use, Concentration, 
  Craft (writing, visual arts), Knowledge (any), Perform, 
  Research.
  Bonus Feats: Hedonist characters get the Post-
  Apocalyptic Technology feat plus one of the following 
  feats: Creative, Educated, Focused, Gearhead, 
  Studious, Trustworthy.
  Language: Ancient
  Special: Hedonist characters do not have an 
  occupation but may start with 6d6 x 100 cp worth of 
  equipment. In addition, the Hedonist characters start 
  with one Artifact of the Ancients (market value 6,000 
  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 
  
  11
  Corium Prospector
  Most miners are an unfortunate, sorry lot who find 
  their occupation listed under the title “slave.” Corium 
  prospectors, however, are not like typical miners. They 
  are trained to spot likely sources of the rare metal, 
  either by learning the physical signs left on the land 
  by the catastrophic conditions under which this metal 
  is formed, or by studying the scrolls of the Ancients 
  to learn the most likely locations. As the economy of 
  the Twisted Earth grows, and city-states seek to move 
  away from simple barter toward hard currency, these 
  prospectors are becoming more and more numerous.
  Skills: Select two of the following as permanent 
  class skills: Climb, Decipher Script, Gather 
  Information, Handle Animal, Knowledge (earth and 
  life sciences, ancient lore), Navigate, Read/Write 
  (ancient), Research, Search, Survival. If a skill the 
  character selects is already a class skill, he or she 
  receives a +1 competence bonus on checks using that 
  skill.
  Starting Corium: 6d6 x 100 cp.
  Craftsman
  Not everyone on the Twisted Earth lives an exciting 
  life. Some merely try to survive as people always 
  have, operating shops, repairing vehicles, feeding their 
  families, and trying to stay out of trouble.
  Skills: Select two of the following as permanent 
  class skills: Craft (structural), Diplomacy, Gather 
  Information, Handle Animal, Knowledge (current 
  events), Repair, Survival. If a skill the character 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Starting Corium: 6d10 x 100 cp.
  Demagogue
  As the people of the Twisted Earth gather into larger 
  and larger groups, forming alliances and building 
  towns and cities, politicians again rise from among 
  them to lead. Many of these “public servants” have 
  no real desire to help the people they 
  lead at all, instead manipulating 
  the emotions of their followers 
  to their own benefit. Many 
  politicians get their start 
  as pamphleteers, writers of 
  propaganda for other politicians, 
  and writers of slander about those 
  politicians’ enemies (including 
  letters and documents, supposedly written 
  by those enemies, which appear right on cue 
  at election time). Some of these pamphlets are 
  evolving into a form strangely 
  reminiscent of the newspapers 
  of the Old West.
  Skills: Select two of the 
  following as permanent class skills: Bluff, Craft 
  (writing, visual arts), Diplomacy, Knowledge (civics, 
  current events, mutant lore, popular culture), Sense 
  Motive. If a skill the character selects is already a class 
  skill, he or she receives a +1 competence bonus on 
  checks using that skill.
  Starting Corium: 6d6 x 100 cp.
  Furniture
  It is an unfortunate truth that prostitution is one of the 
  oldest and most enduring professions in the history 
  of the world. The Twisted Earth is no different. There 
  are always men willing to pay for sex, and there are 
  always women willing, or with no other choice than, 
  to trade the use of their bodies to make their way in the 
  world.
  Skills: Select two of the following as permanent 
  class skills. Bluff, Diplomacy, Gamble, Gather 
  Information, Knowledge (streetwise), Perform (dance), 
  Sense Motive, Sleight of Hand. If a skill the character 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Starting Corium: 5d4 x 100 cp.
  Guide
  The deserts and roads of the Twisted Earth are not 
  for the timid, and it pays to have a guide who has 
  traveled them before. These characters lead travelers 
  and caravans through the wastes for a fee, using their 
  knowledge of these areas to avoid danger and keep 
  expeditions adequately supplied.
  Skills: Select two of the following as permanent 
  class skills: Climb, Drive, Handle Animal, Listen, 
  Navigate, Ride, Sense Motive, Spot, Survival. If a skill 
  the character selects is already a class skill, he or she 
  receives a +1 competence bonus on checks 
  using that skill.
  Starting Corium: 6d6 x 100 cp. 
  Healer
  Healers are important members of 
  any community. They often possess 
  only limited skill and experience, 
  but in a world where much medical 
  knowledge has been lost, this 
  makes 
  them comparative 
  experts.
  Skills: Choose 
  two of the 
  following skills as 
  permanent class skills: 
  Craft (pharmaceutical), 
  Knowledge 
  (behavioral 
  sciences, 
  earth and 
  
  12
  life sciences), Treat Injury. If a skill the character 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Starting Corium: 6d10 x 100 cp.
  Herdsman
  As the people of the Twisted Earth begin to 
  domesticate the animals of their world, there arises a 
  need for skilled herdsmen to care for the beasts, much 
  as the need arose millennia ago. Herdsmen tend their 
  flocks, whether of desert horses, fraxx steeds, or even 
  the occasional gront.
  Skills: Select two of the following as permanent 
  class skills: Climb, Handle Animal, Jump, Navigate, 
  Ride, Survival. If a skill the character selects is already 
  a class skill, he or she receives a +1 competence bonus 
  on checks using that skill.
  Starting Corium: 6d6 x 100 cp.
  Merchant
  Trade is an important part of life for the denizens 
  of the Twisted Earth. Resources are scarce since the 
  Fall, and trade often the only way to procure goods 
  essential to survival.
  Skills: Select one of the following as a permanent 
  class skill: Bluff, Diplomacy, Gamble, Gather 
  Information, Knowledge (Business), Sense Motive. 
  If a skill the character selects is already a class skill, 
  he or she receives a +1 competence bonus on checks 
  using that skill.
  Starting Corium: 8d12 x 100 cp
  Military
  The term “military” in post-apocalyptic Earth could 
  mean anything from community militia to members of 
  military-based pseudo-society.
  Skills: Choose one of the following skills as 
  permanent class skills. Climb, Demolitions, Drive, 
  Hide, Intimidate, Knowledge (tactics), Move Silently, 
  Navigate, Pilot, Survival, Swim. If a skill the character 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Starting Corium: 5d4 x 100 cp
  Predator
  Predators are those who prey on others for survival.  
  This could be raiders that pillage, thieves that steal, or 
  ghouls that hunt humans for food. 
  Skills: Choose one of the following skills as 
  permanent class skills: Hide, Intimidate, Investigate, 
  Move Silently, Sense Motive, Spot. If a skill the 
  character selects is already a class skill, he or she 
  receives a +1 competence bonus on checks using that 
  skill.
  Starting Corium: 5d4 x 100 cp
  Repairman
  Like healers, Repairmen are valuable community 
  members who posses a much-sought-after ability. 
  Even the most limited fixer is an asset to any group.
  Skills: Select two of the following skills as 
  permanent class skills: Computer Use, Craft 
  (structural), Disable Device, Knowledge (technology), 
  Repair. If a skill the character selects is already a class 
  skill, he or she receives a +1 competence bonus on 
  checks using that skill.
  Starting Corium: 6d10 x 100 cp.
  Slave
  Unfortunately, the ancient practice of slavery is alive 
  and well in the Twisted Earth. People own slaves for 
  a variety of purposes, the most common of which are 
  manual labor and “entertainment.” Characters with 
  this occupation are assumed to have escaped or been 
  freed.
  Skills: Select two of the following as permanent 
  class skills: Climb, Craft (structural), Handle Animal, 
  Perform (any), Ride, Survival. If a skill the character 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Bonus Feat: Select one of the following: Animal 
  Affinity, Endurance, Concubine, Forsaken, Gladiator.
  Starting Corium: 5d4 x10 cp
  Slaver
  Few slaves go willingly to the block. Slavers are the 
  people who fill the pipelines of the Twisted Earth with 
  the free manual labor many struggling city-states need 
  to survive.
  Skills: Select two of the following as permanent 
  class skills: Bluff, Diplomacy, Disguise, Gamble, 
  Gather Information, Intimidate, Knowledge 
  (Business). If a skill the character selects is already a 
  class skill, he or she receives a +1 competence bonus 
  on checks using that skill.
  Starting Corium: 6d10 x 100 cp
  Wanderer
  Whether through wanderlust, a desire for the new 
  and different, or a state of exile from his home, the 
  character has been on the move for most of his life and 
  is comfortable staying that way.
  Skills: Select two of the following as permanent 
  class skills: Climb, Drive, Diplomacy, Handle Animal, 
  Knowledge (geography), Navigate, Speak Language, 
  Ride. If a skill the character selects is already a class 
  skill, he or she receives a +1 competence bonus on 
  checks using that skill.
  Starting Corium: 5d4 x 100 cp
  
  13
  THE POST-
  APOCALYPTIC 
  HERO
  He’d been moving through 
  the ruins of the ancient city for 
  days now, and the old man hadn’t seen a single sign of 
  life since he’d first arrived. Now, as the sun reached its 
  zenith, he slipped into the cool shadows provided by 
  some majestic structure of broken stone that even now 
  reached into the sky to a dizzying height.
  The interior was much more magnificent than he 
  could have imagined from outside, though it was a 
  mess, to be sure, a ruin of crumbled stone, toppled 
  pillars, and rotted wood. Images carved into the 
  masonry depicted solemn faces of men long gone, all 
  looking almost sorrowfully down upon the chaos of 
  the place, their faces frozen in time. A great pane of 
  stained glass, broken and covered in dead and dying 
  mold, bathed the vaulted room with a kaleidoscope of 
  colors. The sight took his breath away.
  As he walked, he realized he was moving quietly, 
  even gingerly, as if the very nature of the place 
  demanded respect and silence. As he came near the 
  central altar, the abundance of skeletons clustered 
  there made his heart skip a beat. A collection of almost 
  fifty ancient dead, who had almost certainly come 
  here in the final hours of their great civilization, was 
  nothing but brittle remains now, crunching under the 
  rubber soles of his boots. At the center of the mass sat 
  what might have been just another skeleton, but this 
  one was robed in black with a white collar…
  The scavenger stepped forward—his hand shaking 
  wildly as if he half-expected the dead figure to rise and 
  curse him before crumbling into dust—and snatched 
  the shabby, leather-bound book from its bony grasp. 
  He flipped through the pages, smelled the incense-
  saturated leaves, and cautiously withdrew, stepping 
  out of the light of the glorious windows. He looked 
  over everything in his wake, scanning the room with 
  his keen old eyes, just to make sure the dead would not 
  rise.
  As he reached the door and was comforted by the 
  touch of the burning noon sun, he started to laugh. He 
  chided himself for his superstition, ridiculed himself 
  for being afraid of “ghosts.”
  Turning to face the nightmare emptiness of the 
  world outside, he dropped the book. To him it was 
  nothing more than another piece of junk. If these dead 
  men had once thought it had any magic, any at all, it 
  certainly hadn’t been enough to save them.
  What use, then, was it to him?
  The Post-Apocalyptic Hero is an optional base class 
  for new characters. The Post-Apocalyptic Hero 
  represents a typical denizen of post-Fall Earth. 
  His talents focus on some of the basic elements of 
  post-apocalyptic adventuring: surviving the brutal 
  environment, scavenging for resources, learning about 
  the Ancients, and improving mutations.
  The Post-Apocalyptic Hero might possess 
  knowledge of Ancient history or be a gifted repairman. 
  He might be a skilled guide capable of navigating 
  the wastelands or a master of mental mutations. 
  Regardless of his chosen path, he is a rare breed of 
  human or mutant who has managed to survive in an 
  unforgiving, perilous world.
  Class Information
  The following information pertains to the Post-
  Apocalyptic Hero base class.
  Hit Dice: 1d8
  Action Points: 5 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Post-Apocalyptic Hero class skills 
  are: Climb (Str), Hide (Dex), Jump (Str), Knowledge 
  (mutant lore, ancient lore) (Int), Listen (Wis), Move 
  Silently (Dex), Profession (Wis), Navigate (Int), 
  Repair (Int), Search (Int), Spot (Wis), and Survival 
  (Wis).
  Skill Points at 1st Level: (5 + Int modifier) x4.
  Skill Points at Each Subsequent Level: 5 + Int 
  modifier.
  Starting Feats: In addition to the two feats all 
  characters get at first level, a Post-Apocalyptic Hero 
  begins play with the Simple Weapons Proficiency feat.
  Class Features
  The following are class features of the Post-
  Apocalyptic Hero.
  Talents: At 1st, 3rd, 5th, 7th, and 9th level, the Post-
  Apocalyptic Hero selects a talent from the following 
  talent trees. Some talents have prerequisites that a 
  character must meet before selecting them. As long as 
  the hero qualifies, she can select freely from any and 
  all talent trees. No talent can be selected more than 
  once unless expressly indicated.
  Note: The Post-Apocalyptic Hero has four talent 
  trees. The reason for this is that it’s likely the 
  character’s background or mutations will prohibit her 
  taking talents from one or two of those trees.
  Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th level, the 
  Post-Apocalyptic Hero gains a bonus feat. This feat 
  must be selected from the following list: Alertness, 
  Archaic Weapons Proficiency, Athletic, Brawl, Dodge, 
  Great Fortitude, Guide, Personal Firearm Proficiency, 
  Run, Toughness, Track, Weapon Focus. The character 
  must meet any prerequisites for these feats.
  
  14
  Ancient Talent Tree
  Some Post-Apocalyptic Heroes have dedicated 
  themselves to rediscovering the lost knowledge of the 
  Ancients.
  Technologist: The Post-Apocalyptic Hero is versed 
  in the Technologies of the Ancients and gains a bonus 
  to Knowledge (technology) skill checks equal to his 
  Post-Apocalyptic Hero level.
  Prerequisite: Post-Apocalyptic Technology.
  Computer Lore: The Post-Apocalyptic Hero 
  understands computer technology, a powerful tool of 
  the Ancients, and gains a bonus to Computer Use skill 
  checks equal to his Post-Apocalyptic Hero level.
  Prerequisite: Post-Apocalyptic Technology.
  Medical Lore: The Post-Apocalyptic Hero has 
  studied the advanced medicines of the Ancients and 
  gains a bonus to Treat Injury skill checks equal to his 
  Post-Apocalyptic Hero level.
  Prerequisite: Post-Apocalyptic Technology.
  Historian: The Post-Apocalyptic Hero has studied 
  the vast history of the Ancients and gains a bonus to 
  Knowledge (ancient lore) skill checks equal to his 
  Post-Apocalyptic Hero level.
  Prerequisite: Post-Apocalyptic Technology.
  Craft Lore: The Post-Apocalyptic Hero has studied 
  the engineering techniques of the Ancients and gains a 
  bonus to one Craft skill equal to his Post-Apocalyptic 
  Hero level. This talent may be taken more than once. 
  Each time the character chooses a new Craft skill.
  Prerequisite: Advanced Technology.
  Mutant Talent Tree
  Most of the denizens of the post-Fall Earth are 
  mutants, and the smartest and strongest of this new 
  breed of humanoid learn to master their newly 
  developed mutations.
  Mutation Knowledge: Upon a successful 
  Knowledge (mutant lore) check (DC 15), The 
  Post-Apocalyptic Hero can identify a mutant’s 
  most advanced mutation and defect, including the 
  type of mutation and defect as well as the level of 
  advancement.
  Prerequisite: Knowledge (mutant lore) 1 rank.
  Mutant Weapon: Many mutants develop mutations 
  that provide them with natural weapons, such as 
  claws or horns. The Post-Apocalyptic Hero gains +1 
  competence bonus to attack with any mutation-related 
  weapon.
  Prerequisite: Mutant, Mutation Knowledge.
  Neural Mastery: A few mutants develop neural 
  mutations, or psionics. A Post-Apocalyptic Hero with 
  this talent has expanded the potential power unlocked 
  by his mutations. The mutant doubles his ability score 
  modifier when determining number of neural uses per 
  day (minimum 2). 
  Prerequisite: Neural Mutation, Mutation 
  Knowledge.
  Scavenge Talent Tree
  The Post-Apocalyptic Hero is the ideal scavenger.
  Improvised Toolkit: Often a full mechanical or 
  electrical toolkit is unavailable. In these situations, 
  the Post-Apocalyptic Hero can create a toolkit from 
  improvised tools. While repairs take twice as long with 
  improvised tools, the Post-Apocalyptic Hero does not 
  suffer the –4 penalty to his Repair check.
  Prerequisite: Repair 1 rank.
  Restore: The Post-Apocalyptic Hero has a knack 
  for performing repairs correctly the first time. When 
  taking 10 on repair checks, he restores the maximum 
  hit points possible (often 12).
  Prerequisite: Improvised Toolkit
  Salvage Expert: The Post-Apocalyptic Hero is an 
  expert at salvaging raw materials from the remains 
  of the broken (or functioning) technology.  He gains 
  a bonus to his Repair skill equal to double his Post-
  Apocalyptic Hero level when salvaging.
  Survival Talent Tree
  One of the main goals of any Post-Apocalyptic Hero 
  is survival in the harsh environments of post-Fall 
  Earth, where food, water, and shelter are often in short 
  supply.
  TABLE 1-1: THE POST-APOCALYPTIC HERO
  Level
  Base 
  Attack
  Fort Save
  Ref save
  Will Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +1
  +1
  +0
  Talent
  +1
  +0
  2
  +1
  +2
  +2
  +0
  Feat
  +1
  +0
  3
  +2
  +2
  +2
  +1
  Talent
  +2
  +0
  4
  +3
  +2
  +2
  +1
  Feat
  +2
  +1
  5
  +3
  +3
  +3
  +1
  Talent
  +3
  +1
  6
  +4
  +3
  +3
  +2
  Feat
  +3
  +1
  7
  +5
  +4
  +4
  +2
  Talent
  +4
  +1
  8
  +6
  +4
  +4
  +2
  Feat
  +4
  +2
  9
  +6
  +4
  +4
  +3
  Talent
  +5
  +2
  10
  +7
  +5
  +5
  +3
  Feat
  +5
  +2
  
  15
  TABLE 1-2: THE BARBARIAN
  Level
  Base 
  Attack
  Fort Save
  Ref Save
  Will Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +1
  +1
  +0
  1/Rage
  +1
  +0
  2
  +2
  +2
  +2
  +0
  Junk Armor
  +1
  +0
  3
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4
  +4
  +2
  +2
  +1
  2/Rage
  +2
  +1
  5
  +5
  +3
  +3
  +1
  Junk Weapon
  +3
  +1
  6
  +6
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7
  +7
  +4
  +4
  +2
  3/Rage
  +4
  +1
  8
  +8
  +4
  +4
  +2
  Junk Mastery
  +4
  +2
  9
  +9
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  10
  +10
  +5
  +5
  +3
  4/Rage
  +5
  +2
  Conserve: The Post-Apocalyptic Hero has a unique 
  ability to maximize use of available food and water. 
  He needs only half the normal daily requirements of 
  food and water but prefers to get the full requirements 
  if possible.
  Wasteland Lore: The Post-Apocalyptic Hero 
  knows how to survive in the ravaged wastelands 
  comprising much of post-Fall Earth. He gains a bonus 
  equal to his Post-Apocalyptic Hero level to Survival 
  and Navigate skill checks in wasteland areas.
  Necropoli Lore: The Post-Apocalyptic Hero 
  knows how to survive in the ruins of the great cities 
  of the Ancients. He gains a bonus equal to his Post-
  Apocalyptic Hero level to Survival and Navigate skill 
  checks in necropoli.
  Survival Sense: A multitude of predators, both 
  human and monstrous, prey on the denizens of 
  post-Fall Earth. The Post-Apocalyptic Hero has the 
  uncanny ability to know when life-threatening danger 
  is present. He gains a +2 bonus to Initiative rolls and 
  +2 bonus to spot checks when detecting an ambush.
  Prerequisite: Necropoli or Wasteland Lore.
  ADVANCED 
  CLASSES
  The following classes are 
  generic archetypes for the 
  post-apocalyptic setting. 
  Many of the advanced classes 
  presented in the d20 Modern are not appropriate for 
  a post-apocalyptic setting, mainly due to their broad 
  use and mastery of technology. Most of the pre-Fall 
  technology in a post-apocalyptic setting has been 
  lost, and survivors are only starting to rediscover the 
  advancements of the Ancients. Other classes don’t 
  fit simply because their roles no longer exist in the 
  proper context. Of the classes presented in the d20 
  D20 MODERN, only the Soldier, Martial Artist, and 
  Gunslinger should be options for players. However, 
  there are several Soldier variants outlined below that 
  make the modern version redundant.
  While many of the following classes can be 
  attained at 4th level, a few of the classes have stiffer 
  prerequisites that will require additional levels before 
  they may be taken, but none of them require levels 
  beyond 10th.
  BARBARIAN
  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 
  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.
  
  16
  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.
  Requirements
  To qualify to become a Barbarian, a character must 
  fulfill the following criteria.
  Base Attack Bonus: +3.
  Skills: Survival 3 ranks.
  Feats: Archaic Weapons Proficiency.
  Special: Must be from Feral or Tribal background 
  and may not have the Post-Apocalyptic Technology 
  feat.
  Class Information
  The following information pertains to the Barbarian 
  advanced class.
  Hit Dice: 1d12.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Barbarian class skills are: Balance 
  (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Listen (Wis), Move 
  Silently (Dex), Navigate (Int), Search (Int), Spot 
  (Wis), and Survival (Wis).
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Barbarian 
  advanced class.
  Bonus Feats: A Barbarian receives a bonus feat at 
  3rd, 6th, and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites to select it: Animal Affinity, Alertness,  
  Armor Proficiency (light, medium), Athletic, Brawl, 
  Cleave, Combat Reflexes, Endurance, Exotic Melee 
  Weapon Proficiency, Filthy, Great Cleave, Guide, 
  Improved Brawl, Mounted Archery, Mounted Combat, 
  Power Attack, Sunder.
  Junk Armor: The Barbarian character has 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. The character 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. Unless the junk armor is light, the character 
  is not proficient with the new armor until they have 
  worn it for 2d6 days, unless the already posses the 
  proper Armor Proficiency (Medium or Heavy).  After 
  that period, the Barbarian is proficient.  Note that 
  this ability does not actually grant the character the 
  Armor Proficiency feat.  It only means the character is 
  Proficient with the junk armor he has created.
  Material
  Check Modifier
  Scarce
  -2
  Ruins
  0
  Wreckage
  +2
  Large Wreckage
  +4
  Junk Yard
  +4
  Untouched Pre-Fall Ruins 
  +6
  Junk Weapons: The Barbarian character can utilize 
  junk objects as effective weapons. Often the Barbarian 
  will choose an object that has unique properties and 
  tweak it (bending, sharpening) into a deadly exotic 
  weapon. Unless the junk is a club, the character is not 
  proficient with a new junk weapon until she has used 
  
  17
  TABLE 1-3: JUNK ARMOR
  Scrap 
  Material
  Type
  Equip.
  Bonus
  Nonprof.
  Bonus
  Max Dex 
  Bonus
  Armor 
  Penalty
  Speed
  Weight
  Survival 
  Check
  Hides, Wood, 
  Leather
  Light
  +2
  +1
  +5
  -0
  30
  20 lbs
  20
  Metal
  Medium
  +5
  +2
  +3
  -3
  25
  35 lbs
  25
  Advanced 
  Material
  Heavy
  +8
  +3
  +1
  -6
  20
  50 lbs
  30
  if for 2d6 days. After that period, the Barbarian is 
  proficient.
  The junk weapon’s damage, type, and weight 
  are 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 Barbarian’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.
  Reach: The object is long, granting the user 5 feet of 
  additional reach.
  Glow: The object contains an internally powered 
  light source and thus glows (20-foot radius).
  Advanced Material: The object is some form of 
  advanced material, granting one of the following 
  benefits: +2 hardness, half weight, or double HP.
  Shock: The weapon has a broken power source 
  that shocks its target, doing +1d6 points of bonus 
  electricity damage. The electricity does not harm the 
  hands that hold the weapon.
  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
  Reach
  Weight
  Tiny
  1d4
  5 ft
  1d2 lb.
  Small
  1d6
  5 ft
  1d4 lb.
  Medium
  1d8, 2d4, 
  1d4+2
  5 ft
  1d6+1 lb.
  Large
  1d12, 2d6, 
  1d8+2
  5 ft
  2d4+2 lb.
  Huge
  3d6, 2d10, 
  2d6+2
  10 ft
  2d6+4 lb.
  Junk Mastery: The Barbarian is an expert at using 
  junk weapons and armor. He gains a +1 Defense 
  Bonus with his junk armor and +1 to attack and 
  damage with his junk weapons.
  Rage: The Barbarian can work himself into a frenzy 
  attacking his opponents with little regard for his own 
  safety. This grants the Barbarian ability bonuses 
  and is also terrifying to his opponents. In a rage, the 
  Barbarian temporarily gains +4 to Strength, +4 to 
  Constitution, and a +2 morale bonus on Will saves, but 
  suffers a –2 penalty to Defense.
  The increase in Constitution increases the 
  Barbarian’s hit points by 2 points per level, but these 
  hit points go away at the end of the rage, and the 
  Constitution score drops back to normal. While raging, 
  a Barbarian cannot use skills or abilities that require 
  patience and concentration. (The only class skills he 
  can’t use while raging are Craft, Handle Animal, and 
  Navigation.)
  A fit of rage lasts for a number of rounds equal to 
  3 + the character’s (newly improved) Constitution 
  modifier, but the Barbarian may end the rage at any 
  time. At the end of the rage, the Barbarian is fatigued 
  (–2 to Strength, –2 to Dexterity, can’t charge or run) 
  for the duration of that encounter. The Barbarian can 
  only fly into a rage once per encounter, and only a 
  certain number of times per day (determined by level). 
  However, a Barbarian may use 1 action point to rage if 
  he has already exhausted his daily allowance. Entering 
  a rage takes no time itself, but the Barbarian can only 
  do it during his action.
  DEMAGOGUE
  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 
  
  18
  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.
  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.
  Requirements
  To qualify to become a Demagogue, a character must 
  fulfill the following criteria.
  Skills: Diplomacy 6 ranks, Knowledge (theology 
  and philosophy) 6 ranks.
  Feats: None
  Special: One Allegiance.
  Class Information
  The following information pertains to the Demagogue 
  advanced class.
  Hit Dice: 1d6.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Demagogue class skills are: 
  Bluff (Cha), Concentration (Con), Decipher Script 
  (Int), Diplomacy (Cha), Gather Information (Cha), 
  Intimidate (Cha), Knowledge (current events, 
  TABLE 1-4: THE DEMAGOGUE
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +1
  +0
  +2
  Followers
  +0
  +2
  2
  +1
  +2
  +0
  +3
  Lead Followers
  +1
  +2
  3
  +1
  +2
  +1
  +3
  Bonus Feat
  +1
  +2
  4
  +2
  +2
  +1
  +4
  Zealots
  +1
  +3
  5
  +2
  +3
  +1
  +4
  Captivate Masses
  +2
  +3
  6
  +3
  +3
  +2
  +5
  Bonus Feat
  +2
  +3
  7
  +3
  +4
  +2
  +5
  Conversion
  +2
  +4
  8
  +4
  +4
  +2
  +6
  Improved Zealots
  +3
  +4
  9
  +4
  +4
  +3
  +6
  Bonus Feat
  +3
  +4
  10
  +5
  +5
  +3
  +7
  Mass Conversion
  +3
  +5
  
  19
  GUARDIAN
  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 
  theology and philosophy) (Int), Listen (Wis), Perform 
  (Cha), Read/Write (any), Research (Int), Sense Motive 
  (Wis), Speak Language (any), Spot (Wis).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Demagogue 
  advanced class.
  Bonus Feats: A Demagogue receives a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Attentive, Confident, 
  Creative, Deceptive, Leadership, Renown, Studious, 
  Trustworthy.  In addition to the above feats, the 
  Demagogue may choose a Talent from the Charismatic 
  Hero base class as a bonus feat.
  A character may choose to use his Demagogue level 
  for any Talents that are based on Charismatic Hero 
  level if his Demagogue level is higher. 
  Followers: A Demagogue attracts followers 
  and disciples to his ideological cause. This ability 
  functions the same as the Leadership Feat expect that 
  the Demagogue does not gain a Cohort and starts 
  with a minimum of five 1st level followers (even if his 
  leadership score if less than 10). If the Demagogue 
  already has Leadership (or takes it later), he gains a +3 
  to his leadership score.  
  Lead Followers: The Demagogue is skilled at 
  influencing his flock with inspiring speeches and other 
  demonstrations of leadership. Using 1 action point, 
  the Demagogue can affect his entire flock of followers 
  with any Leadership Talent: Coordinate, Inspiration, 
  and Improved Inspiration (see Charismatic Hero).  
  Normally, characters can only affect one-half of their 
  Charismatic Hero level plus Demagogue level. This 
  expanded ability can only be used on characters of the 
  same Allegiance.
  Zealots: At this point the Demagogue starts to 
  attract fanatical followers.  All 2nd level followers 
  and above become Zealots, gaining a +2 morale 
  bonus to Attacks and Skill checks when acting on the 
  Demagogue’s behalf.  Zealot followers are totally 
  committed to the Demagogue’s ideological cause and 
  are willing to sacrifice their own lives to further it. 
  Captivate Masses: Using his masterful oratory 
  skills, a Demagogue can captivate large crowds. Using 
  1 action point, the Demagogue can affect a large group 
  using the Captivate Talent (see Charismatic Hero).  
  This ability affects all characters within 50 feet that 
  can hear and see the Demagogue.  The Demagogue 
  does not need to spend an action point each round to 
  maintain the captivation.
  The effect ends for all captivated characters if any 
  captivated person is attacked or threatened.  Characters 
  cannot be captivated a second time once the effect has 
  been broken.
  Conversion: The Demagogue is an extremely 
  persuasive character and can convert other non-player 
  characters to his ideological cause.  To convert another 
  non-player character, the Demagogue must use 1 
  action point and first make a Diplomacy check (DC 
  20).  If the check is successful, the target may attempt 
  to resist.  If the check fails, the Demagogue may not 
  try again. The target must be able to understand the 
  Demagogue.
  The target resists the conversion attempt by making 
  a Will saving throw (DC 10 + Demagogue class level 
  + Demagogue’s Cha bonus).  If the saving throw fails, 
  the target drops all contrary Allegiances and adopts the 
  Demagogue’s Allegiance.  Certain circumstances may 
  grant the target a bonus or penalty to their resistance 
  saving throw. 
  Target
  DC Modifier
  Already has Allegiance
  +2
  Allegiance is diametrically 
  opposed
  +2
  Higher level 
  +2
  Previously threatened by character 
  (or party)
  +4
  Improved Zealots: Upon reaching 8th level the 
  Demagogue’s entire flock consists of Zealots.  All 
  followers gain a +2 morale bonus to Attacks and Skill 
  checks when acting on the Demagogue’s behalf.
  Mass Conversion: At 10th level, the Demagogue 
  can convert more than one non-player characters at a 
  time.  To attempt a mass conversion, the Demagogue 
  must use 1 action point and first make a Diplomacy 
  check (DC 25).  If the check is successful, the 
  targets may attempt to resist.  If the check fails, the 
  Demagogue may not attempt to convert any of the 
  targets again. The targets must be able to understand 
  the Demagogue.  The Demagogue can attempt to 
  convert one character per Demagogue class level.
  
  20
  TABLE 1-5: THE GUARDIAN
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +1
  +1
  +0
  Defender +2
  +1
  +0
  2
  +2
  +2
  +2
  +0
  Weapon Focus
  +1
  +0
  3
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4
  +4
  +2
  +2
  +1
  Tactical Aid
  +2
  +1
  5
  +5
  +3
  +3
  +1
  Weapon Specialization
  +3
  +1
  6
  +6
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7
  +7
  +4
  +4
  +2
  Defender +4
  +4
  +2
  8
  +8
  +4
  +4
  +2
  Greater Weapon Specialization
  +4
  +2
  9
  +9
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  10
  +10
  +5
  +5
  +3
  Raider Bane
  +5
  +3
  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.
  Requirements
  To qualify to become a Guardian, a character must 
  fulfill the following criteria.
  Base Attack Bonus: +3.
  Skills: Knowledge (tactics) 3 ranks.
  Feats: Archaic Weapon Proficiency or Personal 
  Firearm Proficiency.
  Special: One Allegiance.
  Class Information
  The following information pertains to the Guardian 
  advanced class.
  Hit Dice: 1d10.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Guardian class skills are: 
  Demolitions (Int), Drive (Dex), Intimidate (Cha), 
  Jump (Str), Knowledge (tactics, current events, mutant 
  lore) (Int), Listen (Wis), Ride (Dex), Sense Motive 
  (Wis), Spot (Wis), and Survival (Wis).
  Skill Points at Each Level: 3 + Int modifier.
  
  21
  TABLE 1-6: THE JUJU DOCTOR
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +2
  +0
  +1
  Juju Specialist +1
  +1
  +1
  2
  +1
  +3
  +0
  +2
  Brew Potion, Expert Healer
  +1
  +1
  3
  +1
  +3
  +1
  +2
  Bonus Feat
  +2
  +1
  4
  +2
  +4
  +1
  +2
  Juju Mastery
  +2
  +2
  5
  +2
  +4
  +1
  +3
  Juju Specialist +2
  +3
  +2
  6
  +3
  +5
  +2
  +3
  Bonus Feat
  +3
  +2
  7
  +3
  +5
  +2
  +4
  Potion Mastery
  +4
  +3
  8
  +4
  +6
  +2
  +4
  Juju Specialist +3
  +4
  +3
  9
  +4
  +6
  +3
  +4
  Bonus Feat
  +5
  +3
  10
  +5
  +7
  +3
  +5
  Juju Miracle
  +5
  +4
  Class Features
  The following features pertain to the Guardian 
  advanced class.
  Bonus Feats: A Guardian receives a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Advanced Firearms 
  Proficiency, Archaic Weapons Proficiency, Armor 
  Proficiency (light, medium, heavy), Burst Fire, Cleave, 
  Combat Reflexes, Double Tap, Exotic Firearms 
  Proficiency, Exotic Melee Weapon Proficiency, Far 
  Shot, Great Cleave, Improved Autofire, Personal 
  Firearm Proficiency, Point Blank Shot, Power Attack, 
  Rip a Clip, Reactive Shooter, Room-Broom, Strafe, 
  Suppressive Fire. 
  Defender: The Guardian fights best when defending 
  family and loved ones. A Guardian receives a +2 
  morale bonus to attack rolls and saving throws when 
  directly fighting in defense of her community. This 
  bonus increases to +4 at level 7.
  Weapon Focus: A Guardian gains the Weapon 
  Focus class feature, providing the benefits of the feat 
  with the same name. The Guardian chooses a specific 
  weapon on which to focus. For the purposes of this 
  feature, the Guardian can choose unarmed strike or 
  grapple as the weapon of focus. The Guardian must be 
  proficient with the chosen weapon.
  The Guardian adds +1 to all attack rolls made using 
  the selected weapon.
  Tactical Aid: A Guardian is a skilled combatant and 
  can provide tactical advice to her fellow warriors.
  As an attack action, the Guardian can provide 
  tactical aid to any single ally within sight and voice 
  range of her position (but not herself). As a full-round 
  action, the Guardian can provide tactical aid to all 
  allies within sight and voice range of her position 
  (including herself). Using tactical aid requires an 
  Action Point.
  This aid provides either a competence bonus on 
  attack rolls. This bonus is equal to the Guardian’s 
  Intelligence modifier (minimum +1), and it lasts for a 
  JUJU DOCTOR
  The juju doctor, whose naked body had been painted 
  head to toe with a silvery pigment, leaned over to 
  look at the injured stranger. A crowd of impoverished 
  villagers waited at the tent’s opening, through which 
  a weak and dusky light broke to illuminate the 
  scene. Badly injured by a rabid, mutant animal, the 
  stranger’s head spun with pain and disorientation as 
  he lay on a bed of hides and furs.
  The juju doctor’s yellow eyes took in every detail 
  of his patient. He raised his gnarled wooden staff, 
  shaking the bizarre menagerie of house keys, pull tabs, 
  and bells as if to frighten off the evil spirits that were 
  sure to be lingering in the tent, waiting to steal the 
  man’s soul away to the netherworld.
  number of rounds equal to one-half of her level in the 
  Guardian class, rounded down.
  This ability stacks with any bonuses granted by the 
  Tactician or Teamwork feats.
  Weapon Specialization: A Guardian gains weapon 
  specialization with a specific melee or ranged weapon 
  to which she has also applied the Weapon Focus feat 
  or class feature. The Guardian gets a +2 bonus on 
  damage rolls with the chosen weapon.
  Greater Weapon Specialization: A Guardian 
  gains greater weapon specialization with the weapon 
  she selected for weapon specialization. This ability 
  increases the bonus on damage rolls to +4 when using 
  the selected weapon.
  Raider Bane: A Guardian of 10th level no longer 
  fears Raiders. Learning from numerous engagements 
  with them, she has an intimate knowledge of Raider 
  fear tactics.
  When making saves against Raider’s fear abilities 
  (Bloodthirsty Cry, Horrifying Kill, Death Cry), the 
  Guardian doubles her Will bonus. In addition, she 
  gains her Defender bonus against Raiders, whether or 
  not she is defending her people.
  
  22
  Though the Juju Doctor does not, in fact, have 
  “magical abilities,” his understanding of wounds, 
  disease, and poison (and their treatment) make him 
  one of the most important assets to a people or group 
  in the harsh and inhospitable world of the Twisted 
  Earth.
  Requirements
  To qualify to become a Juju Doctor, a character must 
  fulfill the following criteria.
  Base Attack Bonus: +1.
  Skills: Treat Injury 6 ranks.
  Feats: Juju Medicine.
  Class Information
  The following information pertains to the Juju Doctor 
  advanced class.
  Hit Dice: 1d8.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Juju Doctor class skills are: 
  Concentrate (Con), Craft (pharmaceutical) (Int), 
  Decipher Script (Int), Diplomacy (Cha), Knowledge 
  (behavioral sciences, earth and life sciences, mutant 
  lore, technology) (Int), Listen (Wis), Profession (Wis), 
  Read/Write Language (none), Research (Int), Speak 
  Language (none), Spot (Wis), and Treat Injury (Wis).
  Skill Points at Each Level: 7 + Int modifier.
  Class Features
  The following features pertain to the Juju Doctor 
  advanced class.
  Bonus Feats: A Juju Doctor receives a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites to select it: Advanced Pharmaceutical 
  Discipline, Alertness, Attentive, Educated, Improved 
  Initiative, Medical Expert, Quick Treatment, Radiation 
  Sense, Studious, Surgery.
  Juju Specialist: The Juju Doctor receives a 
  competence bonus on Treat Injury checks. At 1st level, 
  the bonus is +1. It increases to +2 at 5th level and to +3 
  at 8th level.
  Brew Potion: The Juju Doctor has the ability to 
  brew primitive potions that have the same effect as the 
  Treat Injury skill. The material cost, brew time, and 
  brew DC are noted in the table below. The brew check 
  is made using the Juju Doctor’s Treat Injury skill. If 
  the brew check fails, the materials are wasted.
  Effect
  Cost
  Brew 
  DC
  Time
  Restore Hit Points
  50 cp
  15
  12 hours
  Long Term Care
  100 cp
  20
  24 hours
  Treat Disease
  100 cp
  20
  24 hours
  Treat Poison
  100 cp
  20 
  24 hours
  The stranger, through clouded eyes, saw the juju 
  man retrieve a syringe and raise it over his head.
  The crowd gasped, as if the dirty needle were an 
  object of great power.
  “Please let it be morphine,” the stranger mumbled.
  The juju man leaned over and whispered as 
  soothingly as possible into his delirious patient’s ear.
  “This gon’ hurt. But if me stick, demons leave you 
  body through hole. Yes?”
  The stranger’s eyes widened, realizing just how 
  primitive his caretakers really were.
  “Oh gawd...”
  The Juju Doctor is one of the most mysterious yet 
  highly valued members of any community in the 
  wastes. Legends speak of the painted faces, feathered 
  headdresses, and magic focus sticks of tribal shaman 
  and desert witches and the potent magic of healing 
  and life-giving they alone possess—a knowledge of 
  the human body and lost spellcraft passed down only 
  through jealous whispers from one generation to the 
  next.
  In other places, the craft of the Juju Doctor is a little 
  more refined, circulating among the educated elite as 
  a priceless science for the repair of injury and disease. 
  Even in these more civilized communities, however, 
  the Juju Doctor is elevated in position and prestige, his 
  art still often viewed as a kind of “magic” in a world 
  of decaying understanding and enlightenment.
  
  23
  Unlike the Treat Injury skill, the Restore Hit Points 
  potion can be used more than once per day. The Long 
  Term Care potion only affects characters after a day of 
  complete rest.
  Materials can be foraged or scavenged from the 
  wild if the Juju Doctor does not have access to readily 
  available materials.  Foraging materials for a potion 
  requires a successful Survival check and 1d6 hours.  
  The DC for the check is the same as the brew DC.  For 
  every 5 points the character exceeds the check, he may 
  reduce the time required to find materials by 1 hour 
  (minimum 1 hour).
  Expert Healer: The Juju Doctor’s ability to restore 
  hit points with a juju, medical, or surgery kit and 
  a successful use of the Treat Injury skill 
  improves. In addition to the normal hit 
  point recovery rate (1d4 for a juju or 
  medical kit, 1d6 per patient’s character 
  level for surgery), the Juju Doctor 
  restores 1 hit point for every level he has 
  in this advanced class.
  The ability also increases the benefits of 
  Restore Hit Points potions made by the Juju 
  Doctor.
  Juju Mastery: When making a Treat Injury skill 
  check, a Juju Doctor may take 10 even if stress and 
  distractions would normally prevent him from doing 
  so.
  Potion Mastery: The character is a master at 
  brewing potions.  The time to brew a potion is reduced 
  by half and heals 5 additional hit points of damage.
  Juju Miracle: A Juju Doctor can save a character 
  reduced to –10 hit points or lower. If the Juju Doctor 
  is able to administer aid within 3 rounds of the 
  character’s death, he can make a Treat Injury check. 
  The DC for this check is 30, and the Juju Doctor 
  can’t take 10 or take 20. If the check succeeds, the 
  dead character can make a Fortitude save (DC 15) to 
  stabilize and be restored to 0 hit points.
  If the Juju Doctor fails the skill check or the patient 
  fails the save, the dead character can’t be saved.
  PSIONIC 
  “Freak!” came a terrified cry from the crowd, and 
  the tall foreign woman making her way through the 
  village square spun on her heel. The pack of locals, 
  who had up to this point seemed oblivious to her 
  presence, came alive due to the commotion of a small 
  group of individuals who pushed their way through, 
  brandishing spears and bows, no doubt intent on 
  doing her harm.
  As the woman turned to face them, her eyes 
  seemed to emanate a luminous power, an unexpected 
  phenomenon that caused the crowd to shriek and run. 
  She recognized her pursuers, a pack of primitive men, 
  from one village or another in the wasteland, who had 
  been tracking her for weeks.
  Touching her hand to her forehead and narrowing 
  her eyes as if in deep concentration, the “freak” 
  seemed completely unconcerned as the men drew back 
  their bowstrings and let loose a flight of arrows. The 
  projectiles bounced, bent, and cracked apart only 
  inches from her, as if they had hit an invisible field as 
  hard as steel.
  This time she would not run.
  As the men realized they could not harm her with 
  any of their weapons, they stood like a line of idiots, 
  staring with gaping jaws.
  Now it was her turn to act.
  As she extended her empty hand, a beam of brilliant 
  energy instantly coalesced from the surrounding air, 
  like a sword of light. With two quick leaps she was 
  upon them, among them, slicing away and cutting the 
  would-be “witch hunters” to pieces.
  Known by a variety of derogatory names like “freaks” 
  and “weirds,” those individuals who exhibit psychic 
  (a.k.a. “psionic”) abilities are as often feared for their 
  unexplainable talents as they are admired. While some 
  technological communities are at least aware of the 
  possibility that environmental radiation may enhance 
  the latent psychic powers in some, most survivors of 
  the apocalypse (who lack such an open mind) consider 
  psionics a form of dread “magic,” an invisible force 
  that lends an aspect of terror to those who control it.
  Whether considered “freaks,” “weirds,” or merely 
  “psions” by the people they meet the lives of psionic 
  characters are seldom easy. Ostracized by conventional 
  
  24
  communities for the powers they possess, feared for 
  their potential lethality, and blamed for misfortune 
  and disastrous events wherever they go, they are often 
  driven out, exiled, and even branded for what they are. 
  The sight of a known psionic entering a community 
  can sometimes lead to panic or acts of extreme 
  prejudice, and as such most psionics choose to keep 
  their abilities a secret until they are needed.
  RRequirements
  To qualify to become a Psionic, a character must fulfill 
  the following criteria.
  Skills: Knowledge (mutant lore) 6 ranks.
  Special: Any Neural Mutation.
  Class Information
  The following information pertains to the Psionic 
  advanced class.
  Hit Dice: 1d8.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Psionic class skills are: Bluff 
  (Cha), Concentration (Con), Diplomacy (Cha), 
  Intimidate (Cha), Knowledge (mutant lore) (Int), 
  Listen (Wis), Search (Int), Sense Motive (Wis), Spot 
  (Wis), Survival (Wis).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Psionic advanced 
  class.
  Neural Specialization: Being a master of his neural 
  abilities, his opponents find it more difficult to resist 
  his psionic powers. For every 2 Psionic levels, the DC 
  to resist this character’s Neural Mutations and Feats is 
  increased by one.
  Neural Feat: A Psionic receives a bonus neural 
  feat at 2nd, 5th, and 8th level.  Any neural feat may be 
  selected, and the character must meet the prerequisites 
  of the feat to select it. 
  Bonus Feats: A Psionic receives a bonus feat at 
  3rd, 6th, and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites of the feat to select it: Alertness, Animal 
  Affinity, Armor Proficiency (light), Archaic Weapon 
  Proficiency, Attentive, Blind Fight, Combat Reflexes, 
  Defensive Martial Arts, Deceptive, Focused, Improved 
  Initiative, Iron Will, Low Profile, Renown, Weapon 
  Focus.
  Neural Advancement: A Psionic may advance one 
  of his neural mutations at 4th, 7th, and 10th level. He 
  may not select a new neural mutation but only advance 
  a mutation previously selected at character creation.
  TABLE 1-7: THE PSIONIC
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +0
  +0
  +2
  Neural Specialization
  +1
  +0
  2
  +1
  +0
  +0
  +3
  Neural Feat
  +1
  +0
  3
  +2
  +1
  +1
  +3
  Bonus Feat
  +2
  +0
  4
  +3
  +1
  +1
  +4
  Neural Advancement
  +2
  +1
  5
  +3
  +1
  +1
  +4
  Neural Feat
  +3
  +1
  6
  +4
  +2
  +2
  +5
  Bonus Feat
  +3
  +1
  7
  +5
  +2
  +2
  +5
  Neural Advancement
  +4
  +2
  8
  +6
  +2
  +2
  +6
  Neural Feat
  +4
  +2
  9
  +6
  +3
  +3
  +6
  Bonus Feat
  +5
  +2
  10
  +7
  +3
  +3
  +7
  Neural Advancement
  +5
  +3
  RAIDER
  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-
  
  25
  TABLE 1-8: THE RAIDER
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +1
  +1
  +0
  Chaps and Chains +1
  +1
  +1
  2
  +2
  +2
  +2
  +0
  Bloodthirsty Cry 
  +1
  +1
  3
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  4
  +4
  +2
  +2
  +1
  Chaps and Chains +2
  +2
  +2
  5
  +5
  +3
  +3
  +1
  Horrifying Kill 
  +3
  +2
  6
  +6
  +3
  +3
  +2
  Bonus Feat
  +3
  +2
  7
  +7
  +4
  +4
  +2
  No Survivors
  +4
  +3
  8
  +8
  +4
  +4
  +2
  Chaps and Chains +3
  +4
  +3
  9
  +9
  +4
  +4
  +3
  Bonus Feat
  +5
  +3
  10
  +10
  +5
  +5
  +3
  Death Cry
  +5
  +4
  Class Information
  The following information pertains to the Raider 
  advanced class.
  Hit Dice: 1d10.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Raider class skills are: Climb 
  (Str), Drive (Dex), Gather Information (Cha), 
  Intimidate (Cha), Jump (Str), Knowledge (tactics, 
  current events) (Int), Ride (Dex), and Survival (Wis).
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Raider advanced 
  class.
  Bonus Feats: A Raider receives a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Advanced Firearms 
  Proficiency, Archaic Weapons Proficiency, Armor 
  Proficiency (light, medium, heavy), Brawl, Burst Fire, 
  Cleave, Combat Reflexes, Exotic Firearms Proficiency, 
  Exotic Melee Weapon Proficiency, Great Cleave, 
  Hard-Eyed, Improved Brawl, Improved Knockout 
  Punch, Intimidating Strength, Knockout Punch, 
  Personal Firearm Proficiency, Power Attack, Sunder, 
  Strafe, Vehicle Expert, Weapon Focus.
  Chaps and Chains: A Raider’s accoutrements 
  include all manner of chains, rusty locks, studs, and 
  spikes. Any armor taken by a Raider soon becomes 
  adorned with the stuff, increasing its equipment bonus 
  by +1 while in his possession. This has no effect if a 
  Raider is stripped or caught unarmored. This bonus 
  increases +1 every 4 levels.
  Bloodthirsty Cry: The Raider can make the most 
  of his vicious appearance, scars, tattoos, and pierced 
  body to threaten and frighten those of lesser abilities. 
  As a move action, the Raider can generate a shout that 
  brings fear to all opponents within a 30-foot radius 
  that have a lower level than he does. Creatures that fail 
  a Will saving throw (DC 10 + 1⁄2 the Raider’s character 
  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) 
  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.
  Requirements
  To qualify to become a Raider, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +3.
  Skills: Intimidate 3 ranks.
  Feats: Archaic Weapon Proficiency or Personal 
  Firearm Proficiency.
  
  26
  level + Charisma modifier) are shaken, suffering a 
  –2 penalty on attack rolls, saves, and skill checks 
  for a number of rounds equal to 1d6 + the Raider’s 
  Charisma.  Deaf opponents are unaffected.
  Horrifying Kill: A Raider may attack a downed 
  creature (one that is below 0 hit points or has been 
  killed by previous attack) and cause a horrifying scene. 
  This usually entails dismemberment, disembowelment, 
  beheading, or a splattering of blood that sprays 
  onlookers. Spectators of lower level than the victim 
  (not the Raider) must make Will saving throw (DC 10 
  + 1⁄2 the Raider’s character level + Charisma modifier) 
  or be shaken, suffering a –2 penalty on attack rolls, 
  saves, and skill checks for a number of rounds equal to 
  1d6 + the Raider’s Charisma modifier. This ability can 
  affect creatures that resisted a Raider’s Bloodthirsty 
  Cry.
  No Survivors: Raiders are ruthless against those 
  who oppose them. A Raider can spend 1 action point 
  to gain an additional attack at his highest bonus 
  against another creature within his line of sight. This 
  allows a skilled Raider to clear a room or field of fire, 
  either through butchery in melee or mowing down all 
  opposition, in a manner of minutes. This ability can 
  only be used once per round.
  Death Cry: A Raider may make a Bloodthirsty Cry 
  immediately after a Horrifying Kill. Those failing the 
  Will save against this cry (DC 10 + 1⁄2 the Raider’s 
  character level + Charisma 
  modifier) are panicked instead 
  of shaken. This ability can affect 
  creatures that resisted a previous 
  Bloodthirsty Cry, but not if they 
  resisted a previous Death Cry.
  ROAD 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.
  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.
  Requirements
  To qualify to become a Road Warrior, a character must 
  fulfill the following criteria.
  Base Attack Bonus: +2.
  Skills: Repair 6 ranks, Drive 6 ranks.
  Feat: Vehicle Expert.
  
  27
  Class Information
  The following information pertains to the Road 
  Warrior advanced class.
  Hit Die: 1d10.
  Action Points: 6 + one-half of the character’s level, 
  rounded down, every time he or she attains a new level 
  in this class.
  Class Skills: The Road Warrior’s class skills are: 
  Balance (Dex), Climb (Str), Concentration (Con), 
  Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge 
  (tactics, technology) (Int), Pilot (Dex), Repair (Int), 
  Spot (Wis), Survival (Wis), and Tumble (Dex).
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Road Warrior 
  advanced class.
  Bonus Feats: The Road Warrior gets a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Acrobatic, Armor 
  Proficiency (light), Athletic, Drive-by Attack, 
  Gearhead, Force Stop, Heroic Surge, Improved 
  Damage Threshold, Intuitive Mechanic, Mobility, 
  Precise Shot, Personal Firearm Proficiency, Point 
  Blank Shot, Shot on the Run, Spring Attack, 
  Surface Vehicle Operation, Vehicle Dodge, Vehicle 
  Combat.
  Boarding Party: A Road 
  Warrior can leap from one 
  vehicle to another, even 
  at high speeds. The 
  Road Warrior gains a 
  +4 competence bonus 
  to Balance, Jump, 
  and Climb checks 
  when attempting 
  acrobatic 
  maneuvers during 
  boarding attempts.
  Offensive Driving: Using 1 action point, the Road 
  Warrior can operate a vehicle as a free action. This 
  allows him to take a full-round action with his free 
  hand, including firing a one-handed ranged weapon.
  Vehicular Evasion: The Road Warrior can use this 
  ability to make a last-minute veer, literally “dodging” 
  an attack directed at his vehicle. Sacrificing his Attack 
  action, the Road Warrior may make a Reflex saving 
  throw (DC of the attack roll) to avoid a hit against 
  himself or his vehicle. A Road Warrior must be aware 
  of an attack to dodge it.
  Master Mechanic: A Road Warrior gains a +4 
  competence bonus to Repair skill checks.
  Improved Sideswipe: The Road warrior is an 
  expert at causing other drivers to lose control of their 
  vehicles. Upon a successful sideswipe, the target 
  suffers a –4 to their Drive check (to retain control).
  Improved Hardness: The Road Warrior knows 
  which parts of his vehicles are better armored and 
  which are more vulnerable.  The Road Warrior 
  increases the hardness of any vehicle he drives 
  or pilots by 2. A Road Warrior must be 
  aware of an attack to gain this benefit.
  Improved Ramming: The Road 
  Warrior is an expert at ramming other 
  vehicles or objects. When the Road 
  Warrior uses ramming, the target vehicle 
  or object takes collision damage as if 
  the Road Warrior’s vehicle 
  was moving at a 
  speed higher. For 
  example, if the 
  Road Warrior 
  runs into another 
  vehicle at Alley 
  speed the damage 
  die is a d4 (Street 
  speed).
  TABLE 1-9: THE ROAD WARRIOR
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +1
  +1
  +0
  Boarding Party
  +1
  +1
  2
  +2
  +2
  +2
  +0
  Offensive Driving 
  +1
  +1
  3
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  4
  +4
  +2
  +2
  +1
  Vehicular Evasion
  +2
  +2
  5
  +5
  +3
  +3
  +1
  Master Mechanic
  +3
  +2
  6
  +6
  +3
  +3
  +2
  Bonus Feat
  +3
  +2
  7
  +7
  +4
  +4
  +2
  Improved Sideswipe 
  +4
  +3
  8
  +8
  +4
  +4
  +2
  Improved Hardness
  +4
  +3
  9
  +9
  +4
  +4
  +3
  Bonus Feat
  +5
  +3
  10
  +10
  +5
  +5
  +3
  Improved Ramming
  +5
  +4
  
  28
  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.
  Requirements
  To qualify to become a Scav, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +2.
  Skills: Survival 6 ranks, Search 6 ranks.
  Feats: Radiation Sense.
  Class Information
  The following information pertains to the Scav 
  advanced class.
  Hit Dice: 1d8.
  Action Points: 6 + one-half of the character’s 
  level, rounded down.
  Class Skills: The Scav class skills are: Bluff 
  (Cha), Decipher Script (Int), Disable Device 
  (Int), Drive (Dex), Escape Artist (Dex), Gather 
  Information (Cha), Hide (Dex), Knowledge 
  (technology, current events, mutant lore) (Int), 
  Move Silently (Dex), Navigate (Int), Repair 
  (Int), Search (Int), Spot (Wis), and Survival 
  (Wis).
  Skill Points at Each Level: 5 + Int 
  modifier.
  SCAV
  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 
  
  29
  Class Features
  The following features pertain to the Scav advanced 
  class.
  Bonus Feats: A Scav receives a bonus feat at 3rd, 
  6th, and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites to select it: Acrobatic, Alertness, Armor 
  Proficiency (light), Athletic, Attentive, Cautious, 
  Defensive Martial Arts, Dodge, Elusive Target, 
  Meticulous, Mobility, Nimble, Run, Spring Attack, 
  Stealthy, Track, Unbalance Opponent.
  Scav Scan: This ability represents the Scav’s skill 
  at searching or scanning an area for valuable artifacts 
  or concealed passages leading to treasures troves of 
  the Ancients. This ability can be used in one of two 
  ways, either as a quick scan to find the most valuable 
  Artifact, or as a sweeping detailed search, making sure 
  nothing is missed.
  Quick Scan: When performing a quick scan for 
  concealed doors or passages, hidden items, or other 
  valuable Artifacts, the Scav gets a +2 circumstance 
  bonus to Search checks. The scan covers an area out to 
  30 feet away from the Scav (but not behind her). This 
  ability uncovers everything that is detectable with the 
  Scav’s skill check roll, all within a single round! Also, 
  with a successful Knowledge (technology) check (DC 
  15), the Scav can quickly identify the most valuable 
  items. Useful when a Scav has to flee!
  Detailed Scan: When performing a detailed scan, 
  the Scav is effectively taking 20 on a Search check, 
  gaining a +4 circumstance bonus to the Search check 
  and the ability to search a 30-foot by 30-foot area 
  instead of the standard 5-foot by 5-foot area.
  Scav Survival: The Scav has a knack for avoiding 
  massive damage. A Scav can spend 1 action point to 
  reduce the damage dealt by a single attack or effect by 
  half her Survival skill (minimum 5 points).
  Sneak Attack: The Scav is a stealthy, sneaky 
  predator, often ambushing lone wanderers and 
  straggling merchants. As such, she receives a damage 
  TABLE 1-10: THE SCAV
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +1
  +1
  +0
  Scav Scan
  +1
  +0
  2
  +1
  +2
  +2
  +0
  Sneak Attack +1d6
  +2
  +0
  3
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4
  +3
  +2
  +2
  +1
  Scav Survival 
  +3
  +0
  5
  +3
  +3
  +3
  +1
  Sneak Attack +2d6
  +4
  +1
  6
  +4
  +3
  +3
  +2
  Bonus Feat
  +4
  +1
  7
  +5
  +4
  +4
  +2
  Feign Death
  +5
  +1
  8
  +6
  +4
  +4
  +2
  Sneak Attack +3d6
  +6
  +1
  9
  +6
  +4
  +4
  +3
  Bonus Feat
  +6
  +2
  10
  +7
  +5
  +5
  +3
  Shadow In The Open
  +7
  +2
  bonus when her target is denied his Dexterity bonus 
  or flanked. A Scav may sneak attack with a melee 
  weapon or ranged weapon, as long as the enemy is 
  within 30 feet.
  Feign Death: A Scav is able to pass for just 
  another dead body, a talent that is particularly 
  useful in avoiding dangerous combats or encounters 
  while out in the wild. A Scav using this ability is 
  indistinguishable from a dead body. The effect lasts 10 
  rounds per level of the Scav.
  This ability is often used in conjunction with Scav 
  Survival, making it seem as if the Scav has been killed 
  by a deadly attack.
  Shadow In The Open: A Scav has the ability to 
  literally blend in with her surroundings, enabling her 
  to hide even in plain sight (provided she does not 
  move). In addition, a Scav gains a +2 bonus to Hide 
  and Move Silently checks when moving through 
  desert, trash, or ruined terrain.
  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.
  
  30
  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 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.
  Requirements
  To qualify to become a Scholar, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +1.
  Skills: Knowledge (any) 6 ranks, and Research 6 
  ranks.
  Feats: None
  Class Information
  The following information pertains to the Scholar 
  advanced class.
  Hit Dice: 1d6
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Scholar class skills are: Computer 
  Use (Int), Craft (any) (Int), Decipher Script (Int), 
  Drive (Dex), Gather Information (Cha), Knowledge 
  (any) (Int), Navigate (Int), Profession (Wis), Read/
  Write Language (none), Repair (Int), Research (Int), 
  Search (Int), Speak Language (none), and Spot (Wis).
  Skill Points at Each Level: 7 + Int modifier.
  Class Features
  The following features pertain to the Scholar advanced 
  class.
  Bonus Feats: A Scholar receives a bonus feat at 
  3rd, 6th, and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites to select it: Alertness, Attentive, Builder, 
  Creative, Defensive Martial Arts, Dodge, Educated, 
  Gearhead, Mobility, Studious, Radiation Sense, 
  Studious, Super Charismatic, and Vulture.
  
  31
  TABLE 1-11: THE SCHOLAR
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +0
  +1
  +1
  Ancient Secret
  +1
  +1
  2
  +1
  +0
  +2
  +2
  Gossip
  +1
  +1
  3
  +1
  +1
  +2
  +2
  Bonus Feat
  +2
  +1
  4
  +2
  +1
  +2
  +2
  Ancient Secret
  +2
  +2
  5
  +2
  +1
  +3
  +3
  Confusing Tirade
  +3
  +2
  6
  +3
  +2
  +3
  +3
  Bonus Feat 
  +3
  +2
  7
  +3
  +2
  +4
  +4
  Ancient Secret
  +4
  +3
  8
  +4
  +2
  +4
  +4
  Protected By Code
  +4
  +3
  9
  +4
  +3
  +4
  +4
  Bonus Feat
  +5
  +3
  10
  +5
  +3
  +5
  +5
  Ancient Secret 
  +5
  +4
  Ancient Secret: In her studies, a Scholar will 
  stumble upon all manner of Ancients knowledge 
  and secrets. At 1st, 4th, 7th and 10th level, the Scholar 
  chooses one secret from below.  A secret may be 
  chosen more then once.
  Ancient Knowledge: The Scholar has uncovered 
  lost knowledge of the Ancients. She gains 4 ranks in 
  any Knowledge skill. The Scholar cannot raise skills 
  beyond the maximum ranks possible for her current 
  character level.
  Ancient Craft: The Scholar has uncovered lost 
  knowledge of Ancient craft. She gains 4 ranks in any 
  Craft skill. The Scholar cannot raise skills beyond 
  the maximum ranks possible for her current character 
  level.
  Ancient Technology: The Scholar has uncovered 
  lost knowledge of the advanced technology of the 
  Ancients. She may choose one of the following 
  Technology Feats: Advanced Technology, Advanced 
  Armor Discipline, Advanced Electronics Discipline, 
  Advanced Medical Technology Discipline, Advanced 
  Pharmaceutical Discipline, Advanced Weapons 
  Discipline, Aircraft Discipline, Modern Firearms 
  Discipline, Modern Vehicles Discipline. She must 
  meet the prerequisites for any selected feat.
  Ancient Vehicles: The Scholar has uncovered 
  knowledge of the vehicles used by the Ancients. 
  She may choose to add 4 ranks to Pilot or Drive, or 
  she may choose one of the following feats: Aircraft 
  Operation, Power Armor Operation, Surface Vehicle 
  Operation, Vehicle Expert.
  Gossip: Scholars tend to hear a great deal of gossip 
  and can often tell a thing or two about people they 
  meet just from the rumors they have heard. A Scholar 
  may make a Gather Information check upon meeting 
  or hearing of any individual, place, or item. The 
  GM makes this check secretly and gives the Scholar 
  information based on the results.
  As gossip is not always a reliable source of 
  information, the information provided by this ability 
  is not always accurate. The base chance of the Scholar 
  coming up with a truthful rumor is 50% + 1% per 
  point of Charisma. Again, the GM makes this role 
  secretly, so the Scholar cannot separate truth from 
  rumor without further research. If the skill check itself 
  fails, the Scholar either knows a false rumor or no 
  rumor at all.
  DC
  Type of Rumor
  10
  Common, well known to the general 
  populace. Example: Target’s reputation as a 
  formidable warrior.
  25
  Known only by a select few. Example: 
  Target made his fortune in the water 
  industry nearly overnight.
  30
  Hidden, known only to an elite few. 
  Example: Target has been connected with 
  several raider gangs, though no official 
  accusations have been brought against him.
  35
  Well kept secret; potential blackmail fodder. 
  Example: Target is involved in darker 
  dealings still, and his network of raider 
  gangs is only the tip of the iceberg.
  45
  Incredibly well kept secret; only the subject 
  and one or two others are aware. Example: 
  Target is said to be a member of a religious 
  cult bent upon killing all humans. 
  55
  A secret kept so well that perhaps even the 
  subject himself is unaware. Example: Target 
  is actually an android, but he is unaware of 
  it.
  Confusing Tirade: This is an extraordinary ability 
  that allows the Scholar to display her advanced 
  learning or knowledge to potential adversaries (and 
  perhaps even lord it over them). By entering into a 
  tirade of vibrant Shakespearean prose or babbling 
  
  32
  threats in eloquent terminology (i.e. million-dollar 
  words), the Scholar is able to shake up would-be 
  attackers. This results in a –2 morale penalty to saving 
  throws and attack rolls for all enemies within earshot 
  of the Scholar when the ability is in use. Alternatively, 
  the Scholar can use this to provide a +4 competence 
  bonus to all Diplomacy and Bluff checks. Using this 
  ability is a move action.
  Protected By The Code: The Scholar is clearly 
  distinguishable from others in her company by her 
  attitude, bearing, and speech, even in combat. Enemies 
  will not attack the Scholar unless they absolutely must 
  and hope instead to remove all her allies and force her 
  to surrender. In effect, enemies will always target a 
  Scholar last in combat, unless, of course, the Scholar 
  is obviously the greatest threat to their chances of 
  success (wielding a flamethrower, for instance, and 
  scorching all comers, while her bodyguards wield 
  spears). Enemies will also refrain from using area-
  effect weapons that might otherwise kill the Scholar 
  due to radius. If an enemy has a non-lethal weapon, 
  however, they may attack the Scholar at any time 
  during a combat, even over other choices.
  towards an alley entrance with a handful of stolen 
  goods. Those words had always been a consolation 
  to him, a reminder of the great destiny he had always 
  envisioned for himself. As a boy, he had been just 
  another urchin, a beggar and pickpocket who had seen 
  countless others like himself die of starvation or thirst, 
  left to waste away like unwanted garbage, while the 
  merchants had gotten fatter on their riches. He had 
  thought of those words the first time he’d dared raise a 
  hand to steal from the pocket of one of his community’s 
  powerful traders—and had reminded himself of them 
  again and again, each time he’d stolen, gotten caught, 
  and been beaten as punishment.
  Now he was a grown man with scar-covered skin 
  that mapped out his grueling life’s journey. His face 
  was no longer that of a pitiful child but a cruel mask 
  reflecting lessons learned the hard way. He no longer 
  stole just for food or water. He stole for real profit. 
  He no longer thought that each time he stole it would 
  be the last. He knew now that the destiny in store 
  for him was to feed off others, almost like a leech. 
  He wasn’t strong or desperate enough to join the 
  savage raider gangs of the open wastes, so he learned 
  instead a much more “antiseptic” way of taking from 
  the wealthy and keeping himself alive. Steal, sneak 
  away…and remain unseen.
  Thievery is prevalent among the enclaves of the post-
  apocalyptic world, especially in areas where the poor 
  outnumber those in relative comfort. Whether born 
  from the masses of vagrant wanderers or cast out from 
  their own villages and communities, many who fall on 
  hard times become Skulks, stealing to survive. While 
  in most villages, towns, and communities, Skulks are 
  beaten or branded; they are just as often executed on 
  sight in this world of dwindling resources.
  The Skulk specializes in operating unseen, creeping 
  silently past guards into the stockrooms of merchant 
  houses and hiding among the shadows to avoid 
  pursuers. Though most Thieves would obviously 
  prefer to avoid contact with others at all costs, 
  sometimes they must engage an enemy to facilitate 
  escape. In such circumstances, the Skulk relies upon 
  surprise and the ability to catch enemies unaware. 
  With such skills, the Skulk can often make a decisive 
  strike before the battle even begins.
  Requirements
  To qualify to become a Skulk, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +2.
  Skills: Hide 6 ranks, Move Silently 6 ranks, 
  Sleight of Hand 6 ranks.
  Feats: None.
  SKULK
  Someone once said, “that which does not kill us 
  makes us stronger.” The man kept repeating that to 
  himself as he moved in and out of the marketplace 
  crowds, weaved through the back streets, and slunk 
  
  33
  TABLE 1-12: THE SKULK
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +0
  +2
  +0
  Sweep
  +1
  +0
  2
  +1
  +0
  +3
  +0
  Sneak Attack +1d6
  +2
  +0
  3
  +2
  +1
  +3
  +1
  Bonus Feat
  +2
  +0
  4
  +3
  +1
  +4
  +1
  Skill Mastery
  +3
  +0
  5
  +3
  +1
  +4
  +1
  Sneak Attack +2d6
  +4
  +1
  6
  +4
  +2
  +5
  +2
  Bonus Feat
  +4
  +1
  7
  +5
  +2
  +5
  +2
  Improved Sweep
  +5
  +1
  8
  +6
  +2
  +6
  +2
  Sneak Attack +3d6
  +6
  +1
  9
  +6
  +3
  +6
  +3
  Bonus Feat
  +6
  +2
  10
  +7
  +3
  +7
  +3
  Without a Trace
  +7
  +2
  Class Information
  The following information pertains to the Skulk 
  advanced class.
  Hit Dice: 1d8.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Skulk class skills are: Balance 
  (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), 
  Disable Device (Int), Escape Artist (Dex), Gather 
  Information (Cha), Hide (Dex), Jump (Str), 
  Knowledge (business, current events, streetwise) 
  (Int), Listen (Wis), Move Silently (Dex), Read/Write 
  Language (none), Search (Int), Sleight of Hand (Dex), 
  Speak Language, Spot (Wis), and Tumble (Dex).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Skulk advanced 
  class.
  Bonus Feats: A Skulk receives a bonus feat at 
  3rd, 6th, and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites to select it: Acrobatic, Alertness, Armor 
  Proficiency (light), Athletic, Attentive, Cautious, 
  Defensive Martial Arts, Dodge, Elusive Target, 
  Meticulous, Mobility, Nimble, Run, Spring Attack, 
  Stealthy, Track, Unbalance Opponent.
  Sneak Attack: The Skulk is a stealthy, sneaky 
  predator, often ambushing lone wanderers and 
  straggling merchants. As such, he receives a damage 
  bonus (+1d6 at 2nd level, +2d6 at 5th level, and +3d6 at 
  8th level) when his target is denied his Dexterity bonus 
  or flanked. A Skulk may sneak attack with a melee 
  weapon or ranged weapon, as long as the enemy is 
  within 30 feet.
  Sweep: A Skulk knows how to size up an area and 
  get the lay of the land with a single sweep of his eyes. 
  This sweep provides a +4 circumstance bonus to Spot 
  checks and covers an area out to 30 feet away from 
  the Skulk (but not behind him). The Skulk can use 
  this bonus at the start of an encounter. Anything not 
  concealed can be spotted in a sweep with a successful 
  Spot check (DC 10). The DC for concealed or less 
  obvious threats is equal to their Hide check result.
  Skill Mastery: The Skulk may select a number of 
  skills equal to 3 + his Intelligence modifier from his 
  class skills list. When making a check using one of 
  these skills, the Skulk may take 10 even if stress and 
  distractions would normally prevent him or her from 
  doing so.
  Improved Sweep: The Skulk’s ability to get the 
  lay of the land improves. Now the Skulk can not only 
  spot potential perils with a successful check, but also 
  determine their relative strength. A successful check 
  tells the Skulk the strength of the threat as compared 
  with himself: stronger (higher level or Hit Dice), on 
  par (same level or HD), or weaker (lower level or 
  HD).
  Without a Trace: When a Skulk uses any of the 
  following skills: Balance, Climb, Disable Device, 
  Escape Artist, Hide, Move Silently, or Sleight of Hand, 
  anyone using Investigate, Listen, Search, or Spot to 
  detect the Skulk’s activity takes a –4 penalty.
  SISTER OF THE DESERT
  The conclave of men laughed at their newfound 
  possession: a young woman, slightly pretty, but whose 
  features were hardened by sun and sand and a life of 
  misery in the wasteland’s seediest villages. These men 
  would treat her no better, and even now they engaged 
  in heavy drinking and fighting to see who’d win her for 
  the night.
  One of the merchants, however, peering through the 
  murky glass of his mug, saw something that caught 
  his interest. Suddenly his eyes widened in awful 
  realization.
  To everyone’s surprise, he strode forward through 
  the crowd and cut her chain, fluttering his hands 
  wildly at the woman to get her running.
  Astonished and outraged, the others moved to 
  
  34
  protest, but he held them back, giving her time to 
  vanish over the nearby dunes.
  “Fools!” he shouted. “Did you not see the markings 
  on her wrists when you took her?! She is one of the 
  Sisters! Hurry, take up arms, everyone! Her comrades 
  are certain to be nearby, encircling us as we speak—
  and they will bring down their wrath upon us all!”
  Women in this awful, radiated world are a rarity 
  in these times.  The high levels of radiation in the 
  planet’s ecosystem have, over time, diminished 
  mankind’s ability to reproduce, and for some unknown 
  reason, the frequency of female births in this age is 
  plummeting. As such, the marauders and warlords of 
  the Earth have long valued women.
  The so-called “Sisters of the Desert” were, at one 
  time, the priceless slaves of raider kings, debauched 
  community leaders, or gang bosses of the various 
  ruined cities of this savage land. These women, 
  most often beauties handpicked from the masses and 
  cultured like pearls, became things for men to attain 
  and earn in the service of their masters.
  But the status quo is not an easy thing to maintain, 
  especially in these times, and though many slaves 
  are cowed into submission, many more choose to 
  risk death rather than serve as maids, servants, and 
  concubines. Communities are attacked and destroyed 
  on a regular basis in this world, and when they are, 
  their leaders’ harems sometimes get the opportunity to 
  disperse before the victor can come to claim the spoils. 
  Women are not stupid—they have seen their sisters 
  raped to death in the power struggles that follow 
  attack—and a few manage to escape with their lives.
  Unaccustomed to a life of hardship and survival, and 
  without their former masters to care for them, many 
  die only months after escape. Others are fortunate 
  enough to meet up with the Sisters of the Desert. 
  Given food, water, shelter, and—most importantly—
  hope, they find that the Sisterhood is the strongest 
  movement on the Twisted Earth.
  The Sisterhood is comprised solely of women 
  (though in some rare instances, men formerly “used” 
  in a similar fashion for obscene entertainment do 
  become members) who have survived a nightmare 
  life of capture, use, and perpetual abuse. They 
  are universally escapees, runaways, and renegade 
  “property,” who seek only isolation and independence. 
  They have come to form a small but determined 
  coalition of scattered tribes that are bent on only one 
  thing: exacting vengeance upon the raiders, bandits, 
  slavers, and other tyrannical groups of the wasteland. 
  It is their dream to take back the world as reparation 
  for their squalid existence and set up a new society 
  separate from the barbarism of the post-holocaust 
  wasteland.
  Requirements
  To qualify to become a Sister of the Desert, a character 
  must fulfill the following criteria.
  Base Attack Bonus: +2.
  Skills: Survival 6 ranks, Treat Injury 3 ranks.
  Feat: Concubine.
  Special: Female.
  Class Information
  The following information pertains to the Sister of the 
  Desert advanced class.
  Hit Die: 1d8.
  Action Points: 6 + one-half of the character’s level, 
  rounded down, every time she attains a new level in 
  this class.
  Class Skills: The Sister of the Desert’s class skills 
  are: Bluff (Cha), Climb (Str), Diplomacy (Cha), 
  Escape Artist (Dex), Handle Animal (Cha), Hide 
  (Dex), Move Silently (Dex), Ride (Dex), Sense Motive 
  (Wis), Spot (Wis), Survival (Wis), Treat Injury (Wis), 
  and Tumble (Dex).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Sister of the 
  Desert advanced class.
  TABLE 1-13: THE SISTER OF THE DESERT
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +1
  +1
  +1
  Persuade
  +1
  +2
  2
  +2
  +2
  +2
  +2
  Natural Healing
  +1
  +2
  3
  +3
  +2
  +2
  +2
  Bonus Feat
  +2
  +2
  4
  +4
  +2
  +2
  +2
  Go For The “Eyes”
  +2
  +3
  5
  +5
  +3
  +3
  +3
  Fascinate
  +3
  +3
  6
  +6
  +3
  +3
  +3
  Bonus Feat
  +3
  +3
  7
  +7
  +4
  +4
  +4
  Inspire Rebellion
  +4
  +4
  8
  +8
  +4
  +4
  +4
  Male Fear
  +4
  +4
  9
  +9
  +4
  +4
  +4
  Bonus Feat
  +5
  +4
  10
  +10
  +5
  +5
  +5
  Leave No One Behind
  +5
  +5
  
  35
  Bonus Feats: The Sister of the Desert gets a 
  bonus feat at 3rd, 6th, and 9th level. The feat must be 
  selected from the following list, and the character 
  must meet the prerequisites to select it: Archaic 
  Weapons Proficiency, Armor Proficiency (light), 
  Alertness, Animal Affinity, Combat Expertise, Combat 
  Reflexes, Combat Throw, Confident, Deceptive, 
  Defensive Martial Arts, Dodge, Elusive Target, Exotic 
  Melee Weapon Proficiency, Heroic Surge, Improved 
  Combat Throw, Iron Will, Mobility, Spring Attack, 
  Trustworthy, Unbalance Opponent.
  Natural Healing: Sisters are expert at using herbs 
  and natural methods to treat their injured comrades. 
  Once per day, a Sister may cure 1d8 + 1 points per 
  character level of damage. This is in addition to 
  any other healing the injured character takes due to 
  treatment and rest. Using this ability requires 1 hour of 
  undisturbed care.
  Go For The “Eyes”: A Sister knows how best to 
  injure her male predator. By using 1 action point, a 
  Sister can turn a successful attack into an automatic 
  critical to any male opponent. This only applies to 
  melee attacks.
  Leave No One Behind: Sisters never leave a 
  comrade behind to be captured or suffer a horrible fate.  
  The Sister and all allies within 30 feet are immune the 
  massive damage checks and continue to fight when 
  below 0 hit point until they reach –10, whereupon they 
  die. In addition, they are immune to all forms of fear 
  as long as the Sister remains within 30 feet.  If the 
  Sister is killed, the effect stops. 
  Persuade: A Sister learns to use her uniqueness 
  to convince a single target to regard her as a trusted 
  friend. If the target is currently being threatened 
  or attacked by the Sister or her allies, this ability 
  won’t work.
  The target makes a Will saving throw to avoid 
  being persuaded by the Sister’s words and actions. 
  The DC is 10 + Sister’s class level + Sister’s Charisma 
  modifier.
  This ability doesn’t enable the Sister to control the 
  target, but the target perceives the Sister’s words and 
  actions in the most favorable way. The Sister can try 
  to give the target orders, but he or she must win an 
  opposed Charisma check to convince the target to 
  perform any actions he wouldn’t normally undertake. 
  The target never obeys suicidal or obviously harmful 
  orders, and any act by the Sister or her allies that 
  threatens the target breaks the mood and clears the 
  target’s head. Otherwise, a target remains won over for 
  1 minute per Sister level.
  After the duration expires, the GM determines the 
  reaction and attitude of the target based on what the 
  Sister compelled the target to do.
  This is same as the Personality’s Winning Smile 
  ability in the d20 Modern core rulebook.
  Fascinate: A Sister, being of the rare female gender, 
  fascinates those who first see her. On the first round of 
  any meeting, the sister can attempt to fascinate a single 
  target. The target must be a sentient human or mutant 
  (character races only) and must fail a Will save (The 
  DC is 10 + Sister’s class level + Sister’s Charisma 
  modifier) for the attempt to succeed.
  A fascinated target does nothing but watch the sister, 
  standing still and not acting in any way—even in the 
  middle of battle. A fascinated target can be struck as 
  if stunned (with a +2 bonus to the attack roll), but 
  thereafter it recovers and may act normally. In any 
  event, the fascinate ability only works for a number of 
  rounds equal to the Sister’s class level + the Sister’s 
  Charisma modifier. Using this ability is a free action.
  Male Fear: The Sister gains the ability to inspire 
  fear and awe in male opponents. All male opponents 
  with fewer HD or levels than the Sister must make 
  a Will save (DC 10 + 1⁄2 Sister’s character level + 
  Sister’s Charisma modifier) or become frightened. 
  Those who save are still shaken. Those males with 
  more HD or levels than the Sister’s must also make 
  a save, but are only shaken on a failed save and 
  unaffected with a successful save. The range of the 
  effect is 30 feet, and it lasts for a number of rounds 
  equal to 2d6 + the Sister’s Charisma modifier.
  Those who have been in the Sister’s fearsome 
  presence, whether or not they made a successful save, 
  cannot be affected by another use of this ability for a 
  full day.
  Inspire Rebellion: The Sister can 
  inspire a thirst for freedom in those 
  who are enslaved. Using 1 action 
  point, the Sister can convince slaves 
  near her (they must be able to see 
  her) to rise up against their 
  masters with total disregard 
  for their own safety. The 
  maximum total HD of 
  slaves a sister can 
  inspire is equal 
  to 3 times her 
  character level. 
  However, 
  GMs should 
  consider the 
  circumstances 
  and the 
  chance 
  that the 
  rebellion 
  could 
  inspire a more 
  massive revolt.
  
  36
  SURVIVALIST
  The marketplace was bustling as the two men 
  concluded their business. Though he detested 
  relinquishing the handful of warm corium nuggets into 
  the outstretched hand of the stranger, the merchant 
  knew it was money well spent. Looking up from the 
  thick, calloused palm, he took in the face of the man 
  who stood before him and nodded in final agreement. 
  They had made a deal.
  The survivalist, wearing slit goggles to protect him 
  from the sun and sand, seemed perfectly suited for 
  the job of leading the merchant’s caravan across the 
  desert. He wore little that would encumber him, as if 
  his mind and body were the only supplies essential to 
  survival deep in the wilderness. The nakedness of his 
  body, his deep tan, and his muscular form all showed 
  clearly that, though they now stood in a bustling 
  market, he was a true native of the wilds.
  The merchant looked alarmed. “Aren’t you bringing 
  any survival gear?”
  The survivalist just stared back through those eerie 
  slits, his grim face conveying no emotion. He counted 
  out the coins before turning and picking up a long-
  barreled rifle and slinging it over one shoulder.
  “This is all I need…”
  The Survivalist is a sort of wilderness scout who lives 
  mostly in the wastelands. A self-sufficient hunter, he 
  is most comfortable when caring for himself among 
  the dunes or crags, where the food and water is just 
  plentiful enough to feed him—and no one else. With 
  his intimate knowledge of the wilderness, however, 
  merchants who wish to convey their goods across the 
  desolate landscape often seek him out as a guide or 
  tracker. His greatest strength, however, comes from 
  his mastery of a given weapon, for in the wide-open 
  spaces of the wasteland, the ability to kill a marauding 
  beast from afar is the most valuable asset he could 
  possess.
  Requirements
  To qualify to become a Survivalist, a character must 
  fulfill the following criteria.
  Base Attack Bonus: +2.
  Skills: Survival 6 ranks, Navigate 6 ranks.
  Feats: Track.
  Class Information
  The following information pertains to the Survivalist 
  advanced class.
  Hit Dice: 1d10.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Survivalist class skills are: Climb 
  (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), 
  Knowledge (earth and life sciences, mutant lore, 
  twisted earth) (Int), Listen (Wis), Navigate (Int), Ride 
  (Dex), Spot (Wis), Survival (Wis), and Treat Injury 
  (Wis).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Survivalist 
  advanced class.
  Bonus Feats: A Survivalist receives a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Advanced Firearms 
  Proficiency, Archaic Weapons Proficiency, Bull’s Eye, 
  Dead Aim, Double Tap, Exotic Firearms Proficiency, 
  Far Shot, Guide, Personal Firearms Proficiency, 
  Precise Shot, Point Blank Shot, Radiation Sense, 
  Reactive Shooter, Shot on the Run, Skip Shot, Rip a 
  Clip, Run, Quick Draw, Stealthy.
  Called Shot: The Survivalist gains the extraordinary 
  ability to strike precisely with any ranged weapon, 
  adding +1d6 damage to his normal damage roll. When 
  making a called shot, the Survivalist must spend a 
  move-equivalent action aiming before the actual 
  shot is taken. A called shot only works against living 
  creatures with discernable anatomies. At 5th and 10th 
  level, the Survivalist’s extra damage increases by 
  +1d6.
  
  37
  TABLE 1-14: THE SURVIVALIST
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +1
  +1
  +0
  Called Shot +1d6 
  +1
  +0
  2
  +2
  +2
  +2
  +0
  Way of the Land
  +1
  +0
  3
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4
  +4
  +2
  +2
  +1
  Hunter
  +2
  +1
  5
  +5
  +3
  +3
  +1
  Called Shot +2d6
  +3
  +1
  6
  +6
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7
  +7
  +4
  +4
  +2
  Superior Camouflage
  +4
  +2
  8
  +8
  +4
  +4
  +2
  Way of the Land
  +4
  +2
  9
  +9
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  10
  +10
  +5
  +5
  +3
  Called Shot +3d6
  +5
  +3
  Way of the Land: This ability is gained at 2nd and 
  8th level and can also be taken instead of a bonus 
  feat. The Survivalist chooses either an overall +2 to 
  Survival and Navigation checks or +8 to Survival 
  and Navigate in a specific geographical region. The 
  +2 bonus can be taken multiple times and stacks with 
  itself or with the +8 regional bonus. The +8 regional 
  bonus applies to a different region each time it is 
  taken.
  Examples of specific regions in Darwin’s World 
  include the Big Rocks, Deadlands, Great Rift Valley, 
  or other area described in the Darwin’s World 
  gazetteer.
  Hunter: The Survivalist is a skilled hunter, whether 
  hunting animals or humanoids. The Survivalist can 
  take 10 when hiding and moving silently, even if stress 
  and distractions would normally prevent him from 
  doing so.
  Superior Camouflage: The Survivalist is an 
  expert at hiding in natural terrain. Using camouflage 
  techniques, the Survivalist can maximize the 
  concealment benefits of his terrain, even if none exists. 
  This increases the concealment bonus on Hide checks 
  by one quarter. For example, a Survivalist hiding in an 
  area that provides half concealment (no bonus) would 
  gain three-quarters (+5). Normally, half concealment is 
  required to hide, but a Survivalist can attempt to hide 
  in any natural terrain.
  Unable to control themselves any longer, the men 
  made their move, leaping over the rocks to ambush 
  her, their faces grinning with malevolent intent. 
  Suddenly, however, they stopped, realizing with alarm 
  that they were not leaping upon a witless victim but a 
  dummy laid to lure them, and instead of a solitary foe, 
  they faced a gathering of mutant ghouls who had also 
  been curiously drawn to the bonfire...
  Almost a quarter of a mile away, the young woman 
  watched with satisfaction as her delicate hand moved 
  to pet the calm white mare standing at her side. Their 
  ruse had worked, and now those vile predators would 
  get what they deserved at the hands of creatures far 
  less forgiving than she.
  “Well, sister,” she said quietly into her horse’s ear, 
  “you were right. I’ll never doubt your nose again.”
  The woman had lived seventeen long years alone 
  among the desert sands, and thanks to her brave 
  friend’s sense of smell, and gods willing, she would 
  live to see seventeen more.
  In the wasteland, surviving on one’s own is almost 
  impossible. Rampant environmental dangers, 
  mutant creatures thriving among the ruins, and the 
  odd marauding raider gang make life a treacherous 
  prospect indeed. There are those, however, who adapt 
  to the dangers surrounding them by making friends. 
  But in many cases, your “friend” will only turn out to 
  be a thief and traitor, robbing you blind when you put 
  your guard down or killing you while you sleep.
  The Symbiote is a rare breed of Scav, loner, or 
  vagabond who has come up with another solution—to 
  make friends with someone who won’t cheat her. 
  The Symbiote is a character that has an unusual bond 
  with an animal—a dog, wolf, wildcat, horse, or other 
  creature—that has become her companion, compatriot, 
  and friend. Together they share the burden of finding 
  food, water, and shelter, watching each other’s backs 
  and keeping each other safe on long, cold desert 
  nights.
  SYMBIOTE
  The two hunters, painted up like savages with war 
  paint and terrible piercings, advanced towards the 
  campfire. Like moths to a flame they came, moving 
  with all the stealth of clumsy children towards their 
  quarry, whom they had followed for more than a day. 
  They could vaguely see her now—a lone feral female, 
  they hoped—the back of her head, with its long silvery 
  hair, resting against the log she used as a pillow.
  
  38
  Due to their unusual bond, Symbiotes often become 
  withdrawn from others of their kind, preferring the 
  company of their companion to other sentient beings. 
  As such, they soon earn reputations as hermits, “wild 
  men,” and ferals.
  Requirements
  To qualify to become a Symbiote character must fulfill 
  the following criteria.
  Base Attack Bonus: +2.
  Skills: Handle Animal 6 ranks, and Survival 6 ranks.
  Feats: Animal Affinity.
  Class Information
  The following information pertains to the Symbiote 
  advanced class.
  Hit Dice: 1d8.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Symbiote class skills are: Handle 
  Animal (Cha), Knowledge (earth and life sciences, 
  mutant lore) (Int), Listen (Wis), Navigate (Wis), Ride 
  (Dex), Sense Motive (Wis), Spot (Wis), Survival 
  (Wis), and Treat Injury (Wis).
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Symbiote 
  advanced class.
  Bonus Feats: The Symbiote receives a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites to select it: Alertness, Animal Affinity, 
  Archaic Weapons Proficiency, Athletic, Brawl, 
  Combat Expertise, Combat Reflexes, Defensive 
  Martial Arts, Dodge, Guide, Improved 
  Initiative, Mobility, Run, Radiation 
  Sense, Personal Firearms Proficiency 
  Power Attack.
  Animal Partner: At 1st level, the 
  Symbiote attracts an animal partner. The 
  animal serves in a capacity not unlike a familiar, 
  but due to its inherent intelligence (see below) it 
  is more like a partner and friend. Typically, dogs, 
  coyotes, wolves, horses, and even wild cats 
  can be taken as symbiotic partners. Mutated 
  animals from the following 
  list may be taken with the 
  GM’s consent: cynemie, 
  desert horse, fraxx steed, 
  gront, lurking panther, rad wolf, 
  ravening hound, snoffle hog, 
  and two-headed mutant bear. As a 
  TABLE 1-15: THE SYMBIOTE
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +1
  +0
  +1
  Animal Partner
  +1
  +0
  2
  +1
  +2
  +0
  +2
  Opportunist
  +1
  +0
  3
  +2
  +2
  +1
  +2
  Bonus Feat
  +2
  +0
  4
  +3
  +2
  +1
  +2
  +2
  +1
  5
  +3
  +3
  +1
  +3
  Bond Of Friendship
  +3
  +1
  6
  +4
  +3
  +2
  +3
  Bonus Feat
  +3
  +1
  7
  +5
  +4
  +2
  +4
  +4
  +2
  8
  +6
  +4
  +2
  +4
  Ranged Opportunist
  +4
  +2
  9
  +6
  +4
  +3
  +4
  Bonus Feat
  +5
  +2
  10
  +7
  +5
  +3
  +5
  +5
  +3
  
  39
  TABLE 1-16: THE SYMBIOTE PARTNER
  Level
  Hit Dice
  Strength / Dexterity
  Intelligence
  Defense Bonus
  Special
  1
  +0d8
  +1
  6
  +1
  Bond of Friendship 
  2
  +1d8
  +1
  7
  +1
  Evasion
  3
  +1d8
  +1
  8
  +2
  Share Saving Throws
  4
  +2d8
  +2
  9
  +2
  Track
  5
  +2d8
  +2
  10
  +3
  Man’s Best Friend +2
  6
  +3d8
  +2
  11
  +3
  Familiarity
  7
  +3d8
  +3
  12
  +4
  Never Quits
  8
  +4d8
  +3
  13
  +4
  Man’s Best Friend +4
  9
  +4d8
  +3
  14
  +5
  Improved Evasion
  10
  +5d8
  +4
  15
  +5
  Speak with Symbiote
  general rule, GMs shouldn’t allow players to choose a 
  creature that is more than her HD.
  If a Symbiote’s animal companion is ever killed, 
  she may attract a new animal of a similar kind in one 
  year. The new creature only gains 1st level benefits (see 
  below) for the first month. After this time, it gains 2nd 
  level benefits as the Symbiote becomes more attuned 
  to this new companion. Each additional increase in 
  benefits takes a full month.
  Opportunist: Once per round, the Symbiote 
  can make an attack of opportunity against a melee 
  opponent that has just taken melee damage from her 
  animal partner. This attack counts as the Symbiote’s 
  attack of opportunity for that round. 
  Bond Of Friendship: The Symbiote gains the 
  ability to detect the direction and distance of his 
  animal partner if the two are ever separated. This 
  ability requires a Navigate check (DC 15) and counts 
  as a standard action.
  Ranged Opportunist: Once per round, the 
  Symbiote can make a ranged attack of opportunity 
  against any opponent who has just taken melee 
  damage from her animal partner. This attack counts as 
  the Symbiote’s attack of opportunity for that round. 
   
  SYMBIOTIC PARTNER
  Because of its close relationship with the Symbiote, 
  the animal partner gains special abilities based on the 
  Symbiote’s class level.
  Class Level: As the Symbiote’s level increases, her 
  companion’s level increases along with it. As the level 
  increases, the animal gains new abilities.
  Bonus HD: As the animal partner’s level increases, 
  it gains extra d8 Hit Dice, each of which provides a 
  Constitution modifier, as normal. Extra Hit Dice also 
  improve the partner’s base attack bonus and saving 
  throws, as normal.
  Defense Bonus: This is a bonus to the partner’s 
  defense rating.
  Strength  and Dexterity Adjustment: Add this 
  figure to the partner’s Strength and Dexterity score.
  Int: With advancement, the partner’s Intelligence 
  score increases.
  Bond of Friendship: This ability acts exactly as 
  the Symbiote’s ability of the same name, but the 
  partner receives it at an earlier level. The animal often 
  unexpectedly finds his master in times of trouble and 
  comes to the rescue.
  Evasion: If the animal partner is subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a successful saving throw reduces the 
  damage to 0.
  Share Saving Throws: The animal partner uses its 
  own base saves or the Symbiote’s, whichever is higher.
  Track: The partner receives the Track feat for free.
  Man’s Best Friend: The partner’s bonuses become 
  +4 on all attacks, checks, and saves if it witnesses the 
  Symbiote being threatened or harmed. This bonus lasts 
  as long as the threat is immediate and apparent. This 
  bonus is increased to +4 at 8th level.
  Familiarity: The Symbiote and the partner share a 
  great familiarity with one another. The Symbiote can 
  use her Sense Motive skill to understand her partner’s 
  thoughts as a free action. The DC for this use of 
  the Sense Motive skill is 15. Note that only limited 
  understanding (emotions, drives, current state of mind, 
  etc.) can be communicated with Familiarity.
  Never Quits: The partner never gives up when 
  either it or the Symbiote is threatened. As long as 
  the threat is immediate and apparent, the partner 
  will continue to act until its hit points reach –10, 
  whereupon it dies.
  Speak with Symbiote: The Symbiote and her 
  partner communicate as if speaking a common 
  language. Although each makes distinctly different 
  sounds from the other, each understands the other 
  fully. Others cannot understand this communication.
  Improved Evasion: If the partner is subjected to 
  an attack that normally allows a Reflex saving throw 
  for half damage, a successful saving throw reduces 
  the damage to 0, and it takes half damage even if the 
  saving throw fails.
  
  40
  TINKER
  They would be on him any moment now. The tinker, up 
  in the tower overlooking the abandoned compound, 
  tried to focus on what he was doing, despite the 
  sounds of the motorcycle gang growing louder and 
  louder outside. A screw held tightly in his lips and 
  a magnifying lens over one eye, the tinker worked 
  feverishly to put the finishing touches on the secret 
  weapon laid out before him on the dust-covered table.
  A crash sounded outside, followed immediately by 
  a boom. The raiders who had followed him here had 
  triggered the first of the traps he’d laid for them. The 
  tinker’s face changed from worry to an almost skeletal 
  grimace of delight. He took the screw from his dry lips, 
  put it in its place, and looked over his creation with 
  glimmering eyes.
  A voice bellowed from below. “Come down, little 
  worm! You have no more toys!”
  The tinker walked over to the window, put the 
  weapon down on a makeshift tripod, and threw the 
  shutters open. His long, heavy trench coat flared as 
  the desert wind blasted the catwalk ringing the tower. 
  Looking down into the yard he saw a scattered group 
  of raiders, stumbling about the smoky debris of their 
  leader’s command car.
  The tinker smiled and yelled. “If you want me, come 
  and get me!”
  The raiders looked up and realized the tinker did 
  in fact have one last “toy” in his arsenal—a heavy 
  machine gun, restored by his tireless efforts to pristine 
  condition…
  The Tinker is a breed of creative individuals who 
  help keep the ember of technology alive through 
  their intelligence and cunning. Though not true 
  scientists, or even mechanics, Tinkers possess an 
  aptitude for tweaking and repairing almost any kind 
  of technological item. Fascinated with the intricate 
  workings of mechanical and electronic devices, they 
  often find a way to make things work despite decades 
  (or even centuries) of neglect. That same aptitude 
  also allows the Tinker to squeeze out that little extra 
  performance to make an item (whether a gun or other 
  gizmo) operate beyond its normal limits, often to the 
  surprise of his adversaries.
  Requirements
  To qualify to become a Tinker, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +1.
  Skills: Disable Device 6 ranks, Knowledge 
  (technology) 6 ranks, and Repair 6 ranks.
  Feats: None.
  Class Information
  The following information pertains to the Tinker 
  advanced class.
  Hit Dice: 1d6.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Tinker class skills are: Computer 
  Use (Int), Craft (electronic, mechanical, structural) 
  (Int), Decipher Script (Int), Demolitions (Int), Disable 
  Device (Int), Drive (Dex), Knowledge (physical 
  sciences, technology, ancient lore) (Int), Navigate 
  (Int), Profession (Wis), Read/Write Language (none), 
  Repair (Int), Research (Int), Speak Language (none), 
  and Spot (Wis).
  Skill Points at Each Level: 7 + Int modifier.
  Class Features
  The following features pertain to the Tinker advanced 
  class.
  Bonus Feats: A Tinker receives a bonus feat at 
  3rd, 6th, and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites to select it: Builder, Cautious, Combat 
  Expertise, Educated, Gearhead, Intuitive Mechanic, 
  Modern Firearms Discipline, Modern Vehicles 
  Discipline, Personal Firearms Proficiency, Point Blank 
  Shot, and Studious.
  Jury-Rig: A Tinker gains a +2 competence bonus 
  on Repair skill checks made to attempt temporary or 
  jury-rigged repairs. See the Repair skill for details on 
  jury-rigging. At later levels, this competence bonus 
  increases.
  
  41
  TABLE 1-17: THE TINKER
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +0
  +0
  +2
  Jury-Rig +2
  +1
  +1
  2
  +1
  +0
  +0
  +3
  Tinkering
  +1
  +1
  3
  +1
  +1
  +1
  +3
  Bonus Feat
  +2
  +1
  4
  +2
  +1
  +1
  +4
  Tech Weapon
  +2
  +2
  5
  +2
  +1
  +1
  +4
  Tinkercraft
  +3
  +2
  6
  +3
  +2
  +2
  +5
  Bonus Feat
  +3
  +2
  7
  +3
  +2
  +2
  +5
  Jury Rig +4
  +4
  +3
  8
  +4
  +2
  +2
  +6
  Smart Weapon
  +4
  +3
  9
  +4
  +3
  +3
  +6
  Bonus Feat
  +5
  +3
  10
  +5
  +3
  +3
  +7
  Improved Tinkering
  +5
  +4
  Tinkering: The Tinker has the ability to temporarily 
  modify mechanical and electronic items to get 
  maximum performance out of them. Tinkering is 
  not an exact science and often damages the item as a 
  result.
  By spending 1 action point and making a Repair 
  check, the Tinker can temporarily improve a machine’s 
  performance—at the risk of causing the machine 
  to need repairs later. The DC for the Repair check 
  depends on the type of improvement being made, as 
  shown on the table below.
  Improvement
  Tinker 
  DC
  Repair 
  Chance 
  (d%)
  Ranged Weapons
  +1 to damage
  15
  01–25
  +2 to damage
  20
  01–50
  +3 to damage
  25
  01–75
  +5 ft. to range increment
  15
  01–25
  +10 ft. to range increment
  25
  01–50
  Electronic Devices
  +1 equipment bonus
  15
  01–25
  +2 equipment bonus
  20
  01–50
  +3 equipment bonus
  25
  01–75
  Vehicles
  +1 on initiative checks
  20
  01–25
  +1 to maneuver
  25
  01–50
  +2 to maneuver
  30
  01–75
  The Tinkering takes 1 hour. The Tinker can’t take 
  10 or take 20 on this check. If the check succeeds, 
  the effect of the improvement lasts for a number 
  of minutes equal to his or her Tinker class level, 
  beginning when the object is first put into use. The 
  Tinker selects the single improvement he or she wants 
  to make prior to making the check. After the duration 
  of the effect ends, the machine reverts to its previous 
  state and a repair chance percentile roll is made. 
  The result of this roll indicates whether the machine 
  requires repairs before it can be used again.
  Tinkercraft: At 5th level, the Tinker becomes 
  adept at improving objects permanently. Using his 
  tinkering skills, the Tinker can make an existing object 
  mastercraft quality (+1).
  The time it takes to Tinkercraft an object is the same 
  as it would to be craft it initially. For example, making 
  a firearm would take 24 hours. The cost to Tinkercraft 
  an object is equal to the value of the original object.
  In addition to the monetary cost, the Tinker must 
  also pay a cost in experience points equal to 25 times 
  his or her Tinker level. The XP must be paid before 
  making the Tinkercraft check. If the expenditure of 
  these XP would drop the Tinker to below the minimum 
  needed for his current level, then the Tinker cannot 
  use Tinkercraft for this particular item until gaining 
  additional experience.
  The Tinker’s Tinkercraft skill is the same as his 
  Repair skill. If the Tinker’s Craft (mechanics) or 
  Craft (electronics) skill is higher than his Repair skill, 
  he may use that instead, but only on the appropriate 
  objects. The Tinkercraft DC is equal to the Craft DC 
  for a normal object of the same type +3.
  When successfully completed, a mastercraft 
  object provides a +1 bonus to its quality compared 
  to an ordinary object of the same type. All weapons, 
  armor, and certain other types of equipment, such as 
  computers and electronic devices, can be improved.
  Tech Weapon: Given time, the Tinker can learn to 
  use any modern or high tech weapon. Learning to use 
  a new weapon takes 4 hours of uninterrupted study and 
  a successful Knowledge (technology) roll (DC 15 for 
  modern weapons and DC 20 for futuristic weapons). 
  The Tinker may retry until he succeeds his Knowledge 
  (technology) check, but each attempt takes 4 hours of 
  study. Once he has learned how to properly operate 
  the weapon, he no longer suffers non-proficiency 
  penalties.
  
  42
  Smart Weapon: The Tinker selects one weapon in 
  which he is proficient and which he can use with one 
  hand. With the selected weapon, the Tinker can use 
  his or her Intelligence modifier instead of Strength or 
  Dexterity modifier on attack rolls. The Tinker may 
  select any weapon, even an advanced one.
  Improved Tinkering: The Tinker has improved 
  his ability to tinker items. His modifications now last 
  1 hour per Tinker level. However, the chance for the 
  item needing repairs afterwards increases by 10%.
  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...
  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.
  Some merchants form trade cartels or join groups 
  already in place, some of which have become major 
  organizations. In such organized trade, members 
  generally come up with and adhere to a code. It is 
  this code that makes commerce in this rugged world 
  possible; without trust, trade cannot exist. In a world 
  of raiders, double-crossing locals, and predatory 
  Scavs, this code is all that separates the Trader from 
  the scummy roadside peddler.
  The Trader’s Code:
  When a young aspirant joins a merchant house, he 
  gives up any former community, loyalties, and ties.
  He swears an oath of allegiance to the house and, 
  usually, its master.
  He swears to adhere to the merchant house’s rules 
  in all situations.
  He will seek to bring benefit and profit to the house 
  above all things.
  The good of the house becomes paramount in all 
  matters.
  The aspirant may never, ever, sully the reputation 
  of the house or cause any community, region, or 
  people to have a negative opinion of the house 
  (whether through cheating, stealing, or any other 
  type of dishonest business practice).
  These are just general rules of the code. Though there 
  are variations depending on the actual group (the 
  Clean Water Clan, Far Traders, and Cartel have their 
  own rules; lesser groups certainly have their own laws 
  and trade customs), these are typical.
  
  43
  TABLE 1-18: THE TRADER
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +0
  +1
  +1
  Ear to the Ground
  +1
  +1
  2
  +1
  +0
  +2
  +2
  Money Talks
  +1
  +1
  3
  +1
  +1
  +2
  +2
  Bonus Feat
  +2
  +1
  4
  +2
  +1
  +2
  +2
  Going Once, Going Twice 
  +2
  +2
  5
  +2
  +1
  +3
  +3
  Read the Signs
  +3
  +2
  6
  +3
  +2
  +3
  +3
  Bonus Feat
  +3
  +2
  7
  +3
  +2
  +4
  +4
  Sucker Born Every Minute
  +4
  +3
  8
  +4
  +2
  +4
  +4
  Leadership
  +4
  +3
  9
  +4
  +3
  +4
  +4
  Bonus Feat
  +5
  +3
  10
  +5
  +3
  +5
  +5
  Professional Courtesy
  +5
  +4
  Requirements
  To qualify to become a Trader, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +1.
  Skills: Diplomacy 6 ranks, Gather Information 3 
  ranks, Profession (Trader) 3 ranks.
  Feats: None.
  Special: Trade Language.
  Class Information
  The following information pertains to the Trader 
  advanced class.
  Hit Dice: 1d6.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Trader class skills are: Bluff 
  (Cha), Drive (Dex), Diplomacy (Cha), Forgery 
  (Int), Gather Information (Cha), Handle Animal 
  (Cha), Intimidate (Cha), Knowledge (current events, 
  business) (Int), Navigate (Int), Profession (Wis), 
  Ride (Dex), Search (Int), Sense Motive (Wis), Speak 
  Language (any), Spot (Wis).
  Skill Points at Each Level: 7 + Int modifier.
  Class Features
  The following features pertain to the Trader advanced 
  class.
  Bonus Feats: A Trader receives a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Alertness, Attentive, 
  Confident, Creative, Deceptive, Guide, Leadership, 
  Market, Meticulous, Personal Firearms Proficiency, 
  Renown, Silver Tongue, Studious, Trustworthy, 
  Vulture.
  Money Talks: The Trader can spend some of his 
  money (or equivalent in bartered goods) to improve 
  relations with NPCs. For every 100 cp spent on a bribe 
  or “gift,” the Trader gains a +1 circumstance bonus to 
  Diplomacy checks (maximum +10) when attempting 
  to change an NPC’s attitude. In certain circumstances 
  (at the GM’s discretion), this ability can be used to 
  provide a bonus to Gather Information skill checks 
  (maximum +10).
  Ear to the Ground: A Trader is always listening for 
  rumors of new markets and supplies. A Trader receives 
  a +4 competence bonus to all Gather Information skill 
  checks.
  Read The Signs: A Trader knows how to read the 
  signs of the desert—from Trade-language markers 
  and Unislang graffiti to tracks in the sand and eerie 
  silence. Whenever a Trader stumbles into an encounter 
  on any established trade route (but not uninhabited 
  wilderness or off the beaten path locales), he receives 
  a +4 competence bonus to Initiative on the first round, 
  as if he was suspecting danger all along.
  Going Once, Going Twice: By making a successful 
  Bluff check, the Trader can sell items at much higher 
  price than their actual worth, usually through auction 
  or sheer bravado. The % above actual worth is 
  determined using the table below. A failed Bluff check 
  results in selling the item less than its value.
  Bluff Check
  Percent above market value
  Below 10
  -25%
  11-14
  +0%
  15-20
  +25%
  21-25
  +50%
  26-30
  +100%
  31+
  +200%
  Sucker Born Every Minute: Among primitive, 
  backwards, or feral communities, a Trader’s 
  showmanship and style is always impressive. A Trader 
  can almost always manage to sell something in a tribal 
  village for far more than it’s worth. Examples include 
  beads, brass trinkets, and even discarded junk.  Once 
  per visit to such a community, a Trader will generate a 
  small sum of 1d4 x 100 cp.
  
  44
  Leadership: A Trader is assumed to have drawn 
  mercenaries and loyal followers to his employ. He 
  automatically gains the Leadership feat for free. If 
  the Trader already has leadership, he gains a +3 to his 
  leadership score.
  Professional Courtesy: The Trader is recognized as 
  a member in good standing of his merchant house, and 
  so can petition peers (even neutral ones or those from 
  rival houses), instead of local authorities, to oversee 
  any case or judgment concerning him. He can only do 
  this in a civilized or semi-civilized settlement where 
  at least one merchant house is represented. Trials 
  overseen by merchant houses, even bitter enemies, 
  usually result in a fine instead of corporal punishment 
  or imprisonment (though the actual amount must be 
  set by the GM, depending on the crime committed), to 
  protect “their own.” A Trader can thus use this ability 
  to appeal to his merchant peers and avoid suffering 
  more serious punishments by instead paying a fine.
  EPIC CLASSES
  Eventually, characters will 
  find themselves reaching 
  the highest levels of the 
  advanced classes. At that 
  point, they may choose 
  to diversify by taking other 
  advanced classes, but some will 
  want to move on to even bigger and better things. The 
  following classes—called epic classes—are designed 
  for that purpose. They represent rare, powerful people 
  of the post-apocalyptic earth such as scientists who 
  attempt to master the lost technology of the Ancients, 
  or Trade Masters seeking to dominate the Twisted 
  Earth with trade cartels.
  All of these classes are designed for 11th level and 
  beyond, with some requiring characters between 12th 
  and 15th level. They are all suitable for epic adventures 
  that will eventually take characters beyond 20th level. 
  Certainly, characters that have survived to this point (a 
  great accomplishment) are major heroes and leaders of 
  the post-apocalyptic Earth.
  CHAMPION
  The sight of the raider’s powerful body, crisscrossed 
  with scars and tattoos, seemed to give the defenders 
  of the tribal fort pause. With the moment’s hesitation 
  afforded him by his awesome presence, he took stock 
  of the situation. Here he was, on foot and wounded, 
  his gas-powered motorcycle now a heap of smoking 
  ruin yards away. His firearm was also somewhere in 
  that burning inferno, and his allies— his fellow gang 
  members— had not followed him over the wall and 
  into the compound as planned.
  He gritted his teeth, cursing his men’s lack of 
  courage and coordination.
  Realizing the crowd was in awe of him and his 
  ferocious appearance, he pondered whether or not to 
  simply charge towards the gate. No doubt a fierce cry 
  would send the meager defenders running.
  As he bared his teeth, preparing to summon every 
  ounce of energy for that mad dash, the defenders 
  parted prematurely, to reveal someone approaching.
  Standing there was a man almost seven feet tall, 
  broader than any mere tribal the raider had ever seen, 
  his skin painted with war paint. The new arrival’s 
  knotted muscles were rippling with the weight of the 
  enormous axe in his hands, the metal face of which 
  was etched with the words “Raider Bane…”
  The Champion is the best a community has to offer, 
  the cream of their elite guard or soldiery, admired—
  even revered—as the protector of his entire enclave. 
  Champions are those rare individuals who have 
  survived years of inter-community conflict, incessant 
  raider attacks, and treacherous power struggles 
  TABLE 1-19: THE CHAMPION
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +1
  +0
  +1
  Rallying Cry +2
  +1
  +2
  2
  +2
  +2
  +0
  +2
  Improved Tactical Aid
  +1
  +2
  3
  +3
  +2
  +1
  +2
  Bonus Feat
  +2
  +3
  4
  +4
  +2
  +1
  +2
  Rallying Cry +3
  +2
  +3
  5
  +5
  +3
  +1
  +3
  Awesome Presence
  +3
  +4
  6
  +6
  +3
  +2
  +3
  Bonus Feat
  +3
  +4
  7
  +7
  +4
  +2
  +4
  Challenge
  +4
  +5
  8
  +8
  +4
  +2
  +4
  Rallying Cry +4
  +4
  +5
  9
  +9
  +4
  +3
  +4
  Bonus Feat
  +5
  +6
  10
  +10
  +5
  +3
  +5
  To the Bitter End
  +5
  +6
  
  45
  through their own strength, cunning, and martial 
  skill. Champions are almost universally respected 
  and feared, by locals and outsiders alike; they are 
  true survivors, who maintain their place in the world 
  through the destruction of all who threaten them or 
  their people.
  Champions have a place in almost every society or 
  group, from established citadels of civilization in the 
  desert to rampaging raider gangs. In the former, they 
  are likely the captains of the watch or commanders 
  of a community leader’s personal bodyguard. In 
  the latter, Champions often rise to assume a role of 
  leadership and command, using their power to squash 
  all competition.
  Some Champions, instead of rising as heroes of 
  a given community, hone their skills to their elite 
  rank through gladiatorial games. Their reputation is 
  thus gained not through acts of bravery and lifelong 
  dedication, but rather due to brutality, slaughter, and 
  carnival showmanship.
  Requirements
  To qualify to become a Champion, a character must 
  fulfill the following criteria.
  Base Attack Bonus: +10.
  Skills: Knowledge (tactics) 8 ranks, Intimidate 10 
  ranks.
  Feats: Toughness, Iron Will.
  Special: Defender class ability.
  Class Information
  The following information pertains to the Champion 
  advanced class.
  Hit Dice: 1d12.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Champion class skills are: 
  Demolitions (Int), Drive (Dex), Intimidate (Cha), 
  Jump (Str), Knowledge (tactics, current events, mutant 
  lore) (Int), Listen (Wis), Ride (Dex), Sense Motive 
  (Wis), Spot (Wis), and Survival (Wis).
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Champion 
  advanced class.
  Bonus Feats: A Guardian receives a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Advanced Firearms 
  Proficiency, Futuristic Firearms Proficiency, 
  Advanced Firearms Proficiency, Archaic Weapons 
  Proficiency, Armor Proficiency (light, medium, 
  heavy), Burst Fire, Cleave, Combat Reflexes, Double 
  Tap, Exotic Firearms Proficiency, Exotic Melee 
  Weapon Proficiency, Far Shot, Great Cleave, Hard 
  Eye, Improved Two Weapon Fighting, Intimidating 
  Strength, Precise Shot, Personal Firearm Proficiency, 
  Point Blank Shot, Power Attack, Power Armor 
  Operation, Rip a Clip, Strafe, Sunder, Two Weapon 
  Fighting.
  Improved Tactical Aid: This improved version of 
  the Guardian’s Tactical Aid ability doubles the bonuses 
  and duration. If the Champion does not have Tactical 
  Aid, he gets the standard ability and not the improved 
  version.
  Rallying Cry: The Champion rallies his fellows 
  even in dire situations. All allies within 20 feet of 
  the Champion receive a +2 morale bonus to saves 
  and attack rolls. If the Champion is brought down, 
  however, this bonus is lost. This ability increases as 
  the Champion gains levels.
  Awesome Presence: The Champion gains the 
  ability to inspire fear and awe by his mere presence. 
  The awesome presence must take the form of a 
  particular action (walking calmly towards his enemy 
  despite suppressing fire, for instance, or shouting 
  threats in a defiant voice over the din of battle). All 
  opponents with fewer HD or levels than the Champion 
  must make a Will save (DC 10 + 1⁄2 character level + 
  Charisma modifier) or become frightened. Those who 
  save are still shaken. The range of the effect is 30 feet, 
  and duration lasts for a number of rounds equal to 2d6 
  + your Charisma modifier.
  Those who have been in the Champion’s awesome 
  presence, whether or not they made a successful save, 
  cannot be affected by another use of this ability for a 
  full day.
  
  46
  Challenge: Using 1action point, the Champion 
  can call out a challenge to another warrior on the 
  battlefield, usually the leader, forcing the target 
  to battle him one on one. All other combatants in 
  a 50-foot radius stop fighting (though usually all 
  surrounding people will stop to watch unless some 
  sight or sound barrier prevents them from noticing).
  If the target is of a non-warrior class (such as 
  Scholar, Tinker, Mech, Sage), he may direct a proxy to 
  fight for him. If no realistic proxy is available, the non-
  warrior can turn down the challenge, but his reputation 
  will be decreased by one point if he does.
  After the one-on-one battle, the loser’s allies suffer 
  a –2 morale penalty of the remainder of the combat. In 
  some cases, the GM may determine that the losing side 
  is completely demoralized and flees.
  To the Bitter End: The Champion will never give 
  up on his community, even when certain death is 
  assured. A Champion of this level can continue to fight 
  even after death (–10 hit points). Each round that the 
  Champion is below –10 hit points, he may make a 
  Fortitude save (DC 10 + 1 per hit point below –10) to 
  continue fighting. Note that the Champion is in fact 
  dead at this point, and healing him has no effect. Only 
  skills and abilities that affect dead characters apply, 
  such as Juju Miracle.
  MECH
  His face and hands obscured by an oily layer of 
  black grease, his clothes soiled, patched-up, and 
  sprouting a collection of pockets and pouches, his belt 
  jingling with keys, screwdrivers, and wrenches, the 
  Mech is a unique sight in the world’s more advanced 
  communities. Working late into the night, toiling over 
  vehicles, computers, and life-sustaining machines 
  such as water purifiers and generators, he is a vital 
  part of his community and a resource jealously sought 
  throughout the wasteland.
  The Mech is a repairman, a tinker, a “Mr. Fixit” 
  without equal, someone who takes on the tasks 
  of maintaining, repairing, or resurrecting Ancient 
  mechanical and electronic items and artifacts. In many 
  communities Mechs are considered invaluable assets 
  with rare skills in the technical and mechanical fields, 
  and their roles often afford them a prestigious standing 
  among their people. Prosperous communities will 
  often employ Mechs in numbers so their resurrected 
  machines, weapons, and armor will remain in full 
  working order. Mechs in such communities are 
  accorded unprecedented dignity and respect by their 
  more mundane peers.
  On the flip side, however, are the raider gangs and 
  malevolent technological societies, to whom Mechs 
  are merely valuable commodities. Often considered 
  little better than insects by their overlords, they are 
  kept alive in miserable squalor to oil and tend the 
  machines of their masters in their various campaigns 
  of conquest and barbarism. In the worst communities, 
  these skilled individuals are enslaved and treated like 
  dogs in a kennel, fed only to sustain their strength. 
  In such a barbarous environment, the Mech is seen 
  only as a “tool” to keep machines, water purifiers, and 
  vehicle fleets running.
  Requirements
  To qualify to become a Mech, a character must fulfill 
  the following criteria.
  Skills: Craft (electronic) 10 ranks, Craft 
  (mechanical) 12 ranks, Knowledge (technology) 10 
  ranks, Repair 13 ranks.
  Feats: Gearhead.
  Special: One Technology Craft Discipline.
  Class Information
  The following information pertains to the Mech 
  advanced class.
  Hit Dice: 1d6.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  TABLE 1-20: THE MECH
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +0
  +0
  +2
  Mastercraft 
  +1
  +2
  2
  +1
  +0
  +0
  +3
  Quick Repairs
  +1
  +2
  3
  +1
  +1
  +1
  +3
  Bonus Feat
  +2
  +2
  4
  +2
  +1
  +1
  +4
  Mastercraft
  +2
  +3
  5
  +2
  +1
  +1
  +4
  Improved Repairs
  +3
  +3
  6
  +3
  +2
  +2
  +5
  Bonus Feat
  +3
  +4
  7
  +3
  +2
  +2
  +5
  Mastercraft 
  +4
  +4
  8
  +4
  +2
  +2
  +6
  Lightning Repairs
  +4
  +4
  9
  +4
  +3
  +3
  +6
  Bonus Feat
  +5
  +4
  10
  +5
  +3
  +3
  +7
  Supercraft
  +5
  +5
  
  47
  Class Skills: The Mech class skills are: Computer 
  Use (Int), Craft (electronic, mechanical, structural) 
  (Int), Decipher Script (Int), Demolitions (Int), Disable 
  Device (Int), Drive (Dex), Knowledge (physical 
  sciences, technology, ancient lore) (Int), Navigate 
  (Int), Profession (Wis), Read/Write Language (none), 
  Repair (Int), Research (Int), Speak Language (none), 
  and Spot (Wis).
  Skill Points at Each Level: 7 + Int modifier.
  Class Features
  The following features pertain to the Mech advanced 
  class.
  Bonus Feats: A Mech receives a bonus feat at 
  3nd, 6th, and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites to select it: Advanced Armor Discipline, 
  Advanced Electronics Discipline, Advanced Weapons 
  Discipline, Aircraft Discipline, Builder, Educated, 
  Futuristic Firearms Proficiency, Intuitive Mechanic, 
  Modern Firearms Discipline, Modern Vehicles 
  Discipline, Personal Firearms Proficiency, Power 
  Armor Operation, Studious.
  Mastercraft: At 1st level, the Mech becomes 
  adept at creating mastercraft objects. He applies 
  the mastercraft ability to one of his Craft skills 
  (electronic or mechanical). From this point on, he 
  can build mastercraft objects using that skill. With 
  Craft (electronic), the Mech can build electronic 
  devices. With Craft (mechanical), the Mech can build 
  mechanical devices.
  On average, it takes twice as long to build a 
  mastercraft object as it does to build an 
  ordinary object of the same type. The 
  cost to build a mastercraft object is 
  equal to the cost of the components 
  (see the appropriate Craft skill 
  description) + 50% per bonus 
  provided by the mastercraft 
  feature. A Mech can add 
  the mastercraft feature to an 
  existing ordinary object. The 
  cost is the same as if he were 
  constructing the object from 
  scratch.
  In addition to the component 
  costs, the Mech must also pay a 
  cost in experience points equal 
  to 25 times his Mech level 
  times the bonus provided by 
  the mastercraft feature. The XP 
  must be paid before making the 
  Craft check. If the expenditure 
  of these XP would drop the 
  Mech to below the minimum 
  needed for his or her current 
  level, then the XP can’t 
  be paid and the Mech 
  can’t use the mastercraft ability for this particular item 
  until he gains enough additional XP to remain at his 
  current level after the expenditure is made.
  When successfully completed, a mastercraft object 
  provides a +1 bonus to its quality compared to an 
  ordinary object of the same type. All weapons and 
  armor, and certain other types of equipment, such as 
  computers and electronic devices, can be constructed 
  as mastercraft objects.
  At 4th, 7th, and 10th levels, the Mech can add the 
  mastercraft ability to another Craft skill, or he can 
  improve his ability in the skill selected at 1st level, so 
  that his mastercraft objects provide a +2 or +3 bonus. 
  +3 is the maximum mastercraft bonus.
  The Craft DC for a mastercraft object is the same as 
  for a normal object of the same type, as described in 
  the Craft skill, with the following modification: For a 
  +1 object, add +3 to the Craft DC; for a +2 object, add 
  +5 to the Craft DC; and for a +3 object, add +10 to the 
  Craft DC.
  Quick Repairs: Sometimes, to the amazement 
  of others, a Mech can perform complex repairs in a 
  matter of minutes! Using 1 action point, the Mech can 
  reduce the time to repair items by one rank: simple 
  objects only take 1 round, moderate objects only take 
  1 minute, complex items only take 10 minutes, and 
  advanced items only take 1 hour.
  Improved Repairs: The Mech is an expert at 
  repairs. When repairing objects, the Mech can either 
  reduce the repair time by 50% or double the hit points 
  restored. This ability cannot be used in conjunction 
  with quick repairs.
  Lightning Repairs: The Mech’s ability to perform 
  quick repairs improves. Using 
  1 action point, the Mech can 
  reduce the time to repair items 
  by two ranks: moderate objects 
  only take 1 round, complex items 
  only take 1minute, and advanced 
  items only take 10 minutes.
  Supercraft: This is the pinnacle 
  craft ability of the Mech, and 
  allows him to create a +5 
  masterwork item.  This 
  item must remain in the 
  Mech’s possession, as it 
  requires constant tuning 
  and tweaking to maintain 
  its supercraft quality.  If the 
  item goes 24 hours without 
  a tune-up, it reverts to a 
  +3 masterwork item.  The 
  daily tune-up only takes the 
  Mech 10 minutes. The 
  Mech can only have 
  one supercraft item at a 
  time.  If the supercraft 
  item is destroyed, he may 
  create a new one.
  
  48
  MEDICINE MAN
  It was the dead of night. Yet here, in the blasted urban 
  landscape, a perceptible glow suffused everything, 
  giving light to the squalid hole in which the party of 
  men now found themselves.
  Fighting raged outside, the sounds of gunfire met 
  with shrieks, screams, and bloodcurdling laughter of 
  the most inhuman sort. The last of their number were 
  holding onto a shaky perimeter, doing battle with a 
  mob of ghouls that had surprised the expedition as it 
  neared the nuked city’s heart. Now, in the wee hours 
  before dawn, nearly a hundred had come to slaughter 
  them to the last.
  Inside the building, some of the blood-caked soldiers 
  brought in two or three of their fallen comrades. A 
  handful of others checked the darkened rooms to make 
  sure there were no more ghouls inside. Then they 
  turned to the individual who had accompanied them to 
  ensure they all came back alive.
  “Will this be okay, Doc?” asked one of the grunts.
  The medicine man looked over the damp, roach-
  infested interior before motioning for the first casualty 
  to be put on a nearby stone slab.
  “It will have to do, soldier.”
  Whereas the Juju Doctor can run the gamut from a 
  tribal shaman to a technological throwback with some 
  limited expertise in true medicine, the Medicine Man 
  is a master physician by comparison. With years of 
  education and practical experience under his belt, the 
  Medicine Man has seen almost every kind of injury 
  imaginable, helped treat diseases or concoct cures 
  for the deadliest mutated viruses, and made miracles 
  happen with the magic of his hands.
  Because of his focus on medicine and treatment, 
  the Medicine Man is not only proficient in the use 
  and creation of medicines, but also with the legendary 
  devices of the Ancients, life-giving wonders that 
  remain almost totally unknown in this new Dark Age 
  of science.
  Requirements
  To qualify to become a Medicine Man, a character 
  must fulfill the following criteria.
  Skills: Treat Injury 13 ranks, Craft (pharmaceutical) 
  8 ranks, Knowledge (earth and life sciences) 6 
  ranks, Knowledge (mutant lore) 6 ranks, Knowledge 
  (technology) 6 ranks.
  Feats: Surgery, Medical Expert.
  Class Information
  The following information pertains to the Medicine 
  Man advanced class.
  Hit Dice: 1d8.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Medicine Man class skills are: 
  Concentrate (Con), Craft (pharmaceutical) (Int), 
  Decipher Script (Int), Diplomacy (Cha), Knowledge 
  (ancient lore, behavioral sciences, current events, earth 
  and life sciences, mutant lore, technology) (Int), Listen 
  (Wis), Profession (Wis), Read/Write Language (none), 
  Research (Int), Speak Language (none), Spot (Wis), 
  and Treat Injury (Wis).
  Skill Points at Each Level: 7 + Int modifier.
  Class Features
  The following features pertain to the Medicine Man 
  advanced class.
  Ancient Drugs: The Medicine man has learned the 
  pharmaceutical techniques of the Ancients, and can 
  recreate the powerful drugs they once used. Ancient 
  drug creation requires materials, time and a successful 
  Craft (pharmaceutical) check. These details can be 
  found in the Artifacts of the Ancients section (under 
  Ancient Medicine).
  This ability is effectively the same as the Advanced 
  Pharmaceutical Discipline feat. The Medicine man 
  does not need to meet the prerequisites of that feat 
  to use this ability. If the character already has the 
  Advanced Pharmaceutical Discipline feat, he may 
  choose a bonus feat from the Juju Doctor’s bonus feat 
  list.
  Mutant Treatment: If the Medicine Man 
  administers Ancient drugs to a mutant character, 
  he can grant +4 bonus to the mutant’s Medical 
  Incompatibility check.
  
  49
  TABLE 1-21: THE MEDICINE MAN
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +1
  +0
  +1
  Ancient Drugs 
  +1
  +2
  2
  +1
  +2
  +0
  +2
  Minor Medical Miracle
  +1
  +2
  3
  +1
  +2
  +1
  +2
  Medical Specialist +1
  +2
  +2
  4
  +2
  +2
  +1
  +2
  Mutant Treatment
  +2
  +3
  5
  +2
  +3
  +1
  +3
  Mutant Drugs
  +3
  +3
  6
  +3
  +3
  +2
  +3
  Medical Specialist +2
  +3
  +4
  7
  +3
  +4
  +2
  +4
  Second Chance
  +4
  +4
  8
  +4
  +4
  +2
  +4
  Medical Miracle
  +4
  +4
  9
  +4
  +4
  +3
  +4
  Medical Specialist +3
  +5
  +4
  10
  +5
  +5
  +3
  +5
  Ancient Medical Technology
  +5
  +5
  Mutant Drugs: The Medicine Man can create 
  Ancient drugs that are 100% compatible with mutants. 
  These drugs must be created for a specific mutant or 
  group of similar mutants. If a different mutant (or 
  human) uses the mutant-specific drug, he must make a 
  Medical Incompatibility check.
  Minor Medical Miracle: This ability has the same 
  effect as the ability of the same name given to the 
  Field Medic in the d20 Modern core rulebook or the 
  Juju Doctor’s Juju Miracle ability. If the Medicine 
  Man already has this ability, he may choose a bonus 
  feat from the Juju Doctor’s bonus feat selections. He 
  gets this ability at 2nd level.
  Medical Miracle: This ability has the same effect as 
  the ability of the same name given to the Field Medic 
  in the d20 Modern core rulebook. The Medicine Man 
  gets this ability at 8th level.
  Medical Specialist: Similar to Juju Mastery, this 
  grants the Medicine Man a +1 competence bonus to 
  Treat Injury checks. This stacks with Juju Mastery.
  Second Chance: Using 1 action point, the Medicine 
  may re-roll any Treat Injury check.
  Ancient Medical Technology: At 10th level, the 
  Medicine Man learns an extremely rare Ancient 
  medical technology. Some of these technologies were 
  the last advancements before the Fall and represent the 
  pinnacle of Ancient medical science. The Medicine 
  Man chooses one technology and has no knowledge of 
  the others.
  Cloning: A common service provided widely 
  throughout the United States prior to the fall of the 
  Ancients was the creation of clones. Clones were 
  human beings grown artificially in a “vat” using 
  genetic material from samples (hair, blood, skin, etc.) 
  given by their owners.
  Creating a clone requires a Cloning Kit, which 
  the Medicine Man must construct and which costs a 
  minimum of 50,000 cp in raw materials. Once a kit has 
  been constructed, the Medicine can clone any living 
  creature as long as he has a DNA sample. Clones 
  require 1d4 weeks to mature, at which time it must 
  make a Fortitude save (DC 25) or develop 1d4 defects 
  (see mutations). Otherwise, the clone is identical to the 
  original.
  Regeneration Serum: Regen tanks were common in 
  the time of Ancients, but in the final days of the war, 
  a remarkable drug was developed, which provided 
  the same healing ability in drug form (similar to 
  stimshots) and which could be used in the field.
  Regeneration Serum provides the same healing 
  powers as a Regen Tank (see Artifacts of the Ancients), 
  but is administered via syringe. Crafting one 
  application of Regeneration Serum takes 24 hours, 
  costs 5,000 cp in raw materials, and has a Craft DC of 
  30.
  Zombie Plague Serum: This horrible virus was 
  engineered by the Ancients just prior to the Fall. This 
  serum will transform its victim into a Plague Zombie 
  2d6 hours after injection unless a Fort save (DC 20) is 
  made to resist it.
  Crafting one application of Zombie Plague Serum 
  takes 24 hours, costs 1,000 cp in raw materials, and 
  has a Craft DC of 30.
  MUTANT HUNTER
  Huddled into the rotten and ragged back seat of an old 
  car, somewhere within the ruins of a vast junkyard, the 
  mutant boy tried with all his might to remain quiet. His 
  crooked teeth chattered within his slightly deformed 
  mouth while saliva from his overactive glands dribbled 
  down his bumpy chin. His yellow eyes were as wide as 
  saucers with the fear building inside him as he peered 
  out from the illusory safety of his clever hiding place. 
  Through the dirt-encrusted windows, he scanned the 
  area to see if his pursuers were anywhere nearby.
  If they were, if they saw him, if they got their hands 
  on him…he shuddered almost uncontrollably, knowing 
  well the fate that would be in store for him if they did.
  
  50
  Despite what seems to be the inevitable extinction of 
  the human race, rare groups of pureblood humans, 
  clustered in tiny communities and scattered across 
  the Twisted Earth, do exist. These groups, direct 
  descendants of the few humans who managed to 
  escape the cataclysm of the Fall—in shelters, vaults, 
  and protected domes—have grown increasingly rare 
  in recent decades as their isolationist tendencies and 
  small population move them ever closer to vanishing 
  forever. Mutant gangs, degenerate raiders, and all 
  manner of evolved creatures prey upon them, beating 
  against the walls of their fortress-like enclaves until 
  they inevitably collapse, their people either killed or 
  assimilated into the mutated populace of the Twisted 
  Earth.
  Some humans, however, have earned for themselves 
  (and indeed, all remnants of pureblood human stock) 
  a hated reputation as killers and hunters of mutant 
  kind. Enraged by the rape and slaughter of their 
  human brothers and sisters by savage mutant tribes 
  and the insane pseudo-societies of the wasteland, these 
  survivors have become Mutant Hunters.
  The Mutant Hunter is part of an elite and feared 
  predatory “caste” that has taken upon itself the task of 
  exterminating all mutant life. Though mutants in this 
  world vastly outnumber humans, these 
  men and women have sworn 
  to hunt them to extinction 
  and reclaim the world for 
  humanity.
  Among the few 
  remaining human enclaves, 
  Mutant Hunters often fill 
  a prestigious role either 
  as elite soldiers and 
  protectors or as far-ranging 
  hunters who spend years 
  at a time wiping out as many 
  mutants as they can before 
  returning home.
  Requirements
  To qualify to become a Mutant 
  Hunter, a character must fulfill 
  the following criteria.
  Base Attack Bonus: +9.
  Skills: Knowledge 
  (mutant lore) 10 ranks, 
  Survival 10 ranks, Spot 
  8 ranks.
  Feats: Track, 
  Personal Firearm 
  Proficiency or Archaic 
  Weapon Proficiency.
  Talent: Mutation 
  Knowledge
  Special: Must not be a 
  mutant.
  Class Information
  The following information pertains to the Mutant 
  Hunter advanced class.
  Hit Die: 1d10.
  Action Points: 6 + one-half of the character’s level, 
  rounded down, every time she attains a new level in 
  this class.
  Class Skills: The Mutant Hunter’s class skills 
  are: Disguise (Cha), Escape Artist (Dex), Gather 
  Information (Cha), Hide (Dex), Intimidate (Cha), 
  Navigate (Int), Knowledge (mutant lore) (Int), Listen 
  (Wis), Move Silently (Dex), Spot (Wis), Survival 
  (Wis), Treat Injury (Wis), and Tumble (Dex).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Mutant Hunter 
  advanced class.
  Bonus Feats: The Mutant Hunter gets a bonus 
  feat at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Advanced Firearms 
  Proficiency, Archaic Weapons Proficiency, Armor 
  Proficiency (light), Burst Fire, Dead Aim, Dodge, 
  Double Tap, Exotic Firearms Proficiency, Far Shot, 
  Futuristic Firearm Proficiency, Guide, Improved 
  Initiative, Mobility, Personal Firearm Proficiency, 
  Precise Shot, Quick Draw, Quick Reload, Spring 
  Attack, Skip Shot, Run, Stealthy.
  Mutant Hunter: Through extensive study and 
  training, the Mutant Hunter has become especially 
  knowledgeable about mutants and effective in 
  combating them. This translates to a +1 damage bonus 
  with melee and missile weapons against mutants of 
  all kinds and “generations” (characters, NPCs, and 
  monsters alike), as well as Bluff, Listen, Sense 
  Motive, Spot and Survival checks against the 
  same.
  This bonus increases to +2 at 5th level and +3 
  at 10th level.
  Smite Mutant: Using 1 action point, the Mutant 
  Hunter can harness her hatred for mutants into 
  a single devastating blow. The Mutant 
  Hunter gains a bonus equal 
  to her Knowledge (mutant 
  lore) ranks (not bonus) to 
  his attack and damage 
  rolls. This bonus stacks 
  with the Mutant Hunter 
  bonus.
  Mutant Slayer: This 
  ability represents the 
  Mutant Hunter’s 
  expertise at finding 
  and exploiting the 
  various weaknesses 
  of mutants. Given 
  time, the Mutant 
  
  51
  TABLE 1-22: THE MUTANT HUNTER
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +1
  +1
  +1
  Smite Mutants 
  +1
  +1
  2
  +2
  +2
  +2
  +2
  Mutant Hunter +1
  +1
  +1
  3
  +3
  +2
  +2
  +2
  Bonus Feat
  +2
  +1
  4
  +4
  +2
  +2
  +2
  Mutant Slayer
  +2
  +2
  5
  +5
  +3
  +3
  +3
  Mutant Hunter +2
  +3
  +2
  6
  +6
  +3
  +3
  +3
  Bonus Feat
  +3
  +2
  7
  +7
  +4
  +4
  +4
  Mind Tricks 
  +4
  +3
  8
  +8
  +4
  +4
  +4
  Mutant Hunter +3
  +4
  +3
  9
  +9
  +4
  +4
  +4
  Bonus Feat
  +5
  +3
  10
  +10
  +5
  +5
  +5
  Mutant Bane
  +5
  +4
  Hunter can study a mutant and determine the best way 
  to slay him in a single attack. If the Mutant Hunter 
  can observe a mutant for 3 full rounds, she may make 
  a Knowledge (mutant lore) check (DC 15) to gain the 
  ability to make a mutant-slaying attempt when the 
  target is denied his dexterity bonus or flanked. Upon 
  a successful mutant slayer attack, the target must 
  make a Fortitude save (DC 10 + the Mutant Hunter’s 
  Knowledge (mutant lore) rank) or be killed instantly. 
  If the target survives, he takes damage as if the Mutant 
  Hunter had smitten him.
  Mind Tricks: Experience in combating mutants has 
  led the Mutant Hunter to develop special mind tricks 
  to resist the effects of mental attacks. The Mutant 
  Hunter adds her Mutant Hunter level to her Will save 
  when resisting psionics and other mind-affecting 
  mutations used against her.
  Mutant Bane: A Mutant Hunter of this level 
  represents the perfect mutant-killing machine, capable 
  of slaying hordes of mutants in seconds. Using 1 
  action point, the Mutant Hunter can attempt to slay a 
  mutant regardless of whether the target is denied his 
  dexterity bonus or flanked. In addition, the Mutant 
  Hunter does not require 3 rounds of study or a 
  successful Knowledge (mutant lore) check.
  to those in pain from disease and radiation, those in 
  misery, dying of starvation and neglect, and those 
  simply seeking a way out of this hopeless life after 
  the Fall. In truth, he was a profiteer, and she knew 
  it. He was a madman, with aspirations to control the 
  wasteland through addiction of its inhabitants.
  She continued her work undisturbed, knowing full 
  well that the simpletons left to guard her had no idea 
  she was concocting a volatile mixture that would blow 
  them all to Hell.
  The Scientist is an advanced thinker and scholar, an 
  intellectual, whose skills go beyond mere education, 
  bordering on the level of genius. As science and 
  knowledge are valuable commodities in this run-down, 
  hopeless world, true scientists are a rare and priceless 
  luxury. Like Tinkers, who are kept in hiding and 
  protected from the outside world, scientists can also 
  be revered and sheltered solely for the secrets locked 
  within their heads.
  Requirements
  To qualify to become a Scientist, a character must 
  fulfill the following criteria.
  Skills: Knowledge (technology) 13 ranks, 
  Knowledge (any science) 13 ranks,  and Research 13 
  ranks.
  Class Information
  The following information pertains to the Scientist 
  advanced class.
  Hit Dice: 1d6.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Scientist class skills are: 
  Computer Use (Int), Craft (any) (Int), Decipher Script 
  (Int), Disable Device (Int), Drive (Dex), Knowledge 
  (any) (Int), Navigate (Int), Profession (Wis), Read/
  Write Language (none), Repair (Int), Research (Int), 
  Search (Int), Speak Language (none), and Spot (Wis).
  Skill Points at Each Level: 7 + Int modifier.
  SCIENTIST
  Working in the gaudy light of a workbench, 
  surrounded by a menagerie of test tubes and bubbling 
  beakers, the frail-looking woman looked completely 
  out of place in the company of thugs and killers, a few 
  of whom stood nearby, warily watching her. A virtual 
  prisoner of these men, she had labored hard over the 
  past few months to bring their two-bit operation up to 
  the scale needed to meet their master’s demands.
  The “master,” whoever he really was, had a 
  vision: to spread his vile, poisonous product to all the 
  grungy corners of the wasteland. Under the guise of 
  humanitarianism, this “master” promised an escape 
  
  52
  Class Features
  The following features pertain to the Scientist 
  advanced class.
  Bonus Feats: A Scientist receives bonus feats 
  at 6th and 9th level. The feat must be selected from 
  the following list, and the character must meet the 
  prerequisites to select it: Advanced Armor Discipline, 
  Advanced Electronics Discipline, Advanced 
  Pharmaceutical Discipline, Advanced Weapons 
  Discipline, Aircraft Discipline, Educated, Gearhead, 
  Modern Firearms Discipline, Modern Vehicles 
  Discipline, Renown.
  Scientific Method: The Scientist is extremely 
  disciplined in her application of science. She 
  investigates every avenue and every possibility. 
  Using 1 action point, the Scientist can take 20 on any 
  Knowledge skill check.
  Scientific Improvisation: At 2nd level, the Scientist 
  gains the ability to improvise solutions using common 
  objects and scientific know-how. This ability lets the 
  Scientist create tools and devices quickly and cheaply, 
  even in a dramatic situation, but these creations have a 
  limited useful lifespan.
  By spending 1 action point and combining common 
  objects with a Craft check that corresponds to the 
  desired function, the Scientist can build a tool or 
  device to deal with any situation. The DC for the Craft 
  check is equal to the standard Craft DC of the object 
  that most closely matches the desired function.
  Only objects that can normally be used more than 
  once can be improvised.
  Electronic devices, special tools, mechanical 
  devices, and even weapons can be built with scientific 
  improvisation. It takes a full-round action to make an 
  object with scientific improvisation. The object, when 
  put into use, lasts for a number of rounds equal to the 
  Scientist’s class level, or until the end of the current 
  encounter, before it breaks down. It can’t be repaired.
  Protected By The Code: This ability is the same 
  as Scholar ability of the same name. If the Scientist 
  already possesses this ability, she may choose a bonus 
  feat.
  Smart Weapon: The Scientist selects one weapon 
  with which she is proficient and can use that weapon 
  with one hand. With the selected weapon, the Scientist 
  can use her Intelligence modifier instead of her 
  Strength or Dexterity modifier on attack rolls. She can 
  choose any weapon, even an advanced one.
  Hypothesis: Highly experienced Scientists are 
  renowned for their ability to make “educated guesses” 
  in a flash of inspiration. With this ability, the Scientist 
  can use 1 action point to come up with a useful theory 
  that answers a question concerning a specific goal, 
  event, or activity that occurred in the past or will occur 
  within 1 week. In all cases, the GM controls what 
  information the character receives. The base chance 
  for a correct hypothesis is 50% + 2% per Scientist 
  level. If the dice roll fails, the character knows the 
  ability has failed.
  Lead Scientist: The Scientist has become so 
  renowned that she starts to gain followers. Some of 
  the followers are fellow Scientists who simply want 
  to learn from their more experienced colleague, while 
  others may be warriors who have dedicated their 
  lives to protecting one of the few great minds left in 
  the wastelands. This ability grants the Scientist the 
  leadership feat.
  Funding: Most Scientists have specific scientific 
  goals that they wish to achieve. Often, the largest 
  barrier to such achievements is a lack of resources. At 
  8th level, a Scientist’s career has advanced sufficiently 
  that she has attracted a group or person that either 
  shares her vision or simply wants to reap the benefits 
  of the Scientist’s labors. Regardless of the motive, 
  the Scientist now acquires a funding source of some 
  kind. This could be a paramilitary group that wants 
  advanced weapons, a group of Resurrectors attempting 
  to rebuild a nuclear power plant, or group of medicine 
  men that want to rediscover the Ancient power of 
  cloning.
  
  53
  TABLE 1-23: THE SCIENTIST
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +0
  +1
  +1
  Scientific Method 
  +1
  +2
  2
  +1
  +0
  +2
  +2
  Scientific Improvisation
  +1
  +2
  3
  +1
  +1
  +2
  +2
  Protected By Code
  +2
  +2
  4
  +2
  +1
  +2
  +2
  Smart Weapon
  +2
  +3
  5
  +2
  +1
  +3
  +3
  Hypothesis
  +3
  +3
  6
  +3
  +2
  +3
  +3
  Bonus Feat
  +3
  +4
  7
  +3
  +2
  +4
  +4
  Lead Scientist 
  +4
  +4
  8
  +4
  +2
  +4
  +4
  Funding
  +4
  +4
  9
  +4
  +3
  +4
  +4
  Bonus Feat
  +5
  +4
  10
  +5
  +3
  +5
  +5
  Improved Scientific Method
  +5
  +5
  This ability leaves a lot to the GM’s discretion. 
  The character does not receive unlimited resources, 
  but she does receive enough to make continued and 
  substantial progress. At a minimum, the Scientist 
  should be provided with a lab, access to some 
  Ancient research materials, and sufficient resources to 
  perform experiments and crafts that require materials. 
  Extremely rare and expensive requests may require 
  significant time to acquire; they might even require 
  assistance from the Scientist (can you say adventure?).
  Improved Scientific Method: At 10th level, the 
  Scientist can apply her Scientific Method to specific 
  projects. By using 1 action point, the Scientist can take 
  20 on any Craft skill check.
  A true opportunist, the Tech Looter is like the small 
  fish that follows the school of bigger fish, knowing 
  that when all is said and done, there will be at least 
  a few scraps for him to scavenge. Even better, if he 
  manages to find out where they are headed, he’ll get 
  there before the crowd and be out before anyone’s the 
  wiser.
  The Tech Looter specializes in stealth and tracking, 
  keeping an ear to the ground for rumors of the 
  next tech “mother lode” or simply eavesdropping 
  on careless expedition members who let slip their 
  intentions and destinations. If he can, the Tech Looter 
  will try to get to the lost cache or stockpile before his 
  more powerful competitors, looting it for everything 
  he can and getting out before they ever arrive.
  The Tech Looter is a hated nuisance to all groups 
  that seek out lost artifacts. If he is caught, he is usually 
  shot on sight; if his identity is ever discovered, he will 
  soon find he has a price on his head.
  Despite the dangers, the Tech Looter stands to make 
  a terrific profit for his troubles. Whether he arrives 
  ahead of the pack to take the choicest items before 
  scampering off into the night or comes late and has 
  only the leavings to pick from in the morning, there 
  are many on the Twisted Earth who would buy his 
  finds, whatever they might be.
  Requirements
  To qualify to become a Tech Looter, a character must 
  fulfill all the following criteria.
  Base Attack Bonus: +6.
  Skills: Computer User 6 ranks, Disable Device 
  8 ranks, Gather Information 10 ranks, Knowledge 
  (technology) 13 ranks, Knowledge (ancient lore) 8 
  ranks, Repair 6 ranks.
  Feats: Advanced Technology.
  TECH LOOTER
  The party of monastic warriors departed the choking 
  atmosphere of the darkened drinking hole, taking with 
  them their heavy laser weapons and powered armor. 
  As they marched out the door, casting menacing glares 
  at the local patrons, a lone individual emerged from 
  the shadows to approach the bartender.
  When he was sure the warriors were gone, he 
  reached into his tattered robes and pulled out a small 
  sack of corium nuggets, the slightly radioactive 
  warmth of which he could feel even through the thick 
  burlap.
  As he dangled the coins over the bartender’s hand, a 
  single question slipped from his lips.
  “Which way did they say they were heading?”
  The Tech Looter is a clever type of Scav or Trader 
  who makes his living by following the trails of the 
  major players in the post-apocalyptic world. Watching, 
  waiting, and scrutinizing their movements, he tracks 
  them hundreds of miles across the desert, knowing 
  that wherever they are headed, something valuable is 
  bound to be uncovered.
  
  54
  Class Information
  The following information pertains to the Tech Looter 
  advanced class.
  Hit Dice: 1d8.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Tech Looter class skills are: 
  Computer Use (Int), Decipher Script (Int), Disable 
  Device (Dex), Drive (Dex), Gather Information (Cha), 
  Hide (Dex), Knowledge (ancient lore, technology) 
  (Int), Listen (Wis), Move Silently (Dex), Navigate 
  (Int), Repair (Int), Search (Int), Sleight of Hand (Dex), 
  Spot (Wis), and Survival (Wis).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  All of the following are class features of the Tech 
  Looter prestige class.
  Bonus Feats: A Tech Looter receives a bonus feat 
  at 3rd, 6th, and 9th level. The feat must be selected 
  from the following list, and the character must meet 
  the prerequisites to select it: Acrobatic, Advanced 
  Firearms Proficiency, Agile Riposte, Alertness, 
  Cautious, Defensive Martial Arts, Dodge, Double 
  Tap, Elusive Target, Futuristic Firearms Proficiency, 
  Improved Initiative, Meticulous, Mobility, Nimble, 
  Personal Firearms Proficiency, Precise Shot, Point 
  Blank Shot, Quick Draw, Run, Shot on the Run, 
  Spring Attack, Stealthy, Track, and Unbalance 
  Opponent.
  Ancient Sense: The Tech Looter has a unique 
  understanding of Ancient facilities, which grants him 
  many benefits when exploring ruins and disabling 
  Ancient security measures.
  When attempting to bypass Ancient security, the 
  Tech Looter gains a +4 insight bonus to Computer 
  Use, Disable Device, and Open Lock. Additionally, 
  when making reflex saves due to high-tech traps, the 
  Tech Looter may add his Intelligence modifier to his 
  roll.
  Contacts: The Tech Looter knows someone in 
  every town who is willing to buy for a fair price. A 
  Tech Looter can sell any item of advanced technology 
  (GM’s decision on what constitutes “advanced 
  technology” in a given settlement) for the standard 
  market price, regardless of whether the town has 
  sufficient resources or cash on hand. He is always able 
  to find a buyer (whether a passing merchant or local 
  eccentric no one knew about).
  On The Lookout: The Tech Looter receives a bonus 
  equal to his Tech Looter level to Gather Information 
  checks when listening for rumors about technological 
  finds, lost bases of the Ancients, tech mother lodes, 
  etc.
  Beat Feet: The Tech Looter has the uncanny 
  ability to make it to a chosen destination faster than 
  most people by taking short cuts, forfeiting sleep for 
  progress and taking secret paths through otherwise 
  uncharted terrain. While his movement on a tactical 
  level remains unchanged, the Tech Looter is able to 
  cover a distance 50% greater than normal in a given 
  24-hour period when traveling over land.
  Tech Mastery: Many items pass through a Tech 
  Looter’s hands, and he hears about a lot more. The 
  Tech Looter can, without a Technology check, identify 
  any tech item he sees and handles. He can also 
  determine if the item is damaged or malfunctioning 
  and discern its purpose and use.
  When repairing technology, the Tech Looter gains a 
  +4 insight bonus to Repair checks. Also, when using 
  high-tech weapons, the Tech Looter does not suffer a 
  non-proficiency penalty.
  Sneak Attack: Like a Scav, the Tech Looter is 
  a stealthy, sneaky predator, often ambushing lone 
  wanderers and straggling merchants. As such, he 
  receives a damage bonus when his target is denied 
  his Dexterity bonus or flanked. A Tech Looter 
  may sneak attack with a melee weapon or a 
  ranged weapon, as long as the enemy is within 
  30 feet.
  
  55
  TABLE 1-24: THE TECH LOOTER
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +0
  +2
  +0
  Sneak Attack +1d6, Contacts
  +1
  +0
  2
  +1
  +0
  +3
  +0
  Ancient Sense 
  +2
  +0
  3
  +2
  +1
  +3
  +1
  Bonus Feat
  +2
  +0
  4
  +3
  +1
  +4
  +1
  Beat Feet
  +3
  +0
  5
  +3
  +1
  +4
  +1
  Sneak Attack +2d6
  +4
  +1
  6
  +4
  +2
  +5
  +2
  Bonus Feat
  +4
  +1
  7
  +5
  +2
  +5
  +2
  On The Lookout 
  +5
  +1
  8
  +6
  +2
  +6
  +2
  Tech Mastery
  +6
  +1
  9
  +6
  +3
  +6
  +3
  Bonus Feat
  +6
  +2
  10
  +7
  +3
  +7
  +3
  Sneak Attack +3d6
  +7
  +2
  TRADE MASTER
  Standing high atop the mission-like structure of his 
  clan’s trade caravan, the trade master observed the  
  fiery aura of early twilight, painted across the sky in 
  bright, broad brush strokes. He often came up here at 
  this hour to relax and ponder the successes of the day. 
  In the distance, he could hear his underlings preparing 
  the next caravan for its long journey across the 
  wasteland to parts far and wide. Before him, stretching 
  out like a carpet of ever-darkening colors, was the city 
  he had personally built to fuel his trade empire. Once 
  a mere oasis, it was now a garden of diverse groups 
  and visiting wayfarers. The life that bloomed here was 
  a reflection of his success, his authority, and his power.
  The Trade Master is a member of high standing in 
  one of the wasteland’s few but powerful trade cartels. 
  He might swear allegiance to a coalition of trade 
  communities come together for mutual profit, or 
  he might be a leader of a nomadic family clan that 
  subsists solely through keeping outlying settlements 
  connected, but whatever his station, he knows that all 
  trade “houses” are vital links that help keep humanity 
  (and mutant kind) alive—and are powerful as a result.
  The individual Trade Master’s abilities lie not 
  only in the fundamental principles of his profession 
  (i.e. buy low and sell high), but also in his ability 
  to convince others of his benevolence. Diplomacy 
  is as much a part of trade and commerce in the 
  violent wastes as the actual goods themselves. It is 
  a fine art that requires years of experience, an innate 
  understanding of others, and an ability to read the 
  motivations of other leaders. A Trade Master must 
  often take on the role of peacemaker or negotiator, if 
  only to keep the goods flowing to the markets of the 
  region.
  The rewards for mastering these often-difficult 
  social talents are numerous: protection from outside 
  law, followers at one’s disposal, a family and clan 
  to call “home,” concubines and luxuries beyond the 
  imaginings of most men, and personal influence 
  enough to satisfy even the most debauched and 
  egotistical princes and kings.
  Requirements
  To qualify to become a Trade Master, a character must 
  fulfill the following criteria.
  Skills: Bluff 10 ranks, Diplomacy 13 ranks, Gather 
  Information 8 ranks, Profession (trader) 13 ranks.
  Feats: Leadership, Market (x2).
  Class Information
  The following information pertains to the Trade 
  Master advanced class.
  Hit Dice: 1d6.
  Action Points: 6 + one-half of the character’s level, 
  rounded down.
  Class Skills: The Trade Master class skills are: 
  Bluff (Cha), Diplomacy (Cha), Drive (Dex), Forgery 
  (Int), Gather Information (Cha), Handle Animal 
  (Cha), Intimidate (Cha), Knowledge (current events, 
  business) (Int), Navigate (Int), Profession (Wis), 
  Ride (Dex), Search (Int), Sense Motive (Wis), Speak 
  Language (any) (none), and Spot (Wis).
  Skill Points at Each Level: 7 + Int modifier.
  Class Features
  The following features pertain to the Trade Master 
  advanced class.
  Distribution Network: Distribution costs make up 
  a large portion of trade expenses. By pooling resources 
  with other cartels, an influential trader reduces these 
  costs. The Trade Master can now sell goods for 25% 
  more and buy goods for 25% less while in his Markets 
  (see feat).
  Leadership: The Trade Master slowly builds up his 
  cartel. He gets a bonus to his leadership score as he 
  gains levels.
  
  56
  Make A Deal: A Trade Master can get himself 
  out of trouble by striking an irresistible deal with his 
  captors. Attempting to “make a deal” requires the 
  target to make a Will save (DC 10 + Trade Master’s 
  Charisma modifier + Trade Master’s Character 
  Level) or let the Trade Master go. There are certain 
  limitations to this ability: the “trouble” must be a 
  sentient creature that speaks the same language as the 
  Trade Master, and the creature must have some basic 
  TABLE 1-25: THE TRADE MASTER
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +0
  +0
  +1
  +1
  Distribution Network, 
  Improved Cohort
  +1
  +2
  2
  +1
  +0
  +2
  +2
  Leadership +1 
  +1
  +2
  3
  +1
  +1
  +2
  +2
  Make A Deal
  +2
  +2
  4
  +2
  +1
  +2
  +2
  Leadership +2
  +2
  +3
  5
  +2
  +1
  +3
  +3
  Wise Man Speaks
  +3
  +3
  6
  +3
  +2
  +3
  +3
  Leadership +3
  +3
  +3
  7
  +3
  +2
  +4
  +4
  Peacemaker
  +4
  +4
  8
  +4
  +2
  +4
  +4
  Leadership +4
  +4
  +4
  9
  +4
  +3
  +4
  +4
  Market Leverage
  +5
  +4
  10
  +5
  +3
  +5
  +5
  Leadership +5
  +5
  +5
  need that the trader could possibly fill. Whether or not 
  the Trade Master actually follows through on filling 
  that need is entirely up to him. A Trade Master cannot 
  attempt this ability more than once with a given enemy 
  (or community).
  Peacemaker: The Trade Master has become 
  renowned as a negotiator and mediator between distant 
  peoples, and all communities that know him honor 
  his reputation for neutrality and objectivity. This 
  makes the Trade Master respected as a diplomat and 
  peacemaker. A Trade Master of 7th level receives a +4 
  competence bonus to all Bluff, Diplomacy, Intimidate, 
  and Sense Motive checks.
  Wise Man Speaks: The Trade Master can add his 
  Wisdom modifier (if any) to his Charisma bonus when 
  dealing in diplomacy, trades, or negotiations.
  Market Leverage: At 9th level, the Trade Master is 
  a titan of business, actually able to manipulate prices 
  by restricting demand, engaging in monopolistic 
  practices, and unduly exerting his influence. The Trade 
  Master can now sell goods for 50% more and buy 
  goods for 50% less while in his Markets (see feat).
  In addition, the Trade Master may choose to block 
  all other Traders or Trade Master’s from gaining their 
  Market, Distributed Network, or Market Leverage 
  benefits. This can often result in trade wars or armed 
  conflict.
  Improved Cohort: The Trade Master has the ability 
  to arrange for an improved cohort. If at any time 
  the Trade Master’s Leadership score would imply a 
  higher-level cohort then the one currently in service, 
  he may choose to dismiss that current cohort and 
  summon a new one of higher level. Alternatively, he 
  may train his current cohort and upgrade him to the 
  higher-level. This training takes one week. Neither 
  of these actions have a negative effect on the Trade 
  Master’s Leadership score.
  
  57
  WARRIOR MONK
  In the dusty, hollow ruins of the sprawling factory 
  complex, cracked open to the blood-red sky above 
  by some ancient bombardment, two opposing forces 
  moved within range. On one side came the thunderous 
  echo of powered armor boots, the clank and whir of 
  electrically assisted armor plate, and the subsonic 
  rumble of plasma weapons at the ready. A force of 
  Foundationists moved to secure the ruins, confident in 
  their superiority.
  Ahead of them, emerging quietly from the sharp and 
  irregular rubble of the structure’s maze-like interior, 
  came an almost equal number of silent opponents. In 
  sharp contrast to the seemingly superior Foundation 
  entourage, these “soldiers” wore only long drab robes 
  of a twilight purple color, covering their long, pale 
  limbs and an almost certain abundance of ghastly 
  mutations. Their faces, a moment ago obscured 
  by the shadows of their deep cowls, were suddenly 
  illuminated in a vibrant half-light as their eyes flared 
  with untold psychic power.
  Two elite forces faced off. Only one would emerge 
  victorious.
  The term “Warrior Monk” is used to describe the 
  military elite of many rising power groups of the 
  Twisted Earth. Motivated by some philosophy, duty, 
  or code of conduct, these men and women dedicate 
  themselves to either upholding an intangible ideal or 
  selflessly furthering the aims of their faction. Unlike 
  most followers of these cults and rising “empires,” 
  who apply a wide variety of skills and abilities to 
  further their cause’s influence and successes, the 
  Warrior Monk focuses on his martial abilities.
  Examples of the Warrior Monk class include 
  the ruthless “paladins” and Resurrectionists of the 
  Foundation, the vigilante Rangers of the Deadlands, 
  who act as peacemakers in the wilderness, and the 
  mysterious agents of the Brotherhood of Radiation, 
  who hide among the populaces of many desert 
  communities, keeping a finger on the pulse of the 
  wasteland.
  In other settings, the term Warrior Monk can mean 
  many different things. He could be a member of a 
  community’s elite cadre of soldiers, a special-forces-
  style “commando.” Or he could be the loyal and 
  trusted retainer of a desert warlord or raider prince, a 
  “samurai” of sorts. Or he could be someone who takes 
  it upon himself to bring back the long-dead values of 
  heroism and adventure, a wanderer of the world not 
  unlike the “knight errant” of the ancient past.
  TABLE 1-26: THE WARRIOR MONK
  Level
  Base 
  Attack
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1
  +1
  +1
  +1
  +0
  Superior Ability
  +1
  +2
  2
  +2
  +2
  +2
  +0
  Bonus Feat 
  +1
  +2
  3
  +3
  +2
  +2
  +1
  Perfect Attack 
  +2
  +2
  4
  +4
  +2
  +2
  +1
  Superior Ability
  +2
  +3
  5
  +5
  +3
  +3
  +1
  Bonus Feat
  +3
  +3
  6
  +6
  +3
  +3
  +2
  Deadly Critical
  +3
  +3
  7
  +7
  +4
  +4
  +2
  Superior Ability
  +4
  +4
  8
  +8
  +4
  +4
  +2
  Bonus Feat
  +4
  +4
  9
  +9
  +4
  +4
  +3
  Superior Ability
  +5
  +4
  10
  +10
  +5
  +5
  +3
  Bonus Feat
  +5
  +5
  
  58
  Requirements
  To qualify to become a Warrior Monk, a character 
  must fulfill the following criteria.
  Base Attack Bonus: +10.
  Skills: Knowledge (tactics) 8 ranks.
  Feat: Combat Expertise, Combat Reflexes, Weapon 
  Focus.
  Special: Greater Weapon Specialization, Greater 
  Weapon Focus, or Living Weapon.
  Class Information
  The following information pertains to the Warrior 
  Monk advanced class.
  Hit Die: 1d10.
  Action Points: 6 + one-half of the character’s level, 
  rounded down, every time he or she attains a new level 
  in this class.
  Class Skills: The Warrior Monk’s class skills are: 
  Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge 
  (tactics) (Int), Listen (Wis), Ride (Dex), Sense Motive 
  (Wis), Spot (Wis), and Survival (Wis).
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the Warrior Monk 
  advanced class.
  Bonus Feats: The Warrior Monk gets a bonus feat 
  at 2nd, 5th, 8th and 10th level. The feat must be selected 
  from the following list or from the bonus feat list 
  of one of the following warrior classes (Barbarian, 
  Guardian, Gunslinger, Martial Artist, Raider, Road 
  Warrior, Survivalist, or Sister of the Desert): Advanced 
  Combat Martial Arts, Advanced Two Weapon 
  Fighting, Armed to the Teeth, Futuristic Firearm 
  Proficiency, Burst Fire, Dead Aim, Exotic Firearms 
  Proficiency, Exotic Melee Weapon Proficiency, Great 
  Cleave, Improved Combat Martial Arts, Improved 
  Disarm, Improved Trip, Improved Two Weapon 
  Fighting, Shot on the Run, Skip Shot, Spring Attack, 
  Sunder, Whirlwind Attack. The character must meet 
  the prerequisites for a feat in order to select it
  Superior Ability: The Warrior Monk chooses one 
  of four superior abilities: Superior Weapon Focus, 
  Superior Weapon Specialization, Superior Combat 
  Reflexes, and Superior Combat Expertise. Eventually, 
  the Warrior Monk will receive all four, but he may 
  choose them in any order. They are granted at 1st, 
  4th, 7th, and 9th levels. Superior Weapon Focus and 
  Specialization must be taken for a weapon for which 
  the character already has weapon focus.
  Superior Weapon Focus: Stacking with any previous 
  weapon focus bonuses, the Warrior Monk gains a +1 
  to all attack rolls for his weapon of choice.
  Superior Combat Reflexes: A Warrior Monk can 
  make multiple attacks of opportunity in a round equal 
  to his Dexterity Modifier plus his Wisdom Modifier.
  Superior Weapon Specialization: Stacking with any 
  previous weapon specialization bonuses, the Warrior 
  Monk gains a +2 to damage with his weapon of 
  choice.
  Superior Combat Expertise: When using the 
  Combat Expertise feat, a Warrior Monk can improve 
  his defense bonus by subtracting any amount from 
  his attack as long as it doesn’t exceed his base attack. 
  Normally, a character is limited to 5.
  Perfect Attack: Using 1 action point, the Warrior 
  Monk can choose to do maximum damage (but not 
  on a critical hit). Additional damage from feats, sneak 
  attacks, or special weapon properties is determined 
  normally.
  Deadly Critical: Using 1 action point, the Warrior 
  Monk can choose to increase his critical multiplier by 
  one factor. For example, a Warrior Monk scoring a 
  critical hit with a Desert Eagle can do x3 damage.
  NEW & REVISED 
  SKILLS
  Craft (Int)
  This skill encompasses several categories. Each 
  category is treated as a separate skill: Craft (chemical), 
  Craft (electronic), Craft (mechanical), Craft 
  (pharmaceutical), Craft (structural), Craft (visual arts), 
  and Craft (writing).
  Craft skills are specifically focused on creating 
  objects. In order to effectively use a Craft skill, a 
  character must have a kit or some other set of tools. 
  The cost of this equipment varies according to the 
  particular Craft skill.
  To use Craft, you must first decide what the 
  character is trying to create and consult the category 
  descriptions, below. If the character has the raw 
  materials, make the Craft check against the given DC 
  for the object in question. If the character fails the 
  check, he or she does not make the object, and the raw 
  materials are wasted (unless otherwise noted).  The 
  raw material costs are simply guidelines.  If attempting 
  to craft a specific object found in d20 Modern or 
  Darwin’s World, the raw materials should be roughly 
  one-third the object’s full price. 
  Generally, a character can take 10 when using a 
  Craft skill to construct an object, but can’t take 20 
  (since doing so represents multiple attempts, and 
  the character uses up the raw materials during the 
  first attempt). The exception is Craft (writing); the 
  character can take 20 because the character does not 
  use up any raw materials.
  
  59
  Craft (chemical) (Int)
  Trained Only
  This skill allows a character to mix chemicals 
  to create acids, bases, explosives, and poisonous 
  substances.
  Acids and Bases: Acids are corrosives substances. 
  Bases neutralize acids but do not deal damage. A base 
  of a certain type counteracts an acid of the same type 
  or a less potent type.
  Type of Acid
  Raw 
  Materials
  Acid 
  Craft 
  DC
  Base 
  Craft 
  DC
  Time
  Mild 
  (1d6/1d10) *
  70 cp
  15
  10
  1 
  min.
  Potent 
  (2d6/2d10)
  200 cp
  20
  15
  30 
  min.
  Concentrated 
  (3d6/3d10)
  650 cp
  30
  20
  1 hr.
  * The dice rolls in parentheses are typical splash 
  damage/immersion damage caused per round of 
  exposure to the acid.
  Explosives: Building an explosive from scratch is 
  dangerous. If the Craft (chemical) check fails, the raw 
  materials are wasted. If the check fails by 5 or more, 
  the explosive compound detonates as it is being made, 
  dealing half its intended damage to anyone in the burst 
  radius, including the character crafting the explosive 
  device.
  If the check succeeds, the final product is a solid 
  material, about the size of a brick. An explosive 
  compound does not include a fuse or detonator. 
  Connecting a fuse or detonator requires a Demolitions 
  check.
  Type of Scratch-
  Built Explosive
  Raw 
  Materials
  Craft 
  DC
  Time
  Improvised 
  (1d6/5 feet) *
  40 cp
  10
  1 round
  Simple 
  (2d6/5 feet)
  100 cp
  15
  10 min.
  Moderate 
  (4d6/10 feet)
  300 cp
  20
  1 hr.
  Complex 
  (6d6/15 feet)
  500 cp
  25
  3 hr.
  Powerful 
  (8d6/20 feet)
  1,000 cp
  30
  12 hr.
  Devastating 
  (10d6/25 feet)
  3,000 cp
  35
  24 hr.
  * The figures in parentheses are typical damage/burst 
  radius for each type of explosive.
  Poisonous Substances: Solid poisons are usually 
  ingested. Liquid poisons are most effective when 
  injected directly into the bloodstream. Gaseous 
  poisons must be inhaled in order to be effective. The 
  table below summarizes the characteristics of various 
  poisons.
  Save DC: The Difficulty Class of the Fortitude save 
  to negate the effects of the poison.
  Initial Damage: The damage a character takes 
  immediately upon failing his or her Fortitude save.
  Secondary Damage: The damage a character 
  takes after 1 minute of exposure to the poison if the 
  character fails a second saving throw. Ability score 
  damage is temporary, unless marked with an asterisk, 
  in which case the damage is a permanent ability drain. 
  Unconsciousness lasts for 1d3 hours, and paralysis 
  lasts 2d6 minutes.
  Raw Materials: The corium necessary to obtain the 
  raw materials to craft the poison, or to purchase one 
  bottle of solid or liquid poison or one high-pressure 
  cylinder of gaseous poison. A bottle holds four doses, 
  while a cylinder holds enough gas to fill a 10-foot-
  radius area.
  Craft DC: The DC of the Craft check to create a 
  quantity of the poison.
  Time: The amount of time required for the Craft 
  check.
  If the Craft check succeeds, the final product is a 
  synthesized solid or liquid poison stored in a bottle 
  (containing 4 doses) or a gas stored in a pressurized 
  cylinder. When released, the gas is sufficient to fill a 
  10-foot-radius area and takes 1 round to fill the area.
  Craft (electronic) (Int)
  Trained Only
  This skill allows a character to build electronic 
  equipment from scratch, such as audio and video 
  equipment, timers and listening devices, or radios and 
  communication devices.
  When building an electronic device from scratch, 
  the character describes the kind of device he or she 
  wants to construct; then the Gamemaster decides 
  whether the device is simple, moderate, complex, or 
  advanced compared to current technology. 
  Electronics 
  (Examples)
  Raw 
  Materials Craft DC Time
  Simple (timer or 
  detonator)
  70 cp
  15
  1 hr.
  Moderate (radio 
  direction finder, 
  electronic lock)
  200 cp
  20
  12 hr.
  Complex (cell phone)
  650 cp
  25
  24 hr.
  Advanced (computer)
  3,500 cp
  30
  60 hr.
  Futuristic 
  (android brain)
  15,000 cp
  35
  200 
  hr
  
  60
  Advanced Electronics: Some high tech electronics, 
  such as those found in the Artifacts of the Ancients, 
  require the Advanced Electronics Discipline feat.  
  Characters without this feat suffer a –4 non-discipline 
  penalty to craft checks.
  Advanced Armor and Weapons: Some high 
  tech weapons and armor, such as those found in 
  the Artifacts of the Ancients, require the Advanced 
  Armor Discipline, Advanced Electronics Discipline, 
  or Advanced Weapons Discipline feat.  Characters 
  without these feats suffer a –4 non-discipline penalty 
  per required feat to craft checks.  For example, if a 
  character is attempting to create a suit of power armor 
  and does not have the Advanced Armor Discipline 
  and Advanced Electronics Discipline, he suffers a 
  cumulative –8 non-discipline penalty. If he has one of 
  the required feats, the penalty is only –4.
  Special: A character without an electrical tool kit 
  takes a –4 penalty on Craft (electronic) checks.
  A character with the Builder feat gets a +2 bonus on 
  all Craft (electronic) checks. 
  TABLE 1-27: POISONS
  Poison 
  Type
  Save 
  DC
  Initial Damage
  Secondary 
  Damage
  Raw 
  Materials
  Craft 
  DC
  Time
  Arsenic
  Ingested
  15
  1d4 Str
  2d4 Con
  90 cp
  24
  4 hr.
  Atropine
  Injury
  13
  1d6 Dex
  1d6 Str
  12 cp
  14
  1 hr.
  Belladonna (plant)
  Injury
  18
  1d6 Str
  2d6 Str
  350 cp
  n/a
  n/a
  Blue vitriol
  Injury
  12
  1d2 Con
  1d2 Con
  12 cp
  9
  1 hr.
  Chloral hydrate
  Ingested
  18
  1d6 Dex
  Unconsciousness 
  1d3 hours
  200 cp
  28
  8 hr.
  Chloroform*
  Inhaled
  17
  Unconsciousness 
  1d3 hours
  -
  90 cp
  24
  4 hr.
  Curare (plant)
  Injury
  18
  2d4 Dex
  2d4 Wis
  500 cp
  n/a
  n/a
  Cyanide
  Injury
  16
  1d6 Con
  2d6 Con
  500 cp
  31
  15 hr.
  Cyanogen
  Inhaled
  19
  1d4 Dex
  2d4 Con
  200 cp
  28
  8 hr.
  DDT
  Inhaled
  17
  1d2 Str
  1d4 Str
  90 cp
  20
  4 hr.
  Desert anemone sap
  Injury
  15
  Stun 1d4 rounds
  -
  200 cp
  n/a
  n/a
  Knockout gas
  Inhaled
  18
  1d3 Dex
  Unconsciousness 
  1d3 hours
  200 cp
  26
  8 hr.
  Lead arsenate (gas)
  Inhaled
  12
  1d2 Str
  1d4 Con
  40 cp
  17
  2 hr.
  Lead arsenate (solid) 
  Ingested
  12
  1d2 Con
  1d4 Con
  40 cp
  18
  2 hr.
  Mustard gas
  Inhaled
  17
  1d4 Con
  2d4 Con
  200 cp
  26
  8 hr.
  Mutant bug venom
  Injury
  13
  1d2 Con
  1d2 Con
  20 cp
  n/a
  n/a
  Othydont pus
  Inhaled
  15
  Nauseated 1d4 hours
  -
  90 cp
  n/a
  n/a
  Paris green (gas)
  Inhaled
  14
  1d2 Con
  1d4 Con
  90 cp
  20
  4 hr.
  Paris green (solid)
  Ingested
  14
  1d4 Con
  1d4 Con
  90 cp
  24
  4 hr.
  Rattlesnake venom
  Injury
  12
  1d6 Con
  1d6 Con
  200 cp
  n/a
  n/a
  Sarin nerve gas
  Inhaled
  18
  1d4 Con
  2d4 Con
  500 cp
  30
  15 hr.
  Scorpion/tarantula venom
  Injury
  11
  1d2 Str
  1d2 Str
  200 cp
  n/a
  n/a
  Strychnine
  Injury
  19
  1d3 Dex
  2d4 Con
  90 cp
  23
  4 hr.
  Tear gas
  Inhaled
  15
  Blindness 1d6 
  rounds
  -
  90 cp
  21
  4 hr.
  Utarn spittle
  Injury
  13
  Paralysis 2d6 
  minutes
  -
  275 cp
  n/a
  n/a
  VX nerve gas
  Inhaled
  22
  1d6 Con
  2d6 Con
  2,000 cp
  42
  48 hr.
  * Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful 
  grapple check and pin.
  n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the 
  creature in question.
  
  61
  Craft (mechanical) (Int)
  Trained Only
  This skill allows a character to build mechanical 
  devices from scratch, including engines and engine 
  parts, weapons, armor, and other gadgets. When 
  building a mechanical device from scratch, the 
  character describes the kind of device he or she wants 
  to construct; then the Gamemaster decides if the 
  device is simple, moderate, complex, or advanced 
  compared to current technology.
  Mechanical Device 
  (Examples)
  Raw 
  Materials
  Craft 
  DC
  Time
  Simple (tripwire 
  trap)
  30 cp
  15
  1 hr
  Moderate (engine 
  component, light 
  armor)
  200 cp
  20
  12 hr.
  Complex 
  (automobile engine, 
  9mm autoloader 
  handgun)
  650 cp
  25
  24 hr.
  Advanced (jet 
  engine)
  3,500 cp
  30
  60 hr.
  Futuristic (energy 
  weapon, power 
  armor)
  15,000 cp
  35
  200 
  hr
  Modern Aircraft, Firearms, and Vehicles: Modern 
  Aircraft, Firearms, and Vehicles require the Modern 
  Aircraft Discipline, Modern Firearms Discipline, or 
  Modern Vehicles Discipline feat. Characters without 
  the respective feat suffer a –4 non-discipline penalty to 
  craft checks.
  Advanced Armor and Weapons: Some high 
  tech weapons and armor, such as those found in 
  the Artifacts of the Ancients, require the Advanced 
  Armor Discipline, Advanced Electronics Discipline, 
  or Advanced Weapons Discipline feat.  Characters 
  without these feats suffer a –4 non-discipline penalty 
  per required feat to craft checks.  For example, if a 
  character is attempting to create a suit of power armor 
  and does not have the Advanced Armor Discipline 
  and Advanced Electronics Discipline, he suffers a 
  cumulative –8 non-discipline penalty. If he has one of 
  the required feats, the penalty is only –4.
  Special: A character without a mechanical tool kit 
  takes a –4 penalty on Craft (mechanical) checks.
  A character with the Builder feat gets a +2 bonus on 
  all Craft (mechanical) checks.
  Craft (pharmaceutical) (Int)
  Trained Only
  This skill allows a character to compound medicinal 
  drugs to aid in recovery from treatable illnesses. A 
  medicinal drug gives a +2 circumstance bonus on 
  Fortitude saves made to resist the effects of a disease.
  The Craft (pharmaceutical) check is based on the 
  severity of the disease to be countered as measured by 
  the DC of the Fortitude save needed to resist it.
  Disease Fortitude 
  Save DC
  Raw 
  Materials
  Craft 
  DC
  Time
  14 or lower
  30 cp
  15
  1 hr.
  15–18
  120 cp
  20
  3 hr.
  19–22
  500 cp
  25
  6 hr.
  23 or higher
  2,000 cp
  30
  12 hr.
  Advanced Pharmaceuticals: Some advanced 
  drugs, such as those found in the Artifacts of the 
  Ancients, require the Advanced Pharmaceuticals 
  Discipline feat.  Characters without this feat suffer a 
  –4 non-discipline penalty to craft checks.
  Special: A character without a pharmacist kit takes a 
  –4 penalty on Craft (pharmaceutical) checks.
  A character with the Medical Expert feat gets a +2 
  bonus on all Craft (pharmaceutical) checks.
  Craft (structural) (Int)
  This skill allows a character to build wooden, concrete, 
  or metal structures from scratch, including bookcases, 
  desks, walls, houses, and so forth, and include such 
  handyman skills as plumbing, house painting, drywall, 
  laying cement, and building cabinets.
  Structure 
  (Examples)
  Raw 
  Materials
  Craft 
  DC
  Time
  Simple (bookcase, 
  false wall)
  30 cp
  15
  12 hr.
  Moderate (catapult, 
  shed, house deck)
  120 cp
  20
  24 hr.
  Complex (bunker, 
  domed ceiling)
  500 cp
  25
  60 hr.
  Advanced (house)
  2,000 cp
  30
  600 hr.
  When building a structure from scratch, the 
  character describes the kind of structure he or she 
  wants to construct; then the Gamemaster decides if the 
  structure is simple, moderate, complex, or advanced in 
  scope and difficulty.
  Special: A character without a mechanical tool kit 
  takes a –4 penalty on Craft (structural) checks.
  A character with the Builder feat gets a +2 bonus on 
  all Craft (structural) checks.
  
  62
  Knowledge (Int)
  The following are some knowledge skills that exist in 
  this post-holocaust setting beyond those listed in d20 
  Modern.
  Ancient Lore 
  This skill governs the knowledge of the culture, 
  civilization, and basic technologies employed by the 
  Ancients (who are all but gone from the face of the 
  Twisted Earth).  A player whose character has this 
  skill can realistically play his character as having 
  the knowledge of what the Ancients did, how they 
  lived, etc. and are not subject to the same “ignorance” 
  as other survivors of the cataclysm.  Note that this 
  does not mean the character knows how to operate 
  machines, fire weapons, or use Ancient technology, 
  it just means he has an understanding of what the 
  Ancients were about.
  Mutant Lore  
  This skill assumes a great deal of experience with, 
  or against, mutated beings in the character’s past.  It 
  allows the character to identify, at first sight, obvious 
  mutations possessed by mutants and monsters.  This 
  gives the character a better idea of what he is facing.  
  In addition, should a mutant use a non-obvious ability 
  (such as most mental mutations), the character may 
  make a Wis check (DC 20) to devise the nature of the 
  given power.  With a successful check, the character 
  will know (by reputation) whether or not a creature is 
  safe to eat.
  Technology  
  This skill indicates that the character has some lifelong 
  experience with technological devices, and thus a 
  basic understanding of how such items work through 
  logic.  A character with this skill understands the 
  general use of many advanced items, allowing for a 
  better chance at figuring out an item’s function.  This 
  skill allows the character a better chance at figuring 
  out things, even things which he has never seen before, 
  if they are of a technological nature (for instance, he 
  may not know how to operate a gravity car, but he 
  knows it is a vehicle and thus it must have a power 
  source, steering column, controls, etc).
  Twisted Earth
  This skill represents knowledge of the numerous 
  factions, cities, locations, and legends of the post-
  apocalyptic Earth of Darwin’s World, commonly 
  known as the Twisted Earth.    
  When appropriate, this skill can provide a +2 
  synergy bonus to the Diplomacy or Navigation checks 
  (see Skill Synergy). For example, negotiating with a 
  known post fall faction or navigating around a raider 
  infested area.  
  Post Apocalyptic Languages
  So many years after the fall of civilization, a number 
  of offshoot dialects and entirely new languages have 
  developed in the world.  The most common languages 
  employed, in the Twisted Earth, include:
  Ancient 
  Ancient is the forgotten language of the Ancients, the 
  tongue employed by the citizens of America before it 
  fell to nuclear war.  This language is actually quite rare 
  now in Darwin’s World, for there are few communities 
  remaining who have carried the language on, unbroken 
  (those that do and fail generally end up creating their 
  own version of Gutter Talk instead; see below).  Some 
  groups (such as “shelter-folk” or dome-dwellers) may 
  indeed know this language (and this language alone), 
  however.  Ancient is a very useful language, for it 
  allows a character to understand the road signs, street 
  signs, Arcanum, markings, etc. left by the Ancients in 
  their numerous ruins.
  Gutter Talk  
  Gutter Talk is closely related to Ancient, and is a 
  preserved form of that speech that has been distorted 
  over time.  Various words, for instance, are replaced 
  by the sounds they make (for example, the word “car” 
  may now be “vroom”, or “helicopter” might be “chop 
  chop”), and sentence structuring generally has no rules 
  or organization.
  Trade  
  Trade is a language that has spread throughout the 
  wasteland as a universal “code” of the merchants 
  who ply the caravan routes, mainly developed 
  to communicate warnings of dangers, raiders, 
  inhospitable communities, etc.  A special code of 
  markings and “runes” is used to convey thoughts 
  in written form (much like old hobo code), while 
  gestures and slang phrases (which sometimes vary 
  from region to region) are also prevalent.  Major trade 
  organizations (such as the Clean Water Clan, Far 
  Traders, Cartel, etc) may have their own variations of 
  this code for secret uses.
  Unislang.  
  Unislang is the true “common” tongue in the 
  wasteland, a mix of English, evolved slang, and simple 
  hand gestures.  It is much like Trade.  Unislang, 
  however, can be highly dialectic, with wild variations 
  being a widespread phenomenon.  Universally 
  understood symbols are used to represent ideas or 
  signs (much like cuneiform, or basic picture writing), 
  often as simple as drawing the image of a monster in 
  the area to warn off others.  Though the wasteland is 
  seldom a place known for brotherhood, it is generally 
  accepted that those who know Unislang should and 
  will leave markings for others “in the know” to avoid 
  
  63
  walking into hostile territory or dangerous regions.
  The following is a brief listing of some of the most 
  common phrases and colorful words of Unislang, the 
  universal banter of the Twisted Earth’s many varied 
  peoples.
  Amazons - female raiders or xenophobes who either 
  hate men or fear them
  Ancients - the mythical, deified, and sometimes 
  demonized inhabitants of Earth before the Fall
  Breeder - anyone (male or female) capable of 
  breeding
  Brethren - militant mutants or cultists who seek to 
  destroy all remnants of the past
  Broken Ones - mutants, specifically those with 
  physical deformities
  Bronze - someone bringing law and order to the 
  wasteland; usually a law-enforcing member of a 
  community but sometimes a solitary wanderer with 
  a self-styled “vision”
  Corium - melted graphite, uranium fuel, and metal 
  from a nuclear core meltdown; often hangs like 
  stalactites in the melted core chamber; valued in the 
  wastes because it is often used as “money”
  Domes - biodomes, legendary sealed environment 
  shelters where pure strain humans are said to hide
  Freak - a mutant with mental powers
  Furniture - a woman
  Gangers - sometimes raiders, but more often just 
  loose “gangs” in the urban ruins
  Ghoul - any cannibalistic mutant or creature
  Graveyard - a ruined city of the Ancients
  Grub - a child or something to eat
  Gutter Talk - the language of those who have tried to 
  preserve the language and customs of the Ancients, 
  but who have fallen short in one way or another
  Lost, The - mutants
  Mech - a person who knows how to fix machines
  Meds - any kind of medicine, though usually used to 
  refer to narcotics
  Mink - a particularly beautiful but deadly female
  Mutant - any mutated being
  Necropolis - a ruined city
  Phantom - a loner or wanderer who does good for 
  the common people
  Psionic - a mutant with mind powers
  Purist - non-mutants, those of original human stock, 
  usually xenophobic but sometimes tyrannical and 
  racist
  Raiders - any kind of brigand, bandit, or highway 
  road gang
  Razors - particularly vicious or malevolent gangers
  Retard - disdainful term for a mutant with mental 
  powers
  Ruin - a ruined city
  Sandwalker – a wandering storyteller; usually a 
  merchant or trader (but not always)
  Scag - wasteland scum; typically raiders or 
  community outcasts
  Scav - a wanderer who lives by scavenging; usually 
  a killer and thief
  Stick - a gun, especially a rifle
  Terminals - mutants, specifically mutants who are 
  unintelligent or cannibalistic
  Toilet Paper - disdainful term for the paper money 
  of the Ancients
  Trade - a language used by merchants, full of secret 
  codes and pictograms
  Trash - a ganger, bandit, or loner with poor potential 
  and little value
  Tribal - a member of any primitive or savage tribe
  Twisted Earth – a common nickname for the planet
  Ultraviolence - violent acts, usually undertaken for 
  “fun” by miscreants and gangers
  Unislang - the universal language used to 
  communicate in Darwin’s World
  Vault - a hidden shelter for Ancients; also a term for 
  a great cache or trove
  Wildcat - an insane or particularly feisty female
  Xenophobes - communities of people who shun the 
  outside world, for whatever reason
  Yellow Eye - a generic term used to refer to mutants
  Repair (Int)
  Trained Only
  Few skills in the post apocalyptic setting are 
  more important than repair. With limited resources 
  and technical knowledge, creation of machines and 
  electronics is rare.  More often than not, characters 
  will need to repair salvaged weapons, vehicles, and 
  other technical equipment. 
  Check: Most Repair checks are made to fix complex 
  electronic or mechanical devices. The GM sets the 
  DC. In general, simple repairs have a DC of 10 to 15 
  and require no more than a few minutes to accomplish. 
  More complex repair work has a DC of 20 or higher 
  and can require an hour or more to complete. Making 
  repairs also involves a monetary cost when spare parts 
  or new components are needed. If the GM decides 
  this isn’t necessary for the type of repair the character 
  is attempting, then no Raw Materials are required. A 
  successful Repair check restores 2d6 points.   
  
  64
  Repair Task 
  (Example)
  Raw 
  Materials
  Repair / 
  Salvage 
  DC
  Time
  Simple (tool, 
  simple weapon)
  20 cp
  10
  1 min.
  Moderate 
  (mechanical 
  or electronic 
  component)
  55 cp
  15
  10 min.
  Complex 
  (mechanical or 
  electronic device)
  120 cp
  20
  1 hr.
  Advanced (cutting-
  edge mechanical or 
  electronic device)
  275 cp
  25
  10 hr.
  Futuristic
  (android brain, 
  power armor)
  650 cp
  30
  10 hr.
  Salvaging: Raw Materials are often hard to come 
  buy. Often, characters will come upon artifacts of 
  ancient technology that are not able to be repaired.  
  When this occurs, it’s a good idea to salvage what is 
  possible from the damaged object.  These parts and 
  components can be later used to Repair or even Craft 
  objects.
  Salvaging works similar to repairing.  The 
  maximum raw materials a character can salvage 
  from an object is the same as it costs to repair it.  For 
  example, a complex device could recover 120 cp in 
  raw materials that can be used later to repair another 
  object.  The amount that is actually salvaged is 
  determined by the characters Repair check.  The DC 
  to completely salvage an object is equal to the DC to 
  Repair the object.  If the character fails to salvage the 
  maximum amount, he receives the amount his Repair 
  check dictates.  For example, a Repair check of 17 
  on a complex object would recover 55 cp (moderate 
  level) worth of raw materials.
  Optional Rule: While it requires additional book 
  keeping, game masters might consider restricting the 
  usage of salvaged materials by type and only allow 
  materials to be used to Repair objects of the next 
  higher type.  For example, moderate materials can 
  be used to repair complex objects but not advanced 
  objects.
  Jury-Rig: A character can choose to attempt jury-
  rigged, or temporary, repairs. Doing this requires no 
  Raw Materials, reduces the Repair check DC by 5, 
  and allows the character to make the checks in as little 
  as a full-round action. However, a jury-rigged repair 
  can only fix a single problem with a check, and the 
  temporary repair only lasts until the end of the current 
  scene or encounter. The jury-rigged object must be 
  fully repaired, or salvaged, thereafter.
  A character can also use jury-rig to hot-wire a car or 
  jump-start an engine or electronic device. The DC for 
  this is at least 15, and it can be higher depending on 
  the presence of security devices.
  The jury-rig application of the Repair skill can be 
  used untrained.
  Try Again?: Yes, though in some specific cases, 
  the GM may decide that a critical failure  on a  Repair 
  check has negative ramifications that prevent repeated 
  checks.
  Special: A character can take 10 on a repair check, 
  or he can take 20 on a Repair check by doubling 
  the repair time. When making a Repair check to 
  accomplish a jury-rig repair, a character can’t take 20.
  Repair requires an electrical tool kit, a mechanical 
  tool kit, or a multipurpose tool, depending on the task. 
  If the character does not have the appropriate tools, he 
  or she takes a –4 penalty on the check.
  Craft (mechanical) or Craft (electronic) can provide 
  a +2 synergy bonus on Repair checks made for 
  mechanical or electronic devices (see Skill Synergy).
  A character with the Gearhead feat and at least 1 
  rank in this skill gets a +2 bonus on all Repair checks.
  Time: See the table for guidelines. A character can 
  make a jury-rig repair as a full-round action, but the 
  work only lasts until the end of the current encounter.
  GENERAL FEATS
  The following are new or 
  revised general feats.
  Armed to the Teeth
  You can fight two-handed with ranged and melee 
  weapons
  Prerequisite: Two-Weapon Fighting.
  Benefit:  When you fight with two weapons, you 
  can use a ranged weapon in one hand and a melee 
  weapon in the other hand.
  Normal: To gain the benefit of the Two-Weapon 
  fighting feat, your weapons must both be ranged or 
  melee weapons.
  Bull’s Eye
  Your attacks with ranged weapons are especially 
  deadly.
  Prerequisites:  Point Blank Shot, Precise Shot.
  Benefit:  When you threaten a critical hit with a 
  ranged weapon, you may spend an Action Point to 
  automatically confirm the critical.
  
  65
  Concubine
  You were at one time the concubine, slave, or mistress 
  of a powerful desert raider or community leader. 
  While in his harem, you were trained in the arts of 
  entertainment and artistic performance.
  Prerequisite: Charisma 13.
  Benefit: You gain a +4 bonus to all Perform checks 
  and a +2 bonus to Bluff and Diplomacy checks when 
  related to seduction attempts.
  Note: Concubine is a feat that means a character 
  was more than a mere love-slave, but someone 
  groomed as a performer for the entertainment of raider 
  chiefs, merchants, etc. The Perform bonus is meant to 
  cover many types of entertainment, from musicianship 
  to dance, from poetry to whatever might please one’s 
  next master(s). As such it, can apply to both male and 
  female characters of all ages.
  Filthy
  Your diet and poor hygiene have made you resistant to 
  poison and disease.
  Prerequisite: Charisma 9 or below.
  Benefit: You gain a +2 circumstance bonus to all 
  saves against poison and disease.
  Forsaken
  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 competence 
  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 Firearm 
  Proficiency
  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.
  Special: This feat may be 
  used in place of Personal 
  Firearm Proficiency as a 
  prerequisite for other firearm 
  related feats such as Advanced Firearm Proficiency.  
  Some futuristic exotic weapons, such as Laser 
  Cannons, require the Exotic Firearms Proficiency as 
  well.
  Gladiator
  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.
  Prerequisites: Wisdom 13, Alertness.
  Benefit: You receive a +2 bonus to attack rolls when 
  fighting an opponent in medium or heavy armor.
  Hard-Eyed
  With a gun in your hand, you have an especially 
  dangerous aspect.
  Prerequisites:  Charisma 13, Intimidate 4 ranks.
  Benefit:  You gain a +5 circumstance bonus on 
  Intimidate checks when aiming a firearm at the target 
  of your check.  The target must be within 30 feet, and 
  must be able to see you (and your firearm).  The target 
  does not have to be flat-footed.
  This bonus does not stack with the +2 circumstance 
  bonus your GM might grant for threatening the target 
  with a gun, but it can stack with other circumstance 
  bonuses.
  Normal:  Circumstances such as holding a gun on a 
  flat-footed opponent normally grant a +2 circumstance 
  bonus.
  High Ready
  You are accustomed to moving with your gun at the 
  ready, shifting your aim with your sight.
  Prerequisites: Dexterity 13, Reactive Shooter.
  Benefit:  You can use the Reactive Shooter feat 
  with a Large weapon.  To do so, you must first 
  have stated that you are at the high ready 
  position (on your feet, with your 
  weapon shouldered, ready to fire).  
  You can only move at half speed 
  while prepared in this manner.
  Improved Autofire
  You lay down withering barrages 
  of autofire with deadly precision.
  Prerequisites:  Personal firearms 
  Proficiency, Advanced Firearms Proficiency.
  Benefit:  When you use autofire, the DC for 
  the Reflex save is increased by +5.
  Normal:  When you use autofire, 
  every creature within the 
  targeted 10-foot-by-10-foot 
  area must make a Reflex 
  save (DC 15) to avoid 
  being hit.
  
  66
  Improved Dead Aim
  Your skill with ranged weapons is unmatched.
  Prerequisites:  Wisdom 13, Far Shot, Dead Aim.
  Benefit:  The circumstance bonus on attack rolls 
  granted by the Dead Aim feat increases from +2 to +3.
  Improved Overrun 
  You can overrun your opponents before they are able 
  to avoid you. 
  Prerequisites: Str 13, Power Attack.
  Benefit: When you attempt to overrun an opponent, 
  the target may not choose to avoid you. You also gain 
  a +4 bonus on your Strength check to knock down 
  your opponent.
  Normal: Without this feat, the target of an overrun 
  can choose to avoid you or to block you.
  Intimidating Strength
  You can intimated and strike fear into others with your 
  physique alone.
  Prerequisites:  Strength 15, Intimidate 4 ranks.
  Benefit:  You can use you Strength modifier instead 
  of your Charisma modifier on Intimidate checks and 
  fear causing abilities such as Frightful Presence, Blood 
  Thirsty Cry, Horrifying Kill, and Death Cry.
  Intuitive Mechanic
  You have a natural knack for fixing mechanical 
  devices.
  Prerequisite: Intelligence 15
  Benefit: Repair is considered a class skill for you.  
  In addition, you may always take 10 on Repair checks, 
  even if stress and distractions would normally prevent 
  you from doing so.
  Juju MEDICINE
  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.
  Prerequisites: Treat Injury 4 ranks, Survival 4 
  ranks.
  Benefit: You can build a Juju kit by simply 
  searching the wilderness for herbs and other natural 
  ingredients. Finding the ingredients requires a Survival 
  check (DC 15) and takes 1d6 hours.
  Leadership
  You are a natural leader who attracts followers and 
  brings them under your command.
  Prerequisite: The character must be at least 6th 
  level.
  Benefits: Having this feat enables you to attract 
  loyal companions and devoted followers, subordinates 
  who assist you. See Table: Leadership for what types 
  and numbers of cohorts and followers you can recruit.
  Leadership Score: Your Leadership score is equal 
  to your level plus any Charisma modifier. In order to 
  take into account negative Charisma modifiers, Table: 
  Leadership allows for very low Leadership scores, but 
  you must still be 6th level or higher in order to gain 
  the Leadership feat and thus attract a cohort. Outside 
  factors can affect a character’s Leadership score, as 
  detailed in Table: Leadership Modifiers.
  Cohort Level: You can attract a cohort of up to this 
  level. Regardless of your Leadership score, you can’t 
  recruit a cohort of a level higher than this.
  Number of Followers by Level: You can lead up to 
  the indicated number of characters of each level.
  Followers: You attract followers whose allegiances 
  are the same as your own. These followers have gear 
  appropriate to NPCs of their level. As your Leadership 
  score increases, you can attract more followers. If your 
  Leadership score decreases, followers may desert.
  Replacing Cohorts and Followers: If you lose a 
  cohort or followers, you can generally replace them, 
  according to your current Leadership score. It takes 
  time (1d4 months) to recruit replacements. If you are 
  to blame for the deaths of the cohort or followers, it 
  takes extra time to replace them, up to a full year. Note 
  that you also pick up a reputation of failure, which 
  decreases your Leadership score.
  Market
  You have an established business practice in a 
  particular location. Pick one large city or small region 
  for the focus of this feat.
  Prerequisite: Profession (trader) 2 ranks.
  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 can be combined with the Silver 
  Tongue feat or with Trader abilities such as Going 
  Once, Going Twice.
  Mounted Archery 
  You are skilled at using firearms and primitive ranged 
  weapons from a mount such as desert horse or fraxx 
  steed.
  Prerequisites: Ride 1 rank, Mounted Combat.
  Benefit: The penalty you take when using a ranged 
  weapon while mounted is halved: –2 instead of –4 if 
  your mount is taking a double move, and –4 instead of 
  –8 if your mount is running.
  Mounted Combat 
  You are skilled at fighting from a mount such as desert 
  horse or fraxx steed.
  Prerequisite: Ride 1 rank.
  
  67
  TABLE 1-28: LEADERSHIP
  Leadership
  Cohort
  -- Number of Followers by Level --
  Score
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1 or less
  -
  -
  -
  -
  -
  -
  -
  2
  1st
  -
  -
  -
  -
  -
  -
  3
  2nd
  -
  -
  -
  -
  -
  -
  4
  3rd
  -
  -
  -
  -
  -
  -
  5
  3rd
  -
  -
  -
  -
  -
  -
  6
  4th
  -
  -
  -
  -
  -
  -
  7
  5th
  -
  -
  -
  -
  -
  -
  8
  5th
  -
  -
  -
  -
  -
  -
  9
  6th
  -
  -
  -
  -
  -
  -
  10
  7th
  5
  -
  -
  -
  -
  -
  11
  7th
  6
  -
  -
  -
  -
  -
  12
  8th
  8
  -
  -
  -
  -
  -
  13
  9th
  10
  1
  -
  -
  -
  -
  14
  10th
  15
  1
  -
  -
  -
  -
  15
  10th
  20
  2
  1
  -
  -
  -
  16
  11th
  25
  2
  1
  -
  -
  -
  17
  12th
  30
  3
  1
  1
  -
  -
  18
  12th
  35
  3
  1
  1
  -
  -
  19
  13th
  40
  4
  2
  1
  1
  -
  20
  14th
  50
  5
  3
  2
  1
  -
  21
  15th
  60
  6
  3
  2
  1
  1
  22
  15th
  75
  7
  4
  2
  2
  1
  23
  16th
  90
  9
  5
  3
  2
  1
  24
  17th
  110
  11
  6
  3
  2
  1
  25+
  17th
  135
  13
  7
  4
  2
  2
  TABLE 1-28: GENERAL LEADERSHIP MODIFIERS
  The Leader Has a Reputation for
  Leadership Modifier
  Great prestige
  +2
  Fairness and generosity
  +1
  Special power
  +1
  Failure
  -1
  Aloofness
  -1
  Cruelty
  -2
  Cohort-Only Leadership Modifiers
  The Leader
  Leadership Modifier
  Has a animal partner
  -2 animal companion
  Recruits a cohort of a different alignment
  -1
  Caused the death of a cohort
  -2*
  *Cumulative per cohort killed.
  Follower-Only Leadership Modifiers
  The Leader
  Leadership Modifier
  Has a stronghold or base of operations
  +2 guildhouse, and so on
  Moves around a lot
  -1
  Caused the death of other followers
  -1
  Benefit: Once per round when 
  your mount is hit in combat, you 
  may attempt a Ride check (as a 
  reaction) to negate the hit. The hit 
  is negated if your Ride check result 
  is greater than the opponent’s attack 
  roll. 
  PowerED Armor 
  Operation
  You are proficient at piloting power 
  armor.
  Prerequisites: Pilot 4 ranks, 
  Advanced Technology
  Benefit: You take no penalty on 
  Piloting checks or attack rolls when 
  operating power armor.
  Normal: Characters without 
  this feat take a –4 penalty on Pilot 
  checks when operating power armor.
  
  68
  Rip a Clip
  You can discharge a full clip of ammunition in 
  seconds.
  Prerequisite: Double Tap.
  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.
  Room-Broom
  You excel at firing guns at close quarters.
  Prerequisite: Point Blank Shot.
  Benefit: A character with this feat can attack with a 
  ranged weapon in a threatened area and not provoke 
  an attack of opportunity.
  Silver Tongue
  You have developed a knack when it comes to 
  convincing others of the value of your basic trade 
  goods.
  Prerequisite: Charisma 13.
  Benefit: When trading, you sell goods for 10% more 
  and buy for 10% less than market value.
  Special: This feat can be combined with the Market 
  feat or with Trader abilities such as Going Once, 
  Going Twice.
  Spirited Charge 
  You deliver a devastating mounted charge attack.
  Prerequisites: Ride 1 rank, Mounted Combat, Ride-
  By Attack.
  Benefit: When mounted and using the charge action, 
  you deal double damage with a melee weapon (or 
  triple damage with a lance).
  Super-Charismatic
  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.
  Quick Treatment
  Sometimes the casualties start to mount, and there’s 
  not enough time to save everyone. You are trained 
  to administer medical treatment in a frenzied but 
  effective way, allowing you to save lives quickly.
  Prerequisite: Treat Injury 5 ranks.
  Benefit: If you successfully stabilize a dying patient, 
  you may move to another and make an additional 
  stabilizing attempt. You may continue making 
  stabilizing attempts until you fail a check or cannot 
  move anymore.
  Radiation Sense
  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.
  Reactive Shooter
  You react instantly with a firearm.
  Prerequisite: Dexterity 13.
  Benefit:  If you have a Medium-size or smaller 
  ranged weapon in hand, you may act in the surprise 
  round even if you are surprised.  You roll initiative as 
  though you were not surprised.  The only action you 
  may take in the surprise round, however, is a single 
  ranged attack with the weapon in your hand.  You 
  make this attack at your highest attack bonus, but you 
  suffer an -5 penalty on the attack.  
  You are still considered flat-footed during the 
  surprise round.
  Normal:  If you are surprised at the beginning 
  of combat, you cannot take any actions during the 
  surprise round.
  Ride-By Attack 
  You are skilled at making charge attacks with a mount 
  such as desert horse or fraxx steed.
  Prerequisites: Ride 1 rank, Mounted Combat.
  Benefit: When you are mounted and use the charge 
  action, you may move and attack as if with a standard 
  charge and then move again (continuing the straight 
  line of the charge). Your total movement for the round 
  can’t exceed double your mounted speed. You and 
  your mount do not provoke an attack of opportunity 
  from the opponent that you attack.
  
  69
  Suppressive Fire
  You can lay down a barrage of gunfire, giving you the 
  chance to hit your opponent even when it’s not your 
  turn.
  Prerequisites:  Wisdom 13, Personal Firearms 
  Proficiency.
  Benefit:  When you attack a target that is at least 30 
  feet away with a semiautomatic or automatic firearm, 
  you threaten the target’s square until your next action.  
  (If using autofire, you threaten the targeted 10-foot-
  by-10-foot area).  You may make ranged attacks of 
  opportunity into that square.
  Suppressive fire shoots five bullets (in addition 
  to the bullets fired in your attack and any attack of 
  opportunity), and can only be used if the weapon has 
  five bullets in it.
  Trample 
  You are skilled at overrunning your opponents with 
  your mount.
  Prerequisites: Ride 1 rank, Mounted Combat.
  Benefit: When you attempt to overrun an opponent 
  while mounted, your target may not choose to avoid 
  you. Your mount may make one hoof attack against 
  any target you knock down, gaining the standard +4 
  bonus on attack rolls against prone targets.
  Troglodyte
  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, 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.
  Vehicle Combat
  You are an expert at fighting behind the wheel of 
  vehicle.  
  Prerequisites:  Vehicle Expert, Vehicle Dodge.
  Benefit: You add your class Defense bonus to any 
  vehicle you drive or pilot.
  Vulture 
  You are an expert at finding things that others often 
  overlook—or are too busy to notice. You have become 
  the ultimate scavenger.
  Prerequisite: Wisdom 13.
  Benefit: You receive a +4 bonus to Search checks.
  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.
  Primitive Technology
  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, Reading, and Writing. The 
  character may also learn the Treat Injury skill with 
  primitive natural medicines (Juju), but only Long Term 
  Care, Restore Hit Points, Revive Character, Stabilize 
  Dying Character, 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: Computer Use, Demolitions, Disable 
  Device, Forgery, Investigate, Pilot, Repair, and 
  Research.
  Special: This feat does not make any skill a class 
  skill. It only allows access to them.
  The following list of feats requires Primitive 
  Technology as a prerequisite: Archaic Weapons 
  Proficiency, Armor Proficiency (Medium and Heavy), 
  and Exotic Melee Weapon Proficiency.
  Post-Apocalyptic Technology
  A character with the Post-Apocalyptic Technology 
  feat has the ability to understand some modern 
  technologies. Examples include: electronics, 
  
  70
  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 Computer Use, Demolitions, Disable Device, 
  Forgery, Investigate, Pilot, Repair, and Research. 
  Lastly, the character may use Treat Injury to its full 
  extent. The character is restricted from learning the 
  following Crafts: Electronics and Mechanics.
  Special: This feat does not make any skill a class 
  skill. It only allows access to them.
  The following list of feats requires Post Apocalyptic 
  Technology as a prerequisite: Exotic Firearms 
  Proficiency, Personal Firearms Proficiency, Surface 
  Vehicle Operation, and Surgery
  Advanced Technology
  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.
  Special: This feat does not make any skill a class 
  skill. It only allows access to them.
  The following list of feats requires Advanced 
  Technology as a prerequisite: Futuristic Firearms 
  Proficiency, Advanced Vehicle Operation, and Aircraft 
  Operation.
  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
  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 found in the 
  d20 Modern™ book at no penalty.
  Normal: Characters attempting to craft aircraft 
  without this feat suffer a –4 penalty to their skill 
  checks.
  Modern Firearms Discipline
  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 found in the d20 
  Modern™ and Darwin’s World books at no penalty.
  Normal: Characters attempting to craft firearms 
  without this feat suffer a –4 penalty to their skill 
  checks.
  Modern Vehicles Discipline
  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 found in the d20 Modern™ and 
  Darwin’s World books at no penalty.
  Normal: Characters attempting to craft surface 
  vehicles without this feat suffer a –4 penalty to their 
  skill checks.
  Advanced Armor Discipline
  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.
  
  71
  Advanced Electronics Discipline
  This discipline represents a focus on advanced 
  electronics found in Artifacts of the Ancients.
  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
  This discipline represents a focus on drugs to a level 
  beyond their basic application as treatments for 
  illnesses and disease.
  Prerequisite: Craft (Pharmaceutical) 13 ranks, 
  Knowledge (Earth and Life Sciences) 8 ranks, 
  Knowledge (Technology) 8 ranks, Treat Injury 10 
  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
  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 & 
  “Is there anything you can do, DOCTOR, 
  I mean, seeing as how you’ve lost over 200 
  million patients?”
  -Lisa, The Omega Man
  “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
  MUTATIONS
  
  73
  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 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.
  
  74
  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.
  A character may also gain advanced mutations by 
  using the Mutation Advancement and Super Mutant 
  feats. In addition, he may also reduce the number of 
  defects using the Remove Defect feat. A character may 
  not choose to take fewer mutations and also take the 
  Super Mutant feat.
  Below are three suggested methods for determining 
  character mutations, ranging from complete player 
  freedom to random generation.
  Note: 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 is higher than his maximum defects (normally 
  3 unless the character chooses Remove Defect).
  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.
  Examples
  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 
  
  75
  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.
  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.
  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: Mutant gains a natural weapon, allowing 
  her to make a gore attack for 1d6 damage.
  Advancement: Each advancement of this mutation 
  increases the damage dice of the attack in the 
  following progression: 1d8, 2d6, and 2d8.
  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.
  MUTATION FEATS
  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.
  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.
  TABLE 2-1: MEDICINAL 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) + 2d6 Con
  4-5
  Nerve system damage 
  1 Str (permanent) + Paralysis (2d6 hours)
  6-7
  Muscular damage
  1 Str (permanent) + 2d6 Str
  8-9
  Muscle spasms 
  3d6 Dex + 1d2 Str
  10-14
  Dizziness and nausea
  1d2 Dex
  15-19
  Ineffective 
  Medicine has no effect
  20
  Diluted effect 
  Normal effect is halved
  
  76
  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 damage reduction of 2/- 
  against piercing and ballistic attacks.
  Advancement: Each advancement of this mutation 
  increases the damage reduction against piercing and 
  ballistic attacks by 2 to a maximum of 10.
  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 Escape Artist, 
  Sleight of Hand, Tumble, and Climb checks. In 
  addition, the mutant gains a +2 bonus to grappling 
  attempts.
  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 at a rate of 2 hit points 
  per ten minutes. This healing ability is limited to 
  wounds caused by bludgeoning, ballistic, piercing, 
  and slashing weapons. Damage caused by heat, cold, 
  electricity, acid, sonic or energy weapons must heal 
  normally.
  Advancement: Each advancement of this mutation 
  increases the rate of healing by 1 to a maximum of 5.
  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
  Blindsight
  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
  Sensitive Sight
  86  - 87
  Serrated Dental Development
  88  - 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
  
  77
  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 touch attack 
  up to 10 feet away using his base attack bonus. This 
  attack does 1d6+1 damage per character level (up to a 
  maximum of +10) and counts as an attack action. The 
  mutant cannot produce unlimited acid and may only 
  us this ability a number of times per day equal to her 
  Constitution modifier + 1 (minimum 1).
  Advancement: Each advancement of this mutation 
  increases the damage dice by 1d6 and the range by 5 
  feet to a maximum of 5d6 and 30 feet.
  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 +4 to Strength and 
  Constitution 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 (newly improved) 
  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.  If the mutant has natural attacks (claws), 
  secondary attacks are made at –5.  If the mutant uses 
  weapons in his extra hand(s), his primary attack is at 
  –6 and all secondary attacks are at –10.  Feats such 
  as Multiattack and Multiweapon Fighting can reduce 
  these penalties. 
  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.   Each 
  additional arm grants the mutant an additional attack 
  whenever the full attack option is used in combat. 
  Each additional leg increases the mutant’s base move 
  by 5 feet and adds +2 to Balance checks.
  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 1d6. A roll of 1 to 4 is an arm and 5-6 
  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: The mutant rolls 1d6 each time he 
  makes an Intelligence-based skill check. On a 
  roll of 1–4, he receives no bonus (other than 
  that given by his regular ranks and attribute 
  modifier). On a roll of 5 or 6, however, he 
  receives a special, one-time competence 
  bonus of +20 to that particular check. 
  Those skills potentially affected include 
  Computer Use, Decipher Script, 
  Demolitions, Disable Device, 
  Forgery, Investigate, 
  Knowledge, Navigate, 
  Repair, Research, and 
  Search.  However, this 
  ability does not work 
  with the Craft Skill, or 
  if a character is taking 
  20 on a skill check.
  
  78
  Advancement: Each advancement of this mutation 
  increases the chance of gaining the autism bonus by 
  one (1-3 no bonus, 4-6 bonus). This mutation can be 
  advanced up to two times (1-2 no bonus, 3-6 bonus).
  Blindsight
  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 Blindsight ability 
  at a range of 10 feet. Invisibility and darkness are 
  irrelevant to his enhanced senses. The mutant normally 
  does not need to make Spot or Listen 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. His coloration provides a bonus 
  to his Hide check based on how much of his skin 
  is exposed and how fast he is moving. Use the list 
  below to determine the mutant’s exact bonus (these 
  circumstance bonuses stack).
  Stationary, not moving.
  +8 Hide
  Moving up to half speed.
  +4 Hide
  Moving faster than half speed.
  +0 Hide
  Mutant is nude, light load.
  +8 Hide
  Mutant is lightly clothed, medium load.
  +4 Hide
  Mutant is fully clothed, heavy load.
  +0 Hide
  The mutant may use this ability once per 
  Constitution modifier (minimum of 1) per day.  
  Changing color is a full-round action and has a 
  maximum duration of one minute per Constitution 
  (minimum 10). 
  Advancement: Each advancement allows the 
  mutant to activate this power one additional time per 
  Constitution modifier per day. 
  Special: A mutant using this ability while nude and 
  stationary receives a +16 bonus to Hide checks, and is 
  almost completely invisible. The mutant is considered 
  to have one half concealment (20% chance of missing) 
  for purposes of melee and ranged attacks against him.
  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 for 1d6 
  points of damage. The claws provide a +2 bonus to 
  Climb checks.
  Advancement: Each advancement of this mutation 
  increases the damage dice of the claw attack in the 
  following progression: 1d8, 1d10, and 2d6. 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 bare-hand attacks and bite 
  attacks against the mutant require the attacker to make 
  a Fortitude save or suffer the poison effects (DC14, 
  
  79
  Initial/Secondary Damage: 1d4/1d4 Str). Bare-hand, 
  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 die by 
  one rank (1d4 becomes 1d6).
  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 
  1d6 points of piercing damage (x2 for critical hits) 
  with a successful grapple attack and grants a +2 
  natural armor bonus.
  Advancement: Each advancement of this mutation 
  increases the damage die by one rank (1d8, 1d10) to 
  a maximum of 1d10 and the armor bonus by +2 to a 
  maximum of +6.
  Special: The mutant cannot wear armor unless it is 
  specifically designed to fit him.
   
  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 +2 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.
  Advancement: Each advancement of this mutation 
  increases the ability bonus by +2.
  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 Spot and Listen 
  bonus and cannot be flanked. Whenever she must save 
  against blindness or deafness, she gets 2 save attempts, 
  one for each head. If one head is blinded, she loses the 
  spot bonus and can be flanked. If one head is deaf, the 
  mutant loses her listen bonus.
  Advancement: None
  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 
  example, a Medium-size mutant would be reduced to 
  Small. Small creatures gain a +1 size bonus to AC, a 
  +1 size bonus on attack rolls, and a +4 size bonus on 
  Hide checks.
  Penalty: Dwarfed creatures must use smaller 
  weapons than normal creatures of the same size; 
  they cannot lift or carry as much as normal creatures, 
  and they cannot move as fast. For example, a Small 
  creature’s lifting and carrying limits are three-quarters 
  of those of a Medium-size creature, and the dwarfed 
  creature’s base speed is 20 ft.
  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, however). 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 (x3, x4, etc.).
  Energy Immunity 
  The mutant has developed immunity to a certain type 
  of energy. The reason for this immunity depends on 
  
  80
  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 ignores 10 damage of the given 
  energy type (acid, cold, electricity, energy weapons, 
  fire, or sonic/concussion) each time the creature is 
  subjected to such damage. For example, a mutant with 
  fire immunity ignores the first 10 points of the damage 
  by a fire attack.  If energy weapons are chosen, it 
  works against all weapons of type energy including 
  lasers, masers, particle beams, and energy field 
  generators.
  Advancement: Each advancement of this mutation 
  increases the resistance against the specific form by 5 
  to a maximum of 20.
  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 must make a Fortitude save (DC 10 + the 
  damage done). If the check is successful, the attack 
  does no damage whatsoever, and 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 own. The energy from a mutant’s 
  discharge can also be channeled to heal himself of 
  1d8 points of damage. Energy from electrical attacks 
  and energy weapons can be diffused or stored by 
  the mutant, but cold, acid, radiation, heat, and sonic 
  attacks will damage him as normal. If the mutant is 
  already retaining his maximum amount of energy, he 
  takes full damage from any energy attacks.
  Advancement: Each advancement of this mutation 
  increases the mutant’s Fortitude save bonus by 2.
  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 1 extra 
  minute 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: None.
  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. Any successful hit deals 20 points of acid 
  damage to metal objects (which might include an 
  opponent’s weapon or armor). It inflicts only a single 
  point of acid damage to the flesh of opponents. A 
  weapon that strikes the mutant, after doing damage, 
  will suffer acid damage unless the wielder makes a 
  Reflex save (DC 16).
  Advancement: Each advancement of this mutation 
  increases the acid damage by 10 points for metal 
  (to a maximum of 50) and one point 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: If an object’s hardness exceeds the amount 
  of acid damage, then it is immune to the acid damage 
  when being hit by or hitting the mutant. An object that 
  loses all its hit points in a single round is immediately 
  dissolved with a hiss and a wisp of 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 
  
  81
  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 
  invisible scent that forces up to 2d4 HD in creatures to 
  make a Will save (DC 15) or be hypnotized. Duration 
  is 2d4 rounds. Emitting the fragrance counts as an 
  attack action. Range is 15 feet. 
  While hypnotized, a creature’s Spot and Listen 
  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 more friendly in attitude 
  (see Diplomacy skill). 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 HD of creatures affected by 1d4, the Will 
  DC by 2, the duration by 1d4, 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 its size by one 
  category and gains +1 to Strength and Constitution
  Penalty: Because of the increase in size, the mutant 
  takes a –1 penalty to Dexterity. 
  Advancement: Each advancement of this mutation 
  increases the mutant’s Strength and Constitution by 
  +1. The mutant’s size category remains the same. 
  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.
  Note that there are several other modifiers that the 
  mutant must take into account with any increase in 
  size category, such as modifiers to attack and defense 
  rolls, grappling attempts, hide checks, reach, and 
  typical fighting space.  All these modifiers and values 
  can be found in the creature size table located in the 
  Friend and Foes chapter of d20 Modern.
  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 1d4 points of acid damage and cannot 
  heal naturally for a further 1d4+4 days (Fortitude save 
  DC 20 to resist). Using a sting is a free action but is 
  not automatic.  The mutant can choose not to sting 
  when touching other creatures.
  Advancement: Each advancement of this mutation 
  increases the acid damage by 1d4, the duration by +2 
  days, and the Fortitude save DC by 2.
  
  82
  Hyper Olfactory
  The mutant has developed an advanced sense of smell 
  similar to that of animals.
  Benefit: This mutation lets a mutant detect 
  approaching enemies, sniff out hidden foes, and track 
  by sense of smell. The range of this heightened sense 
  is generally 20 feet, but if the opponent is upwind, the 
  range is doubled, and if the opponent is downwind, 
  the range is halved. Strong scents, such as smoke or 
  rotting garbage, can be detected at twice the ranges 
  noted above. Overpowering scents, such as skunk 
  musk or troglodyte stench, can be detected at three 
  times these ranges.
  The mutant can detect another creature’s presence 
  but not its specific location. Noting the direction of the 
  scent is a standard action. If the mutant moves within 5 
  feet of the scent’s source, she can pinpoint that source. 
  The mutant can follow tracks by smell, making a 
  Wisdom check to find or follow a track. The typical 
  DC for a fresh trail is 10. The DC increases or 
  decreases depending on how strong the quarry’s odor 
  is, the number of creatures, and the age of the trail. For 
  each hour that the trail is cold, the DC increases by 2. 
  The ability otherwise follows the rules for the Track 
  feat, although mutants tracking by scent ignore the 
  effects of surface conditions and poor visibility.
  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 damage reduction 5/- to 
  bludgeoning, concussion, and slashing attacks.
  Advancement: Each advancement of this mutation 
  increases the damage reduction by 5 to a maximum of 
  15.
  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 ad 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 
  4 rounds per Constitution modifier per day (minimum 
  4 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 to Spot 
  and Search checks, and because she can notice flaws 
  another worker would miss, she also gains a +2 bonus 
  to Repair and 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.
  
  83
  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 cannot be flanked and gains +2 
  Spot checks.
  Advancement: Each advancement of this mutation 
  increases the bonus to Spot checks by +3.
  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 1d4 points of acid damage 
  and must make Fortitude save (DC 15) or suffer a 
  temporary loss of 2d6 Dexterity. The ability score loss 
  lasts for 1d4 hours. Using a neurotoxin sting is a free 
  action.
  Advancement: Each advancement of this mutation 
  increases the acid damage by 1d4, the duration by 1d4 
  hours, and the Fortitude save DC by 2.
  Neural Mutation
  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 
  18 has a pool of 6 (2 + 4 Wisdom modifier) uses from 
  which to activate “limited-use” Precognition-based 
  neural feats.
  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 
  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).
  
  84
  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 that inflicts 1d4 + 1 point 
  of damage per character level (up to a maximum of 
  +10) points of damage. 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 by 1d4.
  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 
  callous tissue, for instance) or hardened “scales,” like 
  a lizard’s.
  Benefit: The mutant has a natural armor bonus of 
  +4.
  Advancement: Each advancement of this mutation 
  increases the natural armor bonus by +2.
  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 and inflicts 1d6 
  points of heat damage for every 2 character levels. 
  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 is considered to be double his 
  actual level for the purposes of natural healing. If she 
  should lose a limb and survive, the lost body part will 
  regenerate over a period of 1d4+2 weeks.
  Advancement: The first advancement of this 
  mutation triples the mutant’s rate of natural healing. 
  Each subsequent advancement increases the multiplier 
  by 1 (x4, x5, etc.). Each advancement 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, so he gets the Swim skill as a 
  class skill.
  Advancement: None.
  Sensitive Sight 
  The mutant’s eyes and optic nerves have increased 
  sensitivity and allow him to see well in low light.
  Benefit: A mutant with this mutation has low-light 
  vision out to 60 feet.
  Advancement: This mutation can be advanced 
  once, giving the mutant dark vision out to 60 feet.
  Special: The mutation can only be advanced at first 
  level.
  
  85
  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 inflicts 1d6 
  damage, and has a threat range of 19-20 for a critical 
  hit.
  Advancement: Each advancement of this mutation 
  increases the damage dice in of the attack in the 
  following progression: 1d8, 1d10, and 1d12.
  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. Targets in the area of effect must make 
  a Fortitude save (DC 15) or take 1d4 points of sonic 
  damage and be deafened for 1d6+4 rounds. Those who 
  successfully save are unaffected.
  Advancement: Each advancement of this mutation 
  increases the radius of the effect by 5 feet, damage 
  by 1d4, duration of deafness by 1d4 rounds, and the 
  Fortitude save DC 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 
  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 does 1d4 
  bludgeoning damage with his fists and gains damage 
  reduction 1/- to bludgeoning attacks.
  Advancement: Each advancement of this mutation 
  increases the damage dice (1d6, 1d8, 1d10) and 
  damage reduction by 1.
  Special: The mutant is still considered unarmed 
  with unarmed strikes. This ability stacks with the 
  Brawl (and Improved Brawl) feat(s).  A character 
  with Skeletal Fortification and Brawl (or Improved 
  Brawl) increases his base damage by one increment, 
  much as if he had advanced the mutation. A mutant 
  with Skeletal Fortification and Combat Martial Arts 
  may choose to inflict lethal damage with his unarmed 
  strikes, and is considered armed for the purpose of 
  determining attacks of opportunity (but does not 
  increase his base damage). The maximum base 
  damage the mutant can inflict with his fists is 1d12.
  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, inflicting 
  2d6+1 points of electricity 
  damage per character 
  level (up to a maximum 
  of +10). For example, a 
  5th level character would 
  inflict 2d6+5 damage 
  with an electrical pulse. 
  Generating the charge 
  is considered an attack 
  action. The mutant can use 
  
  86
  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 by 1d6 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 morale penalty 
  on attack rolls, weapon damage rolls, ability checks, 
  skill checks, and saving throws 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.
  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 
  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 to his Charisma and a –6 to 
  Disguise checks.
  Advancement: None.
  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 
  TABLE 2-4: 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
  
  87
  to hold her breath, Constitution checks to avoid 
  damage from starvation or thirst, Fortitude saves to 
  avoid damage from hot or cold environments, and 
  Fortitude saves 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 –4 reduction to 
  Constitution and Strength.
  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: 1d6 Dex/
  1d6 Dex).
  Advancement: Each advancement of this defect 
  increases the DC by 2 and the damage die by one rank 
  (1d6 becomes 1d8, and so forth).
  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 2.
  Advancement: Each advancement of this defect 
  decreases another mental ability score by 2. 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 
  penalty to Concentration, Craft, Disable Device, 
  Perform, and Repair 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 reduction to her Charisma and –2 
  to Disguise checks. In addition, many consider yellow 
  eyes a sign of deceit, and so the mutant incurs a –2 to 
  Bluff and Diplomacy checks.
  Advancement: None
  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 –2 to his Charisma. 
  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.
  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 concealing one quarter of everything in her 
  field of view. Attacks in combat have a 10% chance of 
  missing.
  Advancement: Each advancement of this defect 
  increases the concealment by one quarter. Three 
  advancements render the mutant completely blind. 
  Attacks at one-half concealment have a 20% chance of 
  missing. Attacks at three-quarters have a 30% chance 
  of missing. Blind attacks have a 50% of missing.
  Brachydactyly 
  The mutant has developed significantly shortened 
  fingers and toes.
  
  88
  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, Repair, Sleight of Hand, 
  and Treat Injury.
  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 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 
  Fortitude saves 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 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 any skill check that requires 
  him to read.  Skills that might be affected include 
  Computer Use, Decipher Script, Forgery, and Research
  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 
  Balance, 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.
  
  89
  Hemophilia 
  The mutant’s white blood cell count is diminished, 
  preventing him from healing as quickly as a others of 
  his species.
  Penalty: A mutant with this genetic defect suffers 
  bleeding wounds from all physical injuries that inflict 
  more than 10 points of damage in a single hit. Such 
  wounds continue to bleed  for 1d6 rounds, reducing 
  the mutant’s hit points by 1 per round. In addition, a 
  mutant with this defect only heals half the normal hit 
  points from rest and natural healing (fractions rounded 
  down).
  Advancement: Each advancement of this defect 
  increases the duration of bleeding by 2 rounds. The 
  first advancement reduces the mutant’s natural healing 
  to 1/3, and each subsequent advancement increases the 
  divisor by 1  (1/4, 1/5, etc.)
  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.
  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 d12 instead of a d20.
  Advancement: Each advancent of this defect 
  reduces the die by one rank (d10, d8)
  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 Spot checks.
  Advancement: Each advancement of this defect 
  incurs an additional –1 to Dexterity, Charisma, and 
  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 Sensitive Sight 
  mutation.
  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 
  
  90
  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 which 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 Hide 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 
  Hide 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 
  at 75% of his maximum lifespan, suffering all the 
  negative ability score adjustments (Str, Dex, and Con).  
  He does not gain the positive ability score adjustments 
  (Int, Wis, and Cha).
  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 twice the normal 
  damage (or effect) from one category in the following 
  list: heat, cold, electricity, acid, energy weapons, sonic 
  attack, poison, or radiation.
  Advancement: The first advancement of this defect 
  triples the damage. Each subsequent advancement 
  increased the damage multiplier by 1 (x3, x4, x5).
  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 50% more damage 
  from bludgeoning attacks.
  Advancement: Each advancement of this defect 
  increases the damage taken from bludgeoning attacks 
  by 50%.  Thus, a character that has taken this defect 
  3 times would take an additional 150% damage from 
  bludgeoning attacks.
  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: In each round that the mutant suffers 10 
  hit points of damage, he must make a Fortitude save 
  (DC 10 + damage inflicted) or lose consciousness. 
  Unconsciousness lasts for 1d6+1 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.
  
  91
  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 –4 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. Balance, 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 0, 
  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 1d6. A roll of 1–4 is an arm, and 
  a roll of 5–6 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 
  food daily.
  Muscles: The mutant suffers a -2 penalty to 
  Strength.
  Inner ear: The mutant suffers a -2 on Balance and 
  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, 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 13, 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.
  Awesome Blow 
  You may attack a smaller opponent and send them 
  flying though the air.
  Prerequisites: Str 25, Power Attack, Improved Bull 
  Rush, size Large or larger.
  Benefit: As a standard action, you may choose to 
  subtract 4 from your melee attack roll and deliver an 
  awesome blow. The target must succeed on a Reflex 
  save (DC = damage dealt) or be knocked flying 10 
  feet in a direction of your choice and fall prone. You 
  can only push the opponent in a straight line, and the 
  opponent can’t move closer than the square it started 
  in. If an obstacle prevents the completion of the 
  opponent’s move, the opponent and the obstacle each 
  take 1d6 points of damage, and the opponent stops in 
  the space adjacent to the obstacle.
  You may only perform an awesome blow on 
  creatures smaller than yourself.
  Constrict
  You constrict your opponents once you have them 
  grappled.
  Prerequisite:  Strength 18, Gigantism
  Benefit: You crush opponents, dealing bludgeoning 
  damage, after making a successful grapple check. 
  The amount of damage is equal to your natural attack 
  or unarmed strike. If you also have the improved 
  grab feat, you deal constriction damage in addition 
  to damage dealt by the attack used to grab your 
  opponent.
  
  92
  Duck
  You have a knack for dodging ranged attacks.
  Prerequisite: Dexterity 14, Dodge, 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.
  Flyby Attack 
  You can attack on the fly.
  Prerequisite: Complete Wing Development
  Benefit: When flying, you can take an attack action 
  at any point during your move.  You cannot take a 
  second move action during a round when you make a 
  flyby attack.
  Normal:  Without this feat, you must make attack 
  actions either before or after your move.
  Hover  
  You can come to a halt in mid air.
  Prerequisite: Fly speed.
  Benefit: When flying, you can halt your forward 
  motion and hover in place as a move action. You 
  can then fly in any direction, including straight 
  down or straight up, at half speed, regardless of your 
  maneuverability.
  If you begin your turn hovering, you can hover in 
  place for the turn and take a full-round action. You 
  cannot make wing attacks, but you can attack with all 
  other limbs and appendages you could use in a full 
  attack. 
  Normal: Without this feat, you must keep moving 
  while flying unless you have perfect maneuverability.
  Horn Charge
  You can lower your head and make a deadly charge 
  attack. 
  Prerequisite: Aberrant Horn Development
  Benefit: You can begin a battle by charging at 
  an opponent. In addition to the normal benefits and 
  hazards of a charge, you can make a single gore attack 
  that deals double damage.
  Improved Grab
  You can grapple your opponent after a successful 
  natural attack.
  Prerequisite:  Strength 17, Aberrant Horn 
  Development, Claw, or Serrated Dental Development.
  Benefit: If you score a successful melee attack with 
  a natural weapon you deal normal damage and attempt 
  to start a grapple as a free action, without provoking 
  attacks of opportunity. No initial touch attack is 
  required. Improved grab only works against opponents 
  at least one size category smaller than you. 
  You have the option to conduct the grapple 
  normally, or simply use the part of your body you 
  used in the improved grab to hold the opponent. If 
  you choose to do the latter, you take a –20 penalty 
  on grapple checks but are not considered grappled 
  yourself; you do not lose your Dexterity bonus to 
  Defense, still threaten an area, and can use your 
  remaining attacks against other opponents.
  A successful hold does not deal additional damage 
  unless you also have the constrict feat. If you do not 
  constrict, each successful grapple check you make 
  during successive rounds automatically deals the 
  damage given for the attack that established the hold. 
  When you get a hold after an improved grab attack, 
  you pull the opponent into your space. This act does 
  not provoke attacks of opportunity. You are not 
  considered grappled while you hold the opponent, 
  so you still threaten adjacent squares and retain your 
  Dexterity bonus. You can even move, provided you 
  can drag the opponent’s weight.
  Improved Multiattack 
  You are adept at using all your natural attacks at no 
  penalty. 
  Prerequisite: Three or more natural weapons, 
  Multiattack. 
  Benefit: Your secondary attacks with natural 
  weapons suffer no penalty. 
  Normal: Without this feat, your secondary natural 
  attacks suffer a -5 penalty (-2 with Multiattack).
  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.  Consult Table 4-1: Radiation Exposure 
  (in Gamemastering) to determine the radiation 
  exposure to your target.  For example, a mutant with 
  immunity to high radiation exposes his opponent to 
  moderate radiation sickness (DC 18, 1d6-1 damage).  
  See environmental dangers for more information on 
  radiation sickness.
  Leaper 
  You have a unique talent for long jumping.
  Prerequisite: Dexterity 13, Adrenaline Control, 
  Increased Movement or Simian Deformity.
  Benefit: Your maximum jump distance is not 
  limited by your height.  This feat has no effect on the 
  height of high jumps, including running high jumps.
  
  93
  Multiattack 
  You are adept at using all your natural attacks. 
  Prerequisite: Three or more natural weapons. 
  Benefit: Your secondary attacks with natural 
  weapons suffer only a -2 penalty. 
  Normal: Without this feat, your secondary natural 
  attacks suffer a -5 penalty. 
  Multiweapon Fighting 
  You are adept at using weapons in all your hands. 
  Prerequisite: Three or more hands. 
  Benefit: Your penalties for fighting with multiple 
  weapons are reduced by 2 in your primary hand and 6 
  in your secondary hands.  
  Normal: Without this feat you suffer a -6 penalty 
  to attacks made with your primary hand and a -10 
  penalty to attacks made with your off hands. 
  Special: This feat replaces the Two-Weapon 
  Fighting feat for creatures with more than two arms. 
  Natural Armor Expertise
  You are adept at using your natural armor to greater 
  effect.
  Prerequisite: Intelligence 13, Aberrant Endoskeletal 
  Encasing, Dermal Spike Growth, or Protective Dermal 
  Development.
  Benefit: You gain a +2 equipment bonus when you 
  are not flatfooted or flanked. 
  Special: This bonus does not stack with any 
  equipment bonus granted by wearing body armor.
  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 + 1/2 your 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
  1d2 days
  1 Con
  1d4 Con*
  Small pox
  2d4 days
  1 Str and 
  1 Con
  1d2 Str and 
  1d2 Con
  Hantavirus
  1 day
  1d2 Str
  1d2 Str* and 
  1d2 Con*
  Necrotizing 
  faciitis 
  1d6 days
  1 Con
  1d3 Con*
  West Nile 
  virus
  1d4 days
  1 Dex and 
  1 Con
  1d2 Dex and 
  1d2 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:  Base Attack Bonus +5, Complete 
  Wing Development
  Benefit:  When you make a Dive attack, it inflicts 
  triple damage. If your maneuverability is Average (or 
  less), you must land after performing this attack (as 
  you must end your movement and cannot hover).  If 
  your maneuverability is Perfect, this maneuver may be 
  combined with the Flyby attack feat.
  Pounce
  With a great leap to attack, you can unleash the full 
  fury of your attacks while throwing yourself into the 
  fray.
  Prerequisite: Dexterity 13, Adrenaline Control, 
  Increased Movement,  or Simian Deformity.
  Benefit: During the first round of combat, you may 
  move and then use an attack action to make a full 
  round attack.  You may use this feat if the move action 
  is a charge.
  Rend
  When attacking with your claws, you can make a rend 
  attack.
  Prerequisite:  Strength 16, Claws
  Benefit: If you hit with 2 or more claw attacks, 
  you latch onto your opponent’s body and tear the 
  flesh. This attack automatically deals damage equal 
  to double your claw damage plus one and a half your 
  Strength bonus. For example, a mutant with Claws that 
  do 1d6 damage and a Strength of 18 will have a rend 
  attack that deals 2d6+6 damage.  You may only rend 
  once per round. 
  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 15, 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.
  
  94
  Surefooted
  Your small size makes you nimble and athletic.
  Prerequisite: Dwarfism 
  Benefit: You gain a +2 racial bonus on Climb, Jump, 
  and Move Silently 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: In addition to normal damage, your 
  bite wound bleeds for 1 point of damage per round 
  thereafter.  Multiple wounds from the bite cause 
  cumulative bleeding damage.  The bleeding can be 
  stopped by a successful Treat Injury check (DC 15) or 
  the application of appropriate medicine.
  Wingover  
  You can change direction quickly while flying.
  Prerequisite: Fly speed.
  Benefits: You can change direction quickly 
  once each round as a free action. This feat allows 
  you to turn up to 180 degrees regardless of your 
  maneuverability in addition to any other turns you are 
  normally allowed. You cannot gain altitude during a 
  round when you execute a wingover, but you can dive.
  The change of direction consumes 10 feet of your 
  movement.
  Withstand 
  You can shrug off the deadliest of blunt blows and 
  remain standing.
  Prerequisite: Increased Body Density or Skeletal 
  Fortification
  Benefit: Whenever you receive bludgeoning 
  damage in combat, you may spend an action point and 
  negate the damage. 
  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.  
  Anxiety Trigger 
  You unleash a deep-seated phobia into the conscious 
  mind of your target.
  Prerequisite: Telepathy.
  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.
  Effect:  If the target of this ability fails a Willpower 
  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 circumstance bonus 
  to your Charisma modifier when dealing with the 
  subject.
  Action:  Attack.
  Duration: One hour plus one hour per Telepathy 
  advancement.
  Usage: Telepathy.
  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.
  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 +10 insight bonus 
  
  95
  to one attack roll, damage roll, saving throw, or skill 
  check for that round.  If the duration is two rounds, 
  you gain a +5 on any one roll in each of those two 
  rounds, and if the duration is 3 rounds, you gain a +3 
  on any one roll in each of those three rounds.  
  Action:  Free.
  Duration: Up to 3 rounds.
  Usage: Precognition.
  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.
  Effect:  If the target of this ability fails a Will Save 
  (DC 10 + the 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
  Clairaudience
  You can hear a location that is a great distance away 
  by simply concentrating on the location.
  Prerequisite: Precognition.
  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 
  Telepathy advancement.
  Usage: Precognition.
  Clairvoyance
  You can see a location that is a great distance away by 
  simply concentrating on the location.
  Prerequisite: Precognition.
  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 
  Telepathy advancement.
  Usage: Precognition.
  Danger Sense
  You can sense danger unforeseen by others.
  Prerequisites:  Precognition, Foresight
  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 insight bonus to Reflex 
  saves to avoid traps and a +4 insight bonus to Defense 
  against attacks by traps 
  Action:  Free.
  Duration: Instant.
  Usage: Unlimited.
  Domination
  You can assert your will over another creature and 
  control his or her actions. 
  Prerequisites: Telepathy, Attraction Trigger, Charm 
  Person.
  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 
  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.
  Effect: You choose a target to become Enraged (+2 
  morale bonus to Strength and Constitution scores, 
  
  96
  +1 morale bonus to Will saves, -1 to Defense). 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.
  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.
  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.
  Effect:  You gain an insight 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.
  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.
  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.
  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.
  Effect: While this ability is active, you gain a +20 
  insight 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.
  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.
  Mind Stun 
  You can mentally stun a target for a short duration.
  Prerequisite: Telepathy.
  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: Instant.
  Usage: Unlimited.
  Mind Blast 
  You can mentally stun a target for a longer duration.
  Prerequisites: Telepathy, Mind Stun.
  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. 
  
  97
  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.
  Effect: You attack the target’s mind, causing 1d6 
  points of mental damage plus 1d6 for each time you 
  have advanced your Telepathy mutation (maximum 
  5d6).   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.
  Effect: You attack the target’s mind, causing 2d6 
  points of mental damage plus 1d6 for each time 
  the mutant has advanced her Telepathy mutation 
  (maximum 10d6).   The target may make a Will save 
  (DC 10 + your Charisma modifier) to reduce the 
  damage by half.
  Action: Attack.
  Duration: Instant.
  Usage: Telepathy.
  Precognitive Combat
  You sense your opponent’s defensive measures before 
  they are taken.
  Prerequisites:  Precognition, Foresight.
  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.
  Effect:  You gain a dodge bonus to your Defense 
  equal to your Wisdom modifier and 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.
  Effect:  For one round, the mutant may take an 
  attack of opportunity on every opponent that attempts 
  to make a melee attack against him.  He may only take 
  one attack of opportunity per opponent.  If he hits the 
  attacker, the opponent’s attack misses.  These attacks 
  of opportunity do not count against your attacks of 
  opportunity for that round.
  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.
  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.
  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.
  Psychic Interrogation 
  You place your target in a deep hypnotic trance in 
  which he cannot lie.
  Prerequisites: Telepathy, Mental Communication, 
  Lie Detector.
  Effect: If the target of this ability fails a Will save 
  (DC 10 + your Charisma modifier), he enters into a 
  
  98
  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.
  Rain of Objects 
  You shower your opponent with a storm of small 
  objects in combat, damaging and distracting him.
  Prerequisites:  Telekinesis, Telekinetic Hand.
  Effect: You make a ranged attack against your 
  opponent.  If this attack is successful, you inflict 1d6 
  points of bludgeoning damage plus one 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.
  Duration: One attack.
  Usage: Unlimited.
  Second Chance
  You can gain insight into the outcome of one action 
  and use that knowledge to try again.
  Prerequisites:  Precognition, Foresight, Perceive 
  Outcome.
  Effect:  After using Perceive Outcome, you can 
  attempt the same action, using the knowledge of the 
  outcome to improve your chances.  You gain an insight 
  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.
  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.
  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 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.
  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 game master must determine the 
  damage, ranging from 1 point per 25 pounds (for less 
  dangerous objects) to 1d6 points of damage per 25 
  pounds for harder, denser objects (maximum 10d6).  
  Throwing a typical humanoid at another humanoid 
  does 1d6 damage per 25 pounds.  Telekinetic Throw is 
  a full round action.
  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.
  Effect:  You may make a Disarm attack at range.  
  Except for the fact that this ability may be used at 
  range, this attack works like the normal Disarm 
  maneuver (use your Constitution, rather than Strength 
  for the opposed check, however).  
  Action: Attack.
  Duration: One Disarm attempt.
  Usage: Telekinesis.
  Telekinetic Guide 
  Using Telekinesis, you can help guide and propel 
  thrown weapons.
  Prerequisite: Telekinesis.
  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
  
  99
  Prerequisite: Telekinesis.
  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’s 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 modifier. 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 (three quarters concealment) when 
  not holding an object.  Observant creatures may notice 
  a visual distortion in the space it occupies with a 
  successful spot 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.
  Telekinetic Hand II
  You can now create two telekinetic hands that are able 
  to grasp and handle objects
  Prerequisite: Telekinesis.
  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.
  Effect:  You may make a ranged attack that inflicts 
  1d6 points of bludgeoning damage plus 1d6 for each 
  time you have advanced your Telekinesis mutation 
  (maximum 5d6). 
  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.
  Effect:  You can create a shield that provides half 
  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 (three quarters concealment).  Observant 
  creatures may notice a visual distortion in the space 
  around you with a successful spot check (DC 16).
  Action: Move.
  Duration: 5 rounds plus one round per Telekinesis 
  advancement.
  Usage: Telekinesis.
  Telekinetic Shield II
  You have learned how to focus your telekinetic 
  abilities to create a powerful “shield” of force to 
  deflect attacks. 
  Prerequisites:  Telekinesis, Telekinetic Shield.
  Effect:  You can create a shield that provides three 
  quarters cover (+7 Defense and +3 on Reflex saves 
  against attacks that affect your area), but does not 
  impede you in any way. Raising a telekinetic shield 
  is a move-equivalent action. Observant creatures may 
  notice a visual distortion in the space around you with 
  a successful spot check (DC 14).
  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.
  Effect:  You may make a ranged attack that inflicts 
  2d6 points of bludgeoning damage plus 1d6 for each 
  time you have advanced your Telekinesis mutation 
  (maximum 10d6). 
  Action: Attack.
  Duration: One Attack.
  Usage: Telekinesis.
  
  100
  Telekinetic Sword
  You can generate a melee weapon of kinetic energy 
  using the power of your thoughts alone. 
  Prerequisites:  Telekinesis, Telekinetic Hand.
  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, 
  x2) cannot be dropped or sundered, and it inflicts 1d6 
  points of slashing damage plus 1d6 for each time you 
  have advanced your Telekinesis mutation (maximum 
  3d6).  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.
  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.
  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, 
  x2) cannot be dropped or sundered, and it inflicts 2d6 
  points of slashing damage plus 1d6 for each time you 
  have advanced your Telekinesis mutation (maximum 
  6d6).  Creating a telekinetic sword is a move-
  equivalent action.
  Action: Move.
  Duration: 5 rounds plus one round per Telekinesis 
  advancement.
  Usage: Telekinesis
  
  CHAPTER 3: 
  Artifacts of 
  “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.
  the Ancients
  
  102
  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’s 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.
  The amount of money a character begins with is 
  given under his Occupation.
  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)!
  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.
  Corium Pieces vs. Wealth
  The Wealth system presented in d20 Modern, while 
  ideal for the complex economy of modern times, 
  does not function well in a post-apocalyptic setting.  
  Characters in Darwin’s World rarely have large assets, 
  and the markets and bazaars are limited.  With scarce 
  resources, supply and demand is in constant flux. 
  What is cheap in one community may be priceless in 
  another.   
  Several of the equipment tables from d20 Modern 
  have been included in this book with updated prices 
  (see appendix).  These prices take into consideration 
  the resources available in post apocalyptic earth 
  and the lack of mass production.  Few, if any, of the 
  
  103
  items present in d20 Modern are manufactured in 
  mass quantities. Only skilled craftsmen, a rarity in 
  the wastelands, produce these items now.  Often, 
  when characters are purchasing equipment, they are 
  receiving items salvaged by traders and scavs found 
  among the ruins of the Ancients.
  However, if you still prefer to use the Wealth 
  system, using the conversion table found in the 
  Gamemastering section of d20 Modern should provide 
  an adequate guide for converting prices found in 
  Darwin’s World.  Simply convert corium prices as if 
  they were dollars. 
  There may be a situation where you need to covert 
  from Wealth to corium (i.e. using a d20 Modern 
  supplement from another publisher). When converting 
  from Wealth to corium, consult the conversion table 
  found in the Gamemastering section of d20 Modern 
  to get a dollar value and then double it to get a corium 
  price.  Why double? Most purchase DCs consider 
  mass-production into the pricing equation, a nearly 
  non-existent practice in post apocalyptic earth.
  Appendix Tables
  At the back of this book you will find a comprehensive 
  appendix, listing all the relevant equipment found in 
  Darwin’s World and d20 Modern.  These tables include 
  corium prices for d20 Modern. 
  WEAPONS
  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 “futuristic firearms” not covered in the d20 
  Modern rulebook.
  Crafting Firearms
  Some skilled characters will want to Craft their 
  own firearms.  Crafting anything modern (or more 
  advanced) is difficult in post apocalyptic earth.  
  Resources and knowledge are rare.  Even if the 
  characters posses knowledge of mechanics, the 
  technology of firearms is even more of a specific 
  science.  Unless the character has the Modern Firearms 
  Discipline feat, he suffers a –4 non-discipline penalty 
  to Craft checks when creating firearms.  
  Crafting a firearm typically takes 24 hours and 
  requires raw material equal to one third of the cost of 
  the item.  The raw materials can be bought or salvaged 
  (see Repair skill).  Game masters should require 
  that salvage materials be from moderate or greater 
  mechanical objects.  Each firearm has a Craft DC.  
  Craft DCs for firearms found in d20 modern can be 
  found in the appendix.
  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.
  
  104
  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.
  TABLE 3-1:  RANGED WEAPONS
  Weapon
  Damage Critical Damage 
  Type
  Range
  Increment 
  Rate 
  of Fire Magazine Weight
  Size
  Cost
  Craft 
  DC
  Pistols (require the Personal Firearms Proficiency feat)
  Black powder pistol (special pistol)
  2d6
  20
  Ballistic
  50 ft.
  Single
  1 int.
  3 lb.
  Small
  250 cp
  16
  Dart pistol (special pistol)
  See text
  -
  -
  20 ft.
  Single
  1 int.
  3 lb.
  Small
  300 cp
  17
  FA Casull (.50AE revolver) 1
  2d8
  20
  Ballistic
  40 ft.
  Single 5 cylinder
  6 lb.
  Medium
  900 cp
  23
  GSh-18 (9mm* autoloader)
  2d6
  20
  Ballistic
  30 ft.
  S
  18 box
  1 lb.
  Small
  1,200 cp
  25
  MP-443 Grach (9mmR autoloader)
  2d6
  20
  Ballistic
  30 ft.
  S
  17 box
  2 lb.
  Small
  900 cp
  25
  PSM (5.45mmR autoloader)
  2d6
  20
  Ballistic
  30 ft.
  S
  8 box
  1 lb.
  Tiny
  700 cp
  25
  Zip gun (special pistol)
  See text
  20
  Ballistic
  20 ft.
  Single
  1 int.
  5 lb.
  Tiny
  See text
  12
  Machine Pistols (require the Personal Firearms Proficiency feat)
  Calico M100 (.22 machine pistol)
  2d4
  20
  Ballistic
  50 ft.
  S, A
  100 box
  7 lb.
  Medium 1,100 cp
  25
  Sa.23 (9mmR machine pistol)
  2d6
  20
  Ballistic
  50 ft.
  S, A
  40 box
  7 lb.
  Small
  1,300 cp 
  25
  Submachine Guns (require the Personal Firearms Proficiency feat)
  Bizon (9mmR SMG)
  2d6
  20
  Ballistic
  40 ft.
  S, A
  67 box
  5 lb.
  Medium 2,000 cp
  25
  Calico Liberty 50 (9mm SMG)
  2d6
  20
  Ballistic
  75 ft.
  S, A
  50 box
  5 lb.
  Large
  2,300 cp
  25
  Colt 635 (9mm SMG)
  2d6
  20
  Ballistic
  75 ft.
  S, A
  32 box
  5 lb.
  Medium 2,300 cp
  25
  FN P-90 (5.56mm SMG)
  2d8
  20
  Ballistic
  50 ft.
  S, A
  50 box
  6 lb.
  Medium 2,700 cp
  25
  Ruger MP-9 (9mm SMG)
  2d6
  20
  Ballistic
  40 ft.
  S, A
  32 box
  7 lb.
  Medium 1,800 cp
  25
  Rifles (require the Personal Firearms Proficiency feat)
  AR-7 Explorer (.22 rifle)
  2d4
  20
  Ballistic
  70 ft.
  Single
  8 box
  5 lb.
  Large
  1,200 cp
  23
  Black powder rifle (special rifle)
  2d8
  20
  Ballistic
  50 ft.
  Single
  1 int.
  10 lb.
  Large
  400 cp
  16
  Dart rifle (special rifle)
  See text
  -
  -
  50 ft.
  Single
  1 int.
  5 lb.
  Large
  350 cp
  17
  Pipe rifle (special rifle)
  See text
  20
  Ballistic
  30 ft.
  Single
  1 int.
  8 lb.
  Large
  250 cp
  14
  Assault Rifles (require the Personal Firearms Proficiency feat)
  AN-94 (5.56mmR assault rifle) 1
  2d8
  20
  Ballistic
  70 ft.
  S, A
  30 box
  8 lb.
  Large
  900 cp
  25
  Bushmaster M-17S (.5.56mm assault rifle)
  2d8
  20
  Ballistic
  80 ft.
  S, A
  30 box
  8 lb.
  Large
  1,500 cp
  26
  F2000 (5.56 assault rifle) 1
  2d8
  20
  Ballistic
  60 ft.
  S, A
  30 box
  9 lb.
  Large
  2,500 cp
  26
  HK G-11 (4.7mm assault rifle) 1
  2d8
  20
  Ballistic
  80 ft.
  S
  45 box
  8 lb.
  Large
  3,000 cp
  26
  OC-14 Groza (9mmR assault rifle)
  2d6
  20
  Ballistic
  70 ft.
  S, A
  20 box
  7 lb.
  Large
  2,500 cp
  26
  QBZ-95 (5.8mm assault rifle)
  2d8
  20
  Ballistic
  80 ft.
  S, A
  30 box
  7 lb.
  Large
  1,200 cp
  26
  Steyr ACR (5.6mm assault rifle) 1
  2d8
  20
  Ballistic
  90 ft.
  S, A
  24 box
  7 lb.
  Large
  3,200 cp
  27
  Sniper Rifles (require the Personal Firearms Proficiency feat)
  Steyr IWS-2000 (15.2mm sniper rifle)
  2d12
  20
  Ballistic
  350 ft.
  S
  5 box
  36 lb.
  Huge
  7,000 cp
  27
  VSS Vintorez (9mmR sniper rifle)
  2d6
  20
  Ballistic
  140 ft.
  S
  10 box
  7 lb.
  Large
  4,500 cp
  27
  Shotguns (require the Personal Firearms Proficiency feat)
  HK CAWS (12-gauge shotgun)
  2d8
  20
  Ballistic
  30 ft.
  S, A
  10 box
  8 lb.
  Large
  1,200 cp
  25
  Jackhammer Mk3A1 (12-gauge shotgun)
  2d8
  20
  Ballistic
  30 ft.
  S, A 10 cylinder
  10 lb.
  Large
  1,200 cp
  25
  Remington Streetsweeper (12-gauge shot)
  2d8
  20
  Ballistic
  30 ft.
  S
  12 cylinder
  9 lb.
  Medium 1,000 cp
  24
  Valtro PM-5-350 (12-gauge shotgun)
  2d8
  20
  Ballistic
  30 ft.
  S
  7 box
  8 lb.
  Medium 1,000 cp
  24
  Heavy Weapons (require the Exotic Firearms Proficiency feat)
  Calico 2-22 (light machinegun)
  2d4
  20
  Ballistic
  70 ft.
  A
  10 box
  10 lb.
  Huge
  1,200 cp
  25
  M214 Minigun (heavy machinegun)
  4d12
  20
  Ballistic
  100 ft.
  A
  Linked
  30 lb.
  Huge
  4,000 cp
  26
  RPG-7/16 (rocket launcher)
  See text
  -
  See text
  150 ft.
  1
  1 int.
  15 lb.
  Large
  2,000 cp
  26
  1 This mastercraft weapon grants a +1 bonus on attack rolls.
  2 This weapon does special damage.  See the weapon description.
  3 See the description of this weapon for special rules.
  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.
  
  105
  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. 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 an 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.
  
  106
  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
  2d6
  75 cp
  10mm
  2d6
  75 cp
  .22 caliber
  2d4
  50 cp
  .32 caliber
  2d4
  50 cp
  .38 caliber
  2d6
  75 cp
  .357 caliber
  2d6
  75 cp
  .44 caliber
  2d8
  100 cp
  .45 caliber
  2d6
  75 cp
  .50AE caliber
  2d8
  150 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.
  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. 
  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.
  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 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 
  
  107
  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.
  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.
  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.
  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.
  
  108
  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.
  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.
  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).
  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.
  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 
  Department of Energy nuclear power plant security 
  forces (in addition to other special security and law 
  enforcement buyers).
  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.
  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”.
  
  109
  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.
  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.
  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.
  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.
  
  110
  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.
  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.
  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.
  Heckler & Koch G-11
  The boxy HK G-11 is unique in that it fires a special 
  4.7mm caseless projectile.  The projectile itself is 
  basically embedded in the propellant of explosive 
  lacquer, which disintegrates on firing leaving no case 
  to eject.  Curiously, rounds in the magazine enter the 
  chamber at an angle, before being rotated 90 degrees 
  to fall in line with the barrel, and are discharged in 
  such a way that recoil is not felt until all rounds in a 
  burst have already been fired – cutting the effects of 
  muzzle recoil on accuracy to almost nothing.  Though 
  relatively small, the deficiency in the stopping power 
  of the 4.7mm round is made up for by the weapon’s 
  high rate of fire.
  The G-11 has a standard scope built in. 
  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.
  Due to its high quality of manufacture, the G-11 is 
  considered a mastercraft weapon.  As such, it grants a 
  +1 bonus on attack rolls.
  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.
  This weapon features a three-round burst setting.  
  
  111
  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.
  While extraordinarily rare, the Jackhammer is 
  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.
  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.
  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 
  2d4 
  150 cp
  5.56mm 
  2d8 
  250 cp
  7.62mmR 
  2d8 
  250 cp
  7.62mm 
  2d10 
  350 cp
  Due to unreliable construction, .444 caliber, .50 
  caliber, and shotgun ammunition cannot be used in a 
  pipe rifle.
  
  112
  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.
  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.
  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.
  Remington Streetsweeper
  Another unusual shotgun following unconventional 
  design specifications, the Remington “Streetsweeper” 
  (based on the Armsel “Striker”) is an effective “room 
  broom” weapon due to its remarkably short barrel 
  length (the shortest being a mere 2” to 7”) and spring-
  loaded 12-round revolving cylinder.  Most of these 
  shortened versions were outlawed during the time 
  of the Ancients, but remained in circulation in the 
  underground black market regardless.
  The weapon’s cylinder must be manually reloaded 
  just like a normal revolver.
  Those few surviving examples of this weapon have 
  become extremely popular among raider gangs not 
  only due to their formidable appearance and name, but 
  also their ease of handling in tight quarters.
  Ruger MP-9
  The so-called “improved Uzi”, the MP-9 is based 
  on the original Uzi design of Uziel Gal, but with 
  a composite construction, greater accuracy, and a 
  telescoping buttstock that can be folded right against 
  the back of the weapon.
  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 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.
  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.
  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.
  
  113
  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 similar to a .22 rifle. The Vintorez 
  is considered to have a built-in suppressor 
  (see equipment in d20 
  Modern).
  
  114
  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.
  The Exotic Firearms Proficiency (heavy machine 
  guns) applies to this weapon.
  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 itself is prohibitively 
  heavy (30 lbs), not including its ammunition supply, 
  and requires the equivalent of two truck batteries to 
  operate.
  The Exotic Firearms Proficiency (heavy machine 
  guns) applies to this weapon.
  A regular power beltpack must be used to power this 
  weapon, in addition to standard ammunition.
  RPG-7/16
  The RPG-7 (and later RPG-16), more commonly 
  known simply as the “RPG”, is a missile launcher that 
  fires special rocket-propelled grenade rounds.  Said to 
  be developed from the German Panzerfaust of WWII, 
  the RPG saw widespread proliferation worldwide 
  due to extensive Soviet arms sales, and was proven 
  useful not only against ground vehicles, but against 
  helicopters and bunkers as well.
  Primarily used to fire anti-tank grenades, the RPG 
  can be reloaded, unlike disposable man-portable 
  anti-tank weapons such as the M72A3 LAW.  High 
  explosive fragmentation rounds were also quite 
  commonly distributed with RPGs, sometimes being 
  fired “indirect” from the shoulder in the manner of 
  “artillery rockets”.
  
  115
  RPG rounds duplicate the effects of any standard 
  grenade type (though anti-tank and fragmentation 
  grenades are most common, it is conceivable that 
  high technology rounds such as negation or radiation 
  grenades could be developed for this weapon), 
  propelled to a greater range thanks to a rocket motor.
  The RPG has a minimum range of 30 feet.  If fired 
  against a target closer than 30 feet away, it does not 
  arm and will not explode.
  The Exotic Firearms Proficiency (rocket launchers) 
  feat applies to this weapon.
  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 
  broad selection of such items.
  Anti-Tank Grenade
  This type of grenade appears to be a heavy black metal 
  canister with a dial or two on top, allowing it to be set 
  for a certain designated time (up to 60 seconds after 
  being armed).  The grenade uses highly explosive and 
  violent chemicals to blast straight through armor plate.
  Because its explosive features a shaped charged 
  designed to penetrate the armor of military vehicles, 
  the anti-tank grenade ignores up to 10 points of 
  hardness if it strikes a vehicle, building, or object.  
  However, this only applies to the target struck, not to 
  other objects within the burst radius.
  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 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 2d6 acid 
  damage.
  Concussion Grenade
  This type of grenade appears to be a cardboard 
  cylinder with a metal end; when detonated, it explodes 
  in a deafening and concussive blast.  This type of 
  grenade deals nonlethal damage. If the nonlethal 
  damage exceeds the target’s Constitution, the Fortitude 
  save to avoid being knocked unconscious is made at 
  DC 18.”
  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. Targets within the cloud have an effective 1⁄4 
  cover.
  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. 
  
  116
  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 1d6 Con, and secondary 
  damage of 2d6 Con.
  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 1d6 acid damage 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 1d6 Con).  
  Targets spending more than 1 round must resist severe 
  radiation sickness (Fort DC 24; Damage 2d6 Con).  
  Targets that fail the save, take immediate Constitution 
  damage and Radiation Sickness (see Diseases).
  Satchel Charge A
  The smallest type of “damage pack”, this weapon is 
  roughly the size of a remote control.  They were used 
  primarily for covert detonation, but are still highly 
  useful.  The A charge deals half fire damage, half 
  piercing damage.
  TABLE 3-2:  EXPLOSIVES AND SPLASH WEAPONS
  Weapon
  Damage
  Type
  Burst
  Reflex DC
  Range 
  Increment
  Size
  Weight
  Cost
  Craft 
  DC
  Anti-tank grenade
  8d6
  Piercing
  5 ft.
  15
  10 ft.
  Small
  2 lb.
  2,000 cp
  30
  Blood agent grenade
  See text
  Acid
  See text
  12
  10 ft.
  Small
  2 lb.
  900 cp
  20
  Concussion grenade
  3d6
  Concussion
  20 ft.
  15
  10 ft.
  Tiny
  1 lb.
  250 cp
  18
  Energy grenade
  6d6
  Energy
  20 ft.
  15
  10 ft.
  Small
  2 lb.
  1,200 cp
  30
  Glitter grenade
  -
  -
  See text
  12
  10 ft.
  Tiny
  1 lb.
  200 cp
  20
  Mine
  See text
  See text
  See text
  See text
  -
  Small
  5 lb.
  900 cp
  25
  Negation grenade
  See text
  Special
  20 ft.
  18
  10 ft.
  Small
  2 lb.
  1,200 cp
  30
  Nerve gas grenade
  See text
  Special
  See text
  12
  10 ft.
  Small
  2 lb.
  1,500 cp
  40
  Photon grenade
  See text
  Special
  30 ft.
  18
  10 ft.
  Tiny
  1 lb.
  1,500 cp
  30
  Plasma grenade
  8d6
  Fire and Energy
  20 ft.
  15
  10 ft.
  Small
  2 lb.
  2,000 cp
  32
  Radiation grenade
  See text
  See text
  See text
  12
  10 ft.
  Small
  2 lb.
  2,000 cp
  30
  Satchel charge A
  6d6
  Fire and piercing
  10 ft.
  15
  10 ft.
  Tiny
  2 lb.
  500 cp
  25
  Satchel charge B
  8d6
  Fire and piercing
  20 ft.
  15
  10 ft.
  Small
  4 lb.
  1,000 cp
  30
  Satchel charge C
  10d6
  Fire and piercing
  30 ft.
  15
  -
  Med
  8 lb.
  3,000 cp
  35
  Shock grenade
  4d6
  Electricity
  20 ft.
  18
  10 ft.
  Small
  2 lb.
  900 cp
  25
  Stun grenade
  2d6
  Special
  10 ft.
  15
  10 ft.
  Tiny
  1 lb.
  800 cp
  20
  
  117
  Satchel Charge B
  The standard demolition charge, still easily 
  transportable by the foot soldier, the B charge is 
  roughly the size of a small portable radio.  The B 
  charge deals half fire damage, half piercing damage.
  Satchel Charge C
  This type of detonation device is the largest of the 
  satchel charges, being roughly the size of an attaché 
  case.  The C charge deals half fire damage, half 
  piercing damage.
  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 one protection or cover 
  (the charge passes right through, so the area of effect 
  stays the same even in close quarters).  The shock 
  grenade ignores all hardness if it strikes a vehicle, 
  building, or object.  However, this only applies to 
  the target struck, not to other objects within the burst 
  radius.
  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.  In addition to 
  inflicting electricity damage, any target caught in the 
  blast radius must make a Fortitude saving throw (DC 
  15) or be paralyzed for 1d6 rounds.
  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 
  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.
  Crafting Futuristic Weapons
  Lasers, masers, energy field generators, and mass 
  drivers, are extremely complex weapons and require 
  mastery in several fields of science and technology.   
  They are nearly impossible to craft without training in 
  the relevant disciplines.  Crafting futuristic weapons 
  requires Craft knowledge in both electronics and 
  mechanics.  Unless the character possesses both 
  the Advanced Electronics and Advanced Weapons 
  Discipline, he suffers a –8 (–4 if one is possessed) 
  non-discipline penalty to his Craft checks.  
  TABLE 3-3:  LASERS
  Weapon
  Damage
  Critical
  Damage 
  Type
  Range
  Increment 
  Rate of 
  Fire
  Magazine
  Weight
  Size
  Cost
  Craft 
  DC
  Handguns (require the Futuristic Firearms Proficiency feat)
  Laser pistol
  2d12
  20
  Energy
  100 ft.
  S
  Clip, belt, or back
  2 lb.
  Small
  12,000 cp
  33
  Longarms (require the Futuristic Firearms Proficiency feat)
  Dazzle rifle
  -
  -
  -
  50 ft.
  S
  Clip, belt, or back
  7 lb.
  Large
  10,000 cp
  33
  Infra-red rifle
  2d12
  20
  Energy
  150 ft.
  S
  Clip, belt, or back
  7 lb.
  Large
  20,000 cp
  33
  Laser rifle
  3d12
  20
  Energy
  150 ft.
  S
  Clip, belt, or back
  7 lb.
  Large
  30,000 cp
  34
  Pulse laser rifle
  3d12
  20
  Energy
  100 ft.
  S, A
  Clip, belt, or back
  5 lb.
  Large
  40,000 cp
  34
  X-Laser
  3d10
  20
  Energy
  100 ft.
  S
  Minifusion cell
  10 lb.
  Large
  32,000 cp
  34
  Heavy Weapons (require the Futuristic and Exotic Firearms Proficiency feat)
  Laser anti-tank rifle
  8d12
  20
  Energy
  100 ft.
  1
  Minifusion cell
  65 lb.
  Large
  60,000 cp
  35
  Laser cannon
  12d12
  20
  Energy
  300 ft.
  1
  Minifusion cell
  1,000 lb.
  Huge
  200,000 cp
  35
  
  118
  Crafting a futuristic weapon such as a laser typically 
  takes 200 hours and requires raw material equal to one 
  third of the cost of the weapon.  The raw materials 
  can be bought or salvaged (see Repair skill).  Game 
  masters should require that salvage materials be from 
  Advanced or Futuristic objects.  Each weapon has 
  a Craft DC in the list below.  Crafting a futuristic 
  weapon requires a successful Craft electronics or 
  mechanical check.  If the character has the Advanced 
  Weapons Discipline, he can choose to make the Check 
  with his highest ranked Skill.  If he does not, he must 
  make the Check with his lowest ranked Skill.
  Handguns
  Laser Pistol
  The laser pistol was designed for military service, and 
  is a rugged, reliable weapon.  To make it more durable 
  in combat conditions, the crystal rod used in earlier 
  lasers was replaced by a more flexible and reliable 
  medium, a neodymium gas tube (a gas which has much 
  the same effect as chromium-rich crystal, but which 
  cannot “shatter” with impact or stress).
  Laser pistols were extremely common as sidearms 
  for military personnel, especially officers, in the 
  United States military in the years preceding the 
  collapse of human civilization.
  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 rifle operates by 
  emitting a brilliant beam of photons in a wide “pulse”, 
  affecting unshielded eyes with immediate flash burns 
  and blindness.
  Firing a dazzle rifle is a ranged touch attack.  The 
  targeted opponent must make a Reflex save (the DC 
  is equal to the attacker’s attack roll) or be blinded for 
  1d6 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.
  
  119
  Laser Rifle
  The laser rifle was the standard weapon of the 
  American armed forces before the fall of human 
  civilization.  Compared to the military laser pistol 
  (the standard sidearm), the laser rifle is a much more 
  effective battlefield weapon.  Incorporating a longer 
  barrel and balanced shape, with superior artificial 
  refining crystals and focus mirrors that allow it 
  to retain tighter photon-beam cohesion at greater 
  distances, the laser rifle’s range is well above that of a 
  conventional chemical-propellant rifle.
  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.
  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 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 
  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 powered 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.
  
  120
  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.
  The Exotic Firearms Proficiency (cannons) applies 
  to this weapon.
  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 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.
  The Exotic Firearms Proficiency (cannons) applies 
  to this weapon.
  TABLE 3-4: MASERS
  Weapon
  Damage
  Critical
  Damage 
  Type
  Range
  Increment 
  Rate of 
  Fire
  Magazine
  Weight
  Size
  Cost
  Craft 
  DC
  Handguns (require the Futuristic Firearms Proficiency feat)
  Maser pistol
  2d10
  20
  Energy
  100 ft.
  S
  Clip, belt, or back
  1 lb.
  Small
  12,000 cp
  34
  Longarms (require the Futuristic Firearms Proficiency feat)
  Maser rifle
  3d10
  20
  Energy
  150 ft.
  S
  Clip, belt, or back
  5 lb.
  Large
  30,000 cp
  34
  
  121
  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).
  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.
  Handguns
  Blaster
  The “blaster” was the most advanced kind of 
  personal weapon in military service before the fall of 
  civilization, developed especially to complement suits 
  of advanced powered armor.  Made of connecting 
  metal rods, the blaster 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 blaster, 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 blaster 
  disintegrates its target from the bottom-up.
  A target hit by a blaster must make a Fortitude save 
  (DC 25) to avoid being immediately disintegrated; 
  even if she saves, she still suffers 5d6 points of 
  damage from the physical disruption of her body.
  
  122
  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 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 minimum damage  (5 hp) 
  against living creatures, and then only in the first range 
  increment (after that it has no effect).
  TABLE 3-5:  ENERGY FIELD GENERATORS
  Weapon
  Damage
  Critical
  Damage 
  Type
  Range
  Increment 
  Rate of 
  Fire
  Magazine
  Weight
  Size
  Cost
  Craft DC
  Handguns (require the Futuristic Firearms Proficiency feat)
  Blaster
  See text
  -
  Energy
  20 ft.
  Single Minifusion cell
  2 lb.
  Small
  100,000 cp
  38
  Plasma pistol
  3d10
  20
  Energy
  100 ft.
  S
  Minifusion cell
  5 lb.
  Small
  40,000 cp
  35
  Longarms (require the Futuristic Firearms Proficiency feat)
  EMP rifle (NLW)
  5d10
  20
  Energy
  20 ft.
  S
  Minifusion cell
  15 lb.
  Large
  50,000 cp
  35
  HPM rifle
  5d10
  20
  Energy
  30 ft.
  S
  Minifusion cell
  15 lb.
  Large
  60,000 cp
  36
  Heavy Weapons (require the Futuristic and Exotic Firearms Proficiency feat)
  Plasma rifle
  5d10
  20
  Energy
  150 ft.
  S
  Minifusion cell
  15 lb.
  Large
  70,000 cp
  36
  
  123
  The EMP 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). If the damage equals or exceeds the 
  robot’s Hit Dice, the target must make a Reflex save 
  (equal to the damage dealt). If the Reflex save is 
  successful, the target is dazed for 1 round. If the target 
  fails the save, 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). If the damage equals or exceeds the 
  robot’s Hit Dice, the target must make a Reflex save 
  (equal to the damage dealt). If the Reflex save is 
  successful, the target is dazed for 1 round. If the target 
  fails the save, it 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.
  The Exotic Firearms Proficiency (cannons) applies 
  to this weapon.
  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 
  TABLE 3-6: MASS DRIVERS
  Weapon
  Damage Critical Damage 
  Type
  Range
  Increment 
  Rate of 
  Fire
  Magazine
  (Power)
  Magazine
  (Ammo) Weight
  Size
  Cost
  Craft 
  DC
  Handguns (require the Futuristic Firearms Proficiency feat)
  Gauss pistol
  2d8
  20
  Ballistic
  100 ft.
  S
  Clip, belt, or back
  30 box
  4 lb.
  Small
  20,000 cp
  32
  Gauss submachine gun
  2d8
  20
  Ballistic
  100 ft.
  S, A
  Clip, belt, or back
  50 box
  4 lb.
  Small
  25,000 cp
  32
  Longarms (require the Futuristic Firearms Proficiency feat)
  Electro-saw thrower
  3d6
  20
  Ballistic
  80 ft.
  S
  Belt or back
  10 box
  7 lb.
  Large
  15,000 cp
  31
  Gauss automatic rifle
  4d8
  20
  Ballistic
  100 ft.
  S, A
  Clip, belt, or back
  50 box
  12 lb.
  Large
  50,000 cp
  35
  Gauss rifle
  4d8
  20
  Ballistic
  150 ft.
  S
  Clip, belt, or back
  30 box
  14 lb.
  Large
  50,000 cp
  35
  Heavy Weapons (require the Futuristic and Exotic Firearms Proficiency feat)
  Gauss anti-tank rifle
  10d8
  20
  Ballistic
  100 ft.
  Single
  Minifusion cell
  10 box
  50 lb.
  Large 100,000 cp 36
  Gauss cannon
  14d8
  20
  Ballistic
  300 ft.
  Single
  Minifusion cell
  1 in
  1,500 lb.
  Huge
  200,000 cp 36
  
  124
  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.  Because they are designed 
  to penetrate armor, gauss weapons ignore anywhere 
  from 5 to 10 points of hardness (see weapon) if they 
  strike a vehicle, building, or object (the exception 
  is the electro-saw thrower, which does not have this 
  ability).
  Gauss weapons cannot benefit from advanced 
  ammunition types.
  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.
  Because it is designed to penetrate armor, a gauss 
  pistol ignores up to 5 points of hardness if it strikes a 
  vehicle, building, or object.
  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.
  
  125
  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.
  Because it is designed to penetrate armor, a gauss 
  automatic rifle 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.
  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.
  Because it is designed to penetrate armor, a gauss 
  rifle ignores up to 5 points of hardness if it strikes a 
  vehicle, building, or object.
  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.
  Because it is designed to penetrate armor, a gauss 
  anti-tank rifle ignores up to 10 points of hardness if it 
  strikes a vehicle, building, or object.
  The Exotic Firearms Proficiency (cannons) applies 
  to this weapon.
  
  126
  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.
  Because it is designed to penetrate armor, a gauss 
  cannon ignores up to 10 points of hardness if it strikes 
  a vehicle, building, or object.
  The Exotic Firearms Proficiency (cannons) applies 
  to this weapon.
  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 deals 6d8 damage to a target in the 
  first range increment, 4d8 to a target in the second 
  range increment, and 2d8 to anyone in a 5-foot-wide 
  path beyond that distance out to maximum range.  An 
  atom gun can be fired only once per round.  Since this 
  was intended as a close-range weapon, damper coils 
  on the barrel reduce the emission of radiation from the 
  weapon’s internal reaction to an insignificant amount.  
  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 3-7:  PARTICLE BEAM WEAPONS
  Weapon
  Damage
  Critical
  Damage 
  Type
  Range
  Increment 
  Rate of 
  Fire
  Magazine
  Weight
  Size
  Cost
  Craft 
  DC
  Longarms (require the Futuristic Firearms Proficiency feat)
  Atom gun
  See text
  -
  Energy
  10 ft.
  Single
  Plutonium clip
  10 lb.
  Large
  70,000 cp
  38
  Ion ray
  4d10
  20
  Energy
  100 ft.
  S, A
  Minifusion cell
  8 lb.
  Large
  45,000 cp
  35
  Meson cannon
  5d10
  20
  Energy
  150 ft.
  S
  Minifusion cell
  10 lb.
  Large
  55,000 cp
  37
  
  127
  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.
  AT-5 Spandrel
  Introduced in 1977, the AT-5 “Spandrel” is a second-
  generation Soviet anti-tank guided missile whose 
  characteristics are comparable to the American TOW.  
  It was designed almost exclusively for use on vehicles 
  such as the BMP, BRDM, and UAZ truck.
  When the AT-5 hits its target, it explodes like a 
  grenade or other explosive, dealing 6d12 points of 
  damage to all creatures within a 10-foot radius (Reflex 
  save DC 18 for half damage). Because the AT-5 
  features a superior warhead designed to penetrate the 
  armor of military vehicles, the AT-5 ignores up to 15 
  points of hardness if it strikes a vehicle, building, or 
  object.  However, this only applies to the target struck, 
  not to other objects within the burst radius.  
  The AT-5 has a minimum range of 30 feet.  If fired 
  against a target closer than 30 feet away, it does not 
  arm and will not explode.
  The Exotic Firearms Proficiency (rocket launchers) 
  feat applies to this weapon.
  
  128
  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 
  When the gyrojets hits its target, it explodes like 
  a grenade or other explosive, dealing 3d10 points of 
  damage to all creatures within a 5-foot radius (Reflex 
  save DC 18 for half damage).
  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.
  The Exotic Firearms Proficiency (rocket launchers) 
  feat applies to this weapon.
  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 
  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.
  When fired, the flame pistol creates a narrow ray 
  of flame out to 10 feet (not a 5 foot wide line, like 
  a normal-sized flamethrower).  This ray inflicts 3d6 
  points of fire damage to all creatures and objects in 
  its path.  No attack roll is necessary, and thus no feat 
  is needed to operate the weapon effectively.  Any 
  creature caught in the line of flame can make a Reflex 
  save (DC 15) to take half damage.  Creatures with 
  cover get a bonus to their Reflex save.
  The pistol can fire from small canisters (attached 
  to the weapon like a “clip”), or can be hooked up to 
  a regular flamethrower tank to use flamethrower fuel.  
  A typical canister holds only three shots of fuel (if a 
  flamethrower tank is used, 10 shots).  
  TABLE 3-8:  OTHER UNCONVENTIONAL WEAPONS
  Weapon
  Damage
  Critical
  Damage 
  Type
  Range
  Increment 
  Rate of 
  Fire
  Magazine
  Weight
  Size
  Cost
  Craft 
  DC
  Handguns  (require the Personal Firearms Proficiency feat)
  Flame pistol
  3d6
  -
  Fire
  -
  1
  See text
  4 lb.
  Small
  6,000 cp
  30
  Hand stunner §
  2d6
  20
  See text
  20 ft.
  Single
  Clip
  1 lb.
  Tiny
  2,000 cp
  27
  Stun pistol §
  1d6
  20
  See text
  50 ft.
  Single
  Clip
  2 lb.
  Small
  3,000 cp
  28
  Longarms (require the Futuristic Firearms Proficiency feat)
  Ramjet rifle
  3d10
  20
  Ballistic
  200 ft.
  S, A
  30 box
  8 lb.
  Large
  45,000 cp
  30
  Sonic rifle (NLW) §
  2d12
  20
  Sonic
  20 ft.
  S
  Clip, belt, back
  10 lb.
  Large
  15,000 cp
  28
  Sonic rifle B
  2d12
  20
  Sonic
  20 ft.
  S
  Clip, belt, back
  10 lb.
  Large
  20,000 cp
  29
  UH radiation rifle
  See text
  -
  See text
  20 ft.
  Single
  Plutonium clip
  15 lb.
  Large
  45,000 cp
  30
  Heavy Weapons (require the Exotic Firearms Proficiency feat)
  AT-5 Spandrel
  6d12
  -
  -
  400 ft.
  1
  1 int.
  55 lb.
  Huge
  30,000 cp
  27
  Gyrojet launcher
  3d10
  -
  -
  100 ft.
  S, A
  30 int.
  15 lb.
  Large
  30,000 cp
  25
  Hydra 70 M247
  4d10
  -
  -
  125 ft.
  1
  19 int.
  250 lb.
  Huge
  20,000 cp
  26
  TOW II
  6d12
  -
  -
  200 ft.
  1
  1 int.
  65 lb.
  Huge
  10,00 cp
  26
  
  129
  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.
  Hand stunners attack as a ranged touch.  On 
  a successful hit the weapon deals 1d2 points of 
  electricity damage, and the target must make a 
  Fortitude saving throw (DC 15) or be paralyzed for 
  1d3 rounds.
  Hydra 70 M247
  The Hydra 70mm rocket launcher is typical of 
  conventional rocket launchers, most often seen 
  mounted in rocket launcher tubes on attack helicopters 
  and ground attack aircraft.  Of the four variants, the 
  M247 has an anti-tank warhead, the M255 has a light 
  armor-piercing flechette warhead, the M261 has a 
  high explosive warhead, and the M264 has a smoke 
  warhead.
  When the M247 hits its target, it explodes like a 
  grenade or other explosive, dealing 4d10 points of 
  damage to all creatures within a 10-foot radius (Reflex 
  save DC 18 for half damage). Because its explosive 
  features a shaped charged designed to penetrate the 
  armor of military vehicles, the Hydra 70 M247 ignores 
  up to 10 points of hardness if it strikes a vehicle, 
  building, or object.  However, this only applies to 
  the target struck, not to other objects within the burst 
  radius.
  The Hydra 70 M247 has a minimum range of 30 
  feet.  If fired against a target closer than 30 feet away, 
  it does not arm and will not explode.
  The Exotic Firearms Proficiency (rocket launchers) 
  feat applies to this weapon.
  Hydra 70 M255
  These rockets are suitable for engaging lightly 
  armored vehicles (such as armored personnel carriers, 
  trucks, etc.), and are fitted with a special anti-armor 
  flechette warhead.
  When the M255 hits its target, it explodes like a 
  grenade or other explosive, dealing 4d10 points of 
  damage to all creatures within a 10-foot radius (Reflex 
  save DC 18 for half damage). Because it is designed 
  to defeat armor, the Hydra 70 M255 ignores up to 5 
  points of hardness if it strikes a vehicle, building, or 
  object.  However, this only applies to the target struck, 
  not to other objects within the burst radius.
  The Hydra 70 M255 has a minimum range of 30 
  feet.  If fired against a target closer than 30 feet away, 
  it does not arm and will not explode.
  The Exotic Firearms Proficiency (rocket launchers) 
  feat applies to this weapon.
  Hydra 70 M261
  The Hydra 70 M261 features a high explosive warhead 
  that is most useful against unprotected, unarmored 
  ground targets such as infantry.
  When the M261 hits its target, it explodes like a 
  grenade or other explosive, dealing 4d10 points of 
  damage to all creatures within a 10-foot radius (Reflex 
  save DC 18 for half damage).
  The Hydra 70 M261 has a minimum range of 30 
  feet.  If fired against a target closer than 30 feet away, 
  it does not arm and will not explode.
  The Exotic Firearms Proficiency (rocket launchers) 
  feat applies to this weapon.
  Hydra 70 M264
  The M264 warhead creates obscuring smoke.  On 
  the round that it is fired, a rocket of this type fills the 
  four squares around it with a cloud of smoke.  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 smoke in 4 rounds and a 
  strong wind (21+ mph) disperses it in 1 round.  
  The Hydra 70 M264 has a minimum range of 30 
  feet.  If fired against a target closer than 30 feet away, 
  it does not arm and will not explode.
  The Exotic Firearms Proficiency (rocket launchers) 
  feat applies to this weapon.
  TABLE 3-9: SPECIAL AMMUNITION
  Ammunition Type (Quantity)
  Cost
  Craft DC
  AT-5 (5)
  2500 cp
  20
  Gauss (50)
  100 cp
  15
  Gyrojet (30)
  500 cp
  20
  Hydra 70 M247 (5)
  1000 cp
  20
  Hydra 70 M255 (5)
  1000 cp
  20
  Hydra 70 M261 (5)
  1000 cp
  20
  Hydra 70 M264 (5)
  200 cp
  15
  Ramjet (30)
  700 cp
  22
  TOW II (5)
  2000 cp
  20
  
  130
  Stun Pistol
  These widely used weapons were one of the standard 
  armaments of civil authorities during the 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.
  Stun pistols attack as a ranged touch.  On a 
  successful hit the weapon deals 1d6 points of 
  electricity damage, and the target must make a 
  Fortitude saving throw (DC 15) or be paralyzed for 
  1d6 rounds.
  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.
  The sonic rifle inflicts special nonlethal damage.  If 
  the damage inflicted by the weapon in a single round 
  equals or exceeds the target’s current Constitution 
  score, the target must make a Fortitude save (DC 15).  
  On a successful save the target is nauseated for 1d2 
  rounds.  On a failed save, the target is paralyzed for 
  1d4+1 rounds.
  All sonic weapons attack as a ranged touch.
  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.  Sonic weapons attack as a 
  ranged touch.
  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).  The weapon attacks as a ranged touch.  In 
  
  131
  TOW II
  The TOW (tube-launcher, optically tracked, wire-
  guided) missile and its succeeding generations were 
  designed as heavy armor killers.  One of the most 
  effective weapons of its kind, the missile itself 
  employs a special probe at the tip to optimize armor 
  penetration through detonation at a standoff distance 
  of several inches, making it ideal against all ranges of 
  armored targets.
  Though designed to be used by a ground team with a 
  tripod, the TOW can be mounted on attack helicopters 
  and fast ground vehicles (such as the Hummer), 
  for attacking armored vehicles on the conventional 
  battlefield.
  When the TOW II hits its target, it explodes like 
  a grenade or other explosive, dealing 6d12 points of 
  damage to all creatures within a 10-foot radius (Reflex 
  save DC 18 for half damage). Because the TOW II 
  features a superior warhead designed to penetrate the 
  armor of military vehicles, the TOW II ignores up to 
  15 points of hardness if it strikes a vehicle, building, or 
  object.  However, this only applies to the target struck, 
  not to other objects within the burst radius.
  The TOW II has a minimum range of 30 feet.  If 
  fired against a target closer than 30 feet away, it does 
  not arm and will not explode.
  The Exotic Firearms Proficiency (rocket 
  launchers) feat applies to this weapon.
  addition to doing 2d6 acid damage, the UH radiation 
  rifle also inflicts a severe radiation (see Radiation). 
  The target must resist severe radiation sickness 
  (Fort DC 24; Damage 2d6 Con) or take immediate 
  Constitution damage and Radiation Sickness (see 
  Diseases).
  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 
  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.
  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!
  
  132
  TABLE 3-10: POWERED MELEE WEAPONS 
  Weapon
  Damage
  Critical
  Damage Type
  Size
  Weight
  Cost
  Craft DC
  Melee Weapons (Weapons Proficiency feat needed given in parentheses)
  Shock Gloves (simple)
  1d8
  x2
  Electricity
  Small
  1 lb.
  2,000 cp
  25
  Stun Baton (simple)
  3d6
  x2
  Electricity
  Medium
  3 lb.
  1,000 cp
  23
  Chainsword (exotic)
  3d6
  18-20/x2
  Slashing
  Medium
  8 lb.
  15,000 cp
  28
  Power Sword  (archaic)
  2d6
  19-20/x2
  Slashing
  Medium
  4 lb.
  8,000 cp
  32
  Warp-Field Sword (exotic)
  2d6
  19-20/x2
  Slashing
  Medium
  15 lb.
  50,000 cp
  38
  Energy Pike  (archaic)
  2d8
  18-20/x2
  Slashing
  Large
  15 lb.
  32,000 cp
  33
  POWERED MELEE 
  WEAPONS
  In addition to ranged weapons, 
  the Ancients developed powered 
  melee weapons to use in close 
  quarters combat and illegal blood 
  sports. All of the following weapons require the 
  advanced Technology feat to operate properly.  
  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.  Power Source:  Beltpack or 
  backpack.
  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 to be a dull black or gray staff, universally 
  8’ long, but when activated (usually by pressing a 
  button or switch on the pommel), the last three feet or 
  so begins to glow brightly. The reason for this is that 
  the pike has a powerful ion emitter that ionizes 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.  As a type of polearm, the energy pike has 
  reach of 10 feet, but cannot be used against an adjacent 
  foe.  Power Source:  Beltpack or backpack.
  Power Sword  
  This item operates much like an energy pike, except 
  that it’s in the shape of a typical long sword and is 
  commonly used in close quarter combat situations. 
  Power Source:  Beltpack or backpack.
  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 
  electric field.  Each time a hit is scored, in addition 
  to regular punch damage, a powerful shock shoots 
  through the target, inflicting 1d8 points of electrical 
  damage. Shock gloves require the exotic weapon 
  proficiency to use, but are otherwise treated as 
  unarmed attacks in all ways, including attacks of 
  opportunity. Power Source:  Beltpack or backpack.
  Stun Baton  
  This appears to be a metal baton, which emits an 
  energetic glow and subtle hum when activated.  The 
  baton, when it hits an opponent, lets off a low-voltage 
  charge that effectively stuns the target, inflicting non-
  lethal damage.   Power Source:  Beltpack or backpack.
  Warp-Field Sword  
  This tremendously advanced device was 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 sword 
  generates a field that causes the blade to “dance” 
  between dimensions, allowing it to literally “pass” 
  right through obstructions - specifically, armor.  The 
  sword is completely unaffected by armor and will only 
  damage flesh.  Power Source:  Minifusion cell.
  ARMOR
  Advanced armor types include 
  the fanciful protective 
  devices of civil and military 
  agencies that existed 
  during the years before the 
  nuclear apocalypse claimed 
  all of civilization.  Since few 
  remember the events that drove original man extinct, 
  these items stand only as silent reminders of his 
  former greatness.
  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 
  
  133
  archaic armors, these suits are a sign of technological 
  achievement in a wasteland people.
  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 are 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.
  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).
  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 provides damage reduction 
  10.
  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.
  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 
  environments, with a maximum protection of up to 
  moderate radiation (see Radiation Sickness).
  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.
  TABLE 3-11:  ARMOR
  Armor
  Type
  Equipment 
  Bonus
  Nonprof. 
  Bonus
  Max Dex 
  Bonus
  Armor 
  Penalty
  Speed 
  (30 ft)
  Weight
  Cost
  Craft 
  DC
  Medium Armor
  Civil security suit
  Tactical
  +5
  +2
  +3
  -4
  25
  8 lb.
  1,200 cp
  23
  Military combat suit
  Tactical
  +6
  +2
  +3
  -4
  25
  10 lb.
  2,100 cp
  23
  Heavy Armor
  Environment suit
  Impromptu
  +4
  +3
  +0
  -7
  15
  100 lb.
  1,200 cp
  24
  NBC suit
  Impromptu
  +4
  +3
  +1
  -6
  20
  50 lb.
  1,500 cp
  24
  LazAb
  Tactical
  +7
  +3
  +0
  -7
  20
  50 lb.
  4,000 cp
  25
  Special security suit
  Tactical
  +9
  +3
  +0
  -8
  20
  20 lb.
  5,000 cp
  25
  Advanced metal
  Tactical
  +9
  +3
  +1
  -6
  20
  50 lb.
  7,500 cp
  28
  Plastex
  Tactical
  +10
  +3
  +2
  -5
  20
  30 lb.
  12,000 cp
  30
  
  134
  When a suit of plastex armor is found as treasure, 
  roll its dimensions randomly as if rolling a character’s 
  height and weight.  A character can only wear armor of 
  this type if it is suited to his dimensions.
  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.
  GENERAL 
  EQUIPMENT
  Bags And Boxes
  Most items in this basic 
  category remain available 
  even years after the nuclear war.  
  Items in this category that remain unchanged include 
  the aluminum travel case, briefcase, contractor’s field 
  bag, day pack, handbag, and range pack.  The patrol 
  box would be a little harder to find, but not impossible 
  to locate.
  Clothing
  For travelers in the blasted ruins of the past, some 
  valuable finds consist of rare and weird clothing that 
  harkens back to a time when mankind was able to be 
  frivolous and wasteful.  It is widely known that rare 
  and exotic textiles were used to create fantastic and 
  futuristic clothing in the years leading up to the Fall; 
  from fancy three-piece suits made of black shimmer 
  velvet to liquid gold gowns for the ladies.  Rarer 
  textiles employed in such garments included Synthisilk 
  (just like the real thing, all but impossible to get with 
  diminishing world trade during the years of final 
  warfare), SexySatin (a cross between satin and crushed 
  velvet), Luminescence (glowing and color-shifting 
  fabric), and Neosamite (gold thread intertwined with 
  synthetic or, even rarer, natural fur follicles).
  Most forms of clothing from the d20 Modern rules 
  remain common (except for business and formal 
  wear, which is almost impossible to find), while 
  uniforms (short of those scavenged off the bodies of 
  soldiers who died during the Fall) are usually only 
  seen on members of specific factions to identify their 
  followers.
  Technician’s Coveralls
  These clothes consist of a pair of white coveralls with 
  light-reflective plastic strips up the legs and arms, 
  zippered up the front with an insulated collar.  These 
  suits are not only comfortable, but they do nothing 
  to impede movement whatsoever.  In addition, the 
  material of the suits (the fabrication of which is no 
  longer possible using the technology of the wasteland) 
  has a special property that blocks out up to mild 
  radiation (see Radiation Sickness).
  Web Belt 
  This is an efficiently designed belt used by military, 
  police, or technicians for tools and other equipment.  
  The typical web belt has six to eight clip-sized pockets 
  (as well as a pistol holster for military and police 
  versions).  
  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.
  Cameras can be found among the ruins of old 
  cities, though there is no “film developing service” 
  (a character will have to develop photos himself, 
  unless he has a faction’s resources behind him).  Since 
  there is no cell service anymore, cell phones are, by 
  and large, utterly useless to characters.  All kinds of 
  computers, digital audio recorders, modems, PDAs, 
  portable video cameras, printers, scanners, and 
  walkie-talkies are available (albeit extremely rare, 
  and often hoarded by those with any knowledge of 
  their operation), though portable satellite telephones 
  probably do not work because the satellites they rely 
  on have likely deteriorated over the decades.
  Crafting Advanced Electronics
  Some electronics, like computers and communication 
  devices, require mastery in other fields of science and 
  technology.  They are very difficult to craft without 
  training in the relevant disciplines.  Unless the 
  character has the Advanced Electronics Discipline feat, 
  he suffers a –4 non-discipline penalty to Craft checks 
  when creating these devices.  
  Crafting advanced electronics takes time 
  (determined using the guidelines in the Craft skill) and 
  requires raw material equal to one third of the cost of 
  the item.  The raw materials can be bought or salvaged 
  (see Repair skill).  Game masters should require 
  that salvage materials be from complex or greater 
  electronic objects.  Each electronic object has a Craft 
  DC.  
  
  135
  It is up to the game master to determine what is 
  considered advanced, but in general, electronic items 
  with a Craft DC 25 and above should be considered 
  advanced. 
  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 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-
  TABLE 3-13: Identity Card
  Color
  Rank
  Notes
  Access
  Disable 
  Device DC
  Cost
  White
  Stage IC
  Typical citizen’s ID card
  IC
  25
  1,000 cp
  Yellow
  Stage IIC
  Technician’s access card
  IIC
  27
  2,000 cp
  Blue
  Stage IIIC
  Civil Authority access card
  IC, IIC, IIIC
  30
  7,000 cp
  Purple
  Stage IVC
  Federal Authority access card
  IC, IIC, IIIC, IVC
  30
  10,000 cp
  Red
  Stage VC
  Regional Governor’s access card
  VC
  40
  25,000 cp
  Black
  Stage VIC
  Presidential access card
  VC, VIC
  50
  30,000 cp
  Lead
  Stage IM
  Enlisted Military ID card
  IM/C
  27
  1,000 cp
  Copper
  Stage IIM
  NCO access card
  IM/C, IIM/C
  30
  6,000 cp
  Bronze
  Stage IIIM
  Officer access card
  IM/C, IIM/C, IIIM
  35
  10,000 cp
  Silver
  Stage IVM
  Base Armory access card
  IVM
  40
  14,000 cp
  Gold
  Stage VM
  Base Commander access card
  IM/C, IIM/C, IIIM, 
  IVM, VM
  40
  32,000 cp
  Platinum
  Stage VIM
  Military Research access card
  VIM
  50
  42,000 cp
  TABLE 3-12: ELECTRONICS
  Object
  Size
  Weight
  Cost
  Craft DC
  Identity Card
  Fine
  -
  varies
  -
  Induction Transformer
  Tiny
  .5 lb.
  30,000 cp
  33
  Language Translator
  Small
  1 lb.
  2,600 cp
  30
  Memory Chips, Android
  Fine
  -
  Varies
  35
  Optic Scanner
  Med
  3 lb.
  8,000 cp
  30
  Power Sources
  Power Cell
  Tiny
  .5 lb.
  50 cp
  18
  Power Pack
  Med
  3 lb.
  200 cp
  20
  Power Clip
  Small
  1 lb.
  400 cp
  25
  Power Beltpack
  Small
  2 lb.
  1,000 cp
  25
  Power Backpack
  Med
  4 lb.
  2,000 cp
  25
  Minifusion Cell
  Tiny
  .5 lb
  2,000 cp
  32
  Plutonium Clip
  Small
  1 lb.
  3,000 cp
  32
  Harmonic Cell
  Small
  1 lb.
  20,000 cp
  35
  
  136
  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 3d10 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 Computer Use 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 
  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.
  
  137
  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
  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.
  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.
  Black boxes, caller ID defeaters, cellular 
  interceptors, lineman’s buttsets, tap detectors, and 
  telephone taps do exist, but their usefulness in a world 
  without widespread electronic communication would 
  be limited at best.  Metal detectors and night vision 
  goggles, however, would be far more useful to most 
  characters.
  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.
  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.  
  TABLE 3-15: SURVEILLANCE GEAR
  Object
  Size
  Weight
  Cost
  Craft DC
  Impulse Detector
  Small
  3 lb.
  5,000 cp
  32
  Motion Detector
  Med
  4 lb.
  5,000 cp
  26
  Portable Detection Radar
  Med
  5 lb.
  14,000 cp
  30
  X-Ray Goggles
  Small
  3 lb.
  25,000 cp
  30
  
  138
  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.
  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.
  Bolt cutters, caltrops, car opening kits, duct tape, 
  handcuffs, instruments, search-and-rescue kits, and 
  spike strips are uncommon, but not impossible to find 
  in most wasteland markets.
  Evidence kits, fake ID, and forgery kits have little 
  or no value to most people in the wasteland, and as a 
  result are extremely uncommon at best.
  Chemical kits, demolitions kits, electrical tool 
  kits, first aid kits, lockpick sets, lock release guns, 
  mechanical tool kits, medical kits, multipurpose tools, 
  and pharmacist kits would be rare and extremely 
  valuable commodities, hoarded by most communities 
  for their applications in recreating weapons, 
  maintaining complex items of technology, etc..
  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 
  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 
  
  139
  Table 3-16: Professional Equipment
  Object
  Size
  Weight
  Cost
  Craft DC
  Animatron, Construction
  Huge
  1000 lb.
  20,000 cp
  35
  Animatron, Digger
  Huge
  2000 lb.
  26,000 cp
  35
  Animatron, Task
  Large
  200 lb.
  9,500 cp
  35
  Astronaut Pen
  Fine
  -
  100 cp
  15
  Books
  Small
  2 lb.
  3,000 cp – 10,000 cp
  -
  Boron Solution Spray
  Med
  3 lb.
  1,000 cp
  20 
  Corium Lantern
  Small
  2 lb.
  90 cp
  10
  Electronic Skeleton Key
  Small
  2 lb.
  60,000 cp
  32
  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.
  Astronaut Pen
  This is a fantastic pocket pen made from high-
  durability titanium, with a 1,000-year guarantee of 
  operation.  An astronaut pen can write on wet surfaces 
  (even underwater), upside down, and for an unlimited 
  period of time.
  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 1d10 
  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 
  enhancement 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.
  
  140
  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.
  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.
  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.
  Backpacks, climbing gear, compass, mesh vests, 
  rope, sleeping bags, tents, and trail rations are all 
  common items found in nearly every corner of the 
  wasteland, either as dusty old items scavenged from 
  the ruins or post-Fall replicas made from makeshift 
  materials (examples include backpacks made from 
  woven reeds, rope made from animal gut or sinew, 
  tents made from hides, etc.).
  Binoculars, chemical light sticks, fire extinguishers, 
  flash goggles, flashlights, and portable stoves would 
  be very useful to wilderness travelers, and as a result 
  fetch a good price in markets.  Gas masks are much 
  more uncommon items, their rarity commanding a 
  significantly higher price.
  Maps are often priceless finds in the post-holocaust 
  world.  Whether found in the form of a foldable travel 
  map or as a small electronic map display device (a 
  “computer map” so to speak), maps from before the 
  Fall can provide an invaluable tool for the finding 
  of Ancient storehouses - lost cities, military reserve 
  depots, research facilities, or water sources (such as 
  forgotten mountain lakes, reservoirs, etc).  Almost all 
  communities’ value pre-war (and even some post-war) 
  maps like gold.
  GPS systems would not be operable due to the 
  destruction of most communications satellites during 
  the Fall, or thanks to deterioration of said satellites 
  over the decades since the collapse of civilization.
  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 
  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 
  TABLE 3-17: HAZARD DETECTION DEVICES
  Object
  Size
  Weight
  Cost
  Craft DC
  Chemical Sensor
  Small
  1 lb.
  10,000 cp
  25
  Geiger Counter  
  Small
  3 lb.
  10,000 cp
  25
  Rad Tab  
  Fine
  -
  300 cp
  20
  Ion Bonding Tape
  Med
  12 lb.
  800 cp
  25
  
  141
  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.
  Cigarette Lighter
  This tiny, priceless object creates a steady flame even 
  in wet or windy conditions due to a shielded cover.  
  They come in a number of colors and styles.  A typical 
  lighter will have d100 “charges”.
  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.
  Emergency Raft
  This is essentially a bright orange plastic container 
  (cylindrical or box-shaped) with a thick rubbery 
  shoulder strap for easy carrying.  When opened and a 
  tab pulled, an auto-inflating raft literally “pops” out.  
  The raft is generally large enough to support eight 
  Medium-sized people steadily on all but the roughest 
  seas, remaining buoyant for about 1-2 weeks.  A fold 
  out tent top can be deployed to protect against cold 
  and high winds.  It can be used only once, however, 
  and cannot be re-packaged.
  Table 3-18: Survival Gear
  Object
  Size
  Weight
  Cost
  Craft DC
  Advanced Breathing Apparatus
  Med
  8 lb.
  19,000 cp
  20
  Autograpnel
  Med
  6 lb.
  3,000 cp
  23
  Cigarette Lighter
  Dim
  -
  90 cp
  15
  Cyborg Sustenance Tube
  Tiny
  1 lb.
  50 cp
  15
  Dehydrated Pills
  Dim
  -
  20 cp
  20
  Emergency Raft
  Small
  2 lb.
  1,000 cp
  17
  Firestarter Cube
  Dim
  -
  25 cp
  18
  Gravity Boots
  Small
  2 lb.
  8,000 cp
  30
  Halazone Tablets
  Dim
  -
  50 cp
  17
  HEVE Candy
  Dim
  -
  20 cp
  20
  Instant Pillow
  Dim
  -
  50 cp
  20
  Light Rod
  Dim
  -
  15 cp
  20
  Magnesium Firestarter
  Dim
  -
  350 cp
  22
  Portable Petrol Power Generator
  Large
  100 lb.
  20,000 cp
  20
  Potassium Iodide Tablets
  Dim
  -
  200 cp
  25
  Power Bar
  Dim
  -
  10 cp
  15
  Ready Meal
  Tiny
  1 lb.
  20 cp
  15
  Salt Pills
  Dim
  -
  20 cp
  15
  Soup Mix
  Dim
  -
  5 cp
  12
  Survival Kit
  Med
  4 lb.
  1.800 cp
  -
  Synthihol
  Tiny
  .5 lb.
  20 cp
  12
  Water Purifier
  Small
  2 lb.
  7,500 cp
  20
  
  142
  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.
  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 enhancement 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.
  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).
  Portable Petrol Power Generator
  This appears to be a heavy machine with plastic or 
  metal carrying bars (it’s 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 it’s flow is enough to power most 
  devices in a small community.  It weighs 100 lbs.
  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, 
  taken daily, reduces the need for ingested moisture by 
  one half for 1-4 weeks.
  
  143
  Soup Mix
  A variety of soup mixes (most from oriental 
  companies) are available even decades after the 
  holocaust.  Dehydrated and vacuum-packed, these 
  mixes are somewhat nutritious (equal to about one full 
  meal), but require mixing with a certain amount of 
  heated, drinkable water – a rarity in a world without 
  adequate water resources.
  Survival Kit
  This type of item was issued to soldiers in the field, 
  and many types are available.  The kit contains a 
  water-purification bag (which holds up to one liter of 
  water), four halazone tablets, a simple sewing kit, a 
  book of 20 matches, compass, four gobs of chewing 
  gum, eight pieces of sweet candy (these offer no 
  nutrition, but consuming one raises the eater’s energy 
  level due to sugar content), a razor blade and holder, 
  thirty pieces of HEVE candy, and a single canister of 
  Medi-Spray (wound healing).
  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.
  Water Purifier
  A variety of models of this device exist, but in use, 
  it operates along the same principle as a water filter; 
  it purifies water of any kind and makes it digestible 
  by the human metabolism.  The purifier runs on 
  electricity, which is used to separate the chemicals in 
  the water.  This device requires one hour to purify one 
  day’s water requirement for a Medium-size creature.  
  Power Source:  Pack.
  Weapon Accessories
  Only warriors, community guardians, and soldiers 
  carry most weapon accessories.  Despite the 
  typical attitude of keeping the best for their own, 
  some communities do sell such items to travelers, 
  merchants, and visiting outsiders.
  Box magazines, holsters, and speed loaders are 
  common enough.  Detonators (and all explosives) 
  are rare, usually hoarded by various communities for 
  weapons.  Illuminators, laser sights, and suppressors 
  are uncommon, if not very hard to find.
  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.
  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 are considered a CR 4 trap, with 
  Hardness 12, hp 40, Init +4, and a +10 ranged attack 
  bonus.
  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 
  
  144
  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 12, 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.
  Biomechanical Targeter
  This advanced piece of electronic equipment was used 
  to augment the soldiers of the Ancients during the Fall.  
  The biomechanical targeter is a bodily modification 
  that requires one eye of the recipient to be surgically 
  removed and replaced with an advanced optical lens 
  that acts as a miniaturized computer targeting system.  
  The biomechanical targeter requires no power (it runs 
  off an ingenious power system fed by natural electric 
  impulses), and acts to increase accuracy at range.
  A biomech targeter gives the user +20 in bonuses, 
  divisible as she wishes among any and all ranged 
  attacks each round (rounded down).  For instance, 
  one attack at +20, two attacks at +10, three attacks at 
  +6, etc.  The targeter can only be applied to existing 
  attacks; it cannot give additional attacks.
  Installation of these devices is difficult, requiring a 
  Knowledge (Cybernetics) check at DC 30 (and, in any 
  case, one of the recipient’s natural eyes is forever lost).
  Bollix Pack
  The “bollix pack” is an 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, in 
  the form of damage reduction.  The actual amount 
  reduced depends on the model of shield.
  Shield Type
  Damage 
  Reduction
  Cost
  A
  5
  18,000 cp
  B
  10
  36,000 cp
  C
  15
  75,000 cp
  The energy shield protects against directed energy 
  attacks, including lasers, masers, sonic weapons, 
  particle beam weapons, and electricity.  Normal 
  
  145
  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 damage reduction 
  and resistance to energy (all) of 20.  In addition, the 
  force field belt also gives the wearer a +4 deflection 
  bonus to Defense.  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.
  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, and otherwise acts as a fly spell; 
  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.
  Neural Control Pod
  The neural control pod was a device created by the 
  Ancients in an early attempt to subdue and brain-wipe 
  androids that were beginning to develop aberrant 
  psychological behavior – it was also later used by 
  vengeful humans to put errant androids back in 
  line.  The pod looks like a heavy metal helmet with 
  power attachments, knobs, and lights.  When placed 
  on the head of an android, it emits a concentrated 
  EMP through the direct connectors on the inside 
  of the helmet to erase its entire neural network – in 
  essence, brainwashing it.  Using metal collar and face 
  restraints, the pod could only be removed by immense 
  force (Strength check, DC 30).
  An android affected by a neural control pod may 
  make a Will save (DC 25) to resist each round, 
  but failure results in the gain of one negative level 
  (permanent), plus a permanent point of Intelligence.  
  This procedure continues until the helmet is somehow 
  removed, the android’s total levels are reduced to one, 
  or it’s Intelligence drops to zero.  In the first case, 
  the pod will no longer cause any drain (but effects 
  suffered up to the point of removal are permanent).  
  In the second case, upon being reduced to first level 
  the pod immediately shuts off.  In the final case the 
  android is effectively destroyed by the unit, unable to 
  bear the strain of it’s drain.
  An android with EMP countermeasures is not 
  immune, but does receive a +5 enhancement bonus to 
  TABLE 3-19: MILITARY HARDWARE
  Object
  Size
  Weight
  Cost
  Craft DC
  Animatron, Weapon
  Large
  300 lb.
  13,000 cp
  35
  Auto-Mortar Platform
  Large
  300 lb.
  22,000 cp
  35
  Biomechanical Targeter
  -
  -
  15,000 cp
  35
  Bollix Pack
  Small
  1 lb.
  30,000 cp
  30
  Control Rod
  Small
  2 lb.
  18,000 cp
  25
  Energy Shield
  Tiny
  .5 lb.
  18,000cp – 75,000 cp
  35
  Force Field Belt
  Small
  2 lb.
  200,000 cp
  35
  Jetpack
  Large
  25 lb.
  40,000 cp
  30
  Magnetic Shield
  Tiny
  .5 lb.
  18,000cp – 75,000 cp
  35
  Neural Control Pod
  Med
  4 lb.
  48,000 cp
  35
  Obedience Collar
  Small
  1 lb.
  2,000 cp
  25
  Pain Collar
  Small
  1 lb.
  3,000 cp
  25
  Power Fist
  Med
  8 lb.
  5,000 cp
  35
  Stealth Pack
  Med
  3 lb.
  75,000 cp
  37
  
  146
  its Will save.
  Against any victim other than an android, a Fort 
  save (DC 25) must be made or suffer 4d8+4 points of 
  damage each round from electrical shock (a successful 
  save results in only half damage).
  Power Source:  Pack.
  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 only 8d6 points of 
  damage, and suffers deafness for 1d4 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 +4 to the wearer’s Strength.  If 
  two power fists are used, the bonus increases to +8, 
  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 displacement (50% miss 
  chance).  The pack uses up one power charge per 
  round of use.  A stealth pack weighs 3 lbs.
  Power Source:  Beltpack or backpack.
  VEHICLES
  Vehicles are among the most 
  common artifacts scavenged 
  from the wasteland and 
  drawn back into use by the 
  few surviving communities 
  or individuals of the Fall.  
  These include automobiles, motorcycles, trucks, etc.  
  Vehicles are often highly prized as not only symbols of 
  power and influence, but also for their ability to carry 
  heavy loads over long distances, as well as defend 
  against or outrun the common raider gangs and armies 
  of the desert.
  Helicopters (including the Bell Jet Ranger, Bell 
  Model 212, and Blackhawk) and planes (Cessna 172 
  Skyhawk and Learjet Model 45) after the nuclear 
  holocaust are best handled by the GM.  Most aircraft 
  were either destroyed when the major airports and 
  fields were hit in the nuclear exchange, or left to 
  deteriorate over time when the great cities were 
  abandoned.  As such, working aircraft are almost 
  impossible to locate.
  Most civilian cars and trucks remain available, 
  though to be certain their appearance (and 
  corresponding performance) has diminished over time 
  in almost all cases.  Left along the great highways 
  to rust after being abandoned during the war, most 
  are useless hulks.  Some major merchant groups, 
  are known to resurrect Ancient-era vehicles to keep 
  the flow of trade open along the great highways and 
  deserts, while raiders have naturally taken to forming 
  virtual “armadas” of motorcycles, cars, and trucks to 
  prey upon the communities of the wasteland and strike 
  terror into their hearts.
  The Acura 3.2 TL, Chevrolet Cavalier, Chevrolet 
  Corvette, Dodge Neon, and Volkswagen Jetta are 
  all common among most motorized communities 
  and gangs.  The AM General Hummer, Chevrolet 
  Suburban, Dodge Caravan, Ford Escape XLT, Ford 
  F-150 XL, and Toyota Tacoma Xtracab are also 
  common among such road-mobile packs.  Luxury 
  cars (including the Aston-Martin Vanquish, BMW 
  M3, Jaguar CJ Sedan, Lamborghini Diablo, and 
  
  147
  Mercedes E55 AMG) are almost unheard of.  All types 
  of motorcycles are commonly employed by raider 
  gangs, often altered with bizarre decorations and 
  modifications (wheel scythes, spikes, etc.).
  Most water vehicles (civilian or otherwise) would be 
  very limited in usefulness, even if working examples 
  could be found.
  Special vehicles should be handled on an individual 
  basis.  Armored trucks are not unknown, but are more 
  than likely to only be found in the hands of the world’s 
  major factions and communities, either transporting 
  important persons from one destination to another, or 
  the most valuable cargos.  Some groups might even 
  used scavenged armored trucks as “battle wagons”.
  The Honda TRX400FW could very well be common 
  as a cheap alternative to cars.  The limousine would 
  be unlikely, except perhaps as the “command car” of a 
  particularly image-conscious raider gang or religious 
  cult.
  Moving trucks and buses (NABI Model 40LFW) are 
  the backbone of many merchant convoys that cross the 
  wasteland supplying outlying communities with food, 
  water, and other supplies.  Because of their value as 
  virtual “rolling fortresses”, however, they would be 
  extremely hard to find outside of these cartels.
  Military vehicles, like special vehicles, require 
  special consideration.  Most military vehicles can 
  be assumed to have been destroyed (or at least 
  badly damaged) during the Fall.  Whether they were 
  destroyed in actual nuclear strikes, or by conventional 
  conflict on the radiated battlefield in the days and 
  weeks afterwards, most were damaged, destroyed, or 
  outright abandoned well before the timeframe of the 
  post-apocalyptic genre.  Certainly the effects of time 
  and lack of maintenance have made most (if not all) of 
  these impressive machines of war useless.
  Most salvaged vehicles are modified for use in 
  the wastelands of the post apocalyptic earth.  Often, 
  vehicles are equipped with mounted weapons and 
  reinforced with additional armor.  Following are 
  common examples of such vehicles used by the 
  raiders, traders, and road warriors on the hostile 
  roadways of the Twisted Earth.
  Crafting Vehicles
  Some skilled characters will want to Craft their own 
  vehicles.  Like firearms, crafting vehicles is difficult in 
  post apocalyptic earth.  Even if the characters posses 
  knowledge of mechanics, the technology of vehicles is 
  even more of a specific science.  Unless the character 
  has the Modern Aircraft Discipline or Modern Vehicles 
  Discipline feat, he suffers a –4 to non-discipline 
  penalty to Craft checks when creating vehicles.  
  Crafting vehicles typically takes 24 hours (or more) 
  and requires raw material equal to one third of the 
  price of the vehicle.  The raw materials can be bought 
  or salvaged (see Repair skill).  Game masters should 
  require that salvage materials be from moderate or 
  greater mechanical objects.  Craft DCs for vehicles 
  found in d20 modern can be found in the appendix.
  Battle Cycle
  The most common post-Fall vehicle is the motorcycle.  
  It is the main stay of the raider gangs in the Twisted 
  Earth. Refurbished motorcycles are often a bit tougher 
  then their Ancient counterparts, tinkered to endure the 
  harshness of wasteland travel.  A battle cycle is one 
  square wide and two squares long.
  Battle Car  
  Similar to the battle cycle, the battle car is a common 
  mount of raider gangs and road warriors.  These 
  vehicles provide more protection than motorcycles and 
  additional options for mounting weaponry.  Turreted 
  machine guns are the most common weapons found 
  on battle cars.  Battle cars have reinforced armor, 
  allowing them to endure more of beating than pre-Fall 
  civilian cars.
  Battle Cars are two squares wide and four squares 
  long. A typical battle car is equipped with a M2HB 
  heavy machine gun mounted on a full turret.
  Blockade-Runner  
  A time-tested tactic of the Cartel traders is the usage 
  of the “blockade-runners”.  The blockade-runner is 
  basically a cargo truck stripped-down for optimum 
  speed and armed with a potent weapon (such as a 
  flamethrower) to defend it and the caravan it escorts. 
  Some blockade-runners are in fact disguised to 
  resemble regular merchant trucks, only to reveal their 
  hidden weaponry at the last minute when the convoy 
  is upon the bandits (not unlike an old-style convoy “Q 
  ship”).  
  A blockade-runner is two squares wide and five 
  squares long. A typical blockade-runner is equipped 
  with a Flamer Thrower and M2HB heavy machine gun 
  both mounted on full turrets.
  TABLE 3-20: VEHICLES
  Name
  Crew
  Pass
  Cargo
  Init
  Man. Top Speed Def.
  Hard. Hit Points Size
  Cost
  Craft DC
  Battle Cycle
  1
  1
  0 lb.
  +0
  +2
  250 (25)
  10
  5
  20
  M
  3,000 cp
  23
  Battle Car
  1
  4
  250 lb.
  -2
  -1
  200 (20)
  8
  6
  36
  H
  26,000 cp
  25
  Battle Hummer
  1
  3
  1,000 lb.
  -2
  -2
  140 (14)
  8
  8
  40
  H
  40,000 cp
  25
  Blockade Runner
  1
  2
  30,000 lb.
  -4
  -4
  165 (16)
  6
  10
  45
  G
  100,000 cp
  25
  
  148
  Battle Hummer  
  Wreckage of the famed “hummer” can be found all 
  throughout the cities of the Ancients, and across the 
  desert landscape that was once host to the great battles 
  of the Fall.  The hummer was a workhorse vehicle of 
  the Ancient armies, used as a troop transport, cargo 
  transport, battlefield ambulance, and prime mover.  
  More than a dozen variants were created, including 
  versions that mounted a machinegun, wire-guided 
  anti-tank missile, or surface-to-air-missile systems.  
  A battle hummer is two squares wide and four 
  squares long. The battle hummer is often equipped 
  with a M2HB heavy machine gun or in rare cases a 
  Tow II missile launcher. 
  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 “vehicle” 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 at speeds 
  in excess of 25 mph (in some cases) 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.
  For the purposes of what weapons he can use (and 
  any bonuses for light weapons), the wearer of any 
  suit of powered armor is considered one size larger 
  than his armor.  For example, a character wearing a 
  Medium-size suit can wield any Large weapon one-
  handed (regardless of its actual weight and recoil).  
  Similarly, a Large suit permits Huge weapons to be 
  used one-handed.
  Note that built-in systems need their own power.  
  For example, the Zeus suit requires an additional 
  power source to fire its gauss anti-tank rifle.
  Powered Armor vs. Vehicles:  While powered 
  armor is essentially a humanoid vehicle; there are 
  some differences in the way it operates during combat.  
  First, the pilot modifies the armor’s defense (see 
  below).  Second, powered armor can make 180-degree 
  turns at alley speed or lower, and 90-degree turns at 
  street speed and higher. In addition, their turn number 
  is always half of a standard vehicle.   
  Basic Properties:  Powered armor and powered 
  scout armor provide elemental resistance against heat, 
  cold, acid, and electricity of 10 (it absorbs the first 10 
  points of elemental damage).  Because of the confining 
  nature of most powered armors, a character can wear 
  nothing heavier than medium armor (such as a tactical 
  vest) while piloting a suit.
  Strength:  Since these heavy armor suits use 
  a framework of powered musculature and limbs, 
  the pilot’s effective Strength attribute is magnified 
  considerably.  Use the suit’s Strength score for all 
  Strength-related checks and effects.
  Initiative:  The modifier added to the pilot’s 
  TABLE 3-21: POWERED ARMOR SPEEDS AND MODIFIERS
  Character Scale
  Chase Scale
  Defense 
  Modifier
  Check Roll 
  Modifier
  Turn 
  Degree
  Speed Category
  Movement
  Turn Modifier
  Movement
  Turn Modifier
  Stationery
  0
  -
  0
  -
  +0
  -
  180
  Alley Speed
  1-20
  0
  1-2
  0
  +0
  +0
  180
  Street Speed
  21-50
  1
  3-5
  0
  +1
  -1
  180
  Highway Speed
  51-150
  2
  6-15
  1
  +2
  -2
  90
  All Out
  151+
  4
  16+
  1
  +4
  -4
  90
  
  149
  initiative check when operating the powered suit.
  Maneuver:  The modifier added to any Pilot checks 
  attempted with the armor.
  Top Speed:  Powered armor suits are sometimes 
  designed to permit the wearer to move at great speed.  
  This is the maximum number of squares the wearer of 
  a powered armor suit can cover in 1 round at character 
  scale.
  Base Defense: Unlike standard vehicles, the pilot 
  modifies the armor’s defense.  When piloted, the 
  defense of powered armor is the armor’s base defense 
  plus the pilot’s dexterity bonus plus the pilot’s class 
  bonus to defense.
  Hardness: The hardness.  Subtract this number 
  from any damage dealt.
  Hit Points: The armor’s full hit points.
  Crafting Power Armor
  Power Armor (later in this chapter) is extremely 
  complex and requires mastery in several fields of 
  science and technology.   They are nearly impossible 
  to craft without training in the relevant disciplines.  
  Crafting power armor requires Craft knowledge in 
  both electronics and mechanics.  Unless the character 
  possesses both the Advanced Electronics and 
  Advanced Armor Discipline, he suffers a –8 (–4 if one 
  possessed) non-discipline penalty to his Craft checks.  
  Crafting Power Armor typically takes 200 hours 
  (or more) and requires raw material equal to one 
  third of the price of the armor.  The raw materials 
  can be bought or salvaged (see Repair skill).  Game 
  masters should require that salvage materials be from 
  Advanced or Futuristic objects.  Each weapon has 
  a Craft DC in the list below.  Crafting power armor 
  requires a successful Craft electronics or mechanical 
  check.  If the character has the Advanced Armor 
  Discipline, he can choose to make the Check with his 
  highest ranked Skill.  If he does not, he must make the 
  Check with his lowest ranked Skill.
  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 features an advanced respiratory system in 
  the main compartment (good for 10 continuous hours, 
  after which time it must rest and recharge itself for 1d2 
  hours), a built-in microwave communications system 
  (with a 15 mile range), and an overpressure system 
  that prevents biological and chemical agents from 
  penetrating the armor (this has no effect on radiation, 
  however).  A flexible bullet- and blast-resistant view 
  screen that can be electrically polarized to serve in an 
  infrared (treat as night vision goggles) capacity is also 
  a standard feature.
  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.
  In addition to an advanced 10-hour oxygen recycling 
  system, the Mk2 suit has a built-in microwave 
  communications system (with a 15 mile range) in the 
  helmet, a laser pistol built into each wrist (leaving the 
  hands free for fine manipulation of objects or tearing 
  apart obstacles).  An energy shield A is commonly 
  found as part of the Mk2 suit, but is detachable.
  The Mk2 also has full gamma radiation protection  
  (up to moderate radiation), an overpressure system 
  that prevents biological and chemical agents from 
  penetrating the armor, and a digital Geiger counter 
  display either in the helmet or mounted on the suit’s 
  wrist.  Like the Mk1, it also has infrared capability.
  A character may fire both laser pistols in a round, 
  Table 3-22: Powered Armor
  Armor Suit
  Str
  Init Maneuver
  Top 
  Speed
  Defense Hardness
  Hit Points
  Size
  Cost
  Craft DC
  Mk1 Ares
  24
  -2
  0
  30 (3)
  8
  10
  45
  L
  75,000
  35
  Mk2 Ares
  22
  -1
  +1
  30 (3)
  10
  10
  45
  M
  150,000
  36
  Mk3 Ares
  22
  0
  +2
  30 (3)
  10
  10
  45
  M
  200,000
  36
  Mk1 Hermes
  20
  0
  +2
  80 (8)
  10
  5
  25
  M
  75,000
  35
  Mk2 Hermes
  20
  0
  +2
  70 (7)
  10
  5
  25
  M
  200,000
  36
  Zeus Suit
  28
  -1
  +1
  30 (3)
  8
  10
  45
  L
  250,000
  38
  
  150
  but doing so incurs the normal penalties for fighting 
  with two weapons.
  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 suit has a microwave communicator (15 
  mile range) in the helmet, advanced 10-hour oxygen 
  recyclers, and a shoulder-mounted grenade launcher 
  (treat this as the M79).  An armored pack on the 
  back holds up to twelve grenades of different types, 
  which are fed directly to the launcher through internal 
  mechanisms.  Firing the grenade launcher is a standard 
  action.
  An energy shield B is commonly found as part of the 
  Mk3, but is detachable.  It also has radiation protection 
  (up to high radiation) and the standard overpressure 
  system (blocking biological and chemical agents).  A 
  digital Geiger counter display, as well as variable IR 
  polarization (giving it infra-red visual capability), is 
  also built-in features of the Mk3.
  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 vehicle to speeds in excess of 40 mph for 
  virtually an unlimited period of time; 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.  This suite includes a rather bulky Geiger 
  counter and chemical sensor array on the left arm, 
  a microwave communicator (with an enhanced 50 
  mile range) and scrambler, a detachable shoulder-
  mounted motion detector unit, and advanced faceplate 
  construction.  The view slit of this faceplate can be 
  electrically polarized to provide infrared capability, 
  while a flip-down X-ray filter permits x-ray vision 
  (as X-ray goggles).  In addition, 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 x50 magnification in real-
  time video in one corner of his field of vision.
  The Mk1 Hermes also has an overpressure system to 
  protect against biological and chemical agents, as well 
  as an advanced respiratory system that lasts 10 hours 
  (after which time it must be turned off to recharge for 
  1d2 hours).
  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:  full protection against 
  radiation (up to moderate radiation), a built-in energy 
  shield A, a digital audio recorder, voice-activated data 
  recorder (treat as a PDA), cellular interceptor, and a 
  bollix pack.  A replaceable power beltpack is usually 
  attached to provide power to it’s various systems, and 
  provision is made to permit the wearer to also carry a 
  portable detection radar on his back.
  Power Source:  Minifusion cell.
  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, 
  and as a result the entire suit is much larger than 
  earlier models.
  The heavy “Zeus Suit” has a microwave 
  communicator (15 mile range), improved radiation 
  protection (radiation dampening in the Zeus Suit goes 
  to high radiation protection), an overpressure system 
  to protect against biological and chemical toxins, 
  an advanced respiratory system lasting 10 hours 
  (after which time it must be turned off to recharge 
  for 1d2 hours), a digital Geiger counter/chemical 
  sensor (projected onto the view screen via a heads-up 
  display), infrared capability, and a shoulder-mounted 
  motion detector unit (this also projects its data via the 
  suit’s HUD).
  An energy shield B is built into the Zeus Suit; there 
  is also a blaster set into the left arm (appearing like a 
  thin rectangular orange “screen” projecting from the 
  wrist) useful for close-in engagements.
  The left arm of the Zeus Suit is left free for the 
  mounting of optional, modular weapons systems.  
  While the powered hand can manipulate almost any 
  conventional weapon (such as automatic rifles), the 
  strength of the suit is such that heavy weapons were 
  also often employed in this hand.  Typical modules 
  include heavy machinegun, gyrojet launcher, M214 
  minigun, or gauss anti-tank rifle.
  Power Source:  Minifusion cell.
  
  151
  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.  DC 20.
  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 
  TABLE 3-23: MEDICINE
  Object
  Size
  Weight
  Cost
  Craft DC
  Antitox
  -
  -
  375 cp
  25
  Diagnostic Scanner
  Tiny
  .5 lb.
  10,500 cp
  30
  Filter Dose
  -
  -
  400 cp
  30
  Healing Pack
  Tiny
  1 lb.
  70,000 cp
  30
  Hemochem
  -
  -
  300 cp
  30
  Hercurin
  Dim
  -
  1,000 cp
  32
  Juju Kit
  Med
  6 lb
  300 cp
  20
  K-O Shot
  -
  -
  450 cp
  30
  Medi-Spray
  Tiny
  .5 lb.
  1,000 cp
  32
  Pocket Nurse
  Small
  2 lb.
  10,000 cp
  30
  Proton Energy Pill
  Dim
  -
  1,000 cp
  32
  Rad-Purge Shot
  -
  -
  400 cp
  30
  Ready Syringe
  Dim
  -
  200 cp
  20
  Regen Tank
  Huge
  2,000 lb.
  200,000 cp
  35
  Stimshot A
  -
  -
  1,000 cp
  30
  Stimshot B
  -
  -
  3,000 cp
  32
  Superegen
  -
  -
  500 cp
  30
  Sustainer Shot
  -
  -
  2,000 cp
  32
  Tailored Narcotics
  Dim
  -
  150 cp
  20
  Truth Serum
  -
  -
  300 cp
  25
  UV Sterilizer
  Small
  2 lb.
  8,000 cp
  30
  
  152
  parasitic infestations, radiation levels, broken bones, 
  degenerative genetic illness, poison, etc.  It also grants 
  a +10 enhancement bonus to Treat Injury 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).  DC 30.
  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 3d10 hit points instantly.  
  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 1d10 points of damage from it’s 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 
  heals all hit point lost due to bleeding effects (e.g. 
  “wounding”), and automatically stabilizes any victim 
  at –1 or fewer hit points. Bleeding effects include all 
  slashing, piercing, and bludgeoning weapons - but not 
  non-lethal damage, mental attacks, burns, acids, or 
  energy weapons.  DC 10.
  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 +1d4 Strength and Constitution 
  for a full 1d8 hours.  There are no side effects once the 
  effects wear off.  DC 30.
  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 2d8 rounds.  Although originally made to 
  keep patients “under” during operations, it makes an 
  effective subdual weapon.  DC 10.
  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 
  heals the wound (heals 2d8 hit points per dose); 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.  
  DC 12.
  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 +2d10 
  for two consecutive rounds.  After the effect wears off 
  all ability scores are at –4 for 48 hours.  DC 35.
  
  153
  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.  DC 22.
  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 2d12 hours to 
  fully regenerate any and all lost limbs or body organs, 
  as well as lost hit points (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 heal 2d8+10 hit points instantly.  DC 
  15.
  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 heal 2d8+15 points of 
  damage.  DC 18.
  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 (e.g. a 2nd level character heals four hit points 
  per day instead of two) as well as temporary ability 
  damage (e.g. 2 points per day instead of 1).  The 
  chemical remains active for 1d4+4 days.  DC 25.
  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, bleeding, etc., but not those suffering from 
  massive physical injuries), the sustainer shot will keep 
  the character barely alive for 1d4 days until the proper 
  healing can be performed.  DC 10.
  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).  DC -.
  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.  DC 25.
  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 1d2 rounds.  
  This works on all viruses and bacteria, but is harmful 
  to living tissue (inflicting 1d6 in heat damage for every 
  two rounds of direct exposure; 3d6 vs. fungi and plant-
  like creatures).  One discharge is used for each round 
  of operation.  A UV sterilizer weighs 3 lbs.
  Power Source:  Backpack.
  
  APPENDIX:
  chARTS & 
  tABLES
  
  364
  TABLE A-1: FEATS
  Feat
  Prerequisite
  Benefit
  Advanced Armor Discipline
  Advanced Electronics Discipline, Craft 
  (Electronics) 13 ranks, Craft (Mechanical) 13 
  ranks, Knowledge (Physical Sciences) 6 ranks, 
  Knowledge (Technology) 10 ranks.
  No penalty on Craft Checks 
  Advanced Electronics Discipline
  Craft (Electronics) 8 ranks, Knowledge 
  (Technology) 6 ranks, Knowledge (Physical 
  Sciences) 4 ranks.
  No penalty on Craft Checks 
  Advanced Pharmaceutical Discipline
  Craft (Pharmaceutical) 13 ranks, Knowledge 
  (Earth and Life Sciences) 8 ranks, Knowledge 
  (Technology) 8 ranks, Treat Injury 10 ranks.
  No penalty on Craft Checks 
  Advanced Technology
  Post-Apocalyptic Technology
  No penalty on Craft Checks 
  Advanced Weapons Discipline
  Advanced Electronics Discipline, Craft 
  (Electronics) 13 ranks, Craft (Mechanical) 13 
  ranks, Knowledge (Physical Sciences) 6 ranks, 
  Knowledge (Technology) 10 ranks
  No penalty on Craft Checks 
  Armed to the Teeth
  Two-Weapon Fighting
  Can use a ranged weapon and a melee weapon 
  Bull’s Eye
  Point Blank Shot, Precise Shot
  Spend AP to automatically confirm the critical
  Concubine
  Charisma 13
  +4 on Perform, +2 on Bluff and Diplomacy
  Filthy
  Charisma 9 or below
  +2 on saves against poison and disease
  Forsaken
  Feral background
  +2 on Hide, Listen, and Survival 
  Futuristic Firearm Proficiency
  Advanced Technology
  Proficient in use of futurisic weapons
  Gladiator
  Wisdom 13, Alertness
  +2 on attack rolls against medium or heavy 
  armor
  Hard-Eye
  Charisma 13, Intimidate 4 ranks
  +5 circumstance bonus on Intimidate checks
  High Ready
  Dexterity 13, Reactive Shooter
  Can use the Reactive Shooter feat with a Large 
  weapon
  Improved Autofire
  Personal firearms Proficiency, Advanced 
  Firearms Proficiency
  DC for the Reflex save is increased by +5
  Improved  Dead Aim
  Wisdom 13, Far Shot, Dead Aim
  Circumstance increases from +2 to +3
  Intimidating Strength
  Strength 15, Intimidate 4 ranks
  Strength modifier instead of Charisma modifier 
  on Intimidate checks and fear abilities 
  Improved Overrun
  Str 13, Power Attack
  +4 bonus on overrun attempts
  Intuitive Mechanic
  Intelligence 15
  Repair a class skill and may take 10 on Repair 
  checks
  Juju Medicine
  Treat Injury 4 ranks, Survival 4 ranks
  Can build a Juju kit 
  Leadership
  6th level
  Attract followers
  Market
  Profession (trader) 2 ranks
  Sell goods for 10% more and buy for 10% less 
  in certain area
  Modern Aircraft Discipline
  Craft (Mechanical) 10 ranks, Knowledge 
  (Physical Sciences) 6 ranks, Knowledge 
  (Technology) 6 ranks.
  No penalty on Craft Checks 
  Modern Firearms Discipline
  Craft (Mechanical) 8 ranks, Knowledge 
  (Technology) 4 ranks, Knowledge (Physical 
  Sciences) 4 ranks.
  No penalty on Craft Checks 
  Modern Vehicles Discipline
  Craft (Mechanical) 8 ranks, Knowledge 
  (Technology) 3 ranks, Knowledge (Physical 
  Sciences) 3 ranks.
  No penalty on Craft Checks 
  Mounted Archery
  Ride 1 rank, Mounted Combat
  Penalty with ranged weapon  halved
  Mounted Combat
  Ride 1 rank
  Negate hits with Ride check
  Post-Apocalyptic Technology
  Primitive Technology
  See Text
  Power Armor Operation
  Pilot 4 ranks, Advanced Technology
  No penalty on Piloting checks 
  Primitive Technology
  -
  See text
  Quick Treatment
  Treat Injury 5 ranks
  Stabilize many dying patient in one round
  Radiation Sense
  -
  Automatically detect irradiated 
  Reactive Shooter
  Dexterity 13
  Act in the surprise round
  Ride-By Attack
  Ride 1 rank, Mounted Combat
  Move before and after mounted charge
  Rip a Clip
  Double Tap
  Extra firearm attack after dropping target 
  
  365
  TABLE A-1: FEATS (CONT.)
  Feat
  Prerequisite
  Benefit
  Room-Broom
  Point Blank Shot
  Attack with a ranged weapon in a threatened 
  area and not provoke an attack of opportunity
  Silver Tongue
  Charisma 13
  Sell goods for 10% more and buy for 10% less 
  Spirted Charge
  Ride 1 rank, Mounted Combat, Ride-By Attack
  Double damage with mounted charge
  Super-Charismatic
  -
  Charisma modifier is doubled 
  Suppressive Fire
  Wisdom 13, Personal Firearms Proficiency
  Threaten with a semiautomatic or automatic 
  firearm
  Trample
  Ride 1 rank, Mounted Combat
  Target cannot avoid mounted overrun
  Troglodyte
  -
  Instincts about underground environments
  Vehicle Combat
  Vehicle Expert, Vehicle Dodge
  Add class Defense bonus to vehicle.
  Vulture
  Intelligence 13
  +4 on Search checks
  TABLE A-2: MUTANT FEATS
  Feat
  Prerequisite
  Benefit
  Aerial Maneuverability
  Dexterity 13, Complete Wing Development
  Maneuverability class increased
  Awesome Blow
  Str 25, Power Attack, Improved Bull Rush, size Large 
  or larger.
  Knocked target back 10 feet
  Concubine
  Charisma 13
  +4 on Perform, +2 on Bluff and Diplomacy
  Constrict
  Strength 18, Gigantism
  Dealing bludgeoning damage, after making a 
  successful grapple check
  Duck
  Dexterity 14, Dodge, Dwarfism
  Dodge one ranged attack
  Flyby Attack
  Complete Wing Development
  Take an attack action at any point during your move
  Hover
  Fly Speed
  Hover in place
  Horn Charge
  Aberrant Horn Development
  Gore attack that deals double 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
  Leaper
  Dexterity 13, Adrenaline Control, Increased 
  Movement or Simian Deformity
  Maximum jump distance is not limited by your height
  Multiattack
  Three or more natural weapons
  Secondary attacks with natural weapons suffer only a 
  -2 penalty
  Improved Multiattack
  Three or more natural weapons, Multiattack
  Secondary attacks with natural weapons suffer no 
  penalty
  Multiweapon Fighting
  Three or more hands
  Penalties for fighting with multiple weapons are 
  reduced by 2/6 
  Natural Armor Expertise
  Intelligence 13, Aberrant Endoskeletal Encasing, 
  Dermal Spike Growth, or Protective Dermal 
  Development
  +2 equipment bonus
  Plague Carrier
  Accumulated Resistance
  Cause disease with unarmed attack
  Pounce
  Dexterity 13, Adrenaline Control, Increased 
  Movement, or Simian Deformity.
  Move and make a full round attack
  Power Dive
  Base Attack Bonus +5, Complete Wing Development
  Dive attack inflicts triple damage
  Rend
  Strength 16, Claws
  Latch onto your opponent’s body and tear the flesh
  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 15, Complete Wing Development
  Carry a heavy load and move at listed flight speed
  Super-Charismatic
  -
  Charisma modifier is doubled 
  Surefooted
  Dwarfism 
  2 on Climb, Jump, and Move Silently 
  Tearing Bite
  Serrated Dental Development
  Bite wound bleeds for 1 point of damage per round 
  Wingover
  Fly Speed
  Turn up to 180 degrees regardless of your 
  maneuverability
  Withstand
  Increased Body Density or Skeletal Fortification
  Spend an action point and negate bludgeoning damage
  
  366
  TABLE A-3: NEURAL FEATS
  Feat
  Prerequisite
  Benefit
  Anxiety Trigger 
  Telepathy
  Target suffers an anxiety attack
  Attraction Trigger
  Telepathy
  Target attracted toward a person, object, action, or event
  Battle Plan 
  Precognition, Foresight, Precognitive 
  Combat.
  Insight bonus to attack rolls, damage rolls, saving throws, or 
  skill check for 1-3 rounds.
  Charm Person
  Telepathy, Attraction Trigger
  Target is charmed
  Clairaudience
  Precognition
  Hear location it as if you were there
  Clairvoyance
  Precognition
  See location it as if you were there
  Danger Sense
  Precognition, Foresight
  Target is Dominated 
  Domination
  Telepathy, Attraction Trigger, Charm Person
  Target is Dominated 
  Fight Trigger 
  Telepathy, Anxiety Trigger
  Target is enraged
  Flight Trigger 
  Telepathy
  Target is panicked
  Foresight 
  Precognition
  Initiative bonus equal to Wis modifier
  Levitation
  Telekinesis, Telekinetic Hand, Telekinesis 
  Mastery
  Float with a speed of 20 feet and may go as high as 30 feet 
  above the ground.
  Lie Detector 
  Telepathy, Mental Communication
  +20 insight bonus to Sense Motive
  Mental Communication 
  Telepathy 
  Mind-to-mind communication 
  Mind Stun 
  Telepathy
  Target is stuned for 1 round
  Mind Blast 
  Telepathy, Mind Stun
  Target stunned for 5 rds + 1 rd per Telepathy advancement
  Mind Strike
  Telepathy, Mind Stun
  Mind attack causing 1d6 damage plus 1d6 per Telepathy 
  advancment (max 5d6).
  Mind Crush
  Telepathy, Mind Stun, Mind Strike
  Mind attack causing 2d6 damage plus 1d6 per Telepathy 
  advancment (max 10d6)
  Precognitive Combat
  Precognition, Foresight
  Insight bonus equal to Wisdom modifier to attack rolls
  Precognitive Dodge 
  Precognition, Foresight
  Dodge bonus to Defense equal to Wisdom modifier and 
  cannot be flanked. 
  Precognitive Reflexes 
  Precognition, Foresight, Precognitive 
  Dodge
  Take attack of opportunity on every opponent that attempts to 
  make a melee attack. 
  Perceive Danger 
  Precognition, Foresight, Danger Sense
  Make Will save instead Reflex save
  Perceive Outcome
  Precognition, Foresight
  Know the outcome of one action
  Psychic Interrogation 
  Telepathy, Mental Communication, Lie 
  Detector
  Target enters trance and must answer questions truthfully to 
  the best of his ability
  Rain of Objects 
  Telekinesis, Telekinetic Hand
  Inflict 1d6 bludgeoning damage + 1 per Telekinesis 
  advancment.
  Second Chance
  Precognition, Foresight, Perceive Outcome
  You can attempt the same action, using the knowledge of the 
  outcome to improve your chances
  Telekinetic Mastery
  Telekinesis, Telekinetic Hand
  Doubles weight you can move and objects move at a speed of 
  20 feet per round
  Telekinetic Throw
  Telekinesis, Telekinetic Hand, Telekinesis 
  Mastery, Rain of Objects
  Hurl one object toward another target within 20 feet plus 20 
  feet per Telekinesis advancement.
  Telekinetic Disarm
  Telekinesis, Telekinetic Hand
  Make a Disarm attack at range.  
  Telekinetic Guide 
  Telekinesis
  +2 to hit and increase range increment by 50%.
  Telekinetic Hand 
  Telekinesis
  Telekinetic hand to grasp and handle objects 
  Telekinetic Hand II
  Telekinesis
  2 Telekinetic hand
  Telekinetic Punch 
  Telekinesis, Telekinetic Hand
  Inflicts 1d6 bludgeoning damage plus 1d6 for per Telekinesis 
  advancement (max 5d6) 
  Telekinetic Shield
  Telekinesis
  Shield that provides half cover 
  Telekinetic Shield II
  Telekinesis, Telekinetic Shield
  Shield that provides three quarter cover 
  Telekinetic Slam
  Telekinesis, Telekinetic Hand, Telekinetic 
  Punch
  Inflicts 2d6 bludgeoning damage plus 1d6 for per Telekinesis 
  advancement (max 10d6) 
  Telekinetic Sword
  Telekinesis, Telekinetic Hand
  Sword inflicts 1d6 slashing damage plus 1d6 per Telekinesis 
  advancement (max 3d6)
  Telekinetic Sword II
  Telekinesis, Telekinetic Hand, Telekinetic 
  Sword
  Sword inflicts 2d6 slashing damage plus 1d6 per Telekinesis 
  advancement (max 6d6)
  
  367
  TABLE A-4: MUTATIONS AND DEFECTS
  Mutations
  Benefit
  Advancement
  Aberrant Horn Development
  Gore attack for 1d6 damage
  Increase damage dice (1d8, 2d6, 2d8)
  Aberrant Endoskeletal Encasing
  DR of 2/- against piercing and ballistic attacks
  Inrease DR by 2
  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
  Heal 2 hp per 10 minutes for bludgeoning, 
  ballistic, piercing, and slashing damage.
  Increases the healing by 1
  Accumulated Resistance
  +4 on Fortitude saves against chemicals, poisons, 
  drugs, and diseases
  Increases the bonus by +2 
  Acid Excretion Glands
  Ranged acid attack (1d6+1 per level)
  Increases the damage dice by 1d6 
  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
  Blindsight
  Blindsight 10 feet
  Increase 10 feet
  Chameleon Epidermis
  Chameleon Ability 1/day
  Additional Chameleon per day
  Claws
  Claw attack for 1d6 damage
  Increases damage dice (1d8, 1d10, 2d6)
  Complete Wing Development
  Fly 50 (Clumsy)
  Increases speed by 10 
  Dermal Suction
  +10 on Balance and Climb checks
  Increases bonus by +10
  Dermal Poison Sap
  Posion Melee attack (DC14, Initial/Secondary 
  Damage: 1d4/1d4 Str). 
  Increases Fortitude DC by 2 and 
  damage die (1d6, 1d8, 1d10).
  Dermal Spike Growth
  1d6 piercing damage with grapple and +2 natural 
  armor bonus
  Increases damage die (1d8, 1d10) and 
  armor bonus by +2 
  Diurnal/Nocturnal
  +2 bonus to Strength or Dexterity
  Increases the bonus by +2 
  Dual Cerebellum
  Intelligence modifier doubled
  None
  Dual Headed
  +1 Spot and Listen bonus and cannot be flanked
  None
  Dwarfism
  Reduced one size category
  None
  Elongation
  Extend limbs 5 rounds per Con mod
  Doubles duration
  Energy Immunity
  Energy resistance 10
  Increase resistance by 5
  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 does 20 damage to metal 
  objects and 1 to flesh
  Increases acid damage by 10 for metal 
  amd 1 for flesh
  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 by one category and +1 to Strength 
  and Constitution
  Increases Strength and Constitution 
  by 1. 
  Haemotoxin Sting
  Touch attack does 1d4 acid damage and cannot 
  heal naturally for a further 1d4+4 days. Fortitude 
  save DC 20 negates.
  Increases acid damage by 1d4, duration 
  by +2 days, and Fortitude save DC by 2
  Hyper Olfactory
  Scent 20 feet
  Increase range 10 feet
  Increased Body Density
  DR 5/- to bludgeoning, concussion, slashing 
  Inrease DR by 5
  Increased Movement
  Speed increased by 10 feet
  Speed increased by 10 feet
  
  368
  TABLE A-4: MUTATIONS AND DEFECTS (CONT.)
  Mutations
  Benefit
  Advancement
  Independent Cerebral Control
  Two Weapon Fighting feat
  None
  Interior Moisture Reservoir
  Survive week without food or water
  survive additional week 
  Light Distortion Field
  Invisible 6 rounds per Con modifier per day 
  Increases duration by 1 round per Con 
  modifier
  Multi-Faceted Eyes
  +2 on Spot, Search, Repair and Craft (Mechanics) 
  checks
  Increases bonuses by +2 
  Multiple Stomachs
  Subsist on anything not inherently poisonous
  None
  Multiple Eyes
  Cannot be flanked and gains +2 Spot checks
  Increases bonuses by +3 
  Neurotoxin Sting
  Contact does 1d4 acid damage and 2d6 Dexterity 
  damage for 1d4 hours. Fortitude save DC 15 
  negates.  
  Increases acid damage by 1d6, 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
  1d4+1 damage per character level ranged attack 
  Increases damage by 1d4
  Protective Dermal Development
  +4 natural armor bonus.
  Increases bonuses by +2 
  Pyrokinetic Pulse Generation
  5-foot-wide heat blast that extends 10 feet and 
  inflicts 1d6 heat 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
  Double level for the purposes of natural healing
  Increases the multiplier by 1 (x3, x4, 
  x5). 
  Respiratory Membrane
  Breathe underwater
  None
  Sensitive Sight
  Low-light vision 60 feet
  Dark Vision 60 feet
  Serrated Dental Development
  Bite attack 1d6 damage
  Increases damage dice (1d8, 1d10, 2d6)
  Shriek
  10 foot radius sonic attack Fortitude save DC 
  15 or take 1d4 damage and deafened for 1d6+4 
  rounds. Save negates
  Increases radius by 5 feet, damage 
  by 1d4, duration by 1d4 rounds, and 
  Fortitude save DC by 2
  Simian Deformity
  Speed increased by 1/3, extend reach by 5 feet, 
  and +4 to Climb checks
  None
  Skeletal Fortification
  1d4 bludgeoning damage with fists and DR 1/- to 
  bludgeoning 
  Increases damage dice (1d6, 1d8, 1d10) 
  and DR by 1
  Spontaneous Electric Charge Generation
  Touch attack 2d6+1 electricity damage per 
  character level. Use 2 + Con modifier per day
  Increases damage by 1d6 and uses per 
  day by 2.
  Stench
  Fortitude save DC 15 or –2 morale penalty on 
  attack rolls, weapon damage rolls, ability checks, 
  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
  –1 to Charisma and –6 to Disguise checks
  None
  Adrenaline Deficiency
  –4 penalty Con checks and -2 Init
  Increase penalty by -4 and -2
  Albinism
  –4 reduction to Constitution and Strength when 
  exposed to natural light or other UV sources
  Increase penalty by -4 
  
  369
  TABLE A-4: MUTATIONS AND DEFECTS (CONT.)
  Mutations
  Benefit/Penalty
  Advancement
  Anaphylaxis
  Poisoned (Type: Contact DC15, Initial/Secondary 
  Damage: 1d6 Dex/1d6 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 2
  Decreases another mental ability score 
  by 2
  Attention Deficit
  -2 penalty to Concentration, Craft, Disable 
  Device, Perform, and Repair skill checks
  Increases penalties by –2
  Bilirubin Imbalance
  –1 reduction to Charisma and –2 to Disguise 
  checks
  None
  Bizarre Pigmentation
  –2 to Charisma
  None
  Blindness
  One quarter concealment of everything in her 
  field of view (10% miss chance)
  Increases concealment by one quarter
  Brachydactyly
  -2 penalty Climb, Craft, Disable Device, Repair, 
  Sleight of Hand, and Treat Injury
  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 Balance, 
  Climb, Jump, and Swim checks. 
  Decreases speed by 5 feet and increases 
  skill check penalties by -1
  Hemophilia
  Wounds bleed for 1d6 rounds and heals half the 
  normal hit points from rest and natural healing 
  Increases duration of bleeding by 2 
  rounds and reduces natural healing 
  (1/3, 1/4, 1/5)
  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 Spot checks.
  Additional –1 to Dexterity, Charisma, 
  and 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
  Twice the normal damage from heat, cold, 
  electricity, acid, energy weapons, sonic attack, 
  poison, or radiation
  Increased the damage multiplier by 1 
  (x3, x4, x5)
  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
  50% more damage from bludgeoning attacks
  Increase damage taken from 
  bludgeoning attacks by 50%
  Syncope
  Fortitude save (DC 10 + damage inflicted) or lose 
  consciousness when take 10 damage once per day
  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
  
  370
  TABLE A-5: RANGED WEAPONS
  Weapon 
  Damage 
  Critical
   Type
  Range 
  Increment
  Rate of 
  Fire
  Magazine
  Size
  Weight
  Cost
  Craft 
  DC
  Handguns 
  Beretta 92F (9mm autoloader)
  2d6
  20
  Ballistic
  40 ft.
  S
  15 box
  Small
  3 lb.
  900 cp
  25
  Beretta 93R (9mm machine pistol)
  2d6
  20
  Ballistic
  30 ft.
  S,A
  20 box
  Med
  3 lb.
  1,500 cp
  26
  Black powder pistol (special pistol)
  2d6
  20
  Ballistic
  50 ft.
  Single
  1 int.
  Small
  3 lb.
  250 cp
  16
  Blaster
  See text
  -
  Energy
  20 ft.
  Single
  Minifusion 
  cell
  Small
  2 lb.
  100,000 cp
  38
  Calico M100 (.22 machine pistol)
  2d4
  20
  Ballistic
  50 ft.
  S, A
  100 box
  Med
  7 lb.
  1,100 cp
  25
  Colt Double Eagle (10mm 
  autoloader)
  2d6 
  20
  Ballistic
  30 ft.
  S
  9 box
  Small
  3 lb.
  900 cp
  25
  Colt M1911 (.45 autoloader) 1
  2d6
  20
  Ballistic
  30 ft.
  S
  7 box
  Small
  3 lb.
  600 cp
  24
  Colt Python1 (.357 revolver) 1
   2d6
  20
  Ballistic
  40 ft.
  S
  6 cyl.
  Med
  3 lb.
  600 cp
  24
  Dart pistol (special pistol)
  See text
  -
  -
  20 ft.
  Single
  1 int.
  Small
  3 lb.
  300 cp
  17
  Derringer (.45)
  2d6
  20
  Ballistic
  10 ft.
  Single 
  2 int.
  Tiny
  1 lb.
  400 cp
  24
  Desert Eagle (.50AE autoloader)
  2d8
  20
  Ballistic
  40 ft.
  S
  9 box
  Med
  4 lb.
  1,500 cp
  26
  FA Casull (.50AE revolver) 1
  2d8
  20
  Ballistic
  40 ft.
  Single
  5 cylinder
  Med
  6 lb.
  900 cp
  23
  Flame pistol
  3d6
  -
  Fire
  -
  1
  See text
  Small
  4 lb.
  6,000 cp
  30
  Gauss pistol
  2d8
  20
  Ballistic
  100 ft.
  S
  Clip, belt, 
  or back
  Small
  4 lb.
  20,000 cp
  32
  Gauss submachine gun
  2d8
  20
  Ballistic
  100 ft.
  S, A
  Clip, belt, 
  or back
  Small
  4 lb.
  25,000 cp
  32
  Glock 17 (9mm autoloader) 1
  2d6
  20
  Ballistic
  30 ft.
  S
  17 box
  Small
  2 lb.
  1,500 cp
  26
  Glock 20 (10mm autoloader) 1
  2d6
  20
  Ballistic
  40 ft.
  S
  15 box
  Small
  3 lb.
  1,500 cp
  26
  GSh-18 (9mm* autoloader)
  2d6
  20
  Ballistic
  30 ft.
  S
  18 box
  Small
  1 lb.
  1,200 cp
  25
  Hand stunner 
  2d6
  20
  See text
  20 ft.
  Single
  Clip
  Tiny
  1 lb.
  2,000 cp
  27
  Laser pistol
  2d12
  20
  Energy
  100 ft.
  S
  Clip, belt, 
  or back
  Small
  2 lb.
  12,000 cp
  33
  MAC Ingram M10 (.45 machine 
  pistol)
  2d6 
  20
  Ballistic
  40 ft.
  S, A
  30 box
  Med
  6 lb.
  600 cp
  25
  Maser pistol
  2d10
  20
  Energy
  100 ft.
  S
  Clip, belt, 
  or back
  Small
  1 lb.
  12,000 cp
  34
  MP-443 Grach (9mmR autoloader)
  2d6
  20
  Ballistic
  30 ft.
  S
  17 box
  Small
  2 lb.
  900 cp
  25
  Pathfinder (.22 revolver)
  2d4
  20
  Ballistic
  20 ft.
  S
  6 cyl.
  Tiny
  1 lb.
  400 cp
  24
  Plasma pistol
  3d10
  20
  Energy
  100 ft.
  S
  Minifusion 
  cell
  Small
  5 lb.
  40,000 cp
  35
  PSM (5.45mmR autoloader)
  2d6
  20
  Ballistic
  30 ft.
  S
  8 box
  Tiny
  1 lb.
  700 cp
  25
  Ruger Service-Six (.38S revolver)
  2d6
  20
  Ballistic
  30 ft.
  S
  6 cyl.
  Small
  2 lb.
  400 cp
  24
  S&W M29 (.44 magnum revolver)
  2d8
  20
  Ballistic
  30 ft.
  S
  6 cyl.
  Med
  3 lb.
  600 cp
  24
  Sa.23 (9mmR machine pistol)
  2d6
  20
  Ballistic
  50 ft.
  S, A
  40 box
  Small
  7 lb.
  1,300 cp
  25
  SITES M9 (9mm autoloader)
  2d6
  20
  Ballistic
  30 ft.
  S
  8 box
  Tiny
  2 lb.
  600 cp
  25
  Skorpion (.32 machine pistol)
  2d4
  20
  Ballistic
  40 ft.
  S, A
  20 box
  Med
  4 lb.
  1,100 cp
  26
  Stun pistol §
  1d6
  20
  See text
  50 ft.
  Single
  Clip
  2 lb.
  Small
  3,000 cp
  28
  TEC-9 (9mm machine pistol)
  2d6
  20
  Ballistic
  40 ft.
  S or A 
  32 box
  Med
  4 lb.
  600 cp
  25
  Walther PPK (.32 autoloader)
  2d4
  20
  Ballistic
  30 ft.
  S
  7 box
  Small
  1 lb.
  600 cp
  25
  Zip gun (special pistol)
  See text
  20
  Ballistic
  20 ft.
  Single
  1 int.
  Tiny
  5 lb.
  See text
  12
  Longarms 
  AKM/AK-47 
  (7.62mmR assault rifle)
  2d8
  20
  Ballistic
  70 ft.
  S, A
  30 box
  Large
  10 lb. 
  700 cp
  25
  AN-94 (5.56mmR assault rifle) 1
  2d8
  20
  Ballistic
  70 ft.
  S, A
  30 box
  Large
  8 lb.
  900 cp
  25
  AR-7 Explorer (.22 rifle)
  2d4
  20
  Ballistic
  70 ft.
  Single
  8 box
  Large
  5 lb.
  1,200 cp
  23
  Atom gun
  See text
  -
  Energy
  10 ft.
  Single
  Plutonium 
  clip
  Large
  10 lb.
  70,000 cp
  38
  Barrett Light Fifty (.50 sniper rifle)
  2d12 
  20
  Ballistic
  120 ft.
  S
  11 box
  Huge
  35 lb. 
  4,000 cp
  25
  Beretta M3P (12-gauge shotgun)
  2d8
  20
  Ballistic
  30 ft.
  S
  5 box
  Large
  9 lb. 
  900 cp
  24
  Bizon (9mmR submachine gun)
  2d6
  20
  Ballistic
  40 ft.
  S, A
  67 box
  Med
  5 lb.
  2,000 cp
  25
  Black powder rifle (special rifle)
  2d8
  20
  Ballistic
  50 ft.
  Single
  1 int.
  Large
  10 lb.
  400 cp
  16
  Browning BPS (10-gauge shotgun)
  2d10
  20
  Ballistic
  30 ft.
  S
  5 int.
  Large
  11 lb. 
  900 cp
  24
  Bushmaster M-17S (.5.56mm 
  assault rifle)
  2d8
  20
  Ballistic
  80 ft.
  S, A
  30 box
  Large
  8 lb.
  1,500 cp
  26
  Calico Liberty 50 
  (9mm submachine gun)
  2d6
  20
  Ballistic
  75 ft.
  S, A
  50 box
  Large
  5 lb.
  2,300 cp
  25
  
  371
  TABLE A-5: RANGED WEAPONS (CONT.)
  Weapon 
  Damage 
  Critical
   Type
  Range 
  Increment
  Rate of 
  Fire
  Magazine
  Size
  Weight
  Cost
  Craft 
  DC
  Colt 635 (9mm submachine gun)
  2d6
  20
  Ballistic
  75 ft.
  S, A
  32 box
  Med
  5 lb.
  2,300 cp
  25
  Dart rifle (special rifle)
  See text
  -
  -
  50 ft.
  Single
  1 int.
  Large
  5 lb.
  350 cp
  17
  Dazzle rifle
  -
  -
  -
  50 ft.
  S
  Clip, belt, 
  or back
  Large
  7 lb.
  10,000 cp
  33
  Electro-saw thrower
  3d6
  20
  Ballistic
  80 ft.
  S
  Belt or back Large
  7 lb.
  15,000 cp
  31
  EMP rifle (NLW)
  5d10
  20
  Energy
  20 ft.
  S
  Minifusion 
  cell
  Large
  15 lb.
  50,000 cp
  35
  F2000 (5.56 assault rifle) 1
  2d8
  20
  Ballistic
  60 ft.
  S, A
  30 box
  Large
  9 lb.
  2,500 cp
  26
  FN P-90 (5.56mm submachine gun)
  2d8
  20
  Ballistic
  50 ft.
  S, A
  50 box
  Med
  6 lb.
  2,700 cp
  25
  Gauss automatic rifle
  4d8
  20
  Ballistic
  100 ft.
  S, A
  Clip, belt, 
  or back
  Large
  12 lb.
  50,000 cp
  35
  Gauss rifle
  4d8
  20
  Ballistic
  150 ft.
  S
  Clip, belt, 
  or back
  Large
  14 lb.
  50,000 cp
  35
  HK CAWS (12-gauge shotgun)
  2d8
  20
  Ballistic
  30 ft.
  S, A
  10 box
  Large
  8 lb.
  1,200 cp
  25
  HK G-11 (4.7mm assault rifle) 1
  2d8
  20
  Ballistic
  80 ft.
  S
  45 box
  Large
  8 lb.
  3,000 cp
  26
  HK G3 (7.62mm assault rifle)
  2d10
  20
  Ballistic
  90 ft.
  S, A
  20 box
  Large
  11 lb.
  2,000 cp
  26
  HK MP5 (9mm submachine gun) 1
  2d6
  20
  Ballistic
  50 ft.
  S, A
  30 box
  Large
  7 lb.
  3,000 cp
  26
  HK MP5K (9mm submachine gun)
  2d6
  20
  Ballistic
  40 ft.
  S, A
  15 box
  Med
  5 lb. 
  2,000 cp
  26
  HK PSG1 (7.62mm sniper rifle) 1
  2d10
  20
  Ballistic
  90 ft.
  S
  5 box
  Large
  16 lb.
  4,500 cp
  27
  HPM rifle
  5d10
  20
  Energy
  20 ft.
  S
  Minifusion 
  cell
  Large
  15 lb.
  60,000 cp
  36
  Infra-red rifle
  2d12
  20
  Energy
  150 ft.
  S
  Clip, belt, 
  or back
  Large
  7 lb.
  20,000 cp
  33
  Ion ray
  4d10
  20
  Energy
  100 ft.
  S, A
  Minifusion 
  cell
  Large
  8 lb.
  45,000 cp
  35
  Jackhammer Mk3A1 
  (12-gauge shotgun)
  2d8
  20
  Ballistic
  30 ft.
  S, A
  10 cylinder Large
  10 lb.
  1,200 cp
  25
  Laser rifle
  3d12
  20
  Energy
  150 ft.
  S
  Clip, belt, 
  or back
  Large
  7 lb.
  30,000 cp
  34
  M16A2 (5.56mm assault rifle)
  2d8
  20
  Ballistic
  80 ft.
  S, A
  30 box
  Large
  8 lb. 
  900 cp
  25
  M4 Carbine (5.56mm assault rifle)
  2d8
  20
  Ballistic
  60 ft.
  S, A
  30 box
  Large
  7 lb. 
  900 cp
  25
  Maser rifle
  3d10
  20
  Energy
  150 ft.
  S
  Clip, belt, 
  or back
  Large
  5 lb.s
  30,000 cp
  34
  Meson cannon
  5d10
  20
  Energy
  150 ft.
  S
  Minifusion 
  cell
  Large
  10 lb.
  55,000 cp
  37
  Mossberg (12-gauge shotgun)
  2d8
  20
  Ballistic
  30 ft.
  S
  6 int.
  Large
  7 lb. 
  600 cp
  24
  OC-14 Groza (9mmR assault rifle)
  2d6
  20
  Ballistic
  70 ft.
  S, A
  20 box
  Large
  7 lb.
  2,500 cp
  26
  Pipe rifle (special rifle)
  See text
  20
  Ballistic
  30 ft.
  Single
  1 int.
  Large
  8 lb.
  250 cp
  14
  Pulse laser rifle
  3d10
  20
  Energy
  100 ft.
  S, A
  Clip, belt, 
  or back
  Large
  5 lb.
  35,000 cp
  34
  QBZ-95 (5.8mm assault rifle)
  2d8
  20
  Ballistic
  80 ft.
  S, A
  30 box
  Large
  7 lb.
  1,200 cp
  26
  Ramjet rifle
  3d10
  20
  Ballistic
  200 ft.
  S, A
  30 box
  Large
  8 lb.
  45,000 cp
  30
  Remington 700 
  (7.62mm hunting rifle)
  2d10
  20
  Ballistic
  80 ft.
  Single
  5 int.
  Large
  8 lb. 
  1,100 cp
  24
  Remington Streetsweeper 
  (12-gauge shot)
  2d8
  20
  Ballistic
  30 ft.
  S
  12 cylinder
  Med
  9 lb.
  1,000 cp
  24
  Ruger MP-9 
  (9mm submachine gun)
  2d6
  20
  Ballistic
  40 ft.
  S, A
  32 box
  Med
  7 lb.
  1,800 cp
  25
  Sawed-off shotgun (12-ga shotgun)
  2d8
  20
  Ballistic
  10 ft.
  S
  2 int.
  Med
  4 lb. 
  600 cp
  24
  Sonic rifle (NLW) §
  2d12
  20
  Sonic
  20 ft.
  S
  Clip, belt, 
  back
  Large
  10 lb.
  15,000 cp
  28
  Sonic rifle B
  2d12
  20
  Sonic
  20 ft.
  S
  Clip, belt, 
  back
  Large
  10 lb.
  20,000 cp
  29
  Steyr ACR (5.6mm assault rifle) 1
  2d8
  20
  Ballistic
  90 ft.
  S, A
  24 box
  Large
  7 lb.
  3,200 cp
  27
  Steyr AUG (5.56mm assault rifle)
  2d8
  20
  Ballistic
  80 ft.
  S, A
  30 box
  Large
  9 lb. 
  2,000 cp
  26
  Steyr IWS-2000 
  (15.2mm sniper rifle)
  2d12
  20
  Ballistic
  350 ft.
  S
  5 box
  Huge
  36 lb.
  7,000 cp
  27
  UH radiation rifle
  See text
  -
  See text
  20 ft.
  Single
  Plutonium 
  clip
  Large
  15 lb.
  45,000 cp
  30
  Uzi (9mm submachine gun)
  2d6
  20
  Ballistic
  40 ft.
  S, A
  20 box
  Large
  8 lb. 
  1,500 cp
  26
  
  372
  TABLE A-5: RANGED WEAPONS (CONT.)
  Weapon 
  Damage 
  Critical
   Type
  Range 
  Increment
  Rate of 
  Fire
  Magazine
  Size
  Weight
  Cost
  Craft 
  DC
  Valtro PM-5-350 
  (12-gauge shotgun)
  2d8
  20
  Ballistic
  30 ft.
  S
  7 box
  Med
  8 lb.
  1,000 cp
  24
  VSS Vintorez (9mmR sniper rifle)
  2d6
  20
  Ballistic
  140 ft.
  S
  10 box
  Large
  7 lb.
  4,500 cp
  27
  Winchester 94 (.444 hunting rifle)
  2d10
  20
  Ballistic
  90 ft.
  S
  6 int.
  Large
  7 lb. 
  600 cp
  24
  X-Laser
  3d10
  20
  Energy
  100 ft.
  S
  Minifusion 
  cell
  Large
  10 lb.
  30,000 cp
  34
  Heavy Weapons 
  AT-5 Spandrel
  6d12
  -
  -
  400 ft.
  1
  1 int.
  Huge
  55 lb.
  30,000 cp
  27
  Calico 2-22 (light machinegun)
  2d4
  20
  Ballistic
  70 ft.
  A
  10 box
  Huge
  10 lb.
  1,200 cp
  25
  Gauss anti-tank rifle
  10d8
  20
  Ballistic
  100 ft.
  Single
  Minifusion 
  cell
  Large
  50 lb.
  100,000 cp
  36
  Gauss cannon
  14d8
  20
  Ballistic
  300 ft.
  Single
  Minifusion 
  cell
  Huge
  1,500 lb. 200,000 cp
  36
  Gyrojet launcher
  3d10
  -
  -
  100 ft.
  S, A
  30 int.
  Large
  15 lb.
  30,000 cp
  25
  Hydra 70 M247
  4d10
  -
  -
  125 ft.
  1
  19 int.
  Huge
  250 lb.
  7,000 cp
  26
  Hydra 70 M255
  4d10
  -
  -
  125 ft.
  1
  19 int.
  Huge
  250 lb.
  5,000 cp
  26
  Hydra 70 M261
  4d10
  -
  -
  125 ft.
  1
  19 int.
  Huge
  250 lb.
  3,500 cp
  26
  Hydra 70 M264
  -
  -
  -
  125 ft.
  1
  19 int.
  Huge
  250 lb.
  2,000 cp
  25
  Laser anti-tank rifle
  8d12
  20
  Energy
  100 ft.
  1
  Minifusion 
  cell
  Large
  65 lb.
  60,000 cp
  35
  Laser cannon
  12d12
  20
  Energy
  300 ft.
  1
  Minifusion 
  cell
  Huge
  1,000 lb. 200,000 cp
  35
  M214 Minigun (heavy machinegun)
  4d12
  20
  Ballistic
  100 ft.
  A
  Linked
  Huge
  30 lb.
  4,000 cp
  26
  M2HB (heavy machine gun)
  2d12
  20
  Ballistic
  110 ft.
  A
  Linked
  Huge
  75 lb.
  4,500 cp
  27
  M-60 (medium machine gun)
  2d8
  20
  Ballistic
  100 ft.
  A
  Linked
  Huge
  22 lb.
  3,700 cp
  27
  M72A3 LAW (rocket launcher)
  10d6 2
  —
  —
  150 ft.
  1
  1 int.
  Large
  5 lb.
  2,000 cp
  25
  M79 (grenade launcher)
  Varies 2
  —
  —
  70 ft.
  1
  1 int.
  Large
  7 lb.
  1,500 cp
  25
  Plasma rifle
  5d10
  20
  Energy
  200 ft.
  S
  Minifusion 
  cell
  Large
  15 lb.
  70,000 cp
  36
  RPG-7/16 (rocket launcher)
  See text
  -
  See text
  150 ft.
  1
  1 int.
  Large
  15 lb.
  2,000 cp
  26
  TOW II
  6d12
  -
  -
  200 ft.
  1
  1 int.
  Huge
  65 lb.
  10,00 cp
  26
  1 This mastercraft weapon grants a +1 bonus on attack rolls.
  Table A-6: Ammunition
  Ammunition Type (Quantity)
  Cost
  Craft DC
  5.56mm (20)
  30 cp
  12
  7.62mm (20)
  30 cp
  12
  7.62mmR (20)
  30 cp
  12
  .444 caliber (20)
  50 cp
  12
  .50 caliber (20)
  50 cp
  12
  9mm (50)
  40 cp
  12
  10mm (50)
  40 cp
  12
  .22 caliber (50)
  30 cp
  12
  .22 LR (50)
  30 cp
  12
  .32 caliber (50)
  40 cp
  12
  .38 special (50)
  40 cp
  12
  .357 caliber (50)
  40 cp
  12
  .44 caliber (50)
  40 cp
  12
  .45 caliber (50)
  40 cp
  12
  .50AE caliber (50)
  50 cp
  12
  10-gauge buckshot (10)
  40 cp
  12
  12-gauge buckshot (10)
  30 cp
  12
  AT-5 (5)
  2500 cp
  20
  Gyrojet (30)
  500 cp
  20
  Gauss (50)
  100 cp
  15
  Hydra 70 M247 (5)
  1000 cp
  20
  Hydra 70 M255 (5)
  1000 cp
  20
  Hydra 70 M261 (5)
  1000 cp
  20
  Hydra 70 M264 (5)
  200 cp
  15
  Ramjet (10)
  200 cp
  20
  TOW II (5)
  2000 cp
  20
  
  373
  TABLE A-7: EXPLOSIVES AND SPLASH WEAPONS
  Weapon
  Damage
  Critical
  Type
  Burst 
  Radius
  Reflex DC
  Range 
  Increment
  Size
  Weight
  Cost
  Craft 
  DC
  Grenades and Explosives
  40mm fragmentation 
  grenade
  3d6
  —
  Slashing
  10 ft.
  15
  —
  Tiny
  1 lb.
  250 cp
  18
  C4/Semtex
  4d6
  —
  Concussion
  10 ft.
  18
  —
  Small
  1 lb.
  900 cp
  25
  Det cord
  2d6
  —
  Fire
  See text
  12
  —
  Med
  2 lb.
  200 cp
  25
  Dynamite
  2d6
  —
  Concussion
  5 ft.
  15
  10 ft.
  Tiny
  1 lb.
  100 cp
  15
  Fragmentation grenade
  4d6
  —
  Slashing
  20 ft.
  15
  10 ft.
  Tiny
  1 lb.
  900 cp
  20
  Smoke grenade
  —
  —
  —
  See text
  —
  10 ft.
  Small
  2 lb.
  100 cp
  12
  Tear gas grenade
  See text
  —
  —
  See text
  —
  10 ft.
  Small
  2 lb.
  120 cp
  12
  Thermite grenade
  6d6
  —
  Fire
  5 ft.
  12
  10 ft.
  Small
  2 lb.
  1,500 cp
  25
  White phosphorus 
  grenade
  2d6
  —
  Fire
  20 ft.
  12
  10 ft.
  Small
  2 lb.
  1,000 cp
  20
  Anti-tank grenade
  8d6
  -
  Piercing
  5 ft.
  15
  10 ft.
  Small
  2 lb.
  2,000 cp
  30
  Blood agent grenade
  See text
  -
  Acid
  See text
  12
  10 ft.
  Small
  2 lb.
  900 cp
  20
  Concussion grenade
  3d6
  -
  Concussion
  20 ft.
  15
  10 ft.
  Tiny
  1 lb.
  250 cp
  18
  Energy grenade
  6d6
  -
  Energy
  20 ft.
  15
  10 ft.
  Small
  2 lb.
  1,200 cp
  30
  Glitter grenade
  -
  -
  -
  See text
  12
  10 ft.
  Tiny
  1 lb.
  200 cp
  20
  Mine
  See text
  -
  See text
  See text
  See text
  -
  Small
  5 lb.
  900 cp
  25
  Negation grenade
  See text
  -
  Special
  20 ft.
  18
  10 ft.
  Small
  2 lb.
  1,200 cp
  30
  Nerve gas grenade
  See text
  -
  Special
  See text
  12
  10 ft.
  Small
  2 lb.
  1,500 cp
  40
  Photon grenade
  See text
  -
  Special
  30 ft.
  18
  10 ft.
  Tiny
  1 lb.
  1,500 cp
  30
  Plasma grenade
  8d6
  -
  Fire and Energy
  20 ft.
  15
  10 ft.
  Small
  2 lb.
  2,000 cp
  32
  Radiation grenade
  See text
  -
  See text
  See text
  12
  10 ft.
  Small
  2 lb.
  2,000 cp
  30
  Satchel charge A
  6d6
  -
  Fire and piercing
  10 ft.
  15
  10 ft.
  Tiny
  2 lb.
  500 cp
  25
  Satchel charge B
  8d6
  -
  Fire and piercing
  20 ft.
  15
  10 ft.
  Small
  4 lb.
  1,000 cp
  30
  Satchel charge C
  10d6
  -
  Fire and piercing
  30 ft.
  15
  -
  Med
  8 lb.
  3,000 cp
  35
  Shock grenade
  4d6
  -
  Electricity
  20 ft.
  18
  10 ft.
  Small
  2 lb.
  900 cp
  25
  Stun grenade
  2d6
  -
  Special
  10 ft.
  15
  10 ft.
  Tiny
  1 lb.
  800 cp
  20
  Splash Weapons
  Weapon
  Direct Hit 
  Damage
  Splash 
  Damage Damage Critical 2
  Type
  Reflex DC
  Range 
  Increment
  Size
  Weight
  Cost
  Craft 
  DC
  Acid, mild
  1d6
  1
  20
  Acid
  —
  10 ft.
  Tiny
  1 lb.
  150 cp
  15
  Molotov cocktail1 1d6
  1
  20
  Fire
  —
  10 ft.
  Small
  1 lb.
  6
  15 cp
  10
  TABLE A-9: OTHER RANGED WEAPONS 
  Weapon 
  Damage 
  Critical
   Type
  Range 
  Increment
  Rate of 
  Fire
  Magazine
  Size
  Weight
  Cost
  Craft 
  DC
  Compound bow (Archaic)
  1d8
  20
  Piercing
  40 ft.
  1
  —
  Large
  3 lb.
  20 cp
  20
  Crossbow (Simple)
  1d10
  19–20
  Piercing
  40 ft.
  1
  1 int.
  Med
  7 lb.
  20 cp
  20
  Flamethrower(no feat needed)
  3d6
  —
  Fire
  —
  1
  10 int.
  Large
  50 lb.
  2,000 cp
  20
  Javelin (Simple)
  1d6
  20
  Piercing
  30 ft.
  1
  —
  Med
  2 lb.
  10 cp
  10
  Pepper spray (Simple)
  Special
  —
  Special2
  5 ft.
  1
  1 int.
  Tiny
  0.5 lb.
  15 cp
  12
  Shuriken (Archaic)
  1
  20
  Piercing
  10 ft.
  1
  —
  Tiny
  0.5 lb.
  5 cp
  12
  Taser (Simple)
  1d4
  —
  Electricity
  5 ft.
  1
  1 int.
  Small
  2 lb.
  100 cp
  20
  Whip (Simple)
  1d2
  20
  Slashing
  15 ft.3
  1
  —
  Small
  2 lb.
  10 cp
  12
  
  374
  TABLE A-8: MELEE WEAPONS
  Weapon
  Damage
  Critical
  Type
  Range 
  Increment
  Size
  Weight
  Cost
  Craft 
  DC
  Simple Weapons 
  Brass knuckles
  1
  20
  Bludgeoning
  —
  Tiny
  1 lb.
  10 cp
  15
  Cleaver
  1d6
  19–20
  Slashing
  —
  Small
  2 lb.
  5 cp
  15
  Club
  1d6
  20
  Bludgeoning
  10 ft.
  Med
  3 lb.
  1 cp
  10
  Knife
  1d4
  19–20
  Piercing
  10 ft.
  Tiny
  1 lb.
  2 cp
  10
  Metal baton
  1d6
  19–20
  Bludgeoning
  —
  Med
  2 lb.
  10 cp
  12
  Sap
  1d61
  20
  Bludgeoning
  —
  Small
  3 lb.
  2 cp
  12
  Stun gun
  1d3
  20
  Electricity
  —
  Tiny
  1 lb.
  50 cp
  25
  Tonfa
  1d4
  20
  Bludgeoning
  —
  Med
  2 lb.
  10 cp
  15
  Archaic Weapons 
  Bayonet (fixed)
  1d4/1d6
  20
  Piercing
  —
  Large
  1 lb.
  12 cp
  15
  Hatchet
  1d6
  20
  Slashing
  10 ft.
  Small
  4 lb.
  5 cp
  12
  Longsword
  1d8
  19–20
  Slashing
  —
  Med
  4 lb.
  20 cp
  15
  Machete
  1d6
  19–20
  Slashing
  —
  Small
  2 lb.
  10 cp
  12
  Rapier
  1d6
  18–20
  Piercing
  —
  Med
  3 lb.
  30 cp
  17
  Spear
  1d8
  20
  Piercing
  —
  Large
  9 lb.
  10 cp
  10
  Straight razor
  1d4
  19–20
  Slashing
  —
  Tiny
  0.5 lb.
  3 cp
  10
  Sword cane
  1d6
  18–20
  Piercing
  —
  Med
  3 lb.
  30 cp
  17
  Exotic Melee Weapons 
  Chain
  1d6/1d6
  20
  Bludgeoning
  —
  Large
  5 lb.
  10 cp
  15
  Chain saw
  3d6
  20
  Slashing
  —
  Large
  10 lb.
  100 cp
  20
  Chainsword
  3d6
  18-20/x2
  Slashing
  —
  Med
  8 lb.
  15,000 cp
  28
  Energy Pike 
  2d8
  18-20/x2
  Slashing
  —
  Large
  15 lb.
  32,000 cp
  33
  Kama
  1d6
  20
  Slashing
  —
  Small
  2 lb.
  30 cp
  17
  Katana
  2d6
  19–20
  Slashing
  —
  Large
  6 lb.
  50 cp
  20
  Kukri
  1d4
  18–20
  Slashing
  —
  Small
  1 lb.
  30 cp
  17
  Nunchaku
  1d6
  20
  Bludgeoning
  —
  Small
  2 lb.
  20 cp
  15
  Power Sword 
  2d6
  19-20/x2
  Slashing
  —
  Medium
  4 lb.
  8,000 cp
  32
  Shock Gloves 
  1d8
  x2
  Electricity
  —
  Small
  1 lb.
  2,000 cp
  25
  Stun Baton 
  3d6
  x2
  Electricity
  —
  Medium
  3 lb.
  1,000 cp
  23
  Three-section staff
  1d10/1d10
  20
  Bludgeoning
  —
  Large
  3 lb.
  20 cp
  17
  Warp-Field Sword 
  2d6
  19-20/x2
  Slashing
  —
  Medium
  15 lb.
  50,000 cp
  38
  
  375
  TABLE a-10: ARMOR
  Armor
  Type
  Equipment 
  Bonus
  Nonprof 
  Bonus
  Maximum 
  Dex Bonus
  Armor 
  Penalty
  Speed 
  (30 ft.)
  Weight
  Cost
  Craft 
  DC
  Light Armor
  Leather jacket
  Impromptu
  1
  1
  +8
  –0
  30
  4 lb.
  25 cp
  17
  Leather armor
  Archaic
  2
  1
  +6
  –0
  30
  15 lb.
  40 cp
  18
  Light undercover shirt
  Concealable
  2
  1
  +7
  –0
  30
  2 lb.
  250 cp
  20
  Pull-up pouch vest
  Concealable
  2
  1
  +6
  –1
  30
  2 lb. 
  275 cp
  20
  Undercover vest
  Concealable
  3
  1
  +5
  –2
  30
  3 lb. 
  350 cp
  20
  Medium Armor
  Concealable vest
  Concealable
  4
  2
  +4
  –3
  25
  4 lb. 
  800 cp
  22
  Chainmail shirt
  Archaic
  5
  2
  +2
  –5
  20
  40 lb.
  800 cp
  22
  Light-duty vest
  Tactical
  5
  2
  +3
  –4
  25
  8 lb. 
  1,200 cp
  22
  Tactical vest
  Tactical
  6
  2
  +2
  –5
  25
  10 lb. 
  2,000 cp
  23
  Heavy Armor
  Special response vest
  Tactical
  7
  3
  +1
  –6
  20
  15 lb. 
  3,000 cp
  24
  Plate mail
  Archaic
  8
  3
  +1
  –6
  20
  50 lb.
  4,000 cp
  24
  Forced entry unit
  Tactical
  9
  3
  0
  –8
  20
  20 lb. 
  5,000 cp
  25
  Environment suit
  Impromptu
  4
  3
  0
  -7
  15
  100 lb.
  1,200 cp
  24
  NBC suit
  Impromptu
  4
  3
  +1
  -6
  20
  50 lb.
  1,500 cp
  24
  Civil security suit
  Tactical
  5
  2
  +3
  -4
  25
  8 lb.
  1,200 cp
  23
  Military combat suit
  Tactical
  6
  2
  +3
  -4
  25
  10 lb.
  2,100 cp
  23
  LazAb
  Tactical
  7
  3
  0
  -7
  20
  50 lb.
  4,000 cp
  25
  Special security suit
  Tactical
  9
  3
  0
  -8
  20
  20 lb.
  5,000 cp
  25
  Advanced metal
  Tactical
  9
  3
  +1
  -6
  20
  50 lb.
  7,500 cp
  28
  Plastex
  Tactical
  10
  3
  +2
  -5
  20
  30 lb.
  12,000 cp
  30
  Table A-11: Powered Armor
  Armor Suit
  Str
  Init
  Maneuver Top Speed
  Defense
  Hardness
  Hit Points
  Size
  Cost
  Craft DC
  Mk1 Ares
  24
  -2
  -0
  30 (3)
  8
  10
  45
  L
  75,000
  35
  Mk2 Ares
  22
  -1
  +1
  30 (3)
  10
  10
  45
  M
  150,000
  36
  Mk3 Ares
  22
  0
  +2
  30 (3)
  10
  10
  45
  M
  200,000
  36
  Mk1 Hermes
  20
  0
  +2
  80 (8)
  10
  5
  25
  M
  75,000
  35
  Mk2 Hermes
  20
  0
  +2
  70 (7)
  10
  5
  25
  M
  200,000
  36
  Zeus Suit
  28
  -1
  +1
  30 (3)
  8
  10
  45
  L
  250,000
  38
  
  376
  TABLE A-12: VEHICLES
  Name
  Crew
  Pass
  Cargo
  Init Man.
  Top Speed
  Def. Hard. 
  Hit 
  Points
  Size
  Cost
  Craft 
  DC
  Civilian Aircraft
  Bell Jet Ranger (helicopter)
  1
  4
  250 lb.
  –4
  –4
  245 (25)
  6
  5
  28
  G
  300,000 cp
  30
  Bell Model 212 (helicopter)
  2
  13
  5,000 lb.
  –4
  –4
  200(20)
  6
  5
  36
  G
  750,000 cp
  30
  Cessna 172 Skyhawk (prop plane)
  1
  3
  120 lb.
  –4
  –4
  210 (21)
  6
  5
  30
  G
  200,000 cp
  25
  Learjet Model 45 (corporate jet)
  2
  10
  500 lb.
  –4
  –4
  1,100 (110)
  6
  5
  44
  G
  750,000 cp
  30
  Civilian Cars
  Acura 3.2 TL (mid-size sedan)
  1
  4
  300 lb.
  –2
  –1
  265 (26)
  8
  5
  34
  H 
  10,000 cp
  25
  Aston-Martin Vanquish (sports coupe)
  1
  1
  175 lb.
  –2
  0
  335 (33)
  8
  5
  34
  H 
  20,000 cp 
  25
  BMW M3 (sports coupe)
  1
  4
  200 lb.
  –2
  1
  275 (27)
  8
  5
  32
  H 
  20,000 cp
  25
  Chevrolet Cavalier   (economy coupe)
  1
  4
  275 lb.
  –1
  –1
  185 (18)
  9
  5
  30
  L
  5,000 cp
  25
  Chevrolet Corvette (sports coupe)
  1
  1
  250 lb.
  –2
  0
  310 (31)
  8
  5
  32
  H
  20,000 cp
  25
  Dodge Neon (economy sedan)
  1
  4
  275 lb.
  –1
  –1
  220 (22)
  9
  5
  30
  L
  5,000 cp 
  25
  Ford Crown Victoria   (mid-size 
  sedan)
  1
  5
  425 lb.
  –2
  –1
  185 (18)
  8
  5
  34
  H 
  10,000 cp
  25
  Jaguar XJS (luxury sedan)
  1
  4
  275 lb.
  –2
  –1
  230 (23)
  8
  5
  34
  H 
  20,000 cp
  25
  Lamborghini Diablo (sports coupe)
  1
  1
  100 lb.
  –2
  1
  360 (36)
  8
  5
  34
  H 
  20,000 cp
  25
  Mercedes E55 AMG (luxury sedan)
  1
  4
  325 lb.
  –2
  0
  280 (28)
  8
  5
  34
  H 
  20,000 cp
  25
  Volkswagen Jetta (mid-size wagon)
  1
  4
  275 lb.
  –2
  0
  230 (23)
  8
  5
  32
  H 
  10,000 cp
  25
    
  Civilian Motorcycles
  Ducati 998R (racing bike)
  1
  0
  0 lb.
  0
  3
  370 (37)
  10
  5
  18
  M 
  3,000 cp
  23
  Harley Davidson FLSTF  (street bike)
  1
  1
  0 lb.
  –1
  1
  275 (27)
  9
  5
  22
  L
  3,000 cp
  23
  Yamaha YZ250F (dirt bike)
  1
  1
  0 lb.
  0
  2
  165 (16)
  10
  5
  18
  M 
  1,000 cp
  23
  Civilian Trucks
  AM General Hummer (SUV)
  1
  3
  1,000 lb.
  –2
  –2
  140 (14)
  8
  5
  38
  H 
  30,000 cp
  25
  Chevrolet Suburban (SUV)
  1
  8
  500 lb.
  –2
  –2
  175 (17)
  8
  5
  38
  H 
  20,000 cp 
  25
  Dodge Caravan (minivan)
  1
  4
  325 lb.
  –2
  –2
  195 (19)
  8
  5
  34
  H 
  20,000 cp 
  25
  Ford Escape XLT (SUV)
  1
  4
  300 lb.
  –2
  –2
  200 (20)
  8
  5
  32
  H
  20,000 cp 
  25
  Ford F-150 XL (pickup)
  1
  2
  1,700 lb.
  –2
  –2
  175 (17)
  8
  5
  36
  H 
  25,000 cp 
  25
  Toyota Tacoma Xtracab (pickup)
  1
  3
  1,600 lb.
  –2
  –2
  185 (18)
  8
  5
  34
  H 
  25,000 cp 
  25
  Civilian Water Vehicles
  Bayliner 1802 Capri (runabout)
  1
  5
  2,100 lb.
  –2
  –2
  55 (5)
  8
  5
  28
  H 
  40,000 cp
  25
  Fairline Targa 30 (cabin cruiser)
  1
  3
  2,100 lb.
  –4
  –4
  80 (8)
  6
  5
  40
  G
  45,000 cp 
  25
  Sea-Doo XP (personal watercraft)
  1
  1
  60 lb.
  –1
  1
  105 (10)
  9
  5
  22
  L
  35,000 cp
  25
  Other Civilian Vehicles
  Armored truck
  2
  0
  3,600 lb.
  –2
  –2
  175 (17)
  8
  10
  36
  H
  50,000 cp
  25
  Honda TRX400FW (4-wheel ATV)
  1
  0
  675 lb.
  –1
  1
  95 (9)
  9
  5
  22
  L 
  6,000 cp 
  25
  Limousine
  1
  7
  425 lb.
  –4
  –4
  195 (19)
  6
  5
  38
  G
  40,000 cp 
  25
  Moving truck
  1
  2
  33,000 lb. -4
  –4
  165 (16)
  6
  5
  44
  G
  100,000 cp 
  25
  NABI Model 40LFW (city bus)
  1
  39
  0 lb.
  –4
  –4
  120 (12)
  6
  5
  48
  G
  120,000 cp
  25
  Combat Vehicles
  Battle Cycle
  1
  1
  0 lb.
  +0
  +2
  250 (25)
  10
  5
  20
  M
  3,000 cp
  23
  Battle Car
  1
  4
  250 lb.
  -2
  -1
  200 (20)
  8
  6
  36
  H
  26,000 cp
  25
  Battle Hummer
  1
  3
  1,000 lb.
  -2
  -2
  140 (14)
  8
  8
  40
  H
  40,000 cp
  25
  Blockade Runner
  1
  2
  30,000 lb. -4
  -4
  165 (16)
  6
  10
  45
  G
  100,000 cp
  25
  BMP-2 (tracked APC)
  3
  7
  250 lb.
  –2
  –2
  70 (7)
  8
  10
  52
  H
  250,000 cp
  30
  M1A2 Abrams (tracked tank)
  4
  0
  425 lb.
  –4
  –4
  80 (8)
  6
  20
  64
  G
  700,000 cp
  30
  M2A2 Bradley (tracked APC)
  3
  7
  425 lb.
  –4
  –4
  70 (7)
  6
  15
  58
  G
  500,000 cp
  30
  M113A1 Gavin (tracked APC)
  2
  11
  200 lb.
  –2
  –2
  62 (6)
  8
  10
  48
  H
  250,000 cp
  30
  UH-60 Black Hawk (helicopter)
  2
  14
  9,000 lb.
  –4
  –4
  325 (32)
  6
  5
  46
  G
  750,000 cp
  30
  
  377
  TABLE A-13: GENERAL EQUIPMENT
  Object
  Size
  Weight
  Cost
  Craft 
  DC
  Bags and Boxes
  Aluminum travel case
  10 lb. Capacity
  Med
  5 lb.
  120 cp
  15
  40 lb. Capacity
  Large
  10 lb.
  150 cp
  15
  75 lb. capacity
  Large
  15 lb.
  200 cp
  15
  Briefcase
  Med
  2 lb.
  55 cp
  15
  Contractor’s field bag
  Med
  2 lb.
  55 cp
  15
  Day pack
  Small
  2 lb.
  30 cp
  15
  Handbag
  Small
  1 lb.
  20 cp
  15
  Range pack
  15
  Standard
  Small
  2 lb.
  55 cp
  15
  Oversized
  Med
  3 lb.
  90 cp
  15
  Patrol box
  Med
  4 lb.
  90 cp
  15
  Clothing
  Clothing outfit
  Business
  Med
  3 lb.
  200 cp
  15
  Casual
  Med
  2 lb.
  70 cp
  15
  Formal
  Med
  3 lb.
  500 cp
  15
  Fatigues
  Med
  3 lb.
  90 cp
  15
  Uniform
  Med
  2 lb.
  90 cp
  15
  Ghillie suit
  Med
  5 lb.
  40 cp
  15
  Outerwear
  15
  Coat
  Med
  2 lb.
  70 cp
  15
  Fatigue jacket
  Med
  2 lb.
  55 cp
  15
  Overcoat
  Med
  3 lb.
  90 cp
  15
  Parka
  Med
  3 lb.
  90 cp
  15
  Photojournalist’s vest
  Med
  1 lb.
  90 cp
  15
  Windbreaker
  Med
  1 lb.
  40 p
  15
  Tool belt
  Small
  2 lb.
  90 cp
  15
  Web Belt
  Salll
  2 lb.
  150 cp
  15
  Computers and Consumer Electronics
  Camera
  Disposable
  Tiny
  0.5 lb.
  50 cp
  20
  35mm
  Small
  2 lb.
  1,500 cp
  20
  Digital
  Tiny
  0.5 lb.
  2,000 cp
  25
  Film
  Dim
  —
  50 cp
  20
  Cell phone
  Dim
  —
  2,000 cp
  25
  Computer
  Desktop
  Large
  10 lb.
  5,000 cp
  30
  PDA
  Tiny
  0.5 lb.
  3,000 cp
  30
  Notebook
  Med
  5 lb.
  7,000 cp
  30
  Digital audio recorder
  Tiny
  1 lb.
  1,000 cp
  25
  Harmonic Cell
  Small
  1 lb.
  20,000 cp
  35
  Identity Card
  Fine
  -
  varies
  -
  Induction Transformer
  Tiny
  .5 lb.
  30,000 cp
  33
  Language Translator
  Small
  1 lb.
  2,600 cp
  30
  Memory Chips, Android
  Fine
  -
  Varies
  35
  Minifusion Cell
  Tiny
  .5 lb
  2,000 cp
  32
  Optic Scanner
  Med
  3 lb.
  8,000 cp
  30
  Plutonium Clip
  Small
  1 lb.
  3,000 cp
  32
  Portable satellite phone
  Small
  2 lb.
  7,000 cp
  30
  Portable video camera
  Small
  2 lb.
  2,000 cp
  25
  Power Backpack
  Med
  4 lb.
  2,000 cp
  25
  Power Beltpack
  Small
  2 lb.
  1,000 cp
  25
  Power Cell
  Tiny
  .5 lb.
  50 cp
  18
  Power Clip
  Small
  1 lb.
  400 cp
  25
  Power Pack
  Med
  3 lb.
  200 cp
  20
  Printer
  Med
  3 lb.
  1,000 cp
  25
  Scanner
  Med
  3 lb.
  1,500 cp
  30
  TABLE A-13: GENERAL EQUIP (CONT.)
  Object
  Size
  Weight
  Cost
  Craft 
  DC
  Walkie-talkie
  Basic
  Tiny
  1 lb.
  100 cp
  20
  Professional
  Tiny
  1 lb.
  500 cp
  20
  Military Equipment
  Animatron, Weapon
  Large
  300 lb.
  13,000 cp
  35
  Auto-Mortar Platform
  Large
  300 lb.
  22,000 cp
  35
  Biomechanical Targeter
  -
  -
  15,000 cp
  35
  Bollix Pack
  Small
  1 lb.
  30,000 cp
  30
  Control Rod
  Small
  2 lb.
  18,000 cp
  25
  Energy Shield
  Tiny
  .5 lb.
  18,000cp 
  – 75,000 cp
  35
  Force Field Belt
  Small
  2 lb.
  200,000 cp
  35
  Jetpack
  Large
  25 lb.
  40,000 cp
  30
  Magnetic Shield
  Tiny
  .5 lb.
  18,000cp 
  – 75,000 cp
  35
  Neural Control Pod
  Med
  4 lb.
  48,000 cp
  35
  Obedience Collar
  Small
  1 lb.
  2,000 cp
  25
  Pain Collar
  Small
  1 lb.
  3,000 cp
  25
  Power Fist
  Med
  8 lb.
  5,000 cp
  35
  Stealth Pack
  Med
  3 lb.
  75,000 cp
  37
  Surveillance Gear
  Impulse Detector
  Small
  3 lb.
  5,000 cp
  32
  Metal detector
  Small
  2 lb.
  200 cp
  20
  Motion Detector
  Med
  4 lb.
  5,000 cp
  26
  Night vision goggles
  Small
  3 lb.
  3,000 cp
  25
  Portable Detection Radar
  Med
  5 lb.
  14,000 cp
  30
  X-Ray Goggles
  Small
  3 lb.
  25,000 cp
  30
  Professional Equipment
  Animatron, Construction
  Huge
  1000 lb.
  20,000 cp
  35
  Animatron, Digger
  Huge
  2000 lb.
  26,000 cp
  35
  Animatron, Task
  Large
  200 lb.
  9,500 cp
  35
  Astronaut Pen
  Fine
  -
  100 cp
  15
  Books
  Small
  2 lb.
  3,000 cp 
  – 10,000 cp
  -
  Boron Solution Spray
  Med
  3 lb.
  1,000 cp
  20
  Bolt cutter
  Med
  5 lb.
  50 cp
  15
  Caltrops (25)
  Small
  2 lb.
  50 cp
  15
  Car opening kit
  Tiny
  1 lb.
  50 cp
  15
  Chemical kit
  Med
  6 lb.
  900 cp
  -
  Corium Lantern
  Small
  2 lb.
  90 cp
  10
  Demolitions kit
  Med
  5 lb.
  600 cp
  -
  Disguise kit
  Med
  5 lb.
  800 cp
  -
  Duct tape
  Tiny
  1 lb.
  50 cp
  15
  Electronic Skeleton Key
  Small
  2 lb.
  60,000 cp
  32
  Electrical tool kit
  Basic
  Large
  12 lb.
  900 cp
  -
  Deluxe
  Huge
  33 lb.
  1,500 cp
  -
  Evidence kit
  Basic
  Med
  6 lb.
  200 cp
  -
  Deluxe
  Med
  8 lb.
  800 cp
  -
  First aid kit
  Small
  3 lb.
  200 cp
  -
  Forgery kit
  Small
  3 lb.
  300 cp
  -
  Handcuffs
  Steel
  Tiny
  1 lb.
  100 cp
  15
  Zip-tie (25)
  Dim
  0.5 lb.
  50 cp
  15
  Instrument, any
  Large
  12 lb.
  400 cp
  20
  Lockpick set
  Tiny
  1 lb.
  200 cp
  20
  Lock release gun
  Tiny
  0.5 lb.
  300 cp
  20
  
  378
  TABLE A-13: GENERAL EQUIP (CONT.)
  Object
  Size
  Weight
  Cost
  Craft 
  DC
  Mechanical tool kit
  Basic
  Large
  22 lb.
  600 cp
  -
  Deluxe
  Huge
  45 lb.
  2,500 cp
  -
  Medical kit
  Med
  5 lb.
  900 cp
  -
  Multipurpose tool
  Tiny
  0.5 lb.
  200 cp
  20
  Pharmacist kit
  Med
  6 lb.
  1,200
  -
  Search-and-rescue kit
  Med
  7 lb.
  250 cp
  -
  Spike strip
  Huge
  22 lb.
  300 cp
  20
  Surgery kit
  Med
  5 lb.
  1,500 cp
  -
  Survival Gear
  Advanced Breathing 
  Apparatus
  Med
  8 lb.
  19,000 cp
  20
  Autograpnel
  Med
  6 lb.
  3,000 cp
  23
  Backpack
  Med
  3 lb.
  75 cp
  15
  Binoculars
  Standard
  Small
  2 lb.
  100 cp
  20
  Rangefinding
  Small
  3 lb.
  900 cp
  20
  Electro-optical
  Small
  4 lb.
  2,500 cp
  25
  Chemical light sticks (5)
  Tiny
  1 lb.
  20 cp
  20
  Climbing gear
  Large
  10 lb.
  150 cp
  20
  Compass
  Dim
  0.5 lb.
  50 cp
  20
  Chemical Sensor
  Small
  1 lb.
  10,000 cp
  25
  Cigarette Lighter
  Dim
  -
  90 cp
  15
  Cyborg Sustenance Tube
  Tiny
  1 lb.
  50 cp
  15
  Dehydrated Pills
  Dim
  -
  20 cp
  20
  Emergency Raft
  Small
  2 lb.
  1,000 cp
  17
  Firestarter Cube
  Dim
  -
  25 cp
  18
  Fire extinguisher
  Med
  3 lb.
  75 cp
  20
  Flash goggles
  Tiny
  2 lb.
  500 cp
  20
  Flashlight
  Penlight
  Dim
  0.5 lb.
  50 cp
  15
  Standard
  Tiny
  1 lb.
  75 cp
  15
  Battery flood
  Small
  2 lb.
  100 cp
  20
  Gas mask
  Small
  5 lb.
  400 cp
  20
  Geiger Counter  
  Small
  3 lb.
  10,000 cp
  25
  Gravity Boots
  Small
  2 lb.
  8,000 cp
  30
  Halazone Tablets
  Dim
  -
  50 cp
  17
  HEVE Candy
  Dim
  -
  20 cp
  20
  Instant Pillow
  Dim
  -
  50 cp
  20
  Ion Bonding Tape
  Med
  12 lb.
  800 cp
  25
  Light Rod
  Dim
  -
  15 cp
  20
  Magnesium Firestarter
  Dim
  -
  350 cp
  22
  Map
  Road atlas
  Tiny
  1 lb.
  25 cp
  -
  Tactical map
  Tiny
  0.5 lb.
  40 cp
  -
  Mesh vest
  Med
  7 lb.
  70 cp
  15
  Portable Petrol Power 
  Generator
  Large
  100 lb.
  20,000 cp
  20
  Portable stove
  Tiny
  1 lb.
  125 cp
  20
  Potassium Iodide Tablets
  Dim
  -
  200 cp
  25
  Power Bar
  Dim
  -
  10 cp
  15
  Rad Tab  
  Fine
  -
  300 cp
  20
  Ready Meal
  Tiny
  1 lb.
  20 cp
  15
  Rope (150 ft.)
  Large
  12 lb.
  30 cp
  15
  Salt Pills
  Dim
  -
  20 cp
  15
  Sleeping bag
  Med
  4 lb.
  90 cp
  15
  Soup Mix
  Dim
  -
  5 cp
  12
  Survival Kit
  Med
  4 lb.
  1,800 cp
  -
  Synthihol
  Tiny
  .5 lb.
  20 cp
  12
  TABLE A-13: GENERAL EQUIP (CONT.)
  Object
  Size
  Weight
  Cost
  Craft 
  DC
  Tent
  2-person dome
  Med
  4 lb.
  150 cp
  15
  4-person dome
  Med
  7 lb.
  250 cp
  15
  8-person dome
  Large
  10 lb.
  400 cp
  15
  Trail rations (12)
  Tiny
  1 lb.
  40 cp
  -
  Water Purifier
  Small
  2 lb.
  7,500 cp
  20
  Weapon Accessories
  Box magazine
  Tiny
  0.5 lb.
  50 cp
  15
  Detonator
  Blasting cap
  Tiny
  0.5 lb.
  50 cp
  15
  Radio controlled
  Tiny
  0.5 lb.
  200 cp
  20
  Timed
  Tiny
  0.5 lb.
  100 cp
  15
  Wired
  Tiny
  1 lb.
  75 cp
  15
  Holster
  Hip
  Tiny
  1 lb.
  40 cp
  15
  Concealed carry
  Tiny
  0.5 lb.
  70 cp
  15
  Illuminator
  Tiny
  0.5 lb.
  75 cp
  15
  Laser sight
  Tiny
  0.5 lb.
  1,000 cp
  25
  Scope
  Standard
  Tiny
  0.5 lb.
  250 cp
  20
  Electro-optical
  Small
  3 lb.
  2,500 cp
  25
  Speed loader
  Tiny
  0.5 lb.
  25 cp
  15
  Suppressor
  Pistol
  Tiny
  1 lb.
  300 cp
  25
  Rifle
  Small
  4 lb.
  450 cp
  25
  
  A
  Aberrant Deformity 
  86
  Aberrant Endoskeletal Encasing 
  76
  Aberrant Horn Development 
  75
  Abnormal Joint Flexibility 
  76
  Abomination
  278
  Academic
  10
  Accelerated White Blood Cell Activity 
  76
  Accumulated Resistance 
  77
  Acid Excretion Glands 
  77
  Additional Limb Development
  77
  Adrenaline Control
  77
  Adrenaline Deficiency 
  86
  Advanced
  10
  Advanced Armor Discipline
  70
  Advanced Breathing Apparatus
  140
  Advanced Classes
  15
  Advanced Electronics Discipline
  71
  Advanced Metal
  132
  Advanced Pharmaceutical Discipline
  71
  Advanced Technology
  70
  Advanced Weapons Discipline
  71
  Adventure Locations
  173
  Aerial Maneuverability 
  91
  Albinism 
  87
  Albino Apeman
  279
  Amazons
  263
  Amoeba, Bubble Cell
  280
  Amoeba, Giant
  280
  An-94 Abakan
  106
  Anaphylaxis 
  87
  Ancient 
  62
  Ancient Lore 
  62
  Ancient Talent Tree
  14
  Animatrons
  138
  Anti-Tank Grenade
  115
  Antitox 
  151
  Anxiety Trigger 
  94
  Appendix Tables
  103
  Ar-7 Explorer
  107
  Armed To The Teeth
  64
  Armor
  132
  Astronaut Pen
  139
  At-5 Spandrel
  127
  Atom Gun
  126
  Atrophied Cerebellum 
  87
  Attention Deficit 
  87
  Attraction Trigger
  94
  Autism 
  77
  Autograpnel
  141
  Auto-Mortar Platform
  143
  Awesome Blow 
  91
  B
  Backgrounds
  6
  Bags And Boxes
  134
  Baja Cliffs
  326
  Barbarian
  15
  Battle Car  
  147
  Battle Cycle
  147
  Battle Hummer  
  148
  Battle Plan 
  94
  Benders
  264
  Big Hole
  326
  Big Rocks
  329
  Bilirubin Imbalance
  87
  Biomechanical Targeter
  144
  Bizarre Pigmentation 
  87
  Bizon
  107
  Black Powder Pistol
  103
  Black Powder Rifle
  107
  Blaster
  121
  Blindness
  87
  Blindsight
  78
  Blindworm
  281
  Blob
  282
  Blockade-Runner  
  147
  Blood Agent Grenade
  115
  Bollix Pack
  144
  Books
  139
  Boron Solution Spray
  139
  Brachydactyly 
  87
  Brethren
  219
  Brethren Follower
  221
  Brotherhood Force Master
  224
  Brotherhood Of Radiation
  222
  Bull’s Eye
  64
  Burning Lands
  330
  Bushmaster M-17s
  108
  C
  Calico Liberty 50
  108
  Calico M100
  103
  Calico Two-Twenty-Two
  114
  Campaign Models
  155
  Cannibalism
  88
  Caravan Guard
  10
  Carrion Raptor
  283
  Cartel
  226
  Cataclysmic Event
  160
  Ch’kit
  284
  Chainsword  
  132
  Chameleon Epidermis 
  78
  Champion
  44
  Charm Person
  95
  Chemical Contamination
  169
  Chemical Sensor
  140
  Children Of The Metal Gods
  229
  Choosing Mutations
  74
  Cigarette Lighter
  141
  Cities Of Survivors
  186
  Civil Security Suit
  133
  Clairaudience
  95
  Clairvoyance
  95
  Claws 
  78
  Clean Water Clans
  231
  Clothing
  134
  Colt 635
  108
  Complete Wing Development
  78
  Computers And Electronics
  134
  Concubine
  65
  Concussion Grenade
  115
  Constrict
  91
  Control Rod
  144
  Corium Lantern
  139
  Corium Miners Of Little Vegas
  266
  Corium Pieces 
  102
  Corium Pieces Vs. Wealth
  102
  Corium Prospector
  11
  Craft 
  58
  Crafting Advanced Electronics
  134
  Crafting Firearms
  103
  Crafting Futuristic Weapons
  117
  Crafting Power Armor
  149
  Crafting Vehicles
  147
  Craftsman
  11
  Crawler
  285
  Crawler Characters
  286
  Credits
  1
  Critical Vulnerability
  88
  Crystaltime Merchants
  268
  Cursed Sea
  332
  Cyborg Sustenance Tube
  141
  Cyclat
  286
  Cynemie
  287
  Cynemie Society
  287
  Cystic Fibrosis
  88
  D
  Danger Sense
  95
  Dart Pistol
  105
  Dart Rifle
  109
  Dazzle Rifle 
  118
  Deadlands
  333
  Deafness
  88
  Death Sentinel
  288
  Defect Adaptation
  75
  Defects
  86
  Degenerates
  8
  Dehydrated Pills
  141
  Demagogue
  11
  Demagogue
  17
  Denizens Of Lil’ Vegas
  267
  Dermal Poison Sap 
  78
  Dermal Spike Growth 
  79
  Dermal Suction 
  78
  Desert Anemone
  288
  Desert Horse
  289
  Diagnostic Scanner
  151
  Disease
  170
  Disintegration And Chaos
  159
  Diurnal/Nocturnal 
  79
  Domed Cities
  195
  Domination
  95
  Doom Harvester
  290
  Doomrider Zealot 
  235
  Doomriders
  233
  Drugs, Another Currency
  166
  Dual Cerebellum 
  79
  Dual Headed 
  79
  Duck
  92
  Dwarfism 
  79
  Dyslexia
  88
  E
  Electronic Skeleton Key
  139
  Electro-Saw Thrower
  124
  Elongation
  79
  Emergency Raft
  141
  Emp Rifle 
  122
  Energy Field Generators
  121
  Energy Grenade
  115
  Energy Immunity 
  79
  Energy Pike  
  132
  Energy Shield
  144
  Energy-Retaining Cell Structure 
  80
  Enhanced Respiration 
  80
  Entropists
  237
  Environment Suit
  133
  Environmental Dangers
  167
  Epic Classes
  44
  Epidermal Acid Enzymes 
  80
  Ethereal Flyer
  291
  Example Raider Gang
  273
  Example Xenophobes
  276
  Examples
  74
  Expanded Optic Orbit 
  80
  Explosives And Splash Weapons
  115
  Extreme Resilience 
  81
  F
  Fa Casull
  105
  Far Desert
  336
  Far Traders
  240
  Ferals
  6
  Fight Trigger 
  95
  Filter Dose 
  152
  Filthy
  65
  Firearms
  103
  Firestarter Cube
  142
  Flame Pistol
  128
  Flight Trigger 
  96
  Flyby Attack 
  92
  Fn Herstal F2000
  109
  Fn P-90
  109
  Food And Moisture Needs
  171
  Forbidden Lands
  342
  Force Field Belt
  145
  Foresight 
  96
  Forgotten Desert
  345
  Forsaken
  65
  Foundation Paladin
  244
  Foundationists
  242
  Fragrance Development 
  81
  Fraxx Steed
  292
  Furniture
  11
  Futuristic Firearm Proficiency
  65
  G
  Gamma Radiation
  167
  Gamma-Ray Visual Sensitivity 
  81
  Gauss Anti-Tank Rifle
  125
  Gauss Automatic Rifle
  125
  Gauss Cannon
  126
  Gauss Pistol
  124
  Gauss Rifle
  125
  Gauss Smg
  124
  Gazetteer
  325
  Geiger Counter  
  140
  General Equipment
  134
  General Feats
  64
  Ghouls
  245
  Gigantism 
  81
  Gladiator
  65
  Glitter Grenade
  115
  Glowing Hills
  346
  Grass Plains Empire
  347
  Graveyard Of Bone Cities
  349
  Gravity Boots
  142
  Great Rift Valley
  351
  Greenbrier 
  201
  Gront
  292
  Gsh-18
  105
  Guardian
  19
  Guardians
  9
  Guide
  11
  Gutter Talk  
  62
  Gyrojet Launcher
  128
  H
  Halazone Tablets
  142
  Hand Stunner
  128
  Hard-Eyed
  65
  Hazard Detection Devices
  140
  Healer
  11
  Healing Pack
  152
  Heap Turtle
  294
  Heckler & Koch Caws
  110
  Heckler & Koch G-11
  110
  Hedonists
  9
  Heliogryph
  293
  Hemihypertrophy 
  88
  Hemisphere In Your Game
  176
  Hemochem 
  152
  Hemophilia 
  89
  Hemotoxin Sting 
  81
  Hercurin 
  152
  Herdsman
  12
  Hermavs
  269
  Heve Candy
  142
  High Ready
  65
  Horn Charge
  92
  Hover  
  92
  Hpm Rifle
  123
  Hunchback 
  89
  Hydra 70 
  129
  Hyper Olfactory
  82
  I - L
  Identity Card
  135
  Immune-System Abnormality 
  89
  Improved Autofire
  65
  Improved Dead Aim
  66
  Improved Grab
  92
  Improved Multiattack 
  92
  Improved Overrun 
  66
  Impulse Detector
  137
  Increased Body Density
  82
  Increased Movement 
  82
  Independent Cerebral Control 
  82
  Induction Transformer
  135
  Infra-Red Laser Rifle
  118
  Inhuman Masters
  161
  Instant Pillow
  142
  Interior Moisture Reservoir 
  82
  Intimidating Strength
  66
  Intuitive Mechanic
  66
  Ion Bonding Tape
  140
  Ion Ray
  126
  Irradiated
  92
  Jackhammer Mk3a1
  110
  Jetpack
  145
  Juju Doctor
  21
  Juju Kit
  152
  Juju Medicine
  66
  Just Visiting
  157
  Knights Of Route 66
  270
  Knowledge 
  62
  K-O Shot 
  152
  Language Translator
  136
  Lasers
  117
  Lazab
  133
  Leadership
  66
  Leaper 
  92
  Levitation
  96
  Lie Detector 
  96
  Life Lamprey
  295
  Light Distortion Field 
  82
  Light Rod
  142
  Lockdown 
  197
  Los Angeles 
  208
  
  Lost Mud Sea
  355
  Lost Paradise
  355
  Lurking Panther
  296
  M
  M214 Minigun
  114
  Magnesium Firestarter
  142
  Magnetic Shield
  145
  Marionette Worm
  297
  Market
  66
  Masers
  121
  Mass Drivers
  123
  Mech
  46
  Medical Incompatibility 
  151
  Medicine
  151
  Medicine Man
  48
  Memory Chips, Android
  136
  Mental Communication 
  96
  Merchant
  12
  Meson Cannon
  126
  Military
  12
  Military Combat Suit
  133
  Military Hardware
  143
  Mind Blast 
  96
  Mind Crush
  97
  Mind Strike
  97
  Mind Stun 
  96
  Mine
  115
  Minor Groups
  262
  Modern Aircraft Discipline
  70
  Modern Firearms Discipline
  70
  Modern Vehicles Discipline
  70
  Mongoliant
  297
  Monstrous Cockroach
  299
  Motion Detector
  137
  Mountains Of Misery
  355
  Mounted Archery 
  66
  Mounted Combat 
  66
  Movement, The
  247
  Mp-443 Grach
  105
  Multiattack 
  93
  Multi-Faceted Eyes 
  82
  Multiple Eyes
  83
  Multiple Stomachs 
  82
  Multiweapon Fighting 
  93
  Mutagon
  300
  Mutant Bug
  301
  Mutant Feats
  91
  Mutant Hunter
  49
  Mutant Lore  
  62
  Mutation Advancement 
  75
  Mutation Feats
  75
  Mutations
  75
  N - O
  Natural Armor Expertise
  93
  Nbc Suit
  133
  Near Future Vs. Present
  163
  Necropoli
  205
  Negation Grenade
  115
  Negative Chemical Reaction 
  89
  Nerve Gas Grenade
  116
  Neural Control Pod
  145
  Neural Feats
  94
  Neural Mutation
  83
  Neurofibromatosis 
  89
  Neurotoxin Sting 
  83
  Night Blindness 
  89
  Night Terror
  302
  Obedience Collar
  146
  Oc-14 Groza
  111
  Occupations
  10
  Optic Emissions 
  84
  Optic Scanner
  136
  Other Areas
  216
  Othydog
  303
  Othydont
  303
  P - Q
  Pain Collar
  146
  Paradise Believers
  250
  Parasitic Infestation
  171
  Particle-Beam Weapons
  126
  Perceive Danger 
  97
  Perceive Outcome
  97
  Phobia
  89
  Photoluminescent Aural Emission 
  90
  Photon Grenade
  116
  Photosensitivity 
  90
  Pipe Rifle
  111
  Pit Creature
  304
  Pituitary Deformation 
  90
  Plague Carrier
  93
  Plantmen
  305
  Plasma Grenade
  116
  Plasma Pistol
  122
  Plasma Rifle
  123
  Plastex
  133
  Pocket Nurse
  152
  Political Considerations
  163
  Portable Detection Radar
  138
  Portable Petrol Power Generator
  142
  Post Apocalyptic Languages
  62
  Post-Apocalyptic Technology
  69
  Potassium Iodide Tablets
  142
  Pounce
  93
  Power Bar
  142
  Power Dive   
  93
  Power Fist
  146
  Power Sources
  136
  Power Sword  
  132
  Powered Armor
  148
  Powered Armor Operation
  67
  Powered Melee Weapons
  132
  Precognitive Combat
  97
  Precognitive Dodge 
  97
  Precognitive Reflexes 
  97
  Predator
  12
  Primitive Technology
  69
  Probing Waddler
  306
  Professional Equipment
  138
  Protective Dermal Development 
  84
  Proton Energy Pill 
  152
  Prox Beast
  307
  Psionic 
  23
  Psm
  105
  Psychic Interrogation 
  97
  Pulse Laser Rifle
  119
  Purple Angler
  308
  Pyrokinetic Pulse Generation 
  84
  Qbz-95
  112
  Quick Treatment
  68
  R
  Rad Tab 
  140
  Rad Wolf
  309
  Radiation Grenade
  116
  Radiation Immunity
  84
  Radiation Sense
  68
  Radiation Storms
  172
  Radicals
  8
  Rad-Purge Shot 
  153
  Raider
  24
  Raider Gangs 
  272
  Rain Of Objects 
  98
  Ramjet Rifle
  131
  Range Of The Lost
  356
  Ranger
  254
  Rangers
  253
  Ratbite
  309
  Rattlecharmer
  310
  Ravagers
  256
  Ravening Hound
  311
  Reactive Shooter
  68
  Ready Meal
  142
  Ready Syringe
  153
  Regen Tank
  153
  Regenerative Capability 
  84
  Remington Streetsweeper
  112
  Remove Defect 
  75
  Rend
  93
  Repair 
  63
  Repairman
  12
  Resentfuls
  7
  Respiratory Membrane 
  84
  Resurrectors
  8
  Ride-By Attack 
  68
  Rip A Clip
  68
  Ritual Preservationists
  6
  Road Warrior
  26
  Room-Broom
  68
  Rpg-7/16
  114
  Rrequirements
  24
  Ruger Mp-9
  112
  S
  Sa.23
  106
  Salt Pills
  142
  Styx
  187
  Sandman
  312
  Sandstorms
  172
  Satchel Charge 
  116
  Savant
  261
  Savants
  258
  Scav
  28
  Scavenge Talent Tree
  14
  Scholar
  29
  Scientist
  51
  Screamer
  313
  Second Chance
  98
  Sensitive Sight 
  84
  Sensitivity 
  90
  Serrated Dental Development
  85
  Setting Ideas
  157
  Shadow People
  314
  Shock Gloves  
  132
  Shock Grenade
  117
  Shriek
  85
  Sickle Cells
  90
  Sierra Gehenna
  357
  Silver Tongue
  68
  Simian Deformity 
  85
  Sister Of The Desert
  33
  Skeletal Deterioration 
  90
  Skeletal Fortification
  85
  Skulk
  32
  Slave
  12
  Slaver
  12
  Slavery
  165
  Slime Mole
  315
  Snoffle Hog
  316
  Sonic Rifle 
  130
  Sonic Rifle B
  130
  Soup Mix
  143
  Special Qualities 
  74
  Special Security Suit
  134
  Spineless 
  93
  Spirited Charge 
  68
  Spontaneous Electric Charge Generation 
  85
  Starting Gear
  102
  Stealth Pack
  146
  Stench 
  86
  Steyr Acr
  112
  Steyr Iws-2000
  112
  Stimshot 
  153
  Strong Flyer 
  93
  Stun Baton  
  132
  Stun Grenade
  117
  Stun Pistol
  130
  Styx 
  189
  Super Mutant 
  75
  Super Plague
  161
  Super-Charismatic
  68
  Superegen 
  153
  Superior Kidney Development 
  86
  Suppressive Fire
  69
  Surefooted
  94
  Surveillance Gear
  137
  Survival
  155
  Survival Gear
  140
  Survival Kit
  143
  Survival Talent Tree
  14
  Survivalist
  36
  Sustainer Shot 
  153
  Symbiote
  37
  Syncope 
  90
  Synthihol
  143
  T
  Tailored Narcotics
  153
  Tearing Bite
  94
  Tech Looter
  53
  Technician’s Coveralls
  134
  Technology  
  62
  Technology Craft Feats
  70
  Technology Feats
  69
  Telekinetic Disarm
  98
  Telekinetic Guide 
  98
  Telekinetic Hand 
  98
  Telekinetic Hand II
  99
  Telekinetic Mastery
  98
  Telekinetic Punch 
  99
  Telekinetic Shield
  99
  Telekinetic Shield II
  99
  Telekinetic Slam
  99
  Telekinetic Sword
  100
  Telekinetic Sword II
  100
  Telekinetic Throw
  98
  Terminal
  317
  Terminal Limb Deficiency 
  91
  Terminal, Abortion
  318
  Terrolops
  318
  The Mutant Template
  74
  The Post-Apocalyptic Hero
  13
  Tinker
  40
  Total Nuclear War
  157
  Tow II
  131
  Trade Master
  55
  Trade Towns
  179
  Trader
  42
  Trample 
  69
  Tribals
  6
  Troglodyte
  69
  Truth Serum 
  153
  Typical Cartel Merchants 
  228
  Tucumcari 
  181
  Two-Headed Mutant Bear
  319
  U - V
  Uh Radiation Rifle
  130
  Ultraviolet Radiation
  168
  Underdeveloped Organ
  91
  Underling
  319
  Unislang.  
  62
  Utarn
  321
  Uv Sterilizer
  153
  V2.4
  1
  Valtro Pm-5-350
  113
  Vaults
  198
  Vehicle Combat
  69
  Vehicles
  146
  Village Key
  176
  Visionary Reinventors
  9
  Vss Vintorez
  113
  Vulture 
  69
  W - Z
  Wanderer
  12
  Warp-Field Sword  
  132
  Warrior Monk
  57
  Wasteland Settlements
  174
  Wastelords
  273
  Water Purifier
  143
  Weapon Accessories
  143
  Weapons
  103
  Web Belt 
  134
  Wild Man
  321
  Wilds Of Desolation
  362
  Winged One
  322
  Wingover  
  94
  Withstand 
  94
  Xenophobes 
  275
  X-Laser
  119
  X-Ray Goggles
  138
  Zeus Suit  
  150
  Zip Gun
  106
  Zombie, Plague
  324
  
  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.
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
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  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.
  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.
  The Quintessential Fighter, 2001 Mongoose Publishing.
  Rokugan, 2001 AEG
  Galatictic Races, 2001 Fantasy Flight Games.
  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
  Darwin’s World 2nd Editio Copyright 2003, RPGObjects; Authors Dominic Covey 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 expect for terms 
  define 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 Skills, Bonus Feats, Languages, and 
  Special text blocks of the backgrounds are open content.
  The occupation introduction and individual occupations descriptions are 
  closed content. The Skills, Bonus Feats, and Starting Corium text blocks 
  of the occupations are open content. 
  The class introductions and class descriptions are closed content.  The 
  Class Information, Class Features, and Requirements sections are open 
  content. The class names and tables are open content.
  The entire New and Revised Skills section is open content.
  The entire General Feats, Technology Feats, and Technology Craft 
  Feats sections are 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
  CHAPTER 4: GAME MASTERING
  The Environmental Dangers section is open content. The remaining text of 
  this chapter is closed content.
  CHAPTER 5: ADVENTURE LOCATIONS 
  This entire chapter is closed content.
  CHAPTER 6: DENIZENS OF THE TWISTED EARTH  
  The NPC statistic blocks are open content. The remaining text of this chapter 
  is closed content.
  CHAPTER 7: TERRORS THE TWISTED EARTH  
  The creature statistic blocks and species traits are open content. The 
  creature’s descriptions are closed content.
  CHAPTER 8: GAZETTEER
  This entire chapter is closed content.
  APPENDIX  
  This entire section is open content.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Darwin's World/Core/Darwin's World 2 - Printer Friendly.pdf