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The RAD-Hack

Developed and illustrated by Kark Stjernberg. Based on The Black Hack by David Black.

Welcome to the Apocalypse


The Rad-Hack is a traditional tabletop roleplaying game, set in an atomic wasteland where mutants,
machines and marauders roam the charred earth trying to survive. It is played with paper, pencils,
some dice and a hefty dose of imagination.

The core mechanic


Whenever a character tries to do something that is risky and could result in a failure, you test the
character most relevant attribute stat: Strength (STR), Dexterity (DEX), Constitution (CON),
Intelligence (INT), Wisdom (WIS), or Charisma (CHA). To make a test, you must roll below the
attribute on a d20.

Enemies don’t make tests - a character must avoid their attacks or harmful effects by making a test.
The only time a Game Master (GM) would roll is for damage.

Advantage & Disadvantage


The Game Master may decide that a particular course of action or task has a higher or lower
chance of success. They will ask a player to roll an additional d20 when making a test - with
advantage the lower result is used and with disadvantage, the higher.

Choose a class
There are 4 classes to play as and choose from: Human, Mutant, Robot and Psionic. Your class
determines how much damage you do, your Hit Points and unique abilities.

Rolling stats
Stats are generated differently depending on which class the player character belongs to: Humans
roll 4d6 and drop the lowest die for each attribute. If you get a result of 15+, roll the next stat with a
straight 3d6 (don't drop a die), then continue with 4d6 until the end or another 15+ is rolled. Once
the stats are generated they may all be swapped around freely. Mutants roll a single d20 for each
stat. Reroll all results of 1 and 20. Robots don’t get to roll, but instead generate their attribute stats
with a point-buy system. Their starting stats begin at 8, and they have 27 points to spend to
increase them. Raising a stat above 13 costs 2 points, Above 14 costs 3 points, above 15 cost 4
points, and so on. Robots cannot raise a single stat above 18. Psionics roll 2d6+2 for STR, DEX and
CON and roll 4d6 and drop the lowest die for INT, WIS and CHA. Once all stats are generated 2 may
be swapped around.
Buy equipment
Every new character starts with Slugs with which to buy their equipment, but depending on their
class they might start with more or less. Humans start with 4d6 x 10 Slugs, Mutants and Psionics
start with 2d6 x 10. Robots start with 1d6 x 10. Slugs are also used as ammunition for most
standard firearms. Characters also start with a set of dirty clothes or their own description and
other equipment listed in their class description.

Human
Starting HP: d8+4 HP Per Level/Resting: 1d8 Radiation die: d8 Weapons & Armor: Up to Heavy
Melee and up to Medium Ranged Weapons, or the other way around. Any Armor and any shield.
Attack Damage: 1d8 if Armed, 1d6 if Unarmed or Improvising.

Profession

Humans start the game with one randomly selected Profession that represents what the character
did for a living before she started adventuring, as well as starting equipment. Any tests made by a
human player that falls under her Profession have Advantage (GM’s discretion).

Special Features

Elitist: Humans always have advantage on CHA tests against Mutants in places dominated by
humans. Control Robot: A Human can spend an action to attempt to Control a Nearby Robot by
testing their CHA and adding the targets HD to the roll.

Leveling up

Roll to see if attributes increase. Roll twice for STR and DEX. If a Human has the opportunity to
change her Profession, as established in the fiction of the game, she may do so the next time she
levels up.

Mutant
Starting HP: d6+4 HP Per Level/Resting: 1d6 Radiation die: d10 Weapons & Armor: All Ranged and
up to Medium Melee if DEX is highest stat, the other way around if STR. Choose which is tied. Up to
Medium Armor, Small Shields. Attack Damage: 1d6 if Armed, 1d4 if Unarmed or Improvising.

Mutations

Mutants start the game with 2 randomly chosen Mutations and an Ability Die of d4. This die is
refreshed after a long rest. To use a Mutation, first test the attributes that corresponds with what
you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive
Mutations (R) can be triggered even when it isn’t the targeted player's turn, and counts as a free
action. Players are encouraged to be creative with how they use their Mutations by making them
stronger, altering their effects etc. Depending on the power of the effect, such tests can be at a
Disadvantage. If a roll of 20 is made while using a Mutation, the Mutation permanently alters the
Mutant's appearance, has the opposite effect, targets an ally etc.

Special features

Adaptive: Upon leveling up, a Mutant can swap two attributes around. Used to the Glow: Mutants
exposed to Radiation roll their Radiation Die with Advantage.

Leveling Up

Roll to see if attributes increase. Roll 1d6 to determine what attribute to roll twice for. Increase the
Ability Die one step on even levels. Gain a random Mutation on uneven levels, to a max of five.
When gaining a sixth Mutation, that one replaces the old one.

Robot
Starting HP: d10 + 4 HP Per Level/Repair: 1d10 (Robots use Scrap to perform self-repair instead of
resting) Weapons & Armor: Any pre-apocalypse era weapons, Armor and Shields. Attack Damage:
1d6 if Armed, 1d4 Unarmed or Improvising.

Modules

Robots start the game with two Modules of their choice and an Ability Die of d4. This die is
renewed after running a thorough database diagnosis routine (rest). To use a Module, first test the
attribute that corresponds with what you are attempting to do, then roll the Ability Die to check if it
decreases a step. Reactive Modules (R) can be triggered even when it isn’t the targeted player's
turn, and counts as a free action. Players are encouraged to be creative with how they use their
Modules by making them stronger, altering their effects etc. Depending on the power of the effect,
such tests can be at a Disadvantage. If a roll of 20 is made while using a Module, the module shuts
down temporarily, has the opposite effect, targets an ally, etc.

Special features

Mechanical: Robots are immune to all poisons and radiation. They don’t require air, food, water or
sleep. Metal skin: Robots have 2 AP.

Leveling up

Roll to see if attributes increase. Decide what attribute to roll twice for, then spend one Scrap+level
to either increase the Ability Die one step or gain a Module of choice to a maximum of four. When
gaining a fifth module, that one replaces an old one.

Psionic
Starting HP: d4+4 HP Per Level/Resting: 1d4 Radiation die: d10 Weapons & Armor: Light Melee
and Ranged Weapons and Light Armor. Attack Damage: 1d4 if Armed, 1 if Unarmed or Improvising.

Psionic powers

Psionics start the game with two randomly selected Psionic Powers and an Ability Die of d4. This
die is refreshed after a long meditation (rest). To use these, first test the attribute that corresponds
with what you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive
Psionic Powers (R) can be triggered even when it isn’t the targeted player's turn, and counts as a
free action. Players are encouraged to be creative with how they use their Psionic Powers by
making them stronger, altering their effects etc. Depending on the power of the effect, such tests
can be at a Disadvantage. If a roll of 20 is made while using a Psionic Power, the user blacks out,
targets an ally, the Psionic Power has the opposite effect etc. Robots or other constructs are
immune to Psionic Powers, unless otherwise stated.

Special features

Mental Fortitude: Roll with Advantage when testing to avoid damage or effects from Psionic
sources. Precognition: Psionics can choose to reroll one roll per session and will do so with
Advantage.

Leveling up

Roll to see if attributes increase. Roll twice for INT and WIS. Increase the Ability die one step on
uneven levels. Gain a random Psionic Power on even levels, to a max of five. When gaining a sixth
Psionic Power, that one replaces an old one.

Professions Starting equipment


1. Water Merchant Water Container (d10), Map to the location of a source of clean water.
2. Caravan Guard Light Armor, List of nearby settlements.
3. Raider d4 doses of combat-related Drug of choice.
4. Mechanic Big Wrench (Medium Melee).
5. Survivalist Water Canteen (d6), Hunting Knife (Light Melee).
6. Shaman Medical Herbs (d6), Pipe for smoking.
7. Sniper One half of a pair of Binoculars.
8. Cage Fighter Brass Knuckles (Light Melee).
9. Hunter A small but vicious Hyena (d4+2 HP).
10. Farmer Waste Pig named “Betty”.
11. Scavenger d6 Scrap.
Professions Starting equipment
12. Drug Dealer d4 Drugs of choice and a debt to someone unpleasant.
13. Smuggler 2d6 x 10 extra Slugs and a debt to someone powerful.
14. Entertainer Make-up set (d6) and Musical Instrument.
15. Archivist Stack of old Books and a pair of Glasses.
16. Surgeon Scalpel (Light Melee).
17. Butcher Meat Cleaver (Medium Melee).
18. Driver Keys to a vehicle you lost during a bet.
19. RAD-Cultist Glowing Water (d6) and Holy Symbol (Describe it).
20. Common Thief 2d6 extra slugs.

Mutations Effect
1. Chameleon Blend into environment to gain advantage on stealth test.
2. Winged Gain ability to fly up to far-away range.
3. Poison Gland Unarmed attack poisons target. Mutant player chooses poison.
4. Extendable Claws Unarmed attack deals d8+level damage. Concealable at will.
5. Spines Ranged attack shoots spines up to nearby range for 1d6+level damage.
6. Sonar Instant sound-based echolocation up to far-away.
Attract/repel small, metallic object from/to up to nearby distance. Ranged
7. Magnetism
attack with object does unarmed+level damage.
8. Photosynthesis Sunlight replaces food.
9. Climber Advantage on Climbing test.
10. Adrenal Gland (R) Act first in Combat Initiative.
11. Web Ranged attack snares prey.
12. Exoskeleton (R) Gain 2 Armor Points for the next minute.
Unarmed attack causes level acid damage and coats target in corrosive
13. Acid Saliva
slime.
Unarmed attack deals d6+level damage and heals the Mutant with half the
14. Parasite
amount.
15. Long Tail Advantage on Balance test. Ability to grab small objects within close range.
16. Pheromone Glands Advantage on test to influence target.
17. Regeneration Pass CON test to heal d6+level hit points.
18. Spore Cloud (R) Advantage on defensive test.
19. Fire Breath Ranged attacks that breathes fire for d6+level damage up to nearby.
20. Amphibian Breathe underwater for 10 minutes. Advantage on test for moving in water.

Modules Effect
1. Optical Holoflage Mimic surroundings to gain advantage on stealth test.
2. Jet Booster Gain ability to fly up to nearby range.
3. Toxin Injector Unarmed attack poisons target. Robot player chooses poison.
4. Double Processors Advantage on INT/WIS check.
5. Multiple Limbs Ability to attack twice.
6. Laser Beam Shoot energy beam up to far-away range for D6+level damage.
Modules Effect
Lowers the Ability Die one step to cause d6+level damage to
7. Electric Pulse Discharge
everyone nearby.
8. First Aid Procedure Test INT to heal d6+level damage to organic target.
9. Reactive Armor Plating (R) Gain 2 Armor Points for the next minute.
10. Night Vision Optics See in the dark for 10 minutes.
Shout short command with booming voice, can be heard for
11. Loudspeaker
miles.
Release and control small flying drone: 10 STR, 10 DEX, 10 HP
12. Drone Bay and does d4 damage. All commands requires rolling the Ability
Die.
13. Auto-Repair Prompt Repairs self for d6+level health.
Gain Advantage against one enemy until it is defeated. Only
14. Laser Targeting Systems
one enemy at a time.
15. Energy Shield All nearby allies gains 2 AP until end of the turn.
16. Temperature Adjustment Set fire to/freeze an object. Deal d6+level fire/freezing damage
Device to organic target.
17. Decontaminate Refresh target's Radiation Die by one step.
18. Anti EMP Padding (R) Advantage against EMP-based attacks.
19. Plasma Cannon Deals 3d6+level damage, and lowers Ability Die by two steps.
Contact satellite in orbit for cryptic information on one subject.
20. Satellite Uplink
Limited to one use per day.

Psionic powers Effect


1. Mental Domination Target that is close must obey one simple command.
2. Healing Energy Heal nearby target for d6+level HP.
3. Nightmare Visions Nearby target panics and tries to run away and/or hide.
4. Cryokinesis Nearby target takes 1d6+level cold damage and risks paralyzation.
5. Pyrokinesis Nearby target takes 1d6+level fire damage.
6. Empathy Influence nearby target's mood.
7. Telepathy Read nearby target's mind.
8. Telekinetic Manipulate nearby small to medium size object.
9. Psi-Blast Target takes d10+level damage. Up to far-away range.
10. Sleep Nearby target falls asleep.
11. Force Field All nearby allies gain 2 Armor Points for one minute.
12. Illusion Influence what nearby target sees.
13. Sound Imitation Influence what nearby target hears and from where.
14. Life Leech Nearby target takes d6+level damage. User heals same amount.
Psionic knows which way is north, where the closest exit is and cannot get
15. Directional Sense
lost.
16. Clairvoyance Get a brief glimpse of a place the Psionic has been before.
17. Levitation Levitate up to nearby distance.
18. Control Light Bend light to gain Advantage on stealth test.
19. Teleportation Teleport up to nearby distance.
20. Weather Control Change local weather from cloudy to rain, rain to thunder etc.
Usage die
Any item listed in the equipment section that has a Usage die is considered a consumable, limited
item. When that item is used the next Minute (turn) its Usage die is rolled. If the roll is 1-2 then the
Usage Die is downgraded to the next lower die in the following chain: d20 > d12 > d10 > d8 > d6 >
d4. When you roll a 1-2 on a d4 the item is expended and the character has no more of it left. The
same thing goes for any Ability Die, Radiation Die, Quality Die, etc.

Armor points
Armor provides protection by reducing all incoming damage and comes in 4 different kinds: Light,
Medium, Heavy and Tech. Each Armor Point (AP) will reduce damage by a limited amount. Once
the player or enemy has used armor to absorb its maximum amount, they are too tired or
wounded to make effective use of it again - they then begin taking full damage. Armor Points are
regained after a character rests. The players are encouraged to describe the kind of armor the
characters are wearing and what it's made of.

Armor proficiency
If a character wears armor that is not listed in their class, they add their total Armor Points (despite
how many they have used) to any rolls to Attack or Avoid Damage.

Type AP Desc.
Light 2 Dirty rags, pre-war work clothes, animal hides.
Medium 4 Leather Jacket, Metal cans bolted together, Pieces of Plastic.
Heavy 6 Riot Gear, Tires, Metal Sheets.
Tech * HAZMAT suit, Power Armor, Jet-Pack.
Small shield 2 Traffic Sign, Corrugated Metal.
Large shield 4 Car Door, Sewer Lid.

Enemies usually have 1 point of armor for every HD above 1. To figure this out quickly simply -1
from their HD. For example: A 3 HD enemy has an armor value of 2. Humanoid enemies can also
carry shields. (All to a maximum of 10 AP) *Read more about Tech equipment in the Tech section.

Item Cost Usage die Notes


Light Armor 50 - 2 Armor points.
Medium Armor 100 - 4 Armor points.
Heavy Armor 350 - 6 Armor points.
Tech Armor * - *
Shield Small/Large 50/100 - 2/4 Armor points.
Backpack 5 - Carry +2 extra.
Can of Gasoline 25 d6 Fuel for Vehicles.
Work Tools 5 - -
Item Cost Usage die Notes
Glowing Water 10 d6 Religious item.
Rusty Spikes 1 - -
Flashlight 15 - -
Batteries 10 d8 -
Handheld mirror 5 - -
Canned Food 15 d8 -
Fresh Food 5 d4 -
Fresh Water 15 d8 -
50' Rope 1 - -
Small Sack 1 - -
Large Sack 2 - -
Scrap 10 - Repair component.
Lighter 5 d6 -
Torches (6) 1 d6 Each Torch has a Usage Die.
Booze 10 d4 Can be used as fuel.
Tub Wine 5 - -
Assorted Herbs 10 d8 -
10' Pole 1 - -
Pack of Arrows / Bolts 5 - 10 Arrows per quiver.
Weapon Cost Example Notes
Light Melee 15 Knife, Shiv, Iron Pipe Close Range.
Medium Melee 25 Junk-Sword, Baseball Bat, Machete Nearby range.
Two-Handed Sword, Fire Axe,
Heavy Melee 100 Exploding damage.
Sledgehammer
Tech Melee * Vibro Dagger, Energy Axe, Stun Whip *
Ammo is plentiful and easy to
Light Ranged 25 Slingshot, Bow and Arrow, Crossbow
come by. Nearby range.
Uses Slugs as ammo. Up to
Medium Ranged 50 Handgun, Rifle, SMG**
Far-away range.
Deals exploding damage. Ranges
Heavy Ranged 150 Machine Gun**, Sniper Rifle, Shotgun from Nearby (Shotgun) to
Distant (Sniper Rifle).
Tech Ranged * Riot Pistol, Needler, Laser Rifle *

* Read more about Tech equipment in the Tech section. ** Read more about Full Auto Fire below.

Heavy weapons
Larger, more deadly weapons are handled by having them deal Exploding Damage - if the damage
roll shows the highest possible result, reroll that die and add the result to the damage total. A die
might explode again and again dealing more damage. Don’t forget that this is also the case for
enemies wielding powerful weapons.
Full auto fire
Fully automated guns, such as SMGs and machine guns give the player the option to use Full Auto
Fire. First roll the quality die for the weapon and note its result - you can make that many attacks
with this weapon in a row, until it jams and you have to stop shooting. Fixing a gun that is jammed
when in combat takes a moment. Don’t forget that Full Auto Fire uses one Slug per attack made.

Equipment quality & degradation


Whenever weapons and armor is found or about to be bought, roll a d8 on the table below to see
what its Quality Die is. The GM will increase or decrease the cost of equipment by 5-25 Slugs,
depending on its quality. When rolling an attack roll of 20 or when dealing maximum damage with
a Melee Weapon, test the corresponding Quality Die to see if the weapon breaks. When rolling an
attack roll of 20 with a Ranged Weapon, test the corresponding Quality Die to see if the weapon
breaks. When rolling a 20 on a defensive roll, test the corresponding Quality Die to see if the armor
breaks. Equipment can be repaired by using Scrap and testing INT. A successful test increases the
Quality Die by one step, to a maximum of D8. Whenever equipment is used in ways that could
harm it, test the Quality Die.

Result Quality die


1-3 d4
4-5 d6
6-7 d8
8 d10

Converting saves
The Rad-Hack ignores saves and instead asks the player to roll attribute tests when any
environment hazard, trap or potentially harmful effect would impact them - using the table below
as a guide.

STR DEX CON


Physical Harm that cannot be Physical Harm that can be Poison, Disease, Radiation or
dodged. dodged. Death.
INT WIS CHA
Psionic abilities. Deception and Illusions. Charming effects.

Player's turn
During a player’s turn a character may move and perform an action. They could attack, look for a
clue, talk with an NPC, disarm a trap - interacting with the world is an action. Often they will test
their attributes to determine the outcome.
Time & turns
There are 2 important types of tracked time: Moments (rounds) and Minutes (turns). Moments are
used during combat and fast paced scenes of danger and Minutes are used when exploring and
adventuring. A GM may advance the clock as needed, substituting Minutes for Hours, Days or even
Months should the adventure require it.

Attacking, defending & damage


When a character attacks an enemy they must roll below their STR stat for a Melee Attack or DEX
for a Ranged Attack. Likewise, when an enemy attacks, the character must roll below her STR
against a Melee Attack and DEX against a Ranged Attack to avoid taking damage. The GM will often
give the stat required for the test. The damage an attack deals is based on the character’s class or
the number of HD an enemy has. To make a Melee Attack an opponent must be Close. Ranged
Attacks against Close opponents are possible, but the attacker suffers a Disadvantage. Enemies
deal damage based on their HD - refer to the table opposite, but if you’d prefer to use the damage
stats listed in a module that you are playing, you can certainly do that instead.

Initiative
When combat breaks out, everyone must be sorted into an order so they each get to act and react
in turn. Every character tests their DEX, those that succeed, take their turn before their opponents.
They must then act as a group - deciding their own order for actions. Those that fail their DEX tests,
go after their opponents.

Critical damage
If a player rolls a 1 when making an attack roll, the attack counts as a critical hit which doubles the
result of the damage dice they roll. If they roll a 20 when avoiding an attack, they instead take
double damage as the enemy just landed a critical hit. Armor Points are used normally. Don’t
forget to check the Weapon and Armor Quality Die.

Monster HD Damage
1 d4 (2)
2 d6 (3)
3 2d4 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 d10 + d12 (11)

HD represents an enemy’s level and the number of d8 rolled to determine its HP.
Class weapons
When using a weapon not listed in their class, combat tests have Disadvantage.

Death & dying


When a character is reduced to zero Hit Points (HP) they are taken Out of Action (OofA). They are
unconscious and cannot make any actions. When the fight is over and/or the characters are out of
danger, a character that is taken OofA rolls a d8 on the OofA table to see what happens to them. If
they survive they gain 1d4 HP immediately. That character is now back on their feet and no longer
OofA.

If the characters lose the fight or are unable to recover the body of a character, their character is
lost forever!

Powerful opponents
For every HD above the character’s level, add +1 to every roll the player makes for any attribute test
that would determine the outcome of a conflict between them and the powerful opponent. - A level
3 character defending against a HD 5 enemy attack would add +2 to their roll.

Deadlier combat
If you want deadlier combat (and who doesn’t), use this following rule: When a character (PC or NPC)
takes critical damage, roll on the OofA table. A character that reaches 0 HP dies straight away.

OUT OF ACTION
1 KO’d - Knocked out cold.
2 Bump on the Head - Disadvantage on all tests for the next 1d4 minutes.
3 Fractured Bones - STR, DEX and CON are temp. -2 for the next 1d6 days.
4 Cracked Skull - INT and WIS are temp. -2 for the next 1d6 days.
5 Crippled - STR or DEX is permanently reduced by 2.
Disfigured - CHA is permanently reduced by 2. All CHA tests have Disadvantage, apart from
6
CHA tests to threaten or intimidate.
Limb loss - Roll a d6 - 1. Hand, 2. Foot, 3. Arm, 4. Leg, 5. Face (Decrease CHA to 4), 6. Head
7
(and you're probably dead).
8 Dead - Spectacularly eviscerated, blown up, melted, smashed into jelly, etc.

Healing
Characters can regain lost Hit Points from Herbs, Drugs, Abilities and in the case of Robot
characters, by being repaired. They can never gain more than their maximum - and can never go
below zero.
Resting
When characters rest for about an hour, they regain the use of all their Armor points. Also once per
day, after a 6 hour rest, their Ability Die is completely refreshed and they may roll a Hit Die
associated with their class and regain that many HP.

Movement & distance


Rather than track precise numbers, The Rad-Hack uses 4 abstract ranges for measuring distances.
Close, Nearby, Far-Away and Distant. On their turn every character can move somewhere Nearby
as part of an action, performing that action at any stage of the move. They can forgo their action
and move somewhere Far-Away instead. Anything beyond Far-Away can be classified as Distant
and would take 3 moves to get to.

If you want to use existing modules, new and old, with more defined movement rates or measures,
use the following table as a guide:

CLOSE NEARBY FAR AWAY


0 - 5ft 5 - 60ft 60 - 120ft
0 - 1,5m 1,5 - 20m 20 - 40m

Encumbrance
A character can carry a number of items equal to their STR with no issues. Carrying more than this
amount means they are encumbered and all attribute tests are taken with Disadvantage - you can
also only ever move to somewhere Nearby. A character simply cannot carry more than double their
STR.

Experience
Adventurers learn through defeating and overcoming obstacles. Killing another Raider won’t bring a
revelation of learning to someone. Surviving a bunker expedition, completing a mission or simply
living to tell the tale are the things that bring perspective and growth. The old experience system
has been completely discarded.

Gaining levels
For every session, bunker level, dangerous mission and/or major event the character survives they
gain a level. The GM will decide which, and it’s recommended that this decision remains more or
less a constant throughout the campaign - and a GM should be clear and upfront with the players
so they know where the ‘goalposts’ are. When a character levels up, their maximum Hit Points
increase by rolling the Hit Die for the class. A player should also roll a d20 for each Stat. If the result
is higher - that Stat increases by 1.
Drugs & addiction
All drugs take effect immediately after they have been used and last for d6 blissful minutes. When
the effect wears off, you get Disadvantage to all INT and WIS tests for the following hour. If any one
drug is used more than once per day, a CON test must be passed or the user becomes addicted. An
addict must take one hit every 8 hours, or get disadvantage to all INT, WIS and CHA tests. Drugs are
normally easy to come by, and the pricing depends entirely on the supply and demand, but
normally cost between 20-50 Slugs/dose.

NAME EFFECT
Aggro Gain 2 AP and get Advantage to all STR tests.
Brainz Advantage to all INT/WIS tests and against Psionic Attacks.
Speed Act first and get Advantage to all DEX tests.
Sweet Advantage to all CHA tests.
Stimpack Instantly heals 2d6 damage.
Cleaner Induces terrible vomiting while curing all addiction. Pass CON test or lose d6 HP.
Rad-Off Refreshes Radiation Die by one step, up to its maximum.
Rad-Screen Gain Advantage when rolling Radiation Die for 1 hour.

Radiation
When you approach a zone that is glowing from radiation, roll your Radiation Die.

Depending on how close you are to the source of the glow and the level of radiation, roll more or
less often - Low, 1/day, Moderate 1/hour, High 1/minute, Extreme 1/moment. Reduce CON and
Max HP by 2 for each step the radiation die has decreased from its original size. If you roll 1-2 on a
radiation die the size of a d4, roll a d6 on the table below.

The radiation die never goes below d4, but a roll on 1-2 still counts as if it was reduced. Certain
Tech and drugs mitigate the effects of radiation.

RESULT EFFECT
1 Glowing - 1-in-6 chance to gain a random mutation.
2 Skin peel - Disadvantage on all CHA tests for 1 day.
3 Headache - Disadvantage on all INT tests for 1 day and d6 damage.
4 It stings! - Take d8 damage.
5 It burns! - Take d12 damage.
6 “I’m melting!“ - You melt into a glowing, horrible mess (and die).

Poisons
Poisons come in many different forms and can cause a wide variety of effects on the victim. Most
poisons will require a passed CON test to resist and/or neutralize. See table below for examples of
poisons:
TYPE EFFECT
Venom Victim takes d6 damage every Minute.
Hallucinogenic Victim hallucinates for 1 hour.
Sleep Victim is knocked out for 8 hours. Can be awakened.
Paralyzing Lose ability to move.

Controlling robots
Humans can attempt to give a nearby robot an order as an action. They must successfully test their
CHA for each robot they are attempting to control, adding the Robots’s HD to the roll. The GM can
also give further modifications, Advantage/Disadvantage to the roll depending on the complexity of
the order. Robots that are Controlled by Humans must spend all their actions and movement to
obey the command of the Human for 2d4

Moments after being Controlled. After that, their software reboots and they go back to their original
command. Robots will normally not obey orders to attack another human being.

ORDER MODIFICATION
“Give information about...” -
“Protect...” +1
“Unlock/Lock...” +2
“Attack...” +3
“Shut down...” +4

Random encounters
The GM should roll a d4 every 15 minutes of real world play, or whenever it makes sense in the
fiction (when the player characters are being loud). A result of 1-2 means the players will encounter
a randomly generated creature or distraction in the following Minutes (turn).

Creature reactions
Some creatures and NPCs will have predetermined personalities and goals that will guide a GM
when choosing their actions and feelings towards the characters. Those that do not, such as
randomly encountered creatures, make a d8 Reaction roll on the following table:

RESULT REACTION
1 Flee then roll again.
2 Avoid the PCs entirely.
3 Trade with PCs.
4 Give the PCs aid.
5 Mistake the PCs for friends.
6 Trick the PCs (roll again).
7 Call for Reinforcements.
8 Capture/Kill/Eat the PCs.
Tech
Tech is a collective term for highly advanced, pre-apocalypse equipment that give its owner a
variety of beneficial effects and abilities. Tech Weapons might add +2 to any attribute being tested
while using it, ignore armor, sets enemies on fire, etc. Tech Armor can double the amount of AP the
armor type would normally have, protect its user from radiation, refresh spent AP after every
combat, or other beneficial effects. Most (if not all) Tech rely on a steady supply of Energy Packs, a
rare and expensive power supply. An Energy Pack has a d6 Usage Die, but more powerful variations
are rumored to exist.

Without these, most tech items simply will not work. When creating your own Tech, try to make the
items unique from each other. They are supposed to be powerful, one-of-a-kind equipment that
give its owner an edge.

When rolling to see the Quality of Tech, roll a d6 instead of the normal d8.

Understanding tech
To effectively use Tech, you must first understand how it works. Normally it is enough that the
player describes how her character experiments with the Tech, but some highly advanced Tech
requires a successful INT test to fully understand and make use of. Such a roll is often made with
Disadvantage.

EXAMPLE NAME EFFECT


Melee Weapon Vibro Dagger Ignores armor. +2 Damage.
Roll damage dice twice, pick the highest. Exploding
Melee Weapon Energy Axe
Damage.
Nearby range. Ensnares target on critical hit, dealing
Melee Weapon Stun Whip
damage each moment. Non-lethal.
Ranged Weapon Riot Pistol Far-Away range. KOs target on a critical hit. Non-lethal.
Can be loaded with different kinds of poisons. Currently
Ranged Weapon Needler loaded with venomous or paralyzing ammo (50%) and
1d12 rounds.
Ranged Weapon Laser Rifle Roll damage dice twice, pick the highest. Distant range.
User can jump up to Far-Away distance and fly for a
Armor Jet-Pack
short time. Highly unstable. Can be worn over armor.
Armor Power Armor +2 STR, -2 DEX, +2 CON. 12 AP. Very loud.
Armor HAZMAT Suit Protects user from radiation.
Causes double damage. Ignores armor. Affects all
Item EMP Grenade
machines within Nearby range.
Item Energy Cloak Blend into environment to gain Advantage on stealth test.
Sender and Receiver. Can send short messages one way.
Quantum
Item Unlimited range. Everyone Nearby rolls their Radiation
Communicator
Die.
Vehicles & driving
Everyone can drive a Vehicle, but it takes skill and a successful DEX check to pull off a crazy or
daring maneuver behind the wheel. Vehicles have Hit Points and Armor Points.

These can only be repaired if Scrap is used and an INT test is passed. Attack rolls made while in a
moving vehicle have Disadvantage, while Defence Rolls have Advantage. When a vehicle reaches 0
Hit Points, roll a d6 on the table on the opposite page.

MODEL DESCRIPTION COST


Fits two people. Slow, but cheap. Beats running. 5 HP. 1AP. d4
Moped (S) 30 Slugs
ramming damage against smaller targets.
Fits two people. Advantage in rough terrain. 8 HP, 1 AP. d6 ramming
Dirt Bike (S) 70 Slugs
damage against smaller targets.
Fits 4-5 people. 20 HP, 2 AP. d8 ramming damage against smaller
Junker Car (M) 150 Slugs
targets.
Fits 4 people, one in the back. Space for mounted machine gun etc.
Pickup Truck (M) 750 Slugs
40 HP, 8 AP. 2d6 ramming damage against smaller targets.
Fits 6-8 people. 40 HP, 15 AP. d12 ramming damage against smaller
Armored Van (M) 350 Slugs
targets.
Fits four people. Can safely drive over most other vehicles. 30 HP. 5
Bigfoot (L) 900 Slugs
AP. 3d6 ramming damage against smaller targets.
80 HP. 25 AP. Fits four people. 2d10 ramming damage against
Truck (XL) 1300 Slugs
smaller targets. Slow but nigh unstoppable.
(XL) Needs a vehicle to drive it. Fits 25+ people or a huge amount of
Semi-Trailer 700 Slugs
cargo. 40 HP. 15 AP.
CAR CRASH
1-2 “Come on!” - Can be repaired if d4 Scrap is used.
3-5 “Let’s gut it!” - The wreck is good for 2d6 Scrap.
6 *BOOM!* - Everyone Nearby takes 1d8 damage.
CREATURE HD ACTIONS AND SPECIALS
Walking, talking animal. 2 Random mutations, medium ranged or melee
Animal Mutant 1-10
weapon.
Goes straight for the food, and will eat 1d4 rations of food on a
Ravenous Roach 1
successful attack, instead of dealing damage.
Mind Leeches 1 Swaps minds with target on a 1-in-6 on a successful attack.
Siamese Vulture 1 Targets the lonely, sick and weak. Attacks twice.
Crawls all over target and keeps on biting and scratching. Takes double
Vermin Swarm 1
damage from fire based attacks.
Buzz-Drone 1 Attacks from the air with saw-like blades. Has an 3 Armor Points.
Humanoid whose brain is half melted away by radiation causing
RAD-Head 1
madness. Attacks on sight.
Sludge Slaver 2 Aims to enslave and attacks with nets first, then spears.
Raider 2 Can enter drug fueled rage that gives Disadvantage on defence rolls.
Sneaks up on lone targets and attacks with poison tipped blades 1d6 +
Raider Poisoner 2
CON test or take d6 damage each moment until treated.
CREATURE HD ACTIONS AND SPECIALS
Explodes out of dead bodies and tries to burrow through target with
Corpse Worm 2 drill-like mouth. Pass STR test or get burrowed through for 1d8 CON
damage. Roll on OofA table if CON reaches zero.
Pale, lumbering mutants that attack with Light Melee, Ranged and 1
Cannibal 2
random Mutation.
As above, but attacks in a blood fueled rage (1 moment to activate) with
Cannibal Berserker 2
two war axes (d6), Defence Rolls are at a Disadvantage.
Attacks by channeling mutant blood powers, causing blood to flow out
Cannibal Blood
3 of mouth, eyes and ears of target (d6). CON test or all rolls are at a
Priest
Disadvantage for 1d4 moments.
Normal attacks are at Disadvantage. Area and fire-based attacks deal
Cryo Wasp 3
double damage. Stinger (d4) freezes target until it passes CON test.
Inhale its spores to communicate with it mentally. It can cause linked
Mushroom’d Man 3
target to experience hallucinations at will.
Glowing Locust Swarms in the thousands, eats all organic matter. Causes radiation to
4
Swarm increase in the area up to Far-Away.
Spitting Lizard 4 Spits corrosive acid that deals d6 each turn until cleaned off.
Attacks with melee as if ranged by sweeping through the air. Blows up
Jetpack Ravager 4
for 3d4 damage to everyone Nearby on defeat.
Has 8 Armor Points. Emits nightmare rays hitting d4 Nearby targets
Horror Crab 5 when encountered. Pass INT test or get paralyzed from fear until the
next combat round.
Armed with Cell Blaster (d8) that mutates target on full damage. (-2
Gene Cultist 5
CON + 1 Random Mutation). Targets humans first.
Gene Brute 6 4 random mutations. Ability to use 2 at the same time.
Pterodactyl 6 Silent hunter. Makes a great mount.
Half fish, half toad. Hides in dark waters. Loud croaking causes nausea.
Croaking Pike 7
WIS test or vomit for one moment.
Tentacular blob that floats in the air. Catches intelligent prey for Mind
Brain Jelly 7
Merge (+1 INT, -2 STR). Easily bored, drops prey from high up.
Desert Whale 8 Crashes through the sand in search of sand-krill. Territorial.
Dormant Cell (d12+2) + Dark Vacuum (No Damage) DEX test or be
Void Traveler 8
pulled Close to the Void Traveler for 3d6 Void damage.
Tusk Fire Breath, hits d4 Nearby targets (d10, sets target on fire).
Lumbering Tusk 9
Protective of its young.
Bite and will swallow prey whole on full damage. Would make an
T-Rex 9
awesome mount, but honestly, good luck with that!
Gargantuan Attacks with Laser Blaster (d10) and Melting Ray (d12 and melts target
10
Defender X-81 on max damage).
Almost perfect, albino clone of random member of party. Will appear
A New You 11 better than original in every way. Will eventually try to consume original,
replacing it completely.
Distant, loud tremor is heard a day before arrival. Cracks through the
earth causing damage to d4+2 nearby targets. Breathes in and
Titanic Slug-Worm 12
swallows d4+2 nearby targets next round for 1d8 damage. Carries
immense wealth inside of its belly.

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