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Darwin’s World:

Brotherhood of Radiation
AND OTHER WASTELAND CULTS
BY
DOMINIC COVEY
COVER: DOMINIC COVEY
MAPS: DOMINIC COVEY
EDITING: CHRIS DAVIS
LAYOUT: CHRIS DAVIS

PLAYTESTING:
DOMINIC COVEY, CHRIS DAVIS, Chris Derner,, Chris
Hoover, Ryan KellEy, Ethan Ripplinger, Aaron
Wiggins, Jeremy Lee.

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TABLE OF CONTENTS
INTRODUCTION 3 RED DOG’S 56
CHAPTER 1 - RELIGION AND CHARACTERS 6 OMAHA HOTEL 56
RELIGION TALENT TREES 6 PERSIA 57
NEW TEMPLATES 8 BUFFALO BETTY’S BURLESQUE SHOW 57
W MUTATIONS 11 PARADISE RANCH 58
NEW FEATS 15 PONTIFEX PRESS 58
NEW ITEMS 24 PILGRIM’S PALACE 58
RADIATION (OPTIONAL RULES) 25 WALLY WORLD LAS VEGAS 58
RADIATION SOURCE 25 COLONEL PACHINKO’S 59
CHAPTER 2 - BROTHERHOOD OF RADIATION 27 BLACKJACK SALOON 59
THE APOCALYPSE 27 LAS VEGAS RACE TRACK 60
DEALT A BAD HAND 29 PINK FLAMINGO 60
FOLLOW THE QUEEN 29 NELLIS AIR FORCE BASE 60
THE STAKES INCREASE 31 ALLEGIANCE BENEFITS 62
LAS VEGAS - A ROYAL FLUSH 32 BROTHERHOOD FORCE MASTER 62
THE PASTOR CASHES IN HIS CHIPS 32 BROTHERHOOD PSION 62
ONE LAST HAND 34 BROTHERHOOD CENSOR 63
THE ECCLESIARCHY 35 ILLUMINATED 65
SEEKERS 35 MAJOR NPCS OF THE BROTHERHOOD 67
PROGENY 37 KRYTARCH RADIUM PERPETUUM 67
INFUSED 37 MATRON HIROSHIMA (MATRIARCH OF PSIONS) 68
ENLIGHTENED 38 CENSOR HESPERIUM (PATRICIAN OF CENSORS) 69
ILLUMINATED 39 BROTHER BISMUTH (WARMASTER) 70
KRYTARCH 39 HIGH ILLUMINATUS IONA 71
THE CITY OF LIGHTS 42 “PRINCESS” 73
RUINS (CASINOS/HOTELS/ETC) 42 FATHER THALLIUM LONGEVITUS 74
FOLLOWER CAMPS 42 BROTHER NUKE 75
SACRED QUARTER 43 COMMISSIONER BILL NICKELS 75
THE GREAT WAY (AKA THE STRIP) 43 CHAPTER 3 - OTHER WASTELAND CULTS 77
FIRST GREAT TEMPLE 43 THE AXEMEN 77
THE BLACK EDIFICE 46 AXEMAN 79
CAMP ALPHA 47 BOY SCOUTS 81
HOSPITAL OF THE GLOW 47 BOY SCOUT 82
ARCHANGEL TOWER 48 CULT OF BLOOD 85
SIN CITY 49 BLOOD CULTIST 88
AURORA RANCH 49 CULT OF THE PROVIDER 89
AURORA TELEVISION BROADCASTING 49 PROVIDER’S CHOSEN 89
OASIS 50 CULT OF THE SELF 90
MERCURY THEATRE 50 MOUNTEBANK 91
ATOMIC AUTOS 50 DEVOTEES OF THE IRON IDOL 93
CONVENT OF MOTHER HIROSHIMA 51 HERO OF IRON 95
CRYPTORUM RADIUM REX 51 THE MOVEMENT 96
LADY LUCK 52 UNIFIER 98
ALAMAGORDO LYCAEUM 52 NUCHURCH 99
THE PIT 52 NUCHURCH CRUSADER 101
SKYLINE HOTEL 53 PARADISE BELIEVERS 103
JOKER’S 53 TEKHEADS 106
2 HOTEL IMPERIUM
TEN GALLON SALOON
54
55
TEKHEAD
WILD WEST GIRLS
106
107
KLONDIKE 55 PRAIRIE PALADIN 109
PAI GOW PALACE 56
THE BROTHERHOOD OF RADIATION
AND OTHER WASTELAND CULTS
They’re mysterious and “cult”, the Brotherhood of Radiation, and a sideshow
strange. They claim to seek of weird, wacky, and sometimes fascinating freaks that
only peace and unity among are the Twisted Earth’s other “religions“.
mutant kind. They’re everywhere, This book, then, is “dedicated” to the Ritual
in whistle-stop desert towns, isolated oasis, and the Preservationists.
worst dens of depravity. Their purple-clad monks
are sometimes glimpsed moving through crowds, and RELIGION IN THE AFTERMATH
some swear a glance from one of their Censors can In post-apocalyptic fiction, religion after the
peel open a man’s mind like ripe fruit. apocalypse is almost universally portrayed as
Their followers wander in meandering processions, either skewed, misled, or simply erroneous
chanting the names of radioisotopes they claim misinterpretations of common, easily-explainable
represent “elementals” - powerful radiated spirits - to events. If you need examples, just look at Walter
whom all worship is due. They say many die each Miller’s Canticle For Leibowitz, where a post-Fall
year in the rituals that expose potential adherents to religion based on the preservation of ancient-era
harmful radiation, but many more survive and claim knowledge is rapt with fervor when a follower finds
the radiation-induced hallucinations made clear their a simple grocery list, which is quickly mistaken for
“destinies“. That destiny, they say, is to serve the an artifact of great religious value. In the classic
Brotherhood of Radiation. PA movie, Beyond Thunderdome, a town’s system
But the Brotherhood is not the only religion of the
Twisted Earth, and this book will take a look at all the
major faiths and cults of Darwin’s World.

INTRODUCTION
The book you are looking at (or holding in your
hands, if you managed to get a print copy), is
the latest in a “series” of character-oriented
Darwin’s World sourcebooks, a line of GM
and player reference tools intended to bring out
the flavor - and potential - of each of the eleven
Backgrounds of the Darwin‘s World playing game.
The first such book of this type was the combined
Foundationists/Metal Gods , which highlighted
the leading Guardian/Resurrector/Advanced of
the Twisted Earth setting. These two books (later
combined into one) introduced new advanced classes,
feats, equipment, and even a new playable race, the
android- all material with a decidedly “high-tech“ feel.
The next, The Broken And The Lost (which detailed
the Brethren), included a more in-depth look at the
Feral, Primitive, Resentful options, presenting new
rules and options intended to level the playing field for
these often-underpowered character types.
What about the other backgrounds, you ask?
Hopefully we will be able to put out a book
detailing the Twisted Earth’s Visionary
Reinventors, such as the powerful water
clans and other merchant/mercenary groups.
Or a supplement dedicated to Radicals, an
entire sourcebook focusing on the setting’s most 3
infamous “raiders“, from the smallest gangs to the
most menacing raider armies. For now, however, we’ll
take a look at the Twisted Earth’s most prominent
of law is loosely based on a Wheel of Fortunestyle This type of misinterpretation and
gameshow. The same movie introduces a tribe of misunderstanding, leading to the development
children who’ve built a system of belief around the of strange new religions, is the rule and not the
return of their missing parents, who they believe will exception in Darwin’s World. Long after the Fall,
fly them to “Tomorrow-morrow land” - some sort of when old established religions have crumbled to
“better life“ someplace else. dust or been turned against by the bitter survivors of
The story of the religions and “cults” of any post- a nuclear holocaust (where not even the righteous
apocalyptic setting thus tends to be the same as the and innocent were spared), the survivors turn to
story of real-world “cargo cults”, which serve as a other beliefs to belong, to give their lives meaning,
prime example of how religions can and are formed or simply for something to hope for. That many of
from ignorance and misunderstanding. Cargo cults these religions are based on ignorance is nothing
are a real phenomenon that occurred primarily in the new. Instead of delving into metaphysics and deep
Pacific region from the 19thcentury on, when white theologies, the survivors are more likely to look back
westerners first made contact with the primitive through the haze of time at the era of the Ancients
inhabitants of New Guinea and Micronesia. The best with wonder, and worship them, their creations, and
cases of cargo cults derive during World War II, when their technology as “magic”. Leftover artifacts found
these otherwise insignificant corners of the world among the wastes, or structures uncovered by the
suddenly became important with the war against wind or an earthquake at just the right time, can spark
Japan. Comparatively sophisticated technology was the beginnings of entire cults. Natural processes not
introduced with the arrival of Japanese and American understood in this new age also form the core of new
forces, who brought airplanes and ships, built bases, religions, and the re-appearance of sun cults, and
and distributed goods to the island natives hoping to star cults, and cults that deify Nature herself, are on
secure their cooperation against the enemy. Having the rise. And with other forces now making up the
no previous contact with the outside world, and of fabric of the world - such as radiation, death, and
an almost stone-age technological level themselves, the remnants of a war of widespread destruction -
the inhabitants of these isolated islands came to view religions based on the worship of abstract forces have
the outsiders as “gods”, and their goods (or “cargo“) also begun to appear.
“magical” or “holy“. Ignorant to the whys and hows The reader will also likely wonder, “What became
of technology (and the strange people who brought of the world’s major pre-Fall religions?” That is
it), they began to develop beliefs around who these up to you, as GM, to decide. The basic assumption
newcomers were, where they came from, and how to in Darwin’s World (and in most, if not all post-
please them so that they would continue distributing apocalyptic fiction), is that previous religions did
their goods and supplies. not survive the Fall, and if they did, they did not go
After World War II many of these cults continued unaltered. Simply put, the Fall shattered nations,
well after the technically-superior Westerners left. destroyed society, brought low human civilization,
With the war over there was little reason to stay, and and drove man - burning and mutated - back into the
the armies vanished, the bases became overgrown, and Dark Ages. The points to remember (and which would
the regular supply drops ceased. But the natives came certainly be spelled out by any survivor) are these:
to believe that the “gods” had simply left, and regular
prayer, or parroting the “gods’” ways/actions, could  “God”, in any of his perceived forms, did not
secure the “magical cargo” again. To this end cargo ultimately stop the war. To the eyes of men,
cults have been known to construct “landing strips” God was powerless to intervene as cities and
hoping to lure airplanes back, or built wooden replicas nation states were scorched from the landscape.
of radios and chant at them, hoping to call the “gods” His “mercy” seemed random; women, children,
back to the island. and animals alike were massacred without
Other cultures had similar misinterpretations of discrimination, while in the wake of the Final
technology. In the 1800s a belief existed among War, evil rose to prominence and took hold. The
some Sioux that their long-dead ancestors, taken worst natures of mankind came to the fore, not
away by train, might, generations later, return by the best. God did not intervene to stop the rise of
train. In Papua, in the 1920s, existed a movement raiders and murderous scavengers. Those who
where the natives (having observed white traders, clung to their principles were often the prey for
soldiers, and settlers on other islands) talked and those of lesser scruples.
acted like regimented military personnel, attempted to  Those who survived blamed their forefathers
communicate with their ancestors by raising objects for the mistake of war and the destruction of the
4 up a flagpole, and continued a belligerence towards
a mythical enemy known as “djamans” (ostensibly
world. Technology was, at first, seen as evil, the
tool of this destruction. Books were burned, not
derived from “Germans“, a leftover from the First only technical books and manuals, but wholesale
World War). devastation was leveled at existing religious
texts, for these promised false hope and belief
in a god who had done nothing to spare man
immense suffering. What little remained after
this generation of “simplification” was often
incomplete, setting the stage for the ramshackle
understanding of what religion (and technology)
was like before the Fall.
 Some tried to continue the traditions of their
former religions, but each reader interpreted
what they read differently, or twisted the
truth for his own aims. An era marked by the
reign of “religious tyrants” emerged, led by
wily masterminds who were little better than
charismatic demagogues. Many who followed
were left destitute or disillusioned; ultimately
these charlatans ended people’s faith in the
religions from before the Fall.

Yet considering that the Christian Bible is the


world’s most prolific book, it is foolish to assume
that, even with the nuclear war and the years of chaos
and disintegration following it, all understanding of
pre-Fall religion would vanish. Granted, the bitter
survivors would have rounded up as many Bibles
and other “holy books” as they could and destroyed
them out of spite (while others eradicated them so
that, in the absence of anything more legitimate, they
could promote their own ideas), but some lingering
knowledge of Christianity, Islam, Judaism, etc. would
probably exist, even if only in minute, isolated, and
endangered cells. Those who cling to the worship of
these so-called “Old Gods” are by and large viewed
as holdouts, ignorant survivors who hold onto beliefs
and rituals that were long ago proven (at least to the
majority) to be false.
After all this, however, it still seems unlikely that
men would exist for long before they began to invent
something new. Man (and by association, his twisted
cousin, the mutant) seeks an understanding of his
place in the Universe, a why to his existence, and a
goal to struggle for on a spiritual level. Thus, even
after his bitter railings against God and the impotent
religions of the past, even after his spiteful casting
down of knowledge and the laws of civilized behavior,
it seems natural that eventually he would once more
embrace those same concepts, if only to satisfy his
restless, wandering mind.

5
CHAPTER 1 - RELIGION AND CHARACTERS
Wasteland Cults is intended as a
resource for GMs and players
RELIGION TALENT TREES
Religion talents are treated just like normal talents,
alike to incorporate religious
taking up a “talent” slot when selected. Also like
characters, or followers of
standard talents, some religion talents have specific
unusual post-apocalyptic cults,
prerequisites (see individual talent descriptions
into their campaigns.
for details). Religion talents have an additional
These rules are meant to be used as
requirement, however, that being an allegiance to a
a way for players to further flesh out their characters as
religious-themed faction, organization, movement, or
being members of a specific movement, giving them
body.
both a deeper background and possible future tie-ins.
If you choose to play with religion talents, religion
They are also meant to be used by GMs to create new
talent trees should then be added to the list of talent
threats, and to introduce cults (and cultists) as either
trees normally available to a character as a part of his
villains to challenge the characters, or organizations
or her class. Which religion talent trees are available
for them to work for or even join.
depend on the religion that character follows (see
The new features introduced in this book are
Table 2-1).
outlined below, and will be covered in greater detail in
Religion talents may be taken by characters
the following sections:
belonging to other religious-themed factions not
covered here, at the GM’s discretion.
Religion Talent Trees
New Templates
ANCIENT WAYS TALENT TREE
New Mutations Worship of the “Ancients” is a common religious
New Defects tradition in the wasteland, where simple mutants and
New Feats survivors live among the ruins of the Ancients’ former
New Items greatness. Left to wonder at the power once wielded
by pre-Fall man, one is understandably left with the
Radiation (Optional Rules)
impression that they were truly “gods”. Those who
Brotherhood of Radiation follow the “Ancient Ways” revere technology and
Other Wasteland Cults painstakingly devote their lives to its preservation and
reconstruction.

TABLE 1-1: RELIGIONS AND TALENT TREES


Major Cults Available Religion Talent Trees
Axemen Ancient Ways, Cultist, Stoic Holdout
Boy Scouts Ancient Ways, Missionary, Stoic Holdout
Brethren* Luddite, Cultist, Missionary
Brotherhood of Radiation Ancient Ways, Ecclesiarch, Missionary
Cult of Blood Cultist, Luddite, Nihilist
Cult of the Provider Ancient Ways, Luddite, Missionary
Cult of the Self Ancient Ways, Cultist, Missionary
Devotees of the Iron Idol Ancient Ways, Cultist, Stoic Holdout
Doomriders* Cultist, Ecclesiarch, Nihilist
Entropists* Ancient Ways, Cultist, Nihilist
Movement Ancient Ways, Cultist, Missionary
NuChurch Ecclesiarch, Missionary, Nihilist
Paradise Believers Ancient Ways, Cultist, Missionary

6 Tekheads
Wild West Girls
Ancient Ways, Cultist, Nihilist
Cultist, Missionary, Stoic Holdout

* These cults are not detailed in this book, but are mentioned in other Darwin’s World sources.
Doodads & Whirligigs: Your collection of “relics”
always seems to include a few useful parts. The cost of
spare parts when repairing an item is reduced by half.
Finder of Relics: Any time a random roll for
treasure/swag is called for, you may roll twice and
pick the better of the two results.
Knowing of Things: You may make a Knowledge
(technology) check to identify any item by its
Ancient name, its intended purpose, relative rarity,
and value in cp. The DC is equal to the item’s
Craft DC.
Lorekeeper: You may make a Knowledge
(technology) check (DC equal to the item’s Craft
DC) to use any technological item without penalty,
even if you don’t have the appropriate proficiency
or technology feat. Prerequisite: Any other talent
from the Ancient Ways talent tree.
Sage: You gain a +2 insight bonus to Ancient
Lore, Computer Use, Decipher Script, Disable
Device, and Knowledge (technology) checks.
Storyteller: Once per day as a full-round action
you may make a Perform check before a group of
listeners to grant one of the three effects: grant a
+1 morale bonus to saving throws for 12 hours,
inflict a -1 penalty to saving throws for 12 hours,
or cancel the effects of fatigue.

CULTIST TALENT TREE


The post-apocalyptic world is a breeding grounds of these ecclesiarchies
for new religions, eccentric prophets, and quack may be small cogs in a far
spiritualists. Those who are not killed outright greater machine, but they draw
often find success in the wasteland, recruiting weak- strength knowing they live and
minded or desperate wastrels to their cause. “Cults” is die for a cause that will outlast
a broad term in the wastes, as these religions, however their struggles.
small, usually have as fervent and radical a base as any Conditioning: Your Mas
true “religion”. increases by +1. In addition,
Berserk Zeal: Any time you fail a Mas save, you you ignore any effect that results
may make one attack as an immediate action before in bleeding (that is, a set hit point loss per round
collapsing. from bleeding wounds).
Persecuted: You’re used to having enemies For The Cause: You are immune to fear,
everywhere. You gain a +1 insight bonus to Initiative. intimidation attempts, and morale-based penalties.
Pseudo Religion: Pick one talent from the Prerequisite: Unswerving.
Ecclesiarch Talent Tree. High Priest: Your Leadership score increases by an
Regimen of Suffering: You gain +1 hit point per amount equal to your Reputation.
level. Rigorous Indoctrination: You may spend an
Righteous Cause: If you use an Action Point Action Point to gain immunity to mental control,
to modify a roll that results in you slaying a direct influence, and domination for 10 minutes.
opponent of your cult, you immediately regain the lost Shepherd of The Lost: Followers of your faith/
Action Point. cause gain a +1 morale bonus to saves so long as they
Slave to Faith: Any time an action or compulsion are within 30 ft. of you.
would have you act against your faith/cause, you gain Unswerving: You may re-roll any failed Will save
a second saving throw to resist the effect. once per day.

ECCLESIARCH TALENT TREE


To follow the ecclesiarch talent tree one must belong
LUDDITE TALENT TREE
Those who follow the “Simple Path” perpetuate the 7
to one of the wasteland’s major religions, such as the reign of rustic ignorance that began not long after the
cryptic Brotherhood of Radiation or the powerful Fall. Victimized, burned, or otherwise disillusioned
(and hegemonic) NuChurch. Individual members to the Ancients and their technological ways, these
radical elements champion the cause of erasing all Butcher: Any time you successfully hit a helpless
evidence of the past to create a simpler, more “noble” opponent you inflict an additional +1d6 damage.
future. Destructive: When using any weapon that affects an
Claws of Ludd: When using a primitive weapon area, you do an additional +1 point of damage per die.
you gain a +1 enhancement bonus to attack rolls. Executioner: You may perform a coup-de-grace as
Cloak of the Closed Mind: Any primitive armor a standard action.
you wear (leather, hides, chain mail, etc.) gains a +1 Killing Streak: Any time you kill an opponent, you
enhancement bonus to Defense. gain a +1 morale bonus on your next attack roll.
Honed by Hardship: One physical attribute of Marauder: You may use an Action Point to re-roll
your choice (Str, Dex, or Con) gains a permanent a damage roll, but you must accept the results of the
enhancement bonus of +1. second roll.
Nature’s Blessing: You gain one extra Action Point Massacre: If you defeat three or more opponents
per level. in one round, you regain an Action Point you spent in
Righteous Aim: Your gain a +1 morale bonus to that encounter.
attacks against any opponent who uses a weapon more
technologically advanced than you. STOIC HOLDOUT TALENT TREE
Simple Path: Any time you face a situation where The wasteland is rife with new religions, but on the
an item of technology (weapon, gizmo, or other fringes of the known world (and in isolated settlements
device) in your possession could save the day, yet you scattered across the deep desert) are a handful of
choose not to use it, you regain one Action Point used holdouts who resist the prosthelytizing of the world‘s
during the adventure. rising cults. These stoic people cling to ancient
religions long thought dead or forgotten. Each such
MISSIONARY TALENT TREE cult usually has an heirloom Bible (or other “holy
Apostles of the wilderness, those who venture into the text”) with which to inspire the dwindling faithful, a
wilds to spread the word of their particular faith or relic they cling to despite the general view that theirs
cause face great adversity, both from the elements and is a religion made irrelevant by the Apocalypse and the
the inhabitants of the wastes. new “Age of Mutantkind“.
Among the Heathens: You gain a +1 bonus Armor of Faith: If you spend an Action Point you
to saves so long as the party contains at least one may add your Wis bonus (if positive) to your Defense
character who does not follow your faith. for 10 rounds. This is a morale bonus.
Conversion: Once per adventure, if you sway an Beacon of Light: Others who are normally afraid to
NPC over to the worship of your deity/cause, you admit they also adhere to the ancient faiths are drawn
regain one Action Point spent during that adventure. to you. Your Leadership score increases by +2.
Harmless Preacher: You gain a +2 bonus to Inspiring Parable: You gain a +2 morale bonus to
Diplomacy and Gather Information checks. saves vs. fear, fatigue, and exhaustion.
Trusted Neutrality: When dealing with NPCs, Moral Compass: You are always aware of any
an Indifferent attitude is considered Friendly, and action or deed that might violate your strict moral
Friendly is considered Helpful. code. This gives you an additional +2 bonus to resist
Unbreakable Will: You may spend an Action Point compulsions that direct you to act against your nature.
to completely shrug off the effects of interrogation Stories of the Martyrs: You are immune to fear. In
attempts for 24 hours. addition, any time you face a creature that causes fear
Wilderness Apostle: You gain a +2 bonus to saves you gain a +1 morale bonus to attack rolls and saving
vs. fatigue, exhaustion, starvation, and thirst. throws until it is slain or driven off. Prerequisite:
Inspiring Parable.
NIHILIST TALENT TREE Strength of Faith: Whenever you use an Action
Rare are those cults who seek only the destruction Point to modify a saving throw vs. fear, mind-affected
of men, civilization, and all life on earth, yet they do effects, or fatigue, you may roll d8s instead of d6s.
exist. To some of weak minds and sanity the idea of a
“second apocalypse” (one brought about by their own
hands) is appealing. Witnesses to the after effects of
NEW TEMPLATES
With its focus on the Brotherhood and
the atomic bomb, these nihilists revere wholesale its followers (namely, “mutant kind“),
slaughter, havoc, and raw destructiveness as as well as cults in general, this book
abstract concepts and forces to be worshiped. This includes information on five mutant-
8 philosophy is most common among raider gangs,
but some cults do champion mass destruction as a
or cult-specific templates, Fetus In
Fetu, Scion, Star Child, and Warped.
sacred “cause” as well. The Warped templates actually appeared
in previous Darwin’s World but
are reproduced here for the GM’s
convenience.

FETUS IN FETU (TEMPLATE)


In the mutation known as Fetus In
Fetu, during development in her
mother’s womb one of a pair of
twins became dominant, while her
sibling became absorbed into the
dominant twin’s developing body.
This phenomenon is more commonly
known as “vanishing twin”.
On the exterior a mutant with
this template usually looks like a
single organism, but in fact her body
is merged with her less dominant
twin. Instead of separating during
development, the secondary twin
is now completely internalized,
contained inside the dominant
sister’s stomach or some other
abscess that grew around the
absorbed twin over the years, leaving
the dominant twin with a bloated,
“pregnant” look.
The dominant is not as adversely Ability Scores: A creature with this template
affected by this ghastly mutation as her secondary , receives a -2 penalty to Charisma.
who becomes virtually vegetative due to its parasitic, Special Abilities: Through some unknown power
physically-diminished existence. However, despite over their combined form the secondary twin produces
being inside of and completely reliant on the dominant a benefit that affects her dominant twin as soon as
twin, the secondary has remarkable powers of its own. one of the following triggers occur. Each ability is
It can sense its twin’s emotional and physical state triggered as an immediate action, and can be used once
and, since it relies on the dominant for survival, will per day.
instinctively react to any danger that threatens either Immediate Healing: If the dominant twin takes
of them. hit point damage, the secondary twin heals her. The
“Fetus In Fetu” is a template that grants a number amount of damage healed is 1d8, +1 per 2 character
of unusual abilities that are triggered as an immediate levels of the dominant twin.
action. The template indicates that the creature is in Immediate Repair: If the dominant twin is knocked
fact a “twin”, though the second twin is very much a unconscious or is dying, the secondary twin grants
part of her and thus not a separate entity (i.e. it does her fast healing 1 for 10 rounds (and automatically
not have hit points, class levels, or attributes of its stabilizes her).
own). Immediate Speed: If the dominant twin fails a
saving throw against fear, or uses the withdraw action,
the secondary twin increases adrenaline flow so that
TEMPLATE TRAITS
her base speed increases by 10 ft. This effect lasts for
“Fetus In Fetu” is a template that can be added to any
10 rounds.
living humanoid creature (hereafter referred to as the
Challenge Rating: Base creature’s CR +1.
base creature). A Fetus In Fetu mutant has all the base
creature’s characteristics except as noted here.

TABLE 1-2: NEW TEMPLATES


Template Description
Fetus In Fetu
Scion
Conjoined twins who benefit from special powers
Children who cannot grow old, but gain an affinity for neural powers 9
Star Child Prophet or other “chosen one” who gains a morale-based benefit
Warped Deformed but highly resilient variant of any existing creature
SCION (TEMPLATE) Among the more curious concepts of the Paradise
A Scion is a child that has been born with advanced Believers cult is the idea of the “star child”.
mutations and develops both psychologically and According to Believer lore, once every generation
intellectually at a super-advanced rate. Among a child falls to Earth from the heavens, sent by the
the Brotherhood of Radiation, children born with inhabitants of Paradise to instruct the Believers in
unusual intelligence or wisdom are looked upon the means to attain Paradise in their lifetimes. These
as particularly favored by the “Glow”, especially “child-prophets” are typically discernible by a peculiar
when they also exhibit a powerful affinity for the use birthmark; strangely-colored eyes, a star-shaped
of neural mutations such as telekinesis, telepathy, freckle, a crescent-shaped scar, or simply unusual
and precognition. The appearance of a Scion is an circumstances behind the child’s discovery (for
extremely rare occurrence, which has only manifested instance, being found the day after a meteor shower, or
among the followers of the Brotherhood, and only in when a comet is spotted in the sky) have all been used
recent years. As such all existing Scions are still very as “proof“ that a child taken in by the cult is “special“.
young. Any orphaned waif or grub has the potential to be
It’s not quite clear why Scions are just now named a “star child”, so long as he or she meets these
appearing, but some speculate it is because of the prerequisites.
alleged breeding programs of the Brotherhood that A “star child” is raised from birth (or, if she was
strive to create the perfect being. It is also said that found as an orphan, from an early age) in the Paradise
while these children do grow, at some point they Believer faith, but unlike other converts, the “star
seem to stop aging and are forever “frozen” at an child” is treated from the start as a celebrity of sorts,
immature age, usually equivalent to a human child a messianic prophet and “holy man” to whom all
between one to eleven years. Some whisper it is deference should be given. These children usually
the blessing of the Princess, who herself is virtually grow up to be conceited and spoiled, a natural result
“ageless“. Regardless of the strange properties of of such pampering, but with an unshakable faith in
Scions, tales of these “miracle children” are beginning themselves and their supposed “destiny”. What this
to spread through the wasteland, and the Brotherhood destiny is can vary; some may believe themselves to
of Radiation has not hesitated to exhibit the fantastic be destined to convert others to the faith, or defend
abilities of these “wonder children” in their continuing the Paradise Believer religion against overwhelming
war of propaganda to gain more converts. enemies, while others are simply here to enlighten
“Scion” is a template that alters an immature-aged their followers about the Universe and their place in
creature with additional abilities and enhancements. it. Even so, all “star children” are expected to one
day gather up as many Paradise Believers as they can
and, after constructing a rocket ship, take them all to
TEMPLATE TRAITS
Paradise in a fiery explosion of light and smoke.
“Scion” is a template that can be added to any living
“Star Child” is a template that gives the base
humanoid creature (hereafter referred to as the
creature minor abilities based purely on faith.
base creature). A Scion has all the base creature’s
characteristics except as noted here.
Ability Scores: A creature with this template is TEMPLATE TRAITS
always considered to be a Child (age 1-11 years), and “Star Child” is a template that can be added to any
as a result receives the following ability modifiers: -3 living humanoid creature (hereafter referred to as the
to Str and Con, -1 to Dex. base creature). A Star Child has all the base creature’s
Special Qualities: The Scion template gives the characteristics except as noted here.
base creature the following special qualities: Special Qualities: The Star Child template gives
Neural Prodigy (Ex): The base creature gains the base creature her choice of one of the following
one neural mutation with one free advancement, in special qualities, picked when the template is first
addition to any existing mutations it may already acquired:
possess. Armor of Belief (Ex): When unarmored and
Ageless (Ex): A Scion does grow old, but its body unencumbered, the Star Child may add her Wis bonus
never matures. A Scion has a normal lifespan but its to her Defense (if positive).
attribute scores are not affected by its changing age. Blessed (Ex): The Star Child gains a +1 luck bonus
Challenge Rating: Base creature’s CR +0. on all saves.
Power of Faith (Ex): The Star Child believes she
is destined to survive any fight. She may use her Will
STAR CHILD (TEMPLATE) save for Mas saves.
10 Considered by many to be a “star cult”, the Paradise
Believers have a deep obsession with astrology,
Renown (Ex): The Star Child gains Renown as free
bonus feat.
reading into signs and portents from the cosmos which Challenge Rating: Base creature’s CR +0.
they believe are messages from “Paradise“.
WARPED (TEMPLATE) commonly found in the Brotherhood, but they are by
The warped template is a means of creating a creature no means exclusive to that body.
that has been uniquely altered through contact with a
cocktail of chemical or radioactive pollutants. Warped NEW MUTATIONS
creatures are hideous to behold, being sickly, burned, This section gives game information on a variety of
and poisoned versions of their former selves. Hair or new mutations and defects, which should now be
fur falls out in patches, skin turns red, blistered, or available to player characters as well as NPCs alike.
simply necrotizes, and often other features dissolve;
a nose melts off, eyes burn away into white orbs, CONJOINED TWIN
fingernails fall out, etc.. The mutant is a “Siamese twin”, with a grotesque
While weakened in many respects, warped creatures second twin growing out of her. This twin is a
lose all sensitivity to pain and become almost fully sentient being, though both it and the original
impossible to kill. character are joined into one body. The original
The Warped template was originally introduced in character is assumed to have control over all bodily
Halidom. functions, however.
Benefit: The mutant’s twin has a separate
TEMPLATE TRAITS personality (that either the player or GM plays), but
“Warped” is a template that can be added to any has no character levels nor does it have separate
organic, living, non-ooze creature (hereafter referred hit points, action points, talents, feats, or saving
to as the base creature). A mutant creature has all the throws. Likewise it acts simultaneously when the
base creature’s characteristics except as noted here. primary character acts in combat. In all respects it
Type: The creature’s type remains the same is considered a “part” of the character, and cannot be
but gains the mutant descriptor (if it didn’t have it separated or targeted individually. It can, however,
already). use its own skills during its actions (which it shares
Speed: The base speed of the creature is reduced by at a rank equal to the primary character, buy only
5 ft (minimum 0). applying Int, Wis, and Cha modifiers), but it has no
Natural Armor: If the base creature has natural control over the body and thus cannot move, attack,
armor, reduce it by -2 (minimum 0). or manipulate its surroundings on its own. Skills that
Abilities: -2 Con, -2 Dex, -6 Cha (to a minimum of can be used include Bluff, Concentration, Diplomacy,
1). Gamble, Gather Information, Intimidate, Investigate,
Attacks: A warped creature’s natural attacks do an Knowledge (any), Listen, Navigate, Perform (any),
additional 1d6 points of acid damage on a successful Research, Search, Sense Motive, and Spot. It may
hit. perform other tertiary actions at the GM’s discretion.
Special Abilities: The creature gains fast healing Special: Because of the unusual nature of the
and damage reduction depending on its hit dice, as mutant’s conjoined body, the character must have
shown below: armor and clothing specially made for her at a cost one
and a half times the normal price.
1-5 HD Fast healing 5, DR 2/-
6-10 HD Fast healing 5, DR 5/- CRANIAL PARASITE
11-15 HD Fast healing 5, DR 10/- The mutant has a fully developed second face growing
16-20 HD Fast healing 10, DR 10/- on its head (e.g. craniopagus parasiticus). The face is
more than vestigial; it has functional eyes and mouth
21+ HD Fast healing 10, DR 15/- and can sometimes even speak - though it doesn’t
usually have a separate personality.
NEW MUTATIONS Benefit: The mutant cannot be flanked.
As a beacon serving to attract all
mutantkind to one banner, the INCREASED BRAIN SIZE
Brotherhood of Radiation counts The mutant’s brain size has more than doubled. While
among its followers the most this certainly results in a physical enlargement of the
perversely twisted, mutated, and head (including a domed, veined appearance), it also
deformed creatures, both sentient and has the effect of increasing the mutant’s neural powers
bestial. From the furthest corners of the wasteland proportionately.
flock mutants of all kinds, bringing with them many Benefit: An opponent’s DC to resist any neural
new and previously unseen mutations.
But the Brotherhood of Radiation is not the only
mutation used by the character is increased by +2.
Advancement: Each advancement of this mutant
11
organization to experience new and unusual mutations. increases the DC by +2.
The new mutations introduced in this chapter are most
TABLE 1-3: NEW MUTATIONS AND DEFECTS
Mutation Advancement?
Conjoined Twin No
Cranial Parasite No
Increased Brain Size Yes
Neural Mutation - Electrokinesis Yes
Neural Mutation - Iaetrokinesis Yes
Neural Mutation - Metamorphosis Yes
Protandry/Protogyny No
Supernumary Organ No
Syndactyly No
Defect Advancement?
Cyclopsian No
Hydrocephalus Yes
Massive Obesity Yes
Ophidianism No
Teratoma Yes
Transparent Dermis Yes
Xeroderma Pigmentosum No

NEURAL MUTATION - ELECTROKINESIS Special: Note that each neural mutation has its own
A psychic mutant with this strange power is able to uses per day.
influence electrical current, and often exhibits some
control over magnetism. NEURAL MUTATION - METAMORPHOSIS
Benefit: The mutant may power a single minor The metamorphic is somehow able to literally “will”
electrical device with a touch. In general this should her bones (and possibly even her internal organs with
be limited to a flashlight, electric lamp, radio, etc., but the right training) to rearrange themselves, as well as
nothing that actually uses “charges”. The mutant can elongate, to provide her with strange abilities.
continue to power the object for 1 minute per point of Benefit: With the power of her mind the mutant
Con bonus. is able shift her bones and internal organs, granting
Advancement: Each advancement of this mutation her a +2 circumstance bonus to Escape Artist checks,
increases the duration of the character’s ability to and granting a +2 circumstance bonus to Treat Injury
power a minor device by 1 minute per point of Con checks used to give her care.
bonus. Advancement: Each advancement of this mutation
In addition, the mutant can manifest 2 additional increases the skill bonuses by +1.
Electrokinesis-based neural feats per day. In addition, the mutant can manifest 2 additional
Special: Note that each neural mutation has its own Metamorphosis-based neural feats per day.
uses per day. Special: Note that each neural mutation has its own
uses per day.
NEURAL MUTATION - IAETROKINESIS
A mutant with this neural power seems able to PROTANDRY/PROTOGYNY
repair physical damage done to herself, through a A mutant with this mutation is born either as a male
combination of paranormal willpower and unusual (protandry) or a female (protogyny), and changes
muscle and organ flexibility. gender midway through life, assuming drastic physical
Benefit: If reduced to zero or lower hit points (but and hormonal changes in the process.
not -10 or below) the mutant heals 1 point of damage Benefit: At a specific age (determined by rolling
and automatically stabilizes. 2d10 and adding 20 years) the mutant gradually

12 Advancement: Each advancement of this mutation


increases the amount of damage healed by +1.
changes gender. A male that becomes female gains
+2 Dexterity. A female that becomes male gains +2
In addition, the mutant can manifest 2 additional Strength.
Iaetrokinesis-based neural feats per day.
THE CONJOINED
Though viewed with pity, disgust, and outright horror in most communities, those mutants who are born
as conjoined twins (a.k.a. “Siamese twins”) are held in great esteem by the Brotherhood of Radiation, who
believe the “combined” form of such mutants to be a particularly mystical union of the Glow and human
flesh. It is believed by the Brotherhood that all creatures have a karmic “twin”, and that conjoined twins
have been given a rare gift by the Glow in the form of bringing these aspects together in one body. The
Brotherhood believes conjoined twins are in fact superior to normal creatures, who are cursed to live life with
only one half the potential of conjoined mutants.
The Brotherhood of Radiation’s agents constantly seek out rumors and reports of such grotesque births,
moving quickly and secretly to find these children and take them into the fold before they are killed.
Horrified by the sight of such mutant offspring, many conjoined twins are euthanized by their birth families;
in others, where the age-old “covenant of exile” (see The Broken & The Lost) is still honored, these poor,
deformed infants are turned loose on the wild, exiled at a very young age with few prospects of survival.
Most will die within a few days on their own, if not by the complications resulting from the unique
arrangement of their organs and limbs.
The Brotherhood’s people actively seek out such outcasts, traveling great distances if need be to get
to them. In the Brotherhood these rare mutants find a new home and a new place to belong, learning of
the powers of the Glow and of the undiscovered destiny of mutantkind. Few conjoined twins spurn the
Brotherhood when it comes for them, for not only are their chances of survival increased, but they are
elevated and indeed even worshipped for the same deformities that once had them cast out.
The term “conjoined twin” is a broad category covering a wide range of genetic defects that basically
involve the gradual merging of two twin fetuses in the mother’s womb. The degree to which the twins
merge determines the nature of the conjoined twin at birth. All forms of conjoined twins are revered by the
Brotherhood of Radiation and accorded great respect and reverence; most will eventually go on to assume
positions of power and influence in the Sacred Heirarchy.
The most frequent forms of conjoined twins are termed diplopagus (two equal bodies fused together and
sharing a minimal number of organs - by far the most common type), but dicephalus (one body with two
distinct heads), cephalopagus (heads fused but with two distinct bodies), cephalothoracopagus (bodies fused
back to back, with a face on the front and back of the head), dibrachius (one body and one head, with the
secondary twin merely manifested as additional arms or legs), and diprosopus (one body with two distinct
faces, side by side on a shared head) also make an appearance among Brotherhood mutants. A variation of
diprosopus includes craniophagus parasiticus, which can manifest as a vestigial second head growing out of
the first, or it can be completely contained inside one oversized braincase skull, resulting in a “double brain”.
A final form of conjoined twin is the “vanishing twin”, in which one twin is absorbed by the other during
pregnancy but remains inside of (and often unseen by) the living twin well after birth.

Degree of Conjoinment Game Effect Type Reference


Cephalothoracopagus Conjoined Twin Mutation BoR
Craniophagus Parasiticus Cranial Parasite or Mutation BoR
Dual Cerebellum Mutation DW2
Dibrachius Multiple Limbs Mutation DW2
Dicephalus Dual Headed Mutation DW2
Diplopagus Conjoined Twin Mutation BoR
Diprosopus Aberrant Deformity Mutation DW2
Vanishing Twin Fetus In Fetu Template BoR

SUPERNUMARY ORGAN less from a single attack or effect you may make a
A mutant with this unusual mutation has developed Fortitude save (DC equal to the damage done) to
an additional heart, liver, kidney, etc., all of which remain alive. If successful, you are stabilized at -9.

13
are generally redundant. However, when the mutant
suffers a potentially fatal injury due to the destruction SYNDACTYLY
of an internal organ, there is a chance that the A common mutation, this manifests as the presence
redundant organ is still enough to allow her to survive. of webbed tissue between the mutant’s fingers and/or
Benefit: If you are reduced to -10 hit points or toes.
MINOR MUTATIONS
Mutations of all kinds crop up among the ranks of the Brotherhood of Radiation, but since not all mutations
have a game effect, only a few possibilities are mentioned in this book. Minor mutations, such as fused digits
(a more severe form of syndactyly), extra fingers (polydactyly), extra breasts (polymastia), extended tailbones,
multiple pupils, etc. exist in abundance in members from throughout the faction. When describing a member
of the Brotherhood feel free to make note of these visible aberrations; though they may not affect gameplay,
players unfamiliar with such strange physical deformities may assume them to be signs of heretofore
unknown mutations and abilities...

Benefit: The mutation gains a Swim speed equal to mutant is limited to walking speed; she may not trot or
his/her normal movement. run. Balance, Climb, Jump, and Swim checks suffer a
-6 penalty, though Escape Artist checks are made with
NEW DEFECTS +2 racial bonus.
The following lists a variety of new defects that Advancement: None.
have to appear among the ranks of the Brotherhood Special: If the player applies this defect he cannot
of Radiation, but also exist elsewhere, at the GM’s also have Terminal Limb Deficiency (Legs). This
discretion. defect was originally introduced in The Broken & The
Lost.
CYCLOPSIAN
The mutant was born with only one eye. The other TERATOMA
eye is either blind, nonfunctional, or simply never A teratoma is an abnormal genetic condition in which
formed at all. defective cells continue to produce organic material
Penalty: The mutant receives a -2 penalty to Search even after the mutant is fully developed, creating
and Spot checks, as well as attack rolls with ranged vestigial additions on seemingly random parts of the
attacks. body. Encased by a large leathery case resembling
tumors, a teratoma can contain virtually any manner
of organic material, from hair, bone fragments,
HYDROCEPHALUS completely-developed teeth, eyeballs, to stunted
A birth defect (also known as “water on the brain”) fingers and entire hands.
made infamous by the “melonhead” legend, a mutant Penalty: The mutant receives a -1 penalty to
suffering from this condition has a grotesquely Dexterity and Constitution.
enlarged skull and a wobbly gait. Advancement: Each advancement of this defect
Penalty: The mutant receives a -1 penalty to increases the penalties by an additional -1.
Dexterity and Intelligence.
Advancement: Each advancement of this defect
increases the penalties by an additional -1. TRANSPARENT DERMIS
The mutant was born with a potentially lethal skin
defect that has robbed her dermis of all protective
MASSIVE OBESITY pigmentation. Effectively transparent, this outer layer
A genetic defect in certain glands has made the mutant of skin does nothing to shield the interior organs from
tremendously obese. ultraviolet light. Veins, arteries, and musculature can
Penalty: The mutant suffers a -2 penalty to also be vaguely seen through this translucent layer.
Constitution. In addition, any time she moves at Penalty: The character receives a -4 penalty
more than her base speed (walking) she must make a to Fortitude saves against damage by ultraviolet
Fortitude save at DC 15 or become fatigued. radiation. In addition, bright lights directed at the
Advancement: Each time this defect is advanced character (i.e. in the form of lantern or flashlight
the penalty to Constitution increases by 1, and the beams, dazzle rifles and lasers, etc.) cause damage as
Fortitude save DC to avoid becoming fatigued a ranged touch attack, doing 1d6 points of damage (in
increases by 2. addition to any normal damage, if applicable).
Special: This defect was originally introduced in Advancement: Each advancement of this defect
Sandwalkers. increases the save penalty by –2 and damage done
from directed light by +1.
OPHIDIANISM
14 The mutant lacks legs, instead possessing a long
vestigial fusion of bone and muscle that resembles a
XERODERMA PIGMENTOSUM
Xeroderma pigmentosum (or “XP”) is a rare genetic
serpentine “tail”. condition in which the body is unable to repair damage
Penalty: The mutant’s ground speed is reduced by caused by exposure to ultraviolet radiation. As a result
two-thirds (round to the nearest 5 ft. increment). The
even the most insignificant damage accumulates over The statistics for the screamer are presented in
time, so that each moment of exposure to the sun Darwin’s World 2nd Edition.
shortens the mutant’s lifespan. A mutant with this
defect often sequesters herself entirely underground, or ARCING CURRENT
else only emerges at night. Neural Feat
Penalty: Keep a constant tally of the amount of With either a gesture or simply a glance the mutant’s
exposure the character has had to ultraviolet radiation ability to psychically produce electricity allows her to
(i.e. sunlight); the exposure is cumulative, and thus affect powered devices at a range.
seconds will add up to minutes, minutes into hours, Prerequisite: Electrokinesis.
and eventually hours into days. The damaging Effect: The mutant’s ability to power a minor
accumulation from this exposure can never be healed. electrical device is no longer restricted to objects she
When the amount of exposure reaches 24 hours, 7 touches. She can now power an object at a range
days, and over 7 days, check each time for damage of 10 feet per point of Con bonus, plus 5 feet per
normally, making Fortitude saves as appropriate. Electrokinesis advancement.
Keep in mind that certain devices (such as a UV Action: Attack.
sterilizer) may subject the character to ultraviolet Duration: 1 minute per point of Con bonus, plus 1
exposure. In the case of a UV device such as this, minute per Metamorphosis advancement.
accumulated exposure for one round under the light is Usage: Electrokinesis.
considered to be the equivalent of one hour of sunlight.
Normal: Normally damage from ultraviolet
radiation is only checked for in certain environments BODY’S LIMIT
(see Darwin’s World 2nd Edition), and drops back Neural Feat
down to nil when the character removes herself from The mutant’s conscious mind sidesteps her physical
the danger. body at the moment she suffers a major injury,
allowing her to bypass the shock of her condition and

NEW FEATS
Building upon the new mutations
introduced in Wasteland Cults,
the variety of new mutations
and defects presented here are
intended to give players and
game masters new options for
mutant characters in Darwin‘s World.

ANIMATION RADIATION
Mutant Feat
At great cost to herself, the mutant can
infuse a humanoid corpse with a portion of
the radiation emitted from her own body, to
create an animated screamer.
Prerequisite: Irradiated (Feat), character
level 10th.
Benefit: You may animate a corpse to
become a screamer by sacrificing hit points.
The screamer’s hit points, when created, are
equal to the number of hit points you sacrifice
(minimum 4, maximum 48). Hit points lost
in this manner are regained normally through
healing. The process takes one day, at the end of
which time a screamer is created.
The animated screamer obeys your commands
as if dominated, but cannot go more than one mile
from you or else lose its animated properties - and
immediately fall inert. You can only make and control
one screamer per point of Wis bonus, regardless
15
of how many hit points you have to invest in your
“creations”.
TABLE 1-4: GENERAL FEATS
Feat Name Prerequisite Description
Cryptic Ordainment Allegiance to a cult, character level 3rd +1 bonus to certain skills, +1 bonus to
saving throw of choice
Disciple of the Glow Mutant, Brotherhood of Radiation Use AP to turn a Fort or Ref save into a
allegiance Will save
Meditation - Gain bonus to Concentration checks
TABLE 1-5: MUTANT FEATS
Feat Name Prerequisite Description
Animation Radiation Irradiated, character level 10th Create screamers from inherent radiation
Cerebral Scion Neural mutation (any) Mutant abilities based on Int
Deadly Vapors Stench, Weakening Vapors Emit poison gas that does Con damage
Electric Charge Field Spontaneous Electric Charge Generation Reactive field that damages attackers
Eyes of Fire Optic Emissions Eyebeams set opponents on fire
Eye Terror Optic Emissions plus either Multiple Eyebeams make multiple attacks
Eyes, Craniopagus, or Dual Headed
Focused Pulse Pyrokinetic Pulse Generation Pulse area changes to a line
Hidden Mutation Disguise 4 ranks Spot check needed to notice mutation
Psycho-Potence Any mutation or neural feat that inflicts Spend two uses to increase damage
damage
Scintillating Eyebeams Multi-Faceted Eyes, Optic Emissions Area of effects changes to a line
Stun Field Spontaneous Electric Charge Generation Mutation stuns in addition to regular
damage
Superhuman Longevity Regenerative Capability (advanced), Con No penalties for advanced age
20+.
Tom Thumb Dwarfism Size is reduced
Weakening Vapors Stench Emit poison gas that does Str damage

reinvigorate herself, despite even the most painful BRAIN POISON


wounds. Neural Feat
Prerequisite: Iaetrokinesis. You have developed the ability to shield your mind
Benefit: When you use this ability you may against mental attack by overwhelming intrusive
continue to act even when reduced to zero hit points minds with feedback - violent and maddening images
or lower without penalty. You still die when you reach that slowly cause idiocy like an insidious poison.
-10 hit points, however. Prerequisite: Telepathy.
Action: Free. Effect: If another character or creature uses a
Duration: 1 round. neural ability to read or otherwise affect your mind
Usage: Iaetrokinesis. with a neural ability you may use this ability (as an
immediate free action) to force that character to make
BONEMORPH a Will save (DC 10 + your Cha modifier) or lose
Neural Feat 1d10 points of Int. 10 minutes later that character
The mutant is able to use her metamorphic abilities must make a second saving throw (at the same DC)
to shift the bones just beneath her skin to increase her or lose another 1d10 points of Int. This damage
natural armor. acts like normal temporary ability damage from
Prerequisite: Metamorphosis. poison (although it is not technically a poison), and
Effect: Using this ability temporarily increases a character that is reduced to 0 Int falls unconscious

16 your natural armor by +4.


Action: Free.
until the damage is healed.
Action: Instant.
Duration: 5 rounds plus one round per Duration: Instant.
Metamorphosis advancement. Usage: Telepathy.
Usage: Metamorphosis.
TABLE 1-6: NEURAL FEATS
Feat Name Prerequisite Description
Arcing Current Electrokinesis Power electrical devices from a distance
Body’s Limit Iaetrokinesis Act when at zero or fewer hp
Bonemorph Metamorphosis Increase natural armor by +4
Brain Poison Telepathy Damage those who try to read your
thoughts
Death’s Door Iaetrokinesis, Body’s Limit Concentration check to remain alive at
-10 or lower hp
Detect Thoughts Telepathy, Mental Communication, Detect thoughts in a 60 ft. cone
Empathy
Electrokinetic Jolt Electrokinesis, Arcing Current Generate 5 ft. line of electricity
Empathy Telepathy, Mental Communication Sense strong emotions
Focused Strike Precognition, Foresight, Precognitive Concentration check becomes bonus to
Combat next attack roll
Future Sight Precognition, Foresight, Precognitive Never flat-footed, able to act in surprise
Combat round
Healing Touch Iaetrokinesis, Body’s Limit, Mind Over Heal ally for 2d8+1 per level (max +10)
Body II
Hive Mind Telepathy, Cha 12+ Linked with allies
Ignore Pain Iaetrokinesis, Body’s Limit Automatically pass Mas saves
Inner Power Eletrokinesis Power hand-held electrical devices
Limb Elongation Metamorphosis Reach increases by 5 ft.
Levitation II Telekinesis, Telekinetic Hand, Telekinesis Gain fly speed
Mastery, Levitation
Magnetism Electrokinesis, Arcing Current Attract metal objects
Metamorphic Claws Metamorphosis Gain claw attack
Mind Bastion Telepathy, Mind Shield +4 bonus vs. certain neural abilities
Mind Over Body I Iaetrokinesis, Body’s Limit Heal self 1d8+1 per level (max +5)
Mind Over Body II Iaetrokinesis, Body’s Limit, Mind Over Heal self 2d8+1 per level (max +10)
Body I
Mind Shield Telepathy +4 bonus vs. certain neural abilities
Mind Trap Communication, Psychic Interrogation Causes Wisdom damage over several
rounds
Mind’s Eye Telepathy, Blindness Detect living creatures and motion
Neural Concert Telepathy Increase duration and DC of neural
abilities when working with allies
Neural Extension Any neural feat, Concentration 13 ranks Increase duration of neural feats
Precognitive Reading Precognition +4 bonus to certain skills
Rearrangement Metamorphosis Immune to all critical hits
Revelation Precognition, Precognitive Reading Steal a glimpse of target’s future
Shared Pain Telepathy Split damage between ally and yourself
Whirling Barrier Telekinesis, Telekinetic Hand, Telekinetic Create barrier of moving objects around
Shield self
17
CEREBRAL SCION modifier) prevents you from reading its thoughts, and
Mutant Feat you must use this feat again to have another chance.
Through the power of her intellect the mutant is able Creatures of animal intelligence (Int 1 or 2) have
to project her potent mental abilities. simple, instinctual thoughts that you can pick up.
Prerequisite: Neural mutation (any). Each round, you can turn to detect thoughts in a new
Benefit: Choose one neural mutation you possess area. Detect Thoughts can penetrate barriers, but 1
(Precognition, Telekinesis, or Telepathy). The DC for foot of stone, 1 inch of common metal, a thin sheet of
any ability linked to that mutation, as well as other lead, or 3 feet of wood or dirt blocks it.
attribute-derived aspects (such as number of uses per Action: Attack.
day), are now based on the mutant’s Intelligence. Duration: One minute per character level.
Usage: Telepathy.

CRYPTIC ORDAINMENT
You have gone through the mysterious rites and rituals DISCIPLE OF THE GLOW
required to join one of the wasteland’s major cults. All who join the ranks of the Brotherhood of Radiation
Prerequisite: Allegiance to a cult; 3rd level. surrender their individuality to become a part of the
Benefit: You gain a +1 faith bonus to your greater whole. Service to the “Enlightened Hierarchy
religion’s favored skills (see each cult’s Allegiance of The Mutant Race” precludes any room for dissent
Benefits). You also gain a +1 morale bonus to any one or idle thought. In return your single-minded
saving throw of your choice. dedication to the Glow has transformed your mind into
a fortress of mental power.
Prerequisite: Mutant, allegiance to the
DEATH’S DOOR Brotherhood of Radiation.
Neural Feat Benefit: When called to make a Fortitude or Reflex
The mutant is able to bring herself back from death’s save you may spend an Action Point to use your Will
door despite the most traumatic injuries. save instead.
Prerequisite: Iaetrokinesis, Body’s Limit. Special: A Brotherhood Force Master, Psion,
Benefit: If an attack or effect would reduce you to Censor, or Illuminated may take this as a bonus feat.
-10 or lower hit points you may make a Concentration
check (DC equal to the amount of damage inflicted) to
remain alive. Your hit points return to -9 and you are DEADLY VAPORS
stabilized. Mutant Feat
Action: Immediate. The mutant’s stench is heavy with the awful perfume
Duration: Instant. of a deadly toxin.
Usage: Iaetrokinesis. Prerequisite: Stench (mutation), Weakening Vapors
(Feat).
Benefit: As an attack action you may emit
DETECT THOUGHTS poisonous vapors to complement your stench; these
Neural Feat vapors instantly extend out to the maximum range
You are able to invade the minds of intelligent of your stench cloud, but dissipate at the end of the
creatures and read their surface thoughts. round. The vapors count as an inhaled poison, with
Prerequisite: Telepathy, Mental Communication, a Fortitude save DC equal to your Stench DC, initial
Empathy. damage 1d4 Con, secondary damage unconsciousness.
Effect: You detect surface thoughts in creatures You are innately immune to the poison of your vapors,
within a 60 ft. cone. The amount of information but others are not. You can use this ability once per
revealed depends on how long you study a particular day per point of Con modifier (minimum of 1).
area or subject.
1st Round: Presence or absence of thoughts (from
conscious creatures with Intelligence scores of 1 or ELECTRIC CHARGE FIELD
higher). Mutant Feat
2nd Round: Number of thinking minds and the The mutant is able to charge her body with power, so
Intelligence score of each. If the highest Intelligence that any contact with her is potentially lethal.
is 26 or higher (and at least 10 points higher than Prerequisite: Spontaneous Electric Charge
your own Intelligence score), you are stunned for Generation (mutation).
1 round and the effect ends. This feat does not let Benefit: As an attack action you may charge your
body with a static field that reacts to sudden contact
18 you determine the location of the thinking minds if
you can’t see the creatures whose thoughts you are with foreign bodies. Any time you are hit by a melee
attack - unarmed or armed - you inflict damage on
detecting.
3rd Round: Surface thoughts of any mind in the the attacker equal to the damage you normally do
area. A target’s Will save (DC 10 + your Charisma with your Spontaneous Electric Charge Generation
mutation. Each time you use this ability counts as a separate attack roll. You can only attack a given target
use of your Spontaneous Electric Charge Generation once with an eyebeam..
ability, and the charge remains in place until you
choose to deactivate it (as an attack action) or it is EYES OF FIRE
triggered. Mutant Feat
Special: You can only benefit from one charge at The mutant’s eyebeams can cause opponents to ignite
any given time, so if you use Spontaneous Electric in flames.
Charge Generation as an attack it negates the electric Prerequisite: Optic Emissions (mutation).
charge field protecting you. Benefit: In addition to doing damage, your use of
Optic Emissions has a chance of causing an opponent
ELECTROKINETIC JOLT to catch on fire. Any time you strike an opponent with
Neural Feat your eyebeams she must make a Reflex save (DC 10
The powerful electrokinetic mutant is able to generate + your character level) or catch fire, taking 1d6 points
a stroke of power to strike down enemies. of fire damage immediately. Each subsequent round
Prerequisite: Electrokinesis, Arcing Current. she must make another saving throw; failure means
Effect: The mutant can generate a 5-foot-wide line she takes another 1d6 points of damage that round.
of electricity that reaches up to 10 feet (plus 10 feet Success means that the fire has gone out. This fire may
per Electrokinesis advancement) and inflicts 2d6 plus be put out normally (see Catching on Fire in Modern
1d6 points of electricity damage per advancement d20 SRD)
(maximum 10d6). All creatures in the area may make
a Reflex save (DC 15) for half damage. FOCUSED PULSE
Action: Full. Mutant Feat
Duration: Instant. The pyrokinetic mutant is able to focus her wild talent
Usage: Electrokinesis. into a narrow but more destructive ray.
Prerequisite: Pyrokinetic Pulse Generation.
EMPATHY Benefit: The area of the mutant‘s pyrokinetic pulse
Neural Feat is changed to a line (instead of a burst centered on
You can sense strong emotions in your immediate her), and the damage increases by +1 die. Range and
vicinity. DC is unaffected.
Prerequisite: Telepathy, Mental Communication. Special: This feat was originally introduced in In
Effect: You automatically sense the strong Pursuit of The Mind Masters.
emotions of living creatures within the range of your
Telepathy (unless otherwise noted, 100 feet plus 10 FOCUSED STRIKE
feet per Charisma modifier). “Strong” indicates an Neural Feat
emotion that consumes the creature’s current behavior Focusing her flow of emotions and thoughts, the
or thoughts; typical feelings include anger, fear, envy, character becomes one with her weapon, if only for the
love, pity, and madness. The empath either detects blink of an eye.
these emotions through auras (visible displays of color Prerequisite: Precognition, Foresight, Precognitive
that only she can see), or else partly shares in the same Combat.
emotion, though in the latter case she has total control Benefit: By taking a move action to concentrate
over the feelings and may suppress them at will. you may make a Concentration check. The result of
Action: Attack. this check becomes a bonus added to your next single
Duration: Instant. attack roll. If you do not make an attack immediately
Usage: Telepathy. after using this ability the bonus is lost.
Action: Move.
EYE TERROR Duration: Instant.
Mutant Feat Usage: Precognition.
The mutant’s multitude of eyes allow her to sweep an
entire area with her searing eyebeams. FUTURE SIGHT
Prerequisite: Optic Emissions (mutation), plus Neural Feat
either Multiple Eyes (mutation), Cranial Parasite Though you move at the same time as the world
(mutation), or Dual Headed (mutation). around you, your senses are constantly a few steps
Benefit: You may use your Optic Emissions
mutation to attack as many targets as you have sets of
eyes. For example, if you had all three eye mutations
ahead, warning you of coming danger.
Prerequisite: Precognition, Foresight 19
Benefit: Because you see danger before it comes,
(Multiple Eyes, Cranial Parasite, and Dual Headed), you are never considered flat-footed and are always
you could make 4 attacks. Each attack requires a able to act normally in a surprise round.
Action: Free. INNER POWER
Duration: Unlimited. Neural Feat
Usage: Unlimited. Only a few electrokineticists are able to generate the
electricity needed to power more advanced items, but
HEALING TOUCH those that do are a force to be reckoned with.
Neural Feat Prerequisite: Electrokinesis.
The mutant’s ability to mend the body through the Effect: The mutant is able to serve as a power
power of her mind extends to the wounds of others as source for any powered item she holds in hand. She
well. can provide power for one “charge” (just like a power
Prerequisite: Iaetrokinesis, Body’s Limit, Mind clip, power beltpack, minifusion cell, etc.) each time
Over Body. she uses this ability.
Benefit: You can use Mind Over Body on an ally. Action: Attack.
Action: Full-round. Duration: Constant.
Duration: Instant. Usage: Electrokinesis.
Usage: Iaetrokinesis.
LEVITATION II
HIDDEN MUTATION Neural Feat
Mutant Feat Through the use of her considerable telekinetic powers
The mutant’s mutation is either too subtle to notice, or the mutant is able to “fly” while levitating in the air.
can be retracted/absorbed back into her body to avoid Prerequisite: Telekinesis, Telekinetic Hand,
being seen. Telekinesis Mastery, Levitation.
Prerequisite: Disguise 4 ranks. Benefit: As Levitate, except you may move with a
Benefit: Pick one mutation; you may hide that fly speed equal to your base movement, and may go as
mutation when it is not actively being used. A high as 30 ft. per point of Con bonus (minimum 30 ft.)
Spot check (DC 25), along with a complete body above the ground.
examination, is required to discover its existence. Special: As with Levitate, if the duration ends
Special: This feat may only be taken at 1st level. before you have landed, you immediately drift to the
ground without harm (unless you choose to activate
the feat again).
HIVE MIND Action: Move.
Neural Feat
Duration: 5 rounds plus one per round per
The mutant is connected to similarly mutated allies by
Telekinesis Advancement.
a telepathic “hive mind”.
Usage: Telekinesis.
Prerequisite: Telepathy
Benefit: You and all allies who also have this feat
are connected by a hive mind. If any one of you is LIMB ELONGATION
aware of danger, you all are. If any one of you is not Neural Feat
flat-footed, none of you are. To benefit from this feat Through sheer force of will the mutant may alter her
all allies must be within 1 mile of each other. own bone structure to increase her reach.
Action: Free. Prerequisite: Metamorphosis.
Duration: Unlimited. Effect: The mutant’s reach increases by 5 ft. The
Usage: Unlimited. mutant suffers 1 point of lethal damage for every
round that the increased reach is manifested.
Action: Attack.
IGNORE PAIN Duration: 5 rounds plus one round per
Neural Feat
Metamorphosis advancement.
The mutant is able to shrug of devastating amounts of
Usage: Metamorphosis.
physical damage.
Prerequisite: Iaetrokinesis, Body’s Limit.
Benefit: You are immune to Massive Damage MAGNETISM
checks. Neural Feat
Action: Immediate. With her mind the mutant is able to magnetically
Duration: Instant. attract metal objects towards her.
Usage: Unlimited. Prerequisite: Electrokinesis, Arcing Current.

20 Effect: When this ability is activated the mutant


begins attracting small metal objects to her, which will
roll, skitter, slide, or fly towards her (depending on
the particular item). To be affected an item must be
made of metal (or mostly made of metal) and weigh Benefit: You are able to heal yourself as a full-
no more than 5 lbs. (plus 5 lbs. per Electrokinesis round action for 1d8 points of damage, +1 character
advancement). The mutant is not hurt when these level (maximum +5).
objects converge on her, and once the effect ends all Action: Full-round.
affected items fall at her feet. Applicable objects Duration: Instant.
held or worn by other creatures are allowed a Reflex Usage: Iaetrokinesis.
save (DC 15) to resist being drawn to the mutant.
Unattended items get no saving throw. MIND OVER BODY II
Action: Full-Round. Neural Feat
Duration: Instant. The mutant’s ability to heal her own injuries is
Usage: Electrokinesis. substantially increased.
Prerequisite: Iaetrokinesis, Body’s Limit, Mind
MEDITATION Over Body I.
The mutant may enter a momentary trance to focus her Benefit: You are able to heal yourself as a full-
mind and mental powers with unparalleled clarity. round action for 2d8 points of damage, +1 per
Benefit: By spending a move action the character character level (maximum +10).
gains a bonus to any Concentrate check (made in the Action: Full-round.
next round) equal to her Wisdom bonus. Duration: Instant.
Usage: Iaetrokinesis.
METAMORPHIC CLAWS
Neural Feat MIND SHIELD
Though painful the metamorph can “will” the bones in Neural Feat
her hands to elongate, effectively giving her “claws” Through mental training you have fortified your mind
to fight with. against intrusion and domination.
Prerequisite: Metamorphosis. Prerequisite: Telepathy.
Effect: The mutant’s may now make a claw attack Effect: You gain a +4 bonus to saves against
for 1d6 points of damage (and also provide a +2 bonus the following neural abilties: Anxiety Trigger,
to Climb checks). The damage increases by one step Attraction Trigger, Brain Poison [BoR], Charm
for each Metamorphosis advancement (i.e. 1d8, 1d10, Person, Domination, Fight Trigger, Flight Trigger, Lie
and 2d6). The mutant suffers 1 point of lethal damage Detector, Psychic Interrogation.
for every round that the claws remain manifested. Action: Free.
Action: Attack. Duration: Constant.
Duration: 5 rounds plus one round per Usage: Unlimited.
Metamorphosis advancement.
Usage: Metamorphosis. MIND TRAP
Neural Feat
MIND BASTION As an attack the mutant can trap the consciousness
Neural Feat of one opponent in sight within the confines of her
You have developed your Mind Shield into an own mind, causing her to face phantasms of her own
impenetrable bastion into which your mind can retreat imagination. These phantasms appear monstrous and
in the face of attack. hunt the opponent through a “dream maze”; if killed
Prerequisite: Telepathy, Mind Shield. in the “maze”, the opponent may enter a coma or even
Effect: You gain a +4 bonus to saves against suffer a fatal heart attack.
the following neural abilities: Mind Crush, Mind Prerequisite: Telepathy, Lie Detector (feat), Mental
Stun, Mind Blast, Mind Strike. In addition, if you Communication (feat), Psychic Interrogation (feat).
successfully save you take no damage (instead of half). Benefit: An opponent targeted by this ability must
Action: Free. make a Will saving throw (DC 10 + your Charisma
Duration: Constant. modifier) each round for 1d6 rounds; each time the
Usage: Unlimited. opponent fails, she loses 1d4 points of temporary
Wisdom. An opponent reduced to zero Wisdom from
MIND OVER BODY I the use of this ability must make another Will save (at
Neural Feat the same DC) or enter a permanent coma; otherwise
she is simply knocked unconscious.
With this ability the mutant is able to repair her own
wounds, through strict concentration and focus. Action: Attack.
Duration: Instant.
21
Prerequisite: Iaetrokinesis, Body’s Limit.
Usage: Telepathy.
MIND’S EYE PRECOGNITIVE READING
Neural Feat Neural Feat
This feat allows a blind mutant to “see” through Because you can see the end result of a conversation
obstacles and obstructions, using the power of her before it even takes shape, your precognition gives
mind to detect life and motion out to a certain range; you a particular edge in negotiations. Not only can
i.e. a kind of psychic “sonar”. you finish another person’s sentences even before they
Prerequisite: Telepathy, Blindness (defect). are formed, you can glimpse into the future to see
Benefit: You “see” all living creatures and sources what responses will anger or appease the people you
of motion out to a range equal to 15 feet times your are dealing with.
Charisma bonus (if positive; minimum of 15 feet) Prerequisite: Precognition.
as if you had 360 degree senses. This even operates Benefit: When you use this ability you gain a +4
through obstacles and solid obstructions. bonus to Bluff, Diplomacy, and Gather Information
Action: Free. checks for the duration.
Duration: Instant. Action: Free.
Usage: Unlimited. Duration: 1 round per level.
Usage: Precognition.
NEURAL CONCERT
Neural Feat PSYCHO-POTENCE
A mutant with this ability can unite her mind with Mutant Feat
those who share the same level of neural mastery, By exerting tremendous mental control the mutant
magnifying her abilities to increase the duration of is able to alter the power of her mutations to violent
effect or the difficulty to resist. effect.
Prerequisites: Telepathy. Prerequisite: Any mutation or neural feat that
Benefit: Total up the number of friendly characters inflicts damage.
who also have the Neural Concert feat within 30 ft. Benefit: When using any mutation or neural feat
(including yourself), and modify one aspect (duration that inflicts damage, you may elect to spend two daily
or DC) of any other neural feat you use this round uses instead of one (e.g. two daily uses of Telekinesis
according to the table below. or Spontaneous Electric Charge Generation) to
Action: Free. replace its existing damage and instead inflict damage
Duration: Instant. equal to 1d6 per character level (maximum 20d6). All
Usage: Unlimited. other associated rules governing the ability (such as
range, type of damage, etc.) remain the same.
In Concert Characters Duration DC
2 x1.5 2 REARRANGEMENT
3-4 x2 4 Neural Feat
5-9 x2.5 6 Through mind over matter you are able to re-arrange
your internal organs for a short period of time.
10-15 x3 8 Prerequisite: Metamorphosis
16 x4 10 Effect: For the duration you are completely
immune to critical hits.
Action: Attack.
NEURAL EXTENSION Duration: 5 rounds plus one round per
Mutant Feat
Metamorphosis advancement.
Your inhuman mastery of the mind allows you to
Usage: Metamorphosis.
extend the duration of your mental powers.
Prerequisite: Any one neural feat, Concentration
13 ranks. REVELATION
Benefit: When you use a neural feat that has a Neural Feat
duration greater than Instant, the effective duration By focusing on a specific individual the mutant is able
increases to the next step. Rounds become minutes, to snatch a glimpse of her future - and learn of her true
minutes become hours, hours become days, and days nature.
become weeks. Prerequisite: Precognition, Precognitive Reading.
Benefit: This ability only works if the target

22 has something to hide from you. If you make a


Concentration check (DC equal to 20 + target’s
HD) you are able to steal a glimpse into the target’s Benefit: In addition to doing damage, your use
future, becoming witness to a significant event that, of Spontaneous Electric Charge Generation also
if it would otherwise come to pass, would reveal her forces those opponents successfully struck by it to
hidden agenda. The ability lets you see what the target make a Fortitude save (DC 15 + your Con modifier, if
has in store for you in specific, as if her plans were positive) or be stunned for 1 round.
able to come to fruition in the future. For example, if
the target means to kill you by ambushing your party, SUPERHUMAN LONGEVITY
you would have a vision of the ambush being set; if Mutant Feat
the target was merely a spy gathering information Through some unknown process linked to the radiated
for a rival faction, you might have a vision of her environment, the mutant’s cells exhibit an astonishing
meeting with agents of that faction and overhear their ability to regenerate, replicate, and regrow themselves
conversation. despite damage, destruction, and even natural cell
Action: Full-round. death due to age.
Duration: Instant. Prerequisite: Regenerative Capability (advanced),
Usage: Precognition. Con 20+.
Benefit: The mutant no longer suffers the
SCINTILLATING EYEBEAMS debilitating penalties for advanced age, nor does she
Mutant Feat gain any bonuses. Her lifespan has no maximum
The mutant’s multi-faceted eyes diffuse and disperse length, but she may still be killed by normal means,
its eyebeams so that they pour from the eyes in a however.
coruscating torrent of multi-colored lights.
Prerequisite: Multi-Faceted Eyes (mutation), Optic TOM THUMB
Emissions (mutation). Mutant Feat
Benefit: Your Optic Emissions now have an affect Your particular form of dwarfism is an extreme case,
of effect equivalent to a line, with a range of 50 feet. resulting in a size far smaller than usual, even for a
All opponents along this corridor are struck; no attack mutant.
roll is required, though all targets along the line may Prerequisite: Dwarfism.
make a Reflex save (DC 20) to take only half damage. Benefit: Every Dwarfism advancement you take
decreases your size by one step (Medium becomes
SHARED PAIN Small, Small becomes Tiny, Tiny becomes Diminutive,
Neural Feat Diminutive becomes Fine), accumulating all the
Brotherhood Force Masters assigned to protect the normal bonuses and penalties for your new size.
Illuminated often master this unusual telepathic ability, Normal: Normally you cannot decrease your size
which helps them to shield their masters in battle. past Small with the Dwarfism mutation.
Prerequisite: Telepathy. Special: This mutation was originally introduced in
Benefit: You can designate a single individual In Pursuit of The Mind Masters.
within sight to benefit from this feat. So long as this
link is maintained that character no longer needs to WEAKENING VAPORS
make massive damage saves. However, each time that Mutant Feat
character takes damage you suffer an amount of non- The mutant’s stench carries a hint of debilitating
lethal damage equal to 1/2 the original amount. You poison.
can only designate a single individual at any given Prerequisite: Stench (mutation).
time, and may break the link as a free action on your Benefit: As an attack action you may emit
turn. Designating an individual counts as a daily use poisonous vapors to complement your stench; these
of your Neural Telepathy. vapors instantly extend out to the maximum range
Action: Free. of your stench cloud, but dissipate at the end of the
Duration: Unlimited. round. The vapors count as an inhaled poison, with
Usage: Telepathy. a Fortitude save DC equal to your Stench DC, initial
damage 1d4 Str, secondary damage 1d4 Str. You are
STUN FIELD innately immune to the poison of your vapors, but
Mutant Feat others are not. You can use this ability once per day
The mutant is able to stun opponents with his charge per point of Con modifier (minimum of 1).
generation.
Prerequisite: Spontaneous Electric Charge
Generation (mutation).
23
WHIRLING BARRIER LIFE GAUGE
Neural Feat Used exclusively by the Cult of Blood, the “life
The skilled master of telekinesis can manipulate gauge” is a handheld device similar to a diagnostic
dozens, if not hundreds or small objects (such as scanner. This Geiger counter-sized gizmo monitors
rocks, shards of glass, debris, etc.) to surround herself life signs in a single living creature within 30 ft.. The
in a whirling, defensive barrier. gauge displays the creature’s current condition; the
Prerequisite: Telekinesis, Telekinetic Hand, “conditions” are: full health, wounded, below 50% hit
Telekinetic Shield. points, dying, and dead. A life gauge requires a power
Benefit: Using this ability creates a “vortex” of belt pack to operate, and using it is a standard action.
small debris that surrounds the mutant in a whirling
barrier. This barrier gives the mutant a deflection RADITHOR CREAM
bonus to her Defense equal to 1+ her Con bonus, and Created during the heyday of the Ancients’ obsession
does not impede the mutant in any way, moving with with radioactivity, this dubious cure-all (a solution of
her as she moves. In addition, any creature entering or radium salts) was sold in drug stores and supermarkets
remaining in a square adjacent to the mutant takes 1d8 everywhere for its curative properties.
points of damage each round on the mutant’s action. A character taking a dose of radithor gains 2D20
There must be a reasonable amount of applicable REM, but also gains +1 to all saving throws to resist
objects (i.e. debris) nearby to form the barrier when the effects of disease for 48 hours. A typical vial of
this ability is triggered. radithor contains 1d4 doses.
Action: Move.
Duration: 1 round/level.
Usage: Telekinesis. RADIUM EMANATOR
This cylindrical glass device was created during the
heyday of radioactive quackery, and was touted as a
NEW ITEMS means of increasing agricultural outputs geometrically.
From radioactive relics sought-after The device resembles a hand-pump, to be placed in an
by the Brotherhood, to quack cures irrigation source in which Ra-226 would be aerated.
peddled by mountebanks and Water aerated by an emanator becomes radioactive
unprincipled juju doctors, to items (as a Mild source), but this water, if used to irrigate
found only in the hands of specific soil, will generate crops/plant life that is 50%-100%
cults, this section covers a number of larger than normal.
new items for Darwin’s World.
SERUM BOOSTER
ARIUM RADIUM TABLETS Followers of the Cult of Blood are sometimes given
Created during the heyday of the Ancients’ obsession “boosters” of the serum that created them, small
with radioactivity, these tablets, when taken, would samples contained in test tubes or bottles that can be
revive energy and vitality in the patient, “stronger than consumed when needed.
1,000 cups of coffee”. A mutant with the Nocturnal mutation who takes a
A character taking a single arium tablet gains serum booster extends her peak activity cycle by an
1D10x10 REM, but instantly recovers from any additional 6 hrs. Multiple doses have no effect. The
fatigued or exhausted condition. A typical tin of arium booster acts a poison (Ingested, Save DC 22, Initial
tablets contains 1d10 doses. 1d6 Con, Secondary 2d6 Con) to anyone without this
mutation.
FALL-OUT FACE POWDER
Created during the heyday of the Ancients’ obsession WATER REVIGATOR
with radioactivity, this face powder was used to Created during the heyday of the Ancients’ obsession
irradiate the face and cause all hair to fall out, with radioactivity, this device was a ceramic container
basically duplicating a shave without the razor or lined with uranium and radon. The radioactive
mess. elements were believed to be a sure means of water
A character using fall-out face powder loses all purification.
facial hair for 1d4 weeks, but gains 1D10 REM. A Water placed in a revigator (5 liter capacity) for
typical jar of fall-out face powder contains 1d4 doses. at least 8 hours will have all parasites and organic
contaminants neutralized. Chemical contaminants are
24 not affected, however. Water purified in this fashion is
irradiated however (1D10 REM per liter).
RADIATION (OPTIONAL Source Intensity* REM / Minute
1D10
RULES) Lightly irradiated
Moderately irradiated 1D10x10
Of all things post-apocalyptic,
what could be more iconic than Highly irradiated 1D10x50
radiation? In the classic post- Severely irradiated 1D10x100
holocaust setting, it is the lingering
remnants of a war fought long ago, the “curse” of
Unless a character is shielded from radiation (either
a race of Ancient people whose weapons poisoned
through a radiation suit, or a specific mutation), REM
and killed their planet, a looming threat that every
is automatically accumulated without a saving throw.
survivor hopes to avoid, an invisible killer that lurks
However, the dire effects of radiation can be avoided
in lost ruins and crumbling necropolis. Yet, for all its
with a saving throw, if applicable.
importance to the genre, the rules for radiation found
The various levels of radiation sickness are outlined
in the basic Darwin’s World rulebook are simplified
below, listed by REM level.
and scant.
This section offers optional rules for radiation,
both getting into more detail as well as making a run- 0 - 20 REM
in with radiation a far deadlier experience through This level of irradiation is generally not noticeable,
simulating more realistic consequences. If you like having little or no effect on the victim.
your radiation deadly, these new rules might be an
appealing option! 21 - 50 REM
At this stage, irradiation leads to a reduced white
blood cell count, making it difficult for the victim to
RADIATION SOURCE fight off disease and infection.
All radiated areas (or sources of radiation, such as
Effect: Victim takes 1 Con damage. In addition,
an irradiated object or person) will have an intensity
she must succeed at a Fortitude save (DC 15) or
rating. Exposure to such a source will cause the
take a -2 penalty to all saving throws vs. disease,
accumulation of “REM”, which becomes more
contamination, or infection until her REM level is
hazardous the higher the level. The amount of REM
reduced to 20 or less.
accumulated from a source depends on its intensity
and the time exposed, as shown below:

25
51 - 100 REM 601 - 1000 REM
At 51-100 REM the victim may suffer headaches and At this stage the victim faces bone marrow destruction,
sickness, and also faces an increased risk of infection as well as gastric and intestinal tissue damage.
(due to disruption of cell activity). Effect: As above, except the DC to stop the
Effect: Victim takes 1d3 Con damage. In addition, bleeding increases to 30.
she must succeed at a Fortitude save (DC 15) or
become sickened until REM level is reduced to 50 or 1001 - 5000 REM
less. Symptoms appear moments after exposure, involving
exhaustion and nausea caused by direct activation of
101 - 200 REM chemical receptors in the brain. Death is typically
Nausea and vomiting appear soon after exposure, inevitable due to massive cell death, presaged by
followed by lack of energy. Long-term effects often delirium resulting from a destruction of the victim’s
include sterility; pregnant women suffer spontaneous circulatory system.
abortion or stillbirth. Effect: Victim takes 3d6 permanent Con
Effect: Victim takes 1d6 Con damage. In addition, damage and is both exhausted and nauseated, and
she must succeed at a Fortitude save (DC 15) or automatically loses all body hair. In addition, she must
become sickened and fatigued until REM level is succeed at a Fortitude save (DC 25) or begin bleeding
reduced to 100 or less. On a successful save the at a rate of 1 hit point per round (this bleeding can
victim is still fatigued. only be countered with a Heal check at DC 30, or
the application of hemochem). If the saving throw is
201 - 300 REM failed by 5 or more, she is also considered stunned.
As 101-200 REM, but the victim gradually loses all
of her body hair, and suffers from a greater risk of 5001 - 8000 REM
secondary illness due to the wholesale destruction of This level of exposure results in immediate
her body’s white blood cells. disorientation and coma, followed by death due to a
Effect: Victim takes 2d6 Con damage and is both total collapse of the nervous system.
fatigued and sickened. She also takes a -4 penalty to Effect: As above, except victim becomes
all future saving throws vs. disease, contamination, or unconscious if the saving throw is failed by 5 or more,
infection until her REM level is reduced to 200 or less. instead of stunned.
In addition, she must succeed at a Fortitude save (DC
20) or gradually lose all body hair.

301 - 400 REM


At this level of irradiation the victim suffers
uncontrollable bleeding from the mouth, under the
skin, and in the kidneys.
Effect: Victim takes 2d6 Con damage and is both
fatigued and sickened. She also takes a -4 penalty to
all future saving throws vs. disease, contamination,
or infection until her REM level is reduced to 200 or
less, and automatically loses all body hair. In addition,
she must succeed at a Fortitude save (DC 20) or
begin bleeding at a rate of 1 hit point per round (this
bleeding can only be countered with a Heal check at
DC 15, or the application of hemochem).

401 - 600 REM


At 401-600 REM the inability of the body to fight
internal bleeding often leads to a slow death.
Effect: As above, except the Con damage is
permanent. In addition, the victim is considered
nauseated on a failed Fortitude save (DC 20), and the
DC to stop the bleeding increases to 20.
26
CHAPTER 2 - BROTHERHOOD OF RADIATION
The largest and most influential the other orphans she turned to modeling, and did low-
“religion” of the Twisted budget commercials for Denver-area car dealerships.
Earth setting is the so-called Then the nuclear war happened. The face of the city
“Brotherhood of Radiation”. changed; the glass towers of commerce and industry
Like any real-world religion, were leveled. The ruins were rendered into identical
the history of the Brotherhood heaps of glittering stone and rotting debris for as far
of Radiation has seen episodes of as the eye could see. But for those who lived there,
ignorance, treachery, tragedy, and inspiration. And, it wasn’t much worse than before; the survivors still
like any real-world religion, the realities are often had no medical care, still had to steal or scrounge for
unknown to the general masses. food, still had to watch out for the “crazies” and the
The following details the true history of the “legitimate authorities”.
Brotherhood, from its origins among the urban There was hope for those who needed it, however.
gangs of Denver, to its rebirth in the dusty ruins of After the Fall Denver was the focus of a major
Las Vegas, Nevada. Much of what is written here reconstruction effort by the Federal Emergency
is unknown, or at best hinted at through old legends Management Agency, better known as FEMA. In
and hagiographical scripture; the complete picture the immediate aftermath, as communications and
presented below is unlikely to be known to any one coordination with out-of-state entities first dwindled,
individual alive today. then ceased altogether, the city and state government
consolidated their power in Denver, then buckled
down to weather the nuclear winter.
THE APOCALYPSE - SOCIETY KNOWS The Defacto Commission on Reconstruction
WHEN TO FOLD (“DCR” for short) was made up of important elected
officials from the state and city governments, as well
Denver, at the height of the Ancient era. Like most as experts in the fields of environmental science,
major urban centers in America at the beginning of medicine, sociology, and law enforcement. The
the 21st century, Denver was nothing like the city Colorado National Guard also contributed a significant
familiar to most readers. Massive overpopulation presence in the form of advisers, as well as providing
and crowding of the great cities of the country was security and enforcement to keep the DCR in power.
out of control, leading to an escalating stratification The DCR’s goal was to maintain order immediately
of society, an economic crisis that was fast creating a after the Fall, re-establish infrastructure for the
massive lower class. Cities became mass arcologies distribution of food and medical care, and to maintain
for the poor, and as a result crime levels in major law and order until a federal presence could be
metropolitan areas skyrocketed. restored.
It was in this atmosphere of despair and misery Under the DCR Denver became even more
that the origins of the Brotherhood of Radiation can stratified, with the wealthy finding relative security
be found. Most remarkably, the figures that would in the DCR’s handful of secure cordons, with other
come to found and set forth the course for this religion survivors being forced to eke out an existence in the
(arguably the most well-known and influential on the radiated ruins – which dwarfed the DCR enclaves in
Twisted Earth) also originate from this time. sheer scope. It was not long before the street people,
One person in particular, a prophet strong in body urban poor, and “crazies” (the worst of the gangs)
with a stubborn will to survive, lived during this time. began to recognize the unwillingness of the DCR to
She was a street orphan, used and abused and made get involved beyond their camps. Thus, petty gang
tougher as a result. She was well known on the streets lords began to rise in power, taking over enormous
as a tough despite her age of 14, and for managing to areas of the city and beginning the first turf wars for
stay one step ahead of the drug-addicted “crazies” that control of the wreckage.
ruled the city streets by night. She cared for a small The girl, who’d been known to her gang peers by
band of fellow orphans including her younger brother, her street handle, “Princess”, was one of the unlucky
a local troublemaker named “Sledge”, as well as other ones to survive the nuclear exchange. Her dreams of
street youths and misfits, instilling them with the same becoming a dancer, of escaping the hell of poverty,
stubbornness to resist taking the cards that were dealt were ended in the same flash that snuffed out millions
them, to strive for more. She was considered to be of lives. But she didn’t dwell on the tragedy; as a
bad news by the legitimate authorities as well, having
had a long criminal record of petty theft, break-ins,
and vagrancy. But despite this, she held her head
survivor, she simply rolled up her sleeves and prepared
to dig her way “out of the shit”. It was particularly 27
hard for her, as she had to battle a lifelong addiction to
high, clinging to her own particular dream to become a heroine purely with the force of her own will. But she
professional dancer. To pay her way and help support emerged victorious, coming out of the hell storm both
alive and free. change daily, even hourly. People were killed for
Yet long-term survival wouldn’t be easy. The small grievances, or simply as entertainment. Women
streets were fast falling under the control of the city’s were enslaved and raped. The last straw came when
rabid gangs, in particular a gang led by the city’s Maurice ordered patrols of the DCR to be considered
worst megalomaniac, Maurice, lord of the “crazies”. “fair game” and attacked. Princess, at least,
Maurice was at least familiar with Princess and her recognized that tangling with the DCR was a bad idea,
gang of orphans; before the war they were victims of one bound to provoke unthinkable reprisals.
the “crazies” abuse, but now, after the Fall, Maurice Fearing for herself and her “kids”, Princess escaped
hoped to woo her into adding her people to his ranks. the “crazies” and led them to a DCR encampment on
With the DCR quickly becoming more and more the other side of the city. They had heard word that a
isolated from events outside their sphere of control, hospital had been taken over by the authorities, which
the city’s gangs were preparing for open war, a final had been turned into a government-run holding camp
struggle to see who would be top dog and take the for the sick and starving.
title of “King of Denver”. Any and all fighters – even For someone who was used to taking care of herself,
headstrong teen girls and street orphans – could life in the DCR hospital was only marginally better
help tip the balance in the favor of one contender or than out on the streets. She and her followers received
another. medical care for their radiation sickness, dysentery,
Princess refused at first, knowing the “crazies” and keloid tumors, but they lived like refugees in large
were savages and killers, yet to protect her younger communal tents, and forced to consume rations of
brother and the other orphans she had little choice nutrient-rich (but awful tasting) meals. Furthermore,
but to accept. When the street war was declared, agents of the DCR were present in the camp, sorting
her youngsters went out to fight… and many never out those with contagious diseases and separating them
returned. Maurice was victorious, however, taking the from the general population. Those who were taken
city after two weeks of brutal, costly urban warfare. were never seen again, leading to speculation they
Life under the rule of the “crazies” was just that were being killed as a desperate, if inhuman, measure.
– crazy. Daily life was ordered along the whims Those same agents were also examining those
of Maurice and his top subordinates, which could who’d been exposed to radiation, and before long

28
Princess, Sledge, and the remaining orphans came morale of its forces was on the rise. The inability of
under scrutiny, for all of them had been in the open the DCR to make contact with any other organized
when the bombs went off. Princess herself had begun entity outside of Denver was taking its toll on its
to show the beginnings of a strange dermal mutation, personnel; without hope of help, the DCR’s efforts
which according to camp physicians warranted at reconstruction seemed to be in vain. Within 16
quarantining and special care. months of the Fall, the DCR’s organization, forces,
Princess resisted, but to ease her mind her orphans and authority disintegrated, leaving Denver to the
were allowed to go with her, the entire “gang” being mobs.
moved to a special ward of the hospital. Here, in Princess and her people stood to inherit the deserted
addition to DCR doctors, a Catholic priest named remnants of the DCR hospital, but it would only be
O’Malley (recuperating from flashburns at the secure for so long before the crazies discovered it.
hospital) made Princess’ acquaintance, and helped Rumors that many of the crazies were now turning to
to take care of the children while she recuperated. cannibalism on a large scale to survive made staying
Though wary of how good things seemed to be at first, in Denver even less palatable. Princess decided to
Princess’ treatment improved and she came to enjoy leave, taking her brother Sledge and the other orphans
her time at the hospital. with her. Father O’Malley, no longer able to convince
her to stay until federal forces came to restore order,
DEALT A BAD HAND joined them. With Princess’ permission, O’Malley
During the first few weeks at the hospital, doctors brought along all those men and women still in the
treated Princess and her orphans for their wounds vicinity of the hospital who cared to escape Denver.
and malnutrition, as well as diagnosing the long- What began as a small group of children soon began to
term effects of their radiation exposure. Princess, in grow into an exodus.
particular, appeared to be mutating. According to the
doctors, her outer layer of skin was degenerating as a FOLLOW THE QUEEN
result of a slow-acting necrosis. The condition, they The escape from Denver led Princess and her rag-tag
said with cool indifference, was probably terminal. band of followers west into the mountains. Survival
Yet, for some reason her body appeared to be adapting, was not easy at first, what with ordinary civilians
exhibiting an inhuman effort to regenerate damaged quickly turning into trigger-happy xenophobes who
or dead cells. Her body was fighting back against shot everything on sight. That she and her followers
the cell death caused by being exposed to the bomb, looked like diseased gangers from the inner city didn’t
but they insisted her time was running out. It was all help, and they were turned back at every door along
technical talk, and above her head, but Princess began I-70. But the children's ability to adapt and live off
to become agitated under this continued care. The the most meager supplies (as they had done for most
only thing that kept her there was Father O‘Malley, of their lives) kept them alive; they soon turned into
who taught her to read and told inspiring stories to the expert scavengers, scrounging the abandoned truck
orphans at night. If not for him, she would have led stops, gas stations, and rest stops along the way.
the kids away under the cover of night, just like she’d Father O’Malley, who’d since become the unofficial
done when they’d fled the “crazies”. “conscience” of the group, excused their behavior only
A year later Princess’ mutations, both good and bad, because it was done out of necessity.
seemed to have fought each other to a standstill. The East of Idaho Springs the refugees found the
ionization of the outer dermal layer of her skin, which highways and mountain passes to be desolate, and
had been described initially as “degeneration”, soon signs of battle were evident everywhere. Paratroopers
proved to be far more frightful, as the natural pigments and special forces units had been seeded throughout
in her skin began in pinpoint-sized patches, to glow. the mountains during the war in an effort to cut off
She panicked, thinking her expected time had come, vital supply lines or to disrupt the rail network. This
but her doctors - unable to explain it - now attested activity had driven out the native inhabitants of the
that the problem was no longer life-threatening. Rockies, leaving empty communities and deserted
They further assured her that, with the miraculous one-stoplight towns. The nuclear winter was already
regenerative capabilities of her cells, the process of beginning to settle in as well, dusting the remnants of
degeneration would be a gradual one, taking weeks, these Rocky Mountain battlefields with a fine layer
and that the “glowing spots” could be covered, at least of irradiated snowfall. The challenge of surviving
for the time being. became far more difficult, now that people had been
Despite the news, around the same time things driven out and the wildlife was beginning to die off.

29
began to go bad for the central authority of Denver. The few foods and other supplies found in the region’s
Continued harassment by the urban crazies led to abandoned towns were also becoming contaminated,
a concerted effort by the DCR to sweep the worst so that incidents of radiation sickness rose. By their
neighborhoods and “pacify” them. The technological third week, virtually all of the refugees suffered from
edge of the DCR was significant, but the diminishing contamination to some degree.
When the refugees reached the outskirts of Aspen, Gunnison first reached the town. Only a handful of
however, they found a town very much alive. people remained, few of whom were natives: these
Surrounded by a makeshift wall, the small resort city included a total of 1,000 followers of the “Aurora
appeared to have been fortified by survivors of the Evangelical Church of Jesus Christ”, whose leader,
Fall. The rag-tag refugees at once came under scrutiny Pastor Jeremy Bright, had made Aspen the site of an
by the “Christian Citizen’s Committee of Aspen”, but annual gathering for his “church”. Having rented out
the sheer number of children among them prevented the Aspen Convention Center for the hosting of an
any immediate attack. Instead, Princess, Sledge, Evangelical revival (and the filming of the church’s
O’Malley, and the others were shepherded in and yearly evangelical telethon - normally held in his
given hospitable (albeit shaky) sanctuary. Church’s headquarters of Las Vegas), Bright and his
Over the next few weeks or so Princess and her people had remained when others fled. Inheriting
people learned that Aspen had been abandoned the small resort town, with the poshly-appointed
by most of its 5,000 inhabitants when word of the Convention Center as his base, Bright counted among
battles between National Guard units and Pacific his followers numerous right-wing rich from all across
Union airborne forces at Glenwood Springs and America, including powerful businessmen and energy
lobbyists. Most of these were living in deep denial
about the War, turning to Bright’s comforting charisma
to insulate them from the horrors beyond Aspen.
Bright, besides being (at least outwardly) a
Christian, businessman, and charismatic leader,
was no fool. He recognized the power that had just
landed in his lap. He had never been one to resort to
cheesy “apocalyptic evangelism” to gather money and
followers (preferring to focus on optimism and self-
betterment to trick people out of their cash), but here
had come the prophesized apocalypse like manna from
heaven. That the “wicked cities” had been stricken,
and people like he and his followers had survived,
made the prospect of firebrand fear-mongering
just too easy to resist. Since the Fall he had turned
Aspen into a respectable community of like-minded
people dedicated to Christ and righteousness.
Attending Sunday services was mandatory; dressing
in wholesome clothing, addressing one another as
“brother” and “sister”, and engaging in all-American
pass times (weather permitting) were encouraged.
He’d even begun to vilify the old way of life (the
“Ancient ways”, which had surely brought down the
wrath of God), and even those outside Aspen’s walls
as “irredeemable sinners”. One didn’t have to go
far to find proof that what he said was true: the only
survivors in the mountains were now scattered bands
of desperate bandits and thieves, and the marauding
remnants of military units (who could be just as bad, if
not worse).
But along came a pretty young woman and a motley
band of pitiable children - accompanied by a priest.
Pastor Bright immediately sensed a threat to his little
“Utopia”, but his followers (many of them secretly
eager to find out there was more to the world outside
than just “sinners” and “devastation”) demanded that
they be given shelter. Fearing that his followers might
turn against him if he refused, Bright relented.
For several weeks Princess, O’Malley, and the
30 others stayed in Aspen, but soon found Bright’s way
of life suffocating. Bright, for his part, did his best to
make life miserable for them as well - though stopping
just short of persecuting them. But her own unusual
charisma was beginning to take root in Bright’s any possible backlash against him for promoting the
followers, many of whom were now beginning to idea of leaving Aspen in the first place, and it worked
see the dangerous road they were headed on under to some degree. When people began to dry up and
Bright’s guidance. Soon there were murmurings die, a small faction of the refugees began to murmur
advocating the creation of a secular government against Princess, blaming her for her youth and lack of
apart from Bright, one that mandated a separation of education, wondering why they ever agreed to follow
religion and politics. her in the first place. Compounding things was the
Seeing the writing on the wall, Bright resorted to a revelation that Princess had somehow gotten pregnant
desperate plan. Eager to keep his followers, many of during the journey, and the idea of an unwed teenage
whom had been powerful and influential in the pre- mother went against everything the closest followers
Fall government (and whom, he hoped, would retain of Bright believed in. These Bright kept close,
power if and when the federal government managed to knowing that someday their dissatisfaction could come
rebound from the War), Bright organized a “town hall” in handy…
meeting where he petitioned his people with a plan. Almost all hope was lost, until at last, one morning
He invited Princess and O’Malley to attend, and, in a the distant shape of an abbey was seen on the horizon.
masterstroke, addressed them as equals in a deceiving The refugees had come across the isolated abbey
show of humility and reconciliation. of Monticello, whose resident monks had survived
Bright put forth the idea of abandoning Aspen and the Fall miles from any urban centers. A visiting
heading further west. The citizens - including Princess Bishop now reigned over the community, opening the
and O’Malley - were surprised by the unexpected monastery’s gates to other survivors of the Fall who
idea of a full evacuation. But citing reports that a had congregated there (seeking assistance and basic
large gang calling themselves the “Ravagers” had medical care), many of whom, like Princess, were
begun terrorizing small towns further south in the showing the first signs of mutation.
Rockies, Bright claimed that it was only a matter of At Monticello the refugees found shelter, food,
time before Aspen too, was attacked. Furthermore, water, and other refugees. They also found a secluded
if they managed to survive the Utah badlands, it was society of the religious hungry for news of the
a short trek to Las Vegas - a city that Bright insisted, outside world. What news they did bring was ill-
due to the fact that short of Nellis Air Force Base tidings, however; the cities had plunged into chaos
had no relevant nuclear targets, would be intact. and savagery (Denver’s gangs had seized control and
That Las Vegas was also his hometown, the base of turned to cannibalism, after all), the rural communities
his Evangelical empire, and a place where he was had dispersed, the military’s remnants were now
owed many favors by many influential people (and as desperate as the civilian survivors, and rumors
thus would guarantee him a place in the post-Fall of “mega-gangs” prowling the roads caused great
political landscape if he so wished), was a fact he concern.
did not immediately share. As a coup de grace, with During their stay at Monticello Princess gave birth
craftiness comparable to a real-life Mephistopheles to a daughter, whom she named “Angel”. The child
Pastor Bright ingeniously hit Princess below the belt, was clearly mutated but strong, exhibiting some of
showing brochures of the “family fun” to be had in the bizarre regenerative capabilities of her mother.
Las Vegas to the orphans, who were soon behind the Though deformed, she was baptized at the monastery.
plan 100%. Princess, saddened by the idea of bringing such a weak
Princess had little choice but to go along. History child into such a horrific world, was comforted by the
isn’t clear, but she may have been just as eager as the Bishop with an old saying: “The birth of a child is
other inhabitants of Aspen to move on. Whether or not proof that God wants the world to continue on”.
she realized the dangers of the long journey, Princess Despite her ignorance, urban upbringing,
and Bright, with their combined followers, began to questionable past, and relative youth, Princess (now
move west. exhibiting a full-body glow from her complete cellular
ionization) was well-liked by the monks of Monticello.
THE STAKES INCREASE Before long they were questioning her and the others
Passing through the Utah badlands was a torturous where they planned on going. They were welcome to
ordeal. Like the Rocky Mountains had been, many stay as long as they liked, but the Bishop confessed
of the towns in Grand and San Juan counties were that their own supplies would eventually run dry. A
deserted; those that were inhabited had turned recluse, more permanent home had to be found for the children
and shunned all contact, even going so far as to go and the other refugees.
When the plan to go to Las Vegas was revisited, it
31
underground to escape detection. During this period
Pastor Bright, seeing the toll this new leg of the was a source of contention. Many Aspen survivors
exodus was going to take on both his and Princess’ had grown weary from the unexpected hardships of
followers, cleverly let Princess assume gradual control the journey from the Rockies, and arrogantly insisted
over their combined peoples. He did this to prevent on staying at Monticello (despite the abbot’s warnings
that its sustainability would not last forever). But the Commission, or just “The Commission” for short)
vast majority, who were now firmly in Princess’ camp, for the right to settle here, the Bishop suggested
were ready to go wherever she led them. to Princess that all was not lost. The city could be
Before he tragically died of infected keloid lesions rebuilt. They had people and the will to survive. She
that winter at Monticello, Father O’Malley completed was an example of the resilience of this new, post-war
a comprehensive report to the Bishop - the only world, in which even a simple young woman could
legitimate Church authority for miles, possibly resist the devastation of the atom and flourish. She
anywhere in the world, as far as anyone knew - had, after all, survived massive doses of radiation
detailing what had occurred in Denver, Aspen, and during the Fall, and had gone on to give birth to a
Utah. The Bishop, a hopeful and religious man who baby girl who had survived against all odds. The
was ready to see signs in the most innocuous places, Bishop suggested Princess and her followers turn Las
made a surprising move: he promoted the idea of Vegas into a “beacon”, a light in the darkness of the
someday venerating Princess, citing Father O’Malley’s wasteland to draw others from all over, to become a
reports of her miraculous nature. By Church law a sanctuary for the sick, diseased, and mutated.
candidate for sainthood had to have three miracles The idea proved to be a catalyst for Princess
attributed to him/her, and Princess already had two: and her people, who found hope in working for a
her miraculous regeneration, and the miraculous greater ideal. Efforts to clear the streets were made,
birth of her child, Angel. All they needed was a third scrounging parties were sent into the ruins to find
and final miracle, and she could someday be the first salvageable supplies, and shelters were constructed or
“saint” of the nuclear apocalypse. rebuilt. The Commission, watching from the sidelines,
Pastor Bright was agitated by the attention given were inspired to build as well, though they mostly
to Princess during their stay at Monticello, and by concentrated their efforts on the northern stretch of the
the onset of spring motivated Princess, the children, city. But either way, the old buildings were inhabited
and his own followers to move on. With little and a drive was initiated to restore power. Power,
reason remaining to stay at Monticello, the Bishop, Princess believed, would let them “light up Vegas like
his monks, and their own refugees also uprooted a light bulb that could be seen for miles”, drawing
themselves and chose to join in their journey. the destitute and hopeless to the new paradise they
planned on building.
LAS VEGAS - A ROYAL FLUSH
Las Vegas, Nevada, was not as Pastor Jeremy Bright
had imagined. Or as he had promised. It was a
THE PASTOR CASHES IN
ruin, still covered in the deadly fallout left over from HIS CHIPS
tactical nuclear weapons detonated over nearby Nellis The Las Vegas Nuclear
Air Force Base. The “glittering jewel of the desert” Power Plant had just become
was dark at night, its streets, its Strip, and its world- operational right before the
famous gambling destinations plunged into lightless Fall. A complex of twin, state-
shadow except for a subtle violet haze that hovered of-the-art nuclear reactor buildings, LVNPP had been
over the ruins like a radiated corona. The streets were built not only by the greater city of Las Vegas, but by
empty, the thrill-seeking inhabitants having panicked funding and contributions from the major gambling
and fled when the first bombs began to detonate. Fires establishments of the area. Power needs, like water
had claimed large swaths of the city, leaving a belt needs, had grown in necessity with the growth of
of ruin surrounding the inner city. Only the haunting the city, and true to its future name, the “City of
empty husks of the city’s infamous pleasure-palaces, Lights” demanded a tremendous amount of electricity.
the grand casinos, stood intact. Existing power sources were insignificant for the
As is wont to happen with people pushed too far, massive mega-casinos that planners envisioned in Las
a good number of followers wanted to string up Vegas’ future, and LVNPP was the solution.
Pastor Bright for having led them hundreds of miles, Princess and her people found the power plant
through mountains and hostile desert, to this “empty to be deserted but only slightly damaged. As they
bit of nowhere”. Now that she was regarded as their learned from the Commission, when word of the
“leader” of sorts, it was only Princess’ intervention coming war reached Las Vegas, the technicians and
that saved Bright from being killed. engineers at the plant promptly decided to shut down
At first the refugees didn’t know what to do, the reactors to prevent a meltdown in the event of a
faced with the grim reality of having come here for catastrophic nuclear strike, or, even if the city wasn’t

32
nothing, but it was an idea put forth by the Bishop hit, the possibility of an electromagnetic pulse in the
of Monticello that brought everyone together. After atmosphere damaging the plant’s control computers.
striking a deal with the city’s two dozen inhabitants Thus, LVNPP was almost in perfect shape, a nuclear
(a pathetic band of ruin-pickers and two-bit gamblers plant whose switch had simply been turned off - and
humorously calling themselves the Nevada Gambling waited for someone to turn it back on. Yet none of
Princess’ followers (or any among the Commission) preventing the potentially-lethal doses of radiation
was certified to reactivate something as complex and from killing off her tissues or organs. Effectively
dangerous as a nuclear reactor. “radiation immune”, she was nonetheless impregnated
After months of trying to revive the reactor using with heretofore unheard of levels of roentgens, turning
manuals at the plant, and more technical diagrams her into a living, lethal source of radioactivity.
looted from libraries throughout the city, a third News of the accident left the people of Las Vegas
“miracle” occurred - but one with tragic consequences. torn and unsure of what to do. Some insisted they
With men working inside the main reactor, Princess, find a way to shut down the reactor from outside,
Pastor, and a committee of the city’s new civic before moving in to try and treat Princess. Those
council were at the plant to oversee the operation’s few who had any knowledge of the plant had died
progress when a freak accident occurred. A critical in the accident, however, and shutting the reactor
event occurred with one of the fuel rods inside off would be impossible short of blowing up the
the reactor was struck against a foreign surface (a building - killing Princess in the process, and likely
tungsten carbide block being used out of ignorance contaminating the entire city and nearby desert in a
as an “anvil” for straightening the dented rods). A new cloud of deadly fallout. Bright argued against
burst of blue light instantly filled the reactor chamber, this, as did the Commission, who had no loyalty to
starting a reaction that somehow activated the reactor Princess but whom greatly desired to keep the flow of
core. The seven workers in the room, as well as electricity open.
Princess (directly) and Pastor (to a lesser extent, as Pastor Bright, leading a group of loyal followers
he was wearing a radiation suit at the time at his own in radiation suits into the power plant, claimed they
insistence, even though the plant was not supposed would make contact with Princess and ask her what
to be operable) were exposed to massive doses of she wanted them to do. Whatever occurred inside
radiation. Princess rushed to the workers in the reactor the complex - for it was now off-limits to the general
to try and assist their escape, while Pastor retreated public, “for their own safety” - Pastor Bright emerged
from the chamber and sealed off the compartment, with a grim and heartbreaking message.
ostensibly to “protect the members of the civic
committee from becoming irradiated as well”.
Princess was forever trapped, and she knew it,
but she was thoroughly opposed to endangering her 33
The seven men in the reactor died within minutes, people with any attempt to extract her from the reactor
but Princess survived. Her body’s superhuman chamber or damage the plant. Her mission, to turn
ability to regenerate cell death now leapt into action, Las Vegas’ lights on to create a “beacon for all”,
was of paramount importance. She would remain outposts and cells across the wasteland. With the
in the reactor chamber and repair the facilities for Bishop’s removal from Las Vegas proper, Bright was
loading/unloading the reactor rods, and stay as long free to pervert the hierarchy with his own followers
as her body would hold out. She put Pastor Bright and “disciples”. The Commission, whatever their
in charge in her absence, pleading to her followers to involvement had been, were rewarded with near
avoid entering the power plant to see her. She would autonomy in the northern part of town, which they
communicate to her followers through Bright, passing could do with as they wished.
messages through the shielded door to him until Unknown to most, throughout the slow
her body’s recuperative abilities were spent and she transformation of her people into a zealous and corrupt
ultimately passed away. religious brotherhood, Princess (now known to her
followers as the “Priestess” at Bright’s insistence)
ONE LAST HAND remained alive in the reactor. With her inhuman
Pastor Bright assumed control of the Las Vegas recuperative abilities, no doubt accelerated and
refugees not long after. Heeding Princess’ wishes empowered by the radiation she was continuously
though terribly traumatized by her loss, the refugees exposed to, Princess’ cells replenished themselves
(including her daughter, Angel, who would go on to at an unthinkable rate. Simply put, she found that
found the first order of Force Masters) turned from the despite fearing an early death, she was unable to
tragedy to embrace the one good thing that came out die. Age, a factor in all normal people’s lives, did
it: Las Vegas was now lit up, burning bright under the not affect her; the natural degeneration of tissue and
desert moon. Soon would come other survivors and organs from advancing time did not affect her, as she
other refugees, and the rebuilding of the world could merely regenerated dead and dying cells. Trapped in
begin. a glowing cell and unable to die naturally, and taunted
With Princess gone, Pastor Bright settled and tormented by a bitter Pastor (who came to visit her
subtly into power. Rumors that he had somehow on occasion, speaking through the lead-laced glass of
orchestrated the accident at the plant with the help the reactor compartment) she withdrew into herself.
of the Commission (who had supplied the faulty fuel Pastor Bright eventually died of thyroid cancer
rod) were suppressed. With a small core of loyal years later, but not before he transformed Las Vegas
followers (those who had questioned Princess from from the ground up into a marvel of sheer lunatic
the start) he began to mold the refugees into a new proportions. Virtually ignoring the desperate cries
society. The only thing he really knew well - religious of Princess in her irradiated tomb, Bright grew drunk
quackery - became his tool once more, as he slowly with power. Pretending to be acting on her orders, he
transformed the people of Las Vegas into a perverse was successful in establishing a mysterious society
theocracy. To avoid being called a despot, on the that first worshiped a quasi-Christian God then, as
exterior he developed a system of shared power, time went on, turned to the worship of “radiation”
ostensibly with Princess at the top, and him as the sole itself. Pointing to Princess’ unnatural healing abilities
intermediary between her and her followers (again, and inconceivable refusal to die, and the “new and
“for their safety”). He would become her mouthpiece, marvelous” mutations evident in the growing influx of
communicating her will and leadership to the people refugees coming to Las Vegas everyday, it was easy
at large. Also sharing power (at least on the surface) for him to personify radiation as an abstract force
was the Bishop of Monticello, leader of the monks and make it a thing worthy of worship. As time wore
of Monticello, but for him Bright (pretending to be on, and people only grew more ignorant, this quack
speaking for Princess) had other plans. Bright charged religion took root.
him with spreading the word of this new religion’s Bright passed away, but the damage he inflicted
open-door policy beyond Las Vegas, establishing was already done. His followers, who would become
a branch of the Brotherhood ecclesiarchy known as

THE TREFOIL - SYMBOL OF THE BROTHERHOOD


Most outsiders consider the “mushroom cloud” the symbol of the Brotherhood, but the Ecclesiarchy’s official
icon is the trefoil, an ancient, pre-Fall symbol long associated with radiation - and everything nuclear. The
trefoil is worked into banners, temple masonry, and even personal amulets and rings worn by powerful
Brotherhood clerics.
The overt symbolism is obvious, but there is also a hidden meaning to the symbol. Most only see the three
arms created by the trefoil, but when one includes the spaces in between the arms, there are actually six equal
34 pieces to the trefoil. This is seen as representative of the six orders of the Brotherhood: Seekers, Progeny,
Infused, Enlightened, Illuminated, and the lofty Krytarch. The three primary arms of the trefoil stand for the
latter three, considered the “Nuclear Trinity”, for they are by far the most important - and powerful - of the
Ecclesiarchy’s orders.
the “Censors”, buried the treacherous secrets of the “orders”. These orders each have a distinctive name,
past and perpetuated the worship of radiation. The code of dress and behavior, and degree of authority/
power plant at the heart of the city had claimed their responsibility to the Brotherhood Ecclesiarchy as a
once-great leader, Princess (now worshiped as an whole.
“immortal being”, a sort of living “goddess” with The various orders of the Ecclesiarchy are:
whom all contact was restricted, under threat of death),
but her loss had been for a greater cause - the cause Order Description
of radioactive power. The lessons of Princess’ life, Seekers Believers who are not (or cannot
living and dying to recover the secrets of nuclear be, for one reason or another)
power, became the life goal of generations of deluded ordained
believers. Progeny Lowest rank of cloistered members
Today a much different people inhabit the “City of Infused Followers who have undergone
Lights”. Rising from the ashes of the Fall, clouded in ritual exposure to radiation
a shadowy past, is a religion on the scale of medieval
Enlightened Brothers disseminated into the
Rome, with adherents proliferating through the ranks orders of Force Masters, Psions,
of those “birthed by Holy Radiation”, i.e. mutantkind. and Censors
The missionary works of the Bishop of Monticello
Illuminated Leaders, prophets, and ministers of
(now long dead) have created cells up and down the the Brotherhood
trade routes, populated by followers keeping their ear
to the ground for lost sources of radioactive materials, Krytarch Overall head of the Brotherhood of
Radiation
fuel, and technology - all things that have become
objects of worship. By extension, the glorification
of mutants has also become a key component of SEEKERS
Brotherhood beliefs, for they are truly “children of the "Seeker" of the Brotherhood is a broad term that has
atom”. In Las Vegas itself, a powerful ecclesiarchy come to indicate those vast numbers of mutants who
now exists, draped in unparalleled wealth, influence, have heard the Brotherhood's message and flocked to
and power that hasn’t been seen since the days of its banner, but who still lack a deeper understanding
the medieval Church. It is paralleled only by the of the religion and its true aims. Seekers can be
decadence and moral ambiguity of the town’s ugly found virtually everywhere on the Twisted Earth,
mirror, the district controlled by the Commission now from bustling market towns along the main arterial
known as “Sin City”. This grand city is stratified into trade routes, to the most distant outposts of the deep
many layers and tiers, and has its own sordid, shadowy wasteland. Their name, “Seeker”, describes the
secrets. personal journey that each individual takes to reach the
But this is Vegas, a city that has always been good at fabled City of Lights and join with the Brotherhood.
keeping secrets… To some this journey involves an actual pilgrimage,
packing up their meager belongings and leaving their
impoverished homes to travel hundreds of miles to
THE ECCLESIARCHY reach the city. To others this involves spreading the
Officially known as the “Enlightened word of the Brotherhood wherever they go. Most
Hierarchy of The Mutant Race”, Seekers are benevolently ignorant to the truth lying
the hierarchical organization of beneath the surface of the Brotherhood. These
the Brotherhood of Radiation is individuals have only heard the stories of the religion’s
strictly stratified into ascending good deeds, or blindly believe in the insidious

THE SECRET FATE OF SOME SEEKERS


There are whispered rumors of a secret ritual performed by the Brotherhood, known as the “Ritual of
Sacrifice”. According to Seeker lore, a follower of the “Glow” who first comes to the City of Lights is
sometimes approached by cloaked members of the Enlightened one or two nights after arriving. These
cloaked men move among those who have only recently arrived in town, and claim that if the pilgrim follows
them, telling no one that she is leaving, she has a chance to be used as an “instrument” to further the glory of
the Ecclesiarchy. The only drawback is that she will never see her family or friends again. Most accept the
calling and follow these shady agents of the Brotherhood, and are indeed never seen again.
Rumors abound as to what happens to those who go, from being “fast-tracked” to Enlightened status to
being “transformed” into an Illuminated. The reality is much more horrific; those gullible recruits taken
by night are invariably fed to the abominations and other monstrosities bred by the Brotherhood in their
35
underground spawning pits beneath Nellis Air Force Base, serving as a steady source of food for one of the
Ecclesiarchy’s darkest secrets.
propaganda leaked out by the Brotherhood to other truly understand), or will draw the attention of the
communities Brotherhood who will have mercy on them and bring
The vast masses of Seekers (whose numbers include them into the fold. Though they are poor, hungry, and
entire tribes such as the Followers; see The Broken destitute, the Seekers are generally filled with hope

36 & The Lost) camp outside the walls of the City of


Lights, living in huge squatter camps that ring Old
that their lives are going to get better because of the
Brotherhood, and live their lives not only contented,
Las Vegas like a second city. Most Seekers believe but eager to learn more.
that proximity to the Brotherhood will bring them In addition to being an entire caste of loyal and
insights into the “Glow” (a phenomenon few Seekers zealous followers for the Brotherhood, the ranks of the
BECOMING PROGENY
Once each year members of the Infused, including at least one Censor, venture into the camps of the Seekers
to select new Progeny. They listen to potential candidates, as well as consider reports from others advocating
a particular member to be promoted into the Ecclesiarchy. Sometimes existing Progeny will select a Seeker
to join their ranks due to some service or exhibition of loyalty, but usually the Progeny jealously restrict
entrance and do not support Seekers attempting to enter the Brotherhood (it is true that many Seekers work
their entire lives hoping to earn the good graces of the Progeny above them, only to be passed over again and
again because they are more useful where they are).
However, the ranks of the Progeny must grow and the Infused walk the camps looking for likely
candidates. As mentioned, candidates can be selected through referral, but more often than not they are
simply selected by the Infused at random. To most Seekers and Progeny the selection seems completely out
of the blue, but in reality the Infused observe the crowds using their telepathic powers to determine who is
the most loyal, who is the most dedicated, or who has the most psychic potential. With simply a glance the
Infused are able to bypass those who are unfit, or those who just aren’t dedicated enough, and find the true
“diamonds in the rough”.

Seekers also provide other services. Many Seekers even brutish tactics are usually sufficient to keep the
willingly offer up food, water, and trinkets to the masses in line. Most Progeny aren’t wise enough to
Brotherhood as “donations” (not unlike the giving understand the theology and pseudo-metaphysics of
of gifts to monastic orders in the ancient world). their Brotherhood masters (and never will be), and so
Their camps also indirectly serve the Brotherhood by simply content themselves with serving the religion
generating income, as merchants have begun to follow the only way they can.
the masses of Seekers and now trade has begun to Progeny also serve as cooks, scullery boys, animal
flourish in the City of Lights. handlers, porters, copyists, craftsmen, and laborers,
Though most Seekers know little of the and can be found throughout the City of Lights as well
Brotherhood, what they do know is usually a as on Brotherhood missions to far-flung lands. Some
positive, naive, and altruistic image. As such Seekers might join an Illuminated’s train of personal servants,
spread reverent (and often exaggerated) tales of the mending robes, cleaning rooms, and taste-testing food
Brotherhood wherever they go, and thus serve as a for her master. Those with a particular talent might
second voice for the Brotherhood, helping to affirm be chosen to become choir members or musicians,
their roles as the “saviors of mutantkind”. who then receive further training and become part of a
Brotherhood elite’s personal entourage of entertainers.
PROGENY A Progeny with a strong voice might be selected
The ranks of the "progeny" lie at the bottom of the to read sacred passages at religious ceremonies, or
Brotherhood's hierarchical pyramid; like all societies, chosen to join teams of camp enforcers to act as the
the masses lie here, at the foundation of the entire Brotherhood’s mouthpiece when public declarations
religion. The Progeny include lesser members of are to be made.
the cult such as low-ranking brothers and sisters, as Because of their low intelligence and limited
well as lay workers and dedicated followers who do potential most Progeny are little better than the
not have the ability or potential to rise higher in the Seekers (see above), but they are feverishly proud of
ranks. Unlike Seekers, however, Progeny have been their positions and titles, and jealously guard against
accepted into the hierarchy for some reason or another; those who lie beneath their station.
sometimes an individual is promoted into the Progeny
simply with a nod from a high-ranking Infused who INFUSED
passes by, or through a more complex ritual involving Those who are deemed worthy of joining the
voiced praises from her peers and her immediate Brotherhood are selected for any number of reasons,
superiors from among the Progeny. To many mutants from physical prowess to mental acuity, or simply for
this show of acceptance can be the greatest gift they’ll possessing unusual or powerful mutations that could
ever receive; low-witted individuals, or creatures serve the Ecclesiarchy well. Still, by tradition even
greatly stunted by their mutations, often remain at this the most promising recruit to the Brotherhood must
level for the duration of their lives. undergo a spiritual and physical transformation known
The Progeny of the Brotherhood fill a wide variety as the “Ritual of Infusion”.
of roles, as befits their numbers and diversity. Many
Progeny serve as mundane watchmen or camp
The Ritual of Infusion is a personal test given to
each and every recruit, and takes place inside the 37
enforcers, walking among the camps of the Seekers, First Holy Temple - a sacred site normally forbidden
keeping an eye on their activities, watching out for to all but the most trusted Censors. Here, in one of
trouble, etc. They are mostly unskilled in combat, but many deteriorating, radiated chambers that riddle the
PERSECUTORS
The Persecutors are an infamous branch of the Ecclesiarchy made up primarily of elite Force Masters
and Psions, and overseen by hand-picked members of the Censors. The Persecutors are a special military
division of the Brotherhood charged with eradicating the threat posed from pureblood humans. What this
mandate typically means is that the Persecutors are responsible for policing the masses coming to the City of
Lights, searching for purebloods attempting to enter the city, and apprehending them.
The Persecutors are a recent addition to their hierarchy of the Brotherhood; in years past the Brotherhood
had no qualms with pureblood humanity, and thus there was no need for a militant approach to dealings
with their kind. In recent decades, however, the rise of radical pureblood factions and societies (such as the
original Foundation, the Revenants, and a handful of racially-motivated raider gangs) became a cause for
understandable concern. The Persecutors were founded as a result of this underlying caution in regards to
the “non-mutated”, which has since served the Brotherhood well. Rumor has it infiltration attempts by the
Revenants have been thwarted in the past, including a plot to smuggle a neutron weapon into the City of
Lights to eradicate the mutants and leave the city intact for Revenant exploitation.
No one knows if such wild tales are true, but the Brotherhood funds the Persecutors well and their powers
are on par with the Censors, at least in executing their mandate.

dilapidated nuclear power complex, a new recruit


is required to endure exposure to potent doses of The orders of Enlightened are:
radiation, usually in the form of a Highly radiated Force Masters: Masters of the martial pursuits,
source being brought into the room. Here, in the the Force Masters are trained to focus the powers of
unnatural glow of a discarded reactor rod (or any other telekinesis to create weapons and armor of pure energy
bit of radioactive waste), the supplicant is expected to from their thoughts. The true “mind knights” of the
kneel and bask in its “miraculous energies” - though Brotherhood. Force Masters are employed as elite
some zealous recruits even seek to touch it, handle soldiers sent to protect Brotherhood envoys/emissaries
it, etc. as one might a holy relic. Worshipers are traveling in distant lands. Members of this order gain
informed of the deadly nature of being in the “Glow‘s” access to the Force Master advanced class.
presence, making it an even more powerful sign of Psions: Psions are masters of precognition, putting
loyalty and obedience to willingly undergo the Ritual. their talents to use reading what the future has in store
Those worshipers who survive the life-threatening for the Brotherhood. Besides those raised by the
Ritual of Infusion become members of the “Infused”, benevolent “Hiroshiman Order” (see later for details
indicating not only have they passed an important on this sub-faction of the Brotherhood), most Psions
test, but that they have proven themselves fit (in are relegated to serving in the Brotherhood military,
both body and dedication) to serve the Brotherhood. putting their talents to use foreseeing the movements
Most newly-ordained Infused spend the next few of enemy armies, and advising military commanders
days or weeks recovering from debilitating radiation with their uncanny predictions about coming
sickness, losing their hair and purging themselves certainties. While individual Psions are often turned
(I.e. vomiting). It is a physical process which is also to by the Krytarch for advice or prophetic visions,
seen as a spiritual “metamorphosis”, symbolizing the there is also said to be a branch of the Ecclesiarchy
Infused’s passage from mundane into something far hidden from the public whose focus is bent entirely to
more wonderful. predicting the future of the Brotherhood in the grand
scheme of things. In addition to being able to foretell
ENLIGHTENED the fates of entire factions (such as the Foundation,
After years of service to the Brotherhood in various Brethren, etc.), they are said to allow the Illuminated
menial or administrative roles (from soldiers to to see, years in advance, the results of their plots and
missionaries to clerks), those Infused who either machinations - though whether any of this is true or
exhibit a natural affinity for mind powers, or have not is open to speculation. Members of this order gain
otherwise developed their latent neural talents access to the Psion advanced class.
(assuming they have them), graduate into the ranks Censors: Arguably the most powerful (and
of the “Enlightened“. Three separate schools (or feared) order of the Enlightened, the Censors have
“orders”) exist for the training of the Enlightened, held practical control of the Ecclesiarchy since the
focusing on enhancing either a mastery of telekinesis, Brotherhood’s earliest inception. Gifted with the

38 precognition, or telepathy. Depending on which


field the Brother most excels at, he will be given to
ability to read minds - and in some cases, control
bodies - the Censors’ duties are to use their powers to
that order to be trained and will from there on out be protect the Brotherhood from all enemies, foreign and
expected to serve until death. domestic. As such, the Censors are entrusted to ferret
out the weak or unworthy, judge the guilt or innocence
of accused criminals, root out spies and heretics from
the ranks of the Ecclesiarchy, police the masses, and NAMES
even perform espionage against other major wasteland All who enter into the ranks of the Infused are
powers to find out their plans and, when needed, required to forfeit their former name, regardless
infiltrate their ranks to insure the Brotherhood’s of their cultural background, racial origins, and
security is maintained. Members of this order gain mutations. To signify that they are “re-born”,
access to the Censor advanced class. and to reflect their worship of the atom, all who
survive the rituals are given a new name that they
will be known by until the day they die.
ILLUMINATED Brotherhood names would appear random and
The Illuminated comprise a very meaningless to outsiders, but to each member
select few, a narrow strata of of the Brotherhood there is hidden meaning and
Brotherhood society that rests at inexplicable value to each name. These names
the very top of the hierarchical are reminders of the glory of the “Glow”, and of
pyramid. Elevated beings, these the ancient words used to describe the “Glow” in
creatures are members of the so- its infinite forms.
called “third generation” of mutant kind, deformed The following is a list of sample Brotherhood
and powerful beings groomed for what some say is a names. Names always follow the acolyte’s title
special, “secret” purpose. Like other members of the (Brother or Sister for followers up to 34 years of
Brotherhood they are ritually exposed to radiation, age, Father or Mother for followers ages 35 and
but the Illuminated are said to turn their radiated over). E.g. “Brother Nuke”, “Father Strontium”,
bodies into living weapons. Surrounded by a blinding, “Sister Luminosity”, etc.
radiated glow, the Illuminated are looked upon as
Male Female
“angels” or even living “deities” by the masses of
Atom Ausonia
Brotherhood followers. Indeed, the powers exhibited
Cesium Becquerel
by a single Illuminated makes the comparison seem
Hanford Brilliance
quite appropriate.
Though from the outside the Illuminated all Hesperium Chernobyl
seem the same, they are in fact quite varied in Isotope Curie
form, appearance, and powers. The only traits Klaproth Deuteria
shared by all Illuminated are their potent abilities, Kryton Doramad
radiated composition, and their involvement in the Neptunium Dosimetra
leadership and decision-making of the Brotherhood at Nuke Fermi
large. They are also privileged to the history of the Radium Hiroshima
Brotherhood, and are said to know many details about Rem Iona
the world before the Fall and the corruption of the Sievert Luminosity
Ancients. The Illuminated comprise the “inner circle” Strontium Plutonia
of the Brotherhood, a council of equally-powerful and Thallium Polonia
near-omniprescient beings who shepherd the masses of Thorium Protactinia
mutant kind towards a greater future, while protecting Trefoil Purity
the secrets of the present and obscuring the horrors of Tritium Radiance
the past. Uranium Roentgenia
The aims of the Illuminated are widely believed
to involve the betterment of mutant kind, whether in
the form of alleviating suffering to building a new KRYTARCH
civilization for mutants and their offspring. Yet it is Elected by the ranks of the Illuminated, the “Krytarch”
almost a certainly that other goals and plans occupy fills the role of visible figurehead for the Brotherhood
the minds of these super-powerful mutants, and not all of Radiation, resembling the closest thing to a “High
of them are benevolent in purpose. The Illuminated Priest” or “Pope”. Far from a mere puppet, however,
plot and scheme to advance the Brotherhood’s power the Krytarch is almost universally the oldest and most
and prestige, and to weaken other factions contending veteran member of the Ecclesiarchy, and serves as
for control (either of territory, or something as simple arbitrator and final say concerning Brotherhood policy
as the minds of the wasteland’s people), and these - as well as religious dogma. The Krytarch must be
plots thus put the Illuminated in the position of pre- a learned individual, and one whose mind and body
Fall generals, ministers of state, diplomats, policy
makers, and intelligence coordinators.
exhibit unswerving loyalty to the ongoing “cause” of
advancing mutant kind.
39
Members of this order gain access to the Illuminated There is only ever one Krytarch at any given time,
epic class. and the position is held for life. Most Krytarchs are
canonized upon death, their bodies becoming things of Ecclesiarchy makes its power and influence known.
worship or relics worthy of a pilgrimage to visit and Thousands flock to here each day hoping for a glimpse
view. of the monks, nuns, and bishops of the Brotherhood,
or of the legendary “Illuminated”, radiated beings who
are believed to be the true powers behind this bizarre
THE CITY OF LIGHTS religious society. On the other side of town, outsiders
Some call it the “New Rome”, the are welcome and the old flavor of Vegas - a place for
seat of a hegemonic theocracy, fun, debauchery, and action - is preserved through the
while others see it as “Paradise”, efforts of various entrepreneurs, shady or otherwise.
a Mecca for all of mutant kind to This is the Las Vegas of the Twisted Earth.
flock to. From the ruins of a town Welcome to the City of Lights!
originally built on sin has risen a
Holy City, a physical manifestation of the belief that
mutants were meant to inherit the Earth. It is here RUINS (CASINOS/HOTELS/ETC)
that the Brotherhood of Radiation rules, and from The ruins of Vegas are full of them - destroyed,
the glittering palaces that line the city’s streets its crumbling, and disintegrating buildings. Even some
of the great casinos and hotels, once world-renowned
monuments, have been reduced to mere shadows of
their former greatness. All over town one is bound to
MAP KEY find the empty remnants of some structure that was
A map of the City of Lights is provided on the once a glittering pleasure palace, now reduced to a
following pages. The following key indicates husk.
where the major sites are located in relation to
one another.
Adventure Hooks
 Parties unwilling to pay the varied rates of the
1. THE GREAT WAY
town’s numerous hotels could conceivably hole
2. FIRST GREAT TEMPLE
up in any of these ruins, through the conditions
3. BLACK EDIFICE
will be bad at best, awful at worse.
4. CAMP ALPHA
 While investigating the ruins of a particular
5. HOSPITAL OF THE GLOW
building, the characters stumble upon an
6. ARCHANGEL TOWER
abomination dwelling in the darkness of a
7. AURORA TELEVISION BROADCASTING
subterranean basement. A product of the
8. OASIS
Brotherhood breeding programs let loose to see if
9. MERCURY THEATRE
it could survive (see Nellis Air Force Base), the
10. ATOMIC AUTOS
monster will voraciously attack the party on sight.
11. CONVENT OF MOTHER HIROSHIMA
If killed, it will be found to be wearing a curious
12. CRYPTORUM RADIUM REX
tracking collar, which may lead the party into a
13. LADY LUCK
confrontation with the Brotherhood.
14. ALAMAGORDO LYCAEUM
15. THE PIT
16. SKYLINE HOTEL FOLLOWER CAMPS
17. JOKER’S Ignorant, simple, and savage, the tribal people known
18. HOTEL IMPERIUM as the “Followers” make up a major portion of the
19. TEN GALLON SALOON squatters, pilgrims, and other refugees who inhabit the
20. KLONDIKE ruins of Las Vegas. Not intelligent or useful enough
21. PAI GOW PALACE to join the official Brotherhood, those who still revere
22. RED DOG’S the “Glow” and all things mutant still have a place
23. OMAHA HOTEL in Brotherhood society, joining the vast masses of
24. PERSIA unwashed chattel and sycophantic worshipers that live
25. BUFFALO BETTY’S BURLESQUE SHOW in deteriorating camps throughout the city.
26. PARADISE RANCH The Followers are not only worshipers of the
27 PONTIFEX PRESS Brotherhood, they serve several useful purposes as
28. PILGRIM’S PALACE well. Dwelling in camps that virtually ring the Sacred
29. WALLY WORLD LAS VEGAS Quarter (the inner district where only Brotherhood
30. THE MALL monks, nuns, and other clergy are allowed), they
42 31. COLONEL PACHINKO’S
32. BLACKJACK SALOON
serve as a means of isolating the Sacred Quarter from
outsiders; most Followers are quick to alert authorities
33. LAS VEGAS RACE TRACK of suspicious activity or trespassers, hoping to earn
34. PINK FLAMINGO some kind of reward from their Brotherhood masters.
In addition, Followers often feel motivated to donate Master patrols and bands of Progeny with trained
their worldly possessions to the Brotherhood, Rad Wolves to find their way back to Sin City
without stirring up more trouble than they can
Adventure Hooks handle.
 While wandering the camps of the Followers,  Someone in Sin City hires a group of adventurers
a PC is singled out by a demented member of who can be both stealthy and quick. He wants he
the tribe who claims he/she is a reincarnation of party to sneak into the Sacred Quarter and take
a famous Brotherhood “saint”. The tribal will radiation readings around the First Great Temple
follow the character everywhere, eventually - all without getting caught. Who he is, and why
drawing the attention of others. Unless the PC he wants such information, will remain his little
deals with the problem, the attention eventually secret, and if the characters are discovered he will
draws the Brotherhood, who do not have a deny ever meeting them.
sense of humor about outsiders pretending to be
“resurrected saints”. A convincing explanation THE GREAT WAY (AKA THE STRIP)
will be required to prevent the Brotherhood from During the time of the Ancients this road, Las Vegas
acting decisively against such “blasphemy”. Boulevard, was known colloquially as “The Strip”.
 The PCs overhear talk in a Follower camp It still is by the gangers of the Commission (see
of “strange dreams” and “nocturnal visions” Archangel Tower), but the Brotherhood and its people
plaguing people during their sleep. These have come to know it as the “Great Way”.
messages have inspired some to greater heights The Great Way stretches the entire length of
of devotion to the Brotherhood, but from occupied Las Vegas, and along its tree-shaded asphalt
an outside perspective, it all sounds just too are some of the largest temples and religious sites in
fishy. An investigation may lead the party to the known world. The Great Way also serves as a
the source of the strange dreams - not drugs or processional route for Brotherhood religious events,
religion fervor, but a strange broadcast coming such as the Week of Wailing, a seven-day ritual
from the ostensibly deserted Aurora Television gathering in which thousands of worshipers flock to
Broadcasting building on the south edge of town. the City of Lights like Mecca during Ramadan.

SACRED QUARTER Adventure Hooks


The south part of downtown Las Vegas has, over the  The characters observe a procession of robed
years, become the primary haunt of the Brotherhood monks passing through the area along the Great
of Radiation. It has transformed from a glitzy part of Way, and also notice that they aren’t stopped as
town focused solely on gambling and entertainment they enter the Sacred Quarter. If the characters
to become the greatest center of worship in the known need to sneak into the Sacred Quarter for any
world. It is within the confines of this sprawling area reason, they might consider donning robes and
that the Brotherhood has built its vision of a “New slipping unseen among such a procession to do
Rome”, a seat whose grandeur is reflective of its so!
powerful Ecclesiarchy. The have turned old casinos  The buildings up and down the Great Way
into government buildings, and resorts into cathedrals would make ideal hiding places for a sniper, or
dedicated to the worship of the “Glow”. merely a scout wishing to observe Brotherhood
By and large the streets and buildings of the Sacred processions or crowds of worshipers. Of course,
Quarter is reserved exclusively for members of the any one of these buildings could also be inhabited
Brotherhood of Radiation, but visitors with special by vagrants or pilgrims, who on discovering an
diplomatic passes (or during certain times of the year, intruder are sure to report them to the authorities.
during religious festivals) the district may be open to
outsiders. Pilgrims who come hundreds of miles to FIRST GREAT TEMPLE (AKA LAS VEGAS NUCLEAR
see the great temples, as well as merchants seeking
to buy souvenirs or sell their own wares, can then be POWER PLANT)
found everywhere in the quarter, but all such activity Constructed on the former grounds of McCarran
takes place under the careful, all-seeing eye of the Airport, the “First Great Temple” was formerly known
Brotherhood’s Force Masters and Censors. as the Las Vegas Nuclear Power Plant. Considered
at its time to be a Class IV reactor, the LVNPP
Adventure Hooks complex employed gas-cooled fast reactor technology,

43
 On a visit to Sin City, the characters get drunk contained within an enormous building covering the
and somehow take a wrong turn, ending up on 2,800 acres of what used to be the previous airport
the streets of the Sacred Quarter after dark. runway and terminals.
Knowing that they could be killed for such an act The LVNPP was a major undertaking in time,
of forbidden trespassing, they must dodge Force personnel, and funding, part of which came from
the private sector, but which used state-of-the-art on California, or even detonations of nearby Nellis,
technology to accelerate the plant’s power output to the operating authority deemed it prudent to shut
meet the needs of a growing Las Vegas entertainment the reactors down to avoid crippling the plant in the
district. With more and more highrises and super- event of an EM pulse frying the complex’s intricate
casinos going up every day, with greater and greater electrical network. It was a wise move, and had the
power needs to light up the sky and power the demand secondary effect of preserving much of the complex
for more efficient mass transit systems, the new until new inhabitants of Las Vegas would discover it
technology of helium gas-powered reactors came into generations later.
its own. Rebuilding and reviving the plant was a phenomenal
While the plant did supply Vegas’ power needs for task considering the lack of expertise on the part of the
a short time before the Fall, most of the plant was early refugees who came to the city, but a rudimentary
shut down as a precautionary measure at the outbreak system was patched together through scrounging the
of international hostilities. Fearing a nuclear attack plant ruins, the shells of old libraries, and locating old

44
service robots on the plant grounds. With this hodge- of power continues to be generated by the reactor,
podge of knowledge the plant was on its way towards powering everything in Las Vegas that has any form of
being fully restored when the accident that claimed the electricity.
Brotherhood heroine, Princess, occurred.
Today the LVNPP is technically still in operation, Adventure Hooks
though it is prohibited to visit. A sort of “Forbidden  A shipment of uranium rods (scavenged from a
City” to the Brotherhood, the plant’s buildings, cooling newly-discovered power station in some dusty
towers, and reactors are off-limits to all outsiders, and corner of the desert) arrives at the gates of the
to most Brotherhood personnel as well. Officially First Temple, where they are to be unloaded and
this is due to “age and gradual deterioration”, which taken to the reactor. Here, using robotic loading
has made the complex dangerous. The grounds units to circumvent the potent radioactivity, the
are heavily guarded at all hours, surrounded by a rods will be transferred to the core, where the
high-security cordon manned by Brotherhood Force undying “Princess” remains trapped. Bold and/
Masters, plasma-carrying Progeny with night vision or powerful player characters who’ve learned
equipment, trained rad wolves, and other mutated the truth of the Princess’ plight may mount a
creatures adapted to tracking or guard duty. The mission to slip into the Temple to find her and
complex itself is also entered on occasion by special make contact. What her reaction would be to
Censor patrols armed with monitoring equipment, an encounter with strangers (other than adoring
to test the plant’s integrity and look for signs of Brotherhood goons who are too excited to see
increasing wear - and do repairs where possible. The her to listen to her pleas for help) is open to
structure is heavily radiated, as the shielding is cracked speculation, but her release could change the
in places and the reactor dome is only mediocre in Brotherhood forever!
keeping the radiation in. However, around 200 MWth  A fire breaks out at the First Temple, and soon

ARTIFACTS OF THE BROTHERHOOD


The Brotherhood is said to have in its possession a number of legendary artifacts that are known far and wide
by the mutated, and serve as symbols of the Brotherhood‘s legitimacy to the mutant race. These artifacts
are jealously guarded by the Ecclesiarchy, for they are one-of-a-kind relics that, in many cases, date to
generations before the modern era.
DOEF109663 Dossier: A disc showing the location of nuclear waste sites, processing centers, and
disposal/storage bunkers throughout the United States. Only accessible on special computers, the disc
contains information that the Brotherhood has used on numerous occasions to mount expeditions to find lost
nuclear sources, fuel, and waste. Many of these have since been named “holy sites”, and shrines/temples
built around or near them for pilgrims to visit.
Rod of Power: An actual uranium rod, normally kept secure in the Great Cathedral, but taken out,
exhibited, and wielded by the Krytarch on special holy days. The rod itself is only partly used, and contains
useable nuclear fuel. It is also highly radioactive (treat as a Severe source of radiation), meaning that it is
hazardous to those nearby and extremely hot to the touch, requiring special gloves (or immunities to radiation
and heat) to handle.
Three-Mile Scrolls: Eighty-six loose-leaf pages of blueprints, and technical diagrams detailing a nuclear
reactor complex, its systems and procedures, major components, and the technology behind it. These scrolls
are essentially a “how-to” guide for building and maintaining a working nuclear plant.
Catalogues of Brother Klaproth: An in-depth survey financed by the Brotherhood and conducted by a
distinguished scholar, listing all known mutant life encountered by the Brotherhood and its agents over the
generations. The catalogues basically contain information on all mutant beasts and mutant humanoids in
Terrors of The Twisted Earth, including descriptions, sketches, physical traits, known abilities, and hazards of
each new life form.
Pot-Belly Pete: This enormous black “bomb” was discovered by the Commission among the ruins of
Vegas, and donated to the Brotherhood as a “goodwill” gesture. Pot-Belly Pete is an actual live hydrogen
bomb (a la “Fat Boy”) ensconced in the Black Edifice in the City of Lights, and revealed once each year to
the faithful during the Krytarch’s Jubilee (a holy day in which worshipers are permitted into a handful of
normally-cloistered sanctuaries of the Brotherhood to revere artifacts of the faith).
Revered Krytarch Neptunium: The preserved corpse of a former Brotherhood Krytarch who died after a
critical accident left him irradiated with over 18,000 REM. The Krytarch passed away after only a few hours,
but his body was kept as a holy relic. Parts of the desiccated corpse (especially the fingers, hands, and face)
45
actually glow, and some worshipers claim heat can still be felt in proximity to the corpse’s resting place, a
lead-lined sealed capsule in the Black Edifice.
alarms sound all over the city. A tremendous dominating in all of Las Vegas, a seemingly-perfect
“fountain” of radioactivity blooms into the sky four-sided structure that points towards the cloudless
over Vegas, visible as a blue “Glow” that brings sky like the mythical Tower of Babel.
light to an otherwise moonless night. Worshipers The Black Edifice is the visible center of the
of the “Glow” all over town drop to their knees Brotherhood’s power, serving as both the functional
in awe of this “sign”, while those in the know and ceremonial heart of the Ecclesiarchy. Similar in
(including the higher-ups in the Brotherhood function to St. Peter’s Basilica in Rome, it is a visible
Ecclesiarchy) quietly slip out of town before the symbol of the Brotherhood as well as the official
city gets too “hot”. During all the chaos come seat of power for the Ecclesiarchy, the repository of
reports of a beautiful, glowing woman emerging some of its most well-known artifacts, and a famous
from the shattered doors of the First Temple, and pilgrimage spot known across the wastes.
people are proclaiming their “goddess” has been The Black Edifice is open to small numbers of
reborn… the public on certain days; it is otherwise closed to
intrusion, for it is very much an active dormitory for
Brotherhood Force Masters. The Illuminated - strange
THE BLACK EDIFICE glowing beings whose angelic presence serves as
A gleaming black building of massive proportions,
inspiration for the masses - are said to also dwell in
what the so-called “Black Edifice” (a.k.a. the Second
the Black Edifice in a secretive and secure part of the
Great Temple, next in line after the First Great
structure, as does the current Krytarch, who maintains
Temple, the Las Vegas Nuclear Power Plant) was
alternative quarters of appropriately lavish apartments
originally meant to resemble has been lost to time.
near the building‘s summit (his other residences are
Still, the pyramid-shaped structure is one of the most

46
the Hotel Imperium and Aurora Ranch). Adventure Hooks
The Edifice is traditionally guarded by a  Pureblood characters have a good chance of
considerable contingent of Brotherhood Force being discovered if/when they come to the City
Masters, who serve as a sort of “Swiss Guard”, of Lights, and if they do, they’ll be taken here.
keeping the grounds secure, patrolling the Edifice’s The Persecutors are looking for signs of spies
vast museums dedicated to preserving the history of everywhere, so escaping accusation (whether
atomic understanding and radiological science, and warranted or not) may sometimes be difficult.
acting as internal security. Mounting an escape may be the only option if the
characters hope to avoid being executed!
Adventure Hooks  The PCs are hired by a man who claims to be
 The Foundation, always seeking means to a merchant. The mission: to sneak into Camp
generate energy to fuel their reconstruction Alpha and rescue a pureblood human who used to
efforts, learn of the Three-Mile Scrolls (see work for him. On at last finding the detainee, the
nearby sidebar) and are looking to mount a raid characters discover he never “worked” for their
on the Black Edifice to get them. Player character employer at all - he was in fact a captive being
Foundationists, or even unaffiliated mercenaries, held by the “merchant” (actually a tech looter)
might be used for the near-suicidal mission. on the suspicion that he might know the location
 Wronged in some way by a powerful Brotherhood of a lost vault. The character might fulfill their
cleric in a distant land, the PCs have tracked him part of the bargain anyway, or they might help
to the City of Lights after weeks of traveling. the pureblood escape and return with him to a
To get revenge, the characters will have to plan secret vault of other pureblood human s located
a daring raid on the Black Edifice, where the somewhere in the Nevada Desert.
influential cleric is currently the guest of the
reigning Krytarch! HOSPITAL OF THE GLOW
Erected on the grounds of an old radiotherapy complex
CAMP ALPHA from before the Fall, the so-called Hospital of the
Lying on the outskirts of town is this sprawling desert Glow is the headquarters of an influential branch of
camp, a concentration center established and run by the Brotherhood known as the “Sisters of Asclepius”.
the Persecutors branch of the Brotherhood. It is here, Here, in an enormous decaying building, the Sisters
in a makeshift “tent town”, that the rare handfuls of attempt to treat the injured and dying, many of whom
pureblood humans found attempting to enter Vegas (or are pilgrims who have made the trek to the City of
even discovered within ten miles or so of the city in Lights from places far away.
general) are taken for indefinite incarceration. The Hospital is a marvel of Ancient technology,
Camp Alpha is well-patrolled by a contingent of though most of the advanced equipment has
Force Masters and Rad Wolves. At least one Censor deteriorated over time. A small amount of medical
is on site at all time for the interrogation of inmates technology was salvageable, however, and over the
(concerning their business coming to a “mutant- years they have slowly managed to piece together this
only” city); the camp itself is run by a high-ranking equipment, as well as rediscover the procedures once
Persecutor whose duty it is to report possible plots or used to treat advanced diseases, cancers, etc.
saboteurs and deal with them accordingly. Most of the ground floor level of the Hospital
Life in Camp Alpha is miserable for those taken is taken over by camps of those being treated by
here, with conditions being little better than a pre-Fall the Sisters. The second story is reserved for the
prisoner of war camp. Prisoners are separated by dormitories of the Sisters themselves, while the
gender, kept in secured barracks, and overseen from top level and outbuildings house treatment rooms,
a series of lofty guard towers. Escape is improbable, surgeries, radiology rooms, etc. A large garden in one
and even attempting to slip out of the compound of the courtyards is used to grow medicinal herbs for
is considered “proof” that a prisoner means the more rudimentary treatments as well.
Brotherhood harm.
To survive, most who are taken here must put up Adventure Hooks
with the humiliation of captivity and the poor living  Characters who find themselves injured or on the
conditions for as long as it takes to have their names run may secure “sanctuary” at the Hospital of
cleared. This can take from one week to six months. the Glow, even if their pursuers are Brotherhood
Those who do live to be released more often than not agents. The Sisters of Asclepius honor their
leave the City of Lights behind, having had enough
of Brotherhood “hospitality” to stay longer than
vow to aid the sick and wounded even over their
commitments to the Brotherhood as a whole, and 47
necessary. the grounds of the Hospital are expected to be
sacred. While enjoying the relative safety of the
Sisters’ care, the characters may still become the
BROTHERHOOD VS. COMMISSION
The long-standing treaty and steady peace between the Brotherhood and the Commission may seem like a
permanent fixture to some, but it isn’t. Sure they were around since the beginning; Pastor Bright made peace
with them, later using them to help cut Princess out of the picture and seize control. He used the Commission
as secret muscle to make the transition from silent partner to total autocrat both smooth and painless.
Over the years they stood quietly by as the Brotherhood took shape, rising from a quack cult to a twisted
perversion of old world religion. The only thing that kept the Commission loyal (and their lips sealed) was
the promise that the “Sin City” district was theirs to do with as they wished, growing fat off of the plentiful
corium coming through town in the pockets of thrill-seeking wayfarers like a flood.
It worked for a long time. The Commission grew rich and Sin City became their personal kingdom, just
like Bright said. But things change. The current leader of the Commission, Bill Nickels, often entertains
the idea of a Vegas free of religion altogether; he’d love to see Bright’s colorful cult reduced to the freakish
sideshow it once was, full of televangelists and over-made-up celebrity preachers crying on camera. Instead
of a hegemonic theocracy, he wants to see the pursuit of business take its rightful place in Vegas: at the top.
Nickels is currently paralyzed by the sheer power and influence of the Brotherhood, however, unable or
unwilling to openly move against them for fear of destroying what progress the Commission have made.
Open warfare would be tantamount to suicide, what with the sway the Brotherhood has over so many
thousands of starry-eyed mutants not only here in Vegas, but all over the desert. But that doesn’t get Mr.
Nickels down. Like the fortunes at any roulette table in any casino in this town, things can turn around on a
dime. You just have to be patient and keep an eye open for the right opportunity…

targets of Brotherhood infiltrators and/or hired bands of refugees - or the movement of predatory
assassins, however. raider gangs. They have continued to hold the
 The characters are recovering from injuries at tower as their “ancestral territory” since, a claim the
the Hospital when an uproar sweeps the City of Brotherhood honors due to each group’s long (and
Lights. The Ascelpians have been denounced shamefully parasitic) history.
as heretics, and the Censors are moving to shut Archangel Tower has been renovated over the
down the Hospital and sweep the Sisters from years using wealth gained as a direct result of the
the city. With the Hospital under siege, the Commission’ relationship with the Brotherhood. The
characters discover a group of Sisters trying to Commission have rebuilt the casino and hotel almost
smuggle someone out of the cordon, a young to pre-Fall standards, and have even revived the old
scion who claims to have prophetic visions which swimming pools for the use of their guests. The
she claims are being broadcast to her psychically grounds are also well cared for and encircled by walls,
from Princess that reveal the ugly truth of allowing the Commission to offer the promise of
the Brotherhood’s past, as well as her current security to those travelers who have reason to fear the
imprisonment. To preserve this vital information other natives of Las Vegas.
the characters will have to protect the girl while Archangel Tower is the nerve center of the
also escaping across the desolate Badlands with Commission gang, and as such much of the compound
armies of Brotherhood warriors in pursuit! is off-limits to outsiders. Still, those parts that are
open to the public generally attract the real high-rollers
ARCHANGEL TOWER and the most serious gamblers. Games of unheard-of
Archangel Tower is the headquarters of Commission, stakes, with the fates of merchant houses or more have
as well as the opulent residence of Bill Nickels, the often taken place here. All in all, a visit to Archangel
gang’s Machiavellian leader. It is also the tallest Tower is generally not for the rank-and-file.
building in Las Vegas, a former skyscraper/casino-
resort on the north end of the city that provided Adventure Hooks
unparalleled views of the desert. They used to say one  When the Commission first found Pot Belly Pete
could see the grow of atmospheric detonations taking (see the sidebar on page ?), Mr. Nickels didn’t
place in the atomic proving grounds out in the desert hand it over to the Brotherhood without first
from the tower top restaurant, and people came from taking out “ insurance”. That insurance was the
all over the country to gamble in its first-class casino bomb’s kryton switch, a vital component needed
under that same unnatural glow. to actually detonate the bomb. Nickels has the

48 Because of its value as a lookout point, Archangel


Tower was inhabited by the Commission since the
switch hidden in Archangel Tower, in the event
that should relations with the Brotherhood ever
earliest days after the Fall. From here the gang’s turn sour, he has something over them (the ability
followers could keep an eye out on the desert for to detonate a nuclear weapon in the heart of the
city).
 Mr. Nickels doesn’t trust anyone, and the AURORA RANCH
Brotherhood is no exception, regardless of their This sprawling, white-walled ranch sits on the edge
long-standing “treaty“. He’s looking to hire of town in a 30 acre plot of land that once boasted a
someone exceptionally skilled (i.e. high level) cactus forest, natural spring, and the sole breeding
to learn more about the Brotherhood’s secrets. grounds of an endangered species of rattlesnake. It
Investigating rumors of strange lights seen in the was the property of Pastor Jeremy Bright (officially,
radiated ruins of Nellis Air Force Base at night is however, it was owned by his Evangelical church, for
a good place to start… tax purposes), his “headquarters” in Las Vegas. Much
of the ranch was destroyed during the Fall.
SIN CITY The Brotherhood rebuilt the ranch and uses it as
Once a nickname for all of Las Vegas, “Sin City” a third alternative residence for the ruling Krytarch.
has been applied specifically to the north portion of When the Krytarch is in residence the complement
town since the time of Pastor Bright and the rise of of Brotherhood security usually quadruples, and
the Brotherhood. It is here, in the rundown part of the trespassers are generally not allowed within a half mile
city that by treaty (made by the followers of Princess of the ranch grounds.
to settle any disputes with the sole inhabitants of the
original town) serves as the local “free trade zone”, Adventure Hooks
that the original pre-Fall flavor of Las Vegas still  Characters looking to get close to the Krytarch
manages to flourish. The traditional “Strip”, lined might consider approaching the ranch when he is
with its old casinos-turned-temples may be what first present - but to do so would be risky. If caught,
comes to mind to outsiders when they hear about the some explaining will be in order to avoid being
“City of Lights”, but it is Sin City that really attracts delivered into the hands of the Censors.
outsiders.  The Aurora Ranch is said to have a museum
For those who come to the City of Lights for dedicated specifically to Pastor Bright, recognized
reasons other than religion, Sin City is there to cater by many as the first Krytarch, with relics and
to their every whim and desire. The Commission artifacts chronicling the early years of the
have benefited tremendously from their almost 300 Brotherhood in Las Vegas. Some of these relics
year-old treaty with the Brotherhood of Radiation, are priceless, and could be traded for staggering
a relationship that has allowed them to virtually amounts of corium to followers of the religion.
monopolize the casinos, gambling dens, drug parlors, Characters sneaking into the ranch and stealing
and bordellos in this disintegrating corner of the these artifacts could stand to make a great deal of
city. It is in this same quarter that the interests of money!
outside merchants are also catered to, and so major
caravanserai have been established here for the rest
and re-supply of Clean and Cartel caravans, as well as
AURORA TELEVISION BROADCASTING
This large downtown building is now crumbling, but
quartering the personnel other regional trading houses.
still features an aging broadcast tower that looms
Merchants, peddlers, caravan guards, mercenaries,
over the nearby ruins. Long ago it was a television
desert scavengers, and wayfarers all walk the same
studio, in specific the broadcast studio used by Pastor
streets under the sleazy glow of the neon lights,
Jeremy Bright for his Evangelical Church’s television
finding virtually endless places to spend every last bit
broadcasts and fund raising telethons.
of corium in their pockets.
Most of the equipment in the building was damaged
by the EMP over the city during the Final War,
Adventure Hooks and scavengers damaged most of what remained
 Characters looking for information, supplies, afterwards. When refugees first came to the city,
or specific individuals might do well coming to however, they saw no need to come here (what world
Sin City to find them. They may not find what was left to preach to?), and the building has remained
they want on the streets, but there is bound to be mostly deserted in the ensuing decades.
someone who knows where to find what they’re
looking for.
Adventure Hooks
 The characters come across the body of a
 Unknown to most, the old T.V. broadcast tower
Brotherhood monk in an alley in Sin City.
has become ground zero for a project run by the
Finding a dead Brotherhood cleric in such a sleazy
Brotherhood’s Censors. The project is an effort to
part of town is one thing, but the contents of the
create a means of mass mind control, projecting
holodisc he seems to be clutching with a death
grip could be even more alarming…
invisible and inaudible broadcasts to the various
Followers camps. These broadcasts are intended
49
to allow the Brotherhood to influence the dreams
of sleeping subjects, implanting ideas and/or
suggestions as they sleep. So far the project either terminals or hermavs, but whether or not this is
has had some tantalizing results, but is far from true is unknown.
successful.
 The broadcast equipment works, and characters Adventure Hooks
looking for a way of broadcasting information  Characters investigating this area will be surprised
over a wide area will find the old station as their to find the theatre in operation. Movies are
best (and possibly only) option. Not many people played here every evening for paying audiences
monitor T.V. signals anymore, but those that do of impoverished terminals squatting in the area.
are important: the Foundation regularly scans The movies are usually limited to trashy porn
T.V. frequencies for possible messages, as does intermixed with a few Broadway musicals, but
the Iron Society in Styx and the Cartel merchants tickets are cheap and its not the worst place to
of Kingman Town. come for entertainment - if one doesn’t mind
rubbing elbows with the grubby homeless mutants
OASIS who are only here for a few hours of warmth away
A former hotel and casino on the outskirts of town, from the desert at night.
the “Oasis” was transformed into a caravan stop years  The Mercury Theatre serves as the meeting spot
ago. Though the buildings themselves are structurally for Foundation scouts who’ve been sent to keep
in shambles, the complex (including three dried-up an eye on the Brotherhood in Vegas. The PCs
swimming pools) is functional, serving to quarter may or may not witness such a meeting, and even
those who come to the City of Lights on business. possibly overhear a secret conversation that will
On a typical day the Oasis will be populated by 30- surely peak their interest…
90 visiting merchants, scribes, tallymen, bodyguards,
caravan guards, muleskinners, and animal handlers, ATOMIC AUTOS
along with their associated vehicles, mounts, beasts of Atomic Autos was a well-known automotive franchise
burden, traveling supplies, and assorted trade goods. throughout the Southwest during the height of
Though the quarters are hardly lavish, the Oasis the Ancients, dealing most lucratively in nuclear-
provides shade from the withering heat, and clean powered automobiles. Utilizing the much-publicized
water for men and animals at a reasonable rate. Space “automotive reactor”, many of Atomic Autos’ cars
is always at a premium here due to the enormous were state-of-the-art machines that promised to bring
amount of trade conducted in the city, so unless the back the Golden Age of the Automobile.
party has clout they may not be able to find quarters The Atomic Autos in the City of Lights is still in
here on a given evening. operation, the owner, “Lucky”, still managing to
turn a profit selling atomic-powered cars to the rare
Adventure Hooks client who can afford them. Many of his customers
 Room may be hard to find, but anyone looking for are Brotherhood clerics, and in fact, a visit to the
work has a good chance of finding it at the Oasis. lot will likely involve an encounter with a group
Since many caravaneers get lured in by the lights of Brotherhood monks out scouting for something
of Sin City and never want to leave, merchants are suitable for their master. In Vegas, it is said, any
always in need of new recruits to replenish those Brotherhood Bishop worth his mitre must have his
men lost to the lure of Vegas. Any character with own “Plutonium Pontiac”, and it’s Lucky they come to
a gun, spear, or bow would be welcome. when they want to make a deal.
 A merchant staying at the Oasis is furious over
an attack that occurred not ten miles from the Adventure Hooks
City of Lights by a bold band of raiders. He’s  Lucky is in a panic after finding the atomic power
looking to hire a group of “problem-solvers” to cells of his cars - every last one of them - have
find the missing caravan and punish whoever is been stolen. With a powerful Brotherhood cleric
responsible. expecting the delivery of his new car in a few
days, Lucky’s in a rush to find the culprit(s) and
MERCURY THEATRE get the energy cells re-installed. If the PCs take
Las Vegas’ premiere gay destination before the Fall, the job their investigations may take them to the
the Mercury Theatre mostly survived the blasts over ruins of the Mall, where a group of Tekheads has
Nellis despite neighborhood fires that destroyed been hiding out while scavenging for technology
almost everything else. The theatre continues to stand, (including atomic car batteries) by night.
50 however, resembling a turn-of-the-century cinema
decorated with warped and blistered paint and the
 The characters muster up the money to buy a car
from Atomic Autos. What they get is a dusty old
melted, monstrous stubs of once-heroic bronze statues. sedan with Michigan plates refitted with a rickety
Rumors abound that the theatre has been taken over by plutonium power plant. In the trunk they find
what appears to be a shovel and a disintegrating she sees of the world beyond the wasteland might
skeleton, the latter with an old gold watch around be something the PCs don’t want to hear...
one wrist with the initials “JRH” engraved on the
back... CRYPTORUM RADIUM REX
The Cryptorum Radium Rex is the largest Brotherhood
CONVENT OF MOTHER HIROSHIMA monastery in Las Vegas, known more widely for
The Convent of Mother Hiroshima was the first housing the staggering archives of the Ecclesiarchy.
convent for female followers of the Brotherhood Here, under the care and supervision of senior
established anywhere on the Twisted Earth. Since clerics and scholars, documents and relics relating
its founding, sister chapters have sprung up in other to or associated with the history, science, or study
populated places (such as the notorious, “religion- of radioactivity have been painstakingly compiled
starved” city of Styx), but the original edifice in the for generations. These archives include a boggling
City of Lights remains the most prestigious. variety of topics, from financial documents from the
The convent was built on what was apparently a Department of Energy to blueprints for the creation
hidden missile silo in the heart of Las Vegas. The of minifusion cells. There are writings of Einstein
placement of active missile silos in urban areas was and Oppenheimer (some relating to nuclear topics,
not a common practice, and it stands as a rarity. others collected merely because their author was of
Regardless, the deep underground shaft and adjoining such fame), and textbooks on nuclear physics. The
subterranean support structures have been put to use archives include actual usable uranium fuel rods (kept
creating a school of instruction and indoctrination for in a separate, bunker-like building on the monastery
Brotherhood youth. grounds), to the world’s largest known corium nugget
The convent currently serves as a sort of boarding (said to be the size of a Volkswagen Beetle - and
school for female children (many of them members worth at least half a million cp). Other “relics” kept
of the mysterious race known as “Scions” - see New here include radiological samples used in hospitals,
Templates) devoted to the Brotherhood from an to radiated trinkets and baubles (from twisted car
early age, as well as for the continued education of bumpers to metal toys) that merely picked up radiation
teenagers and young women in the theology of the as a result of being outside when the bombs first
Glow. The convent consists of no less than three large fell. There is a vast museum of dosimeters and other
dormitories, a rectory area, library and scriptorium, radiation-measuring devices, as well as a gallery
and other administrative buildings. The grounds are containing fascinating pieces of artwork (employing
entirely underground, of course, except for the shell uranium, radiated metals, or uranium glass) created
of an abbey constructed above ground to shelter the by long-dead Brotherhood monks over the centuries
old “secret” entrance (now just a concrete stairwell as a symbol of their devotion to the “Glow”. Many
descending into the dark caverns below). of these pieces of jewelry and art are surprisingly
There are rumors that the convent houses more than beautiful, intricate, and valuable.
dormitories, however, and that here special students
undergo secretive training for some future militant Adventure Hooks
campaign. None can really say if such stories are true,  The world’s largest corium nugget? When the
or merely reflect the uncertainty others have about the characters are tipped off to the existence of this
Brotherhood’s goals in general. metallurgical marvel, a caper to “acquire” it is in
order. But breaking into the Cryptorum may be
Adventure Hooks more difficult than it seems and, making an enemy
 A new cadre of all-female mind warriors has of the Brotherhood of Radiation could have far-
begun to appear on the streets of Las Vegas. reaching consequences.
At first they are lauded by the Brotherhood as  A seemingly innocuous rustic approaches the
an example of what all women can achieve characters and asks them to go to Vegas and
- strength, internal control, and power - but retrieve the remains of what he claims is his
when word spreads that the women pledge ancestor, a man who was badly radiated in an
allegiance to the convent’s matriarchy first, and accident and his mummified remains interred at
the Ecclesiarchy second, rumors abound that the the Cryptorum as a mere curio. The rustic claims
convent will be declared heretical. he only wants to have his ancestor’s remains
 Rumor has it that a high-ranking matriarch of back so they can be properly buried, but in reality
the convent possesses powerful clairvoyant he is a member of a Radite cell who hopes to
abilities; some say her “second sight“ is limitless,
letting her see any place on the Twisted Earth.
retrieve the radiated remains (actually a famous
Brotherhood saint whose writings inadvertently 51
Characters seeking to know about the world gave birth to the Radite movement) for their own
beyond the familiar borders of the desert might veneration.
seek her out and petition her wisdom, but what
LADY LUCK trinitite, a radiation- and uranium-infused glass created
The Lady Luck is an abandoned casino, standing in from sand fused after a nearby nuclear blast. Trinitite
the shadow of the Omaha Hotel. It’s unclear why the is exceptionally rare, and most of the world’s supply
building is deserted, considering its proximity to the is currently worked into the structure of the Lycaeum.
action going on day and night in “Sin City”. Even more remarkable than the fact that the building
is made from glass, however, is that at night the entire
structure glows with a lambent green radiance without
Adventure Hooks
need of electricity.
 The Lady Luck could be just what an enterprising
PC is looking for: an old casino ready to be
resurrected and filled with patrons. The only thing Adventure Hooks
lacking is someone with business sense and the  Characters looking to get in contact with a specific
ability to deal with sometimes-hostile neighbors somebody of any import in the Brotherhood
(like Gloria Glitz of the Omaha, next door). A PC of Radiation might consider coming here; it is,
with personality, and willing to take risks, might after all, the “place to be” for the Brotherhood
make a fortune with the right investment of time elite (as many of them shun the idea of visiting
and money. casinos or brothels). Getting in, however, will
 There’s a reason the Lady Luck stands empty require considerable cache and references on the
while other pre-Fall casinos thrive in Sin City characters’ part.
- it is infested with giant mutant cockroaches.  A Brotherhood bigwig is found murdered late
Whether the problem is simply a matter of one night at the Lycaeum, and for some reason
clearing the old casino and its subterranean outsiders (the PCs) are brought in to investigate.
storage areas of the bugs, or requires the The Brotherhood agent in charge fears the murder
characters to venture into the old sewers beneath was done by a fellow cleric, possibly one of great
Vegas to find the real source of the infestation, is influence in the Ecclesiarchy, and so he needs
anyone’s guess. someone who is unfettered by loyalties or vows of
obedience to find out who the culprit really is. Of
course, tracking down a politically-powerful killer
ALAMAGORDO LYCAEUM always has its dangers…
The Alamagordo Lycaeum is an enormous “crystal
palace” on the south side of the City of Lights, at
the southern tip of the Sacred Quarter. Visited by THE PIT
the Brotherhood elite (that is, high-ranking monks, Concrete, asphalt, stone, and steel have all been torn
bishops, etc.), the Lyceaum is a sort of meditative up here, revealing a gargantuan crater in the city that
retreat and spa geared towards the pampering of the is a full block in size. This huge pit was dug here
more important players in the Ecclesiarchy. centuries ago, probably in preparation for laying
The Lycaeum is comprised of numerous inter- the groundwork of a new resort, but after the Fall it
connected chambers beneath a single roof, with became the lowest point in town - and thus the nexus
steam rooms and baths (with warmth generated by for all of the radioactive sludge and toxic runoff from
the radiation in the surrounding walls), gardens, and the city’s streets and sewers.
an extensive library of Ancient-era readings as well Even though it is highly radioactive, and the
as texts penned by illustrious Brotherhood “saints”. blue glow of the Pit can be seen as far as the Hotel
What makes the Lycaeum one of the true “wonders of Imperium at night, the Pit is considered a well-known
the post-apocalyptic world” is that the entire building, Vegas landmark and a holy pilgrimage point. Its
from its walls to its roof to its doors, is made from proximity to the Cryptorum Radium Rex and the

BUYING INDULGENCES
As it was with the medieval Roman Catholic Church, the Brotherhood of Radiation does a brisk trade in the
“sale of indulgences”. Unlike the indulgences of the past, however, which promised to wash away sin, the
indulgences sold by the Brotherhood offer a more tangible “cleaning of the slate”.
By buying a Brotherhood-sanctioned indulgence (available at most major Brotherhood temples, as well as
landmarks such as the Pit in the City of Lights), a petitioner pays a modest 500 corium and in exchange is
given a “holy dose” of rad-purge shot.
The way the Brotherhood and its followers see it, a person who subjects him- or herself to the “Glow” and
52 gets sick was too sinful, and thus only an indulgence (I.e. a radiation shot) will “cleanse” her spirit.
After taking such a shot, most believers assume they have been spiritually “purified” and do not attempt to
expose themselves to the “Glow” again. At least not unless they have the cash to pay for another indulgence
to heal them!
Convent of Mother Hiroshima, places it squarely in the acolytes among the Skyline’s congested quarters
center of things in the Sacred Quarter. willing to help. Getting them to risk their
The Brotherhood maintains a presence here, mostly positions (and possibly, their lives) by feeding the
to keep order over the pilgrims that come to bathe in party information on the Ecclesiarchy is another
the Pit’s waters, day and night. Many who enter the matter.
Pit’s murky, luminous waters tend to grow sick and die
within a few days, so a surprising number of small- JOKER’S
time vendors have set up shop in the area offering Joker’s may have once been a rowdy casino and bar,
quack cures for radiation sickness. The Brotherhood but not anymore. A few years ago an enterprising pair
itself maintains an officially-sanctioned pavilion here of twins from out West came here with truckloads
where believers can purchase indulgences (see nearby of guns and ammunition, and a bunch of reactivated
sidebar) after the experience of bathing in the Pit’s androids, and began what has become a booming
unnaturally warm waters. trade: buying and selling arms and ammunition.
What makes Joker’s so appealing to visitors to the
Adventure Hooks City of Lights is the staggering array of weapons that
 Characters looking for treatment for radiation the twins, Dick and Donny Deuce, have amassed. The
sickness might be drawn here by stories of the Pit Deuces claim to have all sorts of connections in the
and the selling of “indulgences” that takes place desert, and its true; they have their finger on the pulse
there. of scavs, local traders, and faraway merchants alike.
 Destitute followers who come to the Pit have They have agents in various settlements find their
begun reporting appearances of “angels” seen at guns and ammo, buy it for reasonably cheap, and ship
the Pit during the night. In reality these “angels” it back here to be sold in a much more cosmopolitan
are heliogryphs, which are attracted to the venue.
radiation in the waters and have fluttered in from Dick and Donny are a bit annoying in their Tweedle
the desert. Preying on pilgrims in the area by Dee/Tweedle Dum manner of finishing each others
night, and vanishing to an unknown lair by day, sentences and going everywhere together, and the
the characters are hired to hunt the heliogryphs power their wealth and business has brought them has
and drive them from the city. Their lair could be begun to make them arrogant. Still, they are the only
in a complex of nearby buildings, or might lead place to go if someone’s looking for real working laser
the characters into the heavily-radiated sewers or plasma technology, or rare types of ammunition
beneath the City of Lights. such as large caliber rifle rounds or machinegun
ammo. They also do a brisk trade in explosives and
SKYLINE HOTEL anti-tank weapons too!
The Skyline was once a landmark of Las Vegas, a
sprawling hotel/casino complex covering several city Adventure Hooks
blocks and made to resemble the skyline of some  Joker’s is a fortress, and Dick and Donny aren’t
famous city on the eastern seaboard. In recent years the only ones armed and expecting a fight. The
its character has changed drastically, transforming androids they brought with them aren’t limited
into a gargantuan tenement sprawl for the masses of to repair/service models, they also brought a
unwashed adherents who flock to the Brotherhood few soldier androids as well that pack lasers and
each year. energy shields, patrolling the grounds 24 hours
Unlike the Follower camps that ring the city a day - tirelessly. And as if that wasn’t enough,
like grungy barrios, this area is reserved for actual Dick and Donny aren’t really twins - they’re
members of the Brotherhood (Infused and higher). androids too, based on the same model! A party
This has not meant much in the way of improving the planning a raid on Joker’s might be able to get
living standards, however, and the shells of buildings away with the haul of a lifetime in armaments, but
and hotels range widely in appearance and cleanliness, it won’t be easy!
degree of occupation and access to utilities.  Bill Nickels (see Archangel Tower) would love
to have Dick and Donny working for him (and
Adventure Hooks funneling weapons to the Commission), but so
 Rumors of Radite infiltrators in the city lead the far the twins have resisted all efforts to bring
characters to this largely residential area, but them into his employ. Mr. Nickels would pay
finding their quarry (spies and potential saboteurs) handsomely for a party to humiliate the twins and
won’t be easy when everyone looks and acts the
same!
find a way to blackmail them into doing it “his
way“. 53
 Characters looking to make contacts inside the
Brotherhood might find young, impressionable
HOTEL IMPERIUM a true “Church”, the Hotel’s classical architecture,
The single largest hotel/casino in Las Vegas before vast interior space, and sheer formidable appearance
the Fall, the Hotel Imperium combined the luxury made it a natural choice for the headquarters of the
accommodations of two major casinos into one Ecclesiarchy.
sprawling Roman-themed complex. When the Today the Hotel Imperium is about as secure a
Brotherhood of Radiation first came to power in government building as one will find on the Twisted
Las Vegas and began its slow transformation into Earth, serving as the main headquarters for the cryptic
Censors branch of the Ecclesiarchy, as well as the

MAJOR BROTHERHOOD PLOTS Rocky Mountains may be within their grasp.


Besides uniting all of mutant kind under one banner, The Brotherhood’s effort to penetrate this
and spreading the belief in the power of the “Glow”, forbidden corner of the desert and secure this
the Brotherhood is involved in a handful of other legendary power source is described in the novel,
grand plans (or plots, depending on which side one Burning Lands.
stands), none of which are common knowledge -
and most of which are in fact well-guarded secrets. Mount of Thorns
These plots may have far-reaching consequences, Associated with their dreadful breeding program,
and could be the driving force behind entire the Brotherhood’s hunt for the legendary “Mount
campaigns in which the Brotherhood is slowly of Thorns” is a secret they have tried hard to
revealed to be a villainous entity. Discovering these keep. A lost location believed by some to be mere
plots, and working to defeat them, would be feats myth, the mountain is said to be the resting pace
worthy of epic-level adventurers. of unimaginable quantities of atomic waste and
radioactive byproducts from the time of the Ancients.
Breeding Program The “Mount of Thorns” is believed to lie somewhere
Among the Brotherhood’s darkest secrets is its in the Deadlands, west of Las Vegas, but none have
active program of capturing mutants and other forms ever found (or if they did, they never returned to
of life at random and subjecting them (in hidden tell the tale). The Brotherhood has actually funded
facilities) to radiation and toxic chemicals to alter numerous expeditions to find it, but all have returned
them. Those that survive are subjected to intense empty-handed. Still, the Brotherhood’s agents
and brutal breeding programs to strengthen certain persist, because they believe that if they do find
qualities, while weeding out others. As if the idea of the mountain, the toxic sludge found in its deep
abductions and forcing mutagens on witless outsiders subterranean tunnels could advance their breeding
wasn’t alarming enough, what the Brotherhood plans program by years, if not decades.
on doing with these creatures is a secret that might The drive to find the Mount of Thorns is fleshed out
upset the stability of the wasteland by tipping off in detail in the adventure series, One Man‘s Garbage
outsiders to the Brotherhood’s secret military aims. and Another Man‘s Treasure.
These breeding programs are nothing short of a long-
term plan to build an army of super-beings, allowing Takeover of Lil’ Vegas
the Brotherhood to conquer the entirety of the That the Brotherhood has agents already in the
wasteland in the name of mutant kind. The fate of corium mega-mines of “Lil Vegas” (on the far side
neutral groups, pureblood humans, and other factions of the Big Rocks) may or may not be a secret known
who do not buy into the Brotherhood’s religious to the characters. But the Brotherhood has placed a
quackery? None can be certain. large priority on the infiltration of the labyrinthine
mines, having sent numerous agents discreetly as
Burning Lands both prospectors and slaves to get past that ugly
Many of the original followers of Pastor Bright were little town’s watchful guards. The Brotherhood
pre-Fall energy lobbyists, a few of whom knew of knows that the mines are among the largest and
an experimental power complex and vault being most productive in the known world, and getting
built beneath what is now known as the “Burning their hands on that much radioactive material would
Lands”. In recent years, Censors and Psions of serve not only as a major religious victory, but also
the Ecclesiarchy detected the rise of a powerful put untold wealth at their fingertips. And though
psychic being in the same vicinity as this lost vault, religious victories are nice, taking control of the
and subtle efforts have been made to find a way to world’s largest source of corium would be even

54 penetrate the heart of the Burning Lands to find it.


The Brotherhood believes that if such a source of
better…
More on the efforts of the Brotherhood to infiltrate
power can be harnessed (or bent to their will), then Lil’ Vegas are covered in depth in the adventure,
domination of the vast lands on the other side of the Death By Corium Light.
primary day-to-day residence of the Kryptarch. KLONDIKE
With government offices taking most of the ground The Klondike, lying on the edge of town, has long
and upper levels, along with apartments for senior been the favored haunt of scavs and other temporary
members of the Brotherhood and visiting dignitaries migrants who otherwise make their lives among the
in a separate wing, most speculate there must be deserts. Deep-desert dwellers, sand pickers, and junk
underground levels to the complex as well for the peddlers alike patron the place, one of the largest (and
Censors and their rumored experiments into mental most dilapidated) pre-Fall casinos in Las Vegas.
manipulation and control. The Klondike continues to thrive despite its great
age and the rowdy, often-violent nature of its patrons.
Adventure Hooks Fights are a common occurrence here (both fistfights
 A loyal follower of the Brotherhood of Radiation and gunfights). With so many visitors hailing from
might be selected for a special mission by a class of men usually overlooked by the rest of
the Censors to perform a mission of utmost society, the frequent deaths are of little concern to
importance for the Ecclesiarchy. Brought here the establishment and the city authorities as a whole.
under secrecy, the character would be scrutinized Typically such victims are simply picked up, carted
psychically for trustworthiness before being off, and dumped out the back door to become prey to
informed of her mission: to find a way of wild dogs or packs of particularly-desperate Follower
assassinating Bill Nickels (see Archangel Tower), cretins scrounging for their next meal.
and through his death weakening the Commission. Its reputation aside, the Klondike is an interesting
With Nickels gone, whatever involvement the place to visit, because the sheer number of scavs
Commission had in the disaster that entombed means there are always interesting items for sale.
Princess in the First Temple will be forgotten - a Considering Las Vegas’ long association with the
nagging problem the Censors have wished to deal Nuclear Age (nuclear weapons were tested within
with for generations. sight of it during the Cold War years), many of the
 High-level characters working for other major junk items picked out of the desert junk heaps include
factions might have the motive to try and infiltrate things like “radium tablets”, “fall-out face powder”,
the Hotel Imperium to learn the Brotherhood’s “radithor cream”, “radium emanators”, and “water
darkest secrets. If successful, the intruder(s) revigators” (these items are detailed in New Items).
might learn of the Brotherhood’s shadowy
history, the truth behind their alliance with the Adventure Hooks
Commission, as well as the major Brotherhood  The characters meet a trigger-happy desert scav
plots currently being pursued well beyond the who claims he‘s only in town long enough to
borders of the City of Lights. spend his corium (to lighten his load) before
he vanishes again. Yet he seems to be wary
TEN GALLON SALOON of everyone, and overly jumpy. In reality he
An enormous 50s-era sign looms over this crumbling discovered the ruins of Nellis (see separate
casino, depicting a towering cowboy with a giant hat, entry) during one foray into the wilds and, by
whirling a lasso over his head. Long ago this sign chance, witnessed some of the experiments
glittered with over 1000 lights, but it is now dark and being conducted there. He knows what he saw is
dead - like the building itself. important, but also dangerous, and only wants to
get out of town and leave Vegas behind for good.
Adventure Hooks  A scav boarding at the Klondike has an interest
 The Ten Gallon Saloon isn’t exactly empty, item for sale: an old kryton switch, an important
as a group of ballsy raiders has taken it over component used in the detonation of nuclear
as a hideout/secret lookout post. They use its bombs. He says he found it out near the old
relative proximity to the city to spy on parties nuclear proving grounds, and is willing to sell
of Brotherhood pilgrims and caravans leaving it to the highest bidder. When the Brotherhood
Las Vegas for the open desert. The raiders are finds out, they move to acquire it, as does another
responsible for some of the recent disappearances mysterious party, who’s willing to use less subtle
of caravans in the area. methods to get their hands on it (this could be
 The leader of the raiders is concerned after a small Bill Nickels, eager to keep every last detonator
party of his men out on a scouting foray failed to under his control, or some other party, such as the
return a few nights past. They went missing in the Foundation).
vicinity of Nellis Air Force Base.
55
PAI GOW PALACE Adventure Hooks
An Asian-themed casino and hotel before the Fall,  “Dog”, owner of the establishment, is a fierce
the Pai Gow Palace continues the tradition well after mutant and proud of it. He doesn’t trust
with a new breed of customers: merchants from the purebloods in general (he’s heard too many tales
largely-oriental Clean and Cartel trade houses. of persecution from pureblood holdouts over the
The Pai Gow Palace is unlike other casinos in years), and is staunchly loyal to the Brotherhood
the City of Lights, as it enjoys a special status as an of Radiation. Any activity that goes on in his
official “embassy” of the Clean trading house. Here, bar that he even thinks could be against the
on sprawling grounds once designed to resemble Brotherhood he reports at once. He will even
a Chinese palace, the Clean maintain a host of take what he perceives to be the “law” into his
servants, slaves, janissary guards, and well-groomed own hands, arming himself and his bouncers to
concubines. The Palace serves not only as the “apprehend” those he suspects of being enemies
residence of the local Clean mandarin, as well as its of the Ecclesiarchy. This has gotten him in
embassy for all affairs between the trading house and trouble in the past, for he’s not always right about
the Brotherhood, but also as a luxurious rest-stop for the shady characters that haunt his bar.
its soldiers and traders making the arduous journey  A group of mutant thugs have begun preying
from the east. on purebloods in Sin City. They’re clever,
though, coming here to Red Dog’s to spend their
Adventure Hooks ill-begotten gains, using the proprietor’s no-
 The Palace is off-limits to those who aren’t question’s asked support of mutants to shield them
members of the Clean (or their allies, the Cartel), from pursuers. Characters who’ve been victims
but characters could come here on important of these thugs may have to take out the whole
missions involving those two houses (whether place if they want justice.
delivering information, or passing warnings to the
ambassadors here about Brotherhood activities). OMAHA HOTEL
 Characters who’ve recently joined the Looming over the corner of Sahara Boulevard and the
Brotherhood might find themselves invited to Strip, the Omaha Hotel is one of the oldest casinos
an official gala/function at the Pai Gow Palace, in Las Vegas, and is still a hotbed of gambling and
either as junior emissaries of the Brotherhood or prostitution. Thriving under the shadow of nearby
part of a larger entourage engaging in negotiations Archangel Tower, the Omaha has seen prosperity
with the powerful traders. While visiting the due to its focus on specific clientele - the military
Palace, one of the PCs is approached by an personnel, caravan guards, and other mercenaries who
agent of the Clean - a friendly soldier, a powerful blow into town on the caravans and convoys of the
diplomat, or even a seductive concubine. To a various merchant houses.
young aspirant of the Brotherhood the attempt at The proprietor of the Omaha is one “Gloria Glitz“,
friendship might at first appear innocent, but to a shrewd businesswoman who claims she has a soft-
anyone of any experience it is obvious the Clean spot in her heart for military men, for her first husband
agent it hoping to make a “spy” of the character, was a soldier who died defending her community
earning his trust and eventually using him to spy from raiders. It probably isn’t true, and the reality is
on the Brotherhood - for the benefit of the house, that Glitz simply recognizes the potential money to
of course. be made from dumb men with more money than they
know what to do with. Merchants pay their guards
RED DOG’S well, and since Sin City is the only place in the desert
An older bar that has seen better days, this locale has for them to spend their hard-earned corium, it’s up to
been a favorite hangout for mutants and the deformed her to “help” them.
since it re-opened after the Fall. Technically located The Omaha is packed at almost any hour with Cartel
inside the Sacred Quarter, Red Dog’s is a bustling soldiers, Clean janissaries, and the hired mercenaries
bar and casino that adheres to a strict “mutants-only” of lesser trading houses. Glitz has made it rich
policy; purebloods will be turned back at the door. catering to their needs (warm food, warm rooms,
The clientele is mostly made up of mutant adventurers, limitless hard alcohol, and girls galore), putting the
mercenaries, and terminals from the city’s outlying money right back into her establishment, acquiring
ruins, but stranger mutants have made appearances as even more pricey booze, decent cooks, competent
well. bouncers, and hiring some of the prettiest girls in

56 town. She‘s also sunk a lot of money repairing much


of the interior. Of all the casinos operating in Sin
City, the Omaha is closest thing to a pre-Fall gambling
house.
Adventure Hooks before moving on. Everything about the place is built
 The characters are hired to break into the Omaha to accommodate passersby, including a huge parking
and “rescue” a captive being held by Gloria Glitz. lot, truck stop facilities, and a motel for travelers.
The captive is a man named “Bandit”, whose The casino itself is a simple one-story affair, and it
sole claim to fame is that he’s the only person was here that “Buffalo Betty’s Burlesque Show” was
around who knows anything about fixing slot staged six nights a week, every week, for the two short
machines (both in terms of repairing them, as well years it was in operation.
as stacking the odds in the favor of the House). The casino was one of several sexually-suggestive
Bandit has been living as a virtual slave for years, attractions related to the “Wild West Girls” traveling
being traded between casinos when his expertise road show, an exploitative topless revue populated
is needed, but Glitz has decided to keep him to primarily by desperate ex-convict women and
herself - a fact that displeases Mr. Nickels. What wayward girls. The producers of the show attempted
the PCs do with Bandit when they rescue him to legitimize the revue with USO appearances and
(free him, or give him to Mr. Nickels as they were televised public service messages, but the sheer
originally hired to do) is up to them. crassness of the production brought about an early
 Gloria Glitz is looking for hired help to keep the shutting of the establishment’s doors.
peace; with so many military grunts and mercs Generations later, the Burlesque Show continues
running around her place, arguments turn to feuds, to serve as a brothel. The greasy little proprietor,
and feuds into gun battles she (and the building) who calls himself “Harry Flinn” after some obscure
can ill afford. Glitz is known to pay well, and a pre-Fall pornographer, has managed to start turning a
stint working at her establishment as “security” profit from the old place. He’s found a source to stock
might lead to future job offers. the bar with cheap booze, and found a ready source
of paying customers in the raiders, scavs, and other
cretins living on the fringes of the Brotherhood “Holy
PERSIA City”. His girls are all local mutants, only taking up
This seven-story hotel has seen better days, both as
the costumes of Wild West Girls for their lewd shows,
a hotel and casino destination. When its owner, a
having no actual connection with the real, all-female
member of the Commission gang, attempted to split
cult.
from the gang and start his own gambling empire, Mr.
Nickels (see Archangel Tower) moved in quick and
shut him down. The previous owner disappeared, Adventure Hooks
and the Persia has since become little more than  During their travels the characters meet a Wild
a flophouse for vagrants and gamblers-on-the-run, West Girl whose obsession is to travel to the City
known for its dangerous inhabitants. of Lights and make a pilgrimage of her own - to
Buffalo Betty’s Burlesque Show. Thinking she’d
find some “holy site”, she is horrified by what
Adventure Hooks she finds: a cheap bordello run by a slick little
 Anyone can find a place to stay at the Persia,
gangster, populated by rowdy thugs, and worked
but there are a lot of armed thugs and would-be
by destitute girls who know nothing about the
robbers living in the sky rise’s many rooms (or
movement they’re inadvertently mocking. The
lurking in the moldy stairwells). Still, a well-
characters can help their companion when she
armed group could do well by carving out a place
goes on a shooting rampage to cleanse the place,
here, as the Persia is close to all the action in Sin
or find some other means to driving Flinn out and
City.
making the place a respectable “shrine” again.
 If/when the PCs move in, word of a band of
 Flinn stays in business by providing cheap
outsiders taking over the Persia soon reaches
entertainment, cheap girls, and most importantly,
Archangel Tower, and Bill Nickels dispatches a
cheap booze. He manages to keep his operating
band of goons to officially “welcome” the party.
costs low by doing it the old-fashioned way:
Afraid they’re here as upstarts, Mr. Nickels’ men
stealing everything he needs. Flinn keeps a few
make it clear who runs the show in Sin City.
hired hands who make rounds of the various
Though the characters may explain their way out
saloons in town, as well as places like Paradise
of trouble, the encounter will at least clue them in
Ranch, breaking in and stealing their stock and
on the real power on the north side of town.
secreting back here to serve to the patrons. The
characters could get involved by discovering
BUFFALO BETTY’S BURLESQUE SHOW Flinn’s racket, or he might actually approach them
This former roadside casino and nightclub was already
a low budget joint during the twilight of the Ancients,
(as they probably look more competent than most
of his customers) with offers of paid, clandestine
57
catering to those traveling salesmen and truckers who work…
had to have one last shot at the one-armed bandit
PARADISE RANCH operator of Pontifex Press is looking for real
A sprawling ranch on the outskirts of town, “Paradise” stories to print. He will pay a respectable amount
is run by a pleasant old woman by the name of for PCs to do the footwork investigating stories,
“Auntie Ante”. What strikes most people as odd, whether it’s about road conditions outside
however, is the fact that Ante is a mongoliant with a of town, recent raider activity on the desert
surprisingly gentle disposition. Ante has managed to highways, or more scandalous exposes about
create a thriving business here, despite its isolation individuals here in Vegas.
from the city, populating the ranch with pretty girls  A fire breaks out at the building and by morning
taken from the pleasure pits of wasteland settlements the Press is no more. It looks like a cell of the
up and down the trade routes. The expenditure of Brethren has finally come to Vegas and have
buying these exclusive playthings has proven worth it, destroyed the press and its “evil machinery of
and the Paradise Ranch is hopping on most evenings misinformation” as their opening move. The
with high-rollers and wealthy merchants. characters are hired by one interested party or
another to find the Brethren cell and drive them
from town.
Adventure Hooks
 Auntie Ante has never needed security, what
with her hulking size, but in recent weeks her PILGRIM’S PALACE
establishment has been harassed by merchant … is anything but. Even before the Fall this 60s-era
menaces coming in from the deep desert. The hotel/casino was geared towards accommodating
nasty creatures haven’t been bold enough to attack budget travelers and tourists, and lacked much in the
the ranch en masse, but Ante isn’t going to wait way of glitz or glamour. Still, it is one of the few
around for them to muster their strength. She’s buildings still standing in this part of the city, and has
hoping to hire some men to help out, but keeping been taken over by an entrepreneur named “Stevie
their hands on their guns (and off the girls) could Sin”. Sin has turned the Palace into a cheap boarding
be a challenge of its own! house for pilgrims who’ve traveled hundreds of miles
 Ante is looking to hire on new help - not just girls, to get to the City of Lights. Like before the Fall, the
but other kinds of performers who can add to the accommodations are no-frills (boarders find their own
experience of her clientele. Comedians, jugglers, space, usually in a decaying room with more than a
musicians, singers, even the idea of having an in- few rats to contend with), but the rates are extremely
house repairman would help improve the business affordable.
at the Ranch. The benefits for signing on are
obvious. Adventure Hooks
 Sin is looking for a group of toughs to collect on a
PONTIFEX PRESS few overdue hotel bills. The current residents of
This small building stands alone, bordered on all sides the Pilgrim’s Palace are quite impoverished, and
by fields of ruin. Taken over years ago by a local man their promises of “making it big” at the casinos
who merely sought to spread the good word of the hasn’t panned out (no surprise). Sin wants the
Brotherhood with the pen (or, more accurately, with PCs to rough a few pilgrims up, break some legs,
an antiquated printing press), he soon found others and get a little back in the way of payment - no
willing to fill his newspaper with other stories. matter how small. Oh, and a few evictions may
The Brotherhood has given its official sanction to be in order.
the press, which now generates a regular news flyer  A desperate pilgrim family approaches the party
that is distributed by merchant caravans to cities as looking for help. The father claims his daughter
far away as Tucumcari. These carry stories of the was abducted the first night they came to Vegas,
“wonders” of the City of Lights, as well as an open and he fears she’s been taken to Sin City to work
call for mutants of all kinds to come and find their in one of the brothels. Whether she really was
“rightful” place in the Brotherhood of Radiation. kidnapped, or simply ran off on her own, is open
Besides this mandatory propaganda, the press is free to speculation. Finding her will be like finding a
to fill its pages with other stories and/or adverts. needle in a haystack.
Currently the paper pays its bills with money gained
from running sleazy advertisements for Mr. Nickels’ WALLY WORLD LAS VEGAS
casinos (see Archangel Tower) and the various A licensed casino/theme park based on the popular
entertainments of “Sin City”. cartoon character “Wally” (of Wally World fame),
58 Adventure Hooks
Wally World Las Vegas was a family-oriented
destination situated on the northern leg of the strip.
 Tired of carrying only propaganda (for either It was in operation for less than eight weeks before
the Brotherhood or the Commission), the owner/ runaway expenditures and low attendance forced it
to be shut down. Rumors persisted even before the West after the Fall. Taking his name after the bar (or
Fall that the sprawling casino was haunted, but this of vice versa), Pachinko’s establishment is known around
course was never proven. town for high-stakes gaming, including cards, dice,
Wally World Las Vegas continues to remain tables and, it is rumored, back-room games of Russian
abandoned, its windows and doors boarded up and roulette. It is not a place for the faint of heart.
tumbleweed blowing across its oversized, deserted
parking lots. The rumors that the park is haunted keep Adventure Hooks
most would-be scavengers away.  Characters in desperate need of big money, fast,
may be directed here. The back-room games of
Adventure Hooks Russian roulette have the highest payouts in town
 Brave characters could use Wally World Las Vegas (at least that’s what they say), but only one man
as a base of operations in the City of Lights, but ever walks away a winner…
the place is dark, dusty, and full of dangerous  A mysterious man has been haunting Pachinko’s
machinery - not to mention a few specimens of of late, a steely-eyed, shady character who says
giant mutated cockroaches. little but has a voice like an angel. He carries two
 The more recent reports of “ghosts” are the result nickel-plated automatics, and a mother-of-pearl
of a group of nocturnal scavengers who’ve been inlaid mariachi guitar on his back. They call him
sneaking into Wally World Las Vegas every few “Rick the Righteous Ronin”, and some say he was
days or so to scavenge parts from the animatronic (or is) an Axeman, a legendary gunslinger and
characters there. The scavengers are actually songster who’s here one day and gone the next.
Tekheads working for the local cell (see the Mall). What the PCs do if and when they meet him could
be the beginning of an interesting adventure, or
THE MALL the start of a nightmare vendetta that refuses to go
The Las Vegas Downtown Mall was, before the Fall, away…
an upscale shopping destination catering to wealthy
tourists, full of stores selling souvenirs, fancy attire, BLACKJACK SALOON
and accessories. It was ransacked during the Fall, and Dark, dirty, grungy, and dangerous. Every major
fires originating in the food court consumed many of settlement has one, and the Blackjack Saloon is Las
the ground-level stores. Most inhabitants of the city Vegas’. The Saloon is a favorite of the more savage
assume it’s a deserted ruin. followers of the Glow, a place where brutal fighting
and bloodshed is celebrated, not shunned. Here, under
Adventure Hooks a decaying roof in the shadow of grander casinos,
 The ground-level of the Mall is not uninhabited, herds of more barbaric faithful flock to engage in
as most assume. About two dozen wastrels and bloodsports, gladiatorial games, and matches pitting
waifs live here like residents of a squatter camp, men against mutant beasts.
decorating the place with salvaged junk and The Blackjack Saloon is a typical den of iniquity
other garbage; the partly-melted mannequins and vice, a degenerate place whose primary attraction
that once decorated the storefronts now populate is the exciting, life-or-death battles played out here
the main mall floor in natural-looking “crowds”, each night for the entertainment of its patrons. But
painstakingly assembled to look like pre-Fall other pass-times are also catered to here, including
shoppers (complete with hats, clothing, purses, drink, drugs, and, if handled discretely, prostitution.
etc.) enjoying a day at the mall. The residents are The Blackjack Saloon is largely ignored by the
wary of discovery, as they are not associated with authorities, who see it as a necessary evil. Here the
the Brotherhood. cruder, more violent wasteland worshipers can vent
 Having occupied the remnants of a former their primitive lusts and sate their ugly hungers off the
electronics superstore anchored at one end of streets and out of the public eye.
the mall, a far-ranging gang of Tekheads has
temporarily settled in the ruins of Vegas looking Adventure Hooks
for stuff to salvage. The Tekheads are well  Any given night at the Blackjack Saloon is an
aware of the danger they’re in if discovered by adventure in and of itself. The chance of getting
the Brotherhood, and have so far limited their drunk and waylaid by unscrupulous patrons, being
activities to scrounging at night. drawn into a riotous brawl, accidentally insulting
a tribal and being challenged to a pit-fight, or
COLONEL PACHINKO’S
Colonel Pachinkos’ is a dusty little casino and bar
making big bucks gambling on the games - all
of these are distinct possibilities for a night‘s 59
that is run by a colorful entrepreneur who claims to “entertainment”.
be descended from Russian invaders stranded in the  Attacked in an alleyway at night, one of the
characters goes missing. While his fellow PCs
fear he may have been taken by the Brotherhood, Besides sharing space with a few roaches and
in reality he was taken by simple-minded thugs spiders, they won’t be bothered if they avoid
at the Blackjack Saloon, who hope to use him as attraction attention.
the next “guest-star” in the night’s gladiatorial  There’s a rumor floating around among ruin
pit! Hopefully the kidnapped character is a good scavengers that there’s a hidden safe somewhere
fighter, because his opponent certainly will be! in the Pink Flamingo that might contain a
small arsenal of pre-Fall guns and ammo. PCs
LAS VEGAS RACE TRACK might locate the secret basement where it lies,
Situated on the south side of town, the old Las Vegas but in doing so stumble upon the giant mutant
Race Track is no longer host to races. Its former cockroach(es) that dwell there.
purpose has been forgotten over time, and now it
serves as the primary nexus for airships coming in NELLIS AIR FORCE BASE
from the distant city of Styx (via the “Big Hole”). The ruins of Nellis were avoided for years by the
Here, at any time of night or day, giant, rickety refugee followers of Princess, as the levels of radiation
zeppelins can be seen hovering, loading or unloading, were abnormally high there, enough to keep away
and casting off into the brilliant clear sky. even well-equipped parties. Over the years, however,
In addition to serving as the local “airport” (where agents of the Ecclesiarchy came here to scout out
hundreds of mutants from across the known world the wreckage for military hardware and other usable
arrive each day on the last leg of their pilgrimage to finds. In addition to salvageable war materiel, the
see the City of Lights), the race track is also a ritual Brotherhood’s expedition uncovered a secret network
pilgrimage point in its own right. It’s not clear how of bunkers, reinforced hangars, and strengthened
the legend came about, but it is widely believed by underground structures running beneath the base.
followers of the Glow that any worshiper who does In 2215 the Brotherhood began cleaning up these
92 circuits (a number equal to the atomic weight of underground areas under a cover of secrecy, reviving
uranium) barefoot gains substantial graces for the the machinery and air purification systems in these
afterlife. small “vaults” to provide a series of workable spaces
for a special “breeding program”. This breeding
Adventure Hooks program, as envisioned by the poisoned minds of
 For the countless many who arrive at the City of the Ecclesiarchy, centered on experimentation with
Lights from distant Styx each day, the race track various newly-recovered radioactive agents and
is the first thing they see. It’s not as many had living specimens with the end goal of creating a new
imagined, a dusty sprawl filled with the squalid race of “super beings”. Combining quack science,
camps of pilgrims who’ve just arrived, or can’t radiological ignorance, and inhuman brutality, the
find a place to stay in the City of Lights itself. Brotherhood created a twisted eugenics and genetic
The overcrowding gets even worse around festival crossbreeding program rivaled only by Dr. Mengele in
times, when the numbers explode and the race madness - and by none other in scope.
track is virtually overwhelmed. Characters could The Brotherhood’s breeding programs have resulted
be hired to help keep order, drive out the worst of in a success rate that is less than impressive. Though
the lot (diseased, thieves, beggars, etc.), etc. their current laboratories are well-equipped, their
 The race track could very well be the setting of underground location is not ideal. Still, these efforts
a dramatic escape if/when the characters need to have resulted in the creation of strange and hideous
get out of Las Vegas in a hurry. Whether chased new races of mutant monsters, grotesque beasts bred
by gamblers, riled-up zealots, or agents of the for specific and ghastly purposes. There are creatures
Brotherhood, a race to reach the race track and bred to serve in the frontlines of any future conflict the
climb aboard a departing zeppelin right before it Brotherhood might find itself in, and beasts designed
takes off could be the stuff of an epic chase scene! for short lives but ravenous appetites. There are
also humanoid mutants turned into mindless killing
machines. Some of these experiments have been
PINK FLAMINGO deliberately let loose into the deserts around Las Vegas
This was once a well-known casino in post- at night to see if they can survive and thrive despite
apocalyptic Las Vegas, but a major gun battle here their deformities; sightings of such deformed and
causing the death of its former proprietors forced it impossible creatures feed the persistent rumors that all
to close down. The building is now an empty, bullet is not as it seems in the City of Lights…
hole-ridden shell.
60 Adventure Hooks
Adventure Hooks
 What’s going on beneath the ruins of Nellis
 Characters in desperate need of shelter (or a place Air Force Base is one of the Brotherhood’s
to hide) might break into the boarded-up building. best-kept secrets, as any revelation of the
BREEDING PROGRAM ringed with needle-like teeth. The creature’s
The Brotherhood breeding program covers a twin heads emit a constant, low-pitched drone
vast number of genetics projects, most of which that has an effect similar to non-lethal sonic
amount to variants of the classic abomination, weaponry, causing disorientation and nausea in
terminal, or screamer (with or without the addition those who hear it.
of the mutated or warped templates). A sampling  A race of diminutive creatures bred specifically
of specific creatures successfully bred by the to serve the Brotherhood as mindless servants.
Brotherhood include: These are simpering, simple creatures
brainwashed to be unflaggingly optimistic,
 A breed of beasts that resemble huge bladders positive, and uplifting when around their
of inter-connected, helium-filled organs, with masters, despite their bizarrely misshapen forms.
enormous spherical eyes set on each of its three Each resembles a bald human head attached to
sides. The creature floats above the ground, its a diminutive “trunk”, from which sprout four to
mass of organs pulsing and inflating to maintain six human arms and legs arranged like a spider.
equilibrium and buoyancy, using dangling, These creatures walk along barefoot behind
scythe-like appendages to slash and stab at their masters, usually with head bent upwards
enemies caught below it. They easily disabled and smiling like a dog happily following its
(being quite fragile), but they are frightening and owner. They are capable of limited speech, and
disgusting to look at. are usually trusted to remember important dates
 Colossal land leviathans that resembles walking or to remind their masters of things that need
beehives. Tiny centipede legs propel these tending.
beasts along, while a minute head at one end  Tall anemic creatures with albino skin,
with a collection of little black eyes contains possessing an enlarged head with strangely
its sensory organs. Essentially a tremendous deformed bone structures. Each creature has
walking “brain”, these creatures are used as a four eyes, the two of which are tiny and almost
psychic “battery” to enhance the abilities of vestigial. Unable to speak, they are nonetheless
Brotherhood psychics nearby. masters of memorizing. The Brotherhood
 A creature that resembles nothing more than a uses them as walking data storage; their
mass of purplish-gray tentacles, some swollen to photographic memories allow them to remember
the point that they have become useless. These everything they see or hear almost indefinitely.
tendrils support a flowery trunk from which Brotherhood telepaths tap their minds to
sprout two star-shaped heads on the end of withdraw this information for later use.
elongated necks. Each head has a gaping maw

atrocities committed here could be potentially of the Brotherhood breeding program, and there
devastating to their cause (and tipping their hand are agents out looking for it. If the PCs are seen
to other organizations of the wasteland that the with or near the creature, they are just as likely
Brotherhood has a campaign of aggression in the to be hunted and killed as it for the dangerous
planning stages). Characters stumbling upon the knowledge they now possess. The party can help
secret chambers underground, or coming here the monster in its attempt to get away, but once
investigating any of several whispered rumors they do, will it be content with being a survivor
around town concerning the ruins, could easily - or will it, motivated by its own sense of loyalty,
find out the truth. But simply discovering one of try to convince the party to help it return to Nellis
the Brotherhood’s major secrets could be a death and free its own imprisoned comrades?
sentence in its own right, as agents will continue
to hunt the PCs until they are dead. The existence of this breeding program (as well
 Picking through the ruins in the vicinity of as the laboratories under Nellis) is a secret that
Nellis, the characters stumble upon a horrific the Brotherhood does not want to get out. That
monstrosity that they first try to kill. But when the Brotherhood has been abducting mutants from
it soon becomes clear the aberration is just as the wasteland to experiment on is bad enough, but
terrified of them as they are of it, they attempt knowledge that the Brotherhood is building a secret
to communicate. Though unable to speak army of genetically-modified beasts could very well
beyond a few parroted words, the creature tries
to explain to the party where it came from, and
jeopardize the illusion of “benevolent neutrality” that
has allowed the Brotherhood access to many trade
61
how imperative it is that it escapes undetected. towns and settlements throughout the desert.
It seems the creature is an escaped test subject
TABLE 2-1: BROTHERHOOD ADVANCED CLASSES
Class Description
Force Master Elite soldiers and guardians; masters of Telekinesis
Psion Oracles and seers possessed of prophetic powers; masters of Precognition
Censor Agents and protectors of the Ecclesiarchy; masters of Telepathy
Illuminated Beings that gradually transform into entities of pure energy

ALLEGIANCE BENEFITS will be. This disjunction is known to have adverse


psychological effects, and the segregation Psions
Considering its mysterious
impose upon themselves is as much for their benefit as
reputation, and the many rumors
for the benefit of others. A rogue Psion, finally having
whispered about its secret goals
her mind splintered under the weight of her constant
and plans, why would one want to
precognitive awareness, can be a deadly, unpredictable
join the Brotherhood of Radiation?
foe. Capable of seeing into the future, a Psion knows
The simplest answer is to say that, as
all outcomes to every action, and will have chosen the
a religion of, about, and for mutantkind, it appeals
one with the greatest chances of success long before
primarily to mutants.
she even raises a finger to act.
From a game standpoint, the Brotherhood of
In the Brotherhood of Radiation, Psions still hold
Radiation makes an ideal source of adventures of
a great deal of mystery, for their particular art is not
intrigue and religious zealotry. The fact that their
widely understood. Yet they are an invaluable tool,
ranks are composed of mutants, a race by its nature
turned to for advice, portents, and prophecy. In the
infused with unpredictable powers and diversity,
makes them an ideal enemy. While not
prohibited to player characters, their relatively
narrow scope (dedicated to a sometimes-
obscure vision of mutant dominance) usually
means they will serve as villains and challenges
for player characters to face, not embrace.
Characters (non-player or otherwise) who join
the Brotherhood of Radiation and adhere to its
bizarre tenets may achieve rank of considerable
power and prestige, as well as entry to four
powerful advanced classes, as shown below.
Favored Skills: A character who takes the
Cryptic Ordainment (Brotherhood of Radiation)
feat receive a permanent +1 morale bonus to
Concentration, Knowledge [Mutant Lore], and
Knowledge [Theology & Philosophy].

BROTHERHOOD FORCE MASTER


This advanced class was first introduced in the
Darwin’s World Campaign Guide. The class
remains unchanged.

BROTHERHOOD PSION
While Force Masters refine and perfect the
neural control known as “telekinesis“, and
Censors are masters of telepathy, those who join
the ranks of Brotherhood Psions are masters of
precognition, the ability to see, even if only in
glimpses, the future. Psions comprise a separate
branch of the Ecclesiarchy, and are viewed
62 with both suspicion and awe by the masses of
simple-minded followers. Revered as seers and
oracles, these prophetic beings live in a sort
of “half-state” that straddles what is and what
TABLE 2-2: THE BROTHERHOOD PSION
Level BAB Fort Reflex Will Special Def Rep
1 +0 +0 +2 +2 Radiation Immunity +1 +0
2 +1 +0 +3 +3 Neural Feat +2 +0
3 +1 +1 +3 +3 Prediction I +2 +0
4 +2 +1 +4 +4 Probability Armor +3 +1
5 +2 +1 +4 +4 Neural Feat +4 +1
6 +3 +2 +5 +5 Prophecy +4 +1
7 +3 +2 +5 +5 Prediction II +5 +2
8 +4 +2 +6 +6 Neural Feat +6 +2
9 +4 +3 +6 +6 Future Sight +6 +2
10 +5 +3 +7 +7 Superior Wisdom +7 +3

past Psions have risen to positions of great power allowing her to react appropriately to avoid harm.
in the Ecclesiarchy, and no Krytarch has ever gone This ability is identical to Evasion.
without one or two Psions as personal advisors at his Probability Armor: At 4th level the Psion’s sight
side. extends to a thousand possibilities, allowing her to
react to virtually every threat before it even occurs.
REQUIREMENTS This grants her a dodge bonus to Defense equal to her
To qualify to become a Psion, a character must fulfill Wisdom modifier. Unlike Precognitive Dodge (which
all the following criteria. has a duration), this ability is always in effect.
Race: Mutant. Prophecy: A Psion’s prophetic abilities allow her
Mutations: Neural Precognition. to glimpse into the future, granting her the ability to
Skills: Concentration 13 ranks. see things that have yet to occur. In game terms, by
Feats: Foresight, Precognitive Combat, spending an Action Point a Psion may ask the GM a
Precognitive Dodge, Perceive Outcome. question about whatever encounter or event currently
Allegiance: Brotherhood of Radiation. faces her and receive a simple “yes” or “no” answer.
Questions may only be asked of events that will take
CLASS INFORMATION place in the near future (that is, 1 day per point of
The following information pertains to the Psion Wisdom modifier into the future).
advanced class. Prediction II: At 7th level the Psion’s Prediction
Hit Die: 1d6. ability improves, giving her the equivalent of
Action Points: 7 + one-half of the character’s level, Improved Evasion.
rounded down, every time he or she attains a new level Future Sight: By spending an Action Point, the
in this class. Psion may automatically hit an opponent with her next
Class Skills: The Psion’s class skills are: attack. This ability can be used a maximum of once
Concentration, Diplomacy, Disable Device, Gamble, per day.
Intimidate, Knowledge (Theology & Philosophy), Superior Wisdom: At 10th level a Psion’s Wisdom
Knowledge (Tactics), Listen, Research, Sense Motive, bonus is doubled. This is an ongoing effect.
Spot.
Skill Points at Each Level: 4 + Int modifier. BROTHERHOOD CENSOR
Censors are feared Brotherhood agents whose mission
CLASS FEATURES is to weed out those who would “pollute” the ranks
The following features pertain to the Psion advanced of the faithful. They are there to watch over the
class. masses and guide their thoughts towards the glorious
Radiation Immunity: A Psion, once “enlightened”, future outlined by the “Final Generation” (I.e. the
becomes immune to Severe radiation (if not already). Illuminated).
However, she loses all body hair as a result of Unknown to most, the branch of the Ecclesiarchy
continued exposure and also becomes sterile. know as the Censors descend from the small cadre

63
Neural Feats: A Psion receives a bonus neural feat of loyal followers who once followed Pastor Bright
at 2nd, 5th, and 8th level, which may be any neural (see History of the Brotherhood of Radiation). In the
feat whose prerequisites she meets. early years of the Brotherhood they were a secretive
Prediction I: At 3rd level a Psion is able to see entity, undeclared to the public, whose purpose was to
moments into the future to see events that affect her, perpetuate the lies of Bright to maintain control over
the people of the City of Lights. They also monitored Mutations: Neural Telepathy.
the activities of the missionary branch of the Skills: Concentration 8 ranks.
Ecclesiarchy, ensuring that their activities remained Feats: Mental Communication, Lie Detector,
outside of the city and the secrets of the Brotherhood Psychic Interrogation.
were maintained. Allegiance: Brotherhood of Radiation.
With the rise of mutants exhibiting neural
mutations, those exhibiting telepathic abilities were CLASS INFORMATION
often groomed to join the ranks of the Censors. The The following information pertains to the Censor
ability to read minds, it was presumed, would be an advanced class.
invaluable tool in pursuing the Ecclesiarchy’s goals Hit Die: 1d4.
of not only maintaining a focused society, but also Action Points: 7 + one-half of the character’s level,
for ferreting out those who might dig too deeply into rounded down, every time he or she attains a new level
the Brotherhood’s secretive goals. Thus, an arm in this class.
of the Brotherhood was born that resembled most Class Skills: The Censor’s class skills are: Bluff,
the Inquisition, with far-ranged powers, terrifying Concentration, Diplomacy, Gather Information,
authority, and a secretive agenda. Handle Animal, Intimidate, Investigate, Knowledge
Censors are greatly feared in Brotherhood society. (History), Knowledge (Theology & Philosophy),
Wearing reflective masks and draped in sinister black Listen, Search, Sense Motive, Spot.
robes, they are the faceless mind-readers who populate Skill Points at Each Level: 4 + Int modifier.
the nightmares of those who seek to upset or betray the
Brotherhood of Radiation. CLASS FEATURES
The following features pertain to the Censor advanced
REQUIREMENTS class.
To qualify to become a Censor, a character must fulfill Radiation Immunity: A Censor, once
all the following criteria. “enlightened”, becomes immune to Severe radiation
Race: Mutant. (if not already). However, she loses all body hair as a
result of continued exposure and also becomes sterile.
Neural Feats: A Censor receives a bonus neural
feat at 2nd, 5th, and 8th level, which may be any
neural feat whose prerequisites she meets.
Sensory Magnification: Because her training
continually refines her senses to an almost supernatural
level, at 1st level the Censor receives a bonus to
Spot and Listen checks equal to her Censor level. In
addition, when blinded (or otherwise unable to use her
natural senses), the Censor can “see” and “hear” with
her mind. This acts just like the feat, Mind’s Eye, but
with twice the normal range.
Piercing Gaze: At 3rd level a Censor may
use Sense Motive to get a sense of someone’s
trustworthiness as a standard action (normally this
takes 1 minute).
Detection: As a standard action a Censor may
attempt a Concentration check (DC 20) to detect
hostile intent in any single subject within 50 ft. For
game purposes, hostile intent includes wishing the
character harm, intention to inflict harm, and any
other form of malice directed specifically towards the
character.
Ruthless Interrogation: At 7th level the DC of the
Censor’s Psychic Interrogation increases to 15 + her
Charisma modifier.
Mindlink: As a full-round action a Censor may

64
establish a mindlink with any living creature within
sight. The creature, if unwilling, may make a Will
save (DC 10 + Censor’s Charisma modifier) to resist.
A Censor may only maintain a mindlink with one
creature at any given time.
TABLE 2-3: THE BROTHERHOOD CENSOR
Level BAB Fort Reflex Will Special Def Rep
1 +0 +0 +0 +2 Radiation Immunity, +1 +0
Sensory, Magnification
2 +1 +0 +0 +3 Neural Feat +1 +0
3 +1 +1 +1 +3 Piercing Gaze +2 +0
4 +2 +1 +1 +4 Detection +2 +0
5 +2 +1 +1 +4 Neural Feat +3 +1
6 +3 +2 +2 +5 Mindlink +3 +1
7 +3 +2 +2 +5 Ruthless Interrogation +4 +1
8 +4 +2 +2 +6 Neural Feat +4 +1
9 +4 +3 +3 +6 Detection Aura +5 +2
10 +5 +3 +3 +7 Greater Mindlink +5 +2

If the Censor forges a mindlink, from that point Those few who are selected to become members of
on she is able to see and hear through that creature’s the Illuminated are subjected to a long and ritualistic
eyes and ears as if she was physically present with period of indoctrination and “enlightenment”. Their
the subject, regardless of the actual distance between keepers use mental bombardment and long-term
them. This allows a Censor to spy “through” its exposure to radiation to weed out the mentally and
mindlinked subject, experiencing the sights and sounds physically weak among them, and to test them for
her subject does as if she were there in person. future trials. Beyond building a mere immunity to
The duration of the mindlink is one day per point of its ionization effect, radiation becomes like a new
Charisma modifier. “lifeblood” for the Illuminated, giving her strength,
Detection Aura: At 9th level the Censor’s power, and a “holy” aura that blinds and burns those
Detection ability extends to all creatures within a 50 ft. who gaze upon her. This brilliance serves not only to
radius around her (instead of a single target). A single inspire awe among the followers of the Brotherhood,
successful Concentration check allows the Censor to but also to empower the Illuminated in ways unseen
detect hostile intent in any and all creatures within this among the lesser creatures of the mutant world.
area. The mystical processes behind the creation of
Greater Mindlink: At 10th level the Censor’s an Illuminated are steeped in bizarre traditions and
mindlink ability becomes stronger. Any creature she secrecy, but the end result is the creation of an elite
successfully affects with a mindlink falls under a “order” of super-mutants with amazing powers and
greater form of control, allowing the Censor to literally unprecedented abilities. Though few in number, these
take over the subject’s body. When the Censor brightly-glowing angelic beings have become the
asserts control, the subject is effectively dominated center of Brotherhood worship, and are set to lead
by her, becoming a puppet controlled by the Censor‘s them to an unknown future…
thoughts. A creature so dominated is controlled by the
Censor’s player, performing as she chooses (within the REQUIREMENTS
creature’s normal capabilities). Note that the Censor To qualify to become an Illuminated, a character must
cannot make the dominated creature use abilities, fulfill all the following criteria.
items, or powers she herself does not know about. Race: Mutant.
The Censor can assert control in this fashion for a Background: Ritual Preservationist, Visionary
total of ten rounds per day, but these rounds need not Reinventor.
be consecutive. The greater mindlink otherwise has Feats: Super Mutant.
the same duration as mindlink. Defects: Photoluminescent Aural Emission.
Skills: Concentration 13 ranks, Knowledge (mutant
ILLUMINATED lore) 6 ranks.
The legendary illuminated comprise an inner circle Allegiance: Brotherhood of Radiation.
of elevated beings worshiped by the Brotherhood of
CLASS INFORMATION
65
Radiation as quasi-deities. Members of the so-called
“final generation” of mutant kind, they are chosen The following information pertains to the Illuminated
solely from what are perceived to be perfect examples epic class.
of mutant life, their entire being blessed, as it were, by Hit Die: 1d10.
the eternal power of the atom. Action Points: 7 + one-half of the character’s level,
TABLE 2-4: THE ILLUMINATED
Level BAB Fort Reflex Will Special Def Rep
1 +0 +2 +0 +2 Radiation Immunity, +1 +2
Irradiated, Vitality +1
2 +1 +3 +0 +3 Burning Touch +1 +2
3 +1 +3 +1 +3 Bonus Feat +2 +2
4 +2 +4 +1 +4 Vitality +2 +2 +3
5 +2 +4 +1 +4 Blinding Glow +3 +3
6 +3 +5 +2 +5 Bonus Feat +3 +3
7 +3 +5 +2 +5 Vitality +3 +4 +4
8 +4 +6 +2 +6 Radiated Pulse +4 +4
9 +4 +6 +3 +6 Bonus Feat +5 +4
10 +5 +7 +3 +7 Inhuman Resilience, +5 +5
Vitality +4

rounded down, every time he or she attains a new level Irradiated: The Illuminated gains the Irradiated
in this class. feat for free.
Class Skills: The Illuminated’s class skills are: Bonus Feats: An Illuminated receives a bonus
Concentration, Diplomacy, Gather Information, feat at 3rd, 6th, and 9th level. The feat must be
Intimidate, Knowledge (Ancients, Current Events, selected from the following list, and the character
Earth and Life Sciences, History, Physical Sciences, must meet the prerequisites to select it: Animation
Technology, Theology and Philosophy), Profession, Radiation*, Cryptic Ordainment*, Disciple of The
and Sense Motive. Glow*, Iron Will, Leadership, Meditation*, Mutation
Skill Points at Each Level: 4 + Int modifier. Advancement, Psycho-Potence*, Renown.
In addition to the above feats, the Illuminated may
CLASS FEATURES select any neural feat instead.
The following features pertain to the Illuminated epic Vitality: The strange radiations in the Illuminated’s
class. cells have the effect of invigorating her body, causing
Radiation Immunity: An Illuminated, once her to grow inhumanly strong. At 1st level the
enlightened, becomes immune to Severe radiation (if Illuminated gains a permanent point to either Strength,
not already). However, she loses all body hair as a Constitution, or Dexterity (player’s choice). This is
result of continued exposure and also becomes sterile. in addition to any attribute increases accumulated
from going up in
character level.
She gains an
additional point at
levels 4, 7, and 10
as well.
Burning
Touch: The
Illuminated is
infused with
ever-increasing
levels of radiation,
so hot that her
mere touch
burns. At 2nd
level, in addition
to transferring
radiation (see
66 the Irradiated
feat) she can also
cause terrible
burns with her
unarmed melee attacks. By making a successful fact a man riddled with worry and uncertainty. The
unarmed attack, the Illuminated inflicts 1d6 points of religion he leads, the masses of faithful he “serves”,
heat damage per character level (no save, max 20d6). are unparalleled. The power at his disposal, in the
A favorite tactic of an Illuminated is to use this heat form of armies, willing bodies, and moldable minds, is
attack to burn through the radiation suits of those who impressive, even staggering. Yet, even with all of this
think themselves immune to her touch. at his fingertips, Krytarch Radium Perpetuum knows,
Blinding Glow: At 5th level the inherent glow as any leader worthy of being called “wise” knows,
of the Illuminated becomes blindingly brilliant at all it could all fall apart under the right circumstances.
times. Any time a creature gazes upon an Illuminated The Krytarch’s goal, then, is to make sure those
it must make a Fortitude check (DC 10 + Cha bonus circumstances never arise.
+ 1/2 class level) or be blinded for 1d6 rounds. A Radium Perpetuum was selected to the position
character may divert her eyes to avoid being blinded, of “Krytarch” by his peers for that exact reason. An
but doing so confers the normal miss chance. An administrator par excellence, a manager of people, a
Illuminated is always immune to this ability. diplomat, and a manipulator behind the scenes, he was
Radiated Pulse: Through further enlightenment a renowned negotiator, preventing many squabbles
in the secrets of “the glow” the Illuminated learns to among his fellow Ecclesiarchs and heading off
generate a vibrant pulse of radiation, which manifests schisms before they ever took shape. Preemption, and
as a sweeping corona of light. This is essentially a proactive manner of dealing with problems, were his
an extension of the Irradiated feat. Once per day strong points.
per point of Constitution modifier (minimum once As Krytarch, Radium Perpetuum does the balancing
per day), as a full-round action the Illuminated can act as well as could be expected, considering what‘s
generate a pulse of radiation (of the same degree the massed against him. And he must, not only to survive,
Illuminated would normally confer with a touch) that but to keep the Brotherhood of Radiation together.
affects a 40 ft. radius area, centered on herself. All Beneath him are dynastic forces that seem almost
creatures in this area are affected. eager to tear themselves apart. There are zealots
Inhuman Resilience: At 10th level the Illuminated willing to die, eager to martyr themselves. Radicals
is no longer wholly human, its body being in many seeking to propel even the most obscure prophecies
ways more energy than flesh. An Illuminated of this to the forefront and carry the Brotherhood off in
level can no longer be killed by hit point damage (or violent or apocalyptic directions. He must contend
even instant death effects), and can only be slain if she with conspiring underlings, incompetent bureaucrats,
fails a Mas save (instead of falling unconscious when corrupt clerics, and the usual sprinkling of idiots and
she fails a Mas save the character now dies). madmen in the mix. On top of this, the religion’s very
origins, dubious at best, must be concealed and history
continually revised to keep the machine of “faith”
MAJOR NPCS OF THE going. It’s exhausting work!
BROTHERHOOD The Krytarch is very much a product of his powerful
position. An elderly mutant, his deformed face
The Brotherhood of Radiation’s shows signs of great stress, yet he manages it well.
agents are many, its followers His features are prematurely aged, his eyes wizened
almost numberless among the and hard, his tongue prudently restrained. He seems
wastes. But as with any major faction ready to act at a moment‘s notice, yet every action
(religions or otherwise), the hierarchical pyramid only is conducted only after great consideration. He
gets narrower towards the top, and the Brotherhood is surrounds himself with a court of advisors, henchmen,
no exception. bodyguards, psionic mind-readers, and sycophants
At the pinnacle of the Ecclesiarchy are a handful whose only role is to remind him he is master of all
of powerful individuals who, collectively, control he surveys. To many he is a living god, to others a
the destiny of this strange religion and its tens of sacred conduit to a force they only ambiguously know
thousands of adherents. There also exist one or as the “Glow”, and to outsiders, looking in, he is the
two individuals who, while nominally outside the grand architect of a religion of pure absurdity. The
hierarchy, maintain the potential to change the fate Krytarch does have one decidedly undiplomatic side,
of the Brotherhood and the masses who follow however: as a warning to those who would attempt
its perverse teachings blindly. These characters, to manipulate him, he has his throne room in the
prominent or unknown, mighty in sway or subtle in Black Edifice decorated with the bodies of telepaths
influence, are detailed in this chapter. who sought to infiltrate his thoughts or sway his

KRYTARCH RADIUM PERPETUUM


mind, crucified after being stunned into idiocy by his
overpowering neural defenses.
67
What most people would expect to be the single Radium Perpetuum is not one of the more moderate
most powerful theocrat on the Twisted Earth is in Brotherhood Krytarchs, but he is still unable to exact
the radical changes lobbied by various quarters of the Occupation: Demagogue (Diplomacy, Knowledge
Ecclesiarchy. As “blessed beings”, the Illuminated [Theology and Philosophy]).
have his ear and hold considerable sway over him Background: Ritual Preservationist (Knowledge
(especially High Illuminatus Iona). He believes [Mutant Lore]).
in a mutant-dominated world, possibly with the Mutations and Defects: Dual Cerebellum, Neural
Illuminated serving as “god-kings”, but he knows Mutation - Telepathy x2, Photoluminescent Aural
the wasteland is not ready to embrace that particular Emission.
vision just yet. Instead, he finds himself walking the Skills: Bluff +26, Concentration +18, Diplomacy
proverbial tightrope again, placating his ravenous +28, Disguise +5, Gather Information +8, Intimidate
Illuminated followers with sideways reassurances +22, Knowledge (Ancient Lore) +13, Knowledge
while publicly repeating the promise of a “mutant (Current Events) +31, Knowledge (History) +16,
utopia for all” to keep the masses loyal, in line, and Knowledge (Mutant Lore) +33, Knowledge (Tactics)
subservient. +19, Knowledge (Theology and Philosophy) +29,
Knowledge (Twisted Earth) +21, Listen +8, Profession
Krytarch Radium Perpetuum (Mutant Smart +8, Research +20, Sense Motive +21, Spot +8.
Hero 3/Demagogue 10/Psionic 6): CR 19; Medium- Feats: Attraction Trigger, Brain Poison*, Cerebral
size humanoid; HD 3d6-3 plus 10d6-10 plus 6d8-6; Scion*, Charm Person, Deceptive, Detect Thoughts*,
HP 54; Mas 9; Init +4; Spd 30 ft; Defense 26, touch Disciple of the Glow*, Educated (Knowledge [Current
26, flatfooted 26 (+0 size, +0 Dex, +7 class, +9 Events], Knowledge [Theology and Philosophy]),
equipment); BAB +10; Grap +9; Atk +9 melee (1d6-1, Empathy*, Improved Initiative, Leadership, Mental
weapon), or +10 ranged touch (1d2 plus paralysis, Communication, Mind Crush, Mind Strike, Mind Stun,
hand stunner); FS 5 ft by 5 ft; Reach 5 ft; SQ medical Post-Apocalyptic Technology, Primitive Technology,
incompatibility, light 20 feet; AL Brotherhood of Renown, Simple Weapons Proficiency.
Radiation; SV Fort +7, Ref +6, Will +16; AP 9; Rep Talents (Smart Hero): Savant (Knowledge
+11; Str 8, Dex 10, Con 9, Int 20, Wis 14, Cha 16. [Current Events]), High Priest*.
Talents (Demagogue): Followers, Lead
Followers, Zealots, Captivate Masses,
Conversion, Improved Zealots, Mass
Conversion.
Talents (Psionic): Neural
Specialization, Mutation Advancement.
Possessions: Utopian robe [F/MG],
force field belt, two plutonium clips,
personal deflector (+5) [RoMM], power
belt pack, hand stunner, power clip, other
equipment as needed.

MATRON HIROSHIMA (MATRIARCH OF


PSIONS)
Matron Hiroshima (technically “Mother
Hesperia XII of the Hiroshiman Order“),
is the twentieth matriarch to hold the
position of “Matron” at the Convent of
Mother Hiroshima in the City of Lights.
Established long ago for the education,
betterment, and continued direction of
female adherents to the Brotherhood cause,
the Hiroshiman order has also been the
traditional seat from which the branch of
Psions draws its strongest recruits. With
traditional influence over the Ecclesiarchy’s
powerful and often-mysterious prophetic
arm, the matriarch who holds this position
68 is among the most powerful mutants on the
Twisted Earth. Turned to for guidance by
the Krytarch himself, and with countless
masses scrutinizing and parroting her
words for some glimpse at their futures, the
Matron is a figure of tremendous respect. Knowledge [Theology and Philosophy], Sense
Matron Hiroshima is an elderly woman whose life, Motive).
in reality, is occupied primarily by diplomacy and Background: Ritual Preservationist (Knowledge
maintaining a delicate status quo. From the exterior [Mutant Lore]).
the Brotherhood of Radiation may seem united and Mutations and Defects: Neural Mutation -
strong, but she knows (as do those others in positions Precognition x2, Neural Mutation - Telepathy,
of real power) that the Ecclesiarchy is not as secure Terminal Limb Deficiency (Leg), Skeletal
as one would think. Fortunately for her, she is not Deterioration.
called upon to act or take sides; her gift of prophecy, Skills: Bluff +11, Concentration +21, Diplomacy
and “far-sight” (clairvoyance), are considered assets +18, Gamble +10, Gather Information +7, Intimidate
too valuable to corrupt with political infighting and +17, Knowledge (Current Events) +11, Knowledge
the taking of sides. “Neutral” is a term she frequently (History) +17, Knowledge (Mutant Lore) +17,
finds herself falling back on, reminding those who Knowledge (Theology and Philosophy) +17, Listen
would turn to her for an edge against their rivals that +8, Sense Motive +18, Spot +8.
fate is an unforgiving and merciless mistress, and Feats: Clairaudience, Clairvoyance, Disciple of the
friend to no man. That she assumes a similarly grim Glow*, Foresight, Future Sight*, Improved Initiative,
and distanced stance is also typical of Hiroshiman Iron Will, Lightning Reflexes, Mental Communication,
seers. Neural Extension*, Perceive Outcome, Post-
Matron Hiroshima conducts herself with poise, Apocalyptic Technology, Precognitive Combat,
grace, and principles. She is gifted, as are most Precognitive Dodge, Precognitive Reading*, Primitive
Hiroshiman sisters, but she chooses to limit the use of Technology, Revelation*, Second Chance, Simple
her powers unless directed by the Krytarch. Physically Weapons Proficiency.
she resembles a healthy, if older woman, missing one Talents (Dedicated Hero): Empathy, Intuition.
of her legs. She walks with the use of a cane, with Talents (Psionic): Neural Specialization, Mutation
only the slightest hint of a limp. In reality she is far Advancement, Mutation Advancement.
weaker than she appears, but she has learned over the Talents (Brotherhood Psion): Radiation Immunity,
years to mask her physical shortcomings and defects to Prediction I, Probability Armor, Prophecy, Prediction
appear as strong as possible. II.
Though she maintains an austere neutrality in all Possessions: Utopian robe [F/MG], other
things, Matron Hiroshima is aware of everything the equipment as needed.
Censors branch of the Ecclesiarchy do - a knowledge
that, despite her attempts to keep them out of her CENSOR HESPERIUM (PATRICIAN OF CENSORS)
conscious mind, is beginning to assert itself. This Master Patrician of the order of Censors, and self
is due to a lingering psychic “bond” the Matron has styled “High Inquisitor”, Censor Hersperium is
with Censor Hesperium, who happens to be her perhaps the most influential figure in the Brotherhood
twin brother. The two were born conjoined twins of Radiation.. Leader of the much-feared Censors
(they shared a leg), but were separated at birth due branch of the Ecclesiarchy, it is ultimately
to life-threatening complications; hence her missing Hesperium’s task to protect the Brotherhood from
limb. The fact that the two are related is not public destructive agencies both inside and outside the
knowledge, which suits both parties fine, as they City of Lights. Combating the machinations of
disagree on many things, both in politics and in dissenters, rebels, heretics, and more conventional
principle. Censor Hesperium is also unaware of enemies of the Brotherhood (like rival factions of the
their unique mental bond, beyond odd dreams and wasteland) occupy most of his time. Preparing for
premonitions that, so far, he has not linked to his close the next insurrection, or scrambling to cover up the
ties to the Matron Mother. Brotherhood’s darker secrets, take up the rest.
Censor Hesperium is one of the few members of the
Mother Hiroshima (Mutant Dedicated Hero 3/ Brotherhood who has full knowledge of the founding,
Psionic 7/Brotherhood Psion 8): CR 18; Medium- origins, and history of the Brotherhood of Radiation.
size humanoid; HD 3d6 plus 7d8 plus 8d6; HP 71; He is a direct inheritor of the “Bright-ian” school of
Mas 10; Init +5; Spd 20 ft; Defense 28, touch 28, thought, namely that the original course set down by
flatfooted 22 (+0 size, +1 Dex, +12 class, +5 dodge); Princess was a destructive one that, left to flourish,
BAB +11; Grap +10; Atk +10 melee (by weapon), would have led the Brotherhood nowhere. While
or +12 ranged (by weapon); FS 5 ft by 5 ft; Reach this philosophy is not widely spoken of (and indeed,
5 ft; SQ medical incompatibility, bludgeoning
69
is contrary to public teachings, which continue to
vulnerability; AL Brotherhood of Radiation; SV Fort venerate Princess as a “demi-goddess”), Hesperium is
+6, Ref +12, Will +20; AP 5; Rep +5; Str 8, Dex 12, a leading proponent of it. He, however, and others like
Con 10, Int 15, Wis 21, Cha 14. the current Krytarch, continue to maintain the charade
Occupation: Religious (Knowledge [History], that has kept Princess locked up for generations - and
kept them in power. +17, Search +10, Sense Motive +26, Spot +17.
Hesperium is an older man whose intense eyes Feats: Attraction Trigger, Charm Person, Detect
seem to project the same authoritarian power and Thoughts*, Disciple of the Glow*, Empathy*, Iron
ruthlessness that are his hallmarks. He is utterly Will, Lie Detector, Mental Communication, Mind
without remorse, seeing each decision made as one Crush, Mind Strike, Mind Stun, Post-Apocalyptic
that was destined to be. The consequences of his Technology, Primitive Technology, Psychic
actions - including the deaths of alleged spies and Interrogation, Psycho-Potence*, Simple Weapons
heretics - even when proven unnecessary, do not faze Proficiency.
him. He is a man with singular devotion to a greater Talents (Dedicated Hero): Rigorous
cause, a violent and unremitting enemy of anyone Indoctrination*, Unswerving*.
and anything that threatens the Brotherhood’s current Talents (Psionic): Neural Specialization, Mutation
course towards a future dominated by mutantkind. Advancement, Mutation Advancement.
Censor Hesperium is rarely seen without a cohort Talents (Brotherhood Censor): Radiation
of power-armor wearing force masters at his side. He Immunity, Sensory Magnification, Piercing Gaze,
walks with a barely-noticeable limp, wearing long Detection, Mindlink, Ruthless Interrogation.
organic robes that conceal the fact that he is missing Possessions: Neural lasher [RoMM], power belt
his right leg. He uses a plain metallic staff to help pack, Utopian robe [F/MG], other equipment as
support himself, but it seems just as natural at his side needed.
as would a staff of office. In reality he was born one
of two conjoined twins, who were separated at birth BROTHER BISMUTH (WARMASTER)
(hence his missing leg). While he rose to prominence Blessed with a reputation for even-handed neutrality
among the Censors due to his natural telepathic the likes of Matron Hiroshima, Brother Bismuth,
talents, his sister, gifted with clairvoyance, was sent to Warmaster of the Brotherhood of Radiation and
the Convent of Mother Hiroshima, only to eventually commandant of the Force Masters arm of the
be nominated as its High Matriarch. Ecclesiarchy, is one of the prestigious members of the
Hesperium nurtures a slight bitterness against his “inner circle” of the Brotherhood. As commandant
sister, for she was the weaker of the two twins and he of the Force Masters, he is not only the leader of
believes she should not have been given the aid she that militant branch of the Ecclesiarchy, but also its
was. A Darwinist, the fact that she was cared for, and highest-ranking “general” and supreme commander of
eventually promoted to Matron of the Hiroshimans, the Brotherhood military.
disgust him. Indeed, the fact that she even exists is an Brother Bismuth maintains a title of low rank as a
annoyance he only just tolerates - as it is for the good sign of deference, both to reflect his own humility as
of the Brotherhood, after all. well as to exhibit his obedience to the Krytarch. In
past years the position of commandant has been a
Censor Hesperium (Mutant Dedicated Hero 3/ seductive one, leading some generals to seek to impose
Psionic 7/Brotherhood Censor 8): CR 18; Medium- their influence on the Krytarch - instead of vice versa.
size humanoid; HD 3d6 plus 7d8; HP 43; Mas 10; Init Brother Bismuth has taken great pains to reverse the
+1; Spd 20 ft; Defense 21, touch 21, flatfooted 20 (+0 natural suspicion the Ecclesiarchy holds for its military
size, +1 Dex, +10 class); BAB +11; Grap +10; Atk branch, making him and his regiments subservient to
+10 melee (by weapon), or +12 ranged touch (1d6 Int the will of the Krytarch on countless occasions. These
damage plus nausea, neural lasher); FS 5 ft by 5 ft; efforts have not gone unnoticed, and Bismuth stands
Reach 5 ft; SQ medical incompatibility, bludgeoning as one of Krytarch Radium Perpetuum’s most trusted
vulnerability; AL Brotherhood of Radiation; SV Fort advisors.
+6, Ref +6, Will +17; AP 9; Rep +4; Str 8, Dex 12, Unfortunately, that trust is built entirely upon
Con 10, Int 15, Wis 14, Cha 21. lies. While he has indeed been a loyal servant of the
Occupation: Religious (Knowledge [History], Ecclesiarchy for years, Brother Bismuth is also its
Knowledge [Theology and Philosophy], Sense most vehement opponent. Deceiver, malinger, and
Motive). heretic are only the politest words to describe him, for
Background: Ritual Preservationist (Knowledge in reality Bismuth has a second, more genuine identity
[Mutant Lore]). as the leader of the twisted and blasphemous “Radite”
Mutations and Defects: Neural Mutation - movement.
Telepathy x3, Terminal Limb Deficiency (Leg), How he managed to escape detection for so
Skeletal Deterioration. many years is unclear, but likely it is due to his
Skills: Bluff +14, Concentration +13, Diplomacy
70
unusual birth. Bismuth was born with craniophagus
+13, Gather Information +18, Intimidate +20, parasiticus, a grotesque version of conjoined twins in
Investigate +10, Knowledge (Current Events) +11, which one twin is dominant, the other made vestigial
Knowledge (History) +9, Knowledge (Mutant Lore) (if visible at all). In Bismuth’s case, his “twin”
+9, Knowledge (Theology and Philosophy) +9, Listen manifested solely as a deformed, partly-paralyzed
“face” growing out of the back of his head. At birth, Background: Ritual Preservationist (Knowledge
monks observed his deformity and proclaimed him [Mutant Lore]).
“blessed” (as all such mutants are believed to have Mutations and Defects: Cranial Parasite*,
special potential in the eyes of the Brotherhood). That Radiation Immunity, Neural Mutation - Telekinesis
over time his twin began to espouse radical ideas of x3, Neural Mutation - Telepathy, Negative Chemical
“perfection-through-pain”, and plot the destruction Reaction x3.
of the Brotherhood as a whole went unnoticed, for Skills: Bluff +29, Concentration +8, Diplomacy
Bismuth had already begun to lead a double life. By +14, Disguise +11, Gather Information +14, Intimidate
day his handsome, “normal” exterior played the part +17, Knowledge (Ancient Lore) +4, Knowledge
of loyal warrior and commander; by night, his uglier, (Mutant Lore) +21, Knowledge (Tactics) +23,
hidden face gave birth to the Radite movement and Knowledge (Technology) +6, Knowledge (Theology
rallied the disaffected to their heretical cause. and Philosophy) +5, Listen +9, Sense Motive +13,
Bismuth continues to lead the Radite movement in Spot +9.
secret; in fact, only a handful of high-ranking Radites Feats: Archaic Weapons Proficiency, Brain
are even aware of who their leader really is, receiving Poison*, Combat Expertise, Combat Reflexes, Cryptic
orders through intermediaries, message-drops, and Ordainment*, Hive Mind*, Mutation Advancement,
the like. Bismuth takes great pains to keep up his Post-Apocalyptic Technology, Power Attack, Primitive
disguise, and actually has very little contact with Technology, Psycho-Potence*, Simple Weapons
his real followers. As his position requires him to Proficiency, Sunder, Super Mutant, Telekinetic Hand,
spend the majority of his time in the City of Lights, Telekinetic Shield, Telekinetic Sword, Telekinetic
or directing armies in the field, he has established a Sword II.
complex network of agents to make his will manifest. Talents (Strong Hero): Melee Smash, Regimen of
Ultimately, someone looking to find the leader of the Suffering*.
Radites would face a baffling maze of dead-ends, Talents (Guardian): Defender +2, Weapon
Radite agents who know nothing of their handlers, and Focus (telekinetic sword), Tactical Aid, Weapon
a web of deception virtually impossible to peel apart. Specialization (telekinetic sword), Defender +4,
Bismuth sits content at the center of it all, all but Greater Weapon Specialization (telekinetic sword).
immune to the possibility of discovery. Talents (Brotherhood Force Master): Radiation
Though he keeps himself fit, Bismuth’s true strength Immunity, Irradiated, Telekinetic Combat, Telekinetic
lies in the powers of his mind, not in his muscles and Surge, Radiation Weapon.
bones. As such, he may appear slight to some, but as a Talents (Warrior Monk): Perfect Attack, Superior
warrior he has few equals on the battlefield. He wears Weapon Specialization (telekinetic sword).
a wig of long white hair atop his head; many of his Possessions: Utopian robe [F/MG], energy shield
underlings think this is a small concession to vanity, C, aegis gauntlet [RoMM], power belt pack, cranial
but in reality he wears this to cover his second face, implant (Cha +2) [RoMM], other equipment as
which sits like a malignant tumor attached to the back needed.
of his head - patiently waiting until nightfall when it
becomes the dominant twin and can enact its malicious HIGH ILLUMINATUS IONA
(and insane) plots. Mistress of the Illuminated, High Illuminatus Iona is
Bismuth is waiting for the right opportunity to a creature seldom seen by the masses of Brotherhood
strike. When that day is, is unclear, for he has had followers. As a member of the exclusive order of
many opportunities (in his position) to act, but he has Illuminated, her mere presence is deadly, for she is
deferred for his own reasons. infused with massive doses of radiation and to look
at her is to risk blindness. Yet she is also the most
Brother Bismuth (Mutant Strong Hero 3/Guardian prominent of the new race of “super-mutants”, the
8/Brotherhood Force Master 6/Warrior Monk Illuminated, and a trusted right-hand of the current
3): CR 20; Medium-size humanoid; HD 3d8+6 Krytarch who holds dangerous sway over his policies.
plus 8d10+16 plus 6d8+12 plus 3d10+6 plus 20; HP High Illuminatus Iona is a gruesome sight to behold;
162; Mas 14; Init +3; Spd 30 ft; Defense 28, touch a towering entity, she is spidery of limb and delicate
28, flatfooted 25 (+0 size, +3 Dex, +11 class, +4 of stature, her flesh possessing a radiant glow and
equipment); BAB +18; Grap +23; Atk +24 melee surrounded by an invisible corona of heat and energy.
(3d6+10 plus radiation, radiation weapon), or +21 Though technically a “she”, Iona lacks obvious gender
ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ traits, an androgynous creature of alien - and terrifying
medical incompatibility, immune radiation, cannot be
71
- beauty.
flanked; AL Radites; SV Fort +13, Ref +13, Will +11; Despite the reverence of the faithful, who give
AP 10; Rep +7; Str 20, Dex 16, Con 14, Int 17, Wis her titles like “angel” or “saint”, she is, in reality, no
18, Cha 22. benevolent figure. Like all Illuminated, Iona is a being
Occupation: Demagogue (Bluff, Sense Motive). of great power and almost super-human potential.
Such traits have begun to lead many Illuminated ironically, was in fact the first true “Illuminated”)
astray, causing them to believe they are vastly superior and end the generations-long charade that has
to the rank-and-file of mutant kind. While this may portrayed her as a “savior” figure. The Krytarch
be true, it has created a rift between the Illuminated barely manages to constrain Iona (and those who
and the brothers and sisters they are supposed to be share her view), reminding them that belief in
guiding towards a “united future”. If the Illuminated the Princess is still strong, and that to remove her
were to have their way, they would assume the mantle would lead to devastating consequences - civil war,
of “gods” and rule without contest over the poisoned widespread heresy, defection of key individuals in the
earth. Ecclesiarchy, and even wholesale abandonment of the
Iona is the leading proponent of this as-yet unspoken Brotherhood by its people. The time is not right for
philosophy, more of a “sentiment” shared by her such a sweeping reversal of a generations-old lie, but
and the growing numbers of Illuminated. Like her such reassurances do not sit well with the tempestuous
peers, she is a cold and ruthless being, taking perverse and impatient High Illuminatus…
delight in the worship of the Brotherhood’s clerics
and the mindless devotion of primitives like the High Illuminatus Iona (Mutant Smart Hero 3/
Followers. She personally commands her devoted Scholar 5/Guardian 7/Champion 7/Illuminated
to kill themselves just to remind her there are those 8): CR 30; Medium-size humanoid; HD 3d6+12 plus
who would die for a moment of her fleeting attention. 5d6+20 plus 7d10+28 plus 7d12+28 plus 8d10+32
That dozens do so unquestioningly each year during plus 3; HP 281; Mas 19; Init +9; Spd 35 ft; Defense
the annual “Week of Wailing” festival is a sign of 36, touch 36, flatfooted 31(+0 size, +5 Dex, +16 class,
the diseased mentality of many who follow the +5 equipment); BAB +21; Grap +25; Atk +25 melee
Brotherhood. touch (20d6, burning touch), or +26 ranged (1d6+0,
High Illuminatus Iona is also a jealous being, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ medical
and she secretly agitates to kill Princess (who, incompatibility, extra arm, extra leg, light 20 feet,
increased critical threat; AL Brotherhood of
Radiation; SV Fort +20, Ref +17, Will +24;
AP 11; Rep +12; Str 18, Dex 21, Con 19,
Int 20, Wis 20, Cha 20.
Occupation: Academic (DW)
(Knowledge [Current Events], Knowledge
[Theology and Philosophy]).
Background: Visionary Reinventor
(Knowledge [Mutant Lore]).
Mutations and Defects: Spontaneous
Electric Charge Generation x2, Additional
Limb Development (Arm), Additional
Limb Development (Leg), Neural Mutation
- Telepathy, Photoluminescent Aural
Emission, Negative Chemical Reaction,
Critical Vulnerability.
Skills: Balance +7, Bluff +14, Computer
Use +10, Concentration +15, Diplomacy
+19, Disguise +8, Gather Information +16,
Intimidate +32, Knowledge (Ancient Lore)
+10, Knowledge (Current Events) +17,
Knowledge (Earth and Life Sciences) +16,
Knowledge (History) +14, Knowledge
(Mutant Lore) +28, Knowledge (Physical
Sciences) +10, Knowledge (Tactics) +30,
Knowledge (Technology) +10, Knowledge
(Theology and Philosophy) +24,
Knowledge (Twisted Earth) +8, Listen +19,
Repair +10, Research +16, Sense Motive
+30, Spot +19.
72 Feats: Archaic Weapons Proficiency,
Cleave, Combat Reflexes, Disciple of
the Glow*, Electric Charge Field*, Great
Cleave, Improved Initiative, Irradiated, Iron
Will, Leadership, Mental Communication, Mutation “Brotherhood of Radiation” and what it has become.
Advancement, Post-Apocalyptic Technology, Power Shut off physically, and deliberately insulated from
Attack, Primitive Technology, Psycho-Potence*, outside contact by the Censors (whose agenda is still
Renown, Simple Weapons Proficiency, Super Mutant, tainted by the jealous mandates of Pastor Bright),
Super-Charismatic, Toughness. Princess clings to her miserable existence believing
Talents (Smart Hero): Savant (Knowledge herself to be a martyr to a cause that no longer exists.
[History]), Exploit Weakness. None can say what she would do if she were to find
Talents (Scholar): Gossip, Confusing Tirade, out the truth of what Pastor Bright did to her, or of
Ancient Knowledge (Knowledge [Mutant Lore]), the continued betrayal of her followers by those who
Ancient Technology. claim to “serve” them, but being a super-powerful
Talents (Guardian): Defender +2, Weapon Focus, being, the repercussions could be terrifying…
Tactical Aid, Weapon Specialization, Defender +4.
Talents (Champion): Rallying Cry +2, Improved Princess (Mutant Tough Hero 3/Ganger 5/
Tactical Aid, Rallying Cry +3, Awesome. Presence, Demagogue 2/Guardian 6/Champion 10/
Challenge. Illuminated 10): CR 36; Medium-size humanoid;
Talents (Illuminated): Radiation Immunity, HD 3d10+18 plus 5d8+30 plus 2d6+12 plus 6d10+36
Irradiated, Vitality +1, Burning Touch, Vitality +2, plus 10d12+60 plus 10d10+60 plus 3; HP 419; Mas
Blinding Glow, Vitality +3, Radiated Pulse. 22; Init +8; Spd 30 ft; Defense 33, touch 33, flatfooted
Possessions: Personal deflector (+5) [RoMM], 29 (+0 size, +4 Dex, +19 class); BAB +27; Grap +31;
power belt pack, other equipment as needed. Atk +31 melee (20d6, burning touch), or +31 ranged
(1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ
“PRINCESS” medical incompatibility, light 20 feet, DR 10/-; AL
Trapped in what amounts to a giant, graphite-lined Brotherhood of Radiation; SV Fort +28, Ref +17, Will
tomb, imprisoned within the Great Temple at the +26; AP 13; Rep +15; Str 18, Dex 18, Con 22, Int 18,
heart of a city that has outgrown her initial vision, Wis 20, Cha 20.
and now worshiped by an unfamiliar race of people Occupation: Criminal (Knowledge [Streetwise],
she never intended to lead, the tough waif known to Sleight of Hand).
her fellow orphans by the street handle “Princess” Background: Visionary Reinventor (Knowledge
carries an unimaginable burden. Sealed in perhaps [Theology and Philosophy]).
the last operating nuclear power station on the Twisted Mutations and Defects: Regenerative Capability
Earth, she has been led to believe over the years (by x4, Photoluminescent Aural Emission.
a manipulative religious theocracy polluted by the Skills: Craft (mechanical) +8, Craft (structural) +8,
teachings of Pastor Jeremy Bright, her long-dead Diplomacy +30, Intimidate +41, Knowledge (Ancient
nemesis) that only her continued presence in the Lore) +19, Knowledge (History) +11, Knowledge
reactor has staved off nuclear disaster. With her own (Streetwise) +11, Knowledge (Tactics) +24,
body failing her (in her eyes), succumbing to fantastic Knowledge (Technology) +22, Knowledge (Theology
mutations she cannot understand, Princess willingly and Philosophy) +16, Knowledge (Twisted Earth) +9,
accepted what she believed was her fate: to live out Listen +7, Perform (Dance) +15, Repair +16, Sense
her last few years alone, doing what she could to keep Motive +26, Sleight of Hand +11, Survival +21, Treat
the power to Vegas - and her people - going. Injury +7.
It has been generations since Princess was sealed Feats: Advanced Firearms Proficiency, Cleave,
in the reactor, and only her unique combination of Combat Reflexes, Great Cleave, Improved Initiative,
mutations keep her alive, maintaining her vitality and Iron Will, Leadership, Personal Firearms Proficiency,
health despite continued exposure to otherwise lethal Post-Apocalyptic Technology, Power Attack, Primitive
doses of radiation. Her body, capable of inhuman Technology, Rallying Leader, Remove Defect x2,
regeneration, is able to replenish everything it loses Renown, Simple Weapons Proficiency, Super Mutant,
to this exposure, as well as to advanced age. In Superhuman Longevity*, Toughness, Unbreakable x9.
essence, she is a unique being that has discovered a Talents (Tough Hero): Stamina, Damage
sort of “immortality”, though for her it has become a Reduction 1/-.
prolonged nightmare of suffering and isolation. Talents (Ganger): Underworld Grapevine,
Princess continues to keep the power plant at the Coordinator, Cold As Ice, Nine Lives.
heart of the City of Lights operating, even while the Talents (Demagogue): Followers, Lead Followers.
reactor dome, the machinery, and the entire complex Talents (Guardian): Defender +2, Weapon Focus,
Tactical Aid, Weapon Specialization.
73
grows weaker and more unstable around her. Through
the direct manipulation of the Ecclesiarchy, she has Talents (Champion): Rallying Cry +2, Improved
no idea what has happened in the years since she Tactical Aid, Rallying Cry +3, Awesome Presence,
first became trapped, with little or no understanding Challenge, Rallying Cry +4, To the Bitter End.
of the gradual degeneration of her followers into the Talents (Illuminated): Radiation Immunity,
Irradiated, Vitality +1, Burning Touch, Vitality +2, the help of a small core of loyal monks) to prevent
Blinding Glow, Vitality +3, Radiated Pulse, Inhuman his discovery. He then assumed the identity of
Resilience, Vitality +4. another monk, and so on, throughout the generations,
Possessions: None. to conceal his true identity from the growing
Ecclesiarchy back in Vegas. Throughout the ages he
FATHER THALLIUM LONGEVITUS (AKA “SLEDGE”) has maintained Monticello as an outpost, staying far
Far from the City of Lights, under the oppressive heat enough from the twisted Ecclesiarchy Bright set up
of a scorched desert landscape, rises the monastery of to avoid discovery, yet near enough to keep an eye on
Monticello, the ancient Christian abbey that hosted what has happened (and how things have devolved) in
Princess and her followers during their migrations the intervening years.
after the Fall. Generations ago, followers of the Father Thallium is a broken shadow of his former
Brotherhood, led by the original Bishop of Monticello, self. Years of exile, and denial of his true identity,
returned here to re-establish a presence there; after all, have taken a toll on him. Living numerous “lives”
the place had some historical significance, and would in denial of his self have taken much of his sense of
certainly become a place of pilgrimage in the future. purpose. And, thoughts of returning to Vegas and
The first Bishop of Monticello died long ago, but saving his sister from her unending imprisonment
his successors continued to keep up the monastery have become an almost unattainable goal. Those who
as a major Brotherhood outpost on the fringes of the travel to Monticello might meet the man and, seeing
known world. Through their works, as mendicant his sagging, depressed state, never even suspect he
friars and missionaries, they spread the gospel of the predates the Fall in age, or that he is in fact a sibling of
Brotherhood to the deformed and suffering. Through the “goddess” herself.
their tireless efforts, hope was brought to mutant kind Physically Thallium is still a hulking figure, and
and the rough outline of a sustainable future evolved though his condition forces him to wrap himself
into the vision of today. head-to-toe in robes to shield from the withering
The reality, of course, was different. The first sun, it cannot disguise the man’s large girth and
Bishop of Monticello did die long ago, but he died frame. Despite this he exudes the air of a peaceful
a bitter, disillusioned man. Essentially exiled from giant, often likened to an old boulder or stone that
the City of Lights, he was powerless to stop the has always been, and will always be, if only it is left
betrayal of Princess and the treasonous usurpation undisturbed…
of power by Pastor Jeremy Bright. Sent away to the
desert to basically be forgotten, the Bishop took with Father Thallium Longevitus (Mutant Strong Hero
him someone unusual. That someone was Sledge, 3/Ganger 5/Guardian 4/Champion 5): CR 17;
Princess’ younger brother, whom Bright’s followers Medium-size humanoid; HD 3d8+15 plus 5d8+25 plus
thought had perished during their purge of Princess’ 4d10+20 plus 5d12+25 plus 3; HP 180; Mas 18; Init
original followers. +3; Spd 20 ft; Defense 26, touch 22, flatfooted 24 (+0
Somehow Sledge survived. He is no longer known size, +2 Dex, +10 class, +4 equipment); BAB +15;
by his old name, however; years ago he took on the Grap +17; Atk +18 melee (2d6+5, greatsword), or
name “Father Thallium Longevitus” - a made-up alias. +17 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5
Before that he was “Father Uranium Half-Life”. And ft; SQ medical incompatibility; AL Princess; SV Fort
before that were a string of other names. Like his +14, Ref +10, Will +5; AP 8; Rep +0; Str 14, Dex 17,
sister, Sledge’s exposure to the bombs over Denver Con 20, Int 13, Wis 8, Cha 7.
gifted him with the same prolonged life, though his Occupation: Healer (Knowledge [Mutant Lore],
came with a drastically more debilitating defect (see Treat Injury).
below). Still, when Pastor Bright took over Las Vegas Background: Visionary Reinventor (Knowledge
from his sister, it was all the Bishop of Monticello [History]).
could do to stop Sledge from getting himself killed by Mutations and Defects: Regenerative Capability
confronting Bright. Instead, they fled to the desert to x3, Photoluminescent Aural Emission, Xeroderma
save their lives. Pigmentosum*.
Bright’s agents decided not to pursue. Certainly Skills: Bluff +3, Disguise +6, Gather Information
Sledge’s notorious skin condition - a cruel variation +0, Handle Animal +0, Intimidate +11, Knowledge
of the same photo-luminescence of his sister - would (Current Events) +8, Knowledge (History) +8,
spell the death of him in the wasteland beyond Las Knowledge (Streetwise) +7, Knowledge (Tactics) +15,
Vegas. When the Bishop who smuggled him out of Ride +5, Sense Motive +4, Treat Injury +9.
Feats: Armor Proficiency (light), Armor
74
Vegas died years later, Sledge assumed the old man’s
title and took over administering Monticello, putting Proficiency (medium), Combat Expertise, Combat
aside his obsession for vengeance. After twenty or Reflexes, Harmless [PA#12], Low Profile, Personal
so years passed, and people began to wonder about Firearms Proficiency, Post-Apocalyptic Technology,
his unusual longevity, he faked his own death (with Power Attack, Primitive Technology, Simple Weapons
Proficiency, Super Mutant, Superhuman Longevity*, safe”, he may lend the party the services of the young
Toughness. scion, if only to keep the boy out of his hair - and out
Talents (Strong Hero): Melee Smash, Storyteller*. of even bigger trouble with the Ecclesiarchy should
Talents (Ganger): Underworld Grapevine, he make good on his promise to go to Vegas and free
Coordinator, Cold As Ice, Nine Lives. Princess. Of course, this could have just the opposite
Talents (Guardian): Defender +2, Weapon Focus effect; Nuke could easily see in the PCs the agents of
(great sword), Tactical Aid. changes he’s been looking for, and come to share with
Talents (Champion): Rallying Cry +2, Improved them the secret of the Brotherhood and its captive
Tactical Aid, Rallying Cry +3, Awesome Presence. “goddess“ in the faraway City of Lights.
Possessions: Chainmail armor, great sword, other
equipment as needed. Brother Nuke (Mutant Scion* Post-Apocalyptic
Hero 3/Skulk 1): CR 4; Medium-size humanoid;
BROTHER NUKE HD 3d8 plus 1d8; HP 19; Mas 10; Init +4; Spd 30 ft;
Brother Nuke is a petulant youngster who was Defense 17, touch 17, flatfooted 13 (+0 size, +4 Dex,
sent away to serve among the mendicant friars of +3 class); BAB +2; Grap +2; Atk +2 melee (1d6+0,
Monticello soon after he was discovered by the weapon), or +6 ranged (1d6+0, weapon); FS 5 ft by
Brotherhood of Radiation. Originally born from 5 ft; Reach 5 ft; SQ medical incompatibility, immune
scavenger stock, his naïve mind was easily molded radiation, hemophilia, neural prodigy, ageless; AL
by his Brotherhood trainers… and reshaped again Princess; SV Fort +2, Ref +8, Will +2; AP 2; Rep +0;
by time spent far away from the City of Lights in Str 10, Dex 18, Con 10, Int 14, Wis 12, Cha 10.
the care of Father Thallium Longevitus. Three yeas Occupation: Religious (Knowledge [Arcane Lore],
of uninterrupted learning under the elder Father Knowledge [History], Knowledge [Theology and
eventually led to Nuke discovering the latter’s true Philosophy]).
identity - and becoming enamored with the idea of Background: Ritual Preservationist (Knowledge
saving Thallium’s sister, Princess, in her “prison” far [Theology and Philosophy]).
away. Mutations and Defects: Neural Mutation -
When Nuke first came to Monticello, Thallium Telepathy x2, Radiation Immunity, Hemophilia.
believed he was being gifted with an exceptional Skills: Climb +2, Computer Use +3, Craft
youngster from the ranks of the strange new race (mechanical) +3, Disable Device +3, Gamble +2,
known as “Scions”. Essentially children blessed with Hide +10, Knowledge (Ancient Lore) +6, Knowledge
a mysterious affinity for mind powers and unnatural (History) +5, Knowledge (Tactics) +3, Knowledge
agelessness (not unlike himself), Thallium wasn’t (Theology and Philosophy) +4, Move Silently +9,
quite sure what Nuke represented - a spy sent by the Repair +4, Sense Motive +3, Sleight of Hand +8, Spot
Ecclesiarchy to keep an eye on their distant outpost, or +3, Survival +4.
a godsend, or a nuisance. What he got was a little bit Feats: Personal Firearms Proficiency, Point
of all three. Though he didn‘t serve the Ecclesiarchy Blank Shot, Post-Apocalyptic Technology, Primitive
in any sinister capacity, the youngster was annoyingly- Technology, Rip A Clip, Simple Weapons Proficiency,
curious and quickly discovered Thallium’s true Track.
identity. Worse, as soon as the lad’s astute mind Talents (Post-Apocalyptic Hero): Among The
figured things out, he began agitating to do something Heathens*, Wasteland Lore.
about the “injustice” of the situation. Talents (Skulk): Sweep.
Thallium has only just barely managed to convince Possessions: Dirty robes, toaster (used as a club),
young Nuke to remain quiet about his true identity, trail rations, canteen, binoculars.
and for the time being has him distracted with menial
duties around the monastery. What Thallium is hoping COMMISSIONER BILL NICKELS
for is a group of adventurers to appear at the gates An island of reason in a sea of insanity. That’s how
of Monticello, heroes he can send Nuke off with as Bill Nickels, leader of the “Commission”, considers
a “liaison” representing Brotherhood interests. With himself. Of course, his people have been involved in
recent troubles in the wasteland ranging from raider the rise of the Brotherhood into the monstrosity it is
activity to the dramatic rise of new and dangerous today from the very beginning, but the Commission
cults, Thallium thinks Nuke would make an ideal has always seen itself as something separate, a
mendicant, traveling and assisting in the affairs of the “secular” ally of the Brotherhood, but nothing more,
wasteland’s inhabitants against predators and other riding on the coattails of a ridiculous movement that

75
calamities. has surprised all onlookers by sweeping across the
Should the player characters ever journey to desert.
Monticello, there is a good chance Father Thallium Bill Nickels is descended from the same chiefs
will learn of their adventures and, under the guise of of the Commission who allied with Pastor Bright in
sending an agent to join them to “help make the desert the “old days”. Like his ancestors, he continues the
fight to maintain the integrity of the Commission’s Nickels only stands to enrich his people’s coffers by
sovereignty over “Sin City”, the district of Las Vegas maintaining the way things are, but he secretly years
that has long been Commission-territory, while for a way to turn the tables on the Brotherhood. Part
performing a delicate balancing act so as not to offend of him would act if only to strike a blow at the religion
the Brotherhood and risk everything the Commission and knock it down a few notches… but the more
has worked for. reasonable part of him wins out. Most of the time.
Just like the last two generations of
“Commissioners“, Nickels is growing tired of having Commissioner Bill Nickels (Charismatic Hero 3/
to pay lip service (and bow) to the Brotherhood’s Ganger 10): CR 13; Medium-size humanoid; HD 3d6
carnival “Ecclesiarchy”. Though he’s lived in their plus 10d8; HP 56; Mas 10; Init +0; Spd 30 ft; Defense
shadow his entire life, Nickels is an outsider to the 19, touch 16, flatfooted 19 (+0 size, +0 Dex, +6 class,
religion and sees it as a disgusting corruption of an +3 equipment); BAB +8; Grap +8; Atk +8 melee (1d6,
already disgusting idea: quack evangelism. Though pistol butt), or +8 ranged touch (5d6 or disintegration,
its pointless, he spends many hours cursing his blaster); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL The
ancestors for getting into this wicked bargain in the Commission; SV Fort +7, Ref +9, Will +7; AP 6; Rep
first place, lamenting the rise of the Brotherhood +9; Str 10, Dex 10, Con 10, Int 14, Wis 16, Cha 15.
and feeling oppressed by their overgrow power and Occupation: Merchant (Gamble).
influence. Background: Guardian (Knowledge [Business]).
Skills: Bluff +17, Diplomacy +11, Disguise +4,
Gamble +15, Gather Information +15, Intimidate +15,
Knowledge (Ancient Lore) +5, Knowledge (Business)
+18, Knowledge (Current Events) +8, Knowledge
(History) +6, Knowledge (Streetwise) +8, Knowledge
(Technology) +5, Profession +6, Sense Motive +13.
Feats: Advanced Technology, Armor Proficiency
(light), Deceptive, Educated (Knowledge [Business],
Knowledge [History]), Frightful Presence, Futuristic
Firearms Proficiency, Leadership, Lightning Reflexes,
Post-Apocalyptic Technology, Primitive Technology,
Renown, Simple Weapons Proficiency, Weapon Focus
(blaster).
Talents (Charismatic Hero): Fast-Talk, Charm.
Talents (Ganger): Underworld Grapevine,
Coordinator, Cold As Ice, Nine Lives, Ringleader,
Escapes Death, Godfather.
Possessions: Blaster, three minifusion cells,
undercover vest, stage IVC access card, energy shield
C, power belt pack, control rod, other equipment as
needed.

76
CHAPTER 3 - OTHER WASTELAND CULTS
The Brotherhood of Radiation aplenty to break hearts, and a guitar to immortalize
may be the most well-known their deeds in song. Known as “axemen“, these rare
cult of the wasteland, but individuals (of which only one or two seem to exist
not to be forgotten are the at any given time) seem motivated solely by a driving
other religions of the desert, wanderlust, a need to travel and see the world despite
from the mysterious and much- all its ugliness and ruin. Where they go they make
maligned NuChurch to the stoic their mark, however, leaving a trail of mystery and
and heroic members of the Movement. Other cults legendary heroism in their wake.
also play a prominent role in the daily lives of many
desert settlements, as well as making the wasteland an THE REALITY
interesting place to adventure in indeed… No one really knows how or why a man becomes an
Axeman, but some suggest the uprooted life of drifting
THE AXEMEN could only be the result of some tragedy or another
that left the Axemen bereft of loved ones, and without
He was a shady stranger
A wasteland ranger a home to defend. This theory seems accurate, for
Wandering near and far Axemen are defenders at heart, whether they admit
The only thing he had it or not, though without any particular loyalties to a
to keep the peace, community or people. They go where their feet take
Was a six-stringed steel guitar… them, and wherever that is, trouble is bound to cross
- Legend of the “Axeman” their paths. That they help people along the way may
even be an inadvertent bonus, because the Axeman
There are lots of stories of “heroes” in the scattered rarely stays long enough to enjoy the adulation of
communities of the wasteland, most of them fireside those he helps.
tales told to inspire hope in the young, or teach a moral In reality, the Axeman phenomenon is generally
lesson to new generations. Most heroes are portrayed limited to a single individual. According to Axeman
as do-gooders, paladins, and knights in shining lore, the original Axeman was a musician whose
armor; a nameless outsider who came, saw evil, and family was wiped out and who took up weapons for
vanquished it to the adoration of the people. Most revenge. After he avenged the deaths of his loved
settle down and take families, or assume the mantle of ones he wandered off into the sunset, with too much
“sheriff” like the ending of some soggy old Western. blood on his hands to settle down and try to make an
But there are also stories of somewhat less honest living. It was here that the man transformed
principled “heroes”, desert drifters who wander in into a legend. When he eventually grew old and tired,
like rogue sagebrush tossed on the wind - and move and sought only death, he found a youngster with
on just as randomly. These men always travel alone, a similarly tragic background (usually a victim of
and carry with them all the implements they need raiders, but not always so), and taught him everything
to survive - guns to put down the uglies, good looks he knew, from music to weapons to stealth and the art
of intimidation. This youngster would become the

TABLE 3-1: WASTELAND CULTS


Cult Name Unique Benefit
Axemen Axeman advanced class
Boy Scouts Boy Scout advanced class
Cult of Blood Blood Cultist advanced class
Cult of the Provider Provider’s Chosen advanced class
Cult of the Self Mountebank advanced class
Devotees of the Iron Idol Hero of Iron advanced class
Movement Unifier advanced class
NuChurch
Paradise Believers
NuChurch Crusader advanced class
Benefit Packages, Star-Child template 77
Tekheads Tekhead advanced class
Wild West Girls Prairie Paladin advanced class
BROTHERHOOD SPLINTER CELLS believe Geiger counters are devices that can be
The Brotherhood of Radiation has seen its share of used to “listen in” on the dead, whose words and
“heresies” and splinter cults over the generations, cries can be heard through the click and static of the
though most of these have been mercilessly typical dosimeter.
persecuted when discovered. Like heresies of the Most Listener cults were begun by less advanced
past, most of these splinter groups came about Seekers and perhaps led by a few failed Progeny
through a misinterpretation of written texts or the only partly schooled in the terminology/theology
miscommunication of the more complex tenets of of the Brotherhood. With strange superstitious
the faith. Virtually all were expunged, violently. beliefs these heretics believe they hear secret
Even with such radical countermeasures in place, messages from the ancient dead, transmitted to
splinter cults do exist. The three most well-known them through their aging Geiger counters. Because
splinters of the Brotherhood currently evading they are so garbled, these scrambled “messages”
persecution (or eradication) are the Radites, (which are similar to the phenomenon known as
Listeners, and Asclepians. electronic voice phenomenon) are open to all sorts
of interpretation, but Listener leaders often claim to
receive directions or even prophecies from souls in
Radites
the Afterlife.
An even darker faction of the Brotherhood, the
Radite “cult” has gained significant power and
numbers in recent years due to the inexplicable Sisters of Asclepius
increase in creatures with neural powers among Unlike the two previously-mentioned splinter
the ranks of mutant kind. The Radites, as a groups, the so-called “Sisters of Asclepius“ (or
“heresy”, favor mutants with such “mind powers”, simply “Asclepians”) have yet to officially break
considering them to be more deserving of power with the Brotherhood, and currently have their
than mutants with mere physical augmentations. headquarters inside the City of Lights proper.
The Radites were cast out of the City of Lights Founded by Sister Coronis almost ten years ago,
for their beliefs, but the cult took root in the nearby the Asclepian chapter house was created as a place
city of Copper Pit, finding fertile ground in the for mutants with the rare gift of iaetrokinesis, the
labyrinth of flooded mine tunnels running beneath ability to mend the body through the power of the
that squalid little city. In these lightless depths the mind. Sister Coronis founded a hospital among the
Radites have been able to flourish, while perfecting ruins of an old medical center on the edge of the
their diseased philosophies. city, and through her works this hospital has grown
Radites are required to possess at least some in stature and renown.
psychic potential, and typically seek to perfect The Asclepians ostensibly attempt to operate
their mind powers through following the cult. without political hindrances, offering their services
Unfortunately, the methods for “perfecting mind to whoever needs them. Thus the hospital is
powers” are in their infancy, and currently take usually quite crowded with the sick and wounded
shape as brutal self-mutilation, sensory deprivation, at any time of day. However, rumor has it that the
and torture. Adherents of the faith willingly give Asclepians have in the past given sanctuary and aid
themselves over for ritual torture, hoping that to to purebloods as well as mutants, a fact that has put
have their eyes plucked out, or their mouths sewn the Asclepians in hot water with the Ecclesiarchy.
shut, they will somehow increase the potency of The movement’s stubborn unwillingness to publicly
their mental abilities. vow to turn over purebloods to the Persecutors is a
point of dogmatic contention, one that risks earning
the Asclepians the title of “heretics” if they continue
Listeners
to defy the Ecclesiarchy’s edicts.
The so-called “Listeners” are a backwards splinter
of the Brotherhood whose followers believe that
during the Fall those who were killed in the nuclear
detonations of the Final War were atomized and
became part of the background radiation of the
Twisted Earth. Their spirits still remain, it is said,
and concentrations of these constitute the radiated
hotspots found all across the wasteland (especially
78 among the devastated cities). Thus they believe
radiation is not a “god”, perse, but rather a lingering
energy left by these ghostly spirits. The Listeners
next Axeman, continuing the legend and preserving face of the Grim Reaper himself. There are numerous
the ritual of how the Axemen are made. stories of Axemen who came back from the dead to
exact revenge on those who’d wronged them, as well
ALLEGIANCE BENEFITS as legends of near-mythical duels between wandering
A character who takes on the role of the Axeman has Axemen and the dark and nefarious nemesis that
a long, lonely road ahead of him. The payoff comes always seems to follow them, forcing them to never
in the form of remarkable abilities and near-mystical settle in one place.
strengths, as well as a legendary “mystique“ that
precedes him wherever the character goes. REQUIREMENTS
Advanced Class: Characters who take Axeman To qualify to become an Axeman, a character must
as their allegiance have the opportunity to enter the fulfill all the following criteria.
Axeman advanced class, which provides unique Background: Ritual Preservationist.
benefits. BAB: 5+.
Favored Skills: A character who takes the Cryptic Feats: Quick Draw.
Ordainment (Axemen) feat receive a permanent +1 Skills: Perform [stringed instrument] 8 ranks.
morale bonus to Gamble, Intimidate, and Perform Allegiance: Axemen.
[Dance, Sing, or Stringed Instruments].
CLASS INFORMATION
AXEMAN The following information pertains to the Axeman
It’s not clear how he came to develop his abilities, but advanced class.
the Axeman fills the role of bard, skald, storyteller, Hit Die: 1d10.
lore keeper… and armed avenger. The mystique of Action Points: 7 + one-half of the character’s level,
his music is just a part of his arsenal, as is his ability rounded down, every time he or she attains a new level
to use haunting melodies to unnerve opponents, or tell in this class.
the tragic tale of his own past. But that’s not all he Class Skills: The Axeman’s class skills are:
brings to the table. The Axeman is a skilled warrior, Disguise, Escape Artist, Gamble, Gather Information,
a pick-wielding desert ronin who can make weapons Hide, Intimidate, Knowledge (Tactics), Move
out of the most innocuous items, and even laugh in the Silently, Navigate, Perform (Dance, Sing, Stringed

79
TABLE 3-2: THE AXEMAN
Level BAB Fort Reflex Will Special Def Rep
1 +0 +1 +1 +1 Code of Conduct, Nemesis +1 +1
2 +1 +2 +2 +2 Disguised Instruments +1 +1
3 +2 +2 +2 +2 Bonus Feat, Showdown +2 +1
4 +3 +2 +2 +2 Seven- Shot Six Shooter +2 +2
5 +3 +3 +3 +3 Mystic Virtuoso +3 +2
6 +4 +3 +3 +3 Bonus Feat, Showdown +3 +2
7 +5 +4 +4 +4 Whammy +4 +3
8 +6 +4 +4 +4 Haunted Virtuoso +4 +3
9 +6 +4 +4 +4 Bonus Feat, Showdown +5 +3
10 +7 +5 +5 +5 Encore +5 +4

Instruments), Profession, Ride, Sleight of Hand, If the PC defeats his nemesis, another nemesis
Survival, Tumble. will appear at the next experience level, a separate
Skill Points at Each Level: 4 + Int modifier. individual who also has reason to confront the PC.
Disguised Instruments: The Axeman has hidden
CLASS FEATURES weapons all over him, some even built into his
The following features pertain to the Axeman instrument, his guitar case, or hidden in his clothes.
advanced class. These range from boot-switchblades to guitar-pick
Bonus Feats: An Axeman receives a bonus feat at shuriken.
3rd, 6th, and 9th level. The feat must be selected from Under most circumstances the Axeman is always
the following list, and the character must meet the considered armed, able to make either a melee or
prerequisites to select it: Acrobatic, Alertness, Archaic ranged attack with one of these disguised weapons,
Weapons Proficiency, Armor Proficiency (light, which have a base damage of 1d3 (slashing or
medium, heavy), Blind-Fight, Combat Expertise, piercing). Only if completely stripped does the
Combat Martial Arts, Combat Reflexes, Confident, Axeman lose this ability.
Creative, Defensive Martial Arts, Dodge, Lightning Seven-Shot Six Shooter: At this level the Axeman
Reflexes, Nimble, Personal Firearms Proficiency, always seems to have one shot left, even when by all
Renown, Weapon Finesse, Weapon Focus. logic his ammo should be exhausted! When using any
Code of Conduct: The Axeman must adhere to a weapon with ammunition, the Axeman can spend an
strict code of conduct or else lose the mystique that AP to mysteriously regain one shot/charge. This can
surrounds him. The tenets of this code require him to be used only once per week.
travel alone, redress wrongs wherever he comes across Mystic Virtuoso: An Axeman can attempt to
them, and show no mercy to villains. He must respect unsettle her foes with a haunting performance. As
the rules of a fair fight, however, including honoring a a standard action the Axeman may make a Perform
challenge and never running from an evenly-matched (Sing or Stringed Instruments) roll; the total result of
duel. He is also required to seek revenge, no matter this check becomes the Will DC which all opponents
the cost, when knowingly wronged by another. within earshot must succeed at or become shaken for
Nemesis: Every Axeman is hunted by enemies, 1d6 rounds.
usually mysterious rivals whom the Axeman wronged Whammy: At 7th level the Axeman can make an
somehow - but just as often merely gunslingers or attack with exceptional flourish. If the attack hits,
other fame-hungry wretches who simply want to prove spending an AP makes it an automatic critical. This
they’re “better”. This “nemesis” is always of a level ability can be used once per day.
equal to the Axeman. Haunted Virtuoso: As a full-round action the
Showdown: At levels 3, 6, and 9 the Axeman’s Axeman may make a Perform (Sing or Stringed
nemesis makes an appearance and a showdown takes Instruments) roll; the total result of this check becomes
place. This encounter should be designed by the GM the Will DC which all opponents within earshot must
and must take place sometime before the character succeed at or become panicked for 1d6 rounds.
reaches the next level. The showdown can be played Encore: At 10th level the Axeman exhibits an
80 as a stand-alone encounter, or it could take place
during an adventure - or the nemesis could even
almost supernatural ability to come back from the
dead. By spending an AP the Axeman somehow
appear while the Axeman is engaged in the middle of manages to survive an otherwise fatal wound,
another combat! recovering 1d4 days later with 1 hit point.
BOY SCOUTS seemed to indicate the country was under attack by
foreign enemies.
On my honor, I will do my best,
For weeks the Scouts hid out in the National Forest,
To do my duty to God, and my
listening to the battles unfolding all around. Finding
Country, and to obey the Scout
more building materials in various old campsites the
Law;
Boys constructed an atmospheric radiation meter,
To help other people at all times,
noting the high levels of fallout indicating a nuclear
To keep myself physically strong,
exchange had occurred.
mentally awake, and morally straight.
Realizing that their homes were probably destroyed,
And to kill raiders wherever I find ‘em.
the courageous adults led the boys deep into the
wilderness to weather the long nuclear winter, and to
- The New Boy Scout Oath
avoid being caught up in the chaos that was sure to
follow the holocaust.
The Boy Scouts of the future cling to their original
For generations the Boy Scouts hid out in the Mark
mission of nurturing the talents and strengths of all
Twain National Forest, which over time slowly began
youths, but now the stakes are more than just pride
to outgrow its former dimensions. Here they remained
and self-esteem - it’s a matter of survival. Boy Scouts
safe, living off the land and relying on their famous
are trained from the earliest age to get along in the
survival skills (almost religiously-preserved, as they
wild, work as a team, and exploit the resources of
meant the difference between life and death in the
their environment to the best of their ability, often
early years) to get by. Over time the original adults
in ingenious ways. They’ve learned to respect the
passed away, tragically leaving the children to fend
wilderness both as a giver and taker of life, as well as
for themselves. But before they died, they were sure
a refuge from the enemies that infest the wasteland.
to reinforce in the Boys their sacred oaths - to do their
duty to God and their Country.
BACKGROUND Five or six years ago the secrecy of the Boy Scout
Mark Twain National Forest, 2011. The men and hideout in the deep woods was almost discovered
boys of Boy Scout Troop 374 were camped along when a half-dozen slavers from the neighboring desert
the pebbly shores of Council Bluff Lake, in central wasteland, searching for children who’d fled to the
Missouri, when the sky brightened unexpectedly in a shelter of the forest to escape them, attracted a pair
flash. Immediately they knew something was wrong, of Boy Scouts out hunting for partridges with BB
and over the course of several hours the various ’scout guns. Curious of the bike- and battlecar-mounted
parties returned to base camp to sort out the confusion newcomers, the Boys went to greet them and find out
and fear of the unknown. The mere handful of adult who they were (and hopefully learn about the world
chaperones struggled to calm their young charges, beyond the forest’s borders, which none of them had
among whom speculation about the strange light was ever seen in their lifetimes), only to be fired upon.
growing. Though surprised by the reaction of the intruders, the
As the adults met to discuss what had occurred, Boys mustered a valiant defense that left one battlecar
a few older scouts came forward with a chilling burning, three slavers dead or blinded, and sent the
explanation. Having been busy building a radio for rest running for their lives. Only one Boy Scout was
one of their merit badges, the youngsters had managed injured, albeit mortally.
to tune in on a weak radio broadcast that, unbelievably, The leader of the slavers refused to believe the

TABLE 3-3: THE BOY SCOUT


Level BAB Fort Reflex Will Special Def Rep
1 +0 +2 +0 +1 Rigorous Training +1 +0
2 +1 +3 +0 +2 Merit Badge +1 +0
3 +2 +3 +1 +2 Merit Badge, Bonus Feat +2 +0
4 +3 +4 +1 +2 Merit Badge, Tenderfoot +2 +1
5 +3 +4 +1 +3 Merit Badge +3 +1
6 +4 +5 +2 +3 Merit Badge, Bonus Feat +3 +1
7
8
+5
+6
+5
+6
+2
+2
+4
+4
Merit Badge, Eagle Scout
Merit Badge
+4
+4
+2
+2 81
9 +6 +6 +3 +4 Merit Badge, Bonus Feat +5 +2
10 +7 +7 +3 +5 Merit Badge, Den Leader +5 +3
AGE AND BOY SCOUTS
Most Boy Scouts left alive are youngsters, and adults are exceedingly rare. Most Boy Scouts are of the
Child Young Adult categories (see Aging Effects in Modern d20 SRD), with Adult older individuals becoming
more and more uncommon as time passes. It’s not clear how long until the last adult passes away, leaving
only dreamy children to carry on their crusade. When this happens the Boy Scouts’ message could easily
degenerate into superstition or worse, leaving the future of this benevolent movement uncertain at best.

stories of his men, which insisted there were “savage becoming far older in outlook than most children their
children” living in the forest. He instead had the age. Despite this they show a remarkable ability not
surviving slavers executed for allowing their comrades to lose sight of the righteousness of their struggle,
to “desert” and take a precious battlecar with them. staying the course regardless of the troubles that face
It would prove to be a foolish mistake, for with their them.
deaths the knowledge of the Boy Scouts‘ whereabouts
also died. ALLEGIANCE BENEFITS
The Boy Scouts, learning of what happened, were Those who join the Boy Scouts are expected to live up
for a time paralyzed with indecision, afraid that their to the oaths of their long-lost founders, but in doing so
hideout had been discovered (and by “child-hunting are trained and prepared for a very harsh and deadly
slavers”, no less). They were pondering disbanding world.
their camps and melting back into the deep forest for Advanced Class: Peerless survivalists, trackers,
a few years, when they encountered a group of the and guerrilla fighters, those who join this ancient
same refugee children who’d been chased into the organization gain access to the Boy Scout advanced
wilderness by the pursuing slavers. class.
From these destitute vagabonds the Boy Scouts Favored Skills: A character who takes the Cryptic
learned about the wasteland, its people, and the Ordainment (Boy Scouts) feat receive a permanent +1
existence of things like mutants, monsters, and raider/ morale bonus to Craft [any], Knowledge [any], and
slaver gangs - the latter being of paramount concern. Survival.
With this new evidence the Boy Scouts made a
fateful decision. Though young (few were older
than nineteen), they would emerge from their forest BOY SCOUT
stronghold to help the people of the wasteland combat The Boy Scouts of the post-apocalyptic wasteland
these great evils. Citing their ancient oath, to do their are more than just wilderness survivalists. The other
duty to God and Country, and to “help other people inhabitants of the wastes have begrudgingly come to
at all times”, the Boy Scouts rallied their numbers, respect them, seeing them more and more as heroes
meager as they might be, and began their courageous who promise a hope for victory against raiders, mutant
campaign to wage war on the evil-doers of the Twisted gangs, and other oppressors. Boy Scouts, even the
Earth. youngest children, are often sent out alone to help
In time the Boy Scouts have grown stronger, neighboring communities with their struggles, from
attracting orphaned children from all over, many repairing broken water pumps to digging irrigation
of whom are drawn to the idea of being part of a ditches, from preparing defenses to training local
“secret army” of do-gooders. The original core of militia how to fight. Boy Scouts serve as messengers
Scouts, descended from Troop 374 and their parental and diplomats, scurrying through the wilderness
guardians, were joined with a smattering of orphaned keeping the loose association of peoples - tribal
survivors from communities devastated or laid waste villages, trading posts, xenophobe enclaves, etc. - in
to by raiders/slavers. touch despite the monumental dangers of the desert.
Over the years the elders of the Scout Troop have All would-be Boy Scouts are trained from an early
begun to dwindle, leaving ever-younger ranks of age in the history of the 'Scouts as well as basic
fledgling Scouts to fend for themselves. Even from survival. From here individual 'Scouts get to choose
childhood Boy Scouts are at great risk, as more and their own path, however. Through a system known
more boys and girls (as young as eight years old) as “merit badges”, 'Scouts pursue and perfect their
are asked to do tasks and missions that once only own particular strengths whether it be athletics,
adult Boy Scout leaders undertook. Often a “troop” hunting, trap-making, mechanical aptitudes, first aid
of Scouts will be made up of ten or twelve young and medicine, or marksmanship. The Boy Scout

82 children, with a single teenager to lead them - if at all. leadership encourages 'Scouts to engage themselves
Needless to say more and more of these starry-eyed in challenges whenever they can, both to learn and to
youths go missing each year, their troops captured grow. A 'Scout who proves himself capable in a given
by enemies who have no sympathy regarding their field earns a badge (of varying degrees) signifying his
tender age. Those who survive become hardened fast, mastery of it, which he wears on a sash he proudly
displays on his uniform. Seasoned 'Scouts will often badge he already has to the next step.
have sashes embroidered with a half-dozen or more Tenderfoot: At 4th level the ‘scout receives a
badges, so that at a glance his superiors will recognize bonus to all Navigation and Survival checks equal to
his contributions, experience, and qualifications. his class level.
Overall the Boy Scouts' focus is on courage, Eagle Scout: At 7th level the ‘scout receives a
survival, selflessness, and staying true to his bonus to all Knowledge (Earth & Life Sciences),
principles. He finds strength in the long and proud Knowledge (Mutant Lore), and Treat Injury checks
history of his ancestors, as well as the promise of equal to his class level.
a better future where people will but peace and Den Leader: At 10th level the ‘scout receives a
brotherhood over tyranny and hate. bonus to his Leadership score equal to his Reputation.

REQUIREMENTS MERIT BADGES


To qualify to become a Boy Scout, a character must The Boy Scouts follow a rigorous system of
fulfill the following criteria. certification, in which individual ‘scouts are awarded
Background: Ritual Preservationist or Resurrector. accolades for accomplishments and learning new
Allegiance: Boy Scouts. skills. This system of “merit badges” continues well
Skills: Knowledge (Ancient Lore) 4 ranks, Survival after the Fall, with the same basic emphasis of making
6 ranks. the ‘scout more well-rounded and giving him the tools
he will need to survive in the real world. In the old
CLASS INFORMATION days these “tools” were geared on character-building,
The following information pertains to the Boy Scout but nowadays (after the Fall), the “Merit Badge”
advanced class. system has taken on a more martial - and practical
Hit Dice: 1d6. tone.
Action Points: 7 + one-half of the character’s level, At second level (and with each new level after that)
rounded down. a ‘scout may venture down the path of a given Merit
Class Skills: The Boy Scout’s class skills are: Badge of his choice. When first picked, a ‘scout gains
Balance (Dex), Climb (Str), Computer Use (Int), the benefits of the “Junior” ability of that Merit Badge.
Craft (any) (Int), Diplomacy (Cha), Disable Device If at a later level he picks the same Merit Badge again,
(Int), Drive (Dex), Handle Animal (Cha), Jump (Str), he gains the “Senior” ability. If the Merit Badge is
Knowledge (any) (Int), Language (any), Navigate picked a third time, he gains the “Master” ability of
(Int), Perform (any) (Cha), Pilot (Dex), Profession that Badge.
(any) (Wis), Repair (Int), Ride (Dex), Survival (Wis), A ‘scout is not required to finish a Merit Badge all
Swim (Str), Treat Injury (Wis), Tumble (Dex). the way to “Master” level. At each new level he can
Skill Points at Each Level: 4 + Int modifier. either advance in a current Merit Badge, or he can
select a new Merit Badge, at which point he gains
CLASS FEATURES a new “Junior” ability (in addition to any others he
All of the following are class features of the Boy Scout might already have).
advanced class. Eight of the most popular Merit Badges for
Bonus Feats: The Boy Scout receives a bonus feat ‘scouts to pursue are detailed below, but there are
at 3rd, 6th, and 9th levels. The feat must be selected over a hundred actual Badges. The GM should feel
from the following list, and the character must meet encouraged to create some of his own and add these to
the prerequisites to select it: Acrobatic, Alertness, the short list below.
Animal Affinity, Archaic Weapons Proficiency,
Athletic, Builder, Cunning Trap-Maker [B&L], MUTANT-KILLER MERIT BADGE
Deadly Trap-Maker [B&L], Educated, Endurance, A ‘scout must always be prepared; not only to survive
Forecasting [PA#?], Gearhead, Great Fortitude, Guide, in the wild, but also in combat against raving mutants
Juju Medicine, Know The Signs [B&L], Leadership, and lunatics. A ‘scout who can prove he knows how
Master of The Flesh [B&L], Medical Expert, Personal to combat mutants, cannibals, and ghouls earns the
Firearms Proficiency, Quick Treatment, Stargazer Mutant-Killer Merit Badge.
[B&L], Track, Trapmaking*, Trap-Setter [B&L], Trap Quick-Assessment (Junior): The Junior Mutant-
Tinker [B&L], Trustworthy, Vanishing Quarry*. Killer can, as a swift action, attempt a Knowledge
Rigorous Training: At 1st level the Boy Scout (mutant lore) check (DC 15 + opponent’s HD) against
adds his class levels to any saving throw to resist any mutant or mutated creature in sight to learn what
fatigue, hunger, torture, brainwashing, fear, combat
fatigue, and intimidation.
special abilities, mutations, and defects it has.
Huntsman (Senior): The Senior Mutant-Killer 83
Merit Badge: Starting at 2nd level, ’scout character gains a +1 insight bonus on attack rolls vs. mutants,
may choose a Merit Badge from the list of Merit as well on Listen, Sense Motive, Spot, and Survival
Badges, or he may increase his current mastery of a checks to when dealing with or tracking mutants.
Effortless Kill (Master): If a Master Mutant-Killer Senior Mentalist (Senior): The ‘scout may re-roll
slays at least one mutant or mutant creature with any failed saving throw to resist (or reduce the effects
an attack during his turn, he immediately gains an of) a neural ability directed against him, but he must
additional attack action. accept the results of the second roll.
Psi-Master (Master): Once per day the ’scout
PROSPECTOR MERIT BADGE can designate one use of a neural mutation as being
When the ‘Scouts learned that corium was the standard enhanced. This enhanced use of the mutation may
currency of the wasteland, it was a small matter reproduce one of the following effects (player‘s
to begin turning their past metallurgy and mining choice): increase the DC to resist by +2, increase the
knowledge towards prospecting for corium (which damage dealt by one dice, increase the duration by
they then began to donate to neighboring communities 100%, or increase the range by 100%.
to help them in their time of need). A Boy Scout with
this badge has shown he has a knack for finding and RAIDER HUNTER MERIT BADGE
extracting the valuable metal. The Raider Hunter Merit Badge is practically a basic
Digger (Junior): The Junior Prospector receives requirement for most ‘scouts, as raiders (and slavers)
a +2 bonus on saving throws to resist the effects of constitute the most frequent enemy the ‘scouts must
radiation exposure. face when operating in the field. The Boy Scouts
Miner (Senior): The level of a given source of train their recruits how to fight these barbaric mounted
radiation exposure is considered one degree lower for warriors with great courage and effectiveness.
the Senior Prospector (e.g. High is treated as Moderate Punk Plinker (Junior): The Junior Raider Hunter
for the character). receives a +1 insight bonus to attack rolls against
Finder (Master): As a standard action the Master mounted targets or targets riding in (or on) vehicles.
Prospector is able to detect the presence of corium and Wasteland Warrior (Senior): The Senior Raider
other precious metals within 30 ft. per point of Wis Hunter gains a +2 insight bonus to damage against any
bonus (minimum 30 ft.). character with either Raider class levels or the Slaver
or Predator occupations.
PSI-ABILITY MERIT BADGE Raider Reaver (Master): Any time the Master
‘Scouts with neural mutations are not common, but the Raider Hunter uses an Action Point to re-roll a roll that
presence of “psychic” abilities has begun to be noticed directly results in him defeating an enemy in combat,
and appreciated by the Boy Scouts as a whole. Those he immediately regains the lost AP.
rare ‘scouts who exhibit “Psi-Ability” have their own
badge ranking their qualifications with the use of TRAPMAKER MERIT BADGE
“mind powers”. As holdouts who’ve lived in hiding for generations,
Junior Mentalist (Junior): The ‘scout gains a the ‘scouts have relied on traps not only to ensnare
+1 insight bonus to Concentration checks made to game (for food), but also for catching those outsiders
manifest a neural ability. who would discover them and hunt them to extinction.

84
Furthermore, with a focus on stealth, young ‘scouts are WEAPONS MERIT BADGE
encouraged to employ traps against their enemies, for All Boy Scouts receive basic training in weapons,
even a simple metal trap often helps offset a ‘scout’s from the ‘scout’s traditional BB gun to more practical
typical small size. weapons such as the rifle and submachine gun.
Speedy Snares (Junior): The Junior Trapmaker ‘Scouts who show above normal skill can earn this
can set up a trap in only one round. particular merit badge, which recognizes an individual
Advanced Snares (Senior): The Senior Trapmaker ‘scout for his accuracy and discipline with offensive
is considered to be three levels higher when weapons.
determining the damage of his traps. Basic Weapons Specialist (Junior): By spending
Crippling Snares (Master): In addition to damage, an Action Point the ‘scout receives a +1 insight bonus
a trap constructed by a Master Trapmaker may be to attack rolls with any weapon (melee or ranged) for
used to inflict any one of the following conditions: 10 rounds.
blindness, deafness, nauseated, or stunned when Pinpoint Accuracy Specialist (Senior): Any time
triggered. The victim triggering the trap gets a the ‘scout hits an opponent with a ranged weapon, he
Fortitude save (DC 10 + ‘scout’s Int modifier + class may choose to spend an Action Point to increase the
level) to resist the effect. If failed, the condition lasts damage dealt by +1d6.
for 1d6 rounds. Optical Hazard Specialist (Master): Any time
the ‘scout hits an opponent with a ranged weapon,
TRUSTED ROBOT MERIT BADGE in addition to taking regular damage the opponent
The Boy Scouts have encountered the nefarious must make a Fortitude save (DC 10 + the attacker’s
movement known as the “Metal Gods” in the past unmodified attack roll) or be blinded for 1d4 rounds.
and thus have a healthy distrust of robots in general.
However, those ‘droids that exhibit an eagerness
to join the ‘Scouts are given a chance to prove CULT OF BLOOD
themselves, gradually earning the trust and friendship Stories in the St. Louis area speak of a
of their organic comrades - and a spiffy badge to prove nameless, ruthless tech looter who
they’ve been certified “trusty“! haunted the outskirts of the ruins for
Buddy-Bot (Junior): The Junior Trusted Robot many years. Affected by a mutation
receives the Trustworthy feat for free. that restricted his movements to
Trusty Rustbucket (Senior): The Senior Trusted nighttime, this individual, whoever
Robot receives an insight bonus to Diplomacy, Gather he was, quickly earned a reputation as a cold-blooded
Information, and Sense Motive checks with organic cutthroat who, in addition to scrounging the junk heaps
creatures equal to its class level. for anything of value, also dabbled in the opportunistic
Sgt. Rivethead (Master): The Master Trusted killings of travelers for whatever they carried. He
Robot inspires all allies within 30 ft, granting them a amassed a considerable fortune in stolen tech and
+1 morale bonus to all saving throws. corium, using this to recruit depraved individuals to
his side. Forming a sort of “gang”, this tech looter and
his minions became a widely-known terror.
WASTELAND SAFETY MERIT BADGE
The tech looter vanished almost a decade ago. For
Since many ‘scouts are now sent beyond the borders
years the abandoned neighborhoods in that part of
of their forested homeland and into the desert wastes,
St. Louis remained a mystery, for those who dared
a rudimentary knowledge of survival must give way to
venture there in search of the lost tech looter’s horde
a more thorough training course in wasteland safety.
never returned. Over time the area began to develop
Those ‘scouts who have mastered desert survival earn
an evil reputation, until only a few years ago stories
this prestigious badge.
began to circulate that a new group was living there,
Junior Pioneer (Junior): The ’scout may make a
a malevolent “cult” that, it was said, harvested
Knowledge (earth & life sciences) check at DC 20 to
mutants, humans, and any other living trespasser for
detect the presence of dangerous radiation whenever
their blood. Expeditions were mounted to thwart this
he comes within 50 ft. of a contaminated source/area.
menace, but those armed parties that went there found
Senior Pioneer (Senior): Even if taken by surprise
nothing but eerily-quiet streets and rubble. Eventually
the ‘scout may still act during a surprise round.
they gave up trying to find the cult or destroy it, but
Master Pioneer (Master): Any time the Master
since then the rumors have only persisted, more scavs
Pioneer encounters a non-humanoid creature he may
and ruin-pickers have gone missing, and the dark
make a Knowledge (mutant lore) check (DC 15 +
reputation of that area has grown.
85
opponent‘s HD). If successful the ‘scout gains an
insight bonus equal to his Int modifier (if any) to
attack rolls against that creature for the duration of the THE REALITY
encounter. The rumors of “cult activity” are in fact true, relating
to the machinations of a group calling itself the “Cult
HOLDOUT FEATS automatically confirm a critical hit. This ability can
The following feats are thematically perfect only be used once per encounter.
for characters from any kind of community or
society that is fighting a desperate struggle against TRAPMAKING
seemingly-impossible odds, on the run from other Your people taught you how to set deadly traps to
powers, or hunted by more powerful enemies. ensnare animals for food and to keep enemies off
Like the Boy Scouts, these groups are considered your trail.
“holdouts”, stubbornly clinging to their antiquated Prerequisite: Survival 8 ranks.
ways and beliefs despite adversity. Benefit: You gain the Trap-Making ability if you
Regardless of their intended “theme”, these don’t already have it. up a trap takes two full rounds.
feats are open to any character who meets the The damage inflicted, when sprung, depends on your
prerequisites. level. A trap deals 1d6 damage at 5th level, 2d6 at
8th, and 3d6 at 11th level. The Base Attack of the
AGAINST THE ODDS trap is equal to your base attack. The DC to disarm
Your people have long struggled against superior or spot a trap you set is 9 + your level. Each day you
enemies and odds, learning new tricks to see them to can make one trap per 2 levels (duration lasts until
victory. triggered, however).
Benefit: As long as you are outnumbered by Special: If you later gain the Trap-Making ability
enemies you gain a +1 bonus to attack and damage from taking an advanced class, this feat does not
rolls. If the number of enemies goes below the stack.
number of allies in a battle (yourself included) you
lose this bonus. VANISHING QUARRY
You’ve learned countless tricks to hide your trail in
LIFE-SAVING STRIKE the wilderness.
When all seems lost you have a knack for making Prerequisite: Survival 4 ranks.
desperate attacks count. Benefit: Hide and Survival are now class skills
Prerequisite: BAB 5+. for you. In addition, Survival checks made to track
Benefit: So long as you are reduced to 10 hit you in any environment have their DC increased by
points or less you may spend an Action Point to +10.

of Blood”. The Cult of Blood’s origins can be traced his followers could react he was upon them with
directly back to the nameless tech looter who once lightning swiftness, tearing them apart and devouring
used the area as his base. Remarkably, the Cult’s them before they could get even a single shot off.
leader is one and the same. Over the next week or so the tech looter - the only
Not long after establishing himself in the ruins of survivor of the one-sided massacre - grew more and
southwest St. Louis, the tech looter and his minions more feral, succumbing to an uncontrollable drive
uncovered, among the wreckage, the site of a pre- spurred by the effects of the serum. He returned to the
Fall “hospital”. Expecting to find salvageable surface and began feasting on animals found among
medical equipment, X-ray machines, centrifuges, the ruins, and anything else he came across.
and medicines, the tech looter led his “gang” into the Eventually the tech looter regained himself, but
subterranean halls of the building on what he hoped when his faculties returned he found he’d changed.
would be a looting spree. A newfound power welled up within him, he was
Instead they slowly came to realize that this full of vitality and strength; he was unstoppable. His
“facility” was not a hospital, but rather a top secret mind, too, was altered in unimaginable dark ways. He
government disease research center serving the immediately set out to recruit desert rabble from the
Midwest area. This became evident as, in the deep, surrounding wasteland, hoping to return to the facility
dark bowels of the structure’s subterranean levels, to find more of the serum that had changed him.
the tech looter found what appeared to be a unique, Despite brutally motivating his new followers,
untested serum. As he examined the sample it broke the tech looter uncovered only a small amount of
open, affecting him immediately with a heretofore the blood-based serum in the facility. To empower
unknown strain of a plasma-based mutagen. Within his minions, the tech looter deigned to let them each

86
minutes the tech looter was overcome by terrible pains consume a single drop of the highly-addictive stuff.
and wracking agony, followed by what appeared to However, only one in ten seemed to survive the
be violent, epileptic fits. As his followers gathered process; as it had been with him, these were altered by
he rose again, seemingly possessed with supernatural the infection, gaining supernatural strength and vigor,
strength - and a murderous hunger for blood. Before enhanced senses, and an ability to frenzy in battle.
For a while the tech looter could not figure out each must consume a drop of blood laced with the
why some were changed and others perished, until serum, a ritual that enslaves them to Sanguinian and
he realized something he and the survivors had in the Cult.
common - they shared the Nocturnal mutation. From
that point on, he began to recruit only others who RECENTLY
suffered from that specific genetic trait. Sanguinian has improved his position in the ruins of
Though the serum was undeniably potent, the St. Louis by taking over the shell of an ancient, pre-
administering of but a single drop to his minions left Fall asylum in the southwest part of the city. Here
them a mere shadow of his own power (for he had he has set up an impressive laboratory complex,
consumed an entire test tube), guaranteeing he not collecting blood from murdered/waylaid travelers in
only had nothing to fear of rivals from within, but also the hopes of finding and isolating a rare chemical in
giving him control over them. their plasma that is required to recreate the serum.
The tech looter, now dubbed “Sanguinian” by his Hundreds have died as a result of his cult’s activities,
followers, continues to lead what has become known ambushing or kidnapping travelers and would-be
as the Cult of Blood. He jealously guards what adventurers daring the district’s foreboding reputation,
remains of the serum, for fear that anyone consuming their bodies decorating the interior of Sanguinian’s
too much will come to rival his own strength. He asylum, drained of all blood. Ultimately Sanguinian
has slowly gathered an army of lunatics, scavs, and hopes to find a way to create more of the serum, to
hermavs to his side, setting himself up as a “prince further enhance his own considerable powers and to
among predators”. The Cult has devised an elaborate create an army of unstoppable cultists.
ritual around the initiation of new members, in which

87
TABLE 3-4: THE BLOOD CULTIST
Level BAB Fort Reflex Will Special Def Rep
1 +0 +2 +2 +0 Nocturnal Adaptation, Weaknesses +1 +0
2 +1 +3 +3 +0 Feeding +1 +0
3 +2 +3 +3 +1 Bite +2 +0
4 +3 +4 +4 +1 Blood Frenzy +2 +1
5 +3 +4 +4 +1 Blood Calls to Blood +3 +1

ALLEGIANCE BENEFITS Hit Die: 1d8.


The serum that changed Sanguinian is the same one Action Points: 7 + one-half of the character’s level,
administered to his followers (albeit in miniscule rounded down, every time he or she attains a new level
doses), enacting a powerful change that alters the in this class.
drinker on a genetic level. Those who have been Class Skills: The Blood Cultist’s class skills are:
changed by the cult (either willingly, as recruits, or Climb, Intimidate, Jump, Listen, Move Silently, Sense
against their will, as test subjects) find they become Motive, Spot, and Survival.
something more than human. Skill Points at Each Level: 4 + Int modifier.
Advanced Class: Characters who have an
allegiance to the Cult of Blood are agents of the CLASS FEATURES
cult and its leader, serving his will and working to The following features pertain to the Blood Cultist
gather samples and/or victims. For their loyalty advanced class.
and submission they are given remarkable powers, Nocturnal Adaptation: At 1st level the Blood
reflected by the Blood Cultist advanced class. Cultist slowly changes to adopt an even more
Favored Skills: A character who takes the Cryptic nocturnal existence, gaining low-light vision and a +2
Ordainment (Cult of Blood) feat receive a permanent species bonus to her Strength attribute at night.
+1 morale bonus to Hide, Move Silently, and Survival. Weaknesses: The Blood Cultist develops unusual
weaknesses. The Blood Cultist is considered shaken
when exposed to direct sunlight, or when confronted
BLOOD CULTIST by strong herbal odors.
Followers of the Cult of Blood are men and women
Feeding: Starting at 2nd level, whenever a Blood
who are all genetically linked through a common
Cultist consumes a sentient creature she gains an
mutation which makes them more at home at night
enhancement bonus to her Str, Con, and Dex attributes
than during the day. Whether it is diminished melanin,
equal to the victim’s HD/2. These bonuses last for
low levels of vitamin D, or some other genetic factor,
a number of hours equal to twice the Blood Cultist’s
this mutation seems to react to the serum discovered
character level. The Blood Cultist cannot benefit from
by the cult‘s founder, allowing sufferers of this
this ability again until the previous bonuses wear off.
mutation to metamorphose into something more
Bite: At 3rd level the Blood Cultist gains a bite
powerful than their previous incarnations.
attack. This is treated as a secondary attack, with a
Acceptance of this new “life” does not come without
base damage of 1d6 (1d4 for Small creatures, 1d8 for
a price, however, but those who embrace it usually do
Large creatures). This class feature may be improved
so because they were mad, lunatics, or power-hungry
by taking mutation advancements.
to begin with. By spending time unlocking their
Blood Frenzy: Once per encounter the Blood
newfound abilities, the Blood Cultist becomes more
Cultist must designate one living opponent as her
deeply entrenched in the cult - but also more powerful
“mark”. Whenever the selected opponent is at half
as a result.
hit points or less, the Blood Cultist must make a Will
save (DC 10 + opponent’s HD) or enter a rage, during
REQUIREMENTS which she gains a +2 morale bonus to Str and Con
To qualify to become a Blood Cultist, a character must until that foe is killed. In addition, during the rage the
fulfill all the following criteria. Blood Cultist never has to make Mas saves, and gains
Background: Ritual Preservationist. a bonus to her base speed of +10 ft.
Mutation: Nocturnal. Blood Calls To Blood: At 5th level the Blood
Feats: Cryptic Ordainment. Cultist gains the exceptional ability to detect all living
Allegiance: Cult of Blood.
88 creatures (and pinpoint their precise location) within
100 ft. of her.
CLASS INFORMATION
The following information pertains to the Blood
Cultist advanced class.
CULT OF THE PROVIDER The ritualism behind the cult of the Provider varies
from village to village, settlement to settlement. Some
“Sun, moon, and stars are my guides,
give her no name, simply seeing the Provider as the
but the Earth is my Provider.”
ultimate natural force, without mercy or sympathy,
- Motto of the Provider’s Chosen
while others humanize her, giving her a name (Gaia,
Mother Earth, etc.) or even making pictograms,
Particularly prevalent among
symbols, or statues to represent her. Some merely nod
the more primitive societies of the
in respect to the Provider when they catch their next
Twisted Earth (such as desert tribes and technology-
meal, or mutter a prayer of thanks, while some villages
resenting survivors), the “Cult of The Provider” is
devote rituals to her, honor her in annual festivals, or
a simple, rustic, and harsh religion whose followers
perform elaborate masses to remind their people of her
revere the wilderness as a living entity, or else respect/
power over them.
venerate Nature as a dangerous, deadly force - but one
which can also protect and provide.
ALLEGIANCE BENEFITS
Advanced Class: Those who follow the path of
BACKGROUND the Provider have a special option available to them,
To understand the cult, Nature herself must be re-
an advanced class called the Provider’s Chosen. This
envisioned through the eyes of a post-apocalyptic
advanced class focuses on survival in the wasteland
survivor. Instead of grand vistas of mountains and
against predators, beasts, and nature itself.
forests to be visited and appreciated, the survivor sees
Favored Skills: A character who takes the Cryptic
her surroundings as a miserably harsh environment
Ordainment (Provider‘s Chosen) feat receive a
of unending desert and unforgiving sun, a place of
permanent +1 morale bonus to Navigate, Search, and
hardship, not luxury. Heat, dust storms, and mutant
Survival.
beasts are a constant companion to the wilderness
inhabitant. Cities, with all their insidious radiation
hazards and the diseases that lie dormant there, are PROVIDER’S CHOSEN
a blight upon the Earth, a testimony to the poison of Among the primitive societies who believe in the
technology and proof that the end result of “progress” Provider, there are those who rise above the rest
is the devastation of nature. The world may once have in renown and respect; these are known as the
been full of danger, but now it is downright hostile to “Provider’s Chosen”. Men, women, elderly, and
humanoid life altogether. sometimes even children, those who become the
To those who believe in the Provider, however, the Chosen are said to be singled out by the Provider,
wilderness - for all her terrible aspects - is a constant sometimes for no known reason. Such individuals
companion. Nature may be hard and unrepentant, but often become legendary hunters, guides, and trackers,
once one learns to respect her and listen to her cues, for once having been selected by the Provider, the
not only can one survive in the wild, but he can thrive Chosen knows his true home is among the wilds.
as well. While others die in the desert, succumbing A typical Provider’s Chosen is a simple wilderness
to the sun, heat, and dryness, the Provider’s Chosen survivor who found some lost artifact or ancient
is at home, trusting in the quasi-deific force of Nature relic among the sands, miraculously unearthed and
known as “the Provider” to see to her needs and “given” into his care by the Provider. Such artifacts
survival. can range from powerful advanced weapons to
ornate armor, to unique devices and gizmos and

TABLE 3-5: THE PROVIDER’S CHOSEN


Level BAB Fort Reflex Will Special Def Rep
1 +0 +2 +0 +0 Provider’s Gift (5,000 cp) +1 +1
2 +1 +3 +0 +0 Weatherbeaten (+1) +1 +1
3 +2 +3 +1 +1 Bonus Feat +2 +1
4 +3 +4 +1 +1 Trailfinder, Provider’s Gift (10,000 cp) +2 +2
5 +3 +4 +1 +1 Weatherbeaten (+2) +3 +2
6 +4 +5 +2 +2 Bonus Feat +3 +2
7
8
+5
+6
+5
+6
+2
+2
+2
+2
Provider’s Gift (25,000 cp)
Find Shelter, Weatherbeaten (+3)
+4
+4
+3
+3 89
9 +6 +6 +3 +3 Bonus Feat +5 +3
10 +7 +7 +3 +3 Provider’s Gift (50,000 cp) +5 +4
even pre-Fall automobiles - all items rarely seen by witnesses) and returned to the desert’s hands.
wasteland dwellers (but coveted by scavs and others At 7th level the Chosen may choose a new item of
in the know). Revealed in the wake of a sandstorm, 25,000 cp value or less. At 10th level the item may be
or belched up by an earthquake, or uncovered after of 50,000 cp value or less.
a landslide, the Chosen sees the artifact’s sudden Weatherbeaten: Sun-baked and weather-beaten,
appearance as a sign from the Provider that he has the Provider’s Chosen’s skin becomes tough and
been chosen to bear it. resilient, granting her a natural armor bonus of +1.
This increases to +2 at 5th level, and +3 at 8th level.
REQUIREMENTS Trailfinder: The Provider‘s Chosen is skilled at
To qualify to become a Provider‘s Chosen, a character finding her way around the wasteland. She may make
must fulfill all the following criteria. a Navigate check (DC 20) to shorten any overland
Background: Resentful, Ritual Preservationist. journey by -10%, utilizing hidden paths, game trails,
Skills: Survival 6 ranks. shortcuts, etc..
Feats: Great Fortitude, Vulture. Find Shelter: Observing her surroundings by
Allegiance: Cult of the Provider. studying the terrain, animal trails, and natural
landmarks, the Chosen is able to locate some sort of
CLASS INFORMATION shelter (this can be an abandoned building, a cave, a
The following information pertains to the Provider’s large boulder with shade, a dry riverbed, etc.). With
Chosen advanced class. a successful Navigate check (DC 20) the Chosen is
Hit Die: 1d6. able to locate the direction and distance to the nearest
Action Points: 7 + one-half of the character’s level, shelter, as well as determine its nature.
rounded down, every time he or she attains a new level
in this class.
Class Skills: The Provider’s Chosen’s class skills
CULT OF THE SELF
“Step right up, folks, and see for
are: Climb, Handle Animal, Jump, Knowledge (Earth yourself a real-life miracle-worker!
and Life Sciences), Knowledge (Twisted Earth), For a small donation he may
Listen, Navigate, Ride, Search, Spot, Survival, Swim, even be willing to cure what ails
and Treat Injury. you!”
Skill Points at Each Level: 4 + Int modifier. - All too-common cry of the
Mountebank
CLASS FEATURES
The following features pertain to the Provider’s On the Twisted Earth, people are looking for hope
Chosen advanced class. everywhere. Hope for their lives, hope for the next
Bonus Feats: A Provider’s Chosen receives a harvest, hope for the future. There are said to be
bonus feat at 3rd, 6th, and 9th level. The feat must be hundreds of villages, settlements, trading posts, and
selected from the following list, and the character must isolated communities all across the desert, clustered
meet the prerequisites to select it: Animal Affinity, along the trade routes (but equally numerous in the
Archaic Weapons Proficiency, Athletic, Forecasting[PA wasteland when the entire volume of the world is
Dispatch], Guide, Know The Signs [B&L], taken into consideration). And in each of those it’s a
Meticulous, Stargazer [B&L], Toughness, Track. sure bet that hardships and misery go hand-in-hand
Provider‘s Gift: Every now and then the Provider with the daily struggle for survival.
gifts her chosen with rare finds, vomiting up ancient Throughout the wasteland people search for a way
artifacts and strange objects of the past that the less out of their problems. Some merely want rain, others
reverent would overlook. These items, seemingly pray for good crops, and still more hope for heroes
“given” by nature to the Provider’s Chosen for a to save them from raiders or bring about the promise
purpose, are gifts to be used in her name. of a better tomorrow. True heroes who can make
At 1st level the Chosen may choose any item of even a fraction of these dreams come true are few
5,000 cp value or less, which is now assumed to be and far between; sadly, charlatans who claim that
in her possession, a gift from the Provider. This item same capacity (yet fall woefully short) are far more
may not be traded or sold, and if lost will only be common.
replaced once the character reaches the appropriate Just like misery, religion is everywhere. People
level for an upgrade (see below). If the item requires a need to believe in heroes, prophets, and saviors. Cults
power source or ammunition, these must be located or spring up overnight, and just as soon disappear. They
90 purchased separately.
At 4th level the Chosen may upgrade to a new item,
can revolve around the strangest concepts and most
easily-explained phenomenon, or can bloom, flourish,
this time of 10,000 cp value or less. However, if this and take root on the intangible (like faith) alone. This
item is taken the previous gift must be discarded, truth is the lifeblood of a particularly loathsome breed
given back to the Provider (in a solemn ritual with no of cultist, those who follow the so-called “cult of the
STAR COMMANDER DAWSON
Not long ago a particularly handsome man appeared on the radar of the wasteland, claiming to be a
reincarnation of the Movement’s “Fallen God”, an astronaut from outer space who landed and had a new
message. Wherever he goes, the square-jawed, heroic-looking Star Commander Dawson goes in style,
wearing a shiny “spacesuit” (actually just overalls covered in foil) and brandishing a “ray gun” (a hair
dryer). But it is enough to impress more than a handful of desert villages and settlements, whose inhabitants
have seen him for what he claims to be. Impoverished people began donating everything they had to him,
including money and livestock, while others began to follow him as he went from village to village.
Dawson is a true demagogue, however, and there is very little about his story that is real. He preys on
the ignorant, promising them miracles and hope, but really just takes their money and skips town before the
reality (and his inability to produce results) is discovered. Sadly, Dawson’s crimes are not merely limited
to cons and theft. When dreamy-eyed followers began to be drawn to him, he started leading them into the
desert and, once they were well out of sight of their homes, robbed and killed them (taking care to hide their
bodies).
Dawson still works his routine, and none are the wiser. Those who go missing after joining him as are
usually assumed to have “ascended” into the stars, or joined the greater Movement as foot soldiers. In reality,
they are simply more of Dawson’s victims.

self”. manages to get by using his wits, wiles, and social


Not an organized religion or movement, the “cult of cunning. He has an innate ability to observe a people
the self” is merely an all-too common phenomenon. and discover their fears and weaknesses, hopes and
Having witnessed the sway other religions have on dreams, and uses this talent to first ingratiate himself,
the poor, downtrodden, or dispossessed, a particularly then exploit them for all they‘re worth. Whether he
charismatic entrepreneur comes up with the idea that chooses to act slow and patiently, or marches into town
he himself could do the same. With a few made-up with obnoxious pomp and fanfare, the Mountebank
miracles, tricks, bluffing, and sleight of hand, any fool somehow seizes the attention of the needy, seeming to
could conceivably hoodwink the wasteland’s pathetic address their every concern either with promises or by
wretches into believing he is the next prophet! performing bogus miracles. He manages to convince
Those who follow this path are usually charlatans people that he is the person they’ve been looking for,
and demagogues, men and women who get by the savior they’ve been praying to meet, and in this
primarily on the power of their own charisma and way earns their trust, adoration, and in some cases,
social skills. Whether unable or simply unwilling to even their worship.
work, these types use trickery and guile to pry open Many Mountebanks simply play the con game to get
the hardened hearts of the wasteland’s impoverished, food, water, and the things they need before moving
milking them for their hospitality - and every last on to another settlement to start anew. Others have far
dime. grander ambitions, and use their silver tongue to set
themselves up in positions of greater comfort, stability,
and power. Some pretend to be seers or prophets to
ALLEGIANCE BENEFITS earn the trust of chiefs or community leaders; some
Demagogues par excellence, those who secretly follow even portray themselves as messianic figures to whom
the “path of the self” quickly learn how to manipulate the people turn for guidance in “these dark times”.
people, prey on the needy, mimic miracles, and worse. Those who have the knack at bluster can attract vast
Advanced Class: A specific advanced class, the numbers of loyal followers to their side, convince even
Mountebank, serves as an “advanced” version of the the poorest soul to part with her valuables, and inspire
Demagogue for the truly unscrupulous. hope and belief despite never having done anything to
deserve it!

MOUNTEBANK REQUIREMENTS
Those who pursue the “cult of the self” often take To qualify to become a Mountebank, a character must
the route of Charismatic Heroes or Demagogues, fulfill all the following criteria.
using the innate talents of those classes to live in Skills: Bluff 13 ranks.
comfort through exploitation. But the truly diabolic Feats: Silver Tongue.
Mountebank is a charlatan who takes the con game a
step further, preying on the gullibility of the ignorant
and taking advantage of the masses who seek a leader CLASS INFORMATION 91
- any kind of leader - to escape their worries and fears. The following information pertains to the Mountebank
The Mountebank is a form of con artist who advanced class.
Hit Die: 1d6. (assuming she hasn’t made enemies there) she attracts
Action Points: 7 + one-half of the character’s level, believers who shower her with gifts and donations of
rounded down, every time he or she attains a new level money. Each time the Mountebank enters a friendly/
in this class. hospitable settlement for the first time, within 1d4
Class Skills: The Mountebank’s class skills hours she accumulates a one-time donation of 50 cp
are: Bluff, Diplomacy, Disguise, Forgery, Gather (in corium pieces, food, trade goods, or whatever
Information, Intimidate, Knowledge (Ancient Lore), currency is appropriate for the settlement) per point of
Knowledge (Current Events), Knowledge (History), Cha bonus.
Knowledge (Streetwise), Knowledge (Theology and Followers: At 4th level the Mountebank gains the
Philosophy), Perform (Act), and Profession. Leadership feat for free. These followers (and cohort)
Skill Points at Each Level: 4 + Int modifier. may benefit from the Mountebank’s Faith Healing,
Holy Relics, and Sycophants abilities (see below).
CLASS FEATURES Holy Relics: The Mountebank can convince her
The following features pertain to the Mountebank followers that even the most worthless junk is a “holy”
advanced class. relic. By making a Bluff check (opposed by the
Bonus Feats: A Mountebank receives a bonus feat subject’s Sense Motive check), the Mountebank can
at 3rd, 6th, and 9th level. The feat must be selected convince her follower that an object is blessed. If it
from the following list, and the character must meet is a weapon or armor, the new owner (assuming she
the prerequisites to select it: Attentive, Confident, believes) gains a +1 morale bonus when using it (this
Deceptive, Educated, Frightful Presence, Leadership, applies either to attack rolls or Defense, depending on
Meticulous, Renown, Run, Trustworthy. the nature of the item bestowed).
Speak With Conviction: By speaking with Human Offerings: At 7th level the Mountebank
confidence the Mountebank can convince others she manages to accumulate further “donations”, this time
channels God, the Devil, the spirits of the dead, or in the form of slaves given to her as a gift. The player
simply fools them into believing her words are wise, may choose either 1d2 bodyguards (treat as Strong
inspired, or prophetic. Hero 3), 1d4 porters/bearers (treat as Tough Hero 2),
As a full-round action the Mountebank can coerce or 1d6 concubines (treat as Charismatic Hero 1). This
a subject speaking the same language and whom is additional entourage is bound to the Mountebank only
current Friendly into taking a specific action. The Will by the way they are treated.
DC is equal to 10 + the Mountebanks Cha modifier Faith Healing: At 8th level the Mountebank finds
+ ½ her character level. An affected subject treats her Followers so enthralled that she can actually
the Mountebank as a trusted friend and ally, and will “heal” them through the power of suggestion. With a
successful Bluff check (DC 25) the Mountebank can
92
generally do as she says, within reason. Typical
requests might include “donate your money to ‘the heal 1d4 points of damage. This requires a standard
cause’ (i.e. me)”, “follow me from now on”, “ignore action on the Mountebank’s part, and can only be
your orders and abandon your post”, etc. performed on her Followers.
Kindly Donations: Wherever the Mountebank goes Sycophants: At 10th level the Mountebank’s
TABLE 3-6: THE MOUNTEBANK
Level BAB Fort Reflex Will Special Def Rep
1 +0 +0 +2 +2 Speak With Conviction +0 +2
2 +1 +0 +3 +3 Kindly Donations +1 +2
3 +1 +1 +3 +3 Bonus Feat +1 +2
4 +2 +1 +4 +4 Followers +1 +3
5 +2 +1 +4 +4 Holy Relics +2 +3
6 +3 +2 +5 +5 Bonus Feat +2 +3
7 +3 +2 +5 +5 Human Offerings +2 +4
8 +4 +2 +6 +6 Faith Healing +3 +4
9 +4 +3 +6 +6 Bonus Feat +3 +4
10 +5 +3 +7 +7 Sycophants +3 +5

cohort, followers (including followers from taking similar to Prometheus, Hercules, and other mythical
Leadership, the Followers class ability, and the Human deities who aided mankind in his greatest times of
Offerings ability) will put the Mountebank’s welfare need.
even above theirs. They will steal, lie, and kill for her Belief in the Iron Idol is widespread, despite the
if needed, and may even sacrifice themselves for the fact that he/it hasn’t been seen in over a generation.
Mountebank if her life is in danger. Yet stories of the Iron Idol’s heroics are known to
virtually every storyteller and lore keeper the world
over. Every town, settlement, and tiny village seems
DEVOTEES OF THE IRON IDOL to have someone, somewhere, who can recall a tale of
You’ve made it this far… the great deeds the Iron Idol did in combating a great
Are you ready to go a little further enemy, fighting a natural disaster, or saving lives.
and learn the truth of the Iron Usually this lore belongs to village elders, but the
Idol? stories of the Iron Idol are passed down to eager and
- Writing on the wall of a lost desert excitable youngsters each generation as well.
cave Whether the Iron Idol ever did exist, or merely fills
the role of a much-needed heroic figure to inspire
Legend states that a titan of iron will rise every the downtrodden and give hope to the oppressed, is
generation to punish the wicked, right the wrongs, uncertain in this current age. But whenever there is
and redress the injustices of the present age. These a need - a death cult spotted on the horizon, raider
legends describe an ancient elemental being known activity on the rise, or the threat of a looming mutant
as the “Iron Idol”, a powerful force of good and army - the Iron Idol serves to give people the strength
vengeance that often serves as the only hope for the to fight against great odds. Some simply call on the
victims of raiders, slavers, and worse. Those who old tales to grant them courage, while others of a more
devote themselves to carrying on these stories, and starry-eyed demeanor actively set out into the wastes
seek to locate the enigmatic ‘Idol and re-awaken it for in the hopes of finding the lost cave where the Iron
a righteous cause, are known as Devotees of the Iron Idol is said to lie. These few set out with the idea of
Idol. finding the cave, plumbing its depths, and awakening
the sleeping ‘Idol so that he/it might once again fight
BACKGROUND on mankind’s behalf.
At the heart of the Deadlands there is said to lie None ever return, at least not the same as they were
a deep, dark cave filled with danger and death. when they left…
According to the tales of tribal folk, and the disfigured
vagabonds who cling to their fires as the cold of night THE REALITY
sets in on the trail, this cave is the sacred resting The Iron Idol does in fact exist, but it has virtually no
place of the “Iron Idol”, a legendary figure known supernatural characteristics at all. It is, simply put,
for generations by the wretched inhabitants of the an Ancient-era suit of powered armor that has been
wasteland.
93
maintained by a small core of passionate “devotees”
The origins of the Iron Idol are lost in obscurity. who have learned the Idol’s secrets and, in the name of
Many believe the Iron Idol is as ancient as time itself, the common good, maintained the legend surrounding
an elemental titan as old as the human race. Others it.
claim the Iron Idol is man‘s protector, with qualities It is unknown even to the devotees of the Iron
Idol where the armor first came from, but the suit guided or directed by riddles (to test her brains) by
(a completely functional powered Zeus Suit) is a former devotee - aged and likely disguised - to the
remarkably preserved and has been religiously cave’s isolated location at the heart of the badlands.
maintained for hundreds of years by those few who Here the devotee will hopefully prove stalwart and
understand it. It is also unclear who originally found true, making her way through the traps and dangers to
and used the armor, creating the original legend of the cave’s deepest pit where the gleaming silver suit
the “Iron Idol”, but those who have since uncovered awaits her. Once it is attained the devotee soon learns
its secret resting place have, one and all, donned the the ’Idol’s secret, and the secret of all its past owners
armor and used it in the same heroic fashion - and for (inscribed upon the cavern’s walls), and chooses
the same common good. whether or not to step up and take up the mantle of the
Only one devotee per generation has ever found the “Iron Idol“.
cave that hides the resting place of the Iron Idol, and
thus only one devotee typically knows the secret of the ALLEGIANCE BENEFITS
’Idol at any given time. The cave that houses the ‘Idol Devotees of the Iron Idol who uncovered the lost
is maintained by this same devotee during his tenure as cave of the ‘Idol quickly learn the truth of the ‘Idol’s
the armor‘s wearer, since the caverns protect the ‘Idol origins, and are faced with the decision of whether or
and its wearer and serves as a convenient hideout. not to don the armor and “become” the Iron Idol. For
Similarly, when it is time for an aging devotee to those that do, unique benefits become available.
“retire”, he leaves the suit in a sacred chamber in the Advanced Class: Those that choose to embrace
cave’s deepest recesses, and sets up traps and other the responsibility of donning the Iron Idol have an
challenges to prevent any but the most dedicated from allegiance-specific advanced class, the Hero of Iron,
recovering the ‘Idol - and learning the truth behind it. available to them.
Thus the Iron Idol remains undiscovered until it Favored Skills: A character who takes the Cryptic
is needed again, at which point the right candidate, Ordainment (Hero of Iron) feat receive a permanent +1
asking the right questions in the right place, will be morale bonus to Intimidate, Pilot, and Repair.

94
TABLE 3-7: THE HERO OF IRON
Level BAB Fort Reflex Will Special Def Rep
1 +1 +1 +0 +0 Armor Proficiency (Powered) +1 +2
2 +2 +2 +0 +0 My Armor Is My Home +1 +2
3 +3 +2 +1 +1 Bonus Feat +2 +2
4 +4 +2 +1 +1 Improved Repair +2 +3
5 +5 +3 +1 +1 Become As One +3 +3
6 +6 +3 +2 +2 Bonus Feat +3 +3
7 +7 +4 +2 +2 Optimization +4 +4
8 +8 +4 +2 +2 Legend of the Idol +4 +4
9 +9 +4 +3 +3 Bonus Feat +5 +4
10 +10 +5 +3 +3 Legendary Heroics +5 +5

HERO OF IRON Class Skills: The Hero of Iron’s class skills are:
Finding the Iron Idol in its lost hiding place among Computer Use, Craft (electronic, mechanical), Disable
the desert sands and labyrinthine caverns is only the Device, Intimidate, Knowledge (ancient lore, history,
first hurdle for the individual who would become its tactics, technology), Pilot, Repair.
discoverer. Once it is found, such an aspirant must Skill Points at Each Level: 4 + Int modifier.
come to terms with the realization that the Iron Idol
is nothing more than a suit, an apparatus, a tool to be CLASS FEATURES
used by someone with something that the armor itself The following features pertain to the Hero of Iron
does not possess: the heart and courage to face the advanced class.
evils of the world. As such, the Iron Idol is in and of Bonus Feats: A Hero of Iron receives a bonus feat
itself powerless; it is the wearer who is the true “Hero at 3rd, 6th, and 9th level. The feat must be selected
of Iron”. from the following list, and the character must meet
Those infrequent men and women who make the the prerequisites to select it: Armed To The Teeth,
journey to the cave and plumb its depths become Bull’s Eye, Futuristic Firearms Proficiency, Hard-
inheritors of a proud, if secret tradition. They Eyed, High Ready, Improved Autofire, Improved Dead
must learn, usually in only a few short weeks, the Aim, Intuitive Mechanic, Room-Broom, Suppressive
mechanisms of the armor and master its complexities. Fire.
But, in time, the suit becomes an extension of them, Armor Proficiency (Powered): The Hero of Iron
answering their movements and gestures and laying gains Armor Proficiency (Powered) as a bonus feat
waste to evil-doers at their command. Within it they at 1st level, even if she does not normally meet the
become invulnerable, taking on the title of metal prerequisites. If she already has this feat, she may
titans who serve the inhabitants of the wasteland in select a different feat from the list of bonus feats
their eternal struggle against the forces of tyranny and instead.
violence. My Armor Is My Home: The Hero of Iron is more
at home in her armor than outside. She gains the
REQUIREMENTS effects of the Endurance feat while wearing powered
To qualify to become a Hero of Iron, a character must armor.
fulfill all the following criteria. Improved Repair: The Hero of Iron gains a bonus
Background: Ritual Preservationist. to Repair checks when fixing hit point damage to her
Skills: Knowledge (History) 4 ranks, Knowledge powered armor. This bonus is equal to her class level.
(Technology) 4 ranks. This bonus is also applied to the amount of damage
Feats: Cryptic Ordainment. repaired.
Allegiance: Devotees of the Iron Idol. Become As One: The Hero of Iron gains a +1
competence bonus to attacks with built-in or mounted
weapons, as well as unarmed attacks, when wearing
CLASS INFORMATION powered armor.
The following information pertains to the Hero of Iron
Optimization: The wearer of the Iron Idol learns
advanced class.
Hit Die: 1d10.
to optimize all built-in weapon systems. When rolling
damage with a mounted weapon, the Hero of Iron may
95
Action Points: 7 + one-half of the character’s level,
re-roll any damage dice that rolls minimum, though
rounded down, every time he or she attains a new level
she must accept the results of the second roll.
in this class.
Legend of The Idol: The Iron Idol’s invincibility is THE REALITY
a legend. The Hero of Iron gains a bonus to Defense The destitute tribals had not found the answer to their
equal to her Reputation score when wearing powered prayers, but rather advanced humans whose spacecraft,
armor. the “Mayflower”, had crashed to the Earth.
Legendary Heroics: When using an Action Point During the time of the Ancients, the Mayflower
to modify a dice roll, if a “6” is rolled the Hero of Iron was a newly-constructed transport ship originally
regains the lost AP even though it has been used. intended to take colonists to the asteroid colonies
of the Kuyper Belt. The enormous ship was fitted
THE MOVEMENT with cryogenic-sleep facilities for its complement of
crew and colonists for the voyage, but sometime after
“It took a miracle to bring us all
entering orbit (but before engaging its ion drives) there
together, but that’s what this man
was a major malfunction. Shockwaves from nuclear
was all about. Miracles.”
detonations in space as a result of the unexpected
- Campfire tale of the Fallen God
outbreak of the Final War paralyzed the ship, shutting
down her power, and entombing her passengers in
A lifetime ago, on the eastern fringes of
their icy holds indefinitely.
the Far Desert, the wasteland was a more dangerous
Hundreds of years later, as the Mayflower’s orbit
place. In the shadow of ruined cities and burned-out
began to decay, drawing it closer and closer to
monuments of industry, a race of mutant giants known
Earth, automated alarms went off. Passengers on
as “mongoliants” rose to power. Cold-blooded killers,
several levels were awakened, while others, stuck in
savages, and man-eaters, these hideously deformed
malfunctioning sleep-tubes, were trapped. Those that
ogres used brute strength to conquer the scattered
awoke struggled to find out what was going on (they’d
settlements of other wasteland inhabitants. Ruled by
been frozen before leaving Earth, and thus knew
a self-styled “emperor”, the mongoliants enslaved
nothing of the Fall), attempting to reach the control
many communities and turned their people towards
center to learn more of their fates.
the building of an Empire. Cruelty and slaughter
Unbelievably, however, a small but determined
became hallmarks of this savage nation, the bones of
faction of colonists aboard the ship took advantage
humans and mutants providing the building materials
of the chaos to seize control. By chance a band of
for fortresses and roads, their blood and tears serving
former convicts and lifers, paroled from Earth’s worst
as mortar. In the face of the mongoliants’ power and
prisons in a program to colonize the mining stations
numbers most communities were crushed outright,
of the asteroid belt, were among the first to awaken.
with only a few managing to avoid discovery on the
Their leader led a mutiny, attempting to wrest control
fringes of their lands, hiding in caves or in forgotten
of the Mayflower from its small military complement.
valleys littering the desert. Even these were unable to
They succeeded, rounding up all but one member of
affect what was happening around them, as they were
the soldier detachment sent with the ship to keep the
divided by race, creed, and color.
convicts in line. Several of these were murdered in
It was in this time of tyranny and fear that the people
cold blood in petty acts of revenge. But, as the ship
cried out to the heavens for a hero, someone who
entered the atmosphere, the mutineers were unable to
would come and deliver them from the mongoliant
prevent the inevitable. In the panic, the ship’s former
threat. Remarkably, the heavens responded. One
captain somehow managed to regain control of the
night a brilliant comet tore through the sky, burning
ship just long enough to eject the part of the vessel
through the oppressive darkness of the night like a
containing the convicts - and one soldier who found
ray of crimson wrath. Several communities in the
himself trapped with them.
desert noticed the star fall; some considered it an
The Mayflower’s automated systems allowed
omen of trouble, of turmoil and great trials to come,
the ejected portion of the ship to land relatively
but at least one saw in it a sign that the heavens had
unharmed somewhere in the Michigan wasteland.
answered their prayers. This tribe of “star-watchers”
Emerging from the wreckage, the soldier who’d been
immediately sent a scouting party into the wilderness
accidentally ejected with the convicts managed to
to locate the fallen comet and investigate.
escape, just before the vengeful convicts found him.
What they found on reaching the site - deep in a
He slipped away under the cover of night, plunging
forgotten corner of the desert - was something they did
headfirst into a world that was drastically different
not expect. A massive metallic “beast” had apparently
than the one he’d left centuries ago.
fallen to earth, carving up miles of desert terrain,
This former soldier would come to be known as
leaving a broad canyon, at the bottom of which it lay.
96
the “Fallen God” by the people of the wasteland.
They could see “angelic beings” around the wreckage
First motivated by survival, and then by discovery
in numbers, apparently examining their craft for
(he wanted to learn what had happened to his planet
damage. On approaching the scouts were spotted…
in the Fall), he wandered the desert and the ruins of
but to their surprise they came under fire! These were
old towns, taking in what must have been a mind-
no saviors - these were enemies from the stars!
shattering revelation - that the familiar Earth was gone. living in an old biodome research station in the
But in time he managed to recover from his injuries wasteland, a tribe who followed a druidic, nature-
and shock, locate weapons and armor, and eventually worshipping path. He managed to secure their
find people. allegiance by performing a great task, venturing
The people he first came into contact with not into the bowels of their ancient biodome to repair its
humans, but mutants. They were members of the “miraculously” unending water source. Their future
same tribe that had sent scouts to investigate the saved, they committed themselves to the Fallen God’s
“fallen star”, but his sudden appearance so soon after cause as well.
the crash (and following the disappearance of their Despite his efforts, the Fallen God knew all that he
scouting party) left the tribe divided. Some believed had was a loose collection of primitive peoples who,
he was a “god” sent from the stars to make things though brave, were no match for the convicts of the
right, while others believed he was responsible for the Mayflower. He was ready to give up, when one of the
deaths of their brave warriors. elders of the biodome druids related to him a legend
The Fallen God quickly surmised that the tribe’s of his people. This legend spoke of a great “creature
scouts had found the wreck of the Mayflower, and had sheathed in metallic armor”, which stories claimed
most likely been captured by the convicts, who were still lay, sleeping, at the heart of a nearby swamp. The
no doubt interrogating the tribals about the condition Fallen God ascertained from details gleaned from the
of Earth - and laughing at the irony of civilization storyteller that this “creature” was in fact an ancient
turned on its head. The Fallen God warned the people war droid. Knowing that having such a powerful
of the danger of the convicts (who now had the machine on his side could mean the difference
resources of the entire ship at their disposal, including between victory and defeat, he set out to find it, and if
lasers and explosives), but they had bigger problems possible, reactivate it.
- the Mongoliant Empire. A patrol from the Empire’s The journey to the swamp was full of danger and
frontier would certainly be sent to investigate the trials of its own. When he did finally discover the
fallen star, and if this “fallen angel” was discovered war droid at the heart of the swamp, he expected to
among them, they would suffer greatly. After learning find it lifeless and in need of repair; he was surprised
more about these “mongoliants”, the Fallen God when the thing rose in his presence and addressed him.
agreed to help the people fight if the monsters came. Remarkably the thing had developed intelligence since
The Fallen God led a successful ambush against the the time of the Fall, though in a dark and brooding sort
mongoliants, slaughtering all but a handful who fled of way. Having seen the human race extinguish itself
back the way they came. The Fallen God returned in a fiery flash, and having watched their survivors
to a surprising welcome. It had been nothing to him, descend into savagery, it was pessimistic about the
simply falling back on his military training, but to idea of helping man’s mutant descendants, and even
the villagers he had done the impossible, defeating more skeptical about why it should even bother
the mongoliants in open battle. He was immediately leaving its miserable, swampy abode.
celebrated as a hero, and hailed as a “savior”. The Fallen God managed to convince the war droid
Emboldened, many of the young of the tribe wanted to assist in the coming battle by appealing to the war
to march out and take on the Mongoliant Empire head- droid’s sense of logic. He convinced it that where it
to-head but the Fallen God, and their elders, warned lay, in the swamp, it no longer served a purpose. Once
against it. But believing he had truly been sent to designed for war, and wholesale destruction, its self-
save them, the elders propositioned the Fallen God. If imposed exile made no sense. Boldly, he proposed
he could venture out into the wasteland and build an that the war droid give itself a new purpose, to help
alliance of tribes, together they would be unstoppable. man instead of killing him, and to protect his fragile
They would not only be able to topple the mongoliant descendants instead of disdaining them.
tyranny, they could also help the Fallen God return to Once accomplished, the Fallen God returned to the
the Mayflower to face his nemesis - the convict leader village of the star-watchers to find that they had been
- and put right his injustices. attacked by the mongoliants while he‘d been gone,
The Fallen God accepted the challenge, leaving their people marched off to work in the mongoliant
the village to search for other tribes willing to join mines. The time for war had come, and without delay
the cause. According to legend he made friends with he and the allied army of tribes he’d built marched on
the self-titled “King of Terminals”, a savage mutant the mongoliant frontier. Several decisive engagements
living in an old automated dome that once served as an were played out against the mongoliants, battles
amusement park, recreating Louis Carroll’s Through fought in the open desert, in the hill country, and in the
The Looking Glass. He had to do battle with the ruins of the city of Cadillac, which had since become
robotic “Red Queen”, and negotiate a peace with the
terminal tribe’s quixotic leader, who styled himself
the mongoliant “capital”. The Fallen God himself
killed the mongoliant “Emperor” in single combat
97
after the “Mad Hatter”. during the last battle, putting an end to the mongoliant
He went on to discover a group of peaceful people power once and for all.
With the mongoliants defeated and their vast legions lasting peace. His followers, who call themselves “the
of slaves freed, the Fallen God turned his attention Movement”, work tirelessly to spread that hope. The
to the Mayflower. Marching his followers across the Movement’s followers are active in missionary work,
desert once more, they located the wreck of the ancient community betterment, and ridding the wasteland
ship and its well-armed defenders. Unlike the barbaric of raiders, marauding monsters, and enemies who
mongoliants, the castaways of the Mayflower were threaten their way of life. Movement agents are often
well-coordinated, and ultimately the Fallen God had to active as adventurers as well, volunteering to aid
leave his army outside to tie down the defenders while villages that need someone skilled to help rid them of
he and a select few infiltrated within. In due course their troubles.
they managed to locate the convict’s leader and, in yet
another heroic battle, put him to the sword as well. ALLEGIANCE BENEFITS
When all was said and done, the tribes of the Those who follow the Movement are as varied in
wasteland celebrated, but the Fallen God slipped race, abilities, and appearance as a religion gets on
once more into quiet brooding. After a few weeks, the Twisted Earth. One can expect to find hospitality,
he came before the elders of the combined tribes and generosity, and understanding in communities where
addressed them as one. In his short time with them he the Movement is prevalent, a chance to forget one’s
had learned much of the world and its new inhabitants, past and join in a brighter future.
and had in turn taught them of the past, the Ancients, Advanced Class: Characters who take the
and how things used to be. He had instilled them with Movement as their allegiance have the opportunity to
a belief that their differences and diversity were not enter the Unifier advanced class, a class the reflects
weaknesses, but strengths, and that united they were a the cult’s emphasis on helping those in need, righting
force far more powerful than alone. He had done all wrongs, and resisting (or outright challenging) tyranny
he could to help them, and they had repaid the favor wherever it rears its head.
in helping him destroy the people who had killed his Favored Skills: A character who takes the Cryptic
friends. He would leave, return to the desert, and help Ordainment (Movement) feat receive a permanent +1
others elsewhere. He charged them with only one task morale bonus to Diplomacy, Gather Information, and
- to never forget what he had taught them, and to use it Knowledge [Ancient Lore, History, or Twisted Earth].
for good.

UNIFIER
SINCE THEN… Some see him as a hero. Others a troublemaker. But
The Fallen God left long ago, never to return. No one wherever he goes, those who oppress, enslave, or prey
knows what happened to him, if he died out there, on the downtrodden would be wise to keep a gun by
if he ascended once more into heaven, or if he still their bedside at night.
wanders the wasteland helping those in need. Many The Movement Unifier is a man (or, in some cases,
who met him spent their lives trying to understand a woman) who has chosen a hard road indeed. He
why he left and where he may have gone, but since has taken it upon himself to challenge the status quo
then most others have come to forget those details, and of many of the wasteland’s established societies and
instead focus on preserving his message. factions, namely those that employ slavery, stratify
The Fallen God gave the people of the wasteland their societies along racial lines, prey upon the weak,
hope, not only to overcome enemies and oppression, or practice discrimination based on purity of blood,
but hope of working together and enjoying true, mutation, etc. Foundationists, Brethren, Ravagers,

TABLE 3-8: THE UNIFIER


Level BAB Fort Reflex Will Special Def Rep
1 +0 +1 +0 +1 Code of Conduct, Unifier +1 +1
2 +1 +2 +0 +2 Avenger +1d6 +1 +1
3 +2 +2 +1 +2 Bonus Feat +2 +1
4 +3 +2 +1 +2 Heroism (saves) +2 +2
5 +3 +3 +1 +3 Avenger +2d6 +3 +2
6 +4 +3 +2 +3 Bonus Feat +3 +2

98 7
8
+5
+6
+4
+4
+2
+2
+4
+4
Heroism (attacks)
Avenger +3d6
+4
+4
+3
+3
9 +6 +4 +3 +4 Bonus Feat +5 +3
10 +7 +5 +3 +5 Refuse To Die +5 +4
Doomriders - they are all enemies to be dealt with ammunition, etc.) for such deeds. A Unifier who fails
accordingly in the Unifier‘s eyes. “Hero” is an to uphold this code does not lose her abilities, but is
appellation that certainly applies to him in most cases, unable to progress in the Unifier class ever again.
but the Unifier doesn’t wander the wasteland or risk Unifier: A Unifier gains a +1 morale bonus to
death simply for the satisfaction of being given a attacks, skill checks, and saving throws for each
self-gratifying title. He believes in what he is doing, character of a different “race” in her party besides
he believes in the message of the Movement, and he herself, to a maximum of +3. “Races” that qualify
is ready to lay down his life to preserve the less able include pureblood humans (including eugenic
from the tyrannical deprivations of others. surrogates), mutants (including ghouls, hermavs,
The Unifier is often a charismatic individual, winged ones, etc.), androids (including cyborgs and
whether as a diplomat who seeks to mend old wounds, robots), and beastmen.
or using “gunboat diplomacy” to beat raiders and Avenger: A Unifier gains bonus damage dice
slavers into line. Some are wily and cunning; others against slavers, bandits, raiders, and gangers. This
are dark, silent types who let their guns do the talking. bonus damage is inflicted whenever the Unifier hits
such a foe in combat. The bonus is +1d6 damage at
REQUIREMENTS 2nd level, increasing to +2d6 at 5th level, and +3d6 at
To qualify to become a Unifier, a character must fulfill 8th level.
all the following criteria. Heroism (Saves): A Unifier may spend an Action
Special: Defender class ability. Point to give a morale bonus to saves to all allies
Feats: Iron Will. within 30 ft. This bonus is equal to her Rep score.
Allegiance: The Movement. This bonus persists until the end of the current
encounter.
CLASS INFORMATION Heroism (Attacks): At 7th level the Unifier’s
The following information pertains to the Unifier Heroism bonus also applies to attack rolls made by
advanced class. allies within 30 ft.
Hit Die: 1d10. Refuse To Die: At 10th level a Unifier may
Action Points: 7 + one-half of the character’s level, continue fighting even when she drops below 0 hit
rounded down, every time he or she attains a new level points, without penalty, but only if she is defending or
in this class. fighting to directly save the lives of innocents. Each
Class Skills: The Unifier’s class skills are: turn that she is below 0 hit points she must make a
Diplomacy, Drive, Gather Information, Intimidate, Fortitude save (DC 20 + 1 per round of being at below
Knowledge (Ancient Lore), Knowledge (History), 0 hp) or fall unconscious. She may even continue
Knowledge (Twisted Earth), Knowledge (Theology fighting past -10 as a result of this ability, but if at any
and Philosophy), Navigate, Profession, Ride, Sense point she fails the Fortitude save to remain conscious
Motive, and Survival. she dies.
Skill Points at Each Level: 4 + Int modifier.
NUCHURCH
CLASS FEATURES “Growwwr! Stand aside, brother!
The following features pertain to the Unifier advanced I must feed! I cannot control the
class. hunger!”
Bonus Feats: A Unifier receives a bonus feat at “No, Brother Torg! Remember
3rd, 6th, and 9th level. The feat must be selected the Steps!!!”
from the following list, and the character must meet - Conversation between a
the prerequisites to select it: Advanced Firearms struggling NuChurch
Proficiency, Archaic Weapons Proficiency, Armor Beastman and his pureblood “brother”
Proficiency (light, medium, heavy), Burst Fire, Cleave,
Combat Reflexes, Double Tap, Exotic Firearms A legend in the West, especially in the region known
Proficiency, Exotic Melee Weapon Proficiency, Far to the ignorant as the Big Rocks, the rise of the
Shot, Great Cleave, Improved Autofire, Personal NuChurch has been a bloody, brutal story. Forged
Firearms Proficiency, Point Blank Shot, Power Attack, from the white-hot flames of genocide and war, the
Rip A Clip, Reactive Shooter, Room-Broom, Strafe, NuChurch has risen from the ashes like the proverbial
Suppressive Fire. phoenix, becoming perhaps the most militant and
Code of Conduct: Unifiers adhere to a strict code aggressively-expanding “religion” on the Twisted
that requires them to offer assistance to those in need,
to redress wrongs enacted in the name of race or
Earth. It is without a doubt a feared regional power,
one whose terrible influence is expanding with 99
prejudice, to emancipate slaves when possible, and to unrelenting fervor.
never accept payment (with the exception of accepting
reimbursement for supplies, medical treatment,
BACKGROUND plague zombies, and formed armed militias to clear
The NuChurch’s beginnings are to be found in the areas, build secure stockades, and eke out a meager
wreckage of the pre-Fall world. Years after the Final existence salvaging for supplies.
War devastated the American continent, survivors of This fragile way of life came under attack not long
the Salt Lake City area were struggling to rebuild. The after with the appearance of the first generation of
city itself was not a target of the nuclear exchange, mutants. Cast out by their human families, many
though nearby strategic targets in the vicinity were of these poor wretches formed into gangs of thugs,
devastated. One of these, the Dugway Proving raiders, or hermavs. Some were maniacs and killers;
Grounds, had been used in the development of several others were simply desperate bands of rabble fighting
new chemical weapons that, the Ancients had hoped, for survival. But an enmity soon grew between these
could be used to turn the tide of the Final W ndoned. mutants and their pureblood human counterparts, with
After a few months people began to return, mostly skirmishes being played out regularly on the city’s
former inhabitants of the city or those from outlying deserted streets.
communities who were seeking food and medicines. Soon a new danger began to appear, adding to the
These humans found the ruins to be infested with chaos. Beastmen packs, descending on the outskirts of
the city in search of refuge from the blistering
hot Great Salt Desert, fought through zombies,
mutants, and humans to carve their own bloody
niche. Before long the city was gripped by
a three-way conflict as the zombie threat
became upstaged by the open warfare waged
by the more dominant “factions”. Within two
generations the original human population was
succumbing to attrition, while the mutants were
also scattered. The beastmen, suffering from
a lack of organization from the start, had bred
into motley, uncoordinated bands that would as
soon fight each other as their racial enemies.
It was in this atmosphere of looming
extinction that a strange new force appeared.
Metallic men, obviously hand-assembled by
some survivor (or survivors), began to appear
on the city streets. These rusty droids were
anthropomorphic in shape, but had large oval
loudspeakers instead of heads, and it was
clear they were unintelligent drones, operating
at the command of some unknown entity.
Curiously, all three factions were addressed
at the same time by separate machine envoys,
which approached the walls of each factions’
most powerful group with a message. The
voice coming over the crackling speakers was
clear, calm, but instilled with a determined fire
and a curiously educated elocution. It spoke
of peace and unity, and of cooperation. And,
with the utmost gravity in its tone, the speaker
threatened the total extermination of any side
that refused to coexist.
Not surprisingly, though all sides were
puzzled by these new arrivals, their enmity did
not die easily. It was the pureblood humans of
the city that struck first, in an effort to obliterate
the fighting ability of their mutant rivals. They
succeeded in slaughtering a great number, but
100 many escaped. The purebloods considered the
operation a victory, yet they would not rest on
their laurels for long.
The automatons returned, this time in
numbers. Unlike before, instead of simply carrying and the dictum for the NuChurch’s followers to rise as
loudspeakers, they had weapons. And one out of a “great army”, spread forth from Salt Lake, and begin
every platoon had a giant all-seeing “eye” instead of a subjugating the “unworthy peoples of the wilderness”
head, a terrible, angry eye that observed all. for the good of all.
The purebloods came under attack immediately, and
within two days their former strength was a thing of THE REALITY
the past. Whatever edge the purebloods might have The NuChurch is now a major religion based on
had over the mutants and beastmen was taken from religious zeal, paranoia, and war. Its savage armies of
them with the wholesale destruction of their fortresses mutants, beastmen, and barbaric men spread from their
and communities. A few survived, but like the mutants center of power – Salt Lake City – to conquer new
and beastmen who’d been watching, they were quick lands in the name of the NuPope. Many communities
to understand that a new power was now in control, have fallen to the NuChurch onslaught, all of them
and in due course supplicated themselves before it. given the choice to join… or die. Those who accept
This new power began to call itself the “NuChurch”, become absorbed by the brutal society, while those
and with the surrender of the warring factions to its who resist serve as examples to others.
authority it began to build. It began to rebuild the To this day the NuChurch continues to expand. In
ruins of Salt Lake City, but more importantly, it began addition to men, mutants, and beastmen, it now counts
to build a new society based on peace and unity. To among its “accepted races” ghouls, creatures that are
make this possible, the NuChurch began to command normally hunted elsewhere. This diversity is both a
its followers to deny their base instincts. A strict weakness and a strength; nowhere else is one likely
code of law was put into place, in which purebloods to find a party of purebloods, mutants, beastmen,
were forced to accept the deformed, in which mutants and ghouls working together. But things are not
were forced to rise from squalid depravity, in which always harmonious; followers are quick to report
beastmen were made to deny their animal natures. troublemakers and volunteer to administer “penance”,
Those who refused or fought the “NuLaw” were killed if only to avert the NuPope’s wrathful eye from
outright; those who later regressed, or who continued themselves for a while.
their ways behind closed doors, were invariably The NuPope still remains an enigma; some say
discovered and brutally punished with public “he” is in fact a robot, while others speculate he may
mutilation as “penance”. be a human manipulating more bestial races through
With a new, united society, the NuChurch put its his drones (and using religion as a means of control).
subjects – now worshipers – to work. “Work Unifies”, Whatever the truth, those who follow the NuChurch
was the slogan broadcast from every aging drone’s worship and adore their NuPope; many men die in his
loudspeaker. The humans, mutants, and beastmen name every day. The trick is to make sure you‘re not
were organized into work camps and work teams, one of them…
forced to get along to complete monumental projects
that, alone, would have been impossible. They rebuilt
city blocks, cleared streets, fought back the lingering ALLEGIANCE BENEFITS
plague zombie population. They also rebuilt the Those who fall under the influence of the NuChurch
abandoned Tabernacle, an edifice that apparently had find a new home and a new purpose to their lives,
become the “home” of the enigmatic “NuPope”. It being bent towards the “greater good” of the
was here that a great fortress-complex was built, and NuChurch and its growing empire.
from where the drones seemed to originate, and now Advanced Class: All who join have a place in this
it would become the center of the NuChurch‘s empire. new society, whether as farmers, laborers, builders,
These vast, ambitious building projects created or warriors. Those who show a talent for fighting
(brutally or otherwise) a strong, robust society, but (or who have no other skills to save them from being
one founded on fear and paranoia. Men, mutants, and drafted) become NuChurch Crusaders.
beastmen all work together for a common goal, the Favored Skills: A character who takes the Cryptic
appeasement and satisfaction of the all-seeing NuPope, Ordainment (NuChurch) feat receive a permanent +1
whose shadow looms over everything, and who, they morale bonus to Bluff, Intimidate, and Knowledge
believe, “watches all”. [Theology & Philosophy].
But gradually, as the Tabernacle Temple grew in
size, and the camps of NuChurch followers swelled NUCHURCH CRUSADER
with recruits, the resources of Salt Lake City began to To outsiders, NuChurch Crusaders comprise vast
dry up. Yet the NuPope’s demands for production did legions of screaming zealots, a faceless mass of
not cease; there were rumors that “other” projects were
underway in the secrecy of the Tabernacle’s deepest
simple-minded warriors and barbarians spurred on
by the fear of their mysterious “NuPope”. To many
101
bowels, but none could say for sure. The only thing they are seen as berserkers, monstrous mutants,
that was certain was the NuPope’s need for resources, beastmen, and ghouls forced to wear a rigid mantle of
TABLE 3-9: THE NUCHURCH CRUSADER
Level BAB Fort Reflex Will Special Def Rep
1 +1 +0 +0 +2 Holy Icon, +1 +0
2 +2 +0 +0 +3 Conditioning +1 +0
3 +3 +1 +1 +3 Bonus Feat +2 +0
4 +4 +1 +1 +4 Frenzy +1 +2 +1
5 +5 +1 +1 +4 Living Icon +3 +1
6 +6 +2 +2 +5 Bonus Feat +3 +1
7 +7 +2 +2 +5 Frenzy +2 +4 +1
8 +8 +2 +2 +6 Eye of The NuPope +4 +2
9 +9 +3 +3 +6 Bonus Feat +5 +2
10 +10 +3 +3 +7 Shield of Conviction +5 +2

“civilization” to legitimize their savagery in the eyes Crusader advanced class.


of the beholder. NuChurch Crusaders are the rank- Bonus Feats: A NuChurch Crusader receives a
and-file of the NuChurch’s population, members of bonus feat at 3rd, 6th, and 9th level. The feat must be
every race thrown together by the NuLaw and forced selected from the following list, and the character must
to cooperate - on threat of brutal punishment. Many meet the prerequisites to select it: Advanced Firearms
NuChurch Crusaders are feral savages, forced to parrot Proficiency, Archaic Weapons Proficiency, Armor
the rituals, prayers, and eloquent speech of the more Proficiency (light, medium, heavy), Burst Fire, Cleave,
civilized NuPope, as “he” demands. They chafe at Combat Reflexes, Double Tap, Exotic Firearms
the yoke they are forced to endure, but aware that the Proficiency, Exotic Melee Weapon Proficiency, Far
NuPope’s agents are watching, they deny their natures Shot, Great Cleave, Improved Autofire, Personal
for the “good of all”. Firearms Proficiency, Point Blank Shot, Power Attack,
A typical NuChurch Crusader is a brainwashed Rip A Clip, Reactive Shooter, Room-Broom, Strafe,
warrior who believes in the awesome power of the Suppressive Fire.
NuPope as guide, protector, provider… and punisher. Holy Icon: All NuChurch Crusaders are given an
Afraid of their own shadows (for even comrades could icon that, they believe, was created by the NuPope
be agents of the NuChurch), they fight to the death and himself specifically for that individual. It is inscribed
find strength in their faith in the all-seeing NuPope. with a prayer chosen specifically for her. So long as
the Crusader has this icon in her possession she gains
REQUIREMENTS a +1 morale bonus to Mas saves and saves vs. fear. If
To qualify to become a NuChurch Crusader, a the icon is lost or stolen she takes a -2 morale penalty
character must fulfill all the following criteria. instead until she gets it back or acquires a new one.
Background: Radical, Ritual Preservationist, Conditioning: Conditioning in the NuChurch is
Visionary Reinventor. often little better than torture designed to create tough
Feats: Cryptic Ordainment. soldiers. The Crusader is immune to any effect that
Base Attack Bonus: +3. would force her to act against her superiors or betray
Allegiance: NuChurch. her religion and/or orders.
Frenzy: When reduced to below half her maximum
CLASS INFORMATION hit points, the Crusader fights with a +1 morale
The following information pertains to the NuChurch bonus to attacks and damage. At 7th level this bonus
Crusader advanced class. increases to +2.
Hit Die: 1d10. Living Icon: The veteran Crusader’s courage
Action Points: 7 + one-half of the character’s level, inspires zeal in his comrades. When called on to make
rounded down, every time he or she attains a new level a Will save vs. any morale-based effect (such as fear),
in this class. all allies within 30 ft. of the character may use the
Class Skills: The NuChurch Crusader’s class skills NuChurch Crusader’s Will save.
are: Climb, Intimidate, Jump, Knowledge (theology Eye of The NuPope: The Crusader is conditioned
to fear the secretive Inquisition which monitors its
102
and philosophy), Navigate, Ride, Survival.
Skill Points at Each Level: 4 + Int modifier. agents and soldiers no matter how far they go from
home. Afraid to show fear, weakness, or simply
to disappoint, the Crusader can push herself to
CLASS FEATURES extraordinary heights. The Crusader may spend an
The following features pertain to the NuChurch
Action Point to re-roll any failed attack, save, or skill of the cult entered at the lowest tier, of course, and had
check. to pay to rise in the ranks - just like it said in the text.
Shield of Conviction: At 10th level the Crusader As a follower rose in ranks, she was accorded greater
may spend an Action Point to gain a +4 morale bonus privileges, including the right to demand shelter from
to Defense for 10 minutes. any Paradise Believer, the right to be provided with
food, and other luxuries. She could also share in the
money of the Paradise Believers movement (money
PARADISE BELIEVERS “donated” to the cause by those wishing to rise in the
Kenyu heer-me? Dis-is Paradise ranks), though the majority of the hard cash found its
Stashun… way upwards to Guy himself.
Kenenyone heer-me? Once the religion had its foundation, Guy set about
Dis-is Paradise Stashun, cow- looking for converts, selling “tickets” (as they were
leen Urth… called in the holy text) and accumulating adherents
Eez enny-won steel uh-live? and hard cash. Within a few years Guy was extremely
- Chant of the Paradise Believers wealthy with a following of over five hundred
adherents in over twenty settlements in the Forbidden
The cultists known as “Paradise Believers” have Desert and Trade Lands.
a strong presence in the Forbidden Lands and Far Surprisingly, an event (which some call a
Desert, where trade settlements stand as bulwarks “miracle”) occurred not long after the religion became
against the chaos of the wasteland. Motivated by a established. Followers of the cult, operating without
somewhat defeatist view that this world isn’t worth Guy’s knowledge, managed to get their hands on a
saving, the Paradise Believers adhere to a peculiar smattering of advanced technology. With the aptitude
belief that a better world exists out there, among the of a particularly skilled tinker, they succeeded at
cosmos. Their struggle, then, is to find a means to building a microwave radio receiver, hoping to use
perfect themselves for the journey to this so-called it to tune into “Paradise” and make contact with the
“Paradise”. “higher beings” that were believed to be there. They
hoped to glean further instructions on how to achieve
HISTORY Paradise in their lifetimes.
Years ago a shady character named Guy Willis What they uncovered was startling. Through the
appeared in the dusty boomtown of Midway, which buzz of static came a message being broadcast from
then was a growing outpost of Cartel rule in the the coordinates of Paradise, somewhere in deep space.
Forbidden Lands. Mangy desert peoples from all over The message has since become a well-known Paradise
the wastes came there to trade scrap and scavenged Believer prayer:
goods to the Cartel traders, receiving food, water,
medicine, or shelter in return. Many of those who Kenyu heer-me? Dis-is Paradise Stashun…
came here were little more than vagrants, deliberately Kenenyone heer-me?
prolonging their stay in fortified Midway so as not to Dis-is Paradise Stashun, cow-leen Urth…
be forced to face the harsh realities of desert life. Eez enny-won steel uh-live?
Guy Willis appeared to be no better than these
vagrants, a disheveled scav who came out of the desert Not long after, the tinker who devised the receiver
like any other bit of rolling tumbleweed. But this was went missing, and the receiver mysteriously broke
not the case, and before long Guy made it clear why down. But to the faithful it was clear that the gods of
he had come: according to him, he had found among Paradise were real, and calling to them!
the sands a “holy text” from before the Fall, describing Guy continued to collect donations for the next few
in great detail a lost “planet” called “Paradise Station” months, as word of the remarkable message from the
where people went to live out the rest of eternity in stars spread through the towns and villages of the
luxury and peace. desert. The cult was growing to several thousand
Followers immediately started flocking to the members, and Guy stood to inherit great power, when
charismatic Guy, hoping to learn of “Paradise” and he, too, vanished inexplicably.
how to get there. Guy promptly became the caretaker The followers of the cult believed Guy had
of the “holy text”, extracting information from it with “ascended”, finally taking his place among the gods
which to found a cult. The cult’s goal was to attract of Paradise as a reward for his faith. In time stories
those disillusioned with the current way of things on began to circulate about Willis, portraying him as
the Twisted Earth, and together work towards a grand a saintly figure by whose example others should
“exodus” from earth to distant Paradise.
Using sections taken straight from the holy text,
live if they wanted to reach Paradise. Other stories
insisted he had been born under a special set of astral
103
Guy established a system of “tiers” for his followers, circumstances, and depicted him almost as a quasi-
stratifying the cult into four basic orders. Followers deity himself, giving rise to the concept of the “Star
Child” (see Allegiance Benefits, below). was designed as an exclusive resort, open only to the
The Paradise Believers continue to follow the upper strata of American society who could afford the
tenets Guy Willis set down, including the buying tremendous cost of recreational space flight. But the
of membership, the sharing of privileges, and a designers of the station were intent on making it worth
strict hierarchy for adherents of the faith. In recent their while; the station included escalating tiers of
years, fringe cells of the cult have begun funding the accommodation, with enclosed parks, a fully-stocked
construction of “rocketships” from scrap and salvaged tropical lagoon, numerous enclosed ecosystems for
junk, either to serve as temples or, in some cases, to be hunting or recreational safaris, holographic recreation
loaded up with fuel and detonated in a hope that those decks, zero-gravity sports arenas, and suites with a
within will be sent to Paradise. Invariably these die level of luxury normally attainable only in the finest
in the explosion of fire and sparks, but to the Paradise resorts on Earth.
Believers, this is merely a sign that their souls have The brochure also listed available amenities, which
“ascended”. served as the model on which Guy founded his
movement. Each guest “tier” had a corresponding
THE REALITY price tag attached to it, and with it an escalating
Guy Willis was merely a wily entrepreneur who selection of services. Guy realized he could use the
stumbled onto a relic of the past. The “holy text” same model to set up his “cult”, promising greater and
he found in the Far Desert was nothing more than a greater benefits to his followers so long as they paid,
detailed brochure of “Paradise Station”, a luxury hotel/ with him ultimately being at the top.
space station constructed in orbit around the moon When his followers, led by a troublesome tinker,
during the heyday of the Ancients’ civilization. managed to build a microwave receiver and make
According to the brochure, Paradise Station was contact with Paradise Station, Guy was flabbergasted.
a four-level orbital station that could accommodate He had believed Paradise to be a myth, or at most lost
up to 2,000 “guests” at any given time. The station and abandoned; he never expected survivors to still
be onboard! Knowing that continued contact with
whoever was still alive out there might unravel his
scheme (which had been years in the making), Guy
had no choice but to murder the tinker and sabotage
the receiver.
Worried he would eventually be discovered, Guy
stayed only a short while to stockpile the donations
of his followers and fled, never to be heard from
again. The Paradise Believers continue without
him, however, and the truth that survivors do
still live on Paradise (though in what state is
unclear) remains.

ALLEGIANCE BENEFITS
Followers of this strange cult risk ridicule and
scorn wherever they travel, but receive special
benefits (including sanctuary) when among other
believers.
Benefit Packages: Unlike other cults, the
Paradise Believers do not have a faction-
specific advanced class. Instead the Paradise
Believers offer benefits in the form of Benefit
Packages, which grant privileges of escalating
“luxury” to their followers, as well as access
to the Star Child template (though the latter
is typically quite rare; see New Templates for
details).
Favored Skills: A character who takes the
Cryptic Ordainment (Paradise Believers)

104
feat receive a permanent +1 morale bonus
to Diplomacy, Knowledge [Theology &
Philosophy], and Navigate.
TABLE 3-10: PARADISE BELIEVER TIERS
Tier Reservation Price Rep Requirement Benefit Package
Earthling 500 cp - Stellar Welcome
Spacefarer 2,500 cp - Lunar Luxury
Cosmonaut 10,000 cp +1 Rep Astral Opulence
Galactic Guest 50,000 cp +2 Rep Prestige Package

BENEFIT PACKAGES available guarantee” and a “discount at the Paradise


All Paradise Believers are ranked according to their gift shop”. The Paradise Believers interpret this by
“tier”, a measure of their “dedication” to the cult. offering those of the “Spacefarer” tier a guaranteed
Dedication, to the Believers, is measured in corium place to shelter and a discount on goods purchased
pieces, because each tier in the hierarchy demands from other members of the cult.
a higher entrance fee. Ostensibly these fees go to Benefit: The Paradise Believer is guaranteed a safe
support the privileges granted by each ascending tier, place to shelter in any town, village, or trading post
and so a large portion filters upwards to the upper that has a cell of Paradise Believers. The quality of
echelon of the cult to sustain their luxurious lifestyles. shelter can vary widely, but is usually in the home
To join the Paradise Believers, a new convert must of a local Believer of high standing; failing this, it
pay a flat 500 cp sum to the local cell for admittance. will likely be in an attic, stable, etc.. In addition, the
This is known as the “reservation price”, a term Believer is entitled to a 10% discount when buying
carried over from the fact that Guy Willis, the cult‘s items from merchants or craftsmen who also belong to
founder, based much of the cult‘s structure on a tourist the cult.
brochure for a space-based resort (the term is also used
literally by the Paradise Believers; they believe that, ASTRAL OPULENCE
once they reach Paradise, their place in eternity will be This package offered the amenities of the lower tiers,
“reserved” for them). The “reservation price” for the and also “complimentary room service”. The Paradise
tiers above require even greater expenditures of cash, Believers honor this by providing free food and drink
but have equally staggering benefits for the aspiring to any cult member who has attained Cosmonaut status
cultist. Ultimately, Paradise Believers are generally or greater.
only restricted from rising in the ranks by the money Benefit: As with the “room-available guarantee”
they can contribute. of the previous tier, the free food and drink is subject
The tiers of the Paradise Believer cult are described to great variation depending on the means of the cult
below. Each tier has a reservation price and associated hosts. In cities and larger settlements a Paradise
benefits, which are detailed after the table. Some tiers Believer of this tier can expect to be given the best her
also require a requisite Reputation bonus, indicating hosts have to offer, but in poorer villages she will have
that in addition to money a certain amount of to make do with whatever gruel or scraps her hosts can
“celebrity” must be possessed by the would-be cultist. get their hands on. Still, a free meal is often worth its
weight in gold in the wasteland…
STELLAR WELCOME
Originally this package was for visitors on a budget, PRESTIGE PACKAGE
who got to go home with a “complimentary jumpsuit The final word in discreet luxury, during the heyday
to remember their visit“. Now it serves as the basic of Paradise Station this tourist package offered all the
package for all Paradise Believers, who on joining the amenities of the above tiers, but also “the services
cult receive a hand-made, one-piece uniform jumpsuit of a personal valet” and access to a “discreet 24-
(but only vaguely resembling the ones seen in the hour escort service”. Those Believers who attain
original brochure). the “Galactic Guest” tier gain the services of a loyal
Benefit: The Paradise Believer is given a servant, and may require from any Paradise Believer
reasonably durable, one-piece jumpsuit with his or her cultist sexual services suiting his/her taste - on
name stenciled over the right breast. The color of the demand!
suit denotes the Believer’s rank. At the “Earthling” Benefit: The Believer of this tier gains a loyal
level this suit is grey; at “Spacefarer” it is black; at cohort (as if she possessed the Leadership feat, but
“Cosmonaut” it is white; and at the “Galactic Guest” without Followers). In addition, though sometimes
level the suit is silver. controversial, she is entitled to require from any

LUNAR LUXURY
Paradise Believer “additional” services suiting his/her
taste, on demand. Any Paradise Believer who refuses
105
The next step up in accommodations, this package such a demand must pay restitution to the Galactic
added to the “Stellar Welcome” by offering a “room- Guest in the neighborhood of 50 cp, or be expelled
from the cult.
TEKHEADS In the case of finds that suggest more of the same
may be recovered (whether by an excavation, in the
That the Ancient world is now a
case of random finds, or an attack, in the case of a
wreck
community found hiding a tech item), the regional
Is proof of the power of great
cleric may call a “crusade”. In such a case all of
lord Tek!
the Tekheads cells in a division may come together
- Tekhead belief
in a frenzied mob, bearing down on the location/
community identified by their local cleric as the
The term “tekhead” has become a somewhat generic
crusade’s target. The wrath of a rampaging Tekhead
one on the Twisted Earth, referring to any gang or cult
army is great, leaving a great deal of devastation in
that worships technology as an abstract sort of “god”.
their wake, using any opportunity to exercise their
The term’s origins lie in a powerful cult of the same
power as an excuse to show off their technological
name, which has held sway along the artifact-strewn
edge.
ruins skirting the Old Mississippi River for over a
Tekhead cells are well-equipped. Functionality
decade.
trumps comfort; they often live in cars, revived motor
homes, etc. piled high with junk and salvage, every
BACKGROUND interior space devoted to spare parts and tools. They
The Tekheads (and many similar “copy-cat” cults) first are often nomadic, roaming in great convoys blasting
began when a group of raiders managed to get their rock music, lighting up the night sky with their lighted
hands on a cache of powerful, pre-Fall technology. rigs. Even the lowest member has a tech weapon of
Quick to take advantage of their newfound power, some sort; it is not uncommon for leaders to have
these raiders used their laser and Gauss armament to powered armor, force screens, etc.
eliminate their rivals in the area, and impress their will
on the scattered, pathetic communities eking out an
existence along the river. Taking food, water, women,
ALLEGIANCE BENEFITS
Becoming a member of a Tekhead cell puts a
and later even tribute in corium, the Tekheads only
worshipper in tantalizing reach of recovered artifacts
grew stronger. Eventually a leader rose to prominence
of the Ancient world, from weapons to armor to
in the Tekhead army, a leader with vision and cunning.
powerful gizmos.
It was he who came to deify “Tek” in the minds of his
Advanced Class: Entering the Tekhead advanced
fellow gangers, starting a crusade to not only worship
class guarantees a character will acquire technological
technology as a “god”, but to acquire it and keep it out
items as she progresses in level, while also teaching
of the hands of others - at all costs.
her the skills she will need to keep her awesomely
The fervent acquisition of technology is not a unique
powerful gizmos in working order.
concept, but the Tekheads pursue it with abnormal
Favored Skills: A character who takes the Cryptic
zeal. The rank-and-file believe that technological
Ordainment (Tekhead) feat receive a permanent +1
items are sacred objects of the god, Tek, and must be
morale bonus to Craft [Electronic or Mechanical],
rescued, cared for, and repaired in his name. Their
Knowledge [Ancient Lore, Technology, or Theology &
ability to understand, fix, and operate such items
Philosophy], and Repair.
is “proof” (in their eyes) that Tek has given them
his blessing to use technology, exclusively. To the
upper echelon of the Tekheads this belief can be TEKHEAD
just as strong, but they also understand that keeping Tekheads are more than mere worshipers of Ancient-
technology out of the hands of others has a practical era technology, they are preservers and resurrectors
value as well: it keeps their enemies (and prey) weak, of things lost to the junk heap of history. Such an
and makes the Tekheads the strongest cult around. individual knows to look twice, examine things
Tekhead cells are many up and down the Mississippi thoroughly, and to never assume a broken item is
River, united loosely in a confederation of sorts. Each useless. With a hodge-podge of oily tools, and no
cell has its own members and leader, subservient to a small amount of perseverance and elbow grease, the
regional “cleric” who oversees numerous “divisions”. Tekhead soon finds himself bearing potent weapons,
Cells typically scavenge and scrounge their area for armor, and devices that most believe vanished along
technology, either finding it in the trash heaps of the with the Ancients themselves.
ruins or taking it from the cold-dead hands of travelers The Tekhead is an advanced class with a peculiar
or conquered communities. These items are taken focus on scrounging and repair, gaining bonuses to
to the regional cleric for appraisal; cells (and their fix items of ancient technology and, once they are
106 leaders) are generally rewarded richly for such finds
(often given the item itself, if it is a weapon or armor),
repaired, bonuses to using them against their enemies.

so the impetus to be vigilant is strong.


TABLE 3-11: THE TEKHEAD
Level BAB Fort Reflex Will Special Def Rep
1 +0 +1 +0 1 Bonus to Repair +1 +1
2 +1 +2 +0 2 Mastercraft +1 +1 +1
3 +2 +2 +1 2 Bonus Feat +2 +1
4 +3 +2 +1 2 Worshipping Hands (time) +2 +2
5 +3 +3 +1 3 Mastercraft +2 +3 +2
6 +4 +3 +2 3 Bonus Feat +3 +2
7 +5 +4 +2 4 Worshipping Hands (cost) +4 +3
8 +6 +4 +2 4 Mastercraft +3 +4 +3
9 +6 +4 +3 4 Bonus Feat +5 +3
10 +7 +5 +3 5 Teknical Aptitude +5 +4

REQUIREMENTS Mastercraft: At 2nd level all weapons and armor


To qualify to become a Tekhead, a character must of ancient manufacture in the Tekhead’s possession
fulfill all the following criteria. receive a mastercraft bonus when wielded/worn by
Background: Ritual Preservationist. her. This bonus only applies when being used by the
Feats: Builder, Gearhead, or Vulture (at least one). Tekhead; in anyone else’s hands the item receives no
Skills: Knowledge (Technology) 7 ranks, Repair 7 bonus. At 2nd level this bonus is +1, at 5th it increases
ranks. to +2, and at 8th it increases to +3.
Talent: Knowing of Things. Worshiping Hands (Time): At 4th level the
Allegiance: Tekheads. Tekhead repairs items of ancient technology in half the
normal time.
CLASS INFORMATION Worshiping Hands (Cost): At 7th level the
The following information pertains to the Tekhead Tekhead repairs items of ancient technology at half the
advanced class. normal cost.
Hit Die: 1d8. Teknical Aptitude: At 10th level, any time she uses
Action Points: 7 + one-half of the character’s level, a powered device in a manner that would normally use
rounded down, every time he or she attains a new level up a charge, the Tekhead may spend an Action Point;
in this class. if she does, the charge is not lost.
Class Skills: The Tekhead’s class skills are:
Computer Use, Craft (Electronic), Craft (Mechanical),
Drive, Intimidate, Investigate, Knowledge (Ancient
WILD WEST GIRLS
“It may look sweeter than a
Lore), Knowledge (Technology), Knowledge
Georgia peach to you, honey,
(Theology and Philosophy), Pilot, Profession, Repair,
but you so much as lay one
and Search.
finger on my behind and I’ll
Skill Points at Each Level: 4 + Int modifier.
drill you full o’ lead with this
here firing iron. Now, how about
CLASS FEATURES a nice little campfire sing-along to remind you of
The following features pertain to the Tekhead that wife you seem to have forgotten all about?”
advanced class. - A girl’s gotta be tough to be a Prairie
Bonus Feats: A Tekhead receives a bonus feat at Paladin…
3rd, 6th, and 9th level. The feat must be selected from
the following list, and the character must meet the Legends often develop during times of great hardship
prerequisites to select it: Armor Proficiency (light, and devastating wars. Legends also come about as a
medium, heavy), Builder, Cautious, Educated, Exotic result of the actions of a few brave souls, men (and
Melee Weapon Proficiency, Gearhead, Meticulous, sometimes women) who answer the call to arms in
Personal Firearms Proficiency, Exotic Firearms spite of great personal cost to fight against tyrants and
Proficiency, Studious, Vehicle Expert, Weapon Focus, oppressors. The storied “Wild West Girls” of Old
Vulture.
Bonus to Repair: The Tekhead gains a bonus to all
Wyoming, said to operate out of the rugged Laramie
Mountains, are a sisterhood inspired by old tales of 107
Repair checks equal to her class level. just such heroics, and in so doing made a legend of
themselves.
HISTORY It was exactly the thing she’d been looking for,
Generations after the Fall, in a lawless frontier, a something that could give her shattered life a purpose.
desperate young woman named “Annie“ - recently At the time the wilds of Wyoming were in the
widowed at the hands of ruthless raiders - found an grip of savage raiders, from the cruel and tyrannical
old holo-movie reel about a band of women from Fee’Men (a barbarous tribe descended from federal
the ancient past known as the “Wild West Girls“. emergency workers stranded in the state during the
Wounded, and still getting over the shock of losing Final War) to the rampaging Doomriders and the rising
her husband to a band of marauders, she turned to the NuChurch. Annie, taking on the moniker, “the Prairie
images on the holo-movie to find the strength to carry Princess”, found the inspiration to fight these evils in
on. the old materials, modeling herself after one of the lost
Unable to truly understand what exactly the movie Wild West Girls and dedicating her life to fighting for
depicted, Annie mistakenly believed she had found justice and freedom.
evidence of a lost way of life, of a band of rough- Annie recruited others, girls and women who
and-tough girls who, despite the hostility of a male- likewise had suffered at the hands of the region’s
dominated society, rose to empower themselves. raiders and gangs, and who took up nicknames just
as colorful as hers; Holly “Firing Irons” Duke, ”Doc”
Luanne, Tyra “Mustang” Bell, and many more. Over
time her original band grew into a sizable following,
as girls from all over the plains were attracted by the
stories of her deeds and heroism. Soon, a small cult
began to develop, one open only to women, but whose
adherents’ purpose would be to travel the wasteland
and redress wrongs wherever they were encountered.
According to stories, Annie vanished after she and
her sisters helped topple the Fee’Men inhabitants
of old Casper, leading an uprising against the
NuChurch on the fringes of Wyoming’s Green River.
Some believe she perished in the fighting, while
others believe she simply rode off into the sunset to
spread her strength elsewhere, now that she left the
inhabitants of Wyoming with the ability to fend for
themselves.
Today the Wild West Girls continue to fight the
good fight against NuChurch zealots, rogue cells of the
Doomriders, and other local raider gangs and mutant
bandits. Individual ’Girls typically model themselves
as Old West “gunslingers”, donning cowboy hats,
white gloves, well cared-for and attractive outfits, and
highly-polished badges. The original Wild West Girl
attire was quite skimpy, a tradition that many Wild
West Girls still adhere to if only to better bedazzle
their foes - before taking them by surprise.

THE REALITY
Before the Fall the “Wild West Girls” were a famous
- if tongue-in-cheek - traveling burlesque show
highlighting the “unusual” talents of Wyoming’s native
young women. Modeled loosely after Buffalo Bill’s
Wild West Show, the troupe was composed entirely of
attractive girls who, in addition to performing trick
shooting, singing, dancing, and light comedy, were
expected to show a “little more” for the entertainment
of their fans in a circuit of adult clubs around the

108
country.
The concept of an “adult variety show” wasn’t all
that successful, and the Wild West Girls were defunct
by the time of the Fall. A number of obscenity
lawsuits aimed at the ‘Girls‘ business manager
led to several court-mandated community service PRAIRIE PALADIN
obligations, including the filming of public service The Wild West Girls are known far and wide for
commercials and participation in state-sponsored anti- “lookin’ good and shootin‘ better”. Trained from the
drug/anti-gang ad campaigns. In addition, the Wild start to mimic the carnival shooting of their forebears,
West Girls performed several times for USO shows for each member is expected to be a crack shot, able to
the entertainment of troops during the initial fighting “put out a raider’s eye at 100 paces”. But gunplay
of the Final War. Still, the change in image was not isn’t their only talent; the so-called “Prairie Paladins”
enough to bring the show back from the brink, and the possess legendary luck and survival senses to keep
‘Girls unraveled soon after. them alive in a world where heroes - let alone female
The original Annie found film of the Wild West heroes - more often than not die young.
Girls’ public service, including short commercial Prairie Paladins are expected to live by the code
announcements intended to be inserted in after-school of the Wild West Girls, which has no tolerance for
TV specials. From these she came to form the idea prejudice or injustice, requires the ‘paladin to redress
of the Wild West Girls not only as cowgirls and trick wrongs, help the needy, and to never give up. The
shooters, but also as carriers of a genuine message, code also demands that the Prairie Paladin never
to serve the public, protect them from themselves, deny surrender or mercy, and (harkening back to their
and guide the young through warning them about origins as a singing/dancing troupe) to sing to lift the
temptation and gangs. Reviving what she believed to spirits of the downtrodden.
be an ancient “tradition” for girls, she took up the gun Not all Prairie Paladins can adhere to this code
and the badge and never looked back. Her optimism, their entire lives. Once a Prairie Paladin breaks the
her vision, and her unshakable faith in the girls she code, she can no longer progress in this class, and in
recruited propelled her to become a hero of renown in fact often becomes an enemy of the Wild West Girls.
her own time. This is rare, but not unknown. “Brandy Blackheart”,
formerly Annie’s right-hand, turned rogue and now
ALLEGIANCE BENEFITS leads her own gang. Unable to show mercy to raiders
Only females may join the Wild West Girls, and those (whom she was victimized by as a youth), Brandy
who do face a life dictated by a strict code of behavior Blackheart continues to mercilessly hunt them, and
and service. has become feared for her ruthlessness. Other girls,
Advanced Class: Only those who are truly like the flirtatious and trouble-making Selena “Star”
dedicated make it far in the Wild West Girls, but those Durango, who showed skill with guns but lacked the
that do have a unique advanced class open to them, the moral character to be a true Prairie Paladin, are also
Prairie Paladin. not unknown, and instead make use of what they
Favored Skills: A character who takes the Cryptic learned among the Wild West Girls to earn a living as
Ordainment (Wild West Girls) feat receive a permanent hired guns.
+1 morale bonus to Perform [Dance, Sing, or Stringed
Instruments], Sleight of Hand, and Tumble.

TABLE 3-12: THE PRAIRIE PALADIN


Level BAB Fort Reflex Will Special Def Rep
1 +1 +0 +2 +0 Paladin’s Code, Survival +1 +2
Senses (light sleeper)
2 +2 +0 +3 +0 Trail Singing +1 +2
3 +3 +1 +3 +1 Bonus Feat +2 +2
4 +4 +1 +4 +1 Gunslinger +2 +3
5 +5 +1 +4 +1 Survival Senses (initiative) +3 +3
6 +6 +2 +5 +2 Bonus Feat +3 +3
7 +7 +2 +5 +2 Gunslinger +4 +4
8 +8 +2 +6 +2 Daredevil’s Luck +4 +4
9
10
+9
+10
+3
+3
+6
+7
+3
+3
Bonus Feat
Renowned Shot
+5
+5
+4
+5
109
REQUIREMENTS At 7th level her critical range against a flat-footed foe
To qualify to become a Prairie Paladin, a character increases by another step (e.g. 18-20).
must fulfill all the following criteria. Daredevil’s Luck: At 7th level the Prairie Paladin
Gender: Female. adds her Cha bonus (if positive) to her Defense.
Background: Ritual Preservationist. Renowned Shot: When attacking with a ranged
Feats: Trick Shooting [HDM], Weapon Focus (any weapon, the Prairie Paladin adds a luck bonus to the
ranged weapon). attack roll equal to her Reputation.
Allegiance: Wild West Girls.

CLASS INFORMATION
The following information pertains to the Prairie
Paladin advanced class.
Hit Die: 1d8.
Action Points: 7 + one-half of the character’s level,
rounded down, every time he or she attains a new level
in this class.
Class Skills: The Prairie Paladin’s class skills
are: Balance, Disguise, Gamble, Handle Animal,
Intimidate, Jump, Navigate, Perform (dance, sing,
stringed instruments), Ride, Sense Motive, Sleight of
Hand, Survival, Treat Injury, Tumble.
Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURES
The following features pertain to the Prairie Paladin
advanced class.
Bonus Feats: A Prairie Paladin 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, Burst Fire, Double Tap, Exotic Firearms
Proficiency, Far Shot, Improved Autofire, Personal
Firearm Proficiency, Point Blank Shot, Rip A Clip,
Reactive Shooter, Room-Broom, Strafe, Suppressive
Fire.
Paladin’s Code: The Prairie Paladin adheres to
a strict code that requires her to aid the needy, never
surrender, never give up, and avenge the wronged.
A Prairie Paladin who fails to uphold this code does
not lose her abilities, but is unable to progress in the
Prairie Paladin class ever again.
Survival Senses: “A girl’s gotta have a good eye
to stay alive on the frontier“. At 1st level the Prairie
Paladin is treated as a light-sleeper, waking at the
slightest noise in her vicinity. At 5th level she gains
an insight bonus to Initiative checks equal to her class
level.
Trail Singing: A Wild West Girl tradition is to
while away the night by the campfire with melancholy
songs. If the Prairie Paladin makes a successful
Perform (sing) check at DC 20, one ally per point of
Cha bonus recovers as if she had temporary use of the
Second Wind talent. Using this ability takes one hour

110 and can be used only once per night.


Gunslinger: The Prairie Paladin is a true crack
shot. At 4th level, any time she catches a foe flat-
footed with a ranged attack, the critical range of the
attack increases by one step (e.g. 20 becomes 19-20).
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