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Basic Rules and Characters
Die roll conventions
The Quantum Engine uses common six-sided dice. We notate each die you need to roll as a “D”. For example, “2D” means “roll two six-sided dice and add the results together”.
In this game, “DM” means Dice Modifier, a number you add or subtract from a dice roll. For example, “2D, DM-2” means “roll two dice, add the results together, and then subtract 2 from the total”. This is often written as “2D-2”.
D66 is a special die roll, in which you throw two dice, and count one as the “ones” and one as the “tens”.
The basic mechanic
Throw 2D: throw two six-sided dice and add the results together, add the skill level as a DM, and compare to a predetermined difficulty number. If the total equals or exceeds the difficulty number, you succeed. Otherwise, you fail.
Skill notation: "Throw Skill 6+" means throw two dice, add them together and add the relevant skill, and if the total equals or exceeds 6, you succeed. For example, a Referee might ask a player to roll Knowledge 8+ to determine the kind of disease ravaging a trade caravan. The player would roll 2D, add the Knowledge skill level, and succeed on a result of 8 or more.
If you lack the appropriate skill for a task, you throw the dice at DM-1.
An unmodified result of 2 is always a failure – potentially a critical fumble. An unmodified result of 12 is always a success – and a critical one at that!
Task Difficulties
| Difficulty Description | Difficulty Number |
|---|---|
| Easy | 4+ |
| Average | 6+ |
| Difficult | 8+ |
| Formidable | 10+ |
Skills
There are several, typically 7 skills: Combat, Technical, Knowledge, Physical, Social, Stealth, and Setting Skills, such as Sorcery or Survival.
Combat: this skill covers actions that involve committing violence. Anything from spears to catapults.
Technical: This skill covers all craft and mechanical tasks, from repairing a boat to picking a lock.
Knowledge: this skill covers anything like lore, general knowledge, wilderness survival skills, medicine, and art.
Physical: any time a character needs to exert themselves, use this skill. This can include feats of athleticism or resisting bodily effects such as poisons.
Social: for whenever a character wishes to interact with other beings in a social manner. Use this skill to bargain, lie, carouse, or conduct negotiations.
Stealth: any acts of subterfuge, such as sneaking or pickpocketing.
Setting Skills
Sorcery: this skill deals with the occult and with eldritch lore, including casting spells.
Space: this skill covers anything space-related; piloting starships, shooting starship weapons, using a space suit, etc.
Survival: this is the skill used for surviving the Wastes, and includes foraging, tracking, scouting, and avoiding Contamination.
Character creation
Throw 2D; that is your Endurance, an indication of how tough you are.
Throw 4D; that is your Lifeblood, a measure of how well you resist injury.
Distribute 5 points among your 7 skills. If your system has 8 or 9 skills, distribute 6 points instead. You may not assign more than 3 points to any single skill.
Pick one Trait.
Gain equipment as determined and appropriate to your system and the Referee.
If you have the Sorcery skill (and your system includes it), you gain 2 spells of your choice, plus 2 randomly determined spells per level of Sorcery above 1. For example, if you have Sorcery 3, you choose two spells, and roll 4 times on the spell table. Reroll spells you already possess.
Optional Rule: Starting Mutated
In settings using the mutation rules, some Referees will want to run Near Human campaigns. These campaigns will often have mutated player characters. In that case, each PC starts with 2 points of Contamination and one minor mutation (throw 1D; on 1-3, this is an adverse mutation; on 4-6, this is a beneficial mutation).
Contamination
In settings using the Mutation rules (and the Survival skill), “Contamination” is a collective term for all contaminants and mutagens. It is nearly impossible to get rid from Contamination. Accumulation leads to mutations, some detrimental, some beneficial, but continued Contamination always leads to the same end: a gruesome death.
Each situation where a character is exposed to Contamination will require a Survival throw. The Referee determines the contamination level considering the intensity of the Contamination present in the environment
Contamination Levels
In settings using the Mutation rules, player characters typically begin the game with 0 Contamination. For Wasteland-residing NPCs, throw 1D-1 to determine their Contamination level. Repeated exposure to contaminants leads to cumulative mutation. There are six levels of Contamination, culminating in the character’s ultimate death. Whenever a character gains a level of Contamination, refer to the Mutations chapter for further information.
Fatigue
When a character is Fatigued, they suffer DM-1 to all actions and may only move 10m per combat round, even when not attacking.
Non-Humans
Unlike humans, non-humans do not receive a Trait in character generation and only have 4 points to distribute between their skills in character generation rather than 5. Instead, they have their own special abilities.
Anunaki: Antediluvian sorcerous humanoids, predating extant civilization by millennia. They gain Advantage (see the Traits chapter) on the Sorcery throws made to avoid Mishap.
Apefolk: Apes uplifted by sorcery or superscience to full sentience. They gain Advantage on any feat of brute strength and +1D Endurance.
Dwarf: Classic fantasy and Norse mythology short and sturdy mountain and subterranean dwellers and smiths. They gain advantage to resist poison and disease. In underground or mountainous locations, may spot secret doors, traps, and abnormal construction on Knowledge 6+.
Elf: Classic fantasy and Norse mythology forest spirit-folk. They gain advantage on Stealth throws in natural environments. May see in dim light as in daylight and in darkness as in dim light.
Geckofolk: Humanoids evolved or uplifted from geckos. They can climb walls and ceilings as easily as walking on the ground. May see in dim light as in daylight and in darkness as in dim light.
Lizardfolk: Humanoids evolved or uplifted from water-dwelling lizards. They gain an unarmed damage of 2D. Natural armor rating of 2. May hold breath for one Turn (10 minutes).
Traits
Traits are unique features of competent and driven characters, such as player characters.
Many Traits grant the character with an Advantage in throws, which means throwing three dice and picking the highest two among them rather than simply throwing 2D.
Awareness: gain Advantage on throws to avoid Surprise. This does not refer to setting up ambushes, where the Hunter Trait applies.
Assassin: when rolling a natural 12 on a melee attack throw or beat the target number by 6 or more, ignore the target’s armor, in addition to the regular maximal damage for a critical hit.
Backstab: when attacking an unaware target in melee, gain DM+2 and add 1D to the attack's damage.
Battlemage: when resisting hostile magic or attempting to overcome magical resistance, gain Advantage to the throw.
Beast Friendship: gain an Advantage to identifying flora or fauna, as well as in Reaction throws with (non-magical) animals.
Berserker: when injured in combat but still conscious, the character may enter a Rage granting DM+1 to hit and DM+2 to damage in melee combat, but also grants the character's enemies DM+1 to hit them. This lasts until the end of that combat encounter.
Blind fighter: ignore negative DMs for darkness in combat.
Contortionism: the character may throw Physical 10+ to escape from bonds or manacles or to slip through bars or portcullises.
Empath: gain Advantage on Reaction throws with humans or similar humanoids.
Familiar: gain a special intelligent animal bound to you by magic. It may speak to you and is at least as smart as a young child. Familiars should have specific abilities based on species, at the Referee's discretion.
Ghost: the character has Advantage on throws to sneak in darkness.
Hardy: reduce the damage of the first (and only the first) successful attack on the character in a given battle by 1D.
Hunter: gain Advantage on surprise throws when attacking from ambush.
Illusion Resistance: gain Advantage to throws to disbelieve illusions.
Immunity: the character has Advantage on throws to resist poison and disease.
Marksman: when attacking an unaware target in ranged combat, using an aimed shot, add 1D to the attack's damage.
Merchant: any item the character purchases costs only 90% of its list price, and any item the character sells goes for 110% of its base price
Mystic Aura: when a human or similar humanoid throws a “natural” 12 in a Reaction throw, they are charmed (as per the Charm Person spell) for 1 hour and retain a positive impression of the character afterwards.
Passing without a Trace: you leave no sign of passage in wilderness settings, and thus cannot be tracked.
Profession: you have Advantage on throws related to a non-combat profession (such as an advocate, chef, or herald). This never applies in combat situations or to spellcasting.
Prophecy: you may Commune (per the spell) once a week without requiring a Sorcery throw or risking a mishap.
Pugilist: you cause 2D damage (rather than 1D) with unarmed attacks.
Runner: you move 15m per combat round rather than 10m; if you also move instead of acting (e.g., instead of attacking), you move 30m in total that round.
Sage: gain an Advantage in one field of knowledge, such as astrology, history, or mathematics.
Sensing Power: you immediately feel when someone casts a spell within 30m and can tell if someone used magic within a 30m radius in the past 24 hours
Sniper: when rolling a natural 12 on a ranged attack throw or beat the target number by 6 or more, ignore the target’s armor, in addition to the regular maximal damage for a critical hit.
Spells: gain 3 randomly determined spells.
Surgeon: when treating a mortally wounded character, the surgeon grants the injured character Advantage on the Mortal Wounds throw.
Thief: gain Advantage on rolls for pickpocketing or stealing an item, or when fencing stolen goods.
Combat Moves
Characters with a high Combat skill may choose one combat move in lieu of a Trait, as described in the following table. Note the prerequisite Combat skill for each level of moves.
| Move and Prerequisite Combat | Description |
|---|---|
| Combat 2 | |
| Archery | The character is proficient in bows. Increase range by 50%. Furthermore, when not in melee, but within 10m of the target, meters range character gains DM+1 to attack and +2 to damage. |
| Armored Combat | The character is proficient with heavy armor and gains +2 to armor protection. |
| Polearms | The character is proficient in polearms and staffs, and automatically wins initiative over enemies with shorter weapons. |
| Single weapon | The character has mastered an agile fighting style with one weapon and one free hand, gaining DM+1 to attack with one-handed weapons and +1 armor protection. |
| Throwing weapon | The character can throw weapons with speed and accuracy, gaining an additional attack with one-handed, small, thrown weapons every other round. |
| Two-handed weapon | The character is proficient with two-handed swords, axes, and mauls and gains +2 to damage with these weapons. |
| Weapon and shield | The character gains DM+1 to attack, and enemies suffer DM-1 to hit the character when using a one-handed weapon and a shield. |
| Combat 3 | |
| Smite | The character is skilled in delivering wild, powerful blows. They may take up to DM-4 to hit, gaining +1 damage for each. |
| Mounted melee and archery | The character is an expert in attacking from a mount’s back, and gain DM+1 to hit when mounted. Additionally, they can split their move and attack in between movement, with the enemy having a free departing shot if in ranged weapon range. |
| Shield bash | The character can strike enemy with shield, gaining second attack with DM-3 and losing shield protection for that round for enemies with lower Initiative. |
| Split move | The character can attack on the run with melee and missile weapons, and thus can split move and attack in between movement, with the enemy having a free departing shot if in ranged weapon range. |
| Combat 4 | |
| Defend others | The character can intercept blows meant to hit other character. The defender cannot move during that round and can protect an adjacent (2m away) character from incoming attacks using the defender’s own defense and armor. The defender can attack normally as well. |
| Disarming | The character can disarm enemies by striking their weapons. They must successfully attack these enemies with DM-2 to hit. The Weapon lands 1D meters from enemy. |
| Fearsome charge | The character is a master of mounted combat and inflicts double damage on successful hits when using melee weapons from a mount’s back. |
| Two weapon fighting | The character may wield two weapons with skill and power, gaining two attacks per round with DM-1 to their primary hand and DM-2 to secondary. |
| Combat 5 | |
| Whirlwind | The hero moves as fast as a tiger and attacks as fiercely as a cobra. They are like whirlwind among the sheep, leaving bloody wake behind him - and gaining an extra attack. If the hero fights with two weapons, then they have three attacks per round. |
| Stronghold | The hero stands their ground like a stone and will not fall back. Their shield is as a castle wall, their blade like stockade. They are like a stronghold stopping the advance of enemy armies! Enemies suffer -1DM to hit character and the hero may parry one attack automatically, but this action must be declared before enemy attack roll. |
Experience
Characters gain 1 XP per adventure. Every 5 XP, the character rises in Rank. The Ranks are:
Experienced (you start here)
Expert.
Master.
Grandmaster.
Legend.
When they gain a new Rank, they may choose one of the following:
Gain a new Trait.
Gain either +3 Endurance or +1D Lifeblood.
Gain one skill point to add to any skill; you may not raise any skill beyond 5.
A player character may advance up to four times in Rank (up to Legend). Most NPCs do not rise above the Expert level; higher Ranked NPCs are rare and unique.
Optional Rule – Rapid Advancement
If the Referee wishes to allow the characters to reach legendary levels of proficiency within a short campaign, they may grant 1 XP per session rather than per adventure.
Hero Points
Each player starts each game session with 2 personal Hero Points. The group also has an additional number of Hero Points equal to the number of player characters present that session.
Each time a player succeeds in a skill or characteristic throw of at least 8+ and surpasses the target number by 6 or more, the group Hero Points pool gains another point.
All pools reset at the beginning of each session.
A character may use their personal Hero Points, and with the other players' consent, points from the group pool.
By spending Hero Points, a character may:
Reroll any single die throw (including damage). They may take the better result.
Force the Referee to reroll a single NPC's die throw (including damage). The second result stands.
Reroll a throw on a mortal wounds roll or a sorcerous mishap. They may take the better result.
Equipment
The SRD lists equipment costs in “gp”, or “gold pieces”. Some settings may use Credits (Cr) or Trade Units (TU) as currency. Note that one TU is equal to enough food and water to survive for a day.
Armor
Armor
| Armor | Cost (gp) | Protection | Notes | Examples |
|---|---|---|---|---|
| Light | 20 | 2 | None | Cloth, hide, or leather |
| Medium | 40 | 4 | DM-2 to stealth-related throws | Ring or chain armor |
| Heavy | 60 | 8 | Stealth impossible; halve movement speed | Plate mail |
| Combat | 650 | 12 | Integrated gas mask, communicator, and night-vision goggles; No heavy armor penalty | Sci-fi combat armor |
| Combat Environment Suit | 1,000 | 14 | As Combat Armor, with integrated Rad Suit | Sci-fi combat environment suit |
| Powered | 2500 | 14 | DM+4 to all Physical throws, DM+1 to-hit in melee, accessories as per Combat Armor | Sci-fi powered armor |
| Envirosuit | 500 | - | Immune to airborne or aerosol toxins and diseases; DM+4 to all throws to resist Contamination | Sci-fi environmental suit |
| Force Field | 450 | 5 | Concealable; requires a power cell to run for 6 Turns. | Sci-fi force field |
| Shield | 20 | - | DM-1 to be hit. May not be used with any two-handed weapon. | Any shield |
Weapons
Range is given as Effective/Maximum range in meters. Hitting targets up to Effective Range requires Combat 8+; To hit a target at a distance of up to Maximum Range requires Combat 10+.
Weapons
| Weapon | Cost (gp or TU) | Range | DMG | Notes |
|---|---|---|---|---|
|
Unarmed (fists, hooves, or tails) Unarmed (teeth, fangs) Unarmed (claws) |
- - - |
- |
1D 1D 1D |
Crushing Piercing Slashing |
| Spear, Dagger, or Knife | 10 | 5/10 | 2D | May be thrown, Piercing |
| Club or Staff | 5 | 2D | Two-handed, Crushing | |
| Short spear or javelin | 10 | 10/20 | 2D | May be thrown, Piercing |
| Axe or Machete | 10 | - | 2D | May serve as a tool, Slashing |
| Warhammer | 10 | 5/10 | 2D | One-handed, crushing, may be thrown |
| Long spear | 15 | - | 3D | Two-handed; may attack from the rear rank, Piercing |
| Sword | 20 | - | 3D | One-handed, Slashing |
| Maul | 15 | - | 3D | Two-handed, Crushing |
| Battle-axe or Bastard Sword | 25 | - | 4D | Two-handed, Slashing |
| Laser Rapier | 6D | One-handed, slashing, can cut through thick steel (requires power cell; one cell powers 20 successful hits) | ||
| Vibroblade | 150 | - | 4D | One-handed; requires power cell; a cell powers 20 successful hits |
| Crossbow or Bow | 50 | 50/150 | 3D | Ranged; two-handed, Piercing, 1 combat round to reload |
| Hand Crossbow or Zip Gun | 20 | 10/50 | 2D | 1 combat round to reload; Piercing |
| Handgun | 60 | 30/90 | 2D | Piercing; requires ammo; magazine capacity 10 rounds |
| Shotgun | 75 | 20/40 | 4D | Scattergun, 1 combat round to reload; two-handed; Piercing |
| SMG | 100 | 30/60 | 2D | Automatic, 1 combat round to reload; Piercing |
| Pulse Rifle | 70 | 150/450 | 3D | Automatic; requires ammo; magazine capacity 40 rounds; Piercing |
| Lasgun | 750 | 500/1500 | 5D | Energy; requires power cell; one power cell powers 20 shots |
| Pipe Rifle, Crossbow, or Bow | 50 | 50/150 | 2D | 1 combat round to reload; two-handed; Piercing |
| Pipe Bomb | 20 | 10/20 | 4D | Blast, AV 3D; Crushing |
| Molotov Cocktail | 5 | 10/20 | 2D | Blast, Fire, AV 2D; Crushing and Fire |
Small-arm ammunition costs 40 TU per 20 rounds or bolts.
Arrows or crossbow bolts cost 1gp per 20 arrows or bolts.
Two-handed: uses for the character’s hands; the character may not use a shield together with a two-handed weapon.
Scattergun: DM+2 vs. flying targets; DM+1 vs. targets in Effective range; may hit up to 2 adjacent targets.
Blast: causes damage to up to 3 adjacent targets.
Fire: target catches fire on 6+; burning targets suffer 2D damage per round for 1D rounds, or until put out.
AV: Anti-Vehicular dice (see Combat and Vehicles).
Automatic: May attack twice per combat round (any target); both attacks together spend 3 rounds of ammunition.
Note that unless stated otherwise, firearms have AV 1D; melee or mechanical-ranged weapons can rarely damage vehicles in combat.
Heavy Weapons
Heavy Weapons
| Weapon | Cost (TU) | Range | DMG | Notes |
|---|---|---|---|---|
| Flamethrower | 300 | 10/20 | 3D | AV 2D, Automatic, Fire |
| Gatling Gun (improvised) | 500 | 30/90 | 3D | AV 3D, Automatic, Piercing |
| Pipe Bomb Thrower | 400 | 20/60 | 4D | AV 3D, Blast, Crushing |
| RPG | 100 | 50/150 | 4D | AV 5D, Blast, one use only, Crushing |
Flamethrower and gatling gun ammunition costs 100 TU per 20 fuel units or rounds.
General Equipment
General Equipment
| Item | Cost (gp or TU) | Notes |
|---|---|---|
| Backpack (holds 4 items) | 2gp | Can carry 4 Items without encumbrance |
| Bedroll | 2gp | |
| Binoculars | 80 | X10 magnification |
| Candles (12) | 0.5gp | Burn for 1 hour each |
| Compass | 30 | DM+1 to Survival throws to avoid getting lost |
| Comm., Long-Range | 25 | Up to 500km communication |
| Crowbar | 1gp | DM+2 to opening locked or stuck doors and containers |
| Dog, Hunting | 10gp | lean hounds used to track and bring down prey |
| Dog, War | 75gp | A well-bred war dog is fiercer than most human soldiers! |
| Edmontosaurus | 300gp | A tamed, ridable dinosaur! |
| Flint and steel | 1gp | Starts a fire within 1 combat round |
| Gas Mask or Breather | 90 | DM+2 to resist Contamination; automatic success on all throws to resist airborne toxins. Filter lasts for 6 hours of continuous use and costs 10 TU |
| Hammer | 2gp | Tool. Causes 1D damage in combat |
| Healer's Kit | 10gp | For treating injuries, disease, and poison |
| Holy Symbol | 250gp | Symbol of your god(s)! Grants DM+1 to Sorcery. |
| Horse | 100gp | A mighty steed! |
| Iron spikes (12) | 1gp | metal pitons used to secure ropes, or to spike doors |
| Lantern | 3gp | Burns a flask of oil in 4 hours |
| Lighter | 10 | Throw 2D on each use; gas runs out on 4- |
| Lizard, Giant | 200gp | A tamed, ridable giant lizard! |
| Lockpick tools | 5gp | Required to pick mechanical locks |
| Mechanical toolset | 80 | Useful for crafting, tinkering, and repairing. |
| Mirror | 5gp | Hand-held; made of polished bronze |
| Musical instrument | 50gp | - |
| Oil (common, 1 flask) | 0.1gp | Fuels a lantern for 4 hours |
| Oil (military, 1 flask) | 2gp | Physical 8+ to hit within 5/10 range. 2D fire damage, 1.5m radius |
| OmniComputer | 25 | Sci-fi portable computer |
| Oxygen Tank | 25 | Sufficient to one person for 6 hours |
| Pole, 3m | 5gp | Standard issue for adventurers |
| Rations (1 day) | 1gp | Food and water |
| Stakes (5) and mallet | 1.5gp | Undead beware! |
| Rope, 20m | 15gp | - |
| Tech Toolkit | 30 | Useful for crafting, tinkering, and repairing high-tech items. |
| Tent | 40gp | Can fit 3 comfortably, 5 uncomfortably. |
| Torches (6) | 1gp | Each burns for 1 hour |
Optional Rule: Encumbrance
For a more hardcore adventuring experience, limit the items a character may carry to a number equal to their Endurance. Tiny items such as a needle, as well as clothes and backpacks, do not count as items; 20 arrows or 6 torches count as one item; a heavy weapon such as a great sword or medium armor count as two items; and heavy armor counts as 3 items. Carrying more items than a character’s Endurance halves the character’s movement rate. Characters can carry a maximum of items equal to twice their Endurance score.
Vehicles
Fuel costs 30 TU per refill for a car, a motorboat, a water jet ski, or motorcycle, or 60 for a truck, monster truck, or railcar. Sailboats and rowboats require no fuel.
See the Combat chapter for details about vehicle Agility and Armor.
| Vehicles | |||
|---|---|---|---|
| Vehicle | Cost (TU) | Agility | Armor |
| APC | 6500 | -1 | 12/15 |
| Car | 500 | +0 | 3/6 |
| Grav APC | 100000 | +0 | 16/20 |
| Grav Car | 27500 | +0 | 3/6 |
| Helicopter | 25000 | +1 | 3/6 |
| Monster Truck | 2000 | +0 | 9/12 |
| Motorboat | 1000 | +1 | 6/12 |
| Motorcycle | 300 | +2 | 3/6 |
| Railcar or Subway Car | 2500 | -2 | 9/16 |
| Rowboat | 50 | -2 | 3/6 |
| Sailboat | 500 | -1 | 3/6 |
| Tank | 7500 | -2 | 20/28 |
| Truck | 1500 | -1 | 6/12 |
| Water Jet Ski | 2000 | +2 | 3/6 |
Combat
Surprise: When two potentially hostile parties encounter one another, there is a chance that either group will be surprised. Each party throws Stealth 6+. If one party succeeds and the other fails, the successful side surprises the other and enjoys one free round of action. If both parties succeed or fail, there is no surprise. Apply DM+3 to the throw for any party setting up an ambush, and DM-1 to the throw for any party that has vehicles or that consists of groups of over 10 creatures.
Initiative: at the beginning of combat, each character throws 2D and adds their Combat skill for their Initiative score. Characters act in order from the highest to the lowest Initiative.
Time and movement: A combat round represents 6 seconds of in-game time. During which, characters may move up to 10m and attack or move 20m without attacking.
Attacking: throw Combat 8+ to hit a target in melee or within Effective range; this throw becomes Combat 10+ to hit targets beyond Effective range. Apply half the target's Combat skill as a -DM to hit in melee and in ranged attacks.
FRENZY! If a character “Drops” an enemy (i.e., the enemy is “out of combat”), they may move up to 2m and attack another foe. They may do so a number of times equal to their Combat skill.
Critical Hits: on a natural attack throw of 12, or if the attacker exceeds the attack target number by 6 or more, the attack causes maximal damage, plus further effects as described in the tables at the end of this section.
Damage: upon a hit, throw the weapon's damage dice, subtract the target’s armor Protection rating (if any), and subtract the result from the target's Endurance. If the target’s Endurance reaches zero, the target suffers a Minor Wound: DM-1 to all actions. After a character’s Endurance is depleted, any further damage is subtracted from Lifeblood. If the target loses more than half of their Lifeblood, they suffer a Severe Wound and are out of combat.
If Lifeblood reaches zero, the target is Mortally Wounded. A Mortally Wounded character throws 2D + Physical; 2-6, the character dies; 7-9, the character is maimed (Referee’s discretion – Regeneration magic can recover this); 10+ the character loses consciousness but will wake up within 1D Turns, but still Severely Wounded.
Healing: characters recover all Endurance after a 10-minute break. If half or more of a character’s Lifeblood is lost in Severe Wounds heals at a rate of 1 Lifeblood point per day. Healing maiming critical hits requires powerful magic.
Morale: monsters and NPCs rarely fight to the death. Referees should consider rolling a Morale check for monsters and NPCs after they suffer their group’s first death, when they are surprised, after they take more than 50% casualties and whenever NPCs suffer unduly in combat. Both sides throw 2D and add their leader’s Social skill; DM-2 if the leader has been killed. If one side’s result is two times greater than the other side’s, the losing side of the Morale check will flee. Combatants get a free attack against fleeing opponents. PCs do not roll for Morale; NPCs in their service however, do.
Critical Hits Tables
When a creature suffers a critical hit, roll on the table corresponding with the weapon type. Slashing weapons are cutting weapons such as knives and swords. Crushing weapons are crushing weapons such as staves and mauls. Piercing weapons are point weapons such as spears and arrows.
| 2D | Slashing |
|---|---|
| 2 | Leg removed: roll 1D, 1-3 right leg, 4-6 left leg. Blood spills on the floor, will die in 6 rounds unless wound is dressed with Knowledge 6+, must roll Physical 8+ or lose consciousness for 1D rounds. Cannot move without crutch or pegleg unless healed with regeneration |
| 3 | Eye removed: roll 1D, 1-3 right eye, 4-6 left eye. Blood covers the face, DM-1 to all perception and Surprise rolls unless healed with regeneration. |
| 4 | Fingers removed: roll 1D, 1-3 right hand, 4-6 left hand. 1D3 fingers removed, DM-1 to all tasks when using that hand unless healed with regeneration. |
| 5 | Arm removed: roll 1D, 1-3 weapons arm, 4-6 shield arm. Blood spills on the floor, will die in 6 rounds unless wound is dressed with Knowledge 6+, needs to roll Physical 8+ or will lose consciousness for 1D rounds. Cannot use the missing hand unless healed with regeneration. |
| 6 | Slashed arm: roll 1D, 1-3, weapons arm - drops weapon, one round to recover; 4-6 shield arm, -shield destroyed. Deeply cut muscles, DM-1 when using arm until healed (5D weeks). |
| 7 | Slashed leg: roll 1D, 1-3, right leg; 4-6, left leg. Deeply cut muscles, movement halved until healed (5D weeks), if both legs cut then cannot move. |
| 8 | Slash! +1D Damage. |
| 9 | Slashed chest: the target is slashed through the chest or back, DM-1 to all Physical activities and rolls until healed (5D weeks). |
| 10 | Ripped open: guts hanging out, will die in 6 rounds unless magically healed. |
| 11 | Throat cut: blood pours out, will die in 3 rounds unless magically healed. |
| 12 | Decapitated: head rolls on the floor! Dead. |
| 2D | Crushing |
|---|---|
| 2 | Broken spine: paralyzed from waist down, cannot move unless healed with regeneration. |
| 3 | Hip crushed: fall on the floor and cannot move, only crawls. Internal bleeding will cause death in 1 turn unless magically healed. |
| 4 | Nose and teeth crushed: bloody mutilated face and knocked 1D teeth, must roll Physical 6+ or will lose consciousness for 1D3 rounds. DM-1 to all Social rolls unless magically healed. |
| 5 | Broken leg: roll 1D, 1-3 right leg, 4-6 left leg. Crushed leg or knee, movement halved until healed (5D weeks). If both legs broken, the character cannot move until they heal. |
| 6 | Battered arm: roll 1D, 1-3 weapons arm - drops weapon, one round to recover; 4-6 shield arm - shield destroyed. Painfully battered bones, DM-1 when using that arm until healed (5D weeks). |
| 7 | Crush! +1D Damage. |
| 8 | Broken rib: pain in the chest until healed; DM-1 to all Physical activities and rolls until healed (5D weeks). |
| 9 | Shoulder crushed: roll 1D, 1-3 weapons arm, 4-6 shield arm. Arm hangs limp and cannot be used until healed (5D weeks). The victim must roll Physical 8+ or lose consciousness for 1D6 rounds. |
| 10 | Face smashed: will suffocate with blood and die in 6 rounds unless magically healed. Afterwards |
| 11 | Chest crushed: broken ribs puncture lungs and heart and cause internal bleeding, will die in 3 rounds unless magically healed. |
| 12 | Skull crushed: brain splatters around. Dead. |
| 2D | Piercing |
|---|---|
| 2 | Throat pierced: will suffocate with blood and die within 6 rounds unless magically healed or wound dressed with Knowledge 10+. Cannot speak for 1D days. |
| 3 | Abdomen pierced: will die within 1D days due to infection and internal bleeding unless wound is dressed with Knowledge 8+ |
| 4 | Eye removed: roll 1D, 1-3 right eye, 4-6 left eye. Blood covers the face, DM-1 to all perception and Surprise rolls. |
| 5 | Pierced arm: roll 1D, 1-3 weapons arm, 4-6 shield arm. Painfully pierced arm muscle, DM-1 when using that arm until weapon is removed. |
| 6 | Pierced leg: roll 1D, 1-3 right leg, 4-6 left leg. Painfully pierced leg muscle, movement halved until weapon removed, if both legs pierced then cannot move until weapons removed. |
| 7 | Pierced through: weapons pierces through the body, +2D damage. |
| 8 | Pierce! +1D Damage. |
| 9 | Torso muscles pierced: punctured muscles of chest or back, DM-1 to all Physical activities and rolls until healed (5D weeks). |
| 10 | Lung pierced: loses breath and lungs fills with blood. Will drown in 6 rounds unless magically healed. |
| 11 | Heart pierced: will painfully die in 3 rounds unless magically healed. |
| 12 | Skull pierced: weapon pierces skull and sticks out from the other side. Dead. |
Vehicle Combat
Vehicle combat is almost always a chase and is played out in turns. Each side throws 1D + Technical + Vehicle Agility; the vehicle with the higher throw has an Edge. The Pursuer wins on a tie. A vehicle with an Edge may attack normally (Combat 8+). A vehicle without an Edge can attack at DM-4. A chase lasts until one side is disabled or 5 turns pass without either being destroyed, at which point the Quarry escapes.
Upon a successful hit, throw the weapon's AV dice. If the throw is greater than the first armor number, throw on the Regular Damage table. If the throw is greater than the second armor number, throw on the Critical Damage table. For example, a Gatling Gun (AV 3D) attack on a Monster Truck (Armor 9/12) would roll 3D to determine damage. Any roll of 9 or less would result in no damage. A roll of 9-12 would result in a roll on the Regular Damage column of the Vehicle Damage Table. A roll of 13 or more would result in a roll on the Critical Damage column of the Vehicle Damage Table.
Penetration by Weapons
| Weapon | AV Dice |
|---|---|
| Small Arms | 1D |
| Blasters and Laser Rifles | 2D |
| Regular Vehicle Weapons | 4D |
| Heavy Vehicle Weapons | 6D |
Vehicle Damage Table
| 2D | Regular | Critical |
|---|---|---|
| 4- | Breach | Knocked Out |
| 5 | Cargo | Knocked Out |
| 6 | Crew | Knocked Out |
| 7 | Weapon | Crew |
| 8-9 | Locomotion | Crew |
| 10 | Electronics | Destroyed |
| 11 | Power Plant | Destroyed |
| 12 | Critical | Destroyed |
Breach: the vehicle’s seal compromised. NBC protection fails; a small watercraft will sink within 1D rounds unless repaired.
Cargo: whole or part of the vehicle’s cargo is destroyed (Referee’s choice).
Crew: apply 2D damage to all crew and passengers.
Weapon: one weapon is destroyed or disabled (Referee’s choice).
Locomotion: the vehicle cannot move.
Electronics: the vehicle’s electronics are fried.
Power Plant: the vehicle cannot move or use energy-dependent systems.
Critical: roll on the Critical Damage column instead.
Knocked Out: the vehicle is rendered inoperable and is completely out of combat. The crew take no damage.
Destroyed: the vehicle is destroyed. Apply 5D damage to all crew and passengers unless they throw Physical 8+ to bail out in time.
Repairing Vehicles
Once combat is over, throw Technical 8+ to return a damaged or disabled system back to functionality. This consumes 1D units of mechanical or electronic parts (as relevant). The Referee may decide that certain repairs require a workshop or unique parts. Knocked Out vehicles can be salvaged or possibly towed for repair in a workshop. Destroyed vehicles are unsalvageable.
Spaceship Combat
Spaceships have Acceleration (in Gs), armor, and weapons (with penetration Damage dice).
Spaceships
| Spaceship | Acc | Armor | Weapons |
|---|---|---|---|
| Fighter | 6 | N/A | 1x Pulse Laser (1D) |
| Corsair | 4 | 4 | 2x Missiles (2D, 2 hits) |
| Frigate | 4 | 10 | 2x Particle Beams (2D, 2 hits) |
| Merchant or Scout | 2 | N/A | 2x Pulse Lasers (1D) |
Spaceship combat is a chase and is played in turns. Each side's pilot throws 1D+Space+Acceleration; the spaceship with the higher throw has Advantage. The Pursuer wins on ties. A spaceship with Advantage may attack normally (Combat 8+; one gunner per weapon). A spaceship without Advantage can attack at DM-4. Chase lasts until one side is disabled or 5 turns pass without either being destroyed.
Upon a successful hit, throw the weapon's penetration Damage dice. If the result is equal or greater than the target's Armor, the weapon hits and causes a number of Hits as noted. Weapons penetrate unarmored ships automatically. Missiles are limited in number (Referee's discretion); the defender, in lieu of an attack on the enemy, may attack a missile, destroying it on a successful hit. A hit component is disabled or destroyed (Referee's discretion). Knocked Out is out of combat; a Crew hit causes 4D damage to all crew and passengers. Destroyed ships usually take some time to explode dramatically, so crews often have time to race to the life-pods.
Spaceship Damage
| 2D | Damage |
|---|---|
| 2 | Hull Breach |
| 3 | Power Plant |
| 4 | Jump Drive |
| 5 | Weapons |
| 6 | Maneuver Drive |
| 7 | Fuel |
| 8 | Cargo Hold |
| 9 | Crew |
| 10 | Computer |
| 11 | Bridge |
| 12 | Ship Destroyed |
Exploration
Overland Map and Movement
The typical wilderness adventure map uses a 10km (6 mile) hexagon grid. A character may travel 30km (3 hexes) a day on foot on open plains, or 15km (1.5 hexes) a day if carrying excess load or wearing heavy armor.
Terrain type will further slow the rate of travel as noted below. For the sake of simplicity, terrain modifiers do not stack; choose the most appropriate terrain type for the current region:
Terrain Movement Effects
| Terrain | Movement rate multiplier |
|---|---|
| City/Urban | 2/3 |
| Desert/Badlands | 2/3 |
| Forest/Jungle | 2/3 |
| Hills/Mountains | 1/3 |
| Plains/Grasslands | Full |
| Swamp/Aquatic | 1/3 |
A trail allows characters on foot or mounted (but not vehicles) to move at their full movement speed regardless of terrain. A road allows vehicles to travel at full speed.
Vehicle Travel
On a pristine road, most land vehicles can cross the typical 400km-sized, 10-km-per-hexagon hexagon-grid map within a few hours. However, such roads are rare, so, the basic travel speed is 100km a day, modified by terrain as per the above table. Water travel, including the effects of weather, is beyond the scope of these rules and is left to the Referee’s discretion.
Forced Marching
A character may double their overland travel range by making a forced march for one day. At the end of that day, they must throw Physical 4+ or be Fatigued. This is subject to a further DM-1 per further day of forced marching. Fatigued characters may not force-march.
Becoming Lost
A party following a trail, road, coast, or waterway will never get lost. In all other instances of travel, make a daily Knowledge throw with the target numbers given below to avoid getting lost. Remember that a result of 2 on the dice before modifiers is always a failure regardless of skill. Apply DM-1 for bad weather conditions and DM-2 to travel in darkness.
Getting Lost
| Terrain | Knowledge throw to avoid getting lost |
|---|---|
| City/Urban | 4+ |
| Desert/Badlands | 6+ |
| Forest/Jungle | 6+ |
| Hills/Mountains | 4+ |
| Plains/Grasslands | 3+ |
| Swamp/Aquatic | 5+ |
Post-Apocalyptic Weather
Throw 1D per day of post-apocalyptic wilderness travel; on 1, unusual weather occurs per the following table. This weather event can occur at any time during the day or night. The Referee secretly makes a Survival 6+ throw using the highest skill among the party beforehand; if successful, the characters will know ahead of time that a storm is coming and may seek shelter in time. Shelter allows the party to avoid the unusual weather event’s effects.
Unusual Weather Table
| 1D | Weather | Effect |
|---|---|---|
| 1 | Tornado | Movement rate is halved; structures the characters are in may collapse at the Referee’s discretion. |
| 2 | Blizzard | Movement rate is halved; characters may only see to a range of 3m and suffer DM-1 to ranged attack throws. |
| 3 | Thick fog or Dust Storm | Movement rate is halved; travelers must throw Survival 8+ to avoid getting lost. |
| 4 | Sandstorm or Acid Rain | As dust storm, and unprotected creatures suffer 1 point of damage per turn (10 minutes) or exposure. |
| 5 | Superlightning Storm | Throw 10+ once for the storm for a random character to be hit by lightning for 4D damage if outdoors. |
| 6 | Radioactive Blowout! | As dust storm, and unprotected creatures must throw Survival 6+ or gain a level of Contamination. |
Camping
When making camp, the Referee may allow the party to choose one skill throw for the party to create a defensible camp and avoid random encounters at the night. This is usually a Knowledge 6+ throw in wilderness locations. The Referee may allow a Technical 6+ throw in urban areas to represent building barricades, or even a Physical 6+ throw when it is possible to climb to a safe and otherwise inaccessible location.
Characters should keep watches at night. Only characters on watch will be alert and fully armored if trouble arises; the rest will be asleep in normal clothes. However, each character must sleep at least half a night to enjoy the benefit of rest (such as healing) and to avoid being Fatigued.
Post-Apocalyptic Urban Scavenging
In a ruined post-apocalyptic city, each day, a party may make up to 3 scavenging attempts. In each attempt, every party member actively searching the ruins throws Survival 6+. On success, roll for one relic as per the Relics chapter.
However, such scavenging is dangerous. On an unmodified throw of 4 or less (regardless of skill), a mishap occurs, per the following table.
Urban Scavenging Mishaps
| 1D | Result | Effects |
|---|---|---|
| 1-2 | Encounter! | Roll on the appropriate Encounter table. |
| 3 | Injury! | Throw Physical 6+ or suffer 1D damage. |
| 4-5 | Lost! | Character is separated from the party and may get into trouble (Referee’s discretion). |
| 6 | Contamination! | Throw Survival 4+ or gain a level of Contamination (see the Contamination and Mutations chapter). |
Foraging
Characters low on food or water must forage to survive. Foraging characters move at 2/3 speed, which is cumulative with terrain effects and may not attempt any forced marches. The character with the highest Knowledge skill in the party throws Knowledge 5+ to find enough food and water for the party for that day. DM+1 per two additional foraging group members, to a maximum of DM+3; DM-1 per member of the group above 3, to a maximum DM-3. Going over 2 days without food causes Fatigue; going over one week without food leads to DM-2 to all actions; beyond 4 weeks without food, the character dies.
Contaminated Zones and Other Hazards
Characters traveling through contaminated zones must throw Survival 6+ per 10km of travel or gain a level of Contamination. Before entering a contaminated zone, however, the Referee should make one Survival throw using the highest Survival skill in the party; if successful, the party notices signs of contamination and can choose to avoid the area before risking Contamination.
Detecting other hazards like traps, unstable structures, or other environmental hazards like quicksand or a predator’s ambush, requires a successful Knowledge, Survival or Technical throw, at the Referee’s discretion.
Underground Movement
Often the Referee will use a square grid map to represent a ruin or dungeon the players are exploring. The scale is typically 3m (or 10ft) per square, but other scales are possible.
The time unit used while exploring underground ruins is a 10-minute Turn, which is equal to 100 combat rounds. While exploring, characters are moving slowly and carefully on alert for hazards and hidden features. Thus, an exploring character will usually explore at a rate of 300m (100 squares) per turn.
Because of the stress inherent to an underground environment, characters will have to rest for 1 turn after every 5 turns of exploration; otherwise, they will be Fatigued.
Light and Darkness
Subterranean ruins and moonless nights rarely contain ambient light. Characters must use their own light sources to be able to see anything. Torches are a staple. In dim light, characters suffer DM-1 to all actions requiring sight, including hitting targets in combat; in full darkness, this penalty increases to DM-2.
Contamination and Mutations
In systems and settings with Contamination, when characters gain Contamination levels, as noted in the Basic Rules chapter, refer to the following tables for their effect.
Contamination and Mutation
| Contamination Level | Mutagenic Effects | |
|---|---|---|
| 0 | None | Lucky you! But this will not last long in the Wastes. |
| 1 | Mild | No significant effect. Negligible mutations may appear, such as a sixth toe or eleventh finger. |
| 2 | Low | The character gains a Minor mutation. Throw 1D: 1-4, a detrimental mutation; 5-6, a beneficial one. The character is now Near-Human. |
| 3 | Moderate | The character gains a Medium mutation. Throw 1D: 1-4, a detrimental mutation; 5-6, a beneficial one. |
| 4 | High | The character gains a Major mutation. Throw 1D: 1-4, a detrimental mutation; 5-6, a beneficial one. The character is now a Mutant. |
| 5 | Severe | Throw 1D for each mutation the character possesses. On 1-3, it remains unchanged. On 4-6, roll a new mutation of the same type, which replaces the existing mutation. |
| 6 | Lethal | The character begins to mutate uncontrollably. Each day roll for each mutation as per Severe Contamination, above. The character dies a horrid death 1D days later. |
Mutations usually appear the next time the character awakens from rest, though sometimes the effect is immediate.
Genotype
Characters with 0 Contamination are Humans. When they gain one or more mutations, they become Near-Humans. Characters who gain a disfiguring mutation or has one or more Major mutations are Mutants.
Humans gain DM+2 to resist Contamination or other poisons and diseases and may fully utilize pre-apocalyptic medical technology.
Near-Humans do not enjoy any DM bonus to avoid Contamination, but still may fully utilize pre-apocalyptic medical technology.
Mutants suffer from penalties when using Ancient medical technology. When attempting to use pre-apocalyptic medical technology, throw 1D: on 1-3, the technology works as intended; on 4-5, its effect is halved; and on 6, it has no effect at all.
Monster Mutations
Monstrous animals and other beings adapted to the Wastes cope far better with Contamination than ordinary or near-humans. For such creatures, throw 2D and consult the following table.
Monster Mutations
| 2D | Mutation |
|---|---|
| 2 | Major Flaw |
| 3-5 | Minor Flaw |
| 6-9 | Minor Perk |
| 10 | Medium Perk |
| 11 | Medium Flaw |
| 12 | Major Perk |
If a creature rolls a mutation it already has, remove it instead.
Psionics
Certain mutations are Psionic and are marked with an asterisk on the Mutation Tables. Each time a character uses a Psionic power, they must throw Knowledge 6+. On success, they may use it again later that day. On failure, the power works but the character cannot use it until they rest for a whole night.
Resisting a Psionic power requires a Knowledge 8+ throw, unless noted otherwise.
Disfiguring Mutations
Mutations marked in Italics are disfiguring and make their bearer a Mutant.
Beneficial Mutations
Minor Beneficial Mutations
| 2D | Mutation | Effect |
|---|---|---|
| 2-3 | Additional Eyes | Cannot be surprised. Obviously mutated. |
| 4 | Far Hand* | Move small objects – up to 1kg in mass each - to up to approximately 10m in each use. |
| 5 | Fast healing | Heal Minor Wounds immediately after combat; heal Severe Wounds in 2D days. |
| 6 | Infravision | Can see heat signatures at a range of 5m. |
| 7-8 | Accumulated Resistance | DM+1 to all throws to resist Contamination and other poisons and diseases. |
| 9 | Fleet Feet | Move at 150% speed. |
| 10 | Thick Hide | Natural armor rating of 3. Cumulative with worn armor. Obviously mutated. |
| 11-12 | Empathy* | Can detect a target’s surface emotions and influence them, altering Reaction throws by one category in either direction on the Reaction table. Not useable in combat. Range 10m. |
Medium Beneficial Mutations
| 2D | Mutation | Effect |
|---|---|---|
| 2-3 | Domination* | Make a target an ally for 1 turn (ten minutes). |
| 4 | Robust | Permanently gain 2D additional Endurance. Obviously mutated. |
| 5 | Natural Weapon | Gain a natural attack doing 2D damage. Obviously mutated. |
| 6 | Scaly Armor | Natural armor rating of 5. Cumulative with worn armor. Obviously mutated. |
| 7-8 | Contamination Tolerance | DM+4 to throws to resist Contamination. |
| 9 | Clairvoyance* | Psionically “see” to up to 10m. This power can work through solid objects. |
| 10 | Kinetic Blast* | Throw Combat 8+ to hit a target for 2D damage; target may not throw Knowledge to resist this. |
| 11-12 | Read Thoughts* | Read the surface thoughts of a target. Does not require a common language. |
Major Beneficial Mutations
| 2D | Mutation | Effect |
|---|---|---|
| 2-3 | Mind Block | Immune to mind-affecting Psionics. |
| 4 | Optical Emissions | The mutant can shoot beams of energy from their eyes, requiring a Combat 8+ throw to hit and causing 4D damage. No Knowledge roll to resist. |
| 5 | Psionic Blast* | Target is knocked unconscious for 1 turn; a successful Knowledge 6+ throw reduces this to 1 round of paralysis. |
| 6 | Brain Lock* | Target is paralyzed for 2D rounds and cannot move. The target can still speak and is conscious. |
| 7-8 | Gigantism | Gain the Aberrant Deformity detrimental mutation. You do 1D more damage per hit with all melee attacks. This also applies to muscle-powered weapons such as bows and thrown knives. |
| 9 | Steelskin | Natural armor rating of 8. Cumulative with worn armor. Move at half speed. Obviously mutated. |
| 10 | Telekinesis* | Move object, attack creature, or hurl target for 4D damage; requires a Combat 8+ throw to hit. No Knowledge roll to resist. |
| 11-12 | False Sensory Input* | Cause a target to hallucinate. The mutant must concentrate to maintain the illusion. |
Minor Detrimental Mutations
| 2D | Mutation | Effect |
|---|---|---|
| 2-3 | Mobility Impaired | Move at half speed. |
| 4 | Frequent Migraines | DM-1 to Knowledge and Technical throws. |
| 5 | Environmental Sensitivity | DM-2 to resist Contamination and other poisons and diseases. |
| 6 | Aberrant Deformity | Cannot use armor designed for normal humans. Obviously mutated. |
| 7-8 | Bizarre Appearance | Obviously mutated; the player should describe the character’s weird features. DM-1 to Social throws. |
| 9 | Chronic Asthma | DM-1 to Physical throws; must rest 1 turn of 6 (in exploration and not combat) and 2 turns out of 6 (when exploring). |
| 10 | Poor Hearing | DM-1 to Surprise throws. |
| 11-12 | Nervous Spasms | DM-1 to Combat and Physical throws. |
Medium Detrimental Mutations
| 2D | Mutation | Effect |
|---|---|---|
| 2-3 | Poor Vision | DM-2 to ranged attacks and Surprise throws. |
| 4 | Psychic Sensitivity | DM-2 to resist Psionics. |
| 5 | Distinctive Odor | DM-3 to Surprise throws. DM+1 to random encounter chances on the Random Encounter tables in the next chapter. Obviously mutated. |
| 6 | Night Blindness | Treat poorly lit environments as total darkness. |
| 7-8 | Poor Reflexes | DM+1 to all ranged attack throws against the character. |
| 9 | Minute Size | Cannot use heavy weapons. Must wield medium-sized weapons with both hands. Gain the Aberrant Deformity detrimental mutation. Obviously mutated. |
| 10 | Pain Insensitivity | Does not feel pain; Endurance/Lifeblood damage is tracked by the Referee instead. |
| 11-12 | Weakened | Suffers DM-2 to all Physical tasks using brute force, and DM-1 to all melee attack rolls. |
Major Detrimental Mutations
| 2D | Mutation | Effect |
|---|---|---|
| 2-3 | Unstable Genetics | DM-4 to Survival throws to avoid Contamination. |
| 4 | Tumorization | Gain the Aberrant Deformity, Bizarre Appearance, and Mobility-Impaired detrimental mutations. Obviously mutated. |
| 5 | Missing Arm | No two-handed weapons or shields allowed. DM-1 to Physical checks. |
| 6 | Slow Mutant | Gain the Poor Reflexes and Mobility Impaired detrimental mutations. |
| 7-8 | Fear Response | DM-2 to all attacks and other skill throws in combat. Subject to Morale as an NPC. |
| 9 | Bleeder | Wounds bleed (1 additional point per round) until bandaged, which requires 1 full round to carry out. |
| 10 | Hideously Mutated | Gain the Aberrant Deformity detrimental mutation and suffer DM-3 to Reaction throws. |
| 11 | Thin-Skinned | DM+1 to each damage die rolled against the character. |
| 12 | Psychic Beacon | Constantly transmit a psionic signal. DM-2 to resist Psionics; can never surprise opponents; DM+1 to random encounter chances. |
Sorcery!
In systems with the Sorcery skill, use the following rules to adjudicate magic use.
Reading and Sensing Magic
Characters with the Sorcery skill may sense or read magical inscription or detect nearby magic on a Sorcery 8+ throw.
Learning New Spells
Any character may attempt to learn a spell from an eldritch tome. Studying a spell takes a week and requires a Sorcery throw equal to that required to cast the spell. The character may re-attempt this throw, which takes one week per attempt. A result of 2 before modifiers will destroy the specific spell formula (but not the entire tome); throwing an unmodified 12 is always successful regardless of difficulty. Unskilled characters may attempt to learn spells as above, albeit with DM-1 for being Unskilled.
Spellcasting
Any character, regardless of skill, may attempt to cast a spell they know. There is no "hard" limit to the number of spells a character may cast in a day. However, there are two main limiting factors to a sorcerer's spellcasting ambition: casting time and the risk of mishaps.
Each spell has a difficulty and a range, noted in parentheses after its name. For example, Respite (7+; range: touch) means that the sorcerer must throw Sorcery 7+ to successfully cast the Respite spell, and it requires touching the spell’s target.
Casting a spell takes one Turn (10 minutes). There are two ways to cast a spell within a single combat round (6 seconds): to prepare a Focus beforehand, or to cast Hastily (at DM-2).
A result of double-ones on 2d6 is a Critical Failure – it will fail regardless of skill. A throw missing the target number by 4 or more points is also a Critical Failure. A result of double sixes on 2d6 is always a success, regardless of skill or spell difficulty.
On a success, the spell is cast at the end of the turn (or round in the case of hasty casting). Thus, a spell’s effect will take place after all other actions in that combat round.
Foci
Foci allow a sorcerer to prepare a spell ahead of time, then cast it within one round. They are disposable. Making foci requires at least Sorcery-1 but no skill throw. It simply costs 20gp per focus in various components. A focus is specific for a given spell.
Three foci constitute one "item" for encumbrance purposes.
Critical Failures
A spell critically fails if the sorcerer throws a natural 2 on the spellcasting throw, or the sorcerer misses the target number by 4 or more. In such a case, the spell fails automatically, and the sorcerer has wasted the spellcasting time. Additionally, the sorcerer must make another Sorcery throw, with the same throw difficulty and DMs of casting the spell, to avoid a mishap.
On a mishap, throw on the Spellcasting Mishap table.
Spellcasting Mishaps
| D66 | Spellcasting Mishap |
|---|---|
| 11 | You accidentally open a gate to the Elemental Spheres. An elemental (choose its type randomly) appears and attacks you. If not destroyed, the elemental will return to its sphere within 8 hours. |
| 12 | Darkness gathers: 1D shadows appear and attack you. If not destroyed, they will disappear after 8 hours. |
| 13 | You accidentally open a gate to the Outer Dark! An invisible stalker appears and attacks you. If not destroyed, it will return to its dimension within 1 hour. |
| 14 | You accidentally summon a demon! A cacodemon appears and attacks you. If not destroyed, it will return to hell within 8 hours. |
| 15 | You accidentally open a portal to a dimension of oozes and draw the attention of 1D oozes. Throw 1D: 1-2, grey oozes appear; 3-4, green slimes appear; 5-6, black oozes appear. The creatures attack you immediately. If not destroyed, they will return to their dimension within 8 hours. |
| 16 | Insects gather, attracted by your magic. 1D giant cockroaches appear and attack you. If not destroyed, they will leave after 8 hours. |
| 21 | You mutate! Your bones become brittle and hollow. Your Endurance is halved (round down), and you take double damage from "crushing" attacks and from falling. |
| 22 | You mutate! You develop the pallor and stench of death. You suffer DM-2 to Reaction throws and social skill throws vs. living creatures, but undead will refrain from attacking you unless you attack them first. |
| 23 | You mutate! Your eyes atrophy, but you grow thermosense organs. You can sense heat but cannot see color; treat all situations with full darkness as being dim light. |
| 24 | You mutate! Your body degenerates grotesquely. You permanently lose 1D points each from your Endurance and Lifeblood (to a minimum of 1) and your movement rate is halved. |
| 25 | You mutate! The fabric of your mind cracks. Each day upon awakening, throw Knowledge 6+ or completely forget who you are for that day. |
| 26 | You mutate! You become a nocturnal creature. You gain low-light vision but suffer DM-2 to attack throws in daylight. |
| 31 | You witness unspeakable sights and lose your eyesight for 1D days. A restoration spell will reverse this effect immediately. |
| 32 | Your aura is ruptured. You "forget" a spell you know; you will have to re-learn it. |
| 33 | You cause a major explosion! You and all characters within 5m must throw Physical 8+ or suffer 4D damage. |
| 34 | The fumes and vapors released by the ceremony cloud your mind. Permanently lose one level of your Sorcery skill, to the minimum of 0. A restoration spell will reverse this. |
| 35 | The noxious fumes released by your ceremony cause everyone within 10m of you to suffer nausea for the next 1D hours; DM-2 to all actions. |
| 36 | Your connection to the mystical realms is disrupted. You may not cast spells for the next 1D weeks. A restoration spell allows you to regain your magical ability immediately. |
| 41 | You are corrupted by the darkest magic you have ever exposed yourself to. Throw Physical 6+ to avoid permanently losing 1D points of Lifeblood. If this reduces your Lifeblood to zero, you die horribly. |
| 42 | You fall into a necromantic torpor and will awaken within 1D years. You do not age while in torpor. A restoration spell will awaken you. |
| 43 | Tampering with blood magic takes a toll. Lose 1D points of Endurance. If this reduces your Endurance to zero, you die horribly. |
| 44 | You project a fearful aura for the next 1D months. DM-2 to all Reaction rolls and other social-skill throws. |
| 45 | While casting your spell, you glimpse the essence of Creation – unintended for mortals to view. You suffer from feeblemind (per the spell). A restoration spell will reverse this effect. |
| 46 | You are lost in space and time. A dispel magic spell can bring you back immediately. Otherwise, you will reappear within 1D years. You do not age while out of the space-time continuum. |
| 51 | The gods or spirits curse you! Reduce one skill, other than Sorcery, by one level (to a minimum of 0). A restoration spell can reverse this curse. |
| 52 | You are infected with a monstrous extraplanar disease, which will kill you within 1D days unless you successfully make a Physical 6+ throw. The disease is contagious. |
| 53 | Your nearest ally is magically infuriated with you and attacks you and anyone standing in their way. They are in a blind rage for the next 1D rounds. A remove curse spell reverses this effect. |
| 54 | A magical accident injures your body. Throw 1D: 1-2, lose 1D-1 fingers; 3-4, you lose half your teeth; 5, your leg is crippled (move at half speed); 6, you lose an eye. The restoration spell, or regenerative magical items, can cure this damage. |
| 55 | You turn into a random small animal, such as a toad, for 1D hours. While you retain your mind, you may not speak or cast spells while in this form. A restoration spell will revert you to your normal form immediately. |
| 56 | Your horrid magic causes all creatures, including allies, within a 10m radius of you to flee in terror as far as possible from you for 1D turns. |
| 61 | You age quickly under the stress of sorcerous powers. Add 3D years to your age. Characters over 60 years of age lose half their Stamina and suffer DM-1 to all Physical throws. Characters reaching advanced age (Referee’s discretion) may suffer further penalties or die from old age. |
| 62 | Your failed spell exposes you to unspeakable truths from beyond the veil. You lose your sanity for 1D days. A restoration spell will cure your mind immediately. |
| 63 | You are rendered speechless by the awful powers you command. You become mute for 1D hours. Mute characters cannot cast spells. A restoration spell will restore your speech. |
| 64 | You tremble at the thought of the powers you have unleashed. Permanently suffer DM-2 to all actions requiring fine manipulation. A restoration spell reverses this. |
| 65 | A wave of wild magic causes your veins to erupt in several places around your body. Suffer 3D damage. |
| 66 | Your soul is blackened by dark magic! Throw Physical 6+ or die within 1 round. |
Spells
The following table presents 36 mighty spells and allows their random choice if needed or desired.
Spells
| D66 | Spell |
|---|---|
| 11 | Call Animal (7+; range: 50m): summons one animal (such as a wolf) for 1 day. |
| 12 | Charm Person (7+; range: 10m): one humanoid creature must throw Knowledge 8+ or treat the sorcerer as a true friend; another Knowledge throw to break free permitted every day. |
| 13 | Choking Grip (7+; range: 10m): victim must throw Physical 8+ or be telekinetically gripped, suffering 1D damage per round and unable to act. The victim may throw Physical 8+ every following round to break free. |
| 14 | Respite (7+; range: touch): target heals as if they have rested for one full day. |
| 15 | Sleep (7+; range: 20m): two living creatures per Sorcery skill level must throw Physical 8+ or fall asleep for 3D Turns. |
| 16 | Thunderclap (7+; range: 20m): Any creatures within 1.5m of the thunderclap's chosen center must throw Physical 8+ or suffer 1D damage and be deafened for 1D turns. |
| 21 | Call Animal Pack (8+; range: 50m): summons 2D animals (such as wolves) for 1 day. |
| 22 | Deathless Minion (8+; range 10m): one corpse rises as a skeleton or zombie for 1 hour. |
| 23 | Drain Life (8+; range: touch): target suffers 2D damage; sorcerer healed by same amount. |
| 24 | Mind Probe (8+; range: 20m): read one target’s surface thoughts. |
| 25 | Paralysis (8+; range, 100m): target must throw Physical 8+ or be paralyzed for 9 Turns. |
| 26 | Speak with Animals (8+; range: line of sight): allows conversing with an animal as if it was a person. |
| 31 | Call Lightning (9+; range: 120m): requires a lightning storm within range. One lightning bolt strikes one creature for 6D damage; a successful Physical 8+ throw halves this damage. |
| 32 | Convalescence (9+; range: touch): target heals as if they have rested for 5D days. |
| 33 | Cure Disease (9+; range: touch): cures all diseases the target suffers from. |
| 34 | Dispel Magic (9+; range: 40m): dispels all spells and similar effects affecting one creature or object. |
| 35 | Remove Curse (9+; range: 10m): removes all curses from a single creature or object. |
| 36 | Speak with Dead (9+; range: 5m): allows asking a corpse 2 questions per Sorcery skill level. |
| 41 | Animate Dead (10+; range: 10m radius around the sorcerer): raises up to 4 corpses per Sorcery skill level as skeletons or zombies for 1 day. |
| 42 | Invisibility (10+; range: touch): target becomes invisible for one day, or until they attack another creature. |
| 43 | Paralyze Monster (10+; range: 100m): as paralysis but may affect any living creature who fails Physical 8+. |
| 44 | Neutralize Poison (10+; range: touch): neutralizes all poisons affecting the target. |
| 45 | Smite Undead (10+; range 75m): instantly destroys 3 undead creatures per Sorcery skill level. Undead possessing the Sorcery skill, or ghosts, are immune to this spell. |
| 46 | Summon Cacodemon (10+; range: 75m): summons a Cacodemon for 1 day. |
| 51 | Conjure Elemental (11+; range: 75m): summons an Elemental (sorcerer’s choice) for 1 day. |
| 52 | Exorcism (11+; range: 10m): all undead and summoned creatures within range must throw Physical 8+ or crumble to dust (undead) or be banished (summoned creatures). |
| 53 | Feeblemind (11+; range: 60m): target must throw Knowledge 10+ or become a helpless idiot incapable of casting spells, understanding language, communicating coherently, or fighting effectively. Only cured by dispel magic or restoration spells. |
| 54 | Summon Weather (11+; range: 10km per Sorcery skill level): calls forth and creates a specific weather condition to the sorcerer's location for 3 hours per Sorcery skill level. |
| 55 | Tremor (11+; range: 15m radius, excluding the sorcerer; or 45m long, 30m wide cone emanating from the sorcerer): causes the ground to tremble. Every round any creature in range must throw Physical 8+ or be knocked prone and suffer 1D damage. This lasts as long as the sorcerer concentrates on this effect. |
| 56 | True Seeing (11+; range: touch): the subject sees things as they are and is immune to illusions. |
| 61 | Commune (12+; range: self): a god or great spirit truthfully answers 3 yes-or-no questions. May be cast once a week. |
| 62 | Control Weather (12+; range: self): creates any desired weather condition in a 100m radius around the sorcerer. This lasts as long as the sorcerer concentrates. |
| 63 | Death! (12+; range: 75m): immediately kill 1D human-sized creatures or 1 creature of any kind. The targets may throw Physical 12+ to survive. |
| 64 | Regeneration (12+; range: touch): regenerates lost or maimed body parts in one target. |
| 65 | Rebirth! (12+; range: touch): one dead creature (even without a surviving body) returns to life. Throw 1d6: 1, the spell fails, and the creature cannot be Reborn again; 2, the creature rises as a Ghoul and attacks the caster; 3-5, the creature has risen but requires 1D months of rest to recover; 6, the creature rises with full Endurance and Lifeblood and is ready for action! |
| 66 | Restoration (12+; range: touch): removes any curses, afflictions, diseases, or poisons from the target. |
Monsters
Reactions
To randomly determine the attitude of any NPC or monster, throw 2D on the following table. These results are subject to Referee interpretation. An otherwise hostile gang of marauders who are “Friendly” might be willing to trade. The Referee is encouraged to use the Reaction roll to make each encounter unique. Note that reactions are not affected by the Social skill, but characters may throw Social 6+ after the Reaction roll to improve the creature’s Reaction by one level.
Reactions
| 2D | Reaction |
|---|---|
| 2-3 | Hostile; attacks |
| 4-5 | Unfriendly; may attack |
| 6-8 | Neutral; suspicious |
| 9-11 | Indifferent; uninterested |
| 12+ | Friendly; helpful. |
Monster Format
A monster has Endurance/Lifeblood, Movement, Armor, an attack, skills, and special abilities.
For example: A Giant Gecko has the following stats: 7/15, Move 10m, Armor 2, Bite (melee 2D piercing). Combat 2, Physical 2. Wall-Walking.
This means that this horrible lizard has 7 Endurance, 15 Lifeblood, moves 10m/round, has 2 points of armor, has bite attack at DM+2 to-hit causing 2D piercing damage, and can walk on walls.
Note that, like any other character, a monster can move in lieu of attacking, allowing double movement that round.
Special Abilities
Disease: after taking damage from a diseased creature, the victim must throw Physical 6+ or develop symptoms the next round. A disease’s effect is at the Referee’s discretion but can range from DM-1 to all actions to losing 1D lifeblood per day. The victim may throw Physical 6+ each subsequent day to overcome the disease.
Fear: any mortal who beholds the monstrosity must throw Knowledge 6+ or flee (or cower) in fear for 1D rounds.
Incorporeal: immune to non-silver, non-magical weapons.
Paralysis: upon a successful attack, the victim must throw Physical 6+ or be paralyzed for the next 1D turns. No matter how many attacks the victim suffers from a paralyzing creature that round, they only need to throw Physical 6+ once per round.
Stun: throw Physical 6+ to avoid getting stunned. A stunned character may not move or act, but are not helpless, though hitting them is at DM+1.
Undead: immune to poison, disease, suffocation, and mind-affecting sorcery.
Evolution in Action
In post-apocalyptic settings, the Apocalypse accelerated evolution and any creatures the PCs encounter will rarely be the same the next time they appear. The next time a party encounters a specific group of monsters, the Referee may roll for a new mutation (as given in the Contamination and Mutations chapter), and add it to the monsters, or replace an existing mutation with a new one.
Humanoids and Post-Apocalyptic Relics
Some post-apocalyptic Humanoids will always carry certain trinkets or relics. Furthermore, for every Humanoid encounter, the Referee should throw 1D: on 6, the Humanoids carry one or more additional relics. The Referee may increase this chance for particularly advanced Humanoids. Sentient beings will utilize such gear if they understand how it works, at the Referee’s discretion.
Sword & Sorcery Monsters
Allip: The restless soul of a person who committed suicide due to grief or injustice. 12/30, flies 10m/round, Armor 0, special attack, Combat 2, Stealth 2. Incorporeal, paralysis, undead. Victim must throw Knowledge 6+ or become insane for 1D Turns (Referee’s discretion).
Ant, Giant: A giant insect typically found in large colonies. 10/20, Move 10m/round, Armor 5, Mandibles (melee 2D piercing damage), Physical 1, Combat 1.
Ape, Flying: A winged ape capable of flight. 14/30, flies 20m/round, Armor 3, Fists and Teeth (melee, 2D damage each; fists are crushing while teeth are piercing), Physical 1, Combat 1, Stealth 1.
Ape, White: A massive carnivorous ape with white fur and enormous fangs. 20/30, Move 10m/round, Armor 4, Fists and Teeth (melee 3D each; fists are crushing while teeth are piercing), Physical-3, Combat-3.
Basilisk: A horrid lizard-like abomination with a gaze capable of turning flesh to stone. 14/20, Move 5m/round, Armor 3, Claws and Teeth (melee, 2D damage each; claws are slashing, teeth are piercing), Physical 1, Combat 2. Gaze turns creatures to stone unless they throw Physical 8+.
Bat, Giant: A giant, carnivorous variant of the common bat. 12/22, flies 30m/round, Armor 1, Teeth (melee 2D damage, piercing), Combat 1, Stealth 1.
Bear: These stats represent brown bears; black bears usually have less Lifeblood while polar bears and Kodiak brown bears cause 3D damage. 16/32, Move 10m/round, Armor 2, Claws and Teeth (melee, 2D damage each; claws are slashing, teeth are piercing), Physical 2, Combat 2.
Black Ooze: An abominable semi-sentient pool of black acid. 10/13, Move 5m/round, Armor 0, Special attack, Combat 0, Stealth 0. Immune to magic, cold, and lightning. Not immune to fire. Acid – any creature coming into contact with the Black Ooze suffers 2D damage. Corrodes metal in 1D rounds.
Cacodemon: The spawn of hell! 11/22, flies 20m/round, Armor 5, Claws and Maw (melee 2D and 3D, respectively; claws are slashing, maw is piercing), Physical 1, Combat 3, Stealth 1, Sorcery 1. Immune to poison and disease; knows 1D spells. The demon may possess a target: the target must throw Knowledge 8+ or be possessed and controlled by the demon. The target may attempt another Knowledge 8+ throw once a week to cast off the possession; exorcism (per the spell) forces the cacodemon to leave the victim's body. A demon may only possess one victim at a time.
Cat, Great: A great cat, such as a lion or tiger. 14/28, Move 20m/round, Armor 1, Claws and Teeth (melee 2D and 3D, respectively; claws are slashing, teeth are piercing), Physical 1, Combat 3, Stealth 2.
Centipede, Giant: A giant variant of a large and venomous centipede. 6/16, Move 10m/round, Armor 3, Mandibles (melee 1D damage, piercing), Physical 0, Combat 0. Target must throw Physical 6+ to avoid Paralysis from the Centipedes’ venom.
Cockroach, Giant: The horror of the sewers! 3/11, Move 10m/round, fly 30m/round, Armor 1, Mandibles (melee 1D damage, piercing), Physical 0, Combat 0. Immune to disease and poison.
Crocodile: The mighty reptile king of the river. 16/20, Move 10m/round, Armor 3, Teeth (melee 3D damage, piercing), Physical 2, Combat 3.
Dinosaur, Ankylosaurus: An armored prehistoric reptile with a massive, spiked tail. 30/60, Move 10m/round, Armor 7, Trample and Tail (melee 3D and 4D, respectively; both crushing), Physical 3, Combat 1.
Dinosaur, Deinonychus: A prehistoric reptilian pack predator, often confused with the far smaller velociraptor. 9/20, Move 30m/round, Armor 1, Claws and Teeth (melee, 2D damage each; claws are slashing, teeth are piercing). Physical 1, Combat 1.
Dinosaur, Edmontosaurus: A medium-sized prehistoric reptile sometimes ridden by barbarians. 20/40, Move 30m/round, Armor 2, Trample (melee 2D damage, crushing). Physical 1. Ridable if tamed.
Dinosaur, Triceratops: A horned prehistoric reptile. 20/40, Move 10m/round, Armor 5, Trample and Horns (melee 3D and 4D damage, respectively; trample is crushing, horns are piercing). Physical 2, Combat 1.
Dinosaur, Tyrannosaurus Rex: The king of prehistoric reptiles! 20/45, Move 20m/round, Armor 4, Bite (melee 5D damage, piercing). Physical 2, Combat 3.
Dog, Hunting: A faithful bloodhound. 3/10, Move 30m/round, Armor 0, Bite (melee 1D damage, piercing). Stealth 3, Combat 1, Physical 1.
Dog, War: A mastiff bred for war. 11/17, Move 20m/round, Armor 1, Bite (melee 2D damage, piercing). Physical 1, Combat 2.
Dragon: The mighty reptilian king of the skies! 30/60, fly 30m/round, Armor 8, Bite and Claws (melee, 5D and 3D damage, respectively, claws are slashing, teeth are piercing). Physical 4, Combat 5, Sorcery 4. Knows 2D spells. Can breathe fire for 5D damage in a 10m-long, 5m-wide cone; victims may throw Physical 8+ to suffer half damage.
Elemental, Air: A personification of the Element of Air. 20/40, Fly 30m/round, Armor 0, Special attack. Immune to non-magical weapons. The air elemental may generate a whirlwind, causing 2D fire damage to any creature within 2m range.
Elemental, Earth: A personification of the Element of Earth. 20/40, Move 5m/round, Armor 5, Crush (melee 4D damage). Immune to non-magical weapons.
Elemental, Fire: A personification of the Element of Fire. 20/40, Fly 10m/round, Armor 0, Special attack. Immune to non-magical weapons. The fire elemental may generate a firestorm, causing 2D fire damage to any creature within 2m range.
Elemental, Water: A personification of the Element of Water. 20/40, Swim 20m/round, Armor 0, Water Jet (melee 3D damage). Immune to non-magical weapons. The water elemental can try to draw its victims underwater and drown them, causing 1D damage per round; throw Physical 8+ per round to break free.
Elephant: A mighty beast of the forest and the savannah. 30/60, Move 10m/round, Armor 3, Trample and Tusks (melee 5D and 2D damage, respectively, trample is crushing while the tusks are piercing). Physical 3, Combat 1. Ridable if tamed.
Fish, Carnivorous: Small but toothy, and often comes with many peers. 1/3, Swim 10m/round, Armor 0, Bite (melee 1 damage, piercing). Physical 0, Combat 0. Often comes in large groups.
Ghost: A restless spirit lingering in the world of the living. 15/30, flies 10m/round, Armor 0, special attack, Combat 0, Stealth 5. Incorporeal, Undead. The ghost may possess a target: the target must throw Knowledge 8+ or be possessed and controlled by the ghost. The target may attempt another Knowledge 8+ throw once a week to cast off the possession; exorcism (per the spell) forces the ghost to leave the victim's body. A ghost may only possess one victim at a time.
Ghoul: A ravenous undead monster with an appetite for human flesh. 11/22, Move 10m/round, Armor 1, Claws and Bite (melee 1D and 2D damage, respectively, claws are slashing, bite is piercing) and Paralysis. Physical 1, Combat 2, Stealth 1. Undead, Paralysis.
Green Slime: An amorphous monster resembling a pool of green goo. 10/16, Move 1.5m/round, Armor 0, Special attack. Physical 1. Drops from ceiling or other heights on victim; the victim must throw Physical 8+ or be engulfed with slime, destroying the victim and their possessions within 2D rounds. Cure Disease spell removes the Slime immediately. Burning the slime frees the victim but causes them 2D damage.
Grey Ooze: An amorphous monster resembling a semi-sentient grey liquid. 10/17, Move 1.5m/round, Armor 0, Pseudopod (melee 2D damage). Physical 1, Combat 1, Stealth 3. Any creature struck by a Grey Ooze must throw Physical 8+ or their armor or weapons will be destroyed. Any non-magical weapon hitting the Grey Ooze dissolves after the hit, magical weapons also dissolve unless their user successfully throws Physical 6+.
Horse: A mighty steed! 16/24, Move 40m/round, Armor 1, Trample (melee 3D damage, crushing). Physical 3, Combat 0. Ridable.
Hydra: The many-headed horror of myth. 40/60 (but see below for actual damage), Move 10m/round, Armor 7, 6x Bite (melee 3D damage each, piercing). Physical 1, Combat 2. The hydra attacks once per head per round. Every time a hydra suffers a full 6 points of damage, it loses a head, and thus an attack. A hydra dies when it loses all six heads.
Invisible Stalker: An invisible daemon summoned to track and assassinate victims chosen by its summoner. 10/22, Fly 10m/round, Armor 5, Tentacle (melee 4D damage, crushing). Physical 3, Combat 2, Stealth 2. Automatically surprises opponents who cannot see invisible creatures; may be Exorcised (per the Exorcism spell).
Lich: An undead sorcerer retaining sentience and magic from beyond the grave. 12/30, Move 10m/round, Armor 3, Claws (melee 3D damage, slashing, or by weapon). Physical 1, Combat 2, Stealth 2, Sorcery 5. Undead, may only be harmed by magical weapons. Knows 3D spells.
Lizardfolk, Savage: Uncivilized lizard-like humanoids. 9/20, Move or swim 10m/round, Armor 2 or by worn armor, Claws (melee 2D damage) or by weapon. Physical 1, Stealth 1, Combat 1. May hold breath for 10 minutes. DM+1 to Stealth in swamps.
Lizard, Giant: A lizard the size of a horse! 16/34, Move 20m/round, Armor 3, Bite and Claws (melee 3D and 2D damage, respectively, claws are slashing, bite is piercing). Physical 3, Combat 2. Ridable if tamed.
Mammoth: A furry prehistoric elephant. 35/70, Move 10m/round, Armor 3, Trample and Tusks (melee 5D and 2D damage, respectively, trample is crushing, tusks are piercing). Physical 3, Combat 1. Ridable if tamed.
Mummy: Embalmed restless dead haunting pyramids and tombs. 15/30, Move 10m/round, Armor 4, Claws (melee 2D damage, slashing) or by weapons. Physical 1, Combat 3, Stealth 1. Undead. Immune to non-magical weapons other than fire. Takes double damage from fire-based attacks. Disease (victim cannot heal) unless the victim throws Physical 8+.
Octopus, Giant: A gigantic cephalopod! 30/60, Swim 20m/round, Armor 0, Beak (melee 3D damage, piercing). Physical 3, Combat 3.
Pteranodon: A prehistoric flying reptile. 11/21, Fly 30m/round, Armor 0, Bite (melee 2D damage, piercing). Physical 2, Combat 1. Ridable if tamed.
Rat, Giant: A rat the size of a dog. 5/10, Move 20m/round, Armor 1, Bite (melee 1D damage, piercing). Physical 0, Stealth 1, Combat 0.
Roc: A mythical giant bird. 20/40, Fly 30m/round, Armor 2, Bite and Claws (melee 3D and 4D damage, respectively, claws are slashing, bite is piercing). Physical 3, Combat 3. On a successful attack, the roc automatically grapples its victim, and may take them up into the air.
Shadow: An undead shadow detached from its body. 7/15, Move 10m/round, Armor 0, Life Drain (melee 2D damage, magical). Stealth 3, Combat 1, Physical 1. Incorporeal, Undead. On a successful attack, the shadow heals itself half the damage it dealt to its victim.
Shark, Great White: A huge, murderous shark. 18/40. Swim 20m/round, Armor 0, Bite (melee 4D damage, piercing). Physical 1, Combat 2.
Skeleton: Skeletal remains animated by foul magic. 7/10, Move 10m/round, Armor 1 or by worn armor, Claws (melee 1D damage, slashing) or by weapon. Physical 0, Combat 0. Undead, takes half damage from non-crushing weapons.
Snake, Giant Constrictor: A giant non-venomous snake capable of smothering a human. 15/30, Move 10m/round, Armor 2, Bite or Constriction (melee 2D damage each, bite is piercing, constriction is crushing). Physical 1, Combat 1, Stealth 1.
Snake, Venomous: An ordinary venomous snake. 2/3, Move 10m/round, Armor 0, Bite (melee 1 damage, piercing) with venom. Stealth 2, Combat 0, Physical 0. Victim bitten by a venomous snake must throw Physical 6+ or die from the venom within 3D hours.
Spider, Giant: A gigantic arachnid the size of a large dog. 5/10, Move 10m/round, Armor 1, Bite (melee 1D damage, piercing) with venom. Stealth 2, Combat 1, Physical 1. Victim bitten by a giant spider must throw Physical 6+ or die from the venom within 3D hours.
Toad, Giant: A giant amphibian, almost as large as a pony. 10/22, Leap 10m/round, Armor 2, Bite (melee 2D damage, piercing). Stealth 1, Combat 1, Physical 1. If the toad surpasses its attack throw target number by 4 or more, it swallows its victim, causing 2D damage per round until the victim dies or the toad is slain.
Wolf: A lupine predator. 10/14, Move 20m/round, Armor 1, Bite (melee 1D damage, piercing). Physical 1, Combat 1.
Wolf, Dire: A large prehistoric wolf. 12/24, Move 20m/round, Armor 2, Bite (melee 2D damage, piercing). Physical 1, Combat 2.
Wraith: A vengeful spirit. 10/20, Fly 10m/round, Armor 0, Special attack. Physical 0, Combat 2, Stealth 3, Sorcery 1. Incorporeal, Undead. Knows 1D spells. Causes its victim to age by 4 years per attack unless the victim successfully throws Physical 6+.
Zombie: A corpse animated by dark magic. 7/14, Move 5m/round, Armor 0, Claws (melee 2D damage, slashing). Physical 1, Combat 1. Undead.
Common Sword & Sorcery NPCs
Bandit / Foot soldier: A common warrior. 6/16, move 10m/round, Armor 2, Shield, Spear (2D, piercing), Sword (3D, slashing) or Bow (3D, piercing), Combat 1, Stealth 1, Social 1.
Sergeant / Mercenary: An experienced warrior. 10/16, move 10m/round, Armor 4, Shield, Sword (3D, slashing), Dagger (2D, piercing), Combat 2, Physical 1, Social 1, Stealth 1, Knowledge 0.
Knight: A mounted knight of the realm. 10/20, move 10m/round, Armor 8, Shield, Sword (3D, slashing), Combat 3, Physical 1, Social 1, Knowledge 1, rides on a Horse.
Thief: A dastardly ruffian. 6/14, move 10m/round, Armor 0, Dagger (2D, piercing), Crossbow (3D, piercing), Technical 2, Physical 1, Stealth 2, Combat 1, Social 0.
Peasant: A commoner. 6/12, move 10m/round, Armor 0, Pitchfork (2D, piercing), Knowledge 1, Technical 1, Combat 0.
Sorcerer: A master of magic. 6/12, move 10m/round, Armor 0, Dagger (2D, piercing), Sorcery 3, Knowledge 2, Social 2, Combat 0.
Pathfinder: An explorer or woodsman. 10/16, move 10m/round, Armor 2, Bow (2D, piercing), Axe (2D, slashing), Stealth 2, Knowledge 2, Combat 1, Physical 1, Technical 0.
Berserker: A barbarian warrior capable of entering a rage on the battlefield. 10/20, move 10m/round, Armor 4, Battle-axe (3D, slashing), Dagger (2D, piercing), Combat 3, Physical 2, Knowledge 1.
Merchant: A trader. 6/12, move 10m/round, Armor 0, Dagger (2D), Social 3, Knowledge 2, Technical 1, Combat 0.
Noble: An aristocrat. 6/14, move 10m/round, Armor 2, Sword (3D), Dagger (2D), Social 3, Combat 3, Knowledge 2, Sorcery 0, rides on a Horse.
Random Post-Apocalyptic Encounters and Monsters
Roll 1d6 to see if there is an encounter, and then roll 1d6 on the encounter table. The number of dice in parentheses next to a given monster’s name is the number of creatures encountered.
City or Urban (2-in-6 chance of encounter)
| 1D | Encounter | Description |
|---|---|---|
| 1 | Roll Again | Roll on the table corresponding to the common terrain type surrounding the ruins. |
| 2 | Giant Roaches (1D) | 6/12, Move 15m, Armor 3, Bite (melee 2D damage), Physical-2, Survival-3. DM+4 to resist disease, poison, and Contamination; Gigantism. |
| 3 | Giant Geckos (1D) | 7/15, Move 10m, Armor 2, Bite (melee 2D damage). Combat-2, Physical-2, Survival-1. Gigantism and Wall-Walking. |
| 4 | Tentacle Worm | 12/30, Move 10m, Armor 3, 6x tentacles (melee 1D damage each, Paralysis). Physical-1, Combat-2, Survival-1. Gigantism. |
| 5 | Humanoids | Roll on the appropriate table in the next sub-chapter, Humanoid Encounters table. |
| 6 | Brain Mice (2D) | 3/6, Move 10m, Armor 0, Brain Bite (psionic; 1D damage). |
Plains or Grasslands (1-in-6 chance of encounter)
| 1D | Encounter | Description |
|---|---|---|
| 1 | Rad Grass (1D) | 6/10, Immobile, Armor 0, Gamma Blast (ranged, 1 damage, throw vs. Contamination). |
| 2 | Grenade Plants (2D) | 7/14, Move 3m, Armor 0, Explosive Kernel (1D damage, can affect up to 3 adjacent targets). |
| 3 | Coydogs (2D) | 7/15, Move 15m, Armor 1, Bite (1D damage). Combat-1, Physical-1, Survival-1. 1-in-6 chance of Diseased. |
| 4 | Vulchlings (1D) | 6/14, Move 20m (fly), Armor 1, Beak (2D damage) or 2 Talon attacks (melee DM+1, 1D damage each). Combat-1, Survival-1. |
| 5 | Tentacat | 15/32, Move 10m, Armor 5, 4x tentacles (melee 2D damage each, Paralysis). Combat-3, Physical-3, Survival-2. Gigantism. |
| 6 | Humanoids | Roll on the appropriate Humanoid Encounters table. |
Hills or Mountains (2-in-6 chance of encounter)
| 1D | Encounter | Description |
|---|---|---|
| 1 | Psibats (2D) | 4/9, Move 20m (fly), Armor 0, Bite (melee, 1 damage) or Psionic Blast. Physical-1, Survival-2. Blindsight, Psionic Blast. |
| 2 | Giant Ants (1D) | 5/10, Move 15m, Armor 5, Bite (melee 1D damage). Combat-1. Gigantism. |
| 3 | Night Goats (1D) | 8/15, Move 10m, Armor 1, Butt (melee 2D damage) or Brain Lock. Combat-2, Physical-1, Survival-1. Additional Eyes, Brain Lock. |
| 4 | Ursor | 20/42, Move 10m, Armor 5, 2x Bites (3D damage) and 4x claws (melee 1D damage each). Combat-2, Physical-2, Survival-3. Gigantism. |
| 5 | Gamma Wyrm | 24/50, Move 10m (fly), Armor 10, Bite (melee 5D damage) and 2 claws (melee 2D each) or breath (4D Fire damage to up to 3 adjacent targets; may Contaminate; throw Survival 6+ to resist). Combat-3, Physical-1, Survival-2. May have a hoard of relics in its lair. |
| 6 | Humanoids | Roll on the appropriate Humanoid Encounters table. |
Desert or Badlands (2-in-6 chance of encounter)
| 1D | Encounter | Description |
|---|---|---|
| 1 | Screech Bush (1D) | 8/16, Immobile, Armor 0, Screech (psionic 1D damage). |
| 2 | Giant Beetle (1D) | 10/21, Move 10m, Armor 6, Bite (melee 2D damage). Combat-2. Gigantism. |
| 3 | Gamma Scorpion (1D) | 9/18, Move 10m, Armor 6, 2 Claws (melee 1D damage each) or 1 sting (melee; target must throw Physical 6+ or die from poison within 1 turn). Combat-2, Physical-2, Survival-1. Gigantism. |
| 4 | Landshark | 16/35, Move 10m (burrowing), Armor 5, Bite (melee 4D damage). Combat-3, Physical-3, Survival-2. Burrow, Tremor Sense – may notice Moving characters in perfect dark and through walls up to a range of 10m. |
| 5 | Sandworm | 18/39, Move 5m (burrowing), Armor 4, Bite (melee 5D damage). Combat-3, Physical-3, Survival-1. Burrow, swallow whole on an unmodified attack throw of 11 or 12. Gigantism. |
| 6 | Humanoids | Roll on the appropriate Humanoid Encounters table. |
Swamp or Aquatic (3-in-6 chance of encounter)
| 1D | Encounter | Description |
|---|---|---|
| 1 | Vomit Fly (1D) | 5/12, Move 10m (fly), Armor 3, Vomit (ranged 1D damage). Physical-1, Survival-1. Gigantism, 1-in-6 chance to spread Disease. |
| 2 | Lobstrosity (1D) | 8/16, Move 10m (walk or swim), Armor 5, 2 pincers (melee 2D damage each). Combat-1, Physical-1, Survival-1. Gigantism, severs limbs on an unmodified attack throw of 12. |
| 3 | Giant Snake | 6/13, Move 10m, Armor 1, Bite (melee 1D damage; target must throw Physical 6+ or die from poison within 1 turn). Combat-1, Physical-2. Gigantism. |
| 4 | Ochre Jelly | 15/33, Move 2m, Armor 0, Slime (melee 2D damage). Combat-3. Splits into two Jellies with 7/30 Endurance/Lifeblood when first damaged (melee 1D damage). The new jellies can be killed but have Armor 6. |
| 5 | Land Octopus | 21/44, Move 5m (swim or slither), Armor 3, Beak (melee 3D damage) and 8x arms (melee 1D damage each). Combat-3, Physical-2, Survival-1. Gigantism. |
| 6 | Humanoids | Roll on the appropriate Humanoid Encounters table. |
Forest or Jungle (2-in-6 chance of encounter)
| 1D | Encounter | Description |
|---|---|---|
| 1 | Giant Centipedes (2D) | 4/7, Move 5m, Armor 0, Bite (melee, 1 damage, and may cause Disease; throw Physical 6+ to resist). Gigantism. |
| 2 | Spidergoats (1D) | 7/16, Move 10m, Armor 3, Bite (melee 1D damage; throw Physical 6+ or be paralysed). Combat-1, Physical-2, Survival-1. Web. |
| 3 | Hangman Trees (1D) | 13/28, Immobile, Armor 4, Constrict (melee 1D damage + 1D damage each further round unless the tree takes 10 or more damage to its vine or the victim throws Physical 6+). Combat-2. Psi-Charm – may mind-control characters; throw Knowledge 6+ to resist. |
| 4 | Giant Flytraps (1D) | 10/20, Move 3m, Armor 4, Bite (melee 3D damage) or spit (ranged 1D damage). Combat-2. |
| 5 | Fungal Polyp | 20/44, Move 5m, Armor 5, 2x pseudopods (melee 4D damage each). Sentient. Empathy, Telepathy. Combat-4, Physical-2, Survival-1. |
| 6 | Humanoids | Roll on the appropriate Humanoid Encounters table. |
Random Humanoid Encounters
City or Urban
| 1D | Encounter | Description |
|---|---|---|
| 1 | Mole-People (3D) | 6/12, Move 10m, Armor 0, Club (melee 2D damage) or Rock (ranged 1D damage). Physical-1, Survival-1. Bizarre appearance, infravision, light sensitivity. |
| 2 | Morlocks (2D) | 7/15, Move 10m, Armor 0, Mace (melee 2D damage) or Bow (ranged 2D damage). Physical-1, Survival-1. Infravision, light sensitivity. Random trinket. |
| 3 | Archivists (1D) | 8/15, Move 10m, Armor 0, Kinetic Blast (ranged 2D damage), Knowledge-1, Technical-1. Infravision, light sensitivity. Bizarre Appearance. Increased chance of relics. Worships “pure” humans. |
| 4 | Ghouls (1D) | 10/22, Move 10m, Armor 3, Bite (2D damage; victim must throw Physical 6+ or be paralyzed for 2D rounds) or Weapon (melee 2D damage). Combat-1, Physical-3, Survival-2. Light sensitivity. |
| 5 | Special | Referee’s Choice |
| 6 | Robots! | Roll on the Robot Encounters table. |
Plains or Grasslands
| 1D | Encounter | Description |
|---|---|---|
| 1 | Plain Creepers (3D) | 5/9, Move 15m, Armor 0, Sling Stone (ranged 1D damage) or Bite (melee 1D damage). Physical-2, Survival-2. Fleet feet, natural weapon, Minute Size. Fears “pure” humans. |
| 2 | Carrin (2D) | 9/18, Move 10m (fly), Armor 0, Spear (melee 2D damage) or Bow (ranged 2D damage). Combat-1, Physical-1, Survival-1. Winged flight, thin-skinned. Often accompanied by 1D Vulchlings (2-in-6 chance). |
| 3 | Brighteyes (1D) | 9/20, Move 10m, Armor 1, Laser Eyes (ranged 2D damage) or Club (melee 2D damage). Physical-1, Survival-1. Optical emissions, frequent migraines, fear response. |
| 4 | Needlemen (1D) | 11/23, Move 10m, Armor 1, barbs (melee 1 damage; victim must throw Physical 6+ or suffer additional 2D damage). Combat-1, Physical-1, Survival-1. Natural weapon. |
| 5 | Special | Referee’s Choice |
| 6 | Robots! | Roll on the Robot Encounters table. |
Hills or Mountains
| 1D | Encounter | Description |
|---|---|---|
| 1 | Koboldoids (3D) | 3/6, Move 15m, Armor 0, Sling Stone (ranged 1D damage) or Spear (melee or ranged 2D damage). Physical-3, Survival-1. Minute Size, light sensitivity. Often lay elaborate traps. |
| 2 | Camazotz (2D) | 8/16, Move 10m (fly), Armor 0, Spear (melee or ranged 2D damage). Combat-1, Survival-1. Winged flight, Minute Size, thin-skinned, echolocation – may see in perfect dark. |
| 3 | Cavemen (1D) | 10/20, Move 10m, Armor 3, Spear (melee or ranged 2D damage). Combat-2, Physical-1, Survival-2. Thick hide, robust. |
| 4 | Gigant | 30/60, Move 5m, Armor 5, Giant Axe (melee 4D damage) or Giant Javelin (ranged 3D damage). Combat-4, Physical-2, Survival-2. Additional eyes, infravision, gigantism, aberrant deformity. Random trinket. Hates “pure” humans. |
| 5 | Special | Referee’s Choice |
| 6 | Robots! | Roll on the Robot Encounters table. |
Desert or Badlands
| 1D | Encounter | Description |
|---|---|---|
| 1 | Tumoroid (4D) | 5/10, Move 10m, Armor 0, Club (melee 2D damage). Physical-1, Survival-1. Accumulated resistance, distinctive odor, tumorization. 1-in-6 chance of PCs contracting disease if engaged in melee. |
| 2 | Sandmen (1D) | 7/13, Move 10m, Armor 1, Spear (melee or ranged 2D damage) or Psionic Blast. Physical-2, Survival-2. Psionic blast, Psychic Sensitivity as per the mutation of the same name, bleeder. |
| 3 | Lizardfolk (1D) | 12/25, Move 10m, Armor 5, Bite (melee 2D damage) and 2 claws (melee, 1D damage each). Combat-1, Physical-2, Survival-2. Natural weapon, scaly armor. |
| 4 | Insectaurs (1D) | 10/20, Move 15m, Armor 8, Spear (melee or ranged 2D damage) or Sting (melee; target must throw Physical 6+ or die from poison within 1 turn). Combat-3, Physical-2, Survival-2. Fleet feet, natural weapon, Steelskin. |
| 5 | Special | Referee’s Choice |
| 6 | Robots! | Roll on the Robot Encounters table. |
Swamp or Aquatic
| 1D | Encounter | Description |
|---|---|---|
| 1 | Misborn (3D) | 5/10, Move 10m, Armor 0, Knife (melee or ranged 1D damage). Physical-1, Survival-1. Aberrant Deformity. |
| 2 | Brethren (2D) | 7/14, Move 10m, Armor 0, Blowgun (ranged 1 damage; victim must throw Physical 6+ or be paralyzed). Survival-1. Additional eyes, Psychic Sensitivity (see the mutation in the previous chapter). DM+1 to throws to find Relics. Hates “pure” humans. |
| 3 | Leatherbacks (1D) | 10/19, Move 10m, Armor 3, Spear (melee or ranged 2D damage). Combat-1, Physical-1, Survival-1. Quick reflexes, thick hide, nervous spasms. |
| 4 | Hissers (1D) | 12/24, Move 5m, Armor 5, Bite (melee 1D damage; victim must throw Physical 6+ or suffer additional 2D damage) or Constrict (melee 1D damage; 1D additional damage each further round unless the Hisser takes 10 or more damage or the victim throws Physical 6+). Combat-1, Physical-2, Survival-2. Infravision, scaly hide, natural weapon, mobility impaired. Possible relics. |
| 5 | Special | Referee’s Choice |
| 6 | Robots! | Roll on the Robot Encounters table. |
Forest or Jungle
| 1D | Encounter | Description |
|---|---|---|
| 1 | Wardents (2D) | 6/11, Move 10m, Armor 0, Spear (melee or ranged 2D damage). Physical-1, Survival-2. Minute Size, mind block, read thoughts, telekinesis. |
| 2 | Ettercaps (1D) | 8/16, Move 10m, Armor 1, Bite (melee 1D damage; victim must throw Physical 6+ or be paralyzed). Combat-1, Physical-2, Survival-1. Web, may be accompanied by 1D spidergoats (1-in-6 chance). |
| 3 | Green Men (1D) | 10/22, Move 10m, Armor 3, Giant Club (melee 3D damage). Combat-2, Physical-1, Survival-1. Thick hide, robust, gigantism. |
| 4 | Glowing One | 8/18, Move 10m, Armor 3, Irradiate (ranged, can affect 3 adjacent targets at once; target must throw Survival 6+ or gain a level of Contamination). Combat-1, Physical-2, Survival-3. |
| 5 | Special | Referee’s Choice. |
| 6 | Robots! | Roll on the Robot Encounters table. |
Robots
Robot Encounters
Use the following table to determine what specific kind of automaton has been encountered.
Robots lack Endurance and Lifeblood and are never wounded. Instead, they have Hits, which function as a single pool that soaks weapon damage. When the robot’s Hits are depleted, the robot is destroyed. Robots are immune to mind-affecting attacks but suffer an additional 1D damage from ion or electrical weapons; EMP weapons stun them. Robots with Asimov inhibitors will never attack humans or near-humans, and will retreat if attacked; however, they will attack animals and mutants. Robots whose Asimov inhibitors are missing, or malfunctioning may attack any target.
Robot Encounters
| 1D | Robots | Description |
|---|---|---|
| 1 | Household Droid (1) | 10 Hits, Move 10m, Armor 3, Bludgeon (melee 1D damage) or by another weapon. Physical-1. Asimov inhibitor. Override: Technical 6+. |
| 2 | Agribots (1D) | 40 Hits, Move 5m, Armor 5, Trample (melee 2D damage; victim must throw Physical 6+ or be knocked prone) or Cutter (melee 3D damage). Physical-1, Technical-1. Override: Technical 8+. |
| 3 | Industrial Bots (1D) | 60 Hits, Move 5m, Armor 8, Trample (melee 3D damage; victim must throw Physical 6+ or be knocked prone) or Welder (2D fire damage). Physical-2, Technical-1. Asimov inhibitor. Override: Technical 8+. |
| 4 | Security Droids (1D) | 30 Hits, Move 15m, Armor 6, Bludgeon (melee 2D damage), Stun Ray (on successful hit, victim must throw Physical 6+ or be paralyzed), or by weapon. Combat-1, Physical-1. Modified Asimov inhibitor: will prefer to use non-lethal force but will resort to lethal force if cornered. Override: Technical 10+. |
| 5 | Police Robots (1D) | 50 Hits, Move 15m, Armor 10, Bludgeon (melee 2D damage), Stun Ray (on successful hit, victim must throw Physical 6+ or be paralyzed), or by weapon. Combat-2, Physical-2, Technical-1. Modified Asimov inhibitor: will prefer to use non-lethal force but will resort to lethal force if cornered. Override: Technical 10+. |
| 6 | Warbot (1) | 100 Hits, Move 20m, Armor 16, 3 lasers (range 3D damage each) and missile (ranged 5D damage; may affect up to 3 adjacent targets at once). Combat-2, Physical-2, Technical-1. No Asimov inhibitor. Override: Technical 12+. |
Robot Reactions
When the PCs encounter a robot, the Referee should roll on the following table to determine the robot’s behavior:
Robot Behavior
| 1D | Behavior |
|---|---|
| 1-2 | Programmed. This robot has been programmed to perform specific tasks. These often date from before the Collapse. The robot will act as programmed unless overridden by authorized personnel. |
| 3 | Controlled. The robot is under the direct command of a specific individual, often remotely. The robot’s master may be around. May still be overridden by persons possessing enough technical ability. |
| 4-5 | Wild. This robot is entirely free-willed and not necessarily hostile. Roll Reaction as per any NPC. May still be overridden. |
| 6 | Berserk. Danger! The robot does not recognize any human authority. Always hostile to all organic life. |
Overriding and Reprogramming Robots
A character with enough authority or with technical knowledge of robotic control codes may override a robot.
Pre-Collapse ID cards (see the Post-Apocalyptic Relics chapter) permit the overriding of robots. A character possessing a Citizenship Card may override a Household Droid. A Technician’s Access Card allows PCs to override Industrial Bots and Agribots. A Security Card permits those who possess one to override Security Droids and Police Robots. The ultra-rare Military Access Card will override Warbots. Military Access Cards are never found randomly, and the Referee should place one (if any) at their own discretion.
A character may attempt to use their Technical skill to recall pre-Collapse access codes and thus override robots. Warning: Security Droids, Police Robots, and Warbots will detect a failed override attempt and immediately attack the would-be hacker, even if they were not aggressive before.
Overrides last for 1 turn (10 minutes). To permanently gain control of a robot, the character must reprogram it. This requires the programmer to first override the robot as above. Then the programmer must command the robot to fully shut down; civilian robots will automatically shut down upon command, but security, police, and military bots require a Technical 6+ throw to shut down due to fail safes; a failed Technical skill throw results in the bot attacking the character. A Military Access Card permits the programmer to shut down any robot without a second throw. Once the robot is offline, the programmer must throw Technical 8+ to reprogram the robot. Failure indicates that they cannot change the robot’s programming; success means that the robot is now under the programmer’s permanent control. A “natural” throw of 2 results in the robot immediately booting up and going Berserk.
Repairing Robots
Repairing robots costs one unit of mechanical parts and one unit of electronic parts per 10 restored hits, rounding down. For example, repairing 26 Hits will cost 2 mechanical parts and 2 electronic parts. The repair job also requires a Technical 6+ throw. The character may retry a failed repair throw, but each failed attempt consumes half the number of parts required for the repairs.
Sword & Sorcery Treasure
Identifying Magical Items
Identifying a magical item requires a week of research, 100gp in reagents, and a Sorcery 6+ throw. The sorcerer can repeat failures, but each attempt takes a week and costs 100gp. Simple sorcerous magical detection will ascertain that the item is magical, but only deep experimentation will reveal its secrets.
Generating Treasures
There are three types of treasures: Small, Large, and Hoard. Bandits and lesser sentient monsters often gather a Small treasure. Powerful monsters usually gather a Large treasure. Only the most powerful monsters, as well as kings, own hoards.
When generating a treasure, note that the magic item column usually gives a throw on 2D necessary for magic items to be present in the treasure. In the Quantum Engine, all treasures have at least 1000gp.
Treasures
| Treasure Type | Coin and Jewelry (in 1000s of gp) | Magic Items |
|---|---|---|
| Small | 1D | Any 2 magic items on a throw of 8+. |
| Large | 3D | 1D potion; 1D items of any type on a throw of 6+. |
| Hoard | 6D | 2D potions; 1D miscellaneous items; throw 6+ for 1D weapons; throw 6+ 1D suits of armor. |
Magical Item Categories
| 1D | Item Category |
|---|---|
| 1 | Potions |
| 2 | Eldritch Tome with 2D random spells |
| 3 | Armor |
| 4 | Weapons |
| 5-6 | Miscellaneous Items |
Potions
| 2D | Potion |
|---|---|
| 2 | Speed: the imbiber will move at double their regular speed and may act twice per round for 1D+6 turns. However, the imbiber will permanently age one year due to the strain on their body. |
| 3 | Love: the imbiber becomes charmed by the next sentient creature they lay eyes on. Furthermore, if the creature belongs to a similar species to that of the drinker and to their preferred sex, the imbiber will be deeply enamored with it. The charm effect only lasts 1D+6 turns, but only dispel magic will cause the imbiber to cease to be enamored by a creature it fell in love with due to this potion. |
| 4 | Extra Healing: the imbiber heals as if they rested for 5D days under a healer's care. |
| 5-6 | Healing: the imbiber heals as if they rested for a full day under a healer's care. |
| 7 | Oil of Sharpness: when applied to a blade, the oil temporarily enhances its power to that of a lesser magical weapon, granting DM+1 to hit and allowing it to harm creatures only harmed by magical weapons. |
| 8 | Invisibility: the imbiber, along their equipment, becomes invisible as per the Invisibility spell. It is possible to consume this potion in 1/6 increments, in which the invisibility lasts for 1 turn per dose. Any combat ends this invisibility. |
| 9 | Heroism: the imbiber gains a temporary Combat 3 skill, or adds +1 to their Combat skill, whichever is higher. |
| 10 | Polymorph: the imbiber may shapeshift to a new form for 1D+6 Turns. |
| 11 | Longevity: the imbiber becomes 10 years younger, to a minimum of 18 years. However, every time one consumes this potion after the first one, they must throw 3+ to avoid a mishap, which reverses all previous longevity potion effects, returning the character to the age they would have been without the potion. |
| 12 | Gaseous Form: the imbiber takes the form of a translucent cloud of gas for 1D+6 Turns; all equipment carried by them falls on the floor. While in gaseous form, a creature may not attack but may move 5m per round through cracks and below doors. Gaseous creatures are immune to non-magical weapons. |
Weapons
| 2D | Weapon |
|---|---|
| 2 | Slaying arrow. DM+2 to hit, keyed against a single creature type (Referee's choice); if it hits such creature, it instantly dies. |
| 3 | Flame Tongue Sword: DM+1 to hit; DM+2 against regenerating, avian, or plant-like monsters; upon command, will be covered by flames, providing light as a torch, and ignite anything flammable it touches. |
| 4 | Sword, DM+1, DM+2 vs. dragons |
| 5 | Spear, DM+2 to hit |
| 6 | Axe or Great Axe, DM+2 to hit |
| 7 | Sword, DM+1, DM+2 vs. undead |
| 8 | Sword, DM+1, DM+2 vs. summoned creatures |
| 9 | Sword, DM+2 to hit; those attacking the wielder suffer DM-1 to hit |
| 10 | War Hammer, DM+2 to hit |
| 11 | Maul, DM+1 to hit, DM+3 to hit and double damage vs. undead |
| 12 | Vorpal Sword: DM+2 to hit; on a natural attack throw of 12, its victim must throw Physical 10+ or be decapitated, dying immediately. If they succeed in this throw, they still suffer double damage. |
Armor
When generating enchanted armor, first roll on the following table to determine its type, and then roll on the Enchanted Armor table.
Enchanted armor always counts as half its Encumbrance, rounded down.
Armor Types
| 1D | Armor |
|---|---|
| 1-3 | Light |
| 4-5 | Medium |
| 6 | Heavy |
Enchanted Armors
| 1D | Enchantment |
|---|---|
| 1 | Cursed! DM+1 to enemies attacking the character |
| 2 | +1 armor rating |
| 3 | +2 armor rating |
| 4 | +3 armor rating |
| 5 | +4 armor rating |
| 6 | +5 armor rating |
Miscellaneous Magical Items
The following magical items do not fit any of the above categories.
| D66 | Item |
|---|---|
| 11 | Ring of Spell Turning: the ring may be used for 2D times. Each time the wearer uses it, it negates a single spell's effect on the wearer. Once all uses are spent, the ring turns to dust. |
| 12 | Boots of Levitation: upon command, these boots allow the wearer to levitate at walking speed. The duration is infinite. |
| 13 | Boots of Traveling and Sprinting: while wearing the boots, the wearer does not need to rest if engaged in regular exploration movement; above ground, their movement rate is doubled. The wearer may also jump 3m high, or 10m long. |
| 14 | Ring of Protection: any who attacks the wearer suffers DM-1 to hit and the wearer gains DM+1 to all throws to resist magic, disease, or poison. |
| 15 | Bracers of Armor: grant the wearer 5 points of armor protection. This is not cumulative with a worn suit of armor. |
| 16 | Ring of Invisibility: one per turn, the wearer may become invisible, per the spell of the same name. |
| 21 | Ring of Wishes: the ring stores 1D wishes. A wish is the most powerful magic available – capable of altering reality and even resurrecting the dead with no risks entailed. However, we encourage the Referee to strictly limit, and nearly always subvert, such wishes to avoid absurdities or cheating. Once the ring runs out of wishes, it crumbles to dust. |
| 22 | Broom of Flying: may carry up to two riders at a speed of 80m per round in combat or up to 60km a day in overland travel. |
| 23 | Wand of Paralysis: The Wand has 2D Charges. discharges a cone, 20m long and 10m wide. All creatures within the cone must throw Knowledge 6+ or be paralyzed for 6 turns. |
| 24 | Staff of Wizardry: this staff has the powers of a staff of power and a wand of paralysis. It has 3D Charges. In addition, it may serve to cast invisibility or conjure elemental. Finally, the user may break the staff in a final blow, dealing 1D damage per remaining charge to all creatures within 10m, including the user themselves, and destroying the staff. |
| 25 | Cloak of Shadows: any creature wearing this cloak enjoys DM+3 to Stealth throws. |
| 26 | Crystal Ball: any character with at least Sorcery-1 can use the ball to view images of distant objects, places, or creatures they are familiar with. The greater the familiarity with that object, place, or creatures, the clearer the image. The user may not communicate or cast spells through the crystal ball. |
| 31 | Rod of Cancellation: if the rod strikes an item, that item permanently loses all magical powers. |
| 32 | Staff of Withering: The Staff has 3D Charges. grants DM+1 to hit; causes 4D damage if a charge is used. By expending two charges, the struck victim ages by 12 years. By expending three charges, one of the victim's limbs withers into a useless, mummified member. |
| 33 | Decanter of Endless Water: removing the stopper from this flask and speaking the command word sends forth a stream of fresh water from it at the rate of 5 liters per round. Alternatively, it may be commanded to emit a "geyser", producing a 6m long, 30cm wide stream of water at 150 liters per round; any creature hit by the geyser must throw Physical 8+ or fall prone. Creatures larger than human size are immune to this geyser. |
| 34 | Drum of Panic: if sounded, all creatures within 80m of the drum must throw Knowledge 8+ or become fearful and flee at running speed for 30 rounds. There exists a 3m safe zone around the drum itself. |
| 35 | Dust of Appearance: a handful of this material, when thrown into the air, covers all creatures within a 3m radius, rendering any invisible creature visible. A tube of this dust contains enough dust for 5D applications. |
| 36 | Wand of Polymorphing: the wand has 2D Charges. polymorphs the user as per a potion of polymorphing. |
| 41 | Wand of Detecting Secret Doors: the wand has 2D Charges. all secret doors within 10m become surrounded by a faint blue aura for 2 turns. Only the wielder can see the aura. |
| 42 | Wand of Detecting Magic: the wand has 2D Charges. any magic item within 5m becomes surrounded by a faint yellow aura for 2 turns. Only the wielder can see the aura. |
| 43 | Flying Carpet: this fabled carpet may carry up to 3 human-sized passengers at a speed of 80m per round in combat or up to 60km a day in overland travel. |
| 44 | Gauntlets of Power: grant their user DM+2 to all melee damage rolls and grants unarmed damage of 2D+2. |
| 45 | Girdle of Heroic Strength: increases the wearer’s Physical skill by 2 points and grants the ability to throw rocks up to 100m range for 3D damage, and grants DM+3 to forcing doors open. |
| 46 | Helm of Comprehending Languages: the wearer can understand and speak any language they encounter and read texts in any language. |
| 51 | Helm of Telepathy: the wearer can read the thoughts of any creature within 30m at will and may send telepathic messages to any whose thoughts they read (allowing two-way communication). Use of this helm requires full concentration, and the user cannot move or act otherwise while using it. |
| 52 | Helm of the Deep: any person who wears this helm can breathe underwater indefinitely and swim at their full movement speed. |
| 53 | Ring of Regeneration: the wearer regenerates lost or maimed body parts within 1D hours. However, the ring may not cure damage or injury caused by fire or acid. |
| 54 | Horn of Blasting: when sounded, the horn emits a sonic wave dealing 2D damage to any creature within a 30m long, 6m wide cone. Any hit by the wave must throw Physical 8+ or be deafened for 2D rounds. The horn has an AV rating of 2D and may level structures at the Referee's discretion. |
| 55 | Staff of Striking: the staff has 3D charges. It grants DM+1 to hit. Upon expending a charge when striking an opponent, it causes 4D damage. |
| 56 | Staff of Healing: heals any creature touched by it as if they have rested for 5D days under a healer's oversight. |
| 61 | Ring of Telekinesis: the ring grants its wearer the ability to move up to 100kg with his mind at will. |
| 62 | Mirror of Opposition: any creature who are reflected in the mirror are restlessly attacked by an exact duplicate of that creature. The creature’s own powers are duplicated as well. When either the duplicate or the original one perishes, the duplicate disappears. |
| 63 | Ring of Spell Turning: the ring may be used for 2D times. Each time the wearer uses it, it negates a single spell's effect on the wearer. Once all uses are spent, the ring turns to dust. |
| 64 | Scarab of Protection: renders its wearer immune to any curses and death spells and effects, regardless of their origin. After 2D such attacks, the scarab crumbles to dust. |
| 65 | Ring of Fire Resistance: renders the wearer immune to all forms of ordinary flame and grants DM+2 to resist magical fire. |
| 66 | Stone of Luck: grants any person who carries it DM+1 to all attack throws and any throws made to resist magic, poison, or disease. |
Post-Apocalyptic Relics
Trinkets
In addition to the useful relics this chapter presents, the Referee should add minor trinkets (worth 1 TU each) to most finds in ruins and to the typical mutant’s hoard. These have no game-rules effect but may be traded or hoarded as desired by the players and their characters.
Mechanical and Electronic Parts
Mechanical and electronic parts are used for building and repairing mechanical and electronic devices. Each unit of parts is worth 1 TU. Each time the characters find Mechanical or Electronic Parts, the number found depends on the location plundered: 1D in ruined towns, 2D in abandoned cities, and 3D in dead metropolises.
Identifying Relics
Characters will always correctly identify consumables and relics worth up to 25 TU in value. To correctly identify rarer relics, throw Knowledge 6+ using the highest Knowledge skill in the party.
Broken Relics
Consumable relics are found in working order and represent whatever can be salvaged. Other relics have a 50 per cent chance of being in working order. Roll 1D, with 1-3 indicating that the relic is broken. Repairing a relic requires a Technical 6+ throw and 10% of the relic’s own base cost in spare parts. If the PC fails this throw, they waste the spare parts. However, the character may make another repair attempt with similar risks. Each relic repair attempt takes one day. PCs may repair relic vehicles and robots according to the vehicle repair rules in the Combat chapter, which also apply to robots. An unmodified throw result of 2 on the Technical skill throw permanently destroys the relic.
Trading in Relics
All bartertowns, trading posts, and open-air markets trade in mechanical and electronic spare parts, food, and water, at their nominal value: 1 TU per unit. These locations will usually have a good stock of common items available, though the Referee may restrict the number of mechanical or electronic spare parts in certain scenarios. The typical bartertown will also typically have a good selection of ammo, power cells, and fuel. There will usually be 1D gizmos, 2D medicines, 1D weapons, and 1D suits of armor available for purchase, with a maximum base value of 250TU. If the Referee is randomly generating a merchant’s wares, reroll relics worth more than 250TU.
Traders will buy identified relics in working order for ½ of their base value, rounded down. They will buy unidentified relics for ¼ their base value, rounded down. They will buy a broken, but identified and repairable relic at ¼ of their base value. This is cumulative with the discount for unidentified relics, so traders will buy a broken unidentified relic for 1/16th of its base value.
Bartertown tinkers will repair a broken relic for ½ of its base value rounded down. They can identify common relics worth up to 250TU at the cost of ¼ of their base value.
Merchants will sell relics for twice their base price.
Relic Vehicles and Dormant Robots
Relic vehicles and reprogrammable dormant robots are rare. Characters should find them at the Referee’s discretion, rather than as the result of random table rolls.
Relic Tables
Upon a successful Scavenging throw (see the Exploration chapter), roll on the following tables to determine what was found.
General Relic Type
| 2D | Relic Type |
|---|---|
| 2 | Rare Gizmo |
| 3 | Medicine |
| 4-5 | Mechanical Parts |
| 6-7 | Consumables |
| 8-9 | Electronic Parts |
| 10 | Common Gizmo |
| 11 | Weapon |
| 12 | Armor |
Consumables
| 1D | TU | Consumable |
|---|---|---|
| 1 | 1 each | 1D days of edible food; contaminated on a roll of 5+ on 1D |
| 2 | 1 each | 1D days of potable drinks; contaminated on a roll of 5+ on 1D |
| 3 | 5 each | 1D power cells |
| 4 | 10 each | 1D Gas mask filters |
| 5 | 15 each | 1D units of vehicle fuel |
| 6 | 40 each | 1Dx20 units of ammunition |
Common Gizmos
| 2D | TU | |
|---|---|---|
| 2 | - | Roll on the Rare Gizmo table |
| 3 | 125 | Portable hologram projector (with 1D movies)* |
| 4 | 100 | Gas Mask (DM+2 to resist Contamination; automatic success for throws to resist airborne toxins; filter lasts 6 hours of continuous use and costs 10 TU; comes with a full filter) |
| 5 | 15 | Pocket Flashlight (works for 12 hours from one power cell)* |
| 6 | 5 | Zip Lighter (Throw 2D on each use; gas runs out on 4-) |
| 7 | 5 | Astronaut Pen (can write upside down or underwater) |
| 8 | 10 | Citizenship Card (proof of “pre-Collapse identity”; allows access to certain pre-Collapse areas). |
| 9 | 50 each | Communicator (works with other communicators; 1-in-3 chance of finding a pair)* |
| 10 | 120 | Geiger Counter (automatically detects Contamination)* |
| 11 | 125 | UV Sterilizer (cleans Contaminated food)* |
| 12 | - | Roll twice, ignore this result if it occurs again. |
*Requires a power cell or fuel to operate.
Rare Gizmos
| 2D | TU | |
|---|---|---|
| 2 | 750 | X-Ray Goggles (can see through walls; blocked by thick metal)* |
| 3 | 650 | Cyberdeck (DM+2 to all hacking and programming throws)* |
| 4 | 300 | Personal Information Processor (DM+1 to all Knowledge throws)* |
| 5 | 250 | Technician Access Card (access pre-Collapse infrastructure areas; command certain robots) |
| 6 | 200 | Power Cell Charger (1 turn to charge a drained power cell) |
| 7 | 140 | Motion Detector (DM+2 to Surprise throws)* |
| 8 | 240 | Auto-Translator (translate between any language and the pre-loaded pre-Collapse language)* |
| 9 | 260 | Night Vision Goggles (provide low-light and infrared vision)* |
| 10 | 450 | Jetpack (allows flight at 20m/round even when the character attacks, maximum 5 rounds of flight before needing 1 turn cool-down period)* |
| 11 | 600 | Security Card (allows access to restricted pre-Collapse areas and command of security and police bots) |
| 12 | - | Roll twice, ignoring this result again. |
*Requires a power cell or fuel to operate.
Medicines
| 2D | TU | |
|---|---|---|
| 2 | 500 | Rebirth Serum (if applied immediately after combat, revives a character whose Lifeblood fell to zero). |
| 3 | 150 | Stimshot B (immediately heals 4D points of damage)* |
| 4 | 100 | Antibiotics (immediately heals disease)* |
| 5 | 75 | Nite-Nite Shot (target must throw Physical 8+ or fall unconscious for 1D turns)* |
| 6 | 10 each | Medkit (1D uses; restores wounded Endurance to its full value in one round) |
| 7 | 2 each | 3D sustenance pills (1-day nutrition each) |
| 8 | 5 each | 1D empty ready syringes |
| 9 | 50 | Stimshot A (immediately heals 2D points of damage)* |
| 10 | 100 | Antitoxin (immediately cures poisoning)* |
| 11 | 100 | Combat Drugs (DM+2 to-hit and +4 to damage for 2D rounds)* |
| 12 | 2,000 | Regeneration Tank (heals all damage, disease, and Contamination; restores subject to Human and removes all mutations; contains enough Biogel for 1D uses). |
*Requires a ready syringe. A “broken” result means that you only find the vial.
Armor
| 2D | TU | Armor | Protection | Notes |
|---|---|---|---|---|
| 2 | 2,500 | Powered Armor | 14 | DM+4 to all Physical throws, DM+1 to-hit in melee, power cell charger, accessories as per Combat Armor |
| 3 | 600 | Plastex Suit | 10 | No Heavy Armor penalty |
| 4 | 450 | Force Field | 5 | Concealable; requires a power cell to run for 6 Turns. |
| 5 | 250 | Rad Suit | - | Immune to airborne or aerosol toxins and diseases; DM+4 to all throws to resist Contamination |
| 6 | 75 | Flak Jacket | 7 | - |
| 7 | 50 | Plasteel Jumpsuit | 3 | - |
| 8 | 60 | Concealed Bulletproof Vest | 5 | Concealable below normal clothes |
| 9 | 90 | Riot Shield | - | DM-2 to be hit in melee combat |
| 10 | 350 | Riot Armor | 10 | Stealth impossible; halve movement rate. |
| 11 | 650 | Combat Armor | 12 | Integrated gas mask, communicator, and night-vision goggles; No heavy armor penalty |
| 12 | 1,000 | Combat Environment Suit | 14 | As Combat Armor, with integrated Rad Suit |
Weapons
| 2D | TU | Weapon | Range | DMG | Notes |
|---|---|---|---|---|---|
| 2 | 1,500 | Laser Rapier | - | 6D | Can cut through thick steel (requires power cell; one cell powers 20 successful hits) |
| 3 | 750 | Lasgun | 500/1500 | 5D | requires power cell; one power cell powers 20 shots |
| 4 | 150 | Vibro-Blade | - | 4D | requires power cell; a cell powers 20 successful hits |
| 5 | 70 | Pulse Rifle | 150/450 | 3D | Automatic; requires ammo; magazine capacity 40 rounds |
| 6 | 60 | Pre-Collapse Crossbow | 100/300 | 2D | +1 to-hit; requires ammo |
| 7 | 40 | Pre-Collapse Machete | - | 2D | +1 to-hit; may serve as a tool |
| 8 | 60 | Handgun | 30/90 | 2D | requires ammo; magazine capacity 10 rounds |
| 9 | 50 each | 1D Grenades | 10/20 | 5D | Blast, AV 4D |
| 10 | 250 | Chainsaw | - | 5D | requires power cell or fuel |
| 11 | 500 | Riot Baton | - | 2D | Target must throw Physical 8+ or be stunned for 1D rounds; requires power cell; one cell powers 20 successful hits |
| 12 | 1,200 | Sonic Rifle | 30/90 | 4D | Blast; requires power cell; one power cell powers 20 shots |
Weapons come with a full magazine/power cell; roll 1D: on a 1-2, they come with 1D additional magazines/power cells.