Age of Starmetal LE

Age of Starmetal 

Legacy Edition

Intragalactic Brain Bubbles

Creative Commons License

Age of Starmetal by Asa DuBose is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

( Warning: Legacy )

This is the legacy edition please click here for current version [x]

Index

Preamble

Chapter 1: System

Ch. 2: Character Creation

Ch. 3 Equipment, Relics, Spells, Etc.

Ch. 4 Running a Game

Ch. 5 Lore and Setting.

Ch. 6 NPCs and Enemies

Credits and Acknowledgments

Appendix: Future Plans

Preamble

About:

“The strange truth of this age you must learn if you wish to remain sane is that your existence and that of the people around you is meaningful in and of itself regardless of your insignificance in the face of universe. A fool descends into madness when shown how small they are, but the wise men knows that no matter how small or fleeting it is they can make a best future and so are given the strength to challenge the gods themselves for that right.” – Unknown Explorer, 42 A.B.

Age of Starmetal is a post-apocalyptic, low fantasy roleplaying game. This is to say that Age of Starmetal takes place in a future version of our Earth after a mysterious meteor storm hits it, causing a strange and corruptive magic to take root. It uses a d6 success system, that is to say your stats are added up, rolled, and any dice with a 5 or 6 is a success. The number of success being how well you did. Most powerful things in game have a high cost. The general theme and mood are more that of Nobledark, with strong emphasis on semi-realism, tempered optimism and lovecraftian horror. Their are mostly good people and hope for the future but the world is messy, complex, horrible. A world where humans (and other races) struggle to survive while new beings look for their place and identity in the ruins of the old world and the strange magics of the new.

The role of the player and party in Age of Starmetal is not that of the big hero but that of the many smaller heros (explores, long range merchants, settlers, researchers, guards, etc.) will decide the fate of the this new world and may be called to act of this far beyond them. You don’t have to be a “good guy” you can play as pirates, highwaymen, ganges, cultists, etc. Just be careful, their are dark things hidden in the corners of reality that you should not be messing with.

Introduction:

Following the end of a major economic and social crisis, the world entered an era of massive reform which lead to a boom in science and technology. This period would later be called the  “Age of Prosperity”. It is mostly known for its scientific advancements including efficient fusion energy, mass processable stem cell shots, M.I. (Mechanized Infantry) Armour, Lunar and Mars bases, bio-cybernetics, sustainable oil substitutes, and other technologies that helped move humanity forward.

This changed when Ares 1, Humanity’s long range Mars colony, detected a dozen unidentified asteroids bursting through the inner asteroid belt, dragging many more with them. While the asteroids missed Ares 1, there was nothing they could do to stop them from heading for Earth. It would take three years for the asteroids, later called the Starmetal Asteroids, to hit Earth.

During most of the first year, the governments of the world attempted to keep the asteroids’ course a secret while trying many different methods to stop them. By the second year, “The Descent” started as both the asteroids and the failure to completely stop them became widely known. During “The Descent” riots broke out, nations went into martial law, and both governments and civilians tried to turn anything – old bunkers, metros, mines, deep basements, etc. – they could into shelters, with varying degrees of success. The U.S. government started the “Haven Project”, a series of large self-sufficient bunker towns.

Finally the “Starmetal Bombardment” started and lasted for three days. When the bombardment had ended, much of the world had been scarred and the sun was blocked out by all the ash and dust. For 15 years after “The Bombardment ", the world experienced a perpetual winter called “The Silence”, during which the strange metal and crystals from the asteroids began to warp the world with the power of Stella and a mysterious static jammed all wireless communication. 

A century has passed since “The Bombardment ”, and The Silence has long been over. New human nations like the Commonwealth and UNA (United Nations Authority) have begun to retake the world, but they are no longer alone. New races like the shape-shifting mutant octopuses (called the Mimics) and the utterly Alien Star Blooded have taken hold.

It is an age of death, an age of life, an age of monsters, of ruins, of new nations, of change, of magic, of Starmetal.

History:

 Age of Starmetal originated with a game idea call After Bombardment . After Bombardment  was to be a hardcore, realistic game set in the aftermath of a meteor impact and was to be base in a d100 system model after the game Dark Heresy.  This version was dropped fairly early on at the behest of a good friend and current co-writer. The second version of the game, called Starmetal Wasteland, retained many of the core ideas and systems of After-Bombardment  but added fantasy and science fiction elements. With the third version, Starmetal Wilds, the game was changed to a d6 system, and the game streamlined, with some elements like food, thirst, and sleep bars as well as segmented health (heath bars for each body part) being dropped. The current version, Age of Starmetal, adds a new sanity and social combat system, as well as refinements to the core of the game.

The current version of the game draws inspiration from many sources including the scientific community, the games Fallout and Metro 2033, the pen and paper RPG Fate, and the works of H.P. Lovecraft (The Call of Cthulhu).  Some core ideas that form the foundation for the game are that the races in the game should be dramatically different, not just humans with pointy ears or furry feet, as well as making humans have identity of their own in that game and not just be the generic everymen. Another core idea is that magic should not be just be a normal or throwaway thing but be something strange, powerful, and costly.

My vision is that it is our normal world, 50 or more years ahead of us technologically and socially, dealing with not only the end of the human era, but with strange powers, materials, and beings that were never meant to be on this Earth. A world where magic and the things spawned by it are at best only a century old at the start of the game.  

  • Sir Aroun 

Author's Notes:

Blocks to Beta:

  • Chapter 2, Traits

  • Chapter 3, Spells

To Do:

  • Flesh out NPCs and Enemies

  • Flesh out Lore

  • Finish GM’s guide

  • Cleaning and editing

Chapter 1: System

Basics:

Normal Rolls:

  • (Talent + Skill) D6s (six sided dice)

  • 5 and 6 are success

  • Rolls of 1 without any success are counted as a backfire. GM determines the results, but they are always bad.

Misc. :


Health and Resilience:

Health: Health is your overall physical well being. You have you normal health (see page x), and five “negative” health points (unconscious). You can try to remain conscious after hitting negative health by make a Vigor + Willpower roll at a difficulty equal to the amount of damage taken from the attack that sent you into negative health, but you lose 1 sanity per turn that you’re conscious while in negative health. After (Vigor) minutes in negative health without medical treatment, you die. In addition, you will also die on any successful attack from any weapon in this state.

Injuries:

Instead of taking Health damage a player may choose to take a injury. You can take up to (Vigor x 3) damage in injuries.

  • Light Injury (1- 6 damage): -1 or -2 penalty to a stat or body part. Examples would be twisting/spraining something, headache, or a very deep cut.

  • Severe Injury (7 – 12 damage): -3 or -4 penalty to a stat or body part, and status effect.  Examples would be breaking a bone, temporary blindness, or a concussion.

  • Critical Injury (13 – 21 damage): -5 or -6 penalty to a stat or body part, and a permanent or severe effect. Examples would be Losing a limb, brain damage, or having a massive bleeding wound.


Shock and Resilience:

Resilience is your tolerance for pain or “shock damage”. If you take 10 or more shock damage at once, you also suffer the stunned effect. If your Resilience hits 0, you start to take cumulative -1 penalties to all rolls for each point of damage you sustain over the limit. If you reach -5 Resilience then you fall unconscious immediately. You regain conscious in [Resilience under 0] Hours at 0 Resilience, with no risk of dying without medical treatment. You can try to remain conscious after hitting -5 by making a Vigor + Willpower roll at a difficulty equal to the amount of damage taken from the attack that sent you past -5, but all shock damage take after is count as health damage.

Natural Healing:

Light wounds: 1 every 2 days*

Severe wounds (Any wounds under 5 health including negative health): 1 every week*

Shock: 5 per day*

Spell Shock: (Stella level) per hour. This changes to per day if player is below 50% sanity and to per week if player is under ? sanity.

Sickness Wounds: (Endurance level + Stamina Mod) per day*

Injuries: Based on treatment. Normally equal to the health that would have been lost.

*double the time needed if wounds are not treated.

Medicine: 

Medicine (the skill) is used to treat wounds and injuries. Medicine cannot restore health.  However leaving a wound or injury untreated provokes illness rolls, keeps Severe and Critical injuries from healing, and can cause death if the person is bleeding or in negative health. Treatment also cuts all injury related penalties (for the injuries that were treated) in half (rounding down). Lacking the proper supplies to treat a wound or injuries confers a -3 penalty to the roll. 

Note: Medicine (the skill) can also be use to examine medical problems (including illness), treat illness, identify drugs and their proper dosages, and provide minor knowledge in biology.

Sanity:

Sanity is your mental health; mundane horrors  (i.e. murder, etc.) and the machinations of Stella can all have an impact on that health.

Losing Sanity:

Sanity Roll:

  • To determine sanity loss, roll the number of dice listed for the roll and subtract your willpower from the results.

Ways to Lose Sanity:

  • Some Spells

  • Deprived addiction

  • Mundane horrors (i.e. murder, etc.)

  • Otherworldly beings

  • Stella Radiation

  • Extremely severe illness

  • Extreme Sleep deprivation

  • Failing an Attribute Challenge


Regaining Sanity:

Sleep:

  • A player regains 1 sanity point for every good night’s sleep (at least 6 hours, no nightmares or interruptions). You can’t gain back more than 5 sanity a session this way and it doesn’t cure mental status effects.

Meditation:

  • A player may commit time (at least 3 hours) to meditating. Roll Focus + Willpower then subtract total amount of sanity you are missing from the successes. Add the number of success to you sanity (max of 10 per session). If the success are in the negative lose one sanity. Meditation can remove Mental Breaks (see p.x) if the amount gained is over three, but can’t remove Insanity (see p.x)

Psychology Roll:

  • A player cannot make a psychology roll on themselves but can enter into “therapy” with another player. The other player can roll psychology at a difficulty of (wip). Gain 1 sanity for each success over the difficulty.

Medication:

  • Some medications provide temporary sanity gain.

Succeeding in an Attribute Challenge:

  • See page x


Extra Sanity:

  • If you have more sanity points than your max you gain the Comfortable effect. Extra sanity is burned at a rate 1 per hour till you are back at your max.


Results of Sanity Loss:

Stress:

  • When any sanity is lost take a -1 to all rolls for ? (1d6) rounds (rounding up) or until you have spent 5 game minutes calming down (must be peaceful minutes).

Panic Attack:

  • If the player loses more than 5 sanity in a single instance, make a Willpower roll at a difficulty equal to your Intelligence. If the roll fails, take a Panic Attack for 1d6+4 rounds (or 10 mins out of combat). The Panic Attack can be one of Player’s and GM’s creation, or the Player can use the following default Panic Attack:

  • – Hard Effect- 

  • -2 to all rolls

  • – Role Played Effects (add penalties if need) –

  • Accelerated heart rate, palpitations, chest pain

  • Trembling, shaking, and sweating.      

  • Shortness of breath, choking, dizziness, suffocating.  

  • Paresthesias, numbness, dangling sensations

  • Chills, hot flashes, and nausea.

  • Derealization (feeling that the external world is unreal),        

  • Depersonalization (not seeing reality of self).

  • Feels as if you’re dying or going crazy.

Mental Breakdown:

  • When a player loses more than half of their total sanity, the player enters a state of Mental Breakdown for 1d6+6 real world (during session) hours. This roll is made again if the player drops below ? of their total sanity. The GM will pick what the Breakdown effect is but the common breakdowns are depression, paranoia, delusion, anxiety or numbness 

Insanity:

  • When a your sanity reaches zero or lower pick one of your Attributes to corrupted. This corruption can remove, reverse, or form a hyper obsession with that Attribute.

Combat:

Starting Combat: 

At the very start, everyone rolls a D6 and adds their Focus. Whoever gets the highest goes first. Whoever Initiates the Combat gets +2 to their roll.

AD: AD or Avoid Damage is your ability to dodge attacks

  • Finesse AD: (Finesse+Focus +Reflex)/2

  • Gun AD: (Focus + Reflex)/2

Cover: Those in Complete Cover are impervious to ranged attacks, but can not perform range attacks either.

  • Light Cover adds +2 AD and +1 to armor

  • Heavy Cover adds +4 AD and +2 to armor

Attacking and Armor: An Attack roll works by rolling the associated stats, plus the weapon’s accuracy. If the number of successes is higher than the targets Avoid Damage (AD), then it hits. Damage is then counted up, being the number of successes over + the weapons damage. Before it is applied, however, armor comes into play. First add any armor resistances and subtracted penetration values directly from armor. Then for each point of armor, wound damage turns into shock damage, which is applied to Resistance rather than Health. Whatever damage goes over the armor value is done as actual wound or injury (see page x) damage. If the damage was already Shock Damage, what the armor would normally turn into shock damage is instead negated entirely. If the damage dealt is under the armor value then left over armor points, after damage is subtracted, are used to removing the shock damage. If this would entirely reduce the attack to nothing, then only a point of shock damage occurs, as minimum damage.

Jamming: Any weapon with the Ballistic or Chemical (guns) damage types can must roll a “jam roll”. Roll 1d6, if the roll is “1” then the gun jams and can be used until it is unjammed.

Retreat: When running away from any enemy within range of you (and which you are in combat with), said enemy gets a free attack on you at a -2 aim penalty. Same applies to enemies. 

Damage Types:

  • Slashing (s): Anytime this weapon causes an injury (see page x) that target is infected with the bleeding effect (see page x). Ex.  swords and bladed polearms. 

  • Thrusting (t): Normal. Ex. Spears, Bows, Crossbows, Thrown

  • Impact (i): Normal Ex. hammers

  • Unarmed (ua): Normal

  • Ballistic (b): Weapons uses the Gun AD. One handed weapons of this type may be wielded 2 handed for +2 accuracy. The weapon, unless otherwise stated, incurs a stealth penalty equal to half its damage when fired until you move to at least medium range from were you fired. Ex. Guns

  • Stella (st): deals 1 dice of sanity damage for every 4 dice of raw damage. Ex. Magic

  • Energy (e): Deal Additional Shock Damage equal to damage done (ignoring armor). Energy Resistance reduces shock damage from this type as well as normal damage. Ex. Plasma, Beam, Microwave, Radiation.

  • Chemical (c): Ignores Armor, Chemical Resistance still applied. Ex. Fire, Poison, Toxin, Agitates

  • Shock (sh):  Deals Shock Damage. Ex. Some Melee, non-lethal weapons, Stunning weapons.

Ranges:

  • Personal: base

  • Short: 1 step

  • Medium: 2 steps

  • Long: 4 steps

  • Extreme: 10 steps

> Creature Sizes:

  • Tiny: -2 to hit

  • Small: -1 to hit

  • Medium: base

  • Large: +1 to hit

  • Huge: +2 to hit

> Round Actions:

Everyone gets two actions on their turn. You can only use the attack action once per turn, barring special circumstances.

  • Move: 1 action, 1 step

  • Run: 2 actions, (Vigor) steps. -1 to all for next round.

  • Aim: 1 action, +2 accuracy (stacking)

  • Strong Attack / Snipe: 1 round, Melee: +2 damage to next attack / Ranged: +5 to accuracy on next attack

  • Go Prone: 1 round (in and out), +2 Stealth/ +2 AD (at range), +2 Accuracy / ? movement speed.

  • Yell: free

  • Overwatch: 1 round (ends turn), -2 Accuracy (per attack/stacking)/ Attack any enemy that moves or attacks in your line of vision till your next turn.

  • Semi-Auto Burst: 1 round, for every two success over AD add an extra hit (up to semi-auto shot number [-/x/-])

  • Full-Auto Burst: 1 round, for every one success over AD add two extra hits (up to full-auto shot number [-/-/x]), Weapon gains -1 accuracy for every 4 shot fired in the burst.

  • Sweep: 1 round, an unaimed, semi-auto or full-auto burst that forms a 90 degree (accounting for environment) kill zone in front of the shooter up too the weapon’s range. No accuracy roll needed, all targets (friend or foe) in the kill zone must make a dodge roll,  for every two degrees of failure under scores a hit (up to semi-auto or full-auto shot number)

  • Ready/Change Weapon: 1 action

  • Fighting Retreat: 1/2 movement speed and one attack’s worth of ammo, but enemy does not get a free attack on your retreat.

  • Disarm: Call shot to disarm a target. -3 penalty.

  • Non-Lethal: A weaken attack that inflicts Shock damage

  • Clear Jam: 1 round

  • Aim For Weak Point: Half target's armor at the cost of -2 to accuracy plus an additional -1 for attacking beyond close and for every range past that.

Social Maneuvering

Most of the time, simple conflict can be resolved via talking, and dice need not come out. But sometimes, when you absolutely need to convince side B that your idea is the correct course of action, and they absolutely refuse to listen, then the dice may finally see their use. Thus, the Social Maneuvering System.

Social Maneuvering, first and foremost, is not a form of combat. It is a different system entirely. Therefore, you can engage in it while in regular combat, for dubious fun and profit, if need be.

It starts when at least two people agree that Social Maneuvering should come into play. It can be any two people at the table, but at least one of them has to be involved in the conversation, whether an NPC they are GMing, or a PC they are playing.

At the core of it, the Social Maneuvering System is used to convince someone of something. However, the first step is for one side to come up with an advantage. After all, no matter how much you try to convince him otherwise, the cruel bandit warlord is not going to be easily convinced to return his captives “Just because”, no matter how high you roll.

So, the first step is to come up with a reason why they should care. While the Cruel Bandit warlord is not going to release his captives just because you asked him to a lot of times, offering something that he wants in return (such as the location of a secret cache of relics) or perhaps as a threat (Like saying the Commonwealth has a vested interest in these captives return, and will destroy his him and his works) should he not return them would both be valid.

Once that is achieved, you may roll Convince. If you pass, the other side gets a String. She may choose to roll to remove the String immediately after, should they choose. A roll to remove a string is not as simple as a roll to apply one. He may either roll Willpower to remain unshaken, throwing off the String with pure force of will, or to roll relevant knowledge to remove it with superior knowledge.

For instance, he could roll in the earlier case General to know the Secret Cache really doesn’t have that much left in it, or Tactics to know the Commonwealth would not oppose his forces over these meager captives.

If the string is removed, then the initial attacker can bring up more evidence to attempt to ingrain the String again. For instance, he could claim he found a secret door in the Cache that leads to even more, or that one of the captives is important enough for the Commonwealth to risk it. Unless the Warlord has something else to say in return, such as “Now give me a reason why I should not mount your head upon my banner.”, making it an effort of Strings, and why you don’t want them: Strings are not merely something that is thrown on and ignored. When the Stringed person attempts a roll that opposes a String after he has failed to or chosen not to remove them, they are at a cumulative -1 to any roll that opposes the belief that String ingrains. Every (10-[Lower of Focus or Intelligence]) hours, the person may make a roll to throw off a string, same as the ones as above, but the String applies a penalty to that roll all the same.

Stella Manipulation

Stella Manipulation (or magic) is the power to temporarily or permanently alter reality with Stella.


Rules:

  • To perform Stella Manipulation one needs a foci of starmetal or xenocrystal. (unless you’re a Starblooded)

  • You may try to learn spells equal or lower to your “Knowledge: Stella” level.

  • For every level of “Knowledge: Stella” lose/commit two sanity.

  • To cast a spell roll Focus + Stella v.s. the spell difficulty. If the spell has to be aimed this roll also count as your aiming roll.

  • To “equip” a spell for use, the player must commit sanity points to it (listed on the spell) and spend (stella lv. requirement) weeks learning it..  This sanity is removed from your max.

  • To un-commit (regain) the sanity spent on a spell a player must destroy the written spell and suppress the memory of it at the cost of 1 permanent sanity.

  • If more than a third of of a player’s sanity is committed then anytime that player is near their foci the player begins to hear voices in their head, see strange beings out of the corners of their eyes, and dream of the impossible nature of Stella and the otherworldly beings that control it.

Being a Living Being

Being a post-apocalyptic game, Age of Starmetal does force you to be aware of the fact you are a living being that needs to eat, drink, sleep, and can get sick. The rules have been simplified somewhat so as to not break gameplay, but you will still need to keep track of the following:

Carrying Capacity: Carrying is done in Inventory Units or IU. Items will have a IU size and bags/containers have IU slots. You can not carry more items than you have slots for. You can also not put more items into a container then it has slots for. All players start with 4 IU slots. If you have more filled slots than Vigor x 10 IUs then your speed is halved, if you have more than Vigor x 20 fill slots then you can’t move at all.

Hunger, Thirst, and Sleep : Having to Eat, Drink, and Sleep is a very important part of the game, however in the earlier versions it was found a hard mechanic to enforce due too much book-keeping. So for right now it is entrusted to the GM to enforce these systems. 

Safety: Unless you very high Endure and a good story reason for the GM, you gain the Stressed effect and are at risk for illness for staying out in horrible weather without protection or sleeping in the wild without a bedroll and tent (or other form of shelter). Also if you sleep out in the open where anything can get you then yes it is fair that the GM can attack you while you sleep.

Illness: Every illness has it own rules, but all can be in whole or in part resisted with a Vigor + Endur roll. The GM should make and stat illnesses as it would apply to the situation but for the full list of pre-made illness see page x.

Status Effects:

  • Well Rested: +2 to all mental rolls for the next 10 hours, effect is applied if player has slept for 8 or more hours continuously in a comfortable bed (up to the GM discretion but in general the higher the player’s Endure the less comfortable the bed needs to be to count).

  • Sick: See p.x 

  • Poisoned: The norm is -1 health every 2 turns for general poisons, however the effect can changed if it is a specific poison.

  • Bleeding: -1 health per turn, difficulty to heal is set at the damage taken from the attack that triggered the effect.

  • Stunned: -8 to all rolls, drop to prone, and normally automatic actions (like moving or talking) now take a roll to do. Lasts (6 – endure) turns.

  • Comfortable: +1 to all sanity, int., and charm rolls

  • Stressed: -1 to all sanity, int., and charm rolls, GM applied

  • Hunger: -1 to all rolls, GM applied 

  • Starvation: -2 to all rolls, GM applied

  • Dehydrated: -2 to all rolls, GM applied

  • Dead: When you lose all health or otherwise gain the Dead status. You’re dead, OK? We all know what dead means so don’t try to pull anything, wise guy.

Value, Money, and Bartering

Value: There's not a universal currency in the post-bombardment, instead the game uses “value” as a universal system of worth.

Money:

While the game may use Value as the basis of all transactions, most people in world do not. The majority of civilized places use some form of money. This can be anything from a special type of local rock to metal coins to some kind of paper or clay point system.  For most, money is just a symbol of worth. However, for the traveler who has to deal with many different currencies, it becomes a good to be bought or sold.  

Bartering: When selling something or dealing with a person or group that don’t use currency, you will have to barter. While the Value value forms the base worth of any item the GM can raise or lower the value of any goods based on the needs, values, and supplies of the the person or group you are dealing with. In turn the player can also try to raise or lower the value of good. There are three ways to barter: the first is to roleplay the transaction, the second is to use Social Maneuvering (see page x), and the last is to use “knowledge: barter”.

Addiction

Addiction Roll: When using an addictive item, roll Vigor + Willpower at a difficulty of the addiction strength (listed on the item) + current addiction level for that item. If you fail, you gain a level of addiction for that item.

Levels:

  • You must use [item] (2 x [Addiction Level]) per week or take the side effects (see on item).

  • It takes 2 weeks x [Addiction Level] of not using [Addiction] AT ALL to to lower the addiction level down by one level.

  • There is a maximum of 7 levels.

Crafting, Rigging, and Repairing

“If we do not create and rebuild the tools needed for our civilization, then we shall die as they turn to dust.” – First Speaker Nadifa Smith of the Council of Freelands.

Not all goals are short term, and not all equipment will be working. The ability to create something new or repair valuable equipment is extremely important in the post-bombardment. Craft may be use to make custom armor and weapons or to recycle ammo; Repairing may be vital to restoring key items or tech, and rigging is always used for making the quick tool for a tight situation.

Crafting:

> Step 1: Figure out the number of workdays needed to make item.

[(Quality) x (1/10 cost)] / (Craft Level [min 1]) = number of workdays

– Quality

Poor: 1

Common: 2

Good: 3

Masterwork: 4

> Step 2:  Make a craft +  Intelligence check. If you pass, you finish making  the item after the work days are up. If you fail, increase the time to make by 25% or lower the quality by one. After 10 failures the item will always be of the lowest quality no matter how long the crafter works on it. For every 2 successes over the difficulty, reduce the time by half a day.  

Note: Crafting Relics

When crafting a relic you can not craft it higher than your knowledge skill level.  You will also need to search roll (forces + notice, or charm + barter) before being able to start. The difficulty and details (like if you find or have to buy the components) are up to the GM.

Rigging:

Rigging is the making of “Scrap” quality items or temporary repairs, a.k.a macgyvering or jerry-rigging something. Unlike crafting or repairing, rigging can be done with whatever the player has at hand and will never take more than a few hours (it can even be done in battle if the GM allows).  To rig up something the player needs only to present the GM with a logical plan at which point the GM sets a difficulty for the action and the player rolls Int. + Rig at that difficulty. If successful, the player makes / repairs the thing. If they fail nothing happens. If the action was a repair, then the repair lasts (successes over the difficulty, min. of 1) [Unit of time picked by the GM].

Repairing:

> Step 1: Make a [Relevant Skill] + Perception check to identify the problem or problems. Not doing so will give you a -1 to -5 penalty to repairing.

> Step 2: Get the parts and tools needed to repair the item.

> Step 3: Make a [Relevant Skill] + Intelligence check to repair the item. Time needs to be set by the GM but is normally takes ? to ? the time it would take to craft the item, vehicle, or equipment.

Ch. 2: Character Creation

Character Overview

Below is a basic overview for building a character. Round down in all calculations.


Name: —

Description and Dominant Hand: —

Attributes:

Race:

—————–

Health: #

Resilience: #

Sanity: #

————-

Abilities:

Skills:

Traits:

————-

Armour DV: #

Finesse AD: #

Gun AD: #

————-

Equipment:

Wealth: # Value

Notes:

———–-

Name, Description, Dominant Hand:

The name of your character, a one paragraph description of what they look like and pick a hand to be dominant in (Left or Right). Using your off hand makes you suffer a -2 penalty to your hand related rolls. This mainly affects dual wielding and effects that would disable your dominant hand. 

Attributes

Attributes are goals, dreams, and morals that a linked to one's concept of self and self worth. You start the game with three of them. In gameplay terms they mainly affect one’s sanity, though they can give minor situational roll and xp bonuses. 

Note: If an attribute is completed or made unnecessary in a positive way, like reaching a goal, then the attribute is removed and the player picks a new one. Sanity is also restored to full.

Actions

“Actions” are rolls or actions related to an attribute that the player initializes. Successfully completing an “action” that advances or supports your attribute gives the player +1 sanity and xp. You can only do up to three “actions” per session. 

Challenges 

Challenges are rolls or actions related to an attribute that the GM initializes. The player can either accept or reject the challenge. If the player succeeds in the challenge, they gain 3 sanity and a one time use free re-roll. If the player rejects or otherwise fails the challenge, they lose 1 sanity.  

Race:

Humans

Lore:

Humans, or Homo-sapiens, are last of the genus Homo and are the oldest of the great races, dating back millions of years with civilizations possibly as old as 10,000 B.B [Before Bombardment]. They are the only Great Race from before The Bombardment. Humans, despite their numbers being greatly diminished during The Bombardment and The Silence, are still one of the most prevalent species of the Great Races. While humans may not seem like anything special, they are one of the most hardy members of the civilized species. Their bodies can survive harsh punishment, they are proficient in the fields of survival and improvisation, and their natural, well established social ways lead them to a greater range of communal advantages. Lastly, Humans by their nature are good at throwing things, whether the objects in question are sticks and stones or knives and bombs.

Stats :

  • Base Stats/Cap:

Vigor: 2/10 / Finesse: 2/10 / Focus: 1/9 / Intelligence: 1/9 / Charm: 2/11

  • Vision: Normal

  • Trait Points: 7

Racial Traits:

  • Survivalist:

 Rig, Survival, and Endure cost half as much to level up.

  • Social Animals:

+1 to rolls involving interacting/working with other Humans or human social constructs (like government).

  • Natural Throwers:

Start with 1 free level of Thrown Proficiency.

  • Durable Bodies:

+2  Resilience, +1 Health, +3 turns to death when in negative health

  • Society is to Thank:

+2 to any skill (except Knowledge: Stella)

  • Elder Race:

Humans were the architects of the Age of Prosperity. As such almost all relics and infrastructure from that age were build around human biology and mentality. As well as having the most race specific traits and race specific relics, humans get a +1 to the use or understanding of tech relics (see page x).

Other Facts:

  • Other Names: Old Bloods (Star Blooded), The Fallen (misc.), Ruin Makers (misc.), Creator Kin (Automatons).

  • Society: Humans are very sociable compared to the other great races, forming multi-family societies so varied that it is impossible to generalize.

  • Religion: Modern (Real World) religions, Post Bombardment cults, Atheists,  and reformist groups of modern religions.

  • Relations: Due to the harsh environment of the post-bombardment world and the fact that human civilization pre-dates all of the other Great Races’ existence by thousands of years, humans tend to be distrustful of the other races if not downright xenophobic. This is especially true of any race linked to Stella like the Star Blooded.

  • Common Languages: English, Spanish, French, German, Russian, Arabic, Farsi (Persian), Mandarin, Hindi, Etc.

  • Pop. : ~25 Million – 1 Billion Worldwide 

Mimics

Lore:

Octopus have always been very intelligent beings, but The Bombardment made them even more powerful. Now with a newfound drive, structure, and shape mimicry powers, the Mimics are fast becoming a major rival to humanity for the future of Earth.

A drawback for the Mimics is that while they can take the shape, colour, texture, and even simulate the skeletal structure of anything with the same mass (normally somewhere between 150-250 lbs), they cannot greatly change their internal organs and body makeup. This means that they are still squishy, eat seafood, and their aquatic nature makes it so that they need more water and have less endurance on land than other Great Races.  However, they are also more flexible than other races and can breath underwater. Note that Mimics, unlike most octopuses, can breath air, but they are not very good at it.

Stats :

  • Base Stats/Cap:

Vigor: 1/7 / Finesse: 2/10 / Focus: 1/8 / Intelligence: 2/10 / Charm: 1/9

  • Vision: Normal (underwater)

  • Trait Points: 5

Racial Traits:

  • Mimicking:

Mimicking a form of anything with the same mass as you. This does not change your stats. It takes around 2 mins. to take or undo a form; changing color or texture is instant and free unless for the Camouflage Action.

  • Fast Healers:

Heals at x4 the normal rate and can regrow limbs.

  • Boneless:

50% increase to AD penalty for armor (rounding up). If 0 then raise it to -1. -1 small arms accuracy, -2 Heavy Weapons accuracy. +3 to escaping restraints (including grapples) and you can move through spaces as small as a baseball.

  • Blue Blooded:

 +3 to resisting cold, but any check to disguise yourself as human fails if your blood can be seen.

  • Water Born:

Mimics are not native to the land and have a hard time traversing it. 

  • -2 (all rolls) in hot/dry weather and -5 (all rolls) in extremely hot/dry weather. This does not apply if you are underwater. 

  • +2 Vigor and Finesse when underwater (even past cap).

  • (For GM to note) you need to hydrate yourself regularly, twice as much as any other race.

  • +3 to swimming

  • Flexible:

+3 to AD.

  • Masters of Stealth:

Camouflage Action: +3 to stealth, Time: 1 min. or two actions.

Other Facts:

  • Other Names: The Ascended (Mimic), Sea People  (Humans), Squids (Human), Deceivers (Star Blooded), Octopoda Sapiens (Automatons).

  • Society: Ranging from stone age hunter nomads to bronze age city-states, these tribes or cities are normally ruled by the females of the group due to them being larger and living longer than the males of the species (up to 50 years). The young are normally laid and raised in a large communal hatchery, so all members of a community are seen as one “family”.

  • Religion: Polytheists (too many gods and goddess to count).

  • Relations: While they have a long (for them) history with the Leviathans, they have little contact with the land based Great Races. However, due to the large amount of human ruins found underwater during their early development, they commonly refer to Humans as The Predecessors as they learn about their existence. This leads them to send scouts up top to learn more about Humans when they realize that the species still exists upon the land.

  • Common Languages: Old Mimic, New Mimic, Human Languages

  • Pop. : ~48,000 – 1 Million Worldwide

Star Blooded

Lore:

No one, not even the Star Blooded themselves, know if they came from the Starmetal asteroids or if they were just created by them.  Either way, the Star Blooded are truly otherworldly.

Starblooded are extremely sexually dimorphic, to the point where almost seem to be different species. Females range from 5 ? to 7 feet tall, are bulky with thick, ridged armor plating, dark orange in color, and possess a pair of stocky human like arm that end in vice like claws fill with small finger like manipulates. Males range from 6 to 8 feet tall, have thin and elongated legs and neck with thick leather like skin, dark blue in color, and have a pair of long thick tentacles with small trio of manipulates at the end that take the role of arms. Both have a set of digitigrade legs,a long, swept back head contain six pure black eyes (two large one that face forward and two small one on each side of its head)and a row of small side mounted breathing hole, armored veils over their mouths and other orifices, and a hunched forward posture.

They cannot be poisoned by Stella and they don’t take any of the normal negative effects it inflicts. In fact, Stella plays a key part in their lives. Being such strange creatures so closely tied to Stella, and as a race less than 100 years old, they often find themselves at odds with the old kings of the world, Humanity.

Stats:

  • Base Stats/Cap:

Male:  Vigor: 1/8 / Finesse: 2/12 / Focus: 2/11 / Intelligence: 1/9 / Charm: 1/8

Female: Vigor: 2/12 / Finesse: 1/8 / Focus: 2/11 / Intelligence: 1/9 / Charm: 1/8

  • Vision: Normal, Lowlight vision: 50ft, Thermal vision: 20ft.

  • Trait Points: 5

Racial Traits:

  • Armour Hide: 

 2 natural armour for males, 4 for females (see page x). All armor found in game has the UF tag and starting armor cost is +30% for Star Blooded. In addition, there is a -2 AD for armor worn by females.

  • Side Eyes:

+2 to Notice rolls.

  • Star Born:

As creatures of magic, Starblooded don’t need a foci and take no damage from stella (even while casting spells). You can only cast (Vigor + Knowledge: Stella) worth of spells [total spell damage].  This is refreshed with a long sleep/rest. As well, Starblooded get a 1 free level of Knowledge: Stella

  • Strange Presence:

People not used to Stella (people without at least 1 level of Knowledge: Stella) automatically feel uneasy or distrustful of you and you suffer a -3 to all Charm rolls except those that are for intimidation purposes (in which case the reverse is true).

Other Facts:

  • Other Names:

Xeno Sepias (The Automatons), The Outsiders (Mimics), Demons (Human Slur), Xenos (Humans), Children of Stella (Star Blooded).

  • Society: 

Their society is made up of mostly small nomadic clans, with some multi-clan villages and towns forming in more recent years. Stella, or magic, plays a big part in society with the leaders of a clan or multi-clan groups being made up of strong Stella manipulators and spiritual guides known as Shapers.  As they have been slow to adopt human style manufacturing the state of a tribe often is dependent on it Shapers, with tribes that have many skilled Shapers being able to produce at industrial quality and artistician levels of elegance, and those without are closer to the human stereotype of barbarens.  They also wear little casual clothing, due to their armored skin.

  • Religion: They worship Stella and Creatures of Stella (especially Star Children)

  • Relations: Their relationships with other races, especially humans, can be awkward at best. At its worst, it’s lethal. This is mostly due to their strong link to Stella.

  • Common Languages: Star Tongue (classical and common), Broken Human (mix of a human language and star tongue).

  • Pop. : Unknown.

Ravenfolk

Lore: The Ravenfolk are a stella mutated species of crow. The Ravenfolk most resemble very large crows, around the the size of a human child, with the exceptions of large, bulbous heads and strang flexible wings that end in claw like hands. While not appearing to be as intelligent as some of the other races they do seem to be quick pick up on new ideas. 

Stats :

  • Base Stats/Cap:

 Vigor: 1/10 / Finesse: 1/11 / Focus: 1/10 / Intelligence: 1/9 / Charm: 1/10

  • Vision: Normal 

  • Trait Points: 5

Racial Traits:

  • Small: Ravenfolk are about the size of a human child. You are size small.

  • Good Eyes: +1 to rolls dealing with long range vision (including aim)

  • Flying: While Ravenfolk can fly, their size and weight means that they tire out very fast. You can fly up to Medium range into the air. For every two turns you are flying (every 1 min out of combat) lose (1+? your armor penalty [round down]) Vigor; you gain back 1 Vigor per turn when landed. While flying you can move up to (? Finesse + 2) Steps an action.

  • Hollow Bones: Can move 2 steps per action, +1 to Athletics, +1 damage taken from Impact damage.

  • Non-Humanoid:  Ravenfolk are very similar shape to their crow brethren. Humanoid armor and equipment will not fit you. Note: The added cost for custom armor and equipment is cancelled out by the lower material cost do to your size, so this rule main applies to looting and other such situations.

  • Natural Weapons: Ravenfolk have sharp claws on their feet and hands. +2 damage and +1 accuracy to punches and kicks.

Other Facts:

  • Other Names: Janglers (Human), Skyfolk (Mimics), Treasure Birds (Star Blooded), Corvus Sapiens (Automatons), The Awakened (Ravenfolk) 

  • Society: Ravenfolk societies seem to mainly be centered around games and the collection of shiny/pretty objects. They tend to live in elevated locations, adapting local materials to make and decorate their homes. Notably the Ravenfolk are the close of all the great races to how human act socially. This may explain why they have somewhat better relationships with human groups.

  • Religion: Nature Worship

  • Relations: Fairly neutral with most races, though this depends on the tribe.

  • Common Languages: Crow, Human

  •  Pop. : Unknown

Automatons of Singularity

Lore:

In the waning years of the Age of Prosperity, a sapient, self learning testbed A.I. called Singularity was made. The plan was to use Singularity to develop a controllable, but still human-like, version of the A.I to be used in special robots that would help Haven survivors rebuild the possibly toxic Post-Bombardment  world. The project would never reach completion due to the Great Panic pulling what little supplies that were not being dumped into resource wars and suppressing civil unrest into the Haven Project itself. At some point in the Silence, Singularity came back online and used the now abandoned lab to form the first Hub and make the first Automatons of Singularity. From then on, many isolated Hub nations have formed across North America.

Automatons of Singularity are made up of a self-growing biosynthetic membrane foundation encased in a robotic frame. While synthetic in nature they have organs and adaptations/repair systems that mimic more biological organisms. The technology they are based on would have be cutting edge and experimental even for the twilight years of the Age of Prosperity 

Note: AoS eat metals, biomass, and bio-fuels (including alcohol) to repair and power themselfs.

Stats:

  • Base Talent/Talent Cap:

Vigor: 2/12 / Finesse: 2/10 / Focus: 1/10 / Intelligence: 1/11 / Charm: 0/5

  • Vision: Normal

  • Traits: 0

Racial Traits:

  • Non-Organic_Nature_00/Slow Adaptation:

Abilities cost +50% as much to level up.

  • Non-Organic_Nature_01/Repair :

You heal naturally 2x slower and can’t use healing items/drugs, however you are immune to poison and non-parasitic illnesses. You use Craft or Knowledge: Science [skill] to heal yourself instead of Medicine [skill].

  • Non-Organic_Nature_02/Children of Steel:

+1 natural armor (NA), +2 health, +5 shock damage resistance. No need to sleep other than to preserve energy. Can go without air for as long as their power holds (they need flammable gases [like oxygen] to help generate power). EMPs do damage to you.

  • Non-Organic_Nature_03/Modifications:

You get 25 points to spend on the following mods.

 [*= can only be taken once]

Requisition: 500 Value / 5 points

Special Requisition: 3 points of Relic / 15 points

Extra Programing: +2 to any skill / 10 points

Light Armor*: 2 natural armor (NA) [can’t be taken with heavy armor or juggernaut] / 5 points

Heavy Armor*: 5 natural armor (NA) [can’t be taken with light armor or juggernaut] / 15 points

Juggernaut*: 10 natural armor (NA), +2 Vigor, and EMP shielding [can’t be taken with light armor or heavy armor] / 20 points

Arm Sword: A retractable short sword with the N tag / 10 points

Limb Blade: A retractable knife with the N tag / 2 points

Targeting System*: +3 to Finesse and Focus / 10 points

Greater Self Repairing*: Normal heal rate / 10 points

Thermal Vision*: See Heat / 10 points

Long Range Vision*: See x2 the normal view range /  10 points

HD Vision*: +3 to Notice / 10 points

Arm Gun: A retractable light pistol with the N tag / 10 points

Quad Arms*: You have four arms / 15 points

Quad Legs*: +5 to stability rolls, Removes the “Dep” tag. and turns the “Sationaly (x)” tag into the “dep” tag. / 10 points

EMP Shielding*: Can’t be wounded by EMPs / 5 points

Improved Construction: +2 to 3 Abilities /  15

Synthetic Skin*: Charm Cap is raised to 10, Can pass as a human if no other mods give you away. / 10 points

  • Non-Organic_Nature_04/Directives:

Attributes (or Directive for them) are hard coded into every AoS when they “come of age”; they get a +2 to all rolls related to their attributes but lose 50% of their sanity when failing an attribute challenge.

  • Non-Organic_Nature_05/Stella=false:

 Automatons of Singularity cannot use Stella.

Other Facts:

  • Other Names: Robots (Humans), Tin Cans (Human Slur), Living Statues (Mimics),  Walking Ruins (Mimics), Golems* (Star Blooded), Children of Steel (Automaton Cultists), The Successors (Automaton Cultists)

  • Society:Automaton life centers around the Hub, a local central location where they can network, repower and consolidate supplies. While Automaton society can seem coldly logical and emotionless, Automatons are, in fact, not pure robots. They use an Artificial Brain, first developed for Singularity itself. Unlike most parts of their body, the Artificial Brain is partially organic and has the capacity for growth. Because of this Artificial Brain, they are capable of strong emotions and illogical thoughts. Automatons are not likely to show this side of themselves, though, due to it being treated in their society similarly to how humans treat drugs and sex. When the Artificial Brain dies, the brain in placed into a Hub’s tomb and the body is reused.

  • Religion: Most AoS simply follow their Directives, but some go further and form cults around relics, the Singularity, humans, and (most dangerously) Emotions!

  • Relations: While the original Singularity was made by Humans, the AoS were not. Most races see them as strange or magical. The Automatons of Singularity gather whatever useful items and relics to their Hub to build and repair members. This puts them into conflict with many groups, especially relic dependent ones.

  • Common Languages: English, HSI-Code (Hub Single Index Code)

  • Pop. :

Health, Resilience, and Sanity

Health: Vigor+5 

Resilience: ([Vigor x Endure]+10)

Sanity: ([Focus x Willpower]+6) + Psychology

Talent and Skills

Talents: 20 points, [level x 3] xp per level, see page x for min and cap.

Skills: 30 points, 3 points for the first level, [level x 2] xp each level after to a cap of 6 levels.

Talents:

  • Vigor: strength, resistance, stamina

  • Finesse: dexterity, flexibly, movement

  • Focus: reaction time, senses, concentration

  • Intelligence:  knowledge, investigation, crafting

  • Charm: charisma, beauty, musical skill


Skills/Assoc. Talent (*set)

  • Search / Focus

  • Survival / Intelligence

  • Athletics/ Vigor OR Finesse

  • Craft / Intelligence

  • Convince / Charm OR Intelligence

  • Endure / Vigor

  • Might / Vigor

  • Notice / Focus

  • Rig / Intelligence OR Finesse

  • Drive / Focus OR Finesse

  • Presence / Charm

  • Willpower / Focus

  • Stealth / Finesse

  • Burglary / Finesse

  • Ride / Vigor OR Focus

  • Reflex / Finesse OR Focus

  • Medicine / Intelligence

  • Perform / Charm

*Knowledge (Intelligence)

  • Computers

  • Engineering

  • Tactics

  • Psychology

  • Speak Language

  • Robotics

  • Science

  • Stella

  • Common

  • General

  • Barter

  • (name)

*Proficiencies (Vigor or Finesse)

  • Small Arms

  • Unarmed

  • Melee: Add vigor to damage.

  • Throwing

  • Heavy Weapons

  • Archery

Traits

Your traits are a set of resources and traits that you get before, and normally can’t get after, the game starts.  You can buy traits with trait points which you can find in the (see page x). Starting Trait points are found in your race page (p.x-x)

  • Note: Traits costs 1 trait point unless otherwise stated.

Leveling Traits:

  • Wealth: 100 x [wealth level] Value. note this represents EVERYTHING you own except relics.

  • Contacts: The number and quality of contacts you have in an area. (Talk to the GM about the location/s of the contacts)

  • Reputation: How well known you are in a area (Talk to the GM about location of your reputation)

  • Family (Human): The wealth and power of your family, +500 Value and 1 reputation for your family (not you)

Spending Traits:

Note: For Spending trait if you have (example) 3 trait points and get a level 2 (trait entity) then your trait points are reduced to 1.

  • Relic: Buys Relics. 1 relic point per level. See p.x for Relics

Negative Traits: No Cost

  • Heart Condition: At any time of severe stress (sanity lose or RPed) the GM may ask the player to make a sick roll, if failed the player will talk -1 (stacking) to all Abilities per hour till all are at 0, at which the player dies. Can be treated.  2 free trait points. +10xp per session. 

  • Deadly Allergies: Pick a semi-common substance. You are now allergic to it and take -1 wounds per hour if not treated once you come into contact with it. 2 free trait points. +10xp per session.

  • Unforgivable: Your character has done something that is unforgivable, something that if ever came to light would forever change your relationship with the people who learn it.  2 free trait points. 

  • Unstable:  x2 to all sanity and willpower damage taken. 2 free trait points.

  • Addict: Start with a level 3 addiction to a drug or other addictive consumable. 2 free trait point

  • Amnesia: You have no memory of your past.

  • Socially Crippled: -2 Charm. Lose the “Social Animals” trait (Human).  2 free trait points

  • Debt: Is Indebted to a group for at least 3000 Value. 2 free trait points

Origin Story: mutually exclusive with each other

  • Raider Raised: 1 free level of Scavenge, Rig, Survival, and Endure, and any one level of any Proficiency.

  • Upper City Born: +100 starting Value, can’t take more than 1 level Survival at character creation.

  • Slum Thief: 2 free levels to Stealth and Burglary. No more the 2 levels of wealth character creation

  • City Ganger: 2 free levels of melee and unarmed, no more the 2 levels of wealth character creation

  • Caravan Child: 2 free levels of to Knowledge: Barter, Speak (Language), and Ride (or Drive).

  • Wild Child: 2 free levels of Endurance, Survival, Awareness, and Athletics, can’t take any knowlege skill in character creation. Lose the “Social Animals” trait (Human)

  • Haven Born (Human): +3 wounds, 1 free level of Knowledge: Science, and 2 free levels of any Knowledge. Can’t take more the 1 level Survival at character creation, -60 Value (can’t be negative).

  • Space Born (Human): Adds three new traits:

> Technological People: -1 to all relic costs in character creation, Relic 1 becomes 600 Value.

> Proper Education: 4 free points in any knowledge(s) (except Stella)

> Low G Environment: Vigor cap is lowered to 7. Replaces the “Durable Body” trait.

  • Nano Born (Human): Born from nano stems exposed to Stella. x3 healing speed, 3 free levels of Knowledge: Stella. Start with one random minor mutation and lose the “Social Animals” and “Society is to Thank” traits.

  • Land Born (Mimic): +2 wounds, -5 to swimming.

  • Steel Forest (Ravenfolk): Born in the tall ruin of old human cities you have learned not only how to adapt human relics but also mastered gliding. +2 to modifying humanoid equipment for your use. Lose 1 vigor every 3 turn while flying instead of 2.

  • Shaper (Star Blooded): 2 free levels of Knowledge: Stella and Craft (General). Free “Transmutation” spell. Can’t take any Linguistics except “Star Tongue” at character creation. 

  • Elder (Star Blooded): One of the first born of the Star-Blooded. 5 free levels of Knowledge: Stella, 3 free spells, -50% spell cost and difficulty,  -2 sanity and -5 charm added “Strange Presence” effect. Cost: 2

Other:

  • Numb: -50% to all shock damage taken (including spells) and gain +5 to Resilience, All rolls involving touch or other felling take a -3.

  • Mentor: Get 2 free levels in one skill

  • Civil Education (Human): 4 free levels in any knowledge(s) (except Stella)

  • Social Butterfly (Human): +2 to the “Social Animals” trait 

  • Quick Learner: Skills cost ? less xp per level.

  • Infantry Training: Start with 1 level of Melee Proficiency, 1 level of Knowledge: Tactics, and 2 levels of Small Arms Proficiency.  

  • Martial Arts Training: +1 damage to your unarmed attacks, and all unarmed and melee attack/weapons now have the Dis tag (see p.x).

  • Armor Training: Over many years (maybe you whole life) you have mastered the art of armor. While others merely wear armor, for you it is a second skin. All armor takes half as long to put on, AD penalties are one less (min 0), and armor value is 1 more.

  • Ambidexterity: No penalty for not using your dominant hand or dual wielding.

  • Cold Natured: +3 v.s. Cold, -1  v.s. Heat, (Can’t get Warm Natured)

  • Warn Natured: +3 v.s. Heat, -1  v.s. Cold, (Can’t get Cold Natured)

  • White Cell Legion: +3 v.s. illness

  • Quick Healer: Heal 2x times faster.

  • Child: You are a child (age 10-13 in human years). ? carrying capacity, +2 stealth, size: small. You can’t get this if you are Ravenfolk.

  • Old: You are old (60-80 in human years). Take a -2 to vigor, finesse, and focus rolls, -1 intelligence and charm rolls. 10 free levels of any (and multiple) Skills/Knowledge/Proficiencies.

  • Personal Memento: You gain one free, non-relic, item (including armour and weapons) but your character is very attached to it and is compelled to maintain and protect it.

  • Berserker: Every time you attack, if you are under 5 health, roll a d6. If you roll 3 or under, enter berserker mode. x2 to all (melee based) damage rolls. You must attack everything that seems like an enemy. Roll Focus + Willpower at the difficulty of the number of attacks you have made in berserker mode to suppress it. Berserker mode ends when there are no more targets for your rage or you suppress it (see the “not attack roll” above).

  • Whispers of Stella (Star Blooded): The star blooded has been born with the gift to hear the songs of magic and the ability to physically touch otherwise intangible beings and objects of Stella. 

  • Adaptation (Mimic): You don’t take penalty for dry weather, and gain +1 health.

  • Jouster (Ravenfolk): Gain +2 accuracy for unarmed attacks from or in flight.   

  • Contract: (GM approved needed) You commit ? of your sanity and bind your will to a Star Child (or other stella being), in return you learn spells without the sanity commitment and can use any spell of the being’s Stella level. The Deity can talk to you in your head and can possess you at any time. Resisting triggers a sanity roll at a level equal to the being’s int.+will.

Mutations:

  • Cosmetic Change: A cosmetic change, ex. changing your hair, eyes, skin, to a unusually color or small tail, Cost: 0

  • Armored Skin: +1 natural armor, Cost: 1

  • Strange Gel (Star Blooded): +2 to all resistances (natural armor), Living armor self heals when worn (1 health every 2 turns), -1 to social rolls , Cost: 2

  • Claws: +2 (s) damage to unarmed attacks, cause the bleed effect (page x) on the target if you get 3 successes over on a unarmed attack.

  • Nightvision: Normal vision in all but absolute darkness. Cost: 1

  • True Omnivore: Eat anything. Cost: 1

  • Tail (human): +1 balance. Cost: 1 / +1 balance and use as limb. Cost: 3

  • Toxic Blood: When in melee if you take any damage roll 1d6, if 6 the attacker is poisoned. Your blood always counts a acidic poisoned, in or out of your body.  Cost: 2

  • Giant (Human): Size large, +2 health, +3 to vigor cap, -2 to stealth. Cost: 2

  • Vanguard (Star Blooded): +2 to natural armor, but size is now large and all armor cost 2x normal. Cost: 2

  • Beast: –. Cost: 3

  • Magi (Non-Star Blooded): 1 free level of Knowledge: Stella, -25% spell cost, cast time, and cast difficulty, and -5 permanent sanity. Cost: 2

  • Phoenix (Ravenfolk): Able to breath fire once day if well fed. Red feathers: Cost: 2

  • Extra Limbs: Two extra legs (+5 to stability rolls) or Two extra arms. Mimic: Two extra tentacles in true form. Cost: 3

  • Gills (non-mimic): Can breath in water. Cost: 2

  • Wings: Allows for the ability to fly (see Ravenfolk flying rules), Double the fly time of Ravenfolk. Cost: 3

Armour and AD

Armour DV: Natural Armour + Armour.

Finesse AD: (Finesse+Focus+Reflex)/2

Gun AD: (Focus+Reflex)/2

Equipment

Your equipment (see p.x)

Wealth and Notes

Your starting and current money, and any additional game notes.

Ch. 3 Equipment, Relics, Spells, Etc. 

Weapon and Armor Rules, Tags, and States

Weapon Overview

Class: Type of Weapon (applied when needed, otherwise use the heading)

Hands: 1 or 2 handed (applied when needed, otherwise use the heading)

Accuracy: Raises or lowers the dice on your roll to hit. 

Damage: The damage rolled with the weapon’s base ammo (not special ammo like AP or Scrap Rounds)

Range: How far it can be fired

(Fire) Rate: The first entry indicates whether or not the weapon can fire more than just a single shot. The second entry indicates whether or not a weapon can be fired semi-automatically, and the number listed describes the shots fired. Finally, the third entry describes if the weapon can be fired on full automatic. Any mode in which the weapon cannot be fired in is indicated with a “—”.

Rate: With melee weapons this marks how many attacks this weapon can make in an action at the cost of -1AD next turn per extra attack.

Load Rate: How fast it can be reloaded.

Clip: How many rounds per clip

Tags: Special rules

Cost: How much it costs

Weight: How many slots it takes up

Ex. Guns:

Rate: x/x/x / Accuracy x / Range: x- x / Damage: x / Penetration: x / Capacity: x / Reload: x Actions / Size. — Slots  / Ammo: — / Tags: —

Cost: x Value

Ex. Melee:

Rate: x / Accuracy x / Range: x- x / Damage: x / Penetration: x / Size. — Slots / Tags: —

Cost: x Value

Armor Overview:

Armor: The amount of damage reduced by the armor.

Resistance: What it is resistant to; add it to the armor value for that type.

Dodge Penalty: The amount taken from your AD for wearing the armor.

Tags: Special rules

Cost: How much it costs

Weight: How many slots it takes up

Ex.

Armor: x / Resistance: — x / AD Penalty: x / Tags: / Size. — Slots 

Cost: x Value

Quality Overview:

> Weapon Quality:

  • Scrap: All weapons of this quality have the F and Un(x2) tags. Otherwise has the same penalties as Poor.  ? normal cost.

  • Poor: These cheaply constructed ranged weapons are more prone to malfunction.  ? normal cost.

> Ranged weapon of Poor craftsmanship has the UR tag. 

> Melee weapons of Poor craftsmanship incur a -50% penalty to attack rolls

> Ammo of Poor craftsmanship does ? of the normal damage  

  • Common: Base

  • Good: More carefully constructed and finished, these
    weapons are consequently more reliable. 2x normal cost.

> Ranged weapons of Good craftsmanship have the Rel. tag. 

> Melee weapons of Good craftsmanship add +1 accuracy

> Ammo: +1 damage and accuracy. 

  • Masterwork: A work of art as much as a weapon, these items
    are created by skilled artisans. x4 normal cost.

> Ranged weapons of Masterwork craftsmanship never suffer from overheating and gain the Rel.+ tag. 

> Melee weapons of Masterwork craftsmanship add +3 accuracy and add 1 to the Damage they inflict. 

> Ammo: +2 damage and accuracy. 

> Armour Quality

  • Scrap: All armor of this quality have the MS tags. Otherwise has the same penalties as Poor.  ? normal cost.

  • Poor: Badly designed, fitted, or damaged, poor armour
    is difficult to wear. Characters wearing poor armour take
    a –2 penalty to AD and have 25% less armor and resistance points. ? cost 

  • Common: Base

  • Good: Well constructed and better fitting, this armour
    is easier to wear. Reduce the AD Penalty by 1 (min of 0) and raise armor and any resistance values by 1. x2 cost 

  • Masterwork: Finely wrought and perfectly fitted Masterwork armour
    is like donning a second skin. Masterwork armour weighs half
    the normal amount, reduces its dodge penalty by 2 (min of 0), and increases the AP by 2. x4 to cost 

Tags

– Weapon Tags:

  • Mag (magazine needed): Weapons with this tag can only load one round per clip without a magazine. To reload an empty mag, it takes the normal reload time and add 1 action per 3 rounds being loaded into the clip.

  • Bash: Can be used as a Heavy Baton.

  • B (Burn): ? of the raw damage done is dealt as additional shock damage, ignoring armour.

  • BO (Bleed Out): Anytime this weapon causes an injury (see page x), or the attack roll has three or more 6s, that target is infected with the bleeding effect (see page x). 

  • T (–) [Throwable]: Can be thrown up to range up to the indicated range.

  • MS (Makeshift): The every time this weapon fails to get past a target’s armor/jams it gets damaged (it can still be repaired). (Guns) -1 accuracy and +1 jam rate stacking each time it is damaged. (Melee): -1 damage stacking each time it is damaged. This item can be made with rigging.

  • F (Fragile): The first time this weapon fails to get past a target’s armor(melee) or jams(guns) it breaks.

  • DM (Destroy Mundane): If an attack by this weapon get past the target’s armor value, the armor is permanently reduced by ? (rounding up) of the raw damage dealt by the attack.

  • O (Overheats): Certain weapons are prone to overheating, either because of poor design or due to a lack of a proper cooling mechanism. When firing Semi-Auto and Full-Auto Burst, roll a d6. If it is a 1 (1 – 3 for full-auto), the weapon become unusable for one round and gains the F tag two rounds.

  • Rel (Reliable): you can reroll the jam roll and take to best of the two rolls, if there is a “+” next to tag then the weapon can only jam on a backfire (see p. x)

  • Un (Unreliable): Must roll 3 or over to not jam, if their is a “x2” next the tag you can reroll the jam roll and take the worse of the two rolls

  • N (Natural Type): Cannot be disarmed.

  • Dis (Disarming): If the enemy’s attack is lower the your Finesse AD and within your weapon’s range, then the enemy drops their weapon.

  • R [Reach]: Any time an enemy the user can see enters into personal range get a free automatic attack. If it hits the target take damage like normal and gets pushed out of personal range. If a range is of the weapon is long then replace personal with that range.

  • Tr (Thrust): Can change “s” damage to “t” damage

  • CS (Continuous Stream): Some weapons like flamethrowers and lasers do not fire single shot but continuous streams; because of this these weapon can be fired in one of two ways: normal or sweep. When firing a weapon in a sweep you roll accuracy and damage as normal but you can attack multiple targets within the weapon’s range. All damage done will be divided evenly amongst the targets.

  • Crew (#) : Must be used in groups of the (#) number, If you don’t have the need people then the Load Rate is increased by the number of people missing. 

  • S (Spread): For every ranged past the weapon’s min range out the target is, the accuracy goes up by 2 but the total raw damage goes down by 1 (to a min. of 1). The shot will also hit anyone or thing personal range the target (this can be dodged).

  • Dep (Deployable): Aim is halved when not deployed. It takes one turn to deploy or undeploy. You can not move the weapon when deployed.

  • Stationary (#): This weapon must be deployed in order to be used. the (#) is the number of turns need to deploy and undeploy the weapon

  • AoE (–) [area of effect]: Many missiles, grenades and some guns create an explosion when they hit their target. When working out a hit from a AoE weapon, anyone within the weapon’s AoE radius, indicated by the parenthesis, is also hit.

  • Smoke : These weapons throw up dense clouds of smoke to create cover. A weapon with this tag creates a smokescreen at “short” range from the point of impact (or firing in the case of loose-powders and sludge shells). This screen lasts for 1d6 Rounds and halves the Aim of anyone firing into or out from the Smoke.

  • Pellet (#):  Each round counts as a Semi-Auto Burst with the pellet number counting as the “number of rounds” per shot. This stacks with Semi-Auto and Full-Auto Burst.

  • Heavy (#): You need the marked amount of Vigor to use this weapon.

  • OU (one use): you can only use this weapon once

—————–

– Armor Tags:

  • MS (Makeshift): If attack get past the armor value, then the armors protection is permanently reduced by of the ? damage dealt by the attack. This item can be made with rigging.

  • Q (Quick Equip): Can be put on with in combat (4 rounds).

  • L (Layerable): Can be worn with one other armor at a -1 AD penalty.

  • H (+/-) [Helmet]:  Can be worn with other armor so long it does not also have the “H-” tag. 

  • UF (Unfitted):  Armors with this tag must be fitted to the specific person using the armor (+? cost) or take a AD penalty equal to half their armor value (rounded up).

  • Sh (shield): Allows for the rolling of a parry attack roll (an attack roll without damage). Add the armor of the shield and success over you enemy's attack to you armor. Can be used as a melee weapon at [armor] damage. This attack can be done as a automatic counterattack if the enemy’s attack has failed to get higher then you AD and is in range.

  • HA (Heavy Armor): Armor that is too thick and/or strong to be punched through by more primitive weapons like swords, arrows, or javelins; x2 armor vs Slashing, Thrusting, Impact, and Unarmed damage.

  • NA (Natural Armor): Always on, can’t be removed or destroyed, and other armor can be used with it.

  • Powered (–): Needs listed power source to run, details listed in item’s description.

Note: Prices listed in this chapter are just the baseline, and the in-game cost may vary wildly based on the situation and context of the environment the GM places you in. 

Small Arms

Pistol (one handed)

  • Zip Gun:

A crude hand gun where all the components of the gun are creatively constructed out of what is available to make the gun function. These are usually made with such crude materials that often duct tape or rope is even used to hold the thing together. It is usually designed to fire a low power cartridge that will not blow up/destroy the barrel, which is usually just pipe.


Rate: 1/x/x / Accuracy +1 / Range: personal – short / Damage: 4 (b) / Penetration: -1 / Capacity: 1 / Reload: 1 Actions / Size. 1 Slot  / Ammo: Small shell / Tags: S, MS, F, Pellet (5)

Cost: 1 Value

  • Scrap Repeater:
    A Crude Post-Bombardment semi-automatic pistol with an internal magazine.

    Rate: 1/3/x / Accuracy 0 / Range: personal – medium / Damage: 5 (b) / Penetration: -2 / Capacity: 5 / Reload: 2 Actions / Size. 1 Slots  / Ammo: light pistol / Tags: F, MS, Un

Cost: 5 Value

  • Derringer:
    An incredibly small, hand sized pistol. Stealth penalty equal to ? (rounding down) its damage when fired.

    Rate: 1/x/x / Accuracy +1 / Range: personal / Damage: 5 (b)  / Penetration: -2 / Capacity: 2 / Reload: 1 Actions / Size. 1/2 Slots  / Ammo: light pistol / Tags: Rel+

Cost: 10 Value

  • Heavy Derringer:
    A derringer modified to use heavier pistol rounds for more damage. Stealth penalty equal to ? (rounding down) its damage when fired

    Rate: 1/x/x / Accuracy +1 / Range: personal- short / Damage: 7 (b) / Penetration: -3 / Capacity: 1 / Reload: 1 Actions / Size. 1 Slots  / Ammo: heavy pistol / Tags: BO, Rel+

Cost: 15 Value

  • Anvil Revolver: Next to the Zip Gun, the Anvil Revolver is the most basic handgun in The Wilds. It gets its name from both its harder hitting rounds and its blacksmith origins. Weirdly enough the Anvil Revolver is also one of the most common carbines in The Wilds due to people commonly adding barrel and stock extensions to the base handgun.

    Rate: 1/3/x / Accuracy +1 / Range: personal- medium / Damage: 5 (b) / Penetration: -2 / Capacity: 6 / Reload: 2 Actions / Size. 1 Slots  / Ammo: light pistol / Tags: Rel

Cost: 25 Value

  • Light Pistol:
    A small, easily carryable handgun with a decent rate of fire.

 –
Rate: 1/5/x / Accuracy +1 / Range: personal – medium / Damage: 5 (b) / Penetration: -2 / Capacity: 10 / Reload: 1 Actions / Size. 1 Slots  / Ammo: light pistol / Tags: mag

Cost: 75 Value

  • Heavy Pistol: This favorite handgun of the Pre-Bombardment  Era is still widely use and made in The Post-Bombardment . In fact many 9mm and 10mm pistols are from before the Bombardment  and have be passed and repaired by the following generation(s) for the last 80 years. The larger round also means that it can hit harder than other handguns used commonly in Post-Bombardment .

    Rate: 1/6/x / Accuracy +1 / Range: personal – medium / Damage: 7 (b) / Penetration: -3 / Capacity: 15 / Reload: x Actions / Size. 1 Slots  / Ammo: heavy pistol / Tags: BO, mag

Cost: 200 Value

  • Twin Linked Pistol:

Rate: 2/12/x / Accuracy +1 / Range: personal – medium / Damage: 7 (b) / Penetration: -3 / Capacity: 30 / Reload: 1 Actions / Size. 2 Slots  / Ammo: heavy pistol / Tags: BO, magx2

Cost: 300 Value

  • Machine Pistol: A machine pistol is typically a handgun-style, magazine-fed, self-loading firearm, capable of fully automatic and chambered for pistol cartridges.

Rate: x/5/10 / Accuracy 0 / Range: personal – medium / Damage: 7 (b) / Penetration: -2 / Capacity: 30 / Reload: 1 Actions / Size. 2 Slots  / Ammo: light pistol / Tags: mag, 

Cost: 250 Value

  • Heavy Revolver: A Heavy, high caliber revolver able to dish out near rifle like damage.  It is most common to see this gun with tribal leaders and military officers.

    Rate: 1/x/x / Accuracy +1 / Range: personal – medium / Damage: 7 (b) / Penetration: -3 / Capacity: 6 / Reload: 2 Actions / Size. 2 Slots  / Ammo: heavy pistol / Tags: BO, Rel,  

Cost: 200 Value

  • Rifle Pistol:
    Rate: 1/x/x / Accuracy  0 / Range: personal – medium / Damage: 9 (b) / Penetration: -5 / Capacity: 1 / Reload: 1 Actions / Size. 2 Slots  / Ammo: rifle / Tags: BO, Rel+

Cost: 300 Value

  • Sawoff Shotgun:

    Rate: 1/x/x / Accuracy 0 / Range: personal – short / Damage: 5 (b) / Penetration: -2 / Capacity: 2 / Reload: 1 Actions / Size. 2 Slots  / Ammo: large shells / Tags: BO, S, rel+, pellet (7)

Cost: 250 Value

Rifle (2 handed)

  • Forge Rifle: This single shot breech loaded rifle cast or forged from a large, solid, metal (normally iron or scrap steel) pieces is one of the most popular and reliable guns in The Wilds. Its large breach and single shot design means it can fire hard hit rounds and will rarely jam, also the strong, simple solid metal construction means it can easily be use in a melee without harming the gun. Its large round can be a bit bulky and more expensive of the material side but has great stopping power.  Some may criticize its rate of fire but main philosophy of this gun is that their are only two ranges, very far away or hitting them in the face and at both you need a gun that will never break or fail. Anvil Rifles are usually painted to prevent rusting and equipped with a bayonet.  

Rate: 1/x/x / Accuracy +3 / Range: short – long / Damage: 9 (b) / Penetration: -5 / Capacity: 1 / Reload: 1 Actions / Size. 4 Slots  / Ammo: rifle / Tags: BO, Rel+, bash

Cost: 450 Value

  • Forge Repeater:A Lever-action Repeater version of the Anvil Rifle. It uses the smaller 9mm round but like the sister it has a longer then need barrel and rugged, simplistic construction so that in can double as an effective melee weapon. 

Rate: 1/5/x / Accuracy +2 / Range: short – long / Damage: 7 / Penetration: -3 / Capacity: 15 / Reload: 2 Actions / Size. 4 Slots  / Ammo: heavy pistol / Tags: BO, Rel

Cost: 550 Value

  • Survival Rifle: Can be use forged shotgun. to change modes takes 1 action. Can fold down to two slots but take one action to fold or unfold.

Rate: 1/x/x / Accuracy +2 / Range: short – long / Damage: 7 (b) / Penetration: -3 / Capacity: 1 / Reload: 1 Actions / Size. 3 Slots  / Ammo: heavy pistol / Tags: BO, Rel, bash

Cost: 500 Value

  • Battle Rifle:

Rate: 1/3/x / Accuracy +3 / Range: short – long / Damage: 12 (b) / Penetration: -7 / Capacity: 10 / Reload: 1 Actions / Size. 5 Slots  / Ammo: heavy rifle / Tags: BO, mag, bash

Cost: 700 Value

  • Infantry Rifle: From pre-impact hunting rifles models used by average people to newer service rifles used by the more advanced post-impact nations. After the  rifle this is the most gun rifle in The Post-Bombardment. Comes with a carrying strap.

Rate: 1/5/x / Accuracy +3 / Range: short – long / Damage: 9 (b) / Penetration: -5 / Capacity: 20 / Reload: 1 Actions / Size. 5 Slots  / Ammo: rifle / Tags: BO, mag, bash

Cost: 650 Value

  • Neo-AK/Assault Rifle: The AK-47 or simply AK, was a selective-fire, gas-operated 7.62×39mm assault rifle, first developed in the Old Soviet Union by Late Mikhail Kalashnikov. Even after centuries have gone by this gun was still being made and its remains the base for most assault rifles made in the post-impact because of its durability, easy of production, and ease of use. AKM is still made in parts of world today. 

Rate: 1/5/15 / Accuracy +1 / Range: short – long / Damage: 9 (b) / Penetration: -5 / Capacity: 40 / Reload: 1 Actions / Size. 4 Slots  / Ammo: rifle / Tags: BO, mag, bash, rel

Cost: 850 Value

  • Sniper rifle:

Rate: 1/x/x / Accuracy +5 / Range: short – extreme / Damage: 12 (b) / Penetration: -7 / Capacity: 1 / Reload: 1 Actions / Size. 5 Slots  / Ammo: heavy rifle / Tags: BO, rel+, 

Cost: 900 Value

Shotgun (2 handed)

  • Scrap Gun: A Scrap Gun little more than a glorified Zip Gun. A scrap musket is made of a long pipe, wooden or metal stock, and a spring loaded nail held by a simple trigger lever. Because of their smoothbore design they normally can’t fire anything except shotgun rounds, namely Sludge Shells.

Rate: 1/x/x / Accuracy +1 / Range: short – short / Damage: 4 (b) / Penetration: – 1 / Capacity: 1 / Reload: 1 Actions / Size.  3 Slots  / Ammo: small shells / Tags: f, ms, s, pellet (5)

Cost: 10 Value

  • Bicycle Gun: The Bicycle Gun, a common undercity weapon from the time of the Long Winter, is made from bike parts. With the rise of professional blacksmiths and the end of the Long Winter allowing more long range travel (and thus the need for working bikes) the Bicycle Gun may be on its way out.

    Rate: 1/3/x / Accuracy 0 / Range: short – medium / Damage: 4 (b) / Penetration: -1 / Capacity: 6 / Reload: 2 Actions / Size. 3 Slots  / Ammo: small shells / Tags: f, ms, s, pellet (5)

Cost: 50 Value

  • Forged Shotgun:
    The Forged Shotgun is a bolt or hammer trigger single-shot shotgun made by a non/sub-industrial gunsmith

    Rate: 1/x/x / Accuracy +1 / Range: short – medium / Damage: 5 (b) / Penetration: -2 / Capacity: 1 / Reload: 1 Actions / Size. 3 Slots  / Ammo: large shells / Tags: s, pellet (7), rel+, bash

Cost: 400 Value

  • Double-barrel shotgun: A basic manually loaded shotgun with two barrels commonly used in post-bombardment.

Rate: 1/2/x / Accuracy +1 / Range: short – medium / Damage: 5 (b) / Penetration: -2 / Capacity: 2 / Reload: 1-2 Actions / Size. 3 Slots  / Ammo: large shells / Tags: s, pellet (7), rel+, bash

Cost: 450 Value

  • Volley Shotgun: A quad-barreled shotgun, A weapon of desperation made for a world of horrors.

Rate: 1/4/x / Accuracy -1 / Range: short – medium / Damage: 5 (b) / Penetration: -2 / Capacity: 4 / Reload: 2 Actions / Size. 4 Slots  / Ammo: large shells / Tags: s, pellet (7), rel

Cost: 700 Value

  • Tunnel Clearer: A crude metro city designed, fixed drum cylinder, semi-automatic shotgun.

Rate: 1/6/x / Accuracy 0 / Range: short – medium / Damage: 4 (b) / Penetration: -1 / Capacity: 20 / Reload: 1 Action (a shell) / Size. 3 Slots  / Ammo: small shells / Tags: s, pellet (5), un

Cost: 700 Value

  • Combat Shotgun:
     

Rate: 1/x/x / Accuracy +2 / Range: short – medium / Damage: 5 (b) / Penetration: -2 / Capacity: 7 / Reload: 1 Actions  (a shell) / Size. 3 Slots  / Ammo: large shells / Tags: s, pellet (7), rel, bash

Cost: 850 Value

  • Automatic Shotgun:

Rate: x/3/7 / Accuracy 0 / Range: short – medium / Damage: 4 (b) / Penetration: -1 / Capacity: 30 / Reload: 1 Actions / Size. 4 Slots  / Ammo: small shells / Tags: s, pellet (5), un, mag

Cost: 900 Value

  • Assault Shotgun:


Rate: 1/4/7 / Accuracy +1 / Range: short – medium / Damage: 4 (b) / Penetration: -1 / Capacity: 20 / Reload: 1 Actions / Size. 3 Slots  / Ammo: small shells / Tags: s, pellet (5), mag, bash

Cost: 1000 Value

Carbine and SMG (2 handed)

  • HAG: HAG (or Handmade Automatic Gun) is common type of rapid fire gun made in the metro cities or local blacksmiths. These guns can fire a variety of rounds depending on the make and are notorious for jamming. The HAG has a pre-bombardment equivalent known as the heavy SMG

Rate: 1/6/x / Accuracy 0 / Range: short – medium / Damage: 9 (b) / Penetration: -5 / Capacity: 15 / Reload: 1 Actions / Size. 3 Slots  / Ammo: rifle / Tags: Un, O, mag, BO

Cost: 75 Value

  • Carbine:


Rate: 1/5/x / Accuracy +2 / Range: short – medium / Damage: 7 (b) / Penetration: -3 / Capacity: 15 / Reload: x Actions / Size. 3 Slots  / Ammo: heavy pistol / Tags: Un, mag, BO, bash

Cost: 450 Value

  • SMG: A submachine gun (SMG) is an Pre-Bombardment  automatic carbine-sized gun that combines the automatic fire of a machine gun with the cartridge of a pistol.

Rate: x/5/10 / Accuracy 0 / Range: short – medium / Damage: 7 (b) / Penetration: -3 / Capacity: 30 / Reload: 1 Actions / Size. 3 Slots  / Ammo: heavy pistol / Tags: un, mag, BO

Cost: 550 Value

  • Heavy SMG:

Rate: x/3/7 / Accuracy -1 / Range: short – medium / Damage: 9 (b) / Penetration: -5 / Capacity: 25 / Reload: 1 Actions / Size. 4 Slots  / Ammo: rifle / Tags: un. mag, bo, O

Cost: 700 Value

  • PDW: A small, lightweight weapon of pre-bombardment design. Due to its heavy use of plastic and complex design it can be hard to find.+3 to concealment.

Rate: 1/5/15 / Accuracy +1 / Range: personal – medium / Damage: 7 (b) / Penetration: -3 / Capacity: 50 / Reload: 1 Actions / Size. 2 Slots  / Ammo: heavy pistol / Tags: mag, bo

Cost: 1200 Value

Crossbow

  • Hand Bow: A weapon of assassination and personal defense, the hand bow small one handed crossbow is a cheaper, quitter, if slower and less powerful alternative to light pistols  

Hands: 1 / Rate: 1/x/x / Accuracy: -1 / Range: personal – short / Damage: 3 (t) / Penetration: 0 / Capacity: 1 / Reload: 1 Actions / Size. 1 Slots  / Ammo: bolts / Tags: —

Cost: 10 Value

  • Basic Crossbow: A crude medieval styled crossbows commonly use for training, hunting, personal protection. While not as good as firearms, crossbows are cheap and quite.

Hands: 2 / Rate: 1/x/x / Accuracy: 0 / Range: short / Damage: 4 (t) / Penetration: 0 / Capacity: 1 / Reload: 2 Actions / Size. 3 Slots  / Ammo: bolts / Tags: bash

Cost: 50 Value

  • Combat Crossbow: A more modern, scoped, self loading crossbow  able to fire bolts at long range with light pistol like force.

Hands: 2 / Rate: 1/x/x / Accuracy: +1 / Range: short – medium / Damage: 4 (t) / Penetration: -1 / Capacity: 10 / Reload: 1 Actions / Size. 3 Slots  / Ammo: arrows / Tags: —

Cost: 200 Value

Black Powder

  • Flint Lock: A muzzle-loaded, flintlock pistol used by those who can’t make more modern firearms. If wet the gun will not work.

Hands: 1 / Rate: 1/x/x / Accuracy -2 / Range: personal – short / Damage: 5 (b) / Penetration: -2 / Capacity: 1 / Reload: 2 Actions / Size. 1 Slots  / Ammo: Paper Cartridges / Tags: Un, smoke

Cost: 20 Value

  • Black Powder Shotgun: A crude shotgun that uses paper cartridges and external percussion caps.

Hands: 2 / Rate: 1/x/x / Accuracy -1 / Range: short / Damage: 4 (b) / Penetration: -1 / Capacity: 2 / Reload: 2 Actions / Size. 5 Slots  / Ammo: Paper Cartridges / Tags: un, smoke, s, pellet (3), bash

Cost: 100 Value

  • Black Powder Revolver: A popular outlander military firearm, these single action black powder revolver require higher quality tools and resources then flintlocks but make up for it in better reliability and fire rate. Do to their cheapness verse modern firearms and ammo they are sometime used by non-outlanders

Hands: 1 / Rate: 1/3/x / Accuracy -1 / Range: personal – short / Damage: 5 (b) / Penetration: -2 / Capacity: 6 / Reload: 2 Actions / Size. 1 Slots  / Ammo: Paper Cartridges / Tags: Un, smoke

Cost: 80 Value

  • Outlander Rifle: A primitive black powder firearm with a rifled barrel, breech loader, and percussion cap hammer. This is the most common gun use by professional outlander soldiers do to its ability to be somewhat competitive to modern style firearm but very cheap and easy to make and supply.

Hands: 2 / Rate: 1/x/x / Accuracy +1 / Range: short – long / Damage: 7 (b) / Penetration: -5 / Capacity: 1 / Reload: 2 Actions / Size. 4 Slots  / Ammo: Paper Cartridges / Tags: un, smoke, bash

Cost: 200 Value

  • Pepperbox/Volleygun: The pepperbox is the standard set, to have the stats for a volleygun change the rate to “x/6/x” and the “un” tag to “un(x2)”

Hands: 2 / Rate: 1/x/x / Accuracy -1 / Range: personal – medium / Damage: 6 (b) / Penetration: -3 / Capacity: 6 / Reload: 2 Actions per shot / Size. 5 Slots  / Ammo: Paper Cartridges / Tags: Un, smoke

Cost: 250 Value

Misc.:

  • LMG (Light Machine Gun): A light machine gun (LMG) is a machine gun designed to be employed by an individual soldier, with or without an assistant, as an infantry support weapon.

Hands: 2 / Rate: x/5/40 / Accuracy +1 / Range: short – medium / Damage: 7 (b) / Penetration: -3 / Capacity: 100 / Reload: 2 Actions / Size. 6 Slots  / Ammo: heavy pistol / Tags: un, o, dep

Cost: 800 Value

  • Grenade Rifle

Hands: 2 / Rate: 1/x/x / Accuracy -1 / Range: short – medeam / Damage: n/a / Penetration: n/a / Capacity: 1 / Reload: 1 Actions / Size. 3 Slots  / Ammo: grenade shells / Tags: —

Cost: 300 Value

  • Air Musket: A makeshift pressurized air cannon used to fire small metal balls at high velocity. It was made popular do to it quite it is and how cheap its ammo is.

Hands: 2 / Rate: 1/x/x / Accuracy +2 / Range: short / Damage: 5 (i) / Penetration: -1 / Capacity: 10 / Reload: 1 Actions / Size. 4 Slots  / Ammo: metal balls / Tags: —

Cost: 150 Value

  • Mimic Gun: A hand crafted, bronze spear-gun like weapon made and used by mimic citystates.  It fires a heavy bronze bolt which does a lot of damage but has poor range above water.

Hands: 2 / Rate: 1/x/x / Accuracy 0 (+1 underwater) / Range: short – (long [when under water]) / Damage: 6 (t) / Penetration: -1 / Capacity: 1 / Reload: 2 Actions / Size. 4 Slots  / Ammo: spearbolts / Tags: bo

Cost: 2000 Value (200 for Mimics)

  • Light Flamethrower: The flamethrower is a mechanical incendiary device designed to project a long controllable stream of fire. Crude Alcohol fueled versions of this weapon are common in the Post-Bombardment as they they are both easy to make as incredible use as both tools and weapons. If hit, the target on fire for 1d5 rounds

Hands: 2 / Rate: 1/x/x / Accuracy +5 / Range: short / Damage: 6 (c) / Penetration: 0 / Capacity: 5 / Reload: 2 Actions / Size. 5 Slots  / Ammo: cheap fuel / Tags: cs, b, Rel+, s

Cost: 150 Value

Unarmed

Body:

  • Punch: Rate: 2 / Accuracy 0 / Range: personal / Damage: 0(un) / Penetration: 0 / Size. 0 Slots / Tags: n

  • Kick: Rate: 1 / Accuracy -1 / Range: personal / Damage: +1 / Penetration: 0 / Size. 0 Slots / Tags: n

Weaponised:

  • Brass Knuckles: 

Rate: 2 / Accuracy 0 / Range: personal / Damage: 1(un) / Penetration: 0 / Size. 1/2 Slots / Tags: n

Cost: 5 Value

  • Sparring Glove:

Rate: 2 / Accuracy 0 / Range: personal / Damage: 1(sh) / Penetration: 0 / Size. 1 Slots / Tags: n

Cost: 3 Value

  • Fighting Glove: 

Rate: 2 / Accuracy 0 / Range: personal / Damage: 1 (un) / Penetration: 0 / Size. n/a Slots / Tags: n

Cost: 3 Value

  • Trench Spike: Rate: 1 / Accuracy 0 / Range: personal / Damage: 2 (t) / Penetration: -1 / Size. 1 Slots / Tags: n

Cost: 5 Value

Melee

Blades:

  • Shiv: A shiv refers to any sharp or pointed implement used as a knife-like improvised weapon. A shiv can be anything from a glass shard with fabric wrapped around one end to form a handle, to a razor blade stuck in the end of a toothbrush (The game assumes it is knife life).

Hands: 1 / Rate: 3 / Accuracy +1 / Range: personal / Damage: 1(s) / Penetration: 0 / Size. 1 Slots / Tags: f, ms

Cost: 0 Value

  • Knife

Hands: 1 / Rate: 3 / Accuracy +1 / Range: personal / Damage: 1 (s) / Penetration: 0 / Size. 0 Slots / Tags: tr

Cost: 4 Value

  • Bayonet: Same as knife dose thrusting and not slashing damage. Can be add to a rifle to enable it to be used like a spear.

Cost: 4 Value

  • Switchblade: +5 to concealment 

Hands: 1 / Rate: 5 / Accuracy +2 / Range: personal / Damage: 1(s) / Penetration: +1 / Size. 0 Slots / Tags: f, tr

Cost: 5 Value

  • Cleaver:

Hands: 1 / Rate: 1 / Accuracy -1 / Range: personal / Damage: 3(s) / Penetration: 0 / Size. 1 Slots / Tags: —

Cost: 6 Value

  • Sickle: 

Hands: 1 / Rate: 2 / Accuracy 0 / Range: personal / Damage: 3(s) / Penetration: 0 / Size. 2 Slots / Tags: dis

Cost: 10 Value

  • Machete:

Hands: 1 / Rate: 2 / Accuracy +1 / Range: personal / Damage: 5(s) / Penetration: 0 / Size. 2 Slots / Tags: —

Cost: 15 Value

  • Arming Sword: 

Hands: 1 / Rate: 2 / Accuracy +2 / Range: personal / Damage: 4(s) / Penetration: 0 / Size. 2 Slots / Tags: tr, bash, t (short)

Cost: 25 Value

  • Rapier: Use Finesse for damage

Hands: 1 / Rate: 3 / Accuracy +3 / Range: personal / Damage: 4(s) / Penetration: +1 / Size. 3 Slots / Tags: tr

Cost: 40 Value

  • Longsword:

Hands: 2 / Rate: 2 / Accuracy +3 / Range: personal / Damage: 4(s) / Penetration: 0 / Size. 3 Slots / Tags: tr, bash

Cost: 60 Value

  • War Cleaver/Heavy Sword : 

Hands: 2 / Rate: 1 / Accuracy -1 / Range: personal / Damage: 6(s) / Penetration: 0 / Size. 3 Slots / Tags: bash

Cost: 80 Value

  • Mimic Sword: A foot long, double edge, bronze blade made in the sea forges of the mimic citystates. A unusually aspect of the blade is that the handle shoots out the side of the sword, forming a 90 degree angle with the blade.

Hands: 1 / Rate: 3 / Accuracy +3 / Range: personal / Damage: 4 (s) / Penetration: -1 / Size. 2 Slots / Tags: n, dis, tr

Cost: 500 Value (100 for mimics)

Axes:

  • Hand Axe: 

Hands: 1 / Rate: 2 / Accuracy 0 / Range: personal / Damage: 7(s) / Penetration: 0 / Size. 2 Slots / Tags: —

Cost: 15 Value

  • Heavy Fire Axe: 

Hands: 2 / Rate: 1 / Accuracy 0 / Range: personal / Damage: 10(s) / Penetration: 0 / Size. 3 Slots / Tags: —

Cost: 50 Value

  • War Axe:

Hands: 2 / Rate: 1 / Accuracy +1 / Range: personal / Damage: 8 (s) / Penetration: -1 / Size. 3 Slots / Tags: —

Cost: 100 Value

Clubs and Hammers

  • Lead Pipe/Misc.:

Hands: 1 / Rate: 1 / Accuracy -1 / Range: personal / Damage: 1(i) / Penetration: 0 / Size. 2 Slots / Tags: f, ms

Cost: 1 Value

  • Club/Baton: 

Hands: 1 / Rate: 1 / Accuracy 0 / Range: personal / Damage: 1 (i) / Penetration: 0 / Size. 2 Slots / Tags: —

Cost: 3 Value

  • Tire Iron/Heavy Misc

Hands: 1 / Rate: 1 / Accuracy -2 / Range: personal / Damage: 4 (i) / Penetration: 0 / Size. 2 Slots / Tags: ms

Cost: 3 Value

  • Heavy Baton:

Hands: 1 / Rate: 1 / Accuracy 0 / Range: personal / Damage: 4 (i) / Penetration: 0 / Size. 2 Slots / Tags: —

Cost: 15 Value

  • Mace: 

Hands: 1 / Rate: 1 / Accuracy 0 / Range: personal / Damage: 5 (i) / Penetration: -1) / Size. 3 Slots / Tags: —

Cost: 20 Value

  • Hand Sledge:

Hands: 1 / Rate: 2 / Accuracy -1 / Range: personal / Damage: 6 (i) / Penetration: -1 / Size. 2 Slots / Tags: —

Cost: 20 Value

  • Warhammer (short):

Hands: 1 / Rate: 1 / Accuracy +1 / Range: personal / Damage: 7 (i) / Penetration: -1 / Size. 3 Slots / Tags: —

Cost: 200 Value

  • Sledge Hammer: 

Hands: 2 / Rate: 1 / Accuracy -2 / Range: personal / Damage: 12 (i) / Penetration: -1 / Size. 4 Slots / Tags: heavy (6)

Cost: 100 Value

Polearms: (2 handed)

  • Pointy Stick:

 Rate: 2 / Accuracy +1 / Range: Personal / Damage: 1 (t) / Penetration: 0 / Size. 3 Slots / Tags: f, ms, r, t(short)

Cost: 0 Value

  • Fighting Staff: 

Rate: 2 / Accuracy +1 / Range: personal / Damage: 0 / Penetration: 0 / Size. 3 Slots / Tags: r, dis

Cost: 5 Value

  • Spear: Can be used 1 handed with a shield, and gives +2 to the parry roll.

Rate: 2 / Accuracy +2 / Range: personal / Damage: 3 (t) / Penetration: -1 / Size. 3 Slots / Tags: r, t(short)

Cost: 30 Value

  • Pike: 

Rate: 1 / Accuracy +2 / Range: short / Damage: 3 (t) / Penetration: -1 / Size. 6 Slots / Tags: r

Cost: 150 Value

  • Lance: A long spear functionally identical to a pike except for the inclusion of a vamplate, a small circular plate to prevent the hand sliding up the shaft upon impact, and a one handed grip. when not being use mounted this weapon defaults to the pike’s stats with an additional -1 to accuracy.

Hands: 1 / Rate: 1 / Accuracy +3 / Range: personal / Damage: 3+speed (t) / Penetration: -1 / Size. 5 Slots / Tags: r

Cost: 150 Value

  • Warhammer (long):

Rate: 1 / Accuracy 0 / Range: personal / Damage: 7 (i) / Penetration: -1 / Size. 6 Slots / Tags: r

Cost: 100 Value

  • War Scythe/Glaive: 

Rate: 2 / Accuracy +2 / Range: personal / Damage: 6 (s) / Penetration: 0 / Size. 5 Slots / Tags: r

Cost: 150 Value

  • Bardiche: Can be planted as a gun rest give guns +1 accuracy. planting and unplanting takes on action.

Hands: 2 / Rate: 1 / Accuracy 0 / Range: personal / Damage: 9 (s) / Penetration: 0 / Size. 5 Slots / Tags: —

Cost: 150 Value

Misc. :

  • Flail: 

Hands: 1 / Rate: 3 / Accuracy 0 / Range: personal / Damage: 1(s) + 1(i) + 1(sh) / Penetration: 0 / Size. 2 Slots / Tags: ms, bo, dis

Cost: 5 Value

  • Whip:

Hands: 1/ Rate: 3 / Accuracy +1 / Range: personal / Damage: 0 (sh) / Penetration: 0 / Size. 2 Slots / Tags: r, dis

Cost: 20 Value

  • War Pick:

Hands: 1 / Rate: 1 / Accuracy +1 / Range: personal / Damage: 6 (t) / Penetration: -1 / Size. 3 Slots / Tags: bash

Cost: 100 Value

Thrown

Basic (one handed)

  • Javelin: 

Rate: 1 / Accuracy +3 / Range: personal – ? vigor steps / Damage: 1 (t) / Penetration: -1 / Size. 3 Slots / Tags: —

Cost: 10 Value

  • Throwing Axe:

Rate: 2 / Accuracy 0 / Range: personal – ? vigor steps / Damage: 3 (s) / Penetration: 0 / Size. 2 Slots / Tags: —

Cost: 6 Value

  • Throwing Knife: 

Rate: 5 / Accuracy +2 / Range: personal – ? vigor steps / Damage: 2 (t) / Penetration: 0 / Size. 1 Slots / Tags: —

Cost: 3 Value

  • War Dart: 

Rate: 3 / Accuracy +4 / Range: personal – short / Damage: 2 (t) / Penetration: 0 / Size. 1 Slots / Tags: —

Cost: 3 Value

  • Sling: 

Rate: 1 / Accuracy +4 / Range: personal – medium / Damage: 2 (i) / Penetration: 0 / Ammo: sling stone, anything 1 slot or smaller / Size. 0 Slots / Tags: —

Cost: 2 Value

  • Caltrops: When thrown on the ground they act as an environmental hazard.

Rate: 5 / Accuracy 0 / Range: personal – short / Damage: 2 (t) / Penetration: +1 / Size. 1 Slots / Tags: —

Cost: 3 Value

Bombs (one handed)

  • Fire Bomb: If hit, the target on fire for 1d6 rounds

Rate: 1 / Accuracy 0 / Range: short / Damage: 1(c) / Penetration: 0 / Size. 1 Slots / Tags: b, AoE (short), ou

Cost: 5 Value

  • Scrap Can: 

Rate: 1 / Accuracy 0 / Range: short / Damage: 2(t) / Penetration: 0 / Size. 1 Slots / Tags: pellet (5), AoE (short), ou

Cost: 7 Value

  • Dynamite: 

Rate: 1 / Accuracy 0 / Range: short – medium / Damage: 10 (e) / Penetration: 0 / Size. 1 Slots / Tags: AoE (short), ou

Cost: 10 Value

  • Grenade (Frag): 

Rate: 1 / Accuracy 0 / Range: short – medium / Damage: 5 (t) / Penetration: 0 / Size. 1 Slots / Tags: pellet (10), AoE (short), ou

Cost: 12 Value

  • Grenade (Smoke): 

Rate: 1 / Accuracy 0 / Range: pesonal – medium / Damage: 0 / Penetration: 0 / Size. 1 Slots / Tags: smoke, ou

Cost: 8 Value

  • Grenade (chemical): A small cylinder with a basic pin trigger, loaded with highly toxic and inflammatory gases.  In the East Coast (Old American)  this grenade is best known for their use during the Xeno Purges flowing the Abaddon and the Magic War. Despite this history the reason it is called the Purge Grenade is because it was originally made for purging Rat-Ant
    colonise.

Rate: 1 / Accuracy 0 / Range: short – medium / Damage: 20 (c) / Penetration: 0 / Size. 1 Slots / Tags: b, AoE (short), smoke, ou

Cost: 30 Value

Bows (2 handed)

  • Slingshot: A slingshot is a small hand-powered projectile weapon. The classic form consists of a Y-shaped frame held in the off hand, with two latex strips attached to the uprights. The other ends of the strips lead back to a pocket which holds the projectile. Most slingshots in the  have arm brace to prevent the use from hurting their wrist.

Rate: 2 / Accuracy +1 / Range: personal – short / Damage: 3 (i) / Penetration: 0 / Ammo: slingstone / Size. 1 Slots / Tags: —

Cost: 5 Value

  • Self Bow:

Rate: 3 / Accuracy 0 / Range: personal – medium / Damage: 3 / Penetration: 0 / Ammo: arrows / Size. 3 Slots / Tags: ms, f

Cost: 2 Value

  • Short Bow:

Rate: ? finesses / Accuracy 0 / Range: personal – medium / Damage: 3 / Penetration: 0 / Ammo: arrows / Size. 3 Slots / Tags: —

Cost: 20 Value

  • Longbow: 

Rate: 1 / Accuracy +2 / Range: short – long / Damage: 5 / Penetration: -1 / Ammo: arrows / Size. 5 Slots / Tags: —

Cost: 125 Value

  • Composite Bow: When wet rate, accuracy, range, and damage all go down by 1 and penetration is 0.

Rate: ? finesses / Accuracy +2 / Range: personal – medium / Damage: 4 / Penetration: -1 / Ammo: arrows / Size. 3 Slots / Tags: —

Cost: 150 Value

  • Compound Bow:

Rate: 1 / Accuracy +3 / Range: short – medium / Damage: 6 / Penetration: -1 / Ammo: arrows / Size. 3 Slots / Tags: —

Cost: 300 Value

Heavy Weapons (2 handed)

  • Heavy Machine Gun

Rate: x/6/70 / Accuracy 0 / Range: short – medium / Damage: 12 (b) / Penetration: -7 / Capacity: 100 / Reload: 2 Actions / Size. 6 Slots  / Ammo: heavy rifle / Tags: Stationery (2), o, un, crew (2), mag 

Cost: 1000 Value

  • Heavy Tunnel Clearer (Machine Shotgun): Made for the small linear tunnels of the Metro Cities this weapon, jokingly called a Boom Candy Dispenser, is a cross between a LMG and a shotgun.  

Rate: x/3/20 / Accuracy -1 / Range: short – medium / Damage: 5 (b) / Penetration: -2 / Capacity: 50 / Reload: 1 Actions / Size. 5 Slots  / Ammo: large shells / Tags: dep, o, un, mag

Cost: 800 Value

  • Grenade MG (Machine Gun):  Grenade MG generally function as large-caliber machine guns with a relatively low rate of fire, That fire Grenade shells, used from an emplaced position in a similar way to a heavy machine gun.

Hands: 2 / Rate: x/x/6 / Accuracy -1 / Range: short – medium / Damage: n/a / Penetration: 0 / Capacity: 30 / Reload: 2 Actions / Size. 6 Slots  / Ammo: grenade shells / Tags: mag, stationery (2)

Cost: 1200 Value

  • Recoilless Rifle: A shoulder mounted, lightweight tube artillery with a simplistic firing mechanism, it is a common anti-armor weapon. 

Rate: 1/x/x / Accuracy +5 / Range: short – long / Damage: 30 (b) / Penetration: -20 / Capacity: 1 / Reload: 4 Actions / Size. 7 Slots  / Ammo: 57mm / Tags: DM, crew (2)

Cost: 1500 Value

  • RPG-7 (Rocket Propelled Grenade): The RPG-7 was a Soviet designed portable, unguided, shoulder-launched rocket-propelled grenade launcher. The ruggedness, simplicity, and effectiveness of the RPG-7 has made it template for most RPGs in the Post-Bombardment and the second most widely used anti-armor weapon.

Rate: 1/x/x / Accuracy +1 / Range: short – medium / Damage: +10 / Penetration: -1 / Capacity: 1 / Reload: 2 Actions / Size. 6 Slots  / Ammo: Rocket Propelled Grenade / Tags: dm

Cost: 950 Value

  • Heavy Flamethrower: A heavy industrial version of the flamethrower that uses high level fuel and a larger backpack tank. Unlike the light flamethrower this weapon is fairly rare both because of its construction and the fuel need to use it properly. If hit, the target on fire for 1d10 rounds

Rate: 1/x/x / Accuracy +10 / Range: short / Damage: 15 (c) / Penetration: 0 / Capacity: 5 / Reload: 4 Actions / Size. 10 Slots  / Ammo: Napalm / Tags: b, cs, s, dm

Cost: 900 Value

  • Chem Thrower: Similar to a flamethrower but made to spread chemical fluids and gases over range.

Rate: 1/x/x / Accuracy 0 / Range: short / Damage: n/a / Penetration: o / Capacity: 6 / Reload: 2 Actions / Size. 8 Slots  / Ammo: chemicals / Tags: s, cs

Cost: 300 Value

  • Hand Ballista: The Hand Ballista is a massive mechanical crossbow used to cheaply and silently take out lightly armored targets.

Rate: 1/x/x / Accuracy +2 / Range: shot – long / Damage: 9 (t) / Penetration: -2 / Capacity: 1 / Reload: 2 Actions / Size. 10 Slots  / Ammo: heavy bolt / Tags: Stationery (2), crew (2)

Cost: 400 Value

  • Elephant Gun: An elephant gun is a large 20mm gun, rifled or otherwise, so named because they were originally developed for use by big-game hunters for elephants and other large dangerous game.

Rate: 1/x/x / Accuracy +3 / Range: short – extreme / Damage: 15 (b) / Penetration: -15 / Capacity: 5 / Reload: 1 Actions / Size. 7 Slots  / Ammo: 20mm / Tags: stationery (1), mag

Cost: 1000 Value

  • Hand Culverin: A hand portable cannon similar to ones use are the dawn of firearms. they are mostly used by outlanders and other who can make modern ammunition.

Rate: 1/x/x / Accuracy -2 / Range: short – medium / Damage: 15 (b) / Penetration: -9 / Capacity: 1 / Reload: 6 Actions / Size. 6 Slots  / Ammo: ball and power / Tags: un, dep

Cost: 800 Value

  • Scrap Mortar:  The Scrap Mortar is a metal tube capable crude mortar fire. Can take exchange its normal damage for 0 damage and smoke. or 10 (c) and the “b” tag. These different types of damage count as different types of mortars so the effect must be tied to the ammo. 

Rate: 1/x/x / Accuracy -2 / Range: medium – long / Damage: 20 (e) / Penetration: -5 / Capacity: 1 / Reload: 1 Actions / Size. 5 Slots  / Ammo: Mortar / Tags: stationery (1), crew (2), ms, f, AoE (short)

Cost: 800 Value

  • Mortar: The mortar is an indirect fire weapon that fires explosive projectiles known as (mortar) bombs at low velocities, short ranges and high-arcing ballistic trajectories. Can take exchange its normal damage for 0 damage and smoke. or 10 (c) and the “b” tag. These different types of damage count as different types of mortars so the effect must be tied to the ammo.

Rate: 1/x/x / Accuracy 0 / Range: medium – long / Damage: 20 (e) / Penetration: -5 / Capacity: 1 / Reload: 1 Actions / Size. 5 Slots  / Ammo: mortar / Tags: stationery (1), crew (2), AoE (short)

Cost: 900 Value

  • Heavy Mortar: The largest form of artillery that is still man portable.

Rate: 1/x/x / Accuracy +2 / Range: long – extreme / Damage: 50 (e) / Penetration: -10 / Capacity: 1 / Reload: 4 Actions / Size. 20 Slots  / Ammo: heavy mortar / Tags: Heavy (12), stationery (2), crew (4), AoE (medium)

Cost: 1500 Value

Ammo:

————–

Small Arms

  • Small Shells:  Cost: 3 value / 5 per slot

  • Large Shell: Cost: 5 Value / 3 pe slot

  • Light Pistol Rounds: Cost: 5 Value / 20 per slot

  • Heavy Pistol Rounds:  Cost: 7 Value / 10 per slot

  • Rifle Rounds: Cost: 10 Value / 7 per slot

  • Heavy Rifle Rounds:  Cost: 13 Value / 6 per slot

  • Bolt: Cost: 10 bolts per Value / 10 per slot

  • Mimic Spear-Bolt: Cost: 1 Value / 1 per slot

  • Paper Cartridges: / Cost: 2 rounds per 1 Value / 10 per slot

  • Metal Ball: Cost: 10 rounds per 1 Value / 40 per slot

  • Cheap Fuel: Cost: 10 Value / Wt:  3 slots (For 1 gal) 

  • Empty Magazine: Hold bullets for guns that use external magazines (all guns with the “Mag” tag start with one) / Cost: 40 Value / 1 slot

Arrows

  • Slingstone: / Wt. 2 (For 20) slots / Cost: 1 Value for 40 / Sling and Slingshot only

  • Broadhead: Thrusting damage / Wt. 2 (For 20) slots  / Cost 10 Value for 40 

  • Bodkin Impact damage, penetration -1 / Wt. 2 (For 20) slots / Cost 10 Value for 30 

  • Ripping: Slashing damage  / Wt. 2 (For 20) slots / Cost 10 Value for 30 

Heavy Ammo

  • 57mm Recoilless: / Wt. 3 slots / 25 Value 

  • 57mm Grape-shot: / ‘’ / ‘’ / ? to damage and penetration, add the “s” and “pellet (10)” tags

  • 57mm Heavy Gyrobolt: / ‘’/ Relic 3 / +5 to damage, accuracy, and penetration.

  • 20mm Rounds: / Wt. 1 slots/ 15 Value 

  • Mortar: / Wt 2 slots/ 20 Value a round 

  • Heavy Mortar: / Wt. 6 slots/ 40 Value

  • Heavy Bolt: / Wt 1 (For 10) slots / 15 for 1 Value 

  • Rocket Propelled Grenade:  Wt. +1 slot /(grenade*+3)Value

  • Grenade Shell: (grenade*+2) Value

  • Ball and powder: Wt. 3 slots/ 10 Value

  • Napalm : / Wt. 6 (For 1 gal) slots / 20 Value per tank 

  • Chemicals: See “Items” (p.x)

—————-

*See “Thrown”

Special Ammo Types: (To be applied to existing stats)

  • Sludge Shells (Shotgun): Made of leather wrapped wood, cloth with a crude paper percussion cap, and packed with black power and scrap pellets. They are call sludge shells due to the sludge left in the barrel by the black power. 1/8 cost / ? damage (round up)/ Tags: Smoke / 

  • Slug Shell (Shotgun): Accuracy -1 / Damage: 7 (s) 12(l) / Penetration: +2 / Tags: (remove the “s” and “pellet” tags) / Cost: 10 Value

  • High-Pressure Rounds: +2 damage, “F” and “UR (2)” tags when firing.

  • Steel Rounds: x2 piercing / ? damage / 

  • Explosive: explosives on impact. -1 penetration / x4 cost / x4 damage / tags: DM /

  • Dragon-Breath Shells (Shotgun): Adds the Burn tag / x3 cost.

  • Pre-Bombardment Rounds: +? (round up) damage / +3 accuracy /+2 Jam Rate 

Cost 1 Relic +Value (small arms), 2 Relic + Value (heavy weapons)

  • Uranium Rounds: Experiment rounds made of depleted uranium, they are rare even by pre-impact standard, but do massive damage.  x4 piercing / x2 damage / ? range / x2 Wt. 

Cost 4 Relic(for clip)

  • Gyro-bolt Shells (Shotgun, Large Shells): +10 penetration, +7 accuracy, x4 damage. Not “s” or Pellet tags.

 Cost: 2 Relic + Value

  • Ward-Rune Rounds: x2 piercing,  x10 vs stella

Cost 2 Relic (per clip)

Armor

Helmets:

  • Hardened Leather Cap+:

 Armor: 1 / Resistance: — / AD Penalty: 0 / Tags: H+, l 

Cost: 5 Value

  • Civilian Helmet:

Armor: 2 / Resistance: Shock +4 / AD Penalty: 0 / Tags: H+ 

Cost: 20 Value

  • Shrapnel Helmet:

Armor: 3 / Resistance: – / AD Penalty: 0 / Tag: H+ 

Cost: 40 Value

  • Combat Helmet:

Armor: 4  / Resistance: Ballistic +1 / AD Penalty: 0 / Tags: h+

Cost: 100 Value

Body:

  • Makeshift Armor: With simple tools and basic materials many, especially nomads and starblooded, rid togather improved armor to protect themselves. This armor is typically made of pieces of cloth, scrap metal (like small plate and rode signs), rope, hide, tires, carapace, old pre-impact sporting/motorcycling equipment (if any is left), and anything else that can be found. When this armor’s value is can be  up to the player’s “rig” skill (rolled or fix by GM when in game). The AD penalty is equal to half the armor value (rounding down).

Armor: – / Resistance: — / AD Penalty: – / Tags: UF, MS 

Cost: (3 x [armor]) Value

  • Cloth Armor: Cloth Armor is a defensive jacket, worn as armour separately, or combined with other armour. Usually constructed of linen, wool, or other thick cloth, with varied additional padding that could be from made of, for example, loose cloth or hair. It get a +1 bonus against explosions and shrapnel. Bleeding is changed from -1 health per turn to -1 health every 2 turns.

Armor: 1 / Resistance: Shock +1 / AD Penalty: 0 / Tags: L, Q 

Cost: 3 Value

  • Reinforced Cloth Armor: Cloth armor reinforced thick canvas, studs, and metal strips sewn to the outside armor. It get a +1 bonus against explosions and shrapnel. Bleeding is changed from -1 health per turn to -1 health every 2 turns.

Armor: 3 / Resistance: Shock +3 / AD Penalty: 0 / Tags: Q 

Cost: 10 Value

  • Leather Jacket+: A basic leather jacket or duster that is thick enough to act as armor.

 Armor: 2 / Resistance: – / AD Penalty: 0 / Tags: L, Q 

Cost: 10 Value

  • Buff Armor+: A thick, reinforced leather coat that covers the full length of the body with heavy duty fastenings, armored boots/gloves, and additional reinforcing layers of boiled leather on key vital areas. A popular armor for mass consumption armies like the Freeland Commonwealth despite its poor protection from small arms fire.

Armor: 4 / Resistance: – / AD Penalty: -1 / Tags: – 

Cost: 70 Value


Leather Mods: For items with “+” in their name only

  • Studs: Slashing Resistance: +3 / +5 Value

  • Reinforcement: Plates of metal or hard carapace use to reinforce the leather  / Armor: +1 / Cost: +15 Value 

  • Padding: +3 to Shock Resistance / +2 Value

  • Fire Treated: +2 Heat Resistance / Cost: +6 Value 

  • Sealed (Buff Jacket): / AD Penalty: -3 / Resistance: Chemical +8 / +30 Value 

  • Masked (Leather Cap): AD Penalty: -2 / Resistance: Chemical +10 / +50 Value 

  • Iron Flesh Leather: Thick, heavy leather made from the skin of the Steel Boar / Armor: +3 / Resistance: Ballistic +1 / +50 Value / AD Penalty: -1 

  • Enchantment: Armor: +1, / Resistance: Stella +3 / Cost: 1 relic + value


  • Flak Vest: A vest made of layers of thick padded canvas, thin overlapping metal plates, and pockets for slip in ceramic tiles. It get a +2 armor against explosions, shrapnel, arrows and shotgun pellets. At the cost of 10 Value ceramic tiles can be put in giving +1 armor, +1 Ballistic Resistance, -1 AD Penalty for the first three attacks to the armor, after which the tiles must be replaced (AD Penalty still applies until tiles are removed).

Armor: 3 / Resistance: Ballistic +1, Shock +2, Slashing +1 / AD Penalty: 0 / Tags: Q 

Cost: 150

  • Militia Armor: Armor consisting of a reinforced metal Breastplate, greaves, bracers, and shoulder pads with supporting suit of armor pieces made of reinforced leather and cloth.  It is cheap and light enough to to be practical, though it is still very much a melee armor only providing a small amount of protection against firearms.

Armor: 6 / Resistance: Slashing +3 / AD Penalty: -2 / Tags: — 

Cost: 250

  • Ballistic Armor: Comprising of a thick, reforged steel breastplate with a heavy leather coat this armor provides good protection from small arms. It is a common armor used by professional soldiers in the Post-Bombardment.

Armor: 6 / Resistant: Ballistic +4 / AD Penalty: -3 / Tags: HA 

Cost: 400 Value

  • Plow Plate: Plow Plate is crude plate armour made from bolted and hammered scrap metal (like old plows, signs, shutters, ect.), and boiled leather. It is a commonly used armour by local militias. While this armour became popular after the Bombardment  it is based on the armour made by the Australian outlaw Ned Kelly.  *Applies only to helmet: -2 Notice with helmet, -1 armor without.

Armor: 8 / Resistance: Ballistic +4 / AD Penalty: -4 / Tags: HA, UF, H-* 

Cost: 650 scrap

  • Full Plate: A type of personal armour made from iron or steel plates, culminating in the iconic suit of armour entirely encasing the wearer. However it is only really common with loose powder outlanders due to its high cost and inability to stop bullets. *Applies only to helmet: -1 Notice with helmet, -1 armor without.

Armor: 7 / Resistance: Slashing +6, Impact -5 / AD Penalty: -2 / Tags: UF, H-*

Cost: 1300 Value

  • Combat Armor:  Made of salvaged and recycled pre-impact material. This plastic, steel, and aluminum armor is strong but light. The problem is that it take a lot of time, skill, and resources to salvage/refine materials and craft the armor.

Armor: 7 / Resistance: Ballistic +4, Shock +5 / AD Penalty: -2 / Tags: HA 

Cost: 1500

  • Salvaged Armor: Armor made for salvaged pieces of pre-bombardment  armor(typically of civilian grade) and patched up with salvaged materials. 

Armor: 7 / Resistance: Ballistic +6, Shock +7 / AD Penalty: -1 / Tags: HA

Cost: 2300

Shields

  • Scrap Shield:

Armor: 1 / Accuracy x / Resistance: – / AD Penalty: 0  / Tags: Sh, Q, MS 

Cost: 1 Value

  • Buckler: +2 parry roll vs melee weapons.

Armor: 1 / Accuracy x / Resistance: – / AD Penalty: +1 / Tags: Sh, Dis, Q 

Cost: 14 Value

  • Wooden Shield : 

Armor: 2 / Accuracy x / Resistance: Heat: -1 / AD Penalty: 0 / Tags: Sh, Q 

Cost: 50 Value

  • Riot Shield (Metal):

Armor: 3 / Accuracy x / Resistance: Slashing +2 / AD Penalty: -1 / Tags: Sh, Q 

Cost: 80 Value

  • Tower Shield: Can be placed in the ground to act as Full Cover (plus the armor), take one action to do and can’t be moved while placed.

Armor: 4 / Accuracy x / Resistance: Slashing +3, Impact -3/ AD Penalty: -2 / Tags: Sh, Q 

Cost: 100

  • Ballistic Shield: Can be placed in the ground to act as Full Cover (plus the armor), take one action to do and can’t be moved while placed.

Armor: 5 / Accuracy x / Resistance: +3 / AD Penalty: -3 / Tags: HA, Sh, Q 

Cost: 300

Relics

Basics:

Note: #/# means Relic Cost: Item/Ammo

Levels:

  • Relic 1 and 2: Mundane Wonders. These are item that can actually fairly common for what they are, but are highly valued because they are either not be produced anymore (tech relics), or because require rare and dangerous materials to make (stella relics). Relics of these levels are always the showpieces of a store or the sole inventory of a specialized shop. You will always have to barter for these items and they never come cheap.

  • Relic 3-5: Greater Wonders. These are relics you will never find for sale. Highly valued treasures of great power. 

  • Relic 6+: War Worthy. These are relics have can make or break nations. things that factions will go to war to get.

  • Relic N/A: Worldshacking. Plot points 

(Tech/Pre-Bombardment )

Weapons:

  • Stun Gun: Pistol styled weapon that administers a painful shock through the firing of a low power maser beam. It was mass adapted for use by law enforcement do to its non-lethal nature and the increasing public pressure against the use of lethal force. In fact the only reason they are so rare is do to their high tech nature. 

Class : SA / Hands: 1 / Rate: 1/x/x / Accuracy +1 / Range: personal – short / Damage: 20 (sh) / Penetration: -15 / Capacity: 10 / Reload: 2 Actions / Size. 1 Slots  / Ammo: small pp / Tags: cs

Cost: 1 Relic

  • Screecher : A sonic rifle originally developed in the Age of Prosperity and adopted for use for SWAT team do to increased backlash over the use of lethal and excessive force. 

Class : SA / Hands: 1 / Rate: 1/x/x / Accuracy +1 / Range: personal – medium / Damage: 10 (sh) / Penetration: -10 / Capacity: 5 / Reload: 2 Actions / Size. 1 Slots  / Ammo: small pp / Tags: cs

Cost: Relic 2

  • M-35 Firefly: A extremely lightweight, accurate, fast, and deadly electro-firing assault rifle used by the US Military during the late 21st century. [M-35-A1] The M-35 can be made to firing conventional rifle rounds but can’t use full auto in this mode. Changing the ammo mode takes 3 rounds. 

Class : SA / Hands: 2/ Rate: 1/5/15 / Accuracy +4 / Range: short – long / Damage: 9 (b) / Penetration: -7 / Capacity: 30 / Reload: 1 Actions / Size. 3 Slots  / Ammo: ef-flechettes / Tags: mag, rel

Cost: 2 Relic

  • M-40 Hornet's Nest: A light weight, electrofire, rotary cannon

Class: SW / Hands: 2 / Rate: 1/7/80 / Accuracy +5 / Range: short – long / Damage: 9 (b) / Penetration: -7 / Capacity: 150 / Reload: 1 Actions / Size. 4 Slots  / Ammo: ef-flechettes / Tags: bo, mag

Cost: 3 relic

  • GS-3 Thunder Cannon (Gauss Spiker – Mark 3): The GS-3 Thunder Cannon was the first of Lodetech Engineering’s Gauss Spiker weapons to be mass produced. 

Class : HW / Hands: 2 / Rate: 1/x/x / Accuracy +1 / Range: short – long / Damage: 7 (b) / Penetration: -4 / Capacity: 5 / Reload: 2 Actions / Size. 6 Slots  / Ammo: mag-steel war dart (war dart+100 value) / Tags: pellet (6), mag

Cost: 3 Relic

  • GS-7 Storm (Gauss Spiker – Mark 7): Designed to compete with the MX-35 Firefly to be the new US standard assault rifle, it was made to be the first mass produced gauss weapon in history. However it lost to the M-35 due to poor reliability and only okay damage. It was saved from obscurity by US special forces, CIA, and FBI due to its low recoil and silent nature. It does not take the gun penalty to stealth. Silent

Class : SA / Hands: 1/ Rate: 1/3/6 / Accuracy +2 / Range: short – medium / Damage: 5 (b) / Penetration: -3 / Capacity: 20 / Reload: x Actions / Size. 3 Slots  / Ammo: spiker flechette / Tags: mag

Cost: 2 Relic

  • GS-9 Lighting (Gauss Spiker – Mark 9): A remodeled version of the GS-7, the GS-9 Lighting has a longer coil, a bigger battery, advanced scope, and better shielding. While heavier and bulkier than the GS-7 it fills its roll and a near undetectable sniper rifle very well. It does not take the gun penalty to stealth. Silent

Class : SA / Hands: 2 / Rate: 1/x/x / Accuracy +4 / Range: shot – long / Damage: 10 (b) / Penetration: -4 / Capacity: 10 / Reload: 1 Actions / Size. 5 Slots  / Ammo: spiker flechette / Tags: mag

Cost: 2 Relic

  • P.A-A.L Mark 2 (Portable Anti-Armor Laser): PA-AL Mark 2 was made by the U.S. company “Arsenal of Democracy” (AoD). It was the first mass produced portable laser gun, a decedent of the clunky anti-missile lasers of the early 21th century. While rarely use against enemy personnel in its day the beam can cut through flesh and armor. You fire 1 shot at full power or 3 shots a 1/3 power (Damage and Penetration) per coole down. After firing it can not be fired again for 1 turn.

Class : HW / Hands: 2/ Rate: 1/x/x / Accuracy +15 / Range: medium – extreme / Damage: 21 (e) / Penetration: -30 / Capacity: 3 / Reload: 3 Actions / Size. 8 Slots  / Ammo: Med. PP / Tags: cs, heavy (6)

Cost: 4 Relic

  • Lúin Plasma Lance: Lúin creates and direct stable plasma. However, the lance only has enough power for short range bursts, as such it is best treated like an anti-armor flamethrower. The Lúin can also be set to saw and blowtorch mode.

Class : HW / Hands: 2/ Rate: 1/x/x / Accuracy +5 / Range: short / Damage: 15 (e) / Penetration: -15 / Capacity: 5 / Reload: 3 Actions / Size. 5 Slots  / Ammo: Plasma Cartridge / Tags: b, cs, dm

Cost: 4 Relic

  • EMP Satchel: *this weapon does emp damage which means it only dose 1 (sh) to biological targets and nothing to not tech-inanimate target.

Class:  Thrown / Hands: 1/ Rate: 1/x/x / Accuracy -1 / Range: personal – short / Damage: 20 (sh)* / Penetration: 0 / Capacity: 1 / Reload: 1 Actions / Size. 2 Slots  / Ammo: small pp / Tags: AoE (short)

Cost: 3 relic

  • C4:

Class: Thrown / Hands: 1 / Rate: 1/x/x / Accuracy -2 / Range: short / Damage: 50 (e) / Penetration: 0 / Capacity: n/a / Reload: n/a Actions / Size. 1 Slots  / Ammo: n/a / Tags: ou, AoE (short)

Cost: 2 relic

  • XM-3 Maser Rifle: Developed and deployed just before and during the Silence the XM-3 Maser Rifle is one of the most terrifying handheld weapon to come out of the Age of Prosperity.  This extremely bulking rifle fires a concentrated beam of microwaves up to medium range, boiling enemies alive and frying electronics. A common note by historians that study the Age of Prosperity is that it is strange that a weapon that was so controversial at the time was able to be developed and produced in only a year.

Hands: 2 / Rate: 1/x/x / Accuracy +10 / Range: short – medium / Damage: 15 (e) / Penetration: -30 / Capacity: 10 / Reload: 2 Actions / Size. 5 Slots  / Ammo: medium pp / Tags: b, dm, cs

Cost: 6 relic

Armor:

  • Pre-Bombardment Body Armor: 

Armor: 4 Body / Resistance: Ballistic +4 / AD Penalty: 0 / Tag: —

Cost: 1 Relic / 6,000 Value 

  • Pre-Bombardment Riot Plate: 

Armor: 5 / Resistance: Ballistic +5 / AD Penalty: -1 / Tag: HA 

Cost: 2 Relic / 10,000 Value

  • Advanced Helmet: A advanced h.u.d. inabled helmet made for emergency and light military use. Acts as a smart bracer (see p. x).

Armor: 5 / Resistance: Ballistic +5 / AD Penalty: 0 / Tags: ha, h+

Cost: 3 Relic

  • Pre-Bombardment Combat Armor: A lightweight, flexible graphene armor suit with encased plates of advanced, military grade, non-newtonian gel covering vital areas.

Bonus: +1 to aim and focus, two-way radio, flashlight. Can’t be repaired

Armour: 7 Body / Resistance: Ballistic +6, Shock +10, Energy +2 / AD Penalty: 0 / Tag: HA, h- 

Cost: 4 relic

  • Makeshit Powered Armor:

Bonus: +1 Vigor

Armour: 8 Body / Resistance: Ballistic +5 / AD Penalty: 0 (-5 unpowerd) / Tag: HA, h- , powered (small pp)

Cost: 4 relic

  • Advanced Environmental Suit: A powerful suit made for space travel and working hazardous environments. While not meant for combat it still provides excellent protection, slight physical improvements, and a suite of environmental regulation equipment and software.

Bonus: +2 to Vigor, a flashlight, two way radio, impunity environmental hazards, 5 hour air supply, can breath underwater. battery life is left up to GM

Armour: 3 / Resistance: Slashing +15, Ballistic +3, Shock +10, Energy +5, Chemical: +20 / Dodge Penalty: 0 / Tag: h, ha, powered (small pp)

Cost: 5 Relic 

——-

MIEs (Mechanized Infantry Exoskeletons):

  • H.E.C.A., Mark 5 (Hazardous Environment and Combat Armor): An advanced suit of military armor using the smaller, lighter weight, electric servo exosuit system instead of a bulky hydraulic or expensive synth-muscle systems, at the cost of being weaker. Like other MIEs it used a passive neural interface so a to act one to one with users actions and wishes. The armor itself is a suit made of layer of interlaced carbon-nanofiber reinforced supersilk, self healing plastic, and military grade non-newtonian gel. It is standard person sized.

Bonus: +4 to user’s Vigor, Focus and Finesse, flashlight, two way radio, impunity to environmental hazards.


Armor: 10 / Resistance: Ballistic +8, Shock +10, Energy +5, Chemical: +20 / AD Penalty: -1 / Tags: HA, Powered (med. pp) 

Cost: 6 Relic

  • Hercules Class: A worker MIE used by artillerists and army engineers. It would later be adapted for civilian construction work.

Bonus: Your Vigor couts a 15 for matters of strength and stamina. +2 Focus, Finesse, and Craft. addons: floodlight, two way radio. you count a “large” size

Armor: 5 / Resistance: Ballistic +3, Shock +10, Chemical: +10 / AD Penalty: -1 / Tags: HA, Powered (large pp), h

Cost: 6 relic

  • Battle Hercules: Despite popular belief the world before the bombardment was not a utopia, the fact that crudely modified versions of the hercules were found with criminal organization proves that. Not that the politics and conflicts of the old world mean much to its modern survivors.

Bonus: Your Vigor couts a 15 for matters of strength and stamina. +2 Focus. addons: floodlight, two way radio. built in LMG with 500 round clip. you count a “large” size

Armor: 13 / Resistance: Ballistic +3, Shock +10, Chemical: +10 / AD Penalty: -2 / Tags: HA, Powered (large pp), h

Cost: 7 relic

  • U.R.S.A. (Utility, Research, and Space Armor) Exosuit:

Armor:  / Resistance: / AD Penalty:  / Tags: HA, Powered (large pp), h

Cost: 7 relic

  • Ogre Class: Heralded in its day as the new urban tank, few of these impressive 7ft tall, 6.5 ton battle suits still remain, and the ones still around are closely guarded and fought over.

Bonus: Your Vigor couts a 15 for matters of strength and stamina. +4 Focus and Athletics. x3 movement speed. addons: 15 hour air supply, floodlight, and two way radio. you count a “large” size. Built in grenade launcher, 57mm recoilless rifle, and heavy mg (all with auto reload systems)

Armor: 30 / Resistance: Ballistic +25, Shock +20, Chemical: +20 / AD Penalty: -1 / Tags: HA, Powered (large ppx2), h

Cost: 8 Value

————

Materials (not for items that are not already relics):

  • Kevlar Reinforcement: +2 BR

 Cost: 1 Relic + Value

  • Advanced Materials: +1 AD (to a max of 0), +2 armor 

Cost: 1 Relic + Value. (armor)

  • Precision Parts: Masterwork quality plus an additional +1 damage and accuracy. +1 rate.

Cost: 1 Relic + Value

  • Millity Inserts: +5 armor, +6 BR

 Cost: 3 Relic + Value

———–

– Ammo/Power:

  • Spiker Flechettes: Cost: 100 Value

  • Electro-Fire Flechette Rounds: A flechette attached to an electrically activated charge encased in a fallaway shell. Most famously used in the ME-35 Firefly and ME-40 Hornet's Nest. Cost: 1 relic(per clip)

  • Plasma Cartridge: Cost: 1 Relic

  • Small Power Pack: Cost: 1 Relic

  • Medium Power Pack: Cost: 3 Relic

  • Large Power Park: Cost: 5 Relic

———–

Augmentations (Human Only):

  • Basic Cybernetic Prosthesis: Cost: 2 Relic (per limb)

> Legs:  +5 leg related rolls, 3 mod points

> Arms: +5 arm related rolls, 3 mod points

> Eyes: +5 to any eye based roll, 3 mod points

  • Advances Cybernetic Prosthesis: Relic 3 (per limb)

> Legs: +10 leg related rolls, 6 mod points

> Arms: +10 arm related rolls, 6 mod points

> Eyes: +10 to any eye based roll, 6 mod points

> Mods:

  • Watch: Tells time / Arms or eyes only / 1 point

  • Compass: Show where north is / Arms or eyes only / 1 point

  • Basic Self Repair: +1 wounds, no repair / 1 point

  • Advance Self Repair: +2 wounds, no repair / 3 point

  • Armored: +3 to armor / 4 point

  • Color Changer: Eyes only / 1 point

  • HUD: +5 Aim and Perception / Eyes only / 4 points

  • Advance Muscles Fibers: +10 Strength / 4 points

  • Low Light Vision / eyes only / 2 point

  • Thermal Vision: / eyes only / 4 points

  • Long range Vision: removes all long range penalties / eyes only/ 3 points.

  • Arm sword: counts as a concealable short sword with the “N” tag / arms only / 2 points

  • Limb Knife: counts as a concealable knife with the “N” tag / Arms or Legs only / 1 point

  • Arm Derringer: Counts as a concealable Derringer with the “N” tag. / Arms only / 3 points 

  • Heavy Arm Derringer: Counts as a concealable Heavy Derringer with the “N” tag. / Arms only / 5 points 

———-

Items and Misc.

  • Calculator: basic solar powered scientific calculator

Cost: 1 Relic

  • Self-Purifying Water Bottle: 

Health: 2 / Wt. 2 slots / Capacity (or Bonus): 2 slots of liquid, cleans all liquid put in it / Misc. : —

Cost: 1 Relic

  • H.E.R.O. Suit: Hazardous Emergency Response Operations Suit

Health: 5 / Wt. 6 / Capacity (or Bonus): Provides immunity to environmental hazardous and has a built in gas mask and gill-rebreather.  / Misc. : —

Cost: 2 Value 

  • Basic Exosuit

Health: 6 / Wt. 6 / Capacity (or Bonus): Stats: +1 to Vigor and Finesse. Compensates for physical problems like broken limbs. / Misc. : —

Cost: 3 Relic 

  • Camo-Cloak: A cloak made of light bending and heat counseling cloth. While not true invisibility it still makes the use very hard to see.

Health: 2 / Wt. 1 / Capacity (or Bonus): +7 to stealth / Misc. : —

Cost: 5 Relic 

  • Computer: A old style computer (meta: modern computers but with hard and software about 20 more advanced) of a nondescript nature. It size and bonus greatly depend on the type and style of computer it is well as what programs it has. 

Health: — / Wt. — / Capacity or Bonus: — / Misc. : Powered by a Small PP, is effected by EMPs

Cost: 1 Relic

  • Smart Bracer: The successor to the smartphone, the smart bracer is a flexible wrist mount computer, whose main section could be poped of for use like a normal cellphone and contamed a pair of fold away smart glasses for use in AR (augmented reality [hud]). It can function as a radio, pen and paper, clock, calculator, a game system however its most popular use in the post-bombardment is to use the AR system to act as a scanner and targeting aid (+1 to aim, notice and any knowledge that is not stella). Smart Bracer often came with a device known as a Carbon Scroll (2 slots), a small cylinder which folded out into a full size screen, keyboard, and mouse for the smart bracer. While they there where many brands and models of smart bracer before the bombardment in modern time they are all regarded and the same.

Health: 2 / Wt. 1 / Capacity or Bonus: based on program / Misc. : Powered (recharged) by a Small PP, is effected by EMPs

Cost: 2 Relic

  • Military Laptop: In function it is the same as any computer but made for survivably over portabley. As such it is built into a heavy armored, and EMP shielded suitcase

Health: 12 / Wt. 3 / Capacity or Bonus: based on program / Misc. : Powered (recharged) by a Small PP

Cost: 2 Relic

  • Meteorological Equipment. 

Health: 2 / Wt. 4 / Capacity or Bonus: when use with a computer (or smart bracer) you can spend one hour to find out the climate and weather of a area for the next few days.  / Misc. : is effected by EMPs

Cost: 3 Relic

  • Analyzation Equipment. 

Health: 2 / Wt. 4 / Capacity or Bonus: when use with a computer (or smart bracer) you can spend time to analyze an object or environment given a +6 to any roll involving the knowledge / Misc. : is effected by EMPs

Cost: 3 Relic

  • Black Box (History/Art)

Health: 20 / Wt. 2 / Capacity or Bonus: +10 to any role involving history or art knowledge  / Misc. : —

Cost: 2 Relic

  • Black Box (Sci.): 

Health: 20 / Wt. 2 / Capacity or Bonus: +10 to knowledge: science  / Misc. : —

Cost: 3 Relic 

  • Black Box (Engineering): 

Health: 20 / Wt. 2 / Capacity or Bonus: +10 to any role involving Knowledge: engineering  / Misc. : —

Cost: 4 Relic

  • Black Box (Medical): 

Health: 20 / Wt. 2 / Capacity or Bonus: +5 to any role involving Medicine, +10 to any role involving  Knowledge: medical / Misc. : —

Cost: 4 Relic

  • Black Box (Full): 

Health: 20 / Wt. 2 / Capacity or Bonus: +10 to any role involving any Knowledge (except Stella)  / Misc. : —

Cost: 6 Relic

  • M.R.E. (Meals Ready to Eat):  A day's worth fully meals that is immune to spoilage and contamination with no need to cook.

Health: 1 / Wt. 1 / Capacity or Bonus: n/a / Misc. : —

Cost: 1 Relic for 10

  • Pre-Bombardment Art Kit: A full set well made artest tools.

Health: 1 / Wt. 2 / Capacity or Bonus: n/a / Misc. : —

Cost: 1 Relic

  • Pre-Bombardment First Aid Kit: 

Health: 2 / Wt. 2 / Capacity or Bonus: +5 to any role involving Medicine / Misc. : —

Cost: 1 Relic

  • Pre-Bombardment Dining Set: A set of rare unbroken fine china and quality utensils from the pre-bombardment era.

Health: 1 / Wt. 2 / Capacity or Bonus: +1 to charm when hosting meals / Misc. : —

Cost: 1 Relic

  • Pre-Bombardment Flashlight: 

Health: 1 / Wt. 1 / Capacity or Bonus: provides light up to medium range or 50ft. / Misc. : affected by EMPs, self recharging

Cost: 1 Relic

——–

Medical:

  • Pre-Bombardment Surgical Tools:

Health: 7 / Wt. 2 / Capacity or Bonus: +2 to any role involving Medicine / Misc. : —

Cost: 1 Relic

  • Pre-Bombardment Drugs: There are many pre-bombardment drugs. Too many in fact to be listed here, as such the GM and player will have to make a agreement of what the medicine is. No matter what it is the drug can not give more than a +1 bonus without either raising the price or giving a major drawback (like addiction and side effects)

Health: 1 / Wt. 1 / Capacity or Bonus: +1 bonus to the label effect / Misc. : —

Cost: 1 Relic

  • Nano-Stem:

Health: 1 / Wt. 1 / Capacity or Bonus: Heals 6 heath levels over 36 seconds (or 1 wound a round for 6 rounds). Halved on non-humans. / Misc. : — 

Cost: 2 Relic for pack of 5

  • Military Stimulants (Human only):

Health: 1 / Wt. 1 / Capacity or Bonus: +10 bonus to all rolls for 5 turns. / Misc. : — 

Cost: 3 Relic for 2

  • Medi-Box: 

Health: 1 / Wt. 1 / Capacity or Bonus: can make 15ml of any drug per pound of biol-matter put in. Takes one day to make. / Misc. : — 

Cost: 5 Relic

(Stella/Post-Bombardment )

Note: Unlike the mass produced wonders of the old world, relics of stella are typically unique to their creators. As such the relic list here are not all the relics that can be gotten character creation and the GM will have to work with the player to create custom relics, including their cost, abilities, and drawbacks.

Weapons:

  • Rune Axe: Add willpower to accuracy and damage. By committing 1 sanity to the axe gain +3 vigor. 

Class: melee / Hands: 1 / Rate: 2 / Accuracy 0 / Range: Personal / Damage: 8 (st) / Penetration: -3 / Size. 2 Slots / Tags: dm

Cost: 1 Relic

  • Rune Sword: Add willpower to accuracy and damage. By committing 1 sanity to the axe gain +3 finesse. Use finesse instead of vigor

Hands: 1/ Rate: 4 / Accuracy +3 / Range: personal – short / Damage: 6 (st) / Penetration: -2 / Size. — Slots / Tags: dm, r

Cost: 1 Relic

  • Caster [Gun]: You many add your willpower to your damage, as well you can give the projectile special properties, the nature and sanity cost of which can be determined by the player and GM.

Class: SA / Hands: 1/ Rate: 1/x/x / Accuracy +1 / Range: persona – medium / Damage: 7 (st) / Penetration: -3 / Capacity: 1 / Reload: 1 Actions / Size. 2 Slots  / Ammo: heavy pistol / Tags: dm

Cost: 3 Relic

  • Star Cannon: To use this requires its user to commit 3 sanity and 5 (sh) damage to fire, alternity one can use stardust to fire the weapon without cost or commitment (this does use up the stardust.)  

Class: SA / Hands: 2 / Rate: 1/x/x / Accuracy +6 / Range: short – long / Damage: 15 (st) / Penetration: -7 / Capacity: 1 / Reload: 2 Actions / Size. 4 Slots  / Ammo: see above / Tags: dm, cs

Cost: 3 Relic

  • Xeno Maul: A massive maul with a xeno-crystal in its center, when empowered the weapon can become infinitely dense but somehow retains its normal weight. This item requires its user to commit 5 sanity to use, at the cost of 3 (sh) damage the weapon x3 its damage and gains -100 penetration for the turn.

Class: Melee / Hands: 1 / Rate: 1 / Accuracy +1 / Range: personal / Damage: 15 (st) / Penetration: -10 / Size. 3 Slots / Tags: DM, AoE (short)

Cost: 4 Relic

  • Star Rune Glove: A set of glove used by shapers to help craft their tools and building. They allow physical matter to be shaped like clay. This item requires its user to commit 5 sanity to use.

Class: Unarmed / Hands: n/a / Rate: n/a / Accuracy: 0 / Range: personal – medium / Damage: [2x willpower] (st) / Penetration: n/a / Size. 1 Slots  

Tags: n, dm

Cost: 6 Relic

  • Positron Rifle: There's nothing quite as terrifying and the combining of old world science and new world magic and that is exactly what the Positron rifle is. 

Hands: 2/ Rate: 1/x/x / Accuracy +20 / Range: short – extreme / Damage: x / Penetration: -100 / Capacity: 5 / Reload: 2 Actions / Size. 5 Slots  / Ammo: xeno crystel / Tags: dm, cs

Cost: 8 Relic

Armor:

  • Living Armor: Those that have become engrossed in the arts stella commonly study and experiment with how stella affects living beings. The most talented of these gene spiner create living machines to aid them. If you have less than 3 willpower then the armor will fuse permanently with you after a hour of wear. +4 to user’s Vigor, Focus and Finesse, nightvision. The armor can heal its user but the process by which it does this lowers its health by 1 and the users sanity by 1 per health restored. At the cost of 1 health (from the armor) it can make a inject and not-stella drug the user knows.

Health: 15 / Armor: 5 / Resistance: Stella +3, balistice +3 / AD Penalty: +2 / Tags: n, ha, powered (food)

Cost: 4 Relic