Mutilator: Survivors of the Wasteland

 Welcome to the world of
MUTILATOR: SURVIVAL IN THE WASTELAND
(A roleplaying game concept currently in playtest)

Earth is a corpse. Once lush and green, mankind has wrought fiery death across it’s surface, casting his once proud civilization into ruin. Details of the Time of Reckoning have been long forgotten; replaced now with more immediate concerns of survival in a desolate wasteland with gory, painful death around every corner. Bands of roving mutant cyborgs patrol for easy marks to fill their bellies and gas tanks. Radiation storms and acid rain force savage tribes to squabble with knife and gun over burned out hulks. Creatures that were harmless before the Time of Reckoning have become gigantic mutated monsters with laser eyes and acid breath. Deathbots from the Old Wars adhere to their programming of relentless organic extermination.

In the Wasteland death is a way of life!

Mutilator: Survivors of the Wasteland is a post-apocalyptic setting inspired by The Road Warrior, Fallout, Gamma World, and of course, the Mutilator short films:

DAY TO DAY LIFE IN THE WASTELANDdelores-mutilator

CURRENCY

The wasteland is primarily a barter-run society. Very few wasteland cultures use cash money made from paper or metal, preferring more practical items that have a simple, stable value, such as cigarettes, rolls of toilet paper, and ammunition.

Where a standard currency is used, human teeth are the preferred “coin.” In the old world, Papua New Guinea used dog’s teeth for money between the years 1800 and 1960. In the post-cataclysm wasteland, a human tooth is accepted as money by almost all professional merchants and usually by anyone near a major community. Typically, only normal human teeth are used. Animal teeth and teeth from mutants that cannot pass as human are considered worthless except as a novelty.

In many cases a tooth is a tooth, but sometimes size does matter. Some merchants measure and weigh teeth, giving a value of 1 to a tooth weighing 1 gram or more, and smaller/lighter teeth in increments of one tenth. A large tooth in excellent condition might even be given a higher value than the standard tooth. In major metropolitan centers such as Citytown, the few money changers who can make a living at it call themselves “dentists.”

One might imagine that human teeth as currency provides humans with an inherent monetary value. It is certainly true that a person who wishes to pay for a couple packs of cigarettes could pull out one of his own teeth. On the other hand, a human slave is not necessarily worth 32 teeth (the number of teeth in the human skull) even if he still retains all of his teeth at the time of sale.

Below is a quick guide to values of standard items found in the wasteland:

BASICS

10 rolls of toilet paper = 1 tooth
20 cigarettes (1 pack) = 1 tooth
4 litres of clean, pure water = 1 tooth
1 litre of gasoline = 1 tooth
Can opener = 5 teeth
Non-rechargeable chemical battery (D cell =10 watt-hours) = 1 tooth
Rechargeable chemical battery = 3 teeth
Atomic battery (rechargeable) = 10 teeth (With a successful Science and Build/Repair skill check, atomic batteries can be recharged using standard chemical batteries – each 5 percentiles of a successful roll results in 1 charge.

MEDICINE

One days worth of painkillers = 1 tooth
Standard first aid kit = 20 teeth
Inhaler of Piss-Aid rad absorption drug = 30 teeth

FOOD & BEVERAGE

1 weeks worth of travel rations = 1 tooth
1 delicious/nutritious restaurant-style meal = 1 tooth
1 sumptuous banquet you’ll never forget = 3 teeth
12 pack of shitty beer = 1 tooth (1 shitty beer = 2 cigarettes)
6 pack of fine beer = 1 tooth (1 fine beer = 4 cigarettes)
1 bottle of wine = 1 tooth
1 jug of moonshine = 1 tooth

AMMUNITION

50 rounds of .22 ammunition = 1 tooth (5 rounds = 1 cigarette)
20 rounds of 7.62×39 ammo = 1 tooth
10 rounds of 5.56, 9mm, .45ACP or .38 special ammunition = 1 tooth
5 rounds of 30-06, .308, 12 gauge, or .44 Magnum ammo = 1 tooth
10 rounds of .50 BMG = 1 tooth.

SERVICES

Basic Repair service (for basic mechanical stuff, usually Repair skill 40 or lower) = 1-10 teeth*
Specialized Repair service (electronics, robots, computers, Repair skill higher than 40) = 5-20 teeth*
Elite Repair service (Repair skill higher than 70) = 10 teeth and up*
Wasteland guide = 1 tooth per day (plus food & water)
Bodyguard = 5-10 teeth per day
Session with a prostitute = 1-5 teeth.
Professional assassination = 50 teeth and up
Human slave, servant = 30-60 teeth (plus any teeth still in skull)
Human slave, pleasure = 50-100 teeth (plus any teeth in skull)

* – may not include parts.

ANIMALS

1 dog = 20-40 teeth
1 reliable pack animal (yak, donkey) = 30 teeth
1 reliable mount (horse, camel) 50 teeth

WEAPONS

Pistol = 20-40 teeth
Rifle = 20-40 teeth
Shotgun = 30-40 teeth
Fragmentation Grenade = 20 teeth
Atomic Grenade = 30 teeth

For an easy, oversimplified conversion rate, $10 modern day = 1 tooth.

0. GAME SYSTEM

Spaceship Zero rules (a percentile based system) with concepts & themes borrowed from Gamma World. An understanding of the Spaceship Zero rules is necessary to grock the rules concepts described below, so go buy a copy if you haven’t already. You can order it through your local game shop, it’s published by Green Ronin, makers of Mutants & Masterminds. Plus it won an ENnie award.

MUTILATOR CHARACTER SHEET:

Click to make large

Right click – “save as” or open in new window to see full size.

EQUIPMENT SHEET

In the future, post-it notes are used toilet paper

In the future, post-it notes are used toilet paper

QUICK CHARACTER GENERATION GUIDE

  1. Choose your character type (normal human, cyborg, mutated human, or mutated animal)
  2. Roll your 4 attributes (Brawn, Brains, Balance, Bravado) according to your character type
  3. Roll or choose age, gender, race (where applicable)
  4. Calculate your starting Skill Points
  5. Spend 300 points on skills, cybernetic powers (if you’re a cyborg), natural animal abilities (if you’re a mutated animal), and random mutations. (Maximum 75 for any skill including mutations and natural powers)
  6. Name your character and beg your GM to give you some equipment, maybe even a weapon and/or armor.

I. CHARACTER TYPES

Players can choose three types of characters.

PURESTRAIN HUMANS represent the baseline of the four attributes (Brawn, Brains, Balance, Bravado) and have the highest amount of skills (such as Disguise, First Aid, etc). Only humans can have CYBERNETIC PARTS (see below).

MUTATED HUMANS generally have a higher Brawn and Bravado than purestrain humans, but have a lower average Balance and Brains. Mutated humans trade in their skill points for MUTATIONS (see below)

MUTATED ANIMALS can be any non-human animal that travels with the group. They are not necessarily as smart as humans, nor do they necessarily travel as quickly. These are choices the player must make when they create the character. It is possible for a player to create, for example, a mutated sloth that is no smarter, faster or stronger than a normal sloth, which may be seen as other players as more a liability to the group than an asset. As such the player should apply some strategy during character creation if they want to maximize character usefulness. The flip side is of course that ‘hopeless’ characters can be fun to play, and useful for other characters as a meat shield until its inevitable gruesome demise.

Choose:

  1. Purestrain human (cybernetic limbs optional)
  2. Mutated human
  3. Mutated animal

II. ATTRIBUTES

Unlike the standard rules of Spaceship Zero, rather than assign a pool of points into the four attributes, in Mutilator attributes are randomly rolled using various nerdy dice, as below. Players of mutated animal characters choose what animal they wish and roll on the size table of their choice (there’s no hard delineations between size categories – use common sense e.g: small for chihuahua, armadillo or reef squid; medium for any man-sized animals like komodo dragon, domestic hog, or saint bernard; and large for rhino, giant squid or ostrich). That’s right, because they are mutant animals they don’t have to pick an appropriate size for the animal chosen. If you want to play a giraffe the size of a mouse or a spider the size of an elephant, do it!

Normal and Mutated Human

***UNDER CONSTRUCTION***

Mutated Animal, small

***UNDER CONSTRUCTION***

Mutated Animal, medium

***UNDER CONSTRUCTION***

Mutated Animal, large

***UNDER CONSTRUCTION***

III. AGE Roll 1d20 and add 11;
GENDER (OPTIONAL – Choose if you don’t feel comfortable with rolling)

01-04 None (asexual)
05-08 Both (hermaphrodite)
09- 58 Female
59-00 Male

RACE (Optional)

01-57 Asian
58-72 African
73-85 European
85-93 Latino/S.American
94-00 Other

NUMBER OF TEETH IN YOUR HEAD (for humans)

Roll 1d20+12

CHARACTER BACKGROUND (Optional)

Place of Birth

0-20 wilderness, 21-30 village, 31-35 city, 36-40 bunker, 41-50 caravan, 51-55 monster community, 56-00 unknown

Childhood Environment

0-10 no adult supervision, 11-20 abusive, 21-30 sheltered, 31-40 supportive, 41-50 gang, 51-60 strict, 61-80 owned, 81-90 cult, 91-00 unknown

Number of siblings

0-50 none or unknown; 51-75 one, 76-90 two, 91-95 1d4+1, 96-99 roll 1d10, 00 roll 1d100

Age of sibling (optional – roll for one or more)

01-45 older, 46-90 younger, 91-95 same age (twin), 96-00 unknown

Relative Welfare (roll once for each parent – siblings optional)

01-20 Roll on Death Table below, 21-30 healthy, 31-35 addicted, 36-45 crippled and/or mutilated, 46-50 abducted by raiders, 51-55 abducted by cult, 56-60 abducted by monsters, 61-65 insane, 66-80 slave, 85-90 imprisoned, 91-92 being hunted for bounty 93-00 unknown

Relative Relationship (roll once for each parent – siblings optional)

01-20 looking for you (good), 21-30 looking for you (bad), 31-50 on good terms, 51-60 ambivalent, 61-70 wants nothing to do with you, 71-00 unknown

Relative Occupation (roll once for each parent – siblings optional)

01-10 scavenger/beggar/drifter, 11-15 entertainer, 16-20 cultist, 21-25 caregiver to another relative, 26-35 unskilled laborer, 40-45 skilled worker, 46-50 soldier, 51-55 mercenary/explorer, 56-60 raider or thief, 61-65 hunter/trapper, 66-75 slave, 76-77 leader with limited power, 78 powerful leader, 79-00 unknown

Significant Events (Roll three times or as many times as your GM allows).

01 You had a fortune but you lost it,
02 You are in someone’s debt (consult “Who?” table below)
03 You were imprisoned for 1d100+60 days,
04 you were held hostage,
05 you had a serious accident,
06 alcoholic,
07 drug addict,
08 gambling addict,
09 sex addict,
10 you were relentlessly teased,
11-12 your pet died (consult Death Table below)
13 someone owes you a monetary debt (see Who? Table below)
14 you saved someone’s life, (consult “Who?” table below)
15 you accidentally killed someone innocent,
16 you became famous because of a misunderstanding,
17 a long lost relative came into your life,
18 you bond with an animal or monster,
19 you traveled to a distant land,
20 you had a spouse,
21 you made an enemy,
22 you have a bounty on your head,
23 you joined a murderous gang,
24 you joined a cult,
25 you led a community,
26 you had a mentor,
27 an ex-lover hates you,
28 an ex-lover is searching for you,
29 a former colleague is trying to find you (bad),
30 you have a powerful friend,
31 your actions caused the death of several peers,
32 your actions caused the destruction of an entire community,
33 you had a child (roll on Relative Relationship and Welfare table above),
34 someone you love was exiled
35 you had a religious experience,
36 you ran away from home,
37 you almost died of a disease,
38 you almost died of radiation sickness,
39 you were sexually assaulted, (see Who? Table below)
40 you were sold or forced into slavery,
41 you had an incestuous relationship,
42 cannibalism happened,
43 you contracted a sexually transmitted infection,
44 you survived a plague,
45-46 your home was destroyed,
47 you barely survived an encounter with a creature,
48 you had a great job,
49 you joined an army,
50 you’re the lone survivor of something,
51 you ran away from an important fight,
52 you hoarded something,
53 you tried to commit suicide,
54 you euthanized someone, (see Who? Table below)
55 the surgery you performed went poorly, (see Who? Table below)
56 you mutilated someone, (see Who? Table below)
57 you were poisoned, (see Who? Table below)
58 you were betrayed, (see Who? Table below)
59 you betrayed someone, (see Who? Table below)
60 you were framed (of theft or murder or sexual assault or treason or cowardice),
61 the circumstance of your birth was exceptionally weird,
62 you ruined an important relic (like a weapon, dosimeter or water purifier),
63 you stole something significant
64 one of your parents maimed or killed the other
the rest: roll two more times (unless you’re over 3 in total)

Who?

01-05 Your mother, 06-10 your father, 11-15 a sibling, 16-18 an uncle or aunt, 19-21 a grandparent, 22-24 a niece or nephew, 25-35 your best friend, 36-40 your lover, 41-45 your spouse, 46-50 your employer, 51-55 your mentor, 56-65 a colleague, 66-70 a gambling contact, 71-80 a leader, 81-90 a stranger, 91-00 a rival

toastDeath Table

00-20 disease, 21-30 radiation poisoning, 31-35 raiders, 36-40 mutant(s), 41-45 creature(s), 46-50 murdered by community member, 51-55 accident, 56-60 war, 61-65 storm/environmental catastrophe, 66-85 starvation/dehydration, 86-87 cult sacrifice, 88-89 you killed him/her, 90-95 died in childbirth if mother otherwise unknown, 96-00 unknown

IV. ARCHETYPE SKILLS & POWERS (CYBERNETICS & MUTATIONS)

FIRST, double each Attribute score (Brawn, Brains, etc). These numbers are the amount of starting scores in your skills. So if you have a Brawn of 10, all your Brawn-linked skills (Endure, Heave, etc) start at 20. If you have a Brains of 16, all your Brains-linked skills (First Aid, Hide, etc) start at 32.

THEN, distribute your Character Points: All character types (humans, mutants, animals) get 300 Character Points. These points are SPENT ON SKILLS, MUTATIONS, CYBERNETIC POWERS and ANIMAL ABILITIES. NOTE that although skills are out of 100, SKILL SCORES CANNOT EXCEED 75.

FOR HUMAN CHARACTERS, the player can distribute a maximum of 200 of his 300 skill points in up to 6 cybernetic powers, such as a range attack, increased strength (Brawn), armour, etc. Use the Deadly Effectiveness, Range, and Armour Effectiveness tables below.

For example, the player Geiselbert decides he wants his cyborg to have laser eyes and a cybernetic hand that has medical tools, a computer interface tool and a flail. With his 200 points he puts 75 skill points into Weapon: Laser eye (consulting the Deadly Effectiveness Table a score of 75 gives his laser a damage bonus of +40); he adds 50 skill points to his First Aid skill; he adds 50 skill points to his Technical skills; and with the remaining 25 points adds 25 points to his Weapon: Melee skill (when using the flail) with a damage bonus of +20.

All skill points not spent on cybernetic powers are then distributed to skills.

FOR MUTATED ANIMALS

Assume that your animal has a human morphology (anatomy) with superficial animal characteristics, just like a teenage mutant ninja turtle (heroes in a half-shell). The player can spend up to 200 skill points on “natural” assets. This means you are essentially converting a human form into a normal animal form.

For example, Deanna the player is making a mutant pangolin. In Step II above she decided to make the animal “medium-sized” or about the length and mass of a man. She also keeps the default Move Rate score of a human as well. But she wants her pangolin to have scales, claws, and a long sticky tongue just like a pangolin, so she distributes 200 points in to these powers the same way a human character can do with cyborg powers as described above*.

Any skill points not put into these natural assets can be spent on skills, but they can also be spent on “unnatural” assets and defects, by rolling RANDOMLY on the Mutations Table below, giving some unexpected powers (or defects) to an already weirdly mutated animal.

Bonus skill points to spend on natural assets can be gained by choosing some “natural defects” (aka disadvantages). The maximum bonus skill points you can gain from trading in on natural defects is 100 points.

For example, a normal pangolin does not have opposable thumbs and could not open a door or use a gun. Deanna could talk with the GM about how many skill points a defect like that would be worth (probably around 75 or so), and if she’s willing to accept the fact that her mutant pangolin will never be able to use skills like Technical Build & Repair, First Aid, Lockpicking, Pilot, or normal Weapon skill, she could take that 75 skill point bonus and add it to her pool. She could go a similar route by reducing her Move Rate, Brains and Brawn to that of a regular run-of-the-mill pangolin, sacrificing the advantages of these humanoid attributes and making her mutated animal more closely related to a normal natural cousins. In doing so she can consult the table below on Converting Attribute Points to Skill Points and gain more bonus skill points to spend normally.

(As mentioned above, having an unusually sized animal does not require any change in Skill Points. You choose the size of your animal before you roll attributes, even if it’s a diminutive elephant or a Rodent Of Unusual Size.)

MUTATED HUMANS have 300 Skill Points just like the other character types, but they can spend all of their points on mutations and none of them on skills, if they so choose (although it is wise to at least put a few important skills like Endure, Survival, Backbone and a Weapon skill up to score of 50 or so). Mutated humans do not choose any powers like mutant animals do – all mutations are rolled randomly. They can however, add bonus points to their Skill Point pool when they roll Defects (Mutations noted with a (D) beside the name), but no more than 150 Skill Points can be added this way. Additionally, mutated humans can have no more than 10 mutations, and that includes defects. Since all mutations are random, it’s possible to roll up a mutant with 10 defects and no assets, but in such a case you’d have a mutant with 450 Skill Points to put into kick-ass skills like Weapon: Pistol/Rifle, Backbone, Hide, etc, and that’s not a bad consolation, is it?

Example: Player character Mike rolls as follows:

***UNDER CONSTRUCTION***

 

V. MUTATIONS (roll d100)

For each mutation roll 1d100 to get an “Efficacy Level” (EL) score for that asset or defect. Any score of less than 10 can be increased to 10 (in the case of asset) or ignored (in the case of defect). Consult The Deadly Effectiveness Table to convert the EL score into a meaningful bonus or penalty to the appropriate skill(s), remembering that skill scores cannot be increased above 75 unless the GM gives the okay.

If you roll a mutation twice, simply roll a second EL for the mutation and add them together. Exceptions are noted.

PLEASE NOTE: When a mutation gives you a bonus or penalty to a skill check, it means the penalty is applied to your score when you roll the dice don’t change your skill score without spending skill points! You big fat cheater! Your skill scores may change while your modifiers may not.

01. Cracking joints (D) penalty to Sneak skill checks (consult Deadly Effectiveness Table)

02. Hearing impaired/No ears (D) penalty to Listen skill checks

03. Thin skin/hemophilia. (D) You’re a bleeder, and heal more slowly than normal. Not compatible with regeneration (so ignore this and roll some other mutation).

***UNDER CONSTRUCTION***

04. Hyper-growth: Extreme hair/fur. (D) Penalty to Endure in hot climate. Possible penalty to any skill where excessive hair would get in the way. ALTERNATE: No hair (Penalty in cold climate). Possible penalty to Speech skill checks because your moustache is caught in your teeth.

05. Stench (D) Penalty to skill checks for Disguise, Animal Handling, Sneak, Barter, Speech/Bluff and Intimidate. – consult Deadly Effectiveness Table.

06. Hyper-growth: Nails (D) (your keratin grows at an accelerated rate, adversely affecting fine manipulation. Penalty to finesse skills.

07. Heightened metabolism (always hungry) (D)

08. Weak (D) Penalty to Brawn-based skills (consult Deadly Effectiveness Table)

09. Malformed Mouth (speech impediment) (D) penalty to Barter skill checks and Speech/Bluff skill checks (consult Deadly Effectiveness Table)

10. Obese (D) penalty to Move Rate (EL/10), Dodge Bonus (EL/10), Climb checks, Jump checks, sometimes Endure checks – consult Deadly Effectiveness Table.

11. Deformed/useless extremity (D) roll hit location and EL each time you roll this mutation. This will affect most Balance-linked skills as well as Jump and Swim.

12. Reduced digits. The typical human hand has effective fingers – yours do not. A slight mutation here means you have stubby digits which allow some finesse opening jars and doors, whereas a great reduction of digits makes these feats all but impossible. Consult the chart below:
EL 10-20 – finesse skills cannot exceed 60.
EL 21-35 – finesse skills cannot exceed 50.
EL 36-50 – finesse skills cannot exceed 40.
EL 51-65 – finesse skills cannot exceed 30. Using these skills takes twice as long.
EL 66-75 – finesse skills cannot exceed 20. Using these skills takes twice as long.
EL 76-86 – finesse skills cannot exceed 19. Using these skills takes three times as long.
EL 97-00 – you cannot perform finesse skills.

13 – Porous skin (D) Skin dries out very easily. Make Endure check when dry or suffer penalties to physical skills. Additionally, you take extra damage from toxic environments.

14 Shakes/spasms/seizures (D). Percentage chance (equal to EL) that you experience uncontrolled shakes in stressful situations (particularly when combat starts or interacting with others). When spasms occur, penalty to all skills equal to the number rolled.

15. Light sensitive (D) Bright light (daylight etc) is painful to your eyes. Great for albinos! Consult Deadly Effectiveness Table for penalty to certain skill checks* in bright light. Sunglasses negate this penalty by 20. Welding goggles by 40. (*Jump, Medical, Psychology, See, Build/Repair, Science, Survival, Climb, Drive, Pilot, Sneak, Throw, Bow, Guns, Melee/Fisticuffs, Animal Handling, Perform, Barter, Speech/Bluff, Intimidate.)

16. Parasitic twin (D). I’ll do this later. No doubt it will be complicated. 

17. Defective respiratory system (D) Make Endure check each round after the first round of combat or strenuous activity. Failure results in a penalty to all Brawn- and Balance-based skills equal to one half your EL, until the strenuous activity ends or you receive successful Medical.

18. Bad teeth (D) Your teeth are misshapen and discoloured, and cannot be used for currency. With an EL of 30 or more, your Speech skill cannot exceed 50. With an EL of 50 or more, your Speech skill cannot exceed 25. With an EL of 70 or more, your teeth are so big and awkward that your Speech skill is reduced to 10 (or lower) and your teeth constantly grow/regenerate and need to be either filed or periodically plucked or you will not be able to chew.
Note that if you pull all your teeth out, your Speech skill cannot exceed 25. If your species does not normally have teeth – you do now. And no, bad teeth does not help in any way with a natural bite attack.

19 Chronic pain (D) Penalty to all Bravado Skill checks and Brawn skill checks – consult Deadly Effectiveness Table and change all plus signs to minus signs. Can be reduced for a time with drugs (and/or Medical check)

20. Poikilothermic. Penalty to skills when temperature is less than 30 Celsius. – consult Deadly Effectiveness Table and change all plus signs to minus signs.

21-22. Slow (D) Penalty to Move Rate and Initiative Bonus (equal to EL divided by 10) and Jump skill checks (consult Deadly Effectiveness Table).

23-24. Atrophied brain (D) Penalty to all Brains skills – consult Deadly Effectiveness Table and change all plus signs to minus signs.

25-26. Sensitive to radiation (D) (+EL % damage, chance for mutation)

27-28. Missing limb(s) (D) Roll hit location (reroll torso, head) each time you roll this mutation. This will affect most Balance-linked skills as well as Jump and Swim.

29-31 Cosmetic deformity (ugly) (D) penalty to Barter skill checks and Speech/Bluff skill checks (consult Deadly Effectiveness Table)

32-34Weird skin (roll 1d10: 1-2 transparent skin; 2-6 unusual colour; 7-10 unusual texture. Roll on this table each time you roll this mutation – mottled, patchy or striped patches may result. You may choose the colour or specific texture (warty, scaly, ridges, etc). Penalty equal to 1/2 your EL (round down – minimum is 5) to Disguise, and to Barter, Speech/Bluff if interacting face to face

35. Tumors/Growths (D) (roll on hit location chart each time you roll this mutation) Penalty to Barter skill checks, Speech/Bluff skill checks, and possibly other skill checks at gamemasters discretion. An EL higher than 19 means your tumor is so big and awkward that you cannot wear normal articles of clothing and armor on that location.

36 Prone to Mutate. Any time the character takes more than 100 rads within a 24 hour period, she might acquire a new mutation. The chance is equal to the amount of rads absorbed plus this mutation’s EL divided by 10 (round down). So, if she takes 200 rads within 24 hours, and her “Prone to Mutate” EL is 51, she has a 25% chance (200+51/10=25.1 round down to 25) to roll a new mutation randomly on the Mutation Table. The mutation develops the next time the character sleeps (or then and there if the ZM judges) and is almost certainly so painful and freaky that the character either goes into shock or goes temporarily insane. Additionally, if the rolled mutation is a defect, the character must make a Backbone skill check – if she fails she becomes radiophobic (consult Liability Table). A character cannot roll to mutate more than once in a 24 hour period, and this chance does not “stack” with the normal 5% chance to mutate when a mutant moves to a new level of radiation poisoning.

37. Slime. Your pores exude a slime. The bad news: creatures who are tracking you get a +30 bonus. The good news: you pick the colour of slime! Choose whether you want the slime to be sticky or slippery (if you roll this mutation twice, you may have both kinds). STICKY SLIME: Bonus to Climb skill checks, bonus to grapple attempts, and bonus to certain Balance checks at gamemaster discretion (consult Deadly Effectiveness Table). With an EL of 50 or more you can even stick to the ceiling with a successful Climb check. You can also use your slime to gum up certain equipment (gamemaster discretion as to rules effects). SLIPPERY SLIME: you have a bonus to opposed grapple checks equal to your EL. You can spend a full round creating a five foot square slick. Anyone trying to interact with the area or object must make a Balance-based check.

38-39. Larger/taller/wider/Monsterism. You’re X% larger than normal, where X = your E.L. Consult Deadly Effectiveness Table for bonus to Heave score. If your EL is 80 or higher, you’ve gained a size category (i.e. medium to large—see Size Difference chart p68 and Creature Dodge Bonus chart p133 of SSZ rule book) Animal characters reroll.

40-41. Smaller/thinner/shorter see Size Difference chart p68 and Creature Dodge Bonus chart p133 of SSZ rule book. Animal characters reroll.

42. Aquatic adaptation: webbing/flipper(s) bonus to Swim skill checks.

43-44. Resist radiation bonus to Endure skill checks vs radiation equal to your EL. An EL of 91 or higher means you are completely immune to the hazardous effects of radioactivity. You may still mutate.

45. Telekinesis. You can move objects WITH THE POWER OF YOUR MIND! Consult the Range table to determine how close things have to be for you to affect them. Your telekinesis has a Heave score equal to your EL, and yes you must make a successful Heave check (sometimes it will be an opposed Heave check) using this score every round you are trying to move, lift, or break something. The Acting Tough and Breaking Stuff chart on page 54 of the SSZ rule book would come in handy right about now.

46. Bolstered immune system. You receive a bonus to Endure skill checks versus disease (consult Deadly Effectiveness Table).

47 Scent/tracking. Your remarkable olfactory senses can be used to track, not unlike a bloodhound on the trail of a giant mutated fox in estrus. Your chance (percentage) to successfully track your quarry is equal to your ability’s EL. This may be modified by terrain and environment. If the gamemaster rules that you can also use your other senses to track, apply an appropriate bonus. Roll to track once per hour or once per mile, whichever comes up first. You can try to track faster with a penalty (consult Time Step table on page 20 of SSZ rulebook)

48 Improved Hearing/Big Ears. Bonus to Listen skill checks equal to your EL. Also, hats & helmets may provide a special challenge for you.

49. Gills bonus to Endure skill checks vs. drowning equal to your EL. I should probably make a chart here to figure out how long you can breathe underwater or some such bullshit.

50. Tentacles. The length of your tentacles is your EL in centimeters (so if your EL is 30 your tentacles are 30cm or about 1 foot long). If EL is 15 or less, tentacles can be easily concealed, otherwise they are too large and obtrusive to tuck away without a successful Disguise skill check (per encounter). Additionally, you have a penalty to all Disguise checks (consult Deadly Effectiveness Table). Roll 1d10 to see how many tentacles you have – if you roll a 10 roll again and add results (ad infinitum). You cannot wear standard clothes or armor in a tentacled part of your body. Roll hit location to find out where on your body the tentacles sprout. Then consult following tables:

HEAD: Choose or roll randomly: Tentacles sprout from top of head (you cannot wear standard head gear including helmets) or beard area (you cannot wear gas masks etc)
CHEST: Tentacles sprout like chest hair or across shoulders and back.
ABDOMEN: You have a skirt of tentacles.
ARM(S): 01-40 Tentacle(s) cover your arm. 41-80 Tentacle(s) replace your entire arm. 81-00 Tentacle(s) replace your entire hand.
LEG(S): 01-40 Tentacles sprout from your leg in the pattern of your choice. 41-80 Tentacle(s) replace your entire leg. 81-00 Tentacle(s) replace your foot.
For each ten percentiles (or fraction thereof) of your EL over 20, you may add one of the following perks (you may choose the same perk more than once):
-Add 5 to Heave checks in opposed grapples.
-Add 5 to Climb checks
-Add 5 to Intimidate checks
-Add 5 to Fisticuffs checks
-Add 5 to Swim checks
-Add 5 to Damage Bonus for tentacle attacks only (uses Fisticuffs skill) due to tearing and lashing damage.
-Penalties from extra attacks or actions with your tentacles are reduced by 5
-You can make a Melee/Fisticuffs attack with your tentacles at an opponent who is between 5 and 10 feet away from you. You can only take this perk once and only if your EL is 70 or greater.

51. Tremorsense. Like a water strider (gerris remigis for you entomologists) on a calm pond, you can sense vibrations through contact with the ground or other structures. Use this skill in the same way you would use See or Listen. Consult Range Table for range.

52. Photosynthesis. You convert sunlight into energy, supplementing or altogether replacing the need for food. Also you’re green. Is it easy to be that way? No, it’s not easy. Consult the following table: [table forthcoming]

53. Dual brain (like redundant brain but better). Bonus skill points for use in Brains skills equal to your EL, plus your dual brain mitigates any brain damage you suffer.

54. Empath. Bonus to Psychology skill checks.

55. Leech damage. By touching a wounded character, you heal his Body points and suffer that amount of damage to your own Body points.

56-57: Extra limb. Roll hit location each time you roll this mutation. At the Game Master’s discretion, you may be able to take extra actions on a turn. Potential bonus to Build/Repair, Climb, Drive, Pilot and Melee/Fisticuffs (and sometimes Perform). Penalty to Disguise skill checks. If you roll this a second time, you may choose to either increase the effectiveness of the existing extra limb or roll randomly for

58-59. Tail (or extra tail if you already have one)

EL 10-20: Add 1 to your BALANCE score and your Climb skill (permanently*)
EL 21-30: Add 2 to your BALANCE score and your Climb skill (permanently*)
EL 31-40: Add 3 to your BALANCE score and your Climb skill (permanently*)
EL 41-50: Add 4 to your BALANCE score and your Climb skill (permanently*)
EL 51-60: Add 5 to your BALANCE score and your Climb skill (permanently*)
EL 61-70: Add 6 to your BALANCE score and your Climb skill (permanently*)
EL71-80: Add 6 to your BALANCE score and your Climb skill (permanently*). Use your tail to climb at your normal move rate (rather than half)
EL 81-90: Add 6 to your BALANCE score and your Climb skill (permanently*). Tail is prehensile. You can use it to carry or hold on to things, but not to use tools or weapons. Use your tail to climb at your normal move rate (rather than half)
EL 91-100: Add 6 to your BALANCE score and your Climb skill (permanently*). Tail is prehensile. You can use it to hold on to objects, but not fine manipulation (I mean you can try to use it to type or pick locks, but it won’t work and you’ll look stupid. You CAN use it to fire range weapons but at -20). Use your tail to climb at your normal move rate (rather than half)
* if your tail is removed through wasteland surgery or mutilation, you lose these bonuses.

60. Quills. Roll 1d10 for location: 1 head, 2-4 back, 5 girdle, 6-7 shoulders only, 8-9 arms, 10 legs or tail. Check Deadly Effectiveness Table for damage.

61. Wings/gliding membranes. For Move Rate, consult the Range Table (100′ maximum).

62. Psychic Attack. You can fuck people up with THE POWER OF YOUR MIND. Consult the Range Chart. When you focus your psychic mind bullet at an enemy, make a Psychic Attack power check. If you fail, make an Endure skill check. If you fail the Endure check you cannot use the power on that person for the rest of the encounter. If you succeed, the victim suffers crippling head pain, and takes a penalty to all his skills equal to your successful power check (round up to nearest ten) for as long as you maintain concentration. On subsequent rounds you may attempt to increase the amount of pain with another power check (for example if your Psychic Attack score is 75 but you only rolled a 10 on your attack and you’d like to try for something between 11 and 75), but remember failure means the attack ends and the victim may be immune to your power for the rest of the encounter.
Additionally, you can choose to UP THE STAKES. If you’re already causing your victim crippling brain pain you can make another Psychic Attack power check in an attempt to cause him so much pain that he passes out like a sissy at the dentist. If you succeed, your victim is unconscious for a number of rounds equal to your EL (remember there are 10 rounds in a minute). However if your power check fails, the psychic feedback causes YOU to go unconscious (for that same amount of time). Can you dig it?
Note! Invertebrates, robots, and creatures with BRAINS score of 3 or less are immune to psychic attacks.

63 Acid Blood

64 Hyper-efficient muscles. Bonus to Heave, Jump and Swim skill checks. Consult Deadly Effectiveness Table.

65 Amplified Voice. Your vocal cords are so strong that you can be heard extended distances and can bark out a sonic shockwave that stuns opponents. Under normal conditions (urban area or light foliage) a normal shout can be heard 100 meters (about 300 feet). You add your EL to that maximum (so EL 50 would be 150m total or 500 feet). In a canyon or over water this distance is greatly extended. For a sonic blast, consult the Range Table. This vocal shockwave travels in a straight line as you direct but can be reflected by hard smooth surfaces. Victims who bear the brunt of your sonic shout are stunned until they make a success Endure check, which they can attempt every combat round on their turn. Likewise, victims without hearing protection are deafened until they make a successful Endure check, which they can try every combat round. You are not immune to your own vocal powers. Finally, if your EL is 70 or higher, you can compromise the structural integrity of an object by matching its resonant frequency with your superloud droning voice, but you must make a successful Perform skill check to do so and the effect is at GM discretion. Using the sonic scream counts as a move, not an attack.

66 Spectroscopic/X-Ray vision. AKA Spectrovision, allows you to see parts of the electromagnetic spectrum normally invisible to most animals, specifically the high frequency wavelengths including ultraviolet and even x-rays. You may be able to detect harmful radiation by sight. This is not a passive sense, you must concentrate and make a successful power check to correctly interpret what your spectroscopic vision tells you (Your EL is your Spectro-Ray skill score). Failure means that radiation, sun spots, lack of sleep, dehydration or eye strain is confounding the ability. Additionally the range for this vision is not the same as normal vision, consult the Range Table. You do not see normal colour when you use your spectro-ray vision, so when you see a giant mutant chipmunk behind the corrugated steel barrier, you can’t tell if it’s a gray-footed chipmunk (Tamias canipes) or a Yellow-cheeked Chipmunk (Tamias ochrogenys). Tough luck old bean!

67 spring legs/froglegs. Bonus to Jump skill

68 Ink Sac. You have an abhorrent muscular bag, probably around your throat or your bumhole (your choice). From this sac you can squirt pure dark melanin. Gross. Once you blow your inky load, it takes between one hour and five combat rounds to recharge. If you squirt someone with ink (make a successful Throw check to do so), your target has a penalty to relevant skill checks equal to your EL rounded down to the nearest 10. If you create an inky slick on the ground, anyone caught in the slick must make a Balance check to move out of the slick, and this Balance check may be dead simple or desperate depending on your EL. You can never squirt ink more than 5 times in an 8 hour period. Consult the following table:

EFFICIENCY LEVEL – AREA OF EFFECT – RECHARGE TIME – TARGET’S BALANCE CHECK

EL 10-19 – 1 square foot of ink – 1 hour to recharge – dead simple
EL 20-29 – affects a 5 foot square –1 hour to recharge – easy
EL 30-39 – affects a 5 x 10 area – 10 minutes to recharge – easy
EL 40-49 – affects a 5 x 15 area – 1 minute to recharge – easy
EL 50-59 – affects a 5 x 20 area – 1 minute to recharge – challenging
EL 60-69 – affects a 20 foot cone – 10 rounds to recharge – challenging
EL 70-79 – affects a 25 foot cone – 5 rounds to recharge – difficult
EL 80-89 – 25 foot cone or 5 x 30 – 4 rounds to recharge – difficult
EL 90-100 – 25 foot cone or 5 x 45 – 3 rounds to recharge – desperate

69-70 Carapace/scales/exoskeleton. You have natural armor! You have a number of armor points equal to your EL, rounded up to the nearest five (eg EL 41 becomes 45). Distribute your armor points in fives amongst your nine hit locations as you see fit. You cannot have more than 50 armor points in any location. So if you have 90 armor points you could put 10 in each hit location, and decide you just have tough, scaly skin all over your body. Or you could put 40 points each on your torso and abdomen and decide you have a tortoise-like shell, and the extra 10 on your head, leaving you with no natural armor on your extremities. It’s up to you – CHOOSE WISELY.

71 acid/poison bite/sting. Rules to be determined when I get around to it.

72 Poison sweat. Consult the Poison Rules on page 78 of the Spaceship Zero rulebook. The onset time of your poison is 1 round (victim feels the effects and takes damage on your turn following the round you poisoned him/her/it). The amount of poison doses you can sweat out within a single encounter is your EL divided by 10 (round up), fewer if the temperature is low. Your sweat becomes inert (but no less stinky) after 10 rounds out of your pores. The poison you create must be ingested or enter the blood stream of your victim, unless your EL is 75 or greater, in which case skin contact will result in poisoning. Your poison’s damage is equal to your EL. No individual can take more than 100 damage from your poison within a 24 hour period – this means you can poison someone multiple times until they take 100 damage in which case you’ve administered the maximum possible dose to that creature. You are immune to your own poison but not other poisons. Also, please don’t confuse poison sweat with acid sweat – two different things.

73 Crazy eyes. You’ve got enormous eyes, or extra eyes, or eyes that are on stalks like a snail. If you roll this mutation more than once you may choose a combo (i.e. extra eyes on stalks). This mutation helps you more clearly see the horror around you, which may or may not be a good thing. Choose two (2) of the following bonuses that best apply for each crazy eye mutation you have:
-add a number to your Initiative Bonus equal to your EL divided by 10 (round up)
-add a bonus to your See score (consult Deadly Effectiveness Table)
-you are immune to sneak attacks (meaning ninja-bots attacking you from behind get no bonus to hit). Remind the GM of this when you are in ninja-bot territory.
-penalties for called shots, cover, and firing into melee are reduced (see p68 and p75 of the Spaceship Zero rulebook). Penalties are reduced by a number equal to your EL, to a minimum of zero.
-weapons ranges are increased by a value equal to your EL. For example, if a rebar-firing harpoon normally has 0-20/21-100/101-500 and your EL is 50, then when you wield the weapon the range is 0-70/71-150/151-550. As you know from reading the Spaceship Zero rulebook cover to cover like you did, you get a -10 penalty firing at targets in medium range and a -40 at long range, so in this example a normal creature would have a -10 to hit a target 21 feet away, but you with your crazy eyes receive no penalty until the target runs 71 feet away. (This is basically telescopic vision) Got it?

74 Echolocation. You emit high frequency sonic pulses from your face which you can use to navigate by listening for echoes that bounce off nearby objects. This is useful if you are blind or would like to move around in the dark. If your EL is less than 60, most animals (mammals and birds especially, but not humans) can hear the clicks you make to echolocate, which makes sneaking difficult. If your EL is less than 30, most animals and humans can hear your clicks. When you are using echolocation, use your Listen skill instead of your See skill to make checks to notice hidden or subtle things, so you may want to put some extra skill points in your Listen skill. If it pleases you, you can negate the character point cost of this mutation by taking an equal EL in the mutation Cosmetic Deformity – making your face look like the ridiculous Maclaud’s Horseshoe Bat (google image it). Consult the Range Table for the effective range of your echolocation.

75 enhanced taste

76 Hearing, Improved (Big ears); Sensitivity to sound bonus to See Skill (but you take extra damage from sonic attacks)

77 Smaller (reroll if you’re a mutated animal) you are 10-100% smaller than normal.

78 Psionic resistance. You have a bonus equal to your EL to any skill checks (such as Backbone or Endure) to resist psionic attack.

79 Low light vision OR thermal vision (choose one, if you roll this mutation twice you can choose both or just enhance your first choice).
Low light vision, AKA night vision, lets you see in the dark the same way that a cat or other nocturnal animal does, thanks to a layer of tissue in the eye called a tapetum lucidum. With low light vision the ability to see colour is very restricted.
With thermal vision, you actually detect heat like a pit viper, or a certain predatory alien from a movie franchise in the 80s. Detail is very low but hot objects, like human bodies or recently used nailguns, stand out brightly. You can even tell, for a short time, where a hot object has interacted with the environment before the heat transfer fades away. As such you may have a bonus to track hot footprints if they are very recent.

The range for either of these special kinds of vision is not the same as normal sight. Consult the Range Table.

80 Chameleon skin. Bonus to Sneak – consult Deadly Effectiveness Table. Also you can attempt to hide in plain sight provided you are perfectly still. Wearing armor, weapons and equipment will penalize if not outright negate the effects of chameleon skin.

81 claws OR pincer. You can choose one or multiple limbs. Increases Damage Bonus for hand to claw combat, but also reduces skill in any work that requires fine manipulation. On EL 75 or higher, the claws are retractable and there’s no penalty to fine manipulation.

82 horns OR antlers (choose one, if you roll this mutation twice you can choose both i.e. a rhino-like horn plus moose-like antlers or enhance your first choice)

83 Extra Head. An additional head would give 2x oxygen and lower your heart rate (you wouldn’t get winded easily), but exhalation with 2 heads would mean 2x moisture lost through respiration. As the brain uses about 1/4 of our daily intake of calories, 2 heads would mean you also get malnourished that much faster. Your game may vary

84 immune to poison

85 Laser beam. Call it a death ray, heat ray, or whatever you like, this mutation causes a thin ray of destruction to emit from some point on your body (eyes, hand, rectum, whatever you and the GM agree on). Consult the Deadly Effectiveness Table for the damage bonus. To attack with your laser, use your Bow skill (if the laser comes out of your hand or any appendage coming out of your torso) or your Throw skill (for anywhere else). (Yes you would think that you would use your Gun or See skill to shoot lasers wouldn’t you? Consult appendix for how much what you think is worth around here.)

86 telepathy

87 electric field generation (like eel)

88 Psychic healing (on contact*). You can heal others WITH THE POWER OF YOUR MIND. Psychic healing works like First Aid (see page 53 of the Spaceship Zero rule book) except it only takes one full combat round, not two, but it must be a FULL COMBAT ROUND, and you must maintain contact throughout the procedure. Even Jesus needed a moment to warm up his hands. It’s called bedside manner, you post-apocalyptic savage! You must maintain contact thoughout the procedure or there is no effect.
Every time you use this power successfully, you become fatigued for a moment (until you make a successful Endure skill check, which you can retry each combat round), which means your skills and Move Rate are all halved. If you try to use this power and fail, you take 3d10 damage and pass out from the incredible psychic feedback (make Endure check every round to regain consciousness).
*If your EL is less than 20, you must make skin to skin contact. If your EL is 80 or higher, ignore the physical contact rule: you can be a few feet away from your patent – the maximum a number of feet away you can be and use this power is equal to your BRAWN score – but you must still maintain concentration.

89 silk production (No range unless rolled a second time) – Victims escape webbing with a Heave check versus your successful Throw check.

90 molting/shed skin

91 glows/bio-luminescent. Consult Range Table for the range of your illumination.

92 other new body parts (trunk, antennae If you roll this mutation multiple times you can choose additional body parts or enhance the first choice.

93 Redundant vital organ(s). You do not need to roll an EL for this mutation, see below for specifics. If your primary organ is damaged via mutilation or suchlike, your redundant organ takes the primary role and complications from the damage are reduced to pain and bleeding at most. In time the primary organ will either heal or atrophy and be absorbed into your body.
Roll 1d10:
1 heart – EL 30 – Bonus +10 to Endure while you have 2 functioning hearts
2 stomach – EL 20 – you take 20 points less of damage from poison that you eat (essentially 20 pts of ARMOR vs ingested poison) as long as you have 2 functioning stomachs.
3 lung – EL 20 – you can hold your breath for 30% longer for each additional lung you have.
4 thyroid gland – EL 40 – for each additional thyroid gland you have you gain 10 points to your total BODY score.
5 brain – EL 40 – for each extra brain you have, you gain 1 extra Experience Point every time your GM hands them out.
6 intestines – EL 30 – for each set of extra intestines you have, you gain 5 points to your total BODY score and can survive for twice as long on available water.
7 kidney – EL 10
8 bladder – EL 15 – for each additional bladder you have, you can hold your pee twice as long.
9 liver – EL 20 – for each additional liver you have you gain 5 points to your total BODY score.
10 ovaries/gonads – EL 10 – uh… yeah.

94 Larger (reroll if you’re a mutated animal). You are between 10-100% larger than normal.

95 Regeneration

EL 10-19 – Each hour you heal BODY points equal to your Brawn score.
EL 20-29 – Heal 1 BODY point per minute.
EL 30-39 – Heal 10 BODY points per minute
EL 40-49 – Heal 30 BODY points per minute (one point every two rounds)
EL 50-59 – Heal 1 BODY point per round (60 BODY per minute)
EL 60-69 – Heal 2 BODY points per round
EL 70-79 – Heal 3 BODY points per round
EL 80-89 – Heal 4 BODY points per round. Can heal aggravated damage.
EL 90-100 – Heal 5 BODY per round. Can heal aggravated damage. Also, if your EL is 90 or more, when you lose an arm, leg, tail or tentacle, the lost limb has a chance to grow into a clone of you. Only the gamemaster knows what that chance is, but it probably has something to do with you cutting off your own arm just so you can have a legion of minions. That, and whether or not there is a favorable environment for an arm to grow into a person.
Note that regeneration has no effect on rad level and radiation poisoning.

96 Supernumerary teeth.

EL 10-19 – you have double the amount of teeth.
EL 20-30 – normal amount of teeth, but teeth lost are regrown in a number of days equal to your EL.
EL 31-40 – your teeth look normal, but like a shark you have multiple rows of teeth that constantly grow, pushing out the front teeth every month.

EL-41-50 – as above but new teeth are generated every 3 weeks.
EL 51-60 – as above but new teeth are generated every 2 weeks
EL 61-74 – as above but new teeth are generated every week
EL 75-89 – as above but new teeth are generated every 3 days
EL 90-00 – as above but new teeth are generated every day.
*Note – the number of teeth you have depends on your species, for humans this is 32 teeth. If your species does not normally have teeth, you can (a) assume you now have teeth that pass as human and can be used as currency or (b) use your extra teeth to enhance a bite attack, adding to your bite’s Weapon Damage Value as per the Deadly Effectiveness Table.

97 Mental domination (psionic power). Effective only against sentient creatures with biological brains and animals of your own species. Consult Range Table. Make an opposed Mental Domination check (your EL) versus your opponent’s Backbone skill check. If you make the check and your roll is higher than your opponent’s successful Backbone skill check, you mentally dominate the creature. You can enthrall your target for a number of seconds equal to your EL (1 round = 6 seconds, so between 1 and 16 rounds) as long as you concentrate — you can move, but any task requiring a skill check will require another Domination check to keep the victim enthralled. Taking damage immediately breaks concentration unless you make an Endure check with a penalty equal to the Body points lost. Commanding your thrall to do something he is opposed to (attacking a friend or putting himself in danger) requires an additional Domination check. Commanding a thrall to kill himself requires an opposed Domination check with a -40 penalty vs the thrall’s Backbone. You can only dominate one subject at a time, however if your EL is 75 or higher, you can attempt to ENTRANCE every applicable creature within your range – roll separately for each subject. You cannot command an entranced victim, they simply remain stationary in a hypnotic daze until you break off the entrancement or until they make a successful Backbone skill check, which they do every round. You must concentrate to maintain entrancement.

98 detect life/detect psionics

99 harmonious pheremones

00 Choose!

THE DEADLY EFFECTIVENESS TABLE

First column is Efficacy Level. Second column is bonus or penalty to skill or power.

10-20: +/-10
21-30: +/-15
31-40: +/-20
41-50: +/-25
51-60: +/-30
61-80: +/-35
81-94: +/-40
95-00: +/-45

THE RANGE TABLE

01-20: 20′
21-30: 30′
31-40: 40′
41-50: 50′
51-60: 60′
61-70: 70′
71-80: 80′
81-95: 100′
96-00: sight

THE ARMOUR EFFECTIVENESS TABLE

First column is Efficacy Level. Second column is bonus to Armor Rating (and quality of armor analogue)

10-24: Armor bonus: 5. (equivalent to padded, cheap plastic, wood)
25-45: 10 (leather, hide, metal & plastic junk, bike helmet, motocross body gear)
46-65: 20 (motorcycle helmet, rigid-plastic hard hat, WWII army helmet)
66-85: 25 (ballistic vest, kevlar army helmet)
86-99: 30 (space age exosuit)
100: 40 (reinforced powered armor)

Scream/Madness

A phobia in the brain is worth two in the bush

VI OPTIONAL: LIABILITIES

Need some extra skill points? With your gamemaster’s permission, here’s some liabilities you can roll up for your character. Each one will give you 50 skill points to spend on skills.

A NOTE ON PHOBIAS: Whenever you encounter the object of your phobia, you must make a Backbone skill check to avoid having the following symptoms: extreme sensations of terror, such as breathlessness, excessive sweating, dry mouth, feeling sick, shaking, heart palpitations, inability to speak or think clearly, a fear of dying, becoming mad or losing control, a sensation of detachment from reality or a full blown anxiety attack. Needless to say, if your character experiences these symptoms she will usually flee the encounter if possible. You can make Backbone checks each round (if in combat) or each minute (if outside of combat). Even if you make a Backbone skill check, you are still at -20 on all skills that require interacting with the object of your phobia!

THE LIABILITY TABLE:

01 Achluophobia/Lygophobia- Fear of the dark.

02-03 Acrophobia – Fear of heights.

04 Amaxophobia/Ochophobia- Fear of vehicles.

05 Apotemnophobia- Fear of persons with amputations.

06 Atephobia- Fear of ruins.

07-08 Automatonophobia- Fear of ventriloquist’s dummies, animatronic creatures, wax statues, androids and human-shaped robots – anything that falsely represents a sentient being.

09-10 Aviophobia or Aviatophobia- Fear of flying.

11-13 Bacteriophobia/Microbiophobia/Misophobia/Spermatophobia – Fear of being contaminated with dirt or germs.

14 Ballistophobia- Fear of missiles or bullets or Hoplophobia- Fear of firearms.

15 Bathmophobia- Fear of stairs or steep slopes.

16 Bibliophobia- Fear of books.

17-18 Blennophobia- Fear of slime.

19 Botanophobia- Fear of plants.

20 Brontophobia- Fear of thunder and lightning.

21 Cacophobia- Fear of ugliness or Dysmorphophobia- Fear of deformity.

22 Carnophobia- Fear of meat.

23-26 Claustrophobia- Fear of confined spaces.

27 Cnidophobia- Fear of stings.

28 Coprophobia- Fear of feces.

29-30 Coimetrophobia- Fear of cemeteries, graveyards, burial mounds, etc.

31-33 Cynophobia- Fear of dogs.

34-35 Demophobia- Fear of crowds. (Agoraphobia)

36 Dendrophobia- Fear of trees

37 Domatophobia- Fear of houses or being in a house.(Eicophobia, Oikophobia)

38-41 Entomophobia- Fear of insects.

42-43 Equinophobia- Fear of horses.

44-45 Gerontophobia- Fear of old people

46-48 Hemophobia (fear of blood). Make a backbone check or pass out at the sight of blood. After 1d10 rounds you’ll come to on your own, or someone else can bring you out of it with a Medical check.

49-51 Herpetophobia – Fear of reptiles.

52 Hobophobia- Fear of bums or beggars.

53-54 Homichlophobia- Fear of fog.

55-56 Hydrophobia – Fear of water

57-58 Iatrophobia- Fear of going to the doctor or of doctors.

59 Ichthyophobia – Fear of fish.

60 Katsaridaphobia- Fear of cockroaches.

61-62 Mechanophobia- Fear of machines.

63 Megalophobia- Fear of large things.

64 Necrophobia- Fear of death or dead things.

65 Nudophobia- Fear of nudity.

66 Ombrophobia- Fear of rain or of being rained on.

67 Ornithophobia- Fear of birds.

68 Pedophobia- Fear of children.

69 Pyrophobia- Fear of fire.

70-71 Radiophobia- Fear of radiation, x-rays.

72 Xenoglossophobia- Fear of foreign languages.

73-75 Animosity towards opposite gender (or pick one if you are a hermaphrodite). You have -30 on skill checks when interacting.

76-79 Animosity towards humans or mutated humans or mutated animals (pick one that isn’t your own kind). You have -30 on skill checks when interacting.

80 Speech impediment (stutter, lisp, etc). -30 to Speech/Bluff

81-83 Snores (attracts unwanted attention in the dead of the night while in sandshark territory)

84 Alcoholic. “I drive better when I’m drunk!” See effects of hypoglycemia.

85 Colour Blind

86 Cannibalistic (humans only). It’s your secret shame. Usually people will try to kill you if they see you eating human flesh (also known as ‘long pig’), but it’s worth it because it’s so very very tasty.

87 Hypoglycemia. You need to eat every few hours or you get ‘hangry’ – which is to say you get bad-tempered, make poor decisions, and have trouble concentrating. When you’ve got low blood sugar you suffer cumulative -5 to Brains-linked and Bravado-linked skills every hour (minimum score equal to your linked attribute). This is a bad disorder to have along with cannibalistic tendencies.

88 Hoarder. Your collection of useless junk is slowing the party down. Also, -20 to Barter skill checks.

89 Cotard’s Syndrome. You believe you are dead and rotting away. You won’t carry food or medical supplies for yourself.

90 Alien hand syndrome. One of your hands acts independently of voluntary control. Often your ‘rogue’ hand will perform unexpected but innocuous tasks, but may wield weapons or grope companions at inopportune times. Whenever you make a successful skill check but the dice roll comes up with a ‘9’ in it, your rogue hand has sabotaged the attempt by countering your action or just getting in the way.

91 Homicidal somnambulism. Like sleep-walking except replace ‘walking’ with ‘murdering.’ Every time you sleep for more than a few hours, there is a 10% chance you will get up and try to kill someone. It is extremely difficult for anyone to wake you during one of these events – you must be restrained and wait for 3d10 minutes or have someone successfully treat you with a Medical skill check.

92 Congenital Insensitivity to Pain. The good news is you don’t have to make Endure checks to stay conscious when you take massive damage from mutilation. The bad news is, once you’ve taken a wound, you take an additional 1d10 damage each round thereafter that you remain active (i.e. not lying down), because you don’t realize you’re not supposed to walk on that bloody stump. This remains true until you are fully healed, or until someone rigs up a post-apocalyptic wheelchair for you to get around.

93 Pica is a compulsion to eat non-edible objects. Sufferers have been known to consume paper, dirt, paint, hair, glue, rocks, lint and laundry detergent. Related disorders include acuphagia (the eating of sharp objects) and hyalophagia (the eating of glass).

94 Capgras delusion is a mental condition in which the sufferer comes to believe that someone close to him – typically a spouse or family member – has been replaced by an identical imposter

95 Moebius syndrome is a neurological disorder that affects people from birth and is characterized by the inability of its sufferers to form facial expressions. People with Moebius syndrome are unable to move their facial muscles, meaning they can’t smile, frown, suck or even blink their eyes. They are also unable to move their eyes from side to side and have difficulty swallowing.

96-99 Narcolepsy. You fall asleep at random, unexpected times. Whenever you make a successful skill check but the dice roll comes up with a ‘9’ in it, you nod off and your skill check fails.

00 Something else

Weapons & Equipment

NEW RULE: EPIC FAILURE:

Notes on Epic Failure of weapons and gear. There are three values listed. The first is if the device is in poor condition, the second is average condition, and the last is in good condition. If the values are 85/94/00 then the device fails epically on a roll of 85-00 in poor condition, 94-00 in average condition, and on 00 in good condition.

The condition of a device can be upgraded with a successful Repair skill check, though a repair kit or spare parts cannibalized from another weapon or compatible source may be required.

RANDOM EPIC FAILURE RESULTS (optional, GM may improvise based on circumstance).

01-40 – weapon jams or breaks, downgrade condition one level* Takes a full round to clear jam.
41-60 – weapon jams or breaks, downgrade condition two levels* Takes a full round to clear jam.
61- 70 – drop/throw weapon
71-80 – injure ally**
81-90 – injure self**
91-99 weapon misfires damaging self**, and downgrade condition one level*.
00 – weapon explodes hitting self and ally. Roll damage for each individually**

*if condition is ever downgraded from “poor” – weapon is destroyed, with 50% chance that it explodes, inflicting up to 5d10 damage to the wielder.

**reroll damage – minimum damage is the weapon’s Damage Value

 

wasteland-wandererMELEE WEAPONS

Chainsaw

SKILL: Melee
DAMAGE VALUE: 30 + Strength Bonus
POWER SOURCE: Gasoline. A full tank runs for about 30 minutes of constant cutting. If you think in terms of 1 ‘charge’ in a combat round, that would be at most 300 charges. I think. I’m bad at math. EPIC FAIL 85/94/00. Kickback is a common source of chainsaw self-injury, but when the weapon fails epically, there’s a 50% chance that the chain whips off the housing or explodes like a shrapnel grenade, causing 7d10 damage to wielder and a 10% chance to do 2d10 damage to anyone within 5 feet of the wielder.
BASE VALUE: 50 teeth

Plasma cutting torch. An industrial tool used for cutting metal. Flesh, being less dense than metal, is also easily cut. Imagine a bright blue light saber that is short and wide. It’s quite heavy, almost like wielding a chainsaw around, as it is normally outfitted with a heavy pack which makes it go.

SKILL: Melee
DAMAGE VALUE: 40 (do NOT add Strength Bonus)
POWER SOURCE: A normal battery pack at full capacity would have the torch run for about an hour, but sadly in the wasteland one almost never comes across a full charged battery. More likely it will have 2d10 minutes of use (or 2d10x10 combat rounds of ‘charges’). Handily, a plasma torch will also create a light source that illuminates a 15 foot radius, which is nice when all your torches were blown out by a spooky wind.
EPIC FAIL 90/95/00 (15% chance item explodes causing 1d100 damage)
BASE VALUE: 100 teeth

Circular Saw, Electric, modified.

Simply a circular saw with the guard removed and hooked up to a rechargeable battery pack, often with an extra handle added for greater control in melee combat.

SKILL: Melee
DAMAGE VALUE: 20 + Strength Bonus
RANGE: 0
POWER SOURCE: Battery pack. Fully charged allows for about an hour of constant use.
EPIC FAIL: 85/95/00 (When this bitch breaks, there’s a 75% chance that the saw blade shoots out. Roll randomly to see what direction it flies)
BASE VALUE: 50 teeth

 

———————————GUNS GUNS GUNS

WHAT’S THE DIFFERENCE BETWEEN SEMI-AUTO AND FULLY AUTO WEAPONS?

A semi-automatic firearm fires one round with each individual trigger pull, while a fully automatic continuously fires rounds whilst the trigger is pressed and held. Both reload automatically from the ammunition clip or magazine, whereas some other weapons need to be manually reloaded.

FIRING BURSTS WITH FULLY AUTOMATIC WEAPONS: fully automatic weapons can fire bursts of bullets in a combat round rather than single shots. For each round fired in a burst (minimum 3) add a +5 bonus to hit, but this bonus cannot exceed +30 (which happens to be 7 bullets). Additionally, you can STRAFE multiple targets within a 90 degree arc with only a -10 to hit per target (rather than usual -30) but allies are also shot at and you do not get a bonus to hit from multiple bullets.

RANDOM FINDS: CONVENTIONAL FIREARM & AMMO

Roll percentile dice for calibre and then type of gun. The number in brackets is the number of rounds in the gun, clip, or drum magazine, followed by the Damage Value (DV) of the weapon.

01-20 . 22 LR (small caliber, typically DV 20-25 for pistol, 25-30 for rifle)

01-30: Browning Buck Mark semi-automatic pistol [10] DV 20
31-60: Ruger 10/22 semi auto rifle [10-25] DV 25
61-85: Ruger Single Six revolver [6] DV 20
86-00: Cooey Canuck bolt action rifle [1] DV 25

21-35: 5.56 NATO/.223 (small caliber, typically DV 20-25 for pistol, 25-30 for rifle). *.22 LR ammo can be fired from a weapon calibrated for 5.56 (.223 cal.) with a fairly simple modification (replacing the bolt)

01-60: AR-15/M16 semi-auto rifle [20/30] DV 25
61-00: Ruger Mini-14 semi-auto rifle[5-30] DV 25

36-48: 9mm (small caliber, typically DV 20-25 for pistol, 25-30 for rifle)

01-45: Glock 17 semi-auto pistol [17], DV 20
46-80: Beretta Cx4 Storm carbine rifle (blowback action) [10 or 20] DV 25
81-89: Luger semi auto pistol [8]) DV 20
90-00: Uzi submachine gun [20-50] DV 20

49-58: 7.62×39 (DV 30)

01-60: AK-47 Assault Rifle, DV 30
61-00: SKS semi-automatic rifle) DV 30

59-65: 45 ACP (DV 25-30)

01-50 HK45 semi-auto pistol [10], DV25
51-80 MAC-10 fully auto machine pistol [30] DV 25
81-00: Thompson “tommy gun submachine gun [21-100], DV30

66-68: .50 BMG

01-30 M2 Browning heavy machine gun (weighs 84 lbs) [belt fed, up to 1000] DV 30
31-00 Barrett M82 sniper rifle [10] – see entry for special requirements. DV 40

69-78: 12 gauge (slug 01-33 or buckshot 34-00) shotguns:

01-50 Mossberg 500 pump action [5-8], DV 35 or variable
51-89 Remington 1100 semi-auto [5-11], DV 35 or variable
90-00 Auto-Assault-12 (AA-12) fully automatic [8 box mag or 32 drum] DV 35 or variable

79-85: .308 Winchester (DV 30)

01-55: FN FAL fully auto military rifle [20/30], DV 30
56-89: M14 fully auto rifle [20]; DV30
90-00: M60 machine gun [50-300 belt] DV 30

86-92: .38 special/.357 Magnum (for Mutilator purposes this is the same ammo)

01-60 Smith & Wesson Model 10 revolver pistol [6] DV 25
61-90 Coonan 1911 semi-automatic pistol DV 25
91-00 Marlin 1894 Cowboy lever-action rifle [10] DV 35

93-98: .30-06 (DV 35)

01-70 M1 Garand semi-automatic rifle [8] DV 35
71-00 M1903 Springfield bolt-action rifle [5] DV 35

99-00: .44 Magnum (DV 30)

01-00 Smith & Wesson Model 29 revolver pistol [6] DV 30

 

SIDEBAR: COMMON WEAPONS AND AMMUNITION

This is a list of the most common calibers of pre-cataclysm ammunition (and the firearms associated with them) that post-apocalyptic wasteland scavengers (in what was once known as North America) may come across, in order of most common to least common. Of course other types of guns and ammo exist and may be found – this list is for the purpose of general scavenging, and includes weapons used for home protection, hunting, and military use.

Roll 1d10 for random scavenging

1: no ammo, just gun.
2: 1d10 bullets
3: 1d10 bullets + associated gun (optional)
4: 2d10 bullets.
5: 2d10 bullets + associated gun (optional)
6: 3d10 bullets.
7: 3d10 bullets + associated gun (optional)
8: 1d100 bullets.
9: 1d1000 bullets.
10:roll two more times.

Pistol

Pre-cataclysm hand gun, either automatic or revolver (includes Ruger semi auto pistol (uses .22 ammo), Glock 17 semi-automatic (9mm), HK45 semi-automatic (45ACP), Smith & Wesson Model 10 revolver (38 special), and Smith & Wesson Model 29 revolver (.44 magnum)

SKILL: Gun
RANGE: 10/30/60
DAMAGE: 20 for smaller caliber ammunition, otherwise 25
EPIC FAIL: 90/96/00
BASE VALUE: 30 teeth

Rifle

Pre-cataclysm long gun includes Cooey Canuck (.22 ammo); M16 Semi-auto (5.56 NATO); SKS semi-auto (7.62×39); FN FAL military rifle (.308); M1903 rifle (30-06);

SKILL: Gun
RANGE: 40/100/500
DAMAGE: 30 for smaller caliber ammunition, otherwise 35
EPIC FAIL: 90/96/00
BASE VALUE: 40 teeth

Shotgun

Pre-cataclysm firearm that shoots lead pellets (buckshot) or a slug. Includes Mossberg 500 pump action, Remington 1100 semi-automatic and the fully automatic AA-12. All use 12 gauge shells. When buckshot is used (as opposed to a slug) a target is easier to hit the farther away it is (up to the max range of 40′), but the Damage Value is reduced. Shotgun pellets are the only ammunition that has variable damage dependent on range. Due to the spread of buckshot

SKILL: Gun
RANGE: For slug: 20/50/250. For buckshot: 10/25/50 (no range modifiers)
DAMAGE: Slug: 35. Buckshot: 40 short range, 25 medium range, 10 long range.
EPIC FAIL: 90/96/00
BASE VALUE: 50 teeth

Submachine Gun/Assault Rifle
A short rifle with a high rate of fire. Includes UZI (9mm); AK-47 (7.62); tommygun (.45 ACP);

SKILL: Gun
RANGE: 10/30/60 (30/80/300 for assault rifle)
DAMAGE: 20 or 30 for assault rifle.
EPIC FAIL: 90/95/00
BASE VALUE: 50 teeth

M60 Machine Gun

Fully automatic rifle weighing over 20 lbs. Same burst rules as submachine gun, but larger calibre and longer range.

SKILL: Gun
RANGE: 40/80/400
DAMAGE: 30
EPIC FAIL: 90/95/00
BASE VALUE: 100 teeth

Barrett M82 Anti-Materiel Rifle (.50 BMG ammo)

Serve as sniper rifles and for use against military equipment, they are usually chambered for cartridges more powerful than are normally required for killing a human and can operate at a greater range. The large cartridges are required to be able to fire projectiles containing usable payloads, such as explosives, armor-piercing cores, incendiaries, or combinations of these. The recoil produced dictates that these rifles are designed to be fired from the prone position, using bipods and monopods and muzzle brakes to reduce recoil. Firing this weapon from the (unsupported) standing position or in a kneeling position would require a Challenging BRAWN check to avoid falling prone.

SKILL: Gun
RANGE: 50/120/1000???
DAMAGE: 40
EPIC FAIL: 90/96/00
BASE VALUE: 40 (more if ammo is available)

Musket, antique muzzle-loading

A musket is an 18th century muzzle-loaded rifle-like gun, fired from the shoulder. It fires lead balls or even rocks. To load the weapon, the wielder would draw a cartridge (which holds the lead ball and gunpowder), pour powder into the priming pan and down the muzzle, then insert the lead ball and paper from the cartridge and ram that shit down into the barrel with the ramrod, then pull the trigger and hope the thing fires. Holy shit can you imagine doing all that while a phalanx of fleshy-headed mutants are bearing down on you? Too bad you decided to scavenge in the museum rather than in the sporting goods store across the street.

SKILL: Gun
RANGE: 0-10/11-30/31-60
DAMAGE VALUE: 25
POWER SOURCE: gunpowder.
EPIC FAIL: 50/80/95 (Usually it just misfires or breaks, but there is a 10% chance it explodes causing 2d10 damage to the holder.)
BASE VALUE: 10 teeth

Atomic Pistol/Plasma Pistol

A rare weapon with a rarer power source. If a creature is killed with an atomic weapon, their body and some if not all of their carried possessions disintegrate.

SKILL: Gun
RANGE: 10/50/150
POWER SOURCE: Atomic Battery (20 charges)
DAMAGE: 40 + special (see below)
EPIC FAIL: 90/96/00
BASE VALUE: 60 teeth

Targets take an amount of rads equal to half the Body damage they suffer from a successful hit (rad damage is armor-piercing). With a successful Science and Build/Repair skill check, atomic batteries can be recharged using standard chemical batteries – each 5 percentiles of a successful roll results in 1 charge.

Laser Pistol

Laser weapons can be fired single shots or as a steady beam (which can be used to burn through matter). Lasers may ignite flammable material (dry clothing 40%, fuel 80% chance – roughly)

SKILL: Gun
RANGE: 30/100/400
POWER SOURCE: Chemical battery (20 charges – it takes 2 charges to use the cutting beam function for 1 round)
DAMAGE: 30 + possible ignition
EPIC FAIL: 90/96/00
BASE VALUE: 70 teeth

iGun

The iGun is a versatile electronic pistol. Also called a “smart gun”, the iGun has a computer interface, a hard drive, and can be locked with a password. It comes with a rechargeable battery but also can be recharged using its small but efficient solar panel. It also serves as a radio, calculator, clock, music player, and a light source similar to a standard flashlight. In close quarters, the iGun can be used as an electroshock gun as a melee weapon, but also can fire it’s “stinger line” – a 20 foot long retractable cable with an electrically charged prong tip. For long range uses, the iGun emits Pulsed Energy Projectiles (PEP) composed of deuturium fluoride laser pulses which, upon contact with the target, ablates the surface and creates a small amount of exploding plasma. This produces a pressure wave that stuns the target and knocks them off their feet, and electromagnetic radiation that affects nerve cells causing a painful sensation

It can be fired single shot or fully automatic. Headphones not included.

SKILL: Melee (electroshock) or Gun (Stinger Line or PEP)

RANGE: (20′ for stinger line)

POWER SOURCE: Chemical battery (20 charges). Recharges 1 charge per hour in direct sunlight.

DAMAGE: Victim is -10 to skills and Move Rate for 1d10 minutes, and must make an opposed Endure check vs 50 or be stunned until successful Endure check made (once per round). Note: Only insulating armor, such as rubber, protects against electroshock damage, in which case add the armor’s DR as a bonus to your Endure check.

EPIC FAIL: 90/96/00

BASE VALUE: 100 teeth

Bazooka/Rocket Launcher

Shoulder-fired recoilless rocket anti-tank weapon, weighs 14 lbs. Uses high explosive shaped charges for piercing tank armor.

SKILL: Guns

RANGE: 40/100/1000

DAMAGE: 175 damage within 5′ area of impact (radiating area effect reduced by 25 damage every five feet)

EPIC FAIL 85/95/00

BASE VALUE: Launcher 50, Rocket 30.

Flamethrower

A two-handed, portable incendiary gun that projects a long stream of fire using tanks of liquid fuel (petrol with a thickening agent) and propellant (nitrogen) carried on the soldier’s back. Weighs 30 lbs empty, 50 lbs full of fuel. Since this classifies as a heavy weapon, the wielder suffers a -10 to hit for every point below 13 BRAWN. So a character with a BRAWN of 12 gets -10 to his Guns skill score when using a heavy weapon, and a character with a BRAWN of 8 gets -50 to hit with a heavy weapon. Charging against an opponent armed with a flamethrower pointed at you requires a successful Backbone skill check. Though this weapon only has 3 charges, there is no penalty to hit multiple targets within close range as long as they are in a 90 degree arc and you don’t mind burning everything in between the targets.

SKILL: Guns

RANGE: 30/60/90

POWER SOURCE: 2 tanks of fuel and 1 tank of propellant. 3 charges.

DAMAGE: DV 10 + successful Guns check as per normal firearms, however only fire-retardant armor reduces this damage. Also if the victim takes more than 30 points of damage, he catches fire and burns each round – creatures and objects on fire take 10 damage per turn until extinguished. A victim on fire must make a Backbone check, if he succeeds an EASY BALANCE check will put out the flames, otherwise he freaks out and runs around screaming as the flesh melts off his face (can attempt a Backbone check each round). Friends can extinguish a burning victim without a Backbone check. See special rules for Mutilation by fire.

EPIC FAIL: 85/93/00 (When the tanks explode it causes 40 damage per charge still in the tanks and the characters burns as noted above)

BASE VALUE: 50 teeth plus fuel (15 liters of fuel = 15 teeth)

Shock rifle

Fires a stream of electricity designed to disrupt the human body’s communication system, causing paralysis which could last as long as 10 minutes. finish writing this

The electric charge can also pass through conductive materials so be careful not to stun your friends!

DAMAGE: 10 finish writing this

SKILL: gun

POWER SOURCE: 1 battery contains 10 normal charges. If you set the weapon to overcharge it drains a full battery in a single blast for a more lethal effect – DV 50.

Electrical insulation negates all effects. However the gun comes with a needle projectile with a 40′ tether designed to puncture armor (DAMAGE VALUE 30) and relay electricity directly into the flesh.

Endure check or suffer incapacitation

Spray Gun (Water Gun)

SKILL: Gun

RANGE: 15/25/60 (stream) or 5/10/15 (mist)*

POWER SOURCE: Reservoir holds enough fluid (“rounds”) to moisten 6 man-sized targets. To manually refill takes 6 rounds (1 charge per round) provided there is a source.

DAMAGE: see below

EPIC FAIL: 90/96/00

BASE VALUE: 5 teeth

Typical old world water guns come in all shapes and sizes and were designed as toys. The stats above are for the most powerful. They were designed to hold plain old water but can be filled with other fluids including some types of acid (the ones that don’t burn through plastic) and a solution of water and capsaicin (the irritant in hot peppers) and the like. Damage will depend on what fluid is being fired.

Most spray guns are designed to hit their target with a single stream at range, but if there is a mist setting on the sprayer then the wielder gets a +20 to hit, but the range is extremely limited (5/10/15, but add another +10 as normal for point blank shots within 5′ – close range and point blank range are the same for a misting water gun)

SPECIAL WEAPONS

EMP (Electromagnetic pulse) Grenade

In a 20′ range of detonation, non-hardened electronic circuitry is fried, computer data is corrupted. Causes no harm to humans.
SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Exothermic Torch

The exothermic torch is an emergency response tool that comes in multiple parts, including a battery box, cutting rods, cables, various assemblies, and oxygen cylinder(s). The exothermic torch can cut through mild steel that is three inches thick and makes quick work of re-bar, coated steel, bridge decking, concrete lined pipes and highway guard rails. It will burn through common metals like aluminum, cast iron, stainless steel, magnesium and mineral aggregates, even when they are covered in mud, dirt or rusted out. It can also be used to punch through concrete or brick. It weighs 75 pounds and runs on oxygen and a 12-volt battery. It is fairly compact and fits in to a compartment easily.

An exothermic torch works by feeding oxygen through an exothermic carbon steel cutting rod that is charged by the 12-volt battery. When using the torch, the rod is put in contact with a striker that creates a short circuit arc causing the tip of the rod to heat and spark. By feeding oxygen through the rod when this is happening, the carbon steel rod ignites and the cutting operation can begin. The approximate temperature that a rod produces is over 10,000 F. The rods are 1/4-inch by 22 inches and burn for approximately 45 seconds, as long as oxygen is supplied.

SKILL: melee
RANGE: 0
POWER SOURCE: oxygen tank
DAMAGE: 30
EPIC FAIL: 85/95/00
BASE VALUE:

Expanding Foam Grenade

Fills a 5′ area with instantaneously expanding foam, good for incapacitating (and possibly suffocating) an opponent or filling a hull breach.
SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Hornet (Sting) Grenade

Based on the design of the fragmentation grenade. But instead of using a metal casing to produce shrapnel, they are made from two spheres of hard rubber. The smaller, inner sphere houses the explosive charge, primer, and detonator, and the outer sphere is the grenade casing. The space between the two spheres is filled with many small, hard rubber balls. Upon detonation the rubber balls explode outward in all directions, each one capable of inflicting a painful stinging impact. The balls bounce off hard surfaces so can appear to come from all sides, and can thus be likened to a swarm of hornets. Any people in the way will receive a series of fast, painful stings. The subject is forced to take cover from the blunt force of the projectiles.

DAMAGE: 10

AREA OF EFFECT: 20 cubic feet.

SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Incendiary grenade.

Splashes self-igniting phosphorous in a 5′ radius (10′ square area). Requires oxygen.

DAMAGE: 1d10 fire damage per turn

AREA OF EFFECT: 20 cubic feet.

SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Light (photon) grenade.

Basically a flare.

AREA OF EFFECT:

SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Magnetic Grenade

Releases an intensely powerful magnet with an effective magnetic field of about 10′.

AREA OF EFFECT: 20 cubic feet.

SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Nerve Gas Grenade

Once a nerve gas canister is activated, it affects only the hex it lands, and on each turn thereafter radiates out one square/hex in every direction for 10 combat rounds (60 seconds) unless it is affected by microgravity, an enclosed area or wind. Anyone who inhales the gas must make 10 consecutive Endure checks (1/round). A successful roll means no effect. A failed roll equals an amount of damage equal to half the number rolled (i.e. if the roll was 60 the character takes 30 Body damage). Additionally each failed check incurs a -10 penalty on all skills (except Endure).

AREA OF EFFECT: as above

SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Smoke Grenade

Used for obscuring an area or signaling with coloured smoke. Upon impact a grenade affects only the square or hex it lands, and on each turn thereafter radiates out one square/hex in every direction for 10 combat rounds (60 seconds) unless it is affected by microgravity, an enclosed area or wind.
SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Sonic Grenade

Produces an intense high frequency sound, used to incapacitate organic enemies by causing piercing, intense pain in hearing organs. Causes temporary or permanent deafness (Endure check).

Reusable. Can be set for a limited duration or ongoing (until batteries drained). Anyone with hearing protection is not affected (includes standard space helmet).

AREA OF EFFECT: blern (an echoey chamber will affect this)

SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Stun (Flash/Bang) grenade

Designed to produce a blinding flash of light and loud noise without causing permanent injury. The flash produced momentarily activates all photoreceptor cells in the eye, making vision impossible for approximately five seconds, until the eye restores itself to its normal, unstimulated state (Endure check each round). The loud blast is meant to cause temporary loss of hearing, and also disturbs the fluid in the ear, causing loss of balance (all balance related skills at -30 until Endure check made). The concussive blast of the detonation can still injure (on a tour de force, or if the grenade goes off inside someone’s pants), and the heat created can ignite flammable materials such as fuel.

AREA OF EFFECT: 15′ radius

SKILL: Throw
RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)
EPIC FAIL:
BASE VALUE:

Tear Gas Cannister
Once a tear gas cannister is activated, it affects only the square or hex it lands, and on each turn thereafter radiates out one square/hex in every direction for 10 combat rounds (60 seconds) unless it is affected by an enclosed area or wind. In the first round of exposure an unprotected victim finds the gas irritating but is able to function normally. On the second round she must make an Endure check or suffer the following symptoms: crying, sneezing, coughing, difficulty breathing, pain in the eyes, temporary blindness. These symptoms incur a -10 to all skills for every Endure check failed while in the tear gas (check once per round while exposed). For example, a creature who fails 3 Endure checks inside a tear gas cloud has a -30 to all skills. Once out of the affected area, no further penalties are incurred. For every minute outside of the cloud the character can make an Endure check to reduce any penalties by 10 until she is symptom free. Symptoms never occur beyond 30 minutes after being removed from exposure. A successful Medical skill check can abate symptoms and related penalties in the same way it recovers Body Points.

SKILL: Throw

RANGE: Heave score (in feet) / Heave x2 (in feet) / Heave x3 (in feet)

DAMAGE: special see below

EPIC FAIL: 80/90/00

BASE VALUE: 5 teeth

Petrol Bomb/Molotov Cocktail/Fire Bomb/Poor Man’s Grenade

A glass bottle filled with gasoline or similar fuel mixture, stoppered with a cloth wick. Originally used as an anti-tank weapon, the petrol bomb explodes in a fireball when the wick is lit and the artisanal grenade is thrown with sufficient strength against a suitably hard surface so that the container breaks and splashes flaming liquid in an area. Used against a soft target (like an animal, and remember that humans are animals) it is best to aim for the ground beneath it, since most petrol bombs will not break against even an armoured soldier unless thrown with terrific force. Blinding and choking smoke may follow the initial fireball if motor oil, strips of tire tubing or similar agents are included in the fuel. Without additional fuel to feed it, a fire from a molotov cocktail will burn away in 1d10+3 rounds.

SKILL: Throw
RANGE: Heave x1, Heave x2, Heave x3
DAMAGE: 2d10 fire damage to all targets in a 5′ area, continuous on flammable targets (like people) each round. There is a 33% chance anyone or anything within five feet of the target area also catches fire. Moving briskly through an area lit up by a firebomb will incur 1d10 damage for every five foot area, but a character will not catch fire from doing so unless he stops in the hot zone. A target can extinguish himself with a successful DIFFICULT Balance check (same as Dodge Bonus) as a full round action. On a tour de force the target also takes damage from the blunt force of the thrown container and glass shards.

EPIC FAIL: 91-00 (the condition of a poor man’s grenade is always poor)
BASE VALUE: 1 tooth

 

Pepper Spray

Pepper spray is made from an extract of chili peppers and usually comes in an aerosol canister so you can spray it quickly and easily. It is extremely irritating to the skin, eyes, mouth, throat and lungs. Its effect is immediate and powerful. Any given container of pepper spray will dispense 6d10 bursts of capsicum oil.

SKILL: Gun

RANGE: 10/15/20

DAMAGE: special

EPIC FAIL:

BASE VALUE:

If you were sprayed in the face with pepper spray, you would immediately feel a burning sensation in your eyes, nose and mouth, and possibly even your throat and on your skin. This burning feeling, if left untreated, can last anywhere from 45 to 60 minutes. Your eyes would become irritated and probably swell shut, causing temporary blindness that can last from 15 to 30 minutes. You might also begin coughing and find it difficult to breathe as your throat swells — this can last from 3 to 15 minutes.

 

ARMOR

A NOTE ABOUT ARMOR: Armor never stacks. Only use the Damage Resistance value of the best armor on a given hit location.

Antique Deep Sea Diving Suit

The basic components of the suit are the pressure resistant trunk and arms and legs. The trunk and the fixed hollow limbs are made from forged steel. The trunk is separated at the waist into an upper and lower torso joined by a bolted flange. The upper torso contains the buoyancy tank and the arms. The top of the torso is provided with two air bottles to regulate buoyancy. At the end of each arm, which is composed of three ball and socket joints, is a system of grippers, that could be manipulated from inside the suit. The legs, each also divided into three ball and socket joints, similar to the arms, are attached to the lower part of the trunk. Equipped with four thick glass, pressure resistant view ports that allowed the diver to see down, left-to-right and overhead. The breathing provision for the wearer is installed inside the trunk, as is the telephone and control system. If properly maintained this suit functions as a hazmat suit, reducing Rad accumulation from most sources.

This suit weighs about 1000 lbs which means that if you’re trying to wear it on land, unless you have a BRAWN of 18 or higher, your Move Rate is quartered, AND you have to make a Heave check to move, AND that Heave check is at -30. By the very nature of the way the suit is built your mobility is limited, negating any attempts to dodge (Dodge Bonus = 0)

DAMAGE RESISTANCE: 30
BASE VALUE: 300 teeth

 

Padded/Textile Armor
Protective pads for football and hockey, knee pads and elbow pads for skateboarders, and medieval gambeson are examples.
DAMAGE RESISTANCE: 5 to the appropriate hit location.
VALUE: 2

Hard plastic Armor

Includes bike helmets, sports (hockey/football) helmets, hard hats, motocross gear, and of course protective genital cup to put in your jockstrap.

DAMAGE RESISTANCE: 10 to appropriate hit location
VALUE: 1-5

Leather Jacket, pants, boots, gloves

DAMAGE RESISTANCE: 10 to appropriate hit location.
VALUE: 1-5

Motorcycle Helmet, WWII army helmet

DAMAGE RESISTANCE: 15 to head
VALUE: 8

Combat Helmet
Uses high strength synthetic fiber and/or metal. May come with brackets for night vision and communications equipment.
DAMAGE RESISTANCE: 20 to head
VALUE: 10

Ballistic Vest/Bulletproof Vest/Tactical Vest

  • SOFT BALLISTIC VEST. Used by old world police officers and bodyguards, this armor covers only the torso and is composed of high strength synthetic fiber
    DAMAGE RESISTANCE: 15 to Torso
    VALUE: 10
  • HARD PLATE VEST. Similar to soft ballistic vest but with metal or ceramic plates included. Used by old world combat soldiers, police tactical units and hostage rescue teams.
    DAMAGE RESISTANCE: 25 to Torso, 10 to Abdomen
    VALUE: 25

Explosive Ordnance Disposal Helmet

DAMAGE RESISTANCE: 30 to head
VALUE: 25

Explosive Ordnance Disposal Jacket
DAMAGE RESISTANCE: 25 to torso and abdomen, 20 to arms.
VALUE: 40

Explosive Ordnance Disposal Pants.

NOTE: Move Rate is reduced by 5.

DAMAGE RESISTANCE: 25 to legs, 10 to abdomen
VALUE: 30

CLOAKING SUIT

Form-fitting armored jumpsuit, with stealth camouflage system embedded. It generates a modulating field that transmits the reflected light from one side of an object to the other, making a person much harder to notice (but not completely invisible). Requires battery power.

+30 to sneak when your lights are turned off and your weapons are holstered.

ARMOR RATING: 20
VALUE: 500 teeth

Riot Shield

Clear polycarbonate or light metal. Long enough to cover an average sized man from the top of the head to the knees. Some riot shields are designed to be bullet resistant against low velocity handgun and shotgun ammunition, but most are not. They are generally intended to be used in riot control, to protect the user from shrapnel, thrown projectiles, and splash from various weapons such as a Molotov cocktail. Cannot be used with a 2-handed weapon.

Adds 30 to Dodge Bonus.
VALUE:

Force Shield Glove

This futuristic device creates a five-foot wide virtually impenetrable shield of blue semi-transparent magneto-plasmic energy that the wearer can point in any direction. All threats within the 45 degree arc ‘direct shield zone” incur a -50 to hit the target, as per the heavy (9/10ths) cover rule. Threats that are in the 90 degree “indirect shield zone” arc incur only -20 to hit (medium cover). Additionally the user enjoys a +40 to Dodge Bonus while the FSG is employed. Requires complete use of one hand.
CHARGES: 20 rounds on a fully charged atomic battery.
VALUE: 15

 

GENERAL EQUIPMENT

Books

Books are a rarity in the wasteland. Many books even in good condition offer no real value beyond entertainment, but many non-fiction books can provide real world skills to a reader who can fully digest their information. An anatomy textbook for example may increase a reader’s Medical skill, a dictionary or Children’s book might help with the Language, skill, a cookbook might help with Survival, a woodworking manual with Build/Repair, and books on history, art, and poker playing might increase a character’s Lore skill. The level of benefit a reader will get depends on the character’s Brains attribute and Language skill score. Cross referencing these two values on the chart below will give a number between 1 and 8. This value represents the minimum number of days required studying the book and the maximum number of skill points rewarded by doing so. At the end of each day studying the book, the character makes a Language skill check. If the Language check is successful, he gains a skill point in the skill most applicable to the book’s topic. The amount of attempts is limited to the result on the Book Learnin’ chart. Although your typical wasteland hick could spend every day for the rest of his life reading and rereading The Absolute Simpleton’s Guide to Pole Dancing, if his mental faculties are limited (a low BRAINS score) and he has little training in reading (a low Language score) he may only get one or two attempts to learn from the book.

 BOOK LEARNIN’ CHART

Brains Score → 1-4…5-6…7-8…9-10…11-12…13-14…15-16…17-18…19+

Language 1-20……1…..1…….2…….2………3………..3……….4……….4………5

Language 21-30….1…..2…….2…….3………3………..4……….4……….5………5

Language 31-40….2…..2…….3…….3………4………..4……….5……….5………6

Language 41-50….2…..3…….3…….4……..4…………5……….5……….6………6

Language 51-60….3…..3…….4…….4……..5…………5……….6……….6………7

Language 61-70….3…..4…….4…….5……..5…………6……….6……….7………7

Language 71-80….4…..4…….5…….5……..6…………6………..7………7………8

Language 81+…….4…..5…….5……..6……..6………..7………..7………8………8

Values noted on chart are the maximum number of attempts allowed to gain a skill point (may attempt once per day of study)

VALUE: Typically 1 tooth per non-fiction book with applicable real-world knowledge (Anarchist Cookbook, Uncle Zeke’s Advanced Field Dressing, Kleptonomicon: 99 Strategies for a Successful B&Es). Otherwise 1 tooth per box full of trashy romance novels.

Gas Mask

Available in half or full mask. The half mask covers just your nose and mouth, the full face mask contains protection for your eyes which is great until the eyeholes fog up with your fear juice.

In an area heavily contaminated by poisonous chemicals, one filter will generally last 45 minutes, at which point breathing will become more difficult and you’ll need to hold your breath while you change filters. A true expert will breathe out through a new filter before breathing in, to expel any contaminated air within the mask while changing the filter.

Some masks have a dual filter – one on each side of the face. This allows you to keep breathing while changing a filter. The bad news is that unlike with a single filter, on a dual filter the canister interferes with “cheek weld” – the natural position you put your cheek on your rifle’s butt stock when aiming.

Yeah, that’s a real thing. You just learned something! You’re welcome.

Kamikaze Brand Potassium Iodide (KI) Pills

Iodine-131 is a major product of uranium fission. After a nuclear event, radioactive iodine can be released into the air and inhaled. It can also contaminate the local food or water supply and in turn be ingested. The thyroid gland quickly absorbs radioactive iodine, which can be damaging.

Iodine pills prevents certain types of radiation sickness, specifically it protects the thyroid from radioactive iodine. The good news is the KI pill will flood the body and thyroid so harmful radioactive iodine won’t be able to collect in the thyroid because the inert iodine blocks the bad stuff, and the carcinogen will be excreted from your system.

The bad news is you have to take the pill before exposure occurs and that iodine-131 is not a common hazard hundreds of years after a nuclear catastrophe–with a short half-life there is no detectable radiation after a month. On the other hand wasteland scientists have posited that some mutants naturally emit Iodine-131 along with other types of radiation, in which case this medicine would have real value.

GAME EFFECT: This medicine does not reduce the amount of radiation you absorb from contaminated water, food, or barrels of toxic waste (at GM discretion it may protect from other sources.) It does negate the effects of minor and moderate radiation sickness, however. One pill lasts 24 hours.

Also available in liquid form and fun animal shapes for children.

VALUE: 1 tooth per pill.

Baltic Purple ™ 500mg Liquicaps.

Comes in packs of 20 capsules. The active ingredient in this medicine binds to particles of radioactive elements, which are then excreted in (purple) feces. This treatment expedites the elimination of radioactive particles and reduces the amount of radiation cells may absorb. Recommended dose is 3 times a day for a minimum of 30 days, depending on the extent of the contamination. Exceeding this dose runs the risk of the following side-effects: Narcolepsy, inability to keep food down, and temporary blindness.

GAME EFFECTS: Each dose (pill) removes 3d10 rads. Taking more than 3 pills in a 24 hour period will result in one of the above side effects unless an Endure check is made for each dose above the third. Side-effects last 2d10 hours.

VALUE: 5 teeth per pill

Rad-B-Gone anti-radiation medication.

This preventative medicine usually comes in a single-dose pack, unless found in special bulk packages from big box style drug stores. Each pill is the size of a baby’s fist, and is administered orally. The pill is not swallowed but is kept in the mouth where it slowly dissolves, usually within 1 to 2 hours. During this time all doses of radiation are reduced by 20 rads. There are no side effects from normal use, but Rad-B-Gone tastes like skunk shit and there’s always the risk that during strenuous activity it could be swallowed (and is a potential choke hazard). Swallowing Rad-B-Gone results in immediate severe nausea (-20 to Brawn- and Balance-linked skills) for 1d100+10 minutes (halved with successful Endure check).

VALUE: 10 teeth per pill.

PISS-AID

Piss-Aid is the colloquial name for a post-cataclysm “home-made” drug that reduces rad absorption. Piss-Aid, concocted from wasteland herbs, old spray-on deodorant and certain reptile feces, is administered via inhaler. When givin within 24 hours of rad absorption, the user will pass all the rads absorbed in that time through the urine. Side effects include euphoria, bleeding eyes, itching, loss of bladder control, and possible dehydration

It is advised that a person who uses Piss-Aid drink plenty of fluids. Piss-Aid is extremely addictive.

GAME EFFECTS: For each 20 rads that a user hopes to remove, he/she must drink 1 liter of fluid (preferably water). Otherwise there is no beneficial effect.

Every time after the first that a character takes Piss-Aid, he must make an Endure check or become addicted.

VALUE: 30 teeth per inhaler (1 dose).

TRITON Brand Activated Charcoal Counter-top Water Purification (modified)

Activated charcoal is charcoal that has been treated with oxygen to open up millions of tiny pores between the carbon atoms. Activated charcoal is good at trapping other carbon-based impurities (“organic” chemicals), as well as chlorine, lead, mercury, VOCs and MTBE . Many other chemicals are not attracted to carbon at all (sodium, nitrates, etc) so they pass right through. This means that an activated charcoal filter will remove certain impurities while ignoring others. It also means that once all of the bonding sites are filled an activated charcoal filter stops working. At that point you must replace the filter.

Normally designed to attach to a faucet, this modified filtration system comes with a hose, a funnel and a glass or plastic bottle.

VALUE: 20 teeth

HOW RADIOACTIVITY AND RADIATION POISONING WORKS

Radiation damage is not like other kinds of damage – you don’t lose BODY Points from radiation poisoning, you just get sick and feeble as you accumulate rads. Weirdos who hang out in radioactive hot spots don’t know how many rads their body is absorbing until they start to feel sick, so the gamemaster won’t tell you what your accumulated rads are until you’ve already got minor radiation poisoning. Right gamemaster?

Radiation is healed through the application of the Medical skill (but not without appropriate supplies), or simply by spending time away from radiation. Accumulated rads are lost daily (after sleeping) at a rate equal to the character’s BRAWN score.

ACCUMULATED RADS…….LEVEL…………….SYMPTOMS*

0-199…………………………………Normal………………….No Effect
200-399 ……………………………Minor Poisoning……..Fatigue, weakness, mild nausea. -10 to Brawn and Balance-linked skills.*
400-599………………………..Moderate Poisoning…….Above plus purpura, hemorrhage, hair loss, severe nausea, mild fever. -20 to Brawn- and Balance-linked skills.*
600-799………………………..Serious Poisoning………. Above plus cognitive impairment. Severe Fever, diarrhea. -30 to all skills. No Dodge Bonus. Initiative Bonus -5.
800-999…………………………Critical Poisoning……….Above plus seizures, ataxia. Difficulty standing & walking. -50 to all skills and halve Move Rate. No Dodge bonus. Initiative Bonus -10.
1000+ …………DEATH!

Every time a mutated human or animal reaches a new radiation poisoning level, there is a 5% chance a new mutation develops – roll once on the Mutation Table. You cannot roll twice for the same level unless your rad score has dropped by 200 points (so losing and gaining rads over and over again around the same tier does not increase your chance for mutation)

*Game effects of symptoms from mild and moderate radiation poisoning can be ignored with successful Endure skill check.

Typical radioactivity sources:

Eating irradiated food or water: minimum 1-10 rads (roll 1d10 or GM chooses number)

Standing in radioctive water: from 10 rads per minute to 1d10 rads per round depending on level of radioactivity.

Swimming/total immersion in radioactive water: 1-10 rads per round

Being in close proximity to radioactive waste: 1-10 rads per round.

In contact with radioactive waste: minimum 10-50 rads per exposure.

Fallout after nuclear explosion: 1d10 rads per minute.

 

http://fallout.wikia.com/wiki/Radiation

http://en.wikipedia.org/wiki/Acute_radiation_syndrome

 

APPENDIX:

Sweet fuck all

MUTILATION TABLE:

In Mutilator, BODY damage is temporary, but mutilations are forever. There’s a special spot on the Mutilator character sheet where players can keep track of their mutilations. Usually, mutilations cannot be healed through normal use of the Medical skill (or mutations that accelerate healing, for that matter). Mutilations (AKA aggravated damage) are not just skin and flesh knitting back together as with superficial wounds, but structural failure or total loss of organs and bones. Even if mutilations heal, there are usually lingering, permanent effects.

GENERIC

Here’s a generic table that can be used for animals, monsters, etc, or if you just want something simple.

01-10 Superficial scarring. If visible, -1d10 penalty to Speech and possibly Barter and/or Perform, but bonus to Intimidate.

11-25 Muscle crushed/shredded. Pain. Bleeding. Possible loss of mobility (-1d10 to relevant skills and/or Move Rate). Reduce maximum BODY score by 1d10.-

26-35 Artery severed. Massive blood loss.

36-45 Bone cracked. Intense pain. Possible loss of mobility (-1d10 to relevant skills and/or Move Rate)

46-55 Organ ruptured. Intense pain. Requires major surgery. Make Endure check or suffer infection.

56-65 Bone shattered. Intense pain; Requires major surgery. Possible loss of mobility (-1d10 to relevant skills and/or Move Rate).

66-75 Organ destroyed. Intense pain, requires major surgery, possible shell shock syndrome.

76-85 Nerve damage. Pain. Possible loss of mobility (-1d10 athletic* skills and/or Move Rate)

86-95 Body part explodes. Pain, massive blood loss, shell shock syndrome. Reduce maximum BODY score by 10. Make Endure check or suffer infection.

96-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).

Special conditions: 

Certain terms are italicized. Here’s the game effects:

Pain: -10 to all skills until healed or suitably doped up.

Intense pain: -20 to all skills until healed or suitably doped up. Cannot Dodge. Move Rate halved.

Bleeding: Lose 10 BODY per round until successful Medical skill check performed or otherwise healed.

Massive blood loss: Lose 20 BODY per round until successful Medical skill check performed or otherwise healed.

Major surgery: Some effects of the injury may be reversed through major surgery. In the wasteland, this is a long and horrible process (even more so than sex and food preparation). Major surgery requires the patient be subject to sutures, metal plates and rods, gauze, plaster and of course maggot therapy. The attending surgeon (or wasteland sawbones) must have a Medical score of 50 or higher. A typical surgical operation with the proper equipment and staff takes 3 hours including prep (consult Time Step table on page 20 of the Spaceship Zero rulebook for skill check modifiers for taking more or less time). RECOVERY TIME: Once the cast is on and the stitches are in, the symptoms of your brutal injury don’t just magically disappear. In fact they remain until the character is at maximum Body Points (modifiers of the relevant injury notwithstanding) AND one of the following two things happen: The surgeon or one of its assistants performs a Tour de Force Medical skill check, which can be attempted once per day (in game time), OR the patient performs a Tour de Force Endure check, which can be attempted once per day (in game time, typically upon waking up from an 8-hour sleep). Then and only then will the patient’s life return to “normal.” If, on the other hand, the surgeon’s Medical skill check comes up 00 then the effects of the injury are permanent.

Infection: An infection is the invasion of body tissues by microorganisms such as viruses and bacteria, their multiplication and toxins they produce. A victim of infection will have ongoing pain, and an additional penalty of -10 on Endure checks until the infection is healed. Infected characters also lose 3d10 BODY points per day unless they make an Endure check. Treatment for infection is a course of antiobiotics. In game terms, this requires a decent medical kit and a successful Medical skill check. Once that is made, the character will stop losing BODY points, but will still suffer skill penalties until the medicine runs its course in 1d10 days.

Shell shock syndrome: Characters who suffer intense pain or gory injury may find in future combat situations that fear of injury inhibits their combat effectiveness. If you do not pass out from this mutilation, permanently lose 1d10 to your Backbone score.

SPECIAL DAMAGE MUTILATIONS

IT BURNS! Thermal, chemical, electrical and radiation burns.

Fire and acid mutilations occur slightly differently than normal blunt or incisive trauma. Whereas a mutilation occurs with 50 points taken in one blow from a gun or blade, mutilation from fire and acid occurs if a character takes 50 points IN TOTAL to any given hit location over the span of an encounter, as the heat or corrosive agent slowly destroys body tissue.

BURN MUTILATIONS:

01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.

11-40 Second degree burn: Pain + scarring as above.

41-70Third degree burn: Intense Pain. Make Endure check or suffer infection. Plus scarring as above.

71-90 Fourth degree burn: Intense Pain. Nerve and/or muscle damage – Possible loss of mobility (-1d10 athletic* skills and/or Move Rate). Make Endure check or suffer infection. Plus scarring as above.

91-00 Fifth degree burn. Forty to eighty percent (40+4d10%) of flesh on the relevant hit location melts away. For each 10% of flesh you lose (round up) you suffer -2 to athletic or finesse skills or social skills if on the head. Intense pain. Endure check or suffer infection plus, of course, scarring as above. Also if burned on your head you lose 4d10 to your See score. If the resulting score is 0 or less, you are permanently blind. Shell shock syndrome.

HEAD

01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.

11-15 Teeth lost. Lose 1d10 teeth.

16-18 Tongue explodes. -2d10+10 Speech, Barter (permanent)

19-22 Teeth shattered (lose 3d10+2 teeth). -10 permanent penalty to Speech/Barter. Cannot chew solid food until replaced with prosthetic.

23-27 Face smashed/shredded (nose, brow, cheek, whatever). Scarring and deformity. -2d10 points to Barter/Speech/Perform/Disguise, and add that many points to Intimidate (permanent). Shell shock syndrome.

28-32 Fractured jaw. Pain until fully healed. Unable to eat solid foods (reversed with major surgery).

33-37 Ear explodes. Scarring. Bleeding. Lose 2d10+10 points from Listen score (permanent). Major surgery to reverse

38-41 Jaw explodes. Bleeding. Halve your Speech, and -1d10+10 to Disguise, Barter & Perform (permanent). Make Endure check or suffer infection.

42-44 Scalped! Bleeding. Make Endure check or suffer infection.

45-49 Throat crushed/shredded. Intense pain, blood loss. 50% chance you start to drown in your own blood (see Suffocation rules). Permanent effects: -1d10+10 to Speech/Barter. Endure check or lose speech altogether (-30 Speech – reversed with Major surgery)

50-56 Major artery severed. Massive blood loss.

57-59 Broken neck/severed vertebra. 10-100% mobility loss (roll 1d10 and multiply by 10). 50% or more means paraplegia. 100% means quadriplegia. Reversed with major surgery.

60-63 Cracked skull. Pain until fully healed. 10% chance double vision, 10% chance poor balance, 10% chance repeated vomiting. Takes 1d10 weeks to fully heal, any strenuous activity will add 1 week onto healing time and may result in complications (10% chance coma or brain damage, below).

64-68 Nerve damage. Pain. Permanent effects: Loss of mobility (-1d10 athletic* skills and/or Move Rate) negated with major surgery

69-73 Neck muscles destroyed. Pain. Permanent effects:-1 to Initiative Bonus, -10 to Disguise, and scarring (as above).

74-75 Impromptu Thyroidectomy leading to hypothyroidism: fatigue & weight gain (-1 Brawn, -1 Balance and related skills), deeper hoarse voice, goiter, enlarged tongue. Women not pregnant or nursing may begin producing breast milk (This is known as galactorrhea, by the way. Now you know.) Make Endure check or suffer infection.

76-80 Eye explodes. See score permanently halved. -20 to Drive, Guns, Bow, Throw, Jump (permanent). Shell shock syndrome.

81-83 Crushed skull. Bleeding. Coma. 1% cumulative chance per day to recover, providing the bits of skull have been removed with major surgery and replaced with some kind of wicked post-apocalyptic implant.

84-87 Brain damage – amnesia. Complete memory loss. Whenever you experience a dramatic event (a friend dies, you reunite with an old friend, you get another mutilation, etc) there is a chance (percentage chance equal to your BRAINS score) that you recover part or all of your memories.

88-92 Brain damage. -3d10 to random Brains-linked skill (permanent).

93-97 Brain damage. Roll on Liability Table, rerolling any results that don’t apply.

98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).

ARM

01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.

11-15 Lose 1-5 fingers. Pain. If you’ve lost your thumb or 3+ fingers, permanently reduce finesse skills* by 10 (off hand) or 20 (favoured hand). Major surgery.

16-20 Hand injury: The stuff inside your hand that makes it work is mulched up. It’s still usable, but it’s gimpy. Permanent -1d10 to the finesse* skills and also Climb – double the penalty if it’s your favoured hand.

21-28 Artery severed/crushed. Massive blood loss.

29-34 Hand explodes. Permanently reduce finesse* skills by 20 (off hand) or 30 (favoured hand). Roll Endure or suffer infection. Shell shock.

35-38 Tendons ruptured in forearm. Intense pain. Permanent -2d10 penalty to athletic skills* Major surgery to reverse.

39-43 Radius fracture. Pain. -1d10 penalty to athletic skills* until fully healed.

44-48 Dislocation at elbow. Intense pain and cannot use that hand until put back in place. Pain until fully healed.

49-53 Bicep crushed/shredded. Pain, blood loss. Permanently reduce maximum BODY score by 1d10. Reduce athletic* skills by 1d10

54-58 Radius broken. Intense pain. -1d10+10 to athletic skills* until fully healed. Without Medical skill check there’s a 50% chance the bone will set improperly and have to be painfully reset.

59-63 Dislocation at shoulder. Intense pain and cannot use that arm until put back in place. Pain until fully healed.

64-68 Deltoid crushed/shredded. Pain, blood loss. Permanently reduce maximum BODY score by 1d10. Reduce athletic* skills by 1d10

69-73 Nerve damage. Pain. Permanent -1d10 athletic* skills.

74-77 Radius shattered. Intense pain; Permanent -1d10+10 penalty to athletic skills* that require this limb reversed with major surgery

78-82 Skinned. Pain. Make Endure check or suffer infection.

83-87 Humerus broken. Intense pain. -1d10+10 to athletic skills* until fully healed. Without Medical skill check there’s a 50% chance the bone will set improperly and have to be painfully reset.

88-89 Arm explodes at elbow. Intense pain, massive blood loss. Make Endure check or suffer infection. 50% chance arm can be restored with major surgery, otherwise it rots and falls off. Even if it is restored, you never regain full mobility and athletic and finesse skills* are at -2d10 (a well made prosthetic or cybernetic arm will negate this penalty). Shell shock

90-94 Humerus shattered. Intense pain; Requires major surgery. Permanent -1d10+10 penalty to athletic skills* that require this limb.

95-97 Shoulder explodes. Intense pain, massive blood loss. Make Endure check or suffer infection. 50% chance arm can be restored with major surgery, otherwise it rots and falls off. Even if it is restored, you never regain full mobility and relevant skills are at -2d10 (a well made prosthetic or cybernetic arm will negate this penalty). Shell shock.

98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).

LEG

01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.

11-14 Lose 1-5 toes. Bleeding. Move Rate reduced by 5 until healed.

15-17 Foot broken. Pain. Move Rate reduced by 10 until fully healed.

18-20 Ankle tendons damaged. Intense pain. Permanent effects: -2d10 penalty to athletic skills* and -1d10 Move Rate. Major surgery reverses.

21-23 Foot crushed/shredded. Pain. Bleeding. Make Endure check or suffer infection. Move Rate halved – major surgery negates.

24-27 Tibia fracture. Pain. -1d10 to athletic skills* and -1d10 Move Rate until fully healed in 2 months.

27-31 Dislocation at knee. Intense pain and Move Rate halved until popped back into place. Move Rate still at -10 for 1d10 days (negated with major surgery).

31-33 Tibia broken. Intense pain; Suffer -1d10 to athletic skills* and Move Rate until successful major surgery.

33-38 Skinned. Pain. Make Endure check or suffer infection.

39-42 Calf muscles crushed/shredded. Pain, blood loss. Permanent effects (major surgery negates): reduce Maximum Body score by 1d10, reduce Move Rate by 5

43-45 Tibia shattered. Intense pain. Permanent -1d10+10 penalty to athletic skills* and Move Rate (halved with major surgery).

46-48 Foot explodes. Intense pain, bleeding, Make Endure check or suffer infection. Move Rate -10 until stump heals over, then reduce penalty to -5.

49-55 Artery severed. Massive blood loss.

56-58 Femur cracked. Pain. -1d10 to athletic skills* and -10 Move Rate until fully healed.

59-63 Thigh muscles crushed/shredded. Pain. Permanently reduce maximum BODY score by 1d10. Permanent -1d10 to Athletic skills* and Move Rate (negated with major surgery).

64-66 Femur broken. Intense pain; Suffer -1d10 to athletic skills and Move Rate until fully healed. Without Medical skill check there’s a 50% chance the bone will set improperly and have to be painfully reset.

67-71 Nerve damage. Pain. Permanent -1d10 athletic* skills and Move Rate (Major surgery reverses).

72-74 Femur shattered. Intense pain. Permanent -1d10+10 penalty to athletic skills* and Move Rate (halved with Major surgery).

75-77 Hip Fracture. Intense pain. Move rate halved (major surgery or months and months of rest negates).

78-80 Leg lost at knee. Pain, massive blood loss. Make Endure check or suffer infection. Permanently reduce maximum BODY score by 2d10 and halve Move Rate (round down to nearest 5) – major surgery negates. Shell shock syndrome.

81-83 Hip broken. Intense pain; Loss of mobility (-2d10 to athletic skills and halve Move Rate) – major surgery negates).

84-88 Dislocation at hip. Intense pain and Move Rate is quartered (if you have more than two legs Move Rate is halved) until popped back into place. Move Rate still at -10 for 1d10 days (negated with major surgery).

89-91 Leg lost at hip. Massive blood loss, intense pain. Make Endure check or suffer infection. Permanently reduce maximum BODY score by 3d10 points and quarter Move Rate (halve with major surgery)

92-94 Hip shattered. Intense pain. Permanent -1d10+10 penalty to athletic skills* and halve Move Rate (halved with Major surgery).

95-97: ?????

98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).

CHEST

01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.

11-14 esophagus

16-20 Skinned Pain. Make Endure check or suffer infection

21-30 Muscles crushed/shredded. Intense pain until healed. Reduce your maximum BODY score by 1d10+5 points permanently.

31-40 Artery struck. Massive blood loss.

41-45 Ribs cracked. Pain. -1d10 penalty to athletic skills* until fully healed.

46-50 Clavicle fracture. Pain. -1d10 penalty to athletic skills* until fully healed.

51-55 Ribs broken. Intense pain. -1d10 athletic skills* until fully healed.

56-59 Sternum cracked Intense pain for 1d10+4 days. Lose 1d10 points from Heave (permanent).

60-63 Ribs shattered. Intense pain. -1d10 penalty to athletic skills permanently (major surgery negates)

64-72 Nerve damage. Pain. Permanent effects: Loss of mobility (-1d10 athletic* skills and/or Move Rate) negated with major surgery

73-76 Sternum broken. Intense Pain. -1d10 athletic skills until fully healed. Major surgery

77-80 Clavicle broken

81-83 Sternum shattered

84-85 Clavicle shattered Intense pain for 1d10+4 days. Lose 1d10 points from Heave and Swim score (permanent). Major surgery.

86-88 Cracked spine Intense pain, 10-50% mobility damage (roll 1d10 and multiply by 5). Major surgery and 4 months to heal.

89-92 Lung pierced. Intense pain, bleeding (internal). 50% chance you start to drown on your own blood (see Suffocation rules). Make Endure check or suffer infection.

93-95 Crushed spine. 10-100% mobility damage (roll 1d10 and multiply by 10). 60% or more means paraplegia. 100% means quadriplegia. Major surgery and 7 months to heal.

96-97 Heart pierced. Intense pain, massive blood loss (internal). Major surgery

98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).

ABDOMEN

01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.

08-11 Abs or lower back muscles crushed/shredded

12-14 Buttocks crushed/shredded

15-22 Femoral artery severed: massive blood loss

23-30 Hip bone cracked. Pain. (-1d10 to athletic skills and/or Move Rate)

31 ?????

32-36 Hip Broken. Intense pain. -1d10 to athletic skills* until fully healed.

37-41 Liver explodes. Intense pain, massive blood loss, shell shock syndrome. Make Endure check or suffer infection.

42-46 Hip shattered. Intense pain; Requires major surgery. Permanent -1d10+10 to athletic skills* and Move Rate. Major surgery reverses up to 90% of permanent effects.

47 Pancreas explodes

48-52 Intestines crushed/disemboweled. Intense pain, major blood loss, shell shock syndrome. Make Endure check or suffer infection.

53-57 Spleen explodes. Intense pain, massive blood loss. Make Endure check or suffer infection.

58-62 Stomach (your actual stomach) explodes. Intense pain, massive blood loss, shell shock syndrome. Make Endure check or suffer infection.

63-67 Genitals mutilated. Bleeding.

68-72 Kidney explodesIntense pain, massive blood loss, shell shock syndrome. Make Endure check or suffer infection.

73-77 Genitals explode. Bleeding, Shell shock syndrome. Reproduction impossible.

78-81 Nerve damage. Pain. Permanent effects: Loss of mobility (-1d10 athletic* skills and/or Move Rate) negated with major surgery and 1d10+3 days.

82-85 Bladder explodes. Intense pain, infection. Major surgery is required in order for you to remove urine from the kidneys (via a replacement bladder or a bag hanging out the side of your body), otherwise you will die any day that you don’t make a successful Endure skill check with a cumulative -10 penalty each day after the first. Even if surgery is successful you have a 30% chance for urinary incontinence (involuntary leakage).

86-89 ?????

90-94 Crushed spine/severed vertebra. 10-100% mobility damage (roll 1d10 and multiply by 10). 50% or more means paraplegia. Major surgery and 7 months to heal.

95-97 ?????

98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).

* Athletic skills usually include Heave, Jump, Swim, Climb, Throw, and Melee/Fisticuffs. Finesse skills usually include Medical, Build/Repair, Lockpicking, Bow, Guns and sometimes Pilot.

 

 

 

 

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