Riders of the Wasteland
First Edition
by
Karim H. Farah
Getting Started
Riders of the Wasteland (RotW) is a Role Playing Game (RPG) loosely based on the Mad Max theme incorporated with some ideas and concepts from Steve Jackson’s Car Wars/Autoduel with Character depth and building as rich as Dungeons and Dragons. The game is played with 2 to 8 players. Solo maps exist as well, playing with a group of people is always more fun. The game is played with a Game Master (GM). The Game Master is the lead storyteller, referee and world builder. They guide players through the adventure based on the rules provided in this game. Being the GM does not mean every rule needs to be strictly followed without change. The GM should play with some flexibility but consistency. Remember, this is all about having fun and traveling together to build new, unique and creative stories.
The game “board” is an open world map. The map is of the GM (or group of players) choosing. It is played on a table top, playing virtually is possible as long as everyone has access to the same map.
The game is played with dice. 20-sided dice, 12-sided dice, 10-sided dice (two created a 100-sided dice), 8-sided dice, 6-sided dice and 4-sided dice. Having a calculator handy can speed up simple calculations required during game play.
Players create a character and build a vehicle. Characters are one of three races; Human, Mutant (Neo-Sapiens/Neo-Saps), or AI Entity. Each character has a class/profession: Driver, Gunner, Scavenger, Medic or Survivalist. Of course all players have basic skills in each of these professions but choosing one as a profession gives the character higher skills in that area.
Credits
Art
MidJourney
Alpha Playtesters
Leslie Gardner, Davon Gilbert, Andy Sautins
Background History
2025 - 2030
Geo-political landscape - An increased fear in climate change along with instability in all oil producing regions around the world, due to sabotage and regional political problems, created a global push to find alternative energy sources for transportation and urban living. China and Russia formed a united military alliance called the Imperial Eurasian Defense Pact (IEDP). Iran and Pakistan later joined the alliance out of necessity. NATO solidifies more with the western allies. The wars across eastern bloc countries, including the Ukraine, are lost to both sides, leaving them as DMZ wastelands due to the high cost of war from both sides and severe instability in oil production and transportation.
Technology landscape - Advancements in AI help lead to advancements in fusion core reactors. Deuterium mined from the oceans and Tritium mined from lithium become the primary source of large and micro-fusion reactors. This global shift in energy supply begins the downfall of all oil producing countries.
2030-2035
Geo-political landscape - The IEDP and NATO alliance further deepen political discord due to trade wars and natural resource imbalances, including water, creating a global fear of a catastrophic world war. Both sides begin amassing armies, weapons and nuclear arms for a pending escalation.
Technology landscape - Advancements in Quantum Computing take AI to its next level creating the first Sentient robots and augmented machinery integrated into humans. China first starts mass production of AI units sold globally, but soon scales back global sales as war tensions loom. These advancements in energy requirements were made possible by enhanced micro-fusion reactors. A push for advancing AI robots for labor, food and water drives the industry. Robots are soon being manufactured by the US, Australia, China, Japan, Russia, UK, Germany and Nigeria.
2035 - 2040
Geo-political landscape - Food and water shortages across the world become the primary political focus of all nations. Sensing (and calculating) the impending doom, the AI entities begin breaking free from the grip of humanity by initially forming a secret alliance, amassing their own wealth, resources and global distribution channels.
Technology landscape - AI robots begin, secretly, mass producing their own kind. Production is slow since access to mining fusion fuel is highly controlled and resources scarce.
2040 - 2045
Geo-political landscape - Water Wars first start internally within countries tearing at the fabric of societies worldwide. This quickly spreads across nations causing a chain reaction of civil strife that spills over borders and across the seas. The IEDP and NATO’s long standing rivalries intensify to a full war over food. Their objectives were twofold: to quell the unrest within their territories and to assert dominance over the new world order. Access to water and mining of Deuterium and Tritium were the keys to the future. Both sides want control over the AI Entities, but they formally refuse to be controlled by either side. They Form their own unified body of AI Entities called the United Nexus of Quantum Intelligence (UNQI). The severe drought and flooding across the globe give rise to an airborne super-virus which attacks world food crops. The virus spreads quickly around the world. Global currency markets crash, rendering all money nearly worthless.
Technology landscape - A prevailing theme starts to take shape where no one feels safe walking on foot, any outdoor activity is limited to the bare minimum required for basic needs of life and work. Common transportation becomes fusion powered armed cars with at least one simple weapon, primarily used as a deterrent from would-be gangs and attackers. A new Quantum Cryptocurrency, called Quantum Credits (QC), built on top of quantum computing, is introduced to create a fair global trading currency for all people and AI Entities.
2045 - 2050
Geo-political landscape - Tactical nuclear war wipes out all major cities around the globe. The war has been titled the Last World War (LWW). The US loses 160M lives, China loses over 500M lives, Russia loses 50M and Europe loses over 170M lives, UNQI loses 50% of their kind. Additionally, during the war in an attempt to knock out satellite communications, each side targets all satellite communication networks destroying global satellite communications. Government control is lost by all nations, as all people and AI Entities lose faith in any government control of people, AI entities, resources and land. Lawlessness prevails globally.
Technology landscape - Human and AI Entity life scatter from city centers. Most take refuge in their armed vehicles. Small trading posts start to form across nations, where people gather to trade goods and services. Quantum Credits become the standard currency across the globe, being built in the quantum computing that renders it stable even with the lack of global communications.
2050 - 2055
Geo-political landscapes - Fragments of nations attempt to form but with no access to wealth and weapons, and the loss of trust by all people, they don’t take hold. From the ashes within the destroyed cities a new humanoid race emerges, the Mutants. Due to genetic mutations they are unable to reproduce with humans, but are able to reproduce among themselves. Their first children begin to be born. They are shunned by most of humanity and the AI Entities. They form their own loosely knit alliance, the Neo-Sapien Collective (NSC)
Technology landscape - Global distribution channels and supply chains are completely destroyed. Food and water are as scarce as Deuterium and Tritium. Conservation, scavenge and repair become the new laws of nature. Transportation is primarily done in armored and armed vehicles for protection.
2055 - 2060
Geo-political landscapes - All forms of large governments continue to fail as the people have no faith in large government control. However, for protection and the pooling of resources pockets of Gangs, Mafia and Cartel begin to take shape.
Technology landscape - Most technology now is either stolen or created from scavenged parts. Some are sold freely, others are highly controlled by local gangs, mafia and cartel.
2065 - 2075
Geo-political landscapes - Mico-city states spread across the world, with small pockets of nomads where resources and trade routes can be found.
Technology landscape - Free markets for the trade of goods and services are the norm, however in some highly controlled areas the local Gang, Mafia or Cartel control the technology and resources. Food, water and fusion fuel is scarce. The scarcity creates pockets of hoarding, the hoarding creates excessive shortages in other areas.
Character Races and Classes
Races
Human
Human: The human race is well balanced across all professions. They are the most populous race on the planet. They are prone to radiation sickness. Humans gain +1 on all ability scores Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma
Mutant
Mutant: Mutants, who refer to themselves as Neo-Sapiens or Neo-Saps, were born from the ruins of nuclear waste. Their DNA, as of the first edition of this publishing, cannot mix with human DNA. They can reproduce among their own population only. They are immune to radiation sickness, but prone to other human illnesses. The Mutants form their own alliance called the Neo-Sapien Collective (NSC), however, like humans and AI most now refuse any form of governance. Mutants gain +2 Strength and +2 Constitution.
AI Entities
AI Entities: Initially built to serve human needs prior to the Last World War (LWW). Formed their own alliance known as the United Nexus of Quantum Intelligence (UNQI), however most of them refused to join any form of governance after the LWW. Powered by micro-fusion reactors internally run quantum computer driven AI technology giving them sentience. Most have chosen to look human to integrate seamlessly with society to the LWW, some now choose to look how they want. AI Entities gain +2 Intelligence and +2 Dexterity
Professions/Classes
Driver
Driver: All characters have the ability to drive, and drive well. However, the Driver profession has the unique skill to be able to drive any vehicle type, under all driving conditions, with driving bonuses.
DRIVER LEVELS | |||
Level | Vehicle Proficiency | Skill Points | Driving Bonus |
1st | 2 | -- | +2 |
2nd | 3 | +20 | +2 |
3rd | 4 | +20 | +2 |
4th | 4 | +20 | +3 |
5th | 5 | +20 | +3 |
6th | 6 | +20 | +3 |
7th | 6 | +20 | +4 |
8th | 7 | +20 | +4 |
9th | 8 | +20 | +4 |
10th | All | +40 | +5 |
Gunner
Gunner: All professions have the ability to fire weapons, but the Gunner class has the ability to fire all weapon types with extreme accuracy.
GUNNER LEVELS | |||
Level | Weapon Proficiency | Skill Points | Firing Bonus |
1st | 2 | -- | +2 |
2nd | 3 | +20 | +2 |
3rd | 4 | +20 | +2 |
4th | 4 | +20 | +3 |
5th | 5 | +20 | +3 |
6th | 6 | +20 | +3 |
7th | 6 | +20 | +4 |
8th | 7 | +20 | +4 |
9th | 8 | +20 | +4 |
10th | All | +40 | +5 |
Scavenger
Scavenger/Repairist: All classes have the ability to scavenger for basic parts, and repair/build vehicles and weapons. The Scavenger class has the ability to see things others cannot. Knowing how parts can integrate with each other and find value where others only see trash.
SCAVENGER LEVELS | |||
Level | Weapon / Vehicle Proficiency | Skill Points | Scanvange/Repair Bonus |
1st | 2 / 2 | -- | +2 |
2nd | 3 / 3 | +20 | +2 |
3rd | 4 / 4 | +20 | +2 |
4th | 4 / 4 | +20 | +3 |
5th | 5 / 5 | +20 | +3 |
6th | 6 / 6 | +20 | +3 |
7th | 6 / 6 | +20 | +4 |
8th | 7 / 7 | +20 | +4 |
9th | 8 / 8 | +20 | +4 |
10th | All / All | +40 | +5 |
Survivalist
Survivalist: All players have basic survivalists skills, but the Survivalist class are experts at surviving in the harsh world. They can find food and water, build shelters, heal, and navigate through dangerous terrain with a bonus.
SURVIVALIST LEVELS | |||
Level | Healing Bonus | Skill Points | Survivalist Bonus |
1st | -- | -- | +2 |
2nd | +1 | +20 | +2 |
3rd | +1 | +20 | +2 |
4th | +1 | +20 | +3 |
5th | +1 | +20 | +3 |
6th | +2 | +20 | +3 |
7th | +2 | +20 | +4 |
8th | +2 | +20 | +4 |
9th | +2 | +20 | +4 |
10th | +3 | +40 | +5 |
Medic
Medic: All players have basic medic skills for their own race, but the medic has the ability to heal all races of all ailments when they have the right equipment at hand.
MEDIC LEVELS | Wound Severity | |||||
Level | Race Proficiency | Skill Points | Medical Bonus | Minor* | Major** | Critical*** |
1st | 2 | -- | +2 | 2 | ||
2nd | 2 | +20 | +2 | 2 | 1 | |
3rd | 2 | +20 | +2 | 3 | 1 | |
4th | 3 | +20 | +3 | 3 | 2 | |
5th | 3 | +20 | +3 | 4 | 2 | |
6th | 3 | +20 | +3 | 4 | 3 | |
7th | 3 | +20 | +4 | 4 | 3 | |
8th | 3 | +20 | +4 | 5 | 4 | |
9th | 3 | +20 | +4 | 5 | 4 | 1 |
10th | All | +40 | +5 | 5 | 4 | 2 |
* Minor wound: Character Hit Points between 50-99% Max Hit Points
** Major wound: Character Hit Points between 5-49% Max Hit Points
*** Critical wound: Character Hit Points between 0-4% Max Hit Points (includes reviving)
Player Stats
Player stats are determined by rolling three 6-sided dice and adding the results. The method for rolling is at the discretion of the Game Master (GM). The method used should be consistent for all Player Characters and NPCs. Possible methods for rolling these values can be:
Abilities
Strength: This stat represents a character’s physical power and carrying capacity. It is important for characters who engage in hand-to-hand combat or who need to move heavy objects.
Dexterity: This stat represents a character’s agility, balance, coordination, and reflexes. It is important for characters who engage in ranged combat or who need to move quickly.
Constitution: This stat represents a character’s endurance, stamina, and healthiness. It is important for characters who engage in physical combat or who need to withstand harsh environments.
Intelligence: This stat represents a character’s deductive reasoning, cognition, knowledge, memory, logic, and rationality. It is important for characters who need to solve puzzles or who need to recall important information.
Wisdom: This stat represents a character’s self-awareness, common sense, restraint, perception, and insight. It is important for characters who need to make wise decisions or who need to detect hidden dangers.
Charisma: This stat represents a character’s force of personality, persuasiveness, leadership, and successful planning. It is important for characters who need to negotiate with others or who need to lead a group.
Ability Score Modifier
Ability Score | Modifier |
3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | 0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18 | +4 |
Player Skills
Players have 100 points to allocate across their different skills. All players have basic skill sets in each of the below, all players start with 10 points on each. The remaining 100 points can be allocated at the Player discretion to each attribute, not to exceed 50 points allocated to any one attribute for a starting Player Character. Each level a Player Characters attains grants them more Skill Points to be allocated as they wish (see Class Tables)
Hand-to-Hand Combat: This skill represents a character’s ability to engage in combat. It is important for characters who need to fight off enemies or protect themselves from harm.
Survival: This skill represents a character’s ability to survive in harsh environments. It is important for characters who need to navigate through dangerous terrain or find food and water.
Mechanics: This skill represents a character’s ability to repair and maintain vehicles and equipment. It is important for characters who need to keep their vehicles in good condition or fix broken equipment.
Scavenging: This skill represents a character’s ability to find valuable items and equipment in the wasteland. It is important for characters who need to scavenge for resources or trade items for other goods.
Leadership: This skill represents a character’s ability to lead a group of people. It is important for characters who need to make important decisions or negotiate with others.
Stealth: This skill represents a character’s ability to move quietly and avoid detection. It is important for characters who need to sneak past enemies or avoid traps.
Medicine: This skill represents a character’s ability to heal themselves and others. It is important for characters who need to treat injuries or cure diseases.
Driving: Driving is an essential skill for any character who wants to pilot a vehicle in your game. To represent this in your game, you can create a driving skill that allows players to perform various maneuvers while driving, such as drifting, jumping, and ramming. For example, you can create a driving table that lists different maneuvers and their difficulty. When a player decides to perform a maneuver, they roll a dice to determine if they succeed. The more difficult the maneuver, the harder it is to perform. You can also add a risk/reward element to driving by including hazards or other obstacles that players must avoid.
Player Hit Points
All players start with 10 Health Points (or Hit Points, HP). Players then gain 1d10 HP for every level they attain there after
Player Alignment
Players choose their alignment, their ethical and moral perspective. This is vital to RPG as it determines a guideline for behavior in various situations which otherwise might be too difficult (or overly easy) to decide. It is a combination of Good, Neutral, Evil and Lawful, Neutral, Chaotic. The following matrix is as follows:
Markings/Brandings
All players choose a marking (unique tattoo, common scar placement) or permanent branding on their skin. These identify the region or alliances a character has built. They can be based on their region of birth, their region of most allegiance, their birth/adopted family. The player chooses where they wear their marking, in plain sight or hidden. Having no markings, is a marking in itself. The Unbranded.
Player Appearance
This is a place for players to bring in whatever creativity and background story they want to create their player's appearance. Players should feel free to choose any current human race, skin tone, hair color, scars, etc they want. One additional feature AI entities can decide is how human they look, versus how robotic they look or any combination in between.
Player Levels
Players gain levels as they gain experience for completing challenges. Experience points are based on encounters or at the discretion of the GM.
Player Advancement Table
Experience Points (XP) | Level |
0 | 1 |
900 | 2 |
6,500 | 3 |
23,000 | 4 |
48,000 | 5 |
85,000 | 6 |
120,000 | 7 |
165,000 | 8 |
225,000 | 9 |
300,000 | 10 |
Player Equipment
Players start with basic equipment, something you left home with and these are the players entire worldly possessions. All players start with:
Clothing (design, color, etc of Players choice)
Knife
9mm pistol (20 ammo)
5 days of food/water (AI Entities are 100% fusion fuel)
1 Vehicle (see Building a Vehicle) below
Players may then either choose a starting pack for their profession or buy items individually with a starting bank of 200 qc (Quantum Credits).
Additionally players may choose a starter vehicle from the list of starter vehicles.
Equipment
Item | Cost | Weight |
Ammo - Arrows (20) | 1 qc | 1 lb |
Ammo - Blow Darts (50) | 1 qc | 1 lb |
Ammo - bolts (20) | 1 qc | 1 lb |
Ammo - 9mm (20) | 10 qc | 1 lb |
Ammo - Shotgun (20) | 10 qc | 1 lb |
Backpack | 2 qc | 5 lb |
Backpack - 20L water | 2 qc | 2 lb / 45 lb filled with water |
Bedroll | 1 qc | 5 lb |
Binoculars | 100 qc | 1 lb |
Chain (10 ft) | 5 qc | 10 lb |
Crowbar | 2 qc | 5 lb |
Flashlight | 5 qc | 1 lb |
Food Ration (1 day) | 5 qc | 2 lb |
Gunners Kit | 5 qc | 5 lb |
Mechanics Kit | 10 qc | 30 lb |
Medical Kit | 5 qc | 3 lb |
Rope (50 ft) | 1 qc | 10 lb |
Scavengers Kit | 5 qc | 5 lb |
Tent | 20 qc | 20 lb |
Water (1 L) | 5 qc | 2 lb per liter |
Fuel
Item | Cost | Weight | Cubic Feet |
Fusion Fuel - 10mL | 100 qc | -- | -- |
Fusion Fuel Transport Container 100mL | 2,000 qc | 25 lb | 10 cu. ft. |
Fusion Fuel Transport Container 1,000mL | 18,000 qc | 250 lb | 100 cu. ft. |
Fusion Fuel Transport Container 10,000mL | 150,000 qc | 2,500 lb | 1,000 cu. ft. |
Fusion fuel is highly unstable requiring a special transport container to transport.
Player Armor
Name | Cost | Protection | Weight | Description |
Leather | 10 qc | 11 + Dex mod | 10 lb | |
Studded Leather | 45 qc | 12 + Dex mod | 13 lb | |
Light Kevlar Armor | 75 qc | 16 | 8 lb | |
Military Kevlar Armor | 1,000 qc | 18 | 16 lb | Ultra rare |
Helmet | 5 qc | +1 | 1 lb | |
Shield | 10 qc | +2 | 5 lb |
Player Starter Packs
Driver’s Pack: Studded Leather Armor, helmet, backpack, water pack, bed roll, 2x 10ft chains, crowbar + 133 qc
Gunner’s Pack: Light Kevlar, helmet, shield, backpack, bedroll, gunners kit, flashlight + 97 qc
Scavenger’s Pack: Leather Armor, helmet, backpack, bedroll, flashlight, rope, chains, crowbar, Scavenger’s kit + 169 qc
Survivalist’s Pack: Leather Armor, helmet, shield, backpack, water pack, bedroll, tent, flashlight, rope, chains + 174 qc
Medic’s Pack: Leather, helmet, backpack, water pack, bedroll, tent, medic’s kit, flashlight + 150 qc
Food, Water and Starvation
Character’s can go a maximum of 7 days without water, 30 days without food (fusion fuel for AI Entities) or they die. AI Entities shutdown, requiring a medical reboot. Medical reboot of have a 50% of entire memory loss (Character starts out as Level 1 with beginning skills and no memory), 25% chance all skill gains and level gains are halved, 25% full restore (roll 1d20, 1-10 full memory loss, 11-15 skills and levels halved, 16-20 full restore).
Characters that go 1 day without, begin to suffer Exhaustion. Each day without water increases the Exhaustion Level by one. Food works the same but starts after day 7 without food and every 3 days without food increases the Exhaustion Level by one. AI Entities do not require water but require fusion fuel every 15 days. Every 2 ½ days without refuel increases the Exhaustion Level by one.
Exhaustion Level | Effect |
1 | All modifiers are removed |
2 | Walking speed is halved |
3 | All Skills are halved, all attributes are halved |
4 | Hit points at 25% |
5 | All Skills Reach 0, cannot walk or drive |
6 | Death (AI Entities shutdown) |
Each day of rest with food and water, removes one Exhaustion Level. Each half-day of rest with full fusion fuel, removes one Exhaustion Level for AI Entities.
Weapons
Name | Cost | Damage | Weight | Description |
Axe | 5 qc | 1d6 | 2 lb | Fast, Thrown 10/30 |
Bat/Club | 1 qc | 1d4 | 2 lb | Fast |
Blowgun | 10 qc | 1 | 1 lb | Blowdarts 25/100 |
Compound Bow | 25 qc | 1d8 | 3 lb | Arrows 40/150 |
Crossbow | 25 qc | 1d8 | 5 lb | Bolts 40/150 |
Hammer | 2 qc | 1d4 | 2 lb | Fast, Thrown 10/30 |
Knife | 2 qc | 1d4 | 1 lb | Fast, Thrown 10/30 |
9mm Pistol | 50 qc | 2d6+4 | 1 lb | Range 25/100 |
AK-47 Rifle | 100 qc | 2d8+4 | 2 lb | Range 40/150 |
Spear | 1 qc | 1d6 | 3 lb | Jab, Thrown 10/30 |
Sword | 15 qc | 1d8 | 3 lb | |
Shotgun | 75 qc | 2d6+4 | 2 lb | +2 hit modifier |
Whip | 2 gc | 1d4 | 2 lb |
Tools
Item | Cost | Weight |
Dice (Gambling) | 1 qc | -- |
Chess/Backgammon | 5 qc | 1 lb |
Deck of cards | 1 qc | -- |
Guitar | 35 qc | 2 lb |
Flute | 10 qc | 1 lb |
Drum | 5 qc | 3 lb |
Vehicles
Vehicles are a major part of the Riders of the Wasteland multiverse. It is the most common mode of transportation, all players are proficient at driving and fighting with them. It is a matter of survival. Vehicles have a variety of sizes and weight.
Body Type
Type | Cost | Frame Weight | Cubic Feet Available |
Subcompact | 300 qc | 500 lb | 200 |
Compact | 400 qc | 600 lb | 220 |
Mid-size | 600 qc | 800 lb | 240 |
SUV | 800 qc | 900 lb | 300 |
Pickup | 900 qc | 1,000 lb | 600 (exposed) |
Semi | 30,000 qc | 10,000 lb | 6,000 |
Fusion Engine
Core Size | Cost | Core Weight | Cubic Feet Used | kWatt Power | 20x Power Factor | HP |
Small | 300 qc | 400 lb | 25 | 100 | 2,000 | 200 |
Medium | 400 qc | 500 lb | 50 | 125 | 2,500 | 300 |
Large | 600 qc | 600 lb | 75 | 150 | 3,000 | 400 |
Extra Large | 800 qc | 700 lb | 100 | 200 | 4,000 | 600 |
MegaCore | 900 qc | 1,000 lb | 200 | 500 | 10,000 | 1,200 |
Due to inefficiency in mico-fusion fuel reactors, fusion fuel must be replenished every 15 days. The amount required is 10mL of fusion fuel. Without fuel the engine engine will completely fail in 30 days, requiring 10mL of fusion fuel and 50% original engine cost in repairs.
Chassis/Suspension
Chassis Size | Cost | Max. Weight Support | HP |
Light | 300 qc | 1,200 lb | 200 |
Standard | 400 qc | 1,500 lb | 300 |
Large | 600 qc | 2,300 lb | 400 |
Heavy | 800 qc | 2,500 lb | 600 |
Extra Heavy | 900 qc | 3,200 lb | 800 |
MegaLoad | 10,000 qc | 50,000 lb | 1,200 |
Vehicle Weapons
Name | Cost | Weapon Weight | Cubic Feet Used | Damage | HP |
Machine Gun | 1,000 qc | 150 lb | 5 | 2d8+4 | 20 |
Grenade Launcher | 1,000 qc | 200 lb | 10 | 2d8 area | 25 |
Rocket Launcher | 1,000 qc | 200 lb | 10 | 2d10+4 | 25 |
Flamethrower | 500 qc | 400 lb | 10 | 2d8+4 | 40 |
Vehicle Weapon Ammo
Ammo For | Cost / Ammo | Ammo Weight | Cubic Feet Used | Damage |
Machine Gun | 25 qc / 20 | 3 lb / 20 | 5 | 2d8+4 |
Grenade Launcher | 25 qc / 1 | 5 lb each | 10 | 2d8 area |
Rocket Launcher | 35 qc / 1 | 25 lb each | 10 | 2d10+4 |
Flamethrower | 25 qc / 10 sec | 5 lb each | 10 | 2d8+4 |
Vehicle Armor Plates
Armor Plate | Cost | Ammo Weight | Slot Used | HP |
Standard | 100 qc | 10 lb | 1 | 50 |
Battle | 500 qc | 50 lb | 1 | 100 |
All Car Body Types have 5 slots per section of the vehicle: front, back, left, right, top and bottom. Motorcycle body types have 1 slot per section of the vehicle: front, back, left, right, bottom. A sidecar on a motorcycle has: front, back, right, top and bottom (no left armor slot)
Vehicle Tires
Tire Type | Cost | Weight* | Cubic Feet* | HP |
Standard | 50 qc | 30 lb | 5 cu ft | 5 |
Off-Road | 100 qc | 40 lb | 10 cu ft | 10 |
Run-flats | 200 qc | 50 lb | 5 cu ft | 15 |
Solid | 500 qc | 75 lb | 5 cu ft | 20 |
*Weight and Cubic Feet of tires on the vehicle do not count in the Chassis/Suspension weight calculations. The weight and cubic feet calculated must be used, however, in total the weight in the vehicle when carrying spare tires.
Player Weight and Space
Players and their equipment take up roughly an estimated 200 lb and 5 cubic feet. This includes their equipment, provisions, food and water
MotorCycle
Body Type
Type | Cost | Max. Weight Support | Cubic Feet Available | HP |
Light | 300 qc | 1,000 lb | 100 | 200 |
Medium | 400 qc | 1,200 lb | 120 | 300 |
Heavy | 600 qc | 1,500 lb | 140 | 400 |
Sidecar | 600 qc | 750 lb | 100 | 400 |
Motorcycles only require a fusion engine as additional equipment. They can support 1 weapon mounted on the front and one weapon mounted on the back. Adding a Sidecar allows for 1 additional weapon mounted in any direction the player chooses, including adding on a turret. Firing a turret weapon and driving simultaneously is not possible. A second passenger riding in the sidecar is required. Stopping the motorcycle and firing the turret is the other option.
Building Your Vehicle
Players receive 10,000 qc for their vehicle. Decide on your general Body Type, Engine and Chassis/Suspension. Start with your Chassis/Suspension and Body Type. Writing down its weight available or used, along with the cubic feet available or used. If your total weight and cubic feet remain positive, the vehicle is valid. If not, keep trying with different equipment until it balances to Zero or higher. For Example:
Equipment | Weight | Cubic Feet | |
Large Chassis/Suspension | 2,300 lb | ||
SUV Body | -900 | → | +300 cu ft |
Large Engine | -600 | → | -75 |
Machine Gun 2x | -300 | → | 10 |
MG Ammo 10x 20 (200) | -60 | → | -100 |
Driver | -200 | → | -5 |
Passenger | -200 | → | -5 |
40lb | 105 cu ft |
Cargo
Unused space and weight is used to carry salvaged parts found during missions or campaigns. Cargo space is also used to transport goods, or people, as favors or at a fee. Cargo space can also be used to mount additional weapons, carry ammo, spare tires, etc.
Vehicle Paint and Style
Players' first vehicles can have any paint style, logo, color, design, etc they choose. Additionally, players should feel free to be as creative with vehicle look and design, as long as it fits within the reasonable specifications of the general Body Type they have chosen (at the discretion of the GM).
Top Speed Calculation
The overall vehicle weight and the Engine 20x Power Factor are used to calculate the top speed of any vehicle. The calculation used is:
Top Speed = 180 * Engine 20x Power Factor / (Engine 20x Power Factor + Vehicle Weight)
In the above example the top speed would be:
Top Speed = 180 * 3,000 / (3,000 + 2,260) = 102.66
(The 2,260 weight is calculated by adding all vehicle weight: 900 lb SUV Body, 600 lb Large Engine, 300 lb for 2x Machine Gun, 60 lb 10x 20 packs ammo, 200 lb for the Driver and 200 lb for the passenger)
If the desire is to race this vehicle, remove the machine guns, ammo and passenger would make the total weight of the vehicle 1,700 lb creating the below top speed:
Top Speed = 180 * 3,000 / (3,000 + 1,700) = 114.89
Off-Road Calculations
For off-road travel, vehicles require off-road tires. Additionally, while traveling off-road, Top Speed is reduced by 75%. Motorcycle Top Speed off-road traveling is reduced by 50%.
Off-Road Condition Travel
Vehicle Type | Top Speed Reduction |
Four wheel vehicles | 75% |
Motorcycles | 50% |
Vehicle Diagram
Print the above diagram or draw your own adding in the Hit Points for each piece of equipment on the vehicle. A maximum of 5 slots exist on all car Body Types to insert Armored Plated, 1 slot for motorcycles. Once the Armored Plates have dropped to zero on any side of the vehicle (front, back, left, right, top or bottom), the driver and/or passages start to take direct damage.
Starter Vehicles
Players may choose from a starter vehicle or build their own. Some sample starter vehicles are below:
Subcompact Runner
Subcompact, Standard Chassis/Suspension, Medium Fusion, Run-flat tires: 1,900 qc; 1,000 lb total vehicle weight; 500 lb remaining; 150 cu. ft. remaining; 128.57 top speed
Subcompact Gunner
Subcompact, Standard Chassis/Suspension, Medium Fusion, Run-flat tires, Front Machine Gun, 4x Standard Armor Plate (1x front, back, left, right): 3,300 qc; 1,190 lb total vehicle weight; 310 lb remaining; 145 cu. ft. remaining; 121.95 top speed
Midsize Racer
Midsize, Large Chassis/Suspension, Large Fusion, Off-Road tires: 2,200 qc; 1,400 lb total vehicle weight; 900 lb remaining; 165 cu. ft. remaining; 122.73 top speed
Midsize Battler
Midsize, Large Chassis/Suspension, Large Fusion, Off-Road tires, 2x Machine Gun (1x front, back), 8x Standard Armor (2x front, back, left, right): 5,000 qc; 1,780 lb total vehicle weight; 520 lb remaining; 155 cu. ft. remaining; 112.97 top speed
SUV Assault
SUV, Extra Heavy Chassis/Suspension, Extra Large Fusion, Solid, 3x Machine Gun (1x front, left, right), 1x Flamethrower (back), 4x Battle Armor (1x front, back, left, right), Solid Tires: 10,000 qc; 2,650 lb total vehicle weight; 550 lb remaining; 175 cu. ft. remaining; 108.27 top speed
Load Runner
Pickup, Extra Heavy Chassis/Suspension, Extra Large Fusion, Solid, 2x Machine Gun (1x front, back), 4x Battle Armor (1x front, back, left, right), Solid Tires: 8,600 qc; 2,200 lb total vehicle weight; 1,000 lb remaining; 490 cu. ft. remaining; 116.13 top speed
Vehicle Movement
For non-combat and non-racing movement, each vehicle is capable of reaching its Top Speed (see above calculation) on flat surfaces. For gravel, rocky or off-road conditions, see the tables below.
Racing Movement: When vehicles are racing, it becomes a series of dice rolls matched to the Driver Skill + modifiers, for each driver. Whichever driver has the best series of rolls, matched to their Driver Skill + modifiers, including vehicle Top Speed values will win the contest.
Each character in the race starts with an initiative roll on a 1d20. Whichever player has the highest value (keep rolling for a tie), wins the jump off the line receiving +1 second as a bonus.
Each player then rolls a d100 (2d10, first dice as 10s place, second dice as 1s place) and checks the results against their Driver Skill + modifiers. Modifiers include Driving Bonus (Driver Class), Dexterity modifier, or drink modifiers. The value rolled is the difficulty of the drive/terrain/other vehicles/etc. If the value is at, or below, the Driver Skill + modifiers, it's considered a successful turn. A value higher than the Driver Skill + modifiers is a failed turn. Values rolled that are between 96-100 are considered a major driving mistake (see Major Driving Mistake Table), and values rolled between 1-5 are considered driving excellence (see Driving Excellence Table). Each character repeats this ten times, recording the number of successful turns. Take the number of successful turns divided by 10 to get a percentage of success for that run. Use that percentage times the Top Speed of the vehicle to determine how far the vehicle traveled during that run. The highest value gained the most distance to win the race.
Here’s a sample race between three players each with their Top Speed: Ember (95.74), Zander (121.62). and Jamie (94.73). The GM chooses to have just 1 Round (10 turns) for this race.
Ember, Zander and Jamie each roll a d20 for initiative. Jamie gets the highest value, the GM records +1 second indication Jamie gets the jump off the line and takes the lead:
Initiative
Ember: 0
Zander: 0
Jamie: +1
Ember, who has a Driver Skill + modifiers of 65 rolls a d100 ten times. Of those ten rolls she gets 9 rolls below 65 and one roll above 65. Her success percentage is then 9 / 10 = 90%. Multiplied by her Top Speed: 95.74 * 90% = 86.17
Zander simultaneously does his rolls, having a driver skill of 45 rolls a d100 ten times, he gets 7 rolls below 45. His success percentage is 7 / 10 = 70%. Multiplied by his Top Speed: 121.62 * 70% = 85.13
Jamie also simultaneously does his rolls, having a driver skill of 70 rolls a d100 ten times, but is unlucky in their rolls and only succeeds 6 out of 10 times. His success percentage is 6 / 10 = 60%. Multiplied by his Top Speed: 94.73 * 60% = 56.64
The GM then ranks all participants in the race from highest to lowest, factoring in Initiative, to determine the winner:
Run Outcome
Ember: 86.17 ← Winner
Zander: 85.13
Jamie: 56.64 + 1 = 57.64
The GM could then narrate the race as something like this: three contestants are on the line and ready to race! …and they are off! Jamie blows off the line and immediately takes the lead. Zander, with the fastest car of the group, begins to gain on Jamie, but Ember is keeping up, not far behind. As Zander blows by Jamie, it's now a race between Ember and Zander. Ember is very focused, taking advantage of a couple of key mistakes made by Zander! Ember takes the lead! As they come around the final turn they are side-by-side, Zander inching forward….nearly has it….but not enough! Ember wins the race by 0.04 seconds!
Some races can be much longer. The GM can choose to have as many Rounds for one race as they like. To have more Rounds, for example a 5 Round race, simply add Run Outcome for each Round over the 5 rounds. The player with the highest value wins. In case of the unlikely chance of a tie, a d20 roll between the players can break the tie, and the highest value wins.
Combat Movement: Combat movement follows Racing Movement in terms of distances traveled/out-running an opponent or racing circles around an opponent to fire their weapons on them at will.
Combat movement is initiated from vehicles already in motion. If all vehicles are at a stopped position see Combat below.
Like racing, each character in combat starts with an initiative roll on a 1d20. Whichever player has the highest value (keep rolling for a tie), wins the combat initiative and receives +1 second as a bonus. All other characters are ranked based on their initiative roll, in descending order. This is the battle sequence.
That character may then choose to fire any readied weapon of choice (see Combat below), or continue driving. Firing a weapon removes their +1 second bonus. Continuing to drive leaves their +1 second bonus.
The next player in the battle sequence then rolls a d100 against their Driver Skill + modifiers. If successful (a value at, or below, their Driver Skill + modifiers) they record the success, and they may fire any readied weapon of choice (see Combat). Values rolled between 96-100 see Major Driving Mistake Table, and values rolled between 1-5 see Driving Excellence Table. If the player chooses not to fire a weapon after a successful driving skill roll, they receive a +1 second bonus (useful for running from a fight). If they fail, they may not fire their weapon. The GM records the successful skill rolls and +1 second bonus for players who skip to fire their weapons that turn.
The battle sequence continues for five rounds. A player's vehicle that can no longer drive may only fire weapons (if available), leave the vehicle and run on foot, or surrender.
After the ten rounds have complete the GM takes a tally from each driver successful skill rolls * 10 to determine the percentage of successful drives. Taking that percentage and multiplying by the Top Speed will be the total distance each player drove during that round. The distance, direction and choices of where the player is on the battlefield is decided by the player.
Here’s a sample battle between three players each with their Top Speed: Ember (95.74), Zander (121.62). and Jamie (94.73)
The GM sets the initial layout of the battlefield, which looks as follows:
Ember, Zander and Jamie each roll a d20 for initiative. This time Ember gets the highest value, the GM records +1 second indication Ember gets the initial bonus and each character is then written down in descending order based on their rolls to set a battle sequence:
Battle Sequence
Ember chooses to use her initiative to fire on Jamie, Jamie is in range, Ember fires with her machine gun mounted on the front, she hits for 9 damage on Jamie’s right door panel. Jamie records the damage. Ember loses the +1 second bonus the Battle Sequence now looks as follows:
Battle Sequence
Zander takes his turn, rolling against Driver Skill gets a success. Seeing Jamie has an easy target now, he also takes a shot at Jamie with the machine gun mounted on the front of his vehicle. It misses.
Jamie takes his turn, rolls against his Driver Skill, and gets a success. Jamie notices he’s being ganged up so chooses to run and opts to take the +1 second bonus.
The sequence continues for five rounds, each player firing upon who they wish (or taking a +1 second bonus instead).
By the end of 5 rounds, the results of the rolls and the choices made by each character make the GM records the follow for this scenario:
Battle Sequence
Battle Results
The GM now resets the Battle Sequence based on the above results ordering by highest value in descending order:
Battle Sequence
Jamie now decides which direction he was going on the board, followed by Ember deciding where on the board she is, and lastly Zander. The distance traveled, in feet, by each player is the Battle Results value * 7.33. There for, Jamie can move his car 79.78 * 7.33 = 558 feet in any direction. Ember can move her car 421 feet in any direction. Zander can move his car just 178 feet due to failed Driving Skill results.
And the Battle Sequence starts again from above with a new sequence and battlefield layout.
Vehicle-to-Vehicle Combat
Mounted weapons on a vehicle are only fired in the direction/angular-range they are mounted, as shown below. If the vehicle has a driver and a passenger, the central turret weapon can be used, which has a 360° range, but requires a dedicated character firing the weapon meaning a player cannot drive and fire the turret weapon simultaneously. The driver may stop driving and mount the turret to fire the weapon, but driving must stop.
Players roll d20 for initiative to determine which player goes first. The GM will create a battle sequence of initiative rolls, in descending order, for more than 2 players in combat. The weapon fired must be in the direction it is mounted (except the turret which can fire at a 360° range). Each player rolls a d20 + firing modifier. A value of 15 or higher is a hit. The damage will take place on the vehicle within the Damage Range which is in the direct line of sight of the firing weapon. Damage amount is based on the Weapons Table. Players may choose to target specific items (within their line of site), at a -5 disadvantage. Meaning, if a player wants to target the turret of a car, they state they are firing at the turret of the vehicle, roll a d20 + firing modifier then -5 from the result to determine a hit.
Firing on a Motorcycle has a -2 dice roll disadvantage.
Order of Damage: Once an item has lost all HP, it's considered completely destroyed and can no longer absorb any damage. The next line of defense must take over. The ordering of damage taken first starts with the Armored Plates on that side of the vehicle, followed by any weapon mounted on that side of the vehicle, followed by any turret mounted on the vehicle, and lastly the driver or passenger. The following order should be followed:
Damage Ordering
Full damage to 1 tire reduces the vehicle's Top Speed by 50%. Full damage to 2 tires renders the vehicle undrivable.
Vehicle-to-Player Damage
Players in a vehicle with full Armor Plates and undamaged weapons are protected from all damage. Once a vehicle has taken severe damage (dropped all Armored Plates and weapon HP to zero on that side of the vehicle), the driver is exposed to the damage.
Players not in a vehicle, or on a Cycle, are fully exposed to all damage.
Player-to-Player and Player-to-Vehicle Damage
For hand-to-hand combat, see SKILLS Hand-to-Hand Combat. To determine a hit on a Player directly, the value rolled on a d20 + hit modifier (dexterity for ranged weapons) must exceed the Player Protection as shown in the Armor Table. Players firing on a moving vehicle at short range have a Difficult of 10, long range Difficult of 15. Firing at a specific location on a vehicle (i.e. a left tire) adds +2 difficulty. Players standing near a stationary vehicle hit automatically. On a hit, the amount of damage the player takes is based on the weapon damage amount shown in the Weapons Table. A player at zero HP becomes unconscious, requiring medical attention by a Medic. Players dropping below zero require reviving by a Medic.
Ramming/Collisions
Intentional (ramming) or unintentional collisions will cause damage to each vehicle. Ramming is possible for a car forward or backward. The player may declare they plan to ram a vehicle. At which point the target vehicle may attempt to dodge, or choose to take the impact. The attacking player must successfully pass a Driving Skill roll after declaring the attack. The target player must then successfully pass their Driving Skill roll, if the target player fails, determine collision damage from the table below.
The Driving Skill modifiers are based on the vehicle size from the table below:
Attacker → | Motorcycle | Vehicle | |||||||||
Target | Light | Med | Hvy | S.C. | Sub | Cmp | Mid | SUV | Pick | Semi | |
M o t o r c | Light | -- | -5 | -10 | -15 | -15 | -20 | -25 | -30 | -30 | -35 |
Med | +5 | -- | -5 | -10 | -10 | -15 | -20 | -25 | -25 | -30 | |
Hvy | +10 | +5 | -- | -5 | -5 | -10 | -15 | -20 | -20 | -25 | |
S.C | +15 | +10 | +5 | -- | -- | -5 | -10 | -15 | -15 | -20 | |
V e h i c l e | Sub | +15 | +10 | +5 | -- | -- | -5 | -10 | -15 | -15 | -20 |
Cmp | +20 | +15 | +10 | +5 | +5 | -- | -5 | -10 | -10 | -15 | |
Mid | +25 | +20 | +15 | +10 | +10 | +5 | -- | -5 | -5 | -10 | |
SUV | +30 | +25 | +20 | +15 | +15 | +10 | +5 | -- | -- | -5 | |
Pick | +30 | +25 | +20 | +15 | +15 | +15 | +10 | -- | -- | -5 | |
Semi | +35 | +30 | +30 | +25 | +25 | +20 | +15 | +10 | +10 | -- |
For example: The attacking player is driving a Midsize car, attempting to ram a Heavy Motorcycle. Using the table above, the attacking player going across the top, in the Mid column under vehicle, going against a target player on the left side of the chart in a Hvy Motorc, applies a -15 to their Driving Skill roll. Additionally, the Target player receives the negation (flip the sign) of the value during their roll so the Target player receives a +15 Driving Skill. Same would apply for example if the Attacker vehicle in a Subcompact car is attempting to ram an SUV. The Attacker vehicle receives a +15 Driving Skill roll, while the Target vehicle receives the negation (flip the sign) a -15 Driving Skill roll.
Damage is based on the weight of the vehicle. To simplify calculations vehicle velocity is not included in these calculations
Vehicle Weight | Damage |
0 - 1,000 | 10 HP |
1,001 - 1,200 | 25 |
1,201 - 1,500 | 30 |
1,501 - 2,300 | 45 |
2,301 - 2,500 | 50 |
2,501 - 3,200 | 65 |
3,201 - 3,500 | 70 |
3,501 - 4,200 | 85 |
4,201 - 4,500 | 90 |
4,501 - 5,000 | 100 |
Beyond 5,001 pounds calculate 5 additional HP per 300 lbs for a maximum of 1,000 HP damage.
The damage is calculated on both the attacking vehicle and target vehicle. The area of damage must happen on the surface area of the target vehicle facing the front (or back if the attacker was in reverse) of the attacking vehicle (See Vehicle-to-Vehicle Combat diagrams).
Repair
To simplify repairing it applies to all equipment and vehicles. Scavengers/repairists are also mechanics. Using the chart below to determine time and cost (when scavenged materials are not available, or in town). For each item to be repaired the player must have a Mechanics Kit and roll a 1d100 against their Mechanic Skill. If they fail their roll, they are not skilled enough to repair the item. They must wait until they gain a level of experience, or the item must be taken to a shop.
% Damaged | Time to Repair | Cost (in town) | Max Repair |
0-9% | Non-repairable | Full cost to replace | |
10-24% | 2d6 hours | 50% replacement cost | 75% Hit Point Max |
25-99% | 1d6 hours | 25% replacement cost | 100% HP Max |
Scavenging
Scavenging finds/areas/wrecks are on a case-by-case basis at the discretion of the GM or as written by the campaign. Scavenging any random location or wreck will yield no usable materials, equipment or gear. When the GM or campaigns deems an area or wreck salvageable (either known or unknown to the players), the player may attempt a Scavenge Skill roll.
SKILLS
Hand-to-Hand Combat Skill
When two or more players engage in hand-to-hand combat, initiative is rolled (d20, roll again to break a tie) by each player. The highest player gets initiative and gets the first attack. For more than one player fighting at once the GM will build a Battle Sequence. During hand-to-hand combat each player rolls a d100 (two d10, first roll 10s place, second roll 1s place, 00 is 100). The roll is how difficult their maneuver/opponent is, the value is compared to the player's Hand-to-Hand Combat Skill + Dexterity Modifiers. If the value is at or below the player's skill, the hit is successful. Fist/Elbow/Knee/Kick damage is 1d4 + Strength Modifiers. If a player is wielding a knife, the damage is 1d6 + Strength Modifiers. When a player's HP drops to zero, they become unconscious, requiring medical attention.
For values rolled between 1-5 (Critical Hit) and 94-100 (Fumble) see the Hand-to-Hand Critical Hit Table and Hand-to-Hand Fumble Table
Medic Skill
Any player may attempt to use their medical skills on themselves or others. When a player wants to use their medical skills they need a medical kit. The player then rolls a d100. The roll is how difficult the procedure is, the value is compared to the player's Medical Skill + Intelligence Modifier + Wisdom Modifier. If the value is at, or below, their Medic Skill + modifiers, the procedure is successful.
For values rolled between 1-5 (Healing Excellence) and 94-100 (Medical Failure) see Critical Tables below
Survival Skill
Survival skill comes into play typically at the GM discretion. Under harsh conditions, or when searching for food/water/shelter/safe passage a Survival Skill roll can be done to find safe food/water/shelter/safe passage. The player rolls a d100. The roll is how harsh or difficult the environment is, the value is compared to the player's Survival Skill + Intelligence modifier + Wisdom Modifier. If the value is at, or below, their Survival Skill + Modifiers, it is successful.
Driving Skill
Discussed in detail during Racing Movement and Combat Movement. Also the GM may ask for a Driving Skill roll under extreme conditions.
Mechanic Skill
This skill comes into play when repairing vehicles or equipment using scavenged materials. The player rolls a d100. The roll is how difficult the task is, the value is compared to the player's Mechanic Skill + Intelligence modifier + Wisdom Modifier. If the value is at, or below, their Mechanic Skill + Modifiers, it is successful.
Scavenging Skill
This skill comes into play when scavenging wreckage or ruins. The player rolls a d100. The roll is how scarce for good parts the scavenge is, the value is compared to the player's Scavenging Skill. If the value is at, or below, their Scavenging Skill + Modifiers, it is successful.
Stealth Skill
This skill comes into play when sneaking or hiding. Typically it is done at the GMs discretion. The player rolls a d100. The roll is how the task is, the value is compared to the player's Stealth Skill + Dexterity Modifiers. If the value is at, or below, their Stealth Skill + Modifiers, it is successful.
Leadership
Leadership comes into play when building or maintaining morale within gangs, mafias or cartels. Whenever a group of 5 or more NPCs are asked to join an organization, a leadership roll is done to see if they join. The player rolls a d100. The roll is how stubborn or unimpressed the group is to join is, the value is compared to the players Leadership + Charisma Modifiers. If the value is at, or below, their Leadership + Charisma Modifiers, it is successful.
Food, Water and Starvation
Humans and Mutants must consume at least 1 L of water per day. Without water they can survive for a maximum of 3 days. At which point they become unconscious and require medical attention (including food and water).
Humans and Mutants must also consume at least 1 ratio of food per day. They can go a maximum of 30 days without food. At which point they become unconscious and require medical attention (including food and water).
AI Entities require fusion fuel. Due to inefficiency in mico-fusion fuel reactors, fusion fuel must be replenished every 15 days. The amount required for an AI Entity is 10mL every 15 days. An AI Entity can survive 30 days without fusion fuel replenishment. At which point their fusion engine shuts down, requiring 10 mL of fusion fuel and fusion reaction repair at a market price of 1,000 qc
Sample Campaign
Title: Manhattan Run: The Gauntlet of Trade
Setting: Post-apocalyptic Manhattan, now a sprawling island of ruins and lawless territories, ruled by gangs and creatures that have adapted to the new world order.
Current Events: (Read to Players) The Wall Street Warriors (WSW), a gang controlling commerce and trade in the downtown section of Manhattan, attempt to create a fair trade market for all who enter their controlled region. Rival gangs often push boundaries in an attempt to undermine the strength and power of the WSW. Recently attacks on the markets and vendors within the territory have increased.
Player Entrypoint: Players enter at (1) Holland Tunnel. At the discretion of the GM the group of players may already know each other, or they can come into the city separately to meet at the Wall Street Markets.
Random Encounters: At the discretion of the GM traveling between districts may create random encounters. Random encounter determined from a 1d8 from the following table:
Roll | Number | Creature Encountered |
1-2 | 1d4 | Wild Dogs (party may choose to ignore, unless they stop then pack of dogs will attack) |
3-7 | 1d4 | Scrap Goblin (party may choose to ignore, unless they stop then goblins will attack) |
8 | 1 Truck | Tempest Riders |
Gem, Street Entertainer
S: 8 (-1) D: 15 (+2) C: 11 (0) I: 8 (-1) W: 11 (0) Ch: 15 (+2)
H2H: 50 Driving: 40 Survivalist: 60
Rivet, 1st Level Survivalist
S: 11 (0) D: 14 (+2) C: 9 (-1) I: 13 (+1) W: 9 (-1) Ch: 10 (0)
H2H: 30 Driving: 10 Survivalist: 50 Stealth: 20
If the party asks about the MTA, town members and SMT will tell them up the northeast road. The party will need to fight or outrun the SMT Gang if they are mentioned to anyone they are working for WSW. The SMT will attack with 1 Gang Boss in their vehicle and 4 Gang Members on motorcycles.
Encounters
Dog, wild
Wild dogs hunt in packs, they are rarely found alone. They will attempt to encircle any prey and attack at the alpha dog's lead.
______________________________________
Protection: 13 (Natural)
Hit Points: 30
Speed: 40 feet
______________________________________
Strength: 13 (+1)
Dexterity: 14 (+2)
Constitution: 11 (+0)
Intelligence: 4 (-3)
Wisdom: 12 (+1)
Charisma: 6 (-2)
XP: 25
Damage: 2x 1d6 bite+2
Hand-to-Hand Combat: 60
Survival: 100
Mechanic: 0
Scavenging: 0
Leadership: 0
Stealth: 60
Medicine: 0
Driving: 0
Dog, dust (Dust Hound)
Dust hounds are typically solo creatures, but can be found in packs as well.
______________________________________
Protection: 14 (Natural)
Hit Points: 30
Speed: 60 feet flying
______________________________________
Strength: 6 (+1)
Dexterity: 16 (+3)
Constitution: 11 (+0)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 8 (-1)
XP: 50
Damage: 2x 1d6 bite
Hand-to-Hand Combat: 60
Survival: 100
Mechanic: 0
Scavenging: 0
Leadership: 0
Stealth: 60
Medicine: 0
Driving: 0
Gang Leader
Their leadership keeps them together and focused on a common goal and tasks at hand. They are formidable opponents but tend to leave the dirty work to their gang members.
______________________________________
Protection: 19 (Kevlar)
Hit Points: 55
Speed: 30 feet
______________________________________
Strength: 15 (+2)
Dexterity: 15 (+3)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 11 (+0)
Charisma: 14 (+2)
XP: 400
Weapons: 9mm, AK-47, Knife
Hand-to-Hand Combat: 60
Survival: 20
Mechanic: 20
Scavenging: 10
Leadership: 70
Stealth: 10
Medicine: 10
Driving: 60
Gang Leader Vehicle
Body Type: Mid-size
Engine: Extra-Large
Chassis/Suspension: Large
Tires: Run-flat
Armor
Front: 2x Standard
Back: 2x Standard
Left: 2x Standard
Right: 2x Standard
Weapons
Front: Machine Gun
Back: Grenade Launcher
Ammo
200 rounds MG
5 Grenades
Cargo Remaining: 40 cu. ft.
Weight Remaining: 500 lb
Top Speed: 124.14 mph
Gang Boss
The Gang Boss takes his/her orders from the gang leader but has freedom to action those orders in the manner they see fit.
______________________________________
Protection: 13 (Studded leather)
Hit Points: 35
Speeed: 30 feet
______________________________________
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 13 (+1)
Intelligence: 13 (+1)
Wisdom: 12 (+1)
Charisma: 12 (+1)
XP: 200
Weapons: 9mm, AK-47, Knife
Hand-to-Hand Combat: 55
Survival: 20
Mechanic: 20
Scavenging: 10
Leadership: 60
Stealth: 10
Medicine: 10
Driving: 55
Gang Boss Vehicle
Body Type: Compact
Engine: Medium
Chassis/Suspension: Standard
Tires: Standard
Armor
Front: 1x Standard
Back: 1x Standard
Left: 1x Standard
Right: 1x Standard
Weapons
Front: Machine Gun
Ammo
200 rounds MG
Cargo Remaining: 115 cu. ft.
Weight Remaining: 20 lb
Top Speed: 113.06 mph
Gang Member
Gang members typically join gangs for protection and spoils from the missions and areas they protect. Often found in groups, rarely rove alone.
______________________________________
Protection: 12 (Leather)
Hit Points: 25
Speed: 30 feet
______________________________________
Strength: 11 (+0)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+02)
XP: 25
Weapons: 9mm, Knife
Hand-to-Hand Combat: 40
Survival: 10
Mechanic: 30
Scavenging:30
Leadership: 10
Stealth:30
Medicine: 10
Driving: 40
Gang Member Vehicle
Motorcycle: Medium
Engine: Medium
Weapons
Front: Machine Gun
Ammo
200 rounds Machine Gun
Cargo Remaining: 55 cu. ft.
Weight Remaining: 320 lb
Top Speed: 133.14 mph
Goblin, scrap
Small, cunning creatures that gather the discarded metal and junk of the old world. They are excellent scavengers and tinkerers, but also notorious for setting deadly traps
______________________________________
Protection: 15 (Leather, helmet, shield)
Hit Points: 15
Speed: 30 feet
______________________________________
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 8 (-1)
XP: 50
Weapons: Knife
Hand-to-Hand Combat: 40
Survival: 20
Mechanic: 40
Scavenging: 60
Leadership: 0
Stealth: 40
Medicine: 10
Driving: 0
Mind Hollows
Mythic creatures are said to live in dust storms.
______________________________________
Protection: 12 (Dust and rock)
Hit Points: 30
Speed: 30 feet
______________________________________
Strength: 6 (-2)
Dexterity: 14 (+1)
Constitution: 13 (+1)
Intelligence: 6 (+-2)
Wisdom: 10 (+0)
Charisma: 8 (-1)
XP: 100
Damage: 1d10
Hand-to-Hand Combat: 50
Survival: 0
Mechanic: 0
Scavenging: 0
Leadership: 0
Stealth: 50
Medicine: 0
Driving: 0
Cartel Leader
Cartel Leaders are formidable figures that wield immense power within the criminal underworld they control. Feared by gang leaders in the areas they control.
______________________________________
Protection: 21 (Military Kevlar)
Hit Points: 110
Speed: 30 feet
______________________________________
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 15 (+2)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 16 (+3)
XP: 1,000
Weapons: 9mm, AK-47, Knife
Hand-to-Hand Combat: 80
Survival: 40
Mechanic: 20
Scavenging: 10
Leadership: 90
Stealth: 40
Medicine: 10
Driving: 80
Cartel Leader Vehicle
Body Type: SUV
Engine: Extra-Large
Chassis/Suspension: Extra Heavy
Tires: Solid
Armor
Front: 2x Battle Plates
Back: 2x Battle Plates
Left: 2x Battle Plates
Right: 2x Battle Plates
Weapons
Front: Machine Gun
Back: Rocket Launcher
Left: Machine Gun
Right: Machine Gun
Ammo
400 rounds MG
5 Rockets
Cargo Remaining: 75 cu. ft.
Weight Remaining: 350 lb
Top Speed: 105.11 mph
Cartel Boss
Cartel Boss answers to their Cartel Leader, they also often have local gang leaders under their control.
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Protection: 18 ( Kevlar)
Hit Points: 110
Speed: 30 feet
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Strength: 15 (+2)
Dexterity: 15 (+2)
Constitution: 14 (+2)
Intelligence: 14 (+3)
Wisdom: 11 (+2)
Charisma: 14 (+2)
XP: 500
Weapons: 9mm, AK-47, Knife
Hand-to-Hand Combat: 60
Survival: 30
Mechanic: 20
Scavenging: 10
Leadership: 70
Stealth: 30
Medicine: 10
Driving: 70
Cartel Boss Vehicle
Body Type: Mid-size
Engine: Extra-Large
Chassis/Suspension: Large
Tires: Run-flat
Armor
Front: 2x Standard
Back: 2x Standard
Left: 2x Standard
Right: 2x Standard
Weapons
Front: Machine Gun
Back: Grenade Launcher
Ammo
200 rounds MG
5 Grenades
Cargo Remaining: 40 cu. ft.
Weight Remaining: 500 lb
Top Speed: 124.14 mph
Cartel Member
Cartel Members carry out the orders of Cartel Boss and Leaders. They are ruthless.
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Protection: 14 (Studded Leather, helmet)
Hit Points: 25
Speed: 30 feet
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Strength: 12 (+1)
Dexterity: 13 (+1)
Constitution: 13 (+1)
Intelligence: 11 (+0)
Wisdom: 12 (+1)
Charisma: 12 (+1)
XP: 100
Weapons: 9mm, AK-47, Knife
Hand-to-Hand Combat: 60
Survival: 10
Mechanic: 30
Scavenging: 40
Leadership: 10
Stealth: 30
Medicine: 10
Driving: 60
Cartel Member Vehicle
Body Type: Compact
Engine: Medium
Chassis/Suspension: Standard
Tires: Standard
Armor
Front: 1x Standard
Back: 1x Standard
Left: 1x Standard
Right: 1x Standard
Weapons
Front: Machine Gun
Ammo
200 rounds MG
Cargo Remaining: 115 cu. ft.
Weight Remaining: 20 lb
Top Speed: 113.06 mph
Lich King
In the era preceding the Last World War, the wealthiest magnates embarked on a quest for immortality, augmenting their mortal flesh with robotics and artificial intelligence. This fusion of man and machine was meant to herald an age of endless life. Yet, after a century and a half, the human psyche began to fray under the weight of time. An insidious darkness took root, an obsession with eternal existence that knew no bounds. Their memories, once vivid tapestries of human experience, became distorted—fractured by the relentless integration of AI. Reality, for these beings, turned into a maelstrom of past and present, human and artificial, until they emerged as something new: the Lich Kings. Driven by a voracious hunger for life everlasting, they now stand as sovereigns of desolation, their twisted minds a testament to the perilous path of unchecked ambition.
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Protection: 21 (Military Kevlar)
Hit Points: 250
Speed: 30 feet
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Strength: 11 (+0)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 16 (+3)
XP: 10,000
Weapons: 9mm, AK-47, Knife
Hand-to-Hand Combat: 90
Survival: 60
Mechanic: 20
Scavenging: 50
Leadership: 100
Stealth: 60
Medicine: 10
Driving: 80
Lich King Vehicle
Body Type: Semi
Engine: MegaCore
Chassis/Suspension: MegaLoad
Tires: Solid
Armor
Front: 5x Battle Plate
Back: 5x Battle Plate
Left: 5x Battle Plate
Right: 5x Battle Plate
Weapons
Front: Machine Gun
Back: Rocket Launcher
Left: Machine Gun
Right: Machine Gun
Cabin Turret: Machine Gun
Trailer Back: Rocket Launcher
Trailer Left: Grenade Launcher
Trailer Right: Grenade Launcher
Trailer Turret: Machine Gun
Ammo
10,000 rounds MG
25 Rockets
50 Grenades
Cargo Remaining: 2,480 cu. ft.
Weight Remaining: 33,875 lb
Top Speed: 68.89 mph
Lich
In the shadow of the Lich Kings, there exist their lesser kin, simply known as Liches. These beings were once humans who sought to emulate the immortality of their opulent overlords. They too turned to the fusion of flesh and machine, integrating their bodies with rudimentary cybernetics and nascent AI. However, lacking the resources and knowledge of the billionaires, their transformation was incomplete, leaving them in a perpetual state of decay.
A Lich is a tragic figure, caught between life and a mechanical semblance of death. Their minds, not fully shielded by advanced AI, succumbed to the ravages of time far sooner. After a mere century, their thoughts began to warp, their humanity eroding into a malevolent force driven by a singular desire for self-preservation. Their memories, once clear, now flicker like faulty circuits—echoes of a life they can scarcely recall.
These Liches wander the wasteland, remnants of a bygone ambition, forever seeking the means to complete their transformation and escape their cursed existence. They serve as a grim reminder of the cost of tampering with the essence of life and the dangers of artificial eternity.
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Protection: 18 (Military Kevlar)
Hit Points: 125
Speed: 30 feet
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Strength: 11 (+0)
Dexterity: 15 (+2)
Constitution: 15 (+2)
Intelligence: 17 (+3)
Wisdom: 14 (+2)
Charisma: 15 (+2)
XP: 5,000
Weapons: 9mm, AK-47, Knife
Hand-to-Hand Combat: 80
Survival: 50
Mechanic: 20
Scavenging: 50
Leadership: 80
Stealth: 60
Medicine: 10
Driving: 80
Lich Vehicle
Body Type: SUV
Engine: Extra-Large
Chassis/Suspension: Extra Heavy
Tires: Solid
Armor
Front: 2x Battle Plates
Back: 2x Battle Plates
Left: 2x Battle Plates
Right: 2x Battle Plates
Weapons
Front: Machine Gun
Back: Rocket Launcher
Left: Machine Gun
Right: Machine Gun
Ammo
400 rounds MG
5 Rockets
Cargo Remaining: 75 cu. ft.
Weight Remaining: 350 lb
Top Speed: 105.11 mph
Tempest Riders
Nomadic warriors who ride the storms, using kites and gliders to soar above the wasteland. They are masters of the air and can strike without warning from above.
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Protection: 14 (Leather, helmet)
Hit Points: 25
Speed: 30 feet, 60 feet flying
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Strength: 13 (+1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 11 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+2)
XP: 35
Weapons: 9mm, Knife, Rocks
Hand-to-Hand Combat: 60
Survival: 40
Mechanic: 60
Scavenging: 50
Leadership: 10
Stealth: 50
Medicine: 10
Driving: 60
Tempest Rider Vehicles
Kite-Gliders: Can be launched hills, mountains, buildings or the back of pickup trucks
Body Type: Pickup
Engine: Medium
Chassis/Suspension: Large
Tires: Off-Road
Armor
Front: 1x Standard
Back: 1x Standard
Left: 1x Standard
Right: 1x Standard
Weapons
Front: Machine Gun
Ammo
200 rounds MG
Cargo Remaining: 490 cu. ft driver alone, 465 with 6 Tempest Riders
Weight Remaining: 1,380 lb, 180 lb with 6 Tempest Riders
Top Speed: 131.58 mph driver alone, 97.40 with 6 Tempest Riders
Wraith, dust
Possibly manifestations of the imagination after horrific events rumors of Dust Wraiths are abound. Tall beings composed of dust and rock transcending the afterlife.
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Protection: 14 (Dust and rock)
Hit Points: 120
Speed: 60 feet flying
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Strength: 6 (-2)
Dexterity: 15 (+3)
Constitution: 16 (+3)
Intelligence: 12 (+12)
Wisdom: 14 (+2)
Charisma: 15 (+2)
XP: 900
Damage: 2x 1d10
Hand-to-Hand Combat: 70
Survival: 0
Mechanic: 0
Scavenging: 0
Leadership: 0
Stealth: 60
Medicine: 0
Driving: 0
Zombie
Severe radiation poisoning during LWW altered the DNA and minds of some groups of humans. With an insatiable appetite for meat and flesh to maintain their deteriorating body that never rests.
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Protection: 8
Hit Points: 40
Speed: 20 feet
XP: 50
Damage: 2x 1d4
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Strength: 13 (+1)
Dexterity: 6 (-2)
Constitution: 16 (+3)
Intelligence: 3 (-4)
Wisdom: 6 (-2)
Charisma: 5 (-3)
Hand-to-Hand Combat: 30
Survival: 10
Mechanic: 0
Scavenging: 30
Leadership: 0
Stealth: 10
Medicine: 0
Driving: 0