620_88046_Chpt0.indd 1 4/1/05 12:00:11 PM DESIGNERS Eric Cagle, Darrin Drader, Charles Ryan, Owen K.C. Stephens DEVELOPMENT Christopher Perkins, Charles Ryan EDITOR Tammie Webb Ryan DESIGN MANAGER EDITING MANAGER Christopher Perkins

ART DIRECTORS COVER ARTIST Paul Hebron, Robert Raper Dave Johnson CARTOGRAPHY Todd Gamble INTERIOR ARTISTS Kalman Andrasofszky, Grafi ksismik, Inc., Karl Kerschl, Ramon Perez, Chris Trevas GRAPHIC DESIGN Dee Barnett, Kate Irwin GRAPHIC PRODUCTION SPECIALIST Angelika Lokotz IMAGE TECHNICIAN Sven Bolen DIRECTOR OF RPG R&D PRODUCTION MANAGERS Randell Crews, Joshua Fischer SPECIAL THANKS Bruce R. Cordell

This product requires the use of the ™ Roleplaying Game by Bill Slavicsek, , Rich Redman, and Charles Ryan. Rules mechanics are based on the d20 Modern Roleplaying Game, the original Dungeons & ® rules created by E. and , and the new Dungeons & Dragons game designed by , , , Richard Baker, and .

This ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the License and the License, please visit www.wizards.com/d20.

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Foreword ...... 4 Hang On!— Chapter 4: Introduction ...... 5 Movement on Vehicles ...... 34 Earth Inherited ...... 64 Progress Levels ...... 5 Falling from a Vehicle ...... 36 Summary ...... 64 Other Driving Rules ...... 36 Campaign in Brief ...... 64 Chapter 1: Postapocalypse Long-Distance Travel ...... 36 Campaigns ...... 6 Role of the Heroes ...... 65 The Highway ...... 37 Campaign Traits ...... 65 Choose Your Apocalypse ...... 6 Mounted Combat ...... 38 Department-7 in Alien Invasion ...... 6 Combat on Animals ...... 38 Earth Inherited ...... 65 Biological Disaster ...... 7 Environmental Hazards ...... 39 Progress Level and Rules ...... 66 Environmental Cataclysm ...... 7 Acid Rain ...... 39 Magic and FX ...... 66 Asteroid Strike ...... 7 Fallout Cloud ...... 39 Power Groups ...... 67 Judgment Day ...... 7 Ghost Storm ...... 40 The Avengers of Humanity . . . . . 67 Nuclear Armageddon ...... 8 Joy Buzzer ...... 40 The Damned ...... 67 Rise of the Machines ...... 8 Mutations ...... 40 The Heavenfire Coalition ...... 68 Rogue Planet ...... 8 Fantastic Mutations ...... 41 Order of the Machine ...... 68 Supernatural Invasion ...... 8 Additional Mutations ...... 42 Friends and Foes ...... 68 Mixing Destruction ...... 9 Creatures of the Apocalypse ...... 44 Angels ...... 68 Postapocalypse Societies ...... 9 Apocalypse Demon (Template) . .44 Fiends ...... 71 Depraved Society ...... 9 Combat Robot T-C-4 “Tin Can” . .46 The Damned ...... 73 Devout Society ...... 10 Combat Robot M-G-8 Barge Fortress ...... 74 The Ethnic Society ...... 10 “Meatgrinder” ...... 46 Lawful Society ...... 10 Donkey ...... 47 Chapter 5: 3 Militant Society ...... 10 Horseman of the Apocalypse . . . 47 Atomic Sunrise ...... 76 Savage Society ...... 10 Mutated Creature ...... 49 Summary ...... 76

Tribal Society ...... 10 Rad-Roach ...... 50 Campaign in Brief ...... 76 CONTENTS Totalitarian Society ...... 11 Thinking Swarm ...... 50 Role of the Heroes ...... 77 Different Societies Viral Deathspawn (Template) . . .52 Campaign Traits ...... 77 in One Setting ...... 11 Using Existing Creatures ...... 52 Department-7 in Postapocalypse Eras ...... 11 Virulence ...... 53 Atomic Sunrise ...... 77 Aftermath ...... 11 Supervirus Descriptions ...... 54 Progress Level and Rules ...... 77 Generation 0 ...... 11 Secondary Infections ...... 55 Magic and FX ...... 77 Dark Ages ...... 12 The Landscape ...... 78 New World ...... 12 Chapter 3: Power Groups ...... 78 The Heroes and the Campaign . . . . 12 Character Options ...... 56 Prewar Power Groups ...... 78 Devastation ...... 13 Starting Occupations ...... 56 New Power Groups ...... 79 Massive Destruction ...... 13 Academic ...... 56 The Compound ...... 83 Sources of Massive Adventurer ...... 57 Advanced Classes ...... 84 Destruction ...... 13 Athlete ...... 57 Lawbringer ...... 84 Blue Collar ...... 57 Radioactivity ...... 14 Chapter 6: Flash Radiation ...... 15 Celebrity ...... 57 Fallout ...... 15 Criminal ...... 57 Plague World ...... 86 Summary ...... 86 Blast Zone Irradiation ...... 15 Dilettante ...... 57 Campaign in Brief ...... 87 Fallout Residue ...... 15 Doctor ...... 57 Law Enforcement ...... 57 Role of the Heroes ...... 88 Chapter 2: Military ...... 57 Campaign Traits ...... 88 Campaign Rules ...... 16 Religious ...... 57 Department-7 in The Ruins of Civilization ...... 16 Rural ...... 58 Plague World ...... 88 Exploring Unsafe Structures ...... 17 Skills ...... 58 Progress Level and Rules ...... 89 Scavenging ...... 18 Diplomacy (Cha) ...... 58 Magic and FX ...... 89 Postapocalypse Gear ...... 22 Craft (Int) ...... 58 The Landscape ...... 89 Trade Value ...... 23 Repair (Int) ...... 58 Power Groups ...... 89 Starting Gear ...... 23 Research (Int) ...... 58 Adeptus Dei ...... 89 Wealth Increases ...... 23 Survival (Wis) ...... 59 The Kin ...... 90 Bartering Rules ...... 23 Feats ...... 59 Tyrannis ...... 91 Equipment as Rewards ...... 24 Advanced Classes ...... 60 Friends and Foes ...... 91 Reliability ...... 24 Techie ...... 60 Spanthi Reaver ...... 91 New Equipment ...... 24 Investigator ...... 60 Spanthi Trueblood ...... 92 Vehicles and Fuel ...... 30 Personality ...... 60 Rip Van Bunker ...... 93 Making and Fixing Items ...... 30 Road Warrior ...... 60 Advanced Classes ...... 93 Additional Vehicle Rules ...... 31 Salvager ...... 62 Evolutionary ...... 95 Modifying Vehicles ...... 31 Overloading Vehicles ...... 34

620_88046_Chpt0.indd 3 4/1/05 12:00:15 PM FOREWORD

I’ve played a lot of roleplaying games in my twenty-five years in the hobby. Like many gamers, the bulk of my adventures have been in the genre, but my favorite setting, bar none, is the posta- pocalyptic campaign. In fact, when I was on the d20 Modern design team, I started up a campaign in the office to playtest our rules—and my setting of choice was postapocalyptic. From the launch of that campaign almost a year before the d20 Modern Roleplaying Game was published, my players are still traversing the wastes, battling bike-gang marauders, and delving into the supernatural origins of the nuclear doomsday today. I’ve long believed that the postapoca- lypse is a perfect setting for roleplaying games. Postapocalyptic worlds feature high adventure in a gritty setting. The landscape is the epitome of lawlessness— a make-your-own-rules world in which adventuring heroes thrive. As in fantasy, anything is possible in a world twisted by mutations or the incomprehensible effects of alien assault or supernatural incursion. And postapocalyptic settings blend the best of modern worlds— firearms, technology, and a modern outlook—with fantasy’s powerful foes and epic stories. Beyond all that is the fact that postapocalyptic games are inevitably thematic. The world as we—the players—know it has been destroyed. Can civilization recover? Will the heroes be a force for order in the chaos, or just another part of the problem? A fantasy world allows for all vari- ety of motivation: If a character simply likes kicking in doors and taking on the monsters, that’s enough. But in a postapocalyptic game every player, consciously or A survivor surveys the KA wreckage of his world

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not, makes a decision about how he relates to the world his character has inherited. What You Need To Play The most compelling aspect of a postapocalyptic The d20 Apocalypse supplement is intended for use in any d20 Modern or d20 Future game. setting, perhaps, is how it is at once familiar and You will need the d20 Modern Roleplaying alien. We’ve all seen abandoned buildings with Game and the d20 Future supplement to make their broken windows and weeds growing in the use of the material in this book. In addition, corners, and dented hulks of cars collecting rain- d20 Apocalypse contains references to the d20 water and rust. We’ve heard the breeze blowing Menace Manual and the Urban Arcana Cam- through a quiet city block in the early hours, when paign Setting, but neither of these books is there’s no sign of a living human being. We’ve required to use this one. watched scenes of environmental cataclysm—or even just urban decay—on television. And we can look around us today and overlay that vision on the local shopping mall, the highways, the skyscrapers Progress Levels The Progress Level (PL) of your downtown—even our own neighborhoods. Unlike will be heavily influenced—if not completely deter- a fantasy setting, the postapocalyptic world is all mined—by your choice of apocalypse. around us. The apocalypse could occur today, sometime in the not too distant future, or far into the future. Charles Ryan Some types of apocalypse, such as a biological Brand Manager for Roleplaying Games disaster, alien invasion, or asteroid strike, can occur Wizards of the Coast during any Progress Level, but others, such as rise 5 of the machines, are directly tied with civilization’s

INTRODUCTION level of technology. You’ll need to determine how INTRODUCTION much or how little civilization has advanced from Civilization, the defining characteristic of humanity, its current Progress Level. is the cooperation and organization of individuals Also, the apocalypse can occur in the past. An for the advancement of the community as a whole. alien invasion, for instance, could feasibly happen It is marked by progress in agriculture, livestock at any time in Earth’s history—but if the Progress maintenance, metallurgy, writing, mathematics, and Level at the time of the invasion isn’t high enough to science. And though it would seem that its existence offer humanity some chance of surviving through can be taken for granted, civilization is fragile. the use of technology, it won’t be much of a game. As humankind progresses, advances in technol- (For an extreme example, think dinosaurs versus ogy grant great boons , but also hold potential keys big rock, 65,000,000 years ago.) to humanity’s undoing. Innovations in nuclear Some apocalyptic events are clearly tied to a technology, medical science, and computer tech- minimum Progress Level and won’t occur earlier. nology are of enormous benefit to humanity in For example, if you want to set your game during general, but each technology has the potential to the Age of Reason, a PL 3 environment, your apoca- contribute to humanity’s demise. lypse cannot be a nuclear Armageddon because Even without these human-made threats, other nuclear technology does not exist in PL 3. dangers from outside the planet pose perils just as Each of the three postapocalyptic campaign deadly as those humans bring upon themselves. settings described in this book is designed for a Whether due to our own hubris or a power Progress Level of PL 5 or PL 6. After the cataclysm, beyond our control, the known world ends. The of course, Progress Level often doesn’t really mean apocalypse—the end of civilization—is here. what it used to: Rather than an indicator of a state This supplement gives you the tools to play in of technological development that, “pervades all the postapocalyptic world. This book provides you aspects of a culture” (as stated on page 5 of d20 with descriptions of the most likely possible causes Future), PL might become a measure of the kinds of of an apocalyptic event. Within this supplement technology that survivors can discover or salvage are additional rules that build upon those found from the ruined environment. in the d20 Modern Roleplaying Game and the d20 In d20 Future, for instance, PL 5 is described Future supplement to bring the postapocalyptic as a time when “computer technology and elec- world to life. These rules are modular, giving you tronics rule supreme.” In a postapocalyptic PL 5 what you’ll need to create the postapocalyptic world world, however, instantaneous worldwide com- of your choice. In addition, there are three distinct munication might be a thing of the past—the campaign settings that allow you to explore some world at large only at PL 3 in this regard—and of the grim futures that might await humankind. any functioning computer terminal would become Each setting derives a great deal of flavor from the a heavily guarded resource. Even though the cause of the apocalypse and the amount of time that technology is out there to be found (albeit in has passed since the global society has fallen. limited quantities), the apocalypse has fractured With this book, the apocalyptic future is yours the culture and society that the PL 5 technology to explore. once spawned.

620_88046_Chpt0.indd 5 4/1/05 12:00:26 PM Chapter One POSTAPOCALYPSE CAMPAIGNS

The end is the beginning. What type of apocalypse creates the conditions for your campaign? Deciding the way in which the world ends is the first step in developing the setting for your campaign. Here are just a few questions to consider: How long ago was the apocalypse? Do any cities still stand? If so, are they habitable? Are working governmental infrastructures in place, or is chaos the rule of the land? Is there an abundance of working technol- ogy, or have most such items been destroyed? Is the environment friendly or hostile? Do human, animal, and plant life still take the same forms that they did preapocalypse? Chapter 1 describes some possible ways in which the known world comes to an end. CHOOSE YOUR APOCALYPSE

Nuclear destruction, biological warfare, environ- mental cataclysm, alien invasion—how will your adventure begin? Below are some apocalyptic set- tings for you to choose from. Alien Invasion The known laws of physics make travel faster than the speed of light impossible, which pre- cludes the practicality of human space travel due to the almost unfathomable distances between stars. However, what if an alien race capable of interstellar travel has designs on the Earth and its population? Perhaps the aliens are searching for a resource they have exhausted, perhaps they are an imperialistic race seeking to add another planet to their interstellar empire, or perhaps they are here to acquire a fresh batch of slaves. In any event, the aliens arrive and attack. Major population centers and military installations are destroyed or fall under their control. Large segments of humanity are devastated by the aliens’ initial attack, but then something goes horribly wrong for the invaders. Perhaps their immune systems succumb to a mundane virus, or secret military technology is unearthed that is KA A lone human tries to stave off a pack of zombies

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effective against their weaponry, or humanity bands warming shifts the gulf streams and trade winds together to make one last heroic stand against the of the world, forcing the world into an accelerated invaders. By whichever method or combination of ice age, with glaciers advancing into once habit- methods, the aliens are defeated. able land. Megastorms, gigantic hurricanes, and Despite the victory over the alien aggressors, blistering sandstorms become the norm, making humanity finds itself in a changed world—a world even temperate areas dangerous. in disarray. Nations have been shaken, major cities The disruption of stable weather destroys tra- have been demolished, and there are new dangers. ditional farming and fishing ventures, causing Surviving aliens are marooned on Earth, living massive famine. Food riots are rampant as civiliza- in the shadows, and strange new technology is tion breaks down. Millions die from starvation or available for the taking by the honorable and thirst, while untold numbers are killed in riots. unscrupulous alike. In the end, the survivors of the environmental cataclysm have it tough—they must figure out a way to find food and potable water in an increas- Biological Disaster ingly sterile and barren world, as well as fighting One half of Europe’s population perished from the off the competition for those vital resources. Black Death during the Middle Ages. During the Cold War of the twentieth century, the knowledge that a disease could lay waste to a population, Asteroid Strike coupled with the newfound ability to manipulate During the Cretaceous period, dinosaurs ruled the genetics, led to the creation of superviruses and Earth. Over a span of a few thousand years the bacteria as potential weapons. dinosaurs became extinct, marking the beginning 7 Even though the Cold War ends peacefully, the of the Tertiary period. This was the result of an

stockpiles of biological weapons are not entirely extinction-level event, a strike by a meteor large POSTAPOCALYPSE CAMPAIGNS destroyed, and the knowledge to create more still enough to hit with the force of 100 million mega- exists. Perhaps a few corrupt custodians of the tons of TNT. And now, it’s happening again. leftover biological technology are willing to sell The killer is an asteroid or comet the size of a deadly viral strains to terrorist organizations or mountain—large enough to destroy civilization, wealthy madmen. but not large enough to crack the planet open. In addition to biological weapons, deadly viral Where it strikes, life is over. If it collides with outbreaks occasionally occur naturally. As human- land, it vaporizes cities and levels mountains. If kind encroaches farther into the interior of the it crashes into an ocean, it creates a fast-moving, rainforests, many viruses, never encountered miles-high tsunami. Entire countries are literally before by humans, are unleashed. washed away. Whether such an event occurs naturally or by Only life far from the impact manages to sur- design, the end result is the same: A killer virus vive, though even on the far side of the planet ravages the population. Because of the virus’s long tides change, new mountains rise, lava flows, and incubation period, infected individuals spread superstorms ravage the countryside. throughout the world, passing the virus to count- Billions die in the first hours, and the death toll less others before the threat is recognized. In a rises. A cloud of ash and debris blocks out the sun matter of weeks or months, almost all of humanity for years. Temperatures worldwide drop 40 to 50 becomes ill, and only a few will survive. degrees. Cut off from the sun, most vegetation dies. Lacking plants to feed on, most animals die. Sus- tenance becomes scarce, as the entire food chain Environmental breaks down. Rebuilding civilization is impossible Cataclysm until the sun returns, shining down on an icy As humankind’s greed for resources and disregard world where only the toughest have survived. for the environment grows, the world’s ecosystem eventually falters, then breaks. Global warming, uncontrolled pollution, and massive deforestation Judgment Day In this setting, humankind’s spiritual decline contribute to the general decline of the stability of unlocks the gates of Heaven and Hell and brings the planet’s weather patterns, rainfall, and tempera- about the final apocalypse, cleansing the world of ture. The last straw might be a single cataclysmic saints and sinners alike. event, the culmination of all of humanity’s envi- The most traditional Western vision of this form ronmental follies. Depending on which theory you of apocalypse comes from the Bible, but each cul- believe, the world will end in fire or ice. ture and religion has its own visions of the end In this setting, the world’s environment is in of the world. The Mayan calendar, for example, horrible disarray. Huge swaths of land become unin- predicts the end of the “Fourth Sun” (our current habitable, as rainfall decreases or ceases, creating era) in the year 2012. dustbowls where once fields held sway, allowing Judgment Day may come in the form of angelic deserts to grow at an exponential rate. As the polar and demonic beings descending on the Earth to caps melt, sea levels rise, swallowing up massive fight the ultimate battle, killing all who stand in amounts of once habitable land. Alternatively, global

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their way. Armies of the righteous and the damned Or perhaps the rise of the machines is because may form, fighting wars in the name of their of faulty or malicious programming. The machines beliefs, although it may be difficult to tell which are not sentient—they are either executing a side is fighting for which cause, as believers and flawed program, or they are under the control unbelievers alike die in droves. The world becomes of an evil mastermind. a war zone of zealotry, desperation, and despair. Without functional compliant computer technol- Or perhaps the faithful are whisked off to ogy, the world is turned upside down. The world’s Heaven as a reward for their faithfulness, and the economy grinds to a halt as electronic equipment sinful are dragged to Hell for all eternity. Those ceases to function. There are no working medical few that are left upon the Earth must struggle to facilities, no global or local communication net- survive, knowing that their souls were unworthy works, no 911 service, and so forth. of either realm. Some humans resort to living a primitive life- style that shuns more than basic, nonelectrical tools. Others create devices to “fight fire with fire” Nuclear Armageddon against their former charges, using only “dumb” Nukes, once the weapon of choice to maintain technology or carefully screened and protected the balance of power during the Cold War, have computers and robots to wage war. may become the Holy Grail for terrorist organizations dominate the battlefield on both sides (see d20 and rogue nations willing to sacrifice themselves Future for more information on mecha). to smite their enemies. Nations with nuclear programs vigilantly guard 8 their technology and research, both for their own Rogue Planet protection and for the protection of the world. Something massive—no smaller than our own Nations that don’t possess nuclear technology seek moon and possibly as large as Jupiter—enters our to increase their influence and power by developing solar system. It may be the largest comet ever their own nuclear programs. Only in rare cases do seen, or a chunk of ice and rock from an explo- these nations accomplish this through research; sion in another solar system millions of years more often, they purchase nuclear technology on ago. There’s nothing humans can do to prevent a the international black market, or they employ spies rogue planet from wreaking havoc on the Earth. to steal the necessary information for them. Once it moves close, apocalypse is inevitable. Even Ultimately, a fanatical organization or nation if the rogue planet does not impact the Earth, its obtains or creates a supply of nuclear weapons gravity disturbs the orbits of everything in the along with the ability to deliver them. Rockets solar system. bearing nuclear warheads are launched against The effects of a rogue planet are devastating. their enemies, or trucks carrying these weapons The axis of the Earth shifts, placing Africa in self-destruct at strategic locations. These horrific the Arctic Circle and Antarctica on the equator. acts elicit an immediate and devastating nuclear Earthquakes, tsunamis, and volcanoes ravage the counterattack against the responsible nation. planet. No bunker is completely safe; no ship can Firestorms blanket the warring countries and survive the hellish storms that wrack the world. the fallout quickly spreads worldwide. Radiation The ecology of every continent is changed, creat- poisoning, cancers, and a slow death follow for ing mass animal and plant extinctions. those unlucky enough to have survived the initial Once the rogue planet exits the solar system, exchange. What was once a planet full of grass- the Earth finds a new stability. A few settlements lands, forests, and plains, becomes a desolate, escaped total destruction, but most of the world’s poisoned orb, and the remnants of its most pow- population is gone. The few survivors must find a erful species are reduced to a meager existence way to live in their new environment. within its hostile environment. Supernatural Invasion Rise of the Machines Throughout history, stories are told of things that As humanity depends more and more on machines go bump in the night, of supernatural powers to do hard labor—and, eventually, thinking—for constantly threatening the realms of science and them, robots and artificial intelligence may ulti- logic. Are these tales mere fables and myths, or mately spell the end of humanity. Once treated as are they a part of our reality? As it happens, the nothing more than slave labor, or at best second- supernatural is real—a truth known to only a few class citizens, the machines of the world rise up champions of light, who use their own magic to and destroy their creators. fight the rising tide of preternatural evil in a secret Perhaps machines with artificial intelligence war for all our souls. develop personalities, the ability to reason, and But now the champions have failed, and the forces humanlike desires. These new sentient beings of darkness are ascendant. Monuments of human- view their former masters as weak, shortsighted, ity are wreathed in flame, becoming gateways to or incompetent (or all three) and believe the world Hell. Demons rule the night, spreading terror and would be a better place without humans. demanding worship. Hordes of undead walk the POSTAPOCALYPSE CAMPAIGNS POSTAPOCALYPSE

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face of the world, seeking the flesh of the living of the group grows, conflicts arise from within and passing on the disease of undeath. the society. Unprepared, the armies of the world cannot Some members of the group want to rebuild stand against foes immune to humanmade weap- society exactly as it was before; others see the ons. The few champions of light pass on their apocalypse as a way to throw off the previous knowledge of silver and holy writ that are effec- flawed form of government and begin anew, and tive weapons against the forces of evil—but it is still others perceive the apocalypse as an oppor- too little, too late. tunity to rebuild society according to the laws of The supernatural forces of darkness destroy all their religion, exiling or forcefully converting human technology and weapons. A new Dark Age those who do not share their religious beliefs. is thrust upon the Earth. Cities become controlled Over time, the group becomes dominated by by demon lords who demand tribute and absolute a single, narrow philosophy, causing numerous adoration. Only a few souls are brave enough to dissatisfied factions. Once it seems reasonably seek the knowledge needed to reclaim the Earth. certain that the crisis that prompted the apoca- lypse has passed, the factions break away from the larger society to create a way of life that is Mixing Destruction more to their liking. It is perfectly acceptable to combine two or more Generally, the factions break away from the of the above apocalyptic settings to flavor your larger society and are never heard from again, game. For example, rise of the machines might also though some fanatical splinter groups will wage involve nuclear Armageddon. An environmental war against other factions and the larger society, cataclysm might trigger a biological disaster. 9 plundering their material wealth and absorbing conquered members either as partial citizens, full POSTAPOCALYPSE members, or slaves. POSTAPOCALYPSE CAMPAIGNS As word of mouth spreads about these new SOCIETIES societies, they gain a reputation, good or bad, and like-minded individuals gravitate to them. Following the apocalypse, society does not entirely A partial roster of the kinds of societies that disappear. Civilization goes through a gradual might form is discussed below. These are largely progress of initial formation, fracturing, refor- suggestions to be used as is, modified, or combined mation, and regrowth. This progression takes to meet the needs of the individual campaign. years, probably generations, but eventually new Society Size: Each of the societies described societies evolve. here can vary in population, and some of them, by Immediately following the apocalypse, groups their nature, typically have fewer members than of people in a given area naturally congregate. other societies. Though some individuals prefer to be loners, the For the purpose of the material that follows, a majority of survivors find strength in numbers. society of minute size has fewer than 100 members; The initial purpose for gathering is to reconnect one of tiny size has from 100 to 500 members; one with other humans and to establish a semblance of small size, 501 to 2,000 members; moderate size, of order. All that matters is survival, and most 2,001 to 5,000 members; and large, 5,001 to 15,000 individuals recognize the chance of success is members. maximized if they work together. Depending on how seriously the local area was affected by the apocalyptic event, the group may be a few indi- Depraved Society The days of law are over! Individuals in a depraved viduals, a few hundred, or thousands strong. society indulge in the freedoms and vices that suit Each member of the group has valuable skills them. Gambling, prostitution, and drug use are to contribute. One person might be skillful at far from prohibited—they are encouraged. If there construction, another might be an adept hunter, is a large enough demand for a service, there is another a medic, and yet another a natural leader someone willing to provide it, for a price. who holds the group together. They can draw upon This culture of absolute freedom sets up a new their collective strengths to meet their immediate power structure in which those who are the most needs: food, shelter, and potable water. successful at providing for the vices of others Most groups conduct themselves as though become wealthy and powerful. The wealthy and the laws and government of the preapocalypse powerful become the bosses of the society, each one society still exist. Their initial interactions dis- controlling a particular vice. Perhaps the bosses regard any previous disagreements they may are an organized, cooperative group, or perhaps have had prior to these turbulent events, and they compete for business. Though there may be they focus on persevering in the face of over- an elected individual or group of individuals offi- whelming odds. However, religious, ethnic, and cially in charge of the settlement, everyone knows political divides are deep-seated and not easily who holds the real power. overcome, and so most of the old divisions still The size of a depraved society normally ranges simmer beneath the surface. As the population from small to moderate.

620_88046_Chpt1.indd 9 4/1/05 12:01:45 PM 2_84_ht.nd10 620_88046_Chpt1.indd 10 d20 APOCALYPSE d20 POSTAPOCALYPSE CAMPAIGNS and brutally enforced. brutally and to comprehend,complex, difficult discriminatory, overly nature, in may bearbitrary Laws just. are laws the mean not bylaw does ruled is society a because society.Just alawful before joining people many don’t pitfalls consider are There notalways true. is perception models. This societal other than safer as perceived are they restrictions placed on individual freedom, because despite People the societies, to gravitate these enforced. and defined rigidly are by the established penalties laws, and to abide expected are societies these within als ideology. Individu- postapocalyptic new entirely an may reflect orthey before the apocalypse, place the laws that were in may reflect rules These ofrules. set by astrict governed is society A lawful Lawful Society from minute to small. The size of an ethnic society normally groups. ethnic specific of other ranges members against beastate warfare ofopen even may orthere them, joining from groups ethnic people other from laws may disallow Their nant. domi- is group which their in concept ofasociety on a simply bebased may orthey culture, or their homeland oftheir those may reflect customs and laws Their the apocalypse. following groups own cities, form their the large tered within together clus- which groups, had already ethnic Many their group. who people outside those own are and their both with orinteract the way think in they differences which key represents onculture, based instead is and differences, outward goes beyondoften their society larger the from separation outright. Their orhated against were discriminated groups ity minor- these other cases, without In reservation. were acceptedminorities into society the larger these cases, some In minorities. ethnic numerous contained societies many theBefore apocalypse, The Ethnic Society to small. tiny from ranges normally society ofadevout size The beliefs. to society’s the contrary to run begin her decisions for if her removal may beprovisions There doctrine. church to power further this use to but she expected of awarlord oramonarch, is to that similar is Her level ofauthority council. or appoints the leader, who in turn appoints her either becomes veneratedmost figure religious elect rarely leaders. the Instead, societies These beliefs. religious ontheir based bodies erning gov- with create groups societies These doctrines. failing to live by the wisdom of their religion’s brought the catastrophe by uponhumanity itself believe zealots religious the apocalypse, Following Society Devout their rule. who those oppose crushing the region, dominate might society amilitant hand, the other On invaders. deter to fight tough reputation, willingness and nature, to violence only when provoked. The members’ its members, in may resort the group valued traits Although aggressive. not necessarily discipline is society Amilitant and military expertise are battle. in enemies wield aweapon his meet and to merit, and he is valuable for as long as he can hierarchical. An individual is promoted according are society ofthis ranks The region. surrounding the control over to exert and fororder its citizens, to forms provide protect and society a militant wastes, ofthe postapocalyptic bythe lords Plagued Militant Society to large. small from ranges normally society ofalawful size The ofsociety. type other any as ruption truth. societies Lawful are as susceptible to cor- the from thing the farthest often people, is this ofthe will bythe governed is society a lawful that though assumed addition, In it generally is several generations. The members are together together members are generations. The several original an of for intact that remains society postapocalyptic remnants the often is sociey tribal A Tribal Society large. world extremely is a postapocalyptic to tiny, in but number societies ofthese the total minute from ranges ofasavage size society The leadership. to assume him to betray likely is he as henchmen one ofthe henchmen any followers, since his ofhis is of wary as is society savage a to mutiny. prevent (or postpone) leader Agood in and compliance from the society’s members, and submission henchmen to guarantee a leader uses members. the other Such control from and power wrest led bywhoevercan is Asavage society people ofthe area. powerful than they comes to the defense of the more or a group moves gang in, alarger clean, picked it is until area upon aparticular prey that nomads ofroving pockets allied loosely are societies ofthese fact, many In into goes hiding. society When confronted pillaging. and plundering enjoy by superior resources—they their to steal settlements peaceful force, the brutes who are forces. attack They superior a savage of clear steer and defenseless, the want from they what take world. societies These the postapocalyptic violent, lawless, and Small, savage plague societies Savage Society from minute to small. ranges normally society ofamilitant size The world. apostapocalyptic in ofsociety type common leadership. on the It afairly is depending varies society ofamilitant disposition The //51:14 PM 12:01:46 4/1/05 d20 APOCALYPSE

not only because they share similar beliefs, but The following are four general eras in which because they share a common ancestry. you might set a postapocalyptic campaign. While Each tribal society has its own laws and cus- these reflect a potential timeline for humanity toms, and may or may not be friendly toward in the wake of an apocalyptic event, they aren’t other tribes and societies. The society tends to live the only directions humanity might go—it’s pos- close to nature, surviving by hunting and gath- sible that civilization might be reborn following ering, relying very little, if at all, on technology. the Aftermath era, for example, as brave survi- Traditions are passed down orally from one gen- vors organize their communities to recover the eration to the next, and after several generations knowledge and technology needed to rebuild the members often have no recollection of a time civilization. Indeed, such a goal might lie at the before the apocalypse. core of your campaign. The leadership of a tribal society varies greatly from tribe to tribe. Some tribes are led by a single individual, others follow the edicts of a council of Aftermath In a campaign set in the Aftermath era, the apoca- elders, while still others are truly democratic and lypse occurred within memory—perhaps just last do not take any course of action without major- month, or perhaps ten or fifteen years ago. The ity approval. They may be entirely peaceful, or adult inhabitants of this world were born before they may be warlike and as ruthless as the worst the apocalypse, and they remember what the civi- savage society. lized world was like. Buildings still stand, largely The size of a tribal society normally ranges from intact, and preapocalypse items, in generally good minute to small. condition, are commonly available. 11 This setting is placed quite literally in the ruins

Totalitarian Society of the modern world. Houses and shopping malls POSTAPOCALYPSE CAMPAIGNS A totalitarian society is similar to a lawful society, remain, though perhaps in dilapidated condi- except it accepts the rule of one individual who tion. Firearms, automobiles, electrical generators, holds ultimate power and occasionally wields it flashlights, and all manner of other devices can against his own people to keep them in line. The be found in working condition (or can be fairly leader is typically self-appointed, gaining his easily repaired), although fuel (or batteries, or position by force or through support from devoted ammunition) is probably hard to come by. followers with military might. He is charismatic, Society, such as it is, is highly disorganized, demanding absolute loyalty from his henchmen. with the rare settlement having come together Rather than fearing them, as is often the case in for mutual support. More common are scavenger a savage society, he rewards them above all others gangs roving the landscape, taking from those in the society. weaker than they and avoiding those stronger The size of a totalitarian society normally ranges and more brutal. from small to large. Generation 0 Different Societies in In the Generation O era, several decades have passed since the apocalypse. The oldest survivors can call One Setting up childhood memories of the civilized era before Within your game setting, each settlement can be the cataclysm, but most adults were born after the a different type of society. Like-minded settlements event. Much of that world’s ruins still stand, and might be located in close proximity and have estab- preapocalypse items are fairly common, though lished protection and barter agreements. often jealously guarded. In this era, the world as we know it is still POSTAPOCALYPSE recognizable, although time has worked on the remains of civilization. Preapocalypse buildings ERAS are still common, but most have degenerated into extreme disrepair and have probably been picked In addition to the form of your apocalypse (see clean of useful contents many times over. Common Choose Your Apocalypse, above), a critical ele- and durable items from before the apocalypse ment in creating a postapocalyptic campaign (such as firearms) are not rare, but consumables is the amount of time that has passed since the (such as ammunition) are, and less durable items apocalyptic event occurred. A campaign set in function only if they have been very carefully the weeks or years immediately after a nuclear maintained. war, peopled by characters who just a few months Human society may have begun some localized before were shopping in the very mall they’re rebuilding in this era, as survivors coalesced into now looting, is quite different from a campaign small settlements and villages. Such communities set hundreds of years later, when the civilized are highly isolated and heavily defended against world is a legend and a Swiss Army knife is a (or hidden from) the gangs and warlord armies coveted (and mysterious) artifact. that roam the countryside. A few wanderers trade

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goods and information between known commu- nities, but their occupation is as perilous as their New World In the New World era, legends tell of an ancient visits are rare. civilization that was destroyed by its own hubris. In the centuries that have passed since, a new form Dark Ages of civilization—primitive and barbaric though it In the Dark Ages era, many generations have may be—has begun to take root. The cities of the passed since the apocalypse (at least a century, ancients are little more than worn-down monu- and perhaps several); knowledge of the preapoca- ments, and only the rarest of artifacts functions lyptic world has faded into a mythic history. The as it did in the time of the ancients. ruined cities of the ancients contain mysteries, This era is so far beyond the apocalypse that the dangers, and occasionally treasures, but much civilized world is little more than a backdrop—a of what is left behind is incomprehensible and backstory element that accounts for the myste- useful only as raw materials. The world is a wild rious ruins that dot the countryside. Almost no and savage place. items survive from before the cataclysm, and even In this era, characters know of the civilized world simple technology is largely incomprehensible to only in the form of glorious legends, handed down characters in this world. over the generations by word of mouth. Evidence In this era, society re-forms into what might be behind the legends is there for everyone to see, considered a new civilization. Vast regions are still because the ruined remains of preapocalyptic lawless, but other large areas have formed into a buildings still dot the landscape. Only the most crude feudal system, with nation-states and inde- 12 carefully hoarded items from before the cataclysm pendent cities reminiscent of medieval times. are still functional, and even those who keep and maintain them have only a vague idea of what makes them work. THE HEROES AND Society in this era is fragmented but more stable than that in previous eras. Communities THE CAMPAIGN have grown in scale and expanded their activities An additional element to consider when plan- beyond mere survival: Trade goods are created, ning your campaign is the heroes’ relationship to records are kept, music is composed. Still, the land the world and the apocalypse. The most obvious is dominated by vast and dangerous wildernesses; course is to have the heroes be native to the game brigands threaten trade caravans, and warlords world; they are simply part of the postapocalyp- covet any settlement that prospers.

Two bugbears find slim pickings in a demolished store

RP

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tic population, albeit somewhat more heroic than apocalypse, such as a nuclear war or environmental most NPCs. cataclysm, some areas ride through the events of Another compelling direction—and one that the apocalypse virtually unchanged. Also, even in can lift the heroes above the grittiness of the set- areas that are generally undamaged, individual ting, if that appeals to you and your players—is structures might be damaged by specific events to make the heroes newcomers to the setting. (such as riots, fires, or military actions) that Perhaps they were aboard an orbital space sta- occurred during or after the apocalypse. tion when the cataclysm occurred; they observed Devastation Zone: Structures in this zone the world’s end, only returning to Earth after the are totally or almost totally leveled, leaving fact, when the supplies in their station ran out. nothing but a plain of rubble. A few especially Or maybe they were cryogenically frozen (per- sturdy, low-lying buildings might still stand haps by Department-7 or some other agency that in part, but even the most intact are damaged foresaw the disaster) and placed in well-stocked nearly beyond recognition. Very few people bunkers prior to the cataclysm. They awaken in a devastation zone at the moment of the after the dust settles (perhaps decades or centu- cataclysm survive; the few survivors probably ries later), armed with preapocalyptic equipment sought shelter in deep basements or the cores of and knowledge. incredibly sturdy buildings. This type of campaign offers two benefits: access Destruction Zone: Structures in this zone (within limits, of course) to prewar technology, are damaged beyond use. Lighter structures are knowledge, and other advantages, as well as a destroyed, and very sturdy structures remain compelling mission—a responsibility to fight the standing but are heavily damaged. Most people 13 decline of civilization and put humankind back in a destruction zone at the time of the cataclysm on its feet again. It’s a great way to capture all are killed instantly, though some survive. the low-tech grittiness of the postapocalypse in Damage Zone: Damage is rampant among POSTAPOCALYPSE CAMPAIGNS a game that lets the heroes really look and feel structures in this zone, but it varies in degree, like heroes. and most buildings are still largely intact. Lighter A compromise option can be chosen if you use structures are significantly damaged, often beyond the Aftermath era: The heroes can be survivors repair, while heavier structures have suffered like the rest of the population, but they have more modest damage. Many people in a damage special knowledge or equipment that gives them zone during the apocalypse survive the immediate a lift above the struggling rabble. Perhaps the event, but many are killed. heroes were part of a military unit that fought the alien invasion right up until the disintegra- tion of civilization. Their chain of command Sources of Massive and supply is long gone, but they still have the Destruction skills, equipment, and camaraderie of an infantry The distribution of massive destruction depends squad. Or perhaps the heroes were undercover on the nature of the apocalypse. Environmental agents for Department-7, helping prepare the cataclysms, rogue planets, and extinction-level world for an impending asteroid strike that the events generally affect the entire globe. The use government kept secret from the population. They of devastating weapons in a nuclear Armageddon have access to a network of supply bunkers and scenario (or rise of the machines, supernatural other agents intent on preserving and rebuild- invasion, alien invasion, or even a biological ing civilization. disaster campaign) creates more localized—but sometimes more severe—destruction. DEVASTATION Globe-Spanning Catastrophe In an apocalypse centered around massive A devastated world, dotted with the ruins of environmental shifts—whether the result of an civilization, is a hallmark of most apocalyptic environmental cataclysm or an extinction-level settings (though not all—a viral plague, or wide- meteor strike—the effects on human infrastructure spread use of radiological or chemical weapons are vast and unpredictable. Huge regions—even by invading aliens, might leave the survivors in entire continents—might plunge beneath the sea a virtually undamaged world). This section helps or be overtaken by desert. Glaciers might engulf to define the degree of damage left in the wake of major cities, freezing them in ice, while formerly the apocalypse. chilly areas become tropical jungles. There are no hard-and-fast rules for applying Massive Destruction massive destruction to a world shaped by environ- Zones of massive destruction can be categorized mental cataclysm. Few areas are likely to be utterly into three general levels. In order of decreasing destroyed, or even to become devastation zones—but severity, they are called devastation zones, destruc- they may be inaccessible, beneath the oceans or tion zones, and damage zones. Not all regions fall locked in ice. Areas hit hard by catastrophic storms into these categories; even in a highly destructive or powerful earthquakes might become destruction

620_88046_Chpt1.indd 13 4/1/05 12:01:57 PM 2_84_ht.nd14 620_88046_Chpt1.indd 14 d20 APOCALYPSE d20 POSTAPOCALYPSE CAMPAIGNS epnSse Tre Radius Radius Radius Radius Target Weapon System Delivery Crater Typical Devastation Destruction Damage Table 1–1: Nuclear Weapon Attacks missiles. by long-range orbycruise missiles, aircraft, from bombs deployed as generally forces) are military human from originate that (at those ons least recent decades. in service in been have None numbers. limited very in only been created—up to 25 onTable and even 50 megatons—but given those 1–1 have weapons than Larger the target. around tern of ten 100-kiloton warheads that detonate in a pat- megaton weapon, for might MIRV example, consist A1- area. alarger over that spread the damage Vehicles) or Multiple Reentry (MIRVs, Independent ofexplosives ofacluster consist others sives, while single explo- nuclear Some weapons are of TNT. TNT, or megatons (mt), of tons equivalent thousand a to to a million equivalent tons (kt), kilotons in below. onthe table headings explained The attacks. are similar and nuclear strikes around devastation the for Table guidelines zones ofdestruction. 1–1 gives create events) massive (or similar Nuclear blasts humanity. against effects) similar (or weapons with nukes use wise might like- machines, orrebelling invaders, Alien disaster. ofabiological days the final in cities or even as a last-ditch invasion, orsupernatural effort alien an against defense to sterilize infected beemployed Nuclear weapons in can Armageddon. to isn’t anuclear limited Nuclear devastation Attack Nuclear unpredictable force. and acapricious is it randomly—nature determine Or zones. ordamage destruction, devastation, are which areas determining Use in judgment well. as zones, and damage zones are probably widespread 10 mt single Bomb Extremely hard target 3,500 ft. 3 mi. 6 mi. 12 mi. 12 10 mi. (Chicago) city large very 6mi. 6mi. 5mi. 3mi. (Atlanta) city large 2-1/2 mi. 3mi. City) (Kansas city medium ft. 3,000 1-1/2 mi. ft. 3,500 5mi. ft. 1,750 city (Roanoke) small 2-1/2 mi. target hard Extremely site) (missile target 4mi. 1-1/4 mi. base, Military ft. 1,500 base, Military 2mi. (Cheyenne Bomb (nuclear power plant, 1mi. Missile 10 mt single 2-1/2 mi. 1mi. 2mi. Missile 1-1/2 mi. 5 mt MIRV mi. 1/2 base, Military ft. 1,000 Bomb, missile 1 mt MIRV 3/4 1mi. mi. Mountain), mi. 1/4 point orhardened Large 1 mt single ft. 750 Bomb, missile ft. 250 force) military mi. 1/2 missile orcruise single kt 500 research ft. 500 ammunition target point Small hydroelectric (deployed Tactical missile Cruise single kt 200 (deployed Tactical lab) Bomb, missile, single kt 75-125 military plant, Bomb dam, 5-10 single kt force) Typical Delivery System: System: Delivery Typical Weapon: This is the size of the explosion, given given explosion, the of size the is This Typical Nuclear weap- Nuclear one level. For example, Yoriko is speeding away of hardness, the cover. 10 points For providing every material reduce ofthe upon the hardness based reduces exposure the degree Chaptersee 4of of exposure sickness, on radiation for the rules radioactivity; bycharacter suffers when exposed to postapocalyptic a ofexposure the degree define rules These residue. fallout and fallout, tion, zone irradia- blast radiation, flash mechanisms: the world affects basic through four Radioactivity landscape. the postapocalyptic to poison lingers invaders) create byalien used devices lethal (or,ons perhaps, similar radiation, someIn addition of which to direct devastation,RADIOACTIVITY nuclear weap- above). Destruction, Massive zone (see adamage is out radius, to radius, tion the damage in the field. forces supplyfeatures, and points), military and major transportation dams, plants, hydroelectric key strategic structures (such as nuclear power bases, cities,war, weapons targeted at are military destroyed. is a nuclear blast inside thethem. crater Everything left behind by sive fireballs that vaporize everything within above). Destruction, Massive zone (see tion crater, adevasta- is radius, out to the devastation above). Destruction, Massive zone (see adestruction is radius, out to radius, the destruction devastation

Cover: Crater Radius: Devastation Radius: Devastation Destruction Radius: Radius: Destruction Typical Target: Target: Typical Damage Radius: Radius: Damage Total cover from a radiation source source Total aradiation from cover d20 Future. Nuclear create weapons mas- The area beyond the destruc- the beyond area The In a “conventional” nuclear nuclear a“conventional” In The area beyond the the beyond area The The area beyond the the beyond area The //51:15 PM 12:01:59 4/1/05 d20 APOCALYPSE

Radiation in Play are exposed to lightly radioactive materials. The A lingering death from radiation sickness time of exposure in each instance is 1 round. is dreadful, and it’s hardly heroic. The judi- cious use of radioactivity adds flavor and an Fallout element of danger to a postapocalyptic game, Fallout is the rain of dust and ash that results but too much of it can impair an otherwise when a nuclear explosion vaporizes thousands of exciting campaign. Radioactive items and areas are best used tons of earth, trees, buildings, cars, and people, in the game when they force players to make blasting that material into the stratosphere in a difficult choices: Do we spend a week travel- massive mushroom cloud. These particles, impreg- ing around the irradiated ruins of a city, or, nated with radioactive material, drift with the with time of the essence, do we risk crossing wind, eventually floating back to Earth in the the dangerous area? Radioactive areas help form of fallout. define the geography in much the same way Like flash radiation, fallout generally occurs that oceans, mountains, and other impass- right around the time of the apocalypse—the hours, able (or at least dangerous) terrain does. days, or perhaps weeks following the nuclear And they change the tactical landscape, explosion—so it probably isn’t a factor in most posta- especially when the heroes’ opponents are immune to the effects of (or simply don’t care pocalyptic settings. (Although who knows how a about) radiation. massive nuclear Armageddon scenario might affect Radioactivity, and the threat of radiation weather patterns—perhaps fallout might continue sickness, adds a great bit of spice to play. for decades or longer.) Rules for postapocalyptic Use it carefully, but don’t overdo it. Char- fallout are given in Chapter 2 (see Environmental 15 acters hampered by constant ability loss as Hazards, page 39).

a result of radiation sickness can’t make the POSTAPOCALYPSE CAMPAIGNS most of their adventures—and aren’t a lot of fun to play. Blast Zone Irradiation The immediate vicinity of a nuclear blast (or similar effect) is highly radioactive, with the worst areas from the ruins of a sabotaged bunker, where an remaining so for a long time. The radiation falls old 200-kiloton nuke is about to go off. She gets off over time, however, so the actual potency of a mile away before ducking behind an old build- the irradiated area varies with the era of play, as ing. She’s in the bomb’s destruction radius, and shown in Table 1–2. would normally be treated as having been exposed to moderately radioactive materials (as described under Flash Radiation, below), but the building’s Fallout Residue When highly radioactive fallout sprinkles itself hardness of 10 reduces the exposure to that of across the landscape immediately following a lightly radioactive materials. nuclear apocalypse, regions that receive a great deal of fallout become irradiated. Flash Radiation There are no rules for determining which areas When a nuclear weapon explodes, it creates a become irradiated by fallout. It’s left to the GM to blinding flash of light and heat—and radiation. determine what areas, if any, are radioactive, as People who are exposed to that flash (and are far fits the environment she wants to create for her enough away to survive the heat) suffer radia- campaign. Generally speaking, most postapoca- tion poisoning. Since, presumably, most nuclear lypse adventurers want to avoid irradiated areas, explosions occur during the apocalypse, flash so areas in which they’ll commonly adventure radiation isn’t usually an issue in a postapocalyptic probably shouldn’t be poisoned by fallout resi- game—unless somebody obtains and detonates a due. However, irradiated areas can be havens for nuclear weapon. creatures resistant to radiation (see the radiation In such a case, anyone caught within the dev- resistance mutation, page 44), and the occasional astation radius of the blast is treated as if he had adventure that requires the heroes to cross or dash been exposed to severely radioactive materials (see into irradiated areas can add a different dimen- page 81 of d20 Future). Anyone within the destruc- sion of challenge to a postapocalyptic campaign. tion radius is exposed to moderately radioactive Irradiated zones can have any degree of radiation, materials, and those within the damage radius from lightly irradiated to severely irradiated.

Table 1–2: Blast Zone Radiation Distance From Blast Aftermath Gen 0 Dark Ages New World Within crater Severe High Moderate Light Within devastation radius Moderate Light — — Within destruction radius Light — — — Within damage radius — — — —

620_88046_Chpt1.indd 15 4/1/05 12:02:01 PM Chapter Two RULES MODULES

The future could bring any of a variety of possible apocalypses. Fiction, movies, and video games delve into the many worlds that could follow the apocalypse: From a robotic attack on humanity to highway warriors fighting for their next tank of gas, from a massive alien invasion bent on the eradication of the human race to the wrath of god visited in the form of a deadly disease, these futures are bleak and desperate, but oddly optimistic. The world you create for your players to explore need not follow any of these models. This chapter gives you a variety of rules to build the apocalypse of your choosing. Feel free to use as many or as few of them as you would like, adding additional rules from d20 Future to create exactly the world you imagine. THE RUINS OF CIVILIZATION

The postapocalyptic environment is littered with the ruins of the age of civilization, and characters often enter these ruins as part of their adven- tures. Depending on the era of play, the extent of apocalyptic devastation, the climate and environment since the apocalypse, and the building’s type of construction, a structure may be virtually intact or reduced to a pile of rubble. Obviously, the apocalypse itself can be a source of great destruction. A nuclear war, alien invasion, or environmen- KA tal cataclysm can wreak terrible destruction, wiping entire cities from the face of the Earth. Even in a relatively nondestructive apocalypse, such as a biological disaster, short, sharp military conflicts and massive riots might characterize the last days of civilization.

A souped-up dune buggy tries to outrun an ultralight trike

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Following the apocalypse, decay and neglect set Table 2–1: Structure Conditions in. With no one to maintain them, even the sturdi- Dark New est of buildings eventually succumb to the forces d% Aftermath Gen 0 Ages World of entropy. Wooden structures may be entirely Less than 01 Severe Coll. Coll. Coll. destroyed within a few decades. Metal-framed 01–05 Major Coll. Coll. Coll. 06–10 Minor Coll. Coll. Coll. buildings last a good deal longer, but even if their 11–15 Minor Severe Coll. Coll. structures remain intact, their interiors become 16–20 Minor Severe Coll. Coll. rotten, dangerous messes in much less time. Steel 21–25 Undam. Severe Coll. Coll. ships sink, and their tanks of oil and toxins leak. 26–30 Undam. Major Severe Coll. Bridges collapse, leaving only their concrete piers 31–35 Undam. Major Severe Coll. behind. The skeletons of the sturdiest buildings 36–40 Undam. Major Severe Coll. stand for centuries, but eventually they become 41–45 Undam. Minor Severe Coll. little more than mysterious monuments surrounded 46–50 Undam. Minor Major Coll. by wilderness. 51–55 Undam. Minor Major Coll. Of special note is fire. With no one to save it, a 56–60 Undam. Minor Major Coll. 61–65 Undam. Undam. Major Coll. building struck by lightning quickly becomes a 66–70 Undam. Undam. Major Coll. pyre, and nothing stands between the ruins of 71–75 Undam. Undam. Minor Severe civilization and the natural wildfires that spring 76–80 Undam. Undam. Minor Severe up in wilderness areas. 81–85 Undam. Undam. Minor Severe Use Table 2–1 to determine the condition of a 86–90 Undam. Undam. Minor Severe structure. Roll d%, consulting the column that 91–95 Undam. Undam. Minor Severe 17 corresponds to the postapocalyptic era of your cam- 96–100 Undam. Undam. Undam. Major paign (see Postapocalyptic Eras, page 11). Modify 101 or more Undam. Undam. Undam. Major the roll for the type of structure, whether or not the RULES MODULES structure is in an area of massive destruction (see Add to Modifiers d% Examples page 13), and the climate since the apocalypse. Structure type The resulting damage level affects the structure’s Wood frame +0 House, gas station safety (see Exploring Unsafe Structures, below) Light steel frame +5 Low-rise office and the prospects for scavenging (see Scavenging, building, strip mall page 18). Heavy steel frame +15 Shopping mall, Undamaged: The structure has suffered only skyscraper, ship cosmetic damage: Windows are broken and shingles Concrete frame +25 Parking garage, mid- missing from the roof, but the building is essen- rise office building, tially intact. With little more than a fresh coat of highway overpass paint and a bit of elbow grease, the building can Masonry/solid concrete +30 Stone farmhouse, monument, dam be brought back to preapocalypse conditions and Underground +50 Bunker, mine used as it was originally intended. Located in area of massive destruction Minor Damage: The structure has suffered Damage zone –50 significant damage, but is still essentially intact. Destruction zone –75 The roof leaks and some of the plaster is crum- Devastation zone –95 bling from the walls, but the structural elements Climate/Environment are sound. Although one should watch one’s step, Temperate +0 the building is relatively safe to enter. Arid +10 Major Damage: The structure is substantially Arctic +15 damaged, with damage affecting nearly every part Tropical –10 and function of the building. Entering the build- ing is hazardous, but it can still be salvaged. EXPLORING UNSAFE Severe Damage: Damage permeates the build- ing. Areas of the roof have caved in, and floors are STRUCTURES missing or dangerously rotten. Major structural elements still stand, but threaten to give way. After the apocalypse, many of the structures of Anyone entering the structure runs the risk of humanity have been blasted, mangled, or burned being buried in a collapse or falling through a out, or have slowly rotted and rusted due to the floor. Salvaging the building would be more work weathering of time. This fact makes entering build- than it’s worth. ings a dangerous affair. Heroes moving about in Collapsed: The building has largely collapsed. an old, decrepit building run the risk of having Little if any of it can be entered, except perhaps by walls topple over, floors cave in, or even the entire crawling through the rubble and debris. Entering structure falling on top of them! the building is very hazardous. A character entering a damaged building (any structure that has minor damage, major damage,

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severe damage, or is collapsed, as given on Table of damage (Reflex DC 15 half). The DC for additional 2–1) must make a Survival check at the end of the Survival checks made for exploring the building first round in which he has moved more than 10 is increased by 5. feet into the building. If the building is large, and Wall Collapse, Major: A large portion of wall the character explores more than a small area, he falls over on the character, dealing 2d6 points of makes additional checks: One check is made for damage (Reflex DC 15 half). The structure con- every 1,000 square feet of the building’s total area. dition becomes one category worse (for example, (A typical gas station or apartment is about 1,000 if the structure had minor damage, it now has square feet. A convenience store is typically 1,000 major damage). to 2,000 square feet, and an average house might Ceiling Collapse, Major: Huge chunks of the be as much as 3,000 square feet. Office buildings, ceiling fall on the character, dealing 3d6 points department stores, and other structures may be of damage (Reflex DC 15 half). If the building is many thousands of square feet.) The DC for the more than one story tall, the 5-foot square on the check is given on Table 2–2. floor above the character is impassable (the floor A character crawling or moving very carefully of the upper story is missing). (half speed) gains a +5 bonus on the Survival check. Floor Collapse: The floor caves in beneath the A character moving at greater than normal speed character, and she plummets to the floor below. The takes a –5 penalty on the check. character takes 1d6 points of damage per 10 feet fallen (in most buildings, the floors are roughly Table 2–2: 10 feet apart), which can be mitigated by a Tumble 18 Survival Checks in Damaged Buildings check as normal. When the character lands, she Survival must make a Reflex save (DC 20) or suffer another Structure Condition Check DC mishap (roll on Table 2–3). Minor damage 5 Characters within 5 feet of the hole must also Major damage 10 make Reflex saves (DC 15) or fall into it when the Severe damage 20 floor around them shifts. Collapsed 30 Ignore this effect if the characters are on the building’s foundation floor. If a character succeeds on the Survival check, he Structure Collapse: The entire structure begins may move and act normally. Failure indicates a to fall apart. The collapse takes 1d4 rounds. Each mishap. Consult Table 2–3, modifying the d% roll round, the structure condition becomes one category by adding the amount by which the Survival check worse (for example, if the structure began with was missed. major damage, after 1 round it has severe damage). Table 2–3: Building Mishaps The structure might not collapse completely; for example, if the structure began with minor damage d% Result 01–20 Floor punch-through and only collapses for 1 round, it ends up with major 21–40 Debris fall damage and does not collapse completely. 41–55 Wall collapse, minor Every character within the structure must make 56–70 Ceiling collapse, minor a Survival check every round during the collapse, 71–80 Wall collapse, major facing additional mishaps with failed checks. As the 81–90 Ceiling collapse, major structure’s condition worsens, the DCs for the Sur- 91–95 Floor collapse vival checks get higher (as shown on Table 2–2). 96 or higher Structure collapse Floor Punch-Through: A cracked or rotten portion of the floor gives way beneath the character, SCAVENGING and his leg falls through. The character takes 1d4 Characters can attempt to scavenge abandoned points of damage (Reflex DC 15 half). Extricating buildings looking for food, fuel, ammunition, oneself from a floor punch-through is a full-round trade goods, and other useful items. Scavenging action. requires Search checks; the items found depend Debris Fall: A plank, chunk of concrete, or on the degree of success, the type of building RULES MODULES RULES similar piece of debris falls from above, dealing searched, and whether or not scavengers have 1d6 points of damage (Reflex DC 15 half). already stripped the building of its loot. Wall Collapse, Minor: A portion of a wall The size of a building determines the number of topples on the character, dealing 1d6 points of scavenging Search checks. In general, one check is damage (Reflex DC 15 half). The 5-foot square in made for every 1,000 square feet of building space. which the character was standing is filled with A typical gas station or apartment is about 1,000 debris and impassable. Extricating oneself from the square feet, a convenience store or small single- debris is a full-round action. It takes 1d6 rounds family home is typically 1,000 to 2,000 square feet, to clear the debris from the 5-foot square to make and a large single-family home might be as much it passable again. as 3,000 square feet. Office buildings, department Ceiling Collapse, Minor: Part of the ceiling stores, and other structures may be many thou- above the character falls on him, dealing 1d6 points sands of square feet. A building large enough to

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Table 2–4: Scavenging Results Building Size Building (×1,000 ————————————————Check Result—————————————————— Type sq. ft.) DC 20 DC 25 DC 30 DC 35 Office 2d8 1d4–1 electrical 1d2–1 mechanical 1d2–1 food 1d2–1 medicines Restaurant 1d3 1d3–1 electrical 1d10–1 food 1d6–1 food 1d6–1 food Arsenal 1 — 1d6–1 mechanical 1d12–1 ammo 1d8–1 food Single-family home 1d3 1d2–1 electrical 1d6–1 food 1d8–1 gas 1d2–1 medicines Department store 3d6 1d4–1 misc items 1d2–1 electrical 1d2–1 mechanical 1d2–1 food Police station 1d3 — 1d2–1 electrical 1d6–1 ammo 1d3–1 medicines Hardware store 3d6 1d3–1 misc items 1d6–1 mechanical 1d4–1 electrical 1d6–1 electrical Gas station/garage 1 1d8–1 mechanical 1d10–1 gas 1d10–1 gas 1d10–1 gas Convenience store 1d2 1d2–1 misc items 1d8–1 food 1d10–1 gas 1d10–1 gas Factory 3d6 1d6–1 mechanical 1d4–1 electrical 1d10–1 gas 1d2–1 medicines Warehouse 4d8 1d2–1 misc items 1d2–1 electrical 1d3–1 mechanical 1d8–1 gas Hospital 2d10 1d4–1 electrical 1d3–1 medicines 1d4–1 medicines 1d4–1 medicines Fire station 1d4 1d6–1 mechanical 1d4–1 medicines 1d10–1 gas 1d4–1 food Specialty retail 1d6 1d2–1 misc items 1d2–1 mechanical 1d2–1 food 1d2–1 electrical Supermarket 3d4 1d2–1 misc items 1d8–1 food 1d4–1 medicines 1d8–1 food Drug store 2d4 1d2–1 misc items 1d4–1 medicines 1d4–1 food 1d4–1 medicines

allow several Search checks can yield more find- Circumstance Search Check Modifier ings—a character might find three times as much Structure condition 19 stuff, for instance, in a 3,000-square-foot house as Undamaged/minor damage +0 Major damage –5 he would in a 1,000-square-foot house. Table 2–4: RULES MODULES Severe damage –10 Scavenging Results gives typical building sizes for Collapsed –15 a variety of building types. Previous scavenging The condition of the building and whether or Building has never been scavenged +15 not it has been previously scavenged might have Building has been very lightly scavenged +5 an effect on Search checks made when scaveng- Building has been lightly scavenged +0 ing. In general, it’s assumed that a building to be Building has been moderately scavenged –5 scavenged is largely intact, and that it has been Building has been heavily scavenged –15 lightly scavenged in the past. (Perhaps previous passersby have checked it out, taking the most obvi- Scavenging takes 10 minutes per Search check. A ous items of value but not searching it in detail.) scavenger can take 20, requiring 3 hours and 20 Apply the following modifiers as appropriate. minutes to complete a check.

Mutated rats stand between these scavengers and their goal

G

620_88046_Chpt2.indd 19 4/1/05 12:05:39 PM 20 2_84_ht.nd20 620_88046_Chpt2.indd RULES MODULES APOCALYPSE d20 Table 2–5: Equipment Trade Values scavenged. once. scavenged, considered is the than moderately building more building a scavenge If can more Heroes If anyone than half for 30, 20. DC DC 25, the results gets DC and of has a building taken at 30, DC she succeeds character the if cumulative; has 20 are results The DCs. table ever for results several gives on been Search The Results. Tablecheck, consult Scavenging 2–4: Search ofthescavenging theresult To determine eprsry 4 3 7.62mm 2 5.56mm Ammunition 3 Taser 1 Shuriken spray Pepper 12 1 Javelin Flamethrower 14 TU Crossbow 3 bow Compound Weapons Ranged Other TU 8 13 11 M79 LAW M72A3 M2HB 18 17 M-60 8 8 Weapons 11 Heavy 11 Winchester 94 13 13 12 13 Uzi AUG Steyr Sawed-off shotgun 700 Remington 8 8 Mossberg 8 M4 Carbine M16A2 11 HK PSG1 11 HK MP5K MP5 HK 8 HK G3 BPS 8 Browning M3P Beretta 8 Light Fifty Barrett AKM/AK-47 10 Longarms TU 9 7 9 PPK Walther TEC-9 9 10 11 Skorpion 9 7 M9SITES S&W 8 M29 8 Service-Six Ruger 7 Pathfinder M10 12 Ingram MAC 8 20 Glock 8 17Glock Eagle Desert Derringer Colt Python Colt M1911 Colt Double Eagle 93R Beretta 92F Beretta Handguns TU 1 4 2 TU rsbwbl 1 2 3 Crossbow bolt Arrow 1 ga buckshot 12 10 ga buckshot .50AE 2 1 0.45 2 0.44 0.357 1 1 0.38 1 0.32 1 0.22 1 10mm 9mm 1 4 0.5 0.444 3 2 7.62mmR wr ae 5 2 Katana 6 Kama 3 TU Chainsaw 5 Chain 3 Melee Weapons Exotic cane Sword Straight razor 3 Spear Rapier 4 5 3 Machete TU 6 Longsword Hatchet 2 Melee Weapons Archaic 3 gun Stun baton Metal 1 4 Knife Club 2 TU 3 Cleaver TU knuckles Brass Weapons Melee Simple 8 4 Molotov cocktail 3 3 Acid 1 Splash Weapons 4 grenade phosphorous White 6 grenade Thermite Tear grenade gas grenade Smoke grenade Fragmentation Dynamite 4 cordDet 5 6 C4/Semtex grenade fragmentation 40mm Explosives and Grenades Tonfa 3 Tonfa 1 3 so there will be no modifiers on the checks. onthe beno modifiers will there so lightly past, the been scavenged in has and damage minor has station fire checks. The Search three make can Brandon size. feet in 3,000 one square is this × station. Fire stations are typically 1,000–4,000 (1d4 For example, Brandon comes across an old fire old an fire For comes across Brandon example, considered heavily scavenged. is building the building, ofthe half over checks 1,000) square feet; rolling 1d4, the GM determines 1d4, feet; the GM determines rolling 1,000) square 3 TU arlbx 3 2 3 1 2 Patrol box Oversized 4 2 Standard 4 pack 3 Range bag Hand Day pack bag Contractor’s field TU 18 2 Briefcase lb. 75 capacity 15 lb. 40 capacity 10lb. capacity TU 14 Aluminum travel case 14 Boxes and Bags 13 unit entry Forced Plate 14 mail vest response Special 12 Armor Heavy TU 11 vest Tactical Light-duty vest Chainmail shirt 10 10 5 Concealable vest TU Armor Medium 10 vest Undercover Pull-up pouch vest 2 shirt Light undercover armor Leather jacket Leather Armor Light staff Three-section 2 Nunchaku 3 Kukri olbl 3 3 3 3 2 2 belt Tool 2 Windbreaker 3 3 vest Photojournalist’s 5 Parka 3 Overcoat Fatigue 4 jacket Coat Outerwear Ghillie suit Uniform Fatigues Formal Casual Business Clothing outfit Clothing TU //51:54 PM 12:05:44 4/1/05 d20 APOCALYPSE

Table 2–5: Equipment Trade Values (cont.) Computers and Electronics TU Spike strip 4 Cessna 172 Skyhawk 245 Camera Surgery kit 5 Learjet Model 45 285 35mm1 2 Digital1 4Survival Gear TU Civilian Cars TU Disposable 1 Backpack 3 Acura 3.2 TL 75 Film 1 Binoculars Aston-Martin Vanquish 95 Computer Standard 2 BMW M3 85 Desktop 7 Rangefinding 4 Chevrolet Cavalier 45 Notebook1 7 Electro-optical1 5Chevrolet Corvette 85 Digital audio recorder1 3Chemical light sticks (5) 1 Dodge Neon 45 PDA1 5Climbing gear 4 Ford Crown Victoria 65 Portable video camera1 5Compass 2 Jaguar XJS 75 Printer 4 Fire extinguisher 3 Lamborghini Diablo 105 Scanner 4 Flash goggles1 5Mercedes E55 AMG 75 Walkie-talkie Flashlight Volkswagen Jetta 65 Basic1 2 Penlight1 1 Professional1 4 Standard1 1Civilian Motorcycles TU Battery flood1 2Ducati 998R 55 Surveillance Gear TU Gas mask 4 Harley Davidson FLSTF 45 Metal detector1 4Map Yamaha YZ250F 35 Night-vision goggles1 11 Road atlas 1 Tactical map 1 Civilian Trucks TU 21 Professional Equipment TU Mesh vest 3 AM General Hummer 125 Bolt cutter 2 Portable stove 3 Chevrolet Suburban 85

RULES MODULES Caltrops (25) 3 Rope (150 ft) 2 Dodge Caravan 65 Car opening kit 3 Sleeping bag 3 Ford Escape XLT 75 Chemical kit 5 Tent Ford F-150 XL 65 Demolitions kit 7 2-Person dome 4 Toyota Tacoma Xtracab 55 Disguise kit 1 4-Person dome 4 Duct tape 1 8-Person dome 4 Civilian Water Vehicles TU Electrical tool kit Trail rations4 2Bayliner 1802 Capri 65 Basic1 5 Fairline Targa 30 105 Deluxe1 7Weapon Accessories TU Sea-Doo XP 35 Evidence kit Box magazine 1 Basic 2 Detonator Other Civilian Vehicles TU Deluxe 4 Blasting cap 2 Armored Truck 125 First aid kit 2 Radio controlled1 5Honda TRX400FW 45 Forgery kit 4 Timed1 4Limousine 145 Handcuffs Wired 3 Moving Truck 125 Steel 2 Holster NABI Model 40LFW 165 Zip-tie (25) 2 Hip 2 Instrument, keyboard 4 Concealed carry 2 Military Vehicles TU Instrument, percussion 5 Illuminator1 2BMP-2 385 Instrument, stringed 4 Laser sight1 4M1A2 Abrams 455 Instrument, wind 3 Scope M2A2 Bradley 435 Lockpick set 5 Standard 4 M113A1 Gavin 375 Lock release gun 5 Electro-optical1 6UH-60 Black Hawk 455 Mechanical tool kit Speed loader 1 Basic 4 Suppressor 1 This item uses batteries. See Deluxe1 7 Pistol 10 General Equipment, page 27. Medical kit 5 Rifle 11 2 TU given is per bullet. Multi-purpose tool 3 3 TU given is per grenade or unit Pharmacist kit 6 Civilian Aircraft TU of explosive. Search-and-rescue kit 4 Bell Jet Ranger 275 4 TU given is per 1 day’s worth of Bell Model 212 335 food.

On his first check, Brandon rolls a 9, and with Electrical: Electrical parts consist of miscel- his +11 Search modifier, he gets a 20. That’s enough laneous materials needed to build and repair to find 1d6–1 mechanical parts. Brandon rolls a 3, electrical devices. The actual scavenged items may giving him a total of two mechanical parts for be parts from old televisions, coffee makers, or his trouble—useful, but not as successful as he’d power transformers, but they all count as parts. hoped. For his second check, Brandon decides to See Making and Fixing Items, page 30. take 20. This gives him a check result of 31, enough Mechanical: Mechanical parts consist of mis- to find 1d6–1 mechanical parts, 1d4–1 medicines, cellaneous materials needed to build and repair and 1d10–1 gas—much better results, and he still mechanical devices. The actual scavenged items has one more check to make. may be parts from lawnmower or automobile

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Why Can’t I Scavenge Ammo: Functioning ammunition is rare and valuable indeed. The number indicated on Table Everything? 2–4 is the number of bullets found. Consult the Resourceful characters can find a great many items through scavenging, but only a small table in the first column to determine the type of fraction of the items available in the game can ammunition found. be found through the results of the scaveng- Gas: Gasoline is the preferred fuel for automo- ing rules given here. Why can’t characters biles. The number indicated on Table 2–4 is the scavenge up other types of equipment, such number of gallons found. as armor and firearms? Indeed, where does Miscellaneous: Miscellaneous items are just this stuff come from if somebody didn’t scav- that: the miscellaneous leftovers of the age of civi- enge it? lization. The number indicated on Table 2–4 is the The answer is, of course, that all preapoca- number of items found. Consult the table below to lyptic items were scavenged by somebody, and determine each individual item found. the heroes can find items beyond those given in the scavenging tables when they explore ruins. Also, as they adventure, the heroes d% Item discover more valuable, sophisticated, and 01–03 Backpack 1 important gear as part of their adventuring 04 Battery charger 1 rewards, rather than as a result of random 05–09 Battery scavenging. In other words, the GM decides 10 Binoculars, standard where and when the characters might stumble 11–13 Bolt cutter 1 22 upon a piece of body armor or a functioning 14–19 Book truck based on his adventure, rather than a 20–24 Briefcase random roll on a table. For more on this, see 25–27 Chemical light sticks (5) 1 Equipment as Rewards, page 24. 28–33 Cigarette lighter 34 Compass 35–40 Day pack engines, air conditioners, or other devices, but 41–45 Digital camera they all count as parts. See Making and Fixing 46–48 Duct tape Items, page 30. 49–49 Electrical tool kit, basic Food: Scavenged food consists of canned goods 50–52 Fatigues 53–58 Fire extinguisher from before the apocalypse. See Food, page 24. 59–61 First aid kit Medicines: Medicines are antibiotics and other 62–66 Flashlight, penlight pharmaceuticals. The number indicated on Table 67–69 Flashlight, standard 2–4 is the number of doses found; consult the table 70–74 Map, road atlas below to determine the type of medicine found. 75 Mechanical tool kit, basic See Medicines, page 25. 76–78 Multipurpose tool 79–83 Parka d% Medicine Type 84 Rope (150 ft.) 01–60 Mild (disease Fort DC 14 or lower) 85 Tent, 2-person dome 61–90 Moderate (disease Fort DC 15–18) 86–91 Toolbelt 91–97 Powerful (disease Fort DC 19–22) 92 Walkie-talkie, basic 98–100 Advanced (disease Fort DC 23 or higher) 93–97 Windbreaker 98–100 Zip-tie (25) d% Ammunition Type 1 Indicates a piece of equipment described in this 01–08 5.56mm chapter. 09–12 7.62mm 13–14 7.62mmR 15–16 0.444 POSTAPOCALYPSE 17–18 0.5 19–26 9mm GEAR 27–28 10mm 29–36 0.22 In a postapocalyptic world, there are few modern stores and even fewer modern conveniences. As RULES MODULES RULES 37–44 0.32 45–52 0.38 a result, the relationship of the character to her 53–60 0.357 equipment is somewhat different. On the one hand, 61–62 0.44 because the type of gear available to a civilized soci- 63–70 0.45 ety is so rare (and consumables, such as ammunition 71–72 .50AE and batteries, are even rarer), items that have only 73–76 10 gauge buckshot moderate utility to a preapocalyptic hero are the 77–84 12 gauge buckshot prized possessions of a postapocalyptic character. 85–88 Arrow 1 On the other hand, for the same reason, characters 89–96 CO2 cartidge 97–100 Crossbow bolt cannot rely on having high-tech or powerful gear 1 Indicates a piece of equipment described in this on hand and instead often learn to get by with chapter. primitive equipment—or none at all.

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Obviously, any equipment from the preapoca- Additional Gear d20 Modern Roleplaying lyptic world—from the Obviously, one can scavenge a great deal more Game (and d20 Future, if the civilized world had gear than is covered here. You can use gear progressed farther than the present day before from other sources, such as other d20 Modern the apocalypse)—can appear in an apocalyptic supplements, but you’ll need to set an appro- setting. In addition, this section adds a few items priate TU for the items. that might be common after the apocalypse. There is no hard-and-fast formula for Since there is virtually no economy (as we know converting standard d20 Modern Roleplaying it) in the postapocalyptic world, the Wealth system Game purchase DCs into TUs, because the from d20 Modern cannot be used. This section pro- value and availability of some types of equip- ment is very different in a postapocalyptic vides new rules for bartering and for equipping setting than its value and availability in the beginning characters. civilized world. To determine the TU of equip- Cash is worthless in a postapocalyptic world, ment from other sources, compare it to gear and certainly no credit ratings exist, but goods in the d20 Modern Roleplaying Game that is of can still be traded. Within the game, people simply the same type and restriction level. Find an trade what they have for what they want at the item with the same or a similar purchase DC, best deal they can arrange. A few rules, however, and assign it that item’s TU from Table 2–5. provide guidelines for typical trading values. For example, let’s say you want to use a firearm from d20 Weapons Locker. The weapon has a restriction level of military and a pur- Trade Value chase DC of 23. Table 4–4 in the d20 Modern Every item has a value in trade units (TU). A TU Roleplaying Game provides a close equivalent: 23 represents, roughly, one day’s survival: A single the M2HB, with a restriction level of military

day’s worth of food is 1 TU, as is a handgun bullet and purchase DC of 22. The M2HB’s TU value RULES MODULES or a gallon of gas. An item’s TU value indicates is 18, so the TU value for your weapon should its typical value relative to other items. TU is an be 18 or 19 (the GM makes the call if there’s no exact equivalent). abstract game mechanic, just like an item’s pur- Modern When making such comparisons, always chase DC in d20 ; no one in the game world try to use equipment from the same section of uses the term. the same table. In other words, don’t compare Table 2–5 gives TUs for the items covered in the a piece of armor with an item from the Sur- d20 Modern Roleplaying Game. A few items that rely vival Gear section of the General Equipment on civilized infrastructure (such as cell phones and table. modems) have been omitted. Also, the TU values given for consumable items (such as ammunition and trail rations) are per unit (bullet or day’s Bartering Rules worth of food), not per case. Characters can barter to obtain goods. Bartering is simply the act of trading an item or items the hero owns for those owned by another character. Starting Gear The GM decides what sort of deal the bartering A newly created character begins play with a TU character gets from NPCs, based on the attitude of budget for purchasing starting equipment. When the NPC (see the Diplomacy skill, page 57 of the d20 creating the character, the entire TU budget must Modern Roleplaying Game) and whether or not the be spent; any unspent budget is lost. (If you have NPC especially wants what the hero is offering. some TU points remaining after purchasing starting In general, an indifferent NPC trades items he equipment, use them to buy inexpensive tradable owns for twice the TU value from the hero. For goods, such as ammunition; these goods can be instance, the NPC gives the hero 4 TU worth of used later to trade for other equipment.) ammunition if the hero gives him 8 TU worth of To determine a new character’s TU budget, roll medicines. 4d10×2. If the character has any Wealth bonus due A friendly NPC trades items he has for half again to her occupation, multiply the bonus by 2 and add the TU value from the hero. For example, the NPC the result to the TU budget. gives the hero 4 TU worth of ammunition for 6 TU worth of electrical parts. Wealth Increases A helpful NPC trades on an equal basis. The d20 Modern Roleplaying Game Wealth system Any NPC of indifferent or better attitude will is not used in a postapocalyptic game. Charac- break these rules if the hero is offering something ters do not gain Wealth when they go up in level. the NPC really needs. For example, if the NPC is Feats, skills, and class abilities that grant bonuses out of ammunition for his rifle but has plenty of to Wealth do not apply. electrical parts, and the hero is offering ammo for the parts, the NPC is likely to barter on an even Windfall and Profession TU-for-TU basis. The Windfall feat and the Profession skill have no effect in a postapocalyptic game and are not used.

620_88046_Chpt2.indd 23 4/1/05 12:05:50 PM 24 2_84_ht.nd24 620_88046_Chpt2.indd RULES MODULES APOCALYPSE d20 8 TU of gear (or otherwise provide 8 TU worth of worth 8 TU provide (or ofgear otherwise 8 TU 22 TU. GMmight another The decide to him give totaling gear has already binoculars of standard 12-gauge six includes a pair ashotgun, and shells, whoseFor equipment 2marauder aCR example, ofthe reward. should TU the beincluded total in defeat to expected are gear, value gear ofthat the combat) TU in carry (and encounter will heroes the the in 7–3 Table use normally you would like ters. Use it just encoun- from values resulting for rewards TU total suggested gives Rewards Adventure Table TU 2–6: items. ofmiscellaneous or ahandful aweapon ofparts, orvehicle, goods, astash canned acache of ofammunition, include afew rounds might orbarter. goods Such use can items they are may end however, up foes. they with, What their for areward defeating as bonus aWealth receive can’t campaign apostapocalyptic in Characters Equipment asRewards and so on. so and generators, armor, tool kits, stills, explosives, less common items, including weapons, ofhigher-value, consists quarter remaining to items 4TU. valued atThe 3TU cellaneous ofcommon mis- consists One-quarter parts. and batteries, ammunition, fuel, food, items: 800 ofcommon 1-TUconsist or 2-TU consumable available Typically, goods ofthe trade half 400 200 to doso.) willing less probably are they rely onitthey for survival, equipment, but because personal their barter in value. (NPCs may be willing, of course, to to about amounts gear, TUs 40 50 which usually to NPC’s the addition personal in is offer. This 100 have to ortraders the trader gear value ofall Large settlement settlement Medium settlement Small post ortrading caravan Small merchant traveling Lone TUs Trader opportunity. the encounter heroes atrading when available for is trading how much stuff table the following to use determine guide, might be willing to trade. As a very rough who others and merchants including by NPCs, what carried equipment oftime is ahead mine when conducted is bybarter, trade possible all Because it’s to best find. behard equipment can Specific for the buy into what astore and want.walk they GM toAvailable deter- can’t simply characters begins, game the once budgets), TU oftheir the bounds (within like to whatever select allowed equipment they’d should be characters Although beginning ararity. is merchant ortraveling post trading occasional the even and world, pocalyptic posta- the in stores few department are There Equipment Availability TUs Available: d20 Modern The approximate total TU approximate TU The total Roleplaying Game. If the foes beer—are or of soda coffee, cans bars, highlyapocalypse—candy prized by the survivors. One not very reliable. very not equipment is postapocalyptic repair, and tenance prolonged ofneglect, ofmain- the lack and periods itself, ofthe apocalypse through aresult alot. As been has age the ofcivilization from over left equipment apocalypse, ofthe survivors other Like Reliability Table Adventure TU 2–6: Rewards TUs. 30 to for reward the marauder defeating TU potential the encounter), from rewards the to total bring serving of cheer food gives one person a +1 morale morale a+1 one person ofcheer gives food serving points.) 2hit 2and hardness some work; has acan requires opener without an acan to opener (Opening open. acan require they Table 2–7: Food common. most the are jerky meats as such rations), preserved and before the bomb, from (military goods MREs canned forms; several in comes food Tradable Food characters. to postapocalyptic may beuseful Modern the in to equipment the given addition In New Equipment page 30). Items, Fixing and Making check (see Repair asimple generally is abreak such Repairing fails. made) automatically being attempted being task The (or repair. attack requires and a piece breaks ofequipment, use the item in check using aweapon oraskill with roll attack an 1when making anatural aplayer rolls time Any for one day. Canned goods last indefinitely, but for last one day. goods Canned oneperson feeds (one can) goods canned of form 010 20 210 19 10 110 200 18 9 100 190 17 8 90 180 16 7 80 170 15 6 70 160 14 5 60 150 Encounter 13 4 50 140 12 Level TU 3 40 130 11 2 30 120 1 20 Level TU Encounter he od iy 4 1 — 1 1lb. 1lb. Small 2 TU Tiny Weight 0.5 lb. Small Size Tiny pound) Trade (1 food food Preserved Small MRE food Cheer goods Canned Type Food 0.5 lb. 6 Cheer Food: Canned Goods: Roleplaying Game, Roleplaying Luxury foods from before the the before from foods Luxury One serving of food in the in offood serving One the gear in this section d20 //51:55 PM 12:05:52 4/1/05 d20 APOCALYPSE

bonus on all rolls and checks for 12 hours. Cheer Parts foods are not generally nutritious, but they can A character attempting to make an item or fix be lived on: Two servings feed one person for broken equipment can’t simply run down to the one day. local hardware store for the necessary components. MRE: The Meal, Ready to Eat was the U.S. (Unless it’s to loot the hardware store’s ruins!) military’s standard field ration. An MRE feeds one Instead, the character must obtain appropriate person for two days (or two for one day). parts through barter or scavenging. Mechanical Preserved Food: Homemade preserved foods parts are used to make Craft (mechanical) checks generally consist of jerky or similar items. One and Repair checks on mechanical devices. Electrical serving of preserved food feeds one person for parts are used to make Craft (electrical) checks and one day. Preserved food goes bad one day after Repair checks on electrical devices. See Making getting wet. and Fixing Items, page 30. Trade Food: Flour, cooking oil, corn meal, sugar, potatoes, and other staple items don’t make for Table 2–10: appetizing meals, but they can be traded and, in Mechanical and Electrical Parts a pinch, survived upon. One serving (1/2 pound) Parts Type Size Weight TU feeds one person for one day, but the following day Electrical Small 1 lb. 1 the character is fatigued. Mechanical Medium 5 lb. 1 Fuel Weapons Fuel is a valuable commodity. Not only is it craved In addition to weapons from the civilized world, a 25 by road gangers and traveling merchants, but it’s few other items become valuable or noteworthy in also critical to settlements with generators, farm the postapocalyptic world. The characteristics of equipment, or other gear. Fuel takes two forms: these weapons are summarized on Table 2–11. RULES MODULES gasoline and ethanol. Brain Buster: This melee weapon consists of a five or six-foot length of pipe, with sharp Table 2–8: Fuel bolts, nails, and other nasty debris welded about Fuel Type Size Weight TU one end. Gasoline (1 gallon) Small 5 lb. 1 The brain buster is a double weapon. You can fight Ethanol (2 gallons) Small 5 lb. 1 with it as though fighting with two weapons, but Gasoline: The standard fuel for cars, trucks, if you do, you incur all the normal attack penalties tanks, electrical generators, and other internal associated with fighting with two weapons as if combustion engines. What little gasoline to be using a one-handed weapon and a light weapon found is generally scavenged. Gasoline is more (see Attacking with Two Weapons, page 138 of the valuable than ethanol, because it lasts longer and d20 Modern Roleplaying Game). doesn’t affect vehicle performance. Dirty Gun: Similar in nature to a heavy rock Ethanol: Any vehicle or device that uses gasoline launcher, the dirty gun is a large-bore muzzle- can be modified to accept ethanol (see Modifying loading ranged weapon packed with debris such Vehicles, page 31), although doing this takes a toll as rubble and nails, and fired using a compressed

on the vehicle’s performance. Rather than being CO2 cartridge. The weapon requires a new CO2 able to increase speed by one movement category cartridge after being fired two times. Replacing Modern per round, as is standard in the d20 Role- the CO2 cartridge is a move action that provokes playing Game rules, it takes two rounds to increase attacks of opportunity. speed. Furthermore, a vehicle running on ethanol The dirty gun derives its name from the habit of subtracts 5 miles per gallon from its mileage. some users to pack it with irradiated debris. When this is done, the weapon causes radiation sickness Medicine in addition to the regular weapon damage (see In a world with little medical care, the value of Radiation Sickness, page 80 of d20 Future; degree good medicine is even greater than in the civilized of exposure is low). world. Medicines give a +2 circumstance bonus Disc Shooter: The disc shooter is a ranged on Fortitude saves made to resist the effects of a weapon nearly identical to a crossbow, except it disease. Medicines come in a variety of strengths, shoots discs instead of bolts. Typically, these discs depending on the severity of the disease to be are round pieces of tin cut to have sharp edges, countered as measured by the DC of the Fortitude although shuriken can also be used. save needed to resist it. Ratchet: This crude melee weapon, a favorite of road gangers and marauders, is made of a two- Table 2–9: Medicines foot length of pipe to which sharp bolts and nails Medicine Type Size Weight TU have been welded. It’s used like a club. Mild (disease Fort DC 14 or lower) Dim — 1 Rock Launcher: This homemade muzzle-loading Moderate (disease Fort 15–18) Dim — 3 ranged weapon uses compressed CO2 to fire rocks in Powerful (disease Fort 19–22) Dim — 5 much the same way a firearm fires bullets, though Advanced (disease Fort 23+ Dim — 10 much less accurately. Ammunition is free (suitable

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Table 2–11: Postapocalyptic Weapons Damage Range Weapon Damage Critical Type Increment Size Weight TU Simple Weapons (require the Simple Weapons Proficiency feat) Ratchet 1d8 20 Bludgeoning — Med 6 lb. 3

Damage Range Weapon Damage Critical Type Increment Size Weight TU Archaic Weapons (require the Archaic Weapons Proficiency feat) Brain buster 1d6/1d8 19–20 Bludgeoning — Large 8 lb. 4 Sawblade axe 1d12 19–20 Slashing — Large 12 lb. 4

Damage Range Rate of Weapon Damage Critical Type Increment Fire Magazine Size Weight TU Primitive Firearms (require the Personal Firearms Proficiency feat) Dirty gun 1d101 20 Special 20 ft. S 1 int.2 Med 9 lb 6 Disc shooter 1d8 20 Slashing 30 ft. S 1 int. Med 7 lb. 4 Rock launcher 2d6 20 Piercing 10 ft. 1 1 int.2 Med 10 lb. 6 Rock launcher, heavy 2d8 20 Piercing 20 ft. 1 1 int.2 Large 16 lb. 8 Tire shredder 3d6 20 Piercing 10 ft. 1 1 int.2 Huge 24 lb. 16 1 This weapon does special damage. See the weapon description. 2 This weapon is powered by compressed CO2, which is needed in addition to its ammunition. See the weapon 26 description.

rocks are easy to find), but the weapon requires Disk Gun Disk: These small discs are cut from

a new CO2 cartridge after being fired five times. flattened tin cans and given sharp, jagged edges Replacing the CO2 cartridge is a move action that for maximum impact. provokes attacks of opportunity. Irradiated Debris: This debris consists of Rock Launcher, Heavy: This weapon is similar small bits of glass, metal, and concrete collected to the standard rock launcher, except it is able to from irradiated areas for use in dirty guns. (Non- propel a larger, more damaging rock. The weapon irradiated debris for dirty guns is free and can be

requires a new CO2 cartridge after being fired two easily collected anywhere; irradiated debris has a times. Replacing the CO2 cartridge is a move action TU because few people are willing to enter irradi- that provokes attacks of opportunity. ated areas to gather it.) Sawblade Axe: This large axe features a blade Irradiated debris is a moderately radioactive made from jagged scrap metal—half of a power saw material. Being within 5 feet of it (unless it’s kept blade is common. Not much good for chopping in a lead-lined box) causes radiation sickness. See down trees, but it makes a fearsome weapon. Radiation Sickness, page 80 of d20 Future. Tire Shredder: Normally mounted on ganger vehicles for use against other vehicles’ tires, Armor a tire shredder is a ranged weapon that uses Preapocalyptic body armor can be hard to come

compressed CO2 to fire four crossbow bolts from by, but a few new forms of armor have become parallel tubes. popular since the apocalypse. The characteristics Because it fires multiple projectiles in paral- of these armors are summarized on Table 2–13. lel, the tire shredder gives its firer a +2 bonus on Fire Resistant Suit: This bulky, silver-coated attack rolls. suit provides fire resistance 10, but does not pro- Each shot from a tire shredder uses an entire tect against any other type of damage. In the

CO2 cartridge in addition to four crossbow bolts. preapocalyptic world, it was used primarily by Loading a tire shredder is a full-round action that firefighters. provokes attacks of opportunity. The suit takes 1 minute to don with someone’s aid or 2 minutes without. If a fire resistant suit Ammunition takes 8 points of damage from ballistic, slashing, RULES MODULES RULES Ranged weapons unique to the postapocalypse or piercing weapons, the benefits it provides are need special ammunition. negated. NBC Suit: Although technically not armor, Table 2–12: Ammunition this oversized suit does protect the wearer from Ammunition Type (Quantity) TU nuclear (radiation), biological, and chemical haz- CO2 cartridge (1) 1 ards. When worn and completely sealed, it grants Disk gun disk (10) 1 a +10 equipment bonus on Fortitude saves against Irradiated debris (1) 3 radiation, disease, chemicals, or poisons (airborne

CO2 Cartridge: This is a preapocalyptic CO2 or contact only). cartridge, about the size of a roll of dimes. An NBC suit comes with an air supply that lasts for one hour. The suit takes 5 minutes to don with someone’s aid or 10 minutes without.

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Table 2–13: Armor Equipment Nonprof. Maximum Armor Speed Armor Type Bonus Bonus Dex Bonus Penalty (30 ft.) Weight TU Light Armor Fire resistant suit Tactical — — +5 –4 30 ft. 10 lb. 14 NBC suit Tactical — — +5 –4 30 ft. 10 lb. 12 Rad suit Tactical — — +5 –4 30 ft. 15 lb. 15 Sports pads Impromptu +3 +2 +4 –2 30 ft. 7 lb. 6

Equipment Nonprof. Maximum Armor Speed Armor Type Bonus Bonus Dex Bonus Penalty (30 ft.) Weight TU Medium Armor Enhanced sports pads Impromptu +5 +3 +2 –5 20 ft. 15 lb. 8

Equipment Nonprof. Maximum Armor Speed Armor Type Bonus Bonus Dex Bonus Penalty (30 ft.) Weight TU Shield Improvised shield Impromptu +2 +1 — –1 — 7 lb. 3

If an NBC suit takes 4 points of damage from Every time a battery-operated item is used, ballistic, slashing, or piercing weapons, the ben- roll 1d20. On a result of 1, the batteries are dead efits it provides are negated. If the suit has been and the object is useless until the batteries are 27 exposed to some hazard, it must be cleaned and recharged. neutralized, taking 1 hour and requiring special Batteries come in a wide variety of sizes and chemicals (10 TUs). types—too varied to be worth keeping track of in RULES MODULES Rad Suit: The wearer of this suit treats an the game. For simplicity’s sake, assume all batter- irradiated area or radiation source as two degrees ies are interchangeable. If this is too simplistic for weaker for the purpose of determining radia- your game, assume that batteries for each type of tion exposure (severe becomes moderate, high device are unique, and cannot be interchanged. becomes low, moderate becomes mild, and the If characters in your game obtain additional bat- wearer is unaffected by low and mild degrees of teries, determine randomly what type of item they exposure). can be used with. The suit takes 1 minute to don with someone’s aid Ammunition Kit: This kit includes every- or 2 minutes without. If a rad suit takes 8 points thing needed to reload ammunition, provided the of damage from ballistic, slashing, or piercing weapons, the benefits it provides are negated. Table 2–14: General Equipment Sports Pads: Easily salvaged from the ruins Item Size Weight TU of arenas, schools, and sports shops, football and Ammunition kit Medium 10 lb. 7 hockey pads are a common source of armor after Battery Dim — 3 the apocalypse. The exterior of the armor is made Battery charger Small 1 lb. 5 of a durable hard plastic and the interior contains Book Small 1 lb. 2 padding, which cushions blows. Can opener Small 0.5 lb. 3 Enhanced Sports Pads: Some postapocalyp- Candle Tiny — 1 tic craftsmen have enhanced sports pad armor Cigarette lighter Dim — 2 with scrap metal plates, nearly doubling its Concertina wire (20 ft) Large 15 lb. 6 effectiveness. Electrical generator Large 25 lb. 15 Ethanol still Improvised Shield: An improvised shield is Small Large 20 lb. 8 made of scrap metal (highway signs are popular Large Huge 40 lb. 12 because of their size and shape) with a couple of Geiger counter1 Small 1 lb. 10 straps fitted to the back. The bearer cannot use a Lead-lined box weapon in the hand holding the shield. 10 lb. capacity Med 15 lb. 16 40 lb. capactiy Large 20 lb. 20 General Equipment 75 lb. capacity Large 30 lb. 25 Table 2–14 identifies a number of items that are Motion detector1 Tiny 1 lb. 6 2 common or particularly useful after the apoca- Mount, donkey Large 350 lb. 9 2 lypse. Mount, combat horse Large 1,200 lb. 18 Mount, riding horse Large2 1,000 lb. 14 Many of the items characters use are battery- Saddle and tack Large 15 lb. 5 operated, as noted on the equipment tables in this Shell casings (10) Tiny 1 lb. 1 section. Any device that uses batteries comes with Toiletries kit Med 1 lb. 12 rechargeable batteries. If the item is obtained Torch Med 1 lb. 1 through barter, the batteries are charged; if it’s Wire (100 ft.) Small 4 lb. 1 scavenged, the batteries are dead and must be 1 This item uses batteries. See General Equipment, recharged before the item can be used. page 27. 2 Size as a creature, not as an object.

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Everyday items become precious in a postapocalypse world

CT

28

user has shell casings and has hardness 2, 5 hp, and can only be damaged the necessary skill. See Craft by slashing weapons or cut with a tool such as (mechanical), page 58. bolt cutters. Battery: A spare battery always comes in handy Electrical Generator: An electrical generator eventually. Changing a battery is a move action provides enough electrical power to run a small that provokes attacks of opportunity. household—a dozen or so lights and appliances. An Battery Charger: A battery charger recharges electrical generator uses 1 gallon of fuel for every batteries for a single device in 1 hour. The battery 6 hours it runs. charger must be connected to an electricity source—a Ethanol Still: An ethanol still converts bio- vehicle, an electrical generator, or a functioning logical material into fuel. (See Fuel, page 25.) The electrical outlet. still is most effective if trade food (see Food, page Book: Books that survived the apocalypse are 24) is used as raw material, but it can run on plant valued not just as vestiges of civilization, but roughage also. A small still creates 12 gallons per also because they are one of the last remnants of batch. A large still creates 36 gallons per batch. modern entertainment available. Those who seek Using Trade Food: Each pound of trade food pro- to restore the technology of the age of civilization duces 3 gallons of ethanol. (A small still requires value engineering textbooks and schematics. Those 4 pounds of trade food to produce a full batch; a who preserve knowledge and culture seek out fic- large still requires 12 pounds to produce a full tion and literature. batch.) The distilling process takes 24 hours. Can Opener: A can opener is used to open Using Plant Roughage: Each pound of plant rough- canned goods (see Food, page 24). Opening a can age (rotten vegetables, corn husks, straw) produces without an opener requires some work; a can has 1 gallon of ethanol. (A small still requires 12 pounds hardness 2 and 2 hit points. of plant roughage to produce a full batch; a large Candle: A candle dimly illuminates a 5-foot still requires 36 pounds to produce a full batch.) radius and burns for 4 hours. The distilling process takes 48 hours. In addition, Cigarette Lighter: A simple piece of technol- the roughage must be gathered and prepared,

RULES MODULES RULES ogy that is easy to reproduce with the materials which takes one person 30 minutes per pound (six available after the apocalypse, a cigarette lighter hours to fully load a small still; 18 hours to fully produces a flame as a move action. It is useful for load a large still). starting fires, lighting explosives, and burning Geiger Counter: This handheld device mea- through flammable materials. sures the radiation level at its location. The Geiger Concertina Wire: So named because its coils counter tells the user how irradiated the area is fold up like a squeezebox, concertina wire is the (lightly, moderately, highly, or severely), or how modern form of barbed wire. It comes in 20-foot- powerful an adjacent radiation source is (lightly, long rolls that are stretched across the surface or moderately, highly, or severely). See Radiation fence to be protected. For each 2-foot section that Sickness, page 80 of d20 Future. a person tries to cross, he or she takes 1d6 points Lead-Lined Box: This box is identical to the of damage (Reflex DC 15 half). Concertina wire aluminum travel case (see Bags and Boxes, page

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112 of the d20 Modern Roleplaying Game), except its A toiletries kit can be used five times before it interior is lined with lead. Radioactive materials runs out of supplies. placed within a closed lead-lined box are treated Torch: A typical torch is a length of wood as radiation sources two categories weaker than capped with old cloth soaked in turpentine or normal. (See Radiation Sickness, page 80 of d20 other solvents. A torch burns for 1 hour, brightly Future.) For example, a highly radioactive material illuminating a 20-foot radius and providing shad- in a lead-lined box is treated as lightly radioactive, owy illumination to a 40-foot radius. If a torch is and lightly or moderately radioactive materials used in combat, treat it as a one-handed impro- in a lead-lined box are treated as though they vised weapon that deals 1d4 points of bludgeoning aren’t radioactive. damage plus 1 point of fire damage. Motion Detector: This small, square device Wire: Insulate electrical wire is as tough as can be attached to a wall or other surface. It rope, but thinner. It can be used to tie up items detects motion by any creature of size Tiny or (and people) just like rope can be, but it’s too thin larger within 30 feet. A motion detector can be and smooth to grip easily, so it can’t be used for connected to another electrical device (such as a climbing. Wire can also be used to connect elec- light, or an explosive detonator), switching that trical devices to a power source. device on when it detects motion. Mount, Donkey: The best kind of pack animal Vehicles around, donkeys are stolid in the face of danger, Fuel may be hard to find, but vehicles are common they are hardy, surefooted, and capable of car- remnants of the civilized world. In addition to rying heavy loads over vast distances. Unlike a those given in the d20 Modern Roleplaying Game, 29 horse, a donkey is willing (though not eager) to a few other vehicle types are popular after the enter strange and threatening places. apocalypse. The characteristics of these vehicles Mount, Combat Horse: A combat horse is are summarized on Table 2–15. RULES MODULES identical to a riding horse (see below), except that Dune Buggy: Dune buggies are four-wheeled it has been trained for use in combat. See Mounted vehicles, usually built on car chassis, designed Combat, page 38. For more information on horses, to be driven at high speed off-road. Rather than see page 239 of the d20 Modern Roleplaying Game. having an enclosed compartment for the driver Mount, Riding Horse: The horse is a good and passenger, a dune buggy is open, protecting all-around work animal and the best mount for the passengers with little more than a heavy-duty riding. Horses can be skittish, however, and riding roll cage. horses are not trained for combat. For more infor- A dune buggy is two squares wide and three mation on horses, see page 239 of the d20 Modern squares long. It provides one-quarter cover for Roleplaying Game. its occupants. Saddle and Tack: A saddle and tack allow a Range Rover: The Range Rover was designed character to comfortably ride a horse or similar to provide off-road performance but function just mount. as well on busy city streets. It provides power, Shell Casings: Ammunition kits allow charac- speed, and comfort. In the postapocalyptic world, ters to reload ammunition—if they have the shell the Range Rover is valued for its ability to traverse casings to reload. Empty shell casings are valuable the rugged countryside. It is two squares wide and trade commodities. four squares long, and provides three-quarters Characters can collect shell casings (theirs and cover for its occupants. those of their opponents) after a battle. Doing so Ultralight Trike: Little more than a motor- requires a Search check (DC 10); failure indicates ized hang glider with three landing wheels, an that only half the fired shell casings are found. ultralight is a double occupant aircraft made of The TU given is for ten shell casings. a lightweight aluminum and composite frame on Toiletries Kit: Good hygiene disappeared which is mounted seats, a prop engine, landing when civilization did. A toiletries kit contains wheels, and an overhead nylon wing. Ultralight miscellaneous hygiene items such as a comb and engines are small, giving them a low top speed toothbrush, as well as consumables such as soap compared to most aircraft, but making them misers and shampoo. with fuel. An ultralight trike is six squares wide With a half-hour’s effort and the use of a toi- and two squares long. It provides no cover for crew letries kit, a character can clean up, gaining a +2 and passengers. circumstance bonus on all Diplomacy checks for the next 12 hours. Table 2–15: New Vehicles Top Hit Fuel Gas Name Crew Pass Cargo Init Maneuver Speed Defense Hardness Points Size TU Cap. Mileage Dune buggy 1 3 300 lb. –1 +1 190 (19) 8 5 28 H 55 12 30 Range Rover 1 4 500 lb. –2 +0 175 (17) 8 5 38 H 75 20 15 Ultralight 1 1 100 lb. –4 –4 70 (7) 6 5 20 H 125 5 50 trike

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Table 2–16: Vehicles and Fuel Vehicles and Fuel Fuel Gas Modern Name Capacity Mileage In a regular d20 Roleplaying Game cam- Civilian Aircraft paign, there’s little point in keeping track of the Bell Jet Ranger 90 5 fuel used by vehicles. In a postapocalyptic set- Bell Model 212 110 4 ting, however, fuel is a valuable commodity, and Cessna 172 Skyhawk 24 20 it’s important to know how much is used when Learjet Model 45 400 10 vehicles travel. Furthermore, modifications to vehicles (see Modifying Vehicles, page 31) often Fuel Gas affect gas mileage. Name Capacity Mileage Table 2–16: Vehicles and Fuel gives fuel capac- Civilian Cars ity and gas mileage for vehicles introduced in the Acura 3.2 TL 14 30 d20 Modern Roleplaying Game. Fuel capacity and Aston-Martin Vanquish 22 20 gas mileage for vehicles described in this book are BMW M3 16 30 given on Table 2–15. Chevrolet Cavalier 11 35 Chevrolet Corvette 16 20 Dodge Neon 12 35 MAKING AND Ford Crown Victoria 15 15 Jaguar XJS 19 25 Lamborghini Diablo 16 15 FIXING ITEMS Mercedes E55 AMG 17 25 30 In the d20 Modern Roleplaying Game rules, Craft and Volkswagen Jetta 12 25 Repair checks require parts, with purchase DCs for these parts given in the skill descriptions. In d20 Fuel Gas Apocalypse, however, nothing, including repair Name Capacity Mileage Civilian Motorcycles parts, can be simply purchased at the store, and Ducati 998R 3 65 purchase DCs are irrelevant. Instead, every Repair Harley Davidson FLSTF 4 50 and Craft check has a parts DC used to determine Yamaha YZ250F 2 70 whether the user has sufficient parts available to complete the job. Before you can succeed on a Fuel Gas Repair or Craft check, you must make a parts check Name Capacity Mileage to see if you have what you need. Civilian Trucks To make a parts check, you must have a number AM General Hummer 25 10 of the appropriate type of parts equal to at least Chevrolet Suburban 31 20 the number of parts used in the Repair or Craft Dodge Caravan 17 25 check, as indicated on Table 2–17. Roll 1d20 and Ford Escape XLT 13 25 add the number of appropriate parts on hand. For Ford F-150 XL 25 20 example, if you’re making a Craft (mechanical) Toyota Tacoma Xtracab 15 20 check, and you have eight mechanical parts on hand, your bonus on the parts check is +8. Fuel Gas If you succeed on the parts check, you have the Name Capacity Mileage parts you need and can proceed with the appro- Civilian Water Vehicles priate skill check for the task. If you fail, you do Bayliner 1802 Capri 23 5 Fairline Targa 30 43 5 not have sufficient parts available for the task. You Sea-Doo XP 14 10 can retry the check, but only after you obtain at least one additional part. The DC for the check depends on the task. A Fuel Gas Name Capacity Mileage given task can have any given parts DC, just as it Other Civilian Vehicles can have any particular Repair or Craft check DC. Armored Truck 50 10 Honda TRX400FW 5 35

RULES MODULES RULES Table 2–17: Repair and Craft Checks Limousine 25 15 Parts Check Parts Moving Truck 25 15 Task \DC \Expended NABI Model 40LFW 60 10 Repair check Simple 10 1 Fuel Gas Moderate 20 3 Name Capacity Mileage Complex 30 6 Military Vehicles Advanced 40 10 BMP-2 110 3 Craft check M1A2 Abrams 450 1 Simple 15 3 M2A2 Bradley 165 2 Moderate 25 5 M113A1 Gavin 95 3 Complex 35 10 UH-60 Black Hawk 340 5 Advanced 50 20

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Why Use “Parts?” Modifying Vehicles In many ways, introducing the “parts” system The road warriors of the apocalypse often modify to d20 Apocalypse is similar to establishing the their vehicles for better performance. Table 2–18: Wealth system in the core book, in that it’s Vehicle Modifications gives a selection of common an abstract system designed for ease of play. vehicle modifications. Modifications often improve By simply using “mechanical” or “electrical” a vehicle’s performance, but can also decrease per- parts, a player attempting to build or repair an object does not need to worry about if he formance as well. For example, most modifications has a carburetor for a 1972 Chevrolet Nova, or add weight to a vehicle, reducing the vehicle’s cargo any other specific part that could be almost capacity. Many modifications impose a penalty on impossible to find in the postapocalyptic Drive checks made while driving the vehicle, and world. It also reflects the fact that postapoca- others impact the vehicle’s gas mileage. lyptic repairs are often kit-bashed affairs; Modifying a vehicle requires a Craft (mechani- people use what they have and make it work. cal) check, along with a parts check. The DCs for Finally, using generic parts as the basis for these checks and the time required to make the trade keeps bartering simple. modification are also given on Table 2–18. Load: This is the weight added to the vehicle by the modification. Subtract the load from the General guidelines for parts check DCs are given vehicle’s cargo capacity. For example, a Chevy Cor- on Table 2–17: Repair and Craft Checks. vette has a cargo capacity of 250 pounds. Adding a If you succeed on a parts check, you expend ram plate (which has a load of 80 pounds) reduces a number of parts. These parts are used up in its cargo capacity to 170 pounds. 31 the Repair or Craft check. The number of parts If the entire cargo capacity of the vehicle is expended is also given on Table 2–17. exceeded by the weight of the modification, the vehi- cle’s passenger capacity must be reduced. Reducing ADDITIONAL a vehicle’s passenger capacity by 1 increases the cargo capacity by 100 pounds. A Chevy Corvette VEHICLE RULES has a cargo capacity of 250 pounds. Reducing its passenger capacity by 1 gives it 350 pounds of In a postapocalyptic setting, vehicles are often used cargo capacity. That allows it, for example, to have in ways unimaginable in the age of civilization. modifications totaling 300 pounds of load with an This section offers additional rules for vehicles. extra 50 pounds of cargo capacity left over.

A battle for supremacy in a blasted world

G

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A vehicle can be overloaded; see Overloading ignition is engaged) without the disarming switch Vehicles below. first being thrown, the booby trap goes off. Maneuver Modifier: This modifier stacks with Normally, when a booby trap goes off, the vehi- the vehicle’s maneuver modifier. For example, a cle’s engine is disabled. Repairing it is a complex Chevy Suburban has a maneuver modifier of –2 Repair check. (as given on Table 4–14, page 125 of the d20 Modern Alternatively, with a Demolitions check (DC 15), Roleplaying Game). Giving it armor adds a maneu- the booby trap can be connected to an explosive. ver modifier of –2, for a total of –4. (The explosive is not included in the part used Gas: Some modifications decrease the vehicle’s to install the booby trap, but must be provided gas mileage. Subtract the given amount from the separately.) When the explosive goes off, it deals vehicle’s gas mileage. If the vehicle’s gas mileage damage to the vehicle as well as any people within is already 5 or less, divide the given gas modifier the burst radius. by 5 before subtracting it. A vehicle’s gas mileage Engine Upgrade, Supercharger: This pow- can never fall below 1 mile per gallon. erful addition to a vehicle’s engine increases the Parts DC: This is the parts check DC for making vehicle’s initiative modifier by 4 and provides a +2 the modification. bonus on Drive checks when attempting the dash Craft DC: This is the DC for the Craft (mechani- stunt. cal) check to make the modification. Engine Upgrade, Upsize: This modification Time: This is the time required to make the essentially replaces a vehicle’s engine with a larger, modification. In general, the vehicle is out of com- more powerful one. 32 mission for the entire time required. Ethanol Conversion, Standard: This modifi- cation converts a vehicle to run on ethanol instead Modification Descriptions of gasoline. Once modified, the vehicle cannot run The following modifications generally apply only on gasoline unless the modification is removed. to ground vehicles. Unless otherwise stated, a Removing the modification has the same Craft check vehicle cannot have more than one of a given type DC, time, and parts requirements as installing the of modification. For example, a vehicle can only modification. Ethanol is not as efficient a fuel as have one ram plate. gasoline; for effects on the vehicle’s performance, Armor, Body: Nothing more than a crude see Fuel, page 25. covering of sheet steel, this modification increases Ethanol Conversion, Switchable: This modi- the vehicle’s hardness to 10. If the vehicle already fication allows a vehicle to run on either gasoline has a hardness of 10 or greater, body armor has or ethanol. The vehicle can only run on one fuel no effect. or the other; its fuel tank must be emptied of one Motorcycles can’t be modified with body armor. fuel before being filled with the other. (If the two Armor, Wheel: Steel plates cover the vehicle’s fuels are mixed, the vehicle will not run.) wheels, giving them a minimum of one-half cover If the vehicle has the extra fuel tank modification, (+4 cover bonus to Defense). one tank can be used for gasoline and the other Armor, Window: Steel plates over the vehicle’s used for ethanol. The vehicle driver can switch window openings provide additional cover for its between tanks and engine fuel modes simultane- occupants. A vehicle that normally offers three- ously. (Doing so is a move action.) quarters cover, offers nine-tenths cover to crew Ethanol is not as efficient a fuel as gasoline; and passengers with window armor. Vehicles for effects on the vehicle’s performance, see Fuel, that normally offer less than three-quarters cover page 25. cannot be modified with window armor. Extra Fuel Tank: An extra gas tank increases a Body Spikes: This modification includes dozens vehicle’s fuel capacity by 20 gallons. Furthermore, if of spikes, barbs of jagged metal, and bits of barbed the vehicle is equipped with the switchable ethanol wire welded to the vehicle’s body. When the vehicle conversion modification, the extra gas tank allows collides with a target, the body spikes increase the the vehicle to carry both ethanol and gasoline. damage dealt to the target by 1 die. This damage Off-Road Tires: These heavy tires provide does not stack with extra damage caused by a superior traction for off-road use. They normally

RULES MODULES RULES spiked ram plate. reduce a vehicle’s maneuver modifier by –1 (as In addition, characters jumping onto a vehicle shown on Table 2–18), but when the vehicle is with this modification must make a Reflex save driven off-road, its maneuver modifier is instead (DC 15) or take 1d6 points of damage (see Jumping increased by +2. For example, a Dodge Neon has a onto Moving Vehicles, page 34). maneuver modifier of –1. With off-road tires, its Booby Trap: This modification makes it danger- maneuver modifier is –2 normally, but +1 when ous for strangers to meddle with a vehicle. A secret driving off-road. switch disarms the booby trap. (The switch can be Oversized Brakes: These powerful brakes pro- found with a DC 15 Search check.) The booby trap can vide a +2 bonus on Drive checks when attempting be placed on the vehicle’s fuel tank, ignition, trunk, the hard brake stunt. engine compartment, or one or more doors. When Ram Plate, Standard: This heavy plate across the door, compartment, or tank is opened (or the the front of a vehicle gives the vehicle hardness 15

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Table 2–18: Vehicle Modifications Maneuver Parts Parts Craft Modification Load Modifier Gas DC Used DC Time Armor Body 150 –4 –5 15 4 15 4 hr. Wheel 40 –2 — 15 2 15 4 hr. Window 60 –3 — 15 2 15 2 hr. Body spikes 60 –1 — 15 4 15 2 hr. Booby trap 10 — — 201 3 15 2 hr. Engine upgrade Supercharger 20 — –5 35 12 20 12 hr. Upsize 80 +1 –10 40 15 25 24 hr. Ethanol conversion Standard — — — 20 4 15 4 hr. Switchable 20 — — 20 6 20 8 hr. Extra fuel tank 100 –1 — 15 4 20 8 hr. Off-road tires 40 –11 — 30 8 10 1 hr. Oversized brakes 20 — — 30 8 15 4 hr. Ram plate Standard 80 –1 — 15 4 15 2 hr. Spiked 100 –1 — 15 4 15 2 hr. Stripped frame –100 +11 +5 — +1d41 10 4 hr. Suspension upgrade 33 Monster truck 200 –21 –5 35 12 30 24 hr. Off-road 20 +11 — 25 8 20 12 hr. Street 20 +11 — 20 8 20 12 hr. RULES MODULES Variable 40 +1 — 30 8 25 12 hr. Weapon mount 202 — — 20 4 15 4 hr. Wire guide 5 –1 — 10 2 15 2 hr. 1 See the description of this modification for special rules. 2 Weight for mount only. Does not include the weight of the weapon itself.

against collisions from the front. This hardness this modification cannot also have the body armor applies only to collision damage and does not apply or armored window modification. to collision damage from directions other than Motorcycles, aircraft, watercraft, the dune buggy, the front. If the vehicle’s hardness is already 15 or and the Honda TRX400FW can’t be modified with greater, a ram plate has no effect. a stripped frame. A vehicle cannot have both a standard ram Suspension Upgrade, Monster Truck: This plate and a spiked ram plate. Motorcycles can’t modification gives a vehicle enormous, oversized be modified with ram plates. tires nearly big enough to crush another vehicle— Ram Plate, Spiked: Like a standard ram along with the suspension system to match. plate, this plate gives a vehicle hardness 15 against Monster truck tires have hardness 5 and 20 collisions from the front. In addition, when the hit points. They are Large objects and cannot be vehicle collides with a target, the spiked ram plate equipped with wheel armor. increases the damage dealt to the target by 2 dice. A monster truck suspension upgrade requires For example, if a Huge vehicle with the spiked ram an upsize engine upgrade; without it, the vehicle plate collides with another Huge vehicle, it takes will not have enough power to operate. A vehicle 12d4 points of damage (as normal; the damage is with both of these modifications has a total load reduced by the ram plate’s hardness 15), but its of 280, a maneuver modifier of –1, and a –15 reduc- target takes 14d4 points of damage. tion in gas mileage. A vehicle cannot have both a spiked ram plate The maneuver modifier given is for off-road and a standard ram plate. Motorcycles can’t be driving. When driven on normal surfaces, the modified with ram plates. vehicle’s maneuver modifier is –6 (or –5 if it also Stripped Frame: This modification removes has the upsize engine upgrade). body panels, nonvital components, and other A vehicle with a monster truck suspension extraneous equipment from the vehicle, making it upgrade increases in length by one square and lighter, but more vulnerable to attack. A stripped in width by one square. vehicle increases its cargo capacity by 200 pounds Suspension Upgrade, Off-Road: This im- and increases its gas mileage by +5. In addition, provement to a vehicle’s suspension provides supe- adding this modification doesn’t cost parts—rather, rior performance when driving off road. However, it provides 1d4 mechanical parts. when the vehicle is driven on normal surfaces, the However, all occupants are treated as having maneuver modifier is –2. For example, a BMW M3 only one-quarter cover and the vehicle’s hardness has a maneuver modifier of +1. With an off-road is reduced by 5 (to a minimum of 5). A vehicle with suspension upgrade, its maneuver modifier is +3 off- road, but –1 when driving on normal surfaces.

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Suspension Upgrade, Street: This improve- A vehicle can take additional cargo up to half ment to the vehicle’s suspension provides superior its normal cargo capacity, functioning normally performance under normal circumstances. However, but imposing a –4 penalty on all initiative checks when the vehicle is driven off-road, the maneuver and all Drive checks made to drive the vehicle. For modifier is –2. For example, a Ford Crown Victo- example, a Chevy Suburban has a cargo capacity ria has a maneuver modifier of –1. With a street of 500 pounds. If the vehicle has more than 500 suspension upgrade, its maneuver modifier is +0 pounds but no more than 750 pounds of cargo, normally, but –3 when driving off-road. it functions normally but carries a –4 penalty Suspension Upgrade, Variable: The Cadillac on Drive checks. (This assumes, of course, that of suspension systems, this upgrade is a combina- it also has a full load of passengers. Remember tion of the off-road and street suspension upgrades. that passenger capacity can be swapped out for Switching between the different suspension systems cargo capacity; see Vehicles in Chapter 4 of the is a move action. d20 Modern Roleplaying Game.) Weapon Mount: This pintle or ring mount A vehicle carrying more than half again its allows a Huge weapon (such as an M-60 machine normal cargo capacity, up to double its cargo capac- gun) weighing up 80 pounds to be mounted on a ity, can still be driven. This condition imposes a vehicle. The weight of the mount does not include –8 penalty on all initiative checks and all Drive the weight of the weapon. checks made to drive the vehicle. Furthermore, the Unlike most modifications, a vehicle is not re- vehicle’s top speed is halved. A Chevy Suburban stricted to having one weapon mount. Most vehicles can carry up to 1,000 pounds, but it is reduced 34 can be modified with a number of weapon mounts to a top speed of 85 (8) and the driver takes a –8 equal to their normal passenger capacity. penalty on Drive checks and initiative checks. Wire Guide: This metal bar extends back and upward from the front of a motorcycle. It helps pro- tect the rider from being clotheslined by deflecting Hang On!— wires up and over the rider’s head. A wire guide Movement on Vehicles gives the rider a +4 bonus on Reflex saves to avoid Chapter 5: Combat in the d20 Modern Roleplaying being clotheslined (see Clotheslining, below). Game provides basic rules for combat that takes Only motorcycles and the Honda TRX400FW place within vehicles. Here are some additional benefit from being modified with a wire guide. rules that may come into play when characters fight on the outside of a single vehicle or between Overloading Vehicles two or more vehicles. The passenger and cargo capacities shown on Table 4–14 in the d20 Modern Roleplaying Game Jumping onto Moving Vehicles Jumping onto a moving vehicle requires a Jump represent the maximum passengers and cargo a check, with the DC determined by the distance vehicle can carry and still operate normally. It is between the vehicles (see the Jump skill descrip- possible, however, to overload a vehicle and still tion, page 65 of the d20 Modern Roleplaying Game). have it function. The DC of the check is modified by the speeds of the vehicles involved. The speed category of the vehicle traveling the fastest provides a modifier to the Jump check DC, as given on Table 2–19. If the vehicles are not moving in the same direc- tion, treat the speed category as if it were higher. (Two vehicles traveling within 45 degrees of the same direction are effectively moving in the same direction.) If their directions of

RULES MODULES RULES travel are more than 45 degrees apart, they are effectively moving per- pendicular.

CT

A monster truck goes anywhere it wants

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If their directions are within 45 degrees of New Stunt: Shake Off opposite, they are effectively moving in opposite By jerking and swerving the steering wheel in directions. a violent manner, the driver of a vehicle can All normal modifiers to Jump checks—including shake off opponents on the outside of the vehi- the check/roll modifier for the speed category of cle. By doing so, the vehicle’s speed is reduced the vehicle from which the hero is jumping—also by one speed category. Anyone on the exterior apply to the Jump check. of the vehicle must make an immediate Bal- If a character fails the Jump check, he may make ance check (DC 20) or fall off the vehicle (see a Reflex save to avoid falling from the vehicle (DC Falling from a Vehicle, below). 15; the check/roll modifier for the vehicle’s speed The DC for a shake off is 15. On a failed check, the vehicle turns 45 category applies to the save). If he succeeds on the degrees (GM chooses direction). Make a save, he lands prone, drops any held items, and Drive check (DC 15) to regain control (see grabs onto the vehicle. If he fails, he falls from the Losing Control, page 160 of the d20 Modern vehicle (see Falling from a Vehicle, below). Roleplaying Game). For example, Russell wants to jump from Yoriko’s car to a road ganger’s dune buggy. The dune buggy is moving nearly perpendicular to the car. Russell as she struggles to keep her balance. Every time waits until Yoriko maneuvers to within 10 feet of a character takes a move action or an attack the dune buggy, then he jumps. action atop a moving vehicle, she must make a The dune buggy is moving at street speed, but Balance check (DC 10; the check/roll modifier for Yoriko is driving at highway speed. Because the the vehicle’s speed category applies). 35 vehicles are moving perpendicular to one another, If the character fails the Balance check, she the Jump DC is modified using a speed category one may make a Reflex save to avoid falling from the category higher than the fastest vehicle—making vehicle (DC 15; the check/roll modifier for the RULES MODULES it all-out speed in this case: a +10 modifier to the vehicle’s speed category applies to the save). If Jump DC. The DC to jump a 10-foot-wide space is she succeeds on the save, she falls prone, drops normally 15, but with the modifier it’s 25. Because any held items, and grabs onto the vehicle. If she his vehicle is moving at highway speed, Russell fails, she falls from the vehicle (see Falling from makes the jump with a –2 penalty on the check. a Vehicle, below). Jumping onto Motorcycles: If a character jumps onto a motorcycle, the driver must make Shaking off Intruders a Drive check (DC 15, modified by the Jump DC The driver of a vehicle that has people hanging on modifier for the vehicles’ comparative speed cat- the outside may try to shake them off. Any time egories) or lose control (see Losing Control, Chapter the driver attempts a stunt, anyone on the outside 5: Combat in the d20 Modern Roleplaying Game). of the vehicle (including passengers in the bed of a pickup) must make a Balance check; failure Table 2–19: Vehicle Speed and Jumping indicates the passenger falls off (see Falling from Speed Category Jump DC Modifier a Vehicle, below). The DC for this check is given Stationary +1 on Table 2–20. Alley speed +2 Street speed +4 Table 2–20: Shaking off Intruders Highway speed +8 Stunt/Action Balance DC All-out +10 Avoid hazard Stunt Drive check DC Bootleg turn Stunt Drive check DC Vehicle Relative Modified Collision 20 + 1/2 damage to vehicle Directions Speed Category1 Dash 15 Perpendicular Increase by 1 category Hard brake 15 Opposite direction Increase by 2 categories Hard turn 15 1 Maximum speed category is all-out. Jump Stunt Drive check DC Out of control Movement and Combat Roll No check1 Spin 20 + amount by which on a Vehicle Drive check was failed Moving and fighting on top of a moving vehicle is Shake off2 20 a hazardous prospect for all parties. The uneven Sideswipe Stunt Drive check DC surfaces of most vehicles, the jostling movement, 1 Anyone on the outside of the vehicle automatically bumps in the road, and high winds make it falls, taking damage as if the vehicle had collided extremely dangerous—in addition to the fact that with him. you are engaged in combat. 2 Indicates a new stunt described in this chapter. See A character may move only at half speed on top the sidebar. of a moving vehicle; she must move cautiously,

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category)—and she takes a –4 penalty on her Drive Falling from a Vehicle checks, adding together the –2 check/roll modifier A character who falls off a moving vehicle takes and the –2 penalty indicated on Table 2–21. damage based on Table 5–14: Collision Damage, If she takes her vehicle into rough terrain, the page 160 of the d20 Modern Roleplaying Game, based check/roll modifier for everyone aboard is still on her size (typically a Medium-size creature for a –2, but Yoriko takes an additional –4 penalty on human being). The character may make a Tumble her Drive checks, for a total Drive check penalty check (DC 15) to reduce this damage by half. of –6. Other Driving Rules Table 2–21: Off-Road Travel Surviving the devastated roads of the postapoca- Terrain Type Drive Check Penalty lyptic world requires cunning and dirty tricks. Smooth –2 Rough –4 Clotheslining Rugged –6 Bandits, scavengers, and settlers protecting the Smooth Terrain: The ground is even and fairly roads to their compounds commonly employ this smooth, slopes are gentle, and vegetation is short tactic. Wire, thin rope, or line is strung across a and sparse. Soccer fields, city parks, and rolling road at roughly the neck height of a person riding meadows are examples of smooth terrain. a horse or motorcycle, with the idea of killing, Rough Terrain: The ground is uneven, but hurting, or dismounting anyone who crosses the lumps and dips are not extreme. Slopes can be 36 open space. moderately steep. Vegetation is fairly short and Setting a line takes a full-round action and not too dense. Rolling plains, plowed fields, and requires enough wire or line to span the open space, open desert are typically rough terrain. along with something to attach it to on either side Rugged Terrain: The ground is quite uneven, (trees are common). perhaps strewn with rocks or pits. Slopes can be A character approaching the line may make a steep, and vegetation dense in patches. Rocky Spot check (DC 15 for rope; DC 20 for wire) to see hillsides and debris fields are examples of rugged it (the check/roll modifier for the vehicle’s speed terrain. category applies). If the character successfully spots the line before hitting it, he can attempt to stop or to avoid it. If that’s not possible, having LONG-DISTANCE spotted it grants a +5 bonus on the Reflex save to avoid damage. TRAVEL If a character riding a motorcycle or a horse Whether they’re true road warriors or just have (or standing in the open bed of a vehicle) crosses restless feet, heroes like to travel. In a postapoca- the line, he must succeed on a Reflex save (DC 15) lyptic world, roads can remain largely intact for or take 1d6 points of damage per speed category. decades—even centuries. That doesn’t make them (A horse moving at full speed is considered to be safe, of course. They may be strewn with the hulks moving at street speed, while a running horse is of old vehicles or other debris, ruled by vicious considered to be moving at highway speed.) gangers, or interrupted by damaged bridges and The line breaks if struck by a vehicle of size Huge irradiated urban centers. And in some cases, roads or larger. simply no longer exist. Long-distance travel is measured in miles per Off-Road Travel hour or miles per day. A day represents 8 hours Modern vehicles are, for the most part, designed of actual travel time. for use on roads. Traveling off-road can be much Table 2–22 gives travel distances for movement more difficult and dangerous than moving on on foot, on horseback (or using similar mounts), paved roads (even if they aren’t in the best of and in vehicles. (In this case, the term “vehicle” shape; see The Highway, below). The degree to includes cars, trucks, motorcycles, and similar which this is true depends on the type of terrain motored conveyances that travel on land and can RULES MODULES RULES being traversed. reach highway speed.) Modify the base movement When a vehicle is being driven off-road, the rate according to the terrain. Also, when travel- check/roll modifier for the vehicle’s speed cat- ing in vehicles by road, highway conditions affect egory (see Table 5–13, page 156 of the d20 Modern travel times (see The Highway, below). Roleplaying Game) is doubled. In addition, all Drive Terrain: The terrain through which a char- checks carry an additional penalty, as given on acter travels affects how much distance she can Table 2–21. cover in an hour or a day. A highway is a paved For example, Yoriko is heading off-road in her road—anything from an interstate to local sec- Hummer. Driving at street speed through smooth ondary roads (see The Highway, below). A trail is terrain gives her and everyone aboard a –2 pen- typically a dirt track, perhaps the remains of an alty on all skill checks and attack rolls (double old firebreak or dirt road. Trackless terrain is a the normal –1 check/roll modifier for that speed wild area with no paths.

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Only 30 Miles per Hour? Interstate: Interstate highways are wide, Everyone who’s traveled cross-country knows sturdy cross-country roads. They are always that interstate highways are built for speeds divided highways with limited access points, and up to 60 or 70 miles per hour—or faster, in a generally feature easy grades, gentle curves, and world no longer patrolled by police. Why are solid bridges. the travel rates given here so much slower? Federal Highway (4-Lane): Like interstates, Even when roads are in good condition, four-lane federal highways are divided cross-coun- they aren’t in the state we see in the world try roads. They can be steeper and more serpentine around us. A curve ahead might conceal a than interstates in mountainous terrain, and they rockslide; there might be the wreck of an are not always limited-access roads (sometimes abandoned vehicle just over the crest of the they connect with other roads at intersections next hill. Crevices and potholes appear where they’re least expected. Trees fall across the with traffic lights). road, and rickety-looking bridges have to be Federal Highway (2-Lane): Two-lane federal circumvented. highways are built to the standards of their four- Over short distances, vehicles can travel lane counterparts, but are not divided and are at high speeds on most roads (some road never limited-access roads. conditions impose penalties; see Highway Major Road: These two- or four-lane roads Condition, below). Over the long haul, how- are usually local routes, sometimes spanning the ever, average speeds are much lower because width of a state. Major roads in cities and towns drivers must use caution to negotiate diffi- also fit this category. They are generally designed cult areas. for moderate speeds and traffic. 37 Secondary Road: Country roads and town, city, and suburban side streets are secondary Table 2–22: roads. They are usually two lanes and generally RULES MODULES Travel and Overland Movement designed for relatively low-speed traffic. Travel Mode Per Hour Per Day Unpaved Road: Gravel and dirt roads are gen- Foot 3 miles 24 miles erally one or two lanes wide. Horseback 6 miles 48 miles Vehicle Highway Condition Highway 30 miles 240 miles Roads slowly degrade in the years after the apoca- Trail 15 miles 120 miles Trackless 10 miles 80 miles lypse. Table 2–23 gives road conditions based on the type of road and era of play. In addition, roads Terrain Highway Trail Trackless are worse in areas of massive destruction; in such Desert, sandy ×1 ×1/2 ×1/2 a case, apply the modifier given on the table. Forest ×1 ×11 ×1/21 Clear: The roadway is almost entirely intact. Hills ×1 ×3/4 ×1/2 Weeds grow from cracks in the pavement and Jungle ×1 ×3/41 ×1/4 brush and debris crowd the edges, but with the Moor ×1 ×1 ×3/4 exception of the occasional pothole, the road is as 1 1 Mountains ×1 ×3/4 ×1/2 drivable as it was before the apocalypse. Vehicles Plains ×1 ×1 ×3/4 can travel at normal speeds without penalty. Swamp ×1 ×3/4 ×1/2 Tundra, frozen ×1 ×3/4 ×3/4 1 A vehicle 2 squares wide or wider reduces its travel Table 2–23: Road Conditions rate by an additional 1/4. For example, in jungle, the Dark New movement modifier for a trail is 1/2 instead of 3/4. Roadway Aftermath Gen 0 Ages World Interstate Clear Minor Major Severe The Highway Federal hwy Clear Major Severe Destroyed (4-lane) Many roads remain intact—or at least partially Federal hwy Minor Major Severe Destroyed intact—after the apocalypse, making them likely (2-lane) routes for travel. The travel rates given on Table Major Minor Severe Severe Destroyed 2–22 assume that highways are generally in good Secondary Minor Severe Destroyed Destroyed condition. Roads damaged by the apocalypse or Unpaved Severe Destroyed Destroyed Destroyed the ravages of time, however, are not in such good shape. Area of Massive Destruction Modifier Highway Types Damage zone Increase damage by one step To determine how or if road conditions are a factor (clear becomes minor damage, for example) in travel time, first determine the type of road in Destruction zone Increase damage by two steps use. (Assuming your apocalypse occurred some (clear becomes major damage, time around the present day, you can use any road for example) map or road atlas to determine the route, and the Devastation zone Increase damage by three steps type of road, taken—or the GM can simply decide (clear becomes severe damage, what sorts of roads are available.) for example)

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Road Realities rocks and washed-out culverts are frequent; most In a perfect world, characters could travel bridges are collapsed. All Drive checks are made great distances by vehicle, even if road con- with a –4 penalty, and the road is considered a ditions are pretty bad. The postapocalyptic trail for the purpose of determining long-distance world is hardly perfect, however. In addi- travel rates. tion to the general degradation of the roads, Destroyed: The roadway is virtually nonexis- specific dangers can dramatically affect how tent. The road surface is visible only in patches; for long it takes for characters to get from point the most part, it has eroded away or been buried A to point B. These hazards aren’t reflected in in debris, soil, or vegetation. Culverts are washed Table 2–23, but are left to the GM to implement out and bridges collapsed, and obstacles such as as she sees fit, as encounters or as means to fallen logs and boulders are common. Travel is con- control the pace of travel. The road degradation described under sidered off-road (see Off-Road Travel, page 36; the Highway Condition includes issues such as terrain type is rough), and the road is considered rock falls, washed-out culverts, and col- trackless terrain for the purpose of determining lapsed bridges over relatively small rivers—in long-distance travel rates. other words, obstacles that slow travel but don’t bring it to a screeching halt. Equally possible, but not incorporated into general MOUNTED COMBAT highway degradation, are serious obstacles such as washed-out bridges over major rivers A staple of the postapocalyptic genre is the sight of or gorges, collapsed tunnels, and mountain ferocious thugs and mutants duking it out on the 38 rock slides that take out the entire roadway. shattered highways in overpowered muscle cars. These sorts of obstacles can take hours or even However, when fuel for vehicles dwindles and cars days to circumvent, or force travelers to find break down, survivors in the apocalyptic age resort entirely different routes. to the transportation of their ancestors—horses, And, of course, there are living dangers. donkeys, and other animals. Just as in ages past, The best roads are the most popular with courageous warriors take to the saddles of their bandits, gangs, and marauders. Taking the interstate is the surest way to run into dan- trusty steeds to decide the battles of the future. gerous foes. Finally, there are cities and settlements. Combat on Animals Major routes usually pass through metro- Riding a mount into battle gives you several politan areas—which are centers of devasta- tion in many postapocalyptic settings. In any advantages. apocalypse that involved weapons of mass destruction, cities are likely to be danger- Horses in Combat ous places—highly irradiated, infested with Combat horses can readily serve as combat steeds. plague, or simply wiped off the map. Even Riding horses, however, are frightened by combat. small towns can be dangerous, because If you don’t dismount, you must make a Ride check abandoned towns attract hostile scavengers (DC 20) each round as a move action to control such or dangerous creatures, and inhabited towns a horse. If you succeed, you can perform a standard are often suspicious of strangers. action after the move action. If you fail, the move Any of these issues can influence travel action becomes a full-round action and you can’t time, greatly reducing the distances heroes can cover in a single day. do anything else until your next turn. Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. Minor Damage: The roadway has begun to A horse is a Large creature and takes up a space degrade. Ruts, heaves, and potholes are common. 10 feet (2 squares) across. For simplicity, assume that In heavily vegetated areas, brush and vines have you share your mount’s space during combat. begun to grow over the pavement in areas. The occasional culvert is washed out. All Drive checks are made with a –2 penalty. Combat while Mounted RULES MODULES RULES With a Ride check (DC 5), you can guide your mount Major Damage: The roadway is in bad shape. with your knees and keep your hands free to attack In many areas, the pavement is nearly destroyed or defend yourself. This is a free action. or covered with debris or soil. Obstacles, includ- When you are in mounted combat and you attack ing fallen logs and rocks, washed-out culverts, a creature smaller than your mount, you gain a +1 and damaged bridges, are common. All Drive bonus on melee attacks for being on higher ground. checks are made with a –2 penalty, and the road If your mount moves more than 5 feet, you can is considered a trail for the purpose of determin- only make a single melee attack. Essentially, you ing long-distance travel rates. have to wait until the mount gets to your enemy Severe Damage: The roadway is almost unus- before attacking, so you can’t make a full attack. able. The surface is rough over large stretches, Even at your mount’s full speed, you don’t take the pavement eaten away by time and the ravages any penalty on melee attacks while mounted. of nature. Obstacles, including fallen logs and

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If your mount charges, you also take the penalty Each of the hazards covered here has an EL. Treat to Defense associated with the charge. If you make these hazards like any other encounter, introduc- an attack at the end of the charge, you receive the ing them into your game as you see fit. bonus granted from the charge. You can use ranged weapons while your mount [EL 1] is taking a double move, but you take a –4 penalty Acid Rain Working with dangerous chemicals and pol- on the attack roll. You can use ranged weapons lutants was common in the age of civilization, while your mount is running (quadruple speed), and these substances didn’t go away with the but at a –8 penalty. In either case, you make the apocalypse—if anything, they were given free attack roll when your mount has completed half rein. Acidic pollutants and dangerous compounds its movement. You can make a full attack with released into the environment during and after a ranged weapon while your mount is moving. the apocalypse take their toll in a phenomenon Likewise, you can take move actions normally, so called acid rain. that, for instance, you can load and fire a rifle in An acid rain storm looks, from a distance, like a round when your mount is moving. an especially dark and menacing rainstorm. Any character with 5 or more ranks in Survival may Using FX Abilities make a Spot check (DC 10) to notice an acid rain while Mounted storm before it passes over; success alerts the char- You can cast a spell, use psionics, or use a mutant acter to the acid rain storm 20 minutes before its ability normally if your mount moves up to a arrival (add 2 minutes for every point by which normal move (its speed) either before or after you the hero beat the Spot check DC). 39 use the ability. If you have your mount move both Acid rain has a dark, gritty quality, and the

before and after you use an FX ability, then you’re liquid stings slightly to the touch. Exposure to RULES MODULES using the ability while the mount is moving, and acid rain for 1 round is not harmful, but any crea- you have to make a Concentration check due to ture in the open for 2 or more rounds during an the vigorous motion (DC 10 + spell level or psionic acid rain storm takes 1d3–1 (minimum 0) points power level) or fail in the use of the ability. If your of damage on the second and each subsequent mount is running (quadruple speed), you can use round. Any material that normally provides an FX ability when your mount has moved up to cover from rain (such as a tent) provides cover twice its speed, but your Concentration check is from acid rain. more difficult due to the violent motion (DC 15 + Acid rain lasts 3d6 minutes. spell level or psionic power level). Fallout Cloud [EL 2] If Your Mount Falls in Battle Nuclear wars are the most obvious cause of radio- If you mount falls, you have to succeed on a Ride active fallout (see Radioactivity, page 14), but alien check (DC 15) to make a soft fall and take no damage. assaults and even impacts by asteroids or comets If the check fails, you take 1d6 points of damage. bearing radioactive isotopes can also result in fallout. Most fallout occurs in the days or weeks If You Are Dropped after the apocalypse, but some might continue to If you are knocked unconscious, you have a 50% float about the stratosphere for decades or even chance to stay in the saddle. Otherwise, you fall centuries, falling to Earth every so often. and take 1d6 points of damage. Without you to From a distance, a fallout cloud looks like any guide it, your mount avoids combat. other heavy cloud, albeit a bit darker. Any charac- ter with 5 or more ranks in Survival may make a ENVIRONMENTAL Spot check (DC 15) to notice a fallout cloud before it passes over; success alerts the character to the HAZARDS fallout cloud 10 minutes before its arrival (add 1 minute for every point by which the hero beat the Many versions of the apocalypse are defined not Spot check DC). just by the destruction of civilization, but also by A fallout cloud drops a light sprinkling of radio- massive trauma to the Earth. Environmental and active ash and dust, much in the way that a winter nuclear disasters, invasion scenarios, and asteroid cloud might drop snow flurries. This ash drifts strikes don’t just wipe out populations—they reshape lazily to Earth for a period of time, often releas- the climate and sometimes geography of the entire ing only trace amounts, but sometimes coating world. Small wonder, then, that postapocalyptic everything with a solid layer of gray dust. settings are often marked by environmental hazards The fallout causes the area on which it falls to unlike any faced in the age of civilization. become irradiated; creatures present when this The hazards here are, for the most part, somewhat happens or that venture into the area afterward extreme examples of what might be encountered in risk radiation sickness (the danger becomes more a postapocalyptic world. Use those that fit the nature severe the longer they remain in the irradiated of your apocalypse, ignoring those that don’t. area; see Chapter 4 of d20 Future).

620_88046_Chpt2.indd 39 4/1/05 12:06:29 PM 40 2_84_ht.nd40 620_88046_Chpt2.indd RULES MODULES APOCALYPSE d20 the herothe check beat DC). Spot the bywhich point (add for 1minute every its arrival before 10 minutes to buzzer joy the character the alerts success over; before it passes buzzer a joy 10) to notice check (DC aSpot may make character shoots out abortive sparks of ball lightning. Any flickers with excessive energy and occasionally but it thunderstorm, aconventional much like it looks adistance, gone From berserk. derstorm athun- is buzzer” “joy named ironically The agethe ofcivilization. in those unpredictable and than more powerful Postapocalyptic electrical storms can be much atmosphere. the roiling in retained is the energy and muchtremendous of energy quantities of involves cataclysm earth-shattering of form Any BuzzerJoy rounds. 4d6 last storms Ghost aghost storm. from cover atent) provides as (such rain from cover provides normally that material Any damage. stitution round or take 1d3–1 (minimum 0) points of Con- each 15) save (DC aFortitude make must storm aghost during the open in touch. creature Any color, in cold is to the the liquid and milky and gray is aghost storm from falls that rain The by which hero the check beat DC). Spot the point (add for 2minutes every before its arrival 20 to minutes ghost the storm character the alerts success over; before it aghost storm passes notice to 15) check (DC aSpot make may character Any cloud that alarge roils like looks aghost storm adistance, and From churns in an unnatural manner. but to the weather well. as encountered applies to the creatures not just this beyond those that can be explained by science; go apocalypse ofasupernatural effects total The Ghost Storm Table 2–24: Fallout ofthe table.tion por- subjected the bottom is to, in area shown as the of radioactivity the degree affects the storm Table consult and d% roll 2–24. of duration The area it the storm, ofthe duration the To determine affects, and the degree of radioactivity, 1 ons eeeyirdae 1month 1 day irradiated Severely 1week 1 radius 5-mile rounds 21+ 1-mile radius irradiated Moderately radius 1/2-mile 11–20 rounds Lightly irradiated Attenuation radius 250-foot 0–10 rounds rounds 4d10 Radioactivity Duration 3d8rounds Degree Fallout rounds 2d6 1d4 rounds 91–100 of Area 76–90 51–75 01–50 d% Duration Affected in the affected area drops byonedegree. drops area affected the in The amount of time that passes before the radioactivity radioactivity the before passes that time of amount The [EL 4] [EL [EL 3] [EL 1 d20 Future for of presented Chapter 12 mutations in are rules basic ashes. the The from whole arisen species new powers— psionic with to creatures burns radiation Mutants vary settings. apocalyptic in common Mutations are from horridMUTATIONS brutes maddened by 2d8 rounds. lasts buzzer Ajoy within. to character the targeted damage to vehicle the half and damage full dealing the vehicle, strikes butbe targeted, the lightning vehicles can inside Creatures betargeted. cannot buildings inside Creatures area.) foot-by-100-foot for each 100- strike check for lightning aseparate area, alarge over the encounter occurs (If half). 15 DC (Reflex damage 6d6 on), dealing so and tarps, light (tents, only cover or under open the trees, in lightning a strikes randomly determined creature The round. every strike ofalightning chance 50% thunderstorms a is there rain, toto addition pouring shame. In conventional puts that rate a at ning light- beneath it with area the blasts buzzer Ajoy provides some alternatives, both for more realistic for both more realistic some alternatives, provides tions in place ofafeat. in tions muta-one ofthe more believable beneficial to take acharacter perhaps allowing tions, player to flavor, for limit and story mainly creatures, characters and to the negative NPCs effects to limit is option best to The effects. realistic these ing purely no hard-and-fast for are apply- There rules cosmeticsible positive mutation. muta-level higher than the parent’s is a also pos- one resistance Radiation diffusion. energy low-lightgain for but example, not vision, might abilities). Acreature or supernatural (notrelatively magical abilities new “normal” or changes to cosmetic limited mutations are benign with born ofcreatures 10% The other weaknesses. or disabilities, ormagic),psionics tumors, reasonably can beconsidered to not require that to those (limited drawbacks mutations: of those that live suffer distinctly negative 90% and at die birth, offspring ofsuch 90% but mutations, actual have may mutagens to exposed ofcreatures the Second, offspring and disabilities. tunate to unfor- belimited to can radiation consequencesexposure mutation may do so many in ways. First, look at amore serious taking Asetting such as sores,negative, orlethal. unpleasant, tumors,because, realistically, most mutations are That’s be. to meant aren’t They mutation. of examination to close arealistic not even are They abilities. inhuman and amazing allow that options story-driven fantastic, present for mutations in here rules and The More Realistic Mutations . This section expands those rules and and rules those expands section . This d20 Future

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Table 2–25: Mutations d% Mutation Type MP Cost d% Mutation Type MP Cost 01–02 Extra digits Cosmetic 0 55–56 Ultra immune system Minor 2 03–04 Fins Cosmetic 0 57 Wall crawler Minor 2 05–06 Forked tongue Cosmetic 0 58 Webbed digits Minor 1 07–08 Horns Cosmetic 0 59 Adaptive body1 Major 6 09–10 Scaly skin Cosmetic 0 60 Blindsight1 Major 5 11–12 Thin fur coat Cosmetic 0 61 Danger sense1 Major 6 13–14 Unnatural eyes Cosmetic 0 62 Dual brains1 Major 5 15–16 Unnatural hair Cosmetic 0 64 Echolocator Major 5 17–18 Unnatural skin Cosmetic 0 64 Elasticity Major 5 19–20 Unnatural voice Cosmetic 0 65–66 Energy absorption Major 4 21–22 Acidic saliva Minor 1 67–68 Enlarged form Major 6 23 Adrenaline jolt Minor 3 69–70 Exoskeleton Major 5 24 Chameleon skin1 Minor 1 71 Extra arms Major 6 25–26 Claws Minor 1 72–73 Gazing eye Major 4 27 Darkvision Minor 3 74 Pheromone attraction Major 6 28 Direction sense1 Minor 1 75 Plant traits1 Major 5 29–30 Energy diffusion Minor 2 76 Prehensile tail Major 4 31–32 Fangs Minor 1 77 Prickly pear Major 4 33–34 Force barrier Minor 3 78–79 Psionic talent, major1 Major 6 35–36 Gill Minor 2 80 Psionic talent, moderate1 Major 4 37–38 Great horns Minor 1 81 Quadruped1 Major 4 41 39 Hypersensitivity Minor 3 82 Radioactive Major 5 40 Leaper Minor 1 83 Shocker1 Major 4 41 Living furnace1 Minor 3 84 Skeletal reinforcement Major 5 RULES MODULES 42 Psionic talent, minor1 Major 2 85–86 Stinger Major 4 43 Radiation resistance1 Minor 3 87–88 Telekinetic mind Major 5 44 Scaly armor Minor 3 89–90 Telepathy Major 5 45–46 Scent Minor 2 91–92 Tentacle Major 6 47–48 Second wind Minor 2 93 Venomous bite Major 4 49–50 Smokescreen Minor 1 94 Very thick hide1 Major 6 51 Tail Minor 1 95–96 Vexing voice Major 4 52 Thick fur coat Minor 1 97–98 Wings Major 6 53 Thick hide1 Major 3 99–100 X-Ray vision Major 6 54 Trip attack1 Minor 3 1 Indicates a mutation described in this chapter.

mutation effects and for the over-the-top mutations retroviruses, strange energies created by matter seen in some apocalyptic scenarios. beyond the bounds of the laws of physics, alien experimentation, mad-scientist experimentation, the supernatural energies of beings from beyond Fantastic Mutations our plane of existence, or even raw psionic energy. The basic mechanisms for fantastic mutations are Of course, characters in a campaign world may presented in Chapter 12 of d20 Future. Mutants can not know what causes mutation (especially if much be far more common in postapocalyptic campaigns technology and knowledge have been lost), but than standard futuristic settings, and so here are a defined source helps a GM create a consistent some additional rules options (and additional world. mutations) to expand the types of mutants a GM A GM should also make sure players know how may include in his game. common mutants are and how they are treated by The most important thing when dealing with society. This information establishes a baseline that mutants is to decide how characters gain muta- players can use to form their characters’ attitudes. If tions. (This is separate from the explanation or mutants are hated and feared, players can reason- rationale for the mutation in your game.) A GM ably expect their characters to be at least cautious may only allow mutant characters, or may require when encountering one. If nearly every individual characters to pick up mutations during game time. is a mutant of some kind, the same reaction is far A GM may allow players to have starting char- less likely. acters that are mutants (with drawbacks earning Mutation Points for beneficial mutations), or gain mutations as rewards during the game. Mutation as Reward A GM can pass out Mutation Points (MP) as a reward A campaign should have one or more defined for successfully overcoming one or more encoun- sources of mutation. Though radiation doesn’t ters. This is particularly appropriate in campaigns give people superpowers in the real world, a where wealth and goods are rare and a GM rarely GM may allow it to do so as the conceit of an wishes to pass out useful items as rewards. Using apocalyptic campaign. Alternatively, mutation mutation (from being exposed to radiation, nanites, could come from nanites, genetically engineered or DNA-altering goop, or being bitten by a radio-

620_88046_Chpt2.indd 41 4/1/05 12:06:33 PM Second, the GM should allow players some choice on what mutations their characters gain. The easiest way to do this is to give characters MPs and allow players to spend them however they wish. A player may decide to give a character a new drawback at the same time, earning extra points to buy muta- tions worth more than the MP award given. As a guideline, a GM should give out MP equal to half the wealth bonus he would have given as an adventure reward (as determined in Chapter 7 of the d20 Modern Roleplaying Game). Thus, if a group overcomes an EL 6 encounter and would receive a +9 wealth bonus according to the standard d20 Modern Roleplaying Game rules, the GM instead hands out 4 MP. If there are 4 PCs, each gains +1 MP, A Road Warrior with which may be combined with MP earned previ- the danger sense ously, or with MP from new drawbacks, to buy a and monocular active spider) allows a new mutation. vision mutations GM to grant players new Not all players appreciate gaining mutations powers and options for their as rewards for their adventures. Players can characters without making instead spend MP on bonus feats (5 MP per feat) resources any less scarce. and increases to ability scores (10 MP per point There are drawbacks to using mutant points as of increase). treasure. First, not everyone wants to play a char- acter with mutations, and not everyone wishes to Mutation as a Template play an obvious mutant character. A GM should A GM can use mutation as a template that can be sure players are happy with mutant characters be applied to PCs and foes alike. This template before using MPs as rewards. simply grants 8 MP in return for a +1 level shift or CR boost. (For rules on how to handle PCs with a level shift, see the entry for the weren in Chapter Table 2–26: Drawbacks 13 of d20 Future.) d% Drawback MP Value A GM can stack as many MP as she’s comfortable 01–03 Ability decay 4 with, adjusting effective CR and character level as 1 04–05 Achilles heel 2appropriate. 06–10 Blood hunger 1 11–15 Brittle bones 4 16–20 Combat fear 4 Additional Mutations 21–25 Cybernetic dependency 6 To widen the options for mutant characters, here 26–30 Festering sores 2 are new powers and drawbacks in addition to the 31–35 Frailty 3 mutations defined in d20 Future. Tables 2–25 and 36–40 Heat/cold susceptibility 1 2–26 allow the random determination of mutations 41–45 Lethargy 2 and drawbacks, including those from this book as 46–50 Light sensitivity 1 51–55 Lost arm 3 well as those in d20 Future. 56–58 Mindslave 2 59–60 Monocular vision1 2Achilles Heel [Drawback] 61–65 Neutrad dependency 5 You have a major weakness that can be 66–70 Pheromone repulsion 1 exploited. 71–75 Poisonous blood 6 MP Value: 2. 76–79 Rapid aging 2 Drawback: Any attack roll made to confirm a 80–85 Reduced speed 3 critical hit against you gains a +4 circumstance 86–90 Thin skin 5 bonus. 91–95 Ultraviolet allergy 3 Special: Creatures immune to critical hits 96–100 Weak immune system 1 1 Indicates a drawback described in this chapter. cannot have this drawback.

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Adaptive Body [Major] and increase the fire damage to 2d6 points (instead Your body can adapt to better absorb different of 1 point). types of weapon damage. You gain a +4 mutation bonus on Fortitude saves MP Cost: 6. against extreme heat temperatures (see page 213 Benefit: You gain one of the following types of the d20 Modern Roleplaying Game). of damage reduction (your choice): DR 2/ballistic, This mutation does not grant immunity or resis- DR 2/bludgeoning, DR 2/piercing, or DR 2/slash- tance to fire. ing. At the start of your turn, as a free action, you can alter the type of damage reduction, choosing Monocular Vision [Drawback] a different type from the list above. The change You have only one eye. persists until the start of your next turn. MP Value: 2. Drawback: You have poor depth perception. Blindsight [Major] All range increments are halved (including those You can perceive things in your immediate vicin- for Spot checks). ity without sight. MP Cost: 5. Plant Traits [Major] Benefit: You have blindsight with a range of You have plantlike traits. You are not a plant, but 15 feet. See page 226 of the d20 Modern Roleplaying your skin turns a ripe shade of green and your Game for a description of the blindsight special eyes are dull yellow. quality. MP Cost: 5. Benefit: You gain a +2 mutation bonus on saving 43 Chameleon Skin [Minor] throws against sleep, paralysis, stunning, and Your skin (or chitin, fur, or scales) can change mind-influencing effects. You also gain low-light color to match your surroundings. vision (described on page 227 of the d20 Modern RULES MODULES MP Cost: 1. Roleplaying Game). Benefit: You gain a +4 mutation bonus on Hide checks. This bonus is reduced to +2 if you wear Psionic Talent, Major [Major] clothing or armor. You have a single psionic power. MP Cost: 6. Danger Sense [Major] Benefit: Choose one 2nd-level psionic power You have a mild form of precognition that warns (from Psionic Powers in Chapter 10 of the d20 you of impending attack. Modern Roleplaying Game). You can manifest this MP Cost: 6. power once per day at no power point cost. Your Benefit: When you are surprised at the begin- manifester level is one-half your character level. ning of combat, you may make a Wisdom check Special: This mutation may be taken more than (DC 10). If you succeed, you may act in the surprise once. It can be used to increase the number of times round as if you aren’t surprised. you may use the same power, or give you a new 2nd-level power you may use once per day. Direction Sense [Minor] You can perceive true north. Psionic Talent, Minor [Minor] MP Cost: 1. You have a single psionic power. Benefit: As long as you are awake, you always MP Cost: 2. know what direction is true north. Benefit: Choose one 0-level psionic power (from Psionic Powers in Chapter 10 of the d20 Modern Dual Brains [Major] Roleplaying Game). You can manifest this power You have two brains. three times per day at no power point cost. Your MP Cost: 5. manifester level is one-half your character level. Benefit: You have two brains, one in your head Special: This mutation may be taken more and one located in another location. Whenever than once. It can be used to increase the number you are called to make a Will save, roll twice and of times you may use the same power, or give take the higher roll. Additionally, your penalty for you a new 0-level power you may use three times fighting with two weapons is lessened by 1. per day. Living Furnace [Minor] Psionic Talent, Moderate [Major] Your body generates a tremendous amount of You have a single psionic power. heat, and your touch can cause things to burn MP Cost: 4. and melt. Benefit: Choose one 1st-level psionic power MP Cost: 3. (from Psionic Powers in Chapter 10 of the d20 Benefit: You deal an extra 1 point of fire damage Modern Roleplaying Game). You can manifest this with a successful unarmed attack or attack with power three times per day at no power point cost. a natural weapon. Three times per day, as a free Your manifester level is one-half your character action, you can channel more of your body’s heat level.

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Special: This mutation may be taken more Benefit: You have an unusually tough hide. than once. It can be used to increase the number Increase your natural armor bonus to Defense of times you may use the same power, or give you by 4. a new 1st-level power you may use three times Special: A creature with thin skin, thick hide, per day. an extremely thick hide, or scaly armor cannot gain this mutation. Quadruped [Major] You move swiftly on all fours. MP Cost: 4. CREATURES OF Benefit: Your base land speed increases by 10 feet when you move on all fours. If you have THE APOCALYPSE anything in your hands, you cannot run on all Hunters from tribes of new primitives flee a pack fours. of hyperintelligent wolves. Military survivalists [Minor] fight a never-ending battle with monstrous, car- Radiation Resistance nivorous roaches. Straggling, broken bands of You can ignore the effects of some levels of radia- once-civilized folk become prey to flesh-eating tion. plants and swarms of vermin driven by a hive- MP Cost: 3. mind. pick through the ruins of man’s Benefit: You gain radiation resistance. You monuments to greed and sin. treat an irradiated area or radiation source as Radiation, toxins, genetic engineering, alien two degrees weaker for the purpose of determin- 44 experimentation, supernatural forces and a radi- ing radiation exposure (severe becomes moderate, cal and dangerous new environmental can result high becomes low, moderate becomes mild, and in numerous creatures that didn’t exist in the you are unaffected by low and mild degrees of civilized age. A number are presented here. Not exposure). all creatures are appropriate for all apocalyptic [Major] settings—some are the result of radioactive muta- Shocker tion, others of alien attack, supernatural invasion, You can discharge a powerful stroke of lightning or even the wrath of god. Use whichever creatures from your fingertips. suit your campaign. MP Cost: 4. Benefit: Once per day, as a standard action, you can shoot a 5-foot-wide, 30-foot-long line of Apocalypse Demon lightning that deals 5d6 points of electricity damage to every creature in its path. You can choose to (Template) An apocalypse demon is a terrifying monster widen and shorten the lightning bolt, making it 10 native to hellish realms of existence beyond our feet wide and 15 feet long. The bolt begins at your own world. More than a mere outsider, it is a ter- fingertips. A successful Reflex save (DC 10 + your rifying embodiment of violence and war. Even character level + your Charisma modifier) halves other creatures of darkness avoid these beasts the damage. of battle. The apocalypse demons waited in their The lightning bolt sets fire to combustibles and own dimension of constant conflict for a gate to damages objects in its path. It can melt metals with open to a new world, and once it opened they tore low melting points, such as lead, gold, copper, silver, that world apart, feasting upon the chaos follow- and bronze. If the damage caused to an interposing ing the apocalypse—or perhaps causing it in the barrier shatters or breaks through it, the bolt may first place. continue beyond the barrier out to its maximum More than a single species, apocalypse demons range; otherwise, it stops at the barrier. are an entire class of fiend devoted to endless This mutation does not grant immunity or resis- fighting. Because they are infused with the power tance to electricity. of war, they are immune to the effects of many [Minor] earthly weapons. Thus, even a few apocalypse Thick Hide demons can defeat entire armies of conventional RULES MODULES RULES Your skin is tough and resilient. soldiers. Once the demons of the apocalypse have MP Cost: 3. been released, the world is doomed. Benefit: You have an unusually tough hide. After destroying a world, many apocalypse Increase your natural armor bonus to Defense demons move back through their gates, but some by 2. stay behind. They become wandering killers or Special: A creature with thin skin, very thick cruel warlords of shattered cities and their broken hide, an extremely thick hide, or scaly armor inhabitants. Apocalypse demons care about nothing cannot gain this mutation. but unending battle. They force their slave citi- [Major] zens to attack their neighbors and build gruesome Very Thick Hide monuments to each victory. Powerful apocalypse You skin is tough and resilient. demons often rule over weaker ones, becoming MP Cost: 6. generals for small armies of demon soldiers.

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Fortunately, apocalypse demons are not entirely Resistance to Energy (Ex): Roll on Table 8–21: invulnerable. They are not immune to the effects Fiend Immunities, Resistances and Damage from weapons made of silver or blessed by the Reduction (page 235 of the d20 Modern Roleplaying faithful. Although this discovery rarely comes Game) to determine an apocalypse demon’s resis- in time to prevent the destruction of civilization, tances. postapocalyptic survivors may eventually discover Allegiances: An apocalypse demon always has this weakness and learn to fight these terrible allegiances to evil and chaos. creatures. Ability Scores: An apocalypse demon gains the following ability score increases: Str +8, Dex Template Traits +6, Con +4, Int +0 (minimum score of 6), Wis +4, “Apocalypse demon” is an inherited template that Cha +6. can be added to any living creature (referred to Automatic Languages: An apocalypse demon hereafter as the base creature) other than a celestial. can speak Abyssal. The creature’s type changes to outsider. It uses all Skills: An apocalypse demon gains skill points the base creature’s statistics and special abilities as an outsider of its nonclass Hit Dice. Treat all except as noted here. skills as class skills. If the creature has a class, it Challenge Rating: Same as the base crea- gains skills for class levels normally. ture +4. Feats: Apocalypse demons gain Advanced Fire- Hit Dice: Change all nonclass Hit Dice to one die arms Proficiency, Archaic Weapons Proficiency, type larger than the base creature (for example, Exotic Weapons Proficiency (cannons, heavy from d8 to d10); maximum die type d12. If the crea- machine guns, grenade launchers, and rocket 45 ture has a class, it gains class Hit Dice normally. launchers), and Personal Firearms Proficiency as Speed: Apocalypse demons have wings, with bonus feats. a fly speed equal to double their base land speed RULES MODULES or 50 feet, whichever is greater. If the base An apocalypse demon minotaur creature already has a fly speed, its fly speed increases by 10 feet or to double its base land speed, whichever is greater. Apocalypse demons have good maneu- verability. Attacks: The apocalypse demon retains all the attacks of the base creature. It also gains the ability to use all weapons proficiently, within the limits of normal size restrictions. Most carry at least one melee weapon and one firearm, though they may prefer to use their natural attacks. Special Qualities: The apocalypse demon retains all the special qualities of the base CT creature. It also gains the following special qualities. Darkvision (Ex): An Apoca- lypse demon has darkvision with a range of 300 feet. Damage Reduction (Ex): Roll on Table 8–21: Fiend Immunities, Resistances and Damage Reduc- tion (page 235 of the d20 Modern Roleplaying Game) to determine an apocalypse demon’s DR. Regard- less of what DR it has, it is always overcome by silver weapons. Immunities (Ex): Roll on Table 8–21: Fiend Immunities, Resistances and Damage Reduction (page 235 of the d20 Modern Roleplaying Game) to determine an apocalypse demon’s immunities.

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Sample Apocalypse Demon The tin can is not a sentient robot; it is controlled The following sample apocalypse demon uses a through encrypted radio messages sent by an A.I. minotaur as the base creature. This results in a robot or supercomputer. massive, bull-horned and cloven-hoofed creature with giant bat wings wielding a sword and an Combat Robot T-C-4 “Tin Can”: CR 1; Medium- assault rifle. Its charge, scent, and natural cun- size construct; HD 1d10+10; hp 15; Mas —; Init +2; Spd ning abilities work like a minotaur’s do, and it 30 ft.; Defense 18, touch 12, flat-footed 16; BAB +0; receives the same +4 species bonus on Search, Spot, Grp +2; Atk +2 melee (1d4+2, hand) or +2 ranged (2d8, and Listen checks. OICW assault rifle); Full Atk: +2 melee (1d4+2, hand) or +2 ranged (2d8, OICW assault rifle); FS 5 ft. by 5 Apocalypse Demon Minotaur: CR 8; Large ft.; Reach 5 ft.; SQ construct traits, darkvision 60 outsider; HD 6d10+24; hp 57 (33 from HD); Mas ft.; AL varies; AP 0; Rep +0; SV Fort +0, Ref +2, Will 19; Spd 30 ft., fly 60 ft. (good); Defense 14, touch +0; Str 14, Dex 14, Con —, Int —, Wis 10, Cha 1. 9, flat-footed 14 (–1 size, +5 natural), BAB +6, Grap Skills: Climb +6, Hide +6, Jump +6, Listen +6, Move +18 (+6 BAB, +4 size, +8 Str); Atk +13 melee (2d8+12, Silently +6, Spot +6 Huge longsword) or +8 ranged (2d10, HK G3); Full Equipment: OICW assault rifle, 4 magazines. Atk +13/+8 melee (2d8+12, Huge longsword), +8 melee (1d8+4, gore), or +13/+8 melee (1d4+8, slam), The “Tin Can” T-C-4 Basic Combat robot has the or +8/+3 ranged (2d10, HK G3); FS 10 ft. by 10 ft.; following systems and accessories. Reach: 10 ft.; SQ charge 4d6+12, scent, natural cun- Frame: Biomorph. 46 ning, darkvision 300 ft., DR 5/+1 or silver, immune Locomotion: Legs (2, speed-enhanced). to acid damage, electricity resistance 20, weapon Manipulators: Hands (2). immunity; AL chaos, evil; SV Fort +8, Ref +8, Will Armor: Resilium armor. +7; AP 0; Rep +0; Str 27, Dex 16, Con 19, Int 7, Wis Sensors: Class VI sensors. 14, Cha 14. Skill Software: Climb skill progit (4 ranks), Hide Skills: Intimidate +8 (6 ranks +2 Cha), Jump +14 skill progit (4 ranks), Jump skill progit (4 ranks), (6 ranks +8 Str), Listen +12 (6 ranks +2 Wis, +4 spe- Listen skill progit (4 ranks), Move Silently skill cies), Search +8 (6 ranks, –2 Int, +4 species), Speak progit (4 ranks), Spot skill progit (4 ranks). Abyssal, Speak Giant, Spot +12 (6 ranks +2 Wis, +4 Ability Upgrade: Dexterity Upgrade (+4). species). Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Exotic Weapons Proficiency Combat Robot M-G-8 (cannons, heavy machine guns, grenade launchers, “Meatgrinder” (PL 6) and rocket launchers), Great Fortitude, Personal The M-G-8 is a large, powerful robot designed Firearms Proficiency, Power Attack. both for heavy, up-close fighting and for duty as a Possessions: Huge longsword, HK G3. mobile weapons platform in support of other robots. Advancement: By character class. Like the T-C-4 (above), it might be a human design left over from preapocalyptic armies, or it might be a machine- or alien-made model designed to Combat Robot T-C-4 eradicate humanity. Survivors of the apocalypse “Tin Can” (PL 6) have nicknamed it the “meatgrinder” for its ability The T-C-4 Basic Combat Robot is a relatively simple to chew apart bodies with seeming ease. It’s also and unsophisticated design. It might be a foot sol- sometimes referred to as a “hunter-killer.” dier in the effort to eradicate mankind in a rise A meatgrinder looks like an oversized crab, of the machines scenario or an alien invasion, or with a thick outer carapace and six spindly perhaps it was deployed by human forces in an legs that propel it in a disturbing gait, even up apocalyptic war, with a few rogue units still oper- walls. Its sensors package sits in the front like ating in the aftermath. Survivors call it the “tin an evil-looking head with a cluster of glowing can” because of its cylindrical head and the rela- red eyes. Two mounted laser rifles and a mini- tive ease in which one is destroyed. However, what rocket launcher are capable of laying down a

RULES MODULES RULES it lacks in firepower and armor, it usually makes withering storm of fire. up for in sheer numbers. Tin cans are commonly The meatgrinder is not a sentient robot; it is deployed in units of four, often with a meatgrinder controlled through encrypted radio messages sent (see below) as backup. by an A.I. robot or supercomputer. The tin can is a bipedal design that superficially resembles the human form. Its head contains Combat Robot M-G-8 “Meatgrinder”: CR 10; sensors, and its core computer is protected by Large construct; HD 7d10+20; hp 55; Mas —; Init the chest cavity. It typically carries an advanced +4; Spd 30 ft.; Defense 17, touch 9, flat-footed 17; assault rifle, but some models exist with heavier BAB +5; Grp +15; Atk +10 melee (1d6+6, claw), or +4 mounted weaponry. ranged (3d8, laser rifle), or +4 (varies, mini-rocket launcher); Full Atk: +10 melee (1d6+6, claw) or +4 ranged (3d6, 2 laser rifles) and +4 ranged (varies,

620_88046_Chpt2.indd 46 4/1/05 12:06:49 PM mini-rocket launcher); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ construct traits, darkvision 60 ft.; AL varies; AP 0; Rep +0; SV Fort +2, Ref +2, Will +2; Str 23, Dex 10, Con —, Int —, Wis 10, Cha 1. Skills: Climb +10, Hide –5, Listen +12, Search +4, Spot +8. Feats: Alertness, Exotic Weapon Pro- ficiency (rocket launcher), Improved Initiative, Personal Firearms Proficiency. Equipment: 2 laser rifles (mounted), mini-rocket launcher (mounted), 6 shrapnel rockets, 4 fireflush rockets, 2 concus- sion rockets.

The “meatgrinder” combat robot has the following systems and accessories. Frame: Armature. Locomotion: Multiple legs (6). Manipulators: Hands (4). Armor: Duralloy armor. Sensors: Class VI. Skill Software: Climb progit (4 ranks), Listen skill progit (8 ranks), Search skill progit (4 ranks), Spot skill progit (4 ranks). Feat Software: Alertness progit, Exotic Weapon Proficiency (rocket launcher) progit, Improved Ini- RP tiative progit, Personal Firearm Proficiency progit. Ability Upgrade: Dexterity upgrade (+2). Accessories: Loading mechanism, magnetic feet, “Meatgrinder” weapon mounts (3). FS 5 ft. by 5 ft.; Reach 5 ft.; SQ low-light vision, Donkey scent; AL none or owner; SV Fort +4, Ref +4, Will +0; Donkeys (including burros) are Medium-size pack AP 0; Rep +0; Str 10, Dex 13, Con 12, Int 1, Wis 11, animals. Larger beasts of burden such as mules use Cha 4. the horse statistics on page 239 of the d20 Modern Skills: Balance +3, Listen +5, Spot +5. Roleplaying Game. Feats: None. Donkeys are surefooted and sturdy. They can Advancement: None. carry up to 50 pounds as a light load, 51–100 pounds as a medium load, and 101–150 pounds as a heavy load. A donkey can drag 750 pounds. Horseman of the Apocalypse Species Traits Though not the towering figure represented in Low-Light Vision (Ex): Donkeys can see twice the Bible, a horseman of the apocalypse is none- as far as a human in starlight, moonlight, torch- theless terrifying. Untold millions swept through light, and similar conditions of poor illumination. the world during Judgment Day, killing without They retain the ability to distinguish color and mercy. After the apocalypse, some remain. There detail under these conditions. are four different types of horseman, each a vari- Scent (Ex): This ability allows the donkey to ant of the base form. detect approaching enemies, sniff out hidden foes, A horseman of famine appears as a hideously and track by sense of smell. See page 228 of the gaunt figure wearing tattered rags. It rides upon a d20 Modern Roleplaying Game. black, bestial horse, also emaciated. The horseman’s Skill Bonus: Donkeys gain a +2 species bonus mouth is wide, pulled back in a rictuslike grin, on Balance checks. and measly strands of hair flop from its head. It carries a pair of rusted scales. Donkey: CR 1/6; Medium-size animal; HD 2d8+2; A horseman of pestilence resembles a corpse hp 11; Mas 12; Init +0; Spd 30 ft.; Defense 13, touch riddled by a horrible, flesh-eating virus. Trails 11, flat-footed 12 (+1 Dex, +2 natural); BAB +1; Grap +1; of blood-soaked bandages dangle from its body. Atk +1 melee (1d3, bite); Full Atk +1 melee (1d3, bite); Its skin is a mass of festering sores and boils that

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constantly ooze a sickening, disease-ridden pus. Skills: Jump +19, Listen +15, Move Silently +15, Its mount is equally diseased and disturbing. A Search +6, Spot +15, Swim +12, Survival +15. horseman of pestilence carries a bow, although it Feats: Heroic Surge, Power Attack, Run, Track. never uses the weapon. Possessions: Varies (see below). A horseman of war is a powerful, imposing figure clad in ancient armor the color of dried blood. Species Traits Its mount resembles an enormous red, infernal- All horsemen of the apocalypse have the follow- looking Clydesdale. The horseman carries a cruel ing traits. sword that is an extension of its own body. Bonus Feat: A horseman of the apocalypse gets A horseman of death is a skeletal figure garbed Track as a bonus feat. in black robes, its face hidden in perpetual shadow. Immunities (Ex): A horseman is immune to Its mount is a sickly pale white, and it seems to electricity and poison. shift in and out of existence. The horseman car- Damage Reduction 10/+1 (Su): In campaigns ries an enormous scythe that is an extension of with no or few magic weapons, the GM can either its own body. disregard the horseman’s damage reduction or apply the damage reduction only to certain types Horseman of the Apocalypse: CR 13; Large out- of weapons (ballistic, bludgeoning, sonic/concus- sider; HD 10d8+50; hp 90; Mas 20; Init +2; Spd 60 sion, piercing, or slashing). ft.; Defense 25, touch 11, flat-footed 23; BAB +7; Grp Summon Horseman (Su): Once per day, a +17; Atk +12 melee (1d10+6, unarmed strike or inte- horseman can attempt to summon 1d2 horsemen 48 grated weapon) or +8 ranged; Full Atk: +12/+7 melee of the same type as it is, with a 50% chance of suc- (1d10+5, unarmed strike or integrated weapon); FS cess. This ability is the equivalent of a 3rd-level 10 ft./10 ft.; Reach 10 ft.; SA varies (see below); SQ spell. horseman of the apocalypse traits, outsider traits; Haste (Sp): Once per day, a horseman may cast AL horsemen of the apocalypse; AP 0; Rep +0; SV haste upon itself as if cast by a 5th-level Mage. Fort +12, Ref +9, Will +9; Str 23, Dex 14, Con 20, Int 10, Combined Mount and Rider (Ex): Although Wis 14, Cha 18. a horseman appears to be riding its mount, it is treated at all times as if it were a single Large creature. A horseman can never be dismounted. Specific Types Described here are the traits for the four different types of horsemen of the apocalypse. Each type uses the statistics above unless otherwise noted. Horseman of Horseman of Famine: A horseman of pestilence famine has the following traits. Aura of Famine (Su): A horseman of famine produces an aura that saps the energy from creatures. All creatures within 30 feet must make a Fortitude save (DC 19) each round or take 1d3 points of Constitution damage. This damage can only be restored by eating the equivalent of a full day’s worth of food (in addition to the normal food requirement). This ability is Charisma-based. Wasting Touch (Su): A creature that takes damage from an unarmed attack by a horseman of famine must make a Fortitude save (DC 20) or take 1d4 points of Constitution drain. This ability is Constitution-based. Horseman of Pestilence: A horseman of pestilence has the following traits. Aura of Disease (Su): A horseman of pestilence produces an aura of filth and disease. All creatures within 30 feet must make a Fortitude save (DC 19) each round or contract anthrax (see page 215 of

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the d20 Modern Roleplaying Game). This ability is Challenge Rating: Same as the base crea- Charisma-based. ture +2. Diseased Touch (Su): A creature that takes damage Hit Dice: Change to one die type larger than from an unarmed attack by a horseman of pestilence the base creature (for example, from d8 to d10); must make a Fortitude save (DC 20) or immediately maximum die type d12. suffer the effects of necrotizing faciitis (see page Type: The creature gains the mutated sub- 215 of the d20 Modern Roleplaying Game), as if the type. disease had completed its incubation period. This Base Attack: Same as the base creature +1. ability is Constitution-based. Special Qualities: A mutated creature retains Horseman of War: A horseman of war has all the special qualities of the base creature and the following traits. gains the additional special qualities described Aura of Violence (Su): A horseman of war produces below. an aura that inspires mindless violence. All crea- Drawbacks (Ex): A mutated creature gains 1d3 tures within 30 feet must make a Will save (DC 19) drawbacks. Roll on Table 2–26: Drawbacks (page every round or attack the nearest creature, friend 42) to determine the mutated creature’s drawbacks, or foe. A creature that makes this save is shaken or pick drawbacks appropriate to the creature’s for 1d6 rounds. This ability is Charisma-based. niche. Touch of Torment (Su): A creature that is dam- Mutations (Ex): A mutated creature gains Muta- aged by any attack by a horseman of war must tion Points equal to 5 + one-half the creature’s HD + make a Fortitude save (DC 20) each round or take the MP value of its drawbacks. Roll on Table 2–25: 1d6 points of Constitution damage in a bout of Mutations (page 41) to determine the mutated 49 extreme pain. In addition, a creature that fails creature’s mutations, or pick mutations appropri- this save moves at half speed and must make a ate to the creature’s niche. Concentration check (DC 15) to take an action Radiation Resistance (Ex): A mutated creature RULES MODULES despite the excruciating pain. treats an irradiated area or radiation source as Integrated Weapon (Ex): Although it appears to two degrees weaker for the purpose of determin- wield a sword as a weapon, a horseman of war ing radiation exposure (severe becomes moderate, attacks as if using a natural weapon. The weapon high becomes low, moderate becomes mild, and is an extension of its body, and the horseman the creature is unaffected by low and mild degrees cannot be disarmed. of exposure). Horseman of Death: A horseman of death Saves: A mutated creature gains a +2 mutation has the following traits. bonus on Fortitude saves. Aura of Despair (Su): A horseman of death produces Ability Scores: A mutated creature gains the an aura of despair and hopelessness. All creatures following ability score increase: Con +2. within 30 feet must make a Will save (DC 19) or be affected by a cause fear spell as if cast by a 5th- Mutated Bear: CR 6; Large animal (mutated); level Mage. This ability is Charisma-based. HD 6d10+30; hp 63; Mas 21; Init +1; Spd. 40 ft.; Touch of Death (Su): If a horseman of death suc- Defense 15, touch 10, flat-footed 14 (–1 size, +1 Dex, ceeds on a touch attack, the victim must make a +5 natural); BAB +5; Grap +17; Atk +12 melee (1d8+8, Fortitude save (DC 20) or die. A creature that makes claw) or Atk +12 melee (1d8+8, gore) or Atk +12 melee this save takes 4d6 points of damage. A horseman (1d8+8, tail); Full Atk +12 melee (1d8+8, 2 claws), +7 may only attempt this ability once per creature. melee (2d8+4, bite); FS 10 ft. by 10 ft.; Reach 10 ft.; This ability is Constitution-based. SQ electricity and fire resistance 5, improved grab, Integrated Weapon (Ex): Although it appears to low-light vision, radiation resistance, scent, tele- wield a scythe as a weapon, a horseman of death kinetic mind, ultra immune system; AL none; SV attacks as if using a natural weapon. The weapon is Fort +12, Ref +4, Will +3; AP 0; Rep +0; Str 27, Dex an extension of its body, and the horseman cannot 13, Con 21, Int 2, Wis 12, Cha 6. be disarmed. Skills: Balance +3, Climb +18; Listen +6, Spot +6. Feats: None. Mutations (Ex): This mutated bear has the fol- Mutated Creature lowing mutations and drawbacks. Radiation, mutagens, supernatural energy, or even Blood Hunger: This mutated bear must drink the unexplained effects of a deep-space comet strike one pint of blood from a willing, helpless, or dying might all contribute to the mutation of Earth’s (but not dead) creature every 24 hours or take natural flora and fauna. 1d4 points of Constitution damage that cannot be restored through natural healing. The Constitution Template Traits damage is restored within 1d6 rounds of drink- “Mutated creature” is an acquired template that ing a pint of blood. Drinking a pint of blood is an can be added to any creature (referred to here- attack action. after as the base creature) that has been exposed Energy Diffusion: This mutated bear has elec- to radiation or a mutagen. It uses all the base tricity resistance 5 and fire resistance 5. creature’s statistics and special abilities except as noted here.

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Great Horns: The mutated bear has a single large armor); BAB +1; Grap –4; Atk +5 melee (1d6–1 plus horn with which it can make gore attacks. disease, bite); Full Atk +5 melee (1d4–1 plus disease, Lethargy: The mutated bear’s Reflex save includes bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blindsight 60 a –2 penalty. ft., disease, immune to mind-inluencing attacks, Tail: The mutated bear has a thick, ropy tail with radiation resistance, resistance to massive damage; which it can make slam attacks. AL none; SV Fort +2, Ref +3, Will +0; AP 0; Rep +0; Telekinetic Mind: As a move action that does not Str 9, Dex 17, Con 10, Int 2, Wis 10, Cha 2. provoke attacks of opportunity, the mutated bear Skills: Climb +10, Hide +11, Move Silently +7, Spot can move an unattended object it can see weighing +4. up to 5 pounds up to 15 feet in any direction. The Feats: Weapon Finesse (bite). bear must concentrate to move it telekinetically; Advancement: 2–4 HD (Small), 5–7 HD (Medium- if its concentration is broken while levitating the size). object, the object falls. Ultra Immune System: The mutated bear gains a +2 mutation bonus on Fortitude saves to resist Thinking Swarm Thinking swarms are dense masses of Fine, Diminu- poisons, disease, and radiation sickness (see page tive, or Tiny creatures that are not particularly 80 of d20 Future). Furthermore, any permanent dangerous in small groups, but can be terrible ability drain inflicted on the bear is treated as foes when gathered in sufficient numbers. Though temporary ability damage instead. each creature within the swarm is no more than a Advancement: 7–10 HD (Large). typical vermin or animal, when the swarm gath- 50 ers together it gains an intelligence nearly equal Rad-Roach to a human. The rad-roach is a breed of mutated, carnivorous For game purposes, a swarm is defined as a roach common in many blasted, apocalyptic land- single creature with a space of 10 feet—gigantic scapes. It is a small, armored eating machine that hordes are actually composed of dozens of swarms hunts down prey by scent and consumes it live. in close proximity. A swarm has a single pool of Nearly immune to radiation, rad-roaches flour- Hit Dice and hit points, a single initiative modi- ish in places that cause other creatures to sicken fier, a single speed, and a single Defense. It makes and die. saving throws as a single creature. A rad-roach appears to be a much larger ver- Many different creatures can mass as think- sion of its common kitchen-raiding cousin. It is ing swarms; thinking ant and rat swarms are sleek and black, with a hard shell and numerous described here. The thinking swarm’s type varies long feelers that protrude from its front. Its entire with the nature of the component creature (most head opens into a 4-jawed mouth, allowing it to are animals or vermin), but all swarms have the deliver bites more damaging than its size would swarm subtype. suggest. A swarm of Tiny creatures consists of 300 A typical rad-roach is 3 feet long, 1 foot wide, nonflying creatures or 1,000 flying creatures. A and weighs 100 pounds. A clutch of rad-roach eggs swarm of Diminutive creatures consists of 1,500 can number in the thousands, and when they nonflying creatures or 5,000 flying creatures. A hatch they can form a roach swarm (see Thinking swarm of Fine creatures consists of 10,000 crea- Swarm, below). tures, whether they are flying or not. Swarms of nonflying creatures include many more creatures Species Traits than could normally fit in a 10-foot square based on Disease: Rad-roaches are carriers of vile dis- their normal space, because creatures in a swarm eases to which they are naturally immune. These are packed tightly together and generally crawl diseases are transmitted by both injury and inges- over each other and their prey when moving or tion, so any creature that damages a rad-roach attacking. Larger thinking swarms are represented with a bite attack (or eats one) is exposed. by multiples of single swarms. A large thinking Roach Fever: Injury/ingested DC 16; incubation swarm is completely shapeable, though it usually period 2d4 hours; initial damage 1 Con; secondary remains contiguous. RULES MODULES RULES damage 1d2 Str plus 1d2 Con. To attack, a single thinking swarm moves into Radiation Resistance (Ex): Rad-roaches an opponent’s space, which provokes an attack treat an irradiated area or radiation source as of opportunity. It can occupy the same space as two degrees weaker for the purpose of determin- a creature of any size, since it crawls all over its ing radiation exposure (severe becomes moderate, prey, but even so it remains a creature with a 10- high becomes low, moderate becomes mild, and foot space. Thinking swarms never make attacks the creature is unaffected by low and mild degrees of opportunity, but they can provoke attacks of of exposure). opportunity (they are clever enough to avoid doing so when possible). Unlike other creatures with a Rad-Roach: CR 1/2; Small vermin; HD 1d8; hp 4; 10-foot space, a thinking swarm is shapeable. It Mas 10; Init +3; Spd 30 ft., climb 10 ft.; Defense 16, can occupy any four contiguous squares, and it touch 14, flat-footed 13 (+1 size, +3 Dex, +2 natural

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can squeeze through any space large enough to Scent (Ex): This ability allows the thinking admit one of its component creatures. swarm to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Species Traits Skills: A thinking rat swarm has a +4 species Thinking swarms share the following traits. bonus on Hide and Move Silently checks. It uses Distraction (Ex): Any living creature that its Dexterity modifier for Climb checks. begins its turn with a thinking swarm in its space must succeed on a Fortitude save (DC 12) or Thinking Rat Swarm: CR 3; Large animal be nauseated for 1 round. The save DC is Constitu- (swarm); HD 6d8; hp 13; Mas —; Init +2; Spd 15 ft., tion-based. climb 15 ft.; Defense 11, touch 11, flat-footed 9; BAB Divided Physiology (Ex): A thinking swarm +3; Grap —; Atk +6 melee (d6, swarm); Full Atk: +6 is immune to all efefcts of massive damage, as melee (d6, swarm); FS 10 ft. by 10 ft.; Reach 0 ft.; well as critical hits. By the same token, a thinking SQ distraction, divided physiology, hive mind, swarm cannot grapple, or be grappled. It is also resistance to physical attack, scent; SV Fort +4, immune to trip and bull rush attacks, unless such Ref +6, Will +2; AP 0; Rep +0; Str 2, Dex 15, Con 10, attacks are somehow made with an item that can Int 6, Wis 12, Cha 2. cover all the spaces the swarm occupies. Skills: Balance +10, Climb +10, Hide +14, Listen +6, Hive Mind (Ex): Any thinking swarm with Spot +7, Swim +10. at least 1 hit point per Hit Die forms a hive mind, Feats: Alertness, Weapon Finesse (swarm). giving it an Intelligence score of 6. When a thinking Advancement: None. swarm is reduced below this hit point threshold, it 51 becomes mindless. Because it only has this Intel- ligence when in a swarm, its skills are determined Viral Deathspawn as if it had an Intelligence score of 2 (if animal) (Template) RULES MODULES or — (if vermin). Viral deathspawn are more than just walking Resistance to Physical Attack (Ex): Swarms corpses. They are roaming sources of infected evil, are extremely difficult to fight with physical attacks able to pass on their foul state to living victims (taking half damage, or no damage, depending with a bite or claw wound. Those killed by a viral on the swarm). However, they have a few special deathspawn rise as creatures of the same type, vulnerabilities. A lit torch or other fire or electric- and even those who survive an initial encounter ity source (road flare, live power cables) swung may fall prey to the infection later. A single viral as an improvised weapon deals 1d3 points of fire deathspawn can infect dozens of victims in a few damage or electricity damage (as appropriate) per hours, and each of them can spread the evil just hit. Any weapon that deals area damage, such as a as quickly. flamethrower, affects thinking swarms normally, as do most magical and psionic attacks. Template Traits Skills: Thinking swarms of the vermin type have “Viral deathspawn” is an acquired template that can a +4 racial bonus on Listen and Spot checks. be added to any creature killed by a viral death- Feats: All thinking swarms gain Weapon Finesse spawn (referred to hereafter as the base creature). (swarm) as a bonus feat. It uses all the base creature’s statistics and special abilities except as noted here. Thinking Swarm (Vermin) Challenge Rating: As base creature +1. This thinking swarm of ants is typical of vermin Type: The creature’s type changes to undead. thinking swarms. Hit Dice: Change to d12. Viral deathspawn have no Constitution score. Thinking Ant Swarm: CR 3; Large vermin Attacks: If the viral deathspawn does not (swarm); HD 6d8–6; hp 21; Mas —; Init +4; Spd 10 ft.; already have a bite or claw attack, it gains a bite Defense 18, touch 18, flat-footed 14; BAB +4; Grap —, attack that deals damage based on the creature’s Atk +7 melee (2d6, swarm); Full Atk +7 melee (2d6, size (see Table 8–16: Undead, page 223 of the d20 swarm); FS 10 ft. by 10 ft.; Reach 0 ft.; SQ dark- Modern Roleplaying Game). vision 60 ft., distraction, divided physiology, hive Special Qualities: The viral deathspawn keeps mind, resistance to physical attack, vermin traits; all the special qualities of the base creature, and AL none; SV Fort +4, Ref +6, Will +2; AP 0; Rep +0; gains the abilities described below. Str 1, Dex 19, Con 8, Int 6, Wis 10, Cha 2. Cannibalistic Hunger (Su): A viral deathspawn Skills: Listen +4, Spot +4. prefers to feed on living members of its former Feats: Weapon Finesse (swarm). species and deals +1 point of damage when it hits Advancement: None. such creatures with any of its natural weapons. For instance, a human viral deathspawn gets the Thinking Swarm (Animal) damage bonus when it hits a living human with This thinking swarm of rats is typical of animal its bite attack. thinking swarms. It has the following additional A viral deathspawn has no taste for the flesh of special qualities. other viral deathspawn.

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A pack of viral deathspawn on the move

KK

Scent (Ex): Viral deathspawn all have the scent Human Viral Deathspawn: CR 1; Medium-size ability (see page 228 of the d20 Modern Roleplaying undead; HD 1d12+3; hp 9; Init –1; Spd 30 ft.; Defense Game). 11, touch 9, flat-footed 11 (–1 Dex, +2 natural), BAB Viral Death (Su): Any creature killed by a viral +0, Grap +1; Atk +1 melee (1d6+1 plus disease, bite); deathspawn rises as a viral deathspawn 1d4 rounds Full Atk +1 melee (1d6+1 plus disease, bite); FS 5 ft. later. A viral deathspawn retains no memories or by 5 ft.; Reach 5 ft.; SQ cannibalistic hunger, scent, alliances from its old life. The new viral death- undead, viral death; AL chaos, evil; SV Fort +0, Ref spawn creates other viral deathspawn by killing –1, Will +3; AP 0; Rep +0; Str 13, Dex 12, Con —, Int new victims. 9, Wis 8, Cha 6. Furthermore, any creature wounded by a natural Skills: None. attack of a viral deathspawn is exposed to the death Feats: Toughness. virus (injury DC 16; incubation period 4d6 hours; Possessions: Tattered clothes. initial damage 1d6 Dex; secondary damage 1d6 Con). A victim reduced to 0 Constitution dies and rises 1d4 rounds later as a viral deathspawn. Using Existing Allegiances: A viral deathspawn always Creatures has allegiances to chaos and evil, and no other Existing creatures from other d20 System rulebooks allegiances. can stand in for mutated species. This is true for Saves: As the base creature, modified by altered character races as well as monsters: A game could ability scores (see below). allow any of the alien species from d20 Future as a Action Points: Viral deathspawn do not acquire mutated player species, and use many of the threats or amass action points. It loses any action points and creatures from other d20 System sources as possessed by the base creature. mutant animals and threats. Abilities: Apply the following modifiers to Most aberrations, humanoids, magical beasts,

RULES MODULES RULES the base creature’s ability scores: Str +2, Dex +2, and monstrous humanoids make good mutants. Int –2, Wis –2, Cha –4. No penalty can reduce an Even some outsiders and undead make appropri- ability score below 3. Viral deathspawn have no ate mutant creatures in certain games. Sometimes Constitution score. it’s necessary to redefine a magical ability as Skills: The viral deathspawn loses all skills. being psionic, or eliminate it altogether, but most Feats: The viral deathspawn loses all the base creatures of these sorts are believable as the result creature’s feats and gains the Toughness feat. of wacky evolution run amuck. Advancement: None. The creatures in the lists below are appropriate for use as mutants. The potential creature from Sample Viral Deathspawn which each may have mutated is given in paren- The following viral deathspawn is based on a theses after the creature name. human.

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d20 MODERN Roleplaying Game dinosaur (re-evolved from birds); dire animals The following creatures, described in Chapter 8: (base animals); turtle (snapping turtle); Friends and Foes of the d20 Modern Roleplaying eagle, giant (eagle); ettercap (spider); ettin Game, are well suited to serve as mutant creatures (human); formian (ant); frost worm (snake); giant in a d20 Apocalypse campaign. ant (ant); giant bombardier beetle (bombardier Bugbear (bear); displacer beast (panther); fiend, beetle); giant fire beetle (beetle); giant owl (owl); rotlord (human); gnoll (dog); kobold (lizard); mino- giant praying mantis (praying mantis); giant taur (bull); monstrous flytrap (flytrap); monstrous stag beetle (beetle); giant wasp (wasp); girallon spider (spider); moreau (moreau base creature); (ape); githyanki (human); grick (snake); griffon ogre (human); troglodyte (human); troll (human); (eagle); hill giant (human); hippogriff (eagle); vampire (human); wyrm (snake); yuan-ti (snake); howler (porcupine); kraken (squid); krenshar zombie (human). (hyena); kuo-toa (frog); lizardfolk (crocodile); lo- cathah (fish); manticore (tiger); monstrous centi- d20 Menace Manual pede (centipede); monstrous scorpion (scorpion); The following creatures, described in Chapter 1: (owl); phantom fungus (mold); phase Creatures of the d20 Menace Manual, are appro- spider (spider); purple worm (worm); remorhaz priate to serve as mutants in a d20 Apocalypse (millipede); roc (vulture); rust monster (ant eater); campaign. sea cat (dolphin); shocker lizard (electric eel); Acid rainer (jellyfish); anaconda, giant (ana- shrieker (mushroom); spider eater (wasp); stirge conda); bogeyman (human); cat folk (human or cat); (bat); swarm (any); tendriculos (moss); treant Crawsfordville monster (germ); dimensional horror (tree); violet fungus (mushroom); winter wolf 53 (virus); dread tree (tree); drop bear (koala); fiend, (wolf); worg (wolf); wyvern (bat). kwevencha (spider); fiend, stygilor (human); fraal Any of these creatures can be altered further by (human); gardhyi (human); grimlock (human); applying the mutated creature template (see page RULES MODULES half-fraal (any humanoid); infester (eel); kinori 49) to them. (lizard); malleable creature (any creature); maniac (any humanoid); man-o’-war, giant (man-o’-war); mapinguari (bear); Mongolian death worm (mil- VIRULENCE lipede); neothelid (slug); rod (insect); sasquatch If a biological disaster was the apocalypse that (primate); sea serpent (eel); sewer sludge (amoeba); depopulated your world, chances are the disease snake, hoop (snake); toxic sludge (amoeba); yeti behind the cataclysm still exists in some form. It (bear); zeikune (starfish). may have mutated since the fall of humankind, URBAN ARCANA Campaign Setting periodically reappearing among the surviving population to take an additional toll. The survi- The following creatures, described in Chapter 7: vors of the apocalypse—and their offspring—are Creatures of the Urban Arcana Campaign Setting, fit immune to the original disease, but mutated easily into a d20 Apocalypse campaign. versions, called secondary infections, may resur- Blix (psionic human); (human); dwarf face, causing severe effects even in the immune (human); (human); gnome (human); population. (human); leechwalker (leech); rat, dire (rat); roach Additionally, all-new diseases with the potential thrall (roach); skunk ape (skunk); urban wendigo to spread massive death can spring up or reach (human). populations never before exposed. The scant medi- Monster Manual cal resources available in the postapocalypse are hardly capable of dealing with such a threat. The Dungeons & Dragons® Monster Manual describes This section provides rules for viruses deadly dozens of creatures that can be imported into a enough to lie at the root of a biological cata- d20 Apocalypse campaign. GMs should not dis- clysm. These superviruses are not handled in count this resource when searching for mutant the same way as standard diseases in the d20 creatures to populate a wasteland adventure. Turn- Modern Roleplaying Game. Instead of dealing set ing a D&D monster into a d20 Apocalypse creature amounts of ability damage, most superviruses should require only minor modifications—turning have more complex effects. The rules for resist- the ethereal marauder into a psionic marauder, ing the disease—and perhaps recovering—remain for instance. the same, however. Here’s a list of Monster Manual critters that lend Once a character suffers the effects of a disease themselves well to d20 Apocalypse encounters. and survives (that is, she fails the initial Fortitude Aboleth (fish); achaierai (ostrich); ankheg save, but later, when affected by the disease, suc- (roach); arrowhawk (vulture); assassin vine ceeds on the Fortitude save two days in a row and (kudzu); behir (crocodile); blink dog (dog); car- recovers), she is immune to the primary infection. rion crawler (centipede); chuul (lobster); cloaker She is still susceptible to secondary infections, (manta ray); darkmantle (squid); destrachan (re- however. evolved dinosaur); digester (re-evolved dinosaur);

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makes it by 5 or fewer points, is contagious after Supervirus Descriptions the end of the incubation period for the indicated Each supervirus description contains the follow- length of time. ing information. Symptoms: The tangible signs of the disease. Origin: Superviruses are either naturally occur- Primary Infection: The game effects of the ring or weaponized. A natural supervirus emerges infection. In most postapocalyptic settings, the pri- from nature; a weaponized virus is created or mary infection will have been spread in the past; improved in a lab for use in biological weapons. at the present time, most if not all of the members Type: This entry gives the method by which the of the population are immune to a supervirus’s virus is spread, along with the DC of the Fortitude primary infection. However, they can still be laid save to avoid catching the disease. In addition to low by a secondary infection (see below) that is the methods by which standard diseases are spread still circulating. (ingestion, inhalation, or injury), some supervi- ruses are spread by contact; touching the flesh of an infected creature delivers the disease. Brain Blast Origin: Weaponized. Inhaled superviruses can be delivered on the Type: Inhaled, Fort DC 22. breath of an infected individual. Any creature that Incubation Period: 1d4 days. comes within 5 feet of an infected creature must Carrier: Yes (1d6 days). make a Fortitude to avoid catching Symptoms: Headache, the manifestation of the disease. random psionic powers, confusion, stupor, and Inhaled or contact type diseases can be spread coma. Most victims are comatose within 24 hours 54 by infected corpses as well as still-living creatures. of presenting symptoms and wither to death in the For each day the corpse has been dead, the DC of days or weeks that follow. the Fortitude save to avoid catching the disease is Primary Infection: Once every 1d8 hours, reduced by 1. roll d% and consult the table below. The infected Incubation Period: The amount of time before character manifests the given psionic power as a the primary infection occurs. Unless otherwise 10th-level manifester, ignoring the power point noted, the infected creature is not contagious until cost. When the psionic power is manifested, the the primary infection begins. character takes 1d6 points of Intelligence drain, Carrier: If this entry is “Yes,” an infected crea- and when the character’s Intelligence reaches 0, ture can carry the disease without suffering its he enters an irreversible coma. In a comatose state, effects. If the disease can be carried, a creature the character cannot feed himself and suffers the that makes its Fortitude save successfully, but effects of starvation unless hospitalized.

d% Power Superviruses in Play 01–15 Lightning strike As with radiation sickness (see the Radiation 16–35 Concussion in Play sidebar on page 15), a slow death—or 36–50 Levitate even a quick one—in the grip of a supervirus 51–70 Mind darts doesn’t make for a very fun game. Supervi- 71–85 Fire bolt ruses can add color and tension to a posta- 86–100 Brain lock pocalyptic campaign, but they can also wipe out a party of heroes in a quick and unsatis- Ebola fying manner. Origin: Natural. In play, a supervirus is best used as a Type: Contact/Inhaled, Fort DC 21. McGuffin—a story element that motivates the players and perhaps puts a little fear into Incubation Period: 2d10 days. their hearts. If the heroes are faced with the Carrier: Yes (2d4 days). prospect of infection, they should be given Symptoms: Flulike symptoms, diarrhea, vom- sufficient warning and resources to do some- iting, and rash, followed by severe internal and thing about it. A race against time to find the external bleeding. ruins of a secret government lab that holds Primary Infection: The victim is shaken for RULES MODULES RULES the vaccine that counteracts the virus can 24 hours. The following day, and on all following make for a compelling and tense adventure. days until the victim dies or recovers, the victim Likewise, the knowledge that some geo- takes 2d4 points of Constitution damage and is graphical areas are still heavily infected with nauseated. a supervirus will discourage the heroes from exploring those areas—until your adventures require them to go there, at which time they’ll The Rot do so with great trepidation. Origin: Weaponized. These virulence rules can add a whole new Type: Contact/Inhaled, Fort DC 19. dimension to your game—but only if they’re Incubation Period: 1d4 days. used sparingly and with a lot of thought. Carrier: No.

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Symptoms: Flulike symptoms, rash, open sores, and disintegrating skin. Secondary Infections Secondary infections occur when superviruses Primary Infection: The victim is shaken, and mutate and are reintroduced into populations takes 1d6 points of Constitution damage per day. immune to the original disease. Any character not immune to the original disease suffers the Lassa Fever effects of its original form; those who have immu- Origin: Weaponized. nity suffer a milder form, possibly with different Type: Contact, Fort DC 25. symptoms and effects. Incubation Period: 2d10 days. When an immune character encounters a Carrier: No. disease’s secondary infection, he makes all Forti- Symptoms: Flulike symptoms, chest, abdomi- tude saving throws to resist the disease with a +5 nal, and back pain, vomiting, diarrhea, internal bonus. bleeding, and seizures. To determine the effect of a disease’s secondary Primary Infection: The victim is nauseated, infection, roll on Table 2–27: Supervirus Secondary and takes 1d3 points of Strength drain per day. Infections. A single disease can have multiple sec- When the character’s Strength reaches 0, he begins ondary infections. For example, in a postapocalyptic to take Constitution drain. world devastated by super flu, different second- ary infections might sweep through the surviving Miry Virus population every few months. Origin: Natural. Blindness: For 1d4 days, the infected creature Type: Inhaled, Fort DC special (see Primary is blinded. 55 Infection). Chills: The infected character takes 1d4 points Incubation Period: 1d4 days. of Strength damage, 1d4 points of Constitution RULES MODULES Carrier: Yes (2d10 days). damage, and 1d4 points of Wisdom damage. He Symptoms: Memory loss, difficulty speaking, runs a fever that lasts for 1d4 days, during which and seizures. time he is fatigued. (The subject cannot remove Primary Infection: The infected subject takes this condition through rest.) 1 point of Intelligence drain per day. When the Hemophilia: For 1d10 days, whenever the character’s Intelligence reaches 0, he enters an character takes damage, he suffers severe bleed- irreversible coma. In a comatose state, the char- ing, resulting in 1 additional point of damage per acter cannot feed himself and suffers the effects round. This loss is cumulative; if the character is of starvation unless hospitalized. attacked and damaged twice, he loses 2 hit points This disease targets adults, often bypassing chil- per round. The bleeding can be stopped with a dren. The Fortitude save DC to resist Miry Virus is successful Treat Injury check (DC 15; each wound equal to 5 + the subject’s age. requires its own check) or the application of any FX effect that restores hit points (a single FX effect Smallpox stops all bleeding). Origin: Weaponized. Lesions: For 1d6 days, the infected creature’s Type: Inhaled, Fort DC 20. body is covered with painful lesions. Wearing Incubation Period: 2d8 days. restrictive clothing (including any form of armor) Carrier: Yes (2d6 days). results in constant pain and causes the character Symptoms: Flulike symptoms, rash, and skin to be shaken. Furthermore, the skin’s sensitivity pustules. and weakness results in a +1 bonus on all damage Primary Infection: The subject takes 1d3 points rolls following successful attacks on the subject. of Constitution damage per day for 4d4 days. If Vomiting: For 2d4 days, the infected creature the subject survives for this period, the disease is is nauseated. cured and the subject begins to heal. Table 2–27: Super Flu Supervirus Secondary Infections Origin: Weaponized. d% Effect Type: Contact/Inhaled, Fort DC 24. 01–20 Blindness Incubation Period: 2 days. 21–40 Chills Carrier: Yes (1d6 days). 41–60 Hemophilia Symptoms: Flulike symptoms, massive phlegm 61–80 Lesions discharge, and internal bleeding. 81–100 Vomiting Primary Infection: The subject is exhausted. (The subject cannot improve this condition to fatigued through rest.) The subject takes 1d4 points of Constitution damage per day.

620_88046_Chpt2.indd 55 4/1/05 12:07:15 PM Chapter Three CHARACTER OPTIONS

Characters from d20 Apocalypse are quite similar to the characters from the d20 Modern Roleplaying Game. The same skills are used, though often in different ways. Additional feats are available in this genre, as well as two new advanced classes: the Road Warrior and the Salvager. STARTING OCCUPATIONS

In a postapocalypse campaign, starting occu- pations are normally representative of the character’s life up to the start of the game. This is often based on circumstance rather than choice— very few denizens of the campaign have the luxury of planning their careers. A campaign set just five years after the apocalypse will be filled with survivors who have starting occupations based on a world that no longer exists. In other words, in an Aftermath era campaign (see page 11), characters old enough to have been around before the cataclysm may choose any starting occupation from the d20 Modern Roleplaying Game. In later postapocalyptic eras, some occu- pations simply don’t exist: The creative, emergency services, entrepreneur, investigative, student, and white collar starting occupations cannot be used in those eras. Even if a character fills one of those roles (a large settlement might have fire fighters, in the crudest sense), the environment doesn’t really allow the character to develop the strengths unique to that career. Instead, most such characters have the academic, adventurer, athlete, or law enforce- ment occupation. Academic Academics are rare in postapocalyptic set- tings and often closely guarded. Many academics are the sages in their soci- KA eties, preserving the wisdom of the Firefight in an past and sharing it with their com- abandoned subway tunnel munities. Others are advisors to petty

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warlords and military commanders, who often have—and the lack of a lawful society only makes value the secrets of the age of civilization. In some that lifestyle easier. cases, an academic might simply be a character who grew up in an abandoned library or old sur- vival shelter packed with books. Dilettante While their numbers are greatly reduced after the Because characters grow up fast after the apoca- cataclysm, a few of these children of leisure still lypse, an academic can be as young as 18. exist. They are typically the offspring of powerful warlords or the directors of well-stocked bunkers, Adventurer who are treated like a new breed of royalty. Many An adventurer is someone who, for whatever dilettantes are cruel and selfish, having been raised reason, spends more than the usual amount of to believe that only through strength and ruthless- time outside the relative safety of a community. ness can they keep the status they crave. Most adventurers instead search ancient ruins for A dilettante may be as young as 15. Because a items of value or strive for a life free of responsi- postapocalyptic world has different priorities even bility to others. for a dilettante, such a character may take any one After the apocalypse, an adventurer can be as Knowledge skill as a permanent class skill (he is young as 12. not restricted just to current events and popular culture). Athlete Though organized sports are rare, the need for Doctor 57 physical fitness in the demanding environment of Doctors are even more closely guarded in the the postapocalypse is universal. Many survivors, postapocalyptic world than academics, and it’s regardless of their lifestyles, qualify as athletes. not unheard of for survivors in one settlement or CHARACTER OPTIONS Good physical skills and a dash of proficiency in nomadic band to raid another for the sole purpose close combat serve any character well. of stealing away a doctor. Communities demand that medical experts carefully pass on their skills to successors in the society, and old medical texts Blue Collar are more valuable than gold. A character with this Life after the apocalypse is hard, and many survive starting occupation has received specific training by developing a range of hands-on skills. Although in the field at the side of an older doctor. few postapocalyptic characters have real jobs to speak of, performance of the day-to-day tasks that keep them alive often qualify them for the blue Law Enforcement collar occupation. A disproportionate number of law enforcement After the apocalypse, a blue collar character can personnel survived the apocalypse, aided by their be as young as 12. training, experience, and equipment. This occupa- tion covers anyone trained to protect others and thwart criminals, including vigilantes, settle- Celebrity ment lawmen, and dedicated do-gooders hoping There are no movie stars in the postapocalypse to rebuild civilization. world, but gladiators, explorers, and stage actors Because their skills are so important in the new all have the possibility of becoming known over era, characters with this occupation are taught a wide area. These are not the glamorous stars of early, changing the prerequisite age to 15. yesteryear, however. Being a celebrity means little more than having a name and a face known out- side your own town and the wit to take advantage Military of it. Even criminals and raiders may qualify as With their training and equipment, military char- celebrities, if they play off their fame rather than acters are more likely than the average citizen honing the skills that got them there. to survive the apocalypse. Also, their traditions survive longer. Even if a military base becomes a petty empire for its generals, the training and Criminal discipline of its inhabitants is maintained for Criminals make up a disproportionate percentage years or even generations. These traditions can of survivors in the early years because they have even be carried over into mercenary companies a knack for facing adversity, exploiting others, and marauder bands when military survivors join and taking advantage of any opportunity to get such groups. ahead. While the standard criminal occupation is best suited to masters of subtlety—safecrackers, con artists, and pickpockets—the skills offered by Religious this occupation can also be honed in a postapoca- Though religion is less organized after the apoca- lyptic world. When resources are scarce, many lypse, it’s no less popular. Characters with religious are more than willing to take what they do not backgrounds may be members of surviving sects, or may be part of a new cult that worships bombs,

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mutations, or some charismatic leader. They are Craft (mechanical) often sources of both inspiration and information, In addition to the normal uses of this skill, Craft filling a role similar to that of academics. (mechanical) can be used to make ammunition Despite the rigors of the postapocalyptic world, for firearms. a character must be 23 years old to qualify for the Craft Ammunition: You can use this skill to religious occupation—younger characters simply manufacture ammunition for firearms. Doing so haven’t had time to develop both a firm under- requires raw materials in the form of shell casings standing of their religion and the authoritative and mechanical parts (see Postapocalyptic Gear demeanor to inspire followers. in Chapter 2). Crafting ammunition is a moderate Craft task (see Table 2–17, page 30). The amount of ammuni- Rural tion crafted with a single check is ten bullets, or For humanity and any of its societies to survive, the number of shell casings used, whichever is less. someone must work the fields. Like the athlete and The type of ammunition made is the same as the blue collar backgrounds, the rural occupation is type of shell casings used. extremely common and can represent anyone who This use of the Craft (mechanical) skill can only lives off the land or contributes to the well-being be employed to create normal bullets for firearms of a settlement. Most new societies are made up that do not deal special damage or have a burst largely of rural characters. radius. For example, it cannot be used to create After the apocalypse, a rural character can be ammunition for the M79 grenade launcher. as young as 12. 58 A character without an ammunition kit (see page 27) takes a –4 penalty on Craft (mechanical) SKILLS checks made to craft ammunition.

Skills play a vital role in any d20 Modern Role- playing Game setting. This is especially true in a Repair (Int) Use of the Repair skill normally requires making a postapocalyptic game, since survival on a day- Wealth check to obtain the necessary components, to-day basis often depends upon a character’s with the purchase DC set by the complexity of resourcefulness. Characters must find, trade for, the task. In a postapocalyptic game, Wealth isn’t or make the items they rely on just to get by—and used; instead, a character makes a parts check that means using their skills to best advantage. to see if he has sufficient components on hand. Electrical parts are used in making Repair checks Diplomacy (Cha) to predominantly electrical or electronic devices; In a postapocalyptic setting, Diplomacy is commonly mechanical parts are used in making Repair checks used when bartering (see page 23). Individuals to predominantly mechanical devices. See Making interested in trade are generally indifferent to and Fixing Items, page 30. a bartering character. Use the normal rules for changing an NPC’s attitude to improve the rate at which he’ll barter goods. Research (Int) Postapocalyptic campaigns rarely provide the resources necessary to use the Research skill Craft (Int) successfully. Without access to at least a sizable Normal use of the Craft skill allows you to create collection of books, no Research check is possible. a variety of items. Even with such access, Research checks are harder The Craft (chemical) and Craft (pharmaceutical) than they are in the age of civilization. Refer to skills are not generally practiced in the postapoca- the table below for modifiers to standard Research lypse—the necessary labs and highly refined raw check DCs. materials are no longer available. Use of the Craft (electronic), Craft (mechanical), Resource DC Modifier and Craft (structural) skills normally requires None No check possible making a Wealth check to obtain the neces- Book collection (few hundred books) +20 sary components, with the purchase DC set by Small town library +15 Major branch library +10 the complexity of the task. In a postapocalyptic Major library (central branch of +5 game, Wealth isn’t used; instead, a character university or large city library) makes a parts check to see if he has sufficient components on hand. Electrical parts are used When setting the DC of a Research check, the in making Craft (electronic) checks. Mechani- type of information refers to the degree of restric- cal parts are used in making Craft (mechanical) CHARACTER OPTIONS CHARACTER tion on the information before the cataclysm. For and Craft (structural) checks. See Making and example, after the apocalypse, the maximum Fixing Items, page 30. operating depth of a Seawolf-class submarine may not be a state secret, but the information remains difficult to obtain.

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Because formal recordkeeping is spotty at best Benefit: You take no penalty on attack rolls after the apocalypse, Research can rarely if ever when using improvised weapons (see page 109 of be used to find information from after the time of the d20 Modern Roleplaying Game). the apocalypse. Normal: You take a –4 penalty on attack rolls when using improved weapons. Survival (Wis) The postapocalyptic environment offers several Mounted Combat You are skilled in mounted combat. new uses for the Survival skill, including avoid- Prerequisite: Ride 1 rank. ing mishaps in damaged buildings (see Exploring Benefit: Once per round when your mount is Unsafe Structures, page 17) and avoiding postapoca- hit in combat, you may attempt a Ride check (as a lyptic environmental dangers (see Environmental reaction) to negate the hit. The hit is negated if your Hazards, page 39). Ride check result is greater than the opponent’s In addition, new uses of the skill include the attack roll. following. Cover Tracks: When on foot or riding a mount (but not when riding a vehicle), you can disguise Mutation Damage Boost You can make one of your damage-causing muta- evidence that you have passed through the area. tions more devastating. Upon a successful Survival check, the DC to track Prerequisites: Constitution 13, must possess a you is increased by 5 + your Wisdom modifier. mutation that deals hit point damage. Trailblazing: When moving through under- Benefit: When you take this feat, you choose brush, tall grasses, or heavy weeds, with a light 59 one of your mutations that deals hit point damage. slashing weapon in one hand, you can move at You can deal more damage with that mutation. You your normal speed without taking damage if you CHARACTER OPTIONS must state that you’re using this ability before the succeed on a check. (You normally move at half attack roll is made. If the attack hits, you deal an speed though such obstructions.) You may not extra 1d6 points of damage; if the attack misses, run when trailblazing, but you can take a double the ability is spent and wasted. You can use this move. feat a number of times per day equal to 1 + your Foliage Type Survival DC Constitution bonus. Thorns and briars 25 Special: You may take this feat multiple times. Bushes and small trees 20 Its effects do not stack. Each time you take this feat, Dense weeds 15 it applies to a different mutation. Tall grass 12 Mutation Immunity Time: When covering tracks, you must make Your body shrugs off the effects of mutations. a Survival check every mile, and your overland Prerequisite: Great Fortitude. movement rate is reduced by half. When trailblaz- Benefit: You are immune to mutations. You ing, you must make a check every round that you never gain mutations or drawbacks. attempt to move through dense vegetation. Special: You cannot choose this feat if you Try Again: No. already possess a mutation. Special: You cannot trailblaze and cover tracks at the same time. Rad Soaker You are less susceptible to radiation than most people. FEATS Prerequisite: Great Fortitude. Benefit: You have a mild form of radiation The following are feats appropriate for use in d20 resistance. You treat an irradiated area or radia- Apocalypse. Not all of these feats are useful in every tion source as one degree weaker for the purpose postapocalyptic setting; ask your GM before taking of determining radiation exposure (severe becomes any of these feats. high, high becomes moderate, moderate becomes low, low becomes mild, and you are unaffected by Expert Scrounger mild exposure). You have a knack for finding valuable items in Special: The effects of this feat do not stack with detritus that others have overlooked in previous the radiation resistance mutation (page 44). searches. Prerequisite: Search 8 ranks. Benefit: You gain a +5 bonus on Search checks Sense Mutation You can sense if another creature possesses some when scavenging (see page 18). form of subtle mutation. Benefit: If you spend a full-round action Fight with Anything observing a creature within 30 feet of you, you can You are adept at fighting with improvised weap- determine whether or not it is a mutant. Make a ons. Spot check opposed by the target’s Disguise check. Prerequisite: Base attack bonus +4.

620_88046_Chpt3.indd 59 4/1/05 12:09:10 PM 2_84_ht.nd60 620_88046_Chpt3.indd CHARACTER OPTIONS forfuel ammo bargain— ahard Driving to your Diplomacy check. Diplomacy to your any) (if modifier Intelligence you may add your playing Game playing the in classes advanced the All ADVANCED CLASSES of 1part). (to bonus Intelligence to your aminimum equal amount byreduce an used the number ofparts Items, page 30), Fixing and Making (see equipment ranks. vehicles orequipment. ormodifying building possible when as few parts as adeptYou at using are Thrifty Mechanic ofhaggling. the art in skilled You are Bargainer Shrewd for 24 creature hours. the same check against attempt another more, you cannot major ones. and minor mutations, including the creature’s all identify or more, you correctly or major mutations). you beat check the If by10 mutations not minor drawbacks (but and cosmetic the creature’s all identify more, correctly you can check by5or you beat target’s the If Disguise tions. ofmuta- mutations,any but not the number ortypes has whethercheck, creature the ornot you know opposed the you onits win bonus check.) If a +5 you, it as gets species not the same is the target (If Benefit: Benefit: Prerequisite: Special: Prerequisites: If you fail the opposed check opposed by5or the you fail If When building, fixing, or modifying modifying or fixing, building, When When bartering goods (see page (see 23), goods bartering When have their place in a postapocalyptic apostapocalyptic place have in their Diplomacy 4ranks. Intelligence 13, Repair 8 Repair 13, Intelligence d20 Modern Role- exist in this setting. that circumstances slightly the unique to reflect below may bemodified discussed classes The Bodyguard, and Negotiator. Infiltrator, Daredevil, Gunslinger, Artist, Martial goods purchase. Items, page 30, for more information. Fixing and for the device). Making See required (as parts orelectrical mechanical Techie expend must robots, the build equipment and which to modify ofcomponents lack theTo general with reflect Techie in to use modification need no classes advanced following The setting. take to the roads trying to end the tyranny of the to end the tyranny to trying the roads take who those are end the other ofthe spectrum On offuel. the acquisition usually is goal main their groups, these benefits ofbooty accumulation the While settlements. raid often bands Warrior Road motorists, other not harassing When goods. trade extort can they that so settlements between interested commonly in are controlling Warriors Road Groups ofmalign heavily traveled routes on the roadways. battle doing rather to than the sky take and craft air- small with apply skills Warriors Road their hour. per Afew miles ahundred reaching times some- place at speeds weapon, take battles and and Warrior, armor Road the avehicle both is For settlements. routes the between of dominating for purpose the acquire can vehicles they best the salvage and maintain crusaders, and marauders both highways Warriors, empty ofRoad bands world. the On ofthe postapocalyptic roads bling onthecrum- for supremacy vies Warrior Road The WARRIOR ROAD ality in below ofhow for aPerson- See examples setting. to postapocalyptic the change fit situations the ability, class access the unlimited she uses When precedes her. whose fame individual charismatic to a byall recognized asuperstar from changes Personality the media, ofmass lack ofthe Because Personality diinlfo 15 20 25 10 item last for bargainer’s the Asking equipment quality Better food Additional quarters living Cleaner/safer Diplomacy Upgrade DC and settlers. The Investigator still gets her contacts, gets but Investigator still The Investigator ers, militia members,ers, militia tribesmen, barbarian they should be specific to the genre. These contacts include could waste nomads, salvag- d20 Apocalypse can “upgrade” a service or aservice “upgrade” can d20 Apocalypse: d20 Soldier, //51:91 PM 12:09:12 4/1/05 d20 APOCALYPSE

Table 3–1: The Road Warrior Class Base Attack Fort Ref Will Defense Reputation Level Bonus Save Save Save Special Bonus Bonus 1st +0 +1 +1 +0 Improved vehicle modification +1 +0 2nd +1 +2 +2 +0 Improved retain control +1 +0 3rd +2 +2 +2 +1 Bonus feat +2 +0 4th +3 +2 +2 +1 Shot on the move +2 +0 5th +3 +3 +3 +1 Skillful boarding +3 +1 6th +4 +3 +3 +2 Bonus feat +3 +1 7th +5 +4 +4 +2 Off-roader +4 +1 8th +6 +4 +4 +2 Collision control +4 +1 9th +6 +4 +4 +3 Bonus feat +5 +2 10th +7 +5 +5 +3 Free driving +5 +2

gangers. These crusaders are just as dependent when making vehicle modifications (see page 31) upon fuel as their malicious counterparts, but they equal to one-half her class level (rounded down). salvage what they can from wrecks and abandoned vehicles, and attempt to find more peaceful ways Improved Retain Control of obtaining fuel through trade. At 2nd level a Road Warrior becomes better able to control her vehicle in difficult circumstances. She receives a +2 competence bonus when making Requirements a Drive check to retain control of her vehicle. To qualify to become a Road Warrior, a character 61 must fulfill the following criteria. Base Attack Bonus: +2. Bonus Feat At 3rd, 6th, and 9th level, a Road Warrior gets a Skills: Craft (mechanical) 4 ranks, Drive 6 bonus feat. The bonus feat must be selected from ranks. the following list, and the Road Warrior must meet all the prerequisites of the feat to select it. Class Information Advanced Firearms Proficiency, Aircraft The following information pertains to the Road Operation, Archaic Weapons Proficiency, Armor Warrior advanced class. Proficiency (light), Armor Proficiency (medium), Brawl, Burst Fire, Cleave, Combat Reflexes, Double Hit Die Tap, Expert Scrounger*, Far Shot, Great Cleave, The Road Warrior gains 1d8 hit points per level. Improved Brawl, Improved Knockout Punch, Muta- The character’s Constitution modifier applies. tion Immunity*, Power Attack, Rad Soaker*, Thrifty Mechanic*, Vehicle Dodge, Vehicle Expert. Action Points A Road Warrior gains a number of action points *Indicates a feat described in this chapter. equal to 6 + one-half her character level, rounded down, every time she attains a new level in this Shot on the Move class. At 4th level, a Road Warrior is highly skilled at timing her attacks. She may take an attack action Class Skills at any point during her vehicle’s movement. The Road Warrior’s class skills are as follows. Balance (Dex), Craft (mechanical), Demolitions Skillful Boarding (Int), Drive (Dex), Intimidate (Cha), Jump (Str), At 5th level, a Road Warrior becomes Knowledge (current events, tactics) (Int), Listen skilled at jumping onto the exterior (Wis), Navigate (Int), Pilot, Read/Write Language of the vehicles of her enemies. (none), Ride (Dex), Speak Language (none), Spot When making a (Wis), Survival (Wis). Jump check Skill Points at Each Level: 5 + Int modifier. to jump Class Features The following features pertain to the Road Warrior advanced class. Improved Vehicle Modification A Road Warrior is adept at CT modifying vehicles. She gains a competence bonus on Craft (mechanical) checks

A Road Warrior and her ride

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between moving vehicles while moving, a Road Warrior gets a bonus equal to her class level. Requirements To qualify to become a Salvager, a character must fulfill the following criteria. Off-Roader Skills: Disable Device 6 ranks, Repair 6 ranks, At 7th level, a Road Warrior’s skills off-road Search 6 ranks. become highly developed. The check/roll modi- Feat: Expert Scrounger*. fier for the vehicle’s speed category is not doubled *Indicates a feat described in this chapter. when a Road Warrior drives off-road. The Drive check penalty for the terrain type (see page 36) still applies. Class Information The following information pertains to the Salvager Collision Control advanced class. At 8th level, a Road Warrior has perfected the art of using the capabilities of one vehicle against the Hit Die inherent weaknesses of another, able to expertly The Salvager gains 1d6 hit points per level. The land a crippling blow against her opponent’s character’s Constitution modifier applies. vehicle when ramming. At the Road Warrior’s discretion, the smallest vehicle involved in a Action Points collision may be treated as though it is one size The Salvager gains a number of action points equal larger or smaller for the purpose of determin- to 6 + one-half his character level, rounded down, 62 ing the damage caused by the collision. A Road every time he attains a new level in this class. Warrior may use this ability even if she did not instigate the collision. Class Skills The Salvager’s class skills are as follows. Free Driving Computer Use (Int), Craft (electronic, mechanical) At 10th level, a Road Warrior has perfected the skill (Int), Decipher Script (Int), Diplomacy (Cha), Dis- of combat while behind the wheel. She is able to able Device (Int), Drive (Dex), Knowledge (current drive any ground vehicle as a free action. (Drive events, earth and life sciences, physical sciences, checks made to perform a second stunt require a technology) (Int), Navigate (Int), Read/Write Lan- move action.) guage (none), Repair (Int), Search (Int), Speak Language (none), Spot (Wis), Survival (Wis). SALVAGER Skill Points at Each Level: 7 + Int modifier. The Salvager is a master scrounger, adept at finding Class Features long-lost treasures and useful items in the wastes The following features pertain to the Salvager of the apocalypse. He has an uncanny knack for advanced class. locating items that others have overlooked, as well as being able to repair gear that appears too Bargainer mangled to be worth anything. A Salvager can be A Salvager is a skilled negotiator when it comes to a community’s savior, finding goods needed for getting the most for the materials he’s scrounged. survival, or he might be a stingy merchant who When making a Diplomacy check to affect the sells his find to the highest bidder. attitude of an NPC with whom he is bartering, a Select this advanced class if you want your char- Salvager receives a +2 competence bonus. acter to excel at finding and making the most of useful goods among the dwindling resources of Jury-Rig the postapocalyptic world. A Salvager gains a +1 competence bonus on Repair The fastest path into this advanced class is from checks made to attempt temporary or jury-rigged the Smart hero basic class, though other paths are repairs. See the Repair skill, page 70 of the d20 Modern possible. Roleplaying Game, for details on jury-rigging. Table 3–2: The Salvager Class Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +0 +2 Bargainer, jury-rig +1 2nd +1 +0 +0 +3 Scavenger, mishap sense +1 3rd +2 +1 +1 +3 Bonus feat 4th +3 +1 +1 +4 Jury-rig +2 5th +3 +1 +1 +4 Mishap sense +2 CHARACTER OPTIONS CHARACTER 6th +4 +2 +2 +5 Bonus feat 7th +5 +2 +2 +5 Jury-rig +3, treasure from trash 8th +6/+1 +2 +2 +6 Mishap sense +3 9th +6/+1 +3 +3 +6 Bonus feat 10th +7/+2 +3 +3 +7 Jury-rig +4, master scavenger

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This ability increase to +2 at 4th level, +3 at 7th Treasure from Trash level, and +4 at 10th level. At 7th level, a Salvager may spend an action point when making a Repair check on improvised or jury- Scavenger rigged equipment to make the repair permanent, At 2nd level, the Salvager adds one-half his Salvager allowing the item to be used normally. class level (rounded down) to all Search checks when scavenging (see Scavenging, page 18). Master Scavenger At 10th level, a Salvager’s instincts become so acute Mishap Sense that he can find items that others simply overlook. Starting at 2nd level, a Salvager has an intuitive Once per day, when the Salvager finds miscel- sense that alerts him to danger from potential laneous items while scavenging, he can choose mishaps in damaged structures (see Exploring to roll on the table below instead of the normal Unsafe Structures, page 17), giving him a +1 bonus miscellaneous items table. on Reflex saves made to avoid mishaps. These bonuses increase by 1 every three Salvager levels d% Item d% Item thereafter (5th and 8th level). 01–05 Ammunition kit1 50–52 Glock 17 Any bonuses the Salvager has from the trap sense 06–08 Beretta 92F 53–57 Laser sight class feature apply to mishaps and stack with the 09–15 Chainsaw 58–60 Light-duty vest 16–22 Climbing gear 61–67 Lockpick set Salvager’s bonuses from this class feature. 23–25 Colt M1911 68–70 M16A2 26–28 Colt Python 71–73 Night-vision Bonus Feats goggles 63 At 3rd, 6th, and 9th level, a Salvager gains a bonus 29–31 Concealable vest 74–80 Portable stove feat. The bonus feat must be selected from the fol- 32–36 Deluxe electrical 81–87 Standard scope

CHARACTER OPTIONS lowing list, and the Salvager must meet all the tool kit prerequisites of the feat to select it. 37–41 Deluxe mechanical 88–94 Surgery kit Alertness, Archaic Weapon Proficiency, Builder, tool kit 1 Endurance, Exotic Weapon Proficiency, Fight with 42–44 Electrical 95–97 Toiletries kit 1 Anything*, Gearhead, Great Fortitude, Lightning generator 45–49 Electro-optical 98–100 Undercover vest Reflexes, Low Profile, Meticulous, Personal Fire- binoculars arms Proficiency, Renown, Shrewd Bargainer*, 1 Indicates a new item described in Chapter 2. Thrifty Mechanic*, Surface Vehicle Operation. *Indicates a feat described in this chapter. A Salvager can turn scrounged parts into a working vehicle

G

620_88046_Chpt3.indd 63 4/1/05 12:09:22 PM Chapter Four EARTH INHERITED

Angel battles fiend for the right to rule the ruined world

“It’s been years since the gates of Heaven and Hell opened up, taking the blessed and damned to their respective ends. That leaves us—the so-called “meek” . . . what a joke!—to pick up the scraps. And we’re not letting either side finish what they started.” —An anonymous member of the Avengers of Humanity SUMMARY

In the not-too-distant future, the Rapture comes to pass—the faithful are whisked away to Heaven and the damned dragged to Hell. The survivors, known as the meek, must survive in a world still full of angels and fiends, who have likewise been abandoned to their fates. CAMPAIGN IN BRIEF

Earth Inherited presents a campaign set- ting in which humanity has undergone its final test of faith. A huge proportion of the world’s population disappeared in an event known as the Rapture; many of those left behind have been killed in the events that followed. When the mythical seventh seal was broken, the gates of Heaven and Hell opened up, bathing the world in a blend of holy and infernal power. Those who had led lives of altruism, faith, love, and good will toward others were taken away to a blissful afterlife, while those who were evil, selfish, and malicious were dragged into eternal torment. This event hap- pened in the blink of an eye; people disappeared off the streets and even out of moving vehicles. One moment they were there—the next, all that was left was a KA pile of clothes. . . .

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The Rapture was not limited to Christians—Mus- the wastelands in pursuit of their own goals. They lims, Hindus, Buddhists, and members of every may decide to try to rebuild civilization or to create faith were affected, presumably spirited away to something new from the ashes and rubble. As the their faiths’ respective places of paradise or tor- forces of Heaven and Hell dwindle, the heroes may ment. Even those who proclaimed no religious find allies among the angels and enemies among affiliation, but nonetheless led admirable or the fiends—or vice versa—as everyone, human, angel, depraved lifestyles, were whisked away during the and fiend, comes to question their abandonment Rapture. Those who were left behind were noted and the unending battle. The heroes may rally for a lack of faith or belief in almost anything of behind an angelic, fiendish, or human force in a spiritual nature. an effort to carve out their niche in the world. Following the wholesale departure of most of humanity, masses of angelic and fiendish beings flooded the Earth to wage a terrible war upon each CAMPAIGN TRAITS other, oblivious of those who stood in their way. The In the Earth Inherited setting, d20 Modern and empty cities were soon ablaze from the war between the apocalyptic scripture of the world’s religions these armies of Heaven and Hell and millions of collide. The setting combines the classic survival remaining humans were killed in the crossfire. story with overtones of religious zealotry, spiritual Whether by design or accident, however, it seems questioning, and the sheer primal impulse to stay that the gates of Heaven and Hell have been closed alive in a world that has been abandoned. behind their denizens, leaving them to their fate in This campaign is set in the Aftermath era (see the Earthly realm. If anybody knows who won the page 11). 65 celestial war—or even if it’s over—nobody’s saying. The angels and fiends continue to follow their origi- nal missions, but their apparent abandonment on Department-7 in EARTH INHERITED Earth doesn’t seem to be part of the plan. What’s left of humanity does have one thing Earth Inherited Although severely reduced in strength and numbers working in its favor—technology. This campaign is following the Rapture, Department-7 still exists in set in the near future, and technology has advanced the postapocalyptic world, and still works to help to the point at which robotics, advanced firearms, humanity survive. and other high-tech items are not uncommon. Because of its deep interest in the spiritual and Angels and fiends have taken physical form on religious realms, Department-7 theologians and Earth, and humans have found them to be vul- scholars foresaw the approach of the final days nerable to bullets, fire, and other weapons. Angels and prepared accordingly. Stockpiles of food, may be the manifestation of righteousness and equipment, and weapons were squirreled away, and splendor, but a 10mm bullet puts a hole through agents received a crash course in basic survival them like any other creature. skills. When the Rapture occurred, Department-7 Whether battling hordes of vile fiends from the felt that it had done everything possible to ensure cockpit of a 10-ton mecha or grappling a mighty its survival. It was barely enough. angel on the roof of a shattered skyscraper, the Many Department-7 personnel disappeared heroes of Earth Inherited are caught in a bleak during the Rapture, but a surprisingly large struggle of survival against the forces of Heaven number remained behind. Perhaps their clinical, and Hell. doubting nature meant that few of Department-7 personnel had the moral certainty to be taken by ROLE OF one side or the other. Or perhaps their training in the arcane and divine arts had “shielded” Depart- THE HEROES ment-7 agents against the Rapture. In truth, no one knows. The heroes of Earth Inherited are grim survivors In the postapocalypse, Department-7’s mandate in a nearly empty world left to its own fate. After is to rebuild civilization. In doing so, it hopes to the Rapture, the world is a dangerous, uncertain avoid the human failings that some say brought place—fiends and angels (not to mention unscrupu- about the apocalypse in the first place—racism, lous survivors) prowl the vacant ruins. Survival is religious and ethnic intolerance, and the like. How- a day-to-day affair—the cities have been decimated, ever, the remaining Department-7 leaders realize the fields destroyed, and all semblance of order that humanity hasn’t changed all that much since and law have disappeared. Still, isolated towns the Rapture—and in fact must make due without may have escaped the worst of the post-Rapture many of its most righteous members—and thus combat, and these can be strongholds or looting they move both slowly and cautiously. sites for the survivors left behind. Department-7 has access to some preapocalyptic The heroes may fill many roles in this setting, technology, including medicine, communications acting as avengers of humanity’s downfall, mer- gear, and military grade weapons. It has small cenaries who sell their talents to settlements too outposts scattered across the globe, usually care- weak to defend themselves, or loners who walk fully hidden away.

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Department-7 uses the heroes to advance its goals—exploring ruins, scavenging for bits of technology, fuel, and food, looking for enclaves of survivors, and finding ways to banish the remaining angels and fiends from the surface of the Earth forever. Progress Level and Rules Earth Inherited makes use of all the rules in this book except environmen- tal hazards, mutation, and virulence. Some monsters are inappropriate, and radioactive regions are rare (although nuclear weapons may have been em- ployed here and there by the remnants of the military against the invading infernal and celestial forces). The 66 default Progress Level is PL 6 (giving humanity access to ad- vanced weapons, cybernetics, and mecha, all of which are described in d20 Future), but you can choose to eliminate higher-tech elements and set the campaign against a PL 5 background. Magic and FX Magic is rare—though not unheard of—in the Earth Inherited setting. After the Rapture, the gates to Heaven and Hell sealed up, seem- ingly forever. One effect of this event was that divine magic disappeared. Most of those of sufficient faith to manifest divine magic were taken away to their respective final ends. Those few divine spellcasters who remained found themselves cut off from “the source,” presumably because the divine powers had turned their backs on the world. As a result, divine magic, including the Acolyte ad- vanced class, magic items of a divine nature, and faith- based FX abilities, do not work in this setting—for humans, that is. For unknown reasons, however, the EARTH INHERITEDEARTH abilities of angels and fiends, presum- ably fueled by divine power, continue to function. However, arcane magic still works in this setting. Because arcane magic draws its power from nondivine

Avengers of Humanity KK

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sources, Mages and other arcane spellcasters found serious military hardware, including personal fire- that they still possessed their abilities. arms, tanks, and even more advanced equipment Psionic abilities are not used in the Earth Inher- that had been brought out in a last-ditch effort to ited setting. fight the forces of Heaven and Hell. Most Avengers of Humanity camps are built like fortresses, capable of withstanding assaults from POWER GROUPS the ground or the air. Avengers are extremely suspi- cious: They have a “shoot first, ask questions later” In the years since the Rapture, humanity has once policy, even when it comes to humans attempting again begun to regroup, coalescing into small to join them. However, once an individual gets settlements across the world. While most have no inside one of their camps, he can find many of particular agenda beyond daily survival, some the creature comforts he once knew, along with a have banded together around certain goals or hot meal and camaraderie. philosophies. In addition, some angels and fiends, As the war rages on, some of these camps suc- now left to their own devices, have also created cumb to the predations of fiends, angels, and even groups that compete for power. traitorous humans. Lacking much in the way of faith or hope, these grim survivors simply keep The Avengers of going with the desire to avenge humanity’s fall Humanity from grace. Agenda: Restore law and order; destroy remaining angels and fiends. The Damned 67 Structure: Network of small communities. Agenda: Hedonistic self-gratification.

Symbol: A Roman fasces. Structure: Anarchic. EARTH INHERITED Most Common Allegiance: Order of the Symbol: Bloody red X. Machine Most Common Allegiance: Individual fiends.

The survivors of the Rapture and the celestial The Rapture left those people who straddled the war find themselves in a world without comfort, middle ground of morality and ethics—neither par- without purpose, and without hope. Many of the ticularly good nor evil—to their own devices. This survivors fall into a deep melancholy, burdened “reset” didn’t last long, however, because those left by the fact that they were not deemed worthy behind were faced with a fight for their survival. enough by either side, and begin to question their Some turned to help their fellows, discovering a entire existence. goodness within themselves that had lain dormant However, others pull themselves up by their before the Rapture, but others descended into bar- bootstraps and look at their plight not as a curse, barism and brutality. The Damned is a group that but as a blessing. They see the cleansing of most fell sway to the moral free-for-all that followed the of humanity as a chance to “do things better,” Rapture. In the absence of even a pretense of heav- without the greed, racism, and petty differences enly reward or infernal damnation, these people that divided humanity in the first place. felt they could do whatever they wanted. Seeing Underlying even the best of outlooks is a sense the destruction being dealt by angel, fiend, and of betrayal and a desire to get even with the out- human alike, they embraced nihilism. siders that still roam the Earth. The more militant Groups of the Damned frequently ally themselves survivors, especially those who had previously with fiends. They revel in a hedonistic and brutal belonged to military groups, band together with lifestyle that features a casual disregard for life. two goals in mind: rebuilding civilization—and Most live in small encampments of ten to thirty wreaking revenge. individuals, but the populations of some Damned Calling themselves the Avengers of Humanity, settlements number in the thousands. These “towns” these individuals scavenge together as much mili- are depraved in the extreme, with a large number tary hardware as possible and create numerous of slaves kept for labor, entertainment, and in the fortresses and camps in the wastelands and dev- worst cases, food. astated cities of the world. From these strongholds, The Damned are utterly lawless and only pay they try to maintain a semblance of the order and heed to strength. Powerful and ruthless leaders familiarity they had in the past, while protecting who rule with iron fists run most settlements. Some themselves from marauding bands of fiends and are ruled by fiends, who whip the Damned into a powerful groups of angels bent of purifying any frenzy and offer them power and blood—mayhem humans left behind. to those that oppose them. The Avengers of Humanity are renowned for their The Damned are ideal opponents for the heroes, tough, law-minded outlook—not for their sense of who may be the only force that stands between the humor. They train their members in self-defense Damned and other human survivors. and have access to (or have managed to scavenge)

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Some humans have always believed that good The Heavenfire and evil are foolish, outdated concepts, and they Coalition feel vindicated in their views by the events of the Agenda: End the conflict between angels and apocalypse. In the aftermath, these humans tighten fiends. their embrace of technology, seeing it as an alter- Structure: Secret society. native to morality—machines have no concept or Symbol: Ichthus (fish-shaped outline). use for ethics. This band of humans calls itself the Most Common Allegiance: None. Order of the Machine and venerates technology in all its forms. After the Rapture, the gates of Heaven and Hell The Order of the Machine is made up of disillu- stayed open long enough for hordes of angels and sioned scientists, engineers, information technology fiends to stream out to wage the final war. But the professionals, and other tech-savvy individuals gates closed behind them, and the beings stranded seeking to restore the glory of civilization in the on Earth were shocked to find themselves aban- form of “the machine.” The Order makes extensive doned—forever. use of robots, computers, and cybernetics, and Most of the angels and fiends stayed the course, has gathered resources in an attempt to create an focusing solely on their mission of eradicating their artificial intelligence. foes regardless of the cost to themselves. However, The Order of the Machine is completely con- some individuals contemplated their status, trying temptuous of anything resembling faith or belief to fathom the reason they were left behind. They in the divine. To this group, the language of 68 began to question their original mission, and some mathematics, the cold logic of computing, and looked to the remaining humans not as meaning- the power of the robotic form is far superior to less leftovers, but as fellow prisoners, trapped on the frailty of the human body and soul. Members the rotting husk of the Earth. band together in small collections of technologi- These questioners eventually seek out like-minded cally minded individuals, scouring the wasteland individuals. In the most unlikely of circumstances, for parts and functioning machinery, especially the occasional angel and fiend meet—and find computers, robots, and other high-tech items. common ground in their plight. Over time, this Members of the Order of the Machine can be group forms a loose alliance, calling itself the allies or opponents of the heroes, depending on how Heavenfire Coalition. While by no means a steady the heroes’ objectives and methods synch up with or trustworthy group, the Heavenfire Coalition theirs. Department-7 sees the Order as a potentially exists to bring about a truce between the warring valuable resource, if its members can be brought factions of angels and fiends. around to a more humanistic viewpoint. As could be imagined, these renegades are considered utterly traitorous by their kind, and thus keep their activities a secret, knowing that FRIENDS AND FOES to be found out means death. The Coalition’s The world in the setting of Earth Inherited is full goals include finding sympathetic members to of tough, cynical human survivors, vengeful angels, bring into the fold, looking for common unity sinister fiends, and the loyal machines of human- and seeking answers to their abandonment. The kind. However, despite having the embodiment group is fractious at best. The angels adhere to of good and evil present in the flesh, the lines in a strict code of honor, and the fiends use under- the celestial war have begun to blur. Some angels handed and duplicitous methods to spread the grow despondent because they are locked out of Coalition’s mission. Heaven, and a few fiends make unlikely alliances Members are noted for a lack of zeal for their with humans in order to survive. original mission and a slight reduction in the normal contempt for human survivors. The members of the Heavenfire Coalition are Angels likely allies for heroes looking to rebuild civi- The angels that descended from the heavenly realms lization, although, despite a better outlook on are the embodiment of good—but a pure form of humanity, members of the Coalition remain grat- goodness that is stern and unrelenting. Originally ing and imperious. ordered to fight the fiends, they pay little attention

EARTH INHERITEDEARTH to the remaining humans. As a result, most angels are self-righteous and unbending to an extreme. Order of the Machine However, a few angels have begun to question Agenda: Build a new society based on logic and their fate, having seemingly been abandoned to a rejection of the divine. the mortal realm for reasons even they cannot Structure: Network of small bands. comprehend. Some of these have “gone renegade,” Symbol: An electronic chip. cooperating with or even actively helping humans, Most Common Allegiance: Avengers of and thinking twice before attacking absolutely every Humanity. fiend that they spot—especially if their chances of surviving the combat are slim.

620_88046_Chpt4.indd 68 4/1/05 12:12:02 PM Seraph Since they have now taken bodily form, angels are slowly “devolving” into true mortal beings. Angels have found they must enter into a medita- tive trance at least 4 hours per day to retain their strength. While they do not yet need to eat, some angels have experienced strange pangs of hunger—a concept that most angels find extremely confusing and disturbing. Species Traits Angels have the fol- lowing traits. Keen Sight (Ex): Angels have darkvision with a range of 60 feet and low-light vision. Aura of Menace (Su): A righteous aura sur- rounds angels who fight or get angry. Any hos- tile creature within a 20-foot radius of an angel must succeed on a Will save or take a –2 penalty on attack rolls, Defense, and saves for 24 hours or Cherub until the creature successfully hits the angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same angel’s aura for 24 hours. The save DC varies with the type of angel, is Charisma-based, and includes a +2 racial bonus. Immunities (Ex): An angel is immune to electricity and petrification. Save Bonuses: An angel has a +4 species bonus retain their weapons, most have taken to using on saves against poison. human firearms. Tongues (Sp): All angels can speak with any Cherubim resemble miniature, attractive creature that has a language, as though using humans, with slender builds and lustrous white a tongues spell (caster level 10th). This ability is hair. Their skin shimmers with a silver and golden always active. sheen as though it were made of metal. The eyes Soulless: Angels cannot be raised from the of a cherub are pure white and lack pupils—this dead. has no impact on their vision, however. Two small, Automatic Language: Angels read, write, and feathered wings sprout from a cherub’s back. speak their own celestial language called Enochian. Although the wings seem too small, they allow Other creatures may learn this language, if they the cherub to fly. can find an angel willing to teach it to them. Cherubim stand 4 feet tall and weigh 90 pounds. Cherub (Angel) Cherubim (the plural of cherub) have been por- Cherub: CR 2; Small outsider; HD 2d8+2; hp 11; Mas trayed in Earthly art as innocent, babylike figures 13; Init +3; Spd 20 ft., fly 40 ft. (average); Defense 19, swaddled in cloth and shooting potential lovers touch 14, flat-footed 16 (+3 Dex, +1 size, +5 natural); with arrows. However, true cherubim are actually BAB +2; Grap –1; Atk +5 melee (1d6+1, mastercraft the lowest order of angels—majestic nonetheless— shortsword) or +6 ranged (2d6, HK MP5K); Full and are among the most numerous. Cherubim Atk +5 melee (1d6+1, mastercraft shortsword) or +6 are commonly employed as foot soldiers (a slight ranged (2d6, HK MP5K); FS 5 ft. by 5 ft.; Reach 5 misnomer, because they have wings) for the forces ft.; SQ angel traits, command, damage reduction of good. Those cherubim who have not gone ren- 5/+1, provoke emotion, true strike; AL law, good; AP egade demur to the authority of higher-ranking 0; Rep +0; SV Fort +4, Ref +6, Will +2; Str 13, Dex 16, angels. Cherubim originally came to Earth armed Con 13, Int 10, Wis 13, Cha 14. with bows and fine silvery swords; while some

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Skills: Diplomacy +4, Hide +9, Knowledge natural, +1 Dex, +5 armor); BAB +6; Grap +10; Atk +12 (theology and philosophy) +2, Listen +5, Move melee (1d8+5 plus 1d6 fire, +1 flaming longsword) or Silently +5, Read/Write Enochian, Speak Eno- +7 ranged (2d6, OICW assault rifle); Full Atk +12/+7 chian, Spot +5. melee (1d8+5 plus 1d6 fire, +1 flaming longsword) or Feats: Archaic Weapon Proficiency, Personal +7/+2 ranged (2d6, OICW assault rifle); FS 5 ft. by 5 Firearms Proficiency. ft.; Reach 5 ft.; SQ angel traits, command, damage Aura of Menace (Su): Will DC 15 negates. reduction 10/+1, shout of righteousness; AL law, Command (Sp): Once per day, a cherub may cast good; AP 0; Rep +0; SV Fort +8, Ref +6, Will +8; Str command as if cast by a 7th-level Acolyte. 18, Dex 12, Con 17, Int 12, Wis 16, Cha 18. Provoke Emotion (Su): Three times per day, when Skills: Diplomacy +10, Intimidate +11, Jump +4*, a cherub attacks with a ranged weapon, it may Knowledge (theology and philosophy) +6, Knowledge choose not to deal damage but instead to incite a (tactics) +6, Listen +9, Move Silently +2*, Read/Write powerful emotion in the target. If the attack hits, Enochian, Speak Enochian, Search +6, Sense Motive the target takes no damage, but must make a Will +8, Spot +9. save (DC 13) or be overcome with one of the fol- *Includes armor check penalty. lowing effects as chosen by the cherub at the time Feats: Armor Proficiency (medium), Archaic of the attack. Weapon Proficiency, Personal Firearms Proficiency, Fear: As cause fear as if cast by a 7th-level Weapon Focus (longsword). Mage. Aura of Menace (Su): Will DC 19 negates. Passion: The target is overwhelmed by a deep Command (Sp): Three times per day, a domin- 70 passion and is stunned for 1d4 rounds. ion may cast command as if cast by a 7th-level Hatred: The creature immediately attacks the Acolyte. nearest target, whether friend or foe. The creature Shout of Righteousness (Su): Once per day, a may make a new saving throw every round; it dominion may release a powerful bellow that deals continues to attack until it succeeds on the save. damage and cows weaker opponents. This effect This ability is Charisma-based. fills a 30-foot cone and deals 2d6 points of sonic True Strike (Sp): Once per day, a cherub may damage to any creature in the area. In addition, make an attack as if it had been affected by the creatures in the affected area must make a Will true strike spell as if cast by a 7th-level Mage. The save (DC 19) or be panicked for 1d3 rounds. Crea- cherub may choose to use this attack in conjunc- tures with an allegiance to evil take a –4 penalty tion with the provoke emotion ability described on this save. above. This ability is Constitution-based. Possessions: HK MP5K, 30 rounds of 9mm Possessions: OICW assault rifle, +1 flaming long- ammunition, mastercraft shortsword (treat as sword, mastercraft chainmail shirt. machete). Seraph (Angel) Dominion (Angel) Seraphim (the plural of seraph) are among the most Dominions are the lieutenants of the angelic powerful of the angelic forces that remain on Earth. orders, often commanding legions of cherubim They are the generals of the angelic army, as it in their fight against fiends. Dominions are even still remains, and most continue to carry out their more rigid and steadfast in their moral code than initial orders regardless of the fact that they have cherubim are. Those that go renegade, however, been abandoned on Earth. Seraphim are almost are even more jaded and cynical, having known completely unyielding in their beliefs or convic- more of the majesty of Heaven that is now denied tions. The other angels defer to their authority, and to them. most seraphim grant healthy respect to others of Dominions appear as powerfully built humans their kind. However, cracks have begun to form in with slightly blue-tinged skin. They have no hair, the unity between these commanders, and some and their eyes resemble pools of molten gold. have begun to act of their own accord. Two wings of multicolored hue sprout from the Seraphim appear as enormous humans with a shoulder blades of a dominion. Dominions typi- nimbus of flame for hair. Their eyes glow with a cally wear fine (if antiquated) chainmail armor deep blue light. Seraphim possess majestic wings that glistens in the light. While many dominions with brilliant white feathers. A seraph gives

EARTH INHERITEDEARTH carry modern firearms, each also possesses a off heat that burns any creature that touches magical longsword sheathed in flames, and they it. Seraphim wield massive swords sheathed in take delight in wading into battle against the blue, holy flame and wear stylized breastplates “fallen,” sword in hand. of silver and gold. Dominions stand 7 feet tall and weigh 350 Seraphim stand 12 feet tall and weigh 500 pounds. pounds.

Dominion: CR 6; Medium-size outsider; HD Seraphim: CR 14; Large outsider; HD 16d8+48; hp 6d8+18; hp 45; Mas 17; Init +1; Spd 30 ft., fly 40 ft. 120; Mas 16; Init +2; Spd 30 ft., fly 80 ft. (clumsy); (average); Defense 21, touch 11, flat-footed 20 (+5 Defense 32, touch 11, flat-footed 30 (+14 natural, +7

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armor, +2 Dex, –1 size); BAB +16; Grap +25; Atk +23 three heads. In combat, a naberus can unleash melee (2d8+7 plus 1d6 fire, +2 flaming greatsword a deafening yell that can damage and deafen or +17 ranged; Full Atk +23/+18/+13/+8 melee (2d8+7 anyone nearby. They are cowardly creatures and plus 1d6 fire, +2 flaming greatsword) or +17/+12/+7/+2 often wait until they outnumber an opponent by ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ angel at least three to one before attacking. traits, blast of righteousness, damage reduction A naberus stands 4 feet tall and weighs 80 10/+2, heat, spells; AL law, good; AP 0; Rep +0; SV pounds. Fort +13, Ref +12, Will +14; Str 20, Dex 14, Con 16, Int 16, Wis 18, Cha 23. Naberus: CR 1; Small outsider; HD 1d8+1; hp 5; Skills: Climb +15, Concentration +15, Diplomacy Mas 13; Init +5; Spd 20 ft.; Defense 19, touch 14, +25, Intimidate +25, Knowledge (theology and phi- flat-footed 16 (+5 armor, +3 Dex, +1 size); BAB +1; losophy) +22, Knowledge (tactics) +22, Listen +20, Grap +0; Atk +5 melee (1d6+3, bite) or +5 ranged; Read/Write Enochian, Search +22, Sense Motive Full Atk +5 melee (1d6+3, 3 bites) or +5 ranged; FS +23, Speak Enochian, Spot +23, Survival +9. 5 ft. by 5 ft.; Reach 5 ft.; SQ deafening yell, fiend Feats: Armor Proficiency (medium), Archaic traits, immune to sonic damage, acid resistance Weapon Proficiency, Cleave, Great Cleave, Power 5, summon fiend, weakness; AL chaos, evil; AP 0; Attack, Weapon Focus (greatsword). Rep +0; SV Fort +5, Ref +5, Will +3; Str 16, Dex 16, Aura of Menace (Su): Will DC 26 negates. Con 13, Int 6, Wis 13, Cha 10. Spells: A seraph can use the following spells as Skills: Climb +4, Hide +8, Listen +8, Spot +8, Sur- though cast by a 10th-level Acolyte (save DC 14 + vival +5. spell level). At will—detect magical aura, light, bless, Feats: Alertness, Improved Initiative. 71 shield of faith. 3/day—cure light wounds, hold person. Bonus Skills: A naberus has a +2 species bonus on 1/day—cure moderate wounds, searing light. Survival checks and a +4 species bonus on Listen Blast of Righteousness (Su): Three times per day, a and Spot checks. EARTH INHERITED seraph’s greatsword is capable of releasing a torrent Deafening Yell (Su): Three times per day, a of holy fire in a 30-foot line that deals 5d6 points naberus can emit a cacophonous blast from its of holy damage (creatures with an allegiance to combined heads. This effect fills a 30-foot cone evil take double damage) and 5d6 points of fire and deals 2d6 points of sonic damage to any damage to any creatures in its path. A creature may creature in the area. In addition, all creatures make a Reflex save (DC 15) to reduce this damage in the affected area must make a Fortitude save by half. (DC 11) or be deafened for 1d6 rounds. Additional Heat (Sp): An enraged seraph generates heat attacks on the same creature deal damage, but so intense that any creature that touches its do not extend the deafening effect. This ability body takes 9d6 points of fire damage. Creatures is Constitution-based. striking a seraph with an unarmed attack or a Immunity (Ex): A naberus has immunity to sonic natural attack are subject to this damage, but damage and cannot be deafened. creatures striking with melee weapons do not Acid Resistance 5 (Ex): A naberus ignores the first take damage from the seraph’s heat. The save 5 points of damage from any attack that deals acid DC is Constitution-based. damage. Possessions: +2 flaming greatsword, +2 breast- Summon Fiend (Su): Once per day, a naberus can plate. attempt to summon 1 naberus with a 20% chance of success. This ability is the equivalent of a 2nd- level spell. Fiends Weakness (Su): A naberus has a strong aversion It’s almost impossible to describe the number of to holy symbols within 30 feet. If it fails a Will shapes and sizes that the legions of fiends take. save (DC 20) in such a circumstance, it takes a –2 They range from the tiniest of sinister imps and morale penalty on attack rolls, damage rolls, and bogeymen to the largest of unholy behemoths. All skill checks until the holy symbol is no longer the fiends from the d20 Modern Roleplaying Game nearby. are found in this campaign setting, along with the fiends described here. For fiend species traits, see page 234 of the d20 Marchocias (Bull Fiend) Marchocias are tough, powerful fiends often Modern Roleplaying Game. found at the forefront of battles against angels; they are the shock troops that inflict terrible Naberus (Cacophonous Fiend) damage before letting smaller fiends clean up A naberus is a small, fierce fiend that roams the what is left. A marchocias is able to change its waste in packs. It has a vaguely humanoid torso shape into that of a human. In its natural form, with three vulturelike heads sprouting from its a marchocias resembles an infernal bull. Huge, neck. Its arms are overly long in proportion to its feathered wings sprout from its shoulders and a torso and end in filthy talons. It is a dimwitted deadly viper sits in place of a tail. A marchocias being that can be easily fooled. constantly breathes a poisonous vapor that, oddly, A naberus communicates in horrible squawks smells of roses. and spends much of its time jabbering among its

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Despite their brutish demeanor, marchocias are Ref +6, Will +7; Str 21, Dex 10, Con 21, Int 15, Wis cunning, intelligent fiends, savvy enough to strike 12, Cha 16. bargains with weak-willed humans. In exchange Skills: Bluff +11, Climb +9, Concentration +10, for its protection (for as long as its whims dictate) Diplomacy +13, Gather Information +9, Intimidate and the occasional bit of knowledge that grants +13, Knowledge (arcane lore) +12, Knowledge (the- power, a marchocias often gathers troops of humans ology and philosophy) +12, Listen +9, Read/Write to fight and die on its behalf. Infernal, Search +6, Speak Infernal, Sense Motive In its natural form, a marchocias stands nearly +6, Spot +9, Survival +5. 8 feet tall at the shoulder and weighs 1,000 pounds. Feats: Alertness, Improved Bull Rush, Power In its human form, it stands 6 feet tall and weighs Attack, Simple Weapon Proficiency, Personal Fire- 200 pounds. arms Proficiency. Human Form (Su): As a move action, a marchocias Marchocias: CR 8; Large outsider; HD 9d8+45; hp can assume the form of a male human being. This 82; Mas 21; Init +0; Spd 30 ft., fly 40 ft. (clumsy); shape is always the same, and the marchocias Defense 23, touch 9, flat-footed 13 (Defense 24, touch cannot mimic another person. The marchocias 10, flat-footed 14 in human form) (+14 natural, +0 retains its ability scores, prayer, and summon Dex, –1 size); BAB +9; Grap +18 (+14 in human form); fiend abilities, and its weakness, but cannot fly Atk +13 melee (1d8+5, gore) or +13 (1d6+5 plus poison, or use its breath weapon or poison while in this bite) or +14 (1d4+5, slam in human form) or +9 ranged form. A marchocias can remain in either form (2d6, HKMP5 in human form); Full Atk +13/+8 melee indefinitely. 72 (1d8+5, gore) and +9/+4 (1d6+5 plus poison, bite) or Bonus Feat: A marchocias gains the bonus feat +14 (1d6+5, slam in human form) or +9/+4 ranged Alertness. (2d6, HKMP5 in human form only); FS 10 ft. by 10 Breath Weapon (Su): A marchocias in its natural ft. (5 ft. by 5 ft. in human form); Reach 10 ft. (5 ft. form can breathe a 60-foot cone of poisonous gas in human form); SQ human form, breath weapon, once every 1d4 rounds (but no more than three fiend traits, poison, prayer, summon fiends, weak- times per day). This poison produces the same ness; AL chaos, evil; AP 0; Rep +0; SV Fort +11, effect as described below. Wearing a functioning gas mask negates this effect. Poison (Ex): A marchocias injects venom with a successful hit by its viper tail. The victim must suc- ceed on a Fortitude save (DC 19) or take 1d6 points of temporary Constitu- tion damage; a second Belphegor Fortitude save must be made 1 minute later to negate the venom’s secondary damage (2d6 points of Con- stitution damage). Prayer (Sp): A marchocias con- stantly produces an effect identical to the prayer spell as if cast by a 9th-level Acolyte. Bonus Skills: A marcho- cias has a +4 species bonus on Knowl- edge (arcane lore) and Knowledge

EARTH INHERITEDEARTH (theology and phi- losophy) checks. Summon Fiends (Su): Once per day, a marchocias can attempt to summon 1d4 naberus with a 40% chance of success. This ability is the equivalent of a G 2nd-level spell. Naberus

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Weakness (Su): A marcochias has a strong aver- that deals 3d6 points of acid damage and 3d6 sion to holy symbols within 30 feet. If it fails a points of fire damage (Reflex DC 15 half). Will save (DC 20) in such a circumstance, it takes Improved Grab (Ex): To use this ability, the a –2 morale penalty on attack rolls, damage rolls, belphegor must hit an opponent at least one size and skill checks until the holy symbol is no longer category smaller that itself with its bite attack. If nearby. it gets a hold, it automatically deals bite damage Possessions: HKMP, 24 rounds of 9mm ammuni- each round that the hold is maintained, and it tion. can swallow in the next round. See page 227 of the d20 Modern Roleplaying Game for more Belphegor (Ravenous Fiend) information. Belphegors are ruthless and cunning beasts that Spell-Like Abilities: A belphegor can use the follow- command large armies of lesser fiends. Due to ing abilities at will, as though cast by a 10th-level their fractious nature, however, many belphegors Acolyte (save DC 13 + spell level): bane, bestow curse, spend as much time fighting each other as they do command, comprehend languages, detect magical battling the forces of angels they were originally aura, inflict light wounds, true seeing. commanded to destroy. They eagerly kill humans, Summon Fiend (Su): Once per day, a belphegor can but some have taken to rounding them up into attempt to summon 1d4 naberus or 1 marchocias massive slave colonies or bending them to their with a 60% chance of success. This ability is the wills, shaping them into their own private armies. equivalent of a 5th-level spell. Belphegors utterly despise seraphim, seeing them Swallow Whole (Ex): If a belphegor begins its as near equals in their power, and go out of their turn with an opponent two or more size catego- 73 way to see them destroyed. ries smaller than itself held in its mouth, it can In many ways, a belphegor resembles a “clas- attempt a new grapple check as though trying to sic” fiend—a huge humanoid with reddish skin pin the opponent. If it succeeds, it swallows its EARTH INHERITED and an overly exaggerated head, complete with opponent, automatically dealing bite damage. horns and a beard. It has a long, forked tail that Once inside the belphegor, the opponent takes it often holds in its taloned hands. bludgeoning damage equal to the belphegor’s A belphegor stands 16 feet tall and weighs 1,000 bite attack plus 1d6 points of acid damage per pounds. round from the monster’s gullet. A successful grapple check allows the swallowed creature to Belphegor: CR 12; Huge outsider; HD 11d8+66; climb out of the gullet and return to the bel- hp 115; Mas 22; Init +1; Spd 40 ft.; Defense 25, phegor’s maw, and another successful grapple touch 9, flat-footed 24 (+16 natural, +1 Dex, –2 check is needed to get free. Alternatively, the size); BAB +11; Grap +23; Atk +16 melee (2d6+7, swallowed creature can attack from inside the claw) or +17 (1d10+7, bite) or +10 ranged (2d8+7, gullet using claws or a light piercing or slashing rock); Full Atk +16/+11/+6 melee (2d6+7, claw) and weapon. Dealing at least 20 points of damage to +17/+12/+7 (1d10+7, bite) or +10/+5/+0 ranged; FS the gizzard (Defense 20) in this way creates an 15 ft. by 15 ft.; Reach 10 ft.; SQ breath weapon, opening large enough to permit escape. Once a damage reduction 15/+1, fiend traits, improved single swallowed creature exits, muscular action grab, spell-like abilities, swallow whole, summon closes the hole; thus, another swallowed creature fiend, weakness; AL chaos, evil; AP 0; Rep 0; SV must cut its own way out. A belphegor’s gullet Fort +13, Ref +8, Will +10; Str 24, Dex 12, Con 22, can hold 1 Medium-size, 4 Small, or 32 Tiny or Int 16, Wis 16, Cha 18. smaller opponents. Skills: Bluff +14, Concentration +11, Decipher Weakness (Su): A belphegor has a strong aver- Script +8, Diplomacy +16, Intimidate +22, Jump sion to holy symbols within 30 feet. If it fails a +14, Knowledge (arcane lore) +18, Knowledge Will save (DC 20) in such a circumstance, it takes (behavioral sciences) +13, Knowledge (history) +8, a –2 morale penalty on attack rolls, damage rolls, Knowledge (tactics) +8, Knowledge (theology and and skill checks until the holy symbol is no longer philosophy) +15, Listen +8, Read/Write Abyssal, nearby. Read/Write English, Read/Write Latin, Search +8, Sense Motive +13, Speak Abyssal, Speak English, Speak Latin, Spot +11, Survival +8. The Damned The Damned are nihilistic barbarians who often Feats: Cleave, Great Cleave, Weapon Focus ally themselves with fiends. They are vile, despi- (bite), Power Attack, Simple Weapon Proficiency, cable beings who care nothing for the sanctity of Sunder. life, including their own, which they consider to Bonus Skills: A belphegor has a +4 species bonus be worth nothing. They live like animals among on Intimidate, Knowledge (arcane lore), and the debris of their former lives, taking what they Knowledge (theology and philosophy) checks. can from others to survive. Some members of the Breath Weapon (Su): Once every 1d4 rounds (but Damned wear horrible masks made of leather no more than three times per day), a belphegor (sometimes from human skin) to mimic the fiends can vomit forth a 30-foot cone of blistering goo they admire.

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Low-Level Damned (Strong Ordinary 1/ 1. Guard Post/Gangplank Tough Ordinary 1): CR 1; Medium-size human; The only access to the barge from land is a HD 1d8+2 plus 1d10+2; hp 14; Mas 14; Init +1; Spd 30 single gangplank protected by a shack at its ft.; Defense 14, touch 13, flat-footed 13 (+1 Dex, +2 entrance. Two guards are posted here at all times, class, +1 leather jacket); BAB +1; Grap +3; Atk +3 melee equipped with an M-60 machinegun, 30 rounds (1d6+2, machete) or +2 ranged (2d8, Mossberg); Full of ammunition, a single pair of binoculars, and Atk +3 melee (1d6+2, machete) or +2 ranged (2d8, a powerful searchlight (range 300 feet). Firing Mossberg); FS 5 ft. by 5 ft.; Reach 5 ft.; AL chaos, holes, providing nine-tenths concealment, pro- evil; AP 0; Rep +0; SV Fort +4, Ref +1, Will +1; Str 15, tect the guards. Dex 13, Con 14, Int 8, Wis 12, Cha 10. Occupation: Blue Collar (class skills: Climb, Craft 2. Bridge [mechanical], Intimidate). The barge no longer operates, so the bridge has Skills: Climb +4, Knowledge (streetwise) +1, Craft been turned into the “main office” for the group (mechanical) +2, Intimidate +3, Read/Write English, that owns it. The controls have been looted of any Speak English, Spot +2, Survival +3. functional parts. A large table and six chairs are Feats: Archaic Weapon Proficiency, Personal Fire- situated in the middle of the room. At any given arms Proficiency, Simple Weapons Proficiency. time, there are two guards in the bridge, using Possessions: Mossberg shotgun, 3 rounds of 12ga its high ground to keep an eye on the surround- ammunition, machete, leather jacket, 3 canned ing terrain. A klaxon has been mounted on the goods, can opener, hideous leather mask. inside of the enclosure. As an attack action, one 74 of the guards can turn the klaxon, producing an Mid-Level Damned (Strong Ordinary 3/ alarm loud enough to be heard by everyone on or Tough Ordinary 3): CR 5; Medium-size human; in the barge. HD 3d8+2 plus 3d10+2; hp 34; Mas 14; Init +1; Spd 30 ft.; Defense 14, touch 13, flat-footed 13 (+1 Dex, 3. Main Deck +4 class; +1 leather jacket); BAB +5; Grap +8; Atk +8 The main deck of the barge is 40 feet wide and melee (3d6+3, chainsaw) or +6 ranged (2d6, Uzi); 100 feet long. The group that uses the barge has Full Atk +8 melee (3d6+3, chainsaw) or +6 ranged erected several tents and shanties on its surface. At (2d6, Uzi) FS 5 ft. by 5 ft., Reach 5 ft.; AL chaos, any given time, 2d6 people are wandering around evil; AP 0; Rep +1; SV Fort +6, Ref +3, Will +3; Str 16, or inside these structures. Dex 13, Con 14, Int 8, Wis 12, Cha 10. Occupation: Blue Collar (class skills: Climb, Craft 4. Guard Towers [mechanical], Intimidate). There are two guard towers on the barge, one at Skills: Climb +6, Knowledge (streetwise) +2, Craft the front of the vessel and another in the center (mechanical) +3, Intimidate +5, Read/Write English, of the main deck. Each tower is 20 feet tall and Speak English, Spot +3, Survival +5. made of welded pipe, metal, and scraps of wood. Feats: Archaic Weapon Proficiency, Exotic Weapon One guard stands watch in each tower at any Proficiency (chainsaw), Personal Firearms Profi- given time, one of whom is constantly viewing ciency, Simple Weapons Proficiency. the surrounding terrain with a pair of binocu- Possessions: Uzi, 10 rounds of 9mm ammuni- lars. The guards in the fore tower each have an tion, chainsaw, leather jacket, 7 canned goods, AK-47 with a full magazine of ammunition. The can opener, 1 gallon of gasoline (for chainsaw), central tower has a mounted M-60 machinegun hideous leather mask. with 30 rounds of ammunition. The towers pro- vide one-half concealment to the guards inside. The supports that hold it up have hardness 10 BARGE FORTRESS and 80 hit points. The cities are mostly burned-out wrecks and the open lands teem with outsiders, and so the human 5. Storage Berths The barge features ten square berths that had survivors of Earth Inherited must search hard to ben used for storing grain. Now they have been find a safe place to hide. Described here is a loca- converted into bedrooms, weapons caches, and tion that can be used as a headquarters, prison, or other kinds of storage areas. At any given time, settlement for any group of humans. It is an old EARTH INHERITEDEARTH 2d6 people are scattered throughout the berths. river barge moored along a dock. The example The metal doors have hardness 10, 120 hit points, situation described here assumes it is occupied by and a break DC of 35. human survivors, unaffiliated with any group. Feel free, however, to exchange the characters described here for members of the Damned, the Avengers of 6. Engine Room/Brig The engines of the barge no longer function. Humanity, or some other group. Guards are typi- Repairing them requires three complex Repair cally low- or mid-level thugs, as described on pages checks. This room is used as a brig by the group 273 and 274 of the d20 Modern Roleplaying Game that controls the barge. (replace their weapons as desired).

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620_88046_Chpt4.indd 75 4/1/05 12:12:21 PM Chapter Five ATOMIC SUNRISE

They say that it has been seventy-five years since the cleansing fire fell from the sky, shattering the wondrous mountains of steel and glass in which our ancestors dwelled. It has been seventy-five years of filth, disease, mutation, and slow decay. Now the buzzards we refer to as the Wasteland Marauders, the Six-Fingered Hand, and the Government of New Texas pick over the carcass of our burned- out world. I’m here to send them back to the radioactive pit that spawned them.” —Jasper McCormick, sergeant of the Epoch Legion SUMMARY

Ten years from now the weapons deemed too terrible for use are employed on a worldwide scale, destroying civilization. The cities are incinerated, gov- ernments topple, and ninety-five percent of the human race is burned away. Those who remain must fight for survival in an irra- diated landscape while warlords and other groups struggle to dominate what remains. CAMPAIGN IN BRIEF

Atomic Sunrise is a campaign in which a global nuclear exchange wiped out ninety- five percent of human life on Earth. Nobody knows for sure how the nuclear war came to be, but those whose parents talked about the war say tensions ran high between the vast and powerful nations of that day. A rogue organi- zation, friend to none of the great nations, detonated a nuclear weapon in an American city, and in the anger and confu- sion that followed, a larger war could not be avoided. Mutant guard dogs charge a well- armed interloper

KA

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The world was changed, but it was not the end of against nature, the complexity of intolerance, and humanity. In the tense weeks prior to the nuclear the discovery of powerful lost technology. Before exchange, some people built fallout shelters in the fall, the tech level had not progressed beyond their backyards. Other, wealthier individuals had the Information Age; however, secret government already looked at the dangerous future and con- technology, which includes items such as powered structed enormous vaults—heavily armored bomb armor, laser guns, and field technology, has made shelters as large as small skyscrapers buried deep its way into the hands of the people, creating a in the ground or built into mountains. Still others setting in which weapons range from archaic to were simply outside of the most devastated regions; advanced. Atomic Sunrise mixes the fantastic with the worst they had to endure was the radioactive the bleak—it is dark and gritty, but filled with the nuclear fallout. promise of a strange new age at its dawn. While many individuals remained sheltered for This campaign is set in the Generation 0 era. months or years in the safety of bomb shelters, the radiation wreaked havoc on the DNA of those on the surface. Years passed; the survivors eked out a Department-7 in meager existence. Children were born, though most Atomic Sunrise didn’t survive, and those who did often had strange In an Atomic Sunrise campaign, Department-7 mutations. Some of these children were abandoned is an information-gathering organization based (or worse) by their parents, while others were raised in one of the old vaults that was opened twenty to adulthood and themselves reproduced. years ago. The facility retains power, but since Over the next twenty years, the radiation on it can no longer sustain the lives of the three 77 the surface tapered off. The inhabitants of the thousand people it was built to hold, it has been largest shelters had remained underground that converted into a research facility. The admin- entire time, but were finally forced to emerge. istrators of the vault dedicated this facility to SUNRISE ATOMIC They surfaced to a devastated world. Much of the the accumulation of knowledge. Of particular continent had succumbed to desertification, and interest is what organizations have formed and much of humanity was scarred by mutation. what their agendas might be. This information Despite the obvious changes, life moved forward. is compiled and stored at the facility for future Communities coalesced, organizations sprang up, reference. Heroes working for Department-7 are and leaders emerged. Some groups worked toward given the simple mandate of going out into the the betterment of the species; others simply gobbled world and learning as much as they can about up any resources they could scavenge or take. The any subject they wish. roads became war zones. Fuel became an important Heroes in Atomic Sunrise may or may not have commodity, as did weapons, armor, and techno- a connection with Department-7, or they might logical relics from before the apocalyptic war. align themselves with another power group. In Atomic Sunrise, the heroes are thrust into Should they choose to work for Department-7, they this horrific setting, and they must decide who are given a vault photo ID card, which they can they will align themselves with, who they will show other members to obtain free housing for fight, and what they choose to stand for. the night, a free meal, or a piece of information. Department-7 agents are spread throughout the continent, and are accessible anywhere, at the ROLE OF GM’s discretion. THE HEROES Progress Level and Rules The heroes of Atomic Sunrise may come from Atomic Sunrise makes use of all the rules in this a variety of backgrounds: second-generation book except virulence (see page 53). Some monsters mutants born into wild tribes of nomad, citizens are inappropriate. Radioactive regions are common. of struggling but peaceful communities, or even The default Progress Level is PL 5, although you unmodified humans recently emerged from the can choose to incorporate select elements from PL 6 bomb shelters and vaults. Although the old world (in the form of secret government technology that lies in ashes and expansive deserts cover what was brought out during the war), or even decide once were verdant fields, hardy heroes can make that the apocalypse occurred at a later date, when a difference. They may join (or already be a part Earth had reached PL 6. of) one of the power groups described below, or they may choose to struggle against the oppressive powers that try to dominate the landscape. Magic and FX Magic does not exist in Atomic Sunrise. Psionic powers do exist in this campaign setting, CAMPAIGN TRAITS in the form of some types of mutations. However, psionic abilities are extremely rare, and the psionic The Atomic Sunrise setting combines the classic classes from the d20 Modern Roleplaying Game are survival story with overtones of the eternal struggle discouraged.

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Symbol: The seal of the Central Intelligence The Landscape Agency, with the words United States of America Atomic Sunrise, as written, takes place in the replaced with Free Confederacy of New Langley, postapocalyptic United States, but it can easily be and Central Intelligence Agency changed to The moved to another country. Most of the groups can Establishment. be transported to other locations as is, or with a Most Common Allegiance: Links to all known simple change of names. groups. In what remains of the United States, most of the East Coast was heavily bombed, leaving it a The only prewar organizations that saw the radioactive ruin. In some locations, radiation levels apocalypse coming were the world’s intelligence have fallen low enough to allow exploration, but agencies. While most survivors assume the CIA there is no civilization to speak of amid the twisted died with the old U.S. government, the few who towers and bombed-out buildings. have learned the truth are hardly surprised this Although targets such as Seattle, Los Angeles, organization not only survived, but still covertly and Portland were prime West Coast targets, the influences events. region suffered comparatively few hits. Further- The senior members of the CIA and their families more, prevailing winds pulled radioactive fallout retreated to vaults during the final war and later to the east, resulting in a lower concentration of emerged, ultimately electing to move to the base radiation in the western states. Much of the con- of the Rocky Mountains in Montana, a relatively tinent between the Mississippi River and the West intact region of the country. Coast is somewhat livable. The primary locations The CIA has changed its name to The Establish- 78 of activity in Atomic Sunrise are all on the West ment and has renamed the area it claims as the Free Coast and in the Midwest. Confederacy of New Langley. Well-armed guards in military vehicles patrol the borders, discouraging POWER GROUPS outsiders from approaching their headquarters. The Establishment continues the work of its Nuclear annihilation did not spell the end of predecessors, infiltrating other power groups. Its humanity’s need to grasp after power. Some orga- modus operandi is to play these groups against nizations that predated the apocalypse managed one another, preventing any group from becom- to survive, rebuild, and either change their focus ing overly powerful, and to keep every group as or continue pursuing the same ends they sought far away from New Langley as possible. before the fall. Furthermore, following the apoca- Someday, The Establishment believes, the time lypse, new organizations sprang into existence, will be right to rebuild the government of the U.S. filling the vacuum as governments fell. They hope to keep that stage set by preventing any The organizations described here are large and other group from gaining too much power. expansive, with influence in one form or another over a large area. Their interests often conflict Federal Emergency with those of others, leading to open hostility and occasionally outright war. Management Agency (FEMA) Agenda: Maintain control of the strategic In addition to the groups found here, countless petroleum reserves. warlords with small armies at their disposals Structure: Military group. have carved niches in the hostile landscape. They Symbol: An eagle and shield, with the eagle holding occasionally form alliances, but in general they in his beak a scroll bearing the motto “Pace ac are not large enough to compare to the organi- bello merita” (“Service in Peace and War”). zations covered here. Small towns and enclaves, Most Common Allegiance: None. some of which are quite well organized, also dot the landscape, but have little influence beyond Following the apocalypse, FEMA sprang into their boundaries. action, immediately securing the strategic petro- leum reserves maintained by the U.S. government Prewar Power Groups in a set of salt caverns in Texas and Louisiana. ATOMIC SUNRISEThe following organizations are all discussed, With the collapse of the federal government, the in their preapocalyptic form, in the d20 Menace organization quickly realized it had no prospect Manual. Other organizations from that book might of “managing” the postapocalypse—but that it was have survived the war and can be converted and sitting on the largest reserve of one of the most added to the setting as the GM sees fit. valuable commodities on Earth. Having been rein- forced by a brigade of national guard soldiers, The Establishment FEMA decided to sit tight, guarding its fuel cache Agenda: Monitor and weaken power groups as a hedge against future crises. throughout the country, to prevent any from This retreat didn’t go unnoticed. In the early threatening the potential reemergence of the days after the war, local survivors crowded the U.S. government. entrances of the salt caverns, begging for admit- Structure: Intelligence-gathering group. tance and the protection they assumed FEMA could

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provide. Riots followed, but FEMA did not emerge and in fact, it varied greatly from one individual to from its underground base. another. When the nukes exploded, burning away In the years that followed, rumor of the under- civilization, the cult took delight and congratulated ground fuel cache spread, and more than one itself on its perceived victory. warlord or band of road gangers attempted to Amazingly, enough members survived to regroup assault the caverns. Their attempts were halted and reevaluate the organization’s goals. Their decision: by military firepower. Everything that remained must be destroyed, rid- No assailant has succeeded in penetrating the ding the universe of humanity once and for all. That salt caverns, and FEMA personnel are rarely seen mandate has slowly been overtaken, however. in local settlements. The organization’s legendary As radical mutations began to appear, many unwillingness to share in tough times (especially mutants blamed humanity for their condition. given its mandate) have made its members very Embittered, often as much by their treatment by unpopular. other survivors as by their actual mutations, many mutants began to see the Six-Fingered Hand as a Nautilus Club means to exact vengeance. Over the next twenty Agenda: Maintain separation from the outside years, the original members grew old and died, world while continuing to develop advanced leaving the organization to its mutant followers. As scientific breakthroughs. time passed the group evolved into a pro-mutant Structure: Association of wealthy intellectuals. organization that served to advance the interests Symbol: A golden silhouette of Jules Verne’s Nautilus of mutantkind. with the initials “JV” in the middle. While these new interests are not always at odds 79 Most Common Allegiance: None. with humanity, they do often lead the group into conflicts with nonmembers. Members are notori- In the final years before the apocalypse, the Nau- ously contemptuous of the unmutated (and even SUNRISE ATOMIC tilus Club quietly emerged from its secret society of mutants who live in nonmutant communities), status and devoted millions of dollars to the con- and many would just as soon kill nonmembers as struction of undersea facilities. These dome-shaped not. Mutants are likely to join the Six-Fingered buildings were reinforced by some of the world’s Hand, and unmutated humans are more likely to first energy fields and designed to withstand the take the appearance of the group’s insignia as a crushing depths of the sea—as well as radiation, precursor to hostility. and theoretically even a nuclear blast. Within these domes lived the wealthy members of the club, their hand-picked scientists, and the privileged workers New Power Groups A number of new power groups have sprung from who maintained the facilities. the ashes of the apocalypse. Unlike the majority of When the nuclear apocalypse occurred, as they the older groups, which sought only to survive and had predicted would happen, the members of the sequester themselves from the world, many new Nautilus Club survived in their secluded underwater groups aggressively seek to transform the world bases. While scientific progress ground to a halt in into one more suited to their liking. the outside world, their organization continued to Most of these groups are made up of individuals develop new technology. Occasionally the Nautilus who never knew the world before the apocalypse; Club sends explorers to the surface in an effort to their agendas reflect their interpretations of the better understand the forces that are shaping what myths and stories of the preapocalyptic world. remains of the world. They normally bring their tech- nology with them on such expeditions for trade. Many groups seek to make connections within Enforcers Agenda: To facilitate the development of civilization the Nautilus Club, hoping to acquire their advanced by promoting law and order. technology. Structure: Association of aligned law officers. Symbol: Balances. Six-Fingered Hand Most Common Allegiance: Epoch Legion. Agenda: Organize mutants and help them rise to dominance. The Enforcers are a group inspired by the frontier Structure: Bands of hierarchically organized sheriffs of the preapocalyptic Old West. The enforc- mutants. ers were founded by a sheriff, Shayne Gunn, ten Symbol: A red hand with the fingers splayed years after the nukes fell. Upon turning over his law out and a second thumb on the pinky side of enforcement duties to one of his deputies, he traveled the hand. the west, meeting other law enforcers and convinc- Most Common Allegiance: Wasteland ing them that their efforts at restoring order would Marauders. be more successful if they helped one another. This group consists primarily of law officers who Before the apocalypse, the Six-Fingered Hand maintain order in towns or outposts and protect was a group interested in ending the world. Their the people who live there from the dangers of the rationale for this attitude was relatively unknown, Atomic Sunrise setting.

620_88046_Chpt5.indd 79 4/1/05 12:14:18 PM 2_84_ht.nd80 620_88046_Chpt5.indd ATOMIC SUNRISE ever wilder than the is West Texas, New of Under the Government The raiders realized they were now in possession possession were now in they realized raiders The desert. Mexico the New in base military hidden a who ofmarauders discovered aband ago from years formed twenty-five group The Enforcers. the to of that similar agoal has that organization ristic amilita- is Legion the Epoch continent, American onthe North group Perhaps powerful the most Allegiance: Common Most Symbol: Structure: Agenda: Legion Epoch ofthe country. what remains tosome headway order to bring struggle the in one making ofthe few groups remain Enforcers force. the Nevertheless, organized ofany distrustful extremely are others power through force, still and ahold on who maintain individuals by corrupt Many towns prefer community. welcome not every are in anarchy Enforcers to law, others are run amember. to impersonate impostor for an easy it is infrastructure, leadership and strong lacks However, organization the because to be invited by an existing Lawbringer member. is way only to the Enforcers The join officers. other ofwhom many deputized top organization, the 84) page (see of. Lawbringers no to leadership speak with group organized aloosely are Enforcers The America. technology. advanced develop and unearth and organizations, To the country, reunite defeat marauding The shape ofthe The United States of Hierarchical military group. The Enforcers. RP began reclaiming the state in its the state name. in reclaiming began and it had recruited troops among technology its new distributed then factory. Government The luring them to their deaths at the opening of the members, Legion the but betrayed terms, these to agreed Texas ofNew factory. Government The for a exchange in technology to Legion access of the Epoch Legion contacted them when changed group with asplinter situation an offer: This abunker. in were holed members despite the that fact the up itself to be the rightful authority in the state— proclaiming group asmall as itdecades existed former ofthe leadership the governor.under For senate and members state ofthe house surviving Symbol: Structure: Agenda: Government of New Texas Mexico. New in territory home Legion’s Epoch the into expand to attempting is and its advanced own as as just weaponry and Texas, ofNew armor which has the Government is Legion’s Legion’s the Epoch outposts, concern real the Six-Fingered the harasses Hand occasionally although and Legion, Epoch the better-armed from ahealthy distance keep normally Marauders Wasteland The Six-Fingered the Hand. and ers, ofNew Texas, the Maraud- Wasteland Government become the enemy ofthe has them), the Legion (or of perhaps because Despite successes these FEMA. The Government of New Texas was formed was Texas ofNew by Government The Allegiance: Common Most group known to have had friendly relations with with relations to have had known friendly group enforcers. surrounding territories. of these items. Over time, the band changed its changed band the time, items. Over of these out how to produce more figured and inclined Twoons. were scientifically members ofthe group weap- energy and armor powered items as such ever had they encountered before. new equipment This included than equipment advanced more of name to the Epoch Legion. The group’s The to Legion. the Epoch name ranks ance with the Enforcers, and it is the only only the it is and Enforcers, the with ance The Epoch Legion has established an alli- established has an Legion Epoch The expanded and the members redefined their their redefined members the and expanded to maintain apresence. to maintain purpose, themselves proclaiming crusaders in the cause of reuniting the country under under the country ofreuniting the cause in up an outpost in a region in which in it aregion wants in outpost up an the continent.The group occasionally sets sets the continent.The occasionally group rule. just Epoch Legion’s crusades take it all over over it Legion’sEpoch all take crusades for members. The nearly hundred five facil- this Within Mexico. New Cruces, ofLas the ruins in headquarters ground under- an maintains Legion Epoch The Gold star onablack background. star Gold Assume control of old Texas and annex control ofold annex and Texas Assume research facility, and living quarters factory, armor a aweapons and is ity Governing council and military None. //51:42 PM 12:14:20 4/1/05 d20 APOCALYPSE

The army of the Government of New Texas spread The Mutant Arm of Radillos like a cancer, claiming control over one town after Agenda: Profit through gladiatorial matches another with promises of protection and order. and use radiation experiments to create new Those who dared oppose the army were publicly mutant species. cut down as a warning to anyone else who might Structure: Dictatorship. be planning to do the same thing. The group’s Symbol: A human skull with a third eye socket. presence has had some beneficial effects, such as Most Common Allegiance: Wasteland reducing the number of marauders operating in a Marauders. local area and toppling some corrupt bosses who ran some of the settlements, but the Government Radillos is a mutant warlord who controls an organi- has also ousted other leaders and planners who zation involved in numerous repugnant yet lucrative were well-liked by the locals, causing resentment activities. Though the Mutant Arm of Radillos is and eventually rebellion. notorious for the gladiatorial fights it hosts, it is The Government of New Texas does not have also known for trading weapons, buying and selling friendly relations with any other power group. It slaves, and genetically manipulating humans and has been engaged in a war with the Epoch Legion other creatures—both unborn and fully grown. for the past two years and has made enemies of Radillos is a second-generation mutant of enor- the Wasteland Marauders as well. mous physical power and charisma, who has built a loyal group of both human and mutant followers. Wasteland Marauders Among them are scientifically inclined individuals Agenda: Control over trade through violence and who understand the concepts of genetic engineer- 81 intimidation. ing and nuclear technology. Radillos keeps these Structure: Aligned organizations of thugs. individuals as his closest advisors. Symbol: United States flag. Upon forming his organization, Radillos took SUNRISE ATOMIC Most Common Allegiance: Mutant Arm of over the eastern Washington town of Pullman, the Radillos. site of a prewar university. Although the city had been hit by a low-grade nuclear weapon during The Wasteland Marauders consist of numerous the war, numerous buildings were intact, including bands of common thugs and road gangers who the engineering department’s small underground have entered into a mutual nonaggression pact— nuclear reactor. Radillos ordered the reactor brought instead of attacking each other, they have agreed on line as quickly as possible so that it could pro- to spend their violence on travelers and settlements vide power to the Mutant Arm’s facilities. in their territories. Among the other structures still standing was They have taken control of many major trade a football stadium. Radillos immediately saw the routes, on which they demand tribute from mer- potential in transforming it into a gladiatorial arena. chant caravans and travelers. Also, because of their He captured ten slaves and held the first matches strategic alliances with one another, they can call the following spring. The match was publicized upon other groups to aid them when rival groups throughout the surrounding towns and drew an of thugs form in their areas. The organization has amazing crowd. The price of admission was 1 TU spread across the continent, though individual of commodities, which hundreds willingly paid. groups normally control only a few miles of road- Following the initial success of this venture, Radil- way in any given region. los hosted more gladiatorial battles, pitting humans Most outsiders—and even many members of the and mutants against one another, arming them gangs—assume that the Wasteland Marauders have with weapons ranging from swords to chainsaws, no organized leadership. This is far from the truth: and creating an ever more dangerous and tricky Ten thugs who lead the largest marauding bands battlefield full of traps and other surprises. within the organization are the official leaders, To supplement the gladiators and keep the games despite the fact that they rarely give direct orders interesting, Radillos ordered his scientists to create or take official action. Instead, they take a small new types of mutants for the arena. Many experi- cut of all tribute, allowing them to live a wealthy, ments failed, though others resulted in the creation if nomadic, lifestyle. of numerous mutant human and animal breeds. The Wasteland Marauders have made numerous In several instances, these creatures developed enemies, but they have managed to make a pow- more powerful mutations than the scientists ini- erful friend in the Mutant Arm of Radillos, with tially intended. While most such creatures were which they trade captured individuals as slaves in destroyed, a few did not manifest their powers return for weapons and armor. The Six-Fingered until they were released into the arena, and some Hand has also conducted trade with them as well. of those succeeded in escaping. The Army of the The Epoch Legion has sworn to eliminate the Waste- Bloody Maw, a militant group opposing Radillos, land Marauders entirely (an effort that has gotten is led by one of these escaped mutants. off to a slow start), members of the Enforcers shoot Radillos is kept in power by the Riders of the them on sight, and The Establishment has an agent Glow, a band of ATV-mounted Road Warriors who within the upper tiers of their leadership. patrol the region for threats and keep the people

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of Pullman in line. They patrol in gangs and are Possessions: AM General Humvee, binoculars, known for their brutality, occasionally picking an enhanced sports pads, HK G3 assault rifle, flash individual at random to assault. They constantly goggles, 5 fragmentation grenades, metal baton, keep watch for travelers in motor vehicles they thermite grenade, walkie-talkie (professional), 50 don’t recognize. If the person appears to be an rounds of 7.62mm of ammo. easy target, they swarm the vehicle, destroy the car, and salvage the fuel. Rider of the Glow (Fast Hero 4/Road Warrior The area Radillos controls extends approximately 5): CR 9; Medium-size mutated human; HD 9d8+18; ten miles out from the ruins of Pullman. Beyond hp 62; Mas 14; Init +3; Spd 30 ft.; Defense 23, touch that, his influence is felt through his trade and other 13, flat-footed 20 (+3 Dex, +7 class, +3 sports pads); activities. Agents, just as skilled in diplomacy as they BAB +6; Grap +8; Atk + 8 melee (1d6+3, machete) or are in combat, promote Radillos’ interests abroad. +9 ranged (2d8, desert eagle); Full Atk +8/+3 melee They travel throughout the Northwest, buying slaves (1d6+3, machete) or +9/+4 ranged (2d8, desert eagle); and weapons, selling those that turn a profit, and FS 5 ft. by 5 ft.; Reach 5 ft.; AL Mutant returning with the rest to Radillos. The cordial behav- Arm of Radillos; AP 4; Rep +2; SV Fort ior of these agents when they conduct business +6, Ref +6, Will +3; Str 15, Dex 16, Con with other groups has earned them a positive 14, Int 13, Wis 12, Cha 10. reputation among those with whom they Occupation: Criminal. deal, many of whom have no knowledge Skills: Balance +8, Craft (mechan- of Radillos, his gladiatorial games, or ical) +13, Drive +15, Intimidate 82 the fact that he is a mutant. +7, Jump +7, Knowledge (streetwise) +8, Navigate Radillos (Charismatic Hero 6/ CT +6, Pilot +8, Spot +8, Sur- Soldier 5/Road Warrior 6): CR 17; vival +8. Medium-size mutated human; HD Feats: Archaic Weapons 6d6+18 plus 5d8+15 plus 6d8+18; hp 118; Proficiency, Armor Profi- Mas 17; Init +3; Spd 15 ft.; Defense 25 ciency (light), Drive-By Attack, (+3 Dex, +7 class, +5 enhanced sports Personal Firearms Proficiency, Point pads), touch 13, flat-footed +22; BAB Blank Shot, Double Tap, Quick Reload, +10; Grap +11; Atk +11 melee (1d6, Simple Weapons Proficiency, Vehicle 19–20, metal baton) or +14 ranged Expert, Vehicle Dodge. (2d10, HK G3 assault rifle); Full Mutations: Energy diffusion (fire, Atk +11/+6 melee (1d6+1/19–20, sonic/concussion), lethargy. metal baton) or +14/+8 ranged Emblem of Abilities: Fast Hero: evasion, uncanny dodge; (2d10, HK G3 assault rifle); FS 5 ft. by 5 ft.; Radillos Road Warrior: improved vehicle modifica- Reach 5 ft.; AL Mutant Arm of Radillos; AP 8; Rep tion, improved retain control, skillful boarding. +5; SV Fort +12, Ref +15, Will +3; Str 12, Dex 16, Con Possessions: ATV, cigarette lighter, Desert Eagle, 17, Int 14, Wis 10, Cha 18. Geiger counter, sports pads, machete, 5 rounds of Occupation: Dilettente (class skill: Intimidate). .50AE ammo. Skills: Bluff +12, Craft (mechanical) +12, Demo- litions +8, Diplomacy +12, Disguise +13, Drive +18, Genetic Scientist (Smart Hero 5/ Field Medic Gather Information +13, Handle Animal +10, Intimi- 10): CR 15; Medium-size human; HD 6d4 plus date +25, Knowledge (tactics) +5, Knowledge (art) 10d8+30; hp 90; Mas 14; Init +2; Spd 30 ft.; Defense +11, Knowledge (behavioral science) +11, Navigate 23, touch 20, flat-footed 21 (+2 Dex, +8 class, +3 under- +7, Pilot +12, Speak Language (French), Spot +13, cover vest); BAB +7; Grap +7; Atk +7 melee (1d4, knife) Survival +8. or +9 ranged (2d6, Colt Python); Full Atk +7/+2 melee Feats: Advanced Firearms Proficiency, Aircraft (1d4, knife) or +9/+4 ranged (2d6, Colt Python); FS Operation, Armor Proficiency (heavy), Armor 5 ft. by 5 ft.; Reach 5 ft.; AL Mutant Arm of Radil- proficiency (light), Armor Proficiency (medium), los; AP 13; Rep +6; SV Fort +10, Ref +6, Will 11; Str Dodge, Frightful Presence, Lightning Reflexes, 10, Dex 15, Con 14, Int 19, Wis 16, Cha 12.

ATOMIC SUNRISEPersonal Firearms Proficiency, Burst Fire, Point Occupation: Doctor. Blank Shot, Power Attack, Renown, Simple Weapons Skills: Computer Use +22, Craft (pharmaceuti- proficiency, Vehicle Dodge, Vehicle Expert, Weapon cal) +22, Craft (structural) +22, Decipher Script Focus (HK G3 assault rifle). +14, Demolitions +12, Disable Device +12, Knowledge Mutations: Mindslave, poisonous blood, psionic (earth and life sciences) +25, Knowledge (technol- talent (major) inflict pain, radioactive, reduced ogy +25, Listen +15, Repair +12, Research +22, Search speed, unnatural skin. +12, Spot +21, Treat Injury +24. Abilities: Charismatic Hero: coordinate, inspira- Feats: Aircraft Operation, Armor Proficiency (light), tion, greater inspiration; Soldier: weapon focus, Armor Proficiency (medium), Dodge, Educated, weapon specialization; Road Warrior: improved Gearhead, Medical Expert, Personal Firearms Pro- vehicle modification, improved retain control, ficiency, Quick Reload, Simple Weapons Proficiency, skillful boarding. Studious, Surface Vehicle Operation, Surgery.

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Abilities: Smart Hero: exploit weakness, savant, 1. Primary Compound trick; Field Medic: expert healer, medical mastery, The Mutant Arm of Radillos keeps its base in a medical miracle, medical specialist +3, minor medi- four-story building that once was the college cal miracle. gymnasium. A stairway guarded by soldiers and Possessions: Aluminum travel case (10 lb.), Colt monitored by security cameras links all floors of Python, concealed carry holster, first aid kit, knife, the building. The bottom floor is used primarily as medical kit, notebook computer, overcoat, pen light, slave quarters. The second and third floors contain pharmacy kit, undercover vest. offices built around an emptied swimming pool, which holds numerous barrels of gasoline. The offices are used by Radillos’s scientists, who create THE COMPOUND mutants that will be entertaining in the arena. The fourth floor contains an auditorium as well as Radillos controls four key structures on what was Radillos’s personal quarters. His room is guarded once a state college. Built during the twentieth cen- by six of his best-trained and most loyal followers tury Cold War, these buildings were constructed and is filled with numerous weapons, preapoca- of reinforced concrete for use as bomb shelters in lyptic entertainment devices, and the finest rugs the event of nuclear war. The final apocalyptic war and art he has been able to acquire. came after a long age of relative peace, so many The gymnasium is connected to the stadium by of the other buildings that were later constructed an underground tunnel. Because the exterior of this were not built to the same specifications. Because building is heavily guarded by thugs and security of this, when the low-grade nuke hit, the buildings devices, this arrangement has saved Radillos from now inhabited by Radillos stood up to the blast and 83 assassination attempts on numerous occasions . many of the surrounding structures collapsed. Each of these buildings is connected to underground steam tunnels, which run throughout what was once 2. Secondary Compound This building, which was a second gymnasium, the campus and connect to most of the buildings. connects to the main compound by way of a sky The entrances to the steam tunnels are guarded by bridge on the third floor. The devastation of the armed soldiers loyal to Radillos; the ones that con- nearby nuclear blast shattered the windows on the nect to his compound are blocked, barricaded, and exterior of this walkway, but those have since been guarded. The nuclear reactor is located in the base- replaced with bulletproof tinted windows. The sky ment of a small building a few hundred yards from bridge is used as one of the primary lookout stations. the primary compound and is staffed with guards A smaller pool exists in this building, which Radillos and the engineers who keep it running. uses as the home for aquatic mutant specimens that

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have been created by his scientists. The rest of the remains dangerously radioactive. On the frequent building is used to store weapons and ammunition occasions when Radillos passes a death sentence on and serves as a barracks for his soldiers. a disobedient soldier, an unruly prisoner, or some random person, that unfortunate soul is tossed 3. Arena into the pit, where he or she suffers exposure to This structure contains what was once a football a lethal dose of radiation. The area surrounding field and bleachers. The nuclear blast tore away the pit is also lightly irradiated. the top levels of the bleachers, so the top section of the arena is jaggedly shorn from the rest of the seating (which remains quite sturdy). The artificial ADVANCED CLASSES turf on the field has long since degraded and been Most non-FX classes from the d20 Modern Role- replaced by sand and obstacles to make the gladi- playing Game and d20 Future can be used in the atorial matches more interesting. These obstacles Atomic Sunrise setting. The following advanced include spike pits, posts with spikes protruding classes can be used in this setting with no modi- from them, and cages that can either be left on fication: Bodyguard, Dreadnought, Engineer, the ground or suspended above the arena floor Explorer, Field Medic, Field Officer, Field Scientist, and dropped upon the combatants. Gunslinger, Helix Warrior, Infiltrator, Martial Artist, Negotiator, Road Warrior*, Salvager*, Sol- 4. Library dier, Swindler, and Techie. The only main structure not controlled by Radil- *Indicates an advanced class introduced in los and his soldiers, the library is actually three 84 Chapter 3 of this book. connected buildings. It is home to a reclusive monastic order that predates Radillos’s arrival and is dedicated to the preservation of knowl- LAWBRINGER edge. Typically dressed in hooded gray robes, the order’s members have an uneasy peace agreement The Lawbringer is a throwback to a time before with the mutant warlord. Radillos allows them to the apocalypse, when a body of law governed the maintain the knowledge found in the numerous populace and provided a framework upon which books within these walls, and in return, they must civilization was made safer. In postapocalyptic provide him any knowledge from their vaults that times, though, the Lawbringer is an oddity. Many he needs. They abide by his terms reluctantly; think he is a deluded individual trying to apply they have no love for Radillos and would gladly long-outdated social pressures upon an anarchic aid anyone who attempted to free this town of world. Despite this, many communities come to the warlord. respect and value the Lawbringer, embracing the concept of order and equality under law. 5. Dorm The Lawbringer enforces laws, investigates This building is six stories tall and weathered the crimes, and pursues those who commit them. nearby nuclear explosion better than expected. The In the Atomic Sunrise setting, the Lawbringer bottom floor, once a recreation area, is now the normally operates without the assistance of law- bottommost guard post. The floors above are each makers or a judicial system, forcing him into the identical, consisting of small dormitory rooms on roles of judge, jury, and executioner. His position either side of a central hallway. of authority is limited to the community that has The upper floors of this building offer a clear accepted him—and the range of his gun—but he view of the surrounding region, so guards are occasionally leaves his jurisdiction to track down typically posted on the roof. During gladiatorial a criminal and bring her to justice. matches, the rooms in this building are rented out Upon becoming a Lawbringer, the individual to wealthy visitors, who trade up to 20 TU in goods adopts a legal code that he enforces. Upon accep- per night. Food, drugs, and the use of slaves are tance by the community, the code is normally posted available for an additional fee. in a public area as a warning to those who would violate the local laws. The legal code is normally

ATOMIC SUNRISE6. Crater fairly short by comparison to modern standards, This crater is the site where a low-grade (75 kiloton) but it outlaws murder, rape, theft, and assault. nuclear weapon struck. The crater is approximately Some communities adopt additional laws unique 100 feet deep and 1,000 feet across. The rocky center to their needs or level or sophistication.

Table 5–1: The Lawbringer Class Base Attack Fort Ref Will Defense Reputation Level Bonus Save Save Save Special Bonus Bonus 1st +1 +0 +2 +0 Community support +1 +1 2nd +2 +0 +3 +0 Bonus feat +1 +1 3rd +3 +1 +3 +1 Fast tracker +2 +1 4th +4 +1 +4 +1 Bring ‘em back alive, bonus feat +2 +2 5th +5 +1 +4 +1 Dodge bullet +3 +2

620_88046_Chpt5.indd 84 4/1/05 12:14:31 PM A Lawbringer’s Requirements authority To qualify to become a Lawbringer, a character is absolute must fulfill the following criteria. Base Attack Bonus: +6. Skill: Gather Information 10 ranks, Survival 6 ranks. Feats: Weapon Focus, Track. Allegiance: The Lawbringer must pledge his primary allegiance to a specific settlement or to the Enforcers, and remain a dutiful servant of this body; if the Lawbringer breaks this allegiance, he loses all the benefits of the community support class feature. Class Information The following information pertains to the Lawbringer prestige class. Hit Die

The Lawbringer gains 1d8 hit points SUNRISE ATOMIC per level. The character’s Con- stitution modifier applies. CT Action Points The Lawbringer gains a number of action points equal to 7 + one-half his prerequisites of character level, rounded down, every the feat to select it. time he attains a new level in this class. Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency Class Skills (light), Armor Proficiency (medium), Brawl, Burst The Lawbringer’s class skills are as follows. Fire, Dead Aim, Double Tap, Far Shot, Fight with Balance (Dex), Climb (Str), Diplomacy (Cha), Anything*, Knockout Punch, Mounted Combat*, Disable Device (Int), Drive (Dex), Gather Infor- Mutation Immunity*, Precise Shot, Quick Draw, mation (Cha), Intimidate (Cha), Investigate (Int), Quick Reload, Rad Soaker*, Renown, Run, Sense Jump (Str), Knowledge (current events, streetwise, Mutation*, Shot on the Run, Skip Shot, Strafe. tactics) (Int), Listen (Wis), Read/Write Language *Indicates a feat described in Chapter 3 of this (none), Search (Int), Sense Motive (Wis), Spot (Wis), book. Survival (Wis), Treat Injury (Wis). Skill Points at Each Level: 5 + Int modifier. Fast Tracker At 3rd level, a Lawbringer becomes especially skill- ful at tracking. The Lawbringer moves at normal Class Features speed when tracking, and takes only a –10 penalty The following features pertain to the Lawbringer when tracking at up to twice his speed. prestige class. Bring ‘Em Back Alive Community Support At 4th level, a Lawbringer has the option of not A Lawbringer has a natural air of authority and killing an opponent even when attacking with easily earns the trust of the community he serves. lethal force. If the Lawbringer’s attack drops an Members of the community provide a Lawbringer opponent to negative hit points, it can instead, at with trade items (typically food, ammunition, and the Lawbringer’s option, reduce the opponent’s hit fuel) equal to 10 TU. Every time the character gains points to exactly 0. a level in this class, his community provides him with additional goods of a TU value equal to five times his new Lawbringer level. Dodge Bullet By 5th level a Lawbringer has developed an amaz- ing ability to avoid death or critical injury. When Bonus Feat the Lawbringer is hit by an attack (but not an area At 2nd and 4th level, a Lawbringer gets a bonus effect), he may spend an action point to cause the feat. The bonus feat must be selected from the fol- hit to miss. If the hit was a critical hit, it is instead lowing list, and the Lawbringer must meet all the converted to a normal hit.

620_88046_Chpt5.indd 85 4/1/05 12:14:34 PM Chapter Six PLAGUE WORLD

Whiiiirrrrrrr . . . click. Clock set . . . 500 years elapsed. Begin defrost sequence. Heart-rate . . . normal. Body temperature . . . normal. Full revivi- fication complete. Begin command playback.

Congratulations, Captain Sterling. If you’re listening to this, you have survived cryogenic freezing. You and your Rip Van team are now active. Whether we beat the creepers or lost to them, I don’t know, but everyone here at command is confident you’ll deal with the situation admirably either way. Of course, this recording is years out of date by the time you’re listening to it, and one way or another all of us back here are dead. But we’ll keep sending updates as long as we can, so you’ll have as complete a record of what’s happened as we can arrange. Pay attention to this, Captain. The creepers have landed, and already they’ve shown us a lot of new stuff. Between the diseases, nanotoxins, and bizarre weap- onry, there are a lot of things out there that can kill you. I’ve listed the most important ones ...... whirrrrrrr. Click.

Memory error. Recording ends. Breach in bunker detected. SUMMARY

A little more than three hundred years in the future, the world is a shattered wilderness. Civilization has been laid low by an invasion of aliens, which themselves experienced the near total destruction of their own tech- nology. Both humanity and the invaders watched their great- est achievements crumble, but kept fighting for as long as their technology would allow. In the end, both cultures were reduced to near barbarism, with only a few bastions of higher culture remaining.

KA A Rip Van team fights off monstrous horrors

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Because the mutual destruction was not com- weapons they use to destroy human technology, pletely unexpected, many groups of humans took the spanthi seed the most advanced nations with steps to ensure that all of the species’ advanced retroviruses and mutagenic viruses. These materials thought, knowledge, and technology would not be mutate Earth’s creatures into monstrosities, creat- lost. Dozens of bunkers were created and teams of ing widespread panic and chaos. This attack on the trained experts placed inside, frozen in cryogenic very DNA of the Earth could not be overcome with suspension. Now, three hundred years later, they bombs or poisons, and as a result only a few nuclear are beginning to awaken. It is a very different weapons are ever launched against the spanthi. Riots world they face. break out worldwide. Cities burn. Governments col- lapse. The spanthi proclaim victory. The victory, such as it was, turned out to be CAMPAIGN IN BRIEF short-lived. As the spanthi land their ships and begin mopping up the remaining cells of human In the not too distant future, Earth is subjected resistance, they fall victim to mass mutation as to an alien invasion. Terrible insectlike creatures well. Their own biological weapons have mutated from another world, the spanthi, arrive in a vast in the Earth’s biosphere, and the spanthi are no fleet of massive, genetically engineered, biologi- longer immune to their effects. On top of that, cally based space ships and attack all the nations the biologically based technology of the spanthi of the world. Their weapons easily neutralize begins to sicken, mutate, and die. Within weeks, Earth’s crude satellite defenses and knock out the most spanthi warships, vehicles, medical supplies, world’s global communication system. Billions and gear are useless. Only a few wire-and-battery of biological nanites are released into the atmo- 87 devices are immune to the biological weapons, and sphere. These creatures destroy the Internet, chew the spanthi have too few of these to overcome the through vast numbers of advanced technological WORLD PLAGUE hundreds of millions of surviving humans. components, pollute and ruin vehicle fuel of all The war deteriorates to one of small squads of kinds, and unleash dozens of lethal diseases that infantry attacking each other with increasingly target only humanity. primitive weapons. The physically frail spanthi, This initial onslaught lasts several years. The in desperation, genetically modify themselves into spanthi are in no hurry. Indeed, most of their armored killing machines. The process works, but number are in cryogenic sleep, with only a skel- it also saps the great intellect of the spanthi. A few eton crew operating their weapons. The spanthi trueblood aliens avoid this intellectual degenera- seek to colonize humanity’s homeworld, not simply tion, but most of the alien forces slowly become subjugate it. Once Earth’s ability to strike beyond reavers—mindless eating and killing machines. its own atmosphere is eliminated, the alien fleet is A single spanthi mothership avoids becom- content to attack humanity’s infrastructure from ing infected and remains in orbit around Earth. a safe distance. The aliens’ weaponry tears down Lacking the fuel and resources to leave the solar much of humanity’s technology, but does little to system, the ship’s crew has no choice but to watch harm the planet’s environment. In fact, many of the degeneration of the spanthi stranded on the the viruses and bacteria they release are designed ground. For as long as communication remains to clean up the poisons humanity has dumped into possible, the mothership advises the ever-shrink- the world’s air and water. ing number of thinking spanthi, but it cannot More and more spanthi begin making scouting give them a sufficient advantage to overcome the missions and landing troops in areas ready for human defenders. As decades pass, the shipboard conquest. A few spanthi are defeated and a little spanthi die off, leaving only automated systems of their technology falls into human hands, but aboard the mothership. Within a hundred years, the trend of the war is clear. Humanity cannot win the alien vessel is a derelict, silently orbiting the without resorting to weapons so terrible they may world it came to conquer. make the planet uninhabitable. The lone spanthi mothership manages to stay As the governments of Earth begin to fail, a few aloft for three hundred years until its orbit decays visionaries realize that the use of atomic weapons and it disintegrates and burns up in the Earth’s and biological agents against the invaders will atmosphere. Because the cryogenic systems were soon become inevitable. Fearing the holocaust set to detect when the last of the spanthi fleet had such warfare will bring, these visionaries use left orbit, that event triggered the reawakening of cryogenic suspension technology taken from the the Rip Van teams. spanthi to create Rip Van teams—groups of experts The teams have slept through centuries of war cryogenically frozen and hidden in bunkers, ready and, eventually, progress. While a few teams were for revival when the war is over. Rip Van teams awakened early as a result of malfunctions, most are equipped with the training and gear to either aren’t brought into the world until the war they rebuild society, or fight a guerilla war against sought to outlive is long since over. victorious spanthi overlords. Earth has weathered three hundred years of In some ways, these fears prove unfounded. The starvation, feudalism, barbarism, warfare, and spanthi, well aware of Earth’s weapons, take steps collapse. New societies have begun to develop, to neutralize humanity. In addition to the nanite

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though most are limited to Iron Age technology. are petty warlords who engage in slavery, gladiato- No old governments remain, but a few modern rial games, and brutal warfare with their enemies. strongholds take the names and symbols of ancient The heroes must either try to build a society that nations. The spanthi remain one of the greatest upholds better standards, or accept that the world known threats; their primitive descendants have is too harsh for ideals such as justice and equality. bred profusely and now form omnivorous hordes Ultimately, Plague World is still a battle for that can denude vast areas of land. Even the most control of Earth. While sentient spanthi truebloods carefully stocked and guarded bunkers are gener- are rare, the degenerate hordes of the locustlike ally little more than caves now, their ammo and creatures that the spanthi have devolved into pose fuel long since spent. The once-proud cities of a serious threat. One or two spanthi are a small humankind are twisted spires of metal jutting out threat, but a ravaging horde can pick an entire from dangerous wildernesses. Disease, mutation, region clean of all life. Additionally, many warlords vermin, and clouds of poisonous nanoweapons rule expansive, violent empires that perceive any bring plagues upon the land, and humanity’s new political idea as a threat. If civilization is to existence is threatened once again. survive, the heroes must create it, sustain it, and defend it themselves. ROLE OF This campaign is set in the New World era. THE HEROES Department-7 in

88 In a typical Plague World campaign, the heroes Plague World Department-7 is the agency responsible for creating are members of a Rip Van team emerging from cold the Rip Van teams, and secretly did so worldwide. sleep after three hundred years. In most cases, the They were aware of the spanthi threat, having cap- Rip Van teams entered suspended animation after tured a spanthi scout ship in 1946. (In fact, many later the spanthi attacked, but before the full extent of UFO sightings were hoaxes, set up by Department-7 the oncoming disaster had become clear. to prevent the truth from being revealed.) Knowing The mission of the Rip Van teams is to restore order, that humanity might fail to win a war against these give aid to the remaining legitimate government, masters of bioengineering, Department-7 took steps and fight any remaining spanthi. Of course, the to set up teams of agents in cryogenic suspension, world situation makes at least some of those goals ready to reemerge and rebuild civilization once the impossible, but the heroes are still the last vestiges situation had stabilized. of real civilization. They face a world plunged back The heroes are not the only Rip Van teams to into primitivism, one in which only they have the reawaken to the new world. A few Department-7 education and means to affect a real change in how bunkers survived intact. Some teams were awakened the new nations that arise shall be formed. too early and have already begun the slide from civilized to barbaric. Some of the teams awaking CAMPAIGN TRAITS now are in foreign countries and may still feel nationalistic loyalties; they are more interested A Plague World campaign begins as a story of in rebuilding their own governments than work- exploration and inquiry. The heroes must learn ing for the good of humanity. And of course, some about the dangers of this new world and find a way ranking officers of Department-7 may have built to survive. Conservation of resources is extremely their own Rip Van teams to reestablish the orga- important, for while the Rip Van teams have a fair nization once it was safe. amount of starting gear, there are few places it The heroes might not know that Department-7 can be replenished. is behind their three-century sleep. Indeed, in a Of course, a Plague World game can be played slightly darker campaign, the heroes may not have with a mix of Rip Van team members and local agreed to be part of a Rip Van team. Perhaps when

PLAGUE WORLD characters, with one or two characters native to the spanthi fleet first entered the solar system, this world acting as scouts and guides for the agents of Department-7 abducted experts in vari- thawed-out heroes from a different time. It can ous useful fields—biologists and doctors, engineers even be played with only local characters, though and sociologists, and experts in urban combat and this eliminates much of the charm of allowing survival (military personnel, police officers, and players and characters to learn about the world possibly even thugs), and placed then in Rip Van at the same time. bunkers as a fail-safe. In this case, the heroes need As the campaign progresses, heroes are likely to to not only learn about the new world—they must want to join forces with an existing community, or learn to trust one another. build their own. The heroes have some advantages Department-7 bunkers are all unmanned now, over most locals, including a modern education, but still hold caches of weapons, food, and fuel. The better starting gear, and a scientific sensibility that search for such bunkers, or for other Rip Van teams prevents them from accepting superstition as fact. that may have fared better, can make an exciting It’s a barbaric world, and most of the current rulers quest for early Plague World campaigns.

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from Mexico late in the war, and as a result, much Progress Level of what was once Texas, Oklahoma, and Arkansas and Rules is now a radioactive plain. Plague World makes use of all the rules in this Furthermore, over three centuries the lack book except environmental hazards (see page 39). of maintenance has taken its toll on many of Some monsters are inappropriate, and radioac- America’s great cities. Hurricanes, flooding, and tive regions are not pervasive (although nuclear earthquakes have struck many times over, leav- weapons were employed here and there against ing little of Houston, Baton Rouge, New Orleans, the invading spanthi). Mobile, and the coastal cities of Florida, Georgia, There are four distinct progress levels rel- and the Carolinas. Washington, D.C., Atlantic City, evant to a Plague World campaign—the PL of the and Manhattan have been flooded and broken world before the apocalypse, the PL of most of the by horrific storms. Inland cities have fared only remaining human strongholds, the PL of the few slightly better, with Chicago, Columbus, and rare bunkers that held onto high technology, and Nashville more intact than most, but still buried the PL of the aliens who remain. That may seem under a thick layer of vegetation. overwhelming to keep track of, but it isn’t really. The primary locations of activity in a Plague The GM need only keep two things in mind: what World campaign in the Appalachian Mountains, is common (the typical PL) and what is possible where lumber and wild game are plentiful. New (the highest existing PL). kingdoms have begun to arise there, driven by The Plague World campaign assumes Earth was relentless use of slave labor and reliance on recycled at a high PL 5 state when the aliens arrived; thus, steel and new felled lumber. Most regions south and 89 most items scavenged from old human structures east of the mountains are too overrun with mutant are no higher than PL 5. The civilization that animals and spanthi reavers for any human com- humans have begun to rebuild is generally PL 4, munity to flourish, though a few exceptions exist. WORLD PLAGUE so that is the highest level of equipment that is In most places, the flora and fauna are thick commonly available for barter. and dangerous. In addition to spanthi and human Most Spanthi are now savage brutes with no raiders and mutant bears and wolves, many places technology or tools to speak of; however, the few are overgrown with molds, spores, and fungi, rav- remaining trueblood Spanthi are PL 6 or PL 7 in aged by airborne diseases, and plagued by bands education, but they have very little functioning of zombielike humans who transmit their ailment technology. Similarly, some human enclaves have through their bite. a few precious items of higher technology levels. Thus a GM can introduce a few pieces of PL 6 or PL 7 tech as rewards if she wishes to do so. Such POWER GROUPS items should always be in the possession of NPCs No preinvasion power group has survived the willing to defend them, or buried in bunkers that three centuries since the spanthi arrived. The no one has raided in three centuries—in other power structures that do exist tend to be local and words, bunkers in dangerous regions full of traps temporary. The following groups are exceptions, and deadly guards. in that they have survived for a century or more and have spread their influence farther than a Magic and FX few days’ walk from their headquarters. Magic does not exist in any form in a Plague World campaign. Psionic powers do exist in this campaign setting, Adeptus Dei Agenda: Ensure that no further knowledge is in the form of some types of mutations. Psionic lost and build a bridge between humans and abilities are rare, but the psionic classes from the spanthi. d20 Modern Roleplaying Game are allowed. Structure: Pseudo-religious brotherhood. Symbol: DaVinci’s Vitruvian Man. The Landscape Most Common Allegiance: Independent Plague World is designed to take place primar- explorers. ily in the eastern third of the United States. It can easily be moved to other parts of the country, or Adeptus Dei operates out of The Cathedral of Sci- other continents entirely, but the high population ence, located in what used to be western North density of the U.S. East Coast makes the remaining Carolina near Asheville. The cathedral is in fact relics (and the twisted ruins in which to search for an old Rip Van bunker of unusual size, once able them) in this area somewhat easier to uncover. to support a few hundred cryogenically frozen sol- Because the spanthi did not land in numbers diers. Unfortunately, a system failure one hundred until they had largely shattered the countries of years ago caused all but one of the sleepers to die the Earth, few truly devastating weapons were used without awakening. The exception was the unit’s within the borders of the United States. Nuclear chaplain, a man named Frank Kroeger. A scientist weapons halted a column of spanthi moving up as well as a religious official, Kroeger set about

620_88046_Chpt6.indd 89 4/1/05 12:18:08 PM 2_84_ht.nd90 620_88046_Chpt6.indd PLAGUE WORLD might for but any its stated goals. the world, its in to forces use left butful it refuses power- one ofthe most is Dei Adeptus the wound. help other to no effort the world, it that the fact makes and cultures kind some of alliance orwith the an spanthi makes it the most forge hated communities to group in trying constantly adds is Dei Adeptus that fact The Earth. ofthe saltkillers to All other humans fear and hate the spanthi as the simple: is mistrust for this reason The asked. tions they can sell artifacts to the order with no ques- whobut explorers, afew independent have learned Adeptus Dei is mistrusted by almost everyone for kinds. knowledge ofall search the for is order the mission important only will- are they The valid. to anyone’s accept ing faith, equally as faith by part in motivated are they Though not evangelical. are organization, entire the indeed and missionaries, The bepreserved. can for knowledge any looking that cathedral, the from premises. Instead, groups leaves the but ever none ofitsarmed, technology of missionaries and guarded well is ofScience Cathedral The go out to the group.continued encourage have successes but Dei, those Adeptus to dowith have had anything oftruebloods ahandful only relationship. Toa way apeaceful to build date, for looking truebloods, spanthi understand and with to communicate trying began chaplain the nizing reavers as near-mindless killing machines, Recog- world, wasteful. the same and was pointless residents of both now spanthi, and humans between war ongoing the decided that also Kroeger the world. in knowledge remained what to dedicated preserving order new a building keep. The oldest mutant in town is the town elder town the is town oldest mutantkeep. The in a as used that is old an mine around set often enclosure, walled asmall, is town Kin Each slave labor. as used and captured often are Nonmutants, as well as those declared “un’merican,” fewer mutations. with onthose look down and grace. divine ofthe Earth of inheritors as themselves see Kin The sign a as soon and pride, of sign a only not to mutation as their bear but They to thrive. survive, managed folk mountain the of number butmutation. asurprising ofcourse, died, Many extensive underwent ofthe Kin many Virginia, West and targeted at weapons Virginia in depots nanoweapons Caught waves the in ofspanthi well. fairly to along get com- and managed ofthe Kin medicine the forerunners munications, modern to access limited with living and hunting, food, own their to growing accustomed collapsed. Already when civilization less suffered they aresult as and life, of modern high-tech the lacked States. Most conveniences ofthe United citizens reclusive most and poorest the were among members’ The ancestors tains. Moun- Appalachian western the in nestled towns Symbol: Structure: Agenda: The Kin The Kin is a loose coalition of small, family-run family-run ofsmall, coalition aloose is Kin The Allegiance: Common Most Americans. non- and nonmutants including especially family, the of member a not anyone subjugating Two axes. hand crossed Grow in power and resources by power resources and Growin Familial clan. the the knowledge past of Adeptus Dei safeguards safeguards Dei Adeptus Tyrannis. RP //51:80 PM 12:18:09 4/1/05 d20 APOCALYPSE

and has extensive authority. Most Kin towns have FRIENDS AND FOES a few farms, but they rely more heavily on hunt- ing. The Kin have abandoned modern technology, The Plague World campaign uses two unique mon- preferring to build communities they can sustain sters, the spanthi reaver and spanthi trueblood, without such amenities. and one new advanced class, the Evolutionary. Town elders communicate by messenger from time to time, and often arrange for the trade of young Kin (having enough youngsters for marriage outside Spanthi Reaver A spanthi reaver is arguably the most danger- the close-knit families is a constant problem). ous creature on Earth. The product of a desperate Luckily for those survivors who don’t match the genetic gamble by the stranded spanthi, the Kin’s definition of “family,” these insular mutants reaver is designed for physical speed, power, and rarely venture far from their homes, and almost resilience. Fortunately for humankind, its physi- never gather in large numbers. cal prowess comes at the cost of its intelligence. Though trueblood spanthi are brilliant, reavers Tyrannis have degenerated into a state only marginally Agenda: Raid what few troves of ancient tools and smarter than common animals. devices remain and use them to build an empire A reaver stands 7 to 8 feet tall and appears as able to exterminate the spanthi at any cost. a cross between a praying mantis and a lobster Structure: Feudal kingdom. (with the worst features of numerous bugs thrown Symbol: A crown. in as well). Each has two huge claws, twelve to Most Common Allegiance: The Kin. twenty other limbs (varying by individual), and a 91 wide, lobsterlike tail. Reavers can breathe air and

The kingdom of Tyrannis is based in what was once water with equal ease and have laid claim to many WORLD PLAGUE Charleston, West Virginia, and claims much of that islands and coastal regions. Their hide is a tough state’s territory (though its grip grows lax more chitin armor, and they also have a strong internal than one hundred miles from its stronghold). Most skeleton. Each reaver has about two dozen eyes, of the land Tyrannis claims is open wilderness, as well as numerous hairs that perform hearing though many smaller strongholds found throughout and olfactory functions. eastern North America are arms-length allies of Spanthi reavers have a poisonous bite. They do the kingdom and are strongly modeled after it. not use tools, but are clever enough to work simple Tyrannis was founded almost a century ago by a mechanisms such as door latches. man who found a few unraided bunkers in eastern Spanthi reavers often gather in vast hordes of cities, including Washington, D.C. Using gear and a thousand or more. Such a horde is capable of supplies from these bunkers, he took control of a eating every plant, animal, and vaguely organic few active communities and installed himself as structure over an area of hundreds of acres before ruler. The man called himself the Tyrant and named it gorges itself. Such a horde always follows a queen, his fledgling kingdom after himself. The Tyrant breaking into smaller groups that wander away if authorized “marshals” to take control of whatever the queen is killed. territory they could, granting them high-tech tools Once every seven years a queen reaver nests, in return for their loyalty and allegiance. Though laying ten thousand eggs, which form ten separate the marshals were often brutal in their methods, hordes if allowed to mature. A horde guards the they did successfully destroy a few spanthi hordes nesting place of a queen, but will not enter it. and bring relative security to many areas. Towns began to petition Tyrannis for its protection, and Species Traits many people saw the growing kingdom as the Improved Grab (Ex): To use this ability, a legitimate successor to the governments of old. spanthi reaver must hit with a claw attack. See The Tyrant died a few decades ago, and Tyrannis page 227 of the d20 Modern Roleplaying Game for has suffered since. It has taken a decidedly pro- more information. mutant stance: The Tyrant taught that political Poison (Ex): The bite of a spanthi reaver is power must be bought with military power; since poisonous. A victim that takes damage from a the ancient weapons the Tyrant used to forge his bite must succeed on a DC 15 Fortitude save. On empire are largely defunct now, many powerful a failed save, the victim takes initial damage of mutants have taken over as marshals. 1d8 Strength and 2d6 Dexterity. If a second save The new Tyrant, a psionic mutant called the is failed, the target takes secondary damage of Headhunter, has created armies of slaves put to paralysis (for 2d4 minutes). the task of unearthing new caches of ancient Radiation Resistance (Ex): A spanthi reaver weapons. What few rights the citizens of Tyran- treats an irradiated area or radiation source as nis previously enjoyed have been suspended, with two degrees weaker for the purpose of determin- only the powerful enjoying any security or safety. ing radiation exposure (severe becomes moderate, The Headhunter wishes to build an army strong high becomes low, moderate becomes mild, and enough to reach the remains of New York City, or the spanthi reaver is unaffected by low and mild Chicago, in hopes of finding more relics. degrees of exposure).

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focused all their energy on the construction of a fleet able to take them to a new homeworld. For a century, all spanthi endeavors were aimed at getting the best of their kind into cryogenic sleep aboard ships able to travel the galaxy at some fraction of the speed of light. These ships scouted for decades before discov- ering a planet that met the spanthi’s needs: Earth. After settling into orbit around the planet, the spanthi set about eradi- cating the most dangerous species present—humanity. In their efforts, they made a critical mistake and managed to infect their own biologically based tech- 92 Spanthi nology. The spanthi were stranded on Earth, badly trueblood outnumbered, and dying of modified versions of their own weapons. Most spanthi underwent modifica- tion (eventually becoming spanthi reavers), while a few developed natural immunity to the weapons they had created. The remaining spanthi truebloods are as much Resistance to Massive Damage (Ex): Spanthi a postapocalypse culture as the humans they tried reavers have a +5 species bonus on Fortitude saves to eliminate. Few have any more advanced train- to negate the effects of massive damage. ing than a typical 20th-century human, though their naturally high intellect allow them to pick Spanthi Reaver: CR 8; Large monstrous human- up technical skills far more easily. The spanthi of oid; HD 10d8+50; hp 95; Mas 20; Init +3; Spd 50 Plague World have managed to retain a level of ft., climb 20 ft., swim 30 ft.; Defense 20, touch 12, technology similar to Earth’s before the apocalypse flat-footed 17 (–1 size, +3 Dex, +8 natural armor); (PL 5), but their former PL 7 technology is largely BAB +10; Grap +20; Atk +15 melee (1d8+6, claw); Full beyond them. The few examples they still retain Atk +15 melee (1d8+6, 2 claws) and +13 melee (1d6+3 are precious artifacts not to be risked or traded plus poison, bite); FS 10 ft. by 10 ft.; Reach 10 ft.; for any reason. SQ improved grab, poison, radiation resistance, One benefit truebloods enjoy is that reavers will resistance to massive damage; AL none; SV Fort not consume them, which allows the trueblood +8, Ref +8, Will +9; AP 0; Rep +0; Str 23, Dex 17, Con spanthi to move safely in lands overrun by reavers. 20, Int 6, Wis 18, Cha 12. This may be a result of the close physical similarity Skills: Listen +14, Search +8, Spot +14. between spanthi truebloods and reavers. Though Feats: Multiattack, Power Attack. smaller and thinner than reavers, truebloods still Advancement: 11–15 HD (Large); 16–20 HD (Huge). have an appearance reminiscent of a large prey- ing mantis with too many legs and eyes. Spanthi Trueblood There are fewer spanthi truebloods on Earth than Species Traits

PLAGUE WORLD there are unmutated humans. Very few spanthi Immunity to Disease (Ex): The few remain- can survive the current biological conditions on ing spanthi trueblood are immune to diseases of Earth without extreme genetic engineering, and all kinds. most of those were killed in the first century of Radiation Resistance (Ex): A spanthi true- conflict. The few that remain are not numerous blood treats an irradiated area or radiation source enough to maintain a stable population. In a few as two degrees weaker for the purpose of determin- more generations, the last of these spanthi will ing radiation exposure (severe becomes moderate, be only a memory. high becomes low, moderate becomes mild, and Spanthi culture is indescribably older than the spanthi trueblood is unaffected by low and humanity and had recorded many great accom- mild degrees of exposure). plishments during its existence. But when their own planet was threatened by a stellar catastro- Spanthi Trueblood: CR 1; Medium-size monstrous phe, the spanthi could not find a way to survive on humanoid; HD 1d8+1; hp 5; Mas 13; Init +2; Spd 40 it. Desperate to continue as a species, the spanthi ft., climb 20 ft., swim 30 ft.; Defense 16, touch 12,

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flat-footed 14 (+2 Dex, +4 natural armor); BAB +1; 4. Barracks Grap +1; Atk +1 melee (1d4, claw) or +3 ranged; Full This is a large room with eight double bunks and Atk +1 melee (1d4, 2 claws) and –1 melee (1d6, bite) sixteen empty foot lockers. Two showers are located or +3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ immu- at the far end. nity to disease, radiation resistance; AL none; SV Fort +1, Ref +4, Will +6; AP 0; Rep +0; Str 11, Dex 15, 5. Kitchen and Mess Hall Con 13, Int 18, Wis 18, Cha 14. A small kitchen, suitable for cooking meals for a Skills: Computer Use +5, Craft (chemical) +7, dozen or so people, is combined with a mess hall Craft (electronic) +7, Craft (mechanical) +7, Hide+5, and recreation room. Furnishings include two Intimidate +6, Jump+4, Knowledge (history) +7, folding tables with built-in chairs, a folding Ping- Knowledge (technology) +7, Listen +7, Move Silently Pong table, and two dart boards. +5, Read/Write Language (Spanthi, any one Earth language), Repair +5, Sense Motive +5, Speak Lan- 6. Communications Center guage (Spanthi, any three Earth languages), Spot This room has a computer with a link to the Inter- +7, Survival +5. net (long since dead), a satellite phone (likewise Feats: Alertness, Multiattack. useless), and a long-range radio and television Advancement: By character class. transceiver. It also includes a television with play- back devices in a wide variety of formats, a video RIP VAN BUNKER camera, and 10 12-hour tapes.

This location is a typical cryogenic sleep bunker 7. Power Center 93 This room contains the controls and hardware to used by a Rip Van team. This bunker is undamaged, operate the geothermal power plant running the but that doesn’t mean it’s unraided. The equipment WORLD PLAGUE bunker. It also has the master pipes for the (long originally placed in each room is given below, since dead) plumbing. but unless the bunker has never been found and scavenged, it won’t be there any longer. This location can represent the heroes’ starting 8. Medical Bay This room contains a surgery kit and table. location, an old bunker in use by some other group, or even a section of the Adeptus Dei Cathedral (which is actually a collection of dozens of these bunkers). 9. Cryogenic Chamber This portion of the bunker is a self-sufficient, sealed In a standard Plague World campaign, the heroes chamber with 8 cold-sleep modules, each able to awaken in a bunker such as this one only to discover support one Medium-size or smaller creature in that everything beyond the cryogenic chamber has suspended animation indefinitely. Each has a foot- been raided. All tools, gear, vehicles, and even com- locker with a few personal items, a Glock-17 with puters are gone. Obviously, a GM can leave some of a spare magazine and 34 rounds of ammunition, the gear if she wishes, or leave directions to a nearby fatigues, a tool belt, a fatigue jacket, a parka, and bunker that might contain such gear. a multipurpose tool. Four of the footlockers have a Mossberg shotgun, a box of 50 12ga shells, and duct 1. Garage tape. One has a medical kit and 12 MREs. One has This high-ceilinged chamber contains a full tool night vision goggles and an 8-person dome tent. bay and two hydraulic lifts. Two Humvees are sta- One has a basic electrical and basic mechanical tioned here, along with 500 gallons of fuel. tool kit. One has 2 sets of climbing gear, a battery 2. Armory flood flashlight, and 150 feet of rope. A spartan room kept behind a vault door, this chamber contains locked weapons cages (high- ADVANCED CLASSES quality locks) containing 12 Glock-17s, 8 HK MP5s, 4 Beretta M3Ps, 8 metal batons, 8 knives, 2 stun Most non-FX classes from the d20 Modern Role- guns, 6 hatchets, and 6 machetes. There are 50 playing Game and d20 Future can be used in the rounds of ammunition for each firearm. These Plague World setting. The following advanced weapons were selected for reliability and because classes can be used in this setting with no modi- most share a common ammunition type (making fication: Bodyguard, Daredevil, Dreadnought, it easier to share ammo). Explorer, Field Officer, Gunslinger, Helix Warrior, Infiltrator, Martial Artist, Negotiator, Road War- 3. Dry Stores rior*, Salvager*, Soldier, and Swindler. This is a warehouse of general goods. It includes a *Indicates an advanced class introduced in bolt cutter, a portable satellite phone, 4 night vision Chapter 3 of this book. goggles, an electrical tool kit, 10 first aid kits, 250 zip The following classes are appropriate for mem- ties, a portable stove, 12 sleeping bags, 8 backpacks, bers of Rip Van teams: Field Scientist, Field Medic, a pharmacist kit, and a search and rescue kit. There Engineer, and Techie. are also 360 MREs, as well as an extensive collec- In addition, the Evolutionary advanced class is tion of seeds and agricultural hand tools. introduced on page 95.

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EVOLUTIONARY Mutations: At least two mutations, with a total MP cost of 8 or more. That which does not kill us, makes us stronger. Because of the spanthi retroviruses and mutagenic bacteria, mutation is common among all species in Class Information The following information pertains to the Evolu- Plague World. In most cases, mutation takes place tionary advanced class. between generations, with each set of offspring more varied than the previous. However, it is not unknown for the advanced alien materials and Hit Die The Evolutionary gains 1d10 hit points per level. viruses to mutate living creatures directly, especially The character’s Constitution modifier applies. when the creature is also subjected to high levels of stress or moderate levels of radiation. Most human bodies resist such changes. The Evolutionary wel- Action Points The Evolutionary gains a number of action points comes them, body and soul—changing, growing, equal to 6 + one-half his character level, rounded down, and adapting to overcome any challenge. every time he attains a new level in this class. Many Evolutionaries see themselves as the new humanity—a race of superior ability that will inevi- tably become the ruling class. These elitists often Class Skills The Evolutionary’s class skills are as follows. form a kind of nobility in mutant-heavy communi- Balance (Dex), Climb (Str), Concentration (Con), ties, becoming the rulers and warrior champions for Escape Artist (Dex), Hide (Dex), Intimidate (Cha), their towns. A strange form of mutated feudalism Jump (Str), Listen (Wis), Move Silently (Dex), Search 95 arises, with the most extremely mutated creatures (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot becoming lords and knights, receiving tribute from (Wis), Survival (Wis), Swim (Str), Tumble (Dex). WORLD PLAGUE (and in theory offering protection to) weaker, less Skill Points at Each Level: 5 + Int modifier. mutated citizens. In the best of these societies, the Evolutionaries protect the weak. However, just as often, they are tyrants who treat mundane humans Class Features as serfs—or slaves. The following class features pertain to the Evolu- Other Evolutionaries avoid communities entirely, tionary advanced class. seeing them as a crutch for the weak. These wan- derers seek to constantly test themselves against Development the environment, giving their bodies the oppor- At 1st level, and every three levels thereafter, an tunity to adapt to whatever hazards they face. The Evolutionary develops an existing mutation. Some most brutal of these loners consider everything in developments apply to all the Evolutionary’s muta- terms of strength—anything that cannot threaten tions, while others (defined in the descriptions) must them is beneath them. be applied to a single mutation the Evolutionary A surprising number of wandering Evolution- already possesses. Once an Evolutionary chooses aries take a broader view, seeking experiences of a development, it cannot be changed. The possible all kinds. As some of the most powerful humans developments are given below. left, they have the luxury of treating even weaker Conceal Mutations (Ex): An Evolutionary with creatures with dignity, and seek to learn and grow this development is able to take a move action to from every situation they encounter. conceal all his obvious mutations for a number of minutes equal to his Constitution score. Mutations concealed in this way do not function and cannot Requirements be perceived using the Sense Mutation feat (see To qualify to become an Evolutionary, a character page 59). The Evolutionary may end a mutation’s must fulfill the following criteria. concealment as a free action. Base Attack Bonus: +2. Damaging Mutation (Ex): An Evolutionary Skills: Concentration 6 ranks. with this development selects one mutation that Table 6–1: The Evolutionary Class Base Attack Fort Ref Will Defense Reputation Level Bonus Save Save Save Special Bonus Bonus 1st +0 +1 +1 +0 Development +0 +0 2nd +1 +2 +2 +0 Additional mutation +1 +0 3rd +2 +2 +2 +1 Bonus feat +1 +1 4th +3 +2 +2 +1 Development +1 +1 5th +3 +3 +3 +1 Additional mutation +2 +1 6th +4 +3 +3 +2 Bonus feat +2 +2 7th +5 +4 +4 +2 Development +2 +2 8th +6 +4 +4 +2 Additional mutation +3 +2 9th +6 +4 +4 +3 Bonus feat +3 +3 10th +7 +5 +5 +3 Development, additional feat +3 +3

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deals damage. Whenever this mutation is used Additional Mutation to deal damage, it deals an additional 1d6 points At 2nd, 5th, 8th and 10th level, an Evolutionary of damage. gains an additional 4 MP with which he may buy Focus Mutation (Ex): An Evolutionary with new mutations. (These are in addition to any MP the this development can focus the power of a single Evolutionary may gain from exposure to mutagen- mutation. If the mutation requires an attack roll, ics or as a reward from the GM.) The Evolutionary the Evolutionary gains a +1 bonus on the attack may not buy more than one mutation per level, but roll. If it has a save DC, that DC is increased by 1. need not spend MP at the level they are gained. An Evolutionary can take this mutation multiple Each time the Evolutionary gains a new character times. It effects do not stack. Each time it is taken, level, he may spend any remaining MP on a new it must be applied to a different mutation. mutation. (This allows the Evolutionary the option Re-Evolution (Ex): By taking this develop- of saving MP for more expensive mutations.) ment, an Evolutionary can eliminate up to three mutations, and buy up to three new mutations with Bonus Feat the same MP cost or lower. The Evolutionary may At 3rd, 6th, and 9th level, an Evolutionary gets a eliminate one drawback in this manner, though bonus feat. The bonus feat must be selected from the drawback‘s MP value counts against the MP the following list, and the Evolutionary must meet cost of the Evolutionary’s new mutations. all the prerequisites of the feat to select it. For example, an Evolutionary with adrenaline Action Boost, Acrobatic, Alertness, Animal jolt (3 MP), energy absorption (4 MP), major psionic Affinity, Athletic, Attentive, Blind-Fight, Builder, 96 talent (6 MP), very thick hide (6 MP), and weak Cautious, Confident, Creative, Deceptive, Dodge, immune system (–1 MP) eliminates adrenaline jolt, Endurance, Focused, Frightful Presence, Gearhead, energy absorption, and weak immune system. The Great Fortitude, Guide, Heroic Surge, Improved total MP value of these mutations is (3 + 4 – 1) = 6 Damage Threshold, Improved Initiative, Iron Will, MP. He takes wings, spending the whole 6 MP to Lightning Reflexes, Low Profile, Medical Expert, gain this new mutation. Meticulous, Mutation Damage Boost*, Nimble, This development may not be taken if the Evolu- Renown, Run, Sense Mutation*, Stealthy, Tough- tionary selected it as his previous development. ness, Trustworthy, Weapon Finesse. *Indicates a feat described in Chapter 3 of this An Evolutionary protects those too weak book. to fend for themselves About the Authors ERIC CAGLE is a freelance designer whose pre- vious design credits include Races of Destiny, the d20 Menace Manual, and Monster Manual III. He has also written more than thirty articles for Dragon® Magazine and the Wizards of the Coast website.

DARRIN DRADER has co-authored ten role- playing game books over the past three years, including Serpent Kingdoms and Book of Deeds. In addition, he frequently contributes articles to the D&D website, and his work has appeared in Dragon Magazine, Signs and Portents magazine, and several other online publications.

CHARLES RYAN is the Brand Manager for Roleplaying Games at Wizards of the Coast. A designer for over twelve years, he worked on such titles as Deadlands: Hell on Earth, Millennium’s End, Dune: Chronicles of the Imperium, and The Wheel of Time Roleplaying Game, and was a codesigner of the d20 Modern Roleplaying Game. He served as Chairman of the Academy of Adventure Gaming Arts and Design from 1996 to 2001.

OWEN K.C. STEPHENS, a freelance writer living in Oklahoma, has written numerous articles for the Wizards of the Coast website, includ- ing d20 Modern adventures and advice columns. His roleplaying game design credits include Tempest Feud, Starships, and Ultimate Alien Anthology for the Star Wars Roleplaying Game.

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