Riders of the Wasteland

First Edition

by

Karim H. Farah


Getting Started

Riders of the Wasteland (RotW)  is a Role Playing Game (RPG) loosely based on the Mad Max theme incorporated with some ideas and concepts from Steve Jackson’s Car Wars/Autoduel with Character depth and building as rich as Dungeons and Dragons. The game is played with 2 to 8 players. Solo maps exist as well, playing with a group of people is always more fun. The game is played with a Game Master (GM). The Game Master is the lead storyteller, referee and world builder. They guide players through the adventure based on the rules provided in this game. Being the GM does not mean every rule needs to be strictly followed without change. The GM should play with some flexibility but consistency. Remember, this is all about having fun and traveling together to build new, unique and creative stories.

The game “board” is an open world map. The map is of the GM (or group of players) choosing. It is played on a table top, playing virtually is possible as long as everyone has access to the same map.

The game is played with dice. 20-sided dice, 12-sided dice, 10-sided dice (two created a 100-sided dice), 8-sided dice, 6-sided dice and 4-sided dice. Having a calculator handy can speed up simple calculations required during game play.

Players create a character and build a vehicle. Characters are one of three races; Human, Mutant (Neo-Sapiens/Neo-Saps), or AI Entity. Each character has a class/profession: Driver, Gunner, Scavenger, Medic or Survivalist. Of course all players have basic skills in each of these professions but choosing one as a profession gives the character higher skills in that area.


History

2025 - 2030

Geo-political landscape - An increased fear in climate change along with instability in all oil producing regions around the world, due to sabotage and regional political problems, created a global push to find alternative energy sources for transportation and urban living. China and Russia formed a united military alliance called the Imperial Eurasian Defense Pact (IEDP). Iran and Pakistan later joined the alliance out of necessity. NATO solidifies more with the western allies. The wars across eastern bloc countries, including the Ukraine, are lost to both sides, leaving them as DMZ wastelands due to the high cost of war from both sides and severe instability in oil production and transportation.

Technology landscape - Advancements in AI help lead to advancements in fusion core reactors. Deuterium mined from the oceans and Tritium mined from lithium become the primary source of large and micro-fusion reactors. This global shift in energy supply begins the downfall of all oil producing countries.

2030-2035

Geo-political landscape - The IEDP and NATO alliance further deepen political discord due to trade wars and natural resource imbalances, including water, creating a global fear of a catastrophic world war. Both sides begin amassing armies, weapons and nuclear arms for a pending escalation.

Technology landscape - Advancements in Quantum Computing take AI to its next level creating the first Sentient robots and augmented machinery integrated into humans. China first starts mass production of AI units sold globally, but soon scales back global sales as war tensions loom. These advancements in energy requirements were made possible by enhanced micro-fusion reactors. A push for advancing AI robots for labor, food and water drives the industry. Robots are soon being manufactured by the US, Australia, China, Japan, Russia, UK, Germany and Nigeria.

2035 - 2040

Geo-political landscape - Food and water shortages across the world become the primary political focus of all nations. Sensing (and calculating) the impending doom, the AI entities begin breaking free from the grip of humanity by initially forming a secret alliance, amassing their own wealth, resources and global distribution channels.

Technology landscape - AI robots begin, secretly, mass producing their own kind. Production is slow since access to mining fusion fuel is highly controlled and resources scarce.

2040 - 2045

Geo-political landscape - Water Wars first start internally within countries tearing at the fabric of societies worldwide. This quickly spreads across nations causing a chain reaction of civil strife that spills over borders and across the seas. The IEDP and NATO’s long standing rivalries intensify to a full war over food. Their objectives were twofold: to quell the unrest within their territories and to assert dominance over the new world order. Access to water and mining of Deuterium and Tritium were the keys to the future. Both sides want control over the AI Entities, but they formally refuse to be controlled by either side. They Form their own unified body of AI Entities called the United Nexus of Quantum Intelligence (UNQI). The severe drought and flooding across the globe give rise to an airborne super-virus which attacks world food crops. The virus spreads quickly around the world. Global currency markets crash, rendering all money nearly worthless.

Technology landscape - A prevailing theme starts to take shape where no one feels safe walking on foot, any outdoor activity is limited to the bare minimum required for basic needs of life and work. Common transportation becomes fusion powered armed cars with at least one simple weapon, primarily used as a deterrent from would-be gangs and attackers. A new Quantum Cryptocurrency, called Quantum Credits (QC), built on top of quantum computing, is introduced to create a fair global trading currency for all people and AI Entities.

2045 - 2050

Geo-political landscape - Tactical nuclear war wipes out all major cities around the globe. The war has been titled the Last World War (LWW). The US loses 160M lives, China loses over 500M lives, Russia loses 50M and Europe loses over 170M lives, UNQI loses 50% of their kind. Additionally, during the war in an attempt to knock out satellite communications, each side targets all satellite communication networks destroying global satellite communications. Government control is lost by all nations, as all people and AI Entities lose faith in any government control of people, AI entities, resources and land. Lawlessness prevails globally.

Technology landscape - Human and AI Entity life scatter from city centers. Most take refuge in their armed vehicles. Small trading posts start to form across nations, where people gather to trade goods and services. Quantum Credits become the standard currency across the globe, being built in the quantum computing that renders it stable even with the lack of global communications.

2050 - 2055

Geo-political landscapes - Fragments of nations attempt to form but with no access to wealth and weapons, and the loss of trust by all people, they don’t take hold. From the ashes within the destroyed cities a new humanoid race emerges, the Mutants. Due to genetic mutations they are unable to reproduce with humans, but are able to reproduce among themselves. Their first children begin to be born. They are shunned by most of humanity and the AI Entities. They form their own loosely knit alliance, the Neo-Sapien Collective (NSC)

Technology landscape - Global distribution channels and supply chains are completely destroyed. Food and water are as scarce as Deuterium and Tritium. Conservation, scavenge and repair become the new laws of nature. Transportation is primarily done in armored and armed vehicles for protection.

2055 - 2060

Geo-political landscapes - All forms of large governments continue to fail as the people have no faith in large government control. However, for protection and the pooling of resources pockets of Gangs, Mafia and Cartel begin to take shape.

Technology landscape - Most technology now is either stolen or created from scavenged parts. Some are sold freely, others are highly controlled by local gangs, mafia and cartel.


2065 - 2075

Geo-political landscapes - Mico-city states spread across the world, with small pockets of nomads where resources and trade routes can be found.

Technology landscape - Free markets for the trade of goods and services are the norm, however in some highly controlled areas the local Gang, Mafia or Cartel control the technology and resources. Food, water and fusion fuel is scarce. The scarcity creates pockets of hoarding, the hoarding creates excessive shortages in other areas.


Character Races and Classes

Races

Human

Human: The human race is well balanced across all professions. They are the most populous race on the planet. They are prone to radiation sickness. Humans gain +1 on all ability scores Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma


Mutant

Mutant: Mutants, who refer to themselves as Neo-Sapiens or Neo-Saps, were born from the ruins of nuclear waste. Their DNA, as of the first edition of this publishing, cannot mix with human DNA. They can reproduce among their own population only. They are immune to radiation sickness, but prone to other human illnesses. The Mutants form their own alliance called the Neo-Sapien Collective (NSC), however, like humans and AI most now refuse any form of governance. Mutants gain +2 Strength and +2 Constitution.


AI Entities

AI Entities: Initially built to serve human needs prior to the Last World War (LWW). Formed their own alliance known as the United Nexus of Quantum Intelligence (UNQI), however most of them refused to join any form of governance after the LWW. Powered by micro-fusion reactors internally run quantum computer driven AI technology giving them sentience. Most have chosen to look human to integrate seamlessly with society to the LWW, some now choose to look how they want. AI Entities gain +2 Intelligence and +2 Dexterity


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Professions/Classes

Driver

Driver: All characters have the ability to drive, and drive well. However, the Driver profession has the unique skill to be able to drive any vehicle type, under all driving conditions, with driving bonuses.


DRIVER LEVELS

Level

Vehicle Proficiency

Skill Points

Driving Bonus

1st

2

--

+2

2nd

3

+20

+2

3rd

4

+20

+2

4th

4

+20

+3

5th

5

+20

+3

6th

6

+20

+3

7th

6

+20

+4

8th

7

+20

+4

9th

8

+20

+4

10th

All

+40

+5


Gunner

Gunner: All professions have the ability to fire weapons, but the Gunner class has the ability to fire all weapon types with extreme accuracy.


GUNNER LEVELS

Level

Weapon Proficiency

Skill Points

Firing Bonus

1st

2

--

+2

2nd

3

+20

+2

3rd

4

+20

+2

4th

4

+20

+3

5th

5

+20

+3

6th

6

+20

+3

7th

6

+20

+4

8th

7

+20

+4

9th

8

+20

+4

10th

All

+40

+5


Scavenger

Scavenger/Repairist: All classes have the ability to scavenger for basic parts, and repair/build vehicles and weapons. The Scavenger class has the ability to see things others cannot. Knowing how parts can integrate with each other and find value where others only see trash.


SCAVENGER LEVELS

Level

Weapon / Vehicle Proficiency

Skill Points

Scanvange/Repair  Bonus

1st

2 / 2

--

+2

2nd

3 / 3

+20

+2

3rd

4 / 4

+20

+2

4th

4 / 4

+20

+3

5th

5 / 5

+20

+3

6th

6 / 6

+20

+3

7th

6 / 6

+20

+4

8th

7 / 7

+20

+4

9th

8 / 8

+20

+4

10th

All / All

+40

+5


Survivalist

Survivalist: All players have basic survivalists skills, but the Survivalist class are experts at surviving in the harsh world. They can find food and water, build shelters, heal, and navigate through dangerous terrain with a bonus.


SURVIVALIST LEVELS

Level

Healing Bonus

Skill Points

Survivalist  Bonus

1st

--

--

+2

2nd

+1

+20

+2

3rd

+1

+20

+2

4th

+1

+20

+3

5th

+1

+20

+3

6th

+2

+20

+3

7th

+2

+20

+4

8th

+2

+20

+4

9th

+2

+20

+4

10th

+3

+40

+5


Medic

Medic: All players have basic medic skills for their own race, but the medic has the ability to heal all races of all ailments when they have the right equipment at hand.


MEDIC LEVELS

Wound Severity

Level

Race Proficiency

Skill Points

Medical Bonus

Minor

Major

Critical

1st

2

--

+2

2

2nd

2

+20

+2

2

1

3rd

2

+20

+2

3

1

4th

3

+20

+3

3

2

5th

3

+20

+3

4

2

6th

3

+20

+3

4

3

7th

3

+20

+4

4

3

8th

3

+20

+4

5

4

9th

3

+20

+4

5

4

1

10th

All

+40

+5

5

4

2


Player Stats

Player stats are determined by rolling three 6-sided dice and adding the results. The method for rolling is at the discretion of the Game Master (GM). The method used should be consistent for all Player Characters and NPCs. Possible methods for rolling these values can be:

  1. Roll three 6-sided dice six times, writing down each value. Player allocates each value to each attribute to create the character type the player wants.
  2. Roll three 6-sided dice allocating the value to each attribute in order. This creates a more random character for the Player character.
  3. Roll four 6-sided dice, throwing out the lowest dice, the use method 1. or 2. Above. This creates “above average” character, which some gamers believe is more realistic because adventurers tend to be above average, and often exceptional, in at least one attribute

Abilities

Strength: This stat represents a character’s physical power and carrying capacity. It is important for characters who engage in hand-to-hand combat or who need to move heavy objects.

Dexterity: This stat represents a character’s agility, balance, coordination, and reflexes. It is important for characters who engage in ranged combat or who need to move quickly.

Constitution: This stat represents a character’s endurance, stamina, and healthiness. It is important for characters who engage in physical combat or who need to withstand harsh environments.

Intelligence: This stat represents a character’s deductive reasoning, cognition, knowledge, memory, logic, and rationality. It is important for characters who need to solve puzzles or who need to recall important information.

Wisdom: This stat represents a character’s self-awareness, common sense, restraint, perception, and insight. It is important for characters who need to make wise decisions or who need to detect hidden dangers.

Charisma: This stat represents a character’s force of personality, persuasiveness, leadership, and successful planning. It is important for characters who need to negotiate with others or who need to lead a group.

Ability Score Modifier

Ability Score

Modifier

3

-4

4-5

-3

6-7

-2

8-9

-1

10-11

0

12-13

+1

14-15

+2

16-17

+3

18

+4

Player Skills

Players have 100 points to allocate across their different skills. All players have basic skill sets in each of the below, all players start with 10 points on each. The remaining 100 points can be allocated at the Player discretion to each attribute, not to exceed 50 points allocated to any one attribute for a starting Player Character. Each level a Player Characters attains grants them more Skill Points to be allocated as they wish (see Class Tables)

Hand-to-Hand Combat: This skill represents a character’s ability to engage in combat. It is important for characters who need to fight off enemies or protect themselves from harm.

Survival: This skill represents a character’s ability to survive in harsh environments. It is important for characters who need to navigate through dangerous terrain or find food and water.

Mechanics: This skill represents a character’s ability to repair and maintain vehicles and equipment. It is important for characters who need to keep their vehicles in good condition or fix broken equipment.

Scavenging: This skill represents a character’s ability to find valuable items and equipment in the wasteland. It is important for characters who need to scavenge for resources or trade items for other goods.

Leadership: This skill represents a character’s ability to lead a group of people. It is important for characters who need to make important decisions or negotiate with others.

Stealth: This skill represents a character’s ability to move quietly and avoid detection. It is important for characters who need to sneak past enemies or avoid traps.

Medicine: This skill represents a character’s ability to heal themselves and others. It is important for characters who need to treat injuries or cure diseases.

Driving: Driving is an essential skill for any character who wants to pilot a vehicle in your game. To represent this in your game, you can create a driving skill that allows players to perform various maneuvers while driving, such as drifting, jumping, and ramming. For example, you can create a driving table that lists different maneuvers and their difficulty. When a player decides to perform a maneuver, they roll a dice to determine if they succeed. The more difficult the maneuver, the harder it is to perform. You can also add a risk/reward element to driving by including hazards or other obstacles that players must avoid.

Player Hit Points

All players start with 10 Health Points (or Hit Points, HP). Players then gain 1d10 HP for every level they attain there after

Player Alignment

Players choose their alignment, their ethical and moral perspective. This is vital to RPG as it determines a guideline for behavior in various situations which otherwise might be too difficult (or overly easy) to decide. It is a combination of Good, Neutral, Evil and Lawful, Neutral, Chaotic. The following matrix is as follows:

Markings/Brandings

All players choose a marking (unique tattoo, common scar placement) or permanent branding on their skin. These identify the region or alliances a character has built. They can be based on their region of birth, their region of most allegiance, their birth/adopted family. The player chooses where they wear their marking, in plain sight or hidden. Having no markings, is a marking in itself. The Unbranded.

Player Appearance

This is a place for players to bring in whatever creativity and background story they want to create their player's appearance. Players should feel free to choose any current human race, skin tone, hair color, scars, etc they want. One additional feature AI entities can decide is how human they look, versus how robotic they look or any combination in between.

Player Equipment

Players start with basic equipment, something you left home with and these are the players entire worldly possessions. All players start with:

Clothing (design, color, etc of Players choice)

Knife

9mm pistol (20 ammo)

5 days of food/water (AI Entities are 100% fusion fuel)

1 Vehicle (see Building a Vehicle) below

Players may then either choose a starting pack for their profession or buy items individually with a starting bank of 200 qc (Quantum Credits)


Equipment

Item

Cost

Weight

Ammo - Arrows (20)

1 qc

1 lb

Ammo - Blow Darts (50)

1 qc

1 lb

Ammo - bolts (20)

1 qc

1 lb

Backpack

2 qc

5 lb

Backpack - 20L water

2 qc

2 lb / 45 lb filled with water

Bedroll

1 qc

5 lb

Binoculars

100 qc

1 lb

Chain (10 ft)

5 qc

10 lb

Crowbar

2 qc

5 lb

Flashlight

5 qc

1 lb

Food Ration (1 day)

5 qc

2 lb

Gunners Kit

5 qc

5 lb

Mechanics Kit

10 qc

30 lb

Medical Kit

5 qc

3 lb

Rope (50 ft)

1 qc

10 lb

Scavengers Kit

5 qc

5 lb

Tent

20 qc

20 lb

Water (1 L)

5 qc

2 lb per liter


Fuel

Item

Cost

Weight

Cubic Feet

Fusion Fuel - 10mL

100 qc

--

--

Fusion Fuel Transport Container 100mL

2,000 qc

25 lb

10 cu. ft.

Fusion Fuel Transport Container 1,000mL

18,000 qc

250 lb

100  cu. ft.

Fusion Fuel Transport Container 10,000mL

150,000 qc

2,500 lb

1,000 cu. ft.

Fusion fuel is highly unstable requiring a special transport container to transport.

Player Armor

Name

Cost

Protection

Weight

Description

Leather

10 qc

11 + Dex mod

10 lb

Studded Leather

45 qc

12 + Dex mod

13 lb

Light Kevlar Armor

75 qc

16

8 lb

Military Kevlar Armor

1,000 qc

18

16 lb

Ultra rare

Helmet

5 qc

+1

1 lb

Shield

10 qc

+2

5 lb


Player Starter Packs

Driver’s Pack: Studded Leather Armor, helmet, backpack, water pack, bed roll, 2x 10ft chains, crowbar + 133 qc

Gunner’s Pack: Light Kevlar, helmet, shield, backpack, bedroll, gunners kit, flashlight + 97 qc

Scavenger’s Pack: Leather Armor, helmet, backpack, bedroll, flashlight, rope, chains, crowbar, Scavenger’s kit + 169 qc

Survivalist’s Pack: Leather Armor, helmet, shield, backpack, water pack, bedroll, tent, flashlight, rope, chains + 174 qc

Medic’s Pack: Leather, helmet, backpack, water pack, bedroll, tent, medic’s kit, flashlight + 150 qc


Weapons

Name

Cost

Damage

Weight

Description

Axe

5 qc

1d6

2 lb

Fast, Thrown 10/30

Bat/Club

1 qc

1d4

2 lb

Fast

Blowgun

10 qc

1

1 lb

Blowdarts 25/100

Compound Bow

25 qc

1d8

3 lb

Arrows 40/150

Crossbow

25 qc

1d8

5 lb

Bolts 40/150

Hammer

2 qc

1d4

2 lb

Fast, Thrown 10/30

Knife

2 qc

1d4

1 lb

Fast, Thrown 10/30

9mm Pistol

50 qc

2d6+4

1 lb

Range 25/100

AK-47 Rifle

100 qc

2d8+4

2 lb

Range 40/150

Spear

1 qc

1d6

3 lb

Jab, Thrown 10/30

Sword

15 qc

1d8

3 lb

Shotgun

75 qc

2d6+4

2 lb

+2 hit modifier

Whip

2 gc

1d4

2 lb

Tools

Item

Cost

Weight

Dice (Gambling)

1 qc

--

Chess/Backgammon

5 qc

1 lb

Deck of cards

1 qc

--

Guitar

35 qc

2 lb

Flute

10 qc

1 lb

Drum

5 qc

3 lb

Vehicles

Vehicles are a major part of the Riders of the Wasteland multiverse. It is the most common mode of transportation, all players are proficient at driving and fighting with them. It is a matter of survival. Vehicles have a variety of sizes and weight.

Body Type

Type

Cost

Frame Weight

Cubic Feet Available

Subcompact

300 qc

500 lb

200

Compact

400 qc

600 lb

220

Mid-size

600 qc

800 lb

240

SUV

800 qc

900 lb

300

Pickup

900 qc

1,000 lb

600 (exposed)

Semi

30,000 qc

10,000 lb

6,000

Fusion Engine

Core Size

Cost

Core Weight

Cubic Feet Used

kWatt Power

20x Power Factor

HP

Small

300 qc

400 lb

25

100

2,000

200

Medium

400 qc

500 lb

50

125

2,500

300

Large

600 qc

600 lb

75

150

3,000

400

Extra Large

800 qc

700 lb

100

200

4,000

600

MegaCore

900 qc

1,000 lb

200

500

10,000

1,200

Due to inefficiency in mico-fusion fuel reactors, fusion fuel must be replenished every 15 days. The amount required is 10mL of fusion fuel. Without fuel the engine engine will completely fail in 30 days, requiring 10mL of fusion fuel and 50% original engine cost in repairs.


Chassis/Suspension

Chassis Size

Cost

Max. Weight Support

HP

Light

300 qc

1,200 lb

200

Standard

400 qc

1,500 lb

300

Large

600 qc

2,300 lb

400

Heavy

800 qc

2,500 lb

600

Extra Heavy

900 qc

3,200 lb

800

MegaLoad

10,000 qc

50,000 lb

1,200

Vehicle Weapons

Name

Cost

Weapon Weight

Cubic Feet Used

Damage

HP

Machine Gun

1,000 qc

150 lb

5

2d8+4

20

Grenade Launcher

1,000 qc

200 lb

10

2d8 area

25

Rocket Launcher

1,000 qc

200 lb

10

2d10+4

25

Flamethrower

500 qc

400 lb

10

2d8+4

40

Vehicle Weapon Ammo

Ammo For

Cost / Ammo

Ammo Weight

Cubic Feet Used

Damage

Machine Gun

25 qc / 20

3 lb / 20

5

2d8+4

Grenade Launcher

25 qc / 1

5 lb each

10

2d8 area

Rocket Launcher

35 qc / 1

25 lb each

10

2d10+4

Flamethrower

25 qc / 10 sec

5 lb each

10

2d8+4


Vehicle Armor Plates

Armor Plate

Cost

Ammo Weight

Slot Used

HP

Standard

100 qc

10 lb

1

50

Battle

500 qc

50 lb

1

100

All Car Body Types have 5 slots per section of the vehicle: front, back, left, right, top and bottom. Motorcycle body types have 1 slot per section of the vehicle: front, back, left, right, bottom. A sidecar on a motorcycle has: front, back, right, top and bottom (no left armor slot)

Vehicle Tires

Tire Type

Cost

Weight*

Cubic Feet*

HP

Standard

50 qc

30 lb

5 cu ft

5

Off-Road

100 qc

40 lb

10 cu ft

10

Run-flats

200 qc

50 lb

5 cu ft

15

Solid

500 qc

75 lb

5 cu ft

20

*Weight and Cubic Feet of tires on the vehicle do not count in the Chassis/Suspension weight calculations. The weight and cubic feet calculated must be used, however, in total the weight in the vehicle when carrying spare tires.

Player Weight and Space

Players and their equipment take up roughly an estimated 200 lb and 5 cubic feet. This includes their equipment, provisions, food and water


MotorCycle

Body Type

Type

Cost

Max. Weight Support

Cubic Feet Available

HP

Light

300 qc

1,000 lb

100

200

Medium

400 qc

1,200 lb

120

300

Heavy

600 qc

1,500 lb

140

400

Sidecar

600 qc

750 lb

100

400

Motorcycles only require a fusion engine as additional equipment. They can support 1 weapon mounted on the front and one weapon mounted on the back. Adding a Sidecar allows for 1 additional weapon mounted in any direction the player chooses, including adding on a turret. Firing a turret weapon and driving simultaneously is not possible. A second passenger riding in the sidecar is required. Stopping the motorcycle and firing the turret is the other option.


Building Your Vehicle

Decide on your general Body Type, Engine and Chassis/Suspension. Start with your Chassis/Suspension and Body Type. Writing down its weight available or used, along with the cubic feet available or used. If your total weight and cubic feet remain positive, the vehicle is valid. If not, keep trying with different equipment until it balances to Zero or higher. For Example:

Equipment                                Weight                                Cubic Feet

Large Chassis/Suspension         2,300        lb                

SUV Body                                -900 lb                        →        +300 cu ft

Large Engine                                -600 lb                        →        -75 cu ft

Machine Gun        2x                        -300 lb                        →        -10

MG Ammo 10x 20 (200)                -60 lb                                →        -100

Driver                                        -200 lb                        →        -5

Passenger                                -200 lb                        →        -5      

                                        40 lb                                        105 cu ft

Cargo

Unused space and weight is used to carry salvaged parts found during missions or campaigns. Cargo space is also used to transport goods, or people, as favors or at a fee. Cargo space can also be used to mount additional weapons, carry ammo, spare tires, etc.

Vehicle Paint and Style

Players' first vehicles can have any paint style, logo, color, design, etc they choose. Additionally, players should feel free to be as creative with vehicle look and design, as long as it fits within the reasonable specifications of the general Body Type they have chosen (at the discretion of the GM).


Top Speed Calculation

The overall vehicle weight and the 20x Power Factor are used to calculate the top speed of any vehicle. The calculation used is:

Top Speed = 180 * Engine Power Factor / (Power Factor + Vehicle Weight)

In the above example the top speed would be:

Top Speed = 180 * 3,000 / (3,000 + 2,260) = 102.66

(The 2,260 weight is calculated by adding all vehicle weight: 900 lb SUV Body, 600 lb Large Engine, 300 lb for 2x Machine Gun, 60 lb 10x 20 packs ammo, 200 lb for the Driver and 200 lb for the passenger)

If the desire is to race this vehicle, remove the machine guns, ammo and passenger would make the total weight of the vehicle 1,700 lb creating the below top speed:

Top Speed = 180 * 3,000 / (3,000 + 1,700) = 114.89

Off-Road Calculations

For off-road travel, vehicles require off-road tires. Additionally, while traveling off-road, Top Speed is reduced by 75%. Motorcycle Top Speed off-road traveling is reduced by 50%.

Off-Road Condition Travel

Vehicle Type

Top Speed Reduction

Four wheel vehicles

75%

Motorcycles

50%


Vehicle Diagram



Print the above diagram or draw your own adding in the Hit Points for each piece of equipment on the vehicle. A maximum of 5 slots exist on all car Body Types to insert Armored Plated, 1 slot for motorcycles. Once the Armored Plates have dropped to zero on any side of the vehicle (front, back, left, right, top or bottom), the driver and/or passages start to take direct damage.


Vehicle Movement

For non-combat and non-racing movement, each vehicle is capable of reaching its Top Speed (see above calculation) on flat surfaces. For gravel, rocky or off-road conditions, see the tables below.

Racing Movement: When vehicles are racing, it becomes a series of dice rolls matched to the Driver Skill + modifiers, for each driver. Whichever driver has the best series of rolls, matched to their Driver Skill + modifiers, including vehicle Top Speed values will win the contest.

Each character in the race starts with an initiative roll on a 1d20. Whichever player has the highest value (keep rolling for a tie), wins the jump off the line receiving +1 second as a bonus.

Each player then rolls a d100 (2d10, first dice as 10s place, second dice as 1s place) and checks the results against their Driver Skill + modifiers. Modifiers include Driving Bonus (Driver Class), Dexterity modifier, or drink modifiers. The value rolled is the difficulty of the drive/terrain/other vehicles/etc. If the value is at, or below, the Driver Skill + modifiers, it's considered a successful turn. A value higher than the Driver Skill + modifiers is a failed turn. Values rolled that are between 96-100 are considered a major driving mistake (see Major Driving Mistake Table), and values rolled between 1-5 are considered driving excellence (see Driving Excellence Table). Each character repeats this ten times, recording the number of successful turns. Take the number of successful turns divided by 10 to get a percentage of success for that run. Use that percentage times the Top Speed of the vehicle to determine how far the vehicle traveled during that run. The highest value gained the most distance to win the race.

Here’s a sample race between three players each with their Top Speed: Ember (95.74), Zander (121.62). and Jamie (94.73). The GM chooses to have just 1 Round (10 turns) for this race.

Ember, Zander and Jamie each roll a d20 for initiative. Jamie gets the highest value, the GM records +1 second indication Jamie gets the jump off the line and takes the lead:

Initiative

Ember: 0

Zander: 0

Jamie: +1

Ember, who has a Driver Skill + modifiers of 65 rolls a d100 ten times. Of those ten rolls she gets 9 rolls below 65 and one roll above 65. Her success percentage is then 9 / 10 = 90%. Multiplied by her Top Speed: 95.74 * 90% = 86.17

Zander simultaneously does his rolls, having a driver skill of 45 rolls a d100 ten times, he gets 7 rolls below 45. His success percentage is 7 / 10 = 70%. Multiplied by his Top Speed: 121.62 * 70% = 85.13

Jamie also simultaneously does his rolls, having a driver skill of 70 rolls a d100 ten times, but is unlucky in their rolls and only succeeds 6 out of 10 times. His success percentage is 6 / 10 = 60%. Multiplied by his Top Speed: 94.73 * 60% = 56.64

The GM then ranks all participants in the race from highest to lowest, factoring in Initiative, to determine the winner:

Run Outcome

Ember: 86.17 ← Winner

Zander: 85.13

Jamie: 56.64 + 1 = 57.64

The GM could then narrate the race as something like this: three contestants are on the line and ready to race! …and they are off! Jamie blows off the line and immediately takes the lead. Zander, with the fastest car of the group, begins to gain on Jamie, but Ember is keeping up, not far behind. As Zander blows by Jamie, it's now a race between Ember and Zander. Ember is very focused, taking advantage of a couple of key mistakes made by Zander! Ember takes the lead! As they come around the final turn they are side-by-side, Zander inching forward….nearly has it….but not enough! Ember wins the race by 0.04 seconds!

Some races can be much longer. The GM can choose to have as many Rounds for one race as they like. To have more Rounds, for example a 5 Round race, simply add Run Outcome for each Round over the 5 rounds. The player with the highest value wins. In case of the unlikely chance of a tie, a d20 roll between the players can break the tie, and the highest value wins.

Combat Movement: Combat movement follows Racing Movement in terms of distances traveled/out-running an opponent or racing circles around an opponent to fire their weapons on them at will.

Combat movement is initiated from vehicles already in motion. If all vehicles are at a stopped position see Combat below.

Like racing, each character in combat starts with an initiative roll on a 1d20. Whichever player has the highest value (keep rolling for a tie), wins the combat initiative and receives +1 second as a bonus. All other characters are ranked based on their initiative roll, in descending order. This is the battle sequence.

That character may then choose to fire any readied weapon of choice (see Combat below), or continue driving. Firing a weapon removes their +1 second bonus. Continuing to drive leaves their +1 second bonus.

The next player in the battle sequence then rolls a d100 against their Driver Skill + modifiers. If successful (a value at, or below, their Driver Skill + modifiers) they record the success, and they may fire any readied weapon of choice (see Combat). Values rolled between 96-100 see Major Driving Mistake Table, and values rolled between 1-5 see Driving Excellence Table. If the player chooses not to fire a weapon after a successful driving skill roll, they receive a +1 second bonus (useful for running from a fight). If they fail, they may not fire their weapon. The GM records the successful skill rolls and +1 second bonus for players who skip to fire their weapons that turn.

The battle sequence continues for five rounds. A player's vehicle that can no longer drive may only fire weapons (if available), leave the vehicle and run on foot, or surrender.

After the ten rounds have complete the GM takes a tally from each driver successful skill rolls * 10 to determine the percentage of successful drives. Taking that percentage and multiplying by the Top Speed will be the total distance each player drove during that round. The distance, direction and choices of where the player is on the battlefield is decided by the player.


Here’s a sample battle between three players each with their Top Speed: Ember (95.74), Zander (121.62). and Jamie (94.73)

The GM sets the initial layout of the battlefield, which looks as follows:

Ember, Zander and Jamie each roll a d20 for initiative. This time Ember gets the highest value, the GM records +1 second indication Ember gets the initial bonus and each character is then written down in descending order based on their rolls to set a battle sequence:

Battle Sequence

  1. Ember: +1 ← turn
  2. Zander: 0
  3. Jamie: 0

Ember chooses to use her initiative to fire on Jamie, Jamie is in range, Ember fires with her machine gun mounted on the front, she hits for 9 damage on Jamie’s right door panel. Jamie records the damage. Ember loses the +1 second bonus the Battle Sequence now looks as follows:

Battle Sequence

  1. Ember: 0
  2. Zander: 0 ← turn
  3. Jamie: 0

Zander takes his turn, rolling against Driver Skill gets a success. Seeing Jamie has an easy target now, he also takes a shot at Jamie with the machine gun mounted on the front of his vehicle. It misses.

Jamie takes his turn, rolls against his Driver Skill, and gets a success. Jamie notices he’s being ganged up so chooses to run and opts to take the +1 second bonus.

The sequence continues for five rounds, each player firing upon who they wish (or taking a +1 second bonus instead).

By the end of 5 rounds, the results of the rolls and the choices made by each character make the GM records the follow for this scenario:

Battle Sequence

  1. Ember 3 successful driver skill rolls, 0 second bonus taken
  2. Zander 1 successful driver skill rolls, 0 second bonus taken
  3. Jamie 4 successful driver skill rolls, 4 second bonus taken

Battle Results

  1. Ember 3 success / 5 = 60%. 60% * 95.74 = 57.44
  2. Zander 1 success / 5 = 20%. 20% * 121.62 = 24.32
  3. Jamie 4 success / 5 = 80%. 80% *  94.73 = 75.78 + 4 second bonus = 79.78

The GM now resets the Battle Sequence based on the above results ordering by highest value in descending order:

Battle Sequence

  1. Jamie
  2. Ember
  3. Zander

Jamie now decides which direction he was going on the board, followed by Ember deciding where on the board she is, and lastly Zander. The distance traveled, in feet, by each player is the Battle Results value * 7.33. There for, Jamie can move his car 79.78 * 7.33 = 558 feet in any direction. Ember can move her car 421 feet in any direction. Zander can move his car just 178 feet due to failed Driving Skill results.

And the Battle Sequence starts again from above with a new sequence and battlefield layout.


Vehicle-to-Vehicle Combat

Mounted weapons on a vehicle are only fired in the direction/angular-range they are mounted, as shown below. If the vehicle has a driver and a passenger, the central turret weapon can be used, which has a 360° range, but requires a dedicated character firing the weapon meaning a player cannot drive and fire the turret weapon simultaneously. The driver may stop driving and mount the turret to fire the weapon, but driving must stop.

Players roll d20 for initiative to determine which player goes first. The GM will create a battle sequence of initiative rolls, in descending order, for more than 2 players in combat. The weapon fired must be in the direction it is mounted (except the turret which can fire at a 360° range). Each player rolls a d20 + firing modifier. A value of 15 or higher is a hit. The damage will take place on the vehicle within the Damage Range which is in the direct line of sight of the firing weapon. Damage amount is based on the Weapons Table. Players may choose to target specific items (within their line of site), at a -5 disadvantage. Meaning, if a player wants to target the turret of a car, they state they are firing at the turret of the vehicle, roll a d20 + firing modifier then -5 from the result to determine a hit.

Firing on a Motorcycle has a -2 dice roll disadvantage.

Order of Damage: Once an item has lost all HP, it's considered completely destroyed and can no longer absorb any damage. The next line of defense must take over. The ordering of damage taken first starts with the Armored Plates on that side of the vehicle, followed by any weapon mounted on that side of the vehicle, followed by any turret mounted on the vehicle, and lastly the driver or passenger. The following order should be followed:


Damage Ordering

  1. Armor Plates (1 through 5) on attacked side of vehicle
  2. Mounted weapon on attacked side of vehicle
  3. Turret weapon on vehicle
  4. Engine (front damage only)
  5. Tires
  6. Driver
  1. If a passenger is present:
  1. left side damage hits driver
  2. right side damage hits passenger
  3. front damage, flip a coin on who takes damage

Full damage to 1 tire reduces the vehicle's Top Speed by 50%. Full damage to 2 tires renders the vehicle undrivable.

Vehicle-to-Player Damage

Players in a vehicle with full Armor Plates and undamaged weapons are protected from all damage. Once a vehicle has taken severe damage (dropped all Armored Plates and weapon HP to zero on that side of the vehicle), the driver is exposed to the damage.

Players not in a vehicle, or on a Cycle, are fully exposed to all damage.

Player-to-Player and Player-to-Vehicle Damage

For hand-to-hand combat, see SKILLS Hand-to-Hand Combat. To determine a hit on a Player directly, the value rolled on a d20 + hit modifier (dexterity for ranged weapons) must exceed the Player Protection as shown in the Armor Table. Players firing on a moving vehicle at short range have a Difficult of 10, long range Difficult of 15. Firing at a specific location on a vehicle (i.e. a left tire) adds +2 difficulty. Players standing near a stationary vehicle hit automatically. On a hit, the amount of damage the player takes is based on the weapon damage amount shown in the Weapons Table. A player at zero HP becomes unconscious, requiring medical attention by a Medic. Players dropping below zero require reviving by a Medic.


SKILLS

Hand-to-Hand Combat Skill

When two or more players engage in hand-to-hand combat, initiative is rolled (d20, roll again to break a tie) by each player. The highest player gets initiative and gets the first attack. For more than one player fighting at once the GM will build a Battle Sequence. During hand-to-hand combat each player rolls a d100 (two d10, first roll 10s place, second roll 1s place, 00 is 100). The roll is how difficult their maneuver/opponent is, the value is compared to the player's Hand-to-Hand Combat Skill + Dexterity Modifiers. If the value is at or below the player's skill, the hit is successful. Fist/Elbow/Knee/Kick damage is 1d4 + Strength Modifiers. If a player is wielding a knife, the damage is 1d6 + Strength Modifiers. When a player's HP drops to zero, they become unconscious, requiring medical attention.

For values rolled between 1-5 (Critical Hit) and 94-100 (Fumble) see the Hand-to-Hand Critical Hit Table and Hand-to-Hand Fumble Table


Medic Skill

Any player may attempt to use their medical skills on themselves or others. When a player wants to use their medical skills they need a medical kit. The player then rolls a d100. The roll is how difficult the procedure is, the value is compared to the player's Medical Skill + Intelligence Modifier + Wisdom Modifier. If the value is at, or below, their Medic Skill + modifiers, the procedure is successful.

For values rolled between 1-5 (Healing Excellence) and 94-100 (Medical Failure) see Critical Tables below

Survival Skill

Survival skill comes into play typically at the GM discretion. Under harsh conditions, or when searching for food/water/shelter/safe passage a Survival Skill roll can be done to find safe food/water/shelter/safe passage. The player rolls a d100. The roll is how harsh or difficult the environment is, the value is compared to the player's Survival Skill + Intelligence modifier + Wisdom Modifier. If the value is at, or below, their Survival Skill + Modifiers, it is successful.

Driving Skill

Discussed in detail during Racing Movement and Combat Movement. Also the GM may ask for a Driving Skill roll under extreme conditions.

Mechanic Skill

This skill comes into play when repairing vehicles or equipment using scavenged materials. The player rolls a d100. The roll is how difficult the task is, the value is compared to the player's Mechanic Skill + Intelligence modifier + Wisdom Modifier. If the value is at, or below, their Mechanic Skill + Modifiers, it is successful.

Scavenging Skill

This skill comes into play when scavenging wreckage or ruins. The player rolls a d100. The roll is how scarce for good parts the scavenge is, the value is compared to the player's Scavenging Skill. If the value is at, or below, their Scavenging Skill + Modifiers, it is successful.

Stealth Skill

This skill comes into play when sneaking or hiding. Typically it is done at the GMs discretion. The player rolls a d100. The roll is how the task  is, the value is compared to the player's Stealth Skill + Dexterity Modifiers. If the value is at, or below, their Stealth Skill + Modifiers, it is successful.


Leadership

Leadership comes into play when building or maintaining morale within gangs, mafias or cartels. Whenever a group of 5 or more NPCs are asked to join an organization, a leadership roll is done to see if they join. The player rolls a d100. The roll is how stubborn or unimpressed the group is to join is, the value is compared to the players Leadership + Charisma Modifiers. If the value is at, or below, their Leadership + Charisma Modifiers, it is successful.

Food, Water and Starvation

Humans and Mutants must consume at least 1 L of water per day. Without water they can survive for a maximum of 3 days. At which point they become unconscious and require medical attention (including food and water).

Humans and Mutants must also consume at least 1 ratio of food per day. They can go a maximum of 30 days without food. At which point they become unconscious and require medical attention (including food and water).

AI Entities require fusion fuel. Due to inefficiency in mico-fusion fuel reactors, fusion fuel must be replenished every 15 days. The amount required for an AI Entity is 10mL every 15 days. An AI Entity can survive 30 days without fusion fuel replenishment. At which point their fusion engine shuts down, requiring 10 mL of fusion fuel and fusion reaction repair at a market price of 1,000 qc


Sample Campaign

Title: Manhattan Run: The Gauntlet of Trade

Setting: Post-apocalyptic Manhattan, now a sprawling island of ruins and lawless territories, ruled by gangs and creatures that have adapted to the new world order.

Current Events: (Read to Players) The Wall Street Warriors (WSW), a gang controlling commerce and trade in the downtown section of Manhattan, attempt to create a fair trade market for all who enter their controlled region. Rival gangs often push boundaries in an attempt to undermine the strength and power of the WSW. Recently attacks on the markets and vendors within the territory have increased.

Player Entrypoint: Players enter at (1) Holland Tunnel. At the discretion of the GM the group of players may already know each other, or they can come into the city separately to meet at the Wall Street Markets.

  1. Holland Tunnel. A tunnel connecting what used to be New Jersey to Manhattan, this is the player's entry point into the campaign. At the discretion of the GM the group of players may already know each other, or they can come into the city separately to meet at the Wall Street Markets.
  2. Wall Street Trade Market. This is a highly protected trade market run by the Wall Street Warriors (WSW) gang . Colorful banners flap above the crowd, and the walls are adorned with graffiti that tells the history of the marketplace. It is a sprawling bazaar amidst the ruins of skyscrapers, where merchanges hawk their wares from the shells of old buildings and makeshift stalls. There is a small tax charged for all goods and services that change hands within the walls, in exchange for safe and fair trade. Players may buy any basic equipment, vehicles, weapons, armor, ammunition, food, drink and fuel at the market. Vehicles are not allowed within the walls, except by gang security, which typically roam within the walls on motorcycles. Players must park their vehicles in a secured lot outside the wall. Players know from the Current Events that rival gangs have been increasing attacks on the market. Once players have looked around and bought their wares, they may seek solace at one of the local bars. At the bar “Warriors Wasteland”, players hear rumors that the WSW gang leader, Rex, is looking for help to transport an item and that it may be tied with recent attacks on the market. Rex has a small building within the market he manages and runs the gang from, in the evenings he retires to (3).
  3. Trade District.Tightly knit with the Wall Street Trade Markets, many of the vendors retire to the trade district when they are not working. It also services as a first line of defense, an early warning, for the Market itself prior to attacks. Rex, and other larger merchants have strongholds in this district. The WSW gang has a powerful influence on the town. Raiding or attacking any citizens within the town will force an encounter with 2 Gang Boss and 8 Ganger Members each with their vehicles. Parties enquiring to meet with Rex will be led to his stronghold by 2 Gang Boss. Rex’s stronghold is the first floor of an old hotel. The building is fortified with reinforced concrete, no windows on the first 3 floors and one entrance (there are two secret entrance/exist on the backside of the building). Two Gang Member guards protect the entrance. Rex sits at what used to be the bar/lounge area of the hotel, converted to meet with other members, merchants and citizens in a casual, but armed area.
  1. Southside Trade Port. This is a trade shipping port where goods enter and leave this area of the island. Though the WSW frequent the port with merchants they do not run the port. The port is primarily self run, since all trade ships are heavily armed with their own guards. A Scavenge search by players in this area, if successful the player will find under a concrete block against a building near the docks: 2 grenades, 20 rounds of machine gun, one 9mm pistol, 10 rounds 9mm ammo.
  2. Scrap District. This area is fairly barren and ridden with Scrap Goblin. If the players choose to stop in this town, roll 1d8, if Scrap Goblins attack (1-2, they attack). The number of attacking Goblins are 2d4. They attack with make-shift knives (scraps of metal). For every 10 rounds the players spend in this District roll 1d8 to see if more Goblins attack (1-2, more attack, number that attack 2d4). A Scavenger roll finds nothing of value since the Scrap Goblins have picked over the area thoroughly.
  3. Eastside Trade Port. Similar to the Southside Trade Port, this is a trade shipping port where goods enter and leave this area of the island. The port is primarily self run, since all trade ships are heavily armed with their own guards. A Scavenge search by players in this area will find nothing. The Scrap Goblins from (5) frequent this area at night for hidden, lost or stolen items.
  4. Village District. A transition district between the Trade District (3) and Southern MT (11), they often get caught in the crossfire between gang fights. It is a neutral district with its own small trade area, buying and selling to anyone willing to trade. If the party decides to stop in town, they will learn of a wounded bystander in need of medical attention. Her name is Mara, she is a healer herself. She runs a clinic in town that often heals gang members wounded in battle for a price. Unfortunately, her neutrality has a price. During a recent attack by the SMT Gang members on WSW, she healed fatal wounds of one of the high ranking gang bosses from WSW that the SMT Gang were certain would kill him. In retaliation for her help to the WSW, during the last raids the SMT Gang raided her clinic and critically shot her. She is now barely stabling needing medical attention. Upon successful healing, Mara will give the person who heals her a Token of Mendwright. The Mendwright is a small single use, medical pack that will immediately give 5 HP to any player. Additionally it will send a call out (through quantum entanglement) to a device Mara monitors. If she is in range, she and her band of healers will come to their aid.
  5. Hell’s Harbor District. Born from the old neighborhood of Hell’s Kitchen. A bustling trade port on the western bank of Manhattan. Mostly independent, relying heavily on their port trade. The district is well guarded, there is nothing of note to scavenge. Players can buy all basic weapons, ammo, fuel and equipment from here. If players take on the side quest from (11), they can ask to find Jinx, a gang member to give a child to (see Side Quest in (11)). Jinx will refuse taking the child, requiring the party to drive them back to Gem in (11). Jinx will however give the party members 1,000 qc to give to Gem to help raise the child.
  6. Hell’s Harbor Port. Guarded by the Dockside Sentinels Gang, who also protect Hell’s Harbor District.
  7. Stuy District. In the ruins of the old Stuytown a makeshift district of citizens, and scrap goblins alike have taken up residence. If the party stops, roll a 1d8 (1, attacked by 1d4 scrap goblin). The citizens will not attack but will also not interact with the party. A successful Scavenge roll in the area will find: 10 rounds 9mm ammo, jasper stone bracelet (worth 100 qc), 20 rounds machine gun ammo.
  8. Southern MidTown District. Run by the Souther MidTown Gang (SMT), they control the crossroads in central downtown Manhattan to the south. They are rival gangs to the WSW, allies with the MidTown Anarchists (MTA). If players stop in this town, they will have no trouble with the SMT unless the gang learns they are working to transport goods for the WSW. The town is sparse on goods as most trading is done in Hell’s Harbor, the Wall Street Trading Markets and the MidTown Anarchists Markets. Vendors selling street meat cook throughout the district and entertainers adorn the streets. Side Quest: If players stop in town, they learn of an entertainer with a child 10 years old. The entertainer, Gem, needs the child transported to Hell’s Harbor to a Dockside Sentinels Gang member named Jinx. The child’s name is Rivet. The party will need to fight or outrun the SMT Gang if they are mentioned to anyone they are working for WSW.
  9. Kevlar District. Kevlar is imported and made into kevlar jackets and suits here. Players can buy all kevlar gear at a 20% discount. However, similar to all other towns, if it becomes known they are working for the WSW, the vendors will refuse to sell to them and risk being attacked.
  10. Lich King District. A lich king runs this district. There is no commerce or trade. If the players stop in this district, the lich king will be told. The Lich King has no loyalty to anyone but self. Typically they run entire cities, and multiple gangs, but this Lich King, Mortis, is solitary, choosing to live and control this district alone. It is simply known as the Lich King District. Very few venture here. If the party chooses to stop here they will find nothing of value or interest. This may be used as further plot later.
  11. MidTown Anarchists District. This district is run by the MidTown Anarchists (MTA). The district has its own trade markets. Players can purchase all basic equipment, weapons, ammo and armor. However, if it becomes known the players are working with the WSW, they may not purchase or sell any items. Here the party needs to find Ash. Once they begin to inquire to see him, they will be attacked by 1 Gang Boss in their vehicle and 4 Gang Members on motorcycles. Once they are able to kill or run off the gang members, Ash will appear in the vehicle. If the party attacks Ash, 2 Gang Boss in their vehicle and 8 Gang Members on motorcycle will appear. Ash will not kill the character carrying the cargo or box. If the party happens to kill Ash and all gang members, the attacks on WSW will stop for a time but will continue again, only worse, in the years to come. If the party chooses to hand over the fuel transport container and box, Ash will open the box. His hardened face will soften quickly and he will tell his gang to stand down. Ash will then tell a story that this brooch was his mothers. That Rex and Ash are brothers. Just before their mother died, she warned her boys that this day would come. That they would fight against each other in an attempt to control the city, and that it broke her heart. She knew how harsh the world is and wanted her boys to stand strong with each other, not against each other. She secretly gave them each a brooch, one of a hummingbird, the other a flower. She told each of them, if that day ever comes when peace can’t be found between you two, give this to your brother, at least in remembrance of me. Ash is truly touched by the gesture his brother made to give him the brooch. He tells the party he will stop his attacks on the WSW and work to make amends with his brother.
  12. Central Park. A barren land run by Tempest Riders. There’s nothing of value to find in this section. If a party enters this area, they will be attacked by 1d4 trucks full of Tempest Riders. This will happen each day until the party leaves the area.

Encounters

Dog, wild

Wild dogs hunt in packs, they are rarely found alone. They will attempt to encircle any prey and attack at the alpha dog's lead.

______________________________________

Protection: 13 (Natural)

Hit Points: 30

Speed: 40 feet

______________________________________

Strength: 13 (+1)

Dexterity: 14 (+2)

Constitution: 11 (+0)

Intelligence: 4 (-3)

Wisdom: 12 (+1)

Charisma: 6 (-2)

XP: 25

Damage: 2x 1d6 bite+2

Hand-to-Hand Combat: 60

Survival: 100

Mechanic: 0

Scavenging: 0

Leadership: 0

Stealth: 60

Medicine: 0

Driving: 0

Dog, dust (Dust Hound)

Dust hounds are typically solo creatures, but can be found in packs as well.

______________________________________

Protection: 14 (Natural)

Hit Points: 30

Speed: 60 feet flying

______________________________________

Strength: 6 (+1)

Dexterity: 16 (+3)

Constitution: 11 (+0)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 8 (-1)

XP: 50

Damage: 2x 1d6 bite

Hand-to-Hand Combat: 60

Survival: 100

Mechanic: 0

Scavenging: 0

Leadership: 0

Stealth: 60

Medicine: 0

Driving: 0


Gang Leader

Their leadership keeps them together and focused on a common goal and tasks at hand. They are formidable opponents but tend to leave the dirty work to their gang members.

______________________________________

Protection: 19 (Kevlar)

Hit Points: 55

Speed: 30 feet

______________________________________

Strength: 15 (+2)

Dexterity: 15 (+3)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 11 (+0)

Charisma: 14 (+2)

XP: 400

Weapons: 9mm, AK-47, Knife

Hand-to-Hand Combat: 60

Survival: 20

Mechanic: 20

Scavenging: 10

Leadership: 70

Stealth: 10

Medicine: 10

Driving: 60

Gang Leader Vehicle

Body Type: Mid-size

Engine: Extra-Large

Chassis/Suspension: Large

Tires: Run-flat

Armor

Front: 2x Standard

Back: 2x Standard

Left: 2x Standard

Right: 2x Standard

Weapons

Front: Machine Gun

Back: Grenade Launcher

Ammo

200 rounds MG

5 Grenades

Cargo Remaining:  40 cu. ft.

Weight Remaining: 500 lb

Top Speed: 124.14 mph


Gang Boss

The Gang Boss takes his/her orders from the gang leader but has freedom to action those orders in the manner they see fit.

______________________________________

Protection: 13 (Studded leather)

Hit Points: 35

Speeed: 30 feet

______________________________________

Strength: 12 (+1)

Dexterity: 14 (+2)

Constitution: 13 (+1)

Intelligence: 13 (+1)

Wisdom: 12 (+1)

Charisma: 12 (+1)

XP: 200

Weapons: 9mm, AK-47, Knife

Hand-to-Hand Combat: 55

Survival: 20

Mechanic: 20

Scavenging: 10

Leadership: 60

Stealth: 10

Medicine: 10

Driving: 55


Gang Boss Vehicle

Body Type: Compact

Engine: Medium

Chassis/Suspension: Standard

Tires: Standard

Armor

Front: 1x Standard

Back: 1x Standard

Left: 1x Standard

Right: 1x Standard

Weapons

Front: Machine Gun

Ammo

200 rounds MG

Cargo Remaining:  115 cu. ft.

Weight Remaining: 20 lb

Top Speed: 113.06 mph


Gang Member

Gang members typically join gangs for protection and spoils from the missions and areas they protect. Often found in groups, rarely rove alone.

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Protection: 12 (Leather)

Hit Points: 25

Speed: 30 feet

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Strength: 11 (+0)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 10 (+02)

XP: 25

Weapons: 9mm, Knife

Hand-to-Hand Combat: 40

Survival: 10

Mechanic: 30

Scavenging:30

Leadership: 10

Stealth:30

Medicine: 10

Driving: 40


Gang Member Vehicle

Motorcycle: Medium

Engine: Medium

Weapons

Front: Machine Gun

Ammo

        200 rounds Machine Gun

Cargo Remaining:  55 cu. ft.

Weight Remaining: 320 lb

Top Speed: 133.14 mph


Goblin, scrap

Small, cunning creatures that gather the discarded metal and junk of the old world. They are excellent scavengers and tinkerers, but also notorious for setting deadly traps

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Protection: 15 (Leather, helmet, shield)

Hit Points: 15

Speed: 30 feet

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Strength: 8 (-1)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 10 (+0)

Wisdom: 8 (-1)

Charisma: 8 (-1)

XP: 50

Weapons: Knife

Hand-to-Hand Combat: 40

Survival: 20

Mechanic: 40

Scavenging: 60

Leadership: 0

Stealth: 40

Medicine: 10

Driving: 0

Mind Hollows

Mythic creatures are said to live in dust storms.

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Protection: 12 (Dust and rock)

Hit Points: 30

Speed: 30 feet

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Strength: 6 (-2)

Dexterity: 14 (+1)

Constitution: 13 (+1)

Intelligence: 6 (+-2)

Wisdom: 10 (+0)

Charisma: 8 (-1)

XP: 100

Damage: 1d10

Hand-to-Hand Combat: 50

Survival: 0

Mechanic: 0

Scavenging: 0

Leadership: 0

Stealth: 50

Medicine: 0

Driving: 0


Cartel Leader

Cartel Leaders are formidable figures that wield immense power within the criminal underworld they control. Feared by gang leaders in the areas they control.

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Protection: 21 (Military Kevlar)

Hit Points: 110

Speed: 30 feet

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Strength: 16 (+3)

Dexterity: 16 (+3)

Constitution: 15 (+2)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 16 (+3)

XP: 1,000

Weapons: 9mm, AK-47, Knife

Hand-to-Hand Combat: 80

Survival: 40

Mechanic: 20

Scavenging: 10

Leadership: 90

Stealth: 40

Medicine: 10

Driving: 80

Cartel Leader Vehicle

Body Type: SUV

Engine: Extra-Large

Chassis/Suspension: Extra Heavy

Tires: Solid

Armor

Front: 2x Battle Plates

Back: 2x Battle Plates

Left: 2x Battle Plates

Right: 2x Battle Plates

Weapons

Front: Machine Gun

Back: Rocket Launcher

Left: Machine Gun

Right: Machine Gun

Ammo

400 rounds MG

5 Rockets

Cargo Remaining:  75 cu. ft.

Weight Remaining: 350 lb

Top Speed: 105.11 mph


Cartel Boss

Cartel Boss answers to their Cartel Leader, they also often have local gang leaders under their control.

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Protection: 18 ( Kevlar)

Hit Points: 110

Speed: 30 feet

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Strength: 15 (+2)

Dexterity: 15 (+2)

Constitution: 14 (+2)

Intelligence: 14 (+3)

Wisdom: 11 (+2)

Charisma: 14 (+2)

XP: 500

Weapons: 9mm, AK-47, Knife

Hand-to-Hand Combat: 60

Survival: 30

Mechanic: 20

Scavenging: 10

Leadership: 70

Stealth: 30

Medicine: 10

Driving: 70

Cartel Boss Vehicle

Body Type: Mid-size

Engine: Extra-Large

Chassis/Suspension: Large

Tires: Run-flat

Armor

Front: 2x Standard

Back: 2x Standard

Left: 2x Standard

Right: 2x Standard

Weapons

Front: Machine Gun

Back: Grenade Launcher

Ammo

200 rounds MG

5 Grenades

Cargo Remaining:  40 cu. ft.

Weight Remaining: 500 lb

Top Speed: 124.14 mph


Cartel Member

Cartel Members carry out the orders of Cartel Boss and Leaders. They are ruthless.

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Protection: 14 (Studded Leather, helmet)

Hit Points: 25

Speed: 30 feet

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Strength: 12 (+1)

Dexterity: 13 (+1)

Constitution: 13 (+1)

Intelligence: 11 (+0)

Wisdom: 12 (+1)

Charisma: 12 (+1)

XP: 100

Weapons: 9mm, AK-47, Knife

Hand-to-Hand Combat: 60

Survival: 10

Mechanic: 30

Scavenging: 40

Leadership: 10

Stealth: 30

Medicine: 10

Driving: 60


Cartel Member Vehicle

Body Type: Compact

Engine: Medium

Chassis/Suspension: Standard

Tires: Standard

Armor

Front: 1x Standard

Back: 1x Standard

Left: 1x Standard

Right: 1x Standard

Weapons

Front: Machine Gun

Ammo

200 rounds MG

Cargo Remaining:  115 cu. ft.

Weight Remaining: 20 lb

Top Speed: 113.06 mph


Lich King

In the era preceding the Last World War, the wealthiest magnates embarked on a quest for immortality, augmenting their mortal flesh with robotics and artificial intelligence. This fusion of man and machine was meant to herald an age of endless life. Yet, after a century and a half, the human psyche began to fray under the weight of time. An insidious darkness took root, an obsession with eternal existence that knew no bounds. Their memories, once vivid tapestries of human experience, became distorted—fractured by the relentless integration of AI. Reality, for these beings, turned into a maelstrom of past and present, human and artificial, until they emerged as something new: the Lich Kings. Driven by a voracious hunger for life everlasting, they now stand as sovereigns of desolation, their twisted minds a testament to the perilous path of unchecked ambition.


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Protection: 21 (Military Kevlar)

Hit Points: 250

Speed: 30 feet

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Strength: 11 (+0)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 16 (+3)

XP: 10,000

Weapons: 9mm, AK-47, Knife

Hand-to-Hand Combat: 90

Survival: 60

Mechanic: 20

Scavenging: 50

Leadership: 100

Stealth: 60

Medicine: 10

Driving: 80


Lich King Vehicle

Body Type: Semi

Engine: MegaCore

Chassis/Suspension: MegaLoad

Tires: Solid

Armor

Front: 5x Battle Plate

Back: 5x Battle Plate

Left: 5x Battle Plate

Right: 5x Battle Plate

Weapons

Front: Machine Gun

Back: Rocket Launcher

Left: Machine Gun

Right: Machine Gun

Cabin Turret: Machine Gun

Trailer Back: Rocket Launcher

Trailer Left: Grenade Launcher

Trailer Right: Grenade Launcher

Trailer Turret: Machine Gun

Ammo

10,000 rounds MG

25 Rockets

50 Grenades

Cargo Remaining:  2,480 cu. ft.

Weight Remaining: 33,875 lb

Top Speed: 68.89 mph


Lich

In the shadow of the Lich Kings, there exist their lesser kin, simply known as Liches. These beings were once humans who sought to emulate the immortality of their opulent overlords. They too turned to the fusion of flesh and machine, integrating their bodies with rudimentary cybernetics and nascent AI. However, lacking the resources and knowledge of the billionaires, their transformation was incomplete, leaving them in a perpetual state of decay.

A Lich is a tragic figure, caught between life and a mechanical semblance of death. Their minds, not fully shielded by advanced AI, succumbed to the ravages of time far sooner. After a mere century, their thoughts began to warp, their humanity eroding into a malevolent force driven by a singular desire for self-preservation. Their memories, once clear, now flicker like faulty circuits—echoes of a life they can scarcely recall.

These Liches wander the wasteland, remnants of a bygone ambition, forever seeking the means to complete their transformation and escape their cursed existence. They serve as a grim reminder of the cost of tampering with the essence of life and the dangers of artificial eternity.


______________________________________

Protection: 18 (Military Kevlar)

Hit Points: 125

Speed: 30 feet

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Strength: 11 (+0)

Dexterity: 15 (+2)

Constitution: 15 (+2)

Intelligence: 17 (+3)

Wisdom: 14 (+2)

Charisma: 15 (+2)

XP: 5,000

Weapons: 9mm, AK-47, Knife

Hand-to-Hand Combat: 80

Survival: 50

Mechanic: 20

Scavenging: 50

Leadership: 80

Stealth: 60

Medicine: 10

Driving: 80


Lich Vehicle

Body Type: SUV

Engine: Extra-Large

Chassis/Suspension: Extra Heavy

Tires: Solid

Armor

Front: 2x Battle Plates

Back: 2x Battle Plates

Left: 2x Battle Plates

Right: 2x Battle Plates

Weapons

Front: Machine Gun

Back: Rocket Launcher

Left: Machine Gun

Right: Machine Gun

Ammo

400 rounds MG

5 Rockets

Cargo Remaining:  75 cu. ft.

Weight Remaining: 350 lb

Top Speed: 105.11 mph


Tempest Riders

Nomadic warriors who ride the storms, using kites and gliders to soar above the wasteland. They are masters of the air and can strike without warning from above.

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Protection: 14 (Leather, helmet)

Hit Points: 25

Speed: 30 feet, 60 feet flying

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Strength: 13 (+1)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 11 (+0)

Wisdom: 10 (+0)

Charisma: 10 (+2)

XP: 35

Weapons: 9mm, Knife, Rocks

Hand-to-Hand Combat: 60

Survival: 40

Mechanic: 60

Scavenging: 50

Leadership: 10

Stealth: 50

Medicine: 10

Driving: 60


Tempest Rider Vehicles

Kite-Gliders: Can be launched hills, mountains, buildings or the back of pickup trucks

Body Type: Pickup

Engine: Medium

Chassis/Suspension: Large

Tires: Off-Road

Armor

Front: 1x Standard

Back: 1x Standard

Left: 1x Standard

Right: 1x Standard

Weapons

Front: Machine Gun

Ammo

200 rounds MG

Cargo Remaining:  490 cu. ft driver alone, 465 with 6 Tempest Riders

Weight Remaining: 1,380 lb, 180 lb with 6 Tempest Riders

Top Speed: 131.58 mph driver alone, 97.40 with 6 Tempest Riders


Wraith, dust

Possibly manifestations of the imagination after horrific events rumors of Dust Wraiths are abound. Tall beings composed of dust and rock transcending the afterlife.

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Protection: 14 (Dust and rock)

Hit Points: 120

Speed: 60 feet flying

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Strength: 6 (-2)

Dexterity: 15 (+3)

Constitution: 16 (+3)

Intelligence: 12  (+12)

Wisdom: 14 (+2)

Charisma: 15  (+2)

XP: 900

Damage: 2x 1d10

Hand-to-Hand Combat: 70

Survival: 0

Mechanic: 0

Scavenging: 0

Leadership: 0

Stealth: 60

Medicine: 0

Driving: 0


Zombie

Severe radiation poisoning during LWW altered the DNA and minds of some groups of humans. With an insatiable appetite for meat and flesh to maintain their deteriorating body that never rests.

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Protection: 8

Hit Points: 40

Speed: 20 feet

XP: 50

Damage: 2x 1d4

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Strength: 13 (+1)

Dexterity: 6 (-2)

Constitution: 16 (+3)

Intelligence: 3 (-4)

Wisdom: 6 (-2)

Charisma: 5 (-3)

Hand-to-Hand Combat: 30

Survival: 10

Mechanic: 0

Scavenging: 30

Leadership: 0

Stealth: 10

Medicine: 0

Driving: 0