The year - 2016. The world - already dead. The glaciers of the Arctic are now little more than gas station slushee, with exactly as many artificial chemicals as that implies; the rainforests are naught but carbonized stumps and grey ash, the steppe and savannah only cracked dirt and dust-clouds. Blighted as it may be, the greatest mark of human error lies not in the salted skin of the Earth, but the nacre of its shell. The heavens have been disrobed by a chlorofluorocarbon hand, and in revenge for their humiliation they have struck the earth bare. It is now no longer possible to go outside in the day without a full-body cloak - skin melts like hot wax under the angry sky. Agriculture is impossible - the rays of the sun now kill rather than nourish, so the only plants that still grow are a few trichome-swathed cacti and particularly hardy lichens. Humanity, what few remain, has retreated into the depths of their own construction - the poor scrabble near the surface, protected only by the crumbling ceiling and the boards over the windows, the rich live further beneath, in air-conditioned bunkers of astroturf and painted sky.
Oh, we continue our petty labors, orphans scrubbing the air vents, widows tending the sewage-shrooms and widowers shoring up the walls - but all know in their hearts that all our struggles are simply delaying the inevitable - we are as doomed as the planet we've slain. Even so, the human heart still beats, and til the last dying spasm, the war of all against all will continue. Mankind will go down fighting - though not against extinction, but against itself.
Shademan
As long as there are people on this earth, there will be people who need killing. Armageddon or not, the only difference is that now there's little need to slash brakes or swap polonium in for sugarcanes - if you want someone dead, all you need is a gun and a good angle.
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Starting Items: Rifle (d8), shade-suit, goggles (see below)
+1 Damage per template
A) Take Aim, Lenscap
B) Perch-flight, Twig-Nest
C) Ji Endo
D) Iron Sight
Take Aim - If you spend one round taking no action but aiming, your next shot is made at a +1 bonus. If you spend 30 seconds, it's at a +2. If you spend 1 minute, it's at a +3. 10 minutes +4, 1 hour +5, 12 hours +6, 1 day +7. You can stay still, focused, and alert for up to a full day.
Lenscap - You start out with a special pair of goggles that let you aim in adverse conditions. Roll and take one from the list below - others can be acquired during play. If situations change while Taking Aim such that a different lens cap would be required, you can swap lenses but you go back down a step in the process.
Lenses (d4):
1. Polarized, can aim towards the light.
2. Anti-mist, can aim through fog and rain.
3. Night-vision, can aim in the dark.
4. Long-range, can aim 1.5x longer distance than gun would normally allow.
Perch-flight - You can automatically sense good sniping positions, and get +3 to any roll involving climbing or ascending to higher ground.
Twig-Nest - With an hour of work, you can modify your shade-suit into a ghillie perfectly suited for the position you're in.
Ji Endo - While aiming, your body temperature lowers, your breathing slows, even your heartbeat quiets to the to the point of appearing medically dead.
Iron Sight - Aim scales 1 step faster - +2 at one round, +3 at 30 seconds, etc etc. Swapping lenses no longer takes you down a step.
Freon Breather
Just because something brought about the apocalypse doesn’t meant it’s not still useful. Just the opposite, in fact, if something is capable of causing armageddon that simply stands as testament to its power. (This class nearly 1-1- plagiarized from Arnold's goblin kludger).
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Starting Items: Toolbox (d4 Wrench), Tank of Halocarbons
A) Salvage Op, Running on Fumes
B) Shatterpoint
C) Overclock
D) Duct-Tape
Salvage Op - With a round of work, you can get nearly anything mechanical operating again. At the end of each round of activation, it has a 2-in-6 chance of breaking irrevocably.
Running on Fumes - You can snort chemical fumes, taking d6-1 damage. For the next 10 minutes, you have +1 to all rolls. At the end of the 10 minutes, Save or take 2d6 damage.
Shatterpoint - With a round of observation, you can tell how to irrevocably destroy any machine you examine. With a round of tinkering, you can rig it to break under (feasible, physical, simple) conditions you specify.
Overclock - With a round of work, you can rig any machine to operate at 2x capacity. At the end of each round of activation, it has a 4-in-6 chance of breaking irrevocably.
Duct-Tape - Anything you fix with Salvage Op that survives 3 turns of activation is fixed permanently, with no further chance of breakage from use. Overclock now only breaks its target on a 3-in-6.
Sunburnt
You have a really, really bad sunburn. Actually, that doesn't even really begin to cover it. Your condition is such that people looking at you don't so much gawk at especially red skin as gasp when they realize you're somehow still alive.
Starting Items: Full-body polyester robes, Rusty dagger (d4), Jar of Aloe Vera
+1 MD per-template
A) Aberrant Biology, +2 Mutations
B) Horizontal Gene Transfer
C) Teratomic Flesh, +1 Mutation
D) Recombinant
Aberrant Biology - You're physically hideous and nobody civilized will want to deal with you. On the bright side, some (not all) of your deformities are actually Mutations, which work exactly as spells, investing MD into them which return on a 1-3 and expend on a 4-6. You regain all spent MD every evening. Unlike normal MD, yours can be spent to regenerate, healing [sum]+[templates] at the cost of being automatically expended. Like normal MD, doubles and triples incur Mishaps and Dooms, respectively.
Horizontal Gene Transfer - If you ingest the blood of another creature with Mutations , you have a [templates]-in-6 chance of gaining their Mutation for yourself. You can't repeat this roll by ingesting blood from the same source multiple times, you either gain them the first try or not at all.
Teratomic Flesh - If you infuse your blood into someone who doesn't already have Mutations, they must save vs death. On a success, they go into a coma for 1d6 hours and are reborn as an A-Template Sunburnt. On a failure, they die horribly. MD can now return as normal when used to heal.
Recombinant - If you consume at least a gallon of fresh human blood (taken straight from living body), you return to normal human form for an hour for every gallon you consumed. The average adult human has ~1 gallon of blood in their body. MD now only expend on a 5 or 6.
Lady of the Parasol
From the tunnel network beneath DC, President Larouche (blessed be his name) still claims the country. Sure, a great deal of people might be dead, but that's no reason to act like it's the end of the world! Somebody needs to maintain class in this decayed age - and if you have to be the one rising to conduct the (Verdi-tuned) Orchestra, so be it.
Starting Items: Shade Umbrella, Several sets of fine clothes, Concealed gun (d4)
+1 CHA per-template
A) Comportment, Introductions
B) Apologies, Commanding Voice
C) Silver Tongue
D) Blue-Blood
Comportment - It's immediately apparent from the way you move, speak, and dress, that you're of pedigree and status. Those who consider themselves on your level will be inclined to at least consider treating with you, and intelligent foes will try to take you alive for ransom.
Introductions - Add [templates] to any reaction roll made while you're leading the party.
Apologies - You may Save vs social offense, on a success appeasing the other party and salvaging the situation.
Commanding Voice - You may command a hireling to take an action they never normally would, including those that risk their own life. They have a [templates]-in-6 chance of obeying. All future attempts to command the same servant in this way are made at a -1 penalty, which stacks with every future use.
Silver Tongue - Any information you tell someone that doesn't completely contradict whatever they already know or believe has a [templates]-in-6 chance of being taken as unquestioned fact.
Blue Blood - Even unintelligent foes can sense your noble presence, and will target you last of all or even give you time to flee.
Skinboy
In the days when ozone still hung overhead, it was easy to brush aside sunscreen as nothing more than hypochondriac obsession rather than medical necessity. Times are different now.
Starting Items: Huge bottle of lotion (regular), Jar of Special lotion, Machete (d6)
+2 HP Per-Template
A) Birthday Suit, Creamery, +1 HP
B) Slippery, +1 To-Hit
C) +1 Damage, Extra Attack
D) Greased Lightning
Birthday Suit - When unclothed (unarmored, >90% skin exposed) and covered head-to-toe in lotion, you have armor as leather and get +[Templates] to AC and Saves. You can sunder your lotion and associated benefits to survive one full turn of uninterrupted sunlight, though you are still blinded.
Creamery - You have access to one of several recipes for medicinal lotions that grant special effects. Roll 1d6 on the list. Additional recipes may be acquired through play.
Slippery - If, while in Birthday Suit, someone in range of you makes an attack against you which misses, you may immediately make an extra melee attack against them (up to once a turn).
Greased Lightning - While in Birthday Suit, you always win initiative.
Appendix: Spells, Mishaps/Dooms, Lotions
Mutation (d10)
- Gasbags. Appears on user as an enormous set of blisters across the shoulders and back. Inflate with buoyant gas, slowing up to [sum]x100 lbs mass (including the user) enough to drift softly to the ground and negate all fall damage.
- Pus cones. Appears on user as a large, protruding acne nodule on the side of the face. Expel a mass of slick grease, [dice]x10ft in area, up to [sum]x10ft away, forcing anyone who moves through or past it to Save or be knocked prone.
- Adhesive saliva. Manifests as a perpetual state of drool running down the face. Spit a jet of salivary glue which solidifies on impact, [sum]x15ft in length, and which binds and immobilizes anyone it hits. At 1MD, has the strength and consistency of superglue. At 2MD, it has the consistency of wet paper. At >4MD, it's as strong as steel cable.
- Pheromone Tag. Appears as coat of small tendrils ringing the nostrils. Can secrete a chemical scent mark onto anything you touch, which is simultaneously extremely volatile (in the aromatic sense) and nearly impossible to wash off. Until the compounds denature in [dice] weeks, you can smell their location with pinpoint accuracy for [sum]x10 miles.
- Sporeburst - Appears as a series of cyan-ringed cavities across the skin. Release a cloud of black spores in a [sum]*30ft sphere centered around the body, obstructing vision for [dice] rounds with good ventilation and [dice] minutes with bad. At 3 or more dice, everyone save the user must save or take d4 damage every round they start or end inside the spore-cloud.
- Pulse Glands - Appears as a set of red, ridged bumps at the base of the head and across the spinal column. Release a weak electric pulse that detects metallic objects and living things within [sum]x2 inches on land or [sum]x2 feet in water. If discharged point-blank, deal [sum]/2 damage, rounding down.
- Corrosive Discharge - Manifests as a perpetual coldness and clamminess of the skin. Over the course of 10 minutes, the users secretions eat through [sum]x2 lbs of flesh, wood, or fiber, [sum] lbs of rock, bone, or plastic, or [sum]/2 lbs of metal.
- Adhesive Pads - Appears as pronounced discs, wrinkled in trilateral spiral, on fingertips, toes, palms, and flats of feet. Moistens, allowing adhesion to and effortless climbing of surfaces for [sum]x2 minutes. At 2 or more dice, adhesion is powerful enough to flay most things if pulling away from attached skin without releasing the pads.
- Extraneous Eyes. Appears as several additional wandering, unfocused eyes spread across the head. Can be made to focus, granting [dice] of: 360-degree vision, near-microscopic short-range visual clarity, nigh-instant scanning of large fields of view, +1 to-hit with ranged weapons for [sum] minutes.
- Fetal Mind. Appears as a full-sized, sleeping baby head somewhere on the body. Can be made to listen into speech in an unknown language, with a [dice]-in-6 chance of being able to learn the basics and thereafter transmit a (warped, inexact) translation to you. Does not work on recordings, as it depends on tactile and pheromonal cues for the operation of its learning instinct, and if used on a new language immediately forgets the old one.
Mutant Mishaps (d6):
- Take d6 damage
- Deplete 1 MD
- Take d6 damage and deplete 1 MD
- Take 2d6 damage, recover 1 MD
- Take 2d6 damage, gain a new mutation
- Doom
Mutant Dooms:
1. You lose control of your character for 10 minutes, during which time you are animalistic, violent, and hostile to everything and everyone around you. When you regain control, you have a new mutation.
2. You lose control of your character for 1 hour, during which time you are again animalistic, violent, and universally hostile to everything and everyone around you. When you regain control, you have a new mutation.
3. All your MD are restored and you become a feral monster under the control of the GM, again violent, unintelligent, and hostile to all.
Lotions (d10):
- Black Earth - +2 AC, -1 to-hit
- Red Clay - +2 to-Hit, -1 AC
- Ash Mud, +10 ft of speed
- Tiger Balm, +1 Save
- Wrinkle Cream, +1 Cha
- Green Earth, +1 Int
- Elephant Mud, +1 Wis
- Train Oil, +2 temporary HP
- Diving Cream, Waterproof
- Sunscreen, Survive instant death from energy at 1 HP, sunders lotion


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