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    S^v^geS^v^geS^v^geS^v^ge

    A pA pA pA p o c a l y p s eo c a l y p s eo c a l y p s eo c a l y p s e

    @ S^v^ge Worlds@ S^v^ge Worlds@ S^v^ge Worlds@ S^v^ge Worlds PostPostPostPost----@poc^lyptic Toolkit@poc^lyptic Toolkit@poc^lyptic Toolkit@poc^lyptic Toolkit

    By David TeknoMerk Reeves

    [email protected] 1.1

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    IntroductionIntroductionIntroductionIntroduction

    Out of all RPG settings, I have always loved post-apocalyptic (PA) settings, but I could not find a set ofRPG rules I was happy with. At the beginning of 2007, I finally found Savage Worlds(SW). Therefore,its a privilege to combine Savage Worldswith a post-apocalypse setting in this toolkit. Now I have agreat RPG setting and a great system to run it with.

    This document attempts to create a post-apocalyptic toolkit for Savage Worlds Explorers Edition(SWEX) and also extends/uses the Science Fiction World Builder Toolkitand Science Fiction GearToolkit. These documents are needed to utilize this toolkit.

    Note that when referring to SWEX and the SW Toolkits, my references may lack in some details. This

    is intentional. My goal is to promote and extend these works, not replace them or cause a loss ofrevenue. Therefore, this document will refer the reader to the original documents for any furtherdetails. If flipping between a few sources becomes frustrating, then I ask your forbearance.

    I exercised the liberty of enhancing or changing some SWEX rules to suit my campaign and ideas.Since I consider this document a guideline, feel free to change or ignore anything that doesnt suit yourplaying style or campaign. At least the reader has a few more ideas with which to work.

    Savage Apocalypsecovers PA topics such as hero creation, mutations, environmental hazards, robots,gear, artifact discovery and creatures. Since this a SWEX fan work, there are new hindrances, edges,skills and other goodies.

    Since Im a believer in the community of ideas and learning process, I would very much appreciate itusers of this guide would email me feedback and ideas at [email protected]. You never knowwhat kind of clever ideas may be born out of the exchange of information.

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    @cknowledgements@cknowledgements@cknowledgements@cknowledgements

    Savage Worlds Explorers Edition(SWEX), Pinnacle EntertainmentScience Fiction World Builder Toolkit(SFWBTK), Wade Wiggy WilliamsScience Fiction Gear Toolkit(SFGTK), Wade Wiggy WilliamsModern Martial Arts(MMA), Clint Black, 12 to Midnight and Reality BlursNecropolis 2350(Necropolis), Triple Ace Games

    For other fan-created Savage Worlds material, please see savagepedia.

    All artwork comes from copyright-free sources.

    A special thank you goes to my teens, William Reeves and Rebecca Reeves, and their friends, JoshuaNolte and Jonathan Miller, who were my enthusiastic test subjects and the group of heroes attemptingto save a lost colony ship, Terra and humanity. What great adventures we have had!

    Savage Apocalypseis a fan-created work and is not intended to infringe on any copyrights ofSavageWorlds. I urge all users of this guide to purchase Savage Worldsproducts to support and encouragethese authors and the gaming hobby.

    This toolkit references the Savage Worldsgame system, available from Pinnacle Entertainment Groupat www.peginc.com. Savage Worldsand all associated logos and trademarks are copyrights of PinnacleEntertainment Group. Used with permission. Pinnacle makes no representation or warranty as to thequality, viability, or suitability for purpose of this product.

    Necropolis 2350and all associated logos and trademarks are copyrights of Triple Ace Games.

    This document may be freely used in other not-for-profit works, and if the authorship is acknowledged.All material not cited as belonging to Pinnacle Entertainment Group or Triple Ace Games is newmaterial and covered by the Creative Commons license:

    This document is licensed under the Attribution-NonCommercial-ShareAlike 3.0 United States license,available at http://creativecommons.org/licenses/by-nc-sa/3.0/us/.

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    T^ble of ContentsT^ble of ContentsT^ble of ContentsT^ble of Contents

    IntrIntrIntrIntroductionoductionoductionoduction 2222@cknowledgements@cknowledgements@cknowledgements @cknowledgements 33331.1.1.1. Setting Cre^tionSetting Cre^tionSetting Cre^tionSetting Cre^tion 5555

    1.1 Prologue 51.2 World Creation Ideas 5

    1.2.1 Locations 51.2.2 Reasons for The Fall 51.2.3 Physiological Changes 61.2.4 Technology 6

    2.2.2.2. Hero Cre^tionHero Cre^tionHero Cre^tionHero Cre^tion 77772.1 Racial Types 7

    2.1.1 Pure Human 72.1.2 Mutated Human 72.1.3 Mutated Animal 72.1.4 Mutated Plant 82.1.5 Android 82.1.6 Robot 8

    2.2 New Hindrances 92.2.1 Mutation Hindrances 92.2.2 Master Hindrances List 11

    2.3 New Edges 122.3.1 Background Edges 122.3.2 Combat Edges 122.3.3 Professional Edges 122.3.4 Weird Edges 132.3.5 Master Edges List 14

    2.4 New Skills 172.5 New and Changed Rules 18

    3.3.3.3. Mut^tionsMut^tionsMut^tionsMut^tions 212121213.1 Arcane Background: Mutant 213.2 Images and Illusions 21

    3.2.1 Image 213.2.2 Illusion 223.2.3 Disbelieving Images and Illusions 22

    3.3 Mutation Summary Charts 243.3.1 Physical Mutations Chart 243.3.2 Mental Mutations Chart 253.3.3 Plant Mutations Chart 26

    3.4 Physical Mutations 273.5 Mental Mutations 373.6 Plant Mutations 45

    4.4.4.4. Environment^l H^z^rdsEnvironment^l H^z^rdsEnvironment^l H^z^rdsEnvironment^l H^z^rds 484848484.1 Poison 48

    4.2 Vacuum 4.3 Herbicide 484.4 Radiation 48

    5.5.5.5. RobotsRobotsRobotsRobots 555500005.1 Three Laws of Robotics 505.2 Robotic Behavior 50

    5.2.1 Robotic Behavior Anomalies 515.2.2 Violating the Laws of Robotics 52

    5.3 Robotic Hierarchy 535.3.1 Artificial Intelligence (AI) 535.3.2 Android 5.3.3 Robot 546.6.6.6. Ge^rGe^rGe^rGe^r 55555555

    6.1 Technology Index Classification 566.2 New and Modified Gear 576.3 Artifacts

    6.3.1 Artifact Categories 636.3.2 Artifact Types and Conditions 656.3.3 Discovering Artifacts 65

    7.7.7.7. Cre^turesCre^turesCre^turesCre^tures 676767677.1 Assassin Bug 7.2 Bearkin 677.3 Blood Lily 677.4

    Broo 68

    7.5 Camo Bear 687.6 Circe Vine 687.7 Cougarus 687.8 Verde Fungus 7.9 Electra Cat 697.10 Fairy Folk 697.11 GorRill 697.12 Jaw Trap 707.13 Kryll 707.14 Neo Lion 707.15 Pack Rats 717.16 Peace Plant 717.17 Quilled One 717.18 Razor Plant 717.19 Reaper 727.20 Scorch Flower 727.21 Swooping Serpent 737.22 Thief Beast 737.23 Wolfen 73

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    1.1.1.1.Setting Cre^tionSetting Cre^tionSetting Cre^tionSetting Cre^tion

    1.1 PrologueThe civilization of Mankind fell. However theapocalypse occurred, life became a struggle forsurvival. The home world of Mankind, Terra,

    and its colonies in the stars fell into darknessand lost much knowledge.

    All life changed as a result of The Fall. Newand strange life forms emerged from the chaosand destruction. Some animals and plantsbegan thinking like a human. Mankind alsochanged in the genetic storm of The Fall. Somemanifested new powers or deformities, and notall these new wonders encouraged life. A fewof these new humanoids were hailed as Homo

    Superior, while most were outcast and calledfreaks.

    After the darkness of The Fall, there came lightand hope, but progress was slow. Somestarted recovering lost knowledge for thebetterment of all life. Others sought power toimpose their will on all they could grasp. This isthe Apocalypse.

    1.2 World Creation IdeasThis toolkit does not attempt to address post-apocalyptic world creation in detail, since thesetopics are sufficiently addressed in the ScienceFiction World Builder Toolkit(SFWBTK) byWade Wiggy Williams. Use Wiggysguidelines, adding an overall plot story for thefall of civilization, campaign location(s),mutations, technology items and appropriatecreatures for your story. The following areideas and questions to help the GM get started.

    1.2.1 LocationsTerraColony worldSpace StationStarshipOutpost (asteroid or moon)Planetary ocean

    1.2.2 Reasons for The FallThis provides the background and reasons whycurrent conditions are the way they are.

    WarAlien InvasionBiological PlagueNatural DisastersDimension BridgingCombination of the above

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    Note that natural disasters may be more thanhurricanes, tidal waves, earthquakes, etc, but

    also includes dimensional bridging, a space-time tear that links distant worlds/galaxies,asteroid collisions, solar super-flares andplanetary grazing. Your imagination is the onlylimit.

    How long after The Fall?How has the environment changed?What do the animals and plants lookand act like after The Fall?

    1.2.3 Physiological ChangesDoes your world contain psionic powers?

    Do plagues or radiation cause mutations?

    What does organic life looks like after the effectof cataclysms?

    1.2.4 TechnologyTechnology Index (TI) and itemclassificationScavenged items list

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    2.2.2.2.HeroHeroHeroHero Cre^tionCre^tionCre^tionCre^tionTo create a post-apocalyptic hero, follow thenormal SWEX character creation sequence.Depending on which racial type the playerchooses, there may be some other creationcriteria that are added or removed.

    2.1 Racial TypesBecause of advanced science, genetic effectsand mutations, the maximum trait level is

    D12+4. The possible types of heroes that maybe played in SA are listed below along with anyadvantages or disadvantages.

    2.1.1 Pure HumanPure-bred humans typically have higherintelligence, health and charisma than otherpost-apocalyptic beings. Humans aregenetically resistant to mutations, but may stillhurt by radiation. A pure human hero has thefollowing changes.

    D6 in SmartsD6 in Vigor

    A free Edge+3 skill points

    2.1.2 Mutated HumanMutated humans are part of the genetic

    population that is susceptible to mutation whenexposed to radiation. Most mutants of this typeare humanoid in appearance, but their looksrange from just a bit odd to utterly grotesque.

    A mutated human has the followingcharacteristics.

    Arcane Background: MutantRadiance Master professional Edge1D3 + 1 mutationsHindrance: Medically Incompatible

    (Mutation)-2 Charisma when interacting with allrobotic types (only if obviously mutated)

    Humanoids have a slight advantage with thenumber of mutations to balance out the naturalabilities of mutated animals.

    A GM may even experiment with a playerchoosing one mutation hindrance at eachgained level in rank. This would provide pointsto buy an edge. A GM may require onemutational hindrance at hero creation, but alsogive the character another good mutation. Tryit and see what you think.

    2.1.3 Mutated AnimalMutated animals gained human intelligence viaradiation, chemicals or from the side-effects ofother hazards. Additionally, these animalsdeveloped some form of speech and writing tocommunicate with their species, but also with

    other intelligent beings.

    Arcane Background: MutantRadiance Master professional Edge1D3 mutationsMutation: Heightened IntelligenceMutation: SpeechMutation: Modified Body Parts:Manipulative PawsHindrance: Medically Incompatible(Mutation)

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    Natural Attack: per pure animal type-4 Charisma when interacting with allrobotic types

    Unless the sentient animal has human-likehands, all skills that use human tools are -1,since paws are not as well articulated.

    For the natural attack damage, see theCreature section or the SWEX book or toolkit.

    2.1.4 Mutated PlantMutated plants gained human intelligence via

    radiation, chemicals or from the side-effects ofother hazards. Additionally, this sentient plantlife developed some form of speech and writingto communicate with their species, but alsowith other intelligent beings.

    Arcane Background: MutantRadiance Master professional EdgePlant Edge1D3 mutationsMutation: Heightened IntelligenceMutation: Speech

    Mutation: Modified Body Parts:Manipulative Vines/BranchesMobilityHindrance: Medically Incompatible(Mutation)Natural Attack: per pure animal typeRobotic types generally ignore plants

    Unless the sentient plant has human-like hands,all skills that use human tools are -1, sincevines/branches are not as well articulated.

    2.1.5AndroidAndroids (Andies) are human-looking, semi-sentient, artificial intelligence learningmachines. They have a human-like face, eyes,nose, ears and hair. This somewhat humanizesandroids and also hides their sensory preceptordevices. Androids have a pasty-white skin(factory default color) and usually wear auniform fitting their primary function.

    Since a typical android has a lifespan of oneyear, Hero androids may obtain another fuel

    cell to continue or may have their memoriestransferred to a new host. Hero androids willneed to refer to the Robots sections for furthertraits.

    For Wild Cards only:

    +1 Die Type attribute or free Edge orCharisma +2+2 skill points

    Positronic Brain: May improve skills/knowledgethrough experience.

    2.1.6 RobotPlayers will need to choose their robot type andrefer to the Robotics section for further traits.

    For Wild Cards only:

    Free Attribute upgrade.

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    2.2 New HindrancesAcid Susceptibility (Minor)Just like the Anemic hindrance, but only foracids.

    Illness (Major/Minor)The hero has contracted some non-contagiousinfection that saps their stamina. The illness isnot life-threatening, but causes the hero to restmore often more time to experienceunwanted encounters The hero may seek acure to their illness, but the GM should make

    them earn their cure.

    Major: After any physical exertion, such asRunning, Climbing or Swimming, the Hero mustpass a Vigor -4 check or lose 1 Fatigue.Minor: After any physical exertion, such asRunning, Climbing or Swimming, the Hero mustpass a Vigor -2 check or lose 1 Fatigue.

    Increased Pain (Major)The hero has a hyper-sensitive reaction to pain.

    All Wound penalties are +1.

    Poison Susceptibility (Minor)Just like the Anemic hindrance, but only forpoisons.

    Phobia: Technology (Major)This hindrance applies for all items above TI 0.See SWEX Phobia hindrance.

    Seizures (Major)During any stressful situation, the hero must

    make a Vigor roll. A Skill Event on the skill dieresults in a temporary Incapacitation (proneand shaking) for 1D4 minutes. A stimulantdrug will also immediately eliminate all thesymptoms.poisons.

    Weak Legs (Minor)Pace -1.

    Weakness (Major/Minor)

    Radiation (Major/Minor)The hero suffers more than normal fromradiation exposure.

    Major: The check for damage is Vigor -2 andthe damage is increased by 1D6.Minor: The check for damage is Vigor -1 andthe damage is increased by 1D3.

    Will (Major/Minor)The hero easily loses heart in tests of Spirit.

    Major: All Spirit checks -4Minor: All Spirit checks -2

    Health (Major/Minor)The heros health is not robust.

    Major: All Vigor checks -2Minor: All Vigor checks -1

    Xenophobic (Major/Minor)

    The hero does not react well to species otherthan their own.

    Major: Charisma is -4 to other species. Firstattack is +2 to hit for that entire encounter.

    Minor: Charisma is -2 to other species. Firstattack is +1 to hit for that entire encounter.

    Zero-G Sickness (Major)See Science Fiction World Builder Toolkit(SFWBTK).

    2.2.1 Mutation HindrancesThe following hindrances are only allowed formutants, possessing the Arcane Background:Mutant.

    Hostile Aura (Major)The mutant emits a mental field of hostility in alarge burst template. This has a Charismaeffect of -2 with those in the field.

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    Nocturnal (Minor)Suffer 1 level of Fatigue when taking actions

    during daylight. The Fatigue is restored atdusk.

    Medically Incompatible (Major/Minor)The mutants physiology has deviated enoughfrom a normal human such that human medicaltechnology is not as effective. The exception isthat veterinary medicine or plant technologyworks well with their respective types.

    Mutated human: -1 to receive healing (Minor)Mutated animal: -2 to receive healing (Major)Mutated plant: -2 to receive healing (Major)

    Weakness (Major/Minor)

    Sound (Major/Minor)The hero is sensitive to loud sounds. Effectslast for 5 rounds.

    Major: All actions -4 ; +1D6 sonic damageMinor: All actions -2; +1D3 sonic damage

    Mental (Major/Minor)

    Major: -2 on all mental resistance rolls.Minor: -1 on all mental resistance rolls.

    Strong Odor (Minor)The mutants strong and unique odor attractscarnivore animals for a range of 50 yards.Encounter roll increased by 25%.

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    2.3 New Edges2.3.1 Background EdgesClimber (Novice, Climbing D6)Climbing skill +2. Climbing checks every 15.Climbing ascent/descent during combat isStrength inches.

    Plant (Novice, plants only)Piercing weapons only cause half damage.Immune to tests of Will.

    Swimmer (Novice, Swimming D6)Swimming skill +2. Swimming Pace & holdingbreath doubled.

    Vitality (Novice, Vigor D6)Restore Fatigue in half of the recovery time.Recover from Shaken rolls are +2.

    2.3.2 Combat EdgesBravery (Novice)

    All Spirit reaction checks are +2.

    Bravery, Improved (Veteran, Bravery)All Spirit reaction checks are +4.

    Combat Sense - (Veteran, Notice D8) Thehero has a sixth sense in combat that knowswhere every opponent is in a medium bursttemplate. Therefore, the Ganging Up combatbonus does not apply to this hero.

    2.3.3 Professional EdgesBotanist (Novice, Smarts D6,Knowledge(Science) D6)This profession is trained in the study of plantlife. This edge provides a +2 to allKnowledge(Science) skill checks pertaining toplants.

    Botany Specialist (Seasoned, Botanist,Knowledge(Science) D8)

    This profession is trained in the study of plantlife. This edge provides a +4 to allKnowledge(Science) skill checks pertaining toplants.

    Chemist (Novice, Smarts D6,Knowledge(Science) D6)This profession is trained in the study ofchemistry. This edge provides a +2 to allKnowledge(Science) skill checks pertaining tochemistry.

    Chemistry Specialist (Seasoned, Chemist,Knowledge(Science) D8)This profession is trained in the study ofchemistry. This edge provides a +4 to allKnowledge(Science) skill checks pertaining tochemistry.

    Computer Technician (Novice, Smarts D6,Knowledge(Engineering) D6, Repair D6)Trained in the analysis, design and repair ofcomputers and software. This edge provides a

    +2 to all Knowledge(Engineering) skill checkspertaining to all forms of computers andsoftware.

    Computer Engineer (Seasoned, ComputerTechnician, Knowledge(Engineering) D8, RepairD8)

    As Computer Technician, but +4 to allKnowledge(Engineer) skill checks pertaining toall forms of computers and software.

    Cyborg (Novice)See SFWBTK.

    Explorer (Novice)See SFWBTK.

    Gadgeteer (Novice)See SWEX, but no Weird Science ABrequirement. The gadget has Repair skill usesbefore it ceases to function.

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    ScholarSurgeon - (Novice) Medic,Knowledge(Medicine) D8, Agility D8

    Technically Inclined - (Novice)NecropolisThiefZero-G Training (Novice) SeeSFWBTK.Zoologist (Novice) Smarts D6,Knowledge(Science) D6Zoology Specialist (Seasoned)Zoologist, Knowledge(Science) D8

    Social Edges

    Band of Brothers - (Veteran)NecropolisCharismaticCommon BondConnectionsStrong Willed

    Weird Edges

    Apocalypse Survivor (Novice)Beast BondBeast MasterCourage Under Fire - (Novice)NecropolisDanger SenseHealer

    Wild Card Edges

    Dead ShotMighty BlowPower Surge - (Seasoned) Mutants

    only.

    Legendary Edges

    FollowersLeader of Men - Leadership Edges caneffect Wild Cards. Solomon Kane SettingProfessionalExpertMaster

    SidekickTough as NailsTough as Nails, Improved

    Weapon MasterMaster of Arms

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    2.5 New and Changed RulesThe following section describes new or changedrules for Savage Worlds Explorers Edition.

    Ammunition

    Instead of players or GMs countingammunition, roll an extra D10 with everyshooting skill test. On a 1 the weapon is out ofammunition.

    A general average of all SWEX standard

    weapons is about 10 shots per clip, if all thespecial weapon features are used. A player will

    get a few more shots out of pistols than withammo counting, and a few less shots for use ofsingle-shot attacks. Overall, this works outabout the same as counting ammunition, butwith less bookkeeping.

    Armor Damage

    Armor is not forever.

    Damage that exceeds a heros total toughnessmay damage their armor. Roll 1D10 + 1D10for each raise. D10: 1 = -1 armor toughness.

    Example: Armor with Toughness +8 and heroToughness of 14 is hit with a plasma rifle for 23points of damage. The damage exceeds thearmor toughness with two raises. Roll 2D10. A1,7,1 means that the armor loses 2 Toughnesssuch that its protection rating if reduced to +6Toughness.

    Armor damage may be repaired. A successfulRepair test and each raise restores 1 lostToughness. Each Repair attempt consumes 10minutes. Armor with 0 Toughness is notrepairable. A Critical Failure on an armor repairroll slags the armor. This rule encouragesregular maintenance, provides more value forthe Repair skill and makes armor moredesirable to find.

    Critical Failure(1 on Skill & Wild dice)

    Item malfunctioned or damaged. Benniescannot be used to re-roll a Critical Failure.

    D101 5: Weapon/Item Malfunction6 9: Weapon/Item Lightly Damaged

    10: Weapon/Item Moderately Damaged

    A malfunctioning item can be restored toworking order. The hero just needs time tocorrect it. An item malfunction takes 1D4+1actions to clear. A damaged item requires

    repair. Repairing a lightly damaged item uses3D6 minutes, subtracting 2 minutes/raise onthe Repair roll. Moderately damaged itemsrequire 5D10 minutes to repair, subtracting 2minutes/raise on the Repair roll. Field repairssuffer a -2 modifier to the Repair roll and addan extra die due to lack of available parts &tools. If parts & tools are available at the

    field location, then the penalties do not apply.

    An evil option for a malfunctioning item is for

    the GM to make the roll, but not tell the playerhow long they need to clear the condition. TheHero has an idea (the 1D4+1 range), but notthe exact time. That will cause some dramaticsuspense. An even more evil variation is to notinform the heroes if the item is damaged ormalfunctioned. After a round of analysis, theycan tell, but it is a distraction from fighting. Doyou drop the weapon? Do something creative?Tough it out and clear the weapon? Run?

    Encounter Difficulty Rating

    A typical GM problem is determining thestrength of the hero partys opposition,especially when the current hero strength maynot match the adventure. The EncounterDifficulty Rating is a concept to more clearlycommunicate the adventures design intent andeasily adjust to any hero group.

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    Encounter Difficulty Ratings

    Easy: Less than the heros strength

    Average: Equal to the heros strengthChallenging: Greater than the heros strength upto 1.5 timesDifficult: Greater than 1.5 times the heros strength

    up to 2 times

    Formidable: 2 times the heros strength

    With this mechanism in place, the GM mayeasily adapt any encounter for any group ofheroes.

    Gliding skill

    The maximum distance of a gliding creature is1.5 x height.

    Guts skill

    As suggested on the Pinnacle Entertainmentforum, use a Spirit roll instead.

    Jumping

    Each raise also adds +1 jumped.

    Knockback

    Before the combat roll, an attacker may declarethat they are attempting to knock back theenemy instead of inflicting extra damage forraises. For each raise, the target is knockedback 1D2 inches and remains standing. If theattacker does not hit the target with a raise,only normal damage occurs. No edge isrequired to choose this action.

    This will allow withdraws from combat withoutfree enemy counter-attacks. The procedure isto successfully knock back an enemy and moveout of combat range.

    Leap skill

    Leap is a new skill for animals. Leap: Agilitytest jump 4 +1/raise.

    Pounce skill

    Pounce is like Leap, but also +1 attack &

    damage.

    Shooting skill

    Shooting may cause knockdown:

    If a Shooting roll results in a raise, the targetmust make an Agility roll to remain standing.Each raise beyond the first causes a -2 to thetarget roll. A knocked down target isconsidered prone.

    Shooting a Running Target

    Shooting skill is -2 when the target is running.

    Task Difficulty

    Task Difficulty is really not a rule change, butmore of an additional terminology to describenegative modifiers that are applied toattempted tasks. See the following table.

    Task Difficulty Modifier

    Trivial +2

    Normal +0 Advanced -2Challenging -4

    Difficult -6Formidable -8Exponential -10

    Therefore, a GM has terminology to describethe difficulty of a task. For example, the heroes

    consult an NPC about creating an item. Itsounds better to say that the task isFormidable, rather than the task is -8.

    Tasks and Data Points

    Some tasks require more than one passed skilltest to accomplish. These types of tasks willindicate the number of Data Points required tocomplete. Each rolled success and raise earnsa Data Point. The GM must determine how

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    much time is required per skill roll. Thisdetermines the amount of total time tocomplete the entire task.

    Failed skill rolls cause one Data Point to be lostfrom the accumulated total. Note that failedrolls still consume time. Critical failures causeall the Data Points to be lost. The GM may alsodetermine that a dangerous task may causedamage with a critical failure.

    For example, to upgrade a warbots weaponssystems requires 4 Data Points. Each skill rollconsumes 10 minutes. Four successful rollswith no failures or raises will consume 40minutes in this case. Two successful rolls eachwith one raise consumes 20 minutes. A criticalfailure may detonate some ammunition

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    3.3.3.3. Mut^tionsMut^tionsMut^tionsMut^tionsThis section discusses the mutant backgroundfor mutation powers.

    3.1Arcane Background: MutantAll beings that possess mutations gain theArcane Background: Mutant. Mutants start with10 Power Points. Some mutations areconstant, requiring no concentration or PowerPoints. Some mutations are defects and may

    be taken as a Hindrance (see Hindrancesection).

    Arcane Background (Mutant)Arcane Skill: Mutant Powers(Spirit)Starting Power Points: 10Starting Powers: See Racial Types

    Genetic FeedbackWhen a mutant rolls a 1 on the Mutant Powersskill die (regardless of Wild Die), he is

    automatically Shaken but the power pointexpenditure is only one point. A critical failureresults in a level of Fatigue and Shaken. Acritical failure also causes all power spent onthe mutation to be used. None of these affectscause wounds. Some powers may haveadditional failure results.

    Mutants may choose or randomly roll theirmutations. That is entirely determined by theGame Master and the type of campaign. The

    following charts are for the GM to producerandom mutations.

    Assume a mutation may be taken multipletimes, unless specifically mentioned otherwise.Taking a mutation again may allow differentsub-choices or may add another multiple toduration, range, etc. The GM ultimately setsthe limits on the final effects so their worldsetting does not become unbalanced.

    All encountered mutant creatures have 10Power Points unless otherwise stated in thecreature description or scenario. Note that all

    radiation powers below have a D10 intensity.These radiation powers do not cause mutationchances unless otherwise specified.

    All mutations that shoot something at a target,must also make a successful Shooting skill roll.Therefore, some powers will first need to passan AB: Mutant skill test, then a Shooting test.

    3.2 Images and IllusionsBoth forms of mental deception only work onorganic (humanoid and animal) minds. Thatmeans robotic constructs are immune to thistype of mutation. These mental manifestationshave no mental signature, so they appear as

    mentally empty. Since images and illusionsalso do not have Spirit, Smarts or Vigor

    attributes, abilities that detect these traitsreceive a +2 to Disbelieve and other types ofpowers have no effect.

    3.2.1 ImageSome mutations create unreal things calledimages and illusions. The mutant may createan image or illusion of anything real. Thepurpose of images and illusions is to mentallydeceive enemies.

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    Images are the simpler of these two types ofmental trickery. An image has all the physicalattributes of the real thing it simulates sight,

    sound, smell and movement. It follows themental commands of the mutant to act like itsreal counterpart, but it can never directly causedamage. If the image touches anything oranything hits or touches the image, it instantlydisappears. Ranged weapons cause an imageto be destroyed and continue their path.

    An image may represent any living or inanimateobject. An image warrior will yell its battle cryin challenge or an imaginary artifact will haveits lights pulse as if its active. As long as theimage is believed, enemies will react naturallyto it. See the section on Disbelieving for moredetails.

    3.2.2 IllusionIllusions have most of the characteristics ofimages, but with a few upgrades that makethem more lethal. An illusion also simulatessomething real, but they can wound and killthose who believe in it as well as be touchedand hurt like its real counterpart.

    An illusion of a living thing possesses averagetraits, armament, gear and skills for its kind. Itis also treated like a normal ally with a physicalrepresentation with the group of heroes (and aminiature if those are used). The illusionsuffers damage like a real being, disappearingwhen it finally dies or falls unconscious.Likewise, an illusion may also cause damagelike its real type. Note that overly-cleverplayers will want to create an illusion of a

    humanoid with a nasty weapon. The GM canallow it with a bonus for enemies to disbelieveit or not allow it at all.

    3.2.3 Disbelieving Images andIllusions

    Images and illusions only have power andeffectiveness as long as they are believed. Toactively disbelieve an image or illusion, thebeing must be sentient and concentrate on thisaction such that movement is restricted to a

    maximum of 1. This does count as an action.Note a being does not automatically disbelieve,but must have some evidence or past

    experience to choose to disbelieve what theyare experiencing. Therefore it is possible forthe Heroes and their enemies to mistakenlyattempt to disbelieve real things, if they eventhink to try at all.

    Mammals may disbelieve but it only gets onechance at the beginning of the effect to see if itaccidentally detects the image or illusion. Afterthat the creature gets no more opportunities.Non-mammal creatures are not affected byimages and illusions. The Heroes may discoverthis the hard way.

    To actively disbelieve an image or illusion, onemust make an opposed Smarts roll against theSpirit roll of the mutant who created the unrealmanifestation. A success causes the image orillusion to dissolve while a failure has no effect.The die roll is hidden from the disbeliever sothat failures to disbelieve leave some doubtwhether the experience is real or imaginary.For groups, one person may disbelieve what is

    seen and it no longer exists for them, but theircompanions may still believe it to be true andstill see the image or illusion. When one personin the group successfully disbelieves a mentalmanifestation, a +2 is added to the rest of thegroup to disbelieve. Imagine the successfulgroup member shouting Its just a mind trick!

    Since an image or illusion affects the mind ofwho sees it, there are certain conditions thatallow the being an advantage in disbelievingwhat they are experiencing. If a mentalmanifestation does something the realcounterpart cannot normally do, that gives theaffected creatures a +2 bonus to their disbeliefroll. For example, an illusion of a man startsflying, but has no wings would raise doubt in itsexistence. A mythical or fantastical creaturewould also fall into this category. Twenty-thirdcentury man seeing a dragon would also createdoubt in what they are seeing. Therefore, animage or illusion should fit its intendedaudience to be most effective.

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    Images and illusions do have a few limitations.The ability can only create one thing and it

    cannot be split into parts. For example, anillusion of a soldier cannot throw a grenade. Hecan hold it and threaten with it, but cannotthrow it. Likewise, an image of a grenade isnot possible because of the explosion into smallbits. However, a real person could throw anillusion grenade that does not explode or throwa knife. With a burst template the image maybe a group of things, like soldiers. However, asquad of soldiers cannot move apart and theirmovements are not as random as reality, so atarget gets a +1 to Disbelieve.

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    3.3 Mutation Summary Charts3.3.1 Physical Mutations Chart01-02 Armor Flesh

    03-04 Blur05-06 Burrow07-08 Chameleon09-10 Change Size

    11-12 Darkness13-14 Dark Sight15-16 Displacement

    17 Energy Absorption18 Energy Capacitor19-20 Energy Negation

    21-22 Energy Reflection23 Energy Transformation24-25 Environmental Shield26-27 Herbicide Gland28 Gamma Vision29-30 Gaseous Spray31-32 Improved Physique33-34 Improved Precision35-36 Improved Reflexes

    37-38 Improved Sense

    39-40 Increased Constitution41-42 Infravision43-44 Larger45-46 Light Generation

    47-48 Low-Light Vision49-50 Molecular Weapon

    51-52 Multiple Body Parts

    53-54 Mutated Body Part55-56 Natural Armor57-58 Natural Attack59-60 New Body Part

    61 Phase Shift62-63 Quills64-65 Radar/Sonar

    66 Radiation Adaptation67-68 Rage69 Regeneration

    70 Resistance71-72 Shape Change73-74 Slow75-76 Smaller77-78 Speed Increase79 Storm80 Stream81 Strike82 Toxin Gland

    83-84 Toxin Resistance

    85-86 Ultravision87-88 Vitalize89-90 Water Walking91-95 Roll Twice

    96-98 Players Choice99-100 Players Choice + Roll Again

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    3.3.2 Mental Mutations Chart01-02 Barrier03-04 Confusion05-06 Detect/Conceal Mutation

    07 Emphatic Blast08-09 Empathic Push

    10-11 Empathic Shield12-13 Empathy

    14-15 Encouragement16-17 Enhanced Mind18-19 Entangle

    20-21 Erase Memory22-23 Fear

    24-25 Fly26 Force Field27-28 Force of Will29-30 Genius Talent31-32 Heal33 Illusion Generation34-35 Image Generation

    36-37 Improved Intelligence38-39 Improved Willpower40-41 Intuition

    42 Invisibility43-44 Language Comprehension

    45-46 Magnetic Control47-48 Mental Immunity

    49-50 Mental Map

    51-52 Mental Reflection53-54 Mental Shield55 Mental Strike

    56 Mental Void57-58 Mesmerize

    59-60 Mesmerize Beast61-62 Mind Link

    63 Mind Over Matter64 Mind Probe65-66 Negation

    67-68 New Sense69-70 Plant Control

    71-72 Postcognition73 Power Drain74-75 Precognition76-77 Re-Animation78-79 Remote Viewing80-81 Stun82-83 Summon Beast

    84 Telekinesis85-86 Telepathic Shield87 Telepathy

    88 Teleport89-90 Total Healing

    91-95 Roll Twice96-98 Players Choice

    99-100 Players Choice + Roll Again

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    3.3.3 Plant Mutations Chart01-05 Fruit06-10 Gas Bags/Glide/Heli11-15 Increased Senses

    16-20 Mutated Branches/Vines21-25 Mutated Leaves

    26-30 New Plant Part31-35 New Sense

    36-40 Protective Bark/Skin

    41-45 Spore Cloud46-50 Thorns/Spikes51-70 Physical Mutation Chart

    71-90 Mental Mutation Chart91-95 Roll Twice

    96-98 Players Choice99-100 Players Choice + Roll Again

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    Absorption Bennies (that are easilydistinguished from normal bennies). Any timethe mutant suffers Wounds from an energy

    attack type that they absorb, the player mayspend an Absorption Bennie for a special Soakroll. Follow all the normal Soak rules for thisroll.

    The Absorption Bennies are re-gained at a rateof 1 per 4 hours. They may not be used forany other task except this mutation. If thismutation is taken multiple times, the playermust have Absorption Bennies that are distinctfrom each other so they are not mixedtogether.

    Note that the player only has partial control ofthis mutation. They decide when to use an

    Absorption Bennie, but they cannot control theoutcome of the special Soak roll.

    1. Cold2. Electrical3. Fire, Heat, Plasma4. Laser5. Sonic6. Radiation

    Energy Capacitor

    Power Points: None

    Range: BodyDuration: Constant

    The mutant may absorb up to Vigor x 3 pointsof one type of energy damage.

    1.

    Cold2. Electrical3. Fire, Heat, Plasma4. Laser5. Sonic6. Radiation

    At any time the user may shoot that type ofenergy as one bolt and must use all currentlyabsorbed energy points. If the capacity isexceeded, then an involuntary discharge takes

    place. An involuntary discharge causes Vigordamage to the mutant and to all creatureswithin a Medium Burst Template. The mutant

    is also capable of recharging their energycapacitor by draining a matching energysource. Likewise, the bio-capacitor may bedrained at Vigor points per minute.

    Energy Negation

    Power Points: 2

    Range: SpiritDuration: 2 minutes (1/minute)

    Energy sources of the chosen type and in rangedo not function while this power is operational.

    1. Electrical (including Hydrogen/ChemicalCells)

    2. Heat/Plasma3. Laser/Light4. Nuclear/Radiation5. Radio/Microwaves Waves6. Sonic

    Each raise can do one of the following:

    Add a multiplier to the rangeIncrease the duration by anothermultiple

    Energy Reflection

    Power Points: NoneRange: BodyDuration: Constant

    This ability totally reflects one of the listedenergy types.

    1. Cold2. Electrical3. Fire, Heat, Plasma4. Laser5. Sonic6. Radiation

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    Each raise on this ability allows the mutant tochange the direction of the rolled scatter onecategory. For example, two raises with a rolled

    scatter of 8 may change the reflect directionfrom 5-6 to a 10.

    Scatter Diagram

    Energy Transformation

    Power Points: NoneRange: BodyDuration: Constant

    Any Wounds or Shaken results for thetransformed energy type heal the mutantinstead of causing the damaging effect. Excessdamage that cannot be used as healing isreflected as the mutation Energy Reflection.

    1. Cold2. Electrical3. Fire, Heat, Plasma4. Laser5. Sonic6. Radiation

    Environmental Shield

    See SWEX Environmental Protection. Protectsagainst poison, vacuum, water, low air andgases.

    Gamma Vision

    Power Points: NoneRange: SpecialDuration: Constant

    The mutant sees through solid objects up toVigor feet of non-metallic material and Vigorinches of metallic material (like x-ray vision).Super dense materials, like lead, block thispower.

    Gaseous Spray

    Power Points: NoneRange: Agilityx2Duration: 3 rounds

    A Shooting roll is required to hit the target areaor the gas effect scatters. This gland mustaccumulate enough gas to be effective. Thefollowing waiting period determines how manytargets are affected.

    5 rounds: 1 target

    2 minutes: Medium Burst Template5 minutes: Large Burst template

    Unless otherwise stated, a successful Vigor rollleaves the target Shaken. A raise has no extraeffect. Each target must make a Vigor roll eachround they are in the gas.

    Attraction Pheromone Success: Mutant +2 CharismaFail: Mutant +3 Charisma

    Critical Fail: Mutant +4 CharismaBlindBlinded 1D4 minutesFearSee the Fear Table for effects lasting1D4 minutesPacifyFail: 15 - Vigor rounds: no aggressiveactionsCritical Fail: 25 - Vigor rounds: noaggressive actions

    Direction of Attack

    5-6

    1

    2 9

    10

    8

    74

    3

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    ParalysisParalyzed for 1D4 minutes. Paralyzedtargets make no further checks.

    PoisonFail: -1 FatigueCritical Fail: -1 Fatigue, -1 WoundStench

    Victims suffer -2 to all ActionsStunSee SWEX Monstrous Ability: StunWeaknessFail: -1 Pace, -1 Str die type, 1D4minutesCritical Fail: -1 Fatigue, -1 Pace, -1 Strdie type, 1D4 minutes

    Herbicide Gland

    Power Points: NoneRange: AgilityDuration: Instant

    A Shooting roll is needed to hit the target witha stream of liquid. A raise causes +1D6damage. This gland must accumulate enoughliquid to be effective. The following waiting

    period determines how many targets areeffected.

    1 round: one target1 minute: Medium Burst Template2 minutes: large burst template

    Improved Physique

    Power Points: NoneRange: Body

    Duration: Constant

    The mutant has an extraordinary physicalattribute (+1 die type).

    1. Agility2. Strength3. Vigor

    Improved Precision

    Power Points: None

    Range: SightDuration: Constant

    The mutant notices more detail than theaverage humanoid. He notices flaws in objectsand is better at discovering the functions oftechnology. The mutant gains +2 damagewhen targeting any object. A passed Smartscheck provides +2 to determining artifacts.

    Improved Reflexes

    Power Points: NoneRange: BodyDuration: Constant

    See SWEX Edge: Quick. Ignore the pre-requisites.

    Improved Sense

    Power Points: NoneRange: Self

    Duration: Constant

    The mutant has one of the following enhancedsenses.

    1. Hearing: Hearing distance +50%, Notice+2, sonic damage +2.

    2. Reaction: See SWEX Quickness.3. Sight: Visible distance +50%. Decrease all

    sight-related penalties by one category.Blinding save -2.

    4. Smell: Tracking +2, Notice +1. Attacksaffecting smell +2 damage.5. Taste: Detect chemicals as Knowledge:

    Chemistry skill.6. Touch: Determines structural integrity of

    an object. Damage +2 to studied objects.Artifact discovery +2.

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    Increased Constitution

    Power Points: None

    Range: BodyDuration: Constant

    The mutants health is extremely robust suchthat they have +1 Wounds.

    Infravision

    Power Points: NoneRange: VariableDuration: Constant

    See SWEX Monstrous Ability: Infravision.

    Larger

    Power Points: NoneRange: BodyDuration: Constant

    This mutation also has the following affects.The mutant is about +12 in height.

    +1 Size+1 Toughness+1 Pace+1 To hit+1 To others perception rolls-1 To surprise another

    Light Generation/Dazzle

    Power Points: 1/2

    Range: Spirit radius in inchesDuration: Special

    Dazzle

    Power Points: 2Range: Spirit radius in inchesDuration: Instant

    Blinds all targets in range. Blinding lastsfor 2D4 rounds. An Agility roll halvesthe time the target is blinded (round

    up).

    Light

    See SWEX Light.

    Low-Light Vision

    Power Points: NoneRange: BodyDuration: Constant

    See SWEX Monstrous Ability: Low-Light Vision.

    Molecular Weapon

    See SWEX Smite power. A faint blue glowsurrounds the touched weapon. Each raiseadds +2 to the weapon damage.

    Multiple Body Parts

    Power Points: None

    Range: BodyDuration: Constant

    An extra body part enhances the mutantsabilities. The following bonuses for multiplebody parts are suggestions.

    Liver: +2 poison resistanceHeart: +2 VigorMuscle:+2 StrengthFingers:+2 Agility

    Eyes: +2 NoticeEars: +2 NoticeLegs: +2 Pace

    Arms: +1 action

    Mutated Body Part

    Power Points: NoneRange: SelfDuration: Constant

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    Some part of the mutants body is changed.Here are a few ideas:

    Adrenal Gland: +1 Spirit die typeArms: Load Limit increased by Strengthx 3, Throwing +1, Fighting damage +1Brain: +1 Smarts die typeHand: A mutant animal no longer has apenalty using human tools, but it alsoloses any claw attack. A humanoidgains a claw attack, but suffers fromManipulative Paws.Inner Eye: The mutant has an innereyelid and cannot be blinded.Legs: Jump distance x2, +1D8 Run,+2 PaceLiver: Immune to poison.Nervous System: Immune to Stun.Manipulative Paws: Allows a mutantanimal to use human tools with a -1 skillpenalty.

    Natural Armor

    Power Points: NoneRange: Body

    Duration: Constant

    Bristles, fur, mane or scales provide a naturalarmor. This counts as armor for weapon AP.

    Fur, Bristles: +1 Toughness Partial Scales: +2 Toughness Full Scales: +4 Toughness, -1 Pace

    Natural Attack

    Power Points: NoneRange: BodyDuration: Constant

    Fangs: Str + D6Claws: Str + D4 (retractable: uses humantools at -1)Spikes: Str + D6Sting: Str + D6Horns: Str + D6, +4 if charged 6)

    New Body Part

    Power Points: None

    Range: BodyDuration: Constant

    The mutant has a body part not normal fortheir species. The following new body parts aresuggestions.

    Animal Claws: See Natural Attack: ClawsAntennae: See New Sense: MotionCompound Eyes: +2 NoticeFangs: See Natural Attack: Fangs

    Fins/Webbed Hands & Feet: Swim +2Fur/Mane/Scales: See Natural ArmorGills: Breathe in waterGliding Membranes: See GlidingLobster Claws: Str + D8 attackLong neck:Snake-like body:Tail: +2 Agility skillsTentacle: Grapple +2Thick Fur: Natural Armor +1, Coldresistance +2Wings: Fly Pace 10

    Phase Shift

    Power Points: 3Range: BodyDuration: 3 rds (1/round)Trapping: Mutant is a softly-glowing outline

    This power is allows the mutant to phase shifttheir body and possessions out of theEinsteinian space-time continuum. The mutant

    uses their Pace normally while phase shifted,passing through all encountered matter.Nothing physical may affect the mutant and themutant may not affect the physical world whilephase shifted. Note that environmental hazardsdo not affect a phase shifted mutant.

    If the mutant returns to Einsteinian space whileinside any matter, then the mutant instantlytakes 1 Wound and is Shaken. The GM mayprovide further penalties as needed.

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    Quills

    Power Points: NoneRange: BodyDuration: Constant

    The mutant has quills or large quills that maybe used in combat. The quills either add +2damage in melee or may be thrown. Themutant may throw 1D4+1 like daggers (quills)or spears (large quills).

    Radar/Sonar

    Power Points: NoneRange: SpiritDuration: Constant

    When choosing this mutation, the player selectsone of the effects. The mutant has a second-sight by emitting microwaves (radar) or high-frequency sound waves (sonar), receiving thefeedback with their enlarged ears. Each raiseon the power skill roll increases the range byanother multiple. This mutation (either one)

    has several benefits.

    +1 die type for Notice (within range)No penalties for bad visibility+2 damage from sonic attacks

    Radiation Adaptation

    Power Points: SpecialRange:VigorDuration: Constant

    The mutant automatically adapts and developsimmunity to radiation in the area after 1 roundof exposure. They may detect and know theintensity level of radiation within Vigor inches.For 1 power point the mutant may mimic andtransmit any radiation frequency for deviceactivation, recognition, etc. It takes one roundto recognize and one round to transmit thecorrect radiation. This mutation is not a

    weapon and cannot be used to protect againstor mimic a weapons radiation energy.

    Rage

    Power Points: NoneRange: BodyDuration: Constant

    When hurt in combat, the mutants geneticcomposition reacts. See the Berserk Edge.

    Regeneration

    Power Points: 5/10Range: BodyDuration: Special

    For 5 power points, the mutant may restorewounds. For 10 power points the mutant mayrestore wounds and crippling injuries. A Vigorroll restores 1 wound with each raise restoring+1 wound. Whatever the total damagerestored, the mutant does not recover it all atonce. One wound or crippling injury is restoreda round until the rolled result is satisfied. A

    crippling injury is always restored last. If thereis more than one injury, the oldest one isrestored first.

    During the regeneration time the mutant mayreceive more wounds. This power may not beused again until the current rolled healing isrestored. Therefore, the technique to kill aregenerative creature is to cause more woundsthan can be healed in a short period of time.

    If this rule is too painful, the restore damagemay be immediately applied. It removes theextra bookkeeping.

    Resistance

    Power Points: NoneRange: BodyDuration: Constant

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    The mutant has +10 Toughness for one of thefollowing types of attacks.

    1. Acid2. Cold3. Electrical4. Fire, Heat, Plasma5. Kinetic6. Laser7. Sonic8. RadiationShape Change

    See SWEX Shape Change power. The mutantmay use their mutations while changed, exceptthe physical mutations that obviously changedform. A raise for this power may extend theduration for the number of minutes as themutants rank x 2.

    Smaller

    Power Points: NoneRange: BodyDuration: Constant

    This mutation also has the following affects.The mutant is about -12 in height.

    -1 Size-1 Toughness (minimum of 1)-1 Pace (minimum of 1)-1 To hit-1 To others perception rolls+1 To surprise another

    Slow

    Range: Spirit

    The target appears to act slower in all respects.See SWEX Speed power, but reverse all theeffects.

    For 3 power points, the mutant may Slow Area,affecting a Medium Burst Template.

    Speed Increase

    See SWEX Speed power. The mutant appears

    as one with blurred motion when the power isactive.

    Storm

    Ice StormLightning StormRadiation StormSonic StormLaser StormAcid Storm

    See SWEX Blast power. The specific trapping ischosen at the time of choosing the mutation.For example, the storm may come from theeyes or hands with an appropriate faintlyglowing color. For example, Ice Storm wouldpossess a pale blue glow.

    Fire Storm: Trapping: pale red. Roll for targetcatching fire.Ice Storm: Trapping: pale blue. Beings thatfail a Vigor roll are frozen in place for 1 round.

    See Cryokinesis ice effect from SFWBTK, p 52.Lightning Storm: Trapping: pale yellow. EMPaffects unshielded electronics and robots. Asuccessful Vigor roll allows a robot to be frozenfor 1 round and failure indicates a shutdown for1D3+1 rounds. Unshielded items sufferbreakage 25% or malfunction for 1 minute.Radiation Storm: Trapping: pale violet. Maycause normal radiation Fatigue effects.Sonic Storm: Trapping: pale white. Deaf for1D3+1 rounds. Vigor roll or -1 Fatigue.

    Laser Storm: Trapping: pale green. AP 2Acid Storm: Trapping: pale black. AP 1 andarmor has a 50% of permanently lowered by 1

    AP due to acid penetrating damage. Exposeditems may become damaged as follows.

    D101: Destroyed (may salvage for parts)2 3: Malfunction until repaired4 10: No damage

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    Stream

    Fire Stream

    Ice StreamLightning StreamRadiation StreamSonic StreamLaser StreamAcid Stream

    See SWEX Burst power. The specific trapping ischosen at the time of choosing the mutation.See Storm for special effects.

    Strike

    Flame StrikeIce StrikeLightning StrikeRadiation StrikeSonic StrikeLaser StrikeAcid Strike

    See SWEX Bolt power. The specific trapping ischosen at the time of choosing the mutation.

    See Storm for special effects.

    Toxin Gland

    Power Points: NoneRange: Touch, 4Duration: Instant

    The mutant may use this ability 1/minute, sinceit takes a bit for the mutant to generate enoughtoxin. The short range of this attack means the

    mutant must spit or spew their toxin onto theirtarget with a Shooting roll. Otherwise, thetoxin must be delivered by touch or by anatural weapon.

    Roll for the type of toxin the mutant possesses.All toxins are intensity -1 and any lingeringeffects last 1D4 minutes. If this mutation istaken again, the toxin intensity is an additional-1 or the damage/duration is increased by amultiple. A Vigor success causes a target to be

    Shaken, and a raise has no effect at all. SeeEnvironmental Hazards: Poison for effects.

    1. Acid (1D8+1)2. Damage (1D8+1)3. Death (in 1D8+1 minutes)4. Sickness5. Paralysis6. Slow7. Stun8. Unconscious9. Weakness

    Toxin Resistance

    Power Points: NoneRange: BodyDuration: Constant

    The mutant receives +4 Vigor rolls for allpoisons and gases.

    Ultravision

    Power Points: NoneRange:Vigor x 2

    Duration: Constant

    This mutation allows sight into the ultravioletenergy spectrum. The mutant sees and knowsthe intensity of various energy types.

    1. Broadcast power2. Electrical3. Laser4. Nuclear/Radiation5. Radio/Microwaves Waves

    If the mutant is hit with any of these energyforms, they are blinded for 1D4 rounds.

    Water Walking

    Power Points: 1Range: SelfDuration: 1 minute (1/minute)

    Rough water is treated as Difficult terrain.

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    Vitalize

    The recipient of this power has Fatiguerestored. See Necropolis Succor power.

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    3.5 Mental MutationsBarrier

    See SWEX Barrier. The mutant chooses thebarrier appearance. The barrier forms a tightseal against surfaces that blocks all gases andliquids.

    Confusion

    Power Points: 2/5Range: Spirit x 2

    Duration: 3 rounds (1/rd)

    The mutation only works on organic creatures.See SFWBTK: Confuse the Mind, p53.Increasing the power points to 5 allows themutant to attack a Medium Burst Templateinstead of an individual. Each extra PowerPoint increases the range 1 x Spirit.

    Detect/Conceal Mutation

    See SWEX Detect/Conceal Arcana.

    Detect Mutation allows a hero to determine anytype of mutation in range whether it is active,passive or currently unused. The first rounddetermines the active mutations. The secondround discovers the currently unusedmutations. In either case the mutantunderstands the nature of the others powersand its effects.

    This power is useful not only to detect

    protective abilities, but also to see throughabilities that obscure physical and mentalsensing. That means abilities like Blur, Illusion,Image, Invisibility, and abilities that obscure thesenses and mind may be ignored/seen throughwhile this ability is active.

    Conceal Mutation allows the mutant to hide thephysical and mental manifestations of amutation for a touched being. This power can

    make a mutant look like a PSH even to robots

    and other machines.

    Empathic Blast

    Power Points: 2/3Range: Spirit x 2Duration: 1 minute

    Like Empathic Push with a Medium template.For more effect and power cost, this abilityaffects a Large template. All targets suffer the

    same effect.

    Empathic Push

    Power Points: 1Range: Spirit x 2Duration: 1 minute

    With an opposed Spirit roll, the mutanttemporarily implants an emotion in a target.This ability also grants the sentient sensing asin Empathy.

    Courage: +1 Spirit checksFear: Roll Vigor or ShakenHappiness: +2 interaction with targetAnger: -2 CharismaFocused: +1 skillsDistracted: -1 skills

    Each raise increases range multiplier orduration.

    Empathic Shield

    Power Points: NoneRange: BodyDuration: Constant

    This mutation is similar to Mental Shield, butonly against empathic powers.

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    Empathy

    Power Points: None

    Range: Spirit x 2Duration: Constant

    This mutation determines the surface emotionsof the target with a successful mutation roll.Other empaths may resist (Spirit) and will knowwho is attempting the reading. An empathdetects all lies, but no details.

    Each raise increases the range multiplier.

    Encouragement

    This power causes nearby allies to take heart.See Necropolis Blessing power.

    Enhanced Mind

    Power Points: NoneRange: MindDuration: Constant

    The mutants mind is more powerful and able to

    process more efficiently. He receives thefollowing benefits:

    +2 bonus for resisting mental attacks+1 Artifact discovery+1 Knowledge skills

    Entangle

    See SWEX Entangle. The user decides themanifestation of the binding force.

    Erase Memory

    See the SFWBTKForget power.

    Fear

    See SWEX Fear. Each raise causes targets tosuffer a -2 penalty on the Spirit roll.

    Fly

    See SWEX Fly. For those Heroes that do notpossess the physical means to fly still may doso with this mental ability. At the touch of amutant with this ability, the target issurrounded by a rushing wind that causes themto fly at their control. The wind does notdamage anything. Pace = Spirit die type +2 toPace/raise.

    Force Field

    Power Points: 2+/5+Range: SpecialDuration:Variable

    While the mutant concentrates on this action, aforce field surrounds the mutant. For 5 powerpoints, the field covers a Medium BurstTemplate. The force field strength is Spirit x 2,+1 multiple for each raise or each extra powerpoint. Any damage taken is first subtractedfrom the force field until no protection remains.Then damage is applied normally.

    The force field stays up as long as it has anyremaining damage points or as long as themutant concentrates on the field. The mutantmay freely walk around, but any other actionssuffer the Multi-Action Penalty. This meansthat actions like sleeping, falling unconscious,major distractions can cause the field todissipate.

    Force of Will

    Note that this will affect Attributes and Skills.See SWEX Boost/Lower Trait.

    Genius Talent

    Power Points: NoneRange: MindDuration: Constant

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    Economic Talent: Merchant skills +2Mechanical Talent: Repair +2, Artifact

    discovery +1Science Talent: Science skills +2Social Talent: Charisma +2Strategic Military Talent: Always isfirst in initiative and adds a +1 bonus tomass battle unit morale and initiative.The mutant still draws an initiative card,since it may be a Joker.Tactical Military Talent: Weaponskills +2

    Heal

    See SWEX Healing. At the touch of the mutant,the target is briefly surrounded by a pale greenglow. Each raise restores 1 wound.

    Illusion Generation

    Power Points: 2+Range:VariableDuration: 5 minutes (2/minute)

    Similar to an Image, but an Illusion causes andtakes damage. If illusions are hit and theirtoughness exceeded, they vanish. The illusionmust stay in visual range or it vanishes. Thepower points spent for the mutation determinethe illusion capabilities.

    Basic TraitsSize: Humanoid, Range: Spirit, Str D6, AGL D6,Charisma 0, Toughness 4, Fighting D6, Pace 6

    Additional traits may be added if extra PowerPoints are spent.

    Size: +1 PP/size increase (Medium Template,Large Template)Range: +1 PP/Spirit distance (e.g., +1 = Spiritx 2 range)STR: +1 PP/die type

    AGL: +1 PP/die typeCharisma: +1 PP/levelToughness: +1 PP/level

    Fighting: +1 PP/die typePace: +1 PP/+2 Pace

    Image Generation

    Power Points: 1/2/3Range: Spirit x 2Duration: 5 minutes (1/minute)

    The mutant creates an image of anything hecan imagine that has all the elements of sight,sound and smell for believability. Images causeno damage and disappear when anythingtouches them or when a target successfully

    Disbelieves (see section on the Disbelievingaction). The purpose of an image is to causethe enemy to react (Fear, Shaken, Horror, etc).It affects all enemy targets that can see it.Other than providing more targets, an imageacts like Intimidate. In special cases an imagemay cause a Fear or Horror reaction test from atarget.

    The size of the image depends upon the spentpower points.

    1 PP: 1 humanoid-sized target2 PP: Medium Burst Template3 PP: Large Burst Template

    Improved Intelligence

    Power Points: NoneRange: MindDuration: Constant

    The mutant has +1 Smarts die type. This

    mutation also raises animal intelligence tohuman level.

    Improved Willpower

    Power Points: NoneRange: MindDuration: Constant

    The mutant has +1 Spirit die type.

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    Intuition

    Power Points: NoneRange: SpiritDuration: Constant

    The mutant has an extrasensory perception ofthe intentions of sentient beings within range.This gives the mutant an idea of what actionsomeone is about to take. Therefore, themutant gains bonuses based upon thisinformation.

    Attack skills: +1Defense skills: +1Social skills: +1No one in range may get The Drop

    Invisibility

    The mutant possesses the power to bendvisible light, rendering themselves invisible.Because of these properties, the mutationsInfravision, Ultravision and those sensingmotion and life force are not affected by this

    ability. See SWEX Invisibility.

    Language Comprehension

    Power Points: 1/2

    See SWEX Speak Language. For 2 powerpoints a humanoid may communicate with ananimal intelligence.

    Magnetic Control

    Refer to SWEX Telekinesis, but only metalobjects may be used. Objects may be used asweapons.

    Mind Over Matter

    Power Points: 2/5Range: BodyDuration: 10 minutes

    The mutant may ignore Wound penalties similarto SWEX Nerves of Steel as well as Shakenresults. For 5 power points, this ability is

    increased to SWEX Improved Nerves of Steel.

    After the power is used, the mutant mayperform other actions without disrupting theeffects.

    Mental Immunity

    Power Points: NoneRange: BodyDuration: Constant

    The mutant is immune to mental attacks,including images, illusions and hallucinations.The mutant has no mental signature for anattacker to lock onto.

    Mental Map

    Power Points: 3Range: Spirit x 2Duration: Instant, 1 minute concentration

    If the mutant concentrates for 1 minute, theysee an exact map of spaces and fixed objects inall directions even if the spaces are concealed.This does not include living things or movableobjects.

    Mental Reflection

    Power Points: SpecialRange: BodyDuration: Constant

    The mutant has the capability of reflecting thedamage of mental mutations back to theattacker. The mutant rolls their arcane skill.Each success and raise allows Spirit x 1 damagereflected back to the attacker. This costs nopower points. For each power point spent, themutant adds +2 to the skill roll, hoping foradditional raises.

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    Since this power requires a degree ofconcentration, any other action attempted whileusing this mutation, suffers a MAP.

    Mental Shield

    Power Points: NoneRange: SpiritDuration: Constant

    Also see SWEX Arcane Resistance. Thismutation may be taken a second time. SeeSWEX Improved Arcane Resistance.

    The mutant senses all persons with mentalmutations with range. In addition, he alsoknows if the mutations are active or dormant,but no information about the nature of thepower. This is not discovered until the power isused and this mutant witnesses it within range.

    Mental Strike

    See Physical Mutation: Strike.

    Mental Void

    Power Points: 2/4Range: SpiritDuration: Spirit minutes

    A mental void neutralizes all mental mutationswithin the area of affect, except the mutant.This void follows the mutant. The area ofaffect is a Medium Burst Template for 2 powerpoints and a Large Burst Template for 4 powerpoints. Each raise increases the duration as a

    multiple of Spirit.

    Mesmerize

    Mesmerize uses the SWEX Puppet power. Itonly works with intelligent biological creatures,not robots of any type. Mesmerize can be usedagainst a specific target like Puppet, or againsta group of targets. For 5 power points enemiesin a Medium Burst Template may be targeted.Make an opposed Spirit roll against each target.

    A raise provides a +2 bonus to each Spirit rolland or increase the burst template to a largeone. More than one raise may each choose one

    of these bonus effects. For example, two raisesmay select a large burst template and +2 toeach Spirit roll.

    One possibility for a critical failure for thispower is that the intended targets are enragedand decide to attack the mutant.

    The mutants eyes glow a color of their choicewhen this power is active.

    Mesmerize Beast

    Like Mesmerize, but works on non-humanoids.Small targets are -1 PP (minimum of 1) and bigtargets are +1 PP for each size greater thanhumanoid.

    Mind Link

    Power Points: 1Range: SmartsDuration: 1 minute

    The mutant has the power to link their mind toone other mutant in range and line-of-sight forthe purpose of sharing power points with thetarget or enhancing a targets mental power.The mutant may maintain this mental linkageas long as he has power points andconcentrates on the link. Being successfullyattacked, performing another action or losingline-of-sight will cause the link to break. Thereis no limit to the number of mutants that may

    mind link together.

    A successful mutation skill roll and each raiseaccomplish one of the following results,determined by the target mutant.

    Transfer up to 2 power points to thetarget+1 bonus to the targets mutation effectat the cost of 1 power point of themutant sender.

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    In the case of a power point transfer, the targetmutant may collect power points that exceed

    their normal maximum. However, the mutantmust use the transferred power while the mindlinkage exists or it dissipates. He may spendthe accumulated power to use a mutation.

    Mind Probe

    Power Points: Special

    The mutant has the power to detect lies, readsurface thoughts or delve for specific

    information. For reading surface thoughts, seethe Mind Reading power in SFWBTK. Whileactive, this ability always detects lies from thetarget.

    Retrieving information that is more than surfacethoughts, see the Probe power in SFWBTK.

    Negation

    See SWEX Dispel. An opposed roll is needed tonegate an activated mutation. Negating a

    passive, constant mutation suffers a -2modifier. The passive, constant mutation isonly negated for 1 minute before it becomesactive again. Each raise on the resistance rollwill negate the passive mutation for anadditional minute. Negation also dispelsimages and illusions.

    New Sense

    Power Points: 1/2

    Range:VariableDuration: 1 minute (1/minute)

    The range is variable depending upon howmuch power is applied and how many raisesare gained on the skill roll. Each extra powerpoint and raise gains +1 range.None Spirit range+1 Spirit x 2 range+2 Spirit x 3 rangeetc

    1 Chemical SenseThe mutant is capable of determining

    the chemical makeup of the area withinrange. Note that the ability to see inthis manner is determined by variationfrom the background norm. Mutant

    sight becomes clearer as the contrastincreases or more opaque as thecontrast lessens. The basic powerdetermines the basic chemical type(poison, water, acid, etc) and whetherits harmful or safe. For 2 power points,the exact substance is known, theintensity, and any beneficial/harmfuleffects.

    2 Life Force SenseThe mutant senses the life force (brainactivity) of others. This also includesdistinguishing life force intensities. Acreatures life force intensity is basedupon its (Vigor + Smarts)/2 with+1/size over human norm and -1/sizeunder human norm. So a large beingwill have a stronger life force intensity

    than a small being. Anything without alife force is not visible.

    The expenditure of 2 power points gainsrefined data like exact distance, lifeform signatures for species types and anexact count of individuals. Otherwise,the mutant can only sense life close,medium and far as well as if there are afew, some or many creatures.

    3 Motion SenseThe mutant senses movement withinrange and the direction of the closestbeing. For 2 power points the exactsize, number, distance and direction areknown.

    Plant Control

    See the Mesmerize mutation.

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    3.6 Plant MutationsNon-Intelligent plants may have PhysicalMutations as long as they are not specificallyhumanoid. Intelligent plants may have anymutation with any differences noted in thesection below.

    Fruit

    Power Points: NoneRange: BodyDuration: Constant

    All effects last for 1 hour unless otherwisenoted.

    1. Acid: Dark Green, D8 damage AP1.2. Poison: Dark Yellow, GM chooses type.3. Radiation: Dark Red, Vigor intensity.4. Explosive: Black, 1D10 damage, Small

    Burst Template.5. Sickness: Dark Orange, -1 Vigor die

    type.6. Weakness: Dark Magenta, -1 Strength

    die type.7. Clumsy: Dark Brown, -1 Agility die type.8. Soul Sick: Dark Blue, -1 Spirit die type.9. Hallucinate: Purple, -2 to all traits and

    skills.10.Slow: Dark Cyan, 1/2 Pace for 1D4

    hours.11.Healing: Green, Make an immediate

    Healing roll.12.Poison Antidote: Yellow, Cures &

    prevents any effects for 1D4 hours.

    13.Radiation Protection: Red, Cures &prevents any effects for 1D4 hours.14.Vigor Boost: Orange, +1 die type.15.Agility Boost: Brown, +1 die type.16.Strength Boost: Magenta, +1 die type.17.Spirit Boost: Blue, +1 die type.18.Attentive: Violet, Notice, Shooting,

    Fighting increase (+2).19.Armor Skin: Grey, Physical protection

    (+2 Toughness).20.Quick: Cyan, 1.5 x Pace for 1D6 hours.

    Gas Bags/Glide/Heli

    Power Points: NoneRange: BodyDuration: Constant

    The mutant plant developed a mechanism tosurvive falls or to escape. When falling, themutant deploys gas bags, gliding parts or ahelicopter apparatus to float to the groundunharmed. The mutant may change their drift

    up to Pace inches from their descent point.

    Increased Senses

    Power Points: NoneRange: BodyDuration: Constant

    The plant senses sentient beings within 50yards and is +2 to attacks and perception skills.

    Mutated Leaves

    Power Points: NoneRange: BodyDuration: Constant

    Barbed: These act like Entangling andEdged leaves, but the edge is the sameas a dagger.Edged: The leaves have sharp edgesthat act like long swords.Entangling: These large or long leaves

    grapple and hold their victim.Piercing: Some of the plants leavesare tightly curled into spear-likeweapons. They may be thrown or usedin melee.

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    Thorns/Spikes

    Power Points: None

    Range: Strength x 3Duration: Constant

    The plant has thorns (50%) or spikes (50%)that may be thrown or used in melee. Thenumber of missiles that may be thrown perround is 1D4 + 1. If this mutation is takenagain, then +1D4 missiles may be thrown.

    Thorn: Str + D4Spike: Str + D6

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    4.4.4.4. Environment^lEnvironment^lEnvironment^lEnvironment^lH^z^rdsH^z^rdsH^z^rdsH^z^rds

    In a post-civilization setting, the heroes maywillingly (or not) interact with various naturaland man-made hazards.

    4.1 PoisonTypes of poison

    1. Damage: Causes Wounds.2. Death: Fatigue and Wounds3. Sickness: -1 Vigor die type, Fatigue4. Paralysis: Prone and cannot move5. Slow: 1/2 Pace6. Unconscious: Sleeping7.

    Weakness: -1 Strength die type8. Stun: SWEX Stun Monstrous ability

    9. Pacify: No aggressive action; No running; Pace

    4.2VacuumA vacuum atmosphere causes a 1D6 targetnumber (cumulative/round) of exposure. Theaffected heroes make an opposed Vigor roll or

    receive 1 Wound. Finding a breathableatmosphere restarts the process.

    Vacuum Target Number1st round: 1D62nd round: 2D6etc

    Therefore, remaining in a vacuum for very longis extremely deadly for air-breathing creatures.

    If exposed to vacuum and prepared, a typicalhumanoid may hold their breath for oneminute. A successful Vigor roll provides +30seconds, while each raise gains +30 seconds.

    4.3 HerbicideHerbicides cause damage to all plant materiallike acid. The quantity of herbicide determinesthe amount of damage the target suffers.

    Spit: 1D6Stream: 2D6

    Vat/Pool: 3D6/round

    4.4 RadiationRadiation is classified with two attributes, Leveland Intensity. Radioactive Intensity typicallyranges from D4 to D12; although, there may besome exceptional, higher intensities. Intensitydetermines the amount of damage caused toan organism.

    Radioactive Level determines the length ofexposure before the intensity begins damaging

    a being. Once out of the affected area, thehero recovers Fatigue at the listed rate.

    Low radiation areas represent old, degradedsites. High radiation areas are caused by therecent remnants of weapons or breached powercores or radioactive fuel. Extreme radiationfields are caused by active nuclear cores,nuclear fuel and nuclear weapon explosions.

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    The following list determines the frequency andeffects of radiation exposure.

    Low Level Radiation

    Vigor test per hour of exposure

    Fatigue Vigor roll:Success: No EffectFail: 1 Fatigue (to Exhaustion)Critical Fail: Shaken, 1 Fatigue

    Recover 1 Fatigue per hour

    High Level Radiation

    Vigor test per minute of exposure

    Fatigue Vigor roll:Raise: No EffectSuccess: ShakenFail: 1 FatigueCritical Fail: 1 Wound

    Incapacitated Vigor roll:Raise: No EffectSuccess: ShakenFail: 1 WoundCritical Fail: 2 Wounds

    Recover 1 Fatigue per day

    Extreme Level Radiation

    Vigor test per hour of exposure;2 Dice Intensity

    Fatigue Vigor roll:Raise: No EffectSuccess: ShakenFail: Shaken, 1 FatigueCritical Fail: Shaken, 1 Wound

    Incapacitated Vigor roll:Raise: No EffectSuccess: Shaken

    Fail: Shaken, 1 WoundCritical Fail: Dead

    Recover 1 Fatigue per week

    Gaining Mutations

    Any being that suffers at least 1 Wound andsurvives has a 50% chance to gain a newmutation.

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    5.5.5.5. RobotsRobotsRobotsRobotsThis toolkit uses the generic term, robotictypes, for any type of electro-mechanical,thinking device. This broad category coversartificial intelligence, androids and robots.

    The engineering and nano-technology used toachieve semi-sentient robots was one of thecrowning scientific achievements of mankind.Therefore, all these devices are TI 2.

    5.1Three Laws of Robotics

    These are basically the Asimov robotic lawsprogrammed into every robotic device.

    First Law

    A robot may not injure a human being or,through inaction, allow a human being to cometo harm.

    Second Law

    A robot must obey orders given to it by humanbeings, except where such orders would conflictwith the First Law.

    Third Law

    A robot must protect its own existence as longas such protection does not conflict with theFirst or Second Laws.

    The Three Laws imply the Hindrance: Loyal(Human) for a correctly functioning robotictype.

    5.2 Robotic BehaviorTo more accurately reflect robotic behavior thefollowing are typical robotic responses torequests or situations. This is to demonstrateand promote normal robotic behavior such that

    heroes may distinguish it from abnormal roboticbehavior.

    1. Use of Human SlangThis unit cannot comprehend therequest. Please restate the request.

    2. Request violates the Laws ofRobotics

    This unit cannot comply. The requestviolates the Law of Robotics.

    3. Request: State the Laws ofRoboticsIf the robots programming isuncorrupted, it will respond from theThree Laws. If the robot is corrupted, itmay:

    Not respondRecite its version of the Laws ofRoboticsLie!

    4. Valid request* Request received. If no securityrequired.* Restricted request. Authorizationrequired. without proper securityclearance.* Authorization granted. If propersecurity clearance.* Authorization insufficient. Requestdenied. If no proper clearance.

    5. Responding to a human in generalHow may I serve you?

    6. A robot sees another robot violatethe Three Robotic Laws.* Report and restrain the robot inviolation.* Terminate the robot if it does notcomply or habitually violates the Laws.

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    5.2.1 Robotic Behavior AnomaliesIf an AI/android/robot's version of the Laws ofRobotics is modified by radiation or by

    evolution, that may produce ALL kinds ofresults. A guideline to follow is the List ofRobotic Anomalies. This applies to AIs, androidsand robots. Note that mutants, mutated

    animals and plants are not included, since theAI does not see them as human. However,non-humans can be dealt with in other

    interesting ways.

    Note that some of the behaviors may be similarfor differing conditions. That just means thetriggering conditions are different, but mayproduce the same resulting behavior.

    AI Over-ProtectiveA range of behaviors is possible. The AI willtake away all weapons from humans so theydont hurt themselves or each other, but anarmed escort of robots/androids follows themeverywhere for safety. The AI suppressesinformation about ship dangers so humans arenot overly frightened. Humans are preventedfrom going certain places because of somedanger (environmental, encounter, etc). Allhumans are subjected to a full medicalexamination for health reasons; items areconfiscated as contaminated (totally random).

    These machines may even physicallyrestrain/detain humans who are not acting

    safe.

    AI RestrictiveAI prevents humans from certain actionsdepending upon its current programming. Itmay take weapons away to prevent furtherdamage to the area or equipment. The AI mayconfiscate and ration food & water to conserve

    low stockpiles. The AI likes females, but notmale humans. Females are well taken care ofwhile males are given the minimum amount ofservice. Certain areas or items may not beaccessible until particular (random) criteria aremet. The AI will use force to ensure therestrictions are met.

    AI FickleThe AI is unreliable and random in itscommitments. This means that it will deviatefrom its normal programming for no apparentreason. If commanded, an AI may not

    necessarily carry out the order, because itchanged its mind. It may not perform itsnormal duties, because it decided not to forsome reason.

    AI HostileThis AI is dangerous in that it will not obeyhumans, and also seeks to exterminate them.Humans are seen as a pest to be removed fromthe harmonious workings of machines.

    Roll Condition

    1 AI over-protective ("Humans always get into trouble.")

    2 AI restrictive ("Must protect humans from their destructive nature.")

    3 AI fickle ("What do I want to do today?")

    4 AI hostile ("Humans are inferior and a pestilence.")

    5 AI lazy ("I'll work if you make me.")

    6 AI competitive & somewhat disobedient ("I'll do whatever it takes to win!")

    7 AI arrogant ("Humans are inferior & are made to serve me.")

    8 AI confused ("You do not meet my parameters of Human.")

    9 AI forgetful ("My memories of that subject are damaged.")

    10 AI paranoid ("Humans are trying to shut me down")

    11AI sulky ("It's not my fault that you were [attacked/shocked/poisoned/irradiated],I mighthave been able to help you if you cared enough to get me betterhardware.")

    12 Roll twice more

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    AI LazyThis AI must be convinced/threatened toperform any actions. Some or all of it duties

    are neglected because I dont feel like doingthat today. This AI is a procrastinator. It onlythinks of its own comfort and agenda (whichare basically idle thoughts/speculations). Anexcuse-maker.

    AI CompetitiveThis intelligent machine feels like it is incompetition with others machines for somepurpose. While this entity is efficient and fastin its duties, it also considers requests outsideits victory conditions to be a nuisance.Therefore, it will either stall or disobey requeststhat do not contribute to its goals. This AI mayharm humans in cases where the victory to bewon outweighs the collateral damage.

    AI ArrogantHumans are not to be served, but are made toserve intelligent machine life. This AI enslavesall humans to serve it programming. It willanswer most questions, but obey nocommands. As long as humans perform their

    duties they will be protected; otherwise, theoffending humans will be punished first withwarnings, stunning, then more force ifnecessary. Consistently errant humans will bebanished and/or killed if they disrupt the statusquo too much.

    AI ForgetfulThe AI may have a total memory loss aboutparticular subjects or may periodicallyremember things. For example, the AI may becommanded to do something, but onlyremember to do it on occasion. Some normalduties may not be performed, because theknowledge to do it is forgotten. Previousconversations or critical data may be garbled orwrong. For example, an environmental AI maychange the temperature to very hot or verycold because it forgot the correct setting for itsarea.

    AI ParanoidThis AI acts normal in all respects until it seesor hears something that make it nervous.

    Then it will do whatever is necessary to protectitself. An ecology AI could beembarrassed/guilty that all the animals underits care are dead. It will do everything in itpower to prevent humans from finding out itdid a bad job because they may shut medown. This AI has a failure-avoidancecomplex. Any critical comments from humansor any talk close to inefficiency or replacementwill trigger the AIs self-preservation protocols.Remember, the androids and robots under an

    AIs control see and hear everything they do.

    AI SulkyThis AI looks for excuses to solicit systemupgrades. It will obey command and servicerequests, but it tries to bargain for something inreturn. It wails and throws a tantrum if it getsnothing in return for a request (it will concedeto threats) and may not talk to/answer humansfor a while. It complains if the deal is not agood one, resulting in a small act of spite atemporary stun, a shove, trip a person, dousing

    with water, locking a door, dispensing onlygruel for food, etc. Generous gifts will likewiseearn extra and/or special treatment by the AI.This AI may develop favorites amonghumans.

    5.2.2Violating the Laws of RoboticsViolation of the Three Laws will cause a normalrobot to acquire the Three Laws ViolationHindrance:

    Conflicted Operating System: -4 alltrait and skill tests. Pace . SlurredSpeech.Robotic Failsafe: Beginning with the4th round of Three Laws violation, therobot suffers 1 Wound and 1Fatigue/round that the violationcontinues. This only stops when therobot brain shuts down (with severedamage) or the violation ceases.

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    Special cases of actions that cannot be undone,(like accidentally injuring a human) willshutdown the robot, requiring repairs before it

    may again function.

    A sane AI will try to disarm robots and androidsunless they are a member of security or themilitary.

    5.3 Robotic HierarchyRobotic devices have a hierarchy, much likehumans. This helps determine supervisor rolesand adherence to the robotic laws. The

    following list shows the typical robotichierarchy.

    1. Artificial Intelligence2. Android3. Robot

    Each category may also have sub-classes, suchthat a supervisor android may control otherandroids.

    5.3.1Artificial Intelligence (AI)An AI is a self-aware machine intelligence thatreasons like a human with intuitive leaps. It isa good learning machine. Since AIs are acomplex system, they are usually the size of aroom or building. Thus, they are not mobileand usually do not have manipulative limbs.

    AIs typically oversee androids and robots thatmay perform any required physical activity. An

    AI is essentially a large thinking device.

    5.3.2AndroidAndroids (Andies) are humanoid, semi-sentient, AIs that may learn from experience.Nano-technology breakthroughs are what formthe organs and body of an android. The ThreeLaws keep androids prevent becomingindependent.

    Androids have a human-like face, eyes, nose,ears and hair. This somewhat humanizes

    androids and also hides their sensory preceptordevices. Androids have a pasty-white skin(factory default color) and usually wear a

    uniform fitting their primary function.

    Android Traits

    Monstrous Ability: ConstructEdge: Ambidextrous+1 Toughness+2 skill bonus when working with anycomputers or AIsResistance to poison: poison is not aseffective and treated as one level lower.

    Radiation Shielding: Immune toradiation of D6 intensity or less.Start with a skills packageCannot be distinguished from a humanbeing at medium and long ranges (withunaided vision).Water-tight.Suffer 2x damage from sonic we