endtown: the rpg system. · the rpg system. endtown© is a comic made by aaron neathery. this game...
TRANSCRIPT
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ENDTOWN: THE RPG SYSTEM.
Endtown© is a comic made by Aaron
Neathery. This game was made out of inspiration from
his work. I highly recommend it. The 3stat© system in this document as well
as all rules, instruction, or and games for herein were made by Everett Smith.
If you have questions about Endtown, the comic, please contact Aaron Neathery at
[email protected] For questions and comments about this
system please contact me at endtown.rpg@gmailcom
Contents Introduction to the game ............................ 7
Our Current State of Affairs and How We
Got Here: ................................................... 4
The Mutants and their Colonies ................. 5
Playing in the Great Wastes ....................... 7
Combat System: ........................................ 2
The Different types of actions: Free,
Single, Double, and Continuous ............. 2
Noncombat Combat actions ................... 2
Combat Bonuses and Penalties.............. 3
Combat Sequence .................................. 3
Melee Combat ........................................ 3
Attacking in Melee: .............................. 4
Defending in melee: ............................ 5
Wrestling ............................................. 5
Resolving Melee Combat .................... 7
Ranged Combat ..................................... 7
Attacking in Ranged Combat. .............. 7
Rapid fire: ........................................... 8
Defending in Ranged Combat ............. 8
Point Blank Range ............................. 8
Resolving Ranged Combat................. 8
Vehicular Combat .................................. 9
Crashing and Ramming ...................... 9
Health Points (hp) ....................................11
Damage: ...............................................11
Knocking Out and Knocking Down
(optional) ............................................ 2
Starting HP for Body and Limbs*: ...... 2
Healing Rates ........................................ 2
Conditions: ............................................ 2
Healing with medical attention: .............. 4
Health Points and Armor: ....................... 1
Mental Health (MP) ................................... 1
Stress .................................................... 1
Things that can cause a loss of Mental
Health ................................................ 2
Recovering Mental Health: ..................... 2
Personal Missions.................................. 2
Stress Effects ........................................ 2
Schism Syndrome.................................. 2
Creating a character. ................................. 1
Attributes ................................................... 2
Attribute Bonuses .................................. 2
Strength ................................................. 2
Throwing distance .............................. 2
Climbing: ............................................ 3
Fortitude ............................................. 3
Agility ..................................................... 3
Strike, Parry, and Dodge. ................... 4
Contortion .......................................... 4
Mind ...................................................... 4
Skill bonus .......................................... 5
Perception .......................................... 5
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Persuasion .......................................... 5
Size ............................................................ 6
Size Classes in Gameplay. ..................... 6
Species ...................................................... 2
HALF-MUTANT ..................................... 3
CANINE ................................................. 2
FELINE .................................................. 2
ARACHNIDS .......................................... 2
REPTILIAN ............................................ 4
AVIAN .................................................... 5
CRUSTACEAN ...................................... 6
FISH ....................................................... 6
WATERFOWL: ...................................... 6
BEARS: ................................................. 7
RABBITS ............................................... 7
FOXES ................................................... 8
DINOSAURS .......................................... 8
CROCODILIA ......................................... 9
PORCUPINES ...................................... 10
OPOSSUMS......................................... 10
PRIMATES ........................................... 11
BOVINES ............................................. 11
BEAVERS ............................................ 12
RODENTS ............................................ 12
INSECTS .............................................. 13
MUSTELIDS......................................... 14
MOLLUSKS ......................................... 15
BATS ................................................... 16
TURTLES ............................................. 16
PACHYDERMS .................................... 17
SERPENTS .......................................... 18
“TYPHOID MARY” .............................. 18
AMPHIBIANS ....................................... 19
CHAMELEONS ....................................20
PREDATORY AVIANS .........................20
SHEEP .................................................21
PORCINES ...........................................21
RACOONS ...........................................22
EQUINES .............................................22
ROBOTS AND CYBERNETICS ...........23
Skills ........................................................25
The three kinds of skill tests ..................25
Skill List: ...................................................26
Free Skills: ............................................26
Physical Training: .................................26
Science! ................................................. 2
Stealth: .................................................. 3
Social: .................................................... 3
Production ............................................. 4
Wilderness survival: ............................... 6
Medical: ................................................. 6
Combat: ................................................. 6
Piloting Skills ......................................... 7
Self-improvement................................... 8
Items and Equipment ................................ 8
Weapons: .............................................. 8
Explosives: ..........................................13
Special Weapons: ...............................15
Armor: ...................................................15
Equipment ............................................17
Vehicles ...................................................21
Aerocars: .............................................21
Topsider Transporters:.......................21
Common Vehicles: ................................24
Vehicle creation ......................................... 2
Vehicle Assemble .................................. 2
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Optional: Engines and fuels sources. . 2
Energy Weapons ....................................... 3
Blaster: .................................................. 4
Blast Settings: ........................................ 4
Wide-Blast function: ............................ 4
Medium-Blast function: ........................ 4
Narrow-Blast function: ......................... 4
Focused Drill-function: ........................ 4
Zero Weapons: ..................................... 5
Zero Guns. .......................................... 5
"Zerozooka" ........................................ 6
Bestiary ...................................................... 6
Anthro mutants ....................................... 6
Dittos ...................................................... 7
Mutants .................................................. 9
“I” .......................................................... 9
Topsiders ............................................. 11
MUTTs ................................................. 11
Leveling Up and Experience Points .......... 14
Illustration Index ......................................... 2
Citations ..................................................... 2
Special Thanks .......................................... 2
How I Found
Endtown and What
Inspired me to
make this game: By Everett Smith
I first discovered this comic on the
popular imageboard 4chan, of all places. It
was just a fan posting page after page and
everyone reading along as each page was
posted one at a time. At first it seemed like
a regular gag comic but bit by bit the story
got darker and darker or more and more
serious. Sure, it kept its humorous tone but
frankly the jokes were not very funny. I
thought the story was interesting despite it’s
cliché trappings of a retro-future setting and
I thought the horrible, grim note it ended on
very thought provoking. You see at the time
I read through and thought, somehow, that
the comic ended on the last page of the
Gustine’s Quest arc with Gustine and Al
sleeping in the shadows of a destroyed
building, mushroom cloud in the distance,
with Gustine’s final thoughts of surrending
to be killed before falling asleep. Real
chipper stuff.
Sometime later, on this same site,
someone posted a new page. Immediately I
recognized the artstyle and thought, “Hey,
that’s that one comic with the nerd that
looks like he’s from Opus and his fat rhino
girlfriend in the cartoon version of Threads.”
I was very surprised to learn that the story
had not ended there! No, there the comic
had continued with new characters and
stories. It turned out that I didn’t miss not
just the latest pages, but years and years of
the comic. I spent the next three days
reading the comic backwards, starting with
the newest page then going back for
context, and then context for that, and
context for that. I would recommend
reading the comic the other way.
This game, was made because the
story. The story was horrorific, dark, and
silly but above all else it was open. The
main characters were relatively pedestrian
as if to say they could have been any other
character in the story. Also, fans came up
with Donut Steel. Original characters for the
setting but they weren’t your regular deviant
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art power fantasy fair, there was hashing
out the setting how things fit the story of
Endtown and what didn’t. Charitible artists
encouraged drawing these characters and I
decided to go and make a system, a game
for these characters to let fans create their
own Endtown Adventures.
Our Current State
of Affairs and How
We Got Here:
by Aaron Neathery
Approximately one-year prior before The End of Civilization as We Know It, an apparent mutagenic plague began to strike at random within the borders of Neitherland. People infected with the mysterious mutagenic virus began to, almost instantaneously, mutate either into mindless carnivorous monstrosities or cartoonish anthropomorphic animals. Either mutation is seemingly random, the only apparent cause-and-effect being that victims who mutate while awake become monstrosities and those who are asleep or unconscious become animals. Those fortunate (or unfortunate, depending upon your point of view and general temperament) enough to become anthro mutants find themselves thoroughly altered; appearance, size, abilities, longevity, and even their own thinking processes are all altered. All mutants were originally targeted as disease carriers through a cooperative effort between the Neitherland Department of Disease Control and the APEX Corporation, a weapons development/ mercenary/ entertainment/ food service powerhouse and creators of the globally-popular disintegration technology known as Zero.
As the NDCC and APEX were unable to pinpoint the nature of the
mutagenic virus or effect any cure for those afflicted, their quarantine efforts quickly became a mutant extermination campaign in the hope that the spread of the virus could be halted. Despite thousands of armed, hazmat-suited NDDC/APEX agents combing the country with orders to round up or execute mutants on sight,
the plague began to spill over Neitherland's borders. Mutants and even their un-mutated friends and loved ones began to seek shelter wherever they could, many in caverns, sewers, and tunnel systems, and others in hidden underground facilities seemingly intended as bomb shelters.
With the world in a blind panic over the rapidly spreading mutagenic plague, Neitherland soon found itself under attack from global military forces determined to eliminate the source of the plague itself. The resulting six-minute planet-wide exchange of Zero ICBMs is officially known as World War Three but is more fondly recalled as The End of Civilization as We Know It, at least by those survivors with a flair for the dramatic.
As far as is known, much of the world is reduced to immense fields of fine, white dust, the disintegrated remains of nearly everything and everybody on the surface. Beneath the ground, in their shelters, now colonies, the mutant survivors and their still-human companions await the day when, it is hoped, they may return to the surface world to begin civilization anew. And above, the surviving NDDC/APEX extermination squads, now known colloquially as Topsiders, still trapped in their hazmat suits, await with vastly advanced technology to extinguish the mutagenic plague once and for all by eliminating mutants, the presumed carriers, from the face of the Earth.
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The Mutants and their Colonies
by Aaron Neathery
Our story. at least this story. takes place
in the Great Waste, a nearly 70,000 square mile area consisting primarily of white dust, scattered ruins, and more dust.
Despite outward appearances, the Great Waste is actually home to many colonies of mutants. As the Great Waste is the former location of Hillside, capital of Neitherland, and one of the largest cities on Earth prior to World War 3, these colonies are, by and large, the surviving remains of various portions of the city’s underground infrastructure. The inhabitants of these colonies are, by and large, the surviving remains of the population of Hillside. These colonies began life before WWIII as shelters for those attempting to avoid annihilation and serve the same purpose today.
Colonies vary in style, size, and government and all, understandably, have their share of problems. Some colonies are simply re-dressed caverns, tunnels, or sewer systems with nothing in the way of amenities while others seem purpose-built, with features that make survival all the easier for the inhabitants. Hoping to avoid the failures of the past that led to the End of Civilization as We Know It and faced with new and tremendous challenges to their very survival, these colonies have been motivated to try new systems of government, social order, and lifestyle.
Two Colonies of Note:
Endtown Endtown is, presumably, the largest of the mutant colonies; a rather quaint village built within a massive cube-shaped cavern several miles beneath the barren and featureless Great Waste where the vast city of Hillside once stood. Accessible only through hidden pneumatic tubes, the colony is divided into two levels: the town proper where the colony's approximately three thousand residents live and, between it and the surface, the more technologically
advanced security level that serves to protect the town from attack.
Endtown enjoys relatively modern amenities including indoor plumbing and electricity. Massive light panels that line the cavern's ceiling simulate outdoor daylight and gradually dim to darkness at dusk to simulate nightfall. The town is also served by a series of fresh water canals and a water treatment facility for sewage waste removal. A multi-story clock tower is located in the center of the town.
The average citizen of Endtown is issued an identification card after being screened by security and accepted into the colony by a board committee. All citizens live on a regulated welfare system that covers their daily needs for food, water, and shelter. New citizens are allotted twelve items of new clothing and citizen welcoming committees often manage to gift them with an additional welcome basket of candy, deodorant, and other rare goods. Every employed Endtown citizen is also given a monthly allotment of credits that can be exchanged for goods and services not covered by the welfare system, including appliances, alcohol, and hot oil rubdowns. Old Neitherlandian currency, being analogous to the credit system, is incorporated into Endtown's economy which is regulated by a central banking commission. How much a citizen earns is dependent upon the nature of their employment. Citizens who perform civil services or work in facilities and businesses can earn a fair wage. Those who perform such dangerous duties as mining or foraging for resources on the surface earn much, much more.
Endtown is a deliberative direct democracy, employing a random lottery to select adult citizens to serve, in shifts, on a secret High Council of twelve members that makes consensus decisions on all matters
regarding economics, resources, security, and law. The members of the High Council are unknown to each other, performing their decision-making duties from separate living quarters equipped with inter-communications systems that permit
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them to deliberate, via text and electronically disguised voices, and vote as a group. As each member is unknown to the other and can be jailed and otherwise penalized if they reveal their identities while serving, the likelihood of collusion or outside conflict between members is reduced or eliminated. Each member serves on the High Council for one week only, earns the equivalent of one week's pay, and are exchanged out at the rate of four a week resulting in a constantly rotating deliberative body directly representing Endtown's citizenry.
The government is most directly represented within the town itself by a High Council-appointed mayor who helps citizens smooth out personal grievances, aid them in bringing cases before the High Council, announce, explain, and oversee High Council decisions, and otherwise serve as an effective conduit between the people and their government. Mayors tend to remain in office for years at a time.
Answerable to the High Council but generally operating autonomously is Endtown's Chief of Security who is responsible for directing the colony's approximately 100 security officers, drafting security policy for review, and enacting those policies once approved. The Chief of Security, as well as Endtown's security officers, live within the confines of the security level.
Standing apart from the government itself but acting as a free agent of nearly equal importance is the scientist Professor Nikolai Xavier Mallard who is responsible for establishing and directing most of Endtown's science programs and is largely, if not entirely, responsible for many of the colony's technological innovations. These include hand-cranked ray guns and a synthetic "vitamin cake" that prevents malnutrition. Professor Mallard also developed and designed the technologies that make Endtown's High Council system possible. Regularly available to the High Council as an adviser, Mallard enjoys unhindered access to all levels of Endtown society and government.
Also available for advice and counsel to Endtown's citizenry is a highly mysterious sentient pool of water known as the Oracle. Located in a natural cave in one of the outer walls of the city, the Oracle has been observed to have telepathic powers as well as clairvoyance. The Oracle is served and tended to by a mysterious robed kangaroo rat known as the Assistant, who permits the Oracle to 'move' by carrying about a portion of its water in a glass tumbler.
Unity Unity began life with a population
consisting of a variety of mutant types. Suffering from overpopulation and a severe shortage of resources, Unity's social order began to fragment and ultimately descend into tribalism, resulting in a population divided between groups based on their mutations. An influx of Reptilian mutants from adjacent colonies galvanized that faction into taking over Unity by force. The Civil War that ensued resulted in the complete extermination of the colony's non-Reptilian population and the victors adopted a unified cultural identity based on species superiority.
Unity is a six-level brick, mortar, and wood complex located beneath the Jiffywhip Badlands of the Great Waste, lacking such resources as electricity and served only by a handful of water wells. Compared to Endtown,
Unity's technology is decidedly medieval, consisting of rough woodcrafts and salvaged materials. Its most outstanding feature is a massive arena with seating for up to five thousand and a domed glass-tiled ceiling to better distribute light from the massive central chandelier.
Unity's social order is hierarchical with an Emperor and Empress ruling over workers. These workers perform such basic duties as food preparation, carpentry, and providing child care. Faced with perpetual resource shortages, the colony also resorts to highway robbery, sending out bands to the surface to steal the belongings of unfortunate passerby. Unity often disguises
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their theft by arguing that the confiscation of property is a form of penalty for trespassing or some other trumped-up infraction.
In order to maintain a Reptilian-exclusive population, the colony is engaged in a program of forced ethnic homogeneity. As mutant children mutate randomly into a wide variety of animal forms at the fetal stage within the womb (or, in the case of Reptilians, eggs) all eggs were candled to select and hatch Reptilians only with the remainder used as food. Female Reptilians had to produce fertilized eggs in abundance in order to increase the odds of Reptilian births and therefore free sexuality is encouraged. Hugely xenophobic, the Reptilians treat outsiders with complete contempt, often killing some for sport in their arena and enslaving others. They aren't particularly pleasant even to each other. Best avoided.
Introduction to the
game For this game you will need at least
two ten-sided dice. You will also need a pencil and some note paper. With this game you can create characters and have adventures in the setting of the comic Endtown.
In this document there are terms abbreviated to save time. A ten-sided die is called a “d10." If a number precedes a die then it means it uses that many dies, rolling four ten-sided dies would appear as “4d10” for example. There are also times when a "d100" is used. A d100 is a die to determine numbers 1 to 100. It is also called a percentile-die. D100s are actually achieved by rolling two ten sided dies where one represents the tens place and the other represents the ones place, i.e., rolling a 5 on the tens die is 50 and rolling a 3 on the
ones die is a 3; both dies equaling a roll of 53.
And remember the first rule of
gaming: Always have fun!
Playing in the Great Wastes Surviving in the Great Wastes is like being in a fight where you can’t fight back. The environment is hostile and does not relent for a second, danger can be seen miles away or can pop up suddenly without warning, and the level warfare is so high that anything short of superior firepower and tactical brilliance is begging for defeat. It is here that mutants fight for their colony's future and here that they more often lose their minds to despair. The Great Wastes takes a set of skills than what you would need in a colony. It's here that Wilderness Survival skills really make a difference. The majority of the Wastes are unmapped and could contain almost anything and the further you travel from the safety of a colony the more things get weird. You may come across bizarre creatures, dimensional entities, cities twisted into strange shapes, and even stranger things involving relatively domestic encounters with bandits, mysterious traitors, forgotten ruins, and crazed Topsider death squads--all out there waiting for the brave and foolish. In the table below is some of the things you’ll encounter in your adventures in the Wastes. When the GM feels like throwing something unexpected in roll 2d10. The first d10 determines what subject the party encounters and the second d10 determines how much they face. Typically, the Wastes are pretty barren so roll for an encounter every few days that the party travels. If you have encountered bandits, topsiders, monsters, or dittos look to the Beastiary section for details on these foes.
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1. Bandits Bandits are other anthro mutants that have turned to violence to subjugate others. For most of them it is just a way of survival will usually shrink back if they feel they won’t win a fight… Sometimes. 1 Psychopaths! Deranged mutants that have forsaken rationality, they seek only to harm others and follow their jumbled instincts. For the most part these groups are poster children for Schism Syndrome. Usually lacking armor and firearms they rely on surprise and their natural abilities like claws or poisons. 2-5 Small Group: Numbers are equal to or less than the player group, usually in the short size classes. Equipped with only half armor and light firearms these bands go for quick payouts and running away. 6-9 Medium Group: Unit numbers are equal to or more than the player group. These groups are armed and dangerous and usually try to take bigger scores like stealing vehicles or mafia style shake downs. Varying from Small to Medium sizes. Armed with half armor and light weapons. Leaders usually have full suits with heavier options or even explosives. 0 Heavy Groups: Units: About equal to the player group. Size: Medium to Large sizes. Arms: Full suits and heavy weapons such as machineguns, explosives, or vehicles. These groups are made of self-styled mercenaries or exiled colony security types. Armed and angry they push around anyone or anything they run across and then use them as target practice.
2. Traders Traders are anthros that travel the great wastes to sell goods or pick up goods to sell. Some are traveling salesmen while others have established stores in colony and venture outside to restock. Traders typically value their lives above anything else and avoid confrontation but there are always afew braves in the bunch. 1-3 Normal Traders: Sells small arms, supplies, other goods 4-6 Good Traders: Buyers of junks, scrap and supplies 7-8 Craftsmen: Differing skills, craft things at a higher price than doing it yourself. 9 Arms Traders: Guns of all sizes as well as explosives and special weapons. 0 Black Traders Black Goods, slaves, weapons, secrets, anything morally grey or darker. Can and will fight, reroll on Bandits to determine their party size.
3. Topsiders The apex predator of the wastes, equipped with only the most advanced gear seen on the planet and a seething hatred for mutants. Topsiders themselves are rare in the wastes compared to the number of MUTT units wander around. Topsiders seek only to eliminate mutants and they seek colony locations above all else. 1-4 Mutt Patrol- Anywhere from less than to equal to much more than the size of the player party. Either small or large mutts. 5 Lone Patrol- 1 or 2 topsiders riding large mutt units. 6-9 2 or 3 topsiders and 6 small or 2 large mutt units. Party has a transport. 0 Cleanse Squad: Any combination of 5 or 8 Topsiders, 20-40 mutts, 30 Drones, or an outright missile strike. Forces this large are only deployed to defend topsider communities or to eliminate mutant colonies.
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4. Monster Mutants
Discombobulated masses of tooth and flesh these creatures wander the wastes looking for prey. While their intelligence is always in question these monsters usually work out a good hiding spot or basic attack plan for their victims. 1-3 A group of medium sized numbering equal to or less than the party. 4-8 A group of medium to large sized monsters equal to or larger than the player party. 9-10 A gigantic monster mutant!
5. Dittos An assault of dittos. A gelatinous black mass capable of creating illusions. 1-4 A roving mass of wild dittos. They will assault the party unless enough of them are destroyed or the party seeks shelter. 5-8 The dittos are under the command of certain individuals nearby. Reroll for bandits, travelers, or traders to determine who the controller is. 9-0 The dittos have locked onto an insane individual and torment him. As long as you are in the area you will see his memories and thoughts as illusions.
6. Weather Weather actually happens in the wastes and its usually pretty severe. 1-4 Sandstorm: Dust has been kicked up by whipping winds. During this time everyone has the Blinded condition. Survival roll 120, if you fail you have become lost and must try to find your way back! 5-6 Downpour: An unexpected rain has caused a flashflood! Swim or survival check of 100. Fail and you drown or be swept in the tide. 7-0 Blazing Heat: Sunlight and a lot of it. Survival check of 140. Fail: Lose 2 supplies per person in the party.
7. Small colony Although they do not compare to Endtown, these small shelters and hideouts provide alittle protection and comfort in places where there are none. Sure, you can still starve and will probably die at any moment but that’s home, right? 1-3 Hole in the ground. Population: 1-10 people. They’re resources are mostly meager supplies and a few personal items. 4-6 Small Homestead: An underground tunnel or cave concealing a few small ram-shackle homes. Population: 5-50 people. Resources: Supplies. A few crude weapons, a one vehicle in poor condition. 7-0 Occupied Ruins: Mutants living on the surface surviving in dense not-completely-destroyed structures to out fox enemies. Their population can be anywhere from 10 to 200! Reroll again on the ‘abandoned’ entry below to determine their dwelling.
8. Travelers Besides bandits, con artists, and killers these are the basic, dust covered faces that fill the Great Wastes. 1-4 Inter colony traffic. Small groups of people that want to go from one colony to another for different reasons. Usually they only have enough for their trip to and fro. 5-9 Scouts and Scavengers: Groups out gathering supplies to bring back to their colony. Most of the time they are good for directions. 0 Postal Runs: Small groups carrying letters, packages, and summons from one colony to the other. Very stubborn, they only care about their mission.
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9. Abandoned… There are many things unoccupied in the Great Wastes. Sometimes because of circumstances and sometimes it’s simply not been discovered since World War 3. In either case these places can provide opportunities and dangers alike. 1-5 Building: A lone structure jutting out from the dust in the wastes. Currently uninhabited but there is a good chance something useful is lying around. 6 Dead Colony: Whether it was topsiders, starvation, riots or any other disaster you have come across an underground colony devoid of life. 7 City Block: Several buildings all lumped together. It’s an excellent spot for shelter but also a trap. 8-9 Cave system: An opening in the ground reveals a deep cave. Although dark and cold it’s these places can have natural springs or lead to something interesting… or not. 0 underground shelter: Basements, sewer tunnels, mine shafts, all sorts of structures that were far enough underground to not be vaporized during World War 3 but not yet discovered.
10. Nothing! By some miracle the desolate wasteland lives up to its name. The party continues on another day.
Survival in the Great Wastes. Traveling in the Wastes is a matter of speed and food. Your skills will get you through, but speed and skills will catapult you to success. Speed for how fast you can go and food to measure how far you'll go. Since traveling on foot is more common than using vehicles in the Great Wastes, travel is addressed with the assumption that adventurers are on foot. For vehicle travel, please refer to Vehicles in the Items section of this book. People walking in the Wastes can travel about 10 miles per day and people marching quickly can manage 40 miles but consume twice as much water as they do. The large distances when moving in the Wastes greatly nullify the move speed of the individual, regrettably. Although you may be a very fast runner, it helps very little if you burn your water and die of dehydration the day after you left. No, the only way to move across the map is walking and being smart about it. To walk in the Wastes, you need two things: Food and Water. For each day a person consumes one unit of food and one unit of water. A single food unit is about 8oz can of beans and a unit of water is a 16 oz. bottle
of water. You can last about three weeks without food but only few days without water. You can starve and ration your way to last months, but the stress will tax your body more. Dehydration, however, is so debilitating that a character would be dead before he could suffer the mental effects of lacking it. Scavenging and Sustenance skills can allow you to go longer or even bring in a little more but the best possible skill to have is the ability to remember to put the water in your bag before you begin this adventure.
How to play the game. To play this game you need at least two ten-sided die and some friends. In this game we call two ten sided dice d100. Things like paper, pencils, this rule book, and additional dice are recommended. The game is played by one person, designated as the GM, coming up with a story and the other people, designated as the players, creating characters that the GM’s story will revolve around. The GM will present the plot, setting, non-player characters, and will come up with conflicts for the players. The players in turn will play their characters and have fun with it. When something happens and it can either work or not work then it is called a ‘test.’
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To determine the outcome, the person making the test will roll two ten sided dies and one die will be the tens digit and the other will be the ones digit and that number is compared on a scale of 100 to determine if it succeeds. Players can tip the roll in their favor by using bonuses.
What to remember:
This system is about having fun.
This system only uses 10-sided dice.
Two 10-sided dice are called a ‘d100’ in this book. Most dies are marked in either 10s or in 1s.
Combat System:
Combat in this game is resolved by rolling dice. When an attack is made the attacker rolls dice to get a number higher than a set number. The defender of an attack may roll and if his number was higher than the attackers then he has successfully defended themselves. Sometimes, the defender may not be able to roll to defend.
Each combat round occurs over three to fifteen seconds time. Time is relative to the player's interpretation. A combat round is over when everyone has had a turn.
The Different types of actions:
Free, Single, Double, and
Continuous
Each character can perform two actions during melee. There are four kinds of actions: Free actions, single action, double actions, and continuous actions.
Free actions are actions that can be done effortlessly or in tandem with other actions. Some examples are speaking,
thinking, dropping an object, dropping to the ground, and looking at something.
Single actions are acts that take only one action and therefore you may perform any two single actions per round. Single actions are attacking, aiming, walking, jumping, holstering a weapon, or using a skill.
Double actions are reloading, readying a weapon, dodging, or getting up from a prone (lying down) position.
Continuous are mostly skill based and contextual however some common ones are rewinding a Blaster or using a continuous blast. If you spend a double action when you have only one action left on your turn then on your next turn you will start with one less action, the double action carries over in that sense.
Note that if a character has 7 or greater speed he gains an additional action for a total of three actions per turn. This means that he can perform three single actions, a single action or a double action, or a continuous action using three actions a turn instead of two.
Noncombat Combat actions Moving: During combat character
can travel to other locations. To move a short distance takes up one action, move as fast as you can take two actions. Please see Agility in the stats section and take note of how fast your character can move.
Reloading: Reloading a weapon. This action takes two actions to perform and should probably be done when taking cover. Fixing a jam or adjusting a setting on a weapon is considered the same as reloading. There are some weapons which require more or less actions to reload.
Changing a setting on a weapon: Modern weapons and especially energy weapons have different settings for different fire modes. Although changing settings is typically flipping a small switch or button the hassle of diverting your attention, switch, and readying your weapon again counts as
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a double action. The safety setting is the most common fire setting in modern arms. Waiting Actions:
Waiting actions are actions where you use your initiative and patience to interrupt someone else's actions. To perform a Waiting Action, you must declare you are performing one, what you want to perform, and if you want to interrupt someone while it is their turn. This must be declared while it is still your turn. To be able to do a Waiting Action you must have rolled an initiative higher than your target and you must not have performed any actions during your turn. Waiting actions are useful for making attacks on targets that are only able to be attacked briefly during their own turns or to prevent targets from performing actions the instant before they do or even to act cooperatively where an ally performs an action and you perform your action both before your mutual target begins their turn.
Combat Bonuses and Penalties There are factors which can make actions either easier, Bonuses, or harder, penalties. Penalties increase the margin for failure in an action and bonuses increase the margin for success. Bonuses are numbers added to the number rolled on the dice while penalties are numbers subtracted from the dice roll. This is because the final number rolled over a set number is a success and a failure if it's below the target number.
Combat Sequence A combat round begins when the
player characters are aware of imminent combat. This can either be when all combatants ready themselves or can be after characters have launched a sneak attack and the defenders have become aware of the assault.
Steps in a combat round:
1. Roll initiative.
2. Combat Phase
3. Resolving actions
4. Ending your turn.
5. Ending the round.
Rolling for initiative Phase: Players
roll a d100 and add their initiative to the total. The player that has the highest number goes first, the second most goes second and so on. Note: For groups larger than four players it might make things easier to determine the highest initiative and then simply move clockwise around the room.
Combat Phase: In this part of the round players or the gm declare their actions, whether they be to attack, perform a skill, or twiddle their thumbs to infuriate everyone else. When an attack is made, the target or defender may roll to perform possible actions.
Resolving Actions Phase: After combat damage points are distributed players may choose to take non-combat actions like moving, reloading or operating something, taking cover, or using a skill.
Ending your turn: After completing their actions the player's turn is over and it is now the next person's turn.
Ending a round: When all players and NPCs have completed their turns then that ends the combat round. In-game it means that time has passed three violent seconds. If there are still hostiles or fighting to be done another combat round begins and if there isn't than combat is over. If another combat round begins then players again re-roll for initiative to determine the round order.
For larger groups, or laid back GMs, sometimes the initiative phase is skipped and the turn order is the same for the entire conflict.
Melee Combat Fighting in close quarters.
Sometimes called CQC. Strength and Agility stats are useful here because strength determines how much damage you do and Agility determines whether or not you hit. In this section we will cover how to attack in
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melee, how to defend against attacks, various useful moves you can do, and how to get hands on with wrestling.
Attacking in Melee:
To hit a target in melee you must roll a 20 or higher. Rolling a 19 or lower means that you have whiffed it, bra. Rolling a 100 or 00 means that you have struck a spot just right to do more damage than thought possible, this is called a critical hit. When to score a critical hit your damage doubled. Unlike range combat, there is no penalty for hitting specific spots. It will always be 20 or higher to hit in melee.
There will be times when you don't want to hit something at full force like to threaten someone or attempt to knock them out. These are called restrained attacks. To perform a restrained attack must first declare that the attack will be a restrained attack you then roll for the melee strike along with the damage as normal, the damage you roll is now your limit and you decide how much of that damage is applied. It can be any number within the damage roll, even zero for a love tap. To knock someone out you must declare you are making a restrained attack and then strike their head enough that it’s health points reach zero, they will be unconscious and need medical help for 1d10 days. It does not work like in the movies.
Sometimes just disarming an opponent is preferable than just attacking them directly. The first and most direct method is swatting the weapon out of a person’s hands like you would in basketball. To do this simply declare your action and perform an aimed attack (Roll a 60< for a hard target) if successful the weapon is knocked to the ground, consequences of slapping a loaded weapon are left up to the GM. The next method is a little more brutal and it’s striking the opponent’s hand to lose grip and lose the weapon. To make someone lose their grip you must inflict half or more damage equal to the limb.
If you happen to have two weapons in your hands, then you can attack with both
weapons at the same time although it must be at the same target to count as a single action.
Hand to hand moves: Strength bonus can be applied to all melee attacks. Fist: 1d10 Kick: 2d10 Head-butt: 1d10 Gore: 3d10- You may make a gore attack even after you have made a sprint or used all your move actions. Bite: 1d10 If your character has the claws that then bite attacks are equal damage to your claw attacks. Tackle: 2d10 per size class. If attacker has a higher Strength attribute than the defender, then both the attack and defender are on the ground in the Prone condition. Strength bonus does not apply. Tail Slap: 2d10 Dropkick: 3d10 Double action unless a successful acrobatics roll is made, then it's a single action. Optional rule: If defender is struck they are thrown back number of feet equal to attacker's strength. Defender is prone unless successfully making a tumble skill roll. Disarming: Specific move up to the character, target is 60 or better to hit. Successful hit means the weapon has been knocked away or the target’s hand has been struck so as to drop the weapon.
Flurry
The act of throwing your limbs at a target with reckless abandon. You trade your strength with your speed and make your fists do double the effort with deadly rhythm and frequency. No regard is set for precision, merely to create a storm of blood, sweat, and tears…Hopefully not your own. There will be times when you face opponents much larger than you or walls that defy you with their integrity, for such times flurry is an option. The tradeoff is that the time and effort devoted to ‘the deadly windmill’ is consuming and thus you cannot aim a flurry attack at a specific place on
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your target and you will have no time for things like self-reflection or defense. To perform a flurry action, you must declare your target and roll for a melee attack, however, you do not gain any bonuses to hit the target and you can only perform it on your first action for the round. So, for every flurry attack you must roll 20 or better and higher than your opponent’s parry roll. Additionally, if you are holding a weapon when you perform a flurry attack and you are parried, then you are immediately disarmed! Starting a flurry attack ends your turn much in the same way a dodge action does. The big tradeoff for all these penalties is increased damage. If the attack is successful, then you add it together as normal and then add your Agility bonus to the damage. So a person with 2 strength and 5 agility would add the damage of a punching flurry attack as: 1d10+10+25.
Defending in melee:
Defending a melee attack is to dodge, parry, or block an attack. To defend an attack, you must roll higher than the attacker’s number.
To dodge is to dive or roll out of the way of danger. You cannot dodge and then proceed to perform another action. You are essentially tumbling through the air until the next round. To dodge you must declare you are dodging and roll 1d100 plus your Agility Bonus (pg.4). For the rest of that round any attack against you must be higher than the number you rolled. It is wise to perform actions and then with your last action perform a dodge.
To parry is to catch and divert blows. It takes a lot of coordination. Parrying a strike counts as a single action, so if you are struck more times than you have actions then they will slip past your guard hit you. Like dodging, it uses the character’s Agility bonus. GM optional: When you parry against weapons with your bare hands, as in you are not wielding a weapon, your arms take half the damage the blow would have dealt.
Instead of taking an attack directly you put up a limb to block damage and protect vitals. When you block the damage that would go into the main body of the defender instead goes to their arms. Blocking is a free action but doing so can interrupt other actions like aiming or complex actions. This form of defense is complicated so have your limb hp ready when gaming starts.
Wrestling
Wrestling is Occam’s Razor of melee combat, you take hold of someone and make them do what you want done. When you make a wrestling attack your character grabs a target firmly to do something to it or to prevent it from doing something. As wrestling is an intricate sport, combat style, and form of entertainment wrestling in this system is an extremely simplified action reaching only as far as attempting a grab, the effects of being grabbed, and the options the attacker and the defender can do when they are grabbed. By wrestling you can grab a target or part of an opponent and prevent them from performing actions and you can as wrench, twist, or crush what you’ve grabbed to inflict damage or remove it from your opponent.
To perform a wrestling action, you roll a 20 or greater on a d100, just as if you were performing a regular melee attack. If you were targeting a small object or a specific part of your target then you have to roll 40 or greater, just like performing an aimed melee attack. The defender at this point may roll to parry or dodge as normal. If the attack is successful then the opponent has firm grasp on the target if the attack failed, then the attack has grabbed nothing. Once any part of the target is grabbed they may not move anywhere or make a dodge action, if a specific limb was targeted then actions relating to that limb also impossible. Wrestling either to grab or to damage once you have grabbed something takes a single action.
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Once you have grabbed something you have the option to either make it move or to do damage. To make something move you are twisting it until the defender falls or trips onto the ground, to deal damage to the defender you are twisting or squeezing until something breaks. Like many things in life, it comes down to twisting a lot. Whatever your choice is, either twist or crush, or even if you are the attack or the defender it all depends on the same roll: 1d100+ Your Strength Bonus (pg.2) and the highest wins. The attacker gets to perform the action he wanted or if the defender wins then the hold is broken and they are free. While performing a wrestling move takes an action, resisting a wrestling move once grabbed is a free action. Defenders can roll to break free once each turn. To break free, you once again roll 1d100 and add your Strength Bonuses. If the defender wins he has broken free and if he failed, then he is still wrestling with his opponent. If the defender is daring, he may also attempt to grab his attacker at this point whenever you wish to do a wrestling move, as with breaking free both characters roll 1d100+Strength Bonus and the winner gets to perform his move first, the loser, if possible at this point, may perform his move second. To add one more layer of intricacy to Wrestling for each size class a character has over another they may grab one additional limb on their opponent. A medium sized character grappling a short sized character would be about to grab his torso and arms simultaneously, for example.
What to remember:
To grab a target, you perform a melee attack as normal (1d100+agility bonus). Whatever limb is grabbed is effectively disabled and the target cannot move or dodge.
To break free from a grapple both parties must roll 1d100+strength bonus.
Breaking free is a free action.
Wrestling moves take one action.
Wrestling Moves:
Crush: Also known as a Bear Hug you are using both arms and your chest to put as much force as you want to into the defender’s spine, organs, and ribs. These attacks bypass modern armors!
Disarm: You are holding an object the defender is holding. If you succeed in a disarm roll you have removed it from their hands, or other grasping appendage, and you are now holding it.
Flip: Twisting to throw the defender off balance and make him fall down. While no damage is inflicted the defender is now prone (See Conditions: Prone). You still have a hold on your target.
Strangle (See also Conditions: choke): Squeezing the neck firmly to cut off blood and oxygen. Strangling actions apply your Strength Bonus to the head of the target.
Toss: You pick up the defender and throw him. The defender and whatever he smashes into. The person gets 1d10 damage per ten feet (Or 3 squares moved on a map) and the thing they collide receives the same amount of damage, plus the thrower’s Strength Bonus. Please see Throwing Distance pg. 3 to determine your range.
Wrench: You yank and twist to break whatever limb you are holding. You deal your Strength Bonus in damage directly to the limb.
Please use the following for wrestling:
Wrestling Target:
Moves: Effects of the grab on
defender*:
Head Strangle, Wrench, Flip
Cannot use bite or other head related attacks.
Torso (Main target if none is declared, roll 20
Crush, Toss, Flip
Cannot attack or parry with
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or higher to grab)
arms, move, or dodge.
Arms and hands Wrench, Flip
Cannot parry, cannot attack with arms.
Legs and feet Wrench, Flip
Cannot use kick attacks.
Tail Wrench, Flip
Cannot use tail attacks
Weapon or held object
Disarm Cannot use attacks with that weapon.
Resolving Melee Combat
If an attack is successful then the attacker moves on to deal damage. If the attacker is unsuccessful, either because himself or the defender rolling better, then no damage is dealt. The attacker and defender lose an action if either engaged in melee actions. When a player is out of actions then their turn is over. Wrestling is performed just like any melee attack except if the attack is successful then performing moves or defending uses then Strength Bonus instead of Agility.
What to remember:
All melee actions use 1d100+Agility bonus to hit
To attack, you must roll 20 or higher
To defend, you must roll higher than your attacker.
Wrestling can be useful.
When a melee attack hits then add your Strength Bonus to damage
Ranged Combat Attacking and defending in ranged
combat is different than in melee and that’s
largely because it depends on the
environment and your weapon than your
character’s stats. To attack you declare
your target and your weapon to defend
declare your cover or if you are dodging or
blocking.
Attacking in Ranged Combat.
Attacking at range means a firing
weapon or throwing something that hits a
target out of your reach. Hitting object at
range is typically harder than when they are
close and so accuracy is always alittle
lower. To compensate for this, you can take
more time to aim and to defend yourself you
can use cover and dodging.
To hit a target, you must roll a 40 or
higher after applying your bonuses. For
thrown weapons you can apply your Agility
bonuses but for complex firearms like
pistols or blasters you can only use the
bonuses from your weapon skills and using
aiming actions.
Aiming actions give you a +10 bonus
per action spent. Aiming means that your
character is taking the time to focus on
making the shot instead of firing from the
hip. You can spend as many actions as you
like but when you have spent more actions
then you have in a round then you are
effectively ‘passing’ for that round without
firing. For the sake of clarity when a player
performs an aiming action he must declare
how many actions he spent to get his
bonus, ie “I spend one action aiming so I’ll
get +10 to this shot” or, “I’m spending 3
actions on this shot and that’s more than I
have this round so I’ll firing next round with
+30.” While this sounds obvious it’s a lot
harder to do when your target is firing back!
Thrown weapons: Thrown weapons
like knives, bow and arrows, spears, and
grenades use your Agility and Strength
bonus unlike typical mechanical ranged
weapons. That means that throwing
something gains Agility bonus to hit and
your Strength bonus for damage just like a
regular melee attack.
Targeting limbs or specific spots on
a target: To target specific limbs on a target
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is a penalty of -15, targeting the head or
small objects on the target is -30.
Rapid fire:
Some weapons can fire several
times in a matter of seconds. Using rapid
fire attack damage depends largely on the
weapon but generally they deal +25
damage for a half clip burst or +65 damage
by firing the entire clip. Conversely they can
spray an area rather than focus on a single
target, making it more likely to hit a target
with fewer actual hits.
To spray, simple perform a rapid fire
but the bonus it would do in damage is
instead applied to the roll to hit. For
example, firing half your clip with a pistol at
a single target would do and additional +15
damage while spraying the target would
give you +15 to hit instead of damage. In
addition, spraying can allow you to hit
multiple targets in the same attack provided
they are reasonably close together, attacks
that use half your ammo can hit up to three
targets and attacks that take the entire clip
can hit up to five targets.
Defending in Ranged Combat
Defending in range combat is much
more difficult. The best thing to do is make
yourself a hard target. The best ways to do
this is to take cover and dodge.
Taking cover: Taking cover is done
by your character moving near a designated
large object and declaring you have taken
cover. By taking cover attackers gain a -30
penalty to ranged attacks against you. This
penalty overrides the penalty for targeting
limbs, so targeting someone's arm dangling
just out of cover is -30 instead of the usual -
15.
Dodge: Dodging is rolling or
tumbling to make yourself a harder target.
During your turn you declare you are
dodging and then roll as if you were dodging
a melee attack. If you are targeted that
round they must roll higher what you rolled
when you performed your dodge. If they do,
you are hit as normal but if they don’t then
the shot has missed. Dodging effectively
ends your turn no matter how many actions
you have left. While it may seem drastic
and a big bother, there are few other things
that provide as high of a defense in ranged
combat as dodging.
There will be times when you are
pitted against foes that dodge nimbly and it
will seem as if it is impossible to hit them on
your turn. To counter this sanctuary of
speed, declare that you are making a
waiting action on your turn. When the target
begins their turn, and thus loses the bonus
from their dodge action, declare then at that
time you are going to attack. It is
recommended to spend an action to aim at
a target as well, if you are going take the
shot you better not miss! As with every
waiting action, you should, make your
actions and intentions clear to the GM on
your turn!
Point Blank Range
Point blank range is attacking with a
ranged weapon while in melee range of
your target. At point blank you only have to
roll 20 or higher to hit your target but the
defender can defend themselves as if this
was a melee attack. This means they can
parry or block the weapon just before it
fires.
Firing at point blank can be useful
when fighting in dark or foggy conditions or
if you have no skills relating to the weapon
you are using.
Resolving Ranged Combat.
If the attacker wins: The action is
successful and you proceed to damage.
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If the attacker loses: The action is
unsuccessful and the shot flies harmless
through the air.
What to remember:
You must roll 40 or higher to hit with a range attack after applying bonuses.
You can defend in combat by dodging and taking cover. Dodging means the attack must roll higher than your roll, cover applies a -30 penalty to the attacker’s roll.
Vehicular Combat
Vehicular combat is like regular
combat except that everyone is moving
much faster in different directions. In
essence it’s like targets are dodging and
attacking at the same time. Combat works
as normal except that there are new
bonuses and penalties to compensate for
the high speeds and new skills coming into
play. Even when attacking vehicle to
vehicle moving parallel aiming is difficult. A
vehicle is inoperable or too damaged to
function when it’s hp is zero, however, it can
still be repaired but if a vehicle’s hp is equal
to negative maximum hp then the vehicle is
too damaged to ever be restored. A car
with 875 maximum hp, for example, can still
be fixed when it’s hp is 0 but is essentially a
pile of rusted slag when it’s hp is -875.
When a vehicle or object is moving
quickly there is an automatic penalty to any
attacker trying to hit them. When an object
is moving over 30 miles an hour there is a
penalty -30 to hit, for 60mph its -60, and
over 90 mph is -90. It’s optional to assume
each mph corresponds to -1 penalty I
recommend just keeping things simple with
only 30, 60, and 90 ticks.
You can use your piloting skills
defensively or offensively in combat. For
each level in the appropriate skill you gain
+30 to dodge, rolls or if being used to ram,
+30 to hit. A character’s Agility Bonus does
not apply to piloting. Dodging in vehicles is
swerving or moving unpredictably but
doesn’t radically change the course of the
vehicle. Vehicles must be moving to
perform a dodge action. Note: It is
impossible to parry with a vehicle.
Characters inside a vehicle are
covered and moving, obviously. Hitting a
character in a moving vehicle has a -30
penalty. This combines with penalties if the
vehicle is moving as well, so hitting a driver
in a fast moving vehicle can have a penalty
of -120! It is strongly recommended to
make use of aiming actions when in this
situation. As an optional rule, any missed
shot against a vehicle targeting a person or
specific part but still would have still equaled
40 or greater hits damages the primary
body or main hp pool of the vehicle.
Typical safe speeds, exceeding these
speeds in these areas requires a pilot skill
test.
30mph: Urban and dense areas like
inside colonies, ruins, or the jiffy pop
badlands.
60mph: Long straights or highways.
60 to maximum speed: Giant open
areas like the great wastes. There
isn’t even hills to slow you down.
Crashing and Ramming
Crashing is running into a something
while in a vehicle and ramming is doing it
intentionally. If a section of a vehicle’s hp is
reduced to zero like the tires, windshield, or
its main body, then the pilot must make a
skill roll to prevent a collision or some other
event depending on the GM’s judgement.
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Crash damage is figured by how fast
the vehicle is going and the size of the
vehicle and crash damage is given to both
the object hit and the vehicle itself. For very
10mph, a crash deal +1d10 to the vehicle,
object, and its occupants. Crash damage is
halved for every safety feature the riders are
using. Safety features include seat belts,
helmets, crash suits, airbags, etc. GM
optional: Seat belts are essential because if
occupants are not using them in a crash
then they will be ejected from a crashed
vehicle and thrown in feet equal to the
damage of the crash. If they hit something,
then they take that damage again along with
the object they slam into. When to vehicles
hit each other head on both their speeds are
added together and used for the crash
damage.
Ramming is intentionally crashing
into something. The damage rules for are
the same as crashing but there is a bonus
damage depending on the size of the
vehicle. Vehicles equipped with ram prows,
plows, or other mods designed for ramming
divert all their damage to the mod which has
hp equal to half the vehicle’s.
Typical Ram Damage.
Small cars or motorcycles: +20
Trucks, vans, or Transporters: +40
Bulldozers, tanks, busses, trains:
+80
What to remember:
Combat is fast and brutal, never underestimate the enemy!
Never neglect defense!
Bravery cannot be measured!
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Health Points (hp)
Hp determines how much damage
your character or object can sustain before
death or destruction. The typical fit adult
human has 100 hp and is used as the
standard in this system.
Here are the HP values for common
objects you’ll find:
Box, cardboard: 5hp.
Box, wood crate: 30hp.
Box, metal: 80hp.
Car, sedan: 825hp.
Car, door: 275hp.
Car, headlight: 30hp.
Car, windshield: 175hp. Side windows:
90hp.
Truck, pickup: 900hp
Chain: 75hp-125hp
Door, hinges: 10hp.
Door, wood: 100hp
Door, metal door: 200hp
Door, heavy wood: 300hp
Door, blast shudder: 1,250hp
Door, bank vault: 12,500hp
Handcuffs: 150hp
Handcuffs, heavy-duty shackles: 300hp
Leather straps: 3-10hp.
Leather straps, heavy: 25hp.
Leg irons: 300hp. Heavy: 500hp.
Lock, padlock: 75hp
Lock, common latch: 100hp.
Lock, deadbolt: 250hp.
Lock, heavy padlock: 180hp.
Rock: 10hp
Rock, Boulder: 110hp
Rock, Boulder (Large enough to provide
cover):1,100hp.
Rope: 30hp.
Rope, Naval grade: 300hp
String or twine: 1hp.
Tank: 3,000hp.
Wall, plaster: 180hp.
Wall, wood: 370hp.
Wall, brick: 500hp.
Wall, concrete or cinder block: 750hp.
Wall, reinforced concrete: 1000hp.
Wall, dura-plastic (Topsider buildings):
1500hp
Weapon, wooden: 100hp.
Weapon, metal: 250hp.
Weapon, handgun: 80hp.
Weapon, energy weapons: 180hp.
Weapon, rifle: 200hp.
Window, glass: 50hp.
Window, Plexiglas: 90hp
Window, bulletproof: 180hp
.
Damage:
Damage is calculated under the
formula that a weapon does roughly half it’s
damage guaranteed and then the other half
is determined by dice roll. Damage
subtracting hit points from your hit points
pool. If your hit points drop to zero your
character is considered either dead or
critically injured and unconscious, GM
willing.
Wearing armor is putting that items
hit point pool above your own. If your armor
is hit, then it will sustain the damage rather
than your character. When the armor’s hp
is zero then it has been compromised and
provides you no more protection.
When inanimate objects have their HP
reduced to zero then they are properly
destroyed and lie in tatters. For doors,
when reduced to half their HP they have
cracks or holes just large enough to
squeeze a Tiny sized individual.
Instead of damaging a person or
object's main body they can think tactically
and attack different parts of its body. To
target a person’s arms or legs is a smaller
moving target than the target itself and thus
incurs a penalty of -15 for melee and ranged
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attacks. Targeting a person’s head is one
of the harder targets on an active combatant
and thus has a -30 penalty to target it.
The amount of hp a limb has is
based on the max hp of the target. For
larger limbs like the arms or legs have -30
hp of that of main body. The head is half
the main body's hp to account for the
protection the skull provides. Smaller limbs
like hands, or feet have half the hp than that
of the main body. If a target limb’s hp
reaches zero, then that limb is rendered too
damaged to used and is very painful. If a
target’s head hp is reduced to zero than the
target is unconscious or dead regardless,
with GM’s discretion.
Knocking Out and Knocking Down
(optional)
Knocking someone out is not like in
the movies, people don’t automatically turn
off when you press the right part on their
shoulder and being forced unconscious can
have severe ill effects on a person’s health.
That said people do pass out when you hit
them very, very hard. Guns are considered
incapable of knocking a target unconscious
in this system due to the unpredictability of
high velocity damage…But if you want to
figure out why a bullet ricochets off a skull
then go right ahead!
When a target is hit for more than
half their HP they must make a fortitude roll
of 40. If they succeed then they persist as
normal, if they fail then they are prone and
unconscious for 1d10 rounds. A restrained
strike is useful because it allows you to
choose your damage if you are attacking an
already wounded target, if your character
does a lot of melee damage, or if you are
using a melee weapon. There is no
fortitude roll against a target’s head.
It is more intricate, however, if you
declare a restrained strike and reduce their
hp to zero or lower they are considered to
have a severe concussion or otherwise
unconscious. At this time only medical
attention will keep them from slipping into a
coma that could last for months or years!
Still, if not for declaring a restrained strike
the target would be dead.
Starting HP for Body and Limbs*:
Size class Main Body Head ½ of main
Arms, Legs, and Tails
-30 of main
Hands and feet
½ of main
Tiny 60 30 30 30
Short 80 40 50 40
Medium 100 50 70 50
Tall 120 60 90 60
Large 140 70 110 70
Limb targeting penalty (for reference)
-0 -30 -15 -30
*HP may change after applying bonuses from mutations. When this happens just add
the bonus hp to each limb unless specified.
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Healing Rates All anthro mutants have Unnatural Healing which allows the heal faster but also mend
bones and injuries that could cripple normal humans. Resting is usually a period of 24 hours.
Natural Healing Rates by species: HP gained:
Mutants: 10 hp
Reptilians: 15 hp a day, see their profile for special rules.
Topsiders and Typhoid Mary’s, Regular humans: 5 hp a day.
Transporters: Instantaneous. Self-repair must be activated to initiate repairs.
Conditions:
Being on Fire Take 1d10 for each combat turn while on fire and an additional 1d10 every proceeding combat turn the target stays on fire. To stop, drop, and roll, you must perform a tumble skill check and score 70 or higher. Optional: For every turn you aren’t not extinguished +1 is added to the roll difficulty.
Blindness or darkness Having your vision obscured or disabled or its simply too dark to see objects. You may try a ranged attack but manage a hit if you roll a critical hit. In melee or point blank range you must roll a 60 or better to hit a target. Although senses besides vision can help you navigate and do lots of things you still rely on your vision for hitting targets, they do not help in combat.
Choking Getting choked or choking on something. This condition can be caused by choke hold, a wrestle or ensnare attack targeting the head. Choking causes 2d10 per round to the head. The afflicted will pass out if his head hp reaches 0, at which point only a successful Medical Skill action will revive them.
Drowning Unless you have pertinent abilities, characters can hold their breath for 3 minutes or 12 combat turns before drowning and after such time they take 3d10 damage per combat round. If they are brought to 0 hp they have become unconscious and will need a first aid check (CPR) to be revived. If revived their hp returns to before the drowning damage was incurred.
Drugged/Intoxicated Being exposed to substances that inhibit reaction time, perception, and thinking processes. This can be drunk, high, buzzed, whacked, wet, dry, or high on life. -15 to strike, parry, or
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dodge and your initiative is 0. Fortitude roll: 90
Ensnared Something has wrapped around the character and is holding them in an iron grip! If it’s around a specific limb, then that limb is effectively disabled. If the head is ensnared, then the target has the Choking condition. To break or loosen the rope, tentacle, etc. roll 1d100 and add your Strength Bonus. If over a set Break roll then the snare is broken and the character is free. If it is against another character then both participants roll and add their bonus, if the winner is the defender, the ensnared, then they are free but if it is the ensnarer then his attempt fails. Additionally, attackers can ‘yank’ ensnared targets with the same sort of roll except if the attacker wins the defender is pulled to the ground and is in the Prone condition.
Falling After 10 feet (4m), take 2d10 per 10 feet (4m) fallen. GM discretion considering damage on what characters fall on or what skills to use when negate damage. Rolling tumble or acrobatics negate fall damage: A tumble skill roll negates the first 4d10 of damage, a successful acrobatics roll negates 6d10. Optional: +1 difficulty added to the roll for every 10 feet (4m.)
Poisoned Exposure to toxic substances that harm the body and vital systems. Targets with this condition suffer 2d10 damage every combat round or every 30 seconds and lose their Mind and Agility bonuses for 4 combat rounds or about one minute. Different poisons can be more or less potent depending. Fortitude roll: 110
Prone or lying down The target is laying on the ground helpless. When they are in this state they cannot dodge or parry but may still block. They can still attack in melee but they lose all speed bonuses and must roll a 60 or higher to hit. Range attacks are performed as normal but when being knocked down they have a 30% chance. to drop their weapon. Getting up is considered a double action.
Shock
Having electricity run through your body and affecting your nervous system. You must roll fortitude of 110 to resist. For every additional shock afterward you the fortitude roll is +15. If you succeed you lose one action and take damage according to the source, typically 2d10 damage. If you fail your fortitude roll, you are now prone and unable to act for 1d10 turns. If you roll 10 then you are considered unconscious for that combat. This bypasses traditional armor.
Tranquilized/Sedated Exposed or injected to a drug designed to render victims’ unconscious. Roll Fortitude as normal. If you succeed the roll then you have the Drugged condition for the duration however if you are shot again with a dart you roll fortitude again but with half your Strength bonus. If you fail you are unconscious for the duration according to the item description. Fortitude Roll: 125.
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Healing with medical attention:
Medical care in this game is using medical skills and items to restore hp and distance
them from death. Each time a skill is used it represents 1 hour of time working on a patient. If
the skill is successful then they are healed an amount of hp according to the table below
however some skills can only mend so much and after that point it’s up to the body to naturally
heal, this is called the healing threshold.
Medical Skill: hp recovered and healing threshold:
First Aid +10 hp per difficulty
Surgery: +20 hp per difficulty
Bonuses to medical aid: Effect:
Assistance or more than one character working on a subject:
+2 hp, Threshold is increased by 5hp
Player is using over two medical items. +3hp per item. Threshold unchanged.
Operating in a clean, sanitary environment: Threshold increased by 25hp
Negative conditions for medical aid: Penalty:
Unsanitary area: Note: An unsanitary area is anywhere that hasn’t been intentionally scrubbed down to prevent infection to open wounds.
Dirty wound: roll 1d10. 1-5 The wound is dirty and infected. Subject will not heal unless treated again, properly. 6-10 Slow recovery, subject only heals +1hp per day.
During combat: Under pressure: Medical skill rolls automatically fail on a 40 or lower. Be ready to reroll.
Self-surgery: Surgery skill only: -30 penalty to skill roll. Regular medical skill bonuses still apply.
Patient is conscious or resistant: For patients with 20 hp or less: Patient is flinching or straining and disturbs your work. Player and subject roll d100s against each other. Skill user rolls higher: Skill is successful. Subject rolls higher: The skill roll has failed and the subject loses -5hp. This can kill a subject.
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Health Points and Armor: Body armor is available but has
become exceedingly antiquated with the
advent of energy weapons after World War
3. Most mutants believe that modern armor
is more of an encumbrance than an asset
as Amesworth weaponry will vaporize the
user and his armor instantly. However,
armor is still effective when it comes to
conventional weaponry which is still
popular. Even with the strange new
paradigm armor holds the simple argument,
armor separates the nearly dead from the
nearly alive... and the nearly alive are all
dead!
All modern armor is designed to fit
average sized adult humans, which means
that you short cat-man and your giant rhino-
woman will have to make some serious
alterations for a good fit. Atlerations usually
cost 10% of the armor’s market price.
Wearing armor that is too large or wearing
multiple layers is like wearing a net and in
combat it negates your Agility bonus and
removes your ability to sprint.
What to remember:
Health points is a measure of how well you are doing physically.
Having zero health points can either mean death or being critical condition depending on the context.
You heal some everyday but that doesn’t mean you should skip medical attention!
Mental Health (MP)
There is more going on in the
wastelands than just firefights and dust.
Besides stresses that are too much for
some to bear the world is now plagued by
unexplainable phenomena like psychics,
trans dimensional beings, things that
operate in stubborn defiance to the laws of
nature. In the wake of all this strangeness
your sanity has become a precious,
quantifiable thing. You can either hold on to
it or you can lose it.
Your character’s total Mental Health
are your character's Mind stat times 10.
This means the smarter your character is
the firmer grasp she has on reality and can
handle more than someone less mindful as
they are.
Stress
There are unseen forces at work that
will take control of a mutant when they
metaphorically give up the wheel. They can
become a regular mundane rabid maniac or
you could become a psychic terror that rips
into people’s minds before ripping into their
flesh. Losing your mind is quite literal in this
new world.
Mind damage or Stress is points
removed from you Mental Health stat.
Much in the same way experience is
accumulated so too is Stress, only in
reverse. Your total Mental Health start
equal to your Mind stat and when events
occur that cause stress points these points
are deducted from your total Mental Health.
The trick is that your Mental Health can go
into negative numbers.
While your Mental Health pool is in
positive your character is able to handle
what comes but when your character’s
Mental Health go into negative numbers
then your character begins having to battle
the effects of insanity or even Schism
syndrome.
To take that extra step the
gm and the players can figure out what kind
of events can cause MP damage to their
individual character. The personality traits
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of the character should be considered when
thinking this up, it's surprisingly fun!
Things that can cause a loss of Mental Health
Being wounded (Losing 20+ hp) -1d10 MP per 20hp lost.
Starvation -5 MP after the third day and -10 for each consecutive day.
Killing either in defense or murder -3d10 MP.
A tragedy (Witnessing the death of an innocent, failing an important personal objective, or anything that causes major harm to someone unduly.)
-20 MP per fail.
Crushing tragedy (Causing an unintended disaster, causing several unintended deaths, the death of another party member, or otherwise seeing or experiencing something that has far reaching consequences.)
-35 MP per fail.
Recovering Mental Health:
The human mind is an amazing
thing, it can fool itself or heal itself and it
persists when the minds of other creatures
would have surrendered to despair long
ago. Recovering Mental Health is relieving
stress and healing traumas, peeling back
the layers of scars that the harsh world
hands out like candy.
The mind naturally recovers 1 mind
point per day but only when it has gone a
day without incurring mind damage. This is
the mind rationalizing and processing the
damage into something that the person can
continue to cope with. Things like therapy,
good up building experiences, or indulging
cravings as well as other things can up build
a character and reinforce them mentally.
While feeding instincts or addictions can
help 'relieve' damage they do take out the
source of stress.
Characters wanting more effective
means of recovering their sanity than look to
psychology and the right drugs to deal with
the situations they may find themselves in.
Professional therapy, like medical
treatment, can vary from colony.
Sometimes it can be free or it can be an
outrageous sum or even a payment in trade.
The biggest deciding factor on costs usually
boils down to how well the colony is doing.
Personal Missions Personal missions are fun and
exciting, make a quest, get +20 mp or lose it
if you suck!
Stress Effects The stress becomes too much. It's
day three in the worst day of your life
everything builds up like a steam cooker,
loads you down like a box of rocks,
becomes a hand that reaches into your
chest and squeezes your heart tight. These
effects are not the typical perception of
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stress; these are now stress in every sense
of the word. Traumas, fears, and all the
devils in your mind now hammer at every
joint and strength you have until you are a
pile of rubble. Simply put, stress effects are
the results when your character has been
pushed far beyond what they can mentally
handle and now their mind is breaking
down.
Your Mental Health is reduced to zero Breaking out in sweats and nightmares. Effect: -10 persuasion rolls. -10 to skill rolls.
Mental Health are 10% below zero. (i.e.: Having 10 Mental Health means -1, 70 means -7 total)
Prone to fits of rage or violence. Effect: Every attack that reduces an enemy's hp to zero is a lethal attack whether the character intends it or not. -20 to skill rolls total.
Mental Health is between 10%-50% below zero.
Terror: Your initiative is null. You always go last for every combat. Your perception and persuasion bonus is now 0. -30 to skill rolls total.
Mental Health is 50% below zero Despair: In every combat, or even every basic confrontation, roll a d100. On a 01-25 you are combat paralyzed. You roll a 1d10, for that many turns your character cannot make any attack actions. -40 to skill rolls.
Mental Health is 100% or lower below zero! Madness: Every miss is now a critically miss! On an actual critical miss, you target yourself or your allies by accident. You cannot score a critical hit. A staggering -50 to any skill roll. Regardless of the character’s conscious beliefs they are now prone to schism syndrome!
The effects of Stress are cumulative.
Schism Syndrome
Schism Syndrome is a relatively new
mental disease manifested by a person
rejecting or not acknowledging his mutation
or animal half. Although initially
characterized as extreme body dysmorphia,
if left to develop unchecked, Schism
Syndrome can ultimately result in complete
personality disintegration and dangerous,
psychotic behavior.
Recovering from Schism Syndrome
is no easy task. First, you must recover
your MP until it is higher than zero. When
you have done this roll a d100 and on a
critical success or 00 you have recovered
and run on the standard stress table like
normal. Until such time every time you go
back into negative MP values you still
operate on the Schism table below.
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First symptoms Stress total has reached zero
Alienation: suffer -20 on social skills like persuasion or intimidation as well as regular skill rolls. It’s hard to come off as natural or focus when everything feels just wrong.
Moderate symptoms Stress total is between zero and negative half of your total MP.
Aggression: You will engage in combat whenever possible. If you have not dealt damage to someone or something during combat an intense rage will burn in your gut and you will lose -2d10 MP. If slighted by other players you will suffer -2d10 MP unless you either roll intimidation against them or perform an attack at least once!
Increasing or average symptoms
Stress total has reached half of negative capacity.
Bouts of mindlessness: critical successes are now critical failures. It is impossible to have a critical success. You knew roll every skill you have as if it was level 1 as in you must roll a 60 or better.
Severe symptoms All maximum negative Mental Health, critical levels.
Paranoia: Every time you gain stress roll against your mind bonus, rolling under it means you had a temporary episode. Attack the nearest object or person only once with whatever weapon is immediately available. If you fail the roll then proceed to "Final symptoms" on this table.
Final symptoms. Failing the Severe Symptoms roll.
Berserk: Character is gone into an incoherent rage. They will automatically attack the nearest person as if they were an enemy. Reroll against mind stat if the character is subdued, if successful they are returned to the Severe symptoms state and if not then they are forever insane! If the player has rolled a 01 on this roll then the character has been possessed by “I.”
“I” Possession Failing the Final Symptoms roll with a roll of 01
Across the bounds of the dimensional plans the character’s madness has reached out and brought back something terrible! The character is now replaced by “I” and gone forever. See “I” in the Beastiary for more formation.
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Creating a
character. (Please use: character quick sheet to
quickly create your character)
Name your character to name your
character. Sometimes the name is the
hardest thing to come up with so sometimes
it’s easier to so this last.
Before the war, mutation, and all the things
that came with it your character was a
normal person who lived, ate, and dreamt
like everyone else. So before everything
else choose character traits to shape this
character. It is recommended to choose at
least four traits but you can choose as many
as you want or make up your own.
Traits neither add nor take away from your
character. They are simply bullet points of
the image you have in mind.
How to make a character in 5 quick steps: 1. Name your character, pick traits,
then give it assign 15 attribute points. To make it easy just put down 5 Strength, 5 Agility and 5 Mind for attributes.
2. Roll on size, adjust attributes as needed.
3. Roll on species, add abilities. Work out your attribute bonuses.
4. Pick one weapon, armor, and $500 worth of items.
5. Pick skills with points equal to your mind stat.
6. You made a character!
Apathetic Brave Caring Cowardly
Greedy Shifty Fatherly Vapid
Flirty Cheap Weird Determined
Love of Justice Wise Patient Impatient
Love of Badness Disorderly Chic Lively
Contemplative Malicious Temperamental Calculating
Trusting Kind Sincere Frank
Graceful Ignorant Innocent Passive
Aggressive Pacifist Anarchist Haughty
Cold Warm Dull Maniacal
A word about contradicting traits.
Often what defines a character best is
contradictions. What a character is, what
they really are, and what they are trying to
be are usually best when they are in
conflict. Try to think of a character, any
character, and see how much of a
contradiction they are. So have fun with it!
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Attributes
There are three attributes in this
system: strength, speed, and mind. They
are ranked 1-10 but can scale higher for
extraordinary cases. Attributes are called
stats for short in this and many other
systems.
You are given 15 points to distribute
between the three primary stats: strength,
speed, and mind. Your stats may increase
after adding bonuses from your species and
skills.
Attribute Bonuses Attribute bonuses are bonuses
added to special tests that reflect a
character’s natural abilities improving their
odds over pure random chance. It’s
important to know your character’s bonuses
as it comes up very often but there are only
three to remember! There are Strength
Bonuses, Agility Bonuses, and Mind
Bonuses. You will find out more about
Strength, Agility, and Mind later in the book
Strength Bonuses affect things that
your character can use their power or
endurance for like hitting something or
resisting something.
Agility Bonuses affect things that
your character must use their speed or
precision for like combat or racing.
Mind Bonuses are things that require
mental acuity like noticing details or having
the wits to act first.
Strength
Strength is a measure of your
character's mightiness. It's your physical
strength in regards to lifting or hitting to your
body's fortitude. Your Strength Bonus is the
amount of additional damage you do in
attacks that use your strength. For contests
of strength your Strength bonus may be
added to a roll but not necessarily to deal
damage.
For characters with strength of 1-6:
You can lift 20 lbs. for every point of
strength. Your strength is low to average.
You do an additional +2 hp damage for
each point from physical attacks. Your
Strength Bonus is +2 for every point of
Strength.
For characters with strength 7 or
higher: You can lift 60 lbs. for every point of
strength. In combat you do an additional +5
damage for each point of strength, this
bonus is also called your Strength Bonus
and is also used in contests of strength.
Your strength bonus is your Strength times
5.
If you Strength is 11 or higher then
you have exceeded human limits and your
abilities are now at a level only possible
through robotics or bizarre mutation! At this
point you are far stronger than your body
should physically allow. For every point of
Strength, you can lift 100lbs for every point
and deal +10 damage per point in melee
combat. Your Strength Bonus is Strength
times 10.
Hand to hand combat is enhanced
with absurd force so damage formulas are
doubled, a punch would be 10+2d10 for
example. Other bonuses like bulk and
throwing are applied as normal. There are
downsides to this level of strength, your
sheer physical density moves you into the
Large size category regardless of your
previous size and if you attack anyone with
a weapon in melee it stands a 30% chance
of being destroyed on impact.
Throwing distance
Strength determines how far you can
throw objects. This is useful when
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situations require you to throw objects or
small people. Size is relative to the
character, so light objects are things then
can hold in one hand or carry all day and
heavy objects are things that require both
hands or could hurt someone if it is
dropped. Any object weighs less than half
the character’s max lifting capacity then it is
a light object as far as the character is
concerned. Heavy objects are weigh more
than half your max lifting capacity. As a
short cut, any object or character that is
equal size to your character is likely a heavy
object.
For Strength levels 1-6: Light
objects can be thrown 10 times your
Strength in feet (50 feet for Strength 5,
example.) Heavy objects can only be
thrown the number of feet equal to your
Strength. (5 feet for Strength 5.)
For Strength levels 7 or higher:
Light objects can be thrown 20 times your
Strength in feet. Heavy objects can be
thrown 10 times your Strength in feet.
Optional: If you are fighting
someone two size classes smaller than you
then your melee attacks can knock them
back a number of feet equal to you
Strength.
Climbing:
When climbing things like walls or
rock faces strength is critical. For
characters with a Strength stat of 1-6 you
can climb 10 feet per point and characters
with 7+ can climb 20 feet per point. This is
in regards for medium or larger characters,
however. Short characters can climb 20
feet per point and Tiny characters can climb
40 feet per point.
After a character has reached their
height limit the blood runs out of their arms
and they need to either rest somehow or
just drop. Resting can mean anything from
finding a perch, resting on a harness, etc.
See fail damage under Conditions.
Fortitude
Muscles on top of muscles and an
intestinal track in perfect working order
makes you abler to sustain trauma and
resist effects.
For every point of Strength above 6
you gain an additional 30 hp during
character creation. A character with 10
Strength would have an additional 120 hp at
character creation, for example.
Fortitude also helps in resisting
conditions! For every condition there is a
number you must roll over to successfully
resist. To do this you must roll 1d100 and
add your strength bonus. Many resistance
rolls may be up to the GM but for each
condition in this book see the conditions
section in the Health Points chapter.
Agility
This is your character's run speed,
coordination, and finesse. Each point of
Agility lets you run 3 mph. For every point
of speed, you can move 3 feet per combat
action, this is your walking speed. You can
move at move 6 feet per speed point to
move at your sprinting speed. Sprinting
counts as a double action.
If you have been using a map then each
point of Agility equals one square on the
map and two squares per point, simple!
Naturally, you can only run for
twenty minutes before needing to take an
extended break, on the ground
For characters with speed 1-6: For
each point of speed add +5 to attacking and
defending in melee.
For characters with speed 7 or
higher: For each point of speed add +5 to
attacking and defending in melee. You are
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also so fast and coordinated that you can
perform three actions instead of two.
If characters have Agility higher than
10 and is a mutant than their speed and
abilities are astounding! Once, and only
once, per combat session you can move
faster than the eye allowing you to move
faster than they can see. Alternatively, you
may interrupt someone else's actions
without spending actions prior to it, even to
move out of the way when you’re in the
middle of being shot! Other bonuses are
calculated as normal.
Strike, Parry, and Dodge.
Your Agility stat affects your ability to
move offensively and defensively to avoid
harm or to afflict it with precision. Strike in
this game is defined by any offensive move,
parry is warding off a move with a
countermove, and dodging is actively
moving out of reach or out of the way of
danger. The bonus for your strike, parry,
dodge is all derived from your Agility bonus.
A distinction should be made that
the bonus to strike can apply to all melee
attacks but only noted ranged attacks.
Modern firearms do not utilize a person’s
natural grace to hit targets and do not
benefit from a person’s natural speed.
Optional: If you parry against an
unarmed foe while you have a melee
weapon then the limb they used to attack
takes damage according to that weapon.
When you dodge, your turn is
effectively over.
Contortion
Tight muscle control allows you to
bend and squeeze through spaces smaller
than your body. This is useful for slipping
through impossible passages and narrow
escapes. In game this means that your
character can roll to squeeze into things that
would fit characters in smaller size classes.
To contort, roll 1d100+ your Agility bonus.
Typically, you must roll over 100 to squeeze
through an opening smaller than you. If you
fail, then you simply cannot enter but if you
roll a 01 then it is a critical fail and must roll
again to get out!
Rolls for contorting
To squeeze down 1 size class
Roll 100 or higher.
To squeeze 2 size classes down ( i.e., Medium to Tiny)
Roll 125 or higher.
To squeeze 3 sizes down.
Roll 150 or higher!
To see how size classes can affect
gameplay please see the section Size
Classes and Gameplay.
Mind Usually a measure mental acuity the
mind stat's practical application is resisting
mental stress, making observations,
initiative, and social acumen. If your Mind
stat is high enough, you gain a bonus to
your skill rolls.
● Each point is 20 IQ points.
● The mind stat determines your
initiative when in combat. Your
initiative is your Mind bonus. Having
a Mind of 5 would mean you have an
initiative of +25, for example.
● When creating your character, you
gain a number of creation points
equal to your mind stat.
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● To determine your character’s stress
threshold, multiply you’re the
number of your mind stat by 10.
Skill bonus
Your intelligence gives you a bonus
to your skills, making it all the more likely to
succeed. For every point above 7 in your
mind stat you gain +10 to skill rolls.
Perception
Perception is using your Mind Bonus
(Mind stat *5.) Perception is using your
senses to look for something. A successful
roll means that they see something
important or something specific they are
looking for, if it’s actually really there. Most
often there are no bonuses to this skill
unless a character has a mutant trait that
boosts one of their senses. As a guide for
GMs: Rolling 25 or higher would be a very
easy thing to see, 75 or higher would be
average or an even chance, and 100 or
higher would be a difficult detail to spot.
Persuasion
To persuading a target to do what
you want is a meeting of minds and
willpower to see who succeeds, in this
system at least. To persuade all parties roll
1d100 and add their Mind Bonus as well as
any other factors that might come into play.
The party that rolls highest has made a
compelling argument, persuaded, seduced,
threatened, or simply bucked the other party
into doing what they want or resisted their
mind trickery. Sometimes they will comply
completed and sometimes there will be
conditions or compromises.
Seduce: Remarkably, good looks
and charm actually entirely depends on
confidence. Seduction is about batting your
eyes and flashing your... Teeth at the right
time to encourage behavior that you want
from a target. However, making a target do
what you want is more difficult when what
you're asking is against what the target
wants.
Intimidation: Making the target do
what you want only through threats, awe, or
status. The more the conviction a target
has the harder it is for the to be intimidated
into doing what you want.
Motivation is using your mind to
make someone else do something they
already want to do or are trying to do but
cannot. Although this seems like a
redundant, useless ability this comes into
play in the direst of situations like when a
character has become enraged by stress or
schism syndrome or paralyzed by fear. As
an optional rule motivation can also be used
on yourself by rolling 1d100 and rolling
under your Mind bonus.
Rally: Rallying is using leadership or
charm to convince people to do something
they already want to do but cannot out of
fear or other factors.
Focus: Focusing is like fortitude rolls in
strength only instead or regular poisons its
poisons of the mind, like panic or psychic
attacks. To make a focus roll, roll 1d100
and roll under your Mind Bonus. If you
succeed, then you resist and maintain
control if you do not then you suffer the
effects of the attack
. What to Remember:
Every character starts with 15 points to put into Strength, Agility, or Mind.
Strength Bonuses +5, or +10 per point of strength depending on the character’s strength. You gain +30hp per point above 6.
Agility Bonuses add +5 per point of Agility. You gain an additional action if your agility is above 6
Mind Bonuses add +5 per point of Mind. You gain +10 to any skill roll for every point above 6.
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Size
Size is the physical dimensions your
character occupies in space. While that
statement seems overly technical you will
grasp on to it like prayer-beads when things
start getting weird… Anyway, size affects
your hp. The smaller you are lowers your
hp while the larger gives you more hp.
Always remember that there are unsaid
advantages and disadvantages to different
size than just stats.
Most mutants are in the Short
category for all it brings. Often larger
mutants are looked up to by their height and
strength. Despite the new average in
mutant society everything remains designed
for Medium sized humans. Large mutants
are usually employed as bouncers,
contractors, or other jobs where their
staggering bulk aids them.
Size class Height range hp Weight range Stat max Stat bonus Roll Chance
Tiny 6"-2' -40 30lbs or less. Str: 3 Agility+3 00-19
Short 3'-5' -20 30-99lbs Str: 6 Agility +1 20-39
Medium 5'-6' ±0 100-200lbs Str: 10 Agility 10
- 40-59
Tall 6'-7' +20 120-250lbs Agility: 6 Strength+1 60-79
Large 6'-9' +40 400-900lbs Agility: 3 Strength +3 80-99
Size Classes in Gameplay.
This heading is largely for GMs.
Size has a way of affecting more things than
you would think and when most Endtown
citizens are well within the Short size class it
can prove daunting at times. The fact is
that the world was built for grown adult
humans, who are in the Medium size class,
and this includes Endtown itself. This
means that narrow things like grates, tight
openings, and simple holes in walls can be
accessed by characters in the Tiny size
class, things small children could fit through
is equal to the Short size class. Tall and
Large size classes are usually pretty
inconvenienced by passages meant for
Medium sized people and struggle with
openings a normal Medium sized human
would consider tight. For GMs it means that
each size class views the world differently
and something simple can be too high to
reach for some and too small for others. Go
ahead, have fun with it!
Being small is not always an
advantage. All weapons and armor is
designed specifically for Medium size
classes and often body armor and clothing
must be refitted to fit shorties and some
weapons are just mechanically impossible
for small mutants to operate. Because of
this full body armor can only be worn by
people in the Medium and Tall size classes.
Full body armor can be refitted for smaller
sizes but typically costs about 50% of the
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initial buying price of the suit and it suffers -
40hp from the loss in materials.
Species
The mutagenic virus has made you
cross between a human and a random
animal, probably. These kinds of mutants
are called ‘Anthos’ both in that their
mutation gives them the likeness of an
animal but still retaining some human traits
and also that the unpredictability of what
species is selected is means that being an
animal mutant is the only commonality.
There are some traits that all mutants share
and there are others that are unique to the
specific mutation.
Please roll on the following table and
then on the proceeding size table to
determine what the character has become
and how large of a what you are. It is a
good chance that you may have to shift
around your Strength and Agility stats and
even increase them! While most players
agree that pure random chance is fun it is
optional to choose these factors to get the
most out of your character. Personally, I
like the unexpected!
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Random table: Roll a d100 and compare on
this table for fun results.
01 Half-mutant 42-44 Foxes 82-85 Turtles
02-06 Canine 44-48 Cervine 86-89 Bats
07-10 Feline 49-53 Crocodilian 90-91 Pachyderms
11-13 Reptiles 54-55 Porcupines 92 Serpents.
14-15 Arachnids 56-57 Opossom 93 Typhoid Mary
16-20 Avian 58 Primates 94 Amphibian
21-25 Crustacean 59-63 Bovines 95 Chameleons
26-30 Fish 64-68 Beavers 96 Predatory Birds
31-33 Waterfowl 69-73 Rodents 97 Sheep
34-37 Bears 74-75 Insects 98 Porcine
38-41 Rabbits 76-78 Mustelids 99 Raccoons
42-43 Foxes 79-81 Mollusks 00 Equines
44 Dinosaurs
HALF-MUTANT By weird chance you have mutated
while under the effects of drugs or alcohol.
Because of your compromised mental state
your mutation has resulted not in a
successful, symmetrical creature but one
that looks like one someone put together
rather willy nilly.
Special Rules:
● Roll 1d10. You must roll again on
the species table that many times.
For each species you select, you
must take one trait from that
species. Your character appears
has a horrible amalgam of those
traits. If you roll Typhoid Mary or
Half-Mutant then go to the Beastiary
chapter and choose a trait from the
Monster entry.
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CANINE Your mutation has made in into a
dog in its many varieties. Take pride that
you won’t suffer as many puns as the feline
mutants.
Traits
● Claws: Although not particularly
good for combat your claws are
strong and sturdy. They do not
retract but keeping them blunt won’t
affect your dexterity. They allow you
a good grip and let you dig through
dirt without hurting your hands.
Bonus: Ability to perform a clawed
strike. Damage: 2d10.
● Enhanced Smell: All dogs have a
strong sense of smell. It's so strong
that you can track people by scent!
Bonus: Natural +20 bonus on
perception rolls with smell. When
tracking, reroll every thousand feet.
If you fail a roll then you must
backtrack to when you did have a
successful smell and reroll to catch
the scent. Tracking penalties:
Heavy scent interference like strong
chemicals or high traffic -20, scent is
several days old -30, scent is over a
week old -60.
FELINE You are a cat. Like dogs this can
mean anything from a domestic lap warmer
to an alpha predator that would inspire
legends.
Traits
● Advanced sight: Your eyes have
adapted to see ultraviolet and low-
light spectrums. You can see in the
dark to such a degree that night and
day are just colors in the sky to you.
There are no tests for vision rolls if it
relates to darkness.
● Claws. Your claws are natural
weapons in every sense. Besides
weapons they are strong enough to
support your weight and allow you to
climb without much risk of falling.
Bonus: Allows you to dig in and rest
while climbing and performed a
clawed strike with your hands or
feet. Damage: 4d10.
● Flexibility: You have the extra
vertebrae and floating clavicle that
allows you to move easier and
naturally contort beyond the realm of
human squeezing. Bonus: +1
Agility. Start with Sneak level 2.
+20 bonuses to contorting rolls.
ARACHNIDS Arachnid mutants have the bizarre
situation of being mutated into spiders and
scorpions. They suffer an unusual amount
of stigma as people both mutated and
unmutated have a natural fear of arachnids
which combines badly with a form fully
departed from the humanoid majority. Even
at the smallest mutation arachnid mutants
are much larger than the animal they are
based on. Arachnids gain different traits
based on if they choose to be a spider or a
scorpion.
Common Arachnid mutant traits:
Eight-Legs: You have eight legs. At
first they were a clumsy mess but
after alittle practice you have found
that you can walk, run, climb, with
the ability of four men! For every
mobility challenge you have legs to
spare! Effect: You have eight legs.
While sprinting costs two actions
standard movement is so easy that it
can be done as a free action!
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Eight-Eyes: Your head has
recessed into your torso eliminating
your neck and skull. You now have
eight eye sockets embedded in your
central body segment, real fun. On
the upside your eyes are extremely
well developed, your field of vision
remains the same, and your visual
acuity is fantastic. Some of your
eyes are dedicated to low and ultra
violet. Effect: +30 to vision
perception tests. Ability to see in the
dark and chemical residues.
Arachnophobia: Most people are
uncomfortable by arachnids or have
an fear of them. Their appearance
is entirely alien to them and their
behavior is incomprehensible. So
being one the size of a manhole or a
small car is a point of derision.
Some mutants will hate and think
you a giant monster without seeing
the irony. Effect: All social skills
made face to face part is rolled as if
it was level 1. This effect does not
apply with other arachnid or
insectoid mutants.
Traits for Spider mutants:
Spider Feet: Upon each of your
nubby feet are microscopic hairs and
these hairs use van der Waals force
to grip surfaces. The short of it is
that you are able to climb just about
any surface so well that it isn’t even
an effort of strength. Besides that,
you have a pair of dull talons that
come out of each foot, although not
sharp enough to cut anything they
are sturdy enough to manipulate
objects although your ol’sticky grip
serves better for actual holding.
Effect: There is no roll for climbing.
You can climb the same as you
would stand, walk, or sprint at the
same speeds, even.
Webbing: You have a thorax, sorry.
No getting around it. On the upside
you are able to spin webs thicker
and stronger than normal spiders on
account of your relatively giant size.
Effect: Web Shoot: Range: 30ft,
Standard range attack rules apply.
Web hp: 30. People who come into
contact with webbing automatically
have the ensnared condition to that
specific limb. Because of elasticity,
you must have a strength of 8 or
higher to break webbing with brute
force. The player and other spiders
are immune to webbing.
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Venom: You have two very, very
long fangs that drip occasionally with
a very potent venom. Effect: When
you perform a successful bite attack
on a target they are poisoned.
Spider mutant Poison: 2d10+20
(30) for 2d10 rounds. If the target’s
armor absorbs all damage, then the
fangs did not penetrate its flesh and
it is not poisoned.
Traits for scorpion mutants:
Pincers: You have two thin pointy
pincers. They are good for gripping
and tearing things apart but don’t
have the muscle for real crushing.
Effects: Snip:3d10. target is
grappled if the user wishes (See
wrestling.) A snare attack requires
only one claw.
Exoskeleton: Unlike spider
arachnids your chitin is hard and
tough. Effects: +40 hp during
character creation. Additional +10
hp each additional level.
Stinger: You have a long armored
tail with a giant stinger and venom
gland at the end. Full of taut
muscles, the tail is a wired trap and
ready to thrust forward with the
slightest provocation: Sting attack:
2d10. If sting sticks a target’s main
hp then the target is poisoned.
Scorpion poison: 4d10+40(60) for
1d10 combat rounds.
REPTILIAN You are no longer a mammal but
that can have its advantages. Cold strikes
you straight to the bone but in trade you
gain regeneration and cool, steady outlook.
Traits
● Ectothermic Metabolism, Cold
Blooded: Heat has a very
rejuvenating effect on you and cold
makes you drowsy. Drugs have
abnormal effects on you and
sedatives could possibly put you in a
coma. Bonus: +10 Mental Health
for a naturally slow heart rate in the
face of emergencies. Penalty: -1
Agility when in cold or freezing
conditions.
● Regeneration: You have much
stronger healing abilities than other
mutants. You can even regrow
limbs but it means going through an
awkward ‘stump’ phase. Bonus:
You can heal 15 hp a day. You can
regrow lost limbs or massive
wounds. It takes three weeks before
the regenerated limb in a usable
state.
● Heavy tail: May perform the Tail
Slap hand to hand strike.
● Autotomy: Your tail is designed to
break off when under enough stress.
The tail typically breaks where it
meets the hip and muscles contract
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to minimize bleeding. Because this
is a natural function the actual
damage to the mutant is superficial.
The tail will automatically wriggle
and thrash when to detach to
distract attackers. Tail Stats: HP:
(character’s HP-30). Damage if
used as a club or thrown: 3d10
Optional: Tail can detach
automatically if the character has
suffered -50 mind damage.
● Whip Tongue: You have a powerful
thin tongue that can lash around
targets and tie them up. It takes an
action to hit a target and another to
pull it toward you. Hitting targets with
the tongue is the same as a melee
attack... a slimy, weird melee attack.
Damage: 1d10(5) for a simple snap,
ensnaring or capturing a target does
no damage. Length: 2*character's
height. (Tiny:2'. Short: 8'. Medium:
12' Tall: 16'. Large: 18' roughly
speaking) Effect: Ensnares the
target. If your character is stronger
than the target or could lift their
weight, then you can pull them to
you! Tongues typically have 1/10th
the HP of the character. Like the
rest of a reptilian’s body it will
regenerate when damaged or
severed.
AVIAN Avian are bird mutants. They are
light creatures with feathers and commonly
the ability of flight.
Traits:
● Wings: Your arms have mutated to
be wings, kind of. Although they
look like feathered wings you will
have dexterity and can manipulate
objects as normal. You can travel
through the air far faster than you
would ever walking. Bonus: This trait
includes the skill aerobatics at lvl. 1.
For every point in Agility you can fly
7 miles per hour.
● Hollow bones: A harsh sacrifice for
your aerobatic agility. -10hp from
your max HP. On the upside, you
weigh about half as normal which
means you take half damage from
falling.
● Beak: You have a harden beak
replacing some if not all of your
teeth. It’s good for cracking and
slicing food into chunks. It’s also
good for taking off a finger or ol’ eye
of an attacker. Effect: Bite attack
now does 2d10.
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CRUSTACEAN You have mutated very drastically,
so much so that you are no longer an
invertebrate. You have joined that ranks of
the mighty crabs, lobsters, and shrimps.
Traits:
● Exoskeleton: Your first and
strongest protection. A thick layer of
chiton has formed over your entire
body into a surprising intricate and
flexible natural body armor. +50hp
to your total hit points. As you level
your character will gain an additional
+20hp to your armor per level.
● Meaty Claws: You have large pincer
claws instead of hands. This means
is restricted to just grabbing things or
poking them. It’s like you have two
very powerful fingers, powerful
enough to bend steel and crush
bone! Bonus: The damage you
inflict doing wrestling actions is
doubled.
● Semi-Aquatic: You can now breath
in water as well as on dry land.
While not particularly gifted in
swimming you can walk along the
ground with no problems. Special
Swim Skill: You can walk
underwater along the bottom as
quickly as you can on land although
you can’t actually swim.
FISH You are a mighty beast of the sea
which would be great if you were in the sea.
Random chance has mutated you not only
out of the realm of mammals but right into
the aquatic life category. Life as water
sucker in this land can be very challenging
but then again it’s like that for everyone
else. You gain great maneuverability in
water but on dry land you must use your
swimming limbs to crawl along, it’s a sad
sight unless you can get yourself a cart or
some other method of transportation.
Traits:
● Fins: Your limbs have changed to
elongated fin-shaped fins.
Manipulating objects has become
possibly the hardest thing you could
possibly do but your flap flappers
can still go rigid enough to function
as a primitive hand. In the water
they make moving easier than
thinking. Bonus: +2 to Agility while
in water. You may now use the 'tail
slap' combat move. Penalty: While
on land your Agility is equal to 1
when walking or running. You
cannot perform wrestling moves with
your fins. Slamming' Salmon.
● Semi-Aquatic: You can now breath
in water as well as on dry land. Still,
it’s a good idea to never not have
water on you. Special Swim Skill:
You can swim 4mph for every point
you have in Agility, this works out to
6 feet per action, faster than an
Olympic sprinter on land! This does
stack with Athletic skills.
WATERFOWL: Waterfowl are birds better suited for
water. These are ducks, geese, and swans.
Despite being shaped like a popular sports
ball; you are a master of mobility.
Traits:
● Wings: Your arms have mutated to
be wings, kind of. Although they
look like feathered wings you will
have dexterity and can manipulate
objects as normal. Bonus: You can
fly 3 mph for every point in Agility.
This trait includes the skill aerobatics
at lvl. 1.
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● Webbed feet: Great for diving but
walking is more awkward. You
naturally are buoyant enough to float
remarkably well, you effortlessly float
with the waterline right at your
waistline effectively making it
impossible to drown. Bonus:
Swimming lvl 1. Penalty: -1 Agility
walking or running. Your buoyancy
allows you to have your arms free
and dry while floating.
BEARS: Large mammals with tremendous
endurance and strength. Despite being
omnivores bears crave meat like any other
alpha predator and that urge can be pretty
strong when 90% of the time you are the
biggest person in the room.
Traits:
● Macro fauna: You are pound for
pound stronger, thicker, and tougher
than other mutants your size.
Bonus: You gain +1 Strength per
size class. You gain an additional
+30 hp at character creation and an
additional +10 hp per level.
● Claws: Strong sturdy claws. They
may not be the sharpest but the
power behind them can’t be argued
with. Bonus: Ability to perform a
clawed strike Damage: 3d10.
● Bear Smell: Bear mutants can smell
things from fantastic distances away.
The can detect general information
like what something is, if it’s edible,
and how many of them there are.
The amazing part is an extraordinary
range of 40 miles making it a
valuable ability in the wide, wide
wastes. Effect: The ability to
identify person or objects from up to
40 miles.
RABBITS Rabbits are small mammals that
depend on their speed, camouflage, and
their speed again to protect themselves.
Traits:
● Rabbit's Feet: Inherent with the
species you gain speed and jumping
ability. Bonus: +1 to Agility. You
can jump a height equal to your walk
speed and you can jump across a
distance equal to your sprint, put
simply your vertical jump is your
Agility times 3 in feet and your
horizontal jump is equal to your
Agility times 6 in feet.
● Natural camouflage: Your coat
naturally changes with the season
with a light coat for winter and a
darker coat for summer. Although
that helps very little in the wastes or
in colonies but you still have the
amazing ability to hold dead still that
went with it. Bonus: Gain the skill
Camouflage at level 1 for free.
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● Rabbit Ears: You have two long
ears you can use to hear in the
direction you aim them. Bonus: +20
to perception rolls involving hearing.
You can aim your ears and listen as
a would boom microphone.
FOXES Small forest canines known for their
bushy tails and cunning. Although trickery
is something you'll have to figure out for
yourself the mutation will give you the tools
to make it look effortless.
● Claws: Although not particularly
good for combat your claws are
strong and sturdy. They do not
retract but keeping them blunt won’t
affect your dexterity. They allow you
a good grip and let you dig through
dirt without hurting your hands.
Bonus: Able to perform a clawed
strike. Damage 2d10.(15)
● Cunning Speed: Although it would
be bad and wrong under current
circumstances, you have the speed
to catch smaller prey like rats or
rabbits. Bonus: +1 Agility. +20 to
Initiative.
DINOSAURS Ancient giant creatures known for
being popular toys and possessing the
absolutely minimum brain matter to survive,
also, massive size and terrible power. By
what must have been a joke of the universe
you mutated as one of these prehistoric
throwbacks. Perhaps because of your
genes being stretched to their limit the only
mutation you managed was something like
the Tyrannosaurus Rex or plesiosaur
Thunder Lizard: Due to the drag
factor of your human genes your
size is very small, for a dinosaur.
You are about that size of a very
small car. Effect: You forced into the
giant size class. Adjust accordingly.
You gain +3 to Strength, +2 to
Agility, and -2 to Mind!
Old Bones: You have a skeleton like
a tank or medieval fortification. It
supports you and your choices in
life. Effect: +30 hp. Your head,
legs, and tail all have equal hp as
your main body.
For ‘Rex’ mutants:
Tyrant King: You have been
blessed with the classy features of a
saurian. Your arms have shrunk
and have only two clawed fingers,
your massive jaws, legs, and tail
make up a large portion of your
body, and you are forced into the
ever iconic head-forward tail-out
stance. Effect: Your arms are
small; they can hold objects but
cannot be used for melee. Your bite
attack damage is now 6d10(45).
You may now perform tail slap
attacks.
For long neckers’:
You have an enormous neck and
tail, but no arms. All told you are
some 12’-18’ long or tall depending
on how you stand. No, you are a
quadruped now. You have been
given the shape of a brontosaurus or
other beasties of that line. Sure,
brontosauruses never actually
existed but then again you’re not
actual dinosaur, are you? Effect:
You neck and tail are prehensile like
that of a snake. You do 5d10(40)
damage when you head-butt or kick.
As an unusual side bonus you are
able to snake your head through
openings that would fit Tiny sized
characters.
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CERVINES
Deer, elk, and moose. The iconic
citizens of the forest. Animals of agility and
grace. For them speed is the beginning and
ending of everything.
● Forest Agility: Taut muscles on
spindly legs. Wired not only to run
but to jump, dodge, prance, frolic, or
otherwise move quickly. Bonus: +3
to your Agility stat. Gain acrobatics
at level 1 during character creation.
● Antlers: Antlers come it all shapes
and sizes depending on the specific
species. It depends on the player to
concern themselves if they're simple
six inch daggers or a mighty fifteen-
point rack. Bonus: Character can
perform Gore attacks.
● Flight or flight instinct: Once per
combat session this character may
reroll his initiative.
CROCODILIA Alligators and crocodiles. Powerful
reptilian predators that have changed very
little for the last few million years. Some
would argue that these monstrous predators
haven't changed because they got it right
the first time. As mutants they share many
similar traits to Reptilians but trade unusual
biological mechanism for raw brute power.
● Armored Skin: You have a tough
hide to protect your body. It’s not
Kevlar but being covered every inch
in thick scales has made you more
tough. Bonus: +20 hp for characters
in the Tiny, Short, or Medium size
classes and +40 hp for characters in
the Tall or Large size classes.
● Ectothermic Metabolism, Cold
Blooded: Heat has a very
rejuvenating effect on you and cold
makes you drowsy. Drugs have
abnormal effects on you and
sedatives could possibly put you in a
coma. Bonus: +10 Mental Health
for a naturally slow heart rate in the
face of emergencies. Penalty: -1
Agility when in cold or freezing
conditions.
● Heavy tail: May perform the Tail
Slap hand to hand strike.
● Smashing Jaws: All your power is
focused into your giant snapping
jaws. They are lined with teeth and
typically give nightmares to people
who stare into your mouth for too
long. You naturally lose and regrow
teeth when biting. Bonus: Instead
of regular bite damage you do 5d10
(30) plus Strength Bonus when you
bite Penalty: Your mouth is wired
like a trap; you cannot do restrained
damage. You will always bite down
at full force whether you want to or
not!
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Note that when you bite
down on something your teeth dig
into your target allowing you to
spend another action to perform a
Gnash attack: 5d10(40) or to throw
your opponent. Please see the rules
on tossing in the Wrestling section.
A target that you have bitten is
effectively held in a wrestling grab by
your mouth and therefore cannot
perform actions like moving as long
as they are held.
● Aquatic Predator: Gators have
sometimes been known as death
river gods for a reason. The subtle
spikes lining their back and tails acts
as fins to push them efficiently
through the water and hold their
breath for an extended period.
Bonus: You can swim 3 feet per
point of agility per action. You can
hold your breath for about 1 hour.
You have the ability to jump out of
the water a staggering 6 feet and
strike for a single action.
PORCUPINES Large rodents that have developed
quills as an effective natural defense.
Despite not being a violent predator there is
little surface of their body that is not
designed to stab into things.
● Quills: Long thin specialized hairs
that can stab attackers. They cover
your body well and are a very
effective natural defense. Unlike
natural porcupines, your freak
biology allows you to fire quills at
targets a short distance away. You
naturally generate about 10 quills a
day. Stats: You have 10 quills per
size class (30 for medium
characters, 50 for large, etc.)
● Quill Attack: The quills will impale
unarmed attackers you successfully
parry or block. Successful unarmed
attacks against you also impale.
Quills also can be ejected from your
body about 5 feet. Each quill does
10 damage. When someone is
struck with quills they are impaled on
1d10 quills. Simply put: Payload
10*size (lose 1d10 per impalement.)
Damage: 1d10*10 Range: 5 feet.
● Claws: Large thick claws meant for
burrowing. Bonus: Able to perform a
clawed strike. Damage: 3d10(20)
OPOSSUMS Giant vermin with thick tails and
awny hair. Often the symbol of bad cooking
and cowardly tactics. Opossum mutants
have to develop a thick skin as they usually
will be characterized as smelly, plague
ridden, cowards. You however have an
excellent immune system and can survive
powerful venoms, diseases, and poisons.
Perhaps in a stroke of irony you also have
the ability to pretend to be dead, right down
to the stink.
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Prehensile Tail: You have a thick
tail with the muscle and precision to
move it as well as your other limbs.
Effect: May perform tail swing
actions. May grasp, grapple, or
grind things with the tail as if it was
your normal arm. May perform a tail
attack.
Strong Immunity: Your body can
handle venom, poisons, virus’, etc.
better than just about any other
mutant. Things that would destroy
other living beings have little to no
effect on you! Effect: Venom and
poisons have no effect after the first
dose. If you have four doses you
have the drugged condition. Only
after eight doses does a poison
begin to take effect but only as if the
target has taken only one dose.
Playing Possum: You have a
natural mechanism that makes you
pass and produce a rancid, putrid
smell to make it seem like you are
dead and have been dead for a
while. But this is no mere trick, you
will remain limp and unresponsive
for several hours no matter how
much they try to revive you. Luckily
your larger brain allows this
response to be a voluntary action.
Effect: You flop to the ground or curl
into a ball, produce the terrible, foul
smell of rotten flesh, and remain so
for 1 to 4 hours. Only a medical
exam can determine if you are really
dead.
PRIMATES Primates share many things with
humans. There are the new world monkeys
who are smaller and sport a prehensile tail
and then there are the old world apes who
are much larger and stronger. Primate
mutants share a stroke of bad luck with
mutations as the virus seems to make them
more like the animal than other mutants. A
primate mutant could easily be confused for
the genuine animal!
● Natural Climbers: Primates perfectly
suited for climbing, jumping,
tapering, and monkeying around.
Bonus: You do not require rest
when climbing and may climb at a
pace equal to your walking speed!
This trait is only available to characters in
the Tiny and Shot size classes:
● Prehensile Tail: You have a fuzzy
dexterous tail. You can hang from it,
hold things with it, and even attack
with it! It's really great. Bonus: Your
tail is a fully functional additional
limb and shares the same strength
as the other four.
This trait is only available to characters in
the Medium, Tall, or Large size classes:
● Primal Strength: You have
incredibly strong arms however this
is not in proportion to your legs.
Walking is very awkward and often
you'll find yourself dragging your
knuckles on the ground or waving
them over head. Bonus: If your
Strength is not over 7 you may still
calculate your damage, lift strength,
etc. as if it was (no bulk bonus.).
Penalty: Your legs are shorter than
your arms. You need to have your
arms free to walk or sprint properly.
If you are holding something with
you can only walk at 3 feet per
action.
BOVINES Large mammals used for livestock.
Despite having been made into what would
commonly be described as food in waiting
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you get more than your share of power and
size to deter any weird looks from beef
enthusiasts.
Traits:
● Vast Stature: Excellent marbling,
plenty tender. You have a great
deal of you to throw around. Bonus:
, +1 Strength per Size Class., double
the hp bonus gained from choosing
your size category or half the penalty
if choosing Short or smaller sizes.
● Cattle Skull: You have a thick skull
and horns. It helps you more than
you would think. Bonus: Able to
perform gore attacks. Your head has
HP equal to your main body!
BEAVERS Semi aquatic animals that naturally live
in lakes and streams. They enjoy fast
metabolism, unique agility under water, and
dense protective fur.
● Aquatic Nature: Despite needing a
regular diet of air these creatures
are well suited for life under water.
Beaver mutants inherit this ability
with excellent lung capacity and
faster than normal swimming ability.
Bonus: Characters can hold their
breath for 15 minutes. Their
swimming speed is equal to their
normal walking speed.
● Gnawing teeth: Your teeth are
strong and sharp but they never stop
growing. They are not for combat
but intended to gnaw through solid
objects as crazy as that sounds.
Bonus: During combat when you
perform a bite attack you may
perform a second bite attack as a
free action. You may gain only one
free bite attack per round.
● Heavy Tail: A thick leathery tail isn't
very flexible but it's tough. Bonus:
Mutants with this trait may perform
tail slaps.
● Instinctive construction: This
character gains Woodworking and
one Production skill of your choice at
level 1.
●
RODENTS Mice and rats. Often considered vermin and
plague carriers you get to be an apologist
for the black plague. Typically, these
mutants are in the Tiny size class but like
always there are some that reach
unnaturally large sizes.
Traits:
● Gnawing teeth: Your teeth are
strong and sharp but they never stop
growing. They are not for combat
but intended to gnaw through solid
objects as crazy as that sounds.
Bonus: During combat when you
perform a bite attack you may
perform a second bite attack as a
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free action. You may gain only one
free bite attack per round.
● Pheromone Scent: With poor vision
rats and mice have a powerful sense
of smell. So powerful is this sense
that they can find out unprecedented
data about their surroundings.
Although mice mutants lose a lot of
this ability in exchange for good
sight, thumbs, and a brain larger
than those thumbs they still retain
some of it. Bonus: Pheromone
Smell: Rodents can glean things
from people that would be
undetectable to others. Characters
can detect if a target is strong (If any
of the target's stats are over 7), is
the target is hurt or sick, and other
information like the target's species,
gender, or their current emotion.
Penalty: Target must be within 5
feet for an accurate smelling. If the
target is not there and hasn't been
there for 20 minutes, then the player
must roll a d100 and score higher
than 60 to gather this information.
Scents are indistinguishable after
two hours.
● Chemical Scent: Mice mutants can
determine the chemical makeup of
substances by the power of their
nose. Although it's hard to
categorize chemicals by smell here's
a general guide: Caustic chemicals:
Putrid. Volatile Chemicals:
Smokey. Toxic: Acrid. Ozone: A
stinging smell, ozone is common
from energy weapons. This is on
top of regular common smells like
foods smelling sweet or tasty or
rotten things smelling foul.
Remember that some poisons can
smell very sweet, that's why rat
poisons are so effective!
INSECTS An extreme mutation has put you
long passed the reach of human genes.
Segmented eyes, mouthparts, and spindly
limbs are your tools now. Looking like
something out of a horror movie or even
something people wouldn't even notice can
give you a unique look on the analects of
humanity. Because the insect kingdom is a
microcosm in of itself you may choose one
option trait to further define what kind of
insect mutant you are.
Common traits to all insect mutants:
● Compound eyes: Your eyes are
enlarged with dark micro lenses to
give you a wider field of view. Not to
mention small specialized eyes
dotting your head. Unfortunately, the
image you see is incomprehensible
to regular two-eyed creatures. And
focusing on a single point is a larger
effort. To best describe it, imagine
being in a pitch black room with only
a black light, that’s your world now.
Bonus: Character can see in the
infrared and ultraviolet spectrums.
Penalty: you can't see normal color
spectrum so telling colors is
impossible. You have a singular
micro eye on the top of your head to
tell you if its light or dark.
● Additional Arms and Legs: Insect
mutants have a second set of arms
and legs coming out just below their
uppermost arms and next to the
original pair of legs. They are
roughly half the size of the larger set
but have a functioning set of hands
even if the mutant’s other arms are
scythes. They are good for grasping
and manipulating objects but are too
awkward for combat. No strike
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bonus for attacking with these
appendages.
● Horror Movie Reject: Your
appearance is not “insect-like” you
are an insect! You are as apart from
your fellow mutants as they are to
normal humans. A lot of the
common social graces you’ve spent
your life learning are now completely
inexpressible. Penalty: -20 when
using Persuasion or skills from the
Social skill section and an additional
-10 per experience level. This
penalty is also applied when
characters try to use Persuasion
with you! This penalty does not
apply when interacting with other
insects or arachnids.
Selectable Traits:
● Scythes: Common among mantises
and other predatory insects. Your
hands have formed into large single
digits that end with a sharp point and
serrated edge. You have lost the
ability to use these limbs for
dexterous work but have gained
organic weapons in their stead.
Bonus: Able to perform a slicing
strike. Damage: 4d10. When you
parry against anything non-metal
you perform +10 damage to it. Pity
those trying to fight you hand to
hand.
● Hard Shell: You've developed a
dense layer of chitin for natural
protection. This shell's shape is
unique to the player, either smooth
and sleek or jagged and intimidating.
Unlike other shelled mutants this
shell is vital to supporting your body,
if your shell is destroyed you're
going to spill out in a gruesome
fashion. Bonus: Additional +50hp
during character creation. +1
strength.
● Acid Spray: There is a font or hole
on your head housing a gland that
produces natural acid. You can
spray this out at will. It may seem
brutal but so is life. Range: 30ft.
Payload: 3 bursts. Damage:
2d10+25(35) on contact, +2d10 per
turn for 1d10 turns unless washed
off. Reload: Acid gland replenishes
it supply at a rate of 1 burst an hour.
● Wings: You have developed
wings spanning the length of your
body out of you back as well as
halter organelles to allow you hover
and move easily. For other species
flight is like a plane but for you it's
like a helicopter. Bonus: Your
maximum flight speed is 3 mph for
every point in your Agility stat.
Because of your unique flight
mechanics, you gain +20 to dodge
mid-flight. You gain Aerobatics at
level 1.
●
MUSTELIDS Mustelids are otters, weasels, badgers,
and wolverines. Their distinct features are
dense special fur and being associated with
superheroes. By the glory of the mutation
you have gained a mix of traits from the
otter, badger, and weasels…You think.
● Hydrophobic fur: You have naturally
dense fur that is molecularly
structured to repel liquids. It makes
sure that you'll stay dry and warm
even while underwater. As a side
bonus dangerous liquids like mace,
acid, or gasoline don't stick enough
to do lasting damage. Bonus:
Immune to cold or hypothermia.
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Liquid weapons only do1d10(5)
damage, they still do full damage to
your armor.
● Claws: Your claws are natural
weapons in every sense. Besides
weapons they are strong enough to
support your weight and allow you to
climb without much risk of falling.
Bonus: Able to perform a clawed
strike. Damage: 3d10.
● Webbed Feet: Webbing on your
hands and feet allow you to natural
maneuver in the water. You may
swim 3ft/3mpg for every two points
of agility. The same distance as a
single move action.
● Rat Snake: Your long serpent like
body allows you to go through
serpent like openings. You gain +30
to contortion.
● Tenacity: Wicked temperament
adds just a little more to your will to
survive. Bonus: Once per session
when you receive damage that
would reduce your hp to zero, roll
1d10 and heal by that amount.
MOLLUSKS Creatures that have neither an outer
or inner skeleton system. You are pure
muscle and organs and perhaps one of the
most alien of a creature than any other
mutant. By the saving grace of E-Log you
have been allowed the basic necessity
complex organs like eyes and a central
brain large enough to support sentient
thought.
For the sake of gameplay, it is
assuming that Mollusk mutants have to fan-
like appendages that can use as hands and
a functional slug foot unless the multiple
limbs trait is taken. Optionally, you can
disregard this and have character that uses
his/her/its slimy mouth for everything which
is fun too.
Because of diversity of this subject
you may choose of one of the following
traits:
Traits common to all mollusk mutants:
● Regeneration: You have much
stronger healing abilities than other
mutants. You can even regrow
limbs but it means going through an
awkward ‘stump’ phase. Bonus:
You can heal 15hp a day. You can
regrow lost limbs or massive wounds
but essentially all your healing goes
to the limb, you do not naturally heal
hp while regenerating a limb and it
takes three weeks before it is in a
usable state.
● Amphibious: You can now breath in
water as well as on dry land. You
may not have ‘lungs’ like the other
fancy macro organisms but your
organelles do pretty well for
themselves.
Selectable Traits:
● Multiple limbs: You have
eight muscle bound tentacles that
serve as every tool you need to
interact with the world. Each one
has its own small brain and its own
thoughts. Bonus: +2 actions. May
hold as many objects as tentacles
are available. However, you need at
least two free to move. Optional:
Every time you roll for a skill roll a
d10, on a 1 one of your tentacles
has performed a skill or action
independently and the character did
not notice.
● Shell: You have a shell
bonded to your skin about one size
class larger than your actual body.
Despite it being a protection it is full
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of interesting swirls and shapes and
its interior is smooth and colorful. In
combat it covers over you enough to
count as a half suit body armor.
Hiding inside the shell is a free
action. Bonus: Scales by size. Hp
is equal to character hp +60.
● Poison Dart: A natural
forming detachable dart or spear
located in your mouth. It’s venom
acts near instantly and is rather
overkill for anything short of an
elephant. It however can only fire
about one inch and won’t pierce
armor. After firing the dart is
detached and it takes about a week
for another to form. The poison has
little shelf life and can’t be
harvested. Bonus: It takes two
minutes for the poison to take effect
at which time the target suffers 200
hp damage instantly and 20 every
minute for the next 5 minutes.
BATS Nocturnal mammals that have
adapted to wings flight and to use sonar or
echolocation. This means you sport larger
ears, beady eyes, and two massive hands
that each are equal size of your body with
leathery skin webbing each of your fingers
together and extending all the way to your
feet. These are your hands, enjoy.
● Wings: You have developed wings
spanning the length of your body out
of you back as well as halter
organelles to allow you hover and
move easily. For other species flight
is like a plane but for you it's like a
helicopter. Bonus: You can fly 6
mph for every point of Agility. You
gain Aerobatics at level 1.
● Claws: You have large claws on
your feet that allow you to dig in and
cling to walls and ceilings, also
victims if feel motivated to do so.
Damage: 3d10. This replaces your
kick damage. Allows you to hang
freely.
● Echolocation: You hear at a high
frequency and even hear the shape
of objects based on how sound
bounces back. It’s like a flashlight,
that have to emit a high pitched
chitter instead of turn on to see
objects. Echolocation is also how
you orientate yourself during flight.
As a drawback you have naturally
horrible eyesight. Bonus: Able to
“see” or detect solid objects in from
roughly 2000 ft. away ignoring
visibility conditions. You may also
use this ability to “map” sound and
see around corners and dense cover
for 400 feet, counts as a double
action. -30 on perception rolls if you
are using your vision.
TURTLES Reptiles characterized by large
shells encasing their torsos. Tortoises are
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found both on land and at sea and people
with the tortoise mutations inherit abilities
from both sides of the species.
Traits:
● Turtle Shell: The very symbol of
everything tortoise. Grafted to your
spine and ribs this thick shell covers
you like an armored vest. In this
system your shell is treated as a
piece of armor… a giant organic
piece of armor that you probably
should never try to remove. Despite
its size and hardness your joints are
placed so that you have complete
range of motion. It can be destroyed
without killing you but all damage
inflicted to you gets a +10 bonus no
matter how little the actual damage
is. The shell heals slower than you
yourself, at a rate of 5 hp a day. The
shell is stronger the larger you are
so when you calculate your
character’s hp bonus based on size,
apply it also to your shell. Your shell
also gains +10 to its max Hp every
time you level up. A simple example
would be a giant turtle mutant would
have a shell of 200 (160 hp+ 40 for
size) while a tiny turtle would have a
shell of 120 (160-40 for size.) Safe
to your shell is very, very important
to you.
● Put simply: Turtle Shell: 160hp
(+size bonus, +10 per level)
● Crushing Beak: while it may appear
unassuming your mouth relies on a
thick ridge of solid bone and large
jaw muscles to separate or chew
food. Bonus: Bite attacks do 5d10
instead of standard bite damage.
● Ectothermic Metabolism, Cold
Blooded: Heat has a very
rejuvenating effect on you and cold
makes you drowsy. Drugs have
abnormal effects on you and
sedatives could possibly put you in a
coma. Bonus: +10 Mental Health
for a naturally slow heart rate in the
face of emergencies. Penalty: -1
Agility when in cold or freezing
conditions.
● Aquatic: Scales and ridges form
protection but also guide them
through the water. Although you still
breathe air you can retain this
precious gas for fantastic periods of
time. Bonus: Your swim speed is 3
feet per point in Agility. You can
hold your breath easily for up to 3
hours.
PACHYDERMS These are species like rhinos,
hippos, or elephants. Pachyderms are
some of the largest, most powerful
creatures on earth. They are
complemented by large muscles, tusks, and
a skin so thick it’s stronger than leather.
Traits:
● Strong frame: You have bones,
joints, and a skeleton designed to
support the tremendous weight of
your bones, joints, and skeleton.
Bonus: +1 Strength per size class.
Add an additional 300 lbs. to your
weight. If you purchase an additional
points of Strength after character
creation, then you gain an additional
100 lbs.
● Thick Skin: Although it does not
make you pretty and it's far from soft
and malleable it's an excellent
protection that doesn’t hinder you in
anyway. Bonus: +80 hp.
● Tusks or horns: Overgrown teeth or
dense follicles. These form natural
large spikes that when can allow you
to gore targets or buildings you are
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angry at. Bonus: Able to perform
gore attacks.
● Poor Eyesight: Poorly developed
tear-ducts, unusually small eyeballs,
to name afew unwanted traits you’ve
received from your mutant pattern.
You have terrible vision compared to
a human. Effect: -30 on visual
perception rolls.
SERPENTS Specially adapted reptiles that
navigate trees and small spaces with their
elongated, limbless bodies. Being a snake
effectively makes you a quadruple amputee
but once you learn mastery of your long
muscle bound body and whatever tools you
may have been given in this trade you might
manage. Also, people might equate you
with the essence of evil. Serpentine
mutations have two variants: Venomous
and constrictors.
Common traits to all serpent mutants:
Serpentine Reformation: You do not
have arms or legs. With some
practice you’ve managed to use your
tail to serve as a long and awkward
arm by wrapping around objects or
using your nose or tail as a pointer.
Still, the ability to grip a surface with
your entire flexible body allows for
unprecedented climbing ability and a
perfectly linear form has its
advantages. Effect: You may climb
difficult to climb surfaces but only at
half your walking speed. You do not
have to roll for contortion, your body
can easily fit into tiny sized openings
no matter your size. However, you
can only spend one action moving
which means that you are held down
to your walking speed at best.
Forked Tongue: Your tongue splits
at the end and comes to two
separate points, they give you a
sixth sense called the vomeronasal
system. On top of your normal
senses you it allows to smell in two
different points by flicking you
tongue. Effect: +40 to perception
rolls using smell. For venoumos
snake mutants, you have the ability
to track people bitten by your own
venom for any measurable distance.
Serpent sectional growth: You grow,
you get longer, you get stronger, you
get longer! Effect: When you
increase your strength or agility stat
after character creation. You go up
an entire size class when you go
over your stat maximum for your
current size.
Please choose one of the following traits or
roll 1d10, if the number is even then you get
the Venomous trait and if odd then the
Constrictor trait:
Venomous: You have two fangs
dripping with poison and the ability
to spit it some distance! Effect:
Performing a bite attack inflicts the
poisoned condition if you damage
the target’s hp directly. Spit attack:
Range: 10 ft.: Effect: Target is
poisoned! Must target the eyes.
Constrictor: You don’t have fangs
but you do have more muscle to
crush your targets. Effect: Gain an
additional +2 Strength. When
grappling, you may grapple 2
additional targets or limbs and any
crush actions performed during a
wrestle attack deals double damage.
“TYPHOID MARY” You are immune to the mutagenic
virus and get to remain as a human,
congratulations! However, this means you
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may not get some of the natural advantages
others have access to. But hey, you're the
best you can be.
Traits
● Same as it Ever Was: Being born a
human, being raised as a human by
humans, and still being a human has
naturalized you to human society
and its many nuances. Being in a
world where everyone struggles with
their new bodies and minds has put
you a few laps ahead in that race.
Bonus: +10 to persuasion,
negotiation, and Schmoozing. You
also retain your fifth finger, a luxury
anthro mutants don’t have.
● Schism Immunity: Because you
were born a human you didn't have
as much mind melting existential
perplexity when the virus made you
a human but don't let that get you
down! You be mentally unstable the
same as normal. Bonus: You do
not roll on the Schism Syndrome
table when suffering mind damage.
You are not immune to stress and
regular insanities however.
AMPHIBIANS Mutations for frogs and newts. All
amphibians share mastery over the water,
regeneration, and disgusting slimy skin.
Common traits for all amphibians
● Regeneration: . Bonus: You can
heal 15 hp a day. You can regrow
lost limbs or massive wounds. It
takes three weeks before the
regenerated limb in a usable state.
Slimey Skin: Your skin is covered in
a slimy mucus. It allows you to slip
from grips as well as a toxin when
you feel threatened. Effect: All
grapple attacks against you must be
80 or better. When you have
entered combat, any character
making contact with your skin suffers
the Drugged condition. The effect
lasts for 1d10 hours.
Aquatic: Your skin is specially
designed to filter oxygen from the
water. Effect: You can breath
underwater.
Frog traits
● Whip Tongue: You have a powerful
thin tongue that can lash around
targets and tie them up. It takes an
action to hit a target and another to
pull it toward you. Hitting targets with
the tongue is the same as a melee
attack... a slimy, weird melee attack.
Damage: 1d10(5) for a simple snap,
ensnaring or capturing a target does
no damage. Length: 2*character's
height. (Tiny:2'. Short: 8'. Medium:
12' Tall: 16'. Large: 18' roughly
speaking) Effect: Ensnares the
target. If your character is stronger
than the target or could lift their
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weight, then you can pull them to
you! Tongues typically have 1/10th
the HP of the character. Like the
rest of a reptilian’s body it will
regenerate when damaged or
severed.
Leaping: You can jump a height
equal to your walk speed and you
can jump across a distance equal to
your sprint, put simply your vertical
jump is your Agility times 3 in feet
and your horizontal jump is equal to
your Agility times 6 in feet. Your
legs also help you swim. You swim
3 mph per point of Agility or 3 ft per
combat round.
Salamander:
Tail: You may perform the tail slap
attack. Your tail is finned and allows
you to cost through the water at the
same speed you’d walk or run. Like
other tailed reptiles the tail can be
detached.
Ribs: Your torso is covered in
brightly lit wars. On the upside
these warts mark your ability to eject
your ribs out of your skin to impale
attackers. Targets must be in melee
range to be stuck. Rib spikes do
2d10 damage. You yourself sustain
5hp damage forcing them out of your
skin.
CHAMELEONS Unique reptiles that have the ability
to change the color of their skin, a long
prehensile tongue, and mitten like feet.
They are known for tiny cone shaped eyes
that dart around independently of each
other which gives chameleons an
association with paranoia and worry.
● Whip Tongue: You have a powerful
tongue that has a sort of grasper on
the end. It takes an action to hit a
target and another to pull it toward
you. Hitting targets with the tongue
is the same as a melee attack... a
slimy, weird melee attack. Damage:
none. Length: 2*character's height.
(Tiny:2'. Short: 8'. Medium: 12' Tall:
16'. Large: 18' roughly speaking)
Effect: Ensnares the target. If your
character is stronger than the target
or could lift their weight, then you
can pull them to you! Tongues
typically have 1/10th the HP of the
character.
● Camouflage: Your skin has
pigments that can change color
based on your emotions. Luckily,
your complex human mind allows
you to have a bit more voluntary
control over this power. Bonus:
Special Skill: Natural camouflage:
When you successfully roll you Hide
skill your skin changes to perfectly
match or surroundings. Although
you can do this anytime, rolling Hide
means you are holding as still as
you can be. Opponents must roll
perception of 120 to identify you
when you are hiding and 80 without.
PREDATORY AVIANS Besides regular bird mutants there
are ones based on owls, eagles, and
hawks. These mutants are predators and
designed to kill and eat other avian... Luckily
there doesn't seem to be much natural
compulsion for these mutants to do this
besides what is normal.
● Acute Eyesight: Striking wide eyes
allow you to see targets and to
follow them easily when the target is
movingly wildly. Although it doesn't
go outside the normal visible
spectrums it's still far better than
normal. Bonus: +20 to sight
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perception checks. Can easily
discern objects at a distance (Can
read a sign up to 2 miles away, for
example.)
● Wings: Your arms have mutated to
be wings. Although they look like
feathered wings you will have
dexterity and can manipulate objects
as normal. Remarkably these wings
also muffle sound, allowing you to fly
silently even to sensitive
microphones. Bonus: You can fly!
For every point in Agility you can fly
10 miles per hour. Includes the skill
aerobatics at level. 1. You do not
emit sound when gliding or flapping,
you still require to roll stealth skills
while grounded.
● Talons: Long thin claws decorate
your feet like sharp hooks. While
claws have many purposes talons
are designed specifically for catching
prey which means that your toes can
articulate that they can operate like
real hands, sure that’s not
particularly special but it helps when
your arms are busy keeping you in
the air. Bonus: Your kick damage is
now 3d10 (20)instead of normal.
● Shearing Beak: These mutants
have larger beaks that are both
sharp and thick enough to provide
some protection to the head. Effect:
Bite damage is now 3d10. +10 hp to
the character’s head.
SHEEP Small mammals famous for their
extremely thick wool coats, benign nature,
and strong grouping behaviors. Sheep
display unusual intelligence for cattle with
the ability to vocalize and recognize human
individuals. As a mutant, it’s a common
struggle with instincts pressing mindless
conformity with the human instinct to think
about things.
● Flock Behavior: You have a natural
grasp for cooperation and teamwork.
So strong that you can mimic
individual skills of other people in
your group. Bonus: When a team
member rolls a skill and fails you can
attempt the same task despite not
having the skill. When doing this
your skill level is equal to level 1.
● Fleece: You have a thick wool coat.
It insulates from the cold, shields
from the sun, and covers from the
wind and rain. Bonus: Gain
Wilderness Survival level 1 for free
during character creation.
● Picture of innocence: Pale face,
trusting eyes, and fluffy wool. Your
appearance is completely
inoffensive and that can make a few
people slightly more trusting whether
or not you'll take complete
advantage of that is up to you.
Bonus: You gain +10 to rolls on
persuasion and Social Skills.
PORCINES Pigs or boars. These animals are
known for their powerful sense of smell and
a biology and intelligence remarkably similar
to humans. Usually characterized as being
a sloppy eater and reveling in mud pig
mutants are the thought to naturally be
disgusting and are the brunt of many pork
jokes. Players who have chosen Porcine
mutations may choose whether the
character is a brainy domesticated pig or
the temperamental boar.
Choose between Pig or Boar mutation traits:
Pig mutation traits:
● Pig headed: The transition to a
man-pig was surprising easy when
the shock wore off. Sure, your nose
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is different but you still act the same,
think the same, and like the same
foods. You fared much better than
other mutants. Bonus: Your
maximum Mental Health increases
by 20 points during character
creation.
Boar mutation traits:
● Braver than Smart: As a boar you
are covered in a fine fur and you
have tusks. However, your
aggression has jumped up in leaps
and bounds. When people try to
fight you it's seen as an audacious
insult as well as a threat, one that
you want to smear on the dust!
Bonus: May perform gore attacks.
gain +10 to initiative during combat
Universal traits to all porcine mutants:
● Super Snout: The infamous pig
nose is a powerful tool. While other
mutants can detect decaying scents
porcine mutants can pick up the
scent of sources obscured and
hidden. Dogs can track while pigs
can search. Bonus: Porcine
mutants start with Scavenge at level
3 during character creation and gain
+20 to perception rolls involving
smell.
RACOONS Mutants patterned after raccoon,
ringtails, red pandas, and other pyroxines.
These animals are often thought of as little
bears but are currently thought of as
professional level vermin and excellent
survivalists.
● Claws: Your claws are specialized
to climb trees... good luck finding
those. Still they are useful. Bonus:
When climbing these claws can dig
in and allow you to rest. You are
also able to perform a nasty clawed
strike. Damage: 2d10
● "Washing Hands"- raccoons are
dexterous and have false thumbs,
humans are dexterous and have real
thumbs. As a mutant this makes
your hands pretty good at being
dexterous. Bonus: A +10 bonus to
sly hand skills like pickpocketing,
magic tricks, sewing, or surgery.
●
EQUINES Pride of the prairies and the
embodiment of freedom through speed.
Equine mutants are naturally strong no
matter their condition or size but their
metabolism demands more food and water
to keep them running. Despite their stature
and ability, they don’t gain the natural
weapons of other mutants but you do gain
their envy with your rippling biceps and
horrid haunches.
● Friggin’ clopper: Speed and
strength are part of your nature and
show in everything you do. Effect:
+2 Strength, +2 Agility. You can run
at full speed for up to eight hours,
making travelling the wastes without
a vehicle much easier.
● Hooves: Your feet have formed into
the enlarged singular toenail iconic
of the species. By some saving
grace, your hands remain functional
with a mitten hand. You have one
thumb, one index finger and three
fused fingers on each hand.
● Hay Burner: Your nutritional
demands are far more intense than
before mutation. Trying to use as
little energy as possible and training
your body to survive on less simply
won’t change that you need to eat
several times more than the average
mutant. To put it simply, your body
is now a top of the line sports car
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and you need the premium gas.
Effect: The skill Sustenance/Survival
Training has no effect on you. You
consume supplies at double the rate
of other mutants, further, you suffer
the stress effects of starvation after
one day without food.
ROBOTS AND CYBERNETICS
Prior to WW3 Neitherland had
machines advanced enough to think and
interact with human beings. Although these
things were expensive and rare to the
average person it was not earth-shattering
to see a fully functioning robot or an AI
system capable of keeping up with a
human. The only two ways to make a
robotic character is to either be an
advanced AI, which means you have a
narrow set of skills and reactions, or to be a
Plasticized Brain meaning you were
rescued from Topsiders far, far too late.
After WW3 these marvels and the level of
technology to produce them was almost
entirely destroyed. Topsiders mass
produce the infamous MUTTs and use
cybernetics in all their equipment, making
them the technology powerhouses of the
wastes. All bots must be powered by proton
cells or an equally powerful system,
standard batteries or fossil fuels can’t
maintain the high output these units need to
function.
Robots and cyborgs are not on the
random mutation table and having a
playable character be one should only
happen by the GMs permission. To create
a bot character assign stats and skills as
you would normally but apply the following
traits for creation.
● Augmented Strength: Your strength
is on a much higher scale than
organic beings. Strength is nothing
more to a unit than how much torque
it can put out in your case. Beware,
your power is so disproportionate
that you could easily rip yourself
apart! Robotic Strength rules:
Every point of strength you can lift
100lbs. and deal +20 damage in
melee. You do not gain additional
hp for leveling up or having high
strength, see Durable Chassis.
● Durable Chassis: Your frame is
made of layers of polymers, plastics,
and metals but mostly metal. Your
hp isn’t an indicator of how healthy
you are but your structural integrity,
how many cracks and dents riddle
your robot body until you are a scrap
heap. If your chassis is destroyed
you are thoroughly destroyed, as in
parts of you scattering the field.
Your hp is 150 per size class. Units
typically weigh based on size: Tiny:
10 oz. to 15lbs. Short: 40 lbs. to
100lbs. Medium: 250 lbs. to 400lbs.
Tall: 450 lbs. to 600 lbs. Large:
1000 lbs. to 2000 lbs. Restoring hp
requires a repair skill check like any
other vehicle or piece of equipment.
● Structural Integrity: The more
damage sustained means the more
function is lost. For every 100 hp
damage the unit loses 1 point from
his Agility and Power stats. They
are returned when the unit is
repaired.
● Sensor Suite: A unit needs to
perceive the world. We take much
of our senses for granted but for a
robot or cyborg every sense must be
installed and factored in for
computation power, load, and a
number of possible problems.
Because of this all units are
equipped with at least one high
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definition camera with a zoom of
x10, one sensitive microphone, one
internal radio with a range of 1 mile,
and one internal speaker. Other
features are up to the builder.
Bonus: +20 to perception checks.
Locomotion systems replace what
movement bonuses you would gain from
your Agility. Agility for bots is only
applicable for striking or parrying, you have
handy treads or wheels to do your moving
and dodging now! Please choose one
feature:
Bipedal Legs: Common with
servant’s robots and other units that
interact with the humans these limbs
allow walking, running, and jumping.
The most important part of having
regular legs is that they complete a
unit’s humanoid profile even if they
do lack the power or functionality of
other systems. Top Speed: For
each point of Agility you can move 5
feet in combat per action and 5 mph.
As you are a regular humanoid now
you can dodge, parry, and move like
any normal character. Your legs’ hp
is half of your main body.
● Treads: Similar to tank treads but
much smaller. Treads are built to
support heavy weight and to move
over rough terrain. Having treads
means that you don’t actually move
on your own Agility but rather you
are attached to a small vehicle which
can move very quickly. Although
you can kick up dust with the best of
them your movement is very
predictable: Forward, backward, or
rotate. Bonus: Treads have equal
hp to the unit’s chassis or main hp.
Top Speed: 120mph. Effectively
doubles a unit’s weight. In combat
you can move 120 feet per action
and your dodge bonus is +20.
● Wheels: Although hard rubber tires
are not uncommon the typical robot
master goes a step further and uses
a hard plastic orbital socket system
which allows a unit to move in any
direction. Some show-offs use only
one wheel but it’s a better idea to
use more for balance and traction.
Top Speed: Each wheel installed
allows the unit to travel 10mph.
Four wheels would allow a top
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speed of 40mph, for example. In
combat you travel 10 feet per wheel
and your dodge is +10 per wheel,
allowing you to move in any direction
without changing your facing. If you
go for standard tires, then in combat
your movement is still 10 feet per
action but your dodge cannot
exceed +20.
● Tendrils: A system of segmented
units connecting to allow fluid and
controlled movements like an
octopus or snake. This is the
preferred system of the Topsiders
and appears in much of their
technology. Tendrils are pitiful
compared to other systems but
make up for it in versatility. Each
tendril can be a leg or an arm
depending on the situation. Top
Speed: For every tendril a unit can
move 3mph. In combat you can
travel 3 feet per tendril but, unlike
the other systems, your bonus to
dodge is Agility Bonus just like the
meat bags!
Skills
Skills represent the knowledge and
life experiences of a character. The can be
the right tools for the right situations or they
regimes and training that has honed your
body and your mind for a purpose. Values
of skills may not accurately reflect real
life benefits.
To purchase new skills during
character creation you must spend 1 skill
point for new skills, buying a level in a skill,
or buying another stat point through the self-
improvement section.
After character creation skills cost 10
points to buy a new skill, buy another level
in a skill you already have, but it costs 20
points to increase a stat through the self-
improvement section. For skills, it’s easier
to remember it as 1 skill point equals +1
bonus to a skill.
What to remember: Skills
You buy skills with skill points.
You gain skills points equal to your Mind stat.
During character creation everything only costs 1 point
After character creation skills cost 10 points and self-improvement skills cost 20.
If you are low in Mind, ask another player to coach you and give you more points!
The three kinds of skill tests Skills can be simple or they can be
complex. They can apply to other things
like combat, they can represent a
character’s knowledge and memory, or they
can be exciting competitions where to
characters’ combat within the realms of their
own rules. These skills are called Bonus
Skills, Use Skills, and Challenge Skills.
Bonus Skills are skills that give a to
another action. Weapon skills give a +10
bonus to attacks that use that weapon, for
example. For every level in a bonus skill
you gain +10 to that roll.
Use Skills are skills that are actions
in of themselves. From rappelling, to
science, to production these are skills you
actively use to accomplish a task. Use skills
also list the appropriate stat bonus to add to
your roll. Finally, for every level in a Use
Skill you gain +10 to your roll. Use Skills
are rolled against the Difficulty Slider seen
below. The GM decides how hard the task
is which determines what number you must
roll above.
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Challenge Skills are skills where you
and a target must roll together and the one
who has the greater number wins. Like Use
Skills you can add your stat bonus to your
roll as well as +10 per level in that skill. The
trick is that your opponent also adds
bonuses to their roll as well. Stealth Skills
are the best examples of Challenge Skills.
Skill List:
Note: Skills marked with “*” are
considered skills that everyone knows to
survive. Every character has these skills for
free at the beginner skill level.
#: This is a basic skill and is free to
characters with the flight trait.
**: This is a basic skill and free to
characters with the aquatic trait.
Free Skills: These are skills everyone has
regardless of personal background,
mutation, or intelligence level. Everyone
has Free Skills at least on the first level.
Tumbling: See Physical Training.
Science: See Science.
Hide: See Stealth
Invention: See Production
Scavenging: See Wilderness Survival.
Automobiles: See Piloting
Bicycle: See Piloting
Physical Training:
Dancing: Agility: Use: To dance
both for personal enjoyment and the
enjoyment of others. For each level you are
capable of more complex or vigorous
dances. For some this relieves stress.
Successful dancing causes fun and joy, +10
MP per day that you have danced. Bonus
at level 3: May parry once per combat round
as a free action.
Tumbling*: Agility. Use: This skill is
the practice of knowing how to roll, dive, or
fall without injuring yourself. This skill may
be used to get up quickly after being
knocked down or avoiding damage from a
perilous fall, with GM's discretion. You may
roll this skill when being knocked down to
make getting up a single action instead of a
double action. This does not apply to
dodging while flying, see Aerobatics
Acrobatics: Agility: Use: The art of
making aerial maneuvers likes jumps,
swings, and flips. This skill includes parkour
and traditional high gymnastics. Users can
jump higher and farther than normal. In
most situations that require tumbling, you
can use this skill for extra flair. Threshold:
Easy: 100, Medium: 125, Hard: 150.
Rappelling: Agility: Use: This is the
skill of using ropes, cords, harnesses, and
climbing equipment to climb hard to climb
surfaces. Using this skill, you can establish
jacks and set up ropes to allow others to
climb safely. Not a good combination with
vertigo. Threshold: E: 30, going down. H:
60, recovering after losing grip or falling.
Aerobatics#: Agility: Use/Bonus:
Maneuvering during flight for characters
with wings, a wingsuit, or a jetpack.
Examples of this skill include power dives,
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spiral flight, and combat maneuvers like the
famous loop-de-loop and S-turn. Combat
Bonus: +10 to dodge or parry while mid-air.
Stacks only with your natural speed bonus.
May be taken as many times as you want.
Penalty: You must be flying at least 3ft. off
the ground to for bonuses to take effect.
Swimming**: Strength: Use:
Swimming techniques like the dog paddle,
breast stroke, etc. This skill is used when
the ability to swim is contested like
swimming against a torrent, diving after
something, or making intercontinental
swims. This skill primarily is a measurement
of human swimming ability so despite your
skill level you will not exceed roughly 3 mph,
which is the equivalent of 1 speed on land.
See your corresponding mutation if there
are any special swim skills. No skill: You
can’t swim! If you do, try to swim roll d10:
On 1-5 you are sinking and must get out of
the water or be rescued and on a 6-10 you
are not sinking but thrashing and moving
very slowly through it.
Science! It got you in this and now it’s going
to get you out. Science is the
understanding of the world around you
through careful testing. It includes
mathematics, theories, physics, and
chemistry. The field of learning about the
universe through observation. A good
rounded education has been more helpful in
the apocalypse since threats can
sometimes skirt the edge of common
understanding.
Astrophysics: Mind. Use: the study
of gravity, propulsion, and cosmic forces.
This skill is applicable when things come to
advanced technology, radiation, and
extremely unforgiving complex navigation
problems. When people talk about rocket
science, this is it! Requires: Science level 3.
Biology: Mind. Use: The study of
organic life. Useful when diagnosing the
variety mutants in the world or the other
unknown entities you may encounter.
Required when tampering with Topsider
technology. Requires: Science Advanced.
Bonus at level 3: +20 HP restored on
successful medical skill rolls.
Electronics: Mind: Use: The science
of processing machines that rely on
electricity to compute input and send and
receive signals. This skill is applying to the
repair, rigging, and accessing of electronic
applications like computers, radios, and
other doo-dads. Skill level 3 bonus: able to
wire bread boards and circuitry to make
your own devices.
Psychology: Mind: Use: Previously
a new science that was seen as a frivolous
luxury psychology has come in demand with
the population now dealing with incredible
circumstances, PTSD, and any number of
guilt. Despite new mutant bodies people
are as mentally fragile as ever and recovery
is measured in weeks to months. For each
level of psychology, the gains 10 mp per
successful skill roll.
Science*: Mind: Use: This skill
covers general topics that everyone would
know even if they don’t immediately
offhand. Basic things like how machines
work, basic chemical reactions, electricity,
etc.
Science Advanced: Mind: Use: This
skill is the dedicated to the "Big Boy
Science" like applied physics, quantum
mechanics, atomic physics, and abit of
chemistry. This skill is useful for things that
are not obvious but still within the realm of
science. Requires Science level 3.
Science Fringe: Mind: Use: The
unproven frontier of science. This skill is
used primarily for understanding things
outside the scope of current understanding
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of things. It’s for the weird stuff. The
biggest challenge with this skill is sounding
believable. This field is the most apt for
finding answers to the mutagenic plague or
the ever ominous alternate dimensions.
Requires Science Advanced level 3.
Stealth:
The art of misidentification. These
skills can cover simple things like just not
being seen to utilizing psychological
knowledge to be subconsciously ignored by
targets.
Disguise: Mind: Challenge: The art
of using clothes, makeup, and all manner of
things to make a person look different,
unrecognizable, or even to impersonate
others. Dyes and fake fur have become
popular in the box since the outbreak. Most
masters of disguise use their skills on
making other people look different, working
on yourself is a bit more challenging. To roll
disguise your roll once when you use the
skill and keep that number. Every character
that makes a perception check must roll
higher than this number while you wear the
disguise. Penalties: +2 difficulty when
trying to make the subject look like a
different species, +4 when trying to make
the subject impersonate someone else.
Hide*: Mind: Challenge: Making
yourself unseen by avoiding line of sight.
Often practiced by children as a game. Use
this skill not just for hunkering down,
shutting up, and holding still but also finding
hiding spots around you. Roll this skill
against a target's perception but only when
the target can identify you. Some of the
world's best hiders are well known heroes.
Safecracking: Mind: Use: Using a
listening device or natural hearing to listen
to tumblers on mechanical combination
safes. Bonus: +10 to rabbits, mice, and
dogs and other mutants with better hearing.
Safes can be harder to crack if they are
more complex or if there are loud
distractions around.
Sneak: Agility: Challenge: Walking
softly so as to not make noise. When the
player rolls it's based on the character’s
own perception. This skill is rolled against
the Perception of the target.
Lock picking: Agility: Use: Using
picks to unlock mechanical locks. Although
common lock picks are hard to come by thin
wire or Talons can make perfect substitutes.
Locks can be harder to pick if they are
rusted, damaged, if your tools are broken,
or simply that the lock is more complex to
make it hard to pick!
Pick Pocketing and Sleight of Hand:
Agility: Challenge The art of using
distraction and subtly to stick your hands in
other people's pockets or purses without
their consent or notice. This skill can also
use for concealing objects or making fast
hand actions like flipping switches
unnoticed. Although ability helps, it's a skill
born from practice and more practice. Note:
If a player is being pickpocketed then it's a
perception roll of 100 or higher to notice.
This roll is made secretly by the GM.
Social:
Skills that deal with dealing with
other people and dealing with daily life.
Although you’d think such domestic skills
might be useless in the harsh, violent world
of Endtown but life can prove horrible
without them.
Games: (No Stat) This skill can be
used to summate what would be hours
spent playing. Sure, anyone can play a
game but this skill is about winning games.
Special wrist techniques, counting cards,
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etc. The best use for this skill is gambling.
To gamble you and the defender roll 1d10
for every $100 or so dollars being betted,
you roll, and compare highest dies in order.
For every d10 you have that is higher than
one of his you gain a $100. For every die
that he has that is higher than you lose
$100. Reroll tied dies. For each level in
this skill you may remove a die from the
defender. Best when played amongst
players.
Magic: Agility: Use: Using theatrics
and sleight of hand to entertain and baffle
people. A well placed card trick can distract
and lift spirits and a few hand tricks can help
conceal items. Effect: Effective "illusions"
restore +10 Mental Health + any self-
imposed penalties. Bonus: At the second
level you gain the ability to throw cards or
coins or other small objects just right to do
damage. (Range: 10 feet. Damage:
1d10(5).) At the third level you may use a
stealth skill and 'disappear' even if you are
being watched but only in the moment of a
sudden distraction. Requires: Lock picking
level 1 and any stealth skill at level 2.
Schmoozing: Mind: Use: To talk
intimately or cozily to people or have a long
deep conversation, mostly with people you
don’t know. In practice this skill allows you
to gain favors from groups or organizations.
Difficulty +4. Learn unimportant secrets,
able to borrow up to $500. Difficulty +8.
Able to learn secret information, borrow
equipment or money that costs less than
$1,000. Difficulty +10:. Able to learn highly
classified secrets, able to borrow money or
equipment up to $1,500, or able to call in an
attack on an individual but not to kill.
Additional levels just give you a +10 bonus
Music: Agility or Mind depending on
the instrument: Use: The art of playing
instruments. A night spent playing away
soothes the traumas and horrors the sun
revealed. Double Mp naturally recovered
per day.
Negotiate: Mind. Challenge: The
back and forth of compromise to find a way
to a solution. In essence it’s making a trade
by putting a value on whatever is being
negotiated. To succeed is a fair trade, to
fail is to have an unacceptable or unfair
trade or compromise, a critical fail means
you have inadvertently insulted the other
party, and a critical success means that you
have reached a negotiation that largely
benefits you. To negotiate both the buyer
and the seller roll 1d100+mind bonus+ them
negotiate skill with the winner being the
highest. The buyer, however, adds a
penalty to his roll. Every +1 difficulty
penalty equals 10% off the asking price.
Production Production skills are those that
produce items. You never know when it will
come in handy. Production can be used to
invent new things, modify something,
construct solutions, or repair things. To
make something figure out the skills you
would need, what you can use for materials,
and then go forth and make it!
Steps to inventing: 1. Think about what you want. 2. Figure out the skills you need. 3. Determine the amount of
materials you need. (optional: use scrap or other items with the same total hp as the desired object using the Health Points on pg. 15)
4. The GM determines your difficulty. (See following)
5. Roll as you would a normal skill, enjoy!
Difficulties in production:
Inventing an object Difficulty: +5
Lacking the proper tools: +2
Lacking any tools: +6
Working while under pressure: +2
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Inventing something completely original: +3
Repairing an object: +2 to make it functional. +1 per 10hp*production level. (Sewing 3 would repair 30hp per step in difficulty for example.)
Decreases to difficulty:
Having the right tools: -2
Having a dedicated workshop: -3
Having twice as much materials as needed: -1
Having a blueprint or plan: -2
Making something you have made before: -3
Engineering: Mind: Use: Using
mathematics, physics, and science to
construct physical solutions to problems.
This skill allows you to design and analyze
and production skills like Woodworking and
Metalworking allow you to construct these
ideas. Any good engineer has this skill and
couples it with another production skill.
Engineering can also produce blueprints
and plans which makes production much
easier. (Roll 60 or higher. -2 difficulty)
Electronics: As seen in in the
Science skill section. This skill requires it to
be level 3 before being able to use as a
production skill.
Electronics: Mind: Use: See
Science. Used in production to make
widgets, splices, and gadgets in this high
tech blown up world.
Demolition: Mind: Use: The
engineer branch of not only how to destroy
but also the way in which you destroy and
what you can do to destroy… The right way.
This skill covers knowledge of explosives,
how to make them, and how to do controlled
demolitions. Prerequisite: Engineering.
Sewing: Agility: Use: The power to
mend tears, make clothing, and fastened
materials together. +2 difficulties for using
this to sew wounds close.
Cooking: Mind: Use: The skill to
process inedible or raw food into something
you can eat and not die. Eating a good
meal can bring comfort to people in dark
times. This skill not only applies to frying or
barbecuing but also spice curing and sun
baking. Gaining in skill is gaining in
competence which means you can make
more challenging and better recipes or
simply do a basic dish very, very well. How
to use it: A simple, straight roll recovers 5
Mental Health. Increasing the penalty by 1
means another mind point is gained as a
bonus. For example, setting a difficulty of 5
means –you must roll over 110 and you will
gain +5 MP if it is a success.
Invention*: Bonus: The essential
skill for producing things. It can vary from a
wielded ramp to slapping a thing on another
thing, this skill will always give a bonus. For
each level in this skill you gain an additional
+10 to your skill roll. If a character is
helping another with a job, then their
invention skill is added to the person
performing the skill roll.
Metalworking: Strength: Use:
Welding or processing metal for repair or to
make objects. This skill also covers
occasional smelting
Farming: Strength: Use: The power
and patience to raise crops. You know what
plants need and want. This also allows you
to assess other farms for their problems.
This skill can be invaluable in the right
conditions. Above all else farming takes
honest hard work. Requires Science level 2.
Biology level 1.
Woodworking: Strength: Use: The
many aspects of wood and shaping wood
into pleasurable shapes. This covers
whittling, carpentry, framing. The most
common item from this skill is a baseball
bat.
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Art: Mind: Use: Communicating
abstract ideas or feelings through colors,
shapes, sounds, or whatever else. This can
be painting, sculpting, or music. Art can
heal Mind Damage in the same way cooking
does, choose your skill penalty and then roll
against it. Successful rolls mean the
character is healing mp equal to the penalty
set.
Wilderness survival: These skills are useful for surviving
harsh conditions. As it turns out harsh
conditions are everywhere.
Scavenging*: Mind: Use:
Scavenging for resources, food, metal,
anything that might be of some use in your
current situation. It comes with the patience
to turn over the hundreds of rocks to find
that one thing you might be able to eat.
Land navigation: Mind: Use:
Orienting yourself by landmarks and reading
maps. While that does seem as simple as
walking in a straight line people often find
themselves walking in circles without this
skill.
Sustenance / Survival training: Mi:
Use: The tips and tricks to survive longer by
avoiding dehydration and minimizing effects
of exposure. Keep in mind these tactics
help, but don't make you immune to the
environment. Think of it as etiquette of the
outdoors. Every time you use this skill you
save 1 day of supplies but the difficulty will
increase +3 for every day you use it.
Medical: For easy reference here are the
healing bonuses from medical skills:
Medical Skill: hp recovered and healing threshold:
First Aid +10 hp per difficulty.
Surgery: +20 hp per difficulty.
First Aid: Mind: Use: Techniques
commonly taught to stabilize people in need
of medical treatment. This includes
common emergency techniques like CPR or
stitching closed a wound.
Medical Doctorate: Use: Mind:
Knowledge for how to treat major illnesses
and injuries. While knowledge comes easy
finding what you need to treat patients is
another story. Prerequisite: First Aid.
Pharmacology: Mind: Use: The
science of medicines. With this skill and the
right equipment, you can make antibiotics,
sedatives, painkillers, and other medicines
as well as test solutions. Of course this skill
can be used to make addictive drugs and
harmful poisons, not that you would do that
right? Requires: Science Advanced, First
Aid.
Surgery: Agility. Use: The cool
nerves and steady hand to perform invasive
surgery on patients. Surgery level skill
requires a lot of learning but also legendary
hand eye coordination. Besides the regular
brain and heart your skills come in very
handy working on cyborgs. Prerequisite:
First Aid, Medical Doctorate.
Combat:
Archery: Agility: Bonus: How to
operate and maintain bows and crossbows.
For each level in this skill add+10 to attacks
made with these weapons. May be taken
multiple times.
Camouflage: Mind: Challenge: The
art of disguising yourself as terrain to evade
being seen. Roll the skill as normal, if a
character makes a perception roll higher
than your initial skill rolls then they see you.
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Gain +20 for every production skill you
making your camouflage.
Targeting: Agiltiy: Bonus: The
Beaner, the slapshot, the Shiner, the Six-
Pack. These are the many names for the
art of causing something to hit someone
harshly either by throwing something or
hitting it with something else. For every
level in this skill you gain +10 to attacks
where you throw or hit something to fly
through the air and into your target.
Traditional firearms pistols: Bonus:
How to operate and maintain handheld
firearms like pistols, revolvers, and hand
cannons like magnums. For each level
gained in this skill add +10 bonus for ranged
attacks with this weapon. May be taken
multiple times.
Traditional firearms rifles: Bonus:
How to operate and maintain rifles or other
long-barreled firearms. For each level
gained in this skill add +10 bonus for ranged
attacks with this weapon. May be taken
multiple times.
Traditional firearms SMGs: Bonus:
How to operate and maintain small machine
guns like the famous Tommy Gun and Uzi.
For each level gained in this skill add +10
bonus for ranged attacks with this weapon.
May be taken multiple times.
Traditional firearms heavy: Bonus:
The skill necessary to operate complex
'special' weapons mini-guns, mounted
machine guns, flamethrowers, and
explosive ballistics like rockets, grenade
launchers, and motors. For each level
gained in this skill add +10 bonus for ranged
attacks with this weapon. May be taken
multiple times.
Energy weapons: Bonus: The
hottest trend in violent fashion today! These
weapons utilize a unique form of energy
called Amesworth radiation to devastate
targets. Very little is effective in defending
against these weapons. For each level
gained in this skill add +10 bonus for ranged
attacks with this weapon. May be taken
multiple times.
Advanced Interfacing: Mind: Use:
The knowledge to use vision enhancing
electrical systems that use infrared, low-
light, thermal, and ultraviolet vision. This
includes goggle systems and control panels.
It should be noted that this skill is being able
to interpret and recognize images as well as
operate the equipment. When using an
optical system for a perception test you gain
a +10 bonus per level in the skill.
Piloting Skills
These are skills related to operating
machines that can move or travel. While
these skills are a requirement to drive or fly
the associated vehicle you don’t have to roll
the skill level unless there is a chance of
crashing or disaster. For each level in a
piloting skill you gain +10 to your dodge
actions with that vehicle. Please see the
section Vehicle Combat for more
information.
Bicycles*: The art of pedal powered
moving devices. Some of these machines
include the bike of lovers, the duo bike, and
the infamous and deadly unicycle.
Motorcycles: Use: Harleys, hogs,
and pocket rockets. This skill is used when
driving two wheeled powered vehicles.
Automobiles*: Use: Driving four-
wheeled vehicles like buggies, small trucks,
and cars. This includes rules of the road
and driver safety.
Aerocars: Use: Training to pilot the
Aerocar, luxuary of the sky! Although they
operate almost exactly like a regular car, the
addition of the height peddle is important
enough to warrant training. After all, taking
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your foot off it will put you straight into the
ground!
Transport Trucks: Use: This skill is
for driving diesel cargo trucks. This of
course includes how to speak Trucker
Code.
Heavy Machinery: Use: This skill is
for operating heavy machinery like
bulldozers, mining drills, rollers, and of
course other earth-movers. Note that this
skill is required to operate dump trucks
exceeding 100 tons.
Self-improvement These are not a single skill but the
result of a battery to push their limits and
improve them. Taking these skills improves
stats rather than giving skills. This section
is to better represent the trade of skill points
to core attributes. During character creation
these skills cost one point, after character
creation these skills cost 20 points.
Speed: Track, Soccer, or just
running to feel the wind behind you.
Optionally, a character must declare that he
is trying to increase his speed and actually
try being fast during the adventure. Bonus:
+1 to Agility.
Strength: Lifts, squats, and old
fashioned grit to get swole. Optionally, the
character must actually test his strength
either by lifting or hitting things forcefully
during his adventure. Bonus: +1 to
strength.
Mind: Fervent study, philosophy,
mental exercises to increase your mental
acuity. Optionally, the character must use
his skills even if it’s beyond his limits or
horde books. Use that brain! Bonus: +1 to
mind.
Coaching/Tutoring: You decide to
work with your fellow adventurers to help
them train, study, or you impart your
knowledge directly. In gameplay terms,
taking this allows you to transfer the 10 skill
points you used on this skill and give it to
another player.
Items and
Equipment
Accoutrements that make your life
easier or more civilized. This section covers
the weapons and objects used in the comic.
There are weapons, armor, tools, and misc.
For new characters you may start with one
weapon, one piece of half-suit armor,
clothing, and $500 spending money. This is
to reflect an adventurer in the setting. A
typical Endtowner would start with twelve
articles of clothes and all the beans they
could eat.
A note about inventing items: To
invent an item you need the correct
production skill, for big complex items like
vehicles you may need multiple skills and
the help of other people! Despite it’s
difficulties inventing or modifying weapons
can prove worth the effort several times
over.
Weapons:
Hand to hand moves: Strength bonus is
added to damage. A punch would be
1d10+25, for example.
Fist: 1d10 Kick: 2d10 Head-butt: 1d10 Gore: 3d10- You may make a gore
attack even after you have made a sprint or used all your move actions.
Bite: 1d10 If your character has the claws that then bite attacks are equal damage to your claw attacks.
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Tackle: 2d10 per size class. If attacker has a higher Strength attribute than the defender, then both the attack and defender are on the ground in the Prone condition. Strength bonus does not apply.
Tail Slap: 2d10 Dropkick: 3d10 Double action unless
a successful acrobatics roll is made, then it's a single action. Optional rule: If defender is struck they are thrown back number of feet equal to attacker's strength. Defender is prone unless successfully making a tumble skill roll. Disarming: Specific move up to the character, target is 60 or better to hit. Successful hit means the weapon has been knocked away or the target’s hand has been struck so as to drop the weapon.
Wrestle: Standard Melee strike.
Please see Melee Combat: Wrestling.
Melee weapons: strength bonus is added
to damage. If your strength is 11 or higher,
you stand a chance of breaking weapons on
impact! See the Strength section for more
rules.
A rock: 1d10. Popular weapon of
mobs. Large rock: 3d10 Requires Strength
5 to lift and throw. Big rock: 5d10 Requires
strength 7 to lift and throw.
Bat or club: 3d10. if nail or sharp
objects are attached to the club then it gains
+1d10. $25
Brass knuckles: +1d10(+5) to punch
damage. Cost: $20
Combat knife: 3d10(30). Cost:
$250. Large knives designed for close
quarters confrontations. Blade lengths vary
from 12 to 15 inches.
European sword: 4d10(45) $900
Fire Axe: 3d10(25) $40
Pistol whip or butt of a rifle:
2d10(15)
Giant Weapons: 1d100! (75) Large
melee weapons built to withstand the
abnormal strength of some mutants.
Usually assembled from nuts, bolts, and lots
of metal. They can be an ax, a mace, or
even a sword but their sheer size makes
them amount to the same damage.
Whether it cuts or crushes depends on the
actual weapon head. Usually weighs 300
lbs. but requires at least a Strength stat of 7
to use in combat. See production to find out
how to craft. Cost: $1200
Glass Bottle: 1d10 Sometimes used
to store liquids. $4.
Hatchet: 2d10 $30
Knife: 1d10 Cost: $15: A simple
knife ranging from with a 3 to 6-inch blade
length. Popular models have flip-up or
switch mechanisms to release the blade
from the handle.
Machete: 3d10$16.
Samurai Sword: 4d10 $1000
Sap Gloves: +10 to punch damage.
Cost: $30.
Wooden "sword" 3d10(20) - Staple
weapon of poorer colonies. $25
Zero-Scalpel: 1d10*100(500). No
strength bonus. A small cutting tool used by
Topsiders for medical purposes. At the end
of the handle it emits a small ball of energy
to cut through material. As the energy ball
is only a few micrometers wide any cuts it
makes will be relatively shallow. Not ideal
for an actual fight but does have the
advantage of being able to cut through
anything including Topsider bio-suits. Cost:
Unavailable on any market, exclusive to
Topsider communities.
Thrown weapons:
Most thrown weapons do the same
amount of damage as if your hand was still
connected to it. A knife for example does
1d10 and does 1d10 if thrown. Strength
bonus applies, obviously.
Boomerang: 2d10. A bigger, weighted
version for combat. Usually just a weapon
to show off. Can return to owner when
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thrown but the user must have Targeting
level 1 or higher.
Spears: Range: Thrown. Damage:
3d10(25). Very easy to make. Cost $30.
Rope Weapons:
These weapons are designed for
reach, flexibility, and to wrap around and
disable targets. Whips can be made of
leather cord or chain and are usually easily
improvised while bolas are weighted at ends
to be thrown and entangle or even strangle
targets.
Simple bolas: standard two or three
balled bola. May have a long anchor line so
users can maintain control of ensnared
targets. Range: thrown. Damage: 1d10.
HP: 25. Break Roll: 65 or higher. Cost:
Must be crafted with Sewing.
Bladed bolas: Sharp small curved
blades replace the balls and chain replaces
the cord, these are man catcher weapons.
Range: thrown Damage: 3d10, +10 if it
wraps around the neck. HP:70. Break Roll:
100 or higher, does 10+1d10(15) if target
fails to break free. Cost: Must be crafted
with Metalworking.
Nets: Ropes, cords, or chain
interwoven in a grid pattern. Designed to be
thrown over a target like a blanket but also
to entangle them in its mesh. Nets can only
be escaped by a contortion roll of 120 or by
destroying it. Damage: none. Net hp: 50hp
per size class. Effect: The target has both
the entangled and prone conditions when
under a net. Note: Nets come in different
size classes just like mutants. They can
only ‘net’ a mutant of a smaller size.
Whip: A long cord of tightened
leather, rope, or chain designed to wrap
around a target person’s weapon and
disarm them. While simple cord versions
are the most common some fasten balls or
blades to the end to be more effective.
Standard whips: Damage: 3d10(20)
Range: 6-12ft. Cost: $135. HP:30, Metal
chains: 50 HP. Effect: When target is
struck it does is ensnared. Special mods:
Cat o nine Tails: 3d10(30). Weighted balls:
3d10(25). Serrated blade lining: 4d10(10)
damage each round while entangled. Break
roll: 50 or higher.
Archery:
Note: takes one action to ready an
arrow and another to fire. You can also
move while knocking an arrow, however.
Archery weapons have made a comeback
recently among poorer mutant colonies as
you only need Woodworking skills to make
them. It should be noted that arrows are
much easier to customize with mechanisms
or chemicals than traditional firearms, if you
are feeling inventive.
Small bows: Damage:2d10 plus
strength. Range: 40 feet. Cost: $145.
Arrows cost $15 by the dozen.
Medium bows Damage: 3d10 (20)
plus strength. Range: 60 feet. Cannot be
used by a single mutant in the Tiny size
class. Cost: $190. Arrows cost $17 by the
dozen.
Long bows: Damage: 4d10(30) plus
strength. Range: 200 feet. Cannot to be
fired by individual mutants in the Tiny and
Short size classes. Cost: $220. Arrows cost
$20 by the dozen.
Compound bows: Damage 4d10(30)
plus strength. Range: 250 feet. Cannot be
fired by someone who has less than two
fingers Cost: $300. High performance
arrows cost $35 by the dozen.
Light Crossbow: Damage:
2d10+20(30). Single shot fire. Range: 100
feet. Costs $85. Bolts cost $30 by the
dozen.
Heavy Crossbow: Damage:
4d10+40(60). Single shot fire. Range:
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300feet. Requires a Strength of 4 or higher
to reload. Costs $300. Bolts cost 75 by the
dozen.
Revolvers:
Firing modes: double damage for
firing half the cylinder. Triple damage for
firing the whole cylinder at once.
Feature: Very simple mechanism. If
you roll a critical miss then the bullet was
simply a dud or has jammed, you can rotate
the chamber to fire the next round as
normal or spend a reload action to remove
the faulty bullet.
Payload: 6 Chamber cylinder.
Range: 164ft. or 50m
Common models:
.22 Ruger Single Six: 1d10+10(15).
Cost: $180. $15 per 100ct box
.38 Service-Six Revolver:
2d10+15(25) Cost: $240. $20 per 100ct
box.
.44 “Super Red hawk” Magnum
5d10+50(75): A powerful revolver. Cost: $
540. $45 per 100ct. box.
Special Revolver Mods:
Grenade launching system.
A kit consisting of a barrel adaptor,
sabot, and special blank cartridge that
allows the revolver to fire a grenade.
Choices include smoke grenades, flash
grenades, choking gas grenades, flares, or
regular explosive grenades. This system is
intended for riot control. Price: $300 not
including grenade. Range: 45 feet.
Damage: Damage is according to grenade.
Grappling Hook Launching system.
A kit very similar to the above mod
this kit is designed to convert a pistol to
launch a grappling hook. Although
inefficient compared to grappling launching
units it beats throwing it and its more fun!
The kit includes a barrel extender, sabot,
and special blank cartridges. Price $210.
Range: 30 feet upwards and 60 feet
across. Being hit is like a hammer,
1d10+15(20)
Pistols:
Fire modes: +15 damage when
firing half the clip. +35 damage to spend
the full clip.
Payload: 7. Box magazine.
Effective range: 164ft or 50m.
Common models
5.45mm Random 35: 1d10+5(15): A
very small bullet but has good accuracy.
$300. A 100ct ammo box costs $25.
9mm Blue: 2d10+20 (30): The
standard ammo size for many army issue
pistols. Cost: $ 336. 100ct ammo box costs
$28
10mm Colt 2d10+30(40): One of the
larger bullets for semi-automatics. Cost:
$420.100ct ammo box: $35
Sub-Machine Guns:
Fire modes: 3-round burst: +15, 15
round burst: +30, 30 round burst: +60, 60
round burst: +120, 100 round burst: +180.
Note: Most models can’t physically fire off
more than 100 rounds per combat action!
Payload: 25, 36, or 108 size box
magazines.
Effective range: 607ft or 180m
Common models:
9mm Mongol: 2d10+20 (30). Cost:
$528. 100ct ammo box cost $28.
.45 M2: 4d10+40 (60). Cost: $840.
100ct ammo box cost: $45. The standard
model for Endtown Security forces.
Shotguns:
Most models you'll encounter 12
gauge models. Note: Tiny sized characters
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cannot mechanically lift these weapons.
Operation in near impossible.
Range: 246 feet Slug. 150 feet
buckshot.
Standard single shot models:
3d10+30(45) buck, 4d10+40(60) slug.
Payload: 1 round per barrel. Cost: $636.
Double barrel model: $666. Standard action
shotgun. Takes three actions to open the
weapon, discharge the shells, and reload.
Multiple barrel models can fire
simultaneously for a single action.
Pump action: 3d10+30(45) buck,
40+4d10(60) slug. Payload: 6 rounds.
Common model among hunters and law
enforcement. Cost: $710. Must reload per
shot from the magazine, one action. Takes
three actions to reload the magazine by
hand.
Striker combat shotguns:
3d10+30(45) buck, 4d10+40(60) slug,
4d10+50(70) for special rounds. Cost:
$800. Payload: 10 shot drum. Spare drums
cost $45. Semi-Automatic: Fire 3 rounds:
+60. Fire 5 rounds: +150 (Must be made
on the first action, ends your turn.) Special
rounds cost $400 per 60 ct. box. Replacing
the ammo drum is two actions.
Shotgun ammo types:
12-gauge slug. A singular solid
piece of metal in the shell. Used typically
for combat or large game. Cost: $60 per
100ct box.
12-gauge buckshot. Shells loaded
with tiny plastic or metal beads to spread
out after firing. Used for hunting small or
flying game. Cost: $55 per 100ct box.
Effect: When a target is struck two more
targets within a three-foot radius are hit as
well.
12-gauge salt rock shells. Shells
loaded with pellets of sodium designed to
pierce the skin of targets and cause
excruciating pain. Used for riot control.
Cost $80 per 100ct box, only available to
police agencies typically. Effect: Causes
crippling pain, causes the Drugged
condition in unarmored targets.
Rifles and Machine Guns:
Note: Tiny sized characters cannot
mechanically lift weapons of this size.
Fire modes: +25 three round burst,
+65 for firing half the magazine or 15
rounds, and +100 for emptying the entire
magazine or 30 rounds. Note: rapid fire
requires a rifle clip or magazine.
Payload: Varies by magazine.
Commonly rifle magazines have 10, 20, or
30 round sizes and then there are drum
chain feed systems that can hold over 30.
Most rifles can hold 5 rounds with an
internal magazine.
Range: Assault rifles: 1640 ft. or
500m. Sniper rifles: 4265 ft. or 1300m but
costs an addition $400.
Damage by Caliber:
.256 Mini-Ruger: 3d10+30(45):
$480 for the rifle and $40 for 100 ct. ammo
box.
5.45mm Soviet 5d10+50(75): $900
for the rifle and $75 for 100ct. ammo box.
Ammo size of the infamous AK-47 Rifle.
7.92 Mouser 5d10+60(85): An
extremely popular rifle ammunition size.
Standard for the APEX Assault rifle. Other
versions are bolt action only. $1200 for the
rifle and $100 for a 100 ct. ammo box.
.50 Caliber Siegfried. 6d10+60(90).
A powerful rifle that must be fired single
shot and from a mounted position. There is
a machine gun version that is capable of
rapid fire but must be on a fixed amount to
fight the incredible kick back. Cost: rifle
version: $2000. Machine gun version:
$8000. Ammo cost: $400 per 100ct. Box.
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Both versions require the Heavy Weapons
skill.
20mm Cannon. 7d10+70(105). A
massive weapon, sadly it still pales before
energy weaponry. Only available models
are a single shot semi-automatic rifle and
auto cannon versions. Because of the
tremendous kickback the rifle models can
only be fired from mounted tripods and the
automatic models can only be fired from
fixed mounts or turrets. 20 mm rounds do
an additional +40 damage to inorganic
targets like vehicles or buildings.
Cost$10,000 for the single shot rifle.
$40,000 for the machine gun model. Ammo
cost: $450 per 100ct. box. Range 4000 ft.
Rifle and Machinegun Mods:
Scope: Cost $250. An improvement
over standard iron sights a scope
attachment allows users to see ten times
farther and commonly come with glare free
lenses and distance markings. Almost
mandatory for sniper rifles. Effect: An
additional +10 to strike for every action
spent aiming. Remember to have a
professional install your scope or it’ll be way
off!
Belt Feed Magazines: Cost $40 per
100 rounds (Rounds not included!) Rifle
ammunition connected in a long belt or
chain to allow more rounds to be fed than a
regular magazine could hold. Popular with
large machineguns. Effect: You do not
have to reload when firing. Be aware that
ammo belts are exposed while being fired
and if anything obstructs the feed or the belt
is damage in some way then the weapon -
will- jam!
Bayonet: A small blade is fixed to
the front of the barrel of the rifle. This mod
is surprisingly controversial with detractors
saying that stabbing someone with a
bayonet leaves you standing in the field like
a sitting duck. Damage: 1d10+10 for
standard bayonet, otherwise equal to
custom blade.: Cost: $30 for a standard
knife model. $40 to attach personal
weapons. Melee only.
Explosives:
Bombs and Devices:
Blasting caps and fuses: $30. Very
small, very sensitive explosives used to
trigger larger explosives. There are fuse
blast caps, electric blast caps, and non-
electric blast caps.
One stick of dynamite: $50.
Damage:3d10+30(45) per stick. Effective
blast range: 10 feet. Standard fuses burn
for 30 seconds or 2 combat rounds.
Plastic or gelatin explosives: $100
for 2 oz. Damage: 3d10+30(45) per 2 oz.
Range: 10 feet per oz.. Chemical
explosives that appear as a grey putty. Will
only explode when the putty is given an
electrical charge and therefore are harmless
without a plastic cap.
RPG shell: $2250 per launcher.
$350 per shell. 5d10+80(105) Blast Radius
5 feet. Range: 230 ft. A tube that you
mount on your shoulder. The shell is
loaded in the front either by the gunner or
by a loading team. Requires the Heavy
Weapons skill.
Molotov: $3. A glass bottle filled
with fuel and a burning piece of fabric.
When the bottle is thrown the bottle breaks
and the burning wick ignites the fuel.
Simple. Ignites a 3-foot radius which burns
for 1d10 minutes or one person if
successfully hit by the bottle.
Flare Gun: $80. Single load
firearm. Range: 50 ft. Damage (if used as
a weapon): 1d10+10(15), target is now on
fire. Flares: $15. A hand sized rod full of a
burning powder. When struck against a
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surface it emits a bright red flame for 1 hour.
Used for signaling to people. Using it as a
weapon causes no real damage but causes
targets to become on fire. Requires a
successful melee attack to do so
Grenades:
Grenades come in many different
models depending on if they are to be
thrown or launched with an additional
system. Most grenade launchers use
40mm sizes. Add-on models like under
barrel launchers fire smaller rounds. For
smaller launchers halve the damage values
and have a range of 200ft. Grenades are
rarely seen traveling the wastes as they are
usually stockpiled by colonies for defense
purposes.
Grenade types:
Grenade: $80. Damage:
5d10+50(75) Blast radius: 8 feet. Timed
explosive: May set to explode 1 to 3 rounds
after being triggered. A high powered
explosive that is activated by pulling a pin
that releases a spring loaded switch.
Frag Grenade: $90.
Damage:4d10+40(60). Blast radius: 25 feet.
An explosive with the same features as a
regular Grenade except it's casing is loaded
with metal flechettes. These flechettes fly in
all directions shredding anything in direct
line of sight. The weapon however has little
piercing potential and won't affect targets
behind cover.
Thermite grenades: unavailable on
any market must be crafted using chemistry
and demolition skills. Damage:
7d10+70(105) per round for 1d10 rounds.
Blast radius: Extremely small, only contact
with its flame. A demolitions explosive that
uses chemical reactions and iron oxide to
create a superheated flame. Typically used
to melt through vehicles or barriers.
Sandbags: $20. Damage:
4d10+40 (60) A grenade filled not with
explosives but with a small pouch of sand.
Although meant for non-lethal encounters
and riot control, they have enough power to
a grown man flat out and break some
bones. Only useable with a grenade
launcher.
Smoke Grenade: $45. A handheld
grenade that emits smoke to provide cover
or riot control. The smoke blocks infrared
vision. People in the cloud can't see at all
and experience some breathing difficulties.
Firing into or inside the cloud is -30 to strike,
parry, or dodge. Range: Throwing distance.
Smoke radius: 20ft.
Tear Gas: $100. Emits a chemical
laced smoke that causes burning and
extreme discomfort to the eyes, throat, and
skin on contact. Only a gas mask can
provide protection from the cloud's flame
effects. Symptoms persist for 2d10 minutes
after leaving the cloud. Area of effect: 25ft.
Penalties: Tear gas is, put mildly,
excruciating. -50 to strike, parry, or dodge.
-15 to initiative. People affected lose 1 one
action for 1d10 turns!
Grenade Launchers: Damage is based on
the type of grenade used. Grenade
launchers us the Heavy Weapons skill.
POW-44: A mean military launcher
with a stock reload system and a revolving
load chamber it allows a lot of damage very
quickly. Range: 200ft. Payload: 6 rounds.
Note: Takes one action to ready a round.
$996
Knocker-79: A single tube launcher.
Sports break action and an iron sight so it
loads just like a shotgun. Barreling allows
the unit to have longer range. Range: 500ft.
Payload: 1. $558
Vehicle Launch Tubes: Simple
metal tubes fixed onto the front of a vehicle.
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An electric trigger is wired to launch rounds.
Being welded to the frame they are not used
for accurate targeting but to hit the general
area with smoke or tear gas. Used primarily
for riot control and setups usually include 3
to 8 individual tubes. Range: 80ft. Cost
$336 per tube. Payload: 1 round per tube.
Flamethrowers:
Pipe flamethrower: Price: N/A,
must by crafted. A simple handheld welding
torch modified with a long pipe nozzle to
turn the welding flame into a jet. Can be
adjusted to weld as normal. Range: 10 feet.
Damage 1d10, causes target to catch on
fire. Fuel: 5 blasts.
Additional mode: Welding: Range: hand to
hand. Damage: 5 per combat round as a
continuous action. Fuel: 2 minutes (8
combat rounds.)
Portable flamethrower: $260. A fuel
tank backpack connected to a rifle shaped
nozzle with a pilot light. This is the 'iconic'
flamethrower design. Any successful
attacks from this weapon gives targets the
‘on fire’ condition. The spray is a wide
cone, affecting the target and those within 5
ft of it and everything on the way to the
target.
Range: 120 ft. Damage: Standard napalm
mix: 5d10+50(75). Gasoline only mix:
2d10+20(30) Fuel: 4 gallons (1.5 liters)
which works out to 12 actions or attacks.
Napalm cost: $400 per gallon but can be
made with a chemistry skill roll with -15
penalty. Regular gasoline is $20 per gallon.
Special Weapons:
Tasers:
Handheld devices that subdue
targets by electrocution. There are many
makes and models available from the
standard two pronged "remote control"
units, long ranged pistol units, and higher
voltage cattle prods. They all induce a
Shock effect.
Standard Tasers: Price: $50.
Batteries: $20 per unit. Range: hand to
hand. Damage: 1d10(5), no strength
bonus. Battery payload: 2 actions.
Ranged handgun Tasers: Price:
$145. Range: 7 feet. Damage: 1d10(5).
Battery payload: 3 actions. This model fires
two wired nodes out to the target.
Cattle prods or large animal Tasers:
Price: $235. Range: hand to hand. Damage
3d10(15). Battery Payload: 10 actions.
Hard and sturdy these models can be used
as a club for 1d10+10(15) damage.
Armor:
Half-suit:
Half suit armor covers the bare
essentials on the body like the torso, waist,
and maybe the arms. Most half suit armors
are simple protective clothing and do not
interfere with the user.
Concealed armor: 30 hp. Allows for full
range of motion and is relatively
undetectable. Cost: $1300
Quilted armor: 10hp or 30hp for full
body versions. Cost: $25. Quilts and
cushions deliberately layered and sewed to
be a kind of armor.
Sports Pads: 40hp. Cost $30. Pads
and armor from a dozen different sports.
Soft leather: 60hp Cost: $300. Very
fashionable.
Riot vest: 70 hp Cost: $800.
Studded leather armor: 96 hp Cost:
$600. Very fashionable… in the road rash
kind of way.
Riot Jacket: 120 hp Cost: $950
Hard Armor Vest: 260 hp Cost:
$1400. The top of the line in modern
military grade armors.
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“El Pepe:” 80hp. $800 Slipping a
large piece of metal under your shirt.
Inspired by spaghetti westerns. -1 Agility.
Full Body Suits:
Full body suit armors cover the
torso, arms, waist, and legs. Head to toe
coverage. These armors are combat suits
and are disconcerting to see being used as
day to day wear. Targeting gaps in the full
body armor like the neck or joints is a
difficult aimed shot and requires 60 or
higher in ranged or melee combat.
Be warned, traders and businesses
won't trade with someone heavily armed
and armored and most colonies won't let
you in. You may be geared for war but they
certainly aren't!
On a final note it is impossible to
make contortion rolls in full body armor,
okay you can go tank now!
Crash Suit: hp: 50. A full body
driving suit that supports the neck and spine
and is fitted with plastic plates and tough
fibers to avoid rips. Popular in racing.
Halves damaged sustained from crashing.
Cost: $360.
Scrap Suit: hp: 200hp A suit of
armor made from hard leather work clothes
sewn with interlocking bits of scrap and
angle iron. Cost: $1010. Can be made
with the Metalworking and Sewing skills.
Lamellar/scale armor: 300 hp Cost: $1200
Riot armor or SWAT gear: 440 hp
Cost: $1600
Plastic Plate armor: 225 hp.
Nonmetal medieval style plate armor. Cost:
$3000
Full plate armor: 450 hp. Medieval
style metal full plate. Cost: $2800.
APEX combat armor: 640 hp Cost:
$2600
Point-Blank body armor: 760 hp
Cost: $2900
Class V Bomb disposal suit: 1001
hp. Too rigid to use in real combat. All
physical and combat skills are -60. Cost:
$3200
Topsider bio-suit: Effectively hp 10.-
Puncture resistant materials make it
immune to being pierced by knives or small
traditional blades, however the trauma still
is absorbed by the user. Greater uses of
force such as damage resulting in 50 or
more or the piercing power of modern
firearms will rip the suit. Please see the
Topsider section for further details. Cost:
Unavailable.
Supplemental Armor:
Supplemental armor is additional
items you can add to yourself to increase
your protection. They add hp to your total
body because they don’t protect your center
mass if there is no armor. If these pieces
are targeted regardless, then the additional
hp they would add is the true hp of the
piece.
Ballistic Face Mask: +10hp. +5hp
for wood. $40. A mask made of metal or
Kevlar to protect the user against shrapnel.
Duraplasti versions also exist. When used
with a helmet it provides complete head
coverage. Mutants must pay $400 to have
a mask fitted for their ‘unique’ profile.
Gas Mask: +0hp. Protects face and
eyes with an air tight seal from harmful
gases. Some units use a small air supply or
cover the whole head but most are made
from plastic and rubber and process the air
through a specialized filter. Topsider
biosuits are similar to these but incredibly
more advanced. Cost: $40
Gloves: +0hp.$25. Protects hands
from dangers. Although doesn’t contribute
to your overall armor does cover the hands
with 10hp armor. Different kinds are
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designed to not be burned, shocked, or
exposed to hazards.
A metal pot: helmet: +10 hp. $30
It’s one of those days. Built-in handle
allows you to use it for cooking in between
combat.
Sports Helmet: +10hp. $15. A
common helmet for sporting. Sports Velcro
straps and snaps. Counts as a safety
feature.
Steel Helmet: +20 hp. A simple
metal bowl shaped to fit the user’s head.
Comes with a leather chin strap for
something to bite onto. Cost $40
Combat Helmet: +60 hp. Designed
to house optical systems or flashlights.
Face shield comes standard. Cost: $110
Riot or Swat helmet: +60 hp.
Features chin guard, full face plastic visor,
and a cool black paint job. $ 90
Wooden Shield: Small size: 40hp.
Medium: 60 hp Large: 80hp. These rules
apply to furniture used as a shield.
Necessity, necessity. $200
Protective Knee and Joint Pads: +10
HP. Negates 1d10 of damage from falls.
Made of leather or plastic. Protects joints
when falling or tumbling. Cost $20.
Transparent Riot Shield*: 240 hp.
Made from tough, high-impact plastics.
Very light and near indestructible but high
caliber or machine gun fire will penetrate it.
Cost: $1500
Scrap reinforcement: +10 hp per
skill level. supplementing body armor by
attaching metal plates, plastics, or hardened
leather over the suit. Although great in a
pinch it can only increase the suit’s hp by 50
points before the jury rigging begins to
damage the suit. At which time the suit
automatically becomes a ‘Scrap Armor.’
Cost: N/A.
Ballistic Shield*: 460hp. A heavy
metal shield used for dangerous police
actions. made mostly from steel it is
designed to absorb gun fire. Because
visibility is limited from cover characters
suffer -30 to attacks when shooting while
using the shield. Cost: $2700
*When carrying a shield, you are
considered behind cover automatically to
attacks coming from the direction your
shield faces, usually the front or side.
Modern shields are designed for complete
coverage so when you take cover you are
considered completely obscured from that
side. By wielding a shield ranged attacks
suffer a -15 penalty. For complete coverage
you declare that you are hiding behind the
shield and for as long as you do so and
ranged attacks from that direction will hit the
shield instead of the character. When
defending in melee with a shield blocking
works as normal except you lose one action
for every successful block and damage is
absorbed into the shield, using the shield in
a parry deflects the attack and does not
damage the shield.
Equipment Medical:
Bandages: $10 Usually made from
cotton. Bonus: +10 hp healed. Usually
lasts three uses.
Eye Glasses: $50 to 300 depending
on the characters vision. A device dating
back centuries to correct poor vision.
Effect: Negates natural vision penalties.
Sutures: $5. For sewing wounds
shut. Bonus: +2 hp.
Disinfectants: $3 per 30 use bottle.
Iodine and other solutions designed to keep
wounds from getting infected. Bonus:
Removes penalty “Unsanitary Conditions.”
Must be used during a skill roll, not applied
after the job is done.
Sedative: $50 per shot. A common
injectable drug to render targets
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unconscious. If the target resists, then they
must roll Fortitude and follow the rules for
the Tranquilized/Sedated condition.
Tranquilizer shot: $75 per round. A
fat needle and sturdy injector designed to
give combative targets a shot of sedative by
firing it out of a rifle. Comes with a sabot to
fit most rifles. If the target is hit, then they
must roll Fortitude and follow the rules for
the Tranquilized/Sedated condition. Note:
Tranquilizer rounds don’t fit properly into
magazines and must be hand fed into a
rifle.
Anesthetization: $125 per canister,
about 30 uses. Products that will render the
subject unconscious. Commonly an
inhalable gas but other improvised forms
include ether, drinking alcohol, or
bludgeoning which are considered both
dangerous and stupid. Bonus: Removes
penalty “Subject is conscious/resistant.”
“Hed-Rx” Anti-psychotics: $50 per
pill: A powerful ‘anti-behavioral’ medication
used by mutants to curb violent impulses in
dire circumstances. It blocks most neural
impulses good and bad leaving users slow
to respond, but they are at least in control of
their actions. Duration: 24 hrs. Withdrawal:
48hrs. Effects: Prevents any gain or loss of
Mental Health. Users suffer double mind
point loss during withdrawal period. Users
suffer the Drugged condition (-15 to Agility
Bonus). Roll with each dose to see if you
suffer negative reactions.
Negative reaction: Your body has
rejects the drug violently; it is
incompatible with your system. With
each dose of Hed-Rx roll 1d100. On
a 01 you suffer a negative reaction
to the drug. You hp is halved for 48
hours during which time you suffer
welts and involuntary purging. For
the rest of the character’s life he will
suffer these effects if they take the
drug again.
Overdose: If you take another dose
of the drug while you are already
under its effects or going through the
withdrawal period then roll 1d100.
On a 50 or lower then you overdose.
Your body suffers a rigid paralysis!
For the next 24 hours you are stiff as
a statue, each muscle locked with all
its strength. After 24 hours you
regain the ability to move but two
limbs of the GMs selection remain
still for another 48 hours. If a single
leg is frozen: Character is unable to
sprint. If an arm is frozen:
Character loses one action in
combat.
Antidote: $15, but uncommon. A
special concoction that counters necrotic or
debilitating effects in most poisons or toxic
substances. Effect: Removes poisoned
conditions.
Skill Kits:
Endtown Scout Kit: N/A. Must be
issued by Endtown security. A kit that
includes one grappling gun, one set of
binoculars, a flashlight, a pair of folding
knife and fork for eating, a standard Blaster,
and enough supplies to last the mission plus
three days. Scouts are encouraged to
supplement their kit.
First Aid Kit: $20. A handy metal
box containing 3x bandages, sutures, 1x
syringe, 1x bottle of disinfectant, gauze, and
a folded sling.
Surgery Kit: $ 80. A fold out kit for
emergency roadside surgery. Contains
scalpels, medical pliers, surgical thread, a
bottle of disinfectant, a piece of leather,
gauze, and a hand mirror.
Metalworking Kit: $350. A bag of
hammers, chisels, wrenches, dyes, solder,
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and a small propane welding torch or any
other tool you would need for the
metalworking skill. Free at character
creation when you buy Metalworking level 2.
Art Supplies: $150. A case of
supplies and tools like dyes, fabrics, paints,
and brushes used in the general to make art
pieces or facilitate artistic expression. Free
at character creation when you purchase Art
level 2. This kit also used for the disguise
skill.
Woodworking supplies: $200. A roll
out kit full of hammers, chisels, saws, drills,
and other tools used in the woodworking
trade. Free at character creation when you
buy woodworking skill at level 2.
Chemistry Kit: $600. A case of test tubes,
battery powered microscope, an oscillator,
and a basic assortment of chemicals to run
simple tests.
Sewing Kit: $40. Needle, bob, and
threads. A handy assortment of supplies for
in the field mending and repair.
Science Kit: $900. A backpack
loaded with data gathering equipment like
barometers, a Geiger counter, ranged
temperature counters, and an
electromagnetic frequency reader.
Equipment can be added as per needed.
Individual science equipment pieces usually
cost $400. Comes free during character
creation when you buy Science: Theory
level 1.
Mini-Computer: A small basic board
computer about the size of a deck of cards.
Designed for mobile computing and in-field
tech solutions. Basic batteries give it 5 hour
charge time. Can plug into most advanced
or basic systems. Includes a programmable
operating system, word processor,
calculator, and other basics. Free for
characters with Electronics 3. Cost:
$45,000. Mini monitor, keyboard, or other
interfaces usually cost about $5,000.
Misc. Items.
Blender: $748.00 A rare cooking
appliance.
Binoculars: $200. Range finding
magnifying looking instruments. Can
magnify vision by x50. Basic 10x models go
for $50.
Generic liquor: $5 per glass. $15 a
bottle.
Clothes: Typically scavenged in the
wastes and often handed out by social
programs. Regretfully, pre-war brand
names have lost all value. Remarkably
some residents have taken up tailoring and
so tattered clothing is unheard of. Typically
clothing found in the wastes won’t fit Tiny,
Small, Large, or giant sizes. Tailors usually
charge $34 to have it adjusted.
Waffle Iron: $25 An appliance used
to make the popular pastry.
Books: $4. They contain valuable
knowledge and magical worlds or so
advertised. Few books survived and their
selection is random.
Chemical Adhesive: Generic: $3.
Mallard Brand $67. A chemical bonding
paste. It’s a very strong glue.
Snorkel: $2 A simple tube allowing
you to breath air while being on the side of
the water that does not have air. $4 for
versions with fitting goggles.
Scuba air tanks: $ 350. A scuba
tank and breathing mask. usually filled to
supply two hours’ worth of air.
Scuba Rebreather: $20,000. A
complex device that processes new air for
users while they swim. It is bulkier and
heavier than normal scuba gear, but allows
you to breath indefinitely.
Mallard Brand Oxygen pills: By
consignment only. Small white pills that
oxygenates a person’s blood, allowing them
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survive underwater for about an hour per
pill. 50% of failing and only allowing the
user to survive underwater for ten minutes
(GM’s roll)
Musical Instruments: $40. Popular
objects with generate pleasant noise.
Because of market forces any functioning
instrument all cost the same price. Free
with those that picked up Music in character
creation.
Pocket tools: $20 for a pocket knife
model. Electronic models were basically
double the cost of a non-pocket model.
$2,000 for a short range laser model.
Handy fold out mechanisms that saw an
unprecedented boon prior to the war.
Besides any number of tools, they were
being equipped with electronics of the day
like radio emitters, computers, small lasers,
and the like. Some legends speak of
models with a laser (2d10.) that extended a
few inches for cutting and other jobs.
Foods and Trade Goods
Water (8 oz. bottle): $16. Unless a
natural source is available water is very
expensive and vital to survive.
Alcoholic drinks (per glass): $6-16.
Beer, wine, scotch, grog, etc. Popular drinks
of the depressed and bad dancers.
Repeated consumption can result in
drunkenness.
Can of Beans: $2. By bizarre
chance this food item has been the bulk of
what Endtown has been able to scavenge
from their area.
Canned Goods: $5. Applesauce to
zucchini, beets to leeks, just about every
kind of food is canned in some form.
Although Amesworth radiation has
disintegrated most foods inside their cans,
still some preserved foods have survived by
sheer chance. Beans, however, have been
the most plentiful and thus cheaper than
other goods.
Vitamin Cake: $0. A synthetic food
substance forged from cave moss and
fungus designed to fulfill base nutrition
requirements. Despite its benefits the
spongey foodstuff is described as having an
abhorrent taste considered overpriced when
given out for free. Available only in
Endtown.
Coffee: $2 per cup. $16 per can (8
cups.) The most tolerated bean food
product. A dark drink that contains a fair
share of caffeine and antioxidants. Heavily
romanticized.
Lichen Soup: $3 per cup, $5 per
bowl. An underground colony special. Rock
fungus scrapped off river walls boiled.
Neither tasty, sustainable, economic, or
nutritious but it's not beans.
Sweets (black market): Simple
candies like gumballs, jaw breakers, Taaffe,
etc. go for $10 per piece. Bigger, grander
desserts like cakes or cookies can go on
average of $80 per unit. Some people truly
are desperate for a sugar hit. Some
mutations that drive them to crazy for the
stuff like bears, rats, and especially insects.
Bonus: 1d10 Mental Health are recovered
per piece for insect mutants, although the
sugar makes them erratic and they suffer +5
difficulty in any social skill.
Plants: $20 per cup. $3,000 for a
bushel. The greens, the roughage.
Although typically people ate mostly fruits
and vegetables prior to the war, the ever
present threat of starvation has driven
people to include grasses, weeds, and
anything green into their diet. Herbivore
mutants crave this stuff on instinct and can
eat it unceasingly, which can get ugly when
they run out. Bonus: Herbivores able to get
their green on gain 1d10 mp per day. Being
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about to consume their fill, usually a bushel,
for an entire day allows them to regain 15hp
instead of 10hp.
Meats (black market): $100 for a
small piece. $500 for a large piece. With
the virus turning everyone into an anthro
mutant the concept of eating meat has
become a profoundly touchy subject and the
idea of eating meat without committing
cannibalism drives the price of pre-mutation
meat all the higher. These are popular with
feline, canine, reptile, and other carnivore
based mutants. Fresh sources are
impossible to find but you always hear
about the lost frozen bacon pack or jerky
here or there. Bonus: Consuming meat can
recover Mental Health to predatory mutants
and carnivores. Once per day when meat is
eaten, gain 1d10 for a small piece, 3d10 for
a large piece. Optional: This does apply to
cannibalism.
Vehicles
Aerocars: The aerocar is the next generation in
supercars and unlike their wheeled
predecessors they fly! A luxury in every
sense of the word Aerocars are expensive,
gaudy, and very accident prone but are a
beautiful glimpse into the lost world.
Aerocars have a special, simple control
system that uses three pedals: one to
brake, one for accelerating, and a third
pedal for repelling against gravity by
generating upward thrust. Despite this
simple scheme special training is required.
Aerocars fly by a special alloy lining the
undercarriage that generates propulsion
when energized and use propellers to move
horizontally. All models come with have
four robotic tendrils that operate as landing
gears when parking.
Taking 300 damage in one strike will
cause a power failure and a slow drop in
altitude. The vehicle will lose vertical thrust
and go into a full speed crash in two turns!
During a power failure you may roll your
piloting skill to restart the car once each
turn. The vehicle is still operable, but
cannot produce enough counter thrust at
that point to stop or prevent a crash! The
only choice at that point is to bail out.
HP: 1000 (Slightly more durable
than most civilian vehicles, save for
transporter trucks.) Flight speed: 200 mph.
Maximum Height: 2000 feet. Range:
Effectively unlimited. Requires special skill:
Hover vehicles. Operating an Aerocar
without any training is guaranteed to result
in a horrible accident. Note: The concealed
landing tendrils are about to allow the
vehicle to ‘walk’ at a pace of 12 mph at the
fastest. Often this feature is used when the
vehicle has been damaged and is incapable
of flight.
Before WWIII Aerocars were very
expensive and only the upper middle class
could hope to afford them. Typical costs
ranged from $650,000 to millions of dollars
depending on features like cabin
compression, radar, and autopilot functions.
Since the war, Aerocars have become
essentially priceless as there are no working
models in operation nor the methods to
make them. A working post war model is
equivalent to finding a long extinct
prehistoric dinosaur alive and well.
Topsider Transporters: The Topsider transporter is a
remarkable machine and one of the most
advanced vehicles made yet. Equipped
with a proton energy cell, advanced shape
changing materials, and plasticized brain
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systems. These different technologies
combine to make transporters vehicles
almost never need maintenance or refueling
which is ideal considering how for Topsiders
in the Great Wastes this vehicle is the
closest thing to shelter they will see for a
long time.
Transporters are tall, box-like, have
two treads tucked under its frame and are
exceedingly featureless in their interior.
Transporters are entirely automated and do
not feature controls or even instruments to
give readings. There are two main sections
in a transporter the cockpit and the cabin.
The cockpit is the forward section and
features only three large windows, a
shuttered exterior door, and seats for
viewing out of the windows. The cabin
section is the living area for the vehicle is
usually tailored to the needs of its crew.
Also in the cabin is where the ‘head box’ or
the compartment where the plasticized brain
unit is stored. This compartment is a
programmed ‘blind spot’ for the transporter
and the unit will not detect that it is there.
Supplies typically stored in a Transporter: 2
spare biosuits, 4 blankets and pillows, 3
vials of antiseptic, 3 gauze, sutures, and a
standard staple.
HP: 1250hp but capable of self
repair. Speed: 180 mph (300km/h).
Because of flaws in the core design the
vehicle is likely to flip if hard turns are
attempted while going over 60 mph
(100km/h). -12 to driving skill roll when
attempting tight turns or other risky
maneuvers while traveling at these high
speeds. Fuel: Proton power cell. Because
of the size of the charge as well as energy
efficiency transporters can go years on a
single charge. Crew: Capable of piloting
independently but typically has 2-4
topsiders and 1-2 mutts.
Additional Features:
Self-Repair Module: Because of its
shape changing ability a Transporter can
repair or replace just about any part of itself.
In game terms, a transporter can return it’s
hp to 1250 but it counts as a double action.
Remote Scout Unit: Mounted on top
of the vehicle is a jet-powered drone that
can launch and transmit visual data back to
the transporter. Its primary purpose is to
pursue targets or to survey locations from
the air. It comes with optics, a flight system
that can hover, and headlights. Unlike the
Transporter the scout does not have any
repair features and must re-attach to a
transport to recharge its cell after a few
hours. Remote Unit Scout: Speed: 120
mph. Hp: 125. Optics: High Def, Infrared,
and telescopic.
Energy Cleansing System: This
system triangulates and destroys
microscopic organisms as a defense
against the mutagenic plague or other
threats. This system is precise enough that
it can target and destroy microbes in contact
with a person without harming them. The
range of the system is the interior or the
vehicle and a field that extends about a foot
around the exterior. It is unheard of that a
transporter would use this system to attack
its crew. Transporters are programmed to
instinctively be revolted by dangerous
microbes and destroy them without a
thought. Damage if applicable: 30+3d10.
Plasticized Brain System: Like all
Topsider technology organic cerebral
materials are used to perform the high level
computing necessary to operate its many
systems. Located in the wall closest to the
center of the unit, he PBS in transporters
are given a personality that for the most part
is compliant and will serve passengers and
are not aggressive. Just like people,
transporters can vary in personality and how
much they will cooperate. Some will readily
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help mutants if they come aboard and
others will need convincing. It is rumored
that a Transports personality is affected by
the kind of person they were before getting
plasticized. The brain is the most sensitive
and vital section of the vehicle, any damage
or even just contact to it can have disable or
effectively ‘kill’ the vehicle. Skills: Pilot:
Transporter level 3, Optical systems level 3.
When combating transporters the
PBS is possibly the only effective means of
stopping the vehicle however this means
hitting a target that is armored in half a
transporter that might also shift around
inside the target. Therefore, when using
weapons that can penetrate the shell of the
vehicle like zero weapons or shots that do
300+ damage you gain the chance to hit the
vehicle’s brain on a critical roll. Keep in
mind that when you are inside the vehicle
and can see it’s compartment then things
are much easier. The compartment door
itself only has 20 hp.
Shape Changing: As an extension of
its self-repair system Transporters are
capable of altering the shape of their interior
to produce shelves, beds, compartments,
chairs, or any other shape it or passenger's
want. It can even add or remove doors and
interior walls. The one drawback is that all
features are made of the same material as
the transporter. Chairs are plastic, beds are
plastic, the windows are hard transparent
plastic. Not the best for comfort.
Topsider Aerial Transporter
Like something straight out of a sci-fi
movie this aerial vehicle flies on magnetic
principles. It is a giant rectangular platform
spanning 75 by 75 feet that can fly at high
speeds but also hover effortlessly. While
these vehicles don't have weapons they
carry a compliment of up to [30] standard
sized mutts which it can drop or lift using a
special series of magnets housed in the top
of the vehicle and installed into its Mutt
compliment. These massive magnets allow
mutts to drop from the transporter to the
ground and pulled up through the air back to
storage in less than ten seconds.
HP: 1100
Flight Speed: 350 mph. As it travels
using magnetic propulsion it actually travels
silently.
Fuel: Proton power cells. Like much
of topsider technology its power cells are
powerful enough to operate for years
without recharging or maintenance. These
vehicles actually have a larger cell battery
than other vehicles its size to power its
primary magnet.
Crew: capable of operating independently
but is typically operated by two topsiders.
Special Features:
PBS: Like all topsider technology
Aerial Transporters are equipped with a
plasticized brain to regulate power, operate
the vehicle, and make other calculations.
Because of the complexity of the vehicle it’s
PBS is allowed enough grey matter to be
sentient. Skills: Pilot: Aerial Transport
level 3, Optical Systems.
31731-Mk.2
One of the first ‘innovations’ in
warfare after the discovery of Amesworth
radiation this vehicle is a massive treaded
tank fitted with large zero weapons.
Although it’s unknown what their role was in
World War 3 these vehicles have been seen
used by APEX and the NDCC in the
infamous cleansing camps to exterminate
mutants in unfathomable numbers. Its
primary weapon is a massive zero weapon
attached to an extending upward arm on the
vehicle’s roof. The vehicle is about the size
of a house being 35 feet wide, 32 feet long,
and with its weapon apparatus it can stand
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20 to 40 feet tall. It is thought to weigh
about 6 tons.
HP: 3,000.
Speed: 60 mph.
Fuel: Proton power cell. These power cells
operate on the same principals as Topsider
vehicles although the cells used at that time
in military production are larger, less
efficient, and certainly not as sleek.
Although it can power the vehicle operation
instantly it takes a significant amount of time
to power up its weapons systems, a
staggering 20 minutes. Regardless, it’s
power cells can store enough power to
allow the vehicle to function for years.
Special Features:
Zero Cannon: The 3171 is equipped
with a super-sized version of the zero gun.
From a reaching mechanical arm this
weapon is able to aim upward and aim
downward from the vantage point the arm
provides. The power of a blast from the
cannon is strong enough to destroy a city
block and that is not counting the effects of
zero radiation. It is a weapon of terrible
simplicity and staggering impact.
Damage: 3,000+3d10*100(4,500) or
3,000+300d10(4,500). For a sustained
blast: 12,000 damage per combat round.
The beam 40 feet in diameter.
Range: 25,000 feet or 5 miles.
Payload: Because of power management
problems the cannon can only fire for 4
blasts or a sustained blast for 2 combat
rounds, about half a minute. After its been
depleted it must recharge for 20 minutes.
Genetic Sensor: The tank is also
equipped with a computer suite and sensors
programmed to target people infected with
the mutagenic virus. This system can be
accessed and controlled by remote provided
you have the expertise and hardware.
Range: 600 feet.
Common Vehicles: Vehicles in the great wastes pre-war
vehicles modded to exceed their original
capabilities or repaired just enough to
function. When civilization has collapsed he
idea of a vehicle with all stock parts is pretty
farfetched. However difficult vehicles exit in
Endtown and are invaluable.
To make things simple here
is a list of standard vehicles your characters
would find or make in the wastes.
Optionally you can make your own vehicle
using the Vehicle Creation Table at the end
of the chapter as well as vehicle mods.
Vehicle Speed Range HP Cost Ram Damage Bonus
Bicycle *2 driver’s speed
*2 of driver’s range.
30 hp $35 +0
Motorized Dirt Bikes 40 mph 65 km
90 miles 145 km
125 hp $175 +10
Motorcycle 110 mph 177 km
350 miles 565 km
250 hp $2,000 +20
Motorcycle (Chopper) 150 mph 241 km
275 miles 423 km
275 hp $30,000 (Custom job)
+20
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Car: Sedan 120mph 193 km
350 miles 483 km
875 $15,000+ +20
Sports car 180mph 290 km
200 miles 322 km
900 $38,000+ +20
Super car 225mph 362 km
200 miles 32 2km
750 $8 million Can’t put a price on beauty
+40
Pick-Up Truck 120mph 193 km
300 miles 483 km
900 $18,000+ +40
Cargo Truck 120mph 193 km
190 miles 310 km
1250 $60,000+ +80
Semi-truck 120 mph 193 km
150 miles 241 km
1550 $90,000+ +80
Vehicle creation Building a vehicle from salvage is a
way to offset cost and make use of the ruins
civilization. By the glory of Henry Ford, a lot
of scrap can in one way or another be used
to replace other parts. For every successful
Salvage skill roll characters gather 100hp
times their skill level in materials that can be
used to repair or build a vehicle or feature.
Thus, finding scrap to build a bike hardly
requires a roll while building a standard
sized truck requires 3 to 9 successful rolls.
By the glory John Adams most
people are willing to trade their parts for
money. This option allows characters to
buy parts instead of spending hours digging
through the ruins of civilization. To make
trading simple parts are sold in $100
increments, this is also to make it simple
when using the Negotiate skill when trading.
Vehicle Assemble After you've assembled the parts
you must assemble the vehicle. Smaller
vehicles like bikes merely require an
invention roll, while larger vehicles require
you to have tools, maybe a workshop, and
several skills. To make a vehicle count all
the skills you have that would relate to it like
engineering, electrical, metal working, etc.
Take the lowest of these skills and roll for it.
If successful then you have built your rig
after some time, if not successful then you
need more time and should roll again. For
time measurement, it takes 8 hours per
100hp of the vehicle when building. GM
optional: It is acceptable for players to stop
construction when a vehicle is built enough
to run. At this point, a vehicle must be built
up to half its total hp for it to be roadworthy.
Optional: Engines and fuels sources.
Traditional gasoline: fuel is very rare, $200
for refueling. Vehicles perform typically as
listed. Since there is no conversion to the
engine, you do not have to roll a chemistry
skill test to build the vehicle.
Gas-o-hol: fuel derived from alcohol.
Terrible taste, for vehicular consumption
only. $40 a refill. Can refuel for $20 with
cheap liquor if you can access a lab and roll
a chemistry test. To convert a gas engine to
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alcohol you must roll a chemistry and
advanced science test.
Solar power: This is an electric car using
solar panels to recharge. Refueling is free
but half the vehicles max speed and it must
completely stop and recharge every eight
hours. For this engine you must Salvage an
additional $300 of parts but roll mechanics
advanced instead of chemistry when
assembling the vehicle.
Energy Weapons
Most energy weapons you’ll
encounter will use a unique form of radiation
called Amesworth radiation or “zero”
radiation. The higher the exposure to this
energy the more damage it does to targets.
Energy weapons are far more complex than
what would amount to atom exciting super-
soakers. Their functions potential radically
changed how combat operates in the game.
Here from author of the comic himself is an
explanation of these weapons.
“Blasters are focused energy weapons
that can either kill or stun depending on how
focused the energy stream. The focus is shifted
by turning a literal aperture on the front of each
gun. Opened as wide as possible, you could
bring a tight group of fighters to their knees in
pain. Closed tightly, you could drill a hole
through steel. The energy is built up in a series
of internal relayed batteries by winding a small
folding crank on the side of each gun. 300 or
400 turns will give you enough power for 150
wide-aperture stun blasts, 75 mid-aperture kill
blasts, or one 20 second sustained narrow-
aperture "drill" blast. A sustained narrow-
aperture blast held for more than 30 seconds
may make a blaster go "critical" and detonate,
killing the user (so a blaster with a jammed
trigger could be used as a high-impact grenade
if thrown properly). The batteries do not hold
charges indefinitely; 400 turns of the crank will
build up a maximum charge that will hold for 10
to 12 hours. Left overnight, the blaster will go
"dry" so always remember to keep your blaster
charged.”
“The power of each Zero weapon is
dependent upon the weapon. Each Zero
weapon operates at its maximum capacity. A
Zero gun can't disintegrate a tank, but a
"Zerozooka" could. A Zero gun with a sustained
stream of Amesworth radiation (with plasma as
a carrier) could bore a neat, wide hole through a
tank in less than 15 seconds. The problem,
however, is that concentrated Amesworth
radiation will "dust" organic material before it
affects inorganics like steel, so someone
standing dead center behind a steel door being
bored through by an energy stream from a Zero
gun will disintegrate before the hole is actually
drilled all the way through. A mutant can be
killed by a Zero gun without standing dead
center in the plasma stream. The field of
influence for directional Amesworth radiation is
something like a foot in any given direction
beyond the stream.”
-Aaron Neathery.
And on the distinction between Blasters and
Zero guns:
“Disintegrating Amesworth radiation is the
exclusive domain of the Topsiders, a hand-me-
down from their deep association with the former
APEX Industries and the Hillside military-
industrial complex. The blasters used by
Endtowners are the invention of Prof. Mallard
and operate on a completely different principle
without the use of nuclear energy or radiation.”
“Can they do the wider or narrower fields than
zero guns or is the crank pretty much the big
difference?"
“Zero guns can do little more than fire streams
or bursts and contain energy cells like all
Topsider technology that will keep them
powered for decades without recharging. They
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can't stun; only kill. Mallard's blasters are more
nuanced but decidedly lo-fi in comparison.”
Blaster: A weapon of Mallard’s personal
design. They are tightly controlled by
security and Mallard himself, as he is the
only one in the colony capable of
manufacturing them. Just about every
Blaster is in possession of Endtown security
and are issued only to be used on missions
that are on the surface. Security is very firm
on not using energy weapons in the colony
and hold this rule even for themselves.
Blast Settings: For the sake of brevity, the Blaster
has three primary fire functions based on
how wide the aperture is set: Wide,
medium, narrow, and fine or “drill.”
Wide-Blast function:
Imagine playing flashlight tag. The
beam spreads out at a 45-degree angle and
because the energy of the blast is spread so
it cannot do more than deal of pain all over.
Effect: Target and up to five adjacent
targets (Two left and two right of primary
target) must roll to resist the bombardment
of electrons. Those affected must roll
Fortitude higher than 50, if they succeed
they power through the intense pain and
spasms but those that fail are effectively
stunned.
Blaster stun Effects: Defender must
roll 50 or higher on a Fortitude roll, if failed
the attacker rolls 1d10, defenders have
fallen down and are helpless for that many
combat rounds. If the defender succeeds,
then the attack had no serious effect.
Medium-Blast function:
The medium blast function is
narrowing the beam tight enough to target a
single person of specific limb but still wide
enough to be non-lethal. However, unlike
the wide beam setting the target is rendered
unconscious and immobile for a much
greater length of time. Effect: Target is
rendered unconscious for 2d10 minutes. No
damage is inflicted.
Narrow-Blast function:
Also called medium-kill setting. At
this setting the beam is focused enough to
kill or maim targets depending on where
they are hit. Sadly, many mutants keep this
as the ‘default’ setting. Effects: Single
target. Damage:2d100+150(250) (Or
20d10+150, if you have that many dice.) It
is as powerful a handgun available short of
the Zero gun.
Focused Drill-function:
At this setting the beam is as narrow
as possible pointing all the energy to a
single point. This setting isn’t used often for
combat because of the need for precision
and steady aim. It is used for boring holes
through metal, rock, and other hard targets.
To hit something in combat you must roll 80
or higher. The result, however, is a fist
sized hole in up to three feet of solid steel.
Effects: Out of combat, the drill can
deal 3000 damage total in a full twenty-
second burst which is enough to bore
through a car, metal door, or a steel wall. In
combat: A sustained beam on a target
deals 250 damage per combat round and
doubled each consecutive round for a total
of 2 combat rounds. If it’s against a mobile
target, then the attacker must roll to strike
for every combat round they are focusing
the beam. The result is a tight hole seared
through the target like a drill.
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Payload: The standard blaster holds
150 charges. Which is 150 wide blasts, 75
medium blasts, or 4 shots on the drill
setting, as previously stated. To simplify
use this formula: Wide blast is 1 charge,
medium blasts both stun and kill is 2
charges, and the drill setting is 7 charges
per second or 37 charges per combat
round. A blaster's charge will dissipate if
idle for 12-hours.
Reload: To recharge a blaster you
must wind a small handle on the side of the
device. For every 2 turns the blaster will
gain 1 charge. During combat winding 4
turns, or 2 charges, is a single action and 9
turns is a double action. Of course, you
may make winding a charge a continuous
action and gain 9 charges per round.
Additional: Blasters have an
improvised self-destruct setting. If fired
continuously for 30 seconds, or in this case
4 combat rounds, the device will overcharge
and detonate dealing 450+4d10(470)
damage in a 10-foot radius. Since the most
focused setting will drain the weapon after
20 seconds to have it detonate you must
continuously fire in wider beam settings.
What to remember
Basic stats: Damage: 2d100+150 Payload: 75 shots Range:800 ft.
Blasters are one of the most effective weapons on the planet!
There several different settings each for a different purpose
Blasters must be wound every day. In combat, winding gives you 9 shots per action.
A blaster may explode if you use it for 4 turns in a row!
Zero Weapons: Zero weapons are a line of
weaponry first developed by APEX
Industries and perfected by APEX scientist
Sam “Sparkplug” Sanders. Utilizing
Amesworth radiation, aka Zero radiation,
they disintegrate any organic material and
does heavy damages to whatever is left.
These weapons are decidedly unfair. So
far in the Zero line there are basic side
arms, heavy artillery, and even WMD
bombs. These are the weapons that
reduced so much of the world to dust in
WWIII.
Zero Guns.
The Zero Gun is the staple sidearm
of Topsiders on patrol and the most
common zero weapon in circulation. Like all
directional Zero weapons, it emits
Amesworth radiation guided by a stream of
plasma. It is relatively light in features with
only real two moving parts, the trigger and
the handle which can be folded into the
casing to make it more compact. Unlike the
blaster, there is no way to manually adjust
the amount of energy released. Like most
Topsider technology it also houses a
plasticized brain system as a processor.
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Damage: 5d10*10+500 (Or
5d100+500). Note that this damage is for in
organic material like buildings. The beam's
effects anything organic, like players or, is
instantly vaporized. Like all Zero weapons,
the energy from zero guns’ pierces through
solid matter and can affect objects past it so
a barrier or object may block a zero beam
but the beam will pass through the object
and disintegrate anyone it hits on the other
side. When used to fire in a continuous
beam the blast does 1000 damage per
combat round.
Payload: Thanks to the computational force
of its brain unit Zero Guns can maintain a
sustained blast indefinitely.
Range: 900 feet (300m).
"Zerozooka"
The zerozooka is a heavy version of the
zero gun. Significantly larger and heavier
than the small arms version, the zerozooka
looks like a giant version of the zero-gun
save for a regular sized handle and trigger
placed on the bottom of the primary body.
The weapon is fired by mounting on the
user’s shoulder as you would with traditional
anti-armor rocket weapons.
Damage: 6d10*10+800(1100) or
6d100+800(1100). Note that this damage is
for inorganic material like buildings. The
beams effects anything organic, like players
or, is instantly vaporized. Like all Zero
weapons, the energy from zero guns’
pierces through solid matter and can affect
objects past it so a barrier or object may
block a zero beam but the beam will pass
through the object and disintegrate anyone
it hits on the other side. When used to fire
in a continuous beam the blast does 3000
damage per combat round.
Payload: Like many other Topsider
Devices Zero this weapon has a plasticized
brain system. This processor is largely
used to process the vast quantity of data
necessary to both maintain the plasma
stream and regulate Amesworth radiation
output so as to sustain a Zero blast
indefinitely.
Bestiary The following are some of the great
threats characters will encounter in the
world. They are bizarre, they are terrifying,
but an Endtown adventurer with a brave
heart and an iron stomach can fight them
back… probably.
Anthro mutants It should come as no shock that
there will be other mutants just like the
players that will seek out and destroy them.
They can be anything from bandits,
criminals, aggressive law enforcement, or
simply crazy and dangerous. The true
horror is that these foes were likely just
normal everyday people before World War 3
before whatever events pitted them against
you.
Endtown Security:
Endtown Security is opposed to
many things like freedom, personal safety,
and rational decision making. Consisting
entirely of rat mutants, they specialize in
violently enforcing the letter of the law and
then bending it to make the least sense.
Stats: Strength 2 Agility 4 Mind 3
Hp:60, Mp: 30. Size: Tiny
Equipment: Tiny sized uniform, a
standard issue .45 M2 sub machine gun:
4d10+40 (60) or pistol.
Unity Scouts
Bands of reptilians used by the
colony Unity to rob travelers. Despite
having had no armor and primitive weapons
they compensated by having large numbers
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to swarm victims and employed dittos to
creep up on them undetected, but largely
these were used to intimidate victims.
Typical bands were 10 to 30 units.
Stats: Strength 4 Agility 3 Mind 5
Hp: 100 Mind: 50 Size: Medium
Equipment: Wooden "sword"
1d10+15(20), Bow and arrows Damage:
2d10+10 (20) Range: 60 ft.
Note: Only larger bands were given
dittos, about 90 billion or enough to hide 30
reptilians.
Bandits:
Criminals by any other name, these
anthros are the sort to capitalize on
suffering and the absence of civilization.
They can vary from a single crazed schism
syndrome victim to a platoon of well-armed
and organized gangsters. They are a grab
bag of species types, armor, gear, and
abilities. Doing bad takes all kinds. Here
are some quick examples:
Canine Bandit:
Exceptional tracker.
5 Strength, 5 Agility, 4 Mind.
Hp: 80 Armor: 70 Size: Short
Equipment: Pump action shotgun
3d10+30(45) buckshot. leather armor.
Feline Bandit
Close combat specialist
4 Strength, 6 Agility, 5 Mind.
Hp: 100 Armor: 80 Size: Medium
Equipment: Molotov, uses natural
claws (total: 2d10+38), Riot vest, and joint
pads.
Duck Bomber
Demolitionist
2 Strength, 3 Agilty, 7 Mind
Hp: 60 Armor 90 Size Tiny
Equipment: 6-12 sticks of dynamite
(Damage:3d10+30(45) per stick), pistol
(2d10+20 (30)) lighter, quilted armor, and a
combat helmet.
Dittos
Imagine cheerleaders, very tiny
cheerleaders. They stand hand on shoulder
in giant human pyramids that stretch out
into amazing shapes and they change their
uniforms to complete these shapes. In this
illustration is the basic premise of how
creatures called Dittos operate. The ditto is
a small microorganism capable of changing
its basic color and connect to millions,
billions of other dittos to create illusions or
structures with frightening accuracy and
detail but not truly solid mass. They
complete the package by being telepathic to
all the better weave their infamous trickery.
Because they were designed to interact with
advanced machinery dittos are immune to
electricity but are particularly weak to fire.
Although they are living creatures still and
die from the regular things like chemical or
environmental exposure or anything else if it
is severe enough.
In truth, dittos are bio-organic
creatures brought over by beings from
another dimension and were simply
forgotten when these visitors left. Their true
design is to operate as intuitive information
displays and controls interfaces, like an
amazingly advanced form of touch-screen.
Endtowners found another use for them,
however, and use their abilities to make
illusions or create invisibility.
One particular interesting feature is
that dittos are actually very large for
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microscopic creatures, staggering in at
several times the size of a pin head.
Thanks to them being absurdly oversized
they cannot do things like enter through
lined cracks or even most closed doors with
any measure of seal.
Dittos in the wastes have gone wild
without their regular controllers. They are
very rare but typically can be found
‘haunting’ places occupied by the truly
disturbed or places of unique horror. They
seem to love tricking sapient creatures and
by playing on their worst possible fears or
posing false dangers. With a disciplined
mind ditto can be trained over the course of
months to again listen to commands. Dittos
are designed to interact with alien computer
systems, specifically Lucian, so any ditto
swarms within their immediate range can be
commandeered no matter how strong the
user’s mind.
Issuing commands under normal
conditions is a free action however during
combat it takes more concentration and
even competing with other minds to control
the dittos! In combat to issue an order you
must roll 20 or higher using a d100 and
adding your current Mental Health as a
bonus or penalty. When there are two or
more ditto users in combat the roll to
command the dittos as normal but only the
highest roll is accepted, the trick is that this
applies to all ditto swarms in the field!
Ditto Illusion System:
You need effectively billions of dittos
for enough to create illusions and shapes.
To make this simple ditto are measured in
units of billion. Millions or less dittos are
just not enough to cover enough space to
create their illusions or hold a good
structure.
Illusion: Can create images equal to
the its size class in the billions. Invisibility
also counts as an illusion. 1 bi is Tiny or a
3cbft. 2 bi is Short or 6cbft, 3 b is Medium or
9cbf, 4 bi is Tall or 12cbft, 5 bi is large or 15
cb ft. That is the extent of person sized
illusions. Larger illusions: 6 bi is about a
small car or 30 cb ft., 7 is about the size of a
truck or 60 cb ft., 8 to 10 is about the size of
a bus or 120 cb ft. The size of a city block
would be about 20 to thirty while whole
locations like villages or cities can require
100 billion or even trillions of dittos.
Nightmare: Dittos have a strange
natural tendency to look at a person's fears
and anxieties and throw them right in their
face. Phobias, guilt, dread, are all in any
person and seeing them in reality can be a
brutal experience and tasks even the best
minds. Nightmares are a contest roll
between the player and the GM like regular
combat. The player rolls 1d100 and add
their Mind bonus while the GM rolls a 1d100
with no bonuses at first but adds +10 with
each attack by the dittos as they hone in on
the target’s mental weak points, highest roll
wins. If the player wins they can ignore the
imagery as falsehood but when the GM
wins the player takes 1d10 stress in Mental
Health. Don’t spend a long time being
haunted by dittos.
Solid constructs: Dittos can group
together dense enough to make structures
strong enough to support weight or move
like a liquid machine. Dittos lose much of
their unique morph abilities instead look like
a black soft mass. Typically, it requires 10
times as many dittos to make something
solid as an equal sized illusion. This means
it takes 10 billion to make something in the
Tiny class and is able to support a mutant in
the same size class, 20 for a Short sized
thing, 30 for Medium, 40 for a Tall, 50 for a
Large sized structure. 70 to 100 Bi dittos to
create structures that can function as
vehicles or medium sized platforms. Ditto
constructs are still relatively gelatinous and
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have 10 hp per 10 million. Dittos typically
crowd to make denser structure so a
medium sized construct only needs 30
billion dittos but can be made with more to
increase its HP and support strength.
Mutants
There are those who are less
fortunate when they mutate. These people
have been mutated into what can only be
described as monsters. Flesh, eyes, and
teeth scatter across madness made flesh
these creatures stalk the Great Wastes
preying on anything they find.
Mutants come in many shapes but
typically most are roughly humanoid with
two legs and two arms or centripetal with an
elongated body decorated with limbs and a
massive mouth in the front. Giant mutants
are often too large to sneak up on prey and
usually hide under the sand, emerging when
someone has wandered into their trap.
Most monster-mutants almost always armed
with a giant maw or two.
Typical HP: Medium: 140-180
Large: 200-300 Giant: 1000-1500 or higher.
Monster mutants are tougher than other
beings their size.
Typical Stats:
Medium: 6 Strength, 5 Agility, 1 mind.
(+30 Damage, +25 to hit, and +5 initiative.)
Hp 140-180
Typical Weapons: Claw: 3d10.
Large: 13 Strength, 3 Agility, 1 mind.
(+70 damage, +15 to hit, +5 to initiative.)
Hp 200-300
Weapons: Claw: 3d10. Whip tongue:
1d10. Giant Maw(Rare): 6d10.
Giant: 25 Strength, 2 Agility, 1 mind.
(+250 damage, +10 to hit, +5 initiative.)
Hp 1000-1500
Weapons:
Weapons: Monster mutants can
have any form of bizarre natural weapons
but all are observed to have gigantic teeth
and claws. They are often disproportionate
to their bodies and end up looking more like
medieval weapons than anything natural.
Teeth or Claws: Damage: 3d10
(3d10+30, +70, or +250 depending on
strength and size.)
Whip Tongue: Damage: 1d10.
Range: 30ft. Effect: Successful attacks
ensnares the target limb of the defender.
(Break roll: 75) If target is prone he'll be
dragged 5ft a combat round to the attacker
for a bite!
Giant Maw: Damage:
6d10(+30,+70, +250). Effect: Defender is
in the jaws of the monster! They are
effectively ensnared, impaled on these meat
mashers! Break roll: 90 or higher.
Note that when the creature bites
down on something its teeth dig into the
target allowing you it spend another action
to perform a Gnash attack: 4d10(30) or to
throw your opponent. Please see the rules
on tossing in the Wrestling section. A target
that you have bitten is effectively held in a
wrestling grab by the creature’s mouth and
therefore cannot perform actions like
moving as long as they are held.
Wire Tentacles: Damage none. Hp:
30. Effect: Strikes automatically ensnare
targets. Break roll: 5 or higher per tentacle.
Strength equivalent of 1. Range: Anywhere
from 3 feet to 100 feet. Typically, mutants
can have any number of tentacles and use
them to spring traps on prey.
“I” Anthro mutants who suffer Schism
Syndrome stand chance to be seemingly
possessed by an intelligence claiming to
refer to itself as “I” or only in the first person.
The entity is quickly disqualified as a simple
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alternate personality by the freakish abilities
developed in the subject like telepathy, the
ability to manipulate fire, and a zombie-like
physical resilience. This is not
exaggeration! “I” subjects display uncanny
insight into other people, the ability to
summon fire blasts from candles, and
subjects still somehow live no matter the
grievous damage or mutilation they’ve
suffered. The only thing observed to stop “I”
victims is complete disintegration of their
flesh either by immolation or advanced
weaponry.
“I” as a personality is very
antagonistic to people it meets and if it can’t
violently attack a victim it will recount a
profoundly traumatic dark secret of the
person. Above all else “I” seeks to kill or
murder for no apparent reason besides that
it can and usually will not hesitate to take
lives and will likely destroy itself in its
efforts.
People possessed by the entity
suffer abnormal physical symptoms like
elongated teeth, massive stiffness to the
point of crawling, cloudy eyes, severe facial
contortions, or jaw dislocations. Scientists
speculate these symptoms are from a series
of strokes in the subject’s nervous system
causing muscles to spasm and contract,
skin to be pulled back, and organs to fail.
This theory means that “I” is ripping a
subject’s body apart as it persists.
Metaphilosophers say that “I” exists
on a higher dimensional plane where
human thoughts are physically manifested
and that it in this plane it manifests as a
giant eyeball. It’s obsession with death is
that it can steal these thoughts for its own
purposes but only if people have died which
thus adds to this ‘thought receptacle.’ It is
also thought that “I” will focus its most
violent attacks for targets the possessed
individual had the most hatred for. Scientists
tend to wad up paper cups and throw them
at metaphilosophers when these theories
are discussed.
HP: 900 to completely destroy I’s
current body. The limb HP remains the
same as the possessed person. The only
way to combat I effectively is to use high
damage weapons like explosives, fire,
energy weapons, etc. Whittling it down with
bullets or lighter attacks always leaves the
chance that what remains of the body will
rise up again and attack!
Stats: “I” subjects progressively get
stronger while sacrificing speed, after
roughly 8 hours they possess superhuman
strength but are a shambling twitching
mess. Typical stats: After initial
possession: Str: 6 Ag: 5 Mi: 10.
Appearance: Cloudy eyes, twitching. After
a few hours: Str: 9 Ag: 3 Mi: 10.
Appearance: Hunched over, face is pulled
back, skin is contracting. Final stages: Str:
15. Ag: 1. Mi: 10. Appearance: Crawling,
dislocated limbs.
Abilities:
Telepathy or Dark Secrets: I god
has sudden secret knowledge of players
and knows just how to say the wrong thing.
Targeted players must roll 1d100+Mind
Bonus and score higher than 150. If they
succeed you have resisted his words if they
fail, they immediately take 1d10 mind
damage. Speaking is a free action, a group
facing the Eyeballer face a cacophony of
slander and verbal trauma as well as a
physical attack.
Pyrokinesis: “I” can cause fire to
grow and guide it with a mere thought.
While it can make lanterns or candles into
infernos “I” will gather explosives or fuels to
increase its firepower. Typically, “I”
destroys itself starting fires. Damage:
Large fires: 30+3d10, causes the
immolation condition. Small fires: 1d10,
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Causes the immolation condition. Range:
“I” can cause fire to reach out 18 feet per
round.
Topsiders
Topsiders are regular human men
and women that live on the surface with
impunity. Clad in air-tight advanced
environmental suits the draw the image of
ghastly white figures with black beady eyes,
their helmets looking like a cross of
gasmask and a ghost screaming. Welding
technology even more advanced than what
was available before the war the assert
themselves as the greatest threat to
anything in the Great Wastes.
Topsider Stats: Strength 5 (+10
damage), Speed 5(+25 strike, parry or
dodge), and Mind 5 (+25 initiative.)
Common Skills: Tumbling lvl 1, Energy
Weapons lvl 1 (+10 to strike), Science
Fringe lvl 2. (only when using topsider
technology.)
Topsider Gear:
Topsider Biosuits: Topsider biosuits
are built to resist puncture and can negate
stabbings and slashing. The suits are
equipped with a PBS to assist the wearer in
all functions as well as to regulate the suit's
zero-energy field emitter.
Amesworth Aura: Topsider biosuits
can emit a localized field of zero-radiation.
The field only extends out slightly but will
destroy anything on contact. The field can
be used defensively to destroy incoming
projectiles or attackers. Damage:
250+3d100(400), but vaporizes any organic
matter on contact. Range: Physical
contact.
Topsider Helmets: These helmets
function alongside the biosuits to protect the
user and to act as a machine interface with
much of their technology. The helmets
process everything into a digital image
allowing them to zoom in on objects,
enhance image, overlay an adaptive display
about what they are seeing, and augment
reality. Augmented Reality is a special
feature that acts in part with the display
function it primarily is used to change other
Topsider helmets to appear as the occupant
under the helmet. This allows them to
easily identify each other and also gives
them the gift of seeing other human faces
rather than everyone they know appearing
in an expressionless rubber suit. Prior to
the countdown arc Topsider helmets also
had short-range (499 ft.) radios but after
that arc and with satellite coverage, the
radio was replaced with a stronger satellite
uplink allowing for communication anywhere
and also broadcasting the user’s biometric
data.
Zero-Gun: Each Topsider is
equipped with one.
Damage:500+5d10*10(750). Range: 900
feet. Please refer to the Energy Weapons
section for more information.
APEX Scalpel: Although metal
scalpels can’t cut a Topsider suit they are
not intended to be used on Topsiders.
Used as a holdout weapon and occasionally
operations on mutants these models sport a
switch to shoot the blade from out of the
handle. Damage: 10+1d10(15).
Gene-Scanner: This device consists
of a hand held primary unit and a corded
imager tool. It is used to gauge biometrics
of targets and to scan DNA sequences for
readings like viruses or diseases.
Topsiders have them preset to recognize a
large number of genes that would not fit
their eugenic purview. Range: 5 feet.
MUTTs
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MUTTs are mechanized drone units
used by the Topsiders for tracking and
combat and are supplements to every
Topsider patrol into the wastes or critical
operation. These machines have two or
three sleek white orb shaped body sections
with thick metal tendrils interconnecting
these section and sprouting forth to
comprise the unit’s limbs. Like the mutants
themselves these units vary in size and
strength. MUTT is an acronym for Multi-
Use Terrestrial Tracker, indicating that they
are primarily designed for finding and
combating mutants. Like all Topsider
technology they use the PBS and are
considered completely expendable by their
controllers.
MUTTs are equipped with two
forward lights and a visual audio sensor
array hidden in a slit in their front, the
combination resulting in an abstract face.
Their detection abilities are the same a
regular human with the addition of zoom
and infrared. Their intelligence capacity
would be compared to a highly trained
animal.
All mutts have radio systems which
allows them to use “mutt speak” which is
high frequency transmissions they use to
communicate. When talking to Topsiders
Mutts talk through text and language
messages, as if you were using a chat
program, when mutts talk to each other it's
a direct feed and sounds like a high
frequency techno warble. Tech heads
recognize this as Data Sound.
Standard field MUTTs.
These mutts are commonly used by
topsiders during patrols or for general
security purposes. Although only one or
two are used for standard ground
operations Topsiders can use them by the
thousand for defense or special operations.
These drones are categorized by size just
as you would mutants. Regular mutts are
robbed of their former intelligence and as a
result don’t have any special skills.
Small MUTT: HP: 90. Strength: 4
(+8 damage) Agility: 5 (+25) Mind: 2 (+10
initiative) Weight: 35lbs. Note: These model
is the most numerous and are used in
Topsider Aerial Transporters.
Large MUTT: HP: 160 Strength: 7
(+35 damage) Speed: 4(+20) Mind: 2 (+10
initiative) Weight: 70 lbs. Note: These
mutts can extend their tentacles to increase
their run speed and are strong enough to be
ridden! When doing this their run speed is
altered to the equivalent of 12 or 36 mph.
This speed boost does affect parrying but
does affect dodges.
Topsider Drone
The drone is a massive mutt
designed to destroy everything in specified
locations. About the size and shape of a
modern war plane Drones are capable of
flight and are one of the few mutt units seen
to have zero weapons installed. The
operate under very simple behaviors, move
to a target area and eliminate all structures
and lifeforms under a massive barrage from
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their zero weapons, and then return. With
these guidelines Drones are deployed
swarms and don’t discriminate against
targets save for other drones specifically,
they will even destroy topsiders if they are in
their target area!
Drones have a long rigid body like a
giant bean with two fat wings extending
from either side. In their wings they house
two extendable propellers which allow them
flight and hovering abilities and two forward
mounted zero weapons, specialized for
heavier output. Like all mutts, Drones have
four retractable tentacles that serve as legs
and the trademark “mutt face” of two
forward headlights above a narrow slit for its
optical systems.
HP: 1350
Flight Speed: 513 mph (826 km/h).
Capable of turning its propellers upward for
hovering and landing. Walking speed:
20mph (32km/h)
Fuel: Proton power cells. Common to all
Topsider Technology Drones are powered
by advanced proton cells. Their power cells
are larger and specifically designed for the
drone’s higher consumption. They can
power drones at full operation for several
years without maintenance.
Special Features:
Drone Zero Cannons: The primary
weapon of the drone is two zero weapon
hard points placed on either wing. Larger
and more destructive than a typical zero
gun these weapons are designed for a
heavy yield to destroy buildings but not so
large that they suffer recharge times or
outages. Damage: 1200+6d10*20(1800) or
1200+120d10(1800) for both cannons,
600+6d10*10(900) for damage from a
single cannon. 3000 from a sustained shot
per combat round. Firing both cannons at
the same time counts as one action.
Range: 1200 feet. Payload: Effectively
infinite.
PBS: Like all mutts, drones use a
plasticized brain for its computation and
energy regulation operations. These brains
however are given programming for aerial
maneuvers and combat. Despite their size
and complexity drones are still mutts and
deprived of regular sentience and can only
use the typical radio transmission language
like all other mutts. Skills: Pilot: Airplane
level 3. Energy Weapons level 3 (+15 to
hit.), and Optical Systems level 2.
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Leveling Up and
Experience Points
Leveling up in this system increases
you’re the number of points to which you
can buy or increase skills. Survival rewards
with heartiness and knowledge. You gain
experience by completing objectives, either
successfully or unsuccessfully. Leveling up
isn't as empowering as it is an indicator of
how characters have grown to be veterans
of the wastes.
When you level up you gain +10 hp,
+10 Mental Health(MP), +10 to initiative and
a number of skill points equal to your Mind
stat. For each level you need your current
level times 100. For example, at level 1 you
need 100 xp, level 2 you need 200 xp, level
6 you need 600 xp, and so on. It's easier to
track if reset you xp to zero every time you
level.
Here is a table covering things that
would give experience. As always, if you do
something that should give xp but it’s not on
the table do what would be fun!
Event Experience
Using a skill successfully. +2
Killing or incapacitating a minor threat +2 per unit
Killing or subduing a major threat (targets stronger than you, people armed with zero weapons)
+5 per unit
Coming up with a good or interesting idea. Does not matter if the idea actually worked.
+5
MVP: Players recommend who was the best player that session be it in combat, planning, or just general being a fun person.
+10
Rescuing people (this includes players saving players)
+20
Enacting or preventing a minor disaster or completing a minor objective (plane crashes, single bomb attacks, etc.)
+20
Enacting or preventing a major disaster or completing a major objective.(Destruction of a colony, stopping a war, punching Marx)
+50
GM note: Experience can stack. For
example, rescuing someone can prevent a
disaster which would be +10 for saving the
person and +25 for the ramifications of that
act which totals to 35xp for one deed.
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Illustration Index
Aaron Neathery: pg. 1, 16, 17, 27
Astronaut DK: pg. 12, 19, 23
http://astronautdk.deviantart.com/
Eric Luck: pg. 18, 22
http://www.furaffinity.net/user/kazen101/
Nexivian: Pg. 2, 5.
http://nexivian.tumblr.com/
Piotr Ryś: “Character Sheet” pg. 72,73
Citations
Neathery, Aaron. “Saying Hi and
transcripts from the rpg tests.” E-Mail
to the
Author. 5 Sept. 2015. Pg. 5-7
Neathery, Aaron. “Some technical
questions for the RPG.” E-Mail to the
Author
April 24 2015 Pg. 54-55.
Special Thanks Piotr Ryś
Austin Beck Joseph Yates
Zokva Shaun Howell
Skylor Forscythe CRPGanon and the players of California.
C. Jeffrey
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GAME TIPS:
All you will ever need is ten sided dice.
The only numbers you need to remember to play are 20, 40, and 60: Roll 20 or better to hit in melee, roll 40 or better to hit at range, and roll 60 or better to pass a skill check! That’s it!
Players, be sure to write your 3 stat bonuses down! They will help you with just about everything!
Game Masters, remember about skills: 60 is the easiest level, add more for how difficult you think it should be.
Everything is an advantage!
Heaven is for those that have perfected one thing!
Every level gives +10hp, +10 intiative, and +10 mp. Such are the gains of experience.
There are lots of small rules in this book that benefit those in the know!
Never give up!
For invention: Figure out what you want then figure out what you need to make it.
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