endtown: the rpg system. · the rpg system. endtown© is a comic made by aaron neathery. this game...

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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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Page 1: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 2: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 24: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 25: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 26: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 27: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 28: ENDTOWN: THE RPG SYSTEM. · 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

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!

Page 31: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 32: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 33: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 35: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 36: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 40: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 42: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 47: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 48: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 49: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 74: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 75: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 76: ENDTOWN: THE RPG SYSTEM. · 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

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.

Page 77: ENDTOWN: THE RPG SYSTEM. · 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

“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

Page 78: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 79: ENDTOWN: THE RPG SYSTEM. · 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

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,

Page 80: ENDTOWN: THE RPG SYSTEM. · 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

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

Page 81: ENDTOWN: THE RPG SYSTEM. · 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

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

[email protected]

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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