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A post-apocalyptic supplement for the Paragon RPG.

Designed by D. Jon Mattson (a.k.a. Cwylric). Contact: dmattson@navigata.net


Original Paragon logo designed by Clarence M. Harrison, Jr.
Version 1.0 completed on December 16, 2002.

Table of Contents
Introduction..............................................................................2 2.0 Equipment........................................................................26
What This Book Is (and Is Not)...........................................2 2.1 The Post-Apocalyptic Economy.................................26
1.0 Character Creation ..........................................................3 Haggling ...........................................................................27
1.1 Race.................................................................................3 2.2 Power Cells...................................................................28
Human (Pure)....................................................................3 2.3 Weapons.......................................................................30
Menton (Pale)....................................................................3 Melee Weapon Descriptions .........................................33
Mutant (Taint) ....................................................................4 Ranged Weapon Descriptions ......................................34
Mutated Animal (Beast)...................................................4 2.4 Grenades, Missiles and Explosives..........................38
1.2 Abilities.............................................................................5 2.5 Armor .............................................................................41
1.3 Mutant Powers................................................................7 2.6 Common Goods and Services...................................44
1.4 Weaknesses...................................................................9 2.7 Exotic Goods.................................................................45
1.5 Class................................................................................9 2.8 Vehicles.........................................................................53
Adept.................................................................................10
Crafter...............................................................................11 3.0 Game Mechanics............................................................57
Hunter...............................................................................13 3.1 Radiation.......................................................................57
Scavenger........................................................................14 Realistic Consequences (Optional).............................58
Shaman............................................................................15 The Radiation Blast Power (Optional).........................59
Warrior..............................................................................18 3.2 Using Relics ..................................................................59
1.6 Feats ..............................................................................19 The Basic System...........................................................59
New Uses for Old Feats.................................................19 Damaged Relics..............................................................61
New Feats ........................................................................20
1.7 Skills...............................................................................21 4.0 Creatures..........................................................................63
Skill Chart.........................................................................22 4.1 The Mutated Creature Template ...............................63
1.8 Finishing Touches........................................................23 Example Mutate ..............................................................64
Alignment.........................................................................23 4.2 Sample Creatures ........................................................64
Gender..............................................................................23
Age....................................................................................24 5.0 The Campaign.................................................................70
Height and Weight..........................................................24 5.1 Setting and Tone..........................................................70
Wealth and Possessions ...............................................24 5.2 History............................................................................71
Allegiance and Religion .................................................25 5.3 Factions .........................................................................73

Note: This booklet is not a stand-alone reference. You will need at least the Paragon rules (version 2.0) and the Player’s
Handbook to make proper use of it, and the other 3rd Edition Core Rulebooks would be useful, as well.

The Obligatory Legalese:


DUNGEONS & DRAGONS, D&D, and DUNGEON MASTER are registered trademarks owned by Wiz ards of the Coast, Inc. The use of
these terms, herein, does not constitute a challenge to the ownership of these trademarks.
The Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Psionics Handbook are all works produced and copyrighted by
Wizards of the Coast, Inc. No compatibility or co-adaptability is guaranteed between these works and this document. Please visit WotC’s
website at www.wizards.com/dnd for more information about these books and how to obtain them.
This document may be distributed, free of charge, in its current form, but it may not be sold, altered, or included as part of a larger published
work, in print or digital media, in whole or in part, without the express permission of the author. Permission is granted to quote brief sections
of this document, in context, for purposes of review and/or correspondence. Note that this document has not been released under the Open
Gaming License and may not be distributed as part of an OGL package or in any manner that would imply an acceptance of the OGL clauses.
By using and distributing this document, you acknowledge an understanding of and acceptance of these terms.

With that out of the way, please enjoy!

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Can your survive in a world gone mad? A world where civilization as we know it has been destroyed in a cataclysmic
holocaust? What is left in this world? Find out and encounter such bizarre things as mutated plants and animals more terrible
than you can imagine, radiation wastelands that stretch as far as the eye can see, and fearless machines gone uncontrollably
berserk...
- Box text from TSR's Gamma World, 1978

Back in Paragon's early days, when it was really just a collection of superpowers to be glued into any d20 setting, I started
thinking about doing a post-apocalypse-type game, similar to TSR's old Metamorphosis: Alpha and Gamma World, which were
two of the first RPGs I ever played. It occurred to me that half the work was already done: the mutations were covered in
Paragon, complete with a system designed to integrate them smoothly into the d20 framework. Typically, though, I got lost in
other projects, and this idea never made it past the Notepad "scribble file" stage.
Months later, I noticed that someone at Polyhedron magazine must have had much the same idea, since they published a
d20 "add-on" called Omega World. To be honest, I never actually read it. This was partly because I knew that, if I did, I would
get lazy and never finish my own version and partly because I didn't want to be unduly influenced by someone else’s vision at
such an early stage of formulating my own. Okay, and – again, being completely honest here – the price of the magazine had
just skyrocketed, especially here in Canada, making it more expensive that some games. I’m a cheap bugger – what can I
say? ;-) But it did set me to thinking about the idea, again, and adding to my rather sparse notes. By the time Paragon 2.0
and Vancouver: 2020 were finally finished, it seemed well past time to give Paragon: Apocalypse its due.
In some ways, this supplement is an homage to the post-apocalyptic games of nearly a quarter of a century ago and,
especially, to Gamma World. Admittedly, it is a very different game, colored by my own vision and the framework of the d20
system. But the roots are there, if you know what to look for. With that in mind, I'd like to dedicate this book to James M.
Ward and Gary Jaquet. Consider it a late "thank you" for all the fun you brought a bunch of kids back in the late '70s. :-)
Pax!
Cwylric

What This Book Is (and Is Not)


Paragon: Apocalypse is a collection of rules and ideas for playing in a post-apocalyptic science-fantasy world. Note the term
science-fantasy. While these rules could be used to simulate a more serious science fiction world, à la The Postman (David
Brin) or Lucifer’s Hammer (Larry Niven and Jerry Pournelle), that is not really where they shine. In a realistic world, hard
radiation kills. In a science-fantasy post-apocalyptic world, it can still do so – but it is just as likely to mutate a character in
some dramatic way, leaving him alive but forever altered. Magic probably does not exist, but even that is not certain, and, in
any event, high technology is virtually indistinguishable from sorcery.
This book makes several basic assumptions, which are treated as defaults when the rules require such a foundation:
• Some terrible disaster has caused civilization to collapse. Just as mankind’s technology was reaching glorious new
levels, its creators were cast down into a Dark Age. Iron weapons are now, once again, cutting edge technology.
• Sufficient time has passed to allow some rebuilding, and small communities are now common. Tribal groups are still the
norm, in most areas, but larger villages are beginning to appear, and some are even forming alliances and rivalries.
Large cities are still virtually unknown, but networks of villages, linked through trade, are beginning to appear.
• The humans that lived during the previous Golden Age are now known simply as the Ancients. They are not well
understood, but, even posthumously, they continue to influence the world through their machines, which were built to last.
Those who gain mastery over the machines wield terrible power in this benighted era.
• Humans are no longer the only sentient species on Earth. The basic Homo sapiens stock has branched to create many
strange mutations, and even some of the animals are now intelligent tool-users.
What this book does not do is fill in all of the details. What disaster or series of disasters brought an end to the Golden Age?
That is up to the DM, and it should be one of his most closely guarded secrets. Who, exactly, were the Ancients, and what
were their ultimate goals? Again, only the DM can answer this question. The final section of this booklet provides several
possible campaign backgrounds, but, ultimately, it is up to you to create the history of your world.
In short, this is not a campaign sourcebook, along the lines of Vancouver: 2020. Rather, it is a collection of tools that will
help you build your own science-fantasy campaign. It includes new races, classes, feats, skills, equipment, mechanics, and so
forth, and you can use any or all of these as you see fit. This book provides a solid foundation for your campaign structure, but
you must furnish the individual rooms and people them with interesting characters.

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For the most part, characters are created as described in Paragon, although the races and classes have been changed. In
particular, note that the Paragon system is used when determining a character’s initial skill points, i.e. the base points are
determined by the character’s race, and the character’s class provides only one level worth of extra points (rather than the
equivalent of four levels, as in D&D). For example, a 1 st level Mutant Warrior with an Intelligence score of 13 would receive 18
skill points – 15 for his race ([4 + 1] x 3), plus 3 for his class (2 + 1) – not 12 skill points ([2+1] x 4).
The actual steps that should be followed when creating a new character are listed below. It is more important than usual
that these steps be followed more or less in order, since decisions made early on may affect later steps.
1) Choose Race or determine it randomly.
2) Determine Ability scores.
3) Determine Mutant Powers (if any).
4) Optionally, choose a Weakness.
5) Choose Class or determine it randomly. This is also a good time to record your Race- and Class-related features.
6) Select a starting Feat (two if the character is Human).
7) Select your Skills and assign them ranks, as usual.
8) Deal with any finishing touches – combat numbers, description, possessions, and so forth.

1.1 Race
The Races from Paragon have been replaced by the following: Humans, Mentons, Mutants, and Mutated Animals. You may
choose your Race or roll percentage dice to determine it randomly:
01 – 40 = Human 41 – 55 = Menton 56 – 90 = Mutant 91 – 00 = Mutated Animal

Human (Pure)
The character is, genetically, a completely normal human being and has not been augmented biologically. Of course, the
Humans of this world are evolving to be much tougher than their ancestors were. Those who could not adapt soon perished.
Human Racial Traits
• Medium-size: As Medium-size creatures, Humans have no special bonuses or penalties due to their size.
• Normal Speed: Human base speed is 30 feet.
• Hardy Stock: When rolling for each Ability score, a Human uses 3d6 and changes the lowest result into a 6. Furthermore, a
Human character is allowed to roll all six scores before deciding where to assign each number (see section 1.2).
• Mutation Resistant: A Human gains a +4 racial bonus on saving throws against effects that would trigger a transformation in
his body, due to Mutant Powers or any other stimulus. In cases where a saving is not normally allowed, he will usually be
given one, anyway, but without the +4 bonus (see section 3.1 for an example of this).
• Resourceful: A Human gains one extra feat of his choice at 1 st level.
• Skillful: A Human gains 1 extra skill point at each class level, including the first. Furthermore, Humans receive more initial
skill points than other Races, as indicated below.
• Skill Points at 1 st Level: (8 + Int modifier) x 3
• Automatic Language: Any single native language, as appropriate. A Human receives bonus languages, based on his
Intelligence, if (and only if) his background adequately explains this knowledge. Extra language “slots” can be left empty,
deliberately, allowing the character to pick up languages later, during play, without having to buy the Speak Language skill.
• Favored Class: Any. When determining whether a multiclassed Human suffers an XP penalty, his highest level class does
not count.

Menton (Pale)
In a sense, Mentons are simply Mutants (see below); however, since they breed true, they have, effectively, become a new
species. Mentons are humanoid but appear to be proportioned poorly, with unusually large heads and spindly limbs. They
possess white skin, with faint blue highlights, and long, silky hair, which is usually light (white, platinum, silver, or pale gold).
Their eyes may be blue, green, or gray but are so pale as to appear almost white.
Mentons get along well with others of their kind but often distrust other sentients, since they tend to be greeted with hostility
and superstition. The fact that many Mentons are rather arrogant and are prone to making slaves out of “lesser” beings does
little to alleviate this situation.
Note that this Race is only available if the DM has access to the Psionics Handbook , since there would be little reason to
play one, otherwise.

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Menton Racial Traits
• Medium-size: As Medium-size creatures, Mentons have no special bonuses or penalties due to their size.
• Normal Speed: Menton base speed is 30 feet.
• Intellectual: Menton Ability scores tend to favor mental, rather than physical, strengths (see section 1.2).
• Iron Will: At 1 st level, a Menton automatically gains the Iron Will Feat, for free. Furthermore, unlike most characters, he is
permitted to take this Feat a second time (giving a total Will bonus of +4), either at 1 st level or later.
• Low-light Vision: Mentons can see twice as far as a Human can in starlight, moonlight, torchlight, and similar conditions of
poor illumination. They retain the ability to distinguish color and detail under these conditions.
• Natural Psionic: All Mentons are latent psionics. Of all the Races, only they can take the Psion and Psionic Warrior classes,
and these classes never count when determining whether a multiclassed Menton suffers an XP penalty. Furthermore, at 1 st
level, a Menton automatically gains the Inner Strength [Psionic] Feat, for free (which will, of course, only be useful if he is a
Psion or Psychic Warrior).
• Bad Reputation: Mentons receive a –3 Charisma reduction when dealing with other Races. This penalty does not apply
when dealing with their own kind, using Intimidation on other Races, or calculating Charisma-related psionic abilities; thus,
both scores should be noted, separated by a slash, e.g. Charisma 12 / 9.
• Skill Points at 1 st Level: (6 + Int modifier) x 3
• Automatic Language: As per Human, above. Mentons are quick to pick up new languages, so the DM should be lenient in
allowing one to have access to various background-related bonus languages.
• Favored Classes: Both Psion and Psychic Warrior, as previously noted.

Mutant (Taint)
While the character’s ancestors were Human, he has mutated into something else. He may look normal, or he may appear
truly alien, but a thorough medical examination will always reveal his true nature. In many areas, this can be a real problem,
since Pures (i.e. normal human beings) tend to distrust Taints.
Mutant Racial Traits
• Variable Size and Speed: You can choose to be Small, Medium, or Large, or you can roll percentage dice to determine this
randomly: 01 – 15 = Small, 16 – 90 = Medium, 91 – 00 = Large. Medium-size Mutants have a base speed of 30 feet and
have no special bonuses or penalties due to their size. Small Mutants gain a +1 size bonus to Armor Class, a +1 size bonus
on attack rolls, and a +4 size bonus on Hide checks ; however, they have a base speed of 20 feet, must use smaller
weapons than Humans use, and can lift and carry only three-quarters as much as Medium -size characters. Large Mutants
gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls and a -4 size penalty on Hide checks; however, they
have a base speed of 40 feet, can use larger weapons than Humans use, and can lift and carry twice as much as Medium -
size characters. Furthermore, their reach is increased from 5 feet to 10 feet.
• Random Ab ility Scores: When rolling for each Ability score, a Mutant gets 4d6 and discounts the lowest result, i.e. the
normal Paragon system is used. However, a Mutant must roll for each score, in order, and is only allowed to rearrange two
numbers, so you have much less control over his strengths and weaknesses (see section 1.2).
• Mutations: A Mutant is allowed to make three rolls on the Mutant Powers chart (see section 1.3). Furthermore, Mutants are
allowed to take the Adept class, which allows them to improve their Powers.
• Social Stigma: Most Mutants receive a –3 Charisma reduction, even when dealing with their own Race, since no two of them
look alike. You should feel free to describe such characters in fairly bizarre terms. Occasionally, a Mutant will be born who
appears completely Human and can act the part. If you wish to play such a character, you need not take the Charisma
penalty; however, you automatically receive the Dark Secret Weakness and receive no compensation for it.
• Skill Points at 1 st Level: (4 + Int modifier) x 3
• Automatic Language: As per Human, above.
• Favored Class: Adept.

Mutated Animal (Beast)


Occasionally, Mutated Animals develop a level on intelligence sufficient to make them viable characters. Characters from
this “Race” are not Human at all and do not have Human ancestors. They cannot ever pass as human beings and, thus, are
not always accepted by Pures or even Taints. When you choose this Race, you must pick a specific animal type that will act
as your base form or determine it randomly, by rolling percentage dice:
01 – 10: Ape 53 – 58: Eagle
11 – 20: Baboon 59 – 66: Horse
21 – 28: Bear 67 – 74: Leopard
29 – 35: Bison 75 – 80: Snake
36 – 43: Boar 81 – 90: War Dog
44 – 52: Dog 91 – 00: Wolf

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Other animal types are possible; however, those listed above have been picked since they are neither too small nor too large
and do not have unbalancing Ability scores or traits. The DM should be very careful about allowing any other animals –
especially ones that are not listed in the Monster Manual. Most Large and Medium -sized animals not listed here should be
avoided, since they were left out for a reason (usually because of problematic abilities). In general, however, Small creatures
such as otters, raccoons, mule deer, and the like can be permitted, as long as the player realizes that the character may be a
bit weaker than usual and that he will have to figure out its traits from scratch.
Mutated Animal Racial Traits
• Variable Size and Speed: Your size, speed, and mode(s) of movement are determined by your animal type (see section
1.2). As usual, Medium -size characters have no special bonuses or penalties due to their size. Small characters gain a +1
size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks; however, they must use
smaller weapons than Humans use and can lift and carry only three-quarters as much as Medium -size characters. Large
characters gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls and a -4 size penalty on Hide checks;
however, they can use larger weapons than Humans use, and can lift and carry twice as much as Medium -size characters.
Furthermore, their reach or length is increased from 5 feet to 10 feet, depending on whether they are described as being tall
or long, respectively. Remember that a quadruped lacks hands but is able to carry more weight. As a rule of thumb, the
Heavy Load value noted on the Carrying Capacity chart for its Strength is, instead, treated as its Light Load (its Medium
Load is twice as much, and its Heavy Load is three times as much).
• Species-Based Ability Scores: Your Ability scores are determined by your animal type (see section 1.2).
• Mutations: A Mutated Animal is allowed to make one or more rolls on the Mutant Powers chart (see section 1.3), with the
exact number depending on its type, as indicated in section 1.2. Furthermore, Mutated Animals are allowed to take the
Adept class, which allows them to improve their Powers.
• Natural Weaponry: A Mutated Animal possesses all of the usual attacks for its type, although the base attack bonus is
based on its class and level (since its hit dice are always assumed to be equal to its level). For the sake of convenience,
these are listed in section 1.2, although the information is drawn originally from the Monster Manual.
• Natural Armor: A Mutated Animal receives any natural armor bonus that would normally apply to its species, as noted in
section 1.2. Of course, it is unable to wear artificial armor unless appropriate barding has been designed especially for it.
• Senses: A Mutated Animal automatically possesses the Scent extraordinary ability, as described on page 81 of the DMG.
This can be treated as a free Feat in all respects. Creatures with this ability are also assumed to treat Smell as a class skill,
regardless of their class. Eagles are the one exception to this general rule, from the above list: they do not possess Scent
but get a +8 racial bonus on Spot checks in normal lighting and always treat Spot as a class skill.
• Social Stigma: Mutated Animals receive a –3 Charisma reduction when dealing with other Races (including other Mutated
Animals of a different base type). This penalty does not apply when dealing with their own kind, using Intimidation on other
Races, or calculating Charisma-related Power effects; thus, both scores should be noted, separated by a slash, e.g. 12 / 9.
• Skill Points at 1 st Level: (2 + Int modifier) x 3. You also receive 8 extra skill points that can only be used for the following
skills (which may or may not be class skills, depending on your class): Balance, Climb, Escape Artist, Hide, Intimidate, Intuit
Direction, Jump, Knowledge (nature), Listen, Move Silently, Search, Smell, Spot, Swim, Wilderness Lore.
• Automatic Language: None, except for a single Human tongue, which you can understand (poorly) but not speak. By
default, a Mutated Animal is incapable of speaking any Human tongue and cannot learn the Speak Language skill. You can
use your free starting feat or one gained by taking a Weakness to gain Speech (see section 1.6). Alternatively, you can give
up a single Standard Power or reduce an Improved or Ultra Power by one step and take this feat in return (this is the only
time a character can reduce a Power to gain a feat). In this case, you can speak normally, gain languages in exactly the
same manner as a Human, and learn the Speak Language skill.
• Favored Class: Any one, chosen during creation. Hunter is the most common.

1.2 Abilities
The method used to determine your Ability scores varies, depending on your Race. Consult the appropriate section, below,
to discover how your scores should be generated.

Human
Roll 3d6 and replace the lowest die roll with a 6, for each score. In other words, a roll of 4, 2, and 5 would count as 15, since
the 2 would be changed to a 6. This gives a range of 8 to 18, with an average of 14.46. Roll all six numbers first, and then
arrange them in any order you wish to get your final Ability scores.

Menton
Roll your Ability scores, in order, using the appropriate dice combination for each one, as noted below:
Strength: 3d6 (range: 3 – 18; average: 10.5)
Dexterity: 4d6, discounting the lowest die (range: 3 – 18; average: 12.24)
Constitution: 3d6 (range: 3 – 18; average: 10.5)
Intelligence: 2d6 + 8 (range: 10 – 20; average: 15)
Wisdom: 5d6, discounting the two lowest dice (range: 3 – 18; average: 13.43)
Charisma: 5d6, discounting the two lowest dice (range: 3 – 18; average: 13.43).
Remember that this score will be reduced by 3 for some purposes (see section 1.1).

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Mutant
Roll your Ability scores, in order, using 4d6 and discounting the lowest die for each one, i.e. use the usual Paragon system,
but roll the scores in order, rather than arranging them as you wish. This gives a range of 3 – 18, with an average of 12.24, for
each score. Once you have generated all six Ability scores, you can switch any two. For example, if you rolled Str 13, Dex
15, Con 9, Int 13, Wis 12, Cha 11, you could switch your Con to 13 and your Int to 9. Remember that your final Charisma
score (after any switching) must be reduced by 3, unless you take the Dark Secret Weakness (see section 1.1).

Mutated Animal
Your Mutated Animal type affects not only your Ability scores but many other traits, as well. For Strength, Dexterity, and
Constitution, simply use the appropriate score for your type, as indicated below. Roll 3d6 for Intelligence and Charisma and
4d6, discounting the lowest die, for Wisdom. Remember that Charisma will be reduced by 3 for some purposes (see section
1.1). Eagles gain a +2 modifier for Wisdom, and Boars and Snakes have a –1 modifier for Charisma (on top of the usual
modifier for being a Mutated Animal).
The following charts lists the physical Ability scores, size, speed, natural arm or (“NArm”), natural attacks, and special
abilities for all of the standard animal types. Note that these traits as usually very similar to those listed in the Monster Manual
but are not always identical (some have been altered slightly, for balance purposes). The chart also lists the number of “Rolls”
that a mutated version of the animal is eligible for on the Mutant Powers chart (see section 1.3). A few things to keep in mind
about this chart:
• Natural attack damage does not have any Strength modifier listed, since this can vary. Although each animal type has a set
starting Strength, the score can be increased as the character advances in level. Also, remember that the attack bonus is
calculated as usual for the character, based on his class, level, and appropriate Ability and size modifiers.
• Any skill bonuses listed are, of course, racial bonuses. Note that a bonus to Smell applies to any roll that uses the
creature’s Scent ability (including tracking).
• Unless the creature actually has the Tool Use special ability, it cannot use man-made tools or weapons in a normal fashion.
• In general, if an animal does not have a particular ability listed, then it does not possess that ability. This chart supercedes
the Monster Manual for purposes of creating Mutated Animals. This also means that the character’s saving throws are
calculated normally, based on his class and level, not his animal type.

Animal Rolls Str Dex Con Size Speed NArm Natural Attacks Special Abilities
Ape 1 19 14 14 L 30† 3 2 Claws 1d6, Bite 1d6‡ Tool Use
Baboon 2* 15 14 12 M 40† 1 Bite 1d6+1 Tool Use
Bear 1 21 13 16 M 40 4 2 Claws 1d4, Bite 1d6‡ None
Bison 2 18 10 16 L 40 4 Butt 1d8+2 None
Boar 2 15 10 17 M 40 5 Gore 1d8+1 Ferocity
Dog 2 13 17 15 S 40 1 Bite 1d4 Listen +4, Smell +6
Eagle 2* 10 16 12 S 10 0 2 Claws 1d3, Bite 1d4‡ Fly 80 feet, Weapon Finesse
Horse 2 16 13 17 L 60 4 2 Hooves 1d4, Bite 1d3‡ None
Leopard 1 15 19 14 M 40† 1 Bite 1d6, 2 Claws 1d3‡ Pounce, Rake
Snake 2 17 17 13 M 20† 2 Bite 1d3+1 Constriction, Move Silently +4
War Dog 2 15 15 15 M 40 3 Bite 1d6 Listen +2, Smell +4
Wolf 2 13 15 15 M 50 2 Bite 1d6 Smell +4, Trip

* - You also gain a free Power Enhancement that can be used to push up a Standard or Improved Power by one level or to
take an Amplifier for an existing Power. This is applied after you have rolled up all of your other Powers.
† - Climbing speed is 30 for apes and baboons, or 20 for leopards and snakes. Snakes can also swim at a speed of 20.
‡ – This secondary attack receives a –5 attack roll penalty, and any Strength modifier for damage is halved, rounding down.

Constriction: When a constrictor snake hits with its bite attack, it can get hold, using Improved Grab. This allows it to deal
1d3+1 (plus Strength modifier) points of damage with a successful grapple check, against Medium-size or smaller creatures.
Ferocity: A boar is such a tenacious combatant that it continues to fight, without penalty, even while disabled or dying.
Pounce: If a leopard leaps upon a foe during the first round of combat, it can make a full attack, even if it has already taken a
move action.
Rake: When the leopard hits with its bite attack, it can get hold, using Improved Grab, and rake with its hind legs. This allows
it to make two claw attacks with its full melee attack bonus and 1d3 (plus one-half Strength modifier) damage, each.
Tool Use: Of the creatures listed here, only apes and baboons have enough manual dexterity to use tools and weapons
normally. No other animal may do so, regardless of its Intelligence, unless the tool in question has been specifically
designed with this in mind (which is not even an option for most tools).
Trip: A wolf that hits with its bite attack can attempt to trip its opponent, as a free action, without making a touch attack or
provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

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1.3 Mutant Powers
Humans and Mentons do not receive any Mutant Powers and, thus, can ignore this section. Mutants and Mutated Animals
do gain Mutant Powers and determine these by rolling 1d1000 and consulting the chart below. A Mutant receives three rolls
on this chart, and a Mutated Animal receives either one or two rolls, depending on its type (see section 1.2). To make a
1d1000 roll, simply roll three ten-sided dice, counting each die as a single digit, in much the same manner as you would for
percentage dice.
Many results will actually give you two Powers or a Power and an Amplifier. In effect, each result gives two Power “slots”,
not one. For some Powers, such as Absorption and Boost, you may have to make additional choices about how the Power
works, e.g. which energy type your Absorption works against or which Ability score Boost improves. Any of the usual choices
listed in Paragon are permitted, as long as your DM is agreeable.
If you repeat a result, you may either roll it over again, choose a different version of the Power(s) if such are available (as in
the Absorption and Boost examples, above), or improve the Power(s) in question, by adding two Power Enhancements, at
your discretion. Power Enhancements are used exactly as described for Adepts, in section 1.5. Thus, each Enhancement
can: improve an existing Standard or Improved Power by one step; add an Amplifier; remove a Reducer; or award a synergy
bonus with a related skill. As usual, no Power can exceed the Ultra level, so, if you receive an Enhancement for an Ultra
Power, use it to gain an Amplifier or synergy bonus. Again, see the description of Adepts, herein, for more information.

Dice Roll Mutant Power(s) Dice Roll Mutant Power(s)


001 – 007 Improved Absorption 241 – 246 Improved Elongation
008 – 010 Standard Absorption, with Energized Regeneration 247 – 249 Standard Elongation, with Parachuting
011 – 014 Standard Absorption, with Safe Overload 250 – 252 Standard Elongation, with Rocket Punch
015 – 022 Improved Animal Affinity 253 – 264 Improved Empathy
023 – 028 Ultra Animal Affinity (Single Animal Type) 265 – 268 Standard Empathy, with Heart’s Desire
029 – 044 Improved Aquatic Adaptation 269 – 280 Improved Energy Blast
045 – 050 Improved Astral Projection 281 – 282 Standard Energy Blast, with Cone
051 – 052 Standard Astral Projection, with Astral Armor 283 Standard Energy Blast, with Energy Substitution
053 – 054 Standard Astral Projection, with Astral Sight 284 – 285 Standard Energy Blast, with Explosive
055 – 056 Standard Astral Projection, with Astral Weapon 286 – 287 Standard Energy Blast, with Fan
057 – 063 Improved Boost 288 Standard Energy Blast, with Personal Immunity
064 – 067 Standard Boost (Boost Any) 289 – 290 Standard Energy Blast, with Wide-Beam
068 – 070 Improved Boost (Boost Power) 291 Ultra Energy Blast, with Burnout
071 – 085 Improved Brawn 292 Ultra Energy Blast, with Touch Only
086 – 089 Standard Brawn, Standard Meta-Constitution 293 – 299 Improved Entangle
090 – 093 Standard Brawn, Standard Damage Reduction 300 – 303 Standard Entangle, with Area Effect
094 – 096 Standard Brawn, Standard Damage Resistance 304 Standard Entangle, with Instant Freedom
097 – 098 Standard Brawn, Standard Invulnerability 305 Standard Entangle, with Sensory Shutdown
099 – 106 Improved Chameleon 306 Standard Entangle, with Sticky
107 – 110 Standard Chameleon, with Hide Gear 307 – 311 Standard Extra Limbs, Standard Meta-Strength
111 – 112 Standard Chameleon, with Transparent 312 – 315 Standard Extra Limbs, Standard Natural Weaponry
113 – 119 Improved Clairsentience 316 – 320 Standard Extra Limbs, Standard Wall-Crawling
120 Standard Clairsentience, with Precognition 321 – 326 Improved Flash
121 – 122 Standard Clairsentience, with Psychometry 327 – 329 Standard Flash, with Area Effect
123 Standard Clairsentience, with Sensitivity 330 Standard Flash, with Instant Recovery
124 Standard Clairsentience, with Shared Vision 331 – 332 Standard Flash, with Personal Immunity
125 – 126 Standard Clairsentience, Standard Telepathy 333 – 334 Standard Flash, with Wide-Angle
127 – 134 Improved Contagion 335 – 339 Improved Flight
135 – 139 Standard Contagion, with Hyper-Immune System 340 – 345 Improved Flight (Gliding)
140 – 144 Standard Contagion, with Spray Attack 346 – 352 Improved Flight (Winged)
145 – 160 Improved Damage Reduction 353 Standard Flight, with Grant Flight
161 – 162 Standard Damage Reduction, with Shared Defense 354 – 355 Standard Flight, with Hyper-Flight
163 – 168 Standard Damage Reduction, Standard Meta-Constitution 356 – 358 Standard Flight, with Persistent Flight
169 – 178 Improved Damage Resistance 359 – 367 Improved Force Field
179 – 180 Standard Damage Resistance, with Shared Defense 368 – 370 Standard Force Field, with Force Bubble
181 – 184 Standard Damage Resistance, Standard Meta-Constitution 371 – 373 Standard Force Field, with Force Shape
185 – 189 Improved Darkness 374 – 376 Standard Force Field, with Force Wall
190 – 193 Standard Darkness, with Range 377 – 384 Improved Growth
194 – 198 Standard Darkness, with Self Immunity 385 Standard Growth, with Grow Others
199 – 205 Improved Drain 386 – 390 Standard Growth, Standard Shrinking
206 – 209 Standard Drain (Drain Any) 391 – 396 Improved Healing
210 – 212 Improved Drain (Drain Power) 397 – 399 Standard Healing, with Neutralize Poison
213 – 216 Improved Duplication 400 – 402 Standard Healing, with Remove Disease
217 – 220 Standard Duplication, with Share Life 403 – 404 Standard Healing, with Restore Ability
221 – 224 Standard Duplication, with Telepathic Bond 405 – 412 Improved Hyperspeed
225 – 228 Improved Element Control (Air) 413 Standard Hyperspeed, with Haste Others
229 – 232 Improved Element Control (Earth) 414 – 415 Standard Hyperspeed, with Hyper-Running
233 – 236 Improved Element Control (Fire) 416 – 420 Standard Hyperspeed, Standard Meta-Dexterity
237 – 240 Improved Element Control (Water) 421 – 427 Improved Imitation

-7 -
Dice Roll Mutant Power(s) Dice Roll Mutant Power(s)
428 – 431 Standard Imitation, Standard Shapeshifting 753 – 762 Improved Probability Control
432 – 434 Standard Imitation, Standard Skill Mimicry 763 – 766 Standard Probability Control, with After the Fact
435 – 445 Improved Invisibility 767 – 774 Improved Psychic Attack
446 – 448 Standard Invisibility, with Shared Invisibility 775 – 776 Standard Psychic Attack, with Deadly Mind
449 – 456 Improved Invulnerability 777 – 778 Standard Psychic Attack, with Psychic Blade
457 – 458 Standard Invulnerability, with Shared Defense 779 – 780 Standard Psychic Attack, with Psychic Scream
459 – 462 Standard Invulnerability, Standard Meta-Constitution 781 – 788 Improved Reflection
463 – 470 Improved Leaping 789 – 791 Standard Reflection, with Aimed Attack
471 – 474 Standard Leaping, with Leaping Charge 792 – 794 Standard Reflection, with Explosive Reflection
475 – 478 Standard Leaping, Standard Wall-Crawling 795 – 800 Improved Regeneration
479 – 492 Improved Life Support 801 – 802 Ultra Regeneration (Powered Regeneration)
493 – 494 Standard Life Support, with Shared Life Support 803 – 804 Standard Regeneration, with Disease Resistant
495 – 496 Standard Life Support, Standard Meta-Constitution 805 – 806 Standard Regeneration, with Poison Resistant
497 – 506 Improved Light 807 – 808 Standard Regeneration, with Regenerate Ability Damage
507 Standard Light, with Purifying Light 809 – 810 Standard Regeneration, with Toxin Resistant
508 – 510 Standard Light, with Range 811 – 812 Standard Regeneration, Standard Meta-Constitution
511 – 518 Improved Mental Illusion 813 – 818 Improved Shapeshifting
519 – 521 Standard Mental Illusion, with Illusionary Disguise 819 – 820 Standard Shapeshifting, with Alter Clothes
522 – 524 Standard Mental Illusion, with Selective Illusion 821 – 822 Standard Shapeshifting, with Fast Change
525 – 529 Improved Meta-Strength 823 – 824 Standard Shapeshifting, with Persistent Change
530 – 532 Standard Meta-Strength, Standard Meta-Constitution 825 – 833 Improved Shrinking
533 – 538 Improved Meta-Dexterity 834 – 837 Standard Shrinking, with Density Increase
539 – 542 Improved Meta-Constitution 838 Standard Shrinking, with Shrink Others
543 – 547 Improved Meta-Intelligence 839 – 846 Improved Silence
548 – 550 Standard Meta-Intelligence, Standard Meta-Wisdom 847 – 849 Standard Silence, with Range
551 – 555 Improved Meta-Wisdom 850 – 852 Standard Silence, with Self Immunity
556 – 560 Improved Meta-Charisma 853 – 859 Improved Skill Mimicry
561 – 572 Improved Meta-Senses 860 – 863 Standard Skill Mimicry, with Blanket Mimicry
573 – 588 Standard Meta-Senses, with Amplifier of choice 864 – 866 Standard Skill Mimicry, with Skill Theft
589 – 594 Improved Mind Control 867 – 871 Improved Suppression
595 – 596 Standard Mind Control, with Lingering Control 872 – 875 Standard Suppression, with Personal Immunity
597 – 598 Standard Mind Control, with Multiple Subjects 876 – 878 Standard Suppression, with Ranged Effect
599 – 600 Standard Mind Control, with Possession 879 – 886 Improved Telekinesis
601 – 602 Standard Mind Control, Standard Meta-Charisma 887 – 889 Standard Telekinesis, with Force Field
603 – 616 Improved Mirage 890 – 891 Standard Telekinesis, with Lifter
617 – 622 Improved Morphing 892 – 894 Standard Telekinesis, with Sustained Levitation
623 – 624 Standard Morphing, with Mimic Material 895 – 898 Standard Telekinesis, Standard Telepathy
625 – 626 Standard Morphing, with Object Possession 899 – 904 Improved Telepathy
627 – 628 Standard Morphing, with Partial Change 905 Standard Telepathy, with Borrow Senses
629 – 634 Improved Mutation 906 Standard Telepathy, with Improved Range
635 – 637 Standard Mutation, with Extended Duration 907 – 909 Standard Telepathy, with Mental Shield
638 – 640 Standard Mutation, with Malign Mutation 910 Standard Telepathy, with Mind Bond
641 – 656 Improved Natural Armor 911 Standard Telepathy, with Mind Link
657 – 660 Standard Natural Armor, with Hidden Armor 912 Standard Telepathy, with Mind Scan
661 – 668 Standard Natural Armor, Standard Natural Weaponry 913 Standard Telepathy, Standard Meta-Intelligence
669 – 680 Improved Natural Weaponry 914 Standard Telepathy, Standard Meta-Wisdom
681 – 684 Standard Natural Weaponry, with Hidden Weapon 915 – 922 Improved Teleportation
685 – 686 Standard Natural Weaponry, with Penetrating Attack 923 Standard Teleportation, with Blink
687 – 688 Standard Natural Weaponry, Standard Tunneling 924 Standard Teleportation, with Gateway
689 – 696 Improved Nullification 925 Standard Teleportation, with Summons
697 – 698 Standard Nullification, with Blanket Negation 926 Standard Teleportation, with Teleport Link
699 – 700 Standard Nullification, with Lingering Negation 927 – 932 Improved Transfer
701 – 705 Improved Paralysis 933 – 936 Standard Transfer (Transfer Any)
706 – 710 Improved Paralysis (Physical) 937 – 940 Standard Transfer, with Aid Others
711 – 712 Standard Paralysis, with Multiple Subjects 941 – 946 Improved Tunneling
713 – 714 Standard Paralysis (Physical), with Multiple Subjects 947 – 948 Standard Tunneling, with Burn the Bridge
715 – 722 Improved Phasing 949 – 951 Standard Tunneling, with Special Sense*
723 – 724 Standard Phasing, with Airwalking 952 – 954 Standard Tunneling, with Subterranean
725 – 726 Standard Phasing, with Phase Others 955 – 963 Improved Universal Translator
727 – 728 Standard Phasing, with Short Circuit 964 – 966 Standard Universal Translator, with Instinctive Orator
729 – 736 Improved Power Mimicry 967 – 976 Improved Wall-Crawling
737 – 738 Standard Power Mimicry, with Power Theft 977 – 978 Standard Wall-Crawling, with Slick
739 – 740 Standard Power Mimicry, Standard Skill Mimicry 979 – 980 Standard Wall-Crawling, with Trail Blazer
741 – 750 Improved Power Resistance 981 – 990 Roll again, adding one Reducer†
751 – 752 Standard Power Resistance, with Shared Defense 991 – 000 Choose any one result from this chart

* - Choose Darkvision, Radar, or Sonar from Meta-Senses, or Tremorsense from Tunneling.


† - Roll the dice again to get a normal result, then add one Reducer of your choice to the Power (or one of the Powers, if two are obtained).
You can then either add an Amplifier to the same Power or increase it’s level by one step (but not past Ultra), to balance the Reducer.

-8 -
1.4 Weaknesses
As in Paragon, you are allowed to take one or more Weaknesses, which cause some kind of problem for your character on a
semi-regular basis. The available Weaknesses are the same as in Paragon. Keep in mind that, in this world (unlike most
others), radiation is a relatively common energy source, and disease is probably a relatively common problem, as well. Also,
the DC for some Phobias should be altered to suit the frequency of the catalyst in this world.
The DM may simply allow you to pick your Weakness, or he may rule that it must be determined randomly, using the chart
below. Of course, if you are feeling adventurous, you can always choose to use this chart, in any event.

Roll Weakness Roll Phobia


01 – 02 Ability Penalty: Strength* 01 – 05 Acrophobia (heights, DC 13)
03 – 04 Ability Penalty: Dexterity* 06 – 10 Agoraphobia (open spaces, DC 12)
05 – 06 Ability Penalty: Constitution* 11 – 14 Aichmophobia (sharp objects, DC 12)
07 – 08 Ability Penalty: Intelligence* 15 – 18 Arachnophobia (spiders, 13)
09 – 10 Ability Penalty: Wisdom* 19 – 22 Astrophobia (storms, 12)
11 – 12 Ability Penalty: Charisma* 23 – 26 Bathophobia (depths, 13)
13 – 14 Accidental Change (Controlled)† 27 – 30 Brontophobia (loud noises, DC 11)
15 Accidental Change (Uncontrolled)† 31 – 35 Claustrophobia (enclosed spaces, DC 13)
16 – 20 Bad Luck 36 – 39 Cynophobia (dogs, DC 12)
21 – 25 Bad Reputation 40 – 42 Eisoptrophobia (mirrors, DC 11)
26 – 30 Berserker 43 – 46 Entomophobia (insects, DC 11)
31 – 36 Code of Honor 47 – 50 Gatophobia (cats, DC 12)
37 – 40 Dark Secret 51 – 54 Gephyrophobia (crossing bridges, DC 12)
41 – 45 Dependence† 55 – 57 Hematophobia (blood, DC 13)
46 – 50 Flashbacks 58 – 61 Hoplophobia (weapons, DC 11)
51 – 58 Irrational Attraction 62 – 64 Mythophobia (lying, DC 11)
59 – 66 Irrational Aversion 65 – 68 Ophodiophobia (snakes, DC 14)
67 – 70 Old Age (re-roll if desired) 69 – 72 Pyrophobia (fire, DC 13)
71 – 78 Phobia (roll on Phobia Chart) 73 – 76 Rupophobia (filth and infection, DC 11)
79 – 84 Physical Limitation 77 – 80 Taphophobia (being buried, DC 14)
85 – 89 Susceptibility† 81 – 85 Technophobia (machines, DC 12)
90 – 95 Vulnerability† 86 – 89 Thalassophobia (oceans, DC 14)
96 – 00 Choose One 90 – 93 Toxicophobia (being poisoned, DC 12)
94 – 96 Zoophobia (wild animals, DC 12)
97 – 00 Choose One
* - If this mirrors a Meta-Ability that you already possess, you may re-roll it or keep it, at your discretion.
† – This Weakness is not usually available to Humans without a very good explanation (see the description of the Weakness for more
information). You may re-roll it, as necessary.

As usual, each Weakness grants a compensating benefit, as long as you take only one or two; however, no more than two
such benefits can be claimed, regardless of how many additional Weaknesses you take. The nature of this benefit is not the
same as in Paragon, and it is not dependent upon your Race. Instead, you may choose one of the two following benefits,
regardless of your Race:
• Re-roll any one Ability score (usually, your lowest), using the “4d6, discounting the lowest die” method. If you get a higher
number, keep it. If you get an equal or lower number, simply increase the score in question by +1 (in other words, you must
increase the original score by at least 1 point). While it is not really “cost-effective” to do so, you can even “re-roll” an 18 or
higher, in this manner. In this case, don’t bother rolling – just add 1 to the score. Note that this benefit can only be taken
after your Ability scores have been placed, for those Races that have a choice in the matter.
• Gain a bonus Feat of any type. The usual prerequisites apply.

1.5 Class
The classes from Paragon and the PHB have been replaced by the following: Adept, Crafter, Hunter, Scavenger, Shaman,
and Warrior. Note that the information regarding these classes, below, supercedes any similar information given in Paragon,
when playing in this genre.
You may notice that the ubiquitous Extra class has been removed. That is because, in a primitive society, everyone has to
deal with a little danger now and then and, thus, will be eligible for one of the “adventuring classes”. Also, there are no generic
jobs, in the modern sense of the word – each person has an occupation which is as much a lifestyle as a profession. Thus,
the job-oriented nature of the Extra class would be inappropriate.
As previously noted, the Psion and Psychic Warrior classes can also be allowed, as long as the DM has access to the
Psionics Handbook ; however, these classes are only available to Menton characters. By the same token, the DM is free to let
Mentons take psionic prestige classes, at his discretion.

-9 -
In theory, non-magical classes from other games could also be permitted; however, they will seldom mesh with the genre’s
atmosphere. The Barbarian and the Rogue from the PHB could be used, for example, with little concern for balance or rules
issues. However, these were deliberately left out, because they do not really work in this context. The Barbarian class is
somewhat redundant in a world where there is no real civilization and, in any event, has been replaced, to some degree, by
the Hunter. Rogues, in the thieving sense, seldom arise in tribal societies, because each member of the tribe must rely on
every other member, and habitual criminal activities tend to be dealt with harshly – or terminally. Furthermore, in the non-
thieving sense, Scavengers have supplanted Rogues, to a large degree, and are more “connected” to the game world.
Keep in mind the weapon proficiencies in this genre mirror those in the PHB much more closely than those in Paragon. For
example, firearms are considered to be exotic weapons, so even Warriors do not automatically know how to use them. This is
discussed in greater detail in section 1.6.
If you wish to generate a character’s class randomly, roll percentage dice, and cross-index the result with the character’s
race, on the chart below. Note that these percentages are skewed, a little, to better reflect adventuring characters. Non-
adventuring NPC Humans, for example, will only rarely be Scavengers or Shaman and are more likely to be Crafters or
Hunters than Warriors.
----------------------------------------------------- Class -----------------------------------------------------
Race Adept Crafter Hunter Scavenger Shaman Warrior Psion Psych War
Human -- 01 - 30 31 - 58 59 - 63 64 - 70 71 - 00 -- --
Menton -- 01 - 20 21 - 30 31 - 35 36 - 40 41 - 45 46 - 85 86 - 00
Mutant 01 - 24 25 - 44 45 - 66 67 - 72 73 - 80 81 – 00 -- --
M. Animal 01 - 25 26 - 40 41 - 65 66 - 70 71 - 75 76 – 00 -- --

Adept (Adp)
The Adept specializes in mutant power, pure and simple, and often endows it with a spiritual significance. Not content to
simply use the strange gifts that she was born with, she throws herself into intensive training and meditation, often with an
almost religious fervor, honing her natural abilities until they reach their fullest potential. For the Adept, a mutation is not just a
tool – it is a gift from the gods. It is a finely tuned instrument, a way of life, and a badge of honor, all rolled into one. Many
Adepts become fierce wardens or despicable brigands, working alone or in groups, to benefit civilization or benefit from it.
Others join m ore discreet organizations, with goals ranging from the saintly to the diabolical. Some are simply perfectionists,
seeking to maximize their talents and use them to enhance their daily existence. Regardless of their motivations and resulting
actions, all Adepts share one trait: they are defined by their mutations and cannot imagine their lives without them.
Note: This class is only available to Mutants and Mutated Animals.
Hit Die: d6.

Class Skills
The Adept’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge
(taint) (Int), Listen (Wis), and Spot (Wis). Furthermore, the Adept can choose two other skills that count as class skills, and
one of these can even be a skill that is norm ally exclusive to some other class.
Skill Points at Each Level: 4 + Int modifier

Class Features
All of the following are class features of the Adept.
Weapon and Armor Proficiency: The Adept is proficient with all simple weapons and with light armor.
Bonus Feat: At 1 st level and every five levels, thereafter, the Adept gains a bonus feat, which must be a Power feat, a
Metapower feat, or one of the following General feats: Combat Activation, Greater Power Focus, Power Focus, or Weapon
Focus (used with a Power). Prerequisites count, as usual. These feats are in addition to those gained automatically, every
three levels.
Power Enhancement: At 2 nd level and every five levels, thereafter, the Adept gains a Power Enhancement. A Power
Enhancem ent can be used in one of four ways, and the decision as to which benefit to take must be made immediately (it
cannot be changed later):
• It can be used to improve an existing Power by one step; thus, a Standard Power becomes an Improved Power, or an
Improved Power becomes an Ultra Power. Ultra Powers cannot be improved in this manner.
• It can be used to add a Power Amplifier to an existing Power (see section 2.2 of Paragon).
• It can be used to remove a Power Reducer from an existing Power that has one (see s ection 2.3 of Paragon).
• It can be used to gain a permanent synergy bonus with a related skill. For example, if the Adept possesses the Wall-
Crawling Power, she could justifiably gain a synergy bonus with Balance (or Climb, for that matter, but that would be a bit
overkill). The bonus is +4 for a Standard Power, +6 for an Improved Power, or +8 for an Ultra Power. If the Power is later
improved, the synergy bonus automatically improves, as well.

- 10 -
Sense Power: At 4 th level, the Adept is able to sense the presence of any active mutant Power that is currently using
Energy, within her natural line of sight. Thus, she could sense the continuous use of Drain or the sudden flash of a Psychic
Attack, for example, but not the persistent use of Damage Reduction or a Meta-Ability (which cost no Energy). This requires
no effort on her part, and the attempt occurs automatically; however, a successful Wis check is required (usually made by the
DM), with a DC based on the level of the Power being used: 16 for Standard, 14 for Improved, or 12 for Ultra. If the Adept
takes a full action and deliberately concentrates to make this check, she can add one-half of her Search ranks, rounded down.
If the creature using the Power deliberately tries to be subtle and hide it, add its relevant ability modifier to the DC (i.e. the one
used for any saving throw DC, or Wis, when no other ability applies). The amount of information the Adept gains depends on
the margin by which she makes the check, found by subtracting the DC from her roll:
Margin Information Gained
0 Simply the fact that a mutant Power is in use nearby.
1–2 The level of the Power that is being used (e.g. Standard, Improved, or Ultra) and the
amount of Energy that was just spent on it.
3–4 The exact nature of the Power that is being used and a vague idea as to its location.
5–6 The specific creature who is using the Power and whether or not it is a fellow Adept.
8+ The target of the Power, if any, and whether or not it was successfully resisted.
Power Mastery: At 9 th level, the Adept becomes more proficient in the use of her Powers. Any attack rolls or checks that
she must make when using them receive a +1 insight bonus, and saving throws made to resist her Powers receive a +2 DC
modifier (which stacks with any modifiers from Power Focus, Bolster Power, and similar feats). Note that the check modifier
applies to any roll that is related to one of the Adept’s Powers. For example, an Adept with Meta-Strength receives a +1
bonus on all Strength checks, and one with Meta-Senses adding at least +3 to vision receives a +1 bonus on all Spot checks.
Power Block: At 14th level, the Adept is better able to defend herself against other creature’s Powers. Whenever she
makes a saving throw to resist a Power, the DC is reduced by an amount equal to either 2 or her Constitution modifier,
whichever is greater (maximum 6). Since this is a DC reduction and not a saving throw modifier, its effects always stack with
any other bonuses the Adept may have.
Greater Power Mastery: At 19th level, the Adept becomes even more proficient in the use of her Powers. Her check
modifier is increased to +2, and her saving throw DC modifier is increased to +4. Note that these modifiers replace those
gained from Power Mastery – they do not stack with them.

The Adept
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +0 +0 +2 Bonus Feat
2 +1 +0 +0 +3 Power Enhancement
3 +1 +1 +1 +3 -
4 +2 +1 +1 +4 Sense Power
5 +2 +1 +1 +4 -
6 +3 +2 +2 +5 Bonus Feat
7 +3 +2 +2 +5 Power Enhancement
8 +4 +2 +2 +6 -
9 +4 +3 +3 +6 Power Mastery
10 +5 +3 +3 +7 -
11 +5 +3 +3 +7 Bonus Feat
12 +6/+1 +4 +4 +8 Power Enhancement
13 +6/+1 +4 +4 +8 -
14 +7/+2 +4 +4 +9 Power Block
15 +7/+2 +5 +5 +9 -
16 +8/+3 +5 +5 +10 Bonus Feat
17 +8/+3 +5 +5 +10 Power Enhancement
18 +9/+4 +6 +6 +11 -
19 +9/+4 +6 +6 +11 Greater Power Mastery
20 +10/+5 +6 +6 +12 -

Crafter (Crf)
The Crafter specializes in designing, building, and maintaining the many tools and structures needed by her people –
everything from shelters to weapons to the epic tales that recall her tribe’s history. While most villagers have at least a
passing knowledge of a single trade, only the Crafter devotes her entire life to creation and, thus, only she ever perfects her
art. Since Crafters in large communities must also trade or sell their creations, they tend to be skilled at such negotiations, as
well. In a land that is just beginning to see connections form between communities, again, the importance of this new niche
cannot be overstated. Although true merchants, as such, do not yet exist in most areas, Crafters fill a similar role, and many
are beginning to discover that this takes just as much of their attention and skill as the creation of their wares – and is at least
as profitable.
Hit Die: d8.

- 11 -
Class Skills
The Crafter’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha),
Knowledge (any one) (Int), Knowledge (local) (Int), Perform (Cha), Sense Motive (Wis), Speak Language (Int), and Spot (Wis).
Furthermore, the Crafter can choose four other skills that count as class skills, and one of these can even be a skill that is
normally exclusive to some other class. At 12th level, she gains Science (Int) and Use Relic (Int) as class skills (see below).
Skill Points at Each Level: 6 + Int modifier

Class Features
All of the following are class features of the Crafter.
Weapon and Armor Proficiency: The Crafter is proficient with all simple weapons, light armor, and shields. Additionally,
the Crafter is proficient with a single martial weapon group of her choice, which is usually the type favored by her tribe or one
that she has some skill in making (see section 1.6).
Craft Focus: At 1 st level, the Crafter gains Skill Focus as a bonus feat, which provides a +3 competence bonus on all checks
made with one particular skill. The skill in question is usually a specific Craft; however, Appraise and Perform are also
acceptable choices.
Tinkering: At 2 nd level, the Crafter develops a knack for making things work properly. This lowers the DC by 4 when she
attempts to repair an item (see PHB page 66); however, it also applies when dealing with less tangible “repairs”, such as
editing text, improving a song, or reorganizing an ailing bureaucracy. Note that this does not permit the Crafter to repair relics,
although the bonus does apply to Craft (relics) repair checks when that skill is gained, at 16th level.
Bonus Feat: At 4 th level and every five levels thereafter, the Crafter gains a bonus feat. These feats are in addition to those
that all characters gain every three levels. They may be chosen from any source, but the usual prerequisites apply.
Shrewd Haggling: At 6 th level, the Crafter gains a +1 insight bonus on Appraise checks, which also applies to Diplomacy
checks, whenever she is attempting to negotiate any sort of exchange of goods. When dealing with objects that she is
specifically familiar with, the bonus is raised to +3. This would apply, for example, when a skilled weaponsmith is appraising or
bartering a sword or when a skilled performer is attempting to “trade” her services for room and board.
Master Craftsmanship: At 7 th level, the Crafter gains several advantages that place her head and shoulders above the
journeymen of her trade. First of all, when she uses makes an Appraise, Craft, or Perform check, a natural roll of 20 is an
automatic success, as long as any success is possible (otherwise, a check should not be allowed, anyway). Furthermore, her
“threat range” with these skills is now 19-20, which means that, if she rolls a natural 19 or 20 (and succeeds with the check, in
the case of a 19), then she may score an extraordinary success. This applies even if her skill ranks are less than 10 or her
success margin is smaller than 20 (see PHB page 123 for information on increased threat ranges and page 61 for information
on extraordinary successes). Finally, whenever she attempts to create something with her Craft skill and gets an extraordinary
success, the result is automatically a masterwork item, with no additional cost or checks required. This applies in the usual
manner when creating a tool, weapon, or similar object. A masterwork version of a less tangible creation, such as a song or
poem, grants anyone who recites it a +2 circumstance bonus on any related Perform check, because it is so compelling.
Good Reputation: At 11th level, the Crafter’s skill has drawn the attention of all who are interested in her trade. She
receives a +2 reputation bonus on all Charisma checks and Charisma-related skill checks when dealing with any person who
pursues the same craft or who is a patron of it. This would apply, for example, to a military tactician, if the Crafter specializes
in weapons, or to a music-lover, if the Crafter is a skilled performer. This bonus also applies whenever the Crafter is
attempting to convince others of the accuracy of her trade-related knowledge, regardless of the listeners’ inclinations or the
validity of the assertion, since the Crafter knows the appropriate jargon fluently and can easily bluff her way through the
conversation.
Scientific Method: At 12th level, the Crafter begins to truly understand the technology that went into building ancient relics
and, at least on a philosophical level, comprehends the scientific method – or, perhaps, she simply rediscovers it, on her own.
She is now granted exclusive access to the Science skill and treats it as a class skill, hereafter. She also gains Use Relic as a
class skill, if she has not already chosen it as such.
Repair Relic: At 16th level, the Crafter is able to take Craft (relic) as an exclusive skill, although, at this point, she can only
use it to repair relics that she has in her possession. She does not, yet, have the knowledge to build such technological
marvels from scratch, but she is only one small step away from achieving that capability.
Replicate Relic: At 17th level, the Crafter can now use her Craft (relic) skill to build entirely new relics from scratch.
Normally, she can only replicate relics that she has examined carefully; however, if she possesses the appropriate Science
skills, she may be able to create entirely new technological devices, at the DM’s discretion and with an appropriately high DC
(usually, 20 to 30). In short, the Crafter is now able to recreate the high technology of the Ancients – a skill that makes her
appear practically divine to some of the more primitive tribes.

- 12 -
The Crafter
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +0 +2 +2 Craft Focus
2 +1 +0 +3 +3 Tinkering
3 +2 +1 +3 +3 -
4 +3 +1 +4 +4 Bonus Feat
5 +3 +1 +4 +4 -
6 +4 +2 +5 +5 Shrewd Haggling
7 +5 +2 +5 +5 Master Craftsmanship
8 +6/+1 +2 +6 +6 -
9 +6/+1 +3 +6 +6 Bonus Feat
10 +7/+2 +3 +7 +7 -
11 +8/+3 +3 +7 +7 Good Reputation
12 +9/+4 +4 +8 +8 Scientific Method
13 +9/+4 +4 +8 +8 -
14 +10/+5 +4 +9 +9 Bonus Feat
15 +11/+6/+1 +5 +9 +9 -
16 +12/+7/+2 +5 +10 +10 Repair Relic
17 +12/+7/+2 +5 +10 +10 Replicate Relic
18 +13/+8/+3 +6 +11 +11 -
19 +14/+9/+4 +6 +11 +11 Bonus Feat
20 +15/+10/+5 +6 +12 +12 -

Hunter (Hnt)
Throughout the ages, the Hunter has always been essential to the survival of his people. After the fall of civilization, this
became truer than ever before. Aside from his obvious responsibility of stalking game to feed his kin, the Hunter is also his
community’s first line of defense against marauding beasts and other threats of the wilderness. Given the savagery that has
become the norm in many rural areas, this is no easy task; however, the Hunter, with his uncanny knowledge of the wild, is up
to the challenge.
Hit Die: d10.

Class Skills
The Hunter’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Craft (Int),
Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen
(Wis), Move Silently (Dex), Ride (Dex), Seamanship (Wis), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and
Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier

Class Features
All of the following are class features of the Hunter.
Weapon and Armor Proficiency: The Hunter is proficient with all simple and martial weapons, light armor, medium armor,
and shields.
Home Lore: At 1 st level, the Hunter gains a +2 bonus on all Hide, Intuit Direction, Move Silently, and Wilderness Lore checks
when he is within his home region, i.e. the wilderness area within 2 miles per level of his tribal village. This bonus reflects the
Hunter's intimate familiarity with his home terrain. Alternatively, if the Hunter's people are strictly nomadic, his "home region"
can be any one climate and terrain type that he knows especially well, as listed in the DMG, e.g. temperate forest, cold hills, or
warm swamp (but not a generic types, such as cold land or any forest).
Track: At 1 st level, the Hunter gains Track as a bonus feat.
Ranged Sneak Attack: Starting at 2 nd le vel, any time the Hunter's target would be denied his Dexterity bonus to AC
(regardless of whether he actually has a Dex bonus), the Hunter's ranged attack deals extra damage. The extra damage is
+1d6 at 2nd level and increases by +1d6 at 5 th, 8 th , 14th, 17th, and 20th level. Normally, ranged attacks can only count as
sneak attacks if the target is within 30 feet, since the Hunter cannot strike with such deadly accuracy beyond that range. At
11th level, however, this range is increased to 60 feet. In every other respect, treat this ability as a Rogue's sneak attack. If
the character has the sneak attack ability from some other class, the bonuses stack, although only when using a ranged
weapon.
Aimed Shot: At 4 th level, the Hunter gains a +2 bonus on his ranged attack rolls made against a stationary target, by using a
full round action to aim carefully before firing. If the target moves more than 5 feet during that period, the bonus is lost. No
additional benefit exists for spending more than one round aiming. This bonus increases to +4 at 16th level.

- 13 -
Deft Stalking: At 10th level, the Hunter gains a bonus on all Hide and Move Silently checks equal to his base Will saving
throw bonus while he is in the wilderness (only). Furthermore, any Hide and Move Silently check penalties for movement are
halved, rounding down. These benefits do not apply in urban settings.

The Hunter
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +1 +2 +2 +0 Home Lore, Track
2 +2 +3 +3 +0 Ranged Sneak Attack +1d6
3 +3 +3 +3 +1 -
4 +4 +4 +4 +1 Aimed Shot +2
5 +5 +4 +4 +1 Ranged Sneak Attack +2d6
6 +6/+1 +5 +5 +2 -
7 +7/+2 +5 +5 +2 -
8 +8/+3 +6 +6 +2 Ranged Sneak Attack +3d6
9 +9/+4 +6 +6 +3 -
10 +10/+5 +7 +7 +3 Deft Stalking
11 +11/+6/+1 +7 +7 +3 Improved Range for Sneak Attack
12 +12/+7/+2 +8 +8 +4 -
13 +13/+8/+3 +8 +8 +4 -
14 +14/+9/+4 +9 +9 +4 Ranged Sneak Attack +4d6
15 +15/+10/+5 +9 +9 +5 -
16 +16/+11/+6/+1 +10 +10 +5 Aimed Shot +4
17 +17/12/+7/+2 +10 +10 +5 Ranged Sneak Attack +5d6
18 +18/13/+8/+3 +11 +11 +6 -
19 +19/14/+9/+4 +11 +11 +6 -
20 +20/15/+10/+5 +12 +12 +6 Ranged Sneak Attack +6d6

Scavenger (Scv)
Scattered throughout the land are numerous ruins – mysterious reminders of a Golden Age of plenty. It is generally
understood that relics of great power and other wonderful treasures can be discovered in such ruins. It is equally well known
that most who try to take advantage of this plunder are never seen again. With such a contrast of unlimited profit and epic
risk, it was only a matter of time before a class of individuals arose to meet this challenge. Enter the Scavenger. He
specializes in getting into places he isn’t really supposed to be and, even more crucially, returning to tell the tale. He knows
many of the secrets of the Ancients – and he might even be willing to share a few, for the right price. The Scavenger – or
Digger, as he is sometimes known – has no concrete place in tribal society. His skills are viewed as useful but unorthodox,
and his knowledge is both coveted and viewed with suspicion. In a society where every individual knows his place, the
Scavenger usually ends up on the outside. Still, if he is smart, bold, and lucky, in equal measure, he can often make himself
invaluable and carve out a position to his liking.
Hit Die: d8.

Class Skills
The Scavenger’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int),
Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis),
Jump (Str), Knowledge (Ancients) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Listen (Wis), Move Silently
(Dex), Open Lock (Dex), Search (Int), Speak Language (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Relic (Int), Use Rope
(Dex), and Wilderness Lore (Wis).
Skill Points at Each Level: 8 + Int modifier

Class Features
All of the following are class features of the Scavenger.
Weapon and Armor Proficiency: The Scavenger is proficient with all simple weapons and with light armor. Additionally, at
1st level, he gains either Martial Weapon Proficiency or Exotic Weapon Proficiency (his choice) as a bonus feat. This grants
him proficiency with a single small group of martial or exotic weapons (as described in section 1.6).
Traps: Scavengers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a
low-tech trap has a DC of at least 20 – higher if it is well hidden. Finding a high-tech trap, set by the Ancients, has a DC of at
least 25. Scavengers (and only Scavengers) can use the Disable Device skill to disarm high-tech traps designed by the
Ancients, and the DC is also usually 25 or higher. A Scavenger who beats a trap’s DC by 10 or more with a Disable Device
check can generally study a trap, figuring out how it works, and bypass it (with his party) without disarming it.

- 14 -
Uncanny Dodge: At 2 nd level, the Scavenger gains the extraordinary ability to react to danger before his senses would
normally allow him to do so. He retains his Dexterity bonus to AC (if any), regardless of being caught flat-footed or struck by
an invisible attacker, although he still loses his Dexterity bonus to AC if immobilized. At 6 th level, the Scavenger can no longer
be flanked, since he reacts to opponents on opposite sides as easily as he does to a single attacker. This defense denies
opponents (such as Hunters using Ranged Sneak Attack) the ability to use flank attacks to sneak attack him. The exception to
this defense is that another character at least four levels higher than the Scavenger can flank him and, thus, sneak attack him.
Evasion: At 3 rd level, the Scavenger takes no damage when he makes a successful saving throw against an attack that
normally allows a character to attempt a Reflex saving throw for partial damage (such as Energy Blast). Evasion can only be
used if the Scavenger is wearing light armor or no armor.
Exotic Weapon Experience: At 5 th level, the Scavenger can use any exotic weapon, including any relic weapon, with which
he is not already proficient with a –2 penalty, instead of a –4 penalty, on the attack roll. This penalty drops to –1 at 9 th level.
Slow Fall: A 7 th level Scavenger within arm’s reach of a wall can use it to slow his descent. The Scavenger takes damage
as if the fall were 20 feet shorter than it actually is. His ability to slow his fall (that is, to reduce the effective height of the fall,
when next to a wall) improves at 15th level and again at 19th level, as indicated below.
Danger Sense: At 10th level, the Scavenger possesses an uncanny intuition that warns him of impending danger. This
grants him a +1 bonus on Reflex saves to avoid traps, a +1 dodge bonus to AC against attacks made by traps, and a +1
insight bonus on Spot checks made to notice creatures at the beginning of an encounter (see DMG, pages 59 and 60). At 14th
level, these bonuses increase to +2, and, at 18th level, they increase to +3.
Improved Evasion: At 11th level, the Scavenger’s reflexes allow him to get out of harm’s way with incredible speed. He now
takes only half damage against an attack that normally allows a character to attempt a Reflex saving throw for partial damage
(such as Energy Blast), if he fails the save, and no damage, if he makes it. Like evasion, this ability applies only if the
Scavenger is wearing light armor or no armor.
Ancients Intuition: At 13th level, the Scavenger’s experiences with the relics and fortifications of the Ancients coalesce to
grant him an uncanny understanding of their ways. He gains a +2 insight bonus on any Knowledge (Ancients) or Use Relic
check, as well as on Appraise and Decipher Script checks that involve the objects and writings of the Ancients.
Skill Mastery: At 17th level, the Scavenger selects a number of skills equal to 3 + his Intelligence modifier. When making a
check with one of these skills, the Scavenger may take 10, even if stress and distractions would normally prevent him from
doing so. He becomes so certain in his abilities that he can use his skill reliably even under adverse conditions.

The Scavenger
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +0 +2 +0 Extra Proficiency, Traps
2 +1 +0 +3 +0 Uncanny Dodge (Dex bonus to AC)
3 +2 +1 +3 +1 Evasion
4 +3 +1 +4 +1 -
5 +3 +1 +4 +1 Exotic Weapon Experience (-2)
6 +4 +2 +5 +2 Uncanny Dodge (can't be flanked)
7 +5 +2 +5 +2 Slow Fall (20 ft.)
8 +6/+1 +2 +6 +2 -
9 +6/+1 +3 +6 +3 Exotic Weapon Experience (-1)
10 +7/+2 +3 +7 +3 Danger Sense +1
11 +8/+3 +3 +7 +3 Improved Evasion
12 +9/+4 +4 +8 +4 -
13 +9/+4 +4 +8 +4 Ancients Intuition
14 +10/+5 +4 +9 +4 Danger Sense +2
15 +11/+6/+1 +5 +9 +5 Slow Fall (30 ft.)
16 +12/+7/+2 +5 +10 +5 -
17 +12/+7/+2 +5 +10 +5 Skill Mastery
18 +13/+8/+3 +6 +11 +6 Danger Sense +3
19 +14/+9/+4 +6 +11 +6 Slow Fall (40 ft.)
20 +15/+10/+5 +6 +12 +6 -

Shaman (Shm)
The Shaman is the heart and soul of her tribe. She knows many secrets of the wilderness and uses them to strengthen,
heal, and protect her people. She is a teacher and, very often, an entertainer – although most of her stories and songs are
also lessons. In some villages, the Shaman is the leader of her people; in others, she whispers advice into the ear of a
Warrior or Hunter who fills that role. Ironically, though, despite her vital importance to the tribe, the Shaman often stands just a
little apart. By immersing herself in the realm of the spiritual, she cannot help but cut herself off from the mundane. Her lore is
not learned without price, and her secrets are not for all ears. All respect the Shaman, but few envy her.
Hit Die: d6.

- 15 -
Class Skills
The Shaman’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Bluff (Cha), Climb
(Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Herbalism (Int), Intimidate
(Cha), Intuit Direction (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Search (Int), Sense
Motive (Wis), Speak Language (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points at Each Level: 6 + Int modifier

Class Features
All of the following are class features of the Shaman.
Weapon and Armor Proficiency: The Shaman is proficient with all simple weapons, light armor, and shields.
Lore: The Shaman tends to be in the confidence of many people and also makes it a point to pick up stray knowledge from
travelers who pass through her village. Nothing is too trivial to catch her interest, if there is any chance at all that the
information could be used to help her people – or simply to impress them. She hears everything, although she may not be as
quick to speak of what she has heard. A Shaman may make a special Lore check, with a bonus equal to her level + her
Intelligence modifier to see whether she knows some relevant information about local notable people and places. If it
concerns her own village, the Shaman receives a +5 insight bonus on the check (she tends to know even the most trivial
details about her fellow villagers). The Shaman may not take 10 or 20 on this check, since this sort of knowledge is,
essentially, random. The DM will determine the DC of the check by referring to the chart, below. Note that this check will not
reveal any detailed information about the Ancients or their relics, although it could apply to local legends about them (which
may or may not be accurate). It is often useful in locating Ancient ruins that are known to at least a few villagers.
DC Type of Knowledge Examples
10 Common; known by at least a substantial minority, A local chief’s reputation for drinking; a local shaman’s totem animal;
if not the majority, of the local population. common legends about a nearby and obvious ruin of the Ancients.
15 Fairly well known; common knowledge to all of The chief’s favorite relative; the identity of the stranger who has settled
those who pride themselves on being “in the know”. at the inn indefinitely; the location of a nearby settlement of the Ancients.
20 Uncommon but available, if you know who to ask; A local shaman’s shady past; the fact that Dar is not really the chief’s
known by only a few people in the area. son (and, perhaps, who his real father is); legends about a powerful relic.
25 Obscure; known, by only a very few (usually, those A warrior’s family history; legends about an obscure relic or little known
who are specifically interested); hard to come by. settlement of the Ancients; information concerning the Ancients’ customs.
30 Extremely obscure; known by very few and probably A legendary scavenger’s childhood nickname; the history of a relatively
forgotten by most who once knew it; possibly known trivial relic; the location of a small, hidden settlement of the Ancients;
only by those who do not understand its significance. information concerning the Ancients’ trivial hobbies and interests.

Totem Animal: As the final step in her training, a Shaman must fast and go out into the wilderness, alone, on a vision quest.
During this time, she discovers her totem animal – or, more accurately, it discovers her. She develops a special bond with this
animal, and it is believed that the spiritual master of its kind watches over her, thereafter. The Shaman should pick a particular
animal or have the DM choose one for her, e.g. eagle, wolf, horse, otter, black bear, etc. When dealing with that type of
animal, she receives a +4 insight bonus on all Animal Empathy and Handle Animal checks, as well as a +2 insight bonus on all
Ride checks (if appropriate). This decision will also affect some of the Shaman’s other class features, at higher level, so it
should be made carefully (in particular, the animal type should have three hit dice or less).
Nature Sense: At 2 nd level, the Shaman can identify local plants and animals (their species and special traits) with perfect
accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).
Totem Companion: At 3 rd level, the Shaman gains the loyalty of an animal companion, which is of the same type as her
totem (see Totem Animal, above). This animal must have three hit dice or less. If the animal type in question has less than
two hit dice, then a pair of them may join the Shaman (e.g. two ravens or two weasels). In every other respect, this companion
is treated exactly like an animal befriended using the animal friendship spell (see PHB, page 173).
Bonus Feat: At 5 th level and every five levels, thereafter, the Shaman gains a bonus feat, which must be chosen from the
list, below. Some of the bonus feats available to a Shaman cannot be acquired until she has gained one or more prerequisite
feats, and these feats are listed parenthetically after the prerequisite feats. All of the other normal prerequisites also apply.
Note that these feats are in addition to the feat that a character of any class gets every three levels. The Shaman is not limited
to the list given here when choosing those feats.
Eligible Feats: Adrenal Boost (Adrenal Defense, Adrenal Speed, Adrenal Strength), Alertness, Athletic, Conviction,
Endurance, Free Spirit, Great Fortitude, Hard to Kill, Heart of Heroes, Inner Strength (Body Fuel), Iron Will, Jack of All Trades,
Mimicry, Nose for News, Obscure Lore, Persuasive, Remain Conscious, Resist Disease, Resist Poison, Smooth Operator,
Toughness, Track, Trustworthy.
Woodland Stride: At 6 th level, the Shaman may move through natural thorns, briars, overgrown areas, and similar terrain at
her normal speed, without suffering damage or other impairment. Plants that are manipulated to impede motion (via the
Entangle Power, for example) still affect the Shaman normally. This ability cannot be used in heavy armor.

- 16 -
Trackless Step: At 7 th level, the Shaman leaves virtually no trail in natural surroundings. She can only be tracked by a
Hunter or another Shaman of a level higher than her own Shaman level, and even such characters suffer a –10 penalty to
Wilderness Lore checks when attempting to track her. This ability cannot be used in heavy armor.
Still Mind: At 8 th level, the Shaman’s meditation and training grant her a +2 composure bonus to saving throws against
Powers and effects that attempt to control, manipulate, influence, or otherwise interfere with her thoughts. This applies to
virtually all mind-affecting Powers that allow a Will saving throw, except for those that are purely passive in nature, such as
basic Empathy or Telepathy used simply to skim surface thoughts.
Strength of Faith: At 11th level, the Shaman’s use of Fate points is enhanced. The usual +4 bonus to checks becomes a +6
bonus, instead, and damage taken can be reduced to one-third (rounded down), instead of one-half. There is no special
benefit when simply trying to stabilize one’s condition. If the campaign does not normally use Fate points, then the Shaman
gains one point per game day, anyway; however, in this case, the points are used normally and are not enhanced (having
them at all is enough of an advantage).
Sacrosanct: By 12th level, the Shaman’s reputation has spread far enough and is impressive enough that most people who
see her will know who and what she is. Because the majority of tribes consider a Shaman to be sacrosanct, they will not harm
her, if they can possibly avoid it. Even bandits, raiders, and members of enemy tribes will hesitate to strike at her for fear of
being cursed or otherwise drawing the ire of the spirits. This does not provide any specific protection for the Shaman’s allies,
but opponents who are not especially determined (for example, common bandits) may prefer to simply avoid the whole party,
rather than risk confronting the Shaman. Naturally, this “ability” is of no use against non-sentient creatures, and some savage
barbarians from distant lands may (rarely) fail to recognize the Shaman’s sanctity, as well. Furthermore, this advantage is lost
the moment the Shaman shows any sign of hostility, herself. In any event, by this point, the Shaman’s own self-confidence
grants her a +2 morale bonus on all Intimidation checks – both to make and resist such checks (which is added to the DC, in
the latter case).
Feign Death: At 13th level, the Shaman can enter a cataleptic state that is virtually impossible to distinguish from actual
death. While in this state, the Shaman can hear events taking place around her, but she has no sense of sight, smell, taste, or
touch, and she feels no pain. She need not eat, drink, or sleep while in this state, and she requires only one-quarter of the
usual amount of oxygen. She cannot move and is considered helpless: her Dexterity is treated as 0, her Dexterity modifier to
AC effectively becomes –5, and opponents get a +4 circumstance bonus on melee attack rolls made against her. She is not
subject to coup de grace attacks, however, and, in fact, takes only half damage (rounded down) from any successful attacks
on her comatose body. Paralysis and poison do not affect her, in this state, but poison injected into the body becomes
effective when the Shaman rouses. The Shaman can remain in this cataleptic state for up to 30 minutes per level. She may
choose to end the trance at any time, but coming out of it is a full round action, during which time she can regain her footing
and is not considered to be helpless. The Shaman can feign death a number of times each day equal to her Constitution
modifier (minimum one).
Call Totem Animals: At 16th level, the Shaman can call for the assistance of animals like her totem, once per day. She
must be able to physically “shout” for them (it is assumed that she can mimic their calls, by this point), and she must be in or
near an environment where they could logically exist. The number of creatures that appear and the length of time that it takes
for them to arrive depends on the Shaman’s location: wolves might appear quite quickly and in large numbers in the hills or
forest but are less apt to do so out in the desert. Under optimum conditions, a number of creatures will appear with hit dice
totaling the level of the Shaman (e.g. eight wolves of two hit dice each, for a 16th level Shaman), and they will do so within 3d6
minutes. The animals will be favorably disposed toward the Shaman and will assist her, to the best of their abilities. They
have no special understanding of language, however, and may not fully comprehend the situation, so the type of assistance
they provide cannot be predicted with any certainty. A clear-cut situation (e.g. the Shaman is being attacked) will generate
sensible assistance (e.g. the animals will attack the Shaman’s foe); however, an ambiguous situation may confuse the would-
be allies. As a rule of thumb, they will remain with the Shaman until the task at hand is dealt with but seldom longer than 5
minutes per point the Shaman has in Animal Empathy (the total bonus, including her Charisma modifier).
Purify Body: At 17th level, the Shaman can purify her body once per day. This takes five rounds of undisturbed meditation,
although it can be performed under strenuous circumstances, such as combat, as long as the Shaman takes no other actions
and makes a Concentration check (DC 15, with an additional check, if damage is taken, at DC 15 + damage points). This
ability cleanses the Shaman of all poisons and allows her to make an extra saving throw with a +4 circumstance bonus,
immediately, to recover from a disease (using the normal DC for that disease). In addition, this ability restores up to 3 points
of temporary ability damage that have been caused by disease or poison.
Slippery Mind: At 18th level, the Shaman is able to more easily throw off mental Powers and effects that manipulate her
thoughts (the sort of effects described under Still Mind, above). If the Shaman fails to resist such an effect the first time, she
may attempt the saving throw again on the following round. She only gets this one extra chance to succeed at her saving
throw and resist the effect.

- 17 -
The Shaman
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +2 +0 +2 Lore, Totem Animal
2 +1 +3 +0 +3 Nature Sense
3 +1 +3 +1 +3 Totem Companion
4 +2 +4 +1 +4 -
5 +2 +4 +1 +4 Bonus Feat
6 +3 +5 +2 +5 Woodland Stride
7 +3 +5 +2 +5 Trackless Step
8 +4 +6 +2 +6 Still Mind
9 +4 +6 +3 +6 -
10 +5 +7 +3 +7 Bonus Feat
11 +5 +7 +3 +7 Strength of Faith
12 +6/+1 +8 +4 +8 Sacrosanct
13 +6/+1 +8 +4 +8 Feign Death
14 +7/+2 +9 +4 +9 -
15 +7/+2 +9 +5 +9 Bonus Feat
16 +8/+3 +10 +5 +10 Call Totem Animals
17 +8/+3 +10 +5 +10 Purify Body
18 +9/+4 +11 +6 +11 Slippery Mind
19 +9/+4 +11 +6 +11 -
20 +10/+5 +12 +6 +12 Bonus Feat

Warrior (War)
When beasts of the wild endanger the village, the Hunter is usually the first to stand against them. When the threat comes
from another tribe, however, the Warrior must lead the defense, and all bow before his superior knowledge of the martial path.
The Warrior spends much of his time perfecting his art. While he may be a respectable hunter or artisan, in his own right, he
must never forget his true calling: to make war upon the enemies of his people and ensure their downfall. Many villages look
to a veteran Warrior to be their leader, and even those that do not often turn over leadership to a Warrior during times of strife.
A good Warrior, regardless of his rank, remembers that his blood belongs to his people, for, as they support him during times
of peace, so must he defend their interests when that peace inevitably fails.
Hit Die: d10.

Class Skills
The Warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Jump (Str), Ride (Dex), and Swim (Str). Furthermore, the Warrior can choose one other skill that counts as a class skill;
however, this cannot be a skill that is exclusive to another class. Knowledge (war) is common.
Skill Points at Each Level: 2 + Int modifier

Class Features
All of the following are class features of the Warrior.
Weapon and Armor Proficiency: The Warrior is proficient with all simple and martial weapons and with all non-powered
armor (light, medium, and heavy) and shields.
Home Lore: At 1 st level, the Warrior gains a +2 bonus on all Hide, Intuit Direction, Move Silently, and Wilderness Lore
checks when he is within his home region, i.e. the wilderness area within 2 miles per level of his tribal village. This bonus
reflects the Warrior’s intimate familiarity with his home terrain. Alternatively, if the Warrior’s people are strictly nomadic, his
“home region” can be any one climate and terrain type that he knows especially well, as listed in the DMG, e.g. temperate
forest, cold hills, or warm swamp (but not a generic types, such as cold land or any forest).
Bonus Feat: At 2 nd level and every three levels, thereafter, the Warrior gains a bonus feat, which must be chosen from the
list, below. Som e of the bonus feats available to a Warrior cannot be acquired until the Warrior has gained one or more
prerequisite feats, and these feats are listed parenthetically after the prerequisite feats. All of the other normal prerequisites
also apply. A Warrior can select a feat marked with an asterisk (*) more than once, but it must be for a different weapon each
time. Note that these feats are in addition to the feat that a character of any class gets every three levels. The Warrior is not
limited to the list given here when choosing those feats.
Eligible Feats: Ambidexterity, Blind-Fight (Blindsight, 5-foot Radius), Close-Quarters Fighting, Combat Reflexes (Hold the Line), Dirty
Fighting, Dodge (Elusive Brawler, Improved Dodge, Mobility, Spring Attack), Dual Strike, Exotic Weapon Proficiency*, Expert Tactician,
Expertise (Improved Disarm, Improved Trip, Knock-Down, Whirlwind Attack), Eyes in the Back of Your Head, Ferocity, Improved Critical*,
Improved Initiative (Death Blow), Improved Unarmed Strike (Circle Kick, Feign Weakness, Fists of Iron), Improvised Weapon Proficiency,
Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Sharp-Shooting, Shot on the Run), Power Attack (Cleave, Great Cleave, Improved
Bullrush, Improved Sunder, Power Lunge, Sunder), Quick Draw, Rapid Reload, Roll with the Punch, Throw Anything, Two-Weapon Fighting
(Improved Two-Weapon Fighting, Off-hand Parry), Weapon Finesse*, Weapon Focus*, Weapon Specialization*, Zen Archery.

- 18 -
Weapon Specialization: At 4 th level or higher, the Warrior may take the Weapon Specialization feat. He does not gain this
feat automatically at 4 th level but is simply provided with the opportunity to take it any time that he would later be eligible for a
bonus feat or a regular one. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The Warrior must have
Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only
applies if the target is within 30 feet, because only at that range can the Warrior strike precisely enough to hit more effectively.
Valor: At 7 th level, the Warrior gains a +2 morale bonus on all saving throws made against fear effects, including attempts to
resist the Intimidate skill. This bonus increases to +4 at 16th level.
Exotic Weapon Experience: At 10th level, the Warrior can use any exotic weapon with which he is not already proficient
with a –2 penalty, instead of a –4 penalty, on the attack roll. This penalty drops to –1 at 19th level.
Durability: At 13 th level, the Warrior takes no damage when he makes a successful saving throw against an attack that
normally allows a character to attempt a Fortitude saving throw for partial damage (such as Drain).

The Warrior
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +1 +2 +0 +0 Home Lore
2 +2 +3 +0 +0 Bonus Feat
3 +3 +3 +1 +1 -
4 +4 +4 +1 +1 Weapon Specialization
5 +5 +4 +1 +1 Bonus Feat
6 +6/+1 +5 +2 +2 -
7 +7/+2 +5 +2 +2 Valor +2
8 +8/+3 +6 +2 +2 Bonus Feat
9 +9/+4 +6 +3 +3 -
10 +10/+5 +7 +3 +3 Exotic Weapon Experience (-2)
11 +11/+6/+1 +7 +3 +3 Bonus Feat
12 +12/+7/+2 +8 +4 +4 -
13 +13/+8/+3 +8 +4 +4 Durability
14 +14/+9/+4 +9 +4 +4 Bonus Feat
15 +15/+10/+5 +9 +5 +5 -
16 +16/+11/+6/+1 +10 +5 +5 Valor +4
17 +17/12/+7/+2 +10 +5 +5 Bonus Feat
18 +18/13/+8/+3 +11 +6 +6 -
19 +19/14/+9/+4 +11 +6 +6 Exotic Weapon Experience (-1)
20 +20/15/+10/+5 +12 +6 +6 Bonus Feat

1.6 Feats
The basic procedures for acquiring and using feats remain unchanged. The majority of feats from Paragon, the Core
Rulebooks, and other d20 source material can be used, although a few, such as Jacked-In and Versatile Costume will not be
appropriate for most campaigns and can only be taken with the DM’s express permission. The Weapon Proficiency feats have
been altered, so that they are geared toward lower tech weapons, as in the PHB, but still allow for weapon groups, as in
Paragon. In particular, firearms are now considered to be Exotic Weapons. Several new genre-specific feats have also been
added, and these are described, hereafter.

New Uses for Old Feats


Armor Proficiency: The three basic types of Armor Proficiency (Light, Medium, and Heavy) are unchanged; however, a new
category has been added: Powered. This allows a character to use the exceedingly rare high-tech armor of the Ancients. A
character who tries to wear powered armor without possessing this proficiency must apply the armor check penalty to attack
rolls, Reflex saving throws, and on all skill checks that involve movement, including Ride. Furthermore, he will not know how
to access any unusual systems that may be built into the armor, such as air filtration or sensory enhancement, and may not
even be able to open the suit (although a Use Relic check can solve this last problem). Note that even Warriors do not get this
feat for free.
Exotic Weapon Proficiency: This category is now defined in much the same manner as in the PHB, which means that
firearms and other such modern weapons are now included in it. On the other hand, a character who takes this feat can
usually apply it to a small group of unusual weapons, rather than to a single weapon. The default choices and their
abbreviations (used in section 2) are as follows, although the DM should feel free to add to this list:

- 19 -
Blowgun (BLO) Launcher (LCH)
Double Axe (DBA) Light Machinegun (LMG)
Double Blade (DBB) Martial Specialist Weapon (MSW)
Energy Baton (EBT) Medium Beam Weapon (MBM)
Exotic Blade (XBL) Medium Slug Thrower (MST)
Exotic Chain (XCH) Needler (NDL)
Exotic Dagger (XDG) Net (NET)
Exotic Flail (XFL) Repeating Crossbow (RXB)
Exotic Gauntlet (XGN) Shotgun (SHT)
Exotic Throwing Weapon (XTH) Small Slug Thrower (SST)
Flamer (FLM) Small Beam Weapon (SBM)
Force Weapon (FRC) Sonic Pistol (SNP)
Hand Crossbow (HXB) Sonic Rifle (SNR)
Heavy Energy Weapon (HEW) Taser (TSR)
Heavy Machinegun (HMG) Vibro Weapon (VIB)
Large Beam Weapons (LBM) Whip (WHP)
Martial Weapon Proficiency: This category now covers only those weapons that we modern humans would consider to be
“archaic”, as in the PHB – and, then, only those that are not strange enough to be considered “exotic”. Some classes, such as
Hunter and Warrior, have proficiency will all martial weapons, automatically. All other classes must take this feat to gain
access to a single group of related martial weapons (although they can take the feat more than once to have access to several
groups). The default choices and their abbreviations (used in section 2) are as follows, although the DM should feel free to
add to this list:
Archery (ARC) Throwing (THR)
One-Handed Bludgeoning (OHB) Two-Handed Bludgeoning (THB)
One-Handed Piercing (OHP) Two-Handed Piercing (THP)
One-Handed Slashing (OHS) Two-Handed Slashing (THS)
Simply Weapon Proficiency: This feat is unchanged from the PHB. A character who takes it has access to all simple
weapons, although this is seldom a concern, given that all of the default classes are proficient with all simple weapons,
anyway. Keep in mind that, while crossbows are still considered to be simple weapons for proficiency purposes, they are
relatively uncommon, and few people know how to make them.

New Feats
Natural Equilibrium [General]
You have an unusually well developed sense of balance and are quite comfortable maintaining it in awkward situations.
Prerequisites: None
Benefit: You gain a +2 bonus on Balance and Climb checks.

Orator [General]
You have a rich voice and know how to use it. Your eloquence is such that the form of your speech can often sway others –
even when the content is lacking.
Prerequisites: None
Benefit: You gain a +1 bonus on all Charisma-related skill checks whenever your listeners take the time to really appreciate
your voice. This always applies to voice-related Perform checks (e.g. singing and storytelling) and often applies to other
Charisma-based skills checks (especially, Diplomacy), as long as you are given the opportunity to speak for a minute or so
without interruption. For obvious reasons, this feat is of little use in the middle of combat; however, it can help inspire the
troops just before a battle. It only adds to Intimidate checks if you have time to fully and dramatically describe the dire nature
of your victim's situation.

Resist Radiation [General]


You are unusually resistant to the damaging effects of hard radiation.
Prerequisites: None
Benefit: You gain a +4 bonus on Fortitude saves against radiation.

Speech [General]
You have functional vocal chords, and your brain's linguistic center is highly evolved. As a result, you can speak at least as
well as a normal Human.
Prerequisites: This feat can only be taken by Mutated Animals and would be of little use to anyone else, anyway. In
addition, it can normally only be taken when the character is first created; however, with the DM's permission, a Mutated
Animal could be somehow augmented, at a later time, to gain Speech.
Benefit: You can speak normally, gain languages in exactly the same manner as a Human (including starting languages),
and learn the Speak Language skill. Because you have this feat, Speak Language is always treated as a class skill for you.
Normal: Without this feat, a Mutated Animal is incapable of speaking any Human tongue and cannot learn the Speak
Language skill. He begins with only a single human tongue, which he can unders tand (poorly) but not speak.

- 20 -
Tribal Hero [General]
You are both well known and well respected in your community. Your deeds have won you the loyalty of your fellow villagers,
and they will tend to support you against all outsiders. Regardless of your actual rank or position, those in power are inclined
to heed your words, if only because they believe that you speak for the rest of your tribe.
Prerequisites: You must have performed some noteworthy deed on behalf of your community. Normally, this feat can only
be taken at 3rd level or higher. To take it at character creation, you must have your DM's express permission and must come
up with a very good background story to explain it. Of course, your reputation may be exaggerated or completely undeserved,
which would make for a very interesting and potentially uncomfortable situation (not to mention, a good excuse for taking the
Dark Secret Weakness).
Benefit: You gain a +2 reputation bonus on all Charisma checks and Charisma-related skill checks when dealing with any
member of your own community. Obviously, this is of greater benefit in a large settlement, but remember that a larger number
of people supporting you also means a larger number of people coming to you with their problems. This bonus may be lost,
with regards to a specific individual, if you really annoy or disappoint him. In this case, it may actually become a penalty
(representing jealousy or resentment), at the DM's discretion. Even under these conditions, however, it will generally apply as
a bonus to Intimidate checks.
Special: This bonus does not stack with an 11th level Crafter's reputation bonus; however, since the two often come up
under different circumstances, having both is not an entirely bad thing.

1.7 Skills
The basic procedure for acquiring and using skills is unchanged from Paragon. Remember that, in the Paragon system, a
character’s base skill points, at 1 st level, are determined by her race, and her class provides only one level worth of extra
points (rather than the equivalent of four levels). For example, a 1 st level Menton Scavenger, with an Intelligence score of 15
(providing a bonus of +2), would receive 34 skill points at 1 st level: 24 for her race ([6 + 2] x 3), plus 10 for her class (8 + 2).
She would not receive 40 skill points ([8+2] x 4). Human characters receive a +1 bonus for each level worth of class-based
skill points, but this bonus does not apply to the race-based skill points, gained only at 1 st level (since it would be redundant).
For example, a 1 st level Human Hunter with an Intelligence score of 14 (providing a bonus of +2) would receive 37 skill points
at 1 st level: 30 for his race ([8+2] x 3), plus 7 for his class (4+2+1).
Although the basic skill procedures have not been changed, some of the skills have been. In particular, magic-based skills
are generally inappropriate in this genre and have been removed or altered. Also, a new skill and several new specialties for
existing skills have been added. All of these changes are summarized below.
• Alchemy, Scry, Spellcraft, and Use Magic Device should no longer be available, nor should Knowledge specialties related to
magic and metaphysics, such as Arcana and The Planes. Of course, if the DM wishes to include magic in his own
campaign, then this “rule” can be ignored; however, these skills are not normal for the genre and, thus, by default, are
considered to be unavailable.
• Although Alchemy is no longer available, it has been replaced by Herbalism (which, in effect, replaces the herbalist specialty
of the Profession skill, as well). In most respects, it is the same skill and, thus, will not be described again, here; however, it
focuses more on natural organic ingredients and does not produce truly magical results. Ultimately, the DM must decide the
limits of what it can accomplish, but, at the very least, it should allow one to identify, cure, and create poisons, as well as
concoct acids and similar unusual chemical substances. Also, if you have 5 or more ranks in Herbalism, you get a +2
synergy bonus on Heal checks.
• Science is now a completely exclusive skill and cannot even be taken as an extra class skill by those characters who get to
choose one or more class skills at 1 st level. It is only available to characters who have a specific class feature that allows it,
such as the Scientific Method feature, available to 12th level Crafters.
• Note that Decipher Script is no longer an exclusive skill and that it can be very useful when trying to figure out the obscure
languages and codes of the Ancients. If you have 5 or more ranks in Knowledge (Ancients), you gain a +2 synergy bonus
when attempting this. For realism’s sake, it should take a good deal longer than the 1 minute per page described in the
PHB. A more logical (but still very generous) system is suggested, as follows. After the character has studied the text, in
general, for at least an hour, he can make a Decipher Script check to see if he is getting the gist of it. If he fails, he can try
again, after another hour; however, each additional roll adds +1 to the DC. If he succeeds, then he can start reading the
text. This requires another roll (with a -2 break on the DC) and about 10 minutes, for each page of text or the equivalent
thereof. Failure at any point simply indicates difficulty in understanding the one page, not the entire text, and the roll can be
attempted again, every 10 minutes, with a +1 modifier added to the DC, each time.
• There is a new Craft specialty:
Craft (relic): This skill allows the character to repair relics of the Ancients and, with enough experience, even replicate
them or create similar, unique devices. Like Science, it is a completely exclusive skill, available only to characters who
have a specific class feature that grants access to it, such as the Repair Relic feature, available to 16th level Crafters. In
effect, it replaces the Craft (gadgets) skill from Paragon.
(Continued after the following chart…)

- 21 -
Skill Adp Crf Hnt Scv Shm War Untrained Key
Animal Empathy x x c x c x No Cha
Appraise • c • c • • Yes Int
Autohypnosis † x x x x • x No Wis
Balance • • • c • • Yes Dex*
Bluff • c • • c • Yes Cha
Climb • • c c c c Yes Str*
Concentration c • • • • • Yes Con
Craft (relic) x f x x x x Yes§ Int
Craft (all others) c c c c c c Yes Int
Decipher Script • • • c • • No Int
Diplomacy • c • • c • Yes Cha
Disable Device • • • c • • No Int
Disguise • • • • • • Yes Cha
Drive • • • • • • Yes§ Dex
Escape Artist • • • c • • Yes Dex*
Forgery • • • • • • Yes Int
Gather Information • • • c c • Yes Cha
Handle Animal • • c • c c Partial Cha
Heal • • • • c • Yes Wis
Herbalism • • • • c • No Int
Hide • • c c • • Yes Dex*
Innuendo • • • • • • No Wis
Intimidate c • • • c c Yes Cha
Intuit Direction • • c c c • No Wis
Jump • • c c • c Yes Str*
Knowledge (Ancients) • • • c • • No Int
Knowledge (geography) • • • c • • No Int
Knowledge (history) • • • c • • No Int
Knowledge (local) • c c • • • Yes^ Int
Knowledge (nature) • • c • • • No Int
Knowledge (psionics)† • • • • • • No Int
Knowledge (taint) c • • • • • No Int
Knowledge (all others) • • • • c‡ • No Int
Listen c • c c c • Yes Wis
Move Silently • • c c • • Yes Dex*
Open Lock • • • c • • No Dex
Perform • c • • c • Yes Cha
Pick Pocket • • • • • • No Dex*
Pilot • • • • • • No Dex
Profession • • • • • • No Wis
Psicraft† • • • • • • No Int
Read Lips • • • • • • No Int
Remote View† • x x x x x Yes Int
Ride • • c • • c Yes Dex
Science x f x x x x No Int
Seamanship • • c • • • Yes Wis
Search • • c c c • Yes Int
Sense Motive • c • • c • Yes Wis
Speak Language • c • c c • No None
Sport • • • • • • Yes Varies*
Spot c c c c c • Yes Wis
Stabilize Self† x x x x • x No Con
Swim • • c c c c Yes Str
Tumble • • • c • • No Dex*
Use Psionic Device† x x x x x x No Cha
Use Relic • f • c • • Yes§ Int
Use Rope • • c c • • Yes Dex
Wilderness Lore • • c c c • Yes Wis
c - Class skill. f - Accessed through class feature, at higher level.
• - Cross-class skill. x - Exclusive skill (you cannot take this skill, because it is exclusive to another class).
* - Your armor check penalty, if any, also applies.
† - See the Psionics Handbook. Psion and Psychic Warrior skill use is also covered, therein.
‡ - Shaman buy all Knowledge skills as individual class skills, except those that are exclusive to another class.
§ - However, a –2 penalty applies to the check, and a failure can be… unpleasant.
^ - But only in your home village.

- 22 -
(Continued from section prior to chart…)
• There are two new Knowledge specialties:
Knowledge (Ancients): This grants the character knowledge of the Ancients – their culture, language, architecture, and so
forth. It does not grant detailed knowledge of how their technology worked, but it does give one a vague idea as to what
technology was available and the purpose that it served. It is important to remember that many facts that a player takes
for granted will not be available to her character, unless she possesses this skill. In effect, the DM can use Knowledge
(Ancients) checks to determine if a character guesses what her player already knows.
Knowledge (taint): This grants the character knowledge of mutations and mutants. In effect, it replaces Knowledge
(superhumans) from Paragon. It does not provide detailed information about the mechanics behind mutation or of
genetics, in general; rather, it indicates a familiarity with what mutant powers can do, their strengths and limitations, and
so forth. It also provides some information about the more common mutated creatures that can be encountered in the
wilderness. When the need arises, the DM may find it useful to treat this skill as the mutation-based equivalent of
Spellcraft or Knowledge (arcana).
• There is a new skill, which is described fully below. In a sense, it replaces Use Magic Device.

Use Relic (Int)


This skill is used whenever you attempt to figure out how to activate one of the mysterious technological devices of the
Ancients – especially, one that you have never seen before. It helps determine whether you get the object to work the way it
should and whether or not you live to regret the results…
Check: The DC of the check depends on the complexity and condition of the relic, the length of time you take to study it,
your familiarity with similar devices, and many other factors. This will be discussed in much greater detail in section 3.2.
Retry: In general, yes, but a failure may break the device, harm you, or have some other unfortunate consequence. Again,
see section 3.2 for more information.
Special: If you are making a check untrained, you receive a -2 penalty, and it is more likely that you will really foul things up,
if you fail.

1.8 Finishing Touches


As usual, you should try to come up with an interesting name, description, and background for your character. Most factors
that should be considered are much the same as in Paragon or D&D and will not be repeated here; however, a few specific
traits will be examined more closely, below. Remember that Mutants vary tremendously in appearance, so you can do almost
anything you want with them, as long as: a) the character’s height and weight are appropriate for her size category, and b) any
weird cosmetic changes you give the character do not grant actual powers. For example, wings are considered to be vestigial
and useless, unless the character actually possesses Flight.

Alignment
Alignment is not really a big issue in Paragon: Apocalypse, since no mechanics make use of it. There is no “detect evil”
Power, for example. In fact, the DM may wish to use alignment only as a shorthand method of describing an NPC’s
tendencies or even ignore it altogether. Of course, a player is free to choose an alignment for her character, if only to get a
handle on that person’s nature.
Keep in mind that, in this genre, alignments tend to be a bit ambiguous, at least at first. When day-to-day survival is your
chief concern, you seldom have time for high-minded philosophy, and morality often suffers (at least by current standards). In
fictional examples, heroes are often Neutral Good or Chaotic Good, with True Neutral tendencies – or even True Neutral with
occasional Good tendencies. Villains are drawn from the whole spectrum of Evil, however – from the Lawful Evil warlord, who
wishes to bring his own brand of order to the chaos around him, to the Chaotic Evil brigand, who simply takes what he wants
because he is strong enough do so and assumes, without question, that life is short, violent, and ultimately pointless.
Of course, since one’s ethics may go through the acid test on a regular basis, in such an environment, it soon becomes clear
who supports society (for whatever reason) and who simply wants to pillage it. In this sense, characters may be forced to
choose between Law and Chaos, if not Good and Evil, on a regular basis. Unfortunately, a choice for Evil is usually a one-way
trip, and few people are strong enough to redeem themselves, thereafter. Thus, society inevitably crumbles, unless protected
by those few who dream of a better way of life.

Gender
In a world where bizarre mutations are common place, “male” and “female” are not the only options. Both Mutants and
Mutated Animals can be hermaphroditic, asexual, or even variable (changing gender in some sort of regular cycle). This is still
uncommon amongst higher vertebrates but is certainly not unheard of.

- 23 -
Age
You can choose your starting age or determine it randomly, in the usual fashion, with the assistance of the chart, below.
Mutants are a special case, since each one ages in a unique way. For this reason, you should roll 6d6 when the character is
first created. The result replaces “R” in each of the entries listed below (dropping any fractions). For example, a roll of 27
would indicate that the character reaches Adulthood at 17 and is Middle Aged at 41, Old at 61, and Venerable at 82.
For the sake of convenience, all Mutated Animals are assumed to have similar longevity, regardless of type. This is not
realistic, of course, but it saves the player the trouble of trying to find out the animal’s actual life span (which would probably be
too short for the mutated version, in any event) and also prevents potential balance problems from arising between types. If
you wish to be more realistic and have access to the appropriate information, base your starting age and aging effects on real-
world data, but, in general, triple the appropriate values (except, of course, for animals that are already long-lived). Having a
character who ages unusually quickly is certainly interesting and offers dramatic opportunities, but he should not be rendered
unplayable, over the long term, in the process.

Random Starting Ages


Hunter, Adept, Crafter,
Race Adulthood Warrior Scavenger Shaman
Human 15 years +1d4 +1d6 +2d4
Menton 18 years +1d6 +1d8 +2d6
Mutant 8+(R/3) years +1d4 +1d6 +2d4
Mutated Animal 2 years +1d3 +1d4 +2d3

Aging Effect
Race Middle Age Old Venerable Maximum
Human 35 years 53 years 70 years +2d20 years
Menton 45 years 68 years 90 years +3d20 years
Mutant 14+R years 21+(1½ x R) yrs 28+(2 x R) yrs +2d20 years
Mutated Animal 20 years 30 years 40 years +2d12 years

Height and Weight


You can choose your starting height and weight or determine them randomly, in the usual fashion, with the assistance of the
chart, below. Three different rows are given for Mutants, since they come in three different sizes. Mutated Animals are not
listed, since they vary tremendously, based on type. In general, a Mutated Animal will be about the same size as its non-
mutated cousin or slightly larger.

Random Height and Weight


Base Height Base Weight Average Average
Race Height Modifier Weight Modifier Height Weight
Human, man 4’8” +4d6 72 lb. x (2d4+2) lb. 5’10” 170 lb.
Human, woman 4’3” +4d6 52 lb. x (2d4) lb.* 5’5” 122 lb.
Menton, man 5’1” +2d6 96 lb. x (2d4+1) lb. 5’8” 138 lb.
Menton, woman 4’10” +2d6 79 lb. x (2d4) lb. 5’5” 114 lb.
Mutant, small man 3’1” +2d4 30 lb. x (1d4+1) lb. 3’6” 48 lb.
Mutant, small woman 2’10” +2d4 20 lb. x (1d3+1) lb. 3’3” 35 lb.
Mutant, medium man 4’8” +4d6 72 lb. x (2d4+2) lb. 5’10” 170 lb.
Mutant, medium woman 4’3” +4d6 52 lb. x (2d4) lb.* 5’5” 122 lb.
Mutant, large man 8’2” +4d6 420 lb. x (2d8+11) lb. 9’4” 700 lb.
Mutant, large woman 7’8” +4d6 340 lb. x (2d6+8) lb.* 8’10” 550 lb.
* - For greater accuracy, increase the final total slightly if the height roll is well above average
(by about 2 pounds per point over 18, or 3 pounds per point over 18 for large Mutants).

Wealth and Possessions


As will be discussed in the following section, money will not be particularly common in most campaigns, since the vast
majority of transactions are done through barter. As a result, player characters do not begin with any hard currency, unless
the DM specifically permits it. Instead, they will have equipment that they have inherited, found, or traded for in the past. In
game terms, each character will be given a certain number of Resource Points (RPs), which can be used to "purchase" items,
listed in section 2. The base number depends on the character's race and is modified by her class, as noted below. Note that,
regardless of any other equipment the character may have, she is assumed to possess at least one outfit of normal clothes,
appropriate to her class. She need not use RPs for this.

- 24 -
Race Base RPs Class Bonus RPs
Human 900 Adept 10 x (8d6 + 2)
Menton 600 Crafter 10 x (10d6 + 40)
Mutant 300 Hunter 10 x (12d6 + 48)
Mutated Animal 0 Scavenger 10 x (10d6 + 25)
Shaman 10 x (8d6 + 17)
Warrior 10 x (12d6 + 48)

By default, it is assumed that all characters begin at more or less the same level of wealth (as modified by the racial and
random factors, listed above) and that the Affluent feat and Poverty Weakness will not be used. If the DM wishes to include
them in his campaign, then they must be altered to suit the genre.
• The Affluent feat allows the character to start with the maximum number of RPs that would be possible for her race and
class, multiplied by 5; for example, a Human Crafter would start with 9500 RPs. Furthermore, the character is assumed to
possess both a comfortable home and some sort of regular source of income – a highly irregular situation in most villages,
although it might represent some form of tax, tariff, or allowance. This nets her 10d10+80 RPs worth of appropriate
common goods (food, textiles, herbs, spices, minerals, unrefined metals, etc.) each and every month. Should the
character leave the area, then she will, of course, be cut off from this supply, and the DM should feel free to jeopardize it,
if this will make for an interesting story.
• The Poverty Weakness forces the character to start with the minimum number of RPs that would be possible for her race
and class, divided by 5 (dropping fractions); for example, a Human Crafter would start with 280 RPs. Furthermore, the
character possesses no home of her own, beyond a simple lean-to, and is assumed to have debts or other unusual
circumstances that make it hard for her to accumulate wealth. Any time she acquires new resources, she must usually
give up one-third to one-half of the value (as a portion of the resource or in some other equivalent form). Failure to do so
generally results in some sort of unpleasantness, based on the background information that justifies the weakness (and
may generate stories, as well). This continues indefinitely, until the character somehow loses the Weakness.
If the DM decides to use hard currency in his campaign, then each player may be allowed to convert leftover RPs into cash.
The ratio of the conversion depends entirely on the sort of currency the DM is using. See section 2.1 for more information on
this and, in particular, on converting between RPs, dollars, and D&D coins.

Allegiance and Religion


Depending on the campaign background the DM has created, the character may belong to one or more organizations or
may follow a particular religion. In this genre, clans, factions, gangs, and cults tend to be common, although they are often evil
– or, at least, dangerously obsessive – and may be short-lived. Rivalries between such coteries are to be expected and tend
to result in bloodshed. By accepting a particular allegiance, the character will probably inherit a large number of allies and
enemies.
Make certain that you discuss the situation with your DM before adopting a particular allegiance – especially if you are
creating your own organization or faith. He might already have a number of clans in his campaign, one of which may be
appropriate for your character. Even if he permits you to create a new faction, you must make certain that it meshes with the
rest of the world.
Section 5.3 discusses the concept of factions in greater detail and also gives a few examples.

- 25 -
In this genre, equipment tends to cover the complete spectrum of low to high technology, so the lists given hereafter are
appropriately diverse. Before delving into this extensive catalog, however, we will first examine the nature of a post-
apocalyptic economy and how it affects the characters.
Keep in mind, when purchasing equipment for your character, that not all items will be readily available, even if you have the
resources to buy them. Archaic non-metallic weapons and armor are relatively easy to acquire, but firearms may not be, and
the most advanced technological devices of the Ancients are equivalent to the magical wonders of D&D. Always check with
your DM if you have any doubt about whether or not a particular item can be found in your community.
Also, note that the values listed on the charts, below, assume that each item is in good working order. Common items that
are broken are generally worth little or nothing. Ancient relics are usually valuable, even when damaged, although this
depends a good deal on whether or not a Crafter who can repair such items lives nearby. In general, a damaged relic will be
worth one-third to one-half as much, in an area where it could, theoretically, be repaired. In other areas, a damaged relic will
be worth only about one-tenth as much (mainly as a souvenir, good luck charm, talisman, or even holy symbol, depending on
the local culture).

2.1 The Post-Apocalyptic Economy


Currency, in the form of actual money, is virtually unheard of in most post-apocalyptic campaigns. The governmental
structure that mints such coins or bills no longer exists, nor does the basic collateral, such as a gold reserve, that the money
might represent. While it is possible, in our modern age, for a country to have an economy based purely on credit and debt,
with no physical collateral for the currency, such a system could not viably be widespread in a world where the largest political
structure is a single city. Since the various scattered communities often distrust or even hate each other, a credit in one would
have little meaning in another, and the system would break down almost immediately.
As a result, many if not most areas will rely exclusively on a barter economy. Goods and services will be traded directly and
immediately, with no exchange of token money. The most complex arrangement, under such conditions, is likely to involve
promissory notes, which guarantee a certain equivalent commodity or service, at some future date, in exchange for one
provided now. Even this arrangement will be very rare in areas where trust is more rare than gold, and a breach of contract, in
such cases, may be a capital crime.
Of course, the DM is free to make exceptions to this general rule. In areas where trade has developed between neighboring
settlements, it is possible that some form of “go-between” currency may be used. In such cases, however, the currency itself
almost always has a value of its own, and the advantage of using it is simply its portability. Gold, silver, and gems are goods
that have been used for this purpose, in the past; however, in a post-apocalyptic world, more exotic currencies are as likely to
be used, if not more so. For example, in an area with access to internal com bustion engines but a limited supply of fuel,
gasoline could easily become the currency of choice. Metal ingots could fill a similar niche in an area with some industry but
few mineral resources. Even pure water could become a valued commodity in a heavily polluted area.
The problem, of course, is how to accommodate all of these many possibilities within a single, simple game system. By
default, this book uses a system of Resource Points (RPs), which work in a manner similar to money. Items listed later in this
section will all have RP costs, making comparisons between them relatively easy to calculate. It is important to remember that
this is purely an abstract game construct – your character is not running around with RPs in his pocket. But when a character
examines two items, one worth 10 RPs and another worth 5 RPs, he will know that the first item is worth roughly twice as
much as the second (assuming that he has any knowledge at all about the merchandise he is examining).
When you examine the equipment charts, later in this section, you may notice that there is no direct equivalency between
RPs, gold pieces, and modern dollars. In a post-apocalyptic world, certain types of merchandise are simply worth more than
certain other types, as compared to our own world. This shift in value sometimes applies even between items of the same
general type; for example, a particular weapon may be much deadlier than another one and, yet, have a similar or even lower
value, because the ammunition or power supply for it is very difficult to find. This is often the case with weapons of the
Ancients, which would be virtually priceless were it not for their unusual requirements.
Having said this, a consistent system has been used to calculate many of the values noted for items that are not particularly
high tech, and it may be useful for the DM to know this, when determining costs for new items. The values for such items can
be based, at least loosely, on the economy described in D&D, which, aside from being inflated, is more similar to that of a
post-apocalyptic world than our own would be. As a general rule of thumb, 1 RP is roughly equivalent to 5 cp (20 RPs = 1 gp)
when it comes to common, day-to-day items, such as basic food, shelter, and clothing. Note that some food prices tend to be
a bit inflated, under the assumption that people who cannot get their own food may have trouble getting it from someone else
(although the DM may modify this in relatively prosperous agricultural areas). For less common items, such as weapons and
armor, 1 RP is equivalent to between 2.5 and 5 cp (20 to 40 RPs = 1 gp). Low tech metal weapons and armor are typically
worth around 30 RPs per gp, whereas wooden weapons and leather armor are often priced as common items, at around 20 to
25 RPs per gp.

- 26 -
Dollar comparisons are trickier, since the economy is so different from our own. As a very general rule of thumb, 1 RP is
roughly equivalent to $0.25 (U.S.), but this generally only applies to items which are in the low end of the high tech bracket, i.e.
items that one could find in the U.S. between 1950 and 2000 A.D. and that are not easy to produce in a post-apocalyptic
world, such as firearms. Items that are more advanced tend to be worth more, although this may be balanced by the fact that
they are difficult to power, as previously noted. Items that are less advanced are usually priced using the D&D-style system,
described above. In such cases, 1 RP is roughly equivalent to between $0.50 and $1.50 U.S.

Haggling
In a barter economy, prices are seldom fixed. When a character is first created, the listed values should be used directly.
This can also apply when you are rushed or dealing with “between game session” matters. During the game, when time
permits, however, the players may wish to haggle over merchandise, and the DM should encourage this, since it suits the
genre well. When two Player Characters want to haggle, then it is simply a matter of role-playing the event; however, when a
PC wishes to haggle with an NPC, a more concrete system is required.
The procedure for haggling in fairly simple and makes use of the Appraise and Diplomacy skills.
1) Each character involved should make an Appraise check to determine how accurately he has assessed the value of the
object or service in question (called “the merchandise”, hereafter, even if it is not a tangible object). The procedure for
doing this is described on page 63 of the PHB.
2) After that, the person who wishes to acquire the merchandise can either make an offer or ask for a price, at his discretion.
The person selling the merchandise then makes a counter offer, and the haggling commences. The DM may rule that an
NPC may be insulted by an offer that is clearly absurd (less than one-third value, if he is selling, or more than triple value,
if he is buying). This may bring the whole transaction to a crashing halt.
3) The actual haggling is simulated by making opposed Diplomacy checks. Each character makes a Diplomacy check, and
whoever gets the higher result is assumed to have pulled the price closer to his original bid. Ties are rolled again and
indicate a prolonged period of haggling.
4) Subtract the losing result from that of the winner to find a success margin. If the result is greater than 10, reduce it to 10.
Now, find the average of the two original bids. For every point of the success margin, the final price is pushed 10% closer
to the winner’s bid, from that average amount. Fractions are rounded up if half or more, or down if less than half.
5) NPCs are always assumed to accept the outcome, but a PC has the option of refusing the deal. Of course, if he does so,
after making such a bargain, it is highly unlikely that the NPC will have anything more to do with him, at least with regards
to that one piece of merchandise.
6) Since most transactions will involve a trade, rather than a purchase, it will often be necessary to conduct two haggling
contests: one to determine the agreed upon value of each side of the trade. This is not generally necessary when one
side or the other is offering a common object with a more or less standardized value (e.g. a loaf of bread in an agricultural
area or a can of gasoline in a town that uses fuel for currency).

A Thorough Example
Jenna, the wandering tinker, wishes to acquire a sword (300 RPs) from Dorgun, the smith. She has a purse full of crystals
that she hopes to use as currency, knowing that the locals use them to make religious objects.
The DM knows that each crystal is worth about 40 RPs, but neither Jenna nor Dorgun know this, so Appraise checks are in
order. Jenna makes her check and, thus, has a pretty good idea what they are worth, but Dorgun fails his and settles on a
value of 32 RPs each. This starts the first round of haggling, since they disagree on the value of the crystals. Jenna
deliberately shoots high, bidding 50 RPs, and Dorgun sticks with 32. That means that the average value is 41 RPs. Jenna
makes her Diplomacy check and gets 25, whereas Dorgun only gets 17. Jenna has a success margin of 8 (25 – 17), so the
agreed upon value of each crystal is 48 RPs (80% of the difference between Jenna’s bid of 50 and the average of 41 = 80% of
9 = 7.2, rounded down to 7; 41 + 7 = 48). Jenna is obviously pleased with this result.
Now, they must agree on the value of the sword. The DM rules that Dorgun does not need to Appraise the weapon, since
he made it himself and swords are his specialty. Jenna also has a pretty good idea of what it should be worth, so the DM lets
her off the hook, as well. Jenna offers 240 RPs, hoping to part with only 5 crystals. Dorgun is a bit insulted by the offer and
demands 400 RPs, but, after a lot of grumbling, it becomes clear that he is willing to negotiate. The average of the two bids is
320 RPs. This time Dorgun wins the contest but with a success margin of only 2 (Jenna rolled 17, Dorgun rolled 19). That
means that the agreed upon value of the sword is 336 RPs (20% of the difference between Dorgun’s bid of 400 and the
average of 320 = 20% of 80 = 16; 320 + 16 = 336).
Now that both values have been established, a trade can be negotiated. Since the agreed upon value of the sword is 336
RPs and the agreed upon value of each crystal is 48 RPs, it will cost Jenna 7 crystals to buy the sword (336/48 = 7). Since it
should have cost around 7½ (300/40), Jenna came out a little ahead in the deal. Note that, if the final calculation had resulted
in a fractional number, it would have been rounded up if half or more, or down if less than half. For example, if the agreed
upon cost of the sword had been 360 RPs, Jenna would have had to part with 8 crystals (360/48 = 7.5, rounded up to 8).

- 27 -
Keep in mind that not all transactions will be this complicated. If Dorgun had agreed that the crystals were worth about 40
RPs each, then no haggling would have been necessary for them. Similarly, Jenna might have been less inclined to grumble
about the sword’s price, if Dorgun had not undervalued her crystals, and they might have settled on the fair price of 300 RPs.
Of course, in this case, Jenna would have lost 8 crystals, instead of 7, so she isn’t complaining.
Also, remember that the RPs are purely abstract and would never come up in an actual conversation. A passerby would
simply have heard Jenna and Dorgun arguing over the merits of the sword and the quality of the crystals. Jenna probably
offered 5 crystals for the sword, Dorgun wanted 9 or 10, and they settled on 7.

2.2 Power Cells


It is well known that the Ancients harnessed the power of lightning and used it to fuel the vast majority of their devices. This
basic fact is generally understood, but what few people now comprehend is how to generate that electricity. As a result, power
cells of the Ancients are one of the most sought after of all commodities. A laser pistol is a truly wondrous weapon, but without
a power cell, it is really just a poorly constructed club. Battles have been won and lost over batteries, which were once the
most trivial pieces of technology.
It is fortunate, then, that the Ancients tried to standardize their devices, so that only a handful of different cells are needed to
power all of their relics. There are just five basic cell types, abstractly labeled here from A to E, which vary in size and utility.
Each of these has two sub-types, classed 1 and 2. Furthermore, both expendable and rechargeable versions of each cell type
also exist, although these are cross-compatible (that is, a device that uses an expendable A1 cell will also use a rechargeable
A1 cell). Finally, there are advanced fusion cells that mimic each of the other types but have a vastly greater duration. All of
these are described in more detail, below.
Note that the RP values listed are approximate and vary a great deal from place to place. With power cells , more so than
any other commodity, price is set based on supply and demand.
A1: These tiny, disc-shaped cells are three-eighths of an inch across and about half as thick. They are used to power small
electronic devices, such as digital watches, calculators, and penlights, which have modest energy needs. When used in
this manner, they provide enough power for two to five years of regular use, depending on the device. Type A cells tend
to have an inflated price, not so much because everyone needs them but because they are becoming difficult to find.
Value: 80+ RPs. Weight: Negligible.
A2: Similar to type A1 but more robust, these cells are used to power small handheld electronic devices with unusual energy
demands, such as advanced palmtop computers, with high-resolution backlit screens. In this context, they provide
enough energy for at least a year of regular use. These cells are also sometimes used for devices that require less power
over a longer duration, in which case they have about half again the duration of A1 cells.
Value: 120+ RPs. Weight: Negligible.
B1: These bar-shaped cells are about one inch long, half an inch wide, and one quarter on an inch thick. They are, by far, the
most common form of battery, used in many electronic devices, from flashlights to portable music players and
transceivers. They generally provide enough energy for three to nine months of regular use; however, this varies
tremendously, depending on the device in question.
Value: 60 RPs. Weight: Negligible.
B2: Similar to type B1 but more durable, these cells simply have a longer life span – usually about half again as long. Any
device that uses B1 cells can also use B2 cells and benefit from this extended duration; however, there is no additional
advantage for devices that have especially harsh energy demands (type C cells or better are needed for these).
Value: 90 RPs. Weight: Negligible.
C1: These tube-shaped cells are about an inch and half long and half an inch wide. They are used almost exclusively in
portable energy weapons, and their duration depends a good deal on the device in question (see section 2.3).
Value: 120 RPs. Weight: 1/12 lb.
C2: Similar to type C1 but more robust and slightly heavier, these cells are generally used to power weapons that require
large amounts of energy in a sudden burst – more than a C1 could handle without burning out.
Value: 160 RPs. Weight: 1/10 lb.
D1: These bar-shaped cells are about three inches long, two inches wide, and an inch and a half thick. They provide a large
amount of energy for a relatively short period of time and are most often used to fuel modest-sized electronic vehicles and
powered armor. They are good for about twelve hours of continuous use, in this capacity, and are almost always
rechargeable (see below). D1 cells are quite versatile and can be adapted to many uses. In some devices, they can be
installed in "banks" of two or four, which can substantially increase their duration and/or output.
Value: 120 RPs. Weight: 1 lb.
D2: Similar to type D1 but more robust and about half again as tall, these cells are generally used to power larger vehicles for
the regular twelve hour duration or smaller vehicles for about twice as long. They are also occasionally used to power
mounted energy weapons.
Value: 200 RPs. Weight: 1½ lb.

- 28 -
E1: Similar to type D1 but twice as large in every dimension, these cells are designed to power an average-sized building,
with all of its utilities, for ten to fourteen days. They are usually rechargeable and, when used to provide household
current, are also handy for recharging smaller cells, with the correct apparatus (see below).
Value: 240 RPs. Weight: 8 lb.
E2: Similar to type E1, these cells are designed for larger structures or smaller structures with unusual energy demands.
They provide about half again as much power or durability.
Value: 360 RPs. Weight: 12 lb.

Rechargeable Batteries
All of the power cells described above are expendable and cannot be recharged; however, rechargeable versions (denoted
with an "R") exist for every model. For example, B1R cells are treated as B1 cells in every respect, except that they can be
recharged. Rechargeable batteries are slightly heavier than their expendable counterparts and are worth more – usually three
times as much for types A, B, and C, or five times as much for types D and E (which are almost always rechargeable,
anyway). Even they do not have infinite durability, however, and most can be recharged no more than sixty to eighty times.

Recharging Apparatus
These devices are used to recharge R-type power cells. Many can only be used to recharge one type of battery, whereas
others can be used with several types of a roughly similar size. There are also four different varieties, based on their own
method of creating energy:
Household Current (HC) : These are, by far, the most common and also the cheapest, since their reliance on an existing
electrical supply makes them nearly useless in most areas, these days. On the positive side, they can recharge a cell quite
efficiently, usually in four to six hours for types A, B, and C or six to eight hours for types D and E, and they have an
indefinite life span, if treated properly.
Fuel-Generated (FG): These are relatively rare, since the Ancients had little use for them, and they are sometimes built by
contemporary Crafters. They generate their own electricity by burning fuel in an internal combustion engine and are about
on par with HC rechargers, in terms of efficiency. For obvious reasons, they are considered to be more valuable in most
areas; however, their need for fuel limits their utility.
Solar-Powered (SP): These convert solar energy to usable electricity. They are not as efficient as the HC and FG types and
usually take two to three times as long to recharge a cell (depending on the light conditions); however, they can be used
anywhere there is sunlight and require no additional fuel. Because of their self-sufficiency, SP rechargers are in great
demand.
Fusion-Powered (FP): These are the most advanced rechargers and, by far, the least common. They can recharge any cell
in about four hours and require no external energy supply, whatsoever. Although they do eventually burn out, they are good
for at least a decade of moderate use.

Cell ------------ Value (RPs) ------------ ---- Weight (pounds) ----


Type(s) HC FG SP FP HC FG SP FP
A 400 800 2000 4000 1 5 1½ 3
B 320 640 1600 3200 1 5 2 3
C 600 1200 3000 6000 1 5 2½ 3
D 720 1440 3600 7200 1½ 6 3 3
E 1280 2560 6400 12800 2 6 4 4
A,B 560 1120 2800 5600 1 5 2 3
B,C 760 1520 3800 7600 1 5 2½ 3
A,B,C 880 1760 4400 8800 1 5 2½ 3
D,E 1600 3200 8000 16000 2 6 4 4

Fusion Cells
These power cells were created near the end of the reign of the Ancients and are much more advanced than the other types.
There are ten different varieties, and each is designed to replace one of the standard types, e.g. A1F, B2F, C1F, etc. Thus,
A1F cells will work in any device that uses A1 cells. The advantage is their vastly increased life span – about twenty times as
long, in any given situation. An A1F-powered calculator could be used regularly for at least forty years before requiring a
replacement cell, and an C1F-powered laser pistol would be good for around 720 shots. Unfortunately, fusion cells are very
rare and cannot be recharged.
Value: As per the cell being replaced, multiplied by 20.
Weight: Half that of the cell being replaced.

- 29 -
2.3 Weapons
The following charts list all of the many weapons that are available in this genre. Keep in mind that, just because a weapon
exists somewhere in the world, this does not mean that it is particularly common or easy to acquire. Exotic weapons, in
particular, are seldom readily available, and those who possess them may not be willing to part with them.
These charts use the following standard headings:
Weapon: The common name of the weapon. If it has an asterisk (*), then it is described hereafter; otherwise, see the PHB.
Value: The relative value of the weapon, in Resource Points (see section 2.1).
Damage: The damage you deal with the weapon, when you score a hit (which is subdual damage, if marked with §). If two
damage values are given, then it is a double weapon, and you can use a full attack action to make one extra attack when
you use it, as per the two-weapon rules (see PHB, page 124). Use the second damage figure given for the extra attack.
Critical: Indicates how the weapon is used with the rules for critical hits. See PHB, page 97, for more information.
Range: The range increment of the weapon. See PHB, page 97, for more information.
Weight: The weight of the weapon, in pounds.
Cell: The type of energy cell the weapon normally uses (see section 2.2). This is listed only for Exotic Weapons, since all
energy weapons fall into this category. The description of the weapon will generally give more information about this.
Type: The weapon’s damage type: B = Bludgeoning, E = Electrical, F = Fire (including heat and light), N = Sonic, P = Piercing,
R = Radiation, S = Slashing. When two types are given, the weapon is both types (although only one will apply for
proficiency purposes, as noted under Prof). See PHB, page 97, for more information.
Prof: The Martial or Exotic Weapon Proficiency group the includes the weapon (see section 1.6). This assumes a Medium -
sized wielder. A Small wielder must use Medium weapons two-handed and, thus, needs the two-handed version of the
appropriate proficiency feat for these weapons. Conversely, a Large wielder can use most Large weapons one-handed,
without penalty, as long as he has the appropriate proficiency feat. Note that a few weapons use a proficiency that is
different from their damage type. This is not a typo. For example, a military pick causes piercing damage; however, it is
hefted like a bludgeoning weapon.

Simple Weapons – Melee


Weapon Value Damage Critical Range Weight Type Prof
Unarmed Attacks
Gauntlet (Medium) 55 1d3 x2 - 2 B -
Gauntlet (Small) 55 1d2 x2 - ½ B -
Strike, Unarmed (M) - 1d3§ x2 - - B -
Strike, Unarmed (S) - 1d2§ x2 - - B -
Tiny
Dagger 60 1d4 19-20/x2 10 ft. 1 P Simple (THR thrown)
Dagger, Punching 60 1d4 x3 - 2 P Simple
Gauntlet, Spiked 120 1d4 x2 - 2 P Simple
Small
Mace, Light 125 1d6 x2 - 6 B Simple
Sickle 180 1d6 x2 - 3 S Simple
Medium
Club 4 1d6 x2 10 ft. 3 B Simple (THR thrown)
Halfspear^ 22 1d6 x3 20 ft. 3 P Simple (THR thrown)
Mace, Heavy 300 1d8 x2 - 12 B Simple
Morningstar 220 1d8 x2 - 8 B&P Simple
Large
Quarterstaff 5 1d6/1d6‡ x2 - 4 B Simple
Shortspear^ 45 1d8 x3 20 ft. 5 P Simple (THR thrown)

Simple Weapons – Ranged


Weapon Value Damage Critical Range Weight Type Prof
Small
Crossbow, Light 1120 1d8 19-20/x2 80 ft. 6 P Simple
Bolt, Crossbow 2 - - - 1/10 - -
Dart 10 1d4 x2 20 ft. ½ P Simple
Sling 2 1d4 x2 50 ft. ¼ B Simple
Bullets, Sling (4) 1 - - - 2 - -
Medium
Crossbow, Heavy 1600 1d10 19-20/x2 120 ft. 9 P Simple
Bolt, Crossbow 2 - - - 1/10 - -
Javelin 22 1d6 x2 30 ft. 2 P Simple

- 30 -
Martial Weapons – Melee
Weapon Value Damage Critical Range Weight Type Prof
Small
Axe, Throwing 240 1d6 x2 10 ft. 4 S OHS (THR thrown)
Hammer, Light 28 1d4 x2 20 ft. 2 B OHB (THR thrown)
Handaxe 180 1d6 x3 - 5 S OHS
Lance, Light 165 1d6 x3 - 5 P OHP
Pick, Light 120 1d4 x4 - 4 P OHB
Sap 22 1d6§ x2 - 3 B OHB
Sword, Short 300 1d6 19-20/x2 - 3 P OHP
Medium
Battleaxe 300 1d8 x3 - 7 S OHS
Flail, Light 220 1d8 x2 - 5 B OHB
Lance, Heavy† 275 1d8 x3 - 10 P OHP
Longsword 450 1d8 19-20/x2 - 4 S OHS
Pick, Heavy 240 1d6 x4 - 6 P OHB
Rapier 600 1d6 18-20/x2 - 3 P OHP
Scimitar 450 1d6 18-20/x2 - 4 S OHS
Trident^ 420 1d8 x2 10 ft. 5 P OHP (THR thrown)
Warhammer 330 1d8 x3 - 8 B OHB
Large
Falchion 2250 2d4 18-20/x2 - 16 S THS
Flail, Heavy 420 1d10 19-20/x2 - 20 B THB
Glaive† 220 1d10 x3 - 15 S THS
Greataxe 600 1d12 x3 - 20 S THS
Greatclub 100 1d10 x2 - 10 B THB
Greatsword 1500 2d6 19-20/x2 - 15 S THS
Guisarme† 250 2d4 x3 - 15 S THS
Halberd^ 275 1d10 x3 - 15 P&S THP
Longspear^† 112 1d8 x3 - 9 P THP
Ranseur† 275 2d4 x3 - 15 P THP
Scythe 480 2d4 x4 - 12 P&S THS

Martial Weapons – Ranged


Weapon Value Damage Critical Range Weight Type Prof
Medium
Shortbow 640 1d6 x3 60 ft. 2 P ARC
Arrow 1 - - - 1/6 - -
Shortbow, Composite 1500 1d6 x3 70 ft. 2 P ARC
Arrow 1 - - - 1/6 - -
Large
Longbow 1600 1d8 x3 100 ft. 3 P ARC
Arrow 1 - - - 1/6 - -
Longbow, Composite 2100 1d8 x3 110 ft. 3 P ARC
Arrow 1 - - - 1/6 - -

Exotic Weapons – Melee


Weapon Value Damage Critical Range Weight Cell Type Prof
Tiny
Force Dagger* 10000 1d6 17-20/x2 - 1 C2 S FRC
Kukri 240 1d4 18-20/x2 - 3 - S XDG
Small
Bladed Gauntlet* 750 1d6 18-20/x2 - 3 - S XGN
Force Blade* 16000 1d10 17-20/x2 - 2 C2 S FRC
Kama 60 1d6 x2 - 2 - S MSW
Nunchaku 55 1d6 x2 - 2 - B MSW
Sai* 30 1d4 x2 - 2 - B MSW
Siangham 80 1d6 x2 - 2 - P MSW
Stun Baton* 400 1d6§ x2 - 2 C1 E EBT
Stun Rod* 600 1d8§ x2 - 3 2 x C1 E EBT
Tonfa* 12 1d6 x2 - 2 - B MSW
Vibro Knife* 5000 1d4 19-20/x3 - 1½ C1 S VIB
Medium
Sword, Bastard 1050 1d10 19-20/x2 - 10 - S THS or XBL (one-handed)
Vibro Blade* 8000 2d4 19-20/x3 - 3 C1 S VIB

- 31 -
Exotic Weapons – Melee (continued)
Weapon Value Damage Critical Range Weight Cell Type Prof
Large
Axe, Double 1800 1d8/1d8‡ x3 - 25 - S DBA
Chain, Spiked 750 2d4 x2 - 15 - P XCH
Flail, Dire 2400 1d8/1d8‡ x2 - 20 - B XFL
Sword, Two-Bladed 3000 1d8/1d8‡ 19-20/x2 - 30 - S DBB

Exotic Weapons – Ranged


Weapon Value Damage Critical Range Weight Cell Type Prof
Tiny
Crossbow, Hand 2400 1d4 19-20/x2 30 ft. 3 - P HXB
Bolt, Crossbow 2 - - - 1/12 - - -
Shuriken 25 1 x2 10 ft. 1/10 - P MSW or XTH
Small
Blaster Pistol* 10000 2d8 x2 60 ft. 3 C2 N SNP
Blowgun* 22 1 x2 10 ft. 2 - P BLO
Needle, Blowgun 1 - - - 1/48 - - -
Bolas* 125 1d4 x2 10 ft. 2 - B XTH
Chakram* 400 1d4 x3 30 ft. 2 - S XTH
Disruptor Pistol* 11200 2d8 x3 80 ft. 3 C1 R SBM
Hand Needler* 9000 3d4 x3 30 ft. 2½ C1 P NDL
Needle Cylinder 120 - - - ½ - - -
Laser Pistol* 8000 2d6 19-20/x2 100 ft. 2 C1 F SBM
Machine Pistol* 7200 1d10 x3 70 ft. 3½ B1 P LMG
Machine Pistol Clip 120 - - - ¾ - - -
Neurolash* 1000 1d3§ x2 10 ft. 2 C2 S/E WHP
Pistol, Heavy Semi-Auto* 4800 1d10 x3 100 ft. 4 - P SST
HSAP Clip 60 - - - ½ - - -
Pistol, Light Semi-Auto* 3200 1d8 x3 80 ft. 2¾ - P SST
LSAP Clip 60 - - - ½ - - -
Pistol, MLA* 6400 1d12 x3 120 ft. 3½ C1 P SST
MLAP Clip 72 - - - ½ - - -
Revolver, Heavy* 2400 1d10 x3 90 ft. 3½ - P SST
Bullet 4 - - - 1/24 - - -
Revolver, Light* 1800 1d8 x3 70 ft. 2½ - P SST
Bullet 4 - - - 1/32 - - -
Stun Pistol* 6000 2d6§ x2 20 ft. 2 C1 E SBM
Taser, Type 1* 1280 1d6§ x2 10 ft. 2 B1 E TSR
Taser Capsule, Type 1 80 - - - ½ - - -
Taser, Type 2* 1920 1d8§ x2 10 ft. 2 B1 E TSR
Taser Capsule, Type 2 120 - - - ½ - - -
Whip 25 1d2§ x2 15 ft. 2 - S WHP
Whip Dagger* 750 1d6 19-20/x2 15 ft. 3 - S WHP
Medium
Blaster Pistol, Heavy* 12000 2d10 x2 80 ft. 6 C2 N SNP
Blaster Rifle* 15000 3d8 x2 100 ft. 10 C2 N SNR
Crossbow, Repeating 4800 1d8 19-20/x2 80 ft. 16 - P RXB
Bolt, Crossbow 2 - - - 1/10 - - -
Disruptor Rifle* 16800 3d8 x3 120 ft. 8 C2 R MBM
Electronet* 2400 1d8§ - 10 ft. 10 C1 - NET
Flamer* 8000 3d6 x2 10 ft. 8 - F FLM
Fuel Pack, Flamer 200 - - - 2 - - -
Laser Rifle* 12000 3d6 19-20/x2 200 ft. 7 C1 F MBM
Needler* 14400 4d4 x3 60 ft. 7½ C1 P NDL
Needle Cylinder 160 - - - ½ - - -
Net 400 special none 10 ft. 10 - - NET
Rifle, Bolt Action, Heavy* 7000 2d6 x3 200 ft. 10 - P MST
Rifle Cartridge 100 - - - ½ - - -
Rifle, Bolt Action, Light* 4000 1d12 x3 120 ft. 7 - P MST
Rifle Cartridge 100 - - - ½ - - -
Rifle, MLA* 10000 2d8 x3 240 ft. 10 C1 P MST
MLA Rifle Clip 120 - - - ½ - - -
Rifle, Semi-Automatic* 9000 2d6 x3 120 ft. 10½ - P MST
Semi-Auto Rifle Clip 120 - - - ½ - - -

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Exotic Weapons – Ranged (continued)
Weapon Value Damage Critical Range Weight Cell Type Prof
Medium
Shotgun, Pump Action* 3200 3d4 x2 15 ft. 8¾ - P SHT
Shotgun Shell 3 - - - 1/32 - - -
Shotgun, Sawed Off* 2880 3d4 x2 10 ft. 7 - P SHT
Shotgun Shell 3 - - - 1/32 - - -
Stun Rifle* 8000 2d6+2§ x2 30 ft. 6 C2 E MBM
Submachinegun* 4800 1d10 x3 90 ft. 8½ - P LMG
SMG Clip 120 - - - ¾ - - -
Tangler* 2000 special none 30 ft. 7 - - LCH
Tangler Capsule 120 - - - 1 - - -
Large
Blaster Rifle, Heavy* 18000 3d10 x2 120 ft. 12 C2 N SNR
Fusion Rifle* 16800 4d6 none 60 ft. 12 below R HEW
Fusion Pack 800 - - - 4 - - -
Grenade Launcher* 14000 varies - 180 ft. 12 - - LCH
Laser Cannon* 21600 5d6 19-20/x2 300 ft. 18 below F LBM
LC Power Supply 480 - - - 12 - - -
Machinegun* 24000 2d8 x3 150 ft. 84 - P HMG
MG Belt or Drum 80-640** - - - 1-8** - - -
Plasma Rifle* 18000 4d10 x2 60 ft. 10 below F HEW
Plasma Pack 600 - - - 6 - - -
Rocket Launcher* 7500 varies - 150 ft. 6½ - - LCH

* - See below for a description of this weapon. All other weapons are as described in the PHB.
** - Approximately 80 RPs and 1 pound per 25 shots.
^ - If you use a ready action to set this weapon, you deal double damage when you score a hit against a charging foe.
† - Reach weapon.
‡ - Double weapon.
§ - This weapon deals subdual damage, rather than normal damage.

Melee Weapon Descriptions


Bladed Gauntlet: This heavy glove possesses a pair of nasty, claw-like blades, which extend from the back of the wrist,
following the line of the forearm. A strike with a bladed gauntlet is treated as an armed attack. Note that the cost and weight
are for a single gauntlet.
Force Blade: When turned off, this weapon appears to be a bladeless hilt, with a control dial in the pommel. Once activated, it
generates a blade-shaped field of pure force energy, held in check by electromagnetism. The dial can be used to control the
length of the blade, which can extend from one to three feet. The default setting is two feet, using the statistics noted above.
When extended to three feet, the blade strikes more easily, gaining a +1 bonus to hit, but is less intense and, thus, does only
1d8 damage. When reduced to one foot, the blade loses its reach advantage, resulting in a –1 penalty to hit, but is more
intense and, thus, does 1d12 damage. At any setting, the blade cuts through inanimate objects relatively easily: halve the
effective hardness of any such target, rounding down. Similarly, a force blade ignores one-half of the AC bonus provided by
armor, natural armor, and/or shields. The C2 cell that powers a force blade lasts for about 30 minutes of continuous use,
before it must be replaced or recharged. Without power (or when turned off), the weapon is virtually useless.
Force Dagger: This is simply a smaller version of the force blade, above, that does less damage but can run for twice as long
on the same C2 cell. Unlike a force blade, it has no intensity control and, thus, always operates at the same level.
Sai: This is a long, somewhat blunt, three-pronged dagger. A sai’s extrusions are designed to help catch and disarm a foe’s
weapon, granting a +4 bonus on such attacks (but not on your opposed roll if someone tries to disarm your sai). In campaigns
that have Martial Artists or Monks, a sai counts as a martial arts weapon, i.e. a Martial Artist using a sai can strike with her
unarmed base attack bonus, including her more favorable number of attacks per round.
Stun Baton: This long rod can deliver a nasty electrical attack, which causes subdual damage and may stun the target. A
stun baton attack is treated as a melee touch attack, ignoring any armor, natural armor, or shield bonus to the target’s AC. If it
hits, it does damage and may stun the target in exactly the same manner as a type 1 taser (see below). Normally, one simply
pokes a target with the baton; however, it can also be used as a light club. In this case, the strike is not treated as a touch
attack, so the defender’s armor, natural armor, and shield bonuses do apply. However, if the attack is successful, it causes
1d3 bludgeoning damage plus the attacker’s Strength modifier, in addition to the electrical damage. Because stun batons are
not really meant to be used in this manner, the attacker must then make a breakage roll for the weapon. If a 1d10 roll is equal
to or less than the bludgeoning damage caused, the baton is broken. A stun baton uses a C1 cell, which must be replaced or
recharged after approximately 24 uses.

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Stun Rod: This is simply a longer, heavier version of the stun baton, which packs a bigger wallop. It can be treated in the
same manner, except that it does damage as a type 2 taser (see below), its clubbing damage is 1d4, instead of 1d3, and it
does not require a breakage roll when used with force (it is reinforced for this purpose). A stun rod generally uses two C1
cells, instead of one, and these must be replaced or recharged after approximately 36 uses.
Tonfa: This is a thick shaft of wood, with a handle that gives it an L-shape. In campaigns that have Martial Artists or Monks, a
sai counts as a martial arts weapon, i.e. a Martial Artist using a sai can strike with her unarmed base attack bonus, including
her more favorable number of attacks per round).
Vibro Blade: At a glance, this weapon appears to be merely a well-balanced archaic sword of medium length and relatively
light heft. When activated, by twisting a ring on its hilt, however, it begins to vibrate, thousands of times a second (too fast to
see, although a faint hum can be heard). This increases the damage that it causes, reduces the effective hardness of any
inanimate object that it strikes by 2 (for purposes of determining the immediate damage it causes, only), and makes it a very
difficult weapon to block or parry. In game terms, decrease the combined armor, natural armor, and/or shield bonuses for the
target’s AC by 2 but not below 0 (targets with no such protection are unaffected by this). Furthermore, if the target uses active
defense to parry (see section 3 of Paragon), there is a 1 in 4 chance that the weapon he uses for the parry will be cut clean in
two. The DM may rule that this does not apply to special weapons made of very strong, high-tech materials, and it never
applies to force weapons. The C1 cell that powers a vibro blade lasts for about 45 minutes of continuous use, before it must
be replaced or recharged. Without power (or when turned off), the weapon simply counts as a medium -sized sword that does
1d6 slashing damage.
Vibro Knife: This is simply a smaller version of the vibro blade, above, that does less damage but can run for twice as long on
the same C1 cell. Without power, it simply counts as a small knife that does 1d3 slashing damage.

Ranged Weapon Descriptions


Blaster Pistol: The blaster pistol generates a sonic pulse that strikes with impressive concussive force. The damage caused
is physical, as the resulting vibrations literally tear the target apart, from the inside out; thus, being deaf provides no special
defense against this attack. On the other hand, since the force must pass through some sort of medium (usually, air), the
weapon is useless in a vacuum. A blaster pistol uses a lot of energy and can only fire 24 times before its C2 cell must be
recharged or replaced. Reloading is a standard action. The weapon has a rate of fire equal to the attacker’s number of
attacks.
Blaster Pistol, Heavy: This is simply a heavier version of the blaster pistol, described above, which causes more damage and
has better range. Although it uses the same type of energy cell, it consumes power at an accelerated rate and, thus, can fire
only 18 shots before requiring a reload.
Blaster Rifle: This is simply a rifle version of the blaster pistol, described above, which causes more damage and has better
range. It can fire 24 times before its C2 cell must be recharged or replaced.
Blaster Rifle, Heavy: This is simply a heavier version of the blaster rifle, described above, which causes more damage and
has slightly better range. Although it uses the same type of energy cell, it consumes power at an accelerated rate and, thus,
can fire only 18 shots before requiring a reload.
Blowgun: A blowgun is a long tube through which you fire needles. A needle does 1 point of damage and can deliver poison
of either the injury or contact type (but only if it penetrates the target’s Damage Reduction, in the former case).
Bolas: A set of bolas consists of two heavy wooden spheres connected by lengths of cord. It is a ranged weapon, used to trip
an opponent. When you throw a set of bolas, you make a ranged touch attack against your opponent. If you hit, your target is
tripped. If the opponent is medium -sized or smaller and fails a grapple check versus your original attack roll, then he is
grappled. He can extricate himself from the bolas with a full round action. Note that a missed bolas attack does not allow your
opponent a free attempt to trip you, as would usually be the case with a trip attack.
Chakram: A chakram is a throwing disk or quoit, about one foot in diameter, with a sharpened outer rim.
Disruptor Pistol: These weapons are microwave lasers, designed to cause living cells to explode. They cause horrible
damage to organic matter, but do only half damage (rounded down) to inanimate targets. When making an attack with a
disruptor, ignore any AC bonuses for natural armor, including artificial organic-based armor (e.g. leather), but double the AC
bonus for metallic armor (which tends to reflect the beam). Shields count normally, either way. A disruptor pistol uses a lot of
energy and can only fire 24 times before its C1 cell burns out. Reloading is a standard action. The weapon has a rate of fire
equal to the attacker’s number of attacks.
Disruptor Rifle: This is simply a rifle version of the disruptor pistol, described above, which causes more damage, has better
range, and uses a C2 cell (good for about 24 shots).
Electronet: This weapon is used in the same manner as a normal net (see PHB, page 102); however, about two seconds after
it has entangled a target, it releases a stunning charge of electricity, with exactly the same effects as a type 2 taser (see
below). Furthermore, the device can be set to release energy again, automatically, in a continuous cycle, so that the victim
takes subdual damage every round, thereafter. This allows for the usual possibility of being stunned, although the stun
durations do not stack (only the longest applies). This can be prevented by freeing the victim or by smashing the small control
module (hardness 10, 5 hit points). The electronet consumes energy rapidly, and the C1 cell that powers it must be replaced
or recharged after about 20 “jolts”. Unpowered, it is simply treated as a normal net.

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Flamer: The flamer is simply a more portable, high-tech flamethrower. It can only be fired once per round, but its damage is
dealt in a 5-foot wide stream, extending out to its maximum range of 30 feet. The noted damage applies only within the first
range increment; for each increment, thereafter, decrease it by 1d6 (i.e. 3d6 up to 10 feet, 2d6 from 11 to 20 feet, or 1d6 from
21 to 30 feet). The flamer ignores the effects of armor, natural armor, and shields on the target’s AC and, thus, is treated as a
ranged touch attack. It can be affected by such armor’s damage reduction, however, and any kind of shield provides 1 point of
DR against it. A flamer’s combined fuel capsule and power supply can be used 10 times before it must be replaced (it cannot
be safely recharged). Reloading takes a full round. The weapon cannot be fired more than once per round.
Fusion Rifle: This frightening weapon launches bolts of pure radioactive energy, which completely ignore AC bonuses for
armor, natural armor, and shields (although they can be blocked by a force field). Aside from the damage that it causes, it also
make a radiation attack, with an intensity equal to the damage rolled (see section 3.1). The fusion rifle is a bulky weapon, and
it consumes large quantities of energy; thus, its power supply is separate, usually worn in a backpack-type harness and
connected by a three-quarter-inch thick cable. It can be fired 12 times before the power supply must be replaced (it cannot be
safely recharged). Disconnecting an old power supply and then connecting a new one takes two full rounds. The weapon
cannot be fired more than once per round.
Grenade Launcher: The grenade launcher can fire any of the grenades, described below, using its range, but mus t be
reloaded each time it fires, requiring a standard action. It is either a tube set on a metal tripod and equipped with a sighting
mechanism or a shoulder-fired, rocket launcher-style device (the cost and weight are similar for both types).
Hand Needler: This hand weapon uses a high-powered magnetic field to fling a barrage of small, vicious metal needles, that
tend to shred anything they hit. A hand needler deals 3d4 points of damage to a target in the first range increment, 2d4 to a
target in the second range increment, and 1d4 to anyone in a 5-foot wide path beyond that distance, out to maximum range.
Beyond the second range increment, the needles count as a fragmentation weapon and, thus, are affected by flak jackets and
the like. A hand needler can fire once per round, maximum, using 8 “packets” from a cylinder before requiring a reload, which
takes a standard action. It uses a C1 cell, to provide the necessary electrical power, which must be recharged or replaced
after about 48 shots.
Laser Cannon: This is simply a massive version of the laser pistol, described below, which causes more damage and has
much better range. It is designed to be mounted on a structure or vehicle, since both it and its power supply (which is
separate and good for about 100 shots) are too large to be easily carried. It is also meant to be used against vehicles, rather
than living creatures, although it is quite effective in the latter capacity.
Laser Pistol: Laser pistols are small, lightweight weapons that fire a tightly focused beam of light. Highly reflective surfaces
may reduce or negate their effectiveness, and some types of induced darkness may block them completely. Thick smoke or
fog disperses the beam, adding a –2 attack penalty (over and beyond the usual concealment modifier) and halving the
damage. A laser pistol can fire 36 times before its C1 cell must be recharged or replaced. Reloading is a standard action.
The weapon has a rate of fire equal to the attacker’s number of attacks.
Laser Rifle: This is simply a rifle version of the laser pistol, described above, which causes more damage, has better range,
and can only get 30 shots from a C1 cell.
Machine Gun: This is a much heavier version of the submachinegun (see below), typical of the sort used by the military. It is
really designed to destroy targets much larger than a man, such as trucks and helicopters. It may be mounted on a vehicle or
building or set up on its own tripod (which usually weighs at least half as much as the weapon, itself). It is not designed to be
used in a handheld capacity, and a Strength score of at least 20 would be required to do so. Most machine guns use
ammunition drums or belts, with a capacity of between 30 and 200 shots. Older versions tend to overheat and must be
allowed to cool down every hundred or so shots. The example entry is for a FN M2HB .50, which is belt-fed and air-cooled.
Machine Pistol: This is simply a pistol-style “slug thrower” with true automatic fire. Aside from the different statistics, noted
above, it should be treated as a submachinegun, in all respects (see below). In fact, 20th century versions usually were SMGs,
such as the Micro-Uzi. Some semi-automatic pistols, such as the Beretta 93R 9mm, had a burst mode but tended to be
inaccurate (-1 to hit, in addition to any other penalties for firing in burst mode). The example machine pistol is assumed to be
a slightly more futuristic (fictional) model, which uses 32-shot clips. It uses electricity for the trigger, switches, and digital
ammunition display, but its B1 cell lasts for at least 500 shots (it is usually changed or recharged after every fifteenth clip).
Needler: This is simply a larger version of the hand needler (see above), which has 12 shots per cylinder, provides better
range, and tends to do more damage. As usual, the damage falls off by 1d4 per range increment, after the first, with a 5-foot
wide spread for the last 1d4.
Neurolash: This whip-like weapon uses an electrical charge to stimulate the nervous system of the target, causing
excruciating pain. It ignores natural armor and metallic artificial armor but can be completely blocked by a shield or force field.
Non-metallic artificial armor that provides an AC bonus of +3 or more also negates it. Aside from the subdual damage caused,
the attack forces the victim to make a Fortitude saving throw (DC 18) or be stunned for one round and suffer a –2 pain penalty
on all attack rolls, skill checks, and ability checks on the following round. Even if the saving throw is successful, the victim
suffers a –1 pain penalty on all attack rolls, skill checks, and ability checks for one round. A stunned target cannot act and
loses any Dexterity bonus to AC, while attackers get a +2 bonus to hit him. The weapon counts as a whip for purposes of
making trip and disarm attacks. Although it is kept in hand, it is treated as a projectile weapon with a maximum range of 10
feet and no range penalties. The neurolash can inflict 30 attacks (misses do not count) before its C2 cell needs to be
recharged or replaced. Unpowered, it is simply treated as a normal whip, with reduced range.

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Pistol, Heavy Semi-Automatic: This category includes a large number of handheld “slug throwers” from the 20th century, i.e.
weapons that fire metallic bullets, propelled forward by a chemical explosion. Specifically, a heavy pistol is one that fires
bullets of at least .44 caliber, such as a Desert Eagle .44 or .50 AE. A semi-automatic pistol has a rate of fire equal to the
attacker’s number of attacks. The clip size varies between guns, but a range of 7 to 9 shots is fairly typical for a heavy
weapon. Reloading a clip is a standard action. The example entry is for a Desert Eagle .44, which has 8 shots per clip.
Pistol, Light Semi-Automatic: A light pistol is a “slug thrower” that fires bullets of less than .44 caliber, such as a Glock 17
9mm or a SIG P228 9mm. It is otherwise similar to the heavy semi-automatic pistol, described above. A semi-automatic pistol
has a rate of fire equal to the attacker’s number of attacks. The clip size varies between guns, but a range of 7 to 13 shots is
fairly typical for a light weapon. Reloading a clip is a standard action. The example entry is for a Beretta 92S 9mm, which has
15 shots per clip (an unusually large number).
Pistol, MLA: This is a more advanced form of handheld “slug thrower”, which uses a magnetic linear accelerator to project the
bullets at a much faster rate than would be possible with a small chemical explosion. These weapons require a relatively long
barrel and, thus, are difficult to conceal. A pistol of this type is always semi-automatic and has a rate of fire equal to the
attacker’s number of attacks. The clip holds 20 bullets, and reloading it is a standard action. MLA pistols also require a C1
cell, which must be recharged or replaced after approximately 60 shots.
Plasma Rifle: This bulky weapon emits a burst of superheated plasma that engulfs the target, causing terrible damage. It
counts as a ranged touch attack, ignoring armor, natural armor, and shields. Since it is not especially fast, the target is
allowed to make a Reflex saving throw (DC 18) to halve the damage, in much the same manner as one would against the
Energy Blast Power. Flammable objects caught in the burst are likely to be damaged and may have to make saving throws,
as well (see PHB, page 136). The plasma rifle is a bulky weapon, and it consumes large quantities of energy; thus, its
combined fuel and power supply is separate, usually worn in a backpack-type harness and connected by a three-quarter-inch
thick cable. It can be fired 10 times before the power supply must be replaced or recharged and refueled (using a process
virtually unknown in the current age). Disconnecting an old power supply and then connecting a new one takes two full
rounds. The weapon cannot be fired more than once per round.
Revolver, Heavy: These weapons are similar to heavy semi-automatic pistols, above, but can fire only once per round,
regardless of the attacker’s available actions. For older revolvers, bullets must usually be loaded individually, and the weapon
can generally carry 5 to 7 at once. Reloading is, thus, a full round action (at least), unless the weapon uses a pre-loaded
cartridge, which requires only a standard action to reload. The example entry is for a typical .44 caliber, such as a Smith &
Wesson M29, which can hold 6 bullets.
Revolver, Light: As per the heavy revolver, above, except that the weapon is smaller and uses bullets of less than .44 caliber.
The example entry is for a Colt Python .38 Special, which can hold 6 bullets.
Rifle, Bolt Action: This category includes a large number of long “slug throwers” from the 20th century, i.e. weapons that fire
metallic bullets, propelled forward by a chemical explosion. A bolt action or repeater rifle fires once per round, maximum, but it
can fire between two and twelve times, depending on the make, before it needs reloading (a full round action). The heavy rifle
listed above is typical of the sorts that were once common in various militaries, such as the Springfield M1 Garand or 8mm
Mauser ‘98k. The lighter rifle represents the sort of weapon that the average person has easy access to, for hunting, as well
as older rifles, such as the Winchester ’94.
Rifle, MLA: This is a more advanced form of rifle, which uses a magnetic linear accelerator to project the bullets at a much
faster rate than would be possible with a small chemical explosion. A rifle of this type is always semi-automatic and has a rate
of fire equal to the attacker’s number of attacks. The clip holds 30 bullets, and reloading it is a standard action. MLA rifles
also require a C1 cell, which must be recharged or replaced after approximately 60 shots.
Rifle, Semi-Automatic: As per the bolt action rifle, above, except that the weapon has a rate of fire equal to the attacker’s
number of attacks. The clip size varies between guns, but one of 30 shots is fairly typical. Reloading a clip is a standard
action. The example entry is for a weapon such as an AK-47, with a 30-shot clip. The well-known M16 is similar but uses 20-
shot clips. Many later rifles, such as the Heckler & Koch PSG1, have better, more accurate range (double the usual range
increment) but are worth at least twice as much.
Rocket Launcher: A rocket launcher must be used to fire any of the missiles, described in section 2.4. Most rocket launchers
are of the disposable variety and, thus, can only be used once but weigh surprisingly little. The example entry is for a
disposable M72A2 66mm LAW (light anti-tank weapon), which normally fires HEAT missiles. It is kept collapsed, for easy
storage, and is telescoped out and locked into position for shoulder firing. A reusable launcher typically weighs twice as much
and is worth at least three times as much. Its range is generally better – often up to twice as good.
Shotgun: The standard pump action or two barrel shotgun deals 3d4 points of damage to a target in the first range increment,
2d4 to a target in the second range increment, and 1d4 to everyone in a 5-foot wide path beyond that distance, out to
maximum range. Beyond the first range increment, shot counts as a fragmentation weapon and, thus, is affected by flak
jackets and the like. A shotgun can fire once per round, maximum, but it can fire between two and seven times (depending on
the make) before it needs reloading. Reloading up to two individual shells is a standard action. Reloading more shells is a
full-round action. The example entry is for a Remington 870 7-shot pump action shotgun, which was arguably the most
common one in existence in the latter half of the 20th century.

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Shotgun, Sawed Off: This is simply a double barrel shotgun (usually a Remington) with the front six inches of the barrel
removed. It has shorter range, but spreads more quickly. It deals 3d4 damage to a target in the first range increment, as
usual. In the second range increment, it does 2d4 damage to everyone in a 5-foot wide path. Beyond that, it does 1d4
damage to everyone in a 10-foot wide path, out to its maximum range (which is seven range increments, rather than ten),
although victims in this area are allowed a Reflex saving throw (DC 17) to avoid the damage. As usual, beyond the first range
increment, shot counts as a fragmentation weapon and, thus, is affected by flak jackets and the like.
Stun Pistol: A stun pistol fires an electrical burst, rather like ball lightning, that scrambles the neurological impulses of any
living target, causing subdual damage (only). It has little effect on most inanimate objects but can wreak havoc with computers
and other electronic devices. It has a rate of fire equal to the attacker’s number of attacks and can get 20 shots from a C1 cell,
which takes a standard action to reload.
Stun Rifle: This is simply a larger version of the stun pistol (see above), which has 24 shots per C2 cell, provides better range,
and tends to do a bit more subdual damage.
Submachinegun: A submachinegun is a rapid-fire “slug thrower”, which can be used to fire single shots or bursts. In single-
shot (semi-automatic) mode, it can be used to attack more than once per round, if the user has the ability to make multiple
attacks (in the same manner as a semi-automatic pistol or rifle). In burst (automatic) mode, it can be used to fire up to four
bullets in a single action, each of which is rolled as a separate attack (which can result in a lot of lead flying, if the shooter has
multiple attacks). Assuming that the bullets are all aimed at one target, each attack roll gets a penalty equal to one less than
the total number of bullets fired during that single action, i.e. –1 for two shots, –2 for three shots, or –3 for four shots. If the
weapon is used to strafe – i.e. the shots are spread over several nearby targets – then the penalty is increased by 1 every time
you switch targets. For example, if you fire one shot at target A, two shots at target B, and one shot at target C, your penalty
for target A is –3, your penalty for target B is –4 (for both shots), and your penalty for target C is -5. Strafing is only possible
as long as there is no more than 10 feet of distance between any two consecutive targets (although the first and last targets
could, in effect, be up to 30 feet apart, in a four-shot burst aimed at four different people). Submachinegun clips vary in size:
the 32-shot example above is for the well-known Uzi 9mm. Reloading a clip is a standard action.
Tangler: This short but bulky weapon fires a baseball-sized capsule as a ranged touch attack. When it strikes the target (or
any other object), the capsule releases sticky web-like strands. This counts as a Standard Entangle attack in every respect,
with a DC of 16 for the Reflex saving throw. The entangling material is designed to dissolve after about twenty minutes, but
chemical sprays exist that cause it to dissolve instantly (since the weapon was originally designed for the police, as a safe way
to subdue criminals). Since each capsule can only be used once and only one can be loaded at a time, the tangler must be
reloaded after every shot (a standard action). Note that the tangler, itself, it quite a simple mechanism and requires no special
power source. All of the complexity of the device lies in its ammunition – which can be quite hard to come by, in this genre. It
is possible to throw a tangler capsule without the gun; however, the range increment is then reduced to 10 feet, and the
attacker must make a Strength check (DC 14) to see whether the capsule detonates or simply rolls way.
Taser: A taser consists of a battery pack and a pistol-like launcher, which uses compressed nitrogen to fire two probes, on
wires, at a speed of 135 feet per second. Assuming that both probes strike the target, an electrical signal transmits throughout
the region where the probes make contact with the body or clothing. The result is an instant loss of the attacker’s
neuromuscular control and ability to perform coordinated actions, although no actual damage is caused. A taser is a short-
range weapon, based on the length of the wires, with most models having a limit of about 15 feet. Police-issue tasers
generally have a range of 21 feet, and high-tech versions may have a range of up to 30 feet. In all cases, the optimum range
is 7 to 10 feet, since anything nearer tends to place the probes too close together, and anything more distant increases the
probability of one probe missing altogether. A taser attack is treated as a ranged touch attack, ignoring any armor, natural
armor, or shield bonus to the target’s AC. If it hits, it does the indicated subdual damage and also stuns the victim for a
number of rounds equal 2 + one-half the damage caused, rounded down, unless he makes a Fortitude saving throw. The DC
is 13 + the damage caused for type 1 tasers, or 18 + one-half the damage caused, rounded down, for type 2 tasers, which use
a higher voltage and a more effective automated sequence of cyclic shocks. A stunned target cannot act and loses any
Dexterity bonus to AC, while attackers get a +2 bonus to hit him. Note that creatures that are immune to critical hits are also
generally immune to stunning attacks. A typical taser can be fired at least 20 times before its B1 cell must be replaced or
recharged, and some versions, with separate belt packs, can be used as many as 60 times. On the other hand, the
compressed nitrogen capsule, which also contains the probes and wire, must be replaced after every shot. This is very easy
and requires a standard action; however, the real problem may be finding spare capsules in this genre, since most have a
“shelf life” of only about five years.
Whip Dagger: The whip dagger is heavier than a standard whip and deals more damage, due to the barbs that run along its
length and the dagger-like tip. Armor bonuses (natural or artificial) do not hinder its ability to deal damage. Although you keep
it in hand, it is treated as a ranged weapon, with a maximum range of 15 feet and no range penalties. Like a normal whip, it
can make trip attacks and receives a +2 bonus on disarm attempts.

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2.4 Grenades, Missiles and Explosives
The following chart gives a representative sampling of the grenades, missiles, and explosives that are available in this genre.
Many work best (or exclusively) with a launcher of the appropriate type (see section 2.3); however, some can be thrown, and
others, such as mines, can be left as traps.
Remember that thrown or launched grenade-like weapon attacks are resolved as ranged touch attacks, and a miss with one
requires a roll for deviation (see PHB, page 138). Rather than causing “splash” damage, however, an explosive deals damage
to all creatures within its blast radius, as described for its type.
The chart uses the following standard headings:
Weapon: The common name of the device.
Value: The relative value of the device, in Resource Points.
Damage: The maximum damage caused by the device, at “ground zero” (which is subdual damage, if marked with §), as well
as its type. The normal damage type abbreviations are used, i.e. B = Bludgeoning, E = Electrical, F = Fire (including heat
and light), N = Sonic, P = Piercing, R = Radiation, S = Slashing.
Radius: The maximum radius covered by the blast, in feet. Anyone outside of this area is relatively safe. Even within the
indicated radius, the damage caused by the attack may be reduced, if the target is not at “ground zero” (see each device’s
description, hereafter, for more information).
Range: The range increment of the device, in feet (see PHB, page 97, for more information). Remember that this will often be
replaced by the range increm ent of any launcher that is used.
Weight: The weight of the device, in pounds.

Weapon Value Damage Radius Range Weight


Dynamite 75 3d6 B/F 5 10 1
Grenade, Flash 110 Blinding 30 10 1
Grenade, Fragmentation 180 5d6 P/F 15 10 1
Grenade, HEAA 300 8d6 P/F 15 10 1
Grenade, Smoke 90 Smoke 20 10 1
Grenade, Sonic 150 4d6§ N 40 10 1
Mine, Barrier 420 None 5 - 4
Mine, Bio 350 Special 5 - 2
Mine, Explosive 240 6d6 P/F 5 - 3
Mine, Sonic 180 4d6§ N 20 - 3
Mine, Stun 200 3d8§ E 2½ - 2
Missile, Black Omega AP 5000 6d8 R 150 - 5
Missile, HEAT, Class 1 1000 10d6 P/F 20 - 4
Missile, HEAT, Class 2 2250 15d6 P/F 30 - 6
Missile, HEAT, Class 3 4000 20d6 P/F 40 - 8
Missile, Incendiary 1250 9d6 F 30 - 6
Missile, Plasma 2500 8d10 F 10 - 7
Missile, Pulse 600 None 120 - 5

Dynamite: This thin cylinder of explosive must be lit, as a standard action, before it is thrown or placed. The delay that occurs
before the dynamite explodes depends on the length of the fuse (fuses are generally marked for duration). The explosion
caused by one stick of dynamite has a blast radius of 5 feet and deals 3d6 points of damage that is half bludgeoning and half
fire. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage. When several sticks of
dynamite are detonated at once, both the damage and the radius are increased. Find the square root of the number of sticks
detonated, dropping fractions. Add this value to 2 to find the number of d6 used for damage, and multiply it by 5 to determine
the radius, in feet. If the DM wants to be more precise, he can allow an intermediate number of sticks (between whole number
square roots) to do +1 or +2 damage and can also allow intermediate radii, in 2½’ increments. This is illustrated on the chart,
below, for the first two dozen sticks:
Sticks Damage Radius Sticks Damage Radius Sticks Damage Radius
1 3d6 5’ 9 5d6 15’ 17 6d6 20’
2 3d6+1 5’ 10 5d6 15’ 18 6d6 20’
3 3d6+2 7½’ 11 5d6 15’ 19 6d6+1 20’
4 4d6 10’ 12 5d6+1 15’ 20 6d6+1 20’
5 4d6 10’ 13 5d6+1 17½’ 21 6d6+1 22½’
6 4d6+1 10’ 14 5d6+2 17½’ 22 6d6+2 22½’
7 4d6+1 12½’ 15 5d6+2 17½’ 23 6d6+2 22½’
8 4d6+2 12½’ 16 6d6 20’ 24 6d6+2 22½’

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Grenades (General): Grenades come in many types, shapes, and sizes, but all of them are designed to affect a whole area in
some manner. If thrown, a grenade uses its own range increment, but, if launched from a grenade launcher, it uses that
weapon’s range increment (see section 2.3). A grenade is usually set to arm itself about two seconds after it has been
activated and can often be deactivated during that brief period. Depending on the type of grenade, it may do one of two
things, once armed. Impact grenades automatically go off any time they are armed and receive a sharp jolt. Delayed action
grenades automatically go off three to seven seconds after they have been armed (depending on how they have been set).
The arming and/or countdown sequence can sometimes be postponed in some manner, most often by keeping the activating
mechanism depressed. For example, a grenade may have both a pin and a clip. Pulling the pin while the clip is depressed
will arm the grenade, but not until the clip is released (which allows one the option of re-inserting the pin before the arming
sequence is complete).
Grenade, Flash: A flash grenade looks like a narrow egg on a foot long stick with small fins (the stick and part of the wider
back of the “egg” pops off, when it lands, revealing a crystal lens and magnesium alloy coil). The moment it lands or hits its
target, this weapon emits a bright flash that can blind anyone in the vicinity. Each victim must make a Fortitude saving throw
to resist being blinded. The DC is 18 within a 10-foot radius, but drops to 16 between 11 and 20 feet and to 12 between 21
and 30 feet (there is no effect beyond 30 feet). Even if the saving throw is successful, a victim within 10 feet of the flash will
always be blinded for at least one round. On a failed roll, blindness lasts for 2d6+3 rounds. A blind character moves at half
speed, suffers a 50% miss chance in combat, loses any Dexterity bonus to AC, can be attacked with a +2 bonus, and suffers a
–4 penalty on most Strength- and Dexterity-based skill checks. While flash grenades do not actually explode, they do burn out
after one use and, thus, cannot be re-used without repairs that are usually more trouble than they are worth.
Grenade, Fragmentation: A fragmentation grenade may be canister-shaped, egg-shaped with a short finned stick, or light
bulb-shaped with a pin and clip. It is an antipersonnel weapon and is less effective against inanimate targets: increase the
hardness score of an object by one-third (rounded down) for purposes of blocking this damage. Note, also, that some types of
armor are designed to deflect fragments (see section 2.5). Fragmentation grenades deal damage that is half piercing and half
fire in a 15-foot radius. Those caught within the blast can make a Reflex save to take half damage. The DC is 20 within 5 feet
of the blast’s center but drops by 1 per foot, thereafter, to a minimum of 10, at the maximum radius.
Grenade, HEAA (High-Explosive Anti-Armor): HEAA grenades are similar to fragmentation grenades but much deadlier.
They are designed to do serious damage to both personnel and equipment and, thus, are not penalized for purposes of
penetrating hardness or armor, as noted for fragmentation grenades. They deal damage that is half piercing and half fire in a
15-foot radius. Those caught within the blast can make a Reflex save to take half damage. The DC is 20 within 8 feet of the
blas t’s center but drops by 1 per foot, thereafter, to a minimum of 13, at the maximum radius.
Grenade, Smoke: A smoke grenade looks like a squat cylinder and may have a foot long stick with small fins. This non-
damaging explosive emits a cloud of smoke, in a 20-foot radius, that persists in still conditions for 1d4+6 rounds and in windy
conditions for 1d3+1 rounds. Visibility within the smoke is limited to 2 feet. Everything within the cloud has 90% concealment.
Grenade, Sonic: A sonic grenade looks like a wide arrowhead on a foot long stick with small fins. This weapon emits a sonic
pulse that causes subdual damage (only) to everyone in the immediate vicinity. The damage is 4d6 within a 10-foot radius,
but drops by 1d6 for every 10 feet, thereafter, i.e. 3d6 between 11 and 20 feet, 2d6 between 21 and 30 feet, or 1d6 between
31 and 40 feet (the maximum radius). Those affected by the pulse can make a Fortitude save (DC 20) to take half damage.
While sonic grenades do not actually explode, they do burn out after one use and, thus, cannot be re-used without repairs that
are usually more trouble than they are worth.
Mines (General): Mines are generally designed to be buried just beneath the earth, so that they react to pressure placed on
them. They are typically set to be triggered by about one hundred pounds of weight; however, most can be adjusted to react
to different degrees of pressure. Noticing a mine of this sort requires a Spot check (DC 20), but this can be replaced by a
Search check (DC 18) if one is actively looking for such traps. Most mines produce a slight “click” when activated, so a
person who steps on one can freeze and fail to trigger it, if he makes a Reflex saving throw (DC 22, or DC 18 if he is expecting
mines). This does not really get him out of trouble, but it does allow him to postpone the explosion, in hopes that someone
can rescue him. Mines can be deactivated or at least temporarily jammed using the Disable Device skill (DC 21, or 18 with the
correct equipment). Some mines us e a trip wire, strung across a small area, instead of a pressure plate. These are easier to
locate and disable (reduce Spot, Search, and Disable DCs by 2) but have the advantage that they effectively ward a slightly
larger area.
Mine, Barrier: This very advanced device follows the standard rules for mines (see above) but causes no damage to the
victim. Instead, it creates a force barrier, designed to trap everyone within a 5-foot radius. Victims can attempt to leap out of
the way, as the field is forming, as long as there is sufficient room to do so. This requires a Reflex saving throw, with a DC of
22 for the person who actually triggered the mine or 18 for anyone else. Treat the barrier as an Ultra level Force Bubble (see
page 51 of Paragon), with a hardness of 6 and 12 hit points. Remember that a force barrier rejuvenates itself almost instantly,
so all of the damage must be done in a single round to create a hole big enough for someone to slip through (all of the wall’s
hit points are regained a moment later). Furthermore, attacks from the inside that do not breach the wall will ricochet and have
a 50% chance of hitting someone inside the trap. The field lasts for 1d3+12 minutes, after which the mine burns out.

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Mine, Bio: This device follows the standard rules for mines (see above) but causes no direct damage to the victim. Instead, it
douses everyone within a 5-foot radius with some sort of biochemical. The precise nature of that substance varies and can be
chosen by the DM. Some possibilities are:
• Black Hydra: Contact disease; DC 18; incubation: 3 hours; damage: 1d3 Str, 1d4 Con.
• Gloom: Inhaled disease; DC 16; incubation: 6 hours; damage: 1d4 Wis and depression, leading to suicidal tendencies.
• Hallucinogen: Inhaled poison; DC 17; initial damage: 1d3 Dex, 1d4 Wis; secondary damage: 1d6 Wis.
• Marker: Harmless, but causes the victim to glow, making him an easy target. Can be washed off, with substantial effort.
• Muscle Relaxant: Inhaled poison; DC 17; initial damage: 1d4 Str, 1 Dex; secondary damage: 1d4 Str, 1 Dex.
• Neuroblock: Contact poison; DC 18; initial damage: Standard Suppression (mutant powers reduced by one level);
secondary damage: Improved Suppression (imutant powers reduced by two levels). Duration: 6d10 minutes.
• Neurotoxin, Mild: Contact poison; DC 16; initial damage: 1d6 Dex; secondary damage: paralysis (2d6 minutes).
• Neurotoxin, Strong: Contact poison; DC 20; initial damage: 2d4 Dex; secondary damage: 2d4 Con, paralysis (5d6 min.).
• Tracer: Harmless and invisible, but marks the victim s o that he can be easily located with an appropriate tracking device.
Can be washed off, with substantial effort.
Mine, Explosive: This is a typical anti-personnel weapon, designed simply to injure its victim(s), and it follows the standard
rules for mines (see above). It deals damage that is half piercing and half fire in a 5-foot radius. Those caught within the blast
can make a Reflex save to take half damage. The DC is 20 for the character who actually triggered the mine and 18 for
everyone else.
Mine, Sonic: This device follows the standard rules for mines (see above) but generates a sonic pulse that causes subdual
damage (only) to everyone in the immediate vicinity. The damage is 4d6 within a 5-foot radius, but drops by 1d6 for every 5
feet, thereafter, i.e. 3d6 between 6 and 10 feet, 2d6 between 11 and 15 feet, or 1d6 between 16 and 20 feet (the maximum
radius). Those affected by the pulse can make a Fortitude save (DC 20) to take half damage. While sonic mines do not
actually explode, they do burn out after one use and, thus, cannot be re-used without repairs that are usually more trouble
than they are worth.
Mine, Stun: This device follows the standard rules for mines (see above) but generates a powerful electric charge, intended to
stun the person who triggered it. Its radius is usually too small to affect anyone else, although someone touching the primary
victim would also be shocked. Aside from causing 3d8 electrical subdual damage, it forces the target to make a Fortitude
saving throw, with a DC equal to the damage caused + 3. Failure indicates that the victim is stunned for a number of rounds
equal to the damage caused, divided by 3 (drop fractions). A stunned target cannot act and loses any Dexterity bonus to AC,
while attackers get a +2 bonus to hit him. Note that creatures that are immune to critical hits are also generally immune to
stunning attacks.
Missiles (General): Missiles can normally only be used in conjunction with a rocket launcher (see section 2.3) and use that
weapon’s range increment. They are designed to arm themselves just after being fired and then explode either on impact or
after a set duration. Many missiles can be rigged to act as stationary bombs, in which case a launcher is not required. If the
missile has been specifically designed to be used in this manner, then this process requires a Use Relic check (DC 12) and
little more effort than flipping a couple of switches or removing a locking mechanism. Otherwise, it requires a Craft (relic)
check (DC 20) and at least several minutes of tinkering. Deactivating a missile designed to be used as a bomb usually just
means reversing the activation process, although the DM may still call for a Use Relic check (again, DC 12). Deactivating a
jury-rigged bomb during its countdown sequence is harder and requires a Craft (relic) or Disable Device check, with a DC of
18 to 24, set by the DM.
Missile, HEAT (High-Explosive Anti-Tank): This is a typical high-explosive armor-piercing rocket, designed simply to blow as
big a hole as possible in its target, and it follows the standard rules for missiles (see above). There are several types and
sizes of HEAT missiles, and three of these – arbitrarily named “Class 1”, “Class 2”, and “Class 3” – are illustrated on the chart,
above. The missile deals damage that is half piercing and half fire, and it may ignore some portion of the hardness or damage
reduction possessed by a target, depending on that target’s proximity to “ground zero”. Those caught within the blast can
make a Reflex saving throw (DC 22) to take half damage. The force of the explosion dissipates significantly with distance, so
these full effects apply only out to one-quarter of the maximum radius. For each one-quarter increment, thereafter, the save
DC drops by 2 and the maximum damage is halved. This is illustrated on the chart, below, along with the hardness/DR
reduction effect:
Distance Save Damage with Damage with Hardness or
Type from Center DC Failed Save Successful Save DR Ignored
Class 1 0–5 22 Full One-half 4
6 – 10 20 One-half One-quarter 2
11 – 15 18 One-quarter One-eighth 1
16 – 20 16 One-eighth One-sixteenth 0
Class 2 0–7 22 Full One-half 6
8 – 15 20 One-half One-quarter 3
16 – 22 18 One-quarter One-eighth 1
23 – 30 16 One-eighth One-sixteenth 0
Class 3 0 – 10 22 Full One-half 8
11 – 20 20 One-half One-quarter 4
21 – 30 18 One-quarter One-eighth 2
31 – 40 16 One-eighth One-sixteenth 1

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Missile, Black Omega AP (Anti-Personnel): This weapon follows the standard rules for missiles (see above), but it does not
create a physical explosion. Instead, it generates a radioactive pulse that is destructive to living tissue but relatively harmless
to inanimate objects. It does full damage to everything within 75 feet and half damage to everything beyond that, out to the
maximum radius. Those caught within the blast can make a Fortitude saving throw to halve the damage, but the DC is very
high: 24 within 75 feet or 20 beyond that. To make matters worse, each victim also suffers a radiation attack, with an intensity
equal to two-thirds of the final damage taken, rounded up (see section 3.1). As previously noted, this weapon has little effect
on most inanimate objects and is “clean”, in that it leaves only low-level, harmless residual radiation in the environment. It is
very destructive to some types of electronic circuitry, however, and usually fries unshielded computers.
Missile, Incendiary: This weapon follows the standard rules for missiles (see above) and creates a horrendous burst of fire
when it detonates. It does full damage to everything within 15 feet and half damage to everything beyond that, out to the
maximum radius. Those caught within the blast can make a Reflex saving throw to halve the damage (DC 22 within 15 feet or
18 beyond that). Any flammable object in the area will almost certainly ignite. Since this includes clothing, wood, plants, and
the like, victims are liable to take additional damage for several rounds after the explosion (usually 1d3, 1d4, or 1d6 per round,
depending on the environment), unless they take steps to extinguish the flames.
Missile, Plasma: This weapon follows the standard rules for missiles (see above) and creates a burst of super-heated plasma
when it detonates. It has a relatively small radius but does the full damage within that entire area. Since it is a heat-based
attack, it ignores damage reduction that does not provide protection against fire, and it also ignores half of the hardness of any
inanimate object. Those caught within the blast can make a Reflex saving throw to halve the damage (DC 20). Any
flammable object in the area may ignite, although small objects are just as likely to disintegrate (see Incendiary Missile, above,
for after-effects).
Missile, Pulse: This weapon follows the standard rules for missiles (see above), but it does not create a physical explosion,
nor is it intended to harm living creatures. Instead, it produces an electromagnetic pulse (EMP) that wreaks havoc on
electronic devices. Most common, unshielded devices will be deactivated, damaged, or destroyed automatically. Shielded
devices, Power-based gadgets, and cybernetic constructs (robots, androids, AIs, and the like) are allowed a Fortitude saving
throw against a DC of 20 to survive the effect. Failure indicates catastrophic system failure, that may or may not be repairable,
at the DM’s discretion. Even a successful save may not protect the target completely. Its systems are likely to be “scrambled”
for 2d4 rounds, resulting in a –1d4 penalty on all related rolls.

2.5 Armor
The following chart gives a representative sampling of the armor types that are available in this genre. Remember that there
is now a fourth proficiency category for armor – Powered – and that it is never gained automatically by any class. The chart
uses the following standard headings:
Armor: The common name of the armor. If it has an asterisk (*), then it is described below; otherwise, see the PHB.
Value: The relative value of the armor, in Resource Points. Note that the heavier forms of archaic armor have become
somewhat devalued, and most are seldom seen, anyway, since few people know how to make them or are inclined to learn.
AC Bonus: The protective value of the armor. This is an armor bonus to AC, so it does not stack with other effects that
increase your armor bonus. Bonuses from armor and a shield do stack, however. Remember that some types of high-tech
armor provide benefits in addition to (or even instead of) the basic AC addition.
Max Dex: The maximum Dexterity bonus to AC that this type of armor allows (see PHB, page 104, for more information). If
you try to wear Powered armor while it is not powered, this limit drops by 3 and can actually become a negative value. For
example, if the basic Check Penalty is +1, it will drop to –2, meaning that you will have a Dexterity penalty of at least –2
(unless your normal Dexterity penalty is even worse).
Check Penalty: The penalty applied to certain physical skill checks when this armor is used (see PHB, page 104, for more
information). Remember that, if you are not proficient with the armor type in question, this penalty also applies to attack rolls
and all skills involving movement, including Ride. If you try to wear Powered armor while it is not powered, this penalty is
increased by 6, e.g. from –4 to –10. Furthermore, a non-powered suit counts as Heavy armor, which can create additional
problems, if you lack Heavy Armor Proficiency, as previously noted.
Spell Failure: The percentage chance of arcane spell failure risked by using this type of armor (see PHB, page 105, for more
information). Although magic will not exist in most campaigns, this heading has been included for the sake of completeness.
Speed: Your (typically reduced) speed while using the armor (see PHB, page 105, for more information). While running in
Heavy or Powered armor, you move at only triple speed, not quadruple. If you try to wear Powered armor while it is not
powered, the indicated speed is halved (although the increased effective weight may make things even worse – see below).
Weight: The weight of the armor, in pounds. Remember that armor fitted for Small characters weighs only half as much. For
a suit of Powered armor, two values are listed, separated by a slash. The first is the effective weight of the suit while it is
fully powered and operational (it supports most of its own weight). The second is the actual weight of the suit, which applies
when it is being carried and/or is not functional. If the weight of the suit exceeds your maximum load, then you can do little
more than shuffle around in it and cannot fight at all. If it exceeds twice your maximum load, then you cannot move at all
and will probably become trapped in the suit until someone opens it for you.

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AC Max Check Spell ------ Speed ------
Armor Value Bonus Dex Penalty Failure (30 ft.) (20 ft.) Weight
Light Armor
Chain Shirt 1200 +4 +4 -2 20% 30 ft. 20 ft. 25
Duraplast* 1200 +2 +6 -0 10% 30 ft. 20 ft. 10
Flak Jacket* 1000 +3 +4 -2 20% 30 ft. 20 ft. 12
Grek Hide* 600 +3 +5 -1 10% 30 ft. 20 ft. 15
Kevlar Vest, Concealable* 1300 +2 +8 -0 5% 30 ft. 20 ft. 3
Kevlar Vest, Standard* 1500 +3 +6 -0 10% 30 ft. 20 ft. 5
Leather 250 +2 +6 -0 10% 30 ft. 20 ft. 15
Padded 125 +1 +8 -0 5% 30 ft. 20 ft. 10
Reflec Body Suit* 2400 +0 +8 -0 5% 30 ft. 20 ft. 2
Shield Belt* 4000 +2 -- -0 0% 30 ft. 20 ft. 2
Shield Belt, Military* 10000 +4 -- -0 0% 30 ft. 20 ft. 3
Studded Leather 550 +3 +5 -1 15% 30 ft. 20 ft. 20
Medium Armor
Breastplate 2100 +5 +3 -4 25% 20 ft. 15 ft. 30
Chainmail 1800 +5 +2 -5 30% 20 ft. 15 ft. 40
Chitin* 1000 +4 +3 -3 20% 20 ft. 15 ft. 20
Combat Infantry Dress* 5000 +7 +2 -4 30% 20 ft. 15 ft. 35
Flak Jacket, Heavy* 2500 +5 +3 -3 25% 20 ft. 15 ft. 18
Hide 375 +3 +4 -3 20% 20 ft. 15 ft. 25
Kevlar Vest, Heavy* 3000 +5 +3 -4 25% 20 ft. 15 ft. 25
Scale Mail 900 +4 +3 -4 25% 20 ft. 15 ft. 30
Heavy Armor
Banded Mail 3500 +6 +1 -6 35% 20 ft. 15 ft. 35
Full Body EOD Armor* 5000 +8 +0 -7 40% 20 ft. 15 ft. 35
Full Plate† 7500 +8 +1 -6 35% 20 ft. 15 ft. 50
Half-Plate† 5000 +7 +0 -7 40% 20 ft. 15 ft. 50
Splint Mail 3000 +6 +0 -7 40% 20 ft. 15 ft. 45
Powered Armor
Construction Suit* 32000 +2/+8 +0 -8 50% 20 ft. 15 ft. 30/300
Flight Suit* 48000 +6 +2 -3 35% 20 ft. 15 ft. 25/100
Powered Armor* 40000 +10 +1 -4 40% 20 ft. 15 ft. 30/120
Powered Armor, Heavy* 100000 +12 +0 -6 50% 20 ft. 15 ft. 40/200
Shields
Buckler 500 +1 -- -1 5% -- -- 4
Force Shield, Small* 1800 +2 -- -0 5% -- -- 2
Force Shield, Large* 3200 +3 -- -0 5% -- -- 3
Steel, Small 200 +1 -- -1 5% -- -- 6
Steel, Large 450 +2 -- -2 15% -- -- 15
Tower 600 cover -- -10 50% -- -- 45
Wooden, Small 60 +1 -- -1 5% -- -- 5
Wooden, Large 135 +2 -- -2 15% -- -- 10
Extras
Armor Spikes 1125 -- -- -- -- -- -- +10
Gauntlet, Locked 180 -- -- special -- -- -- +5
Shield Spikes 225 -- -- -- -- -- -- +5
† - These types of defense generally only appear in areas where armor of the Ancients is not readily available (otherwise,
they are simply not “cost effective”). If brought into an area where Ancient armor is available, they are typically devalued
by at least 20%.

Chitin: This is armor made from the exoskeleton of one of several types of giant mutated insects. It is similar to hide armor
but lighter, tougher, and a bit less flexible. Aside from its protective value, it also makes the wearer look rather fierce. It often
has spikes (as noted under Extras).
Combat Infantry Dress: CID consists of a chemically coated fiber mesh jacket, with steel and plastic plate inserts. It was
typical of the “lower tech” armor worn on the battlefields of the Ancients and would not have been generally available to
civilians. It provides all of the usual benefits of a heavy Kevlar vest (see below) but has a better AC bonus. It also provides
protection against fragmentation weapons, in the same manner as a flak jacket (see below), and it grants a +2 saving throw
bonus against chemical-based attacks. Different versions of the CID helmet may provide other benefits, such as air filtration,
radio communication, thermal imaging, laser targeting/range-finding, and so forth. These are not included in the value noted
above and can easily increase it by half again. Although the armor, itself, does not require a power supply, most of the add-
ons do. For this reason, there is a slot for a type B1 (or B2) power cell.

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Construction Suit: Construction suits were not originally designed to be used as armor but as tools. Nevertheless, one can
be treated as standard powered armor (below), except that it is much bulkier, provides less protection, and grants the wearer
+8 Strength, instead of +4, as long as it is powered. Because the front of the suit is mostly open, the full AC bonus of +8
applies only to attacks from the rear and sides. The harness and various mechanisms in the front provide only a +2 AC bonus
against attacks from this direction. The suit requires two D2 power cells, which are good for about thirty hours of continuous
use. It can be run with a single cell, as long as the slot for the second cell is still somehow in the circuit (using a dead battery,
for example); however, the duration is then reduced to ten hours, and the suit’s systems may behave erratically. A
construction suit usually has one or two extra battery slots that can be used to power attachable tools. Cells found with a
construction suit will almost always be of the rechargeable variety.
Duraplast: This advanced full body suit provides some protection against all attacks, as indicated by its AC bonus, but is
particularly useful against fire (F) attacks, such as lasers beams and plasma bursts. A heat-based attack that strikes the
armor actually causes some of it to melt or even vaporize, dissipating the energy of the attack. As a result, the suit provides 4
points of damage reduction against such attacks (i.e. it reduces the damage caused by 4 points, down to a minimum of zero).
Because this armor uses an ablative defense, it gradually wears out. After it has been hit for a total of 100 points of damage
(before reductions), its AC bonus and DR are halved. After another 100 points, the armor is too damaged to be of further use.
Flak Jacket: Flak jackets are actually designed to stop fragments, rather than bullets; however, they provide some general
protection, as indicated by the AC bonus. Against fragmentation weapons (including fragmentation grenades, as well as
shotguns and needlers beyond a certain range, but not normal guns) a flak jacket reduces the damage taken by 1 point per
die. For example, a fragmentation grenade would do 5d6-5 damage to a person wearing a flak jacket. Note that flak jackets
are generally hot and uncomfortable.
Flak Jacket, Heavy: This is simply a heavier version of the standard flak jacket, described above, that has a better AC bonus
but is even more uncomfortable to wear.
Flight Suit: This suit is similar to standard powered armor (below), except that it is a bit less bulky, provides less protection,
and grants the wearer +2 Strength, instead of +4, as long as it is powered. Its main advantage is that it uses a highly
advanced force generator to allow flight, as per the Improved Flight Power (see page 50 of Paragon). The suit requires two
D2 power cells, which are good for about forty-eight hours of continuous use; however, it burns energy at quadruple the usual
rate while flying. It can be run with a single cell, as long as the slot for the second cell is still somehow in the circuit (using a
dead battery, for example); however, the duration is then reduced to sixteen hours, flight is impossible, and the suit’s systems
may behave erratically.
Force Shield: This advanced device appears to be nothing more than a rectangular loop of metal, with a thicker area that
faces outward when it is placed over one’s hand (rather like wide, flat brass knuckles). When activated, it creates a shield of
force that acts, in all respects, as a normal shield, although it weighs nothing and is translucent. Force shields come in two
different sizes, as noted on the chart. Each requires a single C2 power cell, which is good for about an hour of continuous use
for a small shield or two-thirds as long for a large one.
Full Body EOD Armor: This Kevlar-based armor was generally used by Explosive Ordnance Disposal teams, and, thus,
would not have been readily available to normal civilians. While it provides good all-round protection, it is rather cumbersome
and not really designed to be worn on a regular basis. It provides all of the usual benefits of a heavy Kevlar vest (see below)
but has a better AC bonus. Furthermore, it has a layer of fire-retardant material that provides a +2 saving throw bonus and 4
point damage reduction against fire-based attacks (i.e. damage caused by fire is reduced by 4, down to a minimum of zero).
Grek Hide: This is simply hide armor made using the light but strong plating of a grek. It has the protective capacity of
studded leather but is lighter.
Kevlar Vest, Concealable: This was the type of vest typically worn by politicians and other people who wished to remain
protected without looking like they were going to great lengths to do so. It could easily be worn under a typical suit jacket or
similar clothing. Kevlar was specifically designed to stop high-impact piercing attacks, by spreading and absorbing the force of
the blow. While it provides some general protection, in the form of the indicated AC bonus, its real advantage applies only to
firearms and similar high-impact piercing weapons. Against these, it provides damage reduction of 2 (i.e. it reduces the
damage caused by 2 points, down to a minimum of zero) and then converts half of the remaining damage (rounded down) into
subdual damage. For example, if a character wearing a concealable Kevlar vest is struck by a bullet for 9 points of lethal
damage, he ends up taking only 4 points of lethal damage and 3 points of subdual damage.
Kevlar Vest, Heavy: This is a heavier version of the standard Kevlar vest, which has been reinforced with steel or ceramic
inserts, protecting vital areas. It was generally only available to military personnel and is difficult to conceal. It provides the
same benefits as a concealable Kevlar vest (above) but has a better AC bonus and increased 4-point damage reduction.
Kevlar Vest, Standard: This is typical of what was once a general issue protective vest for many 20th century military
organizations. It is similar to the concealable Kevlar vest, described above, except that it is bulkier. It cannot be easily hidden
and was designed to be worn over other clothing. It provides a slightly better AC bonus and has increased 3-point damage
reduction against firearms, but it functions as previously described in every other respect.

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Powered Armor: This high-tech armor was produced during the latter days of the Ancients. Basically, it is a massive suit of
powered plate armor, which provides impressive protection, as well as numerous other benefits – as long as it is fully powered.
If something goes wrong with the power supply, however, it can become a cumbersome death trap. Aside from the large AC
bonus, noted above, powered armor provides total damage reduction of 5, i.e. any damage taken, from any physical source, is
reduced by 5 points, down to a minimum of zero. This has no effect on purely mental attacks, of course. The suit has a self-
contained air supply that lasts about two hours, so, while it is being used, the wearer is completely immune to drowning,
suffocation, and gas -based attacks. It also provides a +2 saving throw bonus again acid, cold, fire and chemical attacks. As
long as it is running properly, the suit grants the wearer a +4 bonus to Strength and compensates for its great weight, reducing
it by more than two-thirds, as previously noted. Furthermore, the armor effectively turns each of the wearer’s arms into light
clubs, allowing him to make “unarmed” attacks that do (1d4 + enhanced Strength modifier) damage with each hit, subdual or
lethal. Many suits of powered armor have additional built-in gadgets, such as two-way radios, vision-enhancing scopes
(infrared, radar or sonar), energy detectors, and so forth; however, these are not included in the noted cost. The suit requires
two D1 power cells, which are good for about a day of continuous use. It can be run with a single cell, as long as the slot for
the second cell is still somehow in the circuit (using a dead battery, for example); however, the duration is then reduced to
eight hours, and the suit’s systems may behave erratically.
Powered Armor, Heavy: This suit is similar to standard powered armor (above), except that it is much bulkier, provides a
better AC bonus, and grants the wearer +6 Strength, instead of +4, as long as it is powered. It automatically comes equipped
with attachments for mounted energy weapons; however, the weapons, themselves, are not included in the noted cost. The
suit requires two D2 power cells, which are good for about thirty hours of continuous use. It can be run with a single cell, as
long as the slot for the second cell is still somehow in the circuit (using a dead battery, for example); however, the duration is
then reduced to ten hours, and the suit’s systems may behave erratically.
Reflec Body Suit: This high-tech suit of lightweight armor was specifically designed to reflect energy-based attacks. It
provides a +4 saving throw bonus against such attacks but grants no AC bonus. It can be worn over other sorts of armor to
provide this protection; however, it is useless if worn under other armor or clothing.
Shield Belt: This highly advanced defensive device appears to be a wide belt, with an oval mechanism in place of a buckle. It
generates a Standard Force Field (see page 51 of Paragon), providing a +2 AC bonus and 4 points of damage reduction
versus all non-mental attacks (even radiation). It uses a s ingle C2 power cell that is good for about one hour of continuous
protection.
Shield Belt, Military Issue: This is similar to the standard shield belt, described above, except that it generates an Improved
Force Field (see page 51 of Paragon), providing a +4 AC bonus and 8 points of damage reduction. It uses a single D1 power
cell that is good for about an hour of continuous protection.

2.6 Common Goods and Services


Most of the common goods and services described in the PHB (pages 107 to 113) are als o available in this genre, with little
change. The charts below lists those which are most likely to appear here, along with the typical Resource Point value and
weight (in pounds) for each item.

Adventuring Gear
Item Value Weight Item Value Weight Item Value Weight
Backpack (empty) 50 2† Grappling hook 25 3 Pitcher, clay 1 5
Barrel (empty) 40 30 Hammer 20 2 Piton 2 ½
Basket (empty) 5 1 Ink (1 oz. vial) 100 * Pole, 10-foot 2 8
Bedroll 4 5† Inkpen 1 * Pot, iron 12 10
Bell 25 * Jug, clay 1 9 Pouch, belt 5 3†
Blanket, winter 8 3† Ladder, 10-foot 4 20 Ram, portable 200 20
Block and tackle 100 5 Lamp, common 5 1 Rations, trail (1 day) 10 1†
Bottle, wine, glass 30 * Lantern, bullseye 200 3 Rope, hemp (10 ft.) 4 2
Bucket (empty) 10 2 Lantern, hooded 120 2 Rope, silk (10 ft.) 40 1
Caltrops 25 2 Lock, Very Simple 300 1 Sack (empty) 2 ½†
Candles, 4 1 * Lock, Average 600 1 Sewing needle 10 *
Canvas (sq. yd.) 3 1 Lock, Good 1200 1 Signal whistle 15 **
Case, map or scroll 20 ½ Lock, Amazing 2250 1 Sledge 20 10
Chain (10 ft.) 300 2 Manacles 240 2 Soap (per lb.) 8 1
Chalk, 4 pieces 1 * Manacles, masterwork 800 2 Spade or shovel 50 8
Chest (empty) 50 25 Mirror, small steel 100 ½ Tent 200 20†
Crowbar 50 5 Mug/tankard, clay 1 1 Torches, 2 1 1
Fishhook 2 * Oil (1-pint flask) 2 1 Vial, ink or potion 15 *
Fishing net, 25 sq. ft. 75 5 Paper (sheet) 8 * Waterskin (full) 15 4†
Flask 1 * Parchment (sheet) 4 * Whetstone 1 1
Flint and steel 20 * Pick, miner’s 75 10

* - No weight worth noting.


** - Ten of these items together weigh 1 pound.
† - One-quarter weight for Small versions. Containers for small characters also carry one-quarter the normal amount.

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Class Tools and Skill Kits Mounts and Related Gear Food, Drink, and Lodging
Item Value Weight Item Value Weight Item Value Weight
Artisan’s tools 100 5 Bit and bridle 40 1 Ale, gallon 5 8
Artisan’s tools, 800 5 Cart 300 200 Ale, mug 1 1
Masterwork Donkey or mule 200 -- Banquet (per person) 150 --
Climber’s kit 1200 5† Feed (per day) 1 10 Bread, 2 loaves 1 ½
Disguise kit 800 8† Horse: Cheese, hunk 2 ½
Healer’s kit 600 1 Horse, heavy 4000 -- Inn stay (per day):
Hourglass 200 1 Horse, light 1500 -- Good 40 --
Magnifying glass 800 * Pony 600 -- Common 10 --
Musical instrument, 100 3† Warhorse, heavy 8000 -- Poor 4 --
Common Warhorse, light 3000 -- Meals (per day):
Musical instrument, 1500 3† Saddle: Good 12 --
Masterwork Military 400 30 Common 7 --
Scale, merchant’s 50 1 Pack 100 15 Poor 2 --
Thieves’ tools 600 1 Riding 200 25 Meat, chunk 7 ½
Thieves’ tools, 2000 2 Saddle, Exotic: Rations, trail (per day) 10 1†
Masterwork Military 1200 40 Wine, common (pitcher) 5 6
Pack 300 20 Wine, fine (bottle) 150 1½
Clothing Riding 600 30
Item Value Weight Saddlebags 80 8
Artisan’s outfit 20 4† Sled 400 300
Cold weather outfit 150 7† Stabling (per day) 8 --
Common outfit 5 3† Wagon 700 400
Expensive outfit 600 6†
Explorer’s outfit 200 8† * - No weight worth noting.
Scholar’s outfit 80 6† ** - Ten of these items together weigh 1 pound.
Shaman’s outfit 20 6† † - One-quarter weight for Small versions. Containers for small characters also
Traveler’s outfit 20 5† carry one-quarter the normal amount.

2.7 Exotic Goods


Virtually all Exotic Goods are relics of the ancients and, as such, are rare and valuable. In some areas, many of these
devices will be completely unknown, and in the most primitive cultures they may be considered almost magical. The chart
below gives a representative (although by no means exhaustive) sampling of relics, along with the typical Resource Point
value of each – in as much as anything about these objects can be considered typical. The chart also notes each item’s
Complexity, for use with the rules in section 3.2, and weight (in pounds).

Item Value Comp Weight Item Value Comp Weight


Air Mask 240 B 1 ½† Data Crystal, Program 40+ E^ *
Air Tank 360 C 5† Data Pad 1000 K 1
Anti-Glare Goggles 250 D ½† Data Sheet 800 K ¼
Artificial Gill 6000 H 8‡ Digital Camera 1200 H 1
Binoculars 450 D 2 Displacement Belt 9000 E 5‡
Biodetector 2500 J 3 Duracable (10') 80 A# ½
Bullets, Armor-Piercing x5 § x1 ½ Filtration Canteen (full) 700 D 3†
Bullets, Hollow Point x3 § x1 First Aid Kit 800 C 2
Bullets, Incendiary x8 § x1 Flashlight 60 C 1
Bullets, Metal-Piercing x6 § x1 ½ Geiger Counter 2500 G 1½
Bullets, Rubber x1 § x1 Global Positioning System 1500 K 1½
Bullets, Subsonic x1 ½ § x1 Glowglobe 50 D ¼
Chameleon Suit 5500 H 10‡ Haz-Mat Mask 800 D 1†
Chemical Decontamination Kit 400 D 1½ Haz-Mat Suit 2000 C 10†
Chemical Detector 2500 J 2 ID Band, Blue 300 E *
Chronometer, Analog 100 C ** ID Band, Brown 30 E *
Chronometer, Digital 80 D ** ID Band, Green 200 E *
Chronometer, Multifunction 150 E ** ID Band, Red 250 E *
Communicator, Long-Range 3000 J 5 ID Band, White 150 E *
Communicator, Medium -Range 1000 J 1 ID Band, Yellow 150 E *
Communicator, Wrist 300 G ¼ Inertial Compass 600 G 1
Computer, AI ~6000 -- 18 Laser Sight 1200 E ½
Computer, Desktop ~2400 N 6 Laser Torch 3200 K 3
Computer, Laptop ~3000 N 2 Lighter 30 B **
Computer, Mainframe ~5000 N 22 Magnetic Compass 60 B **
Contragrav Harness 15000 K 16‡ Medkit 2500 J 5
Contragrav Sled 9000 E 80 Medscanner 2800 N 1
Data Crystal, Empty 30 E^ * Motion Sensor 3000 H 1½

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Item Value Comp Weight Item Value Comp Weight
Multiscanner 8000 N 3 Skintab, Hypersense 150 E *
Nightvision Goggles 1000 E 2‡ Skintab, Hyperspeed 200 E *
Nightvision Goggles, x2 Zoom 1200 E 2 ½‡ Skintab, Hyperstrength 200 E *
Nightvision Goggles, x5 Zoom 1600 E 3‡ Skintab, Regen 180 E *
Psi Helmet 6000+ E 4‡ Skintab, Sedative 80 D *
Radiac Meter 250 A# ** Skintab, Stasis 120 E *
Rebreather Mask 750 D 2† Skintab, Stimulant 60 D *
Recorder 500 E 1 Stasis Capsule 40000+ H 700
Regen Capsule 80000+ H 800 Sunglasses 50 A# *
Scope, x2 300 C ½ Thermal Imaging Goggles 1500 E 2‡
Scope, x4 450 D ½ TI Goggles, x2 Zoom 1800 E 2 ½‡
Scope, x8 600 D 1 Thermal Suit 500 D 6†
Scope, x12 800 D 1 Toolkit 1800 F 8
Scope, Starlight 1500 E 1½ UV Goggles 1500 E 2 ½‡
Scope, Thermal Imaging 1800 E 2 Utility Belt 80 A 1
Silencer 400 C ½ Vacc Suit 3200 H 10†
Skintab, Antirad 100 E * Vacc Suit, Heavy 5000 H 20†
Skintab, Antitoxin 100 D * Wardkit 1600 G 4
Skintab, Antiviral 100 E * Wet Suit 1200 C 16

* - No weight worth noting.


** - Ten of these items together weigh 1 pound.
† - One-quarter weight for Small versions. Containers for small characters also carry one-quarter the normal amount. Keep in mind the Small
versions of most relics are exceptionally rare and may not even exist unless created by high level Crafters. As a result, they will be worth
at least twice as much as usual.
‡ - One-half weight for Small versions. Also, see notes under †.
§ - As per weapon for most purposes. For making or repairing them, either J (incendiary) or I (all others).
^ - Assuming that you have heard of one, seen it used at least once, or have a device that obviously uses it; otherwise, N.
# - D to make or repair.

Air Mask: This full-face mask is used in conjunction with one or more air tanks (see below) to allow safe respiration in
dangerous environments (including underwater). It may include a built-in short-range communicator, which can be treated as
a wrist communicator, in every respect (including the increase in value and Complexity and the need for a power cell).
Air Tank: This is simply a tank of compressed nitrogen and oxygen, which provides breathable air for about one hour. It has a
gauge and may also have a warning alarm (audio or tactile) that goes off when 90% of the air has been used up. In the latter
case, it is powered with a single A1 cell, which lasts indefinitely, for all practical purposes. Note that the tank is reusable if one
can find the proper equipment to refill it.
Anti-Glare Goggles: These polarized goggles protect the wearer’s eyes from flashes of light, granting a +4 circumstance
bonus on related saving throws. A similar bonus may also apply if they are in a position to physically block an attack, such as
a chemical spray. They are also good for protecting one’s eyes from harsh sunlight and wind-blown dust and completely
negate any vision penalties caused by these stimuli (although they have no effect on penalties related to cover caused by thick
dust or sand).
Artificial Gill: This device, which is worn as a backpack, extracts oxygen from the water and feeds it into a facemask, allowing
the wearer to effectively breathe underwater (although not in other liquids). It uses a single D1 cell, which is good for about 18
hours of continuous use, and it has an alarm that goes off when 90% of the energy has been exhausted.
Binoculars: This entry represents a typical pair of x8 magnification binoculars, with a carrying case. As a rule of thumb,
binoculars reduce or negate any distance-related vision penalties by dividing the effective distance by their power factor.
Thus, an area 800 feet away would appear to be only 100 feet away when viewed through x8 binoculars, with an appropriate
reduction in distance-related Search and Spot penalties. Binoculars with lower and higher levels of magnification can be found
(although the latter are relatively rare) and are valued proportionately, e.g. half as much for x4, twice as much for x16.
Biodetector: This device detects the presence of airborne biological agents that are potentially harmful to human life. It emits
a shrill alarm when such a toxin is present. Note that it may not recognize particularly exotic viruses or biotoxins, although, in
general, it tends to catch anything that clearly doesn’t belong in “normal” air. It uses a single B1 cell, which is good for about a
year of regular use.
Bullets (General): The slug-thrower ammunition listed in section 2.3 is assumed to be of the standard variety, which is, by far,
the most common. Other types of ammunition do exist, however, and these are described below. On the chart, the Values
and Weights are listed as multiples, rather than set quantities. This allows you to calculate the appropriate numbers for groups
of bullets, cartridges, clips, and so forth by simply multiplying the standard numbers by these multiples.
• Armor-Piercing: These tungsten-core bullets were generally only available for rifles, not handguns, and were originally
restricted to the military. These are true armor-piercing rounds (cf. metal-piercing bullets, below), and the target’s AC
bonus for armor and/or natural armor, as well as its damage reduction and/or hardness, are all halved for purposes of
deflecting them (rounding up). However, since the bullet tends to pass right through flesh without mushrooming or
becoming lodged, the final damage to living targets is reduced by 2 (down to a minimum of 1 point).

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Bullets, continued:
• Hollow Point: Hollow point bullets are designed to cause as much damage as possible to living tissue by “scooping” out a
pathway and mushrooming upon hitting a bone or similar hard area. They are not very effective against armor, however,
since they tend to flatten, rather than penetrate. In game terms, armor that provides an AC bonus of 4 or more, as well as
any shield, receives an extra bonus of +1. Furthermore, any hardness or damage reduction possessed by the target is
doubled for purposes of deflecting these rounds. On the other hand, any final damage that does get through is increased
by one-third, rounded down. For example, a 7-point hit against a creature with no DR would do 9 points, whereas the
same attack against a creature with DR of 3 would do only 1 point.
• Incendiary: These rounds contain magnesium, phosphorous, and other such chemicals that ignite when the bullet is fired.
They are quite rare and are generally only available for rifles, not handguns. Incendiary bullets cause +1 damage, and
half of the total damage (rounded down) is considered to be fire, rather than piercing, damage. The main advantage of
these rounds is that they are more effective against targets that have less protection from fire than they do from kinetic
attacks.
• Metal-Piercing: These heavy, brass-tipped bullets were never very common (available only to law enforcement officers
and seldom used by the military), and they are almost unheard of now. This, combined with the fact that they were
produced for handguns, instead of rifles, explains their high Value. They have limited armor-piercing capability and can
punch through thin sheets of metal. In game terms, the target’s AC bonus for armor and/or natural armor, as well as its
damage reduction and/or hardness, are all multiplied by two-thirds for purposes of deflecting these bullets (rounding up).
However, since the projectile tends to pass right through flesh without mushrooming or becoming lodged, the final
damage to living targets is reduced by 1 (down to a minimum of 1 point).
• Rubber: These bullets were designed for crowd control and, as such, are meant to subdue, rather than kill, the target.
They do 1 less point of damage (which can reduce it to 0), and half of any damage they cause (rounded up) is
automatically subdual, rather than lethal. They are quite poor at penetrating armor. In game terms, armor that provides
an AC bonus of 2 or more, as well as any shield, receives an extra bonus of +1. Furthermore, any hardness or damage
reduction possessed by the target is doubled for purposes of deflecting these rounds.
• Subsonic: These rounds simply use less than the standard amount of propellant, so that they fly just below the speed of
sound. This prevents them from creating the supersonic “crack” produced by most gunshots, increasing the DC for Listen
checks made to hear them by +1d4. On the other hand, they have less “kick” and, thus, reduce the damage of the attack
by 1 (down to a minimum of 1).
Chameleon Suit: This full body suit is the ultimate in camouflage apparel. It uses advanced optical sensors to scan its
surroundings and then mimics the colors it detects. As a result, it grants a +8 circumstance bonus on Hide checks and a +2
circumstance bonus to AC against ranged attacks (only), as long as the wearer remains still. While he is moving, both
bonuses are halved, since the suit takes a moment to “catch up” with its surroundings. Note that, since it suppresses the heat
signature of the wearer, the suit is just as effective against infrared vision, if not more so. It uses a single D1 cell, which is
good for about 12 hours of continuous use.
Chemical Decontamination Kit: This is simply a kit filled with individually packaged towlettes (about twenty, when full), which
are saturated with a chemical neutralizer. They can be used to quickly wipe off most acidic substances and corrosives safely,
negating any further damage (although they do not heal damage already caused).
Chemical Detector: This device detects the presence of airborne chemical agents that are potentially harmful to human life. It
emits a shrill alarm when such a substance is present. Note that it may not recognize particularly exotic substances, although,
in general, it tends to catch anything that clearly doesn’t belong in “normal” air. It uses a single B1 cell, which is good for about
a year of regular use.
Chronometers (General): This is simply a wristwatch, by any other name. It comes in many varieties, but here are three
typical examples:
• Analog: A standard watch, which has hands and which the wearer must wind up, once in a while. Although it has no
special features, it does not require a power cell.
• Digital: A standard digital watch, which requires an A1 power cell, good for at least four years. Most digital watches have
tiny built-in lights (which drain extra power, if over-used), a calendar function, and some sort of timer and/or stopwatch
function.
• Multifunction: This is a digital watch that also includes extra functions. The most common sort, which is listed on the
chart, seconds as a calculator. Using the device’s extra capabilities tends to drain power at a faster rate.
Communicators (General): Portable communications devices appear in all shapes and sizes; however, they all have the
same basic function: to allow one to talk with other people, who are similarly equipped, over a range of frequencies. For the
sake of convenience, they have been broken down into three basic types:
• Long-Range: A thick textbook-sized device with a maximum range of at least 100 miles. It uses a pair of B1 cells, which
are good for about a year of regular use.
• Medium-Range: A walkie-talkie style device with a maximum range of about 10 miles. It uses a single B1 cell, which is
good for about nine months of regular use.
• Wrist: A wristwatch-type device with a maximum range of about 3 miles. It usually seconds as a digital watch (see
above), as well, and uses a single A2 cell, which is good for about a year of regular use. This category also includes a
range of other small devices, such a lighter-sized pocket communicators and headsets.

- 47 -
Computers (General): Computers come in a variety of shapes and sizes, and only a small, generic sampling has been
included here. They occupy a somewhat unusual position in the post-apocalyptic economy. On one hand, they are quite rare,
since they tend not to survive the ages well, and this raises their perceived worth. On the other hand, most of what they can
do is no longer meaningful, and only a handful of people can figure out how to make use of the rest – which lowers their
perceived worth. Thus, the values noted on the chart should be considered very approximate. In an area with numerous
technically literate people who are trying to rebuild the Ancients’ world, working computers with functional software will be
almost priceless, if only because they provide a unique window into that world. In truly primitive regions, where technology
has been abandoned, the same devices will be considered little more than flimsy doorstops.
• AI: In the final days of the Ancients, breakthroughs in computer technology, nanotechnology, and neural networking
allowed for the creation of true Artificial Intelligences. Only a few were ever constructed, and most of these have long
since passed away. As a result, true AIs may be the least common relic in existence (in fact, the DM may rule that they
no longer exist at all, if he is so inclined). Most AIs appear to be simply large metallic globes (about two feet across)
connected to some sort of more recognizable computer (used only to interface with other devices, including sensors and
speech synthesizers). The globe, which accounts for about two-third of the weight noted above, is the actual AI, and it is
powered by an advanced solar cell and a secondary fusion cell (used only in poor lighting), giving it an indefinite lifespan.
If other technological devices (including robots) are also present in the area, the AI will often be able to control them,
through its interface device. In general, the DM should treat an AI as a character, not a piece of equipment (thus, the lack
of a Complexity rating, which would be “A” in some respects and “P” in others); however, it has been included here for the
sake of completeness. Such a being has no physical attributes (except, of course, when controlling a robot), but its
spherical shell has a hardness of 20 and 40 hitpoints (the inner mechanisms can be destroyed by any damage at all, once
the shell is breached). It will have an Intelligence of 2d8+14, a Wisdom of 3d6+5, and a Charisma of 3d4+3.
• Desktop: A standard personal computer, similar to the sort we use today, only somewhat more advanced. In particular,
the monitor (which is included in the value and weight) is flat and lightweight, and it can be connected directly to the
computer. The internal specifications are mostly irrelevant, in game terms; however, you can assume that it has at least a
gig of onboard RAM and 100 gig of fixed drive space, runs at 4+ GHz, and uses data crystals (see below), instead of
floppies or CDs (which it reads at least eight times faster). A desktop computer usually runs off of household current and,
thus, is not particularly portable, regardless of its weight; however, adapters exist that allow it to run off of a pair of B1
cells or even a single E1 cell. These devices weigh about 2 pounds. They have no intrinsic value to most people but
have a very high value to those who understand them (i.e. they will charge whatever they think they can get away with).
• Laptop: Similar to a desktop computer but smaller and lighter – about the size of a textbook – with a built-in screen and
keyboard. Most laptop computers are somewhat inferior to their desktop counterparts, in terms of memory, running
speed, and interface versatility, but rare, very valuable models may be more or less on par.
• Mainframe: Basically, this is a larger, higher-powered desktop computer, used in businesses, government bureaus, and
the like. While its human interface (or terminal) is much the same as that of a PC, its actual body is larger and heavier.
The internal specifications are mostly irrelevant, in game terms; however, you can assume that it has at least 4 gig of
onboard RAM and 500 gig of fixed drive space, runs at 5+ GHz, and uses data crystals (see below), instead of floppies or
CDs (which it reads at least eight times faster). A mainframe usually runs off of the building’s current; however, adapters
exist that allow it to run off of a single E1 cell, as noted above.
Contragrav Harness: This highly advanced device grants the wearer the Improved Flight Power (see page 50 of Paragon). It
requires a D1 power cell, which is good for about 10 hours of continuous use, and it has an alarm that goes off when 95% of
the energy has been exhausted. Keep in mind that this device is not easy to use, even once the wearer has figured out the
controls. For complete safety, it requires Pilot (contragrav vehicle) skill, although the DM can substitute Balance skill for some
phys ical checks.
Contragrav Sled: This is simply a platform, typically 3 feet by 4 feet in size, that floats up to 4 feet off the ground, thanks to its
contragrav generator (the actual height can be adjusted with a dial). It can carry up to 600 pounds, and, regardless of the
weight placed on it, it can be pushed or pulled around as if it were a 20-pound object on smooth wheels. It uses a single D2
power cell, which is good for 12 to 16 hours of continuous use (depending on how much weight it is negating).
Data Crystal: These small, practically indestructible crystals are used to store information in much the same manner as
modern CDs, DVDs, and floppy disks. They can be read by many devices and written to by most computers (see above).
Each stores around 10 gigs of data (the equivalent of more than 16 CDs) and is reusable (i.e. data can be erased and written
over). A blank crystal has no information and is ready to be filled. A programmed crystal already has data on it, of whatever
sort the DM wishes (mos t contain music, video programs, and the like or records that are now mostly meaningless).
Data Pad: This small handheld device is similar to an advanced but more ubiquitous palmtop computer. While it is mainly
used to read data crystals (see above) and run programs from them that require little or no interaction, it has a mini-keyboard,
with cursor keys, and, thus, can be used to enter and change data, as well. Its internal specifications are mostly irrelevant, in
game terms; however, you can assume that it has at least 128 meg of onboard RAM and runs at 500+ MHz. It uses a single
A2 power cell, which is good for about a year of regular use.
Data Sheet: At a glance, this appears to be a sheet of unusually thick aluminum foil, about 12 by 16 inches in s ize, with some
sort of clear plastic coating, and a thicker one-inch margin along one side. It is, in fact, a form of advanced computer monitor,
which reads and displays data from a crystal placed in an indented port at the top of the “margin” or from its own internal 64
meg memory. It also has a small cursor pad, just below the crystal port, which allows for very simply interactivity. In general,
however, it is used to study data (such as maps, videos, reports, etc.), not alter it. It uses a single A2 power cell, which is
good for about 16 months of regular use.

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Digital Camera: This device allows one to take full color, high-resolution pictures, which are stored on a data crystal (see
above). It can also record full-motion video in the same manner. It has zoom capability (up to 4x) and a small video screen
that can be used both to aim and to view pictures and video stored on the crystal. It uses a single B1 power cell, which is
good for about 6 months of regular use.
Displacement Belt: This advanced device uses a light-refracting energy field to distort the wearer’s image. He benefits from
a 30% miss chance, as if he had three-quarters concealment, against ranged attacks, and a 15% miss chance against melee
attacks. However, unlike true concealment, it does not prevent enemies from targeting him normally and, thus, grants no AC
or Reflex saving throw bonus. It uses a lot of power and requires a D1 cell, which is good for about 6 hours of continuous use.
Duracable: This is simply an advanced form of synthetic rope, which is very strong and light. It has 6 hit points and can be
burst with a successful Strength check (DC 25). It is so supple that it adds a +2 circumstance bonus to Use Rope checks.
Filtration Canteen: This canteen has a built-in filtration system, designed to purify and hold up to one quart of water. It will
remove most impurities, toxins, and microbes; however, it is possible that some exotic contaminants might slip through. The
filters are good for about 80 quarts and should be changed, thereafter (a color change signals this). Replacement filters vary
in value but are typically worth about one-eighth as much as the canteen.
First Aid Kit: This is a basic first aid kit, with bandages, gauze, antiseptic cream, a couple of syringes, miscellaneous
relatively common drugs, and so forth. In effect, it is similar to a normal healer’s kit, except that the circumstance bonus it
provides is +3, instead of +2, as long as the user has at least 1 rank in Heal skill (otherwise, the bonus is only +2). For
simplicity’s sake, you can assume that it is exhausted after 8 to 10 uses (1d3+7). Some first aid kits will contain a skintab or
two (see below), at the DM’s discretion, and this raises the Value accordingly.
Flashlight: This is simply a normal, sturdy flashlight. It uses a B1 cell, which is good for at least six months of regular use.
Geiger Counter: This small electronic device detects environmental radiation and displays it, in terms of rads per second,
making a clicking sound that speeds up as the rad count grows. It can also give a readout of the total dosage of radiation
received over a period of time. It uses a single B1 power cell that is good for about 9 months of regular use.
Global Positioning System: A GPS displays the bearer’s altitude, latitude, and longitude, with a very high degree of
accuracy. It can also store and compare coordinate sets, making it easier to plot one’s course over a period of time. This
device relies on satellite signals; thus, it will not function properly in a world that now lacks them (most post-apocalyptic worlds
will still have at least a few satellites in orbit). It uses a single A2 power cell, which is good for at least a year of regular use.
Glowglobe: This is simply a small sphere, filled with a phosphorescent chemical mixture. To activate it, one simply has to
give it a good shake, and it will then provide illumination, approximately equivalent to a large campfire, for about an hour.
During the next 20 minutes or so, it will gradually fade out; however, one can simply shake it again to start the process over. It
is good for at least a dozen “shakes” before the chemicals finally begin to lose their potency.
Haz-Mat Mask: This is a sealed mask with a hood that covers the whole head. It uses scrubber and filtration systems to
protect the wearer from inhaled toxins, granting a +8 circumstance bonus on related Fortitude saving throws. The filters must
be changed occasionally, and, when they can be found at all, they are generally worth about one-eighth of the Value of the
mask, itself. This mask can also be attached to an air tank (see above) to ensure total protection. It is usually used in
conjunction with a haz-mat suit (see below).
Haz-Mat Suit: A hazardous materials suit covers the entire body, protecting the wearer from dangerous chemicals. When
attached to a haz-mat mask (see above), it is fully sealed and looks a little like a spacesuit. It provides damage reduction of 5
against chemical and acidic attacks or grants a +4 circumstance bonus on Fortitude saving throws against similar effects that
do not cause direct damage. It also acts as poor armor (AC +1, general DR of 1); however, any attack that breaches it will
tend to ruin its usefulness as a sealed system. Most haz-mat suits have simple built-in biological and chemical detectors that
change color or sound an alarm if a known toxin is found in the environment. Some also have built-in communicators, which
can be treated as a wrist communicators in all respects (see above). If the suit requires power for any of these extras, it will
use a type B1 cell, which is good for 8 to 10 months of regular use. For proficiency purposes, a haz-mat suit counts as light
armor, with a maximum Dexterity bonus of +3, an armor check penalty of –3, and an arcane spell failure rate of 25%.
ID Band: These computerized color-coded devices were used to store identification information during the time of the Ancients
and, thus, were possessed by the majority of citizens. Most appear as wrist bands; however, ID rings are also sometimes
found. While most of the stored information is of little use now, possessing a band – especially one representing authority in a
particular area – does allow one entry into sections of Ancient ruins that would otherwis e be inaccessible. Furthermore, it
increases the likelihood of safe entry, since security systems, robots, and the like will generally ignore “authorized” personnel.
Since such restricted areas are often in the best shape and are most likely to contain other relics, these “keys” are, naturally,
of particular value to Scavengers. The color used for an ID band indicates the sort of person who would normally wear it and
the type of area the wearer can freely access: Blue = military; Brown = ordinary citizen (usually granting access only to a
particular home and/or place of work); Green = special research and technical services; Red = law enforcement; White =
medical and other emergency services; Yellow = civil services (especially, public transportation and bureaucracy-related). The
vast majority of ID bands are class 1, which grant access to most appropriate areas. A few highly restricted areas require
class 2 or even class 3 access, and bands of this type are correspondingly rare and valuable (x3 value for class 2, x5 value for
class 3). A class 2 band will allow access to class 1 and 2 areas of the appropriate type. A class 3 band will allow access to
class 1, 2, and 3 areas of the appropriate type and will, occasionally, also grant class 1 access to related areas with different
color codes. Note the using an ID band requires no knowledge or effort: as long as it is worn, it functions, drawing what trivial
power it needs from the wearer’s own body heat.

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Inertial Compass: This device indicates the direction and distance traveled from a preset point, which may be the user’s
original location or some other spot with known coordinates that can be entered. It uses a single A2 power cell, which is good
for at least a year of regular use.
Laser Sight: This device can be attached to the top of a gun or under the barrel. It projects a low-power laser beam, with a
range of about 600 feet, which displays a dot on the location where the weapon will hit. It adds a +2 circumstance bonus on
ranged attack rolls made with that weapon. It uses a single C1 power cell, which is good for about 200 shots.
Laser Torch: This small tool is used for light cutting and spot welding. It does 2d6+3 damage, which is considered to be
armor-piercing, i.e. hardness and damage reduction are halved, rounding up, for purposes of deflecting it. It is designed to be
held in place for a few seconds and, thus, does only 1d6 damage (fire type) if used as a melee weapon. It uses a single C1
power cell (usually rechargeable), which is good for about 6 minutes of continuous use.
Lighter: A normal lighter, typical of the disposable cigarette lighters widely available now. When used as a light source, it is
equivalent to a candle. Reusable lighters also exist and are obviously even more us eful, over the long run; however, they tend
to have only a bit higher Value (+40-60%), since they are now difficult to refill.
Magnetic Compass: This is simply a small, handheld compass that always points to magnetic north. It will behave erratically
near electromagnetic fields.
Medkit: This is a true physician’s kit, which contains all of the items listed under the first aid kit (above), in double the quantity,
plus basic surgeon’s tools. It usually contains a mixture of 2d4+2 skintabs (see below), mos tly of the antitoxin, antiviral, regen,
sedative, and stimulant varieties; however, these have not been included in the listed Value. It has a pocket for a medscanner
(see below), which may also be present when the kit is discovered, but, again, this increases the Value. In effect, this kit is
similar to a normal healer’s kit, except that the circumstance bonus it provides is +4, instead of +2, as long as the user has at
least 1 rank in Heal skill (otherwise, the bonus is only +2). For simplicity’s sake, you can assume that the expendable items in
the kit are exhausted after 15 to 20 uses (1d6+14), but the other tools are, of course, more or less permanent.
Medscanner: This is a small, handheld bioscanner with a built-in mini-computer. Although a basic readout can be obtained
directly from the scanner (it has a tiny display screen for this purpose), it is easier to compile and study a full report on a larger
system, such as a laptop computer. It can identify and diagnose most life forms within one yard, granting an insight bonus on
diagnostic Heal checks equal to the user’s ranks in Heal skill (maximum +8). As a result, it is most useful in the hands of a
trained physician and virtually useless to someone with no medical skill at all. Life forms that are very unusual (due to extreme
mutation, for example) may halve the bonus. This device uses an A2 power cell, which is good for about a year of regular use.
Motion Sensor: This handheld scanner can detect the motion of objects by sensing disturbances in air currents and picking
up vibrations. It displays each target’s position, heading, and relative speed on a built-in screen. It is ineffective in a vacuum
or through completely sealed areas. It uses a single A2 power cell, which is good for about a year of regular use.
Multiscanner: This advanced handheld scanner can mimic all of the functions of a biodetector, chemical detector,
chronometer, geiger counter, global positioning system, inertial compass, motion sensor, and recorder. It can even be used
as a medscanner, in a pinch, although the resulting Heal bonus is halved. It has a crystal port, so that it can store its readings
on a data crystal or read data from one. It also has a small display screen and a built-in computer, roughly equivalent to a
data pad, so that it can be used independently. It uses a pair of A2 power cells, which are good for about eighteen months of
regular use.
Nightvision Goggles: These goggles pick up and intensify existing light, halving any darkness-related vision penalties, except
in total darkness. Unfortunately, they also give a –4 penalty on saving throws made to resist light-based blinding attacks, for
obvious reasons. They use a B1 power cell, which is good for about three months. As noted on the chart, some goggles also
come with built-in zoom capability, at the x2 or x5 level (see binoculars, above, for notes on vision magnification).
Psi Helmet: This highly advanced and very rare device protects the wearer from telepathic attacks. In effect, it grants the
Mind Shield amplifier from the Telepathy Power at the Improved level (see page 72 of Paragon). It burns energy at a
staggering rate, using up a C2 power cell after about 5 minutes of continuous operation.
Radiac Meter: This tiny device is usually worn as a badge or bracelet. It contains chemicals that react to radiation and, thus,
can be used to determine the total rad dosage that the wearer has soaked up (but not the number of rads he is absorbing over
timed intervals). The chemicals change color, indicating the severity of the dosage, e.g. light, medium, heavy, critical, or fatal.
Rebreather Mask: This is an air mask (see above) with a built-in rebreather, and it is generally used in conjunction with an air
tank. It captures exhaled carbon-dioxide and water and extracts the oxygen for rebreathing, quadrupling the effective duration
of the air tank. When not connected to a tank, this mask filters air taken in from the environment, to a degree, and, thus,
provides a +2 circumstance bonus on Fortitude s aving throws made to resist airborne toxins.
Recorder: This small device records and plays back sound. Its built-in memory can hold about an hour worth of compressed
high -resolution sound or two hours worth of compressed low-resolution sound. It can also store sound information on a data
crystal (see above) to allow for vastly longer recordings. It uses a single B1 power cell, which is good for about 6 months of
regular use.
Regen Capsule: This large, sarcophagus -like device is used to speed up the healing process. While a person is resting in it,
he regains his level worth of hit points each hour, instead of each day. It normally draws power from a building’s supply;
however, a skilled technician could, theoretically, adapt it to work with an E1 cell, which would be good for about two weeks of
continuous use.

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Scopes (General): A scope can be attached to the top of a gun, granting the user some visual advantage, as noted below.
• x2, x4, x8, x12: These are magnifying scopes. When used simply for sighting, they behave as binoculars (see above), in
most respects, dividing the effective distance to a target by the multiple in question, e.g. a 200-foot distance appears to be
only 50 feet when seen through a x4 scope. Magnifying scopes also decrease the attack roll penalties associated with
range, but not quite to the same degree, since some of the penalty is based on the power and accuracy of the weapon,
and not just on the bearer’s vision. In general, using any such scope decreases the range penalty by 1, and each step of
magnification reduces it by an extra 1, i.e. by a total of 2 for x2, 3 for x4, 4 for x8, or 5 for x12. Keep in mind that, since
the actual range increment is not being affected, the maximum range of the weapon is likewise unaffected: being able to
see farther does not make a weapon actually shoot any farther.
• Starlight: This scope works in exactly the same manner as nightvision goggles (above), halving any attack roll penalties
for darkness, except in total darkness. It also provides x4 magnification, as described above. It uses a B1 power cell,
which is good for about three months.
• Thermal Imaging: This scope works in exactly the same manner as thermal imaging goggles (below), reducing or
negating attack roll penalties in darkness. It also provides x2 magnification, as described above. It uses a B1 power cell,
which is good for about three months.
Silencer: This device can be added to a slug-thrower to suppress the loud noise that is normally associated with gunfire. This
increases the DC for Listen checks made to hear the shot by +5. This modifier will stack with the one provided by subsonic
bullets (see above), making the weapon nearly inaudible.
Skintabs (General): Skintabs – also known as skinpatches or slappers – are small, one-shot plastic devices that inject a
single dose of a particular drug into a patient when placed against his skin. Some inject the full dose almost immediately (over
just a few seconds), whereas others are designed to release their contents slowly, over minutes or even hours. Note that the
device does not actually break the skin of the patient; rather, it uses a biochemical agent to promote osmosis, effectively
turning the drug into a sort of contact “poison”. For this reason, the drug will not penetrate any form of artificial armor and may
not penetrate natural armor with an AC bonus greater than +3 or DR of greater than 2 (DM’s discretion). Over-use of ‘tabs can
have a number of hazardous consequences, ranging from addiction to temporary or even permanent ability score damage, at
the DM’s discretion. There are a vast number of ‘tabs in existence, but here are some of the most common:
• Antirad: This will not heal damage already caused by radiation; however, it will grant a +6 medicinal bonus on the next
Fortitude saving throw made to resist the continuing effects of a previous exposure incident. This ‘tab can also be used
just before exposure, in which case it provides a +2 medicinal bonus on all Fortitude saving throws made to resist
radiation, for about one hour. Abuse of this drug causes nausea and possible temporary Dexterity damage.
• Antitoxin: This will not heal damage already caused by poison; however, it will grant a +8 medicinal bonus on the next
Fortitude saving throw made to resist the continuing effects of a previous poisoning. It would typically be administered
after the first failed saving throw but before the second saving throw must be made, a minute or so later. This ‘tab can
also be used just before exposure, in which case it provides a +2 medicinal bonus on all Fortitude saving throws made to
resist poison, for about one hour. Abuse of this drug causes nausea and possible temporary Constitution damage.
• Antiviral: This will not heal damage already caused by disease; however, it will grant a +8 medicinal bonus on the next
Fortitude saving throw made to recover from a disease that has already been contracted. This ‘tab can also be used just
before exposure, in which case it provides a +2 medicinal bonus on all Fortitude saving throws made to resist disease, for
about four hours. Abuse of this drug causes nausea and possible temporary Constitution damage.
• Hypersense: For about one hour, the user gains a +5 medicinal bonus on all sense-related checks, including Listen,
Search, and Spot. Abuse of this drug tends to desensitize the user, causing a long-term loss of Dexterity and Wisdom.
• Hyperspeed: For about one hour, the user gains a +3 medicinal bonus on initiative, Reflex saving throws, and all
Dexterity-related skills checks. His base speed is increased by 5 feet, and he gains a +1 haste bonus on his AC. His
ranged combat ability is unaffected. Abuse of this drug causes addiction, erratic behavior, and paranoia, resulting in a
long-term loss of Intelligence and Wisdom.
• Hyperstrength: For about one hour, the user’s Strength is increased by +4. After that, he will be fatigued, and his Strength
will be reduced by 2 points (which are regained at a rate of 1 per hour of rest). Abuse of this drug causes long-term
Constitution loss and generally poor health.
• Regen: This miracle drug causes the patient’s body to heal at a greatly accelerated rate. For the next 4d6+36 minutes, he
will recover his level in lost hit points every ten minutes, as long as he rests (strenuous activity will prevent healing). For
example, a 4 th level character would regain 4 hit points every 10 minutes, or 1 hit point every 150 seconds (25 rounds).
The patient will be somewhat fatigued and very hungry, afterwards. If this drug is used more than once per day on the
same patient, each additional dose will cause 1 point of temporary Constitution damage. Habitual abuse may cause
some of this damage to become permanent, due to immense strain the drug places on the user’s body.
• Sedative: In effect, this is a poison with a DC of 20, which causes 1d3 subdual damage and unconsciousness for both its
initial and secondary damage. A person who succumbs to the drug will remain unconscious for 4d6+56-Constitution
minutes. During the first half of this time, nothing will wake him up. During the second half, he can be brought back to
consciousness with great effort; however, he suffers a –2 penalty of all attack rolls, ability checks, and skill checks, due to
grogginess, for the remainder of the duration. Extreme abuse of this drug causes health problems, leading to a long-term
loss of Constitution and Dexterity (although it takes rather a lot of it to cause this sort of negative reaction, since it has
been designed with safety in mind).

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Skintabs, continued:
• Stasis: This very advanced drug places a person in a state of suspended animation. If used on a patient who is already
unconscious or reduced to less than 0 hit points, it works automatically. If used on a conscious, healthy person, treat it as
a poison, with a DC of 18, which causes suspension for both its initial and secondary “damage”. A dying person who is
“frozen” in this manner automatically stabilizes for as long as the drug is in effect (although he must continue to make
stabilization rolls once it wears off). He suffers no effects from poison or disease, although he does not recover from
them, either. He need not eat, drink, or excrete, and he requires only about one-eighth as much air as usual. The drug
wears off after about sixteen hours, although it can be used repeatedly to prolong the effect. The first three doses are
relatively safe; however, each one, thereafter, causes 1 point of temporary Constitution damage.
• Stimulant: This drug can be used to safely awaken someone who has been dosed with a sedative or stasis ‘tab (see
above). The patient will awaken in 1d3+1 rounds and will have completely shaken off any aftereffects after another 1d3+1
rounds (negating the grogginess caused by a sedative). This drug also has several side effects. First, it allows a dying
person to act normally, although he automatically fails his stabilization roll and loses 1 hit point during any round in which
he does so. Second, it this drug is used by a conscious person who is not dying, it adds +1 to his initiative rolls and
Reflex saving throws for about fifteen minutes. Abuse of this drug causes addiction, erratic behavior, and paranoia,
resulting in a long-term loss of Intelligence and Wisdom.
Stasis Capsule: This large, sarcophagus -like device is used to hold a person in a s tate of suspended animation. While a
person is sleeping in it, he requires no air, food, or water, and he does not age. He will not die from wounds, nor will he be
affected by poison or disease (although he will not recover from them, either). This device was primarily used to stabilize
patients who could not be treated immediately; however, it has many other uses, as well. It normally draws power from a
building’s supply; however, a skilled technician could, theoretically, adapt it to work with an E1 cell, which would be good for
about three months of continuous use. If adapted to draw power from a fusion or solar source, it could hold a person in
suspension for decades.
Sunglasses: These polarized glasses protect one’s eyes from harsh sunlight and wind-blown dust, halving any vision
penalties caused by these stimuli. Although they are not really designed to protect one from blinding attacks, they do provide
a +1 circumstance bonus on related saving throws (possibly higher, if they are in a position to physically block an attack, such
as a chemical spray).
Thermal Imaging Goggles: These goggles allow the wearer to see heat, instead of light, as per the Infrared Vision Amplifier
(see page 58 of Paragon). As a rule of thumb, they halve any darkness-related vision penalties, even in total darkness;
however, the precise benefit may vary, somewhat, depending on environmental conditions. When studying an object that has
a temperature quite different from its surroundings, the penalty may be reduced even more, down to as little as one-quarter.
When studying a target that has a temperature similar to its surroundings, however, the penalty may not be reduced by as
much or may even be increased. For example, a cold object against a cold background may be practically invisible, so that
the goggles actually make the situation worse. These goggles use a B1 power cell, which is good for about three months. As
noted on the chart, some come with built-in x2 zoom capability (see binoculars, above, for notes on vision magnification).
Thermal Suit: This is simply a well-insulated full-body suit, designed to protect the wearer from temperature extremes. It has
built-in regulators that run for about a day on a D1 cell. Even without power, the suit will protect the wearer from the cold by
adding 30º F to the effective temperature and granting a +4 circumstance bonus on related Fortitude saving throws (see page
86 of the DMG). In this case, however, it provides only a little protection from heat: +1 on related Fortitude saving throws.
With power, it will keep the wearer comfortable in temperatures ranging from –80º to 120º Fahrenheit (-62º to 49º Celsius) and
grants a +4 circumstance bonus on related Fortitude saving throws in more extreme conditions. In this case, it also provides
damage reduction of 2 against heat-based attacks or 4 against cold-based attacks.
Toolkit: This is a modest-sized toolbox, containing a variety of common, useful tools. Without it, tinkering with relics may be
difficult or even impossible (–1 to –4 on related checks, at best). When working on more primitive gadgets, that would not
normally require such advanced tools, this kit provides a +2 circumstance bonus on related checks (in effect, it is a masterwork
toolkit, as compared to most made after the fall of the Ancients).
UV Goggles: These goggles allow the wearer to see the ultraviolet end of the spectrum, as per the Ultraviolet Vision Amplifier
(see page 59 of Paragon). Under optimum conditions, they reduce all vision-related darkness penalties, up to an effective
range of about 60 feet, to a basic -1. These goggles use a B1 power cell, which is good for about three months. Some
goggles include a built-in UV light, which doubles the Value, adds ½ pound to the weight, and halves the life of the power cell.
This negates the need for an external UV source, allowing the goggles to function properly under almost any conditions.
Utility Belt: This is simply a handy belt with pouches, loops, and hooks for tools, weapons, and other such equipment. Some
utility belts are designed to hold a B1 or D1 cell, which can be used to power one or more connected tools (this adds about
25% to the value, excluding the cost of the cell, itself).
Vacc Suit: These flexible, insulated pressure suits are now very rare. Once hooked up with an air tank (see above), the vacc
suit becomes a sealed system, providing excellent protection from environmental extremes, including temperature, pressure
(or lack thereof), toxicity, and low to medium levels of radiation (intensity 12 or less). Although this protection is not absolute, it
is generally more than enough to handle any extreme found on Earth, short of the pressure found in the deepest ocean
trenches. It completely blocks gas -based attacks and most chemical-based attacks, as well, and it provides DR of 6 against
non-environmental cold, heat, and radiation attacks. It grants an AC bonus of +2 and provides 2 points of damage reduction
against every physical attack not already mentioned; however, any attack that breaches it will tend to ruin its usefulness as a
sealed system, at least until it has been patched. It has numerous displays that keep the wearer informed about

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Vacc Suit, continued:
environmental conditions and the status of his air and power supply, and it has a built-in medium -range communicator (see
above). It uses a D1 power cell, good for about a day, and has a slot for an extra cell, which it will automatically switch to
when the first one is exhausted. For proficiency purposes, a vacc suit counts as light armor, with a maximum Dexterity bonus
of +3, an armor check penalty of –3, and an arcane spell failure rate of 25%.
Vacc Suit, Heavy: This is simply a more heavily armored version of the vacc suit, described above, with limited self-patching
capability. Its main advantage is that it counts as armor and, thus, is unlikely to be breached by attacks. The AC bonus is also
increased to +4, and the various DR values are increased by 50%. For proficiency purposes, a heavy vacc suit counts as
medium armor, with a maximum Dexterity bonus of +2, an armor check penalty of –4, and an arcane spell failure rate of 30%.
Wardkit: A complete wardkit has six lightweight metallic poles and a small monitoring device. The poles are stuck in the
ground, in a perimeter around an area that one wishes to guard, so that each one is no more than 20 feet away from at least
one other. When something moves between any two of the poles that are within 20 feet of each other, an alarm is set off. The
monitoring device will emit a shrill call and/or begin flashing a light, depending on how it has been set. If the poles have been
set up in a proper perimeter so that each one is within range of two others, the monitor will even indicate which pair has been
crossed. The monitor uses a single B1 cell, which is good for about a month. The poles have built in batteries that are
recharged by the monitor when they are not in use (good for about 12 hours). Note that it is not necessary to use all of the
poles at once; for example, if one simply wishes to guard a door, two poles – one on either side – will do.
Wet Suit: This is simply a flexible rubber suit, worn by divers, with foot flippers that add about one-quarter to swimming speed.
It is generally used in conjunction with an air mask or rebreather mask and with air tanks or an artificial gill. It provides 4 points
of damage reduction against electrical attacks, 2 points against cold attacks, and 1 point against most other physical attacks.
It also provides fairly good protection against normal environmental cold (which is its primary function).

2.8 Vehicles
The Ancients had a vast array of vehicles at their disposal – far too many to describe in detail, here, without starting a whole
new book. A few of the most common and/or most interesting ones are outlined below. Some vehicles, such as electric cars,
are actually fairly common, since they were in such widespread use before the fall of the Ancients. Unfortunately, since they
tend to be relatively complex mechanisms, with many things that can go wrong, they do not always survive the passage of
time well. To make matters worse, they are often scavenged for cells and/or mechanical parts. Thus, finding a vehicle is not
especially difficult, but finding a working one is.
Value: The relative value of the vehicle, in Resource Points. Keep in mind that this is highly variable for vehicles – even more
so than for other relics of the Ancients.
Comp: The vehicle’s Complexity, for use with the rules in section 3.2.
Pass: The maximum number of passengers the vehicle is designed to carry. This number can often be increased by one-
quarter to one-third, if one is willing to jettison unnecessary cargo and put up with very cramped conditions.
Speed: The normal cruising speed and maximum safe speed of the vehicle, in miles per hour (separated by a slash).
Traveling consistently above the cruising speed typically burns energy or fuel 5% to 25% faster.
Manv: The relative Maneuverability of the vehicle, in abstract terms. For simplicity’s sake, assume that the DC of any tricky
maneuver a driver tries to make with a vehicle receives a modifier, based on this rating, as indicated on the chart below.
The Maneuverability rating also limits the amount of Dexterity that a driver can apply to the vehicle’s AC (see below) and
works in much the same manner as a suit of armor’s Maximum Dexterity Bonus. Thus, a vehicle with a Maneuverability of
Poor can never have a Dexterity-based AC bonus of greater than +1, even if the driver’s Dexterity is 14 or higher. On the
other hand, a vehicle with a Maneuverability of Perfect can make full use of any Dexterity bonus up to a superhuman +5.
Note that the Ponderous and Unwieldy ratings are most often used for damaged vehicles (see HPI, below).
Manv DC Mod Max Dex Manv DC Mod Max Dex
Ponderous -8 -2 Average +0 +2
Unwieldy -6 -1 Good +2 +3
Clumsy -4 +0 Superb +4 +4
Poor -2 +1 Perfect +6 +5
Power: Usually, this is the type of power cell used by the vehicle and the number required (see section 2.2). Some vehicles
use actual fuel and are listed as such (see each one’s description for more information).
Range: The distance that one can typically travel before a power cell or tank of fuel is exhausted (in miles). This may be
reduced if the vehicle is damaged, overburdened, or consistently traveling faster than its cruising speed.
AC: The vehicle’s base Armor Class, assuming that it is immobile. This factors in size, Dexterity, and any special deflection
bonus it may have, due to unusual armor (m ost armor just adds to hardness). It does not include any “inanimate, immobile
object” penalty, since this is a situational modifier that usually applies to the attacker’s roll, rather than to the target’s AC.
For this purpose, a vehicle is treated as having a Dexterity of 0 (-5 modifier). When it is actually moving, it replaces this with
the Dexterity modifier of the driver and may get bonuses based on its speed, as well, at the DM’s discretion. This usually
results in a much higher AC – at least +5 higher, unless the driver is unusually clumsy (but see Manv, above).

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Hard: The hardness value of the vehicle’s “skin”, which provides total damage reduction, as usual. It also protects anyone
inside the vehicle.
HPI: The vehicle’s Hit Point Increment, used to determine how it reacts to damage. Each time its total damage reaches a new
multiple of this increment, the status of the vehicle drops by one step, as described in section 3.2. In other words, the
current status of a vehicle is as indicated in the chart below. A damaged vehicle loses Maneuverability (one step per level of
status loss, down to a minimum of Ponderous), Speed (both cruising and maximum), and Range, as indicated on the chart.
For example, a Battered Hover Car, which has suffered 36 to 53 points of damage, would have Manv of Clumsy (2 steps
less than Average), Speed of 20/35 (50% of 40/70), and Range of 300 (60% of 500).
Example
HP Damage Taken (HPI = 17) Status Manv Speed Range
0 to (HPI – 1) 0 – 16 Okay Normal Normal Normal
(1 x HPI) to (2 x HPI – 1) 17 – 33 Worn -1 step 75% 80%
(2 x HPI) to (3 x HPI – 1) 34 – 50 Battered -2 steps 50% 60%
(3 x HPI) to (4 x HPI – 1) 51 – 67 Crippled -3 steps 25% 40%
(4 x HPI) or more 68+ Ruined None Immobile n.a.

Vehicle Value Comp Pass Speed Manv Power Range AC Hard HPI
ATV 90000 J 8 40/90 Poor* 2 x D2 960 4 8 20
Automobile:
Alcohol Combustion 42500 I 4 or 5 50/120† Average Fuel 630† 4 5 16
Electric 36000 J 4 or 5 45/100 Average D1 540 4 4 15
Internal Combustion 40000 I 4 or 5 50/120† Average Fuel 575† 4 5 17
Bubble Car 600000 K 6 600/3200^ Good 2 x D2F 60000^ 5 12 24
Contragrav Transport 90000 H ‡ 40/100 Average D1F 10000 3 5 16
Flitter:
Civilian 75000 K 4 50/125 Good D1 450 4 3 12
Military 110000 K 5 60/150 Superb D2 1000 5 5 14
Hover Car 54000 J 4 40/70 Average D1 500 4 6 18
Motorcycle:
Alcohol Combustion 12800 I 1 or 2 50/110† Good Fuel 275† 5 2 7
Electric 14400 J 1 or 2 45/100 Good D1 720 5 2 6
Internal Combustion 12000 I 1 or 2 50/110† Good Fuel 250† 5 2 7
Orbital Shuttle 400000 H § 900/1200 Poor D2F 15000 2 10 30
Ornithopter 135000 O 5 100/180 Good D2 1200 4 6 18
Speedboat 14000 J 4 40/75 Good D1 500 4 3 12
Tunneler 130000 J 4 30/60 Clumsy* 2 x D2 720 4 12 25

* - ATVs and Tunnelers are not built for fast, complex maneuvers. Note, however, that they can maneuver themselves out of
surprisingly tight spots, if given enough time. In this sense, treat their Maneuverability as two steps higher, i.e. Good for an
ATV or Average for a Tunneler.
† - The Speed and Range of a vehicle using any form of combustion engine is dependent on the quality and purity of the fuel.
The noted values assume good quality fuel and may be reduced by up to half with anything less (not to mention the
damage that may be caused to the fuel filter or even the engine). The Range is also determined by the size of the fuel
tank, which is assumed to be about 18 gallons for automobiles or 4½ gallons (with an extra ¾-gallon reserve) for
motorcycles, on the chart above. In fact, common fuel tank sizes range from 15 to 21 gallons for automobiles and from 3 to
6 gallons for motorcycles (again, with a typical reserve of around ¾ of a gallon). It is not uncommon for Crafters to rig up
reserve fuel tanks, especially for motorcycles, and this would increase the Range (and Value) accordingly. For any given
amount of fuel of the same type, an automobile’s range is roughly two-thirds that of a motorcycle. Highly advanced
motorcycles may have an even larger edge (up to twice the fuel efficiency of an automobile); however, these are rare and
will have a correspondingly high Value.
‡ - A contragrav transport is not usually built to carry passengers; however, around 32 to 36 people could fit into a car that is
otherwise empty (more in very cramped conditions). A transport car that has been furnished with seats to carry
passengers on a regular basis would be set up to accommodate around 24.
§ - An orbital shuttle normally has a crew of only 2; however, it can carry up to 20 tons of cargo, some of which may be
allocated to passengers. In terms of volume, which is the bigger concern, it can carry a maximum of about 14 extra
passengers in relative comfort (unless the cargo area has been remodeled for this purpose).
^ - Outside of an atmosphere, triple the Speed and quadruple the Range.

ATV (All-Terrain Vehicle): An all-terrain vehicle looks rather like a long box on treads and is not built for speed. It can cross
almost any sort of terrain, however, and can even move at half speed underwater (with an air supply good for about 48 hours,
divided by the number of passengers). It can protect its occupants from virtually any temperature extreme normally found on
Earth, from about –80º to 160º Fahrenheit (-62º to 71º Celsius). It can even lift itself, somewhat, and rotate to turn around
completely or get out of tricky situations. Safe use of this vehicle requires Drive (ATV) skill.

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Automobiles (General): The term “automobile” is used to refer to any form of four-wheeled civilian land vehicle (the most
common sort of vehicle possessed by the Ancients). Although the shape and engine type may vary, all would be recognizable
as “cars” to us, and all use the Drive (automobile) skill. They are not designed for particularly rough conditions (they were
meant to follow roads), nor do they function well in real extremes of temperature. There are exceptions to both of these rules
of thumb, of course, but they are relatively uncommon and generally have at least double the usual Value. Note that a car
using any sort of combustion engine requires a reasonable flow of air, but those using electric motors do not (although they
are seldom designed to survive for extended stays underwater).
• Alcohol Combustion: This type of vehicle uses an engine similar to an internal combustion engine (see below), except that
it is slightly more efficient and burns pure alcohol, instead. While such vehicles are rare, they have an advantage in that
many Crafters have figured out how to produce their fuel (the fuel, itself, is not really a relic). Unfortunately, the quality of
that fuel has a dramatic impact on the efficiency of the engine.
• Electric: By far the most common vehicle used by the Ancients, this is, thus, also the sort most commonly found by
Scavengers. Electric cars are easy to use and relatively trouble-free; however, they can be difficult to repair, since most
Crafters do not understand exactly how they work. They also require power cells that are difficult to acquire in many
areas. A few have solar cells built into them that automatically recharge the batteries (good for about one hour of travel
per four hours of “rest”, in full sunlight). These are typically worth at least twice the listed Value.
• Internal Combustion: This type of vehicle burns fossil fuel, in the form of refined petroleum. It originally held the monopoly
on civilian transportation but had faded into insignificance by the age of the Ancients. These vehicles are making a bit of
a comeback, now, since some Crafters have figured out how to build and repair their relatively simple motors. Still,
refined fuel can be difficult to find, in most areas.
Bubble Car: This is the most advanced vehicle yet discovered, and it is very rare, since it was not available to civilians. It
looks something like a very large, reinforced flitter (see below) and uses a contragrav system. It can travel in virtually any
environment, even outer space, and can withstand temperatures ranging from about –400º to 800º Fahrenheit (-240º to 427º
Celsius). Its air supply, which is recycled, is good for about 1000 hours, divided by the number of passengers. It possesses a
force field, which can be activated to gain a +6 AC and +12 general DR bonus (which also allows it to survive even greater
extremes of temperature); however, this causes it to consume power at about twice the usual rate. Bubble cars have only
ever been found with fusion-type power cells, and the Range noted above assumes this. Any other sort of cell would have
only about 2% of the noted range (no more than 1200 miles) and, thus, would only be useful on Earth or to provide basic
environmental power while stationary. Safe use of this vehicle requires Pilot (contragrav vehicle) skill. Of course, trying to
navigate in outer space, using it, is likely to require other skills, as well – at the very least, the ability to understand and activate
the navigational computers and autopilot.
Contragrav Transport: This is basically a series of two or more very large contragrav cars, linked together and used as a
train. The information on the chart is listed on a per-car basis. These vehicles were used to ship freight over land but can, of
course, move large groups of people as well. Each car can carry about 5 tons (overloading is ill advised, since the car will be
physically unable to “lift off” and may be damaged by the attempt). Any one car can be used to command all of the rest, and
control can be switched easily at any time. Hover transport cars are designed to use fusion cells but can run off non-fusion
cells of the proper type, as well, with greatly reduced Range (about 5%). Safe use of this vehicle requires Pilot (contragrav
vehicle) skill, although it can be used untrained, as long as one sticks to a preprogrammed route (subject to the usual
Complexity problems, of course).
Flitters (General): This is an advanced contragrav vehicle, used for flying quickly from one place to another. It looks rather
like a sleek car without wheels and, unless its energy is completely exhausted, it never actually touches the ground. It uses
electric power, and a few have solar cells built into them that automatically recharge the batteries (good for about one hour of
travel per six hours of “rest”, in full sunlight). These are typically worth at least twice the listed value. Safe use of this vehicle
requires Pilot (contragrav vehicle) skill.
• Civilian: This is a standard model, available to civilians. It is not an uncommon find, although its original value ensured
that only those with above-average resources owned one.
• Military: This is a slightly larger, faster model, available only to the military and, thus, far less common. It is often
equipped with a single laser cannon (not included in the Value; see section 2.3), although it is really designed more for
scouting and surveillance than assault.
Hover Car: This electrically powered vehicle rides on a cushion of air and can travel quickly off-road, over uneven ground, as
long as any obstacles are not too large. Military versions exist, which are very similar but usually have slightly better armor (8
Hardness) and sport a single laser cannon (see section 2.3) or some form of missile launcher. Naturally, they have a
correspondingly high value. Safe use of this vehicle requires Drive (hovercraft) skill.
Motorcycles (General): The term “motorcycle” is used to refer to any form of two-wheeled land vehicle designed to carry one
or two passengers. Although the shape and engine type may vary, all would be recognizable as “bikes” to us, and all use the
Drive (motorcycle) skill. Being lighter than cars, they are not designed to take a lot of abuse; however, they are more mobile
off-road and, thus, tend to take less abuse under these conditions. The noted Speed values are for normal motorcycles:
racing bikes have a higher maximum speed (usually 130 mph or better) but also have a shorter Range. See Automobiles,
above, for more information on the different engine types.
Orbital Shuttle: This contragrav vehicle is designed for one purpose only: to ferry people and equipment back and forth
between the Earth and near space. Shuttles were used primarily for maintaining an elaborate satellite network, reaching
orbital space stations, and conducting research. A shuttle can carry up to 20 tons of passengers and equipment into orbit and
return them, with a maximum mid-trip stay of about one day (assuming that no other environmental resources are available).

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Orbital Shuttle, continued:
Orbital shuttles are designed to use fusion cells but can run off non-fusion cells of the proper type, as well, with a greatly
reduced range (about 5% – usually only a single round trip). Safe use of this vehicle requires Pilot (contragrav vehicle) skill.
Attempting to use it to go anywhere other than its preprogrammed destination also requires Pilot (space shuttle) skill and
increases the effective Complexity of the vehicle to P.
Ornithopter: This advanced vehicle looks something like a cross between a delta wing aircraft and a helicopter. It can make
vertical take-offs and landings and is highly maneuverable, if not exceptionally fast (at least compared to most advanced
aircraft). Ornithopters were sometimes used by the military for reconnaissance and occasionally come equipped with light
weapons (which raises their Value accordingly). Safe use of this vehicle requires Pilot (ornithopter) skill.
Speedboat: This is simply a fast, electrically powered motorboat. It is relatively common in coastal areas, where it is often
equipped with weapons and used by raiders. Safe use of this vehicle requires Seamanship skill.
Tunneler: A tunneler looks rather like a heavily armored ATV, with a drill mechanism on both the front and the rear (an array
consisting of a laser cannon and actual digging devices). It can survive in the same conditions as an ATV and cross most
types of terrain with ease. It can also dig through the earth – or nearly anything else with a hardness of 16 or less – at a speed
of 240 feet per minute, divided by the hardness of the obstacle (very loose dirt counts as 1, solid stone counts as 8). This
consumes a lot of power, and every minute spent excavating counts as 1 mile, with regards to its effective Range. If the laser
cannon is used as a weapon, it is somewhat inaccurate (-2 to hit) and does not have particularly good range (an increment of
only 10 feet); however, it causes massive fire-type damage (6d6, with a threat range of 19-20). Safe use of this vehicle
requires Drive (tunneler) skill.

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Most of the new game mechanics described in the regular Paragon rules also apply to this genre. In particular, the rules for
Active Defense, Improvised Weapons, and Fate are highly recommended. You may wish to tone down the effects of
Knockback , since the default rules are geared for comic-style battles: Option #1 on page 82 handles this nicely. Whether or
not you choose to use the Starting at Higher Level option depends on your style of play. If you want a grim and dangerous
world, wherein the heroes spend a fair amount of time just trying to survive, make the PCs start at 1 st level. If you want a more
cinematic-style campaign, wherein the heroes can get away with quite a bit right from the beginning, then allow them to start at
3rd level.
This genre also requires a more elaborate treatment of two topics that were not as important in Paragon: radiation and relics.
These will be discussed in the following sections.

3.1 Radiation
Radiation is seldom a problem in an archaic fantasy world and only an occasional one in the world of modern superheroes;
however, in the science-fantasy post-apocalyptic genre, it is an ever-present threat and, thus, requires special attention here.
Keep in mind that the rules in this section were designed more for drama than accuracy. While some attempt has been made
to mirror the way radiation really works, the majority of this section is as much fiction as physics. As was observed in the
introduction: In a realistic world, hard radiation kills. In a science-fantasy post-apocalyptic world, it can still do so – but it is just
as likely to mutate a character in some dramatic way, leaving him alive but forever altered.
Radiation is measured in intensity, with a score ranging from 4 to 40. Scores below 4 are possible but are usually too trivial
to be worth worrying about. Likewise, scores above 40 are possible but are too lethal to be of any real interest in terms of
game drama (unless the DM is really determined to kill off the heroes). For those who are scientifically inclined, the intensity
score is very loosely equal to the square root of the number of rads, i.e. an intensity of 18 is roughly equal to 324 rads (either
in terms of a single dose or on a per-hour basis, as appropriate).
Actual radiation-based weapons blast the victim with a single dose at full intensity. For example, a fusion rifle makes a
radiation “attack” equal in intensity to the damage that it causes, whereas a Black Omega missile makes one equal in intensity
to two-thirds of the damage that it causes, rounded up (see section 2.3).
On the other hand, environmental radiation takes time to affect a victim at full intensity. When a radioactive area is first
entered, the victim suffers a radiation “attack” with an intensity equal to only one-half of the ambient intensity, rounded up. If
he remains in the area, he continues to be “attacked” each hour, thereafter, with the intensity increasing by 10% each time
(rounded down, with a minimum increase of 1 per hour), until the maximum intensity has been reached. For example, an area
with intensity 23 radiation would make an intensity 12 “attack” immediately, an intensity 14 “attack” after an hour, an intensity
16 “attack” after 2 hours, and so on. After about 6 hours, it will “attack” at its full intensity of 23 every hour. Leaving the area
does not automatically “reset the counter” for the individual in question. Rather, he is assumed to carry the dose for some
time, thereafter. In game terms, it falls off at a rate of 1 point per 3 hours. For example, if a character remains in the
previously described intensity 23 area long enough to suffer from intensity 18 exposure, then leaves for eight hours before re-
entering the zone, his “count” starts at 16, not 12.
Regardless of the source of the exposure, a radiation “attack” always works in the same manner. The victim must make a
Fortitude saving throw with a DC equal to the current intensity (the DM can roll it, if he likes, to maintain secrecy). For
simplicity’s sake, it is assumed that a successful saving throw keeps the victim more or less safe. A failed saving throw
indicates that the victim has developed radiation poisoning. He begins to suffer from dizziness and nausea, resulting in a –2
penalty on all attack rolls, ability checks, and skill checks. More importantly, he suffers long-term effects, as described below.
If the victim remains in a radioactive area after having failed a saving throw, he is still “attacked” during subsequent hours, as
usual, and must make more saving throws. Each failure, thereafter, causes 1 point of temporary Constitution damage, in
addition to increasing the victim’s exposure intensity for purposes of determining long-term effects.
If a character contracts radiation poisoning, you should note the intensity score of the worst attack that he suffered with a
failed saving throw. This is considered to be his exposure intensity, or EI, hereafter, and will be used for determining long-term
effects, recovery DCs, and so forth. In most respects, radiation poisoning can be treated as a disease (see DMG, pages 74
and 75), that has a DC equal to the current EI and that does 1 Con damage. Thus, each day, the victim must make a
Fortitude saving throw, with a DC equal to the current EI, or suffer 1 point of temporary Constitution damage, which cannot be
healed in any manner. Two successful saving throws in a row indicate that the victim has recovered sufficiently to avoid the
need for future checks and to heal lost Constitution normally. This also finally gets rid of the –2 penalty, noted above. Of
course, many victims die of Constitution loss long before that. On the positive side, the EI drops by 1 per day, whether or not
the saving throw is successful, so, if the victim can just hang on long enough, he will probably recover – eventually.
Once a character has recovered from radiation poisoning, it is time to determine if he has suffered any permanent effects.
The DM should roll 1d12 and compare it to the number of Constitution points the victim lost from this incident. If the roll is
greater than that value, there are no permanent effects. If it is equal to or less than that value, however, there is a permanent
effect. In this case, roll 1d20, add the number of Constitution points lost, and consult the chart below:

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Die Roll Effect
3 or less* Gain one Weakness, with no compensation. This is usually an Ability Penalty, Dependence,
Physical Limitation, Susceptibility, or Vulnerability, but almost anything is possible.
4–5 Gain the Resist Radiation feat for free. Treat this as “no effect”, if it is already possessed.
6 Gain the Toughness feat for free. This can be gained more than once.
7 Permanently gain 1 point in a random ability, as determined by a 1d6 roll: 1 = Str; 2=Dex;
3 = Con; 4 = Int; 5 = Wis; 6 = Cha.
8* Gain one roll on the Mutant Powers chart, in section 1.3.
9 – 11* Gain one roll on the Mutant Powers chart, in section 1.3, and one Weakness (as above).
12 – 13 Permanently lose 1 point from a random ability, as determined by a 1d20 roll: 1 – 4 = Str;
5 – 7 = Dex; 8 – 11 = Con; 12 – 13 = Int; 14 – 15 = Wis; 16 – 20 = Cha.
14 – 16 Lose 3 hit points permanently. This causes death, if your final hit point score is 0 or less.
17 – 20* Gain one Weakness, with no compensation (as above).
21 – 26 One-quarter of all Constitution damage taken from this exposure (rounded up) is permanent.
27 – 30 One-half of all Constitution damage taken from this exposure (rounded up) is permanent.
31 or more All Constitution damage taken from this exposure is permanent. Maybe it’s time to retire…
* - A pure Human (only) can make a Fortitude saving throw against a DC of 20 to avoid this fate; however, in the case of a
Power and Weakness combination, he must take both or neither.

A Human who gains one or more mutant Powers is no longer really a Human. He is treated as a Mutant for all intents and
purposes, thereafter. He loses the Mutation Resistant trait but gets to keep the per-level skill point bonus provided by the
Skillful trait. He gains the Mutant Social Stigma trait, which can be taken as either a Charisma reduction or a Dark Secret
(whichever seems more appropriate), but he can now access the Adept class.

A Thorough Example
Owen, the Scavenger, unwittingly enters an area with intensity 19 radiation and immediately suffers from an intensity 10
attack. He rolls a 17 on his saving throw and easily resists it. An hour later, still exploring some local ruins and oblivious to the
threat, he suffers an intensity 11 attack and also resists it. This continues for three more hours, until he finally fails the saving
throw, at intensity 14 (it could have gone as high as 19, if he had remained for a total of 9 hours or more). He begins to feel ill,
suffering the usual –2 penalty, and wisely chooses to leave the area. About an hour later, he realizes that he left his pack in
the ruins and decides to go back. Since he has not been out of the area for 3 hours or more, he immediately suffers an
“attack” at intensity 14, not 10. He fails the saving throw again and feels even more ill, suffering a loss of 1 temporary Con
point. That encourages him to finally leave completely, with an EI of 14.
The next morning, Owen realizes that he is still in trouble. He must make a Fortitude saving throw against a DC of 14. He
fails it and loses another point of Con. The –2 penalty also lingers. The following day, the EI drops to 13, and Owen makes
the saving throw. He suffers no Con loss, but is not out of the woods, yet. On day three, the EI has dropped to 12, but he fails
the saving throw, anyway, and loses a third point of Con. On the fourth and fifth days, the DC is 11 and 10, respectively, and
Owen makes both saving throws. He has finally recovered, since he made two in a row, so the –2 penalty disappears, and he
begins to recover his lost Con normally.
There is, however, one final complication: since he suffered 3 points of temporary Con loss, Owen must check for permanent
effects. He rolls 1d12 and gets a 2, so there is a permanent effect (if he had rolled 4 or higher, there would not have been).
He rolls 1d20+3 and gets a 13. Checking the chart, above, he finds that he loses 1 point from a random ability (Strength, as it
turns out, when he gets a 2 on the 1d20 roll). He will probably be more careful about radiation in the future!

Realistic Consequences (Optional)


In the real world, radiation is an insidious danger, because it tends to linger. If the DM wants to better simulate this in his
game, the following system can be used. Keep in mind, however, that it will greatly increase the probability of your heroes
suffering from radiation poisoning, at least over the long run.
First of all, a new twist needs to be added. When a character is exposed to radiation, some portion of it lingers in his body
indefinitely. This residual exposure intensity, or REI, should be noted on his character sheet, since, barring a miracle (or
Ancient super-science), it will never disappear completely.
Ignore the rules, noted above, about the effective exposure intensity “count” dropping at a rate of 1 point per 3 hours.
Instead, the victim carries the full EI with him for much longer. It is halved every two weeks but will never drop below one-
eighth of its original value (rounding up, in all cases). This one-eighth portion is the REI, previously mentioned. If the
character encounters radiation again sometime in the middle of a two week interval, the DM should pro-rate the current EI
accordingly. For example, Owen ended up with a long-term EI of 14 (see above). It will drop to 7 after two weeks (i.e. at a
rate of about 1 point every 2 days), then to 4 after four weeks (i.e. at a rate of about 1 point every 4 days), and finally to 2 after
six weeks (i.e. at a rate of about 1 point a week). It will never get any lower than 2, and Owen’s player should note, on his
character sheet, that he now has an REI of 2. If Owen encounters radiation sooner – after only four days, for example – the
DM would pro-rate the current EI accordingly, making it around 12, in this case.

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This means that the initial exposure level, upon entering a radioactive area, is now equal to: a) one-half of the area’s
intensity; b) the EI the character currently carries with him; or c) the character’s REI – whichever is highest. The intensity
“count” starts from that point. Furthermore, the character’s REI is added to the maximum intensity of the region to determine
just how bad things can get. For example, Owen, with his REI of 2, is foolish enough to enter that intensity 19 “dead zone”
again, several weeks later (at least waiting long enough for his EI to get as low as it ever will). The intensity count will still start
at 10 (since half of 19 is still much higher than 2, and he has been away long enough for any other EI to have disappeared),
but the exposure he receives can creep up to as high as 21, instead of 19.
In game terms, this not only means that a character with a score of 1 or more in REI can suffer more severe damage from
radiation but also that, if he does so, his REI may get even higher. For example, if Owen hangs around too long in the ruins,
and allows the intensity to actually reach 21, his REI will rise to 3 (one-eighth of 21, rounded up). If he later enters an intensity
23 area (which can affect him as if it had an intensity of 26), it could increase his REI to 4 – and so on. Eventually, if he
exposes himself too often, he will become so irradiated that he can never fully recover.
Note that this system is nastier than the normal one but still not entirely realistic. If the DM really wants to make radiation
scary he can rule that a character’s REI automatically increases by at least 1 any time he contracts radiation poisoning
(regardless of the intensity of the source). This will tend to make smart players avoid radioactive areas, however, and may
create problems when the DM wants them to poke around unknown regions. It will also make geiger counters and the like
much more valuable…

The Radiation Blast Power (Optional)


By default, Radiation Blast (i.e. Energy Blast using the radiation energy type) works just as described in Paragon (page 48).
It ignores AC bonuses for most forms of armor but is completely blocked by defenses specifically designed to work against it.
Possessing this Power also makes it hard to earn a good reputation (a notion that is even more true in this genre). Radiation
Blast does not make use of the rules set out in this section but simply acts as a variation on Energy Blast, in all respects.
If this optional rule is used, Radiation Blast is a bit more interesting. It still counts as a ranged touch attack, ignoring AC
bonuses for most forms of armor and natural armor, but it is not completely blocked by radiation defenses. These simply
provide their usual protection, in the form of damage reduction. The damage caused by the blast is automatically subdual
damage, and it is reduced: d3 for Standard, d4 for Improved, or d6 for Ultra. The Reflex saving throw to halve the damage still
applies, since this indicates whether the target avoided the attack, not whether he resisted it. Furthermore, the range is
reduced to Medium (100 ft. + 10 ft./level). That’s the bad news.
The good news is that, in addition to doing subdual damage, the attack now causes the victim to suffer radiation exposure, in
exactly the same manner as a fusion rifle attack, with an intensity equal to the damage rolled. This intensity cannot exceed
the DC that would normally be used to resist the Power, based on the wielder’s Con, instead of his Dex (with the usual
bonuses for Power level, feats, and so forth). For example, the DC to resist an 8 th level character with a Con modifier of +1,
Improved Radiation Blast, and the Power Focus (Radiation Blast) Feat would normally be 17 (see page 33 of Paragon, if you
are unsure how this was calculated). Such a character would throw a 5d4+1 attack, with an intensity of 6 to 17, depending on
the damage roll (any roll above 17 would count as 17 for purposes of determining this intensity).

3.2 Using Relics


One of the key notions in this genre is that high technology is relatively rare and marvelous – similar in many respects to
magic in an archaic fantasy campaign. The average person knows that ancient relics exist and may even have seen a few;
however, he is unlikely to take them for granted. It is also important to keep in mind that even a person who knows how to use
a technological device probably will not know how to repair it, let alone how to build a copy of it from scratch. After all, most
people in the real world know how to operate a television set, but how many know how to build one?
Of course, the PCs, being heroic adventurers, will tend to have more exposure to technology than the average person does
and, over time, will probably end up using it on a semi-regular basis. Crafters may even learn to repair and build relics of their
own. Still, discovering a new relic should always be an interesting experience, even for the most jaded Scavenger. Often, the
bearer of a relic must make some effort to learn how to use it, and his early experiments can make for interesting game play.
The systems described in this section are designed to simulate the element of uncertainty – and even, occasionally, of peril –
that this endeavor entails. Keep in mind that these rules cover only the mechanical end of things and are really just meant to
act as a framework. It is up to the DM and the players to embellish the results provided by the system, turning them into
interesting events. In game terms, a badly failed roll may cause a mishap with concrete results that can be described in game
terms, but it is the DM’s verbal description of the disaster that determines how memorable it will be.

The Basic System


Each technological device – or relic, as it will be called, hereafter – has a Complexity rating of A to P, which indicates how
easy it is to figure out, repair, and build. This rating varies tremendously for miscellaneous “exotic goods” and vehicles, as
indicated in sections 2.7 and 2.8. For others relics, the following general ratings apply:

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• Archaic weapons and armor, as well as most common goods (i.e. non-relics): A
• Powercells: D, assuming that you have heard of them, seen them used at least once, or have already figured out how to
use a device that requires them; M, if you have no prior experience with them, whatsoever, and, thus, would not even
recognize their purpose.
• Dynamite: C
• Grenade launchers, rocket launchers, grenades, mines: J
• Energy weapons, missiles, powered armor: K
• All other weapons of the Ancients: I
• Non-powered armor of the Ancients (e.g. Kevlar): D

The Complexity rating is used – in conjunction with the chart, below – to find the various Difficulty Class values that will apply
to all of the would-be wielder’s relic-related checks, as described hereafter.

Complexity DC to DC to DC to
Rating Comprehend Utilize Build/Repair
A n.a. n.a. varies*
B 12 auto 12
C 12 auto 16
D 12 auto 20
E 12 auto 24
F 14 auto 16
G 14 auto 20
H 14 auto 24
I 15 12 16
J 15 12 20
K 15 12 24
L 17 12 16
M 17 12 20
N 17 12 24
O 18 15 20
P 18 15 24
* - Depends on the object in question. See page 66 of the PHB for examples.

When a character discovers a new relic, the procedure used to figure it out is as follows:

1) The character must make an initial study of the relic and try to determine its basic purpose and operation. This normally
requires around five minutes of relative peace and quiet, although the character can use less or more time, gaining an
appropriate modifier to the DC of the related check:
1 round +6 4 to 7 minutes +0
2 rounds +5 8 to 14 minutes -1
3 or 4 rounds +4 15 to 29 minutes -2
5 to 9 rounds +3 30 to 59 minutes -3
10 to 19 rounds +2 1 hour or more -4
2 or 3 minutes +1
At the end of this time, the character must make a Use Relic check to see if he comprehends the device. The base DC is
found on the “DC to Comprehend” column of the chart, above, and is modified by the time spent studying the relic. If the
character has used a similar device before, the DM can reduce the DC by –2. For example, if the character has used a
semiautomatic slug thrower, in the past, he would find it easier to figure out a revolver. If the check is successful, the
character comprehends the purpose of the relic and is assumed to have used it successfully once (assuming that he wants
to do so – this is not mandatory). He can then proceed to step #2, below. If the check is critically successful (with a “threat
range” of 20), the character reduces the “utilize” DC in step #2 by –2. If the check fails, the character is baffled by the
device and cannot yet use it properly. The check can be made again, after an appropriate length of time, but each
additional attempt increases the DC by +1. A badly failed check – by a margin of 5 or more – indicates a possible mishap.
The character should immediately roll 1d20 again, adding only his Wisdom modifier, and consult the chart below:
1 or less Both of the “2 – 3” and “4 – 6” results, below. This can cause the relic to take severe damage, if
the “2 – 3” result gets pushed down to “4 – 6”, effectively causing it to occur twice.
2–3 The character harms either himself (50%) or someone/something else nearby (50%) with the
relic, if this is possible. If this result seems impossible, treat it as “4 – 6”, instead.
4–6 The relic is damaged. Its Status is decreased by one step (see Damaged Relics, below), which
may destroy it.
7–8 Unexpected and probably inconvenient side effect. This is left to the DM’s discretion. If no
obvious possibility presents itself, treat this as 4 – 6.
9 or more No mishap occurs.

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2) Once the character has figured out the nature of the relic, he must learn to use it comfortably. This can be attempted
immediately or at any later time. Each time he tries to use the relic, thereafter, he must make a Use Relic check. The DC is
based on the Complexity of the device, as indicated on the “DC to Utilize” column of the chart, above. It is not modified for
time or familiarity, although it may be reduced by –2 if the character had a critical success on his “comprehend” check (as
indicated above). Success indicates that the relic is used properly, with all of the usual results, and a critical success (again,
with a “threat range” of 20) reduces the DC by –2 for all future “utilize” checks. Failure indicates that the device is not used
properly, and mishaps can occur on particularly bad rolls, as described above. Once the character has used the device
successfully three times, in this manner, he has “mastered” it and no longer needs to make these rolls. Note that these
successes need not be consecutive. Also note that some devices have a notation of “auto”, instead of a number, in the “DC
to Utilize” column. These devices require no secondary “utilize” checks. In essence, the character is assumed to have
“mastered” the relic after he makes his first “comprehend” check.
3) Once a character has completely figured out how to use a relic, completing both steps 1 and 2, above, he may now be able
to repair it or even craft a copy of it. This requires Craft (relic) skill, which cannot be used untrained. The DC depends on
the Complexity of the device in question and can be found on the chart, above, under “DC to Build/Repair”. This DC
assumes that you are creating a relic and should be reduced by –2 if you are simply repairing one that already exists. In the
latter case, each successful repair check improves the Status of the relic by one step (see Damaged Relics, below). The
basic rules for using Craft skill can be found on pages 65 and 66 of the PHB. For purposes of using these rules (only), the
value of a relic, in silver pieces, can be found by dividing the RP value by 5. This very general rule of thumb is mainly used
to figure out how long it takes to make a relic, and it will not work perfectly in every case, due to the vast range of devices
that can be created. With this in mind, the DM should feel free to modify this value, somewhat, to speed up or slow down
the process, as seems appropriate.

Damaged Relics
Most of the rules described so far, in this section, as well as in section 2, assume that each relic is in good working order. Of
course, this will very often not be the case. The following abstract system is suggested as a method for tracking a relic’s
condition and the effects it has on related checks.
A relic has a Status rating, which determines its condition, as indicated on the chart, below. This does not replace the hit
point score but, rather, breaks it down into usable portions. The DM may choose to track damage to a relic using its Status, its
hit point score, or both. For example, he might decide that an object dropped from a height loses one level of Status, without
worrying about the actual hit point damage taken. Later, if an energy weapon strikes that relic, he might wish to figure out the
actual hit point damage and see how this affects the Status level. To make such conversions more convenient, the chart
indicates the approximate percentage of hit points that each Status level represents, i.e. around 25% per level. Thus, an
object with a normal hit point score of 20, reduced to 8 hit points (40%), would have a Status level of “Battered”. For objects in
the 76%+ range, it is assumed that most damage is cosmetic; otherwise, there would be penalties almost immediately, the first
time even 1 hit point of damage was sustained. As the damage ratio increases, it is assumed that more and more of it is
internal and, thus, critical. This is not entirely realistic, but it does generally work better for purposes of drama and quick game
mechanics.
Normally, the DM will choose the initial Status of each relic, as it is discovered in the game; however, he can determine this
randomly, if he wishes, by using the “%Roll” column of the chart. Note that there is no chance of randomly generating a
“Ruined” relic. Since such objects are, effectively, useless (except, possibly, for parts), the DM should only worry about
mentioning them to the PCs when he has a specific reason to do so. In effect, they represent scenery more than “treasure”.
The Status of a relic affects all of the DCs described in the previous section. The “Use Mod” number is added to both the
“comprehend” and the “utilize” DCs, and the “Repair Mod” number is, of course, added to the “repair” DC. The latter could
also be used as a modifier when building a copy of the relic, representing the fact that the Crafter has only a flawed specimen
to work with. The “Mishap Margin” column indicates the chance that a mishap will occur with a failed “comprehend” or “utilize”
check. As previously noted, this normally occurs when a check is failed by 5 or more; however, for a badly damaged relic, this
margin may be a bit narrower. Finally, the “Auto Failure” column indicates the percentage chance that the relic will simply not
work at all, even when the wielder succeeds with a “comprehend” or “utilize” check. A failure of this sort does not cause a
mishap, but its does not count as a “comprehend” or “utilize” success, either. For obvious reasons, a total failure prevents a
successful “comprehend” check; however, it does not increase the DC for later checks by +1, as usual. By the same token, a
total failure can never count toward the three successful “utilize” checks required to “master” a relic; however, it triggers no
other difficulties. In short, a “total failure” means just that: nothing happens.
For the sake of realism, the DM may wish to add one more twist to the basic failure rules. If an automatic failure roll comes
up with a result of 01 to 05, the relic not only malfunctions but is also damaged. This drops its Status by one level, which may
ruin it completely. Usually, this is caused by a power surge, small explosion, or some similar catastrophe, so, if the DM is
feeling especially nasty, he may assume that the potential exists for the wielder to be harmed, as well.
Keep in mind that most of these rules do not apply to vehicles, which use their own unique but similar damage system. The
DC modifiers and related “Mishap Margin” can be used, since vehicles must be figured out and repaired, just like any other
relic. The hit point conversion does not apply, however, nor does the “Auto Failure” percentage. Instead, vehicles suffer
efficiency reductions to maneuverability, speed, and range, as explained in section 2.8.

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Hit Point Use Repair Mishap Auto
%Roll Status Equivalent Mod Mod Margin Failure
01 – 25 Okay 76% to 100% +0 +0 5 0%
26 – 60 Worn 51% to 75% +1 +0 4 20%
61 – 85 Battered 26% to 50% +2 +2 4 45%
86 – 00 Crippled 1% to 25% +3 +4 3 70%
-- Ruined None Left -- -- -- 100%

As mentioned at the beginning of section 2, the condition of any object can affect its perceived value. Common items that
are broken are generally worth little or nothing. Ancient relics are usually valuable, even when damaged, although this
depends a good deal on whether or not a Crafter who can repair such items lives nearby. In general, a damaged relic will be
worth one-third to one-half as much, in an area where it could, theoretically, be repaired. In other areas, a damaged relic will
be worth only about one-tenth as much – mainly as a s ouvenir, good luck charm, talisman, or even holy symbol, depending on
the local culture.

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In most post-apocalyptic science-fantasy worlds, strange creatures are a staple element. While they may not play quite as
ubiquitous a role as they do in a typical medieval fantasy campaign, they are, nevertheless, useful as both plot devices and
“flavor pieces”. Even in relatively down-to-earth, realistic campaigns, the DM will probably want to throw in the occasional
mutant aberration, if only to stress how alien the world has become. With that in mind, this section has been designed to help
you incorporate such creatures into your own campaign.
Before delving into new material, however, it is worth noting that the DM already has a ready source of creatures in previous
d20 products, especially the two official Monster Manuals. Obviously, normal animals can be drawn directly from these books,
and, for that reason, statistics for them will not be repeated here. Beyond that, however, many of the more exotic beasts can
also be used, often with little more effort than a name change. Some creatures that work quite well in a typical science-fantasy
campaign include ankhegs, blink dogs, bulettes, carrion crawlers, darkmantles, digesters, owlbears, purple worms, stirges,
and many others (especially aberrations, beasts, and magical beasts). Just remember that any “magical” abilities will be
Power-based, instead (although they will function in much the same manner). Also, any of the intelligent races – such as
kobolds, goblins, lizardfolk, locathah, troglodytes, and the like – can group together to form tribes of mutant humanoids. If the
DM wishes to create a race of Morlock-like subterraneans, he can, of course, design them from scratch, but it is much faster
and easier to simply use the statistics for hobgoblins, making any small changes that seem appropriate.
When bringing a new creature into your campaign, either from another source or your own imagination, it is important to
remember that the play characters will be tougher than usual, in this world. For this reason, the effective Challenge Rating
should be lowered by one or two “steps”, as described in Paragon (see page 83). This will help the DM create suitable
challenges and also ensure that any experience point rewards are commensurate with the risk involved. In general, a two
“step” reduction is best; however, if the DM wishes to create a campaign wherein the heroes are more severely challenged but
also progress more quickly, he can use a one “step” reduction, instead. Note that all creatures described in this section or
created using the included template have standard Challenge Ratings, which have not, yet, been modified in this manner.
This is to ensure compatibility with other d20 products.

4.1 The Mutated Creature Template


As described in the official Monster Manuals, a templated creature is created by adding a template to an existing creature.
In this case, the template turns a normal creature into a mutated version – a Mutate – that is generally tougher and more
exotic. This template works best when applied to normal animals and vermin; however, there is no reason that it could not
also be used to make less mundane creatures even stranger. Even humanoids can be modified in this manner, although, in
such cases, the DM may wish to simply use the rules for Mutant character creation.
The information, given below, describes any changes that occur to the Mutate’s statistics. Where no change is described,
assume that the normal statistics are used. Note that this template changes the creature’s type to Mutate. For purposes of
interacting with other d20 systems, a Mutate can be treated as either an Aberration or a Magical Beast, whichever seems
more appropriate. The Mutate retains any of the abilities of its previous type, such as low-light or dark vision.
Hit Dice: Same as base creature. Note that the final hit point score will be higher, due to the improved Constitution modifier.
Attacks and Damage: Same as base creature. Note that the creature may gain new attacks, based on its Powers.
Special Attacks and Qualities: A Mutate gains two rolls on the Mutant Powers chart (see page 7). Its effective character
level for using Powers is the same as its hit dice. There is also a 75% chance that it will be forced to roll for one Weakness
(see page 9). Only the following Weaknesses should normally be allowed (re-roll other results): Ability Penalty (which
cannot drop a score below 1), Berserker, Dependence, Irrational Attraction, Irrational Aversion, Phobia, Physical Limitation,
Susceptibility, or Vulnerability. If you do not mind complicating things, Accidental Change can also be permitted. In any
event, if a Weakness is indicated, the Mutate also gains a compensating benefit. Either raise the level of one Power by one
step or add in a Power Amplifier, at your discretion.
Saves: Fortitude is always considered to be a “good saving throw” (with an extra +1 bonus, due to the creature’s improved
Constitution). Reflex and Will are as per the base creature.
Abilities: Same as base creature, with a +2 bonus to Constitution. Since the creature will have Powers, it will be necessary to
figure out an Energy score for it. This is equal to 15 + hit dice (dropping fractions) + Con modifier + Wis m odifier. For
example, a creature with 6 hit dice, Con 15, and Wis 12 would have 24 Energy points.
Feats: Same as base creature. A Mutate that possesses Charisma-based mental Powers but has a Charisma score of less
than 8 will generally have Conviction, at your discretion. This is considered to be a free feat, and the usual prerequisite of
“Wis 13+” is changed to: “Wis score must exceed Cha score”.
Organization: Same as base creature, unless, of course, you have decided that it is unique, in which case it will probably be
solitary. Non-mutated creatures do not generally get along with their mutated cousins, although a powerful, aggressive
mutate might take over a pack or herd.
Challenge Rating: Same as base creature + 2.

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Example Mutate
Here is an example of a Mutate, using a cheetah as the base creature.
Medium-Size Mutate
Hit Dice: 3d8+9 (22 hp)
Initiative : +8 (+6 Dex, +2 haste)
Speed: 100 ft.
AC: 17 (+6 Dex, +1 natural)
Attacks: Bite +8 melee, 2 claws +3 melee, or psychic attack +4 mental
Damage: Bite 1d6+3, claw 1d2+1, psychic attack 3d4 subdual
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved Psychic Attack (Amplifier: Psychic Scream), Trip
Special Qualities: Sprint, Standard Hyperspeed, Standard Meta-Dexterity, Vulnerability (sonic)
Saves: Fort +6, Ref +10, Will +2
Abilities: Str 16, Dex 22, Con 17, Int 2, Wis 12, Cha 6, Energy 22
Skills : Hide +9, Listen +5, Move Silently +10, Spot +5
Feats : Conviction, Weapon Finesse (bite, claw)
Climate/Terrain: Warm plains
Organization: Solitary, pair, or family (3-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium-size)

4.2 Sample Creatures


This section contains a handful of genre-appropriate creatures that you can include in your own campaign. It is not meant to
be an exhaustive bestiary (which would really require a second book) but is simply a small sampling of potential foes that you
can use directly or examine for inspiration. A somewhat abbreviated format has been used for each creature’s description to
keep the size of this section down to reasonable proportions and make each creature generic enough to fit into almost any
campaign.
A new type has been added to the standard list: Mutated Beast. For most intents and purposes, a Mutated Beast can be
treated as a Magical Beast, except that it possesses mutant Powers (Extraordinary abilities), instead of magical abilities, and
gains a +4 bonus on its Energy score. As usual, it will possess darkvision, with a range of 60 feet, and low-light vision, unless
otherwise noted.

Dulgor
Large Beast
Hit Dice: 6d10+24 (57 hp) Climate/Terrain: Temperate forest and hill
Initiative : +0 Organization: Solitary or mated pair
Speed: 30 ft. Challenge Rating: 4
AC: 14 (-1 size, +5 natural) Treasure: None
Attacks: 2 claws +10 melee Alignment: Always neutral
Damage: Claw 1d8+7 Advancement: 7 – 9 HD (Large)
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Threatening Rumble
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 25, Dex 11, Con 18, Int 2, Wis 12, Cha 6, Energy 22
Skills : Listen +5, Move Silently +2, Spot +2, Swim +8
Feats : None
A dulgor is a large creature that resembles a lean but muscular bear or ground sloth, although its physique is mostly hidden
beneath a thick coat of shaggy auburn or dark gray fur. Its snout is long and flexible, like that of a tapir, its ears are short and
stubby, and its eyes are dark. It sports long claws, which are mostly used to uproot plants and to strip leaves from branches.
Dulgors are herbivorous but have been known to supplement their diet with small quantities of meat (usually scavenged from
the kills of smaller predators). Since they are bad-tempered and territorial, most other creatures wisely avoid them. Due to
their strength and size, they have few natural predators, although packs of tarrodors have been known to hunt them.
Threatening Rumble (Ex): When threatened, a dulgor usually emits a low warning rumble before and during its attack. This
sound is nearly subsonic, barely audible to human ears; however, it causes most listeners to become nervous and tense. Any
creature within a 100-foot spread must succeed at a Will save (DC 14) or suffer a –1 morale penalty on all attack rolls and
saving throws against fear effects. This lasts for as long as the victim remains within range, plus 3d4 rounds, thereafter. A
creature that makes the saving throw is immune to the effect for the rest of the day.

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Kreth
Small Plant
Hit Dice: 1d8+2 (6 hp) Climate/Terrain: Any (see below)
Initiative : +0 Organization: Solitary or patch (3 – 6)
Speed: 0 ft. Challenge Rating: 1/2
AC: 13 (+1 size, +2 natural) Treasure: None
Attacks: None Alignment: Always neutral
Damage: None Advancement: None
Face/Reach: 5 ft. by 5 ft./0 ft.
Special Attacks: Energy Point Drain
Special Qualities: Plant, Radiation Resistance
Saves: Fort +4, Ref –, Will -4
Abilities: Str –, Dex –, Con 14, Int –, Wis 2, Cha 1, Energy 14
Skills : None
Feats : None
These relatively rare bushy plants have large leaves and fleshy, reddish stems, rather like rhubarb. Depending on the time of
year, they may also have pollen-covered, rush-like stalks. Although kreth plants are harmless in most respects, they are
ergivores, slowly draining energy from other living creatures to survive. As a result, they can be found even in dark, cool areas
that see little sunshine, as long as other life is present. They have a natural resistance to radiation and, thus, thrive in areas
where other plants fail. On the other hand, they cannot survive in areas where no other energy-granting life can be found, so
they often form a ring around radioactive zones and can act as a useful warning for the informed.
The sap of a kreth plant can be used to create an herbal anti-radiation serum. A great deal of sap must be distilled in this
complicated process, so its takes at least two plants to make one dose. The procedure takes four hours of work and three
days of distilling and requires an Herbalism check, with a DC of 21 (failure indicates that the materials and time are wasted).
The resulting potion, worth 250 RPs, grants a +4 resistance bonus on all saving throws made to resist radiation, for two hours.
Energy Point Drain (Ex): A kreth plant continually drains energy from the living creatures around it. Any creature within 10
feet loses 1 Energy point every 5 minutes. Once the victim’s Energy score drops to zero, it begins losing hit points, instead, at
the same rate. There is no saving throw versus this ambient effect; however, it is normally easy enough to avoid, by simply
moving out of range. If a kreth plant is threatened, it can focus this ability for 1d3+1 rounds. During each such round, it can
attack one opponent as if with Standard Constitution Drain (see page 44 of Paragon), except that the range is 10 feet, the
saving throw DC is 12, and there is no Energy cost for the plant. This series of attacks can only be performed once per day.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Radiation Resistance (Ex): A kreth plant completely ignores radiation up to intensity 12 and reduces the effective intensity
of stronger sources by 12.

Noctril
Small Mutated Beast
Hit Dice: 1d10+1 (6 hp) Climate/Terrain: Temperate and cold forest, hill, and plains
Initiative : +3 (Dex) Organization: Solitary or flock (3 – 8)
Speed: 10 ft., fly 60 ft. (average) Challenge Rating: 1
AC: 15 (+1 size, +3 Dex, +1 natural) Treasure: No coins; 50% goods; 50% items
Attacks: 2 claws +5 melee, bite +0 melee Alignment: Usually neutral
Damage: Claws 1d3-2, bite 1d4-2 Advancement: 2 HD (Medium-size)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved Mental Illusions
Special Qualities: Darkvision 90 feet
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 7, Dex 16, Con 12, Int 7, Wis 15, Cha 10, Energy 19
Skills : Bluff +1, Hide +8, Listen +3, Move Silently +10, Search +5, Sense Motive +3, Spot +10
Feats : Power Focus (Mental Illusions), Weapon Finesse (claw, bite)
Noctrils are large, owl-like birds of prey, with a wingspan of about seven feet. Their coloration is drab gray or brown, with
white flecks and highlights. Their eyes are normally gold, with a hint of green, but may, occasionally, be pale blue, violet, or
silver. Noctrils are unusually intelligent for birds – much brighter than most apes, for example – and fairly social. They tend to
form flocks of three to eight, although each such group has only one dominant male. Other males in the group (if any) will tend
to be smaller and subservient. When a lone noctril is encountered, it will almost always be an outcast male, and it will
probably be devious and self-centered – traits that have allowed it to survive on its own. Noctrils have their own primitive
language but show no interest in communicating with other species, which they tend to view as food.
Mental Illusions (Ex): A noctril possesses the Mental Illusions Power at the Improved level (see page 56 of Paragon), which
it finds very useful when hunting prey – especially larger, “smarter” prey. The Will saving throw DC is 12. Due to the
creature’s limited intelligence, its illusions tend to be simple and direct; however, the images may sometimes draw upon the
victim’s own expectations, fears, and desires. A few noctril leaders possess the Power at the Ultra level and are usually more
intelligent, as well (+2 Int and Wis, raising the saving throw DC to 15). These individuals are capable of creating more subtle
illusions and can be quite devious in their application. Note that noctrils can always see through the illusions of their own kind,
although they can be fooled by illusions created by non-noctrils.
Skills: Noctrils gain a +4 racial bonus on Move Silently, Search, and Spot checks (included above).

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Norb
Large Beast
Hit Dice: 6d10+30 (63 hp) Climate/Terrain: Temperate and warm forest and plains
Initiative : +0 Organization: Solitary or herd (2 – 8)
Speed: 30 ft. Challenge Rating: 4
AC: 18 on back and head, 15 elsewhere Treasure: None
(-1 size, +9/+6 natural) Alignment: Always neutral
Attacks: Butt +10 melee or gore +10 melee Advancement: 7 – 8 HD (Large), 9 HD (Huge)
Damage: Butt 2d4+9, gore 2d6+9
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Trample 2d6+7
Special Qualities: Scent
Saves: Fort +10, Ref +5, Will +3
Abilities: Str 25, Dex 10, Con 21, Int 2, Wis 12, Cha 4, Energy 23
Skills : Balance +1, Listen +6, Spot +2, Swim +8, Wilderness Lore +1
Feats : None
Norbs are rhinoceros -like omnivores, which actually evolved from pigs. With their short tusks, knobby horns, and thick dors al
plating, norbs looks quite fierce – rather like walking tanks. In fact, they can be somewhat aggressive, especially during
mating season. At the same time, they are actually fairly bright, and, in some areas, they have been domesticated and used
as beasts of burden or war. Norbs have a reputation for eating almost anything and, thus, are relatively easy to feed, despite
their large appetites. Of course, having a huge, armor-plated pig with goat-like eating habits wandering around one’s
settlement can sometimes be more trouble than it is worth.
Trample (Ex): A norb that runs into a Medium -size or smaller opponent and succeeds with a butt attack can immediately
trample its foe for 2d6+7 extra damage. An opponent who does not make an attack of opportunity against the norb can
attempt a Reflex save (DC 20) to roll out of the way and avoid this damage.
Skills: Norbs receive a +6 racial bonus to Wilderness Lore checks when tracking by scent (not included above).

Quorlu
Medium-Size Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp) Climate/Terrain: Temperate and cold forest, hill, and mountains
Initiative : +2 (Dex) Organization: Solitary or tribe (3 – 10)
Speed: 40 ft., climb 30 ft. Challenge Rating: 2
AC: 14 (+2 Dex, +2 natural) Treasure: No coins; 50% goods; standard items
Attacks: 2 claws +5 melee, bite +0 melee Alignment: Often chaotic evil
Damage: Claws 1d4+2, bite 1d3+1 Advancement: By character class
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rend 2d4+3, Standard Transfer (Strength)
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 15, Dex 14, Con 13, Int 7, Wis 12, Cha 7, Energy 16
Skills : Balance +8, Climb +8, Hide +5, Listen +5, Move Silently +8, Spot +3
Feats : Power Focus (Transfer)
Quorlu are vicious ape-like humanoids, with nasty fangs and claws. With their black eyes and shaggy white, blue-white, or
silver fur, they look rather like yetis; however, they do not share the shy demeanor of their mythical predecessors. They are,
technically, omnivorous; however, they prefer a diet of fresh meat and savor the hunt almost as much as the kill. Quorlu have
a limited sort of sentience and tend to form small “tribes”. While their sadistic tendencies sometimes extend to others of their
own kind, they generally unite when hunting or facing a common threat. They use sign language and a hodge-podge of
guttural sounds to communicate. Those that have grown up near other sentient beings may pick up a few words of their
neighbors’ language; however, they seem to be physically incapable of complex speech, themselves.
Rend (Ex): A Quorlu that hits with both claw attacks latches onto its opponent’s body and tears the flesh. This attack
automatically deals an additional 2d4+3 points of damage.
Transfer (Strength, Ex): Quorlu possess the Transfer Power at the Standard level (see page 74 of Paragon). By touching
an opponent and paying 2 Energy points, a Quorlu can drain 1d4 Strength points and gain an equal number, itself. A Fortitude
saving throw (DC 14) halves the amount, rounding down. As usual, no single victim can lose more than 4 points, and the
creature cannot increase its score by more than 4 points, no matter how many people it attacks. This effect lasts for 9 rounds,
but the Quorlu can extend it by spending 2 Energy points per 9 rounds, thereafter.
Skills: Quorlu gain a +3 racial bonus on Balance, Climb, and Move Silently checks (included above).

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Rachil
Medium-Size Mutated Beast
Hit Dice: 3d10+3 (19 hp) Climate/Terrain: Temperate and warm forest, hill, and plains
Initiative : +6 (+2 Dex, +4 Improved Initiative) Organization: Solitary or mated pair
Speed: 50 ft. Challenge Rating: 3
AC: 14 (+2 Dex, +2 natural) Treasure: None
Attacks: Claw +6 melee, bite +1 melee Alignment: Always neutral
Damage: Claw 1d6+3, bite 1d4+1 Advancement: 4 HD (Medium), 5 HD (Large)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ultra Telekinesis
Special Qualities: Energy Resistance
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 17, Dex 14, Con 12, Int 1, Wis 12, Cha 10, Energy 20
Skills : Spot +7, Jump +4, Listen +0
Feats : Improved Initiative
Rachils are tall, flightless, carnivorous birds, similar in form to their prehistoric ancestor, phorusrhacus. Females tend to have
drab plumage, whereas males often sport vivid crimson and gold highlights and distinct crests. Both sexes have long, black
feathers along the back, lighter feathers underneath, nasty axe-like beaks, and immensely powerful clawed legs. What rachils
lack in intelligence, they more than make up for in aggression, stubbornness, and raw savagery; thus, they are very dangerous
to anything they consider edible, regardless of its relative size and strength. Fortunately, they are not social creatures and are
seldom encountered in groups of greater than two (a mated pair).
Telekinesis (Ex): Rachils possess the Telekinesis Power at the Ultra level (see page 70 of Paragon), allowing them to affect
up to 300 pounds, at an Energy cost of 1 per round (DC 13, treating the Int modifier as –2 for this purpose only). Due to their
volatile nature, they generally only use the Violent Thrust option, most often to break up groups of opponents. On occasion,
they may use the Sustained Force option to draw something that is out of reach closer, although this tends to be more of a
subconscious use of the Power. No rachil has ever been known to use its telekinetic abilities on itself. Since the creature
typically weighs around 350 pounds, it would not be strong enough to levitate, in any event.
Energy Resistance (Ex): Rachils resist damage from all forms of energy except kinetic, in a manner similar to a character
who possesses the Damage Resistance Power (see page 43 of Paragon). They take full damage from normal kinetic attacks
(e.g. swords, fists, slug throwers, etc.) but reduce the damage caused by all non-kinetic energy attacks by 25% (rounded
down). For example, a rachil struck by a laser for 14 points would suffer only 11 points of damage.
Skills: Rachils gain a +4 racial bonus on Spot checks but suffer a –2 racial penalty on Listen checks (included above).

Silth
Small Mutated Beast
Hit Dice: 1d10+1 (6 hp) Climate/Terrain: Temperate and warm forest
Initiative : +4 (Dex) Organization: Solitary
Speed: 20 ft., climb 20 ft., swim 20 ft., Challenge Rating: 1/2
glide 30 ft. (clums y, see below) Treasure: None
AC: 18 (+1 size, +4 Dex, +3 natural) Alignment: Always neutral
Attacks: Bite +6 melee Advancement: None
Damage: Bite 1d2-2 and poison
Face/Reach: 5 ft. by 5 ft. (coiled)/5 ft.
Special Attacks: Poison
Special Qualities: Scent, Standard Chameleon
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 6, Dex 19, Con 12, Int 2, Wis 12, Cha 2, Energy 18
Skills : Balance +8, Climb +8, Hide +8, Listen -1, Move Silently +9, Spot +2
Feats : Weapon Finesse (bite)
Silths are small reptiles, related to snakes. A typical specimen is about 3 to 3½ feet long and very flat, with fin-like projections
along the front half of its body, which make it look a little like a narrow ray with a very long tail. Silths skim silently over the
ground and have a limited ability to glide through the air. While they cannot actually fly, they can fall virtually any distance,
safely, in this manner and can move as far forward as they drop down, each round. They often use this ability to move from
tree to tree. Under normal circumstances, silths are somewhat timid and will avoid creatures much larger than themselves.
They are poisonous, however, and, since they are attracted to warmth, they can be an accidental hazard to anyone camping
out in the wilderness. This is compounded by the fact that they change color to suit their surroundings, like a chameleon, and,
thus, are hard to spot.
Poison (Ex): Bite, Fortitude save (DC 12); initial damage: 1d3 temporary Dexterity; secondary damage: paralysis for 2d6
minutes.
Chameleon (Ex): A silth possesses the Chameleon Power at the Standard level (see page 40 of Paragon). This grants it a
+8 circumstance bonus on Hide checks, while it remains still, which is halved, while it is in motion. This bonus has not been
included above, since it is variable.
Skills: Silths gain a +4 racial bonus on Balance and Move Silently checks and a +8 racial bonus on Climb checks but suffer
a –2 racial penalty on Listen checks (included above).

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Tarrodor
Large Mutated Beast
Hit Dice: 5d10+10 (37 hp) Climate/Terrain: Any forest, hill, mountains, and plains
Initiative : +2 (Dex) Organization: Solitary, pair, or pack (4 – 9)
Speed: 40 ft. Challenge Rating: 4
AC: 15 (-1 size, +2 Dex, +4 natural) Treasure: None
Attacks: 2 claws +9 melee Alignment: Always neutral
Damage: Claw 1d8+5 Advancement: 6 – 8 HD (Large), 9 HD (Huge)
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Bite 2d6+5, Improved Grab, Pounce, Rake 1d8+2, Standard Silence
Special Qualities: Scent, Standard Absorption (Heat)
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 21, Dex 15, Con 15, Int 2, Wis 12, Cha 8, Energy 23
Skills : Balance +3, Climb +6, Hide +5, Jump +6, Listen +8, Move Silently +7, Spot +8
Feats : Alertness, Dodge
Tarrodors are large, somewhat shaggy, saber-toothed cats. Each sports a sail-like dorsal fin that can be raised or lowered to
create a threatening posture or absorb heat from the sun. A tarrodor’s thick fur is usually tawny or rusty brown, although rare
black specimens have been spotted. The creature’s ears and amber eyes are unusually large and very keen. Tarrodors can
be found in virtually any climate but do especially well in dry tundra and mountainous regions, where their heat-absorbing
dorsal fins give them an edge over prey that may be more sluggish in the cold (at least as long as the sun is shining). Due to
their size and ferocity, tarrodors can pose a threat to anyone exploring the wilderness. They display no fear of man and, to
make matters worse, have been known to hunt in packs, like wolves.
Bite (Ex): A tarrodor that gets hold (see below) can make one bite attack (+9 melee) for 2d6+5 damage. It will always
attempt to go for a vital area and, thus, has a threat range of 18-20. Note that this is the only time a tarrodor will use its bite,
since it will not risk breaking one of its “sabers” attacking a foe that has not be pinned and at least partially subdued.
Improved Grab (Ex): To use this ability, the tarrodor must hit with both front claws, pinning its foe. If it gets a hold, it can
either bite or rake (but not both during the same round).
Pounce (Ex): If a tarrodor leaps upon a foe during the first round of combat, it can make a full attack, even if it has already
taken a move action.
Rake (Ex): A tarrodor that gets hold (see above) can make two rake attacks (+9 melee) with its hind legs for 1d8+2 damage
each. If the creature pounces on an opponent, it can also rake.
Silence (Ex): A tarrodor possesses the Silence Power at the Standard level (see page 69 of Paragon). This costs it 1
Energy point per 15 rounds. It will usually activate this Power as it is sneaking up on its prey.
Absorption (Heat, Ex): A tarrodor possesses the Absorption Power at the Standard level (see page 37 of Paragon),
allowing it to convert 12 points of damage per round into half as much Energy. This applies only to heat-based attacks,
including fire, lasers, and the like.
Skills: Tarrodors receive a +6 racial bonus on Hide checks and a +4 racial bonus on Listen, Move Silently, and Spot checks
(included above).

Treen
Tiny Mutated Beast
Hit Dice: 1d10 (5 hp) Climate/Terrain: Temperate and warm forest
Initiative : +3 (Dex) Organization: Solitary or, rarely, pod (4 – 16, most with hosts)
Speed: 20 ft., climb 30 ft. Challenge Rating: 1
AC: 15 (+2 size, +3 Dex) Treasure: No coins; 50% goods; 50% items
Attacks: Bite +6 melee Alignment: Usually neutral
Damage: Bite 1d2-4 Advancement: By character class (rarely)
Face/Reach: 2½ ft. by 2½ ft./0 ft.
Special Attacks: Attach, Ultra Empathy
Special Qualities: Mental Shield +6
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 3, Dex 17, Con 10, Int 8, Wis 15, Cha 13, Energy 18
Skills : Balance +9, Climb +10, Concentration +2, Hide +12, Listen +4, Move Silently +7, Sense Motive +12, Spot +8
Feats : Power Focus (Empathy), Weapon Finesse (bite)
Treen are tiny, lemur-like parasites. They are marsupial mammals, with large, liquid blue or violet eyes, miniscule nostrils, and
proboscis -like mouths. A treen cannot eat solid food but, instead, drinks the vital fluids of a host creature. It will typically
attach itself to a medium -size or larger mammal, climbing up into an area covered with fur or clothing (preferably while the
victim sleeps). It will then use its proboscis to extract a small amount of blood on a regular basis. Since this causes the host
only 1 hit point of damage per day, the loss is not critical, although it can reduce the victim’s ability to heal other wounds in a
normal manner (since its healing rate is, effectively, reduced by 1 point each day). The real danger arises when a single host
is targeted by more than one treen. This is, fortunately, a relatively rare event, since treen tend to respect each other’s
“territory”; however, it can occur when the parasite reproduces, and its offspring linger.

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Treen (continued):
Treen are semi-sentient but entirely alien in outlook. Due to their telempathic abilities (see below), they can pose a genuine
threat, even to more intelligent and larger creatures. A treen’s host will tend to protect the paras ite without even realizing what
it is doing. On the positive side, since treen prefer not to switch hosts, they are inclined to keep them alive and at least
somewhat healthy.
Treen do not grow to larger sizes and do not advance through direct hit dice increases. A few exceptional individuals gain
one or more levels in a character class (usually, Adept or Shaman), but this is fairly rare.
Attach (Ex): A treen that succeeds with its bite attack automatically attaches itself to the victim and can drain blood,
thereafter, as described above. This also allows it to use telempathy on the host (see below).
Empathy (Ex): Every treen possesses the Empathy Power at the Ultra level (see page 46 of Paragon). It can sense
emotions up to Medium range (100 feet, plus 10 feet per hit die) and need not spend Energy to do so. It can only influence the
emotions of a creature that it is touching (usually, its host), and this costs it 1 Energy point per 10 minutes (the reduced
range/applicability is assumed to cancel out the reduced Energy cost). The Will saving throw DC to resist this “attack” is 17.
Treen generally only use telempathy to make their hosts docile and passive. A person affected in this manner seems a bit
listless or lazy, content, and completely calm. He will not worry about anything, including the fact that he has a mutant
parasite attached to him. Should trouble arise, the treen will use its telempathy to make its host fearless and violently
protective. In either case, the host gains a +4 morale bonus on all fear-related checks, and, in the latter case, he also gains a
+1 morale bonus on attack rolls.
Mental Shield (Ex): A treen receives a +6 racial bonus when resisting mental Powers. This is treated in exactly the same
manner as the Mental Shield Amplifier for Improved Telepathy (see page 72 of Paragon), although no other telepathic Powers
are possessed.
Skills: Treen receive a +4 racial bonus on Balance, Climb, and Spot checks, and a +10 insight bonus on Sense Motive
checks, due to their Empathy Power (included above). They use their Dexterity modifier for Climb checks.

Urdos
Large Mutated Beast (Aquatic)
Hit Dice: 6d10+33 (66 hp) Climate/Terrain: Temperate and warm aquatic
Initiative : +0 Organization: Solitary
Speed: 20 ft., swim 30 ft. Challenge Rating: 5
AC: 19 (-1 size, +10 natural) Treasure: No coins; 30% goods; 30% items
Attacks: Bite +11 melee (in underwater lair)
Damage: Bite 2d6+6 Alignment: Always neutral
Face/Reach: 5 ft. by 10 ft./5 ft. Advancement: 7 – 9 HD (Large), 10 – 12 HD (Huge)
Special Attacks: Improved Electrical Blast 4d6+1 (20-foot radius, no range), Improved Grab
Special Qualities: Standard Absorption (Electricity)
Saves: Fort +10, Ref +5, Will +3
Abilities: Str 23, Dex 10, Con 21, Int 2, Wis 12, Cha 3, Energy 27
Skills : Hide +0, Listen +2, Spot +4
Feats : Blind-Fight, Toughness
An urdos is basically a giant carnivorous snapping turtle, with a nasty temper and a voracious appetite. It spends most of its
time in the water and is somewhat clumsy on land. It prefers to attack from ambush, lurking just below the surface of its
chosen pond or marsh. Occasionally, it may allow part of its greenish-black shell to break the surface, looking very much like
a rotting log. Once a potential victim is in range, the urdos will try to stun it with an electrical blast, then snap it up. Prey is
dragged under the water to drown, if still alive, and be chopped up into bite-sized morsels, once dead.
Urdos have few redeeming characteristics and are generally avoided by other animals, as well as sentient creatures. They
do not even smell pleasant, and their slightly acrid, fishy scent can sometimes be used to detect them and avoid an ambush.
Electrical Blast (Ex): Each Urdos possesses the Energy Blast Power at the Improved level (see page 47 of Paragon). It
can use this Power to make electrical attacks for 4d6+1 damage to everything within a 20-foot radius spread (in effect, it has
the Explosive Amplifier and cannot use the Power without it). As usual, a successful Reflex save (DC 14) halves this damage.
Since the creature possesses the Personal Immunity Amplifier, it cannot be harmed by its own attacks, which is fortunate,
given the fact that the Power has no range, beyond its area of effect. It also has the Increased Energy Cost Reducer, so the
total Energy cost is 9 per explosive attack.
Improved Grab (Ex): To use this ability, the urdos must hit a Medium -size or smaller opponent with its bite attack. If it gets
a hold, the urdos grabs the opponent with its beak and drags it underwater, attempting to pin it to the bottom. The creature
automatically deals bite damage each round that it maintains the pin.
Absorption (Electricity, Ex): An urdos possesses the Absorption Power at the Standard level (see page 37 of Paragon),
allowing it to convert 12 points of damage per round into half as much Energy. This applies only to electricity-based attacks
and cannot be used by the creature to gain Energy from its own Electrical Blast (to which it is immune, anyway).
Skills: Urdos receive a +6 racial bonus to Hide checks while submerged (not included above).

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As was mentioned in the Introduction, this is not a campaign sourcebook, and it does not contain extensive information on
prefabricated worlds and cultures. Still, it would not be complete without at least a brief examination of the options that are
available to you and the factors that you must consider when creating your own campaign. A lot of the information given in the
DMG, especially in the campaign and world-building chapters, is also applicable here; however, the post-apocalyptic science-
fantasy genre sports a few unique elements of its own, which should be handled somewhat differently from those of a typical
fantasy world. This section examines the most important of these campaign elements.

5.1 Setting and Tone


Early on, the DM should think about the sort of tone he wishes to emphasize in his campaign, which will be directly related to
the setting. At first glance, this seems to be predetermined by the rules, i.e. a post-apocalyptic science-fantasy setting, with an
emphasis on drama over realism and (given the circumstances) a tone that will probably tend toward the darkish, at least on
occasion. Within this very broad framework, however, there are many permutations. This section describes a few that you
might wish to consider, including some that may not have immediately occurred to you, within this context.

Mutants and Mazes


In a sense, this is the default setting for Paragon: Apocalypse, since it is reminiscent of the older games, described in the
Introduction, that came before it. The heroes are adventurers, seeking artifacts, wealth, and/or fame, and they probably end
up helping a lot of their more sedentary NPC neighbors, along the way. If you normally play fantasy RPGs, then it should not
be at all difficult to come up with ideas for this setting, since it is really just the same one with different trappings. Mutants
replace monsters, ruins of the Ancients replace dungeons, high tech devices replace magical artifacts, and so on. In general,
the tone should be epic, cinematic, and relatively upbeat. Strange creatures abound, and mutant powers are as common here
as one would expect magic to be in a typical swords and sorcery campaign. This setting may seem a bit simplistic, but it can
be perfect for a quick evening’s entertainment or introduction to those who have only played fantasy RPGs.

Grim World
This setting emphasizes realism over weird mutant powers and creatures. Think Logan’s Run, Waterworld, and The Omega
Man – or even Planet of the Apes. As mentioned in the Introduction, Paragon: Apocalypse was not really designed with this
sort of setting in mind, since the character’s abilities and those of their adversaries tend to be drawn as much from fantasy as
science-fiction. With a few changes, however, it would not be difficult to get the right tone. Most, if not all, of the players
should be pure Humans. While the DM might allow the occasional Mutant PC, Mutated Animals will probably seem out of
place. By the same token, the heroes are less likely to run into mutant monsters on a regular basis; in fact, most of their
adversaries will be other Humans or a specific inhuman race. This is not to say that you cannot throw in the occasional
aberration; however, you should do so sparingly, to ensure that these creatures seem appropriately bizarre and unsettling.
Giving them dangerous but realistic powers, such as poison, armor, enhanced natural weaponry, and multiple limbs will help
keep things from going over the top. Still, don’t be afraid to throw in the occasional critter with a truly weird and, ideally,
frightening ability (after all, electric eels and chameleons exist in our own world). In general, the tone should be s omewhat
dark and pessimistic. There is a sense that the best years of mankind have passed, and most people are just trying to survive,
now. A few noble souls may try to make the world a better place, but they will have a difficult job ahead of them and cannot
expect help, even from those who will ultimately benefit from their efforts.

Back to the Stone Age


By default, the rules assume that your campaign takes place in a world that has been battered but not broken. A Dark Age
has fallen, but there are hints that there was once something better and could be again. As an alternative, you could set your
campaign in a world that has retreated even deeper into ignorance. Whatever disaster destroyed the civilization of man
almost took him with it. Only a relatively small number of humans survived, and they have lost almost all of the technology
they once possessed. The campaign takes place long after the disaster (probably very long after), and humans have begun to
make a comeback. They have had to start over from scratch, technologically speaking, and are, effectively, at the height of
the Stone Age or the very beginning of the Bronze Age, as opposed to the Iron Age assumed by the rules. Technology will be
very rare and will appear truly magical. Most items in the equipment section will not exist. Weapons will generally be inferior,
and steel will be considered a mystical material. Armor will be nearly unheard of, although a clever Crafter could, theoretically,
fabricate leather or hide armor. The local ecology will be almost unrecognizable, since nature will have had plenty of time to
sort out the good mutations from the bad. Mutated creatures will be very common but will not be recognized as such, since
they have become the norm. In many ways, a campaign of this sort will feel as though it takes place in the past, rather than
the future; however, there are hints of long-forgotten technological sorcery, for those who know how to recognize them. The
tone can be almost anything the DM wishes, but it is likely to be shaded by the fact that most people have to spend a lot of
their time just ensuring their own survival. A campaign of this sort might be difficult to run, since the DM must go through the
rules and decide what will have to be removed or changed (especially in the equipment section). On the positive side, the
classes presented in section 1.5 are well suited to this setting, and the players will certainly find it to be a change of pace.

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Brave New World
In a sense, this is the flipside of Back to the Stone Age. The campaign takes place long after the disaster, and mankind has
had ample time to recover. Technology is much more common than has been presented for the default setting, and the DM
may wish to add in new marvels of his own. At a glance, this appears to be a typical science-fiction campaign; however, it has
one important difference. The world of the future is extrapolated not from our own present, but from one in which an
intermediate catastrophe changed the face of civilization. As a result, the ecology is quite different, and there may be several
sentient species inhabiting the new world. Mentons would fit well into this campaign, and a whole race of sentient Mutated
Animals might also be present (think The Island of Dr. Moreau). A campaign of this sort will require a lot of effort on the part of
the DM, since he will probably have to add many new features to the basic rules, presented herein. He must also try to make
the world alien and interesting, while avoiding the danger of alienating the players by going too far over the top (remember that
their characters should be familiar with the world, even if they are not). On the other hand, this setting gives the DM an almost
unlimited number of story options, since each new feature he adds – be it a race, faction, location, or bit of history – will almost
certainly provide plot kernels. The tone can be almost anything you wish, from the positive mood inspired by a new Golden
Age to the grim futility of a totalitarian regime, ruled by the mutant elite.

Future Magic
This is similar to the default setting, with one very important difference: magic exists. Whether it was reborn, after the
apocalypse, or never really went away, in the first place, magic is now a force to be reckoned with. Practitioners of sorcery
may get along with mutant Adepts or may be opposed to them, depending on the setting and the tone you wish to create. In
fact, that particular conflict can inspire many interesting plots and background tidbits. Of course, this book does not delve into
sorcery in any way; however, its compatibility with other d20 games makes adding in magic and magic-using classes fairly
easy. This setting also allows you to be a bit more freewheeling when it comes to adding in creatures from fantasy realms.
Imagine a party of hobgoblins riding war-trained norbs or an ogre mage with a mated pair of “tame” tarrodors. Things also get
interesting when you start mixing artifacts of high technologically with magical relics. While you have a lot of freedom in
setting the tone for such a campaign, an upbeat mood with an epic scope is probably best. The players will have a lot of fun
mixing abilities and equipment, and this will tend to make them more prone to adventurous experimentation.

Super-Dude: 2099
By default, these rules assume that the mutant weirdness began during or after the apocalypse; however, this need not be
the case. Imagine, instead, a typical super-hero world, brought to the brink of destruction – possibly by some villainous
mastermind’s plot that went terribly wrong (or terribly right, on an unexpected scale). Actually, you need not work very hard to
imagine it, since many of the most popular comics have had stories that dealt with this possibility (the X-Men, in particular,
covered this thoroughly and even drew new characters from such an alternate future). In a campaign of this sort, most of the
PCs will probably be Mutants, equivalent to comic book super-heroes. Obviously, given its roots, Paragon: Apocalypse
handles this setting very well, and the DM will be able to focus his energy on creating an interesting background, rather than
modifying the rules to work with it. The tone can cover the same range that appears in comics, although it might be tempting
to lean a little on the dark side, given the fact that the heroes or their predecessors must have failed at some point, big time,
and, thus, may be carrying a heavy burden of guilt. To keep things interesting and push the setting just a little askew from a
normal comic, you might wish to focus on the elements that make it unique. For example, rather than assisting the law, the
heroes might actually b e the law – or they might even be opposed to it, in a totalitarian state. Simple survival can be a goal, in
some stories, mutant animals pose a credible threat, and “super-villains” may not even be human.

What If…?
This general category includes any environment that takes the default setting, one of the settings described above, or even
the setting from s ome other campaign and twists it into a new shape. For example, the “apocalypse” might have been a failed
alien invasion (or a successful one, with very messy invaders), and the heroes might end up having to deal with the remnants
of that force, on top of all of the usual problems. Those who have read my Dark Ascension notes will already have a feel for
the possibilities here. One idea that kept bumping around in the back of my mind while writing DA and then resurfaced while
working on this book was: what happens if the heroes fail, and either of the opposed alien races wins? These rules could very
easily be used to simulate exactly that possibility. Probably the most interesting way to use this idea is to take a campaign that
already exists (for example, a normal Paragon super-hero or Dark Ascension campaign) and then run a What If…? with it,
along the lines of the old Marvel comic series. Since the players will already be familiar with the world, they will immediately
care about it, and, since they will have witnessed the history of its collapse, they will feel personally involved. Whether or not
this new world is part of the “real” continuum or simply an “alternate history” is up to you. Obviously, the tone will be
somewhat related to that of the original setting; however, given the circumstances, it is likely to be a shade darker.

5.2 History
When creating a background for a new campaign, another element that you must consider, at least peripherally, is the
history of the place. Once you have settled on the way things are, it is generally a good idea to come up with a rough idea of
how they got that way. Given the nature of this game, the real question that must be answered is: how did everything fall
apart? This section describes a few possible answers to that vital question. Keep in mind that there may, in fact, be several
such answers. For example, a war could easily lead to an outbreak of disease (natural or man-made). Having said this, you

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should probably look at these ideas as possible ingredients, rather than the whole recipe, as it were. Also remember that this
information should be For Your Eyes Only. It is generally most interesting if the players do not know the real history of the
world and have to discover it for themselves.

War
This is, of course, the old standby. At some point in the past, humanity self-destructed, turning its most lethal weapons
(typically, of a nuclear variety) on itself. Ruins will tend to be, quite literally, ruined, except for isolated settlements and well-
fortified and/or well-hidden military installations (which will probably have numerous booby traps). Radioactive zones may be
relatively common, and pestilence is likely to be a problem, as well (see below). Tribalism will probably be widespread, and
old feuds may have lingered for decades or even centuries. Factions will often be militant, and some armies may have
devolved into hordes of brigands. Obviously, a world generated from this history is likely to be a grim one, although a small,
hopeful community might have learned from the experience and be seeking a better path for humanity.

Pestilence
A very close runner-up to war, in apocalyptic literature, disease is, in reality, a more likely catalyst for civilization’s downfall.
At some point in the past, a plague or group of plagues struck down mankind throughout most of the world (whether it was
natural or man-made is up to you). Those who survived (many of whom may now be immune to the disease) must try to
rebuild a shattered infrastructure with a greatly diminished population. In this world, “ruins” may, in fact, be eerily intact,
damaged only by the forces of nature. Radioactive zones will be rare or nonexistent, but the DM should feel free to replace
them with “biohazard” zones, which would have similar game effects. A few communities may have avoided the plague
altogether, and they will probably be violently xenophobic, fearing that they will contract it from the survivors. Mutants may be
viewed as plague-bearers or as the marked harbingers of the Powers That Be. Factions are likely to be secretive and self-
involved, and some may seek some sort of religious explanation for the downfall of civilization.

Natural Disaster
In a world where we have tamed so much of nature, it can sometimes be difficult to imagine a natural disaster that could
affect all of mankind (short of the sun going nova or some other celestial event that would render the topic moot). There are
forces out there that could still humble humanity, however, including meteor collisions, widespread volcanic activity (which
could also poison the atmosphere), massive global warming or cooling, and so forth. The results of this doom depend a good
deal on the specific nature of the disaster, of course. Radioactive zones may or may not be present, although other hazards to
life, ranging from poisonous gases to volcanic lava to frozen tundra, almost certainly will be. In general, the social results may
be similar to those caused by apocalypse through pestilence, in that people will be looking for some sort of cosmic rationale to
explain such as arbitrarily cruel event. Because the problem is even more detached from mankind, however, it is possible that
communities would be more likely to pull together, and xenophobia might be less common. Again, some factions might have a
religious or philosophical leaning, and some may be working to create a world that will not “anger the gods” a second time.

Alien Invasion
This idea was already mentioned in the previous section but warrants repetition here, since it is really more of an event than
a setting. At some point in the past, aliens invaded Earth and crushed civilization, as we know it. They may have ultimately
failed, partially or completely, or they may have succeeded and be currently lording it over native humanity. Obviously, each
of these options results in a very different campaign. In the former case, the results will be similar to those described for War,
above, except that: a) some of the technology will be alien; b) a few aliens may still exist to pose a threat (or even to assist in
rebuilding the world); and c) humans are more likely to be friendly to each other, since their xenophobia will tend to be focused
on the invaders. In the latter case, the campaign may involve the heroes trying to overthrow the invaders or to create a better
society within their domain. In either case, radioactive and/or biohazard zones may or may not be present, depending on the
weapons used by the invaders and the humans who opposed them. Mutants might, in fact, be genetically altered alien
minions. Factions are likely to be polarized between pro- and anti-alien positions, pro- and anti-rebel positions, and so on.
Note that “alien” invaders need not come from outer space. As an interesting alternative, they might be genetically altered
humans, sentient animals (à la Planet of the Apes), or even extra-dimensional magic-wielding “demons”, depending on your
setting.

Dimensional Shift
For a really strange campaign, you could assume that, at some point, some sort of intrusive dimensional shift radically
altered the face of the world, changing the very laws of physics. This works especially well with the Future Magic setting.
Imagine, for example, what our own world would be like if all the sorcery, superstitions, and nightmare creatures from our
myths suddenly became real. Obviously, the effects of this change depend a good deal on its nature. It is worth noting,
however, that many of the systems that do not appear to work well in such a campaign can do so if you simply skew them a
little. For example, in a world suddenly permeated with magic, radioactive zones could be replaced by “high mana” zones,
which might behave in a similar manner. When you think about it, powerful magic makes just as good and logical a catalyst as
radiation, when it comes to creating mutants.

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5.3 Factions
One of the staple notions of this genre is the idea that mankind’s inclination toward tribalism would inevitably result in the
formation of various factions, in a post-apocalyptic world. A faction is a group of like-minded individuals who have banded
together to further some goal (or prevent someone else from doing so). A faction may be militant, religious, philosophical, or
even racial, depending on the traits that brought its members together. Most seek power, in one form or another, although the
way in which they wield that power, for good or ill, varies tremendously. Some are open, but many are secretive or, at least,
discourage the flow of information outside of their ranks.
Whether or not you choose to use factions is ultimately up to you and should depend a good deal on the tone, setting, and
history of your campaign. Some background elements, such as the War history, will naturally lend themselves to this idea,
while others, such as the Back to the Stone Age setting, will discourage it. This will also have a large impact on the type of
factions that should be present, as well as their moral leanings, i.e. altruistic, self-serving, or something in between.
It is not really practical to list a large number of unique factions here, since they only work properly when tied into a specific
campaign background. Instead, a few general types are described, below, to get you started, and some attempt has been
made to ensure that they are generic enough to fit into most campaigns (at the expense of detail). Most individual factions will
be drawn from one or more of these general types. If you have access to the original Gamma World game, you can find many
more specific factions in that book (see the section on Cryptic Alliances). In particular, the Seekers, Knights of Genetic Purity,
Healers, Restorationists, and Archivists would fit into most campaigns.
Technologists: Technologists seek to understand and, ultimately, recreate the wonders of the Ancients. They generally
collect artifacts, either by conducting expeditions, themselves, or paying others to do so. For obvious reasons, many are
Scavengers and Crafters, and those who are not can make good patrons for PCs who are. Technologists generally assume
that the world of the Ancients was a better place or, at least, that the Ancients’ technology can make the modern world a
better place. While they are often altruistic, some collect relics only for their own use, as a means to gain power over others.
Even the helpful ones may be a bit elitist, on occasion, since they tend to assume that they are more knowledgeable than
the average people around them. In truth, they often are, but this knowledge does not always equate to wisdom.
Anti-Technologists: Anti-Technologists are, of course, the opposite Technologists and are often opposed to the latter. They
generally believe that the fall of the Ancients can be directly attributed to their technological success, and they do not wish to
see humanity repeat that mistake. They actively seek out artifacts and ruins, not to learn from them, but to destroy them.
Most assume that any tool of a technological level beyond the Iron Age is evil, and some – especially groups composed of
sentient animals – would prefer to see mankind remain at an even lower level. Many Anti-Technologists are Hunters,
Shaman, and Warriors who feel that they have discovered a better (i.e. more primal) way of life, but a few are Adepts and
Crafters who view technology as a threat to their particular monopolies or power bases. Oddly enough, this group even has
a few Scavengers within its ranks, although, of course, these individuals attempt to obtain relics only to destroy them. It
should come as no surprise that many sentient animals are Anti-Technologists, and most of these believe that technology
was the primary tool used by humanity to subjugate their ancestors and nearly destroy the natural world. Anti-Technologis ts
seldom make good PCs and are likely to be opposed by pragmatic adventurers; however, a PC with casual Anti-
Technologist sentiments, who chooses to avoid technology, himself, but is not inclined to force his beliefs on others, can be
interesting to play.
Purists: Purists believe that they should only associate with a particular race or culture. The more extreme ones believe that
maintaining such isolation would be much easier if those who do not belong to their own group were annihilated. Most
Purist groups are either Humans who despise the mutant strain or Mutated Animals who would like to see mankind fall.
Most Mentons tend to be casual Purists (or are, at least, rather arrogant), due to their upbringing, but they prefer to
subjugate other races, rather than destroy them. Purist Mutants are rare, since, by their very nature, Mutants tend to be a
varied lot and cannot easily be lumped into one group; however, a few pro-Mutant Purist groups have arisen as a response
to the violent activities of Human Purist groups. Purists seldom make good PCs, since they are, basically, bigots, who do
not associate with other races (thus limiting the character creation options of other players). They do make good enemies,
however, especially if they operate behind the scenes. A Purist group might even hire the heroes for a seemingly innocent
job, dragging them into a conflict they would never normally have entered, against an “enemy” that they might normally have
assisted.
Knowledge Seekers: Knowledge Seekers travel around the country, amassing information about the Ancients and their ways.
Unlike Technologists, they do not focus strictly on marvelous tools, nor do they always have a practical use for the lore they
acquire. Most believe that the acquisition of knowledge is a worthy endeavor, in its own right, and need have no other, more
practical purpose. Others wish to use their learning to improve their lot in life or the lives of all of their fellows. Knowledge
Seekers tend to be perceptive and wise, although some are also intellectual snobs. They often have a pacifistic nature but,
given their world experience, are not necessarily easy victims. Knowledge Seekers make fairly good PCs and even better
patrons. After all, once one is too old to travel, hiring someone else to track down information can sometimes work just as
well.

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Religious Extremists: Religious Extremists believe that the world is the way it is because some specific Being or Force made
it that way. Most assume that the Ancients committed some terrible sin and, thus, were punished by the gods. Naturally,
they wish to put as much distance between themselves and their ancestors as possible (which may lead to Anti-
Technologist sentiments). A few believe that the Ancients were pure and righteous but were somehow betrayed or,
perhaps, failed in some test. These individuals wish to emulate the Ancients or even improve upon their ways (which may
lead to Technologist or Knowledge Seeker sentiments). Some Religious Extremists have a considerable dose of racial
bigotry and, thus, may also be Purists. The key element that unites the members of such a group is a fanaticism that leads
them to conclude that they are the only ones who really understand the universe. Everyone who does not hold the same
beliefs is either foolish or evil (a person who is simply religious, without attempting to force his beliefs on others, would not
fall into this category). For obvious reasons true Religious Extremists do not make good PCs, although they do make good
enemies, if the DM does not mind adding a potentially controversial element into his campaign.
Brothers in Arms: Mercenary groups are common enough in many post-apocalyptic settings, and some of these may form
strong fellowships, brotherhoods, or martial orders. Members of such groups are united by ties of loyalty, camaraderie, or,
occasionally, simple self-interest (following the theory of “safety in numbers”). Their moral tendencies vary a great deal,
from barbaric raiders, who view anyone outside of their group as potential victims, to chivalric warriors, who seek out the
challenge of martial conflict in hopes of proving their valor and honor, to reclusive scholars of the martial arts, who seek
enlightenment through physical exertion. PCs can easily be members of such a group – and can just as easily be opposed
to them.
Knights of the New World: Most normal people spend a lot of their energy just trying to make their way through a dangerous
world. A few individuals, however, have not forgotten that society can be something other than just a collection of people
who have decided not to kill each other today. They believe that humanity cannot arise from the current Dark Age through
technological advancement, alone, but must prove its worth, by formulating and upholding laws of conduct that protect the
welfare of all (or an elite few). Sometimes these individuals come together to form something greater – a brotherhood of
knights, who travel about the countryside, righting wrongs and enforcing their own code of conduct. These cavaliers tend to
be Lawful, in nature, but are not always Good. After all, some laws are less compassionate than others. In general,
however, these “lawmen” tend to act as a force for order, mitigating the chaos of the post-apocalyptic world. PCs can form
such a group or may even oppose one, especially if it is of a Lawful Evil inclination, enforcing harsh rules on a downtrodden
population.
Guardians of the Community: In many respects, this type of faction is similar to the previous one. However, while the
Knights of the New World travel abroad and seek to spread their code, Guardians focus all of their energy on their own
community and seldom try to extend their control beyond it. Whether they operate openly or secretly, trying to make the
world a better place or simply trying to ensure their authority over their own little portion of it, they believe that they know
what is best for their community and will go to great lengths to protect it. They are often (although not always) altruistic but
may still be somewhat arrogant, in as much as they assume that they are best suited, by virtue of age, wisdom, wealth,
political savvy, and/or inheritance, to controlling the fate of their fellow citizens. Guardians do not make especially good
PCs, since they are bound to one area; however, they do make good patrons – and not even necessarily within the PCs’
own community.

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