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Compiled by Yalc VERSION 1.14 POST APOCALYPSE: THE RPG

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Page 1: Post Apocalypse: The RPG - postrpg.compostrpg.com/documents/1_14.pdf · The contents are heavily inspired by Exodus RPG, the Fallout series, and real-life experience. This document

Compiled by Yalc

VERSION 1.14

POST APOCALYPSE: THE RPG

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Table of Contents

- Disclaimer – 2 - Character Creation – 3 - Playable Races – 4

- Humans – 4 - Ghouls – 4 - Super Mutants – 4 - Synths – 5

- Level System – 6 - Skills List – 7 - Tools List – 7

- Traits – 7 - Perks – 8 - Combat – 12

- Attacks – 12 - Cover – 12 - Sneak Attack Criticals – 13 - Damage Reduction - 13 - Fire Damage – 13 - Targeted Shots – 13

- Ammo and Weapons – 14 - Armor – 19 - Equipment – 20 - Vehicles – 23 - Encumbrance – 24 - DM tips – 25 - Contradictions and Shortcomings – 29 - Bestiary – 30 - Character Sheet – 45 - Weapon Cutouts – 46 - Special Thanks – 47

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Disclaimer: This piece of writing is not an official Dungeons and Dragons supplement text. Nor is this writing officially authorized by the owners of the Fallout or Wasteland series owners. This writing is a compilation of a set of rules, items, custom creatures, etc that I have used in my own post-apocalyptic settings using the D&D 5e rule set as a base. The contents are heavily inspired by Exodus RPG, the Fallout series, and real-life experience. This document is not designed or permitted to be sold. It is public domain information to follow the law of Fair Use in regards to the potentially copyrighted or trademarked names within. For reference, the Fair Use law states: 17 U.S.C. § 107 Notwithstanding the provisions of sections 17 U.S.C. § 106 and 17 U.S.C. § 106A, the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright. All information within is subject to change by author, and is not to be taken as codified law. Any game master may alter statistics and rules as they see fit. Most importantly: have fun and play more games.

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Character Creation Note: This is a classless system. It is up to the players and DM to ensure characters created fit the description of their background and preferred play style. In the end, the character will be defined by the perks/traits taken, proficient skills, and the way the character is played. Step 1 – Roll your Statistics Block. Your Game-Master will have a preferred method of doing this. Step 2 – Choose your race. Apply the race’s Statistic changes and any special traits. Step 3 – Choose your combination of any four skill or tool proficiencies, two save proficiencies, and one weapon proficiency. Step 4 – Choose your trait, if any. Step 5 – Note your skill scores. Each skill is equal to the modifier of the statistic listed to its right. If you have proficiency in that skill, add your proficiency bonus to it. Step 6 – Note you secondary statistics E.g. Speed, Initiative, Passive Perception, Proficiency Bonus, Hitpoint maximum, Hit Dice, AC etc

- Most of these statistics are given by your race, level, or primary statistics. - Before perks and traits are added, your Initiative is equal to your Dexterity Mod. - Your AC is dictated by the armor you are wearing, and Dexterity Mod. (If applicable) - Passive perception equals 10 + your Perception modifier. - Your level 1 max hit points will be equal to your max hit die roll plus your constitution modifier.

Step 8 – Gain additional tool or language proficiencies of your choice in number equal to your intelligence modifier. Step 7 – Decide the flavor of your character – Alignment, physical description, personality.

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Playable Races Race Humans

Hit Die 1d8 Speed 30’ Stat Modification +1 to all stats Weapon Availability All personal firearms, melee weapons, and explosives. Special Traits None Humans are your most common sentient life form found out in the wasteland, retaining their prewar status. The average human you find will have originated from one of two places. The first are from the Vaults, underground fallout shelters that housed a small portion of humanity during the Great War and after. Depending on what Vault they are from and what year it is, these Vault dwellers may either be green to the wastes or established veterans. The rest of humanity comes from assorted tribes, descendants of those who managed to survive the Great War outside of the Vaults and rebuild society afterwards. These tribes can range in variety from degenerate raiders to religious cultists, but are usually just normal people getting by in the aftermath. Humans can use normal personal firearms, melee weapons, and explosives unassisted. The strongest may use heavy weapons without the assistance of power armor. Humans do not have any special traits, but are in general very versatile beings. Race Ghouls

Hit Die 1d8 Speed 30’ Stat Modification +2 Wisdom, +1 Intelligence Weapon Availability All personal firearms, melee weapons, and explosives. Special Traits Radiation Resistance Ghouls are the result of humans being exposed to large amounts of radiation and not having the fortune to die from it. Over the course of time, their skin has dried up and crumbled, hair has fallen out, vocal chords been damaged. Reminiscent of zombies, many humans initially mistake a ghoul as a walking dead. However, the condition is not infectious and only feral ghouls are innately hostile. It is uncertain what causes a ghoul to go feral, but most believe it is a combination of radiation, time, and mental decay. As a positive effect of the transformation into a Ghoul, those affect have greater longevity, with some ghouls reportedly living over 200 years naturally. Thus, prewar ghouls are generally more wizened than their human counterparts. Ghouls also naturally resist Radiation poisoning, though exposure may hasten the shift to ferality and is generally avoided. In general, humans in the wasteland are weary of Ghouls out of fear. They face discrimination in all but the most accepting communities. Ghouls may use the same weapons as humans. Race Super Mutants

Hit Die 1d10 Speed 35’ Stat Modification +4 Strength, +2 Constitution, -2 Wisdom, -2 Intelligence Variant: Intelligent +2 Strength, +1 Constitution Variant: Nightkin +2 Dexterity, +2 Constitution, Stealthboy addiction. Weapon Availability Large Melee, Rifles, Shotguns, Heavy guns, and explosives. Special Traits Radiation Resistance, Toughness perk A product of prewar science gone wrong, the Super Mutant is the scourge of the wasteland. Super Mutants may be found across the former United States in the years after the Great War, but all originate from the same pathogen Forced Evolutionary Virus. FEV was developed by the former US as a combination super serum and antibiotic. While the virus did increase muscle mass and pain tolerance, it also led to reduced intelligence, increased aggression, and the

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disappearance of sexual characteristics. During the Great War, large amounts of FEV were exposed to the land through the destruction of research facilities. Humans exposed to the FEV mutated into Super Mutants who then dragged more humans to the “Green Stuff” to be transformed. Two types of Super Mutants are found in the wastes: Intelligent and Normal. Intelligent Super Mutants are the result of careful and measured exposure of humans to FEV. Most of these mutants come from the Master’s army from southern California. They are rarer than normal Super Mutants, but retain human intelligence, making them deadlier but more reasonable. Normal Super Mutants have degraded minds and will generally attack non-mutants on sight, capturing them for food or transformation. Super Mutants stand at about 6 to 7 feet tall, are very muscular, and range in color from dark gray to light green. Thanks to FEV, they are naturally more resistant to physical damage and radiation poisoning. Due to their enlarged hands, Super Mutants usually only use rifles, large melee weapons, and heavy guns. Some can be seen using thrown explosives, while others act as suicide bombers. Race Synthetic Humans

Hit Die 1d8 Speed 30’ Stat Modification +2 Intelligence, +1 Constitution Weapon Availability All personal firearms, melee weapons, and explosives. Special Traits Radiation Immune, Electronic

Synthetic Humans, or Synths, are a type of robot created to mimic the human form. Depending on their generation,

their appearance can range from metallic skeletons to indistinguishable from humans. Synths were developed by a

number of groups after the Great War, most notably the Institute in the Commonwealth.

Thanks to their non-biological processors, Synths are more intelligent than their human counterparts. Their metallic

skeleton also increases their durability. Their bodies are non-biological, thus radiation does not damage them. However,

they are susceptible to EMP and electric damage and cannot be healed by biological medicine. Their internal workings

can only be repaired and replaced.

1st and 2nd generation Synths exist in the uncanny valley, and thus are viewed with fear and suspicion by normal humans.

3rd generation Synths can more easily blend in with humanity.

Synths can use the same weapons as humans.

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Level System This supplement uses a classless system. When creating their character, players pick their own skill, tool, weapon, and throw proficiencies based on their backstory and function. Perks and proficiencies form the basis of the players’ custom classes. Weapon Proficiency: The types of weapons you are accustomed to using. Gain your proficiency bonus on attack rolls and any checks involving the weapon. Types include: Pistols, SMGs, Shotguns, Rifles, Melee, Heavy Weapons, Energy Weapons, and Explosives. Perks: Special Bonuses gained at levels 2, 6, 10, 14, and 18. Some are pure bonuses, others have stronger bonuses but drawbacks. Perks are permanent as soon as you choose them. Ability Score Improvement: At levels 4, 8, 12, 16, and 19, you may add 2 points between any of your Stats. No Stats may rise above 20 this way. Extra Attack: At level 5, whenever you take an attack action you may make two attacks. Additional proficiency: At levels 3, 7, 11, and 15, you may gain an additional skill, tool, or weapon proficiency.

Level Proficiency Bonus Features Exp.

1

+2

Four skill or tool proficiencies. One Weapon Type Proficiency Two Saving Throw Proficiencies Up to one trait.

0

2 +2 Perk 300

3 +2 Additional Proficiency 900

4 +2 Ability Score Improvement 2700

5 +3 Extra attack 6500

6 +3 Perk 14000

7 +3 Additional Proficiency 23000

8 +3 Ability Score Improvement 34000

9 +4 48000

10 +4 Perk 64000

11 +4 Additional Proficiency 85000

12 +4 Ability Score Improvement 100000

13 +5 120000

14 +5 Perk 140000

15 +5 Additional Proficiency 165000

16 +5 Ability Score Improvement 195000

17 +6 225000

18 +6 Perk 265000

19 +6 Ability Score Improvement 305000

20 +6 355000

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Skill List: Acrobatics – Dexterity based athleticism. Animal Handling – Interactions with animals, taming them, and teaching them tricks. Athletics – Running, jumping, and lifting. Computers – Hacking computer, finding data, and working on robots. Deception – Lying and deceiving. History – Knowledge of prewar America or major postwar events. Insight – Perceiving the emotions and motives of other people. Intimidation – Convincing others through fear. Investigation – Searching for evidence or details. Medicine – Surgery, diagnosis, and treatment of wounds or disease. Nature – Knowledge of animal and plant life. Perception – Awareness of your surroundings Performance – Ability to act, sing, or entertain. Religion – Knowledge of prewar religions and post war cults. Repair – Fixing machinery, modifying weapons, and building objects Science – Creating chemicals and knowledge of physics/math/chemistry/etc. Sleight of hand – Pickpocketing and lock picking. Stealth – Staying hidden and doing things covertly. Survival – Knowledge of the land, and survival skills. Tacking animals, preparing food, etc. Technology – Knowledge of prewar technology.

Tool List:

Lockpicks

Mechanics Tools

Chemistry Equipment

Doctor’s Tools

Musical Instrument – Guitar, Drums, Strings, Horns, etc

Cooking Utensils

Gaming sets – Dice, Cards, etc

Vehicles – Land, Sea, or Air

Artisan – Brewing, Carpentry, Smithing, Leatherworking, Painting, etc

Traits

Stocky – -5’ Speed, +2 Constitution. Four Eyes – +1 Wisdom while wearing glasses, -1 Wisdom while not wearing glasses. Heavy Handed – +2 damage with unarmed strikes. -2 to Initiative Small Frame – +5’ Speed, -2 Constitution Good Natured – -1 Weapon Proficiency, +2 Skill proficiencies Gifted – You character cannot have skill proficiencies, but applies half their proficiency rounded up to every skill. Chem Resistant – Half addiction rate for drugs. Half Duration for drugs. One in a million – Critical Hits deal x3 damage instead of x2. Critical Fails are more disastrous for your character. Idiot Savant - Character’s Intelligence is reduced to 8. Character gains 3 additional skill proficiencies.

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Perks Always Watching Found you You gain a +5 bonus to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. Assassin The Van Graffs send their regards. Sneak Attack Criticals do x3 damage instead of x2 damage. Athlete Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. Action Surge I'm givin' her all she's got! Use your surge to take an additional action once every short/long rest. Actor Increase your Charisma score by 1, to a maximum of 20. You have advantage on Deception and Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked Base Runner Wasteland baseball has a new player. Gain 10’ speed. Add (10/20) to the range of thrown weapons. +2 Damage with bludgeoning melee weapons. Berserker Once between short or long rests, you may go into a rage as a bonus action. Gain 4 Strength and 15 Speed for 60 seconds (10 rounds). You are immune to Fear, Frenzy, Sleep, Fatigue, and Crippling during this time. Bloody Mess On critical strikes, awful things happen to your targets. +2 Damage on all rolls. Black Widow / Lady Killer / Confirmed Bachelor / Cherchez La Femme +1 Damage on attacks against chosen gender (humans and non-feral ghouls only). Advantage on Charisma based checks against chosen gender. Demolition Man How's that damn three seashell thing work? Explosives you use deal an extra 2 dice of damage. You have advantage on crafting checks for explosive devices.

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Durable You gain +3 max hit points per level. This applies to previous levels as well. Empathetic You can’t hide what’s in your heart. You gain advantage on insight and persuasion checks. Fallout Boy Increase your Constitution score by 1, to a maximum of 20. Gain Radiation Resistance (Gain Rads at half the normal rate). Fast Hands Lever action, pump action, and SA revolvers are considered semi-automatic for you. Break action weapons can be reloaded as a Bonus action. Gun Nut This is my rifle. There are many like it, but this one is mine. Gain two additional weapon proficiencies. Gain advantage on knowledge checks involving weapons. Gwinnet Gumption Daddy was a hard drinking Commonwealth man. As a bonus action, you may drink an alcoholic beverage. For its duration, you get double the stat effect from its use. You are immune to alcohol addiction. Hack the Planet You know UNIX. Gain advantage on Computers checks. You never get locked out of computers. Hunter Critical Strikes on animals do x3 damage instead of x2 damage. You gain advantage on Nature checks relating to animal physiology. Jury Rigger You just need some duct tape, WD40, a rubber band, and a paperclip to fix anything. You are able to attempt to repair mechanics and electronics using scrap materials, similar items, and junk without penalty. Gain advantage on Repair checks Locksmith If they didn’t want it stolen, they’d have used better locks. Gain advantage on lock-picking (Sleight of Hand) checks. Locks never jam on you. Light Step Increase your Dexterity score by 1, to a maximum of 20. You do not set off floor based traps, such as mines and trip wires. You may dash while sneaking without taking disadvantage on stealth rolls. Linguist You may be a cunning linguist, but I’m a master debater. Increase your Intelligence score by 1, to a maximum of 20.

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You learn three languages of your choice. You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use a computer to decipher it. Lying is the most fun… You gain advantage on Deception checks Lucky You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest. Martial Artist I know kung-fu. Your character’s unarmed strikes deal a die higher damage (1d4->1d6->1d8). After making a melee attack, you may use a bonus action to make an unarmed strike. You have advantage on attack rolls made for grapple attempts. Medic! When you roll d8’s to heal with a Stimpak, rolling 1, 2, 3, or 4 counts as 5. Night Owl You aren’t a morning person for sure. You have dark vision out to 60’ You gain advantage on Perception checks at night, but disadvantage during the day. Ninja Melee attack rolls of 19 count as critical hits for you. Enemies have disadvantage on noticing you when you kill someone with a sneak attack. +2 Damage with Slashing or Piercing Melee weapons. Observant

I’m sorry Dave, I’m afraid I can’t do that.

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Over the Top! Into no-mans-land we go. Once per combat, when you dash forward out of cover, you may take an attack action and gain +3 AC until your next turn. Sawbones Damn it, I’m a doctor not a scientist. You have advantage on Medicine checks. As a standard action, if you have Doctor’s Tools or consumable medical supplies, you can heal a downed party member for 1d8+3 hit points.

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Sniper I missed you, then I found a better scope. If not in combat, and in a prone or bench rested position, your first shot with a rifle has advantage to hit and deals +5 damage. If you do not already have proficiency in rifles, you gain it. Sharpshooter One shot, one kill. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Before you make an single shot with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Skilled Check out the big brain on Brad! You gain proficiency in any combination of 3 skills, tools, or weapons of your choice. Toughness Your skin has mutated, adapting to the harsh life of the wasteland. What was once soft and squishy is now rock hard. +3 Natural AC Too Weird to Live, Too Rare to Die There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. You are resistant to drug addiction and drugs last twice as long for you.

We have to cook

Yeah! Science!

Drugs you craft have double stat effects, but double chance for addiction.

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Combat Actions in Combat Standard Bonus Move

Attack

Use a skill to alter game state

Reload manually (up to 10 cartridges)

Dash

Disengage

Take Aim

Take Cover

Reload with a magazine or Clip

Use a skill to gain information

Use an item

Draw/holster a weapon

Move your speed

½ - Stand from prone

½ - Move in difficult terrain

Free - Drop prone

Attack Types: MELEE – Works the same as in D&D.

Single Shot – One shot from a firearm. All firearms may be fired like this (except full auto only). Add DEX to attack roll, and weapon proficiency if applicable. Roll damage based on ammo type plus DEX. Multiple Shots – Up to three shots with a Semi auto Firearm or up to ten shots from a Full-Auto. One attack roll adding DEX, and proficiency if applicable. Each subsequent shot takes a cumulative penalty to hit based on the weapon’s recoil. Critical damage only applies to first hit, and the subsequent shots are not guaranteed hits. Ex. 5 shots, +3 DEX mod, +2 Proficiency, 15 on the die, -2 recoil. The shots have a 20, 18, 16 ,14, 12 to hit respectively.

Area Spray – Ten shots from a full-auto firearm. Targets 10’x10’ area. Creatures inside area must make DEX save to avoid damage. In ¾ or full cover – DC 10. In ½ or ¼ – DC 15. In Open – DC 20. 1d3 hits

Suppression Fire – Fifteen shots from a semi-automatic or full-auto firearm. Imparts disadvantage on attack rolls on one target until your next turn. Target triggers attack of opportunity from you if it leaves cover. If target is out of cover when you use suppression, it must make a DEX 20 save or take 1d4 hits.

Overwatch – Common delayed action. After you take this action, until your next turn you may take one attack

action against an enemy that moves in your line of sight.

Cover/Position Kneeling – +2 AC bonus when at least 10’ away from attacker.

Prone – +4 AC bonus when at least 10’ away from attacker.

¼ Cover – +2 AC Bonus – Ex. Standing behind a 3’ high wall.

½ Cover – +4 AC bonus – Ex. Lean out from behind a wall, kneeling at 3’ wall.

¾ Cover – +7 AC Bonus – Ex. Peeking out from behind a wall or tree.

Full Cover – Can’t be hit – Completely obscured by impenetrable object. In order to use full cover, you must use the

Take Cover action.

Definition of impenetrable cover – Any object that a given bullet will not pass.

Ex. For pistols rounds, ¼ inch steel or 5 inches of wood. For Rifle rounds, ¾ inch steel or 12 inches of wood.

In general, car engine blocks, sandbags, large trees, thick concrete walls, and armored doors.

Ranged Attacks Ranged attacks against hostiles in melee with you confers disadvantage on attack rolls, except for pistols. Shooting into a

melee does not incur penalties as long as you have clean line of sight on the target.

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Take Aim As a standard action, you can steady your sights on a target you have line of sight on. If your next action is a ranged

attack, you gain advantage on your roll to hit.

Take Cover Duck and cover, the bombs are coming down! Use this action to hide behind cover. Turns ½ and ¾ cover into full.

Hidden Attacks Attacking something while hidden confers advantage on your attack roll.

Sneak Attack Critical If an enemy is not aware of your presence, not searching for you, and you are hidden from them, your attacks deal

automatic critical damage.

This generally only applies to your first attack in combat, unless an enemy thinks “It must have just been the wind”.

Damage Reduction Damage Reduction, or DR, is an attribute of armor. In addition to the AC a piece of armor provides, it may provide a DR

number. Whenever a character or creature with DR takes damage from a weapon, reduce the total damage from the

individual hit by the target’s DR. For example: a raider wearing metal armor with a DR of 4 takes a hit from a 22LR round,

which rolls a damage of 5. After reduction, that raiders takes 1 damage to their hit points.

Fire Damage Some weapons, ammunition, or environmental effects inflict fire damage. When a living creature is set on fire, they take

7 (2d6) damage at the start of their turn each round until someone, either themselves or another, puts the flame out.

Targeted shots

Unless otherwise stated, all shots are assumed to be aimed at center mass.

You may target a section of your enemies’ bodies to cause effects or deal more damage.

Targeted Body

Part

Attack

modifier

Damage

Mod.

Effect on hit

Head -6 x2 DC 20 CON save or x3 damage instead.

Arm -4 x1 DC 15 CON save or disarmed and appendage crippled.

Weapon -4 x0 Disarmed

Legs -4 x1 DC 15 Con save or Crippled

Sensory Organ -8 x1 DC 15 CON save or Blinded

Combat Inhibitor -6 x0 Frenzied

“Weak Point” -6 x2 DC 15 CON save or x3 damage instead.

Thrown Explosives

When an explosive is thrown, you target a 5’square. The square has an effective AC of 10. If you roll under 10, the DM

will roll to see where the explosive lands. First, a 1d4 is rolled to determine direction of the miss. If the explosive was

thrown within standard range, the distance is 1 square. If in disadvantage range, 1d3 squares.

When the explosive is thrown, conscious intelligent creatures in the area may make a Dex DC 15 Save to jump away

from the explosion into a neighboring square, taking half damage. They may also attempt the same DC save to jump

behind adjacent cover, if available, for no damage. This kind of movement will provoke attacks from Overwatching

enemies.

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Ammo and Weapons Type Damage Weight / 100 Scarcity Value

.22 2d4 .75 lb C 1

.223/5.56mm 2d8 2.5 lb C 2

.30-06 2d10 5.5 lb U 4

.308/7.62mm 2d10 5 lb C 4

.338 Lapua 2d12 7 lb R 7

.357 Magnum 2d6 3 lb U 3

.38 Special 2d4 2.5 lb C 2

.380 Auto 2d4 2 lb U 2

.44 Special 2d6 4 lb U 2

.44 Magnum 2d8 4.5 lb R 3

.45 ACP 2d8 4.5 lb U 3

.45-70 Gov 2d10 5 lb R 4

.50 AE 2d10 5 lb R 8

.50 BMG 3d10 25 lb VR 15 10mm Auto 2d8 4.5 lb R 3 12 Gauge 2d10 10 lb C 5 20 Gauge 2d8 8 lb U 4 5.7mm FN 2d6 1.5 lb R 8 5mm 2d6 2.5 lb R 1 7.62x39mm 2d8 3.5 lb U 3 9mm Para 2d6 2.5 lb C 2 Energy Cell Varied 25 lb U 8 Microfusion Cell Varied 100 lb R 20 Variants Hollow Point +1dX, x2 DR N/a U +50% Shotgun Slug No Spread

-5 DR N/a C +50%

Armor Piercing -5 DR N/a R +100% Incendiary +Fire Damage N/a VR +150% Raufoss .50 BMG 6d10, -5 DR,

+Fire 25 lb VR 75

.22 Long Rifle – A common, small rimfire round suitable for plinking and varmints. .223 Winchester/5.56mm – A common intermediate rifle cartridge used in AR15s and M16s .30-06 Springfield – An older full power rifle cartridge used in hunting rifles and the M1 Garand .308 Winchester/7.62mm – A more common full power rifle cartridge used in hunting rifles and the M14 .357 Magnum – A common rimmed cartridge, used predominantly in revolvers and lever guns. .38 Special – A shorter, weaker version of the .357 Magnum. It can be used as a substitute in .357 guns. .380 Auto – A short, low power pistol round, found mostly in compact semi auto pistols. .44 Magnum – A rarer, more powerful rimmed cartridge. .44 Special – A shortened, less powerful version of the .44 Magnum. Can be used in .44 Mag revolvers and lever guns. .45 ACP – A common, high caliber pistol round. Used most famously in the Colt 1911 pistol. .50 Action Express – A rare, high caliber pistol round developed for and used in the Desert Eagle pistol. .50 BMG – A large machine gun cartridge that has found itself use in heavy sniper rifles. 10mm Auto - A rare, high power pistol cartridge. 12 Gauge – A common shotgun shell size. Predominantly filled with birdshot or buckshot. 20 Gauge – A smaller, less common shotgun shell.

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5.7x28mm FN – A small, fast rifle round. It is very rare, but very accurate. 5mm – A US military cartridge designed for the Vertibird Mounted Minigun 7.62x39mm – A common intermediate rifle cartridge used in the SKS and AK47 9mm Parabellum – A common pistol cartridge used in a wide variety of guns, such as the Beretta 92FS Energy Cells – Highly charged capacitor cells. Used in small energy weapons Microfusion Cells – Heavy fusion batteries designed for long term power, and for large energy weapons. Hollow Points – Firearm bullets with a hollow cavity at the tip. Expands in soft tissue causing more damage, but is more easily stopped by armor and cover. Slugs – Shotgun shells that fire a single, solid projectile instead of a group of pellets. Armor Piercing – Firearm bullets with a core of steel or tungsten instead of lead. They more easily penetrate armor and cover. Incendiary – Firearm bullets coated in a compound that ignites upon firing. Ignites hit objects. Raufoss – An extremely rare variant of the .50 BMG cartridge. The Raufoss has a tungsten penetrator, incendiary compound mix, and high explosive payload. Inflicts massive damage on materiel and personnel. Scarcity Scarcity is a measure of availability of an object or resource.

C – Common – 90% of stores and 75% of traveling merchants will have this item or something similar.

U – Uncommon – 70% of stores and 50% of traveling merchants will have this item or something similar.

R – Rare – 50% of stores and 25% of traveling merchants will have this item or something similar.

VR – Very Rare – 20% of stores and 5% of traveling merchants will have this item or something similar Magazine Types Magazine type determines how a firearm is reloaded after being emptied of ammunition.

Internal – Used in break actions. Internal magazines chamber only the rounds about to be fired and have to be manually reloaded after being expended

Cylinder – Used in revolvers. After being expended, rounds must be manually reloaded, or reloaded with a speedloader.

Box – The common magazine. Can be easily removed and replaced with a new one.

Drum – A large rotary magazine. Similar function to box magazines.

Tube – Used in lever and pump actions. Loaded manually via a gate.

Beltfed – Used in machine guns. Ammo use limited only to how many rounds are linked together. Action types The action determines the fire rate of a firearm. Single can fire only one round per attack. Semi can fire up to 3. Full auto can fire up to 10.

Single o Bolt Action o Lever Action o SA or Single Action

Semiauto o Semi o Break Action o DA or Double Action o Pump Action

Full Auto Pistols Name Ammo Range Action Magazine Weight Recoil Scarcity Value

Ruger G100 .22 LR 45/135 DA 10 Cyl 1 -1 U 50 Ruger Mk. 3 .22 LR 45/135 Semi 10 Box 1.5 -1 C 200

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Taurus 82 .38 Spl 40/120 DA 6 Cyl 1 -1 C 100 S&W 686 .357 Mag 45/135 DA 6 Cyl 1 -2 C 200 Beretta 92 9mm 45/135 Semi 15 Box 1.5 -3 C 350 Beretta 93R 9mm 45/135 Semi 20 Box 1.5 -3 R 450 Colt 1911 .45 ACP 45/135 Semi 7 Box 1.5 -4 U 200 Desert Eagle

.357/.44/ 50AE

50/150 Semi 8 Box 2 -3/-4/-5 R 400/400/ 2500

Glock 17 9mm 60/180 Semi 17 Box 1.5 -3 C 850 .22 SA Rev .22 LR 30/90 SA 6 Cyl 1 -1 C 30 .38 SA Rev .38 Spl 40/120 SA 6 Cyl 1 -1 C 50 .44 Rev .44 Spl/Mag 45/135 DA 6 Cyl 2 -3 R 550 .44 Spl. Rev .44 Spl 45/135 SA 6 Cyl 2 -3 U 400 PPK .380 40/120 Semi 7 Box 1 -1 U 75 Derringer .22/.38/.44 15/45 Break 2 Internal 1 -1/-1/-4 C 40 SMGs Name Ammo Range Action Magazine Weight Recoil Scarcity Value

H&K MP5 9mm 70/210 S, A 30 Box 6 -3 U 700 H&K MP9 10mm 70/210 S, A 30 Box 5 -3 U 700 FN P90 5.7mm 80/240 S, A 30 Box 6 -2 R 2500 M3A1 .45 ACP 50/150 S, A 30 Box 9 -3 U 875 MAC 10 9mm 50/150 S, A 30 Box 6 -3 U 400 Uzi 9mm 60/180 S, A 20 Box 8 -3 R 500 Thompson .45 ACP 60/180 S, A 50 Drum 11 -3 R 650 Rifles Name Ammo Range Action Magazine Weight Recoil Scarcity Value

Ruger 10/22

.22 LR 70/210 Semi 10/25 Box 5 0 C 400

Springfield Trapdoor

.45-70 80/240 Break 1 Internal 8 -3 U 500

Mossberg Plinker

.22 LR 70/210 Bolt 10 Box 5 0 C 300

AR 15 .223 100/300 Semi 5,10,20,30 6 -2 C 800 M1 Garand .30-06 110/330 Semi 8 Box 10 -3 R 850 M16A2 5.56mm 100/300 S, A 20, 30 Box 6 -2 U 1200 Moss. Patrol

.308 120/360 Bolt Action 5 Box 7 -3 U 900

FN FAL 7.62mm 90/270 S, A 20 Box 9 -3 R 1200 PGM Hecate

.50 BMG 150/450 Bolt Action 10 Box 30 -5 VR 4000

.223 Bolt .223 100/300 Bolt Action 5 Box 6 -2 C 650 M14 7.62 100/300 Semi 20 Box 9 -3 U 800 Rem 700 .30-06 110/300 Bolt Action 7 Box 7 -3 U 900 Hi-point 9mm 70/210 Semi 15 Box 6 -1 C 500 AK 47 7.62x39 70/210 S, A 30 Box 8 -2 U 650 SKS 7.62x39 80/240 Semi 10 Internal 8 -2 U 500 M4 Carbine 5.56mm 80/240 S, A 30 Box 5 -2 R 1400 AI .308 .308 140/420 Bolt Action 10 Box 14 -3 VR 1500 CENA AK 7.62x39 80/240 Semi 30 Box 8 -2 R 700 Henry 22 .22 LR 70/210 Lever Action 10 Tube 6 0 C 300

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Henry 357 .38/.357 80/240 Lever Action 10 Tube 7 -1 U 350 Henry .44 .44 80/240 Lever Action 10 Tube 7 -2 R 400 Marlin 1895 .45-70 90/270 Lever Action 4 Tuber 8 -3 R 800 Shotguns – Spread: Hits at second range deal ½ damage with buckshot, but affects a 15’ line. Name Ammo Range Action Magazine Weight Recoil Scarcity Value

Sawn 12 12 Gauge 20/60 Break Action 2 Internal 4 -4 U 400 Mossberg 870 12 Gauge 40/120 Pump Action 5 Tube 6 -4 C 600 SPAS 12 12 Gauge 40/120 Semi 6 Tube 9 -4 R 1000 Pump 20 20 Gauge 30/90 Pump Action 5 Tube 6 -3 C 600 Lever 12 12 Gauge 40/120 Lever Action 5 Tube 8 -4 C 500 Lever 20 20 Gauge 30/90 Lever Action 5 Tube 8 -3 C 400 AA-12 12 Gauge 40/120 S, A 32 Drum 16 -3 R 1400 Explosives Name Range Splash Damage Weight Scarcity Value

Dynamite 40/80 4d6, 20’ Radius 1 U 50 Frag Grenade 40/80 4d10, 20’ Radius 1 R 150 Molotov 40/80 Fire Damage, 10’ Radius 1 U 15 Frag Mine Planted 4d12, 15’ Radius 2 R 200 Plasma Mine Planted 6d12, 15’ Radius 2 VR 300 Pulse Grenade 40/80 EMP, 10’ Radius 1 U 200 Plasma Grenade 40/80 5d10, 20’ Radius 1 VR 300 Pipe bomb 40/80 3d6, 10’ Radius 1 C 30 Mini Nuke N/a 6d10, 20’ Radius, 100 Rads 2 VR 250 Energy Weapons Name Ammo Range Damage Action Magazine Weight Recoil Scarcity Value

Laser Pistol EC 50/150 2d6 Semi 20/Cell 3 -2 U 200 Laser Rifle EC 120/360 2d8 Semi 20/Cell 8 -1 R 800 Plasma Pistol

MFC 50/150 2d8 Semi 10/MFC 4 -3 R 300

Plasma Rifle

MFC 120/360 2d10 Semi 10/MFC 10 -2 VR 1300

Heavy Guns Name Ammo Range DMG Action Magazine Weight Recoil STR

Req. Scarcity Value

Minigun 5mm 50/150 2d6 Auto Beltfed 25 -1 16* R 5000 Heavy Laser

MFC 75/225 2d8 Auto 100/5MFC 18 -1 15* VR 6500

Flamer Flamer 30’ Line 2d6+Fire Single 10/Tank 15 N/a 13* R 2000 Heavy Plasma

MFC 60/180 2d10 Auto 50/5MFC 20 -2 16* VR 7500

Rocket Launcher

Rockets 100/300 3d10 Single 1 Internal 17 N/a 11 R 3500

Fatman Mini nukes

200/600 6d10 in 20’ AoE +200 Rads

Single 1 Internal 15 N/a 11 R 5000

*-Strength requirement may be replaced by wearing Power Armor

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Melee Name Thrown Range DMG Weight Special Value

Unarmed N/a 1d4 N/a N/a Unarmed (Super Mutant)

N/a 1d6 N/a N/a

Brass Knuckles N/a 1d6 .25 Unarmed 30 Spiked Knuckles N/a 1d8 .25 Unarmed 50 Trench Knife N/a 1d8 1 Unarmed 75 Deathclaw Fist N/a 1d8 2 Unarmed, Ignores DR 400 Shotgun Fist N/a 1d6 + 1d10 3 Unarmed, fires 12 Gauge shell on hit. 500 Pocket knife N/a 1d3 .25 Silent, x3 Crit Dmg, Finesse 5 Switchblade (20/60) 1d4 .25 Silent, x3 Crit Dmg, Finesse 40 Ka-Bar (20/60) 1d6 1 Silent, x3 Crit Dmg, Finesse 80 Throwing Knife (30/90) 1d4 .25 Silent, x3 Crit Dmg, Finesse 40 Machete N/a 1d8 2 Silent, x3 Crit Dmg, Finesse 120 Katana N/a 1d8 (1d10) 3 Silent, x3 Crit Dmg, Finesse, Versatile 300 Metal Bat N/a 1d6 (1d8) 3 Versatile 25 9 Iron N/a 1d6 (1d8) 2 Versatile 35 Chainsaw N/a 3d6 8 Loud, Two-handed 800 Spear (25/75) 1d8 (1d10) 5 Versatile 40 Power Fist N/a 2d6 7 1100 Shish kebab N/a 1d8 + 2d6 Fire 6 Ignites target 1000 Sledge Hammer N/a 1d8 10 Two-handed 60 Super Sledge N/a 2d8 12 Two-handed 1500 Axe N/a 1d8 (1d10) 5 Versatile 45 Hatchet (20/60) 1d6 2 20 Cattle Prod N/a 1d6 + 1d8 EMP 4 Stun (1 turn): DC 15 Con save 250

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Armor

Armor Classes Name AC Dexterity AC DR Weight STR Req. Stealth

Light 11-13 Unrestricted <=1 <=5 - - Medium 12-15 Max 2 <= 3 6-10 10 - Heavy 14-18 None <=6 10-20 13 Disadvantage Power 17-20 None <=8 N/a 12 Disadvantage

Armor Examples Light Armor Name AC DR Spd. Red. Weight Value

Cloth Armor 11 0 0 5 75 Light Leather Armor 12 0 0 7 350 Vault Sec Armor 12 0 0 8 300 Leather Armor 13 0 0 10 500 Field Suit 12 1 0 6 900 Concealed Mesh 13 1 0 5 1250

Medium Armor Name AC DR Spd. Red. Weight Value

Heavy Vault Armor 14 0 0 10 500 Medium Leather Armor 14 1 0 12 900 Cop Vest 15 2 0 8 1000 HEV Suit 13 Rad

Resist -5 20 1250

Combat armor 15 3 0 15 3000 Super Mutant Armor 13 2 0 30 500 Riot Shield +2 2 0 5 500

Heavy Armor Name AC DR Spd. Red. Weight Value

Metal Armor 16 4 -5 30 600 Heavy Leather Armor 15 3 0 20 800 Heavy Combat Armor 17 5 -5 25 4000 Heavy Mutant Armor 15 3 -5 50 1000

Power Armor Name AC DR Spd. Red. Weight Value

Model 45 Mk1 17 6 0 25 6500 Model 51 Mk1 18 7 0 25 7500 Model 45 Mk2 19 8 0 30 10000 Model 51 Mk2 20 9 0 35 12500 Model X 20 10 0 40 15000 Thanks to the characteristics of Power Armor, users gain +4 strength while wearing it as well as Radiation Resistance. In order to don Power Armor, you must be trained in its use. Power armor cannot be lifted, weight shown is effective while worn.

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Equipment

Modifications Name Description Value

Optics Increases range increments of non-shotgun firearm. x2 for Red-Dots x3 for Scopes 150-500 Suppressor People listening for sound of firearm must pass Perception check. DC 20 for pistol caliber

DC 15 for Rifle 800

Bipod Reduces recoil penalty by ½ when prone. 50 Compensator Reduces recoil penalty by ½. 250 Auto-fire Sear

Converts eligible weapons to include selective fire settings. Ex. Laser Pistols/Rifles, AR-15s, M14s, Glocks, Civilian AKs, etc

200

Tools Name Description Weight Value

Bobby Pins Used to pick locks. Break on failure. N/a 2 Binoculars Extended viewing devices. 1 200 Mechanics Tools Used to repair mechanical objects, and build/repair objects. 10 150 Concertina Wire Expandable rolls of razor wire. Creates walls of impassable terrain. 35ft 25 100 Chem light Single use chemical light stick. 0.1 5 Goggles UV light protection N/a 75 Doctor’s Bag Used to perform everything from minor treatment to surgery. 5 200 Cooking Utensils Allows creation of dishes outside the realm of camp cooking. 10 75 Chem. Kit Used to create chemicals, drugs, and medicine. 6 250 Flashlight Portable light devices, powered by MFCs or SECs 2 20 Portable radio Handheld, short range communication device. 1 300 Paracord Parachute cord. A common military rope. 225ft/lb 1/ft Geiger Counter Detects Radiation levels. 7 500 Guitar An electric or acoustic guitar. 3-5 150 Bolt Cutters Strong cutting device. Able to break padlocks and fence wire. 5 15 Stealthboy Renders user invisible for up to an hour. Being damaged disables effect. 2 150 Chain Handsaw A flexible handsaw. 5 50 Canteen Holds 1 liter of liquid. 1 5 NVD Night vision binoculars. 2 700 Gas mask Prevents inhalation of toxic chemicals and particulates. 4 225 Climbing Gear Pinions, picks, clips, hammers, and a grappling hook. 10 150 Handcuffs Restrains individuals by the wrists. 1 30 Sleeping bag Allows sleeping outside. 4 20 Shovel Digging Device 5 20 Torch A thick stick with oil and cloth on one end. Burned for light 1 - 2 Person Tent An easy up tent that can hold two sleeping adults. 5 40 Back packs Hold variable amounts of supplies (25, 50, 100, 150lb). 5-10lb 5-500 Consumable Meds A limited number of consumable medical supplies. 1 per 10 5 each Robot Repair Kit Single use repair tool for electronics. Heals electronics for 1d8+5 hit points. 1 50 Drugs Name Description Value

Jet +4 Dexterity for 1 minute. 15% addiction chance. Withdrawal: Disadvantage on Wisdom checks, skills, and saves.

10

Psycho Gain 1d6+3 temporary hit points per level on use. 20% addition chance. Withdrawal: Disadvantage on Constitution checks, skills, and saves.

15

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Med-X Gain resistance to bludgeoning, piecing, and slashing damage and -2 wisdom for 10 minutes. 10% addiction chance. Withdrawal: Disadvantage on Dexterity checks, skills, and saves.

10

Healing Salve

Simple antibiotic and coagulant made from wasteland plants. Heals 1d4+3 HP 15

Antidote Counteracts natural venoms. 25 Super Stimpak

Heal 2d8+10 HP. 175

Stimpaks Heal 1d8+5 HP. 75 Buffout Gain +4 Strength and +2 Constitution for 1 hour. 10% addiction chance. Withdrawal:

Disadvantage on Strength checks, skills, and saves. 15

Radaway -100 Rads over 30 minutes 30 Mentats +2 Intelligence, +2 Wisdom for 1 hour. 10% addiction chance. Withdrawal: Disadvantage on

Charisma checks, skills, and saves. 20

Rad-X Radiation resistance for 1 day 15 Withdrawal: After 8 hours of not taking a substance you are addicted to, you succumb to withdrawal effects. Withdrawal effects do not disappear until you take another dose or get detoxed by a doctor.

Food Name Description Effect Value

Roasted Meat Any wasteland beast’s cooked meat -70 Food/lb., +20 Rads/lb., +3 HP/lb. 15/lb Insta Noodles Dry, boilable noodle cups. -25 Food, +5 Rads, +1 HP 5 Snackcakes Prewar cake snack -25 Food, +10 Rads, +1 HP 5 Maize, Tato, Mutfruit, Gourd

Various wasteland plants that can be eaten.

-30 Food/lb., +30 Rads/lb., +3 HP/lb. 10/lb.

Beer A drink made from fermented cereal grains.

+1 Strength and Charisma, -1 Intelligence for 30 minutes.

2

Water H2O -150 Water/Liter 10/L Dirty Water Water that still contains fallout. -150 Water/Liter, +20 Rads/Liter 4/L Liquor Distilled ethanol. +2 Strength and Charisma, -2 Intelligence for

30 minutes. 2/shot 30/bottle

Canned food Prewar canned food. -60 Food, +20 Rads, +3 HP/can 5

Parts and Ingredients Name Description Value

Broc Flower A small yellow flower that grows on a thin stalk. 2 Xander Root A thick, hard root that has mild medicinal properties. 2 Horsenettle A mildy poisonous seed. 1 Cave Fungus A green mushroom found in caves. 5 Honey Mesquite Pod A tasty seed pod. 3 Barrel Cactus Fruit A juicy fruit covered in spines. 4 Yeast A microorganism specialized in turning sugar into alcohol. 10 Detergent Prewar cleaning chemicals. 15 Copper wire Electronics grade copper wires. 1/foot Gunpowder Explosive powder used in gun cartridges. 40/lb Egg Timer A timing devices that rings and vibrates. 4 Empty Syringe A new, clean syringe. 2 Fission battery A powerful, small source of electricity. 10 Wonderglue A powerful adhesive. 15 Sensor Module A device that can be set to detect changes in temperature, light, and movement. 10 Cloth Various generic strips of fabric. 1 Oil Generic flammable lubricant. 5/Liter Fiberglass Lightweight fabric made out of stranded glass. 5

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Glass Crystal High quality disc of glass used in optics. 10 Screws Various generic wood screws. 2 Gears Various generic metal gears. 2 Nails Various generic wood nails. 1 Springs Various generic springs. 1 Medical Tubing Flexible, elastic plastic tubing. 10/foot Scrap metal Various scraps of metal. 10/lb Scrap electronics Various scraps of circuit boards with intact components. 15/lb Leather Belt A leather waist belt. 3

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Vehicles COMING SOON Motorcycles, cars, vertibirds, boats, and more.

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Encumbrance Load ratings

The amount of equipment and items a character can carry is based upon the character’s strength statistic. When a character exceeds their load rating, they move at half speed, have disadvantage on Str, Dex, and Con saves, and exhaust food, water, and sleep resources at double speed. This load rating accounts for all weight on the body, including armor, holstered weapons, and items in bags. Equipment not worn on person will usually be held in bags(Backpacks, sacks, duffels, etc). Each bag has a weight rating, or how much it can reasonably carry without breaking. Thus, how much you can carry is limited by how strong you are, and how much equipment you can carry is limited by the quality and quantity of your bags.

Strength Load (lbs)

1 10 2 20 3 30 4 40 5 50 6 60 7 70 8 80 9 90 10 100 11 115 12 130

13 150 14 175 15 200 16 230 17 260 18 300 19 350 20 400

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DM Tips

Map A simple process to create a map for your campaign setting is to choose any big city in the United States. Take a capture of that city and the surrounding area’s map. Try to get sections of existing rural area in the capture. Choose some bomb locations. Smaller cities like Boise or Lubbock may only have gotten 1-2 bombs, while larger ones like Dallas or Detroit would have been targeted by 3-7. Roughly sketch out what the area may now look like in terms of roadways, building density, natural landmarks, etc. Closer to bomb explosions, there will be less buildings. Areas with more wooden buildings close to the explosions would’ve burned in the fires. Areas with strong concrete and steel buildings or far from bomb hits will still have standing structures. Most natural landmarks such as rivers and lakes will still be around, though their shapes will be altered. Decide where your vaults and settlements will be. Vaults generally would be built either under major government buildings, in hillsides/mountains, or underground in subways and tunnels. Settlements will pop up anywhere people are willing to gather. Generally, they will be more successful anywhere there is access to water, soil, supplies, and defensible positions. If natural dangers are present, such as radstorms or flooding, protection from those takes priority.

Starting Location The starting location of the campaign should be based on the level of the characters and their background. The example group is four level 1 Vault dwellers. Their vault should be located in the suburbs or rural areas. This ensures that the first settlement they reach will be small, the first enemies they fight will be low level mutant animals and novice raiders, and they have time to learn about the wasteland from locals. Afterwards, impetus can be given to head into the city where higher level enemies are present. For example, the vault has a broken flow regulator and radiation is going to build up in the water supply unless a replacement is found. The local settlement is willing to give up a map with known locations of other vaults if the players take care of a Giant Rat infestation, small raider attack, and broken windmill.

Weapon/level advancement As players gain levels, their damage output is going to be most heavily based upon the weapons they acquire and the perks they obtain. In order to balance damage output with level, the DM should put great thought into the acquirable guns found in the hands of enemies, loot, and shops. To continue with the vault dweller example, level 1s should leave the vault with weapons that do at most 2d6 damage rolls, in the form of semi-automatic handguns or bolt/lever/pump action long guns. As they increase in level, you may reward them with higher DPS weapons through enemy carry and storage. As for shops, you can either choose to restrict available firearms based on player level, or go more realistic and stock weapons based on what the seller would actually have. In the latter option, it would be wise to carefully monitor the cap rewards given so far as to not allow a group to buy a Minigun and set of Power Armor at level 3. Remember, semiautomatic and fully automatic weapons increase DPS drastically even with recoil. While a .308 Bolt action rifle may be more effective at range, being sprayed with five rounds of 9mm from point blank range will kill most low level creatures. Take this into account when planning armament.

Survival A big part of living in the wasteland is surviving. Three basics survival resources are Food, Water, and Shelter (Sleep). How you incorporate survival in your campaign is a matter of personal choice, but this author believes that it is necessary for the mood. Approximately three days without water or three weeks without food will kill a normal person. These numbers are reduced by exertion and extreme climate. As for sleeplessness, sleep-deprivation generally will not kill you, but its effects may make you more susceptible to other deadly situations. A point system like Rads is the easiest way to track and apply effects of deprivation. Fatigue levels of 0-4 on a scale of 0-1000, with fatigue in different areas causing different debuffs. Example Below. You then set a standard metric of increase over time, modifiers to that increase, and what can be done to remove points. For example, dehydration increases at a rate of 15/hour, +5/hour in hot climates, and +5/hour while exerting themselves. A 1 liter (~32oz) of fresh water reduces dehydration by 150.

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While in many games survival mechanics just adds another level of tedium, in Fallout this can be used to coral the players or force them into difficult situations. This is to say that when balanced correctly, cautious players will only travel on routes with caravans, along paths of water, or with supplies for the trip. Meanwhile players who don’t plan ahead will face the difficulty that comes with survival. Dehydration Effect Starvation Effect Sleep Dep. Effect Radiation Effect

0-200 None 0-200 None 0-200 None 0-200 None 201-400 -1 Con 201-400 -1 Str 201-400 -1 Dex 201-400 -1 Con 401-600 -2 Con

-1 Wis 401-600 -2 Str

-1 Con 401-600 -2 Dex

-1 Int 401-600 -2 Con

-1 Dex 601-800 -3 Con

-2 Wis -1 Int

601-800 -3 Str -1 Wis -2 Con

601-800 -3 Dex -2 Int -1 Con

601-800 -3 Con -2 Dex -1 Str

801-1000 -3 Con -2 Wis -1 Int -2 Dex

801-1000 -3 Str -2 Wis -3 Con

801-1000 -3 Dex -2 Int -3 Con

801-1000 -4 Con -2 Dex -2 Str

1001 Death 1001 Death 1001 Same as above 1001 Death +15/hour +6/hour +12/hour N/a

Combat Combat changes greatly when you introduce firearms to the mix. In most encounters, cover becomes the name of the game. A battlefield should be littered with objects that may or may not be suitable cover. Novice players should learn quickly that the couch they ducked behind is not going to deflect .223 rounds. At the same time, enemies encountered should have their own progression. Beast encounters should come in three varieties: ambush, rush, and herd. Ambush creatures will stalk their prey and strike from a hidden position. Use their innate stealth abilities to close the distance between the players and get the first strike. Nightstalkers and coyotes fit into this set. Rush creatures will use their speed to close the gap and charge their opponents, meaning players need to dispatch them quickly from distance. Deathclaws and radboars fit into this set. Finally, herd creatures use their large number to overwhelm opponents. Set up large encounters with these, make them come out of the walls. Giant rats, wolves, and bighorners are the most common in this set. For ranged users, like humans, Super Mutants, and robots, initial opponents should have no concept of cover. They should be slaughtered. From there, they should start taking false cover (like said sofa), then real cover, then setting ambushes, then using flanking maneuvers, and so on. As the players learn better battlefield tactics, so should their enemies.

Cover Cover is an hard topic to deal with. In reality, not a lot of common objects can be used as cover against most rifle rounds or large caliber handgun rounds. In games, most physical objects seem to be bulletproof. If you want to be realistic, do not treat all objects as impenetrable. If you don’t care, ignore this section. Also, be aware of the degradation of materials. After taking a number of hits from bullets, wood and concrete cover will break apart. The following is a general rule of thumb when it comes to what is cover and what isn’t based on ammo power. Treat armor piercing ammunition as two die lower on the chart. Damage Die Wood Metal Concrete Sand

2D4 2” ¼” 2” 6” 2D6 4” ½” 4” 8” 2D8 6” ¾” 6” 10” 2D10 8” 1” 8” 12” 2D12 10” 1 ½” 10” 14” 3d10 24” 3” 24” 24”

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Duck and Cover Round An optional way to make combat less deadly and volatile is the Duck and Cover round. After any surprise round, or as combat initiates naturally, all combatants get one move action to get to cover, close the distance for melee, or try escape into another area. This prevents combats that start with everyone out of cover and the first in initiative full auto spraying their enemies into a red mist.

Critical Fumbles Use this table if you want a quick reference for fumbles. 1d10 roll. For One in Million trait holders, add 4 to the result. Roll Melee Guns Explosives

1 Nothing Jam, Bonus action to remove Dud 2 Weapon slips from hands Jam, Bonus action to remove Dud 3 Weapon slips from hands Jam, Bonus action to remove Dud 4 Weapon thrown 10’ away Jam, Standard action to remove Explosive explodes early by 5’ 5 Weapon thrown 10’ away Jam, Standard action to remove Explosive explodes late by 5’ 6 Hit self, half damage Gun flies from hands 10’ away Explosive explodes early by 10’ 7 Hit self, half damage Shoot self or friend, half damage Explosive explodes late by 10’ 8 Hit self, full damage Shoot self or friend, full damage Explosive slips, lands 10 feet away 9 Hit self, full damage Gun breaks Explosive slips, lands 5 feet away 10 Weapon breaks Gun explodes, 2d6 damage to self Explosive detonates in hand

Looting the Wastes Kick down the door, kill the baddies, loot the room. It’s the standard routine. Many DMs seem to have a roll for loot mindset, at least for non-essential/quest items. In this supplement, it is advised not to use perception, investigation, or skill rolls to determine loot. Before a session, determine what loot will be in an area and in what containers. If you want some difficulty in looting, there are some obstacles you can place. Put a lock on the safe and players have to either find the key, code, pick the lock, or break it open. Put a computer lock on it and they either have to hack it, find a password, interrogate an NPC, or break it open. Hide it under a pile of debris and they’ll only notice it with high enough passive perception or a good look around. The one exception to this rule would be harvesting. If a player wants to skin a dead creature, properly harvest a plant, etc then they need to make a survival check. Have a baseline harvest amount, and a max harvest amount, and set it on a linear scale, then award loot based on the roll. Skin a Radboar, roll a 15, congrats you get 15 square feet of decent boar skin to turn into leather later.

Wild Wasteland While this is a post-apocalyptic wasteland, filled to the brim with raider, radiation, and dangerous monsters, the tone does not always have to be bleak. Part of what makes these adventures memorable are the crazy hijinks that occur. Remember, in the source games you saw the TARDIS, a ghoul turn into a tree, teddy bears in adult situations, and more. Don’t be afraid to have Lovecraftian horrors one session and a plot about ghouls trying to dig to China the next. Someone rolling perception in a room with no planned set pieces? Throw in a quip about a cat that seemingly walked by the same door twice. Maybe they thought they saw a very thin, white man who disappeared on their double-take. See if they get the reference, see if it leads anywhere. Make it fun.

Crafting

Players should be encouraged to make and rig their own items. Preassembled items bought from shops are going to be expensive, but with the right crafting knowledge and skill you can make your own. It is up to the DM where this crafting knowledge comes from, be it known by all from the start, gathered from rolls, or obtained through role-play and conversation. In general, I prefer to leave crafting checks (rolls) for first time crafting items, crafting in a hurry, or if the item being crafted it particularly difficult to make. Otherwise, I believe it should be an automatic success, just time consuming. The following is a list of recipes for items that can be made. Feel free to adjust recipes as desired or make new ones.

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Item Recipe Work Area

Healing Salve 1 Xander Root + 1 Broc Flower = 2 Healing Salves Lab Antidote 1 Xander Root + 1 Broc Flower + 1 Horsenettle = 2 Antidotes Lab Poison 1 Horsenettle + 1 Radscorpion Gland Lab Ammunition Primer + Case + Gunpowder + bullet = 1 round Toolbench Dynamite Clay or Sea Shells + Nitroglycerin + Primer + Cardboard Toolbench Land Mine Explosive + SEC + Sensor Module Toolbench Bullets 1 lb of scrap metal = 50 to 75 bullets Forge Stimpak 1 Empty Syringe + 1 Xander Root + 1 Broc Flower + ½ Liter Alcohol = 1 Stimpak Lab Booze Sugar or Fruit + Clean Water + Yeast + 3 Weeks Kitchen Pipe Bomb Scrap Metal + ¼ lb of gunpowder = 1 pipebomb Tool Bench Cap Mine ¼ lb of gunpowder + 1 lunchbox + 30 Caps + 1 Sensor Module = 1 cap mine Tool Bench Timed explosive Explosive + Scrap Electronics + Egg Timer Tool Bench Jet 5lbs of fresh Brahmin Dung + 1 empty inhaler + Detergent = 1 Jet Lab Psycho PCP ingredients (Various lab chemicals) + Empty syringe = 1 Psycho Lab Mentats 1 Detergent + 1 Cave Fungus + 1 ounce lead = 1 Mentats Lab Med-X 1 Opium Poppy + ½ liter alcohol + 1 Empty Syringe Lab Rad-Away 1 Rad-X + 1L Purified Water + IV Bag = 1 Radaway Lab Robot Repair Kit 1 lb Scrap Electronics + 3 MFCs + 2 Springs + 1lb Scrap Metal = 1 kit Workstation Rad-X Potassium Iodide + 1 Liter Purified Water Lab Psycho Jet 1 Psycho + 1 Jet + 1’ Surgical Tubing Lab Bufftats 1 Buffout + 1 Mentats + 1 Liter Purified Water = 1 Bufftats Lab Slasher 1 Psycho + 1 Stimpak = 1 Slasher Lab Ultrajet 1 Jet + 2 lbs Brahmin Dung + 1 Horsenettle = 1 Ultrajet Lab

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Contradictions and shortcomings This document is still in its Beta phase of development. As such there may be gaps in rules coverage or contradictions in rules. Until these issues are fixed in updates, DMs are encouraged to improvise or house rule. For example, the standard Critical Roll damage method has not been decided upon. It is up to DM discretion to use double the dice, double the number on normal dice, or maximum on the first dice roll and roll again. Stacking Critical effects is also currently in development. If a player has a weapon like a knife that does x3 critical damage, and a perk that gives their Criticals x3 damage, it is up to the DM on whether the Critical caps at x3, “goes up a level” to x4, or stacks in some way. Robotic healing is up in the air currently. Whether or not Synths and robots heal naturally during short/long rests, how “Death” works for them, what sort of materials and repair checks are needed to heal robots, etc. For now, I’d like to think during rests synths and robots do basic maintenance to return their health. If a robot’s memory core is undamaged in “Death”, they can be put into another machine. And a DC 15 repair check with 1 pound of scrap metal and electronics for fixing up basic breaks and bullet holes seems fair. Perks are currently unbalanced in the sense that they have all been designed to be very powerful. They give players a massive edge in one particular area. However, it is hard to judge if they are equal in their power also. Does getting advantage on all lockpicking checks equate to +3 AC? Or should it be +2 AC? Beta testing is the only way we’ll know if things are broken.

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Bestiary

Animals

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Humanoid Archetypes

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Robots

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Weapon Reference Cut-outs

Firearm Name: Type: Chambering:

Fire Modes: Magazine Style:

Attack Bonuses (1d20+X)

Single Shot (Dex + Proficiency):

Multiple(Dex + Proficiency – Recoil):

Damage Dice

Magazine Tracking

Mag 1 /

Mag 2 /

Ammo in Inventory:

Recoil: Ranges: ( / ) Other Information

Firearm Name: Type: Chambering:

Fire Modes: Magazine Style:

Attack Bonuses (1d20+X)

Single Shot (Dex + Proficiency):

Multiple(Dex + Proficiency – Recoil):

Damage Dice

Magazine Tracking

Mag 1 /

Mag 2 /

Ammo in Inventory:

Recoil: Ranges: ( / ) Other Information

Melee Name: Type: Damage(Die + Attribute):

Attribute: Special: Attack Roll (1d20 + Attribute + Proficiency):

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Special Thanks

I’d like to give my thanks to the following people. Without these friends, this project wouldn’t be possible. Through careful design, play testing, and tweaking, we’ve made my dream a reality.

The original group Michael Morgan Amanda Phil Jesse Cody

Consulting DMs Lukas Gene Travis Nicole

Testers Eric Kenny Seth Thank you, I couldn’t have made this without y’all.

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Patch Notes Changes since version 1.13:

General o Fixed language of Linguist perk

Equipment o Med-X wisdom effect reduced to -2 o Psycho effects reworked. Now grants temporary hit points based on level. o Scarcity Description added. o Magazine and Action sections updated. o Assorted parts added to Ingredient section.

DM Tips o Cover section added.

COMING SOON o Vehicles

Changes since version 1.12:

General o Typos fixed

Combat o Language about ranged attacks clarified. o Clause about firing into melee added. o Chart of hardness details removed (To be reformatted and added in DM section later)

Perks o Sawbones language clarified

Weapons o Descriptions of magazine styles added o Twohanded added to some melee weapons o Pocket Knife value reduced from 15 to 5 o Action Definition section o Spiked Knuckles and Trench knife damage changed from 1d6+3 to 1d8

Equipment o Consumable medicine added.