Way out Waste Way out Waste
Transcription
Way out Waste Way out Waste
Way out Waste A fully playable Jester 2988 supplement brought to you by House Woelf Productions http://www.j2988.com Concept Matt Goetz Wordsmith Artslinger Phil Wang Roxxy Goetz Writers Additional Artists Geoff Litt Roxxy Goetz Phil Wang Matt Goetz Gerry Swanson Brandon Young Matt Goetz Vlad Mel Additional Writing Bitslinger Neal Swain Brian Williams Andrew McIntosh Eli Veljkov Editors Cutest Couple Dan Fallon Neal Swain Phil Wang Anthony Dalton Playtest Team Brian Williams, Ni ck Finco, Dan Ward, Joe Carey, "Darth" Dennis, Mike Drake, Eddie Tanner, Ryan Henderson, Chris Bacon, Aaron Cleveringa, Jesse Juffer, Seth Riphagen, Clarissa Phillips, Logan Cleveringa, Travis Wagar, Elliot Whiting (and his flying Ci rcus). Special Thanks Derek Meyer, Nicholas McGinnis, Dusty Arnett, Ellen Massie, Ian O reiro, Matt Sheridan, Charlie Mopps and his golden nectar made of barley and hops, and an extra special thanks to the crew at the Iron Sideshow. w w w . j 2 9 8 8 . c o m Images, tex t, and concepts presented herein are the exclusive property of House Wo elf Productions unless noted otherwise. Content available for personal, non-commercial, and unmodified use unless explicit permission is granted by House Woelf Productions, all rights reserved to beat your ass if you rip us off. Copyright 2007 House Woelf Productions Table of Contents Enter the Wastelands .....................................................................................1 Regions of the Wastes .......................................................................2 Atawe’s Belt ..........................................................................2 Borderlands ........................................................................... 3 Barrens .................................................................................. 4 Arid Sea................................................................................. 6 Denizens of the Wastes .................................................................................8 Alphas ............................................................................................... 9 Scavengers ........................................................................................ 11 Outsiders ........................................................................................... 13 Beta-Humans .....................................................................................16 Character Creation ........................................................................................ 19 Concept ............................................................................................. 20 Race ...................................................................................................21 Alphas ................................................................................... 22 Scavengers ............................................................................ 22 Outsiders ............................................................................... 23 Beta-Humans .........................................................................24 Profession ..........................................................................................24 Attributes ...........................................................................................25 Starting Attributes .................................................................25 Exceptional Attributes ...........................................................26 Skills ................................................................................................. 28 Physical ................................................................................. 28 Social .....................................................................................30 M ental ................................................................................... 31 General .................................................................................. 32 Beta-Human M utations .....................................................................34 Creating a Beta-Human .........................................................34 Very Good .............................................................................35 Good ......................................................................................36 Neutral ...................................................................................37 Bad ........................................................................................38 Very Bad ............................................................................... 39 Creating a Shaman ............................................................................ 40 Telepathy ...............................................................................42 Animal ...................................................................................44 M anipulation ......................................................................... 45 Control .................................................................................. 48 Support ..................................................................................51 Shaman Gameplay Elements ................................................ 53 Character Advancement .................................................................... 53 Character Points .................................................................... 53 Rules of the Wastes .......................................................................................55 A Roll of the Dice ............................................................................. 55 Difficulty M odifiers .......................................................................... 55 Other Complications ......................................................................... 57 Tug of War ............................................................................ 57 Critical Rolls ......................................................................... 57 Combat .................................................................................. 58 Actions .................................................................................. 58 Initiative ................................................................................ 59 M ovement in Combat ........................................................... 60 Attacking ............................................................................... 60 Other Combat Actions .......................................................... 62 Basic Damage ................................................................................... 63 Advanced Damage ................................................................ 64 Systems ......................................................................................................... 65 Armor ................................................................................................ 65 Teamwork ......................................................................................... 66 Climbing and Falling ........................................................................ 66 Fire .................................................................................................... 67 Explosions ......................................................................................... 67 Vehicle and Animal Systems ............................................................ 68 Vehicle Stats ......................................................................... 68 Animal Stats ..........................................................................69 Vehicular Combat ................................................................. 70 Other Systems ................................................................................... 71 Bullets Bombs and Blades ............................................................................ 73 Pistols ................................................................................................74 Rifles ................................................................................................. 76 Shotguns ............................................................................................77 Heavy Weapons ................................................................................ 78 Scavenger Weapons .......................................................................... 79 Grenades and Explosives .................................................................. 81 Close Combat Weapons .................................................................... 83 Ammo Variants ................................................................................. 85 Equipment ..................................................................................................... 88 Weapon Accessories ......................................................................... 88 Scopes ............................................................................................... 89 Armor ................................................................................................ 90 M edical ............................................................................................. 91 Drugs and Poisons ............................................................................ 92 Technical ........................................................................................... 94 Communications ............................................................................... 95 Survival ............................................................................................. 97 Cybernetics ....................................................................................... 99 Transporation .................................................................................... 100 Vehicles .................................................................................100 Animals ................................................................................. 103 Animals of the Wastes .................................................................................. 106 Nikole ................................................................................................106 Whitesnake ........................................................................................107 Coalmouth Toad ................................................................................107 Shinglecat ..........................................................................................108 Spiney Ground Owl .......................................................................... 109 Ripper ................................................................................................110 Quei-Quei ..........................................................................................111 Devourer ........................................................................................... 112 Cliffhawk .......................................................................................... 113 Strider ............................................................................................... 113 Gamma-Humans ............................................................................... 114 Antagonists ................................................................................................... 116 Bandits .............................................................................................. 116 Representatives of the Bandit Ilk .......................................... 117 Lawmen .............................................................................................118 A Cross-Section of Lawmen ................................................. 120 Bounty Hunters ................................................................................. 121 The Faces of Hunters ............................................................ 122 The Industry ......................................................................................124 Among the Ranks of the Industry ......................................... 126 The Corporation ................................................................................ 128 In the Rank and File of the Corporate M ilitary .....................129 The Redhair Tribe ............................................................................. 131 A Few who Follow Walks in Blood ..................................... 133 Campfire Tales .............................................................................................. 136 The Swarm ........................................................................................ 138 The Sandmad .................................................................................... 141 The Nameless .................................................................................... 143 The Shoaltown Horror........................................................................145 The Demon ........................................................................................150 Enter the Wastelands Some believe the Wastelands are nothing more than barren lands, sun scorched and uninhabitable. Their eyes see a scarred territory of sand and rock, existing because of the devastation wrought by a long forgotten war. These people say the desert lies fallow and useless, but such assertions are nervous rantings born of fear or of hope. They seldom look deeper and, if they did, they would see far more than they would expect. While it may be a wasteland, it is far from a waste. Welcome to the Wastelands. What was once the Pacific coastline has been marred by earthquakes, shattered by the futile fighting of ancient peoples, and eroded by the ebb and tide of the world’s largest body of water as it rises, falls, rises, and falls again through a cycle that h as left the world staring into the face of ano ther imminent Ice Age. All political borders that once carved an area called North America into parceled plots have been wiped clean by the years, and now only a few divisions remain. The Wastelands themselves occupy the center of those divisions, dominating an area that stretches from the Pacific, home of the underwater megatropolis Atlan, through what was once a state called Texas. They share a southern border with an area known as the Industry, which dominates all of South and Central America as well as most of Mexico. To the north, the Wastes collide with a band of lush greenery, the Northwest Corridor, and beyond that, the onco ming ice which has maintained the name The Yukon. The Wastelands’ eastern border disappears under the baked adobe structures of the city-state of Metro. This gang-choked sprawl in turn evolves into the idyllic city of Golgotha, ho me of the ruling Corporate houses that s trive to put the world and all its inhabitants under their thumb. The Wastelands themselves consist of three distinct parts, each encircling the others: Atawe’s Belt, the Barrens, and the Arid Sea. Each of the outer rings is a few hundred kilometers in width, while the Arid Sea which nestles in the center could swallow the two rings whole. Each section of the Wastes possesses its own series of obstacles and difficulties, ranging from roving bands of bandits, bloodthirsty military units, swarms of football-sized insects, and huge, shambling beasts. All areas contain lethal levels of post-holocaustic radiation which increase in intensity the further into the Wastes one travels; a normal human individual must intake constant doses of potassium iodine to combat this radiation. Any one of these elements are enough to keep most out of the area, but all them combined with the harsh, unyielding reality of the desert make the Wastelands a haven for only the most hearty or foolhardy. Many would be happy to believe the Wastelands house only the uncivilized: the criminals of higher-tech territories like Metro, the frontiersmen who forge onward for the sheer challenge of it, the genetic throwbacks of a post-holocaustic society. To imagine cultures living and thriving among the burning sands requires an element of imagination that even those who live in the outer Wastes lack, at least until they see their first caravan of desert dwellers emerging from the shimmering heat. A land of intrigue, cruelty and death, the Wastelands have but one rule: Survival of the fittest. 1 REGIONS OF THE WASTES As mentioned earlier, the Wastelands consist of three different areas, spanning hundreds upon hundreds of kilometers. Some of the boundaries are obvious; others are not. Th anks to their inhospitable nature, the expanse of the Wastes seems eternal, but a few distinguishing elements can assist the wary traveler in identifying where they are. ATAWE’ S B ELT By far the most livable of the three zones, Atawe’s Belt, the outermost ring of the Wastelands, provides merely a taste of the myriad flavors of discomfort the Wastelands have to offer. Mountainous regions comprise a vast majority of the territory, marked by valleys and canyons that etch the surface of the Earth. Rocks break the horizon as far as the eye can see; the landscape strikes the newcomer as alien by its very nature. Scrub plants and low lying bushes manage to find a hold here, their roots digging deep for moisture. To say food is scarce in this place borders on understatement, though with proper weaponry and good aim, the discerning hunter will not starve. Water is even harder to find, but at least it can be. Outside of the settlements, a strange mix of sights dot the landscape. Some of the more enterprising have set up ranches where farmers cultivate sparse gardens on imported soil and raise Quei-Quei, the favored avian pack animal, companion, and food source of the Wastes. Mining encampments are a normal occurrence as well, though they are as often abandoned as they are occupied, a grim testament to the harshness of the territory. Also common are water stills, constructed from innumerable scavenged parts. However, the owner/operator of the still judges how much the water will sell for, or if it will be sold at all. Some things, like sand, rock, heatstroke, and death are free in the Wastes, but water is not. Suspicious and shrewd in their dealings, a Wasteland settler is not an easy person to impress, but flash enough money or technology, and friends may materialize from the strangest places. A number of settlements stick close to civilized territories, most notably Metro, that allow people to create some semblance of technological societies. These settlements have become a mishmash of the higher technology of the cities mixed with that of the Wastes. Powered vehicles, the occasional news feed, and even some energy weapons find their way to these frontiersman settlements where high and low tech merge; an adobe cantina could have a holographic game table in one corner, with both vehicles and animals out front for tr ansporting patrons. The settlers make do with what they can get and some of the small towns have grown to become centers of trade. One would be hardpressed to call them cities, but they are the closest things that the Wastelands have. Atawe’s Belt can support those who have chosen to eke out their livings on the frontier, and in return, these hearty individuals have built the Belt into an important tr ading link between Atlan, Metro, Golgotha, the Industry, and the Wastes themselves. The land may be willing to support life; other people are not always so benevolent. Be it raiders, mutations, or hostile tribals, troubles tend to make scrabbling for survival a difficult and thankless task. It takes a strong individual with a determined mind to survive in this territory, and Atawe’s Belt hardly compares with the rest of the Wastes. ROCK FALLS Rock Falls holds the dubious honor of being the largest settlement in the Wastes. Located in the southeastern arc of Atawe’s Belt, the city thrives on goods imported, stolen, or smuggled from nearby Metro while its proximity to the Industry allows for a wide range of military gleanings as well. Everything is on sale here, from designer clothing to designer drugs, from Quei-Quei to actual powered vehicles, from firearms to cybernetic arms. A den of crooked traders, shady thieves, and willing mercenaries, Rock Falls embodies the true entrepreneurial spirit; if an item holds any conceivable worth, it gets appreciated, labeled, and haggled over. The sheer range of goods, from hobbled-together fragments of unidentifiable origin to shiny new merchandise, ensures that the city remains a necessary stop for individuals of every economic level. 2 DUST HOLE Dust Hole is a small hamlet of a few hundred people that clings to a cliff, providing a commanding vista of scorched rock and shifting sands as well as protection from roving bands of bandits, at least on one side. One important detail separates this little town from the several dozen settlements that hunker under the weight of the Wastes; the hovertech barges that transport goods from the trade center of Atlan to Golgotha and beyond make their only stop in the Wastelands in Dust Hole. The sheer cliffs that protect the city offer safe haven for the lumbering, fat-bellied barges that would fall prey to eager raiders were they to touch down anywhere else. Securing passage to Metro proves easy in Dust Hole, needless to say, and so it attracts all kinds of unsavory characters who find it necessary to flee the Wastes. Smugglers both into and out of Metro also use Dust Hole as a refueling and restocking point for the same reasons the legitimate barges do, making this weary village a veritable hub of transportation. T HE B ORDERLANDS The southernmost border of the Wastelands, stretching from the edge of Metro to the Pacific Ocean, is shared with the Industry by a long and rather porous political boundary known as the Borderlands. Along this strip of territory runs Blackrock Gulch, a massive river system that runs from the Gulf of Mexico through the southern edge of the Wastelands and into the mountainous regions to the north. This river system marks the center of a contested zone, fought over by the Industrials to the South and the native inhabitants of the Wastes themselves. machines the likes of which are seldom matched among the desert sands. Most of the raiders dare not try to tempt fate and attack, but some have no such restraint; sometimes these raids are even successful, which proves that even the most determined low-tech users can still cause harm. Another uncommon feature takes form in the settlements themselves, often centered on a hacienda constructed by wealthy Industrials. These houses are occupied by powerful individuals and well guarded by the obligatory military units, capable of quelling attacks by even the most determined paramilitary squads. With such a great deal of wealth to exploit, traders are a common sight, arriving to peddle their wares to the rich who can afford any trinket that tickles their fancy. The actual territory consists of a hundred kilometer wide swath of desert centered around the Blackrock. While the region is just as desolate and dusty as Atawe’s Belt, the water running through the deep canyons and arroyos support a rich array of flora and fauna unseen in the rest of the Wastelands. This thin ribbon of land houses a number of settlers and frontiersmen consisting of those born and bred in the Wastes and those who came from the Industry to seek fortune or solitude in the scorched area. Two of the most important cities in the Borderlands are Epitaph and Wormwood, both large scale villas that flex a staggering amount of military might as well as a high concentration of influential Industrial brass. As is the case with a show of wealth, these places also attract abject poverty. Threadbare clothing hangs between cracked adobe buildings on makeshift lines while open waste sludges through rough joubs, excavated to try and prevent disease from debilitating the settlements. Borderland towns exemplify the contrast between rich and poor, but even the most destitute of citizens realize they could be living somewhere far less appealing. The water of the Gulch alone keeps thousands of inhabitants happy, saying nothing of the impressive fortifications of the Industrial Army. In the Borderlands, a number of things are far more prominent than other places in the Wastes. One of those things is security, or at least the illusion of it. Raiders still murder, loot, and pillage, taking what they can fro m the s maller settlements or the convoys headed from the south, but these bandits are often repelled by the hired protection of military or mercenary units. Many of the towns flaunt a military presence, consisting of trained troops, superior weaponry, and war 3 T HE BA RRENS Consisting of an area a few hundred kilometers in depth, the Barrens separate the more inhabitable areas of the Atawe’s Belt from the heat-blasted sands of the central expanse. Compared to the other two territories, the Barrens offer the best of both worlds, or possibly worst, depending upon perspective. Without the mountainous regions of Atawe’s Belt and lacking the pure sand of the Arid Sea, the Barrens are an expanse of splintered rock, shallow valleys, and stunted buttes. What little vegetation exists in Atawe’s Belt is all but gone here; wispy grasses, short-barreled cacti, and stubborn, ground-hugging scrub are all that mark where water might be, or once was. Except for a few unreliable oases, the only potable water comes from stills that tap into deep subterranean aquifers. Living in the Barrens is a trying affair, filled with brutally hot days, frigid, clear nights, and winds that can strip the feathers and flesh from an unsheltered Quei-Quei in minutes. Environmental issues are only the beginning, however; everpresent raiders wend their way through the rocks, ransacking each other’s stills and warrens and anything else that looks marginally profitable. Settlements have been established in the Barrens, taking advantage of every reliable source of water, but most of them are very small. The amoun t of high technology is greatly reduced due to the lack of proximity to Metro and the Industry, and what little tech does make its way into the Barrens tends to be short-lived because of the severity of the environment or theft. Also, few independent ranches or encampments survive far from established townships, although scattered remnants of civilization exist among the sea of rock. These ruins are ancient, however, and speak of a time when this area of the world was less forbidding than it is now. Food in this territory is even scarcer than in Atawe’s Belt. To compensate, some of the main residents of this area have domesticated Rippers, large, powerfully built canines, to work as hunting dogs. These Rippers follow the scent of the small herds of creatures that feed on the sparse vegetation, and their masters follow them. QueiQuei are also bred for both food and transportation, though in much smaller numbers. Although the birds do not need much to live, they do need water and something more substantial than juniper berries and grass seed. The people in the Barrens are even more shrewd with their dealings and trading of technology than those in Atawe’s Belt; eager to hold onto their property and unwilling to give anything away, these ruthless folk are likely to charge exorbitant prices for even the most simple of items. Everything is precious, since anything can be salvaged and used for trade in the future. THE W ATCHTOWER Standing at least two hundred meters tall, the Watchtower provides a landmark for those traveling northwest of Dust Hole, signifying a week’s journey from the settlement. As well as being a useful navigation tool, this rock has the strange tendency to glow with an unearthly light, a phenomenon that has frightened off more than a few paranoid wanderers. The answer to the riddle is far less supernatural than it appears; the spire is hollow, and the smooth surfaces within reflect light through numerous holes in the walls that serve as windows. This answer, however, leads only to more questions. While the Watchtower stands tall and 4 appears sturdy, the inside has been hollowed by a series of intertwining tunnels cut so efficiently that none of the tunnels meet, despite passing within centimeters of each other. More than a few traveling scholars have paid guides to take them to this place for study, though they have been able to discern no feasible theory as to how the Watchtower was created. Some believe that it is a volcanic tube, stripped of its cone and now dormant, while others believe it is an entrance for a subterranean species of insect. Regardless of its creator, be it man, beast, or nature, the Watch-tower retains an air of suspicion to some and worship to others. DEVIL’S TEETH The precise location of the Devil’s Teeth remains a mystery to even the most experienced Wastelands travelers. Some people consider it little more than legend, but those who have seen it spin yarns that speak of its divine, or infernal, image. Allegedly lying in the western area of the Barrens among a semi-circular stand of small mountains and valleys, the Devil’s Teeth sit like a beacon on the horizon to any that near i t. They are comprised of a natural collection of buttes, ranging from fifty to one hundred meters in height which appear, from afar, to be the lower jaw of a gargan tuan beast breaking the surface of an otherwise flat plateau. The massive columns of stone jut into the sky with the calculation of a serial killer, sending shivers of unease down the spine of any who near it. The origins of this geographical wonder are sheathed in fable and myth, but a scientific explanation of its existence would probably contain words like “continental shelf” and “earthquake” and “erosion.” The truth, in this case, is so much less interesting than the fiction. VALLEY OF THUNDERING HOOVES Far more real and a good deal less eerie than the Devil’s Teeth is the Valley of Thundering Hooves. Two tall columns of stone guard this long, twisting channel that wends its way through several kilometers of tenacious grassland, some of the only permanent foliage in the Barrens. The natural pillars act as a kind of gate that chokes the broad valley down to an opening of a few meters, making the arroyo a perfect slaughterhouse for Strider, a breed of long-legged herbivores prized for their light, flavorful flesh, that graze on the flora above; residents of this area of the Wastes routinely set ambushes at the gap offered by the pillars while the Strider are spooked into the defile. The subsequent harvest of the animals resembles what the end result of a buffalo jump must have been; the Strider are herded through the gap, where people are waiting with their weapons of destruction, killing any creature that makes it past the pillars. The valley gets its name from these ambushes; the acoustics of the stone walls project the otherwise soft sound of Strider foot-falls to deafening reverberations. The Valley of the Thundering Hooves is located in the south central area of the Barrens, though the exact location is a closely guarded secret. 5 ARID S EA While Atawe’s Belt contains craggy mountains and deep valleys and the Barrens offers buttes and shallow arroyos, the Arid Sea has but one thing—sand. Massive amounts of it blow across the hundreds upon hundreds of kilometers of faceless terrain. How people manage to successfully navigate the Arid Sea poses a mystery; between the constant state of sandstorm which washes everything from view to the dunes which shift with the seasons, even a reliable compass becomes next to useless, to say nothing of trying to navigate by the stars. The remnants of thousands of caravans lie entombed beneath these sands; what was covered one day may be revealed another, and uncovered treasures will disappear again into the vast sea of colorless, blinding sand. Few travelers venture into the central wastes, and the residents concern themselves with the most basic of instincts—the eternal search for food. Scattered at best, non-existent at worst, Strider and Devourer are the only animals capable of surviving the desolate area. These beasts are hunted by the few who, for reasons incomprehensible to the casual adventurer, claim the 6 Arid Sea as theirs. Water is all but nonexistent, though a few deep-water wells dot the expanse, marked by shabby stills that harness the power of the constant wind to pump life from the bedrock beneath the sand. The few oases that exist are difficult to find and inconstant thanks to the shifting sands. No settlements survive in the Arid Sea, though the presence of water stills belie the existence of ancient towns and villages. Anything that lives here adopts a nomadic lifestyle out of necessity, existing on what can be found and hunted. In this land of identical horizons, the life of an eternal wanderer is unthinkable and impossible to all but the most desperate. THE BONEYARD In a field not far from the edge of the Barrens lies the Boneyard, the site of an ancient battle that left an i mmense amount of technology beneath the sands. Swimming in the depths of dry sand, these bits of the past lie waiting to be discovered. For some, it has become a kind of pilgrimage to journey to the Boneyard and wait for the sands to reveal something useful. Acting as a kind of Rite of Passage, the voyage to this technological graveyard tests the resolve of even the greediest of scavengers due to the fickle nature of the quest; counting on the sands to recede and uncover part of its treasure is a fool’s game. Even if the stuff of dreams emerges from the dunes, dismantling, removing, and transporting the heavy, wellbuilt machines takes time, supplies, and manpower, things notoriously absent in the Arid Sea. Many an enterprising gleaner has been entombed within the carapace of a gutted machine when the Sea’s tide shifts and buries what it had just revealed. THE CITY OF THE SUN The legendary City of the Sun supposedly rests in a glass-floored crater in the center of the Arid Sea, but the men who weave the tales that slip across the tables in a thousand Wasteland bars only tell of the tales of legends of rumors; nobody has ever seen it, been to it, or even spoken to anyone who has. Popular legend, however, survives and claims that the city is a utopia; a village built upon an actual lake of water. The City allegedly houses many marvels, not the least of which is a hanging garden filled with lush vegetable-producing greenery that drapes a tower in the very center of the city. Built completely from the bounty of the Boneyard, the city has managed to thrive, isolated from the rest of the world by the Arid Sea itself. A race of vicious beings purportedly guards this Mecca, and countless travelers who managed to survive the ravages of the Sea have fallen prey to those who keep the City of the Sun deeply lodged in the mythic subconscious of all who live in the Wastes. THE HUNDRED OASES In a fifty-kilometer stretch somewhere in the Arid Sea, a spattering of oases is said to span a broad crescent-shaped area. The individual water holes are not in and of themselves large, but, considering their numbers, the area can supply even the largest caravans. No one knows why the water is so prominent in this particular area, but few question the luck of having such a supply at their fingertips when, and if, they manage to discover it. oases, filling them and choking the life-giving substance from reaching the surface. In most cases, an oasis drowned in this way would be lost, but the Hundred Oases is not a normal collection of water holes. The waters buried under migrating dunes spring up somewhere else where the sand is less dense, creating a new oasis a few hundred meters away. Where ten water holes existed last year could be none today, and the few that wet the sands today will be gone next year. The only surety of the Hundred Oases is that they exist; the where poses problems. Thanks to the nature of the Arid Sea, the sands regularly envelop and consume the 7 Denizens of the Wastelands Throughout the world, numerous species share common habitats and are enmeshed in the daily struggle for life. In most environments, one type of creature gains dominance over others due to genetic predisposition, adaptability, or sheer luck. The Wastelands are no different; the people and animals that share the sands for their livelihood enter into the give-and-take relationships that define the natural order of life on the planet. While the human species that carve their existence from the rock and sand of the Wastes do not always occupy the uppermost rung of the evolutionary ladder, they present an apt introduction to understanding just how the unforgiving realities of a radioactive desert affect its denizens. The Wastes are home to four principle races of humans: Alphas, Beta-Humans, Scavengers, and Outsiders. Alphas dominate Atawe’s Belt, existing in small settlements and trading communities that supply the Wastes with technology and supplies from the adjacent territories of the Industry and Metro. In terms of population, after the Alphas come the Scavvies, who simply try to make a living selling revitalized scrap. To a lesser extent, Beta-Humans and Outsiders exist despite being oppressed by Alpha racism. In the Barrens, the power structure changes with the lack of Alphas, who tend to stay in Atawe’s Belt where the radiation levels are lower. Scavvies hold the power in this territory with their numerous settlements, small trading niches, and water stills set up to take advantage of what little resources exist in the Wastes. Outsiders tend to be more numerous in the Barrens than in Atawe’s Belt, choosing to trade with the Scavengers so they can avoid the Alpha settlements and the hatred that breeds in them. Alphas and Beta-Humans comprise the smallest groups that exist here. The Arid Sea is undoubtedly the realm of the Outsiders, who have a large number of roving clans that shuffle through the Sea along ages-old nomadic routes. Scavengers also float in and out of the area, tapping deep wells into aquifers below the bedrock. Beta-Humans scrabble for life in the same small numbers as the other territories, while Alphas take up the smallest part of the chain. The Arid Sea can be deadly to even the most adapted of species, and Alphas are not physically evolved enough to survive without extreme assistance from technology or the other races in the area. Each race has its own advantages, disadvantages, quirks and foibles. They handle life in the Wastelands in a different manner and interact with the others to ensure their survival. Good or evil, benevolent or malevolent, these races give rise to individuals from all walks of life. 8 ALPHAS That's grand, thought Red as glass rained down over her and the dead bark eep, all the good booze is gone. Bullets tore through pieces of the b ar, blowing wood splinters out beside her, directing her attention away from the mess she had spilled from her coat pockets. A split-second later she pitched herself hard to the left as a second hole smashed through. Had that round found its mark, she'd have a hol e the size of her head missing out of her midsection. These Industrial boys knew what they were doing. Unfortunately for them, so did Red. The boom of an automatic shotgun being unloaded against attack armor almost deafened her with its proximity. A third hole opened up somewhere in the cantina, and by the sound of splintering wood, she could assume that its target had found adequate cover. She knew her partner Samson wasn’t stupid enough to even think of taking them on, not with the rounds they were firing, but he'd bought her a second to locate a small wedge of plastic—and that was all the Alpha needed. She jerked her hand upwar d, the spring holster slamming a CSI-10 against her fingers. With a garish level of gall and idiocy, she pitched herself up and over the countertop. "Run for it, Sam!" The Beta threw himself out from behind a heavy table and dove out of a br oken window. Red herself caught only a glance as her left hand snapped upward and she began to run for the back door of the cantina. The soldiers had barely noticed; behind their masks all eyes were fixed on the compact gray sphere turning end over end as it soared upwar d into the air. Ther e was a moment where some of them cursed, one had even turned to run, then everything moved outward from the place where the grenade had landed—the unit of soldiers, the furniture, the remainder of the building—and it all moved very, very quickly. 9 Nearly anyone crossing the Wastes can be called some kind of human, but few hold the title of Alpha. These individuals show no significant genetic deviation from Homo sapiens, unlike other races of the Wastes. Most Alphas look down upon the likes of Scavengers and Outsiders, considering these evolutionary feats failed attempts at creating a race as exceptional as their own. Alphas aren’t always the strongest, or the smartest, but they existed first; that gives them an edge. Alphas rarely travel the open Wastes; such hostile territory is uncomfortable and unwelcoming. If the radiation, rogue Scavenger tribes, or Outsiders don’t make life difficult, then the heat, sandstorms, and frigid nights certainly will. For these reasons, Alphas congregate into settlements at the outermost reaches of proper civilizations like Metro where they can rely on each other for survival. When they do venture further out from said settlements, Alphas often travel in groups. In a world where everything is out for blood, safety in numbers is one of the greatest advantages. Racial superiority isn’t something one can argue easily in the Wastes, especially to an Outsider who’s had enough pro-human psychobabble, but having one of the oldest known civilizations on earth helps prove a point. Of all of the races in the Wastes, the Alphas are the only ones who can trace their lineage to before the first Great War. With that ancestry, even the most intolerable Alpha often has access to more technology, lore, equipment, and resources than the wealthiest Scavenger could ever dream. Laws in the city aren’t like the laws of the Wastes and if Alphas want to survive, they learn to play by new rules. To begin with, they downplay any sense of superiority they may hold. Those who are cocky or foolhardy enough to proclaim themselves better than their neighbors don’t last as long as those who suppress their distaste to a subtle sneer of mild tolerance. This dislike of non-humans isn’t a universal trait among Alphas, but mild prejudices are common. Scavengers are proven thieves at best, loathsome animals at the worst, and Outsiders are cold-hearted mountains of nothing but brawn. Beta-Humans are nothing but sick, sad cases of evolution gone wrong. In mixed company, an Alpha’s best interest is not to voice too many of these thoughts. Despite the countless differences between the races, the more people one has on their side of the firefight, the better. If anything, Alphas are survivors too stubborn to know when nature has beaten them. Red stumbled to her feet, the thick, knobby fingers of her companion releasing her forearm. Around them, pieces of debris still thumped heavily from the sky above to the ground below. She groaned, holding a hand to the side of her head and finding blood on her fingers when she took them away. While she searched her pockets again, Samson stared at the blackened ruin that had only moments before been the Tipsy Coalmouth Cantina. "Red," he stammered, "what the hell was that?" "That," the Alpha murmured around a half-crushed Red, "was me not being able to finish my whiskey." 10 SCAVENGERS "Leave? Wha...y ou can't leave!" Rohtou jerked his mask away from his face, wincing a moment as it clipped the end of his nose. Ahead, Swarm Song was still walking away. This had been his choice, and no matter how much his friend complained, he wasn't about to turn back now. "You're one of the best riders we have!" Rohtou wailed. "You mean besides you?" "But the clutches just hatched. I'm going to need all the help I can get, sending those birds off in good hands!" Clever and tough, the Children of Atawe are likely the only true indigenous peoples of the Wastes. Indeed, when the greatest ancestors of the Outsiders looked over the crags and dunes that would become their new home, numerous members of the Tribe had already made their mark on the sands. Their ingenuity and resourcefulness are unparalleled, each member possessing an innate sense of how best to disassemble, reassemble, and manipulate various forms of technology. Masters of reworking abandoned vehicles, ruined weapons, and other items lost to the desert's storms, they have earned a well deserved nickname among the other races. In the cities, the name Scavenger has been shortened to Scavvy, and, despite the derogatory nature of the title, even the Children of Atawe themselves use the term, though their definition of the term is one who spends too much time mucking about in settler affairs. The Scavenger Tribes are too numerous to record; between the shifting sands, Alpha encroachment of territory, and constant wandering, merging, and divisions, the number of Tribes fluctuates from season to season. To the curious eye, Scavenger villages, or warrens, appear to be a naturally occurring phenomenon. Like fungus, their cities of covered walkways and welded supports seem to appear overnight. Warrens spring up next to border settlements, nestle into the sheltered side of a ridge, or take advantage of any sort of industrial graveyard. Many people are confused by the concept of individual Scavenger Tribes, viewing them as one massive infestation. Differentiation between Tribes is impossible for the non-Scavvy; even members of the same Tribe differ greatly from one another in appearance. The most telling difference between individuals is their respective totem mask, an intricate work of survival and religion that provide the face that greets the sun. Even those blessed by the same spirit manifest different aspects and manufacture unique faces. 11 In recent memory, a single Tribe has distinguished itself from the myriad Tribes who travel the Wastes. The Redhair, followers of a fanatic shaman called Blooded Horn, are a savage and ruthless horde who offer mercy only to those who succumb to the words of their Shaman. Members of the Redhair stand out in any crowd; their blood-streaked heads and unquestioning devotion to Blooded Horn make them easy to identify. Across the Wastes, Scavvies who have no association with the errant Tribe find themselves driven out of settlements merely because they look like Redhair. If being shunned from their usual haunts wasn’t destructive enough, entire Scavvy warrens have fallen prey to Redhair raids. These raids are often so thorough that no one survives to warn other warrens. Due to the increased pressure, Scavenger numbers on the whole are beginning to decline. Instead of banding together to fight the encroaching threat, most Scavvies find themselves distracted with fresh scrap, the endless pantheon of spirits they hold sacred, and the burdens of day-to-day survival. Despite being born of the same summer, Swarm Song and R ohtou had little in common. Even now, their differences were as plain as the masks on their faces—the Shinglecat and the Nikole shared little, save for the occasional kill. For the last fourteen years, they had used their knack for competition to help sell Quei-Quei, performing all manner of stunts in order to best one another in front of an audience. Swarm Song sighed and leaned to glare around the neck of his prize mount, his hands deftly securing a pair of saddlebags to Tezcatlipoca's sides. "You'll do fine without me." Confronted with the snarling face of the Shinglecat, Rohtou back ed down and made only a half-hearted attempt to swat away a hatchling who'd followed him to the edge of the Stormchaser warren. Behind his mask, Swarm Song fixed his eyes on his friend for a long while before turning away. In one fluid motion he was up onto the bird's back, wrapping the leather thongs of the bridle around one hand. He hung his head, and then pried something small from his wrist. "Hey, dung-chucker. Catch." Rohtou snatched the ob ject from the air. Hesitantly, he peer ed down into his gloved hand, and then stared at Swarm Song in disbelief. "Your prayer to Otli? You'll never shoot straight again." "All the more reason to come back, despite having to put up with you." Swarm Song dug his heel into Tezcatlipoca's flank, causing the bird to let out a disgruntled caw. When the dust had settled, Rohtou was left alone at the last fence of the warren's corral, watching a glistening black shape vanish into the horizon. With an uneasy sigh, he lifted the chick from the ground, ignoring the way it began to bite beads out of his hair, and began to trudge back down the slope. It hadn't been easy to make the decision to leave home. Swarm Song had never really been away from the Warren, and this was a hell of a time to start out on his own. H e'd hear d stories from traders about the ill wind blowing from the west and leaving nothing but blood in its wake. Something bad was happ ening, and Swarm Song wasn't about to let it reach his Tribe while they were defenseless. He promised to return when he had become a better warrior, but now he questioned if he would get back before it was too late. He felt his wrist, reaching for the charm that was no longer with him. Rohtou, though as sensible as a pile of Ground Owls, was as good a friend as anyone under the sun. His token of Otli's Prayer would be safe in the hands of the Nikole. Swarm Song just hoped he wouldn't need it himself. 12 OUTSIDERS Son of Atlas shifted from where he sat outside of the b ar and lofted a cold, detached glare to meet the woman carrying a tray. He was startled by her appearanc e, immediately recognizing the crest of the Blackhawk Clan tattooed around her l eft eye. She was small for an Outsider, standing just over half a meter taller than the average Alpha male. Her ey es narrowed, b etraying a subtle curiosity. Her lips formed the faintest smile of recognition. "You're him, aren't you?" Even in nam e, he was his father's son. Since childhood, Son of Atlas had been held to higher expectations than his peers. He had not been given a staff at the beginning of his Journeyman's training, but rather a hammer identical to Atlas's own. When news of his father's death reached the Clan, they did not mourn the loss of one of their greatest heroes as they would have with any other. Son of Atlas was drawn aside by the elders, and his face was ritually scarred with the image of the soaring Cliffhawk. At night, he still remembered the sting of hot ash rubbed into his bleeding face. Never once did he protest, never once did he deny his father's contributions and honorable sacrifice. Over time, Son of Atlas had been groomed into a near-perfect replica of Atlas himself, and when it came time to leave the Clan, he did so without hesitation. Try as he might, the reputation of his father often prec eded him; it had b een his desire to leave his father's shadow that had driven him to accept his current quest. It was almost a breach of Clan law, of customs that dated back for as long as anyone could rem ember, but Son of Atlas would not allow himself to be a single chisel notch on the elaborate canyon wall that was the life of his father. Their ancestors inhabit the very rocks of the Wastes. Their strength is unparalleled. Their might, unchallenged. Their honor, unshakeable. They once were fifty, and now they are ten. They have many names—Cliffhawk, Daystar, Longwalker, and more—but are known by only one. They were, are, and always will be, Outsiders. Once proud and numerous, the Outsiders roamed far and wide through the Arid Sea. Their cities were vast, ornate structures built out of the very face of the canyons and cliffs. The remnan ts of these cities, neglected places of mourning and silence, still haunt the farthest reaches of the desert and prairie. Many years have passed since the remaining ten Clans abandoned their ancestral homes and took up the harsh lives of wandering nomads. During those years, they hardened themselves against all elements: environmental, social, personal. Now bereft of their ancestral haunts, the Outsiders roam the Arid Sea in imposing caravans, using the massive Devourer as beasts of burden. Their wagons are ancient and well-kept heirlooms, crafted in the age before their near destruction. They keep to themselves, independent, aloof. Many people view Outsiders as nothing more than violent, mute giants, and are perfectly content to maintain that view. Even Scavengers, who have the most contact with the Clans, tend to be overly friendly to their neighbors; insulting a man when your head barely reaches his ribcage borders suicide. This social void suits the Outsiders; the weight of allowing themselves to trust anyone, even their own brothers, has never rested lightly upon their broad shoulders. To keep friends invites weakness, and when survival is the absolute priority, weakness cannot be tolerated. Despite this race-wide devotion to solitude, one class of Outsiders actively roams the Wastes. Journeymen travel alone or in parties of three or four, making frequent stops in smaller settlements to resupply and repair equipment. At the end of their long tour, Journeymen return to their Clan and report upon the state of the world. With a handful of Journeymen constantly in circulation, Outsider Clans remain informed of the world beyond their long, 13 hard road. The majority of encounters between Outsiders and other races of the Wastes are attributed to these individuals. The core of Outsider culture, while heavy with ceremonial tests of strength and endurance, still reflects the sacrifices they have made. While they possess no luxuries, their tools and weapons are as functional as they are works of art; their ancestral carvings are painstakingly detailed, and their Cliff Cities are masterpieces of architecture. Outsider healers demonstrate the strongest contrast to their racial stereotype of careless violence. Specializing in herbology and other holistic medicines, they are some of the most skilled medicine workers in the Wastes. Still, very few see this aspect of their culture, and rumors float that the Outsiders were genetically created as soldiers to be pitted against some greater force. While most consider this to be wishful thinking on the Alpha's behalf, none can deny the awesome force the Outsiders would present should they ever congregate again. Their Journeymen could bring down the sky and their Shamans could cause Atawe himself to cower beneath their feet, but the Ten Clans have seen enough epic warfare. For now, they walk alone. 14 "I've heard about you. You're the unnamed Journeyman." Son of Atlas flinched, his eyes widening for a moment in surprise. The Blackhawk woman gave a soft smile as she set down a proper Alpha whiskey glass. "You're the one who's going to fight Walks in Blood’s Redhair.” A bottle of fine whitesnake joined the tumbler with a solid thump and the Outsider barkeep tucked her tray under one arm. H er lips still played at a hint of a smile, easily reading the slightly pained look on his face. Son of Atlas began to protest, but she shook her head, causing thick bands of black and copp er hair to fall around her shoulders. "On the house, Cliffhawk." Before he could thank her, she ducked back through the doorway of the bar. Son of Atlas watched her go, and then pour ed the glass full. The Outsider put back the shot and sighed, feeling the potent burn settle in his stomach like a batch of coals, and hop ed his father would understand. 15 BETA-HUMANS Jethro Wilson grinned his favorite grin—the one that displayed the two gol d teeth on the far right side of his jaw. It was the grin he used when he knew he was going to win. Not only was he going to win this hand, but he was going to take the entire table. He didn't notice, but the other three men around him had begun to smile their own respective smiles as the new dealer settled in. They had shifted their seating ever so slightly; you never know what kind of sickness or size of fleas his kind might be carrying. The flat-faced brute of a man tipped his hat back off his matted, auburn hair and nodded to the table. His skin was thick and creased like tough leather. When he smiled, Jethro coul d make out the flat plate of bone that comprised his incisors. The Beta-Human had flesh-colored snake eyes, which made him all the mor e difficult to read. He didn't flinch enough to make a difference on that devil of a countenance, and if he did, his hide was too damned heavy to show it. Tell or no tell, the dumb bastard won't get far. He was a fair man, Jethro was, because didn't just think of the limited mental capacity that all Betas suffered. Hell, any one on God's dry earth could play a hand of pok er. If dogs had thumbs, they'd be welcome at the table. Maybe it'd improve the company. No, Jethro was looking at the stranger's hands. They wer e large and heavy. His fingers were almost as wide ar ound as chair legs. Ending each one of those fingers was a warped fingernail that grew so thick that each one might've been a hoof. The dense knobs he called knuckles cracked and popped when they flexed. The Beta seemed to move carefully when he lifted the cards from the table, and Jethro wondered with a smirk if he'd even be able to hold a hand without dropping anything. "Straight hand, gentlemen." The Beta's deep voice could pass for human, even if the rest of him couldn't. "Five card dr aw, nothing wild, open bid." Jethro confidently tossed a banded fold of credslips into the center of the table. This would be too easy. Beta-humans cling with gnarled hands and hinged toes to the lowest (or at least most skewed) rung of the evolutionary ladder. Centuries upon centuries ago, the first human subspecies emerged from the ranks of normality: Outsiders got big, Scavvies got clever. Genetic deviants don't just spring up out of nowhere; something had to mutate first, someone had to be the catalyst. Some of those catalysts are still mutating, and these mutants are collectively known as Beta-Humans. Unfortunately, BetaHumans lack the luxury of being a race of common people. Even the low percentages of genetic anomalies that occur among the native races of the Wastes share very few mutated traits. One Betahuman born of a Scavenger mother could have flylike wings protruding from his shoulder blades and the wrinkled snout of a boar while another from the same mother could sprout furred feet and a scaled face. Nobody has ever admitted to seeing a Beta of Outsider stock, and theories abound that such unfortunate horrors are left to die of exposure rather than disgrace their respective Clans. The Outsiders themselves remain silent on the matter. The overriding opinion of Beta-Humans varies from people to people. Scavengers view some fortunate Betas as desert spirits, while most Alphas would prefer to put a bullet in every mutated countenance they see. Despite the impersonal nature of the Wastelands, its Beta-Human population has thrived and survived. When company, manpower, and trustworthy folk are few and far between, people are willing to accept the presence of genetic mishaps without too obvious a cringe. While some border towns still run Betas past city limits, the majority view them as secondclass, or even third-class, citizens, but citizens nonetheless. The Industry is supposedly Betafriendly, and their protectorate of the Borderlands reflects this view with high Beta populations. Because of this, a good number of Betas in the Wastes are really just passing through on their way to the social freedom to the South. More often than not, these hopefuls end up stranded in a settlement because of lack of resources, involvement in local politics, or medical issues created by zealous Alphas. 16 Since Beta-humans experience such exceedingly violent marginalization by the majority of Wasteland peoples, a number of Beta-only towns have sprung into being throughout the Wastelands, centering mostly in Atawe’s Belt and the Barrens. These settlements, like Third Arm Luke and Too Hard Luck, are fledgling townships dependent upon the determination and creativity of their inhabitants. These villages tend to be militaristic, their gun-shy residents overzealous in the protection of their own stake. Their aversion to firearms becomes affinity when they realize that, in the Wastes, at least, what you can hold with violence you can keep. The unwary traveler, unless they present a significant, and highly visible, amount of genetic aberration themselves, will most likely find themselves bleeding out into the sands if they get too close to a Beta-human settlement witho ut the express permission of somebody in the know. 17 The only constant in Beta-human society is diversity—no two Betas have ever looked alike. Indeed, many Betas manifest similar mutations in different ways. These mutations can be as subtle as having an extra finger on each hand or as blatant as being quadrupedal. Some even have the ability to pass as an Alpha, so long as a doctor never gets a good look at their insides—trying to explain that third lung away like it's a misplaced handbag calls for inventive conversation. The latter are in the far minority and often garner resentment from their own kind, not to mention the star tled backlash should an Alpha discover the truth about their good friend. "And guns where we all can see them," The dealer clear ed his throat, "If you don't mind." Jethro started to reach back for his Cobra, but found himself stopping short. The Beta-Human had barely touched the deck, but he'd begun a deft shuffle that was just as much for show as it was for function. The Alpha's face slowly dropped, his two gold teeth once mor e hi dden behind his unshaven cheek. The other three men had done the same, even checking glances to one another to be certain they were all seeing the same unlikely event. At this, Samson Graves smiled his favorite smile—the one that showed the over pronounc ed ey eteeth at the corners of his mouth. It was the smile he used when he knew he was going to win. And not only was he going to win, but he was going to take the entire table. 18 Character Creation The central element of any successful game is the characters that people its storyline. Regardless of the skill, tenacity, and resourcefulness of the Puppeteer, his ministrations will amount to nothing but a collection of flowery descriptions if the characters who progress the plotline stagnate in a Dust Hole tavern. In Way out Waste, the forward motion of the game hinges upon having characters who can actually do something in the first session; no fuzzy little wide-eyed creatures exist in the Wastes which will whet the blades of up-and-coming heroes while they flounder in a state of ineffectiveness. The Wastes are hard, and softness will make for very short stories. Creating a character in Way out Waste is far from an involved process, but there are a few things to keep in mind. Some character types will require a little more concentrated effort than others, but none should be too complex. STEP 1 CONCEPT The first and most importan t part of creating a character for Way out Waste is concept. It’s the idea that makes an Alpha gunslinger unique among all the other Alpha gunslingers who have ever graced the Wastes. Personality, look, and so forth are all a part of a concept and understanding them better will help make gameplay dynamic and interesting. Without a concept, the character boils down to a bunch of words and numbers on a page. If no thought and care go into the background of a character, then he will be as bland and colorless as a bowl of grandma’s oatmeal, and just as difficult to swallow, as well. STEP 2 CHOOSING RACE Although a thorough Character Concept usually gives the player some idea of what Race he will play, this element of character generation can be difficult. If the idea is to play a gunslinger, would an Alpha make the best choice with his abundance of skills and access to higher technology, or would a Scavvy be better, with his resistance to radiation and ability to create his own weaponry? How about an Outsider, with his massive size, durable body, and great strength? Each race has its benefits and detriments, and the responsibility of choosing rests heavily on the shoulders of the player. STEP 3 CHOOSING P ROFESSION Money makes the world go ‘round, and centuries of wars, Dark Ages, and an impending Ice Age hasn’t changed the need of a few coins clinking in the pockets of those who travel the Wastes. Money has never grown on trees, not that the Wastelands have trees to begin with, so everyone who claims the Wastes as even a temporary haven must have a job which earns them much needed cash. This “job” isn’t nine-tofive clock-punching drudgery, but rather an estimation of what the character does for a living; a Profession, then, illustrates the sum of skills the character can offer. Professions in Way out Waste are divided into three groups based on their prospective requirements, be they Physical, Social, or Mental. These Professions determine the character’s Hit Points and starting Creds. STEP 4 GENERATING ATTRIBUT ES Attributes reflect the natural abilities of the character; they measure inherent talent toward specific tasks that require some measure of conditioning, be it genetic or learned. Attributes provide the framework for specifying what a character can and cannot do based on physical prowess, social aptitude, or intellectual fortitude. Eight Attributes measure the ability of a character in Way out Waste: Strength, Endurance, Agility, Dexterity, Intelligence, Cunning, Charisma, and Willpower. Once again, the Concept for the character will often determine which of these Attributes will take precedence and which will languish. The process of generating Attributes can be agonizing, however; a good mixture of talents and skills are needed to survive in the Wastes, and the Alpha gunslinger who has extremely high Dexterity and Agility may find himself guarding the Quei-Quei during an important conference with the distressed Scavvy Shaman because of his lacking social graces. 19 STEP 5 CHOOSING S KILLS The Skills of a Way out Waste character finish the process of making him unique; they show the things this particular character has devoted the bulk of his time learning. While anybody can pick up a flute, blow air through it, and make a noise, only somebody who has spent considerable time, effort, and practice will be able to harness that noise and turn it into music. Where Attributes measure a character’s inherent talent, Skills measure learned proficiency. Just because the Alpha gunslinger has superior hand-to-eye coordination doesn’t mean he can aim and fire his sidearm; until he devotes years of study and practice in plinking cans off fence posts, his shiny hand cannons will be nothing but hip-jewelry. These five elements of Character Creation will provide the basic elements of preparing a character for gameplay. Certain other aspects of the character, like Hit Points, Starting Creds, and Starting Equipment, for example, are discussed in detail later in this chapter, as well as specific methods for determining the more integral aspects of Character. CONCEPT As mentioned above, Concept is the place from which Character Creation should start. While some players will fumble through this process with their eyes closed and decide what to play after the numbers appear, a carefully concepted character will provide a richer, more dynamic gaming experience. In approaching the play of a character in Way out Waste, a player should review the introductory material in this book and see what kinds of things jump out at hi m, what elements of the world appeal most to him, and what type of character he sees himself portraying comfortably. While a player may think that hauling around a massive firearm and blasting any and all enemies to bloody tatters comprises entertainment of the highest degree, he should make sure that playing a Scavvy engineer wouldn’t be more fitting to his designs in the game. Remember, Way out Wastes caters to every type of player, be they gunslingers or wordslingers. Keep in mind that these are people; fictional people, but people nonetheless. Each person has a history; parents, friends, vices, and flaws all combine to create a rich individual who interacts with others. Players would do well to think of their characters in as real of terms as possible, taking into effect all the idiosyncrasies of individuality. What’s this gunslinger’s name? Where did he come from? Has he always been in the Wastes, or is he an ex-Industrial soldier? Is he running from a biker gang in Metro? Why is he packing a gun, and where did he get that gun? It’s a nice gun; did he kill somebody to get it or buy it from a half-blind Outsider in need of another bottle of booze more than personal protection? Does he ride a Quei-Quei or drive a Drifter? The more specific the player can be with a character the better; it will give the Puppeteer more information to work with in the creation of an engaging storyline. A flat, cardboardcutout character will trudge through the Wastes on uninspired feet instead of maneuvering the sands with intent and interest. 20 RACE The next logical step in creating a fully rounded and intriguing character starts with the question “Who?” In beginning to answer this question, establishing a character’s Race is very important. As discussed in the previous chapter, four major races comprise the population of the Wastelands: Alphas, Scavvies, Outsiders, and Betas. Each race has its own benefits and detriments along with the societal and cultural information already established. As far as character creation mechanics are concerned, there are a few things to keep in mind for each race. 21 ALPHAS THE BENEFITS AND DETRIMENTS OF CIVILIZATION Alphas typically come from areas with greater access to information, a higher level of education, and more easily shared knowledge. Alpha characters begin Character Creation with five additional skill points for a total of 15. See Page 28 for more details on skills. Although Alphas are generally hearty individuals, the Wastelands are a pit of latent radiation which is harmful to the human body. All Alphas must intake regular dosages of potassium iodine in the form of red-filtered cigarettes aptly called “Reds.” Depending on where he is in the Wastes determines how many Reds the Alpha must smoke per day; the further into the Wastes he travels, the higher the levels of radiation. In the majority of Atawe’s Belt, an Alpha can survive on one or two Reds a day, but a jaunt in the Arid Sea will necessitate almost constant chain-smoking action. TECHNOLOGY One of the few races in the Wastelands who have a semi-regular influx of advanced technology, Alphas are commonly seen with outdated tools and weapons from advanced cities that border Atawe’s Belt. An Alpha may begin play with weapons and equipment marked as “uncommon” with an asterisk in Chapter Six, while all other races must acquire them through gameplay (including Betas from Settlements). RACIAL MODIFICATIONS Alphas have no modifiers to their attributes. No Alpha attribute may be higher than 18, excepting the affects of drugs or cybernetics. SCAVENGERS CRAFT With enough time and appropriate scrap, a Scavenger can manufacture anything, from weapons, equipment, armor, and even vehicles. Each Scavenger automatically has a Craft Skill at Level 2. This does not count against their ten Skill points for character creation, and they may choose to spend extra points to further increase the level of Craft they possess. W ASTELANDS SURVIVAL Native to the Wastelands, Scavengers are taught from early childhood the nature of the Wastes. As Craft above, Scavengers begin play with two automatic Survival : Wastel ands Skill levels. EIDETIC MEMORY Every Scavenger possesses a near picture-perfect recall. Things they have seen can be remembered as if the Scavenger had the original object in front of him to investigate further. This is particularly useful when disassembling machinery and weapons, allowing them to remember just where everything goes to make it work exactly like it used to—not that any Scavenger would be satisfied with just that. RACIAL MODIFICATIONS Scavengers have the following racial modifications. Note that when creating a Scavenger, an Attribute in which they have a bonus may go higher than 18, but penalized Attributes may go no higher than 16. Attribute Bonus +3 Attribute Penalty -2 Cunning Endurance Intelligence Willpower 22 SCRAP Scavengers do not start play with Credits, the standard currency in the Wastelands; instead, their culture revolves around the exchange of raw materials in the form of Scrap, or broken-down technology. When creating a Scavenger, roll one fewer dice to determine starting Scrap. Equipment with a price listed in credits is worth half that cost in scrap, but is considered “broken down.” See the option rules in Chapter Four for more info. Also, Scavvy characters choose starting equipment from a different list than the other races. TOTEM MASK In the Scavenger beliefs, the greatest spirit is Atawe, the creator and destroyer of all things, manifested in the desert, the sun, and the Swarm. To protect themselves from Atawe’s hunger, so stories go, the Scavengers borrow the faces of the spirits. Hiding under these false faces, Atawe passes them by and looks for other food. As a coming-of-age trial, each young Scavenger goes out to the Wastes to find a personal totem that protects and teaches them. This totem can be any spirit, from stone to sky, animals, and even concepts like luck. When they return, they craft a “false face” of this spirit to protect them in the harsh Wastelands. In their culture, often this mask is often more widely recognized than the face beneath. Each mask is as highly respected as the spirit it represents, and will only be replaced if destroyed. Even then, sometimes pieces of the old mask will be crafted into fetishes on the new one. Aside from spiritual connotations, these masks also serve practical purposes. Each is built with tinted eyepieces to protect against glare, filters to prevent inhaling sand and dust, and many are equipped with amplifiers so the wearer’s voice can be heard above a raging storm. Many of the warlike tribes use this amplification to intimidate foes during an attack with the distorted and amplified cries of the Scavengers carrying across the expanse. OUTSIDERS MASSIVE Outsiders are, simply put, enormous. A three-meter tall Outsider can be upwards of 550 kilograms of dense muscle covered by tough skin. When creating an Outsider character, regardless of profession type, add ten additional Hit Points to the total. More information regarding Hit Points resides below. IMMUNE TO PAIN Outsiders do not take penalties due to injury. Able to operate beyond all but the worst wound, an Outsider is considered able to function at maximum capacity until their Hit Points are reduced to zero. W ASTELANDS SURVIVAL As the Scavenger ability above, Outsiders have learned to survive in the Wastes over many generations, and they pass this knowledge on. Every Outsider begins play with a single rank in Survival: Wastelands. As with Scavengers, this does not count against the ten points they have to spend at Character Creation. RACIAL MODIFICATIONS Outsiders have the following racial modifications. Note that when creating an Outsider, an Attribute that they have a bonus in may go higher than 18, but penalized Attributes may go no higher than 16. Attribute Bonus +3 Strength Endurance Attribute Penalties -2 Charisma Dexterity 23 B ETA -HUMA NS MUTATIONS Betas are unique, each having a different set of mutations that allow for infinite variety. Some of these are beneficial, others detrimental, and others simply are, neither aiding nor hindering the Beta in any significant way. When creating a Beta, choose Mutations from the lists later in this chapter. A Beta may not have fewer than three Mutations, and no more than six. See the Mutations section for more information about creating a Beta. RACIAL MODIFICATIONS Any and all Beta racial modifications are determined by their Mutations, as listed below. PROFESSIONS Professions in Way out Waste are divided into three groups: PHYSICAL This group includes all the characters that make a living on the Wastes doing strenuous, physical jobs. As a result, they generally start play with more Hit Points than the other two groups, but due to the relatively low skill requirement of the profession, they also receive fewer credits for starting Equipment. A Physical character starts play with 10 Hit Points + their Endurance, and rolls 2d6 x 10 + 50 credits for starting Equipment. Some professions that fall under Physical include: Gunslingers, Scavvy Hunter, Mercenary, Outsider Journeyman, etc. SOCIAL Characters with Social Professions are those who make a living by dealing with other people through con artistry, gambling, and so on. While not as physically challenged as individuals with a Physical Profession, if the conversation degenerates into a brawl, a Social character must fight well enough to live to fight another day. Social characters begin play with 8 Hit Points + their Endurance, and receive 2d6 x 10 + 100 credits to spend on Equipment. Social Professions include: Gambler, Musician, Trader, etc. MENTAL The Mental Professions encompass all jobs that require technical training to perform. These individuals are in high demand and usually have the least fighting prowess. Due to the usefulness of Mental Profession skills, they begin with 2d6 x 10 + 200 credits of Equipment, but a mere 6 Hit Points to add to their Endurance rating. Some Mental professions include: Medic, Engineer, Scavvy Craftsman, Outsider and Scavvy Shaman, and so forth. 24 ATTRIBUTES Strength STR Strength represents the physical power of the character: how much they can carry, what they can lift, and how hard they hit. Agility AGL Dexterity DEX Grace, body control, and quickness are all determined by Agility. This Attribute determines accuracy in Close Combat and affects the amount of damage taken in Close Combat. Dexterity determines the level of hand-to-eye coordination a character has, including accuracy with thrown and long-range weapons. Endurance END Endurance measures physical durability. This attribute affects how much damage a character can endure before falling unconscious and eventually dying. It also represents resistance to toxins and disease. Intelligence INT Cunning CUN Intelligence represents the amount of learned knowledge a character possesses and is rolled to determine success for many skills in the Mental Profession as well as determining the success and failure of Shaman Abilities. Cunning is a character’s mental flexibility—the ability to think on one’s feet. This stat determines the difficulty of perception checks and also affects initiative. Charisma CHA Willpower WIL Charisma is the natural appeal of a character, through either appearance or personality. This Attribute is rolled when trying to con or seduce someone, when performing, or when trying to sway someone. Somewhat a measure of “mental endurance,” willpower affects your ability to resist influence, be it from other individuals, drug addiction, or a Shaman’s Abilities. DETERMINING INITIAL ATTRIBUTE S CORES Each Attribute starts at 7, and a player has 40 points to spend on all eight Attributes. For each point spent on an Attribute, it is increased by one. During Character Creation, if an Attribute is reduced below 7, the player gains that many points back to spend elsewhere (i.e., if a player reduces his Character’s Strength to 5, those two extra points can be spent on another Attribute), unless the reduction happens due to Racial Modifications. Alternately, the player may roll 3d6 for each Attribute. This method produces a more random range, and should be agreed upon with the Puppeteer before use. 25 EXCEPTIONAL ATTRIBUTES Exceptional Attributes are those at the high and low ends of the spectrum, representing those naturally gifted or deficient in certain fields. A Bonus is applied to all Attributes 15 or higher in the following way: Strength Bonus damage to Close Combat attacks Endurance Bonus added to Hit Points purchased with Character Points Dexterity Bonus damage to ranged attacks Agility Bonus reduces the amount of damage taken during Close Combat Cunning Bonus to Initiative roll Intelligence Bonus skill slots at Character Creation Bonus to Cred Multiplier during Character Creation Bonus to rolls against Stun due to loss of hitpoints Charisma Willpower Attribute Attribute Attribute Attribute Attribute Attribute Attribute Attribute Attribute of 18 of 17 of 16 of 15 of 14-7 of 6 of 5 of 4 of 3 4 point Bonus 3 point Bonus 2 point Bonus 1 point Bonus No Bonus or Penalty 1 point Penalty 2 point Penalty 3 point Penalty 4 point Penalty This Scale continues both up and down. An Outsider with Strength of 20 will get a +6 Bonus to Close Combat damage, while a Beta with Charisma of 2 suffers a –5 Penalty when rolling for credits. HIT POINTS Hit Points represent the amount of damage a character can take before they start slowing down, falling unconscious, and ultimately dying. Endurance and Profession determine Hit Points. Each Profession group has a set number that is added to their Endurance Attribute. Therefore, to determine Hit Points, follow this chart: Physical Profession Social Profession Mental Profession 10 HP + END 8 HP + END 6 HP + END After Character Creation, Hit Points can be increased by spending Character Points gained in the form of experience. As will be repeated later, six Character Points will earn a character the base number of Hit Points as determined by their Profession plus any bonus that an exceptional Endurance may bestow. 26 27 SKILLS After determining Attributes and Hit Points, a player has 10 (15 for Alphas) Skill Points to spend, modified by any bonus their Intelligence may impart. Skills are ranked from 1 (Somewhat Familiar) to 5 (Mastery), but no Skills may be higher than 3 at Character Creation—they can only be increased with Character Points gained through role-playing. might come in handy in the Wastelands—notice that Ballet and Finger-painting are absent. A comprehensive list of all potential skills would be impossibly long to both write and read; instead, think of these as guidelines of skills your character might possess. As always, the Puppeteer has final say over what Skills a character can have in his game. Each level of a Skill gives a bonus to rolls that involve the skill. For example, if a character has Dexterity of 12 and Pistols 3, then a standard roll to hit is 15 or under on a d20 (Dexterity 12 + Pistols 3). Skills are pragmatic however, and may be added to any appropriate Attribute. If the same character had Intelligence of 10, he would roll to repair and clear jams at 13 or under (Intelligence 10 + Pistols 3). To impress the locals with a fancy display of gun twirling, he would roll Charisma + Pistols. Skills are listed with a common Attribute they can be combined with to determine the difficulty of an action performed using that Skill; bear in mind that this does not mean this is the only Attribute that may be used. Any Skill may be combined with any Attribute to perform an action depending on the intended result. Any conceivable skill that a person might possess is possible in Way out Waste, from Ballet to Fingerpainting. Following is a list of possible Skills that Skills are broken down into four major categories: Physical, Social, Mental and General. General Skills can be taken by any character, regardless of their Profession, while it would be wise for a beginning character to have a skill set dominated by Skills pertaining to his chosen Profession. *Note* If the Puppeteer prefers, they may suggest that at least half of a character’s Skills fit within their Profession. Some sample Skills are listed in profession groups to simplify selection, but remember that these are just some ideas of what a character might be skilled in. Additional Skills created by players should be approved and assigned to an appropriate Profession by the Puppeteer. PHYSICAL SKILLS Pistols DEX This Skill represents familiarity with all manner of sidearms. Many disputes in the Wastes are resolved at the end of a gun barrel, so it is uncommon to see someone without at least some form of pistol. In addition to measuring accuracy, this Skill and all weapons-related Skills also show a character’s ability to upkeep and maintain the weapon. Rifles DEX As with Pistols, Rifles grants the character familiarity with all longer range, fired-from-the-shoulder weapons, including shotguns. This Skill does not affect rolls on any weapon listed as “Heavy,” like vehicle-mounted machine guns, grenade launchers, or certain large-caliber rifles. Heavy Weapons DEX Sometimes that little extra bit of firepower will turn a hopeless situation into a frolic in the sandbox. Skill in Heavy Weapons will grant the character the ability to step behind weapons that can obliterate buildings and vehicles or just cause a massive amount of damage. 28 Quick Draw DEX Two gunslingers square off across a deserted square, size each other up, then, with blurred hands, sling their hand cannons and go to work. Quick Draw is the Skill which allows for this kind of interaction. It can only be performed with pistols, which should be holstered accordingly; a gunfighter with his weapon slung low on his hip has better access to it than if he had it tucked into the back of his pants. Quick Draw has some unique mechanics—normally in a combat scene, drawing a weapon requires one of a character’s actions for the round (all this will be made clear in Chapter IV: Systems). With Quick Draw, a character can draw and fire in the same round, but with a difficulty modifier on the shot: To Hit Level Level Level Level Level 1: 2: 3: 4: 5: Brawl +5 +4 +3 +2 +1 AGL Damage (all NL) Whether in the barroom, in combat, or in just a drunken contest of friends, brawling is a daily way of life for inhabitants of the Wastes. Although guns have a tendency to bring an end to uncomfortable situations, they have the tendency to remove any possibility of future comfortable situations with the person on the receiving end. Remember, being able to resolve one’s differences without incurring death is an admirable trait. Melee Unskilled: d3 Level 1: d4 Level 2: d6 Level 3: d8 Level 4: d10 Level 5: d10+2 AGL Melee is a blanket name for a plethora of unique weapons, all of which have their own skill. Unlike with Pistols or Rifles, not all hand-to-hand combat weapons hinge upon similar concepts; an axe wielder cannot pick up a pair of nunchaku and expect to use them with equal proficiency, where a gunslinger can pack around both a .45 and a .38 and alternate between the two with little problem. If a person wants to be able to use both axes and nunchaku, he must purchase levels in both the Axe Skill and the Nunchaku Skill; he cannot merely put points in Melee. Climb AGL Some people can climb to the top of a mountain with grace and style; others will fall to a gristly demise on the rocks at the base. Climbing is an important Skill in the outer reaches of the Wastes, which are dominated by craggy mountains and deep valleys. The ability to gain higher ground, for scouting, safety, or pleasure, can mean the difference between life and death. Hunting CUN Hunting encompasses all hunting-related knowledge, such as where animals feed, where they gather, or how to avoid being detected by scent. Animals, however, are not the only things hunted in the Wastes, and this skill fulfills the requirements for tracking even the most intelligent of prey. Acrobatics AGL Anyone can maneuver their way through a crowded bar, but it takes a certain quality of individual to use the knee, hip, shoulder, and head of a nearby Outsider to get a leg-up on the crowd then go sprinting across the room on the unwitting craniums of fellow patrons. Acrobatics is the Skill that measures just how well a character is able to apply their Agility to their actions, adding flair, style, and cinematics to any scene. Dodge AGL There comes a time in everyone's violent life when a simple juke to the side will make tomorrow's recovery require a whole lot less liquor. Things like fists, feet, table legs, and chair arms can be dodged; bullets, however, cannot. Therefore, Dodge is a skill which is only useful in Close Combat. Each and every character gets the opportunity to dodge any Close Combat attack (see Page 61), but persons in possession of the Dodge skill are likely to be successful. 29 SOCIAL SKILLS Gambling CHA or CUN At home with a handful of cards, dice, or sticks (for which Scavvies have devised a highly competitive game), with money on the table and aces in his sleeves, a gambler can make his way across the Wastes with an impassive face and a clever bluff or remain grounded in Epitaph due to a bad stretch of luck. The Gambling Skill gives a character knowledge of games, betting structures, and house rules, as well as the necessary ability to read a player’s hand by the look on his face. Haggle CHA Very few things in the Wastes have rigidly set prices, and in a world where nothing comes cheap, prices can be a very deceiving. “You get what you pay for” is not an adage that applies to the traders who peddle their wares in places like Dust Hole, Rock Falls, and Wormwood. Being able to argue the price down from exorbitant to expensive can mean the difference between getting enough supplies to make it to the next settlement or perishing in the sand because that extra hundred gallons of water was just too dear. Persuasion CHA Using firearms or fists to settle disputes is not always the best way. A forward-thinking person will realize that so metimes his tongue can be as effective as flashing his spring pistol. Persuasion is a skill that shows just how effective someone is in getting others to come around to his way of thinking without reverting to violence. Disguise INT or CHA A useful and life-saving skill, Disguise affords the character the ability to change his appearance in case his original face becomes well-known as a cheater at cards, a troublemaker, or a killer. Being skilled in the chameleonic arts will not only give insight into how to change one’s own look, but also into when others are trying to put one over with makeup and a wig. Diplomacy CHA Diplomacy comes into play when the character finds himself at the center of two rival factions and must bind the two together with knots of words. A highly useful skill for Journeymen, Scavvy Shamans, and anybody with a bend toward the politic, Diplomacy is another way of winning wars without bloodshed. Intimidation WIL When Persuasion fails, a more forceful approach may be necessary. Intimidation is a measure of how effective the character utilizes his physical presence, verbal command, and display of weaponry to cow another. This works well if a large amount of body, voice, and guns, go into the display but the smallest Scavvy can be intimidating if he’s skillful enough in manipulating what he does have. Interrogation WIL Getting a resident of the Wastes to offer information can be an arduous task, especially if he finds himself strapped to a chair surrounded by a group of people pointing guns at him. Interrogation teaches what questions to ask and when, as well as ways to get the answers to questions when none are forthcoming. Concealment INT Concealment and camouflage are two excellent ways of avoiding things: people, trouble, bullets. Knowing at a glance which rock is big enough and which shadow is dark enough to keep you safe from prying eyes can mean that later time can be spent plucking bullets out of bodies other than your own. Performance CHR Performance, like Melee, is a skill that stands in place of a varied and diverse list. This skill allows for all kinds of arts, from playing guitar to singing, from acting to dancing; however, a character cannot have Performance and expect to play guitar while singing lyrics to “The Sound of Music” while busting out a jig. For each Performance art the character can perform, he must acquire a specific Skill. 30 MENTAL SKILLS Craft CUN or INT What may be second nature to a Scavenger poses significant problems to others—how to take that pile of junk and convert it into something useful. Craft is a measure of how a character can construct new stuff from old, or at least fro m different. In a world where hundreds of kilometers of distance separate settlements, being able to concoct the answer to technical issues is a necessity. Repair CUN or INT Where Craft gives a character the ability to create new things, Repair focuses on fixing things. Be it a broken-down Drifter or a malfunctioning water still, Repair is a useful skill for everyone. Appraisal CUN Although the Wastes thrive on the buying and selling of discarded technology, there are things that are worth next to no thing. Being able to tell the difference between a Drifter that will continue driving past a test-drive and one that will cough, sputter, and die in a week becomes a desirable trait. When used in conjunction with Haggle, it can save (or make, depending on who’s doing the buying) a lot of Creds, too. Medical INT With the plethora of violent individuals cruising the Wastes with bared blades and twitchy trigger fingers, living with wounds becomes commonplace. With Medicine as a Skill, a character knows how to clean, bind, and stabilize wounds so the wounded can continue living. When a medic reaches someone who has been reduced to zero Hit Points, he must roll to stabilize the character with a +6 penalty so th at character does not bleed out and die, as will be described in Chapter Four. However, if the medic is equipped with a Field Med Pack, that penalty is reduced by three; if he has a Surgeon’s Belt Pack, that penalty is reduced by one. These two reductions are stackable and the levels that a medic has in Medicine will also affect the roll; therefore, if a Medic with level 2 Medicine equipped with both medicinal packs reaches a character with zero hit points, said medic will have no penalty to stabilize his patient. Also, characters will regain as many Hit Points as the level of Medicine Skill the medic who worked on them has per eight hours of uninterrupted rest in addition to the d6 they receive from their body’s natural healing process. Drugs/Poisons INT A bullet in the brain is sure to kill, but not only does that leave a mound of evidence pointing back to the shooter, it also makes quite a mess. Poisons provide a much more civilized, subtle way to off an enemy, and the Wastes has its share of deadly substances. This skill gives the character knowledge of how to identify, harvest, buy, sell, and administer all manner of chemicals, from the hallucinatory Wanderer to the neurotoxin in Whitesnake venom. Wastelands Lore INT The Wastelands, to the untrained eye, are nothing more than a huge desert that occupies the guts of a continent. The few who spend their lives among the sands, however, know that diversity, danger, and death dwell within the Wastes. Knowing what a darkling sky portends and where the next oasis bubbles through the hardpan is a necessary survival technique. Wastelands Lore gives the character a wealth of information, from crude knowledge of the areas of the Wastes to specific understanding of the customs and rites of the indigenous peoples. Computers INT In civilizations as advanced as the ones that surround the Wastelands, computers are common. Although relatively rare in the Wastes themselves, computers aren’t unheard of. A passable skill in how to access the meshes in settlements with satellite uplinks or links to Metro’s CityMesh can prove to be useful. 31 Communications INT Communications is a skill that allows the character to set up communication networks, be it between hand-held radios, helmet-mounded intercoms, or wireless computer grids. Being able to be in constant contact with other members of a party is necessary for the unified action of any task force, and the communications officer is often a closely guarded individual. Demolitions/Explosives INT Grenades, concussion sticks, C-8, fertilizer, gunpowder, gasoline, tarroot, lamp oil: if it goes BOOM instead of bang, skill in Explosives/Demolitions will allow the character to use pre-constructed devices, create his own, and give him knowledge of what to do with both. When tossed into a Drifter, a grenade will make a nice explosion and kill passengers, but when strapped to the support beam of a tower, it may destroy a lot more. Lock-picking DEX The inhabitants of the Wastes are often paranoid about security, and locks of all shapes and sizes are common. Having the knowledge of getting past a padlock and into the weapons locker beyond can make for some life-saving benefits, or at least some lucrative ones. GENERAL S KILLS Ride AGL Ride conveys the ability to harness the power of an animal, point it toward the horizon, and remain seated in the saddle as it shambles off toward the sunset. There are a few types of creatures in the Wastes which make transportation more comfortable, from Quei-Quei for smaller peoples to Devourers for Outsiders. Once again, the skills required to ride a bird differ from those to ride a shaggy Devourer, so specification of what kind of animal the character can ride is a necessity. Drive DEX Even though machines in general have difficulties lasting long in the harsh environment of the desert, Scavvies and others have managed to weatherize many types of vehicles for Wasteland use. Drive allows a character to get behind the wheel and go as well as perform very basic maintenance. Like Ride, different vehicles require different training, so be sure to specify which vehicle the character can drive. Survival: Wastelands INT Some peoples have been living in the Wastelands for countless generations and getting along with little water, scarce food, high levels of radiation, and severe weather poses no great challenge for them. For others, however, venturing farther than their rented hotel room in Wormwood saps the juices right out of them. Having a modicum of skill in Wastelands Survival means that an individual has knowledge of where to find the necessities and how to deal with the everyday dangers of the Wastes. Prowl AGL Some situations call for kicking in the door and unleashing hell on whoever is behind it; others call for sneaking in unnoticed. Even in a place as up front and blatant as the Wastes, silence is golden. Stealth measures how quietly a character can move, hide in the depths of shadows, and slide past interested parties. Linguistics INT The residents of Metro primarily speak a polyglot called Cityspeak, the Industry has its own language, and Outsiders and Scavvies speak languages as different from each other as they are from every other language. New characters in Way out Waste are assumed to know their native tongue, and must spend Skill points to acquire new ones. Linguistics allows a character to speak an additional language, but he must specify which. 32 Ambidexterity DEX Most people use their right hand for most menial tasks, and just about everyone else uses their left. However, a few gifted people can use either hand interchangeably to different degrees. Ambidexterity is a handy skill to have in a gunfight as well as at the dinner table, though some additional rules govern just how accurate that less-learned hand truly is. Ambidexterity allows a character to fire a hand-held weapon from both hands simultaneously at one target; since aiming and firing is often a split-second action, shooting two different people at the same time should be considered almost impossible and, if ever attempted, the difficulty for such shots should be determined by the Puppeteer in accordance with the situation. Investigation To Hit Level Level Level Level Level 1: 2: 3: 4: 5: +5 +4 +3 +2 +1 CUN Tacky blood soaks into the cracked floorboards, a Scavvy spring pistol rests near the door, and the window is broken inward. What happened? A character with Investigation will be able to assemble varied clues to arrive at a conclusion that might prove too cryptic for the casual onlooker. Sleight of Hand DEX From card tricks to fancy gunplay, Sleight of Hand is a useful tool for the exhibitionist. A character with this skill will be able to use his manual dexterity to impress the girl down the bar, intimidate an attacker with a display of prowess, or deal that ace off the bottom of the deck without displaying the one he just slipped up his sleeve. Pickpocket DEX While theft is a killable offense in the Wastes, there are those who make their living taking what they cannot earn. Picking pockets is a good way to gain a few extra Creds, relieve a drunken friend of his Drifter keys, or remove that ugly knife from its sheath before its owner figures out that he’s just been had. 33 BETA-HUMAN RULES Beta-Humans are often condemned or spared based on how close they can resemble Alphas, but looks are far from everything. Betas can easily be the most prosperous, or the most uncomfortable, individuals in the open Wastes. In this hostile region, the majority of mutants are born with traits that aid in their survival rather than hinder them. A Beta who isn’t “born to the Wastes” often leaves for the cities of the Borderlands or streets of Metro, whereas Betas with mutations more acclimated to the Wastes often migrate in. The following is a sample list of mutations common in the Wastes. Players may select from the list or create their own with Puppeteer approval. Some of the best character mutations can be found with a little zoological research, and players are encouraged to be creative. CREATING A B ETA -HUMAN When choosing mutations for Beta-Humans, select them from the following list or create new ones. Each mutation is assigned a point value, from Very Good at two points to Very Bad, at negative two points. The Beta must have no fewer than three mutations and no more than six; the point value of positive mutations must equal the point value of negative ones. For example, a character may choose a single Very Good and balance it with two Bad or a single Very Bad. Bear in mind that a character may choose nothing but Neutral mutations, since they have a value of zero. Very Good +2 Very Bad -2 Armored Hide Efficient Metabolism Toxic Blind Gnarled Limb Monstrous Neutral 0 Dental Mutation Horns Knobbed Skeleton O dd Coloration Good +1 Bad -1 Adrenal Control Braided Muscle Fiber Light Efficient Vision Predator’s weaponry Tough Skin Deformed Larynx Frail Bones Inhuman Features Sensitive Eyes Restrictive Diet 34 V ERY GOOD Armored Hide +2 The Beta with this mutation has some form of natural armor. This defense can take the form of nearly anything: bony plates, thick scales, or even a strong carapace. These Beta-Humans seldom look alike, as distinct patterns and stylizations often affect appearance. This mutation can be disturbing to a lot of people, so be prepared to pay extra for that pretty smile in the next town, let alone clothing that fits. The Beta receives a bonus of + 2 t o his Endurance and an armor rat ing of St rengt h 3. At the Puppet eer’s discret ion, this can be increased t o St rengt h 5 at t he cost of 2 point s of Charisma and 1 of Dext erity or Agilit y per ext ra point of armor. Efficient Metabolism +2 This mutation makes day-to-day living a lot easier to stomach. The Beta with Efficient Metabolism can last longer than the average traveler without food or water. Such Betas maintain a lean, hungry look, regardless of how much they’ve eaten. This isn’t to say that the Beta must eat as little as possible; he still prefers a comfortably full stomach to a half-full one. Bet as wit h this mut at ion roll f or Exposure (pg. 64) only once every f ive weeks if prepared, and only lose point s f rom t heir Endurance once per week if unprepared. Toxic +2 This Beta has a pretty mouth, and a nasty surprise behind it. Venomous creatures can be found all over the wastes in one form or another, and he’s one of a less common sort. This mutation provides venom glands somewhere in the body. Common places include in the jaw, wrists, heels, or just below the ear. Toxins include neurotoxins, hemotoxins, and stunning venoms. This venom can be delivered into a target by saliva, sweat glands, or by direct injection through hollow spurs or teeth. The player chooses a type of venom and where it is produced. Puppet eers are encouraged t o limit t he locat ions of venom glands, as t hese mutat ions have been inspired by nat ural hunt ing and survival trait s. Neurot oxins do 2d6 damage immediately. Stunning venoms will prevent a vict im f rom act ing for 1d6 rounds, and hemotoxins do 1d3 damage per round f or 5 consecut ive rounds. Damage, or durat ion in the case of stunning venom, is halved if t he t arget passes a Diff icult (+6) Endurance check. 35 GOOD Adrenal Control +1 A Beta with this mutation can control the adrenaline levels in his body, forcing the fight-or-flight instinct to overcome all other senses. The Beta can run faster, jump higher, hit harder, and take a gunshot like it was nothing—at a cost. The wear and tear of this ability causes extreme exhaustion, and the tendency to ignore wounds often causes the Beta to act in ways that aggravate them; continuing to rain blows upon an enemy won’t help a deep gash in the side. The aff ect s of Adrenal Cont rol last f or one f ull scene. Under its ef fect s, all physical att ribut es (strength, endurance, agilit y, and dext erity) gain a bonus of +2. On t he other side of t he coin, Intelligence, Willpo wer, and Charisma are reduced by 3 each. All damage done t o Bet a-Humans using adrenal cont rol is considered Non-Let hal for the durat ion of t he scene, making them eff ect ively t wice as hard t o put down. However, af ter t he eff ect s have worn off (at t he end of t he combat scene) t he damage revert s t o normal and the character t akes d6 damage f rom the t oxic shock f rom having t hat much adrenaline in their system, making t his a powerf ul, but dangerous, mutat ion. Braided Muscle Fiber +1 The tissue of this Beta’s muscle fiber is tightly intertwined, like that of a rhinoceros. This increases the ease of basic feats of strength, like clinging for dear life to that cliff face, without compro mising a character’s dexterity or agility. The t wist ed cords of muscle increase the Bet a’s Strength by 2. Light Efficient Vision +1 High noon, glaring light, nights where the moon doesn’t shine—none of these pose a problem to a BetaHuman with Light-efficient Vision. This Beta’s pupils can instantaneously adjust to nearly every lighting condition. Waxing to cover the entirety of the iris to take advantage of ambient light sources, his pupils can also slim down to mere pinpricks, cutting out excess light when others would be blinded. This mutation often manifests itself with a circular pupil, but can appear like the rectangular pupil of a goat or the vertical (or horizontal) slit of a cat. This mutat ion halves all penalt ies incurred due t o poor light ing, and halves t he eff ect of it ems like the f lashbang grenade and combat f lashlight. Predator’s Weaponry +1 Be it a Shinglecat’s fingertips, a Cliffhawk’s talons, or a Ripper’s smile, this Beta possesses a wicked set of claws or a mean row of teeth. These weapons range from simple, naturally resistant fingernails to rowed, shark-like incisors. There are drawbacks to having natural weaponry, however; those with more impressive teeth often have trouble communicating, fingers that house claws can become stiff, and rigid nails can cause difficulty with fine motor skills. These mut at ions allow t he charact er t o deal addit ional damage in Close Combat . The amount of t his damage depends on t he mut at ion and is ult imat ely up t o the Puppet eer, but f or every point of damage that t hese t eeth or claws can inf lict , t he Beta t akes a penalty of equal amount up t o t hree point s per Weapon. Mut at ions locat ed in t he hands reduce a character’s Dext erity, while characters who have a nasty bit e gain a +1 diff icult y per point t o any att empt t o communicat e. Charact ers who wish t o have both t alons and f angs must t ake this mut at ion t wice, once f or each f eat ure. Tough Skin +1 In the Wastes, common folk layer up against the elements to protect themselves from injury due to exposure. A Beta with Tough Skin sports a thick, dense epidermis that can stand up to a good deal more than the average man. This skin can be craggy like that of a rhino, scaled like alligator’s, or even appear as if the character simply has tough, tanned leather for flesh. Charact ers wit h t his mut at ion increase their Endurance by 1 and gain 5 Hit Point s. This mutat ion may be t aken mult iple t imes t o gain addit ional Endurance and HP bonuses, but it reduces the charact er’s Charisma by 2 each t ime after the f irst . 36 NEUTRAL Dental Mutation 0 This Beta’s teeth can take any form, growing in rows that constantly fall out and replace themselves like a shark or having over-pronounced incisors that need to be filed down before they grow through the tongue. Perhaps there’s nothing in his mouth but two fused plates of bone that have grown through the gum line; maybe he has no teeth at all. While bizarre and occasionally a social hindrance, especially if it inf lict s a speech impediment , t his mut at ion is solely cosmet ic. Teet h t hat inf lict damage are a Good mut at ion as listed above; this genet ic variance just looks dif ferent. Horns 0 This Beta-Human has one or more spires of bone protruding from his skull with the appropriate amount of reinforcement to make them more than just ungainly calcium deposits. These horns can resemble those of a ram, impala, giraffe, bull, or whatever other kind of horns exist in the natural world. Some attire can hide small horns, while larger ones are more difficult to conceal. Larger horns, however, will inflict more damage and, of course, attract more derisive comments from purists. Like t he Predat or’s Weaponry mut at ion above, Horns inf lict damage depending upon t heir size, shape, and t he whim of the Puppeteer. For every point of damage the horns can inf lict , reduce t he charact er’s Charisma score by 1, wit h a maximum reduct ion of 3. These horns can only be used in charging, head-butt ing, and similar attacks. Knobbed Skeleton 0 Knobs on the skeleton work very much like the Braided Muscle Fiber mutation listed above; it provides stronger roots for the origin of muscle groups, like the sagittal ridge of a bear or great cat. However, the benefit of this mutation is not due to dense musculature, but rather a differently formed skeletal structure. Therefore, the appearance of this Beta is slightly off, giving him a feral, malformed look. A Knobbed Skelet on increases St rengt h by 1 and reduces Charisma by 1. Unusual Colorations 0 Be it of the hair or eyes, skin or nails, this Beta’s natural coloration stands out like a blue polar bear in a sand storm. While this pigment may hinder the Beta in some respects (green isn’t the stealthiest of colors in a world without trees), it may not be a detriment either (some folk might find those stripes mighty exotic). Like t he Dent al Mut at ion, Unusual Colorat ion is primarily a cosmet ic mut at ion. However, t he Puppet eer should f eel f ree t o give t he charact er a bonus when t he situat ion calls f or one; a Bet a wit h black skin should receive a bonus when naked and st anding in shadow, but should experience det rimental eff ects when outside under t he brut al Wast eland sun. 37 BAD Deformed Larynx -1 A Beta with this mutation has a difficult time communicating. His vocal chords are deformed, rendering him mute or incapable of producing speech that anyone aside from a Shaman can understand. Even if his close friends can pick up on the difference between one screech and another, he’d better prepare for some nonverbal communication. This Bet a communicat es through hisses, clicks, wa ils, and ot her incomprehensible noises. This mut at ion covers mut e Bet as as well. A successf ul interpret at ion of t hese utt erances requires a Cunning check vs. the Bet a’s Charisma or Int elligence. Ot her Player-charact ers may be able t o decipher t he babble wit hout a check, especially if they’ve known the Bet a for a while. Frail Bones -1 This Beta-Human belongs in a china shop, and in the Wastes that’s a rare thing. His bones are brittle and fragile; perhaps they’re hollow, crystalline, or the character suffers from a severe calcium deficiency. Whatever the cause, this Beta lives in constant fear of snapping femurs and splintering ulnas. Any t ime the Beta t akes Non-Let hal damage, he must roll Endurance. A f ailure indicat es that t he skeletal st ruct ure in the area of impact is now broken and needs t o be reset. To ref lect the pain of t he injury, Puppet eers may require t he charact er roll 1d4 damage in addit ion t o any other damage taken. A Crit ical Failure indicat es a severe compound fract ure and 1d6 addit ional damage. Inhuman Features -1 His mommy was a camel, his daddy was a bullfrog, and they got it on in the branches of the ugly tree. Whatever excuses the Beta makes up, or has made up for him, he does not look human. Blame it on the wide-spaced eyes, bridgeless nose, lack of ears, or that bulbous forehead, but it doesn’t matter—this Beta is revolting. The Bet a can’t have a Charisma score higher t han 8, regardless of any collect ion personality t rait s they may claim. Depending on t he spacing of f eat ures, the Puppeteer may allow bonuses depending on specif ic mutat ions (having eyes on the sides of his head grant s a wider f ield of vision, f or example, but being able t o see everyone’s look of disgust when walking int o a cant ina isn’t going t o help t he Beta’s self-est eem). Sensitive Eyes -1 Most gunslingers develop a natural squint to protect their eyes against the harsh glare of the sun, but squinting against a lit match is much less impressive. The Sensitive Eyes mutation manifests itself as a flaw in the iris that inhibits the pupil from reacting properly to lighting. Bright lights cause the Beta an incredible amount of discomfort, and while low light can be tolerated, the Beta can’t see anything. It would be a good idea to invest in some eyewear, such as welder’s goggles; stylish sunglasses just won’t cut it. Wit hout proper protect ion, t he direct rays of the sun eff ect ively blind the Bet a, while ambient daylight (indoors, wit h open windows) adds a +3 penalty t o any checks involving vision. Low light sit uat ions (candlelight , dusk, moonlight , et c.) inf lict no penalt ies. Darkness, like daylight , renders the Bet a blind and he suff ers t he same +3 diff iculty t o vision rolls. Light -based att acks f rom the combat f lashlight or f lashbang inf lict double damage. Restricted Diet -1 People call this Beta some kind of fancy word with “-vore” at the end of it. Regardless of nutritional value, the Beta can’t stomach anything more than plant matter or animal meat. Vegetarian diets are hard to come by in the Wastes and the Beta may have to either go without or get used to the taste of beans and bread. Carnivores have a bit wider palate to choose from, but just because he has access to meat doesn’t mean he can afford it. This mutat ion can t ake f orm in any kind of restrict ed diet as decided by the player, from a charact er only able t o eat insect s t o one only able t o eat St rider—omnivores, however, are not covered under t his mutat ion. The Puppet eer will det ermine t he availabilit y and quality of f ood f or t he charact er. 38 V ERY BAD Blind -2 A lot of things are lost to this Beta; the beauty of the stars, the color of a pretty girl’s eyes, and a good poker hand are just the beginning. The Beta was born blind, with or without eyes, and it makes survival that much more challenging. The character aut omat ically f ails any vision-relat ed rolls. Other, posit ive mut at ions can help make t hings easier f or t he Beta, but he will never be able t o f ully compensat e f or t he loss of such an important sense. Gnarled Limb -2 If they enter the world with one bad leg, Rippers won’t make it past their first year. Fortunately, this Beta’s not a Ripper. This Beta’s leg might not be mangled beyond use or function, but that’s where fortune ends and plain bad luck begins. This mutation can appear in any number of ways, most of them fairly grotesque, and all of them detrimental. The charact er suffers a –3 Charisma and a +5 complicat ion t o Dext erit y rolls t hat require t he use of bot h hands if the mangled limb is an arm. If t he limb in quest ion is a leg, then the charact er suff ers a –3 penalty t o their Agilit y score in addit ion t o t he blow t o Charisma, and while on foot , all movement is reduced by half . Due t o t he nat ure of t his mutat ion, t he limb can’t be simply amputat ed and replaced by cybernet ics. If , however, t he Bet a manages t o track down a doct or capable of performing t he operat ion in the Wast es, it would easily cost t wice or even t hree t imes as much as the st andard procedure due t o t he wit hered musculat ure t hat would have t o be strengthened t o support even a normal limb. Monstrous -2 Only with the cruelest sarcasm would someone be able to call this Beta pretty. Perhaps his face isn’t arranged correctly, or maybe his limbs are all backwards or have too many joints. Whatever it is, this Beta-Human is truly hideous. Saloon girls scream, babies cry, and Scavvies are sure to shoot upon seeing an unholy demon of the sands. The Bet a can’t have a Charisma score above 4—personalit y can only make up for so much. Depending on t he nat ure of t he monstrosity, t he Puppet eer may restrict other abilit y scores as well, such as Dexterity or Agilit y, or perhaps grant a small bonus t o Endurance or Cunning. Regardless, most people will see a monst er t o be run out of t own at best and shot on sight at worst . 39 CREATING A SHAMAN Amid the sometimes technological cosmos of the Wastelands there are many aspects of this land that are decidedly un-technological. In fact, certain elements of the Wastes border on the mystical, the magical, and the mythological. Shamanism is one of these things, an aberrant distortion of normal human genetics that has brought about, in rare individuals, almost supernatural abilities. These persons are called Shamans. Shamans are the product of a mutation to the frontal lobe of the brain. This mutation blossoms during adolescence and bestows certain pathways of mental prowess along with the acne and insecurities of this tumultuo us age. These pathways allow the Shaman to use his mind as a tool to affect the minds of others and, in turn, be affected by them. Shamanism, then, is a form of telepathy that exceeds the boundaries of mundane thought-reading and voiceless communication. Shamans can induce hallucinations, assert control, heighten senses, and even inspire. The workings of a Shaman are vast, confusing, and difficult, making the process of learning to harness these arduous mental leaps impossible without the assistance of one already schooled in flexing the unknown muscles of the gray matter. In the Wastes, the two societies of people who are gifted (or cursed) with the presence of Shamans, Scavengers and Outsiders, have long-standing traditional methods of educating the potential Shaman. For Scavvies, Shamans are seen as a gift from Atawe. They are tribal leaders and form the nexus around which everything from a simple band of nomadic Scavvies to an entire warren will orbit. Elder Shamans 40 sit at elevated positions of tribal politics and serve as wizened leaders for their scattered peoples. Younger Shamans are acolytes to the Elders and act as negotiators, ambassadors, and representatives to other tribes, towns, and peoples. Acolytes travel the Wastes in a constant evolution of learning, honing the mental skills they will one day need to lead their people through the difficult times ahead. Their travels can take them to the world’s end, though most Scavvy Shamans that survive their period of being an Acolyte find themselves drawn back to the Wastes to answer the ancient call of family and tribe. A healthy tribe will have at least one and as many as three Elder Shamans and about twice that number of Acolytes. The tribe itself is centered around the Shaman, and tales tell of lean years in which many tribes have had to merge due to empty Shaman tents. Outsider Shamans, on the other hand, live the Hobbesian life—one nasty, brutish, and short. These haunted individuals have, since the first inkling of Shamanistic potential, suffered constant pain, battle, and trial by fire. The noble and honorable code of the Outsiders demands a fanatic devotion to warfare, and it demands this fanaticism of no individual more than the Shaman. The Outsider Shaman is a truly frightening individual; he is devoid of almost all humanity, having been connected to hundreds of minds that have been blasted from sapience with a gout of blood and viscera. He is scarred due to brutal initiation rituals that test the potential Shaman for any weakness and his body will carry the scars of this hazing until his lifeblood is guzzled by the sands. There are no Elder Shamans in this culture. To be an Outsider Shaman is to die young. There are no wandering Outsider Shamans. Every individual who survives the initiation is put at the head of a column of troops and marched into battle as often as possible, no questions asked. To be an Outsider Shaman is to give your life for the clan. Making a Shaman is very similar to the creation of any other Way out Waste character. Intelligence is the primary stat for any Shaman, since it is against Intelligence that all Abilities are rolled. Points in Spheres and Abilities are taken from the number of Skill points a character has during character creation; learning how to use one’s Shamanistic Abilities is much like learning anything else. It takes time, effort, and practice, therefore leaving less time to learn other things. However, gaining levels in Shamanistic Abilities is a bit different from learning normal Skills. First, the character must spend Character Points in the individual Spheres he wants to learn, and then he can spend points in Abilities. Levels in Spheres determine the number of Abilities under that Sphere the Shaman can access. The levels in Abilities determine duration, range, number of individuals affected, and the effect of the Ability, which is different for each Ability. Shamans who come from each group, Outsiders or Scavvies, to be precise, learn different skills. Shamans learn Abilities from three different Spheres of talents: Scavvy Shaman Telepathy Animal Control Manipulation 41 Outsider Shaman Telepathy Human Control Restorative/Support T ELEPA THY Telepathy, the only shared Sphere, gives the Shaman the most basic of psychic abilities; it allows the Shaman to perceive the presence of other minds, to speak with these minds, to read the thoughts and memories there, to share in the sensory input experienced by these minds, and to project a basic emotion or message to many minds. The five Abilities that fall under this Sphere, then, are Locate, Communicate, Delve, Sense, and Broadcast. LOCATE Locate allows the Shaman to derive the location of other sentient minds around him, and, with higher levels, pinpoint these individuals. With Locate, a Shaman can determine the number of minds within the range determined by his Ability Level. Higher levels of Locate allow the Shaman to ascertain certain physical traits of the individuals he is trying to Locate: Level Information Location Range Level 1 Level 2 Level 3 Level 4 Level 5 None None 10m Physical Size Location along points of the compass 20m Gender Location including elevation 30m Race Specific distance 40m Physical Well-being Ability to track individuals over time 50m For example, a Shaman with Level 2 in Locate would be able to discern the size of everyone within twenty meters, and could get a good idea in which direction all these people are in relation to him. At Level 5, he could pinpoint the exact location of each individual within fifty meters of him, as well as how big they are, whether they are male or female, Alpha or Beta, wounded or not. He can also follow each specific individual as they change location from moment to momen t, whereas with lower Levels, the Shaman merely gets snapshot-like visions of general location each time he utilizes the Ability. Locate is an excellent segue into other Abilities; as soon as a Shaman has discovered the presence of another mind, he can focus on that mind and begin to affect i t with other Abilities. Needless to say, the more specific locative information the Shaman can derive, the better informed decisions he can make as to which person needs a bit of Shamanistic attention. The discerning Player will utilize Locate as an excellent source of need-to-know information. COMMUNICATE Communicate allows communication between minds, beginning with single words and simple phrases and evolving into an all but unlimited flow of information. This is the mystical medium of voiceless dialogue and progresses along an orderly path. Since the duration of the Communication depends wholly upon the messages sent and received, there is no standard timeframe that can be inserted into the following chart: Level Amount of data conveyed Range Level 1 Level 2 Level 3 Level 4 Level 5 Single word or image 10m Single sentence or 2-3 images 20m Single paragraph (four sentences) or about 10-20 images 30m Extended dialogue (ten sentences) or about 30-50 images 40m Unlimited exchange of information 50m So, as far as an example here is concerned, imagine a random Shaman is in a sneaky situation and needs to tell his cohort that there’s a battalion of Industrial soldiers just over the next dune. If he has Level 5 Communicate, he can give his ally a full 3-D image with notations, lighting effects, and fancy camera work. Level 1 would allow him to scream “SOLDIERS!” or show a fuzzy picture of a group of armed men. 42 DELVE Delve allows the Shaman to sift through the memories of an individual. The Shaman skilled in Delve can, at lower Levels, read the surface thoughts of his target, and, at higher Levels, dig deeper and deeper all the way back to the earliest images the person has stored in his mind: Level How far back the Shaman can read Range Level 1 Level 2 Level 3 Level 4 Level 5 Surface thoughts 1 Day 5m 10m 1 Week 15m 1 Month 20m Subconscious 25m A Shaman, then, at Level 1, can only get a basic idea of what a person is thinking at the moment in which he is in contact with his target’s mind, whereas at Level 4 the Shaman can extr act specific memories the person has stored in his mind stretching back as long as a month. Memories of events that happened further back than a month begin to get hazy and indistinct, but the subconscious mind records in much greater detail and ranges much further back; the master of Delve can tap into the unconscious mind and read the nuances of character stored there. SENSE Sense transmits to the Shaman the ability tap into the senses of a single mind in his immediate vicinity. This is the Ability that allows the Shaman to see the unseen and get a better sense of his surroundings by utilizing the sensual stimuli of those around him. Although the Shaman can only glean the sensory input of one mind per turn, he can establish contact with a different mind each turn. The higher level of Sense the Shaman possesses imparts the ability to access more senses and increases the range at which he can access them: Level Sense Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 Taste 1 round 5m Touch 5 rounds 10m Smell Hearing 5 minutes 15 minutes 15m 20m Sight 30 minutes 25m BROADCAST Broadcast is an Ability which allows the Shaman to project a simple word, image, emotion, or impulse to a large group of people. Unlike Communicate, the Shaman cannot receive any information from his targets; he can only send. Higher levels of Broadcast allow for more complex Broadcasts, a greater number of individuals affected, and a higher effective range: Level Amount of data transmitted Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 One word, image, or emotion 5 individuals 10m A simple phrase, 3 second mental “film,” or 2 emotion charge 10 individuals 20m A simple paragraph, 5 second mental “film,” or 3 emotion charge An extended monologue, 10 second “film,” or 4 emotion charge 15 individuals 20 individuals 30m 40m A specific diatribe, 20 second “film,” or 5 emotion charge 25 individuals 50m Keep in mind that people unfamiliar with a Shamanistic presence in their mind will be confused and disoriented by sudden invasive content piped into their conscious flow. Broadcast, then, can be equally useful in educating allies as in distracting enemies. With this Ability, the Shaman can bombard his enemies with emotional cacophony, send a small community into a frenzy with rumors of fire, or save his compatriots with a preview of destruction. 43 ANIMAL The Animal Sphere is also easily understood. Scavvy Shamans possess the unique ability to touch the animal mind as well as the human one. A skilled Shaman is able to not only touch the feral mind, but also work his will upon it. The five Abilities that fall under this Sphere are Sense Animal, Control Animal, Calm/Enrage, Locate, and Delve. SENSE ANIMAL Sense Animal works very much like Sense; the Shaman can pick up on the intensity of nonhuman senses, like a dog’s sense of smell or an eagle’s sight. The levels here progress identically to the ones under Sense, and the durations are also the same. The Shaman can gain immense advantages by selecting animals and their senses carefully. For example, experiencing what a snake is tasting at Level 1 would be almost as informative as sensing what a dog is smelling at Level 3: Level Sense Duration Level 1 Level 2 Level 3 Level 4 Level 5 Taste 1 round Range 5m Touch 5 rounds 10m Smell Hearing 5 minutes 15 minutes 15m Sight 30 minutes 25m 20m CONTROL ANIMAL Control Animal allows the Shaman to literally take control of an animal, beginning with simple commands and working its way up to complete and to tal domination. This Ability, at higher levels, goes far beyond the usual “Fetch” and “Play dead” commands anybody can give their trained dog; Control Animal allows the Shaman to give animals specific commands to achieve calculated ends over an extended period of time. The duration here reflects the amount of time the animal is wholly under the Shaman’s control. Here is how it progresses: Level Amount of control Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 Single word (i.e. Fetch) 1 round 5m Simple (i.e. Fetch that stick) 1 minute 10m Moderate (i.e. Fetch a stick with branches) 1 hour 15m Complex (i.e. Fetch a joshua twig) Multiple (i.e. Fetch that stick then roll over) 1 day 1 week 20m 25m CALM /ENRAGE Calm/Enrage is a useful ability that allows the Shaman to take a mad dog and make him tame and viceversa. At low levels, the Shaman can merely quiet a barking dog, while at higher levels he can domesticate a rampaging Devourer with a glance. This gives the Shaman great control over things like guard dogs, unruly Quei-Quei, and even stampeding Devourers. The effects below work both ways; not only can a Shaman make an angry Ripper calm, but he also can make a placid Ripper frenzy. Once again, the durations listed below reflect how long the Shaman can keep an animal under his influence: Level Range of effect Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 From a bark to silence From a growl to a whimper 1 round 1 minute 10m 20m From a lunge to a whine 1 hour 30m From a rampage to petrification 1 day 40m From a stampede to a retreat 1 week 50m 44 LOCATE Locate under the Animal Sphere works identically to the one under Telepathy; the Scavvy Shaman has the ability to pinpoint the precise location of animals in his immediate vicinity, and glean limited information about their physical well-being: Level Information Location Level 1 Level 2 Level 3 Level 4 Level 5 No Physical Information No Location Range 10m Physical Size Location along points of the compass 20m Gender Race Location including elevation Specific distance 30m Physical Well-being Ability to track individuals over time 50m 40m DELVE Delve for animals works in the same way that Delve for humans does; the Shaman is capable of sifting through the information stored in an animal’s brain. However, with animals, memories can be deceiving; the cached data that an animal relies upon to determine his behavior falls more into the category of instinct rather than memory, so Delving for what a Ripper did yesterday would yield a hazy recollection of scents and sights, and trying to glean the happenings of anything further back than a few days would be pointless. Instead, the Shaman has access to the catalogue of learned and genetic instinctual behaviors that an animal possesses: Level Detail of Instin ct Range Level 1 Level 2 Level 3 Level 4 Level 5 Genetic Instincts (Migratory patterns, season changes, etc.) 5m Definitive Instincts (Recognition of new sensory input) 10m Learned Instincts (Location of Home, memory of specific sensory input) 15m Survival Instincts (Location of water and food) En tire Instinctual Catalogue (Extra-normal senses) 20m 25m Upon first glance, this Ability can sound almost pointless, but any pet-owner will tell you that animals have an uncanny knack for knowing things; many are the tales of housecats warning their owners of an imminent earthquake, dogs can sense and smell fear, and squirrels seem to know just how bad an oncoming winter will be. Likewise, in the Wastes, strider seek shelter hours before a sandstorm is visible on the horizon, and Rippers seem to know when a Gunslinger is going to draw even before he does. Having access to this kind of information is highly useful in a place like the Wastes, where the environment, the peoples, and even the sands themselves can be a deadly foe. MANIPULATION Manipulation is a Sphere that deals again with the human mind. A skilled Shaman can induce hallucinations, elevate or deaden the level of sensory input, and tinker with an individual’s emotions. The Abilities available here are Hallucination, Heighten Senses, Elevate Emotion, Pinprick, and Shadowalk. Manipulation has its benefits, for certain, but it also has its detriments; a Shaman cannot create an element, but can only work with what is already there. For instance, if a Shaman wishes to make a certain Outsider feel blitheringly drunk, the Outsider must have had at least a couple of shots to get in the mood. The Shaman cannot take a teetotaler and make him stumble about singing bawdy songs to grotesque barmaids. 45 HALLUCINATION With that in mind, Hallucinate is, as it implies, the ability to distort the sensory input of an individual, blurring the lines between what he is sensing and what really is. Low-level ministrations of this Ability can make a room brighter or darker, for example, where high level uses can remove the very sensation of a pistol gripped in a fist. Keep in mind that Hallucination is not only a sight-based Ability; a creative Shaman can doctor any of his target’s five senses to confuse and affect him: Level Senses and strength of effect Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 One sense and simple 1 round 5m Two senses and moderate Three senses and complex 1 minute 1 hour 10m 15m Four senses and elaborate 1 day 20m All senses and full-blown 1 week 25m Once again, the variations between the five levels here are wholly up to the Puppeteer’s discretion, but some examples can be helpful. A simple hallucination would be changing the tone of a voice or the intensity of light in a room. A moderate one would be changing the smell of rank body odor into the smell of fresh strawberries. A complex one could be “yoink-ing” an enemy’s (or friend’s) weapon. An elaborate hallucination would be akin to making night appear day, complete with its plethora of night creatures and stars. A full-blown hallucination would be able to change the target’s setting entirely, making the desert seem a snow-swept glacier. HEIGHTEN SENSES Heighten Senses is as it sounds; it allows the Shaman to accentuate one or all of his target’s senses, depending on the level of the Ability. This skill can be very useful to the allies of the Shaman or, on the other hand, very detrimental to his enemies. With Heighten Senses, the Shaman can sharpen perceptions or deaden them; he can make an otherwise overwhelming scent fade into the background or a normally bearable sound piercing. At the highest level, the Shaman can literally put his target into sensory deprivation or overload: Level Level 1 Level 2 Level 3 Level 4 Level 5 Number of senses affected Strength of effect to CUN 1 1 5m Range 2 2 3 4 3 4 10m 15m 5 5 20m 25m During game play, the effects of Heighten Senses add either a +1 or a -1 modifier to Cunning checks for each Level the Shaman has in the Ability, provided that the sense being heightened is necessary to pick up on whatever is being noticed. Therefore, if a Shaman with a Level 3 Heighten Senses deadens the hearing, sight, and smelling capacity of an enemy so the Shaman’s compatriot can sneak up on him with a shiv, the hapless target would get a +3 to all rolls to detect said compatriot provided he was using his eyes, ears, or nose. Conversely, if the same Shaman wanted his friend to be able to better see what dark blot had just appeared on the horizon, the Shaman could affect his friend’s Cunning roll by -3. 46 ELEVATE EMOTION With Elevate Emo tion, a Shaman can manipulate the levels of emotion th at an individual is feeling, from making a saddened sigh into a single tear trickling down a dust-worn face, or turning a hollow joke into the gut-bursting comedy routine of the century. This Ability is useful in much the same way Heighten Senses is, but instead of affecting a host of external elements that act upon the target, it affects the host of internal elements: Level Range of effect Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 From a smile to a chuckle 1 round 5m From a grin to a laugh 1 minute 10m From amusement to a knee-slapper From boredom to laughing ‘til crying 1 hour 1 day 15m 20m From eye-rolling to hysterics 1 week 25m PINPRICK Pinprick is an ability that enables the Shaman to inflict amounts of Non-Lethal damage to an individual through psycho-somatic means. The Shaman has the ability to convince a single individual that he is taking damage from an undisclosed source; the higher the level in Pinprick, the more damage at a higher range. Pinprick does not work the same as general damage; the Shaman does not need to roll against sympathetic damage since he is the person inflicting the imaginary damage. The damage is not permanent; it is not real, so it does not require time to heal. However, an individual under the influence of Pinprick will experience the damage as though he had taken it physically, and all detriments (page 63) will apply until the duration of the affect wears off. Level Damage inflicted Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 1d4 damage 1 round 5m 1d6 damage 1d8 damage 2 rounds 3 rounds 10m 15m 1d10 damage 4 rounds 20m 1d12 damage 5 rounds 25m Alternatively, Pinprick can be used to make Called Shots (with the same +3 penalty as a standard Called Shot) to specific points on the body to bring about specific effects; for example, if a Shaman with Pinprick decides to focus his Ability on his target’s hand, he could potentially make his target drop his weapon. He can also convince a person that his knee has blown out, his hamstring has been severed, or his groin pulled. Pinprick, though not a lasting, permanent effect, can be highly a useful Ability in disabling an enemy. SHADOWALK Shadowalk is the ability of a Shaman to remove himself from the sensual perception of other individuals. By using the Shadowalk Ability, the Shaman can become virtually invisible to everyone in his immediate vicinity in increasing spheres of distance. Although this Ability seems very useful in any combat situation, there are a few limitations to it. The Shaman cannot disappear into thin air; anyone who is actively concentrating on his existence will be unaffected by his ministrations. Shadowalk does not lend itself to Shamanistic multitasking; the Shaman must make checks each turn to upkeep the Ability. In order for Shadowalk to function properly, the Shaman must begin his manipulation while under some form of cover, be it the dark of night, a concealing shadow, or a large rock. He cannot phase out of existence while singing praises to Umutwe or after having just bathed in Quei-Quei droppings; Shadowalk is less of a removal of the Shaman’s presence and more of a removal of his target’s attention. However, once the Shaman has instigated the effects of Shadowalk, he can do as he pleases; his targets didn’t know he was there to begin with, and will continue to believe he isn’t there until his presence is made painfully clear to them, if then. Higher levels of Shadowalk afford the Shaman the opportunity to undertake increasingly invasive actions: 47 Level Limitations to Sham an’s actions Level 1 Level 2 Level 3 Level 4 Level 5 Shaman can draw no attention to himself Shaman can whisper, creep silently, etc. Mod to targets CUN +3 Shaman can speak aloud, walk normally 30m Shaman can shout, run, discharge firearms +9 +12 Shaman can touch and attack targets +15 50m +6 Range 10m 20m 40m The mechanics of Shadowalk are best illustrated through examples. At Level 1, a Shaman can convince everyone within ten meters of him that he doesn’t exist. In order to remain under his target’s radar for the entirety of the duration of the effect, he must draw no overt attention to himself; if he does, the target has the chance of noticing him with a +3 penalty to his Cunning roll. On the other end of the spectrum, at Level 4, a Shaman can convince everyone within forty meters of himself that he doesn’t exist. He can dance a reel, complete with garish lyrics, flatulence, and rough-and-tumble antics, and as long as the Shaman doesn’t touch any of his targets, the hapless fools will remain ignorant to the display. If, however, the Shaman either touches or causes anything else to touch a target, that target has a chance to discern the existence of the Shaman with a Cunning roll modified by +12. All the other targets, though, will continue to believe the Shaman is nowhere around, regardless of how the touched target fares on his Cunning check. At Level 5, the Shaman can even attack his targets, and chances are they’ll never know what hit them. Keep in mind, though, that any damage (other th an damage dealt through Pinprick) dealt to an individual whose mind a Shaman is actively affecting adversely affects the Shaman (page 53). CONTROL Control is an Outsider Sphere that allows the Shaman to take temporary control of another individual and make him do things he would not otherwise do. Like the Scavvy Shaman’s control of animals, the Outsider can do similar things with people. The five Abilities here are Puppeteer, Babble, Sleep, Debilitate, and Hypnotize. PUPPETEER Puppeteer is very much like the Scavvy’s Control Animal; the Outsider Shaman can, at the beginning of his learning, make a person drop his gun, whereas when he becomes a master of Puppeteer, he can inhabit the individual’s body and make him dance a spirited hornpipe. Basically, how the Level system works is that the Shaman invoking the Ability of Puppeteer can take control of his target for a specific number of actions. Since the duration of the Puppeteering is inherent in the effect, there is no duration listed: Level Number of actions the puppeteer can control the targ et Range Level 1 Level 2 Level 3 Level 4 Level 5 Single action 5m Two actions Five actions 10m 15m Ten actions 20m Twenty-five actions 25m 48 BABBLE Babble is the ability to control a person’s speech. At low levels, the Shaman can make his target blabber incoherently or say very few, very short, discernable words. At higher levels, the target will be singing arias and filibustering any politician to shame. This Ability is useful in any number of situations; since the Shaman is literally taking control of his target’s speech mechanisms, the speaker knows he has said whatever has come out of his mouth, and his mind will make up excuses for having said something outof-character. This goes beyond merely Puppeteering an individual; instead of experiencing an out-of-body reaction to the Shaman’s ministrations, the target will unconsciously accept what he has said as logical and right and will strive to fit the statement into his world-view. Again, the duration of the effects are wholly dependent upon the statement uttered: Level Length of speech Range Level 1 Level 2 Level 3 Level 4 Level 5 One word 5m One sentence 10m One paragraph (about four sentences) 15m Extended speech (about ten paragraphs) 20m Dissertation 25m SLEEP Sleep is as it sounds; it allows the Shaman to induce his target to sleep. Lower levels cast the target into a sleep-like state for only a few seconds, but by the time the Shaman has mastered this Ability, he can make targets sleep for days. The effects are immediate; where a Shaman with Puppeteer can make a person go to sleep, it will take the individual several minutes before he actually falls unconscious. With Sleep, the target drops immediately into dreamland, regardless of whatever else was on his mind, be it jumping a fence or playing a guitar. The effect for each level is identical; therefore, only the durations change: Level Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 One round One minute 5m 10m One hour 15m Twelve hours 20m Twenty-four hours 25m DEBILITATE Where Puppeteer allows the Shaman to take control of a person, Sleep allows him to send others into unconsciousness, Debilitate makes the target’s every action increasingly difficult. An individual under the effects of Debilitate will find his body weaken, his mind get muddled and slow, his eyesight falter, and performing all but the simplest of tasks, like walking and speaking, will require titanic effort. At low levels, a Shaman can make his prey weaker and slower, where at high levels he can render an unlucky person useless. The affects compound; at Level 4, the Shaman can inflict Noodle Arms, Stumbly Feet, Stupid Fingers, and Mental Sloth to a single individual within 20 meters of himself, and these effects will last for 10 turns. Higher levels, then, affect the extent of the debilitation, the range at which he can exert his Ability, and the length of time an individual will be under his influence: Level Range of effect Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 Mental Sloth (-3 to Cunning) 1 turn 5m Stupid Fingers (-3 to Dexterity) Stumbly Feet (-3 to Agility) 2 turns 5 turns 10m 15m Noodle Arms (-3 to Strength) 10 turns 20m Incapacitated 20 turns 25m 49 HYPNOTIZE Hypnotize is a useful Ability that allows the Shaman to implant a post-hypnotic suggestion. The ability of a Shaman to induce a hypnotic state is inherent in the usage of this Ability; the insertion of a suggestion is the true push. These Suggestions are exactly that—suggestions. They cannot override the moral and ethical mindset of the target, cannot force the target to put himself or anyone emotionally close to him in danger, or force him to do anything that he would not rationally do. The Level of Hypnotize the Shaman has determines the length of time a Post-Hypnotic Suggestion lasts in the subconscious of the target and the complexity required for a successful installation of said Suggestion: Level Depth of Hypnosis Complexit y of the suggestion Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 Shallow Hypnosis Five Triggers 1 day 5m Basic Hypnosis Four Triggers 2 week 10m Hypnotic State Three Triggers 5 month 15m Deep Hypnosis Hypnotic Catatonia Two Triggers One Trigger 10 year Life 20m 25m In this case, a bit of illustration will most likely serve to clarify a few things. At Level 1, the Shaman can dunk his target in a state of hypnosis to a depth akin to a wading pool; at Level 5, the depth is like the Pacific Ocean. The Suggestions that the Shaman can implant are also highly dependent upon the Level of ability; at Level 1, the Shaman can implant a Suggestion with five very specific triggers and very limited effect. For example, the Suggestion may be something like, “When a Cliffhawk (1) swoops from above (2) to catch (3) a running Nikole (4) at midday (5), you will sing the third strain of ‘Lady Lux.’” However, as the Shaman’s Ability progresses, he will be able to generalize more. At Level 5, then, he could implant a suggestion like, “When the sun rises, you will abandon your guide and find your own way through the Arid Sea.” 50 SUPPORT The true power of an Outsider Shaman lies in the Sphere of Support. This Sphere is what turns the Shaman from another soldier into a piece of military necessity; the Support Sphere hinges on assisting the Shaman’s compatriots in times of battle and helping them recover after the fight is over. The Abilities here are; Inspire, Focus, Steady, Fuel, and Healing Coma. INSPIRE Inspire is an Ability that affords the Shaman the ability to assist his fellow Clansman with unshakeable willpower. The intensity of this boost is determined by Level, of course—the higher the Level, the faster the Outsider. Inspire fuels the Shaman’s allies with an optimism that banishes the effects of fear. Also, if the Shaman is able to affect more than one ally at a time, all allies affected will work more cohesively as a team, depending on the Shaman’s Level in Inspire. The effect here is a compounding bonus to Willpower: Level Effect to W IL Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 -1 to WIL checks 1 round 5m -2 to WIL checks 5 rounds 10m -3 to WIL checks 10 rounds 15m -4 to WIL checks -5 to WIL checks 25 rounds 50 rounds 20m 25m Also, once the Shaman has reached Level 3 in Inspire, his targets are so overwhelmed by the feeling of Inspiration that they do not fall unconscious when they reach zero Hit Points. They remain conscious and fighting at full capacity until they reach the lethal -5 mark, at which point their bodies just give up the fight and fall dead. There is a severe drawback to this ability, however; if the target of Inspire is at a negative level of Hit Points and the effects of Inspire end, the target will drop unconscious and continue to bleed out and die unless he receives immediate medical attention. FOCUS Focus fuels the Shaman’s compatriots with superhuman attention to detail, once again determined in effect by the Shaman’s level in Focus. Focus works much like Inspire, but does not affect the target’s Hit Points. Instead of affecting Willpower, however, Focus affects Cunning: Level Effect to CUN Duration Range Level 1 Level 2 Level 3 Level 4 Level 5 -1 to CUN checks 1 round 5m -2 to CUN checks -3 to CUN checks 5 rounds 10 rounds 10m 15m -4 to CUN checks 25 rounds 20m -5 to CUN checks 50 rounds 25m STEADY Steady calms the frayed nerves and steadies the hand, making accurate shots with ranged weapons much easier. Where Inspire affects Willpower and Focus affects Cunning, Steady gives bonuses to any and all activities which require the player to roll a Dexterity check: Level Range of effect Duration Number of people effected Range Level 1 Level 2 Level 3 Level 4 Level 5 -1 to DEX checks -2 to DEX checks 1 round 5 rounds 1 Individual 2 Individuals 5m 10m -3 to DEX checks 10 rounds 5 Individuals 15m -4 to DEX checks 25 rounds 10 Individuals 20m -5 to DEX checks 50 rounds 15 Individuals 25m 51 FUEL Fuel infuses the target with quickened reflexes, accuracy in Close Combat, and increased speed; in other words, an individual under the effects of Fuel get bonuses to all their Agility rolls: Level Range of effect Level 1 Level 2 Level 3 Level 4 Level 5 -1 to AGL checks 1 round 1 Individual Duration 5m Range -2 to AGL checks 5 rounds 2 Individuals 10m -3 to AGL checks 10 rounds 5 Individuals 15m -4 to AGL checks 25 rounds 10 Individuals 20m -5 to AGL checks 50 rounds 15 Individuals 25m HEALING COMA Healing Coma is another unique Ability that allows the Shaman to force an individual’s body to go into a temporary shutdown that focuses the entirety of the body’s energy on healing. Healing Coma also allows the person in the coma to heal while on the move; he does not need to be at rest to take advantage of his body’s accelerated state of healing. The process of inducing a Healing Coma is a lengthy and difficult ritualized action, taking the Shaman 5 full combat rounds to complete. Higher levels do not make the ritual any easier nor take any less time; a higher Level merely means an increase in number of points healed per day. Once the target is successfully in a Healing Coma, he regains double the Level of the Ability in Hit Points per 24 hour period. So, if the Shaman has a Level 3 in Healing Coma, his patient will receive six Hit Points in addition to what the player rolls for his normal healing rate: Level Additional d aily hit points healed Range Level 1 Level 2 Level 3 Level 4 Level 5 Two 5m Four 10m Six 15m Eight 20m Ten 25m 52 SHA MAN GA MEPLAY ELEMENTS Shamans, though powerful, come with a full complement of detriments. As far as gameplay is concerned, their mental links are far from a one-way street; the transfer of information does not stop with mere pictures, words, and emotions. Tangible physical pain is something that many Sh amans have shared with their targets, and lethal damage can have severe effects on the Shaman. Mechanically speaking, whenever an individual with whom a Shaman shares an active mental link experiences damage, the Shaman must pass an Endurance roll or experience half of his target’s damage in Non-Lethal Damage, regardless of the intensity (Lethal or Non-Lethal) of the original damage. Also, whenever someone with whom the Shaman is connected loses more than half their Hit Points in a single blow, the Shaman must roll an additional Endurance check or be stunned and unable to take any actions for 1d4 rounds. This sympathetic damage only lashes back at the Shaman when he is mentally linked with the person taking damage; individuals who are damaged while under the duration of an Ability will not affect the Shaman. Shamans are also highly limited as far as personal freedom, though this is something that rests wholly in the hands of the Puppeteer to enforce. Outsider Shamans should rarely be seen outside the presence of other Outsiders due to the social constraints related to their position, and Scavvy Shamans, though granted a high degree of freedom, often find themselves the nexus around which other Scavvies flock. A Scavvy Shaman on Walkabout will attract other Scavengers like a bar attracts Bounty Hunters; there’s always something interesting happening around either, and both can be seen as fonts of useful information, regardless of evidence to the contrary. As far as Character Advancement is concerned, Shamans are expensive to progress. All their Shaman powers, both Spheres and Abilities, are drawn from the same pool as their Skills, so a well-balanced Shaman will be light on both Skills and Abilities after Character Creation. In addition to this, a Shaman must purchase Levels in Spheres, which merely give them access to additional Abilities; the Level in the Sphere gives them no other bonus. Also, the Levels a Character has in Shaman Abilities afford no bonus to Intelligence rolls to successfully perform an Ability the way Skills do—the only way to make Shaman powers easier to perform is to increase Intelligence. CHARACTER ADVANCEMENT The characters that people the Wastelands are like the sands—in a constant state of change. Like a finger of volcanic basalt lying bare to the corrosive winds, the Wastes peel away the layers of baser, weaker stuff and leave nothing but the hardened core standing in defiance of Nature itself. Upon making a new character for a Way out Waste game, most players should try and stay as close to their original Concept as possible, but that Concept will evolve through gameplay. After a few sessions, the character that was so carefully thought about, planned, and crafted may begin to take on new dimensions that the player never foresaw. A character originally thought to be a hard-hitting, wise-cracking gunslinger may prove to be a wellspoken and cunning manipulator who uses his tongue before his pistols to solve an argument. Character Advancement is the method by which a player can not only take into effect those types of roleplaying-centered changes, but also hone preexisting elements. CHARA CTER P OINTS Character Points are the incarnation of the experience a character gains through gameplay. At the end of each gaming session, each character automatically receives a single Character Point, which represents them surviving another day in the Wastes. One character, however, will walk away with two bonus Character Points per session. These bonus Points should go to the player who best portrayed their character, performed the most noteworthy stunts, or best fueled the progression of the storyline. These extra Character Points should be awarded by popular vote; the players decide who gets them while the Puppeteer gives suggestions and acts as a tiebreaker. The Puppeteer should also feel free to award Character Points during gameplay for exemplary roleplaying. 53 Character Points may be spent in the follow ing ways: IMPROVING SKILLS: Skills cost their Skill Level in Character Points to upgrade. For example, if a player wants to upgrade his character’s Pistol skill, which is at Level 3, to Level 4, this upgrade would cost him 4 Character Points. Ideally, the Skills improved should be Skills that the character has put to use during that session. PURCHASING NEW SKILLS: New Skills cost 1 Character Point. New Skills may only be purchased if the character has successfully used that Skill during gameplay with all applicable penalties, or if someone who already possesses the Skill at Level 3 or higher teaches him. New Skills start at Level 1 and cannot be advanced past that un til the next gaming session. IMPROVING SHAMAN SPHERES: Shaman Spheres cost 2 Character Points to upgrade, provided that the Shaman utilized at least a single Ability under that Sphere during the course of the game. PURCHASING NEW SHAMAN SPHERES: New Shaman Spheres can only be purchased if the Character spends time in gameplay under the tutelage of another Shaman who has the desired Sphere at Level 3 or higher. The amount of time and actual roleplaying a Character must spend studying his new Sphere is completely up to the Puppeteer. New Spheres cost 3 Character Points to acquire. IMPROVING SHAMAN ABILITIES: Shaman Abilities are upgraded in the exact same was as Skills; they cost the Ability Level to upgrade. Moving from a Level 2 to a Level 3, then, costs 3 Character Points. Like Skills, the Character should have used the Ability they are upgrading at some point during that gaming session. PURCHASING NEW SHAMAN ABILITIES: New Abilities, like new Skills, cost a mere 1 Character Point. However, the Character cannot spontaneously teach himself how to access different mental paths to new Abilities; as with Spheres, he must spend time during gameplay (duration and intensity again to be determined by the Puppeteer) under the wing of a Shaman with at least a Level 3 in the Ability he wants to be able to learn. IMPROVING ATTRIBUTES: Attributes cost 5 Character Points to upgrade. INCREASING HIT POINTS: Additional Hit Points cost 6 Character Points. The character gains the appropriate amount for their profession (10 Physical, 8 Social, 6 Mental) modified by their Endurance bonus. 54 Rules of the Wastes The most important thing to keep in mind while reading the following chapter is that this game is meant to be entertaining, enjoyable, fulfilling, and, above all, fun. The following rules are meant as guidelines; if any aspect of the gaming system appears faulty, grating, or even annoying, toss it. The Puppeteer and players should feel free to alter the system, races, rules, or any element of Way Out Waste to tailor it for their own gaming needs. The following rule set is merely a suggestion of a way to moderate the manner in which the story unfolds; if another gaming system seems more effective, by all means use it. A ROLL OF THE DICE The first and most important rule of this game is that not every action requires dice to determine success. If a Player says his Character is going to cross the street, he shouldn’t need to roll to see if he can avoid Quei-Quei droppings. Reserve the rolling of dice for instances where a significant difference exists between the chance of success and failure. When a situation arises that does require a dice roll, think about which Attribute will be required to perform the action. To pick up a heavy stone or kick in a door, roll against Strength. Picking the pocket of the man at the bar would require a roll against Dexterity or perhaps Charisma, depending on the style of thief. Running and jumping across a narrow chasm will necessitate a roll against Agility, and so on. Each Attribute has a rating from (in most cases) 3 to 18. When rolling “against” that Attribute, roll a d20 and try to get under the applicable Attribute. In many cases, Skill levels, difficulty modifiers, and other factors can modify this roll. If a Character’s intended action is related to a Skill he possesses, he should roll against the appropriate Attribute added to his Skill level. For example, a Scavvy wants to get out of the line of fire in a cantina shoot-out, but the only available cover is on the other side of the counter. In order to take advantage of this shelter, he will have to sprint across the room and leap over the obstruction. This Scavvy has an Agility score of 13, but he’s been in this type of a situation before and has acquired the Acrobatics Skill at Level 3. The Scavvy needs to roll 16 (13 + 3) or under on a d20 to successfully hurl himself over the bar. DIFFICULTY MODIFIERS Although the rolling of dice should be reserved for actions which harbor the possibility of failure, some actions are more difficult than others. Shooting an oncoming Devourer on a clear, sunny, windless day is straightforward and simple, while shooting a soaring cliffhawk from the back of a running Quei-Quei during a sandstorm poses problems. The Puppeteer should apply a penalty appropriate for the difficulty. On the other side of the equation, certain actions are very easy while maintaining the possibility of failure. The Puppeteer should award a bonus to the roll to represent the ease of the task. Following is a general breakdown of penalties and bonuses: 55 “Don’t waste my time.” A 9 point bonus reflects something remarkably simple, such as hitting the side of a building from two meters away with a shotgun. “Piece of cake.” A 6 point bonus would show the ease in identifying a Q uei-Q uei as sick when its feathers are falling out and it keeps regurgitating black bile. “Easy enough.” A 3 point bonus denotes a simpler-than-average task, such as being able to tell the difference between Scavvy spoken by a native or someone who has only had a few months practice. “Sure, I can do it…probably.” A 3 point penalty denotes something a bit harder than normal, like firing at a fast-moving or small target. “I’ll give it a shot.” A 6 point penalty reflects a fairly difficult task, like shooting a small, fast-moving target. “It’d be a damned miracle!” A 9 point penalty should be applied to extremely difficult tasks, like shooting a small, fast moving target at night from 200 meters while riding at a full gallop. For example, the Scavvy who wants to vault the bar has half a room to cover that is in the process of being chewed to pieces by bullet fire. Jumping the counter won’t pose a problem; getting there will. To successfully navigate the battlefield, he will suffer a 4 point penalty to his Agility plus Acrobatics roll. The 16 he had to meet before now becomes a 12 (13 + 3 – 4). Bear in mind that these bonuses and penalties are attempts to show appropriate modifications to a given dice roll. If something is more than just fairly difficult, but not extremely so, an 8 point penalty is definitely applicable. This scale can be stretched ad infinitum; if something is a once in a lifetime chance, like riding down a rockslide toward enemies with both pistols spitting nothing but headshots, a 20 point penalty might be generous. Occasionally the target number to perform an action will exceed the number of facets on a twenty-sided die. This situation does not mean that the action is assumed to be successful and therefore unnecessary to roll; a naturally rolled 20 on a d20 will always reflect a Critical Failure, regardless of target number. 56 OTHER COMPLICATIONS Following are a few examples of complications to the basic rules. These situations probably won’t come up in every game, but they are worth including for situations that require more than just a simple roll. T UG OF WAR Whether the situation is two fighters struggling over a gun, two conmen trying to pull the wool over each other’s eyes, or two Shamans battling on a telepathic field, sometimes situations arise where two or more characters have a vested interest in the outcome. When this kind of direct struggle comes into play, a Tug of War resolves the outcome. Both parties roll against the appropriate Attribute + Skill (for example, in the struggle for the gun, both parties would roll Strength). After both involved have rolled their check, compare the rolls. Whoever beat their check by more is the victor. For example, if a Scavvy and a Beta are fighting for the gun, they both roll Strength. The Scavvy has Strength 10, the Beta 12. They both roll a d20, and both rolls are a 5. Since the difference between what the Beta rolled and his target number is greater than that of the Scavvy (7 versus 5, respectively), he wins the Tug of War and yanks the gun away. If a character fails the check, he automatically loses, provided his opponent succeeds. If, however, the parties involved roll exactly the same or both fail, neither person wins and the struggle continues for another round. Tug of Wars do not always involve similar attributes. If one character is trying to sneak past another character on guard duty, then he would roll Agility + Prowl while the guard rolls Cunning. EXAMPLES OF TUG OF W ARS: Cry of Winds, a Scavvy Hunter, and Tyvin the Beta race across the sands to reach a dropped pistol first: Agilit y vs. Agilit y Thunderstone, an Outsider, and John Bennington, an Alpha gunslinger, try to stare each other down: Willpower + Int imidat ion vs. Willpo wer + Int imidat ion Wesson the Gunslinger tries to blend into a crowd while shadowing a perceptive merchant: Charisma + St ealth vs. Cunning Junius Frazl, a thief, tries to lie to the sheriff to get out of jail time: Charisma + Manipulat ion vs. Int elligence + Invest igat ion Parn Yoeblek, a Beta-human trader, tries to pawn a spring pistol to Gunther, an Alpha rancher, for thrice its value: Charisma + Bart er vs. Int elligence + Appraisal CRITICAL ROLLS Occasionally a remarkable feat happens as a result of a perfect roll, allowing characters to perform admirably and without faltering. On the other hand, a perfectly terrible roll can make the character regret acting at all. A Critical Success (or Crit, achieved when rolling a 1 on the d20) is an example of an action performed with perfection. From bluffing your pair of deuces against a flush to making a breath-taking move in battle, a Critical Success shows just how impressive a combination of luck and skill can be. A Critical Failure (or Fumble, achieved when rolling a 20 on the d20) is the exact opposite of a Critical Success; it shows just how wrong things can go. Tripping and falling down a steep incline while trying to climb down, having a pistol backfire, and forgetting a dignitary’s name during a tense negotiation are examples of Fumbles. 57 DRAMA DIE Once the Critical roll has been achieved, the intensity of the action is determined by rolling a d10. This roll has multiple purposes; it provides a basis for dramatic description as well as illustrating the difference between a perfect action (or perfect failure) and one that someone else would have to see to believe. The lower the roll on the d10, the lesser the effect of the Critical; higher rolls illicit more spectacular effects. Regardless of the roll on the d10, remember that Critical Rolls are dramatic. Actions that reflect a 1 on the Drama Die might be akin to shooting a target in the heart when aiming for center mass or just hearing the click of a misfire instead of the report of a shot. When a 10 rolls up, however, a single shot from a pistol might pierce the weak point that drops a man wearing Powered Attack armor, or the explosion that should have propelled a bullet out the end of a rifle instead sends it through the shoulder of the character pulling the trigger. COMBAT Although not a necessary part of each gaming session, the lifestyle of the Wastelands, by its very nature, demands a modicum of physical confrontation. Combat, then, and the rules regulating it, are an integral part of making any game flow and proceed well. The following system of rules attempts to streamline combat scenarios while allowing sufficient time for the player and Puppeteer to perform actions both relevant and cinematic. ACTIONS A combat round is best defined as the culmination of all activity by all Characters (Non-Player Characters included) within a limited timeframe. It is broken into two distinct measurements of time; an Action and a Turn. The length of time that an “action” refers to is a bit vague—it can be anywhere from one second up to about ten. An action is merely one distinct maneuver that a character can execute. This maneuver can be drawing a weapon, firing at an enemy, diving for cover, reloading, or aiming a difficult shot. Granted, pulling a trigger takes a quarter of a second and reloading a revolver can take up to six, but both should be considered a single action for the purpose of gameplay. A Turn is simply two Actions and represents the entirety of a Character’s activity for a combat round. NON-COMBAT ACTIONS IN COMBAT SCENES A character may decide to utilize non-combat related Skills opposed to attacking while in a combat scene: using medical Skills to assist a fallen comrade, acrobatic maneuvers to quickly gain cover, or persuasion to calm an attacker, for example. These are rolled normally and take up one of the character’s actions for that turn. 58 INITIATIVE Initiative is rolled at the start of every combat round and determines the order in which Player Characters (PCs) and Non-Player Characters (NPCs) act. All individuals involved in the scene determine their initiative by rolling a d20. After applying any modifiers, such as those granted by Cunning, the character who rolled lowest wins the initiative and acts first, followed by the next lowest roll, and so on until all involved parties have taken an action. Provided he has an Agility of 10 or higher, the winner of the initiative then declares a second action, followed by everyone else. The completion of each character’s allotted actions comprises a single combat turn. If a Critical Success is rolled during initiative, then that character may choose to take his actions backto-back, before anyone else has a chance to act. A Critical Failure, however, means the character is hindered in some way and loses all his actions for the turn. HOLDING ACTION At any point in a turn, a player may declare that he is “Holding Action.” This means that he refrains from declaring what his character is doing and allows the next player to declare his action first. The player may choose to take his action at any point during that turn after his standing in the initiative roster. Once declared, the Held Action happens before the actions of any higher initiative, even if subsequent players have already stated what they intend to do. This action cannot be retroactive, however; a character cannot Hold Action until after he has been beaten to a pulp by an angry Outsider then decide to have negotiated his way out of the situation before the Outsider raised his fist. SURPRISE Surprise happens whenever one or more members of a combat scene have the drop on another, either from hiding in the darkness, attacking without warning, or springing up from the sand itself. Whenever the Puppeteer determines that a combatant is surprised, he may choose to impose a 3 point penalty to that combatant’s initiative roll. In certain cases, combatants might find themselves flat-footed. This is when they have absolutely no foreknowledge of an attack, such as when a sharpshooter hidden in the rocks shoots them from behind, or a silent assassin stabs them in the back. If someone is caught flat-footed, he takes no action during the first turn of combat as tho ugh he had critically failed his initiative roll. 59 MOV EMENT IN C OMBAT Most of the time, Characters move at the speed of plot. This means that if the story requires that they show up just after a devastating attack, they will. However, sometimes it becomes necessary to define just how far a Character can move in a single turn. In these circumstances, a Character can move equal to their Agility rating in meters per action. If a Character h as Agility of 12 and devotes one action solely to movement, they can cover twelve meters. A Character may also choose to sprint, devoting both actions in a turn to movement, and in those cases move equal to double their Agility in meters. Under certain circumstances, the Puppeteer may require an Agility check to cover the full distance, such as running through a hail of bullets or over treacherous terrain. A failure on this roll indicates that somewhere along the way the Character is slowed down and only covers half the distance, and a Critical Failure denotes a complete stop; the Character may have fallen or run into some other obstacle. ATTACKING The first step (after initiative, of course) in a combat sequence is to declare an action. This informs the Puppeteer what each Character intends to do and prepares him for the up-coming pacing of the sequence. Ideally, each player should declare his action before anybody proceeds to rolling dice, but the complexity of combat often dis-courages this kind of forethought. The decision of how rigid to be with this element of the sequence is wholly up to the Puppeteer. ROLLING TO HIT After the Puppeteer becomes informed of what it each Character will try and do, the individual with the lowest initiative attempts to perform his stated action. If this action was to shoot at something with a ranged weapon, the player rolls against his Dexterity + Ranged Weapon Skill. A roll under his target number signifies a successful shot and the player moves on to Rolling Damage—a roll over, a miss. ROLLING DAMAGE After hitting an intended target, the player rolls to determine damage. Each weapon has a listed damage on the equipment list. If the listed damage is 2d6, for example, roll 2 six-sided dice and add them together. The target then subtracts that number from his remaining Hit Points. 60 Close Combat Close Combat works a bit differently than ranged. Typically, by the time someone fires a gun, it’s too late for his target to do anything about it; he’d better hope that he’s tough enough, or well-equipped enough, to continue fighting after the damage is done. In Close Combat, however, skilled fighters are able to react to the actions their opponent might take, twisting away from the enemy’s weapon, getting inside the opponent’s attack, and generally having a greater chance to avoid damage. Close Combat Range In order to attack in Close Combat, the two parties must be within two meters of each other (with some exceptions; an Outsider fighting with a Journeyman Staff has a bit more reach than that). Declaring the Attack When firing a gun it’s assumed that, unless stated otherwise, the attacker is simply trying to hit his target and aims at the center of mass. Close Combat attacks must be declared a bit more specifically. The player must describe his attacks much like called shots; instead of merely saying, “I’m punching the Alpha,” the player should say “I’m punching the Alpha in the face.” This better allows the combatants to understand the combat and react accordingly. Rolling to Hit As stated previously, attacks made in Close Combat, whether armed or unarmed, are rolled against Agility plus the appropriate skill. Defender’s Action This is the biggest difference between ranged and Close Combat. After the attacker rolls, whether he succeeds or fails the roll, the defender has a chance to act. He may take any Close Combat action, be it dodging, blocking, or even taking the hit and counter-attacking. Dodging is an action that any Character can take during Close Combat. A dodge can be as simple as moving one’s head out of the way of an oncoming club or as intricate as diving a meter away behind a solid rock to evade a well aimed hammer blow. A Character that chooses to dodge can either negotiate their body away from the attack or they can move out of Close Combat range. Any Character can dodge; however, Characters with the Dodge Skill (Page 28) get modifiers to this roll to make dodging easier. In addition to the ability to dodge is the option of parrying or blocking the attack. When a Character is engaged in Close Combat and has a weapon in hand, he has the option to use th at weapon to deflect his attacker’s blow. The level of skill the defending Character has in his held weapon affects the blocking/ parrying roll, so if a Character is holding his spring rifle and is being put upon by a Character with a knife, he can roll an Agility + Rifle to parry the thrust. Rolling Damage Armed attacks in Close Combat are rolled with the weapon’s damage, as Ranged Combat above. The level of a Character’s Close Combat Skill determines the amount of unarmed damage a Character does. All Close Combat damage is Non-Lethal: Unskilled Level 1 Level 2 Level 3 Level 4 Level 5 D3 D4 D6 D8 D10 D10+2 Shooting into Close Combat Since fighters in Close Combat tend to move around, trade places, and are generally very close to each other, firing into Close Combat presents a risk. To begin with, a 3 point penalty is applied to hit due to the erratic movements of the combatants, and an unsuccessful shot may not be entirely unsuccessful; many are the allies who have been shot by well-meaning friends. 61 OTHER C OMBAT ACTIONS AIMING When a Character aims, it means he is taking the time to carefully line up a shot at his intended target. He sacrifices the first action in the turn to spend time aiming, and, provided he’s still around, fires during his second action with a –3 bonus to hit. THROWN W EAPONS The maximum accurate range a Character can throw a weapon designed for such use (like a grenade, throwing knife, or Molotov cocktail) is equal to twice the Character’s Strength in meters. Smaller weapons that can be thrown but were not designed to be, like hand axes, combat knives, and empty pistols, can be thrown accurately up to twice Close Combat range, or four meters. RAPID FIRE Many of the firearms in the weapons lists are capable of rapid-fire, definable by an RF, or rapid-fire rating, in the form of a die (i.e. d6, d10) in the Weapon Section (pg 73). When using a weapon’s rapid-fire mode, first roll its RF die to determine how large the burst of fire is. A roll of 1 doesn’t indicate a single round fired, only a shorter burst. Most bursts come in three round increments. After rolling the RF die, the player rolls to hit as normal, and if they hit, roll for damage. This damage can either be done to a single target, in which case the damage rolled is multiplied by the number rolled on the rapid fire die, or the damage can be distributed between multiple targets within about a 1 meter area. For example, if the RF die’s result is a 3, and the damage done is 10, the player can choose to do 30 damage to a single target, 10 to three separate targets, 20 to one and 10 to another, and so forth. W ILDFIRE Wildfire is when a Character pulls the trigger over and over again as quickly as he can (or in the case of fully automatic weapons, just holding the trigger down) and pointing his weapon in the general area of their opponent. This can be useful to keep an enemy’s head down or when shooting blindly into groups. When a player decides to Wildfire, he should roll a d6. This is the number of shots his Character can squeeze off with that action. Now roll a second d6. This is the penalty to hit that his shots receive. Wildfire is all about luck; a player may roll 1 shot at a 6 point penalty, or 6 shots at a 1 point penalty. When using wildfire with automatic weapons, simply roll the penalty die. Automatics always fire their maximum number of shots (i.e. empty their remaining magazine) when used in Wildfire. CALLED SHOTS Unless stated otherwise, assume all shots are fired at a target’s center of mass. However, certain situations call for a Character to hit a particular part of their target; shooting the gun out of his hand, blowing the hat off his head, or pinning his foot to the ground with a Spring Rifle. A Called Shot at a static target is rolled at a 3 point penalty. If the Character is trying to shoot a moving target (a defender trying to duck for cover, running while firing, and so forth), the Called Shot is rolled at a 6 point penalty. 62 OFF-HAND Everyone has an off-hand. It’s the one used less, and performing actions with it presents a challenge. A Character may attempt to use a weapon (pistol or Close Combat) in both hands, but they suffer a 6 point penalty to all off-hand attacks. The Ambidexterity skill can help reduce this, but there will always be at least a 1 point penalty when attacking with the off-hand. BASIC DAMAGE TAKING DAMAGE Two types of damage exist in the world: Lethal and Non-Lethal. Lethal damage is the type of damage dealt by firearms, blades, explosives, fire, and other concentrated attacks that cause severe, body-altering damage. Non-Lethal damage, however, comes from blunt weapons, fists, falling, riot rounds, and other non-life-threatening attacks. A good way to tell the difference between the two is that if surgery is needed to stabilize a victim, he’s received Lethal damage. Non-Lethal will heal on its own, eventually. LETHAL DAMAGE If a Character’s Hit Points are reduced to zero by Lethal damage, he falls unconscious and continues to lose 1 Hit Point per turn unless medically stabilized. He may take no ac tion unless brought back up to 1 Hit Point or more. If a Character’s Hit Points are reduced to –5, he is dead. No amount of medical attention will help, and it’s burying time. NON-LETHAL DAMAGE Non-Lethal damage refers to the kinds of injuries received from being beaten, bruised and battered. Non-Lethal will hurt, but by itself cannot kill—easily. A Character may withstand Non-Lethal damage up to his total number of Hit Points. If he is reduced to 0 Hit Points from Non-Lethal attacks, then he falls unconscious as normal, but does not continue to lose Hit Points as wi th Lethal damage. He will remain unconscious for 1d6 turns or until given medical assistance. If a Character is knocked out and continues to take Non-Lethal damage, however, he is at risk. Any additional Non-Lethal damage is treated as Lethal, and if he sustains enough Lethal damage to reduce him to –5, he will die. Note, however, that the attacker must not only render his victim unconscious by beating all his Hit Points out of him with Non-Lethal damage, but he must also beat all the Hit Points out of his target again with Lethal damage. For example, if a Character with 15 Hit Points is rendered unconscious by Non-Lethal damage, he must take an additional 20 (15 + 5) Hit Points of Non-Lethal damage to be killed. In this way, it is entirely possible for someone to be beaten to death. 63 STUN Some injuries are considered to be so grievous and painful that the Character on the receiving end enters a momentary state of shock. Unable to fight or do more than the most simple actions, stunned individuals drop to the ground and can barely whimper for help. If a Character loses over half his Hit Points because of a single attack, a roll against Endurance, modified by exceptional Willpower, is needed. If the Character fails this Endurance check, roll 1d6. This is the number of actions lost due to being stunned. During that time, Characters cannot fight, use Shaman Abilities, or use skills. Note that certain weapons can also stun opponents. If the Character passes his Endurance check, he is not stunned but is still in a lot of pain and takes penalties to his rolls as described below. ADVANCED DA MAGE SEVERE WOUNDS People get hurt in a fight. It’s inevitable. If a Character gets hurt badly enough, his vision clouds, his mind fogs, his hands begin to shake—all bad things when in the Wastes. If a Character’s Hit Points are reduced to below half of their maximum, (i.e., 20 Hit Points total are reduced to 9 or less), then he takes a 6 point penalty on all rolls, including Initiative. Outsiders, certain Beta-Humans, and those drugged, under the influence of a certain Shaman Ability, or drunk to the gills ignore this penalty. HEALING A Character heals only with rest, time, and/or medical attention. The time needed to heal fully depends on the nature of the injury, and unattended wounds may lead to further problems or permanent complications. Generally, a Character regains 2d6 points of Non-Lethal damage per full night (eight hours) of restful sleep and inactivity. Lethal damage must first be attended to, and is regained at a rate of 1d6 per night of restful sleep. Refer back to Chapter Three to see how the Medic Skill can assist in regaining Hit Points for those Lethally damaged. EXPOSURE , STARVATION, AND DEHYDRATION The Wastelands are not an area of the world where packing lightly is an option. Traveling between the closest of towns in Atawe’s Belt can be a draining and arduous task, and mounting an expedition that traverses even the smallest sliver of the Arid Sea will require a vast reserve of supplies. Accidents, though, do happen; a slight miscalculation with a compass or a week-long sandstorm can deliver even the best equipped parties into survival hell. Decently equipped individuals will suffer no ill effects due to exposure, but people without acceptable reserves of water, food, and shelter will lose 5 points of Endurance per day in Atawe’s Belt, 10 points per day in the Barrens, and 15 points per day in the Arid Sea. These lost Endurance points can be regained, however, at the rate of 1 point per eight hours of uninterrupted rest, provided the Character’s resting place is well-provisioned. Alphas and Radiation Hotspots of latent radiation exist throughout the Wastes. Scavvies, some Betas, and Outsiders are genetically inured to this, but Alphas must take precautions. They must smoke at least one Red, a redpapered cigarette containing potassium iodine to counteract the radiation, per day. Failure to do so will result in the Alpha losing 2 points of Endurance a day while in Atawe’s Belt, 3 points per day in the Barrens, and 4 points per day in the Arid Sea. These points cannot be regenerated by chain-smoking Reds, however; the damage done to Endurance measures the caustic effects of concentrated radiation on the human body and is permanent. Equipment Breakdown Due to the harshness of the Wastelands, high technology requires constant attention. Whenever a critical failure is rolled involving a weapon or piece of equipment, from that point forward, critical failures happen on a 19 or 20 when using it, then 18-20, and so on, continuing until the item is useless. Taking the time to clean or store the weapons and equipment eliminates this penalty. 64 Systems This section delineates other areas of game play that require more clarification than the simple Attribute checks. This is where systems that deal with ar mor, riding, and certain types of damage are described. ARMOR He panted and wiped the sweat from his eyes with a weary arm. The bounty that gave him reason to brave this stretch north of the Blackrock would only just cover his surcharge for “maximum annoyanc e.” As much as he appreciated the extra pr otection of the ballistic weave vest he wore under his shirt, he didn’t appreciate the extra weight or the extra heat. His watery gaze wavered on the Scavvy warren that spread before him, and he managed a toothy grin. Somewher e in there was Withering Winds, a Scavvy worth five hundred creds to the man who managed to drag him back to Wormwood. Grunting, the hunter directed his Quei-Quei toward a shallow draw that led into the heart of the warren. All armor has two statistics: Hit Points, which are similar to a Character’s Hit Points, and Strength. An armor’s Hit Points reflect the amount of damage the armor can absorb before it no longer offers protection to the wearer. Strength represents the armor’s ability to withstand damage. All weapons also include a Strength rating. If a weapon has a higher Strength than the Armor, its attack is considered to be too powerful for the armor to withstand and therefore the armor provides no protection. If the armor has Strength equal to or greater than the weapon’s, then the armor can do its job and any damage dealt by the attack is deducted from the armor’s Hit Points instead of the Character’s. Lastly, if a weapon’s Strength is less than half of the armor’s, the attack does not penetrate, and does no damage to the armor either; it is simply too weak. A flash off to his left was the only warning he received before a threefoot bolt of fire-hardened pain threw him from his saddle. The realization that he might have to raise his surcharge again flashed through his head as he rolled to a stop, breathless. 65 TEAMWORK Too many cooks don’t always spoil the broth. When a particularly daunting challenge arises that proves impossible for a single Character, he must look to his allies for assistance. Whether it’s a group reading a coded message by campfire, several strong backs trying together to free a stuck wagon wheel, or many sets of eyes scanning the horizon for enemies, things can be easier with help. When more than one player attempts the same task, Teamwork rules apply. Everyone rolls a check against the appropriate Attribute (modified by the applicable Skill) with a –1 bonus for every participant after the first. If all of the rolls still fail, the group is still puzzling over the code or straining to free their ally. If, however, any of these rolls are successful, then the entire group is considered to have passed the check. Depending on circumstance, the Puppeteer might declare that only a certain number of people may participate, or that only a certain number of attempts may be made. CLIMBING AND FALLING Often a Character must attain higher It had taken over an hour to get from the base to ground—to scout the surrounding halfway up the rocky incline, but it would be area, to escape a valley filled with worth it. He was lucky he'd lear ned so much stampeding strider, or to set up a about climbing from his friend; without it, he'd good sniper position. In general, climbing is rolled against Agility + surely have never made it so far. Climb. Several different factors determine the difficulty of the roll, He didn't notice the loose rock, though, until he'd such as the steepness of the grade, already grabbed it and pulled it from its place. surface material, and current Drifting backward, he yelled as he plummeted to interferences (during combat, severe a jutting platform of stone six meters below. weather, at night, etc). Under normal Coughing, he raised his head. I’m alive, he circumstances, a Character can climb thought, until he heard the crack at the base of a number of meters equal to half his the platform, and then felt the whole rock starting Agility in a turn. This can be reduced or increased when appropriate, due to to go. the level of his Climb Skill, availability of hand and footholds, and so forth. For each turn spent climbing, roll an Agility check. If passed, the Character continues upward. A Critical Success means he makes quick progress and doubles his climb rate. A failure indicates that he makes no progress for the turn and spends it looking for his next handhold or catching his breath. If he Fumbles, the Character falls. Falling is dangerous. Even in armor the jarring impact can bruise, break bones, or even kill. If a Character falls a distance greater than three meters, they take 3 points of Non-Lethal damage for each meter over three they fell. For example, if someone falls from a height of ten meters, he automatically takes 21 points of Non-Lethal damage, without any save from armor. Remember that Non-Lethal damage can be deadly. If, for example, a Character with 20 Hit Points falls from a distance of 20 meters, then he takes 51 points of Non-Lethal damage. The first twenty points knock the Character unconscious and the next 31 are considered Lethal, dropping him down to -11 Hit Points. The Character has taken enough damage to die instantly on impact. This system continues until a Character falls 30 or more meters. That’s approximately the distance it takes for a falling body to reach terminal velocity—after that point a falling object does not increase speed anymore. Falls made from more than 30 meters, be they 31 or 301, will do 81 points of Non-Lethal damage. 66 FIRE Upon first exposure to flame, an individual Glancing over the wall, he could only laugh takes a single d6 worth of damage. If the roll lands on a 5 or a 6, however, the fire takes as the Scavengers below looked for the root and spreads, using clothes, hair, equipsniper that had already taken down three ment, and flesh as fuel. If this happens, then of them. Someone must have seen some2d6 are rolled to see what damage is dealt in thing, though; a flaming bottle landed not a the next round. Again, if either of those dice foot away. The fire exploded outward and land on a 5 or 6, then the individual is comhe was suddenly awash with a wave of pletely engulfed in flames. In the round in heat. He felt flames begin to lick at his which the Character becomes engulfed, roll skin as they started to engulf his arm and 3d6 for damage. Once the fire has overmove to his neck. Should have worn somewhelmed the Character and consumed all available fuel, the flame will slowly start to thing less flammable, he thought. burn itself out, allowing for a 2d6 roll the next round and a 1d6 roll after that, at which point no flames remain. So, to reiterate, 1d6/2d6/3d6/2d6/1d6, respectively, for all five rounds mentioned above, ranging from initial exposure to the flame, through to tal engulfment, until it burns itself out. Keep in mind that the fire only advances through the first two stages of immolation if a 5 or 6 is rolled on any d6. It should also be noted that there are forms of persistent flames (white phosphorous or Tarroot Sap, for example), which catch fire easier and are harder to put out. When rolling for damage, a 4, 5, or 6 are enough for the flames to spread and for total engulfment to occur. To put out one of these types of flames, a Character must completely smother the fire, or else it will relight itself the next round. Sand, water, or a heavy blanket can all be used for this purpose. To avoid the aggravated burns that come from exposure to fire, a Character can try to put out the flames at any time. If he attempts to extinguish the flame during the first or last round of exposure, the flames are extinguished, but if the same procedure is attempted during the second, third, or fourth round of exposure, then the damage is only reduced by a d6. If a Character attempts to perform any action while they are on fire, they must endure a difficult Endurance Check (+6) in order to do so. EXPLOS IONS Explosives are useful tools for a variety of situations, from finishing off a condemned building, ridding the back forty of that massive boulder, or sending a wagon load of Industrial ordnance from the worry of the Scavvy population. Each explosive has a base 'ground zero' blast that radiates out, labeled as short, medium, and long range listed in the Equipment section. Red wire, blue wire, he knew them all like the back of his hand. Explosives were his pleasure and his business. For this particular bomb, the initial blast would take out the support structures and bring the building down. At middl e distance, there would be flesh torn from bodies and people thrown from their feet, with slightly lesser results further out. At any rate, the ring of destruction would b e unparalleled, just like his other jobs. Unfortunately, every one makes mistakes. He realized his for about half a second before the bomb detonated. To illustrate the way explosives function, an illustration will work best. A fragmentation grenade is listed as doing 6d6 damage. The result of those 6d6 is the damage dealt to everyone in the short range of that grenade. For the medium range circle, remove the highest and lowest rolled dice in the pool, leaving 4d6. This reflects the damage done at that range. At long range, repeat the procedure, once again removing the highest and lowest die from the damage pool, leaving 2d6. This shows the much-lessened damage that occurs on the outer fringes of the blast. 67 VEHICLE AND ANIMAL SYSTEMS The vehicles available in the Wastes are usually battered third-hands that have found their ways from Metro, been stolen from the Industry, or are the twisted creations of a fevered Scavenger mind. Those manufactured in the more technological areas of the world run on EC cells, a 250 cubic-centimeter block that houses a volatile electro-chemical gel. This blue, luminescent substance is capable of providing power for even a heavy truck for several years and has all but eliminated the need for other sources of fuel. Bullets ricocheted off the stonework as he sped through the tunnels, barely managing to avoid the Alphas on the Drifter behind him as he used his legs to steer the Quei-Quei through the rocky outcroppings. Balancing himself in the center of the creature's back, he twisted himself around until he was sitting backward. He pulled his spring rifle from his back and aimed. He fired a spear that whistled through the air and grinned behind his mask. The spear crashed through the windscreen of the light vehicle, distracting the driver, who promptly steered the Drifter into a unyielding outcropping. The Scavvy grinned to the tune of explosions as he righted himself and headed for home. V EHICLE S TATS Each v ehicle, be it primitive or high t ech, has fiv e stats to define it (with on e sub-stat to show ho w much punishment it can take). SPEED Each vehicle has a cruising and top speed listed in kilometers per hour. During a combat turn, the vehicle can travel equal to that speed in meters. A Jackal has a top speed of 120 kph. That means it can travel 120 meters per combat turn, or about 60 meters per action. It takes time for a vehicle to achieve top speed, however. A vehicle can hit cruising speed in one turn and top speed after a second. DURABILITY Also listed under the vehicle’s description is its durability. This acts in the same way as armor Strength. If weapons fired at the vehicle are less than half the vehicle’s durability, then the weapon is not powerful enough to penetrate the body of the vehicle. Vehicles, like Characters and animals, have a number of Hit Points. This number is the amount of damage the vehicle can sustain before being rendered inoperable. This may mean it explodes or is simply no longer drivable. 68 HANDLING Handling represents how difficult complicated maneuvers are to perform. This is a base number, and more extravagant and complicated moves will increase it accordingly. The greater the number, the more lumbering and clumsy the vehicle is. PASSENGERS This shows how many people (riders and pilots) that the vehicle can comfortably fit. This is by no means the upper limit—sufficiently determined and creative individuals can exceed this number to a staggering amount. CARGO Each vehicle also has a cargo rating, be it Small, Moderate, Large, or Freight. These ratings represent the amount of cargo that the vehicle can hold. For instance, a vehicle with a Small cargo rating can carry about ten items, weapons or equipment. Use common sense when determining how much a vehicle can carry. While a heavy weapon like the CSI-120 is a single item, it is large enough to take up 5 equipment slots. Similarly, a clip of ammunition is considered a single item, but 5 or more can fit into one item slot Cargo Ratings Small 10 items Moderate 20 items Large 30 items Freight 50 items ANIMAL S TATS In addition to the mechanical vehicles that putter about the Wastes, animals are also a co mmon way to get around. More accessible, cheaper, and complete with a personality all their own, living mounts are the preferred method of getting places by many people. Quei-Quei are probably the most common beast of burden for normal-sized individuals, although Devourers function as rides for Outsiders and tales abound of people taming the long-legged Strider. SPEED Listed in kilometers per hour, this is the running speed of the animal. In combat scenes, this is the number of meters the animal can travel per action. ENDURANCE /HP Like the attribute used by players, Endurance is the overall heartiness of the animal. They, too, are subject to the harsh conditions of the wastes. The Hit Points of the animal shows how much damage it can take. Animals take, heal, and react to damage identically to humans. AGILITY Similar to Handling, this number represents the deftness of the animal and how easy it is to perform trick riding maneuvers. ATTACKS Certain animals have been trained to attack in combat. The nature of these attacks varies from animal to animal, but since they’re coming from Wastelands animals, they’re sure to be brutal. While a mount can’t exactly ram a vehicle (with one notable exception), they can trample people on foot or ride over someone’s smaller animal. Plus, trained mounts will bite and kick the nearest threat during combat. These attacks are rolled to hit with the rider’s Agility + Ride skill. These are considered close combat attacks, and the target may attempt to dodge as normal. 69 V EHICULAR C OMBAT COLLISIONS AND RAMMING The simplest and most efficient way to do damage with a vehicle is to run it into something. The amount of damage caused is dependent upon the size of the vehicle and the speeds it can attain. The greater the speed and the size, the more damage it can do to another vehicle or person. Trying to ram someone is not always the easiest thing, and first requires a Piloting check (Dexterity + Piloting). The target, if on foot, can make an Agility check to get out of the way, or, if they're in another vehicle, they can make an opposing piloting check to try and avoid the collision. The roll is considered a Tug of War: whoever rolls furthest under his target number wins the contest, while ties go to the defender. If, however, the target fails to evade, damage is determined by speed and the durability of the vehicle used. It is importan t to include how fast the vehicle is traveling when attempting to r am someone or run him down. The target of the ram will receive a d6 of damage for every 10 meters per turn the vehicle is traveling, with a bonus for durability. For example, if a Jackal rams someone at cruising speed, which is 60 kph, or 60 meters per turn, the driver rolls 6d6 and adds the Jackal's durability to the roll. Vehicle versus vehicle collisions pose a different set of difficulties. A Jackal ramming into a man on foot would likely kill the individual while doing little damage to the truck, while a Drifter ramming the side of a tank would definitely be on the losing side of the equation. When one vehicle rams another, the driver tries to do as much damage as possible to his opponent while minimizing the damage to himself. If the Durability of both vehicles is equal, then they take the same amount of rolled damage in the collision. If one has higher durability, however, then the damage done to it is reduced in an amount equal to the advantage it has. As an example, an armored truck rams into a Jackal. Damage is rolled and determined as stated above, but the damage dealt to the armored truck is reduced by a number of d6 equal to the difference between the two vehicles' durabilities, in this case two. So, after rolling 6d6 to determine the damage dealt to the Jackal, remove the two lowest rolls from the pool to discover how much damage the armored truck endures. CHASE SCENES When chases take place on a long stretch of straight, flat ground, the faster vehicle or mount wins. Even if the slower vehicle has a head start, the quicker vehicle will eventually overtake its opponent. If, however, the chase occurs at dangerous speeds over rough terrain, speed can be deadly—skill becomes very important. During a chase scene that takes place over or through hazards, all parties involved roll Tug of War, taking Handling into account. Whoever passes the check by the greatest margin most deftly passes that part of the hazard. This can mean that the leader of the chase gains ground and puts more distance between himself and his pursuer or that the pursuers have gotten that much closer. If a failure is rolled during the chase, the Character must reduce speed to get through the obstacle, and Critical failures result in (hopefully) spectacular wrecks. 70 OTHER SYSTEMS Weapon Checks Initiating a weapon check can be performed on any weapon, assuming the Character has at least one skill point in the use of that weapon. Such checks count as preventative maintenance. Normally, when a Player rolls a Critical Failure with a weapon, a Drama Die is rolled and the result of it is taken into account regarding what happens to the weapon. Once per session, however, if a check has been performed on the weapon during that game session, the Player can roll two Drama Dice for his Character and can take the lower result. This bonus die can only be used once per session, even if further weapon checks are performed on the weapon. He crouched low behind a rock, flinching as bullets ricocheted around his head, sending tiny fragments all over the plac e. Suddenly, the hail of bullets stopped. Taking advantage of the lull in the offensive, he leapt out and brought his gun to bear. He pulled the trigger and heard a click, a creak, and a b ang. His gun exploded and took most of his hand with it. He had time enough to feel relieved that his father’s ring still gripped his pinky when a flash of white popped in his head and he knew no more. Drugs and Poisons A list of poisons that flow through the Wastes is housed in the Equipment section. A great deal of deadly and debilitating natural venoms and plant poisons exist in an environment as harsh as the Wastelands, and clever Scavvies or unscrupulous others might use them as a method of insurance when it comes to dealing with threats. Each poison is broken down into four attributes: Effect Duration Potency Vector What the poison does to a victim How long the effects of the poison will last The intensity of the poison. This functions as a penalty to Endurance checks to resist it How the poison must be used to affect an individual When a Character becomes poisoned, roll Endurance with a penalty equal to the potency of the drug or venom. If passed, the effect of the toxin is halved (effect or duration, where appropriate) unless otherwise stated. A Critical Success indicates that the Character goes unharmed, while a Critical Failure doubles the toxin’s effect. Patience was never a strong point of his and standoffs were pretty high on the list of things he hated. He couldn't move first though, not when somebody could lunge in and take him from the side. No, his back would stay to the wall, no matter what. With five of them staring him down, he needed to b e ready for anything. It was a flash, a heartbeat, something that he barely saw out of the corner of his eye when he moved. A thrown blade nicked him before hitting the wall and bouncing off with a little streak of blood along the edge. "Nice shot, but you missed." The five chuckled to themselves and he wonder ed why. When he started to feel a little hazy, he realized he was in deep trouble. H e never expected a p oisoned blade. 71 Bullets, Bombs, and Blades Though the majority of the Wastelands operate on a barterbased economy, two forms of currency are generally accepted as valid: Credslips and Scrap. In settlements close to the edges of the Wastes, or those that see frequent travel from outside, Credslips are used for buying and selling. These transparent plastic slips have authentication holograms embedded between composite layers of tough, tear-proof, fire resistant plastics. Scrap represents just that—raw and scavenged materials, equipment, and parts of equipment. The Scavvy economy revolves around Scrap, and nearly everything a Scavenger owns was built with his own hands from Scrap he has discovered or traded. In the list that follows, the “cc” is a marker for items a new character can buy with the creds he rolls for his starting cash flow. An item marked with a value listed in Scrap is considered a Scavvy item and should be purchased with Scrap rather than Credslips. Also, items marked with an asterisk (*) are considered Un-common and can only be purchased by Alphas at Character Creation. The quality of equipment varies significantly depending on where the character acquires it; a pistol purchased from a military surplus shop in the Borderlands will most likely be of higher quality than the same type of firearm haggled over from a half-blind Scavvy in the Barrens. Almost all trade-worthy goods in the Wastes have been traded and traded, broken down, reassembled, traded, then traded again. The peoples of the Wastes have long ago given up trying to find “high-quality” equipment, if such a thing even exists. The traveler who makes the Wastes his destination and plans for all contingencies with a well-financed trip to a Metro open-air market will find himself a very popular person until he has been relieved off all his shiny new gear. Be that as it may, there are areas of the Wastes where lessabused items can be found. The Borderlands, with their influx of lightly-used Industrial weapons, armor, and supplies, keeps the local traders well stocked, especially with medicinals, and areas of Atawe’s Belt closest to Metro are havens for decent goods. There is also a strip of trading communities that gets its wares from Atlan, but these communities are isolated, nomadic, and subject to the whims of fate, since most of their sellables come from the scavenged ruins of downed freight transports destined for the cities in the East. The Scavengers can also be a good resource for Waste-worthy equipment, but since they make all their goodies themselves, one can never be sure just how reliable that spring rifle will be. The Scavvies, however, know much about the working of the Wastes, and can be a font of information and an excellent resource when money is short and enemies are numerous. They know the healing herbs, the killing herbs, and all the herbs in between. Goods are not the only thing for sale in the Wastes, and following is a list of some of the more common things that are. 73 PISTOLS CSI-10 25cc Crafted by Combat Services International, this generic, yet reliable pistol fires a 10mm round, dealing an impressive amount of damage per shot at a very cost-effective price. This is a semi-automatic weapon, and accepts all ammo variants, scopes, and modifications relating to the pistol family. Damage Strength Range Clip Reliable D10 4 150m 10 Small When rolling a critical failure with the CSI-10, roll 2d10 and chose the lower result. Cobra Revolver 30cc Those looking for the look and feel of a classic, heavy revolver need look no further than the Cobra .50 caliber single action revolver. The cobra is a breech-loaded revolver that remains popular due to its simple construction, low price, and common availability. Damage Strength Range Clip Reliable 2d6 6 100m 6 Large When rolling a critical failure with the Cobra, roll 2d10 and chose the lower result. Scarab 45cc This pistol has two barrels stacked on top of each other. The Scarab is fully automatic, though due to the special chambering action, its rate of fire is reduced. Throw a switch and both barrels will fire two simultaneous shots that will rip a hole through the side of a car. This newer gun can be found in the settlement markets with a modicum of searching. Damage Strength Range Clip Dual-Shot d8 RF / d8+d6 SS 4 RF / 6 SS 200m 12 Small The Scarab can be fired in either rapid fire (d4 shots per burst) or single-shot mode. Blackhawk 50cc A semi-automatic magnum originally created by the Blackhawk Outsider clan, the Blackhawk is a .55 caliber pistol with massive stopping power. Its report is a thundering blast that is very difficult to muffle, and most people other than the Outsiders must use both hands to fire it. Damage Strength Range Clip 2d6+3 8 300m 5 Large 74 *EBL 60cc Similar in design but smaller in size than its brother the RBL, the Explosive Bolt Launcher fires a selfpropelled explosive round which triggers a density sensor upon impact, causing the round to explode internally. As a result, the tissue damage is more severe than that of a wound caused by a more conventional weapon. Damage Strength Range Clip Rapid Fire d10 7 200m 12 Large d6 *11mm Charge 75cc Unlike conventional weapons, which use an explosion to propel the round, the 11mm charge uses electrostatic energy to fire a small round at higher velocities than a tr aditional pistol. This results in higher armor penetration, and allows greater accuracy with long-range uses. Damage Strength Range Clip 2d8 6 325m 10 Small 75 RIFLES *CSI-19 50cc Like the CSI-10, the people at Combat Services International have made a well-crafted, economical weapon. Used around the world, the CSI-19 is an all-purpose assault rifle with a good rate of fire and a good round size. Damage Strength Range Clip Rapid Fire 2d6 5 550m 24 Small d6 SR-17 55cc The Scout Rifle is a very well constructed bolt-action rifle. It is favored by hunters and scouts due to its simple yet effective composition, firing a 10mm round with decent range and stopping power. Since it is commonly used as a hunting weapon, it is available anywhere. Damage Strength Range Clip Extra d10+2 7 600m 10 Small The SR-17 comes with a 10x mag scope standard. *RBL 140cc The primary weapon used by Corporate Enforcers, the Rifle Bolt Launcher is hard to come by in the Wastelands. The RBL fires a self-propelled round similar to the EBL, using a density sensor to detonate the round upon entering the target. The RBL has a particularly terrifying reputation, since a single sustained burst of fire can literally tear a person to pieces. Damage Strength Range Clip Rapid Fire d6 + d10 9 350m 24 Large d6 Salente Big Game Rifle 65cc The Salente big game rifle is one of the premier hunting rifles manufactured in the Mediterranean Union. Because of its popularity, it is found around the world. Designed to penetrate the dense bone of large game, the semi-automatic Salente fires a small but high-density caseless round effective against armored targets. Damage Strength Range Clip d10 + d4 10 750m 12 Large 76 *LR-22 100cc The LR (Long Rifle) fires a Ultra-Violet laser that begins at a pinhole thickness, but broadens out rapidly to burn away armor. By holding the trigger, more power is charged for a shot, and the rifle fires a wider, stronger beam. Damage Strength Range Clip Overcharge 2d6 8 / 10 / 12 / 14 1600m 12 EC cell Each turn the trigger is depressed, the gun will charge to its next strength level, and adds 1 to damage for a maximum of 4 levels. SHOTGUNS All shotguns deliver maximum damage to targets within three meters. Also, all shotguns listed are considered 12-guage. Please see your friendly neighborhood Puppeteer for other sizes. Standard Full Length Shotgun 40cc Single Barrel 45cc Double Barrel Time still hasn’t brought an end to this classic. This is a standard deer/bird/Beta-hunting shotgun. Damage Strength Range Clip 2d6 Single Barrel 4 60m 6 2d8 Double Barrel 4 60m 6 Sawn-off Shotgun 20cc Single Barrel 30cc Double Barrel A traditional, simple, and still effective sawn-off shotgun. The barrel is generally cut down to a size larger than a heavy pistol. This variation has significantly less range than its long-barreled brother. Damage Strength Range Clip d6+3 Single Barrel 4 20m 1 Combat Shotgun d8+3 Double Barrel 4 20m 2 75cc This shotgun is specially designed for combat and is used by militia groups, law enforcement, and street gangs. Featuring a heavier gauge, larger magazine, and smoother action than the standard shotgun, combat shotguns are more common on the streets of Metro than the sprawling sands of the Wastes. Damage Strength Range Clip 2d8+3 5 80m 8 77 HEAVY WEAPONS CSI-120 650cc The CSI-120 is a large bore, slug firing, anti-tank gun. A single-shot weapon with a very long rifled barrel, it fires a six-inch armor-piercing slug meant to penetrate tank hulls. One of the first endeavors on the part of Combat Services International into the heavy weapons field. Damage Strength Range Clip 3d6*5 16 1000m 25 Large ACS Heavy Machine Gun 325cc The Artemis Combat System HMG is a .50 caliber air-cooled machine gun. It fires two rounds per second from a thirty shot belt. Usually used by the military as a heavy weapons unit, the HMG's larger, heavier rounds are better against armored targets than the smaller assault rifles. Damage Strength Range Clip Rapid Fire 3d8+8 10 600m 30 Small d8 Outsider Hunting Rifle 175cc Designed by Outsiders for the purpose of killing the largest, meanest denizens of the Wastes with a single shot, the Hunting Rifle fires one of the most massive shells used by any rifle—a heavy slug two inches in diameter and nearly six inches long. Those of other races who wish to use this massive breech-loader would be wise to mount it on a vehicle; the recoil is powerful enough to shatter the shoulder of a normal man. Damage Strength Range Clip 4d10 14 1200 m 1 Small 78 SCAVENGER WEAPONS Scavengers are an odd breed, often finding fault in brand-new equipment and glorying in their ability to fix things that aren’t broken. Most weapons that grace the hands of Scavvies have been created by the individual wielding them, and therefore are as varied and different as the Scavvies themselves. The costs that follow represent literally how many units of scrap it takes a Scavvy to construct the weapon, and trying to purchase a Scavvy’s personal sidearm will most likely lead to exorbitant prices. Therefore, when creating a Scavvy character, each piece of equipment in the following list requires that the player roll a Cunning + Craft check to determine just how effective his character is in creating said equipment. The Damage, Strength, and Range listed in the item description, then, can be considered base stats; if the player rolls exceptionally well during his construction roll, the Puppeteer can deign to give a bonus to any of the above stats, and, of course, in the event of a truly terrible roll, the Puppeteer should feel free to bestow a penalty. Spring Pistol 5 scrap The Scavvy pistol fires a five inch bolt using a tightly wound spring. Many Scavvies have been known to coat these bolts in different toxins. Damage Strength Range Clip d6+toxin 2 25m 1 Longfire Pistol 10 scrap A “Longfire” pistol refers to any side arm a Scavenger makes from one or more traditional firearms. They can be any combination of automatic, revolver, breech loader or other weapon, sometimes pulling a chamber, barrel, trigger and grip from several different weapons. Damage Strength Range Clip d10 3 100m 12 Spring Rifle 10 scrap A simple weapon to build, the Scavvy spear launcher that uses any variety of propulsive means, most commonly a powerful spring, to hurl a two- to three-foot spear long distances. These spears can also be coated in toxins. Damage Strength Range Clip d10+toxin 2 75m 1 79 Shrapnel Cannon 20 scrap The shrapnel cannon fires a canister loaded with as much gunpowder and sharp-edged pieces of metal as the Scavvy can find. The gun itself just fires the canister using a small powder charge. However, these cannons have the unfortunate tendency to explode. When the shrapnel canister hits, it does damage at close, medium, and long range from the explosion. (5m/10m/15m) Damage Strength Range Clip 3d6/2d6/1d6 5/4/3 40m 1 Crank Rifle 30 scrap One of the few rapid-fire Scavenger weapons, the Crank Rifle operates similarly to an old-fashioned Gatling gun. Multiple chambers contain a spring mechanism that is pulled taut and loaded with a handturned crank. The Crank Rifle fires spears slightly smaller than the Spring Rifle fed into the gun by a long belt. Damage Strength Range Clip Rapid Fire d8 4 60m 30 d4 Harpoon Cannon 40 scrap A concept only the Scavvies would use, this weapon uses a retractable, tightly wound spring to fire a 4 to 5 foot barbed harpoon. Originally used for hunting, the harpoon is attached to a strong rope, which can be used to pull a target off its feet, doing even more harm. Damage Strength Range Clip 2d6 8 120m 1 Longfire Rifle 45 scrap Like the Longfire pistol, this rifle is cobbled together from whatever salvageable rifle parts that the Scavenger can find. While more powerful than the more common Spring Rifle, Longfire rifles are an expensive investment of scrap for the average Scavvy. A Longfire Rifle may be constructed to fire a wide range of rifle or pistol ammunition. Damage Strength Range Clip d10+3 6 300m 5 80 GRENADES AND EXPLOS IVES Tarroot Cocktail 5 scrap Carefully blown glass globes are filled with the sticky, volatile sap of the tarroot. This thick, sticky black sap burns very well and as it gets heated will thin out to cover a greater area. A rough hemp fuse dipped in oil caps the globe, and when thrown will (usually) ignite the sap when the case shatters. Damage Strength Range Special 1 1m Effect Highly Flammable- Tarroot Cocktails contain enough sap to cover a single individual with a square hit, or about a one meter radius. Tarroot Cocktails are considered a source of persistent flame (see Page 67). They will readily ignite any flammable materials. Flashbang Grenade 10cc A non-lethal grenade designed to incapacitate opponents, flashbang grenades emit a blinding burst of light and a loud, explosive bang. The flare will blind those nearby for several minutes, and the sound of the grenade disorients those without hearing protection. Damage Strength Range None None 10m Effect Flashbangs do no direct damage. Instead, everyone within its 10 meter radius rolls a difficult Endurance check (+6) when the grenade goes off. Anyone who fails the check is stunned and blinded for 2d6 turns. Eye and ear protection will prevent this effect. Claymore 15cc This cylindrical grenade has a honeycomb texture across its surface. Within each cell is a metal bearing the size of a large marble. When a Claymore detonates, the force of the explosion propels each bearing out at high velocity with a greater speed and range than normal fragmentation grenades. The Claymore, however, can not be used as a grenade; it was designed for use in traps and will explode immediately upon pulling the pin. Damage Strength Range 4d6 5 10m / 15m / 20m Fragmentation Grenade 15cc An antipersonnel grenade designed to spew shrapnel in all directions, the fragmentation grenade is designed to break into sharp, random shards. The explosive core is surrounded with nicked wire to increase damage. Most effective against unarmored targets, this is one of the most common grenades. Damage Strength Range 6d6 3 5m /10m / 15m 81 *White Phosphorus Grenade 30cc Considered by many to be unethical in such a dry environment of the Wastes, White Phosphorous grenades are sometimes employed as a fear tactic to rout enemies or to raze encampments and settlements. Effective at a limited range, the grenade throws sprays White Phosphorus, which burns on contact with oxygen and destroys flesh. Damage Strength Range Effect Special 1 5m Morning Star- WP grenades are considered a source of persistent flame (see Page 67). They will readily ignite any flammable materials. *High Explosive Grenade 50cc One of the most explosive hand grenades available in the Wastelands, each HE grenade has a densely packed core of C-16. Used primarily as a defensive grenade, its blast far exceeds the range it can be thrown. These grenades most often see use against structures and vehicles. Damage Strength Range 5d10 10 15m / 30m / 60m *Demolition Pack 250cc First seeing use for blasting mine tunnels or clearing rockslides, less scrupulous individuals use these potent charges for insidious means. Each pack has a digital readout and timer, a removable detonation remote, and a 15 centimeter mounting drill on its underside. Damage Strength Range 10d10*10 20 30m /60m /120m Effect Some Assembly Required—Due to their potential for disaster, each demolition pack comes un-primed, and must be prepped before use. This takes 6 turns minus the Character’s Demolition Skill level. 82 CLOSE-COMBAT WEAPONS Primitive Weaponry +/- 5cc This catchall is used for all manner of traditional, “primitive” close-combat weapons, from knives and swords to spears, picks, axes, and any other traditional weapon. Since there are an almost infinite variety of these weapons (and Scavvies are designing new ones every day), a flexible category is listed to allow for them. Three main categories of primitive weapons exist: Small, Medium, and Large. Small weapons include daggers, knives, throwing blades, hatchets, and so forth. Small weapons do d4 damage. Medium-sized weapons include swords, single-handed axes, and other similar weapons. Medium weapons do d6 damage. Large weapons include bladed pole-arms, two-handed battle-axes, and the like. Large weapons do d8 damage. When choosing a primitive weapon, discuss with the Puppeteer what category it best fits into, and whether or not additional rules should be included (i.e. a bladed pole-arm may allow the character to initiate close-combat at three meters instead of two). Hydra Gauntlet 10cc The Hydra is a weapon used by many Scavengers and some Outsiders. Worn on the inside of the wrist, the Hydra is a wrist cuff with a blade attached to a meter-long length of cable or chain. By extending the wrist back, the blade is fired at high velocity, and can later be used as a flail by grabbing the cable and swinging it. Damage Range Special d4 (fired)/ d4+1 (flail) 1m Dirty Trick—When used in combat, firing the Hydra is considered a free action. After firing the Hydra, the user still has their full number of actions for the turn. Vibro Knife 15cc An Ultrasonic Resonance Blade (more commonly called the Vibro knife) is a dense carbon fiber blade with an attached ultrasonic generator. The ultrasonic vibrations along the cutting edge give it drastically improved cutting power, able to cut through even thick metals with ease. When activated, the blade emits a faint but distinct whine, which intensifies in pitch and volume as the blade passes through denser materials. Each Vibro blade is equipped with an emergency shutoff, which kills power to the blade when it leaves a user’s hand, and a kill-switch that can be activated at any time. Damage Strength d6 15 Vibro Hatchet 20cc Originally designed as a tool for practical and survival use, the Vibro hatchet has easily made the jump to a weapon. The cutting edge is slightly longer than a normal hatchet, and the ultrasonic emitter increases the weight at the tip marginally. Damage Strength d8 15 83 Heat Induction Knife 25cc While much less common than Vibro weapons, Heat Induction (HI) technology can still be found in the Wastelands. Each HI blade uses an electromagnetic coil to heat a ceramic edge. Within moments of activation, the blade glows a deep cherry red with a white-hot edge. This assists cutting through many dense materials, and causes horrible damage against an unarmored target. Damage Strength d6 8 Special Incendiary—If an HI blade hits flammable material (clothes, knapsack, etc) and a five or six are rolled on the damage die, the target is on fire (Page 67) and takes damage accordingly. *Vibro Sword 35cc Far less common than the knife, or even hatchet, Vibro swords do occasionally make their way into the Wastes. While smaller Vibro blades can be used as both a tool and weapon, the Vibro sword has a single purpose—killing. Damage Strength d10 15 *Heat Induction Sword 50cc Larger HI blades have room to include more powerful electromagnetic coils and get far hotter. The damage that these blades do to an unarmored target is gruesome, since each strike leaves vicious burns. Damage Strength 2d6 8 Special Incendiary—If an HI blade hits flammable material (clothes, knapsack, etc) and a five or six are rolled on either damage die, the target is on fire (Page 67) and takes damage accordingly. Concussion Hammer 75cc Although a smaller version of the concussion hammer is still employed for its original purpose of demolition, this larger, more powerful version is occasionally seen in the hands of Outsiders as a weapon. Far too large and heavy to be used by normal Alphas, the concussion hammer has a large head with a concussive emitter on the striking face. When the hammer hits a surface, the head strikes back against the emitter, which fires a conical blast of concussive energy focused to a point. This blast can easily shatter concrete or blow a hole through a torso. Damage Strength Special 2d10 15 Unwieldy—The Concussion Hammer requires a Strength of 19 to be used in combat. 84 Journeyman Staff 75cc A symbol of rank within the Outsider clans, the Journeyman Staff carries an amoun t of respect akin to a Samurai’s sword. At full size, it is a 2.5 meter staff made of fusion-formed metal, dense enough to turn a Vibro blade. The staff can be telescoped down, however, to thirty centimeters in length to be worn on the belt. The opening and closing is enabled by powerful electromagnets. When the staff opens or closes, it breaks the sound barrier, causing a thunderous crack and severe pain to anything in the way. Outsider Journeymen are the only individuals who can start play with a Journeyman Staff. Damage Strength Special d10 (3d10 opening) 10 (opening only) Thunder—If opened against a target, the Journeyman staff does additional damage and has a weapon strength (see above). Storm Staff Only bestowed on Journeymen who achieve a master status within their clan, the Storm Staff is a modified Journeyman’s staff, etched with the name and heraldry of the Journeyman who receives it. The last 30 centimeters of each end of the staff are charged with a powerful electric current and constantly crackle with hair-thin flashes of electricity. Due to the nature of this weapon, it is unavailable during Character Creation; it can only be acquired through gameplay. Damage Strength d10+d8 (3d10 opening) 10 (opening only) Special Thunder and Lightning—The Storm staff enjoys all the benefits of the Journeyman’s staff (collapsible, additional damage and strength when opened against a target, ability to turn vibroblades). In addition, it carries an electrical charge. Targets hit with a Storm staff must pass a moderate Endurance check (+3) or lose an action. Also, the d8 electrical damage is done to the target regardless of armor; even if all d10 damage is turned by armor, the d8 is done directly to the target. A MMO VARIANTS There are times when a mere supersonic chunk of hurtling lead fails to have the intended result, and a discerning wayfarer will recognize these situations and reach into the saddlebag for something with a little added punch. Bullets that explode, fragment, immobilize, or worse all have their place in a person’s portable armory. Following is a list of some of the more common ammo variants found in the Wastes, as well as their cost, availability, and effectiveness. Armor Piercing 1 Clip These are standard rounds with a titanium penetrator. Additional weight provides greater kinetic force while the stronger metal keeps the round intact longer during penetration. These rounds provide a +3 to the STR of the firing weapon. Pistol Small 25cc Rifle Large 35cc Small 30cc Heavy Large 50cc 85 Small 50cc Large 75cc Depleted Uranium 4 Rounds A thundering report, followed by a fiery explosion, marks the presence of the feared DU round. Only the Blackhawk has a mighty enough bore to handle the sabot-propelled round. A small sabot "rocket" propels the depleted uranium round toward its target. The dense DU round penetrates most armor like an ember through a Shoji screen. A pyrophoric fireball seals the deal and tends to cause whatever was shot to disappear in a fiery cloud. These rounds add +5d6 damage to the Blackhawk round and have a STR of 15. Blackhawk only 100cc Incendiary 1 Clip The round is hollowed out and a plug of a magnesium/sulfur alloy is inserted. This causes the round to burst into flame soon after breaching the barrel. Upon hitting a target, incendiary rounds will cause the target to ignite causing persistent flame damage (Page 67). Because of the lack of mass, these rounds drop the weapon’s STR by 2. Pistol Small 25cc Flechette Rifle Large 30cc Small 35cc Heavy Large 60cc Small 75cc Large 90cc 6 Rounds Flechette rounds are hell to unarmored targets. Each round has a bundle of hundreds of long, thin needles with very small fins to help stabilize the individual darts. A couple flechette rounds will completely shred a target at close range. Because of the light weight of the flechettes, range is significantly reduced. Effective range on a flechette round ends at 10 meters. Each round adds 6 damage to each shot, but drops the total STR to 3. Shotgun 25cc Slugs 8 Rounds Shotgun slugs are a shot composed of a single high density metal plug. This plug has ridges that mimic rifling. This shape provides stability to the shot and enables longer ranges with a shotgun. The rifling provides spin on the round which will effectively double the range of a shotgun. Shotgun 15cc 86 Riot Gel 6 Rounds Riot Gel is formed from the mixture of two chemicals. The shotgun round has a payload of two packets of these chemicals. When the round impacts, the packets are broken and mixed. The reaction of the chemicals to air causes them to foam up to 1000 times its volume. The gel takes mere seconds to harden to an al most cement like consistency. A character hit by a Riot Gel round must pass a Tug of War check versus Strength 10 for each action they wish to perform. Each additional hit by a Riot Gel round adds +5 to the STR to a maximum of STR 20. A character must pass a Tug of War to free themselves, and then they get to spend d3 turns cleaning the sticky gunk from themselves and their equipment. Shotgun 15cc Standard Ammo 1 Clip These are the basic rounds for each weapon type. With a couple exceptions, these prices are standard for all weapons. Each weapon will have which ammo size, Small or Large, it accepts in its description. Standard buckshot for a shotgun is 15cc for a clip. Pistol Small 10cc Rifle Large 15cc Small 15cc Heavy Large 25cc 87 Small 30cc Large 40cc Equipment WEAPON ACCESSORIES Spring Holster 10cc A holster mounted via straps, ties, or buckles to the inside of the user's wrist, a spring holster will propel a smaller sized pistol or knife into the hand. Draw time is drastically reduced, and if hidden under a large, baggy sleeve, it is an effective way of concealing the weapon. A small weapon (pistol, knife, etc) in a spring holster may be drawn without the use of an action. If concealed, anyone attempting to spot the weapon must roll a Cunning check at a difficult (+6) modifier Sound Suppressor 5-10cc This barrel extension muffles the report of a gun by diffusing the gasses released upon firing throughout the silencer. Effectiveness varies from weapon to weapon, as some have simply too powerful a report to sufficiently muffle. Revolvers, such as the Cobra, cannot be silenced by a sound suppressor. The silencer threads into the barrel of a gun, so different sizes are required for different caliber firearms. Shots fired from a suppressed firearm are difficult, but not impossible to hear. Anyone ten or more meters away from the shooter must pass a difficult (+6) Cunning check to hear the shot Combat Flashlight 2cc A high-powered LED flashlight with a special mounting lock fitted either under or over the barrel of a weapon, the combat flashlight has been fitted with an internal kinetic power cell to prevent battery usage. The combat flashlight has a visible illumination of 35 meters. Alternatively, it can be used as a weapon. If used on the advantageous side of a Surprise or Flat-footed encounter as a first action in dark conditions, the light can be aimed into an opponent’s eyes. This is a called shot (+3 to hit), and if successful, the target is stunned for 1 round, losing action until they can clear their vision. Firearm Maintenance Kit 15cc The maintenance kit is a kit that contains all the tools necessary to clean and maintain all firearms. In order to perform a weapons check (see pg. 71), it is necessary to have and use a firearms maintenance kit. Each kit has enough supplies to perform ten weapons checks before it must be replaced. Contents Grip tape Mechanic’s Grease Multi-tool Foaming Barrel Cleaner Swab Re-Rifler Weapon Black Telescoping barrel brush Oil SCOPES 88 Magnification 20cc A multiple zoom scope that can be attached to any variety of rifles, the standard magnification scope has 2x, 4x, and 8x zooms. The scope greatly aids in long-range precision and are not intended for close range. When used on a rifle, a magnification scope gives a bonus of 1 to hit at long range (greater than half the weapon’s total range) and only when the character is Aiming (see pg. 62) Light Amplification 35cc Light amplification, or “starlight,” scopes add increased nighttime vision to a normal scope. The scope picks up ambient low light and amplifies it, allowing the user to see clearly in near-dark situations. Due to the nature of the scope, there must be at least some light present for it to function. The light amp scope can be attached to any rifle or assault rifle, and has 0x, 2x, and 4x zoom. When set at 0x, the rifle does not confer a bonus, but eliminates to-hit penalties due to darkness. At 2x and 4x zooms, the scope gives a bonus of 1 to hit, but the character must be Aiming (pg 62). Laser Sight 10cc An under-barrel attachment, the laser sight projects a dot visible up to fifty meters away. The projected dot aids in determining the path of fire. In dim conditions, the laser is very bright and can be seen projected on a surface. Dust and other particles in the air will also show the beam of the laser, sometimes allowing a target to trace the dot back to its source A laser sight can be fitted to any ranged weapon, and gives a bonus of 1 to hit in all conditions, up to 50 meters away. Anyone using infrared visual enhancements can see the beam. *Laser Scope 50cc Combining magnification and an infrared targeting laser, the laser scope projects a beam invisible to the naked eye. The scope itself can detect the beam and projects it in the viewfinder. Each scope has 2x, 4x, 8x, and 10x magnification. The infrared laser also provides distance information, projected in the viewfinder, as well as wind velocity and target temperature. A Laser Scope may only be used when Aiming and gives a bonus of 2 to the roll. In addition, the scope eliminates any penalty due to darkness. Laser scopes may only be used at long range (greater than half the weapon’s total range). 89 *Episonic 200cc An Episonic scope sends out a spectrum of differing sonic frequencies which penetrate the target on multiple layers. When it receives the different frequencies' reflections, depending on the intensity of the frequency and the time required for reflection, it translates that info into a visual representation of the target. Higher-end frequencies can penetrate denser materials, including materials such as soft stone (limestone, sandstone, soapstone, etc.) up to a meter in thickness. The thicker and denser the material, the lower resolution the image. Episonic scopes default to a low-end frequency, but can be tuned to higher resonance. An Episonic scope adds a bonus of 1 to hit on any ai med shot (pg 62), and in addition allows the user to “see” through up to 1 meter of material. Thicker, denser objects such as hard metals or granite cannot be seen through, and clarity of objects is lost at ranges greater than 150 meters. *Bioscan 135cc A Bioscan scope allows the shooter to see individuals by scanning for their bioelectrical energy signature. This signature can be seen regardless of available light in the surrounding environment, as well as allowing for magnification of 2x, 4x, and 8x. Targets can be seen even through thin material, such as tent coverings, and thin sheets of wood, as well as environmental conditions, such as sandstorms, fog, and rain. Thicker materials are able to nullify the advantage and block the bioelectrical energy from being seen. Another advantage of the scope is its ability to judge the health and well being of the individual, thanks to the energy signatures they read. The less energy, the less healthy the target. The Bioscan Scope adds a bonus of 1 on any aimed shot (pg 62), and in addition allows the user to “see” the electrochemical energy signatures through up to one centimeter of material. Anything thicker than that cannot be penetrated, and clarity of the scope is lost at ranges of greater than 100 meters. *Thermal 65cc Thermal scopes translate the heat of objects into a visible spectrum, with cooler objects in the blues and hotter objects ranging to bright reds. This aids in identifying live targets even in total darkness, as well as those who are well camouflaged. A Thermal scope adds a bonus of 1 to any aimed shot (pg 62). Thermal scopes eliminate all penalties due to darkness, but will not detect targets that have discovered a way to mask their heat signature. ARMOR Scavvy Armor 5-10 scrap Handmade Scavenger armor can be any collection of hardened leathers, sections of chain, shaped pieces of metal, and any o ther materials a Scavvy can find. Ranging from smaller jackets or vests to full-length armored robes, Scavenger armor is often as unusual and unique as the wearer itself. Hit Points Strength 5-10 (1HP per scrap spent) 3 90 Ballistic Weave 35cc Lighter armor meant to turn small caliber rounds and low-tech blades; Ballistic Weave consists of many layers of high strength synthetic fibers emulating spider silk. Typically worn as a padded vest under clothing, for an increased price (45cc) any sufficiently large piece of clothing can be enhanced with Ballistic Weave. Hit Points Strength Special 10 5 When woven into normal clothing, anyone attempting to identify Ballistic Weave must pass a difficult (+6) Cunning check. *Attack Armor 50cc Attack Armor is comprised of a series of articulated armored plates over a tough Ballistic Weave backing. Able to protect the wearer from most handguns and even some rifles, Attack Armor is an expensive, but worthwhile, investment. Hit Points Strength 20 8 MEDICAL Graft Patch 5cc A graft patch is a fifteen centimeter square patch, that, when activated, releases mild anesthetics to the area of a wound before utilizing cloning technology to regenerate damaged cells and seal a wound. Due to the process's great electrical and chemical draw, however, each graft patch can be used only once. Each graft patch restores 1d6 HP when applied to a wound (cut, shot, or other tissue damage). Graft patches do not restore Non-Lethal damage, and are ineffective against bone breakage and deeper, more critical wounds. Surgical Belt Pack 20cc Designed to be used along with the Field Medpack, this belt-mounted bag is filled with instruments that better allow surgical procedures to be implemented in situations that may no t be the most tidy. The bag consists of all instruments needed, including scalpels, clamps, small spreaders and a suture kit, along with sponges for blood removal. Scavvy Medpack 20cc Created to offset the medical knowledge of those wielding field Medpacks, the Scavenger Medpack has its own advantages. While the more scientific medic would utilize technology, Scavvies have their own ways of doing things. Animal and plant extracts, used by Scavengers to great effect, make up the entirety of this pack which would baffle almost anyone trying to figure out what does what. Thus, only those who have lived in the Wastes for a long time and understand the nature of the extracts can use the pack. Using the Scavenger Medpack allows a bonus of 2 to any roll for treating an injury, using the same scale of penalties based on injuries that are mentioned below in the Field Medpack system entry. However, due to the holistic nature of this type of medpack, the Medical skill is not used in a check; the Wastelands: Survival skill is. Using this form of medical healing cannot be stacked with the Surgical Belt pack or any other type of healing instrument. 91 Field Medpack 30cc The Wastes are a dangerous place and few dare to tread into the sandy landscapes without some sort of medical equipment and someone who knows how to use it. This is where the Field Medpack comes into play, a device used all over the Wastes by just about everyone in case things don’t go as planned. Designed for use by someone schooled in some medical training, it contains a number of devices that can be implemented even by those with little training. The bag itself is collapsible and allows easy access to all needed tools. The Medpack can be worn a number of different ways—hooks allow it to be attached to one’s belt, while shoulder straps allow it to be held under the arm or on the back. 5 Graft Patches As above Thermal Bandages A general dressing coated with a mild chemical anesthetic, thermal bandages heat up to a mild temperature upon contact with the air to accelerate healing and soothe wounds. General 1st Aid These supplies are commonly found in any first aid kit. This are the basic items that allow minor problems to be stemmed or healed, pain to be overlooked, and allows one to place someone into a state of unconsciousness with relative ease. These supplies consist of painkillers, medical tape, splint, bandages, gauze, and anesthetics. There is enough for five separate uses of these supplies. Med Glue Med Glue is biodegradable glue used in the place of stitches to seal minor wounds. It will dissolve and be processed by the body within a few days. Liquid Cast A spray canister that contains a liquid plastic, Liquid Cast begins to solidify upon contact with air, forming a strong and permeable layer. When sprayed over a recently broken limb, it sets into a clear cast, preventing the bone from shifting. Each canister contains enough cast to completely cover an arm or leg up to three times. DRUGS AND POISONS Wanderer 5 scrap It is an uncommon sight to find a Scavvy without a handcrafted pipe and bag of wanderer hanging at his hip. One of the tougher scrub brushes that can withstand all but the most inhospitable parts of the Wastes, wanderer is a mild psychotropic drug that “clears the mind” of those who smoke it. The drug itself is an important part of Scavenger culture, and the natives believe its use allows them to better commune with the spirit world of the Wastes. Duration Potency Vector 1d6 Turns +3 Inhaled Effect Those under the effect of wanderer see the world with a skewed perspective. Fires may burn like slow mists, the shifting sands may take on a liquid effect, and starlight might look brighter and sharper. Each ti me the effect manifests in a slightly different way. Shamans who take the drug reap its full benefit, however, because the drug effectively raises the smoker’s Intelligence by 1. 92 Whitesnake Liquor 10cc First distilled by Outsiders, Whitesnake is a high-proof clear alcohol considered by many to be the most potent liquor in the world. Only Outsiders casually drink it, and many cantinas offer a challenge to other races to see who can put back the most shots without falling flat—or dying. Each bottle of Whitesnake contains a small percentage of Whitesnake venom, a potentially lethal psychotoxin. Handmade Whitesnake can be easily identified by the presence of the animal of the same name coiled inside the bottle. Duration Potency Vector 1d4 Hours +4 Ingested Effect Hallucinations are common while under the effects of this potent liquor. Individuals who fail an Endurance check temporarily lose three points from Agility, Dexterity, Intelligence and Cunning. There is an upside, however; his Endurance increases by three for the same time. So, while the character might be a stumbling, bleary eyed drunk while under its influence, at least he doesn’t feel quite as many of the punches he’s sure to take. Miserycap Pollen 2cc per dose A seemingly innocent yellow desert flower, the Miserycap often summons colorful curses from those who have felt its effect. Made famous by the Spiny Ground Owl that can almost always be found nearby, Miserycap pollen is a topical irritant akin to poison oak. A light dusting of the powder causes inflammation and itching for a prolonged period, and anyone who gives in to scratching the affected area will immediately regret it as their red skin swells an alarming amount. Duration Potency Vector 1d4+1 days +5 Contact Effect If an Endurance check is failed, the character must roll Willpower with a penalty equal to Miserycap’s Potency. Failure means that the character gives in to scratching the unbearable itch caused by contact with the pollen. When this happens, the skin blisters and swells in red patchy areas, reducing Charisma by 3 for the duration of the pollen’s effect. In addition, the character suffers from a 1 point penalty on all Endurance checks that involve the affected area. Coalmouth Venom 10cc per dose Harvested by brave individuals looking for a potent non-lethal way to subdue enemies, Coalmouth Venom is an effective narcotoxin, or sleep inducing substance. Capable of putting down a grown man upon inhalation of its fumes, Coalmouth Venom is a way to ensure that someone will take a nice, long nap. Duration Potency Vector Effect 1d6+2 Turns +4 Inhaled / +8 Injected Inhaled / Injected If the vapors of the venom are inhaled, or if it is introduced into a target’s bloodstream, the target must pass an Endurance check or fall asleep. 93 Rage 15cc per dose Rage is a cheap, synthetic combat drug that was designed by the Corporation and summarily outlawed. This bright red fluid is one of the most commonly smuggled drugs in the Wastes, and those willing to trade in it will find buyers from Metro to the Borderlands. Those under its effects are able to push their bodies beyond the breaking point, but suffer from reduced high-level thought and extremely violent tendencies. Because of its reputation to bestow god-like abilities on the least physical of persons, Rage is a highly addictive substance that has littered the world with withered husks of humanity fighting for another chance to exceed nature’s limits. Duration Potency Vector 1d6 Turns +3 Ingested Effect The immediate effect of Rage increases Strength and Endurance by four points each while dropping Intelligence and Willpower by the same amount. All Lethal damage is treated as Non-Lethal, effectively doubling the character’s HP; however, once the drug wears off, any damage a character has taken reverts to normal. If a character has endured more damage than their total Hit Points while under Rage’s effect, he will die when it wears off. Rage is dangerous if used continuously. Every 5 doses a character takes, he must permanently reduce Strength, Endurance, and Willpower by 1 point. Whitesnake Venom 25cc per dose Commonly hailed as the deadliest poison in the Wastes, Whitesnake venom is a neurotoxin that rapidly affects all creatures. Only the smallest amount can safely be ingested, and the bite of a full-grown Whitesnake is capable of killing even Outsiders and Devourers. Duration Potency Vector Effect Immediate +14 Injected 3d10 damage, halved if the Endurance check is passed. The victim falls into violent seizures for 1d6 turns if they are not killed outright, and hallucinate wildly for 1d6 days. TECHNICAL Lock-pick Set 5cc This set contains a set of ten wire picks, a torsion bar, and a small carrying case. If used properly, they can unlock mechanical locks by manually working the pins. In order to pick a conventional lock, the character must use a lock pick set. It takes 6 turns minus the character’s rank in the Lock Pick skill to pick the lock. Lock-pick Gun 25cc The lock pick gun is comprised of a handle with a battery pack and two slim bars. When turned on, the two bars will vibrate the pins of a mechanical lock into place. The gun will pick almost any mechanical lock in seconds. The lock pick gun is comprised of a handle with a battery pack and two slim bars. When turned on, the two bars will vibrate the pins of a mechanical lock into place. The gun will pick almost any mechanical lock in seconds. 94 E-Pick 15cc An E-pick is a device that has several calipers and wires on the backside and a digital readout on the front. When attached to an electronic lock, it "test fires" every possible number combination until a signal is received that will open the door. Because of the internal coding, E-picks can only be used a single time. To open an electronic lock, the character must pass an Intelligence check, modified by the Electronics skill. An E-pick takes 2 turns to unlock electronic locks. *E-card 80cc An E-card is a thin card that looks similar to most key cards, with the addition of a readout strip on one side. When swiped through an electronic lock, the E-pick card reads from the lock itself the combination, and displays it on the strip. The code must then be manually punched in. Because it does not actively code the locks, an E-pick Card may be reused. Like the Lock pick gun, E-cards require no roll to read electronic locks. It takes one full turn for the card to read an electronic lock and display the proper code. Toolkit 25cc A toolkit is a necessity for anybody who plans on putting anything delicate together or taking it apart. It is comprised of many useful tools: Contents Pliers (Regular and Needle-nose) C-Wrench Laser Cutter Screwdriver with interchangeable heads Powered Hand Drill w/ attachments Utility Tape Penlight w/ flexible extension COMMUNICA TIONS The barren expanse of space in the Wastes makes it difficult to run landlines. Only a few of the larger military posts on the very fringes of the Wastes have hard-wired communications. Frequent sand storms make transmissions of any sort nearly impossible, and the sand clouds that obscure large areas of the Wastes garble satellite communications and severely limit land-based radio signals. In addition, most technology manufactured outside the Wastes was not built to stand up to the amount of ambient radiation floating on the winds of the desert. SATELLITE Satellite communication requires a handset programmed and connected to low orbit satellites. Satellites allow for communication signal pretty much everywhere over the Wastes. Due to fact that the satellites are privately owned by communication companies, only standard commonplace encryption algorithms can be used. However, it is fairly difficult to tap into a satellite transmission, as the tapper must be within 100 meters of the tappee to be able to lock on to the transmission. The downside to satellite is that the signal is heavily affected by environmental conditions. The near-constant sand storms and sand clouds can make communicating via satellite difficult and sporadic. Sat-Phone 50cc A standard cell-phone-style SatPhone can be purchased at most major settlements. phones have been hacked to allow for open use on the satellites. 95 These CELLULAR There are very few cellular towers constructed in the Wastes. The travel time and harsh conditions make the venture highly unprofitable, not to mention the need for constant vigilance and security to protect the towers from Scavvy raids. However, a few do exist, mostly on the outskirts and at a few major sites traversing the Wastes. Most cell phones will get very poor to no signal throughout the Wastes. The phones that do must be within one mile of a tower to get a signal. If they are outside of this area, they will pick up d6 seconds of reception per round. Cell Phone 10cc A cell phone is standard starting equipment for characters outside of the Wastes. But, if one must be purchased, it may be very difficult to find in the deep Wastes and is generally not worth the time. On the outer edges, however, they are more commonplace. RF COMMUNICATION The standard method of communication in the wastes is Low frequency RF communications. They are easy to tap into, but can be heavily encrypted. RF is affected by weather but is not nearly as delicate as a SatPhone. Walkie-Talkie 10cc 15cc IERT A standard RF handset that can be tuned to various frequencies, a walkie-talkie has a maximum of range of 5 miles. The handset features a headset jack that can be used with various microphone and ear bud combinations. The standard is a simple over-the-ear bud with extendable boom microphone. For those with stealth in mind, a throat patch mic and Inner Ear Resonance Transmitter (I ERT) might be more fitting. The mic attaches below the larynx and picks up even the lowest whispers. The IERT vibrates the mechanisms in the inner ear to transfer incoming sounds. These can be picked up from just about any post, watering hole, wandering trader, or upscale Scavvy shop in the Wastes. Comm Base Station 50cc A CBS can be used to extend the range of standard RF communication to thirty kilometers. This also supports higher levels of encryption and allows for a single person to monitor all transmissions keyed into the CBS. A single CBS can handle up to 50 handsets at a time. W ASTE-BORN The natives of the Wastes have long ago learned alternative methods of communicating. These mainly consist of making loud noises that can be heard over long distances. Howaru 1 scrap A long cord attached to a sharp oval piece of scrap, the Howaru is how Scavengers communicate over long distances. By spinning the Howaru, a low modulating sound can be heard, and the tone can be varied by speed or length of cord. This sound carries very well for a great distance, even in wind. Primarily useful to convey simple messages, such as “Danger coming”, “Gather here”, or “Help me,” this device is a simple, but effective, means of communication. A Howaru can be heard clearly up to five kilometers away, and indistinctly up to eight. Bori Drum 25cc The Bori Drum is a large, specially made wood and iron kettle with a Devourer skin stretched over its top. Most measure about two meters in diameter and are about three meters long. Outsider Clans beat the drum to communicate with scouts and outposts around the Clan camp. These drums can be heard up to fifteen kilometers away. Genuine Bori are rare because Outsiders don’t like to give them up, but replicas can be bought as curios for 25 Creds or 15 Scrap. 96 SURVIVAL Kit Rations 1cc Each of these trail kits contains a full meal, available in several varieties, along with a foil packet of water for preparation. A small pull-string heater lines the bottom so the meal can be prepared without an external source of heat. The kits can be (and often are) scavenged for their water, enough for about a day’s drinking, and the heater can be used as a quick and easy fire starter. These rations can be used to prevent the effects of starvation (see Page 64). At least one ration per day is necessary for the character to be considered prepared. Reds 5cc Per Carton Designed to help prevent radiation sickness in Alphas and some Beta-Humans, Reds are red-papered cigarettes. The tobacco is deeply saturated with potassium iodine, which helps to protect against the affects of radiation sickness. Smoking a Red carries the potassium iodine to the bloodstream quickly, and the tobacco ensures that the patient will remember to take at least one daily dose. Twenty Reds come to a pack, ten packs to a carton (for a total of 200 doses). Reds prevent damage done to Endurance due to radiation. Flares 5cc for 10 Useful for a variety of reasons, these ultra bright magnesium flares can illuminate a thirty meter area for about ten minutes. Each flare has a strike cap and can be ignited by hitting the end against any hard surface. If used as a weapon, flares inflict Fire damage (Page 67) and will easily ignite any flammable material. Collapsible Shelter 20cc This compact two-man tent is made of heat-reflecting fabric and can be quickly collapsed to the size of a small backpack. Inside the shelter, the temperature can be adjusted to an even sixty degrees by means of small air conditioners, which use one day’s ration of water for an eight hour period, mounted along the base of the tent. Panels can be opened or closed to further assist in airflow. Saddlebags 5cc In order to carry the food, water, and ammunition necessary to survive a prolonged stay in the Wastes, many choose to supplement the amount of gear they can carry on their back. The easiest way to haul around supplies is to have something else do it. Saddlebags may be purchased and equipped on any riding animal or small vehicle. These bags have a Small cargo space, in addition to any the vehicle may already possess. Limit one per vehicle. 97 Camel Pack 10cc These backpacks are of durable, flexible material, and can carry ten liters of water. A flexible straw and mouthpiece are built into the right shoulder to assist in drinking, and the pack is thin enough to be worn under bulkier packs. Each camel pack carries enough water for one person for three days. Climbing Gear 50cc All equipment necessary to make a 100 meter climb is included in this pack. 150 meters of high strength synthetic spider silk cable, polycarbonate sharkskin climbing gloves and shoes, two Vibro bladed climbing axes, and a variety of brakes, harnesses, and carabineers round the gear out. Enough equipment fills each pack to fully outfit two climbers. If used properly, climbing gear will protect characters from falling (Page 66). A character who Fumbles a climb check who has been using the gear will only fall as far as the distance to the last carabineer they’ve placed. If used as a weapon, each Vibro axe has the damage and strength of a Vibro hatchet. Grapnel POJO 15cc Designed to clip onto an assault rifle such as the CSI-19, a POJO is a combination barrel addition and under-barrel spool. One meter-long grapnel spear is loaded into the barrel clip and hooked to the cable spooled under the gun. When a round is fired, a bullet catcher in the barrel clip harnesses the force of the shot to propel the grapnel up to half the weapon’s normal range. The spool itself contains 300 meters of high strength, slender cable capable of holding 200 kg that can be attached to a harness, and has a built-in retractor. When equipped with a POJO, the rifle cannot be used as a weapon, and firing into a “dry” POJO will destroy it, and likely the weapon as well. When the POJO is fired, it works as a propelled grappling hook, allowing the player to attain a much greater distance than just throwing it. However, depending on the destination, the modifier to hit the target can be either a bonus or a penalty. For instance, firing the POJO at a large cliff side could give from a -3 to -6 bonus due to the large number of potential holds for the hook, while firing at a sheer rock face with very few targets could result in a penalty. Also, firing it at something smaller, like a person, would result in a +1 or higher penalty, depending on movement, size and cover. Mounting or removing the POJO takes one full turn. Digital Compass 5cc Useful for navigating long stretches of the Wastes, this durable, shockproof compass provides highly accurate readings of true and magnetic north, an integrated timer, and is capable of holding up to 10 waypoints in memory at a time. A character using a digital compass receives a bonus of 1 to the Cunning check of any survival roll when trying to steer through the Wastelands. *Handheld GPS 30cc These handheld GPS readers are loaded with an area map of the Wastelands, and new map software can be purchased at any large settlement for a few creds each. The GPS can pinpoint its position within two meters, and can store hundreds of waypoints at a time. Latitude, longitude and elevation are all displayed on accurate topographical maps. A character using a handheld GPS receives a bonus of 3 to the INT check of any Survival roll when trying to navigate through the Wastelands. 98 CYBERNETICS Although the Wastelands are an area of the world where advanced technology is not only rare but also short-lived, there are a few hold-outs of a technologically advanced world. The realm of cybernetic enhancements is evidence that elsewhere on the planet there are civilizations and peoples who live handin-hand with high-tech gadgets and niceties, though in the Wastes, these niceties ceased being nice years ago and about three owners up the road. The robotic enhancements available in the Wastelands are much like everything else; ripped up, ripped off, or just plain ripped. Cybernetics are rare, abused, and unreliable, but they are better than a sump or an empty socket. If a character actually manages to acquire a piece of cybernetics, at best he can hope the person who was attached to it last is actually dead. Replacement Limb 150cc Available in some of the largest settlement towns or down south in the Borderlands, prosthetics in the Wastes are cheap by the rest of the world’s standards. Legend has it that in Metro, new arms come so real that they actually have grafted flesh and skin and hairs, and those hairs even stand up on cold mornings. In the Wastelands, however, a person is lucky if he can find a cold polymer casing around a glitchy second-hand limb built thirty years ago in the Mediterranean Union—but at least it can pull a trigger. The disadvantages tend to outweigh the advantages with old prosthetics. The first and most obvious advantage is the replacement of a missing limb. These replacements are far from perfect, however. Subtract one point from Dexterity for each cybernetic arm and one point from Agility for each leg. On the upside, these limbs are durable, and can take quite a beating. They can be used as a method of blocking weapons in Close Combat, and any strikes made will do +1 damage. Replacement Eye 200cc Requiring the most delicate surgeries and intimate understanding of the human body, Cyberoptics are a rare find in the Wastes. If someone willing to try and perform the surgery offers his services, be careful. Too deep a cut, or allowing the medical wash to sit in the eye socket could mean a person is not just a half-blind man—he’ll be a dead half-blind man. Cyberoptics available in the Wastes are generally of the cheap variety, sometimes at least a decade old, and close inspection may reveal where the serial number was filed away after the optic was ripped out of its previous owner’s head. Most optics in the Wastes were made before much work went into the “naturalization” of cybernetic eyes. Henceforth, the look of these eyes vary from solid white with a row of flashing receptors to dull grey with a brighter circle for optical input. A cybernetic eye negates any Dexterity penalties due to eye loss, but reduces Charisma by 1. 99 TRANSPORTA TION V EHICLES Ripper Sled 30 scrap One of the simplest vehicles built by Scavengers, Ripper sleds can be seen all around the fringes of the Arid Sea, pulling scrap from deep within the shifting sands. A team of six or more Rippers pulls the sled, and it makes good time over sand and smooth alkali flats. Unable to traverse broken, rocky terrain, they are seldom seen outside the Barrens. A standard sled can carry a single extra passenger or cargo, although longer sleds are occasionally built to transport more goods. Speed Durability Hit Points Handling Passengers Cargo 25 kph 4 60 +4 2 Moderate 40 kph Scavenger Wagon 40 scrap The preferred transport of Scavenger traders, these large wagons are found all around Atawe’s Belt and the Barrens. Pulled by teams of Devourers or Quei-Quei, the wagon itself can be made into any shape and out of any collection of scrap. Some richer Scavengers can be found sitting in wagons made from the stripped chassis of abandoned trucks or Jackals, being pulled by teams of ornery Wastelands animals. Slower than anything but walking, there are few ways for the native people of the Wastes to move large amounts of cargo as easily as a wagon. Speed Durability Hit Points Handling Passengers Cargo 15 kph 6 80 +6 4 Large 24 kph ATV 180cc These one-man vehicles were designed for use in unimproved terrain like the Wastelands. All four tires are broad and heavily treaded, and the entire vehicle is built to deal with harsh jarring from riding at high speeds over uneven, broken terrain. Sacrificing protection for speed and maneuverability, ATVs are cheap and common in the Wastelands, seeing use from the rocky Atawe’s Belt all the way in to settlements on the fringe of the Arid Sea. ATVs can carry a passenger (somewhat uncomfortably) and can be outfitted with saddlebags to increase the meager cargo capacity of the vehicle. Speed Durability Hit Points Handling Passengers Cargo 45 kph 4 60 +3 2 None 70 kph 100 Drifter 200cc A half-track built by the Industry to fulfill a fast-attack role, Drifters are ideally suited to the irregular terrain of the Wastelands. Looking like a cross between a motorcycle and tank, the broad front tire and wide rear tread provide excellent speeds in the Wastes. Built to carry two riders, a pilot and gunner, many Drifters found in the settlements and beyond still have the original weapon mounts that they were built with, and can easily be outfitted with a new heavy weapon. Speed Durability Hit Points Handling Passengers Cargo 40 kph 5 75 +3 2 Small 60 kph Jackal 850cc The all-purpose off-road truck of the Industrial military, the Jackal is a good balance of speed, armor, and carrying capacity. Able to carry four passengers and a gunner, the Jackal has independent front and rear axles capable of zero-point turning—the ability to turn 360 degrees in its wheelbase. A second engine at the rear powers the back axle, and puncture proof Treadwell tires allow the Jackal to easily traverse all but the roughest terrain. A gunner’s seat is mounted at the rear, and the weapon mount can accommodate a wide variety of weapons. Uncommon in the Wastes, the Jackal can most easily be found in the use of the Industrial army, though some surplus vehicles have been sold in the Borderlands and found their way into settlements Wastes-wide. Speed Durability Hit Points Handling Passengers Cargo 50 kph 8 120 +1 5 Moderate 90 kph *Armored Truck 1200cc Found in a variety of builds and sizes, armored trucks see frequent use in the Wastelands, transporting munitions, supplies, and personnel. Commonly available in six wheel and half-track varieties, many smugglers from the Industry and Metro use them to transport merchandise between the two regions. The Industrial military fields a large half-track variety to keep supplies moving to protected settlements and outposts along the southern border of the Wastes. Speed Durability Hit Points Handling Passengers Cargo 35 kph 70 kph 12 200 +6 4 Cab / 16 Bed Freight 101 *Flightbike 3000cc Uncommon even in cities like Metro, and rarer than a fresh cool spring in the Wastes, Flightbikes are the fastest personal transport in the Wastelands. A thrust-driven repel craft, the overall design is similar to a sleek street bike with no wheels. A holographic heads-up display is projected on the windscreen’s interior, with a threat warning system to alert the rider of possible collisions when traveling at the bike’s top speed of nearly 500 kph. At night, infrared emitters allow the rider to see clearly through the HUD, and IR laser scanning feeds information to the repel field emitters to automatically increase the one meter flight ceiling according to ground-plane collision threats. No other single craft can more rapidly transverse the Wastelands. Speed Durability Hit Points Handling Passengers Cargo 200 kph 4 150 +3 1 Small 450 kph Scavenger Airship 5000 scrap Representing enough scrap materials to bankrupt an entire tribe or warren, the Airship is held aloft by a hide balloon filled with hot air. Suspended below by a spider-web of cables, rope, and cord is the deck, usually cobbled together from dozens of vehicles, metal roofs and other, stranger, supplies. The Airship can be propelled with a large variety of means, from propellers powered by combustion, to controlled explosions giving bursts of speed, to the most common—a series of sails along the sides to catch wind. Each Airship requires a small army of Scavengers to keep flying, from teams burning tarroot to keep the balloon filled, sailing crews who adjust and trim the sails, engineers to stoke and maintain the engines, and a pilot to steer. In charge of them all is the Wind speaker. Wind Speakers learn at the feet of tribal Shamans, and memorize everything about the wind’s patterns and actions to know how best to control it. Speed Durability Hit Points Handling Passengers Cargo 25 kph 40 kph 12 body / 75 balloon 1200 body / 75 balloon +10 50+ Freight *Fennec 10,000cc Occasionally seen in the skies above larger settlements like Rock Falls, the Fennec is an all-purpose VTOL craft. Favored by smugglers making short hops from Metro, the Fennec is a repel craft capable of carrying up to 10 passengers and 700 kg of cargo. Fennec pilots are often hired for transport between settlements, or to provide an aerial viewpoint when searching the Wastelands. Unfortunately, a sufficiently powerful sandstorm will ground a Fennec for fear of sand and grit fouling systems mid-flight. Not built with onboard weapons, many smugglers jury-rig them to provide protection against ambitious Scavengers and bandits in the deeper Wastes. Speed Durability Hit Points Handling Passengers Cargo 250 kph 12 350 +4 10 Large 400 kph 102 ANIMALS MOUNTS Quei-Quei 10 scrap/25cc Raised and trained by Scavvies and Alphas alike, Quei-Quei make hardy, reliable mounts. As opportunistic eaters, they munch just about anything in their path, removing the need to pack feed for them. A Quei-Quei can be allowed to hunt during the night and have been trained to return to "roost" before the day is out. These large birds also possess remarkably efficient metabolisms, and can go for days without water. Capable of running for hours on end and maintaining a sprint for nearly twenty minutes, Quei-Quei have become an integral part of Wastelands life. Breeders have carefully bred a wide variety of the birds, from the larger stocky Draft Quei-Quei to the lean, clever Sprint. The price above is standard for a healthy, normal bird. Speed Endurance Hit Points Agility Damage 40 kph 70 kph 19 60 +3 1d8+3 Bite / 2d6+3 Kick Bite The Quei-Quei has a sharp beak capable of cutting through flesh and into bone. It can also deliver a brutal peck that easily gores unarmored targets. Kick Quei-Quei have been known to kick people, Rippers, and other Quei-Quei when agitated. They're fond of kicking down threats or potential prey, leaping on top of them, and delivering a withering series of pecks to the immobile target. Devourer 20 scrap/50cc Most commonly seen in the wild or under an Outsider, Devourers rarely wander as far as Atawe’s Belt. Those who have bulk cargo to move but can' t afford more suitable vehicles sometimes use trained Devourers as pack animals and important tribal leaders can be seen riding atop howdah-equipped bulls. Generally, the animal is considered slow, keeping a regular but determined pace. However, as anyone caught in a stampede can tell you, there are times when the beasts will work themselves into a bellowing fury, nearly tripling their speed for short bursts. Devourers cannot maintain this speed for long, however; it is almost exclusively used to build up into a charge. Speed Endurance Hit Points Agility Damage 25 kph 75 kph 23 150 +5 3d10+5 Charge Charge The Charge attack can be used against vehicles or other sturdy structures. The damage is rolled as normal, regardless of speed, and the horn crest of the devourer is considered to have a Durability of 5. 103 TRAINED Trained animals in the Wastes are common; ranging from the usual pack of Rippers that inhabit most Scavvy warrens to the domesticated Devourer that plod along with Clans of Outsiders, animals, both as companions and protectors, are a daily part of life. Although the majority of animals are being used for transportation, many inhabitants of the Wastes train animals for hunting, scouting, and companionship. A character with an animal follower, then, can expect to be able to train this critter to assist him in surviving both the pressures of the Sands as well as the pressures of its people. When attempting to have an animal attack, the player declares that they're instructing their animal to attack as one of their actions, and rolls to hit in Close Combat using the animal's Agility. This is treated like all other Close Combat attacks, and the target may still block or dodge. In addition, an animal has a listed Cunning, which is rolled only for checks to notice other characters. Ripper 5 scrap/15cc Useful as guard dogs, hunting companions, and another set of legs to lug around extra water, Rippers are most commonly seen at the side of Scavengers. Most Alphas consider them an annoyance that lurks around settlements looking for scraps or attacking herds of Strider. Regardless, a trained Ripper is unswervingly loyal to its master, some even standing guard over their dead companions until starvation takes them. They adopt a master as a substitute to their pack and will not abandon them. Rippers are clever enough to learn complex commands issued verbally or through hand signals, and capable of taking down targets twice their size. A Ripper primarily attacks with its dewclaws, slashing while snapping with their impressive jaws. If the Ripper successfully deals damage with its bite, consider it successful in locking its jaws into its enemy. In order to disengage from an attacking Ripper, the target must defeat the Ripper in a Strength-based Tug of War. If unsuccessful, the Ripper does another d6+3 damage per turn until its lock is broken. Hit Points Endurance Strength Cunning Willpower Damage 20 14 14 16 5 1d6+3 Bite/Claw Cliffhawk 5 scrap/15cc Primarily tamed by Outsiders to serve as a long-range method of communication, recently Cliffhawks have seen use as an exotic method of hunting. Scavengers, and even the occasional Alpha, can be seen with a tr ained bird roosting with them, picking off smaller prey from deep in the Wastes and returning it to their trainer. With enough time and effort, they can even be trained to attack, diving at targets and attacking with wing, talon, and beak. Cliffhawks attack "on the wing,” slashing at a target while swooping past at high speed. In order to avoid the attack of a cliffhawk, the target must make their dodge/block roll at +3, due to the high speed and small size of the cliffhawk. Hit Points Endurance Strength Cunning Willpower Damage 20 4 4 19 3 1d4 Claw/Bite 104 Animals of the Wastes Nikole (p. NEE- ko-lay) Urocyon leporid ae Also known as Nikolekoatawe, these small, rabbitlike canids inhabit the majority of the Wastes. Nikole are inquisitive and excitable by nature, and have inspired many stories of trickster-spirits in Scavenger myths. Their over-large ears work well for diffusing heat from their bodies, allowing them to be active during the day. Their primary diet consists of small rodents, though they are also scavengers; the Nikole often fill the roll of a jackal, picking clean carcasses killed by larger animals, such as Rippers, Quei-Quei, or people. Small families of Nikole keep their burrows close to one another, and can often be found nesting around Warrens or border towns. Many Alphas consider them little better than target practice, but the Scavengers treat them with tolerance and even acceptance. Nikolekoatawe, in the Scavenger tongue, means "Messenger of Atawe," and with good reason. Nikole have an intuitive knowledge of when the next sand storm is going to rise, as well as the slumber cycles of the Swarm. When the Nikole bunker down, it's high time to find some good, stable shelter and hope for the best. 106 Whitesnake Crotalus niveus One of the most startling creatures to be found in the sands and rocky crevices is the Whitesnake. A mutated variant of the rattlesnake, the Whitesnake takes its name from their glaring coloration. The Whitesnake is nearly albino, with stark white scales and light blue eyes, occasionally with speckled patterning of black diamond shapes down the spine. Its most interesting feature however, is the twin rows of flat, short spines that protrude from its sides. Aside from granting additional purchase on rocky terrain, the Whitesnake can make them shudder against each other when aggravated. This sound, coupled with the rattle of the tail, can startle even the staunchest Devourer, often inciting stampedes. When young, they are preyed upon by clever Nikole, stupid Rippers, and hungry Quei-Quei alike. Once fully grown, however, the Whitesnake has no natural predators; an adult can reach up to three meters in length, with a head the size of a man's fist and coils as thick as an adult Alpha’s calf. Young Whitesnakes survive on rodents, though adults are easily capable of consuming Nikole and young Cliffhawks. Whitesnake venom, as mentioned before, is a potent neurotoxin. Once exposed into the bloodstream, the victim begins to hallucinate while the venom induces seizures. It is from this venom that Outsiders distill the alcohol of the same name. In Scavenger myths, the Whitesnake is the chosen animal of Atawe's wife, the sky goddess Umutwe. When Atawe must take living things back into himself, it is believed that Umutwe's serpents choose who must be sacrificed to the sands, ensuring the survival of others. They are seen as wizened creatures whose judgment is unfaltering; each bear clouds on their backs and the eyes of the sky itself. Surprisingly, the Scavengers do not see the production of Whitesnake alcohol as an affront to their gods. Rather, the Outsiders who consume it are viewed as indirect (if not slightly misguided in practice) worshipers of Umutwe. The ritual staves of the Journeymen, with all of their sound and thunder, only encourage this belief. Coalmouth Toad Scaphiopus igneuslingua One of the smaller, seemingly harmless animals of the Wastes is the Coalmouth Toad. Named for the bright orange-yellow coloration of its tongue, this baseball-sized amphibian can be found among any plant life and around wells and small riverbeds. They are especially fond of nestling in patches of Wanderer. contact with exposed tissue (skin, eyes, etc.) of a person or animal, the saliva of the Coalmouth acts as a potent narcotoxin, rendering the victim unconscious within a matter of minutes. Such deterrents would cause most sane people to avoid the small beasts, but Scavengers routinely, and tentatively, collect Coalmouth Toads for the sake of their saliva. Though the harvest itself seems more trouble than it’s worth, the Scavvies who find a use for it know far better. The ability to subdue a startled, prize Devourer bull by piercing it with a spring rifle bolt tipped in toad spit has distinct advantages. The Coalmouth holds no particularly useful traits, as far as most denizens of the Wastes are concerned, save for one. The toad, when confronted with a threat, swells briefly to show its bright yellow underbelly as a warning. If the warning isn’t heeded, the Coalmouth will spit with disconcerting accuracy. When coming into 107 Shinglecat Panther a patella Native to the western reaches of Atawe’s Belt, Shinglecats live in small prides of five to ten members. Lone Shinglecats, however, have been known to venture further into regions of the Barrens and the Blackrock. Fiercely territorial, the Shinglecat will warn potential rivals or predators of its presence by bristling the armor-like plates that protect it from the sun and sands, issuing a brittle rasp. Should the warning be acknowledged, and the intruder heads back they way they came, then they are allowed to retreat without further incident. Ignoring the warning of the Shinglecat warrants a second. The cat makes thick, guttural coughs in addition to the low, Whitesnake-like rattling. If the second warning is ignored, the Shinglecat may present itself from hiding, making a strong display of snarling, rattling, and crouching down to pounce. The third warning also serves as a means to approach the intruder, and by this point the cat has full intention to attack and maul the clueless individual. Other animals, and a majority of humans, instinctively know better than to press for a third warning, and thus the Shinglecat remains a hidden and elusive animal, rarely sighted by anyone but its prey. The Shinglecat is a big cat, similar to a puma, with a dense pelt and strong legs. Females are around two meters in size, weighing around seventy kilos, while males can reach sizes up to twenty-five percent larger. Their jaws are rounded and thick, with compact musculature that gives them an amazingly strong bite. The legs of a Shinglecat are long but sturdy, ending in thick-padded paws that house claws the size of a grown man's thumb. At the crown of the skull, the Shinglecat has a dense plate of bone. This serves as an anchor point for the overlapping plates that follow the ridges of the cat's spine. When agitated or courting, the Shinglecat causes these bony plates to shudder, giving off a loud, dense rattle. Shinglecats are physically unable to roar, but on a clear night the shudder of an entire pride's plates can be heard from as far off as ten kilometers. Scavengers who take the Shinglecat as totem are exceedingly rare, as encountering one face-to-face in the wild tends to involve a lot of gall or a lot of stupidity. Those who manage this feat are often cautious warriors, who select their battles instead of rushing headlong into them. In the Scavenger mythos, the Shinglecat is a mysterious teacher, who is sought out by heroes for advice. 108 Spiny Ground Owl Speotyto cunicul aria pulvis The Spiny Ground Owl is perhaps the fiercest competitor with the Coalmouth for the title of “Most Annoying Animal in the Wastes.” They are foul-tempered, territorial, and obnoxiously loud— none of which would be of any mind to anyone, save for their fondness for nesting in large groups close to settlements, and being easily startled. Primarily active at night, they can easily be roused during the day if their nests are disturbed, and woe to the poor animal (or traveler) that gets mobbed. Like chickens, the Ground Owl’s wings can only aid in short bursts of hip-high altitude when they jump or a slow descent over small ridges. Since their evolution into burrowing animals, their wings have long since formed stiff pinfeathers at the tips to help with the excavation of rock and sand tunnels and small caverns. In addition, the Ground Owl has thicker, stronger shafts to its feathers, to protect its small, twenty-three centimeter tall body against minor dirt-slides and loose stones. Over time, the softer edges of these shafts have worn the feather away, leaving the recognizable “spiny” appearance of the bird, with the pointed guard feathers protruding from a mass of dirt-clogged feather and fluff. Spiny Ground Owls live in a symbiotic relationship with a flowering cactus known as a Miserycap. The owls eat small insects and parasites that could harm the cactus, and by proxy they pollinate the cacti’s flowers. Unfortunately, Ground Owls are covered in an ever-present layer of the yellow-gold powder, and Miserycap pollen is a topical irritant. Upon contact with the skin or eyes, the victim suffers from a vicious, burning itch where the contact occurred. Should the area of irritation become aggravated in any way, through even the slightest scratching, it quickly swells. Healers of the Scavenger and Outsider clans, and occasionally those who keep livestock, know of herbal pastes that can reduce the healing time of the affliction. Wild animals and most Alphas have the unfortunate luck to sit tight and wait it o ut. 109 Ripper Lycaon nychus One of the most common animals in the Wastes is the Ripper. The large canid is known best for its dewclaws, which have grown into large hooks on the insides of the animal's paws. Male Rippers use this claw primarily in fights for dominance, where they bludgeon each other with their weighty forepaws in an attempt to make the o ther back down, while females use a similar brawling attack to protect their litters. The claws of tame Rippers tend to be slightly smaller, but are by no means less impressive. Rippers are social animals, hunting in packs and living among extended family members. Litters of pups are no larger than four at a time. Sexual dimorphism is nonexistent; the males and females tend to be of the same size and build, with slight variations among individuals. The tame Ripper tends to stand one meter at the shoulder, two meters nose to tail, but their wild cousins have been known to be larger. Ripper pelts are short and rough, with a thick mane around the shoulders that travels down the spine. They are dark brown in color, with white, banded stripes that begin at the haunches and travel down the hindquarters to the creature’s short tail. The head of a Ripper is boxy with a long muzzle full of gnarled teeth. This over-pronunciation of their incisors, including eyeteeth, prevents the Ripper from being able to close its mouth completely. Heat dissipates constantly through the supply of saliva in the Ripper's mouth, which prevents the animal from having to pant to avoid heat exhaustion. As an added measure, Rippers posses a slight hump between their shoulder blades which houses a fat deposit that contains moisture to combat dehydration. Among the Scavenger Tribes tame Rippers are kept as hunting dogs and are used for harrying prey such as wild Quei-Quei and herds of Strider. Rippers are also kept as draft labor, pulling sleds and carts, as well as companion animals. These dogs are intelligent and personable, friendly and protective. 110 Quei-Quei Corvus venator The primary riding animal of the Wastes, these large birds are known best for their surly disposition, attraction to shiny objects, willingness to eat anything smaller, or larger, than their head, and foul temperament. Quei-Quei have long been domesticated by Scavengers, and some Tribes have made a fair profit fro m their breeding and sale. The finest Quei-Quei come from the Stormchaser Tribe to the south. These exceptional mounts are highly intelligent with glossy coats with the ability to make a clear distinction between a caretaker's empty hand and offerings of food. In the wild, Quei-Quei move in herds, scavenging and hunting almost any animal they come across; fanciful stories abound of beasts as large as Devourers being overtaken by a hungry storm of frenetic feathers. Quei-Quei are dark, with black feathers and features, standing up to two meters at the shoulder, three at the head. Their charcoal legs are long and powerful, capable of effortless hops that can deliver the bird and rider high enough to clear a standing man. From a crouch, these hops can become jumps that can reach three meters in height and carry as far as five meters in length from a running start. The wings of a Quei-Quei are vestigial at best and are used in emotive displays, despite the reflex to flutter these useless limbs while leaping. The head of a Quei-Quei is large and heavy, with a strong beak used for tearing flesh, but easily capable of crushing bone. Scavengers often decorate the beaks of their mounts in runes that signify the breeder, owner, bird's name, and how close one can safely get before losing a limb. 111 Devourer Ovis magnus Devourers are aptly named giants that roam the Wastes in herds called “crashes.” The grazing circuits of these massive animals are widespread, for a single crash will scour an entire plain of grasses. These beasts easily reach three meters at the shoulder and weigh upwards of five tons. Devourers are ruminant; they have more than one stomach. This trait, as well as having toughskinned tongues and mouths, enables them to eat nearly any plant life, from jagged cacti to tough brush. After grinding mouthfuls of food, Devourers use their solid molars to chew regurgitated cud down to a thick paste before swallowing it again. Despite their fearsome appearance, Devourers are docile and affectionate. Tame Devourers are smart enough to recognize their name when called and have distinct personalities. Most develop quirks, behaving in certain ways around strangers or their handlers. Calves are lighter of foot than their parents, and are energetic and curious. When startled or enraged, adult Devourers are capable of shocking feats of speed and agility, particularly when defending their young. Thunderstorms and explosives can spook the animals into stampeding, but there are few threats large enough to instill fear into these massive creatures. Devourers have a large, slightly rounded profile; their hind legs are shorter than their forelegs, with broad shoulders and low-hanging heads. Their splayed toes and wide pads prevent the heavy animal from sinking into the sands of the Wastes, making them surprisingly maneuverable even across dunes. The skull of a Devourer is thick and supports a rack of four primary horns and a number of small satellite horns. The lower of the primary horns curl low, like that of a ram, and protect the sides of the face, while the secondary pair arc upward and back, guarding the spine. These horns are defensive, making the Devourer an impressive animal in combat. Many a Ripper or Shinglecat has been torn open from tongue to tail by an angry mother protecting her calf. Due to their size, the Devourer has been tamed for use as a draft animal by Scavengers and Outsiders. On a Tribal level, Scavengers can sustain one or two of the horned giants per camp, resources permitting. Individual Warrens do not have the luxury of keeping even one on hand, instead borrowing from Tribal Warrens. Outsiders, due to their nomadic nature, may keep larger numbers with their Clan, allowing the beasts to feed as they would naturally, leaving a path of rock and turned soil behind them. Not surprisingly, the Devourer is the only animal in the Wastes that can support an Outsider's weight without strain. They are often kept by individuals as riding mounts, and are popular among Journeymen. 112 Cliffhawk Aquil a solinarius The silhouette of the Cliffhawk brings to mind the legendary stories of the Roc, a bird so large it blotted out the sun for miles when it took flight. Technically an eagle, the Cliffhawk carried its name long before zoologists could categorize it, and the misnomer remains unchanged. Cliffhawks derive their name from their nesting habits, taking roost on cliffs and rocky ledges. They nest in mating pairs, typically having only one offspring at a time, and generations of these predator birds may use the same nests for decades. This gives the Cliffhawk the illusion of immortality—one bird looking over a territory held for centuries. Cliffhawks are large, impressive birds, about one meter in length, with wingspans that average three meters. While they live primarily on a diet of large Nikole and Ripper pups, Cliffhawks have been known to take down larger prey, such as young Strider and Devourer calves. The wings of a Cliffhawk are alarmingly strong, able to break bone on impact. To hunt larger animals, they reach an apex of flight and fall into a dive—reaching upwards of 144 kph—until they are level with their prey. At the second or third downbeat of their wings, slowing their decent, the Cliffhawk levels off and breaks the neck with one powerful stroke before making a hasty retreat to the skies. By using this hit-and-run tactic, the raptor can avoid the wrath of defensive parents or the skittish nature of a stampede. A patient hunter, a Cliffhawk will wait days for a herd to move on, the parents of a dead calf finally leaving it behind. It is then that the Cliffhawk can swoop down once more to dissect the carcass with its sharp beak, flying it back to the nest in more manageable pieces. Their claws make short work of carrying large pieces, and the grip of a Cliffhawk is known to be nigh unbreakable, even in death. Outsiders regard the Cliffhawk with respect, some going so far as to take on its name. The Cliffhawk Clan were once known for the elaborate complexity of their cliff cities, and those that remain are masterful works of architecture. Outsiders have tamed Cliffhawks for falconry, using them as trained hunting animals and messenger birds between the Clans. The larger of the Tribal Warrens host a massive perch for the sake of accommodating these heralds, though their use has become all-but discontinued since the loss of the forty Clans. Scavengers who hold the Cliffhawk as their totem tend to be treated with slightly more tolerance and respect by Outsider Clans, particularly the Cliffhawks. Strider Odocoileus comestibulus Graceful and elegant, the desert Strider is an animal of delicate appearance. Lean, striped herbivores that sport a small pair of antlers, strider move in large herds over the Wastes. These deerlike animals are a staple in most regions, hunted for their meat by Scavengers, Alphas, and natural predators alike. Strider tend to be alert and skittish, and have been tamed to be kept as livestock for their leather and food value. Due to their instinct and low carrying capacity, they make for poor labor animals and near-impossible mounts. Even if one were to tame a strider well enough to set saddle onto its back (a feat accomplishable only with the help of a Shaman), the sheer speed at which the animal bounds, to say nothing for the jerky ride, would dissuade any potential riders. The inherent paranoia of Strider causes them to distrust anything but their own kind, and because of this they are highly unfit for companion animals. 113 Gamma-Humans Homo tyr annid ae The mere mention of a Gamma-Human is enough to make most folk cringe and glance over their shoulder. Even Betas find these evolutionary byproducts hideous and unnerving. Gammas are twisted and malformed creatures that have fallen so far from their human roots that they seem more a product of imagination than of physical possibility. In regions of the deep Wastes, small pockets of these horrors can be found in strange family groups, moaning and howling into the night. Its common practice among most folk that Gammas be killed on sight; these hideous mutants rarely posses anything more than a base animal intellect, and most are driven mad by heat and hunger. Gammas comprise a good majority of the stories heard around the campfire, especially those where early settlements of Alphas were either overtaken by things, or where the Wastes simply twisted the locals into the monsters that now haunt ghost towns. Rumors persist that these Gamma Towns exist, just beyond the borders that normal folk consider hospitable. It doesn't help that those who go out to test the theory never return. 114 Antagonists BANDITS Two Jackals, two Armored Trucks and three Drifters skidded across the horizon, speeding through the rocky terrain. The valley they were heading for was full of strider; there was no way they w ere going to get through. Who was dense enough to take that route anyway? In every culture, there are those who would rather take things than earn them—poor people who see the wealth of others while they struggle to say alive, rebellious members of a decaying society, or those drawn to a powerful or charismatic leader with a vendetta or penchant for violence. These are the coyotes of the Wastelands, the bandits who harass the edges of civilization. Not that he was complaining; their stupidity made his job a lot easier. Many towns endure the presence of bandits, who ride in and take over, using the settlement as a base of operations. These bandits are a motley bunch, who will often prey on one another as soon as anyone else. Groups of bandits can be composed of any of the Wasteland’s people—a party of raiders can easily have members from the Scavenger Tribes, outcasts from the Outsider Clans, and Betas unable, or unwilling, to live in normal society. Sometimes entire platoons of Industrials desert to make a living through theft. Often poorly organized, these bands await unwary travelers who enter their territory. When they attack, bandits rarely show compassion, killing those who resist and slaughtering those who don’t. Bandit groups vary in size and structure, each subject to the same trials as the rest of the Wasteland’s inhabitants. A group can range from five to fifty individuals, armed with well-worn stolen weapons. Their appearance varies from group to group, as well, though most bandits adopt a Scavvy-like countenance with random pieces of personal equipment, valuable takings, and battle souvenirs dangling from belts, sashes, and headbands. Larger groups often have vehicles at their disposal; broken-down Drifters and dry-rotted Armored Trucks sacked from Industrial patrols provide transport for honored individuals as well as more room for loot. "Come on, b oys, let's see what we can get our hands on today." A chuckle rose up through the group and they pulled their cloaks over their heads, blocking out the sun and the haze of sand that was getting into their hair and ears. They were used to it though; they spent more time in the sands then they did lounging around the Settlements. The Borderlands were always good for finding little wayward patrols. "Let me guess, Industrials?" "You got it, boss. No muscle." "Really? Must be trying to be quick. We'll have to make ourselves a little more vocal in town next time, in case they wanted protection." The little group laughed as they took to the rocks, watching as the convoy became stuck behind the herds that filled the canyon. Surviving on the fringes of Wasteland society, bandits are a ruthless bunch of cutthroats and mercenaries, selling their “protection” at a high "Let's go to work. When we'r e done, we ditch price and, more often than not, leading their the bodies, divide the scrap and go get a charges into the Wastes, taking their goods, and drink. Whoever kills the fewest, buys." abandoning them. Most legal forces ignore them, the Industry has bigger things to worry about, and the Corporation has nothing to fear from them. As for the natives, they have their own ways of dealing with pirates, and none of them are attractive. Especially to the pirates. 116 REPRESENTATIV ES OF THE BA NDIT ILK: Name Race Johnny Pirn Beta Stats STR 15 AGL 10 DEX 16 END 13 INT 7 CUN 15 CHR 11 WIL 9 Skills Rifles Pistols Wastes Survival Ride Appraise Brawl Equipment CSI-10 in Spring Holster Saddlebags Name Race Vernon Gunn Alpha Stats STR 13 AGL 16 DEX 10 END 12 INT 12 CUN 16 CHR 13 WIL 7 Name Race Mutations Armored Hide Adrenal Control Sensitive Eyes Restricted Diet: Ripper Deformed Larynx 2 2 3 1 1 1 Longfire Rifle Quei-Quei “Jumper” Vibro Knife Profession Bandit Scout (Pro) HP 22 Skills Prowl Wastes Survival Drive: Drifter Appraise Sword Axe Dodge Stonecleaver Outsider Stats STR 18 AGL 12 DEX 11 END 17 INT 11 CUN 17 CHR 5 WIL 9 Profession Bandit (Green Horn) HP 23 4 3 2 2 2 2 1 Equipment Vibro Sword Heat Induction Axe Magnification Scope Thermal Scope IERT Walkie-Talkie Drifter 1 carton Reds Profession Bandit Tank (Veteran) HP 37 Skills Hammer Brawl Ride Devourer Appraise Waste Survival Ambidexterity 4 4 2 2 1 3 Equipment 2x Concussion Hammer Hydra Gauntlet Ballistic Weave vest Saddlebags Devourer “Ozur” 117 The story of Stonecleaver is one of betrayal, loss, and pain. Born into the Cliffhawk clan, Stonecleaver demonstrated from an early age his prowess in all those elements that make the usual Outsider akin to a force of nature; his strength, size, and resiliency to pain and discomfort impressed his elders and he found himself on a fast track to become a Journeyman, an unheard of honor to be bestowed upon the son of a Devourer herder. However, the lower status of his family in the Clan brought derision and scorn from his peers, and he soon developed a fuse as short as he was tall. Immediately after the first round of ritual scarification and tattooing th at marks all Cliffhawk Journeymen, Stonecleaver brutalized a fellow initiate over a snide comment. Since the standards for Journeymen are strict and exacting in both combat and politics, Stonecleaver was immediately banished from the Clan, the tattoo adorning his chest slashed with a notched blade, and he was turned naked in the sands to find his own destiny. He wandered the Wastes for several years, traveling from one settlement to another in search of food, water, and companionship. He finally found his niche in a bandit conclave under the leadership of an exIndustrial corporal. Stonecleaver’s size, strength, and rage made him a valuable asset to any raiding party, and his disinterest in most booty left him nothing but friends among the bandits. He rose quickly in the informal ranks of the group until he found himself seated at the right hand of the corporal himself. When the military man finally fell victim to a poisoned Scavvy dart, Stonecleaver won dominance over the bandit troupe with little trouble. Stonecleaver now leads a loosely regimented hodgepodge of about thirty Betas, Alphas, and Scavvies from atop his battle-hardened Devourer mount, Ozur. He allows no other Outsiders in his gang and is especially attracted to Outsider settlements and supply lines, often risking the lives of himself and his men to wreak his vengeance upon the Cliffhawk Clan. As yet, his molten rage has assured victory in almost every engagement, but his reckless nature and quick temper may yet prove to be his undoing. “We are all of the sands, and the sands are in all of us. Take what you want and leave the rest for whatever Gods you pray to. Just leave the Big Ones to me.” LAWMEN Law and order are difficult to maintain in the settlements that dot the Wastelands. Most of the people living in the ramshackle towns are fugitives, hoping to find rest from their pasts in places like Rock Falls, Epitaph, or any of the small towns drowning in sand. A desperate people looking for desperate answers in desperate places, the usual denizens of the Wastes are violent, moody, trigger-happy criminals who seek the one place the figure they’ll be safe from the law. Unfortunately for the m, the Wastelands are far fro m lawless. Although there is no national government, no military, and no constitution that holds sway over the scattered hubs of civilization, each little town has learned that certain laws are necessary: No killing. No rape. No theft. No destruction of private property. These are the laws of the Wastes, laws enforced by a small, though tenacious, group of lowpaid, tired, dirty men and women known collectively as Lawmen. 118 The Law men are the first, last, and only bastion of civil order that preside over places like Dust Hole and Wormwood. Most settlements have at least one sheriff and typically a small force of deputies to enforce the law within their borders. The Lawmen are typically outfitted with the highest quality equipment available to their respective towns, and each member of the force has been trained by a thousand days of drunks, fights, outlaws, bandits, and bounty hunters. In the absence of any structured courts, the sheriff’s office usually has the final say in punishment for crimes. Imprisonment, fines, exile, and even execution can be carried out as per the judgment of the office. The severity of the punishment is usually determined by the crime, the disposition of the sheriff, and the strength of the lynch mob pounding at the jail-room door. In times of great need, the sheriff’s office has deputizing powers, and can rally a posse to bring criminals to justice. Posses are outfitted with weapons if needed, and are used to hunt down notorious criminals, protect the settlement from bandit attacks, and in other times of immediate threat. “Easy, old-timer, I got nothin’ against you.” The grayed gent with the broken stride and long coat came to a stop in front of the young Alpha who was leaning up against the bar, a bottle of pulque at his elbow and a bleeding woman at his feet. The bartender took one look at the newcomer, breathed a silent sigh of relief, and slipped out through the door to the kitchen. “Nope, I suppose not. Problem is, though, that the people of Dust Hole got somethin’ against you, and that means I got somethin’ against you. Why’n’t you put down that shot glass, drop yer gun belt, and come on outside. Nice night, it is. Great moon.” The grizzled man raised his glance from the broken whore and smiled. The l ow lights glinted off the round lenses of his glasses, and he shifted his coat open, revealing a tarnished silver badge. The man at the bar laughed out loud and kicked b ack his drink. “You a lawman, grandp a?” “The lawman round these parts. Name’s Sloan. Samuel Sl oan, though most folks just call me Sir. I done asked ya to put down y our guns and come along, and now I’m tellin ya. Drop the pistolas and come sleep it off. Ain’t no shame in havin’ one too many. Shame comes in when I drag you outta here kickin and screamin and bleedin. ” “That a threat?” “Nope. ” “What was it then?” “Them was your two options, son. Take the first one and save us both a sleepless night.” Sloan shifted his coat further back and revealed the yellowed butt of a pistol. The rancher o chuckled again and moved to pour himself another shot. Halfway through the motion he dropped his hand to his gun belt, knowing the old fart wouldn’t be able to match his speed—tested, tried, and true. The first blaze of pain shot through his elbow, spinning him around. The second blew through his kneecap, a searing, scattering pain that buckled his leg and sent him crashing to the floor next to the slut who had dared call him a boy. An unwanted howl of agony scorched his throat and he found himself kicking, and screaming, and bleeding as Samuel Sloan, Sheriff of Dust Hole, dragged him out of the cantina, across the windblown street, and dumped him in a waiting cell. Neither man slept that night. 119 A CROSS-S ECTION OF LAWMEN: Name Race Profession Posse Member HP 26 Gwendolyn Bonner Beta Stats STR 7 AGL 10 DEX 15 END 16 INT 13 CUN 16 CHR 6 WIL 11 Skills Shotgun Pistols Tracking Wastes Survival Singing 3 2 2 2 1 Mutations Tough Skin Fangs Gray Skin Gnarled Left Limb Equipment Sawn Off Shotgun Survival Kit Spring Pistol Ballistic Weave sun-dress Name Race Profession Deputy HP 26 Gentry Killian Alpha Stats STR 17 AGL 15 DEX 13 END 16 INT 7 CUN 13 CHR 14 WIL 9 Name Race Skills Brawl Pistols Rifles Prowl Tracking Intimidation Knife Samuel Sloan Alpha Stats STR 10 AGL 8 DEX 13 END 14 INT 15 CUN 15 CHR 16 WIL 15 Equipment Blackhawk SR-17 Large Knife Survival Kit Binoculars Ballistic Weave vest 4 2 2 2 3 3 2 Profession Sheriff HP 34 Skills Pistols Shotgun Brawl Wastes Survival Tracking Persuasion 5 3 2 2 4 3 Equipment Cobra w/ AP rounds Sawn Off Shotgun Survival Kit Binoculars Attack Armor Vest 120 Sloan has served as the arm of the law in Dust Hole as long as most people can remember. Coming up on the end of his fifties, Sloan has been as fair and uncompromising a Lawman as the town has ever known. His temperament towards his neighbors is that of a firm uncle. While he tips his hat to everyone he passes on the dusty main street of town, he won’t hesitate to put his best drinking buddies in the town jail for breaking Dust Hole’s laws. A wiry, grey haired man, Sloan can easily be recognized by his battered white Stetson, tan duster, and ivory handled Cobras. Those who’ve seen him on the draw know that his age belies his speed. More than one criminal has underestimated Sloan’s skill with the pistol and wound up in a pine box under six feet of sand. Sloan has watched as the criminal elements from nearby Rock Falls and Metro have increased in skill and finance. The old sheriff still carries a slight limp from when a target he hit over the heart didn’t go down, and proceeded to put a few rounds in the sheriff’s left leg. Ever since then, Sloan has loaded his revolvers with amour-piercing rounds, and insisted his deputies do the same. “I always look hard at a man who talks too much. A fella who wants to give you a piece of his mind is more likely to fill your ears with Quei-Quei shit than tell you anything useful. What a man does tells you ten times as much as his flappin’ mouth ever will.” BOUNTY HUNTERS Disliked and hated even by the people they serve, bounty hunters are dusty, windswept opportunists, undesirable but necessary. Someone’s always willing to pay to see another man hanged; sometimes it’s even the law. Part tracker, part gunman, a bounty hunter possesses a keen eye, a quick mind, and an even quicker draw. In addition to the Lawmen who stay close to home, bounty hunters sometimes serve the law, at least after a fashion. Ranging from those truly interested in bringing criminals to face judgment to men and women who are little better than hired assassins, bounty hunters track down and kill targets with no questions asked—payment on delivery. Bounty hunters are considered a necessary evil in many settlement to wns, and the local law posts bounties of notorious bandits and Scavenger raiders. The Outsiders and He was close. Close enough to smell the smoke. Dreskel smiled as he peered ab out the makeshift camp, but it wasn't a friendly smile; it was that of a predator, wicked teeth behind l eathered lips of a hardened hunter. This was his domain; no one was going to shake him in his own territory. That just wasn't done. Pulling down the brim of his hat to block the sun, he surveyed the scene. Scrapings of a clearing for a tent, grooves in the ground to tell of the supply boxes set near some rocks to shield them from the unforgiving. Didn't even bother to cover the half-filled footprint that led out of the camp. Sloppy. None of that told the hunter that his quarry was close, though. He'd seen the same things in all the other camps, all the other trails the target had l eft. There was always the exact same procedur e. No, he had his own method. Picking up an abandoned Red, the b ounty hunter put it in his mouth and took a long draw, the bud of it sucking back as the bit of flame on it came b ack to life, smoke escaping his lips as he smiled. 121 Scavengers in the Wastes typically dislike these bounty hunters. Far too many of their Tribes and Clans have fallen to the guns of an ambitious bounty hunter being paid by greedy Alphas trying to drive the natives away from desirable pieces of land. Not part of any organization, bounty hunters are usually loners. Only occasionally will they be seen working in tandem. Many of them live alone outside the settlements; others have no permanent home. They are the wanderers following the trail of their target wherever it takes them, only returning to collect pay, re-supply, and swallow some whiskey to dull the echoes of the screams. T HE F ACES OF HUNTERS: Name Race Naomi Eco Alpha Stats STR 10 AGL 10 DEX 10 END 8 INT 14 CUN 12 CHR 17 WIL 12 Name Race Skills Singing Dancing Poisons Pistols Seduction Style Chichicochiztli (Dog Dreamer) Scavvy Stats STR 9 AGL 12 DEX 15 END 13 INT 16 CUN 20 CHR 9 WIL 13 Equipment Ripper sled Longfire rifle Profession Bounty Hunter HP 16 3 2 2 3 3 2 Equipment Stinger Dart Pistol 10x Coalmouth Venom 5x Whitesnake Venom Evening wear Makeup kit Profession HP Skills Ride Ripper Sled Rifles Survival Wastes Craft Bounty Hunter Shaman 19 Shaman Powers 2 Animal 2 2 Sense Animal 4 2 Control Animal 3 2 6x Ripper team Spring rifle 122 Name Race Jacob Dreskel Alpha Stats STR 12 AGL 13 DEX 15 END 15 INT 16 CUN 18 CHR 7 WIL 12 Profession Bounty Hunter HP 35 Skills Equipment Pistol Rifles Tracking Survival Waste Prowl Poisons 5 4 4 3 3 1 EBL Salente Big Game Rifle Ballistic Weave Vest Survival Kit Scavvy Spring Pistol 10x Coalmouth venom 10x Whitesnake venom Dreskel—the last word uttered by many in the Wastes before their lives come to a brutal end. Jacob Dreskel has achieved a near-legendary status as a bounty hunter in the Wastelands, taking hundreds of bounties in his life. Raised in a Scavenger warren after his parent’s Quei-Quei ranch was raided, Dreskel knows the shifting desert better than many natives. His mind is razor sharp, and few details escape the gaze of his squinting eye. As a bounty hunter and tracker, Dreskel will take any job no questions asked, provided the price is right. When pursuing prey, he is relentless as the desert itself, tracking bounties from the Borderlands all the way into the Arid Sea. Over the decades he has amassed a small fortune for himself, and spent much of it on his vices and the tools of his trade. Dreskel has a reputation for killing targets and returning to his employers with “trophies,” whether asked for or not. Many tell of an employer waking to see a bounty’s lower jaw resting on his nightstand and Dreskel calmly sipping Whitesnake at the foot of the bed. Despite his fierce reputation, however, Dreskel is no simple murderer. He doesn’t kill indiscriminately, only for credits. He’s even had casual drinks in saloons with men, buying them a shot or two, only to hunt them down weeks or days later. In all the Wastes, he is the man to approach when you wish to kill the unkillable; Dreskel is a man who would hunt down Atawe himself for the right price. “They can run. Let them run. I’ll find ‘em.” 123 THE INDUS TRY Fixing t he lapel on his jacket , he knew t hat this would be somet hing of an easy mission, but he wasn't about to explain that t o his t roops. They needed t o be ready for anything, especially against t hese t ypes who live out in t he sand. It was one t hing t o t olerate and accept some, it was quit e another t o deal wit h an attack. It was t ime t o answer back in t he best way he knew how. "We're approaching t he t arget , sir." "Very good Corporal, keep the column st eady and keep t he Arachnids back unt il I say so." "Af f irmat ive." Peering out the window, he marveled as he wat ched t he clockwork det ails of t he spider legs moving t he t ank at an amazing speed, betraying t he fact t hat it held enough weaponry t o oblit erate a sett lement . There were six in t he column, so that would probably be more than enough. It had t o be impressive; ot herwise, what would the message be? "Sir, I t hink we have a problem." "I don't want problems, Corporal." "I underst and, but st ill. I don't t hink t hese sandscrat chers have any weapons. I don't t hink t hey could have wiped out Crag's Head." No weapons? That hardly seemed true. The resident s of their sett lement had been killed t o t he last man, t he dead having been hacked apart wit hout a single enemy corpse t o be found. Who else could have done it ? "No, they're just hiding the weapons. We're close enough. Commence the att ack." "Yes, sir." In addition to the multiple factions of humanity that find themselves making, for better or worse, a home in the arid Wastes, there is another group known to the world at large as the Industry. The Industry occupies the entirety of present-day South America, up through Central America, and most, if no t all, of Mexico. Their northernmost border fades into oblivion along an ill-defined boundary along the Borderlands; the Industrials themselves are certain this border extends much further than the Scavvies and Outsiders know it does. Needless to say, the indigenous peoples of this contested ground find themselves frequently at odds with the Industry. On the whole, the Industry views this land as having minimal military importance but maximal military potential. The primary enemy of the Industry is the ill-viewed Corporation, and the Wastes are the only thing that separate the two warring factions. Therefore, the mostly uninhabited stretch of glass-blown sand, while being useless as a source of income or agriculture, is still highly important as a more-or-less open border. The Industry has many times attempted to use the Wastes as a jumping-off point for military operations against the Corporate saturated Metro, and, conversely, the Corporation has used the same batch of ground to cover invasions south. If it weren’t for the brutal, harsh realities of the radiation-soaked desert, the two enemies would most likely have managed to obliterate each other by now. As the situation stands, however, the dangers, expense, and pure annoyance of maintaining any kind of sizable military presence in the Wastes is just that—a waste. Be that as it may, the Industry is nothing if not tenacious. Many settlements, in truth more akin to forts, have sprung up with Spanish names and Industrial inhabitants. Communities like Ajenjo, Epitafio, and Madre de Noche dot the southern Wastes, clinging to the rare presence of natural water with religious furor. These settlements vary in size depending on the amount and quality of w ater available at each location. The smaller settlements support a brace of Jackals and a few other small craft, while the largest ones house heavier technology, like the large Orca dropships that can provide both air support and a place from which soldiers in Powered Attack Armor can plummet into battle. Another possibility for mobile heavy weaponry in these larger cities is the Arachnid tank, a multi-legged craft specifically 124 designed with shifting, uncertain sands in mind. On the whole, however, a normal Industrial fort will have a couple divisions of Jackals on standby, a few drifters or ATVs to provide advance scouting capabilities, and a hefty number of armed soldiers wearing their personalized, and often battered, Attack Armor. To the o ther inhabitants of the Wastes, the Industry fluxes between being a slight annoyance to a gnawing aggravation. For the most part, the Industry keeps to itself, going on its patrols to try and get advance warning of the ever-present threat of invasion by the Corporation and littering the Wastes with sometimes useful scrap. Occasionally, however, the leaders in charge of a fort or settlement will become magnanimous and take it upon themselves to police their sphere of influence, imposing their sets of rules and standards on a rebellious native population. The Industrials who do this often find themselves biting off a larger problem than they can ever chew; the Scavvies and Outsiders have forgotten more about the Wastes than any Industrial will ever know and they use this knowledge to their advantage. There are also roving bands of rogue ex-Industrials who form under a leader known as a Caudillo. These men, separated from family, friends, and comfort for years on end, decide to forsake the needs and wants of a far-away government. They don’t, however, forsake the expensive equipment with which they’ve been trained and fortified. These bands often form their own outposts, lording over tracts of the Wastes with an iron determination and superior military force. Cut off from their normal influx of supplies from the rich South, they turn into bandits, scouring the Wastes for the necessities of life. They raid Scavvy warrens, Outsider trains, Beta settlements, and anything else in their reach for food, water, women, and just plain fun. *Note* Most common Industrial soldiers wear normal Attack Armor, as listed in Chapter Six. However, some of the more elite squads are encased in a full-body suit of Powered Attack Armor which is more durable, more protective, and heavier than normal Attack Armor. To make it easier for the soldier to function in this weighty piece of protection, the designers installed a series of servomotors to enhance the strength of whoever is wearing the suit so they can effectively bear its weight. In the Wastelands, Powered Attack Armor sometimes comes installed with minimal air conditioning units for creature comfort. These suits are not available for the starting character, but can be acquired through gameplay. Here are the stats for Powered Attack Armor: Powered Attack Armor Hit Points 25 Strength 8 Cover Full Body Wearer gets +1 Strength while in Powered Attack Armor 125 A MONG THE RANKS OF THE INDUSTRY : Name Race Pvt. Ignacio Perez Beta Stats STR 17 AGL 13 DEX 15 END 14 INT 8 CUN 14 CHR 8 WIL 9 Skills Pistols Rifles Brawl Survival Waste Equipment CSI 10 Survival Kit Name Race Name Race 3 3 2 2 Skills Pistols Rifles Leadership Persuasion Tatics Drive 3 2 4 3 3 2 Equipment CSI 19 Scarab Powered Attack Armor Walkie-Talkie Jackal ATV Outpost Profession Commander-in-Chief, “ Epitafio” HP 20 Alpha Skills Leadership Tactics Lore-Wastes Pistols Persuasion Intimidation Walkie-Talkie Profession Squad Leader HP 30 Generalissimo Domingo Velazquez del Castillo Stats STR 10 AGL 10 DEX 12 END 10 INT 18 CUN 15 CHR 16 WIL 15 Mutations Armored Hide Braided Muscle Fiber Inhuman Features Sensitive Eyes Restricted Diet CSI 19 Attack Armor Cpl. Cesar Mendez Alpha Stats STR 10 AGL 13 DEX 13 END 10 INT 16 CUN 16 CHR 14 WIL 13 Profession Industrial Soldier HP 24 Equipment 5 5 3 2 2 3 EBL 126 The story behind Generalissimo Domingo Velazquez del Castillo is filled with missed opportunities, squandered resources, and piss-poor management. General Velazquez crawled his way through the ranks, starting as the lowest member of the most expendable unit of the Industrial military, serving as Communications Specialist. He was given a heavy pack containing a bunch of communications gear he didn’t know how to use, placed in a platoon, and dropped into battle. He spent most of his first experience on the battlefield cowering behind the rusted-out hull of a decommissioned bus while the rest of his squad were cut to pieces by Corporate Enforcers because their radios didn’t work. Ever since then, General Velazquez vowed to stay as far away from combat as possible. He applied for officer’s training, and, due to his quick thinking and ability to preserve even the most trivial details for recollection, he received promotion after promotion, commanding first tens, then hundreds, then thousands of troops from the safety of an Orca dropship thousands of feet above the action. A few splitsecond shrewd decisions during a pivotal battle secured him his generalship, and a few years later a few poorly informed, devastating decisions during another pivotal battle secured him a position in the furthest office from Headquarters; the Commander-in-Chief of Epitaph. Known for his conservative strategies and propensity to over-indulge in expensive tequila, General Velazquez is a quiet, reserved man who despises the Wastelands, despises the people who he is forced to work with, and despises himself. His only love is the Industry, and he is constantly hatching plans to get his name before the Board of Officer Placement so he can escape the desert. These plans backfire on him more often than not, mostly because he underestimates enemy potential and overestimates his own soldiers’ capabilities. “Ah,Whit esnake, you are a f riend of mine. I like t o drink you wit h a lit t le—What ? They did what ? Mierde! I t old t hem t o attack f rom t he East , so the sun would be in the ot her army’s eyes! Sant a Maria, I’ll never get out of here!” 127 THE CORPORATION The night expanded int o nothingness bef ore Ben Pullman and his small group of weary bandit s. They had raided a small Out sider vanguard at daybreak, just t o f ind out that the t en-group part y was, in f act , on a mission t o secure a saf e rest ing area f or a Clan on t he move; needless t o say, the Clan wasn’t happy when t hey crest ed a ridge t o f ind their scout s dead and in t he process of being loot ed by a t went y-man bandit part y. Ben had ordered a hasty retreat and now, long aft er nightfall, t hey were st ill retreat ing. Devourers didn’t move fast er t han t he Drift ers Ben and his men were lucky enough t o have, but they weren’t much slower, eit her. The group had st ruck out t o the nort hwest , hoping t o use t he alkali f lat s that dott ed the region t o put some dist ance bet ween the oncoming wave of Out sider Journeymen and t hemselves, and apparent ly, it had worked. As Ben wat ched t hrough his t hermal binoculars, he had seen the Devourers suddenly st op, turn, and f lee back int o the desert. He hadn’t seen hide nor hair of t hem since t hen, and he f inally f elt saf e. Although the Wastelands are filled with an ilk of people who consciously and purposefully live in the most arid, dangerous, and disagreeable place on the face of the planet, there are two areas of this land where even the most brave, adventurous, and foolhardy cannot tread. The first is the very center of the Arid Sea; due to its geographic isolation, extreme temperature difference between night and day (often in excess of 40 degrees Celsius), and other, less natural protective elements, the middle of the Arid Sea remains a no-man’s-land, filled only with the legends of a water-rich city guarded by a forgotten Clan. The other area comprises a few hundred square kilometers of the northeastern corner of Atawe’s Belt. This region boasts mild temperatures, abundant potable water, and even some arable land for agriculture. Needless to say, this stretch of land should attract all kinds of settlers, but it doesn’t. This area is known as the Corporate Zone, and it is as much off-limits to travelers as the depths of the Arid Sea. The Corporation is a term used by the people of the world to refer to the group of individual corporate entities that comprise the ruling class of the city of Golgotha, the largest megatropolis on Earth. The Corporation itself is, in fact, a conglomeration of hundreds of separate Houses that control some aspect of Golgotha’s political presence; House Woelf controls corporate security, House Shrike the military, House Rapture the media, for example. These corporations work in a shaky alliance for a unified purpose: to dominate world trade, politics, and culture and to eliminate every non-Alpha on the planet. Their genocidal goals, extremely high level of technology, all-but unlimited resources, and utter ruthlessness make them a hated and feared, yet potent, part of global society. Their presence in the Wastes summons emotions ranging from unease to outright rage in the population, but as yet every effort to expel them has proved worse than futile. They are firmly entrenched in the Corporate Zone and patrol the borders of their area like the Romans did Hadrian’s Wall between England and Scotland during their occupation of Britain. Long ago, the Corporation tried to uproot the n ative Scavvies and Outsiders from the Wastes, but found out that getting rid of these Betas was a prohibitively expensive venture; the Scavvies and Outsiders proved to be stubborn enemies, giving up nothing without a fight, Corporate supply lines were long and expensive to uphold, and the sheer inhospitable nature of the Wastes themselves detracted from troop morale, added to upkeep costs, and ultimately rendered the motion useless. At present, the Corporation has but three uses for their holding in the Wastelands: a training ground for Corporate Enforcers, a buffer between the hostile natives and the bordering Industrials, and a means to safeguard supply ships coming from the underwater shipping center of Atlan off the west coast. The borders of the Corporate Zone are guarded by a string of shifting military units on constant patrol. These units are made up of between five and seven Corporate Enforcers, the mainstay of Corporate military ranks; highly trained, fanatic, well-equipped, and deadly, these soldiers are the most effective in the world. Unlike the Industrial soldiers who putter around the Borderlands, who are mostly a hodgepodge collection of military rejects, borderline Section 8’s, and dreamers with delusions of grandeur, Corporate Enforcers are the cream of the military crop. Ar med with the vicious RBL and wr apped in nearly impenetrable Memory-Plastic armor, five of these Alphas could easily quench the fires of a twentyman Outsider force and obliterate most bandit groups. Luckily for most of the individuals of the Wastes, the Corporation has no plans to launch a massive offensive across the sands—at least not yet. 128 He t urned to give t he order t o make camp and divide t he loot when a curious sound st ruck his ears; a loud explosion and a shriek of high-pit ched whining. He whirled around, tracking his binoculars across t he pink-t int ed skyline and was almost blinded as he looked at what had once been t he second of t he t hree Drif ters his party had managed t o t ake from some Indust rials a f ew mont hs back. Shout ing, he ducked back int o t he cover of the vehicle as a f ew more of t hose weird, whining shot s pierced t he night air. Then, about one hundred yards off t o his left he saw a group of shadows moving. Indist inct, f luid, and quick, f ive f igures sprint ed across the f lat , each holding a long rif le. He pulled his binoculars up and f elt his jaw drop as a warm st ream of urine coursed down his leg. Corps. Enf orcers. They were all going t o die. He bailed out of the moving Drift er in t ime to hear more of t he shot s, t hen his previous perch vanished in a plume of f lame. He got t o his f eet and sprint ed away, as if dancing t o t he tune of t hose high-velocit y rounds. A resounding t hump hit him in t he back, and his eyes had t ime t o widen bef ore the round exploded somewhere in t he vicinit y of his kidneys. He shouldn’t have run from t hose Out siders; at least he had a chance of killing a f ew of t hem bef ore t hey t ook him out . *Note* As mentioned above, Corporate Enforcers wear Memory-Plastic Armor, a type of armor that is not mentioned in Chapter Six. Memory-Plastic, or MemPlas, is a flexible polycarbonate shell that conforms to the contours of any surface, is lightweight, and is extremely durable. It is the standard ar mor of Enforcers, and its only presence in the Wastes is attached to Corporate personnel. A scavenged piece of MemPlas armor will be useless to the scavenger, since each suit of armor must be tailored to the individual. Since the technology to successfully alter MemPlas does not exist in the Wastes and due to its prohibitive cost and availability, it can only be acquired in major metropolitan areas like Metro, Golgotha, or Atlan. However, in case the Puppeteer would like to use Corporate Enforcers in the course of the game, here are the rules for MemPlas: Hit Points Strength Cover IN THE RANK AND F ILE OF THE CORPORATE MILITARY : Name Race John Stevens Alpha Stats STR 13 AGL 16 DEX 16 END 15 INT 10 CUN 12 CHR 7 WIL 7 Profession Enforcer 2nd Class HP 25 Skills Rifles Pistols Survival Waste Prowl Drive Ambidexterity Equipment 3 3 2 3 2 1 RBL 11mm Charge Vibro Knife Survival Kit MemPlas Armor SatComm 2x Frag Grenade 129 MemPlas 30 9 Full Body Name Race Randall Beckham Alpha Stats STR 12 AGL 12 DEX 16 END 15 INT 14 CUN 16 CHR 12 WIL 9 Name Race Skills Rifles Pistols Survival Waste Tactics Leadership Prowl Michael Peterson Alpha Stats STR 10 AGL 10 DEX 13 END 12 INT 18 CUN 18 CHR 16 WIL 14 Skills Leadership Tactics Persuasion Lore-Wastes Pistols Politics-Corp. Intimidation Profession Enforcer 1st Class HP 35 4 4 2 3 3 2 Equipment RBL 11mm Charge Vibro Knife Survival Kit MemPlas Armor SatComm 2x WP Grenade Profession Chief Field Enforcer HP 22 5 5 3 4 3 2 3 Equipment 11mm Charge Chief Field Officer Michael Peterson is a man of few words. An imposing figure at just over two meters tall and weighing in at just under 110 kilos of solid muscle, fifty-seven year old CFO Peterson commands with an air of respect, duty, and efficiency. He is in charge of the ninety-four Enforcer squads that trek through the wastes to keep the aberrant out and the good, pure people safe from their genetic infection. His is a serious task, and he is a serious man for the job. A model of success from his day of initiation, CFO Peterson rose through the ranks on a greased rail. His father, holding an elevated position in House Rapture Media Relations, polished the right brass and made sure to keep his son here on this continent instead of sending him overseas to deal with the degenerate hoards of scum that people the rest of the world. He does his father proud by maintaining his ground, following orders without fail, and making sure that his men are honed to their ultimate best by extensive training drills, occasional excursions into enemy territory, and rigid discipline. He is truly a superior officer. “Yes, sir!” 130 THE REDHA IR TRIBE Walks in Blood look ed over the crowd sitting upon the valley floor and sighed. In the thick moonlight he could see bairns squirming in their mother’s arms, perhaps hungry, perhaps uncomfortable, perhaps tired. Children fidgeted and threw small rocks at one another, quenching giggles and shushing one another wordlessly. The adolescents sat beside their parents—silent, stoic, sensual. The adults shifted nervously, their eyes darting back and forth across the clearing, knowing the time was near, knowing the day was at hand. Blooded Horn’s daily sermon had prepared them for a victory speech, and the man, sitting naked but for a breechcloth and a huge sheathed sword, was unsure he could give them that. With every passing moment his insecurity grew with the noise from below him. It was time to start, or time to finish. He chose to start. Many Tribes of Scavengers call the Wastelands home. Few find themselves in benevolent light with all who do business with them, but none are as notorious as the Redhair. A vicious and genocidal band, the Redhair are like the Corporation—bent on the destruction of anyone not of their ilk. They get their name from a gesture of superiority and a means to strike fear into the hear ts of their enemies; after a battle, a Redhair warrior will soak his hands in the blood of the fallen and coat his head with it. Fueled by one of the most powerful Shamans ever known, an elder named Blooded Horn, this Tribe believes that Atawe himself will lead them to mythical Sun City in the center of the Arid Sea, but only if they prove themselves worthy by cleansing the sands of heresy. And cleanse it they do; by bathing it in the blood of Scavvy, Outsider, Beta, and Alpha alike. Housed in an abandoned Outsider cliff city, the Redhair make extensive raids across the Wastes, targeting settlements, warrens, and military outposts. They are highly organized, and highly successful, raiders, led and inspired by Blooded Horn’s right hand, Walks in Blood, or simply Walker. Walker is a generous and charismatic leader who poses a dynamic counterpoint to Blooded Horn, an antiquated, possessed, chilling old man who often bathes in the blood of his enemies. To maintain a façade of benevolence and kindness, he has taken to surrounding himself with children while using his superior telepathic ability to convert prisoners, missionaries, and unbelievers. He regularly smokes a mixture of wanderer and whitesnake venom to induce hallucinogenic visions, which form the basis of his dogma. He believes himself to be the mouthpiece of Atawe, and manipulates the emotions of his congregation to accept his decrees without question. Walker, on the other hand, needs no Shamanistic talents to bend people to his will. An imposing figure for a Scavenger, his military prowess and skill with a sword combined with elegant oratory and devotion to Blooded Horn’s vision combine to convince everyone he encounters to either convert to his way of thinking or die. He leads a force of Redhair called the Blooded Wind to obliterate targets that Blooded Horn identifies, regardless of distance, size, or defenses. Comprised of an infantry division called the Runners, a unit of cavalry called Longstriders, an artillery unit known as the Destroyers, and an advance scouting and assassin squad named Nightmen, the Blooded Wind is one of the most effective military presences in the Wastes. Using their native skills and bolstered by shamans, the Scavvies under Walks in Blood have perfected a type of guerrilla warfare that is swift, mobile, and, as yet, unstoppable. Although many would like to think of the Redhair threat as a passing phase in the long and turbulent history of the Wastes, their rising numbers and seeming invulnerability have frightened many settlers. Industrial outposts in the area have bolstered their defenses and requisitioned more troops, the nomadic Outsiders have suspended passage through areas known to be under Redhair control, and Scavvy warrens, as well as many well-established settlements, have pulled up stake and moved elsewhere. The only group seemingly unaffected and unconcerned in the rising threat is the Corporation, mainly due to its geographical distance from the Borderlands and perceived genetic and military superiority. Walker has been leading his people farther and farther afield, however, and it will not be long before the two powers clash. 131 Overall, the future of the inhabitants of the Wastelands is uncertain. Between the environmental difficulties, the Industrial military on one side poised to do battle with the Corporation on the other, and the Redhair Tribe making increasingly bolder and bolder forays against bigger and bigger settlements, life in the Wastes is not getting any easier. Then again, it has never been easy, and likely never will. Only the strong survive here, and the Redhair may just be the strongest of all. He pulled his sword from its home with a single practiced pull. A wet, sucking sound echoed over the heads of those gathered and the sounds, the motion, the very br eath of the people stopped. The man sitting on the rock held his weapon in his hand and look ed at it, marveling as he had so many times at the small, circular dents that had tamed this wild steel, the rough, raspy ridges that spoke of a grinding wheel’s kiss. This was no forged blade. T his was a slab of steel forced into the shape of a sword, shined by the sweat of a thousand days, and sated with the blood of the her etic. It was a heavy blade. H eavy in steel. H eavy in death. Heavy in memory. “On this sword is written the history of our people. Here, in the steel, are the inkings of our creation, the hammer blows of Atawe. Ther e, al ong the edge, ar e the furrows of sand that trimmed from us the fat, the uselessness, the excess and left only the necessary, the sharp, and the worthy. See, look at the way it gleams in the night, polished by the waters that come to us from the ground, from the wind, and from the sky. And here, here is the blood that runs through our veins, our personal gift from Atawe.” His voice was soft, just above a whisper, but it carried as though shouted through a bullhorn. His dawn-color ed eyes remained focused on the blade for a moment longer, then snapped to his audienc e. They rec oiled as one, nearly flattened by the power of his presence. “But this is not merely the scroll of our past deeds. This is the pen with which we shall compose the future. The sands themselves will be the b earer of our w ords, chanting our song in a eup hony of blood. All who hear the music of our p en will shiver under Atawe’s fierce eye and know that they will meet him soon.” He stood slowly, watching the heads of his people sway as if hearing the delicate strains of a concerto borne on the exhalation of a mor ning not yet dawned. H e pointed to the east with the sword and thundered, “I go now to car ve the wishes of Atawe into the annals of the sands. A great cacophony has arisen in the East and we must answer the call of the Father to purge the impurities from his body, to lance the boil of her esy, and car ve the r otten flesh from his limbs so that he may be healed. For as long as the scourge of infection threatens to eat away at his very essence, we shall never know p eace. Blooded Wind, to me!” And, with that, Walks in Blood rode off into the sunrise, red with the blood of a thousand unslain usurpers. 132 A F EW WHO F OLLOW WALKS IN BLOOD: Name Race Crimson Sunset Scavvy Stats STR 16 AGL 16 DEX 10 END 19 INT 5 CUN 13 CHR 11 WIL 5 Name Race Name Race Skills Equipment Lance Brawl Knife Ride Quei Knife Shadowed Moon Scavvy Stats STR 10 AGL 16 DEX 16 END 17 INT 7 CUN 19 CHR 7 WIL 7 Profession Longstrider HP 29 Skills Prowl Camouflage Pistol Poisons Explosives Dawn Bringer Scavvy Stats Skills STR 7 Ride Quei AGL 11 Intimidate DEX 8 Tactics END 10 INT 16 CUN 20 CHR 14 WIL 14 Equipment Quei-Quei “Atli” Lance Hydra Gauntlet Knife Scavenger Armor 10 HP Quei-Quei “Quetzal” Saddlebags Profession Nightman HP 27 4 3 2 2 2 Equipment Spring Pistol 10x Whitesnake Venom Scavvy Armor 10 HP Camouflage Kit 10 grams Tarroot 3x Tarroot Cocktail Profession Shaman HP 22 2 1 2 Shaman Powers Manipulation 3 Hallucination 4 Telepathy 2 Communicate 1 Delve 2 133 Dawn Bringer occupies a special place in Walks in Blood’s military council; she is the Shaman of the Blooded Wind. A quiet, reserved woman in her late twenties, she was originally an apprentice Shaman to an elder of the Rockslide Tribe, a collection of Scavvies that no longer exist. Her elder, a weak, tired old Scavvy known familiarly as Old Gnaw Bones, fell under the sword of Walks in Blood, who spared her life because of her rugged beauty. He bound her, subdued her, threw her over the back of his Quei-Quei, and delivered her to the feet of Blooded Horn. She has never spoken of the year she spent in his service, invisible to all except the elder Shaman’s personal caretakers. She emerged 360 days after being dumped on his doorstep, stalked over to Walker, and has never strayed farther than fifty feet from him since. She rarely speaks, at least not with her lips. Her voice has touched the mind of many while convened in a meeting of tactics, however, and her shrewd mind and brilliant intellect has streamlined many raiding plans. Dawn Bringer’s particular gift is in the field of Hallucination; she is able to twist the senses of her enemies to make them believe an ally is an enemy and vice-versa. She has greased the gates of several settlements with visions of friendly faces instead of fanatic foes. She often searches the memories of her targets and uses what she gleans to enhance the effectiveness of her visions. If she experiences visions of her own, however, she keeps them to herself. “…” 134 Campfire Tales A lot of strange things happen in a place like the Wastelands. Enough wide-open spaces ensure that nearly anything could be hiding over the closest dune. The following are a selection of legends and stories of the Wastes. Some of them might be a bit dressed up, others complete fabrication. They say, however, that every story contains some element of truth. With a place as weird and wild as the Wastelands, surety is a luxury as rare as a Jacuzzi. This last section is devoted to ideas for the Puppeteer to use when running a Way out Waste game. No rules have been included, since no real truth has been discovered about any of the following stories. Feel free to fill in the holes when using any of the Campfire Tales. Have fun. That’s what the game is all about. 136 The old Scavvy sighed, grunted, and slid out of his saddle. His Quei-Quei, looking every bit as weary and bedraggled as the wizened nomad himself, bleated a squawk of relief and pecked at the shiny beads in the Scavenger’s silver cords of hair. The old man swatted the blunted beak away from his head, checked the height of the setting sun, the angle of the pale moon visible against the opposite horizon, and the lay of the featureless land. He nodded, grunted again, and pulled an odd, forked stick from the travois attached to the bird’s back. He gasped one twisted fork in each hand and began muttering under his breath. His eyes rolled back into his head and he took several tentative steps, holding the stick before him as though it were guiding his movements. His chanting became louder, his steps quicker, and suddenly the stick jerked and almost plunged into the sand at his feet. Grinning, the Scavvy nodded and knelt, weighting down a strap of greenish cloth with a rock on the spot where the stick had touched ground. He replaced the dowsing rod, actually an abnormally thick section of wanderer root seasoned by his grandfather, and claimed a long rope attached to a flattened cylinder from its home among the detritus strapped to the travois. He stepped away from the Quei-Quei and began spinning the cylinder over his head. It moved faster and faster until a low, wavering hum blasted from it, shattering the stillness of the Wastes. He let it scream for three rotations, then released the tension and let it drop to the sand. He coiled the cord and the squinting brown eyes behind his mask stared at the horizon until he spied a slow-moving wagon trudging along behind the shaggy forms of two Devourer. Nodding, he turned and began unloading the travois. By the time the wagon train reached him, he had constructed a sparse lean-to in the lee of a sloping dune and was sitting in his constructed shade, smoking a fragrant pipe. The leader of the train walked over to him, wiping sweat from his forehead with the back of a hairy arm. “Well? Why we stopping afore sundown?” “Atawe has seen fit to share his blood with us here.” “What?” “Search beneath the sign of green, and you will encounter a deep pit covered by a tin roof. Use a long rope tied to a bucket to take life from Atawe.” “You tryin’ to say there’s a well here? Under that rock there?” The Scavvy nodded, and the leader sighed. “Why don’t you Scavvy-types ever say what you mean, Hundred Fingers, ya old coot? Hey Junior! Get a shovel an’ start diggin! There, under that rock with the green rag! Yeah, there! Shut up, and dig!” The leader glanced up at the sun and shook his head. He glanced down at Hundred Fingers and shook his head. “Scoot over and let your boss share your shade. It’ll be a while afore Cookin’ Hank gets his act together. How’d you know there was a well here?” “That, Boss, is not something to discuss now, under Atawe’s Eye. Atawe focuses on the doing, not the telling. His realm is the present, and he leaves the memories of the past and the ponderings of the future to Umutwe, who is not yet strong enough to distract him from our stories.” “Right. Well. I better get these sorry excuses for men in gear. Thanks for the squat, old timer.” “Youth rests in the heart, not the bones. You are old, I young, and the city man in the wagon neither. He has had his heart taken from him by the sands.” “Whatever you say. I’ll let you know when the grub’s fit to eat.” The trail boss grunted once as he pulled himself to his feet and strode out into the sun to bark commands at his unruly pack. The old Scavvy grinned and puffed at his pipe, feeling the relaxing intensity as the wanderer grabbed hold of his mind. “Boss!” The leader of the troupe turned and squinted back over his shoulder. Fingers?” “You gotta problem, Hundred “No. No problems. Tonight will be a night of legends. Umutwe tells me of her loneliness, and only we can accompany her. Go. I need food. Then we will speak long into Atawe’s rest.” 137 THE SWARM Junior had found the well buried under ten feet of sand. He cleared enough space to heave off the heavy lid, and had the pleasure of the first gulp of fresh coolness. The party refilled their skins, sated their mounts, and gorged themselves on the rough fare Hank, their cook, slopped out of a cast-iron pot. The sun had set by the time Hank got the pot clean and rinsed and full of fresh water for freshening up, if anybody was interested. Turned out everybody was, and after the round of scrubbing the men settled themselves around the campfire, smoking reds or the occasional tobacco cigarette. Hundred Fingers kept to his wanderer. Their leader tapped the ashes out of his pipe, leaned back against his saddle, and looked at the Scavenger guide. “So can you tell how you knew there was a well here yet? Or will Awate or whatever his name is bite you on the ass?” The man in the frayed suit they’d picked up outside Madre de Noche cleared his throat and croaked, “Atawe.” “Right, him. You gonna tell us, Hundred Fingers?” The elderly Scavenger smiled and nodded. “It is an old story, a tale older than this dune, a song sung in the time of my grandfather’s grandfather. And this is a good night to sing it, for the sky is clear and not full of sand or wind or demons. Umutwe likes to hear the songs of the people, for her memory is short— see how Atawe has eaten a third of her? This is so he can keep her in constant sadness, sadness which never gives way to anger. We must remind her of the things she once saw so that when they happen again, she will not be disturbed. And so I shall sing for you all the song of my grandfather’s grandfather, and then perhaps you can sing songs of your own, for it is a very poor person who has no songs to sing in trade for songs to hear. And so, this is what my ancestor saw, and these are the words that we use to remind Umutwe of the power of Atawe. 138 Listen— The sands tell of a city that once A city that was A city that won’t Be. Listen— The Swarm is His power The power to take The power to make All. Listen— The sands speak to the people The people that are The people that were Hearing. Listen— The Swarm is not one Yet one in mind Not one in body Gestalt. Listen— Can you hear the screams? The screams of the men The screams of the walls Falling. Listen— The Swarm sleeps for a century A century of rest A century of decaying Waste. Listen— The screams tell of a flood A flood of blackness A flood of bodies Flying. Listen— The Swarm will awaken Awaken from sand Awaken to feed Atawe. Listen— O ur fathers found death The death of a city The death of a people Innocent. Listen— We all serve Atawe To serve is to live To serve is to die Eaten. Listen-The city has fallen The mothers dead The fathers dead Forgotten. Listen— Atawe is the Father The Father of death The Father of Life Eternal. Listen— The sands hide a secret A secret to keep A secret to hold Fast. Listen— Atawe creates all With all of himself From all of the Wastes Taken. Listen— The sands hum with the body The body of Atawe The body of a thousand Wings. Listen— The sands speak of a city that once A city that is A city that will Be. Listen— The Swarm is His body A body of many A body that takes All. Listen— The Wastes are Atawe The Swarm is Atawe And We are Atawe All. 139 “And that is the song of my grandfather’s grandfather. My father told it to me, as his father did him, and his father, and his father. Yet that is not the only thing our men have been passing to our sons. There is one other thing we are told to remember: “The Wastes belong to the Swarm. Everything else just lives here.” 140 THE SANDMAD No. No, I won’t. I can’t. If I got to think about them one more ti me, I will lose it. I know. See, even thinking about thinking about it is making las manos shake. No, it’s not the whiskey, Junior. It’s not the sun. It’s the Sandmad. There you go, laughing at me again. I’ m telling you, I won’ t have it. You wouldn’t laugh if you knew. If you had been there. If you felt the teeth in your arm, teeth that are not in your arm for biting. Teeth there for ripping, for tearing, for leaving with a chunk of your arm, of your flesh, of you. If you had seen Doctor Gibbons on his back, in the sand, with something dangling from the sparkling jaws of a blackpainted kid. El doctor just laying there, crying out, asking why he could not see nothing, why his cheeks were so hard and slippery. Asking what had happened to his eyes, when you could hear a squishy popping sound loud in your ear and feel a splash on your cheek. You wouldn’t laugh if you been there, if you knew. If you’d heard that laugh, that husky, tittering laugh. First time I heard that laugh we were already four hundred klicks north of Blackrock. See, Doctor Gibbons had heard about this natural oasis, furthest oasis into the Wastes he’d ever heard of. Got himself the idea that he wanted to see that oasis and figure out why there was water there an nowhere else within a thousand miles. Well, Doctor Gibbons never got to see that oasis, nor did any of the other twelve he brought with him. I told him and told him thirteen was a cursed number, a bad number, a number that wo uld kill us all. Nobody go on no expedition nowhere with a group of thirteen. Well, Doc, he a scientist and all, went along and left anyway with his three pencil-pushing thinkers, a Scavvy escort of five and us five grunts that el Generalissimo Jorge Mendoza de Saavedra, head honcho of the hacienda, would let him sneak off with. Turned out that we wouldn’ have thirteen for long. First couple hundred klicks was fine, just fine, if travelin’ in the Wastes is ever fine. Hot, sticky, and big, but aren’ they always? Then it started. Firs’ we lost Shattered Feather, the Scavvy what kept the other four in order. He had a few chats with Doctor Gibbons, who spoke whatever lingo that passes for language with those damn Scavvies. None of those chats sounded friendly. El doctor later said something about how he should have listened to the Scavvies, should have listened to Shattered Feather, but he never did say about what. I’m guessing Scattered Feather had a good idea what was out there. Wish I did. We camped that night under a big picture sky cut short on one side by a slab of granite a little more fuerte than your common rock. We huddled in its shadow, hoping to find safety at its foot. Well, we ended up being good and safe, but Shattered Feather wasn’t. Midnight that night was the first time I heard that laugh, and it was the last time I saw Shattered Feather. Saw his silhouette against the moon; he was standing up straight on a jutting lip of that chunk of granite about thirty feet up. He was just standing there, his feet spread wide, his spring rifle pointed at something in the night. Then he’s gone, like the solid rock sucked him right up. I heard a bit of a scrabble, a wet gasp, then that laugh. That damned laugh. Next day, soon as the sun come up into the sky, we take a look up where Shattered Feather had been standing. Well, something had sucked him right up, but then it spit him right back out again. What was left of him, dios mio, was covered in flies and sticky and smelly but carved, like a man carve a pig. The skin covering his body had been peeled away and left in a heap in the sand, and his arms and legs had no muscle, no meat, on them at all. Well, we go an’ talk to Doctor Gibbons, and we tell him that somebody carve Shattered Feather like a pig an’ he nod an’ shake his head an’ say we go on, that rippers got him or cliffhawks or something. But Shattered Feather, some say he could talk to rippers, and to cliffhawks, an’ besides, no cliffhawk can carve a man like a pig. But we go on, anyway. The next night we make camp in a old arroyo with steep sides and a sandy bottom. I make sure to set a perimeter, with Sanchez an’ Castillo an’ Perez guarding the north an’ me an’ Ignacio guarding the south. 141 The Scavvies what remain, they scrabble up into the rocks an’ perch up there like loros, talking back an’ forth an’ chatterin’ away. I set watches for the men, for them to sleep an’ watch in four hour shifts, but Ignacio must have fell asleep during his watch because I get waked up by the soun’ of him screaming. I jump up an’ Ignacio’s covered in three or four laughing black shapes with long, curving knives an’ they are stabbing an’ stabbing an’ stabbing away at him, an’ then he stops screaming. I scream myself an’ level my rifle and let loose with the whole magazine. In the light of the muzzle flashes I can see maybe hondreds of these black, slippery shapes, all over the walls, all over the floor, everywhere. My gun starts to click an’ I am panting an’ still screaming an’ looking for another magazine when I look over an’ see el doctor stumble out his tent with something on his face. Then I hear a wet, ripping sound and the thing on Doctor Gibbons’s face goes flying back, knocking el doctor to the groun’. Another thing come up an’ stan’ between me an’ el doctor for a minute but by the ti me I have the magazine in the gun the thing is gone an’ Doctor Gibbons, he asks why he can no see, an’ why his face is wet and hard. They took his face an’ his eyes so I shoot him so I don’t have to answer his questions, ¿si? By that time there are screams and laughs and cuttings coming from everywhere, so I scream for my men to fall back, to get out of el arroyo, to make for the Quei-Quei so we can retreat, this battle is over, is done. Then the pain come from my arm and I look down an’ see one of these things, these Sandmad, trying to tear off part of my arm with i ts teeth. For a mo ment we stand there, our eyes peering into one another’s eyes, and I know that this thing, this once-man, was not always loco but the sand and the heat and no having water have made his mind go crazy. Then the moment is over an’ he starts to wrench his head from side to side an’ I start to feel a piece of my arm come loose an’ I scream again and put my rifle against its body and shoot and shoot and shoot an’ it is dead, but I shoot it again. Then I feel one land on my back and hear that laugh and hear that wet spongy pop and feel that splash against my face and I know what happen to Doctor Gibbons’s eyes. I hear the sound of a knife coming out and I shoot back over my shoulder an’ I must have hit it because it falls off. Then I run. I run an I run an I run an I shoots anything that moves. An’ I use up all the bullets for my nineteen but I still have mi pistola, a hard-nose Eleven Mike Mike, an’ I stop shooting everything that moves. Which is very good for me because the next thing out of el arroyo is a Quei-Quei running like el diablo is on his tail an’ perhaps he is. I whistle to him and he comes to me and I jump on his back and wait for what feel like forever for somebody else to come out of el arroyo. Pero nadie lo hace. I hear shooting, I hear screaming, but more than anything, I hear that laughing. That high-pitched, loco laughing. I say that nobody else come out of el arroyo, an’ nobody else did. But the Quei-Quei did, all but one. I found it very hard to imagine why they would let all but one bird free, but maybe I shoot that bird when I was shooting like I was a loco myself, or maybe it got shot by somebody else. Anyway, I no think more about nothing right then, because I start riding south and I don’t stop until I see la hacienda on the horizon. But I think about everything when el generalissimo ask me why I bring back all the Quei-Quei an’ no doctor, no soldiers, an’ no Scavvies. Why would they let so many Quei-Quei go, so much food go? I tell you why. They no like the meat of the Quei-Quei, no no no. They may be the Sandmad, but they know what they like, an’ it ain’t bird. 142 THE NAMELESS Now after three weeks of eating my cooking I’m sure it’ll come as a big surprise to y’all to know I wasn’t always a slop slinger in a wagon train. Now now, quiet down, I’m telling the truth. I wasn’t always fat and lazy. Believe it or not, once upon a time I was quite the ladies man, a bit of a swinger, ya might say, and a quick hand with a Blackhawk and a mean shot with a Salente. Yup, a regular killer, as they say, and a pretty damn fine bounty hunter, too. I’ve traveled all over the Wastes, from down south where there’s Arachnid tanks crawling out of dingy border towns to up north where the sands disappear under a belt of green, from out west where the ocean beats hell out of a bunch of tired rocks to over yonder east where the sands get mixed up in adobe to make more houses than anybody’d ever care to see. Well, it was on one of these trips that I found myself deep in the Barrens and getting on towards the edges of the Arid Sea. Some lazy settler outside of Rock Falls had lost his wife and daughter to a bunch of horny Bandits, and, being the pathetic cuss he was, he hired me to track them down, which I did. Turns out the wife and daughter liked being with the bandits a whole hell of a lot more than they ever liked being farm wenches, what with being given pretty clothes, good food, and regular rolls in the sand with a selection of strapping, well-hung young men, so they paid me double what their pappy’d paid me to track them down to bring back stories of their violent rape, abuse, and eventual murder. Which I did. But on the way back, I ran into something else that ended up scoring me even more creds than this double-sided fibbing gig ever could. I was headed almost due south along a ridge of fine sand that was relatively well packed so my Quei-Quei was making decent time. I had left that bandit camp about three days before, and they’d told me the only oasis of any decent size in the area, other than the one they had claimed as their own, was reachable if I rode straight south as fast as I could get my Quei-Quei to go then turn directly east at sunrise on the fourth day, after which I would reach water by mid-day. I took them for their word, mainly because they were amused by my mission and happy that I hadn’t made them waste ammo in killing me for trying to take the women. At any rate, it was nearing sunset when I noticed a dark shape in the sand off to my right, down in the gulley between two dunes. I pulled out my lenses and took a closer look, and, sure enough, there was somebody planted face-down in the bowels of that dune. So I spurred my bird in the direction of the fallen shape, figuring that, at worse, he might have something worth pawning at the next town. The closer I got, the bigger the figure got, until I was staring down at the collapsed form of an Outsider. I kicked myself free of the saddle and rolled the poor bastard onto his back, and nearly had me a heart attack; he was still breathing. I poured some water down his gullet and his eyes fluttered and he yakked at me in a language I ain’t never heard; it was different from the usual blabber that Outsiders use to poke fun at the rest of us. He looked different, too, all decked out in deepdesert gear, with a black head wrap, a dark robe-like thingy, and a pair of boots that were more gone than there. He was armed with a pair of Blackhawks, one of those fancy head-splitter sticks, and a big-ass book bound in thick leather. He was also packing around a long strip of cloth like one of those banners that Outsider clans fly to identify themselves, only this banner was caked thick with blackish brown goo and didn’t have no sigil that I could see. The Outsider took another drink of my water before passing out, muttering in that weird language. Now, at the time, I was more likely to kill the bastard, take his guns and ammunition, and leave him there in the sand for the rippers, but the fact he was packing around a book made me think twice about his worth to me. So I ran a rope under his arms and tied it to my saddle and headed south again, much to the dismay of my Quei-Quei; dragging the dead weight of an Outsider’s a tough job for a team of birds, and he had to do it alone. But he was a good bird and pulled through all right. My passenger hadn’t come to by the next morning, so I steered toward the rising sun and gave the bird his head. His nose for water was much better than mine, and we reached the shade of a few scraggly bushes about three hours before sunset. I took a bath, the bird took a bath, and I poured some more water down the Outsider’s throat. He coughed, sputtered, and groaned a bit, but didn’t come around. I figured he’d prolly stay like that for a while, so I helped myself to most of his ammo, his book, and left him his pistols and that stick of his. Come next morning, I filled all my water bags, loaded up, and struck out for the eastern horizon, leaving the Outsider at least a little better off than he had been. 143 About halfway through that day, I made a quick stop to rig a little travois that dangled back behind the Quei-Quei and allowed me to lay back and appreciate the freedom of the Wasteland sky without having to get my spine all jerked around by the bouncing of the bird. I propped up a tarp to give myself a bit of shade, pulled out that book, and let the bird go where he wanted, as long as it wasn’t back where we just come from. I cracked the book and started to try and figure out what it said. Now, I ain’t that much of a reader in our language, and sure as hell ain’t much of a reader in any other language, but, lucky for me, they was plenty of pictures in the Outsider’s book. I looked at that book for about a week, tryin’ to piece together whatever story was painted on those thick, hide-like pages, and this is basically what I came up with. Once upon a time, a long time ago, and all that, there was about fifty or so groups of people, all with their own distinguishing marks and signs and whatnot. In the book they was a picture of every type of people with their different flag flying above their head. Some of those flags I kind of recognized as being the sigils of Outsider Clans like the Cliffhawks and the Longstriders and a few others, but there was one that was real strange. See, it was somewhere in the middle of this list where there was a picture of a person with his flag flying over his head, only both the figure and the flag had been blotted out with reddish-brown ink. Strangest thing you ever saw. Well, right after the big long list of people with flags flying over their heads, there was a picture of that blotted-out person talking to a wolf. I mean, you could see under the brownish ink where there used to be a normal picture and a normal flag, but somebody had gone through and painted over it. Anyway, right after that picture of the guy talking to the wolf was another list, only this was a list of battles, each with the wolf against one or other of the peoples. The wolf always won. Then, about in the middle of the book, there was a big layout of the rest of the people on one page, about ten or so, including the one which was all painted over, and on the facing page, the wolf. Then, on the next page, somebody glued a whole bunch of sand over a layout identical to the one on the previous page. Then, on the next page, there was the picture of the collected peoples on one side, but the wolf was gone fro m the other. I don’t know exactly what that’s supposed to mean, but I guess that maybe the Wastes themselves took care of the wolf problem. Anyway, then there was another strange layout. On one side of the page was nine of the people with their flags, and all of them had their hands pointing away, tow ard the other side of the book, where there was that one person that was all inked out. Looked like he was walking away in the direction of those pointing fingers. I’m guessing they found out about him talking to the wolf before all those battles and banished him or something. Well, it worked. Next few pages are kinda like maps, I suppose, with the flags of the peoples occupying different parts of it. The one that’s all blotted out is there, but it’s smack dab in the middle of a wide-open space with nothing else in it, except for a green dot. I’ m guessing that instead of packing up and moving on, that nameless group just packed up and moved to a place nobody else wanted. And that was it. They was writing all through the book, sure, but I couldn’t read any of it, and I really didn’t need to. The pictures told a good enough story alone. Now, I can see y’all ain’t nearly as interested as I was with the story, but then again I ain’t got the book here to show. Nope, I sold that book to a weird, military-type in Dust Hole about ten years back. I was drunk, talking about this book to a bunch of Scavvies, who, upon hearing me tell about it and seeing this guy walk in, made themselves real scarce real quick. This newcomer was dressed funny, in a blackish-grey one-piece suit that looked all soft and squishy but was hard as a rock to the touch; I know, cause I went up and poked it to see. When I touched him, the guy looked three-quarters ready to tear my finger off. He was tall, clean-shaven, and had close-buzzed blonde hair. His eyes were brown and angry and cold, but he smiled anyway and asked me some questions about that book. He bought me a few rounds and I told him everything. He seemed to think for a bit, frowned down at me, looked me over good and proper, then offered to buy the thing for enough money to let me retire right then and there. Thing was, I’d been having a bit of a down-time with work and had nearly run dry on my money, my friends’ money, and any other money I could beg, borrow, or steal. So I took him up on it; I got the book, he got the cash together (quickly, too, like he had it ready or something), we swapped, and he vanished into the sunset and me into a bottle of whitesnake for a long while. Well, I ain’t never been too good with money, and what should have lasted me a decade barely lasted me a year. Well, at the end of that year, I was fat, lazy, and not at all willing to go back to doing what I had been doing, and now I sling hash is the Boss’s wagon train. Ah, well, I had a good run of it. And I ain’t never forgot about that book, and that one group of people who will forever remain Nameless. 144 THE SHOALTOWN HORROR It was during a scholarly sabbatical from the Harkman Institute for Ethnic Studies in Metro that I happened across a singular occurrence that I scarcely find myself able to relate. I speak none of none other than the Scavenger settlement of Shoaltown. I can see by the newly pale visage of our esteemed guide that he, at least, is not wholly ignorant to the legends that surround that evil place, but, in all my research, I have come to believe that I am the sole living witness to the quintessence of inhuman malevolence that calls the caverns under Shoaltown home. As I have mentioned, I am a student pursuing an advanced degree, for which I needed to travel to the Wastelands to find information regarding the panoply of Scavenger deities. I henceforth booked passage on a vessel specializing in transporting freight between Metro and the offshore province of Atlan. It was not my fate on this trip to remain aboard the vessel until its final port-of-call; instead, I was due to disembark in Dust Hole, which is the destination of our charming Quei-Quei train and the reason I am traveling with you. I seek to escape these sands, these infernal, shifting sands, which conceal the essence of malfeasance from the unwary scholar. During this first leg of the voyage, I engaged in informative conversations with the maintenance engineer of the vessel, a Scavenger called Broken Wing, regarding the major hierarchy of Scavenger gods, namely Atawe and Umutwe. I asked after differing belief systems present in the Scavenger population, and Broken Wing maintained that Atawe and Umutwe are the principal deities of the majority of the Scavenger population, including the destructive Redhair and all other sects save one. Broken Wing was at first hesitant to respond to my about this divergent population, then adamant in his refusals, then uncommunicative, and finally vanished into the bowels of the ship. I thereby went to the captain of the vessel and assailed him with entreaties regarding the scholastic necessity of unearthing the secrets of the Wastelands, but it wasn’t until I plied his capitalistic senses with a sizable sum that he summoned Broken Wing and demanded that he answer my questions under pain of expulsion from the ship. Upon receiving such a vehement command from his superior officer, Broken Wing revealed a tale which I immediately attributed to the disjointed ramblings of a sunstroked brain. Although he maintained that he had never visited the place, he had heard of a village, Shoaltown, which housed a population of Scavengers who paid homage to a many-armed demon they called Tlapaniatzontecomatl, a translation of which I was unable to illicit from him. These Scavengers did not wear masks, dressed in hide robes of differing colors, and lived in stone houses centered around a spring that flowed out of the ground and allowed them to cultivate the desert. Although these Scavengers did not wear the traditional totem masks of which I had already seen examples, they apparently did construct elaborate masks of a different type. I asked after the purpose of these facial coverings, but Broken Wing professed ignorance to their usage. He said they might have something to do with Tlapaniatzontecomatl, who reportedly resided in the spring itself, was ten feet tall, and could regenerate his arms should they be separated from his body. After divulging this information, Broken Wing became sullen and uncommunicative, and the captain ordered him back to his duties and me to my cabin. My interest now piqued about this cult of Scavengers, I began asking after them everywhere. I received no information until I reached the Borderlands, and in cities like Epitafio the legend of the Verdant Green, which is what the valley in which Shoaltown rests is called, is common. In fact, in a vile Borderlands town called Madre de Noche, I was able to lay hands on a specimen of their cultural output; I purchased one of the faceless, hinged masks from a bandit who had acquired it during a raid to the north. It was an odd mask, without totem or o ther distinguishing mark. Constructed of a coarse, pebbly clay that reminded me of a mollusk shell, it was comprised of two halves that split along a seam th at resembled a pair of extruded lips. An unwarranted shudder of revulsion struck me as I inspected the reverse side of the mask to discover a series of four hooks that, upon placing the mask upon the face and strapping it to the head by means of several sturdy leather thongs, pierced the lips and gums of the wearer until he opened up and gave said hooks access to his mouth. Then, if one were to pry the twin halves of the mask apart, the hooks separated, forcing the wearer’s jaws wide. The mask opened much farther than was comfortable; the strain on the lower mandible quickly became unbearable. The purpose of such a masochistic and revolting mechanism lay beyond my rational thinking processes at the time, and to my memories of its use I can not attach any sane recollection beyond what is surely half hallucination and half frenzied terror. 145 However, upon my acquisition of tangible evidence of a splinter sect of the largely homogenized beliefs of the Scavenger peoples, I was elated. I vowed to search for Shoaltown and speak with its inhabitants to discern the function of the mask. I set about amassing a party to accompany me, but could find no Scavengers who would dare undergo such an excursion. I turned instead to the ranks of the Industrial military, which is highly visible and powerful in that region. I pitched my desires to the general in charge of the garrison at Madre de Noche, and, after a substantial monetary donation, secured myself a vehicle and an escort of four soldiers who would pilot said vehicle and protect me from any bandits in the area. We set out the next day and headed northwest. The voyage was long and arduous, but during the course of our trek, the soldier in charge of piloting the vehicle, one Miguelito Montoya, instructed me in the use of the vehicle’s controls so that I might pilot the Jackal, as it was called, myself. I delighted in having something cerebral to occupy the long hours in the cab of that jeep-like conveyance. It took us nearly a week before we saw signs of a populated area; the increase in birds was the first sign that we were nearing an area that had water. Two days after we noticed the first circling hawks we crested the lip of a deep valley from which wafted the fecund aroma of tilled earth. We came to a skidding halt upon dipping down into that valley, so sudden and rare was the sight—a rich, green carpet heralding unfathomable fertility. From my extensive studies and travels to agricultural centers, I identified several crops ranging from corn to cabbages to carrots, all flourishing in the abundance of water. In addition to the truly Verdant Green, the southern bend of the protected cove was devoted to pastureland and we could see a sizable herd of fat cattle. The sight brought tears to the eyes of two of the soldiers, and the other two cursed the affluence of the farmers. I simply sat and let my eyes roam over the pocket of agriculture, paying particular attention to the handful of stone structures that dominated the center of the community. Ten structures had been built around a central, five-pointed edifice that resembled certain species of aquatic echinoderms to which a colleague is devoting his doctoral efforts. It struck me as strange that such oceanic iconography had penetrated so far into this arid region, and it whetted my intellectual appetite to know the source of this veneration. I urged Miguelito to make all haste to the center of the settlement. He selected a likely path and we barreled into Shoaltown. We were surprised by the warm and hearty welcome that awaited us when we disembarked from the Jackal. A collection of lithe, healthy Scavengers greeted us in a patois not unlike that of the Scavenger nation outside Shoaltown. Luckily, I had spent sufficient time with those peoples to have acquired a working knowledge of their language, and my ear tingled at the genuine delight these people were shewing us. They hadn’t had any visitors in ages, it seemed, and our arrival to their village warranted a feast the likes of which we’d never seen, according to what we took to be the village elder. He was dressed in a heavy robe of rough leather painted in fivepointed stars of red, blue, yellow, and black. He was surrounded by an ever-increasing collection of villagers who chanted “Tlapaniatzontecomatl” repeatedly; recognizing this as being the name of their supposed deity, I replied with a “Tlapaniatzontecomatl” of my own, which evoked a tittering response that chilled me to my very soul. I shivered in the sunlight, but the disarming smiles and benevolent, almost desperate, gestures of a pair of matrons put my fears at rest. They ushered us toward the five-pointed cathedral and bid us enter. The interior of the stone structure was cool, the temperature maintained by rivulets of water that w ashed over the granite pillars and drained under the floor. They led us to one of the five alcoves where we found a series of shallow pools ringed by benches and springy mattresses of reeds. Ten adolescent girls, supple of limb and devoid of garments, bade us remove our travel-stained garb and bathe. The four soldiers were amused by this, and, although they hadn’t seen bodies 146 of water this large for the sole purpose of bathing in their entire lives, quickly overcame their reservations when directed by the pliant and purposeful ladies. It didn’t take the soldiers long to discover that the maidens were willing to service the men in any way they saw fit, and I soon found myself fleeing what was rapidly becoming an orgiastic bacchanal. Being a man of science and learning, I was astounded that strangers would be so quickly accepted into the community, welcomed, bathed, and serviced in such a manner. I excused myself as tactfully as I had words to do so when propositioned by one of these girls, donned a light garment of locally-produced silk, and went in search of the man in the colored robe. As I escaped the ministrations of the harlots in the bathing house, I found myself in the central hub of the cathedral. A skillfully tiled circular portion of floor captured my attention. I wandered over to it and knelt, admiring the splendid workmanship. With a finger, I traced the intricate tile work back to where it vanished under the lip of the overhanging floor and noticed slight scratches on the otherwise perfect tiles. These scratches unnerved me, and I realized that this recessed portion of the floor was meant to slide under the main floor to reveal a chamber underneath. I determined to seek an explanation from the village elder when I heard the swish of silken cloth. My head snapped forward and I cannot humanly express the revulsion and nausea that spread over me when I glimpsed the wearer of the noisome garments. A glimpse was all I can claim to have seen, for the form faded from view before my mind had a chance to truly recoil. I can recall seeing a being covered in knobby flesh that walked without feet, but rather propelled itself forward through the use of three thick, purplish limbs. It was draped in a shapeless robe that molded to features too inhuman to contemplate. I stifled a scream and closed my eyes, and when I heard a voice behind me, I threw myself to the ground. It was the elder in the colored robe, who asked me if the maidens were not to my liking, in which case he would gladly provide entertainment in the form of young boys or whatever my heart desired. The utter cheek of the man to insinuate my being a sodomist wrenched me from my terrorized state and I voiced my disgust. He immediately apologized and begged my forgiveness. I gave it coldly, and proceeded to question him about the form I had seen, to which he feigned ignorance, attributing it to stress and discomfort, which seemed to me much more likely than actually having seen the creature. Thereby assuaged of my worries, I launched into a barrage of questions about his creeds, produced the mask I had acquired in Madre de Noche, and asked about its significance. He appeared surprised at the presence of the mask, and claimed that its importance to certain rituals was a tightly kept secret. Other than that he would offer no information, saying that he was busy arranging a feast, and he invited me to look on the preparations and make any suggestions I might. I followed him and watched as villagers, appearing oddly malnourished for the richness of their valley, slaughtered a calf, prepared a mountain of vegetables, readied wines, fruits, and nuts, and lay a sumptuous table in one of the o ther alcoves. I fascinated myself in watching the ritualistic preparation of the meal, wondering why the denizens of Shoaltown looked so thin, and tried to forget about the hallucination my overtaxed mind had created. As soon as the banquet was deemed satisfactory, I was ushered to the seat at the head of the table. The four soldiers were also shewn in, garbed in identical robes to my own, and were seated in the four closest chairs to me. The resounding voice of our host then welcomed us all to the feast in the name of none other than Tlapaniatzon tecomatl, and bade us all eat to our heart’s content. He then sat at the seat directly opposite me, and a delegation of elders occupied the remaining four chairs at the expansive spread. I say elders, but in truth they were youths of not more than thirty, and comprised the oldest villagers I had yet seen other than the headman, and he looked to be about my own age. I asked after their customs in regards to geriatric care while the Industrials dove into the delicacies, taking over-large servings of veal and pouring themselves prodigious amounts of the wine. The village elders laughed at my questions and asked if the fare was to my liking. I accepted a glass of wine, a few vegetables, and one of the rarer slices of meat, but, in truth, my mind was the part of me most wanting sustenance. I supped lightly, unnerved by the way the local delegation accepted sizeable helpings of vegetables but insisted on keeping the beef for us guests. I asked if they were a culture of vegetarians, and, if so, why the kept such a healthy and extensive herd of cattle, but they assured me that beef was such a regular part of their diet that they had no need of it at this banquet. The soldiers were becoming, at this point, raucous and crude, due to the overindulgence of good food, good wine, and assumedly good coupling. The elder encouraged the young men to continue gorging themselves until they were sated, then somnolent. The ladies-in-waiting were then summoned, and they hoisted the men from their seats and whisked them away. The smiling, almost ravenous faces of the delegation inspired in me feelings of disquiet, but I could make no rational argument as to why this turn 147 of events found me so unnerved. I rose, feeling a touch light-headed myself. I found at my elbows twin girls and I allowed them to steer me in the direction of the closest stone building. I glanced back in time to see the five villagers throw themselves upon the platters of meat, gorging themselves on the tender flesh. Before my mind had a chance to ponder this scene, my attention was diverted elsewhere as the ladies helped me up a flight of shallow steps, down a short hallway, and into a sparse, but comfortable, room. They lowered me onto a reed mattress, positioned themselves at my side, and began to sing a strange and ululating chant which finished rendering me unconscious. I emerged from my slumber later that night as if fighting my way o ut of a thick and viscous soup. I remember lying on my back, panting, blinking my dry and scratchy eyes and wondering where exactly I was. My recollection of the day since our arrival in Shoaltown came to me stubbornly, a phenomenon which had not been present in my life since my early days at the university in which I had spent indulging in the finer pleasures of wine, women, and song. Upon waking I am invariably alert and lucid, regardless of the time and circumstances of my waking, and my subsequent confusion and thickheadedness led me to believe that I had been, in some way, drugged. I collected my faculties and managed to gain my feet. The low-lying mattress and the unwillingness of my limbs to respond to the commands of my brain made rising difficult, but soon I found myself of sufficient mobility to make my way to the door with plans of seeking a fountain from which I might acquire a drink of water. I was at first astounded and then alarmed to find th at the door did not have any interior latch and yielded not in the slightest to my most determined push. Disheartened and now distraught, I leaned my back against the cool wall to the left of the wooden portal and sought to organize my thoughts, which were still quite disjointed and scattered. As I stood collecting myself, the sounds of tampering came from my door. I froze, pulling myself erect against the wall, and my once-languid muscles tensed in realized terror; I was being held prisoner, and the gaoler had come to check on his charge. The sound of a heavy bolt being withdrawn, as well as a heavy crossbeam being lifted, sent shivers down my spine. The door opened, and three forms issued in; two of which were ladies-in-waiting, and the third was none other than the abhorrent form that I had glimpsed earlier in the cathedral! I suppressed a scream of raw terror as the creature shambled past me, agile on its three legs. I could see that it had two identical limbs posing as arms, and a vestigial-looking head with protruding eyeballs and a blunt, broad nose, but I could identify no mouth. It passed within inches of me, and I fancied I could feel the texture of its pebbly skin. It paused in the center of the roo m and the two girls came around it, one holding a mask identical to the one I had brought. They, too, paused, and looked at one another and then at the thing, their faces pale and suddenly terrified. I wasted no more time, knowing that the moment of my escape was at hand, and I bolted from the room. My sudden motion attracted the attention of my captors and the thing turned, rearing up on two of its legs, revealing an underbelly of curved spines pointing inward at what I immediately guessed to be the creature’s mouth. I screamed then, and slammed the door with all the strength in me. The latch was well-oiled and as big around as my wrist, and I shot it home just in time before a blow upon the wood nearly knocked me from my feet. I covered my ears as another unear thly blow pummeled the oaken planks, and I could see the wood begin to splinter. Angled away from the door was a thick crossbeam of a dark, dense wood, and in a feat of fortitude, I forced the timber into its housing, securing the door. The intensity of the poundings increased, but the wood held. Fearing that the noise would draw attention, I resolved to rouse the four soldiers and beat a hasty retreat. I made a search of the other rooms on this floor of the building, but found them all vacant. The realization that my four chaperones had already been collected for some undoubtedly nefarious purpose chilled me to my very core, but I persevered and made my way down the staircase and out the front door. I could hear the sound of arcane chanting issuing from the cathedral, and torchlight dripping from the main entrance caught my eye. I could see the Jackal parked in the shadow of a building not far from myself, and I quenched the urge to put as much distance between myself and this accursed town as possible. I did not yet know the fate of the Industrials, and I could not, in good conscience, leave them here to a fate assuredly worse than death. I crept into the shade beneath a fragrant tree and surveyed my surroundings. As far as I could tell, I was alone in the courtyard of the cathedral. I could see through the open door of the building, but other than the backs colorfully garbed villagers, I could identify nothing. Making sure my feet touched nothing but soft, silent grass, I neared the entrance and mounted the steps in a crouch. It appeared as if the entire 148 population of Shoaltown was present in the main galley of the cathedral, attending a ritual of religious significance singular in the practice of their cult. Fortun ately for me, the crowd was compressed toward the center, leaving enough space to gain a vantage point on the base of a pillar close to the door. I climbed up behind said pillar, keeping its bulk between myself and the proceedings until I had gained stable footing. Then I craned my neck around the curved stone and nearly fainted, for nothing could be compared to the scene of infinite evil which I forced my eyes to behold. There before me stood at least sixty people, dressed in either dark leathern robes or in the yellow, red, blue, and black painted robes of the clergy. They swayed to a chanted, ululating refrain and faced a sight more despicable, more horrific, more abhorrent than even the most base and inventive of painters could ever depict. The center portion of the floor had indeed receded and from its depths a loathsome creature had emerged, a twenty-foot monstrosity of five limbs and a head that eschewed the features of humanity in a manner most grotesque. Immediately before it stood the elder, still in his multicolored robe. I suppressed an exclamation of revulsion as I realized that the white-robed figure at his side was none other than Miguelito, though I could not see his face; it was covered in one of the cunningly crafted masks. The elder then summoned a fellow priest, who assisted in hoisting Miguelito to his feet. The two stepped forward, stomping their heavily-clad feet on the floor. They stood with Miguelito, in a stupor but beginning to come around, suspended between them, stomping their feet to the beat of the chanting. The subterranean horror moved forward on four of its appendages, and extended its fifth to course over the elder. I shuddered in revulsion to think of the sensation of that abhorrent ar m moving over my skin, but it wasn’t until the thing turned its tactile sensation to Miguelito that I became truly sickened. As soon as the pebbly flesh of that arm to uched the rough surface of the mask, the creature issued a piercing shriek that summoned Miguelito from his fugue. The clergy dropped his arms and stood back as the putrid mass reared and clasped another gargantuan limb to the o ther side of the mask. I recoiled in stupefaction as the monstrous strength of the beast wrenched the halves of the mask apart and above the sound of the chanting the agonized shriek of unparalleled pain erupted from Miguelito’s throat as his jaw was torn from its socket. Then a sight which will haunt me to my last day displayed itself; the abomination perched above Miguelito’s gaping mouth and exuded a shimmering, colorless mass that drowned the soldier’s exclamation. I fancied I could see Miguelito’s eyes widen as his arms flailed against the limbs that held him and I watched as the blob of viscera inserted itself down his gullet. Miguelito’s throes grew frantic, then lessened, then ceased as the chanting of the crowd reached a crescendo. Knowing that Miguelito, and most likely the rest of the soldiers, were beyond my powers to rescue, I dropped to the floor and fled, sprinting for the Jackal in an attempt to put the shocking realities behind me. I leapt into the cab and fired up the engine, heedless of the noise the battered vehicle would make. I set the speed for maximum and was accelerating out of the town center when, from behind me, the piercing wail of a predator denied its prey assaulted my ears and I craned my neck to look behind me. From the main entrance of the cathedral burst the five-legged monstrosity, dragging the corpse of my compatriot from its midsection, bounding across the green with a speed unmatched in the natural world. I shouted and urged the Jackal forward, remembering to engage the overdrive that Miguelito had showed me during our extensive training lesson. The jeep burst forward in a sudden surge, but the thing reached out with one massive arm and pummeled the rear of the vehicle, almost flipping it over and sending it into a four-wheel spin. My reflexes kicked in and I overcorrected, speeding between two stone buildings and across a field of carrots. The horror collided with one building, crumpling it, and shambled after me, its five lengthy limbs eating the space between us. I steered out of the loose soil and gained speed on a packed wagon trail, kicking up a cloud of topsoil that showered the beast in filth. It kept on, pacing the now speeding Jackal, and had nearly gained enough ground to risk another blow when the jeep launched out of the valley like a rocket, soaring through the air and coming to a jarring landing in the sands beyond. The thing stopped at the crest of its domain and reared a final time before turning and disappearing back into the coolness of its subterranean lair. The rest of my tale is a story of a long voyage back to civilization, of my subsequent recovery and attempts to get the general to send a division of troops to destroy the abomination and its cadre of human caretakers. He laughed at my suggestion that a giant beast had killed his men, and imprisoned me for some time, convinced that I had killed his men and dumped them in the desert to steal their equipment. He finally came to his senses, however, and put me aboard the next transport out of his territory, which I was only too happy to take. I have since been fleeing the sands, hoping that by putting the Wastelands behind me, I may one day come to forget the things I have seen, and, most importantly, that I may be able to sleep for one whole night without my dreams being invaded by the Shoaltown Horror. 149 THE DEMON Well, long’s we’re tellin’ stories outta school, I got one to lay on you boys that might make ya sleep a bit lighter in the sack tonight, if you’ll lissen. This here tale takes place down yonder in Dust Hole, that li’l speck o’ light on the horizon there all you tenderfoots been eyein’ since that old bastard of a sun went down. Lemme see, woulda been ‘bout three, four years ago, I reckon. I was runnin’ Quei-Quei outta this little hacienda down past Sandy Point and it’d been a bitch of a time, lemme tell ya. Dust Hole wasn’t my last stop on that cussed trip, and it wasn’t the first one neither. But it was the only stop I cut short; after what I’m about to tell y’all went down, I didn’t wanna be any closer to Dust Hole than I absolutely had to, an’ no two-bit whore was gonna change that, no matter how randy I was. Seein’ what I saw that night takes the juice right out of a man, and don’t give him no pleasure in it, neither. That was the last time I been in Dust Hole, and I don’t plan on goin’ back any time soon. Now I know y’all’s thinkin’ I’m a superstitious old coot got no right bein’ trail boss’a this here train, and maybe you’re right. Then again, maybe you’re wrong, too. Like I said, I was down there in Dust Hole sittin’ in the only waterin’ hole in the place; town’s li’l more’n a bump in the desert, but it’s got a nice homey saloon and a rip-roarin’ cathouse right next door with a skinny little Madam and plenty of cheap, willin’ tail. I s’pose some you boys gonna be findin’ that out fer yerselves come day after tomorra, but that ain’t what I’m here to tell you ‘bout tonight. Nope, I was sittin’ in that saloon losin’ my shirt off to a bunch of Scavvies in a game o’ sticks, sippin’ the local brew and getting’ myself worked up enough to go show those ladies I done already tol’ ya ‘bout a good time. Well, I was sittin’ there, losin, when in walks a guy just off the trail. He wasn’t much to look at, for sure, but he was packin’ a guitar case along with a pair of dirt-caked saddlebags and two of the damndest pistolas I ever seen. They was slung low, gunfighter style, and those silver inlaid ebony grips sparkled. Seemed to wink at me, they did, as if they knew what was comin’ and was lookin’ forward to it. I ‘member shudderin afore I went back to losin, but I kep’ my eye on that mariachi, shore ‘nuf. They was somethin’ not right about him, somethin’ I couldn’t quite put my finger on. So he goes an’ takes hisself a seat at the bar, proppin’ that guitar case on the stool next to him. He orders up a shot o’ whitesnake and some pulque to top it off. He drops the ‘snake, sucks back the pulque, then turns ‘round and sees us over’t the table, playin. His ol’ scratchy face jus’ lights up with a smile that stopped short o’ those two pale blue eyes o’ his, like the Wastes’d jus’ sucked the color right outta ‘em. He comes right over, plops hisself down in th’ only open seat, which jus’ happened to put his back to the door, don’t ya know, and pulls one o’ them fancy shooters. Damn thing broke in half like a shotgun, and he spills six fifty caliber shells onta th’ table. “Deal me in,” he says, an’ his voice’s like the wind outta the north: cold, sharp, and deadly iff’n ya ain’t ready fer it. Well, th’ ol’ Scavvy tossin’ sticks jus’ looks at that mariachi an’ says, “I lost enough scrap to you on th’ trail, Demon. I ain’t playin’ wichoo no more.” Went round the table like that; none ‘a those Scavvies’d play sticks with ‘im and all of ‘em callin’ him Demon. He jus’ sat there, grinnin, till it came round t’me. Then he lay those dead eyes on me an’ nodded. “You playin’?” he asked, “or do I gotta go next door to find somebody with balls?” I ain’t never been one t’be called gutless, ‘specially when I’ve had a few. So I cussed him fer a fool and tossed me up some sticks. And wouldn’t you know it, but I won, fer the first time that night. Won me that handful o’ bullets, I did, and I whooped and hollared and cussed him fer a fool again. Well he jus’ pulled his other pistola right outta its holster, snaps it in half, and dumps that one empty, too. So now he’s sittin; there, acrost from me, with two of the fanciest six guns aroun’, an’ both jus’ as empty as Junior’s head over there. Aw, come on, Junior, sit down now, I’s only pokin’ fun. Anyways, I toss the sticks again and win me that fistful o’ lead, too. The mariachi, he jus’ grins and that old Scavvy scoffs at ‘im an’ says, “Quit playin’ with the man, Demon. We’s gotta get t’ the warren, and sooner rather than later. I’s gonna go round up Nanahuatzin.” Or some such nonsense name, y’all know how them Scavvies call themselves. Well, the mariachi nods as the ol’ Scavvy bastard gets up, tips his big ol’ hat, and scoots his way outta the bar, all the shit tied up in his stringy old white hair jinglin’ and tinglin’ and makin’ all kindsa racket. Iff’n I’d had half a brain, I’d’a followed his lead and lit out m’self, but before I could make up m’ mind one way or th’ other, that mariachi pulls out both o’ those pistolas and lays them on th’ table. 150 “All or nothin’, Quei-Quei driver. These are all I got, ‘cept my guitar an’ my Strider, an’ neither o’ them’re up fer grabs. What ya say?” He jus’ sits back an’ grins and watches me with them cussed eyes o’ his as I go goggle-eyed over them shooters. Well, I never did get a chance to lose my shirt that night, which, from what I heard ‘bout dat man since, is exac’ly what I’d’a done. From what I hear, that man, if he is a man, don’t never lose lessen he wants t’ lose. Nope, I was jus’ about to take him up on dat bet o’ his when all of a sudden the saloon door crashes open an’ three Outsiders come bustin’ in, all big an’ ugly, an’ carryin’ their big-ass pistolas an’ shotguns an’ lookin’ three-quarters ready to ventilate ever las’ one a’ us. They took one look at th’ mariachi and then ‘bout two dozen things happened in the space of a second. I been in a few fights in my life, an’ ain’t none of ‘em ever lasted very long. Pete, you been there, an’ Gene, you been, too, an’ Cookin’ Hank, he’s a damn fine man t’have by yer side when the shit comes down. One thing ya learn from a fight’s that time’s funny. When yer fightin’, seems like every move takes forever an’ by the end of it, feels like you been fightin’ all day. Then you look at yer timepiece or the sky and find out that only a few minutes gone by, that the fight’s practically over fore it began. Well, this is one fight that was over fore it began. Whole thing took mebbe five seconds, if that. Like I done said, those Outsiders took one look at that mariachi and opened up with their pistolas an’ shotguns. Any normal man’d been dead right there, but I think I already mentioned that I don’ think you can call this mariachi fellow a man. Soon’s that saloon door bust open, his wide grin dropped from his face the way shit drops from a Quei-Quei’s ass. He went all tense an’ his hands stopped their movin’ round and got real still. Then th’ strangest thing happened. Now I been all over th’ Wastes an’ I seen all kindsa strange things that’d make a man stop an’ wonder iff’n his mind done took a vacation to Atlan, but what happened to the mariachi was somethin’ I ain’t seen since an’ don’t wanna see again an’ makes all the other stuff I seen seem harmless as a kid’s stuffed bear. Y’all gonna think my mind did go off an’ take a vacation in Atlan, but I’m tellin’ ya what happened, an’ I don’t give two shits ‘bout what y’all think. Vern, pass me that bottle, will ya? Gettin’ pretty parched over here. Ahh, that’s better. It w as his skin. His skin. One minute he was jus’ sittin’ there, cool an’ calm an’ lookin’ ready to get pumped full o’ lead, and the next he was glowin’ blue, like somebody done tattooed him up in all kinds o’ fancy designs with some kind a liquid ice. Looked damn strange, and what happened next was enough to make ya wonder ‘bout all this demon talk the Scavvies were spoutin’. Before any o’ those Outsiders could even get a shot off, the mariachi jumps up, yanks those pistolas off th’ table, and tosses hisself over that table, kickin’ his chair back toward the Outsiders. After that, it gets purty damn hard to tell ya what happened, cuz the damn mariachi moved so all-fired fast. Never seen anything move as fast as that man did, not before that night, an’ not since. I kin tell ya what must’ve happened, cuz I saw what happen’ next. His chair done blew into a thousand bitty pieces from a scattergun shot, but ‘twas th’ only shot any o’ those Outsiders fired that night. That mariachi must h ave reloaded both those guns in the air cuz when he landed, he pointed those damn things at the door and opened up. Now, like I tol’ ya, them was six shooters. A little on th’ fancy side, what with loadin’ like a shotgun an’ all, but there’s nothin’ else special ‘bout ‘em, ‘cept the way he used ‘em. I heard what sounded like one shot. One damned loud shot that rang in my ears ‘till I w as twenty or so miles down the road later th at night, ridin’ those Quei-Quei jus’ as fast as I could, but one shot nevertheless. Only one. But one shot don’t make the ends of the barrels of a fifty-caliber pistol glow like the forges of hell and one shot sure as hell don’t shoot three sep’rate Outsiders, but all of ‘em died that night. One shot don’t empty a revolver neither, but twelve empty shell casings hit that floor when the mariachi cracked those guns in half, the ends steamin’ and glowin’ and lightin’ up those damn eyes o’ his. Twelve shells, sure as shit. I counted ‘em. Got ‘em in my saddlebags, too. Twelve. Show ‘em to anybody wants to look. Both those guns, filled up, emptied so fast that all that flyin’ lead sounded like one shot. And accurate? Shit! I saw those bodies afterwards. Four bullets plowed their way through each of those Outsiders; two per head, two per heart. ‘Cept one. One a’ those Outsiders he played with. Took out his knees an’ his elbows, so’s the poor bastard couldn’t move. 151 I know, Junior, I know. I said all those Outsiders done died that night, an’ I know damn well shootin’ a Outsider in the knees an’ elbows ain’t enough to kill him. Goddamn do I know it. Sit yer ass down an’ shut up, I ain’t done tellin’ yet. But yer right. One of those Outsiders wasn’t dead. I was sittin’ there, tryin’ t’figure out what’d jus’ happened and why my ears was ringin’ to beat the devil when th’ mariachi sighed like all the sand in the Wastes got gathered up an’ set on his shoulders. He walked ‘round the table, the lights bleedin’ outta his skin the way th’ last drips o’ water dribble their way out a gourd, reloadin’ those damn guns o’ his. He walks right up to the one Outsider wasn’t dead and shakes his head down at th’ poor bastard. I couldn’t hear a damn thing, what with my ears buzzin’ like the Swarm was trapped in my head, but the mariachi was sayin’ somethin’ to that Outsider, shakin’ his head th’ whole time. Then he did the damndest thing. He puts one foot on either side of that Outsider’s head and sits down on his chest, still talkin’ an’ shakin’ his head. Then he leans down an’ does somethin’ I can’t see, but it’s somethin’ bad, cuz the Outsider starts thrashin’ around to beat hell. The mariachi don’t move, though, just sits there with his head down between his knees with his face good an’ close to the Outsider’s. Coulda been kissin’ him, fer all I know, but I don’ like to think about it like that. Cuz th at Outsider was thrashin’ about an’ all that, but it didn’ last. Before long, the thrashin’ died down, then quit, then turned into a quiverin’ twitch. Like the mariachi was suckin’ the life right outta him. Then the Outsider stopped movin’ altogether. And the mariachi got hisself up and looked back, wipin’ his mouth with one hand, the revolver still danglin’ from his fingers. His cold eyes swept the bar, then landed on me. He paused, then, and let his hand drop. Something sleek and silver and wrong flashed inside his mouth, flutterin’ ‘gainst his teeth an’ cheeks, and those infernal blue lines flared up all over his face an’ hands again. He drops one of his pistolas back in its holster and I could smell the way the leather singed with the heat of the damn thing. The other one he pointed at me. “You still want a piece o’ these guns, Quei-Quei driver?” He says, and even though my ears was still a-buzzin and a-ringin I won’t never forget the way he said those words. It was like his very voice was tired and worn out and ready to die. I won’t tell you what I did right then, plumb froze by the ice pourin’ from his eyes an’ slitherin’ under his skin, but I will tell you it took about as long for my britches to dry out as it did for my ears to clear up. He didn’ wait for an answer, jus’ turned fer the door an’ walked out into the night. I ain’t seen him since, but I ain’t been in Dust Hole since, neither. Truth be told, I don’ like goin’ into any towns. I hear he’s got a weakness fer gamblin’ and drinkin’ and whorin’, an’ I don’ want to take the chance a’ runnin’ into him in some dim saloon again. So you boys go ahead, day after tomorra, go ahead an’ go into that little town into that homey little saloon with the rip-roarin’ cathouse right next door, go ahead an’ go. Jus’ watch out. He might be down there, in that homey little saloon or that rip-roarin’ cathouse. That’s it fer me, boys. I’s goin’ to bed. Put out th’ fire when yer ready, but I wouldn’t, if I were you; there’s a Demon in these Wastes, an’ he’s always hungry. 152