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Andrzej Probulski (order #5451458)

Andrzej Probulski (order #5451458)

WRECK AGE
In the 23rd century, the Earth verged on total collapse. Rapid
climate shifts, caused by centuries of industrial pollution and nuclear waste,
had brought the planet to the brink of an ecological meltdown. Countless
reparative efforts had failed; each solution was too little and far too late.
Left with no alternative, world leaders collaborated on a last-ditch effort
to save humankind: the Exodus. It was a bold plan involving several waves
of evacuations, with the end goal of colonizing new planets. The Exodus
promised survival for everyone. It was an escape from a decaying planet.
It was hope.
It was a lie.
The brilliant, the rich, and the powerful gathered their families,
their valuables, and their resources for the first wave. They left Earth in a
flotilla of arks, scientific vessels, and seed ships. Within a few days, however,
it became clear that there would be no second wave. Hope mutated into rage
as the ill-fated masses realized they had been left behind to rot. Governments
fell apart and economies crumbled; the world collapsed into anarchy.
As society collapsed, so too did the Earth itself. The oceans rose,
natural disasters ravaged the coasts, and chemical rain scorched the arable
land. Countless species vanished, either slaughtered outright or dying en
masse, unable to adapt to the perilous new environment. As catastrophes
crashed down one after another in a crescendo of failure, humanity itself
came dangerously close to extinction.
Since the Exodus, uncounted generations have eked out a harrowing,
threadbare existence with what little remained. Now a new world is emerging
from the ashes. Every storm eventually passes; every desolate winter
eventually melts into a fragile spring. Yet the scars of suffering and chaos
remain. Recovery will be slow and painful. Few grand cities remain, and
even fewer great leaders. There is no centralized structure. The powerful
fight over the scraps of the old world, while the weak struggle just to make it
through another day.

Welcome to The Resurgence.


Welcome to the Wreck Age.

Andrzej Probulski (order #5451458)

The world of Wreck Age created by:


Matt Sears and Anton Zaleski
Written by:
Anton Zaleski
Additional writing by:
Nick Baran, Robert Ferrick, August Hahn, Pete Ruth, Matt Sears, Neil Settle, and
Dennis Wald
Editing:
Kristina Adamo, Nick Baran, Kyle Ferguson, Sara B. Frank, Joshua Lopatin, Pete
Ruth, Naomi Taub, Nathan Reed
Rules:
Anton Zaleski
Playtesting:
Rebecca Abella, Nick Baran, Kristina Adamo, Megan Gissing, Joshua Lopatin, Chad
McMann, Kyle Roth, Matt Sears, Grant Smith, Tyler Tassone, and Dennis Wald
Cover Art:
Konstantinos Skenteridis
Art by:
Konstantinos Skenteridis
Additional Art by:
Jordan Grimmer, Lynell Ingram, Alexander Jamieson, Ksenia Kozhevnikova, and
Eric Williams
Layout:
Anton Zaleski
Many thanks to:
Lane Atteridge, Rob Baer (MBG), Nick Baran, Beasts of War, Dario Biancheri, Rob
Boyle and Post Human Studios, Dana Brancucci, Dan Cotrupe, Tim Cupp, Calvin
Daniels, Mark Deiter, Hank Edley, Carlianne Fenton, Kyle Ferguson, Daniel Fokine,
Johnny Frandsen, Filipe Fernandes, Sara B. Frank, Megan Gissing, Peter Gorman,
Johnny Grogan, Carl Hayman, Lynell Ingram, Pierre Francois Jacquet (PF), Michael
Janocha, Alexander Jamieson, Kirill Kozyrev, Walt Langhans, Sam Lenz, Rich
Nelson, Chad McMahon, Brian Niro, Jeremy Olsen, Joshua Lopatin and Chicago
Skirmish Wargamers, On the Lamb Games, Anne Peterson, Sylvain Quirion, Keith
Rankin, Sharon Redman, Nathan Reed, Travis D. Robeson, Ricardo Robles, Kyle
Roth, Pete Ruth, Jordan Sanderson, Klaus Scherwinski, Neil Settle, Grant Smith,
Bryan Steele, Cait Stephens, Tabletop Gaming News, Tyler Tassone, Naomi Taub,
Ross Thompson, Josh Turner, Dennis Wald, Patrick Weaver, and Matt Weeks
Dedicated to Orion Zaleski. May your your future be prosperous and filled with hope.
Printed in the USA

Andrzej Probulski (order #5451458)

Direction / Go
Examples of The Wanderers Code
Visit the world of Wreck Age:
http://wreck-age.net Wreck Age website and forums
or look for Wreck Age or Hyacinth Games on your favorite social media network.
contact us at info@wreck-age.net
WRECK AGE and the Wreck Age Logo & Hyacinth Games, LLC. in the USA
and other countries, and are used with permission. Certain materials, including references in this publication, Wreck Age core rules, and all Wreck Age characters and
their distinctive likenesses, are property of Hyacinth Games, LLC, and are used with
permission under the Hyacinth Games LLC.
Wreck Age CORE RULES, written by Anton Zaleski;
2013 Hyacinth Games, LLC. All rights reserved

Salvage / Goods

First Printing by Hyacinth Games, 2013


Creative Commons License; Some Rights Reserved.
This work is licensed under the Creative Commons Attribution-Noncommercial-Share
Alike 3.0 Unported License.
To view a copy of this license, visit:
http://creativecommons.org/licenses/by-nc-sa/3.0/
or send a letter to: Creative Commons, 171 Second Street, Suite 300, San Francisco,
California, 94105, USA.

Go / Search
What this means, is that you are free to copy, share, and remix the text and artwork
within this book under the following conditions:
1) you do so only for noncommercial purposes;
2) you attribute Hyacinth Games and Wreck Age;
3) you license any derivatives under the same license.
For specific details, appropriate credits, and updates/changes to this license, please
see: http://wreck-age.net.com/creativecommons.

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Plea / Help /
Doctor /

Table of Contents

History..................... 8

The Exodus ...............................11


The Lost Years............................12
The Reunification Wars................13
Too Son Accords..........................14
The Big Push..............................14
Echost of Unrest..........................15
Things Fall Apart.......................16
The Dark Times..........................17
The Resurgence...........................19

Map......................... 20
Locales.................... 22
Community............... 36
What is A Community?................37
Community Functions..................37
Resource Units............................37
Creating A Community.................38

Factions.................... 40
Stakers.......................... 40
Drifters......................... 42
Stitchers........................ 44
Reclaimers..................... 46
The ARHK.................... 48
The Church of Fun......... 49
Unicephalon.................. 50
The Vale........................ 51
Caravaneers................... 52
The Fringes................... 53

Game Rules............... 54
What you will need to play...........56
Universal rules of play..................58
Campaigns..................................59
Encounters.................................59
Communities and factions.............62

Characters..................... 62
Training.....................................63
Attributes....................................63
Traits.........................................65
Skills.........................................66
Tests..........................................66
Automatic failures........................67
The Rules of Sixes.......................67
Opposed tests..............................68

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Unskilled tests.............................68

Turns............................ 69
Initiative....................................69
Activations..................................70
Actions...................................71
Free Actions................................71
Simple Actions............................72
Complex Actions.........................75
End Phase Actions.......................77

Fighting........................ 79
Engagement...............................79
Malfunction Die..........................79
Fumbles......................................79
Counter-strikes............................79
Superior numbers.........................80
Disengaging................................81

Shooting........................ 82
Suppression.................................83
Unnerved....................................84

Damage......................... 84
Resolving damage........................85
Damage results............................86
Parting action.............................87
Non-lethal damage......................87
Weapons malfunctions
and maintanence.........................88

Character and
Crew Creation........... 90
Player Characters........................91
Freewill......................................91
Communities...............................91
Crews.........................................92

Archetypes..................... 92
Creating a character........ 92
Character Development
Points...............................94
Green.........................................94
Trained......................................95
Veteran.......................................95
Elite..........................................96
Character Equipment...................97
Trinkets.....................................97
Fleshing your character out..........98
Animal companions.....................99
Pack Boar...................................99
Dog...........................................99

Archetypes................ 100

Kits............................... 154

Soldier.......................................100
Medic.........................................100
Mechanic....................................101
Scavenger...................................101
Guard.........................................102
Trader........................................102
Wastrel.......................................103
No Ghost....................................103

Transportation...................164

Generic Archetype List... 100

Faction Archetype List.... 104


Technocrite.................................104
Server........................................105
Scrivener....................................105
Power Scav..................................106
Neophyte....................................106
Outrider.....................................107
Jammer.......................................108
Sapper........................................108
Field Hand.................................109
Gearhead....................................109
Orderly.......................................110
BPU...........................................110
Golem........................................110
Administrator.............................111
Hunter.......................................111
Chieftain....................................112
Locust........................................112
Beast Handler.............................113
Exploadaboar.............................113
Berzerker....................................113
ARHK Trooper...........................114
The Lost....................................114
Unicephalon Agent......................115
Tweeker.....................................115
Wagon Boss................................115

Traits and Skills........ 116

Character traits.............. 117


Skills............................ 121
List of Skills.................. 124
Knowledge Skills............ 130

Equipment................ 136

Weapons: Melee............. 137


Weapons: Ranged........... 138
Weapons: Old Tech......... 140
Weapons: High Tech....... 142
Armor........................... 144
Miscellaneous items........ 148
Foodstuffs and provisions.150
Travel and survival equipment.......152
Andrzej Probulski (order #5451458)

Resurgence equipement................155
Common settlement equipment......159
Large and rare
settlement equipment...................162
Medical equipment......................162

Explosives..................................166
Faction-specific equipment............167
Reclaimer equipment....................167
Staker equipment.........................170
Stitcher equipment.......................171
Drifter equipment........................172
Unicephalon equipment................172
The Vale equipment.....................173
Church of Fun equipment.............173

Weapons Modifications... 177


Weapon Traits.............................178

The Narrator............ 182


Adventure plot prompts................186
Adventure hoks............................187
Fleshing it all out........................190

Encounters............... 192
Setting up a game........... 192
Scenario general rules..... 192
Stances.......................................193

Objectives...................... 193
Sample Encounters......... 195
The Hunt...................... 196
Antiques Road Show........ 198
Clash of the Titan.......... 200
Occupy Mall Street......... 202
Food For Vultures........... 203
Nighttime Raids............. 205
Rules for sentries.........................207

Campaigns................ 208
Recovery....................... 210
Character Advancement.. 212
Advancing Skills............ 213
Trading Items................ 213
Random Weapons Chart...............214
Random Items Chart....................215

Random exploration ...... 216

Advanced Rules......... 228


Climbing, Jumping,
Falling.......................... 228
Terrain and cover........... 228
Parlay........................... 231

Charts and Tables...... 234

History
The Resurgence is upon us. Almost two centuries after the Exodus,
plants and animals are just now starting to poke their heads up for
the first time in generations. Most people have no written history to
rely upon; many who have access to historical documents will try
to use them for their own purposes, while others would just as soon
forget the transgressions of the past.
This is a short synopsis of history as we know it, pieced together from
data scrolls, old file dumps, satellite ghost signals, and a variety of
other sources.

~Exerpts from Dusters Almanack

Andrzej Probulski (order #5451458)

125-100 B.E. (Before Exodus)


The first vat-grown organ is
successfully implanted to a human host.
This is lauded as the end of waiting
lists for transplants, and is promoted
by the burgeoning biomed industry
as a centerpiece of their war against
disease. As biotechnology advances,
vat-grown organs are able to extend
life indefinitely. However, while
scientists have successfully created a
vat-grown brain, they are unable to
transfer consciousness and memories
from one brain to the next. Of course,
such advancements only benefit the select
few who can afford the costly procedures.
The less privileged are entered into a
lottery; a few lucky winners will be able
to have their livers or kidneys replaced,
free of charge. Over the next decade
hundreds are successfully implanted with
kidneys, lungs, hearts, and other organs
that are grown in laboratories.

118 B.E. (Before Exodus)


The first Academy Awards in which none
of the nominated films include a single
human cast member are held. Computergenerated avatars Slope and Ashford
Hayes host the awards show. Virtual
Reality cafs have sprung up in cities
across the globe, allowing the underclass
to cheaply escape the drudgery of their
service industry jobs. These chambers
allow users to experience the tastes,
smells, sounds, and feelings of any
scenario they can imagine. Within a
few years, the Diagnostic and Statistical
Manual of Mental Disorders is updated
to include Acute Resophobia: the fear of
reality. This increasingly common and
debilitating mental disorder is brought on
by excessive amounts of time spent in the
virtual world, lack of social interaction,
and constant connection to virtual
interfaces. It often presents with extreme
emotional instability, loss of appetite,

Andrzej Probulski (order #5451458)

insomnia, catatonia, panic attacks, and


even fits of violence.

110-70 B.E. (Before Exodus)


Due to a marked rise in the use of
automated labor, unemployment rates
across the world reach unprecedented
highs. Sharp increases in the incidence
and severity of crime are of serious
concern to governments across the world,
as they are confronted by increasingly
violent uprisings. Governments turn
to private security forces to quell the
uprisings, both to reduce costs and to
take full advantage of the plausible
deniability they offer.

99 B.E. (Before Exodus)


The Arkemedes corporate army is formed
in Hong Kong. Funded entirely by the
Arkemedes multinational conglomerate,
the company quickly ousts the Chinese
government. The newly formed city-state
declares its independence from outside
influence, and establishes itself as an
independent trade hub and industrial
power. Protests against the corporate
takeover of the military are organized
and vocal at first, but quickly dissipate
as organizers are rounded up and
imprisoned. Disorganized and bloody
clashes between Chinese Nationalist and
Arkemedes corporate forces continue for
almost a decade, with neither side willing
to commit to full-scale war.

57 B.E. (Before Exodus)


In response to worker riots, heavy
industrialization and automation,
heads of state and corporate executives
meet to discuss methods of suppressing
increasingly common insurrections.
These conferences create the basis for
the Hondo Accords, which lead to the
investment of trillions of dollars in

the development and proliferation of


Virtual Reality simulations and other
entertainment. A variety of technologies
are developed in the aftermath of the
Accords, including the data scroll, the
GeoMapper, and the precursors for the
drug Glutton.
Additionally, a new system is established
that differentiates the rights and
regulations for two distinct classes of
people, which is to be enforced on a
global scale. This system sets the stage
for the Exodus that will be organized less
than a century later.

50-20 B.E. (Before Exodus)


After centuries of disunity, the scientific
community concedes that the next
century will bring a series of catastrophic
pollution events. Equally obvious is the
impossibility of reversing the effects
of industrialization, compounded over
several centuries. This grim forecast
comes as a shock to many, after decades
of corporate misinformation and
purposefully doctored reports funded
by special interest groups. With this
revelation, world leaders meet behind
closed doors and make a stark decision.
They agree to focus resources on their
respective space programs in hopes
of escaping the planet entirely and
colonizing other planets in nearby solar
systems. For the second time in history
there is a monumental space race,
promising the winner a chance to select
from the choicest new home worlds,
rather than Mars or the Moon (both of
which have fallen out of favor due to
independence movements and pervasive
anti-corporate sentiment).
With an eye towards the planned
departure, unmanned probes are shot
into space daily, each headed for a
new prospective homeworld. The US

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Andrzej Probulski (order #5451458)

government launches primarily from Cape


Canaveral and Houstons Space City,
both of which experience rapid population
growth as hundreds of thousands are hired
to build rockets, coordinate launches,
and sift through incoming data. In 45
B.E., Houston becomes the largest city
in the United States; Seattle also sees a
population boom, thanks to its privatized
space program, while old population
centers like Chicago are neglected and left
to dereliction.
As the Exodus draws near, the
assignment of places in the first wave
begins; the intelligent and highly skilled
are passed over as seats are awarded
primarily to the rich and powerful.
Corporations involved with the design,
manufacture, and manning of colony
ships become owners of the ultimate
golden parachutes, their plutocratic
CEOs reigning over the fates of millions.
Shipyards and relevant training facilities
become heavily guarded compounds,
their owners spending a fortune to
protect the only avenues of escape from
the dying planet.

15 B.E. (Before Exodus)


Using biologically and mechanically
enhanced humans known as augments,
special operatives for the Cybrex
Corporation, stage raids on non-profit
and humanitarian groups around the
world. They specifically target those
researching cures for cancer and
developing seed banks, as well as human
rights, information freedom and free
data groups. These operatives hack
into these various networks, download
data, and then corrupt servers, ruining
computer hardware beyond repair. Thus
do they swiftly and forcefully solidify
the corporate monopoly on medical and
agricultural technologies, and effectively
neutralize the open source community
in one fell swoop. The incident provokes

outrage across the world and a number


of protests are staged; however, these
outcries are largely ignored by the
government and news media.

The Exodus
On a clear and chilly fall day, small
space-worthy vessels sit on launch pads
across the globe.

Circa 5 B.E. (Before Exodus)


The lottery for the Exodus is announced
to great fanfare. Three distinct phases
are outlined, the first designated for the
vanguard class, as laid out a half-century
earlier: leadership, as well as a handful
of engineers, doctors, and personnel
essential to the preparation of the colonies
for the next waves. These successive
waves are to include the remainder of
the populace, selected at random, with
families left intact where possible. Many
sell themselves into indentured servitude
to corporate entities to ensure a place
in an earlier phase. Nuclear plants are
quietly stripped of refined radioactive
materials for the Exodus.

Most colony shuttles leave in one


massive wave, watched anxiously by
throngs of people eager for their
turn. A few stragglers depart on the
following days, delayed by malfunction
or miscalculation. Some are grounded by
riotous mobs, and are quickly stripped
of their parts and destroyed. Some
shuttles are sabotaged and explode on
the ground, killing thousands. A few are
prevented from reaching orbit by engine
malfunctions; one such shuttle holds
a large team of medical professionals.
This ship crashes during takeoff near
the burned out ruins of Tucson (later
renamed TooSon). Casualties are low, as
the ship primarily holds some of the most
sophisticated medical equipment and
personnel available.

1 B.E. (Before Exodus)


Exodus lottery centers broadcast
thousands of names and their
corresponding lottery numbers on a
daily basis. There are many who feel
that they should have been in the first
wave, and begin to speak out against
the system. Rumors run rampant: some
insist that the lottery is fixed and that
only the first wave will actually depart
Earth. A conspiracy group, the Eleventh
Hour, runs a hacked net-based public
service announcement denouncing the
Exodus project as a sham, warning the
masses that they will be left behind.
Governments and corporations rush to
suppress these rumors, promoting the
lottery with pride and patriotism.

Andrzej Probulski (order #5451458)

Despite these losses, the vast majority of


the first wave of Exodus shuttles escape
unscathed. Engineers, medical staff,
computer scientists, leadership staff, top
government officials, and, of course, the
private corporate leadership all depart
from the planet in tiny life pods, the
generational vessels known as Seed Ships.
These contain the personnel who are
essential for colonization. (Once in orbit,
most of the ships immediately implement
a strict system of order: if a child of the
age of five fails an aptitude test, or if
someone is found guilty of a crime, they
can be jettisoned or repurposed, and their
organs reused or recycled).
When the Seed Ships depart orbit,
worldwide fanfare quickly devolves into
violence as those left on the planet realize
that no one is left to operate the second
and third waves. The fears of the paranoid
anti-Exodus contingents prove to be

11

valid, as packets of information sent back


from the Seed Ships are encrypted with
viruses that corrupt servers across the
planet. The net crashes: bank records are
erased, massive amounts of personal data
vanish, and global communication fails.
All social media: the net, wire, cable,
and most other forms of communication,
disappear overnight. The masses have
been abandoned to their fate.
Despair sets in as billions have been
left to perish on a doomed planet, their
connection to the rest of the world
severed. The following weeks see
countless instances of mass suicides,
as those who cannot cope with their
perceived estrangement from humanity
choose death over loneliness.
In the wake of the Exodus, a vacuum of
power opens up. Most militaries had been
privatized for nearly a century prior, and
with most of the worlds corporate heads
gone, armed mercenaries turn on each
other, and on the rest of the populace.
Within weeks, warlords rise to power
across the globe. In other places, anarchy
rules; many are murdered in streets for
their meager possessions.

12

Andrzej Probulski (order #5451458)

1-2 A.E. (After Exodus)


The Lost Years
Within weeks, automated power grids
begin to degrade due to computer
failure, rioting, and sabotage. Grocery
stores and malls become battlefields as
bloody disputes are waged for control
of goods. While some communities
make a concerted effort to forestall
pandemonium, others see oppressive
crackdowns by heavily armed police
squads, who take advantage of their
superior equipment and lack of oversight
to transform themselves into ruthless
crime syndicates.
Downed electrical systems and further
rioting in New York City and Seattle
cause sea walls to fail, as a torrent of
water floods subways and basements.
Many oceanside cities find flooding
quickly undermines foundations, with
many fleeing by raft or boat, as fights
break out over anything buoyant. Some
climb to the top of high rises and make
camp, even as the foundations groan
beneath them. Cleveland burns, as do
many other inland cities, the populace
raging after generations of neglect.
Many grab what they can and escape to

the countryside, but the displaced find


that few communities are willing to take
them in. Millions are forced to settle in
shantytowns immediately outside city
limits to face a long, brutal year that sees
rapidly dwindling numbers. Philadelphia
is left in ruins, as throngs of angry mobs
destroy and loot governmental buildings.
This topples the last vestiges of the U.S.
government (D.C. had been abandoned as
the U.S capital decades prior due
to insurrection).
With no means of reliable
communication, some believe that the
Exodus is still in progress. Throngs of
hopefuls make their way to Texas and
Floridas launch sites, but when they
arrive they find nothing but tent cities,
flooding, and starvation.
A year after the Exodus, the worlds
population has been cut in half. In the
absence of centralized government, small
fiefdoms sprout up, and many of the
remaining metropolises transform into
self-contained city-states. Cults emerge
and quickly gain power in many areas,
taking in many scared and starving
souls who are desperate for structure
and meaning. Cross-country travel is
treacherous, as highways become hunting
grounds for cannibalistic culling gangs.
At the same time, chaos and bloodshed are
rampant, even within the walls of cities.

2-25 A.E (After Exodus)


Reunification
The violent entropy of these Lost Years
leaves a craving for order and stability.
Two years after the Exodus, whispers
of a new central government begin
circulating. Led by a hodgepodge of
middle-ranking military, The Reunified
States of Amerika (or RSA for short)
begins deploying its ragtag army
throughout North Amerika, attempting

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to peacefully unite communities under


the auspices of saving humanity from the
brink of destruction. For the first time
since the initial Exodus shuttles launched
into the sky, a spark of hope flickers.
However, the fledgling government is
not universally welcomed. Much of the
populace balks at the ill-equipped, halfstarved militia forces that show up open
handed and full of promises. Many of
these communities have already set up
their own governments, which they prefer
to the uncertainty that the RSA offers.
In other areas, the chaos is so complete
that when the RSA troops arrive, there
is no leadership to receive them, the
masses having surrendered completely
to their violent instincts. Once-civilized
towns have devolved into dens of iniquity,
peopled by cannibals and child soldiers.
These areas are declared lost zones by
the RSA government and written off as
hopeless. Rumors circulate that the RSA
nukes one of these lost zones, later named
Uranium Springs, lending credence to the
notion that the RSA is no better than the
pre-Exodus government.
Six months after the RSA begins pushing
for a unified central government, they
start using force to bring the scabbers
(a derogatory term for inhabitants of
the lost zones) and other vagrants and
insurgents into the fold.
The Reunification Wars
For the second time in its history, the
United States devolves into civil war.
Individuals take up arms either for or
against the unification of the country.
The RSA fights city-states, warlords, and
scabbers on numerous fronts. Due to the
absence of satellites and communications
infrastructure, the high-tech drone
warfare of the past few centuries is no
longer possible. Trained soldiers equipped

13

with ballistic armor or piloting high-tech


battlesuits fight alongside and against
civilian mobs armed with clubs and
crossbows. Most of these battles are more
skirmish than bloodbath, with neither
side able to claim a distinct advantage.
This is particularly true in the wide-open
areas of the continent that come to be
known as The Wilds. Sporadic conflicts
carry on for two decades. Casualties
are light on all sides, but the death toll
from starvation and endemic disease is
overwhelmingly high.
After decades of seemingly endless
conflict, a neo-populist movement led
by physicians, elders, and other citizens
emerges to oppose the RSA forces in
the city of TooSon. Early during the
Reunification War, they meet the
initial wave of RSA forces with leaflets
outlining their promise for a better
tomorrow, a plan for lasting peace and
industry. Their arguments prove so
convincing that several hundred troops
desert and join the TooSon neo-populists.
This same scene plays out in many other
towns where the neo-populists have a
strong foothold. These groups lay the
foundation for a new era.

The TooSon Accords


24 A.E. (After Exodus)
Self-sufficiency and sustainable
technologies are essential to resolving the
Reunification conflict, the end of which
gives the people something they have
desperately needed for so long: hope.
With perseverance and growing popular
support, the neo-populists bring the
militarists to the bargaining table
to hammer out the TooSon Accords.
The end of the Reunification Wars is
proclaimed, and the Reunified States of
Amerika are consolidated.

14

Andrzej Probulski (order #5451458)

The Big Push


25-45 A.E. (After Exodus)
Built from leftover scraps, the Big
Push is forged, taking its name from
the fanatical drive to overcome the
damage of the past and salvage the
future. Old machines are taken apart and
refashioned into technologies that work
with the environment instead of against
it. Researchers begin tireless work to
develop new technologies that will help
stem the tide of pollution and reduce
climate change, as the greatly reduced
and war-weary populace welcomes a
period of calm and cooperation.
Before the Exodus, individuals had fallen
by the wayside in a global economic
market. Neighbors became accustomed to
giving each other distrustful glances and
crossing the street to avoid one another.
These were the slums of isolation. In
its place, neo-populism takes root, and
cooperation returns to communities that
have for so long been starving for it.
From urban neighborhoods to pastoral
villages, people begin to come together.
As neighbors start working towards
common goals, bonds of trust and
camaraderie develop.
Repairing the damaged environment and
deeply scarred cities is a top priority for
the RSA. Environmentally dangerous
practices are outlawed and replaced by
greener methods, and people begin to
work together on a grand scale.
Disposable goods and electronics
become unthinkable; the artifacts of
the Big Push are often oversized and
ugly, but are always built to last. Those
left behind are tasked with creating an
infrastructure that can withstand the
test of time; designed obsolescence is no
longer an option. Many of the devices
from this time are created to outlast
their users, and each new innovation is
an investment in the future. Scientists

set to work breeding hardier strains of


vegetables. However, cross-pollination
proves difficult, as pre-Exodus
corporate farming relied almost
exclusively on terminator seeds, which
became sterile after use. Seed banks,
once highly illegal, now operate in the
open, and seeds are shared freely. Many
excess seeds from this time are buried
in cryogenic containers to safeguard
future generations.
Invention is no longer within the sole
domain of corporations; all citizens are
called on to be self-reliant, resourceful,
and innovative. In every community
public meetings are called, where new
devices and techniques are shared and
then showcased through an ad-hoc
net grid.
However, the tide of pollution is
insurmountable: the sea level has
been rising rapidly for nearly
a century, food production
is greatly diminished, and
the supply of fossil fuels is
all but exhausted. Even as
communities band together,
birds fall from the skies
and fish float belly-up in
the water. But despite war,
plague, and pollution, the
people of an acne-scarred
Earth refuse to give up.
The RSA focuses
immense resources
on the development
of genetically engineered
plants and bacteria designed to clean the
skies, soil, and water. These scrubbers
are planted and disseminated as widely
as possible, in the hopes of reversing
widespread environmental damage.
Unfortunately, the scrubbers take far
longer than expected to achieve the
desired effect. Various other de-pollution

Andrzej Probulski (order #5451458)

methods are tried: nanotechnology,


carbon-filled balloons designed to suck
pollutants out of the air, and low levels
of electric current pumped into the soil
are all employed with limited success.

45-61 A.E. (After Exodus)


Echoes of Unrest
The scrubbers were developed to clean
the soil within a few years, but decades
later many still havent germinated. With
food supplies shrinking beyond the point
of subsistence, civil unrest foments.
As food begins to run short, and tensions
rise, the government moves forward
with experimental austerity measures,
including breeding restrictions and
calorie rationing. Appetitesuppressing drugs,
such as Glutton, are
distributed amongst the
populace. While they
have no nutritional content, they
are designed to make enforced
malnutrition less painful.
With food supplies dwindling,
people grow increasingly
panicked, and thievery is again
on every mind, be it the act, its
prevention, or its punishment.
Stockades return to
prominence, and prisons
are built and
expanded to house
these new food
criminal inmates.
Most convicts are
charged with crimes related to the food
shortage, and An Eye for an Eye is
the slogan of the day. Death becomes
the standard sentence for violent
crimes, as the starving population
rallies against wasting food supplies
on prisoners. Where once the practice
was reviled, penal labor is now widely

15

utilized, often for the implicit purpose


of working prisoners to death. Less
than a century after the Exodus,
the people are once again tense and
desperate, poised for calamity.
A cross between minstrel and protestor,
Hunger Artists tour the country with
troupes, their caged demonstrations
raising awareness of the governments
mishandling of the food shortages,
and entertaining in the process. As the
shows travel from town to town they
receive donations of caloric prescriptions
(scripts). In these desperate times,
Hunger Artists endear themselves to the
community through acts of reciprocal
charity: for the duration of their
fast, each Artist gives their scripts to
needy families. At the end of the fast,
the community repays the Artist by
throwing a feast with whatever they can
scrape together.
Eventually the popularity of Hunger
Artists declines after numerous exposs
link them to the black market. Despite
this, the seed of charity is planted,
and the more altruistic religions of the
world embrace the policies of fasting
and donation. The practice becomes
outlawed in much of Former Asia as
hundreds of Buddhist monks die from
self-imposed starvation. The faltering
Panasia government, which has close
ties to the RSA, takes the opportunity
to criminalize donations to Hunger
Artists, although the measure is meant
primarily to target the increasingly
powerful black market.

62 A.E. (After Exodus)


Things Fall Apart
It soon becomes apparent that these
decades of peace have been little more
than the calm before another storm.
Within a year numerous calamities strike,

16

Andrzej Probulski (order #5451458)

one after another. Starvation is rampant,


and the side effects of hunger drugs drive
entire settlements into bouts of suicidal
depression and violent psychosis. In
underdeveloped regions, weaker, lesssupported law enforcement agencies are
completely overwhelmed by food thieves
and maniacs.
As the situation deteriorates, black
market murder squads emerge. The
destitute and starving employ them to
kill their neighbors, taking half the
victims caloric scripts in payment.
Children are sold into slavery as
pharmaceutical lab rats, to secure drugs
and foodstuffs for the remainder of
the family. The government becomes
increasingly unable to stop these
practices, and the RSA sees their
power decline due to lack of control,
corruption, and hopelessness.
Broken and reeling, the remaining
cities and settlements have no time to
recover before the final nails in the
Big Pushs coffin get hammered home.
Early in the Big Push, environmental
concerns led to a ban on toxic chemical
pesticides, which were substituted with
government-subsidized natural, nontoxic herbicides. However, as the RSA
weakened, farmers turned to pre-Exodus
chemicals to protect their crops. Over
time, enhanced species of pesticideresistant grasshoppers and locusts evolve,
and in the summer of 62 A.E. clouds of
insects decimate most of the remaining
crop fields. By destroying these alreadydevastated crops, the insects effectively
quash any hope of restoring the populist
government to power.
While grain silos stand empty, the
prisons are overflowing. The RSA
government halts all deliveries of food
supplies for prisons, and wardens face an
extreme ethical dilemma. Do they allow

the prisoners to starve in their cells, or


release them, hungry and desperate,
into the wild? About half of the wardens
choose the latter option: droves of
ravenous, deranged convicts are released
into the withered countryside. These
hardened newcomers band together and
begin pillaging to survive. While the
security forces of larger settlements are
usually able to stave off these marauders,
many smaller outposts are completely
wiped out.
And yet, the worst is still to come.

The Dark Times


62 A.E. to ~200 A.E.
As things once again fall apart, those
with RSA currency to spare stockpile
weapons, mercenaries, and supplies.
Some use their private armies to obtain
and fortify secure compounds. Later, as
the same money is rendered worthless by
governmental collapse, these mercenary
contractors gleefully turn their guns
on their formerly rich sponsors. As the
financial market finally collapses into
oblivion, money is no longer power.
During this era, food becomes the only
currency that matters, as neighbors turn
on each other to secure their next meal.

Andrzej Probulski (order #5451458)

Tightly knit towns and cities degenerate


into war zones, as neighbors fight over
whatever scraps of food they can find.
Community leaders become warlords.
The last vestiges of the RSA government
collapses entirely, with surviving
members fleeing into small, fortified
bunkers that contain self-sufficient farms
and are powered by geo-thermal and
crank generators.
These are the Dark Times: an age of
suffering and ignorance unmatched
by any other in human history. The
very tools that might have saved the
Abandoned (as those of us left behind
sometimes call ourselves); information,
technology, and community are cast
aside. In their place, desperation and
basic need trumps all. The ethnic and
cultural differences of old disappear;
all that matters are food, clean water,
and weapons to defend them with.
Corporations and governments have all
but vanished, leaving behind warlord-led
legions, gangs, clans, and militias.
For the first time since before the
Reunification War, cults once again
operate openly. Because of the
hopelessness, many use their cult
membership simply as a means to

17

kill others (or themselves) without


any guilt. However, there are a few
post-collapse religions that spring
up with a genuine humanitarian
or pacifist agenda. Oftentimes, the
members of these newfound religions
operate pragmatically: going on final
pilgrimages when there is no food or
shelter to be found, or proselytizing
before armed thugs looking to take the
rags off their backs. Their deaths due to
starvation and violence are significant in
the culling and restructuring of religions
in the post-collapse world.
The Dark Times finds most communities
becoming violently xenophobic and
territorial. Lack of fuel makes longdistance travel virtually obsolete, and due
to this most people are able to interact
only within the confines of their own
communities. Only a few tight-knit
societies manage to scrape together a
relatively painless existence through it
all. Gunmetal, Esperanza, and Switch
City are poised for expansion, their names
known throughout The Wilds
and beyond.

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Andrzej Probulski (order #5451458)

Some Resurgent historians have since


concluded that the Dark Times were
an avoidable catastrophe, resulting
from mankinds reliance on computer
networks and digitized data. When the
digital infrastructure collapsed, the only
readily accessible knowledge came from
an oft-unreliable oral tradition, open to
interpretation and religious whim. Others
argue that the collapse was inevitable,
due to the massive pollution and climate
change. Scholars will undoubtedly argue
these points for centuries to come.

The Resurgence: Year Zero


~200 A.E. (After Exodus)
Most digital information on Earth has
been lost. Scattered throughout The
Wilds are small data havens, operated
by hermits who prefer the binary world
to reality. Completely inaccessible to
the masses, the number of microhavens
has dwindled over the past few decades.
Knowledge is typically passed on by
word of mouth, often manipulated and
half told. These oral tales bend history,
leading to a variety of tribalistic cultures,
often zealous in their beliefs. Only those
who left 200 years ago have an accurate
historical log, and even then, it is only
accurate up to the Exodus. Confusion
and misinformation reign.
Gradually, the world is recovering. At
long last, the soil scrubbers have begun
to have a real and long-term effect,
and crops are able to grow again. The
past generations have faced starvation,
violence, and other horrors. Hardened
and stoic survivors emerge from this
prolonged period of misery.
In The Resurgence, each groups
knowledge of history varies greatly.
The Reclaimers have pieces of (often
contradictory) historical data, but
not enough to put together the whole
picture. The Drifters education is brief,
focused more on warfare and ancestry
than history. Some Staker communities
take various religious texts as fact,
while others forsake the written word
altogether. Stitcher overseers might
have witnessed the Exodus and the Big
Push firsthand from their lairs, but their
memories are clouded by psychosis.
Even those with concrete knowledge
often choose to withhold it to suit their
agendas. Essentially, the past 200 years
are a near-universal blank.

Andrzej Probulski (order #5451458)

19

Merika
MAP

20

Andrzej Probulski (order #5451458)

21

LOCALES

The Resurgence isnt just about what has happened, but where
it happened too. From the Washed Coast to the Glades, from the
skeletal towers of Man Hadden to the colorful and chaotic sprawl of
Esperanza, the towns and cities that make up the small pockets of
humanity make up the character of the world.
Were just going to focus on the Shattered States of Merika for now,
but eventually well be doing almenacs for Sino-Russia, Nu Rain,
the Glass Lands, the African Union States, the Corpse Cities, and
the Japanese Ghost Isles when we find the time, and assuming that
our couriers make it back in one piece.

~Exerpts from Dusters Almanack

22

Andrzej Probulski (order #5451458)

Ashvil
Tucked away on the eastern coastline
of the continent, mountains surround
Ashvil: but the city itself sits in a sort of
bowl-shaped depression, carpeted with
a patchwork of farmland and deciduous
forest. Prior to the Exodus, severe
rockslides on roads leading into the
city regularly made the city completely
inaccessible to surface traffic.
After the Exodus, a plan was quickly
set into motion. The main highways
into town were blocked off with a few
well-placed explosive detonations. Thus,
Ashvil was quickly isolated from the
outside desperation and despair. With
the roads blocked, there was absolutely
no way for the culling gangs or even the
RSA forces to easily access the town. Few
even knew that in the secluded valley, a
vital and thriving community flourished.
Atlanta
Long overgrown, the ruins of
metropolitan Atlanta stretch for dozens
of miles in every direction. Most of
the extant city consists of dilapidated
low-rises, warehouses, and clusters of
skeletonized skyscrapers.
Largely deserted, the area plays host
to the occasional clash between roving
scavengers. Trade routes mostly avoid
Atlanta, as its dense urban sprawl
provides far too many opportunities for

Andrzej Probulski (order #5451458)

ambush, and offers little readily available


salvage, having been picked clean
generations ago.

Camp Tulsa
During the Reunification Wars, and
the Push, Tulsa was the seat of the
Reunification Government.
Camp Tulsa was once a city in ancient
times, but is now simply the remnants of
a rather massive military base. After the
Exodus, Camp Tulsa became home to
the largest military brigade in the RSA.
Now, the camp is little more than a dusty
series of abandoned buildings. Camp
Tulsa was made up of several barracks,
mess halls, training grounds, and
shooting ranges, all built and maintained
to help RSA soldiers become a better
militia. The now half-buried camp is
very drab in appearance; dust and sand
has thickly covered the remains of the
buildings, which were painted in every
shade of grey imaginable. The plain,
nondescript architecture was designed
for modular and quick construction, for
brutal efficiency rather than beauty.
Coal City
As the name implies, Coal City (also
known as the CC, Two C town, or Toosie
Town) is a sooty, grimy place. There are
several brown coal mines nearby, and
Coal City is a central hub for trading

23

and commerce in the area. Pictographic


warnings regarding fire and explosives
are spread all over the town. Most
trade comes from the Northwest, so the
town bazaar has been erected in that
direction. In the center of town, coaldriven blacksmiths forge goods for trade
that will accompany the coal caravans.
When the coal comes in from the mines
it is traded for food, which, along with
sundry goods, is bartered for with the
caravans.
Coal City miners are notorious for their
heavy drinking; its rare that a night will
go by without at least one massive brawl
over mining quotas, or simply because
a woman from one mining crew looked
cock-eyed at a guy from another.

Defiance
Defiance is a haven for those who seek
more security in their lives than is
readily available in the Great Plains, but
without the puritanical bent that many
communities have.
The town has a reputation for a certain
level of lawlessness; local Orderbringers
are known to turn a blind eye to the
many illicit ventures of the town, so long

24

Andrzej Probulski (order #5451458)

as their palms are sufficiently greased.


While Defiance hasnt completely
dissolved into anarchy, it does have
its share of narco-cafes, whorehouses,
backyard distilleries, and gambling
dens. The town is also known for its
Glutton junkies, who will oftentimes
be seen on the outskirts of town, laying
in a false-food induced coma. For all
its unseemliness, the Orderbringers
of Defiance are constantly patrolling
the towns borders and are quick to put
down any perceived threats. A large,
sturdy building that was once was a
dog food plant has become the towns
slaughterhouse. Cattle and meat are
Defiances main import and export,
although many visiting herdsmen gamble
or drink their earnings away, or spend it
on Glutton.
As a small hub for caravans, Defiance
is poised to grow and perhaps flourish in
the coming years.

Esperanza AKA Hope City


Ciudad de la Esperanza (Hope City) is
one of the only places in Year Zero that
has a political structure.

Gangs essentially form the military wing


of the political apparatus, armed and
funded by the citys various powers, using
plausible deniability to have these gangs
carry out their will.
Hope City is walled, and has been
isolationist since before the Dark
Times. Immediately following the
Exodus, a rallying cry was put out
that those without a place to go, who
wanted to work together should come
to Esperanza, or, as it was called, The
Last Hope. Thousands of refugees
poured in, some traveling from as far
away as Beijing and Karachi. This
migration into Mexico had been ongoing
for nearly a century, but at far lower
levels than those following the Exodus
and into the dawn of the Big Push.
Esperanza benefited greatly from the
early years of the Big Push, albeit
indirectly. The Reunification Wars saw
clashes between Esperanza and RSA
Coalition forces, in what were the former
states of Mexico and the US. Deserters
and those who remained when the
Coalition forces withdrew were invited to
join Esperanza as equals, if they would
pledge their allegiance to the newly
formed city-state.
Few refused, and Esperanza quickly
became one of the most diverse world
cities left largely intact.
Over a century of isolation has led to the
formation of many political coalitions
within the walled city, most based on
ideological or economic interests.
While there is nearly no external
trade, there is huge amount of interneighborhood trade that occurs. Most
areas of the city are largely self-sufficient,
so much of the trade is characterized by
desire rather than necessity.

Andrzej Probulski (order #5451458)

This isnt to say that there isnt an


underclass existing within Esperanza, but
compared to the rest of Merika, even the
destitute of the city are well off by nearly
all other standards.

Greenville
Green River is a slow moving tributary
of the Ohio River, in the area formerly
known as Kentucky. The spacious,
riverside town of Greenville was once a
peaceful community, however, the power
vacuum created by the Exodus changed
all of that.
After the Exodus two ships appeared on
the river, each commanded by a warlord,
one from the north and one from the
south. They pillaged and burnt as they
traveled along the river and met on
the shores of Greenville. The details
of this long, bloody conflict are lost to
time. Thus was the council of the Green
River Warlords born and baptized by
fire. Today, there are six warlords in
Greenville, each delicately balancing
their power on the tip of a sword.
As the Big Push began to the west,
lawlessness pervaded the Ohio River
Valley. The vast wealth of the river
and its surrounding villages brought
pirates and brigands out in force. They
would meet upon the outskirts of town,
and fight over the right to sack it. This
tradition carried the battle to other
villages and towns. The constant influx
of river pirates and their meetings on the
gritty embankment outside of Greenville
made it a destination for the waterlogged
raiders who would constantly vie for
dominance over it. Thus the town
became a haven for the river pirates and
their ilk, along with less than reputable
traders from all over the valley and the
eastern coast.

25

Since The Resurgence, things have


quieted substantially between the
Warlords and the infighting more subtle.
While the original Warlords are long
dead, those who remain can all trace
their lineage back to one of the original
four outfits. This wary truce hinges
on a number of small pacts, with a two
warlords at a time leaving Greenville
to perform raids up and down the river
while the remaining four hold the town.
The raiders take a larger force with them
than is within the walls, the theory being
that if they were ever barred reentry they
could take back Greenville by force.

Gunmetal
The people of the city formerly known
as Detroit know all about coaxing
barren, despoiled land into harvest, a
talent which grows out of a long tradition
of city farms that started in the early 21st
century. Its unsurprising that the waves
of pollution during the Big Push troubled
them less than other communities.
Refugees from all over the country
trickled into Gunmetal after the Big
Push, and it had remained relatively
unscathed through the Dark Times. The
Raiders of the North were particularly

26

Andrzej Probulski (order #5451458)

brutal to those in this area for the


last century, and it was only through
cooperation that Detroit remained
standing. A huge wall still surrounds
most of the city; Security forces have
orders to shoot anyone attempting to
enter the city anyplace other than its
main gates.
The combined energies of so many
different groups have helped Gunmetal
flourish and become a large Midwestern
trading hub. The population fluctuates
greatly depending on the season, but
upwards of 250,000 people call Gunmetal
home, mostly gathered at the riverfront.
For a few weeks at peak trading season
the city hosts close to half a million.
Gunmetals industriousness has led to
its population retrofitting several of the
dormant factories to produce a variety of
items for trade, from break-action survival
rifles to fully automatic belt-fed machine
guns. These firearms are well known
across the continent, and the city is named
after them. Gunmetal traders take pains
to only trade with honest communities,
and will only allow their weapons to be
used for defense and protection. Despite
this, some of these firearms still inevitably
end up in the hands of a few Drifter tribes
to the west.

Gunmetal may well be the best-fortified


community in the Midwest, with a
defensive perimeter that surrounds most
of its farmland and the entirety of its
urban center. Numerous bombardments
and attacks have failed, and would-be
invaders quickly realize that a siege is
nearly impossible, due to the citys ability
to sustain itself agriculturally.

Houston
Houston was already booming when the
groundwork for the Exodus began. Its
aeronautics and space travel industry,
coupled with a large technological sector,
made it the ideal staging ground for the
massive endeavor. Once the plan for the
Exodus was unveiled, the city swelled
with engineers and scientists seeking
newly created jobs.
Houston was one of the first to crumble
and be retaken by nature after the
Exodus: the lack of an organized
government or system of public works
meant that the city was quickly devoured
by swampland from the inside out. It
took only a few decades for Houston to be
overtaken by Mother Nature, with most
of its inhabitants moving to cities that
were a larger part of the Big Push.
Oklahoma Scraps E-Waste Site
Oklahoma Scraps is one of the largest
technological digs in post-Exodus
Merika. As such, it is also the site of
years-long battles between Reclaimer
sects, as well as the incursions of random
traders and scavengers. In ancient times,
this area which stretched an expansive
distance had been a dumping ground for
technological material for many years
prior to the Exodus. Slates, tablets,
scrolls, and myriad electronics were laid
to rest here. At the peak of its excavation,
various Reclaimer sects sent forces to
protect their workers, leading to an

Andrzej Probulski (order #5451458)

inter-Reclaimer trench war that spanned


several years. Much of the bitterness from
these battles still remains.

Mekka
Located in the skeletal remains of
Denver, Mekka is the Reclaimers largest
Data Haven. Here, the skyscrapers
that dotted the Denver skyline have all
been melded into a central structure.
Originally this stopgap was meant
to keep deteriorating buildings from
collapsing, but as the Data Haven grew,
the buildings moved closer and closer
together until there was essentially one
large mass.
Many of Mekkas bridges and central
buildings have been rebuilt and new
buildings have been added, using
materials stripped from the oncesprawling metropolitan area. What
was once Denver is now a labyrinth of
research labs, data centers and medical
facilities. From within the secure walls of
Mekka, Reclaimers run about tending to
their creations. In fact, the reclamation
of the city was so successful that it has
served as a model for all the Data Havens
and Servers built since.

Reclaimers attempt a pilgrimage to


the hub at least once in their lifetimes
to add their collected knowledge to
the central archive. While Raleigh is
more academic in nature, Mekka is the
largest collection of working pre-Exodus
technology in Merika.
Most people of Mekka seek the
information they need to rebuild lost
technologies. Others attempt to create
new designs based on long-lost relics.

27

Old New York


The ruins of New York consist of two
populated sections: Brook Line and
Mad Hadden.
Brook Line
Thanks to the rise in sea level and
the crippling frequency of coastal
storms, the Big Apple is now mostly
underwater wasteland. The skeletons
of skyscrapers jut out of the water,
but at street level the city is mostly
uninhabitable. Throughout the city, the
walls are crumbling, floors are burnt
out, and vines climb the buildings,
foliage bursting through long ago
shattered windows. Salt water has
eroded the foundations of these ancient
towers. Yet one area, Brook Line, has
been undergoing a constant salvaging
operation by an extremely territorial
groups of Caravaneers for a generation.
A permanent flotilla city, fashioned
from found materials, has sprung up.
This flotilla has become the center
for risky trade and vice on the eastern
seaboard. The easy pickings and vacuum
of population in the area have led to
rival Caravaneer factions, some little
more than gangs. Each crew specializes
in various salvage operations (below-

28

Andrzej Probulski (order #5451458)

surface scuba, high-rise spelunking, and


so forth). Clashes between groups can
be prolonged and brutal, as grudges can
often last until one group is completely
decimated or absorbed by the other.
Some of these trade wars have been
going on for the better part of a century,
even before Brook Line was established
as a den of iniquity.

Man Hadden
In Man Hadden, the ancient city center,
several hundred of the Pre-Exodus
old worlds powerful live in surprising
luxury, in what remains of about a mile
of interconnected skyscrapers. These
buildings overlook a large Central Dock,
where a small, bustling market has been
established, with all trade coming and
going by waterway. This small (but
extremely wealthy) area of the city has
canals that resemble ancient Venice
on ground level, with the skyscrapers
jutting into the clouds. Most travel
up-town (in other words, up, literally)
happens via jury-rigged bridges hundreds
of feet in the air. The inhabitants of
this living area of the city employ
hundreds of workers to maintain the
structures; underwater welders, laborers,

and constructionists all call the Man


Haddenites their bosses. The inhabitants
also maintain a vigilant security force
to repel any who would attempt to take
their wealth away from them.

who are isolationist even by usual Stitcher


standards. They work in relative peace
and quiet on a variety of projects, which
is unusual for the typically narcissistic
bunch.

Extravagant parties, including all


manner of art, orgies, and death sports
occur in open air platforms which
serve as entertainment centers for the
wealthy elite. These socialites are
vaguely aware of a world outside of Man
Hadden, but they dont acknowledge it
very frequently, nor do they need to.

Carefully distributed maps fuel the myth


that Phoenix is an oasis, full of salvageable
treasure for those willing to make the trek
through the punishing desert. This legend
provides a steady stream of victims for the
Cabal of Stitchers.

Man Haddens outer buildings all


have retrofitted turrets jutting from
all sides, with wide angles of vision.
The nearby skyscrapers have all been
demolished, giving nearly a half mile
in all directions of nothing but open
water. This makes approach clear to
these guard posts, and raiding extremely
difficult. The last successful assault on
Man Hadden occurred when a clever
group of Reclaimers entered the docks
in a submersible boat, leading the Man
Haddenites to mine some of the lower
areas of the approaches.
Some call the area (and its inhabitants)
Mad Havin as a slur. After centuries of
living in excess, the term may not be all
that far off the mark.

Phoenix
Most of Phoenix is a ghost town, reduced
to rubble; the skeletal remains of a
handful of skyscrapers jutting out of the
sand. The area is constantly hit with
sandstorms and is on the verge of being
overtaken by the desert.
The interiors of these centralized
structures hold a hidden labyrinth that
houses a large community of Stitchers
several hundred, including support staff

Andrzej Probulski (order #5451458)

Raleigh
Before the Exodus, Raleigh and the
internationally renowned Research
Triangle experienced a significant
population boom, thanks to the high
tech nature of the local economy. The
area was home to one of the largest
launches for government officials, due
to its relative proximity to Washington
D.C. After the Exodus, Reclaimers
from all over the East coast converged
on Raleigh, and it became one of the
largest, though relatively inconspicuous,
Reclaimer settlements for nearly a
thousand miles and home to one of the
continents few functioning Data Havens.
The heavily fortified, walled settlement
is surrounded by barbed wire and
land mines. Reclaimers here consider
themselves defenders of knowledge and
they guard their data haven and its
infrastructure viciously. They are even
known to attack settlements that spring
up too close to their trove.

Redding
Redding is the Washed Coasts bustling
trading hub, built high in the trees with
many ballistas and guards watching the
approaches. Mostly lower technology
is traded here, as well as herbs and
other medicinal supplies. Occasionally

29

something unfamiliar will turn up,


and the locals will usually get rid of
it for a pittance, so there is a constant
small Reclaimer presence here. Drifters
occasionally raid the outskirts, and many
Staker communities have been built in
and around this vibrant forest.
The trading route between scrappers
coming from Seattle and Redding is busy,
and the long route to Switch City is a
well-traveled one.

Rust
Rust is a settlement along the polluted
banks of Lake Erie. Founded in a vast
industrial complex filled with junked
vehicles and machine parts, Rust sits
in the shadow of Buffalos skyline. The
townspeople wear heavy leather clothes
at all times to protect themselves from
the jagged edges filling their junkyard
home. Because their land and main water
supply are poisonous, Rust depends on
trade to survive. Thus they are relatively
open for a walled community, but only to
Caravan traffic. Otherwise, outsiders are
turned away almost without exception,
and on the rare occasion when they do
let a stranger in, the welcome rarely lasts
the night.

Saturnalia
Saturnalia was named during the space
race years immediately prior to the
Exodus, as a tribute to the technological
marvels of humanitys journeys to the
stars. Numerous tributes and statues were
erected to leave a reminder on what was
supposed to be an empty and deserted
planet. The current reality, however, is
a bitter reminder to the residents of this
small and humble town.

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Andrzej Probulski (order #5451458)

Seattle
Another aeronautics and technology
center, Seattle experienced a similar
rise and fall to that of Houston.
However, Seattle has seen just as much,
if not more, of natures encroachment.
Rising sea levels meant a sea wall that
required constant maintenance. Prior
to the Exodus the people of Seattle
were vigilant enough to keep the city
apart from the growing sea floor, but
the sea wall collapsed in the first years
following the Exodus. Those that
remained dispersed to the surrounding
communities. Now, little remains
of Seattle that hasnt been re-taken
completely by nature.

Scrapyard
Scrapyard, as its name implies, is a vast
junkyard of useful (or useless, depending
on who you ask) parts. The residents of
Scrapyard make a living repurposing scrap
material into goods and equipment, and
are authorities on the utility of random
bits and pieces that most cant make heads
or tails of. There is a large trading center
outside of the walled town, with heavily
armed and armored watch towers set up
to create a kill zone for any for any who
disobey the towns strict trading practices.
Junk traders from near and far bring their
odds and ends to Scrapyard to unload for
more useful junk.

Somerset
In Somerset, the strictly enforced
laws of the settlement carry draconian
punishments. Smaller infractions, such
as insubordination, are punished by
amputation of anything from a finger
to entire limbs. The worst offenders are
sentenced to a closed-door execution that
leaves behind only the husk of the person.
Punishments even worse than death are
quietly whispered among the townspeople.

Despite being this totalitarian system,


Somerset still offers benefits for those
who settle there. First, it is next to a
huge man-made lake, which served as a
reservoir during the Dark Times. Even
now, water is one of the towns chief
exports. Somerset also has a working
oil well and refinery, so it is extremely
self-sufficient; there are many rooftop
gardens, and buildings use solar or even
gas-fueled generators to provide power.
Due to the accessibility of oil and water,
commerce thrives in Somerset. Black
gold provides the town with a steady flow
of trade in and out of the region. The
city is also home to a small trade mall,
and several hostels and inns. Most of
these businesses, as well as many bars and
hotels, are located along a road called
Highway 27, which is one of the longest
remaining pre-Exodus roads in existence.
Industry is another major component of
Somersets economy. The city is home
to an ancient pre-Exodus underground
technological complex, with various
elements of production that go towards
whatever projects the Seraphim dictates
as necessary. Excess goods go straight to
the market, funding a complicated web
of projects to pay the loyal subordinates
of the towns mysterious leader.

SonoTrader Village
Situated on one of the major trade roads
of The Wilds, SonoTrader Village is
made up of vast rows of tents, small
stands, and shacks built of sheet metal,
with narrow streets running up and down
each side of the battered walkways of
what was once a national park.
After the Push started, SonoTrader
became home to a multitude of
merchants, who enjoyed the lack of
regulation that the town offered. The

Andrzej Probulski (order #5451458)

small city is built on the premise of a


fast buck, and was fairly glamorous for
post-Exodus Merika even as the Dark
Times approached, at least for those
with accrued wealth. More than other
cities, the inhabitants of SonoTrader are
sharply divided by class. The exclusive
Uptown is home to the best clubs, stores
and the homes of the powerful. However,
Downtown Sono-T is a decrepit slum,
where only the tough or cunning survive
for long.
Throughout its long and storied history,
SonoTrader has had no leaders or
government officials, only merchants and
businesses. As such there are no laws; the
larger and more influential businesses
impose their will on less powerful ones
using financial incentives and occasional
violence. Merchants sometimes
collaborate in an attempt to gain a stable
power base. However, these mergers are
often short lived, as rivalries over profit
and customer base inevitably crop up.
SonoTrader is well known for its amoral
trading practices, its trade in humans,
and as a hub for the bounty hunters.

Switch City / the Switch


Switch City, once known as Chicago,
is Merikas largest trading hub and 2nd
largest city. The population fluctuates,
but the average is somewhere around
350,000 people. Just about any item
known to post-Exodus humanity can be
found within the walls of the Switch,
although rarities are usually beyond most
budgets.Within the gates one can find a
constant influx of traders and caravans
with a multitude of interests, as well as a
variety of merchants and those trying to
increase their fortunes.
There are few laws here, but they are
strictly enforced. Death is the most
common punishment. However, if you

31

have the goods to bribe the security forces


and the magistrates, you may be able
to pay off your crime. Just make sure to
do so before the Hunters find you and
claim their bounty.The security forces
themselves have jurisdiction only within
the city limits. However, for a large
bounty, the hunters will travel hundreds
of miles to get their man. More than
one unscrupulous merchant has found
themselves on the run after attempting
to cheat fate (or possibly their customers)
within the walls of the Switch.
The open-air markets of Switch City hum
with life (and sometimes electricity) all
day and night. In some places the stalls
stretch for miles, and all manner of
goods and services can be found within
them. Some of the more illicit items may
require bribes to the security forces and
the city council to procure, but the price
is small compared to the large profit that
can be made in these gray markets.

TenPike
TenPike is the epitome of a small
Resurgence town. A trading hub, built
on a large hill with a concrete ramp

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Andrzej Probulski (order #5451458)

jutting out of it, TenPike sits on a major


crossroads of what was once an interstate
highway, but its been centuries since
vehicles regularly traveled it. Today,
ox-carts and pack boars are the main
means of transporting goods through the
town, which is thriving by 26th century
standards. The town consists mainly of
ramshackle huts constructed from scrap
metal, hammered roadway signs, and
caked with mud for insulation.

TooSon
TooSon is an expansive ghost town with
a rich history. After the Exodus, TooSon
swelled in size. Thousands arrived within
months, fleeing from the culling gangs
and chaos that existed outside of most
major population centers.
The agreements that ended the
Reunification Wars were signed here,
and came to be known as the TooSon
Accords. The treaty created the fledgling
Big Push government, and laid the
ground rules for treatment of nonmilitary citizens as well as prisoners and
refugees; it also established a hands-off
approach to relations with Esperanza.

Toronto
Toronto underwent a great deal of strife
and violence after the Exodus. Most of
the current population can trace their
ancestry back to the few who managed to
elude harm by escaping land and living
on a large flotilla several miles offshore.
They maintained a small military fleet
and a civilian government, which worked
in tandem to serve the needs of the
citizens of the Lake Flotilla. Meanwhile,
Toronto burned.
After nearly a century at sea, the overcrowded flotilla, which had been trading
with Detroit for firearms in exchange for
filtered water, returned to land. They
cleared out the petty warlords that had
established themselves on the shores
of the Lake. A brief exchange, led by
the flotillas missile ships, cleared the
Toronto Harbor and the inhabitants
returned to dry land for the first time
in generations. Within a year they had
retaken the majority of the city, thanks
to their highly advanced technology,
their access to weapons from Gunmetal,
and their fresh water supplies.
Toronto maintains one of the largest
navies in the region. While there are
some conflicts between the Great

Andrzej Probulski (order #5451458)

Lakes city-states, they are typically


limited to small skirmishes. The cities
still openly trade with one another.
Torontos Coastal Defense Force clashes
occasionally with Gun Metal and Switch
City, but their main focus is keeping the
lakes free from pirates.
Torontos major exports are peat and
natural gas, which are sent down-lake
either to Gunmetal in exchange for
machinery and weapons, or to Switch
City for raw steel or other trade goods.

Uranium Springs
The scorched town of Uranium Springs
sits just off what was once the historic
Route 66 in northern Arizona.
Originally built around a giant
freshwater outlet, tradition states that
Uranium Springs was the target of
several suitcase nukes at the end of the
Reunification Wars because the populace
had barricaded the town and refused to
recognize the interim government.
Now Uranium Springs is a refuge for
nomads, scavengers, and lowlifes seeking
a cool glass of water and a rest from the
road. It is lawless and isolated.

33

The availability of water, coupled with


the irradiated environment, make the
town a magnet for cults of all shapes
and sizes, especially those who worship
technology, radiation, death, decay, and
so forth. A cult called the Isotopes is
based in Uranium Springs. They worship
the radiation within the surrounding
areas. Their rituals eat away at their
bodies and minds; like the ancient
renaissance painters, they have been
driven mad by the tools of their trade.
The population is an interesting
hodgepodge of various groups and
interests. There are still a handful of
regular folk who call Uranium Springs
home. These townspeople take regular
anti-radiation meds. Some study the
physical effects of radiation, although
the purpose varies greatly, as some follow
humanitarian impulses while others have
more nefarious purposes. Then, there are
the cults, which regularly hold holidays
to honor various oddities. Finally, there
is a criminal element. Uranium Springs
has an extensive underworld network;
many flee there to hide from prying eyes
or slip through the cracks, hoping that

34

Andrzej Probulski (order #5451458)

the bounty hunters who are chasing them


will overlook this desolate, hidden place.
The towns major exports are homemade
trinkets and irradiated water sold far
and wide as a miracle cure by snake oil
peddlers as a cure for what ails you.

Victoria
A gigantic arthrofarm can be found in
whats left of Victoria, in the former
British Columbia. This community
breeds various species of bugs, and
the facility is known not only for its
food production, but also for the highgrade chitin-based composite material
similar to automotive fiberglass that
they produce.

The Wilds
The Wilds are the wide-open plains
of the Merikan Midwest, the areas in
between scattered towns and city-states
where there can be no guarantee of
safety. This vast expanse is home to
the Drifters, Stakers, and all manner
of wildlife. The Wilds also house some

of the largest remaining pre-Exodus


weapons caches, missile bases, army
barracks, and thus a lot of unclaimed Old
Tech. Small towns and trading posts are
scattered throughout. Those who live in
The Wilds tend to view the city-states
with distain and prefer the frontier way of
life. This is also where the vast majority
of Tribals and Warlords can be found.

Yellowstone
The town of Yellowstone stands on tall,
swaying posts, so as to withstand the
rare but severe earthquakes that have,
over time, leveled almost everything else
within hundreds of miles.
Some traders whisper that the land
is cursed, and that the people of
Yellowstone must have struck an unholy
deal to stay standing in this forsaken
place. The truth is much simpler: the
hot springs and geysers below power
the town, and allow for technological
advancement beyond what would
generally be available to a town this far
out from civilization.

Andrzej Probulski (order #5451458)

Nearly all trade routes from the old


east to the new west travel through
Yellowstone, simply because there
isnt much else around, which suits the
inhabitants of Yellowstone just fine.
They are a proudly isolationist town,
welcoming the goods that outsiders bring
but not the outsiders themselves.
Their simple means of survival has
allowed them to thrive, and the
town now houses of several thousand
inhabitants. Naturally this wealth makes
them a desirable target for pillage,
but as the great Drifter tribe the
Plainstalkers learned the hard way,
Yellowstones stilted existence protects
it from more than just earthquakes. The
Plainstalkers laid siege to Yellowstone
almost a generation ago, and are
still recovering from the loss. Nearly
1000 Drifters perished in the assault,
cementing Yellowstones legendary status
as the impregnable fortress of The Wilds.

35

Community
With the Dark Times past, the worst may be over, but the world
of The Resurgence remains a bleak and desperate place haunted
by a tortured history of neglect, abuse, and betrayal. The feral
and uncivilized Earth is horrifically scarred. Cities that once
housed millions sit desolate, empty: vast tombs of the past.
Pollution chokes once-thriving waterways and festers in toxic
swamplands. The monuments of humanitys progress lies strewn
about the planet, rotting like fallen trees in the forest.
Yet at long last, survivors can detect a glimmer of genuine hope.
In some places, plants have begun growing on their own, crops
can be managed stably, and forests regenerate themselves. Wild
animals once again hunt and graze on the open plains. Slowly,
the world has started to heal itself.
After centuries of decline, the population is once again expanding. The small and terrified bands of survivors have grown both
in size and ambition. Now, in The Resurgence, these communities are reaching out to the world with a renewed, if tentative,
confidence. Trade has resumed, and communities that were destitute mere generations ago now feel the unfamiliar prodding of
pioneer ambition, to revitalize the earth with their own sweat.

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Andrzej Probulski (order #5451458)

What is a Community?
A community is an assemblage of people
who are united by common ideology, by
shared goals, or simply by the need for
security and survival. Some communities are large enough to have developed
sophisticated social networks, while others are little more than a single extended
family chain. During The Resurgence,
communities have emerged in a variety
of shapes, from hidden cults, to trade
villages, or in rare circumstances, a
modest cityscape.

be created, the condition and abilities of


those Characters, their access to training,
gear and equipment, and their capacity
for personal advancement.

While the Exodus created a tremendous void, the subsequent collapse also
resulted in the renewed valuation of
community, as well as the re-valuation
of their individual constituents. Thus
there are striking differences between the
understanding of culture and community
21st century and that of the 26th. In The
Resurgence, people matter more, and
a community and its constituents share
a symbiotic relationship rather than a
parasitic one.

The collective efforts of the Community


are measured in this abstract form of
capital that Resource Units represent.

In The Resurgence, its hard to imagine


life without Community. Characters
would be left to wander the perilous
wastes alone in search of scrap and
shelter. The dangers of solitary travel
make banishment tantamount to execution, and most communities reserve this
punishment for only the most unforgivable transgressions.
Community Functions
The Community is the single most important and defining facet of Character
creation, as Characters emerge directly
from the possibilities offered by their respective Communities. These tightly knit
enclaves form the framework for both the
moral and the ideological composition of
Characters. This may be a new concept to
seasoned gamers. A players Community
will determine how many Characters can

Andrzej Probulski (order #5451458)

To advance, Characters will work on


building up their communities and
pooling efforts towards something
called Resource Units (or RUs).
Both survival and advancement require
ambitious measures of work and struggle, and these trials should compose the
drama of your narrative.

Resource Units
Resource Units (RUs) represent both
abstract social currency and tangible currency in Wreck Age. RUs can be acquired
through work, trade, scavenging, or more
aggressively through violence and direct
conflict. Resource Units are the building blocks of Community, used to create
and maintain a populace, and acquire
machinery, infrastructure, weaponry,
and armor.
Even relatively well-established communities often find themselves on the
razors edge, and may come to rely upon
individuals such as your Characters for
protection, sustenance, and all manner of
support. The adventures of each Character will reflect on their Community in
both tangible and intangible ways. Thus
each encounter might help Characters
generate (earn, steal, discover, pillage)
Resource Units, but that experience will
only be absorbed into the Community
and, in turn, improve the weaponry,
renown, technology, skill, and training
those Characters can access. Conversely,
repeated failures by Characters can have
a catastrophic impact on the Community
from which they hail.

37

Players can spend Resource Units in


several different ways: to improve their
Community, to generate additional new
Characters from within that Community,
or to augment and advance existing Characters through training or equipment.
Each option has its merits and pitfalls;
players must make strategic decisions
based on the welfare of the Community
and the situation in play.
Players can earn Resource Units for their
communities through their adventures.
Scenarios or Narrators will determine the
number of RUs at stake, as well as how
they can be won, harvested, stolen, pilfered, or otherwise acquired. Make sure
to record all Resource Units gained or
lost at the end of each session. The relative RU costs for Community advancement and Character creation are outlined
in later chapters.
Creating a Community
The first step towards creating a Community is determining what sort of gaming
experience you want to have.
If you are playing the tabletop game, you
can create this Community entirely on
your own or choose a pre-made community. For a narrative game, the players
will generally be coming from the same
Community, so cooperation will be
required. In some cases the Narrator will
create the Community for you, or use a
pre-made Community. Of course, none
of the Communities that we provide are
set in stone, they are templates that you
should feel free to make your own.
In order to create a Community, the
player(s) should have a general idea of
the style that they would like to play.
It may help to consider the basic Community types in Wreck Age: Stakers,
Drifters, Reclaimers, Stitchmen, the
ARHK, Church of Fun, Unicephalon,
and The Vale.

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Andrzej Probulski (order #5451458)

A player who prefers a small, technologically advanced community might


find Reclaimers or Stitchmen appealing,
while those who prefer a can-do frontier
spirit may be drawn to the Stakers. A roving band of marauders would generally be
considered Drifters, while a more cultish
group might fall under the umbrella of
The Vale or the Church of Fun. Finally,
those who prefer an organized force with
access to pre-Exodus technology and
intelligence might choose the ARHK or
Unicephalon. Each faction has its own
unique motivation and spirit, as well as a
storied past and background for players
to build on.
Below, we have included some additional
prompts to help you determine the type
of Community that you would like to
create.
Community Beliefs and Motivations
One of the central tenets of a Community is what creed or dogma they follow.
This can be surprisingly difficult to
imagine in a vacuum; a good starting
point would be to consider the general
relationship between this Community
and its immediate surroundings.
Consider if the Community is:
- Civilized / Progressive / Barbaric
- Peaceful / Proud / Violent
- Secular / Religious / Superstitious
- Ordered / Chaotic
- Resourceful / Disorganized / Shabby
- Insular / Survivalist / Expansionist
While these core values or traits dont
necessarily affect game play in a specific
way, they provide a template for the shape
your Community will eventually take.
Each of these foundational traits could
potentially describe any of the factions
described in this book, so you will want
to expand and elaborate on them.

Ideally, the consideration of these


prompts should evolve into a storied
background and context for your
Community and its Characters.
After considering a Communitys basic
disposition, its time to examine that
Communitys motivation. What do they
to accomplish? Are they in search of
fortune? Security, safety, and comfort?
Do they seek knowledge, and if so, of
what? Do the members of your Community want to wage unending war to
appease their gods, or do they desperately
covet some long lost object? Sometimes
these choices can be obvious. Reclaimers,
for example, are generally motivated by
the quest for technology. However these
motivations are open to interpretation;
you may choose whatever motivations for
a Community that you desire.

Community Name
To complete the creation of your community, we now come to what is often the
most rewarding step in the process. Its
now time to select the name of your community. The name of a Community can
say a lot about the content of its Characters. However, dont feel restricted by
naming conventions. For those who have
a hard time with naming, we recommend a quick perusal of your thesaurus.
Likewise, we often look at contemporary
maps to find rich, suggestive, and even
peculiar places in the real world that
seem easily adaptable to The Resurgence.

If you find this challenging, we


encourage you reverse the perspective
and to consider your Communitys
natural enemies.

Andrzej Probulski (order #5451458)

39

STAKERS
Stakers seem to live a simple, drab
existence. They derive remarkable
resilience from their lands and beliefs,
defending what is theirs at all costs.
Despite their stubborn refusal to accept
the worlds perception of them, there is
no denying the bond that evolves between
those who claim stewardship over a plot
of land and build their homes and lives
upon it.
Born into settlements focused on
pragmatic survival, working the land is
the Stakers calling. Stakers build and
create; that is what defines their way of
life. They come from all walks of life,
but despite this diversity, an indomitable
belief in cooperation
and community
binds them
together.
Stakers
are hardworking
people.

Malingerers are sharply chastised, and at


times, even ejected from the community.
However, Stakers are also beholden to
ancient familial customs, which may
require them to accept the laziness of
those among them if they have powerful
relatives or family lines. Of course, if
even these Stakers test the patience of
their community too frequently, they
may find themselves in exile, a dire
predicament when so much of their
character is tied to their homestead.
Stakers are quite culturally diverse and
rarely identify as such, preferring to call
themselves after their place of origin or
primary occupation: Pikers if they are
from TenPike, or Rookerites if they hail
from Rookery. They are very internally
focused, having little concern for those
outside their walls. As such, they feel
little obligation to assist their neighbors
in times of distress, and are content
to develop their own unique religious
beliefs, social structures, and traditions.
During the Dark Times, it became
necessary to make a series of excruciating
decisions. Stakers pass down stories of
these difficulties from parent to child, in
the hope that the same mistakes wont be
repeated by future generations.
Depending on ideology and
happenstance, Stakers live somewhere
between threadbare post-collapse
existence and varying levels of utilitarian
technology. Their tech is a hodgepodge
of sustainable resources, salvaged
materials, and creative ingenuity.
Having lived for generations on the brink
of collapse, Stakers focus heavily on
sustainability. Their devices are typically
powered by solar panels, hydroelectric

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Andrzej Probulski (order #5451458)

generators, wind turbines, bio-fuel, and,


rarely, fusion generators. Some larger
communities have vehicles and refueling
stations. Smaller communities may be
powered by bicycle driven generators or
even hand-cranked machines. Beyond
the fundamental skill set specific to
each community, Stakers will rarely
have experience with tech that exists
outside of their stead. A Gearhead from
one Staker community may understand
quantum physics, the principles of Faster
Than Light travel, and how to repair a
fission generator, while another may only
understand Old Tech machines like bikes,
internal combustion engines, trip alarms,
and gunsmithing. The skills that the
members of each community have are
dependent largely on their
individual circumstance.

Without each member of the community


fulfilling their function, like a part of
some great churning machine, the Staker
way of life would perish. Outriders and
Jammers patrol the outskirts of the
stead looking for suspicious activity or
intruders. Field hands watch over the
precious herds and crop fields. Sappers
mine and lay defensive positions.
Gearheads maintain all of the equipment
and machinery. Together, these
individuals prevent their homes from
being razed by rampaging marauders
or from being decimated by draught, or
weather conditions.

Maintaining a utilitarian approach to


armaments, crucial for survival, Stakers
quite literally cling to their guns. The
Resurgence of the natural world has done
little to lessen the depravity of those who
would wish to harm their communities.
Furthermore, they know that in the
event of an attack it is unlikely that
anyone will come to their aid. Thus,
Stakers are highly trained in selfdefense and carry personal weapons
almost constantly. Children drill
in basic combat and simple blade
work from an early age, before
moving on to ranged weapons,
usually some variety of rifle. Wary
of sudden attacks, Stakers
tirelessly maintain
their guns. While
they may have
access to other
types of weaponry,
almost every Staker
community keep a
significant store of
rifles and ammunition.

Andrzej Probulski (order #5451458)

41

DRIFTERS

Might makes right, and the mightier you are the more right you are.

-Killer Kowalski, First Chieftain of the Iron Bars Tribe
The nomadic barbarians called Drifters
are a diverse collection of clans and
tribes who wander the Merikan Wilds,
attacking stable communities and seeking
challenges in battle, prey, and supplies.
They have evolved from a massive
convergence of prison gangs in the final
days of the Big Push, into a tightly knit
warrior culture of hunters and raiders.
To everyone else, the Drifters are a
constant danger, threatening to pour
over the land like a plague of insects.
Thus, Drifters have named their untested warriors Locusts, who swarm
the battlefield, overwhelming their foes
with sheer numbers.

Drifters see the world as divided


between the weak and the strong. The
strong take what they need while the
weak are prey. Rank is determined
by warrior prowess and adherence to
The Code. Drifters value personal
freedom first, and support of the tribe
and its traditions second; they view
everyone outside their culture as either
prey or worthy opponents. The Codes
third tenet is make nothing, take
everything, which feeds the Drifters
continuous need for battle and plunder.
Drifters refuse to use technologically
advanced weapons, which represent the
evil of their past jailers. Those who
do use high technolog y are loathed,
and destroyed whenever the
opportunity arises.
Drifters are a caste
society in which success
in battle translates into
glory in life and recognition
after death. Rank has far
more to do with raw ability
and ferocity than with plotting
and manipulation. Bragging
and storytelling are considered
natural skills of the warrior:
the martial songs they sing,
describing feats of valor, will
outlive them and cement their
position as Honored Ancestors.
Accomplishments are tattooed
or branded upon the body
in symbols common to all
the Drifters, with small
variations indicating ancestry
or specific affiliations. Drifter
tribes are loosely territorial
towards each other. Some

42

Andrzej Probulski (order #5451458)

locations and communal meeting places


are designated as sacrosanct; they may
not be tarnished by bloodshed.
A common Drifter saying is: Dont make
it, take it! They will not personally
build or craft anything not meant to
wage war. Slaves, or those who are not
yet warriors, are used for any other labor.
These ancillary members of the tribe
dont have the full protections of The
Code, but are still afforded the most basic
of rights under it.
Drifters lead short and violent lives, and
as such, have an ingrained relationship
to their weapons, armor,
and explosives. Energy
weapons, computers,
nanotech, or any
other form of highly
advanced technology
are reviled as tools
of the weak.
Weapons that
allow a Drifter
to get up close
and personal
carry more
honor than
ranged weapons
that allow a
Locust to sit

Andrzej Probulski (order #5451458)

back and act a Staker, without


engaging the enemy intimately. However,
any weapon used in game hunting is
acceptable: bows, rifles, and shotguns
are common. One of their more unique
weapons is the Explodaboar, a trained
boar with shaped charges strapped
to a special harness and triggered by
remote. The results can be random and
devastating. Watching a group of armed
men, aware of the beasts danger, run for
cover while being chased by the creature
is one of the great comedies of Drifter
culture.
The place a Drifter holds in the tribe
is as much a part of them as their name
and the tattoos they wear. The leader of
a tribe is called its Chieftain. They lead
the charge in battle, and are expected to
put themselves in harms way
rather than lead from the
rear. The Locusts swarm
over enemies, devouring
lives, claiming glory, and
taking anything they can
carry. With luck, skill,
and ferocity a Locust
may one day be called a
Berzerker, a warrior of
great physical prowess
and unflinching courage,
capable of near psychotic
levels of violence. The
warrior caste is supported
by the Beast Handlers, who
lead packs of vicious trained
animals into battle. Shamans
provide healing, spiritual
guidance, and cleansing.
In addition, they bestow
new rank and tattoos
to those who have
earned them and
serve as masters of
the slaves and others
who are not of the
warrior caste.

43

STITCHERS

This is our world, and only we have the knowledge to rule it, now and forever. These fools
grubbing in the dirt should gladly sacrifice themselves for our immortality, and if they do
not, we will show them their true purpose.

-Audio recording recovered in a Houston area hospital, date unknown.
Stitchers (sometimes called Stitchmen)
are horrifying, self-serving individuals,
and predators of the highest nature.
They fear nothing but time and death,
which they struggle against with all the
fiber of their being. Their eternal quest
for immortality has led them to twist
their original Hippocratic oath into
something grotesque. Through organ
harvesting, they are able to extend their
lifespan almost indefinitely. In childrens
stories, Stitchers are the creatures that
go bump in the night, a well-deserved
reputation. Stitchers
are monstrous in
appearance, like
patchwork
dolls thrown
together
by sick,
demented
minds.

Now scattered across the land, Stitchers


can trace their origins back to a single
Exodus ship filled with medical staff,
which malfunctioned and crash landed
outside of TooSon. This accident shaped
events for centuries to come. Initially,
the stranded doctors worked with the
local communities, and some were even
instrumental in coalescing the Big Push
into a populist movement. However,
hundreds of years later, Stitchers
are warped by narcissism, paranoia
and ruthless self-interest; while the
archetypical Stitcher has a malicious,
vampiric nature, some still choose to
work cooperatively with communities,
even as they seek to ensure their own
survival. Most, however, maintain their
own isolated enclaves, ruling through
fear-mongering and manipulation.
These doctors carefully dole out medical
care, bio-engineered enhancements,
food, and weapons to those who serve
the master well.
The Stitcher ethos can be summed up
quite simply: Do unto others, before
they do unto you. Backstabbing,
murder, and violent coups are all
commonplace within their culture.
Stitchers are motivated by the quest for
everlasting life, and tend to be rife with
dementia and psychotic tendencies due to
their old age.
Their bodies a patchwork of different
organs, their brains continue
deteriorating as the decades turn to
centuries. With medical technology and

44

Andrzej Probulski (order #5451458)

a constant supply of fresh organs and


tissues, Stitchers extend their lifespans
well beyond anything imaginable in
the 21st century. However, there are
still limitations. The brain cannot
be retrofitted or replaced, and will
eventually begin to decay, albeit
at a greatly decreased rate due to
vitamin shots, blood transfusions,
and preventative surgeries. As such,
encroaching dementia and brain
deterioration are among the Stitchers
deepest fears, reminding them that even
though they can cheat death for a period
of time, they too are mortal creatures.

enhancements. Administrators run the


day-to-day operations of the cabals,
serving a managerial role. Orderlies are
the lowest on the totem pole (and may
find themselves in the meat grinder if
organs are scarce). They handle menial
tasks, as well as tending to the various
automatons, such as the flesh constructs
known as Golems.

Stitchers prefer to capture their victims


as unharmed as possible, allowing for
a much wider use of their vital and
valuable organs. They make ample use
of tranquilizers and narcotics, which
cause no permanent damage to their
targets. In the field, small groups set
traps or isolate individuals for easy
pickings. They utilize primarily
non-lethal weaponry, such as
Narco Guns, Tranq Rifles,
and Net Casters to capture
their prey.
Stitchers generally operate
alone or in very small groups,
and are highly distrustful
of others, even within their
own ranks. Hunters are
the most common type of
Stitcher to operate in the
field, and are the only ones
most people will ever meet,
(and likely the last they
will remember). Their
role can vary greatly,
from trusted bodyguard,
to disposable lackey.
The most successful and
trusted Hunters will find
themselves upgraded
with all manner of bio-

Andrzej Probulski (order #5451458)

45

RECLAIMERS

We must use old technology to determine where we as a species went wrong.



-Parna, the legendary Reclaimer Scrivener, and founder of the Order of
Parna
The Order of the Reclamation are devout
The Reclaimers, while widespread, are few in
scavengers of the old world. They are academics,
number. Each flock of Reclaimers will be made
engineers, scientists, and scholars who seek out
up of a number of sects, each competing for
the remnants of Pre-Collapse civilization, utiliz- ultimate dominance over the group. These sects
ing the data they collect to further their underfollow varying doctrines: from the peaceful
standing of ancient technology. While not the
co-existence that the Parnists espouse, to the
only ones who attempt to preserve and discover
military dominance that the Metas (or the MRO)
this lost tech, they are by far the most fanatical.
promote. As such, its not surprising that the
They gather these remnants and raw materials
cult is rife with jealousy and bloody strife. This
in hidden outposts called Data Havens. To the
may culminate in a clash over found artifacts, or
outside observer, Reclaimers are simply a cult
with accusations of heresy leading to long-term
with a fanatical hunger for technology. However,
disputes. However, unlike the academics of old,
within each of their secretive compounds exists a
Reclaimers occasionally solve disputes between
haphazard but technologically advanced mass of
sects by means of plasma weaponry. These condrives, servers, and data cables that sort and cataflicts have led to more than one Data Haven belog a tremendous amount of data. Within the
ing torched with laser fire, or worse: the ultimate
chaos lies a complicated
horror of having their servers fried by EMPs.
structure of order
which mirrors the
The secretive and heavily protected Root
way the
Council leads the Reclaimers. Its rumored that
organization
not all of the Council members are still alive in
itself runs.
the flesh and blood sense, but instead are virtual
Like an ant
AI backups. Reclaimers work tirelessly throughcolony, every
out their lives, uploading their findings into the
drone, every
servers. The identity of those members lives on
soldier, has
after their physical death, through these Avatars.
a purpose.
Beneath the Root Council are various divisions,
sects, and teams of Reclaimers who make up the
organization as a whole. Each serves in some way
to support the Order as well as following personal
and political agendas.
The Reclaimers offer help to many in the wastes.
They trade data tablets, renewable energy
sources, and electronic guides of various kinds
to communities across Mericka . These tablets
come with small libraries of literature, as well
as basic education programs that allow Stakers,
city dwellers, and even the odd wanderer to learn
reading, writing and basic science. However, this
isnt done entirely out of the goodness of their

46

Andrzej Probulski (order #5451458)

hearts: these seemingly innocuous tablets allow


the Reclaimers to gather vast amounts of data.
The devices record and periodically transmit data
about the lives and movements of those who use
them. Through this, the Reclaimers discover
many sources of technology they would otherwise miss. If they discover any rumor of ancient
tech that interest them, they will send out teams
to recover it through barter, and failing that
through force.
The Reclaimers revere technology above all
else, and will often see the use and creation of
technology as a path to reach a higher plane
of consciousness. The more advanced
technology that one uses, creates, or
comprehends, the closer they are to
the Celestial Drives. As such, most
Reclaimers utilize High Tech
weapons in the field. Charger
Rifles and Laser weapons
are common among these
technophiles. To risk
death or dismemberment
testing out an unproven new technology is seen as brave and deserving
of praise, especially those among the war-like
zealots of the MRO. They appreciate using
mayhem-inducing tech and weapons such as
flame casters, and arc disruptors.

several Power-Scavs, and possibly a Zealot


or two. Servers carry mobile communications
devices and are basically long-range radio
operators. They serve as the teams networking
hub. Power-Scavs are equipped with specialized excavation devices for cutting through
rock, metal, and if need be, bone. Zealots are
fanatical devotees of technology willing to risk
their lives for the sake of knowledge. They carry
the heaviest and most experimental weaponry
into combat, and you can sometimes find their
remains at the center of a smoking crater should
anything go wrong.

Most interactions that other groups will have


with the Reclaimers are through the lowestranking members, known as the Technocratti, or just Technos. They are the face
of the of the Order, trading technology
for supplies and info on new sources of ewaste. When on a scavenging mission, the
team will usually be led by a
Scrivener Cleric. Scriveners are responsible
for transcribing data and organizing the vast
collections of information in some
meaningful way. They also lead battle
teams, as they are tougher and more
worldly than some of their more academic peers. In addition to the Technos,
a combat team will usually have a Server,
Andrzej Probulski (order #5451458)

47

THE ARHK

The Autonomous Region of Hong Kong


(or simply, the ARHK) see themselves as
the only civilized voice left on the planet.
Highly industrialized, and in constant
need of raw materials, they send out
expeditionary forces to many corners of the
world to find and exploit natural resources,
as well as ancient tech. The ARHK
believes that their corporate charter gives
them manifest destiny over anything still
remaining in the world. Though much of
the original, ancient under-city is rubble,
new foundations have been driven deep
into the earth, and the floors insulated
against the pollution that could seep into
the populated areas. This building process
perfectly illustrates their ideology as well.
From the the top of a silver spire that juts
into the clouds, the Board of Directors
dictates their corporate policy, enforcing it
with an iron fist that grasps every corner of
the hermetically sealed city of Hong Kong.
Although their reach is still fairly short,
they are currently undertaking a series
of vast expansion projects, which would
extend their shareholders ownership
to the remainder of the planet,
which they see as rightfully theirs.
Colonization and brute force
are core tenets of the
ARHKs ideology. When
colonizing an area,
natives are seen as
either resources or
opponents. Acquiring
slaves can sometimes
be beneficial, as they
are a source of cheap
labor, paid only in
the most menial levels
of food. However,
the main goal of
colonization is to bring
resources back to the
Spire to maintain the
industry there. When
these resources make it
back to the ARHK, the
acquisitions will be divided

48

Andrzej Probulski (order #5451458)

up by the Dockers Guild, who maintain


their prominence through favors for the
various interests in the Spire. As resources
are scarce, there are always competitions
for them, but ultimate control lays with
the Board of Corporate Directors. Despite
occasional political struggles among the
Board, their almost complete control over
their own lives and those of the populace
assures that they will, in almost every
case, work together peaceably to maintain
their power. Blood sports are popular with
management level employees, as is the
enjoyment of sex slaves and Virtual Reality
chambers. The working masses have far
fewer creature comforts, as most toil
through 16-hour shifts, six days a week.
Since the Spire is so distant, most contact
that those in the Merikan Wilds will have
will be with lower echelons of ARHK
workers. Assessors, and Auditors maintain
order in the field, and head
up expeditionary forces to
distant lands. Most commonly
seen are the Troopers, who are
led by lower-level managers.
They are sent out in small
squads, known by the
ancient term platoons, to
achieve various objectives.
These Troopers will be
armed with the ubiquitous
carbines that are
distinctive and are able
to fill a variety of roles.
The platoon may also be
allocated other weaponry
depending on its mission.
Although extremely rare on
expeditionary or colonial
missions, Human Resources
may occasionally deploy
assassins, called Headcleaners,
who will execute anyone
caught circumventing
corporate policy.

THE CHURCH OF FUN

The world is a nightmare you cant wake up from. Your body is a prison you cant escape
from. Lives are short, and violent, and full of pain. So why worry about anything?
-Vitmas Haze (Church Founder)
In a world filled with pain and suffering,
its unsurprising that some people just
want to let loose and forget. The Church
of Fun embraces the idea that while you
might live to see tomorrow, it wont
be pretty, and you wont be thankful.
For some, the chemically induced orgy
of excess that the Church offers is far
more enticing than the grim reality of
starvation and decay. The Church has
analgesics so powerful, they can shrug
off bullet wounds. They have adrenaline
injections that give them inhuman
strength and laser-like focus. They take
drugs that seem to make time itself ooze
like molasses. You never know which
drug, or combination of drugs, they took.
Reveling in excess, the Church of Fun
seeks to enhance the human experience
through unimaginable
hedonism. When they
discover a stash of food,
they feast and purge and
feast again like ancient
Roman emperors. They play
cruel jokes on each other and
everyone else around them.
They revel in overwhelming
emotion, testing the limits
of mans capacity for feeling.
All Flocks have a battle drug,
referred to as the Red Dose.
Depending on who develops
it, it can transform you
into a berzerk warrior or
an icy, heartless assassin.
No matter, when the effect
is the same: your body
is pushed to its utmost
limits. Every punch is
the strongest punch
you can throw. Every
step is the quickest

Andrzej Probulski (order #5451458)

you can take. Your eyes glaze over,


adrenaline flows, and your brain becomes
aggressive and hyper-vigilant.
The Church itself has a very loose
social structure, with each Flock
organizing themselves differently.
Generally, a dominant member leads
the congregation, supported by various
Clergy. The Leaders will typically
call themselves, the Pusher, Doctor,
or Shepherd. Those in supporting
roles call themselves priests, monks,
jesters, or goons. No matter what they
are called, they will isolate themselves
from the rest of the Flock. Burners are
the Flocks warriors. Always prepared
with an ample supply of adrenalineinducing combat drugs, they willingly
fry their brains to obtain the superhuman
reflexes that they gain from these
chemical cocktails, engaging enemies in
a frenzy of chemical-induced rage. The
remainder of the flock is made
up of parishioners: the normal
members of the Church that
worship and do the necessary
menial tasks. In return, they
receive a steady stream of
drugs. Finally, the bottom
rung of the Churchs
society is made up of
Addlebrains, also called
Burnouts. These people
are damaged beyond repair
and so heavily addicted to
drugs that they are barely
functional. Theyre viewed
and treated as a cross between
sick family members and stray
dogs, resignedly cared for
one moment, and shooed
away with a swift kick
the next.

49

UNICEPHALON
The corporate monks known as
Unicephalon operate from the shadows,
using their superior technology to
shape current events. Their goal is
to bend the course of events to their
agenda, which they see as the best
way to ensure the survival of the
human species. They work towards
the Re-Birth: a complex, covert
plan to recreate culture, rebuild
society, and to re-establish a just,
verdant world. Unicephalon uses an
intricate and extensive network of
traders, transplants, and operatives to
obtain information. They often work
through diplomatic channels to support
leadership that benefits their cause.
Unicephalon also engage in
sabotage and fosters uprisings
against those they view as
threatening the planets
welfare.
Unicephalon was originally
chartered to be a caretaker
of earth in the absence
of corporate and
governmental power
after the Great Exodus.
They were to determine
if it would ever become
inhabitable again. Over
the past two centuries,
Unicephalon has
gradually and
independently
determined that its
mission should be
one of humanitarian
welfare, rather
than serving the whims
of the elite. In that
regard, they are in
constant conflict with
the ARHK, who have
them at a disadvantage
in troop numbers they

50

Andrzej Probulski (order #5451458)

can muster. They will work to sabotage


ARHK operations whenever possible,
often pinning the blame for that
destruction at the feet of un-suspecting
locals. This is simple subterfuge. Their
list of enemies includes industrialists, and
other dirty tech-utilizing communities.
This can put Unicephalon agents at odds
with the general ideology of the region in
question. As such, its doubly important
for agents to operate under the radar, and
without raising the suspicion of
the locals.
Dressed in common garb,
Unicephalon missionaries travel
throughout the populated lands,
gathering intel and reporting
back to command. However, if
necessary, they will engage in
subterfuge against targets
that are seen as
counterproductive to
the Re-Birth. These
Agents operate in
small cells, often just
a single individual
with an encrypted
network transmitter.
They utilize a series of
safehouses and contacts
placed strategically
throughout major
population centers.
Walking through the
crowded market streets
of a trade hub, chances
are youd pass one of
these operatives without
ever noticing. But if
they needed to find
you they would, and
if they wanted to kill
you, it wouldnt
be particularly
challenging for
them.

THE VALE

We are all guilty of evil in our lives, but it is not this past that matters. How we create everlasting
future is our concern. To achieve this, we must shed this plane, and move on to a more true existence.

The members of the death cult known


as The Vale have rejected the premise
of life after the Collapse. Instead, they
hold rigid authoritarian beliefs that
humanity has run its course, and that
they themselves are the harbingers of the
End Times. Each Vale cell operates
independently, and while all Vale sects
believe that they cannot leave this plane
of existence while any of mankind still
live, the actual final destination is a point
of contention. Since their basic goals
overlap there is rarely squabbling over
details, although there are always those
whose views are considered heretical.
By accusing each other of heretical
views, groups revel in cruelty and greed
in a nihilistic and often short-lived
rampage. Of the two kinds of heretics
the bloodier of the two often becomes
the more tolerated; even though their
methods are reprehensible, they are still
working towards The End. Willing to
murder even each other, The Vale has a
well-earned reputation of being willing
to commit all manner of unspeakable
atrocities to fulfill their agenda.
Recruitment is a top priority for The
Vale, as suicide bombings and acts of
violence quickly diminish their ranks.
The Vales missionaries attempt to find the
most downtrodden souls, who are likely
susceptible to the teachings of the clan.
After all, who better to teach the gospel
of death and destruction, than those who
have nothing to lose? They promise to
feed and clothe these poor souls, and give
purpose to their otherwise meaningless
lives. Their target demographic is
malleable and without hope, which allows
them to be turned into the most brutal
of killers. To be inducted into The Vale,
one must renounce all familial ties,
conflicting religious faith, and undertake
Andrzej Probulski (order #5451458)

-Vornis, founder of The Vale


an extensive series of initiation rites called
Processing. Because their numbers
are sparse, The Vale will avoid battle
whenever possible, preferring subterfuge
and sabotage to confrontation. Often
they create a parasitic relationship with
an unsuspecting community, posing as
wanderers or Caravaneers. They ply their
trades for a short while, gaining the trust
of their victims before making
their move.
The Vale can pass through different
stages of ascendance in a very short
period of time, depending on how
willing the participant is to die for the
cause. As such, the leadership of the
cult is transitive and extremely volatile.
Doomsayers are the recruiters, who
quietly travel from town to town, looking
for potential converts. New recruits
are called the Lost; until proven, they
have only limited access to the cults
inner workings. Often, the first stage
of Processing will require a Lost to
kill one or more of their own family
members, proving their loyalty. From
there, they can be promoted to the rank
of Ascendant. For most, Ascendency is
the highest stage they ever attain, as they
are the suicide bombers and fanatical
military arm of the cult. Ecclesiastics
are the inductors, who specialize in
brainwashing recruits, and are in charge
of morale. They scare the subject into
submission, rambling off the teachings
of the cults founder Vornis. They fill
the subjects head with the worthlessness
of the human race, convincing them the
Rapture failed and they are the only
ones left in the world to finish the work
of the creator to vanquish all life. If
they do not carry out this quest, all will
be damned. They see death as the only
means of salvation.

51

Caravaneers
While The Resurgence is in full swing,
trade is once again flourishing. The
Caravans that wander the rugged
patchwork of trails and crumbling
highways are an integral part of this
fledgling trade network. They travel
from isolated outposts to towns and
cities, exchanging goods and services,
entertaining, and disseminating news.
While some view Caravaneers as purely
opportunistic, the reality is more
nuanced; each Caravan sets their own
limits on the kinds of goods they will
barter. Some Caravans traffic in narcotics
or slaves without remorse, while others
refuse, as it conflicts with their own
haphazardly constructed morality. In
desperate times however, even the
most honorable merchant will
sacrifice his or her morals.
Every commodity, no
matter how strange
or repugnant,
has a consumer.
Caravaneers are
willing to cross great
distances to find those
interested in their goods.
Not all Caravaneers
were born on the
roads. Many Caravans
contain a number of
exiled Stakers who
were press ganged
into service, or who
werent content to live
a stationary life and
left their stead to go
rambling. In general,
Caravaneers are a
disparate mob of
teamsters, sell-swords,

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Andrzej Probulski (order #5451458)

smugglers, merchants, outcasts, and


thieves who travel the wastes looking
for trade and opportunity. Despite their
reputation for greed and their own
dubious justifications for their lifestyle,
most communities grudgingly welcome
Caravaneers. They provide muchneeded resources and are the primary
source for regional news. If you want to
know what is going on in the next town
over, or if you must obtain something
your community isnt able to produce,
you either can travel the treacherous
highways yourself or you can wait for the
next Caravan to roll through.
As a rule, the wealthier the Caravan, the
better equipped it will be, however,
the Caravans are as unique and
varied as the people that run
them. Life on the road is one
of constant danger, especially
for those travelling with valuable
goods. Unprotected travelers
caught in the open fall
victim to Drifters, bandits,
and worse. Wagon Bosses
typically have their best
crew members ride shotgun,
calling them Riders.
These fully inducted and
trusted members of the
Caravan are the right hands
to the Wagon Masters,
who oversee day-to-day
operations. Regardless of
affiliation or rank, all
Caravaneers travel prepared
for confrontation. Some
Caravaneers employ
additional Security Agents
armed with netcasters
and narcoguns.

The Fringes
The Fringes are made up of groups of
small crews that might band together for
survival or out of an ideological cause
are brought together for a common purpose that exists outside of the narrowly
defined dynamics of the the confines of
traditional Factions. Unlike groups who
have found success in common philosophies and binding cultures, fringe groups
are brought together by circumstances
and immediate needs. Bandits, vigilantes,
crusaders, and adventurers band together
for illicit business, righteous fervor,
personal quests, and thrilling exploration. Some will run together as an ad hoc
family for generations, and others will
backstab each other at the first opportunity. Regardless of the length or reason
for their commitment to one another,
fringe groups of all sorts can flourish in The Resurgence. These
disparate groups are built
out of those who claim no
immediate allegiance to the
predominant Factions.
Those who dont strictly adhere to one of the
prevailing Factions
have no place within the
confines of a Staker settlement or a Drifter tribe.
They typically lack the
devotion or technical knowledge that the Reclaimers
dedicate their lives to, and
they are nothing but prey
to the Stitcher hunters.
Instead they tend to find
their homes where they
can either blend in or
Andrzej Probulski (order #5451458)

fade out. The few remaining populated


cities teem with uncommitted rabble
where the sheer volume of people forces
high levels of diversity. Otherwise you
will most often encounter fringe groups
out in The Wilds, where the wide expanse offers some amount of protection,
and allows them to scrape out their own
existence between the scattered outposts
of humanity.
Typically, fringe groups are composed
of all manner of hired guns, zealots,
outlaws, and pariahs. They find themselves trying to survive in the margins
of society as loners or loosely banded
together. Most of them survive based
upon their skills and talents.
Marksmen, Scavengers, Mechanics, Healers, and No
Ghosts are all coveted for their
abilities and when they come
together can make a successful troupe of adventurers. Separately though, they
can also be an incredible
asset to a Factions crew,
hired to fill missing
skill sets within their
ranks. You must
always be cautious when dealing
with these free
spirits. If your
resources run
out, you may
find these
opportunists working
for the other side.

53

GAME RULES
Have you ever wondered how a plasma caster works, what the best
way to track a errant capybara is, or how to decipher the scribling of
the Wanderers Code? The answers to these and many other
questions will be answered in what we here at Dusters
Almanack like to call The Game Rules.

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Andrzej Probulski (order #5451458)

The world of Wreck Age depicts


humanitys desperate struggle after
betrayal and disaster have decimated
Earth as we know it. Your introduction
to Wreck Age begins in the 26th century,
during the re-setting of the calendars,
or Year Zero, the first year in the
re-emergence of civilization we call
The Resurgence.

players will find ample room to build


their own background and realize their
own specific vision. The rules system has
been developed to make familiar concepts
like hit points and ammunition abstract,
while still allowing a Character to
experience exciting situations, such
as becoming wounded and running out
of ammunition.

In Wreck Age, players participate in The


Resurgence, humanitys second chance to
save itself from extinction, building upon
the ruins of the past. Some have banded
together, while others go it alone. Some
ride to war, leaving nothing but chaos in
their wake, while others work ceaselessly
for a lasting peace, safety and security.
In Wreck Age, survival is your goal; your
wits are your best friend, and sometimes
the only reward for a job well done is
simply surviving another day.

A resourceful player can achieve their


goals without resorting to violence,
opting instead to disarm, trick, trap,
or otherwise best an opponent. Indeed,
not every encounter requires a battle
at all, unless thats the way players
choose to play their Characters.
Combat is resolved quickly and can
be extraordinarily brutal, so if you
decide to take up arms to resolve every
problem, you may find yourself creating
a lot of replacement Characters. With
that in mind, we have made Character
generation quick and enjoyable yet
flexible, deep and immersive.

First and foremost, Wreck Age is


designed to tell a story, one that builds
upon itself in varying forms as each
session unfolds. The aim is to strike a
balance between the traditional tabletop
war game and a roleplaying game,
maintaining the depth and character
development found in an RPG.
In Wreck Age, the Community that
Characters emerge from is the singlemost important and defining facet of
Character creation. These tightly knit
enclaves represent the last struggling
vestiges of humanity, and form both the
moral and the ideological disposition of
your Character. Your Community will
shape the resources at your disposal and
will offer the means and the impetus to
use them.
The rules are designed to be simple,
intuitive, and streamlined, yet offer
enough flexibility to allow players to
engage in any scenario they can imagine.
The Resurgence is both diverse and
dynamic; its a wide-open space in which

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In this section, we are going to teach


you how to use the rules to play Wreck
Age. First, we will describe and define
a few common terms and explore the
basic mechanics of the game. Next, we
will examine how to build a Character,
which play a fundamental role in the
world of Wreck Age, and be the players
entry into the world. Lastly, we will
walk through the ongoing development
of your Character, and the adventures
they will go on. With these fundamental
elements in hand, you will be ready and
able to explore all manners of gaming
possibilities offered in Wreck Age.
Wreck Age,
A Narrative RPG and
Tabletop Skirmish Game
Wreck Age offers two distinct avenues
through which you and your friends will
explore humanitys despondent state
in Year Zero and beyond; you can play

55

Wreck Age as a cooperative roleplaying


game and/or as a tabletop skirmish
game. Ideally you can play Wreck Age
as both, a unique and innovative hybrid
game system.
At its core, a roleplaying game is a
form of interactive and collaborative
storytelling. Whereas cinema, literature,
and television are passive, roleplaying
games engage the participants actively
as audience, actor, and author. In
Wreck Age, participants take the role of
Characters in an imaginary world that is
organized and adjudicated by a Narrator
(a.k.a. game master, referee, storyteller,
and so on). The Narrators role is
twofold: they not only conjure a world
and cast of Characters with which the
players interact, facilitating how those
interactions proceed, but also advance the
grander narrative events of the storyline
in conjunction with the players. As such,
a cooperative roleplaying game is not a
zero-sum dynamic; the only way to lose
is to not enjoy the game itself. Moreover,
players are writing the story together, as
a collective team.
By comparison, tabletop war games
incorporate miniatures or figurines into
strategic play in order to reflect fantastic,
futuristic encounters. These miniatures
act as physical avatars or proxies for the
players themselves and work dynamically
in their real surroundings relative to
one another. The tabletop format shifts
the focus from interpersonal narrative
construction to tangible strategic
complexity. In Wreck Age, participants
have the opportunity to test their
strategic mettle in direct opposition with
an opponent (or opponents).

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Andrzej Probulski (order #5451458)

Wreck Age offers a balance of a


cooperative narrative roleplaying and the
tabletop skirmish war game experience;
players can emphasize either format as
they like, and are encouraged to explore
the possibilities offered within, between,
and across each mechanism.
What You Will Need to Play
Narrator: For everything but strictly
tabletop play, one player must organize
the party, narrate the adventures,
assume the role of any Characters
outside the crew, and arbitrate any rules
ambiguities or any disputes; this player
is known as the Narrator. Narrating can
be much more difficult than acting as
a player alone, but the experience can
often be that much more rewarding for
the effort. Please keep in mind that it
is not necessarily the Narrators job to
kill the Characters as, in Wreck Age,
Characters generally find a way to do
that on their own. Instead, the Narrator
acts as the architect and arbitrator for
game events as they unfold.
Players: 2-6 additional players, who are
prepared to immerse themselves in the
world of Wreck Age, are also required.
We recommend that each player
arrive with an idea of what they
would like their Characters
background and motivations
to be. Of course, there is
always room to grow, but
a solid grasp of Character
personality helps make the
life of that Character all the
more dramatic, interesting,
and engaging.

The typical skirmish game will require


only two enthusiastic participants. If
no Narrator is available, or desired, we
suggest that any and all house rules,
conditions, and limits be communicated
before starting a game.
Dice: An assortment of 6-sided dice
(individually referred to as a d6) will
work to resolve any situation that invokes
pure chance. At least one of these dice
should be a different color, to represent
potential for malfunctions. You might
also use a web or application-based
random number generator, but we prefer
the old fashioned approach of rolling
the bones. Sometimes the dice may
be referred to as a number followed by
d6. So 3d6 would refer to 3 regular,
6-sided dice, 4d6 would refer to 4 dice,
and so on. Similarly, if the game asks you
to roll a d3, you would roll a die, and
the divide the result by half, rounding up.
In this case, a 1 or 2 counts as a 1; a 3 or 4
becomes a 2; and a 5 or 6 turns into a 3.
The following are optional for strictly
narrative play, but are required when
playing Wreck Age as a tabletop
skirmish game:
Miniatures: We highly recommend
the use of miniatures when playing any
format of Wreck Age, though they are
not strictly necessary for the traditional
narrative playing session. Miniatures
can be both evocative and helpful when
determining the relative placement of
Characters in Encounters and other
tricky situations. As a player, you
should choose your models based on
your preferred aesthetic. The statistics
throughout this book are designed for
true scale 28mm miniatures, but
with a slight amount of conversion, you
would be able to use any scale models
that you prefer.

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Hyacinth Games offers our own Wreck


Age line of miniatures that has been made
specifically to represent the desperatelysituated Communities found in Year Zero.
Naturally, we recommend that you have
take a look at the beautifully sculpted
figures in the Hyacinth Games range.
Tape Measure: A tape measure
demarcated in inches in order to find
appropriate distances between miniatures.
In Wreck Age, one inch is equivalent
approximately two yards or meters in
the real world, using 28mm scale.
Battlefield: We recommend a standard
playing surface on 3x3 table. Though
we have seen players run dynamic
scenarios on tables anywhere between
2x2 and 4x 6, or even larger, we
recommend learning the basics of game
play first. The most important notion
is that you create a surface to match the
size of the encounter. Most encounters
will have specific set-up areas and
other noteworthy zones included in the
mission parameters. Your play area must
be large enough to accommodate these
requirements. As mentioned, the typical
Wreck Age skirmish will conform to
3x3 standard.
Scenery: Terrain features, buildings,
and other scenery that can provide cover
are integral to any encounter, in order
to affect line of sight and movement,
as well as to prevent significant groups
of individuals from simply blasting one
another in some brutal massacre. Scenery
provides more tactical options and play
opportunities than would be available
otherwise, as well as immersing the
players in the world of Wreck Age.
Hyacinth Games also offers a constantly
growing variety of terrain pieces
specifically designed for the Wreck Age
world, allowing you to simulate a number

57

of evocative scenes, such as junkyards,


tangled overgrowth, and ruined towns.
There are, of course, any number of
other scenery providers and you can also
find inspiration for your own modeling
conversions in both the most common
and unlikely of places. We encourage you
to bring whatever you have available to
the table, literally.
In most campaign systems, the scenario
will suggest the size, nature, and scope of
the terrain; however, if you would like to
play a single, spontaneous encounter, we
recommend at least one piece of medium
scenery for every 3 square feet of table,
and at your option, a handful of smaller
pieces. The terrain should have a cohesive
and suggestive theme. For a standard 3
by 3 table, this would mean 3 pieces of
medium scenery items, and perhaps a few
smaller pieces as well.
The most important consideration should
always be size and scale; however, as
long as both players agree to the scenery
on the table, there are, quite simply, no
limits to what you can field. We should
mention that the more work you put in
to creating a thematic table, the more
immersive experience you will have.

Rules of Play
Wreck Age is designed to be accessible.
Weve built the game from the ground
up upon this premise. Rules are meant
to be clear, understandable, and easy to
learn while providing players with a sea
of tactical options during every game.
The following sections will teach you
the games mechanics, explain what
Characters are, and ultimately allow you
to play the game.

THE GOLDEN RULE


Like most games, Wreck Age is designed
to be fun! If disagreements over the rules
of play arise, these should be decided
quickly and democratically, with the
spirit of the rules and brevity kept in
mind, so that players can return to
the game as quickly as possible. If no
agreement can be reached, each player
with an opinion on the matter is to roll a
die, with the highest result determining
the decision. The most important thing
to remember is that you should not let
misunderstandings put a damper on the
enjoyment of the group.
Universal
Rules Of Play Summary
To deliver a robust, accessible game,
a reasonable amount of abstraction is
required. In-game, a Character might
crouch and peek around a corner, but the
miniature representing that Character
obviously cannot. There are several key
rules to keep in mind that are always in
effect, and they greatly affect the actions
that a Character can perform:
All measurements are given in
inches. Unless explicitly instructed
otherwise, measurements are
always taken from the edge of a
models base. In instances where
a measurement is made between
models, use the distance from the
edge of one models base to the
others. An inch represents
either two yards or meters of
real distance. When two models
bases are touching, that is called
base-to-base contact
No measurements can be made before
declaring an action; in The Wilds,
players must estimate distances
wisely in order to prevail; some skills
and traits make exceptions to this
rule.
Models represent Characters on the

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tabletop. They are presumed to have


a 360 field of vision at all times;
a models facing is irrelevant.
Models may not, however, see
through walls or other obstructions
to line of sight.
A Character must be able to draw a
direct line of sight (LoS) to any target
that they wish to attack at range,
or charge. Line of sight is defined
as being able to draw an invisible
line from the head of the attacking
Character to any part of the
defending Character, not including
the models base. Characters that are
in base-to-base contact are always
considered to be in line of sight of
one another.
Fractions are always rounded up.

Campaigns

Whereas encounters are standalone


events, when several standalone
encounters are strung along in a series,
this is referred to as a campaign. This
applies only to the tabletop format
of Wreck Age, as players engaged in
a Narrative adventure are by default
playing a campaign.
Campaigns may be played back-to-back
over the span of a night, or may span
several days, weeks, or even years. The
idea behind a campaign is to allow for
players to engage in not just one small
skirmish, but rather allow players to
partake in a long journey of adventures
and to develop their Characters as they
go. The campaign format allows for
these Characters to develop along with
the story arc; gaining skill, items, and
increased levels of training. This is the
ideal method of play for Wreck Age,
which is a game focused on stories during
The Resurgence.
More information about creating your
own encounters and campaigns can be
found in later chapters of this book.
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Encounters
In Wreck Age, the excitement of the
game takes place during what are called
encounters. Encounters are where all
tabletop battles occur; in the Narrative
format they are where battles and
other dynamic situations are resolved.
Whenever the sequence of a game
requires something to be determined with
more than a simple attribute or skill test,
an encounter will cause the action of the
game to slow down to a more manageable
pace. Simply put, encounters are the
place where the action happens.
During a Narrative session, when the
Narrator comes to a point where many
complex decisions converge into a very
narrow period of time, such as when a
battle ensues, an encounter begins and
is played through until it is resolved.
Think of encounters as a slice of time.
Within encounters a few minutes of play
may represent only seconds from the
Characters perspectives. As stated above,
encounters may be linked together in a
series of events called campaigns.
Encounters dont always involve violence,
but instead are representative of action
and drama. Though encounters can be
representations of combat, they will
quite often call for a more nuanced or
focused approach to problem solving,
such as sneaking into a building to steal
a computing device without being noticed
by sentries, or establishing a trade
negotiation amidst heavily armed guards.
The latter example can easily turn into a
firefight, although with quick wits, and
a sharp tongue, your Characters may
be able to prevent it from doing so, thus
saving lives, which translates to saving
scarce resources.
As Wreck Age is first and foremost a
storytelling game, the objectives of

59

encounters should rarely be to simply


incapacitate or kill everyone else around
you, unless its a smaller piece of an
overarching story. Killing for the sake of
killing alone doesnt generally make for
an interesting narrative.

Encounters:
Mission Parameters
Any encounter that players wish to
undertake will have parameters that
should be explained prior to beginning
that encounter. Some sample encounters
are provided in the back of this book, but
that shouldnt stop you from creating
your own! These may be drafted well
in advance of a game, or might be
improvised off-the-cuff. Narrators may
also find themselves creating encounters
in response to what the players chose to
do within your adventures, if playing
a Narrative RPG game. Many of these
parameters are helpful both for your own
purposes and also in case you want to
share the adventures that youve created
with others outside of your regular
gaming group, which can be a very
rewarding experience. In any case, an
encounters parameters should include or
at least consider all of the following:

60

Intel: This is a brief narrative


summary of what the action will be,
and what your group knows about
the opposition. While this isnt
specifically required for encounters
that you will be playing within your
own group, if you wish to share
your encounter with others it will be
helpful to establish what each side
knows about what is happening in
that encounter.

Composition: An encounter
should tell you which Factions,
Communities, settlements, and
Characters are involved. This can

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be something as simple as providing


a RU value with which each player
may build a crew, or it can be an
inclusion of specific pre-made
Characters and/or Narratorcontrolled Characters. To create a
good encounter, the sides should be
balanced (or in the players favor if
up against NCs), unless there is a
specific reason for them not to be
(such as a siege situation, or if the
Characters are supposed to escape
from a far superior force).

Objectives: Every side in the


encounter should be given the
reasons that the encounter is
taking place, and a means to
end it. What do the Characters
need to do to achieve their goals
and finish the encounter? For
example, desperate Drifters in
need of water might be willing
to kill for it, causing at least one
casualty for every member of
their crew, while the opposing
side might be normally peaceful
Stakers who are unprepared for
this sudden attack, and need
to hold out for a set amount of
time until reinforcements arrive.
Whatever the motivations and
goals of each group, the encounter
should provide clear and concise
victory conditions. These victory
conditions may include simple acts
that need to be achieved, a specific
number of Characters that need
to be killed, or objects that need
to be interacted with successfully.
Additional aspects, such as turn
limits and other conditions, could
also end an encounter.
o Secret Objectives: Each player
will not necessarily know what
all of the objectives are. In
Wreck Age, there is a fog of
war just like on any battlefield

of historical or modern times.


Players will not inherently
know what their opponents are
up to, and might have to use
their deductive skills to try to
figure this out during the course
of the game.
o Victory Conditions: Victory
conditions are an important
part of your objectives and
are a clarifying aspect for an
encounter. This does not imply
that there can be only one victory
condition that all sides in the
encounter must complete to
win. Rather, many of the best
encounters provide unique victory
conditions for each group so that
every side has its own goals to
accomplish while working to
prevent the opposition from
achieving theirs.
o Duration: While not explicitly
required, assigning encounters
a fixed duration of turns will
ensure that they dont drag on.
A set duration can also provide
urgency to an encounter, such
as a race against the clock to
disarm an explosive device.

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Deployment: Encounters always


provide the starting position of
all the Characters involved, and
how the encounter should be set
up on a tabletop (or in your head
if you are not using miniatures).
The starting location of each side
should be clearly defined, and
all terrain and features should be
clarified. Encounters take place in
a wide variety of places, from the
open plains, swamps, or forests of
The Wilds, to densely populated
settlements covered in warehouses,
shops, and other buildings.
Defining what those features are
will help to facilitate fun and
balanced play.

Additional information: It is
important to review rules. If you
are planning on using sentries,
night fighting, other advanced
rules, or any house rules that you
wish to include, have them figured
out ahead of time. You might also
want to list some of the commonly
used pieces of equipment that are
key to achieving the objectives of
the encounter, or list a little more
background.

Well go into creating encounters in more


detail in the Narrator chapter.

61

Communities and Factions


Communities represent the small sliver
of society during The Resurgence.
Communities give the individuals of
Wreck Age their culture, their history,
and their place in the world. Just like the
Characters that youll be controlling,
Communities come in all sizes, shapes,
and stripes. A small but technologically
advanced Community would foster
a different sort of individual than
a destitute but populous one. Each
Community contains the scavengers,
hunters, teachers, soldiers, scholars, and
mechanics that make up a settlement.
Characters are based primarily on
the Communitys background, and
ultimately, the Communitys Faction.
Factions represent the culture of a
Community, and the basic ideological
structure. Factions play a tremendous
role in defining any Community or
Character that the players will be
controlling. Every Faction has its
distinct culture, philosophy, and way of
life. Because Wreck Age is a game driven
by story and narrative, Communities
and Factions are central plot devices
within the story and game. When
creating and developing your Characters,
the Community and Faction that you
come from will be an integral facet of
what types of abilities and skill sets are
available to you.

Characters
In Wreck Age, players will control one
or more Characters, one of which they
will chose to represent their Player
Character. Player Characters are the
embodiment of the players in the game.
They are capable of heroic feats, and
are the leaders of the players crew,
or adventuring group. Crews consist
of the players Characters traveling
companions, compatriots, followers, or

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even their henchmen. In the Narrative


RPG form of Wreck Age, and in some
encounters, there may be Characters in
play that are not directly controlled by
the players, but rather by the encounter
itself or the Narrator. These Characters
will be referred to as NarratorControlled Characters, or NCs.
While we highly suggest that you
play the Narrative RPG format using
miniature figurines and tabletop scenery,
especially the miniatures and scenery
in the Hyacinth Games range, it is
not mandatory. The game is designed
with choice in mind, and thus weve
established rules that allow you to talk
through a battle or other encounter easily
and understandably. That said, while
playing the tabletop format, though,
miniatures and some form of scenery is
required to play.
In Wreck Age, miniatures are the
physical representations of the
Characters, and are referred to as
models. Models are synonymous
with Characters, as they represent the
same thing; the Character is what the
player controls, and the model exists
to represent the spatial relationships
between other Characters and setting
that they are in.

Characters: The Stat Line


and Character Sheet
Stat lines are a shorthand presentation
of a Characters attributes which
allow a player to quickly reference
the Characters proficiencies and
abilities at a glance. Character Sheets
are a physical representation of both a
Characters stat line, the rest of their
abilities (such as skills and traits),
their equipment, and their condition (if
they are wounded, unconscious, etc). As
an example, weve included Weavers

Character Sheet. Were you playing


as Weaver, you could use a Character
Sheet to track her advancement during
an encounter or campaign:

Weaver
AP
3

M
3

P
2

S
2

Training

Trained

Archetype

Wanderer

Previous

None

F
2

N
2

W
3

R
1

Archetypes
Community

Unaffiliated

Skills

Barter 2

of skills and much higher attribute


values. If youre playing a one-off game,
then this provides a means for quick
Character generation. If youre playing
a campaign, or series of games, then you
can progresses with that Character as
they evolve.
Training plays another crucial role for
your Character. A Characters training
will determine the difficulty for all
Nerves tests that Character must make.
What are Nerves, you ask? Ok, lets
talk about the attributes that make up the
Characters stat lines.

Area Knowledge (Western Wilds)1


Equipment: Break-action rifle (Maintained)
Revolver (Neglected)
Small Melee Weapon (Neglected)
Rags (Clothing)
10 of rope
Survival kit
Trinkets

2 antique flares,
2 25mm tracer shells

Traits: Gunslinger, Old Tech


Condition: (wounded, etc)

Now lets talk about what all of these


things mean.

Characters: Training
Training indicates a Characters general
ability, experience, and discipline. There
are six levels of training within the world
of Wreck Age: Green, Trained, Veteran,
Elite, Beast, and Automaton, with the
latter two being used for non-human
Characters, such as a pack boar, flesh
automaton, or animal companion.
The level of training will determine a
great deal of that Characters profile; a
Green Character will be inexperienced,
have a very basic skill set, and have low
attribute values, generally, whereas an
Elite Character will have a multitude

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Characters: Attributes
Characters in Wreck Age are comprised
of many facets, such as their skills,
training, and traits, but the basic
abilities of a Character are defined
by their attributes. The level of each
attribute represents how strong a
Character is in that particular area.
The higher the number of attributes a
Character has, the better they are at that
ability. For every level of an attribute
that a Character has, they may roll 1d6
for any tests involving that attribute.
Here is a list of the eight attributes, their
ranges, and brief descriptions explaining
what they each do:
Attributes: Action Points (AP)

Action Points (AP) represent the speed


with which a Character can act and react.
The higher the AP value of a Character,
the more things that Character can do
each turn during their activation.
A human Character who is not
augmented has a maximum AP value
of three (3), but this may go as high
as six (6) through various implants,
training or traits, augmentations, and
chemical enhancements.

63

Attributes: Movement (M)


Movement (M) indicates how fast, far,
and well a Character can move. This
represents a speed that they may move
in inches during their activation. This
attribute may also be tested against when
determining if a Character is able to
jump out of the way of a falling rock, or
other feats that require feats of dexterity
or speed.
A human Character who is not
augmented has a maximum Movement
value of three (3), but this may go as
high as six (6) through various implants,
training or traits, augmentations, and
chemical enhancements.
There are five types of Movement actions
available to Characters: crawling,
walking, charging, running, and sprinting.
They are all tied directly to a Characters
Movement attribute.
Characters may move horizontally
through regular movement, or vertically
via climbing, ladders or ropes. Characters
may not move through other Characters,
through walls, and may not move across
chasms wider than the models physical
height (although they may jump, which
well get into later in the advanced
rules). If at any time, a Character makes
base-to-base contact with one or more
opposing Characters, all additional
movement is canceled, and the models
are considered engaged. See the sections
on engagement for more details.
Attributes: Power (P)
Power (P) represents the raw strength
and resilience of a Character. It is
also used when determining feats of
strength, such as kicking down a door
or avoiding injury from a fall. Finally,
this attribute is used for both attack and
defense; in a fistfight, this attribute is
used to determine potential damage

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inflicted upon an enemy, and conversely,


to determine if a Character avoids that
damage from the enemys blow. Weapons
have their own Power attribute, which
is used whenever attacking with that
weapon to determine the potential
damage inflicted.
A human Character who is not
augmented has a maximum Power value
of three (3), but this may go as high
as six (6) through various implants,
training or traits, augmentations, and
chemical enhancements.

Attributes: Shooting (S)


Shooting (S) represents a Characters
ability to effectively use ranged weapons
such as firearms or bows. A Character
with a high Shooting attribute rolls
more dice for any sort of ranged weapon
attack, and as such is more likely to score
a hit on a target than a Character who
does not.
The base value of this attribute will be
between zero (0) and six (6), although
some skills, traits and pieces of equipment
may allow this upper limit to be
exceeded. A Character with a Shooting
attribute of zero (0) may never shoot a
weapon in any way, shape, or form.

Attributes: Fighting (F)


Fighting (F) represents a Characters
abilities in close-quarters combat. A
Character who is trained in hand-to-hand
fighting such as a gladiator, boxer, or
martial artist would have a high Fighting
attribute, and would therefore be capable
of handling themselves in a brawl.
The base value of this attribute may not
be less than one (1) or more than six (6),
although some skills, traits and pieces of
equipment may allow this upper limit to
be exceeded.

Attributes: Nerves (N)


Nerves (N) represents a Characters
mental discipline: their courage,
confidence and composure in stressful
or tense situations. A grizzled veteran, a
hardened warrior, or an unflappable field
medic who doesnt shake under heavy fire
might have a high Nerves attribute. The
difficulty of Nerves tests are based on the
level of training of the Character.
The base value of this attribute may not
be less than one (1) or more than six (6),
although some skills, traits and pieces of
equipment may allow this upper limit to
be exceeded.

Attributes: Wits (W)


Wits (W) represents a Characters
intellectual and social skills; willpower,
intelligence, ingenuity, tactical
awareness, street smarts, common
sense, and the ability to communicate.
Characters with a high Wits value are
more able to gain the upper hand in a
negotiation, talk their way out of a fight,
or even make useful improvised tools
from random pieces of junk. Finally,
Wits values determine how many skills
that a Character may learn over their
lifetime, and determines the number of
dice that they role for initiative.
The base value of this attribute may not
be less than one (1) or more than six (6),
although some skills, traits and pieces of
equipment may allow this upper limit to
be exceeded.

Attributes: Renown (R)


Renown (R) acts not only as a
Characters reputation and heroic
prowess, but also their dumb, blind luck.
It is also used to advance Characters
training levels, as well as some traits and
skills. A warrior who singlehandedly

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saved a settlement, or an uncanny card


shark would be examples of a Character
with a high Renown attribute.
The base value of this attribute can be
zero (0) but has no upper limit. Green
Characters must start with Renown of
zero (0), Trained Characters may start
with a Renown of between zero (0)
and three (3), and Veteran and Elite
Characters have no upper limit, but
must start with at least one (1) or two (2)
points respectively.

Starting Renown
(based on training level):
Green
Trained
Veteran
Elite

0
0-3
1-unlimited
2-unlimited

Characters: Resource Units


Characters have an assigned Resource
Unit value. This is the value to the
Community of that Character, and is also
used to balance opposing forces to ensure
fair play in encounters and tournaments.
It is not the value of RUs that the
Character has earned through their
adventure. Those RUs are instead tracked
through the Community.

Characters: Traits
Traits are a Characters intrinsic abilities.
Rather than being learned, as skills are,
traits are part of the Characters state
of being. An example of a trait would
be a Characters ability to traverse
rough terrain more easily due to their
upbringing in a mountainous region.
Some traits are linked to an attribute
and provide them an ability or bonus

65

when performing related actions. An


example of this would be the Sniper trait,
which provides both a bonus to Shooting
attribute-related actions and also grants
the Character an easier shot at extreme
ranges due to the traits ability. More
information on traits can be found in the
Traits and Skills chapter of this book.

Characters: Skills
Unlike traits, skills are learned abilities
that are acquired through experience,
and represent groups of learned behavior
at which the Character excels. There are
a maximum number of skills levels that a
Character may learn. This is determined
by their Wits attribute. Characters may
have no more than three times the level
of skills as their Wits score. Skills also
have a numerical representation of their
level of proficiency. For example, a
Character with the Dodge skill at the
second level of proficiency would be
denoted as Dodge 2 on a Character
Sheet. Like attributes, skills are rated
from one (1) to six (6).
More information on skills can be
found in the Traits and Skills
chapter of this book.
Characters: Equipment
Equipment includes all of the tangible
items that a Character will carry with
them. This can means weapons, armor,
and kits of various types. Characters may
only carry either one heavy item, OR up
to two regular two handed items. They
may additionally carry up to three onehanded weapons. All Characters may
start with a Small Melee weapon, which
counts towards the maximum of three
one-handed weapons a Character may
carry. Characters may carry one kit.
Kits are packs that hold a variety of
small items, and generally fit on the
Characters back, or in various pouches.

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Characters: Trinkets
Trinkets are trade goods or smaller items
that have little to no effect on game play,
but may be kept or traded as a form of
currency. Standard Characters may carry
up to ten trinkets. Pack animals may
carry up to 30 trinkets.

Characters: Community
The community indicates where the
Character is from, and will give many
clues and prompts about what kind of
person the Character is.

Tests
Both within encounters and during other
parts of Narrative RPG adventures,
situations will occur where Characters
will attempt to affect their surroundings.
Some of these situations include
exhibitions of combat prowess, feats of
technical savvy, or even salesmanship
during a negotiation. It is in these
situations that tests come into play.
These tests are often linked to an
attribute or a skill, such as a Shooting test,
or a Barter test. Simply put, a test is the
method used in Wreck Age to determine
whether what a Character is attempting
succeeds or fails.
More information on skills and tests can
be found in the Traits and Skills
chapter of the book.

Tests: Test Mechanics


and Target Numbers (TN)
Anytime a Character is in a situation
based on chance, the player will roll
dice to determine whether the attempt
succeeds or fails. This is called a test.
Tests are based on attributes or skills,
and are typically given a fixed target
number (TN for short). An actions TN
is expressed as x+ (where x indicates

the number that needs to be rolled equal


to or higher). The higher the TN, the
harder that test will be, as the die result
must be equal or greater than the TN
value in order to score a success. For an
example, if a Character is attempting
to perform an action that requires a test
with a TN of 4+, the player would roll
the dice allowed by the related attributes
and/or skills. In this specific case, every
die that has a value of four or greater
would indicate a success. These target
numbers can be affected by the difficulty
of conditions. For example, foggy
weather would have an adverse effect on a
Shooting test.
Unless otherwise stated, the unmodified
TN for a test is 4+. That means that it
will require at least one die result to be 4
or more to be successful.
Some tests require multiple successes,
and in some cases multiple successes can
provide the Character with bonuses,
called a Margin of Success. It will be
clearly indicated when any test requires
multiple successes or grants bonuses for
Margin of Success.
Some skills allow you to combine their
value with an associated attribute, thus
allowing you to roll dice equal to the
combined attribute and skill values for
that action. Additionally, some traits
grant modifiers to tests.

TESTS: TARGET MODIFIERS


While tests have a fixed TN, these values
are subject to the conditions that may
modify them, such as inclement weather
conditions, distance, darkness, attacking
enemies that are behind cover, or a
variety of other circumstances. A change
to the TN value is unsurprisingly called
a target modifier, or TN modifier.

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TESTS: TEST DIFFICULTY TABLE


The following Test Difficulty Table
defines the target numbers for tests of
varying difficulties:
Test Difficulty Table
Trivial
Easy
Standard
Difficult
Hard
Nearly Impossible

2+ TN
3+ TN
4+ TN
5+ TN
6+ TN
7+ TN

TESTS: AUTOMATIC FAILURES


AND THE RULE OF SIXES
If during a test, any natural 1s
are rolled, then any of those dice are
considered an automatic failure.
Automatic failures are not eligible for any
TN modifiers that might otherwise raise
the value of the die or otherwise allow
it to pass. For instance, if a Character
is attempting an action with a TN of
2+, and that player has a trait that adds
+1 to all die rolls for that test, if a 1 is
rolled on any of the dice, then these
are immediate, automatic failures even
though under normal circumstances,
bonuses may have raised result to a value
of 2 or greater, which would have passed
the test.
The Rule of Sixes
If during a test, more than one natural
6 is rolled, add a value of 1 to one of
the natural 6s in the spread, effectively
making one of the results a 7. This is
called The Rule of Sixes. The Rule
of Sixes is a compounding mechanic. For
example, if a roll contains three natural
6s, then the value of one of them would
increase to 8. If a roll is fortunate enough
to have four 6s in it, then the value of one
of the 6s would increase to 9. Luckily, it
is only necessary to reach these higher

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TNs in very rare instances. Also, keep


in mind that only one success of higher
than 6 is achievable through The Rule of
Sixes, although other modifiers may still
be able to affect the roll.
Furthermore, when attacking, The Rule of
Sixes will boost the Power of a successful
attack by 1 for every additional natural 6
beyond the first. Therefore, three 6s will
boost the Power of the attack by 2, four
6s will boost the Power of the attack by 3,
and so on.

TESTS: OPPOSED TESTS


Opposed tests involve one Character
rolling against another Character, object,
or challenge. An example of opposed tests
would be two Characters engaged in a
tug-of-war, a foot race, or bartering over
the value of an item.
Opposed tests rely on the involved tests
TN, but the opposing side will also roll
their own test, and the results will be
compared. In these cases, the die/dice
roll must not succeed only based upon
the TN, but must also have a higher
number of successes than the opposing
Character in order to prevail. Compare
each players highest natural die roll to
determine the victor. If there are equal
die rolls, then the individual highest
results cancel each other out and you
look to the next highest natural die roll
and so on until the tie can be broken. In
the rare case that all the dice are exactly
the same, the players will re-roll the test.
Like other tests, opposed tests are subject
to TN modifiers and Margins of Success,
and may require multiple successes. It
should always be indicted if any of
these are required for the opposed test in
question.

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TESTS: Unskilled TESTS


In Wreck Age, skills are utilized to
attempt an action. Many skills also list an
associated attribute with which unskilled
attempts may be made. Unskilled tests
suffer a +1 TN modifier. Only skills
marked as having an associated attribute
may be attempted unskilled. Unskilled
tests allow only for a single success and
will never be able to achieve multiple
successes or Margins of Success.

For example, Jasons Character, Hyako,


has a Wits attribute of 3, and a level 1
Explosives skill (which is linked to Wits).
Janets Character, Marco, has a Wits
attribute of 2, and no Explosives skill.
If they were each to take an Explosives
test, Hyako would roll 3d6 for her Wits
attribute, and one extra die for her point
in the Explosives skill. Her TN would be
the standard 4+, and she would be able
to achieve multiple successes. Marco,
however, would roll only 2d6 for his Wits
score, would have a TN of 5+, and can
only achieve a maximum of one success.

Unskilled opposed tests may be attempted,


and will involve rolling the involved
attribute(s), but there may never be
more than one success from any Character
attempting an unskilled opposed test.

TESTS: MULTIPLE SUCCESSES


Some tests will require more than
one success to succeed. This will be
clearly indicated for these sorts of tests.
Remember that unskilled tests allow only
for a single success and will never be able
to achieve multiple successes.

TESTS: MARGIN OF SUCCESS


As mentioned previously, some tests
(usually associated with a skill) will
allow for a Margin of Success. These
tests may not only succeed, but succeed
so well that they earn a bonus to their
success. Skills that allow for Margins of
Success are marked with (MoS) next
to the skill name, such as the Athletics
(MoS) skill.
When attempting to perform an action
that requires a skill that a Character
doesnt possess, which again is allowed
only if the skill is an attribute-linked
skill, the Character may only achieve a
maximum of one success. Therefore, no
Margins of Success are achievable when
taking an unskilled test.

TURNS
Encounters are broken down into
small and abstract chunks of time
called a turn. Each turn represents
the time it takes for all eligible
Characters to perform their actions.
Activations are everything that one
individual Character can do during
a turn. Characters will activate in an
alternating you go, I go manner until
all Characters have activated that are
able to. This allows for the simulation
of simultaneous actions between two or
more sides in an encounter.

then resets and play continues until one


side has achieved its objectives or victory
conditions have been met, at which time
the encounter is concluded.

TURNS: INITIATIVE
During an encounter, players will
perform a special kind of opposed test
at the beginning of each turn, which is
called an Initiative test, or rolling
for initiative. This is an opposed test. To
roll for initiative, all players will select
the single highest Wits value of all their
Characters eligible for activation, and
then roll that many dice. There is no TN
for an Initiative test; instead the player
with the highest individual die wins the
initiative. Ties are resolved as all other
opposed tests, with the highest two tied
dice canceling each other out and then
deferring to the highest dice results in
order. Winning initiative gives the right
to take the first activation, or to defer and
force an opponent to activate first.

The first thing that happens every turn


is to roll for initiative to see which side
goes first. The winning side then gets
to choose to go first, or defer to any
other player. Then, each player has one
Character perform their activation, and
play goes to the next side. They each
take turns with one Character activating
at a time until all Characters that are
able to activate have done so. The end
of each turn is then resolved during
whats called the end phase. The turn

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69

TURNS: ACTIVATIONS
Once initiative has been rolled, players
will alternate between activating one
eligible Character at a time. In an
encounter that has more than two
players, follow initiative order from
highest to lowest to resolve the order
of play for each side. If one player has
more eligible Characters than another,
when one player runs out of Characters
to activate, the opposing player(s)
continue their activations until all eligible
Characters have activated. When there
are no more Characters left to activate,
the end phase occurs, and afterwards the
turn ends.
Activation is the term used for a player
choosing a Character and performing
actions with that Character. A Character
may only make actions while activated.
All Characters may only be activated
once during a turn. There are some
situations where a Character may not be
activated, when they are out-of-action or
unnerved for example.
An activated Character may perform one
or more actions during their activation,
depending on how many AP (Action
Points) they have at their disposal.
Actions that cost AP to do are called
simple actions. Some actions take an
entire Characters activation, regardless
of their available AP. These actions are
called complex actions. Additionally, a
Character may take a single small action
at the end of their activation, which does
not require the use of any AP; these
are called free actions. A player may
continue taking actions until they run
out of AP or simply declare that their
activation has ended.

TURNS: WHAT CHARACTERS


CAN ACTIVATE
Some Characters may not be eligible
for activation because they are out of
commission, stressed, or otherwise
incapacitated. Any Character in this
situation may not be activated and may
not have their Wits attribute used for
the purposes of an Initiative test. The
following is a list of situations that
prevent a Character from being activated
as normal.

Character Conditions
These prevent Characters from activating
Unconscious/Paralyzed
Unnerved
Out Of Action
Dying
Dead

TURNS: THE END PHASE


At the end of every turn, there will be
a variety of things that may have to be
resolved; unnerved Characters, Power
tests for unconscious Characters to see
if they wake, the activation of NCs
(Narrator-controlled Characters) if
playing the strictly tabletop method of
Wreck Age, and a variety of other events.
These things will all be handled at the
end of the turn, in whats called the end
Phase.
The first thing to be done in the end phase
is to check to see if objectives have been
met that trigger victory conditions, or if
the turn limit has been reached. If these
conditions have not been met, play will
go into another turn.
Any Character that is unnerved
(reduced to 0 AP) may take a Nerves

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test. A successful result for the test will


remove d3 suppression markers from that
miniature, removing the unnerved status.
If they fail, they may immediately move
2d6 in any direction, but remained
unnerved.
Furthermore, any Character that is
unconscious or out-of-action may make a
Power test to return to action.
The Narrator or encounter in place will
be largely responsible for monitoring
situations and determining any further
actions that will be required in the
end phase.
We will talk more about the end phase in
the Actions: End Phase section.

ACTIONS
In Wreck Age, virtually anything that
a Character can do is an action. While
some actions do not require a test to
perform, most will require that a test
be taken to accomplish them. The
majority of actions will take place within
an encounter. When involved in an
encounter, Characters will only perform
actions during their activation. Every
turn, activated Characters may take as
many actions as they have AP (Action
Points). As mentioned, there are three
types of actions in Wreck Age: a complex
action, a simple action, and a free action.
Complex actions take a Characters entire
activation, regardless of their AP. Simple
actions require the amount of AP listed to
use, and one free actions is allowed after
all simple actions are taken.
A Character must expend AP for any
action within an encounter. Those AP
are spent regardless of the outcome. No
matter what type of action a Character
chooses to perform, Characters cannot

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normally take the exact same action


twice in one turn. However, there are
traits that make exceptions to this rule.
At the end of their regular activation, a
Character may then take one free action
before the turn passes over to the next
Character or into the end phase. However
if a Character performed a complex action,
that is all they can do on a turn, and no
free action may be taken.

ACTIONS: FREE ACTIONS


Free actions are those that normally
require no AP expenditure to accomplish,
and are typically things that can be
accomplished in just a few seconds of
real time, such as unsheathing a knife or
pistol, yelling across a room, or dropping
to the ground. A Character may perform
one free action without expending AP,
and may only do so at the end of its
activation, as long as that Character
didnt utilize a complex action, in which
case, no free action is allowed.
The one exception to this rule is that
a Character may take any amount of
additional free actions at any point during
their activation by expending one AP
per free action, keeping in mind that
Characters may not normally perform
the same action twice in a turn.
FREE ACTION: Go Prone
A Character may drop flat on their
stomach, attempting to avoid enemy fire.
This can be a double-edged sword, because
while it makes you a harder target for an
enemy at a distance, it makes you an easier
target for very close enemies, and you may
only move a maximum of a Characters
Movement attribute per activation. While
going prone is a free action, getting back up
is a simple action. You may want to indicate
that the Character is prone with a marker.

71

FREE ACTION: Regroup (+1 AP)


If a Character has 1 or more Suppression
markers, they may attempt to remove
1 by using this free action to perform a
Nerves test.

FREE ACTION: Communicate


A quick whisper or yell to another
Character that would take only a few
seconds. This can be useful when using
communications devices, for instance, to
relay a combination to another Character
so that they may unlock a security door.

FREE ACTION: Draw small weapon


A Character may ready any weapon
with the pistol trait or any Small Melee
weapon. Only readied weapons may be
used in combat.

FREE ACTION: Hip Shot


A hip shot is an un-aimed snap shot fired
at a target that is geared more towards
suppressing an opposing Character than
actually putting them down. To resolve a
hip shot the Character will take a Shooting
test. Hip shots are penalized with a +2
TN modifier. Although hip shots are free
actions, Characters who sprinted may not
fire a hip shot.

ACTIONS: SIMPLE ACTIONS

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Simple actions are those that require one


to three AP to be expended to perform.
These actions take more time or are
more demanding than free actions, but a
Character may perform as many of these
actions as they can afford to on their
activation, in any order, keeping in mind
that they may not normally perform the
same action twice in the same activation.
The next few sections will explore
simple action types and explain how each
is performed.

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SIMPLE ACTION: Stand From Prone (1 AP)

This action is only used when a


Character has gone prone. Stand from
prone simply removes the prone condition
from the Character, and that Character
no longer has movement restrictions.

SIMPLE ACTION: Regular Shot (2 AP)


This is a shot fired from any position,
taking a moment to aim, and not fired
wildly or haphazardly. A Regular shot
may represent a single shot, burst, or
automatic fire, but is an abstraction of
what the Character would be doing given
its tactical situation and weapon. To
resolve a regular shot the Character will
take a Shooting test. A regular shot has no
TN modifier, and the TN is based off of
the range of the weapon being fired.

SIMPLE ACTION: Concealment (2 AP)


A Character who performs a Concealment
action is attempting to better utilize
the surrounding terrain for defensive
purposes. In short, they are hiding. To
attempt a Concealment action, a Character
must be within 1 of cover, such as
standing close to a wall, or be within the
confines of area scenery such as a grove of
trees. By spending 2 AP, that Character
receives the Concealed trait. Concealed
Characters force any ranged attacks
against them to take a +2 TN modifier.
Concealed Characters may still be charged
or engaged as normal.
If a Character chooses to move, shoot, or
fight while concealed, they immediately
lose their concealed status and all its
benefits. However, there is nothing
preventing a concealed Character from
making an attack, resulting in a loss
of concealment, and then performing a
Concealment action afterwards to gain
concealment again, provided they have the
AP to do so.

SIMPLE ACTION: Reload (1 AP)


Later in this chapter youll learn about
malfunctions that are brought about from
use in combat, and one of the possible
malfunctions is that your weapon will run
out of ammo. Used only when a Character
has an out of ammo marker, simply
remove the marker and your Character
may use the weapon normally. The one
exception to this is if a weapon is out of
ammo while its owner is engaged; in this
case the weapon may not be reloaded
until the engagement has ended.

SIMPLE ACTION: Change Weapon (1 AP)

In order to use a weapon, either for


Shooting or for Fighting, it must
first be ready. At the beginning of
an encounter you may choose which
weapons and/or equipment that you
have in hand, unless the encounter
states otherwise. If, for any reason,
you wish to change weapons, you
may do so at a cost of 1 AP, unless
you are engaged, in which case it
is a complex action, and takes your
entire activation, including any free
actions. Denote the change on your
Character Sheet and you may
then use the weapon as you
please.
In the case of Small Melee
weapons and ranged
weapons with the pistol
trait, you may instead use
the draw small weapon free
action at the end of your
activation. If you wish to
use the draw small weapon
action at any time before
the end of the Characters
activation, it will cost 1 AP
to do so as explained in the
free action rules.

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SIMPLE ACTION: Slow Weapons


(1 AP per level of Slow Weapon Trait)

Some weapons have the slow trait. In


order to use a slow weapon, it must first
be loaded or otherwise prepared, and
will take extra AP to do so. Characters
must spend AP relative to the level of the
associated slow trait. For example, if a
Character were using a weapon that had
the slow 2 trait, to prepare the weapon
youd need to spend 2 AP and then it
would be ready for use. Additional AP
would still be required to fire it.

SIMPLE ACTION: Harvest (2 AP)


There are many different resources in
the world that can be harvested: grain
from a field, algae off of a pond, or even
the organs of the dead (or worse, the
living). Harvesting is a simple action that
requires 2 AP.
In a Narrative RPG adventure,
Characters may harvest specific items;
otherwise Characters will harvest
Resource Units (RUs).
For example, if playing a Narrative
adventure all harvest actions will result
in something specific gleaned from the
act, e.g. picking berries, gutting a fish,
or digging for medicinal roots.

SIMPLE ACTION:
Search / Scavenge (1-3 AP)

The world of Wreck Age teems with


all make and manner of goods and,
even in the heat of the moment, a
player might catch a fleeting glimpse
of something that looks unexpectedly
valuable or useful. Likewise, Characters
may set out to find a specific item in an
encounter. The search /scavenge action
represents a Characters attempt to
physically locate such an item. The
encounter or Narrator will dictate how

73

many AP will be required for each search


or scavenge action. If no AP value is
listed, the action will cost 2 AP.
In a Narrative RPG adventure,
Characters may scavenge specific items;
otherwise, Characters will scavenge
Resource Units (RUs).
Characters may wish to scavenge a
downed Character, an objective marker, or
perhaps a vacant room for a handy item
or a possible clue to an evolving mystery.

SIMPLE ACTION: Interact With


Objects (1-x AP, dependent on type)
Characters may find they need to interact
with an object or an objective. This will
require manipulation of some manner:
a heavy gate may need to be cranked
open, a keyboard might require code to
unlock, or an old machine might need to
be primed and started. These attempts
require expenditure of an AP once a
Character is in the correct position
usually directly adjacent to that object.
Encounters or Narrators will clearly
spell out where, when, and how the
interaction will affect play. In any case,
the interaction occupies a Characters
full physical and/or mental attention for
that turn.
A interact action may be a free action,
all the way to a complex action (6) or
more. The encounter or Narrator will
determine the AP required. An old gate
may be automated, thus only taking a
free action to open, or it may be hand
cranked, taking a slow and laborious
complex action (3).

SIMPLE ACTION: Walk (1 AP)


A Character may move up to its
Movement attribute value in inches. If,
during its move, it comes into base-to-

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base contact with an opposing Character,


it is considered to have charged rather
than walked. A Character who walks
must add a +1 TN modifier when making
a ranged attack during that activation.

SIMPLE ACTION: Crawl (2 AP)


Applying only to Prone Characters, by
crawling they may move up to their base
Movement attribute.

SIMPLE ACTION: Run (2 AP)


A Character may move up to their
Movement value in inches, plus 1d6
additional inches. A Character who runs
during activation must add a +2 TN
modifier when making a ranged attack
during the same activation.

SIMPLE ACTION: Sprint (3 AP)


A Character may move up to its
Movement value in inches, plus 2d6
additional inches. Characters who have
sprinted during activation may not
attack with a ranged weapon during
that activation.

Fast Moving Bonus


If, through any Movement action, a
Character generates 11 or more of
movement or more during activation,
irrespective of how far they actually
chose to Move, that Character becomes
fast moving until their next activation.
This can be achieved through any combination of crawling, walking, running,
sprinting, or charge actions. Any Character making a ranged attack against a
fast moving Character does so with a +1
TN modifier.

ACTIONS: COMPLEX ACTIONS


(no free action)
Complex actions, such as fixing a broken
weapon, or setting a trap, will require
the full attention of a Character for one
or more turns. A complex action may
have a number in parenthesis after it,
indicating that more than one turn is
required to accomplish this action. For
example: Complex Action (3) indicates
that a Character would need 3 fulluninterrupted turns to complete that
task. A character engaging in a complex
action may not utilize a free action in that
turn, except in the case of a hold action.

COMPLEX ACTION: Hold Action


The hold action is used when a Character
is preparing and laying in wait to
activate. This may be the preparation
for a significantly ambitious activity
or series of actions, like jumping from
cover, running across a field, and firing
off a wild shot, all in one go. By holding,
Characters will earn a hold marker,
which increases their available AP by
1 in the next turn. After declaring a
hold, the Character may use one free
action, and then their activation ends.
This is in contrast to how most complex
actions operate. Each hold marker that
a Character possesses represents 1 AP,
meaning that a Character who uses a hold
action is giving up their entire AP pool
for that turn and in exchange receiving 1
additional AP in the following turn.
A Character may perform as many
subsequent hold actions as they wish (but
a Character may never have more than
6 AP). For each subsequent hold action,
another hold marker will be added. The
Character must expend the additional AP
in the next turn unless declaring another
hold. However, stacking hold markers can
be risky; any Character with one or more

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holds that fails a Nerves test loses any and


all hold markers. Whereas a Nerves test
taken by a player with one hold marker
is taken normally, any hold markers
beyond the first will cause a +1 TN
modifier. This is cumulative. Therefore
a Character with 3 hold markers will take
Nerves tests with a +2 TN modifier, and
so on.
A Character may spend the additional
AP earned by holding in any manner
that they wish. As usual though, a
Character may not perform the same
action twice in a single activation, unless
that Character has a specific trait that
allows them to do so. Any hold markers
or excess AP not spent by the end of
that activation are lost.
Unlike other complex actions, a hold
action allows for a Character to take a
free action at the end of their activation.

COMPLEX ACTION: Aimed Shot


An aimed shot is a shot fired with careful
time taken, controlled breathing,
and emphasis placed upon making an
effective kill. To resolve an aimed shot the
Character will take a Shooting test. Only
Characters with a Shooting attribute of
two (2) or greater may take an aimed shot.
An aimed shot gains a -1 TN modifier due
to careful, precise aiming.

COMPLEX ACTION: Charging


Charging involves an all-out frontal
assault. If a charge results in an
engagement it will garner a significant
bonus to combat.
If through a charge action a Character
comes into base-to-base contact with
an opposing Character, they not only
becomes engaged, but will also be able
to make an immediate strike against

75

any target they have engaged with,


at +1 to their Fighting and Power
attributes. This bonus lasts only
during the charge activation.
Characters may charge a maximum
of the results of the number of dice
equaling their AP-1 plus the distance of
their base Movement.

A Character with 3 AP and a Movement


of 4 would be able to charge 4 plus the
results of two dice. A Character with 1
AP and 2 Movement would only be able
to charge their base Movement of 2, and
would not add any additional dice to the
distance.

If a Character takes a charge action that


doesnt result in an engagement, they are
considered slow moving until their next
activation, even if they have moved 11
or more.

COMPLEX ACTION: Fighting


Fighting is the term in Wreck Age used
to describe attempting hand-to-hand
close combat. A Fighting action is simply
a swing, jab, slash, bash, or other attempt
to hurt someone within arms reach.
When a Character uses the Fighting
action, they must currently be engaged
with one or more opposing Characters,
and must declare which Character theyre
attacking. If they are engaged with more
than one opponent, they may potentially
hit more than one, but they must still
declare their primary target before
rolling any dice.
To fight, an activating Character takes a
Fighting test. The base TN for a Fighting
action is 4+. TN modifiers are found in
the Fighting Modifier Table located in

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the Fighting section. If more than one die


is rolled for Fighting, one of them must
be of a different color than the rest. This
is called the Malfunction Die. A result
of 1 on the Malfunction Die may result
in some sort of detrimental effect to the
attacker. Any successes that are rolled,
including those on the Malfunction Die,
cause a hit upon the target Character.
Multiple successes are not counted
(except for multiple 6s; see: the Rule
of Sixes above) unless the Character is
engaged with multiple opponents, in
which case the attacking Character may
choose secondary targets to apply the
excess hits to. Once hits have been tallied
and assigned, the attacking Character
then rolls for damage once and the
results are applied to all Characters that
have been hit by the attack, as explained
in the Damage section below.

COMPLEX ACTION: Disengage


Disengaging may happen only when
a Character is already engaged. To
disengage, a Character must declare a
disengage action, but may only move the
distance of their base Movement attribute.
Disengaging is a risky action that allows
opposing Characters to make a counterstrike against them. After moving, any
opposing Characters that were engaged
with that model may immediately
perform counter-strikes against the
disengaging Character. A Character
engaged to multiple opposing Characters
may choose to leave engagement with
some Characters while maintaining
engagement with others by keeping in
base-to-base contact with whichever
Characters desired during the disengage
movement; in this case, only the opposing
Characters that were disengaged from may
perform counter-strikes.

COMPLEX ACTION: Rally (+d6 AP)


If a Character has 1 or more suppression
markers, they may attempt to remove d6
of them by using this complex action to
perform a Nerves test.

Food

COMPLEX ACTION: Craft


Crafting is used to make new items out
of existing ones. From something as
simple as a sun dial, to a complicated
fusion generator. Many crafting actions
will be outside of the scope of a standard
encounter, but one important thing that
a Character may do with the craft action
is to make ad-hoc weaponry, such as zip
guns or melee weapons from items they
have on hand.

Within / Enter

As an example, making a zip gun is


a very hard (6+ TN) Wits test and a
complex action (2), meaning that at the
end of two full turns, you would take a
test based on the Characters Wits, and
need at least one result of 6 to succeed.
We will talk more about ad-hoc weapons
in the Weapons Chapter.

COMPLEX ACTION: Un-jam Weapon


In the case of a weapons malfunction
result of a jammed or stuck weapon (see
Weapons Malfunction later in this
chapter), the Character must spend an
entire turn un-jamming this weapon
so that they may use it again. If the
Character chooses, they may instead
abandon that weapon, and use another
(or their fists), but the weapon is then
considered lost.

Warning /
Danger /
Radiation

COMPLEX ACTION: Repair/replace


This action is used to make small
changes to equipment and weapons, and
to interact with various objects. Some
actions, such as fitting or removing a
silencer will be regular complex action,
whereas repairing an engine may be a
complex action (4) or even higher.

ACTIONS: END PHASE


At the end of every turn, a variety of
things may have to be resolved; unnerved
Characters, recovery tests for unconscious
and out-of-action Characters to see if they
wake, and NCs (Narrator-controlled
Characters) move in the tabletop version
of Wreck Age. These things will all be
handled at the end of the turn, in whats
called the end phase.
The Narrator or encounter will be
largely responsible for monitoring
situations and determining what
additional actions may be required in
the end phase, but we will go over the
basics here.

END PHASE ACTION:


Check Victory Conditions
The first thing to be done in the end phase
is to check if objectives have been met
that trigger victory conditions, or if the
turn limit has been reached. It is possible
for more than one side to achieve their
objectives at the same time. If victory
conditions have been met, the encounter
ends. If no victory conditions have been
met, play will go into another turn.

Water / Sea
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77

END PHASE ACTION: Move NC


Characters in Tabletop Version
In a tabletop game of Wreck Age, if
there are any Characters that are not
controlled by any players, who are
instead controlled by the Narrator, they
are moved in the end phase, after victory
conditions are checked for.

END PHASE ACTION: Muster


(+d3 AP)
Any Character that is unnerved (reduced
to 0 AP) may take a Nerves test. A
successful result for the test will remove d3
suppression markers from that miniature,
removing the unnerved status. This is a
free action, called a muster. If they fail,
they may immediately move 2d6 in any
direction, but remained unnerved.

END PHASE ACTION: Recovery


Characters that are unconscious or out-ofaction may make a Power test to return
to action. This is called a Recovery
test (or just recovery). Out of action
Characters will return as wounded, and
unconscious Characters will return to
action as groggy.
RecoverY Tests
Target numbers for Recovery tests are:
Unconscious:
Out-of-Action:

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Difficult (5+ TN)


Hard (6+ TN)

Andrzej Probulski (order #5451458)

A Few Simple Rules


Regarding Actions and AP

You may never have or store more

than 6 AP. This means that a


Character with a base AP of 6 (which
would indicate superhuman speed
and reflexes) may never utilize a hold
action to gain more.

If a Character engaged in a hold fails


a Nerves test for any reason while
doing so, that Character will lose all
stored AP.

Once a Character activates properly

with a standard action, they must


either spend or forfeit all hold
markers attached to their Character.
So if a Character that has held only
spends a single AP (rather than the
4 at its disposal) in its activation,
the hold marker will still be negated
and will not pass along to a later
turn. The exception to this is if a
Character makes subsequent holds.

Unless they have a trait that allows

them to do so (such as Nimble for


Movement actions, or Sustained Fire
for Shooting actions), a Character
may not perform the same action
more than once in a single turn.

FIGHTING
Fighting is the term in Wreck Age used
to describe attempting hand-to-hand
close combat. Fighting occurs only
within an engagement, when two or more
opposing Characters are locked into a
brawl of some sort. A Fighting action
is simply a swing, jab, slash, bash, or
other attempt to hurt someone within
arms reach. When a Character uses the
Fighting action, they must be engaged
with one or more opposing Characters,
and declare which Character theyre
attacking. The activating Character then
makes a Fighting test, which is based on
the Fighting attribute to determine if the
target was hit. This is followed by an
opposed test for damage if a hit is scored.
ENGAGEMENT
A brawl, scuffle, or melee happens
within the confines of an engagement.
All opponents in base-to-base contact
are considered engaged. Engagement
ends when all Characters in it have been
killed or otherwise incapacitated, or all
Characters disengage.
ENTERING ENGAGEMENT
Engagement occurs any time a Character
moves into base-to-base contact with
any opposing Character. To do so, a
Character must be able to draw lineof-sight to the target they are engaging.
This must be at minimum an arm, leg,
or head. If playing with models, bases do
not count for line-of-sight purposes. If a
Character who initiated engagement has
charged, they may immediately take a
Fighting action at no AP cost and gain a
bonus of +1 to their Fighting and Power
attributes for that attack. Otherwise,
engagement ends a Characters
activation. Note that engaging is not an
action per se. However, all Characters
who are engaged that are able to activate

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may make a Fighting action to attack any


opponents also engaged.
FIGHTING: MALFUNCTION DIE
The Malfunction Die is a die of a
different color (or a special die that we
manufacture) that is in all intents and
purposes, just like the rest of the Fighting
dice rolled for the test, however, if a 1 is
rolled on the Malfunction Die, something
bad can happen to the weapon (See
Weapons Malfunctions), AND a fumble
is caused.

FUMBLES
If the Malfunction Die is rolled and
results in a natural 1, this results in a
fumble. If a fumble occurs, all opposing,
engaged Characters may initiate a
counter-strike. To resolve a counterstrike, the activated Characters attack
must first resolve completely. After the
activating Character resolves their attack
completely, all opposing Characters
in engagement with the Character that
fumbled may counter-strike.
After resolving the counter-strike, the
activated Character who rolled the
fumble then rolls for malfunctions as
shown in the Weapon Maintenance And
Malfunctions section, assuming that
they are still able to activate.

COUNTER-STRIKES
If a Character fumbles, enters
engagement with a Character with any
Hold markers, or disengages, they are
subject to a counter-strike. To counterstrike, a Character must be eligible to
activate. Therefore Characters who
are unconscious, out-of-action, or dead
may not counter-strike. Counter-strikes
allow Characters to make a Fighting
action outside of their activation at no
AP cost. All counter-striking Characters

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may utilize any bonuses that would be


available to them as if they had activated,
such as bonuses to Power and Fighting
from superior numbers. Finally, when
making a counter-strike, any fumbles are
ignored, although a malfunction may still
cause a weapon to break during these
attacks of opportunity.
Player Characters who are struck down
before being able to counter-strike may
still take a parting action, but must
attempt to do so in the next activation. As
such, they may not counter-strike if they
may not activate.
ENTERING ENGAGEMENT
WITH HOLDING CHARACTERS
When engaging a Character with hold
markers, the Characters that are being
engaged may first perform a counterstrike against the engaging player, or
may alternatively perform a Shooting
action, at no AP cost, against the engaging
Character. If the Character being engaged
elects to shoot, they may roll only
one die instead of using their normal
Shooting attribute. After the Shooting
action or counter-strike is resolved, the
engaging Character may make their initial
engagement attack as normal. Well talk
more about Shooting in the next section.
ACTIVATION
DURING ENGAGEMENT
In the chaos of hand-to-hand combat,
Characters must do everything that
they can to fight for their lives. While
engaged, a Characters actions are severely
restricted. Engaged Characters may
only take a Fighting action or a disengage
action, or change weapons. They may use
the draw small weapon free action at the
end of their activation. All of the other
actions available to a Character in an
engagement are complex actions, meaning
that they may not do any thing else
during their activation.

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SUPERIOR NUMBERS
There may be circumstances where more
than two Characters are simultaneously
engaged. In these situations, the
Characters on the side that outnumbers
their opponents are granted a temporary
+1 to their Fighting and Power attributes
for every Character by which they
outnumber their opponents in the
engagement. This is called having superior
numbers. In the case of engagements
between more than two players (i.e.
three or more sides), you must count all
opponents in that particular engagement
regardless of who controls them to
determine superior numbers.

For example, if three friendly Characters


are engaged with one opposing Character, superior numbers dictates that all
three friendly Characters are granted
a +2 to both their Fighting and Power
attributes, with the Power bonus being
applied to the weapon used. However,
if two friendly Characters are engaged
with two opposing Characters, each of
which is controlled by different players,
no bonus is given because the attacking
players Characters are equal in number
to opposing Characters, and therefore
they dont have superior numbers.

ENGAGEMENT INVOLVING
MORE THAN TWO CHARACTERS
If a Character is fighting against more
than one opponent, they may be able to
hit more than one opponent, as long as
they have a Fighting attribute of more
than 1. First, they must declare the
Character that they are attacking, and
for every success that the Character rolls
on their Fighting test beyond the first,
they may attack any additional Character
that they are engaged with.

USING WEAPONS
DURING FIGHTING
If a Character wishes to use a weapon
in a fight, the weapon being used must
be ready when the engagement starts. If
a Character wishes to change weapons,
during an engagement they may do so, but
instead of being a simple action as usual, it
is a complex action. There is one exception:
You may use the draw small weapon free
action to ready a Small Melee weapon or
any ranged weapon with the pistol trait at
the end of the Characters activation.
Pistols In Engagements
While blades, clubs, and other close
quarters instruments are the primary
types of weapons used in fights,
Characters may use any ranged weapon
that has the pistol trait when engaged, but
can only attack the Characters that they
are engaged with. Shooting an opponent
that you are engaged with is no easy task.
Even though the Characters are at point
blank range, the opposing Character(s)
will attempt to block the shot. Resolve
any attacks with a pistol weapon but
with a TN of 5+, using the Characters
Fighting attribute instead of their
Shooting attribute.
Please note that pistol weapons do not
gain a bonus to Power from engaging
multiple opponents with superior
numbers, but will still benefit from an
increased Fighting attribute.

FIGHTING MODIFIERS TABLE


Below is a list of the most common
TN modifiers that are in effect when
Fighting, although some have been
touched upon in previous sections. These
are cumulative, so if more than one TN
modifier is in play they will stack.

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Fighting Modifiers Table


TN modifiers for Fighting tests:
Charging A
Defender:

+1 Fighting for the


first attack.

Counter-striking
An Attacker:

+1 Fighting for the


counter-strike.

Attacking A Fast
Moving Defender:

+1 TN modifier.

Attacking A Slow
Moving Defender:

-1 TN modifier.

Attacking A Prone
Defender:

-1 TN modifier.

Attacking An
Incapacitated
Defender:

-2 TN modifier.

Using A Ranged
Weapon While
Fighting:

+1 TN modifier,
and use the
Fighting attribute.

DISENGAGING
If a Character wishes to retreat or
otherwise withdraw from an engagement,
they may declare a disengage action. When
declaring a disengage action, a Character
may move only their base Movement
attribute (in inches if playing with
miniatures). After moving, any opposing
Characters that were engaged with the
disengaging Character may immediately
perform counter-strikes against the
disengaging Character as if they were
still in base-to-base contact. A Character
engaged with multiple opposing Characters
may choose to leave engagement with some
Characters while maintaining engagement
with others simply by keeping base-tobase contact with whatever Characters
they choose during the disengage move. In
this case, only the opposing Characters
that were disengaged from may perform
counter-strikes.

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SHOOTING
Shooting involves a Character using a
ranged weapon to make an attack. To
do so, the activating Character makes
a Shooting test, which is based on the
Shooting attribute to determine if the
target was hit. This is followed by an
opposed test for damage if a hit is scored.
As with Fighting, if more than one die is
rolled for Shooting, one of them must be
of a different color than the rest. This
is called the Malfunction Die. Unlike
Fighting, Characters cannot fumble
when making a Shooting test. The risk
of a malfunction is the only undesired
outcome of rolling a natural 1 on the
Malfunction Die.
Unlike Fighting, there are several types
of Shooting actions. Additionally, the base
TN needed to score a hit is determined by
the distance to the target. Finally, unless
firing at the most distant targets, the
target(s) will need to roll for suppression,
which is explained below.
You will need to refer to your weapons
statistics in order to determine the range
at which youll be firing upon an enemy,
and thus, the TN required to score a hit.
Remember, that in most cases you may
not pre-measure distances.
To make a Shooting action, the
Character must have a ranged weapon
ready, and must be able to draw a line
of sight to the target. If the intended
target is completely obscured from the
Characters sight, it cannot be fired upon.
Assuming you can draw a line of sight to
the target, you may then declare one of
the following methods of Shooting:
Aimed Shot:
Regular Shot:
Hip Shot:

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Complex action
2 AP simple action
free action

Andrzej Probulski (order #5451458)

SHOOTING: MALFUNCTION DIE


The Malfunction Die is a die of a
different color (or a special die that
we manufacture) that is in all effects
and purposes, just like the rest of the
Shooting Dice rolled for the test;
however, if a 1 is rolled on Malfunction
Die, something bad can happen to the
weapon (See Weapons Malfunctions).

SHOOTING: TARGET NUMBER


(TN) TABLE
When Shooting, the TN changes
depending on both the abilities of the
weapon and the distance to the target.
There are four ranges, and the further the
distance, the harder the base TN. Also be
aware that there are several TN modifiers
that may be in effect, as illustrated in
the Shooting Modifiers Table. Below
is a list of the TNs associated with the
various ranges:
SHOOTING: TARGET NUMBER (TN) TABLE

Point Blank:

Targets at 2 or closer
have a TN of 3+.

Short Range:

Determined by the
weapon, targets that are
further than 2 up to the
short range rating of the
weapon have a TN of 4+.

Long Range:

Determined by the
weapon. Targets that
are further than short
range up to long range
rating of the weapon
have a TN of 5+.

Extreme
Range:

Determined by the
weapon, Targets that
are further than the
long range rating and up
to double the long range
rating have a TN of 7+.
Targets beyond double
the long range ratings
may not be hit.

SHOOTING MODIFIERS TABLE


Below is a list of the most common
modifiers that are in effect when
Shooting, although some have been
touched upon in previous sections. These
are cumulative, so if more than one
modifier is in play, they will stack unless
otherwise explained.
Shooting Modifiers Table
TN modifiers for Fighting tests:
Cover:

Concealment:

If the defender is in or
behind area scenery or
terrain, or if the attack
passes through area
terrain there is a +1
TN modifier.
If the defender is
concealed, attacks
against them receive a
+2 TN modifier (not
cumulative with cover).

Prone,
> Short Range:

If the defender is prone


and the attacker is firing
a weapon from long
range or longer, there is
a +1 TN modifier.

Prone,
=< Short
Range:

If the defender is prone


and the attacker is
firing from short range
or closer, there is a -1
TN modifier.:

Fast Moving:

If the defender is Fast


Moving, there is a +1
TN modifier.

Slow Moving:

If the defender is Slow


Moving, there is a -1
TN modifier

Attacker
Walked:

If the attacker walked


during that activation,
there is a +1 TN modifier.

Attacker
Running:

If the attacker ran during


that activation, there is a
+2 TN modifier.

Small target

+1 TN modifier

Large Target:

-1 TN modifier

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SUPPRESSION
If a Character is fired upon from long
range or closer, they must take a Nerves
test after the attack is resolved, regardless
of any damage caused. However, this is
not required if the Character is not able
to activate. Remember that Nerves tests
use Nerves to determine the number
of dice rolled and use the Characters
training level to determine the TN, as
shown on the Suppression Table below.
If the test has no successes, the Character
receives a suppression marker.
Each suppression marker reduces that
Characters usable AP by one for the
remainder of that encounter, or until the
marker is removed through a variety of
rally actions.
If a Character has one or more
suppression markers but has not been
reduced to 0 AP, that Character may
attempt a variety of rally actions to
regain their composure. A successful
result in the test will remove suppression
marker(s). Any regained AP may be used
in that turn. Beasts may not take a selfimposed Nerves test in this manner.
Suppression Table
Green:
Trained:
Veteran:
Elite:
Beast:

Nerves tests
have a TN of 5+
Nerves tests
have a TN of 4+
Nerves tests
have a TN of 3+
Nerves tests
have a TN of 2+
Nerves tests
have a TN of 4+
(may not rally, or regroup, but
may muster)

Automoton: Automatons are


immune to suppression.

83

UNNERVED
Characters may find themselves with as
many suppression markers as they have
AP, effectively giving them 0 AP. This
would disallow them from taking any
actions during their activation. This
condition is called being unnerved.
Immediately after gaining the last
suppression marker that reduces their AP
to 0, an unnerved Character may move
2d6 in any direction.
Unnerved Characters are particularly
susceptible in their panicked state.
If an unnerved Character comes within
6 of any friendly Character other
than a Player Character, that friendly
Character must take a Nerves test. If they
fail the Nerves test, they also become
unnerved, regardless of their starting
AP. This can set off a dangerous chain
reaction, especially among less-trained
Characters. Please note that Player
Characters are immune to being affected
by already unnerved Characters in this
way, although they may be unnerved
themselves if reduced to 0 AP.
If an unnerved Character is shot at,
engaged, or comes within 2 of an
opposing Character, they may take one
final Nerves test to attempt to muster (see
End Phase Action: Muster). If they fail
this, they are considered routed and
are considered to have left the encounter.
Any Character that leaves the encounter
in this manner will permanently lose 1
Renown for the shame and humiliation
of such cowardice. If the Character has
0 Renown already, they are considered
to have disappeared in shame, and are
removed from the crew permanently.
Their equipment may not be scavenged.

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DAMAGE
Combat is quick and deadly. If you are
100 miles from your settlement, you
wont want to engage in a firefight with
every band of wanderers who cross your
path, as it is extraordinarily improbable
that Characters will find any help if hurt.
Although already gone over in the
Shooting and Fighting sections above,
well just give you a quick reminder:
In order to attack, a player rolls the
number of dice equal to the value of their
Shooting or Fighting attribute: Shooting
for ranged combat, and Fighting for close
combat. Shooting tests and Fighting tests
operate slightly differently, however;
both require the player to roll the
number of dice equal to the value of the
relevant attribute. If a successful hit is
scored, then the successful character will
roll a damage test, as shown below.
When attacking, always roll 1 die of a
different color to represent the potential
for a malfunction (and fumble in the case
of Fighting).

The TN for Shooting is based on the


range, while the base TN for Fighting is
always 4+.

The Rule of Sixes effecting Damage


If, during a Shooting or Fighting test, a
Character rolls more than one natural 6,
they will add 1 to their Power Attribute
for each 6 beyond the first. Therefore, a
result of four 6s will add a total of 3 to
the Power of the attack.

Damage test modifiers


DAMAGE TN MODIFIERS

2 x power:

Power of the hit doubles


the base Power of the
defender: -1 TN modifier
for the attackers
Damage test

Soft Cover:

Defending Character
is in soft cover: +1
Defensive Power

Hard Cover:

Defending Character
is in hard cover: +2
Defensive Power

Light
Armor:

Defender is wearing
Light Armor: -1
TN modifier to the
Defenders Power test

Medium
Armor:

Defender is wearing
Medium Armor: -1 TN
modifier to the defenders
Power test AND +1
Defensive Power

Heavy
Armor:

Defender is wearing
Heavy Armor: -1
TN modifier to the
Defenders Power test
AND +2 Defensive
Power

Shield:

Defender is using a
shield: +1 Defensive
Power

Soft Cover includes long grass, reeds,


bushes, thin woods, and other nonhardened surfaces. The main benefit
is that it makes it harder to determine
where the target is. Hard Cover would
be anything with a density that could
actually soften a blow, such as metal,
rocks, and brick walls.

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RESOLVING DAMAGE
To determine results of damage in
Wreck Age, you will first use either the
Shooting attribute for ranged combat, or
the Fighting attribute for close combat.
If you score a hit, you will then resolve
damage, as follows:
If an attacking Character scores a hit, the
two players will role an opposed Power test
to determine if damage has been done.
This is also called a Damage test. The
attacking Character will roll either their
own Power rating or the Power rating
of the weapon they are using, adding
any additional modifiers. Against that,
the defending Character will roll their
Power attribute, which may be modified
by armor or cover. The unmodified TN
for a damage test is 4+ for both attacking
and defending.
The defending Character will subtract
their successes from those of the
attacking Character. The attackers
remainder will indicate how much
damage has been done. See the Damage
Results Table for the final outcome of
the damage.
Unless the damage was caused by
something with the non-lethal trait, it is
considered lethal, and will roll on the
standard damage table below. Non-lethal
damage has its own damage track.

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DAMAGE RESULTS
All lethal damage is tracked on the following table, with the first result being
wounded, the second out-of-action, the third dying, and the fourth (and last), dead.
All damage stacks, so be certain to record the number of successful damage results
against each Character on the table as their health declines. A Character wounded
twice is out-of-action. A Character who is already out-of-action, and who receives
another out-of-action result is dead.
DAMAGE TABLE
# of Damage
Effect
0 or less
No Effect
1

Wounded

Out-of-Action

Results
The Character is scraped and bruised, but otherwise
unfazed and may continue as normal.
The Character is wounded.
When wounded, all Shooting, Fighting and Power tests
receive a +1 TN modifier for the rest of the encounter.
The Character goes down, and is considered out-ofaction.
They may be tending to their wounds, or too badly hurt
to continue activating. Out of action Characters may not
activate.
During the encounter, a Character with the right skill
or equipment may stabilize an out-of-action Character
and their condition may be downgraded.

4+

Dying

Dead

In the end phase of every turn, they may take a hard


Power test (6+ TN) to return to action as wounded.
From this point forward, the Character is considered
out of the game, and will potentially die without prompt
medical attention.
Dying Characters may not activate. During the
encounter, a Character with the right skill or equipment
may stabilize them and their condition may be
downgraded.
The Character is dead with no hope of revival.
They might be useful to Stitchers, who may harvest his
or her organs. It should go without saying that dead
Characters may not activate.

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Within / Enter
Parting Action
Any Player Character that receives an
out-of-action, dying, or dead result before
they activate in that turn, may attempt
a parting action as a last gasp. In order
to do so, a Player Character must take
a Power test with a TN of 5+. If passed,
The Player Character activates next and
can spend their AP as usual (plus any
hold markers they have). Please note that
ONLY Player Characters may attempt a
parting action.
All damage results stack, so be certain to
record the number of successful damage
rolls against each Character on the table
as their health declines. A Character
groggy twice is unconscious.

Warning /
Danger /
Radiation

NON-LETHAL DAMAGE
Any weapon with the non-lethal trait, or an unarmed Character will use the non-lethal
damage table instead of the regular damage table.

Water / Sea

Non-Lethal Damage TABLE


# of Damage
0

Effect

Results

No Effect

The Defender is scraped and bruised, but otherwise


unfazed. The Character may continue normally.

1-2

Groggy

This is the non-lethal version of wounded. All Shooting


tests, Fighting tests, and Power tests take a +1 TN modifier.

3+

Unconscious

The Character goes down. In the end phase of every turn,


they may take a Power test with a 6+ TN to return to
action as groggy. However, any Character may revive
them by entering in base-to-base contact and spending 2
AP to do so. Characters with the First Aid skill only need
to spend 1 AP to revive an unconscious Character.

Trade /
Settlement

If a Character has taken damage from a non-lethal weapon, use a marker or keep track
on their Character sheet. The non-lethal effect will remain until that Character
receives greater damage from a non-lethal weapon, or the encounter ends.
Non-lethal damage cannot bring a Characters damage status past unconscious.
Non-lethal damage wears off after the encounter, with no detrimental effect, unless
noted in the weapons profile. Any Character that ends the encounter with only nonlethal damage will never roll on the Serious Damage Table.

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87

Weapons Malfunctions
and Maintenance
Almost every type of Character in Wreck
Age will have some form of weapons and
equipment. There are various effects that
these items can have on play. First well
go over malfunctions and maintenance,
and then jump into traits, followed by
descriptions and more information about
all manner of basic equipment thats used
in The Wilds.
When using a weapon, any natural 1
on the malfunction roll will require
a player to roll on the Weapons
Malfunction table.
A weapons malfunction requires the player
to roll of 2d6 (or as indicated), picking
the highest. The roll may be further
modified by weapon traits and other
factors. Double 1s subtract 1 from the
result, allowing a 0 to be rolled without
other modifiers.

Code / Secret /
Hidden
/ natural 1
On the malfunction
roll, every
beyond the first natural 1 rolled subtracts
Anchor /
1 from the die result on the Weapons
Malfunction
Table. So for example,
Border
if 3d6 is rolled because a weapon is
maintained (see Weapon Traits), and
you roll two 1s and a 6, the best result
becomes a 5.

Dagger /
Weapons
also,
Death /
Holiday
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WEAPONS MALFUNCTION TABLE


Roll 2 dice (or as otherwise indicated)
if a 1 is rolled on the Malfunction Die:
Result
Effect
0 or less The item either explodes or otherwise shatters in the Characters hands.

The Character immediately takes a hit at a Power 1 less than the items
typical Power, OR at Power 2 if the item has no Power. Any item that
explodes or breaks in this manner is considered beyond repair, but may be
traded or sold for scrap.
The item is damaged or broken, with no damage to the controlling
Character.

If kept, the Character may potentially repair the item at a later opportunity.
The item is jammed or lodged into another object.

3-5

The Character may discard this item immediately if desired (the item is
considered lost). Otherwise, in the following turn, that Character may
perform a Repair action in order to utilize it again.
The item has run out of ammunition/charge/energy.
A Character must make a simple action to reload the item to be able to use it
again.

6+

This result has no effect on melee weapons or on single-use items.


No effect.

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89

Character And
Crew Creation
If you want to survive in the wastes, then get yourself a group
together. You can call them a crew, call them a gang, call them
whatever you want... just dont call them late for dinner.

~Exerpts from Dusters Almanack

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As should be familiar to you by now,


Characters are the individuals that the
players control within the world. In
many cases, players will control multiple
Characters at once. There is a basic
assumption that players will have one
representative who takes on the role of
their in-game persona. These Characters
can be seen as their own personal action
heros, and are called Player Characters.

NARRATOR CHARACTERS (NCs)


Narrator Characters are the Characters
that the Narrator uses and controls. They
represent everything from townsfolk to
antagonists, and other individuals that
the players do not control.

PLAYER CHARACTER
Player Characters represent the players
own personal self within the game.
Player Characters are protected from
many of the types of outside influence
that other Characters will be affected by:
from intimidation, to coercion or fear.
A player declares which one Character
will be their Player Character before the
game starts. This Character remains the
Player Character for the duration of play.
If a Player Character dies or is otherwise
incapacitated, the player may choose
another Player Character, either from
their existing group, or by creating a new
one from scratch from their Community.
Alternately, when a Player Character
dies, the player(s) may choose to restart
as a new Faction.
Characters that are designated as
Player Characters have something
called freewill.

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FREEWILL
Player Characters are able to make
their own decisions about a variety of
circumstances, and are able to decide
how to react with greater autonomy than
other Characters. This is due to their
having freewill. In game-terms, this
means that a Player Character may be
able to ignore the effects of a variety of
Wits and Nerves tests. If freewill allows
you to ignore an effect, it will expressly
mentioned when that effect, trait, or skill
is described.

COMMUNITIES
Most Characters are a part of a
larger Community. To begin creating
Characters, you must choose what type
of Community that they are from. The
process is started through something
called Archetypes. Archetypes are your
basic structure, or the bones of the
Characters. From there, you may add a
variety of details, or keep it streamlined
and simple. There are also some
Characters that come from either no
Community, or Communities that are
on the fringes of society. These were
described in the Fringes chapter.
If there is no specific faction that you
wish to play, then you may ONLY choose
Archetypes from the generic list.
If you have chosen a specific faction,
you may instead choose an Archetype
from that specific Faction Archetype
list which immediately follows the
Generic Archetype List. Please note, a
specific faction (the Reclaimers, Stakers,
etc), may still choose most generic
Archetypes. This can make for a few
odd combos, but well leave that to the
players (and/or Narrators) discretion.

91

CREWS
Crews are the combination of all of the
Characters that are entering the game
with common interests and backgrounds.
They will typically all be from a specific
faction, although this need not always
be the case. One player may control the
entire crew, or just a part of it, depending
on the play style (narrative or tabletop),
and player preference. If multiple
Characters are controlled by a player,
this doesnt mean that the player has
to give up control in any way. It simply
means that Characters other than the
Player Character wont have the benefit
of freewill.

Creating a Crew
To create a crew, you will be assigned a
specific amount of Resource Units either
based on your encounter, or using the
Narrators discretion. The crew may
utilize these RUs to buy Characters.
Declaring one of your Characters as
a Player Character does not cost any
additional RUs. Crews are made up of
multiple Characters.

ARCHETYPES
Achetypes are a quick way to create
Characters, and are a preset for you to
work from. Archetypes are a starting
point, to which you then add levels of
customization.
Why use Archetypes, and not the more
in-depth Character creation process?
In part, because this allows you to
pick up where you left off if and when
your Character dies. Think of it as the
Communitys save point. This system
allows you to put a new Character back
into the action with ease, but still allows
for plenty of room for customization and
creativity.

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Skills are determined by Archetype,


which is described in more detail in
a few pages. The higher the level of
training, the higher number of skills and
traits a Character will have, although a
community will have an impact on the
type and level of skills available to a
starting Character as well.

Creating A Character
Your Community will supply you with
the amount of RUs required to create
a Character. This represents the
community spending the resources on
the infrastructure needed to create a
Character of this Archetype through
training and equipping them.
Once you pick an Archetype, you may
advance that Character in any direction
that you are drawn to.
First, choose an Archetype and
training level. Archetypes are listed
immediately following the Character
Development Points section. That
will determine the cost of your
Character in RUs, and the amount
of Character Development Points
available to build that Character
(see the next page). Use Character
Development Points to choose your
Characters starting Attributes,
minding any restictions for the chosen
training level.
Next you will determine the details
that go along with that Archetype,
such as traits, skills, and finally
trinkets and equipment.
Lastly, you will flesh out the
Character with any additional
details that you would like to use,
such as story, background, interests,
and motivations.

Notes on
Character creation
Here is the breakdown of what a sample
Archetype choice looks like:

Guard / Heavy / Brawler


RU Costs 12 / 35 / 85 / 125

Limitations Shooting MAX 5


At Veteran Power MAX 4
Prerequisite None
Archetypes
Entrance Cost 0 RUs
Exit Any
Archetypes
Faction Any
Community Unaffiliated or as per Faction
Skills 1 Knowledge Skill per training
level
Equipment 2 Uncommon Weapons,
Light Armor
At Trained: Medium Armor
Small Melee Weapon
Rags (Clothing)
Trinkets 2 rolls

Starting Traits: none


Available Traits: Nerves of Steel, Old Tech,
Last One Standing

RU Cost: The cost in RUs. This cost is


broken down by training level as follows:
Green/ Trained/ Veteran/ Elite. Beasts
will only have one RU cost. A dash
indicates that a Character of that training
level may NOT be created or taken.
Limitations: These are the limits that
the Character has on their attributes.
These numbers circumvent the usual
maximums. If a number is higher than
3 for Movement, Power, or AP, that
overrides the usual human maximum.
If a number is lower than 6 for the
other attributes, then that is their upper
maximum.
Prerequisite Archetype: This is
a list of different Archetypes that a
Character must have had at least one of

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before entering the current Archetype.


This does not apply to one-off play,
only to campaigns.
Entrance Cost: This is the cost in
RUs that you must spend to enter this
Archetype. This is a representation of the
gathering of the equipment and training
specific to that Archetype.
Exit Archetypes: These are the
Archetypes that the Character may
advance into from the current Archetype.
Most Archetypes will have at least one
Exit Archetype, indicating that this
specific Archetype is grooming the
Character for a smooth transition into
the next. To choose an Exit Archetype
that Character must spend 1 Renown.
Faction: This is the type of faction that
the Character may belong to. If any is
listed, then there are no restictions.
Community: This is simply the name of
the Characters community.
Skills: Any skills given to that
Archetype beyond the skills gained for
each training level.
Equipment: Shows you what equipment
the Character may have to start with.
Certain options are available only at
specific training levels or higher. In
the example, the Character may have
Medium Armor at Trained. This would
also be an option at Veteran or Elite.
Trinkets: How many rolls on the
trinkets Chart that the Character gets.
Starting Traits: These are the traits that
the Character begins with automatically,
regardless of training level.
Available Traits: You may choose traits
from this list based on your training level
(see training levels, on the
following pages).

93

CHARACTER DEVELOPMENT POINTS


Character Development Points allow
a Character to purchase their starting
Attributes. Each Character Development
point allows you to purchase 1 point in
an attribute.
All Attributes except for Renown range
from a value of 1 to 6.
For regular humans, the MAX value for
Action Points, Movement, and Power is 3.
You MUST place at least one point into
every attribute except for Renown. The
level of Renown required varies based
on training.
If you are playing a campaign, you
will use Renown (and RUs) to advance
your characters and track their
progression. This will be gone into in the
Campaigns chapter later in the book.

RU COST PER TRAINING LEVEL


Most Characters come from a
community. This community teaches,
equips, and protects them. While not all
Characters in Wreck Age need to come
from a community (some come from
The Fringes), the vast majority will.
There are some notable exceptions, such
as the outcast No Ghosts. But even the
Caravaneers, who are made up mostly
cast-outs, have banded together to form
their own communities for safety and
security.
The initial cost to a Community for a
Trained or Veteran Character will be
much higher than a Green Character.
Here are the basics for each level of
training:

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Green
15 Character Development Points
0 additional traits
1 skill (and whatever Archetype gets)
A Green Character is either a brand-new
recruit, or one with very little experience.
Green Characters do not have much real
world experience, but will likely have
enough to survive for a short while.
Green Player Characters have a
Nerves test TN of 5+. All other Green
Characters will make Nerves tests at 6+.
Sample stat line:

Green Sample Character


AP
3

M
3

P
2

S
1

F
1

N
3

W
2

R
0

Green Characters must begin with 0


Renown, but may earn a maximum of 1
during their adventures.
Green Characters have a MAX Power of 2.
Remember that for AP, and Movement, 3
is the normal maximum for humans.
Green Characters begin with factionspecific traits, and starting traits.

Trained
18 Character Development Points
1 additional trait
2 skills (and whatever Archetype gets)

Veteran
21 Character Development Points
2 additional traits
3 skills (and whatever Archetype gets)

Trained Characters have a modest level of


competence as well as some basic, formal
training. They may not have much real
world experience, but they feel at least
marginally prepared and confident in
their abilities. Trained Characters have a
TN of 4+ for Nerves tests.

Veterans are Characters who have been


in the thick of it, and have lived to tell
the tale. They have a good level of
experience in their field, and have quite
high levels of competence and training.
Veteran Characters have a TN of 3+ for
Nerves tests.

Sample stat line:

Sample stat line:

Trained Sample Character


AP
3

M
3

P
3

S
2

F
2

N
3

W
2

R
0

Trained Characters may begin with 0-2


Renown. You do not have to put any
points into Renown, although you may
put up to 2 if you choose to.
Remember that for AP, Movement, and
Power, 3 is the normal maximum for
humans.
Trained Characters begin with factionspecific traits, starting traits, and
may choose one additional from the
Archetype list. They may choose up
to two skills in addition to those given
specifically to the Archetype.

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Veteran Sample Character


AP
3

M
3

P
3

S
3

F
2

N
3

W
3

R
1

Veteran Characters must begin with at


least 1 Renown, but have no upper limit.
You do not have to put any further points
into Renown, although you may if you
choose to.
Remember that for AP, Movement, and
Power, 3 is the normal maximum for
humans.
Veteran Characters begin with factionspecific traits, starting traits, and may
choose two additional traits from the
Archetype list. They may choose up to
three skills in addition to those given
specifically to the Archetype.

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Elite
25 Character Development Points
2 additional traits (+ Elite trait)
4 skills (and whatever Archetype gets)
Elite Characters are experienced, and
prepared. They possess a level of skill
and ability that is extremely rare. An
Elite Character will be able to use their
wits and prowess to find their way out of
just about any situation. Elite Characters
have a TN 2+ for Nerves tests.

Beasts are Characters with an animalistic


sense of survival. These Characters rely
on instinct rather than training. Beasts
have a 4+ TN for Nerves tests, and
may not use an activation in order to
perform a self-imposed Nerves test, and
so will only test to rally once they have
been reduced to zero AP or if another
Character intervenes.

Sample stat line:

Sample stat line (an attack boar):

Elite Sample Character


AP
3

M
3

P
3

S
4

F
3

N
4

W
3

R
2

Elite Characters must begin with at least


2 Renown, and have no upper limit. You
do not have to put any further points
into Renown, although you may if you
choose to.
Remember that for AP, Movement, and
Power, 3 is the normal maximum for
humans.
Elite Characters begin with factionspecific traits and starting traits, and
may choose two additional from the
Archetype list. They may also have a
specific trait given to them at the Elite
training level. They may choose up to
four skills in addition to those given
specifically to the Archetype.

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Beast
(predetermined stats)

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Beast Sample Character


AP
3

M
4

P
2

S
-

F
2

N
2

W
1

R
-

Beasts may not choose any additional


traits, but have traits assigned based on
what type of Beast that they are.

Character Equipment
You may ALWAYS choose a item of
lesser rarity than the one allowed. For
example, an Archetype calling for a
player to choose a rare weapon for their
Character may select a zip gun from the
common weapons list instead of one of the
rare weapons.
A Character may carry either one heavy
weapon, OR up to two regular 2 two
handed weapons. They may additionally
carry up to three one-handed weapons.
Characters may carry one kit.
All Characters may start with a Small
Melee weapon, which counts towards the
maximum of three one-handed weapons a
Character may carry.
If a weapon is High Tech or Old Tech,
then the Character must have the associated trait to properly use it. They may
still attempt to use it, but at a Shooting
Attribute of -2. If this brings their Shooting below 1, they may not use it at all.
Examples of weapons, by rarity:
Common weapons:
zip gun, Small Melee, Medium Melee, pipe
rifle, junk gun, bow, molotov.
Uncommon weapons:
revolver (light), auto pistol (light), break
action rifle, mining laser, shotgun
Rare weapons:
assault carbine, hunting rifle, flame
thrower, flame thrower
Very Rare weapons
battle rifle, narco gun, web caster,
charger pistol, laser rifle, vibro blade

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TrinketS
The trinkets found in The Resurgence vary
greatly in size, shape, weight and value.
To determine what trinkets a Character
has, Roll 6d6 for each trinkets roll
and consult the following chart:
TrinketS Chart
Dice Result Item

Value

6 mirco processor

4 RUs

7 harmonica

2 RUs

8 silver coin

5 RUs

9 music box

2 RU

10 sewing needle

2 RUs

11 small motor

4 RUs

12 revolver cylinder

1 RU

13 pistol magazine

1 RU

14 hunting knife handle

1 RU

15 motherboard

1 RU

16 small diode

1 RU

17 toggle switch

1 RU

18 relay

1 RU

19 small locket

2 RUs

20 25 mm tracer shell

1 RU

21 empty rifle casings

1 RU

22 empty pistol casings

1 RU

23 ancient screw

1 RU

24 antique flare

1 RU

25 ancient cracked mug

1 RU

26 broken eyeglasses

1 RU

27 silver chain

3 RUs

28 antique pendent

3 RUs

29 tiny solar cell

2 RUs

30 washers

1 RU

31 gas can cap

1 RU

32 un-charged battery

2 RUs

33 micro processor

2 RUs

34 prism

2 RUs

35 ring, platium

3 RUs

36 ring, silver

5 RUs

97

Fleshing your Character out


(Optional)
Pick and choose two or three from each
of these lists of questions:

Origin
Where was your Character born?
Do they still call their birthplace home?
What is your Characters height/weight/
etc.?
What is the farthest they have traveled
from their home, and why?
Does a life of wandering frighten them?
Is security more valuable than freedom?
Has your Character ever known love?
What scars do they have and how did
they acquire them?
Lets say they have a home, and it is
burning, what is the one thing they make
sure to save?
Do they have any fears or traumas to
overcome?
What is the Characters biggest secret?
What do they believe happened to the
world to cause the collapse?
Do Stitchmen exist or are they bogeys?
Did they choose their lifestyle or was it
forced upon them?
What is the most vivid memory from
their childhood?

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Motivation
If there is one thing your Character could
change about their life, what would it be?
Do other people factor into your Characters decisions, and if so who?
Is your Character loyal to anyone?
Does your Character have faith, and if
so, in what?
Does your Character have any preconceptions regarding other groups?
Is revenge ever worth risking your life?
Did the civilizations of the past deserve
to fall?
What is the best thing in life?
How would they like others to view
them?
Wealth, security or glory?
Is telling a lie ever the right thing to do?
Your Character comes upon a starving
child along a caravan trail, but they only
have enough food for their own journey.
What do they do?
They see someone being punished unjustly, and have the ability to free them,
but will have to leave their equipment
behind in town. What do they do?
Is life worth living?
Does this Character take prisoners?

Maverick
Your Character will profit from letting
a crime occur even though they are not
committing it. At what act would they
draw the line and have to intervene?

Animal Companions
Animals, such as pack boars, can be
invaluable help to a crew in The Wilds.
Every Character may obtain up to three
pack boars at a cost of 10 RUs each.

Pack Boar

How does your Character pass the time


when not scavenging or working?
Does your Character dream in color?

(to carry your burdens)


AP
3

When they feel the desire to escape from


reality, what do they do?
Does your Character ever sing or dance?
Does your Character prefer night or day?
Does your Character have any nervous
habits?
How do others see your Character?

P
2

S
-

F
1

N
1

W
1

R
0

RU Cost 10

Are they kind or cruel to a specific type


of animal?
Do they believe in a higher power?

M
2

Faction ANY
Training Beast
Skills NONE
Equipment: Various packs and harnesses
Starting Traits: wild beast, pack animal

Dog

(mans or womans best friend)


AP
3

M
4

P
2

S
-

F
3

N
1

W
1

R
0

RU Cost 10
Faction ANY
Training Beast
Skills NONE
Equipment: none
Starting Traits: none

Andrzej Probulski (order #5451458)

99

Archetypes
Generic Archetype list
(available to any faction):

Soldier / Shooter /
Marksman / Archer / Slugger
(Ranged Combat)

RU Costs 12 / 30 / 70 / 120

Limitations Wits MAX 4


Fighting MAX 5
Prerequisite None
Archetypes

(healer)

RU Costs 15 / 30 / 65 / 110

Limitations Shooting MAX 4


Fighting MAX 4
Prerequisite None
Archetypes
Entrance Cost 10 RUs
Exit Any

Entrance Cost 5 RUs


Exit Any
Archetypes

Archetypes
Faction Any
Community Unaffiliated or as per Faction

Faction Any except Drifter


Community Unaffiliated or as per Faction
Skills 1 Knowledge Skill per
training level
Equipment: 2 Uncommon Weapons,

Skills First Aid: 2, OR Doctor: 2, OR


Triage: 2.
2 Knowledge Skills per
training level
Equipment Uncommon Weapon,

Small Melee Weapon,

Small Melee Weapon,

Rags (Clothing),

Rags (Clothing),

Light Armor
At Veteran: Medium Armor
At Elite: Hunting Rifle
Trinkets 1 rolls

Starting Traits: none


Available Traits: archer, concentrated fire,
sniper, gun slinger; at Elite: Old Tech

These Characters have a keen eye and


skill with an assortment of projectile
weapons but no specific preference for
any. As a member of a crew, these Characters are eager to be a part of a team
and are more than willing to become a
groups, ranged weapons expert, even if
their expertise is limited to having decent
aim and knowing how to ensure the
weapon does not explode in their hands.

100

Medic / Healer / Herbalist

Andrzej Probulski (order #5451458)

Light Armor OR Med kit


Trinkets 1 roll

Starting Traits: none


Available Traits: survivalist, savant

Although not always a true practitioner


of medicine, these Characters are often
more like mystics with the basic understanding of the herbs needed to make
salves, poultices, and even some medicines. Their knowledge is often gleaned
from oral history, and as students of such
history they know much of the outside
world outside of their Communities,
along with some inaccuracies and myths
that may not sync with reality. While
these Characters wont have an answer
to everything, their answers align more
with the truth when they pertain to the
flora of the area, and any foray into the
wilderness would be wise to bring one of
these Characters along with them.

Tech / Mechanic / Mecher

Scavenger

(Repair)

RU Costs 12 / 25 / 55 / 105
Limitations Shooting MAX 5
At Veteran: Power MAX 4
Prerequisite None
Archetypes
Entrance 5 RUs
Cost
Exit Any
Archetypes
Faction Any except Drifter
Community Unaffiliated or as
per Faction
Skills 1 Knowledge Skill per
training level
Equipment: 2 Common Weapons,
Small Melee Weapon,
Rags (Clothing),
Tool kit
Trinkets 2 rolls
Starting Traits: tinkerer
Available Traits: Old Tech, savant, scrounger

Some Characters have tinkering in their


blood. They see the world differently
than most; every piece of scrap has a
purpose to it. Most communities have at
least one of these types, though they differ in their abilities and specialties. Some
are trained to do what they do; others just
have a special gift for fixing stuff. These
Characters can be a valued asset in the
resurgence.

Andrzej Probulski (order #5451458)

(Salvage)

RU Costs 10 / 20 / 50 / 100

Limitations Shooting MAX 4


Fighting MAX 4
Prerequisite None
Archetypes
Entrance Cost 5 RUs
Exit Any
Archetypes
Faction Any
Community Unaffiliated or as per Faction
Skills Scavenge: 2,
2 Knowledge Skill per training
level
Equipment Uncommon Weapon,
Small Melee Weapon,
Rags (Clothing),
Light Armor OR
Scavenging kit
Trinkets 4 rolls

Starting Traits: none


Available Traits: guile, nimble

Survival is rough for many. For many


Characters, simply being able to survive
is top priority. Characters with very
little learn quickly what is worth the
most. They learn where and how to get
things of the most value, who is willing
to trade the highest value, and how to
stash their prizes.
However, not all Scavengers do it to just
to survive; some do it as a way of life.
Scrap is scrap, and in this world some
scavenge to live, and love their role.
What can be scavenged is diverse, but
through experience, Scavengers learn
that they cant pick up everything. So,
if its worth enough but they cant carry
it, theyll hide it, mark it and come back
with help to get it. Finding an interested trader to take it off their hands is
another story.

101

Guard / Heavy / Brawler

Trader / Merchant / Face


(Barter)

RU Costs 12 / 35 / 85 / 125

Limitations Shooting MAX 5


At Veteran Power MAX 4
Prerequisite None
Archetypes
Entrance Cost 0 RUs
Exit Any
Archetypes
Faction Any
Community Unaffiliated or as per Faction
Skills 1 Knowledge Skill per training
level
Equipment 2 Uncommon Weapons,
Light Armor
At Trained: Medium Armor
Small Melee Weapon
Rags (Clothing)
Trinkets 2 rolls

Starting Traits: none


Available Traits: nerves of steel, Old Tech, last
one standing

RU Costs - / 60 / 120 / 200

Limitations Shooting MAX 5


Fighting MAX 5
Prerequisite None
Archetypes
Entrance Cost 5 RUs
Exit Any
Archetypes
Faction Stitcher, Staker, Reclaimer,
Unicephalon
Community Unaffiliated or as per Faction
Skills Barter: 2,
at Veteran, Intimidate: 1
1 Knowledge Skill per
training level
Equipment Very Rare Weapon,
up to 3 Rare Weapons
Small Melee Weapon,
Simples (Clothing),
Light Armor,
1 Kit
Trinkets 4 rolls

These Characters are rough and rugged.


They are generally large and muscular.
They have probably been thrown out
or quit too many different gangs to get
offended easily (or to easily find other
work), and often their skills as fighters
are the only kind of skills they have that
are of value to anyone.
Most every caravan or community finds
a need for these types of Characters, to
some degree. This is not a lifestyle you
can retire and live easy from. Most Characters of this type either find another
career path, or die doing this one. The
hope for most is for a big score or payoff
that can get them out of the life theyre
currently in, because no matter how big
and tough you are, theres always someone bigger and toughter.

102

Andrzej Probulski (order #5451458)

Starting Traits: none


Available Traits: tactical genius, Old Tech,
scrounger; at Elite: High Tech

Traders procure all shapes and sizes of


wares to trade. They have the ability to
know the intrinsic value of an item just by
a glance, and know what kind of profit it
can make them. Some Traders are known
for the kind of items they sell, others for
the community they operate out of. They
are all gifted at speech and know how to
size up those interested in their wares.
Some will only show you what you want
for a fee, or save the best items for their
most trusted customers. Others are more
of the freelance types and go wherever
the action is peddling what they have to
the people that need it most. They make
good use of Scavenger types, and anyone
with items to trade in excess.

Wastrel / Vagrant
(Dreg)

RU Costs 10 / 20 / 45 / -

Limitations Nerves MAX 4

No Ghost

(Drifter Outcast)
RU Costs - / 50 / 80 / 180

Limitations Power MAX 4

Fighting MAX 4

Fighting MAX 4

Shooting MAX 4
Prerequisite None
Archetypes

Nerves MAX 4
Prerequisite Drifter Locust, Drifter
Archetypes Berzerker, Drifter Chieftain,
Drifter Beast Handler

Entrance Cost 0 RUs


Exit Any
Archetypes

Entrance Cost 5 RUs


Exit Any

Faction Any
Community Unaffiliated or as per Faction
Skills Scavenge: 2,
2 Knowledge Skill per training

Archetypes
Faction Any except Drifters
Community Unaffiliated or as per Faction
Skills Survival: 2

level

Scavenge: 1

Equipment Common Weapon,

Tracking: 2

Small Melee Weapon,

Barter: 1

Rags (Clothing),

1 Knowledge Skill per

Trinkets 4 rolls

Starting Traits: chemical dependency at


Trained, luddite
Available Traits: guile, scrounger

During the Big Push and in years past,


these types were almost exclusively seen
as a drain on society. Sitting around in a
drug or alcohol-addled stupor, making a
mess, and having violent outbursts were
signs of a Wastrel. However, during The
Resurgence, these types fill a more pragmatic place in society. They are the eyes
and ears of a community. If you have a
need for knowledge, a Wastrel or Vagrant
might be the first person you want to go
to for information on the surrounding
area. They spread the gossip, though how
much is true and how much is a fantasy
of their chemically addicted lives is often
anyones guess. If you need some clues
to the goings-on of a community, they
probably have it; for a fee (often as simple
as a bottle of grain alcohol) you can get it
from them.

Andrzej Probulski (order #5451458)

training level
Equipment up to 3 Rare Weapons
Small Melee Weapon,
Rags (Clothing),
Light Armor,
may have Shield,
1 Kit
Trinkets 3 rolls
Starting Traits: last one standing, nimble
hatred: (Drifters), punishment marked
Available Traits: archer, berzerker, concentrated fire,
gunsligner, nerves of steel, scrounger, tactical genius,
tinkerer; at Elite: fanatical

These are warriors who broke the Codes


laws, the sacred rules of the Drifters, and
have been cast out, stripped of all tribal
connection to their ancestors. These No
Ghosts wander the wastes, taking refuge
among the desperate. To some, No Ghosts
embody dishonor, failure and treachery,
but they are well known as a force to be
reckoned with.
No Ghosts rarely understand compassion
and almost never show it. These outcast
Drifters have nothing to live for, take
reckless chances, and express their inner
rage in shows of extreme violence.

103

Faction Archetype list


(available to specific Factions):

RECLAIMERS

A full force reclaiming expedition will


be led by one Scrivener/ Cleric and
one or two Sovereigns/ Acolytes. Two
Engineers/ Power Scavs and four to six
Technocrites make up the fighting force
using standard weaponry, with the occasional inclusion of one or two Tech Zealots. In battle, Reclaimers are routinely
prepared to retreat, to minimize their
losses outside of the Zealots, who would
just as well die in combat than live to see
another day.
All Reclaimers have the Linked Trait
Limitations: Fighting 2, Nerves 5.

Technocrite

(also known as Technos)


RU Costs 25 / 50 / 80 / 120
Limitations Nerves MAX 5
Fighting MAX 2
Prerequisite Neophyte
Archetypes
Entrance Cost 15 RUs

Exit Scrivener, Power Scav,


Archetypes Server, Generic
Faction Reclaimer
Community Unaffiliated or as per Faction
Skills Scavenge 1,
1 Knowledge Skill per
training level
Equipment Laser Pistol OR
Charger Pistol,
At Trained: Laser Rifle OR
Charger Rifle,
Small Melee Weapon,
Fatigues (Clothing),
Light Armor
Trinkets 3 rolls
Starting Traits: linked, High Tech
Available Traits: concentrated fire,

scrounger, savant

Technocrites is a general term for a Reclaimer scout/ scavenger and is the entry
level (and most common) Reclaimer role.
They are often responsible for finding
new sources of technology. Depending on
their school or personal ideology, they
may specialize in finding technologies, or
breaking codes.

104

Andrzej Probulski (order #5451458)

Server

(Network Specialist)
RU Costs - / 55 / 90 / 130
Limitations Nerves MAX 5
Fighting MAX 2

Scrivener
(Cleric)

RU Costs - / 70 / 110 / 160


Limitations Nerves MAX 5
Fighting MAX 2

Prerequisite Neophyte, Technocrite


Archetypes

Prerequisite Neophyte, Technocrite,


Archetypes Power Scav, or Server

Entrance Cost 20 RUs

Entrance Cost 35 RUs

Exit Scrivener, Power Scav,


Archetypes Generic

Exit Zealot, Generic


Archetypes

Faction Reclaimer
Community Unaffiliated or as per Faction

Faction Reclaimer
Community Unaffiliated or as per Faction

Skills Scavenge 1,
2 Knowledge Skills per
training level
Equipment Laser Rifle OR
Charger Rifle,
Small Melee Weapon,
Fatigues (Clothing),
Light Armor
Server Kit
Trinkets 2 rolls
Starting Traits: linked, High Tech
Available Traits: Old Tech, tactical genius,

scrounger, savant

Servers are walking data hubs. They


carry large computers, typically
strapped to their back. Their primary
function is to link the rest of the team
together, and to establish a local intranet. Typically, a Server would be less
combat oriented than the rest of the
Reclaimer flight. Most of the time they
stay back from combat, collect data,
and assist the rest of the crew through
scripted programs and passive countermeasures. Servers are vital lifelines back
to a Reclaimer Community, as they are
able to maintain a network for dozens,
or even hundreds, of miles depending on
the weather conditions.

Andrzej Probulski (order #5451458)

Skills Scavenge 1,
2 Knowledge Skills per
training level
Equipment Cyber Gauntler,
Signal Staff,
Laser Pistol OR
Rare Weapon,
Small Melee Weapon,
Fatigues (Clothing),
Light Armor
Trinkets 4 rolls
Starting Traits: linked, High Tech
Available Traits: leadership, Old Tech,

savant, tactical genius, scrounger

Scriveners are collectors of data in the


highest regard. They may watch the
battle from a distance, while giving
real time orders to their crew, or they
may take a more hands on approach in
a battle, wading into combat with their
Gauntlet glowing with energy.
Scriveners are as diverse as the schools
of thought that make up the Reclaimers,
but most lean towards being tech-centric, with the quest for knowledge and
technology as their central focus.

105

Power Scav

(Engineer / Sapper)
RU Costs - / 40 / 90 / 140
Limitations Nerves MAX 5
Fighting MAX 2
At Veteran: Power MAX 4

RU Costs 20 / - / - / Limitations Nerves MAX 4


Fighting MAX 2
Shooting Max 4

Prerequisite Neophyte, Technocrite


Archetypes

Prerequisite Neophyte, Technocrite


Archetypes

Entrance Cost 20 RUs

Entrance Cost 10 RUs

Exit Scrivener, Zealot, Generic


Archetypes
Faction Reclaimer
Community Unaffiliated or as per Faction
Skills Scavenge 1,
2 Knowledge Skills per
training level
Equipment Power Claw,
Laser Pistol OR
Charger Pistol,
Small Melee Weapon,
Fatigues (Clothing),
Light Armor
Server Kit
Trinkets 4 rolls
Starting Traits: linked, High Tech
Available Traits: Old Tech, tactical

genius, scrounger

At least one Power Scav is usually


included in any sort of mission that will
be including salvaging. Power Scavs are
the muscle of a Reclaimer crew. They
carry hydraulic claws either on staffs, or
attached to a fitted glove. They use these
power claws to smash through rock and
other obstructions and to crush doors
or other obstacles. They are trained in
archeological methods as well as combat,
and their hydraulic claws serve them well
in either regard.

106

Neophyte

(Un-tested Reclaimer)

Andrzej Probulski (order #5451458)

Exit Technocrite, Scrivener,


Archetypes Zealot, Generic
Faction Reclaimer
Community Unaffiliated or as per Faction
Skills Scavenge 1,
1 Knowledge Skill
Equipment Laser Pistol OR
Charger Pistol,
Small Melee Weapon,
Fatigues (Clothing),
Light Armor
Trinkets 2 rolls
Starting Traits: linked, High Tech
Available Traits: none

Neophytes are the youngest Reclaimers, and will rarely be found outside of
the walls of a Reclaimer community.
They start their education at the age of
six. Their schooling begins first on the
basics: reading, math, and science. It
quickly gravitates into critical thinking,
and then quickly moves into other disciplines they will need to succeed within
the ranks. Once a Neophyte is done with
their basic training, they will chose a
school or specialty, and their studies
will begin in earnest.

STAKERS

A Staker is only as good as those around


them. By themselves Stakers are hardy,
and resourceful individuals, but combined in a group, Stakers are a real force
to be reckoned with. Trained since birth
to work in a crew, these pioneers of The
Resurgence may take a variety of roles
throughout their life in the service of
their community.
All Stakers have the Old Tech Trait
Limitations: Fighting 3.

Outrider

(Frontier Ranger)
RU Costs - / 45 / 75 / 120
Limitations Fighting MAX 3
At Veteran: Fighting MAX 4
Prerequisite None
Archetypes
Entrance Cost 20 RUs

Exit None
Archetypes
Faction Staker
Community Unaffiliated or as per Faction
Skills Survivalist 1,
Tracking 2,
1 Knowledge Skill per
training level
Equipment 1 Uncommon Weapon,
Small Melee Weapon,
At Veteran: Hunting Rifle,
At Elite: Assault Carbine or
Laser Rifle
Simples (Clothing),
Light Armor
Trinkets 2 rolls
Starting Traits: Old Tech
Available Traits: High Tech, concentrated

fire, archer, sniper

The eyes and ears of a community,


Outriders serve as patrols, guards, and
fast response teams for any activity in
and around a stead. Outriders are also
messengers, serving as intermediaries
between their home communities and
those nearby. They are often mounted
on motorcycles or horseback, although
which one depends greatly upon where
they call home.
They are tasked with scouting the surrounding area for threats and resources,
sometimes alone for days or even weeks
at a time. As such, an Outrider is selfsufficient and has a strong tie to the land.
Outriders will rarely face an enemy head
on, instead engaging at a rifles distance,
or leading foes into traps. When the
enemy is superior in number, an Outrider
will subject their target to quick hit-andrun strikes to keep the enemy off balance
until help arrives.

Andrzej Probulski (order #5451458)

107

Jammer

Sapper

(Scout)

RU Costs 12 / 25 / 45 / Limitations Fighting MAX 3


Nerves MAX 5
Prerequisite None
Archetypes
Entrance Cost 5 RUs

Exit Outrider, Gearhead, Field


Archetypes Hand, Sapper
Faction Staker
Community Unaffiliated or as per Faction
Skills Survivalist: 1,
2 Knowledge Skill per
training level
Equipment 1 Uncommon Weapon,
Small Melee Weapon,
Signal Staff,
Simples (Clothing),
Trinkets 3 rolls
Starting Traits: Old Tech
Available Traits: last one standing, nimble,

scrounger, archer

Typically younger Stakers who still


have the wanderlust, Jammers are
long-range scouts that some Staker
communities will utilize in order to map
and to maintain contact with the outside
world. This task is typically assigned
to an adolescent Staker with an inherent desire to see what else is out there in
the great, wide world. A few months on
Jammer duty will typically put an end to
the dreams of a life outside of the settlement walls as, for the most part, there is
rarely much else around for hundreds of
miles. They earn their namesake for two
reasons: first because of the jamming
of any desire to leave the community that
this job typically has on its young folk,
and second, because of the complicated
set of electronic countermeasures the
Jammers carry. These countermeasures
allow the advanced scouts to scramble
enemy signals and communications,
harassing the communication and supply
lines behind enemies as they approach a
Staker community.

108

Andrzej Probulski (order #5451458)

(Miner)
RU Costs 14 / 25 / 40 / 80Limitations Fighting MAX 3
Nerves MAX 5
Shooting Max 4
Prerequisite None
Archetypes
Entrance Cost 10 RUs

Exit Outrider, Gearhead, Field


Archetypes Hand
Faction Staker
Community Unaffiliated or as per Faction
Skills Explosives: 2,
1 Knowledge Skill per
training level
Equipment 1 Uncommon Weapon,
Satchel Charge OR Military Grenade
Small Melee Weapon,
Simples (Clothing)
Trinkets 2 rolls
Starting Traits: Old Tech, At Trained: paranoid (may cure for 15 RUs)
Available Traits: last one standing, nerves

of steel, nimble

One of the more dangerous roles in the


mines, the Sapper has learned to compartmentalize their fears and has an
innate control over their fight or flight
responses. Their training in explosives
is very useful for the community, but
the explosives trade can take its toll on
the psyche. Although not geared for
every conflict, sappers are exceptional
at creating distractions, placing traps, or
creating a quick burst of mayhem. Their
technical knowledge is limited, but they
are often cautious to a fault, up until
when the fireworks have already started
that is.

Field Hand
(Guard)

RU Costs - / 35 / 65 / 110Limitations Fighting MAX 3


Shooting MAX 5
At Veteran: Power MAX 4

Gearhead
(Mechanic)

RU Costs 12 / 35 / 65 / 100Limitations Fighting MAX 3


Shooting MAX 5
Nerves MAX 5

Prerequisite None
Archetypes

Prerequisite None
Archetypes

Entrance Cost 10 RUs

Entrance Cost 10 RUs

Exit Outrider, Gearhead, Sapper


Archetypes
Faction Staker

Exit Outrider, Sapper, Field


Archetypes Hand
Faction Staker

Community Unaffiliated or as per Faction

Community Unaffiliated or as per Faction

Skills Harvesting 2,
1 Knowledge Skill per
training level

Skills Mechanic 2,
1 Knowledge Skill per
training level

Equipment 2 Uncommon Weapons,


Small Melee Weapon,
Simples (Clothing).
Light Armor
Trinkets 1 roll
Starting Traits: Old Tech
Available Traits: pain resistant, nerves of

steel, archer, scrounger

Field hands are trained in both harvesting and combat. Oftentimes, a field hand
will be working just outside of the safety
and security of the main walls of a community. They are planters and harvesters, and watch for rodents while keeping
a close eye on the vastly important crops.
Additionally, they are the second line
of defense, immediately following the
Outriders. If a field hand is working
outside of the Communitys main defensive structure in the event of a raid, they
are expected to slow the enemy down as
much as possible, and give the rest of the
community a chance to arm themselves
against the advancing enemy. Field
hands are not always expected to come
back into the settlement if the situation is
sufficiently desperate or urgent.

Andrzej Probulski (order #5451458)

Equipment Common Weapon,


Arc Welder,
Small Melee Weapon,
Simples (Clothing),
Light Armor,
Tool Kit
Trinkets 3 rolls
Starting Traits: Old Tech, tinkerer
Available Traits: nerves of steel, pain resis-

tant, scrounger

Some Stakers either have a natural


mechanical aptitude, or are encouraged
to learn mechanical skills through the
needs of a community. They become
mechanics, industrial designers, and
engineers, and work closely with tradespeople, lumber workers, smiths, and
miners to enhance and upgrade existing
equipment. Though strenuous and thankless, Gearheads are a tight and insular
subsection of the Staker community. The
trade is often passed through familial
lines, and Gearheads serve intensive and
prolonged apprenticeships before earning
their title among peers.

109

STITCHERS

Stitchers are sometimes solitary creatures, relying on mechanical compatriots to assist them in their work. Others
have large, hidden laboratories, with
dozens of assistants and mercenaries at their beck and call. These are
some examples of the various types of
beings one would encounter if unlucky
enough to find themself in the midst of
a Stitchmen Community.
Limitations: Nerves 4, Wits 4

Orderly

(Mechanic)
RU Costs 35 / 55 / 85 / 150Limitations Wits MAX 4
Nerves MAX 3
Prerequisite None
Archetypes
Entrance Cost 15 RUs

Exit Administrator
Archetypes

BPU

(Body Processing Unit)


AP
2

Equipment Rare Weapon,


Small Melee Weapon,
Simples (Clothing),
At Veteran: Chem Injector
Light Armor,
Trinkets 2 rolls
Starting Traits: High Tech
Available Traits: leadership, nimble, pain

resistant, Old Tech

Orderlies are tasked with the maintenance


and handling of the various shambling
bio or mechanical creatures utilized by
a Stitcher band. Typically better versed
in technology and bio-chemistry than
surgery, it is an Orderlys role to send the
bloodthirsty Golems and mechanical BPUs
into the field to do the Stitchers bidding.
Controls up to 3 of the following:

110

Andrzej Probulski (order #5451458)

P
6

S
-

F
2

N
1

W
1

R
0

RU Cost 120
Faction Stitcher
Training Automaton
Skills NONE
Equipment Power Claw,
Heavy Armor,
Traits: fanatic

Stitchmen communities are typically very


small in number, due both to the necessity to stay hidden, and to their neurotic
nature. BPUs (Body Processing Units),
or Body snatchers as they are commonly
known, fit perfectly into the Stitchmen
dynamic, as they dont talk back, dont
have any free will, and will do any job
that the Stitcher demands of it.

Faction Stitcher
Community Unaffiliated or as per Faction
Skills Animal Handling,
First Aid 1,
Harvesting 2,
2 Knowledge Skills per
training level

M
2

Golem

(Body Processing Unit)


AP
5

M
4

P
4

S
-

F
4

N
1

W
1

R
0

RU Cost 80
Faction Stitcher
Training Beast
Skills NONE
Equipment Power Claw,
Heavy Armor,
Traits: fanatic, pain resistant, fleet footed

Golems are constructs made out of


sinew, muscle and bone, pieced together in true Stitcher fashion. They
are controlled by a rudimentary brain,
which is managed by a rack of different
chemicals. They are usually utilized for
a short periods, as the potent cocktail
of chemicals tends to overload their
hearts, and their lack of self-restraint
means that they are a danger to all.
Rather than be permanent members of a
crew, Golems are typically created and
pointed at a particular project or task,
and then put down afterwards.

Administrator
(Doctor)

RU Costs - / 70 / 105 / 210Limitations Wits MAX 4


Nerves MAX 4
Power MAX 4
Prerequisite Hunter, Orderly
Archetypes
Entrance Cost 30 RUs

Exit Administrator
Archetypes
Faction Stitcher
Community Unaffiliated or as per Faction
Skills First Aid 2,
Harvesting 2,
2 Knowledge Skills per
training level
Equipment Rare Weapon,
Small Melee Weapon,
Simples (Clothing),
Chem Injector
Light Armor,
Trinkets 1 roll
Starting Traits: High Tech, psychosis
Available Traits: leadership, nerves of steel,

pain resistant, Old Tech

It is very rare for a Doctor themself to


attend to any but the most important
(or desperate) of missions. Why would
a paranoid megalomaniac risk life and
limb, even if those limbs can be replaced?
Instead, Doctors send Administrators as
their eyes and ears in the field. Typically
garbed in bio-plastic surgery coats, and
covered in with light bio-plastic armor
plating, Administrators carry a variety of
surgical gear, and are well-versed in their
uses, from basic surgery to gut-wrenching
torture techniques.
Administrators, while twisted and misshapen, can still be strangely beautiful,
drawing people in with their exotic and
nerve-deadened charm. Long false eyelashes six inches long, which serve as passive sensors, razor sharp pure white teeth,
and blackened gums, are just a few of
the fashion trends among those with too
much time on their hands and a twisted
urge to maintain their appearances.

Andrzej Probulski (order #5451458)

Hunter

(Soldier)
RU Costs 30 / 65 / 90 / 180Limitations Wits MAX 4
Nerves MAX 2
At Trained: AP MAX 4
At Veteran: Power MAX 4
Prerequisite None
Archetypes
Entrance Cost 20 RUs

Exit Administrator
Archetypes
Faction Stitcher
Community Unaffiliated or as per Faction
Skills Harvesting 2,
1 Knowledge Skills per
training level
Equipment Up to 2 Rare Weapons,
Small Melee Weapon,
Simples (Clothing),
Medium Armor,
At Elite: Chem Injector
OR Sniper Rifle
Trinkets 3 rolls
Starting Traits: High Tech
Available Traits: concentrated fire, Old Tech,

fleet footed, nerves of steel, pain resistant

Because of their small numbers, Stitchers


often utilize specialized Hunters, who
begin their employ as mere mercenaries.
The men and women who do the Stitchers bidding are rewarded with scraps
of technology or upgrades to their own
bodies, even longevity procedures. Sometimes, master Hunters will be coerced
into giving their service in exchange for
the safety and security of a Stitchers
care. Those who undergo treatment of
this variety may be fitted with chemical
injector racks that allow them to obtain
super-human strength and speed.
Hunters are typically the only members
of a crew or cabal that anyone will ever
see, and they are generally the only ones
that can be seen and pass as normal
humans, although even that isnt always
the case. Older Hunters are generally
well on their path to being just as inhuman as any other Sticher.

111

DRIFTERS

Drifters are trained as warriors from


birth, and will take a variety of roles
throughout their short and violent lives.
All Drifters have the nimble, and hatred:
No Ghost traits.
Limitations: Shooting 2, Wits 4

Chieftain

(Great Warrior)
RU Costs - / - / 80 / 140Limitations Wits MAX 4
Shooting MAX 2
Power MAX 4
Prerequisite Locust, Berzerker, Beast
Archetypes Handler
Entrance Cost 15 RUs

Exit Elder
Archetypes
Faction Drifter
Community Unaffiliated or as per Faction
Skills Manipulation: 1,
Martial Arts: 1,
1 Knowledge Skill per
training level
Equipment Rare Weapon, Up to 2 Uncommon Weapons, Small
Melee Weapon, Simples
(Clothing),
At Veteran: Chem Injector
Light Armor OR
Medium Armor,
May choose Shield
Trinkets 4 rolls
Starting Traits: hatred: No Ghost, nimble
Available Traits: leadership, nimble, nerves of

steel, berzerker, archer, fleet footed, guile

Cheiftains are warrior leaders of great


renown, second only to the Tribes
elders. They have bested all opponents
either in combat, or by using cunning
and guile to remove them from power. A
clever chief-in-waiting can use Drifter
code to disqualify an opponent that they
feel they may not be able to best in the
ring. This is seen as an honorable
assention to power.

112

Andrzej Probulski (order #5451458)

Locust

(Untested Warrior)
RU Costs 10 / 25 / - / Limitations Wits MAX 4
Shooting MAX 2
Prerequisite None
Archetypes
Entrance Cost 5 RUs

Exit Chieftain, Berzerker, Beast


Archetypes Handler
Faction Drifter
Community Unaffiliated or as per Faction
Skills 1 Knowledge Skill per
training level
Equipment Up to 2 Common Weapons,
Small Melee Weapon,
Simples (Clothing),
Light Armor OR
Shield
Trinkets 1 roll
Starting Traits: hatred: No Ghost, nimble,
luddite (may remove as a trait choice)
Available Traits: nerves of steel, berzerker,

archer, fleet footed

Often referred to by the derogatory terms


grubs, maggots, or larva, Locusts
are the mass of unproven warriors that
make up the majority of any Drifter tribe.
They gain their name from the swarms
of them that fall upon unsuspecting
settlements, raiding crops and stealing
anything that they can carry.
To become elder tribespeople, a Locust
must face an ordeal that produces a benefit to the tribe. Sometimes, this ordeal
will be a solitary mission, but more often
large groups of Locusts are sent out to
accomplish the task, and any that return
alive and successful may be given new
roles and dutys, and will inevitably receive many new tattoos to prove that they
are productive members of their Tribe.

Beast Handler

Berzerker

(Animal Handler)

(Warrior)

RU Costs 15 / 35 / 50 / 100

RU Costs - / 40 / 65 / 110

Limitations Wits MAX 4


Shooting MAX 2

Limitations Wits MAX 4


Shooting MAX 2
At Elite: Power MAX 4

Prerequisite Locust
Archetypes

Prerequisite Locust
Archetypes

Entrance Cost 5 RUs

Entrance Cost 5 RUs

Exit Chieftain, Berzerker


Archetypes

Exit Chieftain, Beast Handler


Archetypes

Faction Drifter

Faction Drifter

Community Unaffiliated or as per Faction

Community Unaffiliated or as per Faction

Skills 1 Knowledge Skill per


training level
Equipment Up to 2 Common Weapons,
Remote Control Detonator
Small Melee Weapon,
At Trained: Shock Staff
Simples (Clothing),
Light Armor
Trinkets 1 roll
Available Traits: nerves of steel, berzerker,

fleet footed, archer

Drifters with an affinity for animals may


be tasked with their care and charge.
This often simply means poking them
and yelling at them loudly.
Beast Handlers may handle up to 3 boars:

Exploadaboar
(Attack Boar)

M
4

P
2

S
-

F
3

N
1

W
1

Equipment Up to 3 Uncommon Weapons,


Small Melee Weapon,
Simples (Clothing),
Light Armor OR
Shield
Trinkets 1 roll

Starting Traits: hatred: No Ghost, nimble

AP
3

Skills Martial Arts: 1,


1 Knowledge Skill per
training level

R
0

RU Cost 25
Faction Drifter
Training Beast
Skills NONE
Equipment Satchel Charge w/ remote
detonator

Starting Traits: hatred: No Ghost, berzerker,


nimble, luddite (may remove as a trait choice)
Available Traits: nerves of steel, fleet footed,

archer, pain resistant, fanatical

Berzerkers are brave and bloodthirsty


warriors, who are willing to wade into
combat with any foe. They favor getting
up close and standing toe-to-toe with
their enemies, and are often found
leading a charge of locusts.
Taken from the ranks of the untrained,
Berzerkers are vererans of many
conflicts, and dont fear death in the
way that most men and women do. One
of the greatest honors that can befall a
Drifter is to fall in battle, and they aim
to take as many opponents with them as
they can.

Starting Traits: wild beast, nimble

Very little makes a Drifter happier than


watching a pig stuffed with explosive
satchel charges blow up an enemy.

Andrzej Probulski (order #5451458)

113

OTHER FACTIONS
There are many other interest groups in
The Wilds, some of which Characters
may encounter.
The ARHK trooper is the most ubiquitous of the corporations minions, and
have found a foothold on the western
coast of the Shattered States of Merika.
They often send exploratory forces
further inland, and its probable that they
have agents secreted away in most major
city-states by this point.
The Vale also has operatives spread out
throughout the continent, with death and
destruction waiting to be triggered by
these sleeper cells. The Lost are simply
their initiates, as of yet unproven. Their
final test may involve your demise.
Unicephalon Agents, on the other hand,
see themselves as missionaries for a better
tomorrow. They spread themselves thin,
throughout the lands, observing and
manipulating situations as they see fit.
The Church of Fun believes simply that
hedonism and enjoyment are all that we
have left on this earth. Tweekers are the
result of the philosophy. They have put
so many various chemicals through their
system that they suffer from paranoia
and addiction. However, that doesnt stop
them from doing it all over again the
next day!

ARHK Trooper
(Solder)

RU Costs 15 / 30 / 70 / 135
Limitations Wits MAX 5
Nerves MAX 5
Fighting MAX 5
Prerequisite None
Archetypes
Entrance Cost 15 RUs
Exit ARHK
Archetypes
Faction ARHK
Community Unaffiliated or as per Faction
Skills 2 Knowledge Skills per training level
Equipment: ARHK Carbine,
Uncommon Weapon
Small Melee Weapon,
Simples (Clothing),
Medium Armor
Trinkets 1 roll
Starting Traits: linked
Available Traits: concentrated fire, nerves of steel,
fleet footed, High Tech

The Lost

(Vale Trainee)
RU Costs 8 / 20 / 40 / 80
Limitations Wits MAX 5
Nerves MAX 5
Shooting MAX 4
Prerequisite None
Archetypes
Entrance Cost 5 RUs
Exit Vale
Archetypes
Faction Vale
Community Unaffiliated or as per Faction
Skills 1 Knowledge Skill
Equipment Common Weapon
At Veteran:
Uncommon Weapon
Small Melee Weapon,
Rags (Clothing),
Trinkets 1 roll
Starting Traits: hatred: non-Vale, luddite, phychosis
Available Traits: fanatic, nerves of steel, fleet footed,
remove luddite

114

Andrzej Probulski (order #5451458)

Unicephalon Agent
(Operative)

RU Costs 40 / 60 / 110 / 250


Limitations AP MAX 4
Prerequisite None
Archetypes
Entrance Cost 35 RUs
Exit Unicephalon
Archetypes
Faction Unicephalon
Community Unaffiliated or as per Faction
Skills Oral Communication: 2,
Barter: 2,
3 Knowledge Skills per training
level
Equipment 1 Very Rare Weapon
At Veteran 1 Additional Very
Rare Weapon
Small Melee Weapon,
Simples (Clothing),
Medium Armor
Trinkets 1 roll
Starting Traits: linked, High Tech
Available Traits: concentrated fire, nerves of steel, fleet footed

Tweeker

(Drug Addict)
RU Costs 10 / 25 / 50 / Limitations AP MAX 2
Wits MAX 4
Nerves MAX 3
Shooting MAX 3
Prerequisite None
Archetypes
Entrance Cost 5 RUs
Exit Church Of Fun
Archetypes

Wagon Boss
(Merchant)

RU Costs - / - / 100 / 200


Limitations Wits MAX 5
Fighting MAX 5
Shooting MAX 5
Prerequisite None
Archetypes
Entrance Cost 25 RUs

Exit Caravaneer
Archetypes
Faction Caravaneer
Community Unaffiliated or as per Faction
Skills Phychology: 1,
Oral Communication: 1,
Barter: 3,
2 Knowledge Skills per
training level
Equipment 2 Rare Weapons,
Small Melee Weapon,
Simples (Clothing),
Data Slate
Light Armor
Trinkets 1 roll
Starting Traits: linked
Available Traits: concentrated fire, nerves

of steel, fleet footed, leadership

Wagon Bosses are leaders of Caravaneer


wagon trains. They are often tasked with
the introduction between their group and
a skeptical community along the trail.
Bartering, negotiation and leadership
keep the Wagon Bosses alive on most
days, but that doesnt mean that they
arent well versed in the use of a rifle for
the rest of the week...

Faction Church Of Fun


Community Unaffiliated or as per Faction
Skills 1 Knowledge Skill per training
level
Equipment Up to 2 Common Weapons
Small Melee Weapon,
Rags (Clothing),
Trinkets 2 rolls
Starting Traits: luddite, chemical dependency, paranoid
Available Traits: nerves of steel, fleet footed, pain
resistant, remove luddite

Andrzej Probulski (order #5451458)

115

Traits and Skills

You can learn a lot being out in The Wilds; as the old saying goes:
Whatever doesnt kill you, makes you stronger.

~Exerpts from Dusters Almanack

116

Andrzej Probulski (order #5451458)

CHARACTER TRAITS
There are a variety of Character traits
that have an effect on Characters in an
encounter. These traits are generally
determined by a Characters starting
position, their Community, and
occasionally other factors.
Please note that when inches are
mentioned, this translates into an equal
amount of meters in the narrative game.

Archer
A Character with the archery trait
has intimate knowledge of bows and
crossbows. Bows may reload as a free
action (rather than slow 1), and crossbows
are considered slow 1 in the hands of such
a Character.

Berserker
Berserkers are used to wading into the
thick of battle without care or concern
for their own personal safety.
Characters with this trait may use two
one-handed melee weapons at the same
time while Fighting. This adds +1 to the
Power of any hits, but results in -1 to
Defensive Power of this Character.

Chemical Dependency
This Character has become addicted
to a specific chemical compound, and
will suffer the effects of withdrawal if
not given the drug or chemical between
encounters. Characters in withdrawal
suffer severe penalties to both attributes
as well as negative modifiers to all
skill tests. If their specified compound
(generally up to the player) isnt used at
least once a day, the Character will suffer
-1 AP, and -1 to Nerves.

Andrzej Probulski (order #5451458)

Concentrated Fire
A Character may fire a ranged weapon
twice in one turn, as long as there is AP
available. A slow weapon would still
have to be reloaded in between shots.
Shots must be resolved in order, with
any malfunction issues from the first shot
affecting the second. The attacks may
be resolved against any target or targets
within range. A maximum of two shots
may be taken.

Fanatical
Fanatics are Characters who are so firm
in their beliefs that they will willingly
give their lives for their cause. This
Character does not ever have to roll
for suppression tests. They are always
considered to pass them. Fanatical
Characters may never flee from Fighting.

Fleet Footed
Experienced at running long distances
over rocky or otherwise spotty terrain,
these Characters excel at moving over
rough ground. The Character suffers
no Movement penalty when traversing
difficult terrain, but still must spend
2 of Movement to climb every inch,
where applicable.

Gunslinger
Can use two pistol weapons at the same
time when Shooting, making a separate
roll for each shot. There is a +2 TN
modifier to each Shooting test while using
two pistols. Both shots must be fired at
targets within 12 of each other, or they
may be fired at the same target.
Additionally, a Character with this trait
may use their free action to draw a pistol
at the beginning of their turn (rather
than having to wait until the end).

117

Guile
Less-than-savory Characters are wellversed in double dealing, and utilize a
skillset involving roguish abilities,
such as lock-picking, sneaking, and
general trickery.

Large Target
These are large Characters, creatures, or
objects, that are much easier to shoot at.
All ranged attacks against a large target
are resolved with a -1 TN modifier.

Guile allows Characters to move silently


as if they had the Sneak skill, using a
Movement test at a 5+ target. AP spent for
movement is as normal, but Characters
may not use guile to sprint silently.

Last One Standing


This Character has witnessed a horrible
slaughter. They no longer have the
fortitude to maintain their composure in
battle. If half (or more) of a Characters
crew goes out-of-action (or worse), this
Character must modify their Nerves by
-1, to a minimum of 1 for the rest of the
encounter. However, if the Character
begins the encounter alone (without any
other Characters on their side), they raise
their Nerves by +1 for that encounter.

Guile also allows for Characters to use


concealment with 1 less AP than usual. It
also allows them to take a Wits test (a
complex action) to unlock doors, with the
target varying based on difficulty, with
4+ being standard.
Finally, guile also allows a player to place
a small piece of terrain (no more than 2
in any dimension) after all Characters
have been deployed in any encounter.

Hatred
This trait is gained from a grave insult;
it could be driven by a historical schism,
or some other feud. This hatred is
typically assigned to a specific faction.
When the Character faces that faction,
they add one to their Fighting attribute
in an engagement, but one less Defensive
Power die whenever defending from
Shooting or Fighting, indicating their
total disregard for their own safety
against this hated foe.

High Tech
The basic knowledge and
understanding of high technolog y,
including laser weaponry, particle
acceleration, anti-matter, and so forth.
Please note, its possible to have an
understanding of High Tech and not
understand the basic fundamentals of
Old Tech.

118

Andrzej Probulski (order #5451458)

Leadership
Some Characters have an ability to
motivate others. This trait allows a
Character to rally others. A Character
with this trait may use their presence
to inspire those within 12 to rally. To
use this trait, the Character must be
able to activate as normal. Then, they
must declare a standard rally, at regular
AP cost, AND they will expend that
Characters free action. Roll a Nerves (not
suppression) test to activate the trait, or use
a Renown to accomplish it automatically.
If successful, any Character within 12 of
that Character who is suppressed may rally
as normal immediately.

Linked
This Character is linked via some method
to the rest of their team and possibly
Community, depending on the distance.
They may always use the highest rating
of anyone in their crew for any Wits or
Nerves tests, as long as both Characters
involved have the linked trait.

Luddite
This Character is so averse to technology
that they refuse to operate it even in the
most perilous situations, either believing
their immortal soul would be at risk if
they were to do so, or because of some
other aversion. Characters with this
trait may start only with common and
uncommon items, and may never use any
item that has the High Tech trait.

Nerves of Steel
These Characters have seen death
and combat many times and are not
shaken by it very easily. It takes two
suppression markers to remove a single
AP from this Character.

Nimble
If they are not wearing armor (although
they may be carrying a shield), they
may sprint multiple turns in a row.
Additionally, nimble Characters
only need to move 8 or more to be
considered fast moving, as long as they
are not wearing any armor (although
they may be carrying a shield and still
get this bonus).

Old Tech
The basic knowledge and understanding
of ancient, pre-Exodus technology.
Some of this is surprisingly low-tech,
such as various weapons, high-grade
flamethrowers, and military-style hand
grenades. This also includes a basic
understanding of radio waves, sonar,
tablet and scroll usage, intranets, etc.

Andrzej Probulski (order #5451458)

Pack Animal
These creatures were born to carry
heavy burdens. A pack animal may
carry up to three portable objectives or
one heavy objective (described in the
Encounters Chapter).

Pain Resistant
Sometimes, due to pain-reducing drugs,
innate ability, or out of sheer will, a
Character may be able to withstand a
brutal amount of pain. Characters with
this trait are able to roll one extra die
whenever making a Defensive Power
test. Also, A Player Character who is
pain resistant may take a parting action
by taking a 4+ Power test rather than
the usual 5+.

Paranoid
A Character with the paranoid trait
rolling all natural 1 or 2s on any Nerves
test will have to immediately roll one die
consult the following chart:
1-3 The aliens/ giant snakes/ robots
are here! Immediately unnerved,
the Character must run towards
the nearest table edge. If they flee
from the board in this fashion
before rallying, they lose 2 Renown
permanently. If this brings them to
below 0 Renown, they are removed
from play permanently.
4-6+ No effect.
Additionally, if they are ever unnerved in
any fashion, they must run towards the
nearest table edge, as above.

Psychosis
A Character with the psychosis trait
rolling all-natural 1s on any Nerves test
will have to immediately roll one die and
consult the following chart:

119

1 I cant take it no more!


Attempts suicide by drawing their
most powerful weapon, which
automatically hits, and then make
a standard Damage test against
themselves.
2-3 They wont take me alive!
Attacks the nearest Character (friend
or foe), with the most powerful
attack available (Shooting or
Fighting). If within 8 they will
attempt to charge unless they have
a more powerful ranged attack
available.
4-5 The aliens/ giant snakes/ robots are
here! Immediately unnerved, they
must run towards the nearest table
edge. If they flee from the board in
this fashion before rallying, they lose
2 Renown permanently. If this brings
them to below 0 Renown, they are
removed from play permanently.
6+ No effect.
Punishment Marked
Whether it is a No Ghost stamped with
tattoos detailing times they broke the
code of their Tribe, or a branded and
banished Staker criminal, few trust those
that have the markings of punishment.
You can never use their Wits attribute for
initiative unless they are the only/last
Character remaining.
Savant
This Character has a natural intuition
and uncanny luck.
They may re-roll any natural 1s on any
Skill tests involving the Wits attribute.
Small Target
Some creatures or targets are so small,
that they are harder to hit with a
ranged attack. Anyone doing a ranged
attack against a small target suffers a +1
TN modifier.

120

Andrzej Probulski (order #5451458)

Scrounger
Scroungers have had a lifetime of hardship
and know how to get by with next to
nothing. They are adept at finding useful
items and have gained the ability to notice
what many others overlook.
This trait allows you to add +1 to the
result of any dice for a Scavenging test.
Also adds 1 to any trinket rolls, and after
game encounters.
Sniper
Snipers are trained to take accurately
aimed shots. This is a rarity in The
Resurgence, as there is not a large
amount of spare ammunition for
target practice.
Characters with the sniper trait may add
1 to their Shooting attribute for all aimed
shots. Additionally, they may take shots
at extreme range at a base target number
of 6+ rather than the usual 7+ target.
Slow Moving
Slow moving Characters may be
suffering from the effects of a serious
injury, or might just be particularly slow
on their feet.
Any Characters with this trait are hit at
+1 by any Shooting or Fighting rolls.
Please note: slow moving cancels out and
takes precedence over the fast moving
trait. In other words, if a Character has
both the slow moving and fast moving
traits, the effects of fast moving are
completely ignored and instead, the
effects from slow moving are applied.
Tactical Genius
Some Characters are inherently good
leaders, and are quick thinking when
they are in difficult situations. Each
turn, if they are used to determine
initiative, this Character may roll 1
additional die.

Tinkerer
A tinkerer is someone with a natural
curiosity and aptitude for the inner
workings and mechanics of things.
Tinkerer is an inherent trait and interest,
whereas the Mechanic skill represents
more formal training and advanced
ability in the mechanical field.
A tinkerer may add +1 to the results of any
weapon malfunction roll they must take.
This will NOT affect a roll of 4+. They
may also attempt to modify or repair
weapons, although at a higher target
than if they had the Armorer skill.

Wild Beast
Some creatures are so wild that they just
cant be reasoned with.
Their attacks always count as lethal.
Wild beasts have claws or teeth, and all
their attacks are at Power +1.
Additionally, any wild beast that is a
part of the group must have a human
Character from that crew within 8
of them at all times, or may not do
anything except move towards and attack
the nearest target. This is extended to
16 from any human Character that has
the Animal Handling skill.

Andrzej Probulski (order #5451458)

SKILLS
A Character may have up to a maximum
total level of skills of three times their
Wits.
Therefore a Character with a Wits of 3
may have up to 9 levels of skills total.
Each number of a skill counts as one
level of skill (e.g. Barter 2 counts as 2
levels of skills).
You could have the biggest gun out there
or the quickest knife in the wastes, but
surviving The Wilds is way more about
wits than weapons. Just trust me on this.
Characters in Wreck Age are set apart
from one another by many factors,
one of these being their skills: the
list of things they are have learned to
do. Every Character gets a few skills
to begin their adventures through
the dangers of The Resurgence and,
assuming they survive, they can earn
more. These skills define their role in
the game and suggest ways for them to
role-play and interact with others.
For example, a well-armed Character
skilled in Barter and First Aid might
be able to sell his abilities as a combat
medic, offering to patch people up for
pay. Another Character with Repair
and Engineering skills might be a
real gearhead, far better at dealing
with machines than people, and would
offer her skills as a mechanic for hire.
However, dont think of skills as
limitations, but rather opportunities.
Ultimately, just like people in real life,
Characters are far more than the sum of
their skills. Someone could just as easily
play a Character with the First Aid skill
but hate the sight of blood, only using
their talent when absolutely necessary
and avoiding it whenever possible.

121

Outside of combat, skills have a huge


impact on gameplay. Many basic actions
in Wreck Age have no call for skills tests.
Injecting someone with penicillin would
be considered so rudimentary that no test
would be required. However, injecting a
needle while facing a heavy barrage of
laser rifle fire from a group of Reclaimers
would. Any situation that is risky,
difficult or that carries a significant
penalty for failure will usually require a
test. If you or another Character in your
crew have the right skills, you probably
have a good chance to succeed. If not,
there is no need to worry. Not every
catastrophic failure results in having to
generate new Characters
Just most of them.
As previously discussed, skills represent
a Characters proficiency in a particular
task. Each skill has a numerical value
attached after the skill, which denotes
a Characters level of general ability
with that skill. For example, Armorer: 2
would indicate the skill of Armorer, and
the skill level of 2.
If an attribute is listed in parenthesis
after the skill name, that is the attribute
that may be coupled with a skills test,
keeping in mind that the target number
for skills test will usually be one better
than when using a straight attribute. In
addition to the attribute associated with
that skill, these additional attribute dice
should be specifically identified from
the others rolled in that test (usually
by differing colors from the others).
Remember: dice rolled for attributes will
take the test with a target number that is
one higher than the target number for the
skill dice (after any potential modifiers).
However, not all skills work this
way; some skills operate differently.
Some skills allow the Character to

122

Andrzej Probulski (order #5451458)

do something completely separate


from a standard skills test. This will be
clearly laid out in that specific skills
description.
Skills Test:
Any time a Character attempts a specific
action that involves a skill they must take
a test. Roll an equivalent number of dice
to the value of that skill against a target
number, which is based on the difficulty
of the test, remembering to add the
appropriate amount of dice with a target
that is one harder if there is an allied
attribute.
Test Difficulty Table
Trivial
Easy
Standard
Difficult
Hard
Nearly Impossible

2+ TN
3+ TN
4+ TN
5+ TN
6+ TN
7+ TN

Success or Failure:
Typically a skills test is successful if at
least one success is achieved on these
dice. Many skills also have a sliding
level of accomplishment and will provide
greater benefits depending on how many
successes are achieved on the roll. This
is typically left up to the discretion of
the Narrator, or will be dictated by
circumstances laid out in the scenario or
adventure.

Unskilled Tests:
If a Character lacks a particular skill,
they may still attempt an action that
would normally require that skill.
However, they do so at the base attribute
target number, and may never count more
than one success. However, the Rule of
Sixes may still apply. So if a Character

rolls 3 6s for a test, they still have a final


result of 8, 6, and 6, but may still only
count one success. If this is an opposed
test, only one success counts, so having
the necessary skill can be very important.
In such an opposed test, a moderately
skilled Character will usually win over
one going on blind luck.

HOW Hold EffectS Skill Tests:

If a Character chooses to hold, the test


automatically becomes a complex action
requiring 4+ AP. Holding allows for
Characters to reduce the target number,
and therefore the difficulty of a test, by
one. This is not allowed for opposed tests.

Margins of Success &


Multiple Successes:
Multiple successes often have
benefits above and beyond just simply
accomplishing a task. Also, there are
some tasks that are more challenging
or tricky to accomplish, so multiple
successes will be required just to succeed
at all.
In some cases, a check may be asked and
a minimum of 3 successes is required.
This means that no matter what, you will
need to achieve the target number at least
three times to succeed at that test.
However, for skills that allow for
Margins of Success, you may be able to
achieve a better than average result with
multiple successes. Obviously, having a
higher skill or linked attribute will allow
you to roll more dice, which is the best
way to have a chance at getting more
successes.
Successes Effect
2

Substantial benefit. The


skill succeeds with a 1/3
greater benefit.

Andrzej Probulski (order #5451458)

Good benefit. The skill


succeeds with 1/2 greater
benefit.

Great benefit. The skill


succeeds with two times the
normal benefit.

5+

Amazing benefit. The


skill succeeds with three
times the normal benefit,
and may be subject to
additional rewards.

Skills that allow for Margins of Success


will be labeled with: (MoS).
NOTE: A skills test can only achieve
accomplishments for multiple successes
if the Character actually has the skill.
As an example: a Character without
the Barter skill may still barter using a
straight Wits test, but may not achieve
levels of success beyond the first one in
the way that a Character with the Barter
skill would.
Furthermore, a Narrator may determine
that for Margins of Success should be
ignored for certain skill tests, particularly
if they are trivial or easy tests.
While players can certainly suggest and
try to influence the form of any success
where the actual game result might vary,
the Narrator or scenarios will decide how
skills tests ultimately affect play.
Example One: Weaver is visiting the rugged
town of Uranium Springs, and is trying to
haggle down the price of a tank of fuel for her
motorcycle. She has a Wits attribute of 3, and
a Barter of 2. There are no real positives or
negatives to the situation, so this is considered
a standard Barter test with a target of 4+.
The dice come up 4, 5 and 2, 2 and 3. This
is an opposed test, but the Settlements trade
master fails all his rolls. This indicates 2 levels
of success. 2 successes result in a Substantial
Deal (1/3 reduction or bonus on the transaction). With a smile and a few friendly
words, she manages to get an old water skin
filled with bio-fuel at no extra cost.

123

List of Skills
Example Two: Weaver, ready to leave
the settlement and head back out on the
road, tries to start her bike and it wont
even roll over. She gets off the saddle
and checks things out (a successful
Mechanic test at 4+) and realizes that
she needs a new alternator. Visiting
that same merchant, she tries to strike
up another deal. Because she was
successful with this bargain once, the
Narrator allows a favorable circumstance, and the task is considered easy
Barter test (3+ target). Unfortunately
the fates are against Weaver today, and
the dice come up as 1, 2 and 3 for Wits,
and a 1 and a 2 for Barter. This means
the skills test has completely failed. The
trade master rolls 2 successes, meaning
that if he even has an alternator, it will
be 1/3 more costly to trade for. Weaver
has to dig deep in her pack to get what
she needs in this case. Alternately, the
Narrator may decide that in this case,
the trade master has been offended,
and refuses to sell the alternator to her.
Example Three: Weaver, stinging
from the rebuke with the trade master,
storms off to drown her sorrows for a
while at what passes for the towns bar.
With a couple of rounds of oil drum spit
brew in her, Weaver decides to just steal
what she needs from another merchants
garage on her way out of town. This
would normally involve a Sneak skills
test, a skill that Weaver doesnt have.
The player gets ready to roll Weavers
three Movement dice, as Sneaking is
based off of the Movement attribute.
Unbeknownst to Weaver, the merchant
she screwed up with so badly with has
spread word to be on guard against
her an unfavorable circumstance.
This makes it a hard test at a 5+ target.
However, keep in mind that she doesnt
have the Sneak skill, so she must roll at 1
higher, and she needs 6s to succeed. She
rolls her three dice, and gets a 2, and two
6s, indicating two successes. However,
since she doesnt have the Sneak skill,
she may not gain the benefit of multiple
successes. However, the Narrator
determines that one success is enough to
pull off her little caper, and she snatches
the alternator and pushes her bike out of
town under cover of dark, not risking
fixing her bike until shes well out of
range of any potential danger.

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Animal Handling
Characters trained in Animal Handling
will be able control and coerce wild
beasts. This allows wild beasts to be
controlled at up to twice the distance
normally allowed (16 instead of 8 for
a boar, for example).

Armorer
Armorers are able to fix and manufacture
weapons of a variety of types. This
Character may roll one extra die for
weapons malfunction rolls.
Additionally, they may also attempt to
create new pieces of equipment when not
in an encounter.
For every level of Armorer skill, you may choose
one of the following specializations:

Defensive: Specializing in armor,


shields and so forth. If the armor has
Old Tech or High Tech as a trait, the
Armorer must possess that trait to
attempt to create it.
Energy Weapons: Beam and Caster
weapons. (Requires High Tech)
Projectile Weapons: Anything
from Bows to Battle Rifles. If a
weapon has Old Tech or High Tech as
a trait, the Armorer must possess that
trait to attempt to create it.
Siege Weapons: Large-scale
weapons of mass destruction, from
catapults to anti-tank rockers.
(Requires Old Tech)

Athletics (Movement) (MoS)


For every level of Athletics skill, you may choose
one of the following specializations:

Climbing: An athlete can take tests


to move over obstacles that would
normally be impassible due to
height or lack of access points. For

every success on the skills test, the


Character can ascend 1 meter (1 in a
tabletop game).
Running: May roll an extra die
when using Movement for each
level of Athletics skill and pick the
best result. Obviously, this does not
affect walking actions, as no dice
are added. If used to determine the
results of a race, this will be an
opposed test.
Acrobatics: The ability to jump
further and climb higher. May climb
at a rate of 1 per 1 of Movement, and
may jump double normal distances.
It was the damnedest thing Ive ever
seen. That Drifter shimmied out of his
bonds, having to leave his clothes behind.
He squeezed between his cell bars, went
over the fence and took off into the woods.
This may just be me but any man willin to
climb ass-naked over a barbed wire fence,
Im of a mind to let go.

Barter (Wits) (MoS)


Bartering is used to appraise, trade
and process goods and resources.
Bartering is also effective as a form of

Andrzej Probulski (order #5451458)

working mans diplomacy, the most


common form of diplomacy left in The
Resurgence. Successful Barter tests
can raise the value of goods traded
away. Like most skills in Wreck Age,
Barter is useful in many situations
and the Narrator is the final arbiter of
where and when a Barter test applies.
Bartering is typically an opposed test.
The whole world used to use money,
little bits of metal or paper that supposedly represented real wealth somewhere
safe. There aint nowhere safe anymore.
If you want something, trade for it.

Camouflage
This is the skill of using special
fabrics, natural materials, paints,
and the surrounding terrain to hide
yourself, your Community, your
position, or your equipment.
To see through your camouflage, an
observer must win an opposed Wits test
vs. Camouflage test, with at least one
success.

125

They know, they just know where to


hide, how to trick you, and how to camouflage themselves among the perfectly
respectable. Therefore, Ive concluded
weeds must have brains.

Cartography
The focus of the systematic study of mapmaking and its application(s). This may
use computer-based drawing tools and satcam imagery (for those that have access
to such tech), or something as simple as a
piece of charcoal on a flat rock.

Communication, Written
The ability to read, write, or comprehend
the written language. This adds a +1
bonus to tests involving the creation or
repair of items, if you have repair or
engineering manuals on hand.

Communication, Oral
The ability to converse comprehensively,
comprehend difficult concepts
through speech, take a leadership
role, and engage in politics. This adds
a +1 TN modifier to rolls involving
Barter and Intimidation.

Communication, Visual
Sign language, and other silent means
of getting your message across. This
allows two or more Characters to silently
communicate if they all have this skill.

Craft (MoS)
The ability to make things. May be
combined with a variety of knowledge
skills due to requirements or for specific

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Andrzej Probulski (order #5451458)

bonuses. Craft is expanded on in the


knowledge skills section, and for each
level of Craft taken, you may select one
specialization. Specializations are listed
in Knowledge Skills.

Doctor
This skill allows for surgery and other
non-battlefield ailments to be treated.
The use of an operating room is not
necessary, but will reduce target numbers
by 1.
This skill allows a Character to
install mechanical and biological
enhancements.
If used in conjunction with the First
Aid skill, this will increase the amount
of dice rolled by 1 for every level of the
Doctor skill taken.

Dodge (Prerequisite Movement 4)


Characters with this skill are adept at
stepping out of the way of blows in closequarters combat.
Dodge allows a Character to add one
Defense die per level of Dodge in a Fight
(Dodge will not help to protect from
shooting or any other sort of damage).
Have you ever had an awkward moment
where you and another person both have
a knife at each others throats, and you try
to dodge the blow and both step the same
way twice? How embarrassing.

Espionage (Wits)
Code-breaking, lock-picking, and any
other abilities that allow you to break
and enter. Having the guile trait allows
any Espionage tests to have a -1 TN
modifier.

Explosives (Wits)
The Explosives skill governs the
ability to use all mines, grenades
and satchel charges. Any
Character with the Explosives
skill may throw an explosive at
a -1 TN modifier, or attempt to
remotely detonate one with a -1
TN modifier.
First Aid
This is a skill
that allows a
Character
to serve as
a battlefield
medic. The First
Aid skill allows
you to roll one
die against the
following target:
Wounded: 4+ target
Out-of-Action: 5+ target
Dying: 6+ target
Dead sorry, youre out of luck!
Each success brings the damage down
one level (dying becomes out-of-action,
out-of-action becomes wounded, wounded
Characters may act as normal). It is a
complex action for each attempt. This
trait may not be used on the Character
that has it, if they are out-of-action or
worse (unless they have a chem injector).
Certain skills and equipment can raise
the number of dice rolled.
Do you got a first aid kit handy? Do
you know how to patch up a wound? Tell
me, are you patient and understanding?
Cause I might need some help with this
hole in my chest.
Gambling (Wits)
A Characters skill at games of chance
and betting. This includes games of
chance, races and contests, and other

Andrzej Probulski (order #5451458)

events that involve wagers. Gambling


may or may not involve opposed tests,
depending on the situation.
Gambling is an act of faith. You trust
in the luck of the dice or the cards, and
you hope that they wont betray you like
some TenPike Wastrel.

Harvesting (Wits)
This skill is the
means to harvest
various (nonmined) items from
the world. It can
take the form of
culling crops,
collecting berries, or
harvesting organs.
For every level of Harvesting skill,
you may choose one of the following
specializations:
Crops: anything planted
Organs: body parts
Survival: Berries, shrubs, and
other edible plants
Herbalist (Wits)
This skill indicates the knowledge of
a variety of plants used in the creation
of salves and balms. Characters with
this skill understand both the positive
and negative effects of various plants,
mushrooms, and mosses, and are
capable of creating penicillin, mindaltering drugs, and a number of poisons
from them.
Investigate (Wits):
The ability to search for clues and
disseminate information based on the
findings in any setting, that doesnt
directly involve finding salvage or
Resource Units.

127

Manipulation (Nerves) (MoS)


he ability to lie, cheat or deceive.
Generally, you must first be able to
communicate through a common
language, although occasionally
there are ways around this, such as
brandishing a weapon in a threatening
manner. However, lack of a common
language will make your target 2 levels
more difficult.
Its all about manipulation and doing
whatever it takes to get my way.

Martial Arts (Fighting)


(Prerequisite Fighting 3)
A Character trained in Martial Arts has
received training in any one of a variety
of ancient fighting techniques, which
allows them to literally turn their body
into a weapon. This translates into the
ability to strike using your Fighting
attribute with deadly results. You may
choose to make any unarmed Fighting
attack damage lethal or non-lethal if
you possess this skill. Additionally,
every level increases your dice results in
an Attack Roll by 1 for Fighting when
engaged un-armed.
Mining (Wits)
The training and knowledge in Mining
allows Characters to mine for various
minerals and elements. Use of proper
mining tools is greatly suggested.

NBC
(Nuclear, Biological, and Chemical) (Wits)

(Prerequisite Wits 4):


The knowledge of nuclear, biological,
and chemical elements, with purposes
ranging from energy generators to
weapons. Most of this sort of technology
falls under Old Tech.

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Andrzej Probulski (order #5451458)

Negotiate (Wits) (MoS)


This skill indicates an ability to make
any sort of non-barter deal. This
includes diplomacy, resolving disputes,
creating treaties, or gleaning valuable
information. Coupled with Knowledge
skills, such as Area Knowledge or
Culture, it can be used to determine very
specific types of negotiating involving
manner and etiquette, or you can choose
to leave it more vague and broad. Both
parties involved must be able to speak a
common language to use the Negotiate
skill.
Negotiate is typically an opposed test.

Poisons (Wits)
This skill represents practical knowledge
of poisons. A successful skill roll lets
you (among other things) recognize a
poison-bearing plant in the wild; extract
the poison in a useful form; recognize
a poison by its taste in food or drink;
identify a poison by observing its effects
(+1 to TN if you are poisoned); know a
proper antidote; or recognize or prepare
an antidote from its sources. Each of
these feats requires a separate roll.

Psychology (Wits) (MoS)


A catch-all skill that allows you to
attempt to understand other cultures
or individuals, interrogate them,
and finally, if you have the Written
Communication skill, write your postcollapse dissertation on them.

Repair
This skill allows Characters to fix
broken items or pieces of equipment.
They must have knowledge of the type
of item being repaired. In other words, a
Drifter may not be able to attempt to fix
a plasma caster unless they have somehow

gained the High Tech trait and have been


around the technology.
The Character may make a roll when
not in an encounter to repair broken
equipment. Roll 1d6 for every level of the
Repair skill. There is no attribute bonus.
The target in an environment with the
proper tools and workspace is 4+. A failed
roll means that the equipment is beyond
repair, while a single success means that
the equipment is repaired, but takes on
the Neglected and Unreliable Equipment
traits. 2 or more successes means that it
is repaired as good as new (although
this might still mean that the weapon
is Unreliable, depending on its original
traits). If the weapon has the Old Tech or
High Tech traits, then the Character must
also have these traits to be able to affect
that weapon.
A Character with both the Repair skill
and the Tinkerer trait may attempt to
make Repair tests to equipment away
from proper tools. However, any
equipment repaired in this manner will
be at a target of 6+, and as noted, failure
means that the equipment is beyond
repair, so this is risky.

Research
Allows you to take a test for general
knowledge of various areas and topics
if playing the tabletop version of
Wreck Age. Research takes the place of
knowledge skills as a general rule.
In the narrative game, Research may be
used to learn new knowledge skills via
exposure (being around someone with
that skill, or the proper documents,
data slates, etc.) with a hard (5+ target)
Research test.

Andrzej Probulski (order #5451458)

Scavenging (Wits)
Each level of this skill allows you to add
an additional die to Scavenge tests. This
skill also allows you to make Repair tests
to broken equipment away from proper
tools. However, any equipment repaired
in this manner will obtain the Unreliable
trait (which can later be removed if a
proper workshop is used).

Sneak (M)
This is the ability to move silently and
pass undetected. Great for slipping past
guards and sentries unnoticed.

Socialize (Wits) (MoS)


This is the skill of socializing, partying,
etc. A successful Socialize test, under the
right circumstances, gives you a -1 target
on a request for aid or information, or
just on a general reaction. A failed roll
means you made a fool of yourself in
some way.

Survivalist (Wits)
Path-finding, trap-making and disarming,
as well as knowledge how to do survive off
of berries and various plants.

Tracking (Wits)
The ability to track a vehicle or animal
(either human or non-human). This
uses the Wits attribute as a base. Target
numbers are based on circumstance.
This skill can be used to spot any
hidden Characters (or objective
markers) within line of sight, with the
following target number:
0-6
3+ TN
6-12 4+ TN
12-18 5+ TN
18-36 6+ TN

129

KNOWLEDGE SKILLS:
Knowledge skills are exclusive to the
narrative version of Wreck Age. Unlike
other skills, knowledge skills dont count
towards your skill maximum (which is as
many levels as three times a Characters
Wits attribute).
All Characters start out with one
Language skill of their choice. English
(low) is the most common language
in Merika.
Skills Specializations
Many knowledge skills are broken down
into categories. They then have a variety
of specializations that can be taken within
that general area of knowledge. You may
choose to take one specialization for
every skill level in that basic skill, so a
Character with a level 5 Electrical skill
may choose up to five specializations from
the list of options. Specializations allow
for automatic successes for any trivial, easy
or standard test, and all other tests that
are taken at a -1 target modifier if they fall
under that specific jurisdiction.
If preferred, you may choose to keep
these knowledge skills completely basic
and forego specialization, depending on
your preferred play style.

Animal Husbandry
For every level of Animal Husbandry
skill, you may choose one of the following
specializations:
Farm Animals: An affinity with
the sorts of creatures found on
Staker farms.
Falconry: This is the skill of hunting
small game with trained hawks.
Domestic/Tame: Knowledge and
understanding of the sorts of animals
usually kept as pets.
Wild: An affinity with the creatures
that roam The Wilds and wastes.
Area Knowledge (Wits)

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Knowledge of a specific area, and a


variety of details from within that area.
For every level of Area Knowledge skill, you may
choose any one of the following specializations
(note that you may take these specializations
more than once with a different focus; e.g
Area Knowledge:TenPike, Area Knowledge:
SonoTrader Village):

Neighborhood: For a city, such


as Switch City, the residents and
buildings of a few city blocks.
Rural area: The inhabitants, trails,
streams, hiding places, ambush sites,
flora, and type of fauna of a few
hundred acres.
Village or Town: All important
citizens and businesses, and most
unimportant ones; all public
buildings and most houses.
City: All important markets, streets,
prominent citizens, and leaders.

Business & Politics (Wits)


Even though society has all but
collapsed, there are still those that stick
to their bureaucratic roots.
For every level of Business & Politics skill, you
may choose one of the following specializations:

Accounting: The skill of keeping


track of items of value.
Administrative/Bureaucratic:
Determining and enforcing laws;
running old-style, politically driven
communities.
Economic: The details of how to
make a profit, as well as how banks
and (the few remaining) stock
markets work.
Legislative/Judicial: Enforcing
and making laws, as well as
interpreting those same laws.

Computers Science (Wits)


(Prerequisite Wits 3)
For every level of Computer Science skill, you
may choose a level in any one of the following
specializations:

Artificial Intelligence/ Avatars:


This is the knowledge of how to link
to Virtual Reality Avatars, which
were extremely common before
the Exodus, and are still en vogue
among the Reclaimers.
Computer Hacking (VERY HARD
6+ TN): This is the skill of gaining
unauthorized access to a computer
system. This usually involves
using another computer over
a communications network. A
successful Computer Hacking test
allows you to gain basic access to
a system, or to find (or change)
information on a system you have
already broken into. If the test is
failed, you dont gain access and
leave some sort of incriminating
evidence of your attempt.
Prerequisite: Computer Science,
Computer Programming, Computer
Science:Tablets/Scrolls
Computer Programming (HARD 5+
TN) : The ability to write, rewrite
and debug computer software.
A successful test lets you find a
bug in a program, determine a
programs purpose by examining
its code, answer a question about
computer programming, or write a
new program (time required is up
to the Narrator).
Prerequisite: Computer Science:
Tablets/ Scrolls
Virtual Reality: The
understanding of how a Virtual
Reality chamber works. May
be combined with Computer
Programming and Creative
Expression skills to create new
environments.
Prerequisite: Computer Science:
Tablets/Scrolls

Andrzej Probulski (order #5451458)

Tablets/ Scrolls (EASY 3+ TN): Basic


understanding of how to use data
tablets and scrolls to run basic shells,
call up data, and so forth. It is the
only computer skill available to most
of the population of The Wilds. You
must also learn Computer Science:
Computer Programming to write
software and Repair: Computers to
troubleshoot hardware.

Construction (Craft Skill)


For every level of Construction skill, you may
choose one of the following specializations:

Ad Hoc: This is the ability to build


things out of easily obtainable
materials in the area. It may be
bundles of hay, logs, or even mud
and thatch.
Siege/ Combat: Bridges, trenches,
and other combat structures.
Carpentry: The ability to build
structures or items out wood,
synthetic wood, or similar material.
A successful test lets you do one
hours worth of competent carpentry.
A failed test means the work is not
structurally sound.
Engineering: The ability to plan
large structures.
Masonry: The ability to build
structures out of stone, brick, or
other rock, and mortar.

Cooking (Wits)
This is the skill of being a chef. While
it is not needed for simple tasks, such
as boiling water or opening packaged
rations, Characters will use it to combine
ingredients to create an edible dish. A
successful skills test allows you to prepare
a pleasing meal. Many chefs have an
optional specialty, such as desserts,
baking, bartending, or a particular
variety of ethnic cuisine (examples:
Western Staker or Esperanzan).

131

Creative Expression
(Wits or As Marked)

For every level of Creative Expression


skill, you may choose one of the following
specializations:
Acting: This is the ability to act on the
stage or screen. It is different from the
Manipulate or Negotiate skills in that
you are trying to impress and entertain
people not deceive them.
Body Marking (Craft): Tattooing,
piercing, and scarification. Both this
skill and painting suffice for henna or
temporary tattoos, while cosmetic surgery
requires the Doctor skill as well.
Calligraphy (Craft): The ability
to create decorative handwriting or
symbols. Does not require literacy.
Dance (Movement): The ability to
move your body in a pleasing rhythm.
Typically coupled with music.
Drawing (Craft): Various forms of
ash/ charcoal, ink, pastel, and pencil
work, on any sort of substrate.
Interior Decorating: The ability to
create pleasing building interiors with
appropriate paints, fixtures, and furniture.
Includes ancient techniques such as Feng
Shui and decorative wall painting.
Musical Instrument: This is the
ability to play a musical instrument.
With a successful skill roll, you give a
competent performance.
Musical Composition: This is the
ability to compose a piece of music. A
successful skill roll means the piece is a
pleasant listening experience.
Painting (Craft): Using tempura,
synthetic, or dye-based paints (among
others), this skill includes painting on
paper, canvas, or a wall.
Poetry (Craft): The ability to compose
words in a manner which allows a
poetic message or concept to get across.
Pottery (Craft): Working with
various sorts of air-dried or fired
ceramics typically clay.
Singing: The ability to carry a tune.
Woodworking (Craft): All forms of
carving and woodwork, from whittling
to decorative carving. This skill does
not allow for construction of items,
merely decorative effects.
Writing, Creative (Craft): The
ability to spin a tale using written
Characters.
Prerequisites: Written Communication,
Language (any)

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Current Affairs (Wits)


This is the ability to quickly recognize
whatever qualifies as a current affair in the
26th century, and to recall it when needed.
For every level of Creative Expression
skill, you must specialize in one of the
following areas:
Heraldry: This is the skill of
recognizing coats of arms, crests,
flags, and other emblems of various
factions, warlords, and trade
caravans.
Body Markings: The ability to
disseminate the meaning of various
tattoos, ritual scarring, and other
body modifications.
Trade Routes: The knowledge of
what trade routes are the safest (or
most dangerous), and where those
routes will take you.

Culture (Wits)
(Prerequisite Renown 3)
Information on entertainment, gossip, and
the goings on of daily life on 26th century
Earth. Typically reserved for larger cities
like Esperanza and Switch City.
For every level of Culture skill, you may choose
one of the following specializations:

People: The names of and gossip


about celebrities, heads of state, and
the like.
Politics: Inter-city treaties, etc.
Popular Culture: Hit VR sims,
fashions, and the must have
products of specific locations.
Regional: News of all kinds for a
specific region (pick one).
Science and Technology: New
(re)discoveries, excavation sites,
and re-found technology, as well as
inventions and innovations.
Sports: Scores and rankings for
recent chariot matches, names of star
athletes, etc.

On a successful Current Affairs roll, the


Narrator will inform you of any news
within your specialty that pertains to the
current adventure (which may include
clues or quests) or give you a small
skill bonus (e.g., a success on Current
Affairs: Sports might give -1 target to a
Gambling skill check when betting on a
chariot match.

Electrical (Wits)
(Prerequisite Wits 3)
This skill lets you use any sort of
basic electronic equipment within a
known specialty. Make a skill test in an
emergency situation or for abnormal
use of equipment not for ordinary,
everyday use. (As usual, unskilled users
must always attempt their default roll, at
a more difficult target number).
For every level of Electrical skill, you may
choose one of the following specializations:
Communications: This skill
includes all forms of electronic
communications technology: radios,
satellite uplinks (w/ Old Tech), laser
communicators (w/ High Tech).
Includes knowledge of any standard,
current communications codes
appropriate to your background.
Electronic Warfare (EW): Signalsintelligence and jamming equipment,
including electronic countermeasures
(ECM) and electronic countercountermeasures (ECCM).
Force Shields: Basic knowledge
of portable, vehicular, base, and
starship force shields and deflectors.
Matter Transmitters (MT): All
variety of matter transmitters. This
includes space elevators. Failures
can be disastrous, especially when
transmitting living beings!
Medical: All manner of electronic
diagnostic and life-support equipment.

Andrzej Probulski (order #5451458)

Scientific: Laboratory electronics


and survey gear. You are
automatically familiar with the
equipment used with any scientific
skill on which you have spent at least
one level.
Security: Both operating and
defeating all forms of alarms,
security sensors, and areasurveillance technology.
Sensors: Most forms of long-range
detection gear.
Sonar: All types of acoustic
detection and ranging gear
(normally used underwater, or in
Nape of Earth flying).
Surveillance: All forms of
concealable or remote surveillance
gear: bugs, hidden cameras, longrange microphones, wiretaps, etc.

Etiquette (Wits)
(Prerequisite Renown 3)
For every level of Etiquette skill, you may choose
one of the following specializations:

Business/Political: You may not


be a politician, but you know how to
talk to one.
Caravan: The etiquette of life on the
road with traveling merchants.
City (Esperanza, Switch City,
ARHK, TenPike, etc)
Cult (Church of Fun, The Vale,
Children of Gorgon, etc)
Cultural: You have the knowledge
of how to not offend the people of a
particular area.
Dining: The art of eating gracefully.
Raiders: It may not involve
pleasantries, but raiders have an
etiquette all their own.
Religious: In an age where people
take religion seriously, this can be a
matter of life or death.

133

History (Wits) (Prerequisite Wits 3)


History is the study of the past. A
successful skill roll lets you answer
questions in regards to this history, and
might (at the Narrators option) allow
you to remember a useful parallel,
although it might not be factually
accurate: Ah, yes, the vid star Crucial
Kyle once faced a situation like this, in
episode 342, and heres what he did...
For every level of History skill, you must
specialize. There are several classes of specialty:

A specific geographical region


spread over multiple eras. Examples:
History (European Union), History
(United States), or History (Lunar
Colony).
A single era (e.g., Big Push period)
A culture (e.g., Drifters, A specific
Corporation, RSA)
An idea (e.g., economic, military,
vid-feeds: pre-Exodus)

The variety of possible specialties makes


it impossible to list all possible defaults.
Language (Wits)
All Characters start out with at least
one language of their choice. Learning
more requires additional skill levels in
Language, choosing a specialization for
each level.
For every level of Language skill, you may
choose one of the following specializations:
Arabic, Basque, Cantonenglish
(ARHK:Chinese/English), Danish,
Dutch, English (Formal), English
(Tradesman), English (Low),
Esperanzan (Spanish/English), French,
German, Greek, Hebrew, Hindustani,
Italian/Vaticanspeak, Japanese,
Kurdish, Lower Latin, Mandarin
(Chinese), Merikan Sign Language
(MSL), Merindian (polyglot), Mohawk,
Mongolian, Morse Code, Navajo,
Persian, Pidgin, Portuguese, Punjabi,
Rasta, Romanian, Romany, Russian,
Sardiniaviac (Norwegian/Swedish)
Scots, Serbian, Sino-German (Chinese/

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Andrzej Probulski (order #5451458)

German), Slovak (Polish/Ukranian),


Spanish, Spanglish (Spanish/English),
Wanderers Code, Yiddish. There are
also wide varieties of dead languages,
which may be learned at the Narrators
discretion.
Mechanical (Craft)
The knowledge of how to fix and
maintain any non-weapon-related
equipment. The Character must have the
knowledge of whatever it is that they are
fixing, so this must often be coupled with
the Old Tech, or High Tech traits.
For every level of Mechanic skill, you may choose
one of the following specializations:

Aircraft
Battlesuit
Biotech
Nanotech
Robotic Tech
Space Craft
Vehicle, Small
Vehicle, Large
VTOL (Vertical TakeOff and
Landing)

Pilot (Nerves)
(Prerequisite Wits 2)
Aerospace: Any vehicle capable of
atmospheric flight to and from orbit.

Prerequisite: High Tech OR Old Tech, Wits 4

Aircraft: The ability to fly


airplanes, drones (coupled with RCV
piloting), and other flying craft.

Prerequisite: High Tech OR Old Tech, Wits 3

Animal: The ability to ride a horse,


boar, or other beast of burden,
that is of sufficient size and skill to
transport a human.
Automobile: Any vehicle with three
or more wheels that weighs less than
5 tons and does not move on rails.
Prerequisite: Old Tech, Wits 2
Battlesuit: The ability to pilot a
Battlesuit, such as the ones used
by the ARHK, through a series of

neural connections.

Prerequisite: High Tech OR Old Tech


depending on suit type, Wits 4

Bicycle: The ability to steer and pedal


a two (or more) wheeled bicycle.
Boat: Any sail or motor boat of
various sizes. Larger crafts may
require additional knowledge skills.
Exodus Ship: The ability to pilot
solar sailed spacecraft, which are
typically built in zero gravity.
Prerequisites: High Tech AND Old
Tech, Wits 5

Tracked or Heavy Wheeled: Any


vehicle with three or more wheels
that is larger than a standard
automobile and does not move
on rails, or any larger tracked
vehicle. This includes construction
equipment and tanks. Depending
on the type of vehicle, this may
require additional knowledge skills
to operate.
Hovercraft: Any kind of air-cushion
vehicle, a hydrofoil, or other vertical
and horizontal thrust vehicle that
does not fly through the air.
Locomotive: Any vehicle that moves
on conventional or maglev rails;
this also includes larger Caravaneer
Land Trains, even though they
operate off of rails.
Motorcycle: Any powered one-or
two-wheeled vehicle, including those
with sidecars.
Remotely Controlled Vehicles
(RCVs): Use this skill if a vehicle

Andrzej Probulski (order #5451458)

can be steered by remote control.


Will also require a Piloting skill in
any sort of vehicle controlled in this
manner.
Flight Pack: The ability to steer and
maneuver a strap-on aircraft.
Glider: Piloting any un-powered,
winged aircraft.
Helicopter: Any aircraft that uses
rotors for both lift and thrust. This
includes VTOL aircraft.
Prerequisite: Old Tech, Pilot:Aircraft

Lighter-Than-Air: Steering and


controlling the height and thrust of
any kind of dirigible, hot air balloon,
or zeppelin.
Science (Research):
For every level of Science skill, you may choose one
of the following specializations:

Astronomy: The study of the


stars and cosmos.
Bioengineering: The
engineering of living matter.
Chemistry: The study of
chemical reactions.
Geology: The study of rocks and
rock formations.
Mathematics: The ability to
manipulate numbers including
but not limited to operations,
formulae, and calculus.
Metallurgy: The study of
metals and their reactivity.
Physics: The study of energy
and matter.

135

Equipment
No matter whether youre a homebody, or want to go out
gallivanting around the wastes, youll need some good quality
equipment to keep you going. If you are ever in the area, stop by our
shop in The Switch.

~Exerpts from Dusters Almanack

136

Andrzej Probulski (order #5451458)

In the world of Wreck Age, there are


myriad weapons, armors, and other
implements, both built for their initial
purpose and improvised and repurposed
out of necessity. Each kind of equipment
item will fall into a category that defines
how and when it can be used, and its
effectiveness. Each item is categorized
according to its form as well as by
defining traits, and using the guide
below, you may put virtually anything
you can envision into use in the world of
Wreck Age. These categories will help
players develop their Character profiles
by defining the strengths and weaknesses
of their items.

WEAPONS: MELEE
Small Melee
Small and concealable, Small Melee
weapons are so common, that every
Character is assumed to have one. Any
close combat weapon small enough to be
easily concealed and wielded effectively
in one hand falls into this category. This
includes knives, brass knuckles, saps and
other deadly items that were designed
specifically to inflict pain and suffering
in a tiny package. These weapons may
even be part of a garment and represent
spiked plating or heavily reinforced
striking surfaces like fists, knees, elbows,
etc. An important distinction is that
small tools such as claw hammers or
wrenches are not Small Melee weapons,
because they were not specifically
designed for the purpose of weaponry.
These fall under Improvised Melee
weapons instead.

Medium Melee
From axes to swords, crowbars to
sharpened metal batons; Medium Melee
weapons are distinguished from small or
large ones principally by their ability to
be wielded with either one or two hands,

Andrzej Probulski (order #5451458)

and are generally larger and capable of


considerable damage. These are at least
one foot in length but usually less than
three. Capable of more force and damage
in a given strike than their smaller
counterparts, Medium Melee weapons
give up the ability to be hidden and some
speed for the ability to inflict more pain
on the target. These weapons are obvious
tools of warfare and rarely appear to be
anything other.

Large Melee
From the first time someone decided to
use a blade in battle, there was always
someone else who saw wisdom in wielding
a bigger one. While these weapons tend
to be far slower than their smaller kin,
they make up for this deficiency in pure
destructive power. The blow of a Large
Melee weapon can knock a foe off his feet,
and the target may in fact be dead before
he hits the ground due to the grievous
injuries caused. Any large club, large axe
or large blade weapon over three feet in
length, but that is not well-suited for use
as a throwing weapon, is considered to be
a Large Melee weapon.

Spear
Reach out and touch someone! Spears
share many traits with Large Melee
weapons, but they fall into a special
category, defined as any large weapon that
is specifically designed to be both used
in melee combat and that is particularly
well suited for throwing at a target. A
skilled Character can throw a spear a
considerable distance. Weapons that are
classified as Spears include harpoons,
javelins, and tridents, but would not
include a pike or halberd, as they are not
particularly useful as thrown weapons due
to their size and unbalanced nature.

137

Improvised Melee
In the world of Wreck Age most weapons
are, at some level, improvised. Since few
Communities are set up for anything but
the most basic manufacturing, weapons
are scavenged or cobbled together from
whatever materials are available at the
time. That means weapons actually
considered improvised are the sort
that have very little resemblance to a
purpose-built weapon and rarely find
use as one. These include bottles, tools,
rocks, sturdy tree branches, the jawbone
of a long dead animal, or any menacing
pieces of junk or detritus.

Special Rule:
Improvised weapons
Any Character can spend one
AP and may attempt a Wits
test against a TN of 5+ to find
an Improvised weapon within
reach. One success will provide
immediate use of an Improvised
weapon as if that Character
had one equipped. Three
successes or more will result in
the Character finding a Small
Melee weapon instead, such as
a knife or brass knuckle.
After the current battle
or scene is concluded, the
weapon is typically discarded.
The Character can use their
discretion to determine if the
weapon is worth keeping and
in good enough condition
to count as a permanent
piece of equipment.

138

Andrzej Probulski (order #5451458)

WEAPONS: RANGED WEAPONS


Bow
For thousands of years, bows in their
various forms were the pinnacle battle
implement used for killing at a distance.
In its basic form, a bow is simply a big,
curved stick fitted with a string used to
launch smaller, straight sticks. It does
this extremely well, and in the right
hands, can end a battle long before a foe
can close into melee range.

Crossbow
One of the various bow forms mentioned
above, Crossbows are more powerful than
hand-drawn bows, giving up a faster rate
of fire in return for power and range.
The crossbows main advantage is in
accessibility; they are much easier to fire
accurately, especially for the untrained.
Crossbows also have the advantage of
being able to accept some Modifications,
such as scopes.

Break-action Rifle
Although it is one of the earliest forms of
long arm, this weapon is still as reliable
and effective in Year Zero as it was when
it was invented. These single-or doublebarreled rifles separate via a hinge in
front of the trigger, allowing ammunition
to be loaded. The main advantages of this
type of weapon over its newer cousins are
that it provides for easy field maintenance
and good accuracy, although its rate of
fire is slow due to having to reload after
each shot.

Shotgun
Shotguns are another example of
simple, reliable firearms that have
remained mostly unchanged during their
long history of violence. Capable of
chambering either scatter-shot or solid

rounds (slugs), shotguns have the ability


to both engage large groups of targets
and deliver devastating damage against a
single target, making them both flexible
and powerful. The only disadvantage
found with shotguns is that they are not
as effective at engaging at long ranges.

Special Rule:
Shotguns
Reloading is usually incorporated into
the AP cost of using a firearm. Because
shotguns can chamber two different
kinds of rounds, this ammunition is
typically kept in separate containers.
Changing from one type of ammunition to another is a simple action that
costs two AP. Once this AP is spent,
the weapon is automatically reloaded
with the new round type until that
player chooses to spend another 2 AP
to switch back.

Pipe Rifle
Pipe rifles are pieced together literally
out of smooth pipe lengths and spare
parts, and as such, are inherently
unreliable and extremely inaccurate.
Crafted out of necessity, they are the
weapons typically seen among those who
have no other choice. Crude and easy
to produce, pipe rifles are rarely built
to last, and have few of the features of
a manufactured rifle, aside from their
form and the ability to deliver a bullet.
Even so, a pipe rifle should never be
discounted, as they are still firearms
and can still kill quite effectively in the
right hands.

Andrzej Probulski (order #5451458)

Revolver
Revolvers were the first important
evolution of handheld firearms, allowing
powder and bullet to be loaded together
in individual chambers and reserved for
later use. This provided a combatant
with a faster trigger finger several shots
to be delivered before needing to reload.
This simple and effective increase in rate
of fire, while maintaining a high level
of reliability, was widely implemented
due to its great benefit to the shooter.
Revolvers are still just as effective in
Year Zero, being the sidearm of choice
for raiders and settlers alike due to
these factors, as well as the ease of
maintenance compared to complicated,
auto-loading firearms.

Auto Pistol
More complex than a revolver, auto
pistols hold more rounds and are more
quickly reloaded, though often at the
expense of reliability. While an auto
pistol tends to have better range in
the field, they are also more prone
to jamming under rough conditions
and typically require a great deal of
maintenance between encounters. Auto
pistols are more capable of Modifications,
making them popular with the more
technically savvy. There are two
calibers that auto pistols are chambered
for; the standard pistol round, and the
rarer carbine round that is more often
associated with rifles.

Zip Pistol
The firearms equivalent of an improvised
weapon, zip pistols are short-ranged
weapons cobbled together from common
materials and are sometimes capable of
only one shot before becoming useless.
These weapons were once disposed of after
use, but with scavenging being the law of
the land in Wreck Age, most are cleaned
up and repaired between encounters.

139

Hunting Rifle
Usually bolt-action and fed from an
internal magazine, these rifles were used
for hunting animals for sport and food,
when animals were still widely available
to hunt. Still useful for finding meals
on the go as well as killing an enemy,
hunting rifles are often pressed into
service during combat as their range and
stopping power make them extremely
valuable weapons. Hunting rifles
typically have a scope attached and easily
accept other Modifications.

Revolver Carbine
A rifle with a revolving cylinder or
barrel, the revolver carbine is uncommon
outside of some Staker Communities due
to the complexity of manufacturing.
These weapons combine all the benefits
of a revolver with many of the traits of a
rifle, offering dependability and a much
longer effective range.The larger frame
of a revolver carbine also lends itself to
Modifications more than its
handgun counterpart.

Junk gun
Junk Guns are large, musket-type
firearms that can be filled with an
assortment of projectiles, even items that
were not originally intended for that
purpose, such as rocks, nails, bolts, or
any small item. You can load just about
anything in it that you want, and the
powder charge will send it careening out
of the muzzle at a velocity fast enough to
cause damage to a target.

Improvised Grenade
The low-tech approach to killing lots
of people in a short amount of time,
improvised grenades have a serious risk
factor involved in their production and
use. They are usually a weapon of last

140

Andrzej Probulski (order #5451458)

resort, built as need arises and employed


quickly to reduce the chance of their
detonating prematurely. These grenades
are typically made from glass, metal
tubes, and whatever explosives are on
hand at the time.

WEAPONS: OLD TECH


Flamethrower
A more traditional and older fire-based
weapon, flamethrowers propel flammable
liquids or gels past a heating element,
igniting that fuel which is then spread
over a large area, sticking to all it comes
into contact with. The damage that a
flamethrower can cause is not initially
significant but the effects of its flames
can quickly engulf and destroy even
hardened targets such as vehicles and
structures. This does not even begin to
touch upon the instinctive, animalistic
fear of being burned alive, which is a
powerful psychological weapon in itself.

Assault Carbine
Assault carbines are the classic image
of a short-barreled military firearm.
Also called assault rifles, automatic
rifles or even the colloquial heaters.
Although they are not often found in
good working order, assault carbines
are worth the time and effort spent
maintaining them due to a high rate of
fire, a good level of accuracy, and the
ability to accept most Modifications. A
skilled combatant, armed with an assault
carbine, can singlehandedly dominate
any battlefield.

Battle Rifle
Battle rifles are similar in design to
assault carbines, but feature a longer
barrel, and fire a more powerful
bullet, providing greater accuracy and
stopping power. These are essentially
a military-style version of the hunting
rifle, firing identical rounds. They
accept most Modifications.

Sniper Rifle
Sniper rifles are built on a more solid
frame than most other rifles and
designed for the specific
purpose of delivering
lethal force at great
distances. Not fast
enough in combat to be the
weapon of choice for most
combatants, these weapons
are generally reserved for
experts who specialize in
identification and destruction
of key targets. There is nothing
quite as feared in The Wilds
as a skilled sniper; watching a
comrades face disappear into a
fountain of gore, without being
able to identify where the shot
was fired from, is a singularly
terrifying experience.

Military Grenade
These delightful little objects pack
explosives and fragmentary material
in a hard casing, and are designed
for easy throwing and simple use.
Some versions are designed to be
launched by ballistic means, usually
as a second barrel on some firearms.
Military grenades are optimized to
affect a wide area with concussive force
and hot shrapnel, delivering devastation
upon the area.

Andrzej Probulski (order #5451458)

Net Gun
A non-lethal weapon designed for
capture and containment purposes,
net guns use compressed gas to propel
an expanding net into a target area.
The net unfurls in flight and entraps
anyone in the target area. Net guns
are not used to cause damage to the
target, as injuries rarely occur due to
the net itself, but instead are used to
incapacitate, or at least inconvenience,
those caught in its net.
Tranq Pistol
A common enough weapon in
Year Zero to be considered
in general use, many of the
older and more robust guns
come from the ruins of zoos
and decrepit animal control
facilities. They fire syringetipped projectiles, delivering
whatever chemical the user
wishes into the targets blood
stream. While mildly painful,
these projectiles are non-lethal
and the most common load is a
soporific compound that causes
unconsciousness. While only
effective at short ranges, Tranq
pistols are an effective weapon for
incapacitating
a target.

Tranq Rifle
Larger than their smaller
brethren, tranq rifles have a
greater range and can hit targets
from a distance or from the safety of
cover. Tranq rifles typically use the
same dart projectiles as their pistol
version but cannot deliver greater
dosages, being equally effective
in incapacitating targets, just at
longer ranges.

141

AT Rocker
AT rockers, also called rockets, are
one of the most devastating portable
weapons in the post-Exodus world.
Essentially, these weapons consist of a
tube with which to aim and launch a solid
fuel propelled explosive projectile. They
arent particularly complicated devices,
but the sensors and ignition systems are
exceedingly rare and nearly impossible
to manufacture. Inaccurate versions of
these, called rocket propelled grenades
(RPGs), are more common, although
even those are rarely seen except in
the hands of the wealthiest and most
powerful Communities. AT rockers
require a two-person crew to operate
efficiently, and even then are very slow to
reload, having the slow 3 trait.

RPG
A poor substitute for a true AT rocker,
RPGs nonetheless provides a portable
explosive device that can be launched at
great distances. They have no guidance
system, and as such are inaccurate and
unwieldy. Even so, being able to launch
a grenade at a target from great distance
can have its advantages.

Gas Grenades
These thrown weapons use a variety of
lethal and non-lethal compounds to
incapacitate or otherwise affect their
target(s). They will have a variable
blast radius, and the cloud of gas may
linger for more than one turn. This will
be indicted in the description of each
grenade when its encountered.

142

Andrzej Probulski (order #5451458)

WEAPONS: HIGH TECH

EMP Rifle
Electromagnetic Pulse Rifles (EMP
Rifles) generate a targeted burst of
invisible energy that has very little
effect on living targets, but can play
havoc with power sources and electrical
devices. Any target successfully hit by
an EMP rifles attack has all its powered
gear fail immediately. Gear lost this
way will need to be repaired by a skilled
worker, requiring a very difficult 6+ TN
test to repair before it can be used again.
Additionally, all affected power sources
are instantly drained, and powered
weapons must roll on the Weapon
Malfunction Chart with no modifiers
to determine if any permanent damage
was inflicted.
Laser Rifle
One of the less attractive traits of
humanity is that we have constantly
sought more effective ways to kill one
another, and as such, weapon technology
has progressed a long way from present
day up to The Exodus. While many of
the marvels of that age have been lost,
a few still survive in jealously guarded
caches as well as in the hands of factions
dedicated to the revival of science.
The laser rifle is a prime example of
lost technology: it is a directed energy
weapon that delivers lethal beams of
nearly invisible heat. Due to the complete
lack of recoil, laser rifles are extremely
accurate. Among the Order of the
Reclaimers, creating Laser Rifles is seen
as a rite of passage.
Flame Caster
Operating on a principle similar to the
plasma caster, this weapon generates and
launches a magnetically contained disk
of searing fire, which immolates both
the target and the air around it. This
reaction releases a massive amount of

flame and is quite capable of reducing its


target to a pile of charred ash. Incendiary
weapons flame casters included are
terrifying weapons, striking fear into the
hearts of opponents by their appearance
on a battlefield alone.
Plasma Caster
Plasma casters generate pockets of
charged, rapidly pulsing ions and
then launch a swirling vortex of the
superheated gas. The white-hot plasma
produced by these weapons will melt
virtually anything that it touches,
making these weapons very
dangerous to both to the user
and the target. Depending
on the gas and the
weapon in question,
the beam created
resembles anything
from a line of bright
fire to a bolt of raw
electricity. Regardless
of form, the devastation
such weapons can wreak
is almost unimaginable.
Glass Rifle
Glass rifles are one of
the most exotic of all
weapons in the Wreck
Age world, and are
named as such due to the
strange appearance of the
beam; the energy released
by this weapon causes
the air surrounding the
beam to sparkle like
thousands of tiny shards
of glass glistening in the
sunlight. Glass rifles are
directed energy weapons
with a complete lack of recoil,
making them incredibly
accurate and effective at even
extreme ranges. However, glass

Andrzej Probulski (order #5451458)

rifles have a very low rate of fire, being


re-charged with a crank, foot pedal, or a
hand-held spring which is used to build
up a strong electric charge.
These weapons are built for longevity
and operate without any additional
power source, making them extremely
valuable for long expeditions or time
away from re-supply. However, there
are scarce few in existence anymore,
and the technology to create one that is
portable and lightweight is long since
lost. Typically, these valuable weapons
are of pre-Exodus construction, although
it is rumored that some of the largest
Reclaimer Communities have the ability
to produce these in their secretive Data
Hubs. Glass rifles sacrifice speed for
pure precision and can eliminate
targets far outside the effective range
of most ballistic or laser weapons.
All glass rifles are constructed with
an integral scope and night optics
for optimum lethality in any
environment.
Narco Gun
Narco guns operate at a
higher level of technology
than tranq weapons, but
perform a very similar
role. There are many
different methods for
a narco gun to deliver
their payloads, but all
inject targets at a distance.
Some fire frozen slivers of
chemical compounds
in a small cluster,
others bombard
the target with a gel
capsule that releases
its agents upon impact,
while still others use a low
intensity laser beam to direct
a conventional dart filled with
their payloads.

143

ARMOR
I really dont see what were doing out
here, Yva complained as she pulled at
the sleeves of this strange new jacket she
was wearing. Why would you take me all
the way out here past the camp walls?
Heller walked away, counting out his
paces until he was thirty steps away. I
need to test something.
Oh? She poked at the jackets odd
buckles. They fit together tightly,
making a click inside when they were
joined. The jacket had no need of
buttons or straps, something she
found very disconcerting. Yva did not
like wearing something she could not
name. Whats that?
Heller turned around, took aim with
that strange silver pistol of his and
fired. The gunshot cracked in the air
before Yva could react, striking her
in the shoulder hard. She turned with
the blow, dropping to one knee before
reaching up to cover the wound.
Have you lost your mind!?
Heller was just smiling, watching her.
He was not firing again, his gun already
holstered. He was just standing there,
taking notes in his infernal metal book
while she knelt there, searching for the
wound she expected to find.

It is an undeniable truth that a little


protection goes a long way, especially
in The Wilds. While there has been a
tremendous amount of knowledge lost
in terms of weapons and technology,
those left behind after The Exodus have
developed different kinds of protection
through clever application of the
technological remnants. As such, the
people of the Wreck Age world vary
greatly in their style of armor, due in
part to the wide range of weapons they
might face, but even more so because
available construction materials vary
wildly. Some settlements have access to
advanced materials and techniques while
others have only what force or fortune
have made available.

Shelter / Town
/ Safe

One certainty in Wreck Age, regardless of


the armor or its wearer, is that Characters
who wear armor are also capable of
repairing and recreating it. While there
may be artisans in some settlements and
factions capable of making suits of armor
for others, anyone who has armor treats
it as a prized possession, and knows how
to patch holes, replace lost pieces and
salvage new parts to remedy any wear or
battle damage.

Direction / Go

Except that she wasnt. She wasnt


bleeding. There was no hole, not in
the jacket and not in her. The shot had
certainly hurt but there was no blood or
real injury. Yva blinked for a moment
before narrowing her eyes.
Oh, I get it. Were out here to test
how fast you can run.

144

Andrzej Probulski (order #5451458)

Salvage / Goods

ARMOR: LIGHT

ARMOR: MEDIUM

Patchwork Armor
Exactly what its name suggests,
patchwork armor is a mix of various
pieces, from old quilts to small
sections of animal hide. It barely
functions as armor but it offers a
modicum of protection in the vital areas
where stopping a blow really counts.
The main advantages to patchwork
armor are that it is nearly as comfortable
as normal clothing, and it is extremely
simple to create.

Dermal Armor
Dermal armor is comprised of thin,
implantable plates of bio-plastic that
cover vital areas such as the chest
and abdomen, with forearm and shin
implants being less common. Light in
weight and incredibly strong, this armor
is used almost exclusively by Stitchers
and those in league with them.

Leather Armor (Leathers)


Leather armor, or leathers as they
are commonly called, are simply a
slight improvement to patchwork armor,
primarily different in the materials used
to create them. Constructed mostly from
cured and shaped hide or sheets of thick
plastic, this type of armor has cloth
or quilt seams to provide mobility and
reduce weight. Some leathers have a few
metal sections over vital areas, but for the
most part, they are made almost entirely
of animal and bio plastic materials. For
most settlements with livestock, leathers
are common and easy to acquire.

Scout Armor
Scout armor is a suit of lightweight
protection consisting of strap-on plates
and thin, flexible carbon fiber and
plastic sections covering the chest,
forearms, groin, and shins. Usually
favored by exploratory expeditions and
typically worn under their clothing,
these are not generally worn when a
fierce battle is expected.

Andrzej Probulski (order #5451458)

Flak Jacket
Flak jackets take several forms, but all
share a few basic traits; they are singlepiece garments, they only protect the
upper half of the body, and they have
panels of thicker material over vital
areas like the abdomen and heart.
Some flak jackets have sleeves while
others are vests. Many incorporate
small metal or ceramic plates to stop
attacks from blade weapons. These were
originally designed to protect from
blast and shrapnel effects, primarily,
but offer protection from other types of
attack as well.

Riot Armor
The Pre-Collapse civilian authorities
answer to military-style gear, riot armor
was often used during times of civil
disobedience and was designed to counter
the threats posed by unruly mobs and
common handguns. Riot armor was often
used in conjunction with large, resilient
shields made of transparent bulletproof
plastic, but these shields have mostly
been lost to battle or the elements.
Anyone wearing Riot armor is
considered slow moving.

145

ARMOR: HEAV Y
Mil-Spec
Military specified (mil-spec for short)
armor is a rarity in the world of WreckAge. Each one is prized and they are
usually well-maintained, as they allow
a wearer to move almost imperviously
in combat. These suits are comprised
of ballistic mesh, ceramic plate and
tempered metal reinforcement can reflect
virtually any projectile. They even offer
resistance to rounds specifically designed
to penetrate armor.

Plate Armor
Plated armor is essentially plates of
metal, or other hardened material
layered over some sort of harness that
attaches it to the users body. In some
ways, this is a Post-Collapse rendition
of medieval combat wear. Plate armor is
bulky, inflexible and usually too heavy
for protracted wear. However, these suits
carry a certain intimidation value and are
able to deflect all but the most powerful
attacks with at least some success. While
those who value their mobility should
avoid these rattling tin-man suits, they do
have their place.

Tower Shield
These are inordinately large shields
that allow the user to carry a mobile
wall, as tall as (or taller than) the user.
Originally used in pre-ancient times
before technology, tower shields are
generally meant to be used in formation,
and provide substantial cover for those
behind them.
COMBAT MODIFIERS: ARMOR
Light
Armor:

Penalties: There is no
movement penalty for
wearers of Light Armor.
Medium
Armor:

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Defender is wearing Medium


Armor: -1 TN modifier to the
defenders Power test AND
+1 Defensive Power
Penalties: Characters
wearing Medium Armor
may not move over 10 in a
turn, and as such, cannot be
considered fast moving.

Heavy
Armor:

Defender is wearing Heavy


Armor: -1 TN modifier to the
Defenders Power test AND
+2 Defensive Power
Penalties: Characters
wearing Heavy Armor may
not move more than 6
in a turn, and are always
considered slow moving.

ARMOR: SHIELDS
Shields
The idea behind a shield is simple; it is a
wall between you and pain. Usually made
out of materials too heavy or thick to be
worn as armor, a shield can bring focused
protection exactly where it is needed most
because its user can move it into the path
of an attack. Shields are fairly useless
without mobility; even the largest shield
is likely useless if the person carrying
it is caught by surprise or attacked in a
manner that does not allow any sort of
defensive reaction.

Defender is wearing Light


Armor: -1 TN modifier to the
Defenders Power test

Shield:

Defender is using a shield: +1


Defensive Power
Penalties: Characters using
shields may not use twohanded weapons while the
shield is in use.

Tower
Shield:

Defender is using a shield:


+2 Defensive Power
Penalties: Characters using
shields may not any weapons
while the shield is in use.

Since she was one of the only sentries willing to deal with him,
Yva was often put in charge of going through Hellers hauls every
time the Reclaimer came back from an expedition into the dark
bones of the city nearby a looming ruin once called Memphis.
Usually this duty was boring and uneventful. Most of what Heller
brought back was only of interest to him and had little use for
the community. This time was an exception, however. Heller had
managed to finally bring back a cart full of something valuable.
Where did you find all this metal?
Heh. You like? I thought the beams and poles would be useful
for shoring up the new barn and the rest I can use to make armor
and shields for the sentries. I did promise better protection since
that whole bomb thing, after all.
Yva was only barely listening. She was already picking out
her prize from the haul, a big triangle of plate steel with
only a few dents. This. I want this for a shield. Now.
Heller looked up at the soldier woman and the big yellow sign
she was holding, the one that intoned in still mostly legible black
paint, YIELD.
Yeah, he laughed. I can see why.

Andrzej Probulski (order #5451458)

147

MISCELLANEOUS ITEMS
It takes more than a heavy jacket and a
dependable rifle to survive in The Wilds.
A gun may help you take down something
to eat, but it wont help you cook it. A
couple of old belts with some metal plates
and tire treads attached to them might
stop a knife, but cant keep out the winter
chill when you make camp. Survival is
more than weapons and armor; it is also
about gear and having the skills to use it.
As one might expect in a desolate world
of salvage and scavenging, gear comes
in thousands of different forms and is
of extremely varied quality. While a
threadbare sheet rummaged from the
ruins of an old store might be better than
nothing, it cannot compare to a thick
wool blanket bartered from a shepherding
settlement. Moreover, that cant beat a
self-warmed solar-charging synthetic,
heated blanket. Sometimes quality of
gear is the difference between living to
see tomorrow and being someone elses
mark for looting.
The Big Push was centuries earlier, but
it was an era that poured much of its
engineering power and resources into
developing technologies that focused
more on longevity and hardiness than
flashy design work, learning its lessons
from the 21st centurys culture of design
for obsolescence. Because of this focus
on survivability, many of these designs
remain in service, and are still being
used during The Resurgence. In fact, due
to the quality of the goods made when
there was still some semblance of mass
production, some of the technologies
from the Big Push have survived through
the Dark Times, although it may take
a skilled machinest a large quantiiy of
these ancient scrap items to create a
single working version.
Equipment designed during the Big Push

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era was meant to be easy to maintain


and resupply, allowing resources to
be stretched to their limits as things
began to really get bad. Replacement
parts, portable power sources, and even
ammunition followed standards design
templates that have now been adopted by
the survivors in Year Zero.
Because of this fact you will find only
references to a few types of ammunition.
Most were made to specific and exacting
standards for carbines, large bore rifles,
and pistols. A few special weapons and
types of ammunition exist, but these
are increasingly rare and hard to come
by. Thanks to the efforts of a group of
these forward-looking people 200 years
ago, if your Community can create or
scavenge ammunition and power supplies
of its own, then they will work in your
firearms.

CLOTHING
Fashion is not much of a priority in
Year Zero. Having clothes at all usually
trumps their appearance. That said,
there are times when effort is put into
what someone wears and how they look.
Raiding parties, for instance, usually
try for a similar look so they can easily
spot each other in the middle of combat.
For the same reason, Stakers defending
their homesteads and other groups likely
to encounter trouble have developed
their own styles in order to more easily
determine friend from foe.

Salvage / Goods

Rags
While any clothing is better than
none, these barely count. Typically
thin, mostly ruined, and only barely
preserving a persons modesty, rags offer
little protection from the elements and
are usually the garb of the desperate or
enslaved. Wearing rags is almost never a
choice; they are what people wear when
they are grateful to have anything at all.

Longcoat
Practically a suit of clothes by itself,
a longcoat covers most of the body
and may even come with a hood. Like
fatigues, they provide no little physical
protection in combat. However, even
without defenses, a longcoat is a fantastic
ward against inclement weather and even
doubles as a blanket in a pinch, making
many an explorers best friend.

Scavs
Scavs, short for scavenged clothing,
are the mark of survivors in Year Zero.
Scavs are made out of whatever random
clothes their wearers can find. Cloth,
plastic, rubber garments in various
states of repair from as far back as the
Big Push era are common types of scavs.
While they may be ramshackle, scavs are
usually warm and functional. Only the
most hopeful or ambitious are foolish or
brave enough ask for anything more in
The Wilds.

Boots
A catchall category for sturdy footwear,
boots are vital for any serious travel or
outdoor work. Most often the result of
just taking a salvaged sole and adding
strapping until it feels stable, boots are
sometimes more complicated, especially
ones based on designs predating the Big
Push era.

Simples
Anything but simple given the state of
the world, these are new clothes woven
and sewn by hand. They are typically
the products of Drifter slaves or Staker
artisans. Simples are a major commodity
for trade and even the most bloodthirsty
raiders have been known to stay their
rage if their target appears to be a tailor.

Fatigues
Often found as salvage, fatigues are any
form of functional military style clothing.
While they do not typically have any
protective value, fatigues work well in
conjunction with armor and weapon
rigs. They can be found with camouflage
patterns or are easily dyed. They are
sought after by soldiers and guards, for
their utilitarian nature and for the air of
authority that they can provide.
Andrzej Probulski (order #5451458)

Go / Search

The importance of boots is never more


apparent than when one becomes a slave.
From Drifter tribes to Reclaimer work
camps, one theme is a constant slaves
do not get shoes. This is done for many
reasons. It is a psychological reminder
of inferiority, forcing the slaves to stay
naked. It is also a matter of pure practicality. Not only are boots too valuable to
waste on slaves, but escapees cannot get
very far in The Wilds on bare feet.

Plea / Help /
Doctor /
People

Food
149

FOODSTUFFS AND PROVISIONS


The importance of provisions cannot be
overstated. Food and drink are arguably
the most important items a person can
carry. While it is possible to go for a
week or more without eating, dehydration
can kill within three days. Hard activity
like combat and long hikes will shorten
this time even more. When stocking up
on provisions, it is important to consider
your traveling conditions. Long trips
will demand consumables that do not
spoil quickly, while short trips may
need little more than fruit and a small
canteen.

Forage
Forage is living off the land,
gathering whatever berries, edible leaves
and other consumables can be found
without going to the risk and effort
of hunting for prey. In some places,
forage can sustain someone indefinitely.
In others, it takes serious skill and
experience to scrape together enough to
make it from day to day.

Fresh Food
Fresh food can mean many things, all
of them the result of hard work. Loaves
of bread, newly picked apples or churned
soy butter are all examples of fresh food.
While there is no denying that fresh fare
is the best and arguably the healthiest,
it typically does not last long before
spoiling. These means that fresh food
is rarely an option on extended trips
without a skilled survivalist along.

Green Stuff
Green stuff is a nutrient-rich powder,
which can be mixed with water and
turned into a disgusting but nutritious
paste. It can also be used for filling gaps.

150

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Cooked Food
Some foods have to be heated before they
can be eaten safely. One advantage of
cooking food, typically meats or tough
vegetables, is that it extends the useful
life of the meal. Cooked meat can be
saved and carried much longer than if it
were raw. Cooked foods are usually the
fare of choice on hunting excursions as
the days kills become that nights meals.
Dried Food
Most foods with any moisture can be
dried through dehydration or freedrying, sacrificing a little flavor for a
much longer useful lifespan. Dried meat
can last weeks, and plants last even
longer. Even foods like nuts and breads
can be preserved this way, staying good
for months or even years if properly
contained. On long trips, the majority
of provisions will likely be of the dried
food variety.

Animal Feed
People are not the only ones in need of
consumables. Livestock and mounts need
to eat as well, meaning animal feed is an
important consideration. Fortunately,
the efforts involved in gathering food for
humans usually results in animal feed.
Animal feed tends to be bundled and kept
in very large amounts, which disappear
quickly. It can be quite shocking how
much a single cow or goat can consume in
a day.

Water
Carrying water can be hard work; a
single gallon, roughly what an active
person needs to drink each day, weighs
more than eight pounds. If there are
clean water sources available, it is much
easier to collect it on the go. If not, it can
be carried in slings, bottles, jars or other
water catchers.

Juice
Juice from fruits gathered from wild or
domestic groves can be just as hydrating
as water and has the benefit of providing
taste and energy as well. Juice is not
noticeably heavier than water and can
be carried the same way. Its only real
drawback is its lifespan; juice will not
stay good indefinitely and needs to be
consumed within a few days to ensure it
does not fall victim to germs and become
harmful to drink.

Aloe
Having been used for millennia, aloe can
be used for burn treatments and other
topical applications, and will often be
found in first aid kits. It is sought after
by Stitchers, due to its various properties
that help to grow human tissue, as well as
its drug absorption properties. It can be
ingested as a laxative, for weight loss, as
a means to prevent ulcers, and will often
be found in all manner of miracle cure
peddled by vendors across The Wilds,
who might not typically be scrupulous,
but will always be convincing.

Stillbrew
The answer to many of The Resurgences
woes, Stillbrew is just one of the names
for plant matter and fruit subjected to
fermentation and distillation, resulting
in a usually clear or slightly yellow
intoxicating fluid that tastes like battery
acid and goes down like a river of broken
glass. Despite this, or perhaps because
of it, Stillbrew is extremely popular and
signature versions have cropped up across
the Shattered States of Merika.

Andrzej Probulski (order #5451458)

STILLBREW
From the Dusters Almanack:
Never underestimate the power of a
good bottle of Stillbrew. I was once
cornered at my campsite by three big
Drifters coming back from a big raid;
Id thought I was clear of them but
such was not the case. They were still
flush with victory and looked to add my
meager belongings to their spoils. We
stared down each others guns for a
while and I wasnt liking my odds, so as
happens so often in situations like this
I fired off with my mouth first.
Gentlemen, this doesnt look good
for me here, but I promise Ill take
one or two of you down with me. How
about we settle this without anyone
having to bleed?
Seeing as how two of them were already
injured, I had their attention. I kept it
by slowly opening my pack and revealing a couple of wax-capped bottles.
My offer made and accepted, we all
stowed our shooters and sat down in
a circle for that ages-old ritual known
as a drink-off. I woke up pretty much
next-to-naked with a barren camp site
and all our empties stacked up beside
my head like a gravestone. That night
taught me two things. The first, alcohol
is a universal language. The second,
ass-naked and alive beats dressed and
dead any day.
Thank you, Churchill Hooch. Ill be
coming back Stallion City way for more
of you soon.

151

Stile-Caf
One of the favorite beverages of people
everywhere, Stile-Caf is an easily
made drink that is one part eye-opener
and one part dietary supplement.
Distilled from collected coffee grounds,
chocolate and fungal ethanol, it is
a powerfully strong drink that has
a variety of good uses. A shot in the
morning will blast the cobwebs out of
anyones head, a dash added to water
will kill some bacteria, and a full cup
can actually flush a minor virus out of
someones sinuses. There are some that
even claim that old world engines can
run, albeit badly, on a few pints of the
concoction, which explains why a badly
distilled batch can also accidentally
serve as a potent nerve toxin!

Beer
Approaching fermentation a different
way provides a completely different
but no less effective result: beer. This
once-lost art was found again and it
did not take very long to spread in both
popularity and practice. The same basic
methods to make beer can be adapted to
make all sorts of libations returning to
the world such as mead and simple wines.

TRAVEL AND SURVIVAL


EQUIPMENT
Holster
A case for a pistol (or occasionally a
rifle) made out of cloth, leather, or some
other sort of material. Holsters allow a
Character to store a weapon while not
holding it in their hand. Holsters can
be attached to a users hip, back, leg or
in some cases, arm or ankle. They are
often made with pouches for ammunition
for whatever kind of weapon holds
them. They can be coupled or attached
to weapon rigs, which can hold up to
three holsters, each one housing its own
weapon. Holsters (and ammo pouches)
are blessings for a gunner, especially if
they have ever had to make do without
one before.
Weapon Rig
One step up from a simple belt, a weapon
rig is strapping and holders designed to
carry weapons when not in use. These
can be as simple as a thick belt with a
hook on one hip for an axe handle or as
complicated as a back-and-body harness
for a rebar claymore.

Compass
A device with one main function: An
indicator that points north at all times.
Some are as complicated as digital
images on a small screen with magnetic
sensors offering a constant directional
updated. Others are as simple as a needle
in a floating chunk of cork. Most are
somewhere in between.

Bedroll
For temperate climates, a bedroll
may be all that is needed. Secure
sleep, especially in low temperatures,
demands thicker coverage. In such
instances, a bedroll, also known as a

152

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sleeping bag, is best. Bedrolls make


sleep more effective and comfortable
because they offer temperature and
padding on both sides, making up for
what is often uneven ground.
Rope
The uses for rope, which can be
constructed as cable, cord, or twine, are
endless. You can never have enough is
an accurate statement when it comes to
rope. Different widths and materials are
important as some rope is too thick for
fine work and thin cable is notoriously
too weak for bearing heavy loads. One
should never set foot outside a settlement
without at least a short length of rope, as
it is always better to have it and not need
it than need it and not have it.
Gas Mask
A gas mask is a useful piece of equipment
when scouting polluted areas, and in
addition, it provides the wearer immunity
to the effects of naturally occurring toxic
gasses and gas grenades.
Machete
With a sturdy blade built to cut through
overgrowth and tree limbs, the machete
is useful in some environments and
absolutely necessary in others. Because
shelters benefit from hewn wood and
fires need fuel, anything capable of
rendering down wood without completely
exhausting the user is important.
Machetes can also serve as weapons or
tools when needed. Because these are
designed to cut through tough material,
they carry enough of an edge to serve
in combat. However, in the rigors of
combat, they can dull quickly, and they
arent manufactured to withstand the
stress of battle. As such, they have a
tendency to dull or break when used in
this manner. In combat, treat machetes
as Medium Melee weapons with the
unreliable trait.
Andrzej Probulski (order #5451458)

Go / Tarp
Search

Any sheet of plastic, impregnated cloth


or highly flexible metal can be used as
water-resistant tarps. Generally made
from materials that take centuries to
chemically degrade, some of these have
even been salvaged from before the Big
Push. These have hundreds of uses,
ranging from forming the walls of a
makeshift tent, to spreading under a
hunting kill, to serving as an emergency
blanket, or as the outer lining of a raft.

Plea / Help /
Tent
Doctor
/
Tents can be any sort of portable shelter
People
that keeps someone
covered and protected
from the elements. Most are little more
than some kind of cloth and risers such
as sticks or twine. Tents may require
a barrier of some kind, such as a tree
or large stone to attach to. Even the
simplest of tents reward the effort of
carrying and assemblage as soon as the
rain begins.

Water Catcher
For extremely long voyages, these lifesaving implements are indispensible.
The simplest are just canteens used to
capture water from other sources like
cisterns or streams. More advanced styles
capture rain water or moisture in the air
and collect it for later use, with the best
designs capable of gleaning just enough
water from the atmosphere to keep a
person alive in the desert.

Food

Within / Enter
153

KITS
Scavenge Kit
This kit, loaded with items useful for any
salvage operation, contains the following:
50 of rope, a beam welder, a gas mask, a
hand light, and a Geiger counter.

First Aid Kit


Unlike a medical or field surgeon kit,
a first aid kit is a collection of basic
medical supplies that can be easily
carried and used even by someone with
only limited skill. First aid kits are
often valuable trade goods due to their
utility and ease of use. Most contain
bandages, simple ointments, and
medicine of various varieties available
to the makers of the kit at the time of
manufacture. Field kits allow a +1 TN
modifier to any First Aid tests.

Field Surgeon Kit


This kits compact design and small form
factor belies its utility and how many
items that it can carry. This kit contains
the following: A first aid kit, a scalpel, a
vibro-scalpel, a small vial of anesthetic,
and a small medical book describing
both common treatments and advanced
surgical techniques. Allows a +1 TN
modifier to any Doctor tests.

Trail Kit
This kit contains a small collection
of dried foods and water, and as such
these are what explorers with experience
tend to carry. Some settlements even
offer trail packs as bartering goods.
The best of these pre-made packs have
become a common and valuable bartering
commodity. Kit contents vary, but
generally trail kits contain: three days
rations of dried food, and two liters of
water.
Camp Kit
Camp packs are simply backpacks, bags
with carrying straps or other wearable
containers with enough cargo room to
carry traveling supplies. These are useful
because they not only free an explorers
hands, but they distribute the weight of
their contents to make them easier to
carry. On long trips, this is invaluable.
These kits include the following: A
bedroll, a compass, a hand light, and a
bag to contain them.
Survival Gear
For anyone who spends any amount of
time outside a settlement, a few pieces
of survival gear are indispensable. The
truly skilled and hardy might be able to
make their way through trackless lands
with only their wits but more often than
not, those people end up as mountain
lion food. Being prepared with a good
cooking pot, some kindling and a blanket
may be the only reason a traveler survives
the trip.
Tool Kit
The often-overlooked but extremely
important workhorses for any project,
tools are only ignored until they are
gone. Everything from hammers to
compressed air ratchets count as tools
and without them, very little gets done.
In fact, before any new construction
happens, tools have to be salvaged or
created first. Securing reliable tools is
a top priority for any settlement. These
kits contain a variety of hand, pneumatic,
and power tools.

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RESURGENCE EQUIPMENT
Vibroblade
This sturdy and reliable blade vibrates
in order to saw through materials more
easily. Solar powered and designed to
withstand harsh alien atmospheres,
many of these blades are still circulating
The Wilds. A medical version designed
for quick and messy amputations is
prized by any Community with a tech
savvy physician, and by Stitchers
for altogether different and sinister
reasons, but is much harder to come by.
Considered a tool by most, Drifters covet
theirs as effective weapons as well.

Databook
Databooks come in many shapes and sizes
but all of them have the same purpose:
storage and display of information.
Most functional databooks come from
the Big Push era and follow the same
small slate format, appearing as a flat
8 by 10 piece of resilient glass with a
handle, engineered to withstand adverse
conditions. Most databooks can be
jailbroken to operate as small personal
computers, and are capable of offering
far more functionality than the average
Resurgent user has the skill to appreciate.

(Laser) Charge Packs


Laser charge packs, which are portable
energy sources, are generally referred to
as charge packs in Year Zero, and were
originally designed solely as laser rifle
power sources during the pre-Exodus
era. Once considered disposable, the
Reclaimers have developed them from
their original military application to a
ubiquitous, standard power source that
is not as reliable as the original military
versions but allow for recharging and a
wider range of uses. In fact, Reclaimers
now use them for powering everything
from their personal computers to
household appliances in their settlements.

Vanguard Industries Excavation Laser


Heavy yet compact, the excavation laser is
a tool that emits powerful, focused bursts
of heat meant to shatter rock in order
to extract valuable minerals. Unwieldy
for combat, this device still finds its way
onto the battlefield because it can wreak
havoc on structures and other unmoving
targets, although as a weapon it is usually
deployed only as a last resort. An audio
emitter recites a lengthy list of warnings
upon powering up, stating that Vanguard
Industries is not liable due to injury or
accident, making this one of the less
stealthy devices to operate. When used for
its intended purpose, an excavation laser
is a powerful mining tool and valuable
resource.

Beam Welder
Necessary to enter locations that have
been sealed since before the Collapse,
or to repair heavy steel structures, the
portable and relatively lightweight beam
welder is a versatile and powerful tool. A
beam welder can be dangerous to operate,
so only those trained in its use should do
so. The beam welder has the unreliable
trait, and in a pinch, can be used as a
short ranged weapon, but should not be
relied upon in such a manner in anything
but the most desperate of circumstances.

Geiger Counter
A rare but critical piece of technology
for those in dangerous irradiated areas,
Geiger counters allow the user to
measure the local radiation level. Most
of these are old handheld units from the
Big Push or before, and were both built
to last and extremely reliable. Geiger
counters are only effective at revealing
areas of radiation ore and detecting
radioactive contamination of water
sources, offering no protection from
radiation aside from forewarning.

Andrzej Probulski (order #5451458)

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Geomapper
These devices were originally intended
to be dropped from high orbit, and then
utilized to gather data in worker riot
situations, which had been occurring
more and more frequently in developed
countries before The Exodus. These
beacons appear as little more than a
metallic cylinder. However, when they
are put into place and turned on, they
are able to connect to one of few postExodus satellites and give minute-byminute reports about the surrounding
area. Geomappers are invaluable when
on long-range patrols, and something of
value or interest was found. As may be
expected, they are also quite rare.
Glowtorch
These are standard issue for Reclaimer
scavenging crews, and are sought after by
others. This reusable electric lantern can
run off the power from a charge pack, or
can be slotted into a cyber gauntlet as a
gauntlet module, using one of its utility
slots. A glowtorch will
effectively run for one
year on one charge pack,
and can be set to strobe
or to generate different
colors. Glowtorches are
very resistant to damage
but are only moderately
bright, providing 200
lumens of light.
Indestructible Solar Cells
Although not impossible to damage as
the name suggests, these solar panels
were designed for the exterior of the seed
ships that left Earth in The Exodus,
and thus are quite resilient. They were
numerous at the time of The Exodus, but
were looked on as an insulting reminder
of the greed of those who had forsaken
humanity. In many cases, this resulted
in these cells being melted down and
repurposed into memorials and statues to
the temporary successes of the Big Push.
indestructible solar cells that survived the

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Dark Times are coveted, especially since


their durability and yield are unmatched
by anything before or since.
Miracle Knife
Miracle knives are a holdover from the
days before The Exodus: a folding set
of blades, micro lasers, and other tools
that all neatly fit into a single handle
when retracted. Salvaged miracle knives
are usually found in very poor condition
and have to be repaired before they
are serviceable. Some prize theirs so
highly that many give their personal
miracle knife a name. While not useful
as weapons, these tools can be utilized
to make a quick repair to equipment,
making them invaluable assets.
Night Vision Goggles
Built to operate even in complete
darkness, these distinctive pieces of
headgear provide vision in any lighting
situation, containing eyepieces, an
image intensifier, and an
infrared illuminator in
one integrated package.
Wearing these prevents the
wearer from suffering negative
modifiers in even complete
darkness. Nearby bright flashes
(within 10) such as explosions will
blind the wearer for two full turns,
preventing the user from drawing line
of sight on any target. A version of this is
available as a Cyber Gauntlet module, and
is immune from the negative flash effects.
Megaphone
These devices are a simple and effective
means of amplifying a persons voice
and allowing communication across
short distances. These are often used by
travelers in The Wilds, giving both sides
the benefit of being able to communicate
without getting too close to one another.
Megaphones allow a Character to
communicate up to 36 away.

Obsi-Lens
This little marvel is a collapsible night
vision spyglass that breaks down to fit
into the palm of ones hand. There are
several different types, and most are
Pre-Exodus technology, built to military
specification. An Obsi-Lens occupies one
of the users hands when being used but
provides all the benefits of night vision
goggles. This device is immune to the
flash effects that night vision goggles are
susceptible to, but requires the user to
actually hold it in the hand during use,
which reduces its utility somewhat.

Scrolls
These are a flexible version of a tablet,
although they have less data storage
capacity. Unlike their larger relative,
the screens of scrolls roll up into a small
housing for protection and storage,
making them more concealable and less
likely to attract covetous eyes. Scrolls are
typically about the size of an auto pistol
magazine when theyre retracted, and
only require a tiny amount of electricity
to power them, which is gathered from
onboard micro solar array. Scrolls
usually have limited features and are not
nearly as capable as tablets or databooks.

Shock Marbles
These are electrified metal spheres
that are extremely volatile.
Originally designed as toys in a set of
electromagnetic marbles prior to
The Exodus, it was discovered that
they could be adjusted by overloading
their charging stations to create
varying intensities of electrical shock
upon touch. Shock marbles are used by
Reclaimers as rechargeable batteries and
are favorite trouble-causing implements
of the Church of Fun, as they can be
thrown as a ranged weapon of surprise
and opportunity. While they are easy

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to conceal, they also happen to be


extremely volatile and many chuckles
have been had at the expense of a
Reclaimer who handled them unwisely.
They cannot be stored with a charge for
longer than a month, as the charge cell
for each marble is very tiny.
Spaceway Systems Nutrient Processor
Originally designed to be used on
Exodus ships, and overproduced to
keep the Exodus lie alive, these food
processors accept all kinds of organic
and mineral matter and dispense small,
nutritious pellets that can be eaten dry
or made into a thick gruel by adding
water. The machines also have an audio
function that tells you the nutritional
value of each pellet batch, as well as
offering advice on what to look for if
there were shortcomings to your diet.
Nutrient Processors were cherished
during the Dark Times by those left
behind on Earth and lucky enough to
have access to one. They have fallen
out of favor since food has become more
plentiful in The Resurgence. Even so,
the remaining processors are almost
always well-protected.

Tablets
Tablets are small, portable computers
that are operated through a touch screen.
These have been an extremely common
piece of technology since the 21st century.
Superior to the more commonly found
databooks in every way, tablets are
information devices with myriad features
and capabilities that only really come
into their own when used by someone
versed in Reclaimer training. Tablets are
computing marvels, capable of solar selfcharging and limited internal automatic
repair. Reclaimers consider all tablets
to be their property regardless of the
current owner and this has led to violent
altercations on occassion, although some

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Reclaimer sects purposefully trade and


distribute these devices.
Most Reclaimer Data Hubs have
the means to either manufacture or
refurbish these devices once the data
has been gleaned from them. These are
communication devices, portable data
storage devices, computers, cameras, and
short-range network nodes all built into
one integrated device.

Cyber Gauntlet
These technological marvels are a
mainstay for Reclaimer Scriveners, but
can occassionally be found in use by
other individuals. These tools can feed
information to the heads-up display of
those linked to it within several hundred
meters through limited networking
capabilities, and even further if a booster
of some kind (such as a Server kit) is
used to extend the signal. Gauntlets have
three utility slots for cards that provide
additional uses, but some utility modules
will require a secondary power source for
anything beyond basic functionality.
This secondary power source can often
be set to something as rudimentary as
the users body heat. Utility slots can
also be powered by a standard charge
pack; the first two slots only require light
drain, and the third moderate drain.
The cyber gauntlet is designed with
durability in mind, although this limits
the overall functionality, which is why it
requires different packs to increase its
usefulness. This also allows gauntlets to
fulfill a variety of roles, as the hardware
is interchangeable and upgradable. Cyber
gauntlets can be keyed to the users DNA,
energy signature, fingerprints, or all
three to ensure that a fallen users secrets
die with him. Swapping or installing a
pack is a complex action.

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On Tablets
and the Reclaimers
Once a commonplace item on PreExodus Earth, tablets now represent a
large part of the Reclaimers search for
lost knowledge. Each of these small
personal computers are pieces of the
historical and scientific mosaic they
are attempting to rebuild. Originals
are often damaged, corrupted or hold
information that is opposite to what
has already been found. Each new
tablet found may represent hours or
days of work before any of its secrets
can be discovered.
Once information can be extracted
safely, it is dumped into a data store
for quarantine and then the Reclaimer
Communitys Data Haven itself. Much
of the information is meaningless, the
thoughts and opinions of a culture
long dead, but the Reclaimers keep it
all. They laboriously go through every
last file and partition off anything
deemed useful.
Most Reclaimer Data Hubs have
the means to either manufacture or
refurbish these devices once the data
has been gleaned from them. Tablets
serve Reclaimers well as communication devices, portable data storage/
computers, cameras, and short-range
networks/intranet all wrapped up into
one. It is literally true that without his
or her tablet, a Reclaimer is crippled
both in functionality and in the eyes of
their own society.
As an offshoot of their efforts to
recover and process every tablet on
Earth, Reclaimers often come across
lesser devices known as data books.
After copying the data from these,
Reclaimers typically restore and reset
them for trade. They have bartered
data books and tablets constantly for
the last 150 years, making them one
of the most common functional High
Tech devices on the planet.

COMMON SETTLEMENT
EQUIPMENT

The strength of a person is often due in


great part to the strength of his or her
Community. Settlements are not just a
brief stop along an explorers journey;
they are the source of The Resurgence
itself. While none of the growth and
advances during this time would have
happened without outposts and fortified
towns leading the way, no settlement
exists in a vacuum. Trade and barter are
facts of life because without the right
equipment, a town can perish as fast as
any traveler.

Arc welder
These hardy relics of the Big Push are
prized by growing Communities as
well as those hit by tragedy, as they
allow for buildings to be propped up or
patched with ease, with only one small
generator often being needed. Caravans
have been known to follow in the wake
of Drifters in order to lend the use of
an arc welder to beleaguered towns, but
this dangerous game often gets them
strung up by angry settlers or razed to
the ground if they catch the attention
of the Drifters theyre trailing. A
Community in possession of an arc
welder requires only half the required
resources to build a fortified building,
and it only takes a third of the time.

Chillbox
A massive step forward in the constant
battle against food spoilage, a chillbox
is usually repaired or rebuilt salvage
from city ruins. They can be insulated,
chilled by nitrogen or other chemicals,
powered by natural gas, or a mix of all
three. These cabinets maintain a cold
temperature internally and are designed

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to stay sealed when closed. This allows


the preservation of anything put inside,
keeping food and other materials from
decaying for days or weeks. Some
maintain temperatures below freezing for
long term storage.

Darklight Foggers and Lenses


Darklight is a mixture of phosphorescent
natural chemicals and aerosol
propellants pumped into the air at night
around some Communities like a fogger.
The substance clings heavily in the air
for hours, barring wind or rain, almost
unnoticeably. The luminescent property
of darklight only becomes apparent when
the hanging mists are viewed through
special darklight lenses, which come in
the form of goggles or scopes, and which
cause the chemicals to glow like midday
sunlight to the viewer. Any community
that can afford darklight foggers will
have little to no fear of nocturnal
ambushes, so long as the sentries are
equipped to see what it reveals.

Fencewire
Fencewire comes in rolls and is usually
found in poor or corroded condition. A
loose weave of metal cables, fencewire
can be hung between set poles or
attached to other freestanding structures
to create contained areas. Most useful
for herding livestock, fencewire is also
effective at marking the borders of a
settlements territory.

Thornwire
Thornwire is a more robust type of
fencewire, and while they may look
the same at a distance, no one confuses
the two for very long. Thornwire is
made with small, sharp barbs of metal
at various points throughout its weave.
They can catch clothing and pierce the

159

skin of anyone who attempts to grab the


wire or climb over it, making it useful
as a defensive barrier and a powerful
deterrent to those that would otherwise
cross it.

Generator
The need for electrical power varies
depending on where you are in The
Resurgence, but most large settlements
are built around at least one generator.
Electricity is a vital resource and rarely
squandered, used only to power critical
systems like lights, livestock, defensive
fencing and other important needs.
Generators take many forms, from solar,
wind, and hydroelectric, to fuel driven.

Green Pods
Green pods are a genetically modified
organism, spliced from natural seeds
such as corn and legumes, and that are
designed to produce exponentially more
plants than the original species, while
not passing on the genetic modification
to the offspring. Once green pods are
planted, they sprout purebred plants of
the original species to produce massive
quantities of edible produce and viable
seeds for future use. Eating green pods
rather than the resultant plants can
have several undesirable effects, as the
seeds were also engineered to grow in
highly acidic soil and will attempt to
take root in the stomach before perishing.
Green pods are both extremely rare and
valuable to the right Community.

Junking Rig
As scavenging is a big part of many
Communities lifestyles, having the
proper tools for the job is a necessity.
The junking rig is a piece of purposefully
cut and shaped steel roughly two feet in
length, notched and hooked to serve as

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the perfect tool when trying to rip apart


scrap metal. Often made with leather or
cloth wrappings around a central handle,
it is great for prying off, cutting into, and
punching through many useful materials.
The axe-like blade at one end of the rig
is also quite the capable weapon if the
scavenger using it must defend themselves
or their claim.

Hand Light
A small, typically rechargeable or handcranked light source, hand lights make
exploration much safer in the dark. Few
hand lights are very powerful but as dark
as nights can be in The Resurgence, any
light is better than nothing. Hand lights
have an advantage over torches in that
they power on and off instantaneously,
providing light without all the setup,
storage and work of a torch.

Heater
Heaters do exactly as the name implies;
they generate heat. These devices range
from small units that fit in a coat pocket
to full sized cabinets capable of heating
an entire structure. The larger the heater,
the more fuel it needs, but their large
size forces them to be mostly confined to
settlements and larger caravans. Useless
in some climates, heaters are absolutely
invaluable in others.

Spot Light
These are large sources of lights
typically mounted on a building or at
the top of a watch tower. Used only when
needed because of their significant power
requirements, spot lights create a very
intense beam that can be directed to blind
attackers, search for fugitives, or signal
distant travelers.

Motion Eye
Small sensors that operate on several
different levels, these devices tend to be
self-contained and rechargeable, and
have some built-in method of attachment
such as magnets or vacuum cups. They
detect motion within a set area, either
reporting this to a secondary device
or triggering a loud audible alarm.
Settlement defenders use motion eyes
whenever possible.

Portable Stove
A kitchen on wheels, a portable
stoves serve as the main source of food
preparation even in large settlements
because of their ease of use and simple
cleaning. Portable stoves use various
fuels to generate heat and contain the
grills and flat surfaces needed to prepare
large meals.

Standard Solar Panels


Standard solar panels allow energy to
be gathered via sunlight and then either
used to directly power various electric
implements, or stored in battery cells for
later use. Almost every self-sustaining
Community has a large array of these.
Unlike their more rare and valuable
cousins, the indestructible solar panel,
most are fairly fragile and finicky, so
care and regular maintenance is required.

Talkies
Communication over large distances
is difficult for most settlements, but
there are options for doing so. Salvaged
technology has provided talkies, which
are handsets or wearable earpieces that
transmit voices to each other. While
setting up and maintaining talkies may
require the services of a Reclaimer,
most people can use a Talkie with a bare
minimum of training.

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Watchers and Seers


Watchers are small cameras that can be
placed wherever needed, transmitting
their images to seers, which are
monitoring screens. Watchers and
seers are very useful when securing a
settlement because they reduce the need
for large amounts of sentries walking
patrols. Like talkies, these devices
often need someone technically minded
to install them but prove very easy to
use thereafter.

Wind Mills/Water Wheels


Both of these items work on the same
general principle: to let the elements
spin strong magnets around a copper coil
in order to generate electrical energy.
The size, shape, and efficiency of these
valuable structures can vary greatly.

Zapwire
Charged by windmills or chemical
batteries, zapwire is a low-voltage
security option that Communities can
string around hydroponic gardens,
recyclers or any other locations of high
value. Although not as powerful as
the electric fences of the old world due
to lackluster power supplies, zapwire
is intended to keep human trespassers
out and deter unwanted entry. In some
less moral Communities, however,
spools of zapwire can be used as
traps, fashioned into weapons, or
implemented as torture devices.

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LARGE AND RARE


SETTLEMENT EQUIPMENT
Arthrofarms
Food sources are sometimes hard to
come by in the Post-Exodus world, and
most Communities focus on the hardiest
species of fauna and insect to utilize for
their proteins and byproducts. Creating
glass, polymer or plastic greenhouses
filled with hives, colonies, or mudboxes that are home to various species
of collected insects, arachnids, and
small crustaceans, the Community can
effectively farm the creatures. A thriving
Arthrofarm only requires a few workers
to maintain properly, but can produce
enough waste-based fuel, food resources,
and other useful byproducts for the
entire Community.

Cold Storage Refrigerators


Generally not considered worth the price
for those other than Stitchers or Stakers
with an excess of electricity, refrigeration
is primarily used to keep foodstuffs from
spoiling. The massive upkeep forces most
settlers and nomads to keep to the agesold method of salting meat. Chillboxes
are a smaller and less power-hungry
alternative, but cold storage refrigerators
are much larger, and able to maintain
colder and more even temperatures to
avoid unforeseen spoilage or freezer burn
of the valuable foodstuffs, or in the case
of Stitchers, ill-gotten and subsequently
deep frozen organs.

Seed Banks
Typically seen in Staker Communities,
although not exclusively, seed banks
are valuable sources of genetic material.
They are often stored within small
greenhouses which maintain seedlings,
and coupled with refrigeration for long
term storage of the seeds. Seed banks

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are typically placed in the center of the


host Community, and are one of the most
heavily protected areas of any settlement
that is fortunate enough to own one.

MEDICAL EQUIPMENT
Of all the threats and risks in The Wilds,
the deadliest killers are not beasts or
raiders, but injuries. Injuries are hard to
treat without proper medical facilities,
and even the smallest infection can
lead to weakness, rot or death. In a
world where a single cut or bullet can
turn septic without treatment, first aid
becomes absolutely critical. A clean roll
of bandages might not seem like much
when one is healthy, but after a battle, it
can be more valuable than guns or silver.

Bandage
Bandages in Year Zero take many forms;
from strips of torn cloth taken from
salvage, to advanced aerosol sprays
carried by the Stitchers. In every case, an
effective bandage has to be clean, it has
to allow air to reach the covered skin,
and it has to control moisture. Otherwise,
using an ill-suited bandage can be more
harmful than not using one at all.
Bandages are single-use items that
allow for a Character to receive a +1 on
recovery rolls. Dying Characters will
still roll on the Permanent Damage
Table. Using bandages is a simple action
that requires 2 AP.

Chem Injector
Chem injectors are devices that deliver
chemical compounds, and are hard
wired into the subjects nervous system.
While they started off in use PreExodus for military applications, they
were quickly utilized for recreational

drug use. These are sometimes used


to control slaves from revolting, or to
manage beasts of war or burden. Chem
injectors allow the Characters wearing
them to heal themselves if they are
wounded, and to heal others if they are
in base-to-base contact. Since they are
tailored to the individual, the TN for
reducing the damage by one level is
5+ on 1d6, regardless of how badly the
Character is wounded. Dead Characters
are beyond help and cannot be revived
or resuscitated; the only aid anyone can
offer them is a eulogy. If the wearer of
a chem injector, or another Character
using one on its wearer, has the First
Aid skill, they may add an additional
1d6 while still maintaining the TN
of 5+. While Characters may use it on
themselves as a simple action requiring 3
AP, if another Character uses it on them,
it may only be used as a complex action
requiring 4 AP.

First Aid Bag


These bags vary in appearance, but
all contain a series of tubes filled with
various medical chemicals and salves.
These devices allow one Character
to heal another Character by being
in base-to-base contact and then
performing a complex action. This
action allows the Character being aided
to take an immediate Power test against
the TN listed in the table below. If the
Character using the first aid bag also
has the First Aid skill, the Character
being rendered aid may roll an
additional for the use of this bag 1d6.
First aid kits may be used on yourself
as a complex action, and will function as
indicated above. Dead Characters may
not be revived or resuscitated, although
you may mark their grave with your bag
if you choose to.

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First Aid targets


Targets Power test to recover
Wounded
Out-of-Action
Dying

TN: 4+
TN: 5+
TN: 6+

Exo-heart
This device is simply a backup to the
heart that senses when blood flow has
dangerously slowed, pumping blood
for a Characters heart when the heart
is not functioning. This device has its
drawbacks; although it can often save
lives in cardiac arrest situations, it has
caused others to bleed out more rapidly.
These units must also be calibrated
initially, and recalibrated on a regular
basis, as several units out of calibration
have caused death by forcing the heart
into tachycardia. Exo-hearts allow for
Characters to roll 1d6 if they are dying
as a free action. On a roll of 2+, they are
immediately upgraded to out-of-action,
prior to rolling on the Permanent
Damage Table. On a result of 1, they are
immediately dead.

Ointment
This category of gear includes any
topical cream or gel that is applied
over an affected area for proper
treatment. Ointments usually need
careful packaging and contain valuable
medicines suspended in them. Ointments
are a step above herbal remedies and are
often created to maintain and preserve
the effects of such curatives for a longer
period of time.

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Direction / Go

Medicine
There are as many kinds of medicine as
there are ailments, sometimes far more.
Much of the commonly found medicine
in Year Zero is herbal, although there are
still a large amount of synthetic drugs
scattered about.
New compounds are all but lost, and in
fact, the ability to make medicine can be
dangerous because few things will get the
attention of Stitchers faster than a new
source of drugs.

Salvage / Goods

Drug Synthesizer
These exceedingly rare devices can make
a wide variety of chemical compounds
from organic material such as fungus,
flowers, or roots. An example would be
putting fruit mold into the unit in order
to synthesize Penicillin. The higher
end synthesizers come pre-loaded with a
variety of drugs, but allow for tests to be
run in order to develop new compounds.
More rudimentary models only offer a
small range of available drugs that can
be produced. To use this item requires
knowledge of the ailment and the proper
resources on hand. These are one of the
most prized pieces of equipment by the
Stitchers, and the Church of Fun,for
obvious reasons.

Go / Search

Plea / Help /
Doctor /
People
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TRANSPORTATION
Most survivors in The Resurgence have
only their own feet for transportation or,
if they are fortunate or part of an affluent
settlement, a beast for riding. That is not
to say vehicles are completely absent in
Year Zero. Certain factions have access
to the technology needed to salvage,
repair and, more rarely, build them. Since
motors need fuel and maintenance, having
a vehicle may solve a lot of problems but
it may also creates many more. Vehicles
with motors can be either were built or
converted to use plant waste fuel. This
vegetable oil fuel is typically made from
the husks or inedible parts of the plant,
algae, or they sometimes run on fuel cells
or batteries, depending on the community.

Bicycle
Pedal-powered bikes, carts, and even wagon
trains are not at all uncommon. Needing
little more than pedals, gears, wheels,
and chains to create, even bare-bones
settlements can have access to bicycles.

Car
While cars are not seen as often on what
roads remain in Year Zero as motorcycles,
they still have their uses. Cars take more
fuel but they hold more passengers and
gear. This makes them effective raiding
vehicles, especially when fitted with
ramming bars, armor plating and weapon
ports. The rare Drifter raiding party that
has a car in the lead is a terrifying sight
that has led to the end of even very wellfortified settlements.

Chariots
Two-wheeled wagons, chariots are
generally built with speed in mind, rather
than the ability to carry large amounts of
cargo. Chariots are often seen in raiding

parties, and are favored by Drifters in


that capacity. Chariot races are also a big
sport throughout The Wilds, with The
Switch holding yearly races that draw
thousands from around the continent to
compete. Chariots can be as simple as a
plank of wood on two wheels, to armored
gladiatorial chariots of the Somerset
races, or even the front end of a Big Push
era pickup truck chariot with the back end
hacked off.

Horse
Horses in the 26th century are similar in
size and look to horses of the past, but
through advanced genetic engineering and
cross-breeding, they are much hardier,
requiring far less water than their distant
cousins and able to travel, under load, for
an entire day without stopping to rest,
unlike many of their human handlers.

Wagon
Wagons take on various sizes and forms,
from a repurposed truck trailer with a
cloth covering to a flatbed with bicycle
wheels. They can be hitched to a variety
of beasts of burden, including human
slaves or desperate Stakers who have been
driven from their settlements by raiders.

Motorcycle/ATV
Motorcycles and ATVs are the most
common form of motorized transportation
in Year Zero, although still very rare.
What they lack in protection from the
elements they more than make up for in
speed, maneuverability, and fuel economy.
Most of these vehicles come from the Big
Push era, and as such, they are designed to
operate on many kinds of fuel, a throwback
to the chaotic standards of that time and
the rapid changes in engine technology.

Andrzej Probulski (order #5451458)

After the last time I went out with


you past the back fence, Im doing this
under protest.
Heller nodded, guiding her to an old
stump and sitting her down. Objection noted. Now close your eyes for
a moment.
Go rut yourself.
If you dont close your eyes, I cant
give you your birthday surprise.
Yva shook her head. Oh, Hells
no. One, the last time you had me a
surprise, you shot me. Two, no one
celebrates with presents here. Its a
Community rule since supplies are so
short. If I break that rule, Im no better
than some witless grub.
Heller walked over to a hanging tarp.
You keep reminding me Im not really
a townie anyway, right? So if I give you
this, that could just be my ignorance of
your silly customs.
That doesnt matter. I cant accept
anything from you or anyone. Our silly
customs exist for damn good reasons,
Claimer. I wouldnt expect you to
understand them. You just could never
grasp the importance of discipline and
self-denial.
He pulled down the plastic sheet,
revealing the long-framed motorcycle hed been piecing together from
salvage for months now. The moonlight gleamed off the frame he had
hand-buffed until they shined like the
chromed pipes of old. Okay then, Ill
just start tearing this down.
Much to his delight, her eyes widened
and her voice lowered.
Touch my bike and I end you.

165

Hauler
A hauler is any vehicle intended to move a
great deal of weight over a long distance.
Cars, trains and wagons are all haulers,
each with their own unique features and
purposes. Haulers are rarely used in
combat, mostly because of their value as
transports and low speed.
Flier
The rarest category of vehicle is the flier,
mostly because of the extreme skill needed
to rebuild one from salvage or build a
new one. Fliers are also complicated to
maintain, difficult to pilot and require
a great deal of usually very rare fuel.
That said, access to a flier provides
immense mobility and access to places no
traveler on the ground could ever hope to
reach. Fliers are found only in the most
opulent of settlements, and even rarer are
operational ones.

Wind buggies
From the Great Plains of the Western
Wilds, to the Deserts near Esperanza,
there are large open expanses, where
there is little except for miles and miles of
open land. In these flat areas, winds can
sometimes get to very high speeds, and
people trying to get across them often use
wind buggies or carts with sails attached to
them as a means of propulsion.

Trains
Rail transport dates back to the 6th
century, using slaves to drive goods across
large expanses, and have been in almost
continual service since that time. When
The Collapse came, trains were the only
viable method of moving people and goods
across the remains of the Earth, primarily
due to the lack of fuels for smaller
haulers. Several rail lines still exist,
running through the Western Wilds and
beyond, making stops only at the largest
of settlements.

166

Andrzej Probulski (order #5451458)

Explosives
Rudimentary Detonator /Radio Transmitter
These are simple devices, utilizing a radio signal which can attempt to detonate
explosives. Using a free action a Character
with a rudimentary detonator may trigger
explosives with the remote trait. This involves a test for all remote devices within
the trigger range (24).
The Character must roll a Nerves test if
within 8 of ANY of the explosives or
they may not use the detonator. If the
Nerves test is successful (or not required),
roll one die for each explosive: use the
following to see if each goes off:
Explosives Trigger Test
up to
up to
up to
up to
over
6
12
18
24
24
3+ TN

4+ TN 5+ TN

6+ TN

Out
of
Range

If the trigger test is successful, each


explosive that is triggered will expode.
If any explosives fail to detonate, or you
fail the Nerves test, you may attempt to
explode them again in a following turn.
Remember, using the trigger may cause
any explosive to detonate. Rudimentary
Detonators dont allow you to select one
explosive or or another seperately.
Signal Staff / Radio Jammer
Signal staffs are designed to transmit and
block radio signals. They may also be
used as a weapon in a pinch. Signal staffs
can intercept the tranmission from a rudimentary detonator, and have a chance
of blocking the signal, preventing the
explosive from detonating. This is an automatic action, and does not require the
Character holding it to activate. Check
the distance to any explosive that has
been triggered for detonation, and then
roll separately for each explosive to see if
the signal staff blocks the detonation.
Signal Staff JammiNG Test
up to
up to
up to
up to
41+
10
20
30
40
3+ TN

4+ TN 5+ TN

6+ TN

Out
of
Range

FACTION-SPECIFIC EQUIPMENT
Unlike general equipment, the items
used by specific factions in Wreck
Age are often very advanced and can
easily surpass what anyone outside that
organization might have access to.
Faction-specific equipment represents
the culmination of years of hard work
spent recovering skills, hoarding
resources and securing dig sites filled
with lost technology and/or vital
materials. While this type of equipment
is clearly superior to what is generally
available, every last piece was earned the
hard way.
Not every piece of equipment can be used
by every Character. Looting these items
off of a corpse or from an abandoned
shopping mall wont give you the
technical knowledge to utilize some of
the more archaic or more technologically
advanced items that you might come
across in your travels. Possession is
possible, but understanding takes a great
deal more than two hands and some
luck. With the exception of a few simple
items, all of this equipment requires
training to operate. This training is part
of what being part of a Community is all
about; the gear is just an extension of the
philosophy and education that permeates
every aspect of these societies.
That said, Characters are not necessarily
banned from using every single piece
of faction-specific equipment they find.
Some are so simple their use is automatic
and no special effort needs to be made.
For more complicated devices, the
Narrator can allow Wits tests with a
difficulty as noted on the table below.
Success allows the Character to use the
device one time or for a given encounter.
As can be seen below, many types of
equipment are used by several

Andrzej Probulski (order #5451458)

Communities while others are just


extremely specialized. For the most
part, the term faction-specific equipment
refers to the fact that only one specific
faction has easy acces to that a piece
of equipment. This represents the
ability and resources to acquire these
items and maintain them properly.
The Resurgence is starting to change
that, a fact none of the various factions
appreciate, especially the Reclaimers.

RECLAIMER EQUIPMENT
Server Kit
A fully mobile computer platform
combined with a wireless communications
rig, the server kit is typically built into
a backpack and utilizes a sizable, visible
antenna stalk that extends up past
the wearers shoulder. All Reclaimers
in range can connect to the crews
network through the server kit. These
computers allow Reclaimers in the
field to maintain a connection to their
home base, connected to their Data
Hub and each others tablets and Cyber
Gauntlets through the pack. Range for
full functionality is 24 for a strong
signal, and up to 60 for a weak one.
Weak signals may drop out on any given
turn. Roll 1d6 with a 3+ TN . If the test
fails, the signal is dropped, but can be regained the next turn; this test is made at
the start of the affected models turn.
While Reclaimers are connected through
a server kit, they always have line of
sight on each other and each others
targets. This allows for unprecedented
coordination on the battlefield and very
accurate indirect fire. All server kits
integrated into cyber gauntlets provide
their readings to all other gauntlets in
the network, granting their benefits to
every Reclaimer present.

167

Re-breathers
Re-breathers are seen as a symbol of status
within the Reclaimers, and its extremely
rare to find a member anywhere outside of
their compound without one. Much of this
is a throwback to the time when air filters
were needed almost anywhere outside,
and the Reclaimers have stuck with this as
a means of honoring tradition. They are
often are painted with symbols and affixed
with trinkets and totems, and generally
have no external or visible filters. Their
style varies, but they generally utlilize
very advanced technology. Some have
larger protrusions that house canisters
or hose-fittings for pure oxygen and
environment-scrubbing chemicals, to allow
for breathing in completely hazardous or
even underwater environments.

Black Box
A black box is a data recorder used
by Reclaimers to store logistical
information such as salvage locations,
roads, trails, or other important
markers. With a built-in server kit
functionality, this device can both store
and transmit information over a secure
network to any Reclaimer who has the
access code. Its main purpose is to store
the important locations and travels of
Reclaimer groups so that if one is lost to
The Wilds, a Reclaimer recovery squad
can be sent to gather the belongings of
the dead and continue their work.

Reclaimer Rifle
A Reclaimers worldly rite of passage,
designed and constructed during the
last phase of their technical training.
Stylistically, they vary greatly based
on the personality of the Reclaimer

168

Andrzej Probulski (order #5451458)

and his or her Data Hub, with the only


commonality being in the acceptance of
standard charge packs. Some sects will
favor a very utilitarian style and their
weapons will look almost like an assault
carbine. Others favor ornate designs with
long barrels and intricate trigger guard
design. Some may even have scrollwork,
inscriptions, or other designs on them.
Many of the more recently founded hub
members have rifles with a very cobbled
together look, due to the growing limits
on salvage and parts. In their original
form, all Reclaimer rifles fire a beam
invisible to the naked eye, although the
wavelength can be adjusted to add color
for targeting purposes, or to intimidate.
The color of the beam can be an
indication of what Order the Reclaimer
belongs to, while some may be outside of
the human visual spectrum, but can be
seen with a Reclaimers optics. Typically,
Reclaimers like to see where theyre
shooting, so there will be a component
to the beam that is within the visual
spectrum, with red or green beams being
typical colors of choice in these cases.
More details about these weapons can
be found in the Weapons: High Tech
Weapons section above.

Scout Armor
Scout armor is a suit of lightweight
and flexible armor that is primarily
used by expeditionary teams to defend
against animal attacks, small raids of
opportunity, and hazards of salvaging
such as falling rocks. More information
on this armor may be found above in the
Armor: Light Armor section.

Cyber Gauntlet Modules


The gloved technological marvels which
are a mainstay for Reclaimer Scriveners
can be used with a variety of dongles
which allow for increased functionality.
The gaultnets have three utility slots
for gauntlet modules additional uses,
but some utility modules will require a
secondary power source for anything
beyond normal functionality.
Here are some examples of Gauntlet
Modules that can be plugged into the
slots:
Cartographer Module:
When slotted into the cyber
gauntlet, this powerful logistics tool
can leave virtual markers (known in
Reclaimer Communities as bread
crumbs), in augmented reality for
users to follow in their heads-up
displays, making it much harder to
get lost in a scavenging or exploring
operation. This uses one utility slot,
and can feed information directly
into a scavenging teams black box
by periodically pinging its location
directly to the nearest Reclaimer
Data Hub, even without a secondary
power connection.
Code-breaker Module:
This powerful module allows
users to plug into security systems
and break ciphers, bypass security
doors, and gather information from
storage systems of all types. Codebreaker modules are required to
access recovered or stolen tablets
and databooks, making them a vital
Reclaimer tool. This module uses
one utility slot.
Motion Detector Module: This
module incorporates motion trackers
and an active sonar pulse into
the cyber gauntlet, allowing the
wearer to scan for motion in every

Andrzej Probulski (order #5451458)

direction up to 150 feet (50 in an


engagement). Unless actively blocked
in some manner, the module prevents
the user from being surprised in
combat and allows for indirect
targeting through cover, negating
the penalty for lack of line of sight.
This module takes up one utility slot.
Element Module:
This module boasts a metal detector,
Geiger counter, elemental and
chemical analyzer, and a chemical
locator effective to 6 (2s in an
encounter). As you would expect,
these are extremely useful for
salvaging. The element module
may link into the wearers tablet,
databook, or the groups black box to
record the locations of finds as well
as other useful information as to the
composition of items scanned. This
module uses two utility slots, and
unlike all other modules, this may
be used without a cyber gauntlet,
although it requires power from an
external source such as a charge
pack. When used without a Gauntlet,
its range is reduced to 1 (base-tobase contact in an encounter).
Night Vision Module:
Operating exactly as the standalone
night vision goggles as described in
the Reclaimer Equipment section,
this module allows users to see
clearly even in complete darkness.
This module uses one utility slot.
Due to advanced filter technology,
night vision modules are immune
from flash blindness effects.
Glowtorch Module:
This module operates exactly as
noted in the High-Tech Equipment
section above. It takes one utility
slot, and can operate in two modes, a
low power mode fed off of the users
body heat, or a high-power mode fed
off of a charge pack.

169

STAKER EQUIPMENT
The Staker culture is such that it
carries on the tradition of the Big
Push era, and thus Stakers build with
durability and ease of maintenance
in mind. Their equipment, weapons,
supplies, and vehicles are all built with
longevity as the primary design goal,
and these items are passed down from
generation to generation.

Water Harvesters
Water harvesters are basically large
dehumidifiers that operate by sucking
moisture out of the air, and then
condensing water either into a basin or
pumping water directly into a larger
reservoir. These are of absolute necessity
in any area that a safe water source
doesnt exist, which is the vast majority of
the desertified areas of The Wilds.

Skywriters
Skywriters are devices that allow the
user to temporarily alter the molecular
composition of the oxygen in the sky,
changing its color. The purpose of this
ingenious device is to communicate plain
text or encoded messages directly into
the sky to other Staker settlements or
salvage teams in the field. They are rare
and prone to constant breakdown, but
some Communities live and die by being
able to pass messages to each other over
a distance via these complicated, yet
utilitarian devices.

170

Andrzej Probulski (order #5451458)

Wind Turbines
A wind turbine is a simple device that
utilizes a series of blades to convert
kinetic energy from the wind into
electrical power. These wind turbines
may be referred to as a wind mill or
wind chargers.
Wind Turbines are the result of over a
millennium of windmill development
and engineering. In The Resurgence,
wind turbines are manufactured in a
variety of shapes and sizes, and most
Staker communities have at least one
of these pieces of equipment running as
a power source. The smaller turbines
are used for simple applications such as
battery charging for auxiliary generators,
or to trade to caravans. Slightly larger
turbines can be used to power the entire
community. Arrays of large turbines,
known as wind farms, are both a huge
benefit to the community (as they
can sell the excess electricity), and a
tempting target for raiders of all sorts.

Revolver Carbines
An iconic Staker mainstay, these robust
and functional weapons are found in
nearly every Staker settlement. They
come in shapes and sizes as varied as the
Stakers that manufacture them. Details on
this weapon can be found in the Weapons:
Common Ranged section above.

Break-action Rifles
Invaluable to isolated Staker
Communities, the break-action
rifle is simply a weapon that has
one or two barrels and is loaded by
unlocking the weapons breech and
loading ammunition manually. More
detail on this weapon can be found in
the Weapons: Common Ranged section
above.

STITCHER EQUIPMENT
Bio Plastic
Bio-Plastic is a polymer that is
synthesized using organic material
such as skin, blood, and bone. Stitchers
commonly use this material to craft
implantable dermal armor, and it is
used as a construction material for
some Stitcher weapons and buildings.
Bio-Plastic is as strong as steel, with
significantly less weight.

Organ Printers
These 3D printers are fed a variety of
bio-chemical inks and a DNA pattern,
which then prints a fully functional
replacement organ that can be implanted
almost immediately. Most organs can
be printed, using the right combination
of genetic material, but there are some
limitations. Even in the 26th century,
the mysteries of consciousness and
the complex structures of the brain
are beyond the reach of the most
brilliant minds, and thus, it cannot be
replicated. Attempts have been made at
transplantation and brain production,
but they have all ended up creating
grotesque monstrosities.

Narco Darts
These hollow darts can take the form of
ballistic needles, or more likely a small
pellet designed to penetrate the skin
and inject any number of substances,
from tranquilizers and hallucinogens to
drugs that affect the cardio-pulmonary
system, slowing the targets heart.
These are used in narco guns, which are
detailed above in the Weapons: High
Tech Weapons section.

Andrzej Probulski (order #5451458)

Net Guns
Hailing back to the time of The Old
World, net guns were used to capture
dangerous fugitives and for crowd
control. These resemble shotguns with
a basket on the end, but launch large
nets at targets in order to entangle and
subdue them. There may be nothing
more frightening than being caught in
a Stitcher net, knowing that you will
ultimately be vivisected and have your
organs harvested in order to extend your
captors lives. More detail on this weapon
can be found in the Weapons: Old Tech
Weapons section above.

Tranq Guns
Tranq guns come in two varieties, a
pistol and rifle, which are detailed in the
Weapons: Old Tech Weapons section
above. These weapons are used to drug a
target, subduing them at range without
the possibility of escape.

Narco Guns
While narco guns are widely used
by anyone needing effective, nonlethal weaponry, they are much more
prevalent among the Stitcher crews.
Narco Guns are a much more advanced
and robust version of a tranq gun. More
detail on this weapon can be found in
the Weapons: High Tech Weapons
section above.

Body Snatchers (BPU)


These units were originally medical
drones used to help clear and secure
unconscious or dead bodies for
containment and/or processing,
especially in war zones or areas of
conflict. They are equipped with a
variety of adaptable modules, allowing
them to serve a more combat oriented
role in times of need. However, the

171

resources needed to create and maintain


these mechanisms make them far too
valuable for a frontal assault against
anything but a completely overwhelmed
foe or other cases of extreme desperation.
BPUs often double as hospital beds,
interrogation chairs, and dissection
tables. Their terrifying visage is enough
to send those who know what they are
into a complete panic. However, those
who have seen one and lived to tell about
it are few and far between.

Chem Injector
These racks filled with chemicals take a
variety of forms, from small vials attached
to a Stitchers waist, to large backpacklike canisters filled with a variety of
gas. The one thing that they all have in
common is that they allow the user to
inject substances into their bloodstream to
affect their performance or save their life.
More detail on this item can be found in
the Medical section above.

Medical Kit
In contrast to the simplicity of a first
aid kit, a medical kit has slightly
more complex contents. There may be
various methods and means of injecting
painkillers and stims, as well as tools for
monitoring patients conditions. These
kits require a moderate amount of skill to
use. Medical kits are often valuable trade
goods due to the valuable items contained
within. The Stitcher versions of these
kits will have a wide variety of useful
medical supplies, from pills to air-based
hypodermics that are pre-loaded with
various drugs, as well as the standard
fare that usually comes in these kits.
Allows a +1 TN modifier to any Doctor
or First Aid tests.

172

Andrzej Probulski (order #5451458)

DRIFTER EQUIPMENT
Boars
While not specifically equipment,
Drifters will use boars rigged with
explosives as shock troops. They
are triggered either by impact, or by
rudimentary remote control detonators
that the Drifters either steal or have their
slaves build.

Medium Melee weapons


There are many types of weapons
that Drifters use, from axes to swords
to sharpened crowbars. The variety
and style of these weapons defines a
Drifter in many ways. While these
weapons are not the solely in the realm
of the Drifters, they train with them
extensively, and relish the concept of
using them in combat to defeat foes
that Drifters see as inferior, and needed
fancy gadgets and weapons.

UNICEPHALON EQUIPMENT
Unicephalon Rifle
The Unicephalon rifle operates through
an advanced electromagnetic principle.
It utilizes an electronic primer cell that
ignites a powder charge with both the
explosion and an electromagnetic pulse
within the chamber, sending a solid steel
projectile launching out of the barrel at
nearly 3,000 feet per second. It fires a
caseless 10mm rifle round. The primer
cell is kept charged by solar and heat
absorbing paint coating the gun, so it
doesnt need any external power sources
of any sort. In a pinch, the rifle can be
hand loaded with any sort of metallic
shard, such as a nail or rod.

THE VALE EQUIPMENT


Anointer
A weapon specific to The Vale, and rare
even among their orders, these vicious
devices use acids harvested from toxic
dumps and old ruins.

Anointers are used to dissolve their


targets in a vicious burst of caustic death.
Hellish and dangerous to use, Anointers
are only used by the most psychotic of the
death cult: those that have taken their
worship for killing to the most violent
of extremes. Even more so than plasma
casters and flame weapons, the mere sight
of these vile weapons strikes terror into
the heart of the viewer.

Andrzej Probulski (order #5451458)

THE CHURCH OF FUN


EQUIPMENT
Disruptor
A psycho-feedback weapon from the
era of the Big Push, a disruptor sends a
barrage of psychokinetic wavelengths
that are intended to disrupt a persons
thought patterns, rendering them
unconscious. On low power settings, this
can render a target unconscious, but the
technology has always been unstable
and any exposure to a disruptor for more
than a few seconds can result in serious
brain damage, or even death. Although
they were no safer during the Big Push,
disruptors were once used for crowd
dispersion during food riots.
The Church of Fun builds and maintains
these from the remnants of Virtual Reality
theaters that remained after the Collapse.
They operate in a very haphazard
manner, and any malfunction will cause
the wielder to be knocked unconscious on
a roll of 1 or 2, using the LOWEST result
rather than the highest. Some of the less
enlightened of The Resurgence believe
these weapons steal souls.

173

Weapon Name

Short:
4+ TN

Long:
5+ TN Power Traits

Improvised
Projectile

Improvised
Weapon

Melee

User

Improvised
Grenade

Availability

Tech
Level

Hands

unreliable, slow 1

Improvised

silent, unreliable, thrown

Improvised

Improvised

blast 1, thrown,
unreliable, single use

Small Melee

Melee

User
+1

sturdy, silent, thrown,


hold-out

Common

Medium Melee

Melee

User
+1

reliable, sturdy, silent,


thrown

Common

Bow

24

reliable, silent, slow 1

Common

Pipe Rifle

18

inaccurate, slow 1, unreliable

Common

Junk Gun

12

scatter, slow 2

Common

Zip Pistol

hold-out, pistol, single use

Common

Molotov

flame, thrown, single use

Common

Large Melee

Melee
+1

User
+2

sturdy, silent, reach 1

Uncommon

Spear

Melee
+2

10

User
+1

silent, thrown, reach 2

Uncommon

Signal Staff

Melee
+2

Uncommon

Gas Grenade

blast 2, non-lethal, single


use, shell, thrown

Uncommon

Mining Laser

10

heavy, slow 2

Uncommon

Revolver, Light**

pistol, reliable, sturdy

Uncommon

Auto Pistol, Light

15

pistol, unreliable

Uncommon

Shock marble

non-lethal, thrown shock,


single use

Crossbow

30

armor piercing 1, silent,


slow 2

Uncommon

Shock Staff

Melee
+2

non-lethal, shock,
unreliable

Uncommon

Break Action Rifle*

12

48

accurate, reliable, slow 1

174

Andrzej Probulski (order #5451458)

shock, non-lethal,
unreliable

Uncommon
Common CoF

Uncommon
Common Staker

Old Tech

Weapon Name

Short:
4+ TN

Long:
5+ TN Power Traits

Shotgun, Shot*

15

reliable, scatter

Revolver, Heavy**

10

Autopistol, Heavy

12

Availability

Tech
Level

Hands

Uncommon

pistol, reliable, sturdy

Rare

pistol, unreliable

Rare

1
2

Revolver Carbine*

10

40

reliable, sturdy

Rare
Uncommon
Staker

Arc Welder

heavy, slow 2

Rare

Old Tech

Assault Carbine*

10

80

automatic 2, scoped,
unreliable

Rare

Old Tech

Web Caster /
Net Gun

20

non-lethal, scatter, slow 2

Rare

Old Tech

Shell Launcher

20

uses shells

Rare

Flame Thrower

flame, heavy, unreliable

Rare

Anointer

blast 1, scatter, non-lethal

Tranq Pistol*

10

non-lethal, silent

Tranq Rifle*

10

48

Shock Mine

Placed

3/9

Disruptor

30

Satchel Charge

placed

Military Grenade

2
Old Tech

High Tech

Rare

Old Tech

non-lethal, silent, scoped

Rare

Old Tech

blast 2, lethal/non-lethal,
single use

Rare

High Tech

non-lethal

Rare

High Tech

blast 2+d6, single use,


remote

Rare

blast d6, thrown, single


use, shell

Rare

Hunting Rifle

12

96

accurate, armor piercing


1, slow 1, scoped

Rare

Sub Machine Gun

15

innacurate, automatic 2,
ammo hog

Rare

Old Tech

Narco Gun*

10

24

non-lethal, silent

Very Rare

High Tech

ARHK Carbine*

10

40

automatic 3, reliable,
large magazine

Very Rare
Uncommon
ARHK

Old Tech

Laser Rifle*

12

48

accurate, silent, unreliable

Very Rare

High Tech

Andrzej Probulski (order #5451458)

Rare
Uncommon Vale

175

Weapon Name

Short:
4+ TN

Long:
5+ TN Power Traits

Laser Pistol

15

Battle Rifle*

12

48

Sniper Rifle*

12

Power Claw /
Jaws of Life

Availability

Tech
Level

Hands

silent, unreliable

Very Rare

High Tech

armor piercing 1,
automatic 1, unreliable

Very Rare

Old Tech

96

armor piercing 1, scoped

Very Rare

Melee
+1

reliable, sturdy, reach 1

Very Rare

High Tech

Shock Gun

12

non-lethal

Very Rare
Uncommon
Stitcher

High Tech

Vibro Blade

Melee

User
+2

hold out, reliable, sturdy

Very Rare

Old Tech

Coilgun

EMP

Very Rare

High Tech

Charger Pistol

15

accurate

Very Rare

High Tech

Charger Rifle

12

48

accurate

Very Rare

High Tech

RPG

24

heavy,a mmo hog, slow 3,


blast d6, innacurate

Very Rare

Old Tech

Flame Caster

24

flame, heavy, unreliable

High Tech

Unicephalon Rifle*

12

48

silent, reliable, automatic


2, armor piercing 1

High Tech

Plasma Caster

24

High Tech

Glass Rifle*

12

144

10

accurate, armor piercing


3, scoped, slow 3,

High Tech

Cyber
Gauntlet

Melee

shock, reliable

High Tech

EMP Rifle

30

EMP

Legendary

High Tech

AT Rocker

20

Legendary

Old Tech

Light
Machine Gun

12

Legendary

Old Tech

blast 2, heavy, slow 2,


unreliable

heavy, ammo hog, slow 3,


blast d6
armor piercing 1, heavy,
automatic 3(only), ammo
hog, large magazine

Legendary
Rare Reclaimer

Legendary
Uncommon
Unicephalon

Legendary
Very Rare
Reclaimer
Legendary
Reclaimer
Legendary

Rare Reclaimer

Weapons marked with an asterisk (*) may accept one or more weapon modifications. Any
weapon marked with two asterisks (**) may accept a single Weapon Modification.
See item description for more details on this weapon.
If a Weapon is High Tech or Old Tech, the Character must have that trait to properly use it. They
may attempt to use the weapon, but their Shooting or Fighting attributes will be lowered (by 2 for
High Tech, by 1 for Old Tech). If this brings that attribute below 1, they may not use it at all.

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WEAPONS MODIFICATIONS
A Character with the Armorer skill or Tinkerer skill may attempt to make modifications
to weapons that indicate they are able to accept them.
All attempts still require the amount of RUs listed, even if they dont succeed. If a time is
listed, that indicates that the modification may be done within the confines of an encounter.
Modifications may not be created within an encounter, unless specified.
In the following charts, the first TN listed is for those attempting to make the item using
the Armorer skill, the second for the Tinkerer skill.

Silencer:

Scope:
An optical attachment that provides a magnified

A barrel attachment that greatly reduces the report

image of the target.

that weapons produce.

Success: TN: 4+/5+

Success: TN: 5+/7+


Cost: 15 RUs

Cost: 15 RUs
Effect: Gives the weapon either the rifle scope

Time to Attaching or removing is a silencer

or tactical scope trait. May not be used

attach: is a complex action.

with innacurate weapons.

Effect: Halves the weapons long range


value and reduces its Power by 1.

Bipod:
A two-legged attachment which gives stability to
weapons
Success: TN: 3+/5+
Cost: 5 RUs
Effect: -1 TN modifier for attacks at long or
extreme range when the attacker is
stationary for the full turn. Weapons
with this attachment gain the heavy
trait.

Red Dot Sight:


An optical attachment that provides a magnified
image of the target.
Success: TN: 6+/Cost: 15 RUs
Effect: -1 TN modifier for attack rolls upon
targets up to 20 away.

Targeting Computer:
A miniaturized computer and targeting monitor,
integrated into an eyepiece.
Success: TN: 7+/Cost: 50 RUs
Effect: -1 TN modifier at all ranges,
including those at extreme Range.

Gives the weapon the silent trait. A


silencer will allow a Character to
fire and remain concealed, and also
may be used in encounters against
sentries without raising awareness.
Restriction: Not usable on weapons with a
Power greater than 6 and most
High Tech weapons.

Night Sight:
Auto-illuminated dots or an addition of illuminated
material that replaces built-in sights or optics to
provide easier target acquisition in low light.
Success: TN: 2+/3+
Cost: 30 RUs
Effect: Eliminates darkness penalties
for attacking enemies at Short or
Medium Range.

Blade Attachment:
A blade that is affixed to the front of a weapon.
Success: TN: 3+/4+
Cost: 2 RUs
Time to Attaching or removing a blade
attach: attachment is a complex action (2).
Effect: Adds a Medium Melee Weapon to the
weapon that does not require it to be
held in the users hand. Additionally,
gives the weapon the heavy trait.

Andrzej Probulski (order #5451458)

177

WEAPON TRAITS
Armor Piercing
Armor piercing weapons are designed
to get past body armor, whether it be
with a razor sharp cutting edge, or high
powered munitions. For each level of the
armor piercing trait that a weapon has, it
removes one bonus die that the defender
would normally get to their Defensive
Power from armor or cover. If the target
doesnt have any bonus dice to Defensive
Power, then this trait has no effect on
that target.

Accurate
These weapons are very precise, and can
be used to target distant enemies with
ease. Accurate weapons give +1 to the
Shooting attribute at extreme range.

Ammo Hog
These weapons consume copious amounts
of ammunition, and as such need 10 RUs
worth of upkeep after every encounter to
keep loaded.

Automatic Fire
Automatic fire allows for the user to
pepper an area with shots. The rating
indicates the distance from the original
target in which a Character may hit
additional targets. If the Character
shooting scores more than one hit, they
may choose additional targets within
this radius. However, when firing in this
mode, all dice except for the Malfunction
Die will be subject to a +1 TN modifier.
Automatic fire takes no additional AP
beyond what the shot would normally
cost. Additional hits may be directed at
the same target multiple times.
Automatic fire weapons apply a -1 to
the results of a weapon malfunction if

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one is rolled. Note: this applies only


if you fire a weapon on full automatic
mode only. You may choose to shoot
most automatic fire weapons as a nonautomatic fire weapon, unless the
weapons states automatic fire only.

A Character who rolls 3 successes


when Shooting an automatic fire 2
weapon may choose to shoot up to
three targets within 2 of each other
with a single action.

Blast
These weapons create an explosion or
large area of effect when used. The main
target is used as the center point for this
blast; all targets even partially in the
blast diameter suffer a hit. Blast weapons
only go off if a hit is scored and it is
within range, but they may be targeted at
any point within LoS (Line of Sight).

EMP
A weapon that uses Electromagnetic
Pulse technology. These weapons short
circuit and fry electrical equipment.
Attack rolls are made as normal, with
any successes indicating that all of the
electrical equipment of the target is in
peril. In the case of a hit, the Power
of the EMP weapon is rolled and all
successes are tallied. Any piece of High
Tech equipment with a Power rating less
than the number of successes rolled is
considered fried and reduced to scrap. If
the High Tech item has no Power, assume
Power 3 for all common or uncommon
items, Power 5 for rare items, and Power
7 for very rare or higher items. EMP
weapons strike mechanical Automatons
(Robots and other electro-mechanical

creatures) at their regular Power +4.


Any other targets are struck at the EMP
weapons regular Power, but non-High
Tech items are not affected.

Flame
Flame weapons either ignite their targets
or cover them in burning material.
Living targets attacked by a flame
weapon automatically receive a number of
suppression markers equal to the successful
hits rolled in the attack. This simulates
the primal fear caused by fire. Non-living
targets or those with the fanatic trait treat
this as a normal attack.

Heavy
A heavy weapon is large and un-wieldy.
Any Character carrying a heavy weapon
is considered slow moving as long as they
are carrying it.

High Tech
High Tech weapons are complicated
and technologically advanced. They
utilize beam, particle, plasma, or gauss
technology. Characters without the
High Tech trait will suffer a -2 Shooting
attribute when using these weapons. If
this reduces their Shooting attribute to 0,
they may not use this weapon.

Hold-Out
A hold-out weapon is typically small,
easily accessible, and often hidden from
sight until needed. A weapon with this
trait can be slipped past the guard with an
opposed Wits vs. Nerves test. The Character
attempting to find the hold-out weapon,
rolls their Wits, while the Character
attempting to hide the weapon rolls their
Nerves.

Andrzej Probulski (order #5451458)

Inaccurate
Poor quality or bad design makes this
weapon less than precise at longer
ranges. These weapons may NOT be used
at extreme range.

Large Magazine
Weapons with a large magazine
carry large supplies of ammunition.
They ignore the first out of ammo
malfunction result per encounter.

Non Lethal
Non-lethal weapons don not cause
permanent or deadly damage. Instead they
will force the targeted Character to be
rendered unconscious if they are successful.

Old Tech
Pre-Collapse technology, which can
include such esoteric things as rockets
and other fuel-based projectiles.
Characters without the Old Tech trait
will suffer a -1 Shooting attribute when
using these weapons. If this reduces their
Shooting attribute to 0, they may not use
this weapon.

Pistol
Pistols are meant for close quarters
shooting. Weapons with the pistol trait
gain +1 Power at close range or shorter.
Additionally, they may be used during an
engagement utilizing the Fighting attribute
rather than the Shooting attribute in such
cases. In these circumstances, they strike
with a +1 TN modifier.

Reach
These melee weapons allow the wielder
to engage targets outside of base-to-base
contact. A Character with a reach weapon
can attack the target at a distance from

179

its base equal to the level of the reach


trait. For example, a weapon with a reach
2 would be able to attack any models
within 2 of base-to-base contact. During
the entire first turn of an engagement,
other Characters at this distance can only
strike back if their weapons also have a
reach rating equal to or greater than the
attackers. In the end phase of the turn, all
defending Characters in this engagement
may then be moved into base contact with
their targets. This move has no AP cost.

Reliable
These weapons have a well-earned
reputation for being dependable under
extreme conditions. They add 1 die
to the result of a roll on the Weapon
Malfunction Table. This makes it more
likely the weapon (and its user) will
survive intact.

Remote
These explosives are able to be remotely
detonated by a Character who has a
detonator. They may also be manually
triggered, although that is often
tantamount to suicide.

Scatter
A scatter weapon is extremely deadly at
short range, while losing effectiveness
farther out. Scatter adds +1 to the
Shooting attribute of the user while they
are using that weapon; but at long or
extreme range, the Power of the weapon is
halved (rounding up).

Scoped
A scope is a magnifier of some sort, and
is attached to a ranged weapon. Scoped
weapons carry one of two sorts of scope:
tactical or rifle.

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A tactical scope halves the long range


of the weapon, but treats point blank,
short range, and long range as a 4+
target for attack rolls. Extreme range
is still a 7+ target. A tactical scope
also grants a +1 bonus to Shooting
when using that weapon.
A rifle scope enables a longer field of
use but is not as effective at closer
ranges. For a weapon so equipped, at
point blank, short range, and extreme
range, the target is 6+. At long range,
the base target is 4+.

Shell
These small, cylindrical charges can be
loaded into a shell launcher and fired at
range. They may also be thrown by hand
as normal grenades.

Shock
These electrified weapons are often used
to herd animals (or sometimes people)
into holding pens, but you can also
find them in the hands of a variety of
other situations. Shock weapons can be
used for incapacitating an opponent by
administering a electric current aimed at
disrupting superficial muscle functions.
As a result, shock weapons ignore armor.

Silent
Designed not to attract unwanted
attention, silent weapons make no
significant noise when they are used,
allowing attackers to remain hidden
while engaging targets. Hidden models
do not break their concealment when
using a silent weapon as long as they
remain still during the turn in which
they fire them.

Single Use
Once a single use weapon makes an
attack roll in combat, it is considered
spent and cannot be used again,
regardless of the outcome.

Slow
Slow weapons are either technically
complicated or just require more effort
to use in combat. Characters must spend
a number of AP equal to the slow rating
(usually 1 or 2) to prepare a slow weapon.
This is cumulative with the out of ammo
malfunction results. So a slow 2 weapon
that Is also out of ammo will require 3 AP
to prepare to shoot again.

Sturdy
These items are rugged and reliable.
An item that is sturdy will ignore any
explode result, and instead re-roll on
the Weapon Malfunction Table if a 0
or less is rolled.

Thrown
A thrown weapon can be used at range
but is propelled by muscle power
and will typically has a very limited
effective distance. Thrown weapons use
the Fighting attribute for their attack
roll, even though it is technically a
ranged attack.

Unreliable
An unreliable weapon is badly built or
in poor repair, resulting in frequent
breakdowns and questionable service.
These items subtract 1 die from the result
on the Weapons Malfunction Table,
making it more likely that there will be a
jam, misfire or accident.

Andrzej Probulski (order #5451458)

Advanced weapons traits


(Optional)
Weapon Conditions
Maintained
These weapons have been kept in
excellent condition, and are regularly
serviced and cleaned, earning a
reputation for being dependable under
extreme conditions. They add an
additional die when rolling on the
Weapons Malfunction Table, making it
more likely the weapon (and its user) will
survive intact. Weapons that start with
the maintained trait may lose it if not
kept up, being reduced to functional.

Neglected
Neglected weapons are those that havent
been kept up with regular repair and
maintenance. They may be rusty, caked
with dirt and grime, or even have broken
parts or safety mechanisms. These
weapons have a well-earned reputation
for breaking under the worst conditions.
They subtract 1 die when rolling on the
Weapons Malfunction Table, making it
more likely the weapon malfunction will
have a detrimental effect. Weapons with
the neglected trait may be repaired and
upgraded to functional (the baseline state
of weapons in The Resurgence).

functional
This is the standard baseline weapons
condition during The Resurgence.
Functional weapons will roll the regular
number of dice (usually 2) on the
Weapons Malfunction Table.

181

The Narrator
The following chapter will outline
the tasks of the Narrator, and will
give you some guidance on how to do
it successfully. Well deal with plot
hooks and how to design encounters
and adventures that will be both
challenging and interesting to everyone
involved. The Narrator helps to expand
upon the background of Wreck Age
and strings together the narrative by
designing adventures, encounters, and
running campaigns.
While a strictly tabletop version of
Wreck Age doesnt require a Narrator,
its still strongly recommended to have
someone take on that role, especially in
a campaign as they can utilize the NCs
(Narrator-controlled Characters), add
plot twists, and so forth.

THE ROLE OF THE NARRATOR


First and foremost, Wreck Age, like
other tabletop or roleplaying games, is
designed to be enjoyable. The Narrators
job is to help facilitate the enjoyment of
the entire group.
The Narrator is the storyteller, the rules
arbitrator, the person who controls NCs,
and the person who moves the plot of the
game along. The Narrator is also often
the organizer of game play, and is often
tasked with bookkeeping and organizing
events. Dont worry; this is more fun
than it sounds.

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KNOW THE RULES


Its important for the Narrator to have
a firm handle on the rules of how to
play the game, and should understand
the game mechanics and how they
operate. As players progress through
a myriad of tasks and adventures, they
will continually look to the Narrator for
direction and also to make judgments on
any disputes over the rules.

NARRATORS DUTIES
Many of a Narrators duties take
place before the game actually starts,
such as preparing the Characters and
encounters. The more time spent here,
the easier your job will be once the
gaming session has started. Try to
anticipate some of the things that the
Characters will want to do, and some of
the situations you expect to arise in the
encounters. For example, if one of the
goals of game play is to introduce the
antidote for a plague into a well, then
you should have the mechanics for how
to do this worked out ahead of time.
Will Characters have to take a Wits
test to figure out how to administer the
antidote, and are there applicable TN
modifiers? As the Narrator, the format
and style of game play is left up to you.
If the rules seem too complicated, you
may use simple 4+ targets, and ignore
all target modifiers. If you would like
to expand on the rules, add as many
additional modifiers, charts, and
special rules as your heart desires.
Weve given you a rough setting and
instructions for the basic vision of
Wreck Age, but have left plenty of room
for you to take it and run with it in
whatever direction you desire.

KNOW THE PLOT


AND BACKGROUND
The Narrator should also know the
background of the adventure inside and
out. This may mean reading through
it several times, or if the Narrator has
written their own adventures, having
an idea of the various paths and options
that the players may choose. However,
if something comes up that you havent
planned for, you may have to come up
with something on the spot. This is one
of the qualities of a talented Narrator.
SETTING
Take some time to consider the setting;
both the background and what will be
included in the mission. If youre playing
a tabletop game, you may need to consider
the need for additional painted models or
scenery, of which Hyacinth Games offers
an ever expanding line. If youre playing
a strictly narrative adventure, consider
giving the players some sort of art or a few
paragraphs setting the scene.
Ask yourself some questions about the
plot, to make sure there are good reasons
for what is happening in the encounter.
What is the nature of the objectives?
What happens if the players go off the
rails (off the tasks you have set for them)?
Are the players antagonists, protagonists,
or both? How to they fit into the
background of Wreck Age? If playing
on opposing sides, do the players have
a shared history, or is this just a casual
run-in between them?
In this section, weve included some
basic information on how to write
your own adventures and encounters.
If you prefer, feel free to simply use
one of the pre-existing scenarios in
the encounters chapter and run a
game based solely on an equal amount
of RUs for each side. However, one of
the more rewarding aspects of tabletop
and narrative roleplaying gaming is
the creation of your own story arcs.
Ultimately, well teach you how to link
games together to create a continuous
story, forming a campaign.
Andrzej Probulski (order #5451458)

CAMPAIGNS
A campaign can take place over multiple
sessions, from several weeks, to months,
or even years. In a campaign, players will
keep track of Character and Community
progression, injuries, RUs, Renown, and
newly obtained equipment throughout the
course of play.

BEING A SUCCESSFUL NARRATOR


There is more than one way to be a
successful Narrator, but some of the key
components are creativity, organization,
time, dedication, the ability to adjust
course on the fly, and understanding of
other players expectations.

PLAN, PLAN, PLAN


No matter how much time you spend
planning, youll rarely plan a single
game, much less a campaign, where the
players dont come up with something
that you hadnt prepared for. So what do
you do? Play it out! You can use this as an
opportunity to expand on the basic story
and improvise. Take a moment to think,
and then make a quick decision. At first,
it may seem strange to alter the course
of the game in such an improvisational
fashion. A lot of your preparation work
might go unused, but in some situations
this is the best option. Its better to
quickly come up with an alternative to
your plan, than to have players waiting
for minutes while you thumb through a
stack of notes and books.
During a game of Wreck Age you will
be called upon to make all manner of
decisions. At times, players will attempt
to sway you to their cause. In these
cases, think of yourself as a just and
moral dictator rather than the head
of a democratic system. You have the
final say in all decisions, and there will
be moments in which youll need to

183

reassert your authority over the game.


That said, your power must be tempered
with objectivity: try to be as unbiased
as possible. Remember that your job is
to create an enjoyable environment. If
you come down too hard on players,
theyre not going to want to take part
in your game again. If a player seems
discouraged, offer casual advice on
things that may get them back on the
right track, but avoid favoring any
players over others.

TAKE (AND MAKE) NOTES


The rules of Wreck Age are developed to
give you the tools to play whatever type
of game that you want, from hack-andslash type battles, to plots containing
intrigue and espionage. When developing
an encounter or adventure, make sure to
jot down ideas and get feedback from the
players. Ask them what they liked, what
they didnt like.
When preparing for an adventure or
scenario, go through a mental dry run.
Try to imagine what might happen and
what you can prepare to be ready for
it. Generally, its a good idea to make
a cheat sheet for yourself (similar to
the reference sheets at the back of this
book) with the details for particular
rules that may be used, or even just the
page numbers so you can look them up
quickly.
Prepare as much material as possible for
the other players. It will make your life
easier if you can think of questions they
are likely to ask, write down the answers
before the game and give them a handout
sheet. This will save them (and you)
from interruptions during play. Looking
for an obscure rule or reference will
slow the play, and can ruin everyones
immersion in the game. Instead, make it
up on the fly, and then look up the rule
after the game for future reference.

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While experienced Narrators can


improvise a whole game if they need
to, with preparation theres no need
to go that far unless you really like a
challenge. Keep in mind that there are
many things that wont be covered in
the rules: how many turns would it take
to climb each floor of an abandoned
skyscraper, set up an observation nest to
watch an approaching Warlords army?
What is the Power value of a concrete
wall that you want to blow up with a
satchel charge? How does Glutton affect
someones nervous system in the long
term? What would be the target modifier
be for attempting to pick a lock while
being raked by assault carbine fire? We
couldnt possibly cover every situation
that youre going to come across, and we
wouldnt have the pages to do so even if
we tried.

REWARD CLEVER, CREATIVE,


AND EXCITING PLAY
Wreck Age has been designed for a
fast-paced, varied game, which allows
players to do exciting and dramatic
things they cannot do in real life.
When players want to do something
that seems a bit outrageous, dont
automatically deny them. Rather, keep
in mind that Characters in Wreck Age
are capable of cinematic feats. Just like
in the movies, Characters (especially
Player Characters) are heroes, and its
in their nature to be able to accomplish
extraordinary feats. If what they
recommend is too off the cuff, you may
choose to force them to expend Renown
points and allow them to do it anyways.

HOW TO GIVE REWARDS


One of the most rewarding aspects of a
campaign is the ability to advance your
Characters and your Communities. In
Wreck Age, a player can garner two

basic types of experience. First, there


are Resource Units. These can be used to
buy or upgrade Characters and advance
your Communities. Second, there is
Renown. This Attribute serves as cultural
recognition, and may be used in a variety
of circumstances, either to buy Character
upgrades, or in-game for various effects.
Generally speaking, you should give
anywhere between 30 and 200 RUs
per gaming session to the entire crew,
depending on how sparse or lavish
you want your games to be. Also, take
into consideration what has already
occurred in the game. Have the players
sustained losses? Did they play smartly
and carefully, but the dice just happened
to go against them? Encourage players
by offering them satisfactory rewards.
RUs are intended to be spent by the
Community as a whole, where as
Renown is meant to be used and spent by
individuals.
You should be a bit more selective
about doling out Renown; save this for
individuals who performed above average.
Did one player make a particularly
good call on something? Were they
instrumental in saving the day? Did they
accomplish a secret objective? Did they
figure something out that the others

Andrzej Probulski (order #5451458)

missed? If so, reward them a single


Renown point. Alternately, if you gave
the players a particularly challenging
mission, you may want to reward them
a Renown point even if they didnt
accomplish their task.
WRITING ENCOUNTERS
Wreck Age is based on the creation of a
story, either on the tabletop or with pen
and paper. A centerpiece of this is writing
a scenario for the Characters to play
through. This section gives advice on
how to generate ideas for encounters and
how you can realize them.

THE STORY
Combined with good characters, a well
thought out plot makes the difference
between a night of merely rolling dice,
and an interesting, fun, strategic game.
So, how can you make sure that your
games are fun and engaging?
KEEP IT SIMPLE
When writing an encounter or adventure,
keep in mind that the best ones are based
on a simple, straightforward idea, with
an occasional plot twist. In game play,

185

secret objectives allow you to create a


situation where the fog of war takes
place in an encounter or adventure.
Sometimes you may want to add various
side-plots and alternate side missions, but
in general, a simple idea is the foundation
of any successful campaign or one-off
scenario. At its core, an encounter should
begin with a conflict that can be resolved
through the course of the game.
Adventure plot prompts
Location
Where do the adventures take place?
Objective
What do the Characters need to do?
Conflict
For example; a Character or the crew is
going to be ambushed, taken advantage
of in a deal gone wrong (such as a doublecross), assist an escape attempt or a
covert infiltration, etc.
Individual(s): NC/s (Narratorcontrolled Character/s) who the
players need to rescue, kidnap, kill,
interrogate, or meet.

Item(s): A valuable data scroll, a


valuable relic, piece of equipment,
or culturally significant item that
the crew, or opposing crews wish to
destroy, find, or trade.
Location(s): The Character(s)
need(s) to get some place. This
location could be a crashed satellite
(like oure intro adventure; The
Omen), a ruined city, a strategic
position, and so on

These can be combined into more


elaborate plots, such as needing to find
a device and get it to the right person for

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analysis. Often these more complex ideas


are better suited to campaign play.
Timeline:
In what order to events happen?
Knowledge/Motivation
What do the Characters know, and how
do they feel about this?
Rumors
What have the Characters heard? How
much of this is actually true?
Planned Events and Interactions
What major events will occur regardless
of the Characters decisions?
Momentum
What can the Characters discover, and
how do they go about that?
The Truth
While the Characters may never fully
understand the truth of the encounter
or adventure, such as the actual
motivations of other Characters or the
real purpose of a sought-after object,
the Narrator should always be fully
aware of these things, even if they are
trying to hide the truth from the players.
Alternate endings
and continuous story arcs
Players should always have the ability to
make decisions throughout the game that
will affect the final outcome. What sorts
of alternate endings can take place, and
what sorts of plot hooks can be used to
keep the storyline going?

Characters and secret objectives


Some Characters may be essential to a
mission, while others wont be. A Drifter
Orator may be of little use in a large
battle, but may be instrumental if the
crew encounters something relevant to
tribal history and culture. With that in

mind, every player should have at least


one Character who is important to the
mission at hand. To keep things more
interesting (and more realistic), you may
choose to give some Characters secret
objectives. These objectives show how
Characters have interests that lay in a
slightly different place from the rest
of the crew, just like in the real world.
Characters in the game will have their
own motivations and their own reasons
for being a part of the group, even
though most will come from the common
background of the same Community.
A few examples of secret objectives:

The Character has been tasked


with finding an item.

The Character must meet someone: to kill them, to obtain


information, or perhaps even to
betray the rest of the crew.

A Character is delayed, or has a


deadline to meet.

The Character is actually a secret agent from another faction,


and is gathering intelligence on
the movements and disposition
of the Community.

The Character has a secret hatred, and intends to kill one of


the people that the crew is going
to meet.

These can provide all sorts of distractions,


and the Narrator should feel free to
take control of the Character at relevant
moments should the need arise.

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ADVENTURE HOOKS
The Angel of Death
A terrible weapon from Pre-Collapse
times, known only as the Angel of
Death, is buried somewhere in the ruins
of a nearby city. No one knows its true
power, and scavenging crews from
many factions have converged on the
city to locate and capture or destroy the
artifact. What is the Angels true nature,
and is it a real threat?

The Beacon
A Unicephalon agent has been dispatched
to eliminate the leader of a cult traveling
through Switch City. The cult is reputedly
attempting to repair an ancient beacon,
bringing the world to the attention of
who knows what kind of Pre-Exodus
interests. However, the cult is a front
for a Reclaimer who has discovered the
existence of the lunar colony and is
actually trying to activate the beacon to
establish contact with the base. Both sides
wish to possess of the beacon.

Brain Handle
An agent has learned that one of a local
traders entourage was recently abducted
by Stitchers, and underwent major
surgery whilse kidnapped, enhancing
their abilities. The agent wishes to
kill this individual, or at least capture
him without damaging the modified
body. Unfortunately, the member of
the entourage is unstable, has excellent
(augmented) hearing, and has been fitted
with a powerful cortex bomb that will
detonate if the body is tampered with.

Cleansers
Forming a secret cell, five puritanical
Vale cultists have teamed up to hunt
down a Reclaimer who adheres to
Parnist philosophies. Their foe is

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experienced and powerful; the humanist


nature of Parnist Reclaimers has
granted him many allies. Even with
numbers on their side the Cultists face a
difficult task, and may come up against
unexpected opposition. Optionally, the
players may see it from the Reclaimers
side, and face unknown attacks from
these seeminingly random assailants.

The Deal
A Reclaimer Scrivener has learned of a
secret High Tech weapons deal, and is
determined to ambush the traders and
reclaim the technology. The traders,
in turn, suspect that the Reclaimers are
on to the deal, and have taken steps to
make sure that things go as planned,
hiring a variety of security agents and
unsavory characters.
The goods are en route via wagon train,
carried by a group of unsuspecting
Caravaneers, who are also well armed.
Adding to the confusion, Unicephalon
believes that possession of this technology
may destabilize the region, and has sent

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agents to intercept the shipment. They


have disguised themselves as laborers, and
stowed away aboard the wagon train, and
may act at any time.

Going Underground
A Reclaimer Scrivener has been holed
up in an underground lair for the last
few years studying an anti-matter device.
Two crews from different interest
have been sent: one to eliminate the
Scrivener and her work, and the other
to kidnap this Reclaimer to find out
what information has been gleaned from
these tests. Naturally, the Reclaimer is
paranoid, and has defenses to protect the
valuable work thats being done.

Lambs to Slaughter
There are claims of do-gooders situated
in the middle of an ancient city ruin,
who advertise asylum for any who
approach them with good intentions.
Supposedly, they offer security,
housing and food. In actuality, this
is a Doomsday cult that believes that

the rapture must be man-made, and is


looking to kill off as many wanderers
as possible before discovery. All the
food is laced with a slow acting poison,
comprised of saltpeter and traces of
cyanide. Rather than commit suicide to
further their goal, the cult believes all
those that they murder die for a holy
cause and enter heaven.
If the community is attacked the
believers escape to the labyrinthine
passages below it, letting the sheep
above die in their stead. The township
is comprised of half newcomers, with
only a few ever suspecting something
is amiss. The open gate policy makes it
hard to keep track of people, so when a
family disappears in the night, little is
thought of it.

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The Rat King


An outlying area was once an old
suburban garbage dump, but now its a
haven for millions of rats. There may
be valuable salvage within, assuming
that youre willing to risk the potential
for disease and the strength of your own
stomach. Someone has scrawled The
Rat Haven near the entrance, in what
looks like blood. To make matters worse,
hidden within is a cult that worships
rats, and lives among them. Its hard
to say which are more dangerous: these
cultists or their diseased familiars.

Stop the Launch!


The government of a nearby city-state
is corrupt, inefficient, anti-Unicephalon
and under the influence of a cult. A
hardline Unicephalon agent has decided

189

that it is time to put a permanent end to


this affair by launching an orbital missile
at the government buildings, destroying
the authorities with one blow. Another
Unicephalon agent is recommending
less drastic measures: the resultant loss
of government in the area will do more
harm than good, and more harm will
emerge in a power vacuum. This agent
and their companions must fight their
way into the platforms control room on
an isolated base and stop the other agent
from launching the missile.

Were not from Parna, were from


Painsville!
A Reclaimer has recovered a tablet of
great literary and scientific value. This
text held on the tablet was supposedly
written by the great Reclaimer scribe
Parna himself, and until now was
considered lost. However, falsification
of this sort of artifact is not unheard of,
so rival Reclaimers attempt to break into
the extensive underground lab of this
Scrivener to authenticate it and copy the
data for themselves.

Fleshing it all out


These are extra pieces that you can
tack on to an existing adventure to add
additional flavor, or just use them as a
kick off point for your own.
The Cart
A trader arrives at a settlement, in a
wagon like no one has ever seen before. It
was once a box truck, but was completely
stripped down; only the cab and the
steering wheel were left intact. It was
then rebuilt with low wooden panels in
the back; the brakes are hand-operated,
and the wagon is pulled by a group of
large boars. The trader specializes in
elegant pewter wares, made from melted
down figurines from ages past. He even

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has commemorative coins that bear the


faces of Big Push icons.

Cathedral
The Characters happen upon the
remains of a small cathedral. Only one
wall still stands; with an intact glass
window displaying a crucifixion. There
are a number of concrete blocks stacked
upright, and almost a roof of sorts,
although it would offer little protection
from the elements. Upon inspection,
there are many rough carvings in the
stones, indicating solar panels, the suns
rays, and growing crops of wheat.
This is the home of a sun cult. They
travel north after the autumn harvest
and come back with a group of sacrificial
slaves, whose blood will fertilize a
prosperous harvest.

The Crate
Along a well-traveled caravan trail,
the Characters see fires in the distance.
These are the remains of a raid on a trade
caravan. A small group of Drifters has
stayed behind, fruitlessly attempting to
open a weathered yet sturdy shipping
crate which has so far survived their
onslaught. The rest of the caravan has
been completely burnt, with nothing but
charred wood and bone to pick through.
If the Characters deal with the Drifters,
the question remains: what could be
so valuable that the Caravaneers were
willing to haul such an immense object
across the plains?

Don Quixote
You discover a group of functional
windmills, which have a long power cell
attached. An electrified concrete wall
surrounds the entire area, and the blades
of the windmills are salvaged from fixed

rotor planes and helicopters left over


from the Big Push. There are spare power
cells stacked neatly in a pile. They have
clearly been dutifully tended, but by
whom, and where are they now?

The Fly By States


When society collapsed, so too did
industry and the government. Fuel for
vehicles became harder and harder to
come by, with bio-fuel and hydrogen
powered engines becoming more valuable
than can be imagined. In the midst
of whatever adventures theyre on,
the Characters see two aircraft
fly overhead in a low altitude
formation. No matter what faction
they are, this is of potential interest
to them.

The Junk Pit


You stumble upon an old
quarry, many miles across,
which is filled with every
sort of ancient vehicle, from
planes to cars to hovercraft,
and even the skeleton of an
orbital space craft. The vast majority
of these are little more than rusted
metal, but there are almost certainly
things of great value hidden there.
In the center of the pit is an island
made of garbage that stands far
above the rest of the wreckage, where
business transactions are handled.
It has a long-range scanner, and its
inhabitants have built a small fleet
of armed drones to protect their
valuable junk.

Rebuilding a Skyscraper
A small skyscraper is being renovated,
in the midst of a cluster of skeletal
ruins. Enclosed
scaffolding surrounds

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the majority of the building, and loud


noises indicating construction can be
heard for nearly two kilometers. Who is
doing this work, and why?

The University
Amidst rubble and ruin, a small
university stands prim and proper,
surrounded by an electrified fence.
The college now houses a small
totalitarian state. Students graduate
into positions of power, or can be held
in detention for minor crimes, many
of which are punishable by minor
dismemberment, such as the removal
of an ear or finger. Regular games
of skill are held, and the sports
team sends charioteers to Switch
City every year. Contests involving
feats of strength and endurance are
also held on a semi-weekly
basis. The athletes form
a type of warrior caste,
raiding nearby villages for
food, clothing, and fertile
mates. The administration is
secretive and cultish, roaming
the halls in ornate robes and
doling out punishment to
those who fail to live up to the
schools rigid disciplinary code.
Every morning, the schools
haunting anthem plays over the
loud speakers.

The Watchtower
In the middle of a field, there
is a large, blue watch tower.
It may currently be empty,
or there may be someone
standing on top of it with
a megaphone and a large rifle,
wondering exactly what the
Characters are up to.

191

EncouNters
SETTING UP A GAME:

SCENARIO GENERAL RULES

Oftentimes, you will want an encounter to


be relatively well-balanced. This is easily
achieved through comparing Resource
Units. Resource Units (RUs) represent
the amount of effort and raw materials
required to create a piece of equipment,
Character, asset, or community. To play
a one-off game, this makes balancing
sides simple: just choose an equal amount
of RUs per side, and choose a scenario.
Alternately, you may choose that one side
or another that has fewer RUs to work
with, but perhaps an easily defensible
position or some other benefit.

DEPLOYMENT
You must determine where the Characters
start. In a Narrative game, this is usually
fairly simple, as the Characters enter the
encounter from a specific position.

Not all encounters require models and


terrain, but we recommend playing with
them whenever possible.
We advise setting up a 3x3 table with at
least one terrain piece that blocks line of
sight per player. For games with three
or more players, we also recommend
expanding the table to 4x4 feet and
increasing the size of the table by another
two feet for each additional player. Have
at least one medium terrain piece and one
smaller terrain piece should be placed
for each player, with scenarios dictating
additional terrain pieces. Players may
place more terrain if desired.
If playing one-off tabletop games, to
determine the encounter type, take
turns for each game, rolling a die and
consulting the Random Encounter Table
to determine the type of encounter that
you will play. Then you will chose your
crews stance within that scenario (as
indicated below). This stance will give you
a different style of play in each scenario.

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Crews deploy by rolling iniative, with


every crew deploying in initative order,
just as if determining who will act first
in a turn. Encoutners will determine
deployment zones, and conditions.
If deploying from a table side, the player
controlling the crew rolls two dice for
the distance from the edge that they may
place their models. This will sometimes
cause overlapping deployment zones. No
Character may be deployed within 9 of
an opposing Character at the start of the
game, unless the Scenario specifically
states otherwise.
CHOOSING A SCENARIO
If playing a Narrative adventure, the
Narrator will determine the type of
encounter, and the disposition of the
opponents. However, if playing a strictly
tabletop game, players take turns
determining what encounter they are
going to play. Roll a die and consult
the Random Encounter Table below
t0 determine the type of encounter. If
you roll attack, you must choose an
attack scenario, defend, you must
play a defend encounter, and if you
roll neutral, you must play a neutral
scenario. You must then choose a
stance. Stances represent the disposition
that your crew will take during the
encounter. Once the encounter has been
chosen, you may then take ANY stance:
offensive, neutral, or defensive.

Random Encounter Table:


Each game, players take turns rolling a single d6

Die Result Type of encounter


1
2-3
4-5
6

Attack
Neutral
Rolling players choice
Defend

Once you determine the type of


encounter, you then choose your actual
stance, as follows:

STANCES
Before deployment, each player should
select the stance that his or her crew will
take during the mission. Most encounters
will give you the option of taking an
offensive, neutral, or defensive stance,
and this will affect your objectives and
victory conditions. Each player should
secretly jot down their chosen stance
from any one allowable for the encounter
on a piece of paper, or use a token to
represent the stance that they have
chosen, and then other players should
reveal their selections simultaneously.
After all players have revealed their
stances to one another, they may roll
to manipulate their opponents, by
goading them into acting differently
through banter, threats, distractions,
ruses, and the like. To manipulate
another player you may make a Wits
test with a 7+ TN needed to succeed
(meaning you need to roll two or more
6s). If you succeed, your opponent
must disregard the stance that they have
selected and choose again from the
remaining options. A faction can only be
successfully manipulated in this manner
once by a single player. In other words,
each player may attempt to manipulate
the stance of one other player, and that
player may only be affected once.

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Example: Becky is playing Drifters and


Tom is playing Stakers. Theyre about
to play the Hunting encounter and
Becky wants a fight. Both players reveal
their stances and Tom selected Neutral
because his force has gotten pretty beat
up over the last couple games and Becky
selected Offensive because shes just
gotten access to a cache of weapons and
is hoping for a brawl. Becky doesnt want
Tom to get rewarded for trying to avoid a
confrontation, so she tries to manipulate
Tom into being the aggressor. To do so,
before the game begins she makes a Wits
test and rolls a 6, a 6, and a 2, giving her
two 6s. The Rule of Sixes makes one of
those 6s a 7. Her force is hurling threats
and offensive gestures at Toms force,
and has gotten a reaction. Tom must
now choose from the remaining options,
and must select an offensive or defensive
stance instead.

OBJECTIVES
Objectives represent the goal(s) of the
encounter. They are the things that the
Characters are after. Some objectives
need to be carried by Characters, others
must be defended, or even destroyed.
What needs to happen to the objective(s)
in question will be clearly laid out in the
encounter rules or explained by
the Narrator.
Tokens, counters, or some other form
should be used to represent objectives
on the tabletop. Try to make them no
smaller than 1x 1, and no larger
than 3x 3. Objectives fall into several
classes, which are explained here:

PORTABLE OBJECTIVES
Some objectives are able to be picked
up and carried away. The Characters
may be searching for a spool of copper

193

wire, a specific piece of scrap, or a


weapon of great power and value. They
may be raiding for food or water, or
looking to trade for a new fuel line
for a generator. Regardless of the
specifics, Portable Objectives may be
carried by one Character, but will slow
that Character down.
To pick up a Portable Objective, the
Character must be in base-to-base contact
with the objective that they want to
carry. They then, roll a Power test with
a 4+ TN. If successful, they may move
up to a Run action (but not over 10).
If failed, the Character may only move
their base Movement (typically 3).
Characters carrying Portable Objectives
are considered slow moving.
Up to 3 Portable Objectives may
be carried by a pack boar or other
domesticated beast of burden, but must be
loaded onto the creature by a Character
in base-to-base contact, at an Action
Point cost of 1 AP per Portable Objective.
Beasts do not need to make a check to
see if they can run while loaded, but like
other Characters, they may not sprint.
Characters carrying a Portable Objective
may not move and shoot, they may only
choose one or the other.
Pack animals may carry up to three
Portable Objectives or one heavy objective
(explained below). Characters may only
carry one Portable Objective, unless
they chose to drop all weapons except
for pistols and Small Melee weapons
(dropped weapons are considered lost), in
which case they may carry 2. Characters
carrying two Portable Objectives in this
manner may not shoot, but may fight at a
+1 TN to any Shooting or Fighting rolls.

HEAV Y OBJECTIVE
Some objectives have significant weight
and/or bulk. A crew out scavenging
may come across a small piece of
machinery that would be valuable to their
community, but it may weight more than
A standard human. These are considered
a Heavy Objective While carrying a
Heavy Objective, a model may not attack
in a fight, or take any sort of Shooting
action. A Character carrying a Heavy
Objective may only move their base
Movement (usually 3), and is considered
slow moving. A Character may always
choose to drop the Heavy Objective at the
end of their activation (a free action), and
act normally in the next turn.
A single Heavy Objective may be
carried by a pack animal, a boar or other
domesticated beast of burden, but must be
loaded onto the creature by a Character
in base-to-base contact, after succeeding
at a Power test with a TN of 4+. This
attempt is a complex action. Beasts loaded
with a Heavy Objective.
Alternately, any two Characters
may carry a Heavy Objective. These
Characters must both be touching the
Heavy Objective, but do not have to be in
base-to-base contact with each other.

IMMOBILE OBJECTIVES
Some Objectives are either far too heavy
to be moved by the standard equipment
that a crew would carry with them, such
as a large piece of machinery, weighing
several tons. There are also situations
in which the crew may be called upon to
defend or scout a a terrain feature such as
a hill or a path, obviously these objects
would not be able to be picked up and
be moved. These are (un-surprisingly)
called Immobile Objectives.
Immobile Objectives may not be moved in
the framework of an encounter. They are

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either intangible, or would require heavy


equipment that the players do not have to
lift and transport.

CONCEALED OBJECTIVES
Sometimes, an objective may be hidden
out of sight, or not obviously available.
These are called Concealed Objectives.
Any Character within 6 of a Concealed
Objective may take a 4+ TN Wits test
to spot it. Any Character within 12
of a Concealed Objective may take a
Wits tests with a 5+ TN to spot it. Once
spotted, characters may interact with
them as they would normally interact
with an Objective of that type (Portable,
Heavy, or Immobile). Characters may
not interact with Concealed Objectives
until they have found them. Once
one Character has found a Concealed
Objective, all other Characters on their
crew within communication range (12
or further with a megaphone or if linked)
will be able to interact with it.
Characters with Scavenge have an
advantage when attempting to spot
Concealed Objectives, and have a -1
TN to all their rolls (and may use the
dice allowed for a Scavenge Roll in
addition to their Wits for any tests to
spot Concealed Objectives. Scavenge tests
have a -1 TN modifier (4+ becomes 3+, 5+
becomes 4+).

CARRYING OTHER CHARACTERS


Sometimes, you may wish to carry a
Character that is incapacitated, either to
save them because they are unconscious,
or because an opponent may benefit from
your leaving their bodies. Characters are
considered Portable Objectives, as listed
above, however you may only ever carry
one Character at a time.

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SALVAGING DEAD
OR DOWNED CHARACTERS
You may loot the corpses of the dead (or
just the bodies of the sleeping) by being
in base-to-base contact with them. This
requires a Scavenge test, a complex action
with a 4+ TN if no opposing Characters
are within 12, and at a 5+ TN if there
are opposing Characters within 12.
You may never scavenge your own
Characters, although you may retrieve
specific items if playing a narrative
game. Characters may salvage opposing
factions characters and recieve:
Drifter/ Church of Fun: 1d6 RUs
Staker/ The Vale:
2d6 RUs
ARHK:
3d6 RUs
Reclaimer/ Stitcher:
4d6 RUs
Unicephalon:
5d6 RUs
Maintaining COMPOSURE AND
INITIATING COMBAT
Neutral and defensive stances, will not
want to initiate combat. There may be
a penalty imposed depending on the
situation, or you may want to focus
your activations in another manner.
However, sometimes inexperienced
Characters get nervous or frightened. At
the beginning of the their first activation
of the encounter, any Green Character
that is both in line of sight and within
18 of a model from an opposing faction
must take a Nerves test. If passed, the
Character may continue to act as normal.
If the test is failed, that Character draws
a weapon, and is considered to have
initiated combat, although they dont
have to actually shoot or attack. Player
Characters are excluded from having to
take this test. Crews with a neutral or
defensive stance who lose their composure
or who attack in any way before being
attacked have also initiated combated.
They may face a penalty, depending on
the encounter.

Sample Encounters

On the following pages are sample


encounters. More will be posted on the
Wreck Age website, and included in later
supplements, but of course, feel free to
design your own.

195

1. THE HUNT
(attack/neutral/defend encounter)
Game and food are scarce, and have been so for months. Your scouts have tracked a
large herd of game, but it is ambling at the outer limits of your territory and slowly
drifting further afield. An opportunity is slipping slowly away, and you cannot afford
to watch it go. Your crew has been dispatched in a desperate effort.
All seems well in the first few days. After locating the tracks, your hunting party finds
the herd but, as you close on the prey, the party realizes that they are not alone. The
hunting party is already too strung out, too far from home to return empty handed.
Grab what you can and get out as quickly as possible.
OBJECTIVE
Your hunting party must gain as many Resource Units (RUs) as you can while
sustaining as few casualties as possible.
SETUP
Each table quarter should contain at least one piece of terrain that is not impassible.
The number of players determines the number of herds:
1 player: place 6 herds, 2 players: place 3 herds each, 3 players: place 2 herds each, 4+:
place 1 herd each
Roll initiative. The winner places the first herd of 3 animals. These animals will
stick together and attempt to remain within 5 of each other. Following the order of
initiative, players will alternate placing herds until all animals have been set on the
table. At least one model in each herd must be less than 18 from the center-point of
the table. Each model in a herd must stay within 5 of at least one other model in the
herd. Any model in a herd may not be closer than 2 to a model in another herd.
After placing all herds, the player with initiative chooses one table edge as the deployment
zone; that player may deploy a hunting party 2d6 from the deployment zone edge. In
initiative order, opposing players may select any remaining table edge and deploy as
above. All models must remain at least 12 from any enemy model that have already been
deployed. Each players deployment zone is their base camp.

STANCES
Offensive stances: Forget the herds, get THOSE guys!
You party gains 3 additional RUs for every enemy it scavenges, but earns one 1 less RU
per animal or token.
Once combat is initiated (by any sort of attack or if a Character loses their composure),
the crew who initiated it may be shot or engaged without penalty from any crew with a
neutral or defensive stance.
Neutral stances: Stay quiet! We can sneak the food right past them!
You party gains 2 additional RUs for any animals downed with a silent weapon, and
will lose 10 RUs for initiating combat with another hunting party.
Defensive stances: Im not trading your lives for a hunk of deer meat.
You party gains 2 RUs for every one of your Characters that survives the encounter
without so much as a scratch, and will lose 5 RU for initiating combat with another crew

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SPECIAL RULES
The animals in the herd have their own
statistic profile, listed here:

Gazelles (or Deer)


AP
3

M
5

P
2

S
-

F
1

N
1

W
1

R
0

Training Beast
Skills NONE
Traits: wild beast, animal instincts (see below)

Animal Instincts
The herds are activated at the end of
each round (during the end phase). Roll
a d6 for each herd; we recommend doing
so near that herd, to prevent confusion
about which die belongs to which herd.
Models in the herd will move the number
rolled plus the value of that herds
Movement attribute (d6+5). If a 1 is
rolled, that herd will remain stationary.
If a 6 is rolled, the herd will move as
normal, directly away from the nearest
human model. Otherwise, the herd will
move in a random direction, the number
of inches rolled on the die.
All animals must end their movement no
further than 2 from another model in
its herd.
A herds Movement Attribute equals the
Movement of its slowest herd member,
and a herd will always move as far as it
is able.
If, during movement, an animal gets
into base-to-base contact with any
Character, resolve a close combat attack
against the character immediately;
however, the animal will not get a
charge bonus. The animal counts as the
attacker. After the engagement the herd
will move on, if possible.
If any animal in a herd touches any table
edge, the entire herd is removed from
the game.
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Hunting
If an animal is killed, replace it with
an Portable Objective. A Character in
base-to-base contact with a Portable
Objective can make a Harvest test
during its activation. If successful, the
Character retrieves the RU immediately,
and is considered to have the Portable
Objective until the Character drops it,
willingly or otherwise.
Dropping Objectives
A model may drop any/all objectives
in its possession at any point in its
activation. This is a free action. If
a Character is reduced to 0 AP due
to suppression or other effects, all
objectives in its possession are
dropped immediately.
Retreat
Players can remove a Character from
play by ending that models activation in
contact with any table edge. That model
is immediately removed from the table
and may not return to the encounter.
Ending the Encounter
The game ends after 6 turns or if any
side has no Characters left to activate.
Calculating Resource Units
+2 RUs for each token carried by an
active character, with any Objectives
remaining on the board being claimed by
the last remaining crew for 2 RUs each.
+5 RUs for each token your Characters
placed in your base camp, or loaded on a
pack animal that is still active at the end
of the game, or has retreated.
-2 RUs for each of your Characters that
are wounded
-3 RUs for each of your Characters that
are dying
-5 RUs for each of your Characters killed
(not including pack animals and Beasts)
-10 RUs if a neutral or defensive stance
initiated combat.

197

2. ANTIQUES ROAD SHOW


(neutral encounter)
Various factions have converged on a deserted and dust-torn town. Preliminary
scouting missions indicated an area potentially rich for salvage, but the ghost town is
dozens of miles from your Community. Casualties and combat this far out will be at
great risk, so you would like to avoid detection if possible.
As you approach, a lookout for your group spots dust on the horizon. This ghost town
wont be empty much longer.

OBJECTIVE
Try to keep your cool, find as much salvage as you can carry and as quickly as you are
able, load it, and get out.

SETUP
The board should be littered with buildings that block line of sight, though we
recommend at least one main street that stretches the width of the board, as well as
several winding alleys. In particular, terrain should be very dense towards the center
of the table. 2-3 small terrain pieces per square foot is recommended. Deployment
zones are rolled for each crew (2d6 from the chosen board edge).
You will need 12 Salvage counters. These are all considered Concealed Objectives, as
well as Portable Objectives. Roll initiative, and the highest scoring player will begin
by placing a Salvage counter on the board, with placement then alternating between
players in order of highest to lowest initiative until all counters have been placed. No
counter may be placed closer than 4 from any other counter on the table.
You will also need a counter or marker to represent the Main Salvage. This is a
considered a Heavy Objective once its found. This will remain off the board until
discovered by searching the various buildings in the center of the board.

Stances
Offensive stances: Kill em all! Makes looting easier.
Offensive stances will not lose 10 RUs for initiating combat.
Neutral Stance: Remember, were here to LOOT, not SHOOT.
Neutral stances will gain an extra 5 RUs for each salvage marker brought to your
deployment zone, or loaded onto an active pack animal at the end of the encounter.
Defensive Stances: I dont care WHATS here, just dont get hurt. Doc hates me enough already.
Defensive stances will gain 3 RUs for each Character that survives the encounter unscathed.

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SCENARIO SPECIAL RULES


All Characters (not including Beasts) in
a group understand the particular reason
for being in the ghost town, and their
goal is to inspect as many buildings as
possible, in order to locate the potentially
valuable resources.
A Character is not obligated to carry a
counter it reveals, and may opt to leave it
in place when discovered.
The prize of the Main Salvage is in one of
the buildings within 12 of the center of
the board. Each time a Character enters
a building within 12 of the center that
has not been previously searched by any
group, roll a die. On a roll of 6, that
Character has found the Main Salvage.
Each building may be searched only once.
This search happens automatically once a
Character enters a new building, and does
not require additional AP.
The Main Salvage is a Heavy Objective.
Reveal this Heavy Objective within 1
of the main entrance to that building.
You may use any appropriate counter to
represent the Main Salvage, or design
your own.
If a 6 has not been previously rolled
during a search, the Main Salvage
will automatically be found in the last
building remaining within 12 of the
center. After finding the salvage, the
Characters must then take it to safety by
removing themselves from play on their
own table edge.
If the carrier/s is/are taken down, place
the salvage counter at the spot where the
first model went down. Any Character
may pick it up by moving into base-tobase contact with the Heavy Objective.

Whoever recovers a Portable Objective


may roll on the following chart after the
game to see what you managed to pick
up in all the commotion. The Heavy
Objective allows you to roll three times.
Roll 1 die for each level of a Characters
Scavenge skill with a 3+ TN to
determine what the Portable or Heavy
Objective contains.
Salvage Chart
0 successes:

Nothing

1 success:

1 random Common weapon

2 successes:

1 random Uncommon weapon

3 successes:

Data tablet worth 10 RUs to


Reclaimers or Unicephalon 2
RUs to any other faction

4+ successes: 1 random Rare weapon

Ending the Encounter


The encounter ends immediately when
one party successfully brings the Heavy
Objective entirely into its deployment
zone, or when one party either is wiped
out or chooses to withdraw. The party
that controls the Main Salvage will
then roll on the chart above.
Calculating Resource Units
10 RUs for every salvage counter an
active Character is carrying, or has
loaded onto an active pack animal.
30 RUs if the Heavy Objective is being
carried by an active Character, or if it has
been loaded onto an active pack animal.
-2 RUs for each of your Characters wounded.
-3 RUs for each of your Characters dying.
-5 RUs for each of your Characters killed
(not including pack animals and Beasts).
-10 RUs if a neutral or defensive stance
initiated combat.

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199

3. CLASH OF THE TITAN


(attack encounter)
During the Oil Wars of the 22nd and 23rd centuries, battlesuits were used to great effect
as they allowed for a single operator/pilot to engage dozens of enemy combatants,
usually unfortunates that hailed from less-technologically advanced nations. The
results were generally dramatic and lopsided.
Essentially a lightly armored walking tank, the battlesuits were produced in the tens of
thousands, and as artificial intelligence improved, they eventually found service in all
manner of faculty: private security, law enforcement, and as dispassionate population
control tools. Lost in a remote corner of The Wilds, several are rumored to have
been spotted among the ruins of a recently collapsed building. Did the suits cause the
collapse, or were they there already there, merely uncovered in the ruin? The matter is
rife for speculation, gossip, empty conjecture, and misleading exaggeration.
While one might generally dismiss the vagaries of idle chatter with prejudice,
battlesuits are mythical in stature and value. When your crew deciphered a transmission
concerning a probable location of one, youre not wasting any time. Your crew quickly
grabs their gear and heads out, wary that there may be others doing the same.
OBJECTIVE
The battlesuit has been found! Its protecting a random rock. Salvage the battlesuit.
Each crew should track any successful damage against the battlesuit, as they will gain
RUs for it at the end of the encounter.
SETUP
Standard set up; Characters may set up 2d6 in from any table edge, but not within 9
of any opposing Character. You will need a model to represent the the battlesuit, which
should be placed as close to the center of the board as possible. It must not start in cover.
Roll for initiative as normal to begin the Encounter.
Research Teams: Any number of teams can take part in this encounter, but the
situation will necessarily dictate the number of Characters that may participate:
1 team: up to all members.
2 teams: up to 6 randomly selected members from each crew.
3 teams: up to 4 randomly selected members from each crew.
4+ teams: up to 3 randomly selected members from each crew.
Stances
Offensive stances: This is our battlesuit, and I absolutely do not care how we get it.
Gain 3 RUs for every opposing Character that you wound, but only gain half the RUs
(rounded up) from scavaging the battlesuit.
Neutral Stances: We need the battlesuit. We also need to figure out how to get it
working. Look for the manual.
Gain 10 extra RUs from salvaging at the end of the encounter, but lose 10 RUs for
initiating combat with anyone except for the Battlesuit.
Defensive Stances: We cant be the only ones that heard that transmission. Be
prepared to bug out.
Your Characters must survive unscathed; gain 2 RUs for every character that survives
without a scratch.

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SCENARIO SPECIAL RULES

Ancient Automated Battlesuit


AP

Equipment Targeter: May always measure

distance to targets
Heavy Armor
Hydraulic Fist: Melee, reach 1,
(Power: as user+3)
Flame-thrower
2 LMGs, each with large
magazine

Traits: Artificial Intelligence (see below), large


target, automaton
The battlesuit endures damage in this manner:

Successes

Effect

0 Successes No effect
1-2 Success Armor damage: roll a d6:
1-4: The armor is reduced one step:
from heavy to medium, to light.
5-6 Success: The suits armor is
destroyed outright.
3 Successes Drive train damaged: roll a d6:
1. The suit cannot move next turn.
2-3.The suit staggers D6 in a
random direction.
4. Reduce the suits M Attribute by 1.
5-6. The suit is immobilized, and
may not move (but may still pivot).
4 Successes Critical hit: roll a d6, (if you reroll a result, step the damage up to
the next highest result):
1. Ammo feed severed. Lose 1 LMG.
2.-3 The hydraulic fist is damaged,
its Power is halved.
3. Both suits LMGs are destroyed.
5. Ammo explodes, giving
the battlesuit a Power 8 hit.
Additionally, anyone within d6
takes a Power 4 hit. This destroys
both the LMGs.
6. Battlesuit explodes. All models
within d6+2 take a Power 3 hit.
5 or 6
Successes

7 or more
successes

Major damage: roll a d6, (if you reroll a result, step the damage up to
the next highest result):
1-2. It staggers backwards d6, and
cannot activate for 1 turn.
3-4. Immobilized. It may not move
or pivot, but may still shoot.
5. Fission leak. Roll a D6 at the
start of every turn. On the roll of
the 6 the battlesuit explodes, as
below:
6. The Battlesuit explodes.
Characters within d6 take a
Power 4 hit.
Once in a lifetime shot: The
battlesuit crashes over, its systems
failing. Its RAM glitches for a few
moments before system shutdown.

Andrzej Probulski (order #5451458)

Artificial Intelligence
At the start of each of the Battlesuits
activations, follow the sequence below to
determine its behavior for that Round.
1. If there are any Characters within
8 and in its line of sight, then it will
attempt to charge into a engagement.
2. If there are no Characters within
8, the battlesuit will walk towards
the nearest Character. This action
takes no AP for the battlesuit.
3. If the battlesuit does not charge, it
will fire its first LMG at the farthest
Character within line of sight.
4. Roll a d6. On the score of 4+, the
battlesuit will fire its 2nd LMG (or
flamer its within long range or closer)
at the nearest Character, and any
others within 2 of that Character.
Ending the Encounter
The encounter ends after 6 turns,
or if the battlesuit is destroyed. The
team that inflicted the final blow that
destroyed the Battlesuit wins. Only this
crew is entitled to obtain the wreck, but
all participating crews may also gain
salvage. If all teams choose to retreat,
the Battlesuit will remain in place and
run auto-repair scripts on itself.
Calculating Resource Units
The crew that won the encounter gets
6d6 RUs from scavaging the battlesuit if
the battlesuit was destroyed.
Every crew left on the board will collect
2d6 RUs from scavenging the battlesuit,
if it was destroyed.
+5 RUs for every hit that inflicted 1 or
more successes against the battlesuit.
-2 RUs foreach of your Characters
wounded
-3 RUs for each of your Characters dying
-5 RUs for each of your Characters killed
(not including pack animals and Beasts)
Any Character who destroys the battlesuit
down will have the Renown attribute
raised by 2.

201

4. OCCUPY MALL STREET


(attack/neutral/defend encounter)
While on patrol, your team stumbles across an abandoned market that does not
register on any datapoint. You hear voices in the distance and steady yourself,
preparing for the encounter.
OBJECTIVE
The objective is to control the most market stalls/buildings on the tabletop. A stall/
building is controlled if at least one active Character is inside the building, with no
functioning enemy models inside. Characters that cannot activate, cannot contest the
control of a stall.

Roll initiative for set up, as normal.

Set Up

Players take turns placing two market stalls (or shipping containers, or small buildings)
per player anywhere on the board. These are considered Immobile Objectives. Shipping
containers make for ideal market stalls, or build them as you wish.
If in a defensive stance, you may place your characters anywhere on the board
(first), then offensive stances must place their Characters on any single board edge.
Neutral stances set up last, with those crews beginning in a 5 radius from the
center of the board.
Note: models are not obligated to fight and may seek to rummage in close proximity to each other.
StanceS
Offensive stances: We were here first (or maybe second). This is our town now!
Offensive stances will not lose 10 RU for initiating combat.
Neutral Stances: Let these loudmouths by. Well stay by whats important.
Neutral stances get a 5 RU bonus per market stall held.
Defensive Stances: Let em try and take these rusted cans.
Defensive stances will booby trap any stall that they hold. This happens automatically
in the end phase of the first turn in which they control the stall. This causes a Power
4 hit to any other Characters that enter it (including those from their own crew).
Sometimes the best defense is a good booby trap.
Ending the encounter
The game lasts four turns. If all but a single team retreat, the encounter ends and the
remaining team is considered to control all stalls.
Calculating Resource Units:
Each team gains 10 RUs for each market stall controlled.
Additional RUs are rewarded to all teams as follows:
-2 RUs for each of your Characters wounded
-3 RUs for each of your Characters dying
-5 RUs for each of your Characters dead (not including pack animals and Beasts)
-10 RUs for initiating combat (unless offensive stances)

202

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5. FOOD FOR THE VULTURES


(neutral or defend encounter)
Your team is lost. You are running low on food, you are out of ammunition, and your
water supplies are dwindling. You havent seen anything to scavenge in two days, but in
the distance you spot an odd-looking former dwelling. You also see figures approaching
from the far side. The vultures circle overhead, waiting for their next meal.
Objective
Find some ammo, grab whatever loot you can find and escape, retreating through the
enemys deployment zone.
SETUP
Place a large piece of terrain (which represents a burned-out house, such as a shipping
container, or a trailer) in the center of the table. Place four smaller pieces of terrain
along the diagonal line between two opposite table corners. These four pieces of
terrain must be more than 6 from the terrain at the table center, but extend no
further than 5 from the diagonal line.
Prepare 10 similar size and shape Salvage tokens with one side marked to represent one
of the following:
5 Salvage tokens numbered 1-3 underneath. You will prepare 6 counters: 2 of each
number. You will only use 5 of these counters, chosen at random.
3 Empty (blank) tokens
2 Trap token
Roll initiative for set up, as normal. With players taking turns setting out tokens.
The tokens are turned face down, shuffled, and then placed on terrain pieces until
either no tokens remain or each terrain piece contains one token, whichever comes
first (again, these terrain pieces should not be impassable).
The tokens are turned face down and shuffled. Then draw 6 of them and place one on
each small terrain piece and 2 on the large terrain in the table center. The remaining
4 tokens are not used for this game and should be set aside, but not revealed.
Place more terrain equally over the table as appropriate.
Divide the table into two diagonal halves along the line used to place the specified
terrain pieces. The players roll-off and the winner chooses one of the triangles as a
deployment zone. This player may then decide to deploy first. The other player will
get the opposite deployment zone. Each player deploys all of their Characters no
more than 6 away from the table edges.

Stances
Offensive stances: Get the ammo, and take care of these fools!
Offensive stance Characters will be able to re-load on the first non-trap token they salvage.
Neutral Stances: Lets get this loot and get out of here!
Neutral stances get a 5 RUs per salvage token they retrieve.
Defensive Stances: Lets not get into a scuffle.
Defensive stances will gain 5 RU for each character that ends the game either in or
leaving the opponents deployment zone.

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203

SCENARIO SPECIAL RULES:


Only one Character per team may start
the encounter with ammunition left for a
single weapon. Pick one weapon, which
must not have a Power rating of higher
than 4. All other ranged weapons must
Scavenge ammunition by discovering a
Salvage token.
Any wounded Characters will be attacked
by vultures once per turn, during the end
phase. These vultures score an automatic
Power 1 hit, and resolve damage as normal.
Salvage counters
A Character in base-to-base contact
with a Salvage counter may make a
Scavenge action, a simple action taking
2 AP, with a 3+ TN. If successful,
the counter is revealed. Each Salvage
counter that is neither a trap nor blank
will be marked on the bottom with a
number: 1-3. This indicates how many
RUs the team will gain multiplied by
ten for carrying this token completely
into its deployment zone.
If the token has an RU value, the
Character may pick it up immediately;
however a Character is not obligated to
carry a token it reveals, and may opt
to leave it in place when discovered.
Additionally, any token that is neither
a trap nor blank will allow the relevant
Character to reload all weapons for that
model (a free action). Reloading does not
expend the counter.
If the token is blank, it is simply removed
from the game with no further effect.
If the token indicates a trap, all
Characters within 2 are automatically
hit by a Power 3 attack. Resolve damage
as normal. The counter is the removed
from the game without further effect.
Dropping Tokens
A model may drop any/all tokens in its
possession at any point in its activation.
This is a free action and does not
require AP. If a model is forced to
move due to suppression, all tokens in
its possession are dropped immediately
before that movement.

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Tensions are High


At the beginning of any activation, a
Green Character that is both in line of
sight and within 6 of a model from an
opposing faction must take a Nerves
test. If passed, the Character retains
composure and may continue to act as
the player chooses. If the check is failed,
that Character draws a weapon, and
is considered to have initiated combat.
This occurs even if the Character does
not have any ammunition for their
weapon. This rule does not affect Green
Player Characters.

Ending the Game


The game ends after six turns or if any side
has no Characters left that can activate.

Calculating Resource Units


+5 RUs for each Salvage token
completely within your deployment zone.
+10-30 RUs as indicated on the counter
for each Salvage token a Character is
carrying at the encounters end.
+10 RUs for each Character exiting
the board through the enemys
deployment zone.
Defensive players score 3 RUs for each
Character who is completely inside of
their original deployment zone and who
have not been wounded during the game.
-2 RUs each of your Characters wounded.
-3 RUs for each of your Characters dying.
-5 RUs for each of your Characters killed
(not including pack animals and Beasts).
Please note that there is no penalty for
initiating combat in this scenario.

6. NIGHTTIME RAID

(attack/defend encounter)
Objective
This is a night time raid on an outpost. One player must be the attacker. The other
will be the Defender.
Set Up
The Defender may switch out any pack animals for guard dogs at no RU cost.
Place a small building (or shipping container) in the middle of the board. No other
terrain may be set up within 9 of the center building.
The defender will have two sentries. One should be a Beast.
Next, roll for the purpose of the raid:
1: Slave Raid
2: Blow Up guardhouse
3: Capture a specific individual
4. Resource Raid (the Attacker must make off with 1 of 2 carts)
5. Recon (the Attacker must touch 3 Way Points and retreat off the board)
6: Attackers choice
1: Slave Raid
The attacker gains a free attack boar armed with Gas Bomb (as Gas Grenade: P:6,
Blast 2, non-lethal), rather than satchel charge. Each attacker may have a bow with 1
gas arrow).
2. Blow Up Guardhouse
The objective is to blow up the guardhouse. Place an explosive in base-to-base contact
with the guard house, and trigger the explosive. Each attacking Character has a
remote control charge, which may not be used for anything other than to attach to the
guard house. Once they have done so, any Character may trigger it once they are at a
minimum of 8 away, with a free action.
3: Capture a Specific individual.
The Attacker marks 5 Characters 1-5, if a 6 is rolled, they may choose which
Character they are attempting to capture.
The attacker gains a free attack boar armed with Gas Bomb (as Gas Grenade: P:6,
blast 2, non-lethal), rather than satchel charge. Each attacker may have a bow with
1 gas arrow). The attacker must knock the specific individual unconscious and carry
them off the board to win (or knock out all opponents). Lethal force against the
specific individual will result in an attackers loss.
4: Resource Raid (the attacker must make off with 1 of 2 carts)
Before the game begins, the defender must place two carts at least 6 away from the

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205

center building. The attacker must retrieve one of these carts and carry it off the board
for a victory. The encounter will last eight turns total. Failure to move a cart off the
board by then results in a attacker loss. To move a cart, a Character must start their turn
in base-to-base contact with it, and make a Power test at the start of that turn. Success
allows a Character to run, while keeping the cart in base-to-base. Failing the Power test
will mean that the Character can only walk (their base Movement)

5: Recon
The Attacker must touch 3 way points (described on the next page) and retreat off
the board. To acheive victory, the attacker must touch three of the defenders way
points, and retreat off the board. The attack will win if they are able to prevent the
defender from doing so. If the defender is able to raise the alarm, but still touch 3 of
the defenders waypoints, it will result in a tie.

6: Attackers choice
The attacker may choose which type of nighttime raid to embark on.

Stances
Only offensive and defensive stances may be chosen for this scenario. At least one of
each must be taken. The offensive players may always choose to go first or second,
until a sentry is alerted. Manipulation may NOT be used for these encounters.

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Rules for Sentries


Sentries are Characters who are on
guard duty. While in sentry mode, a
Character may not activate as normal,
but instead, must follow a path set by
pre-determined way points. The
player controlling the sentry may
choose which way point the sentry goes
to next, but otherwise, has no control
over their movement.
The way points indicate the path that a
sentry may take. These are placed before
the offensive player(s) deploy: place 6
way point counters, face down. 4 of these
counters should be marked as way points,
and 2 should be blank (these are fakes).
Before the game begins, you must chose
one of the way point counters, and flip it
over. One of your sentries (not a Beast)
may be placed anywhere along the path to
this way point, including on it.
Sentries still use AP as normal, but their
actions are limited. They are allowed to
move, and make Spot tests at any point
along their Movement path.
The offensive player(s) will then
place their forces on any board edge,
rolling 2 dice for deployment edge as
usual, and putting their force within
that deployment zone. The offensive
player(s) may split up their force in any
way that they chose, with any number
of Characters coming on any table edge,
rolling 2 dice for each board edges
deployment distance.
The attacker may always choose to
activate first (or last) each turn, until
a sentry is alerted to their presence. At
that point, initiative is rolled as normal,
and all remaining Sentries convert to
regular Characters, and may act as
normal, rather then in sentry mode.
Once the game starts, sentries move
4 per turn towards their next way
point. Once a sentry reaches the chosen
way point, the player controlling that
Character (the sentry) may choose the
next way point to head towards, which
will be any uncovered way point left on
the board.

Andrzej Probulski (order #5451458)

To spot a sneaking Character, sentries


must make a Spot test, which is based on
that Characters Wits attribute.
Spot tests are done as follows:
Roll a number of dice equal to the Wits
attribute. This is the maximum distance
that a character can spot at for this
turn. Keep these results, as you will use
them to determine not only the distance
a sentry can spot, but also if the test
succeeded or not.
Line of sight is required for a sentry to
attempt to spot a hidden or sneaking
Character. Then, check the following
chart for target numbers. If there is at
least one success, the Character doing
the spotting has seen something, is
taken out of sentry mode, and may act
normally. A sentry who has spotted an
opposing Character may spend a free
action raising the alarm, which will alert
all Characters within 12, (36 if that
Character has a megaphone, unlimited
if linked) allowing them to come off of
sentry mode as well.
Spot test Target Numbers:
Opposing Character is in
the open

4+ base TN

Opposing Character is
behind cover

6+ base TN

The opposing Character is


within 2x Wits attribute in
inches

-1 TN modifier

Opposing character is more


than 20 away

+1 TN modifier

Night time
(if Character spotting has
night vision, the target is
unmodified)

+1 TN modifier

The Character doing the


spotting is a Beast

-1 TN modifier

If the Character doing the


spotting has binoculars or
magnification

-1 TN modifier

For each level of Sneak skill +1 TN modifier


that the opposing Character
has, up to a maximum target
of 6+

207

Campaigns

Well boys and girls, the real question is, are you in it for the long
haul? Sure you can pick up a med pack and a rifle and go off and play
adventurer for a day... but these weekend warriors never get the full
experience of what its really like to a true wanderer. Theres a whole
world out there to explore and scavange; why just settle for a short
stint? You havent lived until youve been out in The Wilds, low on
food and ammo, pulling a tarp full of goodies that you grabbed from
a Pre-Exodus missle silo, with a band of Drifters hot on your trail.
Thats the life!

~Exerpts from Dusters Almanack

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Campaigns are a series of games strung


together over multiple nights or sessions.
A campaign might be merely a few
days in a row of play, or might be an
extended adventure over the course of
many months. In a campaign, you will
face many changes to your communities,
characters, and may even see changes
to large-scale things like trade routes
and power dynamics, which will help to
shape the world you are playing in.
Campaign Plots
Plots should evolve over a series of
sessions, using a variety of hooks and
plot devices. You should prepare an
ending of epic proportions: a rogue
missile launch being averted, a city-state
saved from a maniacal army of raiders,
or a mad man toppled from power. Make
it heroic and fulfilling.
Campaign Time
Some Narrators may wish to have each
session represent a specific amount of
time, while others will jump ahead (or
even backwards) in the timeline to achieve
specific effects. Make sure that whatever
you choose, youre clear with the players
every session about how much time has
passed, unless you require them to remain
in the dark about the length of time that
has passed, for some reason.

Andrzej Probulski (order #5451458)

Side Plots
Make sure that you add a variety of sub or
side plots that will keep the Characters
interested. This will sometimes take
a considerable amount of work, but
oftentimes, the players will go off on a
tangent that you didnt expect. Dont
force them back on track right away;
use this as an opportunity for them to
explore the world in a way that you
hadnt already considered. Campaigns
are a give and take.
Managing Information
As we discussed a bit in the Narrator
Chapter, you will want to keep good
track of the events and behind the scenes
info that has occured. This will make it
easier for you to handle all the twists and
turns that the Campaign will take you on.
Finishing the Campaign
One of the most rewarding experiences
can be wrapping up a campaign. Just
like finishing an epic TV series or
trilogy of novels, the ending should tie
up all the loose ends, but still leave the
players wanting more. Also, finishing
a campaign can give the players a great
excuse to try a new faction, or section of
the world.
Now lets talk about how campaigns
affect the Characters themselves.

209

RECOVERY

Characters are bound to get beat up at


some point during a campaign. At the end
of an encounter, every Character that has
been hurt, but isnt dead, has a chance to
make a recovery.
With proper care, many of the horrific
after-effects of battle can be mitigated
with proper training and/or supplies.
Skills such as First Aid allow effects to
be healed in the confines of an encounter,
while Doctor skill allows the effects to be
mitigated after an encounter.
Any active Character with the Doctor
skill may make a 4+ TN Doctor test and
for each success they may distribute the
successes across any Characters that are
in need of medical attention.

TenPikes Doc Hardy rolls 3 dice for his


level 3 Doctor skill. The target is 4+. He
rolls a 5, and two 4s, giving him three
successes, but there are 7 people on his
side that are wounded. As such, he can
divide these successes up however the
player sees fit, with each success reducing the level of damage by one step before
the recovery roll (dying becomes out-ofaction, out-of-action becomes wounded,
wounded becomes no effect). This is, in
effect, the Doc applying his skills to those
he thinks would need his services most.

Some gear (such as bandages or a First


Ait kit) grant a +1 to recovery rolls, while
a Chem Injector allows a Character to
make a Power test in every end phase with
any successes reducing damage by one
step. Gear with these capabilities has been
noted as such in the Equipment Chapter.
After attempting to heal any
Characters that have been hurt, roll
the following for any Characters with
the mentioned conditions:

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Andrzej Probulski (order #5451458)

Wounded:
At the end of the encounter, roll 1 die for
every Character who is wounded. If any
of the results are a 1-2, you must roll on
the Serious Injury Table.
Out-of-Action:
At the end of the encounter, roll 3 dice
for every Character who is out-of-action.
If any of the results are a 1 or 2, you must
roll on the Serious Injury Table.
Dying:
At the end of the encounter, roll one die
for every Character who is dying. On a
1-2, the character is dead, otherwise roll
on the Serious Injury Table.
Characters with at least 1 point of
Renown may choose to lose 1 point
permanently to re-roll any single die
after the Recovery roll, but before rolling
on the Serious Injury Table. At the
Narrators discretion, they may also burn
a Renown to re-roll the results of the
Serious Injury Table.

Serious Injury Table.


(Roll 2d6 and add the results)
2:

Dead: The injuries sustained are too much for the character, and they die.

3:

Skull Cracked: One too many blows to the head has caused neurological
damage to the Character. From this point on, he or she will be bewildered
when attempting anything requiring intellect or memory. The Character
suffers -1 to Wits.

4:

Scarred/Pock marked: A terrible fever left this Character scarred for life,
giving them an appearance some find fearsome. A -1 Wits modifier exists for
all social situations when encountering new groups of people, compounded to
-2 if the new group has a religious aversion to disease or scarring. This does not
apply to tests involving intimidation, and in fact does the complete opposite -1
TN modifier to rolls involving the Manipulation skill if present, rather than -1
Wits. This is doubled against those averse to scarring.

5-6:

Broken Leg: This Character acquires the slow moving trait for one month
in Narrative play, or four games if playing a linked series of encounters or
campaigns.

7:

No effect.

8-9:

Broken Arm: -1 Fighting and Shooting for one month in Narrative play, or four
games if playing a linked series of encounters or campaigns.

10:

Mechanical appendage: The Character has lost a limb, and had it replaced with
a mechanical one. Regardless of technological level they will be shunned by
Characters with the luddite trait, and seen as unnatural or menacing by others.
Players receiving this result should roll 1d6 again.
A result of 1-3 will give them a -1 to their Shooting and Fighting attributes,
while a result of 4-6 will give them a -1 to their Movement.

11:

Trauma: A horrifying experience has led to the Character gaining the phobia
trait. If the Character rolling this result already has the phobia trait, it will lead
to them gaining the paranoid trait in addition.

12:

Mute: The Character can no longer speak, whether for physical, physiological,
or psychological reasons. They must attempt to communicate through gestures
that require an opposed test. The rare Communities that have both a surplus
of paper or tech and a literate population will go a long way to lessen this
traits negative aspect, although challenges among strangers would still occur.
This Character cannot use Wits for the initiative roll of any other Characters
through any means.

Andrzej Probulski (order #5451458)

211

Character Advancement

Advancing Training Levels


Advancing a level of training costs both
RUs and Renown. This represents the
amount of time and effort spent not
building up a reputation, but instead
training, studying, calling in favors,
and learning new skills. Training must
be advanced one level at a time, you
cannot skip levels.

Reclaimers, the ARHK, and


Unicephalon may always train without
an instructor, or create weapons on
their own by spending the required
RUs. These factions are assumed to be
able to tap into supplies unavailable to
other factions, but the Narrator may
determine that these creations come with
a disadvantage. For example; Reclaimers
use VR (Virtual Reality) chambers for
advancement, the Narrator may decide
that their skills may have a +1 TN
modifier penalty until they have been
used in real life for several weeks.

Character Training
Advancement

In campaigns, a Narrator may determine


that to advance in a certain attributes,
a specific requirement must be met.
Finding very rare or legendary items for
a Community will naturally make for
the perfect foil for new adventures and
encounters. These details are completely
up to the Narrators discretion.

Changing Archetypes
A Character may choose to enter a new
lifestyle by first purchasing all the required
skills, attributes, and equipment for the
standard amount of RUs and Renown. You
may only enter a new Archetype that you
have the required Prerequisite Archetype
for, or that has the Prerequisite
Archetype listed as none.
To advance to a new Archetype that is listed
as an Exit Archetype costs 1 Renown.
To advance to a new Archetype other than
and Exit Archetype costs 3 Renown.
Most Archetypes have an RU value after
Entrance Cost. This is the amount of
RUs the Character needs to train and buy
all the proper equipment for their new
chosen career.
Advancing Characters keep all old traits
and skills, and obtain any new ones when
they gain their new Archetype.

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Cost of advancing to a new training level


(spent at time of advancement)
Training level
to advance to:

Cost in:
RUs

Character

Renown Development
Points

Trained
Veteran
Elite

15
30
75

1
1
5

+3
+3
+4

Character Development Points are added


to Characters when they advance training
levels. These must be spent immediately
upon purchasing the new training level,
and may never be saved. Remember the
normal human limits (Movement, AP,
and Power are capped at 3 for normal
humans), and that Trained Characters
may never have more than 2 Renown.
Each advance in training level gives that
Character one additional skill to choose
from at no RU or Renown cost. This is
NOT considered an Archetype skill, and
must be advanced at the more expensive
cost, which is explained in the next section.
Every new training level also allows the
Character to choose an additional trait
from the available traits list in their
Archetype profile.
If an Attribute ever falls below 1, the
Character immediately must spend 5 RUs
or 1 Renown to regain level 1 as soon as
possible, or risk becoming paralyzed,
insane, or otherwise incapacitated. Such
a Character is removed from play, and
considered a Narrator-controlled Character.

Advancing Skills

To advance a Characters skill, you will


spend either RUs or Renown to raise their
training level.
Cost per Skill level
Archetype
Skill?

Cost in RUs

Cost in
Renown

Yes

10

No

25

Skills must be purchased one level


at a time. Therefore, if you have an
Archetype-related skill (such as the
Barter skill for a merchant), and want to
go from level 1 to level 3, you must first
purchase level 2 for 20 RUs, and then
purchase level 3 for 30 RUs, for a total
of 50 RUs. Skills taken from outside of
a current or former Archetype are more
expensive, due to the extra effort and
resources needed to learn a skill you are
not as familiar with.
Knowledge skills have their own
costs involved. They all cost the
following per level:
Cost per Knownledge Skill
Level

Cost in RUs

Cost in
Renown

Level 1:

Level 2:

Level 3:

10

Level 4:

20

Level 5:

25

Level 6:

40

You still need to purchace Knowledge


skills in order, so you may instead go
from untrained, to level 3 for the cost
of 15 RUs.
Remember, that a Character may only
have as many skill levels (including
knowledge skills) as three times their
Wits attribute.

Andrzej Probulski (order #5451458)

Trading items
To trade, you will first need to find a
party with the item that you are looking
for. This can be as simple as going to the
nearest trade hub, or may be a long and
arduous process, involving a campaign in
and of itself.
buying items:
Common:
3 RUs
Uncommon: 5 RUs
Rare:
25 RUs
Very Rare:
100 RUs and up

selling items:
Common:
1 RU
Uncommon: 3 RUs
Rare:
5 RUs
Very Rare+: 25 RUs

Very rare items may be purchased at


100 RUs and up (2 Margins of Success
on a Barter test allows purchase at 50
RUs). Very rare items sell at 25 RUs (2
Margins of Success on a Barter test allows
a sale at 50 RUs).
Rare item may be purchased at 25 RUs
(2 Margins of Success on a Barter test
allows purchase at 15 RUs), and sell at
5 RUs (2 Margins of Success on a Barter
test allows sale at 10 RUs.
Uncommon items may be purchased at 5
RUs (2 Margins of Success on a Barter test
allows purchase at 3 RUs), and sell at 2
RUs (2 Margins of Success on a Barter test
allows sale at 3 RUs).
Common item may be purchased at 3
RUs (2 margins of success on a Barter test
allows purchase at 2 RUs), and sell at 1
RU (2 Margins of Success on a Barter test
allows sale at 2 RUs).

213

Item availability
(optional)
The size and disposition of a Community
directly influence how easy (or difficult)
that it will be to find a given item, when
you are in their marketplace.
Roll a Barter test for each specific item
youre looking for. If you fail your roll,
you cant find that item available in
town, but may re-roll the next time a
trade caravan visits town.

Getting rid of Items


Characters are assumed to trade
in weapons and equipment at the
same time they obtain new ones. As
communities become more powerful,
they may always choose to get rid of
less desirable equipment, in favor of
better and more useful items. Bartering,
however, tends to favor the person
with the better items, and the value
of your heavily used equipment will
generally be far less than the resources
that you put into it. This represents
the additional wear and tear that your
Characters have put the items through.

Note that on random equipment charts,


there are occasions where items are on
more than one table. The trade value of
that item is strictly dependent on what
table you roll on if you are buying, or if
you are selling. This represents that in
some cases, the other party may not know
what they have, and its true value, and in
other cases, the other party believes that
its worth far more than you do. You are
not ever forced to barter for the weapons
or equipment rolled, but these rolls merely
indicate what is available or desired,
depending on the case.
Random Weapons Chart
Roll 2 dice, add 1 for each level of the
Barter or Scavenge skill (depending
on the circumstance) the character
searching for the weapon has. Subtract
1 for small Communities, or if in
isolated circumstances.
Common:
2 or less: Molotov
3: Medium Melee
4: Junk Gun
5: Zip Pistol
6: Pipe Rifle
7: Small Melee
8: Pipe Rifle
9: Junk gun
10: Bow
11: Bow
12+: Break Action Rifle
Uncommon:
2 or less: Bow
3: Break Action Rifle
4: Crossbow
5: Revolver, Light
6: Auto Pistol
7: Large Melee
8: Auto Pistol
9: Revolver, Light
10: Shotgun
11: Mining Laser
12+: Revolver, Heavy

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Andrzej Probulski (order #5451458)

Rare:
2 or less: Mining Laser
3: Revolver, Heavy
4:Tranq Pistol
5: Shell Launcher
6: Sub Machine Gun
7: Tranq Rifle
8: Satchel Bomb
9: Military Grenade
10: Flame Thrower
11: Hunting Rifle
12+: Assault Carbine
Very Rare:
2 or less: Assault Carbine
3: Vibro Blade
4: Laser Pistol
5: Charger Rifle
6: Shock Gun
7: Battle Rifle
8: Charger Pistol
9: Power Claw
10: Sniper Rifle
11: Laser Rifle
12+: LMG

Random equipment chart


Roll 2 dice, add 1 for each level of the
Barter or Scavenge skill (depending
on the circumstance) the character
searching for the item has. Subtract 1
for small communities, or if in isolated
circumstances.
Common:
2 or less: Bottle of Beer
3: 1 day Animal Feed
4: 1 day Dried Rations
5: Aloe
6: Megaphone
7: Bed Roll
8: Tarp
9: Stile-Caf
10: Hand Light
11: Bandages
12+: Rope

Andrzej Probulski (order #5451458)

Uncommon:
2 or less: Rope
3: Ointment
4: 3 days Dried Rations
5: Canteen
6: Weapon Rig
7: Tent
8: Machete
9: Compass
10: Water Catcher
11: Mining Laser
12+: Tablet
Rare:
2 or less: Tablet
3: Portable Stove
4: Solar Panel
5: Glowtorch
6: Survival Kit
7: First Aid Kit
8: Miricle Knife
9: Beam Welder
10: Laser Charge Pack
11: Data Book
12+: Bicycle
Very Rare:
2 or less: Bicycle
3: Geiger Counter
4: Indestructable Solar Panel
5: Drug Synthesizer
6: Obsi-Lens
7: Night Vision Goggles
8: Miracle Knife
9: Chem Injector
10: Spaceway Systems Nutrient
Processor
11: Green Pod
12+: Geomapper

215

RANDOM Exploration
At the end of an encounter (if playing
a tabletop game), or gaming session
(if playing a narrative game), a crew
may roll on the Exploration chart.
This is done as soon as a game is over
so that players can witness each others
dice rolls. A starting crew that is just
beginning will have very little chance
of discovering more obscure locations.
More experienced crews will find a
much easier time making discoveries
as a campaign progresses due to better
training and equipment. Of course,
this chart may also be used simply for
random encounters and exploration.
Any RUs that you obtain in this way are put
straight into your Community RU pool,
for later use to upgrade the community, or
create new characters later.
Rolling multiples
As well as scavenging RUs, the crew
can come across unusual places or
encounter inhabitants of the ruined
city. If you roll two or more of the same
number while searching, you have found
something out of the ordinary. Consult
the Exploration Chart and refer to the
appropriate entry in the Exploration
results. For example; you might roll two
3s or three 5s, in which case you should
refer to the chart. Choose the highest
number of results. For example; if you
rolled five 1s, and three 6s, you consult
the result for the five 1s.
Exploration procedure
1. Roll 1D6 for each of your
Characters who are still conscious
at the end of the encounter or
adventure, and add one extra die if
you achieved your primary goal/s
for the encounter or adventure
(narrators may add extra dice for
considerable successes).

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2. Pack animals are allowed to roll


as well, because it represents their
additional ability to carry things
that might not be considered useful,
but might as well be carried on the
return journey home if space allows.
3. Then add any extra dice allowed
by skills or equipment. You can pick
a maximum of six dice out of all the
dice you roll, even if you are allowed
to roll seven dice or more. If certain
skills or pieces of equipment allow
you to re-roll the dice, you cannot do
so more than once.
4. Any Characters with the Tracking
skill may re-roll one die for each
level of the skill that they have. A
Geomapper allows a re-roll of any
dice (however, the second result must
stand).
5. If you rolled any multiples of the
same number, that indicates that
your crew has found an unusual
location. Consult the Exploration
chart to determine what you have
found. Refer to the appropriate entry
on the following pages and follow
the instructions given there. Please
note, that you may always choose
to ignore the effect of multiples
if your crew so chooses (maybe
youre just too tired, and want to go
home for the night). However, you
must do this before looking at the
Exploration Chart to determine what
has happened.
6. Add the results of the total
number of rolls (up to 6). This
indicates how many RUs you have
discovered on your journey back to
your Community. Mark down this
amount in the Community RU pool,
on your Character sheet.
Example: Your crew, known as the Great
Plains Raiders a group of Drifters have
just won a glorious battle. Four of their
number remain, and they have one pack
boar. One Character has a Tracking skill
of 2.

This means that the crew may roll five


dice and re-roll two of them. The player
rolls 5, 5, a 4, a 3 and a 1. She then picks
one of the dice (the 1) and re-rolls it.
She scores a 5, giving the crew a grand
total of 5, 5, 5, a 4 and 3. This means
that the crew has managed to obtain
22 RUs (5+5+5+4+3=22) and the three
5s produce a Market Hall result on
the Exploration chart, and the crew
discovers it on their travels home.
These results can easily be used as jump
off points for your next adventures,
should you choose to wait to explore
them until later.
EXPLORATION CHART

clothes. The dusty store has numerous


clothing goods strewn all over the floor,
but the Characters are able to find 10
pairs of boots, 3 long coats, 2 business
suits, 4 sets of high quality simples, all in
good repair (albeit a bit dusty). They may
salvage 2 RUs worth of scrap for each
pack animal the crew has.
Corpse
You come across a recent corpse, who
appears to have expired due to a booby
trap that has sent a crossbow bolt
through their torso. Characters can
salvage the crossbow from the booby
trap, 2 RUs worth of small goods and
equipment, a break action rifle, as well
as some worn (and bloody) scavs (the
corpses clothing).

DOUBLES
Roll:
11
22
33
44
55
66

Event:
Zoo
Abandoned Clothing Store
Corpse
Straggler
Overturned Vendor Cart
Small Caravan

Zoo
The ancient remains of what was once
a zoo. Behind an open door in a cage,
the Characters find a tranq rifle. There
are also 3 RUs worth of other random
supplies and salvageable medical
equipment. If the crew has at least one
pack animal, they can salvage another 5
RUs worth of scrap metal for each animal
in the crew.
Abandoned Clothing store
A dilapidated building is home to what
was once a small clothier. The riot gates
are down, but one corner has rusted off,
and its clear that whoever has been inside
was looking for something other than

Andrzej Probulski (order #5451458)

Straggler
The Characters come across a Straggler.
The Straggler is malnourished, and when
he spots the crew, he approaches asking
for help.
1: Wastrel: The Wastrel asks for
3 RUs in goods/clothes. If the
Characters comply, mark the Wastrel
as a contact for the community.
2: A Vagrant who just wants to be left
alone to drink.
3: A Vagrant who offers the
Characters a random trinket if they
stop to talk.
4: A highly drunken Vagrant, who
will vomit on one of the Characters.
5: A belligerent Vagrant, who will
attack if provoked (use the Dreg
profile below).
6: AMBUSH! This Straggler is
actually the bait for an ambush.
Several spider holes have been dug
around the area where the Straggler
is, and a combat is immediately
initiated. The Dregs automatically
gain initiative.

217

3 Green Dregs
Attributes AP M
2

Faction None
Community Dregs
Skills None
Equipment Each armed with a crossbow,
Small Melee weapon, wearing
rags.
Trinkets 1d6 RUs worth of trinkets

in this cart. However, only 10 RUs


may be taken without a pack animal,
and 20 can be carried with only one
pack animal.
5-6: Weapons vendor. All that
remains are the smashed remnants
of this cart. Everything else of value
has been rifled through and taken.
Large parts may be salvaged off the
cart if you have a pack animal, worth
4 RUs

Traits: None

Straggler
(actually the Dreg Leader)

Trained Dreg

Attributes AP M
3

Faction None
Community Dregs
Skills None
Equipment Shotgun, Medium Melee
weapon, wearing rags.
Trinkets 2d6 RUs worth of trinkets
Traits: None

Overturned Vendor Cart


The Characters come across the remains
of an overturned vendor cart. Roll a d6.
The type of cart is as follows:
1: Food vendor. All the food has
gone bad, but the Characters find 1
RU worth of water, and another 5
RUs worth of metal pots and cooking
utensils.
2: Water vendor. All of the water
caskets save one have been broken
open in whatever caused the cart
to be overturned. The remaining
water casket contains 4 RUs worth
of water.
3-4: Junk cart. Like a Post-Collapse
version of horders, this cart
contained more junk and trinkets
than you can shake a stick at. 30 RUs
worth of various assorted junk is

218

Andrzej Probulski (order #5451458)

Small Caravan
You run across a small Caravan,
consisting of a handful of Caravneers.
These merchants are willing to peddle
their wares.
Roll one die, and consult the following
table:
1-2: Water Caravan. The Characters
are offered water, at the rate of 1 RU
per days supply.
3: Trade Caravan. The Characters
are offered a variety of goods, up
to 3 from the random common or
uncommon items table.
4: Trade Caravan. The Characters
are offered a variety of goods, up
to 5 from the random common or
uncommon items table. They also
have 1 random rare item.
5; Reclaimers in disguise. They
are looking for any High Tech. If
the Characters possess any, the
Caravaneers will attempt to trade
and acquire it. If the Characters
refuse, the Reclaimers will become
more insistent, and eventually attack.
6: AMBUSH! This Caravan is
actually the bait for an ambush.
Several spider holes have been dug
around the area where the merchants
are, and a combat is immediately
initiated. The Dregs in the holes
automatically gain initiative.

4 Caravaneers
Trained Reclaimer Technos
Attributes AP M
3

Faction Reclaimers
Community Reclaimers
Skills None
Equipment each with a Laser Rifle, Small
Melee weapon, Light Armor,
wearing rags over fatigues.
Trinkets 4d6 RUs worth of trinkets
Traits: linked, High Tech

5 Green Dregs
Attributes AP M
2

Faction None

TRIPLES
Event:

Roll:
111
222
333
444
555
666

Weapons Vendor
Abandoned Hospital
Prisoners
Doc
Market
Scrapyard

Weapons Vendor
This mobile stand contains up to 4
random common weapons, 2 random
uncommon weapons, and one random rare
weapon. The trader may be attacked if
desired. He will defend himself with a
laser pistol.

Trained Trader

Community Dregs

Attributes AP M

Skills None

Equipment Each armed with a crossbow,


Small Melee weapon, wearing
rags.

Faction None
Community Dregs
Skills None

Trinkets 1d6 RUs worth of trinkets

Equipment Laser pistol, Medium Melee


weapon, wearing simples.

Traits: None

Trinkets 4d6 RUs worth of trinkets

Caravaneer

Traits: None

(actually the Dreg Leader)

Trained Dreg

Attributes AP M
3

Faction None
Community Dregs
Skills None
Equipment Shotgun, Medium Melee
weapon, wearing rags.
Trinkets 2d6 RUs worth of trinkets
Traits: None

Abandoned Hospital
The Characters find a shut down
hospital. Its been mostly picked clean,
but there are still a few items left
abandoned in it.
Characters may attempt to stabilize
dying characters with the ancient
medical equipment found within, using
the Doctor skill, which will recieve a -1
TN modifier.
This equipment can be salvaged for
40RUs if the crew has a pack animal to
carry it to your community.

Andrzej Probulski (order #5451458)

219

Prisoners
You come across a pair of prisoners
suspended in a net. They beg to be
released. They barter for their lives and
explain that they were sold into slavery
by their community that could not pay
their protection money to a nearby
militia. They escaped, but were snared
in traps that were set to capture escapees.
They offer to join you for their freedom.
The swear to work off the debt to you.
The Characters may choose to:
Set them free. They will added to
your community contacts.
Take their offer. This will give your
Community two Green Scavenger
Characters that can be fielded at the
Archetype entry RU cost of 5 RUs.
Turn them over to be worked to
death. This will reward 10 RUs to
your community and the possibility
to run bounty hunter missions for this
slaver community. You characters
may suffer a negative Renown for this
non-humanitarian descission.
Mysterious Ruins
You come across some distant ruins. Do
not roll for the random enemies until
the game is set up. Any of your units
that flee are automatically killed, even
wastewalkers, as you do not know the
area well. If you kill the defenders roll to
see what the ruins are.
1: Crumbling Ruins.
2-3: Hospital.
4-5: Warehouse.
6: Factory.
Roll one dice to determine defenders.
1: D6+6 rat swarms.
2-3: 2D6 green civilians with
common weapons.
4-5: 6 trained militia with
uncommon weapons.
6: Lone veteran ex-soldier with light
machine gun and a military grenade.

220

Andrzej Probulski (order #5451458)

Rat Swarm
AP
2

M
4

P
1

S
-

F
1

N
1

W
1

R
0

RU Cost 10
Faction none
Training Beast
Skills NONE
Equipment none
Starting Traits: small target

Doc
You stumble across a wandering Doctor.
The doc offers to help any wounded or
dying characters. Roll one die, on a roll
of 1 or 2, the Doc is actually a Stitcher,
but may not automatically attack.
Roll an additional die:
1-3: the Stitcher will heal any
Characters for free as listed in 5.
4. The Stitcher refuses to help, but
will give the Characters 5 RUs of
medical equipment for each dead or
dying Character the crew trades to
the Stitcher.
5. The Stitcher will help any
wounded or out-of-action Characters
for free, but will demand the
payment of any dead or dying
Characters. The crew may refuse
or attack, but if they attack, the
Stitcher and a hidden hunter will
attack as below.
6: Ambush! The Stitcher has drawn
the characters into an ambush. A
Hunter emerges from a Spider Hole
and they attack the crew.
Any Characters that are dying may be
healed (brought to wounded) for 10 RUs.
Pay the RUs and roll 1d6. On a roll of
4+, the Doctor is successful in healing.
Any wounded Character may be healed
on a roll of 4+ for 5 RUs
Any out-of-action Character may be
healed automatically for 3 RUs.

Trained Administrator
Attributes AP M
3

8 Trained Guards

Faction Stitcher
Community None
Skills First Aid: 2, Harvesting: 2

Skills None

Trinkets 3d6 RUs worth of trinkets

Traits: None

Traits: nerves of steel

Trained Hunter
3

Equipment Each has a shotgun, Medium


Melee weapon, Light Armor,
wearing simples.

Trinkets 1d6 RUs worth of trinkets

Faction None
Community Market

Equipment Shock staff, chem injector,


Small weapon, wearing rags.

Attributes AP M

Attributes AP M

Faction Stitcher
Community None
Skills Harvesting: 2
Equipment Hunting Rifle, Medium Melee
weapon, Medium Armor,
wearing rags.
Trinkets 3d6 RUs worth of trinkets

Roll:
1111
2222
3333
4444
5555
6666

FOUR OF A KIND
Event:
Cult
Lone Skyscraper
Tribal Graveyard
Drinking Hole
Gunsmith
Abandoned Subway Tunnel

Traits: None

Market
The crew comes across a crowded open
air market, complete with market stalls
and protected by numerous guards.
Characters must disarm before entering
the market, so it is not an option to attack
any of the market stands without getting
through the guards first, although
Characters may keep any weapons with
the hold out trait.
There are a wide variety of items
available here. Characters may make 2
rolls on the random weapons chart (up
to Uncommon), and may purchase them
at the regular RU price. Characters may
also roll to sell any pieces of equipment
that they wish at regular trading prices.
Any item up to uncommon is available
here for regular trade value.

Andrzej Probulski (order #5451458)

Cult:
A band of cultists are kicking up dust,
chanting and proclaiming the end of the
world. They see the crew and believe
them to be prophets sent to them from
their revered eagle (actually, just a
regular eagle, which are particularly
rare). The cult insists on you stopping
and allowing them to feed you, heal your
wounded, and gives you a container that
they call the cure. They explain that
it was a gift from their beloved eagle, and
has tremendous ability to restore the sick
to health. The cure is a surprisingly
refined ointment cream. It is worth
20RUs to your community.
Lone Skyscraper
In the middle of an open area, a lone
skyscraper juts up into the sky. If the
Characters explore, the bottom half
will be totally stripped of everything,

221

including the metal from the stairs.


If the Characters have 50 or more of
rope and a grappling hook, or some
other means of reaching higher levels,
they will find 50 RUs worth of heavy
office equipment that can be carried by
pack animal if they can only somehow
get it down.

that they leave. Refusing will lead to


the Bar Room Brawl.
6: Bar Room Brawl 2-7 bar room
brawlers attack the Characters.

2-7 (1d6+1)
Trained Bar Room Brawlers
Attributes AP M
3

Tribal Graveyard
If the Characters choose to dig up the
graveyard, they will find 5 RUs worth
of trinkets, metal, and other objects.
However, this may upset the locals if
they are discovered.
Scrapyard
You discover an area littered with scrap
vehicles, and at least one of them is
probably salvageable. If a Character
wants to investigate a scrap pile, doing so
requires two action points. You may only
roll once on the following chart:
1-4: Nothing but scrap. Worth 10
RUs per pack animal.
5: You come across a non-working car.
May be repaired by passing 3 hard (5+
TN) Mechanics skill successes. It will
still need bio-fuel or water (can run
on hydrogen). Worth 60 RUs if it can
be made to work.
6: You find a non-working truck.
Worth 100 RUs, but the crew must
have four pack animals to haul it.
Drinking Hole
The Characters come across a well
guarded drinking establishment.
1: For 10 RUs, the bartender will
give the Characters information on
the surrounding area (may or may
not be accurate)
2-4: The bartender offers drinks and
to re-fill the Characters canteens for
1 RU each
5: The bartender thinks that the
crew are raiders, and will demand

222

Andrzej Probulski (order #5451458)

Faction Fringes
Community Drinking Hole
Skills none
Equipment none
Trinkets 1d6 RUs worth of trinkets
Traits: none

Gunsmith
The Characters come across a small,
walled compound, with several guard
dogs, a tower with a spotlight, and
barbed wire. The gate is open and guards
great you. They ask you follow them.
They take you to a man who identifies
himself as the Gunsmith. He offers
you some water and explains that he
is a weapon maker. His family and the
guards have lived there for many years
and he is known in these parts as the best
at his craft. He has been trained through
generations of experience, passed down
from his ancestors. He offers you some
custom-made weapons as a gift, and asks
that your community consider him first
when choosing to purchase weapons.
He explains that his family doesnt
leave the compound, and that any scrap
metal brought to him will be traded for
weapons and munitions.
Each surviving member is given a custom
made weapon of their choice. Your
community now has the ability to trade
50 RUs worth of weapons from The
Gunsmith, so long as they bring him 40
RUs worth of scrap metal. No pressure,
as he can never have too much!

Abandoned Subway tunnel


You stumble across a subway that runs
under the skeleton of a deserted city. If
you have pack animals, you are able to
salvage 20 RUs for every pack animal
in the crew, due to the mass amounts of
electronics and materials available. You
may come back for el cars if you bring
heavy machinery. There are 1d6 subway
cars, and each is worth 100 RUs.

Roll:
11111
22222
33333
44444
55555
66666

FIVE OF A KIND
Event:
No Ghost Encounter
Reclaimer Encounter
Slaver Compound
Chemists Lab
Merchants Villa
Underground Bunker
Entrance

No Ghost Encounter
The crew feels eyes on the back of their
necks. A No Ghost has spotted the crew,
gained cover, and is tracking them.
The No Ghost is low on food and water,
and is determining what the best course
of action will be.
The No Ghost will do one of the following:
1. Attack (will always attack if
the crew is made up of 1 or more
Drifters).
2-4. The No Ghost will follow the
crew, but a successful 7+ Wits test
will allow them to spot the No
Ghost. They may choose to parlay or
attack if they spot the No Ghost.
5-6. Approach and offer to join the
Crew as a Fringe member for 50 RUs.

Andrzej Probulski (order #5451458)

Veteran No Ghost
Attributes AP M
3

Faction Fringes
Community None
Skills Survival: 2, Scavenge: 1,
Tracking: 2, Barter: 1
Equipment Hunting Rifle, heavy revolver,
Medium Melee weapon,
survival kit, Light Armor,
wearing rags.
Trinkets 3d6 RUs worth of trinkets
Traits: hatred: Drifters, nimble, concentrated
fire, tinkerer last one standing, punishment
marked

Reclaimer Encounter
You spot the glare of a lens in the
distance and see a group of Reclaimers
pointing and heading in your direction.
You may attempt to run, using
alternating Movement tests. Use the
slowest Movement in your party against
the Reclaimers Movement of 3. Roll as
you would for initiative, with the highest
score winning. If your crew wins, you
escape, but if the Reclaimers win, they
will close to 30 and attack.
If the Characters do not run, the
Reclaimers will parlay, and it will
become quickly clear that they believe
that you have technologically advanced
items that they will demand be turned
over. If you do not have any such items,
on a roll of 3+, they will leave your crew
alone, but if you have salvaged (or carry)
any Reclaimer specific equipment, or
have found a cache of data slates or any
other High Tech or Old Tech find, they
will persist, and attack if refused.

223

2-7 (1d6+1)
Trained Reclaimer Technos
Attributes AP M
3

Faction Reclaimer
Community None
Skills Scavenge: 2
Equipment Each armed with a laser rifle,
revolver, and wearing Light
Armor.

If desired, the crew may attempt to free


them, without buying them by using
the Intimidation skill. If you have 4
Intimidation successes (at a 6+ target),
the slavers will free the five slaves.
Alternately, you can fight the slavers.
The slavers all start behind cover, and
the crew is in the open. It will be a
difficult battle!

Trained Slavers

Trinkets 20 RUs worth of trinkets


Traits: linked, High Tech

Attributes AP M

Slaver Compound

The Characters come across a slavers


compound, and are assumed to be
here to trade for the goods offered by
the compound.
The slaver and crew outnumber your
group 4 to 1. Confrontation is stacked
against you. To fight with no cover
against these men and women would
likely result in death.
If the Characters approach the compound
they will be offered slaves, which may or
may not conflict with their core values.
Your crew may trade for up to five slaves
at a rate of 10 RUs each. This can prove
beneficial to your group and community,
and they can either be integrated into
your crew, put to work, or freed.
If added to your crew, they are all
Scavengers, and you must spend 5RUs to
properly outfit them.
Alternatively, they may prove useful to
your crew as work hands. They can carry
carts or tend to menial tasks that may be
outside of your crew capabilities.
Another option available is to buy them
to free them. You gain five slave contacts.

224

Andrzej Probulski (order #5451458)

Faction Fringes
Community Slavers
Skills None
Equipment Each armed with a shotgun,
spear, and wears Light Armor.
Trinkets 1d6 RUs worth of trinkets each
Traits: None

Veteran Slave Master


Attributes AP M
3

Faction Fringes
Community Slavers
Skills Survival: 2, Scavenge: 1,
Tracking: 2, Barter: 1
Equipment Armed with an assault carbine,
Large Melee, and wearing
Medium Armor.
Trinkets 3d6 RUs worth of trinkets
Traits: hatred: Drifters, nimble, concentrated
fire, tinkerer, last one standing, punishment
marked

Chemists Lab

You crew encounter a Chemists lab in a


ruined factory. The operators offer their
drugs for free. They want you to take
some with you and spread the word that
all are welcome in their sanctuary.
It can be beneficial to have some drugs if
you need information from a Wastrel, or
the Characters may take it if they wish
(effects are left up to the Narrator). You
are given 20RUs worth of drugs and told
that more can be had if you come back.
You may ask for more, but will be told
that the only way to get more so soon,
is to join the cult, which can lead to
interesting plot twists should the players
choose to go that route.

12 Trained Tweekers
Attributes AP M
2

Faction Church of Fun


Community Unknown
Skills None
Equipment Armed with a Small Melee,
and wearing rags
Trinkets 1d6 RUs worth of trinkets
Traits: luddite, paranoid, chemical dependency,

Merchants villa

Your characters follow the smoke trailing


up in the air to a smoldering villa. There
is a bullet-riddled sign that says Free
Trade Merchant Villa, and what looks
like the remnants of a small community
of traders. Someone hit them hard and
left no one alive. Looting the dead, you
find 5 zip guns, 2 break action rifles, 1
shotgun, 3 pipe rifles, 1 hunting rifle, 1
revolver, 2 auto pistols, and one very rare
weapon (rolled on the random very rare
weapon table).
Underground Bunker entrance
The Characters stumble across the
entrance to an underground bunker.
Overgrown foliage outside kept this area
hidden. The door to the outer building
is missing, and it looks particularly run
down.
Your characters enter and find an access
door leading down. Its locked, but if
the characters search (6+ TN Wits test,
needing 3 successes), the key can be
found. Alternately, brute force can bust
the lock. It is a Power 8 target, needing 1
success to detroy it.
This bunker leads down into 6 rooms.

pain resistant

Scavenge includes:

Veteran Spin Doctor


Attributes AP M
3

Faction Church of Fun


Community Unknown
Skills None
Equipment Armed with a shotgun, Small
Melee, and wearing Light
Armor.
Trinkets 2d6 RUs worth of trinkets
Traits: paranoid, chemical dependency, nerves of
steel, pain resistant

Andrzej Probulski (order #5451458)

Room 1:
20 Boxes of food, each containing 12
vacuum sealed packs containing enough
food for one person per day.
Rack of sealed five gallon water jugs, 20
total jugs.
Room 2:
Portable Generator new in its
manufactured box.
20 Gallons of bio-fuel in one gallon cans

225

Room 3:
10 military grenades, 5 satchel charges,
and 5 remote detonators, 2 light machine
guns, with ammunition.
Room 4:
Sealed container of simples, fatigues, and
Radiation suits. A total of 12 sets.
Room 5:
Seed bank container, stocked with
thousands of seeds, hermetically sealed.
Room 6:
Crate of mobile electronic devices: 32
in total.
Crate of solar charged batteries. 144
batteries in total.
This is a treasure trove of unimaginable
value. Now how will your crew carry this
all home?

so that they can strengthen their hold on


the area. The crew may choose to fight
them if they wish.

4 Trained Guards
Attributes AP M
3

Faction Fringes
Community Crime Lord
Skills None
Equipment Each armed with a shotgun,
Medium Melee weapon, and
wears Light Armor.
Trinkets 2d6 RUs worth of trinkets
Traits: None

One Trained Guard stays in truck with


AT Rocker mounted in the bed)

Veteran Guard
Attributes AP M
3

Faction Fringes

Roll:
111111
222222
333333
444444
555555
666666

SIX OF A KIND
Event:
Crime Lord
Chariot Race
Crashed Satellite
Slaughtered Crew
Fighting Arena
Survivalists Villa

Crime Lord
The Characters encounter a forward
patrol in a ragged pickup truck. They
represent a local warlord, who tithes any
and all who enters her territory.
The patrol will make the crew an almostreasonable offer to buy any High Tech and
Old Tech that the characters possess, at a
rate of 2x the normal RU value. However,
the catch is that payment will be made in
the warlords own-minted currency, which
would only carry any value within her
domain. The warlords patrol isnt exactly
asking either. They want any and all tech,

226

Andrzej Probulski (order #5451458)

Community Crime Lord


Skills None
Equipment Armed with an shotgun,
Medium Melee, and wearing
Light Armor.
Trinkets 2d6 RUs worth of trinkets
Traits: None

Chariot Race
The Characters come across a sight to
behold, a group of chariots racing around
a makeshift track, in the middle of
nowhere. If any Character has the Pilot:
Chariot skill, they may ask to enter the
competition as a contestant. They will
be up against five other charioteers, each
with a Pilot:Chariot skill of 3. Make 3
opposed tests (rolling seperately for each
contestant), and the winner will be the
one with the most total successes.
The prize is a solid silver cup, which is
worth 150 RUs.

Crashed Satellite
The crew encounters the remains of a
downed satellite. They may attempt to
scavenge it, or attempt to procure heavy
equipment to bring it back to their community. However, if they leave it unattended, it will be decended upon by a
group of 10 Reclaimers.

10 Trained Reclaimer Technos


Attributes AP M
3

Faction Reclaimers
Community Reclaimers
Skills None
Equipment: each with a Laser Rifle, Small
Melee weapon, Light Armor,
wearing rags over fatigues.
Trinkets 4d6 RUs worth of trinkets
Traits: linked, High Tech

Two Reclaimers will have arc welders,


and one will have a power claw, and they
are busy disassembling the satellite.
The satellite may be savaged for the following parts:





A smaller solar array worth 4 RUs


Computer parts worth 10 RUs
Copper worth 15 RUs
Electronic parts worth 15 RUs
Scrap metal worth 25 RUs
Large solar panels worth 100 RUs

Slaughtered Crew
You stumble into a gruesome scene, over
a dozen men and women, butchered and
left to bake in the hot sun. The culprits
apparently didnt care too much about
their equipment, since it seems that they
left it all with them.
The following can be scavenged from the
slaughter:
Andrzej Probulski (order #5451458)

6 shotguns
13 light revolvers
5 auto pistols
1 hunting rifle
3 sets of bloody, but otherwise useful
Light Armor
1 set of Medium Armor, which has a
hole in the back
d6 rare weapons (roll for each at
random)
An ARHK carbine
A note that implicates a man named
Markin in some sort of conspiracy.

Fighting Arena
You encounter a roped-off arena,
complete with a large crowd and lots of
guards. If youre good enough, you can
enter the event, a weaponless handto-hand puglistic brawl with a variety
of malcontents. If any Characters
choose to enter the contest, they must
go weapon-less. They will face three
Green Characters in the first round, two
Trained Characters in the second round,
and an Elite Brawler in the final round.
If they are able to defeat all of the opponents, the prize is an ancient computer
worth 40 RUs, but valued at 400 RUs to
a Reclaimer Community.

Survivalists Villa
Hidden by a variety of folliage, you
come across a villa, guarded with remotely detonated booby traps, cameras,
darklight foggers, fencewire, watchers,
and seers. However, the owner can be
found slumped over dead at a desk if the
Characters enter the home, apparently
dead of natural causes.
The crew can easily take over this
compound as their own base, and it is
well stocked with food, weapons, and a
variety of supplies. This is a true postapocalytpic survivors dream home!

227

Advanced Rules
ADVANCED MOVEMENT
A Character can move in any direction
during a movement action and can
turn, pivot, or rotate for free during the
Characters movement.

MEASUREMENT TRANSLATIONS
One inch in the tabletop game roughly
translates to 1 yard or 1 meter in the
narrative game. You may also alter this
to suit a different scale easily, by saying
that any reference to inches converts as
follows:
1 = 3cm if you wish to play with
15mm scale models
1 = 1cm if you wish to play with
6mm models.

CLIMBING, JUMPING AND FALLING


CLIMBING
During a movement action a Character
might have to overcome obstacles in their
way, or they may want to jump across
a ravine or trench in order to get into a
better position.
Characters can climb up or down or over
obstacles during their movement action
as long as the obstacle isnt higher than
the Character (in the skirmish game
this is based on height of the miniature
including the base).
The distance moved vertically counts
double the total distance of any
movement (horizontally and vertically
or a combination of both). A Character
may not end their movement on such an
obstacle. Its all or nothing, with a few
notable exceptions:

228

Andrzej Probulski (order #5451458)

If a Character uses a ladder, rope, drain


pipe or other terrain features to climb
up or down, than there is no limitation
in the height they can cover, and the
Character may end their movement as
well as start a movement action while
climbing. The Character cannot make
any actions other than movement or Free
Actions while climbing up or down.
JUMPING
A Character may jump its Movement
attribute in inches with no penalty. If
they ran or sprinted in the last turn
towards their jump, they may leap an
additional d6. If the distance fails to get
them to the other side, they will fall.
FALLING
For every 3 fallen, a Character takes a
Power 1 hit, up to a maximum of Power 8.

TERRAIN AND COVER

Terrain and cover is an important aspect


of Wreck Age. Almost any terrain may
be used as cover. Cover may protect
Characters from shooting attacks, and
provide some protection from Characters
engaging them in a fight.
For a Character to be in cover, they need
to either be inside Area Terrain, or have
the terrain partially blocking line of
sight between the two models.
If two opposing Characters are within
1 of any one piece of non-area terrain,
the Characters each ignore cover for
shooting purposes.

Area Terrain
Any Terrain that is represented by
a base or border is considered Area
Terrain. Good examples of this include
woods, swamps, rubble, and so forth.
If a character is in Area Terrain, they
benefit from the +1 target modifier for
being in area, unless they are prone, in
which case, the attacker takes a +2 target
modifier to their shooting targets.
A minimum 25% of a model must be
covered. This could be a Character
standing behind bushes that cover up
their legs or half of their torso.
Most Area Terrain is also considered
Rough Terrain.

Soft Cover
Soft Cover encompasses long grass,
reeds, bushes, thin woods, and other nonhardened surfaces. The main benefit to
this sort of cover is that it makes it harder
to determine where the target is. This
is translated to a +1 bonus to Defensive
Power, as well as a +1 TN modifier for
someone shooting at a target in Soft
Cover.

Characters receive no bonuses or penalties


for moving through Open Terrain, and
Open Terrain offers no cover.

Rough Terrain
Rough Terrain can include many
different things: a field of loose rabble
or rocks, tall grass, ruined buildings and
obstacles. Any dense vegetation can also
be constituted as Rough Terrain. Rough
Terrain typically provides cover to
Characters, and is commonly categorized
as Area Terrain, meaning that if any part
of the Characters base is in the terrain
feature, that Character receives a cover
bonus from it.
Rough Terrain slows down Characters.
In the tabletop game, each inch moved
costs 2 of movement, essentially halving
the movement of the Character through
that terrain.

Impassible Terrain
Impassible Terrain is made up of
obstacles too dangerous to just walk
through or pass over. Such could be the
plain concrete wall of a building as well
as a pit of caustic chemical substances.

Hard Cover
Hard Cover would be anything with
a density that could actually soften a
blow. Metal, rocks, and brick walls are
examples of this. Hard Cover offers a +2
bonus to Defensive Power, and has the
same +1 TN modifier to anyone attacking
someone in or behind Hard Cover.

Characters cant pass through an area of


Impassible Terrain. Their base may not
enter the Impassible Terrain zone.

Open Terrain
Open Terrain is any flat surface or gentle
slope that isnt covered with obstacles.
This includes short grass, dirt, or fields.

Shallow water is simply treated as Rough


Terrain.

Andrzej Probulski (order #5451458)

Water
Depending on the depth and the way
water flows, water terrain can either
count as shallow or deep.

Deep water can only be crossed by


swimming; moving a maximum distance
equal to the Characters Movement

229

attribute divided by 2 (rounding up)


per AP. The Swimming skill increases
this speed.
Shallow water counts as Soft Cover,
and deep water counts as Hard Cover as
long as the Character is inside/moving
through the water terrain.
Scavenge (Skilled 4+/Wits 5+)
The world of Wreck Age teems with all
manner of goods and, even in the heat of
the moment, a Character might catch a
glimpse of something valuable or useful.
Likewise, a Character may set out to
find a specific item in a given Scenario.
A Scavenge action, therefore, represents a
Characters attempt to physically locate
such an item. Characters may Scavenge
things like: a downed Character, certain
objectives, a vacant room for a handy
item, or a clue to an evolving mystery.
The act of Scavenging usually costs 1 AP,
and a Character may attempt to scavenge
up to twice in any turn. Likewise, a
player declare a more thorough search
and declare a complex scavenge action,
which is a complex action but increases the
Characters chance at success, giving a -1
target modifier.
If the Narrator wishes, Characters may
scavenge specific items; however, its
recommended that players simply scavenge
Resource Units to keep things simple, and
to keep bookkeeping to a minimum.
Weaver slowly approaches the stoop
where the Wastrels were sitting and
looks around.
She takes a Scavenge test, which is based
on her Wits attribute. She doesnt have a
Scavenge skill, so she must rely solely on
her Wits, which has a rating of 3. Since
she doesnt have the Scavenge skill, and

230

Andrzej Probulski (order #5451458)

this is a difficult task, the target for this is


5+. Weaver rolls a 1, 3, and 4, indicating
no successes
.
She fails to notice a Glowtorch with the
name of a nearby bar, The Tramp Tower,
inscribed on it.
If she had taken more time, and declared
a hold first, her chance of success would
have gotten a little better. She would
have had a 4+ target, instead of 5+,
which would have given her one success.
Since this marks the end of the encounter, Weavers suppression markers are
removed, and she returns to her base AP
of 3.

Interact
(target number based on difficulty)
From time to time, a Character will need
to interact with an item or an objective
that requires some form of simple
manipulation: a heavy gate may need
to be cranked open, a data slate might
require a Character to input a code to
unlock a screen, an old machine might
need to be primed and started, or a
Character may need to pick up an object.
Such attempts are usually simple actions
that take between 1 and 3 AP once the
Character is in position to act, which
usually means being directly adjacent to
that object. Scenarios or the Narrator
will clearly spell out where, when, and
how the interaction needs to be taken. In
any case, interaction generally occupies a
Characters full physical and/or mental
attention for that turn.
Harvest (Skilled 4+/Wits 5+)
The setting of Wreck Age is filled with
natural resources that can be harvested.
This might include collecting grain from
a field, algae off of a pond, or even the
organs from a body. Harvesting thus

involves a deliberate and methodical


action and requires 2 AP.
For example, picking berries from a tree
is a 2 AP simple action, while digging
up medicinally valuable roots may be a
complex action or may take even longer.
This modifier applies to both the Harvest
Skill dice, and the dice rolled for the
Wits attribute when calculating the
modified TN of the dice.
In the advanced Narrative rules, a
Character may harvest specific items; in
the basic game a Character will harvest
Resource Units.
Craft
(Skilled 4+/Wits 5+)
Crafting is an attempt to fabricate an
object. This might be as simple as a cup
of snake wine, or as complicated as a
Reclaimer Plasma Caster. Crafting some
items requires a certain skill or trait to
unlock that specific goal. See the Skills
and Traits Chapter. Snake wine brewing
is not an intuitive talent.
Crafting is a simple action that takes two
or more turns. A Character may only ever
attempt to craft a single item per turn.
Within an encounter, any Character may
attempt to craft an improvised weapon.
This act is a complex action. Any weapons
created in this fashion have the unreliable
trait. However, having the Crafting
(or Armorer) skill will allow you to
manufacture a weapon in this manner
that is no longer unreliable.
Replace/Repair:
In Wreck Age, very little remains intact
for long, and most items havent been
fabricated to a high standard. A lot of
items the Characters encounter are worn,
haggard, or in a state of disrepair. In

Andrzej Probulski (order #5451458)

those moments when your Character


needs a mechanism to function properly,
replace/ repair should, one hopes, ensure
that all is well.
Generally, a replace action is a simple
action and a repair action is a complex
action. Of course, the Narrator will have
the last word on these matters.

Parlay
(Opposed test: Renown vs. Nerves)
Parlay is an attempt to cause opposing
Characters to bend to your will, based
on your status and reputation. To do so,
Characters will use their Renown against
the opposing Characters Nerves.
Only Characters with freewill may use
parlay, and only Characters without
freewill may be affected by parlay.
Freewill is explained in the Character
and Crew Creation Chapter
You may not use more Renown for a
parlay test than your Wits attribute. In
other words, if you have 8 Renown, but
only 3 Wits, you may only roll 3 dice
when rolling a parlay test. This means
that no Character may ever use more
than 6 Renown for a parlay test.
There is a 12 (12 meter) base range
for parlay. This may be extended to 36
(36 meters) by using a megaphone, or
further through the use of electronic
communication, or if the Characters are
somehow both linked using any form of
communications network.
All the listed TN below are for the
Character attempting the parlay action.
The opposing Nerves test will always be
taken at the base TN, according to the
training level of the Character.
Parlay has a variety of uses, including:

231

Enraging an Opponent
Make the opposing Character
attempt to engage the Player
Character. The opposing Character
must use all available AP to move
towards the Player Character.
(Complex Action: 5+ TN)
Stay down!
A success causes the opponent to gain
a suppression marker. (free action: 4+
TN).
Cease Fire!
Causes an opponent to cease-fire,
until shot at or assaulted. (Complex
Action: 6+ TN)
Ill Kill You!
Causes an opponent to flee, by
reducing them to 0 AP. (complex
action: 7+ TN)
Join Us
May cause a Character from any
Fringes Faction Character, generic
Archetype, pariah, or a Character
from your same faction to join your
crew for the remainder of the game.
(complex action: 8+ TN)

232

Andrzej Probulski (order #5451458)

Andrzej Probulski (order #5451458)

233

Painting and Hobby


One of the most rewarding and enjoyable parts of tabletop war gaming is the
hobby aspect. Painting and playing with
miniatures may seem like a silly thing for
adults to do, but as George Bernard Shaw
once said: We dont stop playing because
we grow old; we grow old because we stop
playing.
We find these wise words to apply here,
and since youve at least theoretically
read through this entire gaming book,
perhaps you do as well.
Painting miniatures and making terrain
can be taken as far as your imagination
allows, from single models, to huge cityscape layouts.

234

Andrzej Probulski (order #5451458)

When building terrain or models, consider using household items such as cans
or bottles as a basis for your buildings,
adding embelleshment and random bits
that you have can turn a normally recocnizable household item into a building or
bunker with a little effort.
Here are some of the
metal and resin
miniatures that
Hyacinth Games
produces for
Wreck Age, and
some examples of
how they can
be painted
up and
played with.

235

Charts and tables


Universal
Rules Of Play Summary
All measurements are given in
inches. Unless explicitly instructed
otherwise, measurements are
always taken from the edge of a
models base. In instances where
a measurement is made between
models, use the distance from the
edge of one models base to the
others. An inch represents
either two yards or meters of
real distance. When two models
bases are touching, that is called
base-to-base contact
No measurements can be made before
declaring an action; in The Wilds,
players must estimate distances
wisely in order to prevail; some skills
and traits make exceptions to this
rule.
Models represent Characters on the
tabletop. They are presumed to have
a 360 field of vision at all times;
a models facing is irrelevant.
Models may not, however, see
through walls or other obstructions
to line of sight.
A Character must be able to draw a
direct line of sight (LoS) to any target
that they wish to attack at range,
or charge. Line of sight is defined
as being able to draw an invisible
line from the head of the attacking
Character to any part of the
defending Character, not including
the models base. Characters that are
in base-to-base contact are always
considered to be in line of sight of
one another.
Fractions are always rounded up.

236

Andrzej Probulski (order #5451458)

Test Difficulty Table


Trivial
Easy
Standard
Difficult
Hard
Nearly Impossible

2+ TN
3+ TN
4+ TN
5+ TN
6+ TN
7+ TN

Margins of Success &


Multiple Successes:
Successes Effect
2

Substantial benefit. The


skill succeeds with a 1/3
greater benefit.

Good benefit. The skill


succeeds with 1/2 greater
benefit.

Great benefit. The skill


succeeds with two times the
normal benefit.

5+

Amazing benefit. The


skill succeeds with three
times the normal benefit,
and may be subject to
additional rewards.

Skills that allow for Margins of Success


will be labeled with: (MoS).
TURNS: INITIATIVE
An Initiative test, or rolling for
initiative, is determined as follows:
This is an opposed test. To roll for
initiative, all players will select the
single highest Wits value of all their
Characters eligible for activation, and
then roll that many dice. The player
with the highest individual die wins the
initiative. Ties are resolved as all other
opposed tests, with the highest two tied
dice canceling each other out and then
deferring to the highest dice results in
order.

ACTIONS: Free ACTIONS


FREE ACTION: Go Prone
FREE ACTION: Regroup (+1 AP)
FREE ACTION: Communicate
FREE ACTION: Draw small weapon
FREE ACTION: Hip Shot

ACTIONS: SIMPLE ACTIONS


SIMPLE ACTION: Stand From Prone (1 AP)

SIMPLE ACTION: Regular Shot (2 AP)


SIMPLE ACTION: Concealment (2 AP)
SIMPLE ACTION: Reload (1 AP)

Located /
Directed

SIMPLE ACTION: Change Weapon (1 AP)


SIMPLE ACTION: Slow Weapons
(1 AP per level of Slow Weapon Trait)

SIMPLE ACTION: Harvest (2 AP)

SIMPLE ACTION: Search / Scavenge (1-3 AP)

SIMPLE ACTION: Interact With Objects (1-X AP, dependent on type)


SIMPLE ACTION: Walk (1 AP)
SIMPLE ACTION: Crawl (2 AP)
SIMPLE ACTION: Run (2 AP)
SIMPLE ACTION: Sprint (3 AP)

ACTIONS: COMPLEX ACTIONS


(no free action)
COMPLEX ACTION: Hold Action
COMPLEX ACTION: Aimed Shot
COMPLEX ACTION: Charging
COMPLEX ACTION: Fighting
COMPLEX ACTION: Disengage
COMPLEX ACTION: Rally (+d6 AP)
COMPLEX ACTION: Craft
COMPLEX ACTION: Un-jam Weapon
COMPLEX ACTION: Repair/replace

Shelter / Town
/ Safe

ACTIONS: END PHASE


END PHASE ACTION: Check Victory Conditions
END PHASE ACTION: Move NC Characters in Tabletop Version
END PHASE ACTION: Muster (+d3 AP)
END PHASE ACTION: Recovery
RecoverY Tests

Direction / Go

Target numbers for Recovery tests are:


Unconscious:
Out-of-Action:

Difficult (5+ TN)


Hard (6+ TN)

Andrzej Probulski (order #5451458)

237

Combat
The TN for Shooting is based on the range, while the base TN for Fighting is always 4+.
The Rule of Sixes effecting Damage
If, during a Shooting or Fighting test, a Character rolls more than one natural 6, they
will add 1 to their Power Attribute for each 6 beyond the first. Therefore, a result of 4
sixes will add a total of 3 to the Power of the attack.
Shooting Modifiers Table

Fighting Modifiers Table

TN modifiers for Fighting tests:

TN modifiers for Fighting tests:

Cover:

Concealment:

If the defender is
concealed, attacks
against them receive a
+2 TN modifier (not
cumulative with cover).

Prone,
> Short Range:

If the defender is prone


and the attacker is firing
a weapon from long
range or longer, there is
a +1 TN modifier.

Prone,
=< Short
Range:

If the defender is prone


and the attacker is
firing from short range
or closer, there is a -1
TN modifier.:

Fast Moving:

If the defender is Fast


Moving, there is a +1
TN modifier.

Slow Moving:

238

If the defender is in or
behind area scenery or
terrain, or if the attack
passes through area
terrain there is a +1
TN modifier.

If the defender is Slow


Moving, there is a -1
TN modifier

Attacker
Walked:

If the attacker walked


during that activation,
there is a +1 TN modifier.

Attacker
Running:

If the attacker ran during


that activation, there is a
+2 TN modifier.

Small target

+1 TN modifier

Large Target:

-1 TN modifier

Andrzej Probulski (order #5451458)

Charging A Defender: +1 Fighting for the


first attack.
Counter-striking An
Attacker:

+1 Fighting for the


counter-strike.

Attacking A Fast
Moving Defender:

+1 TN modifier.

Attacking A Slow
Moving Defender:

-1 TN modifier.

Attacking A Prone
Defender:

-1 TN modifier.

Attacking An
Incapacitated
Defender:

-2 TN modifier.

Using A Ranged
Weapon While
Fighting:

+1 TN modifier,
and use the Fighting
attribute.

Suppression Table
Green:
Trained:
Veteran:
Elite:
Beast:

Nerves tests have a TN of 5+


Nerves tests have a TN of 4+
Nerves tests have a TN of 3+
Nerves tests have a TN of 2+
Nerves tests have a TN of 4+
(may not rally, or regroup,
but may muster)

Automoton: Automatons are immune to


suppression.

Aimed Shot
Regular Shot
Hip Shot

Complex action
2 AP simple action
free action

Code / Secret /
Hidden
/ or closer
Point Blank:
Targets at 2
have a TN of 3+.
Anchor /
Short Range: Determined by the
weapon, targets that are
Border
SHOOTING:
TARGET NUMBER (TN) TABLE

further than 2 up to
the short range rating of
the weapon have a
TN of 4+.

Long Range:

Extreme
Range:

Determined by the
weapon. Targets that
are further than short
range up to long range
rating of the weapon
have a TN of 5+.

Dagger /
Determined by the
weapon, Targets that
Weapons
are further than the long
also,
range rating and up to
double the long range
Death
/ a TN of 7+.
rating have
Targets beyond double
Holiday
the long range ratings

DAMAGE TN MODIFIERS
2 x power

Power of the hit doubles


the base Power of the
defender: -1 TN modifier
for the attackers
damage test.

Soft Cover:

Defending Character is in
soft cover:
+1 Defensive Power.

Hard Cover:

Defending Character is in
hard cover:
+2 Defensive Power

Light Armor:

Defender is wearing Light


Armor: -1 TN modifier to
the Defenders Power test.
Penalties: There is no
movement penalty for
wearers of Light Armor.

Medium Armor:

Defender is wearing
Medium Armor: -1 TN
modifier to the Defenders
Power test AND +1
Defensive Power.
Penalties: Characters
wearing Medium Armor
may not move over 10
in a turn, and as such,
cannot be considered
fast moving.

Heavy Armor:

may not be hit.

Defender is wearing Heavy


Armor: -1 TN modifier to
the Defenders Power test
AND +2 Defensive Power.
Penalties: No Character
wearing Heavy Armor
may move more than 6
in a turn, and are always
considered slow moving.

Shield:

Enemies

Andrzej Probulski (order #5451458)

Defender is using a shield:


+1 Defensive Power.
Penalties: Characters
using Shields may not use
two-handed weapons while
the Shield is in use.

239

DAMAGE TABLE
# of Damage
Effect
0 or less
No Effect

Results
The Character is scraped and bruised, but otherwise
unfazed and may continue as normal.
The Character is wounded.

Wounded

When wounded, all Shooting, Fighting and Power tests


receive a +1 TN modifier for the rest of the encounter.
Out-of-Action The Character goes down, and is considered out-of-action.
They may be tending to their wounds, or too badly hurt
to continue activating. Out of action Characters may not
activate.
During the encounter, a Character with the right skill or
equipment may stabilize an out-of-action Character and
their condition may be downgraded.

4+

In the end phase of every turn, they may take a hard


Power test (6+ TN) to return to action as wounded.
From this point forward, the Character is considered
out of the game, and will potentially die without prompt
medical attention.

Dying

Dying Characters may not activate. During the encounter,


a Character with the right skill or equipment may
stabilize them and their condition may be downgraded.
The Character is dead with no hope of revival.

Dead

They might be useful to Stitchers, who may harvest his


or her organs. It should go without saying that dead
Characters may not activate.
Non-Lethal Damage TABLE
# of Damage

240

Effect

No Effect:

1-2

Groggy

3+

Unconscious

Andrzej Probulski (order #5451458)

Results

The Defender is scraped and bruised, but otherwise


unfazed. The Character may continue normally.
This is the non-lethal version of wounded. All
Shooting tests, Fighting tests, and Power tests take a
+1 TN modifier.
The Character goes down. In the end phase of every
turn, they may take a Power test with a 6+ TN to
return to action as groggy. However, any Character
may revive them by entering in base-to-base contact
and spending 2 AP to do so. Characters with the
First Aid skill only need to spend 1 AP to revive an
unconscious Character.

Weapon Name

Short:
4+ TN

Long:
5+ TN Power Traits

Improvised
Projectile

Improvised
Weapon

Melee

User

Improvised
Grenade

Availability

Tech
Level

Hands

unreliable, slow 1

Improvised

silent, unreliable, thrown

Improvised

blast 1, thrown,
unreliable, single use

Improvised

Small Melee

Melee

User
+1

sturdy, silent, thrown,


hold-out

Common

Medium Melee

Melee

User
+1

reliable, sturdy, silent,


thrown

Common

Bow

24

reliable, silent, slow 1

Common

Pipe Rifle

18

inaccurate, slow 1, unreliable

Common

Junk Gun

12

scatter, slow 2

Common

Zip Pistol

hold-out, pistol, single use

Common

Molotov

flame, thrown, single use

Common

Large Melee

Melee
+1

User
+2

sturdy, silent, reach 1

Uncommon

Spear

Melee
+2

10

User
+1

silent, thrown, reach 2

Uncommon

Signal Staff

Melee
+2

shock, non-lethal,
unreliable

Uncommon

Gas Grenade

blast 2, non-lethal, single


use, shell, thrown

Uncommon

Mining Laser

10

heavy, slow 2

Uncommon

Revolver, Light**

pistol, reliable, sturdy

Uncommon

Auto Pistol, Light

15

pistol, unreliable

Uncommon

Shock marble

non-lethal, thrown shock,


single use

Crossbow

30

armor piercing 1, silent,


slow 2

Uncommon

Shock Staff

Melee
+2

non-lethal, shock,
unreliable

Uncommon

Break Action Rifle*

12

48

accurate, reliable, slow 1

Andrzej Probulski (order #5451458)

Uncommon
Common CoF

Uncommon
Common Staker

Old Tech

241

Weapon Name

Short:
4+ TN

Long:
5+ TN Power Traits

Shotgun, Shot*

15

reliable, scatter

Revolver, Heavy**

10

Autopistol, Heavy

12

Revolver Carbine*

10

Arc Welder

Availability

Tech
Level

Hands

Uncommon

pistol, reliable, sturdy

Rare

pistol, unreliable

Rare

40

reliable, sturdy

Rare
Uncommon
Staker

heavy, slow 2

Rare

Old Tech

Assault Carbine*

10

80

automatic 2, scoped,
unreliable

Rare

Old Tech

Web Caster /
Net Gun

20

non-lethal, scatter, slow 2

Rare

Old Tech

Shell Launcher

20

uses shells

Rare

Flame Thrower

flame, heavy, unreliable

Rare

Anointer

blast 1, scatter, non-lethal

Tranq Pistol*

10

non-lethal, silent

Tranq Rifle*

10

48

Shock Mine

Placed

3/9

Disruptor

30

Satchel Charge

placed

Military Grenade

2
Old Tech

High Tech

Rare

Old Tech

non-lethal, silent, scoped

Rare

Old Tech

blast 2, lethal/non-lethal,
single use

Rare

High Tech

non-lethal

Rare

High Tech

blast 2+d6, single use,


remote

Rare

blast d6, thrown, single


use, shell

Rare

Hunting Rifle

12

96

accurate, armor piercing


1, slow 1, scoped

Rare

Sub Machine Gun

15

Narco Gun*

10

24

ARHK Carbine*

10

40

Laser Rifle*

12

48

242

Andrzej Probulski (order #5451458)

innacurate, automatic 2,

Rare
Uncommon Vale

Rare

Old Tech

non-lethal, silent

Very Rare

High Tech

automatic 3, reliable,
large magazine

Very Rare
Uncommon
ARHK

Old Tech

accurate, silent, unreliable

Very Rare

High Tech

ammo hog

Weapon Name

Short:
4+ TN

Long:
5+ TN Power Traits

Laser Pistol

15

Battle Rifle*

12

48

Sniper Rifle*

12

Power Claw /
Jaws of Life

Melee
+1

Availability

Tech
Level

Hands

silent, unreliable

Very Rare

High Tech

armor piercing 1,
automatic 1, unreliable

Very Rare

Old Tech

96

armor piercing 1, scoped

Very Rare

reliable, sturdy, reach 1

Very Rare

High Tech

non-lethal

Very Rare
Uncommon
Stitcher

High Tech

hold out, reliable, sturdy

Very Rare

Old Tech

Shock Gun

12

Vibro Blade

Melee

User
+2

Coilgun

EMP

Very Rare

High Tech

Charger Pistol

15

accurate

Very Rare

High Tech

Charger Rifle

12

48

accurate

Very Rare

High Tech

RPG

24

heavy,a mmo hog, slow 3,


blast d6, innacurate

Very Rare

Old Tech

Flame Caster

24

flame, heavy, unreliable

High Tech

Unicephalon Rifle*

12

48

silent, reliable, automatic


2, armor piercing 1

High Tech

Plasma Caster

24

blast 2, heavy, slow 2,


unreliable

High Tech

Glass Rifle*

12

144

10

accurate, armor piercing


3, scoped, slow 3,

High Tech

Cyber
Gauntlet

Melee

shock, reliable

High Tech

EMP Rifle

30

EMP

Legendary

High Tech

AT Rocker

20

Legendary

Old Tech

Light
Machine Gun

12

Legendary

Old Tech

heavy, ammo hog, slow 3,


blast d6
armor piercing 1, heavy,
automatic 3(only), ammo
hog, large magazine

Legendary
Rare Reclaimer

Legendary
Uncommon
Unicephalon

Legendary
Very Rare
Reclaimer
Legendary
Reclaimer
Legendary

Rare Reclaimer

Weapons marked with an asterisk (*) may accept one or more weapon modifications. Any
weapon marked with two asterisks (**) may accept a single Weapon Modification.
See item description for more details on this weapon.
If a Weapon is High Tech or Old Tech, the Character must have that trait to properly use it. They
may attempt to use the weapon, but their Shooting or Fighting attributes will be lowered (by 2 for
High Tech, by 1 for Old Tech). If this brings that attribute below 1, they may not use it at all.

Andrzej Probulski (order #5451458)

243

WEAPONS MALFUNCTION
TABLE
Roll 2 dice (or as otherwise indicated)
if a 1 is rolled on the Malfunction Die:
Result

Effect

0
or
less

The item either explodes


or otherwise shatters in the
Characters hands.
The Character immediately takes a
hit at a Power 1 less than the items
typical Power, OR at Power 2 if the
item has no Power. Any item that
explodes or breaks in this manner is
considered beyond repair, but may
be traded or sold for scrap.

The item is damaged or broken,


with no damage to the controlling
Character.
If kept, the Character may
potentially repair the item at a later
opportunity.

The item is jammed or lodged into


another object.
The Character may discard this
item immediately if desired (the
item is considered lost). Otherwise,
in the following turn, that
Character may perform a Repair
action in order to utilize it again.

3-5

244

Value

6 mirco processor

4 RUs

7 harmonica

2 RUs

8 silver coin

5 RUs

9 music box

2 RU

10 sewing needle

2 RUs

11 small motor

4 RUs

12 revolver cylinder

1 RU

13 pistol magazine

1 RU

14 hunting knife handle

1 RU

15 motherboard

1 RU

16 small diode

1 RU

17 toggle switch

1 RU

18 relay

1 RU

19 small locket

2 RUs

20 25 mm tracer shell

1 RU

21 empty rifle casings

1 RU

22 empty pistol casings

1 RU

23 ancient screw

1 RU

24 antique flare

1 RU

25 ancient cracked mug

1 RU

26 broken eyeglasses

1 RU

27 silver chain

3 RUs

The item has run out of


ammunition/charge/energy.

28 antique pendent

3 RUs

29 tiny solar cell

2 RUs

A Character must make a simple


action to reload the item to be able
to use it again.

30 washers

1 RU

31 gas can cap

1 RU

32 un-charged battery

2 RUs

33 micro processor

2 RUs

34 prism

2 RUs

35 ring, platium

3 RUs

36 ring, silver

5 RUs

This result has no effect on melee


weapons or on single-use items.
6+

TrinketS Chart
Dice Result Item

No effect.

Andrzej Probulski (order #5451458)

Campaigns
Serious Injury Table.
(Roll 2d6 and add the results)
2:

Dead: The injuries sustained are too much for the character, and they die.

3:

Skull Cracked: One too many blows to the head has caused neurological
damage to the Character. From this point on, he or she will be bewildered
when attempting anything requiring intellect or memory. The Character
suffers -1 to Wits.

4:

Scarred/Pock marked: A terrible fever left this Character scarred for life,
giving them an appearance some find fearsome. A -1 Wits modifier exists for
all social situations when encountering new groups of people, compounded to
-2 if the new group has a religious aversion to disease or scarring. This does not
apply to tests involving intimidation, and in fact does the complete opposite -1
TN modifier to rolls involving the Manipulation skill if present, rather than -1
Wits. This is doubled against those averse to scarring.

5-6:

Broken Leg: This Character acquires the slow moving trait for one month
in Narrative play, or four games if playing a linked series of encounters or
campaigns.

7:

No effect.

8-9:

Broken Arm: -1 Fighting and Shooting for one month in Narrative play, or four
games if playing a linked series of encounters or campaigns.

10:

Mechanical appendage: The Character has lost a limb, and had it replaced with
a mechanical one. Regardless of technological level they will be shunned by
Characters with the luddite trait, and seen as unnatural or menacing by others.
Players receiving this result should roll 1d6 again.
A result of 1-3 will give them a -1 to their Shooting and Fighting attributes,
while a result of 4-6 will give them a -1 to their Movement.

11:

Trauma: A horrifying experience has led to the Character gaining the phobia
trait. If the Character rolling this result already has the phobia trait, it will lead
to them gaining the paranoid trait in addition.

12:

Mute: The Character can no longer speak, whether for physical, physiological,
or psychological reasons. They must attempt to communicate through gestures
that require an opposed test. The rare Communities that have both a surplus
of paper or tech and a literate population will go a long way to lessen this
traits negative aspect, although challenges among strangers would still occur.
This Character cannot use Wits for the initiative roll of any other Characters
through any means.

Andrzej Probulski (order #5451458)

245

Character Training
Advancement

Cost per Knowledge Skill


Level

Cost of advancing to a new training level


(spent at time of advancement)
Training level to
advance to:

15

Cost in
Renown

Level 2:

Level 3:

10

Level 1:

Character
Cost in:
RUs Renown Development
Points

Trained

Cost in RUs

+3

Level 4:

20

25

40

Veteran

30

+3

Level 5:

Elite

75

+4

Level 6:

Trading items

Cost per Skill level


Archetype
Skill?

Cost in RUs

Cost in
Renown

Yes

10

No

25

buying

selling

Common

3 RUs

1 RU

Uncommon

5 RUs

3 RUs

Rare

25 RUs

5 RUs

Very Rare+

100 RUs and up 25 RUs

Random Weapons Chart


Result:

Common:

Uncommon:

Rare:

Very Rare:

2 or less:

Molotov

Bow

Mining Laser

Assault Carbine

3:

Medium Melee

Break Action Rifle

Revolver, Heavy

Vibro Blade

4:

Junk Gun

Crossbow

Tranq Pistol

Laser Pistol

5:

Zip Pistol

Revolver, Light

Shell Launcher

Charger Rifle

6:

Pipe Rifle

Auto Pistol

Sub Machine Gun

Shock Gun

7:

Small Melee

Large Melee

Tranq Rifle

Battle Rifle

8:

Pipe Rifle

Auto Pistol

Satchel Bomb

Charger Pistol

9:

Junk Gun

Revolver, Light

Military Grenade

Power Claw

10:

Bow

Shotgun

Flame Thrower

Sniper Rifle

11:

Bow

Mining Laser

Hunting Rifle

Laser Rifle

12+:

Break Action Rifle

Revolver, Heavy

Assault Carbine

LMG

Result:

Common:

Uncommon:

Rare:

Very Rare:

2 or less:

Bottle of beer

Rope

Tablet

Bicycle

3:

1 day animal feed

Ointment

Portable stove

Geiger counter

4:

1 day dried rations

3 days dried rations

Solar panel

Ind. solar panel

5:

Aloe

Canteen

Glowtorch

Drug synthesizer

6:

Megaphone

Weapon rig

Survival Kit

Obsi-Lens

7:

Bed Roll

Tent

First Aid Kit

Night vision goggles

8:

Tarp

Machete

Miricle Knife

Miracle knife

9:

Stile-Caf

Compass

Beam Welder

Chem injector

10:

Hand Light

Water catcher

Laser Charge Pack Nutrient processor

11:

Bandages

Mining Laser

Data Book

Green pod

12+:

Rope

Tablet

Bicycle

Geomapper

Random equipment chart

246

Andrzej Probulski (order #5451458)

Andrzej Probulski (order #5451458)

247

Power

qSlow Moving

qFast Moving

qActivated

qSlow _____ Reload

qHold _____

qProne

qDead

Trinkets

Background::

qRifle ____ Broken

Nerves

Wits

Renown

____________

_______________
_______________
_______________
_______________

__________________
__________________
__________________
__________________
__________________
__________________
__________________
__________________
__________________
Skills: ____________
_______________
_______________
_______________

Community:

____________
____________
Pistol 1 ____________
Pistol 2 ____________
Pistol 3 ____________
__________________
__________________
__________________
Rifle 2

Rifle 1

Traits: __________
_______________
_______________
_______________

qRifle ____Out of Ammo qRifle ____ Jammed

Fighting

Equipment:

Faction:
Shooting

qPistol ____ Broken qPistol ____Out of Ammo qPistol ____ Jammed

qUnnerved

qUnconscious

qOut-of-Action qDying

Movement

qSuppressed _____

qGroggy

Archetype:
Previous Archetypes:
Contacts:
Conditions: qWounded

Action Points

Character Name:

Spent Renown:

Community RUs: ____________

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