Professional Documents
Culture Documents
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.
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Table of Contents
History..................... 8
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
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
Equipment................ 136
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
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
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
10
The Exodus
On a clear and chilly fall day, small
space-worthy vessels sit on launch pads
across the globe.
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Merika
MAP
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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
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
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
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
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
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
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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
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.
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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,
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
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
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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.
30
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.
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
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TenPike
TenPike is the epitome of a small
Resurgence town. A trading hub, built
on a large hill with a concrete ramp
32
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
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.
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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
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.
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.
36
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.
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.
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.
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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.
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.
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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.
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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.
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RECLAIMERS
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47
THE ARHK
48
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
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
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.
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,
52
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)
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.
54
55
56
57
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.
58
Campaigns
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:
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
Composition: An encounter
should tell you which Factions,
Communities, settlements, and
Characters are involved. This can
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.
61
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
62
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
2 antique flares,
2 25mm tracer shells
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
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)
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64
Starting Renown
(based on training level):
Green
Trained
Veteran
Elite
0
0-3
1-unlimited
2-unlimited
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
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.
66
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.
2+ TN
3+ TN
4+ TN
5+ TN
6+ TN
7+ TN
67
68
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.
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.
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.
Character Conditions
These prevent Characters from activating
Unconscious/Paralyzed
Unnerved
Out Of Action
Dying
Dead
70
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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SIMPLE ACTION:
Search / Scavenge (1-3 AP)
73
74
75
76
Food
Within / Enter
Warning /
Danger /
Radiation
Water / Sea
Andrzej Probulski (order #5451458)
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78
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
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
79
80
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.
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.
Counter-striking
An Attacker:
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.
81
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:
82
Complex action
2 AP simple action
free action
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.
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:
Prone,
=< Short
Range:
Fast Moving:
Slow Moving:
Attacker
Walked:
Attacker
Running:
Small target
+1 TN modifier
Large Target:
-1 TN modifier
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)
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.
84
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).
2 x power:
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
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.
85
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
86
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
Effect
Results
No Effect
1-2
Groggy
3+
Unconscious
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.
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
88
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+
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
90
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.
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.
92
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:
93
94
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:
M
3
P
2
S
1
F
1
N
3
W
2
R
0
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)
M
3
P
3
S
2
F
2
N
3
W
2
R
0
M
3
P
3
S
3
F
2
N
3
W
3
R
1
95
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.
M
3
P
3
S
4
F
3
N
4
W
3
R
2
96
Beast
(predetermined stats)
M
4
P
2
S
-
F
2
N
2
W
1
R
-
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
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
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
1 RU
1 RU
23 ancient screw
1 RU
24 antique flare
1 RU
1 RU
26 broken eyeglasses
1 RU
27 silver chain
3 RUs
28 antique pendent
3 RUs
2 RUs
30 washers
1 RU
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
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?
98
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
P
2
S
-
F
1
N
1
W
1
R
0
RU Cost 10
M
2
Faction ANY
Training Beast
Skills NONE
Equipment: Various packs and harnesses
Starting Traits: wild beast, pack animal
Dog
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
99
Archetypes
Generic Archetype list
(available to any faction):
Soldier / Shooter /
Marksman / Archer / Slugger
(Ranged Combat)
RU Costs 12 / 30 / 70 / 120
(healer)
RU Costs 15 / 30 / 65 / 110
Archetypes
Faction Any
Community Unaffiliated or as per Faction
Rags (Clothing),
Rags (Clothing),
Light Armor
At Veteran: Medium Armor
At Elite: Hunting Rifle
Trinkets 1 rolls
100
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
(Salvage)
RU Costs 10 / 20 / 50 / 100
101
RU Costs 12 / 35 / 85 / 125
102
Wastrel / Vagrant
(Dreg)
RU Costs 10 / 20 / 45 / -
No Ghost
(Drifter Outcast)
RU Costs - / 50 / 80 / 180
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
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
Tracking: 2
Barter: 1
Rags (Clothing),
Trinkets 4 rolls
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
103
RECLAIMERS
Technocrite
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
Server
(Network Specialist)
RU Costs - / 55 / 90 / 130
Limitations Nerves MAX 5
Fighting MAX 2
Scrivener
(Cleric)
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
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,
105
Power Scav
(Engineer / Sapper)
RU Costs - / 40 / 90 / 140
Limitations Nerves MAX 5
Fighting MAX 2
At Veteran: Power MAX 4
genius, scrounger
106
Neophyte
(Un-tested Reclaimer)
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
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
107
Jammer
Sapper
(Scout)
scrounger, archer
108
(Miner)
RU Costs 14 / 25 / 40 / 80Limitations Fighting MAX 3
Nerves MAX 5
Shooting Max 4
Prerequisite None
Archetypes
Entrance Cost 10 RUs
of steel, nimble
Field Hand
(Guard)
Gearhead
(Mechanic)
Prerequisite None
Archetypes
Prerequisite None
Archetypes
Skills Harvesting 2,
1 Knowledge Skill per
training level
Skills Mechanic 2,
1 Knowledge Skill per
training level
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.
tant, scrounger
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
110
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
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
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
Administrator
(Doctor)
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,
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,
111
DRIFTERS
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
112
Locust
(Untested Warrior)
RU Costs 10 / 25 / - / Limitations Wits MAX 4
Shooting MAX 2
Prerequisite None
Archetypes
Entrance Cost 5 RUs
Beast Handler
Berzerker
(Animal Handler)
(Warrior)
RU Costs 15 / 35 / 50 / 100
RU Costs - / 40 / 65 / 110
Prerequisite Locust
Archetypes
Prerequisite Locust
Archetypes
Faction Drifter
Faction Drifter
Exploadaboar
(Attack Boar)
M
4
P
2
S
-
F
3
N
1
W
1
AP
3
R
0
RU Cost 25
Faction Drifter
Training Beast
Skills NONE
Equipment Satchel Charge w/ remote
detonator
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
Unicephalon Agent
(Operative)
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)
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
115
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
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.
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.
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
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.
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
120
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.
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
122
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
5+
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.
124
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:
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
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
126
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.
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
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
NBC
(Nuclear, Biological, and Chemical) (Wits)
128
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.
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
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.
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.
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)
130
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)
132
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:
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.
Etiquette (Wits)
(Prerequisite Renown 3)
For every level of Etiquette skill, you may choose
one of the following specializations:
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134
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.
neural connections.
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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
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,
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
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
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.
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
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.
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
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
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.
Shelter / Town
/ Safe
Direction / Go
144
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.
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.
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:
146
Heavy
Armor:
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.
Shield:
Tower
Shield:
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.
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
148
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
Plea / Help /
Doctor /
People
Food
149
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
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.
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.
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
Go / Tarp
Search
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.
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.
154
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.
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.
155
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
156
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
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
157
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.
158
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
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
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
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
160
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.
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.
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.
161
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
162
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
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.
163
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
164
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
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.
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
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
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
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
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.
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
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.
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.
171
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
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.
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.
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
Improvised
Improvised
blast 1, thrown,
unreliable, single use
Small Melee
Melee
User
+1
Common
Medium Melee
Melee
User
+1
Common
Bow
24
Common
Pipe Rifle
18
Common
Junk Gun
12
scatter, slow 2
Common
Zip Pistol
Common
Molotov
Common
Large Melee
Melee
+1
User
+2
Uncommon
Spear
Melee
+2
10
User
+1
Uncommon
Signal Staff
Melee
+2
Uncommon
Gas Grenade
Uncommon
Mining Laser
10
heavy, slow 2
Uncommon
Revolver, Light**
Uncommon
15
pistol, unreliable
Uncommon
Shock marble
Crossbow
30
Uncommon
Shock Staff
Melee
+2
non-lethal, shock,
unreliable
Uncommon
12
48
174
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
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
Rare
Old Tech
Shell Launcher
20
uses shells
Rare
Flame Thrower
Rare
Anointer
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
Rare
Old Tech
blast 2, lethal/non-lethal,
single use
Rare
High Tech
non-lethal
Rare
High Tech
Rare
Rare
Hunting Rifle
12
96
Rare
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
Very Rare
High Tech
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
Very Rare
Melee
+1
Very Rare
High Tech
Shock Gun
12
non-lethal
Very Rare
Uncommon
Stitcher
High Tech
Vibro Blade
Melee
User
+2
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
Very Rare
Old Tech
Flame Caster
24
High Tech
Unicephalon Rifle*
12
48
High Tech
Plasma Caster
24
High Tech
Glass Rifle*
12
144
10
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
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.
176
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
Cost: 15 RUs
Effect: Gives the weapon either the rifle scope
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.
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.
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.
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
178
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
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.
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
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.
180
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.
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.
182
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.
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.
183
184
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
186
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
187
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
188
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
189
190
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
Rebuilding a Skyscraper
A small skyscraper is being renovated,
in the midst of a cluster of skeletal
ruins. Enclosed
scaffolding surrounds
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:
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.
192
Attack
Neutral
Rolling players choice
Defend
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.
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
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
194
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+).
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
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
196
SPECIAL RULES
The animals in the herd have their own
statistic profile, listed here:
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.
Andrzej Probulski (order #5451458)
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
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.
198
Nothing
1 success:
2 successes:
3 successes:
199
200
distance to targets
Heavy Armor
Hydraulic Fist: Melee, reach 1,
(Power: as user+3)
Flame-thrower
2 LMGs, each with large
magazine
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.
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
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
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.
203
204
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
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.
206
4+ base TN
Opposing Character is
behind cover
6+ base TN
-1 TN modifier
+1 TN modifier
Night time
(if Character spotting has
night vision, the target is
unmodified)
+1 TN modifier
-1 TN modifier
-1 TN modifier
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
208
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
210
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.
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.
211
Character Advancement
Character Training
Advancement
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.
212
Cost in:
RUs
Character
Renown Development
Points
Trained
Veteran
Elite
15
30
75
1
1
5
+3
+3
+4
Advancing Skills
Cost in RUs
Cost in
Renown
Yes
10
No
25
Cost in RUs
Cost in
Renown
Level 1:
Level 2:
Level 3:
10
Level 4:
20
Level 5:
25
Level 6:
40
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
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.
214
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
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).
216
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
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
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
218
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
Faction None
Community Dregs
Skills None
Traits: None
Caravaneer
Traits: None
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.
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
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
Traits: None
Trained Hunter
3
Faction None
Community Market
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.
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
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
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!
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.
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.
Trained Slavers
Attributes AP M
Slaver Compound
224
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
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
12 Trained Tweekers
Attributes AP M
2
Merchants villa
pain resistant
Scavenge includes:
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?
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
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
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.
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
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.
228
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.
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.
Open Terrain
Open Terrain is any flat surface or gentle
slope that isnt covered with obstacles.
This includes short grass, dirt, or fields.
Water
Depending on the depth and the way
water flows, water terrain can either
count as shallow or deep.
229
230
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
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
233
234
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
236
2+ TN
3+ TN
4+ TN
5+ TN
6+ TN
7+ TN
5+
Located /
Directed
Shelter / Town
/ Safe
Direction / Go
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
Cover:
Concealment:
If the defender is
concealed, attacks
against them receive a
+2 TN modifier (not
cumulative with cover).
Prone,
> Short Range:
Prone,
=< Short
Range:
Fast Moving:
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.
Attacker
Walked:
Attacker
Running:
Small target
+1 TN modifier
Large Target:
-1 TN modifier
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:
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
Soft Cover:
Defending Character is in
soft cover:
+1 Defensive Power.
Hard Cover:
Defending Character is in
hard cover:
+2 Defensive Power
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:
Shield:
Enemies
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
4+
Dying
Dead
240
Effect
No Effect:
1-2
Groggy
3+
Unconscious
Results
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
Improvised
blast 1, thrown,
unreliable, single use
Improvised
Small Melee
Melee
User
+1
Common
Medium Melee
Melee
User
+1
Common
Bow
24
Common
Pipe Rifle
18
Common
Junk Gun
12
scatter, slow 2
Common
Zip Pistol
Common
Molotov
Common
Large Melee
Melee
+1
User
+2
Uncommon
Spear
Melee
+2
10
User
+1
Uncommon
Signal Staff
Melee
+2
shock, non-lethal,
unreliable
Uncommon
Gas Grenade
Uncommon
Mining Laser
10
heavy, slow 2
Uncommon
Revolver, Light**
Uncommon
15
pistol, unreliable
Uncommon
Shock marble
Crossbow
30
Uncommon
Shock Staff
Melee
+2
non-lethal, shock,
unreliable
Uncommon
12
48
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
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
Rare
Old Tech
Shell Launcher
20
uses shells
Rare
Flame Thrower
Rare
Anointer
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
Rare
Old Tech
blast 2, lethal/non-lethal,
single use
Rare
High Tech
non-lethal
Rare
High Tech
Rare
Rare
Hunting Rifle
12
96
Rare
15
Narco Gun*
10
24
ARHK Carbine*
10
40
Laser Rifle*
12
48
242
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
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
Very Rare
Very Rare
High Tech
non-lethal
Very Rare
Uncommon
Stitcher
High Tech
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
Very Rare
Old Tech
Flame Caster
24
High Tech
Unicephalon Rifle*
12
48
High Tech
Plasma Caster
24
High Tech
Glass Rifle*
12
144
10
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
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.
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
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
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
1 RU
1 RU
23 ancient screw
1 RU
24 antique flare
1 RU
1 RU
26 broken eyeglasses
1 RU
27 silver chain
3 RUs
28 antique pendent
3 RUs
2 RUs
30 washers
1 RU
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
TrinketS Chart
Dice Result Item
No effect.
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.
245
Character Training
Advancement
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 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+
Common:
Uncommon:
Rare:
Very Rare:
2 or less:
Molotov
Bow
Mining Laser
Assault Carbine
3:
Medium Melee
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
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+:
Revolver, Heavy
Assault Carbine
LMG
Result:
Common:
Uncommon:
Rare:
Very Rare:
2 or less:
Bottle of beer
Rope
Tablet
Bicycle
3:
Ointment
Portable stove
Geiger counter
4:
Solar panel
5:
Aloe
Canteen
Glowtorch
Drug synthesizer
6:
Megaphone
Weapon rig
Survival Kit
Obsi-Lens
7:
Bed Roll
Tent
8:
Tarp
Machete
Miricle Knife
Miracle knife
9:
Stile-Caf
Compass
Beam Welder
Chem injector
10:
Hand Light
Water catcher
11:
Bandages
Mining Laser
Data Book
Green pod
12+:
Rope
Tablet
Bicycle
Geomapper
246
247
Power
qSlow Moving
qFast Moving
qActivated
qHold _____
qProne
qDead
Trinkets
Background::
Nerves
Wits
Renown
____________
_______________
_______________
_______________
_______________
__________________
__________________
__________________
__________________
__________________
__________________
__________________
__________________
__________________
Skills: ____________
_______________
_______________
_______________
Community:
____________
____________
Pistol 1 ____________
Pistol 2 ____________
Pistol 3 ____________
__________________
__________________
__________________
Rifle 2
Rifle 1
Traits: __________
_______________
_______________
_______________
Fighting
Equipment:
Faction:
Shooting
qUnnerved
qUnconscious
qOut-of-Action qDying
Movement
qSuppressed _____
qGroggy
Archetype:
Previous Archetypes:
Contacts:
Conditions: qWounded
Action Points
Character Name:
Spent Renown: