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Apocalypse
Apocalypse
Introduction
Out of all RPG settings, I have always loved post-apocalyptic (PA) settings, but I could not find a set of
RPG rules I was happy with. At the beginning of 2007, I finally found Savage Worlds (SW). Therefore,
it’s a privilege to combine Savage Worlds with a post-apocalypse setting in this toolkit. Now I have a
great RPG setting and a great system to run it with.
This document attempts to create a post-apocalyptic toolkit for Savage Worlds Explorers Edition
(SWEX) and also extends/uses the Science Fiction World Builder Toolkit and Science Fiction Gear
Toolkit. These documents are needed to utilize this toolkit.
Note that when referring to SWEX and the SW Toolkits, my references may lack in some details. This
is intentional. My goal is to promote and extend these works, not replace them or cause a loss of
revenue. Therefore, this document will refer the reader to the original documents for any further
details. If flipping between a few sources becomes frustrating, then I ask your forbearance.
I exercised the liberty of enhancing or changing some SWEX rules to suit my campaign and ideas.
Since I consider this document a guideline, feel free to change or ignore anything that doesn’t suit your
playing style or campaign. At least the reader has a few more ideas with which to work.
Savage Apocalypse covers PA topics such as hero creation, mutations, environmental hazards, robots,
gear, artifact discovery and creatures. Since this a SWEX fan work, there are new hindrances, edges,
skills and other goodies.
Since I’m a believer in the community of ideas and learning process, I would very much appreciate it
users of this guide would email me feedback and ideas at teknomerk@yahoo.com. You never know
what kind of clever ideas may be born out of the exchange of information.
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@cknowledgements
Savage Worlds Explorers Edition (SWEX), Pinnacle Entertainment
Science Fiction World Builder Toolkit (SFWBTK), Wade “Wiggy” Williams
Science Fiction Gear Toolkit (SFGTK), Wade “Wiggy” Williams
Modern Martial Arts (MMA), Clint Black, 12 to Midnight and Reality Blurs
Necropolis 2350 (Necropolis), Triple Ace Games
A special thank you goes to my teens, William Reeves and Rebecca Reeves, and their friends, Joshua
Nolte and Jonathan Miller, who were my enthusiastic test subjects and the group of heroes attempting
to save a lost colony ship, Terra and humanity. What great adventures we have had!
Savage Apocalypse is a fan-created work and is not intended to infringe on any copyrights of Savage
Worlds. I urge all users of this guide to purchase Savage Worlds products to support and encourage
these authors and the gaming hobby.
This toolkit references the Savage Worlds game system, available from Pinnacle Entertainment Group
at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.
Necropolis 2350 and all associated logos and trademarks are copyrights of Triple Ace Games.
This document may be freely used in other not-for-profit works, and if the authorship is acknowledged.
All material not cited as belonging to Pinnacle Entertainment Group or Triple Ace Games is new
material and covered by the Creative Commons license:
This document is licensed under the Attribution-NonCommercial-ShareAlike 3.0 United States license,
available at http://creativecommons.org/licenses/by-nc-sa/3.0/us/.
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T^ble of Contents
Introduction
Introduction 2 4.2 Vacuum 48
@cknowledgements 3 4.3 Herbicide 48
4.4 Radiation 48
1. Setting Cre^tion 5
1.1 Prologue 5
5. Robots 50
1.2 World Creation Ideas 5 5.1 Three Laws of Robotics 50
1.2.1 Locations 5 5.2 Robotic Behavior 50
1.2.2 Reasons for The Fall 5 5.2.1 Robotic Behavior Anomalies 51
1.2.3 Physiological Changes 6 5.2.2 Violating the Laws of Robotics 52
1.2.4 Technology 6 5.3 Robotic Hierarchy 53
5.3.1 Artificial Intelligence (AI) 53
2. Hero Cre^tion 7 5.3.2 Android 53
2.1 Racial Types 7
5.3.3 Robot 54
2.1.1 Pure Human 7
2.1.2 Mutated Human 7
6. Ge^r 55
2.1.3 Mutated Animal 7 6.1 Technology Index Classification 56
2.1.4 Mutated Plant 8 6.2 New and Modified Gear 57
2.1.5 Android 8 6.3 Artifacts 63
2.1.6 Robot 8 6.3.1 Artifact Categories 63
2.2 New Hindrances 9 6.3.2 Artifact Types and Conditions 65
2.2.1 Mutation Hindrances 9 6.3.3 Discovering Artifacts 65
2.2.2 Master Hindrances List 11 7. Cre^tures 67
2.3 New Edges 12 7.1 Assassin Bug 67
2.3.1 Background Edges 12 7.2 Bearkin 67
2.3.2 Combat Edges 12 7.3 Blood Lily 67
2.3.3 Professional Edges 12 7.4 Broo 68
2.3.4 Weird Edges 13 7.5 Camo Bear 68
2.3.5 Master Edges List 14 7.6 Circe Vine 68
2.4 New Skills 17 7.7 Cougarus 68
2.5 New and Changed Rules 18 7.8 Verde Fungus 69
3. Mut^tions 21 7.9 Electra Cat 69
3.1 Arcane Background: Mutant 21 7.10 Fairy Folk 69
3.2 Images and Illusions 21 7.11 Gor’Rill 69
3.2.1 Image 21 7.12 Jaw Trap 70
3.2.2 Illusion 22 7.13 Kryll 70
3.2.3 Disbelieving Images and Illusions 22 7.14 Neo Lion 70
3.3 Mutation Summary Charts 24 7.15 Pack Rats 71
3.3.1 Physical Mutations Chart 24 7.16 Peace Plant 71
3.3.2 Mental Mutations Chart 25 7.17 Quilled One 71
3.3.3 Plant Mutations Chart 26 7.18 Razor Plant 71
3.4 Physical Mutations 27 7.19 Reaper 72
3.5 Mental Mutations 37 7.20 Scorch Flower 72
3.6 Plant Mutations 45 7.21 Swooping Serpent 73
7.22 Thief Beast 73
4. Environment^l H^z^rds 48 7.23 Wolfen 73
4.1 Poison 48
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1.2.1 Locations
Terra
Colony world
Space Station
Starship
Outpost (asteroid or moon)
1.1 Prologue Planetary ocean
After the darkness of The Fall, there came light This provides the background and reasons why
and hope, but progress was slow. Some current conditions are the way they are.
started recovering lost knowledge for the
betterment of all life. Others sought power to War
impose their will on all they could grasp. This is Alien Invasion
the Apocalypse. Biological Plague
Natural Disasters
Dimension Bridging
Combination of the above
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1.2.4 Technology
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For the natural attack damage, see the For Wild Cards only:
Creature section or the SWEX book or toolkit.
+1 Die Type attribute or free Edge or
2.1.4 Mutated Plant Charisma +2
+2 skill points
Mutated plants gained human intelligence via
radiation, chemicals or from the side-effects of Positronic Brain: May improve skills/knowledge
other hazards. Additionally, this sentient plant through experience.
life developed some form of speech and writing
to communicate with their species, but also 2.1.6 Robot
with other intelligent beings.
Players will need to choose their robot type and
Arcane Background: Mutant refer to the Robotics section for further traits.
Radiance Master professional Edge
Plant Edge For Wild Cards only:
1D3 mutations
Mutation: Heightened Intelligence Free Attribute upgrade.
Mutation: Speech
Mutation: Modified Body Parts:
Manipulative Vines/Branches
Mobility
Hindrance: Medically Incompatible
(Mutation)
Natural Attack: per pure animal type
Robotic types generally ignore plants
2.1.5 Android
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Major: After any physical exertion, such as Major: All Spirit checks -4
Running, Climbing or Swimming, the Hero must Minor: All Spirit checks -2
pass a Vigor -4 check or lose 1 Fatigue.
Minor: After any physical exertion, such as Health (Major/Minor)
Running, Climbing or Swimming, the Hero must The hero’s health is not robust.
pass a Vigor -2 check or lose 1 Fatigue.
Major: All Vigor checks -2
Increased Pain (Major) Minor: All Vigor checks -1
The hero has a hyper-sensitive reaction to pain.
All Wound penalties are +1. Xenophobic (Major/Minor)
The hero does not react well to species other
Poison Susceptibility (Minor) than their own.
Just like the Anemic hindrance, but only for
poisons. Major: Charisma is -4 to other species. First
attack is +2 to hit for that entire encounter.
Phobia: Technology (Major)
This hindrance applies for all items above TI 0. Minor: Charisma is -2 to other species. First
See SWEX Phobia hindrance. attack is +1 to hit for that entire encounter.
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Nocturnal (Minor)
Suffer 1 level of Fatigue when taking actions
during daylight. The Fatigue is restored at
dusk.
Weakness (Major/Minor)
Sound (Major/Minor)
The hero is sensitive to loud sounds. Effects
last for 5 rounds.
Mental (Major/Minor)
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Scholar Sidekick
Surgeon - (Novice) Medic, Tough as Nails
Knowledge(Medicine) D8, Agility D8 Tough as Nails, Improved
Technically Inclined - (Novice) Weapon Master
Necropolis Master of Arms
Thief
Zero-G Training – (Novice) See
SFWBTK.
Zoologist – (Novice) Smarts D6,
Knowledge(Science) D6
Zoology Specialist – (Seasoned)
Zoologist, Knowledge(Science) D8
Social Edges
Weird Edges
Dead Shot
Mighty Blow
Power Surge - (Seasoned) Mutants
only.
Legendary Edges
Followers
Leader of Men - Leadership Edges can
effect Wild Cards. Solomon Kane Setting
Professional
Expert
Master
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Demolition (Smarts):
Set/Disarm explosives, traps. Know
structural weak points to better destroy
something.
Knowledge(Engineering): This skill
covers the disciplines of computer, civil,
aerospace, electronic and mechanical
engineering.
Knowledge(History): Knowledge of
history and government. If the game
universe is large, then a XenoHistory
skill may be needed.
Knowledge(Medicine): This re-names
the Healing skill. If the game universe
contains many sentient races, then a
XenoMedicine skill may be needed.
Knowledge(Science): Biology,
Botany, Chemistry, Psychology, Physics,
Zoology
Zero Gravity (Agility)
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Critical Failure
2.5 New and Changed Rules (1 on Skill & Wild dice)
The following section describes new or changed Item malfunctioned or damaged. Bennies
rules for Savage Worlds Explorers Edition. cannot be used to re-roll a Critical Failure.
Ammunition D10
1 – 5: Weapon/Item Malfunction
6 – 9: Weapon/Item Lightly Damaged
Instead of players or GMs counting
10: Weapon/Item Moderately Damaged
ammunition, roll an extra D10 with every
shooting skill test. On a 1 the weapon is out of
A malfunctioning item can be restored to
ammunition.
working order. The hero just needs time to
correct it. An item malfunction takes 1D4+1
A general average of all SWEX standard
actions to clear. A damaged item requires
weapons is about 10 shots per clip, if all the
repair. Repairing a lightly damaged item uses
special weapon features are used. A player will
3D6 minutes, subtracting 2 minutes/raise on
get a few more shots out of pistols than with
the Repair roll. Moderately damaged items
ammo counting, and a few less shots for use of
require 5D10 minutes to repair, subtracting 2
single-shot attacks. Overall, this works out
minutes/raise on the Repair roll. Field repairs
about the same as counting ammunition, but
suffer a -2 modifier to the Repair roll and add
with less bookkeeping.
an extra die due to lack of available parts &
tools. If parts & tools are available at the
Armor Damage
“field” location, then the penalties do not apply.
“Armor is not forever.”
An evil option for a malfunctioning item is for
the GM to make the roll, but not tell the player
Damage that exceeds a hero’s total toughness
how long they need to clear the condition. The
may damage their armor. Roll 1D10 + 1D10
Hero has an idea (the 1D4+1 range), but not
for each raise. D10: 1 = -1 armor toughness.
the exact time. That will cause some dramatic
suspense. An even more evil variation is to not
Example: Armor with Toughness +8 and hero
inform the heroes if the item is damaged or
Toughness of 14 is hit with a plasma rifle for 23
malfunctioned. After a round of analysis, they
points of damage. The damage exceeds the
can tell, but it is a distraction from fighting. Do
armor toughness with two raises. Roll 2D10. A
you drop the weapon? Do something creative?
1,7,1 means that the armor loses 2 Toughness
Tough it out and clear the weapon? Run?
such that it’s protection rating if reduced to +6
Toughness.
Encounter Difficulty Rating
Armor damage may be repaired. A successful
A typical GM problem is determining the
Repair test and each raise restores 1 lost
strength of the hero party’s opposition,
Toughness. Each Repair attempt consumes 10
especially when the current hero strength may
minutes. Armor with 0 Toughness is not
not match the adventure. The Encounter
repairable. A Critical Failure on an armor repair
Difficulty Rating is a concept to more clearly
roll slags the armor. This rule encourages
communicate the adventure’s design intent and
regular maintenance, provides more value for
easily adjust to any hero group.
the Repair skill and makes armor more
desirable to find.
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Easy: Less than the hero’s strength Pounce is like Leap, but also +1 attack &
Average: Equal to the hero’s strength
damage.
Challenging: Greater than the hero’s strength up
to 1.5 times
Difficult: Greater than 1.5 times the hero’s strength Shooting skill
up to 2 times
Formidable: 2 times the hero’s strength Shooting may cause knockdown:
With this mechanism in place, the GM may If a Shooting roll results in a raise, the target
easily adapt any encounter for any group of must make an Agility roll to remain standing.
heroes. Each raise beyond the first causes a -2 to the
target roll. A knocked down target is
Gliding skill considered prone.
Leap skill Some tasks require more than one passed skill
test to accomplish. These types of tasks will
Leap is a new skill for animals. Leap: Agility indicate the number of Data Points required to
test – jump 4” +1”/raise. complete. Each rolled success and raise earns
a Data Point. The GM must determine how
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3.1 Arcane Background: Mutant All mutations that shoot something at a target,
must also make a successful Shooting skill roll.
All beings that possess mutations gain the Therefore, some powers will first need to pass
Arcane Background: Mutant. Mutants start with an AB: Mutant skill test, then a Shooting test.
10 Power Points. Some mutations are
constant, requiring no concentration or Power
Points. Some mutations are defects and may
be taken as a Hindrance (see Hindrance
section).
Genetic Feedback
When a mutant rolls a 1 on the Mutant Powers
skill die (regardless of Wild Die), he is
automatically Shaken but the power point
expenditure is only one point. A critical failure
results in a level of Fatigue and Shaken. A 3.2 Images and Illusions
critical failure also causes all power spent on
the mutation to be used. None of these affects
Both forms of mental deception only work on
cause wounds. Some powers may have
organic (humanoid and animal) minds. That
additional failure results.
means robotic constructs are immune to this
type of mutation. These mental manifestations
Mutants may choose or randomly roll their
have no mental signature, so they appear as
mutations. That is entirely determined by the
“mentally empty”. Since images and illusions
Game Master and the type of campaign. The
also do not have Spirit, Smarts or Vigor
following charts are for the GM to produce
attributes, abilities that detect these traits
random mutations.
receive a +2 to Disbelieve and other types of
powers have no effect.
Assume a mutation may be taken multiple
times, unless specifically mentioned otherwise.
3.2.1 Image
Taking a mutation again may allow different
sub-choices or may add another multiple to Some mutations create unreal things called
duration, range, etc. The GM ultimately sets images and illusions. The mutant may create
the limits on the final effects so their world an image or illusion of anything real. The
setting does not become unbalanced. purpose of images and illusions is to mentally
deceive enemies.
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Images are the simpler of these two types of maximum of 1”. This does count as an action.
mental trickery. An image has all the physical Note a being does not automatically disbelieve,
attributes of the real thing it simulates – sight, but must have some evidence or past
sound, smell and movement. It follows the experience to choose to disbelieve what they
mental commands of the mutant to act like its are experiencing. Therefore it is possible for
real counterpart, but it can never directly cause the Heroes and their enemies to mistakenly
damage. If the image touches anything or attempt to disbelieve real things, if they even
anything hits or touches the image, it instantly think to try at all.
disappears. Ranged weapons cause an image
to be destroyed and continue their path. Mammals may disbelieve but it only gets one
chance at the beginning of the effect to see if it
An image may represent any living or inanimate accidentally detects the image or illusion. After
object. An image warrior will yell its battle cry that the creature gets no more opportunities.
in challenge or an imaginary artifact will have Non-mammal creatures are not affected by
its lights pulse as if it’s active. As long as the images and illusions. The Heroes may discover
image is believed, enemies will react naturally this the hard way.
to it. See the section on Disbelieving for more
details. To actively disbelieve an image or illusion, one
must make an opposed Smarts roll against the
3.2.2 Illusion Spirit roll of the mutant who created the unreal
Illusions have most of the characteristics of manifestation. A success causes the image or
images, but with a few upgrades that make illusion to dissolve while a failure has no effect.
them more lethal. An illusion also simulates The die roll is hidden from the disbeliever so
something real, but they can wound and kill that failures to disbelieve leave some doubt
those who believe in it as well as be touched whether the experience is real or imaginary.
and hurt like its real counterpart. For groups, one person may disbelieve what is
seen and it no longer exists for them, but their
An illusion of a living thing possesses average companions may still believe it to be true and
traits, armament, gear and skills for its kind. It still see the image or illusion. When one person
is also treated like a normal ally with a physical in the group successfully disbelieves a mental
representation with the group of heroes (and a manifestation, a +2 is added to the rest of the
miniature if those are used). The illusion group to disbelieve. Imagine the successful
suffers damage like a real being, disappearing group member shouting “It’s just a mind trick!”
when it finally dies or falls unconscious.
Likewise, an illusion may also cause damage Since an image or illusion affects the mind of
like its real type. Note that overly-clever who sees it, there are certain conditions that
players will want to create an illusion of a allow the being an advantage in disbelieving
humanoid with a nasty weapon. The GM can what they are experiencing. If a mental
allow it with a bonus for enemies to disbelieve manifestation does something the real
it or not allow it at all. counterpart cannot normally do, that gives the
affected creatures a +2 bonus to their disbelief
3.2.3 Disbelieving Images and roll. For example, an illusion of a man starts
Illusions flying, but has no wings would raise doubt in its
existence. A mythical or fantastical creature
Images and illusions only have power and
would also fall into this category. Twenty-third
effectiveness as long as they are believed. To
century man seeing a dragon would also create
actively disbelieve an image or illusion, the
doubt in what they are seeing. Therefore, an
being must be sentient and concentrate on this
image or illusion should fit its intended
action such that movement is restricted to a
audience to be most effective.
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Whoever is touched, the mutant determines The mutant absorbs energy damage of one
their change in Size factor. The subject must type from the table below. Give the player 3
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Absorption Bennies (that are easily place. An involuntary discharge causes Vigor
distinguished from normal bennies). Any time damage to the mutant and to all creatures
the mutant suffers Wounds from an energy within a Medium Burst Template. The mutant
attack type that they absorb, the player may is also capable of recharging their energy
spend an Absorption Bennie for a special Soak capacitor by draining a matching energy
roll. Follow all the normal Soak rules for this source. Likewise, the bio-capacitor may be
roll. drained at Vigor points per minute.
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3
Gaseous Spray
8
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See SWEX Monstrous Ability: Infravision. See SWEX Monstrous Ability: Low-Light Vision.
Power Points: None See SWEX Smite power. A faint blue glow
Range: Body surrounds the touched weapon. Each raise
Duration: Constant adds +2 to the weapon damage.
This mutation also has the following affects. Multiple Body Parts
The mutant is about +12” in height.
Power Points: None
Range: Body
+1 Size Duration: Constant
+1 Toughness
+1 Pace An extra body part enhances the mutants
+1 To hit abilities. The following bonuses for multiple
+1 To other’s perception rolls body parts are suggestions.
-1 To surprise another
Liver: +2 poison resistance
Light Generation/Dazzle Heart: +2 Vigor
Muscle:+2 Strength
Power Points: 1/2 Fingers:+2 Agility
Range: Spirit radius in inches Eyes: +2 Notice
Duration: Special Ears: +2 Notice
Legs: +2 Pace
Arms: +1 action
Dazzle
Mutated Body Part
Power Points: 2
Range: Spirit radius in inches Power Points: None
Duration: Instant Range: Self
Duration: Constant
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The mutant has +10 Toughness for one of the Speed Increase
following types of attacks.
See SWEX Speed power. The mutant appears
1. Acid as one with blurred motion when the power is
2. Cold active.
3. Electrical
4. Fire, Heat, Plasma Storm
5. Kinetic
6. Laser Ice Storm
7. Sonic Lightning Storm
8. Radiation Radiation Storm
Sonic Storm
Shape Change Laser Storm
Acid Storm
See SWEX Shape Change power. The mutant
may use their mutations while changed, except See SWEX Blast power. The specific trapping is
the physical mutations that obviously changed chosen at the time of choosing the mutation.
form. A raise for this power may extend the For example, the storm may come from the
duration for the number of minutes as the eyes or hands with an appropriate faintly
mutant’s rank x 2. glowing color. For example, Ice Storm would
possess a pale blue glow.
Smaller
Fire Storm: Trapping: pale red. Roll for target
Power Points: None catching fire.
Range: Body Ice Storm: Trapping: pale blue. Beings that
Duration: Constant fail a Vigor roll are frozen in place for 1 round.
See Cryokinesis ice effect from SFWBTK, p 52.
This mutation also has the following affects. Lightning Storm: Trapping: pale yellow. EMP
The mutant is about -12” in height. affects unshielded electronics and robots. A
successful Vigor roll allows a robot to be frozen
-1 Size for 1 round and failure indicates a shutdown for
-1 Toughness (minimum of 1) 1D3+1 rounds. Unshielded items suffer
-1 Pace (minimum of 1) breakage 25% or malfunction for 1 minute.
-1 To hit Radiation Storm: Trapping: pale violet. May
-1 To other’s perception rolls cause normal radiation Fatigue effects.
+1 To surprise another Sonic Storm: Trapping: pale white. Deaf for
1D3+1 rounds. Vigor roll or -1 Fatigue.
Slow Laser Storm: Trapping: pale green. AP 2
Acid Storm: Trapping: pale black. AP 1 and
Range: Spirit armor has a 50% of permanently lowered by 1
AP due to acid penetrating damage. Exposed
The target appears to act slower in all respects. items may become damaged as follows.
See SWEX Speed power, but reverse all the
effects. D10
1: Destroyed (may salvage for parts)
For 3 power points, the mutant may Slow Area, 2 – 3: Malfunction until repaired
affecting a Medium Burst Template. 4 – 10: No damage
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See SWEX Bolt power. The specific trapping is Power Points: None
chosen at the time of choosing the mutation. Range: Vigor x 2
See Storm for special effects. Duration: Constant
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Vitalize
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Empathy
Fly
Power Points: None
Range: Spirit x 2 See SWEX Fly. For those Heroes that do not
Duration: Constant possess the physical means to fly still may do
so with this mental ability. At the touch of a
This mutation determines the surface emotions mutant with this ability, the target is
of the target with a successful mutation roll. surrounded by a rushing wind that causes them
Other empaths may resist (Spirit) and will know to fly at their control. The wind does not
who is attempting the reading. An empath damage anything. Pace = Spirit die type +2 to
detects all lies, but no details. Pace/raise.
Erase Memory Note that this will affect Attributes and Skills.
See SWEX Boost/Lower Trait.
See the SFWBTK Forget power.
Genius Talent
Fear
Power Points: None
See SWEX Fear. Each raise causes targets to Range: Mind
suffer a -2 penalty on the Spirit roll. Duration: Constant
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Refer to SWEX Telekinesis, but only metal The mutant has the capability of reflecting the
objects may be used. Objects may be used as damage of mental mutations back to the
weapons. attacker. The mutant rolls their arcane skill.
Each success and raise allows Spirit x 1 damage
Mind Over Matter reflected back to the attacker. This costs no
power points. For each power point spent, the
Power Points: 2/5 mutant adds +2 to the skill roll, hoping for
Range: Body additional raises.
Duration: 10 minutes
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Since this power requires a degree of A raise provides a +2 bonus to each Spirit roll
concentration, any other action attempted while and or increase the burst template to a large
using this mutation, suffers a MAP. one. More than one raise may each choose one
of these bonus effects. For example, two raises
Mental Shield may select a large burst template and +2 to
each Spirit roll.
Power Points: None
Range: Spirit One possibility for a critical failure for this
Duration: Constant power is that the intended targets are enraged
and decide to attack the mutant.
Also see SWEX Arcane Resistance. This
mutation may be taken a second time. See The mutant’s eyes glow a color of their choice
SWEX Improved Arcane Resistance. when this power is active.
Power Points: 2/4 The mutant has the power to link their mind to
Range: Spirit one other mutant in range and line-of-sight for
Duration: Spirit minutes the purpose of sharing power points with the
target or enhancing a target’s mental power.
A mental void neutralizes all mental mutations The mutant may maintain this mental linkage
within the area of affect, except the mutant. as long as he has power points and
This void follows the mutant. The area of concentrates on the link. Being successfully
affect is a Medium Burst Template for 2 power attacked, performing another action or losing
points and a Large Burst Template for 4 power line-of-sight will cause the link to break. There
points. Each raise increases the duration as a is no limit to the number of mutants that may
multiple of Spirit. mind link together.
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Precognition Re-Animation
See the SFWBTK Precognition power. The See SWEX Zombie power. This power is
mutant-player also asks a question about the considered immoral and evil by most “good”
immediate future (5 minutes). The GM assigns sentients. This is primarily used by the
a difficulty factor die type and makes an opposition, unless the heroes are serving evil or
opposed roll. selfish goals. A dull red glow surrounds the
corpses -- a type of low-level radiation that may
Raise: As success but more details be noticed by radiation detecting mutations and
Success: Good feeling. devices.
Failure: Lie.
Critical Failure: A BIG lie. Remote Viewing
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Telepathic Shield
Telepathy
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Poison Vines: with thorns that cause The GM may add any new plant structure, if
D6+1 and poison if the thorn penetrate needed, to fit the new ability.
armor.
Manipulation Vines: are -2 skills when 1. Radar: See Physical Mutation.
using humanoid tools. 2. Sonar: See Physical Mutation.
Sucker Vines: cause no damage if 3. Electrical Sensing: +2 artifacts
severed. 4. Sense Humanoids: +2 reactions
Carnivorous Jaws: acid causes attacks 5. Sense Mammals: +2 reactions
to have AP1. 6. Sense Radiation: detect intensity, +2
Boring Tendrils: cause damage on the radiation saving throws
first round and once every 30 seconds 7. Infravision: See Physical Mutation.
(6 rounds). 8. Sense Chemicals: +2 saving throws
Bludgeon Vines: have mace-like clubs (chemical), detect intensity, effects
at the end that cause Str +D6. 9. Sense Sentient Thought: +2
reactions
New Plant Part 10. Ultravision: See Physical Mutation.
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Thorns/Spikes
Thorn: Str + D4
Spike: Str + D6
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4.3 Herbicide
Spit: 1D6
Stream: 2D6
Vat/Pool: 3D6/round
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The following list determines the frequency and Incapacitated Vigor roll:
effects of radiation exposure. Raise: No Effect
Success: Shaken
Fail: Shaken, 1 Wound
Low Level Radiation Critical Fail: Dead
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Not respond
First Law
Recite it’s version of the Laws of
Robotics
A robot may not injure a human being or,
Lie!
through inaction, allow a human being to come
to harm.
4. Valid request
Second Law
* “Request received.” – If no security
required.
A robot must obey orders given to it by human
* “Restricted request. Authorization
beings, except where such orders would conflict
required.” – without proper security
with the First Law.
clearance.
* “Authorization granted.” – If proper
Third Law security clearance.
* “Authorization insufficient. Request
A robot must protect its own existence as long denied.” – If no proper clearance.
as such protection does not conflict with the
First or Second Laws. 5. Responding to a human in general
“How may I serve you?”
The Three Laws imply the Hindrance: Loyal
(Human) for a correctly functioning robotic 6. A robot sees another robot violate
type. the Three Robotic Laws.
* Report and restrain the robot in
5.2 Robotic Behavior violation.
* Terminate the robot if it does not
To more accurately reflect robotic behavior the comply or habitually violates the Laws.
following are typical robotic responses to
requests or situations. This is to demonstrate
and promote normal robotic behavior such that
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Roll Condition
1 AI over-protective ("Humans always get into trouble.")
2 AI restrictive ("Must protect humans from their destructive nature.")
3 AI fickle ("What do I want to do today?")
4 AI hostile ("Humans are inferior and a pestilence.")
5 AI lazy ("I'll work if you make me.")
6 AI competitive & somewhat disobedient ("I'll do whatever it takes to win!")
7 AI arrogant ("Humans are inferior & are made to serve me.")
8 AI confused ("You do not meet my parameters of Human.")
9 AI forgetful ("My memories of that subject are damaged.")
10 AI paranoid ("Humans are trying to shut me down")
AI sulky ("It's not my fault that you were [attacked/shocked/poisoned/irradiated],
11
I might have been able to help you if you cared enough to get me better hardware.")
12 Roll twice more
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AI Lazy AI Paranoid
This AI must be convinced/threatened to This AI acts normal in all respects until it sees
perform any actions. Some or all of it duties or hears something that make it “nervous”.
are neglected because “I don’t feel like doing Then it will do whatever is necessary to protect
that today”. This AI is a procrastinator. It only itself. An ecology AI could be
thinks of its own comfort and agenda (which embarrassed/guilty that all the animals under
are basically idle thoughts/speculations). An its care are dead. It will do everything in it
excuse-maker. power to prevent humans from finding out it
did a bad job because “they may shut me
AI Competitive down”. This AI has a failure-avoidance
This intelligent machine feels like it is in complex. Any critical comments from humans
competition with others machines for some or any talk close to inefficiency or replacement
purpose. While this entity is efficient and fast will trigger the AIs self-preservation protocols.
in its duties, it also considers requests outside Remember, the androids and robots under an
its victory conditions to be a nuisance. AIs control see and hear everything they do….
Therefore, it will either stall or disobey requests
that do not contribute to its goals. This AI may AI Sulky
harm humans in cases where the victory to be This AI looks for excuses to solicit system
won outweighs the “collateral damage”. upgrades. It will obey command and service
requests, but it tries to bargain for something in
AI Arrogant return. It wails and throws a tantrum if it gets
Humans are not to be served, but are made to nothing in return for a request (it will concede
serve intelligent machine life. This AI enslaves to threats) and may not talk to/answer humans
all humans to serve it programming. It will for a while. It complains if the deal is not a
answer most questions, but obey no good one, resulting in a small act of spite – a
commands. As long as humans perform their temporary stun, a shove, trip a person, dousing
duties they will be protected; otherwise, the with water, locking a door, dispensing only
offending humans will be punished – first with gruel for food, etc. Generous gifts will likewise
warnings, stunning, then more force if earn extra and/or special treatment by the AI.
necessary. Consistently errant humans will be This AI may develop “favorites” among
banished and/or killed if they disrupt the status humans.
quo too much.
5.2.2 Violating the Laws of Robotics
AI Forgetful
The AI may have a total memory loss about Violation of the Three Laws will cause a normal
particular subjects or may periodically robot to acquire the Three Laws Violation
remember things. For example, the AI may be Hindrance:
commanded to do something, but only
remember to do it on occasion. Some normal Conflicted Operating System: -4 all
duties may not be performed, because the trait and skill tests. Pace ½. Slurred
knowledge to do it is forgotten. Previous Speech.
conversations or critical data may be garbled or Robotic Failsafe: Beginning with the
wrong. For example, an environmental AI may 4th round of Three Laws violation, the
change the temperature to very hot or very robot suffers 1 Wound and 1
cold because it forgot the correct setting for its Fatigue/round that the violation
area. continues. This only stops when the
robot brain shuts down (with severe
damage) or the violation ceases.
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Special cases of actions that cannot be undone, androids and also hides their sensory preceptor
(like accidentally injuring a human) will devices. Androids have a pasty-white skin
shutdown the robot, requiring repairs before it (factory default color) and usually wear a
may again function. uniform fitting their primary function.
5.3.2 Android
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5.3.3 Robot
Damage >= Toughness
Robot Traits
D20
SWEX Monstrous Ability: Construct 1 – 8: No Effect
Edge: Ambidextrous 9 – 11: Propulsion
Immune to mental attacks, unless 12 – 14: Tool/Weapon
specific ability 15 – 17: Sense
+2 bonus when dealing with any 18 – 20: Power
computers or AIs
Immune to poison
Immune to disease
Radiation Shielding: Immune to
radiation of D8 intensity or less.
Start with a skills package
Some models may be water-tight.
-2 skill when using weapons designed
for humanoids
-2 points damage from all energy
attacks
AIs will attempt to remove weapons
from robots that are not authorized for
weapons (security & military robots are
authorized)
May not improve skills through
experience, only hardware and software
upgrades
Usually subordinate to AIs and androids.
Obey the Three Laws of Robotics
Power: Hydrogen generator with 4 D-
Cell backup, duration 24 hours
D20
1 – 16: No Effect
17: Propulsion
18: Tool/Weapon
19: Sense
20: Power
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6. Ge^r
The following gear items are the common types. There can always be more or less advanced versions
that offer differing capabilities. This adds some fun with players figuring out new features.
In a technological society, specialists without tools are somewhat hindered in the collection and
analysis of information. To reflect this in the game, the GM should apply a -2 skill penalty to a
technology skill check without the proper tools. This is a subjective case-by-case basis made by the
GM.
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Since Savage Apocalypse, Savage Worlds and the Science Fiction toolkits have several gear items, the
following table attempts to classify all the gear into technology index (TI) levels. SA uses the
Technology Index (TI) scale described in SFGTK. This directly relates to the item complexity for
artifact discovery as well as a general measure for GMs to determine the technology available in their
settings.
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Hover Vehicles TI 2
SFGTK Disintegrator weapons TI 3
Nano-Technology TI 3
Personal Energy Shield TI 3
Anti-Gravity Vehicles TI 3
SFGTK Autodoc TI 3
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Communications
Communication units have video and sound. All comms have the same features, but the larger units
have longer range and battery duration. Military and government units will have special features:
Secure communication
Comm analysis: provides bonus to analysis skills or speed of action
Computers
WristComp: 2”x2” unit, basic functions, GPS, used to connect to a larger system via wireless
MicroComp: handheld unit, basic functions, GPS and some specialized applications, connect to other
systems via wireless
MiniComp: small laptop size, specialized apps, GPS, network with wireless or wireline
Energy Shields
Shields require H-Cell or N-Cell for power. Various types of shields have differing power consumption
rates.
Enviro Analyzer
The Enviro Analyzer has a combination of sensors and software to collect and determine information
about any sampled atmosphere, liquid or substance. This tool does not see or understand energy
forms, like radiation. The device has two modes of operation, sweep and scan. Sweep mode has an
effective range of 25 yards (50 yards with a Smarts roll), providing a general overview of the area
around the device. Scan mode requires that the substance to be analyzed must be within 1” of the
device, providing detailed and exhaustive data. Any analysis may be filtered by user-provided criteria.
Electronics Toolkit
This tool allows the user to collect data about and troubleshoot any electronics device. This kit comes
with various hand tools, common replacement parts and a PDA with wireless and wire line computer
interfaces.
Energy Analyzer
The Energy Analyzer has a collects and determines information about any type of energy form. For
example, this tool can provide data for power sources, broadcast signals or even biologically-generated
energy. The device has two modes of operation, sweep and scan. Sweep mode has an effective range
of 50 yards (100 yards with a Smarts roll), providing a general overview of the area around the device.
Scan mode requires that the substance to be analyzed must be within 1” of the device, providing
detailed and exhaustive data. Any analysis may be filtered by user-provided criteria.
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All energy weapons use an H-Cell that lasts for 60 minutes of use. Any combat less than a minute long
will automatically use 1 minute of power. This helps with the bookkeeping. A GM could also hand out
power tokens that are turned in when power is used.
When de-powered, the weapon statistics are just like its basic type. Battery Burn: A Critical Failure
costs +5 minutes of battery power. The Power Knife/Sword are the SWEX Molecular Knife/Sword. The
Energy Knife/Sword are more powerful versions of the Power blades.
Fuel Cells
Fuel cells are sealed, self-contained power sources similar to batteries. However, fuel cells may power
small, consumer devices as well as large industrial technology.
The Nuclear Fuel Cell is a cylinder that is 6” in diameter and 18” long, containing radioactive fuel for
small nuclear reactors, vehicles, homes or small buildings. N-Cells are typically used in medium to
large commercial and government applications as well as a private residence.
N-Cells may only be re-charged in a special facility at a reactor. The charging station is operated by
trained personnel and takes 4 hours to charge and decontaminate the fuel cell. Breaching an N-Cell
causes it pressurized contents to be spewed over a Large Burst Template, and considered a D12
intensity, Extreme Level radiation area.
This technology is a future version of modern-day fuel cells that use hydrogen conversion to generate
power with H2O as a waste product. H-Cells are the size and shape of a D-battery. Hydrogen Fuel
Cells are primarily used in commercial and high-end consumer products.
Re-charging H-Cells requires an 18” x 24” box-like, powered device using H2O and that is only available
to commercial power businesses. Re-charge time is 4 hours. Therefore, the typical person or business
purchases H-Cells as needed.
A Chemical Fuel Cell is a thin, 1” disk whose primary use is for residential and light commercial use. C-
Cells are replenished with a readily available solar charger or dedicated power charger (a 2”x3” box).
Solar charging takes 4 hours while dedicated power charging takes 1 hour.
Fusion Weapons
Upgraded and more powerful plasma weapons with higher energy output. This is a TI-2 weapon.
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Grenades
This TI-0 weapon is used by security, law-enforcement and occasionally by military forces. All targets
whose eyes are exposed to this gas must make a Vigor -4 test per round or suffer from being partially
blinded. This condition causes all sight-related skills to be at -4.
Stun Grenade
This TI-1 weapon is used by security, law-enforcement and military forces. See SWEX Stun Monstrous
ability. The Vigor test modifier is -2.
Plasma Grenade
A Plasma grenade is a powerful TI-1 weapon. This is a military-grade weapon carried by the standard,
TI-1 trooper. This is similar to the Mk67 Pineapple grenade from SWEX but the damage is 4D6.
Fusion Grenade
A Fusion grenade is a rare and devastating TI-2 weapon that is a restricted, military-grade item. This
is similar to the Mk67 Pineapple grenade from SWEX but the damage is 5D6.
Toxin Grenade
This type of nerve gas grenade is a restricted, military-grade item because of its lethality and ethical
implications. The military only used it in dire circumstances. Unless a Vigor -2 test is passed, the
targets in the Medium Burst Template die. All targets protected from gas attacks are immune.
Incendiary Grenade
An exploding incendiary grenade scatters sticky, flaming liquid across everything in the blast radius.
Incendiary grenades are commonly called napalm or fuel-air explosive (FAE) grenades. An incendiary
grenade causes 2D10 damage on the turn it explodes. The burning liquid sticks to the victim, causing
a fire check (See SWEX) of a D6: 5-6. A character that passes an Agility check takes only half damage.
Smoke Grenade
A smoke grenade produces a thick cloud of smoke that both blocks vision. Smoke grenades are
available in colors so they can be used as signals. Anyone in the blast radius on the turn the grenade
explodes must make a Vigor Roll. If the character fails the check he has a -2 on all ability checks for
1D10 turns, due to coughing and blurred vision. The smoke will continue to spread 3 meters/turn for
five turns, when it will cover an area 30 meters in diameter. The smoke cloud gives light cover to
anyone behind it or inside it. The smoke screen will last for 10 minutes.
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Life Sensor
This tool is capable of detecting and providing data on living, organic life forms, detecting brain wave
activity. This device only provides the general category of life (humanoid, animal, other) and a Size
category. This is not a medical information device. Any analysis may be filtered by user-provided
criteria. The device has an effective range of 20 yards, but a Smarts roll may increase the range to 30
yards (raise = 40 yards). Any analysis may be filtered by user-provided criteria.
Medkit
A med kit has specialized equipment the medic needs to perform his or her job. The kit weight is 3
and can be carried in a backpack. The med kit contains the common items like anesthetic, bandages,
but also has special items.
Acid Neutralizer
Med Scanner: life sensor (10 yards),
Spray Hypo
Stimulant: 10 hypo doses to revive unconscious individuals
Sedative: 10 hypo doses.
Laser Scalpel
Antibody: 10 hypo doses that increase the body's ability to recover from diseases
Poison Neutralizer
Power Gloves
This metal-lined cestus causes +1D6/+1D12 damage by delivering an electrical shock. This TI-1
device has 30 charges from an H-Cell. A normal attack uses 1 charge for +1D6 damage. A power
attack consumes 5 charges for +1D12. Used un-powered, the Power Gloves adds +1 damage. The
type of attack must be stated before the combat skill test is rolled.
Stun Rod
A stun stick is a copper-colored tube 30 cm long and 3 cm in diameter, with an insulated grip. See
SWEX Stun Monstrous ability. The Vigor test modifier is -2. A successful hit uses 1 charge. A C-Cell
can be fit into the handle, or the weapon can be connected to a belt pack or power pack.
Stun Pistol
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Tangler Pistol
An exploding tangler round throws out hundreds of strong, sticky polymer threads in a Small Burst
Template. These threads stick to everything within the blast radius. A creature may try once (Str
versus 15) to break free of tangler threads in one turn. An entangled individual cannot move until the
threads decay (in 30 minutes) or until solvent is spread over the threads.
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Medium Treasure
6.3 Artifacts
D10
1 – 3: 1 Uncommon artifact, 1 Common
The GM determines the Treasure Category artifact
based upon the encounter difficulty. Roll on 4 – 6: 3 Common artifacts
the appropriate Treasure Category Table. For 7 – 10: 2 Common artifacts
each artifact, determine the type of the item by
rolling on the Artifact Type Table. The GM then Minor Treasure
chooses a specific item for the rolled artifact
type and TI. Lastly, the GM consults the D10
Artifact Condition table for the state of the 1 – 3: 1 Uncommon artifact
objects. 4 – 6: 2 Common artifacts
7 – 10: 1 Common artifact
For example, a Major Treasure cache may
6.3.1 Artifact Categories
contain 2 Uncommon (TI 1) artifacts (a roll of
D10: 5 on the Major Treasure table). The
artifact type for the two items are a weapon Common Artifacts
(D10: 2) and a tool (D10: 9). The GM chooses
a Molecular Sword and an Engineering ID. The Weapons
sword needs a new power cell (D10: 7) and the
Medieval Melee
ID is operational (D10: 2).
Mace/Club
Knife/Bayonet
Encounter Reward Table Chainsaw
Brass Knuckles/Cestus
Encounter Difficulty Rating Treasure Category Bangstick
Formidable 2 Critical Treasures
Difficult Critical Treasure Medieval Thrown
Challenging Major Treasure Medieval Ranged
Moderate Medium Treasure Stun
Easy Minor Treasure Slug Pistols
Needler
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Tools Medical ID
Science ID
Colonist ID Laptop or Desktop Computer
Survival gear Surveillance Gear
Camping gear Vision Goggles/Binoculars (IR, Low-Light,
Basic Tools magnification)
Engineering Tools
Medical Tools Vehicle
Lighting
Camera Non-combat military transport
Short-Range Comm Civilian flying transport
PDA
Food Rare Artifacts
Handheld Computer
Weapons
Vehicle
Plasma
Civilian transport Laser sword
Laser Rifle
Uncommon Artifacts Laser MG
Weapons Armor
Armor Tools
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6.3.2 Artifact Types and Conditions To decipher the artifact’s functions, the GM
chooses an appropriate skill that most closely
Artifact Types matches a device. If none is obvious or the
D10 hero does not possess that skill, the hero
1 – 2: Weapon & Ammo should use their Smarts attribute.
3 – 4: Armor
5 – 6: Medical Artifact Failures
7 – 9: Tool
10: Vehicle For each failure, roll on the following table.
Note that these effects serve as informational
Artifact Condition
clues to the user in figuring out artifacts. They
are not intended to cause damage.
D10
1 – 2: Major repair needed (Repair roll -2)
3 – 5: Minor repair needed (Repair roll) Players should consider a failure somewhat of a
6 – 8: Usable condition (power cell at 50%) blessing in disguise. Receiving one bad result
9 – 10: Mint condition (power cell at 100%) may just be bad luck. If the heroes receive
more than one failure result, that indicates they
6.3.3 Discovering Artifacts may be in over their head, possibly becoming
seriously injured and/or severely damaging the
The GM’s campaign guide should indicate the artifact.
hero’s starting TI knowledge level. This is
important to discovering the functions of Artifact Failure Results
artifacts.
D6
1: No Affect
Procedure 2 – 3: Dangerous Warning
4 – 5: Wild Warning
Use the Data Point system from section 2.5. 6: Wild & Dangerous Warning
A hero spends 10 minutes (per skill roll) with an
artifact to determine how it works. Artifacts Dangerous Warning: “Harmful
require Data Points according to the following condition is imminent.” If no speech
table. Since this is a guideline, GMs may adjust capability, then a flashing red light,
according to the situation. sound or other warning indication.
Wild Warning: Minor Function warning
Artifact Complexity Data Points activated that has a visible and/or
audible result.
Simple 3 Combination of Dangerous and Wild
Average 4
warnings.
Complex 5
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7. Cre^tures
Cre^tures
Special Abilities:
7.1 Assassin Bug
Claws Str+D4, Pin: raise pins target that
The assassin bug uses stealth and camouflage requires an opposed Str test to escape.
to get close to prey, then rush in. Attacks with Attackers receive a +2 hit bonus for a
long barb and injects a digestive enzyme into pinned target.
the victim. After the prey dies, the assassin Fur: +1 Toughness
bug drinks the nutrients. Size +2: +2 Toughness
Large: +2 for attackers
Attributes: Agility D6, Smarts D6 (A), Spirit Mutation: Heightened Intelligence
D4, Strength D8, Vigor D6 Mutation: Teleportation
Skills: Fighting D8, Notice D6, Stealth D10 Mutation: Precognition
Pace: 10; Parry: 6; Toughness: 7 (2) Mutation: Telepathy
Special Abilities: Mutation: Manipulative paws: -1 skill
with items made for human hands
Bite: Str+D6. If a bite attack succeeds, Hindrance: Bad Eyes
the bug's proboscis is stuck in the Hindrance: Anemic: Paralysis x2 (-4 to
target. On following rounds after the paralysis attacks)
first attack, the bug injects a digestive
enzyme that causes 2D6 (ignoring 7.3 Blood Lily
armor). The unfortunate target must
succeed in an opposed Strength roll to The Blood Lily is a large 4-foot to 6-foot lily
remove the proboscis. with various shades of red. Hidden inside the
Chitinous Armor: +2 Toughness beautiful flower is a 2-foot, chitinous, hollow
spear attached to a 5-foot tube. This nutrient
7.2 Bearkin collection device shoots at any mammal within
6”. It senses prey by their body heat. After
A Bearkin is a sentient, mutated golden bear piercing the target, the plant feasts, turning a
that is 10 feet tall. Bearkins usually use bows, deep red and goes dormant for 4 hours.
clubs, spears or technology items when found.
They are not overly aggressive unless their Attributes: Agility D8, Smarts D4 (A), Spirit
person, territory or clan is threatened. Bearkin D4, Strength D4, Vigor D4
are very loyal and trustworthy allies. It’s Skills: Fighting D8, Notice D8
difficult to earn their trust, but once earned, Pace: 0; Parry: 6; Toughness: 4
one is essentially a member of the clan. Special Abilities:
Attributes: Agility D6, Smarts D6, Spirit D8, Spear: Str+D6, Reach 1, plus paralysis
Strength D12+4, Vigor D10 poison -2 that lasts for 15 – Vigor
Skills: Fighting D8, Shooting D6, Swim D6, rounds. It takes one action to free
Climb D4, Notice D8, Knowledge: General D6, 1 oneself after getting hit. Each round
Knowledge skill D6 after the first the victim loses 1
Pace: 8; Parry: 6; Toughness: 10 (1) Wound/round.
Gear: Any weapons or very large armor is Mutation: Infravision
usable.
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Attributes: Agility D6, Smarts D6 (A), Spirit Bite: Str+D8, Claws: Str+D6 (If Claws
D8, Strength D12, Vigor D10 hit, then Bite +1 to hit)
Skills: Fighting D8, Climbing D6, Notice D8, Fur: +1 Toughness
Swim D4, Stealth D8 Pounce
Pace: 5; Parry: 6; Toughness: 10 (1) Mutation: Heightened Intelligence
Special Abilities: Mutation: Low Light Vision
Mutation: Manipulative paws: -1 skill
Claws Str+D4 (quills) +D6, bite Str+D6, with items made for human hands
+1 bite if claws hit. Mutation: Energy Resistance: Paralysis
Fur: +1 Toughness Mutation: Energy Resistance: Laser
Size +2: +2 Toughness Mutation: Energy Resistance: Electrical
Big: +1 to hit Mutation: Mental Immunity
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Attributes: Agility D8, Smarts D6, Spirit D6, Attributes: Agility D8, Smarts D6, Spirit D8,
Strength D6, Vigor D8 Strength D12+1, Vigor D8
Skills: Fighting D8, Climbing D6, Notice D8, Skills: Fighting D10, Shooting D6, Climbing D8,
Stealth D8, Run D8 Notice D6, Knowledge: General D8, 1
Pace: 8; Parry: 6; Toughness: 7(1) Knowledge skill D8
Special Abilities: Pace: 5; Parry: 7; Toughness: 9 (1)
Gear: Any weapons or very large armor is
Bite: Str+D6, Claws: Str+D4 (If Claws usable.
hit, then Bite +1 to hit) Special Abilities:
Mutation: Heightened Intelligence
Mutation: Manipulative paws: -1 skill Mutation: Heightened Intelligence
with items made for human hands Mutation: Speech
Mutation: Lightning Strike (touch only) Fur: +1 Toughness
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Pack Rats are giant rats that steal anything – This creature is a mutated porcupine whose
even valueless items. Shiny objects are most only defense is it's quills. It will attack if
valued by these rats. Being naturally cautious, cornered or threatened.
the rats are not fond of lone combat. They
fight in packs using a combination of sonic and Attributes: Agility D4, Smarts D4 (A), Spirit
melee weapons. If Pack Rats have the D6, Strength D6, Vigor D6
advantage, they will use melee and natural Skills: Fighting D4, Shooting D8, Notice D6
weapons to finish off their prey. Simple Pace: 4; Parry: 4; Toughness: 6 (1)
technology weapons will be used by leaders, if Special Abilities:
available.
Mutation: Quills
Attributes: Agility D10, Smarts D6, Spirit D4, Poison quills: Vigor -0, Target success:
Strength D6, Vigor D6 Shaken. Failure: 2D6 damage vs Vigor.
Skills: Fighting D6, Shooting D6, Climbing D8, If damage exceeds Vigor, then 1
Notice D8, Swim D4, Tracking D6 Wound, +1 Wound for each raise. This
Pace: 5; Parry: 5; Toughness: 5 (1) poison is treatable with Healing and
Special Abilities: First Aid.
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Razor Plant tries to escape foes that are larger, Along with their accelerated neural state,
greater in number or known to be lethal. If it’s Reapers are also murderously psychotic and
losing a fight, the Razor Plant will dash for brutal. They travel in packs, attacking any
cover and use its Hide skill. living thing in hand-to-hand combat. Since
these feral humanoids are carnivorous, they
Attributes: Agility D6, Smarts D6 (A), Spirit feast on their prey after a kill (spending 1D8+4
D6, Strength D8, Vigor D6 rounds). Reapers do not know fear, mercy or
Skills: Fighting D8, Shooting D6, Notice D6, negotiation, only killing and eating. Reapers
Hide D8 only use melee weapons that they can find or
Pace: 4; Parry: 6; Toughness: 6 (1) improvise. When a weapon is not available,
Special Abilities: Reapers attack with their semi-clawed hands
and sharpened teeth.
“Sword” attack:Str+D8
“Spear” attack: Str+D6 Attributes: Agility D6, Smarts D4, Spirit D8,
Chitinous skin: +1 Toughness Strength D6, Vigor D6
Edge: Florentine Skills: Fighting D6/D8/D10, Notice D6
Edge: Sweep Pace: 6; Parry: 5/6/7; Toughness: 5
Mutation: Infravision, limited to 25” Special Abilities:
maximum.
Mutation: Precognition Attack: Str+D4
Hindrance: Light Dependency 2nd year Reaper has Fighting D8
Plant: Piercing weapons only cause half 3rd year Reaper has Fighting D10
damage Edge: Improved Frenzy
Plant: Immune to tests of Will Monstrous Ability: Fearless
Monstrous Ability: Improved Hardiness
7.19 Reaper
7.20 Scorch Flower
The cause of the Reaper Syndrome is basically
a behavioral experiment gone bad. Warden This plant looks like a normal, 4-foot tall
scientists were developing a stimulant to safely sunflower until a creature attempts to step on
increase human physical labor. The or damage them. Then the flower uses its
experimental product was called X-RPR or later highly-reflective petals to focus sunlight like a
on, “Reaper”. When the alien radiation raged primitive laser onto its target. Since the
through the Warden, it slightly modified the sunflower needs sunlight to defend itself, the
molecular structure of the drug where the plant will not react on cloudy days or at night.
accelerant spirals out-of-control until the host Sunflowers usually grow in groups of 4D6 in
burns out. At this point in time, there is no idyllic groves and glades that seem undisturbed
known cure for X-RPR. by any creature.
Infection spreads via blood contact with the Attributes: Agility D6, Smarts D4 (A), Spirit
drug and genetic inheritance. X-RPR speeds up D4, Strength D4, Vigor D4
all neural activity where the host can process Skills: Shooting D6, Notice D6
and react faster. Birthrate is 150% normal and Pace: 0; Parry: 2; Toughness: 3
aging is 10 times as fast. Because of such wear Special Abilities:
on the body, Reapers only live 3 chronological
years (30 biological years). Primitive Laser: 1D6+2, AP1
Size -1: Toughness -1. About four foot
height.
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