Warning: Pre-Alpha
This game is currently in pre-alpha, and at this time, I do not recommend running a game in it yet. Every single game mechanic and piece of lore is subject to potentially breaking changes.
Thank you for your interest in this game! You can follow its development at https://www.youtube.com/@trekiros
-Trek
Humanoids
The good thing about people: you can talk to them, and sometimes they understand. The bad thing about people: sometimes they don't.
Wastelanders can be allies, enemies, and everything in between.
Scavs are your average wasteland survivors. Every single scav has seen their fair share of violence and hardship, as the first few years after the Flare were the toughest. While scavs are trying to live a peaceful life, they also won't hesitate to do whatever it takes to protect their loved ones.
Scav communities. Scavs live in groups assembled around ties of blood, friendship, or simple happenstance. A scav community could go anywhere from a small survivors' camp of a dozen people, to a village of a couple thousands individuals. Each scav has a role within their group: some focus on gathering food, others are builders, others are doctors, etc...
The smaller the community, the more hats every member of the community has to wear. As a result, small communities tend not to have as many highly skilled specialists.
1d6 | Adventure Seeds |
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1 | One of the scavs in the PCs' camp went missing during a mission in a location which was thought empty. The PCs must investigate, find and hopefully rescue the missing person. But what secrets does this location hold? |
2 | The PCs' camp gets raided, and after dust settles down, it is clear the attackers had some inside help. Who is the traitor and why did they betray the camp? |
3 | While running from an acid rain storm, the PCs happen to take shelter in the home of a very territorial hermit, who has set traps all around his camp. |
4 | The PCs are part of a large camp of 600 people, under the tyrannical control of a former military leader. A revolution is brewing - which side will the players take? |
5 | A rival survivors' camp is attacking! But in the middle of the chaos, one PC realizes that a long lost acquaintance from before the Flare is part of the enemy. |
6 | There's not enough food to feed everyone in the PCs' camp. They'll need to find enough food to last the winter, before temperatures start to drop. |
Scav(Humanoid, level 0)
Interaction Options
The creature's movement is halved. It can use its action to end this effect.
The creature attacks with disadvantage. It can use its action to end this effect.
The damage roll automatically gains 1 extra critical success
Whether it's Old Money buying themselves a private army, or the Union putting a bounty on any who criticize their methods, mercenaries are everywhere in the Wasteland.
Fickle Favors. Mercs pretty much always side with whoever is paying them more. Make it worth their while, and they won't hesitate to betray whoever they're currently working for. But if someone else outbids you, any favor a merc owes you is lost just as quickly.
Besides money, there's only one thing that might make a merc faithful to their employer: the fear that their reputation might be ruined if they break their contract. If a merc is known for bouncing around a little too often, it will become harder for them to convince a new potential client to hire them, after all.
But many mercs gave up on having a reputation the moment they decided to take up this kind of career - the phrase "I'm not getting paid enough for this" is never far from their lips.
1d6 | Adventure Hook |
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1 | |
2 | |
3 | |
4 | |
5 | |
6 |
Merc(humanoid, level 1)
The first time each Called Shot Option is used against the Merc, the Merc's armor takes the hit and there is no additional effect. The Merc still takes damage from the attack.
The Merc aims or moves, then uses called shots twice.
1d8! ⛏ damage, ranged
Interaction Options
The creature's movement is halved. It can use its action to end this effect.
The creature attacks with disadvantage. It can use its action to end this effect.
The damage roll automatically gains 1 extra critical success
A.E.G.I.S. Trooper(humanoid, level 3)
Once per turn, the Trooper can fly up to 10m as an action.
The Trooper flies, then attacks twice.
1d8! ⚡ damage, ranged (100m).On crit, deals an extra d8!, but then the weapon overheats and must be reloaded before it can be fired again.
Interaction Options
Tough armor. The first time each Called Shot Option is used against the Trooper, its armor takes the hit and there is no additional effect. The Trooper still takes damage from the attack.
The damage roll automatically gains 1 extra critical success
The Trooper's armor is reduced to 6.
The Trooper loses the ability to fly, and instantly falls if it was flying.
The Trooper flies up to 10m in a direction of your choice
The Trooper's rifle overheats - it must spend 1 action on its next turn to reload it.