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
Raiders
The laws of the old world have very little meaning or value anymore, as there is nobody left to enforce them. Instead, raiders follow the one rule that they haven't been able to ignore: the law of the strongest. Raiders form bands that prey on those weaker than themselves, and run away as soon as someone stronger shows up.
Whether they are opportunists, or just desperate enough to resort to violence for the sake of survival, what separates raiders from scavs is simple: scavs are trying to rebuild the world. Raiders are too short-sighted or cowardly to even entertain the idea.
Most fights against raiders are fought in self-defense, and talking things out is not often on the table. After all, if they didn't attack you first, you probably wouldn't call them "raid"ers.
1d6 | Adventure Hook |
---|---|
1 | Captured by a band of raiders, the party must find a way to escape. |
2 | A particularly charismatic raider has been uniting various bands in the region. Soon, there won't be enough scavs in the wasteland to stop them. |
3 | An important shipment has been seized by raiders. The recipient wants it back at any cost. |
4 | A raider has been spotted near the players' camp. The higher ups think it might have been a scout, and the early sign of something much worse coming their way. |
5 | Raiders have been kidnapping scavs. People think they're using the prisoners for some weird ritual. |
6 | A group of particularly incompetent raiders makes a *really* poor attempt at an ambush. Will the player character take pity on them? |
Giving your raiders personality
Raiders show the most extreme and wild behaviors out of any human enemies. You can use the following tables to flesh them out a bit:
1d6 | Raider Quirks |
---|---|
1 | Calls the people they attack "organ donors" and thanks them for their generosity |
2 | Worships the Sun as a deity, and claims to hear its whispers through the static noises made by electronic devices during the day |
3 | Uses phytozoids as mounts (they don't always obey) |
4 | Their killer robots are customized with war paints and other decorations |
5 | They are suffering from sun exposure, and are looking for a "good death" in battle instead of a slow death from radiation sickness |
6 | Their battle song of choice is a hit pop song from before the Flare |
Reckless front-liners with no regard for their own safety, meatbags know only how to charge forwards.
Raider Meatbag(humanoid, level 1)
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
The grenade held by the raider explodes, dealing 2d6! 🔥 damage in a 3m radius around the raider (the attack also deals damage to the raider as usual). This called shot can only be used if the raider still has a grenade.
Fire Maniacs fulfill two very important roles for raider gangs: they allow the rest of the raiding party to see in the night... And they prevent the raid's targets from running away by building a wall of flames between them and safety.
Raider Fire Maniac(humanoid, level 2)
The fire maniac leaves behind a trail of burning gasoline on the ground when they move. Any space the fire maniac leaves catches on fire for 1 minute. A creature which goes through the fire takes 2d6! 🔥 damage.
If the Fire Maniac ends its turn without moving (including if the fire maniac is dead or unconscious), the flames catch up to them and their fuel tank explodes, dealing 4d6! 🔥 damage to all creatures within 5m.
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
The fuel tank immediately explodes.
The leader of a band of roaming raiders, the Overlord is the strongest and most violent of the raiders - because if they weren't, someone else would take their spot.
Raider Junklord(humanoid, level 3)
Allies don't need to meet the attribute threshold or spend AP to interpose an attack made against the Junklord.
At the end of a turn where the Junklord is reduced to 0 HP, it regains 1 HP and its DT is increased to 20. It immediately takes an extra turn.
The Junklord moves towards an ally, or braces if it's already next to an ally (braced DT: 14/28/42).
It then attacks with its remaining actions, and telegraphs an attack.
2d6! 🔥 damage, area of effect (3m square within 50m)
If within the Junklord's hideout, choose one effect at the start of each round:
Three Raiders the Junklord can see gain 1 extra action on their next turn.
1d4 raiders join the battle, appearing behind the PCs!
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
The attack cannot be interposed