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
Raider
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.
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 | A group of raiders approaches the party without hostility - they claim one of the player characters used to be one of them! |
6 | A group of particularly incompetent raiders makes a really poor attempt at an ambush. Will the player character take pity on them? |
Raider(humanoid, level 1)
If the Raider hits a creature, it can distract it without spending an action.
If it has a grenade, the Raider usually throws it first. Otherwise, it moves towards the closest enemy, attempts to grapple them, and then stabs them with any remaining actions.
2d6! 🔥 damage, thrown (10), Area of Effect (3m radius)
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. This called shot can only be used if the raider still has a grenade.