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There will be a lot of information in this topic, so if you have questions or get stuck on any particular point, simply message me and I shall do my best to help out. Furthermore, I will try my outmost to make each step below as easy to follow and simple as possible. Multiple sections of these explanations will be put into spoiler frames for the sole purpose of condensing the size of this size and hopefully make it easier to get through as the goal is not to overwhelm players with tons of text at once. Simply go by the process in the pace you are personally comfortable with.

Steps in character creation:

  1. Determine your initial abilities
  2. Pick your race and make changes according to the bonuses listed
  3. Pick your starting equipment
  4. Write things down on your character sheet

Determining abilities
Abilities are your various physical and mental attributes and help determine your strengths and weaknesses.
I will shortly go over these and what they mean in detail.

Spoiler

Accuracy:
measures aim, precision, and finesse,
particularly in using ranged weapons such as guns and
thrown weapons.


Communication:
covers social skills, personal
interaction, and the overall art of making friends and
influencing people.


Constitution:
is your character’s overall health,
fortitude, and resistance to harm, illness, and fatigue.


Dexterity:
covers deftness, hand-eye coordination,
agility, and reaction time, from doing delicate work to
dodging attacks.


Fighting:
measures your character’s abilities in close
combat, with hand-to-hand weapons or unarmed
methods.


Intelligence:
measures a character’s reasoning, memory,
problem-solving, overall knowledge, and education.


Perception:
is the ability to pick up on and notice things
using any of the character’s senses.
Strength is sheer muscle-power and the ability to apply
it, from lifting heavy things to feats of athletics.


Willpower:
measures self-control, self-discipline, mental
fortitude, and confidence.

Every character starts with 12 points they can spend in abilities as they see fit, with the only limitation being that none of them can be set above 3.
Once you allocated all of your points you are ready to move on to the next step.
Each race has access to their own variety of talents, most of which are taken from the Modern AGE rulebook page 54. You can find a link to the PDF of said book down below
Modern AGE basic rulebook

Other stats

Spoiler

Speed: 10+ Dexterity ability (yards)
Defense: 10+ Dexterity ability
Toughness: Constitution ability (+2 if you are übermensch)
Armor: Depends on equipment and race
Penalty: Depending on armour
Health: Depending on race


Character races:
There are a variety of different things you can play as in Neuropa and I will list these below. Each race profile will detail the description of them and their benefits

Humans

Spoiler

The humans of Neuropa are not particularly liked by the other "races" of the wasteland due to how they tend to stereotype and ostrasize those different than themselves. Humans have a lower resistance to radiation than, for instance, mutants and übermenschen, as those have been exposed to radiation and thus are more fit for that environmental hazard. Benefits of being human is that most people you encounter will be humans and in general humans are quick to adapt and change to most new situations and environments.

Primary abilities:
Communication, intelligence, perception and accuracy.
Starting HP: 20 + constitution.

Human benefits:

  • +1 communication
  •  Ability focus in one of two: Communication (leadership) or Intelligence (engineering)
  • Talent: Attractive, Mindcontrol or Theory and practice
  • Treat radiation levels as one tier lower (i.e. treat "low radiation" as none)


Background benefits: Roll twice on this table with 2d6. You cannot get the same one twice.
2: +1 to constition
3-4: Ability focus: Dexterity (sleight of hand)
5: Ability focus: Perception (seeing)
6: Ability focus: Intelligence (computers)
7-8: +1 to Dexterity
9: Ability focus: Intelligence (medicine)
10-11: Ability focus: Communication
12: +1 to Communication

Mutants

Spoiler

Mutants are humans whose bodies are deformed in various degree by exposure to radiation, but who has survived this otherwise deadly hazard. Some of these are so heavily affected, that their
brains has grown feral and thus act more like animals than humans.They are very resistant to radiation and thus can survive in more hostile environments than humans and even live longer. Despite being mutated, they are only the "race" to have access to the Physical mutation talent from the start, granting access to great bodily feats. Due to their altered bodies they have a much harder time with social interaction and outside of communities who welcome or tolerate them they will gather together in groups and live.


Primary abilities:
Constitution, perception, fighting and communication.
Starting HP: 20 + constitution.

Mutant benefits:

  • +1 constitution
  • Ability focus in one of two: Constitution (stamina) or Perception (hearing)
  • Talent: Burglary or Physical mutations (physical mutations detailed further down)
  • Treat radiation levels as two tiers lower (i.e. treat "medium radiation" as none

Background benefits: Roll twice on this table with 2d6. You cannot get the same one twice.

2: +1 to Perception
3-4: Ability focus: Communication (deception)
5: Ability focus: Constitution (tolerance)
6: Ability focus: Dexterity (sleight of hand)
7-8: +1 to Communication
9: Ability focus: Perception (searching)
10-11: Ability focus: Fighting (brawling)
12: +1 to Constitution
 

Mutations
Mutations happen as your body is exposed to radiation and the heavier the dose, the more severe the
mutation will be. Depending on the number and severity of your mutation(s), the higher the risk is
for your social interactions to be affected.


1: Roll 1d3 for how many mutations you have.
2: Roll 1d3 for each mutation's severity, 1 being light, 2 medium and 3 heavy*.
3: Roll 1d20 on the table for each mutation you have, according to their severity.
Max one heavy mutation.

Radiation damage: Roll on the appropriate table for the type of mutation you will suffer from.

Spoiler

Light mutations
1: Unaturally heavy hair growth (choose where)
11: Skin has patches of different colour
2: Deformed finger
3: Deformed nail on foot
4: Deformed nail on hand
5: Nails change colour
6: Forked tongue
7: Deformed finger
8: Deformed toe
9: Patchy bald spots on head
10: Hair on body has patches of different colour
11: Skin has patches of different colour
12: Tiny tentacles in armpit
13: Unnatural odor
14: Huge wart on the back of the hand
15: Tiny tentacles on your back
16: Ears will have different sizes or shapes
17: Eyes turn different colour
18: Small spots on certain parts of your body
19: Huge wart on neck
20: Tiny tentacles behind ears


Medium mutations
1: Unnatural hair colour
2: Animal-like pupils (pick one)
3: Skin turns different colour
4: No hair on body
5: Deformed head
6: Underbite
7: Secreet heavy odor
8: Pus filled boils on arm
9: Pus filled boils on leg
10: Teeth turns different colour
11: Very visible veins
12: Sunken eyes
13: Permanent bad breath
14: Unnaturally sweaty body part
15: One arm is smaller than the other
16: Few big patches of baldness
17: GM decides
18: Crooked fingers on hand
19: Crooked toes on foot
20: Buldging eyes


Heavy mutations
1: Extremely vile odor
2: Hunchbacked
3: Pus filled boils everywhere
4: Spots of rotting flesh
5: Crooked toes and fingers
6: Small extra arm
7: GM decides
8: Open sores on most of the body
9: Large tentacle from stomach
10: Flesh mostly gone from part of body
11: Deformed arm
12: Deformed leg
13: Blood has weird colour and consistency
14: Crooked and deformed teeth
15: Facial hemiparesis
16: Arm becomes partial tentacle
17: GM decides
18: See-through skin
19: Abnormally long tongue.
20: Third eye (GM decides where)

Mindjackers

Spoiler

An obscure kind of mutant. These are often hunted and experimented upon since they possess the ability to shapeshift to not get noticed, which is sadly pretty ironic. Often they also possess
powerful mindcontrolling abilities. Unlike normal mutants, they have a very low tolerance towards radiation and in general their physique is pretty weak. Usually they stick to being loners or in small
groups. They are also often very intelligent and perceptive. While not looked down upon due to lack of bodily mutations, they are often in danger due to people wanting to experiment upon them.


Shapeshifting:
Every couple of months they are able to change their appearance in any way they
wish (within their body mass) and this takes 24 hours worth of concentration.
Having the mindcontrol mutation, they are unable to gain any sort of body mutations


Primary abilities:
Perception, intelligence, communication and willpower.
Starting HP: 15 + constitution.

Mindjacker benefits:

  • +1 intelligence
  • Ability focus in one of two: Intelligence (electronics) or Communication (deception)
  • Talent: Mind control or Living on the Fringe (Mind control talent detailed further down)
  • Treat radiation levels as one tier higher (i.e. treat "low radiation" as "medium radiation")


Background benefits: Roll twice on this table with 2d6. You cannot get the same one twice.
2: +1 to willpower
3-4: Ability focus: Dexterity (stealth)
5: Ability focus: Intelligence (security)
6: Ability focus: Communication (disguise)
7-8: +1 to Communication
9: Ability focus: Willpower (self-discipline)
10-11: Ability focus: Perception (hearing)
12: +1 to Intelligence

Übermensch

Spoiler

This is the result of many years of research, testing, development and brainwashing from the surviving minds of SS officers, who still believe wholeheartedly in the Great Führer and his ideals. In their grand fortress of Litchenstad they have created massive and bulking bodies, made for one purpose only: Complete obedience to his creators and destruction of any enemies of theirs. However, some of these poor souls manage to "wake up" from this indoctritation and free themselves from this hellish place and into a wasteland where they are generally distrusted for good reason as most encounters with Übermenschen result in heavy injuries or death. Generally they are seen as stupid and slow witted and with a bad temper.

Primary abilities:
Strength, constitution, willpower and fighting.
Starting HP: 30 + constitution.

Übermensch benefits:

  • +1 strength
  • Ability focus in one of two: Fighting (heavy blades) or Strength (might)
  • Talent: Grappling style or Two-handed style
  • +2 natural toughness
  • -1 Intelligence

Background benefits: Roll twice on this table with 2d6. You cannot get the same one twice.
2: +1 to Constitution
3-4: Ability focus: Strength (intimidation)
5: Ability focus: Constitution (stamina)
6: Ability focus: Fighting (heavy blades)
7-8: +1 to Strength
9: Ability focus: Willpower (self-discipline)
10-11: Ability focus: Fighting (short hafted)
12: +1 to Fighting

Androids

Spoiler

Since these are pure machines they have no need for sleep, food or drink, but they do require maintenance regularly. Due to their bodies being machines, it allows for easy and a lot of tinkering being done, but some of these will of course make them stand more out and thus easier targets for people seeking out androids for whatever reason. Of course, they are unable to gain physical or mental mutations (as described in the part about these mutations) Each android has a secret code, which can be used to put them out of commission fully until they are turned on once more. So naturally they try to guard this code, if they know about it (mostly they will not though). Energiwise they can stay powered on for about 1-3 months, depending on how active they are.

Primary abilities:
Dexterity, intelligence, accuracy and perception.
Starting HP: 20 + constitution.

Android benefits:

  • +1 perception
  • Ability focus in one of two: Intelligence (tinkering) or Accuracy (pistols)
  • Talent: Hacking or Knowledge
  • Has 5 different stages of manufacturement:

1: Very humanlike (hard to distinguish from real humans)
2: Very accurate, but with little imperfections here and there
3: A few larger spots on the body where you can spot the difference
4: Most essential parts of the body is mostly human-like
5: Synthetic look on face and body, but rest of the skeleton is machinelike
Stage 1-3: No extra armour and normal Communication.
Stage 4: -1 Communication +1 armour.
Stage 5: -2 Communication +2 armour.

  • Not affected by radiation

Healing: Can only regain HP by being repaired. Use repair related ability focus of minimum TN 10
and number of successes beyond 10 gives X number of HP back, but always at least 1 HP. Every
extra 1 hour of intense repair lowers TN with 2 and thus also number of HP regained.


Background benefits: Roll twice on this table with 2d6. You cannot get the same once twice.
2: +1 to intelligence
3-4: Ability focus: Dexterity (crafting)
5: Ability focus: Intelligence (electronics)
6: Ability focus: Perception (searching)
7-8: +1 to Accuracy
9: Ability focus: Accuracy (longarms)
10-11: Ability focus: Intelligence (security)
12: +1 to Perception

Mind control and physical mutations (talents)

Mind control

This is the power to invade, read and manipulate the will, thoughts and memories of other
individuals and is a thing only few possess outside of the mindjacker mutant type.
The powers which are not instant, will last for a number of time specified in each ability.
Distractions around you may lower your chances to succeed.
Victims will be aware of your attempt to mindcontrol them unless you get 3 or more successes than
them in the contested roll.

Novice:
You may pick an ability of the tier one list. To successfully activate it, you must use a major
action and you and your opponent (unless the victim is willing) roll Willpower (Self-discipline)
against each other.

Journeyman:
You may pick another ability up to tier 2 level of powers. Attempts to mindcontrol anyone will have
+1 to your roll. Duration of abilities now also lasts for 1½ times (rounded down) as long unless a
power state otherwise or it is instantenous.

Master:
You may pick one more abilty from all tiers and one more from the tier 1 list as well. Attempts to
mindcontrol others now gets a +2 bonus. Your powers also last for twice your Willpower ability
unless a power state otherwise or it is instantenous.

 

Spoiler

Tier 1:

  • Send mental message.
  • Read surface thoughts.
  • Change mood (weak emotions) – lasts for a number of rounds equal to your willpower.
  • Implement natural thought.
  • Blurry vision – victim gets a -2 to any perception rolls based on vision.
  • Minor impulse – make person do minor non-aggressive action.

Tier 2:

  • Implement unnatural thought.
  • Change mood (strong emotions).
  • Add memory (permanent).
  • Remove memory (permanent).
  • Temporary removal of short time memory – memories within the last 5 minutes.

Tier 3:

  • Major impulse – make person to major non-aggressive action.
  • Edit memory (permanent).
  • Paralysis.
  • Move consciousness to victim's body*.
  • Implement extreme thought.
  • Make a mirror image of yourself to a person a number of rounds equal to your Willpower ability.

*: If you take damage in the body of someone else you must succeed a Willpower (self-discipline)
roll, the TN being amount of damage taken x2.
If you fail or the vicitim dies you will go unconscious for the rest of the scene.

Physical mutations
While these powers are great, they do have their limits, as the body can only perform so much.
Novice:
You may pick one mutation from the list and use of it needs to be done via the "Activate" action.
Furthermore, use of this power lasts for a number of rounds equal to your constitution value. This
talent refreshes after a full rest (6-8 hours).

Journeyman:
You may pick one more mutation from the list. The number of rounds of use is now 1½ times your
constitution score (rounded down) and you may use this ability twice a day now.

Master:
You may pick one more mutation from the list and it now lasts twice your constitution ability per
use and you may activate your mutations up to 3 times a day. Furthermore, the bonus of one
mutation (per day) is doubled.

Spoiler

Power                                                                   Effect
Sensory enchancement                                         +2 to perception
Power surge                                                          +2 to strength
Speed boost ´                                                        Raises your speed by dexterity ability
Endurance                                                             This makes you gain a +2 to any constitution roll and +8 temporary HP (does not provide further duration for the mutation)
Agility                                                                  +2 to dexterity
Regeneration                                                        For each round you regain your constitution ability+2 back in HP
Hide mutations                                                     Hides your mutations for 1 hour (some individuals may see through this)
Temporary invisibility                                            Visually undetectable
Rad immunity                                                       Ignore any radiation
Thick skin                                                             +2 to armor
Jump                                                                    Able to leap max 10 yards upwards
Feign death                                                          Appear dead, including vitals.

Equipment
Players will start with 700 nero from the start to use as they see fit. Everyone has a basic set of clothing per default. If the character is part of a faction, they get an additional 300 nero to spend, but any surplus nero will be forfeit once character creation is over with.
Every purchased firearm will award the player with ammunition/fuel enough for three clips/tanks/chambers full for free. For instance, if you buy a 9 mm pistol, you will get three clips for free.


Armour
Every piece of armour have a few statistics and some have extra details. This information is stated in the following order:
1) armour 2) price 3) extra details 4) Penalty

Spoiler
  • Leather armour: 1, 50 nero, none, 0
  • Reinforced leather armour: 2, 80 nero, none, 1
  • Leather armour w. steel plates: 3, 180 nero, none, 2
  • Improvised armour of steel plates: 3, 250 nero, 15% chance to deflect laser, 2
  • Plate armour: 4, 300 nero, requires 3 strength, 3
  • Reinforced plate armour: 5, 400 nero, requires 3, strength 4
  • Kelvar vest*: 4, 150 nero, cheap and easy to fix, 0
  • Mark III Sneak Suit**: 2, 1000 nero, rare and needs battery power, 0
  • Power Armour*** & ****: 10, 3000 nero, rare, needs battery power, 0
     
  • *: Only works against firearms of the ballistic kind.
  • **: Full battery: 1 hour. Gives +3 to dexterity (stealth rolls) and +1 in rainy weather. Requires 10
  • minutes to calibrate.
  • ***: Trained: +3 strength, -2 to defense, can be modded with equipment.
  • Untrained: +0 to strength, -4 to defense, can be modded with equipment.
  • ****: Various settings: 1) Full fight mode: 1 hour of battery, regular speed.
  • 2) Mobility: 6 hours of battery, speed x1½, no fighting.
  • 3) Turtle mode: 2 hours of battery, +2 armour, but no fighting.
  • 4) Standby mode: 48 hours of battery, but you can't use it.

Weapons

Spoiler

Melee and unarmed:
For these, add your strength to damage on most of these.
Order of statistics: weapon group, name, damage and price

Light blades  -
Knife/daggert, 1d6+1, 30 nero
Long hafted -
Spear, 1d6+3, 40 nero
Short hafted -
Axe, 2d6, 40 nero
Short hafted -
Chainsaw, 2d6+1, 70 nero
Short hafted -
Club, 1d6 35, nero
Long hafted -
Fire Axe, 2d6, 50 nero
Unarmed -
Powerfist*, 2d6+3, 200 nero
Light blades -
Shortsword, 1d6+2, 100 nero
Heavy blades -
Longsword**, 3d6, 150 nero
Long hafted -
Sledgehammer**, 2d6+3, 200 nero
Short hafted -
Crowbar, 1d6+1, 100 nero
Improvised -
Spade/shovel, 1d6-2, 70 nero
Light blades -
Katana, 2d6+1, 300 nero
Improvised -
Plasma cutter***, 1d6, 200 nero
Unarmed -
Knuckles, 1d6-1, 100 nero
Short hafted -
Baseball bat, 1d6+2, 80 nero
Unarmed -
Brass knuckles, 1d3+2, 50 nero

*: Gives 1d4 yards of knockback, by each point of strength beyond 3, add +1 to knockback
**: Minimum 3 strength
***: Does not gain extra damage due to strength

Regular firearms:
Listing of these will be given in this order: Damage, rate of fire, clip size, effective range, reload
time and price on weapon and clip and lastly which weapon group it belongs to. For the purpose of
damage, add your Perception ability to the damage these weapons inflict.


9 mm pistol: 1d6 dmg, SS, 10 round clips, 20 yards, major action, 100/20 nero (Pistols)
Revolver: 2d6 dmg, SS, 6 bullets, 65 yards, major action, 150/25 nero (Pistols)
SMG: 2d6 dmg, A, 30, 100 yards, minor 300/30 (SMGs)
Assault rifle: 2d6+3 dmg, A, 40, 250 yards, minor, 500/50 (Assault rifles)
Hunting rifle: 2d6+2 dmg, SS, 4, 75 yards, major 250/30 (Longarms)
Double barreled shotgun: 2d6+6, SS, 50 yards, 2, major, 300/30 (Shotguns)
Sawed-off shotgun: 3d6+6, SS, 20 yards, 2, major, 250/30 (Shotguns)
Sniper rifle: 3d6+4, SA, 800 yards, 8, minor 750/100 (Longarms)
Gatling gun*: 1d6+2, A, 200 yards, 4000, 2 full rounds 3000/500 (special)

*: Must be used from tripod or similar stand, unless you have a strength of 6+.

Energy weapons:
Will be listing just as regular firearms above. For the purpose of damage, add your Perception
ability to the damage these weapons inflict.


Laser pistol: 1d6+3 dmg, SS, 8 rounds, 20 yards, minor, 400/40 (Pistols)
Laser rifle*: 2d6+2 dmg, SA, 15 rounds, 200 yards, minor, 550/50 (Assault rifles)
Plasma pistol: 1d6+5 dmg, SS, 8 rounds, 20 yards, minor, 600/40 (Pistols)
Plasma rifle*: 3d6+4 dmg, SA, 10 rounds, 200 yards, minor, 800/60 (Assault rifles)
Disintegrator**: 3d6+3 dmg, SS, 8 rounds, 50 yards, major, 800 (85 (Pistols)
Flame thrower: 2d6+2 initial dmg and 1d6 dmg each round until put out, A, tanks lasts for 20
rounds in all, major, 50 yards, 600/100 nero (special)

Gatling laser***: 3d6+2, A, 200 rounds, 50 yards, major, 1200/300 (special)

*: Max fires up to 3 shots per attack.
**: Special ability: You may use 5 SP to fully disintegrate an opponent, turning them into a pile of
ashes.

***: Must be used from tripod or similar stand, unless you have a strength of 6+.

Demolitions:
Will be listing just as regular firearms above, with the addition of blast radius and knockback. For
mines, the stats will be as follows: damage, contact range, radius of blast, knockback, price and
weapon group. You do not add any ability stat towards damage in this category of weapons.


Grenade launcher: 4d6+2, SS, 4 grenades, 400 yards, 5 yard blast radius, 1d4 yard knockback,
major, 500/70 nero (special)

Bazooka: 6d6 dmg, SS, 1 rocket, 500 yards, 8 yards radius, 1d6 knockback, 800/200 nero (special)
Claymore: 4d6+2 dmg,7 yard contact range, radius of 15 yards, 1d6 knockback, 400 nero
(explosives)

Mine: 3d6+4 dmg, 5 yard contact range, radius of 10 yards, 1d4 knockback, 250 nero (special)
Hand grenade: 4d6 dmg, 4 yard radius, 1d3 knockback, 200 nero (thrown)
EMP grenade*: 4d6 dmg, 10 yard radius, no knockback, 250 nero (thrown)
Dynamite: 3d6 d,g, 5 yard radius, 1d3 knockback, 150 nero (explosives)
Gas grenade: 1d6+2 dmg pr. round, lasts 2d6+2 rounds, 20 yard radius, 200 nero (thrown)

*: No damage on biological matter, but will fry any electronics caught in its radius

Food and drink

Spoiler

Beers: 1 nero-100 nero
Canned food: 2 nero
Canned food w. label: 4 nero
Impure water: Pitcher: 3 nero.
Bottle: 1 nero Glass: 2 nero

Pure water: Pitcher: 10 nero Bottle: 5 nero
Soda: 3 nero

Spirits shot: 2-4 nero. Bottle: 35-80 nero
Wine glass: 2-10 nero. Bottle: 5-400 nero

Regular equipment

Spoiler

Binoculars: 20 nero
Compass: 18 nero
Cutlery and service: 2 nero and up
Lighter: 4 nero
Maps: 10 nero and up
Pots and pans: 6 nero
Sleeping bag: 9 nero
Tent: 10 nero
Flashlight: 50-200 nero
Gas mask: 70 nero
First aid kit: 50 nero
Tool kit: 75 nero

Drugs (effects of each one listed in the spoiler after the next)

Spoiler

Battlejuice: 50 nero
Couch potato: 20 nero
Healthsticks: 15 nero
Heavy duty Healthsticks: 40 nero
Rad B-gone: 50 nero
Rad pill: 60 nero
Red Rocket: 30 nero
Tingler: 20 nero

Drug effects

Spoiler

Drug effects:
Every kind of drug will have some risk tied to them, even the helpful Healthsticks, if you use them
too much. Below will be shown the effects of each drug and the side effects of those.
Addiction: Your character crave more of the same drug and will have a hard time functioning
without a steady supply. If this need is not sated, he or she will suffer a -2 to all rolls until they get
their drug or are cured of their addiction somehow. This might take 4 weeks or more, depending on
the duration of said addiction.


Healthstick:
Regain 4 HP immediately
For each use of these beyond the first in a scene, roll Constition (Stamina) the TN being 5+ number
of uses. For example if you use 3 within a single scene you will have to roll at least a success of 7
with your third use. Failing any of these rolls will result in feeling sick and queasy (-1 to all rolls).


Heavy duty Healthstick:
Regain 10 HP immediately
For each use of these beyond the first in a scene, roll Constition (Stamina) the TN being 7+ number
of uses. For example if you use 3 within a single scene you will have to roll at least a success of 9
with your third use. Failing any of these rolls will result in making you have to puke and feel
exhausted (-2 to all rolls).


Red Rocket:
A very vividly red substance, flowing in a glass tube, that you inject right into your veins from a
needle.
Effect: It is like the world around you goes into slowmotion and every colour around you intensifies
many times while your adrenaline shoots up
Lasts 1 hour
Addiction risk:
Use of one: Roll Constitution (Stamina) at TN 10
Use of each subsequent one within one month: Add +2 to TN


Tingler:
A small and round looking thing, which emits a green glow, which is covered by a gel-like shell,
which must be removed before you swallow this device. When digested, it causes your nerves to
become hypersensitive and thus every sense in your body is enchanced many times. The devices
will be expelled by normal bodily means.
Lasts 2 hours
Addiction risk:
Use of one: Roll Constitution (Stamina) at TN 8
Use of each subsequent one within three weeks: Add +2 to TN


Battlejuice:
Just the right concoction for those who wants to push themselves for the next battle. Comes in vials
and its colour is a muddled mix of white and grey, that you need to drink. It will quickly rush to
your veins.
This fluid makes you able to ignore all but the most vicious sensations of pain and hurt and lets
your body perform much better than normal for a brief period of time. May cause bloodshot eyes
and foamy mouth.
Effects:
+1d4 dmg with melee and unarmed
+2 strength
+10 temporary HP
Lasts for 10 rounds
Side effects:
-Short fuse
-May have trouble distinguishing friend from foe ( Willpower (self-discipline) TN 10)
-Extreme fatigue after use
Addiction risk:
Use of one: Roll Constitution (Stamina) at TN 10
Use of each subsequent one month: Add +2 to TN


Couch potato: (20 nero)
An almost fully flat white tablet, which has a smiley on them. Will affect your brain to fully and
completely relax and forget its troubles – you turn docile, lazy and fully mellowed out. Basically,
you just feel content and happy in this state.
Effects: Unless you succeed a Willpower (Self-discipline) TN 13 most things around you will not
affect, not even if there is a fire happening.
Last for 3 hours
Addiction risk:
Use of one: Roll Constitution (Stamina) at TN 7
Use of each subsequent two weeks: Add +1 to TN


Pick-me-up:
A syringe with a heavily neon green liquid, which is easy to recognize for most people.
When injected you are filled with incredible adrenaline for about 2 seconds. Your muscles work
much more efficient and for a relatively long period of time.
After the effects stop, you are hit by heavy fatigue and you may even pass out.
Effects:
Any roll made for physical labour or sport will have a +3 bonus to them.You can work out or work
nonstop for almost 2 hours. Lasts two hours.
Addiction risk:
Use of one: Roll Constitution (Stamina) at TN 9
Use of each subsequent one within three weeks: Add +2 to TN


Rad Pills:
A long blue oval pill. When ingested, you will treat all radiation as one tier lower.
Lasts for 30 minutes.
Rad B-gone:
A small and oval tablet of a dark red colour, which is swallowed like a normal pill.
Effects: Radiation poisoning of up to medium, get its recovery halved and for above medium
radiation poisoining one quarter of the time (rounded up).

Food and lodging

Spoiler

Bad meal: 2 nero
Subpar meal: 4 nero
Mediocre meal: 6 nero
Proper meal: 9 nero
Lovely meal: 13 nero
Exquisite meal: 17 nero
Food and lodging: 5 nero and up
Lodging: 2 nero and up

Radiation gear

Spoiler

Geiger counter: 80 nero
Low quality radiation suit (treat all radiation as one tier lower): 100 nero
High quality radiation suit (treat all radiation as two tiers lower): 300 nero

 

Edited by JennyDK
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