JennyDK Posted November 26, 2021 Posted November 26, 2021 (edited) 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: Determine your initial abilities Pick your race and make changes according to the bonuses listed Pick your starting equipment 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 December 6, 2021 by JennyDK
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