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RADlands 100

Page history last edited by Rainsquall 13 years, 8 months ago

Seven days ago, the world ended. Not with a bang, or with a whimper, but with a sound like one thousand peacocks bursting from the chest of a single, bleating goat.

 

Now a second bang that sounded quite like a screaming goldfish being torn apart, accompanied by a green explosion and the RADlands are changed forever. But one thing remains the same, it's time to start some shit.

 

 

[100% Core Rules]
RADlands uses a modification of the 100% core rules.

 

RAD

 

RAD is now a narrative effect. Certain areas are high, certain areas are low, and there are no numbers attached to it. Fuck those numbers.

[IrRADiated] Injury: Coming into contact with a particularly large source of RAD may irRADiate you. This counts as an Injury, save that it is considered applicable to all actions. Only higher-ranked Injuries take precedence over it. Unlike other Injuries [IrRADiated] actually lowers the difficulty of one type of action – Dickery.
Dickery: Any character can attempt a Dickery action. Dickery rolls can be used to create the same effects as a use of the Alteration or Conjuration Skills. Non-Freaker, Non-IrRADiated characters suffer a -60% Specialization to these rolls, however, and no Traits are considered applicable.

 

 

Species

 

The various species do not gain custom Trait mods or Traits, but, instead, alternate versions of Special. Each version of Special can be gained and used in different ways, as well as a custom Overdrive bonus, as listed below (Note: Trait Mods that deal with Special still function normally – simply replace the species’ respective alternatives):

 

Humans (Spirit): In a world torn apart by madness, humanity is not defined by its technology, or its culture, but by its sheer, bull-headed determination and possibly maniacal will to survive.

 

Gaining Spirit: Spirit is gained exactly as unmodified Special.

 

Spirit Effects:
 
[10%] Lower the difficult of an Action by one step. You may buy this effect multiple times on an action.
[25%] Escape an effect, including attacks.
[60%] Gain an extra Trait Mod for the duration of the scene.
[50%] Increase a Skill by 25% for the duration of the scene.
[20%] Gain 20% Stress and enter Overdrive.
[10%] Gain 10% Stress and attempt an action while in Breakdown.

Spirit Overdrive: Spirited Overdrive works exactly as per the normal Overdrive rules.

 

Mutants (Blood): More than any other species, Mutants are durable – they forge on despite massive physical damage. They exemplify the old adage of “whatever doesn’t kill me makes me stronger”. Each wound, each scratch, each illness only furthers their mutation, making them tougher, faster, and more deadly.

 

Mutant Castes: Mutant Castes (Supreme, Brute, Swift, Cerebral, etc.) are now handled as part of your [Background].
Gaining Mutation: Mutants gain +5% Blood for whenever they suffer a Stress Gain from a physical effect, and +20% Special per Rank of any physical Injury they take. 

Blood Effects:
 
[50%] Gain the Armor, Thorns, or Drive Trait Mod for the duration of the scene.
[50%] Change your [Talent] Trait. Talent received must be physical (or psionic for Cerebrals/social for Supremes).
[40%] Drop Stress to 0%.
[40%] Take an immediate extra turn.
[20%] Gain a +50% Chance on a physical action (or psionic for Cerebrals/social for Supremes).
[30%] Remove an Injury, or remove one Rank of a Ranked Injury.
[80%] Recover from Death.

Blood Overdrive: Your physical Traits gain four Ranks while in Overdrive.

 

 

Psychers (Tetsuo): The minds of Psychers have been touched by the Crash, and it has granted them tremendous, remarkably focused, power. As of yet, only a few have truly tapped into their potential, but, with every use of their abilities, they move closer to unlocking all the energy contained within them.

 

Psycher Specializations: Psycher Specializations (Cryokinesis, Pyrokinesis, Telepathy, etc.) are now handled through the selection of your [Talent], and the purchasing of the Alteration and Divination Skills. No psychers, not even Cryokinetics or Pyrokinetics, have the Conjuration Skill – they manipulate existing energies, not create new ones.

Gaining Tetsuo: Psychers gain +15% Tetsuo whenever they gain an Outstanding Success on a psionic action, and for each additional level of the Outstanding Success. Psychers may also gain +5% Tetsuo by spending an action in Conflict to charge their minds (this usually involves screaming and balling their fists).

Tetsuo Effects:

[30%] Gain +1 Rank to your [Talent] for the duration of the scene.
[20%] Take an immediate action using Alternation or Divination.
[10%] Ignore the Specialization penalty on Alteration or Divination for one action.

Tetsuo OverdriveYour [Talent] increases by ten Ranks while in Overdrive. Your Tetsuo drops by -40% (not -20%) each round at the end of your turn while in Overdrive.

Robots (Upgrade): Robots lack the tenacity of humans, the durability of the mutant horde, and the sheer power of the psychers, but what they do have is adaptability. Robots are modular, and their minds are easily reprogrammed to fit whichever needs are required.

Robonet: Robots may use Device Use to operate the Robonet. 

Gaining Upgrade: Robots can gain a +10% Upgrade by with a successful Engineering or Device Use action (-20% Chance, Requires Appropriate Trait), increasing by +10% Upgrade for each level of Outstanding Success on the roll. An Outstanding Failure resets the robot’s Upgrade to 0%. This action requires an hour of work, regardless of its success, and only one attempt may be made per hour, but the robot does not have to take this action themselves.

Upgrade Effects:

[25%] Increase a Trait by +1 Rank for the duration of the scene.
[15%] Increase a Skill by 10% for the duration of the scene.
[25%] Gain a Skill at +5% for the duration of the scene.
[40%] Increase the Rank of an Equipment Slot (effectively increasing the Rank of any item equipped there).
[50%] +30% Progress

Upgrade OverdriveRobots cannot enter Overdrive.

 

Freakers (Spirit/Upgrade): Freakers, more than anyone else in the Wastes, have been altered by the RAD. Their bodies and minds have been infused by it, their very souls sing in tune with the RAD. They have let it enter them, change them, suffuse their very being. When the RAD favors them, no one can stand against a Freaker.

 

Dickery: Freakers use Dickery actions just like anyone else. Freakers may not purchase the Creation, Alteration, or Divination Skills. Human and Robot Freakers Human and Robot Freakers still possess Spirit and Upgrade, respectively. However, any Spirit and Upgrade gains are halved.

IrRADiation: Freakers may, once every minute, take or remove an [IrRADiated] Injury. Attempting this on others requires a Dickery action (20% Chance).

Overdrive feature: Human and Robot Freakers have their respective overdrives. [IrRADiated] Injuries apply no penalty while in Overdrive. Robot Freakers may enter Overdrive at 100% Upgrade.


 

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