GURPS After the End
So I'm thinking Planet of the Apes, Gamma World, Rifts, Morrow Project, The Colony, The Road, Mad Max, C.H.U.D., Robert Adam's Horse Clans, Fallout, After the Bomb, Tokyo Jungle, Reign of Steel, Aliens, Quest for Fire, Equilibrium, Logan's Run and Frailty all smooshed together.
some templates for you Survivor, Judge, Librarian, Outlaw.
.
Survivor
125 point character template
In the world I see – you're stalking elk through the damp canyon forests around
the ruins of Rockefeller Center. You'll wear leather clothes that will last you the
rest of your life. You'll climb the wrist-thick kudzu vines that wrap the Sears Tower.
And when you look down, you'll see tiny figures pounding corn, laying strips of
venison on the empty car pool lane of some abandoned superhighway.
-Tyler Durden
Attributes: 60
ST 12 [20]
DX 10 [0]
IQ 10 [0]
HT 14 [40]
Secondary Characteristics: 27
Damage 1d-1/1d+2; BL 29 lbs.
HP 13 [2]; Will 10 [0]; Per 15 [25]; FP 14 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages: 30
Combat Reflexes [15], High Pain Threshold [10], Luck (Active, Combat) [5],
Reduced Consumption 1 [2], Temperature Tolerance 2 [2]
Perks: 2
Deep Sleeper [1], Walking Armory [1]
Disadvantages: -50
Weirdness Magnet [-15] and -35 points chosen from among
Alcoholism [-15], Bad Temper [-10], Bloodlust [-10], Bully [-10], Callous [-5],
Code of Honor [-5 to -15], Compulsive Carousing [-5], Disturbing Voice [-10],
Easy to Read [-10], Impulsiveness [-10], Intolerance [-5 to -10],
Lecherousness [-15], Overconfidence [-5], Sense of Duty (Comrades) [-5],
Skinny [-5], Shyness [-5] and Truthfulness [-5].
Skills: 36
Brawling (DX/E)+6 [20]-16
Fishing and Scrounging, both (Per/E) [1]-15
Body Language, Lip Reading, Observation, Search,
Survival (Desert), Tracking, Urban Survival, all (Per/A)-1 [1]-14
Swimming (HT/E) [1]-14
Detect Lies (Per/H)-2 [1]-13
Area Knowledge (Home Town), First Aid/TL8, Gesture, all (IQ/E) [1]-10
Guns/TL8 (Shotgun) (DX/E) [1]-10
Driving/TL8 (Auto) (DX/A)-1 [1]-9
Pick One (or Roll 1d6)
1. Astronomer
Astronomy IQ+2 [8]-12
Computer Operation IQ [1]-10
Mathematics (Applied) IQ-1 [2]-9
Electronic Operation (Scientific) IQ-1 [1]-9
Archaeology, Geology and Meteorology, all IQ-2 [1]-8
2. Cop
Guns (Pistols) DX+2 [4]-12
Psychology IQ [4]-10
Streetwise IQ [2]-10
Driving DX [2]-10
Professional Skill (Law Enforcement) IQ-1 [1]-9
Criminology IQ-1 [1]-9
Forensics IQ-2 [1]-8
3. Farmer
Stealth DX+2 [8]-12
Farming and Mechanic (Diesel), both IQ [2]-10
Carpentry, Gardening, Masonry, all IQ [1]-10
4. Medic
Physician IQ+2 [12]-12
Diagnosis IQ [2]-10
Electronics Operation (Medical) IQ-1 [1]-9
5. Merchant
Armory (Small Arms) IQ+2 [8]-12
Engineer (Small Arms) IQ [4]-10
Merchant IQ [2]-10
Guns (Grenade Launcher) and Gunner (Machine Gun), both DX [1]-10
Mathematics (Applied) IQ-2 [1]-8
6. Teacher
Teaching IQ [2]-10
Mathematics (Applied) IQ-1 [2]-9
Administration, Public Speaking and Writing, all IQ-1 [1]-9
and Pick two of the following
Anthropology, Biology, Chemistry, Engineer (any), Geology or
Psychology, all IQ [4]-10
_________________________________________________________________
Pick One of the Lenses (+25 points)
2. You found a gun
Guns/TL8 (Pistol) (DX/E)+6 [20]-16
Armory (Small Arms) (IQ/A)-1 [1]-9
3. Born in a Bunker
Without pain, without sacrifice, we would have nothing.
Less Sleep 4 [8], Nightvision 9 [9], Flexibility [5], Compact Frame [1]
Climbing (DX/A)+2 [1]-12
Escape (DX/H)+1 [1]-11
4. Hunter
It's only after we've lost everything that we're free to do anything.
Guns (Rifle) (DX/E)+6 [20]-16
Stealth (DX/A)+1 [4]-11
Armory (Small Arms) (IQ/A)-1 [1]-9
5. Youngest of Five Brothers
First you've gotta know - not fear, know - that someday you're gonna die.
Wrestling (DX/A)+5 [20]-15
Technique
Ground Fighting (H) Wrestling [5]-15
6. Martial Artist
Karate (DX/H)+5 [24]-15
Trademark Move [1]
7. Swordsman
If we are God's unwanted children, so be it!
Broadsword (DX/A)+6 [24]-16
Trademark Move [1]
8. Medic
On a long enough time line, the survival rate for everyone drops to zero.
Physician (IQ/H)+4 [20]-14
Diagnosis/TL8 (Default+1) [1]-11
Pharmacy/TL8 (Synthetic), Physiology/TL8, Surgery/TL8, all (Default+1) [1]-10
Electronics Operation/TL8 (Medical) (IQ/A)-1 [1]-9
your First Aid skill goes up by default
9. Soldier
Nightvision 5 [5], Signature Gear [1], Weapon Bond (Rifle) [1]
Guns/TL8 (Rifle) (DX/E)+5 [16]-15
Armory (Small Arms) and Soldier, both (IQ/A)-1 [1]-9
10. Explorer
Signature Gear [1]
Guns/TL8 (Pistol) (DX/E)+5 [16]-15
Stealth (DX/A)+1 [4]-11
Armory (Small Arms), Mechanic/TL8 (Gasoline), both (IQ/A)-1 [1]
Driving/TL8 (Motorcycle) (DX/A) [2]-10
11. Knight
You own a horse, good for you.
Good with Horses [1], Signature Gear (Horse) [1]
Guns/TL8 (Shotgun) (DX/E)+5 [16]-15
Riding (Horse) (DX/E)+1 [2]-11
Animal Handling (Horse) and Veterinary/TL8 (Horses), both (IQ/A) [2]-10
Armory (Small Arms) (IQ/A)-1 [1]-9
12. Builder
You have knowledge of all kinds of things (at TL8).
Engineer (Civil) (IQ/H)+3 [16]-13
Cartography, Electrician and Prospecting, all (IQ/A)-1 [1]-9
Architecture, Botany, Geography (U.S.), Geology, Mathematics (Applied) and
Metallurgy, all (IQ/H)-2 [1]-8
.
Judge
100 point template
Control Operator 1: Do you require backup?
Judge Dredd: No.
Attributes: 70
ST 17 [70]
DX 10 [0]
IQ 10 [0]
HT 10 [0]
Secondary Characteristics: 0
Damage 1d+2/3d-1; BL 58 lbs.
HP 17 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]
Basic Speed 5 [0]; Basic Move 5 [0]
Advantages: 35
Power Grappling [1], Signature Gear [1], Weapon Bond [1], Gunslinger [25],
Ambidexterity [5], Pistol Fist [1], Akimbo (Guns (Pistol)) [1]
Disadvantages: -50
Weirdness Magnet [-15], Reputation -1 (Judge) [-5] and -30 points chosen from among
Alcoholism [-15], Bad Temper [-10], Bloodlust [-10], Bully [-10], Callous [-5], Charitable [-15],
Code of Honor [-5 to -15], Disturbing Voice [-10], Honesty [-10], Impulsiveness [-10],
Intolerance [-5 to -10], No Sense of Humor [-10], On the Edge [-15], Overconfidence [-5],
Pacifism (Cannot Harm Innocents) [-10], Sense of Duty [-5 or -10] and Truthfulness [-5].
Skills: 45
Guns/TL8 (Pistol) (DX/E)+6 [20]-16
Guns/TL8 (Shotgun) (Default)+1 [1]-15
Brawling (DX/E)+5 [16]-15
First Aid/TL8, Savoir-Faire (Cop), both (IQ/E) [1]-10
Swimming (HT/E) [1]-10
Armory/TL8 (Small Arms), Criminology/TL8, Streetwise, Law (US Criminal), all (IQ/A)-1 [1]-9
Riding (Horse) (DX/A)-1 [1]-9
_________________________________________________________________
Pick One of the Lenses (+50 points)
1. Knight
Arthur: Now, once more, I must ride with my knights to defend what was,
and the dream of what could be.
-Excalibur
Extra Attack [25], Legal Enforcement Powers [15], Status 1 [5],
Police Rank 0 [0], Good with Horses [1], Signature Gear (Horse) [1]
Animal Handling (Horse) and Veterinary/TL8 (Horses), both (IQ/A)-1 [1]-9
Diagnosis/TL8 (Default+1) [1]
2. Roy Rogers
Yippee-ki-yay, motherfucker
Musical Ability 5 [25], Attractive [4], Good with Horses [1]
Legal Enforcement Powers [15], Police Rank 0 [0]
Singing (HT/E)+5 [1]-15
Musical Instrument (Guitar) (IQ/H)+4 [2]-14
Musical Influence (IQ/VH)+3 [2]-13
3. Retired Judge
Retired, disgraced or disillusioned, you've taken the Long Walk into
the Cursed Earth to "bring law to the lawless"
Combat Reflexes [15], High Pain Threshold [10]
Less Sleep 4 [8], Nightvision 9 [9], Deep Sleeper [1],
Standard Operating Procedure (Sleep with One Eye Open) [1],
Reduced Consumption 1 [2]
Environment Suit/TL8 (NBC Suit) and Survival (Desert), both (Per/A) [2]-10
_________________________________________________________________
Outlaw
125 point character template
Being the leader of a post-apocalyptic gang of outlaws has been exhausting
-John Pope (Falling Skies)
Attributes: 120
ST 10 [0]
DX 14 [80]
IQ 12 [40]
HT 10 [0]
Secondary Characteristics: -10
Damage 1d-2/1d; BL 20 lbs.
HP 10 [0]; Will 10 [-10]; Per 12 [0]; FP 14 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages: 0
Perks: 1
Walking Armory [1]
Disadvantages: -40
Weirdness Magnet [-15] and -25 points chosen from among
Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10], Bully [-10], Callous [-5], Code of Honor [-5], Compulsive Carousing [-5*], Disturbing Voice [-10], Impulsiveness [-10*], Intolerance [-5 to -10], No Sense of Humor [-10], On the Edge [-15], Overconfidence [-5*], Skinny [-5] and Trademark (Simple) [-5].
Skills: 54
Brawling, Guns/TL8 (Rifle) and Knife, all (DX/E)+2 [4]-16
Guns (Light Machine Gun, Pistol, Shotgun and SMG), all (DX/E) Default+1 [1]-15
Stealth (DX/A)+1 [4]-15
Physician (IQ/H)+2 [12]-14
Detect Lies (Per/H) [4]-12
Traps (IQ/A) [2]-12
Interrogation and Leadership, both (IQ/A) [2]-12
Carpentry and Masonry, both (IQ/E) [1]-12
Administration (IQ/A)-1 [1]-11
Armory (Small Arms), Hazardous Materials (Radioactive) and Streetwise, all (IQ/A)-1 [1]-11
Survival (Desert) and Urban Survival, both (Per/A)-1 [1]-11
Engineer (Combat), Intelligence Analysis, Psychology and Strategy (Land), all (IQ/H)-2 [1]-10
_________________________________________________________________
Pick One of the Lenses
Fighter (+25 points)
Combat Reflexes [15], High Pain Threshold [10]
Survivalist (+25 points)
Broadsword and Spear, both (DX/A) [2]-14
Leatherworking, Sewing/TL0, both (DX/E) [1]-14
Swimming (HT/E) [1]-14
Environment Suit (NBC Suit) (DX/A)-1 [1]-13
Naturalist (IQ/H) [4]-12
Armory/TL0 (Weapons) and Navigation (Land), both (IQ/A) [2]-12
Survival (Arctic) and Tracking, both (Per/A) [2]-12
Fishing and Scrounging, both (Per/E) [1]-12
Camouflage, First Aid and Gesture, all (IQ/E) [1]-12
Gentleman (+25 points)
Fast Draw (Knife) and Throw Knife, both (DX/E) [1]-14
Carousing and Singing, both (HT/E) [1]-14
Karate and Judo, both (DX/H)-1 [2]-13
Boxing, Broadsword, Stealth and Wrestling, all (DX/A)-1 [1]-13
Urban Survival (Per/A) [2]-12
Savoir Faire (IQ/E) [1]-12
Connoisseur (Wine), Leadership, Lockpicking, Streetwise and Traps, all (IQ/A)-1 [1]-11
Intelligence Analysis, Musical Instrument (any), Physician, Strategy (Land) and
Tactics, all (IQ/H)-2 [1]-10
.
Librarian
100 point character template
Bodies fill the fields I see, hungry heroes end
No one to play soldier now, no one to pretend
Running blind through killing fields, bred to kill them all
-Metallica
Cloned guardian of ancient weapons and knowledge.
The clones of clones seem to be weakening and being
raised in a missile silo hasn't helped their social skills.
Attributes: 80
ST 9 [-10]
DX 11 [20]
IQ 12 [40]
HT 13 [30]
Secondary Characteristics: -15
Damage 1d-2/1d-1; BL 16 lbs.
HP 9 [0]; Will 9 [-15]; Per 12 [0]; FP 13 [0]
Basic Speed 6 [0]; Basic Move 6 [0].
Advantages: 25
Combat Reflexes [15], High Pain Threshold [10]
Perks: 1
Walking Armory [1]
Disadvantages: -35
Weirdness Magnet [-15], Status -1 (Clone) [-5] and -15 points chosen from among
Bad Sight (Near Sighted) [-10], Disturbing Voice [-10], Easy to Read [-10],
Gullibility [-10], Honesty [-10], Intolerance [-5 to -10], No Sense of Humor [-10],
Pacifism (self defense only) [-15], Sense of Duty (everyone known personally) [-10],
Shyness [-5], Truthfulness [-5], Xenophilia [-10].
Skills: 44
Guns/TL8 (Rifle) (DX/E)+5 [16]-16
Guns (Light Machine Gun, Pistol, Shotgun and Submachine Gun), all (Default)+1 [1]-15
Explosives/TL8 (Nuclear Ordnance Disposal) (IQ/A)+1 [4]-13
Swimming (HT/E) [1]-13
Savoir-Faire (Military) (IQ/E) [1]-12
Computer Operation/TL8 (IQ/E) [1]-12
Armory/TL8 (Small Arms), Electronic Operation/TL8 (Medical),
Electronic Operation/TL8 (Scientific), Scuba/TL8, Soldier/TL8
and Traps/TL8, all (IQ/A)-1 [1]-11
Environment Suit/TL8 (NBC Suit) (DX/A) [2]-11
Driving (Car) (DX/E) [1]-11
Brawling (DX/E) [1]-11
Engineer/TL8 (Combat) and Mathematics (Applied), both (IQ/H)-2 [1]-10
Select five skills from:
Carpentry, Masonry, both (IQ/E) [1]-12
Architecture/TL8, Cartography/TL8, Electrician/TL8, Electronics Repair/TL8 (Scientific),
Machinist/TL8, Mechanic/TL8 (any), Smith/TL8 (any), all (IQ/A)-1 [1]-11
Anthropology, Bioengineering/TL8 (Cloning), Biology/TL8, Chemistry/TL8, Engineer/TL8 (any),
Forensics/TL8, Psychology, Research/TL8, all (IQ/H)-2 [1]-10
_________________________________________________________________
Pick One of the Lenses
1. Librarian (+50 points)
The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire.
-Equilibrium
Extra Attack 1 [25], Gunslinger [25]
2. Forbidden Zone Trooper (+50 points)
Fear and discipline.
-Todd 3465 (Soldier)
+4 ST [40], Extra Hit Points 2 [4], Signature Gear [1], Weapon Bond [1]
Temperature Tolerance 2 [2], Reduced Consumption 1 [2]
3. Commando (+50 points)
You can sleep when you're dead.
Less Sleep 4 [8], Deep Sleeper [1], Night Vision 8 [8],
Standard Operating Procedure (Sleep with One Eye Open) [1]
Acute Vision 4 [8], Signature Gear [1]
Survival (Desert) and Tracking, both (Per/A)-1 [1]-11
Stealth (DX/A)+1 [4]-12
Brawling (DX/E) [1]-11
add 16 to Guns (Rifle)-20
4. Quicker and Slicker (+50 points)
+4 HT [40], Attractive (Impressive) [4], Charisma 1 [5]
Leadership (IQ/A) [1]-12
5. Combat Medic/Demolitions (+50 points)
You know, this doesn't have to be a bad time in your life. Going to war is a once-in-a-lifetime experience. It could be fun.
-Hurt Locker
Higher Purpose (“Medic!”) [5], Healer 2 [20]
Physician (IQ/H)+4 [16]-17
Explosives/TL8 (Demolition) (IQ/A)+1 [4]-13
Diagnosis/TL8 (Default)+1 [1]-13
Pharmacy/TL8 (Synthetic), Physiology/TL8, Surgery/TL8, Veterinary/TL8, all (Default)+1 [1]-12
6. Counter Intelligence (+50 points)
Horror... Horror has a face... and you must make a friend of horror. Horror and moral terror are your friends. If they are not, then they are enemies to be feared.
-Apocalypse Now
Unfazable [15], Alcohol Tolerance [1], Deep Sleeper [1],
Signature Gear [1], Weapon Bond [1]
Karate (DX/H)+3 [16]-14
Interrogation and Leadership, both (IQ/A)-1 [1]-11
Computer Hacking (IQ/VH)-1 [4]-11
Electronics Repair (Computers) (IQ/A)-1 [1]-11
Detect Lies (Per/H)-2 [1]-10
Intelligence Analysis (IQ/H)-2 [1]-10
Body Language (Per/H)-2 [1]-10
Computer Programming and Computer Programming (AI), both (IQ/H)-2 [1]-10
Psychology, Strategy and Tactics, all (IQ/H)-2 [1]-10
A. Chief (+50 points)
You don't like walking
Driver’s Reflexes 3 [15], Less Sleep 2 [4], Deep Sleeper [1]
Courtesy Rank 2 [2], Absolute Timing [2], Signature Gear [1]
Driving/TL8 (Construction Equipment, Motorcycle),
Boating (Motorboat, Sailboat), Piloting/TL8 (Light Airplane, Helicopter),
Submarine/TL8 (Free-Flooding, Large Sub), all (DX/A)+2 [1]-14
Carousing and Singing, both (HT/E) [1]-14
Crewman/TL8 (Seamanship, Submariner), all (IQ/E) [1]-12
Brawling, Gunner/TL8 (Machine Gun), both (DX/E) [1]-12
Electronics Operations/TL8 (Comm.), Leadership, both (IQ/A)-1 [1]-11
Knot-Tying (DX/E) [1]-12
Mechanic/TL8 (Diesel), Navigation/TL8 (Sea, Air and Land), all (IQ/A)-1 [1]-11
Climbing (DX/A)-1 [1]-11
Astronomy/TL8, Naturalist and Shiphandling/TL8 (Ship), all (IQ/H)-2 [1]-10
B. Sneaky Bastard (+50 points)
When you kill with your own hands there is a reverence.
There's no reverence in what you do.
-Aaron Hallam (The Hunted)
Extra Attack 1 [25], Strangler 3 [15],
Weapon Adaptation (Knife to Brawling) [1],
Off-Hand Training (Knife) [1]
Brawling (DX/E)+4 [2]-15†
Stealth and Wrestling (DX/A)+3 [2]-14†
Tracking (Per/A)+2 [1]-14†
Knife (Brawling) [1]-15
† +3 from Strangler
.
Snake (Alan Smith) 150 point raider
Raised in an old cistern fed by an underground stream by parents who escaped from a
communal bunker when the food ran out. Mom and Dad were doctors and both were good
story tellers. Mom taught him to sing, dad taught him to be quiet. Alan grew up swimming in
the dark and at night he would sneak out and rob and steal whatever he thought he needed.
Eventually he decided to leave to find bigger and better places to rob. He is still looking...
Attributes: 100
ST 10 [0]
DX 14 [80]
IQ 9 [-20]
HT 14 [40]
Secondary Characteristics: -15
Damage 1d-1/1d+2; BL 29 lbs.
HP 10 [0]; Will 9 [0]; Per 9 [0]; FP 9 [-15]
Basic Speed 7 [0]; Basic Move 7 [0]
Advantages: 26
High Pain Threshold [10], Luck (Active, Combat) [5],
Nightvision 8 [8], Reduced Consumption 1 [2], Signature Gear [1]
Perks: 3
Technique Mastery (Kicking) [1], Walking Armory [1], Weapon Bond [1]
Disadvantages -35
Disturbing Voice [-10], Intolerance [-5], Skinny [-5] and Weirdness Magnet [-15]
Quirks -5
Dishonest Face [-1]
Insensitive [-1]
Gets all huggy and crap (Gregarious) and sings when drunk [-1]
A dozen scars from bullet wounds (including one in the neck) covered with
a large blue and green octopus tattoo [-1]
Makes Bruce Lee noises when fighting (woooooooooo, KA-TA, KA-TA!) [-1]
Skills: 69
Guns (Rifle) (DX/E)+4 [12]-18
Guns (Shotgun, Pistol), both (DX/E) Default+1 [1]-17
Karate (DX/H)+2 [12]-16
Physician (IQ/H)+5 [24]-14
Ride (Horse) and Stealth, both (DX/A) [2]-14
Fast Draw (Magazine) and Knife, all (DX/E) [1]-14
Swimming (HT/E) [1]-14
Driving (Car) (DX/A)-1 [1]-13
Escape, Pickpocket and Sleight of Hand, all (DX/H)-2 [1]-12
Singing (HT/E)-2 [1]-12
Diagnosis (IQ/H) Default+1 [1]-11
Surgery (IQ/VH) Default+1 [1]-10
Carpentry, Leatherworking and Masonry, all (IQ/E) [1]-9
Armory (Small Arms) and Streetwise, all (IQ/A)-1 [1]-8
Techniques: 7
Kicking (H) Karate+4 [7]-20
.
.
Well first of all you should go read this.
And if you'd like to, go read the Gamma World introduction.
300 or so years ago North America was ravaged by natural disasters, nuclear war and homegrown fanatics. To the north, Kahn'ah'dah is a lifeless radioactive wasteland.
The starting point is a dirtman settlement outside the nuked remnants of Chicago. The world averages out at Tech Level 8.
Dirtmen are farmers that live in small settlements, often near the ruins of the Ancients. Dirtmen range from half-starved skeleton men to strong-backed pioneers, many possess murderous xenophobia towards any outsider.
The PCs start as primitive Pure Strain Humans.
For a quick start roll 1d6 or choose one of the dirtman characters and then pick your five quirks.
1 Dirtman
150 points
You are the backbone of the tribe – you may have primitive tools and prefer to
achieve your goals by force, but you are by no means stupid, and you know
how to stay alive in a hostile world.
Attributes: 110
ST 13 [30]
DX 10 [0]
IQ 14 [80]
HT 10 [0]
Secondary Characteristics: -10
Damage 1d/2d-1; BL 34 lbs.
HP 13 [0]; Will 12 [-10]; Per 14 [0]; FP 10 [0]
Basic Speed 5 [0]; Basic Move 5 [0].
Advantages: 50
Combat Reflexes [15], Fit [5], Hard to Kill 3 [6], High Pain Threshold [10]
Nightvision 2 [2], Rapid Healing [5], Luck (active combat only -60%) [5]
Deep Sleeper [1], Signature Gear [1]
Disadvantages: -40
Tech Level 3 [-25], Weirdness Magnet [-15].
Quirks: -5
Pick 5
Having trouble making a cave tard? pick one from below
Ooog 150 points
Basic Attributes 100 points
ST 20 [100]
DX 10 [0]
IQ 10 [0]
HT 10 [0]
Skills: 45 points
Two-Handed Axe/Mace (A) DX+7 [28]-17
Brawling, Knife, both (E) DX [1]-10
Naturalist (H) IQ-2 [1]-12
Farming/TL3, Navigation/TL3 (Land), both (A) IQ [2]-14
Camouflage, First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-14
Survival (Desert), Tracking, both (A) Per [2]-14
Fishing, Scrounging, both (E) Per [1]-14
Secondary Characteristics: -10
Damage 2d-1/3d+2; BL 80 lbs
HP 20 [0]; Will 8 [-10]; Per 10 [0]; FP 10 [0]
Basic Speed 5 [0]; Basic Move 5 [0]
Advantages 58 points
Combat Reflexes [15], High Pain Threshold [10], Weapon Master (Spear) [20]
Deep Sleeper [1], Rapid Healing [5], Hard to Kill 2 [4]
Signature Gear [1], Weapon Bond [1], Trademark Move [1]
Disadvantages -40 points
TL 0 [-40]
2 Dirtman Adventurer
150 points
You are a predator and your prey are those you deem a threat to society, anyone
who reminds you of childhood trauma, or just whomever catches your eye.
Attributes: 90
ST 13 [30]
DX 10 [0]
IQ 11 [20]
HT 14 [40]
Quirks -5 points
Skills: 47 points
Spear (DX/A)+6 [24]-16
Naturalist (IQ/H) [4]-10
Brawling, Knife, Leatherworking, Sewing/TL0, all (DX/E) [1]-10
Stealth (DX/A) [2]-10
Armory/TL0 (Weapons) and Navigation (Land), both (IQ/A) [2]-10
Survival (Desert) and Tracking, both (Per/A) [2]-10
Swimming (HT/E) [1]-10
Fishing (Per/E) [1]-10
Camouflage, First Aid and Gesture, all (IQ/E) [1]-10
Secondary Characteristics: 0
Damage 1d/2d-1; BL 34 lbs.
HP 13 [0]; Will 11 [0]; Per 11 [0]; FP 14 [0]
Basic Speed 6 [0]; Basic Move 6 [0].
Advantages: 70
Absolute Direction [5], Combat Reflexes [15], Hard to Kill 2 [4], High Pain Threshold [10]
Nightvision 7 [7], Rapid Healing [5], Weapon Master (Warhammer) [20]
Deep Sleeper [1], Signature Gear [1], Weapon Bond [1], Trademark Move [1]
Charlie 150 points
Basic Attributes 90 points
ST 17 [70]
DX 10 [0]
IQ 9 [-20]
HT 14 [40]
Secondary Characteristics: 10
Damage 1d+2/3d-1; BL 58 lbs.
HP 17 [0]; Will 7 [-10]; Per 11 [10]; FP 14 [0]
Basic Speed 6 [0]; Basic Move 8 [10].
Advantages 35 points
High Pain Threshold [10], Stalker 2 [10], Strangler 2 [10], Reduced Consumption 1 [2]
Power Grappling [1], Technique Mastery (Ground Fighting (Wrestling)) [1]
Weapon Adaptation (Knife to Wrestling) [1]
Disadvantages -40 points
TL 0 [-40]
Quirks -5 points
Skills: 45 points
Wrestling (A) DX+7 [20]-17†
Knife (E) Wrestling [1]-17
Tracking (A) Per+4 [2]-15†*
Hiking (A) HT+1 [1]-15*
Swimming (E) HT [1]-14
Stealth (A) DX+4 [2]-14†*
Brawling (E) DX+3 [2]-13†
Fishing (E) Per+1 [2]-12
Survival (woodlands) (A) Per [2]-11
Navigation (Land) (A) IQ+2 [2]-11*
Camouflage (E) IQ+2 [1]-11*
Naturalist (H) IQ [4]-10
Leatherworking, Sewing/TL0, both (E) DX [1]-10
First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-9
Techniques: 15 points
Neck Snap (H) ST+3 [7]-20
Ground Fighting (H) Wrestling+3 [8]-20
† +2 from Strangler 2.
* +2 from Stalker 2.
Durrt 150 points
Basic Attributes 90 points
ST 22 [120]
DX 9 [-20]
IQ 9 [-20]
HT 11 [10]
Secondary Characteristics: -5
Damage 2d/4d; BL 97 lbs.
HP 22 [0]; Will 7 [-10]; Per 10 [5]; FP 11 [0]
Basic Speed 5 [0]; Basic Move 5 [0]
Advantages 61 points
High Pain Threshold [10], Stalker 4 [20], Strangler 4 [20], Rapid Healing [5]
Power Grappling [1], Signature Gear [1], Special Exercises (ST) [2]
Weapon Adaptation (Knife to Wrestling) [1], Weapon Bond [1]
Disadvantages -40 points
TL 0 [-40]
Quirks -5 points
Skills: 49 points
Wrestling (A) DX+11 [28]-20†
Knife (E) Wrestling [1]-20
Tracking (A) Per+8 [2]-18†*
Stealth (A) DX+8 [2]-17†*
Brawling (E) DX+5 [2]-14†
Hiking (A) HT+3 [1]-14*
Navigation (Land) (A) IQ+4 [2]-13*
Camouflage (E) IQ+4 [1]-13*
Swimming (E) HT [1]-11
Fishing (E) Per+1 [2]-11
Survival (woodlands) (A) Per [2]-10
Armory/TL0 (Weapons) (A) IQ [2]-9
First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-9
† +4 from Strangler 4.
* +4 from Stalker 4.
.
.
.
Disadvantages: -50
Curious [-10], Tech Level 3 [-25], Weirdness Magnet [-15].
Quirks: -5
Pick 5
Skills: 45 points
Two-Handed Axe/Mace (A) DX+8 [32]-18
Stealth (A) DX [2]-10
Brawling, Knife, both (E) DX [1]-10
Farming/TL3, Navigation/TL3 (Land), both (A) IQ-1 [1]-10
Camouflage, First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-11
Survival (Desert) (A) Per-1 [1]-10
Carousing and Swimming, both (E) HT [1]-14
3 Dirtman Assassin
150 points
You’re the village killer and your chief is a dangerous nutcase with an agenda.
And you suck at farming.
Attributes: 90
ST 13 [30]
DX 14 [80]
IQ 9 [-20]
HT 10 [0]
Secondary Characteristics: -10
Damage 1d/2d-1; BL 34 lbs.
HP 13 [0]; Will 8 [-5]; Per 8 [-5]; FP 10 [0]
Basic Speed 6 [0]; Basic Move 6 [0].
Advantages: 87
Ambidextrous [5], Extra Attack [25], Hard to Kill 2 [4], High Pain Threshold [10],
Nightvision 4 [4], Stalker 3 [15], Strangler 4 [20], Trademark Move [1],
Weapon Adaptation (Knife to Brawling) [1], Honest Face [1], Signature Gear [1]
Disadvantages: -40
Tech Level 3 [-25], Weirdness Magnet [-15]
Quirks: -5
Pick 5
Skills: 28 points
Two-Handed Axe/Mace (A) DX+1 [4]-15
Brawling (E) DX+6 [4]-20†
Knife (E) Brawling [1]-20
Stealth (A) DX+7 [2]-21†*
Wrestling (A) DX+3 [1]-17†
Tracking (A) Per+7 [2]-15†*
Climbing (A) DX+1 [4]-15
Navigation (Land) (A) IQ+3 [2]-12*
Hiking (A) HT+2 [1]-12*
Camouflage (E) IQ+3 [1]-12*
Escape (H) DX-2 [1]-12
First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-9
Farming/TL3 (A) IQ-1 [1]-8
Survival (Desert) (A) Per-1 [1]-7
† +4 from Strangler 4.
* +3 from Stalker 3.
4 Dirtman Warrior
150 points
You’re a bad day waiting to happen.
Attributes: 100
ST 20 [100]
DX 10 [0]
IQ 10 [0]
HT 10 [0]
Secondary Characteristics: -10
Damage 2d-1/3d+2; BL 80 lbs.
HP 20 [0]; Will 10 [0]; Per 8 [-10]; FP 10 [0]
Basic Speed 5 [0]; Basic Move 5 [0]
Advantages: 50
Weapon Master (Warhammer) [20], Fit [5], Hard to Kill 2 [4],
High Pain Threshold [10], Nightvision 2 [2], Rapid Healing [5],
Power Grappling [1], Signature Gear [1], Weapon Bond [1],
Trademark Move [1]
Disadvantages: -40
Tech Level 3 [-25], Weirdness Magnet [-15].
Quirks: -5
Pick 5
Skills: 49 points
Two Handed Axe/Mace (A) DX+2 [32]-18
Wrestling (A) DX+2 [8]-12
Knife (E) DX [1]-10
Farming/TL3 (A) IQ [2]-10
Camouflage, First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-10
Tracking and Survival (Desert), both (A) Per-1 [1]-9
Techniques: 6 points
Whirlwind Attack (H) Warhammer [6]-18
Neck Snap (H) ST-4 [0]-16
5 Dirtman Cultist
150 points
You are the member of a tightly knit fringe religion. This cult could be relatively benign,
or it might be determined to exploit you for money or worse.
Either way the world is doomed and you'll be staring straight at it when the end comes.
Attributes: 100
ST 13 [30]
DX 9 [-20]
IQ 12 [40]
HT 15 [50]
Secondary Characteristics: -10
Damage 1d/2d-1; BL 34 lbs.
HP 13 [0]; Will 10 [-10]; Per 12 [0]; FP 15 [0]
Basic Speed 6 [0]; Basic Move 6 [0].
Advantages: 52
High Pain Threshold [10], Illuminated [15], Nightvision 4 [4]
Rapid Healing [5], Unfazeable [15]
Signature Gear [1], Weapon Bond [1], Trademark Move [1]
Disadvantages: -40
Tech Level 3 [-25], Weirdness Magnet [-15]
Quirks: -5
Pick 5
Skills: 53 points
Two-Handed Axe/Mace (A) DX+6 [24]-15
Singing, Swimming, both (E) HT [1]-15
Hiking, Running, both (A) HT-1 [1]-14
Survival (Desert), Tracking, both (A) Per [2]-12
Farming/TL3, Navigation/TL3 (Land), Occultism, all (A) IQ [2]-12
Camouflage, First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-12
Religious Ritual (Cult), Theology (Cult), both (H) IQ [4]-12
Detect Lies (H) Per-1 [2]-11
Brawling (E) DX [1]-9
6 Dirtman Scout
150 points
Scouts venture into unknown territory, they must be adaptable, tough and
fast if they want to be able to tell anybody about what they've discovered.
You also suck at farming.
Attributes: 10
ST 10 [0]
DX 9 [-20]
IQ 9 [-20]
HT 15 [50]
Secondary Characteristics: 24
Damage 1d-2/1d; BL 20 lbs.
HP 10 [0]; Will 9 [0]; Per 13 [20]; FP 13 [-6]
Basic Speed 6 [0]; Basic Move 8 [10].
Advantages: 108
Absolute Direction [5], Ambidexterity [5], Charisma 1 [5], Combat Reflexes [15]
Extra Attack 1 [25], High Pain Threshold [10], Nightvision 6 [6]
Rapid Healing [5], Stalker 2 [10], Strangler 3 [15], Temperature Tolerance 2 [2]
Deep Sleeper [1], Signature Gear [1], Weapon Bond [1]
Trademark Move [1], Weapon Adaptation (Knife to Wrestling) [1]
Disadvantages: -44
Tech Level 3 [-25], Weirdness Magnet [-15], Appearance (Unattractive) [-4]
Quirks: -5
Pick 5
Skills: 57 points
Tracking (A) Per+5 [2]-19†*
Wrestling (A) DX+9 [24]-18†
Knife (E) Wrestling [1]-18
Hiking (A) HT+1 [1]-16*
Carousing, Singing, Swimming, all (E) HT [1]-15
Brawling (E) DX+5 [4]-14†
Stealth (A) DX+5 [2]-14†*
Running, Sex Appeal, both (A) HT-1 [1]-14
Body Language, Observation, Search, Survival (Desert), Urban Survival, all (A) Per [2]-14
Fishing, Scrounging, both (E) Per [1]-14
Navigation (Land) (A) IQ+2 [2]-11*
Camouflage (E) IQ+2 [1]-11*
First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-9
Farming/TL3 (A) IQ-1 [1]-8
† +3 from Strangler 3.
* +2 from Stalker 2.
.
,
.
.
.
.
.
.
.
.
.