Characters
By Ryan Dallaire - Nov 2025

Humans

Descendants of the people who are responsible for this mess. There are people of all types from every corner of the planet.
Health: 2d6+10
Stats: roll 1d6-2 for each stat and swap 2 of them
Skills: choose 2 skills, you get +2 to those skills
Bullets: you start with 12 bullets
Stuff: you have clothing, water, rations, and a weapon of your choice.
Pick two talents:
- Expert: [Passive] a new skill, get +4 to it instead.
- Mechanic: [Passive] given enough time and parts, you can repair any machine, no roll needed.
- Gumshoe: [Passive] when investigating, you can see some information that no one else does.
- Trapper: [Passive] when harvesting from beasts, you do not have to roll and get the full resource amount.
- Stalker: [Passive] when tracking, you do not have to roll unless they were actively trying to hide their tracks.
- Silver spoon: [Passive] Start the game with +6 bullets.
- Gatherer: [Passive] When harvesting from plants, you do not have to roll and get the full resource amount.
- KNowledge Keeper: [Passive] +2 bonus to Clever checks involving things from the old world.
- Medic: [Passive] Spend 5 minutes healing, they regain 1D6. Cannot be healed again until they take more damage.
- Gun Nut: [Daily] you can ignore a durability roll result for a weapon or piece of armour.
- Bloodthirsty: [Passive] +1 bonus to weapon damage.
- Jynx: [Daily] You and everyone within Near range of you get -3 to every test they make for the next 10 minutes.
- Escape Artist: [Daily] You can instantly escape bonds or cages.
- Body Builder: [Passive] Starting Health + 4. You also get a +1 bonus to physically intimidating someone.
- Home-schooled: [Passive] Get +1 to a stat.
Robots

Hopefully killing you isn’t in their terms and conditions. Built by the people of the “old world”. It’s not clear if they were given sentience or if it developed on its own.
Health: 17 health
Stats: stat values you assigned to each stat as you wish. 0, 1, 2, 3
Skills: choose 2 skills, you get +2 to those skills
Bullets: you start with 8 bullets
Stuff: you have a tool of your choice and a weapon of your choice.
Robots Don’t need food or water but do need to rest every day to recharge. They also are unaffected by poison gases.
Pick a tech module:
- Enhanced vision: [Passive] You do not suffer a penalty when you are trying to perceive something obscured.
- Jet-pack: [Encounter] able to fly for a turn.
- Co-processor: [Daily] You can assign one part of your body to do a task while the rest of you continues to do other things. Such as having your arm try to fix part of a vehicle while the rest of your body is driving said vehicle.
- Stealth field: [Encounter] become invisible for a turn.
- Gadget Arm: [At-will] one of your arms can become any basic handheld tool. You still have to make durability checks as usual, but they cause a damage to you instead of degrading.
- Self-Destruct: [At-will] your body parts quickly burst away from you in every direction. It deals 10 damage to everyone within close range of you and also deals the same amount of damage to you, ignoring armour. You are unconscious until someone reassembles your parts.
- Thick Shell: [Passive] you get +1 to armour.
- Electro-magnet: [Encounter] attract or repel a small metal object within Near range.
- Built-in Weapon: [Passive] light weapon of your choice, cannot be disarmed of it.
- Overclocking: [Daily] For 1 minute, you get +1 to both mental stats.
- RNG Module: [Daily] get 3 stunt points on next check.
Mutants

They prefer the term “genetically different person”. Maybe they look like a monster. Maybe they look like a human/animal hybrid.
Health: 2d6+6
Stats: roll 1d6-2 for each physical stat and 1d6-3 for each mental stat
Skills: choose 2 skills, you get +2 to those skills
Bullets: you start with 10 bullets
Stuff: you have clothing, water, rations, and a weapon of your choice.
Pick two mutations:
- Wings: [Encounter] able to fly for a turn at a running speed and limited in altitude.
- Toughness: [Passive] +4 Health.
- Extra Arms: [Passive] you gain a +2 bonus to grapples, can hold up to 4 things in your hands, and may get bonuses to skills based on the situation.
- Toxin-born: [Passive] you ignore the effects of toxins.
- Skin-changer: [Daily] change your appearance to that of another person you have seen. Lasts for 10 minutes.
- Dragon-breath: [Daily] spew out a cone of flame to hit everyone in front of you in close range. Deals 2D6 fire damage.
- Jumpin’ Legs: [Encounter] your jump height and distance is twice the normal amount.
- Big Ol’ Ears: [Passive] get a +2 bonus to hearing sounds from far away, or for if someone is sneaking up on you.
- Exoskeleton: [Passive] you get +1 to armour.
- Claws: [Passive] climb a solid surface for a turn or use it as a melee weapon.
- Tail: [Passive] get these skills: balancing, acrobatics.
- Green Skin: [Passive] you need half the normal amount of food, as long as you spend hours in the sun during the day.
- Empath: [Passive] while touching someone with both hands, you can tell if they are knowingly lying.
- Limb-Stretch: [Encounter] you can lengthen your arms to increase your melee range or your legs to increase your movement speed.
Wizards

Since the great storms began, some have been able to channel the power that now flows through the atmosphere.
Health: 2d6+5
Stats: Clever is 4, roll 1d6-2 for each other stat
Skills: choose 2 skills, you get +2 to those skills
Bullets: you start with 8 bullets
Stuff: you have clothing, water, rations, and a weapon of your choice.
Pick two magic styles:
- Static Charge: [At-will] charge up a lightning attack, 1d6 per round you are charging, then use an action to release the attack at a target. Can’t do anything while charging. Must release the attack at someone or something.
- Beacon: [At-will] your hand begins glowing bright. You Can point your hand to focus light in one direction.
- Static cling: [At-will] your bare skin can cling to non-conductive surfaces, allowing you to easily climb things.
- Stunning Zap: [Encounter] a creature you touch becomes stunned for 1 minute or until shaken, damaged, etc.
- Storm sensing: [Passive] you always know when a storm is approaching and from where.
- Battery Power: [Encounter] use electronic devices from the old world without batteries, but it only works as long as it is touching your bare skin.
- It’s Alive: [Daily] you touch a creature (or robot) that died within the past 10 minutes. Roll a Deft check vs 13 TN. If you succeed, you bring the target back to life at 1 health. Make sure you stop the bleeding first.
- Distant Drums: [Encounter] you can create a thunderous sound that travels several miles. Everyone in the area will hear the sound, word, noise you make.
- Wind Blast: [Encounter] create a strong wind in the area, moving in one direction. Objects are blown in that direction and people can’t move against the wind. But they can stay still.
Work In Progress:
Acolytes

Are you sure the gods haven’t abandoned us?
Health: 2d6+9
Stats: Social is 4, roll 1d6-3 for each other stat
Skills: choose 3 skills, you get +2 to those skills
Bullets: you start with 8 bullets
Pick a miracle:
- healer’s miracle: [Daily] heal another creature’s health by 2d6.
Psychics

Lying to them might be a bad idea.
Health: 2d6+5
Stats: roll 1d6-3 for each physical stat and 1d6-2 for each mental stat
Skills: choose 3 skills, you get +2 to those skills
Bullets: you start with 10 bullets
Pick a psychic power:
- Mind Reading: [Daily] access the surface level thoughts of a target. If the target is unconscious, you can try to make a minor change to their memory.
- Charisma: [Daily] sway people, neutral become friendly, enemies become neutral. Die roll determines how long it lasts.