The RAD-Hack

Developed and illustrated by Kark Stjernberg.
Based on The Black Hack by David Black.

Welcome to the Apocalypse

The Rad-Hack is a traditional tabletop roleplaying game, set in an atomic wasteland where mutants, machines and marauders roam the charred earth trying to survive. It is played with paper, pencils, some dice and a hefty dose of imagination.

The core mechanic

Whenever a character tries to do something that is risky and could result in a failure, you test the character most relevant attribute stat: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), or Charisma (CHA). To make a test, you must roll below the attribute on a d20.

Enemies don’t make tests - a character must avoid their attacks or harmful effects by making a test. The only time a Game Master (GM) would roll is for damage.

Advantage & Disadvantage

The Game Master may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with advantage the lower result is used and with disadvantage, the higher.

Choose a class

There are 4 classes to play as and choose from: Human, Mutant, Robot and Psionic. Your class determines how much damage you do, your Hit Points and unique abilities.

Rolling stats

Stats are generated differently depending on which class the player character belongs to:
Humans roll 4d6 and drop the lowest die for each attribute. If you get a result of 15+, roll the next stat with a straight 3d6 (don't drop a die), then continue with 4d6 until the end or another 15+ is rolled. Once the stats are generated they may all be swapped around freely. Mutants roll a single d20 for each stat. Reroll all results of 1 and 20.
Robots don’t get to roll, but instead generate their attribute stats with a point-buy system. Their starting stats begin at 8, and they have 27 points to spend to increase them. Raising a stat above 13 costs 2 points, Above 14 costs 3 points, above 15 cost 4 points, and so on. Robots cannot raise a single stat above 18.
Psionics roll 2d6+2 for STR, DEX and CON and roll 4d6 and drop the lowest die for INT, WIS and CHA. Once all stats are generated 2 may be swapped around.

Buy equipment

Every new character starts with Slugs with which to buy their equipment, but depending on their class they might start with more or less. Humans start with 4d6 x 10 Slugs, Mutants and Psionics start with 2d6 x 10. Robots start with 1d6 x 10. Slugs are also used as ammunition for most standard firearms. Characters also start with a set of dirty clothes or their own description and other equipment listed in their class description.


Starting HP: d8+4
HP Per Level/Resting: 1d8
Radiation die: d8
Weapons & Armor: Up to Heavy Melee and up to Medium Ranged Weapons, or the other way around. Any Armor and any shield.
Attack Damage: 1d8 if Armed, 1d6 if Unarmed or Improvising.


Humans start the game with one randomly selected Profession that represents what the character did for a living before she started adventuring, as well as starting equipment. Any tests made by a human player that falls under her Profession have Advantage (GM’s discretion).

Special Features

Elitist: Humans always have advantage on CHA tests against Mutants in places dominated by humans.
Control Robot: A Human can spend an action to attempt to Control a Nearby Robot by testing their CHA and adding the targets HD to the roll.

Leveling up

Roll to see if attributes increase. Roll twice for STR and DEX. If a Human has the opportunity to change her Profession, as established in the fiction of the game, she may do so the next time she levels up.


Starting HP: d6+4
HP Per Level/Resting: 1d6
Radiation die: d10
Weapons & Armor: All Ranged and up to Medium Melee if DEX is highest stat, the other way around if STR. Choose which is tied. Up to Medium Armor, Small Shields.
Attack Damage: 1d6 if Armed, 1d4 if Unarmed or Improvising.


Mutants start the game with 2 randomly chosen Mutations and an Ability Die of d4. This die is refreshed after a long rest. To use a Mutation, first test the attributes that corresponds with what you are attempting to do, then roll the Ability Die to check if it decreases a step.
Reactive Mutations (R) can be triggered even when it isn’t the targeted player's turn, and counts as a free action. Players are encouraged to be creative with how they use their Mutations by making them stronger, altering their effects etc. Depending on the power of the effect, such tests can be at a Disadvantage. If a roll of 20 is made while using a Mutation, the Mutation permanently alters the Mutant's appearance, has the opposite effect, targets an ally etc.

Special features

Adaptive: Upon leveling up, a Mutant can swap two attributes around.
Used to the Glow: Mutants exposed to Radiation roll their Radiation Die with Advantage.

Leveling Up

Roll to see if attributes increase. Roll 1d6 to determine what attribute to roll twice for. Increase the Ability Die one step on even levels. Gain a random Mutation on uneven levels, to a max of five. When gaining a sixth Mutation, that one replaces the old one.


Starting HP: d10 + 4
HP Per Level/Repair: 1d10 (Robots use Scrap to perform self-repair instead of resting)
Weapons & Armor: Any pre-apocalypse era weapons, Armor and Shields.
Attack Damage: 1d6 if Armed, 1d4 Unarmed or Improvising.


Robots start the game with two Modules of their choice and an Ability Die of d4. This die is renewed after running a thorough database diagnosis routine (rest). To use a Module, first test the attribute that corresponds with what you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive Modules (R) can be triggered even when it isn’t the targeted player's turn, and counts as a free action. Players are encouraged to be creative with how they use their Modules by making them stronger, altering their effects etc. Depending on the power of the effect, such tests can be at a Disadvantage. If a roll of 20 is made while using a Module, the module shuts down temporarily, has the opposite effect, targets an ally, etc.

Special features

Mechanical: Robots are immune to all poisons and radiation. They don’t require air, food, water or sleep.
Metal skin: Robots have 2 AP.

Leveling up

Roll to see if attributes increase. Decide what attribute to roll twice for,
then spend one Scrap+level to either increase the Ability Die one step or gain a Module of choice to a maximum of four. When gaining a fifth module, that one replaces an old one.


Starting HP: d4+4
HP Per Level/Resting: 1d4
Radiation die: d10
Weapons & Armor: Light Melee and Ranged Weapons and Light Armor.
Attack Damage: 1d4 if Armed, 1 if Unarmed or Improvising.

Psionic powers

Psionics start the game with two randomly selected Psionic Powers and an Ability Die of d4. This die is refreshed after a long meditation (rest). To use these, first test the attribute that corresponds with what you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive Psionic Powers (R) can be triggered even when it isn’t the targeted player's turn, and counts as a free action. Players are encouraged to be creative with how they use their Psionic Powers by making them stronger, altering their effects etc. Depending on the power of the effect, such tests can be at a Disadvantage. If a roll of 20 is made while using a Psionic Power, the user blacks out, targets an ally, the Psionic Power has the opposite effect etc. Robots or other constructs are immune to Psionic Powers, unless otherwise stated.

Special features

Mental Fortitude: Roll with Advantage when testing to avoid damage or effects from Psionic sources.
Precognition: Psionics can choose to reroll one roll per session and will do so with Advantage.

Leveling up

Roll to see if attributes increase. Roll twice for INT and WIS.
Increase the Ability die one step on uneven levels.
Gain a random Psionic Power on even levels, to a max of five. When gaining a sixth Psionic Power, that one replaces an old one.

Professions Starting equipment
1. Water Merchant Water Container (d10), Map to the location of a source of clean water.
2. Caravan Guard Light Armor, List of nearby settlements.
3. Raider d4 doses of combat-related Drug of choice.
4. Mechanic Big Wrench (Medium Melee).
5. Survivalist Water Canteen (d6), Hunting Knife (Light Melee).
6. Shaman Medical Herbs (d6), Pipe for smoking.
7. Sniper One half of a pair of Binoculars.
8. Cage Fighter Brass Knuckles (Light Melee).
9. Hunter A small but vicious Hyena (d4+2 HP).
10. Farmer Waste Pig named “Betty”.
11. Scavenger d6 Scrap.
12. Drug Dealer d4 Drugs of choice and a debt to someone unpleasant.
13. Smuggler 2d6 x 10 extra Slugs and a debt to someone powerful.
14. Entertainer Make-up set (d6) and Musical Instrument.
15. Archivist Stack of old Books and a pair of Glasses.
16. Surgeon Scalpel (Light Melee).
17. Butcher Meat Cleaver (Medium Melee).
18. Driver Keys to a vehicle you lost during a bet.
19. RAD-Cultist Glowing Water (d6) and Holy Symbol (Describe it).
20. Common Thief 2d6 extra slugs.

Mutations Effect
1. Chameleon Blend into environment to gain advantage on stealth test.
2. Winged Gain ability to fly up to far-away range.
3. Poison Gland Unarmed attack poisons target. Mutant player chooses poison.
4. Extendable Claws Unarmed attack deals d8+level damage. Concealable at will.
5. Spines Ranged attack shoots spines up to nearby range for 1d6+level damage.
6. Sonar Instant sound-based echolocation up to far-away.
7. Magnetism Attract/repel small, metallic object from/to up to nearby distance. Ranged attack with object does unarmed+level damage.
8. Photosynthesis Sunlight replaces food.
9. Climber Advantage on Climbing test.
10. Adrenal Gland (R) Act first in Combat Initiative.
11. Web Ranged attack snares prey.
12. Exoskeleton (R) Gain 2 Armor Points for the next minute.
13. Acid Saliva Unarmed attack causes level acid damage and coats target in corrosive slime.
14. Parasite Unarmed attack deals d6+level damage and heals the Mutant with half the amount.
15. Long Tail Advantage on Balance test. Ability to grab small objects within close range.
16. Pheromone Glands Advantage on test to influence target.
17. Regeneration Pass CON test to heal d6+level hit points.
18. Spore Cloud (R) Advantage on defensive test.
19. Fire Breath Ranged attacks that breathes fire for d6+level damage up to nearby.
20. Amphibian Breathe underwater for 10 minutes. Advantage on test for moving in water.

Modules Effect
1. Optical Holoflage Mimic surroundings to gain advantage on stealth test.
2. Jet Booster Gain ability to fly up to nearby range.
3. Toxin Injector Unarmed attack poisons target. Robot player chooses poison.
4. Double Processors Advantage on INT/WIS check.
5. Multiple Limbs Ability to attack twice.
6. Laser Beam Shoot energy beam up to far-away range for D6+level damage.
7. Electric Pulse Discharge Lowers the Ability Die one step to cause d6+level damage to everyone nearby.
8. First Aid Procedure Test INT to heal d6+level damage to organic target.
9. Reactive Armor Plating (R) Gain 2 Armor Points for the next minute.
10. Night Vision Optics See in the dark for 10 minutes.
11. Loudspeaker Shout short command with booming voice, can be heard for miles.
12. Drone Bay Release and control small flying drone: 10 STR, 10 DEX, 10 HP and does d4 damage. All commands requires rolling the Ability Die.
13. Auto-Repair Prompt Repairs self for d6+level health.
14. Laser Targeting Systems Gain Advantage against one enemy until it is defeated. Only one enemy at a time.
15. Energy Shield All nearby allies gains 2 AP until end of the turn.
16. Temperature Adjustment Device Set fire to/freeze an object. Deal d6+level fire/freezing damage to organic target.
17. Decontaminate Refresh target's Radiation Die by one step.
18. Anti EMP Padding (R) Advantage against EMP-based attacks.
19. Plasma Cannon Deals 3d6+level damage, and lowers Ability Die by two steps.
20. Satellite Uplink Contact satellite in orbit for cryptic information on one subject. Limited to one use per day.

Psionic powers Effect
1. Mental Domination Target that is close must obey one simple command.
2. Healing Energy Heal nearby target for d6+level HP.
3. Nightmare Visions Nearby target panics and tries to run away and/or hide.
4. Cryokinesis Nearby target takes 1d6+level cold damage and risks paralyzation.
5. Pyrokinesis Nearby target takes 1d6+level fire damage.
6. Empathy Influence nearby target's mood.
7. Telepathy Read nearby target's mind.
8. Telekinetic Manipulate nearby small to medium size object.
9. Psi-Blast Target takes d10+level damage. Up to far-away range.
10. Sleep Nearby target falls asleep.
11. Force Field All nearby allies gain 2 Armor Points for one minute.
12. Illusion Influence what nearby target sees.
13. Sound Imitation Influence what nearby target hears and from where.
14. Life Leech Nearby target takes d6+level damage. User heals same amount.
15. Directional Sense Psionic knows which way is north, where the closest exit is and cannot get lost.
16. Clairvoyance Get a brief glimpse of a place the Psionic has been before.
17. Levitation Levitate up to nearby distance.
18. Control Light Bend light to gain Advantage on stealth test.
19. Teleportation Teleport up to nearby distance.
20. Weather Control Change local weather from cloudy to rain, rain to thunder etc.

Usage die

Any item listed in the equipment section that has a Usage die is considered a consumable, limited item. When that item is used the next Minute (turn) its Usage die is rolled. If the roll is 1-2 then the Usage Die is downgraded to the next lower die in the following chain: d20 > d12 > d10 > d8 > d6 > d4. When you roll a 1-2 on a d4 the item is expended and the character has no more of it left. The same thing goes for any Ability Die, Radiation Die, Quality Die, etc.

Armor points

Armor provides protection by reducing all incoming damage and comes in 4 different kinds: Light, Medium, Heavy and Tech. Each Armor Point (AP) will reduce damage by a limited amount. Once the player or enemy has used armor to absorb its maximum amount, they are too tired or wounded to make effective use of it again - they then begin taking full damage. Armor Points are regained after a character rests. The players are encouraged to describe the kind of armor the characters are wearing and what it's made of.

Armor proficiency

If a character wears armor that is not listed in their class, they add their total Armor Points (despite how many they have used) to any rolls to Attack or Avoid Damage.

Type AP Desc.
Light 2 Dirty rags, pre-war work clothes, animal hides.
Medium 4 Leather Jacket, Metal cans bolted together, Pieces of Plastic.
Heavy 6 Riot Gear, Tires, Metal Sheets.
Tech * HAZMAT suit, Power Armor, Jet-Pack.
Small shield 2 Traffic Sign, Corrugated Metal.
Large shield 4 Car Door, Sewer Lid.

Enemies usually have 1 point of armor for every HD above 1. To figure this out quickly simply -1 from their HD. For example: A 3 HD enemy has an armor value of 2. Humanoid enemies can also carry shields. (All to a maximum of 10 AP)
*Read more about Tech equipment in the Tech section.

Item Cost Usage die Notes
Light Armor 50 - 2 Armor points.
Medium Armor 100 - 4 Armor points.
Heavy Armor 350 - 6 Armor points.
Tech Armor * - *
Shield Small/Large 50/100 - 2/4 Armor points.
Backpack 5 - Carry +2 extra.
Can of Gasoline 25 d6 Fuel for Vehicles.
Work Tools 5 - -
Glowing Water 10 d6 Religious item.
Rusty Spikes 1 - -
Flashlight 15 - -
Batteries 10 d8 -
Handheld mirror 5 - -
Canned Food 15 d8 -
Fresh Food 5 d4 -
Fresh Water 15 d8 -
50' Rope 1 - -
Small Sack 1 - -
Large Sack 2 - -
Scrap 10 - Repair component.
Lighter 5 d6 -
Torches (6) 1 d6 Each Torch has a Usage Die.
Booze 10 d4 Can be used as fuel.
Tub Wine 5 - -
Assorted Herbs 10 d8 -
10' Pole 1 - -
Pack of Arrows / Bolts 5 - 10 Arrows per quiver.
Weapon Cost Example Notes
Light Melee 15 Knife, Shiv, Iron Pipe Close Range.
Medium Melee 25 Junk-Sword, Baseball Bat, Machete Nearby range.
Heavy Melee 100 Two-Handed Sword, Fire Axe, Sledgehammer Exploding damage.
Tech Melee * Vibro Dagger, Energy Axe, Stun Whip *
Light Ranged 25 Slingshot, Bow and Arrow, Crossbow Ammo is plentiful and easy to come by. Nearby range.
Medium Ranged 50 Handgun, Rifle, SMG** Uses Slugs as ammo. Up to Far-away range.
Heavy Ranged 150 Machine Gun**, Sniper Rifle, Shotgun Deals exploding damage. Ranges from Nearby (Shotgun) to Distant (Sniper Rifle).
Tech Ranged * Riot Pistol, Needler, Laser Rifle *

* Read more about Tech equipment in the Tech section.
** Read more about Full Auto Fire below.

Heavy weapons

Larger, more deadly weapons are handled by having them deal Exploding Damage - if the damage roll shows the highest possible result, reroll that die and add the result to the damage total. A die might explode again and again dealing more damage. Don’t forget that this is also the case for enemies wielding powerful weapons.

Full auto fire

Fully automated guns, such as SMGs and machine guns give the player the option to use Full Auto Fire. First roll the quality die for the weapon and note its result - you can make that many attacks with this weapon in a row, until it jams and you have to stop shooting. Fixing a gun that is jammed when in combat takes a moment. Don’t forget that Full Auto Fire uses one Slug per attack made.

Equipment quality & degradation

Whenever weapons and armor is found or about to be bought, roll a d8 on the table below to see what its Quality Die is. The GM will increase or decrease the cost of equipment by 5-25 Slugs, depending on its quality. When rolling an attack roll of 20 or when dealing maximum damage with a Melee Weapon, test the corresponding Quality Die to see if the weapon breaks. When rolling an attack roll of 20 with a Ranged Weapon, test the corresponding Quality Die to see if the weapon breaks. When rolling a 20 on a defensive roll, test the corresponding Quality Die to see if the armor breaks. Equipment can be repaired by using Scrap and testing INT. A successful test increases the Quality Die by one step, to a maximum of D8. Whenever equipment is used in ways that could harm it, test the Quality Die.

Result Quality die
1-3 d4
4-5 d6
6-7 d8
8 d10

Converting saves

The Rad-Hack ignores saves and instead asks the player to roll attribute tests when any environment hazard, trap or potentially harmful effect would impact them - using the table below as a guide.

Physical Harm that cannot be dodged. Physical Harm that can be dodged. Poison, Disease, Radiation or Death.
Psionic abilities. Deception and Illusions. Charming effects.

Player's turn

During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, disarm a trap - interacting with the world is an action. Often they will test their attributes to determine the outcome.

Time & turns

There are 2 important types of tracked time: Moments (rounds) and Minutes (turns). Moments are used during combat and fast paced scenes of danger and Minutes are used when exploring and adventuring. A GM may advance the clock as needed, substituting Minutes for Hours, Days or even Months should the adventure require it.

Attacking, defending & damage

When a character attacks an enemy they must roll below their STR stat for a Melee Attack or DEX for a Ranged Attack. Likewise, when an enemy attacks, the character must roll below her STR against a Melee Attack and DEX against a Ranged Attack to avoid taking damage. The GM will often give the stat required for the test. The damage an attack deals is based on the character’s class or the number of HD an enemy has. To make a Melee Attack an opponent must be Close. Ranged Attacks against Close opponents are possible, but the attacker suffers a Disadvantage. Enemies deal damage based on their HD - refer to the table opposite, but if you’d prefer to use the damage stats listed in a module that you are playing, you can certainly do that instead.


When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their DEX, those that succeed, take their turn before their opponents. They must then act as a group - deciding their own order for actions. Those that fail their DEX tests, go after their opponents.

Critical damage

If a player rolls a 1 when making an attack roll, the attack counts as a critical hit which doubles the result of the damage dice they roll. If they roll a 20 when avoiding an attack, they instead take double damage as the enemy just landed a critical hit. Armor Points are used normally. Don’t forget to check the Weapon and Armor Quality Die.

Monster HD Damage
1 d4 (2)
2 d6 (3)
3 2d4 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 d10 + d12 (11)

HD represents an enemy’s level and the number of d8 rolled to determine its HP.

Class weapons

When using a weapon not listed in their class, combat tests have Disadvantage.

Death & dying

When a character is reduced to zero Hit Points (HP) they are taken Out of Action (OofA). They are unconscious and cannot make any actions. When the fight is over and/or the characters are out of danger, a character that is taken OofA rolls a d8 on the OofA table to see what happens to them. If they survive they gain 1d4 HP immediately. That character is now back on their feet and no longer OofA.

If the characters lose the fight or are unable to recover the body of a character, their character is lost forever!

Powerful opponents

For every HD above the character’s level, add +1 to every roll the player makes for any attribute test that would determine the outcome of a conflict between them and the powerful opponent. - A level 3 character defending against a HD 5 enemy attack would add +2 to their roll.

Deadlier combat

If you want deadlier combat (and who doesn’t), use this following rule:
When a character (PC or NPC) takes critical damage, roll on the OofA table. A character that reaches 0 HP dies straight away.

1 KO’d - Knocked out cold.
2 Bump on the Head - Disadvantage on all tests for the next 1d4 minutes.
3 Fractured Bones - STR, DEX and CON are temp. -2 for the next 1d6 days.
4 Cracked Skull - INT and WIS are temp. -2 for the next 1d6 days.
5 Crippled - STR or DEX is permanently reduced by 2.
6 Disfigured - CHA is permanently reduced by 2. All CHA tests have Disadvantage, apart from CHA tests to threaten or intimidate.
7 Limb loss - Roll a d6 - 1. Hand, 2. Foot, 3. Arm, 4. Leg, 5. Face (Decrease CHA to 4), 6. Head (and you're probably dead).
8 Dead - Spectacularly eviscerated, blown up, melted, smashed into jelly, etc.


Characters can regain lost Hit Points from Herbs, Drugs, Abilities and in the case of Robot characters, by being repaired. They can never gain more than their maximum - and can never go below zero.


When characters rest for about an hour, they regain the use of all their Armor points. Also once per day, after a 6 hour rest, their Ability Die is completely refreshed and they may roll a Hit Die associated with their class and regain that many HP.

Movement & distance

Rather than track precise numbers, The Rad-Hack uses 4 abstract ranges for measuring distances. Close, Nearby, Far-Away and Distant. On their turn every character can move somewhere Nearby as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere Far-Away instead. Anything beyond Far-Away can be classified as Distant and would take 3 moves to get to.

If you want to use existing modules, new and old, with more defined movement rates or measures, use the following table as a guide:

0 - 5ft 5 - 60ft 60 - 120ft
0 - 1,5m 1,5 - 20m 20 - 40m


A character can carry a number of items equal to their STR with no issues. Carrying more than this amount means they are encumbered and all attribute tests are taken with Disadvantage - you can also only ever move to somewhere Nearby. A character simply cannot carry more than double their STR.


Adventurers learn through defeating and overcoming obstacles. Killing another Raider won’t bring a revelation of learning to someone. Surviving a bunker expedition, completing a mission or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.

Gaining levels

For every session, bunker level, dangerous mission and/or major event the character survives they gain a level. The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are. When a character levels up, their maximum Hit Points increase by rolling the Hit Die for the class. A player should also roll a d20 for each Stat. If the result is higher - that Stat increases by 1.

Drugs & addiction

All drugs take effect immediately after they have been used and last for d6 blissful minutes. When the effect wears off, you get Disadvantage to all INT and WIS tests for the following hour. If any one drug is used more than once per day, a CON test must be passed or the user becomes addicted. An addict must take one hit every 8 hours, or get disadvantage to all INT, WIS and CHA tests. Drugs are normally easy to come by, and the pricing depends entirely on the supply and demand, but normally cost between 20-50 Slugs/dose.

Aggro Gain 2 AP and get Advantage to all STR tests.
Brainz Advantage to all INT/WIS tests and against Psionic Attacks.
Speed Act first and get Advantage to all DEX tests.
Sweet Advantage to all CHA tests.
Stimpack Instantly heals 2d6 damage.
Cleaner Induces terrible vomiting while curing all addiction. Pass CON test or lose d6 HP.
Rad-Off Refreshes Radiation Die by one step, up to its maximum.
Rad-Screen Gain Advantage when rolling Radiation Die for 1 hour.


When you approach a zone that is glowing from radiation, roll your Radiation Die.

Depending on how close you are to the source of the glow and the level of radiation, roll more or less often - Low, 1/day, Moderate 1/hour, High 1/minute, Extreme 1/moment. Reduce CON and Max HP by 2 for each step the radiation die has decreased from its original size. If you roll 1-2 on a radiation die the size of a d4, roll a d6 on the table below.

The radiation die never goes below d4, but a roll on 1-2 still counts as if it was reduced. Certain Tech and drugs mitigate the effects of radiation.

1 Glowing - 1-in-6 chance to gain a random mutation.
2 Skin peel - Disadvantage on all CHA tests for 1 day.
3 Headache - Disadvantage on all INT tests for 1 day and d6 damage.
4 It stings! - Take d8 damage.
5 It burns! - Take d12 damage.
6 “I’m melting!“ - You melt into a glowing, horrible mess (and die).


Poisons come in many different forms and can cause a wide variety of effects on the victim. Most poisons will require a passed CON test to resist and/or neutralize. See table below for examples of poisons:

Venom Victim takes d6 damage every Minute.
Hallucinogenic Victim hallucinates for 1 hour.
Sleep Victim is knocked out for 8 hours. Can be awakened.
Paralyzing Lose ability to move.

Controlling robots

Humans can attempt to give a nearby robot an order as an action. They must successfully test their CHA for each robot they are attempting to control, adding the Robots’s HD to the roll. The GM can also give further modifications, Advantage/Disadvantage to the roll depending on the complexity of the order. Robots that are Controlled by Humans must spend all their actions and movement to obey the command of the Human for 2d4

Moments after being Controlled. After that, their software reboots and they go back to their original command. Robots will normally not obey orders to attack another human being.

“Give information about...” -
“Protect...” +1
“Unlock/Lock...” +2
“Attack...” +3
“Shut down...” +4

Random encounters

The GM should roll a d4 every 15 minutes of real world play, or whenever it makes sense in the fiction (when the player characters are being loud). A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following Minutes (turn).

Creature reactions

Some creatures and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a d8 Reaction roll on the following table:

1 Flee then roll again.
2 Avoid the PCs entirely.
3 Trade with PCs.
4 Give the PCs aid.
5 Mistake the PCs for friends.
6 Trick the PCs (roll again).
7 Call for Reinforcements.
8 Capture/Kill/Eat the PCs.


Tech is a collective term for highly advanced, pre-apocalypse equipment that give its owner a variety of beneficial effects and abilities. Tech Weapons might add +2 to any attribute being tested while using it, ignore armor, sets enemies on fire, etc. Tech Armor can double the amount of AP the armor type would normally have, protect its user from radiation, refresh spent AP after every combat, or other beneficial effects. Most (if not all) Tech rely on a steady supply of Energy Packs, a rare and expensive power supply. An Energy Pack has a d6 Usage Die, but more powerful variations are rumored to exist.

Without these, most tech items simply will not work. When creating your own Tech, try to make the items unique from each other. They are supposed to be powerful, one-of-a-kind equipment that give its owner an edge.

When rolling to see the Quality of Tech, roll a d6 instead of the normal d8.

Understanding tech

To effectively use Tech, you must first understand how it works. Normally it is enough that the player describes how her character experiments with the Tech, but some highly advanced Tech requires a successful INT test to fully understand and make use of. Such a roll is often made with Disadvantage.

Melee Weapon Vibro Dagger Ignores armor. +2 Damage.
Melee Weapon Energy Axe Roll damage dice twice, pick the highest. Exploding Damage.
Melee Weapon Stun Whip Nearby range. Ensnares target on critical hit, dealing damage each moment. Non-lethal.
Ranged Weapon Riot Pistol Far-Away range. KOs target on a critical hit. Non-lethal.
Ranged Weapon Needler Can be loaded with different kinds of poisons. Currently loaded with venomous or paralyzing ammo (50%) and 1d12 rounds.
Ranged Weapon Laser Rifle Roll damage dice twice, pick the highest. Distant range.
Armor Jet-Pack User can jump up to Far-Away distance and fly for a short time. Highly unstable. Can be worn over armor.
Armor Power Armor +2 STR, -2 DEX, +2 CON. 12 AP. Very loud.
Armor HAZMAT Suit Protects user from radiation.
Item EMP Grenade Causes double damage. Ignores armor. Affects all machines within Nearby range.
Item Energy Cloak Blend into environment to gain Advantage on stealth test.
Item Quantum Communicator Sender and Receiver. Can send short messages one way. Unlimited range. Everyone Nearby rolls their Radiation Die.

Vehicles & driving

Everyone can drive a Vehicle, but it takes skill and a successful DEX check to pull off a crazy or daring maneuver behind the wheel. Vehicles have Hit Points and Armor Points.

These can only be repaired if Scrap is used and an INT test is passed. Attack rolls made while in a moving vehicle have Disadvantage, while Defence Rolls have Advantage. When a vehicle reaches 0 Hit Points, roll a d6 on the table on the opposite page.

Moped (S) Fits two people. Slow, but cheap. Beats running. 5 HP. 1AP. d4 ramming damage against smaller targets. 30 Slugs
Dirt Bike (S) Fits two people. Advantage in rough terrain. 8 HP, 1 AP. d6 ramming damage against smaller targets. 70 Slugs
Junker Car (M) Fits 4-5 people. 20 HP, 2 AP. d8 ramming damage against smaller targets. 150 Slugs
Pickup Truck (M) Fits 4 people, one in the back. Space for mounted machine gun etc. 40 HP, 8 AP. 2d6 ramming damage against smaller targets. 750 Slugs
Armored Van (M) Fits 6-8 people. 40 HP, 15 AP. d12 ramming damage against smaller targets. 350 Slugs
Bigfoot (L) Fits four people. Can safely drive over most other vehicles. 30 HP. 5 AP. 3d6 ramming damage against smaller targets. 900 Slugs
Truck (XL) 80 HP. 25 AP. Fits four people. 2d10 ramming damage against smaller targets. Slow but nigh unstoppable. 1300 Slugs
Semi-Trailer (XL) Needs a vehicle to drive it. Fits 25+ people or a huge amount of cargo. 40 HP. 15 AP. 700 Slugs
1-2 “Come on!” - Can be repaired if d4 Scrap is used.
3-5 “Let’s gut it!” - The wreck is good for 2d6 Scrap.
6 *BOOM!* - Everyone Nearby takes 1d8 damage.
Animal Mutant 1-10 Walking, talking animal. 2 Random mutations, medium ranged or melee weapon.
Ravenous Roach 1 Goes straight for the food, and will eat 1d4 rations of food on a successful attack, instead of dealing damage.
Mind Leeches 1 Swaps minds with target on a 1-in-6 on a successful attack.
Siamese Vulture 1 Targets the lonely, sick and weak. Attacks twice.
Vermin Swarm 1 Crawls all over target and keeps on biting and scratching. Takes double damage from fire based attacks.
Buzz-Drone 1 Attacks from the air with saw-like blades. Has an 3 Armor Points.
RAD-Head 1 Humanoid whose brain is half melted away by radiation causing madness. Attacks on sight.
Sludge Slaver 2 Aims to enslave and attacks with nets first, then spears.
Raider 2 Can enter drug fueled rage that gives Disadvantage on defence rolls.
Raider Poisoner 2 Sneaks up on lone targets and attacks with poison tipped blades 1d6 + CON test or take d6 damage each moment until treated.
Corpse Worm 2 Explodes out of dead bodies and tries to burrow through target with drill-like mouth. Pass STR test or get burrowed through for 1d8 CON damage. Roll on OofA table if CON reaches zero.
Cannibal 2 Pale, lumbering mutants that attack with Light Melee, Ranged and 1 random Mutation.
Cannibal Berserker 2 As above, but attacks in a blood fueled rage (1 moment to activate) with two war axes (d6), Defence Rolls are at a Disadvantage.
Cannibal Blood Priest 3 Attacks by channeling mutant blood powers, causing blood to flow out of mouth, eyes and ears of target (d6). CON test or all rolls are at a Disadvantage for 1d4 moments.
Cryo Wasp 3 Normal attacks are at Disadvantage. Area and fire-based attacks deal double damage. Stinger (d4) freezes target until it passes CON test.
Mushroom’d Man 3 Inhale its spores to communicate with it mentally. It can cause linked target to experience hallucinations at will.
Glowing Locust Swarm 4 Swarms in the thousands, eats all organic matter. Causes radiation to increase in the area up to Far-Away.
Spitting Lizard 4 Spits corrosive acid that deals d6 each turn until cleaned off.
Jetpack Ravager 4 Attacks with melee as if ranged by sweeping through the air. Blows up for 3d4 damage to everyone Nearby on defeat.
Horror Crab 5 Has 8 Armor Points. Emits nightmare rays hitting d4 Nearby targets when encountered. Pass INT test or get paralyzed from fear until the next combat round.
Gene Cultist 5 Armed with Cell Blaster (d8) that mutates target on full damage. (-2 CON + 1 Random Mutation). Targets humans first.
Gene Brute 6 4 random mutations. Ability to use 2 at the same time.
Pterodactyl 6 Silent hunter. Makes a great mount.
Croaking Pike 7 Half fish, half toad. Hides in dark waters. Loud croaking causes nausea. WIS test or vomit for one moment.
Brain Jelly 7 Tentacular blob that floats in the air. Catches intelligent prey for Mind Merge (+1 INT, -2 STR). Easily bored, drops prey from high up.
Desert Whale 8 Crashes through the sand in search of sand-krill. Territorial.
Void Traveler 8 Dormant Cell (d12+2) + Dark Vacuum (No Damage) DEX test or be pulled Close to the Void Traveler for 3d6 Void damage.
Lumbering Tusk 9 Tusk Fire Breath, hits d4 Nearby targets (d10, sets target on fire). Protective of its young.
T-Rex 9 Bite and will swallow prey whole on full damage. Would make an awesome mount, but honestly, good luck with that!
Gargantuan Defender X-81 10 Attacks with Laser Blaster (d10) and Melting Ray (d12 and melts target on max damage).
A New You 11 Almost perfect, albino clone of random member of party. Will appear better than original in every way. Will eventually try to consume original, replacing it completely.
Titanic Slug-Worm 12 Distant, loud tremor is heard a day before arrival. Cracks through the earth causing damage to d4+2 nearby targets. Breathes in and swallows d4+2 nearby targets next round for 1d8 damage. Carries immense wealth inside of its belly.