Which Apocalypse did you suffer?

Nuclear Armageddon:

Not much longer than half a century ago, a vast nuclear war broke out. The human race was devastated by atomic fire, followed by three decades of nuclear winter. Civilization fell. People hid from the blasts in sewers, metro stations, basements, or bunkers. When they emerged, the irradiated landscape stood as a primary obstacle to survival, but far from the most terrifying. Mutants roam the barren landscape, but they are rare. Some mutated humans have even banded together.

- After 5 years, you may choose to become mutated, raising your physical abilities to superhuman levels. Mutants age at a far slower rate but are far uglier, cannot reproduce, and may face discrimination.

Rapture

It has begun. Less than a year ago, fissures opened, and from them emerged vast legions of demons. An army of angels descended from the heavens to fight for control of Earth. The angels wish to establish order over the Earth, creating a land intolerant of dissent and unlawfulness. The demons, however, wish to create a world of anarchy and hedonism, where the weak suffer and the strong reign supreme.

-Gain a Chapel for free

Zombie Outbreak

A plague of unknown origin has spread, causing those infected to rise from the dead and hunt for living flesh. The zombies are strong and immune to pain and decompose at an eighth of the rate of normal corpses. Few humans remain, but there are survivors. Anyone bitten by a zombie will die within a day and rise immediately as a zombie.

First Contact

A class I civilization found us... and they did not come in peace. Those who resisted died down to the last man, woman, and child. Those who surrendered were made into slaves in their factories as they literally began to suck the resources of our planet dry into their hive-like ships in orbit. Alien kill teams roam the earth scouring for any last survivors outside of their control zones.

-In ten years you will be captured by aliens and taken to a laboratory for genetic experiments. You will be given two chances to escape before you reach the laboratory. After three years of painful experimentation, you will be spliced with alien DNA from multiple alien species to become the ultimate weapon with incredible intelligence. They will order you to exterminate your old settlement, but you manage to break from their control when you are set free. However, you need to be careful. The aliens may still have a grasp on you…

Artificial Intelligence Revolution

Man’s greatest achievement, AI, turned on us. Most of humanity was annihilated. There are several resistances, but the machines hold a dominant rule over the planet. Terminators roam the planet, hunting the last bastions of mankind. Maybe you could reprogram some of the terminators with the right know-how…

-You are destined to lead mankind against the machines. You will need to convince people to follow you, as not everyone will just accept you as their leader. Over the decades it will take to fight back, everyone in your initial settlement will die. Finally, when you are old, you will die just before the humans take back their planet, but you will be remembered as the reason humanity survived. Alternatively, you can ignore this and attempt to survive by remaining under-the-radar, but humanity will never overcome the machines.

Ship

A pre-war aircraft carrier hosts your settlement about 150 meters offshore. It is nearly impenetrable and the only means of access are the three motor dinghies included in a lower deck. Soil will need to be hauled to the hangar deck to farm, but there is ample room to grow. The rations on board will last you only a few weeks, but there is a water purifier that will grant you all the water you need. There is plenty of room inside the ship, although it is mostly empty aside from some bunks and basic amenities, such as a kitchen. There is no power, but solar energy could easily be utilized if you could attain the parts necessary. The ship is in no shape for operation, but could possibly be repaired in a decade or two. There are also two broken down fighter planes. Maybe they could be repaired as well?

Caves

Your people live in an underground tunnel system. It is difficult to navigate for those not part of your settlement. But your people know this place like the back of their hands. There is an underground spring untainted by radiation and mushrooms grow here. However, to cultivate enough to feed your people, you must feed the mushrooms with your waste or rotting animals (or people). You are isolated and hidden from the surface world, making this a sanctuary for your people. However, your isolation makes trade with other settlements near impossible. You have all the necessities here, but no luxuries.

Bunker

This is the very same bunker your ancestors survived in. Everything is recycled, especially the water. You are well protected from the outside elements and your people live in relative luxury. However, you only have enough resources to last 10 years, and leaving the bunker makes you vulnerable to a dangerous, unfamiliar world.

Shopping Mall

Although not a very defensible position, the shopping mall is filled with food, weapons, tools, clothes, and many other trade resources. You will need to fend off raiders, but you could establish quite a successful trade settlement if you wished. Surprisingly, it’s hardly been picked over at all so far.

Abandoned Hotel

A hotel in the middle of a ruined metropolitan city. It is dilapidated and will require some fixing up. There could potentially be dangers hiding within at first or structural weaknesses, so be wary when first entering. There is a kitchen stocked with tools and some canned foods, but it is also full of rotten, maggot-ridden food items you will have to throw out. There is a broken generator in the basement you might be able to fix up. It is moderately defensible, and has the potential to be quite luxurious. However, there is limited space for food growth on the roof and you will need to figure out how to attain water and food.

Gated Community

You have a small, fenced in community isolated from any other structures. Your buildings are shacks that you built from anything you could find. It is not particularly defensible, but provides a feeling of community. The gate is high, but the entrance is locked only with a padlock and a chain. You have easy access to soil and a well. Because you are so far away from other civilizations, raider will not think to look in your area for a place to raid.

Mobile Home

You live in an RV with a queen sized bed, bunk beds, a kitchen, and a bathroom. It does not go anywhere. It stopped working when civilization ended. With the Mechanical Engineer perk you can get it going again.

Old World Ruins

Your settlement lies in a small town from before the apocalypse. There may be some food left to scavenge and perhaps even some other useful items. The buildings are sturdy and, although they may require some maintenance, they will provide decent defenses against the terrors of the wasteland.

You have 5 Perk Points.

Drugs and Alcohol

Your people have successfully figured out how to cultivate any 4 types of drugs or alcohol. How you use them, be it for trade or personal use, is up to you. You also discover a rather large supply of three types of alcohol in or near your settlement.

Green Thumb

You have always had a knack for agriculture, even in the harsh conditions you currently live in. You can teach others your ways as well, but it will be difficult for them to learn to be as skilled a farmer as you.

Mechanical Engineer

However you learned it, you have some background in mechanical engineering. You are a skilled mechanic and can teach the basics to others, but non-mechanics won’t have the drive or the time to become as good as you are. You are exceptional at all sorts of repairs.

Lucky

You discover resources and useful items easily. Your settlement seems that much safer. You almost always win gambling games. The universal odds just seem in your favor.

Rad Resistance (Requires Nuclear Armageddon)

Somehow you are immune to the effects of radiation. Only you have this, but it is a genetic mutation and can be passed on to your offspring.

Silver Tongue

You have a natural diplomatic skill and are usually able to find a compromise with neighboring factions. Convincing people to your way of thinking is easy, you always know the right thing to say in any given situation and are an excellent trader. You are also quite irresistible to the opposite sex.

Natural Leader

People respect you, and as a result, better respect your command and the choices you make. Your decisions are more sound, your judgments wiser and your logic rational. Your willpower is such that manipulation is easily resisted. Hard choices are made much easier. You know what is best for your people.

Commando

Your combat prowess is unmatched. You can turn most anything into a weapon and use it skillfully. Your aim with weapons other than pistols and semi-automatic assault rifles is unaffected.

Sniper

You almost never miss your mark. You will have Annie Oakley-level accuracy in any gun you pick up.

Cannibalism

Desperate times call for desperate measures. Cannibalism is not taboo for you or your people. It is second nature, which could be a huge advantage for survival. Other settlements will fear and hate you for it if they know you take part in such practices.

Ninja

You are a master of stealth. You are also the equivalent of a black belt in two forms of martial arts and are quite skilled with throwing weapons.

Medic

You know how to perform basic surgeries and how to care for most illnesses. You know how much of which medicines to administer and when amputation is absolutely unavoidable. Your medical knowledge is more advanced than a field medic, but not quite at the level of an actual doctor.

Beastmaster

You may choose one animal from the list of animals to be your personal companion. It will be completely loyal to you no matter the circumstance, and you will find it exceptionally easy to train. You also know how to train other animals you may find, but they will have the same bond or be as easy to train.

Armory

You know the location of a secret armory. The armory is equipped with a range of weapons, ammunition, and combat and survival manuals.

Religious

Choose or create your own religion for your people to follow devoutly.

Center of Commerce

Travelling caravans come from all over to trade in your town. People from all over come to buy from the caravans. You have regular access to supplies to barter for and any stores or restaurants in your settlement do very well.

Metahumanism (Req AI Revolution and Hal)

With his unique knowledge of the machines, Hal manages to augment humans in your settlement into cyborgs to elevate their intelligence and physical attributes to peak human levels. This will not make your community popular among other humans, and may make the machines put more effort hunting you.

Forbidden Knowledge (Req Rapture)

Something happened when the angels and demons tore upon a hole in reality, and you find something that should not be - a book describing outerdimensional horrors. With years of dedicated study, you will learn eldritch magic and possibly even the secrets of immortality. Be careful not to attract attention from anything from the book describes, though… unless you unlock the means of controlling it first.

You have 500 settlement points to purchase buildings and inhabitants.

>>Buildings

Town Hall

Cost: 25 pts

A general meeting place for your settlement. Major decisions can be made from here, and it includes a private office for you. Any time your group needs to meet in one place, this is the spot.

Outhouse

Cost: 5 pts

Well, you can’t just shit on the ground, can you?

Tavern

Cost: 15 pts

This pub has two rooms for rent and a decent sized bar. Comes with a radio and full stocked bar. However, you will need to restock it once it empties.

Shack

Cost: 4 pts

A shack with a bed. Not much else.

House

Cost: 7 pts

A 2 bedroom house. Includes a non-powered refrigerator.

Common House

Cost: 15 pts

One building with 4 bunkbeds.

Store

Cost: 15 pts

Supply store owned and run by one of your merchants. However, she will need to trade with a caravan or find another way to restock on goods.

Clinic

Cost: 20 pts

A place for your doctor(s) to practice. Comes with four cots and a separate operating room, along with surgical tools.

Water Processing Plant

Cost: 45 pts

Recycles and purifies water. Must be kept running by a mechanic.

Barricade (can’t have with Ship. Can buy multiple)

Lvl 1: You have a trench dug around your settlement. You control the bridge. Cost: 5 pts

Lvl 2: You build makeshift fortifications. They will hold against minor attacks, but will fall if hit with powerful explosives. Cost: 10 pts

Lvl 3: No moat, no makeshift fortifications, just a 15ft high, 2ft thick wall with barbed wire at the top. Cost: 30 pts

Chapel

Cost: 5 pts

You may build a place of worship for a single religion.

Hotel

15 pts

Need extra room for guests, caravans, and/or outsiders? This place includes three small bedrooms and a lobby. You determine rent fees, but you only receive half the income.

Solar Array

Cost: 50 pts

An array of solar panels allows for your settlement to have a constant source of moderate energy. Need a mechanic to upkeep.

Generator Room

Cost: 30 pts

You manage to salvage a generator and build a shelter around it to protect it from the elements.. You will need to find fuel for the generator, but it will generate a good amount of energy and rarely breaks down.

>>Mechanics

Mateo Enriquez

Cost: 3 pt

Kind hearted and loyal, Matt can do a lot with a wrench. He does as he’s told and expects nothing more than safety, room and board.

Raul Tejada

Cost: 5 pts

Raul learned everything he knows from tinkering. Sure, he’s skilled, but he certainly ain’t the best. To make up for what he lacks in skill, Raul is one tough motherfucker.

Gordon Wey

Cost: 7 pts

Gordon is charismatic and generally fun to be around. He also knows a ton about wiring and how stuff works.

Jaime

Cost: 10 pts

Jaime knows more than a thing or two about mechanics. Her family owned a chop shop before the Apocalypse and she grew up working for her father. Although most cars no longer function, if anyone could fix one up, Jaime would be the gal.

Arthur Gilliam

Cost: 15 pts

Arthur grew up in a bunker where he was assigned the job of mechanic from birth. He grew up around the most advanced technology there is, and as a result knows machinery better than anyone.

Hal (Req AI Revolution)

Cost: 25 pts

The machines have other machines that can do repairs, but sometimes the delicate hands of a human are required for certain repairs. Hal’s family was enslaved by the machines and forced to work in a work camp dedicated to such repairs. He escaped and holds unique knowledge of the machines and the way they work. He knows every part needed and could construct a basic robot from scrap.

>>Doctors

Sawbones

Cost: 5 pts

Sawbones used to be the doctor for a group of raiders, which is where he learned his craft. Before taking this up, he worked as a farmhand, bouncer, a bandit and a mercenary, making him quite a dilettante.

James Harvey

Cost: 8 pts

James worked with a group of rangers who were killed in an ambush. He was the only survivor. He has some serious field medical experience, but is only mildly experienced in other aspects of his job.

Lucy

Cost: 10pts

A confident, proud woman who attempts to conceal her emotions behind a mask of stoicism, Lucy perceives human life as cheap and fragile. She considers herself more of a “repairer of human bodies” than a doctor.

Lux

Cost: 15 pts

Lux is anything but conventional. She’s known as a miracle worker across the wasteland, and spent many years traveling to help those in need.

Doc Michaels

20 pts

The good doctor grew up in a rather large bunker, where he was trained to be a doctor for a majority of his life. Needless to say, Michaels knows what he is doing.

>>Cooks

Kyle van der Linde

Cost: 3 pt

Kyle is a good cook. He can throw together basic meals, but not much else.

Gob

Cost: 7 pts

Gob loves cooking with alcohol. Sometimes he even puts it in the food. He lacks personal hygiene, but can do basic surgery.

Miko Miyazaki

Cost: 9 pts

Miko is good at creating edible meals from seemingly inedible ingredients. If all that’s available is chicken feet, squirrel, and water, she will find a way to make you a tasty meal.

Samuel Hamill

Cost: 11 pts

He knows how to dress any carcass. Not only will he cook you the meat of your freshly hunted kills in a dozen different ways, but he’ll make the leftovers into jerky for you to take on your adventures and generate leather from skin.

Riley Therka

Cost: 13 pts

Riley has a passion for cooking. She learned from cookbooks she traded or scavenged for. Although she may require specific ingredients to make her meals really great, she loves to garden as a hobby and will start an herb and vegetable garden for her cooking if there is space for it.

Aldo Avicci

Cost: 16 pts

Aldo settles for nothing less than the best ingredients, most of which he will grow himself if you fail to provide them. Cooking is an art, and he is the culinary Michelangelo.

>>Merchants

Merchants are very well connected and know how to get supplies. A portion of their income goes to the town, and a smaller portion goes to you. You may also assign them to travel with their wares. However, any merchants you send as traveling caravans will be near defenseless, and you will need to give them a means of transporting their goods.

Dyami

Cost: 20 pts

Growing up in a savage tribe, Chet understands how dangerous the wasteland can be. He had never seen a gun until his tribe was destroyed by raiders. He was only a boy, so the raiders trained him to be one of them. He knows how to acquire weapons and has connections with some of the most brutal raider gangs ever to terrorize the wastes. He comes with his own mule, Steve.

Sasha

Cost: 15 pts

Adventurer, martial artist, and occasional collector of the most deadly items known to mankind. She’s a bit of an eccentric, but she deals in more weaponry than you can shake a sharp stick at. In fact, she’s probably got a sharp stick, too.

Crazy Carl

Cost: 15 pts

Carl is the kind of guy who will break out into hysterical laughter for no apparent reason. He goes off on the occasional mad tangent, but he gets his name from his choice of wares: trash. He scrounges the best scrap, the height of detritus, the veritable pick of the litter. There’s always some use for spare parts, and he’s got plenty.

Doc Sanders

Cost: 15 pts

Although not a real doctor, this southern salesman prescribes everything from painkillers, to uppers, to things that’ll make your brain get up and dance. His wares consist of a cornucopia of pharmacopeia and other medical items that are invaluable in these times. He only dabbles in other forms of drugs unless you provide them for him to sell.

Kind Kim

Cost: 23 pts

Kim is the favorite merchant of all her customers, probably because of what she sells. She specializes in granting her customers an escape from the harsh reality that the end of the world has created. She sells a multitude of drugs from marijuana, to psychedelics, to meth, to drugs she creates herself. If you give her a large enough space, she will grow all the ingredients necessary for her to keep her shop going (although not fully stocked). She will always have a list of requests for any scavenging teams you send out so she can add that extra item to her stock or experiment to create new merchandise.

Pauli

Cost: 10 pts

Pauli sells opiates, PCP, and cocaine. He has some poppy seeds and he knows how to garden decently. He’s always either very high or in a terrible mood. Either way, nobody would want to mess with Pauli. He’s freaking crazy.

Hunting-Crow

Cost: 22 pts

Hunting-Crow (or just Crow) was a tribal medicine man, but his tribe was destroyed by raiders. He is still quite religious and occasionally speaks in riddles, but he has excellent survival skills. He grows, mixes, and sells herbal remedies and peyote.

Mark Forbush

Cost: 15 pts

Mark’s shop is simpler than most. He only sells one item: water. You would be surprised at how in-demand clean water is, and he has a knack for discovering and purifying new sources.

Felicia

Cost: 15 pts

Felicia may not carry high end weapons or drugs, but she always has a little bit of everything in her general goods store. She is a quirky, pretty girl who is always very entertaining to have a conversation with and is very likeable.

Amshula

Cost: 20 pts

Amshula is like a ray of sunshine, brightening everyone’s day. She used to belong to a tribe, but traded in her loincloth for snappier apparel long ago. She sells armor and clothing, although her merchandise is more practical than extravagant. She speaks a language not familiar to you (in addition to English) that many tribals use.

Francesco

Cost: 15 pts

He prefers to be called Fran. Fran is a flamboyant seller of fine clothing. Scrounged from the Armani, Abercrombie and Fitch, and Dolce & Gabanna, Fran refuses to stock his selection with anything but the best, and he always manages to keep up his stock.

Xavier

Cost: 20 pts

Not your typical arms dealer, Xavier whittles and crafts his own medieval weapons. Axes, pump-action crossbows, and maces are part of his repertoire of murderous weapons. They are particularly effective against zombies or other supernatural enemies. He can also make silver ammunition. He is a very serious man, but he will always request to follow you on any hunting trips you may make.

Preacher Diego (Req Zombie Outbreak and Chapel)

Cost: 20 pts

Diego was a Mexican priest before the Plague. Although his church community became victims of the Plague, he ke pt his faith in God, and his prayers were answered. Diego can give you holy water, crucifixes, blessed silver ammunition, and zombie bait made from herbs he grows. He can also bless melee weapons, causing them to set zombies alight with a strike. However, he can only do this once each month.

>>Muscle

Caravan guards, settlement defenders, scavengers… it’s a dangerous world out there, and you need people who can defend themselves and others.

Corey & Trevor (Req Mobile Home)

Cost: 5 pts

Absolutely incompetent but totally lovable anyways. Corey and Trevor need a constant supply of weed and will never pass a tenth grade intelligence level, but they will follow your every word to their last breath. They will happily sleep in bunk beds together.

Combat Skill: Very Low

Intelligence: Low

Zack Holden

Cost: 5 pts

Owen grew up in a small community that constantly had to fight off a gangs of raiders. He was a member of the local militia and a part of the group that finally ended the raider gang.

Combat Skill: Moderate

Intelligence: Low

Murri Holden

Cost: 5 pts

Zack’s younger sister, Murri was also part of the militia. She’s a decent sharpshooter.

Combat Skill: Moderately Low

Intelligence: Moderate

Vincent Vega

Cost: 5 pts

He’s not very intelligent outside of combat, but he makes a great soldier. He is a bit hot-headed, however…

Combat Skill: Moderate

Intelligence: Low

Danny

Cost: 6 pts

Dressed in a black leather jacket, Danny looks and acts like a Greaser. He carries a pistol and a switchblade. Although his combat prowess isn’t amazing, he makes up for it with connections in nearly every nearby settlement.

Combat Skill: Low

Intelligence: Moderately low

Cyrus

Cost: 7 pts

Cyrus’ old man gave him his gun when he was nine. It’s seen a lot of action. Nine millimeter, safety always off. His dad told him he was proud of him once. Fucking prick. Cyrus has an excellent leather jacket.

Combat Skill: Moderate

Intelligence: Moderately low

Clover

Cost: 8 pts

Clover is an ex-slave. She grew up in slavery and was brainwashed to be in love with whoever holds her contract. When her previous master died, she found herself without purpose. Then she found you. She considers herself your willing slave. She will defend you with her life.

Combat Skill: Moderate

Intelligence: Moderately Low

Benjamin Chambers

Cost: 9 pts

Ben comes from a small group of guerilla warriors for hire. He is an excellent shot and tactician.

Combat Skill: Moderate

Intelligence: Moderately High

Stinky (Req Zombie Outbreak)

Cost: 9 pts

An extremely unique zombie, Stinky retained his human sentience (although not all of his intelligence). He requires fresh meat a few times a week to prevent him from rotting away or going feral, but otherwise he has the strength and endurance of a zombie and will do anything you tell him to.

Combat Skill: Moderately High

Intelligence: Low

Dmitri Ivanov

Cost: 10 pts

Dmitri is a skilled ranger clad in riot gear. He knows how to fight and how to survive.

Combat Skill: Moderately High

Intelligence: Moderate

Mickey

Cost: 10 pts

Mickey’s lineage traces back to some of the most powerful Sicilian gangsters in history. He wears a suit at all times and hates nothing more than disloyalty.

Combat Skill: Moderately Low

Intelligence: High

Rudy

Cost: 11 pts

Not much is known about Rudy. He wears a mask at all times, never showing his face. He shows incredible cruelty towards his enemies and enjoys nothing more than causing bloodshed. He laughs a lot and makes a lot of tasteless or bad jokes. His mere presence inspires terror.

Combat Skill: High

Intelligence: Moderate

Bubba (Req Zombie Outbreak)

Cost: 11 pts

Bubba is a hillbilly from the deep south. Not only does he have amazing survival skills, but he loves killing zombies. Especially in creative ways. Zombies ate his family and, although it gave him a thirst for vengeance, it never killed his spirit. He’s quite the moonshiner, should you provide him the tools, ingredients, and facilities.

Combat Skill: High

Intelligence: Moderately Low

Neji

Cost: 11 pts

Neji is a master of throwing knives and ninjutsu. He can hit almost any mark. He is an exce ptional stealth operative.

Combat Skill: High

Intelligence: Moderate

Fabian Reyes

Cost: 12 pts

Highly-trained, skilled and experienced, Reyes possesses a distinctly dark sense of humor, which he uses to control his fears and keep himself calm while in the field. Personality-wise, Reyes is abrasive and honest, and has little patience for niceties and even less for lies, especially when the immediate problem presents itself.

Combat Skill: High

Intelligence: Moderately High

Emari Mcclellan

Cost: 12 pts

Larger than most linebackers, Emari is a tank of a man. He uses either a minigun, a shotgun, or a sledgehammer, depending on ammunition available.

Combat Skill: Very High

Intelligence: Moderately Low

Zane (Req Zombie Outbreak)

Cost: 13 pts

Zane is a professional in his business. His business is killing zombies, and business is good. He uses anything he can, but he prefers swords and crossbows, as those are what he is best at. He wears black trench coats, fedoras, and leather boots usually.

Combat Skill: Very High

Intelligence: High

Marcellus Jones

Cost: 13 pts

He’s a hard motherfucker. Marcellus had a rougher upbringing than most, and that’s saying a lot for the current times. When he starts taking his rage at the world out on his enemies, stand back.

Combat Skill: Very High

Intelligence: Moderate

Vick Vega

Cost: 14 pts

Vick doesn’t talk much. There’s just something off about him. He’s well-connected and an extremely good fighter, even though you could never tell by looking at him. However, he has certain… desires that must be catered to in order to keep his bloodlust in check.

Combat Skill: Very High

Intelligence: High

Scot Fisher

Cost: 15 pts

A former clandestine operative for an unknown organization, Scot may be in his late forties, but he is no less skilled than he was in his twenties. His skill surpasses that of a Navy SEAL, and he is more than willing to train the next generation.

Combat Skill: Very High

Intelligence: Very High

Katharine Howell

Cost: 15 pts

A woman of few words, she is truly herself only when she is on the job – she has, in a sense, become what she does. She has acquired an admirable collection of scars, war experiences, and a place in military history. She has little left to prove to the world and he has no interest in glory.

Combat Skill: High

Intelligence: Exquisite

Martin the Mutant (Req Nuclear Armageddon)

Cost: 15 pts

Martin has been around for a long time. He doesn’t really age like he used to. He’s different now, stronger than before. Much stronger. Also uglier. He doesn’t look human anymore and his skin is green. He may not be as strong as Mutt, but he retained his human intellect when he suffered his mutation.

Combat Skill: High

Intelligence: Moderate

Mad Mutt the Mutant (Req Nuclear Armageddon)

Cost: 15 pts

Mad Mutt used to be a man, although you’d never guess it. He’s about eight feet tall with a stronger physique than a body builder. He can even throw cars with a bit of effort. The mutation turned his skin yellow, riddled him with large bumps and ridges, and made him incredibly stupid.

Combat Skill: Exquisite

Intelligence: Extremely Low

Jorg (Req First Contact)

Cost: 20 pts

Not too long ago you came across an alien death squad holding a monstrous slave from another planet, which they attem pted to use as their hunting dog. You managed to remove its slave collar and help it escaped and now it loves you like a dog loves its master. He looks like a grey, hairless gorilla with claws.

Combat Skill: Exquisite

Intelligence: Low

Reprogrammed Robot (Req AI Revolution & Mechanical Engineer)

Cost: 23 pts

This robot was built for combat, specifically hunting down humans. However, it will still be very effective against other robots. You’ve managed to disable and reprogram one to listen to your orders only.

Combat Skill: Exquisite

Intelligence: Very High

Samael (Req Ra pture)

Cost: 30 pts

Once God's Angel of Death, he was created to serve one purpose: war. Samael was one of the most elite archangels, but he was cast out from Heaven's ranks and lost his wings for failing to heed God's ideals. Ultimately, you will influence his path: should he strive for redem ption, or seek revenge on his creator? Either way, he could rend legions of men or demons with his holy spear.

Combat Skill: Legendary

Intelligence: Very High

>>Animals

Animals cannot be purchased. They must be acquire with animal trainers or the Beastmaster trait. You may choose the age of your animal unless specified otherwise.

Baby Monkey

Somewhere, somehow, you find a small monkey of any breed you choose. It thinks you are its parent. It is extremely intelligent and you can raise it to act however you want, but it will get scared easily while it is young and will need comfort. You can train him to help you scavenge or infiltrate buildings.

Dog

The classic post-apocaly ptic companion. Choose any breed and any age. Your trust canine comrade has an acute sense of smell and hearing and has vast potential as a hunting or guard dog, but it will need to be trained before it is useful at all.

Cat

Although not very useful, the cat is a cute, loyal, and cuddly companion. It is entirely self-sufficient and can survive on the mice that will inevitably inhabit your settlement.

Falcon

Your intelligent bird of prey can carry messages for you, hunt for smaller prey, or lead you to water.

Horse

Can be used as a trusty riding animal or for hard labor too strenuous for a person.

Bear

By far the most difficult animal to domesticate, the bear is also the most useful in combat. You find a cub attem pting to suckle from its dead mother and take it as your own. However, fail to train it correctly and it could turn on you when it gets bigger.

Cougar

This magnificent, graceful monster is a ferocious hunter, but also playful by nature. His “playing” can become dangerous, deadly even if you are not careful. Respect this animal and it will respect and love you. However, he will need to hunt and eat, lest it try to eat you or your companions…

Chicken/Rooster

Provides eggs for you to eat. Not much else.

Cow/Bull

Cows provide milk or meat. A bull can be used for labor, combat, or food.

Donkey

Donkeys are strong, cheap riding animals. Breed a horse and a donkey together and you have yourself a mule, the perfect pack animal.

>>Flaws

Innocence Lost:

Gain 25 pts

Society in this post-apocaly ptic wasteland can be harsh, and only those small enough to hide have managed to survive long enough to congregate in your settlement. Your settlement is comprised entirely of children under the age of fifteen, including you. Most are young. Other settlements may try to broker unfair trade deals, and you will be a prime target for raiders that discover your location. However, you will all grow up eventually, and you will be tougher for growing up on your own. That is, if you survive that long…

Slavers:

Gain 15 pts

A gang of slavers has formed up nearby. You’d better hope they don’t discover you…

Onslaught:

Gain 50 pts

Your settlement is besieged constantly by a particular threat depending on the apocalypse. (Nuclear Armageddon has mutants, Zombie Outbreak has zombies, Ra pture gets demons, etc.) This threat is one of the greatest your settlement will face. You can neutralize the threat, but you would either need to kill every single enemy or destroy their source, which will be nearby. However, this will only extinguish the threat from your immediate area, not the entire world.

Raiders

Gain 15 pts

A nearby raider camp has established themselves. Currently, they are too weak to attack your settlement directly, but any unprotected caravans roaming through your territory will be raided until they are dealt with. If they become too cocky, they may even attack you directly…

Lonesome

Gain 3 Perks

You can choose one follower to be your lover and soul mate. He or she will be the only companionship you will ever have. You must either generate your own supplies or trade for them with merchants. Once your soul mate dies, you will be alone aside from the occasional visitor. However, because you are so under the radar, it is extremely unlikely that threats will discover you.

Bachelor Pad

You can only have followers of the opposite sex, and you cannot exceed 4. Wherever you live, you have a pool table, an extremely comfortable bed, and a loud stereo system. There’s also lingerie and a stripper pole. You gain Drugs and Alcohol for free.

Supernatural

Gain 1 Perk and 15 pts