1st-Level Powers
Bear Form – While in Bear Form, you gain a +3 bonus to the Strength ability and can use your claws or bite as a melee attack.
Eagle Form – While in Eagle Form, you gain a +3 bonus to the Aim ability and can use your talons as a melee attack.
Lion Form – While in Lion form, you gain a +2 bonus to the Charisma and Intelligence abilities and can use your claws or bite as a melee attack.
Wolf Form – While in Wolf Form, you gain a +3 bonus to the Dexterity ability and can use your bite as a melee attack.
2nd-Level Powers
Ambush (Requires Wolf Form) – All hits that you land while concealed are considered Critical Hits.
Eagle-Eye (Requires Eagle Form) – Gain +1 Aim and ignore all enemy concealment bonuses while in Eagle Form.
Glide (Requires Eagle Form) – You can fly up to your speed for one round, but must land at the end of your movement.
Imposing Roar (Requires Lion Form) – As a move action, you let out a roar that frightens all enemies within 10 squares of you, giving them a -10% on all checks for the next round.
Inspiring Roar (Requires Lion Form) – As a move action, you let out a roar that gives you and all allies within 10 squares a +10% on all checks for the next round.
Prowl (Requires Wolf Form) – Gain +25% on all Stealth checks while in Wolf Form.
Rend (Requires Bear Form) – Your claw attack now causes 2 bleed and shreds 2 armor.
Thick Fur (Requires Bear Form) – You gain 2 armor over your entire body when in Bear Form.
3rd-Level Powers
Bird of Prey (Requires Eagle-Eye) - Gain an additional +1 Aim and ignore all enemy cover bonuses while in Eagle Form.
Flight (Requires Glide) – You can now fly in Eagle Form.
Frightening Roar (Requires Imposing Roar) – Whenever you use Imposing Roar, all enemies affected have a chance of becoming Panicked.
Leader of the Pack (Requires Prowl) – Apply your Prowl bonus to all allies within ten squares of you.
Maul (Requires Rend) – Your claw attack while in Bear Form now causes 4 Bleed and shreds 4 armor.
Pride (Requires Inspiring Roar) – Whenever you use Inspiring Roar, all allies affected immediately enter Overwatch.
Silent Kill (Requires Ambush) – Whenever you kill an enemy from concealment, immediately re-enter concealment.
Unstoppable (Requires Thick Fur) – You ignore the first two points of damage from any damage source while in Bear Form.
Irradiated
These are mutants who have soaked up so much radiation that their bodies practically glow with it. They use this radiation in various ways, including causing their muscles to expand, shooting beams of light from their eyes, or exuding the radiation into the air around them.
When you choose this class, you gain a permanent +3 bonus to Fortitude.
1st-Level Powers
Eyebeams – You can fire beams of light from your eyes as an attack action. These count as two separate attacks at +2 Aim and dealing 2 damage each.
Flare – Once every five rounds, you can release a burst of energy from yourself as a Move action, blinding all creatures within 5 squares of you.
Gamma Strength – Gain a permanent +3 bonus to Strength.
Poison Touch – Whenever you touch an enemy with your bare hands, you can cause them to become poisoned.
2nd-Level Powers
Cutting Beams (Requires Eye Beams) – Your Eye Beams now do 4 damage each.
Eye Blast (Requires Eye Beams) – Every three rounds you can fire a cone of energy from your eyes with an Attack action. This automatically hits all enemies within the cone and does your Eyebeams damage.
Heavy Armor (Requires Gamma Strength) – You can now wear Heavy Armor.
Hot Spot (Requires Flare) – Your Flare power now causes those effected to Burn.
Irradiate (Requires Poison Touch) – You can now apply your poison to any object you touch as a free action, including ammunition and grenades. This poison transfers to any creature that the object touches, but wears off after 1 minute.
Poison Burst (Requires Poison Touch) – You can now exude the poison from your skin. As an Attack action, every creature within 1 square of you becomes poisoned.
Regeneration (Requires Gamma Strength) – At the beginning of every round, you heal 1 HP.
Sound & Fury (Requires Flare) – You can now use your Flare ability every three rounds.
3rd-Level Powers
Blow Their Minds (Requires Sound & Fury) – Your Flare ability now causes those effected to become panicked.
Eye Explosion (Requires Eye Blast) – Your Eye Blast now hits all enemies within 10 squares of you.
Contagious (Requires Poison Burst) – Whenever an enemy that you have poisoned dies, it explodes into a cloud of spores, poisoning all creatures within 1 square of it.
Controlled Explosion (Requires Hot Spot) – Your Flare ability now only affects enemies.
Disease (Requires Irradiate) – Your poison is now doubly effective.
Damage Sponge (Requires Regeneration) – Gain a permanent 4 Max HP.
Fiery Beams (Requires Cutting Beams) – Whenever an enemy is hit by your Eye Beams, he begins Burning.
Mechanized Armor (Requires Heavy Armor) – You can now use Mechanized Armor.
Robot
Before the bombs dropped, Artificial Intelligence had advanced to the point that many machines developed sentience. Some blame the robots for the bombs, while others think that the humans, or some other outside influence caused the Apocalypse, but nobody knows for sure. Some of these robots are leftover from before the bombs fell, while others have been built more recently from scraps.
Unlike other playable species, Robots do not have classes. Instead of gaining powers, Robots gain upgrades. Every part of a robot can be upgraded a number of times, and each upgrade adds a different function.
When you choose robot as your class, you gain 1 point in Intelligence, and 1 point in another Ability of your choosing. You gain 4 skill points split between skills of your choosing as well. You must also choose which type of body part you have in each slot.
Head
You may take upgrades from multiple head types.
Utility
This head provides a variety of useful functions.
Upgrade 1 – A light on your head that can be activated to provide illumination in darkness. As a move action, you can use your Flashlight to blind a creature that is within 5 squares of you.
Upgrade 2 – You can now see through most walls. Ignore all enemy cover bonus.
Upgrade 3 – As a move action, detect all enemies within 50 squares.
Specialist
This head provides functions that let you interact and control other machines.
Upgrade 1 – As a move action, send a signal to a machine that confuses its sensors. For the next round, that machine gets -25% to all checks.
Upgrade 2 – As a move action, you can attempt to hack another machine that is within 10 squares of you and disable it.
Upgrade 3 – As a move action, you can attempt to hack another machine that is within 10 squares of you and control it for 5 rounds before it disables automatically.
Focused
This head is for gun-wielding robots who use it to lock onto their targets.
Upgrade 1 – You gain a permanent +2 to your Aim ability.
Upgrade 2 – Once every three rounds, you can take a move action to Lock-On to your target, giving the next shot you take against the target a +50% bonus to hit.
Upgrade 3 – If you hit a locked-on target, the hit is upgraded to a Critical Hit.
Body
You may take upgrades from multiple body types.
Utility
This body type grants various useful functions.
Upgrade 1 – Gain a storage compartment that can hold 20 slots of items.
Upgrade 2 – Once every ten rounds, you can manipulate the light around your body, making y
ourself harder to see, giving you a +25% Stealth chance for five rounds.
Upgrade 3 – You gain a jetpack that can lift you off the ground and move you through the air at your speed + 2. The jetpack only has enough power to fly you for three rounds, before it has to recharge for six.
Defensive
This body type provides various defensive functions.
Upgrade 1 – Gain 1 armor over your entire body.
Upgrade 2 – Gain 3 armor over your entire body.
Upgrade 3 – Gain an energy shield that prevents 10 HP worth of damage before it shuts down and takes ten minutes to recharge.
Extra arms.
This body type gives you extra arms. You choose which arm type each of the extra limbs are, and they can be upgraded individually as well.
Upgrade 1 – Gain 1 extra arm.
Upgrade 2 – Gain another extra arm.
Upgrade 3 – You are more accustomed to using your extra limbs. You ignore the normal multi-attack penalties.
Arms
You start the game with only two arms, but can gain more later through upgrades. For each arm you can only choose one type, and each arm must be upgraded separately. When you make an Attack action using an arm weapon, you attack with each arm individually.
Utility Arm
These arms are long and bendy and can be used for holding normal weapons.
Upgrade 1 – By bending your arms around cover, you can fire at the enemy while still staying hidden. You treat all cover as full cover and you do not trigger Overwatch as long as you remain in cover.
Upgrade 2 – Your long arms allow you to treat enemies up to four squares away as if they were adjacent to you.
Upgrade 3 – Gain an additional +10% Attack chance with all weapons.
Blade Arm
This arm has been replaced with a long blade used for melee attacks. Damage is 1 + Strength.
Upgrade 1 – Your blade is now serrated, giving you a +15% Critical Hit chance.
Upgrade 2 – Once every three rounds, you can use a Move action to spin and attack every adjacent enemy with your blade.
Upgrade 3 – Your blade is now razor sharp, doing 3 + Strength damage and causes bleed 3.
Gun Arm
This arm has been replaced by a minigun that fires 5 shots per round at -20% to hit chance, and does 5 damage.
Upgrade 1 - When you fire at an enemy using your minigun, whether you hit or miss, that enemy gets a -15% to all attack chances for the next round.
Upgrade 2 – Once every three rounds, you may attack with all minigun arms using a Move action.
Upgrade 3 – Once every three rounds, you may use an Attack action to attack every enemy in a 45-degree arc in front of you with all of your minigun arms.
Legs
You may only choose one leg type.
Wheels
Wheels allow you to move at double speed over flat surfaces, but at half speed over rough terrain.
Upgrade 1 – Whenever you make an Attack action, you may move up to your speed before or after the action.
Upgrade 2 – You no longer go half speed over rough terrain.
Upgrade 3 – You can slam into an enemy at high speed, hitting them with your body or a melee weapon. Make an attack as part of a Move action and add 3 to the damage.
Treads
Treads are slower, allowing you to move only at half speed to start off with, but you ignore all rough terrain.
Upgrade 1 – You can plow through environmental hazards, destroying many walls, cover, and other terrain.
Upgrade 2 – You now can move at full speed.
Upgrade 3 – You can slam into an enemy, hitting them with your body or a melee weapon. Make an attack as part of a Move action and add 5 to the damage.
Humanoid
Your humanoid legs allow you to move regularly and you can wear normal human leg and feet armor.
Upgrade 1 – Run faster. Add 2 to your Speed.
Upgrade 2 – Jump higher. You can now leap small buildings in a single bound.
Upgrade 3 – You now have jetboots. These make it so that you cannot wear human feet armor, but now you can fly at your normal speed for up to three rounds, before they have to recharge for six rounds.
Equipment & Inventory
Throughout your adventures in the wasteland, you will come across a variety of items and equipment to help you on your missions. These items can be carried in various “slots” on your character, in backpacks, in your vehicle, or stored in a locker somewhere. Inventory space is very limited, so you must choose wisely what is worth carrying with you.
Armor
Armor is comprised of multiple pieces that all fit into a specific slot on your body (clothing, head, face, shoulders, torso, waist, hands, legs, feet). Most armor is made for humans and is unwearable by mutants or robots. However, there is some armor that mutants or robots can wear just fine.
There is also Heavy Armor and Mechanized Armor, which can only be worn by those who possess the power to use them. Here are some examples of armor you may find while travelling the wasteland:
Basic Outfit - Clothing slot
Durability 100% - Value $10
Max HP +1
These clothes won’t do anything against blades or bullets, but they’ll cover your skin and offer you some small protection from the harsh environment of the wasteland.
Cloak - Shoulders Slot - Stealth +1
Durability 100% - Value $20
This cloak sort of makes you look like you should be doing magic at a child’s birthday party, but it also makes it tougher for enemies to spot you. Give and take, I suppose.
Leather Jacket - Torso Slot - Light Armor
Durability 100% - Value $30
ARMOR +1
This thick leather jacket offers some light protection and also makes you look like quite the badass.
Recon Goggles - Face Slot
Durability 100% - Value $500
These goggles have many uses, from mapping technology to enemy tracking. Buttons on the side control Night-Vision, Thermal-Vision, and magnification.
Basic Belt - Waist Slot
Durability 100% - Value $6
This basic leather belt is good for holding up your pants and clipping accessories to.
Weapons
Weapons are anything that you can use to hurt an enemy, from a lead pipe to a flamethrower. There are several different categories of weapons, including Melee, Thrown, Heavy Weapons, and Firearms. These categories have their own subcategories as well.
Here are some examples of weapons you may find while travelling the wasteland.
Basic Frag Grenade – Thrown weapon -
Damage 5 / Armor Shred 2 - Radius 6yds
Durability 100% - Value $10
This grenade can be thrown or launched out of a grenade launcher. After a short time, it explodes, shredding armor and dealing damage to all creatures within its radius.
Hatchet - Melee Bladed Weapon - Attack +1 / Damage +2
Durability 100% - Value $20
SPECIAL - This weapon can be thrown (Range: 6yds)
This small handaxe can be used to chop enemies, or wood, and is balanced for throwing as well.
Pump Shotgun – Firearm (12ga Shotgun) - Aim +2 / Damage 4
Range 10yds - Capacity 5
Double critical hit range when within 6yds.
Durability 100% - Value $160
One of the most reliable shotguns, this thing can do some major damage at close range.
Misc. Equipment
Anything item that is not a weapon or armor falls into this category. Canteens, Holsters, Medkits, and crafting tools are all Misc. Equipment.
Here are some examples of miscellaneous equipment you may find while travelling the wasteland.
Normal Canteen
Durability 100% - Value $3
This stainless-steel canteen can hold one quart of water, beer, or any other liquid.
Basic Medkit - Heals 4 HP
Dur
ability 100% - Value $10
This basic medkit contains a sewing kit, disinfectant, and bandages. It can be used to heal your own wounds, or those of an ally.
Enemies
From crazed raiders, to killer robots, to cannibal mutants, you will face many types of enemies travelling the wasteland. These are some examples of the enemies that are waiting for you in the ruins of the old world.
Bandits
There are as many varieties of bandits as there are humans in the game. Each one is slightly different, with their own skills, abilities, and powers. Most of the bandits are working for the Bandit King Orion, who has somehow done the impossible task of uniting them against the Eagles.
Gecks
Gecks are mutated lizards who have learned to walk on two legs and have gained many human-like features. The last few years, they have organized themselves, some have started wearing human clothes, and they have even tried communicating with other settlements. Most however are still barely above Neandrathals and eat a steady diet of human flesh.
Mutants
Like the player species, Mutant enemies can be of a dozen different varieties – some more sophisticated than others. Many mutants are still living in caves underground, and their raiding parties regularly attack settlements and drag prisoners down into their dens to eat.
Apocalypse 2020: A Wasteland LitRPG Page 40