Eventually, your character will reach the end of its story at Afterworlds. Perhaps the character has spent its entire XP cap, and you find that there is nothing left to do with the character. Maybe the character has finished the story you wanted to tell and you need something different, or your character has gained so much heat that you don’t want to play them anymore. Whatever caused the character you are playing to reach the end of its story, the next step is to turn that character in for a prestige redemption.
Getting a prestige redemption can be done is a few ways:
Players with characters that reach their XP cap, can choose to willingly retire the character before the next event. When the character is retired, in exchange for that maxed out character, those players will be allowed to create a new character using the prestige options listed below.
Prestige options can be purchased with RP (chapter 11).
Sometimes, plot can grant a specific character a specific prestige option if the storyline dictates it to be appropriate.
Once a character has been created with a prestige option, that character will be under the rules of that prestige option until that character is killed or retires. There is no additional bonus to retiring a prestige character other than receiving another prestige.
On the following pages, you will find the various prestige options that are available.
Cyborg
CyborgHumans had a lot of time to play with science before the fall. Cyborgs were the results of that. These humans were modified and operated on to mesh with cybernetics perfectly. After the fall, some of the genetic enhancements stayed with the offspring of the old cyborgs. New or old, cyborgs are still perfect for augmentation.
PLAYING A CYBORG
Cyborgs are a variation of the human species that are extra compatible with cyberware and suffer less from installing large amounts of cyberware.
PERKS
Cyborgs start the game with 100 XP to spend on general perks.
SPECIES POWERS
For rules purposes, cyborgs count as humans.
Cyborgs start the game with a cyberware arm or leg (your choice). You must provide the prop for the cyberware. The item card for the cyberware of your chosen type will be randomly determined and given to you. This item cannot be looted from you, but can be replaced with another cyberware item. If that new item is removed via a procedure (see chapter 10) your old cyberware can be re-installed with a difficulty 5 procedure no matter what that original cyberware difficulty is.
When calculating limit loss from installed cyberware, a cyborg counts as if they had 50 less total points of drain (chapter 10).
LIMIT RECOVERY
Cyborg characters can recover limit flags by resting. The default rest time for humans is 5 minutes, but can be altered by perks.
COSTUMING REQUIREMENTS
Cyborgs must have a prop for their chosen cybernetic limb.
Cyborg perks
Cyborg perks are restricted perks that are available for purchase by cyborg players.
Mook
MookNot all wastelanders are going to stand out. But where there are numbers, there is power. Raider gangs, mercenary groups, survivor bands or just peasant settlers, people of similar attitudes and capabilities flock together.
PLAYING A MOOK
When selecting this prestige option, you are accepting that you will be playing a different kind of game from most standard characters. This prestige option allows you to create a template of a kind of character, not a specific individual. You will be playing a group of characters, one at a time, to fill the world with people, who don't necessarily stand out as a hero or a villain themselves, but an organization or group of people that will gain a reputation based on the actions of its members as a whole. You will be very similar to NPC's, without working for plot, and get into a lot of adventures as an almost nameless character. This character requires caps to stay alive. You have to purchase Respawn Tokens to keep yourself going. This prestige option is designed with the idea in mind that you will charge for your service if you go into combat with other people, or that you will do other jobs for money to keep yourself in stock of Respawn tokens.
PERKS
Mooks start the game with 200 XP to spend on general perks. Mooks cannot choose distinctions to gain bonus XP at character creation.
SPECIES POWERS
For rules purposes, mooks count as humans.
Mooks have a carry capacity of 5.
Mooks do not count any melee or ranged weapons in their carry capacity.
Mooks cannot use bag items.
Mooks can only carry a maximum of 5 thrown weapons.
Mooks have an XP cap for perks of 1000, instead of the usual 2000. This limit can never be increased.
Every event, you start with one Respawn Token.
You can purchase Respawn Tokens at ops. These are purchased with caps, and cost 10 caps per 200XP you have spent on your character.
When someone loots you, you do not have to give up any caps, ammunition, explosives or keys to storage containers that you own.
When you take a reach the end of your dying count, you mustburn one respawn token to leave game, gather up your maximum number of health flags and limit flags, and thrown weapons, from the ground and travel to an area that is not visible by any players that you are not allied and on friendly terms with, and re-enter the game. After any encounter in which you burned a respawn token, leave game by calling "MOOK OUT OF GAME" and give the respawn token that you burned to the enemy character who you feel caused your defeat, then return to where you were when you left game and come back into game. This token can be turned into ops in exchange for a reward of xp and caps. If you do not have a respawn token to burn, you suffer permanent character death and will need to create a new character.
If you are down to your last respawn token, you may choose to come back into game at game ops instead of the nearby area (after giving out the Respawn token while you are out of game).
Any time you are defeated with a legendary item in your inventory, you must give it to the next person you give a respawn token.
LIMIT RECOVERY
Mook characters can recover limit flags by resting. The default rest time for a mook is 5 minutes, but can be altered by perks.
COSTUMING REQUIREMENTS
No special costuming requirements.
Mook perks
Mook perks are restricted perks that are available for purchase by mook players.
Mutoid
MutoidNot all mutants are the same. Some are very, very, very strange. Mutoids are small sized mutants that float, slither or hop about. These strange new life forms created by the wasteland are still just trying to make it to tomorrow.
PLAYING A MUTOID
Mutoid are a special type of species that is represented by a puppet, and the player portraying the character acts as the puppet, while their physical body is treated as not part of the game itself.
PERKS
Mutoids start the game with 100 XP to spend on perks. Mutoids can purchase General perks and mutant species perks.
SPECIES POWERS
You will need to pick one of two body types (floater, or crawler) when you create your mutoid character. The body type you select will change your statistics forever, and dictate how you operate your mutoid puppet. The following rules apply to all mutoid regardless of body type:
While playing as a mutoid, you will operate a mutoid puppet instead of acting as the character you are playing.
Mutoids do not have limbs, and cannot have any limbs disabled. When a mutoid receives an injury that affects a limb, a different injury needs to be determined.
Mutoids can NEVER make melee attacks. Your mutoid prop is never to be used as a melee weapon.
Mutoids can NEVER use ranged weapon props, but can use mutant perks that require throwing an ability packet.
Mutoids cannot install limb cyberware.
Mutoids cannot wear armor.
Mutoid characters start with a radiation buffer of 1. Each level of their radiation buffer prevents you from suffering from radiation poison. You do not start reducing your max health due to radiation poisoning until the number of radiation bracelets you are wearing exceeds this buffer. This buffer can increase with selection of special perks, items and chems.
You can carry a number of ability packets equal to your radiation buffer level.
Mutoids have 3 extra ability packets that can be recovered at the end of any encounter they are used in. Mutoids may throw ability packets at any time and call “HARM”. Mutoids can use any mutant perk that requires a melee attack with these packets.
The following rules apply to mutoids of the crawler body type:
Your carrying capacity is 10.
Your Max Health is increased by 1.
The following rules apply to mutoids of the floater body type:
Your carrying capacity is 2.
You are immune to grab.
LIMIT RECOVERY
Mutoid characters can recover limit flags by resting. The default rest time for a mutoid is 5 minutes, but can be altered by perks.
When resting, mutoid characters may remove an equipped radiation bracelet and put it in their out of game bag to recover all of their limit flags after a single rest.
COSTUMING REQUIREMENTS
Mutoids must look like small fleshy mutated creatures. This can be taken in many directions like a floating brain, or a crawling bug. Use your imagination when creating a mutoid, and always remember rule number 1.
You must wear a [[blue]] headband to signify that YOU are out of game, and that your prop is the actual character. This headband must be provided by you.
Mutoid props must be attached to a 6 foot handle that you use to operate the prop. When moving, you need to have both hands on your control handle.
No matter what body type choice you make, your mutoid must at least take up the majority of a two foot sphere. You can exceed this limit, but you must attempt to create a mutoid that fills as much of this space as possible.
Mutoids can integrate puppetry parts (moving mouths, limbs etc), but are not required to do so.
Mutoids must be constructed to avoid sharp hard points, hard edges or exposed metal.
Your mutoid will be struck in combat and must be strong enough to resist boffer weapons. Your opponents will be required to strike as lightly as possible but accidents can occur and your mutoid needs to be able to take an accidental trampling, bump or fall.
Crawler Mutoids:
Crawler mutoids must be held downwards, like a hockey stick.
These mutoids must always maintain contact or near contact (no more than about 6 inches) with the ground.
Floater Mutoids:
Hover mutoids must be held upwards, like a flag (this can be angled, but above an angle that is parallel to the ground). Be careful not to hold it too closely to your head for safety purposes.
Mutoid perks
Mutoid perks are restricted perks that are available for purchase by mutoid players.
Perfect Mutant
Perfect Mutant
Photo by: Travis Duran Some mutants adapt so naturally to the changes that they undergo that they are able to slip under the radar. Perfect mutants possess powerful mutations that have become a part of their body. Perfect mutants also have stabilized and are in no danger of further mutating and no longer require radiation.
PLAYING A PERFECT MUTANT
Perfect mutants are humans with special mutation powers. Not quite a mutant, and not fully human, perfect mutants will have some limitations to the mutations.
PERKS
Perfect Mutants start the game with 100 XP to spend on general perks.
SPECIES POWERS
Perfect Mutants start with an allotment of 300 XP to spend on mutant species perks (see Chapter 5). This XP doesn’t count against your XP cap. You can not spend more than this amount on Mutant Perks, and this does not allow you to purchase mutations after character creation. These perks do NOT count towards your tag scores.
Perfect Mutant characters start with 0 ability props. Any mutant perks they select that increase their radiation buffer, instead increase the number of ability props they have. At the end of the encounter, they can recover all of their ability packets they can find from the nearby area. If they are unable to locate any ability packets, they will need to rest to recover those ability packets.
LIMIT RECOVERY
Perfect mutant characters can recover limit flags by resting. The default rest time for a perfect mutant is 10 minutes, but can be altered by perks.
When a perfect mutant becomes fresh from resting, they can recover any missing ability packets from game ops.
COSTUMING REQUIREMENTS
No special costuming requirements.
Perfect Mutant perks
Perfect Mutant perks are restricted perks that are available for purchase by perfect mutant players.
Roadkill
Roadkill
Photo by: Travis Duran When it comes to the virus that is mutating everyone into nightmarish bio weapons, pure blooded humans are not the only target. Even creatures such as the stray fall victim to the wrath of the virus. Just like this exception, there are always exceptions to the exception. Roadkill are strays that are stuck, much like unturned, somewhere between living and dead.
PLAYING A ROADKILL
Roadkill have the worst of both fates when it comes to reactions from denizens of the wastes. Being part of the stray, and being part of the turned. Many strays shy away from roadkill and hesitate to allow them into the pack, and humans are always wary of those afflicted with the virus. While they have a very wide variety of powers available to them, their stray mutations and the changes inflicted on them by the virus leave them unable to use most weapons effectively.
PERKS
Roadkill start the game with 100 XP to spend on perks. Roadkill can purchase general perks, stray perks and unturned perks.
SPECIES POWERS
Any stray costuming (see below) that you are wearing counts as armor for armor coverage until it qualifies as wearing light armor. You may choose to count as unarmored while benefiting from this ability.
Whenever a roadkill is recruited to a party or chosen as a drone partner, the party leader or drone needs to pull a limit flag or the roadkill cannot be recruited to the party or chosen as a partner. The roadkill must inform the party leader of this using the Out of Game Hand Sign.
Unless a roadkill is attacking with unarmed props, all focus and reload counts are increased by 5.
Roadkill characters begin the game with the ability to equip two extra maximum limit flags. Roadkill characters have a limit flag cap of 10, as opposed to the normal 5.
Roadkill characters do not have health flags. Instead, a roadkill character uses their limit flags in place of health flags. Any time they would pull or lose a health flag, they instead pull or lose a limit flag.
Roadkill characters with radiation poisoning lower their max limit, instead of max health.
Perks, abilities and items that restore health flags have no effect on roadkill characters. Perks, abilities and items that increase max health increase max limit instead.
When a roadkill loses their last limit flag, they are downed. When a roadkill pulls their last limit flag, they are wounded.
Roadkill characters must carry an unarmed combat prop at all times. While using an unarmed prop, you may make a count of “BITE(3)(Att, Vol)” and when complete, make a melee attack and call “BITE”. You can use this ability even if all of your arms are disabled and may make the attack as if your arm was not disabled for the single bite attack.
You can cannibalize fallen enemies to recover your strength. To cannibalize someone, you must be within arms reach of a dying organic character. You can then make a count of “FEAST(3)(Int, Res, Vol)” and if you finish the count before the creature finishes its dying count, you may immediately rally. This ability can only be used once on each organic character per encounter.
When you are wounded, if anyone within 5 ft of you is downed, you must move to within arms reach of that character and attempt to make a “FEAST(3)(Int, Res, Vol)” count. If you finish, you mustimmediately call “BITEHARM” on the downed character and if that call was a killing blow, you may [[immediately rally]]. If you are forced out of 5 ft from the character that was downed, you must continue to attempt to complete the feast count as long as the character is downed, or until you are no longer wounded.
TURNING
When a roadkill loses control of the virus in their body, they lose control of their body. A roadkill that reaches the end of their dying count turns into a violent monster.
All roadkill characters will carry a Turned monster card.
When you near the end of your dying count, you should ready your unarmed prop. Do not use any of your normal weapons or shields when you turn.
As soon as you finish your dying count, make a “TURNING (10)(Res)” count and once you reach the end of the count, you get up and will begin attacking everything near you.
You have 2 health; this is the amount of lethal hits you can take before starting a dying count.
You must attempt to use your bite attack on the closest character to you. Once that character is downed, you will continue to use your bite attack on that character until they begin a dying count, and then you will use your cannibalize ability. If you finish your feast count, instead of gaining a limit flag, your health is returned to full, and you continue attempting to find and bite new characters.
Your character does not remember what happens as a turned character unless you have an ability that allows you to do so.
When you turn, you are no longer a member of any party, and if you had a drone partner, you are no longer a partner. Once you finish your dying count, you are defeated.
LIMIT RECOVERY
Roadkill characters can recover limit flags by resting. The default rest time for roadkills is 5 minutes, but can be altered by perks.
COSTUMING REQUIREMENTS
Roadkill must follow the rules for both stray and unturned costuming. No matter what your animalistic features are, your unturned markings must show. You can also integrate rotting and zombie like features into an animalistic mask or facial covering, to fulfill your unturned requirements.
Roadkill perks
Roadkill perks are restricted perks that are available for purchase by roadkill players.
Tech-Mutant
Tech-Mutant
Photo by: Travis Duran The natural affinity for mutants to generate electricity with their mutant powers has created a natural path that some mutants have taken with their mutations. Some mutants are able to integrate with and become part of the discarded technology of the old world.
PLAYING A TECH-MUTANT
Tech-mutants have a large amount of options available to them. You will need to carefully balance your abilities, and read your perk choices thoroughly, as some of them will have no effects on your character and might even be poor choices.
PERKS
Tech-mutants start the game with 100 XP to spend on perks. Tech-mutants can purchase general perks, mutant perks, and android perks.
SPECIES POWERS
Tech-mutants count as both robotic and organic. If an ability affects only robotic or only organic species, it affects a tech-mutant.
Tech-mutants start with the ability to equip a total of 2 health flags, but may also equip durability flags as long as the total number of health flags and durability flags doesn’t exceed their max health.
When a tech-mutant suffers an injury, they may choose to suffer a malfunction instead. These malfunctions and injuries progress as normal, and if you get a malfunction or injury that shares a type with an injury or malfunction that you already have, you gain the greater version of the card you already possessed, or in the case of major injuries or malfunctions, suffer the fate of the first card.
After resting, a tech-mutant can turn in any radiation bracelets that they are wearing to game ops in exchange for ability packet props (detailed below). You can carry a number of ability packets equal to your radiation buffer level.
Tech-mutants start with a radiation buffer of 0. Each level of their radiation buffer prevents them from suffering from radiation poisoning. You do not start reducing your max health due to radiation poisoning until the number of radiation bracelets you are wearing exceeds this buffer. This buffer can increase with certain perks, items and chems.
LIMIT RECOVERY
Tech-mutant characters can recover limit flags by resting. The default rest time for tech-mutants is 10 minutes, but can be altered by perks.
When fresh, a tech-mutant can rest to recover an ability packet.
When resting, a tech-mutant may remove an equipped radiation bracelet and put it in their out-of-game bag to recover all of their limit flags after a single rest.
COSTUMING REQUIREMENTS
Tech-Mutant characters must have at least 3 visible techno-integrations visible in their costuming. These techno-integrations can be covered up by additional costuming like hoods, cloaks and robes etc. but if that costuming is removed, the techno-integrations must be visible.
Techno-integration costuming elements should be a significant piece (or pieces) of costuming. The following guidelines should be used to create your costuming elements for your tech-mutant characters. Please keep in mind that the focus on these costuming elements should be theater and show, and not trying to figure out the way in which you can get away with the least amount of costuming. However, do not constrain your creativity due to these guidelines, if you have ideas for costuming, feel free to check in with staff before the game (and before spending any money or effort on the costuming) to see if it is an acceptable techno-integration. Below is a list of pre-approved techno-integrations for character costuming.
A wig or helmet with wires in the place of hair.
Arms or legs covered with non-standard armor that resembles something like what you would see on a giant robot.
Masks that have facial features created out of scrap parts like computer fans, exhaust grates, and the like.
Additional limbs that look like someone's junk-drawer spat out an arm.
Tech-Mutant perks
Tech-Mutant perks are restricted perks that are available for purchase by tech-mutant players.