The denizens of the wastes are diverse, each with their own rich histories and unique appearances. When you create a character, you will choose from the list of playable species. Each species grants you additional perks and has specific rules to follow.
A NOTE ON COSTUMING REQUIREMENTS
If you are attending your first Afterworlds event, we will be extremely lenient on the costuming requirements for your chosen species to give you a chance to experience the game without having to put in a ton of effort beforehand and being able to gauge the overall level of immersion the game is aiming for.
The costuming requirements listed for each of the species defined in this chapter exist for a variety of reasons. Primarily, characters, non-player characters and staff will have an easier time identifying you, your abilities and how to react to your character. This will result in better roleplay for you and everyone you interact with.
If you find yourself struggling to create costuming, or bending over backwards to attempt to minimize or neutralize the costuming requirements of your species, you should instead consider playing something else. If you are only playing a species for the perks and powers available, you are going to have to put in the effort that is described in the costuming to achieve those powers.
If your costuming doesn’t fit the requirements listed, any associated mechanical abilities granted by that costuming (for example: armor coverage from stray costuming) will not be granted.
If you are combining costuming aesthetics from different species because of your backstory, you will need to overdo what you chose for your character’s actual chosen species. Others need to be able to differentiate what your actual chosen species is. When it comes to species that are a mix of other species mechanically, such as roadkill or tech-mutant (see chapter 12) this rule does not apply to the mix of species you are playing but must still be easily differentiated from all other species.
Android
AndroidAndroids are artificial organisms designed to resemble humans and house advanced automated intelligence. Metal and plastic instead of flesh and bone, androids are often out of place in a world designed for organic life. Androids have broken free of their original servitude programming and now possess self awareness, for better or worse.
PLAYING AN ANDROID
Androids possess a large amount of powerful abilities and innate resistances but have a major drawback in that they cannot heal the same way that living creatures do and must seek out repairs instead.
PERKS
Androids start the game with 100 XP to spend on perks. Androids cannot purchase Endurance perks. Androids can purchase all other General perks and android species perks listed below.
SPECIES POWERS
Being artificial beings, androids function very differently from living species. All androids must follow these special rules.
Androids use durability flags instead of health flags and start the game with the ability to equip 2 durability flags. Your maximum durability flags is the same as your max health would be.
Perks, abilities and items that restore health flags have no effect on android characters.
When an android suffers an injury, it is drawn from a different pool called malfunctions. Malfunctions work the same way as injuries, but are resolved by characters who can perform maintenance instead of surgeries (see chapter 10).
Androids cannot use chems.
Androids cannot install cybernetics.
Androids are immune to knockout and poison.
Androids are immune to bite cards. If you are given a bite card, take that card and put it in your out-of-game bag and return it to game ops.
Androids are immune to the revive call and must be hit with reboot instead.
LIMIT RECOVERY
Android characters recover limit flags by resting. The default rest time for androids is 10 minutes, but can be altered by perks.
COSTUMING REQUIREMENTS
Androids are required to wear black, red, or blue face paint or makeup in a specific pattern (see reference image). A mask with the same markings is also acceptable. If you have a beard or other facial feature that would interfere with any of these lines, draw any amount of the lines that you can around the interference.
Android perks
Android perks are restricted perks that are available for purchase by android players.
ACCESS PORT
COST: 75
You have the ability to share your internal battery with artificial beings around you.
Species: Android
Tags: Technical
Effect: You may allow any robotic characters to access your limit flags to power their abilities and perks. The character you grant the ability to access your flags mustpull each limit flag you allow them to use themselves, from your equipped limit flags. You should communicate this with applicable characters using the Out of Game Hand Sign.
CARGO UPGRADE
COST: 75
Your robotic frame allows for enhanced physical strength, allowing you to easily lift objects.
Species: Android
Tags: Strength
Effect: Your carrying capacity increases by 4.
DEFENSIVE MEASURES
COST: 100
You are built for heavy combat and high intensity engagements and can activate special defensive measures.
Species: Android
Tags: Defense
Effect: You maypull a limit flag to call "RESIST" against a single call that was attached to a melee attack that has hit you. This perk does not affect the damage that is dealt by the attack itself, only calls that are attached to the attack.
DELAYED OBSOLESCENCE
COST: 75
You are the kind of tech that was built to last and you aren’t going to go down easy.
Species: Android
Tags: Technical
Effect: Your dying count is increased by 30.
ENGINGOA™ SUITE
COST: 50
Enginegoa models were built to be able to be upgraded, specifically for techs and engineers with grand D.I.Y. plans.
Species: Android
Tags: Technical
Effect: When you are undergoing maintenance to remove a malfunction, the difficulty is reduced by 2.
EXPANDED BATTERY
COST: 150
This basic upgrade was surprisingly rarely included with default models.
Species: Android
Tags: Smarts
Effect: Your max limit increases by 1.
HOTSWAP
COST: 150
Your factory used interchangeable parts when they put you together. You can trade parts with other androids built in a similar manner!
Species: Android
Tags: Teamwork
Effect: You may swap the status of disabled limbs and durability flags with other androids who also have this perk.
Both androids must willingly exchange limb status or durability flags in game. This can be done under in-game duress however.
When swapping limb status, the injured android then recovers the use of the disabled limb and the undamaged android has the same limb disabled.
When swapping durability flags, you cannot exceed your maximum number of equipped flags.
When using this perk, the initial count of injuries and durability flags involved between the two participating androids must always stay the same, and this supersedes any other perks or effects that would change that count while the perk is being used.
NUCLEAR POWERED
COST: 250
You have a small nuclear battery that keeps you powered. It is strong and fast, but it has a limited capacity.
Species: Android
Tags: Technical
Effect: You are no longer affected by radiation sickness, however, You can only ever have a total of 2 radiation bracelets on you at any time. Any excess radiation bracelets you receive are immediately stored in your out-of-game bag and returned to game ops.
You mayburn an equipped radiation bracelet any time you attempt to recover limit flags by resting. You only need to burn one radiation bracelet to start resting, but if you fail to rest, you mustburn another radiation bracelet to use this perk again.
When you finish resting while using this perk, you recover all of your limit flags.
OVERDRIVE
COST: 100
You have the ability to disable certain safety features and push your frame past its limit.
Species: Android
Tags: Defense
Effect: When you are spent, you may use durability flags in the place of limit flags to activate perks and abilities.
PEECH™ SUITE
COST: 150
The Peech company was known for its designer android skins. Unless damaged or the android reveals themselves, it is often hard to tell that a Peech android is anything other than a human.
Species: Android
Tags: Charisma
Effect: You don’t have to adhere to android costuming requirements. The durability flags you have equipped may be disguised as health flags. You can exchange your equipped durability flags for health flags at game ops. Items and abilities that restore health flags cannot be used to restore health flags to you, and you can only receive healing from items and abilities that restore durability flags.
POWER DOWN
COST: 25
You can put yourself into a powered down mode. You are vulnerable in this mode but clever androids have found many reasons to use this mode.
Species: Android
Tags: Finesse
Effect: You may put yourself into the downed condition. When you do, unequip all of your durability flags and place them in your out-of-game bag. You must stay in the downed condition until someone else uses an ability to remove the downed condition from you. You may re-equip the durability flags you had when you used this ability when you come out of the downed condition.
You maypull a limit flag to remove this self imposed downed condition at any time.
RECALL PROTOCOL
COST: 200
Deep down, in your sub-programming lies a very basic program that will attempt to return you to your manufacturer if you are damaged too badly.
Species: Android
Tags: Technical
Effect: At the end of your dying count, you maypull a limit flag and make a count of “REBOOT(6)(Int, Res)”. If you finish this count, instead of being defeated, you may return to the game and attempt to find help. You must seek out ways to get your max durability flags equipped and until you are able to do so, you cannot speak (you can make beeps and static noises however), cannot attack and you must move in a way that suggests you are damaged and malfunctioning. If you take damage in any way before you are able to get your max durability flags equipped, you are defeated without a dying count.
RUGGED CONSTRUCTION
COST: 150
You have enhanced robotic durability designed for increased wear and tear.
Species: Android
Tags: Defense
Effect: Your max durability flags increase by 1.
SARASANG™ SUITE
COST: 150
The Sarasang corporation was a South Korean corporation known for producing diverse androids that focused on manual tasks.
Species: Android
Tags: Crafting
Effect: When crafting, once per craft, you maypull a limit flag to treat a common junk token as an uncommon junk token, or an uncommon junk token as a rare token.
SOLAR SKIN
COST: 150
You are able to recover energy quickly through advanced solar receptors in your skin.
Species: Android
Tags: Technical
Effect: While the sun is visible in the sky, resting only requires 5 minutes, and resting recovers two limit flags at a time.
YESKIA™ SUITE
COST: 150
Yeskia models are built to last, focusing on durability, reparability and simple design.
Species: Android
Tags: Defense
Effect: You count as if you are wearing heavy armor at all times. You do not need any armor costuming to represent this, and wearing additional armor provides no benefits.
Drone
DroneAndroids were not the only artificial life forms that humanity created before it lost its control over the old world. Drones were created to fill many different roles where a full body would be a detriment. Many still float, roll and scuttle about to this day.
PLAYING A DRONE
Drones 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
Drones start the game with 100 XP to spend on perks. Drones cannot purchase Endurance perks. Drones can purchase all other General perks and drone species perks listed below.
SPECIES POWERS
You will need to pick one of two frame types (hover drone, or crawler drone) when you create your drone character. The frame type you select will change your statistics forever, and dictate how you operate your drone puppet. The following rules apply to all drones regardless of frame type:
While playing as a drone, you will operate a drone puppet instead of acting as the character you are playing.
Drones use durability flags instead of health flags and start the game with the ability to equip 2 durability flags.
Perks, abilities and items that restore health flags have no effect on drones.
When a drone suffers an injury, it is drawn from a different pool called malfunctions. Malfunctions work the same way as injuries, but are resolved through different solutions.
Drones do not have limbs, and cannot have any limbs disabled. When a drone receives a malfunction that affects a limb, a different malfunction needs to be determined.
Drones can never make melee attacks. Your drone prop is never to be used as a melee weapon.
Drones do not begin with the ability to use ranged weapons.
Drones cannot use chems.
Drones cannot install cybernetics.
When the player operating a drone character sees a character using the Stealth Hand Sign, while they must still treat the character as if they are out of game, they are acutely aware that there is a character nearby who is stealthed. They can alert others to that fact, but cannot point out where the character is.
Drones are immune to the revive call.
The following rules apply to drones of the crawler drone frame type:
Your carrying capacity is 10.
You count as if you are wearing heavy armor at all times.
The following rules apply to drones of the hover drone frame type:
Your carrying capacity is 2.
You cannot equip any armor.
You maypull a limit flag to call "DODGE" when hit with melee or ranged attacks that do not have the harm or true calls attached to them. Any other calls attached to these attacks are also prevented.
Drones are Immune to Knockout and Poison.
Drones are Immune to bite cards. If you are given a bite card, take that card and put it in your out-of-game bag and return it to game ops.
LIMIT RECOVERY
Drone characters can recover limit flags by resting. The default rest time for drones is 10 minutes, but can be altered by perks.
Drone characters can rally once at the end of any combat encounter that they participate in.
COSTUMING REQUIREMENTS
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.
Drone 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 frame type choice you make, your drone must at least take up the majority of a two foot sphere. You can exceed this limit, but you must attempt to create a drone that fills as much of this space as possible.
Drones can integrate puppetry parts (moving mouths, limbs etc), but are not required to do so.
Drones can integrate electronics like lights and sound, but are not required to do so.
Drones must be constructed to avoid sharp hard points, hard edges or exposed metal.
Your drone 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 drone needs to be able to take an accidental trampling, bump or fall.
For safety purposes of those around you and your drone prop itself, your drone must have some sort of light at night such as glowsticks, EL wire or small lights. At night, drone props become tripping hazards and collision risks.
Crawler drones must be held downwards, like a hockey stick.
These drones must always maintain contact or near contact (no more than about 6 inches) with the ground.
Crawlers can be made to look like a small robot of any design, and can have tank treads, wheels, or legs which do not need to be functional.
Hover drones:
Hover drones 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.
Hover drones can be designed to look like a small flying or hovering robot of any design, and can have thrusters or propellers, or any other kind of propulsion but they MUST NOT be functional.
Drone perks
Drone perks are restricted perks that are available for purchase by drone players.
DRONES AND PARTNERS
Some upgrades allow you to grant abilities to a partner. This is a special mechanic for drone characters. To establish another character as a partner, you must do so outside of an encounter. While speaking in character and establishing your partner, you need to inform your partner what your character’s name is, and use the Out of Game Hand Sign to clarify the abilities being your partner grants. [[Partners]] are granted one or more abilities from the drone perks you possess. You will need to discuss your abilities with your partner before using them in encounters. If your partner does not hear your abilities or does not react to your calls, any costs expended to activate them are wasted. Anytime your partner leaves your area, they are assumed to no longer be your partner, and must be recruited again when they return. You can make agreements with your partner to assume that they will be your partner all times unless specifically informed otherwise. Use your best judgment when recruiting a partner and make sure to use communication both in-character and out of game to clarify your abilities.
CAPACITOR DISCHARGE
COST: 150
Your modified frame allows you to discharge a high voltage burst around you.
Species: Drone
Tags: Smarts
Effect: You maypull a limit flag to make a count of "FOCUS(4)(Int, Res, Vol)". When finished you mustimmediately call "TRUE5 FT ON ME".
COMPONENT ASSIMILATOR
COST: 150
Replacement parts are easy to find if the unit using them doesn't need them anymore!
Species: Drone
Tags: Technical
Effect: When within arms reach of a character who is a member of the old world faction, or a robotic character that has reached the end of their dying count, you may recover a lost durability flag from the nearby area. This perk can only be used once per defeated character.
DUAL CORE
COST: 150
Your improved processors allow you to process twice as much battle information.
Species: Drone
Tags: Teamwork
Effect: You can support two partners at once, and when you activate your abilities both of them gain the powers. You must communicate your powers to both of your partners.
FINE TUNED
COST: 100
You are able to tweak your settings, making you more efficient at different tasks.
Species: Drone
Tags: Smarts
Effect: You maypull a limit flag to either increase any tag by 2 until the end of the encounter or call "<YOUR NAME> TUNING <TAG>" to grant your partner 2 to the tag called until the end of the encounter.
HIGH CAPACITY CELLS
COST: 150
You are able to store more energy for longer operations.
Species: Drone
Tags: Smarts
Effect: Your max limit increases by 1.
HUNTER DRONE
COST: 150
You have scanners capable of locating hidden targets.
Species: Drone
Tags: Grit
Effect: When you are in the presence of a stealthed character, you maypull a limit flag to begin a count of "SCAN(5)(Int, Res, Vol)" and when complete, you may take 5 steps toward that character. You can repeat this count as many times as you would like as long as you are still in the presence of a stealthed character. Once you are within arms reach of a stealthed character you must make a count of "SCAN(3)(Int, Res, Vol)" and when complete, you mustimmediately call "COMMAND5 FT ON ME: Leave stealth". Please keep the spirit of the rules in mind when using this perk. This perk borders carefully on the edge of metagaming and in-game character abilities.
HYBRID FUEL
COST: 200
You have the ability to use alternative fuels.
Species: Drone
Tags: Smarts
Effect: You can burn a junk token to immediatelyrally.
PLUG AND PLAY
COST: 100
Your operating system and memory unit is able to be transferred into different frames.
Species: Drone
Tags: Smarts
Effect: After resting, you may choose to swap to a secondary drone prop of another frame type. You must also provide this prop. If you have perks that only affect your other type of frame, those perks no longer function. Your equipped durability flags are unchanged by swapping frames.
PRECISION MANIPULATORS
COST: 100
You have specialized tools and programs for assisting in procedures that require precision.
Species: Drone
Tags: Teamwork
Effect: You maypull a limit flag to call "<YOUR NAME> ASSISTING". If your partner hears this call, they may reduce or increase any medic or repair count they make this encounter by 5. This ability cannot lower these counts to less than 1.
RESCUE OPERATIONS
COST: 100
You have crude yet effective modifications useful for resuscitating allies.
Species: Drone
Tags: Teamwork
Effect: While within arms reach of your partner while they are downed or dying, you maypull a limit flag to call "REVIVE" or "REBOOT" on your partner.
SCANNER
COST: 50
You have advanced scanning software that is able to detect threats and hidden identities.
Species: Drone
Tags: Grit
Effect: You maypull a limit flag to start a count of “SCAN(5)(Int, Res, Vol)”. When you complete the count immediately make one of the following calls on a character within 5ft of you:
"COMMAND: What is your species?"
"COMMAND: How many bite cards do you have?"
“COMMAND: Do you have any cyberware installed?”
TARGET ASSISTANT
COST: 100
You are able to quickly calculate combat data and relay it to your partner.
Species: Drone
Tags: Grit
Effect: You maypull a limit flag to call "<YOUR NAME> TARGETING". If your partner hears this call, they may reduce any aim, focus or reload count they make by 1 until the end of the encounter. This ability cannot lower these counts to less than 1.
VOICE ACTIVATED
COST: 100
Your voice activated features are top of the line.
Species: Drone
Tags: Charisma
Effect: Anytime you receive a social tokens for any reason, you mayimmediatelyrally.
WEAPON MOUNT
COST: 150
You have downloaded the required security certificates to be able to carry combat armaments.
Species: Drone
Tags: Grit
Effect: You can use a firearm. When you fire this weapon, you must fire the weapon over the top of your drone puppet.
Human
Human
Photo by: Travis Duran Humans are the native inhabitants of Earth and the most numerous of its denizens; they run the full gamut of survivor archetypes from traders and scavengers to soldiers and warlords. Humankind has long ruled Earth uncontested, but now finds itself in a world where it is no longer top of the food chain, and it will have to use its adaptability to stay off the menu.
PLAYING A HUMAN
Humans are the baseline for the species in the Afterworlds setting and game rules. Humans do not have the restrictions on their playstyle and roleplaying that many other species do, but lack the advanced powers and abilities that the other species gain.
PERKS
Humans start the game with 100 XP to spend on perks.
SPECIES POWERS
Humans have an XP cap for perks of 2200, instead of the usual 2000. This limit can be increased as normal.
Humans begin the game with the ability to equip one extra maximum limit flag.
LIMIT RECOVERY
Human characters can recover limit flags by resting. The default rest time for humans is 5 minutes, but can be altered by perks.
COSTUMING REQUIREMENTS
No special costuming requirements.
Human perks
Human perks are restricted perks that are available for purchase by human players.
Mutant
MutantTwisted by radiation and biological mutagens left after the Apocs, these former humans are as diverse as they are potentially dangerous. Many mutants find themselves persecuted for their deformities. Others seek like-minded mutants to form their own societies and groups.
PLAYING A MUTANT
Mutants are a species that focus around using their limit flags to produce effects that can warp reality and allow them to perform high powered feats. They are also a species that is highly resistant to radiation.
PERKS
Mutants start the game with 100 XP to spend on perks. Mutants can purchase General perks and mutant species perks listed below.
SPECIES POWERS
Mutant 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 maximum health flags due to radiation poisoning (chapter 10) until the number of radiation bracelets you are wearing exceeds this buffer. This buffer can increase with selection of special perks, items and chems.
After resting, a 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.
Mutant characters maypull a limit flag to recover an ability packet from the nearby area.
LIMIT RECOVERY
Mutant characters can recover limit flags by resting. The default rest time for mutants is 5 minutes, but can be altered by perks.
When fresh, a mutant can rest to recover an ability packet.
When resting, mutant 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
Mutant characters must have at least 3 visible mutations integrated into their costuming. These mutations can be covered up by additional costuming like hoods, cloaks and robes etc. but if that costuming is removed, the mutation must be visible. Mutation costuming elements should be a significant piece (or pieces) of costuming. The following guidelines should be used to create your costuming elements for your 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 mutation. Below is a list of pre-approved mutations for character costuming.
Radiation can deform the body. Consider things like extra limbs, a hunched back, tumorous growths or a misshapen head.
Some mutant powers are focused around generating electrical energy through bioelectricity, so things like glowing skin paint, temporary tattoos that look like electrical burns or lightning bolts.
Mutants can be part plant or fungus. Consider things like bark-skin, fungal growths or leaves.
Obvious facial prosthetics like an extra eye, inhuman ears or exposed brain prosthetics.
Avoid animalistic costuming that could confuse your species costuming as part of the stray.
Mutant perks
Mutant perks are restricted perks that are available for purchase by mutant players.
ABILITY PACKETS
Some mutant abilities require you to use an ability packet. These small throwing props are a classic staple in live action role playing games. These props represent psychic forces, elemental attacks or other non-physical effects. Once an ability packet has been thrown or used, it is out of game and no longer exists (it will be recovered by staff during a sweep), unless the perk that requires you to use the ability prop allows you to recover the ability packet. If a perk requires you to use an ability prop and you have none, you cannot use those perks. Ability packets will be provided by the game.
AUTOTOMY
COST: 150
It will grow back.
Species: Mutant
Tags: Endurance
Effect: When you receive an injury to a limb, the duration of the injury is lowered to 1, including permanent injuries.
BIG BRAIN
COST: 50
Your mutations have left you strong of mind, but weak of body.
Species: Mutant
Tags: Smarts
Effect: Your max health decrease by one, and your max limit increase by one. Your limit cap is increased by one and your health cap is decreased by one.
BRAIN BLAST
COST: 100
You are able to focus your mental energy in a way that causes immense pain in the brains of your foes.
Species: Mutant
Tags: Smarts
Effect: Your radiation buffer is increased by 1. You may make a count of “FOCUS(3)(Att, Int, Vol)” and when finished, immediately throw an ability packet as a ranged attack and call "NO DAMAGESTUN".
ELECTROLANCE
COST: 125
Your melee weapons are charged with so much bioelectricity that they arc out and strike your opponent through their armor.
Species: Mutant
Tags: Defense
Effect: You maypull a limit flag and until the end of the encounter or until you take damage, you may call “PIERCE” on any of your melee attacks.
FEEDBACK
COST: 175
You have mutated to slowly generate and hold large quantities of electricity inside the very cells of your body. This static field is prone to discharging when you are wounded.
Species: Mutant
Tags: Defense
Effect: You maypull a limit flag and until the end of the encounter, each time you take a health flag of damage from a melee attack, you mayimmediately call "COMMAND: Take pierce" while pointing at the character that hit you with the melee attack.
FORCE SHIELD
COST: 100
You are able to mentally will into existence pockets of electromagnetic energy around others to protect them from harm.
Species: Mutant
Tags: Defense
Effect: You maypull a limit flag to call out the name of another character and call “GUARD” after that player has been hit with melee or ranged attack within 5 ft of you. If your target ignores your ability or doesn't react to it, you mayrally.
FORCEFIELD
COST: 100
You are able to generate a strong electromagnetic field that can protect you from damage for a limited amount of time.
Species: Mutant
Tags: Defense
Effect: You maypull a limit flag while holding one of your hands (with nothing in it) out in front of you with the palm facing outward as if you were telling someone to stop to start a count of “IMMUNE(3)(Res, Int, Vol)”. During this count you are immune to all damage and effects that do not carry the true or blast calls.
INEDIBLE
COST: 125
You are not fit for consumption. Your tough skin isn’t easy to chew.
Species: Mutant
Tags: Defense
Effect: If you are hit with an attack that has the call "BITE" attached to it, you maypull a limit flag to call “RESIST” against that attack and all attached calls.
LEECH
COST: 150
You can drain the energy out of your enemies to fuel your body's regenerative abilities.
Species: Mutant
Tags: Endurance
Effect: Your radiation buffer is increased by 1. You maypull a limit flag to throw an ability packet as a ranged attack and call "HARM". If the packet connects with your target and is not blocked by a shield, you mayimmediatelyregen.
MIND FORTRESS
COST: 100
Your brain works on a whole different frequency, that you can exert strange control over.
Species: Mutant
Tags: Charisma
Effect: When you are the target of the command call you maypull a limit flag and call “RESIST”.
MINDWALK
COST: 100
You are able to realize yourself into different spaces. Don’t think about it too much.
Species: Mutant
Tags: Smarts
Effect: Your radiation buffer is increased by 1. You may make a count of “FOCUS(3)(Att, Int, Vol)” and when finished immediately throw an ability prop to a location on the ground. Do not throw it at any characters. You must then immediately make a count of “IMMUNE (8)(Att, Vol)”. During this count you are immune to damage and any calls and must walk in a straight (as possible) line to the ability prop and must stop your count when you reach the prop.
PHASE
COST: 100
Your brain is able to emit waves of energy that cause others to be unable to realize you exist for a time.
Species: Mutant
Tags: Finesse
Effect: You maypull a limit flag to immediately become stealthed (using the Stealth Hand Sign). While stealthed in this way, you mustimmediately leave stealth if you:
Move for any reason.
Speak or make any other count or call other than stealth, immune or resist.
Make a ranged or melee attack
This perk is not able to be used in combination with other perks that allow for stealth or movement during stealth.
PHOTOSYNTHESIS
COST: 75
You are able to collect energy from solar radiation and use it to fuel your abilities.
Species: Mutant
Tags: Endurance
Effect: While the sun is visible in the sky, your max limit is increased by one and your limit flag cap is increased by one. As soon as the sun is no longer visible, your max limit and limit flag cap are reduced and you must discard any excess flags.
POISON CLOUD
COST: 150
You seem to be able to give off a poisonous miasma! Lucky you, unlucky everyone else.
Species: Mutant
Tags: Endurance
Effect: You maypull a limit flag and make a count of “FOCUS(2)(Int, Res, Vol)”. When finished you mustimmediately call “POISON5 FT ON ME”. You are not affected by this call.
PSYCHIC SCREAM
COST: 150
Your weird brain is able to project a field of psychic static that clouds the mind of those around you.
Species: Mutant
Tags: Smarts
Effect: When fresh, you maypull a limit flag to call “STUN5 FT ON ME”. You are not affected by this call.
RAD REGENERATION
COST: 100
Your body is capable of using radiation to rapidly repair itself.
Species: Mutant
Tags: Endurance
Effect: After you have been downed, and you have completed your recover count, you mayburn two ability packets and put them in your out-of-game bag to immediatelyregen.
RAD SPONGE
COST: 75
Your innate resistance to radiation now extends to protect those near you, though you [[must]] be careful not to absorb too much.
Species: Mutant
Tags: Endurance
Effect: Your radiation buffer is increased by 1. You may absorb radiation that other characters collect within 5 ft of you by informing that character when they equip a radiation bracelet using the Out of Game Hand Sign that they may give it to you. You must be in range at the moment that the character receives the radiation to use this perk and it has no effect on already equipped radiation bracelets.
SHOCKBOLTS
COST: 150
You are able to generate small electric bursts that can strike your foes.
Species: Mutant
Tags: Agility
Effect: Your radiation buffer is increased by 1. You may make a count of "FOCUS(3)(Int, Res, Vol)" when finished, immediately throw an ability packet as a ranged attack and call "TRUEHARM".
STATIC STRIKE
COST: 150
Your bioelectrogenesis is able to project through your attacks adding a bit of a zing to those enemies that find themselves on the other end of the strike.
Species: Mutant
Tags: Strength
Effect: You maypull a limit flag and make a count of “FOCUS(2)(Att, Vol)”. When finished you mustimmediately make a melee attack and call "STUN" on that attack.
THORNS
COST: 100
You have thorns and protrusions all over your body that make holding on to you a painful endeavor.
Species: Mutant
Tags: Defense
Effect: Anytime you are hit with grab, you must call “COMMAND: Take HARM” on the character who used grab.
Nomad
Nomad
Photo by: Travis Duran The nomads are a group of underground dwelling former humans that have changed drastically due to the warping powers of radiation and the environment in which they dwell. Reclusive by nature, the Nomad people are very good at using refuse and scrap to get by.
PLAYING A NOMAD
Nomads are a species that focus on survival and utility. While they are not the best combatants, they have tools to help survive most other dangers in the wasteland.
PERKS
Nomads start the game with 100 XP to spend on perks. Nomads can purchase General perks and nomad species perks.
SPECIES POWERS
You can ignore the effects of one minor injury you have. Once chosen, that choice cannot be changed until that injury is cured.
Nomads require 7 bite cards to turn (chapter 10).
Nomads must wear a breathing mask. This can be a full face mask, or simply a respirator. This does not have to be functional, but you must be able to breathe out of it (for your safety). You can take your mask off, but while it is off, you cannot use any perks that you possess.
Nomads cannot wear armor and cannot use limit flags to use the Armor call.
LIMIT RECOVERY
Nomad characters can recover limit flags by resting. The default rest time for nomads is 5 minutes, but can be altered by perks.
COSTUMING REQUIREMENTS
In addition to your mask, You must wear some sort of poncho, drape, cape or cloak to hide the majority of your body.
Nomad perks
Nomad perks are restricted perks that are available for purchase by nomad players.
BURROW
COST: 150
You know how to access and utilize the under-tunnels.
Species: Nomad
Tags: Strength
Effect: You maypull a limit flag to begin a count of “BURROW(10)(Int, Res, Vol)” and when complete, you may leave the game and walk to any town specially marked game exit. Do not stop to talk out of game. If asked why you are out of game, simply reply with “BURROWING.” Once you arrive at a marked game exit, you can return to game with a count of “BURROW (3)(Res).”
FERMENTATION
COST: 100
You know how to use the natural environment to brew up some useful chemicals.
Species: Nomad
Tags: Crafting
Effect: You can carry 2 herbs. In addition, when crafting, you maypull a limit flag to use any 2 herbs in place of one common junk. You can only use this perk once per craft attempt.
GOOD BLOOD
COST: 75
Something about your body makes you more able to resist the side effects of chems.
Species: Nomad
Tags: Endurance
Effect: If you are fresh, and you use a chem on yourself, you may ignore any drawbacks of the chem.
GRAZING
COST: 100
You have learned to consume a lot of the local flora.
Species: Nomad
Tags: Smarts
Effect: You can carry 2 herbs. In addition, when you begin resting to recover limit flags, you mayburn an herb to recover 2 flags for that rest. If you are interrupted while resting, this ability fails and you will need to burn another herb to use it again.
HONEST WORK
COST: 100
You have learned the tricks to expedite crafting and tinkering.
Species: Nomad
Tags: Crafting
Effect: Any time you craft, reduce the time required to craft by 1 minute.
IT'S STILL GOOD
COST: 150
You know that if you just brush off the gross stuff, a lot of junk is still usable.
Species: Nomad
Tags: Smarts
Effect: When drawing a token from a node or zone if you draw anything other than a junk token, you maypull a limit flag to draw an additional token.
LONG HAUL
COST: 75
You know how to move heavy or awkward stuff.
Species: Nomad
Tags: Strength
Effect: You can carry up to 10 capacity over your carry capacity. When you are overloaded like this, you cannot run and cannot use limit flags.
SEWER HUNTER
COST: 150
Hunting in the tunnels and warrens below have taught you a lot about [[poison]]s and bowhunting.
Species: Nomad
Tags: Grit
Effect: You maypull a limit flag to immediately call “POISON” on a ranged attack with a bow, crossbow or thrown weapon.
SLEEP IT OFF
COST: 150
Sometimes a good rest is all you need.
Species: Nomad
Tags: Endurance
Effect: When a nomad chooses to rest to recover limit flags, they may instead rest for triple the required time instead and remove one radiation bracelet instead of recovering a limit flag.
SLOW AND STEADY
COST: 150
You are able to take your time to reduce the chance that you will end up picking up something you would regret.
Species: Nomad
Tags: Smarts
Effect: Once per scavenging attempt, when drawing a token from a node or zone, you may make a count of "SEARCH(30)(Int, Res, Vol)" before drawing the token. Once finished, draw the token and find out what it is, then you may then return that token to the bag and draw again. This effect occurs before the token drawn has any effect.
STASH
COST: 100
You know the value of tucking things away for when you need them.
Species: Nomad
Tags: Crafting
Effect: When you check into an event, you start with 2 arrows, 2 random herbs and 2 common junk tokens.
TAE-KWON-BOW
COST: 100
Due to the restrictive nature of the tunnels you were raised in, you are skilled with bows and crossbows over firearms.
Species: Nomad
Tags: Grit
Effect: When using a bow or crossbow, any aim, focus or reload counts you make are reduced by 1. This perk cannot reduce a reload count below 1.
THICK SKIN
COST: 150
The rough living in the tunnels have made you out of tougher stuff.
Species: Nomad
Tags: Endurance
Effect: Your max health increases by 1.
TUNNEL RAT
COST: 150
You are adept at getting out of tight spaces, and fitting through narrow gaps and have adapted this skill to your combat training.
Species: Nomad
Tags: Agility
Effect: If you are fresh, you are immune to grab.
Stray
StrayLab experiments gone wrong, or exactly right. Rapidly evolved animals due to irradiated landscapes. Animalistic mixes of humanoid and beast, these are the Stray. There does not seem to be an end to the diversity of the Strays, and any number of animals, or even mixes of animals, have been reported amongst their ranks. These feral survivors follow their instincts and use their natural abilities to get an edge.
PLAYING A STRAY
Stray characters have access to a wide variety of abilities that enhance specific combat styles mostly focusing on unarmed attacks. Stray characters also have special abilities when using teamwork perks.
PERKS
Stray characters start the game with 100 XP to spend on perks. Stray can purchase General perks and stray 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.
LIMIT RECOVERY
Stray characters can recover limit flags by resting. The default rest time for strays is 5 minutes, but can be altered by perks.
COSTUMING REQUIREMENTS
Stray characters are required to wear animalistic costuming features indicating the fact that they are an animal human hybrid.
When choosing stray costuming, you need to aim for more realistic costuming, as opposed to cartoonish or toy costuming elements. You are not prevented from wearing such items, but to count as armor for the species power, they will need to fit the thematic goals of the species.
You should be able to tell at a glance that your character is a stray. At a minimum, strays will need some sort of readily visible facial or head feature that stands out, like a pair of antlers, scale patches, visible fangs, ear prosthetics or items similar in impact; or one large feature such as a human sized turtle shell or pair of wings.
Stray perks
Stray perks are restricted perks that are available for purchase by stray players.
CORNERED BEAST
COST: 100
When you are restrained, you will do anything to escape.
Species: Stray
Tags: Agility
Effect: Anytime you are grabbed, you may call "PIERCE" on any melee attacks you make against the character that is grabbing you.
DEATHROLL
COST: 100
When you have an enemy in your clutches, you are able to perform a devastating amount of damage.
Species: Stray
Tags: Endurance
Effect: If you have successfully used the grab call on a target, you may start a count of "FOCUS(3)(Int, Res, Vol)" to immediately call “TRUEstun” on that opponent and then you mustimmediately break contact with the opponent and they are no longer grabbed.
FANGS
COST: 150
You can perform a powerful bite attack that can take foes off guard.
Species: Stray
Tags: Strength
Effect: While using an unarmed prop, you maypull a limit flag and make a count of “BITE(3)(Att, Vol)” and when complete, immediately make a melee attack and call “BITEPIERCE”. 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.
HERBIVORE
COST: 100
You have adapted to consume the mutated flora of the wastes.
Species: Stray
Tags: Smarts
Effect: You can carry 2 herbs.
When you begin resting to recover limit flags, you mayburn an herb to recover 2 flags for that rest. If you are interrupted while resting, this ability fails and you will need to burn another herb to use it again.
LOCKJAW
COST: 100
When you get a hold of something you don’t let go.
Species: Stray
Tags: Endurance
Effect: When you successfully grab a character, you maypull a limit flag and until you choose to break contact, you are not required to break contact with that character if you take damage from sources other than your grab target.
LOYAL
COST: 100
When it comes to protecting your friends and allies, your ferocity has no bounds.
Species: Stray
Tags: Teamwork
Effect: Anytime your party leader calls inspire, after you use any ability that you are granted by that leader, you may call "PIERCE" on your next unarmed melee attack.
NATURAL WEAPONS
COST: 100
Your claws, hooves, talons or other natural forms of attack are built for battle.
Species: Stray
Tags: Agility
Effect: When making melee attacks with an unarmed prop, you can block without taking damage.
You can use your unarmed props as light or standard melee weapons for the purposes of perks that require specific weapons.
NOSEWORK
COST: 75
You have the ability to catch smells and find stuff others may have left behind.
Species: Stray
Tags: Smarts
Effect: After you have completed a scavenging challenge, and you flip to the next challenge card, you can choose to flip again if you want. You can only do this one time per completed scavenge challenge, and you cannot go back to the previous card.
PACK BOND
COST: 75
You are able to integrate easily into groups.
Species: Stray
Tags: Teamwork
Effect: When you are recruited into a party, you do not count against the number of party members the leader of your party can lead.
PACK LEADER
COST: 150
Your call whips your pack into a frenzy.
Species: Stray
Tags: Teamwork
Effect: After you drop a character, you may call "<YOUR NAME> INSPIRE FRENZY". Your party members who hear your call may call "PIERCE" on their next melee attack.
SCENT
COST: 100
Your sense of smell is advanced and gives you the ability to detect more information than the other wastelanders.
Species: Stray
Tags: Grit
Effect: When within arms reach of another character, you can make a count of “SCENT(3)(Int, Res, Vol)” and when complete you can make one of the following calls while pointing at the other character:
“Command: What is your species”
“Command: do you have [item name] on you” and naming an in-game item. This item needs to be specific, as in, “do you have caps on you”, or “do you have bullets on you”. You cannot name categories, for example you cannot ask “do you have ammo on you”, or “do you have chems on you”.
When using this perk, make sure to maintain etiquette rules outlined in chapter 3 of this book.
SKITTISH
COST: 150
You are naturally skittish and tend to avoid surprises.
Species: Stray
Tags: Defense
Effect: When you are fresh you maypull a limit flag to call “RESIST” against any call that has hit you.
SNAP
COST: 100
You have powerful jaw muscles that make your bite even more deadly.
Species: Stray
Tags: Agility
Effect: Any time you make a bite count, that count is reduced by 1. This perk cannot reduce a bite count below 1.
THICK HIDE
COST: 100
Your bestial hide is very resistant to damage.
Species: Stray
Tags: Defense
Effect: Your stray costuming now counts as armor coverage until it qualifies as heavy armor.
THRILL OF THE HUNT
COST: 100
The end of the hunt is when you reap the spoils.
Species: Stray
Tags: Grit
Effect: Whenever you deliver a killing blow to a character of the wild faction, you mayimmediatelyrally. You may only use this ability once on each wild faction character per encounter.
TRACKER
COST: 150
Your senses are so sharp you can find things that don't want to be found.
Species: Stray
Tags: Grit
Effect: When you are in the presence of a stealthed character, you maypull a limit flag to become aware in character that there is a stealthed character present. You may then begin a count of "HUNT(10)(Int, Res, Vol)" and when complete, you may take 5 steps toward that character. You can repeat this count as many times as you would like. Once you are within arms reach of a stealthed character you must make a count of "HUNT(3)(Int, Res, Vol)" and when complete, call "COMMAND5 FT ON ME: Leave stealth". Please keep the spirit of the rules in mind when using this perk. This perk borders carefully on the edge of metagaming and in game character abilities.
VENOMOUS
COST: 150
Your fangs have a venomous bite.
Species: Stray
Tags: Grit
Effect: While using an unarmed prop, you maypull a limit flag and make a count of “BITE(3)(Att, Vol)” and when complete, immediately make a melee attack and call “BITEPOISON”. 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.
ZOOMIES
COST: 200
Sometimes you just have too much energy for other people to deal with it.
Species: Stray
Tags: Agility
Effect: When fresh, you maypull a limit flag to start a count of “DODGE(5)(Att, Int, Vol)”. During this count, if you are hit with ranged or melee attacks that do not carry the harm or true calls, you prevent those attacks as if you had used the dodge call on them. This perk has no effect on area effect calls or calls that are delivered without a melee or ranged attack.
Unturned
UnturnedNot all who fell to the infection wound up part of the undead masses. They woke up hungry and cold, infected but somehow “alive.” The unturned live somewhere between survivor and monster. Many unturned attempt to manage their condition with chems, while others embrace their new lives and appetite. Due to being so close to the turned that have ravaged the wasteland, many shun the unturned and they must find friends where they can.
PLAYING AN UNTURNED
Unturned have complicated species rules to follow, and thus cannot be played at your first Afterworlds event without authorization from staff. Many characters that will be encountered in the game will be distrusting of unturned characters. Additionally, many of the abilities that the unturned possess are frowned upon in polite society and may have negative consequences if witnessed by people who are not sympathetic to the unturned. Unturned are a powerful species that must be played with extreme care. While the powers available to the unturned are very strong, their ability to use their powers is directly tied to their fortitude and strength. If they use too much of their limit, they will put themselves in a dangerous position.
PERKS
Unturned characters start the game with 100 XP to spend on perks. Unturned can purchase General perks and unturned perks.
SPECIES POWERS
Unturned characters begin the game with the ability to equip two extra maximum limit flags. Unturned have a limit flag cap of 10, as opposed to the normal 5.
Unturned characters do not have health flags. Instead, an unturned 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.
Unturned characters with radiation poisoning lower their maximum limit flags, instead of maximum health flags.
Perks, abilities and items that restore health flags have no effect on unturned characters. Perks, abilities and items that increase max health increase max limit instead.
When an unturned loses their last limit flag due to damage or calls, they are Downed.
Unturned 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 dyingorganic 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 “BITE(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 further than 5 ft from the character that was downed, you must continue to attempt to complete the bite count as long as the character is downed, or until you are no longer wounded.
Unturned are immune to poison.
When an unturned character is afflicted with a disease, they can choose to either suffer the full effects of the disease or lower their max limit by 1 in order to ignore the effects of that disease. This lowered maximum persists until the unturned is able to be treated for the disease and it is cured. When you lower your maximum, place one limit flag that you have equipped in your out-of-game bag and when you get the disease treated, you mayimmediately equip that flag again.
TURNING When an unturned loses control of the virus in their body, they lose control of themselves. An unturned that reaches the end of their dying count turns into a violent monster.
All unturned 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)” 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.
Once you finish your dying count, you are Defeated.
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 (see drone species).
LIMIT RECOVERY
Unturned characters can recover limit flags by resting. The default rest time for unturned is 5 minutes, but can be altered by perks.
COSTUMING REQUIREMENTS
Unturned are required to wear black, gray or dark green face paint or makeup in a specific pattern (see reference image). A mask with the same markings is also acceptable. If you have a beard or other facial feature that would interfere with any of these lines, draw as much as you can around the interference.
Unturned perks
Unturned perks are restricted perks that are available for purchase by unturned players.
CHILD OF THE NIGHT
COST: 100
Just like the infected, you are stronger and scarier at night time. Running into a child of the night in the dark is never a fun time.
Species: Unturned
Tags: Grit
Effect: When the sun has gone down and is no longer visible on the horizon, you gain the following abilities:
Your max limit increase by 1. You can recover a limit flag from the ground when the sun goes down to fill this new flag, but must recover it as normal from then on. When the sun comes up, if you are fresh, put the extra flag into your out-of-game bag.
When fresh, you maypull a limit flag when within 5 ft of a target and call “COMMAND: Take stun”.
CLING TO HUMANITY
COST: 100
You are fighting the infection with every fiber of your being.
Species: Unturned
Tags: Endurance
Effect: You may increase your turning count to 30.
In addition, when you check into an event, the number of bite cards that are recorded with your character are reduced by 1.
DESPERATION
COST: 100
When you start to lose control you gain immense strength and power.
Species: Unturned
Tags: Endurance
Effect: When you are wounded, you may call "PIERCE" on all attacks with your unarmed attacks. When using this ability, you do not take damage from having your unarmed props blocked when attacking.
FIRST BLOOD
COST: 150
Once you have a taste you go for blood.
Species: Unturned
Tags: Endurance
Effect: After you have successfully caused damage with your bite attack on a character, you maypull a limit flag to call "TRUE" on all attacks against that character for the remainder of the encounter.
GIVE IN TO HUNGER
COST: 100
You have embraced the dark hunger inside you.
Species: Unturned
Tags: Endurance
Effect: While turned, you retain access to all of your unturned perks (using your health in place of limit flags for any costs required) and, if you manage to use your cannibalize ability on an applicable target, you return to the wounded condition as your character is no longer turned. After you return to play in this manner, you can recall what happened while you were turned.
GNASH
COST: 125
The taste of victory is sweet, but it sticks to your teeth.
Species: Unturned
Tags: Endurance
Effect: After you drop a character using your bite attack, your bite counts are reduced by 1, to a minimum of 1, until the end of the encounter.
ONE OF THEM
COST: 100
Being infected, the turned have a hard time telling that you aren't one of them.
Species: Unturned
Tags: Grit
Effect: When you encounter a member of the turned faction and they are not actively engaging others in combat, you maypull a limit flag to call “COMMAND: I am turned”. All turned characters that hear you will treat you as though you were a turned character as well. You must then act like a turned to maintain the ruse (see chapter 10). If you perform actions that are too complicated or distracting, the turned characters may attack you.
PAIN SUPPRESSION
COST: 150
While you can still feel pain, it is numbed and you can control how you react to it.
Species: Unturned
Tags: Endurance
Effect: While you are fresh, you are immune to stun. If you are not fresh, anytime you have to make a stun count, that count is reduced by 1. This perk cannot reduce stun counts below 1.
RETROCOGNITION
COST: 75
The zombie virus gives you some odd powers, like being able to taste how someone died.
Species: Unturned
Tags: Smarts
Effect: If you encounter a character that has been defeated but has not yet left the game, using the speaking out character hand sign you can ask them to tell you about the battle that they died in. They are allowed to tell you about the encounter that happened in which they entered their last dying count.
REVENANT
COST: 150
You have mastered the infection's ability to return the dead to life and can use it to your advantage.
Species: Unturned
Tags: Endurance
Effect: You can visit game ops and spend 50 XP to purchase a Rise Card. This card allows you to return to the game as your character at the end of your turning count instead of becoming turned. Burn the card after you use it, and return it to game ops later. You can only have one Rise Card at a time.
STALKER
COST: 100
You are in touch with the predatory instincts that are granted by your infection.
Species: Unturned
Tags: Grit
Effect: After making your normal bite count, when striking with your bite attack from behind, you maypull a limit flag to call "BITEGRAB" instead. You cannot move or attack while you are grabbing your opponent with this ability. You can make a count of “BITE(2)(Int, Res, Vol)” and when you reach the end of the count, call “BITEHARM”. If you break contact with your opponent, the grab effect is ended. If you take damage from a source other than your grabbed target, you must break contact with your target. You cannot use this ability while you are holding a shield.
TASTE OF TALENT
COST: 100
You are what you eat.
Species: Unturned
Tags: Smarts
Effect: After you successfully use your cannibalize ability on a character, once they are defeated, you may ask them using the Out of Game Hand Sign what their highest perk tag score is. Until the next time you use this perk, you may treat the indicated perk score as if yours was 2 higher than it normally is. If your target is not defeated, this ability fails and you do not get any increased perk scores.
VIGOR MORTIS
COST: 100
With a sickening snap, you can wrench your mangled limbs back into action.
Species: Unturned
Tags: Endurance
Effect: You can run while wounded.
You maypull a limit flag to recover the use of all disabled limbs. Even limbs that are disabled by minor injuries can be recovered in this manner, but only last until the end of the encounter.