TEXT: BY 
  DOMINIC COVEY
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   PLAYTESTING: 
  DOMINIC COVEY, CHRIS DAVIS, CHRIS DERNER, 
  CHRIS HOOVER,  RYAN KELLEY, ETHAN RIPPLINGER, 
  AARON WIGGINS, CHRIS COVEY. 
  ART: J. LONGENBAUGH, DOMINIC COVEY
  CARTOGRAPHY: DOMINIC COVEY
  EDITING: CHRIS VAN DEELEN, CHRIS DAVIS 
  LAYOUT: CHRIS DAVIS
  
  2
  The people of the Twisted Earth are a scattered 
  species, the dying remnants of a race that forfeited 
  its technological claim to the world with the violent 
  upheaval of the great Fall.  In the years since the 
  nuclear cataclysm that reshaped the face of the 
  planet, the ruins of the ancient world have been all 
  but erased; by the erosion of time, the slow dying of 
  the climate, and by the barbaric hands of the mutant 
  survivors of humanity whose numbers dwindle every 
  day.
  While in this violent world there are powerful 
  groups, known as the great “factions”, who vie for 
  control over their own miserable parts of the planet, 
  these prestigious, feared - or even worshipped 
  - groups are indeed the minority.  For every 
  Foundation fortress full of archived knowledge, every 
  Brotherhood Mecca with its new-world religion, and 
  every bustling trade city vainly promising a better 
  life through the buying and selling of the world’s 
  last treasures, there lies hundreds of miles of savage 
  country.  While they stand prominent in their corners 
  of the wasteland, these places are dwarfed by the 
  sheer volume of wild and untamed land separating 
  each faction’s lands from another.  These lands are 
  the home of the Broken and the Lost.
  Every sandwalker of the Twisted Earth has heard 
  at least something of the tribal people of the old 
  American West; the degenerate descendants of the 
  Ancients who now know little or nothing of their 
  long-lost heritage.  Living in meager mud huts, 
  or in caves hollowed from desert crags, wearing 
  the furs of wild beasts brutally slain with only the 
  most rudimentary tools, these painfully mutated 
  people have truly been broken by the laws of nature.  
  Though they all share the same origin, from a 
  technologically advanced civilization burned away in 
  the Fall, time and the changing world have left them 
  altered on a physical level.  Few tribes are the same 
  physically; more often than not it is only a few miles 
  of lifeless sand that separate one entirely separate 
  breed of man from another.
  Only a handful of sandwalkers know the lore and 
  customs of more than a few tribes, and those that do 
  can testify to the diversity of superstitions and crazy 
  beliefs fostered by these amazingly backwards folk.  
  Some have vague recollections of the ancient world, 
  or of the Fall, woven into their ancestral stories 
  and in many cases forming the backbones of entire 
  tribal religions.  More often than not to these people 
  the past is entirely forgotten, however, ultimately 
  irrelevant in the struggle for day-to-day survival that 
  consumes them.  The yearning to recreate the past 
  which burns in the hearts of many powerful factions 
  is simply lost to them.
  Tribal people on the Twisted Earth can be found 
  virtually everywhere; their kind ﬁll in the uncharted 
  places between the known nexuses of the wasteland.  
  Along the sun-seared trade routes that crisscross the 
  land, among the peaks of distant mountain ranges, 
  in the cool shadow of cliff country just out of sight 
  of trade cities like Tucumcari or Styx.  They live 
  like nomads among the lifeless sands of the great 
  deserts, and stubbornly cling to life in the kind of 
  inhospitable places that would make even the most 
  hardened animals think twice.  While in this day 
  some tribal cultures (especially those along the trade 
  routes) manage to live alongside the rising powers 
  that are the great factions, their lot is increasingly one 
  THE BROKEN AND THE LOST: PRIMITIVE CHARACTERS 
  Fear not the atom in ﬁssion:
  The cradle will outwit the hearse;
  Man on this earth has a mission –
  To survive and go on getting worse.
  - Samuel Hoffenstein, “Cradle Song”
  
  3
  without any hope of longevity; their future lies 
  in being made slaves, or paid to die as savage 
  mercenaries ﬁghting endlessly in the wars of their 
  masters, or as dupes for the great traders who exploit 
  their primal innocence for its corium value.
  But beyond the trade routes, in the wild places 
  where traders seldom go, where religious cults ﬁnd 
  little promise of converts, and the technically superior 
  ﬁnd little to scavenge, the Broken and the Lost thrive.  
  As the new powers of the Twisted Earth rise, and 
  their shadow dwarfs these primitives - the darkness 
  also gives their own way of life a place to thrive.  
  One group, one great “tribe” in particular, has deﬁed 
  the brutality of the centuries, survived the great trials 
  set against man and animal to punish them for the 
  past, and has begun taking up the ﬂag to preserve the 
  innocence of tribal humanity.  They call themselves 
  the “Brethren”.
  HOW TO USE THESE BOOKS
  Welcome to The Broken and The Lost, a collection of 
  source materials for Darwin’s World 2nd Edition that 
  offer a more detailed look at the “Tribal” background 
  presented in the basic rules, bringing to life one of the 
  most integral aspects of the post-apocalyptic genre:  
  the barbarism of the post-Fall world.  This series also 
  looks at the “Brethren”, one of the major factions of 
  the Twisted Earth setting detailed in the Darwin’s 
  World 2nd Edition rules.
  In addition to being a gamemaster aid, The Broken 
  and The Lost presents new material ﬂeshing out 
  the many aspects of the “Tribal” background as a 
  whole, including new feats, equipment, drugs and 
  poisons, and advanced classes, all with a decidedly 
  “primitive” cast.  These new additions will bring 
  new possibilities to the creation of both tribal NPCs 
  and players characters alike, making them more 
  vibrant and interesting, and allowing these, much 
  misunderstood and maligned savages to play a more 
  important role in your post-apocalyptic games.
  The four books in The Broken and The Lost series 
  consist of the following:
  PRIMITIVE CHARACTERS
  This sourcebook presents a more in-depth look 
  at the “Tribal” background, and offers GMs and 
  players alike advice for running low-tech characters 
  in Darwin’s World, either as allies, villains, or even 
  as player characters.  This sourcebook includes 
  suggestions for making characters that are not 
  only tribal-themed, but also make the best use of 
  existing base classes and advanced classes, as well as 
  occupations.  But Primitive Characters is more than 
  just guidelines and player advice; it also touches on 
  various aspects of “primitive” culture, and how to 
  incorporate these aspects into games to help maintain 
  the savage “feel” of the Tribal background.
  Finally, Primitive Characters introduces a selection 
  of new and unique advanced classes and feats that 
  are designed to reﬂect the savage fury and cunning 
  survival instincts of the primitive survivors of 
  Darwin’s World.
  THE BRETHREN
  The Brethren brings to life the major Twisted Earth 
  faction of the same name, describing their origins 
  before the Fall, their survival through the apocalypse, 
  and their slow and brutal evolution into the anti-
  technology “crusaders” that they have become today.  
  The Brethren is a detailed history of this movement, 
  and a sourcebook that describes the intricacies 
  of their barbarous politics, philosophies, and 
  organization.  Included in this book are the statistics 
  for many sample Brethren agents and foot soldiers, 
  their “guides” and “prophets”, and the shadowy, 
  epic-level leaders that propel the Brethren’s zealous 
  dedication from behind the scenes.  A detailed look at 
  San Francisco - the forbidden citadel from which they 
  launch their crusades - is also provided.
  TRIBES OF THE TWISTED EARTH
  This sourcebook is a veritable “encyclopedia” of the 
  tribes that populate the seldom-visited regions of the 
  Twisted Earth, from the deep deserts of Arizona to 
  the high mountains of the Rockies.  Each entry in 
  this book details a speciﬁc tribe, with information 
  regarding religion, speciﬁc beliefs, bizarre history, 
  and in some cases, their unique role in their particular 
  corner of the world.  Tribes of The Twisted Earth 
  not only details the vast collection of tribes known 
  to populate the wasteland, it offers rules for making 
  characters from each speciﬁc tribe, as well as presents 
  sample NPC stat blocks so that these tribes can be 
  put to use as allies - or enemies - in your existing 
  Darwin’s World campaigns.
  NEW TERRORS
  New Terrors offers a sampling of new mutant beasts 
  whose lore is speciﬁcally exclusive to the tribal 
  cultures of the Twisted Earth.  This GM aid presents 
  a handful of new monsters that are known to exist on 
  the fringes of the known world where only savages 
  dwell, from curious beasts of burden to nightmare 
  horrors that have become legendary in the minds of 
  these primitive people.
  
  4
  The focus of this 
  sourcebook, Primitive 
  Characters, is to bring to life 
  the role of tribal characters in 
  the game through new abilities, 
  feats, classes, and role-playing suggestions.  This 
  book offers a generalized treatment of the Tribal 
  background as a whole, bringing it alive and offering 
  new possibilities for the use of primitive characters in 
  Darwin’s World.
  While most character development relies on the 
  role-playing of your players, this book will offer 
  some suggestions for increasing the playability of 
  primitive characters through new variant rules.  More 
  than making “Tribal” just a basic background option, 
  this book will offer suggestions for bringing out the 
  savage ﬁghting styles and primitive superstitions 
  of tribal characters, new feats and advanced classes 
  to give primitive characters new abilities and long-
  term options reﬂecting their barbaric nature, and 
  optional rules that will give these PCs obligations and 
  background ﬂavor that ground them ﬁrmly in their 
  “Tribal” roots.
  DESIGNING A GOOD 
  CHARACTER
  The ﬁrst step in any game of 
  Darwin’s World is to design 
  a good character, and in this 
  respect primitives and advanced 
  characters are no different despite 
  the shortcomings of the former and the gross 
  advantages of the latter.  This section will attempt to 
  offer suggestions and strategies to help players design 
  tribal characters that can rival the best advanced PCs, 
  through a smart combination of occupation, base 
  class, and advanced classes.  First and foremost a 
  player will need to ﬁgure out what his PCs’ role is 
  and what he’s good at; from there he can develop his 
  character literally from the ground-up.
  OCCUPATIONS
  A character’s occupation, whether tribal or otherwise, 
  is the ﬁrst step in determining who he is and what 
  role he ﬁlls in his particular society.  In addition to 
  laying the foundation of how a character will be role-
  played, occupations also provide real beneﬁts in the 
  form of making certain skills permanent class skills, 
  as well as dictating starting corium.
  The basic occupations of Darwin’s World 2nd 
  Edition are listed below, with suggestions on 
  what each occupation might represent in a typical 
  tribal society.  Obviously these are just the most 
  obvious ideas, and with some thought these generic 
  occupations may be seen ﬁlling other roles as well.
  Academic:  There aren’t many uses for academics 
  in tribal society, as war and survival are generally the 
  paramount concerns.  Still, shaman and the wisest of 
  elders could conceivably be classiﬁed as “academics” 
  due to their broad range of skills that set them apart 
  from the rest of the tribe.  Access to Knowledge skills 
  and languages make them useful members of the tribe 
  despite their general timidity in battle.
  Caravan Guard:  Friendly tribes are often 
  employed by merchant groups to guard their 
  caravans, whether for an entire trip or merely as 
  they pass through that tribe’s lands.  This could 
  also represent a merchant cartel’s slave warriors, 
  who often march alongside caravans to protect their 
  valuable cargo, or even tribal guardians in general.  
  The Caravan Guard offers useful survival skills 
  such as Navigation and Survival, as well as the 
  sensory skills (Listen, Spot) needed to be an effective 
  “guard”.
  Corium Prospector:  A vast number of tribals, 
  especially those situated along the main trade 
  arteries of the Twisted Earth, have learned the value 
  of corium, the rare metal used as a trade medium 
  throughout the known world.  Obviously tribal 
  prospectors exist, gathering their people to follow 
  rumors of the next “motherlode” in hopes of getting a 
  share of the wealth.  Most end up as slaves for more 
  powerful mining concerns, however.  The Corium 
  Prospector’s access to Knowledge (Ancients) and 
  the language of the Ancients give them an interesting 
  edge over other primitives.
  Craftsman:  A vital part of any tribal society, the 
  Craftsman (with his access to Craft and Repair skills) 
  directly helps his community survive.  Craftsmen are 
  common in all tribes, save for the most savage and 
  backwards.
  Demagogue:  Tribals with this occupation can 
  represent tribal leaders, particularly charismatic war 
  chiefs, or zealous priests and shaman.  The ability 
  to have Bluff, Diplomacy, and Sense Motive as class 
  skills means the demagogue can get what he wants, 
  whether or not his actual class selection makes him a 
  good warrior.
  Furniture:  Many tribal captives frequently end 
  up as “furniture” for more powerful tribes, or sold to 
  more advanced groups that deign to deal in the slave 
  trade with tribal people.  These tribal captives are 
  often considered an amusing curiosity by their more 
  PRIMITIVE CHARACTERS
  
  5
  civilized masters, due to the widespread superstitious 
  belief that many tribal people are born with a savage 
  spirit that can never be broken.  The broad range 
  of potential skills from this occupation means a 
  tribal of this kind can end with good thieving skills, 
  diplomacy skills, and the ability to sum people up.
  Guide:  A Guide can represent any tribal hunter, 
  either one that relies on his own skills to survive in 
  the wilds, or sells his services to others to help them 
  navigate the wasteland.  Tribal guides in particular 
  are widely sought by merchants pioneering new 
  trails, as their connection to the wilderness is often 
  believed to be almost “supernatural”.  The class skills 
  offered by this occupation (such as Listen, Navigate, 
  Spot, and Survival) are straightforward and useful.
  Healer:  Healers, while not particularly common, 
  do exist in many tribes, offering their often-
  misunderstood skills (such as Craft [Pharmaceutical] 
  and Treat Injury) for the beneﬁt of their people.  
  Tribal “juju” is typically tainted with religious 
  superstition, but in many cases can be as effective as 
  any advanced community’s medicine.
  Herdsman:  A common occupation, especially 
  among more peaceful tribes, nomadic tribes, and 
  tribes that roam the open desert on the backs of 
  animals.  The Herdsman occupation offers practical 
  skills as well, such as Navigate, Ride, and Survival.
  Merchant:  Not many tribals focus on mercantile 
  pursuits; being primitive, hunting, gathering, 
  and raiding are most often the backbone of tribal 
  economies.  Still, some tribals (especially those 
  regularly exposed to outsiders) do learn the value 
  of trade, and tribal traders can often be as masterful 
  at swindling and diplomacy as the most advanced 
  merchant.  Taking this occupation gives a character 
  access to skills that will be vital in negotiating, such 
  as Bluff, Diplomacy, Gather Information, and Sense 
  Motive.
  Military:  The discipline and organization implied 
  by this occupation makes it generally unsuited for 
  tribal characters; tribal warriors and ﬁghters are better 
  represented by other occupations like the Predator.  
  Still, the skills offered by this occupation are useful 
  and practical.
  Predator:  This is a common occupation among 
  tribals, representing everything from hunters to tribal 
  warriors and tribal raiders.  The warlike nature of 
  many tribes makes this standard occupation of the 
  Twisted Earth’s many barbaric cultures.  The skills 
  of the Predator are also thematic of tribals, including 
  Hide, Intimidate, and Move Silently.
  Repairman:  Few tribes have the technical know-
  how to repair anything mechanical or electronic, but 
  some tribes - such as those who worship or collect 
  technology zealously (i.e. “cargo cults”) - might have 
  the capacity to understand more advanced equipment 
  and how to ﬁx it.
  Slave:  Slave is a ﬁtting choice for tribal characters, 
  especially those who are going to begin the game in 
  the company of more advanced characters.  A slave 
  could be the property of another PC, or simply an 
  escaped slave who is now “free”.  The ability to 
  select a bonus feat can more than help make up for 
  the character’s humble lot in life.
  Slaver:  Though most tribes are only chattel for 
  more advanced slavers, some tribes actually rely 
  on taking slaves as the backbone of their meager 
  economies.  Slaves taken by tribals are either used 
  as warbrides (helping diversify an often dwindling 
  gene pool), for backbreaking labor in the community, 
  or sold as currency in other settlements or to more 
  powerful merchant groups to generate revenue for 
  the tribe.  A tribal slaver is usually most suited for 
  combat and fast raiding, favoring hit-and-run tactics 
  and intimidation.
  Wanderer:  An exile from his tribe, an escaped 
  tribal slave, a hermit, or a tribal hunter could all be 
  examples of this occupation.  The Wanderer, like the 
  Guide, offers skills that are useful in crossing rugged 
  terrain of the wasteland, such as Climb, Knowledge 
  (Geography), and Navigate.
  SPIRIT LODGES - OPTIONAL 
  OCCUPATIONS
  A mutant woman in a wasteland community struggles 
  for life throughout the night, at the height of a 
  difﬁcult labor - one prophesized by the village elders 
  for months.  Outside the hut, men and women from 
  the tribe’s spirit lodges await, regaled in ritual paint 
  and sitting around the ﬁre, listening to her cries and 
  debating the meaning of each delusional outburst.  
  Just after midnight, the woman’s weak cries are 
  joined by those of a new arrival.  As one the warriors 
  enter the hut, where the shaman holds over the 
  breathing mother a newborn baby girl for all to see, 
  her ﬁngers showing the ﬁrst vestiges of claws and her 
  eyes slit like a cat.  Immediately the warriors from 
  the Desert lodge rejoice, accepting the newly born 
  child into their ranks.  The spirit of the desert cougar 
  is alive in her, they say, and she will grow up to be 
  among the ﬁercest warriors of the tribe.
  Spirit lodges are an optional alternative to using the 
  basic Occupations of Darwin’s World 2nd Edition.  
  While only tribal cultures embrace the concept as 
  described here, not all tribals do.  In many tribes, 
  however, there is a strong connection between man 
  and nature, and the spirits that animate the land 
  and its natural creatures are sometimes believed 
  to cross the boundaries.  One such example of this 
  superstition is derived from the slow evolution of 
  humankind on the Twisted Earth due to the poisoning 
  of the earth, resulting in mutations and defects that 
  tribals (in their primitive way) often explain as the 
  
  6
  “melding of spirits” - a kind of “reincarnation” in 
  which the spirit of a desert creature is bonded or 
  reborn in a human child, giving her traits that will 
  not only help her survive, but also show to all who 
  look on her that the spirits of nature have chosen 
  her as their vessel.  Many such tribals grow to have 
  an unusual afﬁnity for the beasts of the wilderness, 
  while others simply inherit their strengths and ability 
  to survive.
  Any Tribal character may take one of the four spirit 
  lodges below as her Occupation (instead of choosing 
  from those listed on pages 10-12 of Darwin’s World 
  2nd Edition), receiving the beneﬁts listed under 
  the speciﬁc lodge.  However, to take one of these 
  Occupations the character must also possess at least 
  one of the visible mutations (or defects) listed under 
  the Occupation’s description - this is the “link”, so to 
  speak, that identiﬁes her at birth as being destined for 
  that lodge.
  Though these Occupations are in no way 
  supernatural, tribal cultures believe otherwise.  Once 
  accepted into a lodge a young mutant is often trained 
  to imitate her kindred spirit animal, making the best 
  use of her mutations and learning speciﬁc skills.
  DESERT SPIRIT LODGE
  Members of the Desert lodge claim a tie to the 
  creatures of the desert, a part of the world that breeds 
  the most stubborn survivalists.  The desert, as lifeless 
  as it is, also gives birth to predators that are both 
  ﬁerce and patient, traits idealized by tribal cultures in 
  hunting beasts like Lurking Panthers and Dust Devils 
  (see New Creatures), as well as the bitter refusal to 
  succumb exhibited by animals like armadillos and 
  Ravening Hounds.  Members of the Desert lodge are 
  trained from birth to live up to these traits; relying 
  on only themselves, learning of the desert (and to 
  recognize/respect its many dangers), and ultimately 
  how to survive, whether alone in combat or facing the 
  wilderness itself.
  Mutations:  To be a member of this lodge a 
  character must have at least one of these mutations:  
  Aberrant Horn Development, Claws, Dermal Spike 
  Growth, Interior Moisture Reservoir, Sensitive Sight, 
  or Serrated Dental Development.
  Skills:  Select two of the following as permanent 
  class skills:  Handle Animal, Hide, Move Silently, 
  Navigate, Survival, Treat Injury.  If a skill the 
  character selects is already a class skill, she receives a 
  +1 competence bonus on checks using that skill.
  Bonus Feat:  Select one of the following: Guide, 
  Sand In The Eyes*, Spirit Guide*, Stealthy, War 
  Chant*.
  Starting Corium:  5d4 x 100 cp.
  FOREST SPIRIT LODGE
  Forests, though rare on the Twisted Earth, do exist, 
  often nestled in lost canyons, or in distant high 
  country far from the lands of tribal and civilized 
  people.  Though they do hint at bounties hidden 
  beneath their foliage, most forests are considered 
  forbidding places by the people of the wasteland, as 
  they are typically home to creatures whose bodies 
  have become an abomination, using the shadows of 
  trees and foliage to hide their shameful mutations.  
  Terminals, exiled from desert communities, as well 
  as hermavs and others, are often driven into the 
  forests to remove them from the sight of their former 
  peoples.
  Those destined for the Forest lodge are those 
  mutants born with defects that mark them as outcasts 
  among their people, or mutations that are dangerous 
  to others or considered a threat to the security of the 
  tribe.  Usually these infants are left just within the 
  boundaries of a forest to be eaten by predators, but 
  often they are found by terminals (or similar outcasts) 
  and raised.
  Mutations:  To be a member of this lodge a 
  character must have at least one of these mutations/
  defects: Acid Excretion Glands, Dermal Poison 
  Sap, Epidermal Acid Enzymes, Hemotoxin Sting, 
  Neurotoxin Sting, Shriek, Stench, Aberrant 
  Deformity, Bizarre Pigmentation, 
  Hemihypertrophy, Hunchback, or 
  Neuroﬁbromitosis.
  
  7
  Skills:  Select two of the following as permanent 
  class skills:  Balance, Climb, Handle Animal, Hide, 
  Jump, Move Silently, Navigate, Speak Language 
  (Animal Call), Survival.  If a skill the character 
  selects is already a class skill, she receives a +1 
  competence bonus on checks using that skill.
  Bonus Feat:  Select one of the following: Spirit 
  Guide*, Stealthy, Ventriloquism*, War Chant*.
  Starting Corium:  5d4 x 100 cp. 
  MOUNTAIN SPIRIT LODGE
  The Mountain lodge represents strength, endurance, 
  and invincibility, like the mountains that have 
  towered over the deserts of the Twisted Earth despite 
  man’s catastrophic wars and violent degeneration.  
  The spirit of the mountains is embodied in the 
  creatures that live there, in the ﬁerce toughness 
  and great size of bears, the stubborn adaptability of 
  mountain goats, and the scarred hides of the longest-
  lived mountain lions.  Members of this lodge exhibit 
  some remarkable resilience, and a persistent strength 
  that can often only be described as “invincibility”.
  Mutations:  To be a member of this lodge a 
  character must have at least one of these mutations:  
  Aberrant Endoskeletal Encasing, Extreme Resilience, 
  Gigantism, Increased Body Density, or Protective 
  Dermal Development.
  Skills:  Select one of the following as a permanent 
  class skill:  Climb, Handle Animal, Intimidate, 
  Navigate, Survival.  If a skill the character selects is 
  already a class skill, she receives a +1 competence 
  bonus on checks using that skill.
  Bonus Feat:  Select one of the following:  Ritual 
  Scariﬁcation*, Spirit Guide*, Stubborn Ox*, 
  Toughness, War Chant*.
  Starting Corium:  5d4 x 100 cp.
  NIGHT SPIRIT LODGE
  In nature the night embraces the meek, allowing 
  those creatures who cannot survive by virtue of their 
  small size or weaknesses to emerge from their dens 
  and hunt, ﬁnding prey with their superior senses 
  and to move without fear through the darkness.  The 
  Night lodge embraces this theme, training its kind in 
  stealth, agility, and remaining unseen.  Though many 
  who join the lodge are born physically weak, their 
  life of training makes them feared skulks and night 
  stalkers.
  Mutations:  To be a member of this lodge a 
  character must have at least one of these mutations/
  defects:  Blindsight, Chameleon Epidermis, 
  Dwarﬁsm, Sensitive Sight, Albinism, Photosensitivity, 
  or Terminal Limb Deﬁciency.
  Skills:  Select one of the following as a permanent 
  class skill:  Hide, Jump, Listen, Move Silently, 
  Navigate, Speak Language (Animal Call), Spot, 
  Survival.  If a skill the character selects is already a 
  class skill, she receives a +1 competence bonus on 
  checks using that skill.
  Bonus Feat:  Select one of the following: 
  Primitive Poison Maker*, Spirit Guide*, Stealthy, 
  Ventriloquism*.
  Starting Corium:  5d4 x 100 cp.
  BASE CLASSES
  While Occupations tell how a tribal character ﬁts 
  into his particular tribe, his base class is much more 
  vital in determining what he can do and where he can 
  go.  More than just a way to sum up a character (e.g. 
  “Strong”, “Tough”, etc.), the base classes are vital 
  building blocks that set the character up with abilities 
  and dictate whether he’s a warrior...or survives 
  through tapping other resources.
  Base classes are just as important for tribals as they 
  are for more advanced characters.  All of the base 
  classes offer something useful and, more often than 
  not, more than one way to make a good character 
  - especially when combined through multi-classing.  
  Here are some suggested strategies related to base 
  classes and how they each appeal to the creation of 
  primitive characters.
  Strong:  The Strong hero is a great choice for tribal 
  warrior-types, for a number of reasons.  First and 
  foremost is the Strong’s base attack bonus, which 
  makes combat his primary focus - perfect for the kind 
  of savages most often typiﬁed by tribal characters.  
  This is especially useful for tribals who will be at a 
  disadvantage against more heavily armored groups 
  who, with better technology, will be equipped with 
  better armor, and thus higher Defense ratings.  Even 
  against foes with low Defense ratings, a tribal with a 
  high BAB and the Power Attack feat can trade in his 
  attack bonus to do more damage - making his spears 
  THE LOST PARADISE
  The Darwin’s World sourcebook on the Paciﬁc Northwest, The Lost Paradise (by David Jarvis), offers a 
  number of resources useful for the making of tribal characters, including new occupations such as the Bone 
  Prospector, Emissary, and Fisherman, as well as the Tribal Hunter and Blood Hunter advanced classes.  
  It also describes the tribes of the region, including the Chinook and the ghouls of the Lewis & Clark 
  Biodome.
  
  8
  and javelins able to compete with the advanced 
  weapons of characters from more tech-advanced 
  backgrounds.
  The Strong also has access to the Melee Smash 
  and Ignore Hardness talent trees; the ﬁrst is ideal 
  for tribals because it increases melee damage (and 
  melee weapons are an obvious, if not requisite choice 
  for tech-poor tribals), while the second helps tribal 
  characters sunder the technological weapons and 
  gadgets of more powerful opponents and essentially 
  even the ﬁeld in an otherwise unbalanced ﬁght.
  Fast:  The Fast hero is another ideal choice for 
  tribal warriors, especially due to the combination of 
  decent base attack, hit dice, and of course, Defense 
  bonus, which makes even the otherwise unarmored 
  tribal savage a much more difﬁcult opponent to kill - 
  a deﬁnite bonus when competing with characters with 
  advanced armor.  On top of this, the skills of the Fast 
  - such as Balance, Escape Artist, Hide, Move Silently, 
  and Tumble - allow for the kind of stealthy hunters, 
  trackers, and guerilla ﬁghters that are archetypical of 
  tribal warriors.
  The Defensive talent tree can build on this theme 
  by making the Fast hero almost impossible to catch 
  by surprise (Uncanny Dodge), as well as increase 
  his abilities to ﬁght in close combat (Opportunist).  
  The Increased Speed talent tree also helps create 
  an extremely mobile tribal warrior, which when 
  combined with the lack of impeding armor increases 
  his ability to use hit and run tactics, and thus stay 
  alive.  
  Tough:  The Tough hero makes a good survivalist-
  type tribal character, with its choice of skills (such 
  as Climb, Spot, and Survival) and feats (Alertness, 
  Endurance, Great Fortitude, and Toughness).  The 
  Damage Reduction talent tree can help offset the 
  low Defense bonus, and further enhances the almost 
  supernatural reputation many tribals have of being 
  “invincible” on a one-on-one basis.
  The Unbreakable tree does the same, and also 
  helps make up for the general inability of primitive 
  characters to acquire advanced medicines with the 
  Second Wind and Stamina talents.
  Smart:  The Smart hero might not seem a ﬁtting 
  choice for tribal characters, but there are certain to be 
  intelligent members of any tribe; whether in the form 
  of tribal leaders, elders, or medicine men.  Smart 
  heroes can represent such characters through their 
  wide choice of skills (which can represent formal 
  training, years of experience, or specialization as 
  a tribe’s healer or religious guide), as well as their 
  ability to bolster existing skills with the Savant 
  talent.  Similarly, the image of wise leaders or 
  cunning warriors can be created using several of the 
  talents from the Strategy talent tree (such as Exploit 
  Weakness and Plan).
  Even if a player doesn’t want to commit to purely 
  being a Smart, taking just two or three levels can 
  increase the tribal character’s versatility, and give 
  him abilities that will bolster and complement the 
  ﬁghting quality of his entire tribe.
  Dedicated:  The Dedicated base class is an 
  intriguing choice because it is actually quite versatile; 
  the emphasis on Wisdom-based skills means these 
  characters make the best tribal healers (through Treat 
  Injury), for example, but also survivalists (Survival) 
  and superb hunters (Listen and Spot).  Similarly, the 
  three talent trees of the Dedicated allow for various 
  focuses.  Empathy is a must for war negotiators or a 
  chief’s advisors (it grants bonuses to Diplomacy and 
  Sense Motive, among other skills), while Intuition 
  allows for the sensing of danger - something any 
  tribal will need to survive, especially in a world with 
  more powerful enemies everywhere.  The Healing 
  Knack talent tree offers abilities that make the 
  Dedicated a priceless addition to any tribe or tribal 
  war party, namely healing.  And the Insightful talent 
  tree offers more variety with Skill Emphasis, even 
  more focus on perception with Aware, and the ability 
  to persevere against all odds with Faith and Cool 
  Under Pressure.
  The bonus feats of the Dedicated are also quite 
  practical for a tribal; Alertness, Archaic Weapons 
  Proﬁciency, Track, and Weapon Focus are all feats 
  that are both useful and characteristic of tribal folk.
  Charismatic:  The Charismatic hero class can 
  represent more than just a capable negotiator; in a 
  tribal context it can represent a slick tribal merchant, 
  for example, or a born leader at the head of a tribal 
  warband.  The diversity of this class, especially when 
  combined with other base classes, lends itself to the 
  creation of various combinations that can represent 
  anything from mutant “messiahs” to wily rogues who 
  survive by virtue of their silver tongues.
  The talents of the Charismatic can easily be 
  adapted to help reﬂect a character’s tribal origins; 
  Favor, for example, could be described as cashing in 
  favors from tribal relatives (even extended relations 
  living far away in other villages), or ﬁnding fellow 
  tribesmen or tribal allies wherever the character 
  goes.  Taking various talents from the Leadership tree 
  can also reﬂect a character has “royal” or “special” 
  blood (for example, the character is the son of a 
  respected chief, or is believed to be descended from a 
  heroic ﬁgure common to all tribal cultures in a given 
  region), explaining his power over other tribal folk 
  with the Inspiration and Greater Inspiration talents.
  Post-Apocalyptic:  The Post-Apocalyptic hero, 
  while designed to cater to virtually all Darwin’s 
  World backgrounds, doesn’t lose anything as a 
  result of compromise.  The class is perfect for tribal 
  characters because it offers a good balance of hit 
  dice, skills, and a practical selection of really good 
  talents.
  
  9
  In addition to survival skills (which are an obvious 
  choice for tribal folk who live by their wits in 
  the wilderness), the Mutant talent tree is almost a 
  must for tribal characters with psionic abilities (or 
  aspirations of entering the Psionic advanced class), 
  while the Scavenge talent tree is at least thematic 
  for Barbarians and tribal-style Scavs.  Also useful is 
  the Survival talent tree, which not only enhances the 
  character’s ability to survive harsh elements and other 
  dangers (Conserve, Wasteland Lore, etc.), but also to 
  sense danger and stay alive.
  ADVANCED AND EPIC CLASSES
  Just like his base class, a tribal character’s advanced 
  (and epic) class continues to deﬁne his “theme” and, 
  perhaps more importantly, his capabilities.  Here is 
  a list of the advanced and epic classes presented in 
  Darwin’s World 2nd Edition and the possible beneﬁts 
  to tribal characters.
  Barbarian:  An obvious choice for tribal 
  characters, the Barbarian’s Rage and Junk Armor/
  Junk Weapons are both thematic and extremely useful 
  for characters with little or no technology to speak of.  
  Useful skills, feats, high hit dice, and class features 
  that enhance combat abilities are also a plus.
  Champion:  The Champion is designed to 
  represent a legendary community defender, or a 
  wartime leader.  Since it doesn’t specify a technology 
  requirement, it can easily ﬁt a tribal community as 
  much as any other.  The Champion offers superb 
  BAB, an excellent selection of combat-related bonus 
  feats, and the ability to inspire allied warriors within 
  a certain area, making him even more effective when 
  teamed with followers.
  Demagogue:  Demagogue is a reasonable choice 
  for aspiring tribal leaders and warchiefs, as well as 
  tribals from quasi-religious cults.  The real strength 
  of this advanced class lies in its ability to gather 
  followers, who, en masse, more than make up for the 
  lack of combat abilities and skills.
  Guardian:  Tribal Guardians are a common sight 
  in many villages, exemplifying warriors whose task 
  it is to defend the village or community against 
  outsiders.  The Guardian is ideal for tribal warrior-
  types, in that it provides a solid combat focus 
  (Weapon Focus, Weapon Specialization, Greater 
  Weapon Specialization), excellent BAB, and a 
  number of useful skills.  The ability to take Archaic 
  Weapon Proﬁciency instead of Personal Firearms 
  Proﬁciency means this class is easily available to 
  Tribal-level characters.
  Juju Doctor:  Certainly thematic for primitive 
  cultures, the Juju Doctor is also one of the most 
  useful advanced classes due to its ability to create 
  healing potions that are compatible with mutant 
  physiologies - a must for most tribal-style parties 
  (who more often than not have mutations to make up 
  for their lack of technology).
  Mech:  The Mech is an unlikely choice for tribal 
  characters, largely due to their required Craft and 
  Knowledge skills, as well as the Technology Craft 
  Discipline.
  Medicine Man:  The Medicine Man could 
  conceivably portray a tribal shaman who has 
  rediscovered the secrets of ancient medicine.  The 
  Ancient Drugs and Ancient Medical Technology class 
  features may, however, be a bit out of place with 
  characters who started off as savages.
  Mutant Hunter:  Though most tribals tend to 
  be mutants, it is conceivable that some pureblood 
  humans devolved after the Fall and descended 
  into a tribal level.  A character of this class might 
  represent an elite tribesman whose task it is to hunt 
  mutants and destroy them, enforcing the boundaries 
  of tribal lands and striking fear into the hearts of 
  more advanced mutant groups.  The Mutant Hunter 
  is certainly a powerful class, and since it has no 
  technology requirement (beyond Archaic Weapons), 
  it may be ﬁtting for Tribal-level characters.
  Psionic:  The Psionic is almost a “must-have” 
  advanced class for mutants with any kind of neural 
  abilities, whether or not they are tribal.  For tribal 
  characters, however, the Psionic is an especially 
  good choice because neural abilities (especially ones 
  empowered with the Psionic’s Neural Specialization 
  ability) are some of the only resources available that 
  can compete with advanced weapons and gizmos.
  Raider:  Tribal raiders are a common sight on 
  
  10
  the Twisted Earth, and the advanced class is equally 
  appropriate for advanced tech groups and tribals 
  alike.  Chaps and Chains help make up for a tribal’s 
  lack of good armor, while the solid BAB and other 
  class features help make a devastating and ferocious 
  combatant.
  Road Warrior:  While most tribal groups do not 
  have access to vehicles, some (like the “Haulers”; 
  see Prominent Tribes of The Twisted Earth) do.  The 
  Road Warrior is ideal for vehicle-themed characters, 
  tribal or otherwise, and offers excellent BAB and a 
  few useful bonus feats to make up for what might be 
  perceived as an “over-specialization” in vehicular 
  combat.
  Scav:  The survival-and-stealth focus of the Scav 
  is ideal for tribal characters, especially adventurers 
  who leave their home communities behind.  The 
  combination of good skills, perceptive abilities 
  (Scav Scan), and the stubbornness borne of the Scav 
  Survival class feature make this a true wasteland 
  survivor.
  Scholar:  While much of the ﬂavor behind the 
  Tribal background involves ignorance and savagery, 
  the Scholar is not a bad choice for an advanced 
  class, especially if the focus is on making a wise 
  man, shaman, or elder.  The Scholar has an excellent 
  selection of skills in that regard, as well as the 
  Ancient Secret and Gossip class features which 
  help make up for the shortcomings of an otherwise 
  technically-inferior (and ignorant) background.
  Scientist:  At best the Scientist could ﬁll a role 
  similar to the Tinker, but by and large the class 
  portrayed in the rules is too advanced for tribal 
  characters.
  Skulk:  Though the Skulk advanced class typically 
  conjures images of a thief; it can also be used as a 
  complement to characters with existing levels in 
  Fast hero, or any other class with a focus on stealth.  
  While Skulks can be anyone who has learned to steal 
  to survive, the levels in this class can also simply 
  represent additional training in stealth; as tribal 
  hunters, wilderness scouts, or shadowy warriors.
  Sister of the Desert:  The Sister of the Desert 
  advanced class is most appropriate for “amazons”, 
  tribal groups almost exclusively comprised of 
  women.  It is also an extremely practical class, with 
  useful survival skills and bonus feats, as well as 
  the ability to heal oneself (a must for tribal-themed 
  warriors and survivalists alike).
  Survivalist:  Survivalist is a great choice for tribals 
  focusing on ranged weapons, whether they use bows, 
  crossbows, or hand crafted muskets.  The Survivalist 
  plays on and enhances the tribal hunter’s legendary 
  stealth, and combines a solid BAB, survival skills, 
  and cunning class features into one effective package.
  Symbiote:  The Symbiote advanced class is 
  thematically perfect for those tribes that have an 
  afﬁnity for one type of animal, whether they ride 
  horses into battle, use dogs as companions, or 
  make “friends” from an early age with bears.  The 
  Symbiote uses the bond between man and animal to 
  increase the abilities of both master and companion, 
  with features like Share Saving Throws and Man’s 
  Best Friend.  The class is ideal for tribals, who alone 
  are already facing an uphill battle, overcoming 
  opponents with their limited armory of sticks and 
  stones!
  Tech Looter:  The Tech Looter is an unlikely 
  class for primitive characters, due to the Advanced 
  Technology requirement and advanced skills.  
  However, thematically it is somewhat appropriate, 
  as tribals often go to great lengths (even creating 
  entire religions) to acquire technology and hoard 
  it.
  Tinker:  Though the Tinker advanced class may 
  not be the best choice for a tribal-themed character, 
  taking levels in the class could represent a tribal 
  character slowly learning of the outside world (and 
  acquiring an understanding of its technology), or 
  merely an eccentric member of a backwards tribe 
  who just happens to invent things that actually work!
  Trade Master:  Like the Trader, the Trade Master 
  is as appropriate for primitive characters as any 
  other.  The ability to make money, negotiate, and gain 
  command of followers (to ﬁll in as muscle where the 
  character cannot) are just as useful to the tribal as 
  anyone else.
  Trader:  The Trader advanced class is as useful 
  for tribals as it is for more advanced characters, 
  providing good diplomatic and survival skills (like 
  Money Talks and Read The Signs), as well as 
  ways to make quick money when visiting civilized 
  settlements.
  Warrior Monk:  Though the Warrior Monk 
  appears to be intended for more “disciplined” 
  warrior societies, tribal groups with a strong warrior 
  tradition could easily integrate this epic class as well, 
  representing the ideal “masters” of their particular 
  martial code.  The Warrior Monk’s BAB, combat-
  intensive selection of bonus feats, and Superior 
  Ability class features place it at the pinnacle of the 
  ﬁghting-character build.
  TYING IT ALL 
  TOGETHER
  Even though a player may have 
  come up with a background, a 
  tribe of origin, and designed 
  a character and plotted his 
  future feats and levels, to make a 
  tribal character truly “tribal” - and 
  
  11
  keep him that way - it all needs to come together.  
  This section offers just a small number of ideas for 
  stimulating a tribal “atmosphere” and “feeling” in a 
  game, from the inclusion of rites of passage to the 
  continued duties of tribal obligations.  In addition 
  this section also touches on language and how it has 
  degenerated on the Twisted Earth, and also provides 
  a way to quickly generate random tribal “customs” 
  for those player characters who don’t want to be 
  from any of the tribes described in this book, but still 
  want a quirkiness that identiﬁes them as superstitious 
  barbarians.
  RITES OF PASSAGE
  One way to tie starting tribal characters to their 
  origins is to include the almost universal tribal 
  requirement known as “rites of passage”.  To become 
  adults, worthy of sharing responsibility and authority 
  with other elders of the tribe, most youngsters 
  must pass speciﬁc tests and/or trials upon reaching 
  maturity.  Like tribal Obligations (see below), in 
  game terms Rites of Passage can be used as starting 
  adventure hooks, or provide the backdrop for why a 
  tribal has left home to adventure in the wilderness.
  The following offers a few suggestions for tribal 
  rites, how to incorporate them in a game, and the 
  potential consequences involved:
  FACE GREAT DANGER
  The character must engage in a quest or other 
  undertaking for his village.  The GM can use this as a 
  chance to run the character through a short adventure 
  in the vicinity of his home community.  Since the 
  quest is intended to help his people in some way, 
  example quests might include ﬁnding and securing 
  a source of water, tracking down a rogue monster 
  or beast that has been killing villagers or harming 
  crops, facing down raiders and killing their leader, 
  or participating in a raid against a neighboring 
  community to gain loot or even secure a “war bride”.
  Everything the character earns from this adventure 
  must be given over to his home community when 
  the quest is when completed (after all, the idea here 
  is for the character to prove he can contribute to the 
  village’s welfare).
  RITUAL COMBAT
  In this trial the character must face off with a 
  warrior from his home village in ritual combat, 
  using nonlethal weapons.  The GM should design 
  the enemy warrior as a major NPC, who should 
  have a CR at least two greater than the PC.  If the 
  PC succeeds in vanquishing his opponent he is 
  initiated as an adult; otherwise he must try again in 
  a year’s time (in game terms the NPC’s power level 
  won’t change in this time, but the PC should have 
  the opportunity to gain experience and levels before 
  trying again).
  DREAM QUEST
  Somewhat more difﬁcult is the “dream quest”, in 
  which the young tribal is sent out into the wilderness 
  for an indeterminate period.  In this form of trial the 
  character must wander the wasteland relying on his 
  own skills of survival, in the hope of gaining insights 
  and wisdom into who he is and what his future holds.  
  In game terms the character must adventure until he 
  attains at least 3rd level, at which time he is assumed 
  to have completed his dream quest and can return 
  home and claim his place as a man in his community.
  SOLITARY HUNT
  The character must single-handedly kill a creature at 
  least twice his strength (this can range from having 
  twice the character’s actual hit points, to being 
  double his current CR).  The GM should devise a 
  minor adventure wherein the character uses numerous 
  skills to track and hunt his ritual quarry, though in 
  the end it should result in a one-on-one combat with 
  TRIBAL TRICKS - DECEPTION 
  The tribals of the Twisted Earth have often resorted to deception to trick those who would threaten their 
  existence.  As if raider gangs and other predators weren’t enough, merchants from the major trade houses 
  often exploit tribal people, fooling them into entering disastrous agreements or even enslaving them and 
  marching them off to markets all across the wasteland.
  In recent years, however, the money to be gained from exploiting tribals hasn’t been coming for free.  
  In addition to outright attacks against merchant caravans on the trail, some tribals resort to other, more 
  devious tricks.  In one prime example, tribes that (through previous exposure to merchants) have learned 
  something of the Trade language are known to change the traditional markings merchants leave along 
  the trade routes to warn of desert dangers.  Either removing or concealing entire messages so that they go 
  unseen, or placing misleading directions on rocks traditionally used by merchants for navigation, often lead 
  caravans into peril - raider territory, or dangerously close to the lair of powerful desert beasts.  Others use 
  fake Trade runes to mark a plague area, or an area blighted by “Red Fever”; though in reality their lands 
  are safe, the signs are often enough to prevent merchants from trespassing.
  
  12
  only one combatant emerging victorious.  Though the 
  character may have assistance in ﬁnding his quarry, 
  he must ultimately ﬁght the creature alone – and 
  bring proof that his mission was accomplished within 
  these boundaries.
  MARRY
  To prove he is a man the character must take a wife 
  from among the women of his village.  In addition to 
  courting (a chance to role-play), this also requires the 
  immediate payment of a dowry (equal to 10% of his 
  starting money).
  On top of these basic community responsibilities, 
  the character must also contribute a portion of his 
  earnings to support his wife on a regular basis.  In 
  game terms this means whenever he visits his home 
  village he must contribute a certain amount of cash 
  or goods (equal to 100 cp per character level) to the 
  support of his new family.  This must be done at least 
  once per year.
  OBLIGATIONS
  Obligations are another good way to reinforce a tribal 
  character’s origins, and help bring out good role-
  playing through reminding a player that his tribal 
  character has duties beyond himself.  Not all tribes 
  have the concept of “obligations”, but most do; as a 
  result, the GM may want to read over this section and 
  begin incorporating the idea of obligations whenever 
  tribals are being played.
  Belonging to a tribe is more than just a 
  background; it is literally a way of life.  Characters 
  with tribal origins are part of something larger than 
  themselves, a family, a clan, and an entire community 
  that basically faces the many threats (monsters, 
  disease, starvation, raiders, etc.) of the world alone.  
  Whether isolated among the deserts, or forced to 
  compete against other tribes for the dwindling 
  resources of their region, the only thing tribals have 
  to rely on is themselves.
  Saying family comes ﬁrst for a tribal is an 
  understatement.  As a result, family honor - and 
  personal honor - are vital aspects of one’s character, 
  having a direct impact on a tribals place in the tribe, 
  as well as his future.  These codes of honor vary, of 
  course, but virtually all involve at the very least a 
  sense of duty to the tribe.  Since all members of the 
  tribe beneﬁt from communal resources, communal 
  effort, and communal protection, all members are 
  required to contribute.
  Though most tribals fulﬁll their obligations through 
  craftsmanship, providing food, or contributing to the 
  community’s defense, other tribals - especially those 
  who leave home for long periods of time - are called 
  on to fulﬁll their community obligations in other 
  ways.  Since they aren’t present everyday to help dig 
  wells, build new huts, or stand vigil on the village 
  palisade, such “wandering tribals”, when called on, 
  are usually called on to perform extraordinary deeds.
  For wandering tribals (such as those likely to be 
  played in Darwin’s World), obligations can range 
  widely, but all provide not only a way to reinforce 
  tribal bonds, but also a chance to get involved in 
  tribal affairs, as well as test the PCs’ skills and 
  abilities.  Here are a few ideas for the kind of 
  obligations appropriate to PC tribals:
  • 
  A tribal character might be called upon to deal 
  with threats to the tribe.  This could take the form 
  of a powerful monster, an infestation of vermin 
  or pests, outside domination by exploitative 
  traders or slave-seeking merchants, inﬁltration 
  by spies from a rival tribe, etc.
  • 
  A tribal character might be called on to defend 
  the tribe's honor in an inter-tribal feud, or, for 
  example, in violent (or non-violent) contests 
  held between rival tribes in which clan prestige 
  and glory are at stake.  This could involve ritual 
  combat, gladiatorial games, or "quests" in which 
  rival tribals are sent to fetch rare objects from the 
  desert on a sort of "scavenger hunt".  Obviously 
  such contests could involve trials of endurance, 
  sabotage by enemies, cheating, as well as the 
  dangers inherent to the wasteland (such as 
  monsters).
  • 
  The character might be summoned to serve as a 
  champion in duels or trials by combat.  For lower 
  level characters this could involve defending a 
  family member, but for higher level characters 
  (those who have earned a high Reputation or 
  are renowned as high-level warriors) this could 
  involve defending a chief's precocious son from 
  a duel to the death, avenging the honor of a tribal 
  princess whose reputation has been slighted, or 
  even defending the chief himself against a rival 
  claimant to the throne.
  • 
  The character might be called on to negotiate 
  with a raider army that threatens the tribe, or deal 
  with some other threat well beyond the means 
  of the tribe (such as a more technologically-
  advanced community, for example).  This type 
  of obligation could very well be epic in scale, 
  requiring the character to literally "save" his 
  people from an outside danger.
  • 
  Owing to his knowledge and experience in the 
  outside world, the tribal character might be sent 
  to a distant village/town/trade city to acquire 
  something important for the tribe.  This could 
  be medicines, food and water, fellow clansmen 
  kidnapped and enslaved in a recent raid by 
  slavers, etc.  The character will have to travel a 
  great distance to the destination and, once there, 
  either negotiates for whatever is needed - or ﬁnd 
  
  13
  some other, less reputable way to acquire it...
  • 
  The characters' role as an "outsider" of sorts 
  means that he can do dirty work that other tribe 
  members can't or don't want to (since they have 
  to live with the repercussions, unlike the PC 
  who can just wander off).  The character might 
  be called back to his village to assassinate a 
  troublemaker, or do away with someone the chief 
  hates.  This could be a member of the chief's 
  family who is becoming an embarrassment, for 
  example, or a rival who is getting too popular 
  for the chief's liking.  Alternatively the PC might 
  be sent to kill a young man courting the chief's 
  daughter (assuming the chief loathes her choice 
  of husband) in a "duel" - or outright murder him.
  Obligations can be for the good of the tribe, or 
  the good of powerful individuals to whom the 
  PC's family owes a debt of honor.  As such, not all 
  obligations have happy endings, and some may 
  even leave the tribal character in a moral quandary.  
  Indeed, they may end up in the PC making more 
  enemies than friends!  Though you shouldn't try to 
  spoil a player's enjoyment with tribal obligations, 
  they do bring to life the politics of the character's 
  tribe, and stress the sense of honor and loyalty that 
  underlie virtually all tribal cultures.  After a time a 
  player may become wary when his character once 
  again receives the call that he is "needed at home"...
  but that's the nature of being a tribal!
  Obligations can also take on a negative cast, and 
  though often this comes as a result of poor decisions 
  or careless actions, the tragedy of being an outcast 
  from one's own tribe can be a great primer for 
  adventures.  Here are some ideas of negative-themed 
  obligations a tribal character might be honor-bound 
  to comply with, setting a grim backdrop for his 
  character:
  • 
  For some transgression (or failure) the character 
  could be asked to leave and not return, as an 
  exile.  Of course, the tribe may need the PCs' 
  services in the future, and as such he may be 
  called back at any time.  Even though exiled, 
  the character will be expected to perform his 
  duties nonetheless when called on by his people - 
  though he will most likely be treated as a pariah.
  • 
  The character, even after dealing with some great 
  outside threat on the tribe's behalf, might be 
  considered "contaminated" due to his exposure to 
  the outside world.  This can be a fear of "germs" 
  the PC might have picked up while away, or 
  simply exposure to outside ideas that the elders 
  of the tribe might view as a threat to tribal 
  stability if the PC were allowed to return home.  
  Fearing this, they might ostracize the character, 
  exiling him as above; they may even explain 
  the reasons to the character, reminding him of 
  his obligation to the people as a whole before 
  sending him away.
  • 
  If the character, after seeing the outside world, 
  learns of someplace better (such as a place where 
  there are plenty of resources, or civilization, or 
  a more democratic rule of law), the chief and 
  elders might send the PC away to protect their 
  power, as well as the tribe's way of life.  Though 
  the PC may be well meaning, the tribe is afraid 
  FAILURE 
  The consequences for failing in one’s obligations can vary from tribe to tribe, but generally speaking 
  they are harsh, if not physically than psychologically.  Certainly if the PC tried his best (but still lost) the 
  consequences of failure will be less.  For those who deliberately neglect obligations, the punishment is 
  usually worse.
  For most tribals the ability to meet an obligation is not only a duty, it is a source of honor and pride.  
  Failure, even under the direst circumstances, reﬂects negatively on the PC, his abilities (and as a direct 
  result, his future), his upbringing, and even the tribe itself.  Living with the humiliation to one’s own 
  esteem and personal code of honor might be enough torment to sate most tribals’ disappointment, but 
  in many tribes actual punishment is customary.  This can take the form of being driven out of the tribe 
  (temporarily or permanently), being shunned or ignored, forbidden to take part in festivals/councils/
  courtship rituals, having family alliances formally broken, proposed marriages dissolved, divorce and 
  abandonment (due to the imagined shame), or even beatings, lashings, or stoning.  After all, in the 
  wasteland only the ﬁt survive, and those who cannot meet the obligations of their people aren’t deserving 
  of communal resources, involvement, and protection.
  On the other hand, some tribes are more lenient, seeing in failure the promise of greater deeds in 
  the future.  It is true that once a tribesman fails he is often driven to extraordinary bravery and ability, 
  becoming fearless due to the mark of shame that hangs over his head.  Many tribals (especially wise elders 
  and leaders) capitalize on this, and hand-pick those who have failed in the past for dangerous (or ugly) 
  things they need done.  After all, if a warrior is picked despite his failures he is, by custom, indebted to the 
  one who gave him a chance at redemption...
  
  14
  of change and wary of those who might "lead the 
  people foolishly into the desert".
  • 
  As above, except the PC is now considered 
  a threat simply because of his strength and 
  experience.  Most likely the chief or nobles of 
  the tribe are the ones who fear the character, and 
  exile him to protect their own positions of power.  
  Though the characters' previous deeds won't 
  likely be forgotten by the average tribesman, 
  his popularity may have made an enemy of the 
  jealous ruling elite, who fear he might challenge 
  their authority in the future.
  WHEN OBLIGATIONS ARE USED
  Though the actual details of using and devising 
  obligations are up to the GM, here is a good 
  guideline.  Unless you are actually keeping track of 
  what’s going on in the PCs’ home tribe (for example, 
  as part of a campaign revolving around a particular 
  village), obligations should only come into play 
  when the tribal character’s Reputation reaches certain 
  thresholds.  As a character becomes better known as a 
  warrior or adventurer by his people, they tend to view 
  him as being more competent.  This, in turn, means 
  that he will start being called on to help the tribe with 
  its problems.
  In game terms, a character should be called 
  upon to fulﬁll his ﬁrst obligation when he has 
  accumulated a Reputation score of 3.  Obviously 
  this type of obligation should be a relatively minor 
  challenge, perhaps merely an obligation that is in 
  itself just a hook for getting involved in an adventure.  
  Killing rogue monsters, tracking raiders across the 
  desert, recovering a needed item, etc. are all likely 
  obligations.  Note that if a character begins play 
  with a Reputation score or 3 or higher, you can 
  simply assume that undertaking his ﬁrst adventure is 
  fulﬁlling his ﬁrst obligation.
  When the character’s Reputation reaches 7 he 
  should be called on again, this time to deal with a 
  greater threat, or solve a problem that causes concern 
  for the tribe.  Issues such as disease, hunger, or 
  impending war are good ideas, requiring tribal PCs to 
  go out of their way to hunt down cures, reliable food 
  sources, or engage in diplomacy to solve the problem.
  At Reputation 11 the player should be called to 
  fulﬁll an obligation of appropriate consequences, 
  such as a major danger to the tribe, or one that 
  involves great tact/diplomacy/skill, or something 
  political - forcing the character (who is now certainly 
  a considerable force in the tribe) to pick a side in 
  tribal affairs.
  Obviously these are just guidelines, and at the 
  GM’s discretion the nature and frequency of using 
  obligations as a role-playing device can vary.
  DEGENERATION OF LANGUAGE
  Language on the Twisted Earth has changed 
  since the time of the Ancients; as complex as the 
  languages were before the end of human civilization, 
  it is perhaps even more confusing in this time of 
  disintegrating culture.  Bringing out the difference in 
  languages can be a subtle element in role-playing that 
  brings the degeneration of the human race to life.
  The languages of the Twisted Earth are described 
  in the Darwin’s World 2nd Edition rulebook (pages 
  62-63).  However, the following brings a little more 
  detail into the language guidelines presented in that 
  book, describing each in the context of comparison 
  with each other, and offers a few suggestions 
  (including suggested “beneﬁts” and “drawbacks” 
  for learning one over another) for bringing language 
  alive in Darwin’s World.
  ANCIENT
  The language of the Ancients, once known as 
  “English”, is now a sacred and seldom-heard tongue 
  on the Twisted Earth.  Only hold outs, xenophobes, 
  and former dome dwellers are likely to know this 
  antiquated language.  Though its frequency of use 
  in the majority of the wasteland’s settlements is 
  limited at best, Ancient is still the language of the lost 
  civilization of man; as such its writing is seen almost 
  everywhere, on sign posts, road markers, building 
  fronts, in books, and in the instructions for operating 
  everything from ﬂashlights to nuclear power plants.
  A character with Ancient presumably speaks and 
  reads the language of the Ancients.  The only other 
  post-apocalyptic language even somewhat familiar 
  to him is Gutter Talk, which shares some words with 
  Ancient.  Given time a character who speaks Ancient 
  could at least understand what a character with Gutter 
  Talk is referring to in conversation, but nuances and 
  subtleties are probably lost to him.
  Suggested Beneﬁt:  A character speaking Ancient 
  is considered to have a Charisma score two points 
  higher when speaking to scholars or anyone whose 
  native tongue is Gutter Talk.
  Suggested Drawback:  Normally learning a 
  language requires 1 skill point, but because Ancient is 
  so rare any non-native speaker (or reader) must spend 
  4 skill points to learn it.
  GUTTER TALK
  “Gutter Talk” is the garbled and disintegrating 
  descendant of Ancient, a language carried on by 
  ignorant savages or degenerate holdouts for countless 
  generations since the Fall.  Many words in Gutter 
  Talk are similar if not identical to Ancient words, 
  but sentence structure and grammar, by and large, 
  follow no set rules.  In addition, certain difﬁcult 
  
  15
  words (generally those above two or three syllables) 
  have often been replaced with simpler versions (for 
  instance, the word “helicopter” has been replaced by 
  “chop-chop”).
  A character who knows Gutter Talk can understand 
  a little of spoken Ancient (since Gutter Talk is based 
  almost exclusively on phonetics, written Ancient 
  is almost unreadable), and a little of Unislang, but 
  neither to any great degree.
  Suggested Beneﬁt:  Speakers of the Ancient 
  language often pre-judge those who speak Gutter 
  Talk as amusing and ignorant - or at the very least, 
  harmless.  As a result you gain a +1 competence 
  bonus to Diplomacy checks to improve relations with 
  NPCs whose native tongue is Ancient.
  Suggested Drawback:  None.
  UNISLANG
  “Unislang” is the Twisted Earth’s most universal 
  language, a distant descendant of the Ancient 
  tongue that is quick, ugly, and to the point.  Most 
  words in Unislang have some root relationship 
  to ancient words, but are so far removed (and 
  evolved) that a speaker of Unislang would be hard-
  pressed to understand a speaker of Ancient.  Some 
  understanding of Gutter Talk and even the Trade 
  language is possible, however, since these languages 
  share some handed-down phrases and terminology 
  that are at the core of Unislang.
  Suggested Beneﬁt:  Because they share core words 
  and phrases, in conversation a character who knows 
  Unislang can make an Int check to understand the 
  basics of what is being said by a speaker of Ancient, 
  Gutter Talk, or Trade.  The base DC is 20, though 
  someone deliberately trying to conceal what they are 
  saying increases this DC to 25.  This beneﬁt does not 
  apply to reading any of these languages, however.
  Suggested Drawback:  None.
  TRADE
  “Trade” is the language of merchants and traders, 
  a kind of secret code developed not only to allow 
  merchants to communicate secret information openly 
  while in the presence of others (for any number of 
  reasons), but also to facilitate faster conversations so 
  that bartering can be conducted in as quick a manner 
  as possible.
  Anyone who speaks Trade also understands a little 
  of Unislang, since many of the phrases and words 
  of Unislang are incorporated into Trade to facilitate 
  dealings between non-traders (such as scavs and 
  adventurers) and traders.  However, a large part 
  of Trade is totally unique, permitting those “in the 
  NEW SKILLS
  New Speak Language skills are introduced in The Broken and The Lost, shown here.
  SPEAK LANGUAGE (BRETHREN SIGNS)
  The Brethren have long recognized the value of stealth, and the ability to communicate secretly and 
  quietly without making a sound.  Harkening back to their origins as a people hunted day and night by more 
  powerful marauders among the ruins of San Francisco, the language of “Brethren signs” has long been a 
  useful tool for communicating without alerting potential enemies to their presence.
  Brethren Signs is a new language exclusive to the Brethren, which allows them to communicate 
  normally with hand signals, eye movement, and discreet body language (and, when needed, in written 
  runes).  Because they often operate in villages and towns where their philosophies aren’t tolerated (if not 
  hated), Brethren Signs are also used discreetly to exchange passwords, for instance, or to prove one’s 
  allegiance to the movement.  It is said that Brethren Signs are discreet enough that a practitioner speaking 
  with non-Brethren members could hold a second, secret conversation with another Brethren without raising 
  suspicion!
  Like hobos of the past who left markings for their wandering brothers, the Brethren also use their written 
  runes to convey messages and warnings that only their kind can understand, placing them on the sides of 
  buildings, on rocks outside of a town, or in other places only they know to look.  A few sample Brethren 
  signs are found in the The Brethren sourcebook.
  SPEAK LANGUAGE (ANIMAL CALLS) 
  Like tribal folk of ages past, many have developed a means of communicating over distances without 
  alerting their enemies to their presence, by imitating the calls of animals.
  Characters with ranks in this language can fully communicate (verbally) using animal calls with other 
  characters with ranks in Speak Language (Animal Call) within earshot.  Listeners can make a Sense 
  Motive check (DC 20 or an opposed Bluff check, whichever is higher) to realize the animal calls are only 
  an imitation, though even with a successful roll they cannot discern the message being conveyed.
  
  16
  know” to speak on a variety of topics in a fast and 
  incomprehensible manner.
  Suggested Beneﬁt:  A character speaking Trade 
  receives a +2 competence bonus to Diplomacy 
  checks to change the reaction of merchants and 
  traders (assuming they also speak Trade).
  Suggested Drawback:  Normally learning a 
  language requires 1 skill point, but because the 
  secrets of Trade are so protected any non-native 
  speaker (or reader) must spend 4 skill points to learn 
  it.
  CUSTOMS
  Tribal player characters can conceivably be from 
  any of a wide number of tribes, whether or not they 
  are from the 60+ groups detailed in this series (see 
  Prominent Tribes of The Twisted Earth).  While 
  this book offers a wide variety of sample tribes to 
  populate the Twisted Earth, others exist in the void 
  between the tribal boundaries described in that 
  chapter.  As such, you may need to sit down with 
  your PCs and discuss their tribal origins, and ﬁnd 
  either a suitable match from the list of existing tribes, 
  or otherwise make it up completely as you go.
  At the very least all tribes should have some kind 
  of quirky custom/tradition/superstition that sets it 
  apart from all others, and also gives it a uniquely 
  tribal “ﬂavor”.  If your players make characters from 
  tribes not described in this book, consider using some 
  of the suggested customs below.  But keep in mind 
  that the samples here are just that - samples.  You can 
  easily add to these lists with ideas of your own.
  COMMON CUSTOMS
  • 
  The tribe is deathly afraid of germs, having 
  suffered greatly from contact with diseased 
  outsiders before.  The tribals will attack strangers 
  on sight.
  • 
  Before the tribe can deal with outsiders, visiting 
  strangers must win a ceremonial combat against 
  a champion hand-picked by the tribe's chief.  The 
  ﬁght is to the death.
  • 
  As a rite of passage young tribals of the tribe 
  must engage in a ceremonial hunt to kidnap a 
  female from a civilized community, and bring 
  her back as a war bride.  The loss of this bride 
  (i.e. if she escapes) would be a great blow to the 
  tribal's honor.
  • 
  As a rite of passage young tribals of the tribe 
  must engage in a ceremonial hunt to track and 
  kill someone from a civilized community, and 
  bring proof of the slaying back to his or her 
  elders.
  • 
  As the possession of slaves is a sign of 
  prosperity, all members of the tribe strive to have 
  slaves of their own.  Tribal members will usually 
  have at least one slave, though the relationship 
  between master and slave can vary tremendously.
  • 
  The warriors of the tribe ﬁle or chip their teeth 
  to sharp points to make them appear more 
  menacing in battle.
  • 
  The tribe traditionally has trouble with a speciﬁc 
  kind of animal, mutant beast, or ghoulish mutant 
  breed that threatens their very survival.  The tribe 
  will pay handsomely for the scalps (or horns, or 
  tusks, etc.) of these creatures, usually in trade 
  goods.
  • 
  The tribe makes "sacriﬁces" to a more powerful 
  neighboring tribe (or a malevolent Twisted Earth 
  faction, such as the Ravagers or Wastelords) each 
  year to avoid being wiped out.  These sacriﬁces 
  can include raw materials, wealth, food, women 
  for breeding, or young men to serve as slave 
  warriors.
  • 
  The tribe's youths customarily sneak into the 
  tents of visitors to steal small items.  To the 
  tribals this is nothing more than a lighthearted 
  test of manhood, and any violent reaction by the 
  visitors will be met with a negative change in the 
  tribe's overall attitude towards them.
  • 
  Warriors, married adults, or the entire population 
  of the tribe engage in decorative tattoos and/or 
  body piercing.  These tattoos can range from 
  simple geometric designs to elaborate "cave 
  painting" depictions covering the whole body.
  • 
  Living in a resource-poor area, the tribals 
  manage to get by through selling objects crafted 
  with their own hands to passing merchants.  The 
  objects may have some value (e.g. tools and 
  weapons), or could be completely superﬁcial 
  (e.g. tribal jewelry).
  • 
  Desperately needing outside blood, youths of 
  the tribe are encouraged to ﬂirt with, pursue, and 
  seduce visitors of the opposite sex.  The tribe 
  will make unusually generous offers to try and 
  convince outsiders to remain with the tribe (and 
  hopefully marry).
  • 
  To prove oneself worthy of speaking to the chief 
  of this tribe, outsiders must partake of some 
  disgusting ritual beverage or food; this can 
  be as mundane as curdled blood or a meal of 
  roasted grubs, or something even more stomach 
  churning.  Those that do without complaint earn 
  the tribe's affection.
  • 
  The tribe has an almost symbiotic relationship 
  with one kind of creature or another, either as 
  a beast of burden, a source of food, a steed, or 
  merely as a companion animal.
  • 
  The tribe's warriors traditionally use a speciﬁc 
  type of poison (of the GM's choice) on their 
  weapons, whether hunting large beasts to feed 
  the community, or in war.
  • 
  The tribesmen are headhunters, using severed 
  
  17
  heads, scalps, or severed ears as a sign of 
  prowess in battle.
  • 
  To instill fear in visitors (who might be plotting 
  to attack the village), the women of the tribe ﬁle 
  or chip their teeth to sharp points to make them 
  appear as vicious as the males.
  • 
  The tribe is composed entirely of women - 
  amazons.  Their reaction to outsiders should be 
  left up to the GM.
  • 
  To atone for a serious transgression, members of 
  the tribe must give away one of their children to 
  their tribe's religious leader(s), to do with as he/
  she pleases.
  • 
  As a funerary custom dolls or ﬁgurines are made 
  out of straw or clay by tribesmen to represent the 
  recently deceased.  A warrior will often carry the 
  doll of his or her father or mentor, and whisper 
  prayers to it hoping for omens or luck in battle.
  UNCOMMON CUSTOMS
  • 
  The tribe has a tradition of honoring its heroes 
  as gods.  Anyone who does a great deed for the 
  tribe is immortalized in their mythology, and 
  is considered "blessed", receiving worship and 
  adoration by the people of the tribe.
  • 
  The people of the tribe have come to rely on one 
  type of weapon almost exclusively, whether for 
  hunting, ﬁghting in war, or as a genera-purpose 
  tool.  All members of the tribe treat the weapon 
  as if it were a Simple weapon; the weapon can be 
  any Archaic or Exotic melee weapon of the GM's 
  choice.
  • 
  The tribesmen are cannibals, and the tribe revels 
  in hunting outsiders to alleviate the burden on 
  their own numbers.
  • 
  In times of trouble the tribe's chief (or a chosen 
  surrogate) will perform a "sun dance"; this ritual 
  lasts for four days straight, with the dancer 
  taking no food or water, and looking to the sun 
  as often as possible until on the verge of blinding 
  themselves.  About to break down, the dancer is 
  said to receive wisdom from the gods that will 
  save the tribe from peril.
  • 
  Whenever a chief dies, gladiatorial games are 
  held by the tribe's warriors to honor the fallen 
  leader.  These games are elaborate gatherings in 
  which the warriors engage in drinking, sport, and 
  violence.  Obviously, the tribe's level of alertness 
  is decreased during these times, as sentries and 
  watchmen join in the festivities as well.
  • 
  Considered a drain on the sparse resources of the 
  tribe, the elderly are either ceremonially killed 
  or driven out when they become inﬁrm.  Most 
  elderly of the tribe consider this their duty, and 
  do so willingly.
  • 
  To survive the tribe has evolved liberal attitudes 
  regarding sexual intercourse.  It is customary 
  for the males of the tribe to sell time with their 
  daughters and wives to visiting merchants and 
  other travelers for a reasonable price, usually 
  bartered over a round of drinks.  The accidental 
  spawn of such unions are, generally speaking, 
  sold into slavery to passing slavers.
  • 
  The warriors of the tribe mutilate the corpses 
  of their fallen enemies so their spirits can be set 
  free; this practice is often mistaken as barbarism, 
  and inspires fear (and loathing) in the tribe's 
  neighbors.
  • 
  Racially sensitive, the tribals consider a speciﬁc 
  physical trait (or mutation or defect) to be a sign 
  of ethnic inferiority.  The tribals will either treat 
  anyone with this trait badly, or drive her off, or 
  even seek to kill the individual due to the outrage 
  her appearance causes.
  • 
  Racially sensitive, the tribals consider a speciﬁc 
  physical trait (or mutation or defect) to be a sign 
  of ethnic superiority.  The tribals will be in awe 
  of anyone with this trait, following her around 
  (and generally making a nuisance of themselves), 
  as well as laying gifts and adoration at the 
  individual's feet.
  • 
  Before the tribe can deal with outsiders, visiting 
  strangers must agree to marry a woman from the 
  tribe.  Alternatively, if the outsider is a female, 
  she must agree to marry a man from the tribe.
  • 
  The tribe believes killing is an inherently evil 
  act.  Since the act of killing pollutes the killer, 
  puriﬁcation rites must be performed after a 
  battle.  These rites can involve water bathing, 
  bathing in hot sand, walking between ceremonial 
  ﬁres, consuming the bitter (or nauseating) 
  concoction from a medicine man, etc.
  • 
  Though they have fallen in many ways, the tribe 
  somehow manages to keep alive a technical skill 
  (how to run solar collectors, for example, or 
  maintain and repair certain types of electronics 
  or mechanical equipment) of one kind or another 
  through oral tradition and customs.
  • 
  The tribe has an artifact from the ancient world 
  in their possession, kept as a "holy relic" and 
  jealously guarded.  The artifact is central to 
  their religious beliefs, and is only exhibited to 
  those worthy.  The artifact can be anything the 
  GM decides, whether it is something potentially 
  powerful (a weapon they do not know how to 
  use), informative (a book or documents detailing 
  some priceless knowledge they are ignorant of), 
  or mere junk (a complete collection of Alvin and 
  the Chipmunks vinyl records).
  • 
  The tribe has learned to grind down Hercurin 
  tabs (or some other drug from the Darwin’s 
  World 2nd Edition rules) to make paste for war 
  paint.  Remarkably, the medicine is absorbed 
  through the skin and has the same effect as if 
  
  18
  taken internally.
  • 
  The tribesmen are cannibals, though they hide 
  this fact as they are ashamed of it.
  • 
  Those heirs destined to rule the tribe are 
  traditionally sent into the wasteland by their 
  elders for years at a time, to live secretly among 
  the people of the Twisted Earth and learn to 
  become leaders through adventures beyond their 
  ancestral lands.
  • 
  Devastated by war, raider attack, or disease, only 
  this tribe's children remain of the original tribal 
  population.  Fallen into disarray, the children 
  have formed "clans" of their own and brutally 
  enforce the will of whichever adolescent happens 
  to be in power on all the others.
  • 
  Devastated by war, raider attack, or disease, only 
  this tribe's children remain of the original tribal 
  population.  The children, like lost sheep, will 
  look to the ﬁrst "grown-up" they encounter as a 
  leader (or even a god) ... for better or worse.
  • 
  The tribe has an uncharacteristically accurate 
  memory of the Fall, recorded either in verbal 
  history, old books, or in beautiful and well cared 
  for cave paintings.
  NEW CLASSES
  While the previous section 
  offered suggestions on 
  how to make the best use 
  of existing classes for 
  low technology-themed 
  campaigns, this chapter of 
  The Broken and The Lost 
  presents 15 all-new advanced, 
  prestige, and epic classes, with a particular focus 
  on classes unique to the Brethren, as well as classes 
  intended for primitive and tribal groups in general.  
  The classes presented in this section are brieﬂy 
  summarized below.
  Racial Requirements: Some of the classes 
  below are deigned for speciﬁc races found in 
  Terrors of the Twisted Earth; however, the racial 
  requirement should be taken as more of suggestion.  
  It is entirely possible that a mutant character of 
  similar background and mutation could utilize these 
  primitive and tribal classes. 
  BEAST-FRIEND
  Among the peoples of the wasteland, there are those 
  who alleviate the burden of survival by turning to 
  the mutated animals of their environs.  Like the 
  Symbiote, the Beast-Friend is one who has an afﬁnity 
  for the beasts of the wasteland.
  Among the people of the north, there are those who 
  live and train with horses their entire lives, riding 
  them into battle or using them to transport their 
  mobile settlements in the manner of nomads of old.  
  Among the great merchant clans, who criss-cross the 
  desert to destinations near and far with each passing 
  season, there are those who domesticate the wild 
  and panicky “Fraxx steed”, turning these frightened 
  creatures into swift scouting steeds.
  The most savage tribes that dot the rugged 
  wasteland make the hunting and capture of the 
  mighty “Gront” a test of manhood, training these 
  colossal beasts to serve as mounts in their constant 
  tribal wars.  Others train the ugly and stubborn 
  “Othydog” to help them track their hunted quarry 
  over miles and miles of desert.  And, among the 
  more primitive bands of raiders and scavs, “ravening 
  hounds” are trained to become vicious companions, 
  hunting dogs, and killing machines.
  The Beast-Friend is an advanced class that allows 
  a character to specialize in either riding or ﬁghting 
  alongside one particular kind of mutated animal 
  common to the Twisted Earth, gaining special 
  abilities from this relationship.  There are ﬁve speciﬁc 
  sub-types of Beast-Friend, listed below:
  TABLE 1-1: PRIMITIVE CLASSES
  Brethren Classes
  Summary
  Brethren Barefoot Master
  Peaceful but extremely effective non-lethal martial artists
  Brethren Beastmaster
  Beast trainers, controlling large packs of animals in battle
  Brethren Hateful One
  Elite berserkers; Hashishin of the Brethren faction
  Brethren Shadow
  Stealthy and elusive agents of the Brethren faction
  Primitive Classes
  Summary
  Beast-Friend
  Master of the Desert horse, Fraxx, or other common wasteland animal
  Cave Haunt
  Underling with special “acoustic” abilities
  Exile Hunter
  Hunter and tracker of tribal outcasts and raiders
  Ghost of The Ancients
  Quick and elusive Wild Man survivor
  Horde Warrior
  Tribal warriors who excel at ﬁghting in massed groups
  Mongoliant Marauder
  Rampaging giant raider
  Outcast Survivor
  Exiled Hermav or Terminal who preys on her former people for survival or revenge
  Prophet of The Sands
  Sagacious and precognitive leader of a Shadow People tribe
  Sandslayer
  Tough Sandman warrior who laughs at the sting of the sun
  Tribal Stalker
  Elite tribal protectors
  Tunnel Exterminator
  Bounty hunter who braves underground tunnels to clean infestations out
  
  19
  Fraxx Striders are a common sight among the 
  caravans of the world’s major merchant clans; the 
  naturally skittish Fraxx steed, when controlled by 
  a competent and skilled rider, makes an excellent 
  scouting beast for the kind of outriders that patrol 
  the fringes of merchant camps or ride ahead of long 
  wagon columns looking for any sign of raiders - or 
  other hazards.  Though the Fraxx is a notoriously 
  cowardly beast, Fraxx Striders quickly learn to pay 
  attention to the uncanny “premonitions” of their 
  mounts, granting them incredible reﬂexes and a 
  foreknowledge of coming danger.
  Gront Warriors are predominantly only found 
  among the most primitive tribal communities, 
  who see in the lumbering Gront more than just an 
  intimidating war beast, but also a “totem spirit” 
  personifying the brute strength and inhuman deﬁance 
  of death that is a trademark of tribal warbands.  
  Gront Warriors often train to ride these 
  stubborn and ferocious beasts from 
  an early age, learning to use the 
  massive weight of their mounts 
  as a shield as well as a means to 
  plow through enemy formations, 
  sowing panic as they ride 
  fearlessly into battle.
  Horse Riders are relatively 
  common on the Twisted Earth, 
  whether employed as scouts for 
  merchant groups or as the elite 
  warriors of some of the more nomadic 
  tribes of the wasteland.  Whether riding regular 
  horses, or mutated variations like the desert horse, 
  Horse Riders make up for the natural weaknesses of 
  their chosen steeds by coaxing remarkable 
  feats from them.  Many raider groups 
  also have Horse Riders among them, 
  using their swift and reliable mounts 
  to raid villages and settlements quickly, and to get 
  away with their ill-gotten gains just as fast.
  Othydog Trackers are far less common than other 
  sub-categories of “beast-friend”, largely due to the 
  ornery and rabid nature of their chosen companion, 
  the Othydog.  Some unusually empathic individuals 
  do manage to earn the trust and obedience of these 
  stubborn dog-like creatures, however, using them 
  as a kind of “mutant hunting hound” to hunt down 
  and kill prey such as outlaws and outcasts.  Selling 
  themselves as guides and bounty hunters, the 
  Othydog Tracker is an unusual breed of man whose 
  only real friend is often his ﬁercely loyal Othydog 
  companion.
  Ravening Reavers are usually only found among 
  the camps of scavs and other desperate desert 
  survivalists, who train the diseased and anguished 
  wild dogs of the wasteland to serve as companions 
  and sentries.  Raising ravening hounds as pups, these 
  infamous scavengers usually train their companions 
  through repeated and sadistic beatings, bringing out 
  their natural killer instincts while enforcing their own 
  dominance over the beasts.  Ravening Reavers 
  often use their companions to bring down 
  unsuspecting victims in an ambush, or to 
  help them overcome enemies that are far 
  too tough for the scav to handle alone.
  REQUIREMENTS
  To become a Beast-Friend, a character must fulﬁll 
  the criteria listed for his specialty, as shown below.
  Base Attack Bonus:  +3.
  Skills:  Fraxx Strider - Handle Animal 11 ranks, 
  Ride 11 ranks; Gront Warrior - Handle Animal 12 
  ranks, Ride 12 ranks; Horse Rider - Handle Animal 
  9 ranks, Ride 9 ranks; Othydog Tracker - Handle 
  Animal 8 ranks, Survival 8 ranks; Ravening Reaver 
  - Handle Animal 8 ranks.
  Feats:  Animal Afﬁnity (all).
  CLASS INFORMATION
  The following information pertains to the Beast-
  Friend prestige class.
  Hit Dice:  1d8.
  Action Points:  7 + one half the character’s 
  class level, rounded down.
  
  20
  Class Skills:  The Beast-Friend’s class skills are:  
  Balance (Dex), Handle Animal (Cha), Jump (Str), 
  Knowledge (mutant lore) (Int), Ride (Dex), Survival 
  (Wis), Tumble (Dex).
  Skill Points at Each Level:  3 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Beast-Friend 
  prestige class.
  Favored Mount/Companion:  At 1st level the 
  Beast-Friend must take an animal (Fraxx steed, 
  Gront, horse or desert horse, Othydog, or ravening 
  hound) as his favored companion, training it to form 
  an extraordinary bond of friendship and/or obedience.  
  From here on out that creature becomes the Beast-
  Friend’s favored mount (or companion), and all 
  class abilities listed as being restricted to the Beast-
  Friend’s favored mount/companion apply only to this 
  individual creature.  If the Beast-Friend’s favored 
  mount/companion is ever killed the character can, if 
  able to acquire another creature of the same species, 
  spend 1d2 weeks with it training it to fully regain its 
  abilities as a new favored mount/companion.
  A character who has taken any levels in Symbiote 
  may add his levels in this class to determine his 
  Symbiote partner’s abilities (i.e. Bonus HD, Defense 
  Bonus, etc.), but only if his partner is also his favored 
  mount or companion.
  Extra Ability I:  As the Beast-Friend gains levels 
  he and his favored mount (or companion) gain new 
  special abilities.  These abilities can beneﬁt either the 
  Beast-Friend or his mount, or both.
  At 1st level the Beast-Friend must decide on his 
  speciﬁc favored mount (see above), and from then 
  on receives only those abilities associated with his 
  mount, from the abilities listed below:
  Shared Senses (Fraxx Strider):  The Beast-Friend 
  is so attuned to the Fraxx’s noises and skittish 
  movements that she gains the beneﬁt of the mount’s 
  special senses and premonitions.  At this level the 
  character gains a +1 competence bonus to Listen and 
  Spot checks, as well as Initiative rolls and Reﬂex 
  saves.
  Shield Rider (Gront Warrior):  Whenever riding 
  his favored mount the Beast-Friend may maneuver 
  in melee combat so that his Gront acts as a “shield”.  
  Doing this is a free action that grants the rider (and 
  any passengers) a +2 deﬂection bonus.  Any attack 
  that misses due to this bonus instead hits the favored 
  mount.  If the Beast-Friend has the Mounted Combat 
  feat, he may use this to attempt to avoid any damage 
  done to the mount as normal.
  Mounted Raider (Horse Rider):  Whenever riding 
  his favored mount, the Beast-Friend gains the ability 
  to gallop through crowds of enemies, taking them off 
  guard.  At this level, the Beast-Friend and his mount 
  gain a +5 dodge bonus against attacks of opportunity.
  Clamping Grip (Othydog Tracker):  Whenever 
  the bulldog-like Othydog attaches itself onto an 
  opponent, its master gains additional bonuses when 
  attacking the same target.  In game terms whenever 
  the Othydog successfully uses it Improved Grab 
  ability to get and maintain a hold, its master receives 
  a +2 circumstance bonus to attack rolls and damage 
  against the same target while it is pinned.
  Pack Boldness (Ravening Reaver):  Whenever 
  the Beast-Friend is accompanied by his ravening 
  hound companion both he and his favored companion 
  become immune to fear, even fear created by neural 
  effects.
  Extra Ability II:  As Extra Ability above, except 
  the Beast-Friend gains this additional ability at 3rd 
  level.
  Mercurial Mount (Fraxx Strider):  At this level the 
  Fraxx Strider forms an even deeper bond with her 
  skittish steed, learning to trust its sharpened sense of 
  danger.  Any time the rider is riding her steed both 
  she and her mount may act in the surprise round 
  even if they were surprised.  The only action they 
  may take in the surprise round, however, is a single 
  move action.  Both the rider and the Fraxx are still 
  considered ﬂat-footed during the surprise round.
  War Beast (Gront Warrior):  At this level the 
  Beast-Friend can inspire his favored mount to rage as 
  a Barbarian, usable as a free action once per day.
  Masterful Rider (Horse Rider):  At this level the 
  Beast-Friend and his mount become as one, allowing 
  him to impart his knowledge and skills in battle to 
  his steed.  This ability allows the character to apply 
  his own action points to attack rolls, saving throws, 
  and skill checks made by his favored mount, once per 
  round.
  Fearless Grapple (Othydog Tracker):  At this 
  level the Othydog Tracker has trained his companion 
  to be fearless even against beasts far larger than 
  it, attacking without any regard for its own safety.  
  At this level the Othydog companion can use its 
  Improved Grab ability against any creature up to 
  TABLE 1-1: THE BRETHREN BEAST-FRIEND
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +0
  Favored Mount/Companion
  +1
  +0
  2nd
  +1
  +0
  +3
  +0
  Extra Ability I
  +2
  +0
  3rd
  +2
  +1
  +3
  +1
  Extra Ability II
  +2
  +0
  4th
  +3
  +1
  +4
  +1
  Extra Ability III
  +3
  +0
  5th
  +3
  +1
  +4
  +1
  Toughened
  +4
  +1
  
  21
  Large size.
  Pack Mentality (Ravening Reaver): As long as the 
  ravening hound is within 30 feet of the Ravening 
  Reaver it may use its master’s Initiative in combat, 
  and vice versa.
  Extra Ability III:  As Extra Ability above, except 
  the Beast-Friend gains this additional ability at 4th 
  level.
  Draw Poison (Fraxx Strider):  At this level the 
  Beast-Friend has, through constant coaxing and 
  training, brought to life the dormant poison glands 
  of his Fraxx steed favored mount.  His favored 
  mount may now make a single bite attack (in place 
  of any claw attacks, with the same attack modiﬁer) 
  that inﬂicts 1d6+4 points of damage, and requires 
  the victim to make a Fortitude save to avoid being 
  poisoned (DC 16, initial damage 2d6 hit points, 
  secondary damage -).
  Juggernaut (Gront Warrior):  At this level the 
  Beast-Friend can use his Gront’s tremendous weight 
  to make charges more devastating.  When charging 
  with any melee weapon, the damage inﬂicted by the 
  mounted Beast-Friend is doubled.  If the character 
  has the Spirited Charge feat, the damage is tripled.
  Mounted Sweep (Horse Rider):  Using this ability 
  is a full-round action, allowing the Beast-Friend 
  to attack all opponents on one side of his favored 
  mount (his choice).  When conducted the favored 
  mount can move up to its normal speed in a straight 
  line, allowing the Beast-Friend to attack a number 
  of opponents equal to the character’s Dexterity 
  bonus, with a single melee weapon.  Make one attack 
  roll, add the appropriate modiﬁers, and compare 
  the result to the AC of each opponent along the 
  line individually.  One damage roll is made for all 
  successful hits (do not divide the result among the 
  targets).  Targets of this ability do not get attacks of 
  opportunity against the rider or his mount, but other 
  opponents may, if appropriate.
  Iron Jaw (Othydog Tracker):  At this level the 
  Othydog companion can inﬂict a single terrible 
  wound as a result of its grabbing onto an enemy.  If 
  the Othydog successfully uses its Improved Grab 
  on a victim, on the following round it may make an 
  automatic bite attack as a full-round action doing 
  double damage.  It then loses its hold.
  Pack Hunter (Ravening Reaver):  Whenever the 
  Beast-Friend and his ravening hound companion are 
  ﬂanking the same target in melee combat, both gain 
  an additional +2 competence bonus to attack rolls 
  against that target.  This bonus stacks with all other 
  applicable bonuses.
  Toughened:  At 5th level the Beast-Friend’s 
  favored mount/companion beneﬁts from continuous 
  training at his experienced hands, gaining unusual 
  abilities.  These abilities persist even if the favored 
  mount/companion’s master is incapacitated or 
  knocked unconscious.  The ability gained depends on 
  the speciﬁc creature:
  If the Beast-Friend’s favored mount is a Fraxx 
  steed, both he and his favored mount gain Evasion 
  (as the Fast Hero ability of the same name, with the 
  same limitations) so long as the character is riding the 
  mount.
  If the Beast-Friend’s favored mount is a Gront his 
  mount beneﬁts from damage reduction 2/- whenever 
  its master is riding it.
  If the Beast-Friend’s favored mount is a horse or 
  Desert horse, his mount gains Endurance as a free 
  feat whenever its master is riding it.
  If the Beast-Friend’s favored companion is an 
  Othydog, his companion receives fast healing 1 so 
  long as it is ﬁghting within 30 feet of its master, and 
  so long as the Othydog is conscious.  If the master 
  moves beyond this the companion loses this ability.
  If the Beast-Friend’s favored companion is a 
  Ravening hound his companion gains the Improved 
  Trip feat whenever it and its master are ﬁghting the 
  same opponent in melee combat.
  BRETHREN BAREFOOT MASTER
  The Brethren sect known as the “Barefoot Order” 
  is a curiosity in a society so hell-bent on destroying 
  every last vestige of the Ancient ways to pave the 
  way for a better future.  Many Brethren judge this 
  separate group as weak or unwilling to make the 
  great sacriﬁces needed to purify the wasteland of 
  technology, but in reality the Barefoot Order are 
  TABLE 1-2: THE BRETHREN BAREFOOT MASTER
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +0
  +2
  +0
  Gentle Master, Technology Prohibitions
  +1
  +0
  2nd
  +2
  +0
  +3
  +0
  Decisive Blow (Str)
  +2
  +0
  3rd
  +3
  +1
  +3
  +1
  Bonus Feat
  +2
  +0
  4th
  +4
  +1
  +4
  +1
  Nonlethal Blow 1
  +3
  +0
  5th
  +5
  +1
  +4
  +1
  Improved Daze
  +4
  +1
  6th
  +6
  +2
  +5
  +2
  Bonus Feat
  +4
  +1
  7th
  +7
  +2
  +5
  +2
  Nonlethal Blow 2
  +5
  +1
  8th
  +8
  +2
  +6
  +2
  Decisive Blow (Wis)
  +6
  +1
  9th
  +9
  +3
  +6
  +3
  Bonus Feat
  +6
  +2
  10th
  +10
  +3
  +7
  +3
  Nonlethal Blow 3
  +7
  +2
  
  22
  merely followers of another path – but a path no less 
  devoted to removing the taint of technology from the 
  world through their toils.
  The Barefoot Masters (as their members are called) 
  believe that only by leading by example will the 
  masses of the Twisted Earth accept the Brethren’s 
  philosophy.  Having seen the Brethren as a whole met 
  with suspicion due to their violent ways and crudely 
  intolerant mentality, the Barefoot Masters believe that 
  peace and patience are the only way to make the last 
  survivors of mankind’s ruinous civilization warm to 
  their faction’s radical ideals.
  The Barefoot Masters believe that the aggressive 
  policies of the Brethren are more destructive to the 
  faction as a whole than any enemy.  As such the 
  Barefoot Masters have taken up vows not to intrude 
  uninvited into the lives, communities, and politics 
  of other factions and communities.  They consider 
  such activities provocative at the least, obscene 
  at the most.  For example, instead of seeking out 
  technology and taking it by force to be destroyed, 
  they prefer peacefully preaching about the evils 
  of the Ancients so that (hopefully) the keepers of 
  said technology will surrender it willingly.  Other 
  methods, similarly non-violent and avoiding 
  confrontation altogether, are the preferred means of 
  this sub-faction of the Brethren movement.
  Each member of the Barefoot Order takes up a vow 
  to never kill another sentient creature (man, mutant, 
  or otherwise), even in self-defense.  However such 
  idealistic vows have in the past cost the Order many 
  followers, and as such they have developed unique 
  and effective means to defend themselves without 
  killing.
  REQUIREMENTS
  To become a Barefoot Master, a character must fulﬁll 
  the following criteria.
  Allegiance:  Brethren (Barefoot Order only).
  Base Attack Bonus:  +3.
  Feats:  Combat Martial Arts, Defensive Martial 
  Arts, or Brawl.
  Special:  The Barefoot Master must vow to never 
  personally kill another sentient creature; if this vow 
  is ever broken (willingly or otherwise) the Barefoot 
  Master is driven out of the order’s ranks and cannot 
  advance further in this advanced class.
  CLASS INFORMATION
  The following information pertains to the Barefoot 
  Master advanced class.
  Hit Dice:  1d6.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Barefoot Master class skills 
  are:  Balance (Dex), Climb (Str), Diplomacy (Dex), 
  Intimidate (Cha), Knowledge (ancient lore) (Int), 
  Knowledge (technology) (Int), Perform (oration) 
  (Cha), Sense Motive (Wis), Treat Injury (Wis), 
  Tumble (Dex).
  Skill Points at Each Level:  3 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Barefoot Master 
  advanced class.
  Bonus Feats: The Barefoot Master receives a 
  bonus feat at 3rd, 6th, and 9th levels.  The feat must be 
  selected from the following list, and the character 
  must meet the prerequisites to select it:  Acrobatic, 
  Advanced Combat Martial Arts, Agile Riposte, 
  Brawl, Combat Expertise, Combat Throw, Dodge, 
  Elusive Target, Focused, Improved Brawl, Improved 
  Combat Martial Arts, Improved Combat Throw, 
  Improved Disarm, Improved Knockout Punch, 
  Improved Trip, Intimidating Strength, Knockout 
  
  23
  Punch, Mobility, Power Attack, Spring Attack, 
  Unbalance Opponent.
  Technology Prohibitions: May not use items 
  of Ancient technology (and otherwise advanced) 
  under any circumstances.  Items that can be used are 
  described in the Revised Technology Prohibitions 
  section of this book.  If the character ever uses a 
  prohibited device, he is driven out of the Brethren’s 
  ranks and cannot advance further in this advanced 
  class.
  Gentle Master: At 1st level the Barefoot Master no 
  longer suffers a –4 penalty on attack rolls when trying 
  to deal nonlethal damage with a melee weapon.
  Decisive Blow: At 2nd level resisting a Barefoot 
  Master’s nonlethal attacks becomes more difﬁcult.  
  The Barefoot Master now adds his Strength modiﬁer 
  (minimum 1) to DCs to save against being dazed or 
  knocked unconscious.
  At 5th level this ability improves and the Barefoot 
  Master adds his Strength and Dexterity modiﬁers 
  (minimum 2) to DCs to save against being dazed or 
  knocked unconscious.
  At 8th level this ability improves and the Barefoot 
  Master adds his Strength, Dexterity, and Wisdom 
  modiﬁers (minimum 3) to DCs to save against being 
  dazed or knocked unconscious.
  If an ability modiﬁer is zero or negative, it is 
  considered +1. For example, a character with a 
  Strength 14, Dexterity 16, and Wisdom 9, would 
  receive a DC bonus of +6 (+2, +3, +1).
  Nonlethal Blow 1: At 4th level the Barefoot Master 
  can use any normally lethal weapon (including 
  unarmed attacks) to inﬂict an effective but nonlethal 
  blow.  Instead of inﬂicting damage (lethal or 
  nonlethal) the blow can be made to have one of the 
  following effects (each allows a Fortitude check to 
  resist):
  Deafened:  The blow deafens the opponent for 1d6 
  rounds.
  Fatigued:  The blow winds the opponent, making 
  him fatigued.  This fatigue wears off after 1d4 
  rounds.
  The DC to resist a given effect is equal to the 
  damage that would normally be done, plus ten.  A 
  character who succeeds this save suffers no effect.
  Note that special nonlethal effects do not stack; an 
  opponent affected by any of these effects cannot be 
  affected by the same nonlethal blow again during the 
  same battle.
  Nonlethal Blow 2: As Nonlethal Blow 1, except 
  the Barefoot Master can now duplicate even 
  greater effects.  These conform to the same rules as 
  Nonlethal Blow 1.
  Stunned:  The blow completely knocks the 
  opponent senseless, effectively stunning him for 1 
  round.
  Strength Drain:  The blow staggers the opponent, 
  weakening him.  If the opponent fails a Fortitude 
  check he suffers an immediate –4 penalty to Strength.  
  This penalty persists until the character is healed 
  (with a Treat Injury check or the application of 
  medicine).
  Nonlethal Blow 3: As Nonlethal Blow 1 and 2, 
  except the Barefoot Master can now duplicate even 
  greater effects.  These conform to the same rules as 
  Nonlethal Blow 1 and 2.
  Blinded:  The blow blinds the opponent for 1d6 
  rounds.
  Dexterity Drain:  The blow knocks the opponent 
  around, causing him to fumble about.  If the opponent 
  fails a Fortitude check he suffers an immediate –4 
  penalty to Dexterity.  This penalty persists until the 
  character is healed (with a Treat Injury check or the 
  application of medicine).
  BRETHREN BEASTMASTER
  Because the Brethren are often at a loss to meet the 
  great strength of powered armor, lasers, and other 
  advanced “super-weapons” on equal terms, they have 
  had to adapt to survive.  One of the simplest and yet 
  most effective methods they use to even the odds is 
  the domestication of animals for use in war; dogs, 
  wolves, wild cats, and even more dangerous things 
  spawned by the radiation of the Fall.
  The Brethren Beastmaster is a vital component 
  of the Brethren war machine.  Charged with the 
  dangerous task of capturing and training all manner 
  TABLE 1-3: THE BRETHREN BEASTMASTER
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +0
  Controller, Taskmaster
  +1
  +1
  2nd
  +1
  +2
  +2
  +0
  Trust The Beast
  +1
  +1
  3rd
  +1
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  4th
  +2
  +2
  +2
  +1
  Faithful Obedience
  +2
  +2
  5th
  +3
  +3
  +3
  +1
  Additional Trick
  +3
  +2
  6th
  +4
  +3
  +3
  +2
  Bonus Feat
  +3
  +2
  7th
  +5
  +4
  +4
  +2
  Trust The Master
  +4
  +3
  8th
  +6
  +4
  +4
  +2
  Intimidate Animal
  +4
  +3
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +3
  10th
  +7
  +5
  +5
  +3
  Pack Mentality
  +5
  +4
  
  24
  of mutant animals to ﬁght for the Brethren against 
  superior enemies, the Beastmaster often bears 
  evidence of his perilous trade – scars from claw 
  wounds, for example, or even missing limbs when 
  things have gone tragically awry.  However, the time 
  the Beastmaster spends with his animal charges gives 
  him an intimate understanding of nature’s detached 
  brutality, and he seldom blames his animals for 
  whatever wounds he now bears.
  In addition to training these animals to obey even 
  in the chaos of combat, Beastmaster’s must often stay 
  close to keep control of their war beasts during the 
  thick of battle.  As a result, a Beastmaster is often as 
  formidable as the beasts he leads to war.
  The Brethren Beastmaster is an alternative to the 
  Beast-Friend presented above, with a different focus 
  on controlling numerous animals instead of just one 
  favored mount or companion.
  REQUIREMENTS
  To become a Brethren Beastmaster, a character must 
  fulﬁll the following criteria.
  Allegiance:  Brethren (Hateful Ones, Godless, and 
  Havenots only).
  Background:  Feral, Tribal, Resentfuls, and 
  Radicals only.
  Skills:  Handle Animal 6 ranks.
  Feats:  Animal Afﬁnity.
  CLASS INFORMATION
  The following information pertains to the Brethren 
  Beastmaster advanced class.
  Hit Dice:  1d8.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Beastmaster’s class skills are:  
  Handle Animal (Cha), Intimidate (Cha), Knowledge 
  (earth and life sciences) (Int), Knowledge (mutant 
  lore) (Int), Knowledge (tactics) (Int), Ride (Dex), 
  Sense Motive (Wis), Survival (Wis), Treat Injury 
  (Wis), and Tumble (Dex).
  Skill Points at Each Level:  5 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Brethren 
  Beastmaster advanced class.
  Bonus Feats:  The Beastmaster receives a bonus 
  feat at 3rd, 6th, and 9th levels.  The feat must be 
  selected from the following list, and the character 
  must meet the prerequisites to select it: Archaic 
  Weapons Proﬁciency, Conﬁdent, Dodge, Frightful 
  Presence, Intimidating Strength, Lightning Reﬂexes, 
  Mobility, Mounted Archery, Mounted Combat, Ride-
  By Attack, Spirited Charge, Toughness, Trample.
  Technology Prohibitions:  May not use items 
  of Ancient technology (and otherwise advanced) 
  under any circumstances.  Items that can be used are 
  described in the Revised Technology Prohibitions 
  section of this book.  If the character ever uses a 
  prohibited device, he is driven out of the Brethren’s 
  ranks and cannot advance further in this advanced 
  class.
  Controller:  The Beastmaster can control two 
  animals, beasts, mutated animals, or mutated beasts 
  (or any combination thereof) per Charisma modiﬁer.  
  Lions, tigers, wolves, ravening hounds, and Othydogs 
  are all common choices for Beastmasters.
  All Beastmaster class features that refer to 
  “controlled animals” apply to these creatures, 
  whether or not they are actually animals.
  Taskmaster:  The Beastmaster can “push” any 
  animal he controls (as described in the Handle 
  Animal skill in D20 Modern) as a standard action 
  instead of a full-round action.
  Trust The Beast:  At 2nd level the Beastmaster 
  has learned to trust the senses of his animals.  The 
  Beastmaster can automatically change his Initiative 
  to match that of any animal under his control at the 
  beginning of an encounter.
  Faithful Obedience:  At 4th level all animals 
  controlled by a Beastmaster automatically perform 
  tasks or tricks they know, without requiring a Handle 
  Animal check, when the Beastmaster commands.
  Additional Trick:  At 5th level all animals 
  under the Beastmaster’s control can be taught one 
  additional trick, regardless of Intelligence.  The 
  Beastmaster must still train them, however (normal 
  TABLE 1-4: THE BRETHREN HATEFUL ONE
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +0
  +0
  1/Rage, Student of Poison
  +1
  +2
  2nd
  +2
  +3
  +0
  +0
  Damage Reduction 1/-
  +1
  +2
  3rd
  +3
  +3
  +1
  +1
  Bonus Feat
  +2
  +2
  4th
  +4
  +4
  +1
  +1
  2/Rage, Unstoppable
  +2
  +3
  5th
  +5
  +4
  +1
  +1
  Damage Reduction 2/-
  +3
  +3
  6th
  +6
  +5
  +2
  +2
  Bonus Feat
  +3
  +3
  7th
  +7
  +5
  +2
  +2
  3/Rage, Veins of Poison
  +4
  +4
  8th
  +8
  +6
  +2
  +2
  Damage Reduction 3/-
  +4
  +4
  9th
  +9
  +6
  +3
  +3
  Bonus Feat
  +5
  +4
  10th
  +10
  +7
  +3
  +3
  4/Rage
  +5
  +5
  
  25
  DCs apply).
  Trust The Master: At 7th level the Beastmaster’s 
  animals have learned to trust the judgment of 
  their master.  They can now automatically change 
  their Initiative to match that of their master at the 
  beginning of an encounter.
  Intimidate Animal: At 8th level the Beastmaster 
  can intimidate even the ﬁercest (or best trained) 
  animals and make it obey him.  The character can 
  make an Intimidate check to take control of any 
  single animal within sight, following the normal 
  rules for Intimidation, except that the character adds 
  his Beastmaster level as a bonus to his Intimidate 
  roll.  If the Beastmaster is holding a whip, cattle 
  prod, or other tool normally associated with subduing 
  animals, he receives a +2 circumstance bonus on his 
  check.
  If successful the animal becomes controlled by the 
  Beastmaster for a duration of 1d4 rounds, obeying his 
  commands as if dominated.
  If the animal being intimidated is already trained, 
  or is otherwise loyal to a single master (such as 
  an animal trained to obey only one master, or a 
  Symbiote’s partner), it receives a +4 circumstance 
  bonus to its opposed level check.
  Pack Mentality:  At 10th level the animals 
  controlled by the Beastmaster act in unison, almost 
  as if one, when ﬁghting with their master.  When 
  the Beastmaster and at least one controlled animal 
  engage an enemy in melee, both the Beastmaster and 
  the animal(s) can use the Aid Another option as a 
  move-equivalent action (the attacker chooses either a 
  +2 circumstance bonus to attack or a +2 circumstance 
  bonus to Defense, against that opponent; normally 
  this is an attack action).
  BRETHREN HATEFUL ONE
  Raised virtually from birth to hate technology (and 
  those who use it), the Hateful Ones are sworn to 
  kill enemies of the Brethren and give their lives, if 
  necessary, to destroy technology.  Organized along 
  the lines of a monastic “order”, Hateful Ones are 
  constantly drilled in martial arts and trained for war.  
  Entering battle only after being subjected to mind-
  altering drugs that strip away their fear and drive 
  them into suicidal rages, the Hateful Ones are like the 
  elite Hashishin assassins of old.
  Though he dresses no different than his comrades, 
  a Hateful One is easily recognized among the 
  ranks of the Brethren – dilated blood-shot eyes, 
  a nauseating air of perspiration and exotic drugs 
  inhaled before battle, face formed into a permanent 
  mask of ferocity, body covered in ritual scars and 
  the deep agonizing stripes of self-ﬂagellation and 
  punishment.  The Hateful One is a terrifying sight to 
  behold.
  REQUIREMENTS
  To become a Hateful One, a character must fulﬁll the 
  following criteria.
  Allegiance:  Brethren (Hateful Ones only).
  Background:  Feral, Tribal, Resentfuls, and 
  Radicals only.
  Base Attack Bonus:  +3.
  Feats: Toughness.
  CLASS INFORMATION
  The following information pertains to the Hateful 
  One advanced class.
  Hit Dice:  1d10.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Hateful One’s class skills are:  
  Climb (Str), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Listen (Wis), Move Silently (Dex), Perform 
  (dance) (Cha), Spot (Wis), Survival (Wis), Treat 
  Injury (Wis), Tumble (Dex).
  Skill Points at Each Level:  3 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Hateful One 
  advanced class.
  Bonus Feats:  The Hateful One receives a bonus 
  feat at 3rd, 6th, and 9th levels.  The feat must be 
  selected from the following list, and the character 
  TABLE 1-5: THE BRETHREN SHADOW
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +2
  +0
  Never Unarmed
  +1
  +0
  2nd
  +1
  +0
  +3
  +0
  Sneak Attack +1d6
  +2
  +0
  3rd
  +2
  +1
  +3
  +1
  Bonus Feat
  +2
  +0
  4th
  +3
  +1
  +4
  +1
  Ventriloquism
  +3
  +0
  5th
  +3
  +1
  +4
  +1
  Sneak Attack +2d6
  +4
  +1
  6th
  +4
  +2
  +5
  +2
  Bonus Feat
  +4
  +1
  7th
  +5
  +2
  +5
  +2
  Surprise Weapon
  +5
  +1
  8th
  +6
  +2
  +6
  +2
  Sneak Attack +3d6
  +6
  +1
  9th
  +6
  +3
  +6
  +3
  Bonus Feat
  +6
  +2
  10th
  +7
  +3
  +7
  +3
  Improvised Weapon Damage
  +7
  +2
  
  26
  must meet the prerequisites to select it:  Archaic 
  Weapons Proﬁciency, Brawl, Combat Expertise, 
  Combat Martial Arts, Endurance, Exotic Melee 
  Weapon Proﬁciency, Frightful Presence, Great 
  Fortitude, Improved Brawl, Improved Bull Rush, 
  Improved Combat Martial Arts, Intimidating 
  Strength, Master of The Flesh*, Power Attack, 
  Ritual Scariﬁcation*, Run, Sand In The Eyes*, 
  Streetﬁghting, Stubborn Ox*, Sunder, Twist The 
  Blade*, Unbreakable*.
  Technology Prohibitions:  May not use items 
  of Ancient technology (and otherwise advanced) 
  under any circumstances.  Items that can be used are 
  described in the Revised Technology Prohibitions 
  section of this book.  If the character ever uses a 
  prohibited device, he is driven out of the Brethren’s 
  ranks and cannot advance further in this advanced 
  class.
  Rage:  On top of the drugs, which give him 
  superhuman abilities, the Hateful One can enter 
  a frenzy to overcome his opponents.  This works 
  exactly like the Barbarian ability of the same name.
  Student of Poison:  After a while the frequent use 
  of drugs and chemicals by the Hateful Ones leave 
  them somewhat resistant to addiction.  At 1st level 
  the Hateful One receives a +4 competence bonus to 
  Fortitude saves to avoid addiction and overdose.
  Damage Reduction:  The trials of the Hateful 
  Ones toughen their followers beyond belief.  At 2nd 
  level the Hateful One gains damage reduction 1/-.  
  This rises to 2/- at 5th level, and 3/- at 8th level.  If the 
  character has damage reduction from another class or 
  mutation, it stacks with these beneﬁts.
  Unstoppable:  At 4th level the Hateful One is no 
  longer subject to massive damage.
  Veins of Poison:  By 7th level the Hateful One has 
  conditioned himself to prolong the effects of drugs in 
  his body.  At this level the duration of any drug taken 
  by the Hateful One is doubled (this includes drugs 
  detailed in this sourcebook, as well as other drugs and 
  meds with a listed duration).
  BRETHREN SHADOW
  The Brethren Shadow is a special type of Brethren 
  follower who specializes in stealth and secrecy.  The 
  training of the Shadow is an extension of the many 
  lessons learned by the early Brethren during their 
  life in the ruins of San Francisco, evading powerful 
  invaders and other vicious predators almost on a daily 
  basis.  Forced to hide beneath the streets by day and 
  move only among the shadows by night, the Brethren 
  learned that stealth is one of their greatest allies.
  Shadows are favored as spies and inﬁltrators by 
  the Brethren movement (many also end up working 
  with or as “missionaries”), not only because of their 
  focus on stealth but also because they are trained to 
  put even the most mundane objects to good use as 
  weapons.  This allows Shadows to enter populated 
  areas – even those of other factions – without raising 
  the alarm, and to defend themselves or conduct 
  dangerous missions without so much as being 
  stopped at the front gates.
  In the past few decades Brethren Shadows have 
  been sent to towns and cities controlled by numerous 
  foreign factions, including the Cartel, Clean, and 
  Foundation, keeping an ear to the ground regarding 
  news of war, current events, and anything else that 
  might be important to the Brethren’s campaigns.
  Though the Brethren are most known for training 
  elite inﬁltrators as “Shadows,” the enigmatic 
  degenerate humans known as “wild men” have long 
  exhibited similar talents of stealth and evasion.  At 
  the GM’s discretion this advanced class can also be 
  available to wild man characters, whether or not they 
  are afﬁliated with the Brethren movement.
  REQUIREMENTS
  To become a Brethren Shadow, a character must 
  fulﬁll the following criteria.
  Allegiance:  Brethren (any sub-faction) or Wild 
  Man.
  Background:  Feral, Tribal, Resentfuls, and 
  Radicals only.
  Skills:  Hide 6 ranks, Move Silently 6 ranks.
  Feats:  Defensive Martial Arts.
  CLASS INFORMATION
  The following information pertains to the Brethren 
  Shadow advanced class.
  Hit Dice:  1d6.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Shadow’s class skills are:  
  Balance (Dex), Bluff (Cha), Climb (Str), Disguise 
  (Cha), Disable Device (Int), Escape Artist (Dex), 
  Gather Information (Cha), Hide (Dex), Jump (Str), 
  Listen (Wis), Move Silently (Dex), Sleight of Hand 
  (Dex), Spot (Wis), Survival (Wis), Tumble (Dex).
  Skill Points at Each Level:  5 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Brethren 
  Shadow advanced class.
  Bonus Feats:  The Shadow receives a bonus 
  feat at 3rd, 6th, and 9th levels.  The feat must be 
  selected from the following list, and the character 
  must meet the prerequisites to select it:  Acrobatic, 
  Agile Riposte, Alertness, Athletic, Brawl, Combat 
  Expertise, Combat Throw, Deceptive, Dodge, Elusive 
  Target, Improved Combat Throw, Lightning Reﬂexes, 
  Mobility, Nimble, Play Possum*, Run, Sand In The 
  Eyes*, Spring Attack, Stealthy, Streetﬁghting, Track, 
  Unbalance Opponent, Whirlwind Attack.
  
  27
  Technology Prohibitions:  May not use items 
  of Ancient technology (and otherwise advanced) 
  under any circumstances.  Items that can be used are 
  described in the Revised Technology Prohibitions 
  section of this book.  If the character ever uses a 
  prohibited device, he is driven out of the Brethren’s 
  ranks and cannot advance further in this advanced 
  class.
  Never Unarmed:  The Brethren Shadow must 
  often move among non-believers, and in many cases 
  bearing a weapon is out of the question.  As such he 
  soon learns to turn even the most mundane objects 
  into a weapon – a chair, a table leg, or a lead pipe 
  torn from the side of an old building.
  At 1st level the Brethren Shadow no longer takes a 
  –4 penalty when wielding an improvised weapon.
  Sneak Attack:  The Shadow receives a damage 
  bonus when his target is denied his Dexterity bonus 
  or is ﬂanked.  A Shadow may sneak attack with a 
  melee weapon or a ranged weapon, as long as the 
  enemy is within 30 feet.
  Ventriloquism:  One of the most useful tricks 
  of the Brethren Shadow is her ability to throw off 
  pursuers through the use of ventriloquism.  The 
  Brethren Shadow receives the Ventriloquism feat 
  for free at 4th level, even if she does not meet the 
  prerequisites.
  Surprise Weapon:  When the Brethren Shadow 
  ﬁrst employs an improvised weapon in combat, he 
  automatically catches his target ﬂat-footed, whether 
  or not the target has actually acted yet.  This only 
  works the ﬁrst time the weapon is used to attack in 
  combat.
  Improvised Weapon Damage:  At 10th level a 
  Brethren Shadow’s attacks with improvised weapons 
  deal more damage.  He treats an improvised weapon 
  as one size category larger than it is for the purposes 
  of determining the damage it deals.
  CAVE HAUNT
  The deep underground caverns that dot the Twisted 
  Earth are seldom an ideal place for sane men to ﬁnd 
  themselves.  In addition to the myriad monsters, 
  labyrinths of tunnels, chutes, and natural crevasses, 
  and the ever-present cloak of oppressive darkness, 
  there is the constant “croaking in the depths”.  While 
  creatures new to the cavern systems of the wasteland 
  seldom pick up on these strange, barely-perceptible 
  noises, those trained in navigating the dark recesses 
  of the post-apocalyptic earth know all too well that to 
  ignore the “under-thunder” (as it is called) is to ﬂirt 
  with death.  For these seemingly nonsensical sounds 
  are in fact the many voices of the dwarf savages 
  known as “underlings”.
  In the strange hollows and twisting tunnels 
  underground, the race of underlings have begun 
  communicating over great distances through croaking 
  - a deep, reverberating bellow that is remarkably 
  similar to that of the surface-world frog.  Though 
  distorted over distance, the underling people have 
  learned to adapt their “language”, and even take 
  advantage of the unique acoustic properties of the 
  subterranean world to magnify, and even empower, 
  their toady and guttural croaks.
  Cave Haunts are members of the underling race 
  who use their race’s telltale croaking to remarkable 
  effect.
  REQUIREMENTS
  To become a Cave Haunt, a character must fulﬁll the 
  following criteria.
  Race:  Underling only (or character with 
  Troglodyte feat).
  Skills:  Listen 4 ranks, Perform (sing) 6 ranks.
  Feats:  Endurance.
  Special:  Cannot be deaf.
  CLASS INFORMATION
  The following information pertains to the Cave Haunt 
  advanced class.
  Hit Dice:  1d8.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Cave Haunt class skills are:  
  Climb (Str), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Listen (Wis), Move Silently (Dex), Perform 
  (sing) (Cha), Survival (Wis).
  Skill Points at Each Level:  3 + Int modiﬁer.
  TABLE 1-6: THE CAVE HAUNT
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +2
  +0
  +0
  Whispered Croak
  +1
  +0
  2nd
  +1
  +3
  +0
  +0
  Deafening Croak
  +1
  +0
  3rd
  +2
  +3
  +1
  +1
  Bonus Feat
  +2
  +0
  4th
  +3
  +4
  +1
  +1
  Chorus of Voices, Sonic Advancement
  +2
  +1
  5th
  +3
  +4
  +1
  +1
  Terrifying Croak
  +3
  +1
  6th
  +4
  +5
  +2
  +2
  Bonus Feat
  +3
  +1
  7th
  +5
  +5
  +2
  +2
  Variable Acoustics
  +4
  +2
  8th
  +6
  +6
  +2
  +2
  Sounding
  +4
  +2
  9th
  +6
  +7
  +3
  +3
  Bonus Feat
  +5
  +2
  10th
  +7
  +7
  +3
  +3
  Stunning Croak
  +5
  +3
  
  28
  CLASS FEATURES
  The following features pertain to the Cave Haunt 
  advanced class.
  Bonus Feats:  The Cave Haunt receives a bonus 
  feat at 3rd, 6th, and 9th levels.  The feat must be 
  selected from the following list, and the character 
  must meet the prerequisites to select it:  Alertness, 
  Blind-Fighting, Creative, Frightful Presence, Great 
  Fortitude, Guide, Nimble, Pack Tactics*, Stealthy.
  Whispered Croak:  At 1st level the Cave Haunt 
  can communicate with other members of her race 
  through a characteristic whisper-silent “croak”, 
  which can be heard up to 200 ft. away (twice that 
  underground or indoors) with a successful Listen 
  check at DC 12.  This is a free action.  The Cave 
  Haunt can weave even a relatively complicated 
  message into the croaking, sufﬁciently garbled 
  that only her intended target(s) will understand its 
  meaning.
  Deafening Croak:  At 2nd level, as a standard 
  action the Cave Haunt can emit an intense sonic 
  croak that deafens all creatures in a 30 ft. cone unless 
  they make a Fortitude save (DC 15 + Constitution 
  Modiﬁer + Cave Haunt class level).  The deafness 
  lasts for 1d4 minutes.
  Chorus of Voices:  At 4th level the Cave Haunt 
  can magnify her croaking abilities by joining with 
  others of her race.  For each underling that assists 
  her (maximum ﬁve), she can either increase the DC 
  of any sonic abilities she possesses, including those 
  gained from this class, by +1, increase the range by 
  5 feet, or increase the duration of any of her Cave 
  Haunt abilities by adding +1 to the variable die roll.
  Sonic Advancement:  At 4th level, if the Cave 
  Haunt has a sonic attack (such as from the mutation, 
  Shriek), it is automatically advanced.
  Terrifying Croak:  At 5th level, as a standard 
  action the Cave Haunt can emit an intense sonic 
  croak that leaves all creatures in a 30 ft. cone 
  shaken unless they make a Fortitude save (DC 10 + 
  Constitution Modiﬁer + Cave Haunt class level).  The 
  effect lasts for 1d4 rounds.
  Variable Acoustics:  At 7th level the Cave Haunt 
  can vary her croak to alter the dimensions of its area 
  of effect.  This allows the Cave Haunt to change the 
  effects of the Deafening Croak and Stunning Croak to 
  either of the following:
  20 ft. Radius Spread:  The croak affects all 
  creatures in a 20 ft. radius area, centered on the Cave 
  Haunt (who is immune).
  30 ft. Radius Spread:  The croak affects all 
  creatures in a 30 ft. radius area, centered on the Cave 
  Haunt (who is immune).  However, since the effect is 
  less concentrated, the DC is reduced by -2.
  Sounding:  At 8th level the Cave Haunt is 
  so attuned to the acoustics of her underground 
  environment that she can sense the presence of 
  intruders by letting off a particularly loud croak (as 
  a standard action).  By listening to the echoes of her 
  voice, the Cave Haunt can detect the exact location 
  of all animate creatures within 50 ft., plus 10 ft. per 
  Cave Haunt level.  This ability requires a Listen 
  check at DC 20 to perform successfully, and can 
  only be used underground (or indoors, at the GM’s 
  discretion).
  Stunning Croak:  At 10th level, as a standard 
  action the Cave Haunt can emit an intense sonic 
  croak that stuns all creatures in a 30 ft. cone unless 
  they make a Fortitude save (DC 10 + Constitution 
  Modiﬁer + Cave Haunt class level).  The effect lasts 
  for 1d2 rounds.
  EXILE HUNTER
  It is well known by sandwalkers of the Twisted 
  Earth that many of the more primitive communities 
  of the wasteland have long subscribed to the sacred 
  “covenant of exile”, an ages-old unspoken “law” 
  that was established centuries ago in the early 
  years following the Fall.  In this savage era, when 
  the survivors of mankind’s nuclear war were hard-
  pressed just to survive in their harsh new world, laws 
  and traditions were instated by many cultures that 
  forbade the killing of other men - at any cost.  Grown 
  weary by the rampant death they had seen wrought 
  by the hands of raiders and marauding killers, and the 
  wanton destruction of the Ancients that left the very 
  earth scarred, many tribes turned from execution as 
  a means of punishment and instead devised a more 
  TABLE 1-7: THE EXILE HUNTER
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +2
  +0
  +0
  Dedicated Quarry 1, Poison Use
  +1
  +1
  2nd
  +1
  +3
  +0
  +0
  Peacebringer
  +1
  +1
  3rd
  +2
  +3
  +1
  +1
  Bonus Feat
  +2
  +1
  4th
  +3
  +4
  +1
  +1
  Hunter +2
  +2
  +2
  5th
  +3
  +4
  +1
  +1
  Dedicated Quarry 2
  +3
  +2
  6th
  +4
  +5
  +2
  +2
  Bonus Feat
  +3
  +2
  7th
  +5
  +5
  +2
  +2
  Hunter +4
  +4
  +3
  8th
  +6
  +6
  +2
  +2
  Improved Track
  +4
  +3
  9th
  +6
  +6
  +3
  +3
  Bonus Feat
  +5
  +3
  10th
  +7
  +7
  +3
  +3
  Hunter +6
  +5
  +4
  
  29
  humane punishment:  the covenant of exile.
  Through the years the covenant of exile has 
  remained intact among many scattered tribes who, 
  though having long forgotten the nobler reasons of 
  their ancestors (namely the preservation of the race, 
  saving it from itself), continue to use it as a means to 
  weed out those members of society that are a threat 
  to the tribe’s continued survival.  In modern times 
  this usually involves the expulsion of genetic freaks 
  and other monstrous and aberrant births, the very 
  creatures that later grow to become the terminals, 
  hermavs, and sand men that stalk the deserts by night.
  While this ancient tradition has allowed life to 
  survive (and may in fact be responsible for the 
  countless mutant races now spread all across the 
  Twisted Earth) and even thrive, it has also made 
  the deserts of the world a more dangerous place.  
  Furthermore, while many who are exiled for their 
  differences and/or crimes begrudgingly honor the 
  covenant out of fear of reprisal, some do not - and 
  arrogantly violate the covenant as their whim suits 
  them.  Turning to banditry or worse, many of these 
  degenerate cast-outs return to the communities that 
  threw them out to exact a terrible vengeance.
  The Exile Hunter is a breed of tribal who 
  is trained in dealing with those affected 
  by the covenant of exile, an individual who 
  alternately ﬁnds himself both working with and 
  standing against the outcast people of his tribe.  
  In some instances the Exile Hunter ﬁnds himself 
  the protector of the outcasts, their sole lifeline to 
  civilization, spending his time tracking down those 
  terminals (or hermavs) who have been cast into the 
  desert and keeping them alive, either by trading with 
  them, providing medicine and supplies to ease their 
  suffering, or merely keeping their desolate spirits 
  alive with words of distant home and family.  More 
  often than not, however, the Exile Hunter is charged 
  with tracking down those outcasts who prey violently 
  upon their former kin, and exterminating them 
  mercilessly for violating the covenant.
  Either way, the Exile Hunter must be a hardy 
  individual capable of surviving in the most desolate 
  of wastes for extended periods of time, learning 
  the lay of the land and how to ﬁnd their exiled 
  quarry (who often live like hermits in the most 
  isolated regions, ashamed of their imagined crimes 
  against their own people) - or to hunt their own 
  horribly-mutated brethren wherever they may hide.
  REQUIREMENTS
  To become an Exile Hunter, a character must 
  fulﬁll the following criteria.
  Allegiance:  Any Tribal or Resentful 
  group.
  Background:  Tribal or Resentful only.
  Base Attack Bonus:  +5.
  Skills: Knowledge (mutant lore) 8 ranks, Sense 
  Motive 4 ranks, Survival 8 ranks, Treat Injury 4 
  ranks.
  Feats: Track.
  CLASS INFORMATION
  The following information pertains to the Exile 
  Hunter prestige class.
  Hit Dice:  1d8.
  Action Points:  7 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Exile Hunter’s class skills are:  
  Bluff (Cha), Diplomacy (Cha), Gather Information 
  (Cha), Intimidate (Cha), Knowledge (mutant lore, 
  theology and philosophy, Twisted Earth) (Int), Sense 
  Motive (Wis), Survival (Wis), Treat Injury (Wis).
  Skill Points at Each Level:  5 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Exile Hunter 
  prestige class.
  Bonus Feats:  The Exile Hunter receives a bonus 
  feat at 3rd, 6th, and 9th levels.  The feat must be 
  selected from the following list, and the character 
  must meet the prerequisites to select it: 
  Alertness, Animal Afﬁnity, Archaic Weapons 
  
  30
  Proﬁciency, Attentive, Conﬁdent, Deceptive, 
  Endurance, Frightful Presence, Great Fortitude, Juju 
  Medicine, Medical Expert, Primitive Poison Maker*, 
  Renown, Sworn Enemy*, Trustworthy.
  Dedicated Quarry:  At 1st level the Exile Hunter 
  must pick a sub-group of exiled peoples to which 
  she dedicates herself to dealing with, selected from 
  the following choices:  Ghouls, Hermavs, Mutant 
  Humanoids, Sand Men, Terminals (including 
  Abortions), Underlings, and Wild Men.  Certain Exile 
  Hunter abilities will only apply to that chosen quarry.
  The Exile Hunter can choose an additional sub-
  group at 5th level, gaining all Dedicated Quarry 
  beneﬁts against that creature type in addition to her 
  ﬁrst selection.
  Poison Use:  The crafty Exile Hunter often uses 
  poisons to weaken her quarry so that he/she/it is 
  easier to track and later overcome.  An Exile Hunter 
  does not risk poisoning herself whenever applying 
  poison to a weapon.
  Peacebringer:  Due to her constant dealings with 
  her tribe’s outcast people, the Exile Hunter gains a 
  particular empathy with them.  At 2nd level the Exile 
  Hunter gains a bonus equal to one-half her class 
  level (rounded down) to Bluff, Diplomacy, Gather 
  Information, Intimidate, Sense Motive, and Treat 
  Injury checks with creatures from her Dedicated 
  Quarry selection.
  Hunter:  When peaceful dealings fail the Exile 
  Hunter must often enforce the covenant of exile by 
  force.  At 4th level the Exile Hunter receives bonuses 
  when in combat with creatures from her Dedicated 
  Quarry selection, gaining a +2 competence bonus to 
  attack rolls and damage against them.  This bonus 
  increases to +4 at 7th level, and +6 at 10th level.
  Improved Track:  At 8th level the Exile Hunter 
  is able to read much more out of a set of mundane 
  tracks than a typical tracker.  The Exile Hunter can 
  use Track to determine if a single creature she is 
  tracking is wounded, suffering from a disease, or is 
  poisoned.  To be successful the Exile Hunter must 
  make a Survival check at DC 20, with the same 
  modiﬁers as if she was tracking.  If successful the 
  Exile Hunter learns the current hit points of her 
  quarry, as well as the nature of any disease or poison 
  that is currently affecting the creature.
  GHOST OF THE ANCIENTS
  The “ghostly” reputation of the feral race of Wild 
  Men is much deserved, not only for their pale skin 
  and wild manes of wispy white hair, but also for 
  their elusive nature.  Many societies of the Twisted 
  Earth postulate that Wild Men are a race descended 
  from the Ancients who once populated the world’s 
  cities in vast numbers, but were unable to escape 
  the Fall.  Though most were killed, some survived.  
  Living among the ruins they turned savage and 
  feral, becoming little more than animals, ape-like in 
  intelligence and afraid of even the slightest sound.
  Wild Men are often hunted for sport by more 
  formidable groups who dare to challenge the dangers 
  of the wasteland’s necropoli in their efforts to salvage 
  from the ruins of the past.  Scampering off at the ﬁrst 
  sight of armed parties, Wild Men are a favored prey 
  because they are so elusive and hard to catch.  Often 
  more malicious groups inhabiting the ruins of cities 
  will mount “festive” hunts of these poor creatures, 
  spending days tracking them and attempting to bring 
  one down.
  Remarkably, these so-called “sub-humans” have 
  managed to escape extinction through their uncanny 
  ability to virtually become “invisible”, vanishing into 
  the ruins in which they live when strangers are near.  
  Though this has led many to believe Wild Men are 
  little more than pathetic survivors - and even cowards 
  - more superstitious tribal groups believe they are, 
  in fact, the “ghosts” of the Ancients themselves.  
  Given honor and respect (and rightly feared), they 
  are looked up to as a kind of “personiﬁcation” of the 
  “survival spirit” that has kept humanity alive through 
  its darkest hours.
  The Ghost of the Ancients advanced class is 
  available to Wild Men, and represents the kind of 
  agile, enigmatic, and unpredictable creature depicted 
  in the fanciful stories woven by hunters (as quarry) 
  and tribals (as heroes) alike.  Wild Men who survive 
  long enough to enter this class learn to sharpen their 
  survival skills, especially their innate ability to avoid 
  danger.
  TABLE 1-8: THE GHOST OF THE ANCIENTS
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +2
  +0
  Ghost Swiftness +5 ft.
  +1
  +0
  2nd
  +1
  +2
  +3
  +0
  Trap Making 1d6
  +2
  +0
  3rd
  +2
  +2
  +3
  +1
  Bonus Feat
  +2
  +0
  4th
  +3
  +2
  +4
  +1
  Ghost Swiftness +10 ft., Scrambling Shadow
  +3
  +0
  5th
  +3
  +3
  +4
  +1
  Trap Making 2d6
  +4
  +1
  6th
  +4
  +3
  +5
  +2
  Bonus Feat
  +4
  +1
  7th
  +5
  +4
  +5
  +2
  Ghost Swiftness +15 ft., Surprise Jump
  +5
  +1
  8th
  +6
  +4
  +6
  +2
  Trap Making 3d6
  +6
  +1
  9th
  +6
  +4
  +6
  +3
  Bonus Feat
  +6
  +2
  10th
  +7 
  +5
  +7
  +3
  Ghost Swiftness +20 ft., Improved Duck
  +7
  +2
  
  31
  REQUIREMENTS
  To become a Ghost of The Ancients, a character must 
  fulﬁll the following criteria.
  Race:  Wild Man (or similar mutant with 
  Dwarﬁsm).
  Base Attack Bonus:  +2.
  Skills:  Hide 6 ranks, Move Silently 6 ranks, 
  Tumble 6 ranks.
  Feat:  Duck.
  CLASS INFORMATION
  The following information pertains to the Ghost of 
  The Ancients advanced class.
  Hit Dice:  1d6.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Ghost of The Ancients’ class 
  skills are:  Balance (Dex), Climb (Str), Disable 
  Device (Int), Escape Artist (Dex), Hide (Dex), Jump 
  (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), 
  Survival (Wis), Tumble (Dex).
  Skill Points at Each Level:  5 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Ghost 
  of The Ancients advanced class.
  Bonus Feats:  The Ghost of The 
  Ancients receives a bonus feat at 3rd, 6th, 
  and 9th levels.  The feat must be selected 
  from the following list, and the character 
  must meet the prerequisites to select 
  it: Acrobatic, Alertness, Athletic, 
  Defensive Martial Arts, Dodge, 
  Elusive Target, Flying Disarm*, 
  Improved Initiative, Know The Signs*, 
  Leaper, Lightning Reﬂexes, Master 
  of The Flesh*, Mimic*, Mobility, 
  Nimble, Pack Tactics*, Play Possum*, 
  Run, Slippery Foe*, Ventriloquism*.
  Ghost Swiftness:  Learning to 
  outrun those who would hunt 
  her, at 1st level the Ghost of The 
  Ancients’ base speed increases 
  by 5 feet.  It increases by 
  another 5 ft. at levels 4, 7, and 
  10 as well.
  Trap Making:  To help defeat 
  opponents with an unfair edge, the Ghost of The 
  Ancients often employs traps.  Setting up a trap takes 
  two full rounds.  The damage inﬂicted, when sprung, 
  depends on the Ghost of The Ancients’ level.  The 
  Base Attack of the trap is equal to the Ghost of The 
  Ancients’ base attack.  The DC to disarm or spot the 
  trap is 12 + the Ghost of The Ancients’ class level.  A 
  Ghost of The Ancients can make one trap per class 
  level per day (duration lasts until triggered, however).
  Scrambling Shadow:  At 4th level the Ghost of 
  The Ancients can move up to her full speed when 
  using her Spider Climb ability (normally she can only 
  move at her base speed).
  Surprise Jump:  At 7th level the Ghost of The 
  Ancients can, once per encounter, use the Jump 
  skill to leap on an opponent to accomplish a melee 
  attack. The DC is equal to the opponent’s ﬂat-footed 
  Defense.  This attack counts as a charge (granting 
  a +2 bonus to the attack roll, but also a penalty to 
  Defense of -2).
  Improved Duck:  At 10th level the Ghost of 
  The Ancients’ ability to dodge and evade is almost 
  superhuman.  She can now use the Duck feat to 
  dodge a number of ranged attacks equal to her Dex 
  bonus per round (instead of just one).
   
  HORDE WARRIOR
  Individually the tribal warriors of the Twisted Earth, 
  while courageous, present little threat to enemies who 
  are well prepared or have any kind of technological 
  edge.  Though the tribal warrior ﬁghts fearlessly 
  with spear, axe, or club, alone he is seldom a match 
  for a wary opponent with a ﬁrearm or vehicle.  The 
  true strength of a tribe, many will argue, is not in the 
  indefatigable will of the individual warrior, but in the 
  numbers that a tribe can muster to face off with and 
  beat back even the most superior foes.
  
  32
  The Horde Warrior is a common sight among the 
  warbands of many tribal cultures; like the ferocious 
  totem animals they strive to emulate, these fearless 
  warriors are trained in mimicking wolves and other 
  pack predators, using their numbers to overcome 
  even the largest and most powerful beasts.  Fighting 
  together, they use clever tactics taken straight 
  from the animal world to surround, distract, and 
  bring down their foes with whatever tools are at 
  hand.  Whether struggling to bring down rampaging 
  mutagons or human foes clad in forbidding suits of 
  powered armor, these tactics have proven vital to the 
  tribals’ survival every time.
  REQUIREMENTS
  To become a Horde Warrior, a character must fulﬁll 
  the following criteria.
  Background:  Tribal and Resentfuls only.
  Base Attack Bonus:  +3.
  Feats:  Pack Tactics*.
  CLASS INFORMATION
  The following information pertains to the Horde 
  Warrior advanced class.
  Hit Dice:  1d10.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Horde Warrior’s class skills are:  
  Climb (Str), Bluff (Cha), Jump (Str), Knowledge 
  (tactics) (Int), Tumble (Dex).
  Skill Points at Each Level:  3 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Horde Warrior 
  advanced class.
  Bonus Feats:  The Horde Warrior receives a 
  bonus feat at 3rd, 6th, and 9th levels.  The feat must be 
  selected from the following list, and the character 
  must meet the prerequisites to select it:  Acrobatic, 
  Armor Proﬁciency (any), Athletic, Combat Expertise, 
  Improved Disarm, Improved Trip, Combat Reﬂexes, 
  Dodge, Agile Riposte, Improved Damage Threshold, 
  Toughness, Weapon Focus.
  Flank Attack:  Fighting in packs, the Horde 
  Warrior often ﬁnds the opportunity to slip in 
  unnoticed and lunge at an opponent’s exposed 
  weak side.  As such, she receives a damage bonus 
  whenever she is ﬂanking her target.  A Horde Warrior 
  may only use a melee weapon in a ﬂank attack.
  Shared Glory:  At 2nd level the Horde Warrior 
  learns to better aid his fellow warriors in battle.  
  When using the Aid Another action in melee combat 
  his ally gains a +4 circumstance bonus to his attack 
  rolls or Defense.
  Improved Feint:  At 5th level the Horde Warrior 
  can make a Bluff check to feint in combat as a move 
  action.
  Many Targets:  At 8th level the Horde Warrior 
  takes advantage of his allies’ numbers to confuse 
  a single opponent.  As a move action, the Horde 
  Warrior can make a Bluff check, adding +1 to the roll 
  for every ally within 30 feet of the target, and using 
  the total modiﬁed number as his Defense for the next 
  round.  This increase in Defense only applies against 
  the affected target.
  MONGOLIANT MARAUDER
  Though their presence on the Twisted Earth has 
  waned somewhat in recent generations, the terrible 
  mutant creatures known as “Mongoliants” have long 
  been a terror of the people of the wasteland.  Giant 
  humanoid predators possessed of great strength 
  and ghastly mutations, these savage monsters are 
  thankfully few in number, their own tribal villages 
  becoming scarcer and scarcer with each passing year.
  Among their own clans, however, these creatures 
  will often speak reverently of the time of the 
  “Mongoliant Horde”, a time when their race was 
  united as conquerors of the eastern reaches of the 
  known world.  Though their successes were many, 
  and their tyranny depthless, they were eventually 
  shattered by a coalition of primitive tribes led by 
  none other than the “Fallen God”, the heroic leader 
  that would one day become the deiﬁed icon of the 
  Movement.
  Driven east and into the fringes of the Purple 
  Desert and beyond, the empire of the Mongoliants 
  TABLE 1-9: THE HORDE WARRIOR
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +1
  +1
  +0
  Flank Attack +1d6
  +1
  +0
  2nd
  +2
  +2
  +2
  +0
  Shared Glory
  +1
  +0
  3rd
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4th
  +4
  +2
  +2
  +1
  Flank Attack +2d6
  +2
  +1
  5th
  +5
  +3
  +3
  +1
  Improved Feint
  +3
  +1
  6th
  +6
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7th
  +7
  +4
  +4
  +2
  Flank Attack +3d6
  +4
  +1
  8th
  +8
  +4
  +4
  +2
  Many Targets
  +4
  +2
  9th
  +9
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  10th
  +10
  +5
  +5
  +3
  Flank Attack +4d6
  +5
  +2
  
  33
  was destroyed generations ago.  But many of their 
  kind survived the destruction in small scattered tribes 
  (such as the “Titans of The East”; see Prominent 
  Tribes of The Twisted Earth), continuing the training 
  and discipline that had brought worship and fear 
  to the name of their people and their empire in the 
  days of old.  These few tribes are among the most 
  dangerous Mongoliant holdouts left, breeding ranks 
  of skilled ﬁghters who use their great size and 
  impressive strength to overcome all foes.
  The Mongoliant Marauder advanced class 
  represents those few tribes of gigantic mutants 
  who continue the traditional ﬁghting techniques 
  of the legendary “Mongoliant Horde”.  While 
  Mongoliants dominate the ranks 
  of those with knowledge of this military style of 
  warfare, other tribes who exhibit freak gigantism 
  can beneﬁt from the training (assuming they can ﬁnd 
  Mongoliants willing to teach them).
  REQUIREMENTS
  To become a Mongoliant Marauder, a character must 
  fulﬁll the following criteria.
  Base Attack Bonus:  +8.
  Skills:  Intimidate 11 ranks.
  Feats:  Awesome Blow, Cleave, Improved Bull 
  Rush, Power Attack.
  Size:  Large or greater.
  CLASS INFORMATION
  The following information pertains to the Mongoliant 
  Marauder prestige class.
  Hit Dice:  1d10.
  Action Points:  7 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Mongoliant Marauder class 
  skills are:  Climb (Str), Intimidate (Cha), Jump (Str), 
  Survival (Wis).
  Skill Points at Each Level:  3 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Mongoliant 
  Marauder prestige class.
  Bonus Feats:  The Mongoliant Marauder receives 
  a bonus feat at 3rd, 6th, and 9th levels.  The feat must 
  be selected from the following list, and the character 
  must meet the prerequisites to select it:  Archaic 
  Weapons Proﬁciency, Armor Proﬁciency (any), 
  Combat Expertise, Combat Reﬂexes, Exotic Melee 
  Weapon Proﬁciency, Frightful Presence, Great 
  Cleave, Improved Damage Threshold, Improved Trip, 
  Marauder, Sunder, Toughness.
  Ant-Crusher:  At the top of the proverbial food 
  chain, the Mongoliant Marauder virtually dominates 
  smaller creatures.  At 4th level the Mongoliant 
  Marauder receives a variable increase in the critical 
  threat range of his weapon against creatures smaller 
  than him, depending on the creature’s size.  For 
  creatures one size category smaller than the character, 
  the critical range of his weapon increases by one; 
  for creatures two to three size categories smaller it 
  increases by two; and for creatures four or more size 
  categories smaller it increases by three.
  For example, a Large-sized Mongoliant Marauder 
  using a metal baton would have a critical threat 
  range of 19-20 against creatures or his size or 
  
  34
  greater, 18-20 against Medium-size creatures, 17-
  20 against Small creatures, and 16-20 against Tiny, 
  Diminutive, and Fine creatures.
  Sweep Attack:  When using any weapon with 
  reach, the Mongoliant Marauder can use the entirety 
  of the weapon to strike numerous foes caught along 
  its length.  Whenever the Mongoliant Marauder 
  attacks an opponent, trace a direct line between the 
  character and his intended target; any foes in a square 
  along this line are also in danger of being struck by 
  the weapon (even if it cannot normally be used to 
  attack adjacent enemies).  The Mongoliant Marauder 
  rolls only one attack roll, but compares the result to 
  the Defense of each opponent affected.  Damage is 
  rolled only once as well, applied to all opponents hit 
  by the sweep.
  Damage Reduction:  At 2nd level the Mongliant 
  Marauder gains damage reduction 1/-.  This rises to 
  2/- at 5th level, and 3/- at 8th level.  If the character has 
  damage reduction from another class or mutation, it 
  stacks with these beneﬁts.
  Tremor:  By making a single melee attack as 
  a full-round action, the Mongoliant Marauder 
  can target the ground of any square he threatens, 
  automatically striking the earth.  This forces any 
  creature in that square, and all others adjacent (i.e. 
  those located in any neighboring square), to make 
  a Reﬂex save (DC 10 + the Mongoliant Marauder’s 
  Strength modiﬁer) or be immediately knocked prone.  
  Affected creatures receive a +2 bonus to this save for 
  every size category above Medium-size.
  Prone Cleave:  At 10th level the Mongoliant’s use 
  of the Cleave feat extends to any time he knocks an 
  opponent prone (instead of only when he knocks an 
  opponent out due to massive damage or reducing his 
  hit points to less than 0).  Thus, any time he trips an 
  opponent, or knocks an opponent prone through the 
  feat Awesome Blow, he can make an additional melee 
  attack as per the standard rules for Cleave.
  OUTCAST SURVIVOR
  Thrown out of his mother tribe for some crime, the 
  Outcast Survivor is an individual who was marked 
  for exile for one reason or another and cast out for his 
  imagined evils.  Typical members of this advanced 
  class include tougher members of the races known as 
  ghouls, hermavs, and terminals.
  Members of this class are usually rugged and bitter 
  survivors, who have lived on despite the tremendous 
  odds stacked against them.  Cast out at a young age 
  (usually when their genetic deformity, androgyny, or 
  cannibalistic tastes were ﬁrst discovered), they have 
  lived a feral existence in almost total squalor, on the 
  fringes of their former homes, just out of sight of 
  the people who brought them into this ugly world.  
  Bitterly they watch from a distance the comforts of 
  home, watching friends and former clansmen grow 
  and take on families of their own, while they wallow 
  in their own miserable exile - alone.
  The Outcast Survivor quickly learns to adapt, 
  however.  Though he does not have the luxuries 
  or resources of a home, family, or tribe to call 
  upon, he carves out a stable niche for himself 
  nonetheless.  Living deep in the wilderness as an 
  almost invisible “hermit” he quickly learns to fend 
  for himself and provide for his own needs, using 
  stealth and a sharpened intuition to avoid trouble 
  from larger monsters that share the wilds with him.  
  Yet sometimes this solitary life is not enough for the 
  outcast, and he soon ﬁnds he has an insatiable taste 
  for revenge...
  Many Outcast Survivors turn to preying upon 
  their former people, whether to exact some kind 
  of vengeance or merely out of a cold and practical 
  necessity for supplies such as food, water, and 
  medicine.  Learning to hide, watch, and ambush, he 
  strikes from the shadows like an old-style guerilla 
  soldier, killing quickly and quietly, taking only what 
  he can carry, and vanishing back into the wilderness 
  without a trace.  After a time, however, the survivor 
  often comes to like his new choice of prey, acquiring 
  a sense of “poetic justice” for his slayings.  Adorning 
  himself with the skins of bears or wildcats, painting 
  his body with luminous paint to resemble a ghost, or 
  even stitching armor from the skins of his own kind, 
  he revels in the terror he brings to his former people.
  TABLE 1-10: THE MONGOLIANT MARAUDER
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +0
  +0
  Ant-Crusher
  +1
  +1
  2nd
  +2
  +3
  +0
  +0
  Damage Reduction 1/-
  +1
  +1
  3rd
  +3
  +3
  +1
  +1
  Bonus Feat
  +2
  +1
  4th
  +4
  +4
  +1
  +1
  Sweep Attack
  +2
  +2
  5th
  +5
  +4
  +1
  +1
  Damage Reduction 2/-
  +3
  +2
  6th
  +6
  +5
  +2
  +2
  Bonus Feat
  +3
  +2
  7th
  +7
  +5
  +2
  +2
  Tremor
  +4
  +3
  8th
  +8
  +6
  +2
  +2
  Damage Reduction 3/-
  +4
  +3
  9th
  +9
  +6
  +3
  +3
  Bonus Feat
  +5
  +3
  10th
  +10 
  +7
  +3
  +3
  Prone Cleave
  +5
  +4
  
  35
  REQUIREMENTS
  To become an Outcast Survivor, a character must 
  fulﬁll the following criteria.
  Race:  Terminal or Hermav (or similar outcast 
  mutant).
  Skills:  Hide 6 ranks, Intimidate 6 ranks, Move 
  Silently 6 ranks, Survival 6 ranks.
  Feats:  Know The Signs*.
  CLASS INFORMATION
  The following information pertains to the Outcast 
  Survivor advanced class.
  Hit Dice:  1d8.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Outcast Survivor class skills 
  are:  Balance (Dex), Climb (Str), Craft (chemical, 
  pharmaceutical) (Int), Disable Device (Int), Escape 
  Artist (Dex), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Knowledge (tactics) (Int), Listen (Wis), Move 
  Silently (Dex), Spot (Wis), Survival (Wis), Treat 
  Injury (Wis), Tumble (Dex).
  Skill Points at Each Level:  5 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Outcast 
  Survivor advanced class.
  Bonus Feats:  The Outcast Survivor receives 
  a bonus feat at 3rd, 6th, and 9th levels.  The feat 
  must be selected from the following list, and the 
  character must meet the prerequisites to select it:  
  Cunning Trap-Maker*, Deadly Trap-Maker*, Gang 
  Leader*, Guide, Pack Tactics*, Primitive Poison 
  Maker*, Slippery Foe*, Sworn Enemy*, Track, 
  Ventriloquism*.
  Poison Use:  One of the ﬁrst things an Outcast 
  Survivor learns to use is poison; both to hunt (and 
  thus provide for herself) as well as to mortally injure 
  her hated enemies.  An Outcast Survivor does not 
  risk poisoning herself whenever applying poison to a 
  weapon.
  Terrorize:  Whether through the use of mimicking 
  ferocious animal cries, the liberal application of 
  war paint to make her seem “ghostly,” wearing 
  animal pelts and skulls to emulate a wild beast, or 
  merely utilizing bloody self-mutilation to show her 
  insensitivity to pain, the Outcast Survivor is able to 
  dishearten her enemies.  By spending a full-round 
  action the Outcast Survivor forces all enemies within 
  30 feet to make a Will save (DC 10 + charisma 
  modiﬁer + the character level) or become shaken for 
  1d4 minutes.  Those that save are immune to this 
  ability for the rest of the day.
  Trap Making:  To help defeat opponents with an 
  unfair edge, Outcast Survivors often employ traps.  
  Setting up a trap takes two full rounds.  The damage 
  inﬂicted, when sprung, depends on the Outcast 
  Survivor’s level.  The Base Attack of the trap is equal 
  to the Outcast Survivor’s base attack.  The DC to 
  disarm or spot the trap is 12 + the Outcast Survivor’s 
  class level.  An Outcast Survivor can make one trap 
  per class level per day (duration lasts until triggered, 
  however).
  Potent Poison Maker: Any poison personally 
  created by the Outcast Survivor becomes more 
  potent, having its save DC increased by +2.
  Murderous Strike: When attacking a target with a 
  melee or thrown weapon that is ﬂat-footed or ﬂanked, 
  the Outcast Survivor may spend an action point to 
  automatically inﬂict a critical hit.
  Skin of The Enemy:  At 10th level the Outcast 
  Survivor is able to stitch together a leathery coat of 
  armor from ﬂesh taken from her own kind.  When 
  worn (as armor), this suit protects as leather armor, 
  but with a special enhancement bonus to Defense 
  equal to the character’s Reputation.  In addition, 
  when this armor is worn the DC of the Outcast 
  Survivor’s Terrorize ability increases by +2.
   
  PROPHET OF THE SANDS
  Among the enigmatic “shadow people” of the 
  Twisted Earth, the patriarch of each clan is often 
  said to be possessed of potent neural abilities, even 
  beyond the ken normally exhibited by their naturally 
  psychic race.  While this is generally regarded as 
  a merchant’s myth told by the ﬁreside to keep up 
  TABLE 1-11: THE OUTCAST SURVIVOR
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +0
  Poison Use, Terrorize
  +1
  +1
  2nd
  +1
  +2
  +2
  +0
  Trap Making 1d6
  +1
  +1
  3rd
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  4th
  +3
  +2
  +2
  +1
  Potent Poison Maker
  +2
  +2
  5th
  +3
  +3
  +3
  +1
  Trap Making 2d6
  +3
  +2
  6th
  +4
  +3
  +3
  +2
  Bonus Feat
  +3
  +2
  7th
  +5
  +4
  +4
  +2
  Murderous Strike
  +4
  +3
  8th
  +6
  +4
  +4
  +2
  Trap Making 3d6
  +4
  +3
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +3
  10th
  +7 
  +5
  +5
  +3
  Skin of The Enemy
  +5
  +4
  
  36
  humanity’s guard against these mysterious desert 
  raiders, in truth every generation or so a member of 
  shadow people society is born with psychic abilities 
  that can only be described as truly “prophetic”.
  These few rare individuals, each known as a 
  Prophet of The Sands, are regarded by their people 
  in the manner of “omas” from gypsy tradition, 
  sagacious leaders (men and women alike) whose 
  aptitude for precognition is so far advanced that 
  they supersede the short-term vision of a typical 
  precognitive, seeing days, even weeks into the future.  
  Often these powerful and sagacious creatures become 
  the leaders of their respective clans, guiding them 
  both literally and ﬁguratively through the world’s 
  endless deserts, and through life’s endless trials.
  While almost all Prophets are shadow people 
  themselves, there are at least a few stories from 
  the region of the Deserts of Nowhere that claim 
  exceptions can - and do - happen.  Though it is 
  common knowledge that almost all captives of the 
  shadow people are generally killed to preserve their 
  race’s secrets, a mutant, exhibiting such extraordinary 
  precognitive abilities as to strike awe even among 
  these savage folk, can be granted a reprieve and even 
  be “adopted” into the tribe.  In such rare instances the 
  mutant in fact becomes the tribe’s new leader, using 
  his prophetic abilities to the betterment of their lives, 
  and foretelling the events that will occur along the 
  course of their people’s nomadic destiny.
  REQUIREMENTS
  To become a Prophet of The Sands, a character must 
  fulﬁll the following criteria.
  Skills:  Concentration 13 ranks.
  Feats:  Four Neural Feats, two of which must 
  be Foresight and Perceive Outcome.
  CLASS INFORMATION
  The following information pertains to 
  the Prophet of The Sands epic class.
  Hit Dice:  1d6.
  Action Points:  7 + one half the 
  character’s class level, rounded down.
  Class Skills:  The Prophet of The 
  Sands class skills are:  Bluff (Cha), Concentration 
  (Con), Diplomacy (Cha), Intimidate (Cha), 
  Knowledge (mutant lore) (Int), Knowledge (Twisted 
  Earth) (Int), Navigate (Int), Perform (Cha), Sense 
  Motive (Wis), Survival (Wis).
  Skill Points at Each Level:  3 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Prophet of The 
  Sands epic class.
  Bonus Feats:  The Prophet of The Sands receives 
  a bonus feat at 3rd, 6th, and 9th levels.  The feat must 
  be selected from the following list, and the character 
  must meet the prerequisites to select it: Attentive, 
  Conﬁdent, Deceptive, Focused, Guide, Iron Will, 
  Know The Signs*, Leadership, Renown, Spirit 
  Guide*, Stargazer*.
  Foreknowledge:  At 1st level the Prophet of 
  The Sands is able to see with clarity into the future, 
  seeing the events that will unfold in the next few 
  days, or even weeks.  This foreknowledge allows her 
  to prepare her allies so that they may meet coming 
  dangers, ﬁght terrible creatures, navigate sandstorms, 
  and ﬁnd their way through strange new regions of the 
  world.
  At 1st level this ability allows the Prophet of The 
  Sands to grant an insight bonus equal to her Wisdom 
  bonus (if positive) to any one skill check or Initiative 
  roll to each of her allies (maximum of two per point 
  of Cha bonus; she may include herself among these), 
  used at her allies’ discretion.  If used for Navigate or 
  Survival checks, this bonus is doubled.
  At 5th level the affected ally may choose to instead 
  receive an insight bonus to any one attack roll equal 
  to the Prophet of The Sands’ Wisdom bonus.
  At 9th level an affected ally can forego these 
  options and instead conﬁrm a critical threat 
  automatically by spending one of her own action 
  
  37
  TABLE 1-12: THE PROPHET OF THE SANDS
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Foreknowledge (skill/Init)
  +1
  +2
  2nd
  +1
  +0
  +0
  +3
  Second Sight
  +1
  +2
  3rd
  +1
  +1
  +1
  +3
  Bonus Feat
  +2
  +2
  4th
  +2
  +1
  +1
  +4
  Neural Advancement
  +2
  +3
  5th
  +2
  +1
  +1
  +4
  Foreknowledge (attack)
  +3
  +3
  6th
  +3
  +2
  +2
  +5
  Bonus Feat
  +3
  +3
  7th
  +3
  +2
  +2
  +5
  Neural Advancement
  +4
  +4
  8th
  +4
  +2
  +2
  +6
  Precognitive Guide
  +4
  +4
  9th
  +4
  +3
  +3
  +6
  Bonus Feat, Foreknowledge (critical)
  +5
  +4
  10th
  +5
  +3
  +3
  +7
  Doomsayer
  +5
  +5
  points.
  Until an ally uses her chosen bonus, the Prophet 
  of The Sands cannot grant the ability to someone 
  else (thus only two people per point of Cha 
  bonus can beneﬁt from this ability at any given 
  time).  In addition, no character can beneﬁt from 
  Foreknowledge more than once per week.
  Second Sight:  At 2nd level the Prophet of The 
  Sands sees a skewed vision of the future at all times, 
  almost as a “second sight” that is played in tandem 
  with the current timestream, all in her mind.  This 
  allows the character to see what is about to occur in 
  the near future, and be ready for it.
  Once per round, the Prophet of The Sands may 
  make a Reﬂex save to suffer only half damage from 
  an attack that hits her.  The DC for this save is equal 
  to the unmodiﬁed attack roll of her opponent.
  Neural Advancement:  A Prophet of The Sands 
  may advance one of her neural mutations at 4th 
  and 7th level.  She may not select a new mutation 
  but only advance a mutation previously selected at 
  character creation.
  Precognitive Guide:  At 8th level the Prophet 
  of The Sands can lend her Second Sight ability to 
  another person, lasting for an entire day.  So long 
  as this person beneﬁts from the ability the Prophet 
  cannot beneﬁt from the ability herself, and can only 
  regain the ability after the day comes to an end.
  Doomsayer:  At 10th level the Prophet of The 
  Sands is able to foretell her own death, allowing her 
  to avoid it when it comes.  This ability allows the 
  Prophet of The Sands to spend an action point to 
  make a Reﬂex save to avoid any single attack that 
  would result in killing her (suffering no damage 
  whatsoever, as if the attack had missed).  The DC for 
  this save is equal to the unmodiﬁed attack roll of her 
  opponent.
  SANDSLAYER
  Among the carnivorous and cannibalistic tribes of 
  underground predators known as the “sandmen”, few 
  specimens ever survive to reach the age of maturity, 
  let alone to become creatures of any real strength, 
  at least compared to the more dominant tribes that 
  roam the surface world.  It is indeed a fact that the 
  sandmen, as a race, were forced underground due 
  to an inability to compete with other creatures on 
  the surface, turning to digging tunnels beneath the 
  sand and using traps and devious lures to draw the 
  unwitting into their underground lairs.
  But the race of sandmen has become bolder in 
  recent generations.  Though many have been lost, 
  either hunted by well-paid bounty-hunters (so-
  called “tunnel exterminators”) or killed in their own 
  violent forays onto the surface by night, a few each 
  generation become stronger and more wily from their 
  tribe’s ordeals, each turning into a true “champion” 
  of their malevolent kind that present a much greater 
  threat than the average sandman hunter.
  Stories of particularly tough sandmen call these 
  individuals Sandslayers, terrible predators and 
  hunters who shrug off their race’s natural hatred 
  of light, stubbornly pursuing prey even while their 
  TABLE 1-13: THE SANDSLAYER
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +0
  +1
  +1
  Bone Armor +1
  +1
  +0
  2nd
  +2
  +0
  +2
  +2
  Trap Making 1d6
  +1
  +0
  3rd
  +3
  +1
  +2
  +2
  Bonus Feat
  +2
  +0
  4th
  +4
  +1
  +2
  +2
  Light Boldness (save)
  +2
  +1
  5th
  +5
  +1
  +3
  +3
  Bone Armor +2, Trap Making 2d6
  +3
  +1
  6th
  +6
  +2
  +3
  +3
  Bonus Feat
  +3
  +1
  7th
  +7
  +2
  +4
  +4
  Light Boldness (no save)
  +4
  +2
  8th
  +8
  +2
  +4
  +4
  Trap Making 3d6
  +4
  +2
  9th
  +9
  +3
  +4
  +4
  Bonus Feat
  +5
  +2
  10th
  +10 
  +3
  +5
  +5
  Bone Armor +3, Vibration Sense
  +5
  +3
  
  38
  fellow sandmen recoil in fear, even into the light of 
  day.  Some tales also tell of Sandslayers adorning 
  themselves in the bones of past victims, making 
  ornate armors of gristle and cartilage that gleam 
  with crimson gore.  Whatever the truth, the prospect 
  of sandmen learning to overcome their natural 
  weaknesses has become a grave concern for the 
  people of the “world above”.
  REQUIREMENTS
  To become a Sandslayer, a character must fulﬁll the 
  following criteria.
  Race:  Sandman only (or mutant with Blindsight 
  and Photosensitivity).
  Base Attack Bonus:  +2.
  Skills:  Climb 3 ranks, Listen 6 ranks, Survival 
  3 ranks.
  Feats:  Iron Will.
  CLASS INFORMATION
  The following information pertains to the 
  Sandslayer advanced class.
  Hit Dice:  1d8.
  Action Points:  6 + one half the character’s 
  class level, rounded down.
  Class Skills:  The Sandslayer class 
  skills are:  Climb (Str), Disable Device 
  (Int), Escape Artist (Dex), Hide 
  (Dex), Intimidate (Cha), Jump (Str), 
  Listen (Wis), Move Silently (Dex), 
  Survival (Wis), Tumble (Dex).
  Skill Points at Each Level:  3 + 
  Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the 
  Sandslayer advanced class.
  Bonus Feats:  The Sandslayer receives a bonus 
  feat at 3rd, 6th, and 9th levels.  The feat must be 
  selected from the following list, and the character 
  must meet the prerequisites to select it:  Agile 
  Riposte, Armor Proﬁciency (light), Athletic, Cleave, 
  Deadly Trap-Maker*, Dodge, Frightful Presence, 
  Guide, Nimble, Power Attack, Sand In The Eyes*, 
  Stealthy, Toughness, Track, Weapon Focus.
  Bone Armor:  Though sandmen rarely wear armor, 
  those that do often complement the primitive leather 
  and hides they fashion with ornamental bones, skull 
  fragments, and especially the teeth of opponents they 
  have personally killed.
  At 1st level the equipment bonus of any armor 
  worn by the Sandslayer increases by +1 while in his 
  possession.  This increases to +2 at 5th level, and +3 
  at 10th level.
  Trap Making:  To help catch prey, especially those 
  that accidentally fall into their sub-surface warrens, 
  Sandslayers often employ traps.  Setting up a trap 
  takes two full rounds.  The damage inﬂicted, when 
  sprung, depends on the Sandslayer’s level.  The Base 
  Attack of the trap is equal to the Sandslayer’s base 
  attack.  The DC to disarm or spot the trap is 12 + 
  the Sandslayer’s class level.  A Sandslayer can make 
  one trap per class level per day (duration lasts until 
  triggered).
  Light Boldness:  At 4th level the Sandslayer 
  adapts to his racial Photosensitivity, allowing him 
  to make a save to avoid being blinded when hit by a 
  direct ﬂash from a light source.  The save is Will DC 
  12.
  At 7th level the Sandslayer completely overcomes 
  his racial sensitivity, and no longer needs to save 
  to avoid ﬂeeing when confronted by light, nor 
  does he risk going blind.
  Vibration Sense:  At 10th level the 
  Sandslayer’s Tremorsense becomes so 
  keen that he can sense even the tiniest 
  vibration made by opponents in contact 
  with the ground, giving him a remarkable 
  precognition in combat.  This ability grants 
  
  39
  the Sandslayer a circumstance bonus to attack rolls 
  equal to her Wisdom bonus (if any) against targets 
  that are both in contact with the ground and are 
  within 30 ft.
   
  TRIBAL STALKER
  The Tribal Stalker is often a tribal or other primitive 
  huntsman who has honed his craft – hunting, 
  tracking, and trapping – to a lethal art.  Not just 
  capable of ﬁnding food for the table, the Tribal 
  Stalker also hunts down powerful beasts and even 
  greater threats to his community, such as rogue 
  monsters or parties of unwelcome outsiders that 
  threaten the frontiers of his peoples’ domain.
  Because he usually has only the most primitive 
  tools at his disposal, the Tribal Stalker uses his wits 
  and senses to not only match the strengths of his prey, 
  but to overcome them.  He uses traps to harm and 
  harass his quarry at every turn, and to channel his 
  prey to a spot where he can deal a decisive, ﬁnal blow 
  against it.
  In many tribal communities Tribal Stalkers are 
  considered heroic ﬁgures, whose cunning, stealth, 
  and ability to defend their communities against even 
  the most powerful beasts (and advanced foes of the 
  outside world) have earned them places of eternal 
  worship.
  REQUIREMENTS
  To become a Tribal Stalker, a character must fulﬁll 
  the following criteria.
  Background:  Tribal and Resentfuls only.
  Base Attack Bonus:  +2.
  Skills: Survival 6 ranks.
  Feats: Track.
  CLASS INFORMATION
  The following information pertains to the Tribal 
  Stalker advanced class.
  Hit Dice:  1d10.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Tribal Stalker class skills are:  
  Climb (Str), Craft (structure) (Int), Disable Device 
  (Int), Handle Animal (Cha), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), 
  Spot (Wis), and Survival (Wis).
  Skill Points at Each Level:  3 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Tribal Stalker 
  advanced class.
  Bonus Feats:  The Tribal Stalker receives a bonus 
  feat at 3rd, 6th, and 9th levels.  The feat must be 
  selected from the following list, and the character 
  must meet the prerequisites to select it:  Acrobatic, 
  Alertness, Archaic Weapons Proﬁciency, 
  Armor Proﬁciency (light), Athletic, Combat 
  Reﬂexes, Cunning Trap-Maker*, Deadly 
  Trap-Maker*, Endurance, Guide, Improved 
  Initiative, Intimidating Strength, Power 
  Attack, Stealthy, Toughness, Vulture, 
  Weapon Focus.
  Trap Making:  To help defeat opponents 
  with an unfair edge, Tribal Stalkers often employ 
  traps.  Setting up a trap takes two full rounds.  
  The damage inﬂicted, when sprung, 
  depends on the Tribal Stalker’s level.  
  The Base Attack of the trap is equal 
  to the Tribal Stalker’s base attack.  
  The DC to disarm or spot the trap is 
  12 + the Tribal Stalker’s class level.  A 
  Tribal Stalker can make one trap per class 
  level per day (duration lasts until triggered, however).
  Wounding Blow:  At 2nd level the Tribal Stalker 
  can use an action point to turn any successful attack 
  that causes injury into a wounding blow.  A wounding 
  blow inﬂicts normal damage but also causes bleeding 
  at the rate of 1 hit point per round.  Cumulative 
  wounding blows cause cumulative bleeding (i.e. 
  two hits cause the victim to bleed at a rate of 2 hit 
  
  40
  points per round).  A wounding blow will continue to 
  bleed for 10 rounds (or until healed through healing 
  medicine or a Treat Injury check at DC 15).
  A Tribal Stalker receives a +5 circumstance bonus 
  to Survival checks when tracking a foe affecting by a 
  wounding blow (this is not cumulative).
  Wounding Traps:  At 4th level the Tribal Stalker 
  can extend his Wounding Blow ability to traps he 
  constructs through the use of the Trap Making ability 
  (i.e. his traps may cause bleeding wounds if he 
  expends an action point when constructing one).
  Natural Selection:  By this time the Tribal Stalker 
  has learned to rely on his innate strengths and 
  abilities when combating bigger or better-equipped 
  opponents.  Whether he relies on his mutations to 
  survive, or has merely toughened himself up as 
  a result of his hunting, he is an example of how 
  strength develops through adversity.
  At 5th level the Tribal Stalker can choose to either 
  advance one mutation (if he has any), or else take 
  Improved Damage Threshold as a bonus feat.  He 
  receives the same ability at 8th level, and may either 
  choose to advance the same mutation, advance a 
  different mutation, or take the same feat again.
  Vicious Wounding:  At 7th level all bleeding 
  TUNNEL EXTERMINATOR
  Tunnel Exterminators are a relatively new 
  phenomenon on the Twisted Earth, a breed of hardy 
  men who willingly venture into the tunnels of the 
  desert’s most feared monsters (such as sandmen 
  and underlings) to “clean them out”.  Tunnel 
  Exterminators are a form of rough and rugged 
  “bounty-hunter”, men with a particular daredevil 
  attitude who do what other hunters refuse:  enter the 
  lightless world below with only a weapon and a light 
  source, hell bent on wiping out entire tribes of these 
  underground infestations.
  The employment of Tunnel Exterminators is on 
  the rise, especially along the major trade routes 
  where attacks by sandmen are growing in frequency.  
  Emboldened in recent years, these creatures often 
  sally forth from their underground lairs to raid 
  camping caravans at night, a new danger that has the 
  people of the Twisted Earth scrambling for effective 
  solutions.
  Tunnel Exterminators are most often drawn from 
  the ranks of tribals, especially those tribals who no 
  longer have a home.  Whether exiled for some crime, 
  merely orphaned when their tribe was wiped out in 
  a tribal war, or made homeless by the encroachment 
  TABLE 1-14: THE TRIBAL STALKER
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +0
  +0
  Trap Making 1d6
  +1
  +1
  2nd
  +2
  +3
  +0
  +0
  Wounding Blow
  +1
  +1
  3rd
  +3
  +3
  +1
  +1
  Trap Making 2d6, Bonus Feat
  +2
  +1
  4th
  +4
  +4
  +1
  +1
  Wounding Traps
  +2
  +2
  5th
  +5
  +4
  +1
  +1
  Natural Selection
  +3
  +2
  6th
  +6
  +5
  +2
  +2
  Trap Making 3d6, Bonus Feat
  +3
  +2
  7th
  +7
  +5
  +2
  +2
  Vicious Wounding
  +4
  +3
  8th
  +8
  +6
  +2
  +2
  Natural Selection
  +4
  +3
  9th
  +9
  +7
  +3
  +3
  Trap Making 4d6, Bonus Feat
  +5
  +3
  10th
  +10
  +7
  +3
  +3
  Hunter’s Patience
  +5
  +4
  effects generated through the Wounding Blow 
  or Wounding Traps abilities continue to bleed 
  indeﬁnitely (though they can still be healed through 
  the application of healing medicine or a Treat Injury 
  check at DC 15).
  Hunter’s Patience:  At 10th level the Tribal Stalker 
  can take a full-round action to re-focus as normal, 
  but in the following round any enemy he beats in 
  Initiative he automatically catches ﬂat-footed (even 
  if this ability is used in the middle of a running 
  battle, or the enemy is otherwise aware of the Tribal 
  Stalker).
  TABLE 1-15: THE TUNNEL EXTERMINATOR
  Level Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +0
  +2
  +0
  Lowlight Vision
  +1
  +0
  2nd
  +2
  +0
  +3
  +0
  Tunnel Fighter +1
  +1
  +0
  3rd
  +3
  +1
  +3
  +1
  Bonus Feat
  +2
  +0
  4th
  +4
  +1
  +4
  +1
  Weapon Specialization
  +2
  +1
  5th
  +5
  +1
  +4
  +1
  Tunnel Fighter +2
  +3
  +1
  6th
  +6
  +2
  +5
  +2
  Bonus Feat
  +3
  +1
  7th
  +7
  +2
  +5
  +2
  Deep Echoes
  +4
  +2
  8th
  +8
  +2
  +6
  +2
  Tunnel Fighter +3
  +4
  +2
  9th
  +9
  +3
  +7
  +3
  Bonus Feat
  +5
  +2
  10th
  +10
  +3
  +7
  +3
  Tunnel Rat
  +5
  +3
  
  41
  of more civilized groups, these dispossessed men 
  have little fear of death and a strong desire to make 
  the money needed to feed and clothe themselves.  
  Arming themselves with weapons most suited for 
  ﬁghting in close-quarters, they eagerly volunteer 
  when the call is raised.
  REQUIREMENTS
  To become a Tunnel Exterminator, a character must 
  fulﬁll the following criteria.
  Skills:  Climb 4 ranks, Listen 6 ranks, Survival 6 
  ranks.
  Feats:  Track, Weapon Focus (any).
  CLASS INFORMATION
  The following information pertains to the Tunnel 
  Exterminator advanced class.
  Hit Dice:  1d8.
  Action Points:  6 + one half the character’s class 
  level, rounded down.
  Class Skills:  The Tunnel Exterminator class 
  skills are:  Balance (Dex), Climb (Str), Hide (Dex), 
  Investigate (Int), Jump (Str), Knowledge (tactics) 
  (Int), Listen (Wis), Move Silently (Dex), Search (Int), 
  Survival (Wis), Swim (Str), Tumble (Dex).
  Skill Points at Each Level:  3 + Int modiﬁer.
  CLASS FEATURES
  The following features pertain to the Tunnel 
  Exterminator advanced class.
  Bonus Feats:  The Tunnel Exterminator receives 
  a bonus feat at 3rd, 6th, and 9th levels.  The feat must 
  be selected from the following list, and the character 
  must meet the prerequisites to select it:  Alertness, 
  Armed To The Teeth, Blind-Fighting, High Ready, 
  Know The Signs*, Point Blank Shot, Precise Shot, 
  Reactive Shooter, Room-Broom, Slippery Foe*, 
  Stealthy, Weapon Focus.
  Lowlight Vision: To survive the Tunnel 
  Exterminator quickly learns to adapt to the darkness.  
  At 1st level she gains lowlight vision.  If she already 
  has lowlight vision she instead gains darkvision with 
  a range of 30 ft.
  Tunnel Fighter:  A Tunnel Exterminator gains 
  a +1 insight bonus to attack and damage rolls 
  against the following creatures:  Albino Apemen, 
  Crawlers, Monstrous Cockroaches, Probing 
  Waddlers, Ratbites, Sandmen, and Underlings.  At 
  5th level this bonus increases to +2, and at 8th level 
  to +3.
  At 8th level the Tunnel Exterminator’s Tunnel 
  Fighter bonus applies to the following subterranean 
  creatures as well:  Blindworms, Ch’Kit, Cyclats, 
  Heliogryphs, Mutant Bugs, Pit Creatures, and Slime 
  Moles.
  Weapon Specialization:  The Tunnel Exterminator 
  quickly learns how to use her favored weapon 
  when hunting her quarry.  At 4th level the Tunnel 
  Exterminator gains weapon specialization with a 
  speciﬁc melee or ranged weapon that she also has 
  applied the Weapon Focus feat or class feature to.  
  She gets a +2 bonus on damage rolls with the chosen 
  weapon.
  Deep Echoes: At 7th level the Tunnel Exterminator 
  learns to pick up on the slightest echoes made 
  underground, granting her a bonus to Listen checks 
  equal to her class level.  This bonus only applies 
  underground (or indoors, at the GM’s discretion).
  Tunnel Rat: The Tunnel Exterminator often 
  ﬁghts against packs of creatures that emerge from 
  the darkness to attack from both sides of her.  To 
  survive she must be ever vigilant, and hone her 
  reﬂexes so that even when surrounded her enemies 
  gain no advantage over her.  At 10th level the Tunnel 
  Exterminator’s enemies do not gain the usual +2 
  attack bonus from ﬂanking her and they cannot 
  perform special ﬂanking attacks (for example, Sneak 
  Attack) on her.  
  NEW FEATS
  The Brethren (and most tribal 
  groups in general) have 
  long recognized the need to 
  resort to underhanded tactics 
  and unsavory strategies to 
  survive, especially in the 
  face of enemies that are far better 
  equipped or trained.  Many of the feats in this chapter 
  represent tactics developed and fostered by primitive 
  groups, despite being seen as “dirty ﬁghting” by more 
  civilized societies.  However, while some of these 
  feats may have prerequisites that require a character 
  be of a certain background, they are otherwise 
  available to everyone.
  Two of these new feats, Animal-Friend and 
  Stunning Boom, are new Mutant Feats and have no 
  technology theme.
  ANIMAL-FRIEND 
  Mutant Feat
  The mutant has a special power over animals, gaining 
  her the reputation of “animal-friend”.
  Prerequisite:  Fragrance Development (mutation).
  Beneﬁts:  Instead of her normal fragrance the 
  mutant can emit a scent that calms and improves 
  the attitude of animals.  This ability conforms to the 
  same rules as Fragrance Development, except that 
  it affects all creatures in a 15-foot radius.  Instead 
  of being hypnotized, however, on a failed save the 
  attitude of the animal(s) is automatically changed to 
  Helpful.
  
  42
  This ability only works on creatures with an 
  Intelligence of 2 or lower.  The effect lasts 1 hour 
  per point of Charisma bonus (minimum 1), at which 
  point the animal(s) becomes Indifferent.
  CUNNING TRAP-MAKER
  The traps you devise are a reﬂection of your cunning 
  ingenuity.
  Prerequisite:  Trap Making class ability and either 
  Sneak Attack or Quick Kill class abilities.
  Beneﬁts:  The traps you make as a result of the 
  Trap Making class ability also inﬂict your Sneak 
  Attack bonus to damage (or, if you have the Quick 
  Kill ability, increase the damage done by one dice) on 
  the target that triggers them.
  DEADLY TRAP-MAKER
  You are a master at building the most deadly traps 
  known to man and mutant alike.
  Prerequisite:  Trap Making class ability.
  Beneﬁts:  The traps you make as a result of the 
  Trap Making class ability inﬂict an additional +1 
  point of damage per die.
  FLYING DISARM
  Wresting a weapon from the hands of your enemy is 
  not always enough; when you disarm an opponent 
  you ﬂing his weapon well out of reach, leaving him 
  without a means to defend himself.
  Prerequisite:  Improved Disarm.
  Beneﬁts:  When you disarm an opponent while 
  armed, you ﬂing his weapon 1d4 x 5 feet (or 1d4 
  squares) away.  You can try to control the direction 
  the weapon travels by making a Reﬂex save (DC 
  15); otherwise use the standard deviation tables (see 
  thrown explosives in d20 Modern).
  Normal:  If you succeed in disarming an opponent 
  while armed, the target’s weapon is on the ground at 
  the target’s feet.
  GANG LEADER
  Through ruthless discipline and brutal training, you 
  have taught your followers to act on your command 
  – without question.
  Prerequisite:  Cha 15+, Leadership.
  Beneﬁt:  All of your followers (including cohort) 
  use your Initiative in combat, acting in unison with 
  you.
  Note:  This feat was originally introduced in 
  Metropolis Rho: Urban Decay.
  HEADHUNTER
  The character is part of a tribe that shrinks the heads 
  (or cuts off ears, genitals, etc.) of enemies killed in 
  battle, to wear as jewelry and to mark the wearer as a 
  warrior.
  Prerequisite:  Tribal background only.
  Beneﬁt:  A character with this feat receives a +2 
  morale bonus to attack rolls if he has taken a head (or 
  other grisly trophy) within a week’s time and displays 
  it prominently at all times.  After a week has passed, 
  he must take another trophy or else lose this bonus 
  until a new trophy can be acquired.
  Special:  The drawback to this custom is that 
  a character with a trophy suffers a penalty to 
  Diplomacy checks with others outside his tribe (-2 
  with other Tribal communities; -4 in more civilized 
  areas).
  JUNK CRAFTER
  Taking lessons from guerilla ﬁghters and terrorists 
  throughout history, the character wastes nothing, 
  ﬁnding a use in even the most worthless junk.  She 
  can turn a piece of scrap into a useful component, 
  putting scavenged garbage to work in unusual but 
  effective ways to reduce her reliance on uncommon 
  or expensive materials.
  Beneﬁt:  The items the character crafts employ 
  junk for many secondary components, making them 
  much cheaper to make – but just as effective.  When 
  making any item the cost in raw materials is halved.
  Note:  This feat was originally introduced in 
  Metropolis Rho: Urban Decay.
  KNOW THE SIGNS
  Raised among a hunted people, you know how to 
  spot traps and ambushes – a vital skill that has kept 
  you one step ahead of those who would enslave 
  you…or worse.
  Prerequisite:  Alertness (feat).
  Beneﬁt:  You gain +2 to Search checks when 
  looking for traps, and +2 to Spot and Listen checks 
  when detecting an ambush.  Even if you are 
  surprised, following the surprise round you receive 
  +2 to your Initiative roll.
  MASTER OF THE FLESH
  Through extensive conditioning the character has 
  almost total control over the functions of his body.  
  By concentrating he can reduce his respiration and 
  circulation to hold his breath or slow the spread of 
  poison through his body.
  Prerequisite:  Concentration 3 ranks.
  Beneﬁt:  A character with this feat can make a 
  Concentration check (DC 15) to double the amount of 
  time he can hold his breath.
  In addition, if a character with this feat is poisoned 
  he can make an immediate Concentration check (DC 
  equal to the potency of the poison) to prevent the 
  
  43
  poison’s initial damage from taking effect for 1d6 
  rounds.  A second check (at the same DC) allows him 
  to put off the secondary effects for a full 24 hours.
  MIMIC
  A cunning mimic, by watching your enemy you are 
  able to ﬁgure out how he uses his fanciful items of 
  technology...
  Prerequisite:  Int 13+.
  Beneﬁt:  If you have observed another person 
  actively using an item of technology (for example, 
  ﬁring a weapon, using a medical device, or any 
  miscellaneous tech item), you may make an 
  Intelligence check at DC 15.  If successful, you 
  understand its rudimentary functions and may employ 
  it as if you were proﬁcient with it.
  This effect lasts for 1d4 + your Intelligence 
  modiﬁer rounds, after which time the complexity of 
  the item confounds you.  You may use this feat again 
  on the same item again.
  Special:  If it the item is a weapon, you are 
  considered to have the requisite proﬁciency feat 
  while Mimic is in effect.
  PACK TACTICS 
  When ﬁghting opponents you make the most of your 
  superior numbers to confuse and distract your enemy, 
  allowing you to hit more easily.
  Effect: You gain +2 to attack and skill checks 
  when ﬁghting with one or more characters who also 
  possess this feat.
  PLAY POSSUM
  Facing superior foes for much of their history, certain 
  tried and true tactics of the Brethren have included 
  surrendering only to attack when an enemy’s guard 
  is down, or pretending to be dead only to rise up and 
  attack from behind.
  Beneﬁt:  If you are lying prone, you can use the 
  Bluff skill as a move action to pretend you are dead, 
  gaining a +4 competence bonus to check for success.  
  If successful, you can attack from prone catching 
  your opponent(s) ﬂat-footed for your ﬁrst attack.  You 
  can only do this once in an encounter.
  Special:  If you maintain the bluff instead of 
  attacking, in most cases NPCs will ignore/overlook 
  you, assuming you dead, at the GM’s discretion.
  PRIMITIVE POISON MAKER
  You are able to make poisons and exotic drugs in the 
  manner of a primitive witchdoctor or tribal hunter.
  Prerequisite:  Tribal or Resentful backgrounds 
  only.
  Beneﬁt:  Craft (chemical) and Craft 
  (pharmaceutical) are class skills for you.
  Normal:  Normally you must have Post-
  Apocalyptic Technology or greater to have access to 
  the Craft (chemical) skill.
  RITUAL SCARIFICATION
  The character has undergone a brutal ritual of 
  scariﬁcation.  This has tested his mind and body 
  against terrible pain and left him horribly scarred, but 
  it has made him stronger in the process.
  Prerequisite: Tribal, Ritual Preservationist, 
  Resentful, or Radical (background).
  Beneﬁt: The character’s massive damage threshold 
  is increased by +1 and he receives a +1 bonus to 
  Willpower saves.
  SAND IN THE EYES
  To even the ﬁeld against more powerful enemies the 
  desperate warrior must often resort to dirty tricks.
  Beneﬁt:  As a full-round action, you can grab a 
  handful of sand or dirt and ﬂing it at a nearby target.  
  Treat this as a ranged touch attack, with a range 
  increment of 5 feet.  If you hit the target, it must 
  make a Reﬂex save equal to your modiﬁed attack 
  roll or be blinded for 1d4 + your dexterity modiﬁer 
  rounds.
  SHAMAN
  Trained in the mystic ways of a tribal shaman, you 
  have the ability to perform “magical” rituals that 
  help bolster your tribesmen against threats to your 
  community.
  Prerequisite:  Tribal or Resentful backgrounds 
  only, Juju Specialist class ability.
  Beneﬁt:  You can perform one ritual per day, 
  affecting all who receive it with the same bonus.  You 
  can affect one person per point of Charisma bonus 
  each day (you may include yourself as one of those 
  affected), and they must be present when you conduct 
  the ritual; the ritual takes 1 hour to complete.  The 
  effect lasts for 12 hours afterwards.  You must choose 
  what type of ritual to perform from the following:
  Ritual of Blood Frenzy:  By ritually executing a 
  captive or slave (as long as it is sentient) as painfully 
  as possible in front of your men, you inspire them 
  with a bloodthirsty frenzy.  For the duration, your 
  men are immune to fear effects, and further gain a +1 
  morale bonus to attack and damage rolls.
  Ritual of Flagellation:  While the shaman 
  chants wildly, participants engage in excruciating 
  self-mortiﬁcation.  At a cost of 1d4 hit points all 
  participants in the ritual become immune to the 
  effects of massive damage (i.e. they do not need to 
  
  44
  make massive damage saves) for the duration.
  Ritual of Flesh-Eating:  All participants eat the 
  ﬂesh of an animal, mutant beast, or person killed 
  in the last 24 hours.  Depending on which of the 
  creature’s attributes was highest (Str, Con, Dex, etc.), 
  the participants in the ritual gain a +2 morale bonus 
  to that attribute for the duration.
  Special:  Only characters of a Tribal or Resentful 
  background may beneﬁt from these rituals.  In 
  addition, the creature killed must have a CR equal to 
  or greater than the average HD of the participants.
  SLIPPERY FOE
  When you ﬁnd yourself surrounded by assailants 
  you can dodge aside to make your enemies hit one 
  another instead of you.
  Prerequisite:  Dex 15+, Dodge.
  Beneﬁt:  If an attacker who is ﬂanking you misses 
  with a melee strike, he must roll again to see if he 
  hits the opponent threatening you from the other side.  
  If he does, he inﬂicts normal damage as if he had 
  attacked that person instead.
  Normal:  If a ﬂanking attacker misses you, there is 
  no unusual effect.
  SPIRIT GUIDE
  According to your tribe’s lore all men are 
  accompanied by spirit guide; one need only learn to 
  listen to hear its guidance.
  Prerequisite:  Tribal, Ritual Preservationist, 
  Resentful, or Radical (background).
  Beneﬁt:  Once per day you may choose to gain a 
  +1 morale bonus to all attack rolls, saves, or ability 
  checks that lasts all day.  Once you have declared the 
  nature of the bonus, you cannot change it until the 
  next day.
  STARGAZER
  Like the inhabitants of the ancient world, your people 
  keep alive the tradition of navigating the deserts by 
  observing the stars.
  Beneﬁt:  You receive a +2 bonus to Navigate 
  checks.  In addition, the DC for making Navigate 
  checks to cover great distances is 20 regardless of the 
  length of the trip.
  STUBBORN OX
  Though they may beat you and break you, they never 
  seem able to kill you.
  Prerequisite:  Con 14 +.
  Beneﬁt:  You automatically stabilize when reduced 
  to –1 or lower hit points.  In addition, you recover hit 
  points naturally automatically.
  Normal: Normally you need to make a Fortitude 
  Save (DC 20) to stabilize and heal naturally if left 
  unaided.
  STUNNING BOOM
  Mutant Feat
  Your shriek is powerful enough to stun opponents.
  Prerequisite:  Shriek (mutation).
  Beneﬁts:  In addition to normal damage, targets 
  struck by your shriek must make a Fortitude save 
  (equal to the DC of your Shriek mutation) or become 
  stunned for 1 round.
  SWORN ENEMY
  Your people are dedicated to eradicating enemies of a 
  particular kind.
  Beneﬁt:  Choose a general group from the 
  categories below; you receive a +2 bonus to damage 
  rolls against enemies from any of the backgrounds 
  listed as part of that group.
  Group
  Backgrounds Affected
  Savages
  Ferals, Primitives, Resentfuls
  Cults
  Ritual Preservationists, Radicals
  Rising Powers
  Visionary Reinventors, Resurrectors
  Holdouts
  Degenerates, Hedonists
  Technologists
  Guardians, Advanced
  Special:  This feat cannot be taken more than once.
  TRAP-SETTER
  You know how to set effective traps.
  Prerequisite:  Disable Device 6 ranks, Knowledge 
  (technology) 4 ranks.
  Beneﬁt:  The base damage from your Trap Making 
  ability increases by one dice.  If you do not already 
  have the Trap Making ability you gain it as a class 
  ability at base 1d6 damage.  As with other characters 
  with this ability, setting up a trap takes two full 
  rounds.  The Base Attack of the trap is equal to the 
  character’s base attack.  However, the DC to disarm 
  or spot the trap is 12 + the character’s Int bonus.  The 
  character can make one trap per point of Int bonus 
  per day, minimum one (duration lasts until triggered, 
  however).
  Special:  This feat cannot be taken more than once.
  TRAP TINKER
  You can apply your ingenious knack at tinkering to 
  your traps, making them much deadlier.
  Prerequisite:  Tinkering and Trap Making class 
  abilities.
  Beneﬁt:  You can increase the damage or range 
  increment (even if it doesn’t normally have a range 
  increment) of any trap you make using the Tinkering 
  class ability, as if the trap was a Ranged Weapon.  
  Use the Ranged Weapons improvement list on page 
  
  45
  41 of the Darwin’s World 2nd Edition rules for the 
  DCs required.  All normal rules for duration and the 
  chance the trap is damaged (and needs repaired) also 
  apply.
  TWIST THE BLADE
  The ﬁrst strike is merely the beginning.  Once the 
  blade has entered the ﬂesh, a quick twist can be 
  devastating.
  Prerequisite:  Base attack bonus +6, proﬁciency 
  with weapon used.
  Beneﬁt:  If you successfully hit an opponent in 
  combat with a piercing melee weapon, your weapon 
  becomes momentarily lodged in him.  You can use 
  your succeeding attack (if any) to twist the blade, 
  automatically inﬂicting damage without needing to 
  roll to see if you hit.  Otherwise there is no effect.
  This beneﬁt can only be exploited once per round.
  UNBREAKABLE
  Your body is even stronger than your will, as 
  evidenced in your big bones and thick skull.
  Prerequisite:  Damage reduction as a class feature 
  or mutation.
  Beneﬁt:  Your damage reduction increases by +1/-.  
  This stacks with other damage reduction abilities and 
  features.
  This feat can be taken multiple times, each time 
  increasing the character’s damage reduction by +1/-.
  UNFAIR BLOW
  When you’re ﬁghting for your life, it’s foolish to play 
  “fair”.
  Prerequisite:  Brawl, Streetﬁghting, base attack 
  bonus +2.
  Beneﬁt:  Instead of inﬂicting extra damage with 
  your Streetﬁghting feat, you can alternatively choose 
  to try and stun your opponent.  If you hit you do 
  normal unarmed damage and force the target to make 
  a Fortitude save (DC equal to 10 + your Strength 
  modiﬁer) or be stunned for one round.
  Note:  This feat was originally introduced in 
  Metropolis Rho: Urban Decay.
  VENTRILOQUISM
  Keeping alive an age-old trick to throw off pursuers, 
  you can throw your voice to confuse and mislead 
  others.
  Prerequisite:  Bluff 4 ranks.
  Beneﬁt:  You can throw your voice as a free 
  action so that it seems to emanate from another spot 
  within 30 feet.  Anyone who hears may make a Will 
  save (DC 10 + ½ your character level + your Cha 
  modiﬁer) to realize it is a ruse (though this still does 
  not pinpoint your location).  You can throw your 
  normal voice, or you can attempt to mimic other 
  sounds (such as a creaking door or dripping water), 
  but doing so lowers by 5.
  You can also use this ability to create a diversion 
  allowing you to hide even while people are aware of 
  you, as explained under the Bluff skill.
  WAR CHANT
  Rousing fearlessness and courage through thundering 
  chants, the people of your tribe become savage 
  combatants in battle.
  Prerequisite:  Tribal background only.
  Beneﬁt:  If you spend 1 full minute building up 
  a chant you gain a +1 morale bonus to attack and 
  damage rolls with melee weapons for the duration of 
  the next combat.
  Special:  For every three allied characters who 
  also possess this feat and participate in the chant, 
  the morale bonus rises by +1, to a maximum of +3 
  (total).  The bonus only applies if the character(s) can 
  hear the chanting.
  BRETHREN FEATS
  “Master, I am blind
  But I am not worthless;
  Find a place for me 
  alongside my Brethren.”
  - Pain 13:12 (The 
  Articles)
  One of the greatest strengths of the Brethren is their 
  concept of communal survival and the virtues of 
  fellowship, as well as their compassion for their 
  fellow mutant and for those who have suffered 
  because of the legacy of technology.  Usually this 
  manifests as isolation and acute xenophobia against 
  outsiders, but it is also not uncommon for Brethren 
  to take in and care for those wounded by their hated 
  technological enemies, even if they are strangers.
  An extension of this nurturing - which says that 
  communal care for the weak equates to an increase 
  (rather than a decrease) in community resources - is 
  the Brethren’s belief that even the great disabilities 
  innate to mutantkind can be overcome through a life 
  of discipline and training.  Those who have been born 
  blind can more than make up for their loss of sight 
  through training their ears and nose to compensate, 
  for example; other defects, too, can be overcome if 
  the sufferer’s will is stronger than his twisted body.
  The following rules introduce “Defect Feats”, a 
  variation of Mutant Feats that are based on defects 
  instead of mutations.  These feats can only be taken 
  by members of the Brethren faction of the Twisted 
  Earth.  They represent training by the Brethren 
  
  46
  to allow an individual to overcome his personal 
  handicap, or at least compensate for it, for the good 
  of the community.  As such they can only be taken if 
  a character has a speciﬁc defect, as listed under each 
  individual feat description.
  In addition, “Faction Feats” are also presented 
  here; these feats are unique to the seven factions 
  of the Brethren, and only members with the listed 
  Allegiance can take them.
  A character that leaves the Brethren (i.e. changes 
  Allegiance) for any reason cannot take any of these 
  feats (Defect Feats or Faction Feats), though she does 
  not lose the feat if she already possessed it.
  BONECRACKER
  Thanks to your Brethren comrades, your physical 
  fragility has found a use.  Through self-discipline and 
  mastery of pain you are able to dislocate your joints 
  and even break your own bones so that you can slip 
  through amazingly tight spaces.
  Prerequisite:  Skeletal Deterioration (defect).
  Beneﬁts:  By spending 1 full minute you can 
  effectively dislocate your bones to give yourself a 
  +10 competence bonus to Escape Artist checks.  You 
  can also pass through an area one-half your actual 
  body size without penalty.  Using this ability causes 
  you 1d4 points of lethal damage, however.
  EARS OF THE DEAF
  Through extensive training the character has learned 
  to compensate for his deafness through use of his 
  other senses; sight, smell, and even slight movements 
  in the air and vibrations in the ground.
  Prerequisite:   Deafness (defect).
  Beneﬁts:  Taking this feat allows the mutant to 
  make Spot checks in place of Listen checks; it also 
  reduces the Initiative penalty for the Deafness defect 
  to -2.
  EYES OF THE BAT
  Through strict training and self-discipline the mutant 
  has enhanced her other senses so that together they 
  work to replace the sense of sight altogether.
  Prerequisite: Eyes of The Blind (feat).
  Beneﬁts:  The character gains the Blindsight ability 
  (as described in D20 Modern) with a range of 30 feet.
  EYES OF THE BLIND
  Through extensive training the character has learned 
  to compensate for his blindness through use of 
  his other senses; hearing, smell, and even slight 
  movements in the air and vibrations in the ground.
  Prerequisite: Blindness (defect), Night Blindness 
  (defect), or Photosensitivity (defect).
  Beneﬁts: Taking this feat allows the mutant to 
  make a Listen check (DC 20) to avoid a miss chance 
  due to being blind.
  GODLESS (FACTION)
  You are a member of the Godless faction of the 
  Brethren.  Because your faction has long embraced 
  mutants of all kinds, they have seen virtually every 
  kind of distorted, twisted, and ghastly genetic 
  disorder imaginable.  As such you are unshaken and 
  unaffected by mutated appearances.  
  Prerequisite:  Allegiance to the Godless faction.
  Beneﬁt:  You gain a +4 morale bonus to saving 
  throws to resist fear or fear-based effects generated 
  by mutants and mutant creatures.
  HAVENOT (FACTION)
  Your people swore off technology and material 
  possession long ago.  Now you operate best when 
  unencumbered by the distractions of the decadent 
  past.
  Prerequisite:  Allegiance to the Havenot faction.
  Beneﬁt:  So long as you are not wearing armor and 
  are unencumbered, you gain a +1 competence bonus 
  to attack rolls and a +1 dodge bonus to Defense.
  HUMAN MULE
  Due to your defect, your role in Brethren society is as 
  a porter, a human pack mule.  Using your hump not 
  unlike a camel you are able to ingeniously distribute 
  great weights so that you can carry far more than a 
  normal humanoid.  
  Prerequisite:  Hunchback (defect).
  Beneﬁts:  The character’s Strength is considered 4 
  points higher when determining her carrying capacity 
  (see page 121 of d20 Modern).
  Special:  Each advancement of the Hunchback 
  defect increases this by an additional +2.
  LIMB COMPENSATION
  Though cursed with a withered appendage, the 
  mutant has strengthened his one good arm (or leg) to 
  compensate for the deﬁciency.
  Prerequisite:  Terminal Limb Deﬁciency (defect).
  Beneﬁts:  Taking this feat reduces the penalties 
  to Strength and Dexterity (for an arm) or Balance, 
  Climb, Jump, and Swim checks (for a leg) incurred 
  by the Terminal Limb Deﬁciency feat, by one half.
  
  47
  LIMB DOMINANCE
  Though cursed with a withered appendage, the 
  mutant has strengthened his one good arm (or leg) to 
  more than compensate for the deﬁciency.
  Prerequisite:   Terminal Limb Deﬁciency (defect), 
  Limb Compensation (feat).
  Beneﬁts:  If the terminal limb is an arm, the 
  character now receives a +1 bonus to Strength and 
  Dexterity when solely using her other arm.  If the 
  terminal limb is a leg, the penalty to Balance, Climb, 
  Jump, and Swim checks are completely removed (the 
  movement modiﬁer remains unchanged, however).
  MARTYR (FACTION)
  Fated to die in battle, the Martyrs do not hesitate to 
  attack the enemies of the Brethren even as they take 
  their last breaths.
  Prerequisite:  Allegiance to the Martyrs faction.
  Beneﬁts:  Whenever you suffer enough damage 
  to reduce you to 0 hit points or less (or from a failed 
  massive damage saving throw) you instead remain 
  conscious and able to act.  On your next turn, you 
  may make a single attack action before collapsing 
  unconscious (or dead, depending on your current hit 
  points).
  MASTER OF PAIN
  The mutant’s innately weak mind and body have 
  been artiﬁcially fortiﬁed through ritual torture and 
  punishment.
  Prerequisite:  Hemophilia (defect) or Syncope 
  (defect).
  Beneﬁts:  The amount of damage it takes to trigger 
  the effects of the speciﬁc defect (i.e. bleeding for 
  Hemophilia, unconsciousness for Syncope) is now 
  equal to the character’s massive damage threshold, 
  instead of 10.  If the character has both defects, the 
  feat also applies to both.
  MUTANT MESSIAH
  The character’s crippled body only serves to 
  underscore mutantkind’s hatred for the Ancients, 
  inspiring fervor and zeal rather than shame and 
  disdain.
  Prerequisite:  Aberrant Deformity (defect), 
  Bilirubin Imbalance (defect), Bizarre Pigmentation 
  (defect), Hunchback (defect), or Neuroﬁbromitosis 
  (defect).
  Beneﬁts:  All penalties to Charisma (but not skills) 
  incurred by one defect are not counted when dealing 
  with mutants.
  OBEDIENT BODY
  Due to extensive training and mental conditioning 
  the mutant can literally “will” his wounds to close, or 
  force himself awake, despite terrible wounds.
  Prerequisite:  Hemophilia (defect) or Syncope 
  (defect).
  Beneﬁts:  The duration of the defect’s effect 
  (i.e. bleeding for Hemophilia, unconsciousness for 
  Syncope) is halved (round up).  If the character has 
  both defects, the feat also applies to both.
  OBEDIENT MIND
  Due to extensive training and mental conditioning, 
  the mutant can focus his mind to overcome his 
  mental deﬁciencies.
  Prerequisite:  Attention Deﬁcit (defect) or 
  Dyslexia (defect).
  Beneﬁts:  The mutant can negate skill check 
  penalties from Attention Deﬁcit or Dyslexia by taking 
  a full minute to use the skill in question (if it already 
  requires a minute or more to perform, simply double 
  the required time).
  PURIFIER (FACTION)
  Because you are trained as a member of an elite caste 
  of hunters - whose prey relies upon the darkness 
  of the sewers and underground to hide - you have 
  developed the ability to track by smell.
  Prerequisite:  Allegiance to the Puriﬁers faction.
  Beneﬁt:  On taking this feat the character gains the 
  scent ability.
  PURITY IN SILENCE
  The natural deafness of the character allows him 
  to discipline his thoughts, blocking his mind to the 
  distractions of the sounds around him.
  Prerequisite: Deafness (defect).
  Beneﬁts:  A mutant with this feat may increase or 
  decrease the DC aspect of all neural abilities by +/-2.  
  This makes it easier for the character to use neural 
  abilities, as well as harder for enemies to resist the 
  mutant’s neural effects.
  SIMPLE (FACTION)
  A great philosopher once said an open mind is a 
  fortress with an open gate.  The Simples believe in 
  this philosophy and fortify themselves against the 
  poisonous ideas and temptations of the outside world 
  through closing their minds.  While this stubbornness 
  prevents them from learning new ideas, it does 
  harden their will and gives them a powerful reservoir 
  of inner strength.
  Prerequisite:  Allegiance to the Simples faction.
  Beneﬁt:  You can choose to turn any save you 
  are called to make into a Will save.  You can do this 
  
  48
  a number of times per day equal to your Wisdom 
  modiﬁer (minimum once per day).
  TRUST IN PAIN
  Years of measured exposure have made you ultra-
  sensitive to the presence of a particular allergen, 
  allowing you to pick up even on microscopic 
  amounts lingering in the air.  While the material in 
  question makes your mutant metabolism ill, you have 
  learned to detect its presence even if hidden from 
  your normal senses.
  Prerequisite:  Anaphylaxis (defect).
  Beneﬁts:  You are able to sense a particular 
  material (due to your Anaphylaxis defect) even if it 
  is hidden, concealed in a container, or otherwise out 
  of normal sensory range.  You can sense the presence 
  of the material and its general direction automatically.  
  The range of your detection ability is 20 feet per 
  point of Wisdom bonus (to a minimum of 20 ft).
  WOUNDED VENGEANCE
  If you must die, take the enemy with you.  Your 
  Brethren comrades have trained you to release a 
  burst of adrenaline when you are about to succumb 
  to injury, giving you time to enter a last-ditch savage 
  frenzy before you collapse.
  Prerequisite: Syncope (defect).
  Beneﬁts: When you fail your Fortitude save to stay 
  conscious after taking damage (from the Syncope 
  defect), instead of being knocked out you remain 
  conscious into the next round.  During that round you 
  enter a rage, gaining +4 Strength and Constitution; 
  a +2 morale bonus on Will saves, but a -2 penalty to 
  Defense.  The increase in Constitution increases your 
  hit points by 2 points per level, but these hit points 
  go away at the end of the rage, and the Constitution 
  score drops back to normal.  During this rage you 
  cannot use skills or abilities that require patience and 
  concentration.  The rage lasts for one full round, after 
  which you fall unconscious as normally required by 
  the Syncope defect.
  Special:  You cannot take this feat if you have the 
  Adrenaline Deﬁciency defect.
  PRIMITIVE 
  TECHNOLOGY
  Though they seem to face 
  insurmountable odds in the 
  form of rampaging mutant 
  beasts from the deep desert, 
  raiders and slavers striking from 
  the dark of night aboard rusted cars and trucks, and 
  foes wielding weapons and armor salvaged from 
  the ruins of the Ancients, the primitive people of the 
  Twisted Earth manage to survive.  While over the 
  centuries many tribes have been forced to the margins 
  of the known world by more powerful cultures, the 
  primitive technology of these people has allowed 
  them to cement their claim on what corners of the 
  world they do own.  Turning stone, stick, and bone 
  into weapons, and junk from the past into armor and 
  traps, the technology of these people - as pathetic 
  as it is - has permitted them to carve a niche of their 
  own.
  This chapter deals with various examples of 
  primitive technology, whether in the form of savage 
  weaponry wielded by tribal warriors or natural 
  medicines created by the hands of superstitious 
  shaman.  Primitive remedies, made from the strange 
  new plants sprouting up all over the Twisted Earth; 
  drugs and poisons used by the Brethren in their plots 
  and by savage tribal groups as tools of the hunt; 
  traps perfected over generations by both the hunter 
  and the hunted; new weapons and armor to enhance 
  the equipment options for primitive characters; 
  and new guidelines on adjudicating the technology 
  prohibitions of the Brethren.
  PRIMITIVE REMEDIES
  The medicine of the post-Fall wasteland ranges from 
  primitive tribal remedies to the recovered chemical 
  treasures of the Ancients.  While the latter are much 
  sought after, most survivors of the Fall do not have 
  access to them (or have been adversely affected by 
  them, owing to their mutated bodies for which these 
  medicines were never intended), and have instead had 
  to recover the lost lore of medicine through centuries 
  of miserable ignorance.
  In the wasteland of the Twisted Earth, tribal 
  cultures are perhaps the most successful in re-
  discovering the lost knowledge of medicine, 
  especially medicines extracted from the natural 
  world.  Though the plants that once provided 
  medicines to pre-Fall man are even rarer now 
  than they ever were, the radiated environment 
  of the Twisted Earth has given birth to countless 
  new variations of ﬂora, found in green oasis, the 
  lush ﬂoors of hidden desert canyons, and among 
  the forests of distant mountain ranges.  These 
  plants - many of which have dangerous properties, 
  are jealously guarded, or are in fact themselves 
  carnivorous - hold the key to strange new potions 
  and unguents used by backwards tribals all across the 
  wasteland.
  Though these natural medicines are in themselves 
  effective, most are not applied without some nod to 
  superstition.  Tribal shaman apply fever potion only 
  as they sing chants to ward off the evil spirits that 
  
  49
  cause the Red Fever; garo, it is believed, forcefully 
  expunges the “demons of poison and sickness” 
  from the body, and ritual applications of the potion 
  resemble medieval exorcisms.  Dancing, singing, 
  chanting, talismans, charms, and prayer are all 
  part-and-parcel to the application of the remedies 
  described below.
  NEW REMEDIES
  These rules present new uses for the Brew Potion 
  ability of the Juju Doctor, and are intended to give 
  tribal healers a wider variety of abilities, imitating 
  (though certainly not rivaling) the more advanced 
  medicines described in Darwin’s World 2nd Edition.  
  The primary beneﬁt of these remedies - other than 
  the effects they treat - is that they require no Medical 
  Incompatibility check when taken; designed for 
  numerous biology’s, these medicines cause no harm 
  when taken by mutants.
  To make any of these potions a character must 
  possess the Brew Potion ability.  Material costs, brew 
  times, and brew DCs are shown on the table below; 
  the brew check is made using the character’s Treat 
  Injury skill.  If the check is failed, the materials are 
  wasted.
  Remedy
  Cost
  DC
  Time
  Badgut broth
  400 cp
  15
  12 hours
  Fever potion
  200 cp
  20
  24 hours
  Garo potion
  250 cp
  13
  12 hours
  Rhuda salve
  20 cp
  12
  12 hours
  Safar oil
  20 cp
  15
  24 hours
  BADGUT BROTH
  A primitive concoction, “badgut” is used to cleanse 
  parasites and other organisms from the body.  A 
  drinker of badgut may make a Fortitude save (DC 20) 
  to cleanse any parasites from her body, but becomes 
  nauseated in the process.  This condition lasts for 1d4 
  hours.  Particularly stubborn parasites may, at the 
  GM’s discretion, be immune to the effects of badgut 
  broth.
  FEVER POTION
  Developed over the decades by many tribal cultures, 
  a “fever potion” contains a variety of ingredients 
  (depending on the particular tribal shaman that 
  concocted it), but all contain Huruda, a plant found 
  only in the mountains of the Big Rocks.  Used to 
  treat the withering and madness of radiation sickness 
  (known almost universally by tribal folk as the “Red 
  Fever”), a fever potion, when taken, heals 1 point of 
  Con damage, but only if that damage was incurred 
  from radiation sickness (see page 167 of Darwin’s 
  World 2nd Edition).  Fever potion is mildly toxic, 
  however, and the drinker also suffers 1d4 points of 
  lethal damage each time a dose is taken.
  GARO POTION
  This salve is a mixture of many natural extracts 
  (including jelliﬁed animal organs), and is used 
  to treat poisoning through ingestion or injury.  A 
  character taking a dose of garo potion may re-roll a 
  failed Fortitude saving throw when determining if 
  she suffers either the initial or secondary effects.  A 
  drinker of garo becomes nauseated for 1d4 hours 
  afterwards.
  RHUDA SALVE
  Rhuda is a large fern-like plant that grows in oasis 
  across the Deserts of Nowhere, and the extracts of 
  the plant are used to make a salve that, when spread 
  on the body, protect against exposure to ultraviolet 
  radiation.  Rhuda salve prevents the user from 
  suffering any Charisma damage from prolonged 
  exposure to UV sources, but to receive this beneﬁt 
  a dose must be applied each day to the body.  
  Immersion in water or similar circumstances (at the 
  GM’s discretion) may negate the salve’s effect.
  SAFAR OIL
  Safar is a type of plant-based unguent with mild 
  healing properties.  When applied to a character at 
  -1 to -9 hit points, it automatically stabilizes her.  It 
  does not actually restore lost hit points, however.  
  Collecting Safar is a difﬁcult task, as the plant is a 
  giant carnivorous frond that can consume a human-
  sized creature in a single gulp.
  DRUGS
  Drugs play an important role in tribal warfare.  First 
  and foremost, many tribals gleefully employ mind-
  altering and frenzy-inducing drugs to give their 
  warriors the strength they need in battle, to make 
  them all but invulnerable to pain and fear.  To them 
  it is a necessity, one of only many vital tools (along 
  with actual manpower, tactics, and strategy) for 
  tipping the precarious balance of a battle in their 
  favor.  Likewise, they freely administer natural drugs 
  to the sick or dying, either to ease their pain and help 
  them recover, or to “help them along”.
  The inclusion of drugs here is an extension of 
  the rules ﬁrst set down in Metropolis Rho:  Urban 
  Decay, which introduced drugs as a new aspect for 
  Darwin’s World.  The drugs here are all listed as they 
  are known by the Brethren (see the Drugs and The 
  Brethren sidebar for more on the Brethren’s view of 
  drugs); other primitive groups of the Twisted Earth 
  have different names for them, as well as different 
  uses.
  
  50
  EDGE
  A dangerous but tempting drug for young warriors 
  itching to prove themselves, “edge” is a powerful 
  concoction made from numerous rare plant and 
  mushroom extracts (though the blackish Yugar fungus 
  features prominently in the balance of ingredients).  
  Within seconds of taking “edge” an individual begins 
  to shake violently, experiencing rapid eye movements 
  and an accelerated perception of what is occurring 
  around him.
  Beneﬁt:  A character on edge receives a morale 
  bonus of +2 to Initiative checks for 1d4 hours.
  Addiction:  Each time a character takes a dose 
  of Edge she must make a Fortitude save (DC 16) or 
  become addicted.
  Overdose:  Failing an addiction roll by more than 
  5 results in an overdose.  A character who overdoses 
  on Edge becomes exhausted for 1d4 hours (whether 
  or not she rests), after which time she must make a 
  second Fortitude save (DC 16) or die.
  FEARLESS
  An incense derived from a plant descended from 
  opium (known in the wasteland as “Dreamweed”), 
  the drug known as “fearless” is often burnt in censers 
  used in the “puriﬁcation” rituals performed before 
  massed formations of tribals (including Brethren) 
  march into battle.  The fumes of the opiate incense 
  drive those who inhale them into wild hallucinations 
  and fearless trances of idiocy.
  Beneﬁt:  A character exposed to Fearless fumes 
  receives a +4 enhancement bonus to all Will saves for 
  1d2 hours, and is further immune to all forms of fear 
  and intimidation for the same duration.  Due to his 
  hallucinatory state, however, she also receives a –1 
  morale penalty to Initiative.
  Addiction:  Each time a character is exposed to a 
  dose of Fearless she must make a Fortitude save (DC 
  11) or become addicted.  Those who become addicted 
  suffer a –1 morale penalty to to-hit rolls, saving 
  throws, and skill checks until exposed to another 
  dose.
  Overdose:  None, there is no risk of overdose with 
  Fearless.
  Special:  A single dose of Fearless, when burned, 
  creates a cloud of fumes out to 10 feet.  All within 
  that area are affected.  Each additional dose will 
  extend this cloud by an additional 5 feet from the 
  source.
  MINDPOWER
  Discovered by the Brethren long ago (and jealously 
  guarded since), the drug they know as “Mindpower” 
  is a distillate of the natural juices of the cactus-
  like Turut, a rare mutated plant that exists almost 
  exclusively in the Sierra Gehenna region.  Usually 
  consumed as a hot liquor, “Mindpower” exhibits 
  amazing magnifying properties in psionic individuals.
  Beneﬁt:  One dose of Mindpower effectively 
  doubles the requisite statistic bonus (Wisdom, 
  Constitution, or Charisma) upon which range, 
  duration, and DCs are derived for psionic mutations.  
  The effect lasts 1d4 hours.
  Addiction:  Each time a character takes a dose of 
  Mindpower she must make a Fortitude save (DC 11) 
  or become addicted.
  TABLE 1-16: DRUGS
  Drug
  Type
  Addiction DC
  Overdose?
  Raw Materials
  Craft DC
  Edge
  Ingested
  16
  Yes
  90 cp
  21
  Fearless
  Inhaled
  11
  Yes
  75 cp
  23
  Mindpower
  Ingested
  11
  Yes
  150 cp
  23
  Neversleep
  Ingested
  10
  No
  50 cp
  21
  Rage
  Ingested
  17
  Yes
  90 cp
  23
  Strength
  Ingested
  20
  Yes
  200 cp
  25
  Zeal
  Inhaled/Ingested
  9
  No
  750 cp
  27
  
  51
  Overdose:  Failing an addiction roll by more than 
  5 results in an overdose.  A character who overdoses 
  on Mindpower is exhausted, and further loses the 
  ability to manifest psionic effects for 1d4 hours.
  Special:  Each increased dosage of Mindpower 
  increases the statistic bonus; taking two doses triples 
  the bonus, while taking three doses quadruple the 
  bonus (maximum).  Each increase also ups the save 
  DC to avoid addiction and overdose risk by +4.
  NEVERSLEEP
  Appropriately named, “Neversleep” is a tea-like 
  concoction derived from boiling the earthy root of 
  the mutated Neran plant.  Strained for impurities the 
  liquid, when consumed, serves to slowly and steadily 
  increase adrenalin ﬂow to the body for up to twenty-
  hour hours after being consumed.  The Brethren 
  commonly use Neversleep to permit sentries and 
  guards to stay awake for unnatural hours; other tribal 
  folk use the drug in contests of endurance.
  Beneﬁt:  After taking a dose of Neversleep a 
  character does not need to sleep for a full 24 hours.  
  For the ﬁrst 12 hours the character is alert and 
  operates without penalty, but for the last 12 hours of 
  this period she acts as if fatigued.  At the end of this 
  duration the character must make a Fortitude save 
  (DC 14) each hour or pass out for the duration of a 
  normal rest period.
  Addiction:  Each time a character takes a dose of 
  Neversleep she must make a Fortitude save (DC 10) 
  or become addicted.
  Overdose:  None, there is no risk of overdose with 
  Neversleep.
  RAGE
  Another Neran plant extract, “rage” is a coarse paste 
  that Brethren Hateful Ones often imbibe before 
  battle to help extend the production of adrenaline in 
  their systems.  An individual who has taken “rage” 
  is easily identiﬁed by the bright blue color of his 
  tongue, the dilation of his eyes, and the breaking of a 
  cold sweat all over his body.
  Beneﬁt:  A character with the ability to rage 
  doubles the duration of his rage uses while this drug 
  is in effect.  A dose of Rage lasts for 1d2 hours.
  Addiction:  Each time a character takes a dose 
  of Rage she must make a Fortitude save (DC 17) or 
  become addicted.
  Overdose:  Failing an addiction roll by more than 
  5 results in an overdose.  A character who overdoses 
  on Rage becomes exhausted.
  STRENGTH
  “Strength” is a widespread drug derived from 
  various plants of the Solanum family (including 
  “nightshade”).  Small amounts of the stuff, when 
  ingested, actually serve to “numb” the nervous 
  system.  Overdose leads to death, but a careful 
  administration leaves the body almost completely 
  immune to pain.  Berries from the nightshade plant 
  are routinely harvested and boiled into a much less 
  potent paste that is ingested or rubbed directly into 
  the skin for effect.  Those who take Strength often 
  become addicted, and take on a pale and lifeless color 
  (some describe the look as “corpse-like”).
  Beneﬁt:  Taking Strength increases the massive 
  damage threshold of the character by 3 points for 1d4 
  hours.
  Addiction:  Each time a character takes a dose of 
  Strength paste she must make a Fortitude save (DC 
  20) or become addicted.
  Overdose:  Failing an addiction roll by more than 
  5 results in an overdose.  A character who overdoses 
  on Strength becomes paralyzed for 1d4 hours, after 
  which time she must make a second Fortitude save 
  (DC 20) or die.
  Special:  Each increased dosage of Strength 
  ADDICTION 
  A character addicted to any of the drugs below may be in real trouble.  These rules are meant to give a 
  quick means of resolving the effects of drug addiction.
  Effect:  Once a character is addicted, failure to take the drug in question within 24 hours results in the 
  character suffering one of the following effects (depending on the addiction DC; see individual drugs for 
  details):
  DC 10 or lower:  Headaches and nervous tick; character suffers –1 to all attack rolls, saving throws, and 
  skill checks for the duration.
  DC 11-15:  Cold sweat and tremors; character is considered shaken.
  DC 16-19:  As 11-15 above, except the character is also fatigued for the duration (rest has no effect).
  DC 20+:  As 16-19 above, except the character suffers an additional –2 circumstance penalty to 
  Dexterity and Wisdom for the duration.
  Duration:  In general the duration of addiction penalties last for one day per DC of the addiction saving 
  throw, or until the character takes another dose.
  If the character persists in staying off the drug she breaks the addiction.
  
  52
  increases a character’s massive damage threshold 
  cumulatively, but also increases the save DC to avoid 
  addiction and overdose risk by +2.
  ZEAL
  “Zeal” is a drug derived from the exotic Dwenar 
  seed that affects the mind by sending the taker into 
  a trance-like state.  The Brethren and Sisterhood of 
  Shadows (see Prominent Tribes of The Twisted Earth) 
  are the only groups said to know how to extract 
  the drug from the rare (and tough) seed.  While in 
  the trance the taker of “zeal” becomes much more 
  susceptible to mental control; small amounts of 
  “zeal” (no larger than a grain of rice) can be slipped 
  into food or drink, or even burned to make a mind-
  numbing incense.
  Beneﬁt:  An individual exposed to Zeal becomes 
  more receptive to commands and orders, even 
  those that might seem contrary to common sense.  
  An affected individual is considered charmed, 
  responding obediently to any orders given on a 
  particular round (in circumstances where multiple 
  orders are given, commanders must make opposed 
  Charisma checks to see whose orders prevail).  An 
  affected character commanded to do something 
  obviously harmful or suicidal is allowed an opposed 
  Charisma check to resist.
  A character succumbing to Zeal will be affected for 
  1d2 hours.
  Addiction:  Each time a character takes a dose 
  of Zeal she must make a Fortitude save (DC 9) or 
  become addicted.
  Overdose:  None, there is no risk of overdose with 
  Zeal.
  Special:  A single dose of Zeal, when burned, 
  creates a cloud of fumes out to 10 feet.  All within 
  that area are affected.  Each additional dose will 
  extend this cloud by an additional 5 feet from the 
  source.
  POISONS
  The widespread use of poison is by no means a new 
  development among the peoples of the Twisted Earth 
  - or in all of history, for that matter.  Poison has long 
  been a part of primitive life, with as little stigma in 
  many tribal cultures as the weapons used to deliver 
  them.  Since prehistoric times humans have used 
  natural poisons not so much as a tool of murder, but 
  necessity.  A poisoned javelin, for instance, meant 
  the difference between eating and starving.  Poison 
  allows a relatively small and weak humanoid hunter 
  to fell prey three or four times his size, and feed his 
  entire clan.  It is thus no wonder the primitive world 
  has fostered the knowledge of poison making since 
  well before the Fall.
  In addition to the natural poisons prevalent in 
  the wasteland (such as the venom of desert snakes, 
  putreﬁed blood, or dung smeared on spear points), 
  the primitive people of the Twisted Earth have also 
  turned to employing the various chemical toxins 
  lying - still very much active - all over the American 
  wasteland.  Similarly the Brethren are not prohibited 
  from employing poisonous substances left over 
  from the time of the Ancients, as they believe the 
  industrial waste and other foul substances left over 
  from that last civilization are as much a part of their 
  DRUGS AND THE BRETHREN
  Outside of the mandated uses of drugs for warfare, mind-altering chemicals are almost universally 
  frowned upon by the puritanical Brethren as a vice and luxury that only leads to harm, wanton behavior, 
  and destruction of both the mind and body.  Brethren “guides” and “prophets” speak of a time when the 
  Ancients were virtually slaves to their unnatural drugs, and though the Earth does provide drugs as a 
  natural bounty, it can be abused.  Acutely aware of the shortcomings of human nature, they have long 
  outlawed non-restricted use of narcotics of any kind among their people.  Due to the general scarcity of 
  most of the plants that are used as the base for many of their drugs (and the secret processes, no doubt 
  costly, which bring out their more potent properties), this is probably not just a religious prohibition, but 
  likely a restriction formed out of economic necessity.
  To strengthen their warriors and give them the edge they need to crush more powerful enemies, however, 
  the Brethren ﬁercely produce drugs without any stigma attached at all.  Drugs to increase strength, send 
  a man into a rage, or instill total fearlessness are widespread among Brethren ﬁghting forces, both on the 
  open ﬁeld when readying for battle or in the hands of their clandestine “commando teams”, terrorists, and 
  anti-technology saboteurs.
  All drugs used by the Brethren are “naturally occurring” – plant extracts, pastes, powders, and mixtures 
  of fungal essences distilled solely from natural sources.  These include plants and berries familiar to the 
  real world, as well as dangerous and mutated variations of plants unique to the post-apocalyptic setting, the 
  properties of which have oftentimes changed wildly and unpredictably – as much as the men and animals 
  of the planet.
  
  53
  environment as natural “trees” and “grass”.  As such 
  they can and often do collect toxic waste and use it 
  as a weapon (whether as an acid thrown in the face of 
  an enemy, or as a poison to kill the unwitting) against 
  their enemies – despite being unable to actually 
  produce the stuff themselves.  The same also applies 
  to tribals of any sort, of course.
  This section introduces a handful of primitive 
  poisons commonly seen being used by tribal hunters 
  and primitive warriors.  Other poisons likely to be 
  used include belladonna, curare, desert anemone sap, 
  mutant bug venom, Othydont pus, rattlesnake venom, 
  scorpion/tarantula venom, and Utarn spittle (see page 
  60 of Darwin’s World 2nd Edition).
  BLINDWEED
  A type of poison commonly used by tribals when 
  hunting large prey, when this dry weed is boiled and 
  distilled it makes a potent sap that can coat arrows 
  and spears.  Creatures injured by Blindweed slowly 
  lose their perception (vision is blurred, sounds 
  become strangely mufﬂed), making them easier to 
  distract and confuse, and in turn hunt and kill.
  CORAL SNAKE VENOM
  Milked by the tribal amazons of the Sisterhood 
  of Shadows (see Prominent Tribes of The Twisted 
  Earth), coral snake venom causes slurred speech, 
  hallucinations, and an inability to coordinate muscle 
  movements.  The Sisters use the venom to coat their 
  daggers, as well as specially-designed “cat’s claw” 
  bracers; those stricken become clumsy in combat, 
  making it easier to bring them down.
  CORPSEMOSS
  Found among the ruins of cities across the Twisted 
  Earth, Corpsemoss is a thick blue moss that grows in 
  patches mostly on wet stone, and is mildly luminous 
  at night.  The wild men of many old necropoli claim 
  that Corpsemoss only grows where the spirits of the 
  dead Ancients dwell, and that in fact their growth 
  patches mark the spot where individual Ancients 
  perished during the destruction of the Fall.  Wild men 
  cultivate Corpsemoss, boiling it down and making a 
  poisonous paste of it to coat their arrows and javelins, 
  which then also glow faintly when it is dark.
  DUNG
  This is nothing more than feces, smeared onto an 
  arrow, javelin, or spear tip, which is extremely 
  poisonous if it enters the bloodstream.  Often 
  humanoid dung is used, but animal dung is also 
  favored by many tribals; since their livestock 
  regularly suffer from one disease or another, even 
  a glancing blow from a poisoned weapon has the 
  potential to infect the tribal’s prey.
  ERGOT
  Known as far back as the ancient Assyrians, Ergot 
  is a black or dark purple pustule that grows on grain 
  when stored in damp environments.  If eaten the 
  substance is poisonous (a Mycotoxin containing 
  alkaloids), forcing veins to dilate and cause gangrene, 
  leading to necrosis of extremities such as limbs and 
  genitalia, which often fall off or must be removed.  In 
  extreme cases those who suffer poisoning die.
  Brethren agents cultivate ergot on bread, reducing 
  the fungus to a powder to be sprinkled into food 
  destined for an enemy’s plate.
  HADEAN NECTAR
  So-called “Hadean nectar” is made from the honey 
  of bees, which feed solely on the nectar of certain 
  Rhododendrons raised by the Brethren in the city of 
  San Francisco.  This honey causes violent tremors 
  and full-body convulsions when ingested, often 
  resulting in the total incapacitation of the victim.
  PUTRIFIED BLOOD
  Allowing blood (human or animal) to putrefy and 
  then smearing it onto a weapon is an ancient method 
  of poisoning, since once it enters the bloodstream 
  it is potentially lethal.  Many tribal groups cultivate 
  animal blood for this very purpose, using it as a 
  poison to wear away at powerful game, making the 
  prey easier to kill once it is weakened.
  TRAPS
  Tribal strategies often go hand-in-hand with the use 
  of traps, some of the few weapons available that 
  TABLE 1-17: POISONS
  Poison
  Type
  Save DC
  Initial 
  Damage
  Secondary 
  Damage
  Raw 
  Materials
  Craft DC
  Time
  Blindweed
  Injury
  16
  1d4 Wis
  2d4 Wis
  150 cp
  n/a
  n/a
  Coral snake venom
  Injury
  12
  1d6 Dex
  1d6 Con
  175 cp
  n/a
  n/a
  Corpsemoss
  Injury
  14
  1d3 Wis
  1d6 Con
  200 cp
  n/a
  n/a
  Dung
  Injury
  10
  1d2 Con
  1d2 Con
  -
  n/a
  n/a
  Ergot
  Ingested
  13
  1d6 Con
  2d6 Con
  1,500 cp
  n/a
  n/a
  Hadean nectar
  Ingested
  15
  1d6 Dex
  2d6 Dex
  1,000 cp
  n/a
  n/a
  Putriﬁed blood
  Injury
  11
  1d2 Con
  1d2 Con
  -
  n/a
  n/a
  
  54
  promise any chance of evening the odds against 
  superior enemies and powerful beasts.  While 
  traditional warfare often consists of two enemy forces 
  facing off and using whatever tools are available to 
  determine the victor in short order, warfare between 
  primitives and more advanced groups is never 
  that simple.  Attrition, morale, and the ability to 
  continually evade a decisive encounter are key to the 
  success of asymmetrical forces, and these points have 
  all been ﬁnely perfected by not only tribal people, but 
  by the Brethren as well.
  The following presents rules for the various types 
  of traps commonly used on the Twisted Earth, as well 
  as rules for setting traps.
  SETTING TRAPS
  Only characters with at least one rank in Disable 
  Device can set traps; setting up a trap takes two 
  full rounds.  The damage inﬂicted, when sprung, 
  depends on the type of trap (also possibly modiﬁed 
  by the character’s class level, if his class has the Trap 
  Making ability); see below for individual trap types.
  Unless a character already possesses the Trap 
  Making ability, attempting to set up a trap requires a 
  Disable Device check (see Set DC, below).  Failure to 
  set up a trap results in the time being wasted, but no 
  other adverse effects.
  Most traps require an attack roll to see if the enemy 
  triggering it is hit.  The attack bonus of a trap (if any) 
  is equal to the trap maker’s base attack.
  The DC to disarm or spot a trap depends on the 
  type of trap, and in most cases is modiﬁed by the 
  character’s class level (again if he has the Trap 
  Making ability).
  Description:  Each trap entry begins with a brief 
  description of the trap, how it works, etc…
  Set DC:  This lists the DC to set or disarm the 
  trap.  Disable Device is used to determine success or 
  failure.  If the trapmaker has the Trap Making ability 
  he does not need to make a set check, and also adds 
  +1 to the disarm DC per class level.
  Search DC:  This lists the DC to ﬁnd the trap, 
  using Search.  If the trapmaker has the Trap Making 
  ability, add +1 to the DC per class level (in addition 
  to any bonus based on trap type).
  Base Damage:  This lists the base damage of the 
  trap, if set up by an untrained character.
  Special Rules:  This entry lists any special rules 
  pertaining to the trap’s use in Darwin’s World.  Note 
  that if the trapmaker already receives the Trap 
  Making ability (for example, if he has levels in the 
  Brethren Follower, Ghost of The Ancients, Outcast 
  Survivor, Sandslayer, or Tribal Stalker advanced 
  classes), the damage done from a trap may increase.  
  Use the damage listed here instead of the damage 
  indicated under the speciﬁc class.  The following 
  advanced classes get this ability:
  Cost:  Some traps require costly materials to 
  construct.
  BASIC TRAP
  Most basic traps involve the use of sharpened punji 
  stakes, shallow pits, and similar devices.  Traps of 
  this kind have long been used by tribal groups not 
  only to protect their territory against intruders, but 
  also to trap game, large prey, and even monstrous 
  predators that threaten their community’s survival.
  Set DC:  12.
  Search DC:  12.
  Base Damage:  1d4.
  Special Rules:  If the trapmaker has the Trap 
  Making ability, the damage inﬂicted increases to 1d6, 
  with an additional 1d6 each time her ability increases 
  (maximum 4d6).
  Cost:  None.
  BAMBOO WHIP
  Though bamboo isn’t exactly common in Brethren 
  territory, the concept behind this trap can easily 
  be reproduced using any light metal, wood, or 
  even plastic with some sort of “give”.  Composite 
  materials (bone, wood, sap, etc.) are also not 
  uncommon.
  The idea behind the whip is to set one end of an 
  elongated pole or board ﬁrmly into the ground or 
  wedged into a crack in a wall, serving as the anchor.  
  The working end, covered in punji spikes, is pulled 
  as far back as possible (without breaking the pole) 
  and held in place by a hook or loop of wire.  When 
  the trap is triggered the hook or wire loop comes off 
  and the whip, normally under pressure, comes ﬂying 
  forward like a springing scythe, impaling whoever 
  triggered the trap.  Often such traps are instead 
  designed to throw an individual back and into another 
  trap close by…
  Set DC:  17.
  Search DC:  15.
  Base Damage:  1d6.
  TRIBAL TRICKS - LONG-TERM THINKING
  Many tribal folk think of combat - and victory - in the long-term.  For instance they often keep old blades 
  immersed in water to acquire rust so that injuries created by them cause tetanus.  It is also common 
  practice to do the same to metal arrowheads or quarrel tips, so that a glancing shot (even if it isn’t fatal) has 
  the potential to kill otherwise unharmed prey.
  
  55
  Special Rules:  A character struck by a bamboo 
  whip trap must make an opposed Strength check 
  against the trap (treat the trap as having a Strength of 
  18; the character receives a +4 bonus for every size 
  greater than Medium) to avoid being thrown back 5 
  feet per dice of damage inﬂicted, and knocked prone.
  If the trapmaker has the Trap Making ability, 
  the damage inﬂicted also increases to 2d6, with 
  an additional 1d6 each time her ability increases 
  (maximum 5d6).
  Cost:  75 cp (tripwire detonator).
  SPIKED BOARD
  An ingenious but simple trap, the spiked board 
  consists of two small pits (perhaps 6 to 12 inches 
  across) concealed by underbrush or debris.  Inside of 
  each is a wooden paddleboard, connected together 
  by a wooden pole or board balanced on a fulcrum.  
  When the enemy steps on one board the other end 
  comes ﬂying upward, hitting him in the face.  Both 
  ends are usually covered in spikes, so that if the 
  enemy steps on either end his head will still be 
  impaled.
  Set DC:  15.
  Search DC:  12.
  Base Damage:  1d4.
  Special Rules:  A character successfully struck by 
  a spiked board trap must make a Fortitude save (DC 
  equal to the damage inﬂicted) or be dazed for 1d2 
  rounds.
  If the trapmaker has the Trap Making ability, the 
  damage inﬂicted increases to 1d6, with an additional 
  1d6 each time her ability increases (maximum 4d6).
  Cost:  None.
  ARROW DARTS
  A number of wooden cylinders (or sections of lead 
  pipe, sawed off gun barrel, etc.) are attached to a 
  board so that they can be set at an angle by propping 
  against a rock or other debris.  Inside each cylinder is 
  a barbed dart, arrow, or crossbow bolt (even a small 
  javelin is possible, in larger traps).  The darts inside 
  are kept under pressure using a coiled spring, so that 
  when triggered (usually by tripwire) they ﬂy out at 
  high velocity.
  In almost all instances arrow dart traps employ 
  poison or other toxic substances (such as feces 
  smeared on the tip) to make them more deadly.
  Set DC:  19.
  Search DC:  15.
  Base Damage:  1d3.
  Special Rules:  When an arrow dart trap is set off 
  it ﬁres three projectiles (instead of one single attack), 
  requiring three separate attack rolls against the person 
  who triggered it.  Each successful attack inﬂicts the 
  listed damage.
  If the trapmaker has the Trap Making ability, 
  the damage inﬂicted also increases to 1d4, with 
  an additional 1d4 each time her ability increases 
  (maximum 4d4).
  Cost:  75 cp (tripwire detonator).
  FOOT TRAP
  This is a foot-deep trap intended to snare an enemy’s 
  foot.  Though stepping into the trap causes no harm, 
  ﬁt inside the pit on each side are small punji stakes, 
  set at an angle facing downwards.  When the enemy 
  steps into the trap his foot becomes trapped, since 
  pulling it free would impale his foot on numerous 
  jagged stakes.
  These traps are ideal in ambush situations, since 
  someone caught in the trap will be a sitting (or more 
  accurately, standing) duck as the battle commences.
  Set DC:  17.
  Search DC:  17.
  Base Damage:  1d4.
  Special Rules:  A character that sets off a foot trap 
  only suffers actual damage if he tries to remove his 
  foot from the trap.  Getting free of a foot trap is a 
  move-equivalent action.  If he remains immobile he 
  suffers no damage, but suffers all penalties associated 
  with being immobile.  Another person can help the 
  trapped character get free without suffering damage; 
  this requires a full-round action.
  If the trapmaker has the Trap Making ability, the 
  damage inﬂicted when trying to break free also 
  increases to 1d6, with an additional 1d6 each time her 
  ability increases (maximum 4d6).
  Cost:  None.
  BULLET TRAP
  This type of trap is extremely easy to set up, 
  requiring only a small hole dug into the ground.  At 
  the bottom is placed a tack or small pin, and atop this 
  is set a bullet of virtually any available caliber, facing 
  upwards.
  When the enemy steps on the head of the bullet his 
  weight presses the percussion cap of the round down 
  onto the pin, setting it off.  This usually results in 
  the bullet entering his foot and either blowing clean 
  through, or sinking up into his calf and crippling him.
  Set DC:  12.
  Search DC:  23.
  Base Damage:  2d8.
  Special Rules:  Though the damage is not 
  increased, if the trapmaker has the Trap Making 
  ability the Search DC increases by +1, with an 
  additional +1 each time her ability increases 
  (maximum +4).
  Cost:  2 cp (5.56mm riﬂe round).
  
  56
  SHOTGUN TRAP
  A sort of “low-tech” claymore mine, this trap is based 
  on a normal rat trap, but with a shotgun shell placed 
  on the trap and the whole thing painted to resemble 
  the surroundings.  When triggered the rat trap strikes 
  the shell, setting it off to hit at chest level.  Most traps 
  of this nature use a tripwire.
  Set DC:  12.
  Search DC:  21.
  Base Damage:  2d10.
  Special Rules:  Though the damage is not 
  increased, if the trapmaker has the Trap Making 
  ability the Search DC increases by +1, with an 
  additional +1 each time her ability increases 
  (maximum +4).
  Cost:  79 cp (10-gauge shotgun shell and tripwire 
  detonator).
  MUD WALL TRAP
  This type of simple trap merely uses a single grenade, 
  buried inside a recently constructed mud wall.  The 
  grenade is detonated by a tripwire (or remotely), 
  blasting through the moist mud and showering 
  anyone nearby with fragments.  The trap itself is 
  almost completely invisible, being sealed inside the 
  mud of the wall.
  Set DC:  19.
  Search DC:  21.
  Base Damage:  4d6 (burst radius 20 ft., Reﬂex 
  save DC 15 for half).
  Special Rules:  Though the damage is not 
  increased, if the trapmaker has the Trap Making 
  ability the Search DC increases by +1, with an 
  additional +1 each time her ability increases 
  (maximum +4).
  Cost:  975 cp (fragmentation grenade and tripwire 
  detonator).
  105MM TRAP
  A rusted 105mm artillery shell scavenged from the 
  Ancient-era battleﬁelds across the wasteland, usually 
  painted or hidden under rubble.  The shell is mated 
  to a normal fragmentation grenade (or merely the 
  fuse taken from a grenade), and is triggered when a 
  trespasser hits the tripwire.
  Set DC:  17.
  Search DC:  15.
  Base Damage:  8d12 (burst radius 30 ft., Reﬂex 
  save DC 15 for half).
  Special Rules:  Though the damage is not 
  increased, if the trapmaker has the Trap Making 
  ability the Search DC increases by +1, with an 
  additional +1 each time her ability increases 
  (maximum +4).
  Cost:  175 cp (light ﬁeld gun projectile and 
  tripwire detonator).
  GREEK SCORPION JAR
  A truly ancient concept for a defensive weapon, the 
  “Greek scorpion jar” is simply a clay jar ﬁlled with 
  live scorpions just before battle.  When thrown down 
  onto enemies from above (from trees, the upper level 
  of buildings, or from the top of high walls) the jar 
  shatters, releasing the scorpions amidst the enemy 
  ranks.
  Set DC:  None.
  Search DC:  None.
  Base Damage:  1d2 plus special (see above).
  Special Rules:  When a scorpion jar is thrown, 
  resolve the attack as a ranged touch attack.  The jar 
  itself does 1d2 points of damage, but when it hits it 
  releases two Tiny scorpions (or one Small scorpion 
  at the trapmaker’s decision), which attack the closest 
  target on their action.
  Cost:  200 cp (scorpions).
  CYANIDE GUN
  A tool once used extensively by pre-Fall ranchers, 
  the “cyanide gun” is a small 6-inch stake thrust 
  into the ground, often baited with wool or meat to 
  lure coyotes and other nuisance predators.  When 
  triggered the “gun” ﬁres a puff of chemical powder 
  into the air, creating a cloud of dust affecting a 10 ft. 
  radius area.
  When the powder contacts saliva or any mucus 
  membrane (mouth, nose, or open eyes) it turns to 
  TRAPS AND THE BRETHREN
  In addition to the sheer necessity of using traps in war or to protect their domain, the Brethren believe 
  strongly in using traps to harass and trim their enemy not only because they are simple, cheap, and 
  effective, but also the irony of turning technology against those who would use it is not lost on them – in 
  fact, it gives them a certain sense of glee.
  Rather interestingly, when it comes to constructing traps the use of technological weapons is generally 
  approved by the Brethren hierarchy.  The reasoning is quite simple:  in addition to allowing the Brethren to 
  strike back effectively against their enemy, the fact of the matter is that by and large the item being used (a 
  grenade, mortar round, shotgun shell, etc.) is destroyed in the process.  In effect, when it comes to traps the 
  Brethren believe they are killing two birds with one stone, and consider traps a sanctioned form of war.
  
  57
  poison.  The cyanide gun is a very lethal trap, even to 
  humans.
  Set DC:  15.
  Search DC:  15.
  Base Damage:  As cyanide (see page 60 of 
  Darwin’s World 2nd Edition), but type is inhaled 
  instead of injury.
  Special Rules:  Though the damage is not 
  increased, if the trapmaker has the Trap Making 
  ability the Search DC increases by +1, with an 
  additional +1 each time her ability increases 
  (maximum +4).
  Cost:  575 cp (one dose of cyanide and tripwire 
  detonator).
  NEW WEAPONS
  Having lost the technology that made their ancestors 
  great, the rudimentary developments of the Twisted 
  Earth’s many shattered cultures are only a shadow 
  of their former magniﬁcence.  Facing a world (and 
  indeed a human race) sundered and forever altered 
  by war, the rediscovering of old technologies - even 
  primitive ones - has been a slow and agonizing 
  process.
  In addition to the sample weapons of primitive 
  technology presented in the Darwin’s World 2nd 
  Edition rules, this section brieﬂy touches on a few 
  new weapons that have a similar “low-tech” theme.  
  These new weapons can be used a number of ways, 
  adding new and unpredictable dangers to encounters 
  with tribals, or as new equipment for player 
  characters.
  BLOWGUN
  Requires Simple Weapons Proﬁciency
  A weapon of great antiquity, the blowgun is used 
  extensively by primitive tribes; simple to make, 
  quiet in operation, and potentially lethal if handled 
  correctly.  Though the dart itself does little damage, 
  it is most often coated in poison making it a deadly 
  weapon.
  Treat a blowgun as if it were suppressed; the Listen 
  DC for noticing the attack (or to tell where an attack 
  has come from) is DC 18.
  BOOMERANG
  Requires Exotic Weapons Proﬁciency
  The boomerang is an angular throwing club that 
  is designed to return to the thrower if it misses.  In 
  game terms a boomerang can be thrown as a normal 
  thrown weapon, but if the target is up to the second 
  range increment and is missed, the weapon will arch 
  back and return in the same round.  If the target is 
  beyond that range, or is hit, the weapon does not 
  return.
  BOLA
  Requires Exotic Weapons Proﬁciency
  The bola is an age-old throwing weapon primarily 
  used to immobilize large or difﬁcult targets – animals 
  and humans alike.
  Throwing a bola is a ranged touch attack.  A target 
  struck by a bola must make a Reﬂex save (equal 
  to the attacker’s modiﬁed attack roll) or become 
  grappled and immobile.  The grappled character can 
  attempt to break free with his bare hands (DC 25) or 
  with a light weapon (a bola has 5 hit points).  Anyone 
  else can remove the bola with a full-round action.
  CALTROP 
  Requires Simple Weapons Proﬁciency
  The caltrop is an ancient weapon that is primarily 
  used to harm or dissuade pursuers.  Caltrops consist 
  of numerous small star-shaped pointed “jacks” that 
  always land with one point up when thrown.
  A handful of caltrops ﬁlls a 5-foot area (and are 
  deployed like a thrown grenade).  Any creature 
  moving through an area ﬁlled with caltrops must 
  make a Reﬂex save (DC 15) or suffer 1d4 points of 
  damage.  In addition, the creature cannot move out of 
  that area unless it takes a full-round action to remove 
  the caltrops.
  When appropriate, the GM may rule that certain 
  enemies are immune to caltrops, such as vehicles, 
  robots, soldiers in powered armor, etc.
  CAT CLAWS
  Requires Exotic Weapons Proﬁciency
  So-called “cat claws” consist of a metal or leather 
  gauntlet worn on the hand, featuring long serrated 
  knife blades (sometimes up to six inches long) 
  TABLE 1-18: NEW WEAPONS
  Weapon
  Damage
  Critical
  Type
  Increment
  Size
  Weight
  Cost
  Craft DC
  Blowgun (simple)
  1
  20
  Piercing
  30 ft.
  Small
  1 lb.
  2 cp
  15
  Boomerang (exotic)
  1d6
  20
  Bludgeoning
  30 ft.
  Small
  2 lb.
  5 cp
  15
  Bola (exotic)
  1d4
  20
  Bludgeoning
  30 ft.
  Small
  2 lb.
  5 cp
  15
  Caltrop (simple)
  1d4
  -
  Piercing
  5 ft.
  Small
  1 lb.
  1 cp
  12
  Cat Claws (exotic)
  1d6
  19-20
  Slashing
  -
  Small
  1 lb.
  2 cp
  15
  Net (simple)
  -
  -
  -
  10 ft.
  Small
  6 lb.
  20 cp
  17
  Pata (archaic)
  1d8
  19-20
  Piercing
  -
  Small
  1 lb.
  5 cp
  15
  Slung Shot (simple)
  1d4
  20
  Bludgeoning
  -
  Medium
  5 lb.
  8 cp
  12
  
  58
  afﬁxed to the ﬁngers.  Cat claws are typically used as 
  slashing weapons.
  Because cat claws are effectively attached to 
  the character’s hand, they cannot be disarmed.  
  Removing cat claws willingly is a full-round action.
  NET
  Requires Simple Weapons Proﬁciency
  A tool typically used to overcome more powerful 
  prey, the weighted net is often made of animal sinew, 
  tough plant ﬁbers, or even woven plastic or metal 
  mesh scavenged from urban ruins.
  Throwing a net is considered a ranged touch attack 
  against an area; all targets within the area of effect 
  may make a Reﬂex save (DC equal to the modiﬁed 
  attack roll) to jump out of the way.  If any target 
  fails it is considered to be grappled and immobilized 
  under the net.
  A netted character can attempt to break free with 
  his bare hands (DC 25) or with a light weapon (a net 
  has 5 hit points).  Anyone else can remove the net 
  from one netted individual with a full-round action 
  (each netted victim must be helped individually).
  PATA
  Requires Archaic Weapons Proﬁciency
  The term “pata” refers to an ancient weapon of Indian 
  origin, basically a punch dagger in sword form.  The 
  pata consists of a sword blade with a fully enclosed 
  hilt that covers the entire hand and wrist, with the 
  wielder grasping a crossbar inside to allow stronger 
  thrusting action.  The development of an enclosed hilt 
  prevents the weapon from being dropped or torn from 
  the hand in combat.  The Brethren have developed 
  many weapons with a similar design concept.
  A character equipped with a pata cannot be 
  disarmed.
  SLUNG SHOT
  Requires Simple Weapons Proﬁciency
  Different than the “sling shot”, the “slung shot” is 
  a Brethren weapon carried over from their street-
  dwelling ancestors before the Fall.  Originally 
  devised by the homeless to defend themselves against 
  muggers, a slung shot is usually made by putting a 
  heavy padlock or lead weight inside a long tube sock, 
  and knotting it around the head - making it a cheap 
  but potentially lethal ﬂail-like weapon.  Its innocuous 
  appearance makes it especially valuable in this day 
  and age, since a Brethren follower can effectively 
  wear one as a “scarf” or as part of his clothing 
  without strangers knowing its true purpose.
  Another variation of the slung shot uses a neck 
  cord of either rope or leather, with a heavy lead ball 
  attached, and can be used like a bola.  When worn 
  around the neck, however, the weapon is easily 
  disguised or hidden in robes or traveling clothing.
  NEW TECH WEAPONS
  Though the Brethren swear off the use of all 
  technology many other tribes do not, and artifacts of 
  old tech can sometimes be found in their possession, 
  whether as relics of the ancient past or as workhorse 
  hunting tools and weapons of war.  The tribes 
  presented in this series (see Prominent Tribes of The 
  Twisted Earth) use a few ﬁrearms not detailed in 
  the Darwin’s World 2nd Edition rules, and these are 
  covered here.
  AKS
  This Soviet-era 5.45mm submachinegun was derived 
  from the AK-74, with variants intended for motorized 
  infantry and airborne troops.  The weapon features 
  a folding wire stock and either plastic or glass-
  ﬁlled polyamide material fore grip, hand guard, and 
  magazine for overall lighter weight.
  M1 GARAND
  Developed in the 1920s, the M1 Garand became 
  the main riﬂe of the U.S. Army in 1936.  The M1 
  TRIBAL TRICKS - CACHES
  Tribesmen of the Twisted Earth often devise simple but effective tricks for survival in the wasteland.  One 
  of these is the creation of caches, in which gourds ﬁlled with water are stored in shallow pits dug in the 
  sand, then covered up.  The location of the cache is usually marked by a rock or some otherwise mundane 
  marking so that the tribe can ﬁnd the cache again, but others won’t accidentally stumble upon it.  These 
  supply caches - of which there can be dozens - are only tapped during emergencies (for example, when 
  there is a drought), and in regions where the tribals are ﬁghting against outsiders they often store weapons 
  in these caches as well.
  More often, however, caches simply serve as man-made “oases”, situated in a loose “chain” across an 
  otherwise impassable region.  Tribals in the know can ﬁnd these caches on their journeys, allowing them to 
  cross hundreds of miles of desolate landscape.
  
  59
  served in both theaters of WWII, and continued to 
  see service in the Korean War as well.  Thousands of 
  Garands were kept by soldiers returning home or sold 
  to surplus stores, where private collectors and hunters 
  bought them up.
  The M1, though often considered a collector’s item 
  and kept in meticulous condition, could just as often 
  be found in an old farmhouse where it was used as a 
  workhorse riﬂe for years, right up to the Fall.
  M1903 SPRINGFIELD
  A common weapon thanks to military surplus stores 
  before the Fall, the Springﬁeld riﬂe was replaced as 
  the U.S. Army’s main riﬂe by the M1 Garand, though 
  it continued to see service well into the Vietnam War.
  REMINGTON 1100
  A sporting gun, the Remington 1100 is a low-recoil 
  auto-loading shotgun designed primarily for deer and 
  turkey hunting, with gauges ranging from 16 to 20.  
  The model detailed here represents the more common 
  20-gauge version.
  The Remington 1100 is typical of the kind of 
  shotguns that still ﬁnd use by tribals and other 
  communities, since they were in great abundance 
  prior to the Fall as civilian sporting weapons.  
  Whether looted from private homes, sporting good 
  stores, or farms and ranches, the Remington 1100 is a 
  common feature of armed war parties.
  REVISED TECHNOLOGY PROHIBITIONS
  The Brethren Follower class from the Darwin’s World 
  2nd Edition rules brieﬂy outlined the technology 
  prohibitions of the Brethren movement as a whole.  
  These rules offer a more detailed listing of what 
  can be employed by the Brethren without violating 
  their code; the lists below revise and supercede the 
  technology prohibitions given for the Brethren in 
  Darwin’s World 2nd Edition (page 221).
  At the GM’s discretion weapons and armor from 
  other d20 sources can be made available.  There 
  is a wealth of d20 and d20-compatible games 
  and sourcebooks that offer rules on primitive (or 
  medieval) weapons and armor; the GM should 
  feel free to explore these and add what she feels is 
  appropriate to the lists below.
  WEAPONS AVAILABLE TO THE BRETHREN
  SIMPLE
  Brass Knuckles 
  Cleaver 
  Club 
  Crossbow 
  Javelin 
  Knife 
  Metal Baton 
  Sap 
  Tonfa 
  Whip 
  ARCHAIC
  Bayonet 
  Compound Bow 
  Hatchet 
  Longsword 
  Machete 
  Rapier 
  Shuriken 
  Spear 
  Straight Razor 
  Sword Cane 
  EXOTIC
  Chain 
  Kama 
  Katana 
  Kukri 
  Nunchaku 
  Three-Section Staff 
  ARMOR AVAILABLE TO THE BRETHREN
  Leather Jacket (light)
  Leather Armor (light)
  Chainmail Shirt (medium)
  Plate Mail (heavy)
  In addition to the items shown here the Brethren 
  may freely employ the Primitive Remedies, Drugs, 
  Poisons, Traps, and New Weapons (except for the 
  New Tech Weapons) introduced in this book.
  TABLE 1-19: TECH WEAPONS
  Weapon
  Damage
  Critical
  Damage
  Range
  Rate of Fire
  Magazine
  Size
  Weight
  Cost
  DC
  AKS (5.45mm submachinegun)
  2d6
  20
  Ballistic
  50 ft.
  S, A
  30 box
  Large
  8 lb.
  500 cp
  25
  M1 Garand (.30-06 riﬂe)
  2d8
  20
  Ballistic
  80 ft.
  S
  8 int.
  Large
  10 lb.
  1,200 cp
  23
  M1903 Springﬁeld (.30-06 riﬂe)
  2d8
  20
  Ballistic
  80 ft.
  S
  5 int.
  Large
  9 lb.
  1,000 cp
  23
  Remington 1100 (20-gauge shotgun)
  2d6
  20
  Ballistic
  30 ft.
  S
  4 int.
  Large
  7 lb.
  400 cp
  24
  
  60
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  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
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  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
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  The Broken and The Lost: Primitive Characters Copyright 2005, 
  RPGObjects; Author Dominic Covey
  OPEN GAMING CONTENT
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  Darwin’s Word, Twisted Earth, Denizens of the Twisted Earth, Terrors of the 
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  World, Enforcers, Metropolis Rho, Humanity In A Bottle.
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  INTRODUCTION
  This entire section is closed content.
  PRIMITIVE CHARACTERS
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  Brethren Feats sections are open content.  The Primitive Technology 
  section is open content. The remaining text is closed content.
  
SOURCE: textdata/thevault/Darwins World/Darwin's World The Broken and the Lost - Primitive Characters.pdf