gool skool

6
POST-APOCALYPTIC DISPATCH GHOUL TRIBES #1 Page 1 Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc. d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. CONTENT MANAGERs: CHRIS DAVIS LAYOUT: CHRIS DAVIS WWW.RPGOBJECTS.COM #14 GHOUL TRIBES #1 BY CHRIS VAN DEELEN Ghouls are a stable of post-apocalyptic gaming. Long time Darwin’s World editor and post-apocalyptic author Chris Van Deelen has created a series of original ghoul tribes ready to be plugged into your campaign. Following are the first three in the series. CARRION EATERS Governing Style: First among equals Religion: Ancestor Worship Background: Tribal Common Feats: Alertness, Filthy, Power Attack, Rend, Troglodyte, Ultra Immune System, Weapon Focus. Common Mutations: Bilirubin imbalance, Claws, Cannibalism, Hyper olfactory, Stench, Underdeveloped organ (intestines) Common Classes: Skulk, Tribal Hunter (Lost Paradise) Where there is death, there are those who clean up what’s left behind. Nature has all manner of creatures, ranging from Vultures, and Hyenas, right down to unseen bacteria. Nothing ever goes to waste after death. In the Twisted Earth, many forms of life have adapted to cleaning up deaths ample bounty. Several different tribes of Ghouls fit into this niche. They’re known collectively as Carrion Eaters. For them, any rotten flesh will do. It doesn’t have to be the meat of an animal. In fact, many prefer to consume the corrupted remains of fellow humanoids. They are of course, cannibals, and share many of the same traits as other Ghouls scattered across the globe. Carrion eaters hunt their prey, usually at night, and typically make ruins their home. Few Carrion eater tribes are found outside necropolises, leaving the ruined cities only when forced to find new homes. Unlike other Ghoul tribes, the Carrion eaters typically kill their prey outright. It is common practice among many Ghouls to eat their prey will still living, savouring not only the taste of the meat, but the pain and terror their prey feels as the Ghoul feasts.

description

trybes

Transcript of gool skool

Page 1: gool skool

POST-APOCALYPTIC DISPATCH

GHOUL TRIBES #1 Page 1

Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.

d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.

CONTENT MANAGERs: CHRIS DAVIS

LAYOUT: CHRIS DAVIS

WWW.RPGOBJECTS.COM

#14 GHOUL TRIBES #1BY CHRIS VAN DEELEN

Ghouls are a stable of post-apocalyptic gaming. Long time Darwin’s World editor and post-apocalyptic author Chris Van Deelen has created a series of original ghoul tribes ready to be plugged into your campaign. Following are the first three in the series.

CARRION EATERSGoverning Style: First among equalsReligion: Ancestor WorshipBackground: TribalCommon Feats: Alertness, Filthy, Power Attack,

Rend, Troglodyte, Ultra Immune System, Weapon Focus.

Common Mutations: Bilirubin imbalance, Claws, Cannibalism, Hyper olfactory, Stench, Underdeveloped organ (intestines)

Common Classes: Skulk, Tribal Hunter (Lost Paradise)

Where there is death, there are those who clean up what’s left behind. Nature has all manner of creatures, ranging from Vultures, and Hyenas, right down to unseen bacteria. Nothing ever goes to waste after death.

In the Twisted Earth, many forms of life have adapted to cleaning up deaths ample bounty. Several different tribes of Ghouls fit into this niche. They’re known collectively as Carrion Eaters. For them, any rotten flesh will do. It doesn’t have to be the meat of an animal. In fact, many prefer to consume the corrupted remains of fellow humanoids.

They are of course, cannibals, and share many of the same traits as other Ghouls scattered across the globe. Carrion eaters hunt their prey, usually at night,

and typically make ruins their home. Few Carrion eater tribes are found outside necropolises, leaving the ruined cities only when forced to find new homes.

Unlike other Ghoul tribes, the Carrion eaters typically kill their prey outright. It is common practice among many Ghouls to eat their prey will still living, savouring not only the taste of the meat, but the pain and terror their prey feels as the Ghoul feasts.

Page 2: gool skool

POST-APOCALYPTIC DISPATCH

GHOUL TRIBES #1 Page 2

No, Carrion Eaters kill their prey and then leave the bodies out to rot. They usually place the corpses in direct sunlight, in places the Ghouls know are not easily accessible to other scavengers or predators, where the UV radiation and heat speeds up the purification process. Many scavs and hunters in the ruins quickly learn where Carrion Eaters hunt, as the stench of rotting flesh is the first indication they should leave. Those that continue to travel through territory claimed by the Carrion Eaters quickly discover the Ghouls meals, left out to ‘ripen’.

Because of their diet, the Ghouls themselves carry a stench of corrupted flesh wherever they go. Although many necropolises have terrible smells emanating from them, one who has dealt with the Carrion Eaters instantly knows when they have come across the homelands of these sub-human mutants.

Most of the Carrion eaters are little better than animals, living like rats beneath the crumbling streets of the vast ruined cities dotting the surface, although this isn’t always the case. A handful of the Carrion eaters still retain human level intelligence and use it to their advantage. Though primitive, these Ghouls readily use weapons and traps in order to defend themselves and their territory. Some aren’t even cannibalistic, but due to their dietary requirements, they’re assumed to be ‘just another stinking Ghoul’ to other tribals.

Although some of the more intelligent Carrion Eaters do their best to hide the bodies of their victims, and actually clean up their lairs as well as themselves, many are cursed with a stench due to mutation that permanently mark them for what they are. Animals are instinctively frightened of the Carrion Eaters, as they carry the stench of death wherever they go.

Many have learned to hunt outside their specific territories, as the inhabitants of the ruins learn what areas they should avoid. Some of the more intelligent or cunning Ghouls set up their underground lairs near prime scavenging points, places where tech looters

and hunters come despite the dangers.With the near constant state of war all across the

Twisted Earth, the more intelligent Carrion Eaters have learned to pay close attention to rumours on the winds. Those that are capable of masking their odour, or those that are capable of infiltrating trade cities or posts always listen to any rumours regarding impending clashes between the major factions which vive for control of the ruins.

If the Ghouls learn of something in the making, they try to learn where the fighting is taking place. Entire tribes of the Carrion Eaters have been known to suddenly leave their territories and head off in the direction of these impending battles.

Those that do, after the battles have been won and the fields stripped, enter the scenes and make away with bodies, body parts and items the victorious have managed to overlook. This can be a dangerous proposition for the Carrion Eaters, but many are more than willing to take the risk, as it will mean plenty of food for months to come.

Due to the fact there are so many different tribes of Carrion Eaters scattered across the Twisted Earth, their tribal markings are as varied as the rest of the tribes. They do not use any single form of marking to identify themselves to others of their own kind. If anything, the only unifying marking is the stench.

As with the Tribal Markings, the Carrion Eaters use wide and varied methods to mark their individual territories, rarely any two tribes of the Carrion Eaters ever use the same method to identify their home turf. However, Scholars across the ravaged world all agree that most mutants and other tribals that share the ruins with tribes of Carrion Eaters quickly learn the boundary of the land claimed by the cannibals. Once again, it is the stench that the mutants exude, not only from their bodies, but from the bodies of the food they have left around, either in the open or in hiding, to ripen.

Typical Carrion Eater (Mutant Post-Apocalyptic Hero 3): CR 3; Medium-size humanoid; HD 3d8+3 plus 3; HP 20; Mas 12; Init +2; Spd 30 ft; Defense 14, touch 14, flatfooted 12 (+2 Dex, +2 class); BAB +2; Grap +4; Atk +4 melee (1d6+2, claws; FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, claws, scent, cannibalism, requires 2x food daily; AL Carrion Eater ; SV Fort +3, Ref +4, Will +2; AP 1; Rep +0; Str 15, Dex 14, Con 12, Int 10, Wis 13, Cha 7.

Occupation: Predator (Move Silently)Background: Tribal (Spot)Mutations and Defects: Claws, Stench, Hyper

Olfactory, Cannibalism, Underdeveloped Organ (Intestines), Bilirubin Imbalance

Skills: Bluff -4, Climb +6, Diplomacy -4, Disguise -4, Hide +5, Jump +5, Listen +4, Move Silently +6, Navigate +3, Search +4, Spot +6, Survival +5

Feats: Dodge, Endurance, Home Turf, Primitive Technology, Run, Simple Weapons Proficiency, Toughness

Talents (Post-Apocalyptic Hero): Necropoli Lore, Wasteland Lore

Possessions: filthy rags.

Advanced Carrion Eater (Mutant Post-Apocalyptic Hero 6): CR 6; Medium-size humanoid; HD 6d8+6 plus 3; HP 36; Mas 12; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+2 Dex, +3 class); BAB +4; Grap +7; Atk +9 melee (1d6+3, claws); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, claws, scent, cannibalism, requires 2x food daily; AL Carrion Eater ; SV Fort +4, Ref +5, Will +3; AP 3; Rep +1; Str 16, Dex 14, Con 12, Int 10, Wis 13, Cha 7.

Occupation: Predator (Move Silently)Background: Tribal (Spot)Mutations and Defects: Claws, Stench, Hyper

Olfactory, Cannibalism, Underdeveloped Organ (Intestines), Bilirubin Imbalance

Skills: Bluff -4, Climb +7, Diplomacy -4, Disguise -4, Hide +8, Jump +6, Knowledge (Mutant Lore) +3,

Page 3: gool skool

POST-APOCALYPTIC DISPATCH

GHOUL TRIBES #1 Page 3

Listen +4, Move Silently +9, Navigate +3, Search +6, Spot +8, Survival +7

Feats: Dodge, Endurance, Home Turf, Power Attack, Primitive Technology, Run, Simple Weapons Proficiency, Track, Toughness, Weapon Focus

Talents (Post-Apocalyptic Hero): Necropoli Lore, Mutation Knowledge, Mutant Weapon

Possessions: filthy rags.

FLESH OF THE CHRISTGoverning Style: TheocracyReligion: MonotheistBackground Options: TribalsCommon Feats: Archaic Weapons Proficiency,

Armour Proficiency Light, Confident, Creative, Home Turf, Super Charismatic, Vulture, Withstand

Common Mutations: Bizarre pigmentation, Cystic Fibrosis, Neural Mutation – Telepathy, Skeletal Fortification

Common Classes: Demagogue, Guardian, Scholar, Skulk, Tinker, Trader

Many blamed the fall of civilization on the fact that mankind turned his collective back on God. Many others believe that the only way to repent and to be accepted into the afterlife is to accept the lord god with all their heart.

Then there are others who follow the word of the bible to the very letter. These Ghouls are known as the Flesh of the Christ.

Their Outward appearance is of normal tribals, trying to live the best they can in a deadly environment. They have fairly large communities, and work together for the benefit of the entire tribe, not just the individual.

Flesh of the Christ tribals are honest, hard working and god fearing men and women who follow the ancient scriptures, believing that if they are faithful to the father, the son and the Holy Spirit that they will be

rewarded in the afterlife. This, of course, doesn’t mean that they are

pushovers. If attacked, they will fight tooth and nail with a ferocity that has surprised even the most battle hardened raider.

The tribe is lead by a council of elders, with a single high reverend who has the final say in all matters. Unlike most other tribes, men and women share equal power within the Flesh of the Christ tribe. Over the past several centuries, almost an equal amount of men and women have held the position of high reverend. Tribal history even states that the first high reverend was a woman.

Every member of the tribe dresses in black, although the style of clothing can vary greatly from person to person. There is no true dress code, but the display of too much flesh is frowned upon, not only as they believe that it can cause impure thoughts, but the environment itself can harm someone not properly protected.

Each member of the tribe carries a silver cross, and each household has at least one pre-fall bible, if not several. All tribal members carry a personal prayer book, inscribed with their favourite passages from the holy book itself, and they recite prayers from this book three times a day – when they first rise, as they take their mid-day repast, and before bedding down for the night.

They are not overly territorial, but do mark the boundary of their lands with large crosses constructed out of old telephone poles or dead trees.

Each week, all non-essential members of the tribe are required to join in a worship service. These events always take place mid-week, right after the mid-day meal, and every Sunday, just after the tribe rises from their slumber.

These services are typically an hour long, with the first few minutes dedicated to important news. Several hymns are sung throughout the service, intermixed with sermons and selected passages read from the

bible. Only those on guard duty, hunting, or the sick and

infirm are excused from these services. Throughout the year, all major religious celebrations

are witnessed. Easter, St. Patrick’s Day, Christmas, even Halloween are all recognized, although the meaning of many of these holidays has changed over the centuries.

Mainly due to one single event.During the service that is held on these special days,

a single individual, or several, depending on the size of the tribe, is sacrificed in a ritualistic re-enactment of the Christ being crucified. The only time this isn’t re-enacted is during Christmas, which to the Flesh of Christ Ghouls symbolises the birth of their lord.

The victim sacrificed is always of a rival tribe, raider, trespasser, or someone who has broken one of the tribe’s laws.

During the celebration, the victim is hung on a cross, and is then killed (if the victim doesn’t die in a few hours), by being stabbed through the side with a spear. Once the victim is dead, the blood is carefully collected and placed in a large bowl. The body is then taken down and the high reverend strips the flesh from the muscle. At this time, the congregation approaches, and are fed a small portion of the flesh, and given the blood to drink.

This is the only time that the tribe participates in the consumption of sentient flesh. All other times it is considered taboo and anyone caught breaking the taboos are automatically jailed and become the next sacrifice.

No outsiders are allowed to witness or participate in the services, with the exception of those who marry into the tribe.

As with those who transgress the tribal laws and participate in the consumption of humanoid flesh, those who are caught spying during these services quickly find that they will indeed participate in the next one – as the Christ figurehead.

Page 4: gool skool

POST-APOCALYPTIC DISPATCH

GHOUL TRIBES #1 Page 4

Even though the high reverend believes in the ritual, she, as well as the council realizes that many of those in the wastes will not see the significance in what they do, and will treat them like the sub-human monsters that haunt many of the ruins. This is the reason they keep the ritual secret, only allowing those of the tribe to participate.

They, of course, do not consider themselves to be Ghouls, and believe that the word of the bible is the literal truth, and that the only way to reach the afterlife is to follow what is put down in the holy book.

Flesh of the Christ (Mutant Dedicated Hero 3): CR 3; Medium-size humanoid; HD 3d6+3; HP 14; Mas 13; Init -1; Spd 30 ft; Defense 12, touch 11, flatfooted 13 (+0 size, -1 Dex, +2 class, +1 equipment); BAB +2; Grap +2; Atk +2 melee (1d6, staff); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, DR 2/- vs. bludgeoning; AL Flesh of the Christ ; SV Fort +3, Ref +0, Will +6; AP 1; Rep +1; Str 10, Dex 8, Con 13, Int 12, Wis 15, Cha 14.

Occupation: Demagogue (Diplomacy, Knowledge [Theology and Philosophy])

Background: Tribal (Intimidate)Mutations and Defects: Skeletal Fortification x2,

Syncope x2Skills: Diplomacy +11, Gamble +4, Intimidate +10,

Knowledge (Arcane Lore) +4, Knowledge (Theology and Philosophy) +8, Listen +10, Sense Motive +8, Spot +4, Survival +5

Feats: Alertness, Confident, Iron Will, Primitive Technology, Simple Weapons Proficiency, Super-Charismatic, Withstand

Talents (Dedicated Hero): Skill Emphasis (Diplomacy), Faith

Possessions: leather, staff

Advanced Flesh of the Christ (Mutant Dedicated Hero 3/Demagogue 3): CR 6; Medium-size humanoid; HD 3d6+3 plus 3d6+3; HP 28; Mas 13;

Init -1; Spd 30 ft; Defense 13, touch 12, flatfooted 14 (-1 Dex, +3 class, +1 equipment); BAB +3; Grap +3; Atk +3 melee (1d6, staff); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, DR 2/- vs. bludgeoning; AL Flesh of the Christ ; SV Fort +5, Ref +1, Will +9; AP 3; Rep +3; Str 10, Dex 8, Con 13, Int 12, Wis 16, Cha 14.

Occupation: Demagogue (Diplomacy, Knowledge [Theology and Philosophy])

Background: Tribal (Intimidate)Mutations and Defects: Skeletal Fortification x2,

Syncope x2Skills: Bluff +4, Diplomacy +15, Gamble +4,

Gather Information +4, Intimidate +14, Knowledge (Arcane Lore) +4, Knowledge (Theology and Philosophy) +11, Listen +13, Research +3, Sense Motive +10, Spot +5, Survival +6

Feats: Alertness, Confident, Iron Will, Leadership, Post-Apocalyptic Technology, Primitive Technology, Simple Weapons Proficiency, Super-Charismatic, Withstand

Talents (Dedicated Hero): Skill Emphasis (Diplomacy), Faith

Talents (Demagogue): Followers, Lead FollowersPossessions: leather, staff

GEIST’S Governing Style: Tribal CouncilReligion: Ancestor WorshipBackground Options: TribalsCommon Feats: Acrobatic, Nimble, Pack Tactics

(The Broken and the Lost), Sand in the Eyes (Pg 40 The Lost and the Broken: Primitive Characters), Stunning Boom (The Broken and the Lost), Ventriloquism (The Broken and the Lost)

Common Mutations: Cannibalism, Dwarfism, Light Distortion Field, Shriek, Skeletal Deterioration

Common Classes: Ghost of the Ancients (The

Broken and the Lost), Skulk Generations uncounted have feared the never seen

‘boogy-man’, a mythological monster that lurked under the beds or in the closets of children. No one knows where or how the myth originated, but many believe it was due to the night terror that consumed so many people throughout their lives.

In the Twisted Earth, the boogy man has become something else entirely. Those who encounter the night terror rarely ever live long enough to share the experience.

Geist, a German word for Ghost, is what these Ghouls have come to call themselves. Geist Ghouls are a breed of Ghoul that posses mutations that allow them to blend into the surrounding scenery or possess a form of invisibility, which prevents easy detection. They live in small groups, who move from village to village, never staying in the same location for more than a few weeks.

The typical tactic employed by the Geist Ghouls is to wait until after sundown, and then they creep into the tribal village or community exploiting any weaknesses in the defences. This isn’t the most difficult task for the Ghouls, as they are able to become invisible for a short period of time.

Sadly, the invisibility doesn’t negate sound, so the Geist’s have become masters in the art of stealth, being able to cross even the most rugged terrain without making a sound.

Upon entering the village, the Geist’s always target outlying homes or lone guards, using all their wile and guile to distract or take the target out without a sound. They strike quickly and if the target proves to be too strong to take out in one shot, they do their best to smother the target, preventing any sound from escaping the victim as they pull her out of the village and back to their temporary home to be consumed.

More often than not, the Geist’s cull the weak, the invalid and the young, as they are far easier to take down than a fully grown, healthy and combat ready

Page 5: gool skool

POST-APOCALYPTIC DISPATCH

GHOUL TRIBES #1 Page 5

adult. The Geist’s by their very nature are a cowardly lot,

who if discovered, will run from a fight, rather than try to go toe to toe with stronger foes, as they are quite physically fragile, most suffering from a degenerative bone disorder.

If outnumbered, the Geist’s will use their shriek to stun their foes, and at the same time, many will use the Ventriloquism feat in order to confuse potential attackers as to their whereabouts. Of course, if they are able to, they will use the Light Distortion Field to aid in their escape.

Most of the time the Geist’s refrain from using any clothing, as it impairs their mutation, limiting its usefulness in the hunt. Because of this, most of the Geist’s live in the southern portion of the Twisted Earth, where cold weather is not all that common.

In their homes, they use simple furs or scavenged clothing they find during their travels. In order to appear more individualistic to one another, the Geist’s have taken to body paint and tattoos. They use washable paints and dyes to create swirls, circles and strange geometric objects on their bodies.

Many of the Geist’s paint their bodies with indelible paints, making them appear skeletal or horrific, which they use to scare or terrify anyone who happens to seem them, helping perpetuate the myth that they are indeed ‘Ghosts’.

Geist’s take a savage pride in hunting other Ghouls, which to them, are an inferior species, only good for food. They treat humanoids and other mutants with far more respect than they do other Ghouls, and no one has been able to figure out the reason as to why. Wasteland scholars speculate that many of the Geist’s were thrown out of their previous Ghoul Tribes because of being physically weak, even though they possessed mutations that helped them overcome their weaknesses. The Geist’s have passed down their hate and resentment for the treatment and exile from their original tribes down to their young, and they carry on

the tradition. When hunting other Ghoul’s, the Geist’s use their

natural mutations and skills to the fullest abilities, going out of their way to strike terror into the black hearts of the other cannibals. They always attack en masse, making sure that they strike at the strongest and most brutal members of the enemy tribe first and foremost. Using their Light Distortion Field, they can appear and disappear at will, and they always use body paint, sometimes Photoluminescent paint, in order to make it appear as if they were glowing or translucent.

They sometimes employ the same tactics while hunting tribals and other humanoids, but usually save the most horrific aspects of their abilities for their hated enemy, other Ghouls.

The Geist’s have no use for technology, and tend to shun it, sometimes ignoring troves of ancient weapons and equipment. To them, the items have no real use, although stories passed down from their ancestors tell how it had been a two edged sword. Technology made their lives easier, but at the same time when the Fall came, it destroyed the world as their ancestors had known it and sowed a new, deadlier environment. The mutations and skills the Geist’s possess is testament to the fact that Technology is something that should be ignored.

Not that all Technology is evil, but it can be used to create intense suffering, as well as enhance life.

Because the Geist’s are always on the move, they have no specific territory, and thus don’t bother with territorial markers.

Geist (Mutant Fast Hero 3): CR 3; Medium-size humanoid; HD 3d8+6; HP 20; Mas 14; Init +6; Spd 40 ft; Defense 16, touch 16, flatfooted 14 (+2 Dex, +4 class); BAB +2; Grap +3; Atk +3 melee (1d6+1, club); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, shriek, cannibalism, bludgeoning vulnerability; AL Geist ; SV Fort +3, Ref +4, Will +1;

AP 1; Rep +1; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8.

Occupation: Predator (Move Silently)Background: Tribal (Hide)Mutations and Defects: Light Distortion Field,

Shriek, Cannibalism, Skeletal DeteriorationSkills: Balance +8, Escape Artist +6, Hide +9,

Move Silently +9, Sleight of Hand +8, Speak Language (Gutter Talk, Unislang), Tumble +8

Feats: Dodge, Improved Initiative, Mobility, Primitive Technology, Run, Simple Weapons Proficiency, Stunning Boom

Talents (Fast Hero): Increased Speed, Improved Increased Speed

Possessions: Club, body paint

Advanced Geist (Mutant Fast Hero 3/Skulk 3): CR 6; Medium-size humanoid; HD 3d8+6 plus 3d8+6; HP 40; Mas 14; Init +7; Spd 40 ft; Defense 19, touch 19, flatfooted 16 (+3 Dex, +6 class); BAB +4; Grap +5; Atk +5 melee (1d6+1, club); FS 5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, shriek, cannibalism, bludgeoning vulnerability; AL Geist; SV Fort +4, Ref +8, Will +2; AP 3; Rep +1; Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 8.

Occupation: Predator (Move Silently)Background: Tribal (Hide)Mutations and Defects: Light Distortion Field,

Shriek, Cannibalism, Skeletal DeteriorationSkills: Balance +9, Bluff +3, Escape Artist +7, Hide

+13, Listen +3, Move Silently +13, Search +3, Sleight of Hand +9, Speak Language (Gutter Talk, Unislang), Spot +3, Tumble +9

Feats: Dodge, Improved Initiative, Mobility, Primitive Technology, Run, Simple Weapons Proficiency, Spring Attack, Stunning Boom, Ventriloquism

Talents (Fast Hero): Increased Speed, Improved Increased Speed

Talents (Skulk): Sweep, Sneak Attack +1d6Possessions: Club, body paint

Page 6: gool skool

POST-APOCALYPTIC DISPATCH

GHOUL TRIBES #1 Page 6

OPEN GAME LICENSEOPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Post-Apocalyptic Dispatch #14 2007, RPGObjects; Author Chris Van Deelen

OPEN GAMING CONTENTDesignation of Product Identity: The following terms are designated as product identity as outline in section 1(a) of the Open Gaming License: Modern Dispatch, Darwin’s World, Blood and Guts, Blood and Fists, Blood and Vigilance, Blood and Circuits, Blood and Relics.

Designation of Open Gaming Content: The following sections of Modern Post-Apocalyptic Dispatch #14 is designated as open gaming content except for terms defined as product identity above. All illustrations, pictures, and diagrams are Product identity and property of RPGObjects™.

All monster, npc, and trap statistics blocks are open content. The beastlord class is open content. All other content is closed.