[FOCI]

Walks the Wasteland

Rust and Redemption

Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or whatever it is that hunts the ruins—get you.

If you were around before the end, you could have been a soldier, mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that you decided to hope when everything looked darkest.

Since then, you have eaten your share of spoiled food and irradiated water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is anyone's guess. But you're still walking the wastes even though so many others are gone.

You probably don't spend a lot of time on your appearance, given that you wear the cobbled-together clothing and bits and pieces of armor you're able to scavenge from the ruins. Appearance doesn't matter; actions do.

Additional Equipment

You have a piece of before-times equipment with three analog dials that measure temperature, air pressure, and humidity. (You also know the names for the instruments nestled behind those dials: a thermometer, a barometer, and a hygrometer, respectively.) If you spend a minute operating the device, you have an asset on weather prediction tasks extending into the next day.

Minor Effect Suggestion

You restore 2 points to your Might Pool.

Major Effect Suggestion

Your next action is eased by two steps.

Tier 1

Surviving the Wasteland Enabler

Given about half a day of walking and scavenging, you find enough edible food and potable water in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged from before-times supplies, living flora and fauna, and uncontaminated water sources.

Tolerance Enabler

This hard life has built up your resistance over time, so you are trained in resisting the effects of natural poisons (such as those from plants or living creatures) and radiation. You’re also immune to natural diseases.

Weapon at Hand Enabler

You’re practiced with all weapons. To gain this benefit with a weapon you’ve never used before, you must spend at least ten minutes practicing with it first.

Tier 2

Devoted Defender (2 Might or Intellect points) Action

Choose one character you can see. That character becomes your ward. You are trained in all tasks involving finding, healing, interacting with, and protecting that character. You can have only one ward at a time

Action to initiate.

Hardened by the End Enabler

You’re trained in Might defense tasks.

Tier 3

Ability Choice: Choose either Hard to Hit or Rapid Attack as your tier 3 ability. Whatever you choose, you also gain Apocalyptic Stare 

Apocalyptic Stare Enabler

Your demeanor is of someone who shouldn’t be trifled with. You are trained in intimidation. Enabler.

Hard to Hit Skill

You are trained in Speed defense tasks.

Rapid Attack (3 Speed points) Enabler

Once per round, you can make an additional attack with your chosen weapon.

Tier 4

Improved Recovery Enabler

Your ten-minute recovery roll takes only one action instead, so that your first two recovery rolls are one action, the third is one hour, and the fourth is ten hours. .

Push on Through (2 Might points) Enabler

You ignore the effects of terrain while moving for one hour.

Tier 5

Ignore the Pain Enabler

You ignore the impaired condition and treat the debilitated condition as impaired.

Tier 6

Using What's Available (4 Intellect points) Action

If you have the time and the freedom to scrounge for everyday materials in your environment, you can fashion a temporary asset that will aid you once to accomplish a specific task. For example, if you need to climb a wall, you could create some sort of climbing assistance device; if you need to break out of a cell, you can find something to use as a lockpick; if you need to create a small distraction, you could put together something to make a loud bang and flash; and so on. The asset lasts for a maximum of one minute, or until used for the intended purpose.

One minute to assemble materials; action to create asset.

or

Wasteland Camouflage (5+ Speed or Intellect points) Action

By drawing your clothing about you just so and using various tricks and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins of the before-times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1 additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining invisibility effect by taking an action to focus on hiding your position.

Action to initiate or reinitiate.

GM Intrusions: Sometimes equipment fails. Raiders are attracted. The area that seems so serene is contaminated with dangerous energy, chemicals, or another signature of the apocalypse.