Thanks for asking, ShadoPrism. Flavor as you wish, but influencing stats or game mechanics needs GM approval to keep things balanced. Also, the PCs are scavenger pirates, not aristocrats, so (at least at the start) they mostly won't be able to afford super fancy gadgets. That's the joy of stealing em!
Classes - No set classes. I'll provide optional starting skillsets to choose from – thief, fighter, ranger, scientist, witch, socialite, cultist – but players can create their own skillset.
Races - (1) humans (by far the most common), (2) humanoids descended from mutated humans, (3) AI/robots, (4) cyborgs, and (5) sentient creatures/humanoids resulting from scientific experiments
Magic - No, but there are a lot of hi-tech remnants from the pre-apocalypse era (or mutations from after) that could function like magic. There are cults that worship technology. There's some hedge magic, like charms and reading entrails, that most regular folk believe in, but its authority is disputed by scientists.
Supernatural - Yes and no
- Yes - A big theme is that the post-apocalyptic world has much higher amounts of radioactive contamination and pollution than it did before, so rumors abound of people or settlements who have mutations resembling beasts of folklore. Ghosts are real, but rare, created by hi-tech design or accident.
- No - Stuff like telepathy, psionics, or outright superhero superpowers won't be in play. Items and weapons aren't inherently supernatural, but again there are hi-tech artifacts.
This message was last edited by the user at 23:43, Fri 13 July 2018.