A while back I tried hacking Degenesis into Shadow of the Demon Lord. I got a little ways and then never any further. Lo and behold I realize now that I was making entirely too much work for myself and the thing I actually needed was in my hands the entire time.
Brent Ault's Ruinations shall serve as the base here. Everything needed for badlands survival, combat, equipment, trade, etc is in there and intact. No need to change what works. The meat of this hack shall be character creation. but, before we get to that, a primer:
What You Need to Know
- It’s 2595, and the world is fucked. You’re in Europe, which is survivable levels of fucked.
- There was a huge meteor that broke apart and crashed and had alien fungus on it.
- This is called the Eschaton. It happened in 2073 and everything was fucked.
- The fungus is called Primer, there’s a sort of spiritual aspect to it, it infects everything.
- There are monsters and spore mutants fucking everywhere. This is Sepsis.
- Civilization is founded on 13 cults. Everyone else is either a mutant or a small clan.
- The old world had singularity tech. Some of it is still around. There are bunkers out there.
- Did I mention the world is fucked? Shit’s fucked. God damn. So fucked.
For character creation, select a class, culture concept, and cult.
ClassThe following options are available.
|Wastelander||Fighters and survivors.||Ruinations|
|Hunter (I)||Tribal warriors.||Wolfpacks & Winter Snow|
|Expert (I)||Tribal specialists.||Wolfpacks & Winter Snow|
|Sullied (II)||The common mutant.||Ruinations|
|Aberrant||Degenerating and savage.||Wolfpacks & Winter Snow|
|Explorer||Scouts and lookouts.||Esoteric Enterprises|
|Ranger||Hunters and trackers.||LotFP666|
|Marksman||Dead-eye with a gun.||LotFP666|
|Rat-Catcher||Keeper of vermin.||LotFP666|
|Neanderthal (III)||Sturdy as stone.||Wolfpacks & Winter Snow|
|Orphan||Abandoned, feral.||Wolfpacks & Winter Snow|
Class skills are adapted at a rate of 15% per point.
(I) - Tribal characters only.
(II) - Ignore mutation tables.
(III) - Not actually neanderthals, but close enough.
CultureWhere you're from. Reroll a stat and take the higher number.
|1) Borca||Dusty wastelands, bordered by mountains to the south and glaciers to the north.||DEX or CON|
|2) Franka||Miserable bug-infested swamplands, dominated by the Pheromancers.||CHA or DEX|
|3) Pollen||Scarlands overrun with Fractal Forests, home only to migratory tribes.||CON or STR|
|4) Balkhan||Clan holds and city states dot an untamed and fractured wilderness.||CON or WIS|
|5) Hybrispania||Wet jungles and high deserts, embroiled in constant conflict.||INT or DEX|
|6) Purgare||Toxic volcanic wasteland in the west, fertile plains and hills to the east.||CHA or WIS|
|7) Africa||There was a great migration northward into the newly-green Sahara.||INT or STR|
|8) From Beyond||Is it possible to cross the Atlantic? Have the Chinese held out?||Choose|
ConceptWhat defines you. Once per session, you may gain d6 points to add to a roll OR reroll a skill check if you act according to your concept.
|1) Adventurer||Go out there and find some excitement.|
|2) Creator||Working, building, making.|
|3) Mentor||Teacher and keeper of knowledge.|
|4) Martyr||Self-sacrifice for others' sake.|
|5) Ruler||Control and command|
|6) Seeker||Looking for answers.|
|7) Healer||Fights against the world's decay.|
|8) Traditionalist||Upholds the old ways.|
|9) Mediator||The point between two parties.|
|10) Hermit||Isolation, solitude, wisdom.|
|11) Heretic||Upends faith, casts doubt.|
|12) Conqueror||Glorious victory at all costs.|
|13) Abomination||Something's broken inside.|
|14) Destroyer||Let nothing remain standing.|
|15) Chosen||Hailed as the doer of a great task.|
|16) Defiler||Blame and undermine all others.|
|17) Protector||Protect and preserve what is precious.|
|18) Visionary||Big-picture ideas of a better tomorrow.|
|19) Zealot||Of absolute faith and conviction.|
|20) Disciple||Follower of teachers old and new.|
|21) Righteous||Unshakable confidence in their path.|
|22) Traveler||The open road still softly calls.|
Cults & ClansEach comes with a perk and starting equipment. Special equipment can be acquired later. Clans are limited to specific regions, while cults may be found throughout the remains of the world.
|Anabaptists||Swords against the rot of the Demiurge, swords in the name of Gnosis.|
|Perk: Tattoo and nose ring - Advantage on mental saves.|
|Starting Equipment: Bidenhander (d10), blessed seeds, Elysian Oil|
|Anubians||Mystery priests of distant, jungled Cairo. Know more than they let on.|
|Perk: Welcomed and sheltered anywhere in Africa.|
|Starting Equipment: Anubis mask, soul stones, healing herbs, khopesh (d8)|
|Apocalyptics||Hedonist flocks offering any imaginable vice.|
|Perk: 1000 ways to the sweet spot - Human enemies have -1 AC|
|Starting Equipment: Blade bracelet (d6), compact pistol (d6), tarot deck|
|Chroniclers||Secretive techno-fetishists. Wish to resurrect the bygone Stream.|
|Perk: Barcode tattoo - Grants access to any Cluster|
|Starting Equipment: Hooded robe, vocoder mask, Chronicler's suit (AC 12), dazer pistol (Save vs impairment, 1d4 rounds stunned on fail)|
|Clanners||The bulk of humanity; tribes big and small, savage and civil.|
|Perk: Detailed regional knowledge|
|Starting Equipment: light armor, weapon (blackpowder available > TL 2, other guns > TL3), trade tools|
|Hellvetics||Guardsmen and tollkeepers of the Alpine fortresses. For hire.|
|Perk: +10 bullets / month|
|Starting Equipment: Trailblazer rifle (d8 + 1 mod), harness + helmet (AC 16)|
|Jehammedans||A religion of shepherds and patriarchs; rivals of the Anabaptists.|
|Perk: Rally allies with +1 AC and saves during combat, 3/day.|
|Starting Equipment: Scimitar or rider's hoe (d8), light armor (AC 12)|
|Judges||Bringing law and civilization to the wasteland clans.|
|Perk: Informants (+2 Network for typical cases)|
|Starting Equipment: Hat and jacket (AC 12), Codex, warhammer (d10), blackpowder pistol (d8)|
|Neolibyans||The capitalists of Tripoli, the masters of the Mediterranean.|
|Perk: Start with d6 x 1000 scrap worth of Dinars.|
|Starting Equipment: Balance book, heirloom rifle (d10), seal of the Libyan|
|Palers||Inbred descendants of Bygone vault-dwellers.|
|Starting Equipment: Submachine gun (d6), sun talisman, key to a distant bunker|
|Scourgers||The Neolibyan's muscle.|
|Perk: Select a worthy adversary; gain +2 AC when fighting them alone.|
|Starting Equipment: Spear (d6), shield (+1 AC), assault rifle (d8), flak vest and helmet (AC15)|
|Scrappers||Lonesome scavengers of the end of days.|
|Perk: Can read and make scrappers' marks.|
|Starting Equipment: Rope, compass, periscope, rifle (d10)|
|Spitalians||Medic-militants locked in a war against the Sepsis.|
|Perk: Free access to hospitals and spore purges.|
|Starting Equipment: Medical manual, Spitalian suit + gas mask (AC12), splayer with mollusk (d6, detects spore infestation), fungicide rifle (d10, as flamethrower)|
Making Your Own ClanThis is legitimately the only random table in the entire Degenesis book. By Jove, I will use it.
|Tech Level||Worldview||Governance||Cultural identity||Size||Resources|
|1: TL1 - Primitive||1-2: Animism||1-2: Rule of One||1: Holy Sites||1: Family||1-2: Food|
|2-3 TL2 - Medieval||3-4: Theism||3-4 Rule of a Few||2-3: Founding Place||2-3: Extended Family||3: Mines|
|4: TL3 - Progressive||5: Enlightenment||5-6: Rule of Many||4: Texts||4-5 Local Power||4: Ruin Field|
|5: TL4 - Industrial||6: Secular||5-6 Legendary Leader||6: Tribe||5: Bunker|
|6: TL5 - Transhuman||6: Raiding|
Each background is rated between 0-6. Characters get 4 points to begin, and cannot raise a background above 3 at character creation. Further increases or losses will come about as appropriate during gameplay.
Roll a d6 when wanting to draw on a background, aiming at or below your rating. If the roll fails, you may turn it into a success by permanently burning one point of the background.
- Allies - Contacts within the Cult.
- Network - Contacts outside of the Cult.
- Authority - Influence within the Cult.
- Renown - Reputation outside of the Cult.
- Resources - What you can draw on beyond your own possessions.
- Secrets - Knowing the truth behind the curtain.
CorruptionSepsis spores are everywhere, and the best Spitalian medicine can only purge them from a body in the early stages. Be vigilant.
A character's maximum infestation limit is their CON + WIS modifier, as the spores attack both body and soul. Spore infestation up to this limit can be medically treated. Reaching 50% infection forms a sepsis stigma on the victim's chest.
If a character is infected beyond their maximum, they must make a WIS save whenever they would gain further spore infection. If they fail, they will gain a point of permanent infection. Reaching 50% permanent infestation means that there's no going back: the character is now a Leperos, fully under the sway of the Primer.
- 0-100% - Treatable infection.
- 50% - Stigma appears.
- >100% - Permanent infection.
- 150% - Leperos transformation. Character is lost.
Characters gain 1 point / day in areas of light sporination, 1 / hour in areas of moderate sepsis, and 1d6 / hour in adult fungal blooms.
ServicesAvailable in any settlement with a Chronicler or Spitalian presence.
- Sell unique and curious artifacts (TL 2-4)
- Access to communication network (100 scrap for an account, 10 to read messages, 30 to send)
- Salvage leads (They claim 10% on all salvaged goods)
- General medical care (20 scrap per day, heals 1d4 / day)
- Surgery (100 scrap, heals 5d4)
- Detox (300 scrap, flushes out 4 points of spore infestation)
- Complete De-sporing (900 scrap, reduces spore infestation to 0)