Atomic Age is, at it's core, a d20 system, the mechanics of which are inspired primarily by Dungeons and Dragons 5th Edition and 13th Age. As far as the setting, it was originally inspired by the likes of Metamorphosis Alpha and Gamma World but has been adapted for a modern audience.
Each character has eight different ability scores:
NOTE: Regardless of how you choose your other attributes (roll dice, point buy, or fixed array), your Luck attribute is always based on a die roll (4d6, drop lowest).
See Skills for a listing of all the skills available.
Rather than choose a single "race" for your character, you have the option to customize your genotype to be the type of character you want to be.
Choose your frame, which defines what type of body you have. You can be strong, tough, agile, light, aquatic, avian, crawler, or generic.
An "anthro" - short for "anthropomorphic" - is a subtype of humanoid where you have animal characteristics; you character can look however you want, but what abilities you have as an anthropomorphic humanoid/animal mutant is based on the type of frame you choose.
See Genotypes for a listing of all the avzailable genotypes and how they are structured.
Each of the six classes has mechanics and features that are specific to that class. This makes some classes - like the Marauder or the Scout - extremely easy to use for newcomers, while the most complex classes - the caster classes, such as the Channeler, Engineer, or Psion - have slightly more robust mechanics that are still reasonably easy to understand by someone familiar with d20 roleplaying games.
The classes available in this manual are:
See Classes for a listing of all the avzailable classes and how they are structured.
Each character has a variety of features they gain as they level up:
This system has a mechanic added on to d20 rolls: the bonus/penalty dice.
When you gain a bonus die on a d20 roll, you roll an additional d6 and add that to the d20 to get your final result. If you have more than one bonus die, you roll that many d6s but you only add the highest result of all the dice.
When you incur penalty dice, the mechanic is the same except you subtract the value of the highest d6 from the d20 roll.
See Dice Mechanics for more information on the dice mechanics in Atomic Age.
This system does not have overly complex weapon tables, where there are fifty weapons with differing damage types and amounts.
Weapons are categorized by their nature: small, light, or heavy. And, depending on their type, it deals a certain amount of damage (assuming you come to an agreement with your GM, that is). This allows for some creativity in your choice of weapon: in a post-apocalyptic future, if you want to use a rusty stop sign as a weapon, you can do that: i's a heavy melee two-handed weapon that deals 1d10 bludgeoning damage.
Armor is also simplified: there aren't twenty different types of armor. Armor is either light armor or heavy armor, that's it.
This system provides an entire section on guns and how to use them. Guns follow the same principle of weapons in that they are grouped by category (small, light, or heavy) followed by the type of gun (pistol, revolver, sub-machine gun, assault rifle, shotgun, or sniper rifle), which in turn defines how much kinetic damage they cause.
There are also rules provided for weapons that have "select fire" firing modes, such as burst fire or fully automatic fire.
Although the system has a strong focus on combat, there are additional options provided for handling situations and events outside of combat. For example, there's the "montage" that gives players and GM alike the ability to narrate a series of events without complex die rolling or excessive use of rules. Create the story you want to create!
We have an entire section on rules and guidelines for operating or piloting vehicles and having exciting car-on-car action.
We also provide a variety of sample vehicles taken from pop culture, such as Mad Max's V8 Interceptor or Furiosa's War Rig.
See Vehicles for some more details on vehicle mechanics as well as a few examples.
Even though the majority of the world is a ravaged wasteland, technology still exists. We provide a new mechanic for hacking into computer system and bypassing their security measures.
Although anyone can theoretically hack, the Engineer class excels at it.