recursal/Fanatic-Fandom huggingface dataset:
Light Weight Passive

Though designed to be fitted to Light Weight Passive Mounts these Passive Layers are much the same as any other passive, typically the main difference is the number of Shots each layer carries.

## Light Weight Passives

Designed mainly to be fitted to Bikes and other vehicles that wish to keep their overall weight down these layers carry a limited number of shots, but this can be improved by equipping the vehicle with a Double Loading system that allows the Passive Layer to carry twice the number of shots.

### Spike Layer

(See Spikes)

**Damage:** See Passives

**Shots:** 6

**Weight:** 60

**Cost:** $1'000

**Reload Cost:** $10 per Shot

**Double Load Shots:** +6

**Double Load Weight:** 90

**Double Load Cost:** +$1'000

Designed to deploy a cluster of razor sharp spikes that are designed to tear up tyres, this can be devastating to Pneumatic Tyres and even Solid Rubber Tyres can suffer severe damage as a result of driving over these spikes.

### Oil Layer

(See Oil)

**Damage:** 1 Handling, Hazard Roll

**Shots:** 6

**Weight:** 50

**Cost:** $2'000

**Reload Cost:** $5 per Shot

**Double Load Shots:** +6

**Double Load Weight:** 75

**Double Load Cost:** +$1'000

Little more than a tank of Oil and a Pump designed to release a measured dose of Oil onto the road these devices make the road slippery and can cause crashes if vehicles take them too fast, not to mention the Oil sticks to tyres and causes persistent problems for vehicles that hit them.

### Pattern Mine Layer

(See Mines)

**Damage:** +3HE

**Shots:** 4

**Weight:** 100

**Cost:** $4'000

**Reload Cost:** $250 per Shot

**Double Load Shots:** +4

**Double Load Weight:** 175

**Double Load Cost:** +$1'500

Designed to deploy a number of small Landmines onto the road, these mines are highly sensitive and when one blows the rest will soon follow suit creating a chain reaction explosion designed to devastate the underside of a vehicle, when laid the mines are scattered over the 2 Lanes directly behind the vehicle and any Character or Vehicle that strays into those lanes could set them off and cause a serious explosion.

### Smoke Layer

(See Smoke)

**Damage:** 60mph Hazard Roll

**Shots:** 12

**Weight:** 50

**Cost:** $1'500

**Reload Cost:** $5 per Shot

**Double Load Shots:** +12

**Double Load Weight:** 60

**Double Load Cost:** +$1'500

By dropping ignited chemical pellets this Layer deploys a cloud of thick smoke that obscures vision and causes breathing difficulty for Characters as well as blocking sight for drivers, this Passive Layer allows for a great deal of clouds to be laid due to the small size of the pellets and the low cost of replacements, making it very popular among Gangs and Cults.

## See Also

Passives

Index
Dead Rat

Dead Rat, Arizona, USA

Small, mostly-abandoned, canon city -- as described in the Dark Future book series.

## Canon references

* "Krokodil Tears" novel. (Mentioned extensively.)
* "Comeback Tour" novel. (Mentioned.)

## Further details

Located within Arizona, USA; per canon Dark Future novels above. "Krokodil Tears" novel, page 114 -- (of the Boxtree Ltd edition, from 1993) -- describes some of the story's characters jogging around a corner, where they saw "... what passed for the town square of Dead Rat, Arizona. There was a disused town hall, an abandoned Sheriff's office, and a still-operational five-customer gallows. And the saloon." (The name of that saloon, it says elsewhere in that same story, was the (Silver Shuriken".)

## See Also

America

City Names

Index

Dark Future: Living Rulebook Wiki

Dark\_Future:\_The\_Earth\_2095
Fuel Depot

File:Placeholder
If you are using the Fuel Rules in your Campaign the Fuel Depot provides a greater range to your vehicles allowing them to stay on the road longer or attack more distant Territories. Even in Games where the Fuel Rules are not being used a Force can benefit from extra Fuel in their Nitrous and Rocket Fuel Supplies.

## Fuel Depots

Vehicles burn fuel to get them on the road and on Engagements, a Fuel Depot provides the Force with a resource of Fuel to keep them running, allowing they to make follow up attacks and reach more distant targets.

**Range:** +3

**Cost:** $10,000

A Force with a Fuel Depot may add its Range to the maximum distance they can declare Engagements, and they may add the Range to their Fuel Tests during an Engagement. If you are not using the Fuel Rules then a Vehicle with Rocket Boosters or Nox has the Fuel Depot to supply them with more adding its Range to the number of Shots these systems have.

## See Also

Territory Design

PZ Territory Facilities

NoGo Territory Facilities

Ops Team

Gang

Cult

Index

Dark Future: Living Rulebook Wiki
Morning

In the small hours of the Morning the Sun is beginning to crest of the Great Central Desert and light spills over the landscape, in this period the Sun is illuminating the road well but shadows are long, this results in less visibility than during the day and the air is much cooler.

## Facts and Figures

During this time of day Vehicles and Character can see relatively far and there are few problems, the Cold night is over and the air begins to warm, this results in a reasonable visual distance and no penalties for Vehicles or Characters.

**Visibility:** 18 Spaces

Targets more than 18 Spaces away are considered to be obscured by the long shadows or terrain on the landscape.

## See Also

Day

Evening

Night

Environment

Main Rules

Index
Muhammet Emin Alipek

**Muhammet Emin Alipek** (born October 23, 2007, age 16) better known online as **Mea2007**, is a turkish artist, Youtuber, reviewer, and media personality. He was the eldest child of Erkan Alipek and Bahar Şanlı (c. 27 February, 1989) and he was a pop culture nerd on the internet.

As of late 2022 he takes on the nickname **Mea2007**.
Electric Turbine Engine

Blah

## Facts and Figures

Blah

**Weight:** 250

**Cost:** $22,000

Blah

## Electric Engines

While all Electric Engines do not require Fuel to operate they do require Electricity which is more accessible in the Dark Future with Gasoline becoming very rare, commonly the use of Solar Collectors is the main method of gathering Electricity for such Vehicles, but their Range is more limited, Vehicles fitted with Electric Engines have a -1 penalty to their Engagement Range for determining the maximum distance they can declare Engagements in Campaign Games.

## Engine Upgrades

Unlike Gasoline Engines the Electric Turbine does not require any Chemical Fuel or a number of other things that would normally make the Engine function, this makes them unable to be fitted with some upgrades that would normally be possible with normal Gasoline Engines, A Vehicle fitted with this type of Engine cannot be fitted with Oil Injection or Nox, but there are versions of Chargers and Superchargers that are designed for such Engines.

## See Also

Vehicle Design

Index
Cult Names

**This is the start of a specialized index page, whose purpose will be to fill it in with the names of both "canon" Cults (as listed in the various Dark Future stories, the rule books, etc.) and also fan-created Cults.**

The overall plan being to give players of the game, and fans of the game's fictional universe, a good idea of which Cults exist within that world; what each group's beliefs, practices and agendas are confirmed to be (or are rumored to be); the geographic areas or territories where each Cult is known to operate or is based (if known and/or applicable); and any other relevant information related to Cults, within this gaming universe.

*Please note that, to be safe in the real-world, and to not hurt anyone's feelings, insult anyone, etc., any group which exists in Real Life should be listed under the separate specialized index called* Religious Orders *-- and any associated description should make it clear that we game-players and game-fans are NOT trying to insult or put down any real-life organizations or groups of people. The rule should be that, in general, please "play nice" whenever listing the names of any religion or system of belief which actually exists; or adding information to that group's description; whether it is here or elsewhere. Even if a given belief system is described as a "cult" within the various published novels, short stories, and/or the other literature describing the fictional universe of Dark Future, some real-life members of that faith or system of belief may be offended by what others say about their group. Try to make it clear we're talking about the fictional future of 2095 -- not insulting anyone's beliefs.*

A

B

## C Crippling Dinos

D

E

Enchanted Circle *(fan-made, non-canon cult)*

F

False Future *(fan-made, non-canon cult)*

G

H

I

J

K

L

M

N

O

P

Q

R

S

Squiddies *(non-canon slang term)*

T

U

V

W

X

Y

Z
Charger

File:Placeholder

The Charger is a general term for a number of upgrades that cover regulating and enhancing fuel input into the engine of a vehicle, these systems can be fitted to any vehicle and provide the same performance enhancements regardless of the type of vehicle they are fitted too.

## Facts and Figures

The use of Fuel Injectors, Turbo Chargers, and other such systems is commonly applied to increase the fuel flow rate or regulate the engine more effectively, a Vehicle fitted with a Charger gains more power and acceleration from their Engine.

**Acceleration:** +4mph

**Max Speed:** +16mph

**Weigh:** 5

**Cost:** $5'000

## See Also

Vehicle Design

Index
Medium Weight Weapon

File:Placeholder

Widely used as the main form of combat weapon on the road, the Medium Weight Weapon is perhaps the most versatile group of weapons available to a vehicle, too heavy for Characters On Foot, but able to be fitted to any Weapon Mount on Cars and Vans, as well as on Trikes, Side Cars, and Outrigger Mounts.

## Medium Weight Weapons

As With other Vehicle Weapons the Medium Weight Weapon uses the same rules and restrictions, but they offer the best damage to weight ration of any weapon, falling in the middle ground they provide effective killing power with reasonable prices.

### 6mm Machine Gun

**Range:** 16

**Accuracy:** +2

**Damage:** +1

**Shots:** 12

**Weight:** 175

**Cost:** $5'000

**Reload Cost:** $100 per Shot

**Double Load Ammo:** +12

**Double Load Weight:** 300

**Double Load Cost:** +$1'500

Much like the 4.2mm Machine Gun this heavier version uses fewer plastic components and has a much better supply of ammunition to allow for longer engagements without running dry. The weapon cost comes with a full clip of ammunition and the cost for double loading includes the additional ammunition to fill the extra ammo added.

### 15mm Autocannon

**Range:** 18

**Accuracy:** +1

**Damage:** +3

**Shots:** 8

**Weight:** 250

**Cost:** $9'000

**Reload Cost:** $500 per Shot

**Double Load Ammo:** +8

**Double Load Weight:** 375

**Double Load Cost:** +$4'500

A High calibre cannon mounted on the vehicle, the 15mm Autocannon provides a heavy hitting strike from a rapid fire platform that supports multiple rounds of fire. the weapon cost includes a full clip of ammo and the Double Loading cost includes an extra 8 rounds to fill the clip.

### 20mm Grenade Launcher

**Range:** 16

**Accuracy:** +0

**Damage:** +2HE

**Shots:** 10

**Weight:** 150

**Cost:** $5'000

**Reload Cost:** $250 per Shot

**Double Load Ammo:** +10

**Double Load Weight:** 250

**Double Load Cost:** +$3'000

Using identical munitions to the Lightweight version this weapon boasts a longer range and much greater ammo supply than its lightweight cousin. The cost of the weapon includes a full clip of ammo, as does the cost for Double Loading.

### Combat Laser

**Range:** 20

**Accuracy:** +2

**Damage:** +3

**Shots:** N/A

**Weight:** 100

**Cost:** $10'000

As with other Laser Weapons the high range and damage of this weapon is drawn from the engine and as such can only be fired once per Turn, but can fire without risk of running out of ammunition.

## See Also

Weapons

Vehicle Design

Index
Elvis Presley

**Elvis Aron Presley** is a cannon Sanctioned Operative in Comeback Tour who works primarily in the southern United States.

## Musical Career

Always musically inclined, Presley came to the attention of Sun Records at nineteen, and he released a series of successful singles, including "That's All Right (Mama)," "Good Rockin' Tonight", "Mystery Train", and "I'm Left, You're Right, She's Gone".  His manager, Colonel Thomas Parker, had signed Presley in 1956.

After moving to Victor RCA, Presley had even greater success with "Heartbreak Hotel," "Blue Suede Shoes," "Hound Dog," "Don't Be Cruel," and "All Shook Up", and he appeared in several feature musical films, including*Love Me Tender,* *Jailhouse Rock*, *Loving You*, and *King Creole*.

Presley's musical career was interrupted when he was drafted into the Army.

## Military Career

Initially, the Army used Presley's fame as a propoganda tool, "the Nation's Only Atomic Powered Singer", but his presence on base could be disruptive as fans and media came searching for him.  Ultimately, Presley was transferred to a secret nuclear testing facility where he drove nuclear devices around the site.  Presley enjoyed the obscurity, as he was able to finally be "just another dogface GI".

## Sanctioned Operative

Presley has a reputation as a "Samaritan Op", often taking low-paying or even non-paying contracts for those most in need, particularly to protect the victims of violent racism.

## Vehicle

Sanctioned Ops are an eccentric group, prone to excesses in individual expression in dress, driving style and especially vehicle.  Though not as prominent in the media as other Ops, Presley is known for his unusual car, a retro-fitted 1955 Cadillac Fleetwood Series 60.  Presley had the car custom painted in 1955 with a pink body and later a white roof.

The car was originally purchased as a gift for his mother, Gladys Presley, though she did not have a driver's licence.  Presley kept the car in storage for most of its first thirty years, driving it when on leave from the army.  Early in his career as a Sanctioned Op, Presley's friend and mechanic, Nick Papageorgiadis recommended retro-fitting the car as his main vehicle.  All of the components are American-made; Presley does not use any Japtech.

### ModificationsEdit

* convertble to hover mode with swamp skimmer attachments for amphibious operations
* G-Mek engine
* IFF transmitter
* holding compartment in trunk
Corner Sections

Highways are never just endless strips of straight road, Curves, Corners, Junctions, Laybys, and any number of other features can be present along the Highway. Though travel on the straight sections of the highway allows vehicles to manage high speeds relatively safely, Corners can present greater risks for vehicles on the Highway.

## Shallow Curves

Shallow Curves are gentle bends to the left or right on the highway, these can be difficult to cross safely at high speeds, but they are not so difficult for vehicles at moderate speeds, typically such Curves can offer the opportunity to get fire corridors across the highway that cover many lanes.

Vehicles on a Shallow Curve should use the Safety Limit printed on the outermost lane that the Vehicle occupies, this can allow a vehicle to cross two Safety Limit markings on the Highway while only obeying the higher limit and make the corner faster.
Mad Maggie

blah

## Mad Maggie and Her Vehicle

Mad Maggie typically uses a pair of Sub Machine Guns and a Gas Mask, Totaling $2,200 and a Weight of 109.

Mad Maggie drives a Renegade equipped with a pair of 20mm Grenade Launchers on the Front Wings, and a Charger, Totaling $50,000 with a Vehicle Weight of 1055.

Mad Maggie will work with other Gangs and Cults as a Mercenary but often works on her own instead, Mad Maggie is a true believer in Anarchy and vehemently targets Ops Agents and Enforcers on the Highway.

## See Also

Op Team Names

Ops Team

Index

--Nekitsune (talk) 13:42, March 12, 2015 (UTC)
Nitro Methane

While Gas is widely used it is in diminishing availability, especially in the NoGo, and High Performance alternatives are constantly being explored by Highway Users with varying success, The use of Nitro Methane is one of a number of methods that people try to generate engine power without Gas.

## Facts and Figures

Fueling a Vehicle with Nitro Methane is not as simple as switching the fuel, the Vehicle must have modified engine components to make use of this fuel and as Nitro Methane is not commercially available there are no engines that are built to use this fuel as a standard.

**Acceleration:** +10mph

**Max Speed:** +40mph

**Fuel Cost:** $25 per Point

**Conversion Cost:** $5,000

A Vehicle can be converted to use Nitro Methane by paying the listed Conversion Cost, this can be done on all Engine Types, when a Vehicle has been converted it can no longer use Gas or any other Fuel Types to power the Engine and any attempt to do so will cause the Engine damage and requires a Engine Critical roll.

One a Vehicle is Converted to use Nitro Methane it gains a Bonus to its Acceleration and Max Speed, but when used for high speeds over prolonged periods it has a risk of causing fires in the engine.

### Fires

When a Vehicle is using Nitro Methane it is burning a much more unstable mix of fuel and when the Engine is being pushed the fuel can react badly, causing fires to start in the engine.
When a Vehicle using Nitro Methane makes a Move at a Speed Factor over 6 it must roll a D6, on the result of a 1 a fire has started in the Engine and the Vehicle suffers an Immediate Engine Critical each round until the fire is Extinguished, on the result of a 2 or more the Engine is safe.

## See Also

Drag Racing

Fuel Rules

Index
Drones

*Fan-made, non-canon gang or gang-cult.*

## Initial Intelligence Reports Indicate

Technologically advanced, ultra-secretive, para-military group. Rumors persist, but cannot yet be proven, that they are somehow aligned with or have treaties with the Rotary Klubb.

## Later Intelligence Reports Indicate

*(Here's a space for others to chime in, and add to this group's made-up history, etc.)*

## Picture Gallery

*(An area created to show images of anything associated with this gang, including their ve-hickles.)*

## See Also

Cult Names

Gang Names

Index
Integrate Home Robotics

The first subsidiary company to form from Integrate Industries, this company sought to bring Robots into the Home, and released a range of Robots intended to become a part of family life. This was largely unpopular when they began, but they have slowly introduced more and more Robots that have begun to dominate the Home Robotics industry.

## Home Robots

Integrate Home Robotics produces a number of product lines in the theme of Robotic Homes, From Pets all the way up to Companion Models, this company aims to get more Robots into the home every year, with new products and lines becoming available every year.

### RoboPet Products

With ever decreasing availability of biological pets and the ever increasing cost of food the RoboPet line is intended to offer a variety of different semi-realistic animal robots to the consumer market.

The biggest selling lines are the Small Pets Range, including Cats, small Dogs, Birds, and Fish, but ranges of larger Dogs and even Horses are avalable in the range.

See RoboPet Products for a list of commonly sold Robots in the range.

### RoboClean Products

Home maintenance is a prime focus for these products, with Robots ranging from vacuum cleaners to Maid Bots the sale of these products has steadily risen over the last decade.

The RoboClean Products range is widely available in the US and Canada, with stores in every major PZ and the range acting as Integrate Industries flagship product line into Australia.

### RoboHomes Products

Both the newest and currently least popular range of Robots sold by Integrate Home Robotics, there are only a handful of products in this line.

The main RoboHome Products include Companion Robots, and a selection of specialist entertainment Robots that many still see as a little unnecessary and even creepy.

## See Also

Integrate Industries

Robots

Index
Check Point

Building Check Points on the major routes into a Territory is a good way if increasing its defenses and maintaining a level of communication across the Territory,

using radios or phones to keep the Intel coming in.

## Check Points

Maintaining security and safety for a Territory is paramount for most Forces and the use of Check Points allows a Force to control their Territory and make it secure from invaders and looters.

**Strength:** +3

**Cost:** $15,000

Check Points will radio in any information about incoming or outgoing vehicles and pedestrians to the Territory, this means that some advance warning is available if the Territory comes under attack.

## See Also

Territory Design

PZ Territory Facilities

Ops Team

Gang

Index

Dark Future: Living Rulebook Wiki
Cargo Container

File:Placeholder

Many Vehicles used in PZ and NoGo Territories are built to transport cargo in one way or another, this allows vehicles to carry spare Weapons, Ammunition, and Supplies in the field.

## Facts and Figures

The use of Cargo Storage on a Vehicle allows it to transport additional supplies, such as Spare Clips, Extra Fuel, or even Repair Parts.

**Cargo:** 250

**Interior Mount:** 1

**Cost:** $50

Light and Heavy Cars, and Long Wheelbase Vehicles can have Interior Components, and each type has a limited number of components they can be fitted with.

Light Cars have 6 Interior Mounts.

Heavy Cars have 8 Interior Mounts.

Long Wheelbase Vehicles have 12 Interior Mounts.

## See Also

Passenger Seat

Environment Seals

Sleeper

Vehicle Design
Enforcer Checkpoint

Scattered throughout PZ territory and even found in the NoGo, the Enforcers routinely set up Checkpoints on the Highway, their primary aim is to monitor traffic

 on the Highway and deal with Gangs and Cults whenever they see them on the road.

## Facts and Figures

Enforcer Checkpoints are manned by a small team of Enforcers armed with RPG's and Assault Rifles, they will open fire on any Gang or Cult Members and Vehicles they see, if you are playing a Campaign Game and have a Referee they control the Enforcers and they take part in the conflict as if they were a normal Force. Enforcers will always side with Sanctioned Operatives and attack Gangs and Cults.

**Safety Limit:** 40mph

**Quantity:** 1

The Enforcers set up a Barricade on a randomly determined side of the road (Odds = Left, Evens = Right), and place a Barricade across 1 Space and 4 Lanes, this Barricade counts as an Obstacle if a Vehicle encounters it, the Barricade should be placed at the nearest edge of the Road and the Enforcers begin behind the Barricade and will try to destroy Criminals that come near or pass the Barricade.

The Enforcers are composed of a Small Enforcer Team and have a Value of $10,000 including the Characters, they are lead by a Single Sargent who controls the Team.

Enforcer Checkpoints cannot be included in the Salvage value as they are in constant communications with the local PZ Enforcer Station, and will be recovered quickly.

## See Also

Small Enforcer Team

Main Rules

Environment

Index
City Names

**This is the start of a specialized index page, whose purpose will be to fill it in with the names of both "canon" cities (as listed in the various Dark Future stories, the rule books, etc.) and also fan-created cities, villages, places of interest, geographic areas, and so forth.**

Note that an extensive page has already been set up, to describe various areas on the Earth, in 2095 -- (see Dark\_Future:\_The\_Earth\_2095 for that) -- so, the overall plan for this page is to make a quick reference index, which is set up just to list the names of the physical areas where the various fictional people who are associated with a specific Cult or a Gang or an Ops Team and so forth would live, work, play, and so on.

In other words: the other page gives a general description of various large areas. This page is intended more for the purpose of letting various fans of the game and it's "universe" to be able to start up a blank page, to describe the town they live in now, as it is in 2095; or to be able to get into more detail than perhaps a generalized description would be able to do. Cross-links between various pages, where applicable and sensible, are encouraged.

A

Albuquerque *(city in New Mexico, USA)*

B

C

D

Dead Rat *(canon NoGo city in Arizona, USA)*

Denver *(canon PZ located in Colorado, USA)*

E

F

G

H

I

Indianapolis *(city located in Indiana, USA)*

J

K

L

Little Rat *(fan-made NoGo city in New Mexico, USA)*

London

M

N

O

P

Pueblo CO *(canon city in Colorado, USA)*

Q

R

S

T

Toronto *(large city located in Canada)*

Trinidad CO *(small canon city in Colorado, USA)*

U

V

W

X

Y

Z

## See Also

America

Canada

Index

Dark Future: Living Rulebook Wiki

Dark\_Future:\_The\_Earth\_2095
Minutemen

Canon gang or gangcult name.

## Canon references

* Short story named "Route 666" in "Route 666" anthology.
* Presumably also mentioned in "Route 666" (novel version).
* Novel "Krokodil Tears".
* (any others?)

## Canon Descriptions

* This group is comprised of the male counterparts to the Daughters\_of\_the\_American\_Revolution.
* blah 2
* blah 3

## See Also

Cult Names

Gang Names

Index
Albequerque

Redirect to:

* Albuquerque
Canon but incorrect spelling of a real-life city's name. This alternate spelling of the name Albuquerque was seen in a graphic for KTLD Albuquerque in the official rules; but on the same page, within the body of the text, it was spelled correctly -- making it unlikely the game's original makers changed the spelling intentionally.

## See Also

America

New Mexico

Index
IN Damage

*Niko Screamed as the Gas was set ablaze, the Guards stood there laughing as him at first, but soon their laughter died and they stood in silence. Niko could feel his skin burning away and at first he thrashed but soon he was on his feet and running, the Guards didn't follow him as he burst out onto the street, Acid Rain was pouring down and the flames began to die down, but the Acid burned in his wounds, as he collapsed he could feel the world slipping out of sight.*

Blah

## See Also

Main Rules

AP Damage

HE Damage

Index
Close Combat

File:Placeholder
Characters on Foot will often find they are engaged in battle with each other or firing upon enemy Vehicles, but sometimes they will come close enough that hitting each other with Fists, Guns, Knives, Chainsaws, etc. becomes possible and even efficient as they do not run out of Ammunition.

## Close Combat On Foot

When Two Characters are in the same space or within 2cm of each other they may attempt to attack one another with Melee strikes, when this occurs the Character with Initiative can declare a Melee Action. When this happens both Characters roll a D6 and add any Weapon bonuses they gain for their equipped Weapon, the Character who wins the roll (Scores highest) deals 1 Damage to the looser, if it is a Draw then neither Character receives damage and they must continue to do battle.

Each Character in a Close Combat situation can declare a Melee Action Each Pedestrian Phase until the Enemy has run out of Wounds or has fled the Close Combat Area.

## See Also

Melee Weapons

Character Design

Character Equipment

Sidearms
Mutagenic Source

Some places in the NoGo are so toxic that they cause anyone who is exposed to them to suffer Radioactive, Technological, Mutagenic, Environmental or Toxic poisoning, this most commonly results in the Character dying, but some are mutated, devolved or transformed into Rad Zombies or Mutants/Mutagenics, these places are of great value to Mutant Cults and the darker gang aspects, as they allow them to create new Mutants and freaks for the fight.

## Mutagenic Sources

Highly Radioactive, Biotechnological dumps or Toxic Sites can cause Humans to become Mutants and those that don't will simply die or worse become a Rad Zombie, Having a Mutagenic Source in a Territory means only Mutants and Robots can survive there, But they do benefit from a mechanism that both protects them from Humans wanting the territory and a way to make Mutants (If they wish)

**Toxicity:** +3

**Cost:** $1,000

Forces with Mutagenic Sources in their Territory can convert captured civilians into Mutants to increase their Manpower. When the Force choose a Raid Mission on another Players Territory or a PZ Territory and are the victors they may immediately roll a D6 to see how many Humans have been captured from the general population, During that Forces Downtime Phase they may then expose the captured civilians and convert them, roll a D6 for each civilian converted, on the result of a 6 they become a Mutant and join the Force as a new Character (See Character Design). If the roll results in a 1 then the civilian survives and becomes a Mutant but hates the Force for their actions and offers to join another players Cult or Gang as a new Character instead (if there is more than 1 Cult or Gang to chose from roll randomly to determine which, if they are turned away they keep trying different Cults and Gangs until they are accepted). In either case the new Member does not cost any cash to take into a Cult (or Gang) but comes with no Equipment or Vehicles of their own. Any other result on the roll causes the civilians death.

A Mutagenic Source causes the Territory to be considered a Radiation Hazard Zone, this increases the total Toxicity of the Territory by +3.

### Those that don't

While a small number of people exposed to a Mutagenic Source will become Mutants, the majority do not. This however does not mean the rest simply die, though that is the inevitable result, Some of these unfortunates become Rad Zombies for a period of time before the decaying results of such doses eventually kills them entirely.

As a result of this outcome a Gang or Cult with a Mutagenic Source will also generate a number of Rad Zombies over time, this grants them access to buying Rad Zombies as a part of their Support Forces.

## See Also

Rad Zombie

Territory Design

PZ Territory Facilities

Ops Team

Gang

Cult

Index

Dark Future: Living Rulebook Wiki
Debris

The Highways of the Dark Future are often littered with Debris, the remains of previous conflicts, Garbage that was tossed out of a window, and even ruined sections of road.

## Facts and Figures

When a Vehicle enters a Space occupied by Debris they must make a Hazard Tests against the Safety Limit for this Hazard. Debris Counters occupy 1 Space and 2 Lanes.

**Safety Limit:** 10mph

**Quantity:** D6

When Debris is randomly generated on the road the Player rolls a D6 to Determine how many are on the Road, they then roll a Dice to select which side of the road they are on (Odds = Left, Evens = Right), they are then placed starting on the generated side of the road at the nearest edge of the Track Section and moving away, if there are more Debris counters than Spaces on that side of the Track Section then begin on the other side with any remaining counters.

Characters on Foot can Move Debris Counters by declaring a Move and Shoot Action while they are in the Same Space as the Debris Counter, the Character then moves to a new position and the Debris Counter is placed in the Space the Character is on and occupies 2 Lanes as normal for a Debris Counter.
3D Printer

*(Stub entry, to be refined later, if/when necessary.)*

For now, here's a Wikipedia link to the real world concept of "3D Printing":

http://en.wikipedia.org/wiki/3d\_printer

The idea behind including this concept, here in the context of the Dark Future gaming world, is that (arguably) this technology could be used to generate 1970's-looking muscle-cars, or any other sort of crazy-looking vehicle shape. (Without it, it would be quite a stretch for 1950's Kustoms and what not to be running around, armed to the teeth, a century or more later!)

Keep in mind that, in the real world, today, successful attempts have been made at creating METAL objects using the concept of 3D printing ... further creating a plausible explanation for why so many awesome-looking vehicles would be running around, like they were "every day" vehicles. If you're interested enough, you might want to Google-search something like "3D printer metal" or similar, to get an idea of what's already happening along those lines.

Keep in mind, also, that any object that can be prototyped, rapidly -- (small parts for guns or for car or bike engines, just as a few examples) -- could be used as "masters" to make standard foundry-style molds (also called "tooling"). That is, to use "sand casting" to make final metal parts, from plastic prototypes which were created using a computer and a 3D printer.
Heavy Weight Passives

Passive Weapons allow a Vehicle to deploy lasting hazards on the road that while not intended to cause immediate damage to an enemy vehicle, these weapons are intended to remain as traps of a sort to ensnare careless drivers chasing the vehicle that deployed them.

## Heavy Weight Passives

Most Vehicles will typically use Heavy Weight Passives where possible to provide the largest resource of ammunition as possible though some vehicles such as Bikes are not able to carry the Heavy Versions of Passive and require Light Weight Passives instead.

### Spike Layer

(See Spikes)

**Damage:** See Passives

**Shots:** 12

**Weight:** 100

**Cost:** $1'500

**Reload Cost:** $10 per Shot

**Double Load Shots:** +12

**Double Load Weight:** 150

**Double Load Cost:** +$1'000

Designed to deploy a cluster of razor sharp spikes that are designed to tear up tyres, this can be devastating to Pneumatic Tyres and even Solid Rubber Tyres can suffer severe damage as a result of driving over these spikes.

### Oil Layer

(See Oil)

**Damage:** 1 Handling, Hazard Roll

**Shots:** 12

**Weight:** 75

**Cost:** $3'000

**Reload Cost:** $5 per Shot

**Double Load Shots:** +12

**Double Load Weight:** 125

**Double Load Cost:** +$1'000

Little more than a tank of Oil and a Pump designed to release a measured dose of Oil onto the road these devices make the road slippery and can cause crashes if vehicles take them too fast, not to mention the Oil sticks to tyres and causes persistent problems for vehicles that hit them.

### Pattern Mine Layer

(See Mines)

**Damage:** +3HE

**Shots:** 6

**Weight:** 150

**Cost:** $5'000

**Reload Cost:** $250 per Shot

**Double Load Shots: +**6

**Double Load Weight:** 275

**Double Load Cost:** +$2'000

Designed to deploy a number of small Landmines onto the road, these mines are highly sensitive and when one blows the rest will soon follow suit creating a chain reaction explosion designed to devastate the underside of a vehicle, when laid the mines are scattered over the 2 Lanes directly behind the vehicle and any Character or Vehicle that strays into those lanes could set them off and cause a serious explosion.

### Smoke Layer

(See Smoke)

**Damage:** 60mph Hazard Roll

**Shots:** 20

**Weight:** 50

**Cost:** $2'000

**Reload Cost:** $5 per Shot

**Double Load Shots:** +20

**Double Load Weight:** 75

**Double Load Cost:** +$1'500

By dropping ignited chemical pellets this Layer deploys a cloud of thick smoke that obscures vision and causes breathing difficulty for Characters as well as blocking sight for drivers, this Passive Layer allows for a great deal of clouds to be laid due to the small size of the pellets and the low cost of replacements, making it very popular among Gangs and Cults.

## See Also

Passives

Index
Carbon Steel Armour

File:Placeholder

Typically fitted to any vehicle that desires better protection from attack than a Plastic Body Panelling Bodywork can offer.

## Facts and Figures

The most commonly used form of armour on the road is a composite Carbon Metamaterial coated by Steel plating layers providing armour protection at a reasonable cost, though it is the heaviest form of armour available.

### **Bikes and Trikes**

**Armour:** 1 per Layer

**Weight:** 8 per Facing

**Cost:** $500 per Facing

A Bike is limited to 4 Layers of Bodywork making the maximum armour that a bike can have with Carbon Steel Armour 4 points of Armour.

A Trike is limited to 5 Layers of Bodywork making the maximum armour that a Trike can have with Carbon Steel Armour 5 points of Armour.

### **Light and Heavy Cars**

**Armour:** 1 per Layer

**Weight:** 16 per Facing

**Cost:** $1'000 per Facing

A Light Car is limited to 6 Layers of Bodywork making the maximum armour that a Light Car can have with Carbon Steel Armour 6 points of Armour.

A Heavy Car is limited to 7 Layers of Bodywork making the maximum armour that a Heavy Car can have with Carbon Steel Armour 7 points of Armour.

### **Long Wheelbase**

**Armour:** 1 per Layer

**Weight:** 20 per Facing

**Cost:** $2'000 per Facing

A Long Wheelbase Vehicle is limited to 8 Layers of Bodywork making the maximum armour that a Long Wheelbase Vehicle can have with Carbon Steel Armour 8 points of Armour.

## See Also

Bike Chassis

Trike Chassis

Light Car Chassis

Heavy Car Chassis

Long Wheelbase Chassis

Vehicle Design

Plastic Body Panelling

Carbon Plastic Armour
Damage

As an inevitable result of being Shot at a Vehicle will begin to suffer Damage, each Vehicle Chassis has a total amount of Damage they can absorb before the Vehicle is simply too badly damaged to keep running, and even taking some damage can result in the Vehicles performance being affected.

## Taking Damage

When a Vehicle is hit by a Shooting Weapon or suffers a Passive hit they are at risk of suffering Damage, this is determined by the attacker rolling a D6 and adding the weapons Damage Modifier to the total, the target Vehicle or Character then subtracts their Armour Value from the total Damage, if the result is a 0 or less then the Targets Armour absorbs the hit and suffers no further effects. If the result is a 1 or more then the Vehicle suffers Damage and must reduce their current Damage total by the listed amount.

### Damage Thresholds

(See Damage Threshold)

Each Vehicle Chassis has a listed Damage Stat that is accompanied by a series of number in brackets, these represent the Vehicles Damage Thresholds, these represent the points at which the Vehicles performance is adversely affected by the amount of damage taken, each time the Vehicle reaches a Damage Threshold the performance is reduced, losing 10mph from its Max Speed, 5mph from Acceleration, and 1 Handling.

### Reaching Zero

When a Vehicle suffers enough damage to reduce its Damage to 0 the the Vehicle is Wrecked and automatically loses control in its next Movement Phase, as a result of the damage the Vehicles Handling, Max Speed, and Acceleration are reduced to 0, and a Control Loss test should be made, adding +2 to the roll as the vehicle is totaled.

Vehicles reduced to 0 Damage in this way are Wrecked and cannot be Repaired during the Engagement, instead it must be repaired during the Downtime Phase of a Campaign.

## See Also

Main Rules

Damage Threshold

Index
Sony-Mae

Sony Mae (Keshia Anders). She's an Artist and a Writer but she is very quite notable of her fandom of furries, Sailor Moon, Disney, Warner Bros, and others. She write fan-fiction, and she draws very cute artwork from her gallery and randomly draws random crossover. She draw of her fan characters/ OC's that are mary sue (technically she claims that they are not, and turns out she is right because they are officially not). The things she didn't like that are show are: Family Guy, South Park, and Drawn Together - that her dislikes; she say that old cartoon from the past of comics are better than today cartoons (only with a few exceptions like Wander over Yonder, Green Eggs and Ham and the modern Mickey Mouse cartoons). She draws very nice artwork and awesome pairing random crossover.

```
**Born October 7, 1990 (aged 29)**
**Roseville, Ohio**
**Occupation: Artist, Writer**
**Years active: 2006-present**

```

## Early Life

Sony-Mae began sign up on deviantART back in the spring 2006 - where start off drawing awesome random crossover & crossover couple too, writing decent fan-fiction, her oc's are Princess Sony-Mae, Kikko Aulstar, Bianca Jetstream, Jerei Jetstream, Melina Buck,
Laura Jane Coyote, Yumi, Agnes Devil(?), Serena Dino, and Vanessa. Her art skill style that she draw are anime style, but drawing funny stuff, and etc on her artwork - she eventually write fan-fictions that are Loonatics Unleashed series and some others stories, some of her fan fiction were reviewed by FanFic Critic. She pretty infamous of deviantART - but not in a bad way, but in good way of her artwork drawing and her cool fan-fiction: over the past years despite of the anti-SonyMae / haters there been rumor she doesn't take critique comment and getting trolls from the way responding from those people were taking negatively - which is not quiet okay about.

## Her Life Now A Day on DA?

Today she still on deviantART and continuing to draw more oc's, random crossover and as couple, still writing on her fan fictions stories on deviantART, so she is making awesome and great creation from her work at deviantART. As of 2015, she has not gone to many other website such Youtube, nor Tumblr, etc. Most of her fan/ friends really adore her artwork and her piece work, that she is one of the most good artist ever on dA and success in real life too. Even Tom Ruegger (creator of Animaniacs) liked her art.

On December 2019, a new dA user named "Thepirateking64" has used her as an inspiration for his own fanfics. In which she is flattered. And in February 2020, he made a video on Youtube (under the name "Ben the Half Blood Pirate") that features Kikko Aulstar, Quirky and Sokki (AnimatedTigerGirl's oc that she is friends with).

☀The Pirate King 64's video: https://www.youtube.com/watch?v=f8o7\_AANoYg

## External Links

* Sonymae alias KessieLou
* Sonymae personal FB profile - Keshia Anders
* Meetme profile
* Her change.org profile
Artimes: Lone Wolf

Once a trainee in the Enforcers, Artimes Wolfe is now an Independent Sanctioned Operative working out of Reno, Artimes quickly fell out of the Enforcer Training as he found their methods sloppy and wasteful, He quickly sought to gather enough cash for his own Interceptor and started looking for a Contract.

## References

Phase

Transmission

## See Also

Op Team Names

Ops Team

Index

--Nekitsune (talk) 13:42, March 12, 2015 (UTC)
Cattle

Parts of the US still manage to keep herds of Cattle, these Herds are typically spread over large areas so that they can get as much food from the increasingly barren landscape, this results in Cattle occasionally moving onto the road.

## Facts and Figures

When Cattle are on the Highway they present a problem as they are very heavy but can be knocked down, Each Cow takes up an entire Lane (Characters can move around the Cow using the Miniatures body as the contact zone), and any Vehicle that hits them must immediately make a Hazard Roll with the listed Safety Limit.

**Safety Limit:** 10mph

**Quantity:** D6

When Cattle are placed on the Road they are positioned one the edge of the road and begin at the nearest edge of the road on a random side (Odds = Left, Evens = Right), if there are more Cattle generated than there are Spaces on that side of the road, then further Cattle are placed in the next Lane on the same side.

Each Character Phase (Phase 0) the Cows move 1 Space (8cm) in a random direction, Place the Spin Template over the Cow and roll 2D6 to determine which direction the Cow moves, they then Move their full Distance if possible, if they leave the play area they have moved off into new pastures. Cows have a Skill of 0 for determining Initiative Order.

## See Also

Environment

Main Rules

Index
G.P.S

File:Placeholder

Knowing the Road is a Skill that many road warriors are proud to have but in the middle of an engagement there are many things distracting the driver that can make them lose track of their position, the use of Global Positioning Satellites can make this somewhat easier, though only PZ Territories have well maintained systems, the NoGo is typically much harder to get accurate information on the layout and state of roads.

## Facts and Figures

This upgrade is a small Satnav fitted to the Vehicle that provides up to (where Possible) information to the Driver on the layout of roads ahead of the Driver.

**Weight:** 0

**Cost:** $500

When rolling for Approach before a Game Begins if you have a Vehicle with G.P.S. then you may add +1 to your roll if the Engagement occurring in a PZ, otherwise it provides no bonus.

If a Vehicle with G.P.S is in the lead on the road and causes a new section of track to be generated they may roll 2 dice and pick the result they prefer for the next track section, this does not apply to Debris and Hazard counters as they are not part of the road maps.

## See Also

Vehicle Design

Approach Rolls

Index
Ju-Ju

In the Dark Future there are many different Narcotic Drugs that are sold both in PZ and NoGo, most are illegal and only traded by lowlifes and the Black Market, but some are available over the counter in markets, though usually very mild and tightly regulated so they don't damage the work force.

## Legal Narcotics

In the PZ Pill Bars cater to a wide variety of customers and drugs, though most are deliberately mild or regulated so as to prevent (or at least reduce) addiction in their patrons. Though some still take them too heavily and destroy what life they do have.

### Uppers

Many of the legal drugs fall into this category, designed to make the user feel better about themselves and the world around them, Uppers are very popular in the working class of the many PZ cities, many taking them just to get through a day without feeling the weight of the world pressing down on them.

**Doses:** 5

**Cost:** $10

The listed Doses and Cost are an average cost from a Pill Bar, out in the NoGo they are often double or more the listed price.

Common Uppers include: Ludes, Pep, Angel Tears, Bliss, and Crystal.

### Downers

Though less commonly used many in the PZ do use Downers, made to bring a user down to earth, these drugs are typically taken at the end of the day as a way of getting to sleep. Though some people get hooked on them and fall deeper into depression as a result.

**Doses:** 5

**Cost:** $7

Downers are typically cheaper than Uppers or Hallucinogens, but in the NoGo they will still command higher prices.

Common Downers include: Star Dust, Greys, Boo, Cyclone, and Gloom.

### Hallucinogens

Very few legal drugs are hallucinogenic, but the do exist, very popular with the clubbers and others that like to party, these sorts of drugs generally cause mild hallucinations, though some do suffer more extreme reactions.

**Doses:** 2

**Cost:** $15

Out in the NoGo most will have to pay double or more the listed price, though the selections of illegal Hallucinogens is both cheaper and larger than the legal options.

Common Hallucinogens include: Fyre, Bubble Pops, Pep Ultra, Zeros, and Yellows.

## See Also

PZ

NoGo

Products

Index
D6

A D6 or Six Sided Dice are the dice required to play Dark Future, when a die roll is called for it will be a D6 roll. Some rolls may require more than 1 die to be rolled, in this case the number of dice is indicated before the D (E.g. 2D6 would mean rolling 2 six sided dice), when a roll of this type is called for the results on the dice should be added together to determine the total.

## See Also

Main Rules

Index