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Wasteland Adventures

Handbook
By Khan Sweetman
Professor Holcomb
GAT212 Fall 2015

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GAT212 - Fall 2015

Table of Contents

Attacking .................................................. 2

The World .........................................................2

Mounted Combat .................................... 2

The Harvest Wars .........................................1


The Year 28XX ..............................................1
Planet Earth ..................................................1
The People....................................................1
Adventurers..................................................2

Dual Wielding........................................... 2
Rolling Dice .................................................. 3
Critical Success & Failure ......................... 3
Advantage/Disadvantage: ....................... 3

Irradiated..................................................2

Map Rules: ................................................... 3

Mutation ..................................................3

Movement ............................................... 3

The Breadth of Humanity .........................3

Difficult Terrain ........................................ 3

Governance ..................................................3
City-States ....................................................4
Forces in the World ......................................5
Other Communities: .....................................6
Transportation: ............................................8
Space ............................................................9

Size ........................................................... 4
Cover & Line of Sight ............................... 4
Skills ............................................................. 4
Skill Checks ............................................... 5

The Land .................................................10

Contested Skill Checks ............................. 6

Building a Character: ......................................11

Talents.......................................................... 6
Socializing................................................... 10

Callings ...........................................................15
Guardian .......................................................1
Hidden ..........................................................4
Gunslinger ....................................................7
Ronin ............................................................9
Races ..............................................................12
Droids .........................................................13
Humans ......................................................14
Crows ..........................................................15
Mantis ........................................................16

Roleplaying ............................................ 10
Status Effects ............................................. 10
Beasts & the People You May Encounter ...... 11
Flora and Fauna ........................................... 1
Beasts ........................................................... 1
The People You May Encounter: ................. 4

Items and Equipment .....................................18


The Economy: ...............................................1
3D Printing................................................1
Weapons: .....................................................2
Armour .........................................................7
Common Items .............................................9
Legends ........................................................3
Combat & Other Rules: ....................................4
Combat Rules ...............................................1
Surprise Attacks........................................1

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The World

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The Harvest Wars

Planet Earth

The years leading up to the Harvest Wars were


filled with grand technological advances, and
innovations of every kind. The world was
struggling to maintain its population of just
over 9 billion people, and the demand for
more space, more energy, more food, more
luxury, more everything was propelling
industry to new heights at unprecedented
speeds. These needs were further propelled by
global flooding forcing away landmass, and
global warming dramatically changing the
landscapes of the world.

The Harvest Wars decimated the world


population, bringing the global population to
under 1 billion people; a total that has not
been seen since before the 1800s. There was a
silver lining to the tragedy, and that was that
the drastically reduced population meant that
the world was once again big enough to
sustain its people. Resource problems didnt
end however, they just became different.

Corporations worldwide were racing to find


new ways to increase efficiency and product
output. Amazing scientific advances propelled
technology to new heights, but no matter
what new discoveries were uncovered, it just
wasnt enough to keep the worlds desires
sated. When the Earth was robbed of all
resources, and her people could no longer
sustain their wanton lifestyles, the nations of
the world turned upon one another with the
intention of harvesting one another for
sustenance. The ensuing wars of conquest that
broke out across worldwide were collectively
referred to as The Harvest Wars. Ultimately,
they led to global thermonuclear war, and the
irradiated end of the world.

The Year 28XX


The last Harvest War ended in 2536, and the
world has changed in the roughly 300 years
since then.

After the world was blanketed in radiation, life


began to mutate drastically. Everyday
creatures became big, fierce, and bloodthirsty.
Anything that was mildly dangerous to begin
with became monstrous. Farm animals
mutated as well. Instead of raising cattle, it is
now necessary to hire heavily armed hunters
to track and kill wild, elephant-sized, twinheaded, fire-breathing cows.
Agriculture was hit hard by the radiation, and
farming by itself was no longer enough to
sustain large groups of people. Most edible
plants proved not hardy enough to survive
radiation, and most farm animals mutated into
monsters or couldnt survive the radiation
either. As a result, it became nigh impossible
for large civilizations to subsist, and old
nations fell apart, crumpled by their own
weight. Now, most civilizations are small, and
compact. Most people live under the banner
of a city-state: an independent state consisting
of a city, and its surrounding territories. In
between city-states are vast stretches of
unclaimed land, too hostile or difficult to
maintain.

The People
As tough as the world was, people proved to
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be even tougher. Humanity stuck around like a
patch of weeds in the irradiated dirt, refusing
to give in. Where nations fell, groups of citystates rose up. Countries may have become
too big to sustain, but peoples ability to
survive just meant that societies became
smaller and hardier.
Without the banners of nations to tie lands
together, interactions between adjacent citystates became taught, and usually based on
mutual profit. When laws disappeared, interpersonal conflicts suddenly became much
more exciting. In short, the world became
much more dangerous.

Adventurers

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wastelands, gathering rare materials in


dangerous locations, or tracking down
criminals for bounty. Less well-meaning
adventurers are just as common, assassinating
targets for exorbitant fees, providing muscle
for gangs, or infiltrating strongholds in the
dead of night. Some adventurers like to settle
down, and work one job for long periods of
time instead of working individual jobs by
contract. These adventurers often become
high level bodyguards for the rich and
powerful, guard captains, or sheriffs. Others
still work for themselves. Some adventurers
live just for the adventure, patrolling the
wastes as a ward against evil, or spend their
days travelling the world, picking up jobs only
when they need the cash.
Roughly 10-20% of all people could be
classified as an adventurer. Between local
wars, protection services, material needs, and
martial needs, there is always a high demand
for capable, high-risk individuals.

Irradiated

Some people born after the Harvest Wars saw


the dangers of the world, and decided that
they fit right in. Not only did they want to
survive, they wanted to take the wastelands
head-on. Hiding inside walled cities or working
their lives on a farm would be too boring for
them, so they decided to make a living by
braving the dangers of the wastes for money.
These people are known as adventurers.
The life of an adventurer is one of excitement
and danger. They work a variety of jobs, such
as hunting gigantic beasts for food, protecting
wealthy merchants while they trek across the

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One of the first problems humanity


encountered was living with massive amounts
of radiation. It was many generations before
reliable radiation medication and prevention
became commonplace. Now, anti-radiation
tablets, pills, filters, and even seasonings are
widely available and easily affordable. They
arent perfect however, and trace amounts of
radiation poisoning are universal.
Furthermore, radiation is not gone, just easier
to deal with. If someone runs out of radiation
medication in the wild, they are surely
doomed.

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Mutation
Perpetual exposure to radiation has affected
everyone, some more than others. Those who
bear the worst of the radiation and survive
often mutate, for better or worse. Lucky
mutants might gain the ability to breathe
underwater, or gain sharpened eyesight.
Unlucky mutants might gain an appetite for
blood, or find themselves unable to walk.
Mutants are uncommon, but hardly unheard
of. Many adventurers eventually become
mutants, by choice or otherwise.

The Breadth of Humanity


Earth is home to more sentient beings than
just humans. Even before the Harvest Wars,
sentient robots known as Droids, came into
existence. Now, the black-feathered Crow and
the predatory Mantis have joined the ranks of
sentient beings that call earth their home.
Interactions between races can take a variety
of tones. Many people accept one another,
regardless of species. Others consider
different species abominable, and treat them
as animals. The Mantis in particular are targets
of inter-species conflicts, and their habit of
devouring aggressors does little to mitigate

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the accusations thrown against them.

Governance
After the Harvest Wars, governments were
shattered, and authority vanished from the
world. Now, things have had some time to
recover. Various groups, organizations, and
governments have begun to sprout up here
and there.
Most groups are fairly small, and the vast
majority of governments do not go beyond the
local level. The largest of these groups form
global corporations and factions, city-states, or
even small nations. For the most part, anarchy
or dictatorship are the government structure
of choice.
In order to get along with outsiders, peaceful
communities usually establish some form of
communications with other communities. This
most commonly takes the form of radio.
Satellites are rarer now because of space
debris destroying anything unprotected in
orbit. Thus, cell phones and the internet are
much less reliable than they used to be, and
are far less ubiquitous because of it.

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City-States
The Kraken Armada
City-states are the most dominant form of
governance in the world. Their balance
between a small population for sustainability
and enough people for defensive power makes
them an ideal type of community for the
wastelands. Most people live in a city-state or
its associated territory.
City-states vary in size, with the smallest
numbering under 10,000 inhabitants, and the
largest boasting populations of over 200,000.
Usually, around a fifth of a city-states
inhabitants live in the capital city of a citystate, with the rest living in the
surrounding territories, usually on a
farm or in a small town.

A pirate collective with ties all over the world,


the Kraken Armada is the single most powerful
naval force in the world. Its captains tend to
splurge on custom paint-jobs depicting their
namesake sea monster to set them apart from
other, run-of-the-mill pirates.
Some say that the Kraken Armada actually has
a Kraken that heeds its calls, which they call
upon to tear their most hated enemies
asunder. Whether truth or fanciful legend, few
know for sure.

Just as there are huge varieties in the


countries of the modern day, there are
huge varieties in the city-states of the
post-apocalypse. The varied in
landscapes, cultures, resources, and
radiation levels gives each city-state its
own unique quirks and qualities to call
its own.
Here are some examples of what you can
expect from city-states:

Rush Harbor
Rush Harbor is a bustling fishing port, situated
near the crater that was Washington DC. It is
known for the wide variety of fish, and fish-like
creatures that its ships bring in every day.
The fishing ships in the area all have metalplated hulls, as the Rock Crabs in the area
would eventually smash any other kind of hull.
Adventurers are often hired to fight off
encroaching sea monsters.

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MAGNA Corp. HQ
MAGNA Corp is one of the few existing
corporations that can legitimately claim global
influence. It is one of the most powerful forces
in the world, with enough money to buy out
entire city-states to further its corporate
agenda.
At first, MAGNA Corp HQ was just one set of
buildings in the Pacific West, constructed after
the Harvest Wars. It gradually expanded as
MAGNA Corp grew in power, and eventually
became an entire city, with an economy based
on the global profits of the worlds most

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successful personal defense corporation.

Freight City
Named because of its central role in shipping
across the Americas, Freight City is a loud,
busy town, known for its dangerous alleyways
and delicious onion burgers. It is an example
of the vital role that the massive shipping and
transportation trains of the Railways play to
the continued functioning of the wastelands.

OCallaghan Mills
Ireland was one of the few countries that was
not soaked in radiation during the Harvest
Wars. Sadly, other turmoil tore the nation
apart, and it too broke into a collection of citystates, though many of them still identify as
Irish. OCallaghan Mills is one such city-state,
and boasts some of the worlds most
advanced levitation technology.
The fabled, floating Windmill Islands started
in Ireland, and OCallaghan Mills is the little
known inventor of the technologies that
power them. They choose to stay humble
about their achievements to avoid unwanted
hostile attention.
The capital of OCallaghan Mills is one of the
worlds largest floating islands, and floats
gently around its territories, stopping
occasionally to refuel. The majority of
OCallaghan Mills citizens are sheep or potato
farmers, and they are known for their love of
Guinness, one of the few beers that remained
unchanged through the Harvest Wars.

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Forces in the
World
The world is a big place, filled with all sorts of
scary things. Some of them are too big or
powerful to be trifled with by the average
person. Here are a handful of some of the
more dominant forces that exist.

The Kraken Armada


A pirate collective with ties all over the world,
the Kraken Armada is the single most powerful
naval force in the world. Its captains tend to
splurge on custom paint-jobs depicting their
namesake sea monster to set them apart from
other, run-of-the-mill pirates.
Some say that the Kraken Armada actually has
a Kraken that heeds its calls, which they call
upon to tear their most hated enemies
asunder. Whether truth or fanciful legend, few
know for sure.

MAGNA Corp.
MAGNA Corp. is a monolithic corporation
rooted in North America, but with branches all
over the world. It deals in all sorts of trade,
most notably personal defense and portable
energy sources.
It is so powerful, it even boasts its own private
military, which it uses to fiercely protect its
assets, and to guarantee the safety of its
employees.

Ganzorig Khan
East Asia is dominated by a single military
group: the Khans. The world is full of warlords,
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but none are quite like the Khans. They are
self-styled successors of the Mongolian
warlords of old, titling themselves as such to
declare their military prowess. They are known
for their brutally effective hit-and-run tactics,
ferocity, and strong nomadic culture.
One of the Khans stands above the rest:
Ganzorig Khan. He is the most ambitious and
successful of the Khans, and he has openly
declared his intentions to restore the
legendary Golden Hordes of Genghis Khan,
and take over all of Asia once again.

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Other
Communities:
Not all people live in city states. Many other
forms of communities live as a town belonging
to a city-state, or as a separate entity entirely,
braving the wastes in its own ways.

Caravans

Queen Rhonwen of
Flowers
In what used to be northern Britain, exists a
growing collection of city-states, ruled by
Quenn Rhonwen of Flowers. Rhonwen started
as a petty ruler of a single city-state, but
changed when she was visited by a vision of
the Britain restored, to the days when it had
was a global superpower, ruling colonies all
over the world. Since then, she has united
everything in her reach, through peaceful
means or otherwise.
Many adore her as a benevolent leader,
though she is not above peace through
conquering, and there have been many
attempts on her life.

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The downfall of agriculture caused a huge


number of people to adopt a nomadic lifestyle.
Following herds of beasts has become a
common, and acceptable method of making a
living. The people that do this are hardy, rough
folk, who know how to handle themselves in
the wild. The caravans they form are
composed of anywhere from a single family, to
several hundred people.

Windmill Islands
So named because of the many wind turbines
dotting them, windmill islands are small land
masses suspended by massive dirigibles and
complex machinery that have been adapted
for permanent life in the sky. The communities

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that live atop them are small, and often shun


outsiders that cannot prove their peaceful
intent.

a lot of theft, and adventurers are often hired


as guards or bouncers.

The people that live on windmill islands do so


because it offers a better life than one on the
ground. Up in the air, everyday life is sheltered
from the vast majority of struggles and petty
wars on the firm earth below.

War Bands:

These islands are few in number because of


their technical complexity, though many have
seen them riding the wind, high in the sky.
They are often the subject of envy and fantasy
amongst ground dwellers.

These groups are most commonly nomadic,


and live off hunting, some gathering, and a lot
of raiding. Energy and fuel are some of the
cheapest things to harvest, and these people
use it to power all sorts of armour-plated, gunladen vehicles.

Outposts:
Since any town that expects to stay alive is
armed, its more accurate to describe any
town by itself as an outpost than a town.
Being forced to live off the land means that it
is hard to sustain large communities in a single
location, so outposts usually dont grow
beyond a few hundred, or maybe a few
thousand people.

Rail Towns:
The large volumes of
goods and people that go
through the Railways
have caused many towns
to sprout up alongside
them. These towns
typically live off rail
maintenance, and every
part of trade they can
manage.
The high volume of
transients that go through
the area tends to result in

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The wastelands are rough, tough, and will tear


apart anyone who lets their soft side show
though. These people are not those people.

War bands are varied in their firepower and


standards of living, though most are rather
poor, and use whatever guns they can get
their hands on. Their people typically have a
live fast, die hard philosophy.

Lone Wolves:
There are people who have found an odd
peace in the solitude of the wastes. While few
in number, it is common to
hear of particularly tough
wastelanders who have chosen
to carve out a living by
themselves.

Sea Isles:
When the first bombs of the
apocalypse rained from the
skies, some people decided to
live on the high seas to avoid
any ties to nations, and to
make themselves as small of a
target as possible. The people
that live on artificial islands are
the descendants of those
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people, and sailors who fell in love with the
idea of always being at sea.
These islands are varied, numerous, and small
in both population and land mass. Most
islands have been greatly changed since the
modern day due to risen sea levels altering
coastal landscapes.

Transportation:
The danger of the unclaimed wastelands
created a huge demand for all kinds of ways to
get from place to place. Below are some of the
more common ways that people get around.

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attention.
The trains running along the Railways are
massive, often shadowing two-story buildings.
Large, metal plates are often bolted onto the
front of these trains so that they can ram
through anything that had the misfortune of
standing on a Railway at the wrong time.
Trains have a high need for adventurers,
especially adventurers who wont be missed if
they die on the job. All major trains have at
least a full-time crew of fighters to protect
their cargo, and seasonal work brings in even
more.

Highways:
The Railways
The Railways are the single most important
form of transportation in the world.
Long, boundless railways connect the world,
traversing land and sea alike. It is possible to
circle the world using nothing but the trains
that run along them. These railways were
created long before the apocalypse, and are
used by nuclear-powered, magnetically
propelled trains. These trains travel at varying
speeds, from 40mph for short-range
transportation, all the way up to almost
350mph for intercontinental trains. The
majority of trains are on the low end of the
spectrum, as it is gets to be very expensive to
build and maintain the fastest trains.
These trains carry all sorts of things. Food,
water, medicine, people, cattle, and anything
else that someone would pay to transport is
fair game for these trains. They are a large
part of many wastelanders lives, and the
wastes would not function without them.
Naturally, their value often brings unwanted

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The Harvest Wars caused the very topography


of the earth to change, resulting in most
highways being obliterated. Lack of
governments meant lack of government
funding, and lack of anyone paying for
highways to be built. Most public
transportation takes place over the Railways
now. Their superior protection, short-term
cost, and ease of use makes them a much
more popular choice.
The few highways that have been built are
privately funded, and typically have exorbitant
toll fees extracted by armed guards associated
with them.
Most people have to trek directly across wild,
untamed territory, either because there arent
highways that go where they need to, or the
tolls extracted by highways are too high for an
individual to pay.

Personal Transportation
Trekking the wastes by foot is usually a poor

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decision. There are all manner of quick-footed
predators, raiders, and dangerous tracts of
land that make vehicles more than a
convenience. For those who make journeying
a part of their life, some form of personal
transportation is a vital necessity.

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for highway use.


Animals:

Hover bikes:
Hover technology was discovered post-war,
due to the high demand for all-terrain
transportation. These bikes are fast, with
standard models maxing out at over 120mph,
though their lack of friction makes them hard
to turn.
Hover bikes tend to be smaller than normal
bikes, since hovering heavier weights requires
more power.

Horses are not the only animals to be ridden


by humans. Thousand-Year Tortoises, Giga
Bison, Pack Pigs, Horned Raptors, and Carrier
Wolves are just a few of the pack animals that
are used in the 2800s.
Animals are harder to maintain than machines,
but they only require food and care, and are
popular among farming and nomadic
communities.
Sun Boards:

Dune buggies:
Dune buggies are one of the most common
ways for people to traverse dangerous land.
They have a diverse range of qualities, such as
protective metal exteriors, maneuverability,
affordability, easy maintenance, and how easy
it is to strap guns to the exterior are all traits
that are appreciated by travelers everywhere.
Motor bikes:
For those who enjoy the thrill of fast, raw
movement, gas-powered motorcycles are the
way to go. Many bikes have all-terrain
capabilities, though some are only outfitted

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Sun boards use a combination of advanced


solar technology, hovering, and fearlessness to
propel their riders through the air.
Sun boards have golden sails on their sides.
The sails provide stability, and absorb sunlight.
In flight, the sails glow with solar energy, and
almost resemble wings as they glide through
the sky.

Space
The art of space travel was developed before
the war, and many people were able to flee
before Earth became desolate. However,

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terra-forming is still very expensive, difficult,


and dangerous. Even for those who away from
Earth, life is still rough.
Space travel is expensive, and few possess the
means necessary to travel from planet to
planet. The few who do are usually incredibly
rich, powerful, and ruthless, or working for
someone incredibly rich, powerful, and
ruthless.
Even the wealthiest explorers of space are
unable to travel outside of our solar system.
Most colonies are on Mars, due to it being the
first planet to be colonized. The moon came
soon after, and grew to be an immensely
popular vacation spot before the Harvest Wars
shut down private space travel.

The Land
Wasteland Adventures takes place on Earth, or
one of the worlds once colonized by Earth.
Either way, the world you play on is likely to
dirty, dangerous, and hard to live in. The world
isnt all desert though, and is quite varied in
how it has changed since the apocalypse.
Due to the variances in changes caused by
radiation, exactly how a specific stretch of land
has changed is up to the DM. As a rule of
thumb, natural regions should resemble what
they looked like before the apocalypse, but
considerably more dangerous.

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Building a
Character:
The world of Wasteland Adventures is
inhabited by all sorts of people. When playing
this game, you will be playing as an
adventurer, someone who makes a living by
exploring the world, fighting deadly creatures,
hunting for rare artifacts, and of course, going
on adventures.
Adventurers are some of the most powerful,
influential, and willful people in the
wastelands. When you first create your
adventurer, you will be about as physically
powerful as a well-trained guard. As your level
increases, you will become vastly more
powerful. A fully-levelled character is capable
of fighting enormous monsters on their own,
has the influence of a powerful leader, and
might even be considered a legendary figure
because of their heroic exploits.

1. Choose a Calling
The first thing you will want to do is think
about what kind of adventurer you want to be.
A calling is likely the biggest part of your
character. It is a key part of how your
character approaches combat, life, and the
world as a whole.
Whatever your character does, you will want
to find a calling that describes them well in the
Callings chapter.
As you choose your calling, make sure to mark
down your characters skills on your character
sheet. These skills are listed in the description
of each calling.
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Example Character Creation: Kale


Example player Chip is making a character for
Wasteland Adventures. While thinking about
what kind of character he wants to play as, he
keeps in mind that his character is likely to die
violently, and plans accordingly. However, he
wants his character to endure as much
damage as possible before inevitably hitting
the ground. Chip names his character Kale,
and decides that he will be a Guardian, the
most durable of the callings.

2. Choose equipment
Before you go adventuring into the wasteland,
you need to get some supplies to keep
yourself alive and swinging.
The equipment your character carries is
mostly determined by their calling. Near the
beginning of each class description is an
equipment section that describes what kind
of equipment you start with, as well as how
much money your character starts with. As
you begin choosing what kinds of items your
character carries with them in the wasteland,
you should be aware of what kinds of items
are more or less beneficial for your characters
calling.
If you just want to start playing as soon as
possible, then dont worry about equipment
too much. The equipment that each class
starts with is sufficient to keep them alive in
the wasteland.

Example Character Creation: Kale


Kale is going to be geared for combat as he
heads into the wasteland. Every time Chip can,
he looks up items in the Items and
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GAT212 - Fall 2015

Equipment section, and chooses the items


that he thinks are the most powerful. Then, he
uses some of his money to buy Kale an extra
four grenades.

2. Put the numbers you wrote down into


your characters stat blocks on your
character sheet in whatever order you
want.

3. Determine Character
Statistics

Example Character Creation: Kale

Characters have four character statistics, or


stats for short. These abilities are
determined when you first make your
character, and they will be used for the rest of
your characters lifetime. Occasionally, you will
be able to enhance your stats from
adventuring.
Strength (STR):
Measures: Raw physical strength, and
toughness.
Good For: Melee fighting, staying alive
Finesse (FIN):
Measures: Deftness and accuracy of
movement.
Good For: Sharpshooting, dodging
Acuity (ACU):
Measures: Ability to think, analyze, and keep
your wits about you.
Good For: Spotting traps, investigation,
resisting fear
Social (SOC):
Measures: Force and likability of personality.
Good For: Persuasion, intimidation, animal
handling

When you first make your character, you


determine your stats by rolling dice. This is
done by:
1. Rolling 3d4, adding the top two rolls
together, then subtracting 2. Redo this if
your ending number is a 0 or a 1. Write
this number down, it will be one of your
character stats. Do this a total of four
times to get a score for each of your stats.
2015 DigiPen Institute of Technology
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Chip rolls the dice to determine Kales stats,


ending up with: 2, 3, 4, and 6. Since Chip
wants Kale to be tough, he puts his highest
stat into Kales Strength. Kale is smart too, so
his Acuity takes his second highest stat. Chip
figures that Guardians need more Social than
Finesse, so he puts his 3 into Social, and his 2
into Finesse.

4. Choose Skills
Your character will need to be good at a few
things if they want to survive in the world. In
each callings description is a list of skills that
your character starts off with. These skills are
a reflection of what your character excels at.
The level of each skill is equal to the ranks you
put into it, added to the stat adjacent to it. As
you mark your skills down, remember to add
the adjacent stats to your skills. As you level
up, you will occasionally see something like:
Skill Increase (2)
In your Callings levelling table. The above
example means that you can put distribute 2
ranks into your skills however you wish. There
is no maximum to how many skill points you
can put into a single skill.

Example Character Creation: Kale


Chip looks up the skills for guardians in the
guardians section. He writes down the +1
Intimidation, and -1 Stealth on his sheet. He
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Wasteland Adventures | Khan Sweetman | k.sweetman@digipen.edu


notices the +1 Any that guardians get, and
decides to put it into Intimidation, so that Kale
will be exceptionally good at staring down his
foes.

5. Choose Talents
Adventurers in the wasteland have unique,
highly developed abilities and skills. They are
defining traits that reflect an adventurers
background and approach to the world. They
are called Talents.
Each Calling starts with a single Talent at level
one, and gradually earns more as they level
up. Choose one now from the Talents section
of the rulebook.

GAT212 - Fall 2015

7. Health & Defense


After you chosen your calling and race, it is
time to determine your characters Health
Points (HP). Your characters Health Points are
a measure of how much damage they can take
before they die.
The Health Points you start with is:
Strength + Starting Health Calling Bonus
The calling bonuses are:
Calling

Starting Health
Bonus
Gunslinger: 13 + 2d6
Guardian:
21 + 2d6
Hidden:
10 + 2d6
Ronin:
17 + 2d6

Example Character Creation: Kale


Kale is a character that doesnt go down
without a fight. Chip decides that the Tough as
Nails Talent describes Kale well, so he picks it
as Kales starting Talent.

6. Choose a race
The world of Wasteland Adventures is
inhabited by much more than just the humans
of Earth. Now, there are mutants, aliens, and
more walking the earth as well.
Look through the Race chapter, and choose
what your characters species is.

Now, it is time to determine your characters


Defense. While HP is how much punishment
your character can take before going down,
Defense is how good your character is at
avoiding that damage.
Your characters Defense is determined by
their armour and Finesse. Certain armour
types allow your character to . Your
characters Defense does not increase each
level like your health does.
You should record your Defense on your
character sheet.

Example Character Creation: Kale


Example Character Creation: Kale
While thinking about what kind of Guardian
Kale will be, Chip images Kale as calculating,
precise, and thoroughly unafraid of anything.
He finds that Droids fit that description well,
and Kale becomes a Droid Guardian.
2015 DigiPen Institute of Technology
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Chip determines Kales maximum HP by


adding Kales Strength (6) and the Guardians
Calling Bonus (10). Chip records the total (16)
on his character sheet.
Chip determines Kales Defense by adding
Kales Finesse (4) and Armour (10) together.
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Wasteland Adventures | Khan Sweetman | k.sweetman@digipen.edu


He records the total (14) on his character
sheet.

Fleshing Out Your


Character
Much of the fun of playing tabletop roleplaying games is getting to be a character in a
fantasy setting. If you havent already done so,
you should try to fill in your characters
backstory, and think about what makes them
tick. Roleplaying exceptionally well can give
you luck points, which lets your character
become more effective in their endeavors.
Luck is detailed in the Combat & Other Rules
chapter, in the Socializing section.
In addition, you should try to fill in whatever
sections of your character sheet that are still
blank, if any.

Levelling Up:
After each combat encounter, characters gain
experience, or XP for short. The amount of XP
characters gain is proportional to the difficulty
of their encounter.
Encounter
Difficulty
Trivial:
Easy:
Evenly Matched:
Against Superior Odds:
Nigh Impossible. Player
Characters Probably Died:

XP Gained
0
1
2
3
4

Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Level 11:
Level 12:

GAT212 - Fall 2015


18
27
36
45
54
63
72
81
90
99

When characters level up, they gain HP equal


to:
Strength + Health per Level Calling Bonus
Calling
Gunslinger:
Guardian:
Hidden:
Ronin:

Health Per lvl Bonus


1d6
1d12
1d4
1d8

In addition, classes gain stats, skills or unique


abilities at certain levels. When you gain new
abilities, add them to your character sheets
Weapons & Abilities section. When you gain
stats or skills, permanently add the amount
specified to any stats/skills you wish.
Eventually, your character may reach their
maximum level, and have no need for further
XP gains. These characters have reached their
pinnacle, and can only become more powerful
by acquiring stronger equipment.

After gaining enough XP, characters grow


stronger in a process known as levelling up.
Characters level up at the following amounts
of total XP:
Level

Total XP
Level 1: 0
Level 2: 9

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GAT212 - Fall 2015

Callings

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Guardian
As a Guardian, you are a massive and inspiring
presence on the battlefield. Halfway-fused
with a mechanical suit of powered armour,
your strength and size are a cut above the
rest.

GAT212 - Fall 2015

The Guardians of today are successors to the


Guardians of old. Without the strength of
governments to back them, modern Guardians
are smaller and technologically weaker than
the first Guardians. Where Guardians used to
tower at 8, modern Guardians barely crest 7.
Few have the resources or conviction to fully
fuse with a Power Suit, and many suits are
fully removable from the wearer. The Harvest
Wars are long over, and Guardians no longer
have countries to protect. Now, the Power
Suits are used more commonly for defense in
particularly dangerous locations, and
mercenary work.

The Guardian
Level Features Gained
1
2
3
4
5
6
7
8
9
10
11
12

The First Guardians


When the bombs of the Harvest Wars began
to rain from the skies, and fire covered the
land, people sought power to overcome their
foes. One of many answers was the Guardians.
The concept was simple: manufacture the
strongest soldiers in the world. To do this,
nations would take their best soldiers, and
build war machines into their very bodies.
Some say soldiers sold their souls when they
became Guardians. Soul or not, they gave
everything for their cause.

Movement: 20ft per round


Starting Health Bonus: 21 + 2d6
Health Per lvl Bonus: 1d12
Starting Skill Points: +1 Intimidation, -1
Stealth, +1 Any
Starting Equipment:

Successors in Name

2015 DigiPen Institute of Technology

Power Suit, Talent


Skill Increase (2)
Rocket Boost, Resilience
Extra Attack, Skill Increase (2)
Talent, Skill Increase (1)
Magnet Pull, Indomitable
Raise All Stats by 1
Talent, Stat Increase (1)
Titans Grip
Extra Attack, Skill Increase (1)
Juggernaut, Talent
Stat Increase (1), Skill Increase (2)

(a) Oversized Weapon or (b) Two Midsized


Weapons

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(a) Any midsized weapon or (b) any two


small weapons
Power Suit
Adventurers Pack
(a) 12 gold or (b) 2d6 + 5 gold

Making a Guardian:
It is recommended that you put your highest
stat into Strength, so your Guardian can be as
hardy as possible. The other stats should be
allocated however you feel best suits your
character.
Guardians usually serve as the tank of the
group, and are suited to protecting their
teammates.

GAT212 - Fall 2015

Your armour is a Power Suit (mentioned in


Items and Equipment chapter). It gives
your +12 Defense.

Rocket Boost:
Once per combat, you may leap 20ft at the
end of your normal movement. Upon landing,
you sunder the ground around you. All units
orthogonally and diagonally adjacent to you,
both friend and foe, must pass a Finesse check
with difficulty equal to your Strength, or they
take 1d6 + Strength damage.

Resilience:

When making a Guardian, you should think


about why your character has a Power Suit.
Power Suits are usually built into their
wearers, and are never removable. This
decision was important to them, and it should
be a piece of your characters backstory that
you know.

You have become unbelievably resilient, and it


takes a lot just to put a dent in your armor,
much less keep you down.

Power Suit:

A Guardian protects their allies with their lives,


and is fully equipped to do so.

As a Guardian, you are one of a unique few


people who use highly advanced, mechanical
exoskeletons colloquially referred to as Power
Suits. Power Suits are more than just worn,
they are actually built into their users. These
suits are the defining characteristic of
Guardians, and should play an important role
in your character. At first level, they confer the
following bonuses:

When your health hits 0, instead of being


knocked out, you may recover health equal to:
2d6 + Strength. You may do this once per day.

You can choose one Oversized Weapon


that is built into your suit, or two Midsized
Weapons. These weapons cannot be
disarmed.

2015 DigiPen Institute of Technology

Reduce all damage taken by 3. Damage


cannot be reduced below 0.

Magnet Pull:

You may redirect any ranged attack that


passes within 5ft. of you to yourself. Doing
this takes your Bonus Action.

Indomitable:
It is said that Guardians can shrug off even
mortal wounds.

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GAT212 - Fall 2015

Titans Grip:
Fully powered Guardian suits are a terrifying
sight on the battlefield.

You may build another oversized weapon


into your power suit. Your built-in
weapons can be dual wielded without the
normal dual wielding penalty.

Juggernaut:
You are nigh unstoppable. The amount of
punishment that you can take makes you
tougher than a monster several times your
size.

If you are at less than half health when you


take damage, halve that damage.

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Hidden
Hidden are masters of the shadows. They are
known to appear and disappear at will, and
are often surrounded by a thick cloud of
superstition. Some use this for good, and are
detectives or informants. Others are
professional thieves, or hired assassins.

6
7
8
9
10
11
12

GAT212 - Fall 2015

Cripple, Blurred Movement


Extra Attack, Raise All Stats by 1
Talent, Skill Increase (3)
Inspire Fear
Extra Attack, Skill Increase (1)
Shadow Teleport, Talent
Stat Increase (1), Skill Increase (3)

Movement: 35ft per round


Starting Health Bonus: 10 + 2d6

Out of Sight, Out of Mind


Hidden may have a talent for staying out of
sight, but that talent was often developed out
of little more than necessity. Hidden are used
to fear, and count on it to get them through
each night alive. Whatever their reason for
being able to disappear like a puff of smoke, it
is sure to be a key part of their backstory.
The Hidden

Health Per lvl Bonus: 1d4


Starting Skill Points: +2 Stealth, +1 Perception,
+1 Survival, +2 Any
Starting Equipment:

(a) Grenade Subscription or (b) Crossbow


(a) Utility Belt
(a) Shock Knife
(a) Leather Armour or (b) Kevlar Vest
(a) 15 gold or (b) 2d6 + 8 gold

Level Features Gained


1
2
3
4
5

Cloak of Shadows, Talent


Skill Increase (2)
Fear, Ambush
Extra Attack, Skill Increase (2)
Talent, Skill Increase (2)

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Making a Hidden:
When making a Hidden, you should put your
highest stat into Finesse, so that you can stay
hidden as easily as possible.

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Hidden excel at doing things with subtlety, and
you should take this into account when
deciding whether or not to make a Hidden.

Hidden usually have dark backstories. For


some reason or another, they decided that
being in the dark was the life for them, and
you should take this into account when
making your Hiddens backstory.

Ambush:

GAT212 - Fall 2015

You have advantage when resisting an


Intimidation check.

Hidden are adept in the art of attacking from


the shadows.

Cloak of Shadows:

Whenever you successfully attack


someone that cannot sense you, you
automatically score a critical hit.

In your possession is a Cloak of Shadows. This


cloak is a blend of fabric, technology, and
superstition.

Cripple

Hidden can strike at a foes vital points with


skill and accuracy.

During combat, you may use your Cloak of


Shadows to don your cloak, and turn
partially invisible. The effect lasts until an
opponent successfully attacks you, you
attempt an attack, or you choose to end
the effect. While invisible, opponents have
disadvantage while attacking you.
You have advantage on all FIN (Stealth)
checks while cloaked.
Donning your cloak takes your full
standard action.

Fear:
Fear is an everyday part of a Hiddens life.
Whether experiencing or dealing it, fear is
never far from a Hiddens mind. It is no longer
something that controls them, it is a sense of
impending danger that keeps them alive.

Whenever a critical hit is scored against


you, make a FIN check with DR equal to:
opponents FIN + opponents level.
Successfully making this check prevents
the critical, although you still take normal
damage.

2015 DigiPen Institute of Technology

Using this ability cripples an opponent until


they rest. Crippled opponents have
disadvantage on all accuracy rolls, OR have
halved movement. In order to inflict both
conditions, you must use this ability twice.
Using this ability replaces one attack, and
deals no damage.

Blurred Movement
If an experienced Hidden wants to disappear,
he will do so, even if youre looking directly at
him.

Permanently add +2 to your Defense. This


bonus is a part of you, and persists no
matter what, even if you are not wearing
any armour.
If you do not make any attacks during your
turn, you may increase your Defense
bonus to +4.

Inspire Fear:

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GAT212 - Fall 2015

The shadows in a Hiddens eyes veil the terrors


that lie beneath.

When successfully attacking an opponent


that cannot sense you, your opponent
must make an ACU (Perception) check
contested against your SOC (Intimidation).
If they fail, they are frightened for one turn
(use the Stun status effect described in
Status Effects).
In addition, permanently gain +1 to your
Intimidation skill.

Shadow Step
Hidden can appear and disappear at will.
Exactly how they do it is a secret.

If you start your turn cloaked, you may use


your movement action to teleport up to
your movement speed into any shadow or
dark area.

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Gunslinger
Gunslingers are exceptional marksmen, and
masters of the gun. While anyone can pick up
a gun and fire it, Gunslingers make the simple
act of firing a gun into a skilled art.

GAT212 - Fall 2015

animals across miles of irradiated superforests, Gunslingers have a knack for getting
on animals good sides.

The Gunslinger
Level Features Gained
1
2
3
4
5
6
7
8
9
10
11
12

Eagle Eye, Talent


Skill Increase (2)
Quick Draw, Extra Attack
Stand Your Ground, Crack Shot
Talent, Skill Increase (1)
Extra Attack, Skill Increase (1)
Raise All Stats by 1
Talent, Skill Increase (1)
Bullet Hell, Extra Attack
Trigger Fingers, Skill Increase (1)
Extra Attack, Talent
Stat Increase (1), Skill Increase (2)

Movement: 30ft per round


Starting Health Bonus: 13 + 2d6
Health Per lvl Bonus: 1d6

Wasteland Cowboy

Starting Skill Points: +1 Survival, +1 Animal


Handling, +1 Any

Gunslingers are the manifestation of the


western cowboy. Strong, independent, and
resourceful, a true Gunslinger is someone who
is capable of surviving in the harsh wastelands
with nothing but their gun. Gunslingers are
quite capable in the wastelands, and for many,
it is where they grew up. If they had not
developed their skills as a Gunslinger, they
would not have made it to where they are
today.

Starting Equipment:

While Gunslingers dont actually herd cows,


many have their roots planted firmly in the
fields where cattle are raised. Whether it was
working as a hired hand, protecting herds of
cattle when needed, or tracking valuable

When making a Gunslinger, you should put


your highest stat into Finesse, so that you can
shoot your foes as accurately as possible.

2015 DigiPen Institute of Technology

(a) Carbine or (b) any midsized weapon


(a) 2 magnums or (b) any 2 small weapons
(a) Leather armour or (b) Kevlar vest
(a) Adventurers pack
(a) 10 gold or (b) 2d6 + 3 gold

Making a Gunslinger:

Gunslingers excel at dealing ranged damage,


and usually take the role of ranged damage7|Page

Wasteland Adventures | Khan Sweetman | k.sweetman@digipen.edu


dealer.
When considering your Gunslingers backstory,
you should consider why they first picked up a
gun, and what made them decide to take up
the Gunslinger lifestyle.

Eagle Eye:

GAT212 - Fall 2015

A good Gunslinger doesnt back down often. A


good Gunslinger doesnt need to.

For one turn, double the amount of attacks


you make.
You cannot move on the turn you use this
ability.
You may use this ability once per day.

Gunslingers are the best shots in all of the


wastelands.

Lightning Draw:

A Gunslingers deftness is unparalleled.

You permanently have a +1 bonus on all


ranged accuracy rolls.
Additionally, you can measure the distance
between yourself and any visual target
within 1800ft, accurate to within 5% of the
distance between you and your target.

Quick Draw:
It is nigh impossible to get the drop on a
seasoned Gunslinger.

Whenever you are surprise attacked, you


can make a standard action during the
surprise round according to your initiative.
Additionally, you permanently gain a +1
bonus to all initiative rolls.

Crack Shot:

Your bonus to initiative increases to +3.


You permanently gain +1 Finesse.

Bullet Hell:
A fully realized gunslinger can make it seem
like the air itself if made of bullets.

Once per day, you may fire at every target


you can see in a single round.

Trigger Fingers:
You have mastered the art of pumping lead
into your foes.

Whenever you score a critical hit on an


opponent, you may make an additional
attack against them for free. This only
applies to ranged weapons.

None can hit a target like a gunslinger.

Once per combat, you may reroll any


accuracy roll, and use the higher value.

Stand Your Ground:

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Ronin
Blazing into combat with their Glow Swords
drawn, Ronin embody a fusion between feudal
swordsmanship, advanced weapons
technology, and a post-apocalyptic sense of
fearlessness.
As their name suggests, Ronin are spiritual
successors to the feudal samurai who
wandered without master. Just like their
feudal equivalent, wasteland Ronin are
confident, masters of the sword, and more
likely poor than not.

the naked eye. It is when they are drawn that


their calm gives way to wild turbulence. They
glow, flash, and spark when swung, and erupt
in fiery plasma when cutting through an
enemy.
In the modern day, glow sword production is
virtually non-existent. Factories for specialized
weaponry are too expensive to maintain, and
the majority of glow swords are handed down
to successors, or taken as spoils of victory. 3D
printing takes care of most material needs, but
glow swords need specialized, skilled
mechanics to maintain. However a Ronin got
their sword, and however they keep it intact,
you can be sure that it is an important part of
a Ronins backstory.
The Ronin
Level Features Gained
1
2
3
4
5
6
7
8
9
10
11
12

Swords in a Gun Fight


A Ronins most valuable possession is their
glow sword, and for good reason. Glow swords
are a rare technology, invented as anti-warmachine weapons, meant to give lone
individuals the capacity to combat tanks, and
other armored vehicles.
These weapons resemble normal swords in
form, and function by generating, containing,
and focusing plasma along their blades. They
are inert when sheathed, and appear calm to

Way of the Sword, Talent


Skill Increase (2)
Sword Sense, Fearless Charge
Extra Attack, Skill Increase (2)
Talent, Skill Increase (1)
War Cry, Crescent Slice
Extra Attack, Raise All Stats by 1
Talent , Stat Increase (1)
Bane Blade, Fearless Charge
Extra Attack, Skill Increase (1)
Masterful Sword Sense, Talent
Stat Increase (1), Skill Increase (2)

Movement: 40ft per round


Starting Health Bonus: 17 + 2d6
Health Per lvl Bonus: 1d8
Starting Skill Points: +1 Athletics, +1
Perception, +1 Any
Starting Equipment:

(a) Glow sword


(a) Any small weapon or (b) 2 grenades of
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any kind
(a) Air steel half-armour or (b) Kevlar vest
(a) Adventurers pack
(a) 7 gold or (b) 2d6 gold

Making a Ronin:
When making a Ronin, you should put your
highest stat into Strength, so that you can cut
down your foes as quickly as possible.
Ronin excel at bringing the fight to their
opponent, and dealing damage in closequarters combat.
When making your Ronins backstory, you

Sword Sense:
A Ronin that has seen many battles and lived
begins to develop an uncanny instinct,
bordering on a sixth sense.

If you have not attacked anyone this


round, you may use your bonus action to
take a FIN check to deflect an attack made
against you. The difficulty rating is equal to
the attackers level + attackers FIN.
You permanently gain +1 to perception.

should consider their training. Not just anyone


who wields a sword is a Ronin: only the best
swordsman are legitimate Ronin. Whether
your Ronin learned swordsmanship from their
swords previous owner, from a military
academy, or through years of self-taught
training, your Ronin likely spent a long portion
of their life learning the way of the sword.

Way of the Sword:


Ronin are impeccable masters of the sword.
Ronin get a +1 bonus both when attacking,
and when damaging with a melee weapon.

Veterans of taking on multiple opponents,


Ronin are adept at fighting against superior
numbers.

A Ronin charging into battle is both fearless


and frightening.

You may use this ability once per combat.


Double your movement speed for the
duration of your turn.

War Cry:
The forceful shout of a Ronin inspires bravery
in allies, and fear in enemies.
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You may use this ability once per day.


All allies that can hear you (including you)
have advantage on their next attack.
All enemies that can hear you must pass an
ACU (Perception) check or have
disadvantage on their next attack. The DR
is equal to your SOC (Intimidation).

Crescent Slice:

Reckless Charge:

GAT212 - Fall 2015

Once per combat, you may strike every


opponent within a 5ft. radius of you.
This replaces one attack you make.
Use the same accuracy roll for all
opponents.

Bane Blade:
Ronin that have reached their pinnacle can
cleave their opponents in twain.

Once per combat, you may change a


successful attack into a critical hit.
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GAT212 - Fall 2015

Masterful Sword Sense:


Fearless Charge:
To see a Ronin charging at you is to see death.

Killing an opponent lets you use Reckless


Charge on your next turn.
The first attack you make on the same turn
you use Reckless Charge deals +2 bonus
damage.

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A master Ronins instincts are virtually


indistinguishable from a sixth sense.

Your perception bonus increases to +2.


You may use Sword Sense even if you have
attacked someone this round.
The Blind status effect does not affect
you.

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Races

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Droids
Droids are extraordinary feats of mechanical
engineering. Artificial constructs capable of
not only human-like intelligence, but
sentience, and personality.

Made to Serve
The first fully intelligent, sentient droids were
made as medical care assistants, meant to
replace human medics in war-torn or
irradiated areas. The technology quickly
expanded to encompass mechanical
construction workers, fire-resistant fire
fighters, and solar-powered robots
maintaining space stations.

GAT212 - Fall 2015

play a droid that isnt medium-sized.

Its Good to be a Droid


Droids have a few special traits.
Mechanical Precision: Droids start with a +1
bonus to Finesse.
Battery Powered: Droids have no need for
food, water, or sleep. They have a variety of
power sources that replace these, such as
solar panels, mini nuclear reactors, or
batteries.
Night Vision: Building night vision into droids
is very cheap. All droids can see in the dark as
they do in the light.

Their peaceful purpose was not to last. As


soon as the first medical droids were
successfully deployed, construction of soldier
droids began.

Traits
Languages: Droids have the software
necessary to understand whatever languages
were spoken from wherever they came from.
Aging: Droids are constructed fully grown, and
fully adult. Few will mature or change
dramatically over the course of their lifetime.
They can live as long as they can maintain
themselves. Sometimes, this is a few years,
sometimes it is a few centuries.
Size: The average droid is roughly humansized, and human-proportioned. However,
droids can be constructed in any form, so their
size can vary widely. Ask your DM, and consult
the Size rules in the Combat and Other
Rules section of the rulebook if you want to
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Humans
Humans may have been beaten and bruised by
the apocalypse, but theyre far from broken.
The humans that have stuck around are tough,
hardy, and dont go down without a fight.

Wasteland Kings
Though other races may have a physical edge
on humans, humans are still the most
prevalent and populous species. Close to 70%
of all sentient beings are some kind of human,
and human civilizations are typically the most
successful.
The different species intermingle to different
extents. Droids and humans live together quite
commonly, and crow are known to enjoy life in
human cities. Mantis are the exception, as
they are solitary by nature, and most wander
nomadically, and often by themselves. When
they are with others, they are often bound
together as adventurers.

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GAT212 - Fall 2015

Traits
Languages: English, Cantonese
Aging: Humans can live to about 75. Some
hang on longer, but few do successfully.
Size: Its harder to eat properly in the
wastelands, so people are a little bit shorter
now. Men average 57, women 54.

The Human Spirit


Social Creatures: Humans are naturally good
at forming groups, and functioning within
them. All humans start with +1 to Social.
Caretakers: Humans are good at taking care of
living things. Humans start with +1 to their
Animal Handling.
Versatile: Humans start with an extra talent at
first level.

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Crows

GAT212 - Fall 2015

human than crow, though they have talons in


the place of nails. Their feet are much more
bird-like, with three large toes going forward,
and one more going back. The talons on their
toes are large and strong, and often used
when standing in precarious positions, as
crows are wont to do. Their beaks are varied in
color, shape, and size. Some are yellow or red,
though most are black or gray. Their shape is
usually straight and pyramid-shaped, though
some are hooked, like a raptors.
What were originally arms are no longer just
arms, though they are not full wings either.
Crow wings are not big enough to allow them
to take flight, but they are enough to give
them a certain grace in the air.

Traits
Languages: English or Cantonese

Crows are the descendants of humans who


mutated, and took on the appearance of halfperson, half-crow creatures. Eventually, the
mutations stabilized, and they became an
entirely new species of humanoid.
Crows in the modern world are rare, but
quickly gaining in number. Their populations
are concentrated in Asia, and they have a
habit of living in high places whenever they
can.

Half-Human, Half-Bird
They look like their namesake bird standing in
human form, with black feathers covering all
but their hands and feet. Their hands are more
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Aging: Crows have shorter lifespans than


normal humans. They reach maturity at
sixteen, and can live to a bit over fifty.
However, they remain in their prime much
longer than normal humans.
Size: Coming in at 54 for both the average
male and female, crows are a bit shorter than
humans.

Bird Benefits
Crows have a few special traits.
Airborne: Crows can jump eight times the
height and length of humans (roughly 16ft up,
120ft far), and maneuver in the air. In
addition, they cannot take fall damage.
Talons: When making an unarmed attack,
crows may add 1d4 to their damage.

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Mantis
Often referred to as clickers because of the
sounds they make when talking to members of
their own, mantis resemble six-foot tall
praying mantises. Fierce, confident, and never
prone to backing down, mantis are some of
the most powerful adventurers out there.

GAT212 - Fall 2015

That was less than a century ago, and the


Mantis have since spread over the world. The
kinds of prey they can find outside is
numerous, and many of them enjoy living as
adventurers or mercenaries.

Heart of Darkness
Mantis are fierce and frightening.
They often face discrimination
because of their monstrous
appearance. They tend to take
discrimination in stride, as they
are mostly solitary creatures, and
spend most of their time hunting
and fighting. Socializing is simply
not their first nature.

Heart of the Jungle


Humans, Crows, and Droids all know where
the others came from. Mantis however, are an
enigma. The first recorded case of a humanMantis encounter was by Dr. Archibald III, an
explorer and world-traveler documenting the
mutations of creatures in the jungle. He was in
for the discovery of his life when he was
approached by Krikkz, a Mantis who desired to
leave the jungle to find new prey. Krikkz
revealed to Archibald his species, and their
way of life inside the jungle. There, the Mantis
thrived, constantly enveloped in the thrill of
hunting and being hunted. Archibald found
this new species both frightening and
magnificent, and convinced Krikkz to work
with him to develop the Mantis life, and
introduce them to the world.
2015 DigiPen Institute of Technology
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However, it does not take much


to goad a Mantis into a fight, and
they are known to brutally kill
anyone and anything they fight.
Furthermore, they enjoy devouring the heads
of prey immediately after a kill. Many have
developed a fear of Mantis after seeing one
publically execute and devour someone that
pushed it too far.

Traits
Languages: Mantis, plus one more language
Aging: Mantis are born from eggs, and reach
maturity around twelve years of age. Their
lifespans are limited to about thirty years.
Size: Coming in at 55 for both the average
male and female, Mantis are a bit shorter than
humans. Standing erect however, they easily
rise above six feet.

Mantis Style
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GAT212 - Fall 2015

Mantis have a few special traits.


Inspire Fear: Mantis are adept at facing and
inspiring fear. They have a +1 bonus to
intimidation.
Natural Predator: The forearms of a mantis
have evolved with the purpose of catching and
killing prey. When they make unarmed
attacks, they may add 1d4 to their damage.
Tradition and Power: Some mantis will
integrate weapon implants into their
forearms, so that they may hunt larger and
more dangerous prey while practicing the
same techniques as their ancestors. If you
create a mantis character, you may choose to
imbue one or both of your mantiss arms with
the weapon attributes of any melee weapon.
Mantis retain their full dexterity if they do so.
Exoskeleton: Mantis have a bonus of +1
Defense.

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Items and Equipment

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The Economy:
After end of world, currency went to gold
coins because of their universality. Carrying
gold coins around is ridiculous though, so a
universal online currency was generated,
similar to bitcoin in the 21st century. The
currency is referred to as gold coins, or g
for short. One virtual gold coin is equivalent to
one physical gold coin, and will buy a decent
meal at a pub or inn.
Some people prefer to carry physical gold or
silver with them, although the most popular
method is to purchase a gold card from a
globally secured bank, of which there are
several. Gold cards can be used to access
wealth stored in bank accounts, though a few
paranoid people will sometimes not accept
virtual gold as legitimate currency. These cards
are linked to a persons DNA, and are
thoroughly impossible to hack.

2015 DigiPen Institute of Technology

GAT212 - Fall 2015

Another common method of exchange is


barter. Barter is just as universal as gold, and is
used by many people low on cash.

Printing
In the 2800s, 3D printing is a fast and effective
way to obtain a wide variety of processed
goods. It is even more ubiquitous than 2D
printing, and so it is simply referred to as
printing. Many corporations own lines of
printer vending machines that they place at
Railway stops, small towns, and high traffic
areas in the wastelands.
Many goods can be easily purchased from
these machines. Printable items are marked as
such in the items table. The only weapons that
can be 3D printed are grenades.

1|Page

Weapons Table:
Name

Damage

Energy Weapons
Plasma Rifle
Plasma Pistol
Laser Pistol
Laser Rifle
Flamer
Tesla Rifle

Accuracy
Bonus

Cost

Range

Size

1d8 + ACU*
1d6 + ACU
1d4 + ACU
1d6 + ACU
2d6 + ACU
1d12 + ACU

+1
+1
+2
+2
+3
+0

50g
40g
35g
60g
350g
350g

30/90
20/60
25/75
45/90
30/45
30/60

Mid
Small
Small
Mid
Oversized
Oversized

--

--

--

--

2d6
1d8
1d4
2d6

+0
+0
+0
+0

10g per
month
1g
1g
1g
2g

30/90
20/40
20/40
10/20

Small
Small
Small
Small

Bullet Weapons
Assault Rifle
Carbine
Magnum
Minigun
Shotgun

1d8 + FIN
1d6 + FIN
1d6 + FIN
2d6 + FIN
1d12 + FIN

+1
+2
+0
+1
+3

45g
40g
30g
400g
40g

45/120
60/120
20/60
30/120
15/45

Mid
Mid
Small
Oversized
Mid

Melee Weapons
Machete
Glow Sword
Shock Knife
Rocket Hammer

1d6 + STR
2d6 + STR
1d10 + FIN
1d12 + STR

+2
+4
+3
+0

5g
--***
35g
75g

Melee
Melee
Melee
Melee

Small
Mid
Small
Oversized

+0
+2
+3

0g
0g
30g

Melee
Melee
40/90

--Mid

Other

Burn

Explosives
Grenade
Subscription**
Impact Grenade
Incendiary Grenade
Flash-Bang
C4

Burn
Blind, Stun
Remote

Stun

Other
Improvised 1d4 + STR
Unarmed STR
Crossbow 1d8 + FIN
*All values round down.
**Grenade subscriptions are a special item that allow for easy purchase of grenades. See Grenade
Subscriptions sub-section below.
***Glow Swords are semi-legendary artifacts, and cannot be purchased through normal means.
2|Page

Ammo
Ammo is not tracked in this game. It is always
assumed that characters have sufficient ammo
to fire their guns and that their guns are
loaded, unless story purposes require it, or
otherwise mentioned.

Grenade Subscriptions
A popular trend amongst weapon-dealing
vending machines(see Printing) is to allow a
monthly subscription of grenades. Users
simply purchase a subscription, and are
allowed a certain amount of grenades each
month. It works kind of like a cell-phone plan.
For gameplay purposes, you can just assume
that characters with a grenade subscription
have three grenades per combat, and that
they restock their supply each time they go by
a weapon-dealing vending machine.

technology made people okay with holding


small nuclear reactors in their hands. Many
country folk appreciate them for their ability
to scare off dangerous animals with their
bright projectiles.
Laser Rifle: Portable laser weapons were
invented shortly after plasma weapons. The
advances in portable energy sources
developed for plasma worked equally well for
lasers.
Laser weapons tend to be sleek, black, and
made to look good. Their quick battery use
makes them a poor choice for extended forays
into the wastes, but many swear by their
ability to sustain pinpoint accuracy over long
ranges.
Laser Pistol: Laser pistols are less powerful
than their larger brethren, but their compact
designs and quiet noise makes them popular
for self-defense.

Weapon List:

Flamer: Fire has been humanitys close friend


and enemy for thousands of years, and a bit of
radiation did little to change that.

Plasma Rifle: Weaponized plasma was one of


the greatest military revolutions of the 2300s.
It was originally developed as a short-range
anti-armour weapon, though the ability to
melt targets proved an effective way to
demoralize opposing forces.

Flamers are large, bulky, and generate a lot of


heat. They are mostly used as mounted
weapons for vehicles. Portable flamers are
usually used to clear forests, or to incinerate
certain monsters that require that special
touch.

Plasma weapons are battery powered, and err


on the large side. Many of them are chrome,
and feature cooling apparatuses disguised as
ornamentation. Their need for large cooling
mechanisms make them weightier than
weapons that fire alternative projectiles, but
many collectors appreciate them for their
flashy looks.

Many nomadic caravans make sure to have


flamers mounted on at least one of their
vehicles. Their sheer intimidation value is
enough to turn away all but the bravest
monsters and raiders.

Plasma Pistol: Plasma pistols were invented


post-war, as plasma technologies became
more refined and advances in nuclear
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C4: High-quality, remote-detonated plastic


explosives. These things are highly stable, and
can even be lit on fire without exploding. Their
safety and reliability make them popular for
setting traps, or destroying large vehicles.
Hidden often use them as ambush weapons.

Tesla Rifle: Tesla Rifles were invented to strike


fear into the hearts of its enemies. Their large
form, esoteric design, and habit of making an
ominous humming noise whenever they are
turned on does well to accomplish this. When
fired, they hurl bolts of lightning at anything
they are turned towards. Their unpredictable
aim makes them hard to use, though users
tend to refer to this as a feature, and call it
exciting.
Though they were notoriously prone to
malfunctioning in early stages, they have
become much more reliable as they were
further developed for widespread use. Due to
their expense and large girth, they are usually
only used by large conglomerates, successfully
militant nomads, and often attacked citystates.
Impact Grenade: Impact grenades are small,
thrown explosives that cause damage through
the immense amount of force and displaced
air they generate.
Flare Grenade: These grenades envelop an
area in flame for an awe-inspiring moment.
Flash-Bang: Non-lethal, thrown explosives that
temporarily cause blindness and deafness.

2015 DigiPen Institute of Technology

Carbine: Even with advances in plasma and


laser technology, bullets are still the most
popular way to kill something dead. Bullet
weapons are much cheaper and easier to
maintain than their energy-based
counterparts, and are therefore the preferred
projectile for anyone with a weapons budget.
This is less of an issue for adventurers, whose
lives and livelihoods depend on their ability to
kill things.
A carbine is a reliable, semi-automatic rifle.
Trusty and accurate, they are popular for self
and home defense everywhere.
Minigun: A minigun is a massive, terrifying
machine of death. It has multiple barrels to
distribute the heat generated from firing so
many bullets. If it did not, its own reckless
power would cause it to melt down.
Magnum: Slang term for any powerful
revolver, and even some pistols. These hand
cannons are used by people who enjoy feeling
the kick of a gun in their hands.
Shotgun: Shotguns are popular tools for
raiders and farmers alike. The wide spray of a
shotguns pellets do well to destroy property,
or give warning shots. Theyre also well-liked
amongst adventurers, as the powerful boom
of a pump-action shotgun does well to steady
nerves while hunting giant monsters.
Glow Sword: These weapons resemble normal
swords in form, and function by generating,
containing, and focusing plasma along their
blades. They are inert when sheathed, and

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GAT212 - Fall 2015

appear calm to the naked eye. It is when they


are drawn that their calm gives way to wild
turbulence. They glow, flash, and spark when
swung, and erupt in fiery plasma when cutting
through an enemy.
Glow swords are further detailed in the Ronin
calling description.
Shock Knife: Shock knives are named for the
electricity that they keep flowing between
their twin tips. They are a popular self-defense
weapon for their compactness, and ability to
non-lethally take down assailants. Of course,
stabbing an assailant while shocking them is
another way to use a shock knife. Certain
hunters like them for having the choice when
subduing animals.
Rocket Hammer: These hammers are massive,
extremely heavy weapons meant to stun large
monsters, and pulverize smaller ones. Often
used by Guardians, these hammers can only
be used by the exceptionally strong.

Weapon Ranges
Every weapon has a range. Most weapon
ranges are presented like this:

Improvised Weapons
When attacking with an object that is not
intended to be used as such, it can be referred
to as an improvised weapon. This can be a
rock, a rifle butt, or a piece of scrap metal
found lying around. The stats of an improvised
weapon are detailed at the bottom of the
weapons table below.

Grenades
Grenades are not aimed like other weapons.
Instead of being aimed directly at targets, they
are aimed at squares on the map. After being
thrown, they explode, and affect every target
within their radius. A grenades blast radius
looks like:

40/120
This weapon has an accurate range of 40ft,
and a maximum range of 120ft. Firing at
targets within a weapons accurate range incur
no special rules. Firing at a target beyond the
accurate range but within the max range
incurs a -2 accuracy penalty.
When counting squares for a weapons range,
count the squares as if the bullet moved
orthogonally or diagonally along squares.
Melee weapons can hit targets like so:

2015 DigiPen Institute of Technology

When throwing a grenade, the thrower makes


an accuracy roll. Targets affected by the
grenade must make a finesse check equal to
the throwers accuracy roll. Upon failing the
roll, the targets take full damage, and are
affected by any side effects of the grenade.
Upon succeeding, they take half damage
(rounded down), and are not affected by any
side effects.
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Wasteland Adventures | Khan Sweetman | k.sweetman@digipen.edu

Special Weapon Rules


Some weapons have special properties,
marked in the other column of the weapons
table. Below are explanations of how they
work.
Burn: An item with the Burn trait has a
chance to ignite its target when used
successfully. Targets hit by a burn weapon roll
2d6. On a 7+, the target is lit on fire, and is
afflicted by the On Fire status. Targets on
fire can either take a full standard action to
put out the fire, or suffer 1d4 damage per
turn. Each turn while on fire, the target rolls
2d6. On a roll of 8+, the fire goes out.

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Blind: An item with the blind attribute afflicts


targets with the Blind status for 1 turn.
Blinded targets have disadvantage on all
aiming rolls for the turn, and cannot use
weapon accuracy bonuses.
Remote: Remote weapons can be activated
remotely. The effective remote range is about
100ft.
Stun: Weapons with the Stun trait stun their
targets for 1 turn. Stunned targets cannot
move or perform the attack action during their
turn. In addition, all characters attacking a
stunned target have advantage.

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Armour
Together, armour and finesse decide a characters Defense. Most armour types limit the amount of
Finesse that contributes to your characters armour. Heavier armour generally offers better Defense,
but with a sharper bonus Finesse limit.

Armour
Name Defense
Value
Unarmoured* 4 + FIN**

Maximum
Cost Weight
FIN Bonus
8

0g

0 lbs

Light Armour
Leather Armour 5 + FIN
MAGNA Shields 8 + FIN

7
8

3g
100g

2 lbs
3 lbs

Medium Armour
Kevlar Vest 6 + FIN
Air Steel Half-Armour 8 + FIN

5
5

4g
30g

5 lbs
10 lbs

Heavy Armour
Air Steel Full-Armour 11 + FIN

60g

20 lbs

Power Suit 13 + FIN

***

50-200 lbs

Traits

-5ft of movement
per turn
Disadvantage on
stealth checks

*People are assumed to have a natural defense value of +4. Certain races have greater or less natural
armour.
**All values round down
***Power Suits are semi-legendary items, and cannot be purchased. They can be obtained and worn
only by Guardians.

2015 DigiPen Institute of Technology

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Armour List
Natural Armour: Sometimes, people just end
up in a combat situation without the right
preparations. If a character is unarmoured,
they are assumed to have an armour of +4.
Wild animals often have more or less natural
armour.
Leather Armour: Commonly worn by people
who cant afford better armour, and people
who like looking good. Leather armour
encompasses trench coats, jackets, and other
clothing reinforced by leather for protection.
MAGNA Shields: Although MAGNA Corp. is no
longer the only company to manufacture
energy-field based dynamic shielding, their
ruthless and effective advertising has
engrained the term MAGNA shields as the
term used to describe energy shields.
These shields are worn as a set of small,
lightweight attachments, commonly clipped to
belts, shoulders, and wrist guards. Their small
form and ability to react to omnidirectional
attacks makes them popular among the rich
few that can afford them. Adventurers dream
of having such nice technology.

GAT212 - Fall 2015

armour over leather, or a few plates


strategically placed over vital areas. Just
having a breastplate with gauntlets and steel
shin guards is a common use of air steel.
Air Steel Full-Armour: Full-armour is the
complete version of half-armour. It covers
more of the body, and usually has finer
craftsmanship to accommodate the extra
weight and material.
Some suits resemble make their wearers look
like the knights of feudal Europe, Vikings, or
even samurai.
Power Suit: The trademark armour of
guardians. Huge, imposing, and intimidating
enough to make lesser foes back down, these
can only be worn by trained guardians. Even if
an untrained individual managed to get their
hands on a power suit, they would only be
able to wrap the suit around themselves, not
wield it like a proper guardian. At minimum, a
power suit requires hardware to be installed in
a guardians atlas vertebra to allow full control
of the suits powered movements.
Power suits are the most powerful kind of
armour that an individual can wear.

Kevlar Vest: A cheap and effective way to


protect the body from harm. Commonly
paired with Kevlar-reinforced hand guards,
boots, and the like. Since its easy to hide
under clothing, many like to wear it when
they wish to hide their readiness for
combat.
Air Steel Half-Armour: Air Steel is one of
the great inventions of the post-apocalypse.
Stronger than normal steel, and many times
lighter, it has allowed armour resembling
feudal steel armour to make its way back
into the lives of those who need it.
Half-armour takes many forms, as does fullarmour. Typical examples include chain mail

2015 DigiPen Institute of Technology

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Common Items
The items that exist in Wasteland Adventures are too numerous to list. Below is a list of common
items that you might need on an adventure, or are likely to encounter.

Common Items & Materials


Name Cost Weight
Adventurers Pack
Bandolier
Bed Roll
Cell Phone
Chain, air steel, 25ft
Clothing, Common
Clothing, Nice
Cooking Equipment
First Aid Kit
Fishing Equipment
Gun Maintenance Kit
Flare
Flask
Map

6g
1g
1g
5-80g
3g
1g
1-20g
2g
1g
2g
3g
g
1g
3g

12 lbs.
1 lbs.
lbs.
lbs.
1 lbs.
lbs.
lbs.
2 lbs.
1 lbs.
2 lbs.
2 lbs
lbs.
lbs.

Monster Bait
Pocket Knife
Radiation Remover
Rail Pass, 15 miles

g
2g
g
1g

1 lbs.
lbs.
lbs.

Rope, 25 ft.
Scent Masker
Thermite Lighter
Tool Kit
Utility Belt
Walkie-talkie

g
2g
4g
8g
3g
2g

1
10

1
10

lbs.

lbs.

lbs.
lbs.
3 lbs.
2 lbs.
1 lbs.

Can 3D
Print?

Traits

Single use

Single use
Single use
Single use

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Common Item List


Adventurers Pack: A backpack, rucksack, or
other easy to carry container. Contains the
essentials for adventuring: rations, a bed roll, a
sleeping bag, 25 ft. rope, a map, and a first aid
kit.
Bandolier: A shoulder-sling made to carry lots
of bullets, knives, and other small bits of
weaponry.
Bed Roll: A thick roll of foam, laid over the
ground to make it more comfortable. Used for
sleeping.
Cell Phone: Cell phones made it through the
apocalypse rather well. Just about everything
they did before the apocalypse, they do after
just as well. Exceptions are calling people, and
using the internet.
Cell phones now use both satellite, and shortrange radio to communicate. Since satellites
are spotty and expensive, most use the shortrange radio for everything but emergency
cases. They are mostly solar-powered, and
bullet-proofing is a common advertisement.
Chain, Air Steel: A strong chain used to hold
monsters, contain hostages, trip passerby, or
whatever else the user wants to use it for.
Clothing, Common: Cheap and durable
clothing worn by everyday people. Most
clothing is built to last, and waterproofing is a
common feature.
Clothing, Nice: Formal, or otherwise nicelooking clothing used by well-to-do civilians.
Cooking Equipment: Bare minimum cooking
equipment used to prepare rations or raw
food in the middle of nowhere.
First Aid Kit: A convenient set of bandages,
gauze, painkillers, and an ice pack. Might
contain a common antidote or other
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GAT212 - Fall 2015

specialized equipment, although that makes


the kit cost an extra few gold.
Fishing Equipment: Fishing is a common way
to easily get food in the wastes. If you dont
mind fighting the occasional swimming
monster, its a perfectly reasonable way to get
food. Some people swear by the technique of
hurling grenades into the water to get the fish
to just float to the top.
Flare: The wise adventurer knows when its
time to back out. Flares can be seen for miles
when fired. Also useful for scaring off certain
creatures.
Flask: The wastelands are a tough place. Thirst
and a poor mood are lousy things to have
when all you need is a trusty flask.
Gun Maintenance Kit: A proper gun needs
proper maintenance. Although real polishing
requires quite a fair bit of tools, a good gun
maintenance kit is enough to keep guns
working right in the field.
Map: While many can navigate by the sun and
stars, most prefer to have a map. Maps can
either be paper copies, or downloadable .pdf
files. They are often viewed on short-range,
solar-powered cell phones.
Monster Bait: Commonly used by hunters and
trackers to trap or distract monstrous
creatures. Works on most carnivorous
creatures. Needs to be wrapped well, or the
smell begins to attract unwanted creatures.
Pocket Knife: A versatile tool used for
anything and everything. Commonly has a
knife, saw, screwdriver, toothpick, pliers, and
other small tools.
Radiation Remover: Radiation is a part of
everyday life. Just about everyone has some
amount of radiation poisoning. It is a heavily
mitigated problem though, and there are
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GAT212 - Fall 2015

many off-the-shelf purchases that can remove


over 99% of the radiation in food and water.
Some removers are filters for water bottles,
others are used like packets of seasoning,
while others are consumed with the meal
itself. Radiation remover is one of the most
common things on the market, and it comes in
many varieties.
Rail Pass: The Railways are described in the
Transportation section of the Setting & the
World chapter.
Rail passes can only be purchased as single-use
tickets, as their prices can fluctuate wildly
based on passing herds of giga bison or other
large creatures, and sightings of nomadic
raider groups. Tickets usually expire a day
after purchase. Workers ride free.
Rope, 25 ft.: Rope is a versatile tool that has
been used for thousands of years. Gunslingers
like to lasso things with it for fun.
Scent Masker: Hunters, trackers, and anyone
passing areas where dangerous animals prowl
pack a few scent maskers. They work well, just
dont worry about whats in them.
Utility Belt: Its often convenient to store
pocket knives, bags of trail mix, and grenades
close to your hands for quick usage.

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Legends
The apocalypse is an exciting, and surprising
place. It is inhabited by all manner of weird
people, terrifying monsters roam the lands,
and there are more than a few outlandish
artifacts lying around. The strangest,
strongest, and rarest of these form the crux of
legends.
Legends will form the core of many
adventures that your characters have.

Legendary Items:
Sometimes, characters will come across items
of immense power and legacy. These are
legendary items. Their origins vary, as do their
effects and usability. Some of them are
artifacts from The Last War, some are
purported alien equipment, while others are
items forged in the lore of the wastelands.
Legendary items can be encountered in many
ways. Your adventuring group might come
across a mothballed Guardian Power Suit from
the old days while exploring old government
ruins. Maybe your group went to investigate a
crash, only to find that the craft is
unrecognizable, and possibly alien in origin.
Perhaps your character recognizes a passing
traveler by his rifle, marked with a particular
pattern only detailed in wild rumors and tales
of impossible bravado. No matter how a
legendary item is encountered, it is sure to
take a key role in your characters next
adventure.

Encountering Legends
Encountering legendary items is rare for
civilians, but seasoned adventurers are likely

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to have encountered at least a few legends in


their time. Adventurers typically start
encountering legendary items at level 2, and
encounter a small handful of legends per year
at levels 4-5. These encounters can be brief
encounters of chance, a crux of a new
adventure, or even actually coming to possess
the item. Possessing legendary items is rare
however, and only the strongest of
adventurers are likely to actually possess a
legendary object.
Legendary items that adventurers encounter
should be unique, and invented by the DM.
Here are examples of legendary items that
your DM might have your group encounter:

The Iron Fist: A plain, but oversized revolver


used by the notorious Bandit Conqueror. It has
seen the ends of many lives, and will see many
more before its time comes.
Damage

Accuracy Range Cost Size

1d6 +
STR

+1

30/90

60g

Small

The Silver Bullet: A long-barreled rifle used in


the quelling of the Werewolf Rebellion of
2760. While not actually werewolves, the
werewolf raider faction was one of the largest
seen in the past century. This gun in particular
was used to slay its leader.
Damage

Accuracy Range

1d10 +
FIN

+3

Cost

Size

120/270 120g Mid

Tarkhans Eye: A memento from a deadly,


supposedly extinct species known as tahrn.
It supposedly brings good luck to those who
bare it

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Combat & Other Rules:

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Combat Rules
Combat is a staple of everyday life for
adventurers.
When in combat, time is split up into rounds,
which last about five seconds. During each
round, all characters get to take a turn. When
in combat, things go like this:
1. Upon initiating combat, everyone
determines who takes turns in what order.
This process is called rolling for initiative.
Rolling for Initiative: Initiative is a
measurement of how quickly your
character gets into combat. It is equal
to: 2d6 + Finesse.
Once everyone has rolled for initiative,
combat begins in earnest. During their
turn, everything a character does is known
as an action. Characters get one
standard action, one move action, and as
many free actions that are reasonable.
Your actions may be performed in any
order.
Standard Action: A standard action is
the core of what your character does
during a round. You can do one of the
following things with your standard
action:
Attack: Make one attack. This is the
most common use of the standard
action. Attacking is described later
in the Attacking section.
Use an Ability: Using an ability
takes up your standard action,
unless otherwise stated.
Use an Item: Using an item that
requires your full attention
(grenade, bandages, monster bait,
etc.) takes a standard action.
Sometimes, it may take multiple

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GAT212 - Fall 2015

turns. The rule of thumb is that


using the item should take less than
six seconds. Otherwise, it takes up
multiple turns.
Rush: Double your move speed for
the turn.
Improvised Action: Sometimes, you
may want to do something that
isnt listed here. In that case, make
sure it only takes about six seconds
to do. Otherwise, it takes multiple
turns to complete.
Move Action: Characters may move up
to their movement speed during their
move action.
Bonus Action: Bonus actions can only
occur under special circumstances.
Unless you have a special ability or
situation that allows you to do so, you
cannot do anything with your bonus
action.
Bonus actions are usually used to
perform reflexive actions such as
dodging a surprise attack, or
countering a missed swing.
Free Action: Free actions are actions
that take hardly any time or
concentration. You get as many of
these per turn that makes sense.
Example: Yelling to teammates,
drawing your weapon, or checking
your watch.
Once everyone has taken their turn, the
round is over, and the next round begins.
Each round works the same way, although
players only have to determine their
initiative on the very first round of combat.

Surprise Attacks
Sometimes, characters take other characters
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by surprise. When this happens, they get to
take a
full
round
of
combat
before
their

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Dual Wielding
If a character is wielding two small weapons at
once, they may attack with both of their
weapons during their standard action.
However, each attack is made with -2
accuracy. If a character tries to do this with
mid-sized weapons, the penalty is -4. The
penalty for dual wielding oversized weapons is
-8.

Non-Lethal Damage
opponents get to take their actions.

Attacking
Attacking goes like this:
1. The attacker tries to hit their target. Their
aim is equal to:
Finesse + Weapon Bonus + 2d6
2. The attacker succeeds if his aim is more
than or equal to the defenders Defense. A
characters Defense is:
Finesse + Armour
3. If the attacker wins, he determines how
much damage he dealt. Damage for each
weapon is listed in their entry in the Items
and Equipment chapter.

Mounted Combat
It is difficult to drive a vehicle while using a
weapon. Characters attempting to do so have
disadvantage when aiming, and disadvantage
when trying to perform difficult maneuvers
(dodging, ramming, drifting, etc.)

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There are circumstances where characters will


only want to incapacitate, not kill, their
targets. Certain weapons are capable of
dealing non-lethal damage, and are marked as
such in the weapons table. When dealing
damage with these weapons, the attacker may
declare that they are dealing non-lethal
damage. If non-lethal damage does not bring a
target to 0 HP, it is identical to lethal damage.
If a non-lethal blow brings a target to 0 HP,
they are knocked unconscious instead of being
killed.

Death
The wastelands are a dangerous place, and
people die often. If non-player characters
reach 0 HP, they die. Player characters are a
bit more durable than the average person
though, and they get special rules when they
hit 0 HP.
When a player character hits 0 HP, they fall
unconscious, and begin dying. Each turn, they
must make a DR 11 skill check to return from
the brink of death. This skill check is special,
and involves no stats or skills. Failing this
check three times results in death.

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If another character takes their full standard
action to assist the dying character, the dying
character has advantage when making their
skill checks.

Rolling Dice
Rolling dice is the primary way for conflicts to
be resolved in Wasteland Adventuress. There
are some rules related to all dice rolls.

Critical Success & Failure


Sometimes, a character gets really lucky or
unlucky when they try to do something. This is
known as a critical success/failure. This
happens when a character has to roll dice in
order to do something, and rolls double sixes
(success) or double ones (failure). When this
happens, the character automatically
succeeds/fails at what they were trying to do,
assuming there is even the possibility of them
succeeding/failing at what they were
attempting.

Advantage/Disadvantage:
Sometimes, characters have a large situational
advantage or disadvantage when they are
trying to perform an action. When contesting
an opponent, having advantage does not
necessarily give your opponent disadvantage.
Determining advantage/disadvantage:
Advantage: Advantage means that a
character is much more likely to succeed
because of the specific situation that they
are in. Attacking an enemy from behind,
taking a turn to aim before shooting, or
pickpocketing a distracted target are
examples of advantage.
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Roll 3d6, take the higher two.


Disadvantage: Disadvantage means that a
character is much more likely to fail because
of the specific situation that they are in.
Detecting a lie while inebriated, picking a
lock under time pressure, or swinging at a
target while blinded are examples of
disadvantages.
Roll 3d6, take the lower two.

Map Rules:
Wasteland Adventures is meant to be played
on a square grid, where each cell represents a
5x5 square.

Movement
Characters move orthogonally along the grid.
Movement is counted when moving into
squares, and not when moving out of it.
If a character has movement left, but not
enough movement to enter a square, they
may enter it anyway. Doing so finishes their
movement for the turn.
Characters may not move through squares
occupied by hostile creatures. Players may
move through squares occupied by friendly
creatures, although they may not end their
turn in an already occupied square.

Difficult Terrain
Just walking around can be hard sometimes.
Icey ground, areas with dense foliage, low
tunnels, and a crumbling rooftop are examples
of areas that are considered difficult terrain.

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Moving into these areas takes twice the


normal movement speed.

Size
Player characters are medium-sized, and take
up one 5x5 cell.
Typically, characters take up one full, 5x5 grid
square in combat. Some characters or
monsters however, take up more or less
space, as the chart below illustrates:
Size

Squares

Example

Tiny
Small
Medium
Large
Huge
Vast*

4 per square
2 per square
1x1
2x2
3x3
4+ x 4+

Fox
Feral Dog
Adult Human
Horned Bear
Giga Bison
Strider

*Some beings are just too big. In this case,


their entry in the Bestiary chapter describes
their size.

Cover & Line of Sight


Shooting at a target in cover makes it harder
to hit. Determining cover:

Not in Cover: The character can be seen


with effectively no obstructions. Generally,
if you can connect a direct line from the
center of the attacker to the center of the
defender, the target is not in cover.
Partial Cover: The character can be
targeted, but it is difficult to do so. A low
wall, standing behind an overturned table,
or firing past teammates are examples of
partial cover. Generally, if you can connect
a direct line from the center of the
attacker to any non-center part of the
defender, the target is partially in cover.

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Being in partial cover gives imposes


disadvantage against ranged
attackers.
Heavy Cover: It would take a careful shot
to successfully shoot this target. A target
shooting through a window, an entrenched
target, or firing at someone holding a
hostage are examples of heavy cover.
Being in heavy cover gives imposes
disadvantage and a -2 accuracy
penalty against ranged attackers.
Full Cover: A fully covered target cannot
be directly seen or targeted because of
obstructions.
Some weapons can pierce walls,
and you can try to blind fire at this
target anyway. You may do so with
disadvantage, with a -4 accuracy
penalty. Successfully hitting deals
half damage.

Skills
Wastelanders have developed abilities, known
as skills. These skills are shown on your
character sheet, and are representative of
how good your character is at doing
something. Below are the possible skills that
wastelanders can be proficient in:

Skill Table
Strength

Finesse

Athletics
How good a character is at
running, jumping, climbing,
and moving with
coordination.
Resistance
A characters ability to resist
poison, radiation sickness,
and other maladies.
Stealth
How well a character can
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Acuity

Social

move without detection, and


perform actions unnoticed.
Vehicle Handling
Everyone can drive a car, or
ride a horse, but characters
with high Vehicle Handling
can drive all sorts of exotic
vehicles, and execute daring
tricks and maneuvers.
Sleight of Hand
A measurement of a
characters ability to pick
locks, disarm traps, pick
pockets, catch, throw, and
finely maneuver objects.
Perception
A characters ability to notice
things around them, and spot
things that are out of place.
Survival
A measurement of how good
a character is at tracking,
navigating, foraging, and
performing actions related to
sustaining themselves in the
wastes.
Knowledge
A general indicator of how
much someone knows about
the world around them.
Mechanics
Mechanics is a measure of a
characters ability to make,
use, and identify any kind of
machine or technical object
Medical
Medical is a measurement of
a characters first aid
abilities.
Persuasion
The ability to convince people
to do something.
Intimidation
How well a character can
inspire fear into someone
else.
Animal Handling
A characters ability to tame,

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control, and meaningfully
interact with animals.
Deception
How well a character can lie,
deceive, bluff, and bend the
truth.

Skill Checks
When in the wasteland, characters will
sometimes have their skills tested. If it is
possible to fail this test of skill, it is known as a
skill check, and characters will have to roll
dice to determine whether or not they
succeed. Skill checks are presented like this:
ACU (Perception) DR 12
This skill check is a skill check for the acuity
(ACU) stat, the perception skill, and it has a
difficulty rating of 12.
When a character is making a skill check, they
roll 2d6, and add their relevant skill and stat. If
their total meets or beats the skill checks
difficulty rating, they succeed the check. If no
skill seems directly applicable, just add the
relevant stat.
Sometimes, multiple skills or stats may seem
applicable to a skill check. In this case, use
whichever skill you prefer, along with its
associated stat.
Example: Fiona the gunslinger is tracking a
pack of static wolves. Both survival and animal
handling seem like appropriate skills to use.
However, Fionas animal handling is higher, so
she chooses to use animal handling instead of
survival for her skill check.

Difficulty Rating
A difficulty rating (DR) is a measurement of
how hard it is to pass a skill check. The DM
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should make the final call on how high
characters need to roll to pass a check. Here is
a table that provides examples for how tough
different things are:

GAT212 - Fall 2015

gradually build up their talents as they


adventure and grow in the wastelands.
At character creation, your character will
usually have just one talent.

Difficulty Table
Difficulty
Trivial

# to
Beat
6

Easy

Middling

12

Difficult

15

Challenging

18

Intense

21

Legendary

24

Example

Animal Affinity

Shooting the broad


side of a barn.
Shooting a can off a
fence post.
Shooting a clay
pigeon.
Shooting a clay pigeon
by the back of a
spoons reflection.
Shooting an apple off
your sons head at 100
paces.
Shooting a bullet into
the hole you made
with your last bullet.
Shooting a fist-sized,
moving target 300
yards away through
wind and rain with a
hand gun.

You like animals, and animals like you.

Contested Skill Checks


If two characters are directly competing
against one another, it is a contested skill
check. When this happens, the two
characters roll against one another (2d6 +
relevant skill + relevant stat), and the higher
roll wins.

Ambidextrous
You are ambidextrous, and unusually good
with your hands.

Permanently add +1 to your finesse.


Your penalties for dual-wielding weapons
is halved.

Artifact Hunter
Your knowledge of old artifacts, how to use
them, and wear to find them is uncannily
expansive and accurate.

Talents

A talent is more than a passing level of skill.


It is closer to a hard-won ability, a trained skill,
or even a mutation. Your character will

2015 DigiPen Institute of Technology

You have advantage when attempting to


handle any calm, non-sentient creature.
You can ride any tamed animal that is at
least one size bigger than you.
You have a pet with CR or lower. It can
fetch, follow, track, hide, distract, deliver,
attack and follow other commands of that
nature.
o If your pet dies, it is gone for good.
o You have to train new pets to get
them to follow orders in the same
manner as the first.

You have advantage on all knowledge


checks related to identifying unknown
objects.
You have advantage when attempting to
use unknown objects.
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You have advantage when searching for


inanimate objects.
You have advantage when attempting to
disarm traps.

Brawler
Winning fist fights isnt an issue for you. When
your friends want to win a bar fight, youre
always the first one they call. Earning this
talent gives the following benefits:

You have advantage on all unarmed


attacks.
Add +2 damage whenever you are
unarmed, or using an improvised weapon.

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Grenadier
You have a strong knack for explosives. You
dont need much to make a bomb, and even
stock explosives seem to do more damage in
your hands. Earning this talent gives the
following benefits:

Once per combat, you may make your own


explosive combust more violently. Increase
its blast radius by 5ft.
Reroll any fumbles you make while using
explosives. Do not reroll rerolls.
You have advantage when making or using
an explosive out of combat.
You have a grenade subscription (see
Items and Equipment section).

Explorer
Youve been enough places that you always
have a good idea of whats around you.

You always know which way to the nearest


town.
You always know which way is north.
You have advantage when rolling
knowledge checks about navigation, maps,
or knowledge of the land.

Fish

Hunter Tracker
Through a life of tracking down animals,
people, or monsters, you have become
exceptionally skilled at hunting and tracking
your prey.

Somehow, you have acquired gills, and a


strong ability to swim underwater.

You have gills, as well as whatever lungs


you already have. They allow you to
breathe underwater.
You can swim as fast as you can run.
You have slight webbing between your
fingers and toes OR scales on parts of your
body instead of skin.

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Choose two of the following four: people,


vehicles, machines, animals, and monsters.
You have advantage whenever you are
tracking entities of that type.
If you spend a full day in an area, you have
knowledge of the general number and
types of people, vehicles, machines,
animals and monsters around you.
If you have an important article from a
specific creature (clothing, antler piece,
etc), you can spend a full turn figuring out
what direction they are in. This only works
if you are within 100 miles of them.

Hunters Eyes
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Your eyes have mutated drastically, and you
now have the eyes of a feral predator.

You can see in the dark normally.


You can see with thermal vision for 5
minutes, twice a day.
You can see twice as far as you used to.
Your eyes do not look normal. How they
look is up to you, though they should look
animalistic and predatory.

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Mechanic
You know your way around machines like you
know the back of your hand.

You have advantage when attempting to


identify, repair, or use machinery.
You can manually disable machines if you
spend a full round disabling it while in
contact with its controlling mechanisms
(the engine of a vehicle, the CPU of a
droid, etc.)

Informant
Lying, deceiving, and uncovering the truth are
second nature to you.

You have advantage on all Deception


checks.
If you spend half an hour watching a
person or creature, you know their level,
healthiness, and you have a general idea of
their attacks.

Monster Hunter
Monsters are your prey of choice.

You have advantage on Intimidate checks


imposed by any creature larger than you.
You have +1 damage on all damage rolled
against a Large or bigger creature.
You have advantage when tracking, or
knowing information about Large or bigger
creatures.

Life Drinker
Whether it was a mutation, or youre just a
psychopath, you feel an overwhelming rush of
ecstasy and adrenaline whenever you kill.

Gain +10 movement speed for one turn


after you kill.
Drinking a mouthful of blood from
someone you have recently killed restores
xd4 health, where x is your level.
o This is an evil act, and most people
will react poorly to you doing this.
o It takes one standard action to
directly drink blood from a corpse.
o You can only benefit from drinking
blood once per corpse.

Outrider
Whether its behind the wheel of a dune
buggy or on the back of a Carrier Wolf, you are
in your element when you are riding.

You are not slowed by difficult terrain


while riding a vehicle.
You have advantage when attempting to
hijack a vehicle.
You have advantage when attempting to
hotwire a vehicle.
You do not receive the normal penalties
when attempting to use a weapon while
riding.

Protector
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Sticking up for your friends and allies is
something you excel at. You might have been
a bodyguard at some point, or maybe you just
cherish your friends exceptionally dearly.

You can impose disadvantage on an attack


made against an ally within 5ft. of you. If
the attack succeeds, you take the damage
instead of your ally.

expert.

Youre good at a lot of things.

Radioactive Body

You cannot become poisoned from


radioactivity.
You constantly emit a small amount of
radiation. People in close proximity to you
have to take twice as much radiation
medication to avoid becoming radiation
poisoned.
o You glow a little bit. It is only
noticeable in darkness, and can be
covered with normal clothing.
You can willfully infuse objects in your
possession with radiation.
o It takes roughly one hour to charge
a fist-sized nuclear battery.
o The amount of radiation you can
put into an object is limited. You
cannot make an object so
irradiated that it gives them more
than minor radiation sickness.

Distribute 3 skill points among your skills


however you wish.

Sniper
Somehow, you seem to never miss.

Add +1 to all accuracy rolls.


You cannot have disadvantage when
rolling for accuracy.
You may treat Partial Cover as No Cover,
and Heavy Cover as Partial Cover.

Tough as Nails
Never one to stay down, youre as tough as
they come.

Permanently add 4 maximum health for


every level you have. Continue gaining 4
maximum health each time you level up.

Quick Reflexes
You react abnormally fast. Earning this talent
gives the following benefits:

Runner

Permanently gain +10 movement speed.


Difficult terrain does not slow you.
You can run 10ft. up walls.

Skilled

You and Geiger counters dont get along. You


have a strange affinity for radioactive
substances, and radiation poisoning doesnt
seem to affect you.

GAT212 - Fall 2015

Once per combat, you may force your


attacker to reroll their accuracy roll.
Permanently add 3 to your initiative.

Whether it was a life of running away, or a life


of chasing, youve become impeccably fast.
Some people like to call you a parkour
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Socializing

described in the Skill section above.

Socializing both inside and outside of the game


is an important part of roleplaying.

Status Effects
Sometimes, characters can become afflicted
by special circumstances called status
effects. This section describes them.

Roleplaying
While playing Wasteland Adventures, your
character says whatever you want them to
say, and behaves however you want them to
behave. To make things the most fun, it is
usually best if you try to make your character
act according to the personality you
established for them.
Roleplaying can be hard, and doing so
successfully deserves a reward. At the DMs
discretion, players may be awarded luck
points for playing their role exceptionally well.
Spending a luck point allows a player to reroll
any roll they make. Up to three luck points
may be stored.

Socializing with NPCs


Since there are no players to speak for nonplayer characters (NPCs), the DM fills in for all
NPC roles. Social interactions between players
and NPCs are carried as normal conversations,
unless someone tries to perform a socially
difficult act, such as intimidating a guard,
persuading a merchant to lower their prices,
or lying about how much gold theyre carrying.
In these cases, skill checks are performed, as
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Page

On Fire: Targets on fire can either take a full


standard action to put out the fire, or suffer
1d4 damage per turn. Each turn while on fire,
the target rolls 2d6. On a roll of 8+, the fire
goes out.
Blind: Blinded targets have disadvantage on all
aiming rolls for the turn, and cannot use
weapon accuracy bonuses.
Stun: Stunned targets cannot move or perform
the attack action during their turn. In addition,
all characters attacking a stunned target have
advantage.
Radiation Poisoning: Radiation poisoning is
the most common status effect. There are four
levels of radiation poisoning, each with its own
effects:
Radiation Poisoning Table
1 -1 STR
2 -2 STR, -1 ACU
3 -2 STR, -2 ACU, -2 FIN, -2 SOC
4 Dead
Using radiation medicine removes your
sickness, regardless of level. The status
penalties are not kept once you are cured.
Optional Radiation Rules: Each full day you go
without using some sort of radiation medicine
increases your radiation poisoning by one
level. This rule is for players who want extra
tension, and difficulty.

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Beasts & the People You May


Encounter

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Page

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Flora and Fauna


The immense amounts of radiation that
permeate the world have caused widespread
mutations, as well as rapidly accelerated
evolution. As a result, the world is populated
by all sorts of strange, usually dangerous
beasts. Hunting beasts for raw material,
protection, and conquest are some of the
most common forms of work that pop up for
adventurers.
While the plants of Wasteland Adventures
have not changed as dramatically as the
animals, their changes were just as significant.
The radiation made, and still makes it very
difficult for plants to live, especially edible
foods necessary for agriculture. Agrarian foods
in particular were hit hard by the radiation,
and agrarian life never fully recovered after
the apocalypse. Farms are few, and almost a
third of all food has to be hunted or gathered
in some way. Many of the plants that have to
be gathered attract wild animals, and require
adventurers to gather them. The farms that
somehow still work are prime targets for
raiders, and overcurious beasts. Whether its
protecting food or killing it, food brings jobs
for adventurers everywhere.
The plants and animals in Wasteland
Adventures are as varied as they are
dangerous, and some of the more common or
interesting species are detailed in the Bestiary
chapter.

Beasts
For simplicity and convenience, many numbers
have been abbreviated in some way.
Weapon/ability damage for beasts does not

2015 DigiPen Institute of Technology

GAT212 - Fall 2015

name the stat that their damage scales on.


Instead, the stat is substituted with the
number that it would be. If you ever need to
know what stat is being used for damage,
assume that STR is used for melee attacks, and
FIN is used for ranged.
Example: Devil Dogs Fangs deal 1d4 + STR
damage. However, his strength will almost
always be 4, so we can assume that his
damage will be 1d4 + 2, so that is the way it is
written.

Challenge Rating (CR)


A creatures challenge rating (CR) is a measure
of its combat prowess. Challenge rating is
proportional to play levels. A level 1
adventurer should be challenged by, but not
deathly afraid of a CR 1 creature.

Devil Dog
Strength
4
HP:
Move:
Name:
Damage:
Other:

Finesse
Acuity
2
0
6
Size:
50ft
Defense:
Weapons & Abilities:
Fangs
Range:
1d4 + 2
Accuracy:
None

CR:
Social
0
Small
10
Melee
+0

Devourer Plant

CR: 1

Strength
2
HP:
Move:

Social
-1
Mid
8

Name:
Damage:
Other:

Finesse
Acuity
4
-1
10
Size:
5ft
Defense:
Weapons & Abilities:
Acid Spit
Range:
1d6 + 2
Accuracy:
None

20/60
+0

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Fire Badger

CR: 1

Strength
6
HP:
Move:

Social
2
Mid
8

Name:
Damage:
Other:

Finesse
Acuity
2
0
20
Size:
20ft
Defense:
Weapons & Abilities:
Claws
Range:
1d4 + 3
Accuracy:
None

Fox
Strength
1
HP:
Move:
Name:
Damage:
Other:

Finesse
Acuity
4
1
4
Size:
30ft
Defense:
Weapons & Abilities:
Bite
Range:
1d4
Accuracy:
None

GAT212 - Fall 2015

Melee
+1

CR:
1/8
Social
2
Tiny
6
Melee
+4

Horned Bear

CR: 2

Strength
8
HP:
Move:

Social
0
Large
8

Name:
Damage:
Other:

Finesse
Acuity
2
0
40
Size:
30ft
Defense:
Weapons & Abilities:
Claws
Range:
1d6 + 4
Accuracy:
None

Hydra
Strength
12
HP:

Giga Bison

CR: 3

Strength
12
HP:
Move:

Social
1
Huge
8

Name:
Damage:
Other:

Finesse
Acuity
0
0
60
Size:
40ft
Defense:
Weapons & Abilities:
Horns
Range:
1d8 + 6
Accuracy:
None

Melee
+2

2015 DigiPen Institute of Technology

Move:
Name:
Damage:
Other:

Finesse
8
200

Acuity
4
Size:

CR:
20
Social
2
Vast
(5x5)

30ft
Defense:
15
Weapons & Abilities:
Fangs
Range:
Melee
1d12 + 6 Accuracy:
+3
Attacks 3 times per turn.

Prairie Fangrat
Strength

Melee
+2

Finesse

Acuity

CR:
1/4
Social

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Wasteland Adventures | Khan Sweetman | k.sweetman@digipen.edu


0
HP:
Move:
Name:
Damage:
Other:

2
0
6
Size:
25ft
Defense:
Weapons & Abilities:
Claws
Range:
1d4
Accuracy:
None

4
Tiny
6
Melee
+1

Rat Swarm

CR: 1

Strength
2
HP:
Move:

Social
4
Small
7

Name:
Damage:
Other:

Finesse
Acuity
3
0
24
Size:
50ft
Defense:
Weapons & Abilities:
Fangs
Range:
1d4 + 1
Accuracy:
None

Roc
Strength
8
HP:
Move:
Name:
Damage:
Other:

Finesse
Acuity
6
2
96
Size:
120ft
Defense:
Weapons & Abilities:
Claws
Range:
1d12 + 6 Accuracy:
None

20ft
Defense:
Weapons & Abilities:
Legs
Range:
1d10 + 2 Accuracy:
None

Social
4
Vast
(5x5)

14
Melee
+2

Melee
+4

Strength
6
HP:
Move:

Social
0
Large
10

Strider

Name:
Damage:
Other:

Acuity
4
Size:

CR:
12
Social
2
Huge
12

CR: 4

Name:
Damage:
Other:

Move:

Finesse
4
56

Melee
+4

Screaming Eel
Finesse
Acuity
3
0
44
Size:
40ft
Defense:
Weapons & Abilities:
Fangs
Range:
1d6 + 3
Accuracy:
None

Strength
4
HP:

GAT212 - Fall 2015

Melee
+4

CR: 5

2015 DigiPen Institute of Technology

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Wasteland Adventures | Khan Sweetman | k.sweetman@digipen.edu

GAT212 - Fall 2015

The People You


May Encounter:
Bandit
Strength
4
HP:
Move:
Name:
Damage:
Other:

CR:
Finesse
3

Acuity
3

10
Size:
25ft
Defense:
Weapons & Abilities:
Carbine
Range:
1d6 + 2 Accuracy:
None

Hunter
Strength
4
HP:
Move:
Name:
Damage:
Other:

Finesse
Acuity
5
3
8
Size:
20ft
Defense:
Weapons & Abilities:
Carbine
Range:
1d6 + 2
Accuracy:
None

Social
3
Mid
9

Raider
120/360

+2

CR:
Social
2
Mid
10
120/360

+2

CR: 1

Strength
4
HP:
Move:

Social
5
Mid
10

Name:
Damage:
Other:

Name:
Damage:
Other:

Finesse
Acuity
4
3
20
Size:
30ft
Defense:
Weapons & Abilities:
Laser Rifle
Range:
1d6 + 2
Accuracy:
None

Shephard

Trained Guard
Finesse
Acuity
3
3
20
Size:
20ft
Defense:
Weapons & Abilities:
Laser Rifle
Range:
1d6 + 2
Accuracy:
None

Strength
5
HP:
Move:

CR: 1

Strength
3
HP:
Move:
Name:
Damage:
Other:

Finesse
Acuity
4
5
5
Size:
15ft
Defense:
Weapons & Abilities:
Stick
Range:
1d4 + 2
Accuracy:
None

Social
3
Mid
9
Melee
+2

CR:
Social
4
Mid
6
Melee
+0

90/180
+2

2015 DigiPen Institute of Technology

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Wasteland Adventures | Khan Sweetman | k.sweetman@digipen.edu

GAT212 - Fall 2015

Creating Your
Own City-States

hook for your party of adventurers.

Most people live within a city-state, or within


the associated territory of a city-state.
Sometimes, you will want to make your own
city-state, so that you can roleplay in it. Here
are some guidelines on how to make one:

The world can be a rough place, and so the


overwhelming majority of city-states need to
have some kind of military. The most heavily
fortified city-states have monolithic walls, with
machine guns mounted on their tops. The
least militarily inclined city-states may have
only a small police force, or a militia in case of
emergency.

1. Decide its location


Obviously, a city-state has to exist somewhere.
Picking a location in the world should help
decide what kind of culture, name, and people
inhabit your city-state.

2. Decide its culture


City-states have a huge variety of cultures.
Fierce, war-mongering city-states, peaceful
nature-based communities, cutthroat urban
sprawls, mercantile shipping ports, and quiet
hamlets that just want to be left alone are all
valid choices for the kind city-state you want
to make.
Often, city-states are made from the remnants
of pre-war cultures. If your city-state is heavily
tied to a location, you could give it strong
cultural influences from the pre-war
civilization that was once there.

4. Decide its Military

5. Give it Importance
In order to be worth visiting, your city-state
needs to have something important or
compelling in it. Political corruption, an
infestation of monsters, a war, or a thriving
black market are all good reasons for
adventurers to want to visit your city-state.

6. Decide its Name


Finally, your city-state needs a name. Its name
should reflect what it does, why its important,
or it should be a name from the civilization it
was once a part of.

3. Decide its Government


Every city-state needs to have some kind of
structure to it, even it that structure is
anarchy. A city-state doesnt need a fleshed
out government, just saying that it has a king,
or a council of elders is fine. Its government
likely reflects the way its citizens live however,
and can usually provide a good adventure
2015 DigiPen Institute of Technology

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