Professional Documents
Culture Documents
Handbook
By Khan Sweetman
Professor Holcomb
GAT212 Fall 2015
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Table of Contents
Attacking .................................................. 2
Dual Wielding........................................... 2
Rolling Dice .................................................. 3
Critical Success & Failure ......................... 3
Advantage/Disadvantage: ....................... 3
Irradiated..................................................2
Mutation ..................................................3
Movement ............................................... 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
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
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The World
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Planet Earth
The People
As tough as the world was, people proved to
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Adventurers
Irradiated
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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.
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.
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.
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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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.
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.
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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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.
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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War Bands:
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
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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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.
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
Personal Transportation
Trekking the wastes by foot is usually a poor
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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.
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
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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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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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.
3. Determine Character
Statistics
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.
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.
Starting Health
Bonus
Gunslinger: 13 + 2d6
Guardian:
21 + 2d6
Hidden:
10 + 2d6
Ronin:
17 + 2d6
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.
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:
Total XP
Level 1: 0
Level 2: 9
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Callings
15 |
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.
The Guardian
Level Features Gained
1
2
3
4
5
6
7
8
9
10
11
12
Successors in Name
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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.
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:
Power Suit:
Magnet Pull:
Indomitable:
It is said that Guardians can shrug off even
mortal wounds.
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Titans Grip:
Fully powered Guardian suits are a terrifying
sight on the battlefield.
Juggernaut:
You are nigh unstoppable. The amount of
punishment that you can take makes you
tougher than a monster several times your
size.
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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
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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Ambush:
Cloak of Shadows:
Cripple
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.
Blurred Movement
If an experienced Hidden wants to disappear,
he will do so, even if youre looking directly at
him.
Inspire Fear:
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Shadow Step
Hidden can appear and disappear at will.
Exactly how they do it is a secret.
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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.
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
Wasteland Cowboy
Starting Equipment:
Making a Gunslinger:
Eagle Eye:
Lightning Draw:
Quick Draw:
It is nigh impossible to get the drop on a
seasoned Gunslinger.
Crack Shot:
Bullet Hell:
A fully realized gunslinger can make it seem
like the air itself if made of bullets.
Trigger Fingers:
You have mastered the art of pumping lead
into your foes.
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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.
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.
War Cry:
The forceful shout of a Ronin inspires bravery
in allies, and fear in enemies.
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Crescent Slice:
Reckless Charge:
Bane Blade:
Ronin that have reached their pinnacle can
cleave their opponents in twain.
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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.
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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13 |
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.
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.
14 |
Crows
Traits
Languages: English or Cantonese
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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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.
15 |
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.
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.
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
16 |
17 |
18 |
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.
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.
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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.
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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.
Weapon List:
4|Page
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:
6|Page
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
***
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.
7|Page
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.
8|Page
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.
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
9|Page
2|Page
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
1d6 +
STR
+1
30/90
60g
Small
Accuracy Range
1d10 +
FIN
+3
Cost
Size
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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
Surprise Attacks
Sometimes, characters take other characters
1|Page
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.)
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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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.
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.
2015 DigiPen Institute of Technology
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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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
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
4|Page
Acuity
Social
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
5|Page
Difficulty Table
Difficulty
Trivial
# to
Beat
6
Easy
Middling
12
Difficult
15
Challenging
18
Intense
21
Legendary
24
Example
Animal Affinity
Ambidextrous
You are ambidextrous, and unusually good
with your hands.
Artifact Hunter
Your knowledge of old artifacts, how to use
them, and wear to find them is uncannily
expansive and accurate.
Talents
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:
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:
Explorer
Youve been enough places that you always
have a good idea of whats around you.
Fish
Hunter Tracker
Through a life of tracking down animals,
people, or monsters, you have become
exceptionally skilled at hunting and tracking
your prey.
Hunters Eyes
7|Page
Mechanic
You know your way around machines like you
know the back of your hand.
Informant
Lying, deceiving, and uncovering the truth are
second nature to you.
Monster Hunter
Monsters are your prey of choice.
Life Drinker
Whether it was a mutation, or youre just a
psychopath, you feel an overwhelming rush of
ecstasy and adrenaline whenever you kill.
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.
Protector
2015 DigiPen Institute of Technology
8|Page
expert.
Radioactive Body
Sniper
Somehow, you seem to never miss.
Tough as Nails
Never one to stay down, youre as tough as
they come.
Quick Reflexes
You react abnormally fast. Earning this talent
gives the following benefits:
Runner
Skilled
9|Page
Socializing
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.
10 |
11 |
Beasts
For simplicity and convenience, many numbers
have been abbreviated in some way.
Weapon/ability damage for beasts does not
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
1|Page
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
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
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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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:
Melee
+4
CR: 5
3|Page
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
4|Page
Creating Your
Own City-States
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.
5|Page