Wastelands Rulebook V3.0
Wastelands Rulebook V3.0
VERSON 3.0
Completed January, 2011
Written by Andrew Seiple
Edited by Denise Beucler
Archetypes by Joseph Menear
Cover art by Greg Vaughn
With input from the following;
Joshua Smith
Denise Beucler
Assorted members of rpg.net
And too many friends to list
Wastelands owes much of its rules, structure, and spirit to the Exiles western Live-Action
Roleplaying Game. Wastelands would not exist today without the kindness, advice, and
support from Benson Green, Karin and Ryan Strippel, and the rest of the Exiles players.
1
“…After the torchlight red on sweaty faces
After the frosty silence in the gardens
After the agony in stony places
The shouting and the crying
Prison and palace and reverberation
Of thunder of spring over distant mountains
He who was living is now dead
We who were living are now dying
With a little patience”
2
Table of Contents
Introduction 4
FAQ 8
Safety 15
Character Creation 24
Skill Charts 34
Archetypes 41
Complete Skill List 45
Magic 71
Spells 73
Crafts 82
Recipes 84
Items 88
Traps 91
Combat 98
Death 110
Damage Types 113
Hand of Fate 115
Radiation 119
Waivers 122
3
INTRODUCTION Now with the last of the Great
Corporate Wars over, and the dragons
quiet, many Corps are looking to reclaim
Near the end of the 22nd century,
territory. But good, safe territory is
the world changed. Cities died in atomic
scarce, and held by one corporation or
fire, triggered by fools and arrogant
another. So that leaves only the worst of
tyrants. Corporations became more
places, left to reclaim. Where technology
powerful than nations, and greedily
is limited by old scars of war and
divided the world up among them. Much
disasters, and magic is limited by those
of the remaining human race now lives
same scars.
in corporate enclaves, massive walled
The nuclear fire invented by man
cities that are sanitized and sterile. Wars
burned brightest here, and here the
are fought between corporations now,
hideous wars of the new century were
and nations are a thing of the past. And
fought, until the land was blighted and
magic has returned.
ruined. The land here had names, once.
Abnormal children are being
Ohio, Indiana, Kentucky,
born to perfectly normal human couples.
Pennsylvania… Now they just fall under
Many of these children are not human…
one epithet: "The Wasteland." The
They are elves, dwarves, orcs, and
corporations are trying to claim the
stranger things. And some are born with
wastes, and they need people to do this.
the ability to tap into the world’s long-
Perhaps you are an immigrant
forgotten magic.
from a poor enclave, trying to better
Panic, riots, and hate crimes were
your lot. Perhaps you are trying to gain
the result of these first incidents.
fame on the media networks, and earn
Humanity does not accept change well.
sponsorships. Perhaps you are a convict,
The tantrums ceased when the dragons
given the opportunity to serve your
woke up, and tried to reclaim the world.
sentence cleaning up the wastes.
Many magicians and metahumans
Perhaps you are a local resident,
bought acceptance from the corps by
trying to get untainted food, rare
using their talents in the Dragon war.
medicines, and reliable bullets from the
Finally, a peace was reached. The
corporation in exchange for work. Or
dragons could do business with the
perhaps you are here to make your
corporations, as it turned out. And
fortune.
business is good.
There is money here, and
Now the world is cursed with
opportunity. Such things as lost
enormous cities, which belch out
technology, hidden magic, secrets long-
pollution and profit in equal measure.
forgotten, contaminated resources, and
Magicians and Adepts have learned to
business opportunities can all be found
harness magic. While it can never be
in this blasted land. The Wasteland is
SAFE, it is now more predictable.
neutral, and many come here just for
Dragons no longer trust in hoards of
that. Old enemies sip drinks and pop
gold, finding more profit and treasure in
anti-radiation drugs side by side at
stock, and influence. The only truth now
times... Other times, it is a good place to
is the Almighty Allin. Welcome to the
kill a hated foe, and dump him where no
23rd century, consumer...
one will ever find the corpse. And physical form... They might know a guy
strange creatures wander through the who knows a guy who can trade them
night, seeking flesh to eat, or worse with an enclave. Be careful. There are
things... Welcome to the Wasteland. Try settlements out there that keep dark
not to die too quickly. secrets, and there are those who view
visitors as new trading stock, or good
sources of meat. Guns are one thing that
LOCAL CIVILIZATION the Wasteland has no shortage of, or
knives, or other weapons. If nothing
Despite the odds, some people else, the Free Traders see to that.
DO live out here; refugees from the
neighboring enclaves, Corpwar deserters FREE TRADERS
and war criminals, nomads, and others
who have no place else to go. Their The Free Traders are the glue
bodies learn to live with the radiation... that holds the Wasteland together. No
The ones that don't adapt tend to die. one knows who backs them, no one
There are many small knows just how much they rake in for
settlements, dotted across the land. their services, but the fact is that they are
Huddled together for mutual defense and necessary and vital parts of this warped
survival, they eke out a living as best land. They are known by their mark... It
they can. Communication between is a fine tracery of glowing silver wire
settlements is rare... Travel is dangerous, on their forehead, obviously cyberware.
and settlements can disappear overnight It must be well-shielded to function
from one calamity or the other. In many within the Waste, and it is. No one quite
places, governments try to rule multiple knows what it does, but there are rumors
settlements. These rise and fall with the that it allows them to share one mind.
wind, and their money is worth the Certainly it is true that most Traders
material used in its fabrication. know when another Trader dies, and
Most civilization is pretty low- seem to know the identities of their
tech. Houses are wood or stone, people murderers. Those who kill Free Traders
plow the land with horses and cattle (Or usually buy themselves trouble.
slaves, sometimes,) and vehicles are The Free Traders travel,
rare. The constant, low-level radiation sometimes alone and sometimes with
in the area limits the electronics that can guards. Sometimes they sponsor and run
be brought into the Wasteland, and great caravans, that cross the length of
pollutes the radio waves. Advanced the wastelands. They go from settlement
electronics of any sort are rare... They to settlement, selling their wares. They
break quickly. The few devices that are can obtain things from inside enclaves,
built to last are well-shielded and in high though their selection is seemingly
demand. random, at times. They don't get
For much of the Waste, the involved in local problems, they don't
currency is barter. Some fairly lawless take sides, and so they are grudgingly
settlements use bullets as currency. trusted.
Others accept Allin dollars in some
Occasionally, a local or two tries WHAT TO DO IN THE WASTELAND
to compete with the Traders. The Free
Traders say that they don't mind that at Survival is good. You’ll need
all, though there are rumors that tools, weapons, skills to survive. More
unscrupulous Traders aren’t above hiring importantly, you’ll need to find a way to
assassins to take out rivals. deal with the local threats. It is good to
More importantly to the average find your niche, too. Find people you
traveler, the Free Traders are one of the can work with, make yourself useful,
avenues that adventurers use to get into and you’ll be surprised what you can
the Wasteland. accomplish. There are very few people
in the Wasteland who can fend off
ADVENTURERS threats all by themselves, and even the
ones who can usually enjoy having
The term is a bit more polite than company along.
"Refugee", or "Scoundrel", or "Would-
be Profiteer." It refers to travelers who Survival is necessary… But there
come into the Wasteland from will come a time when you have your
somewhere else. The locals tend to feet under you, and want to accomplish
figure that anyone who comes in here is more. If you enjoy money, you can find
either being forced, or is up to no good. ways to profit in the Waste. Sell things
A lot of times, they're right. YOU are to other adventurers or residents, trade
one of these "Adventurers". for strange items or useful resources that
You got here by your own feet or fetch a bundle of money outside. There
with help from a smuggler or Free are as many ways to thrive, as you can
Trader. It cost you a lot, and now all imagine. If you dream of more, of
you’ve got are the clothes on your back, changing the world, then this too can be
and whatever you managed to bring with done. Help a settlement prosper, and
you. Perhaps you have some money, watch it grow. Kill bandits, or set up
perhaps not. Maybe you have a few ties your own raiding parties. Hunt down
to the enclaves that you can put to good monsters or cut deals with them, the
use. More likely, you’re on your own. choices that you make and the victories
Odds are good you were that you win will change the shape of the
involved in criminal activity, somehow. Wasteland. Perhaps one day you and
Perhaps you were even did dirty work your friends will rule a town, or even
for a mega corporation, or one of the form your own nation in these desolate
criminal syndicates! If you did, then be lands. Or perhaps, like many, your bones
careful. Old rivalries can follow a man will end up littering some forgotten ruin.
or woman into the Waste, and make life
very interesting indeed. Or, you could be DEATH IN THE WASTELAND
a local. Raised in a small town and
taught to fear the unknown, you moved This is a deadly land, and those
on to a different part of the Wasteland who forget it are likely to pay the
when things didn’t go your way. ultimate price. Like anywhere else,
death in the Wasteland is forever, in all
but the most outrageous cases. guns need ammunition, so always be on
Fortunately, you’re a sturdy person. the lookout for money or an opportunity
You have to be, or else you couldn’t to buy or trade for what you need.
survive here! If you get shot or stabbed, Craft skills require raw materials,
you have at least five minutes before you and plenty of them. They can make you
die… Five pain-wracked, groaning and wonderful toys, but you’ll need things to
screaming minutes while your life bleeds make the toys. Don’t neglect your other
away. It’s not fun, but if someone can skills.
reach you and administer a healing Melee weapons are easy to come
injection, or first aid before five minutes by, and generally free. Even if you only
is up, you will live. But if no one else is have a combat knife for backup, you
around, or all your friends are down and may find it saving your life at some
bleeding as well? Well, you’re out of point.
luck, pal. Magic can do weird, weird
There are rumors of ways to things. Not even the magicians know
come back after death, but none of them quite how everything works, especially
have ever been confirmed. If you find not in the mana-warped landscape of the
out a way, you might want to keep it a Wasteland.
deep, dark secret. That information is Don’t go making enemies of
worth quite a lot to some very ruthless other adventurers without a good reason.
individuals and organizations. They’ll The community has a long memory, and
have questions for you, very sharp and you will find less people willing to work
pointed ones that will be accompanied with you if you earn a bad reputation.
by surgical instruments, during the Not every problem can be solved
interrogation… with bullets, or even violence in general.
Sometimes talking is good, sometimes
FINAL ADVICE running away is better.
Shoot straight, conserve ammo,
You won’t start with much. and never cut a deal with a dragon.
Many skills need supplies to use, and
Frequently asked questions the poorest and most desperate people
do. No one claims all of the Wasteland,
and so it is a neutral ground for many
WHAT IS WASTELANDS?
powerful factions to sort out their
differences. Your character is one of the
Wastelands is a live-action role-
hardy survivors who scavenges in the
playing game. This type of game is also
Wasteland to get by.
called a LARP. In it, the players create
In reality, Wastelands is played
and act out the parts of imaginary
wherever the Game Master can organize
characters, taking part in creating and
a private campsite. If you choose to
shaping the story of a fictional location
attend a Wastelands event, you will
and setting. The choices and actions
spend one or two days at the camp,
taken by the characters decide how the
living as your character would, and
story goes.
helping to maintain the atmosphere of
The Game Master is in charge of
the game. There is a fee associated with
keeping track of the story, he also has
attending a Wastelands event, but it is
people who help him run the non-player
used entirely to pay for the camp,
characters, (NPC’s) and set up things. If
operational overhead, and necessary
you take part in the game, you will
supplies. Different campsites have
probably NPC at least once… This
different responsibilities. You’ll have to
means that instead of playing an
take care not to damage the site, and
independent character, you will act out
clean up after yourself, but it’s worth it
the part of a less-important, but story-
for a good game!
related character for the players to
Wastelands can be a fun game,
interact with. This can be a lot of fun, in
but there are risks involved with
its own way.
simulating combat, and running around
Wastelands takes place in a
on strange campsites. You must always
fictional dystopian future, where the
remember to be safe, and careful. The
premise is that mega corporations rule
liability waivers are there for a reason.
most of the world, and magic has
returned bringing strange things with it.
Some of the players will choose to play
WHAT SHOULD I DO BEFORE
fantastic creatures like orcs and elves,
GOING TO A WASTELANDS
but there’s plenty of room in this world
EVENT?
for just plain humans. Some players
may choose to be great magicians, but
Before going to an event, you
they will stand side-by-side with soldiers
should download the rulebook, ask
and agents, who may not know magic,
questions on the forum or via email, and
but sure as heck know how to use guns.
make any preparations for the weekend
The area of Wastelands is set in a
that you can. You should also make sure
fictional radioactive land that covers
that you have proof of your age ready...
most of Ohio, and neighboring states.
Due to mature language, pretend
Though magic and advanced medical
violence, airsoft safety priorities, mature
sciences allow people to live here, only
subjects such as drug use, fantastic • A white headband of
horror, and mature themes, participation some sort. (Used for going
in Wastelands is limited to people 18 or out-of-game)
above. • An emergency contact
You should also make sure that number. (In the event that
you are sober, and in full possession of something really bad happens
your faculties before you attend a to you, we want to let your
Wastelands event. Illegal substances loved ones know where you
and airsoft guns do NOT mix well. are.)
• Any required
Finally, you must bring the medication. (Wastelands can
following things; be a very physical game!
Don't get sick because you
• The entry fee for the forgot your medicine.)
event. (This may be different • Any required dietary
depending on whether or not supplements. (Wastelands
you wish to PC or NPC.) makes few concessions for
• Proof of age. (Driver's specialized diets. Bring
license is preferred.) bottled water if you want it,
• A willingness to sign bring your own food in a
our waivers. (You won’t be cooler if you can't eat what
permitted to play until you we serve, or make plans to
do.) drive out for dinner and
• Some sort of costume. return to game afterwards.)
(Any racial makeup or props • Your sense of caution.
required for your character, (It's fun to play with guns,
and some fairly sturdy but you seriously CAN put
clothes that can take a someone's eye out with these.
beating. Maybe a good coat, Even airsoft guns can cause
or something that can injuries, so please be careful.)
represent armor.) • A thick skin. (Airsoft
• Eye protection (You guns hurt, if they strike
NEED some sort of eye unprotected flesh. Boffer
protection to play this game. weapons can hit illegal areas,
It MUST be covered on the and cause pain. Expect to get
sides, bottom, and top, and fit a few welts and maybe some
around the eye sockets. It bruises if you're unlucky.
can be a mask, goggles, or Airsoft pellets even sting
helmet, but it MUST be able through clothes, so expect a
to shrug off a .20 airsoft BB little pain.)
going at 250 feet per second. • A positive attitude.
This means complying with (Everyone's here to have fun!
ANSI Z87.1 National Safety Relax, enjoy yourself, and
Standards.) have fun playing your
character! Don't sweat the need some of these. If it's
small stuff, and do your your first game, the Game
best...) Headquarters will provide
you with a handful.)
• A boffer weapon of
You don't have to bring the following some sort. (See the Combat
things, but they might come in handy; chapter, for rules on boffer
weapons. If it's your first
• Ear protection (This is game, you might want to wait
not required, but is HIGHLY until you see a boffer weapon
recommended. Without ear in play... There will be a few
protection, you risk damaging good examples available on
your eardrum or ear canal. the course. If you're playing
And ear hits to the lobe or an adept, you'll probably
cartilage HURT.) want your own weapons at
• A copy of the rules that some point.)
pertain to your character. • A change of clothes.
(You don't have to print out (Not always needed at the
the whole rulebook, but it shorter events, but good for
helps to have something to overnight events. Also,
remind you of how your neat LARPs have a tendency to
skills work.) get muddy, so it might be
• A cell phone, or other good to have extra clothes on
means of calling home. (You hand.)
can use it in-game, but only • Medical supplies. (The
to call other characters.) Game Master and his or her
• Batteries, for use in staff really, REALLY don't
electronic devices or battery- want anyone getting hurt at a
powered airsoft guns. Wastelands event, but we
• Strips of cloth to use in- know it's bound to happen at
game as bandage phys reps. some point. Basic medical
• An airsoft spring-based supplies, like bandages and
or electric gun rated at 250 antiseptic, might come in
FPS or lower. (You don't handy.)
have to provide your own • Bedding, or other
gun, but you can if you camping gear. (This only
want.) really applies if it is an
• A number of packets, if overnight event. Some
your character uses packet- campsites have bunks, but
based attacks. (These are most don’t have sheets. A
little cloth bags filled with sleeping bag is a good idea,
birdseed, and tied off with though feel free to bring
rubber bands. If you're some blankets if you want.
playing a magician, you'll
You should NOT bring the following a gun and attempt to
things; customize it beyond its
regular strength. Most of our
• Real Firearms. (If you guns are fairly low FPS, so
bring one of these, we WILL you don't need to get an
call the cops on you. DON’T "edge" in that way.)
BRING REAL GUNS! Or • Children, or pets. (No.
ammunition, for that matter. Airsoft is dangerous to the
Or hand grenades, even if irresponsible, or those who
they’re hollowed out don't know any better. Leave
paperweights. Or anything the kids and pets at home, we
that IS or WAS a real don't want to hurt them by
weapon.) accident.)
• Real Weapons. (No • Ammunition. (We
swords, no hunting knives, no provide all ammunition used
bayonets, no crowbars, no at Wastelands events. Please
collapsible batons, don't bring any outside stuff
NOTHING. Swiss army or in, we won't allow it in-game,
utility knives are fine, but be and it might not be suitable
smart. When in doubt, for use with the camp policy.)
LEAVE THEM AT HOME.) • A bad attitude. (This is
• Drugs or alcohol. a game, you're paying to
(Airsoft guns and controlled play. Why waste time getting
substances don't mix. Don't angry or depressed?)
even drink at a Wastelands • Illness. (If you're sick,
event. We'll have fake booze stay home. Wastelands is a
available if you want your physical game, you risk
character to get drunk, but making your illness worse the
YOU should stay sober. And more you exert yourself.)
if we catch you with illegal • Amorous Intentions.
stuff, we’ll call the cops on (Dude, there are better places
you.) to get laid. Trust us.
• An airsoft gun that Besides, different camps have
doesn't comply with the different policies and
guidelines in the combat standards, and a display of
chapter. (No gas-powered indecency could lose
guns, nothing with an FPS Wastelands a camp. Get a
greater than 250, no hotel room.)
obscenely jacked up sniper
rifles, NOTHING. Unless it WHAT SHOULD I DO ONCE I
complies with the guidelines, ARRIVE ON SITE?
you can NOT bring it to the
game. Leave it at home. If you arrive before the game
Also, please don't tinker with begins, then find a place to park, and
find Game Headquarters. If it is an on the list that you receive at
overnight event, you may also wish to every game, the rest are only
bring your camping gear to your given to you at your first
sleeping area. At some point you’re game. You need not bring all
going to want to get into costume, of it in-game, you can leave
though you can do this after you go some in your account, if you
through check-in. wish.)
At the Game Headquarters, find • One bow, if you have
the check-in line. Read and sign your the archery skill. This can be
waiver, and ask questions about the a short bow, long bow, cross
rules, if you don’t understand them. Pay bow, or pistol crossbow. It is
your event fee, and pick up your starting recommended that you
equipment, or any equipment earned in supply your own bow phys
prior events. Give any boffer weapons rep.
or airsoft guns that you wish to use, to • 4 Bandages, if you have
the game staff for testing and approval the First Aid skill.
and claim them back after they’ve been • 2 Units of salvage for
tested. After that, attend the mandatory every level that you possess
safety briefing, and find a way to kill in the following skills;
time until the event begins. Once it Chemistry, Electronics,
begins, unless you’re wearing an out-of- Engineering, Medical.
game headband, you ARE in game. • 1 Medical A injection
Also, once it begins, you MUST have and one Stim injection if you
your eye protection in place while you have the Medicine skill.
are on the course, unless you’re in • 10 units of Medical
designated goggles-free areas. Until the supplies if you have the
event is over, or you leave the course Surgery skill.
and get to a safe distance, the eye • 10 units of Salvage, if
protection must remain in place. you have either the Gnomish
Do not fire airsoft guns outside Repair, or the Repair skill.
of designated testing areas until game
• You may start with free
begins. Wear eye protection when
melee weapons of any kind
inside designated testing areas.
that you have a phys rep for.
These are not tagged items.
STARTING EQUIPMENT?
• One armor tag, with a
point value equal to the
If this is the first game for your
costume that you are
character, you receive free starting
wearing.
equipment.
• If you have the pistols
• 25 Allins for every
skill, you may start with a
level of the funding skill that
free Tier-1 pistol with a 4-
you possess. (You get this
game tag, or a free Tier-2
money every time you play a
pistol with a 2-game tag.
game. This is the only item
• If you have the the amount on the dice. The total
longarms skill, you may start amount rolled is how many bullets the
with a free Tier-1 longarm check-in counter should give you. Then
that has a 4-game tag, or a return the dice to the staff.
free Tier-2 longarm that has a
2-game tag. WHAT SHOULD I DO IF I COME
• If you have both the TO AN EVENT LATE?
pistols and the longarms skill,
you may start with either the Find a place to park, then PUT
pistol OR the longarm. You ON YOUR EYE PROTECTION before
may not start with both types leaving the car. Also put an out-of-game
of weapons. headband in place, and make your way
to Game Headquarters. Find someone to
The game staff will have stock check you in… You may have to wait
pistols and longarms for you to borrow, until the game staff are available to help
if you do not have your own airsoft you. You will also get the five-minute
guns. You are welcome to bring your safety briefing, and can ask any
own airsoft guns, but make sure that they questions about rules that you like.
follow the guidelines, and are examined After that, arrange any camping gear as
by the game staff prior to check-in. necessary, stay out of lines of fire, and
Note that Tier 1 and 2 airsoft guns are come in game when you are costumed
only spring-powered, and never electric. up and ready.
If you have an electric gun you must find
a Tier 3 tag to use it in play. I’M BORED
Finally, you start with a small
amount of ammunition, depending upon There will come a time in almost
your skills. This is determined by an every Wastelands event, where you find
ammunition roll, performed in front of yourself with nothing to do. If that
the check-in staff. They will provide occurs to you, then talk to other people
six-sided dice for this purpose. as your character, rest up, play cards or
If you have no weapons related otherwise gamble for in-game cash or
skills, (Archery doesn’t count,) you start for fun, or go find something to do. If
with 0 bullets. For each one of the you desperately crave action, and don’t
following skills that you possess, you mind helping out the Game staff, then
gain one die for the ammunition roll; put on a white headband, go out-of-
• Acquire game, and help NPC for a while. That
• Demolitions will provide fun for both you, and
• Heavy Weapons everyone else involved.
• Longarms
CONDUCT
• Pistols
The goal of Wastelands is to
To perform your ammunition
provide fun for all participants. This
roll, find a witness from the game staff,
includes all players… And while we
and roll the dice in front of them. Total
cannot guarantee that everyone will have When Game Over is called, all
fun at every event, the game staff would players and participants should eject any
like to guarantee an even playing field ammo in loaded airsoft firearms and tuck
more often than not. With that in mind, it away, and fire any shots in the
please remember that the other players chamber into the ground. The players
are paying to play, as well. They should then gather up all their in-game
deserve to have fun too. Never be rude tags and items, and bring them to Game
to another player out-of-game, and try to Headquarters, along with their character
refrain from killing or robbing their sheet. At Game Headquarters, you will
character without a very good reason. be given the option to help Game Staff
This game wasn’t designed as a PVP clean up the campsite and put things
setting between the players… In fact, away. This is a polite thing to do, and it
there will be situations where the players may earn you a small bonus.
will need every available character to Once you hand in your character
deal with the NPC’s. sheet and in-game tags, you should
count your ammunition and hand it in.
WHAT IS AN NPC? Then count your Allins, and hand them
in. There are also game-specific items
NPC stands for Non-Player- that you should hand in, these are
Characters. It also refers to the practice usually marked. If you are using airsoft
of portraying the supporting actors and or nerf firearms or boffer weapons from
story-related characters that your own the Game Headquarters, please return
character will interact with. NPC’s can them. Your character sheet and tags will
be violent, or they can be friendly, or be kept on file for you to use at the next
they can be using you for nefarious game. Your Allins will be added to your
purposes, or they can be simply minding character’s account. After all that is
their own business. Most of the Game done, you are free to go home from the
Staff will NPC various parts during the event.
course of a game. Even the Game Master
will NPC, too. Players who wish to KARMA AND EXPERIENCE
temporarily NPC may come to the Game
Headquarters. You may get rads for Karma is a means of keeping
helping in this way, so it’s score for your character. You get it for
recommended! defeating enemies, role-playing your
If you wish, you can come to a character, achieving in-game and
Wastelands event and do nothing but personal goals, NPCing, helping with
NPC. The Game Master will give you a staff, cleaning up the camp-site, and
discount if you do this, and there may be other things.
other rewards available, as well. All of your karma earned goes
into the development of your current
WHAT DO I DO AT THE END OF A character. If your character dies, and
GAME? you still have karma in the bank, then
the karma may not be passed on to the
next character. Either save it for
something big, or spend it if you’ve got Not all of it. Read the Character
it. Karma does you no good otherwise! section, to put together a character.
Karma earned also increases your rad Read the Safety Rules section, to learn
count. Your rad count gets points when the safety rules in use for the game. You
you donate items, and do nice things for may wish to know your character’s
the players and staff. You may unlock skills, prior to playing a game, so the
secret character types, or rewards if your Skills chapter is good to read. Browse
rads get high enough… through the Magic chapter, to learn what
After the game, you will be the various spells do, and finally check
contacted by E-mail, and notified of out the Combat chapter, to figure out
your karma gain from the event. You how to fight. The Introduction chapter
then have the option of e-mailing the details the setting of Wastelands, and the
Game Master, and spending the karma to Archtypes chapter is useful if you don’t
acquire new skills. If you prefer to wait, know what kind of character you wish to
then you can hold off on spending play. The rest of the rulebook is useful,
karma. but the chapters listed previously are the
To purchase a skill with karma, most important to a first-time player.
simply pay the cost for it, in karma If you are interested in
points. You may only spend karma Wastelands, it will pay off to read the
between events, or before the beginning whole book, but you don’t need to know
of an event. all of it before the game begins. You
DO need to know the safety rules, but
DO I NEED TO READ THE WHOLE you will be briefed on these at the start
BOOK? of each game. Most things in the game
are pretty easy, when you get down to it.
You’ll pick it up as you go along.
SAFETY RULES experiences. Also, pellets striking the
soft tissue of the earlobe may break skin,
or rupture the flesh. We recommend that
Wastelands is a physical game,
you wear ear protection. Even if it’s
much like a sport in some aspects. To
nothing more than a strategically placed
ensure fair play, and minimize injuries, it
headband, or a hood, it may save a lot of
is vital that all participants abide by the
trouble down the road.
following rules.
OTHER AREAS
EYE PROTECTION
Although it isn’t required, we
All participants within the
recommend giving consideration to neck
Wastelands LARP must wear their eye
and face protection. Hits to those
protection while they are on the play
locations are quite painful, and welts
area. A player may only remove his or
there are fairly noticeable.
her eye protection temporarily if they are
in an identified goggles-free zone, or
OUT-OF-GAME HEADBANDS
they feel that they are without a doubt
safe and have a good reason to go
Sometimes, you'll need to do
without protection, and the other
something that requires real-life
participants within the area concur. Eye
business, like moving your camping
protection temporarily removed should
gear, leaving the play area to get food, or
be replaced as soon as possible. It is
going to the car to pick up your
illegal and dangerous to fire or attack
medication. If this is the case, then you
anyone who is not wearing their eye
need to go OUT-OF-GAME. To go out
protection... If you spot someone without
of game, ask everyone around you if
eye protection at any time and the
they mind if you go Out-of-Game. If no
situation seems like combat is possible,
one minds, then put on a white headband
call "Blind Man, Cease Fire!"
of some sort. If you do not have a white
headband, then place some kind of white
If you lose your eye protection, or do not
cloth on your head. If you have no white
have it coming into game, you may rent
cloth available, then you can still go out-
goggles from the Game Headquarters.
of-game. Simply put both hands on top
of your head, or hold any weapon phys-
EAR PROTECTION
reps that you are carrying on top of your
head, and call "Out-of-game!" to any
The Wastelands LARP does not
player or staff that you see as you go
require that you wear ear protection to
about your business.
participate, but it is strongly
Out-of-game people do not exist.
recommended. It is highly unlikely that
Do not attack them, speak with them
a pellet will enter the ear canal, but if it
(Unless it’s about out-of-game matters,)
does, it has the potential to become
or interact with them. Please only go out
stuck, or damage the eardrum. Both of
of game when you have something
these are highly painful and problematic
serious to take care of, or have to do protection, will be removed from the
something like move your car, or carry course. If it is not possible for a person
armloads of non-game-related items to comply, due to lost or broken eye
around. protection, then they will be removed
To go in-game, return to the from game and taken to game
approximate spot that you went out-of- headquarters to get a loaner pair of
game, and ask if anyone minds if you goggles. Play will resume, and the
return to the game. If no one does, then player will be allowed to rejoin when he
remove your headband. You are in play is finished getting his eye protection.
once more.
It is best to go out of game only HOLD
when in secure quarters, or in the
wilderness. If you go out of game while This is one of the most important
outside a building, you may return in- rules. HOLDs may be called during
game at any non-restricted outside combat, or during the course of play.
location within the camp. You may NOT Anyone may call a HOLD, though it is
go out of game to escape other players, best used only when needed. To call a
NPC's, or remove your character from HOLD, shout "Hold!" All people within
risk. earshot must echo the call, and cease
A member of the game staff may moving. No in-game actions may be
ask you to go out-of-game for a number taken in a hold (Except for calling
of reasons. Please be ready to do so, if defense against an explosive. Some in-
they ask. game explosives are unaffected by
holds… See the COMBAT section for
BLIND MAN CEASE FIRE! more details.)
While a HOLD is active, players
Blind Man Cease Fire, is called must stay in one spot, unless they have a
when you spot someone on course who safety issue that requires them to move.
is not wearing eye protection. If you All players must remain motionless until
spot someone without eye protection, the HOLD is done, and should not talk
call this phrase. unless the Game Staff need their
When you hear this call cease moving clarification on a matter, or there is a
and call, "Blind Man, Cease Fire!" in a safety issue that they can help resolve.
loud voice. You and everyone around While in a hold, players are free to look
you are now out of game, and treated as at the area in front of them, and adjust
if you are in a hold. (See below.) You their footing to maximize safety, but
may talk, but you must remain in the may not look behind them or shift more
hold state until the person without eye than a few inches without a good reason.
protection has replaced his or her eye Once the cause of a HOLD is
protection. Once that is done, announce dealt with, the person who called a
"3...2...1, FIRE AT WILL!" to end the HOLD should ask "Everybody Ready?"
hold. If no one answers in the negative, then
Anyone who does not comply, the one who called a HOLD should say
and refuses to replace their eye "3...2...1... FIRE AT WILL!" Everyone
in a HOLD who hears this phrase, hold just to get the most out
should also shout "FIRE AT WILL!" of your explosives.
Once you hear "FIRE AT • When you need to
WILL!", your character may resume in- reload... Do this in real time.
game actions. • When you can't
remember your spell
incantation... Tough luck,
look it up later.
Appropriate Times to call a HOLD: • When you don't
• When a player or other remember how much damage
participant is visibly injured. your weapon or skill does.
• When a player or other Ask in real time, or look it
participant is flagrantly up.
violating the rules. • When your gun is
• When someone is in jammed. Jams are part of the
danger of entering unsafe game, deal with it in-
terrain. character.
• When a participant • When it would slow
loses their eye protection, or down the action... Unless
is seen not to have any. there is a safety issue, or non-
• When a non-participant participants at risk of getting
enters the course, involved, try not to call a
ESPECIALLY if they are an hold if your questions can be
Officer of the Law, a Hunter, answered later.
or any other armed
individual. LEGAL STRIKING AREA
• When a trap or area
effect goes off, and you are When you fight in the
unsure of the radius affected. Wastelands LARP, you may not attack
your opponent's head, neck, hands, feet,
Inappropriate Times to call a HOLD: or groin. These are illegal striking areas.
• When you aren't sure All other targets are fair game, and
what damage amount just hit called legal striking areas. If an
you. Estimate damage from accidental hit strikes an opponent in an
other damage calls, and keep illegal area, then apologize and aim your
playing. attacks to a more appropriate location.
• When you want to The accidental hit does not cause
switch weapons... Do this in damage, or have any other effect on the
real time. foe.
• When you really want This does not make it legal to
the grenade to catch your deliberately block incoming attacks with
enemy in its blast radius… your head, neck, hands, feet, or groin. If
This is cheating. Don’t call a you do this and get caught, the Game
Master will probably remove you from Master, or send someone to get the
the game. Game Master. If they do not have any
If you make a habit of making business on course, or just wanted to
"accidental" attacks to opponents' illegal look around, inform them that this is a
striking areas, or cannot control where private war simulation game with
your weapon strikes, then this presents a potentially dangerous weapon replicas in
danger to all players involved in the use, and for their own safety ask them to
game. The Game Master will probably leave. If you are not comfortable with
remove you from the game. doing so, then send someone to get the
Be aware that an accidental Game Master.
illegal hit will happen to you from time
to time, such is the nature of conflict. If Do not call "3...2...1 Fire at Will!" until
it causes pain or risk (For example, the non-participant is gone, or otherwise
breaking or removing your goggles, or taken care of.
pushing you close to unsafe footing,) If you put a non-participant in
then call HOLD. If the illegal hit does danger, or cause them either emotional
not hurt too much or you are not distress or injury, you WILL be removed
inconvenienced by it, then continue from the game, and quite likely future
fighting. games as well. Litigation may or may
NEVER deliberately aim at an not be pursued as an option, depending
illegal target area. upon the circumstances.
ELVES
GNOMES
GAME INFORMATION: This skill Adepts should note that Elven Dodge
may be purchased a total of 10 times. counts as the Dodge skill for purposes of
Every level of Electronics purchased learning the Bullet Dodge skill. It adds
gives you four Effort points for to existing levels of the dodge skill, in
electronics per day, and access to that case.
recipes. Effort points are turned in with
crafting components, in order to create This skill may only be purchased by
electronic devices. The crafting elves.
components most commonly used to
make electronic devices are Circuits and ENCHANTING -- You have studied
Wiring. For more details on crafting, magical theory, or somehow learned to
see the Crafts chapter. invest your magic in inanimate objects.
You can create Grimoires and
ELEMENTAL MAGIC – You are Talismans, and other more esoteric
skilled at working with the magic of the things. This is a relatively new art, but
elements… Air, Earth, Fire, and Water the works of its practitioners are in high
are yours to command. Energy is demand among the magicians of the
energy, and you are capable of serious Wasteland.
manipulation when you put your mind to
GAME INFORMATION: This skill project showed initial success, but
may be purchased a total of 10 times. several prototypes were lost.
Every level of Enchanting purchased
gives you four Effort points per day for If you know how to use EXO armor,
enchanting, and access to recipes. Effort then you can use one of these mighty
points are turned in with crafting suits to become a walking tank, immune
components, in order to create magical to many environmental concerns, and
items. The crafting components most sitting pretty behind the heaviest man-
commonly used to make enchanted made armor in the Wasteland.
items are Focus and Force. For more
details on crafting, see the Crafts This assumes that you can find a suit, of
chapter. course. They’re kind of hard to come
by…
ENGINEERING – Metal, stone,
wood… You know how to combine any GAME INFORMATION: This skill
and all of these things, in order to make allows the character to wear and move in
weapons, armor, and other items EXO armor. EXO armor also tends to
designed for rough usage. Whether you consume batteries, and often other
prefer to make high-end firearms, or things, depending upon its operational
make crafting items to sell to other duration. Individual suits may have
trades, this is the craft for you. Also, individual powers… Refer to the card
many items from engineering are useful and/or NPC Headquarters for
to the other crafting skills… clarification. The Armorer skill does not
limit the amount of EXO armor a
GAME INFORMATION: This skill character can use, EXO armor may be
may be purchased a total of 10 times. worn at maximum value so long as a
Every level of Engineering purchased character has the EXO armor skill.
gives you four Effort points for Unskilled characters gain no benefit
engineering per day, and access to from EXO armor. EXO armor can not
recipes. Effort points are turned in with be refitted, it can only be repaired. Due
crafting components, in order to create to the fact that this skill requires a rare
engineering devices. The crafting item to use, it is not recommended for
components most commonly used to beginning characters.
make engineering devices are Gearing
and Structural. For more details on This skill may only be purchased by
crafting, see the Crafts chapter. soldiers.
The Focus pool can also be replenished This skill is never actually used in-game,
by five minutes of uninterrupted only between games. At the beginning
meditation. However, every time this or end of a game day, you may go to
option is used, the magician's maximum NPC Headquarters, and ask the
focus pool is reduced by five. This Propaganda Manager your questions.
reduction is cumulative... A magician You may ask a number of questions
who meditates twice during a game day equal to your level in Follow the Money
has a focus pool equal to his maximum The more levels you have in Follow the
-10. This skill may only be purchased Money, the more likely you are to get
by magicians. useful information. Be aware that
extremely broad questions are less likely
FOLLOW THE MONEY – to turn up useful information.
Sometimes, bank accounts speak louder
than words. A person who knows how If there is no information on your
to follow the money, and has the right question, you will be told that there is no
connections in the Enclaves, can information, and given the chance to ask
sometimes gain insight into otherwise a new question.
inexplicable events. Things like figuring
out who would profit from an arms deal This skill can also be used in between
with a certain faction in the Wasteland, games, via email. If so, each question
who makes the drones that occasionally diminishes the number of questions that
patrol a certain area of the Wright- you can ask, and only refreshes after you
Patterson Crater, or why teams of men in have attended a Wasteland event.
black suits are in town hunting
unicorns… Though it’s not a guarantee FUNDING – Money is good. Money in
you’ll get the whole story, using follow your hand is even better! Funding
the money can occasionally get you a represents personal wealth, a steady job,
crucial hint towards a possible foe’s or a knack for finding windfalls. Money
motivations. And once you know a can make just about anyone’s life easier,
person’s motivations, you can always cut at least in the civilized parts of the
a deal. Wasteland. And it’s pretty useful to
This skill also represents having outsiders, too…
a wide amount of knowledgeable
connections, or being savvy about GAME INFORMATION: This skill can
operations on your turf. It’s a good one be purchased multiple times. For each
for gossip-mongers, spies, and level of funding that you have
investigators. purchased, you start each game with 25
Allin Dollars. You must attend a
GAME INFORMATION: This skill particular game to receive the money for
a particular game. For most uses, it requires a variable
amount of the tagged item called
GAROTTE – Strangling a foe is a quick “Salvage”. If you come across any tags
and quiet way to incapacitate them. with the description “Broken”, then you
Sure, you have to manage to sneak up on can take them to the NPC Headquarters,
them from behind, but it’s a silent killer, and exchange salvage tags to repair
and there’s almost no way to get out of it them.
if they’re alone.
Repairing armor does not require the
GAME INFORMATION: To use participation of the NPC Headquarters.
garrote, you must be holding a “garrote Simply spend five minutes working on a
handle” phys rep in each hand. This is suit of armor, (Which must be removed
represented by a chunk of pipe foam at from its owner at the time,) and spend 1
least six inches long. Place your garrote salvage unit for every 10 points (Or
handles on the target’s shoulders while fraction thereof,) that you wish to restore
standing behind them, and whisper to the armor. This repairs breaches, and
“Garrote” into their ear. For the next can restore a suit of armor to its full
minute, they may claw at their throat, original functionality.
wiggle their head around, and thrash
(lightly), but they may not speak, break This skill also lets you Salvage items.
contact with your garrote handles, or use This use of the skill is only usable at the
any in-game skills. After the minute is end or beginning of a wasteland game,
up, they are Knocked Out for ten when you are checking in or checking
minutes. Any attacks made upon you out your equipment and character sheet.
while your hands are on your target’s Hand the tag to the marshal, and inform
shoulders interrupt the garrote, and free them that you are Salvaging it. The
the target to act. Garrote does not work marshal will determine the amount of
on people wearing EXO armor, or other salvage available from breaking down
heavy neck protection. this item, and give it to you.
Do NOT use an actual string, wire, or Note that you cannot purchase both the
rope while using the garrote skill. That Gnomish Repair, and the Repair skill.
is DANGEROUS. Your hands must be They are essentially the same skill, so
EMPTY save for the garrote handle reps. purchasing both would be useless.
HEALER'S HANDS – The difference HEALTH – Only the tough come to the
between a skilled practitioner of Wasteland, and in it, the tough get
medicine and a graduate just out of corp tougher. Those who purchase this skill
med school is obvious to anyone who's are more likely to survive a typical day
gotten badly injured out in the Wastes. out in the waste.
With time and much experience, a
skilled doctor can get the most from It’s a good idea for everyone to pick up
their injections, and throw in that extra some level of this skill, sooner or later.
effort on surgery to mend torn muscle From the most rugged soldier to the
with ease. scrawniest fixer, health keeps you going.
Wards last for one day for every ritual This skill may only be purchased by
supply consumed during their creation. magicians.
Wards may be renewed while in
operation, but it takes another five
minute ritual and unit of ritual supplies
MAGIC AND SPELLS non-sentient and mere reflections of the
magician’s will.
HOW DOES MAGIC WORK,
SELF-TAUGHT MAGICIANS
WHAT CAN IT DO?
Self-Taught magicians approach
Magic is the domain of
magic much like a religion, or with
magicians, and paranormal creatures.
superstitions. They claim that it won’t
Though it has been extensively studied,
work unless their spells are in
it remains unpredictable at times…
accordance with a greater force, or they
Particularly in the Wasteland. What IS
refrain from doing things that other
known, is that magic is pulled from a
people think nothing about doing. Self-
dimension adjacent to our own, known
taught mages are likely to wear natural
as the astral plane. Those who can pull
clothing, or keep a memento around with
it externally are called magicians. Those
a mystic symbol upon it. They’re more
who draw it internally are called adepts.
likely to work music and chants into
Magicians use spells, adepts gain
their rituals, then use magic circles or
powers. This chapter is more concerned
runes. Spirits are generally treated as
with matters dealing with magicians.
living, sentient beings.
MAGICAL PATHS
SPELLS
Not everyone has the same
Spells are the stock and trade of
approach to magic. Though the results
any magician. They cost karma to learn,
are the same, the trappings are different
and they cost drain to use. Most spells
from individual to individual. The two
are represented with tiny cloth bags of
main approaches to magic are between
birdseed called spell packets. There are
mages who were taught their craft by an
instructions on how to make spell
experienced magician, and those who
packets in the Props chapter.
learned it as they went along. The only
Spells come in three categories…
major difference between these two
Elemental, Material, and Mental. Each
paths, is their approach to things.
of these takes a separate skill to learn. A
magician without Elemental magic can
SCHOOLED MAGICIANS
not learn an elemental spell.
Furthermore, each spell has a level. The
Most magicians who learned
appropriate magic skill must be taken a
their craft in the corporate enclaves
number of times equal to a spell’s level,
approach it in ways that you’ll see in
before the magician can learn it. For
classical western literature. They use
example, a magician must have
strange words, arcane gestures, and
purchased the Elemental skill twice,
elaborately decorated wands, staves, and
before he can use a level 2 elemental
other foci to cast their spells. Schooled
spell.
mages treat magic like a science, and
approach it with the idea that spirits are
manifestations of the major elements,
There may be spell categories The lists of all beginning spells
other than the basic three. This is a by their category and level are below.
mystery of the wastes… Note: there may be other spells available
in game. The Wasteland has many
secrets.
ELEMENTAL MAGIC
Level Spell
1 Flame Bolt
1 Ice Bolt
1 Lightning Bolt LEARNING SPELLS
2 Earthbond
2 Ignite To learn a spell at the beginning
3 Elemental Shield of the game, a magician must have the
3 Fireball equivalent category skill at the proper
4 Acid Bath level, and pay a number of karma points
4 Petrify equal to the level of the spell. He must
5 Ice Prison also have at least one spell from each
previous level.
Example: Fuego the mage wants
to start the game with the Fireball spell.
MATERIAL MAGIC
To do this, he’ll need to have the
Level Spell
Elemental Magic skill at level 3, and at
1 Death Touch
least 1 level 1 spell, and 1 level 2 spell.
1 Heal
This will run him 18 points… 15 for the
2 Grease three levels of elemental magic, 1 for the
2 Mend level 1 spell, and 2 for the level 2 spell.
3 Mystic Armor After he’s got all that, he can spend 3
3 Shatter more points of karma to learn Fireball.
4 Enliven If you want to learn a spell after
4 Web character creation, you must obtain a
5 Impact Shell tagged item called a “Grimoire”.
Grimoires usually contain only one spell,
MENTAL MAGIC so don’t expect one to necessarily have
Level Spell the spell you seek.
1 Mana Bolt Speak to your local NPC
1 Weakness Headquarters at either the beginning or
2 Repel end of a game, to hand in your grimoire
2 Stun Bolt and spend karma to purchase your new
3 Clarity spell. You cannot use the spell until it
3 Magic Shield has been recorded on your character
4 Friendly sheet by a Games Master. You pay a
4 Magic Shell karma cost equal to the spell level, in
5 Control order to learn the spell. You do NOT
have to know a spell of a previous level reduces his focus pool to 1. Then an
to do so, however… That rule only enemy rushes him, and he is forced to
applies to beginning magicians. throw another stunbolt. Since he can’t
Grimoires are one-use items, so don’t pay all the cost with Focus, he pays
expect to pass a used one on to a friend what’s left over with his Health. Gil-
after you’ve learned its spell. galaad is now down to 0 focus and 3
body.
Physical drain is bad. Each point
CASTING SPELLS of physical drain that you take reduces
your maximum body by 1 for one hour.
To cast a spell, you must have a No form of healing will restore your
spell packet in one of your hands, and health until that hour is up.
say the incantation. After that, you have
three seconds to throw/touch a Example: Gil-galaad had to
target/otherwise use the spell. If you throw one more stunbolt before he was
wait for four seconds or longer, the spell out of that previous mess… That
dissipates and the drain paid is lost. If it reduced his body to 1. He cannot throw
is a “Target” spell, you must throw the any more spells until he meditates to get
packet, and hit the target for it to take his focus pool back, and even then he’ll
effect. If it is a “Touch” spell, you must only be able to throw spells until his
touch the packet to a willing target, and focus pool hits 0. And on top of that,
keep it in contact with the target until the he’s stuck at 1 health for an hour…
duration is up. At that time, the spell After an hour, he can go seek healing.
takes effect. If it is a “Self” only spell, But first he’ll have to survive that
you must touch your chest with the hour…
packet for it to take effect. If you cannot
move your hands or speak, then you NOTE: You must properly
cannot cast spells. Note that if you finish the incantation for a spell
throw a targeted spell and miss, then it BEFORE you use a spell. If you throw a
has no effect. packet before finishing the incant, then
When you cast a spell, you must the spell does not take effect and is
pay the drain cost for the spell. This wasted.
comes from your focus pool first. If
your focus pool is depleted, then the THE SPELL LIST
drain is called Physical Drain. Any
physical drain that you take reduces your Spells have the following format:
body, down to a minimum of 1. If your
body is at 1 or less, and you have no NAME, CATEGORY, LEVEL,
focus, then you cannot cast spells. DRAIN, RANGE, DURATION,
INCANTATION, and EFFECT
Example: Gil-galaad has a
focus pool of 7, and a health of 4. The name of the spell is self-
During a fierce fight, he throws 3 explanatory. It usually gives a hint as to
stunbolts that cost 2 drain apiece. This the spell’s nature. The category of the
spell is one of the following; Elemental, EFFECT: The magician removes any
Material, or Magical. hastily built mental effects on the target,
The level of the spell will range purging their mind of outside influences.
from 1 to 5. The drain of the spell is the When this spell is cast upon a target, any
cost you pay whenever you cast the lingering effects from mental spells such
spell. The range of the spell will be as Fear, Weakness, Repel, Friendly, or
either Self, Target, or Touch. The Control are negated. The chemical state
duration of the spell is how long it takes “Stoned” is also dispelled. Other types
to cast, or how long it lasts, or both. of mental coercion may be negated as
The incantation is the phrase that well, with Game Master consent.
you must utter to successfully cast the
spell. If you say the wrong incantation, Note that a mage under the effects of
the spell has no effect and you take no Friendly or Control may never cast this
drain. The effect of the spell explains spell upon himself.
what it does.
NAME: Control
SPELLS CATEGORY: Mental
LEVEL: 5
NAME: Acid Bath DRAIN: 10
CATEGORY: Elemental RANGE: Target
LEVEL: 4 DURATION: 5 minutes or until
DRAIN: 1 per 5 damage dropped.
RANGE: Target INCANTATION: “Spell Casting
DURATION: None Control!”
INCANTATION: “Spell Casting EFFECT: The magician bends a lesser
(Damage) Elemental Acid!” mind to his will, forcing it to obey his
EFFECT: The caster calls up a gout of instructions. Anyone affected by this
acid to sear a single target. He spell must obey the magician’s spoken
determines the damage by spending instructions to the letter. He may not
drain at the time of casting… For every attempt to violate the spirit of the rules,
1 point of drain, the acid bath deals 5 and he may not knowingly harm the
points of damage. The acid bath also magician while under his control. He
destroys any armor that it breaches. The may not be commanded to kill himself,
armor must be repaired, before it will be or do anything obscene. The target is
of any use again. aware of the control, and will remember
it afterwards. The magician may drop
NAME: Clarity this spell at any time by saying “I release
CATEGORY: Mental you, control is down.”
LEVEL: 3
DRAIN: 4 NAME: Death Touch
RANGE: Target CATEGORY: Material
DURATION: None LEVEL: 1
INCANTATION: “Spell Casting DRAIN: 2 per 1 damage
Clarity!” RANGE: Self
DURATION: 5 minutes or until RANGE: Self DURATION: 5
dropped. minutes
INCANTATION: “Spell Casting Death INCANTATION: “Spell Casting
Touch (Amount).” Elemental Shield.”
EFFECT: The magician sharpens the air EFFECT: The magician puts up a flux
around his hands, turning them into of elements around him in the astral
invisible blades similar to a plane, that negates and renders harmless
monofilament weapon. He may use any incoming elemental spell or effect.
claw phys-reps to represent this attack, The shield absorbs the first spell or
and his damage is equal to 1 point for effect that strikes him that has the word
every 2 points of drain spent. (This is “Elemental” in the call. To show that it
the Amount in the incantation). His has been absorbed, the magician must
damage call is “(Damage) magic!” The say “Elemental Shield” within three
claws may be used to block as per seconds of being struck by an elemental
normal weapons. Note that the attack. Absorbed spells are treated as
beatdown skill stacks with damage having no effect on the magician. After
granted by death touch. absorbing one spell, the shield is
expended and offers no further
NAME: Earthbond protection.
CATEGORY: Elemental
LEVEL: 2 The magician cannot choose to let an
DRAIN: 4 elemental spell strike him without
RANGE: Target striking the shield. It is expended
DURATION: 1 minute regardless of whether or not the
INCANTATION: “Spell Casting Stop magician calls “Elemental Shield.”
Moving 30 Seconds!”
EFFECT: The magician softens the If a magician has both an elemental
earth around a target’s legs, making him shield and a magic shield in place, and
sink in up to his ankles. Then the earth an elemental spell strikes the magician,
hardens in an instant, trapping him in then the elemental shield is triggered
place. This spell may only be cast upon first.
non-flying creatures. The target of the
spell must plant his feet with both soles NAME: Enliven
upon the ground, and may not move CATEGORY: Material
them whatsoever until a minute has LEVEL: 4
passed. He may still talk, move his DRAIN: 8 per point healed.
body, and use his arms so long as his RANGE: Target
feet do not move. DURATION: None
INCANTATION: “Spell Casting
NAME: Elemental Shield Enliven (Amount Healed).”
CATEGORY: Elemental EFFECT: The magician manipulates the
LEVEL: 3 target's body with magical forces from a
DRAIN: 3 distance, mending basic wounds and
instilling magical vigor. The magician
calls the incant, declares the amount to drain at the time of casting… For every
be healed, then throws or touches the point of drain, the Flame Bolt deals 10
packet at the target. Upon a successful points of damage.
hit, the target is healed for the amount
declared. NAME: Friendly
CATEGORY: Mental
NAME: Fireball LEVEL: 4
CATEGORY: Elemental DRAIN: 6
LEVEL: 3 RANGE: Target
DRAIN: 2 per packet DURATION: 5 minutes
RANGE: Target INCANTATION: “Spell Casting
DURATION: None Friendly!”
INCANTATION: “Spell Casting 15 EFFECT: The magician alters the
Elemental Fire!” target’s mind, making himself seem like
EFFECT: Calling forth a swirling mass the guy’s best friend. The target’s
of flames, the magician does serious attitude toward the magician improves
damage to both the target and those near markedly, and the target may not cause
him unlucky enough to get caught in the him harm unless the magician attacks
flames. He determines the damage by him first. The spell is broken if the
spending drain at the time of casting… magician attacks him, or five minutes
For every 2 points of drain, the magician passes.
gains a spell packet to throw. All
packets of the fireball must be thrown at Note that the “Friendly” effect does not
once, from a single hand. Any packet extend to any of the magician’s
that strikes a foe inflicts 15 points of friends… Although if they are in a non-
elemental fire damage. combat situation, the target may come to
accept them so long as they don’t act
Anyone damaged by a fireball may use poorly.
defenses such as Bullet Dodge, Dodge,
Magic Shield, or Elemental shield as if Once the spell is over, the target has no
they had been the target. Multiple memory that he acted strangely.
packets take multiple defenses.
Note that igniting things that are immune NAME: Magic Shell
to fire is an exercise in futility… They CATEGORY: Mental
won’t be affected by it. LEVEL: 4
DRAIN: 8
NAME: Impact Shell RANGE: Self
CATEGORY: Material DURATION: 10 minutes, or until
LEVEL: 5 dropped.
DRAIN: 10 INCANTATION: “Spell Casting Magic
RANGE: Self Shell.”
DURATION: 10 minutes, or until EFFECT: The magician creates a
dropped. limited mana warp around himself. This
INCANTATION: “Spell Casting Impact shell negates all magical attacks or spells
Shell.” that strike him. While active, he calls
EFFECT: The magician creates a shell “No Effect!” to all magic that strikes
of invisible energy around himself. This him. Unfortunately, this also limits the
shell negates normal melee attacks magician as well… Any active spells
against him, and halves the damage of such as Mystic Armor or Impact Shell
any bullets that strike him. While active, that are active when he casts this spell
he calls “No Effect!” to attacks from are cancelled, and he may not cast ANY
normal melee weapons. Magical attacks spells while the Magic Shell is active.
penetrate the shell as if it wasn’t there. The spell ends after 10 minutes, or when
While the Impact shell is active, the the caster states “Shell down!”
magician may not make melee attacks,
and any bullets he fires deal half NAME: Magic Shield
damage. (The caster must call the CATEGORY: Mental
adjusted damage for each shot.) The LEVEL: 3
spell ends after 10 minutes, or when the DRAIN: 4
caster states “Shell down!” RANGE: Self
DURATION: 5 minutes
NAME: Lightning Bolt INCANTATION: “Spell Casting Magic
CATEGORY: Elemental Shield.”
EFFECT: The magician puts up a flux
of spell energy around him in the astral
plane, that negates and renders harmless NAME: Mend
any incoming spell. The shield absorbs CATEGORY: Material
any packet attack that strikes him, that LEVEL: 2
has an incantation with the words “Spell DRAIN: 4 per point healed.
Casting” in it. To show that it has been RANGE: Touch
absorbed, the magician must say “Magic DURATION: None
Shield” within three seconds of being INCANTATION: “Spell Casting Mend
struck by a spell. Absorbed spells are (Amount healed).”
treated as having no effect on the EFFECT: The magician uses magical
magician. After absorbing one spell, the force to repair damaged blood vessels
magic shield is expended and has no and muscles, and stop internal bleeding
further effect. while soothing pain. The magician must
incant the spell, and decide how much to
The magician cannot choose to let a mend the target. After declaring the
spell strike him without striking the amount, they must touch the target with
shield. It is expended regardless of a spell packet or foam stick. The target
whether or not the magician calls then regains the amount of body
“Magic Shield.” declared.
Damaging Trap: The Damaging trap General Trigger: This generic trigger
deals 15 points of normal damage in a can be represented by any mechanical
five foot radius when tripped. The trap device, or method of making noise not
must be represented by an object no less covered by any other trigger.
than 1 foot long, 1 foot wide, and 1 foot Mousetraps, balloons that are set to pop
tall. on pins, and just about any reasonable,
safe, device is a good rep for a general
Delayed Trigger: This chemical trigger trigger.
can be represented by a bomb bag, or
other timed, non-incendiary noisemaker Immobilizing Trap: The Immobilizing
that utilizes a chemical reaction. Trap deals a crippling strike to the one
who tripped it, taking out one of his legs.
Demolition Trap: This trap is special. (Target’s choice.) The trap must be
In addition to the trap and the trigger, the represented by an object no less than 1
person setting the trap must have a foot long, six inches wide, and one inch
grenade, and the demolitions skill. tall.
When triggered, everyone within the
grenade’s radius is affected by the Incendiary Trap: The Incendiary trap
grenade’s normal effect. The grenade Ignites everyone within a ten foot radius
CAN be recovered from the trap once it when tripped. The trap must be
represented by an object no less than 1 Shocking Trap: The Shocking trap
foot long, 1 foot wide, and 1 foot tall. deals 15 points of lightning damage in a
ten foot radius when tripped. The trap
Injection Trap: This trap is special. In must be represented by an object no less
addition to the trap and the trigger, the than 6 inches long, 6 inches wide, and 4
person setting the trap must have an inches tall.
injection, and a medicine skill of
sufficient level to use the injection. Sound-Activated Trigger: This
When triggered, the person who set the electronic trigger is difficult to represent,
trap off is affected by the chosen but any reasonable device that produces
injection. The injection can never be a loud sound in response to a certain
removed from the trap, once it is set. ambient level will probably be allowed.
The trap must be represented by an
object no less than 6 inches long, 1 inch Taser Trap: The Taser trap stuns
wide, and 1 inch tall. everyone within a five foot radius when
tripped. The trap must be represented by
Light-Activated Trigger: This an object no less than 4 inches long, 4
electronic trigger can be represented by inches wide, and 4 inches tall.
an infrared beam that reacts when
broken, or a motion sensor of some sort. Timer Trigger: This electronic timer
can be represented by an egg timer, a
Mechanical Noisemaker Trap: The digital counter, or some other object
Mechanical Noisemaker trap produces a capable of a countdown and a loud noise
loud noise when tripped, and may or when the countdown is finished.
may not continue to sound its alarm
indefinitely. (Game staff reserves the
right to shut it off after five minutes or
so.) Either the trap or the trigger must
make a loud noise. The trap must be
represented by an object no less than 2
inches wide, 4 inches long, and 4 inches
tall.
MASSIVE
HAND OF FATE:
Massive damage is typically NON-COMBAT
associated with melee attacks. It
represents crushing blows from MECHANICS
oversized creatures, unstoppable
machines, or other feats of raw strength.
Massive damage deals damage to a Occasionally you come across a
target if it strikes either legal striking situation that cannot be properly
area, or anything the target is holding. A represented in a LARP environment due
target that blocks a massive attack with a to budget, time, or area constraints. Or
phys rep takes full damage as if it had hit you may run into a situation where your
his legal striking area. skills may allow success or failure at a
particular complex task, but the degree
NORMAL of success or failure must be measured.
When that happens, the game staff may
One of the most common declare “Hand of Fate”. This is not a
damage types, normal damage usually common occurance, and it will not apply
represents a melee attack of some sort. to every use of a non-combat skill. It
Normal damage is absorbed by armor will mainly come up during scenarios
until the armor is gone, in which case the where a specific objective is on the line.
remainder does damage to the target’s
body. When Hand of Fate is declared, the
participants in the situation will be
POISON presented with a deck of cards. The
participants then present their skills that
are relevant to the situation while
drawing cards in an attempt to make the supplement a surgery, then you use it by
best poker hand possible. All level, rather than all at once.
participants in a Hand of Fate challenge
should be roleplaying attending to the THE GOAL: The goal of the hand of
problem they are attempting to solve fate game is to put together five cards
while playing the Hand of Fate. from the available hand to make the
highest poker hand possible. The Game
THE BUY IN: The buy in skill is the Staff running the Hand of Fate will tell
most relevant skill to the situation. For you the minimum hand required.
disarming bombs, it's the demolitions Exceeding the minimum hand may result
skill. For fixing a prewar computer in greater positive effect. The game staff
before its drones find you, it is Repair. may or may not reveal the effects of
For completing a difficult operation to greater hand values.
save a person's life after they should
really be dead, it is surgery. Other THE END: The Hand of Fate challenge
situations will declare the buy-in skill up ends either when the participants pool of
front. available cards exceeds a number set by
the game staff (which they will tell you
The buy-in skill lets the first participant at the beginning of the challenge), or the
draw five cards from the deck. Every participants choose to put together a
participant who joins in after the first final hand and declare it to the game
may use their buy-in skill to discard up staff.
to five cards, and draw as many cards as
they discarded from the deck. OPPOSING SUIT: In every task, flaws
may creep in, especially when you are
SUPPLEMENTAL SKILLS: working under pressure. Every hand of
Supplemental skills are other skills that fate challenge has a hindering suit. This
may be relevant to the situation. The is clubs, diamonds, hearts, or spades. If
participants may declare usage of a the final five card hand contains any of
supplemental skill any time they like. the hindering suit, then the hand is
Some hand of fate challenges may treated as one value lower than it would
require a time expenditure between each normally be. (Example: A pair of jacks,
declaration. The GM staff will tell you queen high is lowered to queen high.)
if this is the case.
If three or four of the cards in the hand
When a participant uses a supplemental are of the opposing suit, then the value
skill, they may use it to either draw a of the hand is two values lower. If all of
new card and add it to the hand, or the hand is made of the opposing suit,
discard an existing hand card and replace then the value of the hand is four values
it with a newly drawn card. lower.
Stage 2 – Mild Exposure: Note that your body points return to their
After a brush with strong radiation, you full maximum if you are decontaminated
find yourself sweating more easily, and down to stage 3 or lower. (Your current
constantly fatigued regardless of how body will still be reduced until you get
much rest you have had. Your body is healing, however.) Optional roleplaying
trying to purge the toxins, and your should probably involve showing a hell
system is occupied. of a lot of pain, and lying there not doing
much.
GAME EFFECTS: You cannot run
while in Stage 2. Optional roleplaying Stage 5 – Walking Ghost: You have
of fatigue, and general listlessness. received the maximum possible dosage
of radiation. Your cells are boiling from
Stage 3 – Nausea and Vertigo: the inside out, and death is coming for
Your exposure is reaching dangerous you. In a sort of mockery of mercy,
levels, and your skin may be burned at your pain receptors have been quite
the point of exposure. Your inner ear thoroughly fried, so that you can
has been damaged, as well as several somewhat function during the last few
nerves. This makes it difficult to do minutes that you have to live.
anything that requires coordination, or
balance. GAME EFFECTS: You regain the
ability to attack and use offensive skills,
GAME EFFECTS: You cannot attack, but are still limited to walking only – no
or use offensive skills while in Stage 3. running. Stage 4’s slow loss of body
Optional roleplaying consists of walking points is replaced by a faster
slowly and bracing yourself often to degradation. Both your maximum and
catch your balance, and twitching now current body points are reduced by 2 for
and then to show minor nerve damage. every minute of game time that you
spend at Stage 5. This continues until
Stage 4 – Internal Bleeding: At this you reach zero, at which point you start
point, you have received a lethal dose. It your dying count. Unless you are
will take a while to kill you, but without decontaminated down to stage 3 or lower
intervention you will die. Your internal before you complete your dying count,
organs are liquefying, painfully. your character will die. As with stage 4,
your body points will return to their full
GAME EFFECTS: Both your maximum maximum if you are decontaminated
and current body points are reduced by down to stage 3 or lower. Optional
one for every ten minutes of game time roleplaying of stage 4 should include
that you spend at Stage 4. This slurring words, forgetting minor details,
and acting as though partially blind. radioactive environment. Still, it’s one
Your brain is boiling and melting, it’s of the easier cures to find… Surgery is a
going to impair you a bit. useful skill, and there are likely several
doctors in-game.
DEALING WITH RADIATION
SICKNESS INJECTION
The D-Con injection reduces a target’s
Radiation exposure is a thing to be exposure stage by two. It’s a fast and
avoided, but this is not always possible. easy way to remove the toxins, and it
Fortunately, there are at least four ways works anywhere.
to cure it.
The downside to D-Con is twofold,
TIME however. First of all, it’s hard to make,
At the end of each game day, your and therefore relatively expensive.
radiation exposure stage is lowered by Second, it takes a fair amount of
one as your internal expertise to use. (Injection 4).
nanites/resistance/whatever goes to work
on repairing your system. This is the
cheapest method of surviving exposure, LONG-TERM EFFECTS OF
but not always the best. And remember, RADIATION
it decreases by one for each GAME
DAY. As this is a game, we do not require
PC’s to act out the long-term effects,
Example: During a weekend event, crippling hinderances, or other
Unlucky Luke fights some sort of drawbacks of radiation exposure. The
glowing critter, and ends up with Stage short-term game effects are rough
3 exposure. He doesn’t do anything to enough, and that’s fine with us.
treat it, so at the end of the day, he goes However, if you wish to adjust your
down to Stage 2. He'll start the next costume or add some makeup to
game day at Stage 2. Once the event's represent burn scars, lesions, missing
over he'll be back to normal, however. hair, and other evidence of close brushes
with Oppenheimer’s legacy, then by all
means feel free to do so. It adds to the
SURGERY atmosphere, and can help develop your
A surgeon with enough medical supplies character.
can perform an operation to cleanse a
patient’s body of radioactive elements,
and by doing so, reduce their exposure
stage by one per 10 units of medical
supplies spent. It’s a little expensive,
and it takes a bit of time, and it can’t be
performed when you’re in an inherently
WAIVERS
WASTELANDS WAIVER #1:
DECLARATIONS OF GOOD FAITH
1. I WILL ABIDE BY THE LAWS OF THE UNITED STATES, THE STATE OF __, AND
WHATEVER COUNTY I MAY BE WITHIN WHILE I AM PARTICIPATING IN A WASTELANDS
EVENT.
4. I WILL NOT CHEAT. SHOULD I BY NEGLIGENCE BREAK THE RULES OF THE GAME, I
SHALL APOLOGIZE TO AFFECTED PARTIES AND AVOID SUCH BREAKAGE IN THE
FUTURE.
5. I WILL NOT SHOOT MY GUNS AT ANYONE THAT IS NOT WEARING EYE PROTECTION
7. I WILL AVOID BEING A JERK AT ALL COSTS. IF I ACCIDENTALLY ACT LIKE A JERK, I
WILL APOLOGIZE WHEN INFORMED OF THIS FACT, AND AVOID SUCH BEHAVIOR IN THE
FUTURE.
10. I WILL RESPECT THE LAND, AND AVOID LITTERING OR DAMAGING PROPERTY.
11. I WILL DO MY BEST TO HAVE FUN, AND HELP OTHERS ENJOY THEIR TIME WITH ME.
12. IF ASKED TO LEAVE THE EVENT, FOR WHATEVER REASON, I SHALL CONDUCT
MYSELF IN A MATURE MANNER AND OBSERVE THE RULES ABOVE UNTIL I HAVE
DEPARTED.
SIGNED, ______________________