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WASTELANDS: CORE RULEBOOK

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”

--TS Eliot “The Waste Land”

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.

NON-PARTICIPANTS ON COURSE CHILDREN

Combat may NOT be initiated or No one under the age of 18 is


conducted when a non-participant is allowed to participate in the Wastelands
upon designated course boundaries, or at LARP. Do not bring children to the site
risk of getting involved. of a Wastelands event.
In the event that a non-
participant, officer of the law, or other PETS
person not participating in the game
comes within eyesight of any participant, No animals should be brought to
that participant should place any weapon the site of a Wastelands event. Any
representations on the ground, or keep domestic animals on site should be
them within their holsters, or other removed prior to the beginning of the
containers. Call "Blind Man Cease event.
Fire!" or "HOLD!" as appropriate. All
hands should be kept in sight of the non-
participant, and no sharp motions should RESPECT THE SITE
occur. Speak politely to the non-
participant, and ask them what their Do not vandalize or damage
business is within the boundaries of this property upon the play area. Do not
private game. If they have business, discharge airsoft guns at windows,
either point them towards the Game screen doors, or fragile items. Do not
swing boffer weapons at windows, don't cheat. You only ruin the fun for
screen doors, or fragile items. Do not yourself and others.
break glass, or harm buildings. Pick up
your trash, and only smoke in designated PLAY NICE
smoking areas. (Usually around fire
pits.) If you absolutely cannot get
along with someone on the course for
RESPECT PROPRIETIES out of game reasons, stay away from
them, and do not interact with them.
Remain clothed while in public This is called the Gentleman’s Rule, and
view at a Wastelands event. Do not it works much like a restraining order.
commit indecency at a Wastelands Inform the game master that you are
event, or do anything that a Boy Scout doing so, and he will convey notice of
camp would find objectionable. Do not this rule to the person you designate.
touch others without their consent, This rule is only for resolution of out-of-
except to use in-game skills such as First game conflict, and will not be used to
Aid. When using skills that require avoid in-game interaction.
physical contact, keep that contact brief
and to socially acceptable areas of the COMFORT
body.
Wastelands is a game, meant for
LANGUAGE mutual enjoyment of all involved parties.
All who can obey the rules and play nice
Swearing is acceptable within the are welcome. To that end, you should
Wasteland LARP. Taunting someone never harass, annoy, or make another
with obscenities aimed at out-of-game player uncomfortable. You should not
discomfort is not. We are trying to display racism, bigotry, misogyny, or
establish a frontier, dystopian other forms of discrimination to players.
atmosphere, not make players feel bad. If another player breaks this rule and
If you are offended and angry by disturbs your comfort level, then inform
someone’s words, either go elsewhere, the GM of this fact. He will take it up
or ask them out-of-game to tone it down. with the offending player. Repeat
offenders will be asked to leave.
PLAY FAIR
CONTENT
Cheating causes heated tempers,
and loss of control. It also ruins the fun Wastelands staff are attempting
of your fellow players... Please do not to create an accurate picture of a post-
metagame, or use information that YOU apocalyptic world. Of necessity, there
know, but your character DOES NOT will be disturbing situations, and horrific
know. Take damage when you get hit, events within it. This is meant to be a
and only use defenses that you legally dark game, where heroes must do their
have. Its okay to make mistakes, but best to survive, and bring a little light
into the world. But, due to comfort
levels of both players and staff, there are attacker or switch to a different weapon
some places we won’t go and some type.
scenes that won’t occur at the Wasteland
LARP. There will be no in-game rape or TREAT THEM LIKE REAL
sexual explicitness. There will be no WEAPONS
physical tying up, binding, or locking
up. This is an agreement for all Just like real guns, airsoft
participants; players, NPC’s, and staff firearms jam, break, and misfire. Take
alike are expected to abide by this. care of them, and they'll take care of
you, but treat them roughly and they'll
CORDS cease working at the worst possible time.
Or worse, resume working at the worst
Melee weapons may never be possible time.
tied to their user’s hands. With rare
exceptions, melee weapons may have no DO NOT POINT THEM OR USE
strings or other cord-like items attached THEM WHEN STRANGERS ARE
or tied around them. Anything with AROUND
even a remote possibility of getting
tangled is forbidden, as these can cause We try to play in private
accidental damage to people and campsites, but this is not always
property. Guns have a limited possible. We may get people wandering
exception, as they may have straps, or through that are not involved with the
short cords attached to them. In this game at all. Or you may see police
case, care should be used that the cords coming in, to investigate reports of
or straps do not tangle with an attacker’s people with guns.
weapon, or another person’s costuming.
Airsoft guns LOOK like real
AIRSOFT SAFETY guns, with the exception of the orange
tip. Never point them at anyone who is
Airsoft guns are replicas of not playing the game. Don’t flourish or
firearms, and look very much like the brandish them when strangers are
real thing. They can also be dangerous, around. If you hear “POLICE! DROP
in the hands of the irresponsible. Please IT AND LIE DOWN!” then drop it and
be responsible, and keep the following lie down, NOW. We do not want you
guidelines in mind, to avoid damage to getting shot.
your friends, yourself, and the airsoft
guns as well. NEVER CALL “POLICE! DROP IT
AND LIE DOWN!” DURING A GAME
MINIMUM RANGE
That’s cheating. And we’ll kick
You may not fire an airsoft phys your ass out for being a jerk, too.
rep at any target within five feet of you,
ever. Either get out of range of an DO NOT AIM AT ILLEGAL
TARGET AREAS
Don't point them at people's Don't look down the damn barrel
heads, necks, hands, or groins. Ever. while trying to work a jam loose. That's
just plain stupid.
DO NOT POINT THEM AT
PEOPLE WHEN YOU ARE AT
POINT BLANK RANGE
IF YOUR GUN REPEATEDLY
Even if they are unloaded, even JAMS OR MISFIRES, TAKE IT TO
if they are not cocked, even if your GAME HQ
finger is WELL away from the trigger,
you should not point an airsoft gun at We'll take the gun back, and may
someone when they are inside minimum even give you a new one. Jams and
range. (5 feet.) Misfires and accidents misfires are part of the game, but a
happen! serious malfunction is no fun for anyone.
Don't point a gun at yourself, We may ask you to turn in the tag,
either, if you can help it. depending on the wear and tear of the
airsoft gun.
DO NOT POINT THEM AT
SOMEONE WITHOUT EYE DO NOT POINT THEM AT
PROTECTION. DO NOT FIRE ANYTHING FRAGILE
THEM WHEN THERE IS
SOMEONE NEARBY WITHOUT Pellets from airsoft guns can chip
EYE PROTECTION or break glass, hole hanging cloth or
plastic, dent wood or tile, and cause
Ricochets happen, and misfires serious harm to anything softer. (Flesh
happen. Don't risk either of those! too, but clothing mitigates that.) Don't
point them, or shoot them at any fragile
inanimate object that you do not wish to
break.

IF YOUR GUN JAMS, DO NOT


LOOK DOWN THE BARREL
DO NOT SHOOT THE WILDLIFE
If your gun jams, then your best
bet is to work the action again, and try a Do not fire airsoft guns at
second shot. If that fails, then shake or passing animals. This will get you
pound the gun gently, work the action, thrown out of the game on your ass, and
and try again. If that fails, then you're may result in the police being notified.
probably going to need to spend some
out of combat time with a thin metal tool DO NOT CARRY THEM COCKED
of some sort, trying to work the jam FOR MORE THAN A MINUTE OR
loose. Talk to the game staff if a gun is TWO.
jammed beyond repair.
We use mostly Spring-driven force. And if you borrow an airsoft gun,
airsoft guns in the Wastelands LARP. do your best to return it to the Game
Spring-driven airsoft guns use a large Headquarters in fairly good condition at
spring to generate their motive force. the end of the game. We understand that
This spring wears like any other metal breakage happens, but you should not be
spring, and can be damaged if repeatedly breaking airsoft guns. If you
compressed for too long. Do not keep feel responsible for the damaged gun,
an airsoft gun "cocked" for later use. then you have the option to make a $10
Only cock it a minute or two before you donation to Game Headquarters, to
intend to use it. This saves wear and tear obtain a new gun. This is strictly a
on the spring, and helps to prevent jams, voluntary donation, and is by no means
misfires, and breakage. required.

DO NOT SHINE LASER SIGHTS, BE GENTLE WITH AMMO CLIPS


LIGHTS, OR ANYTHING ELSE
ATTACHED TO A GUN IN If an ammunition clip breaks, we
ANOTHER PERSON'S FACE may not have a replacement for it. The
gun will be rendered useless, and should
Don't shine them in your own be turned in to the Game Headquarters.
face, for that matter. That can damage
the eyes. Also, most of the accessorized DON'T FIRE TOO RAPIDLY
guns have the laser pointers and lights
set up to shine where a person is aiming, When things get tough, the
so you shouldn't aim them at a person's temptation to cock and fire as fast as you
face to begin with. Only use laser sights can is overwhelming. Resist it. Firing
when given explicit permission to do so, too fast puts stress on the main spring,
for scenario purposes. and increases risk of hitting illegal target
areas. Give a second, minimum,
DO NOT FIRE AN AIRSOFT GUN between each shot. The only exception
NEAR A PERSON’S EAR to this are automatic or semi-automatic
weapons, or other devices made to fire
Some airsoft guns have a loud faster than a normal spring gun. You
report, that can damage hearing, and the may fire those as fast as you wish.
puff of air given off by an airsoft gun
can put pressure on eardrums at close
range. Do not fire an airsoft gun inches
away from a person’s ear, even if the
gun is pointing nowhere near them.

TRY NOT TO DAMAGE THE GUNS

Don't drop them if you can help


it. If you are using a melee weapon
don't pound on a firearm with any real
CREATING YOUR your character. Basically, you should sit
down and think over who your character
CHARACTER is, and how he came to be the way he is
now. Is he a sheltered Enclave dweller,
You are an adventurer, the polite who got kicked out by the corporation
term used by the residents of the during a recent round of layoffs? Is she a
Wasteland for people who have traveled tough-as-nails survivor, who was raised
here from somewhere else. You came in a frontier settlement? How did he
here for your own reasons, which may or come to be an adventurer, and what has
may not be private. Or perhaps you had he seen along the way?
no choice in coming here, and you While creating your back-story,
cannot leave… bear in mind that your character will not
In a default Wastelands game, start the game with godly power and/or
you may only play one character at a skill. You may be portraying a
time. This can vary by location and professional or experienced survivor, but
management… Local policy may vary, you won’t be playing the sort of person
depending on game staff’s record- who can single-handedly take down
keeping capacity. Normally, you are armies, or a super-genius that has
only allowed to swap out your character created the cure for cancer, or a
for a new one if your old character dies, magician that could give Merlin a run
or you choose to retire them for his money, or anything like that. You
permanently. (If you do that, then you will make your own legend during game
must let the people running the game play, and what you do there will be what
know that your character is retiring.) matters.
There are five specific steps to After you’ve got an idea of your
creating your character’s sheet. You back-story, you may send it in to the
must figure out a back-story, choose a Game Master if you wish. He can
race, you must choose a class, and you provide advice or suggestions if you are
must choose skills. Once that is done, stuck, or have questions about the setting
record your total body, which will be and the world. If you want to be from a
influenced by your choice of race, class, specific area in the game, check with
and skills. If you are a magician, you him to see if there is common
have one additional step. You must information about that part of the
choose your spells. Be sure to save Wastes. This is optional… If you do
some Karma points from your skill not wish to have your back-story
choices, in order to do this. influence the game, you do not have to
send it in. It is enough for us that you
1. BACK-STORY play your character however you wish to
This first part is simple for some, play.
but time-consuming and worrisome for
others. If you wish, you may wait to
think up your back-story until after you
have worked out the other elements of
2. RACE • A SLIGHT EDGE:
In this new world, old hatreds Humans begin play with +2
and ethnic dividing lines have ceased to karma, which they may save
matter. When the guy next to you at the or spend during creation.
bar might have horns on his forehead or
leaves for hair, something as petty as
skin color really doesn’t matter so much.
In this case, Race refers to the metatype
of your character.
When the ambient magic levels
of the world rose high enough, dormant
strands of human DNA started
activating. Babies were born in different
shapes than the usual human one. In
some more extreme cases, quite a few
adult individuals had spontaneous
transformations, becoming stranger over
the course of a few fever-wracked days.
This was called “The Changeling
Effect”, and it produced the metatypes
known today as Dwarves, Elves,
Gnomes, Leshy, Orcs, and Trolls. Other
people changed or were born in different
ways, but the six above (seven if you
count humans,) are the most commonly
known races in society today. DWARVES

HUMANS Squat and sturdy, dwarves are


born tough, and with a tendency towards
Despite all the magic present in excess facial hair. Dwarves are famous
the world today, the majority of the for common sense and general gruffness.
world’s population is still human. Most gravitate towards careers involving
Humans come in all shapes and sizes, machines or computers, though there are
and can be found in all walks of life. always exceptions. Dwarven magicians
Humans may not be as tough as trolls, as are rare, but not unheard of. All male
sturdy as dwarves, as magical as elves, dwarves have beards of some sort.
or as crafty as gnomes, but they are
adaptable in ways no other race can
match.

GAME INFORMATION FOR


HUMANS: Humans require no special
costuming or makeup.
Advantages and Disadvantages:
Resist Magic is 5, and the
skill cost is 4 points.
• WEAK MAGIC:
Dwarven Magicians add +1
to the Skill Cost of the
Elemental Magic, Material
Magic, and Mental Magic
skills, as well as any other
unknown “Magic”-type
skills.
• STUBBY LEGS:
Dwarves add +2 to the Skill
Cost of the Dodge Skill.

ELVES

Tall and graceful, elves are


possessed of nearly-flawless features,
and otherworldly ways. Identifiable by
their pointed ears, they are the most
GAME INFORMATION FOR integrated metatype into modern society.
DWARVES: Male dwarven characters Many elves go into magic-based careers,
must have a visible beard of some sort, or indulge a love for nature in all its
whether real, makeup, or fake. Female glory. Though it has never been tested,
dwarven characters must have either elves are rumored to be able to live for
braids or a beard of some sort. They centuries.
may have both braids and beard if they
wish, but this is optional. GAME INFORMATION FOR ELVES:
Advantages and Disadvantages: Elves must have pointed ears, such as
• STURDY: Dwarves false rubber tips or other types of
gain +1 to their starting body coverings that give the appearance of
at character creation. points.
• FULL COVERAGE: Advantages and Disadvantages:
Dwarves have their Skill Cap • DELICATE: Elves
for the Armorer Skill raised have a -1 penalty to their
to 5, regardless of career. starting body at character
They must still purchase the creation.
Armorer skill as usual, if they • MAGICALLY
wish to fully utilize this GIFTED: Elven Magicians
advantage. pay one point less to learn the
• MAGICALLY skills Elemental Magic,
GROUNDED: Dwarves gain Material Magic, and Mental
the “Resist Magic” skill as a Magic, as well as any other
racial skill. The skill cap for unknown “Magic”-type
skills. Elves who are not White. Gnomes must also speak in a
magicians may select one high voice when possible.
first level elemental or mental Advantages and Disadvantages:
spell at character creation. • SCRAWNY: Gnomes
They may cast this spell have a -2 penalty to their
using physical drain in a starting body at character
manner similar to magicians. creation.
• NIMBLE: Elves gain • I CAN FIX IT!:
the “Elven Dodge” skill as a Gnomes gain the “Gnomish
racial skill. The Skill cap for Repair” skill as a racial skill.
Elven Dodge is 4, and the The Skill cap for Gnomish
Skill Cost is 3 points. Repair is 1, and the Skill Cost
is 6 points.
• THAT’S EASY!:
Gnomes pay one point less to
learn the following skills;
Chemistry, Electronics,
Enchanting, Engineering, and
Medical.

GNOMES

Short and thin, gnomes are often


mistaken for children. They can be
identified by their odd hair colors, high-
pitched voices, and curious nature.
Gnomes have a knack for machinery and
putting things together, and have delicate
fingers with an extra joint from the
normal human bone structure. Combine
this with a near-photographic memory
for details and formulae, and you’ve got
the makings of a master craftsman.

GAME INFORMATION FOR


GNOMES: Gnomes must have hair of a LESHY
color not normally found (or
uncommon) in the human species, such Earthy and wood-wise, Leshy are
as Green, Blue, Bright Red, or pure said to be descended from forest spirits,
such as dryads or other plant-related skill. The Skill cap for Leshy
things. Some are raised in civilization, Tracking is 5, and the Skill
but others escape and find their way into Cost is 1 point.
the wilderness. They flourish anywhere
they can find trees. Leshy are easily
recognizable, as leaves grow from their
hair, and some have bark-like skin or
other plant-related features. No one
quite knows why, but the majority of
Leshy born are female.

GAME INFORMATION FOR LESHY:


Leshy must have some kind of leaves
attached to their hair or head, OR a
makeup pattern of leaves on their face.
Leshy may have makeup on their face
representing bark-like skin, but this is
optional.
Advantages and Disadvantages:
• BRITTLE: Leshy have
a -1 penalty to their starting
body at character creation.
• TREEBOND: Leshy
gain the “Treebond” skill as a
racial skill. The Skill cap for
Treebond is 3, and the Skill ORCS
Cost is 5 points.
• NATURE’S FAVOR: Big, green, and toothy, orcs are
Leshy who choose the born muscular and tough. They are
“Magician” class gain the short-lived, reaching maturity by 15, and
Heal spell for free. They do old age by 35. Most have terrible
not need to know any tempers, and lack patience. This may or
Material magic at all, they may not have something to do with the
know this spell regardless. fact that orcs are discriminated against in
Leshy who are not magicians most modern societies, by bigots, racist
may cast the heal spell using organizations, and those who fear them.
physical drain, in a manner Many orcs let this drive them to violence
identical to magicians. and revenge, but others find in
• FLAMMABLE: Leshy themselves the urge to rise above it, and
take double damage from fire prove that they too, can be heroes…
effects.
• WOODSRUNNERS: GAME INFORMATION FOR ORCS:
Leshy gain the “Leshy Orcs must have false teeth representing
Tracking” skill as a racial tusks. Orcs may also have green
makeup on their exposed skin if they their skin, but this is optional. All trolls
wish, but this is optional. All orcs must must speak in a rough voice.
speak in a rough voice. Advantages and Disadvantages:
Advantages and Disadvantages: • OBSCENELY
• TOUGH: Orcs gain +3 TOUGH: Trolls gain +6 to
to their starting body at their starting body at
character creation. character creation.
• DISLIKED: Orcs add • POOR: Trolls add +3
+2 to the Skill cost of the to the Skill cost of the
Funding skill. Funding skill.
• WAAAAGH!: Orcs • BIG TARGET: Trolls
gain the “Berserk” skill as a cannot buy the Dodge skill.
racial skill. The skill cap for • BONY HIDE: Trolls
Berserk is 2, and the skill gain the “Dermal Armor”
cost is 4 points. skill as a racial skill. The
skill cap for Dermal Armor is
TROLLS 2, and the skill cost is 10
points.
Huge, hulking and muscle- • OVERSIZED HANDS:
bound, trolls are just plain tough. They Trolls add +1 to the skill
live a little longer than orcs, some of costs for the following skills;
them even reaching the ripe old age of Chemistry, Electronics,
50. On the whole they’re a little less Enchanting, Engineering, and
easy to anger than orcs, but if you get Medical. On the plus side,
one going then watch out. They are very they only pay half cost to
much discriminated against in modern purchase the Sure Grip skill.
society, and usually forced to seek out
work where their massive muscles and
heavy bodies are an asset. The fact that
a lot of them seem slower mentally
doesn’t help with their stereotypical
image. Still, a troll is a comforting
friend to have at your back, when things
get violent.

GAME INFORMATION FOR


TROLLS: Trolls must have horns of
some sort upon their head. They may
have green, gray, or brown makeup on
their face or other exposed skin, but this
is optional. Trolls may have false teeth
representing tusks, but this is optional as
well. Trolls may have makeup or
prosthetics representing bony patches on
instead of learning spells and dealing
with spirits, they have gained the
capability to focus their magic internally,
enhancing their physical abilities to
levels normal people can only dream of.
Adepts are usually some of the best
people around at melee combat, and
have a few tricks that let them dodge
bullets, break an enemy’s limbs, or cause
fear in those unlucky enough to oppose
them. There’s also nothing stopping an
adept from learning to use a gun, and
some of them become deadly shots.
Truly, adepts have the best of both
worlds when it comes to fighting.
Adepts start with 6 Body.

PROS: Adepts get the cheapest close-


combat skills, and have decent starting
body. They also get access to many
3. CLASS unique skills, most of which have
Once you decide which race you combat applications. They are very
wish to play, and then select your effective against creatures without
character’s class. A character’s class can firearms.
be thought of as his type of job. There
are five classes, each of which covers a CONS: If you focus too heavily on
broad range of occupations… The best hand-to-hand skills, then you will spend
way to decide which class best suits your a lot of time finding ways to close with
character, is to read each of them over, gun-wielding opponents before they can
and see which one appeals to you. shoot you down. Ranged attacks are
Each class pays a different your bane; you must accept this and deal
amount of karma points for certain with it for the rest of your career. Also,
common skills, and each class has skills adepts cannot use cyberware. It
unique to it, and it alone. If you don’t interrupts the flow of magic within their
play a member of a given class, then you body, and is sometimes fatal. Adepts
cannot buy any unique skills from that also start with one of the highest costs
class. There are examples of each class for the Funding skill in the game.
in the Archetypes section later in this
rulebook. RECOMMENDATION: If you enjoy
close-combat, and don’t mind running
ADEPT and using cover to get to gun-wielding
foes then this is the class for you.
Adepts are people who have been Mobility and melee skill are the key
blessed with the gift of magic. But
strengths you need to take advantage of RECOMMENDATION: Play an agent
an adept’s skill set. if you enjoy finishing foes off in a
single, skillful shot or strike, or if you
have a talent for sneaking. Being able to
get close to a foe without alerting them
AGENT is the main knack you’ll want to
develop, if you want to take full
Agents are stealthy, deadly types. advantage of an agent’s tricks.
They have a talent for sneaking, or have
been trained to do terrible things to FIXER
people who don’t know that they’re
coming. Agents can be equally good at Fixers are middlemen,
acting at range, or close up, and they merchants, and charismatic individuals
have an assortment of skills that let them who usually deal in money more than
handle things like tracking, and traps. they do bullets. They can also be
Yet agents are usually pretty fragile doctors, businessmen, or anyone who
when it comes to a stand-up fight… The doesn't care so much about fighting, as
strength of an agent comes from getting supplies, healing, or simply working
the first shot in. Getting the first strike with other people. Many fixers have
in a fight lets them get the last strike in a connections outside of the Wasteland
fight. Agents start with 5 body. that they can use to benefit their friends
and customers. Many others develop
PROS: Agents have the cheapest skill them as they go, finding ways to
cost for demolitions, and can learn how network and spread their influence.
to make and disarm traps. This can be Fixers start with 4 body.
invaluable, when you have time to
prepare an ambush ground. They have PROS: Fixers have THE cheapest cost
skills which can take down most for the Funding skill. Not only that, but
opponents in a single shot, and are fairly they have no skill cap for it! If you want
well-rounded otherwise, as their skill a guarantee that your character will be
costs can suit a number of play styles. wealthy, this is the class to play. They
They also get access to a few useful are unbeatable at specialties like
defenses, for an agreeable price. acquiring items, gaining connections,
and following the money. They are also
CONS: Agents pay a pretty high price excellent at all of the medical skills.
for the Health Skill, and have low body
to start. Playing an effective agent CONS: Fixers are not built for combat.
sometimes means that you have to be They pay a big price for their offensive
personally good at stealth, or rely upon and defensive skills, and can't wear big
allies to distract your foes. You can turn armor. Health is expensive, and they
the tide of a fight, but you have to know start with very little of it. Really, the
the right moment to strike, or you won’t best defense a fixer tends to have is
last long. funding and equipping friends who are
better fighters.
Also, your defensive spells are effective
RECOMMENDATION: Play a fixer if against just about any type of damage or
you want to be guaranteed easy wealth, effect that you'll run into out in the
and enjoy the social aspect of the game Wasteland.
more than fighting. Fixers also pay the
least cost for the medical skills, so if you CONS: Guns have greater range and
want to heal and don't want to mess speed than spells, plain and simple.
around with magic, this is the class for Also, the bigger the spell you use, the
you. Fixers are great support characters, bigger the drain on yourself. You'll find
so if you like healing the wounded and that you need to either put a fair amount
having people owe you favors then this of points in the Focus skill, or use your
class is the most suited for you. spells carefully. There are only a few
times that you'll want to cut loose and
dump everything you have into a foe.
MAGICIAN There’s also a choice to make, between
focus and spell variety. If you want a lot
Magicians are those born with of spells you'll have to spend a fair
innate magic talent, who manage to train amount to learn them. You can branch
and channel it, developing it into the out into other skills, but it will eat into
ability to cast spells. They can be your magic capability... Lots of tough
insanely powerful, but also limited. choices are involved in being a
Using magic is hard on the mind and magician. Also, magicians can never
body alike. Magicians come in two use cyberware. It interrupts the flow of
varieties, those who have learned to magic within their bodies, and can even
channel their abilities from another, and kill them, in extreme cases.
those who have natural talent for it, and
taught themselves. The two types tend RECOMMENDATION: Play a
to use different trappings, but all in all, magician if you like the idea of playing a
the flavor and style of a magician’s magic character, and being able to do
magic is the choice of the individual impressive things that no one else can
mage. Magicians start with 5 body. do. If you want to be skilled at offense,
you'll need to develop a good throwing
PROS: Magicians are great short-to- arm and accuracy with the packets used
mid-range combatants, and possess to represent magical spells. You'll also
useful defensive and specialized spells. need a fairly good memory, and the
Over time, they can develop incredible ability to think on the fly to keep track of
abilities that no other class can match, your focus points and the drain of all
and their spells will be the most effective your spells.
weapons against certain types of foes.
Magicians can also discover secret spells SOLDIER
and abilities, during the course of the
game. There are only a few defenses Soldiers need little explanation. They
against magic, and almost all of them are military professionals or untrained
can be worn down with enough spells. but tough warriors that make a living by
fighting. They are strong, plain and
simple. And if there's one thing for RECOMMENDATION: Play a soldier
certain in the Wasteland, it's that fighting if you don't want to get overly
is unavoidable at times. Without complicated. Get or rent a good weapon
soldiers, this land would be a hell of a lot as soon as possible, borrow money if
more dangerous. Soldiers start with 8 you have to. Carry a sidearm, for when
body. your main weapon’s jammed or out of
Note: you don’t have to play the soldier ammo. Armor's good too, but so is
class, to be a character with military ammo, so there are some tough choices
experience. Special Forces types are to make. You live and die by your gear,
better represented as Agents. so take good care of it. A good soldier
Quartermasters, Medics, and Officers usually learns to be a good shot with a
work better as Fixers, and almost all variety of weapons, and learns to take
militaries recruit magical people now, so cover and utilize the terrain to his
Magicians and Adepts can have an equal advantage. Teamwork doesn't hurt
claim on military service. But if you either.
want to be a straight up infantry-type,
the Soldier class is best. 4. SKILLS
Now it is time to choose your
PROS: Probably the easiest class to skills. You purchase skills with Karma
play, soldiers have the cheapest cost for Points. Every new character starts out
ranged weapon skills, and also the with 40 Karma Points (42 for humans),
cheapest cost for the armorer and health and after each game, you gain more
skills. Their skills are useful for keeping Karma Points. Think of them as a way
both them and their equipment to measure your character’s experience.
functioning, no matter how tough the Each skill costs a different
opposition. Though they might not amount of points, depending upon your
always win, they have the best odds of class. Also, your race may allow you to
living to see another day. buy skills that those of other races
cannot.
CONS: Soldiers depend on their gear, Karma points are also used to
and don't always have the best purchase spells. You may only purchase
equipment on hand for the job. Funding spells if you are a magician. See the
is expensive for them, so they are often Magic chapter, for the cost,
dependent on other people with money, requirements, and description of each
or whatever they can scavenge. They spell.
are also fairly bad at medical skills. It's Some skills can be bought
hard for a soldier to develop any multiple times. Skills that can be bought
specialties that don't revolve around more than once have a Skill Cap. The
hurting a foe, or avoiding serious injury. Skill Cap tells you how many times you
You get a small price break on some can purchase the skill. If a Skill Cap has
useful close-combat skills, but nothing a rating of "Unlimited", then you may
overwhelming... Don't get cocky if a foe purchase that skill as many times as you
closes to melee range. wish. A Skill Cap with a rating of "__"
means that the skill may only be
purchased once.
Example: Soldiers have a Skill
Cost of 8 for the Medicine Skill. They
also have a Skill Cap of 2 for that skill.
So if a soldier wanted to buy Medicine
once, he would pay 8 points. He could
pay 8 more points for a total of 16, to
buy it twice, but he could not purchase it
a third time, or any more times beyond
two.
You are free to buy any skills
that you wish, that are available to your
race or class. Explanations of each skill
are in the Skills chapter.
RACIAL SKILLS Skill cost Skill Cap
Berserk 4 2
Dermal Armor 10 2
Elven Dodge 3 4
Gnomish Repair 6 1
Leshy Tracking 1 5
Resist Magic 4 5
Treebond 5 3

ADEPT SKILLS Skill Cost Skill Cap


Acquire 25 2
Adrenaline Rush 20 --
Appraise 10 --
Archery 6 --
Armorer 6 2
Beatdown 3 Unlimited
Block 2 Unlimited
Body Control 10 Unlimited
Bullet dodge 6 Unlimited
Chemistry 4 10
Chi Mastery 30 --
Connections 15 3
Crippling Strike 5 Unlimited
Demolitions 12 --
Dirty Fighting 5 Unlimited
Disarm 2 Unlimited
Dodge 3 Unlimited
Electronics 4 10
Engineering 4 10
First Aid 4 --
Flicker 10 Unlimited
Follow the Money 10 3
Funding 6 2
Garrote 10 --
Headshot 25 Unlimited
Healer's Hands 10 2
Health 4 Unlimited
Heavy Weapons 45 --
Injections 8 3
Kneecapper 10 Unlimited
Killing Hands 5 --
Knockout 14 --
Longarms 10 --
Martial Arts 4 --
Master Craftsman 5 10
Medical 4 10
Motivation 6 --
Muscle Control 6 times the next level of this skill Unlimited
Pistols 5 --
Point Blank Shot 5 Unlimited
Repair 15 --
Researcher 5 10
Surgery 25 --
Sure Grip 4 --
Takedown 14 Unlimited
The Stare 5 Unlimited
Tough as Nails 1 Unlimited
Tracking 4 8
Traps 15 --
Vital Shot 6 Unlimited
Walk it off 6 Unlimited

AGENT SKILLS Skill Cost Skill Cap


Acquire 15 4
Adrenaline Rush 40 --
Appraise 7 --
Archery 8 --
Armorer 6 3
Beatdown 4 5
Block 3 Unlimited
Chemistry 4 10
Connections 10 4
Crippling Strike 8 Unlimited
Demolitions 7 --
Dirty Fighting 8 Unlimited
Disarm 4 Unlimited
Dodge 4 Unlimited
Electronics 4 10
Engineering 4 10
First Aid 6 --
Follow the Money 8 4
Funding 3 6
Garrote 5 --
Headshot 12 Unlimited
Healer's Hands 7 3
Health 5 Unlimited
Heavy Weapons 28 --
Injections 6 5
Kneecapper 6 Unlimited
Knockout 8 --
Longarms 7 --
Martial Arts 6 --
Master Craftsman 5 10
Medical 4 10
Motivation 6 --
Pistols 3 --
Point Blank Shot 3 Unlimited
Repair 12 --
Researcher 5 10
Sure Grip 4 --
Surgery 25 --
Takedown 16 Unlimited
Thermoptic Camo 30 --
Tough as Nails 1 Unlimited
Tracking 2 Unlimited
Traps 5 --
Vital Shot 3 Unlimited
Walk it off 18 Unlimited

FIXER SKILLS Skill Cost Skill Cap


Acquire 10 6
Adrenaline Rush 50 --
Appraise 4 --
Archery 12 --
Armorer 6 2
Beatdown 5 2
Block 5 Unlimited
Chemistry 4 10
Connections 6 5
Crippling Strike 15 Unlimited
Demolitions 15 --
Dirty Fighting 15 Unlimited
Disarm 8 Unlimited
Dodge 6 Unlimited
Electronics 4 10
Engineering 4 10
First Aid 5 --
Follow the Money 4 5
Funding 2 Unlimited
Garrote 15 --
Headshot 35 Unlimited
Healer's Hands 5 6
Health 6 Unlimited
Heavy Weapons 32 --
Injections 4 5
Kneecapper 12 Unlimited
Knockout 18 --
Longarms 10 --
Martial Arts 10 --
Master Craftsman 4 10
Medical 4 10
Motivation 2 --
Pistols 5 --
Point Blank Shot 6 Unlimited
Repair 6 --
Researcher 4 10
Rigger 30 --
Surgery 15 --
Sure Grip 6 --
Takedown 25 Unlimited
Tough as Nails 1 Unlimited
Tracking 5 3
Traps 10 --
Vital Shot 7 Unlimited
Walk it off 20 Unlimited

MAGICIAN SKILLS Skill Cost Skill Cap


Acquire 25 2
Adrenaline Rush 40 --
Appraise 8 --
Archery 10 --
Armorer 8 1
Astral Wave 25 --
Avatar 30 --
Beatdown 6 3
Block 5 Unlimited
Chemistry 4 10
Connections 12 3
Crippling Strike 15 Unlimited
Dirty Fighting 15 Unlimited
Demolitions 15 --
Disarm 6 Unlimited
Dodge 6 Unlimited
Electronics 4 10
Elemental Magic 5 5
Enchanting 4 10
Engineering 4 10
First Aid 5 --
Focus 1 Unlimited
Follow the Money 10 3
Funding 6 3
Garrote 15 --
Headshot 35 Unlimited
Healer's Hands 8 3
Health 5 Unlimited
Heavy Weapons 40 --
Injections 6 3
Kneecapper 12 Unlimited
Knockout 20 --
Longarms 15 --
Martial Arts 8 --
Master Craftsman 5 10
Material Magic 5 5
Medical 4 10
Mental Magic 5 5
Motivation 5 --
Pistols 10 --
Point Blank Shot 6 Unlimited
Repair 20 --
Researcher 5 10
Surgery 28 --
Sure Grip 6 --
Takedown 28 Unlimited
Tough as Nails 1 Unlimited
Tracking 5 4
Traps 15 --
Vital Shot 7 Unlimited
Walk it off 20 Unlimited
Warding 10 --

SOLDIER SKILLS Skill Cost Skill Cap


Acquire 20 3
Adrenaline Rush 25 --
Appraise 10 --
Archery 8 --
Armorer 5 5
Beatdown 4 8
Block 3 Unlimited
Chemistry 4 10
Connections 15 3
Crippling Strike 10 Unlimited
Demolitions 9 --
Dirty Fighting 10 Unlimited
Disarm 6 Unlimited
Dodge 8 Unlimited
Electronics 4 10
Engineering 4 10
EXO Armor 30 --
First Aid 8 --
Follow the Money 10 3
Funding 5 4
Garrote 10 --
Headshot 15 Unlimited
Healer's Hands 10 1
Health 2 Unlimited
Heavy Weapons 15 --
Injections 8 2
Kneecapper 8 Unlimited
Knockout 20 --
Longarms 4 --
Martial Arts 6 --
Master Craftsman 6 10
Medical 4 10
Motivation 6 --
Pistols 2 --
Point Blank Shot 4 Unlimited
Repair 10 --
Researcher 6 10
Surgery 35 --
Sure Grip 2 --
Takedown 20 Unlimited
Tough as Nails 1 Unlimited
Tracking 4 6
Traps 15 --
Vital Shot 5 Unlimited
Walk it off 8 Unlimited
Type: Archer
QUICK START Race: Leshy Class: Adept
ARCHETYPES Armor: 5 Body: 5
Skills: Archery, Beatdown x9, Dodge
The sample characters below are placed x2, Leshy Tracking x1
here as examples of the various types of
characters you can create using the Advice: You may be using a bow, but
Wastelands rules. If you wish to skip your arrows HURT. Stay at the midline
creating a character, yet still wish to and rain armor-piercing death.
play, then you can choose an archetype Avoid gunfire at all costs and use cover
and go from there. These are by no when you need to go defensive. Also
means ALL of the different character carry a knife or easily portable hand-
types available. Note that none of these weapon as backup. If you get cornered,
archetypes are unique... You can have remember that your beatdown skill also
two "Trust Fund Babies", and they can works with your backup weapon...
be from two completely different
Enclaves and situations.
Type: Berserker
Some archetypes are more challenging Race: Orc Class: Adept
than others, for various reasons. Read Armor: 10 Body: 13
the one that you want to play carefully, Skills: Armorer x1, Beatdown x6,
and look up the character's skills and Berserk x2, Health x2
spells before the game.
Advice: Grab a two-handed weapon and
ADEPTS go swinging for the bleachers!
If you start to take gunfire, use Berserk
Type: Acrobat and show them not to mess with you.
Race: Human Class: Adept
Armor: 5 Body: 6
Skills: Beatdown x3, Dodge x3, Bullet Type: Bodyguard
Dodge x2, Flicker x1 Race: Troll Class: Adept
Armor: 10 Body: 12
Advice: Use your multiple defensive Skills: Adrenaline Rush, Armorer x1,
abilities to go toe-to-toe with opponents Beatdown x3, Pistols
while your allies dish out pain.
Be careful once you start running out of Advice: It takes a lot to bring you down
steam and possibly use Flicker to retreat and you have decent offense.
to safety. At the beginning of your Wield a revolver and a one-handed
career you run the risk of burning weapon so you can switch to either
through all your abilities quickly. Pace damage as needed.
yourself, and save your best tricks for Have healers ready to patch you up after
the toughest situations. taking hits so you can protect your
squad.
Type: Sniper
Race: Leshy Class: Agent
Type: Monk Armor: 5 Body: 4
Race: Human Class: Adept Skills: Headshot x2, Leshy Tracking x3,
Armor: 15 Body: 6 Longarms, Vital Shot x2
Skills: Armorer x1, Beatdown x5, Block Advice: Stay at medium/long range and
x2, Disarm x1, Killing Hands, Martial use your offensive abilities to take down
Arts, Muscle Control x1 tougher targets.
Advice: Your fists do your talking and Have cover nearby and possibly a perch
can disable other combatants while for better accuracy.
punching through any armor they may
have.
Be sure to keep your Armor and Muscle Type: Sweeper
Control up at all times so you can stay Race: Dwarf Class: Agent
on the front lines. Armor: 15 Body: 6
Skills: Armorer x2, Funding x1,
Injections x1, Kneecapper x1, Pistols,
AGENTS Point Blank Shot x1, Tracking x2
Advice: Once the enemy starts to
Type: Assassin retreat, you shine and take them out with
Race: Human Class: Agent your utility.
Armor: 5 Body: 5 You can take some solid hits, so don't be
Skills: Knockout, Longarms, Vital Shot afraid to track them offensively.
x9
Advice: Go behind enemy lines and
deal quick death before going away. Type: Trapper
Use Knockout on one enemy then pump Race: Gnome Class: Agent
Vital Shots into anyone not aware. Armor: 5 Body: 3
Skills: Chemistryx6, Demolitions,
Engineering x2, Pistols, Traps
Type: Infiltrator Advice: Boom, baby! Do some recon to
Race: Elf Class: Agent find chokes and place some mines to get
Armor: 10 Body: 4 the jump.
Skills: Armorer x1, Block x1, Disarm Try not to get involved in combat and
x1, First Aid, Elven Dodge x2, tell your allies where NOT to step. If
Knockout, Pistols, Vital Shot x1, 1 free you have to fight, find good cover and
point of karma. plink away at the bad guys with your
Spells: Weakness pistol while their attention is on your
Advice: Ambush and disable foes while buddies.
jumping from cover to cover.
Retreat to bandage yourself up if needed
or any allies caught in a firefight FIXERS
Type: Doctor Armor: 5 Body: 4
Race: Gnome Class: Fixer Skills: Connections x1, Follow the
Armor: 5 Body: 2 Money x2, Funding x13
First Aid, Funding x1, Medical x6, Advice: You need a kiddy-pool for the
Surgery dollars you rake in. Hire your muscle
Advice: After the fighting is over, and know what's what in the area.
expect your phone to ring off the hook. Carry a melee weapon just for show and
Run away when things look hairy and just in case someone doesn't like the
contract yourself; people always find a smell of allins.
way to get hurt. Your first priority
before the violence starts should be
making sure you've got plenty of Type: Vigilante
bandages and medical supplies... Race: Elf Class: Fixer
Injections are less useful, since you don't Armor: 10 Body: 3
have the skill to use any of them just yet. Skills: Armorer x1, Elven Dodge x2,
Funding x6, Longarms, Repair
Spells: Flame Bolt
Type: Field Medic Advice: Put your wealth to use by
Race: Dwarf Class: Fixer buying your own gear, recylcing old
Armor: 10 Body: 5 stuff, and possibly hiring a sidekick.
Skills: Armorer x2, First Aid, Injections Go into combat when you know you can
x2, Medical x2, Motivation, Pistols turn the tide and not become a stain on
Advice: You're the guy to call if combat the floor.
arises and people start to drop.
Don't overestimate your toughness, but
in a pinch you can use it to soak damage MAGICIANS
while getting to hurt allies.
Type: Creator
Race: Troll Class: Magician
Type: Smuggler Armor: 10 Body: 11
Race: Gnome Class: Fixer Skills: Dermal Armor x1, Focus x9,
Armor: 5 Body: 2 Material Magic x3
Skills: Acquire x1, Appraise, Spells: Heal, Grease, Mystic Armor
Electronics x3, Engineering x1, Funding Advice: You're hard to stop and your
x4, Pistols spell variety lets you pull a lot of weight.
Advice: People always need something, Know your limits and meditate when
and you're the right guy. things get tough.
Use your limited combat ability to stun
things before running. A taser works
wonders for that. Type: Enchanter
Race: Gnome Class: Magician
Armor: 5 Body: 3
Type: Trust Fund Baby Skills: Enchanting x3, Focus x11,
Race: Human Class: Fixer Mental Magic x1, Warding
Spells: Manabolt, Weakness to frustrate your foes or assist in damage
Advice: Keep it simple; that's what you dealing.
do. Disable or blast foes and fall back to Don't stick to one spell and mix it up
meditate as needed. depending on the situation.
Ward a safe-spot for yourself and fall
back when things get freaky.
SOLDIERS

Type: Shaman Type: Commando


Race: Leshy Class: Magician Race: Orc Class: Soldier
Armor: 5 Body: 4 Armor: 10 Body: 11
Skills: Enchanting x2, Focus x12, Leshy Skills: Armorer x1, Beatdown x3,
Tracking x3, Material Magic x2, Berserk x2, Demolitions, Pistols, Point-
Treebond x1, Blank Shot x1
Spells: Heal, Mend Advice: Blitzkrieg your opponents and
Advice: You don't have offense, but show them cover means nothing!
your utility is amazing. Mend fallen Keep your melee weapon handy when
allies and track things to validate you rush in and throw a 'nade in
yourself. beforehand if you need more kick.
Treebond if you're targeted by attacks
and hit the ground otherwise.
Type: Grunt
Race: Troll Class: Soldier
Type: Sorceror Armor: 20 Body: 18
Race: Human Class: Magician Skills: Armorer x3, Health x2,
Armor: 5 Body: 5 Longarms, Sure Grip, Walk it Off x2
Skills: Enchanting x2, Elemental Magic Advice: You take the brunt of it all.
x2, Focus x21 Absorb damage while dealing it to be
Spells: Ice Bolt, Ignite effective.
Advice: Who needs variety when you Have a healer handy for after battles, but
have POWER?! Light up enemies and take thumps as needed.
forget about them or nuke them.
Throw around your focus to eliminate
foes quickly before they hurt you. Type: Mercenary
Race: Gnome Class: Soldier
Type: Wizard Armor: 15 Body: 6
Race: Elf Class: Magician Skills: Armorer x2, Chemistry x3,
Armor: 5 Body: 4 Gnomish Repair, Longarms, Pistols,
Skills: Elven Dodge x1, Enchanting x1, Tough as Nails x1, Walk it Off x1
Elemental Magic x2, Focus x11, Mental Advice: You can make all your own gear
Magic x2, and recycle it as needed!
Spells: Weakness, Stun Bolt, Lightnig Don't be afraid to make stuff for others
Bolt, Earthbond to make some spare money.
Advice: You have endless possibilities
Type: Sentry Type: Warlord
Race: Elf Class: Soldier Race: Dwarf Class: Soldier
Armor: 10 Body: 15 Armor: 10 Body: 11
Skills: Armorer x1, Elven Dodge x3, Skills: Armorer x1, Demolitions,
Health x4, Injections x1, Longarms, Engineering x1, Health x1, Heavy
Vital Shot x1 Weapons, Longarms, Pistols, 1 free
Spells: Manabolt point of karma.
Advice: You're more agile than others Advice: If it's made of metal, you can
and can also deal good damage with use it. Carry a variety of weapons for all
some utility. situations.
Close the distance if you have to to You're not as tough as some, but use the
recover an ally or trump someone with a right weapon to make enemies back off.
gun.
COMPLETE SKILL LIST the adrenaline is a terrifying foe, fighting
on until he’s wounded past the point of
ACQUIRE – A good merchant has structural mobility.
many contacts, including quite a few in
the Enclaves outside of the Wasteland. GAME INFORMATION – The
By taking time to set up a meet and Adrenaline Rush skill makes the
exchange with interested parties, they character totally immune to the Stun
can trade their hard-earned Allins for effect of bullets and explosions. Other
weapons, useful items, armor, or stun effects still work as normal, but he
whatever else they need. can never be stunned by firearms.

GAME INFORMATION – The Acquire If you are a magician, you gain an


skill is never actually used during a additional benefit from this skill. If you
game. It can be used prior to the have adrenaline rush, then your
beginning of a game day, or after a game spellcasting may never be interrupted by
day has finished. E-mail is a valid bullet or explosion damage.
format for telling the Game Masters that
you are using Acquire. To use acquire, APPRAISE – An experienced merchant
you tell the Game Master what you are knows that almost everything has a
trying to obtain, and he will tell you if price. He can tell when he is being
your level of the acquire skill will allow gouged, or has found a bargain. More
you to purchase the item, and if so, the importantly, he can tell how much worth
price of the item. If you pay that price at an item has outside of the Wasteland.
the beginning of the next game you
attend, you will receive that item. GAME INFORMATION – If you have
Acquire can only get one type of item at this skill, the Games Master will give
a time, although you may purchase you a sheet of paper, which has codes
multiple copies of that item if they are and prices on it. Anything you find in-
available and you have the Allins to game with a tag corresponding to one of
cover it. This skill may be purchased these codes will have a price equal to the
multiple times… Every level purchased code.
expands the variety and range of items
that you can acquire. Example: Mover Man has the Appraise
skill, and he’s just found a glowing rock
Note that prices in the Enclaves may be with a sticker on it. The sticker has the
vastly different from those in the letters D80416. Checking D80416 on
Wasteland. his Appraisal sheet, he finds the number
400 next to it. The rock’s worth 400
ADRENALINE RUSH – The thrill of Allins to the right customer…
combat gets your heart pumping, and
you have a tendency to ignore minor The Games Master will also give you
things like pain, injuries, and missing access to the master price sheet for the
limbs. A warrior who has learned to ride area of the Wasteland that your character
is in. Both of these sheets are out-of- be bought multiple times. The
game items and proprietary maximum amount of active protection
information… Do not show them to that a character can gain from armor is
anyone else unless they have the equal to 5 + (5 times his armorer skill).
Appraise skill. If you do not have the So, a character who had bought armorer
Appraise skill and find a loose sheet, three times, would be able to get 20
please return it to the NPC headquarters. points of protection out of a suit of
armor.
ARCHERY – A little practiced art
except in the very poorest parts of the A character can wear a suit of armor
Wasteland, skill with a bow and arrow with a higher value than his armorer skill
can nonetheless be useful. Arrows don’t covers, but it is treated as armor of the
make much noise, valuable in spots highest active value that he can equip.
where a gunshot would echo off the Also, he may only refit the armor to a
hills. And furthermore, adepts and point value equal to 5 times his armorer
magicians can charge their arrows with skill.
mana, dealing magic damage.
Sometimes, there are creatures out there Example: Crushbone is a soldier, with
that only fear magic… an armorer skill of 3. This lets him wear
up to 20 points of armor. Later in the
GAME INFORMATION: This skill game his suit gets shot up, and he goes
allows the use of all bows, including looking for a replacement. He finds
crossbows. See the archery section of some riot gear, with a rating of 30. He
combat for more details. All damage puts it on, but while it’s on him it is
called from arrows is “Normal,” unless treated as if it were armor with a rating
the character using the bow is an adept of 20.
or magician. If the user of the bow is an
adept or magician, they may use either You can not use the armorer skill to refit
the “Magic” or “Normal” damage type, another character’s armor, only your
at their discretion. Half of a user’s own.
beatdown skill is added to a bow’s base
damage, when an arrow is fired. ASTRAL WAVE – Once a magician
has adapted to the flow of astral space
ARMORER – Modern armor is a within the Wasteland, their range
wonderful thing, allowing the wearer to increases. They are able to harness a
shrug off bullets without major injury… spell to astral energy, and send it
At least, until it’s broken. Still, moving instantly to a target, without messing
in armor and best using it to protect around with materializing the spell
yourself are tricks that can take awhile to energy. However, there is a huge cost to
master. The higher your armorer skill, pay to achieve this… It is not something
the better you’ll be able to use heavy a magician should use often, only in
armor. times of great need. As such, this is not
a good skill for a beginning magician. It
GAME INFORMATION: This skill can is one that is better taken after a
character has had some experience with when times are dire. The downside is
the Wasteland. that the controlling mage must lie
comatose while the spirit is materialized
GAME INFORMATION: To use this and moving around...
ability, precede the verbal incantation of
the spell with the words “Astral Wave!”, GAME INFORMATION: A magician
and point at your target. They must be must have a spirit formula and a variable
within line of sight, within 30 feet, and amount of tagged items called “Ritual
within earshot of you. The spell you are Supplies” to use the Avatar skill. To
casting must have a range of “Target”. activate this skill, he spends five minutes
Your target is then treated as if he had meditating in a non-warded location
been hit by a spell packet of that spell with the formula in hand, then leaves his
type. Normal spell defenses apply, if the character sheet and whatever parts of his
target has any active. This skill may costume and makeup behind that he
only be purchased by magicians. wishes. The character sheet represents
his slumbering form. Anyone nearby
Example: Warp, a magician-for-hire, can perform a coup de grace to kill the
decides that the enemy approaching him character sheet, which also kills the
is too much of a threat, and needs to be character. The player is considered out
taken down before he can bring a gun to of game until he is ready to play the part
bear. He shouts “Astral Wave! of the spirit.
Spellcasting Stun!”, and points at the
foe. The foe has no magical defense, so The player then fulfills whatever
he is affected by the stunbolt, and keels makeup, costuming, and role-playing
over. requirements specified by the spirit
formula. Once complete, he stands next
The downside to using Astral Wave, is to his sheet, and says “One I rift in, two I
that using it adds +10 drain to the cost of rift in, three I rift in.” While he is
the spell. rifting, he is vulnerable to any attacks
levied against him. When the rift is
Example: Warp’s stunbolt spell cost complete, he gains the character sheet of
him 12 points of drain. Since he only a spirit type equal to that of his spirit
has 9 points of focus and 6 points of formula. He is treated as a spirit, and
body at the minute, he’s hurting… cannot cross wards, or be healed. If the
spirit dies, then the spirit formula is
AVATAR – Spirits are powerful broken and the mage returns to his body,
magical beings, but limited. If a suffering a physical drain as per the
magician wishes their assistance, he spirit formula’s instructions.
must find a way to bind them to the
physical world. The Avatar skill is a When the player wishes to return to his
way for a caster to assist a summoned character, he says “One I rift out, two I
spirit, and help it operate. In a sense, he rift out, three I rift out.” Once that is
becomes a rider in the spirit’s mind. A complete, he is out of game until he can
spirit avatar can be an invaluable ally, remove the spirit-specific costuming and
return to his character sheet. If the sheet you can harness it to accomplish some
has been moved to a location outside of truly amazing things. Of course, once
his knowledge or killed in the meantime, it’s done, you are probably going to be
he must go to NPC headquarters in order feeling some pain…
to find out where and if he is waking up
in his body. GAME INFORMATION: The Berserk
skill may be purchased multiple times.
Due to the fact that this skill requires a You may use it once per day for each
spirit formula to use, this is not a good purchase. This is one of the rare skills
skill for a beginning character. If you that can be activated while you’re dying.
purchase this at creation, be aware that To go berserk, yell “Activate Berserk”.
the possibility exists you may not use it You immediately gain +20 body (which
during the game. can increase your regular body above its
maximum,) and are immune to all stun
This skill may only be purchased by effects for one minute. (Also cancelling
magicians any that might currently be affecting
you.) In addition, you gain a temporary
BEATDOWN – Sometimes, you just +2 to your Beatdown skill.
gotta hit something. Having the
beatdown skill means that you can hit All of these conditions last for one
something, really really hard. It minute. At the end of that minute, you
represents muscle, training, or both. lose 20 body (Down to a minimum of 0)
Even the average Joe can hit people with and are stunned for one minute.
a weapon… The Beatdown skill lets you
do it better than the average guy on the This skill may only be purchased by
street. orcs.

GAME INFORMATION: The BLOCK – You know how to parry, and


Beatdown skill adds +1 to all of your it’s hard to get a hit in on you when you
melee damage every time you purchase don’t want to be hit. You’re good with
it. This damage applies to all melee and close-combat defense.
claw phys reps. Half of this damage
applies to archery and thrown weapons. GAME INFORMATION: The Block
skill may be purchased multiple times.
Example: Cutter Kain has purchased You may use it once per day for each
the Beatdown skill three times. When purchase. When struck by a melee
swinging his Chinese sword (Base attack, you may choose to say “Block.”
damage 2), he does five damage with This negates the attack entirely. You
each swing, rather than 2. must have a boffer weapon of some sort
in your hand in order to use the Block
BERSERK – People don’t like you skill.
when you get angry. Your temper can
be a blessing in disguise, though. By Block can be used to negate Crippling
riding the wave of adrenaline and rage, Strike, Disarm, and Takedown, but not
Knockout or Garrote.
BULLET DODGE – Superior skill and
BODY CONTROL – With augmented speed have made the
concentration and experience, an adept character able to move VERY fast, for
who has mastered control of his muscles VERY short periods of time. Given
can extend their supernatural toughness warning, he can even dodge bullets…
to his organs, protecting them somewhat.
This trick only works against bullets... GAME INFORMATION: The Bullet
The damage that they deal is easy to Dodge skill may be purchased multiple
predict, and shield against, compared to times. You may use it once per day for
gashes and blunt trauma. A minute of each purchase. HOWEVER, this skill is
total control is about all most young limited… You may only purchase a
adepts can muster, and not every adept number of Bullet Dodges equal to the
walks down this path. But those that do amount of Dodges that you know.
find that gunshots are a minor threat to
them, at least until that minute runs out... Example: Cutter Kain has purchased
dodge three times. He may purchase
GAME INFORMATION: This skill bullet dodge up to three times, but not
may be purchased multiple times. You four times. If he purchases dodge once
may use it once per day for each more, then he can purchase a fourth
purchase. HOWEVER, this skill is bullet dodge.
limited… You may only purchase a
number of Body Control skill levels Bullet dodge allows a character to dodge
equal to the amount of Muscle Control any one attack, including melee strikes,
skill levels that you know. spells, melee attacks, area explosions,
Astral Waved spells, thrown weapons,
You must also have already purchased archery packets, and bullets. When
the Adrenaline Rush skill, before struck by such an attack, you can choose
purchasing any Body Control skill to say “Bullet Dodge!” This negates the
levels. attack entirely, it is treated as having
missed you.
To use this skill, announce that you are
activating Body Control. For the next This skill may only be purchased by
minute, regular and refined bullets do adepts.
minimal damage to you. You must
respond “Minimum” to regular bullet CHEMISTRY – If it fizzes, smokes, or
that strikes you. (Special rounds are explodes, this is right up your alley!
unaffected, these are identifiable by their Your knowledge of chemistry allows
damage call.) Once the minute is over, you to make all sorts of explosives and
bullets will again have their regular other useful devices. There are few
effect upon you. situations that can’t be made entertaining
by an armful of grenades… And on the
This skill may only be purchased by less-explody side of things, most modern
adepts. armor requires chemical knowledge to
make. CONNECTIONS – A trader has many
friends, including those who happen to
GAME INFORMATION: This skill live outside the Wasteland. These
may be purchased a total of 10 times. friends are often only too happy to buy
Every level of Chemistry purchased things that the character finds inside this
gives you four Effort points per day for ruined land… Although the price can be
chemistry, and access to recipes. Effort steep, sometimes it’s the best way to
points are turned in with crafting move items that no one else will touch.
components, in order to create chemical
items. The crafting components most GAME INFORMATION: This skill
commonly used to make chemical items may be purchased multiple times. Each
are Liquids and Solids. For more details purchase adds to the percentage value
on crafting, see the Crafts chapter. gained when you sell an item to your
fictional contacts. This skill is never
CHI MASTERY – Eventually, an adept actually used in-game, only between
reaches a point where his natural energy games. At the beginning or end of a
flows stop being governed by his game, you may take an item to the NPC
subconscious, and become fully the Headquarters, and say that you are
domain of his conscious mind. This selling it through your connections.
allows him to push himself beyond the They will either take the item and give
limit, and display a resilience that you money, or tell you that your
transcends his physical form. connections are not interested in it. Be
aware that the value returned from
GAME INFORMATION: This skill lets selling an item this way can be fairly
an adept refresh previously used low, unless you have multiple levels of
physical skills. connections.

Every hour of gameplay, on the hour, he CRIPPLING STRIKE – The quick


may choose one use of any expended dislocation of a shoulder, the brutal
“per-day” skills to regain. popping of a knee, these things are a
symphony of violence to those who
For convenience, the regainable skills know just how to target an opponent’s
are summarized in the following list; joints. This one usually takes the wind
Block out of a foe’s sails, right quick.
Body Control
Bullet Dodge GAME INFORMATION: This skill can
Crippling Strike be purchased multiple times. You may
Disarm use it once per day for each purchase.
Dodge To activate it, strike at a foe’s arm or leg
Flicker with a melee weapon and call “Crippling
Takedown Strike!” If the attack connects, then the
The Stare opponent loses the use of that arm or leg
Walk it Off until fixed. If it is a leg, the target is
knocked over, and must hop or hobble
until it is repaired. If it is an arm, then armor is not reduced by breaches, and
the target drops anything he is holding you may refit it like any other armor.
with that arm, and may not use that arm
until it is repaired. This skill may only be purchased by
trolls.
Anyone with surgery can spend five
uninterrupted minutes and five medical DIRTY FIGHTING – A bit of sand to
supplies working on a target to restore the eyes, a punch that breaks a nose, a
all crippled limbs to full functionality. kick to the groin... These are the things
that end a fight QUICKLY. Won't kill
DEMOLITIONS – Boom, baby! You your foe, WILL make them wish they
know how to best use bombs and were dead. For a little while, anyway.
grenades. Though these can be fairly
uncommon in the Wasteland, they’re GAME INFORMATION: This skill
still effective as hell when you can find may be purchased multiple times. You
them. may use it once per day for each
purchase. To activate this skill, say
GAME INFORMATION: This skill is “Stun One Minute!” while striking an
necessary to arm grenades, move, pick opponent's legal target area. If the strike
up, and throw active grenades and other connects, that opponent is stunned for
thrown explosives. Without it, you one minute.
cannot activate grenade fuses, pick up or
move grenades, or throw grenades. It is DISARM – A quick fighter knows how
also necessary if you wish to create to exploit his opponent’s lack of speed.
explosives or traps with grenades, or You can capitalize on holes in your foe’s
attempt to salvage explosive traps or defense, and remove his weapon with a
bombs. Without it, armed grenades flick of your wrist.
explode in your hands the second you try
moving them from the spot that they're GAME INFORMATION: This skill
occupying. may be purchased multiple times. You
may use it once per day for each
DERMAL ARMOR – It’s not easy purchase. To activate this skill, say
being a troll. Fortunately, there are “Disarm!” while striking an opponent’s
perks. Having skin that can shrug off melee weapon or shield. If the strike
small-caliber rounds is one of them. Not connects, then the opponent must drop it
every troll has bone deposits strong and refrain from picking it up for at least
enough to take gunfire, but you’re one of ten seconds. You may not disarm
the lucky ones. firearms. Simply strike a firearm
wielder's arm with a normal attack to
GAME INFORMATION: This skill disable their use of that gun, as per
may be purchased multiple times. Each normal combat rules.
purchase gives you +5 points of armor
that adds to your worn armor. (Or acts DODGE – You are especially good at
as five points of armor by itself.) This getting out of the way! Even spells have
trouble touching you when you don’t it.
want to be touched.
GAME INFORMATION: This is the
GAME INFORMATION: This skill skill required to learn elemental spells.
may be purchased multiple times. You You may learn elemental spells of a
may use it once per day for each level equal or less than your skill in
purchase. When struck by a melee elemental magic.
attack or packet, you can choose to say
“Dodge!” This negates the attack This skill may only be purchased by
entirely, it is treated as having missed magicians.
you. It does not work against bullets,
area explosions, or spells sent via Astral ELVEN DODGE – Quick and lithe,
Wave. smart elves know how best to get their
fragile forms out of danger.
ELECTRONICS – You know the ins
and outs of circuitry, electronic devices, GAME INFORMATION: This skill
and other useful little toys. You can may be purchased multiple times. You
create devices that do all sorts of things, may use it once per day for each
as long as you have the proper materials purchase. When struck by a melee
on hand. And once you’ve become a attack, area effect, or packet, you can
master electrician, you may even be able choose to say “Dodge!” This negates the
to craft valuable cyberware… The more attack entirely, it is treated as having
you have of this skill, the better you are missed you. It does not work against
at making electronics. bullets or spells sent via Astral Wave.

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.

EXO ARMOR – The Forward Assault FIRST AID – Shooting someone is


Suit Agenda (FASA) project was fielded easy. Keeping them from dying? Now
during the last years of the Corpwars. that’s hard. You have been trained in
An attempt to make a man-portable basic techniques to keep your friends
short-range exoskeleton, it was initiated alive, and can do a fine job of bandaging
by unknown corporations, and tested in a badly wounded person.
the worst areas of the Wasteland. The
GAME INFORMATION: You may use
first aid to do minor healing upon a To use this skill, announce that you are
wounded person. To use this skill, take activating Flicker. Cross your hands
out a bandage prop, and gently tie it over your head, and take up to twenty
around that person's limbs. After you normal-sized steps at a running or
make a loose knot, you may say “Healed jogging pace. While your hands are
1”. That target regains 1 point of lost above your head and you are moving,
body. It does nothing for people who you are immune to all attacks, and must
have died, or suffered a coup de gras. respond “No Affect” to any attack that
strikes you. Once you reach twenty
If you cannot safely tie the bandage steps, or once you stop running, you
around a person's limb, do not use first must remove your hands from above
aid upon them. Wait until circumstances your head. While your hands are over
allow safer opportunities. your head, you may not attack, use any
in-game skills, carry anyone, or
While administering first aid, any attack, otherwise do anything that would
spell, or use of another in-game skill involve your arms. You CAN drop
interrupts the first aid. You must start items that you were holding in your
over, if you wish to continue hands prior to using flicker, during your
administering first aid. You do not lose run.
the bandages, and any already tied
remain in place. If you do not have enough room to take
twenty steps, then you must uncross
Bandage props may be removed from a your arms as soon as you can no longer
target after application. This allows the run. Flicker is not a very useful skill in
prop to be used again. It does NOT cramped environments.
refund the bandage tag used.
The Flicker skill may only be purchased
FLICKER – You are FAST, plain and by adepts.
simple. And your augmented speed is
hard to match, by simple mundanes. FOCUS – The most basic thing a
Though it puts stress on your body, there magician learns is concentration. With
are times when you can transcend mortal the proper meditation techniques, he can
limits, and move so quickly that the prepare himself for the rigors of
unaugmented eye is hard-pressed to spellcasting. Without it, his body feels
track you. the strain of his spells.

GAME INFORMATION: This skill GAME INFORMATION: This skill can


may be purchased multiple times. You be purchased multiple times. Each time
may use it once per day for each it is purchased, it adds +1 to your focus
purchase. HOWEVER, this skill is pool. This pool absorbs drain from
limited… You may only purchase a spellcasting… Once it is depleted, the
number of Flickers equal to the amount drain goes to your body instead. See the
of Bullet Dodges that you know. Magic chapter for more details.
may be purchased multiple times. Each
The Focus pool is replenished to its time it is purchased, it increases the
maximum amount at the start of every chance of getting useful information
game day. from a particular question.

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.

GNOMISH REPAIR – Machinery is This skill may only be purchased by


always breaking. Fortunately for you, gnomes.
you’ve got a knack for putting it back
together! You know how to fix broken HEADSHOT – One shot, one kill. It
mechanical devices, up to and including takes focus and luck, but you have
armor. mastered the art of taking down foes
with a single bullet. It’s not something
GAME INFORMATION: The Gnomish that you can do one right after the other,
repair skill lets you fix broken objects. though, not unless you’re REALLY
good. time it is purchased, the amount that the
user heals with injections and surgical
GAME INFORMATION: This skill procedures goes up by 1. The user adds
may be purchased multiple times. You +1 to the base number of body regained
may use it once per day for each when using Medical injections and
purchase. However, this skill is limited. similar items, and adds +1 for every 10
You may not purchase more levels of points of body healed to targets who
this skill than you have purchased levels undergo surgery for the purpose of
of the Vital Shot skill. To use Headshot, restoring body.
announce “Takedown!” and fire a
firearm or archery weapon at your target. Example: Eagle-eye Pierce is a surgeon
If you hit your target, they are with 1 level of injections, the surgery
immediately reduced to 0 body and skill, and 2 levels of Healer's Hands.
begin dying. If you miss, the skill is Normally, medical A injections would
wasted. Bullet Dodges can be used to heal a target for 6 points of body. When
negate Headshot. EXO armor MIGHT he uses them, they heal 8 points of body.
be able to negate a headshot or two, Midway through a game day, Pierce's
depending on the armor, and some buddy Ginormo Meatslab the troll
creatures might be immune or resistant comes to him asking for surgery.
to headshots. Ginormo Meatslab is down 38 points of
body. If a surgeon without healing
But almost everything else will drop hands were to operate on him, they
when you hit them with one of these. could burn 3 units of medical supplies to
restore 30 body to him, or 4 units of
This skill has no effect if it hits an illegal medical supplies to restore 38 to him.
target area, and is treated as a miss. It Pierce can burn 3 units of medical
should not be used as an excuse to target supplies to restore 36 to him. (12 per
illegal areas. Ironic though it may be, unit burned.) He does so, and Ginormo
you cannot Headshot someone if you is happy. Surly, yet happy, as is his
actually shoot them in the head. simple yet charming way.

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.

GAME INFORMATION: This skill GAME INFORMATION: This skill


may be purchased multiple times. Each may be purchased multiple times. Every
time you purchase it, you add +2 to your the injection is considered to be
character’s maximum body. destroyed.

HEAVY WEAPONS – Grenade Certain creatures are immune to


launchers, LAWs, machine guns, crew- injections. Some variants of EXO armor
mounted weapons, flamethrowers… may make the user immune to injections.
These things are known to you, and you
can use them. Bear in mind that most KILLING HANDS – A practiced adept
heavy weapons are uncommon in the can call forth the mana from his chakra
Wasteland, and are usually held by points, charging his hands with chi, and
people who want to hang on to them… unleashing much pain to even heavily-
armored foes.
GAME INFORMATION: This skill
allows the character to use heavy GAME INFORMATION: This is a
weapons. Due to the fact that it requires limited skill, an adept must have
fairly uncommon items to use, it is not purchased the Martial Arts skill, before
recommended for beginning characters. he can purchase Killing Hands. An
adept with killing hands may swing his
INJECTIONS – The injections skill lets claw phys-reps with the damage call of
you identify and safely use injections, “Magic”, instead of “Normal.” Magic
both on yourself and others. Without it, damage penetrates armor, and can harm
you cannot administer even basic most magical creatures.
injections.
If the adept wishes, he may swing for
GAME INFORMATION: This skill normal damage instead of magic
may be purchased multiple times. Each damage. This skill may only be
time it is purchased, it allows the use of purchased by adepts.
a higher level of injection. A character
must have a level of Injections skill KNEECAPPER – Aim low, take their
equal to the injection that he wishes to legs right out from under them, and back
use, or the injection has no effect. up while you ventilate them. Works
great when dealing with chokepoints and
To apply an injection, you must stand enemies with claws, works better when
still in one spot, pull out a six-to-ten- the poor bastard's trying to cross a
inch long foam stick, and touch your narrow ledge, or other rough terrain...
target with it. (Place it on legal target
area, and be considerate and polite to GAME INFORMATION: This skill
your target.) Your feet may not be may be purchased multiple times. You
moving while you are delivering an may use it once per day for each
injection. The target cannot be moving purchase. However, this skill is limited.
faster than a slow walk. Once finished, You may not purchase more levels of
announce the injection’s effect. If you this skill than you have purchased levels
take damage while you are attempting to of the Point Blank Shot skill. To use this
touch a target with the foam stick, then skill, call “Stop moving 30 seconds!” at
a foe, then fire a bow, pistol, or longarm if your costuming protects you from the
at them. As long as the projectile hits Knockout skill.
them they may not move their legs for
30 seconds. They may fall to the LESHY TRACKING – Following
ground, but this is optional. If they are someone around in the woods is a lot
moving across a hazard, the GM may easier when you can talk to the freaking
rule that they fall or are otherwise trees. Well, not talk, precisely, it’s more
discommoded. After the 30 seconds are like checking their short term memory to
up, they may move their legs normally see if anything’s been through here.
again. And it works in reverse, too. By
convincing the grass to spring back up
Note that if this skill is used with a pistol behind you, and conceal your tracks, you
or longarm, the target also takes 10 can make yourself very hard to find. It’s
ballistic from the initial hit. If used with good to be a Leshy, some days.
a bow, the target takes no damage... The
arrow is assumed to be pinning their GAME INFORMATION: This skill can
clothing/loose hide/whatever/ to the be purchased multiple times. Every time
ground. you purchase it, your tracking efficiency
increases. Leshy tracking stacks with
KNOCKOUT – A swift tap to the back the regular tracking skill, adding to it for
of the head, and your foes will fold. all purposes.
This is a good, quick way to put people
out without spending much in the way of To use tracking, go to the NPC
resources, or taking time. The downside Headquarters and tell the identity of the
is that you’ve got to get behind them to NPC that you wish to track. If your
put them down… It also doesn’t work on tracking skill is sufficient to overcome
anyone who’s wearing a decent helmet, the target number (Which is affected by
EXO armor, or has another sort of that NPC’s tracking skill, and the terrain,
defense that applies. among other things.) then you can locate
their destination. You can also declare
GAME INFORMATION: To use that you are counter-tracking, to cover
Knockout, tap someone between the your own tracks against enemy trackers.
shoulder blades with either a blunt To do this, inform an NPC marshal of
weapon phys-rep, a claw phys-rep, a your actions and your level of tracking
small weapon phys-rep, or another small skill.
piece of foam with at least two inches of
material between your hand and the The Leshy Tracking skill may only be
target. Do not actually tap their head or purchased by leshy.
neck, this can be dangerous. If they
have nothing to prevent a Knockout LONGARMS – Rifles, shotguns, sub-
effect, then the target becomes machine guns, and assault rifles… These
unconscious for ten minutes. Heavy are useful things to have in the
head protection can render the knockout Wasteland. But even the finest firearm
skill useless… Ask your Games Master is useless, unless you have some skill
with it. Chemistry
Electronics
GAME INFORMATION: This skill is Enchanting
required to use carbines, rifles, shotguns, Engineering
sub-machine guns, or assault rifles. Medical
Without it, you cannot fire these guns.
You must have both hands on a longarm When you purchase the Master
to fire it… if one of your arms is Craftsman skill, you tie it to one of the
disabled, then you cannot use a longarm. craft skills listed above, which must be
It is highly recommended for beginning at level 7 or higher. The Master
characters that they either purchase this Craftsman skill may be purchased
skill, or the pistols skill, or both. multiple times. HOWEVER, this skill is
limited… You may only purchase a
MARTIAL ARTS – It’s harder than number of Master Craftsmen levels in
you’d think to seriously hurt someone any given craft equal to the levels of that
with your bare hands. Still, with some craft that you know.
training you can pick up the knack.
You may purchase Master Craftsman for
GAME INFORMATION: The player multiple craft skills, provided that each
may carry and use two claw phys-reps. skill you purchase it for is at level 7 or
They must be colored red, and have a higher.
striking area no longer than twelve
inches. They are treated as small Master Craftsman gives you +1 effort
weapons, but cannot be disarmed. The point for every level of the associated
character may deal 1 damage plus any craft skill that you possess.
bonuses from the Beatdown skill with (Example: Tiny the Tinkergnome has
them, and may block as normal with the Chemistry skill at level 8, and a level
them. When the character is wielding of Master Craftsman-Chemistry. So he
the claws, he is assumed to be visibly gets 8 extra Chemistry effort points per
striking a martial pose. game. If he purchased another level of
Master Craftsman-Chemistry, then he’d
MASTER CRAFTSMAN – You know get another 8 extra Chemistry effort
a trade, inside and out. You’ve points per game.)
assembled countless items, and know
how best to put them together without MATERIAL MAGIC – Material magic
much effort. You do fast, good work, concerns itself with solid things, with
and you’ve got tools and access to transmutation, creation, and impact. It
facilities devoted to your chosen trade. also covers medical spells, and the
You’re THAT good. treatment of various conditions. Though
attack spells are rare in this field, the
GAME INFORMATION: This skill is ones that exist typically cause great
restricted. You may not purchase it, inconvenience to attackers, rather than
unless you have 7 levels in one of the harming them directly.
following skills;
GAME INFORMATION: This is the skill required to learn mental spells.
skill required to learn material spells. You may learn mental spells of a level
You may learn material spells of a level equal or less than your skill in mental
equal or less than your skill in material magic.
magic.
MOTIVATION – You have a knack for
This skill may only be purchased by leadership and getting people moving
magicians. when they’re shot full of holes, or
otherwise regretting life. By spending
MEDICAL – Modern medicine requires some time urging stunned people to get
a great number of devices for best up and move, you let them recover from
results. A little knowledge on how to their ailment a lot faster than they would
make your own bandages can save lives, on their own.
while knowledge of how to make
medical-grade slap patches can prevent GAME INFORMATION: This skill lets
major long-term damage. And surgeons you remove non-chemical stun effects
always have a need for medical from a stunned character. To use it,
supplies… With this skill, you will approach within five feet of the target,
eventually be able to do all that, and and spend ten seconds verbally
more. encouraging, intimidating, or otherwise
motivating them. You can do other tasks
GAME INFORMATION: This skill while this is going on, such as bandaging
may be purchased a total of 10 times. them, administering injections, or
Every level of Medical purchased gives shooting at foes. At the end of ten
you four Effort points for medical per seconds, say “Motivation, dispel stun!”
day, and access to recipes. Effort points and any non-chemical stun effects are
are turned in with crafting components, removed from your target. Note that
in order to create medical items. The being stunned yourself prevents you
crafting components most commonly from using this skill, and you can only
used to make electronic devices are use this skill on other characters.
Compounds and Herbs. For more details
on crafting, see the Crafts chapter. MUSCLE CONTROL – An adept's
body is a focus, a channel for the raw
MENTAL MAGIC – Mental magic stuff of magic. By shifting his internal
gives the mage power over both his flow, he can charge his muscles with
mind and others, and some skill with raw energy, giving them the strength to ward
arcane energy. Though it cannot deal off strikes and shots.
out raw damage to match elementalism,
or stop bullets or mend flesh the way GAME INFORMATION: The Muscle
materialistic spells do, the effects it can Control skill may be purchased multiple
generate range from subtle to times. HOWEVER, this skill is
impressive. limited… You may only purchase a
number of Muscle Controls equal to the
GAME INFORMATION: This is the amount of Blocks that you know.
characters that they either purchase this
Also, the cost of the Muscle Control skill skill, or the longarms skill, or both.
varies, depending upon the amount of
times that you have already purchased POINT BLANK SHOT – Sometimes
the skill. The Muscle Control skill costs there's no chance to switch to melee
6 times your next level of the muscle when a slavering ghoul's trying to claw
control skill. your head from your neck. For those
times, a bullet between the eyes can go a
Example: Tammy is creating an adept, long way toward solving your problems.
Iron Jen. She currently has 0 levels of
Muscle Control. To purchase a level of GAME INFORMATION: The Point
Muscle Control for Iron Jen costs six Blank Shot skill may be purchased
times one, or six points. She'll also need multiple times. You may use it once per
at least one level of the Block skill. To day for each purchase. To use this skill,
purchase another level of Muscle fire a round from either a pistol,
Control for Iron Jen would cost six longarm, bow, or heavy weapon at the
times two, or twelve points. She'd also floor, point at a target within 10 feet of
need two levels of the Block skill. And you, and call the damage of the bullet.
so on, and so forth. They must either call a defense or take
damage as if they had been hit by the
Each purchase of Muscle control gives effect you just called.
you +5 points of armor that adds to your
worn armor. (Or acts as five points of REPAIR – Things break down,
armor by itself.) This also stacks with especially in the Wasteland. Machinery
the dermal armor skill, if your character gets rusty, parts are hard to come by, and
is a troll. This armor is not reduced by electronics are a gamble. Fortunately,
breaches, and you may refit it like any you don’t let that stop you. You know
other armor. how to fix broken mechanical devices,
up to and including armor. And if you
This skill may only be purchased by can’t fix it, you can usually get some
adepts. raw materials out of it…

PISTOLS – In the Wasteland, pistols GAME INFORMATION: The repair


are as common as wallets… More so, in skill lets you fix broken objects. For
the average rural settlement. You know most uses, it requires a variable amount
how to protect yourself with small-arms, of the tagged item called “Salvage”. If
and how to take care of most smaller you come across any tags with the
guns. description “Broken”, then you can take
them to the NPC Headquarters, and
GAME INFORMATION: This skill is exchange salvage tags to repair them.
required to use light pistols, average
pistols, heavy pistols, or machine pistols. Repairing armor does not require the
Without it, you cannot fire these guns. It participation of the NPC Headquarters.
is highly recommended for beginning Simply spend five minutes working on a
suit of armor, (Which must be removed you tie it to one of the craft skills listed
from its owner at the time,) and spend 1 above, which must be at level 7 or
salvage for every 10 points you wish to higher. The Researcher skill may be
restore to the armor. This repairs purchased multiple times. HOWEVER,
breaches, and can restore a suit of armor this skill is limited… You may only
to its full original functionality. purchase a number of Researcher levels
in any given craft equal to the levels of
This skill also lets you turn items into that craft that you know.
salvage. This use of the skill is only
usable at the end or beginning of a You may purchase Researcher for
wasteland game, when you are checking multiple craft skills, provided that each
in or checking out your equipment and skill you purchase it for is at level 7 or
character sheet. Hand the tag to the higher.
marshal, and inform them that you are
salvaging it. The marshal will determine This skill is never actually used in-game,
the amount of salvage available from only between games. At the beginning
breaking down this item, and give it to or end of a game, you may go to NPC
you. Headquarters, and hand in an item tag
that you wish to backwards-engineer, or
Note that you cannot purchase both the donate components to your current
Gnomish Repair, and the Repair skill. project. You may only have one project
They are essentially the same skill, so active at a time. The more researcher
purchasing both would be useless. levels that you have, the quicker each
project is concluded.
RESEARCHER – You are a scientist, a
theorist. You know a craft so well, that Backwards engineering an item destroys
you can innovate new uses for old it, and has no cost beyond the initial item
formulae, and research awe-inspiring tag. Once it is finished, you gain a copy
secrets. Though your work can be costly of the recipe for the item, if it falls
at times, your inventions can make your within your crafting ability. Backwards
life much easier… And possibly earn engineering a complex item may take
you a profit, with the right customers. time… The more Researcher levels you
possess, the less time it takes. If an item
GAME INFORMATION: This skill is is outside of your crafting ability, then
restricted. You may not purchase it, you will be notified of this when you try
unless you have 7 levels in one of the to turn the item tag in to the NPC
following skills; Headquarters.
Chemistry
Electronics Alternately, you may design a new type
Enchanting of item.
Engineering
Medical Designing an item must be done between
games. Email a write-up of the item to
When you purchase the Researcher skill, the GM or game staff, and be as
descriptive as you can. The GM or in hand, then leaves his character sheet
game staff will coordinate with you, to and whatever parts of his costume and
fit the item into current game mechanics makeup behind that he wishes. The
and balance. Once they do, then you character sheet represents his
will start work on that project. Every unconscious. Anyone nearby can
game you attend from that point on your perform a coup de grace to kill the
Researcher skill will be devoted to character sheet, which also kills the
producing that item, until you are character. The player is considered out
finished. Once you are finished, you of game until he is ready to play the part
will gain a tag of that item, and the of the drone.
recipe for that item will be pasted into
your recipe book. Your level in the The player then fulfills whatever
researcher skill will determine how makeup, costuming, prop, and role-
quickly you finish the project. You may playing requirements specified by the
speed the process along by giving the drone card. Once complete, he stands
NPC Headquarters components at the next to his sheet and says “One I
beginning or end of each game… Every activate, two I activate, three I activate.”
time you turn in a component, you will While he is activating, he is vulnerable
be informed whether it matches a to any attacks levied against him. When
component needed for the recipe, or the activation is complete, he gains the
does not match. Matching components character sheet of a drone type equal to
speed up the process, non-matching that of his drone card. He is treated as a
components do nothing. Regardless, the drone, and among other things, cannot
components are destroyed in the process. be healed. If the drone dies, then the
drone card is destroyed and the fixer
RIGGER – The progression of returns to his body, suffering an amount
technology has seen the development of of dump shock as physical damage as
advanced robotics, and wireless per the drone card’s instructions.
technology that can sometimes maintain
a steady signal even in the messed-up When the player wishes to return to his
airwaves of the Wasteland. This skill character, he says “One I deactivate, two
lets you use the specialized cyberware I deactivate, three I deactivate.”, and
and hardware required to “Jump into” a places the drone card at his current
drone, and pilot it around as if it were location. Once that is complete, he is
your own body. Of course, you’ll need a out of game until he can remove the
working drone in order to use this, not to drone-specific costuming and return to
mention the cyberware control rig… his character sheet. If the sheet has been
moved to a location outside of his
GAME INFORMATION: A fixer must knowledge or killed in the meantime, he
have both an installed Cybernetic must go to NPC headquarters in order to
Control Rig and a working drone in find out where and if he is waking up in
order to use the Rigger skill. To activate his body.
this skill, he spends five minutes setting Due to the fact that this skill requires
up in his chosen location with the drone both cyberware and a drone card to use,
this is not a good skill for a beginning -Restore a single crippled limb/3
character. If you purchase this at Medical supplies
creation, be aware that the possibility -Restore all of a target’s crippled limbs/
exists you may not use it during the 5 Medical supplies
game. -Decontaminate a target’s radiation by
one stage /10 Medical supplies
This skill may only be purchased by -Implant cyberware /Variable – See the
fixers. cyberware’s card.
-Other procedures /Refer to NPC
SURGERY – Some people know how Headquarters
to patch up others, but it’s the rare
person that knows how to put another SURE GRIP – You’ve built up your
under the knife without killing them. upper body strength, and practiced with
Surgery in the Wasteland is a brutal, rifles and shotguns so much that the
painful affair, that makes even hardened recoil doesn’t phase you much anymore.
men flinch. Still, it’s often the only way
to fix certain conditions. GAME INFORMATION:
You may fire a longarm or heavy
GAME INFORMATION: The surgery weapon one-handed… You do not have
skill requires a prop in order to use. The to have both hands on the weapon before
prop must consist of a surgical kit, that you can pull the trigger.
contains at least three things which could
conceivably be medical-related TAKEDOWN – The truly skilled only
instruments. Do not actually contact need strike their foe once. One good
your target with these instruments, that’s shot to a vital area can end any fight…
dangerous. These instruments must be This is a skill that many hand-to-hand
out of the kit while the surgery is being fighters strive years to master. While
conducted. it’s not always guaranteed to drop the
target, it should at the very least make
Most surgery takes five minutes to them sit up and take notice.
conduct per procedure. The target
undergoing the surgical procedure can GAME INFORMATION: The
feel free to act out the pain of being Takedown skill may be purchased
operated upon while this is happening. multiple times. You may use it once per
day for each purchase. HOWEVER, this
Most surgery requires variable amounts skill is limited… You may only
of the tagged item called “Medical purchase a number of Takedowns equal
Supplies” to use. See the chart below to or lower than the levels of Beatdown
determine the cost in medical supplies. skill that you know.

PROCEDURES/COST To use Takedown, strike an opponent in


-Heal a target’s wounds /1 Medical a legal target area with a weapon phys-
supply per 10 points of body restored rep, and say “Takedown!” Unless they
-Cure poison /2 Medical supplies can completely block the strike, or use a
defense such as “Block” or “Dodge” Wasteland now and again. It takes a
against it, Takedown drops the target to skilled operative to use the stuff to its
0 body immediately, and they begin best potential, though…
dying.
GAME INFORMATION: This skill
THE STARE – The best martial artists requires the tagged item “Thermoptic
don’t even need to swing a punch to win Camo” to use. It also requires a tagged
a fight. By projecting an aura of bad- item of one Battery. The battery is
assitude, they can send weaker-willed consumed when the suit is activated. To
foes running. represent a thermoptic chameleon suit,
the player puts on a tabard over his
GAME INFORMATION: The Stare armor. The tabard must be made of
skill may be purchased multiple times. mostly-transparent cloth. The player
You may use it once per day for each also must have a hood or mask made of
purchase. To use The Stare, say “Fear!” the same cloth. To activate thermoptic
and throw a packet at a target. If the camo, the player announces “Activating
packet connects, then they are overcome Thermoptic Camo”, and places the hood
with fear and must do nothing for one or mask over his face. For the next
minute but retreat from you. If they are minute, the character is invulnerable to
physically incapable of retreating, they all attacks, and must respond with “No
must do whatever they can to keep away Effect” to any attacks that strike him.
from you. They may NOT attack you. After a minute, the battery burns out and
The magically-induced fear wears off the thermoptic camo deactivates. The
after one minute. player must remove his cloth mask at
this time.
If you leave your line of sight, they may
stop running, but they may not do Each suit of thermoptic camo has a
anything else besides cower and act recharge time, that represents how long a
afraid. If you come into their line of player must wait before he can use it
sight again while the fear is active, they again. Individual suits of thermoptic
must run again. camo may have other effects… Refer to
the NPC Headquarters if you have a
This skill may only be purchased by question about a particular suit.
adepts.
Due to the fact that this skill requires a
THERMOPTIC CAMO – Mankind is rare item to use, it is not recommended
capable of building some truly amazing for beginning characters.
electronic devices. Chief among them is
the development known as thermoptic This skill may only be purchased by
camo. A modern-day cloak of agents.
invisibility, it masks the wearer from
regular vision, motion detection, and TOUGH AS NAILS – You're hard to
thermal imagers. Even though it is rare, kill. When you use the Walk it Off skill,
some of the stuff finds its way into the you gain more health back than usual.
pressure plate, or other nasty device.
GAME INFORMATION: You can even make traps, if you have
For every level bought of tough as nails, the crafting skill and the salvage and
you gain +1 healing to your want to give your enemies a reason to
base 5 when you use the Walk it Off slow down…
skill. For example, a soldier with 10
levels of Tough as Nails would be GAME INFORMATION: This skill lets
healed 15 health when using Walk it a player attempt to disarm or dismantle
Off. This skill cannot be used to heal any trap that he comes across. It also
you beyond your body point allows a character with the appropriate
maximum. level of craft skill access to trapmaking
recipes. This is a limited skill… A
TRACKING – You know the character also requires the Demolitions
wilderness, and you know when skill, if he wishes to attempt to salvage
someone’s moved through your bombs, or jury-rigged grenades. If a
particular patch of it. You can also walk character has the traps skill but no
softly upon the land, when you put your demolitions skill, then they can only
mind to it. attempt to disarm explosives…
Salvaging them is out of the question.
GAME INFORMATION: This skill can
be purchased multiple times. Every time Each trap is different, so a
you purchase it, your tracking efficiency comprehensive list cannot be presented
increases. here. The major common factor, is that
all traps must make a noise when
To use tracking, go to the NPC triggered. If they do not make a noise,
Headquarters and tell the identity of the then the effect of the trap does not
NPC that you wish to track. If your activate.
tracking skill is sufficient to overcome
the target number (Which is affected by All traps are 5’ radius unless otherwise
that NPC’s tracking skill, and the terrain, noted. Traps are single-use devices.
among other things.) then you can locate
their destination. You can also declare To create a trap, the character must make
that you are counter-tracking, to cover an appropriate phys rep for the trap, and
your own tracks against enemy trackers. bring it to the game staff headquarters at
To do this, inform an NPC marshal of the beginning of the game for inspection.
your actions and your level of tracking To use the trap in-game, you must
skill. combine at least two item tags, a trigger
and a payload. There are additional item
TRAPS – Nothing quite disturbs the tags that you can add, to add extra
average traveler, like seeing a tripwire effects to any given trap.
suddenly pop up in their path. What
does it do? Probably nothing good. But Alternatively, a character may trade a
with the Traps skill, you can attempt to grenade, explosive device, or similar
disarm a trap, whether it’s a tripwire, tagged item to create a trap. Instead of
the salvage determining the damage, the Unless someone saw you enter the tree,
damage or effect (And radius) is equal to they may not target you, or even
the tagged item. This requires the use of recognize that you are there.
a trigger phys rep and item card, and the
card and phys rep of the explosive You are free to look around you and
device. listen while in the Treebond, but you
may not speak or visibly react to people.
If you wish to do a lot of work with If you wish to leave the Treebond, then
creating traps, co-ordinate with your put your arms out in front of you, with
local Game Master and NPC hands reaching out as if to grasp
Headquarters to find out what is something, and count to 5. At the end of
acceptable, and what is not. the 5-count, you are free to act normally
once again. While you are coming out
TREEBOND – There’s an old saying in of the tree, you are vulnerable until the
the hills, that a particular challenge is 5-count is finished. Any damage or
“Harder than trying to catch a Leshy in a effect done to you during this time
forest.” This skill is probably the origin causes you to fall out of the tree, and
of that saying. This skill lets a Leshy may not be dodged, or bullet dodged.
commune with a tree, and walk right into
it. They can then stay in the tree, You may only take personal possessions
cognizant of everything that happens with you when Treebonding… Any
around them, while they are in there. At carried creatures, or anything larger than
a time of their choosing, they can leave a third of your size, is dropped in front
the tree once more. of the tree when you enter the treebond.

GAME INFORMATION: This skill Minimum size for a tree is variable,


can be purchased multiple times. You based upon your hand size. If you can
may use it once per day for each get one of your hands entirely around the
purpose. To use this skill, place your tree’s trunk, then you cannot treebond
empty hands against a tree of minimum with that tree. If your finger tips are at
size or greater. Count to five silently… least a centimeter apart, you can use
Upon the end of the count, announce treebond with it.
“Treebond.”, and put your back to the
tree, crossing your arms in front of your This skill may only be purchased by
chest. Put on an out-of-game headband leshy.
if you have one. Your character is
effectively inside the tree, and cannot be VITAL SHOT – You know where to
affected by anything short of dynamite, put a bullet so that it HURTS.
or someone spending ten minutes with
an axe to chop down the tree. (If that GAME INFORMATION: This skill
happens, then you are ejected from the may be purchased multiple times. You
tree immediately when it falls. You are may use it once per day for each
unharmed from this experience.) purchase. When you wish to use this
skill, call DOUBLE the amount of
damage inflicted by the projectile fired done this, you are instantly healed 5
from your bow, firearm, or heavy body, cured of any knockout or stun
weapon, followed by the type of damage effects, and are free to stand up and act
inflicted by your weapon, then normally. Note that this healing effect
immediately fire the weapon. Note that will not raise your maximum body… If
you must be within hearing range to use your maximum body is above 5, then the
vital shot. Projectiles which do not additional healing is wasted. You may
cause outright damage cannot benefit choose whether or not to activate this
from Vital Shot. when you fall down… If 1 minute has
already passed since you hit the ground,
Example: Imas Nipa has a sidearm you cannot activate this skill. It must be
loaded with regular bullets. When he used within the first minute of your
wishes to put a really big hole in a dying state, or not at all.
bandit, he pulls it, uses a Vital Shot
level, and calls “20 Ballistic!” before Note that the “Tough as Nails” skill
plugging the poor bastard. increases the base amount of healing that
you gain from using Walk It Off.
For serious business, he has a shotgun
loaded with dragonsbreath rounds. WARDING – Magic is strange and
However, since these have an effect call unpredictable, and no one knows this
of “Elemental Ignite!”, and don't like a magician. Sometimes there are
involve a number, he cannot use Vital creatures and threats out there that are
Shot to make them more effective. just too powerful to face head on… Or
sometimes a magician will find himself
WALK IT OFF – Put simply, a under assault from other magicians. In
character with the Walk It Off skill can this case, a prepared Ward can be a life
survive being shot, or stabbed, or saver. Wards keep magic out, in most
wounded in just about any way. It cases. Sometimes, in the case of
simply wasn’t as bad as it looked, or he containing evil, they keep things IN.
was too inhumanly tough to let it slow
him down. GAME INFORMATION: To establish
a ward on a structure, the character must
GAME INFORMATION: This skill expend a tagged item called “Ritual
may be purchased multiple times. You Supplies”, and place his empty hands on
may use it once per day for each the structure to be warded. If he remains
purchase. This is one of the rare skills uninterrupted for five minutes, the
that can be activated while you’re dying. structure is warded. This must be
To use this skill, activate it at any time signified by Duct-tape “W”s on the
during the first minute of your dying doors, or other visible locations. Spell
count, and utter something like “Just a packets may not be thrown into or out of
flesh wound”, or “Ain’t got time to a warded building. Spirits may not enter
bleed”, or “That’ll leave a mark”, or any or exit a warded building. Other magical
other macho statement of endurance that creatures may require permission to
you feel is adequate. After you have enter a ward… Active spells and
magical effects may not be brought from the magician who created it.
through an entrance to a warded
building… Anything like Mystic Armor There may be other kinds of wards
or Ice Prison must be dropped before the available… In all cases, the warding
target can enter or exit the building. skill will let you put them up, as long as
you fulfill all material requirements of
Anyone who has the Adept or Magician the variant ward. Keep an eye out in-
class may recognize a ward on sight. game.

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.

NAME: Flame Bolt NAME: Grease


CATEGORY: Elemental CATEGORY: Material
LEVEL: 1 LEVEL: 2
DRAIN: 1 per 10 damage DRAIN: 2
RANGE: Target RANGE: Target
DURATION: None DURATION: 10 seconds
INCANTATION: “Spell Casting INCANTATION: “Spell Casting
(Damage) Elemental Fire!” Grease!”
EFFECT: Calling forth a fiery bolt of EFFECT: The magician causes the
energy, the magician sears his target. He target’s hands to be coated with slippery
determines the damage by spending oil. He immediately drops any melee
weapons that he is carrying, and may not DRAIN: 10
use or even hold any melee weapons or RANGE: Target
other props for 10 seconds. Any DURATION: 10 minutes or until
firearms that he is carrying are dropped
considered jammed for 10 seconds, and INCANTATION: “Spell Casting
may not be used to block melee attacks. Elemental Imprison!”
EFFECT: The magician surrounds his
NAME: Heal target with thick-yet-porous ice, holding
CATEGORY: Material them in place and rendering them
LEVEL: 1 immune to any conceivable attack. The
DRAIN: 2 per point healed. ice allows the target to breathe, and
RANGE: Touch filters out any harmful gasses. Anyone
DURATION: 1 minute to cast struck by this spell must stand still in the
INCANTATION: “Spell Casting Heal.” position they were in when the Ice
EFFECT: The magician spends a little Prison spell hit them, and may not use
energy to mend torn flesh and repair any in-game skills, move, or talk.
damaged organs. To use this spell, the (Blinking and closing your eyes is okay.)
magician must touch the target with a All attacks, spells, or other interaction
spell packet or foam stick, and count for with the target are totally ineffective.
60 seconds. After the 60 seconds are up, The target replies “No Effect” to every
they must decide how much they wish to such attack or effect that hits them. Note
heal the target. For every 2 points of that it is possible for the caster to entomb
drain spent, the target is healed for 1 himself in an Ice Prison, rendering
point of body. himself unable to move or cast, but
effectively invulnerable. This is the
NAME: Ice Bolt Imprison effect, as noted in the combat
CATEGORY: Elemental chapter.
LEVEL: 1
DRAIN: 1 per 10 damage The spell ends after 10 minutes, or when
RANGE: Target the caster states “Prison down!” within
DURATION: None the target’s earshot. The caster may
INCANTATION: “Spell Casting state “Prison down!” even if entombed
(Damage) Elemental Ice!” in his own Ice Prison.
EFFECT: Calling forth an icy bolt of
frost, the magician freezes the blood of NAME: Ignite
his target. He determines the damage by CATEGORY: Elemental
spending drain at the time of casting… LEVEL: 2
For every point of drain, the Ice Bolt DRAIN: 3
deals 10 points of damage. RANGE: Target
DURATION: Until put out, or target
reaches 0 body
NAME: Ice Prison INCANTATION: “Spell Casting
CATEGORY: Elemental Elemental Ignite!”
LEVEL: 5
EFFECT: The magician calls up a LEVEL: 1
raging inferno around the target, causing DRAIN: 1 per 10 damage
them to burst into flames. The target is RANGE: Target
Ignited, and takes 1 point of elemental DURATION: none
fire damage per second. (Applied to INCANTATION: “Spell Casting
armor first.) The ignited target may do (Damage) Elemental Lightning!”
nothing else but roll around, attempting EFFECT: Calling forth a blast of
to put the fire out. This takes 10 seconds electricity, the magician blasts his target.
of rolling, and dispels the ignite effect. He determines the damage by spending
If the target reaches 0 body before the drain at the time of casting… For every
ignite effect is put out, then the target is point of drain, the Lightning Bolt deals
dying, and the ignite effect is dispelled. 10 points of damage.

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.

If a magician has both an elemental NAME: Mystic Armor


shield and a magic shield in place, and CATEGORY: Material
an elemental spell strikes the magician, LEVEL: 3
then the elemental shield is triggered DRAIN: 2 per 5 armor
first. RANGE: Self
DURATION: 5 minutes or until gone
NAME: Manabolt INCANTATION: “Spell Casting Mystic
CATEGORY: Mental Armor (Amount).”
LEVEL: 1 EFFECT: The magician hardens his
DRAIN: 1 per 5 damage skin, to the point where it can shrug off
RANGE: Target bullets and other attacks. He gains
DURATION: None temporary armor from this spell, by
INCANTATION “Spell Casting spending drain at the time of casting.
(Damage) Magic!” For every two points of drain, he gains 5
EFFECT: The magician pulls arcane points of armor. This armor stacks with
energy out of the astral, and materializes any armor that he may be wearing, and
it within his target’s body, cooking them is the first damaged by attacks. Multiple
from the inside. He determines the castings of Mystic Armor do not add to
damage by spending drain at the time of each other, only the highest casting
casting… For every point of drain, the counts. Mystic armor may not be
Mana Bolt deals 5 points of damage. refitted or repaired in any way… Mystic
Note that this is magic damage and armor reduced to 0 is gone.
bypasses armor.
NAME: Petrify INCANTATION: “Spell Casting, shatter
CATEGORY: Elemental your (Item)”
LEVEL: 4 EFFECT: The magician makes the
DRAIN: 8 chosen carried or small inanimate item
RANGE: Target turn brittle and break. He chooses the
DURATION: 5 minutes item affected at the time of casting. The
INCANTATION: “Spell Casting typical target for this spell is a gun or a
Elemental Petrify!” melee weapon, which is instantly
EFFECT: The magician invokes the destroyed beyond repair. The magician
earth to harden a target’s flesh into may also target armor with this spell, but
something like stone, freezing them in armor so affected is merely reduced to 0
place. The target may not move or and breached, it can be refitted and/or
speak, or use any in-game skills, and repaired as per normal. It does not affect
must freeze in the position that they doors or other non-portable items. It
were in when the Petrify spell hit them. also doesn’t effect EXO armor,
They take no damage, cannot be healed, Thermoptic camo, or drones larger than
and cannot be affected by conditions your head, so keep that in mind before
while petrified. casting.

NAME: Repel NAME: Stunbolt


CATEGORY: Mental CATEGORY: Mental
LEVEL: 2 LEVEL: 2
DRAIN: 2 DRAIN: 2
RANGE: Target RANGE: Target
DURATION: 5 minutes DURATION: 1 minute
INCANTATION: “Spell Casting INCANTATION: “Spell Casting Stun!”
Repel!” EFFECT: The magician temporarily
EFFECT: The magician creates an sends a surge of energy through the
intense fear of himself in the mind of the target’s neurons, making them dizzy and
target. The target must immediately unbalanced. The target is stunned for 1
move to at least 10 feet away from the minute.
magician if capable, and may not
approach him. He may not attack NAME: Weakness
anyone until at least 10 feet away from CATEGORY: Mental
the spellcaster, or do anything else LEVEL: 1
except move away and defend himself. DRAIN: 1 per 1 point reduced
RANGE: Target
NAME: Shatter DURATION: 1 minute
CATEGORY: Material INCANTATION: “Spell Casting
LEVEL: 3 Weakness (Number)!”
DRAIN: 4 EFFECT: The magician causes the
RANGE: Target target’s muscles to relax, making them
DURATION: Permanent much less effective temporarily. The
target’s melee damage score is reduced
by a number of points equal to the drain INCANTATION: “Spell Casting Web!”
chosen at casting, for one minute. The EFFECT: The caster turns the air
target’s melee damage cannot be around the target into rubbery, sticky
reduced below 0 by the weakness spell. tendrils that glue themselves to every
inanimate thing nearby. The target is
held helpless for five minutes, and may
NAME: Web not move or use in-game skills. The
CATEGORY: Material target may still speak, blink, and
LEVEL: 4 otherwise communicate. All damage or
DRAIN: 8 spells inflicted upon the target while in
RANGE: Target this state act as normal, the web offers
DURATION: 5 minutes no protection for them.
CRAFTS AND will receive. NPC Headquarters will
maintain a record of your known recipes.
CRAFTING Each level also has a number of hidden
recipes that you must find in-game to
Crafts are items that are created gain. Level 1 and 2 recipes are uncoded.
by characters in the Wasteland game. At level 3 and above, all recipes are
Crafting is the process of creating those coded. At levels 3, 5, and 7, you will
items. This is a potentially rewarding receive a code wheel. This code wheel
and complicated area of the Wastelands represents the advanced knowledge and
game, and it is totally optional for your skill at deciphering complex equations
character. You do not have to take a and shorthand. It is not a tagged item in
single crafting skill, nor do you have to the game, it is solely an out-of-game
be involved with crafting if you don't item. You can use this code wheel to
wish to involve yourself. decode recipes that you find in-game...
But if you DO get involved with After you have decoded a recipe, you
crafting, you'll find that almost every may write down a copy of it and turn it
tagged item in the game can be produced in to NPC Headquarters at the end of the
as long as you have adequate skill, game, or the beginning of the next game.
enough materials, and the proper recipe. If you have sufficient crafting skill to
To craft something, you must match the recipe's level, then the recipe
have the appropriate level of crafting will be added to your collection of
skill. The five crafting skills are as known recipes. The original recipe
follows; remains in play like any other tagged
Chemistry - Light armor, item, and may be passed from person to
batteries, bombs and bullets. person for anyone to learn.
Electronics - Flashlights, crude Once you have turned in a copy
batteries, computer parts and of the recipe, you will be e-mailed the
tasers. summary of the recipe, and the paper
Enchanting - Scribing spells, copy of the recipe will be pasted into
enchanting talismans, and your character's scrapbook. Once it is in
creating esoteric artifacts. the scrapbook, you will gain the ability
Engineering - Firearms, heavy to craft items using that recipe.
weapons, solid armor, and tools
for other crafts. EFFORT - HOW MUCH YOU CAN
Medical - Bandages, injections, DO IN THE TIME YOU HAVE
and biomonitors.
Each level of crafting skill gives
RECIPES - BLUEPRINTS AND you 4 Effort points for making items
INSTRUCTIONS involving that skill. These points refresh
every game day. Each recipe has an
When you purchase a level of a effort point cost... This is where you gain
crafting skill, you will receive a small the points to pay that cost. For example,
number of known recipes. Generally, a person with four levels of engineering
the lower the level, the more recipes you
has 16 effort points per day to devote other things, though, so don't be too
toward engineering. quick to trade it if you can use it. Expect
Effort points are spent on game to go through a lot of salvage if you buy
days. They may be spent at the many levels in crafting.
beginning of a game-day to make regular The sole exception to this is the
items, or, during a game day to make Enchanting skill. This craft uses unique
jury-rigged items. Once you are ready materials, called Focus and Force
to craft, you must locate the craft components. You can usually only find
marshal, hand over the tagged items these during play, so keep your eyes
necessary to make the items you desire, open.
and spend your effort points. Effort
points unused after the beginning of the THE REWARDS OF HARD WORK
game day may be saved to make jury-
rigged items later. If you're at a loss at Crafting is a lot of work, but it
what to build, check around with other can save you a lot of money, both in the
players and see what they need. You'll long-run and the short-term. It's an easy
find that some recipes use materials that way to get a steady supply of common
require 2 or more crafts to create... So it items, and a great way to make rare and
pays off to coordinate with your friends, uncommon items that you might not
or build a surplus of common items to otherwise be able to afford. Also, you
sell. can sell your crafted items to players and
All of this, of course, requires NPC's alike, or turn them in for money,
materials. if you have the Connections skill.
Crafting works best over the
MATERIALS - THE BUILDING long-term, if you plan to attend several
BLOCKS OF CRAFTING games and spend karma here and there
to increase it. You will have several
Materials are what items are games to gather the materials you need,
made from. They are tagged items, just and opportunities to spend effort and
like anything else in the game. You can make the materials you need for your
find some of the materials that you need high-end recipes.
during the course of a game, but many of If you're only concerned about
the materials required by advanced having fun in the short-term, don't be too
recipes will need to be crafted. concerned about crafting. But if you
Many simple materials can be enjoy using items that you made
created from the tagged item called yourself, this is invaluable.
Salvage. Salvage represents unsorted
junk... The repair skill is useful for TAGS AND PHYS REPS
making salvage, and you'll usually find
plenty of salvage around during the Please note that the NPC
course of a game. If you don't have Headquarters might not have physical
crafting skill, you can sell it to crafters. representations for every item that you
They'll probably want lots of it. Salvage create, especially for esoteric, higher-end
is also useful for repairing armor and recipes. If you're concerned about the
utility of a created item, then check with karma, then speak to the Game Master
the Game Master before the game. He and NPC headquarters, to find out if you
should be able to tell you the availability have learned any new recipes.
of phys reps for any item you wish to
create. You may be asked to supply CHEMISTRY
your own item, in the case of things that
are expensive in real-world Dollar Name: Armored Clothing
amounts. Effort Required: 2
Materials Required: 2 Liquid
JURY-RIGGING Components
Regular items (Those crafted at “Soak the cloth in the liquid kevlar
the beginning of a game day) start play solution, and sew in reinforcement
with 4 game uses. Jury-rigged items do points before it dries.”
not have any game uses! They are
permanently gone at the end of the day. Name: Batteries (2)
This is the price of doing fast work. Effort Required: 1
Materials Required: 1 Liquid
In addition, to craft a jury-rigged Component OR 1 Solid Component
item, you must have access to a crafting “If you’re skilled, almost any material
station of the appropriate type. These that reacts can be used as a battery.”
can be found in various locations in-
game. Once there, you must supply Name: Buckshot Shells (10)
appropriate components for what you are Effort Required: 1
crafting, and spend two minutes per Materials Required: 1 Solid Component
level of the recipe that you're crafting in “Finding the right powder-to-pellet ratio
uninterrupted work. An interruption at takes some research.”
this point means that you must start
over... No materials are lost. Name: Bullets (20)
Effort Required: 1
Note that only tagged items may Materials Required: 1 Solid Component
be Jury-rigged. This means that you “Not quite reliable enough for automatic
CANNOT jury-rig regular bullets. You weapons, but good enough for basics.”
can make special rounds, but you
CANNOT make regular bullets on the Name: Liquid Component
fly. Effort Required: 1
Materials Required: 2 units of Salvage
THE BASIC RECIPES “There are times when all you need is a
few drops of a trace element.”
The recipes below are the ones
that you gain, when you learn the first Name: Molotov Cocktail (2 grenades)
level of a crafting skill. If you come into Effort Required: 2
game with 2 or more levels in a crafting Materials Required: 1 Liquid
skill, or the traps skill, or purchase Component, 1 bottle of Liquor
another level of a crafting skill using
“A few drops of reactant turn the alcohol “Relatively conductive metal, encased in
into a sticky goo, and make it burn rubber.”
longer.”
ENCHANTING
Name: Solid Component
Effort Required: 1 Name: Focus Component
Materials Required: 2 units of Salvage Effort Required: 1
“Crystals, reactive metals, powders and Materials Required: 2 Salvage
rocks. Stuff with some mass behind it.” "For some mages, this takes the form of
scribbled notes and symbols that are
ELECTRONICS burned when used."

Name: Basic Flashlight Name: Force Component


Effort Required: 1 Effort Required: 1
Materials Required: 1 Circuitry Materials Required: 2 Salvage
Component, 1 unit of Salvage "Typically a crystal or a properly
“Useful, and the first thing most people prepared animal's claw or tooth or just
forget when exploring caves.” about anything that represents force."

Name: Batteries (4) Name: Level 1 Grimoire


Effort Required: 2 Effort Required: 2
Materials Required: 1 Wiring Materials Required: 2 Focus
Component, 1 Liquid Component Components
“A handful of basic chemical batteries. “Every apprentice has to start
Edison would be proud.” somewhere. Think of them as Magic for
Dummies books.”
Name: Circuitry Component
Effort Required: 1 Name: Level 1 Talisman
Materials Required: 2 units of Salvage Effort Required: 1
“A few AND gates here, a few NOR Materials Required: 2 Force
gates there, and there you go!” Components
“Holds a minor spell, usable by anyone
Name: Taser once they know how.”
Effort Required: 2
Materials Required: 1 Wiring Name: Meditation Focus
Component, 1 Pistol Frame Effort Required: 2
“ZAP! Short range, but pretty effective. Materials Required: 1 Focus component
Eats batteries, so don’t get trigger OR 1 Force component
happy.” "This is most commonly a small statue
or totem, though some people prefer to
Name: Wiring Component make puzzles or crystal spheres.”
Effort Required: 1
Materials Required: 2 units of Salvage Name: Ritual Supplies
Effort Required: 2
Materials Required: 1 Focus
Component, 1 Force Component Name: Tier 1 Pistol
“A magician can call up avatar spirits, Effort Required: 2
construct wards, and do other things Materials Required: 1 Gearing
with these.” Component, 1 Structural Component, 1
Pistol Frame
ENGINEERING “There are better recipes for firearms out
there, but few simpler.”
Name: Gearing Component
Effort Required: 1 MEDICAL
Materials Required: 2 units of Salvage
“Gears, levers, fine tumblers... Basically, Name: Bandages (20)
little moving parts.” Effort Required: 1
Materials Required: 1 Compound
Name: Longarm Frame Component OR 1 Herbal Component
Effort Required: 2 “Take a few strips of cloth, treat with a
Materials Required: 1 Gearing sterilizing solution, and use as needed.”
Component, 2 Structural Components
“Getting a good barrel, and putting in Name: Compound Component
basic rifling is the key to a good Effort Required: 1
longarm.” Materials Required: 2 units of Salvage
“Chemicals, nanites, or cultured bacteria
Name: Pistol Frame kept in a neutral liquid solution.”
Effort Required: 1
Materials Required: 1 Gearing Name: Herbal Component
Component, 1 Structural Component Effort Required: 1
“The basic makes haven’t really changed Materials Required: 2 units of Salvage
much since the 20th century.” “Molds, small plants, and other
beneficial natural reagents.”
Name: Structural Component
Effort Required: 1 Name: Homemade Liquor (2 Bottles)
Materials Required: 2 units of Salvage Effort Required: 2
“Your basic sturdy bit of metal or wood Materials Required: 2 Herbal
or whatever. Holds the important bits Components
together.” “For medical purposes.”

Name: Tier 1 Longarm Name: Injection - Medical A (2)


Effort Required: 2 Effort Required: 2
Materials Required: 1 Gearing Materials Required: 1 Compound
Component, 2 Structural Components, 1 Component
Longarm Frame “The DMSO chemical carrier is the key.
“It takes a fair amount of resources to Washes the treatment through the
make even a simple gun. Usually, it’s a injured area.”
good investment.”
Name: Injection – Stim (4)
Effort Required: 1
Materials Required: 1 Herbal
Component
“These things are mildly addictive, about
the same as coffee.”

Name: Medical Supplies (10)


Effort Required: 1
Materials Required: 1 Compound
Component, 1 Herbal Component
“Ready-to-use drugs and chemicals that
are useful in surgery.”
Items
2. PROPS
ITEMS IN GAME Props are items either brought in
by the players, or set out by GM
During the course of a headquarters. They are either meant to
Wastelands game, you will interact with enhance the ambiance of the game, or
many items. Heck, you'll even bring a have a limited use for certain scenarios.
few along yourself. And odds are good Props may be "Destroyed" by anyone
your character will start with a few. who wishes to pick them, up, and say
Items fall into five categories, for the "One I destroy this item, Two I destroy
purposes of the game. The five this item, Three I destroy this item." If
categories are as follows; Out-of-Game they can finish that three-count, then the
Items, Props, Money, Regular Bullets, item is considered destroyed, and may
Tagged Items, and Tracked Items. not be used in game. (Note that there
may be props that are immune to
1. OUT-OF-GAME ITEMS destruction, or take more effort to
Out of game items are things that destroy.) If it is a weapon phys rep or
you need as an individual, but have little other player contributed prop, then the
relevance to the game on hand. Out-of- player who brought it may return the
Game items cannot be stolen, damaged, prop to play after an hour has passed. It
or used by people playing the game... is considered another of the same kind of
They are acknowledged, but ignored. item that was destroyed.
Examples of out-of-game items are The most common props are
bedding, suitcases of clothing, medicine, weapon physical representations, also
cell phones, cars, and other such useful known as phys reps. Other props
possessions. Out-of-game items should include doctor's bags, backpacks, food
be kept out of the way of play areas and and drink, mirrors, and other useful
players. They may be moved if the items that have little game impact.
course of regular play intrudes into such Except for weapon phys-reps, props
areas, but should not be touched or should not be used to strike other people.
examined longer than necessary for play If a prop actually breaks or sustains
to continue. If an out-of-game item gets damage on course, then you will not be
damaged because of play moving reimbursed for it. So take care to avoid
through the area it is in, you will not be damaging props, and realize that
reimbursed for it. So take care to anything you bring in-game runs the risk
properly stow all Out-of-game items of damage. Also take care to avoid
safely away. damaging the props of other players…
That’s no fun for them.
Your clothes are out-of-game items that
you wear. They may not be destroyed 3. MONEY
through in-game actions and please, for The in-game currency of
the love of Pete, keep ‘em on. Wastelands is the Allin Dollar. It is
made up of a hundred Common Cents, Tagged items are the most
but it is rarely broken into these common types of items within the
denominations outside of the Enclaves. Wastelands LARP. Tagged items are
Money is physically represented, and usually major things, and worth some
may be stolen, given away, or taken. At Allins to the right buyer. Things like
the end of the game, you will turn all of guns, suits of armor, and medical
your Allins in to game staff at checkout, supplies are tagged items. Tagged items
and your amount of money will be usually have two parts; the physical
tracked. This is called your character’s representation, and the Item Tag. If you
bank account. At the beginning of your wish to use or carry the item, then you
next game, you can pull any or all need to carry both of these things. If the
money from your bank account, and be physical representation is stolen, then
given Allins in an equal amount. You you should turn the tag in to GM
do not have to withdraw any money headquarters, or give it to the person
from your account, if you do not wish to. who stole the item. Then you will
In the event that the game headquarters receive your physical representation
is short of enough money to cover your back, at the cost of the tag.
full amount, or deems that the resources If you wish to leave the item in
you are pulling out don’t leave them what you consider a safe place, you are
with enough money for the event’s not required to leave a phys rep with it.
treasure fund, you will be asked to If you wish to trade the item, you do not
refrain from withdrawing your full need a phys rep with it.
amount of cash. Example: Mr. Oni has collected
about ten Tier 1 pistols from various
4. REGULAR BULLETS bandits who have tried to kill him. He
Regular bullets are physically only needs one most days, so he leaves
represented within the game. When you the tags for the rest in a tub on his bunk.
obtain them from an NPC, they will He does not need to leave a phys. rep
either be given to you in a film canister, with every pistol though, since he's not
or handed over loose. Regular bullets carrying them or planning to use them.
are considered to be out of play if they However, disaster strikes! While out on
are dropped on the ground... So take care patrol, an enemy mage shatters his
when you are loading. Exceptions may favorite pistol. After the fight, he tears
be made in the case of severely fumbled- up the tag, and goes back to his bunk.
fingers and exceedingly dry and clean He opens the tub and pulls out another
ground, but generally if you drop a bullet pistol tag. He doesn't need a new phys
it's lost. rep to use it, since he's got the phys rep
for his old gun. As long as it's the same
At the end of the game, put all unspent kind of gun as the tag indicates, (Tier 1,)
bullets into your character bag. Regular he can use it with no problems.
bullets do not have tags. As a side note, if you steal a
tagged item from another player, go to
5. TAGGED ITEMS GM headquarters and show them what
you stole, and tell them who you stole it
from. Check back later after the owner tracked item phys reps at the end of a
has turned in the item's tag... The game game, but keep the tags... The number of
staff will give it to you. O’s on the tags represent the amount of
Tagged items have a number on tracked items at the next Wastelands.
their tag. This number indicates how game that you receive at the start of the
many times they can be used in game. game. There are only 4 types of Tracked
After each game of Wastelands, you Items, see the list below for details;
must show your tags to the checkout
staff. They will mark off one use. Once • Bandages
you are out of uses for a tagged item, • Medical Supplies
you cannot use it any longer. • Salvage
Some item tags don't have any • Special Bullets
numbers that indicate how many games
they're good for. These are rare items Bandages are strips of cloth, cut
that don't take wear and tear from from a specific color that may change
regular use! They're worth quite a lot of from game to game. You make make
money if you find one. your own bandage phys reps. If that’s
Item tags are used so that both the case, then don’t hand the phys reps
GM headquarters and Players don't have back in at the end of the game.
to supply a vast amount of props simply Medical Supplies are things like
to play a game of Wastelands. If an item gauze, IV’s, small doses of medicine,
gets destroyed or expires, rip it up. You and other useful things for putting
can save the pieces if you want, but people back together. This item usually
they’re no longer good for anything. has no phys rep.
It is illegal to make up your own Salvage represents scraps and
tags, or alter the information on existing pieces of broken junk, that is often
ones! If you do this, you will be kicked useful for crafting things or repairing
out of the game. broken items. This item usually has no
phys rep.
6. TRACKED ITEMS Special Bullets are rare or
Tracked items are things that are uncommon ammunition types that have
useful in-game, but do not have any special effects when used in play. The
expiration date. Typically, a PC or NPC most common type of special bullets are
with a use for these items will go refined bullets, which are required to use
through several of them during the automatic weaponry. When using
course of an average Wastelands game. special bullets, count each shot and once
Tracked items sometimes have a phys- the combat's over, mark off that many
rep, and always have a tag. The tag has bullets from your tag.
a number of O’s on it, instead of game When you receive special bullets,
uses. After you use tracked items, and you will also receive a number of bullet
have a few minutes to take stock of how reps to go with them. These physical
much you’ve used, take a pen and cross reps may or may not be colored
off a number of O’s equal to the tracked differently from regular bullet reps. You
items used. You hand in all unused do not need to keep them separate from
the rest of your ammunition, but it WILL If you end up with a firearm tag
make them easier to track if you do so. and no phys-rep, go to the GM and see
NOTE: Bullets can be hard to about checking out a gun. They
track. With so many other things going probably won't have any issue with
on, it can be tricky to count your shots. loaning you a rep. Mind you, if it's a tier
We understand. Do your best, and we 3 gun tag, they may not have one
won't be annoyed . By the same token, available for use.
please use a little foresight. Count the The same principle holds true for
number of bullets you put into your clip, heavy weapons and other weird devices.
and after the fight, check the clip to see If you get a tag for one of those, and it's
how many you spent. If you give not taped to a rep, see the GM about
someone a few of your bullets, count checking out the appropriate type of
them and cross that number off your tag. weapon.
Don’t give them the original tag unless
you’re giving them that number of AMMUNITION
bullets.
If an enemy has loose
A NOTE ON FIREARMS AND ammunition and gives it to you upon
OTHER WEAPONS searching, those are valid bullets.
Ammunition loaded into a foe's gun is
NPC's are quite frequently armed off limits. You may not unload it from
with pistols, longarms, heavy weapons, the clip, and you can not load it into your
and other devices of destruction. own firearms. Heavy weapons have
However, many of these weapons are in tagged ammunition, and follow the same
bad condition, use different calibers of principle.
ammunition than the PC's can get, or Once airsoft pellets are fired
have biometric security to prevent from an airsoft gun, they are considered
strangers from firing them. The end spent rounds. Do not pick up and reuse
result is that the PC's won't be able to airsoft pellets, this is cheating. Also,
use every firearm they find in-game, since pellets that have spent time on the
even if they have the correct firearms ground may be dirty, it increases your
skill. risk of jams, or misfires.
As such, you may not use firearm
phys-reps that are carried by NPC's
unless they have a tag taped to them.
TRAPS you have. You must also have a trigger
rep for the type of trap trigger that you
have. The trap is inherently inert until it
NOTE: There are two different has the trigger attached to it. A trigger is
kinds of traps in the Wastelands game. attached to the trap IG via a 30 second
There are traps set by PC's, and there count and the skill Traps. Once a
are traps set by game staff. The section trigger is attached, the trap is active even
below discusses traps set by PC's. if not set. At this time if the trap is
While game staff will use these rules as struck with damage it will go off. Once
general guidelines, due to time and the trigger is attached the only time
material constraints they may use needed to set it is the actual time to set
slightly different rules for trap the trigger. If the trigger goes off while
construction. You have been warned. being armed or the trap or trapper takes
damage the trap goes off on the person
There are many different ways to setting it.
trap things in Wastelands. There are To disarm a trap you must
chemical traps, electronic traps, and actually clip the trip line, disarm the
mechanical traps. These categories refer mousetrap (with out it snapping), take
to the materials that a trap mechanism is out the battery clip, vent the bomb bag
constructed from, and determine the etc. If the trigger is a remote trigger
exact effects of the trap. For example a (with a line between the trap and the
chemical trap might have an effect such trigger) you can cut the line to disarm it
as detonating, setting a target on fire, or otherwise triggers are considered
spraying the area with acid. A permanently attached to the trap once the
mechanical trap could have an effect 30 second count has passed. Any
such as a poison needle, a harmless disarming should not destroy permanent
noisemaker, or simply raw damage in trigger reps. Bomb bags or firecrackers
the form of cutting blades or spikes. An are considered disposable reps.
electronic trap could do raw electrical Once a trap is set, it may not be
damage or be an alert. moved more than five feet. If it is
There are also different types of moved more than five feet, the trap is
triggers for traps. For Wastelands the instantly activated. Once it is disarmed,
trigger and the trap are considered it may be moved freely. Activated or
separate items for purposes of tags and disarmed traps may not be rearmed…
production. There are three types of trap Traps are one-use only.
triggers, chemical, electronic and
mechanical. Trap triggers may be used Some traps require additional
with any kind of trap, you need not place materials and/or skills to set. See the
a chemical trigger with a chemical trap, recipe descriptions for details.
or an electronic trigger with an
electronic trap. TRIGGERS
To set a trap you must first have
a properly sized trap rep. (See each The amount of time it takes for your trap
recipe for details) for the type of trap tag to go off and how it goes off depends on
your trigger. Triggers must be safe, engineering 3 or less, and chemistry 2
above all. Bring your triggers to npc or less. He doesn’t learn any of the
headquarters before the game to pass electronics trap recipes, because he has
them through safety check. Triggers no electronics skill. From this point on,
must have a way to be disarmed or they if he increases his engineering,
will be classified as disposable. chemistry, or electronics to a level that
Disposable triggers are expected to be satisfies a trap recipe, he’ll learn that
destroyed during the course of a game, recipe automatically.
expect this and plan accordingly. If you
are using a trigger that is not outlined Chemical triggers
below it must be approved with a staff Suggested physreps for a chemical
member before bring it into the game. trigger are small, non-incendiary
As long as your trigger is safe, then fireworks such as pull crackers, drop
Wastelands Staff do not proscribe any poppers or anything that is considered
particular limitations to its method of safe to be used near hands and eyes and
activation or use. Please, be creative. does not require a flame, bomb bags, or
As long as it is safe, disarmable, and has petroleum jelly.
a distinct flag to show when it has gone Electronic Triggers
off then it will be approved. Any sort of electronic trigger such as a
buzzer or light can be used. Timers are
CREATING TRAPS also acceptable trap triggers such as egg
timers, alarm clocks and stop watches.
Traps and triggers in game are created
with the Chemistry, Electronics, and Mechanical Triggers
Engineering skills. Purchasing levels in The easiest mechanical trigger is a
these skills gives you effort points which mouse trap (That’s placed in such a way
can be spent to produce traps. You will that it won’t pinch anyone,) but these
not have access to the trap recipes unless triggers can be as complex as you want
you purchase the traps skill as well. to make them providing they do not
However, once you have the traps skill, contain any electrical parts.
you have access to all traps recipes that
you have the craft skills to create. Chemical Traps
A chemical trap is any trap that utilizes a
Example: Bob the Gnome has chemical payload. Chemical traps deal
engineering 3, and chemistry 2, but he explosive, incendiary, or acid damage, or
doesn’t have the traps skill. He has all can be set to ignite all targets within
the regular engineering and chemistry their radius.
recipes, but none of the trap recipes.
After accepting an agent into his group, Electronic Traps
he figures that he’ll build the new guy Electronic traps will have an effect such
some good traps to work with. So the as electrical damage or stun (due to
next game, he spends some karma and shock).
buys the traps skill. After he does this,
he gains all the trap recipes that require Mechanical Traps
With Mechanical traps the limits are can not be disarmed under the traps skill.
your imagination and building skills. They are extremely rare.
Examples of mechanical traps could be
an avalanche of rocks, a bear trap, a net TRAP RECIPES
or as delicate as an injection trap. If you
wish, you may create a physical CHEMISTRY LEVEL 1
representation of the striking point of a
single-target mechanical trap. (IE, Name: Pressure Trigger
rigging a pillow on a rope as a door trap, Effort Required: 1
or setting a nerf crossbow to fire when a Materials Required: 1 Solid Component
tripline is tripped.) If you do this, then “A few reactant chemicals packaged so
the trap deals double damage to the that they’ll cause a minor detonation –
character if it strikes, but none if it Just enough to spark.”
misses.
Name: Delayed Trigger
You may also construct traps that utilize Effort Required: 1
injections, or demolitions. These trap Materials Required: 1 Liquid
recipes do not require that you have the Component
medicine or demolitions skill to “It’s a binary compound that mixes
construct, but they DO require that the when you shatter the film separating one
person setting them knows something part from the other.”
about injections and demolitions.
Name: Explosive Trap
Mixing Traps Effort Required: 2
Triggers and traps are able to be Materials Required: 2 Solid Components
interchanged. If you have a chemical “A few nitrates, a few benzoates, and a
trap, say a 10 point explosive damage, medium that won’t react until you want
you can use a mechanical, chemical or it to.”
electronic trigger to detonate it. All of
the traps and triggers are interchangeable Name: Incendiary Trap
between the types. Effort Required: 2
Materials Required: 1 Liquid
Layering Traps Component, 1 Solid Component
If you have several traps of the same “Styrofoam jelled in kerosene makes a
kind (For example, explosive traps), you sticky and flammable mess.”
may place them together and arm them
with a single trigger. Their damage is Name: Acid Trap
combined, and they count as one trap, Effort Required: 2
requiring only a single trigger to arm. Materials Required: 2 Liquid
Components
Magical Traps “Sulfuric acid suspended in glass, deadly
Magical traps exist, however these traps and painful.”
do not fall under these guidelines and
ELECTRONICS LEVEL 1
“A few thousand volts, from you to your
Name: Light-activated Trigger foes.”
Effort Required: 1
Materials Required: 1 Circuitry Name: Taser Trap
Component Effort Required: 2
“Interrupt the beam, and it goes off.” Materials Required: 1 Wiring
Component, 1 Battery
Name: Sound Trigger “Non-lethal, but it’ll knock you down
Effort Required: 1 for a minute.”
Materials Required: 1 Wiring
Component
“Set to go off when it registers a certain ENGINEERING LEVEL 1
decibel level of noise.”
Name: General Trigger
Name: Radio Trigger Effort Required: 1
Effort Required: 2 Materials Required: 1 Gearing
Materials Required: 1 Wiring Component
Component “This is an all-purpose switch.”
“Looks like a little walkie-talkie with a
button. Push it and the trap goes off.” Name: Mechanical Noisemaker Trap
Effort Required: 2
Materials Required: 1 Gearing
Component
“Remember those old hand-wound alarm
Name: Timer Trigger clocks? Yeah, like that.”
Effort Required: 2
Materials Required: 1 Circuitry
Component Name: Immobilizing Trap
“Good for when you need to pop a door, Effort Required: 2
or when you know your foe’s schedule.” Materials Required: 1 Gearing
Component, 1 Structural Component
Name: Electronic Noisemaker Trap “This’ll take out a leg, with its spring-
Effort Required: 1 loaded jaws. Rust is optional.”
Materials Required: 1 Wiring
Component Name: Damaging Trap
“Makes an annoying noise, possibly a Effort Required: 2
continuous one depending on how you Materials Required: 1 Gearing
set it.” Component, 1 Structural Component
“Gears to set it in motion, and a nasty
Name: Shocking Trap blade or other implement to smack your
Effort Required: 2 target.”
Materials Required: 1 Circuitry
Component, 2 Batteries Name: Injection Trap
Effort Required: 2
Materials Required: 1 Gearing is set, but only if the person disarming it
Component has both the traps skill, and the
“Put anything you like in the spring- demolitions skill. The trap must be
driven needle.” represented by a normal grenade rep.

Name: Demolition Trap Electronic Noisemaker Trap: The


Effort Required: 2 Electronic Noisemaker trap produces a
Materials Required: 1 Structural loud noise when tripped, and may or
Component may not continue to sound its alarm
“Works with just about any grenade that indefinitely. (Game staff reserves the
you happen to have handy.” 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, 2 inches long, and 2 inches
tall.
ITEM EXPLANATIONS
Explosive Trap: The Explosive trap
Acid Trap: The Acid trap deals 20 deals 20 points of explosive damage in a
points of acid damage in a five-foot ten foot radius when tripped. The trap
radius when tripped. The trap must be must be represented by an object no less
represented by an object no less than 1 than 1 foot long, 1 foot wide, and 6
foot long, 1 foot wide, and 6 inches tall. inches tall.

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.

Pressure Trigger: This chemical


trigger can be represented by a snap-pop,
or other form of noisemaker that goes
off when handled roughly.

Radio Trigger: This electronic trigger


can be represented by a remote
controlled device, that makes noise when
the controller is manipulated.
If you wish to drag or carry
COMBAT someone out of the way, then do not
actually drag them. Put your hand
ADVISORY gently on their shoulder or one of their
limbs, and do an audible three count of
Combat in the Wastelands LARP “One I drag you, two I drag you, three I
is supposed to be fast-paced and drag you.” Then they should get up, and
relatively safe, though nothing is certain. move along with you to wherever you
Be aware that despite the best intentions wish to deposit them. Use similar
of everyone involved, accidents may methods whenever you wish to move
happen, injuries may occur, and you may people in other ways. NEVER force
end up hurt as a result of activity someone to move, NEVER actually
occurring in combat. It is your punch or shove someone, NEVER
responsibility, and that of everyone initiate physical contact without
around you, to make combat as safe as permission from your target. This helps
possible. to prevent accidents and damage to all
parties involved in the game.
If you have any more questions about
the problems that can arise from MELEE COMBAT
improperly handled combat, please see
the release waivers that are elsewhere in Melee combat is conducted with
this rulebook. boffer weapons. These are sometimes
referred to as weapon physical
UNIVERSAL RULES representations, or "phys reps" for short.
These are typically constructed from
Combat in the Wastelands LARP either latex foam, or pipe foam covered
uses a point system. Every hit landed by in duct tape, with a PVC or fiberglass
a weapon, damaging packet, or bullet core. Most boffer weapons have open-
removes damage from a character's body cell foam tips, for safety purposes.
or armor point total, as long as it strikes Alternate construction methods may be
a legal area. pursued for special weapons, but you
must consult with the Games Master to
MINIMAL PHYSICAL CONTACT find out what existing safety limits
govern weapon phys reps. All player-
The only skill which requires you constructed weapon phys reps must be
to actually touch another person with examined by a Games Master or other
your hands is First aid, and this is Wastelands staff prior to being used in
because you’ll probably need to touch the game. The goal with any weapon
the target in question to tie the bandages phys rep is to create something that is
in place. Avoid touching the target in an safe to wield against any participant,
illegal or sensitive area when using first even if it happens to strike an illegal
aid. Whenever you use this skill, it is target area. Realism is a secondary goal
your responsibility to avoid harming or to this, as are all other considerations.
causing your target discomfort.
Red is a reserved color for Example; Cutter Cain has a
weapon phys reps. Any weapon made Chinese sword, which has a base
with 80% or more red duct tape is damage of 2. He also has the Beatdown
considered a "Claw" phys rep. This Skill at +3, so his total damage is 5.
means that the player or creature is When striking an opponent with his
attacking with either their bare hands, or Chinese Sword, he can call up to 5
some other combat-capable appendage, damage. His usual damage call is “5
such as a clawed paw, or lashing tail. Normal.”
Except for claws, any character A character may not swing his
may use any melee weapon phys rep as a weapons faster than once per second.
weapon. Unless they have purchased the You may ignore damage calls from
Beatdown skill, or have other factors players who are swinging their weapons
modifying their damage, they inflict the too fast. Respond “Weak Hit” to anyone
base damage of the weapon in question. who does this. Once they regulate their
speed, start taking damage from their
STRIKING IN MELEE COMBAT hits again.
Alternatively, a character may
When striking an opponent with thrust with a boffer weapon. The thrust
a boffer weapon, a player may not swing must travel a distance of at least half a
more than 90 degrees and must pull back foot, and contact a legal striking area to
at least 45 degrees before striking again. take effect. As with a swing, a character
Players should not strike with more force may not thrust with a weapon faster than
than is required for their opponent to once per second.
know that they have been struck. Strike Some weapons may be judged
LIGHTLY. If a target tells you that unsafe for thrusting. It is the
you’re striking too hard, then pull your responsibility of all participants to know
shots. The head, hands, neck, and groin which weapons are safe or unsafe for
are not legal targets for attacks. A thrusting. If you cannot tell with a
player should never strike an opponent particular boffer weapon, then do not use
in any of these areas and any strike that that weapon to thrust.
contacts these areas has no in game
effect. Likewise, hands do not take any DEFENDING AGAINST STRIKES
in game effects and players should avoid
striking the hands of their opponents. To defend against a strike, you
When a player is involved in must parry it with your own boffer
combat he or she must notify the weapon. No part of the swing or thrust
opponent of what in game effects are must contact your striking area. If any
being used. While engaged in melee part does, then you take full effect from
combat, a Player must call out the the strike. Alternatively, you may avoid
amount of damage that they are the incoming strike. If the thrust or
inflicting with their weapon and the type swing fails to contact your striking area,
of damage that is being done. Most then you take no effect from the attack.
melee weapons inflict “Normal”
damage. STRIKING FIREARMS
SHOOTING AT MELEE WEAPONS
Do not strike airsoft guns, or
other projectile weapons. This can Do not shoot melee weapons.
damage them, and is to be avoided as Soft latex and foam can be easily
much as possible. Melee strikes that hit damaged by airsoft pellets. Accidental
airsoft guns have no effect. Aim for the shots that hit melee weapons inflict full
arms, instead. damage to the wielder, so do not try
using melee weapons to block incoming
If you strike a gun wielder in an arm that rounds. Note that riot shields and breach
he is using to hold a gun, you render that mantles are not considered melee
gun unusable for 10 seconds. weapons.

MELEE WEAPON SPECIFICATIONS


THROWN WEAPONS
Melee weapons must be built to
appropriate specifications. For example, Thrown weapons are made from
a combat knife, a sword, or a hatchet open-cell foam. They can be in the
would bea one handed weapon, and a shape of rocks, knives, shuriken, or
wood ax or staff would be a two handed anything else reasonably aerodynamic.
weapon. They should be covered in duct tape for
Type Physical Base at least 90% of their surface area, and
Dimensions Damage should not have any protrusions which
One- 7-36” length 2 could damage eyes, faces, or other
handed sensitive areas.
weapon Thrown weapons cannot be used
Two- 37-60” length 4 to defend against melee strikes. If shot
handed or struck with a melee weapon they must
weapon be dropped for 10 seconds.
Thrown weapons do a base
Note that the length of each damage of 1, and an additional amount
weapon is meant to refer to overall of damage equal to half of the thrower’s
length. In the event that a melee weapon beatdown score. (Round down.)
is borderline by a few inches, the game Example: Steve the ninja has the
staff shall have the option to reject or beatdown skill at level 5. When he
accept it on a case-by-case basis. throws a shuriken, it deals 1 damage,
+2 for his halved beatdown skill. So,
You must have both hands on a three damage total.
two handed weapon to strike with it. All When using a thrown weapon,
melee weapons are subject to NPC the damage call is (Amount of damage)
Headquarters inspection before the game Normal.
starts. You may not use a home-made
boffer weapon until it has been PACKET COMBAT
inspected.
Packets are small cloth bags of have a striking surface larger than an eye
birdseed that are similar to beanbags. socket. These bows cannot be used to
Packets should not be much larger than a block boffer weapons. All actual bows
golf ball, and you are welcome to make and LARP-safe arrows must be
your packets smaller, if you so choose. approved by the game staff prior to the
Packets represent spells, magic or beginning of the game.
energy-related effects, natural attacks Regardless of your bow type, you
such as a skunk’s spray, or archery may not target or fire at anyone who is
attacks. Like any other attack in the within five feet of you.
Wastelands LARP, they have no effect if Arrows are not considered to be
they strike an opponent’s illegal target tagged items. An archer has as many
area. arrows as he has packets, darts, or
LARP-safe arrows, and can reuse any
USING PACKETS that are on the ground. Anyone with the
archery skill is considered to be a
To use a packet, call the fletcher, as well.
appropriate effect and throw it at your An arrow does damage equal to
target. If it contacts either a legal the base value of the type of bow, plus
striking area, or anything the target is half of the user’s beatdown skill.
wearing or carrying, then it takes full (Rounded up.)
effect. If it strikes an illegal target area
or misses, then it has no effect.
Type Damage
ARCHERY WEAPONS Pistol Crossbow 2
Short Bow 3
There are three types of bow Crossbow 4
phys reps: Packet bows, nerf bows, and Long Bow 5
actual bows with LARP-safe arrows.
The most common are packet bows. FIREARM COMBAT
These are typically made out of foam.
To use a packet archery weapon, you Firearms in the Wastelands
must hold it in one hand, and throw the LARP are represented by Airsoft spring-
packet with the other hand, while calling powered firearm replicas, nerf guns or
appropriate damage. (Typically with the rubber band guns. They are referred to
“Normal” or “Magic” word after the as firearm phys reps. All Airsoft
damage amount.) You cannot throw weapons are strictly regulated by the
packets faster than you can call damage. Game Master and other staff of the
Nerf bows and crossbows fire LARP. You may not bring an airsoft
vaguely arrow shaped darts of foam. phys rep into play, without the
Call appropriate damage for the arrow examination and consent of the
while firing. appropriate staff.
Actual bows with LARP-safe
arrows must have less then a 25-pound If you wish to bring in your own
pull. Arrows must be soft-tipped, and airsoft phys rep, you MUST bring it to
the game staff for examination at least You are under no obligation to
one hour prior to the beginning of the provide your own airsoft phys reps. The
game. It must follow the guidelines game staff will provide appropriate phys
below to be a useable firearm phys rep, reps as needed, subject to availability
otherwise you may not bring it into the issues. This is preferred, as the
game. Wastelands phys reps have been pre-
The Wastelands staff reserve the tested and conform to the requirements
right to claim any airsoft gun as above.
unsuitable for the Wastelands LARP, if
they deem it a safety risk in any way. SHOOTING SOMEONE
Even if it fulfills all requirements below,
it may still be rejected. To shoot someone, first ensure
that their eye protection is in place, and
they are outside of the minimum range
AIRSOFT GUN REQUIREMENTS of five feet. After doing so, point the
firearm phys rep at a legal striking area,
• Must have a muzzle with an and fire the pellet. If the shot hits the
orange tip, at least 6mm in width. legal striking area of the target, then it
• Must be 250 FPS or below takes effect, and deals 10 points of
when tested using .2 weight ballistic damage.
ammunition. Minor Some specialized ammo types do
variations from 250 fps may a different amount or type of damage.
be tolerated, but will be These types are called damage… The
judged on an individual basis. firer will inform you of the bullet’s
• Must be a spring-powered effect when he shoots.
or electric airsoft gun. (Note You may not shoot faster than
that if it is electric, you may once per second unless you are using an
not necessarily be able to use automatic or semi-automatic weapon.
it until you obtain the As with melee weapons, the head, neck,
appropriate tag.) hands, and groin are not legal targets.
• Must fulfill all county and Shots delivered to these areas do not
state requirements that have any effect, and are to be avoided
pertain to airsoft guns for safety reasons.
• Must be deemed “Safe” by
game staff responsible for MINIMUM RANGE
weapons check.
• Must not have major You may not fire an airsoft phys
modifications from factory rep at any target within five feet of you,
specs. No increasing the FPS ever. It is recommended that you try to
through spring replacement, be at least ten feet from someone before
nothing that weakens the firing an airsoft gun at them, but this is
frame. not required. You cannot use airsoft
guns to block melee damage… In the
event of a melee attack, try to keep the
guns out of the way of your attacker’s are using specialized ammunition, or you
strikes. are not sure your target felt the impact of
the shot.
COVER AND SNIPING
Type Notes
Since shooting people in the head Pistol or Also covers other one-
is illegal in this game, it is a relatively Machine handed guns
simple thing to exploit this by exposing Pistol
only your head and firearm while Longarm Shotguns and Assault
sniping at someone. Do not do this. To rifles, anything that takes
fire a gun while under cover, you must 2 hands to fire.
expose at least half your torso to your Sniper Rifle Has bipod, should be
target. Doing otherwise is cheating. used to brace gun. Adds
extra Headshots.
RICOCHETS
SUPPRESSION ZONES
If an airsoft pellet bounces off of
another object and hits you, it counts as Suppression zones are areas
a damaging shot. This means that taking where guns or even violent actions
cover in enclosed areas is a little risky, simply will not work. These can be put
as a missed shot can bounce around and up for in-game or out-of-game reasons,
strike you despite your best efforts. and are marked with a sign. There are
two types of zones, no-fire zones and
Try to avoid deliberately causing peace zones. They are typically set up in
ricochet shots, unless you can clearly see areas where combat would risk causing
your target, and are certain that you will damage to real property, or be too risky
not strike them in an illegal target area. to both people and props. They can also
Even though a ricochet slows down an be designated goggles-free zones.
airsoft pellet, shots that hit the face, or No-fire zones are typically put up
other sensitive bits will still hurt. on buildings, or rooms. While in a no
fire zone, airsoft guns can not be fired.
You also cannot stand outside of a no
FIREARM DAMAGE fire zone, and shoot into it with an
airsoft gun. It simply doesn’t work.
Firearms normally don't have a Peace zones are total non-combat
damage call. All regular bullets inflict zones. You may not initiate an attack,
10 points of ballistic damage upon a defend against an attack, or do anything
target. If you feel an impact from an of a violent nature in a peace zone. No
airsoft pellet, and there’s no associated traps, no grenades through the door,
call, then you just took 10 points of nothing. Like no-fire zones, you cannot
ballistic damage. The only time you stand outside of a peace zone, and
should call out something when firing an shoot/throw/swing into it with any kind
airsoft gun is when you have the of weapon, spell, or effect. You cannot
headshot skill and wish to use it, or you use astral wave or other effects in a
peace zone, or to throw effects into a than the user can call damage. You may
peace zone. fire heavy weapons at people who are
within five feet of you, so long as you
BALLISTIC SHOCK can do this in a safe and controlled
manner. Do not strike a heavy weapon
In addition to the damage dealt phys rep with melee attacks. Melee
by a firearm, bullets also cause a target attacks to a heavy weapon phys rep do
to feel some serious pain. To represent not count as legal target area.
that, the “Ballistic” damage type exists.
If a person takes any body damage from GRENADES
a ballistic source, then they are Stunned
for one minute. Grenades are represented by
Specialized ammunition might foam projectiles with a noisemaking fuse
not induce ballistic shock. Unless the attached. To use them, trigger the fuse
damage call includes the word and throw. Note that you must have the
“Ballistic” or “Explosive”, there is no Demolitions skill to trigger a grenade
associated stun effect. fuse, and throw grenades. You must
also have the Demolitions skill if you
STUNNED wish to safely move a grenade. If you
do not, then the second you attempt to
Whenever a person is hit by a move a grenade from where it lies or
stunning effect, they must immediately rests, it goes off and is treated as if the
fall to the ground, and may not attack or noisemaker had triggered. All grenades
use any other kind of in-game skills until have a minimum radius of ten feet, some
the stunned period is up. They may are greater. Grenades with a greater
speak, as long as they groan radius will be so marked on their item
occasionally, and act like they’re in pain. tag. Anyone within the grenade radius
Stunned people may also crawl, but may when the noisemaker goes off is
not walk or run. affected. Call a hold if necessary, or if
the radius of the grenade is greater than
HEAVY WEAPONS ten feet. Bullet Dodges can be used to
negate effects or damage caused by a
Heavy weapons (With the grenade. Dynamite is counted as a
exception of flame throwers,) are grenade, though its phys rep is shaped
represented with nerf weapons that differently.
launch oversized darts of foam. If a Since grenade fuses cannot be
heavy weapon attack hits a target in a stopped by holds, grenades and other
legal area, or hits anything that a target things utilizing the noisemaker fuses are
is carrying, then the target takes the effective within holds. If you call a hold
effect. Heavy Weapons sometimes have while an active grenade is within an
an area effect associated with them, this effect radius of you, and it goes off, then
is represented by the “Area Explosive” your character takes the full effect.
damage call. Like any other weapon, (Unless you have an appropriate
heavy weapons cannot be fired faster defense.) The only time this does not
apply is if the hold is for medical You must wait at least ten seconds
reasons. If this is the case it will be before injecting the target again. Also,
clarified by the GM, and you may once a target is injected, you must either
disregard the effect of the grenade. wait ten seconds to inject the target
again with the same prop, or pull out a
MOLOTOVS new prop. No magical needles that
reload every time you use them.
Molotov cocktails are
represented by foam projectiles shaped In the event that a target does not wish to
like bottles with a rag attached. To use be injected, they may burn a dodge, or
them, fiddle with the rep and count block, or similar defense to prevent
silently to three, then throw them at a foe injection. If they do that, then the
while calling “Elemental Ignite!”. If it injection is treated as having been
hits a target, then that target is Ignited. destroyed.
You do not have to have the Demolitions
skill to throw a Molotov cocktail. A Note that there are some items out there
Molotov ignites anyone it hits, but after which may allow administration of
the first throw it is considered destroyed. injections in non-standard ways. If you
A Molotov that misses a target and hits come across these items, you may ask
the ground cannot be picked up and used game staff how they work if you need
again (Unless the person picking it up clarification.
has additional Molotov tags.)

INJECTIONS BALLISTIC DAMAGE

If you wish to deliver an Many heavy weapons and


injection to a target while in combat, grenades use Ballistic damage. This acts
bear in mind that you're trying to the same way as bullet damage. It is
manuver a small plastic and metal needle stopped by armor in the same manner,
into a specific part of your target's body and stuns the target if body damage is
while a whole lot of troublesome things inflicted.
are probably going on around you.
Basically, it ain't always simple.
FLAMETHROWERS
First, you must be within reach of the
target, and you must not be moving. No Flamethrowers are represented
run-by injections! Second, the target by specialized phys reps that shoot silly
cannot be moving faster than a walk. If string. To use a flamethrower, aim the
there's a disagreement on how fast the string at a target, and say “Elemental
target was going, and there's any doubt, Ignite!” If the target is hit by the string,
then the target has final say. Third, if then he is ignited, as per the effect.
the prop you are using to touch the target Flamethrower streams can be dodged,
is struck by an attack of any sort, it bullet dodged, or defended against by an
breaks and the injection is destroyed. elemental shield.
the ground. It takes at least ten seconds
BLACK POWDER WEAPONS of holding the position for sniper mode
before the sniper can take any shots.
Black powder weapons are (i.e. No running, diving for cover, then
represented by rubber band guns. They taking a shot one second later and
do 10 points of damage per bullet, like claiming that you were in sniper mode
most other firearms. There are no black for it.)
powder sniper rifles. Anyone with either The benefits of sniper mode,
the pistols or longarms skill may fire a however, can be worth it. If a sniper has
loaded black powder weapon of the the headshot, vital shot, or kneecapper
appropriate type, but loading one skills, then he gains two uses of these
requires a character to have both black skills per level while in sniping mode.
powder cartridges (rubber bands,) and at Effectively, he gets two shots for every
least one level of either Chemistry or level of the relevant skill he has
Engineering. Black powder weapons purchased. Note that these extra skill
may be fired at a target that is within levels disappear once the sniper leaves
five feet of the wielder, so long as you sniper mode.
can do this in a safe and controlled Note that you can have a bipod-
fashion. Black powder weapons are like equipped rifle, and use it as a Tier 1 or
airsoft guns as far as blocking melee Tier 2 longarm without a problem. You
weapons go. Striking the arm of a can even deploy the bipod, and use it
person wielding a black powder gun will that way without a problem. However,
render it unusable for 10 seconds, in a without a sniper rifle tag, it is not
manner similar to other airsoft guns. considered a sniper rifle, and provides
none of the benefits of a sniper rifle.
SNIPER RIFLES
Example: Sneaky Pete has three levels
Sniper rifles are longarms with of the headshot skill. Seeing a good
specialized calibration and attachments place to set up shop and wreak some
that let them put bullets right where you mayhem, he settles into his roost, pulls
want them to go. Usually this means out his sniper rifle, and settles into
through some other guy, in a vital spot. sniper mode. Soon enough some targets
Sniper rifles are represented by bipods come along, and he starts popping
on a longarm phys-rep, and have their heads. He gets three headshots in
own tag that says “Sniper Rifle”. before a couple of trolls start coming his
Sniper rifles have two firing way, and he has to retreat.
modes. If the bipod is folded, then the
rifle is in freefire mode. Sniper rifles in Sneaky Pete has three headshot skill
freefire mode act like any other longarm. levels, but he had six while in sniper
However, if the bipod is deployed, then mode, and used three. Effectively, he
the rifle is in sniping mode. A sniper used two “Real” headshots, and a
rifle in sniping mode must have its bipod “phantom” headshot gained from sniper
unfolded, and the user must be lying or mode. So he’s got one “Real” headshot
crouching in a stationary position, low to left over, after the firefight. If he sets up
in sniper mode again later today, he’ll Magic damage typically comes from
be able to use two headshots before he’s archery packets, certain spells, and
out. adepts with the Killing Hands skill. It
may be possible to make armor that
protects against magic, but this is a
ARMOR question best left to enchanters…
Armor has two point values… a
You must supply your own current rating, and a maximum rating.
armor, to play in Wastelands. It’s not As armor takes damage, its current
that hard to do, since just about any kind rating drops an equal amount of points.
of clothes can be called ballistic armor If it reaches 0, then its maximum rating
of one sort or another. Hit a thrift shop, drops by 5. This is called an armor
or use an old coat, or something similar. breach.
If you’re in doubt about the type of Example: Charlie Dingo is
armor you’ve got, check with the Game wearing a 15/15 point suit of impact
Master or game staff before the game armor, and has 10 body. He takes a
begins, they’ll tell you which category shotgun to the chest, which deals 10
your armor falls under. points of damage to him. His armor
Remember that you can wear a drops to 05/15, and he shoots the bandit
physical representation of an armor type right back. Then the bandit’s friend
heavier than what your armorer skill will nails him with an assault rifle for 10,
allow… You just won’t get as much and catches him in the leg. His armor
protection as a skilled Armorer would, takes 5 points of it, and is breached.
and you’ll only be able to refit it up to Charlie’s body takes the last 5 points of
your basic skill. it. Charlie had 10 points of Body, but
Everyone starts out being able to now he’s only got 5. And since he took
wear 5 points of armor. Purchasing the body damage from a bullet, he is
Armorer skill once raises this cap to 10, stunned for 1 minute. Not good!
and each subsequent purchase raises it So, after a couple of hits,
by 5 more. Charlie’s armor is at 0/10, Charlie’s
health is at 5, Charlie is stunned on the
WHAT DOES ARMOR DO FOR ME? ground going ‘Oooowwww’, and the
bandit who dropped him is already
Armor adds on to your body figuring out where to fence Charlie’s
points. Worn armor is depleted before stuff.
your body points are, preventing damage Damaged armor can be refitted.
from reaching your squishy bits. Armor To refit armor, the wearer must spend a
is a very good thing to have, even if it minute shifting it on his body,
does slow you down sometimes. representing minor repairs, smoothing
Armor is effective against most out any bunched up parts, and shifting it
types of damage, but there are a few around to use it to its full potential. If
things that will bypass it. Anything with the refitting is interrupted at any point,
the damage call of “Magic” will ignore the armor remains at its current rating,
armor and go straight to your body. and the wearer must start over if he
wishes to finish refitting. Refitted armor reduced by the armor's Damage
returns to its maximum value (Minus 5 Reduction Value. It cannot be reduced
for each breach.) below a minimum of 1, however.
Example: Thank God Charlie Note that in all cases, armor
had a few friends along! They finish off should not have sharp edges or spikes.
the bandit, and after a minute, he’s no Those have the potential to injure
longer stunned. Charlie hauls himself to players, or damage phys-reps.
his feet. Seeing his armor in tatters, and
knowing he doesn’t have enough body
left to fend off a rabid rabbit, Charlie
gets behind cover and spends a minute
patting his chest, refitting his armor. SHIELDS
After the minute’s up, his armor is now
at 10/10. Shields are a rare thing in the
Breached armor can be repaired. Wastelands LARP, but they are not
This eliminates most breaches, see the entirely unknown. They come in two
Repair skill for particulars. You cannot varieties; Riot shields and Breach
stack two different suits of armor… You mantles. Riot shields are one-handed,
may only wear one at a time. Breach mantles require the use of two
hands. All shield phys reps must be
Most armor is modern armor. inspected by game staff before they can
However, a few folks from more be used in-game.
primitive settlements might start out Shields may be made of any
with anachronistic armor. reasonably useable material, such as
plywood, drywall, or solid foam. All
Anachronistic armor works edges on a shield should be covered in
differently. Anachronistic armor softens pipe-foam, or some other material that
attacks, it doesn't soak them up. Any cushions accidental impacts. Do not
damaging attack that strikes a person make shields overly heavy, and do not
wearing anachronistic armor and doesn't
bypass their armor, has its damage Modern Value Example
Armor
Anachronisti Damage Example Armored 5 Leather Clothes,
c Reduction Clothing Padded Clothes,
Armor Value anything light.
Leather 1 Leather Reinforced 10 Any good one-
Armor vest, or Jumpsuit piece outfit, or
similar something loose
padding but padded.
Chain Mail 3 Represent Armored 15 Also the value for
ed by Vest things like plated
metal or clothing
fine-link Lined Coat 20 Small dusters,
shiny ordinary trench
cloth. coats
Plate Mail 5 Has to be Armored 25 Thick dusters, or
metal, has Duster trench coats with
to be plating
obvious. Riot Gear 30 Hard Plastic vests
Fairly and helmets, or
rare. similar heavy gear
put dangerous accessories onto shields, may speak, but only to wail, scream,
such as spikes or protruding metal grips groan, curse, cry, or otherwise indicate
on the outside. Shields should never be that they are in great pain. They may not
pushed into another person, or used use any in-game skills, or impart any
offensively. Shield-bashing is illegal in useful information. Dying lasts for five
the Wastelands LARP. Take great care minutes, or until interrupted by medical
when using shields that you do not hit treatment. If five minutes expires, then
other people with them. the dying person is dead.
Riot shields block any melee The First Aid skill can interrupt
strike that contacts them, negating the death count. The death count pauses,
damage, dirty fighting, takedown, and while the dying person is given first aid.
crippling strike. If a disarm effect strikes After receiving first aid, the dying
a riot shield, the target must drop his person’s body goes from 0 to 1, and they
shield for ten seconds. Any hits to the can act normally again. If the first aid is
shield while it’s being dropped count as interrupted before the bandage is
hits to valid target area. If a riot shield is properly applied, the target’s death count
hit by a bullet, the wielder takes damage starts up again where it left off.
as per the bullet, and is disarmed of the Injections that heal a target can also be
shield for ten seconds. used to pick up a dying person. In that
case, they immediately heal the amount
Breach mantles must be held of damage indicated by the injection (Up
with both hands while in use. Breach to their maximum body,) and may act
mantles negate any regular or refined normally. Healing magic that restores
bullet or normal melee attack that is used body also interrupts the death count.
against them. (Special damage rounds
tend to go through breach mantles.) A COUP DE GRACE
Breach mantle that is held in one hand is
not in use. If a bullet strikes a breach When a character is either dying
mantle that is being carried one-handed, or helpless before you and incapable of
then the target takes the regular amount using in-game skills, it is possible to kill
of damage and is disarmed of the breach them almost-instantly. To accomplish
mantle for ten seconds. this, get within five feet of them and say
If you have questions about the a dramatic line, like “Say goodnight
construction of riot shields or breach chummer”, or “You picked the wrong
mantles, consult the local game guy to frak with,” or something at least
headquarters about their legal as threatening. Then either fire into the
specifications for shield construction. ground nearby, hit them with a
damaging packet-based attack, hit them
THE EFFECTS OF DAMAGE with a thrown weapon, or tap them with
a melee weapon in the chest. Your
When a person is reduced to 0 body target is instantly killed.
points, they are dying. They fall to the
ground, and may not move, unless DEATH IN THE WASTELAND
someone carries or drags them. They
When your character dies, you He may not voluntarily harm the
are required to lie there for five full controller, and may not violate the spirit
minutes, unmoving and playing dead. of the commands given to him. He may
After the five minutes is up, you must not be commanded to kill himself, or do
take out your character sheet, and write anything obscene. For the most part, he
on the back “(Your name)’s body.” You cannot act unless his controller
must then drop the character sheet and commands him to act. After the control
any in-game items that you are carrying is over, the controlled subject will
in the location that you fell, put on an remember everything that took place
out-of-game headband, and go to the while he was controlled, and know
game headquarters. After confirming exactly who was controlling him.
your death with the game staff, you have Control lasts for either five minutes, or
the option of creating a new character, until the controller releases the subject,
and entering the game after you have whichever is first. A controlled target
confirmed your new character with the may not cast the “Clarity” spell on
Game Master. Alternatively, you may himself.
choose to NPC for a while, leave, or sit
out of the game and relax. Remember,
that eye protection is mandatory even if
you are not playing, or in-character. TAKEDOWN

Character deaths are usually If you are struck by a takedown


permanent. Be aware that there is a very effect, your body immediately drops to
real risk your character will die in any 0, and you begin to die. You are in the
given Wastelands game. Please be dying state, until you receive some sort
prepared to deal with this eventuality, of healing or first aid, or five minutes
and do not get overly upset at random pass. (After five minutes are up, your
luck, the machinations of nonexistent character dies, as normal.)
characters, or the whims of fate.
DISARMED/GREASED

COMBAT INFLICTED A disarmed target has been


CONDITIONS forced to either drop their melee
weapon, or have their hands unable to
The following conditions may be grip a gun’s trigger. This condition lasts
encountered as a result of combat. for ten seconds, during which time they
Though many of them are covered may not fire the affected gun or pick up
elsewhere in this book, they are the affected melee weapon. They may
described here for convenience. draw a new weapon and attack or defend
with that as necessary. The grease spell
CONTROLLED works like a standard disarm effect, with
the exception that the target may not
A controlled target must obey the draw or use a new weapon until the ten
commands of the person controlling him. second duration is over.
of rolling, and dispels the ignite effect.
FEARED If the target reaches 0 body before the
ignite effect is put out, then the target is
A target affected by unnatural dying, and the ignite effect is dispelled.
fear must flee from the source of his fear Note that leshy take double damage from
as fast as possible. If they are physically an ignite effect, like any other fire.
incapable of retreating, they must do
whatever they can to keep away from the IMPRISONED
caster. They may NOT attack the caster.
They may stop fleeing once they break Anyone struck by this effect
line of sight from the target, but they must stand still in the position they were
may not do anything besides act afraid in when the Imprison effect hit them,
for the remainder of the fear’s duration, and may not use any in-game skills,
whether they are in line-of-sight or not. move, or talk. (Blinking and closing
The magically-induced fear wears off your eyes is okay.) All attacks, spells, or
after one minute. other interaction with the target is totally
ineffective. The target replies “No
FRIENDLY Effect” to every such attack or effect that
hits them. Note that it is possible for the
The target’s mind has been user to entomb himself in an Imprison,
altered to be well-disposed to the user of rendering himself unable to move or
this spell or effect. The person who cast, but effectively invulnerable. The
initiated the “Friendly” effect, seems like spell ends after 10 minutes, or when the
the target’s best friend. The target’s caster states “Prison down!” within the
attitude toward the effect’s user target’s earshot. The caster may state
improves markedly, and the target may “Prison down!” even if entombed in his
not cause him harm unless the user own Imprison.
attacks him first. The spell is broken if
the user attacks him, or five minutes Please note that it’s impossible to
passes. Note that the “Friendly” effect meditate and regain focus while
does not extend to any of the user’s imprisoned.
friends… Although if they are in a non-
combat situation, the target may come to IRRADIATED
accept them so long as they don’t act
poorly. Once the effect is over, the target The target has absorbed too
has no memory that he acted strangely. much harmful radiation, and is now
quite sick. Irradiation has cumulative
IGNITED effects… The more that you are
exposed, the more you will have
The target is set on fire, and takes problems. See the section on radiation
1 point of elemental fire damage per sickness below, for details.
second. The ignited target may do
nothing else but roll around, attempting KNOCKED OUT
to put the fire out. This takes 10 seconds
The target has been rendered takes one point of unpreventable body
unconscious, typically by blunt trauma damage every five minutes, until an hour
or chemical means. The target must has passed. Furthermore, the target may
collapse, and may not speak, move, or not run. The target feels sick, and may
use any in-game skills for ten minutes. exhibit secondary effects and role-play
The target’s eyes should remain shut, at his discretion.
and he may not act upon or acknowledge
any in-game knowledge gained while he REPELLED
is knocked out. A knocked out effect
lasts for ten minutes, unless the A repelled target is held back by
knockout is by chemical means. In that a mystical force. The target must
case, the user of the knockout will immediately withdraw to a point ten or
inform the target of the duration. A more feet from the user, and may not
person can be revived from a knockout approach him. He may not attack
effect, if someone spends a full minute anyone until at least 10 feet away, or do
pretending to shake him. anything else except move away and
defend himself. If the geography
PARALYZED prevents him from retreating in any
possible way, then the effect is broken
A paralyzed target is rendered and he may attack as normal.
incapable of moving. This holds him in
place, and prevents him from talking or SLEEP
using any in-game skills. The A target hit by a sleeping effect
paralyzed state lasts for one minute. must fall to the ground, and mime
Any damage or conditions inflicted upon sleeping until he is either awoken, or
a paralyzed target have full effect, and spends five minutes in this state. The
remain after the paralyze effect ends. target may not speak coherently, move,
or use any in-game skills for five
PETRIFIED minutes. The target’s eyes should
remain shut, and he may not act upon or
A petrified target is temporarily acknowledge any in-game knowledge
turned into a stone-like substance. This gained while he is sleeping. The target
holds him in place, and prevents him is woken up by any damage, physical
from talking or using any in-game skills. contact, or anyone within five feet of
The petrified state lasts for five minutes. him shouting at him to get up.
All attacks, spells, or other interaction
with the target is totally ineffective. The SMOKED
target replies “No Effect” to every such
attack or effect that hits them. A smoked target has inhaled a
lungful of irritating gas. They should
POISONED make coughing noises for the duration,
and may not attack or cast spells until
A poisoned target has been the effect has faded. The smoked effect
afflicted by a toxin. The affected target lasts for one minute. Smoked targets
may still defend themselves, and use
other in-game skills that are not Something has caused the
offensive or magical-based. target’s muscles to lose strength. The
target’s melee damage score is reduced
STONED by a number of points, dependant upon
the number called by the effect. The
The target has partaken of some target’s melee damage cannot be
intoxicating substance, and is quite reduced below 0 by weakness. The
inebriated. The target may not attack, weakness effect lasts for one minute.
defend himself, or use any in-game
skills, and mental processes and physical WEBBED
actions are impaired. The stoned
condition lasts a variable amount of The target is caught in a sticky
time, depending on the source of the web. The target is held helpless for five
effect. minutes, and may not move or use in-
game skills. The target may still speak,
STOPPED blink, and otherwise communicate. All
damage or spells inflicted upon the
Magic or selective damage has target while in this state act as normal,
temporarily crippled the target's legs. the web offers no protection for them in
He or she must plant their feet upon the any way. A target may be cut free from
ground, and must keep them planted a web, if someone spends one minute
until the effect ends. They cannot move sawing at it with an appropriate phys-
from that spot until the effect ends. rep. (I.e. boffer sword or knife)

STUNNED DAMAGE TYPES

A stunned target has been All damage comes associated


knocked silly, due to overwhelming with a damage type. Different types
pain, chemical means, or something have different effects. Some attacks
interfering with their nerves. A stunned have multiple damage types, though they
target must collapse, and may not use are typically rare. If an attack or effect
any in-game skills, or attack or defend has a keyword of a damage type
himself until the stunned condition is contained within it, then it is considered
over. They may speak, as long as they to have the effect of that damage type.
groan occasionally, and act like they’re
in pain. Stunned people may also crawl, ACID
but may not walk or run. Most common
causes of stun last for one minute, but Acid damage can destroy a
there are a few out there that are longer. target’s armor. Acid damage is absorbed
You will be informed by the user if a by armor until the armor is gone, in
particular stun condition lasts longer. which case the remainder does damage
to the target’s body. If acid breaches a
WEAKENED target’s armor, then the armor melts and
has its maximum rating decreased to 0. ELEMENTAL
It must be repaired if it is to be of any
use. Elemental damage typically has
another keyword in its call, typically
AREA acid, fire, ice, or lightning. Elemental
effects are stopped by an Elemental
Area is typically called when Shield. Elemental damage also is
used with explosion damage. Basically, absorbed by armor until the armor is
when a target is hit with an explosion gone, in which case the remainder does
attack, everyone within the declared damage to the target’s body.
radius of the target takes an equal
amount of damage, and may defend EXPLOSIVE
against it as appropriate. (Typically with
the bullet dodge skill.) To measure an Explosive damage is treated
area effect in the case of dispute, call a similarly to bullet damage, with an
hold and wait for the marshal to identical stunning effect. Explosive
determine the affected individuals. damage is absorbed by armor, until the
armor is gone, in which case the
BALLISTIC remainder does damage to the target’s
body. Explosive also has one fairly
Bullet damage is one of the most serious side-effect. For every full 25
common damage types. Typically this is points of explosive damage you take in a
associated with firearms and explosives, single shot to your body, one limb of
only rarely is it associated with other your choice is crippled until repaired via
types of attacks. Ballistic damage is surgery. Note that this only takes effect
absorbed by armor until the armor is if you take at least 25 points to your
gone, in which case the remainder does BODY. If your armor stops some of the
damage to the target’s body. If ballistic damage and reduces your body loss
damage does body damage to a target, below 25, then you do not take the
then that target is Stunned for one crippling effect.
minute.
FIRE
DIRECT
This damage type represents fire
Direct damage represents and heat. It is especially useful against
mundane effects that ignore armor. This flammable creatures, and plantlike
is mainly used to represent armor- monsters.
piercing rounds, and similar modified
ammunition types. Anyone struck with ICE
a direct damage effect takes the damage
to their body, not to their armor. Direct This damage type represents
damage only causes Ballistic shock if it waves of fierce cold and water vapor
is delivered via a bullet. being turned into shards of ice. It is
especially useful against fiery creatures, Poison damage represents
or energy beings. injected venom, contact poison, or other
toxic substances. If a target takes body
LIGHTNING damage from a poison effect, he is
Poisoned for one hour, or until cured.
This damage type represents raw
electricity. It is especially useful against RADIATION
watery creatures, and machines.
Radiation damage is usually a
MAGIC packet-based effect, although you may
take unavoidable radiation damage
Magic damage represents merely from spending time in fallout
mystical force augmenting a user’s form zones. Anyone who takes body damage
or weapons. It goes straight through from radiation becomes Irradiated. See
armor of all sorts, (except mystically- the section below for details on
augmented armor,) and damages the radiation, and radiation sickness.
target’s body.

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.

Note that supplemental skills which ITEM BOOST: Occasionally, a hand


come in levels may be used in levels... If of fate situation may allow items to be
you are using your medical skill to used to help the situation. When this is
permitted, participants who have already 6. The challenge has a three minute or
used their buy-in skill may burn 10 card ending time. At the end of that
consumable items to discard an existing three minutes, or if they go above 10
card and draw a new one to replace it. cards in their pool, they must present the
The game staff is the final arbiter on best hand possible.
what items may assist in what situations.
Note that you may use the same item Jane and Rob spring into action! Both
type multiple times in a Hand of Fate of them pull out props, lie Bill down on
challenge, but every time you do you a table, and begin the operation. Jane
must use DOUBLE the amount you used goes first with her Buy-in skill and
last time. draws the following five cards:

Unified Example: Doc Jane and Nurse 2 of hearts, 5 of clubs, 6 of diamonds,


Rob are sitting in the local brewshack, queen of clubs, and 8 of hearts. Rob
sucking back medical grade alcohol and declares the use of his buy-in skill, and
taking bets on who's gonna go blind after a quick discussion with Jane, he
first. Suddenly the door bursts open, ditches the 5 and queen of clubs and
and a guard runs in carrying a twitching draws 2 cards to replace them. They
mess of a man! Seeder bugs attacked are the king of diamonds and jack of
them while they were out on patrol, and hearts.
they laid eggs in his buddy Bill's belly!
The eggs must be removed before they After this use of their buy-in, Rob and
hatch, or Bill's a goner and there's Jane have an available pool of the
gonna be seeder bugs all over the following.
brewshack!
Diamonds: 6, K
Jane and Rob spring into action. The Hearts: 2, 8, J
game staffer on hand pulls out a deck of
cards and an evil grin, and tell them that Jane spends 30 seconds and declares
this is a hand of fate challenge. He that she's using first aid to figure out
gives them the following information: where the eggs were implanted in the
body. Rob declares he's doing the same
1. The Buy-in skill is Surgery. thing, and spends his own 30 seconds on
2. The opposing suit is clubs. it while Jane's doing that. The game
3. The minimum hand they need to staffer agrees that's a good use for first
complete this is two pair. That will kill aid. Rob and Jane draw a card each,
the patient but stop the eggs from and add it to the pool. However, now
hatching. they cannot again use first aid to
4. If they want to extract the eggs AND supplement their pool for this hand of
save the patient, they'll need a hand of at fate challenge. They draw the 7 of
least a straight. diamonds and 8 of clubs respectively.
5. Each supplemental skill use or item
use will take 30 seconds of time. Pool after 30 seconds:
Clubs: 8
Diamonds: 6, 7, K medical level to identify all the eggs in
Hearts: 2, 8, J Bill's body. Game Staffer agrees to both
uses. Rob and Jane discard the 4 and 8
Jane gripes in frustration, and looks at of clubs and draw new cards. They get
her sheet. She uses one level of the a 4 of spades and 9 of clubs.
Injections skill as a supplement and
roleplays sedating the target. Rob Pool after 2 minutes:
spends his 30 seconds using the Clubs: 9
motivation skill to calm the target down, Diamonds: 6, 7, K
and comfort him while this is going on. Hearts: 2, 5, 8, J, A
The game staffer allows both uses of Spades: 4
these skills to supplement. Jane draws
an ace of hearts, and Rob draws a 5 of Rob's out of skills that he thinks can
hearts. help, so he backs out of the challenge.
Fortunately, his friend Doc Gogglez has
Pool after 1 minute: come into the brewshack by now, and
Clubs: 8 figured out what's going on. After Jane
Diamonds: 6, 7, K uses another level of her medical skill to
Hearts: 2, 5, 8, J, A ditch the 9 of clubs and draw a 5 of
diamonds, he uses his buy-in skill to
Jane notes that with the cards they've discard all of the diamonds and the
got available, they've got a flush... spade, and draw five new cards.
Which exceeds the straight required to
save the patient. Jane notes that they Pool after 2 and a half minutes:
also have a little time to spare, and Clubs: J
might as well go to the full 10 card limit, Diamonds:None
and try to swap out cards they don't Hearts: 2, 5, 8, 9, 10, J, A
need. She wants to try to get the hand Spades: 6, A
as high as possible to see what happens.
Jane and Doc use levels of their medical
Jane spends the next 30 seconds using skill to supplement ONE LAST draw.
her second level of the injections skill to Getting rid of the 2 and 5 of hearts and
try and put the eggs into hibernation. drawing a 9 of spades and 4 of
Rob attempts an item use of a bottle of diamonds. At the end of three minutes
homemade liquor to try and soothe the the Game Staffer calls DONE, and the
patient's pain. The game staffer okays tired doctors assemble their hand from
Jane's injections use, but says that Rob's the following pool:
use of that item does not work. The item
is expended, and Jane draws a 4 of Clubs: J
clubs. Diamonds: 3
Hearts: 8, 9, 10, J, A
Thirty seconds later Jane then uses 1 of Spades: 6, 9, A
her 4 medical levels to begin a safe
extraction of an egg. Rob uses his only
The best they can do at this point is an deal with at some point.
all-hearts flush. They put forward the 8,
9, 10, Jack, and Ace of hearts. This is a It used to be the case that radiation built
flush, and one higher than a straight. up in a person’s bones and tissues and
The game staffer tells them that Bill is stayed there permanently… Each dose
saved, and they have stopped the Seeder that a person got would add to the
eggs from hatching. In addition to that, previous dose, and eventually weaken or
since they hit a higher hand than needed kill them, with no real hope of recovery.
(Not by much, so it's only a limited Fortunately, this is no longer the case.
success,) they have managed to salvage With the sporadic-but-now-somewhat-
some of the damaged eggs. The yolk experienced treatments and
from those is usable for Compound nanotechnology of the 22nd century,
Components. He hands them three radiation poisoning isn’t always a certain
Compound component tags, and waves death sentence. Almost every living
away the out-of-game NPC's who were metahuman on the planet has either
waiting to play the Seeder Larvae if the developed a tolerance for radiation, been
operation had failed. They head back to genetically engineered to regenerate
the NPC shack, and the PC's breathe a cellular radiation damage, or been
sigh of relief. The brewshack is once exposed to symbiotic nanites that
more saved from an onslaught of creepy remove radiation damage over time.
crawlies.
All this aside, radiation exposure is
As you can see from the above example, always risky, and NEVER to be taken
the Hand of Fate mechanic differs a bit lightly. Too much in too short a time
from regular Wasteland mechanics. It is will kill you. And it won’t be a painless
more of a “mini-game”, and the use of it death.
within any given event is left solely for
plot to determine. There are five stages of radiation
exposure. Each time you take body
damage from a radiation effect, or are
struck by an Irradiate, you progress from
RADIATION: THE your current stage to the next. Until you
reach stage 5, the effects of each stage
SHATTERED ATOM are cumulative. The five stages are as
follows:
AND YOU
THE STAGES OF RADIATION
Radiation is bad for you, plain and EXPOSURE:
simple. Irradiated matter has a half-life
that’s usually in centuries or millennia, Stage 1 – Trace Count:
and can cause illness, DNA damage, and This is your baseline radiation level as
death. Radiation is the legacy of the an average Wasteland inhabitant. It
bombs that fell upon the world during represents a few traces of radiation that
the big one, and it is an inescapable
hazard that most adventurers have to
you can never purge. It does you no continues until you reach zero, at which
harm, and has no game effects. point you start your dying count. Unless
you are decontaminated down to stage 3
GAME EFFECTS: You start at Stage 1, or lower before you complete your dying
and can never go below this stage. count, your character will die.

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

I, THE UNDERSIGNED, PROMISE TO OBEY AND HONOR THE STATEMENTS BELOW. I DO


THIS OF MY OWN FREE WILL, AND RECOGNIZE THAT I HAVE A RESPONSIBILITY TO
MYSELF, THE OTHER PLAYERS, AND ANY BYSTANDERS THAT MAY BE PRESENT FOR
THIS WASTELANDS EVENT.

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.

2. I WILL AVOID INJURING MYSELF OR OTHERS.

3. I AM OVER 18, AND HAVE SHOWN APPROPRIATE IDENTIFICATION TO THE GAME


MASTER.

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

6. I WILL NOT ATTACK ANYONE WHO IS NOT PLAYING, OR ANY MISCELLANEOUS


WILDLIFE THAT MAY BE ON COURSE.

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.

8. I WILL WEAR EYE PROTECTION AT ALL TIMES, UNLESS IN A DESIGNATED


GOGGLES-FREE ZONE.

9. I WILL NOT SHOOT OR OTHERWISE HARASS OUT-OF-GAME PEOPLE.

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.

SHOULD I FAIL TO HONOR THESE STATEMENTS, AND NEGATIVE CONSEQUENCES


OCCUR, THEN I ACKNOWLEDGE THAT I AM AT FAULT, AND THE GAME MASTER, LAND
OWNER, GAME STAFF, AND OTHER PLAYERS ARE NOT AT FAULT.

I, __________________________ SWEAR THAT I WILL ABIDE BY THESE STATEMENTS.

SIGNED, ______________________

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