Wastelands Rulebook v5.0.pdf

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WASTELANDS: CORE RULEBOOK
VERSON 5.0
Completed February, 2013
Written by Andrew Seiple
Revised by Nate Love and John Dickerson
Edited by Nate Love
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.
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“…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”
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Table of Contents
Introduction
FAQ
Safety
Character Creation
Skill Charts
Complete Skill List
Magic
Spells
Crafts
Recipes
Items
Traps
Combat
Death
Damage Types
Radiation
Archetypes
Waivers
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8
15
24
34
40
64
68
76
78
82
85
91
103
107
109
112 **
123
*All content highlighted in RED indicates a ratification, update,
change, alteration or inclusion. Some of these are rules changes, others
are added content and information.
**Denotes that a section was moved.
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INTRODUCTION
Near the end of the 22nd century,
the world changed. Cities died in atomic
fire, triggered by fools and arrogant
tyrants. Corporations became more
powerful than nations, and greedily
divided the world up among them. Much
of the remaining human race now lives
in corporate enclaves, massive walled
cities that are sanitized and sterile. Wars
are fought between corporations now,
and nations are a thing of the past. And
magic has returned.
Abnormal children are being
born to perfectly normal human couples.
Many of these children are not human…
They are elves, dwarves, orcs, and
stranger things. And some are born with
the ability to tap into the world’s long-
forgotten magic.
Panic, riots, and hate crimes were
the result of these first incidents.
Humanity does not accept change well.
The tantrums ceased when the dragons
woke up, and tried to reclaim the world.
Many magicians and metahumans
bought acceptance from the corps by
using their talents in the Dragon war.
Finally, a peace was reached. The
dragons could do business with the
corporations, as it turned out. And
business is good.
Now the world is cursed with
enormous cities, which belch out
pollution and profit in equal measure.
Magicians and Adepts have learned to
harness magic. While it can never be
SAFE, it is now more predictable.
Dragons no longer trust in hoards of
gold, finding more profit and treasure in
stock, and influence. The only truth now
is the Almighty Allin. Welcome to the
23
rd
century, consumer...
Now with the last of the Great
Corporate Wars over, and the dragons
quiet, many Corps are looking to reclaim
territory. But good, safe territory is
scarce, and held by one corporation or
another. So that leaves only the worst of
places, left to reclaim. Where technology
is limited by old scars of war and
disasters, and magic is limited by those
same scars.
The nuclear fire invented by man
burned brightest here, and here the
hideous wars of the new century were
fought, until the land was blighted and
ruined. The land here had names, once.
Ohio, Indiana, Kentucky,
Pennsylvania… Now they just fall under
one epithet: "The Wasteland." The
corporations are trying to claim the
wastes, and they need people to do this.
Perhaps you are an immigrant
from a poor enclave, trying to better
your lot. Perhaps you are trying to gain
fame on the media networks, and earn
sponsorships. Perhaps you are a convict,
given the opportunity to serve your
sentence cleaning up the wastes.
Perhaps you are a local resident,
trying to get untainted food, rare
medicines, and reliable bullets from the
corporation in exchange for work. Or
perhaps you are here to make your
fortune.
There is money here, and
opportunity. Such things as lost
technology, hidden magic, secrets long-
forgotten, contaminated resources, and
business opportunities can all be found
in this blasted land. The Wasteland is
neutral, and many come here just for
that. Old enemies sip drinks and pop
anti-radiation drugs side by side at
times... Other times, it is a good place to
kill a hated foe, and dump him where no
one will ever find the corpse. And
strange creatures wander through the
night, seeking flesh to eat, or worse
things... Welcome to the Wasteland. Try
not to die too quickly.
LOCAL CIVILIZATION
Despite the odds, some people
DO live out here; refugees from the
neighboring enclaves, Corpwar deserters
and war criminals, nomads, and others
who have no place else to go. Their
bodies learn to live with the radiation...
The ones that don't adapt tend to die.
There are many small
settlements, dotted across the land.
Huddled together for mutual defense and
survival, they eke out a living as best
they can. Communication between
settlements is rare... Travel is dangerous,
and settlements can disappear overnight
from one calamity or the other. In many
places, governments try to rule multiple
settlements. These rise and fall with the
wind, and their money is worth the
material used in its fabrication.
Most civilization is pretty low-
tech. Houses are wood or stone, people
plow the land with horses and cattle (Or
slaves, sometimes,) and vehicles are
rare. The constant, low-level radiation
in the area limits the electronics that can
be brought into the Wasteland, and
pollutes the radio waves. Advanced
electronics of any sort are rare... They
break quickly. The few devices that are
built to last are well-shielded and in high
demand.
For much of the Waste, the
currency is barter. Some fairly lawless
settlements use bullets as currency.
Others accept Allin dollars in some
physical form... They might know a guy
who knows a guy who can trade them
with an enclave. Be careful. There are
settlements out there that keep dark
secrets, and there are those who view
visitors as new trading stock, or good
sources of meat. Guns are one thing that
the Wasteland has no shortage of, or
knives, or other weapons. If nothing
else, the Free Traders see to that.
FREE TRADERS
The Free Traders are the glue
that holds the Wasteland together. No
one knows who backs them, no one
knows just how much they rake in for
their services, but the fact is that they are
necessary and vital parts of this warped
land. They are known by their mark... It
is a fine tracery of glowing silver wire
on their forehead, obviously cyberware.
It must be well-shielded to function
within the Waste, and it is. No one quite
knows what it does, but there are rumors
that it allows them to share one mind.
Certainly it is true that most Traders
know when another Trader dies, and
seem to know the identities of their
murderers. Those who kill Free Traders
usually buy themselves trouble.
The Free Traders travel,
sometimes alone and sometimes with
guards. Sometimes they sponsor and run
great caravans, that cross the length of
the wastelands. They go from settlement
to settlement, selling their wares. They
can obtain things from inside enclaves,
though their selection is seemingly
random, at times. They don't get
involved in local problems, they don't
take sides, and so they are grudgingly
trusted.
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