You asked for it and here it is, the first public playtest file for Wastelands
I
have balanced the skill system, but Now it is time to balance out the
combat system. So any input, specific or general feel free to respond.
Wasteland Playtest #1
Introduction
Overview
Character Creation
.....Intro
.....Attributes
.....Classes
.....Skills
Equipment
.....Weapons
.....Armor
.....Medical Scientific
.....Misc
Combat
.....Combat round
.....Ranged
Monsters
....Monsters a-z
Introduction: Welcome to the Wastelands...
Wasteland
is a Post-Apocalypse RPG rule set, the "Standard" setup is the post
nuclear apocalypse, however zombie invasions, post plague, and other
"End of the world" setups can be easily house ruled. There are three
concepts that are important in the development.
Simple - the goal is to keep the game simple, both in mechanics and in wording.
Expandable - to allow anyone to expand the system to what there needs require
Fun – if it not fun, then why make a game?
Overview:
The year is 2145, and the world is a ruin. For years people saw
the wars coming, less resources and more people is not self-sustaining,
and even with the wonders of technology, it did not change the nature of
man. China-Indonesia Alliance and the North America Trans-Euro
command found itself with a crisis, political leaders where politicians
and not statesmen, and the crisis began to spiral out of control, and
then on July 1, 2125 the old world died in fire and the new world was
born. Twenty years have past, the survivors have started to reform
communities, and the brave, the foolish, and condemned go out from their
communities to explore the Wasteland, to find resources, to collect
artifacts of the old world, to enrich their communities and themselves.
But in the wastes their are many horrors, old war machines still
fighting the war, mutants of all shapes and sizes, deformed by the
nuclear and biological weapons of the past, the oppressive radiation
that blankets the world, and finally, what many consider the most
dangerous creatures, fellow humanity.
Character Creation
The details are below, but as a quick overview
Creating a Character
1.Have a piece of paper (or character sheet), pencil, and 2d6.
2.Roll
a 2d6 for each of the main attributes (Strength, Dexterity, Endurance,
Intelligence, Charisma). If the GM allows, you can roll a 2d6 five times
and place the resulting scores in the attributes you wish.
3. Mark Luck and XP as Zero. Roll 4d6 and add that number as your starting Rads.
4.Figure out your starting HP, which will be your Endurance + 1d6
5.Decide on which Class you wish to be.
6.Make Class modifications to Attributes
7. Choose your skills.
Each
starting character gets 4 skills three from the class list, and one
free choice. Then the Character can add one rank to one of the four
skills (except skills that are limited to one rank)
(note on skills, not having a skill does not mean one cannot do something, it just that you do not have a bonus for it)
8. Role 2d6x20, this is your starting bottle caps (currency) to buy equipment
9. Buy equipment
Attributes
Characters have a number of Attributes that will be recognizable by most role players.
Strength(STR) - the physical power of a character
Dexterity(DEX) - The coordination of a character
Endurance(END) - the health of a character
Intelligence(INT) - the IQ of the character
Charisma(CHA) - the looks and personality of a character
Luck(LU) – Sometimes it is better to be lucky then good
Hit Points (HP) – How much damage a character can take
Radiation Points (RADS) – How much radiation the character has received.
Experince Points (XP) - Experience points.
STR,
DEX, END, INT, and CHA have a value between 2-12, rolled on a 2d6, thus
the average is seven (7). Hit Points are the health of the character,
and if HP reaches below zero, then the character is dead. (Zero means
the character is knocked out). Rads are a tracking number of how much
radiation the character has experienced. Many times there will be
radiation in surface water, game animals, and other events that can
cause the player to adsorb radiation and thus earn rads. Rads upon
reaching certain levels have effects (and sometimes even mutations!)
Luck
Points are to celebrate the adage, sometimes it better to be lucky then
good. Luck Points are given out by the GM for good role-playing or for
other rewards, and a player can use a luck point that has been earned to
reroll an unfortunate die roll. (There is a limit for using one luck
point on a specific roll, so if a luck point is used and the roll is
still bad, the 2nd roll stands)
As a example - Player A rolls to
hit a mutant, and rolls a ten to miss, it is very important that Player A
hits the mutant, as if he fails, one of his party may die in the next
round. So Player A decides to use a luck point. He declares this, and
reduces his luck score by one. At this point, Player A re-rolls.
the old roll is eliminated, and the new roll, be it a 2 or a 12, is
kept, and Player A, even if he has a luck point, cannot use another one.
Classes
Members of the wasteland have had a number
of classes, these include what they did pre-war, and also what they have
done post war.
Class List
Classes in detail.
(Note:
when rolling for extra hit points on leveling, the charicter will get
HALF the HP bonus or penatly added to the roll, though they will always
get one HP.)
Soldier - Before the great war, this
character was a member of the military (or is a decentdent of soldiers
and has recived training), and survived the resulting nuclear Holocaust,
His or her military training and items allowed them to survive and even
thrive in the world.
Attributes mods: HP + 4, INT -1
Class Skill List
Electronics
Survivalist
Medicine
Rifle
Energy weapons
Heavy Weapons
Scientist
- This men or women of science (or medicine) survived the great war and
have used there rich education to find a role in the post war world.
Also in some communities Scientists are still being trained.
Attribute Mods: INT + 2, STR -1 , - 2 HP
Computer
Electronics
Medicine
Knowledge
Craft skill
Jack of all Trades
Tribal
- Not all the men and women could take the fact that the world as they
knew it ended. It can be an earth shattering experience, and some of
them joined together and quickly formed newly made tribes with
initiation rites, and deep clannishness.
Attribute Mods: +2 HP
Survivalist
Bow
Blunt
Spear
Craft Skill
Jack of all Trades
Mutant
- Between the effects of radiation and the Mutagen viruses released,
some people have gone though a terrible transformation. They have grown
bigger, skin turning Green, Yellow, or black and while somewhat dumber,
and weird mutant abilities. Radiation has less effect on mutants.
Attribute Mods: +2 STR, +2 HP , half Rads, -3 INT
Blunt
Brawling
Pistol
Rifle
Mechanical
Heavy Weapons
Ghoul
- Some people exposed to massive doses of radiation and the Mutagen
Viruses had a transformation that was unique. the skin looked like it
was to peel off, turning a ugly shades of red and green, almost zombie
like, however they maintained there intelligence, and found themselves
immune to radiation (some ENJOY radiation) however many consider them
non-human.
Attribute Mods: Rads No effect, -2 HP
Thieving
Survivalist
Jack of all Trades
Salvage
Pistol
Electronics
Wanderer
- Some travel the wastes in a nomadic existence, traveling place to
place, never feeling right settling down as they had lost so much at
there old home. Others have found themselves cast out or otherwise
homeless. Those who survive this are tough survivors.
Attribute Mods: +1 Dex, +1 CHA
Pistol
Rifles
Mechanical
Salvage
Survivalist
Gambling
Scavenger
- Some make a living finding the old stuff, and getting to work (or
taking the parts off that can be used and scrapping the rest) of course,
much of the easy salvage has already been taken.
Attribute Mods: +1 INT
Jack of all Trades
Salvage
Craft skill
Survivalist
Sneak
Mechanical
Villager
- Some people have formed small villages, starting to raise families,
and growing food (by grazing or by crops), they must know how to survive
well as the world is a tough place.
Attribute Mods: +2 HP,
Black Powder
Sneak
Craft Skill
Mechanical
Pistol
Survivalist
Raider
- why work when you can take it from someone else? Some groups have
formed that raid anyone they feel weaker and take items of value. They
are the scourge of the wasteland.
Attribute Mods: +1 STR, +1 DEX, -1 END (-1 HP)
Blunt
Pistol
Rifle
Thieving
Explosives
Blade
Rogue
- Someone who just needs duct tape and some salvaged items and can make
a working radio, or bomb, or can take a bunch of old tins and make a
fine dagger. Also they can steal without violence, spies, and other
uses in the wastelands in populated areas.
Attribute Mods: +1 INT, +1 DEX, -2 HP
Salvage
Craft Skill
Thieving
Electronics
Mechanical
Blade
Skills
Skills are broken down into “Weapon Skills” And “Non-Weapon Skills”
Weapon Skills
Brawling - fighting without any weapons, or with brass knuckles and other very short range weapons.
Black powder - the use of black powder weapons, both rifles and pistols.
Blade - the use of knives and other bladed weapons, including swords
Blunt - using large, blunt objects, including lead pipes, clubs, Cudgels, and crowbars. Axes fall under the blunt object
Bows - using bows or crossbows to fire a bolt or arrow at something
Energy weapons - Weapons that shoot pulses or beams of energy at a target
Explosives - using things that go BOOM.
Heavy Weapons - Large chain guns, rocket launchers, small nuclear devices, squad machine guns, and other large weapons.
Pistol - use of small single hand or small carbine/submachine gun weapons.
Rifle
- use of large rifles that require two hands, such as assault rifles,
bolt action, shotguns(including sawed off) lever action, ect
Spear and Polearms - using sharp pointy sticks, and two handed weapons based off polearms, and other primitive weapons
Non-Weapon Skills
Computer - knowledge on how to operate, fix and program computers.
Electronics - Knowledge on how to operate, fix, and program non-computer electronics.
Survivalist - you know how to find and raise food, and generally how to survive in the wastelands
Thieving
- you know how to pick locks, fake documents, pick pockets, and set up
(and disarm) booby-traps. You are also streetwise
Gambling - Skill on all sorts of gambling
Jack of all Trades - Increases the default chance of all skills to six. Limited to one rank
Medicine - medical training, ranging from dentist to ER doctors.
Mechanical - know how to operate, fix, and build non-electronic technology
Salvage - finding useful things in scap and junk piles.
Craft
skill - this allows one to make and build things, when you buy this
skill you are limited to one specific type of craft (unless you buy this
skill twice) Craft skills include but are not limited to Blacksmith,
Leatherworking, seamstress, potter, gunsmith, farmer, rancher, ect.
Basically, if you are trained into making or growing something, it is a
craft skill.
Knowledge – you are a expert on some sort of
information, including buy not limited to Religion, Math, Biology,
Chemistry, History, ect
Sneak – When you have to be very quiet, or hide, Sneak is always a useful skill.
How Attributes and Skills work.
Attribute and skills Rolls
Many
actions by the player are handled by attribute rolls. For example, to
lift a heavy object might be a STR -2 roll (thus, the player would have
to roll under their STR minus two on a 2d6. Or reaction roll might be a
charisma roll (roll under the Charisma Attribute on a 2d6) 2 always
passes on Attribute rolls, and 12 always fails.
Sometimes when a
specific goal needs to be met, it needs to be done by a skill. Even if
one does not have the skill, a player will have a base chance of five
(six if they have the "Jack of all trades" skill) to carry out a action.
If they buy a skill there base chance is 7 + skill level. So as a
example, if John doe has the skill Computers - 2 John doe base chance is
nine. In some non-time related issues, if their skill roll fails, they
can try for an attribute roll with a penalty to see if they can figure
something out. As a note if they have succeeded in a roll, and try to do
the same or similar thing again, they should be able to do so (or with a
large bonus) at the GM digression.
Example 1 – The party comes
across a locked gate, the could use DEX to climb over the gate, STR to
break the gate down, or Thieving skills to pick the lock. However in
some cases the Game Master should give bonus or penalties to do
something. (For example, a rotted wood door the player would receive a
bonus of +2 on to break it down, while a steel reinforced door might be
-2.
Example 2 - A tribal finds a computer terminal, and fails on
her computer roll to figure out how to use the system to retrieve a
file(as she never used this system before) and fails her skill roll,
however she has plenty of time, and is smart (has a high Intelligence)
and after a hour she can roll a attribute roll (-2 in this case) to see
if she can figure out how to get the data she needs.
Equipment
.....Weapons
Dam: Damage
Att:
number of attacks per round (note, weapons that fire more then once per
round fire roll to hit, and if they do hit, then roll a separate roll
to see how many actually hit), 1/2 means fires every other round, select
fires three times every round, auto fires six times every round, and
chain gun fires twelve times every round.
Round: the type of ammo it uses, NA does not use ammo.
Range: the range that the weapon, if more then melee, it is the range that each to hit adjustment takes place.
Cost: Approx cost of items in Bottle Caps (bc)
Brawling Gear
Brass Knuckles Dam: 1d6, Att: 1, Round: NA, Range: Melee, Cost: 5bc
Boxing gloves Dam: 1d3-1, att: 1, Round: NA, Range: Melee, Cost: 5bc
key ring Dam: 1d3+1, Att: 1, Round: NA, Range Melee, Cost: 1bc
Spiked Knuckles Dam: 1d6+3 Att: 1, Round: NA, Range: Melee, Cost: 10bc
Power Fist Dam: 3d6+3, Att: 1, Round: EC (1), Range: Melee, Cost: 1200bc (holds 20 ECs)
Death Blade Knuckles Dam: 2d6, Att 1, Round: NA, Range Melee, Cost: 240bc
Blades
Bowie Knife Dam: 1d6+2, att: 1, Round: NA, Range: Melee, Cost 10bc
Katana Dam: 1d6+5, att: 1 Round: NA, Range: Melee, Cost 40bc
switchblade Dam: 1d6, att: 1, Round: NA, Range: Melee, Cost 12bc
meat cleaver Dam: 1d6+2 att: 1 ,Round: NA Range: Melee, Cost 12bc
Combat Knife Dam: 1d6+3 Att: 1 ,Round: NA Range: Melee, Cost 20bc
Bayonet Dam: 1d3+2 Att: 1 ,Round NA, Range Melee, Cost 4bc
Tribal Knife Dam: 2d3+1 att: 1, Round NA, Range: Melee, Cost 10bc
Blunt
Crowbar Dam: 1d6+1, att: 1, Round: NA, Range Melee, Cost 12bc
Lead Pipe Dam 1d6-1, Att 1, Round: NA, Range Melee, Cost 6bc
Tire Iron Dam 1d6, Att 1, Round NA, Range Melee, Cost 8bc
Sledgehammer Dam 1d6+1d3+4, Att: 1, Round: Na, Range: Melee, Cost 12bc
Pool Stick Dam 1d6, Att: 1, Round NA, Range Melee, Cost 10bc (note, on a roll of 12 the pool stick breaks)
Baseball Bat Dam 1d6+2. Att: 1. Round: NA, Range: Melee, Cost 20bc
Police Baton Dam: 1d6+1, Att: 1, Round NA, Rnage: Melee, Cost 15bc
Power baton Dam: 2d6+4, Att: 1, Round: EC (1), Range: Melee, cost 80bc
Power Sledgehammer Dam: 4d6+4, att: 1, Round: EC (5), Range Melee, Cost 600 bc
Spear
Javelin Dam: 1d6, Att 1, Round: Javelin., Range: 20, cost 10bc
Tribal Spear Dam: 1d6+1, Att 1, Round: NA, Range: Melee, Cost 15bc
Blowgun Dam 2d3, att 2, Round: Dart, Range 25, Cost: 40bc
Hunting Spear 2d6-3, att: 1, Round NA, Range Melee, Cost 30bc
Junkyard Spear Dam 1d6+1 att: 1, Round: NA, Range: Melee, Cost 15bc
Halberd Dam 2d6, Att: 1, Round NA, Range: Melee, bost 40bc
Bows
Short Bow Dam: 1d6 att: 1 Round: arrow, Range 20, Cost: 20bc
Long Bow Dam: 1d6 att: 1 Round arrow, Range 30, Cost 40bc
Compound Bow Dam: 1d6+4 att: 1 Round arrow, Range 35 Cost 60bc
Tribal Bow Dam: 1d6-1 att: 1, Round: arrow, range 25, Cost 30bc
Cross Bow Dam 1d6, Att: 1 Round Bolt, range 20 Cost: 30bc
Foot Bow Dam 2d6+3, Att: 1/2, Round bolt, Range 40, Cost 70bc
mini-crossbow Dam 1d6-1, Att: 1/2, Round bolt, Range 30, cost 35bc
Explosives
Frag Grenade Dam 3d6 att: 1, Round: Frag Grenade, range 10, Cost: 50bc
EMP Grenade Dam: 4d6, att 1, Round EMP grenade, Rage 15, Cost 50bc (Note: only vs robots)
Bouncing Betty Dam 2d6 att 1, Round Bouncing Betty Range:* Cost 50bc
TNT Dam: 2d6. att: 1 Round: TNT Range: 10, cost: 40bc
C-4 Dam: 4d6 att: 1 Round C4, Range 5, cost 80bc (needs Detoator)
Molotov Cocktail 1d6(x2 rounds) Att: 1, Round Molotov Cocktail, Range 15, Cost 20bc
Detonator Dam Nil, Att: 1/2, Round Detonator, Range: NA, Cost: 50bc
Detonator, Salvaged Dam Nil, Att: 1/2, Round Detonator, Range: NA, Cost: 30bc
Anti-Personnel Mine Dam 3d6, att 1/2, Round AP Mine, Range NA, Cost 50bc
Anti-Tank
Mine Dam 6d6, att 1/2, Round: AT mike, Range NA, Cost 100bc (note, only
items weight more then 600 libs will set off AT mine)
Pistols
Hi-Power Dam 2d6+2 Att: 2, Round 9mm, Range 40, Cost 600bc (holds 10 9mm)
XRP-9mm Dam 2d6+2, att 2, Round 9mm, Range 35, Cost 550bc (holds 13 9mm)
XRP-10mm Dam 2d6+4, att 2, Round: 10mm, Range 35, Cost 700bc (holds 9 10mm)
XRP-.45 Dam 3d6+2, att 2, Round 45Cal, Range 40, cost 700bc (holds 10 45Cal)
1911 Dam 2d6+2, att 2, Round 45Cal, Range 35, Cost 600bc (Holds 7 45Cal)
Model 10 Dam 2d6+1, Att 2, Round 38 Special Range 35, Costs 400bc (Holds 6 38 special)
Model 15 Dam 2d6+1, Att 2, Round:38 Special Range 40, Cost 500bc (Holds 6 38 special)
Model 36 Dam 2d6+1, Att 2, Round 38 Special, Range 15, Cost 400bc (Holds 5 38 Special)
44 Special Dam 3d6, Att 2, Round: 44 special, Range 35, Cost 500bc (Holds 6 44 special)
44 magnum Dam 4d6+2, Att 2, Round 44 Magnum, Range 35, Cost 800bc (Holds 6 44 Magnum)
10mm Sub-machine 2d6 Att auto, Round 10mm, Range 35, Cost 600bc (Holds 20 10mm)
Tek-9 2d6-1, att: auto, Round 9mm, Range 35, Cost 550bc (Holds 20 9mm)
Victor PRK 2d6-2, Att 2, round: .380, range 35, Cost 425bc (holds 7 .380)
Target .22 1d6+3, Att 1, Round .22, Range 40, Cost 400bc (holds 10 .22)
Black powder (Note, bp takes 2 rounds per round to load.)
Black Powder Revolver Dam: 1d6+2, att 2, Round: BP, Range 30, Cost 250bc (holds six BP)
Black Powder Rifle Dam: 2d6+2, Att 1, Round BP, Range 70, Cost 350bc (holds 1 BP)
Single Shot Pistol Dam: 1d6, att 1, Round BP, Range 35, Cost 100pb (holds ` BP)
Black Powder Grenade Dam: 2d6+5, Att 1, Round pb grenade) Range 10, Cost 20bc
Black Powder Cannon Dam: 4d6, att 1/2, Round 5 BP, Range 50, Cost 2000bc (holds one shot)
Rifle
Rifle, .22, Common Dam 1d6+3, att 2, Round: .22, Range 70, Cost 400 (Holds five .22)
Rifle, .22, Target Dam 1d6+3, Att 1, Round: .22, Range 100, Cost 600 (holds 1)
Hunting Rifle Dam 3d6, Att 1, Round 30-6, Range 70, Cost 600 (holds 5)
AR-15 Dam 2d6+3, Att 2, Round .223, Range 70, Cost 600 (holds 20)
Military AR Dam 2d6+3 Att: select, Round .223, Range 80, Cost 800 (Holds 20)
AK knockoff Dam 2d6 att: 2, Round 7mm, Range 60, Cost 500 (Holds 20)
AK-94 Dam 2d6, att: Auto Round 7mm, Range 60, Cost 700 (Holds 20)
BB gun Dam 1d3, Att 1, Round BB, Range 70, Cost 100 (holds 5)
Shotgun Dam 3d6 att 2, Round 12 guage, range 20, Cost 300 (Holds 2)
Combat Shotgun Dam 3d6, Att 2, Round 12 guage, Range 20, Cost 500 (hold 7)
Sawed Off Shotgun, 3d6, Att 2, Round: 12 guage, Range 10, Cost 300 (Holds 2)
Lever Action, .38 Special 2d6, Att 2, Round .38 special, Range 70, Cost 400 (holds 10)
Lever Action, 44 mag 3d6, att 2, Round .44 special, Rnage 70, Cost 700 (holds 10)
Military Surplus Bolt Action Dam 3d6, Att 2, round 30-6, Range 80, Cost 230 (holds 6)
Wasteland Rifle Dam 2d6-1, Att 2, Round 30-6, range 60, costs 120 (holds 4)
Energy weapons
Laser Pistol Dam 2d6+1d3, att select, Round EC, range 40, Cost 700 (holds 20 EC)
Plasma Pistol Dam 3d6+3, Att Select, Round: EC, Range 30, Cost 900 (Holds 20 EC)
Laser Rifle Dam 2d6+1d3, Att select, Round EC, Range 70, Cost 1200 (Holds 40 EC)
Plasma Rifle Dam 3d6+3, Att Select, Round EC, Range 50, Cost 1500 (holds 40 EC)
Guass Rifle Dam 5d6, Att 1, Round EC, Range 120, Cost 2500, (holds 20 EC)
Telsa Gun Dam 4d6, Att 1, Round EC(5), Range 40, Cost 1200, (holds 20 EC)
Sniper, Laser Dam 3d6 Att 1/2) Round EC, Range 200, Cost 1200 (holds 5 EC)
Heavy Weapons
Rocket Launcher Dam 3d6+3, Att 1/2, Round: Rocket) Range 45, Cost 800
Mini-gun Dam 2d6, Att auto, Round 9mm, Range 50, Cost 1200 (holds 100)
GP machine Gun Dam 3d6 Att: Auto, Round .233, Range 60, Cost 2500 (Holds 100)
LAW Dam 3d6, att 1, Round LAW, Range 20, Cost 500
Flamer Dam 2d6+3, Att 1, Round Fuel, Range melee Cost 300 (holds 10 fuel)
Gatling Laser 2d6+1d3, Att: Chain, Round EC, Range 40, Cost 500 (Holds 30 EC)
Gatling Gun 2d6, att chain, Round 7mm, Range 50, cost 1200 (holds 100 7mm)
.....Armor
Padded cloth DR 1, 20bc
Leather Dr 3, 40bc
studded Leather Dr 4, 50bc
Raider Spiked Dr 5, 60bc
Raider Metal DR 7, 90 bc
Raider leather DR 4, 45 bc
Combat Armor DR 10, 500 bc
Salvaged, light DR 6, 250 bc
salvaged, heavy DR 9, 400 bc
Stealth Armor DR 9, 700 bc (Note: Improves stealth skill by 2)
Power armor, old DR 20, 2000bc
Power armor DR 24, 2800 bc
Advanced Power Armor DR 32, priceless
.....Medical Scientific
Health Stim - Heals 1d6+4 HP - 30bc
Double Stim - Heals 2d6+7 HP - 70bc
Doctors bag - Allows healing rolls by healers - 40bc
.....Misc
Ammo
.22 - 3bc
.38 - 5bc
.380 - 5bc
.44 special - 15 bc
.44 magnum - 25 bc
9mm - 7bc
10mm - 12bc
Rocket - 50bc
EC - 18bc
7mm - 10bc
.223 - 14bc
30-6 - 12 bc
12 gauge - 12 bc
Combat
Combat
is divided into rounds; combat in wasteland is generally short and
brutal, fitting to an end of the world game. Combat is handled though an
easy to understand process.
1. Roll for Surprise
2. Roll for Initiative, ties are broken.
3.
As per initiative, each player (and monsters) declare their actions and
if attacking, make to hit and damage rolls, and then and if damage is
taken, it takes effect immediately.
4. Players use any “instant use” items such as Stim-paks.
5. Any morale checks are made if needed
6. Go to step 3 till the combat is finished.
Surprise Rolls
Depending
on the situation, there is a chance that one or both sides might be
surprised. Surprise is handled by rolling a d6, in general, if both
sides where to blunder into each other, each has a 1 in 6 chance of
being surprised, (Both sides can be surprised, meaning the two sides
stare dumbly at each other for a round) a stealthy player or beast that
waits might get a 5 in 6 chance of surprise. It depends on the
situation.
A player or creature that surprises another gets x2
bonus on damage, and if from behind, x3 damage, and has a “free round”
before Initiative rolls take place.
Initiative Rolls
Each
player and the “bad guys” as a whole each roll 2d6 for initiative, and
ties are broken by a d6. The writers highly recommend that each player
is given a chance to roll his or her own initiative due to the bloody
nature of the combat, as if you roll once for the party and once for the
“bad guys” the bad guys might kill off the entire party if they win
initiative. Initiative goes lowest to highest in order.
To hit Rolls
To
hit is done though Skills with modifiers, for example, someone with a
Rifle-2 skill would hit unmodified on a 9 or below on a 2d6. However
there are range, size, and cover modifiers to deal with. Some examples
are below.
Point Blank +3
Close range +1
Normal 0
Long range -1
Extreme distance -5
Light cover (in brush or partially hidden) -2
Well covered (behind a large rock) -4
Being shot at with suppressing fire -3
If you roll at or below on a 2d6 with the skill + modifier you have hit, and can roll damage, otherwise you miss.
Damage rolls
Armor
in Wastelands does not make you harder to hit, but it absorbs damage,
thus while someone in power armor might be hit with 100 arrows, they
might all bounce harmlessly off the armor. A armor that has a DR of 10
will absorb damage of 10 points per hit.
Each weapon has an
amount of damage listed, such as 2D (two dice) or 1d+4 (1 dice plus 4)
and the hit point damage taken is damage – Damage resistance = hit point
loss. If the damage is less then the damage resistance, then no hit
point loss occurs.
Some weapons, namely some rifles and heavy
guns, have more then one attack per round. A “select fire” weapon shoots
three bullets a round, a fully automatic weapon fires six bullets a
round, and some guns like a chain gun, shoot twelve bullets a round.
These weapons are handled though the following process. The user of the
weapon rolls once on the to hit, and if they hit, they roll a d6, and
this informs the player out of the rounds fired, how many actually hit
the target. Then they roll damage and this damage is multiplied by the
number of bullets that hit. This combined score is then processed though
the damage resistance, thus even heavy armors can be compromised by
direct hits from automatic weapons.
1 2 3 4 5 6
Select fire 1 1 2 2 3 3
Automatic 1 2 3 4 5 6
Chain gun 2 4 6 8 10 12
Giant Ant – worker
Hitpoints 1d6+2
DR -2
Attack: Bite 1d6
Loot: 80% chance ant meat (+2 hp, +2 rads)
Worker
ants that have been mutated in the wasteland, these are found forging
around many areas looking for any type of biomass to bring back to their
nest, they can be found individually, in small groups, or en-mass
inside the nests.
Giant Ant – Soldier
Hitpoints 2d6 +2
DR – 3
Attack: Bite 2d6
loot: 100% chance ant meat (+2 hp, +2 rads), 20% ant nectar
Soldier
ants have been mutated in the wastelands, these will protect larger
group of workers, and protect the nest. These are feared fighters if
they can get into range. They will fight to the death to protect the
nest.
Giant Ant – Queen
Hitpoints 6d6
DR – 1
Attack: none
Loot: 2d6 ant meat (+2 hp, +2 rads), 1d6 Ant Nectar, 20% chance Ant Queen jelly.
Large,
bloated egg producer, the ants of the nest will protect the queen at
all costs, will produce large amounts of Giant Ant eggs, a valued food
source as it is free of radiation when it is produced. The Queen Jelly
is a highly valued by biological research.
And here is a semi-original one based off a fallout 3 creature
Yeo Guai
Hitpoints: 5d6
DR – 4
Move 20''
Attack 1d6/1d6/1d6+4 (8)
Loot: 1d6 meat (+1 rads), Pelt- rare,Yeo Guai Gall bladder
These
are one of the many horrors that are in the wastelands, gernally
thought to be mutated bears, these are quick, deadly hunters, and have
been known to take out some of the toughest creatures and humans in the
wastelands, most feared is it bite, which it hits on a 8 or lower. Its
Pelts are highly prized, and its meat is edible. Yeo Guai gall bladders
are highly valued in medicine.
I an currenly going though MM1 and converting some critters that make sense for Wasteland...
Bestary a-d (Minus deathclaws)
Ape, Carnivorous
Hitpoints 4d6
DR – 2
Move: 12''
Attack 1d6-1 x2
Loot: Meat (+2 Rads), Pelt- common
A
escapee from zoos, mutated in the wastelands, they are larger,
stronger, and very aggressive mutation of gorilla's. It tries to stay in
wooded areas where it will jump out to grab a hold of someone, then try
to drag them into the woods. On the body is just it meat (unpopular due
to closeness to cannibalism.) and its pelt, which a leatherworker can
collect. Its lair may have a few random shiny objects of low
worth.
Beetle, Giant
Hitpoints: 3d6+2
DR: 3
Move: 9''
Attack: 2-12
Loot: none
Giant
Beetles that have mutated, living in varied areas depending on the
beetle type was mutated from. There is little value, as the meat is
inedible , however some villagers and tribals do collect the exoskeleton
for decoration. There is rumors that some tech rich groups have started
to experiment with breeding giant bettles, harvesting them for the
shells, and attempting to make a armor with the exoskeleton and epoxy
glues.
Boars, wild
Hitpoints 3d6 +3
DR 4
move 15''
Attack 2d6+1
Loot: Pelt - petty, 1d6 meat (+2 Rads)
Boars
and feral pigs have escaped, and populated the world, these usually
come in herds of of 2d6 animals, and along with deer, are some of the
bedrocks of hunting villages and tribals. As it meat and pelts are some
of the most common food and pelts.
Boars, Giant
Hitpoints: 7d6
DR 6
move 7''
attack 3d6
loot: Giant Boar meat (+2 HP, +2 rads), Pelt – Common
The
Giant version of boars, are thankfully not as common, as they are
highly prized by hunting groups. (and thus hunted to elimination in some
areas) usually in groups of 2d6-3
Cattle, brahim
Hitpoints: 1d6
DR: 1
Move: 15''
Attack: 1d6-3
Loot: meat (+1 rads), Pelt – common
The two headed brahim breed of cattle is the most common breed of cattle.
Centipede, Giant
Hitpoints: 2
DR: 0
Move: 15''
Attack: 0 (Poison)
Loot: none
These
generally are in large groups (3d6 or more) and will rush towards prey,
while its bites are not damaging, they do inject a weak poison, that
saves on END +3, if saving throw fails, the poison will do 1d6 damage a
round until it is saved, cured by anti-toxin, or the pray bitten dies.
Crocodile
Hitpoints: 3d6
DR: 4
Move: 6'' (on land)/12'' (in water)
Attack: 2d6
Loot: 1d6 meat (Rad free), pelt – valuable
Crocodiles
generally try to stay still and surpise it prey, crocodile hunting is a
dangerious, if rewarding occupation in the wastelands
Dog, Rad
Hitpoints: 2d6+3
DR: 1
Move: 15''
Attack: 1d6+2
Loot: 40% meat (+2 rads)
Rad
Dogs are wild dogs that have found must radiation in the wastelands,
usually in packs of 3d6, they are feared killers of cattle and children,
and cannot be domesticated.
Dog, Wild
Hitpoints: 2d6-1
DR: 1
Move: 12''
Attack: 1d6
Loot: 40% meat (+1 rads)
These
dogs dot the wastelands, and sometimes can be befriended and its not
uncommon for someone to have a dog as a pet and guard-dog.
Deathblade
Hitpoints: 8d6+4
DR 4
Move 20''
Attack 2d6*/2d6*
Loot: 20% chance of deathclaw claw
One
of the most feared creatures of the wastes, the Deathblades are the
result of intensive genetic engineering to help reinforce the front
lines as manpower and robotics was stretched to the limits. Created from
Jackson's Chameleons, these range from 14-20 feet tall, are of green or
brown color, sometimes with fur, and with their infamous claws. The
claws are also famous as they where geneticly designed of a strong
unique bone structure that damage ignores damage resistance, thus even
power armor offers no special protection. At first these where thought
to be a rumor, however there slowly expanding range has confirmed that
these terrors exist. Even super mutants avoid known deathclaw areas.
They form extended clans, with the den mother running the main pack, and
a alpha male running the hunting packs. They are intelligent enough to
open doors and other simple mechanical devices.
Eel, water
Hitpoints: 2d6
DR – 1
Move 6''
attack: 1d3
Loot: Meat (+3 rads), pelt – valuable
These
water born animals are a staple for water communities, breeding in
mass, and mostly harmless, the main issue is the other water-terrors
that one may encounter when fishing for eels.
Frog, Giant
Hit Points 2d6
dr – 0
Move 12''
Attack 1 (see swallowing)
Loot: Frog legs (Meat, no rads)
Giant
frogs are over sized frogs that lie in wait in the wet parts of the
wastelands. On a roll of 2 on 2d6 attack roll, the player must make a
dex check or be swallowed, (killed instantly) Mutants, due to there
large size, cannot be swallowed.
Gar, Giant
Hit points 4d6
DR – 2
Move 20''
attack 3d6
Loot: 1d6 meat (+2 rads)
Giant Gars are the bane of many a fisherman, many eel fishermen have been lost in the teeth of a Giant Gar.
Gargoyle
Hitpoints 2d6+3
dr-4
Move 9''
attacks 1-3, 1-3, 1d6
Loot: Lair may have assorted small items.
Gargoyles
are the nickname to the numerous failed genetic experiments that have
escaped after the war. Many with large doses of human blood, but of low
human intelligence, sharp claws and a mean bite, these creatures inhabit
the ruins of abandoned cities, finding food and living in groups for
protection. Thankfully it appears most of these horrors are sterile,
however there seems to be a unexhaustive source of new ones from ongoing
research.
Ghoul, Feral
Create as NPC Ghoul
Some Ghouls
have gone quite mad, and wonder the wastelands attacking anything that
they feel is weaker then they are. They have a tendicy to exist in high
radiation areas as they are immune to the effects.
Hyena
Hitpoints 3d6
DR – 1
Move: 12''
attack 1d6
loot: nil
Hyena's
didn't need to mutate much to excel in the wastelands, escapees from
the zoos just fanned out, eating the overabundant carrion, and at night
they been known to attack camps. There meat and fur is useless but for
baiting traps for other Hyenas.
here are some unique creatures
Super Mutant
Hitpoints: 7d6+4
DR – 4
Move 12''
attack: 1d6 or per weapon
Loot: equipment
Super
mutants are one of the great terrors of the Wastelands. Mutants that
have mutated well beyond the normal “mutants” these are true giants,
normally 14 foot tall or larger, with massive STR bonus. Create as a
mutant, but with a +4 to STR, and -3 to INT.
Robots
Robots
and other artificial constructs are a constant threat or benefit in the
Wastelands, this is just a sample of the many robots that one may
encounter.
Robot, Mr. Howdi – Civilian.
Hitpoints: 3d6+2
DR – 2
Move 8''
Attack: Flamer, Victor PRK
The
Mr. Howdi, built by General Atomics, was a commonly produced general
use robot, that could be used as a butler, a factory worker, or as a
home defense robot. Consisting of a metal sphere with four arms, and
three sensor pods, they are reasonably intelligent, but not self-aware.
Millions of these where produced before the war, both by General
Atomics, and other knock-offs companies. And they are one of the most
commonly encountered robots as the spare parts are common enough, and
they where built to last. It makes a gentle humming sound from the
anti-grav generator that lets this robot float over the ground.
Robot, Mr. Howdi – Military
Hitpoints 3d6+2
DR – 4
Move 8''
Attack: Flamer, Tek-9
This
is the Military version of the Mr. Howdi, as the war heated up towards
nuclear Armageddon, a number of armys copied the tooling to produce a
upgraded version. Normally painted into military colors (US Army Mr.
Howdi's had olive green paint and a white star) with upgraded armor and a
more powerful Tek-9 to improve the firepower. Many of these robots
where stored in out of the way bunkers, later to be found and activated
after the war.
Robot, Protectron
Hitpoints 5d6
DR – 3
Move 8''
Attack: Military AR x 2
This
robot, that has a more then passing resemblance to the famous “Robbie
the Robot” had one major use, protection. Armed with two guns (equal to
Military AR), these are limited intelligence, as they are a older model,
they can be given simple orders, such as “protect the area” or “patrol
this area” with way points. They can also be programed for limited other
functions, such as welcoming non-hostile visitors. As a warning, in the
wastes it not unknown for these to be rebuilt with new weapons.
Robot, EYE-Bot
Hitpoints 2d6+1
DR-1
Move 18''
Attack: Some modified with laser pistol
the
EYE-bot (Explorer Yadoldyne Equipment) built by Yadoldyne Robotics was a
common recon robot of the final war. A small sphere with a anti-grav
generator, these where built in the millions for the war effort,and many
are still in use, though many have been modified by there new owners,
some have small lasers added, others are portable radios, others still
roam the wastelands, following orders issued years before.
Robot, Brainbot
Hitpoints: 5d6+4
DR-4
Move 12''
Attack: two Laser rifles
The
Brainbot was built in the final days of the war, a actual
brain,(officially chimpanzee, but not unknown that Dogs, criminals,
POWS, and cloned human brains where used as well) bathed in biological
Gel, and reprogrammed. These short, squat robots on tank treads are
famous for being much more clever then the standard robots, though due
to the the general lack of maintenance for the actual brain, many of the
robots are showing signs of metal instability, though almost always
shown in its actual talking, as its programming is such that it will
follow orders. These are highly valued as there intelligence can be as
high as a human.
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