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The Wasteland

This document outlines setting rules for a post-apocalyptic wasteland setting called "The Wasteland" to be used with the Savage Worlds RPG system. It describes a bleak world where human civilization has collapsed, with only small scattered settlements remaining. Travel is difficult along cracked roads between the settlements. People subsist through subsistence farming and hunting, as scavenging opportunities have long been depleted. Strange mutated creatures now roam the wastelands, including flesh-eating wights, demon wolves, and aberrant new beasts. The document provides game mechanics for character generation and abilities within this setting.

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Ilja Aradski
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0% found this document useful (0 votes)
621 views13 pages

The Wasteland

This document outlines setting rules for a post-apocalyptic wasteland setting called "The Wasteland" to be used with the Savage Worlds RPG system. It describes a bleak world where human civilization has collapsed, with only small scattered settlements remaining. Travel is difficult along cracked roads between the settlements. People subsist through subsistence farming and hunting, as scavenging opportunities have long been depleted. Strange mutated creatures now roam the wastelands, including flesh-eating wights, demon wolves, and aberrant new beasts. The document provides game mechanics for character generation and abilities within this setting.

Uploaded by

Ilja Aradski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Wasteland Setting Rules

How long has it been since That Which Was The following house-rules apply for using this
Before? Forty years some say, you hear fifty setting with the Savage Worlds RPG:
from others. No one really remembers what 1. Character starting wealth is 400 barter.
happened: maybe famine, maybe disease, maybe See the Gear section of this document
nuclear fire. Maybe a mix of the three. for available equipment, ​in place of
Whatever it was, left a cold gray land of that in the core rulebook.
hunger and strangeness, where there is barely 2. The edges Noble, Rich, Filthy Rich,
enough food and never enough hope. Champion, Gadgeteer, Holy Warrior,
McGyver, and Wizard, are not available
Points of Light in this setting.
The world population is a thousandth of what it 3. The only available Arcane Background is
was. The few settlements left are points of Psionics. Available powers are: ​beast
firelight in a bleak, empty world. Most people friend, darksight, divination, farsight,
live in settlements built around old ​ nd ​puppet. ​Powers marked
mind reading*, a
warehouses, factories, prisons, radio stations, with an asterisk, require eye contact
or military bases. Others build makeshift with the target in order to function.
shacks out of sheet metal and wood. Towns Brainburn (psionic backlash) does not
rarely number more than forty inhabitants, and exist in this setting.
a thousand people gathered in the same place 4. Autofire uses 5 bullets per attack roll.
constitutes a metropolis. So a ROF 3 weapon uses 15 bullets per
round, and a ROF 4 weapon uses 20
Strange Creatures bullets per round.
Past the walls roam packs of demon wolves, 5. Three-round burst just gives +2 damage
slavering wights, cursed spirits, and ravenous (not +2 to hit as well).
aberrations. The wights and wolves are 6. Kevlar vest with inserts (riot armor)
well-known, but every month rumor spreads of a can be purchased as per the core book.
new beast. Perhaps it’s one of a kind, perhaps It has the same cost but only negates 2
it’s just one of its kind. points of Armor Piercing.
7. A “critical fail” (wild die and Shooting
Traveling on Broken Roads die both show 1) with gunshots will
The roads of yore are crumbled, clogged with cause a jam, which must be cleared with
rusted wrecks, webbed with cracks from which a successful Shooting check that takes 1
scraggly grasses grow. But with no way to build action. For Extras, if they roll a 1 on
new ones, the cracked roads are the option. their Shooting die, roll a d6 as a “wild
Working vehicles are rare, gasoline is rarer. die” to see if a jam results. If a 1 is
Steering around debris requires a steady hand rolled on the skill die (regardless of
on the wheel. the wild die) to undo a jam, that jam is
more serious and requires a Repair roll
Subsisting on Decay and 10 minutes of work.
What was left to scavenge has long since been
scavenged. Those who wish to eat must either
hunt, or farm. Thankfully, in the absence of so
many humans, game animals are plentiful once
again. And the earth, while reluctant to give
its fruits, eventually relents. People eat,
just not always easily. The larger settlements
have many acres of farms around them.

Seeing Beyond
Some are born with a gift: the ability to tap
into whatever lies beyond the tangible world.
They know things they shouldn’t know, see
things that can’t be seen, hear thoughts that
don’t belong to them. And if you get too close
with them, they might start thinking your
thoughts for you.
Creatures of the Wasteland skyscrapers. It has a jelly-like consistency, and it
will grow and multiply anywhere iron can be found. It
All manner of horrible things roam the spreads slowly, but it tough to cut and resistant to
wasteland. Some make sense, some don’t. fire. Removing it is very difficult, and it reacts
violently to any attempts to do so. Someone trying to
Wights -- ​Wights are scrape away rust string by, or with a tool or weapon,
flesh-eaters, twisted is quickly engulfed in the stuff (the only time it
remnants of What Was moves is to grab onto prey), unless they succeed in
Before. They wander about an Agility check at -2. If they fail, they take 2d6
the wastelands, with empty damage per round as the rust string constricts them,
eye sockets and slavering until they succeed in a Strength check at -2 to break
jaws. They hunt in packs of free. A creature killed by rust string is quickly
four to thirteen, quiet, dissolved. This check may be attempted once per
round. Fire is the best way to destroy rust string.
attacking with claws and
Burning it is difficult, but does destroy it
teeth, screeching as they thoroughly, leaving behind powered rust and a
do to call more wights to metallic tang that lingers in the air for several
the feast. Feral wights are hours.
faster, more dangerous, and
feared above all else. Wendigos -- ​Nigh-unkillable spirits, wendigos
inhabit places where cannibalism, rape,
Wight torture, child-murder, or other particularly
Attributes: Ag d6, Sm d4, Sp d8, St d8, Vg d6
cruel acts of violence took place. They are
Skills: Fighting d6, Notice d6, Stealth d6
Pace 7, Parry 5, Toughness 7
seen as hooded beings that, when “killed”,
- Claws (Str) simply collapse into a heap of cloth, reforming
- Undead (+2 Tg, +2 to recover from Shaken) after twenty-four hours have passed. It is
unknown how to remove them for good, though
Feral Wight burning the cloth seems to delay their turn by
Attributes: Ag d6, Sm d4, Sp d8, St d10, Vg d8 another day or so.
Skills: Fighting d10, Notice d8, Stealth d6
Pace 9, Parry 5, Toughness 8 Wendigo
- Claws (Str) Attributes: Ag d8, Sm d6, Sp d12, St d4, Vg d10
- Frenzy (can make 2 attacks at -2 each) Skills: Fighting d6, Stealth d10, Notice d10
- Undead (+2 Tg, +2 to recover from Shaken) Pace 6, Parry 5, Toughness 11
- Soul Drain: The wendigo makes an opposed
Demon Wolves -- ​Hungry Spirit roll with one creature within 12”
beasts with greenish- of it. If the wendigo wins, that
gray flesh and long creature suffers an automatic wound.
front legs, demon - Unholy Fortitude (+4 Toughness)
wolves’ most curious - Makarov(2d6-1, range 12/24/48, shots 8)
feature are their - Regeneration: Reforms 24 hours after
sideways, scissor-like death, within 100 feet of where it died.
jaws that they use to latch onto prey and tear
it apart. They usually hunt in packs of four to Voracipede -- This skeletally-thin centipede is
eight, and are among the most terrifying beasts about fifteen feet long. Its feet allow it to
of the wasteland. They are about four feet long grasp onto any surface, and its face is vaguely
and barely three feet at the shoulder, but humanoid, with three small beady black eyes
their alphas are far larger, almost five feet that belie its intelligence. These creatures
at the shoulder and sometimes more than ten tend to hunt amongst rubble where they can
feet long. They run with a lopsided gait, more slither between the chunks of rock to hide.
hunched over than on all fours. Their deadly poison quickly incapacitates all
but the hardiest creatures: do not dare to
Attributes: Ag d8, Sm d6(A), Sp d6, St d8, Vg d8 travel alone through lands lurked by these
Skills: Fighting d8, Notice d8, Stealth d8, Track d8
beasts.
Pace 10, Parry 6, Toughness 5
- Bite (Str + d6)
Voracipede
- Size -1
Attributes: Ag d8, Sm d4(A), Sp d8, St d10, Vg d8
Skills: Fighting d10, Stealth d12, Notice d6
Alpha Pace 6, Parry 7, Toughness 13 (2)
Attributes: Ag d8, Sm d6(A), Sp d6, St d12, Vg d10 - Bite (Str + d8 plus poison)
Skills: Fighting d10, Notice d8, Stealth d8, Track d8 - Poison (Vigor check at -2 or be paralyzed for
Pace 10, Parry 7, Toughness 11 1 hour)
- Bite / Claws (Str + d6) - Size +3
- Size +4 - Armor +4 (carapace)
- Wall-walker
Rust String -- ​This strange, web-like substance
clings to wrecked vehicles and the skeletons of old
Devourer -- This monstrosity looks like a
Atomic Spirit ​-- This gray-skinned humanoid about 12 feet tall. Its face is
creature’s face is horribly all but blank, and its chest is replaced with a
burned, its melted eyes gaping bloody maw. Devourers wander the landscape,
consuming any living flesh they can find to feed
replaced by dripping greyish
their insatiable hunger. A devourer that goes more
fluid. It wanders the than a week without feeding on at least one hundred
landscape, its body gaunt, pounds of meat, will starve to death. They mainly
gray, naked, and genderless. prey on animals, but they prefer the taste of human
The cries of those killed by flesh. They tend to keep to forests, where game is
atomic fire, echo faintly most plentiful. They usually travel alone, but
around it. Atomic spirits sometimes hunt in packs of three to four.
are formed from the
aggregate souls of those who Devourer
died in nuclear explosions. Attributes: Ag d4, Sm d4, Sp d6, St d12+4, Vg d12+4
These creatures never speak, Skills: Fighting d10, Notice d8, Tracking d10
nor do they try to Pace 8, Parry 7, Toughness 16 (2)
communicate, only trying to claim more souls to - Claws (Str + d6)
- Bite (Str + d12)
sustain them. These creatures always wander
- Consume - A devourer that hits with its claws
alone, and are thankfully quite rare. and causes its victim to become Shaken, may
automatically attack with its bite. If the
Atomic Spirit (Wild Card)
bite hits, the creature is consumed so long
Attributes: Ag d6, Sm d6, Sp d12, St d8, Vg d8
as it is size +1 or smaller. A consumed
Skills: Fighting d8, Psionics d10, Notice d8, Stealth
creature takes 2d10 points of damage per
d4, Tracking d6
round, until it can escape with a successful
Pace 6 Parry 6 Toughness 8
opposed Fighting check with the devourer.
- Slam (Str)
- Size +4
- Size +2: Atomic spirits are about 8 feet tall
- Armor +2 (thick skin)
- Radiation: Atomic spirits give off constant
radiation. Anyone within 12” of an atomic
spirit must make a Vigor check each round or
gain a Fatigue level as if exposed to
radiation.
- Psionics (30 power points): mind reading,
fear, farsight

Dhoka -- ​These
monsters,
four-legged with a
long neck from
which sprouts six
barbed tentacles,
have no face, nor
mouth. They drink
blood from victims
through the tips of
their tentacles,
though they kill
for pleasure as
often as for food.

Dhoka
Attributes: Ag d8, Sm
d6, Sp d10, St d12,
Vg d12
Skills: Fighting d12, Notice d8, Stealth d8, Climbing
d12, Intimidation d10
Pace 8, Parry 8, Toughness 12 (Wild Card, 4 wds)
- Tentacles (Str)
- Supreme Frenzy (can make six attacks at -2)
- Size +4
Spirit of Agony -- ​This creature appears to be Attributes: Ag d10, Sm d6(A), Sp d10, St d10, Vg d10
a gray skinned human, its face a blank, eyeless Skills: Fighting d10, Stealth d8, Notice d8
mask. It walks with a pained, limping step, and Pace 8, Parry 7, Toughness 11
prominent on its body are the wounds that ● Bite (Str + d10 plus poison)
● Claws (Str + d8)
killed it, whether from gunshots, or from
● Superior Frenzy (bite attack, then three claw
knives that still protrude from its body. Blood attacks at -2)
drips from its wounds in endless quantity, some ● Poison (Vigor roll after 1 minute or fall
of it drifting away in a wispy reddish vapor unconscious)
that trails behind the creature. ● Size +4
Spirits of agony are restless remnants
of those who died in a particularly painful
way. They are rare, but deadly.

Spirit of Agony (Wild Card)


Attributes: Ag d6, Sm d6, Sp d10, St d8, Vg d12
Skills: Fighting d8, Notice d8, Stealth d8
Pace 6, Parry 6, Toughness 8
- Touch of Pain (touch attack, target must
make a Spirit roll at -4 or be Shaken.
This can cause a wound.)
- Aura of Pain - Any character that starts
its turn within 12” of a spirit of agony
must make a Spirit roll at -2 or be
Shaken as waves of pain wash over it.
- Regeneration - A spirit of agony may
make a Vigor roll once per round. On a
success, it heals one wound.
- Hardy - Spirits of vengeance don't
suffer a wound when shaken by a damaging
attack while already shaken.
- Undead (+2 to be unshaken, ignore wound
penalties, ignore called shots)

Xholokath -- ​A horrible insectoid creature


whose body wears a rotting corpse like a shell,
xholokaths reproduce by implanting parasites in
their victims. The parasite takes a week to
grow to maturity, its legs and claws ripping
their way out of the victim’s body. A xholokath
will jealously defend its spawn as it grows,
fighting to the death to protect the area while
the creature is growing. They usually nest in
old buildings in remote locations, and are
usually solitary.

Xholokath
Attributes: Ag d8, Sm d6(A), Sp d8, St d8, Vg d8
Skills: Fighting d8, Stealth d8, Notice d8
Pace 6, Parry 6, Toughness 7
● Bite (Str + d6 plus poison)
● Claws (Str + d8)
● Size +1
Scythoxa -- ​These strange beasts wander the ● Implantation: When a xholokath incapacitates
wasteland, hungering for flesh. They stand a creature, it can spend 1 round implanting a
about 8 feet tall, and skitter quickly over the parasite into the body. This kills the
landscape. They prefer to poison more difficult creature, but over the next week the parasite
eats its way through the creature’s body,
prey before scuttling to safety, but if they
growing to become a xholokath itself.
sense weakness they abandon all caution,
seeking to tear their victim apart.

Scythoxa
The City The Sentinels
Once, it was a bustling metropolis, a center of Living in a city intersection, walled
culture, of commerce, of life. Now, it is a off and protected, the Sentinels are the most
maze of tightly-packed buildings, overgrown powerful group in the city. About fifty people
gardens, and decay. Here and there, buildings live in their sanctuary. Their leader, a
tumble into the street. middle-aged woman named Josephine, lives in the
subway station under the streets of the
sanctuary. Many people live in the subway
station, in the makeshift buildings in the
center of the intersection, or in the corners
of the buildings that tower over the street,
their facades stripped away long ago.
The Sentinels are extremely devout,
committed to their belief that their god, the
Returner, will one day come back to them. They
belief that death is the Returner choosing a
person to rejoin him. Suicide is not an option,
according to Josephine, although that rule is
subject to change should she grow more
deranged. Sentinels will often leave those in
Here and there, small groups carve out a dire danger to die, believing the Returner has
miserable existence. They take advantage of the chosen them to join him. Many who visit the
maze of concrete and rubble to outflank and place are put off by the Sentinels’ strange
surprise intruders. They know every nook and belief in a seemingly-nonexistent god, and the
cranny perfectly, and are never far from a callous disregard for life it entails.
hiding spot. In fact, the Returner is very real.
Josephine is often plagued by visions sent by
Besides humans, the city is full of demon him, ones that leave her indisposed for several
wolves that scavenge for food, feeding on hours at a time. It is unknown what he will do
wildlife and humanity alike. Wendigos - when he eventually returns, and what he is
wandering spirits of those who died in the truly capable of.
apocalypse - glide silently through the
streets, a faint glow issuing from under their
hoods. Dhokas, horrible tentacled freaks, are
the undisputed alpha predator in the city.
Capable of wiping out a patrol of well-armed
men single-handedly, they are avoided by all
but the most daring...or foolish.

The city has little in the way of resources.


Once a veritable treasure trove, it has long
since been picked clean. That said, things can
still be found here that have weathered the
years of decay. For food, people must hunt, or
grow rooftop gardens. Water can be taken from
the still-functioning storm drains, which
themselves are full of horrid monsters.

Beneath the city streets are the tunnels of the


once-bustling subway system. Collapsed in some
places, it still serves as quick passage into
and out of the city. Demon wolves lurk in the
tunnels, and they are the least of the horrors
there. Yet despite that, some of the truly
desperate try to make a home down there. Most
fail, and few dare to go to retrieve their
bodies, leaving plenty of ruined campsites full
of weapons and food.

Hostile though it is, the city is home to


several larger groups, making their home among
the streets and ruined buildings...
The Wilderness from tarnished buckets and chipped glass
Past the ruins of civilization lies the bottles wrapped in cloth. Their machines are
scraggly gray trees and ashen soil of the jury-rigged contraptions, choked by rust but
withered wilderness. Strange things howl in the functional, somehow, even though they look like
night out here, making those daring enough to they could fall apart in the slightest breeze.
live out here cower in their walled Their guns are all old rifles, nothing
strongholds. automatic, many of them modified or made from
scratch. All their guns bear bayonets, and
The White Fox those who don’t have firearms use spears,
This mysterious hunter stalks the wilderness, a jagged and rusty, some just strips of scrap
sharpshooter of uncanny skill. Nothing is known metal tied to branches. Their long brown coats
about the White Fox’s identity, nor does anyone often have trinkets and knives hidden within
know what motivates this person’s killings. them. They are fond of swindling travellers if
There is a strange justice to each of those they can, or even outright mugging if the
found dead, perhaps the only justice to be numbers are right. They see nothing immoral
found in this cruel world. Each body’s face is about this, merely a necessary part of life. It
covered with a white cloth, hence the person’s is difficult to gain their trust, but they make
name. Usually it is conceded that the person incomparable river guides if befriended.
killed deserved it in some way, yet the sense
of justice the White Fox seems to have is The Abyss
twisted and inconsistent. Either way, there are Nestled in the steep hills far from the city,
few who do not shudder at the name. near a ruined factory now occupied by a group
of bandits, is a sinkhole about 30 meters in
The White Fox [Wild Card] diameter. A helical path leads into its depths,
Attributes: Ag d10, Sm d10, Sp d6, St d6, Vg d8 interrupted in some places by alcoves, or even
Skills: Shooting d12, Fighting d8, Stealth passages into other chambers. However, none are
d12+2, Notice d10, Survival d10, Tracking d10, as large as the central hole. No one has been
Climbing d8, Driving d6, Intimidation d8 to the bottom of the hole. No one knows if it
Pace 8, Parry 6, Toughness 8/10 (2/4) has a bottom. Many have set off hoping to reach
- G3A3 Rifle (2d8+1, AP 3, ROF 3, range the bottom. Those living in the nearby factory
30/60/120, shots 20) sent a group of six men. The only survivor
- Colt 1911 (2d6+1, AP 1, range 12/24/48, returned incoherent and delirious, dying of
shots 7) unknown causes before he could say anything
- Hatchet (Str+d6) useful about what he’d seen.
- Marksman (can aim instead of moving)
- Assassin (+2 damage to unaware foes) The Iron Graveyard
- Woodsman (+2 to Tracking, Survival, and A field strewn with forgotten military
Stealth rolls made in the wilderness) ordnance, which can explode at any moment. It
- Fleet-Footed (+2 Pace) is said to be haunted by ghosts who can set off
the bombs, and strange explosions can be heard
The Seeing Sisters at night from within. The field is about a
This coven of soothsayers resides in the ruins square mile in size, and travellers tend to
of an old concrete observatory, in the forested avoid it for obvious reasons, be the rumors
cliffs above the Great Lake. There are true or not.
somewhere between thirteen and twenty-four of
them at any one time. They reside off of The Radio Field
terrace gardens they have built along the Far off are a group of old radio telescopes,
slopes. In the pine forest near their hideout decrepit, holes in their disks. Strange
are many old stone structures, perhaps from The phenomena can be seen at night, greenish balls
Time Before, perhaps even older. The structures of lightning that manifest, skirting about the
are ruins, just walls, some with corners, none field. Every 10 minutes there is a 10% chance
with roofs. The sisters have been around as one will appear, streaking toward the nearest
long as anyone remembers. Some have died, yet human or human-shaped object. A woman named
their membership has remained constant. How Alytra lives here, around 30 years of age,
they recruit new members is unknown. They armed with a GP-25 grenade launcher, and plenty
welcome visitors, offering herbal tea from of sewing equipment. She has stuffed up old
their garden, and telling their fortunes if clothes to create plenty of decoys, which the
they feel like doing so. streaking green lights are sometimes fooled
into attacking. Her home, in one of the ruined
The Barge People laboratories, is cozy and full of
Living in clusters of barges tied together, beautifully-woven tapestries of the night sky,
these people live a life of squalor, even by as well as astronomy books.
apocalypse standards. They eat the fish they
catch from the oily river. They drink water
Dust City
This rusted old shanty town is full of sandy
fields that shouldn’t be there. Occasionally,
snake-like things form from the sand itself,
ten feet long and five wide, forming a gaping
maw of dust and dirt to swallow men and drag
them underground. No one knows what happens to
them down there, but sometimes at night there
are odd growling sounds from the earth below.

In one place, a rusty old passenger rail car


was set across a gorge with rapids running
underneath it. It seems safe to cross, if a bit
weathered.
The Reborn
“We were the chosen, the virtuous free of sin, Father Joshua
bathed in a holy nimbus that sheltered this
place and left it pure. Now it falls on us to The leader of the Reborn is a priest named
keep it pure, for each other and for God.” Father Joshua, who wears black vestments almost
-Father Joshua everywhere he goes. He lives in the largest of
the Reborn settlements, Godsmoor.
The society of Before fell for a reason, so the
Reborn believe. They think -- no, they ​know -- Father Joshua despises the drug dealers that
that what destroyed the old world was not some operate in the wasteland, and has ordered his
dread disease or famine, but humanity's own men to kill any that he comes across. This
hedonistic, selfish, immoral ways. leaves him liable to potential conflict with
drug lords. His armies are powerful as well,
The Reborn are composed of several small but whether they are more powerful than the
communities of about two hundred individuals forces of the drug lords, is yet to be
each. Each of the towns are enclosed by determined.
sturdily-built wooden walls, and are constantly
under guard. The Reborn grow their own food, Father Joshua​ [Wild Card]
using horses to plow the fields, and as Attributes: Ag d6, Sm d10, Sp d10, St d8, Vg d8
transportation. They do not use vehicles of any Skills: Fighting d8, Shooting d8, Notice d8,
kind. Stealth d4, Driving d4, Knowledge (religion)
d10, Healing d10
Gossip travels quickly among the Reborn, who Charisma +2 Pace 6, Parry 6, Toughness 6
are a tight-knit group. Their views are quite - Scoped Mosin-Nagant (2d8+1, AP 3, range
conservative, and they dress accordingly. 30/60/120, shots 5, +2 to hit at Medium
Adultery, fornication, drinking, drugs, and and Long range)
other “degenerate” behavior is harshly - .357 revolver (2d6+1, AP 1, range
punished, often by exile, sometimes by death. 12/24/48, shots 6)
- Hatchet (Str + d6)
Common sights in Reborn settlements include - Inspire: Allies within 10” of Father
adulterers being fed to caged demon wolves, Joshua get +2 on their Spirit rolls to
drug dealers or drunkards in stocks, and overcome being Shaken.
religious ceremonies being held under the open - Hold the Line: Allies within 10” of
air. Marketplaces are common in the Reborn Father Joshua get +1 Toughness.
settlements, and people dress in vibrantly
colorful, yet conservative clothing. Father Joshua is an inch under six feet, fairly
thin but muscular. He has dark eyes, raven-like
Those wandering near Reborn settlements may hair with bangs that drape over his eyebrows.
encounter a group of soldiers on patrol, or He is around thirty-five. He wears button
maybe an exiled person, living alone and shirts, brown jackets, and always has a cross
scavenging for food, perhaps interested in pendant made from silver around his neck. He
revenge on the Reborn for being cast out... wears the wedding ring from his wife, Amelia,
who sews many of the beautiful tapestries and
flags that hang about in Godsmoor.
Pelt’s Trading Post In addition to buying and selling, characters
In an abandoned hangar near the crossroads with a knack for games can find many willing to
between several holdings, dozens gather to gamble. Often there is little else to do, and
haggle over scrap metal, weapons, food, tools, in one of the few places in the wasteland with
and even vehicles. any amount of wealth, shiftless souls can do
little to help themselves not to wager on it.
Gambling is often done with poker chips, which
are their own form of temporary currency among
players of the game.

Some vendors of particular note include:


● Skitter, a seller of insects both
mundane and mutated. His stall is full
of small fine-wire-mesh cages containing
different bugs. Skitter is tall and
thin, with sunken cheeks and dark eyes.
His scruffy hair overlooks a tense
demeanor. The insects are mostly
curiosities, though he extracts venom
from some, particularly potent.
● Dinara, an arms dealer. She sells a
variety of rifles and shotguns, and a
small complement of handguns. There is a
The eponymous trading post is run by the Pelt, 40% chance she will have any one
a short woman in her thirties whose most particular gun in stock. Dinara looks
distinctive feature is an eyepatch, followed by around forty, with sandy brown hair,
carefully-cut black hair that falls to just serious gray eyes, and a cherubic face
above her shoulders. She tends to wear brown that has long scars across her right
leather jackets, of which she has quite a cheek from when a demon wolf slashed her
collection. In managing the trading post, she with its claws years ago.
has gained a watchful eye, and a knack for ● Aleksei the armor-seller, a short old
convincing even the iciest of personalities. man built like a turtle, hunched over
yet sturdy. He is bald and wears torn
Pelt [Wild Card] sweaters. He makes armor, working in his
Attributes: Ag d4, Sm d8, Sp d6, St d6, Vg d8 stall on his latest amalgamation. The
Skills: Persuasion d12, Notice d12, Fighting piecemeal armor fits well despite
d6, Shooting d8, Gambling d8, Driving d6 appearances. He requires at least a week
Charisma +2, Pace 6, Parry 5, Toughness 6 to create an armor suit, requiring the
● Charismatic: +2 Charisma character to show up at least every few
● One-Eye: -1 to ranged attacks days for fitting, which can take quite a
● Makarov (2d6, range 12/24/48, shots 8) while.
● Combat knife (Str + d4)
Slavers, brothels, car sellers, and the like
As for what can be found here, traders come and can also be found at Pelt’s trading post, as
go. To see whether or not a particular well as exotic entertainers. Carousing and
something is available, roll percentile dice drinking are common, fights are common as well.
per the probability of the item, by the type of Pelt employs Fyodor, a tall brick of a man, as
item as listed on the table below. head of a group of four or five guards who
serve as constables to keep things in order.
Type of Item Chance of Availability
Vehicle 20% Fyodor [Wild Card]
Firearm 55% Attributes: Ag d6, Sm d4, Sp d6, St d10, Vg d8
Tool (low-tech) 65% Skills: Fighting d10, Intimidation d10,
Tool (high-tech) 15% Shooting d6, Gambling d4, Notice d8
Melee Weapon 50% Pace 6, Parry 7, Toughness 8 (1)
Food (common) 95% ● Baseball Bat (Str + d6)
Food (exotic) 15% ● TOZ-194 Shotgun (1-3d6, range 12/24/48,
Clothing (common) 90% shots 7, +2 to hit)
Clothing (exotic) 10% ● Reinforced Leather Jacket (+1 Toughness)
Armor (light) 70% ● Brawny (+1 Toughness)
Armor (heavy) 20%
Pelt takes a cut of ten percent from sales made
Ammunition 50%
under her roof. Most of her sellers consider
this a fair deal, though some accept it only
grudgingly.
The Refinery
Few currencies still hold value in the
Wasteland. Most recognize only four: food,
clean water, bullets, and fuel. A powerful
warlord named Nikolai controls this refinery,
the only one still working for a thousand miles
in any direction. He lives in a maintenance
building, now his palace. The refinery is
constantly patrolled by well-armed men.
Nikolai’s personal bodyguard is a man known
only as the Juggernaut, who wears a diving suit
and helmet and carries a sledgehammer. His suit
has been turned into armor, with thick steel
plates. He rarely speaks, and only then to
order Nikolai’s men around.

The Juggernaut [Wild Card]


Attributes: Ag d6, Sm d4, Sp d8, St d10, Vg d10
Skills: Fighting d12, Shooting d8, Notice d6,
Intimidation d8, Knowledge (battle) d6
Edges: Brawny, Frenzy, Improved Block, Improved
Dodge, Sweep
Pace 6, Parry 10, Toughness 12/16 (4/8)
● Sledgehammer (Str + d8, AP 2 vs. rigid
armor, -1 Parry)
● Desert Eagle (2d8, AP 2, range 12/24/48,
shots 7)
● RMb-93 Shotgun (1-3d6, range 12/24/48,
shots 8, +2 to hit)
● Custom Armor (Toughness +4, +8 vs
bullets, negates 4 AP)
● Improved Dodge (ranged attacks -2)
● Sweep (can attack all adjacent opponents
with one Fighting roll)
● Frenzy (can attack twice, -2 to each
Fighting roll)
Nikolai [Wild Card] The Juggernaut’s real name is Alyosha. He is a
Attributes: Ag d6, Sm d8, Sp d8, St d8, Vg d8 savage combatant, but only because he owes his
Skills: Fighting d10, Shooting d10, Notice d6, life to Nikolai, who saved him from raiders
Intimidation d10, Stealth d4, Taunt d6, when he was a teenager. Alyosha was left with
Persuasion d8, Knowledge (battle) d8 scars across his face from their torture, and
Edges: Charismatic, Combat Reflexes, Command, so likes to hide in his armor.
Improved Dodge, Level-Headed, Rock-n-Roll
Hindrances: Mean, Bloodthirsty
Pace 6, Parry 7, Toughness 8/10 (2/4) Casa Zalkorva
● AEK-971 (2d8, AP 2, ROF 4, range The warlord Nikolai keeps his rivals and
24/48/96, shots 30) enemies in this old prison. It is guarded by a
● Makarov (2d6-1, AP 1, range 12/24/48, complement of a dozen guards. Many of the
shots 8) prisoners are barely fed, as food rations are
● Knife (Str + d4) already spread thin amongst the guards, let
● Kevlar Vest (2/4 vs guns, negates 4 AP) alone the prisoners. However, Nikolai prefers
● Level-Headed (acts on the best of two to keeps them alive for questioning and for the
cards in combat) satisfaction of “breaking” them during their
● Combat Reflxes (+2 to come back from long imprisonment.
Shaken condition)
● Improved Dodge (ranged attacks -2)
● Rock-n-Roll (doesn’t take autofire
penalty)
Faction that lives in old powerstation
Faction that controls old refinery
Abandoned mines
Abandoned train tracks
Abandoned highways

I suggest adding a "death cloud", a floating


concentration of methane, toxic gases, fallout
and ashes animated by the will of a bad spirit.
An undead miasma, if you will.

The "Iron Graveyard" could be portrayed as the


site of an old battle, thus adding minefields,
destroyed vehicles and corpses in it. This
makes it more likely to have monsters as well.

My own post-apoc setting has "Sin Hunters",


secret assassins which believe they can erase
their victim's sins by killing them in a
certain manner with sacred weapons. This
improves the soul's next life. It seems fitting
somehow for your setting.

Creature with beard of mouths going down to its


chest.

How about drinking rain water without properly


treating it makes a person apathetic or even
strengthens the call of the void -phenomenon?
Or even just getting drenched is enough.
Weapons
The following list of firearms are those
available for purchase in the Wasteland. These
are in place of the firearms in the core
rulebook: players should buy their characters’
firearms from this list, instead of that one.

Each weapon has listed damage (dmg), range,


rate of fire (ROF), magazine capacity (shots)
and cost and weight (wgt). An asterisk after
the rate of fire indicates it has a burst fire
function. One asterisk indicates a 2-round
burst, two asterisks indicate a 3-round burst.

Shotguns
Weapon Dmg Range ROF Shots Cost Wgt
Saiga-12 1-3d6 12/24/48 2 7 500 8
TOZ-194 1-3d6 12/24/48 1 7 300 6
TOZ-34 1-3d6 12/24/48 1 2 200 7
AA-12 1-3d6 12/24/48 2 16 800 14
KS-23 1-3d8 10/20/40 1 4 800 8
Rifles and Machine Guns
Weapon Dmg Range ROF Shots Cost Wgt
Dragonov SVD 2d8+1 30/60/120 1 10 800 10
RPK 2d8+1 24/48/96 3 75 500 11
RPK-74 2d8 24/48/96 3 45 450 10 Customized Weapons
AK-47 2d8+1 24/48/96 3 30 300 10 Many guns are modified with cosmetic or
AK-74 2d8 24/48/96 3 30 350 8 functional enhancements, jury-rigged repairs or
AN-94 2d8 24/48/96 3* 30 700 9 improvised part replacements. Shovel-handle
AEK-971 2d8 24/48/96 4** 30 900 7 stocks, etched designs, and strange paint jobs
AEK-973 2d8+1 24/48/96 4** 30 1000 7 are all common among wasteland warriors seeking
Mosin Nagant 2d8+1 30/60/120 1 5 150 9 to “personalize” their weapons. There is a 30%
Simonov SKS 2d8+1 24/48/96 1 10 250 8 chance a weapon, bought or found, will have
AK-74u 2d8 20/40/80 3 30 400 6 some kind of personalized feature. Roll 1d10 on
H&K G3 2d8+1 30/60/120 3 20 550 11 the table below for a random feature.
VSS Vintorez 2d8 30/60/120 1 10 1000 10
PKM 2d8+1 30/60/120 3 100 800 17 1d10 Feature
SV-98 2d8+1 40/80/160 1 10 850 17 1 1d6 notches on the stock: one for each kill
AS-VAL 2d8 20/40/80 4 20 900 6 scored with the weapon. This roll can Ace.
M16A2 2d8 24/48/96 3** 30 700 7 2 Acid-etched designs swirl along the gun’s
Galil 2d8 24/48/96 3 35 600 9 body: flowers, skulls, vengeant slogans, or
SVT-40 2d8+1 30/60/120 1 10 400 9 some other kind of decoration.
FN FAL 2d8+1 30/60/120 3 20 500 10 3 Jury-rigged parts, or a lot of dirt, make this
Submachine Guns weapon unreliable. It jams whenever you roll a
Weapon Dmg Range ROF Shots Cost Wgt 1 on your Shooting die.
PP-19 Bizon 2d6-1 12/24/48 3 64 300 5 4 The original stock has been removed, giving -1
Uzi 2d6 12/24/48 3 30 350 8 to hit rolls with this weapon but making its
weight only 3/4s of what it would be. Reroll
Vz61 Skorpion 2d6-1 10/20/40 4 20 250 3
for pistols or other guns that do not have a
PP2000 2d6 12/24/48 3 20 350 3
stock by default.
PPSh-41 2d6-1 10/20/40 4 71 400 9
5 This gun is the civilian model. It doesn’t
UMP-45 2d6+1 12/24/48 3 25 500 6 have autofire, and has ROF 1.
Pistols 6 The gun comes with an extended magazine.
Weapon Dmg Range ROF Shots Cost Wgt Double the shots of the normal weapon.
Makarov 2d6-1 12/24/48 1 8 150 2 7 The gun has a name, carved into the stock or
Nagant M1895 2d6+1 12/24/48 1 6 250 2 receiver somewhere.
TT-33 2d6-1 10/20/40 1 8 250 2 8 The gun’s stock has been replaced; by a shovel
handle, iron scrap, or another gun’s stock
MR444 Baghira 2d6 12/24/48 1 15 300 2
crudely attached. Reroll for pistols.
MP443 Grach 2d6 12/24/48 1 17 350 2 9 The gun has a suppressor attached: either a
GSh-18 2d6 10/20/40 1 18 350 2 real one, or a improvised one made from
PSM Compact 2d6-1 8/16/32 1 8 200 1 various parts.
CZ-75 2d6 12/24/48 1 16 300 2 10 The gun has a scope attached (+2 to hit at
Medium and Long range). Reroll this result for
pistols or shotguns.
Random Settlements
Even with a small sliver of its population left Flaws
alive, the world is vast and expansive, and no
document could conceivably describe everything. Roll Perk
Use this method to generate random settlements 3-10 Diseased
for the wasteland. 11-13 Overcrowded
14-15 Corrupt - ​The settlement is
Random Population ruled by a corrupt, draconian
Roll 3d6 on the table below for settlement type leader.
and population. If you already have a type of 16
settlement in mind, simply use that entry. 17
18
Roll Type Population
3-10 Outpost 3d6
11-13 Village 3d6x5
14-15 Town 3d6x10
17 City 2d4x100
18 Metropolis 3d6x100

Perks
Roll 3d6 on the table below. Roll once for
anything smaller than a town, roll twice for a
town and thrice for a city or metropolis.

Roll Perk
3-10 Friendly ​- The settlement is welcoming
to newcomers.
11-13 Market ​- The settlement has a market
where weapons, food, and other goods
can be bought and sold with relative
ease.
14-15 Well-Fortified​ - The settlement is
built in an old army base, castle,
prison, or other fortified place.
16 Valuable - ​The settlement is built
around some valuable or unique
resources: a freshwater spring, or a
saltpeter mine, or an old factory with
intact machinery.
17
18

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