The Wasteland
The Wasteland
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.
                                                  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.
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