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Wastlelands TTRPG

Wastelands is a post-apocalyptic tabletop RPG that allows players to create unique characters navigating a nuclear wasteland, with flexible rules to accommodate various play styles and apocalyptic scenarios. Character creation involves defining backgrounds, skills, and personalities, with a leveling system that enhances capabilities through experience points. The game emphasizes survival, exploration, and role-playing, encouraging players to develop their characters' traits, ideals, bonds, and flaws to enrich the gaming experience.

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100% found this document useful (1 vote)
323 views182 pages

Wastlelands TTRPG

Wastelands is a post-apocalyptic tabletop RPG that allows players to create unique characters navigating a nuclear wasteland, with flexible rules to accommodate various play styles and apocalyptic scenarios. Character creation involves defining backgrounds, skills, and personalities, with a leveling system that enhances capabilities through experience points. The game emphasizes survival, exploration, and role-playing, encouraging players to develop their characters' traits, ideals, bonds, and flaws to enrich the gaming experience.

Uploaded by

jerclaes
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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Wastelands Tabletop RPG

Welcome to Wastelands. A post-apocalyptic-themed tabletop RPG that's


set in the nuclear wasteland of the world. This general rule book is meant to help
start a player and GM’s journey with this game.
Like any good RPG, the rules are not set in stone. Feel free to mix it up
and add or leave out certain materials, features, and rules. You can even
introduce a different type of apocalypse to adventure in for you and your
players. Do you wanna go hard mode and have your party face ongoing trials
due to the nonstop nuclear winter while the survivors fight for what they can
while seeking shelter? Or do you want to be one of the first to try and build
something for the new world your party finds itself in after emerging from
shelters after the cold and snow have melted away? Do you want to play several
years after the nuclear winter, with primitive but sprawling towns, tribes,
settlements, and even nations? It's all up to you.
So go ahead and get started. And remember, have fun. It wouldn’t be a
good apocalypse otherwise.

Character Creation
Character sheet and example:
https://docs.google.com/document/d/1xwAsxmd9dKcvSHh1VbbHPezPkM6Qv5
Ni6eH4l56UVQ8/edit?usp=sharing

Creating Your Survivor


Your journey in the Wastelands begins by crafting a unique survivor who will
navigate the harsh, post-apocalyptic world. This character combines game
mechanics, roleplaying elements, and your imagination. In Wastelands, you'll
define your character's background, skills, and personality, shaping them to fit
into this desolate setting.

Start by deciding the type of survivor you want to play. Are you drawn to a
rugged scavenger who excels in resourcefulness, a stealthy infiltrator skilled in
evasion, a hardened warrior proficient in combat, or perhaps a tech-savvy
engineer who can tinker with salvaged technology? You may even prefer a more

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unconventional role, such as a survivalist with a knack for crafting makeshift
weapons or a sharpshooter with a focus on long-range engagements.

If you enjoy narratives involving survival and resilience in a bleak world,


consider developing a character with a background that reflects these themes.
For example, you might build a character who has survived multiple harsh
environments or one who has a reputation for thriving against the odds. If
you’re unsure where to start, refer to the examples and illustrations provided to
spark ideas.

Once you have a concept in mind, follow these steps to flesh out your character.
Each choice you make will help refine and define your survivor. The key is to
create a character who excites you and fits well into the Wastelands setting.

The term “character sheet” refers to any method you use to record your
character's details. This might be a formal character sheet, a digital record, or
even just a simple notepad. Starting with a standard character sheet is a good
approach until you become familiar with the necessary information and how it
will be used during the game.

Level
In Wastelands, characters begin at 1st level, representing their initial steps into
the dangerous world after the apocalypse. At this stage, they are relatively
inexperienced, though they might have prior backgrounds in hazardous fields
such as mercenaries or scavengers. Starting at 1st level marks your character’s
entrance into a life of survival and adventure. If you are joining an established
campaign or are already familiar with the game, your Game Master (GM) might
allow you to start at a higher level, assuming your character has survived
previous dangerous situations.

Record your level on your character sheet. If starting at a higher level, note the
additional abilities or benefits that come with those levels. Also, track your
experience points (XP). A 1st-level character starts with 0 XP. Characters at
higher levels begin with the minimum XP needed for their current level (refer to
the “Advancing in Levels” section for more details).

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Leveling Up
As your character ventures through the harsh wasteland, overcoming
challenges, they earn experience points (XP). Accumulating a set XP total leads
to leveling up, enhancing their capabilities. Each level gain brings additional
perks. Refer to the Character Advancement table for XP requirements.
Each time you level up, you can pick a perk from the perk list for your
character.

Tiers of Play
In the first tier (levels 1–4), characters are novice survivors, learning
essential skills and defining their roles in the harsh wasteland. They face local
threats, endangering small communities.
In the second tier (levels 5–10), characters come into their own as
seasoned scavengers. They acquire advanced skills, facing dangers that
threaten entire settlements and territories.
In the third tier (levels 11–16), characters reach a level of expertise that
sets them apart. They confront challenges threatening vast regions and
navigate the wasteland as influential figures.
At the fourth tier (levels 17–20), characters reach the pinnacle of their
abilities, becoming legendary figures whose actions may determine the fate of
the entire world or reshape the order of the wasteland.

Character Advancement
Experience Points Level

0 1

300 2

900 3

2,700 4

6,500 5

14,000 6

23,000 7

3
34,000 8

48,000 9

64,000 10

85,000 11

100,000 12

120,000 13

140,000 14

165,000 15

195,000 16

225,000 17

265,000 18

305,000 19

355,000 20

Armor Bonus (AB) System


Certain armor gives bonuses to your opposed Will rolls during attacks.

Cover:

Taking cover provides temporary bonuses to Armor Bonus based on the level of
protection:

- Half Cover: +2 Armor Bonus


- Full Cover: +5 Armor Bonus

Movement
Your movement speed is 30ft.

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Abilities
You assign one type of die (D20, D12, D10, D8, D6, and D4) to each ability, no
repeats. The higher the possible value on a die, the better your character is with
that stat. The six abilities are:

Power
Power is a reflection of your character’s Power. Determines lifting heavy objects,
breaking restraints, athletics, melee Attack Bonus, and carrying weight. This is
an extremely versatile trait.
- Athletics
- Melee Attack Rolls

Instinct
Instinct affects the Attack Bonus of guns, and your ability to see and observe.
Determines your attack rolls with weapons, critical hit Attack Bonus, and how
well you can observe the people and surrounding areas.
- Vehicle Handling
- Animal Handling
- Perception
- Insight
- Scavenging
- Ranged Attack Rolls

Will
Will is about your character's will to go on, to make it to another day despite the
wounds. Determines how well you can survive the elements, disease, poisons,
and your opposed rolls when someone attacks.
- Endurance
- Survival
- Resistance

Agility
When an enemy catches you off guard, can you find a way out? Determines how
fast you are, stealth, and how well you move.
- Acrobatics

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- Sleight of Hand
- Stealth

Smarts
Your wounds are bleeding and your gun needs repair so let's hope you're smart
enough to stay alive. Determines how intelligent you are, how well you can craft
bullets and medicine, repair machines, weapons, and armor.
- Investigation
- History
- Medicine
- Crafting
- Nature
- Technology

Legend
Do you live in a blaze of glory, or is it a quiet life for you? Are you gonna be a
legend? Determines how well you are known throughout the wastelands, your
persuasion skills (including your trading, and bartering), how fearful your
enemies are of you, and how well NPC’s can trust you.
- Deception
- Intimidation
- Performance
- Persuasion
The higher a stat is, the better a character is at skills involving that stat — and
the more likely they are to succeed when using that stat. While there’s no
guarantee that you’ll roll your maximum, generally, characters will be better
able to pass checks with their higher dice.
Die Brief Explanation

d20 Superb — Even upon first meeting you, anyone would be able to
readily tell that this is a strength of yours. You are remarkably good
concerning this stat.

d12 Impressive — People who know you would say that you’re pretty good
concerning this stat, but it wouldn’t be obvious during a first
encounter.

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d10 Above Average — You aren’t remarkably good in terms of this stat, but
you’re slightly above average.

d8 Below Average — You aren’t too bad in terms of this stat, but you’re
certainly not good, either. You’re just slightly worse than average.

d6 Bad — People who know you would say that you’re pretty bad
concerning this stat, but it wouldn’t be obvious during a first
encounter.

d4 Terrible — Upon first meeting you, people would immediately be able


to tell that this is a weakness of yours. You are remarkably bad
concerning this stat.
When creating your character, think carefully about how your d20 stat
and your d4 stat balance each other out. If your character has a d20 in Charm
and a d4 in Flight, consider what that means for your character. Have they
always talked their way out of their problems instead of having to run from
them? Or were they always so slow that they had to use humor and kindness to
compensate for their inability to escape? Think about how your other stats
relate to this balance, too. Stats will also be used to resolve skill checks and
combat, which we’ll address in “Stat Checks” and “Combat Encounters”.
If you roll the highest number on your die, it "explodes," letting you
upgrade to the next die type, reroll, and add the new roll to your total. Your stat
die stays upgraded until it explodes again.

Background
1. Background:
○ Your character’s background details their past and initial skills. It
covers their previous life, occupation, and how they fit into the
world of Wastelands.
○ Work with your Game Master to tailor a background that fits your
character’s story and the setting. Backgrounds provide benefits like
special features.
2. Personality:
○ Define your character’s personality traits, including their general
behavior, interests, and quirks. Think about how they interact with
others and how their past experiences shape their demeanor.
3. Alignment:

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○ Alignment reflects your character’s moral and ethical perspectives.
Here are the alignment options to consider:
■ Lawful Good (LG): Adheres to societal rules and seeks to do
good, like a principled leader.
■ Neutral Good (NG): Aims to do the best for others without
strict adherence to laws or chaos.
■ Chaotic Good (CG): Acts according to personal conscience,
often disregarding societal expectations.
■ Lawful Neutral (LN): Follows rules, traditions, or personal
codes with little regard for good or evil.
■ Neutral (N): Avoids moral questions, focusing on what seems
best at the moment.
■ Chaotic Neutral (CN): Values personal freedom above all
else, often acting on whims.
■ Lawful Evil (LE): Pursues personal goals within a framework
of order or tradition, often ruthlessly.
■ Neutral Evil (NE): Focuses on self-interest and will do
whatever it takes to achieve goals, without compassion.
■ Chaotic Evil (CE): Acts with violence and chaos, driven by
greed, hatred, or bloodlust.

Developing Your Character’s Personality and Background

Fleshing out your character’s personality and background brings depth and
relatability to your role-playing. Here’s a guide to help you define these aspects:

Personality Traits

1. Choose Two Personality Traits:


○ Definition: Personality traits are specific descriptors that make
your character unique. They might reveal habits, quirks, or personal
beliefs.
○ Examples:
■ “I always speak my mind, regardless of the consequences.”
■ “I can’t resist a good challenge, even if it’s risky.”
2. Consider Ability Scores:

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○ Relate traits to your character’s ability scores. For instance, a
character with high Legend might be very charming, while one with
low Smarts might struggle with complex tasks.
3. Incorporate Specific Details:
○ Include habits, fears, or notable characteristics. For example, a
character might have a distinctive laugh or a compulsive need to
tidy up their surroundings.

Ideals

1. Describe One Core Ideal:


○ Definition: Ideals are fundamental beliefs or goals that drive your
character's actions and decisions.
○ Examples:
■ Lawful Good: “I believe in justice and order, and I strive to
uphold the law.”
■ Chaotic Neutral: “Freedom is the most important thing, and I
refuse to be bound by rules.”
2. Align with Character’s Alignment:
○ Ideals should reflect your character’s moral compass and personal
values. They often guide major decisions and actions.

Bonds

1. Create One Significant Bond:


○ Definition: Bonds are connections your character has to people,
places, or events that hold personal significance.
○ Examples:
■ “I am devoted to protecting my family’s honor.”
■ “I feel a deep connection to the ancient ruins where I grew
up.”
2. Reflect Background and History:
○ Bonds often tie into your character’s past and motivations. They
can influence how your character behaves and what they’re willing
to sacrifice.

Flaws

1. Choose One Flaw:

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○ Definition: A flaw represents a significant weakness, vice, or fear
that could be exploited or lead to trouble for your character.
○ Examples:
■ “I have a quick temper and often act impulsively.”
■ “I’m terrified of the dark and will avoid it at all costs.”
2. Incorporate into Gameplay:
○ Flaws should create interesting challenges and opportunities for
role-playing. They make your character more relatable and
dynamic.

Backgrounds

1. Choose a Background:
○ Backgrounds provide context for your character’s past and help
define their starting skills and equipment.
2. Customize Your Background:
○ Modify Features: Adjust the background’s features, skills, or
equipment to better fit your character’s story.
○ Work with Your DM: If needed, collaborate with your DM to create
a custom background that fits the campaign setting.
3. Background Characteristics:
○ Personality Traits: Pick or create traits that align with the
background’s context.
○ Skills and Tools: Select based on your character’s past
experiences.

Road Warrior
You have spent a good portion of your life wandering the world,
experiencing all that it has to offer. You have learned to live amongst the
wasteland, but did you venture back to civilization once in a while? Did you
travel alone or with companions? Do you have a destination in mind or do you
keep moving to survive? Your journey may not be made by choice but instead
out of fear of repercussions if you had remained in a previous location.
Whatever the nature of your wandering lifestyle you receive a great thrill when
exploring a new location and quickly attune to the natural order of your
environment.
You have chosen to wander the land, never truly settling down. What
drove you to this lifestyle? Was it an innate sense of wandering, or a need to

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find something in a distant land? How long do you intend to wander, and do you
ever intend to stop?
Equipment: binoculars (1 lb.), a tent for two (20 lb.), a small diary (1 lb.), Tinker's
Tools (10 lb.), Mechanic’s Tools (2 lb.), Wanderer clothes (4 lb.), and a belt pouch
containing 100 Chips.
Call of the Wild
The wanderers of the world are as diverse as the places they explore, but
why did you start upon your journey? Consider also if something has changed to
cause you to embark upon your current adventure, or is simply yet another stop
upon your journey as a whole. Work with your GM or use the tables provided to
decide upon a reason or reasons for why you began your travels and what
event, if any, has caused you to embark upon your most recent adventure.
d6 Need to Wander

1 I never could stand being in one place, it's the open road for me

2 I was forced to flee my home and go on the run, lest I suffer the
consequences

3 I was exiled for a crime I may or may not have committed

4 I was born in the wasteland and would prefer to live out my life there

5 I left in search of unexplored lands

6 I simply wish to be alone and avoid the pain that people can bring, good
or bad
Feature: Ways of the Wanderer
Your years of traveling have granted you great knowledge of the world
and its inhabitants. You know where almost anything can be found, whether it
be enemies, beasts, humans, plants, or more. Also, after so long providing for
yourself, you have become an expert in scavenging. You have advantage on
any checks made to items, and you find twice as much as you normally would.

Personality Traits

1. Fearless in the face of danger.


2. Always on the lookout for the next big score.
3. Loyal to those who earn my trust.
4. Quick to anger but slow to forgive.

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5. Always ready with a witty comeback.
6. Prefer to solve problems with action rather than words.
7. Skeptical of others' motives.
8. Driven by an unquenchable thirst for adventure.
9. Prone to taking unnecessary risks.
10. Thrives in chaos and conflict.

Ideals

1. Freedom: No one should be caged or restricted. (Chaotic)


2. Survival: Do whatever it takes to survive. (Neutral)
3. Power: Only the strong deserve to survive. (Evil)
4. Discovery: The world is full of wonders waiting to be found. (Neutral)
5. Independence: I rely on no one but myself. (Chaotic)
6. Adaptability: Those who cannot adapt are doomed. (Neutral)
7. Compassion: Even in the wasteland, kindness can prevail. (Good)
8. Revenge: I seek to avenge wrongs done to me. (Evil)
9. Hope: I believe in a better future despite the odds. (Good)
10. Justice: The wasteland should be a place where justice prevails. (Lawful)

Bonds

1. I have a keepsake from my past that I treasure.


2. I am searching for a lost friend or family member.
3. I owe a debt to a fellow wanderer who saved my life.
4. I am haunted by the memory of a place I can never return to.
5. I have a sworn enemy I seek to defeat.
6. I protect the weak and helpless I encounter in my travels.
7. I have a hidden refuge that I consider my true home.
8. I am loyal to a wandering tribe or group.
9. I seek to reclaim a piece of technology lost in the wasteland.
10. I am driven by a prophecy or vision I must see fulfilled.

Flaws

1. I have a short temper and often get into fights.


2. I am mistrustful of everyone, even those who have proven themselves.
3. I am addicted to the thrill of danger and take unnecessary risks.
4. I am haunted by my past and often have nightmares.

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5. I struggle to form lasting relationships and often push people away.
6. I am obsessed with finding something or someone and will stop at
nothing.
7. I have a habit of stealing or hoarding supplies.
8. I can be overly cautious and slow to act in new situations.
9. I am often reckless with my own safety, putting myself in danger.
10. I have a deep-seated fear of being trapped or confined.

Missionary
You have spent your life in the service of a cult of a specific god, a
pantheon of gods, ideals, or just general concepts. You act as an intermediary
between the members of your cult and the rest of the population, performing
sacred rites and offering sacrifices to show honor to who/what you worship. You
are not necessarily a priest or clergy.
Make up or choose a cult or religion, and work with your GM to detail the
nature of your religious service. Were you a lesser functionary in an untouched
Buddist temple outside a settlement, raised from childhood to assist the priests
in the sacred rites? Or were you a high priest in an old Mormon fort who
suddenly experienced a call to serve your god differently? Perhaps you were the
leader of a small cult outside of any religious structure.
Equipment: A holy symbol (a gift to you when you entered the priesthood), a
prayer book (1 lb.), 5 sticks of incense, Faction clothing (3 lb.), and a pouch
containing 150 Chips.
Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith,
and you can perform the religious ceremonies of your deity. You and your
adventuring companions can expect to receive free healthcare at an
established temple. Those who share your religion will support you (but only
you) with a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen
deity or pantheon, and you have a residence there. This could be the temple
where you used to serve if you remain on good terms with it or a temple where
you have found a new home. While near your temple, you can call upon the
priests for assistance, provided the assistance you ask for is not hazardous and
you remain in good standing with your temple.

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Personality Traits

1. Devout and unwavering in my beliefs.


2. Patient and willing to listen to others.
3. Compassionate and caring towards those in need.
4. Persuasive and charismatic when discussing my faith.
5. Judgmental of those who do not share my beliefs.
6. Humble and self-effacing.
7. Determined to spread my faith, no matter the cost.
8. Reflective and often lost in thought.
9. Protective of sacred texts and artifacts.
10. Skeptical of other religions and their followers.

Ideals

1. Faith: My faith is my guiding light, and I will follow it no matter what.


(Lawful)
2. Charity: I always try to help those in need, no matter the cost. (Good)
3. Enlightenment: Spreading knowledge and understanding is the highest
good. (Neutral)
4. Redemption: Everyone can be saved and shown the true path. (Good)
5. Zealotry: My faith is the only true faith, and I will prove it to everyone.
(Evil)
6. Service: I am dedicated to serving my deity and my faith community.
(Lawful)
7. Freedom: People should be free to find their own path to enlightenment.
(Chaotic)
8. Tradition: The old ways are the best, and must be preserved. (Lawful)
9. Change: The world is in constant flux, and my faith must adapt. (Chaotic)
10. Peace: I seek to bring peace and harmony through my faith. (Good)

Bonds

1. I am bound to my temple and the priests who raised me.


2. I owe my life to my deity, who saved me in my darkest hour.
3. I am searching for a lost religious artifact of great significance.
4. I protect a sacred site from those who would defile it.
5. I have a mentor or teacher who I seek to honor with my actions.
6. I am driven by a prophecy that foretold my mission.

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7. I have a family member who needs to be converted or saved.
8. I owe a debt to another missionary who helped me.
9. I am dedicated to a specific community or group of followers.
10. I have a vision of a utopia that I strive to bring into reality.

Flaws

1. I am intolerant of other beliefs and practices.


2. I can be overly zealous and push people away.
3. I struggle with doubt and question my faith at times.
4. I am quick to anger when my faith is challenged.
5. I am secretive about my past and the sins I have committed.
6. I can be naive and too trusting of those who seem pious.
7. I am haunted by visions or dreams that I cannot explain.
8. I am obsessed with converting others to my faith.
9. I have a deep-seated fear of failing my deity.
10. I am prone to self-sacrifice, often to my own detriment.

Raider
You are an experienced raider with a history of taking what you want
whenever you want it. You have spent a lot of time among other raiders and still
have contacts with a few camps. You’re far closer than most people to the world
of murder, theft, and violence that pervades the wasteland, and you have
survived up to this point by taking the danger and ruthlessness to heart.
Equipment: A crowbar (3 lb.), One type of gaming set (1 lb.), thieves’ tools (1 lb.),
Faction clothing (3 lb.), and a pouch containing 150 Chips
Criminal Specialty
There are many kinds of raiders, and within this world of taking what you
want however you can, individual raiders have particular specialties. Even
criminals who operate outside of such organizations have strong preferences for
certain kinds of ways of stealing over others. Choose the role you played in your
criminal life, or roll on the table below.
D8 Criminal Specialty

1 Blackmailer - blackmailing settlement leaders into giving your clan


resources

2 Camped Raider - raider camp that attacks tribes and settlements they

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come across

3 Enforcer - a crime boss focused on working within the crime ring of a


settlement

4 Fence - a raider knew more for its dealings than its stealing, you work
with other raiders by buying and selling stolen goods for Scraps

5 Highway robber - you're a raider that sticks to the roads to rob traveling
wanderers

6 Hired killer - you’re part of a raider clan that acts more as mercs than
anything else, using jobs as opportunities to raid a target’s community
while killing them for the extra Scraps

7 Pickpocket - you’re a raider in secret, acting as a regular survivor to rob


and kill for your raider clan

8 Smuggler - a raider that works in delivering and retrieving stolen goods,


messages, and escorts for your raider clan and its allies.
Feature: Criminal Contact
You have a contact who acts as your liaison to a network of other raiders,
but remember that you may not be able to trust them. They’re raiders,
remember? You know how to get messages to and from your contact, even over
great distances; specifically, you know the local messengers, corrupt caravans,
and seedy sailors who can deliver messages for you.

Personality Traits

1. Ruthless and willing to do whatever it takes to get what I want.


2. Loyal to my clan and those who have proven themselves.
3. Quick to violence but just as quick to laugh.
4. Cunning and always looking for an advantage.
5. Distrustful of those outside my raider clan.
6. Pragmatic and focused on survival.
7. Enjoy the thrill of the hunt and the chase.
8. Impulsive and prone to acting without thinking.
9. Cold and calculating when it comes to planning raids.
10. Proud of my skills and my reputation as a raider.

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Ideals

1. Power: The strong should take what they want. (Evil)


2. Freedom: No one can tell me what to do. (Chaotic)
3. Survival: The world is harsh, and only the fittest survive. (Neutral)
4. Loyalty: I am loyal to my clan above all else. (Lawful)
5. Greed: There’s no such thing as too much loot. (Evil)
6. Respect: I demand respect from everyone, else. (Neutral)
7. Revenge: I never forgive, and I never forget. (Evil)
8. Independence: I make my own way in the world. (Chaotic)
9. Chaos: I thrive in disorder and confusion. (Chaotic)
10. Honor: Even among raiders, there are rules. (Lawful)

Bonds

1. I have a piece of territory I consider my own and will defend fiercely.


2. I owe my life to a fellow raider who saved me during a raid.
3. I seek vengeance against a rival clan that wronged me.
4. I have a family member who I secretly protect.
5. I am loyal to a particular raider leader who commands my respect.
6. I possess a stolen item of great value that I must keep hidden.
7. I am driven by the memory of a loved one I lost to the wasteland.
8. I have a secret hideout where I stash my loot.
9. I am haunted by the faces of those I’ve killed.
10. I seek to find and reclaim an ancient artifact that I believe will bring me
power.

Flaws

1. I am overly aggressive and often start fights I can’t finish.


2. I struggle to trust anyone, even those who’ve proven themselves.
3. I am addicted to the thrill of raiding and can’t resist an opportunity.
4. I am haunted by nightmares of my past deeds.
5. I have a short temper and often act rashly.
6. I am overly paranoid and see betrayal everywhere.
7. I am prone to taking unnecessary risks for the sake of excitement.
8. I have a deep-seated fear of being betrayed by my own clan.
9. I am obsessed with proving my worth and will take on dangerous
challenges.

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10. I tend to hoard loot, even when it’s not practical.

Legend
You come from humble beginnings, but you are destined for so much
more. Already the people of your home settlement regard you as their hero, a
legend, and your destiny calls you to stand against the tyrants and animals that
threaten survivors everywhere.
Equipment: A set of tools (one of your choice), a shovel (5 lb.), an iron pot,
Common clothing (3 lb.), One type of artisan’s tools, mechanic’s Tools (2 lb.), and
a pouch containing 100 Chips.
Defining Event
You previously pursued a simple profession among the peasantry,
perhaps as a farmer, merchant, or scavenger. But something happened that set
you on a different path and marked you for greater things. Choose, create, or
randomly determine a defining event that marked you as a legend of the
people.
D10 Defining Event

1 I stood up to a raider gang.

2 I saved people during a natural disaster.

3 I stood alone against a terrible enemy.

4 I stole from a corrupt trader to help the poor.

5 I led a militia to fight off an invader.

6 I broke into a raider’s camp and stole weapons to arm the people.

7 I trained settlers to use implements as weapons against a raider gang.

8 A corrupt settlement leader set an unpopular law after I led a symbolic


act of protest against it.

9 A caretaker revealed my secret origin.

10 Recruited into my settlement's army, I rose to leadership and was


commended for my heroism.
Feature: Rustic Hospitality

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Since you come from the ranks of the common survivor, you fit in among
them with ease, especially if they believe your legend. You can find a place to
hide, rest, or recuperate among other survivors unless you have shown yourself
to be a danger to them. They will shield you from the ruling forces or anyone
else searching for you, though they will not risk their lives for you.

Personality Traits

1. Humble and always downplaying my achievements.


2. Brave and unafraid to stand up for what’s right.
3. Compassionate and always willing to help those in need.
4. Confident in my abilities and decisions.
5. Charismatic and able to inspire others.
6. Driven by a strong sense of justice.
7. Patient and thoughtful before acting.
8. Optimistic, always believing in a better future.
9. Protective of those who cannot defend themselves.
10. Resourceful, able to make the best of any situation.

Ideals

1. Justice: Everyone deserves to be treated fairly. (Lawful)


2. Heroism: I strive to be a beacon of hope in a dark world. (Good)
3. Freedom: People should be free to live their lives as they choose.
(Chaotic)
4. Self-Sacrifice: I am willing to put myself in danger to protect others.
(Good)
5. Honor: My word is my bond, and I will not break it. (Lawful)
6. Compassion: Helping others is my highest calling. (Good)
7. Leadership: I aim to lead by example and inspire others to greatness.
(Lawful)
8. Determination: I never give up, no matter how tough things get. (Neutral)
9. Redemption: I believe everyone deserves a second chance. (Good)
10. Hope: I strive to bring hope to the hopeless. (Good)

Bonds

1. I have a family member or close friend I must protect.


2. I am dedicated to the people of my home settlement.

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3. I owe my life to a mentor who taught me everything I know.
4. I have a cherished keepsake from my humble beginnings.
5. I seek to bring justice to those who have wronged me or my people.
6. I have a vision of a peaceful future that I strive to achieve.
7. I am loyal to a group of followers who believe in my cause.
8. I am driven by a prophecy that foretold my rise to greatness.
9. I seek to rebuild a lost settlement or community.
10. I have a rival whose actions spur me to be better.

Flaws

1. I can be overly self-sacrificing, often putting myself in unnecessary


danger.
2. I struggle to trust those who do not share my ideals.
3. I tend to take on more than I can handle.
4. I am haunted by the lives I couldn't save.
5. I can be naive, believing too easily in the goodness of others.
6. I am reluctant to compromise, even when it's necessary.
7. I have a strong sense of pride that can be easily wounded.
8. I am often impatient with those who do not see things my way.
9. I have a deep-seated fear of failure that drives me relentlessly.
10. I can be overly idealistic, sometimes to the detriment of practical
solutions.

Politician
You understand the ways of governing the people. You carry a
government title involved with how your settlement runs and wields a significant
form of political power. You might be a pampered royal family member, a
trusted settler just elected to government, a member of a theocracy, or an
executive of a company that controls a settlement.
Work with your GM to come up with an appropriate title and determine
how much authority that title carries. A government title doesn’t stand on its
own—it could be connected to an entire royal family, corporation, cult/religion,
or political party. Not only do you need to determine your government title, but
you should also work with the GM to describe your royal family, corporation,
cult/religion, or government and their influence.

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Is your government old and established, or is it newly formed? How much
influence does it wield, and over what area? What kind of reputation does your
government have among the other settlements of the region? How do the
people regard them? Does your government control multiple settlements within
a region? Is it so big that it controls multiple regions and is a small nation?
What’s your position in the government? Are you the heir to the head of
the government, are you going to be promoted by the higher-ups, or are you in
the running to be elected? Have you already gained the title? How do you feel
about that responsibility? Or are you so far down the line of inheritance,
election, or promotion that no one cares what you do, as long as you don’t
embarrass them? How does the head of your government feel about your
adventuring career? Are you in their good graces, or shunned?
Does your government have a logo? An insignia you might wear on a
signet ring? What particular colors do you wear all the time? An animal you
regard as a symbol of your line or even a spiritual member of the settlement?
These details help establish your government and your title as features of
the world of the campaign.
Equipment: a signet ring or identification, a portable radio set to your
headquarters channel (2 lb.), Preserved clothing (5 lb.), One type of gaming kit
(1 lb.), and a purse containing 250 Chips.
Feature: Position of Trust
Thanks to your position, people are inclined to think the best of you. You
are welcome in governing society, and people assume you have the right to be
wherever you are. The people make every effort to accommodate you and
avoid your displeasure, and other people in high government positions treat you
as a member of the same social sphere. You can secure an audience with a local
politician if you need to.
Variant Politician: Executive
Even in the apocalypse capitalism survives, kind of disappointing. An
executive can be one of the highest members of society, depending on how
expansive their business is. As a traveling executive, you have two survivors
who act as a secretary and an assistant who handles any business you don’t
wanna do. You also gain access to any property and information involving the
company you work for and you also get any goods or services your company
provides for free.

Personality Traits

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1. Confident and persuasive in speech.
2. Shrewd and calculating in negotiations.
3. Charismatic and charming in social situations.
4. Patient and strategic in planning.
5. Diplomatic and skilled in resolving conflicts.
6. Ambitious and driven by goals.
7. Loyal to my people and government.
8. Pragmatic and focused on results.
9. Inquisitive and always seeking knowledge.
10. Proud of my heritage and position.

Ideals

1. Leadership: I believe in guiding my people to prosperity. (Lawful)


2. Power: Authority and control are the keys to order. (Evil)
3. Equality: All people deserve equal treatment and opportunities. (Good)
4. Justice: Fairness and law must prevail in all matters. (Lawful)
5. Progress: Innovation and change are essential for growth. (Chaotic)
6. Duty: I am committed to serving my government and people. (Lawful)
7. Freedom: Individuals should be free to make their own choices. (Chaotic)
8. Unity: Bringing people together is my highest goal. (Good)
9. Wealth: Accumulating resources is the path to power. (Neutral)
10. Influence: Expanding my reach and control is my main focus. (Evil)

Bonds

1. I have a trusted advisor who guides my decisions.


2. I am loyal to my family and their legacy.
3. I seek to protect my people from external threats.
4. I owe my rise to power to a mentor who believed in me.
5. I have a rival who challenges my authority.
6. I am dedicated to a specific cause or reform.
7. I possess a symbol of office that I must protect.
8. I have a secret alliance with another faction.
9. I am driven by a prophecy or vision of my rule.
10. I am committed to rebuilding and improving my settlement.

Flaws

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1. I am prone to arrogance and overconfidence.
2. I struggle to trust others, even allies.
3. I am obsessed with maintaining control and order.
4. I can be manipulative and deceitful to achieve my goals.
5. I am paranoid about potential threats to my power.
6. I tend to alienate those who disagree with me.
7. I am reluctant to delegate authority, wanting to oversee everything
myself.
8. I am overly ambitious, sometimes to my detriment.
9. I struggle with indecision when faced with difficult choices.
10. I am driven by a need for recognition and validation.

Historian
You spent years learning the history of the world before and/or the world
now. You scoured manuscripts, studied books, and listened to the greatest
experts on the subjects that interest you. Your efforts have made you a master
in your fields of study.
Equipment: A pen, a small knife (1 lb.), a letter from a dead colleague posing a
question you have not yet been able to answer, Common clothing (3 lb.), and a
pouch containing 100 Chips.
Feature: Researcher
When you attempt to learn or recall a piece of history, if you do not know
that information, you often know where and from whom you can obtain it.
Usually, this information comes from an old library, destroyed museums, a
ruined university, or another historian. Your GM might rule that the knowledge
you seek is secreted away in an almost inaccessible place, or that it simply
cannot be found. Unearthing the deepest secrets of the world can require an
adventure or even a whole campaign.

Personality Traits

1. Inquisitive and always eager to learn new things.


2. Methodical and precise in research and documentation.
3. Patient and willing to spend hours, days, or even years on a single
question.
4. Eloquent and articulate when discussing historical matters.
5. Humble and open to new interpretations and ideas.
6. Detail-oriented and meticulous in my studies.

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7. Skeptical and always questioning the validity of sources.
8. Passionate about preserving knowledge and history.
9. Analytical and able to see connections others might miss.
10. Empathetic, always considering the human element of history.

Ideals

1. Knowledge: The pursuit of knowledge is the highest goal. (Neutral)


2. Truth: Uncovering and preserving the truth is paramount. (Good)
3. Legacy: It is important to remember and learn from the past. (Lawful)
4. Instinct: Applying historical knowledge to current problems is crucial.
(Neutral)
5. Curiosity: The world is full of mysteries waiting to be discovered. (Chaotic)
6. Preservation: Protecting historical artifacts and documents is essential.
(Good)
7. Education: Sharing knowledge with others is the best way to ensure its
survival. (Lawful)
8. Objectivity: History should be studied without bias or preconception.
(Neutral)
9. Heritage: Understanding one’s roots is key to understanding oneself.
(Good)
10. Understanding: Learning history helps us understand current events.
(Neutral)

Bonds

1. I have a mentor who inspired my love of history and research.


2. I am dedicated to preserving a specific historical site or artifact.
3. I have a rival historian who challenges my findings.
4. I seek to uncover the truth about a significant historical event.
5. I possess a rare and valuable historical document that I must protect.
6. I am driven by the need to answer the question posed by my dead
colleague.
7. I am committed to teaching and inspiring the next generation of
historians.
8. I have a deep connection to a particular period or culture in history.
9. I am part of a society or guild of historians who share my passion.
10. I seek to correct a historical wrong or uncover a forgotten truth.

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Flaws

1. I can be overly obsessive about my research, neglecting other aspects of


life.
2. I am hesitant to accept new ideas that challenge my established beliefs.
3. I have a tendency to become lost in books and manuscripts, losing track
of time.
4. I can be overly critical of those who do not share my passion for history.
5. I struggle to let go of unsolved questions and mysteries.
6. I tend to hoard historical artifacts and documents.
7. I can be overly skeptical, doubting the validity of even credible sources.
8. I have a habit of correcting others’ historical inaccuracies, even at
inappropriate times.
9. I am prone to taking unnecessary risks in the pursuit of knowledge.
10. I am haunted by the knowledge of historical atrocities and injustices.

Militia
War has been your life for as long as you care to remember. You trained
as a youth, studied the use of weapons and armor, and learned basic survival
techniques, including how to stay alive on the battlefield. You might have been
part of a standing national army or a mercenary company, or perhaps a
member of a local militia who rose to prominence during a recent war.
When you choose this background, work with your GM to determine which
military organization you were a part of, how far through its ranks you
progressed, and what kind of experiences you had during your military career.
Was it a standing army, a town guard, or a village militia? Or it might have been
a noble’s or merchant’s private army, or a mercenary company.
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger,
broken blade, or piece of a banner), a gaming kit ( 1 lb.), a pouch containing 10
Scraps (1 lb.), Faction clothing (3 lb.) Smith’s tools (8 lb.), vehicles (land), and 100
Chips.
Specialty
Note: These rankings aren’t set in stone, create your own original set if you
want
During your time as a soldier, you had a specific role to play in your unit or army
that protects its settlement. Roll a d6 or choose from the options in the table
below to determine your role:

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D6 Specialty

1 Recruit - a new soldier who is still in training and has the option to
continue to private or military police

2 Private - Privates do fight on the battlefield and are the bulk of the militia

3 Police - Police officers act as law enforcement and crime prevention


within the settlement. They often have their own rankings depending on
how big the settlement is.

4 Captain - next rank after private and controls all operations concerning
the settlement. To become this rank you must show you can be good
enough to lead a squad of soldiers (40 people). This is the usual size of a
militia in an average-sized settlement. This rank usually answers to the
head of the government it serves if there is no higher military rank. This
doesn’t apply if the militia acts as the government itself.

5 Regent - typically in charge of all operations concerning the region.


Captains of any settlements under the region/state take orders from the
regent. Any government with a militia big enough for a Regent is a
government that controls multiple settlements under one region/state.
This rank usually answers to the head of the government it serves if there
is no higher military rank. This doesn’t apply if the militia acts as the
government itself.

6 General - commands all operations that concern the multiple


regions/states that its government controls. This rank usually answers to
the head of the government it serves. This doesn’t apply if the militia acts
as the government itself.
Feature: Military Rank
You have a military rank from your career as a soldier for your
government and/or military. Soldiers loyal to your former military organization
still recognize your authority and influence, and they defer to you if they are of
a lower rank. You can invoke your rank to exert influence over other soldiers and
requisition simple equipment or vehicles for temporary use. You can also usually
gain access to friendly military encampments and bases where your rank is
recognized.

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Personality Traits

1. Disciplined and regimented in daily life.


2. Loyal and dedicated to my comrades and cause.
3. Courageous in the face of danger.
4. Strategic and tactical in problem-solving.
5. Stoic and able to endure hardships without complaint.
6. Honest and straightforward, valuing integrity.
7. Protective of those who cannot defend themselves.
8. Pragmatic and practical in my actions.
9. Resilient and able to bounce back from setbacks.
10. Respectful of authority and chain of command.

Ideals

1. Honor: I strive to act with honor in all things. (Lawful)


2. Duty: Serving and protecting my people is my highest duty. (Lawful)
3. Courage: Facing danger head-on is the only way to live. (Chaotic)
4. Power: Only the strong survive and protect others. (Neutral)
5. Justice: Righting wrongs and protecting the innocent is my mission.
(Good)
6. Order: Maintaining order is essential for society’s survival. (Lawful)
7. Freedom: Everyone deserves to live free from tyranny. (Chaotic)
8. Survival: In this world, survival is the ultimate goal. (Neutral)
9. Leadership: Guiding others to victory is my calling. (Good)
10. Sacrifice: I am willing to lay down my life for my comrades. (Good)

Bonds

1. I have a comrade-in-arms I would do anything to protect.


2. I owe my life to a fellow soldier who saved me in battle.
3. I have a mentor who trained me and whom I deeply respect.
4. I am driven to protect my home settlement from any threat.
5. I keep a memento from a fallen comrade close to my heart.
6. I am loyal to my commanding officer and their vision for the future.
7. I seek to avenge the death of a friend or loved one lost in battle.
8. I have a family waiting for me back home that I fight to protect.
9. I am committed to upholding the laws and values of my settlement.

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10. I am part of a brotherhood of soldiers who share my commitment and
ideals.

Flaws

1. I tend to follow orders blindly, even when I shouldn't.


2. I can be overly harsh and critical of those who do not share my discipline.
3. I struggle to trust civilians and those outside the military.
4. I have a short temper and can be quick to violence.
5. I am haunted by the things I have seen and done in battle.
6. I am prone to taking unnecessary risks, believing in my invincibility.
7. I tend to see things in black and white, without nuance.
8. I can be inflexible and resistant to change.
9. I am overly protective and can be smothering to those I care about.
10. I have a hard time adjusting to civilian life and finding peace.

Vault Dweller
You emerged into the wasteland from one of the many fallout shelters.
You most likely grew up under the surface of the irradiated world. It’s possible
you either came from a perfect and livable bunker that was backed by a
wealthy benefactor. Maybe you came from an underground shelter that barely
had enough supplies to be livable. Whatever the case, the wasteland was
nothing like you expected when you emerged for the first time.
Equipment: A bedroll (7 lb.), a small diary (1 lb.), the two tools with which you
are proficient, a tinder box (1 lb.), Preserved clothing (5 lb.), an item of
sentimental value, Gaming kit (1 lb.), Tinkers Tools (10 lb.), and 200 Chips.
Feature: Secrets of the Vault
Due to access to superior education, you intuitively grasp the original
purpose of most old-world locations, devices, and practices without needing to
make any kind of ability check to identify them, though you may sometimes
require an hour to read through relevant materials. This does not confer any
special ability to make use of the things you identify without appropriate skills.
Additionally, you possess a secret that could dramatically alter the local
balance of power or the unfolding history of the post-nuclear world. The secret
should have something to do with your shelter of origin and can be determined
in conjunction with your GM.

28
Examples might include the location of the shelter itself if it is currently
hidden, the knowledge that you brought with you when you left the vault, or a
device or other piece of significant technology.

Personality Traits

1. Curious: Fascinated by the new world and eager to explore.


2. Analytical: Approaches problems with a logical and scientific mindset.
3. Resourceful: Adapts quickly to new situations and makes the most of
available resources.
4. Cautious: Wary of the dangers of the wasteland and takes precautions.
5. Nostalgic: Holds onto memories of the vault and its comforts.
6. Innovative: Enjoys tinkering with technology and creating new solutions.
7. Introverted: Prefers solitude or small groups over large crowds.
8. Optimistic: Believes in the possibility of a better future despite the
wasteland's harshness.
9. Knowledgeable: Values and shares the knowledge learned in the vault.
10. Detached: Sometimes struggles to connect with the more rugged and
chaotic aspects of the wasteland.

Ideals

1. Knowledge: Understanding the old world is key to surviving and thriving.


(Neutral)
2. Progress: Rebuilding and advancing society using old-world technology is
essential. (Lawful)
3. Discovery: Uncovering lost secrets and forgotten technologies is worth
any risk. (Chaotic)
4. Safety: Creating safe havens in the wasteland is a top priority. (Good)
5. Self-Reliance: Dependence on old-world conveniences should be
minimized. (Neutral)
6. Preservation: Protecting and preserving old-world technology is vital.
(Good)
7. Innovation: Using old-world tech to invent new solutions for current
problems is crucial. (Chaotic)
8. Survival: Adaptability and self-sufficiency are key to thriving in the
wasteland. (Neutral)

29
9. Hope: Believing in a better future and working towards it is essential.
(Good)
10. Independence: Making one’s own way without relying on others is
important. (Chaotic)

Bonds

1. Vault: I am dedicated to finding or preserving my vault’s secrets and


technologies.
2. Family: I left behind family members or friends in the vault whom I wish
to find or protect.
3. Legacy: I am driven to live up to the legacy of those who came before me
in the vault.
4. Technology: I possess an item or piece of technology from the vault that
I must protect.
5. Mission: I am on a quest to complete a mission or directive given to me
by my vault overseer.
6. Knowledge: I seek to share or apply the knowledge I gained in the vault
to the wasteland.
7. Survival: I am committed to finding a new place or creating a safe haven
for those who left the vault.
8. Mystery: I am searching for answers to a mystery or problem related to
the vault’s history or technology.
9. Fellow Survivors: I have allied with other survivors who are also seeking
to rebuild or explore the wasteland.
10. Secret: I carry a secret from the vault that could change the course of
history.

Flaws

1. Discomfort: Struggles to adapt to the harsh realities of the wasteland


after the comfort of the vault.
2. Paranoia: Often distrustful of others, especially those who are not
familiar with old-world technology.
3. Isolation: Tends to isolate themselves, finding it hard to connect with
others.
4. Overreliance: Can become overly reliant on old-world tech, even when it’s
impractical.

30
5. Perfectionism: Has high expectations for how things should be done,
leading to frustration with imperfect conditions.
6. Naivety: May struggle to understand the more ruthless or survival-driven
aspects of wasteland life.
7. Sentimental: Attached to old-world artifacts or ideas, which can cloud
judgment.
8. Cautiousness: Excessively cautious, leading to missed opportunities or
indecision.
9. Secretive: Keeps important information hidden, which can hinder
cooperation.
10. Idealism: Holds unrealistic expectations about how to rebuild or improve
the world, leading to disillusionment.

Scientist
You are one of a rare few individuals actively trying to preserve and
restore the advances of pre-war science and have dedicated your life so far to
the pursuit of scientific achievement.
Equipment: Your choice of chem tools (8 lb.), cook’s supplies (8 lb.), one set of
tools (doctor’s kit (6 lb.), OR herbalism kit (5 lb.), OR mechanic’s tools (2 lb.)), 10
Scraps (1 lb.), Common clothes (3 lb.), and 120 Chips.
Feature: Scientific Enquiry
You intuitively grasp the purpose of most old-world devices, technologies,
and scientific experiments you encounter without needing to make any kind of
ability check to identify them, though you may sometimes require an hour to
read through relevant materials. This does not confer any special ability to
make use of the things you identify without appropriate skills.
Additionally, you are generally afforded the respect and goodwill of other
members of the scientific community, provided you don’t waste it. Other
scientists you know generally agree to assist you with tasks that won’t be
hazardous or significantly costly to them in resources or time, provided you
remain in good standing with them.

Personality Traits

1. Curious: Driven by an insatiable need to understand how things work.


2. Methodical: Approaches problems with a systematic and logical process.
3. Detail-oriented: Pays meticulous attention to the fine details of
experiments and observations.

31
4. Innovative: Constantly looking for new and creative solutions to scientific
challenges.
5. Perseverant: Willing to invest time and effort into long-term projects and
research.
6. Analytical: Enjoys breaking down complex issues into manageable
components.
7. Inquisitive: Always asking questions and seeking deeper knowledge.
8. Patient: Capable of enduring lengthy and tedious work to achieve results.
9. Collaborative: Values teamwork and the exchange of ideas with fellow
scientists.
10. Ethical: Strives to conduct research in a manner that considers the
well-being of others.

Ideals

1. Knowledge: The pursuit of knowledge and understanding is paramount.


(Neutral)
2. Discovery: Uncovering new scientific truths is a noble endeavor. (Chaotic)
3. Progress: Advancing science to improve the world is essential. (Good)
4. Preservation: Maintaining and restoring old-world technology is crucial.
(Lawful)
5. Innovation: Using creativity to solve problems and advance science is
important. (Chaotic)
6. Integrity: Conducting research ethically and responsibly is fundamental.
(Lawful)
7. Collaboration: Working together with other scientists enhances progress.
(Good)
8. Curiosity: The quest for answers drives every action. (Neutral)
9. Healing: Applying scientific knowledge to alleviate suffering is a priority.
(Good)
10. Legacy: Leaving a lasting impact through scientific achievements is
important. (Neutral)

Bonds

1. Research: I am dedicated to completing a major research project that has


personal significance.

32
2. Mentor: I owe a great deal to a mentor who helped shape my scientific
career.
3. Colleagues: I have a network of fellow scientists who support and
collaborate with me.
4. Knowledge: I am on a quest to recover lost or damaged scientific
knowledge.
5. Technology: I possess or seek a piece of advanced technology from the
old world that is vital to my work.
6. Legacy: I want to honor the legacy of a scientist who inspired me or
whom I worked with.
7. Community: I am committed to using my scientific expertise to benefit
my community.
8. Secret: I hold a crucial secret related to my research that could have
significant implications.
9. Discovery: I am driven to prove or disprove a groundbreaking theory or
discovery.
10. Ethics: I strive to uphold ethical standards in my scientific endeavors and
challenge others to do the same.

Flaws

1. Obsessive: Can become fixated on a single problem or project to the


detriment of other aspects of life.
2. Aloof: Tends to be detached or distant from those who don’t share
scientific interests.
3. Overconfident: May overestimate the reliability of their findings or
capabilities.
4. Neglectful: Sometimes overlooks practical concerns in favor of theoretical
research.
5. Secretive: Guards research and findings closely, making collaboration
difficult.
6. Impatient: Frustrated by slow progress or delays in research.
7. Rigid: Can be inflexible in their methods or theories, resistant to
alternative viewpoints.
8. Socially Inept: Struggles with interpersonal interactions and social
etiquette.
9. Risk-Taking: Willing to take dangerous or unethical risks in the pursuit of
knowledge.

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10. Detached: May lack empathy or fail to consider the human impact of their
work.

Humanitarian
You are devoted to the care of the needy, to preserving precious
knowledge, and to ensuring that the follies that led to the nuclear war are never
repeated. They are never shy about speaking out against those in power when
they believe that the best interests of the common man are not being protected,
which sometimes has them branded as seditious anarchists.
Equipment: A doctor’s kit (6 lb.), herbalism kit (5 lb.), 15 Scraps (1.5 lb.),
Common clothing (3 lb.), Two types of artisan tools, and 150 Chips.
Feature: Follower’s Favor
You command the respect of other Followers, as well as many citizens of
the wasteland who appreciate the work that the Followers do. You and your
companions can expect to receive hospitality and succor from other Followers,
within their means to do so.
You might also have ties to a specific mission and be considered a
resident there. While near this place, you can call upon the other Followers who
live there for assistance, provided the assistance you ask for is not hazardous
and you remain in good standing with them.

Personality Traits

1. Compassionate: Deeply cares about the well-being of others, especially


the less fortunate.
2. Idealistic: Holds strong beliefs about how the world should be and strives
to make those ideals a reality.
3. Empathetic: Easily understands and shares the feelings of others.
4. Determined: Resolute in their mission to help others and advocate for
justice.
5. Diplomatic: Skilled in negotiating and resolving conflicts to benefit those
in need.
6. Altruistic: Willing to sacrifice their own comfort and safety for the sake of
others.
7. Inspiring: Motivates others to join in their cause and support their
mission.
8. Resourceful: Finds innovative solutions to help people and address crises
with limited resources.

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9. Patient: Able to endure hardship and setbacks while continuing to pursue
their goals.
10. Principled: Adheres to a strong moral code, even in challenging
situations.

Ideals

1. Charity: Helping those in need is a fundamental duty. (Good)


2. Justice: Standing up against injustice and corruption is essential. (Lawful)
3. Equality: Everyone deserves equal treatment and opportunities. (Neutral)
4. Preservation: Safeguarding knowledge and preventing past mistakes is
crucial. (Neutral)
5. Compassion: Acts of kindness and empathy should guide our actions.
(Good)
6. Advocacy: Speaking out for the rights and needs of others is a noble
pursuit. (Chaotic)
7. Hope: Maintaining hope for a better future inspires positive change.
(Good)
8. Resilience: Overcoming adversity and continuing to help others is a mark
of Power. (Neutral)
9. Community: Building strong, supportive communities is vital for survival
and progress. (Lawful)
10. Integrity: Upholding personal and professional ethics is non-negotiable.
(Lawful)

Bonds

1. Mission: I am dedicated to a specific cause or mission related to


humanitarian work.
2. Organization: I have strong ties to a humanitarian organization or group
that supports my work.
3. Beneficiaries: I have close relationships with individuals or communities
I’ve helped in the past.
4. Mentor: I owe a great deal to a mentor who guided me in my
humanitarian efforts.
5. Legacy: I am committed to honoring the legacy of those who came
before me in the field of humanitarian work.

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6. Community: I have a particular community or settlement that I feel
responsible for and strive to protect.
7. Cause: I am driven by a personal cause or tragedy that motivates my
humanitarian work.
8. Knowledge: I am dedicated to preserving and disseminating valuable
knowledge for future generations.
9. Supporters: I have a network of supporters who aid me in my efforts to
help others.
10. Reform: I am passionate about advocating for reforms to prevent the
mistakes of the past from recurring.

Flaws

1. Overextended: May take on too many responsibilities or projects, leading


to burnout.
2. Naive: Tends to trust others too easily, which can lead to betrayal or
exploitation.
3. Stubborn: Can be inflexible and resistant to alternative viewpoints or
solutions.
4. Impractical: Sometimes prioritizes ideals over practical considerations,
leading to difficulties.
5. Sacrificial: Often sacrifices their own needs or well-being for the sake of
others, sometimes to their detriment.
6. Judgmental: Can be quick to judge those who don’t share their values or
commitment.
7. Disillusioned: Occasionally struggles with feelings of disillusionment when
faced with systemic failures.
8. Preachy: May come across as self-righteous or overly moralizing to
others.
9. Resentful: Holds grudges against those who oppose or undermine their
humanitarian efforts.
10. Distrustful: Struggles to trust those outside their circle, fearing they may
not share their values.

Courier
You are a courier, one of the brave few who make their living ensuring
that the disparate communities of the wasteland remain in touch. Maybe you
work in a larger caravan group, or sometimes the only way to ensure a package

36
arrives on time is to risk the journey alone. The role of courier is a job that
attracts the brave and the reckless, and in which only skilled survivors thrive.
Most couriers are self-employed but typically establish working relationships
with one or more delivery companies.
Equipment: an iron pot, a lighter (.2 lb.), Wanderer clothes (4 lb.), one package
(worth 80 Chips upon delivery in the next settlement you visit, either to the local
delivery company if there is one or else the addressee), motorcycle, and 90
Chips.
Feature: Courier's Cachet
All civilized folk respect a courier and the role they play in keeping
communications open. As a courier, you can generally find a place to stay at a
25% discount in any settlement, except among raiders and tribals. As a
seasoned traveler, you understand the caravaneer's code and know how to
approach other traders out in the waste. You gain advantage on persuasion
checks with other travelers to share their fires, their shelter, and sometimes their
food with you and your comrades. Of course, you are expected to offer the
same courtesies.

Personality Traits

1. Adventurous: Thrives on the excitement of new journeys and challenges.


2. Resourceful: Finds creative solutions to problems encountered on the
road.
3. Independent: Prefers working alone but can cooperate when necessary.
4. Reliable: Takes pride in delivering packages on time, no matter the
obstacles.
5. Observant: Notices details and changes in their environment that others
might miss.
6. Pragmatic: Focused on practical solutions and getting the job done.
7. Courageous: Willing to face danger head-on to complete their deliveries.
8. Adaptable: Can quickly adjust to changing circumstances and
environments.
9. Loyal: Values the relationships built with clients and other couriers.
10. Disciplined: Follows a strict code of conduct and maintains a high
standard of work.

Ideals

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1. Service: Providing reliable service to clients and communities is a top
priority. (Lawful)
2. Freedom: Values the independence and autonomy of working as a
courier. (Chaotic)
3. Trust: Maintaining trust with clients and fellow travelers is essential.
(Neutral)
4. Honor: Upholding a code of conduct and ensuring the safe delivery of
goods. (Lawful)
5. Community: Believes in connecting disparate communities and fostering
cooperation. (Good)
6. Self-Reliance: Emphasizes the importance of being self-sufficient and
resilient. (Neutral)
7. Adaptability: Thrives on the ability to adapt and overcome challenges in
the wasteland. (Chaotic)
8. Courage: Embraces bravery and resilience in the face of danger. (Neutral)
9. Efficiency: Strives to deliver goods in the most effective and timely
manner possible. (Lawful)
10. Respect: Respects the caravaneer’s code and values the role of couriers in
society. (Neutral)

Bonds

1. Clients: Maintains strong relationships with key clients who depend on


their services.
2. Caravan Group: Has a network of fellow couriers or traders who provide
support and camaraderie.
3. Settlement: Feels a sense of responsibility to the communities they deliver
to and from.
4. Family: Is motivated by a desire to support or protect their family
through their work.
5. Mentor: This is guided by a mentor or previous employer who taught them
the trade.
6. Reputation: Is driven by a desire to uphold and enhance their reputation
as a reliable courier.
7. Code of Conduct: Adheres to a personal or professional code that guides
their actions and decisions.
8. Trade Goods: Has a personal attachment to specific types of goods they
frequently transport.

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9. Safe Haven: Has a trusted location or contact that provides them with
safety and resources.
10. Legacy: Seeks to build a legacy as a renowned and respected courier in
the wasteland.

Flaws

1. Risk-Taking: Often takes unnecessary risks to ensure timely deliveries,


sometimes with dangerous consequences.
2. Distrustful: May be suspicious of others’ motives, leading to strained
relationships.
3. Impulsive: Sometimes makes decisions on the spur of the moment, which
can lead to trouble.
4. Overworked: Takes on too many deliveries at once, leading to exhaustion
and potential mistakes.
5. Inflexible: Sticks rigidly to their plans and routes, even when adjustments
are necessary.
6. Secretive: Keeps information to themselves, which can hinder teamwork
and cooperation.
7. Impulsive: Acts quickly without fully considering the potential
repercussions of their actions.
8. Disorganized: Struggles with keeping track of packages and schedules,
leading to mix-ups.
9. Isolationist: Prefers solitude and might have difficulty forming lasting
bonds with others.
10. Overly Competitive: Can become too focused on outdoing other couriers
or proving their superiority.

Carrying and Lifting


Your Power score determines the amount of weight you can bear. The
following terms define what you can lift or carry.

Carrying Capacity.
Your carrying capacity is your power score multiplied by 15. This is the
weight (in pounds) that you can carry, which is high enough that most
characters don’t usually have to worry about it.

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Push, Drag, or Lift.
You can push, drag, or lift a weight in pounds up to twice your carrying
capacity (or 30 times your power score). While pushing or dragging weight over
your carrying capacity, your speed drops to 5 feet.

Size and power.


Larger creatures can bear more weight, whereas Tiny creatures can carry
less. For each size category above Medium, double the creature’s carrying
capacity and the amount it can push, drag, or lift. For a Tiny creature, halve
these weights.

Describing Your Character


With the fundamental aspects of your character established, it’s time to bring
them to life. Here’s how to develop a rich, engaging persona for your character
in Wastelands:

1. Name: Choose a name that fits your character’s background and the
setting of the post-apocalyptic world. It can reflect their past, personality,
or the harsh environment they inhabit.
2. Appearance: Spend some time visualizing what your character looks like.
This includes their physical features, clothing, and any distinguishing
marks or gear. Consider how their ability scores might influence their
appearance:
○ Power: Characters with high Power might be large and muscular,
while those with low Power could be lean or overweight.
○ Agility: A character with high Agility might be nimble and agile,
while someone with low Agility might appear clumsy or
heavy-handed.
○ Will: High Will often corresponds with a robust, healthy appearance,
whereas low Will might make a character look frail or sickly.
○ Smarts: Intelligent characters might have a sharp, inquisitive look
or wear practical attire, while those with lower Smarts might seem
more disheveled or distracted.

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○ Instinct: A wise character might have a calm, perceptive
demeanor, while someone with low Instinct might appear scattered
or impulsive.
○ Legend: charismatic characters often have a confident,
commanding presence, while those with low Legend might come
across as awkward or unremarkable.
3. Personality: Define your character’s general behavior and personality
traits. Think about how they interact with others, their typical mood, and
their overall demeanor.
4. Alignment and Ideals: Determine your character’s alignment, which
reflects their moral compass and guiding principles. Choose ideals that
represent what they value most in this post-apocalyptic world.
5. Bonds and Flaws: Identify the bonds that drive your character, such as
important relationships or goals. Also, consider any flaws that might
challenge or complicate their journey.
6. Background: Your character’s background provides insight into their past
and initial skills. It describes where they come from, their former
occupation, and how they fit into the world of Wastelands. Your Game
Master might offer additional backgrounds or help tailor a background
that suits your character concept.

Personality
In Wastelands, your character’s depth goes beyond just race and class. Their
personal history, physical attributes, and inner motivations are crucial in
defining who they are. Here's how to flesh out these aspects:

Character Details
1. Name: Your character’s name can reflect their background and the harsh
world they inhabit. Whether you choose from a list or create one yourself,
consider how the name aligns with your character’s story.
2. Sex and Gender:
○ Sex: Choose a male, female, or other gender identity for your
character. There are no special benefits or hindrances based on sex
in Wastelands.
○ Gender Identity: Reflect on how your character’s gender might
influence their role and interactions. For example, a female

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character might defy gender norms in a post-apocalyptic society,
impacting her interactions and experiences.
3. Height and Weight:
○ Decide your character’s height and weight based on their physical
attributes and ability scores. For instance, a strong character might
be robust and heavy, while a highly agile character might be lean.
○ You can roll for height and weight if you prefer randomness.
4. Other Physical Characteristics:
○ Choose your character’s age, hair color, eye color, and skin color.
Consider adding unique traits like scars, tattoos, or noticeable
features that give your character a distinct presence.

Inspiration
1. Using Inspiration:
○ Gain Inspiration: Your DM may award inspiration for role-playing
traits, flaws, or bonds effectively. This encourages you to stay true
to your character’s personality.
○ Apply Inspiration: Use inspiration to gain advantage on crucial
rolls. You can also give your inspiration to another player who has
done something noteworthy in the game.

Equipment
In a bustling post-apocalyptic city, diverse survivors trade goods in a
lively marketplace. Blacksmiths, craftsmen, farmers, and traders offer various
wares. In this wasteland, one can find anything from rare goods to practical
tools. For adventurers navigating the dangers of the wasteland, acquiring
proper gear—armor, weapons, backpacks, and more—is crucial for survival. This
section outlines the essential and unique items that prove indispensable in the
harsh realities of a wasteland tabletop role-playing game.

Starting Equipment
Your character's starting equipment in the wasteland is determined by
both ability scores and background. The backstory of how you acquired this
equipment is flexible—whether it's an inheritance, purchased goods, military
provisions, or even stolen gear.

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Weapons
The Weapons table details weapons, their cost, weight, Attack Bonus, and
any unique features. Weapons are categorized as melee for close-quarter
combat or ranged for distant attacks. The choice of your weapon can determine
your fate in the harsh wasteland.

Starting Weapons
You can choose up to three weapons in total. Heavy weapons count for
two weapons.
Melee Weapons

x5 Shiv (.3 lb., Instakill, +1, 3 strike)


x6 Bottle (.2 lb., +1, 4 strikes, throwable)
Switchblade (.5 lb., +2, 8 strikes, throwable)
Hand axe (3 lb., +4, 13 strikes, throwable)
Cleaver (2 lb., +4, 10 strikes)
Baton (3 lb., +3, 14 strikes)
Ball-Peen Hammer (2 lb., +3, 12 strikes)
Knuckle Dusters (1 lb., +2, 10 strikes)
Pipe (3 lb., +3, 14 strikes)
2x4 (3 lb., +1, 8 strikes, two-handed)
Baseball Bat (3 lb., two-handed, +3, 13 strikes, two-handed)
Machete (2 lb., +4, 15 strikes)
Homemade Giant Sword (20 lb., +10, 26 strikes, two-handed, heavy)

Ranged Weapons

sawn-off shotgun (8 small bullets, 6 lb., +4)


Machine pistol (20 small bullets, 3 lb., +3)
Revolver (12 small bullets, 3 lb., +3)
Compact Pistol (20 small bullets, 1.5 lb., +2)
Hand Crossbow (20 arrows, .5 lb., +3)
x3 Frag Grenade (2 lb., +5)
Lever-Action Rifle (10 standard bullets, 7 lb., two-handed, +5)
BB Gun (40 standard bullets, 2 lb., two-handed, +1)
Grease Gun (30 standard bullets, 7 lb., two-handed, +3)
Harpoon gun (10 bolts, 12 lb., two-handed, +6)
Hunting rifle (9 standard bullets, 8 lb. two-handed, +5)
Longbow (20 arrows, 5 lb., two-handed, +4)

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Pump shotgun (8 standard bullets, 6 lb., two-handed, +6)
Minigun (30 bullets, 35 lb., heavy, two-handed, +15)

Armor and Shields


In the diverse post-apocalyptic world of our tabletop role-playing game,
adventurers can choose from various armor types, including light, medium, and
heavy options, along with the option to use shields.

Starting Armor
Choose one armor set according to your Agility Score
Armor

Leather armor (4 lb., +1, light)


Sports Padding (8 lb., +2, light, +1 to athletics)
Reinforced Leather Armor (4 lb., +4, medium)
Riendforced Combot Armor (18 lb., +7, heavy, stealth disadvantage)
Riot Shield (8 lb., +4, 24 strikes)
Homemade Shield (4 lb., +2, 16 strikes)

Other Starting Equipment

Starting Packs
Choose one pack.

Raider's Pack.
For those who would rather be a murder hobo than a hero. Includes a rope 50 ft
(10 lb.), an oil lamp (3 lb.), 5 cans of oil (5 lb.), a crowbar (3 lb.), and a hammer (3
lb.).

Explorer's Pack.
For those who want to explore the wasteland with everything they need. A
bedroll (7 lb.), a doctor's kit (6 lb.), 10 torches (10 lb.), and rope 50 ft (10 lb.).

Survivor Pack.

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For those who simply want to survive then live. Includes 5 rations, Bedroll (7 lb.),
tent (20 lb.), and 10 torches (10 lb.), It has 10 pain pills, 1 bear trap (10 lb.), and
10 bandages.

Zealot’s Pack.
For those who wish to spread the word of their cult. Includes a blanket (3 lb.), 10
candles (5 lb.), a tinderbox (1 lb.), 2 blocks of incense, a censer (1 lb.), vestments,
5 rations, and a waterskin.

Politician's Pack
For those who want to establish trade, government, and a more civilized society
for the wasteland. Includes a chest, 2 cases for maps and scrolls, a bottle of ink,
an ink pen, an oil lamp (3 lb.), 2 cans of oil (2 lb.), 5 sheets of paper, a vial of
perfume, sealing wax, and soap.

Historian's Pack
For those who wish to preserve the history of the society from before, and keep
the history of the wasteland. Includes a backpack, a book of history (1 lb.), a
bottle of ink, an ink pen, 10 sheets of parchment, and a switchblade (.5 lb.).

Mechanic’s Pack
For the rev heads of the wasteland. Includes a backpack, an abacus (2 lb.), a
can of oil (1 lb.), a bag of 1,000 ball bearings (2 lb.), a bedroll (7 lb.), a crowbar (3
lb.), a pen, a magnifying glass (.2 lb.), 10 rations, a bar of soap, 5 iron spikes,
and a tinderbox (1 lb.).

Starting Drugs
Pick 2 drugs to start with.

Name Properties
x3 Rations Grants +2 to all rolls for the next 10 minutes and
cures hunger. Requires cooking utensils to craft.
x1 Grace Heals wounds down a level.

x3 Bandages Stops bleeding and prevents further negative


effects from a wounded limb.

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x2 Pain Pills Grants +2 to all rolls involving physical endurance
for 1 minute. Addiction (DC 15): Withdrawal
reduces rolls by -1.
x2 Alcohol Grants +2 to all Power-related rolls and contests,
but imposes -2 on Agility-related rolls for 10
minutes. Addiction (DC 10): Withdrawal imposes
disadvantage on Agility rolls.
x1 Flash Grants +15 feet of movement and allows one extra
action until the start of your next turn. Addiction
(DC 15): Withdrawal causes a 1-minute paralysis
every 3 hours.
x1 Smarty Grants +2 to Smarts-related rolls for 1 minute.
Addiction (DC 10): Withdrawal imposes
disadvantage on Smarts rolls.
x1 Mental Break Grants +2 to melee attack rolls but imposes -2 to
ranged attack rolls for 1 minute. Addiction (DC
15): Withdrawal forces random attacks on the
nearest creature on failed contests.
x1 Dead Eye Grants +1 to accuracy rolls for ranged attacks for
1 minute.
x3 Cigarette Grants +1 to Agility-related rolls for 5 minutes.
Addiction (DC 10): Withdrawal imposes
disadvantage on Legend rolls.
x2 Weed Grants +2 to Legend rolls but imposes -1 on Agility
rolls for 10 minutes.

Starting Containers
Pick one starting container

Container Capacity

Storage 1 cubic foot/30


bag pounds of gear

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1 cubic foot/ 30
Backpack
pounds of gear

Perks
You gain 3 perks on your first level.
Each time you gain a level you can choose a perk. Each perk can only be
taken once unless otherwise stated:

Rank 1
Light Weight: Your speed increases by 10 feet when not wearing armor or using
a shield. This bonus increases at higher levels. At the 9th level, you can move
vertically on surfaces and across liquids on your turn without falling.
No Armor, No Problem: When you're not wearing armor or using a shield, you
gain a +10 bonus to your defense.
Will to Live: You can inspire others with a bonus action, granting a d6 bonus to
a creature's next attack or defense roll. The creature can add the die to their
next roll within the next 10 minutes. The number of uses is equal to your Legend
modifier, and you regain expended uses after a long rest. The bonus improves to
a d8 at the 5th level, a d10 at the 10th level, and a d12 at the 15th level.
Expertise: Choose two skills. You gain a +2 bonus for rolls made with those skills.
Ranger: Gain a +2 bonus to ranged attack rolls.
Armor Up: +1 to defense when wearing armor.
One-On-One: Gain a +2 bonus to damage rolls when wielding a melee weapon
in one hand with no other weapons.
Ambidextrous: Reroll a 1 or 2 on a two-handed melee weapon's damage die;
use the new roll, even if it’s a 1 or 2.
Shielding: Use a shield to impose disadvantage on attack rolls against a target
within 5 feet of you.
Tank Commando: Use Power for defense but lose 5 feet of movement.
Reckless Raider: Decrease defense by 3 to make an extra attack as a free
action.
Bonus Action: You can push your limits for a moment, taking an extra action on
your turn. At the 17th level, you can use this ability twice before resting, but only
once per turn.

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Skillful Scholar: Preserve skill magazines on a roll of 11 or higher, with a higher
threshold after each use.
Beast Whisperer: Charm non-humanoid creatures with a Smarts roll contest.
Vitality Booster: Gain bonus hit points equal to your level (can be taken up to
three times).
Charm Master: Gain +1 to attack and damage rolls, and advantage on
Persuasion rolls against attracted humanoids.
Barter Baron: Have advantage on Persuasion rolls for better buying and selling
deals.
Adaptable Adept: Increase one or two ability scores of your choice by +1, up to
a maximum of 20 (can be taken up to four times).
Wilderness Survivor: Have advantage on Survival rolls.
Deceptive Rogue: Gain advantage on Persuasion rolls against uninterested
humanoids.
Iron Toughness: Gain toughness points equal to your level times your Will
modifier, usable to reduce damage by half.
Night Stalker: Gain 30 feet of Nightvision and +1 to attack rolls in dim light.
Solar Rejuvenator: Regenerate 1 hit point at the end of each turn in direct
sunlight.
Beast Hunter: Reroll damage against beasts, taking the higher roll.
Aberration Exterminator: Reroll damage against aberrations, taking the higher
roll.
Mutant Reaper: Reroll damage against mutants, taking the higher roll.
Mutie Reaper: Reroll damage against muties and sickos, taking the higher roll.
Human Reaper: Reroll damage against humans, taking the higher roll.
Robot Reaper: Reroll damage against robots, taking the higher roll.
Faction Avenger: Reroll damage against creatures of a chosen faction.
Pyro Engineer: Modify explosive and energy weapons to add the Burning
property.
Fortune Seeker: Find chips at the end of rests and roll for bonus chips when
killing humanoids.
Radiant Survivor: Heal when hit points fall below half, based on Will modifier.
Crafting Maestro: Halve item creation time and gain proficiency in all sets of
tools.
Swift Marksman: Gain advantage on the first attack roll after moving more
than half your movement speed.
Nimble Explorer: Increase movement speed by 10 feet while not wearing heavy

48
armor.
Intellectual Prodigy: Gain +3 to Technology rolls (can be taken up to three
times).
Shotgun Precisionist: Add half proficiency modifier to a shotgun's attack roll.
Melee Maestro: Add half proficiency modifier to a melee weapon's attack roll.
Stealthy Professional: Reroll damage against unaware creatures, taking the
higher result.
Triumphant Striker: Gain a critical hit on a roll of 19 or 20 with melee weapons.
Rapid Reloader: Decrease weapon reload time by one action.
Mysterious Vigilante: Deal additional damage on a critical hit, with a cooldown.
Silent Walker: Avoid triggering traps or mines.
Explosives Expertise: Add +1 to damage with explosive weapons.
Swift Runner: Spend a bonus action to take the Dash action.
Stealth Camper: Use bonus action to take the Hide action.
Cautious Retreater: Use bonus action to take the Disengage action.
I am the Night: Become invisible in the darkness.
Subtle Runner: Take the Hide action immediately after a successful Hide action.
Ammo Scrounger: Find extra ammunition at the end of rests.
Concentrated Sniper: Gain a +1 bonus to additional attacks against the same
creature.
Gunshooter: Gain an extra +2 to the attack with a one-handed pistol.
Quick Gunslinger: Immediately attack when rolling initiative with a pistol.
Explosive Dodger: Become prone as a reaction before taking explosive
damage, gaining resistance.
Resilient Stonewall: Halve movement speed for resistance against melee
damage and advantage against forced prone effects.
Precision Sniper: Gain +2 to attack rolls with weapons possessing the Scope
property.
Drug Resistance: Gain advantage against addiction.
Explosive Catalyst: Deal extra 1d6 damage in a 10x10 area when killing with
explosive damage.
Knowledgeable Scholar: Gain proficiency in 2 Smarts skills, with expertise if
already proficient.
Cannibalistic Survivor: Consume fallen corpses for healing +2d10 HP once per
body.
Wall Walker: Gain climbing speed equal to movement speed.
Aquatic Adventurer: Gain swimming speed equal to movement speed.

49
Shrewd Trader: Gain advantage on Persuasion when buying items worth more
than 50 chips.
Fortunate Wanderer: Gain 3 luck points, expendable for rerolls. Recharge after
long rest.
Sturdy Survivor: When reduced to 0 hit points, drop to 1, with a recharge after
a long rest.
Stealthy Merc: Deal +1d4 extra damage with advantage on sneak attacks
(repeatable up to 5 times).
Reaper's Resolve: Sacrifice maximum hit points for an extra perk every other
level.
Daring Swashbuckler: Add proficiency bonus to attack rolls while dual-wielding
ranged and melee weapons.
Critical Precision: Use the higher die when rolling for critical hits despite
disadvantage.
Homestead Rest: Short rests can be as short as 30 minutes, and long rests as
short as 4 hours.
Juririg: Repair a weapon with only half the scraps needed.
Heroic Mercenary: Add an ability modifier to the second attack’s damage in
Dual-Wielding fighting.
Quick Study: Use a skill magazine as a bonus action.

Rank 2
Evade (5th Level): Your instinctive agility enables you to evade certain area
threats in the Wasteland, like dodging an explosive device. When facing effects
requiring an Agility contest for reduced damage, success means no damage,
while failure results in only half damage.
Extra Attack (5th Level): You gain the ability to make two attacks instead of
one when you take the Attack action on your turn.
Dual Wield Improvement (5th Level): Dual-wield weapons without
disadvantage. At the 15th level, you can pick this perk again to dual-wield
standard weapons as well.
Light Foot (5th Level): Gain +10 feet speed without heavy armor.
Beast Companion (5th Level): Control and direct an animal friend on your turn.
Chaotic Carnage (5th Level): Gain a bonus to damage rolls equal to half your
proficiency bonus.
Revitalizing Sleep (5th Level): Gain +1d20 more XP for 4 hours after a long

50
rest.
Strategic Scout (5th Level): Move and hide as a bonus action before initiative
rolls.
Suppressive Marksman (5th Level): Make opportunity attacks with ranged
weapons at disadvantage.
Drug-Powered Might (5th Level): Gain a bonus to rolls with Power equal to the
number of addictions you have.
Holdout (5th Level): Retry failed Sleight of Hand checks unnoticed a number of
times equal to your Agility modifier.
Tech Savvy (5th Level): Retry failed technology checks unnoticed a number of
times equal to your Smarts modifier.
Covert Operative (5th Level): Automatically hit and gain advantage when
attacking unaware creatures.
Quickshot (5th Level): Take the attack action with disadvantage as a reaction.
Immediate Progress (5th Level): Immediately gain enough XP to level up. Can
only be selected up to three times.
Field Healer (5th Level): Add your Legend modifier to Medicine rolls.
Group Medic (5th Level): When healing yourself, heal creatures within 5 feet for
half the amount of HP you gained.
Rapid Recovery (5th Level): Gain an additional 2d8 HP when healing.
Critical Mastery (5th Level): Score critical hits on a roll of 19-20.
Return Fire (5th Level): Contest thrown attacks with an Agility contest,
retaliating on success.
Mutation Evolution (5th Level): Increase damage die by one tier, up to a
maximum of d8.
Versatile Learner (5th Level): Add half your proficiency bonus to rolls in
non-proficient skills.

Rank 3 Perks (10th Level)


1. Unarmored Swiftness: Your speed bonus without armor or shields
increases to 25 feet (requires Lightweight).
2. Triple Attack: When you take the Attack action, you can make three
attacks instead of two (requires Extra Attack).
3. Mastery: Select two additional skills. You gain a bonus to your die roll for
any action using these skills.

51
4. Critical Dodge: Once per turn, when an attack roll against you scores a
critical hit, you can contest it by rolling against your Agility. If you
succeed, the attack is not a critical hit.
5. Battle-Hardened Veteran: When you take the Attack action, you gain an
additional attack roll.
6. Death’s Sprint: After reducing a creature to 0 hit points, you may
immediately make another attack roll.
7. Marauder: When wielding melee weapons, you may take the Attack
action as a bonus action once per turn.
8. Energy Guardian: Gain a +2 defense bonus against energy-based attacks
(e.g., laser, plasma).
9. Expert Tag: You gain expertise in one skill you are proficient in
(repeatable three times). When you roll for checks using this skill, you can
reroll any failed attempt once.
10. Innate Proficiency: Gain proficiency with one weapon or damage type of
your choice.
11. Unshakable Resolve: You are immune to being frightened or charmed.
12. Revenge of the Nerds: When you lose 5 attack rolls in total, use Smarts
for attack and damage rolls instead of Power.
13. Radiant Recovery: After a long rest, regain the maximum defense bonus
and remove any negative conditions affecting you.
14. Swift Scout: Gain +10 feet movement speed when you are not wearing
heavy armor.
15. Counterattack: When you are hit by a melee attack, you may
immediately make an attack roll as a reaction.
16. Disciplined Shooter: If you have not attacked on your previous turn, gain
advantage on your first attack this turn.
17. Mastery Attacks: When you take the Attack action, you make four attack
rolls instead of three.

Rank 4 Perks (15th Level)


1. Fragile Steps: Your speed bonus becomes 30 feet when not wearing
armor or using a shield (requires Unarmored Swiftness).
2. Precise Strikes: Increase your critical hit range by 2. On a natural roll
within your critical range, the damage is maximized.

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3. Forceful Scatter: When you successfully hit with a shotgun or similar
weapon, force the target to make a contested Agility roll or become
prone.
4. Unyielding Mind: You are immune to critical hits (requires Critical Dodge).
5. Eternal Vigilance: You may reroll your initiative, choosing the higher
result.
6. Master of Slaughter: After successfully hitting with a melee weapon
attack, make two additional attacks as part of the same action.
7. Stoic Defender: If you do not move during your turn, you deal double
damage on your next attack roll.
8. Nuclear Apocalypse: Once per long rest, when you lose 10 attack rolls in
total, trigger a small nuclear explosion. All creatures within a 100x100-foot
blast area must roll a DC 20 Will or Agility roll.
9. Unstoppable Might: Gain a +4 bonus to your melee attack and damage
rolls.

Rules
Materials
- Wastelands guidebook
- One set of dice: a D4, D6, D8, D10, D12, and D20.
- Character sheets.
- Pencils and paper
- Calculator
- A whiteboard (for maps)
- Dry erase markers.
- An adventure (a pre-made story that contains a story, NPCs, and animals)

Trading
Trading is all about how well you’re able to talk up your items. When you
decide to trade, you must select an item in your inventory you can trade for the

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item you want. If you want to trade something for less value than what you
have, you must then roll a bartering check to make a successful trade. The GM
determines the difficulty.

Scavenging
Scavenging is important in this world so it is its own skill. Any area you
encounter may or may not have items to scavenge, it’s just up to the GM. The
GM should prepare ahead for any areas to have items to scavenge for their
players and also the DC of the scavenge checks.

Currency
Currency is here if you don’t want to trade items. Casino Chips are the
currency of the world. Due to time, most casino chip’s paint has rubbed off so
they don’t have different tiers of value.

Adventuring
Embarking on a journey through the desolate Wasteland, navigating
treacherous landscapes, and confronting unknown dangers—these define the
essence of Wasteland TTRPG adventures. Characters may uncover forgotten
remnants of the past, unravel mysteries, and face formidable foes. This section
outlines the fundamentals of the wasteland life, covering movement mechanics,
social interactions, and the rules of rest. The narrative rhythm follows a familiar
pattern:
1. The GM sets the scene in a harsh environment.
2. Players articulate their actions.
3. The GM describes the outcomes.
In the Wasteland TTRPG, the game may unfold through maps, tracking
characters' progress across the barren terrain. GM notes, including a key, unveil
discoveries in each new region. Time and actions shape the narrative, with the
GM using timelines or flowcharts to guide the adventurers' journey through the
desolation.

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Time
In a Wasteland TTRPG, the passage of time is flexible, and tailored to the
setting. When navigating desolate ruins, each move within a hazardous area
might consume minutes—slipping through a dilapidated structure, cautiously
inspecting potential dangers. Traversing vast stretches of the wasteland,
measured in hours, demands expedited decisions as characters race against
time, covering considerable distances swiftly. Extended journeys, spanning
days, unfold through the unforgiving terrain, punctuated by encounters or
obstacles that shape the narrative. Meanwhile, the intensity of combat in this
harsh environment is captured in rounds, brief 6-second intervals where
split-second decisions determine survival.

Movement
Navigating a Wasteland TTRPG involves various movements, be it
swimming turbulent rivers, traversing underground corridors, or scaling
treacherous slopes. The GM can provide a quick summary of the adventurers'
progress, like finding a raider camp after three days in the forest. In expansive
environments, the GM can gloss over movement between encounters.
However, in specific situations, knowing travel time becomes crucial.
Determining this relies on two factors: the creatures' speed and travel pace and
the challenging terrain they traverse in the unforgiving wasteland.

Speed
In the Wasteland TTRPG, each character and creature has a specific
speed, indicating how far they can move in one round. The speed assumes
bursts of energetic movement during life-threatening situations. Travel pace is
crucial for groups of adventurers, who can choose normal, fast, or slow pace,
affecting their perception and ability to sneak around.

Travel Space
The Travel Pace table outlines the distance the party can cover in
different time periods. A forced march, beyond the standard 8 hours, risks
exhaustion, with Will checks required for each additional hour. Mounts and
vehicles impact travel speed; mounted characters can gallop for an hour,

55
covering double the distance at a fast pace. Special mounts or vehicles, like a
pegasus or flying carpet, offer swifter travel.
In the Wasteland, these rules persist, but the environment introduces
unique challenges. Traveling through the desolate landscape requires careful
consideration of pace, resource management, and potential encounters. Special
vehicles or mutated creatures may offer advantages or dangers, providing a
dynamic element to the wasteland journey.

Travel Pace
Distance Traveled per . . .
Pace Minute Hour Day Effect

Fast 400 feet 4 miles 30 miles −5 penalty to Instinct


(Perception) roll

Normal 300 feet 3 miles 24 miles –

Slow 200 feet 2 miles 18 miles Able to use stealth

Difficult Terrain
In the Wasteland TTRPG, challenging landscapes like dense forests, deep
swamps, and icy grounds are considered difficult terrain. Movement in such
areas is halved—every 1 foot costs 2 feet of speed. This restriction applies to
minutes, hours, and days, allowing only half the usual distance to be covered.
Navigating the hazardous landscapes of a wasteland requires more than mere
walking. Movement may involve climbing, swimming, crawling, or jumping, each
with its considerations.

Special Types of Movement

Climbing, Swimming, Crawling:


Moving through challenging terrains costs an extra foot of movement (2 in
difficult terrain) for each foot climbed, swum, or crawled. However, if you
possess a climbing or swimming speed, you ignore this extra cost. The GM may
require a Power (Athletics) check for slippery or handhold-limited surfaces, or
for gaining ground in rough waters.

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Jumping:
Your Power score determines your jumping abilities.
Long Jump: Cover a distance up to your Power score when moving at
least 10 feet before the jump. A standing long jump covers half that distance.
Each foot cleared consumes a foot of movement. A DC 10 Power (Athletics)
check may be needed for low obstacles.
High Jump: Leap into the air a distance of 3 + your Power dice (minimum
0 feet) when moving 10 feet before the jump. A standing high jump covers half
that distance. Each foot cleared costs a foot of movement. Your GM may allow a
Power (Athletics) check for greater heights.
Landing Considerations:
When landing in difficult terrain, succeed on a DC 10 Agility (Acrobatics)
check to land on your feet. Otherwise, you land prone.
Adventurers in a wasteland TTRPG must carefully navigate these challenges,
facing Power and Agility checks to overcome obstacles and make successful
landings in their perilous environment.

Activity While Traveling


In the wasteland RPG, as travelers navigate the desolate terrain, staying
vigilant for threats is crucial. Some characters may also undertake additional
tasks to aid the group's journey.

Marching Order
Establishing a marching order is crucial in the wasteland TTRPG. It
determines trap detection, spotting hidden enemies, and proximity during
fights. Characters can be in the front, middle, or back ranks. Tight spaces may
require adjusting the order. Two ranks are front and back, while one is just a
front rank.

Stealth
Establishing a marching order is crucial in the wasteland TTRPG. It
determines trap detection, spotting hidden enemies, and proximity during
fights.

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Splitting Up the Party
It's strategic to divide your party, especially for scouting purposes. Create
multiple groups, each with its own pace—front, middle, and back ranks. The
trade-off is vulnerability during attacks, but a slow, stealthy subgroup, could slip
past enemies unnoticed, leaving the bulkier members behind.

Noticing Threats
Detecting Threats: Use characters' Instinct (Perception) die to spot hidden
dangers. The GM may limit detection based on the characters' position in the
group, such as only those in the back noticing a stealthy pursuer.
Fast Travel Penalty: While moving quickly, characters suffer a -5 penalty
to Instinct (Perception) die for spotting threats.
Creature Encounters: When meeting other groups in the wasteland, both
sides decide whether to attack, talk, flee, or wait for the other's move.
Surprise Situations: If facing hostile entities, the GM decides who, if
anyone, is surprised during the encounter.

Other Activities
In a Wasteland TTRPG, characters not focused on danger won't
contribute to group perception. Instead, they can:
1. Navigate: Make an Instinct (Survival) check to avoid getting lost.
2. Draw a Map: Record progress to help the group if lost, no check is needed.
3. Track: Follow creature tracks with an Instinct (Survival) check.
4. Forage: Look for food and water with an Instinct (Survival) check.
DM approval may be needed for other activities.

The Environment
In a Wasteland tabletop role-playing game, adventuring means exploring
dark, dangerous places riddled with mysteries. These rules highlight key ways
adventurers interact with the harsh environment. For more unique situations,
refer to the Game Master’s Guide.

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Falling
Plummeting in the wasteland is a constant threat for adventurers. Upon
impact, a creature suffers a wound level per 10 feet fallen, capped at 20d6. The
entity falls prone unless it manages to evade the wound level upon landing.

Suffocating
A creature can hold its breath for several minutes equal to 1 + its Will dice
(minimum 30 seconds). When breathless, it can survive for rounds equal to its
Will dice (minimum 1).

Vision and Light


In the harsh wasteland of our tabletop RPG, survival hinges on keen
vision. Navigating through light and darkness is crucial for tasks like detecting
danger, finding hidden treasures, or targeting foes. Light conditions vary from
bright to dim to darkness.
Bright light, like a blazing fire or radiant day, allows clear vision. Dim light,
found in twilight or from a flickering torch, imposes a slight hindrance, giving
disadvantage on sight-dependent Perception checks. Darkness, prevalent in
unlit dungeons or mystical shadows, blocks vision entirely, akin to the blinded
condition.
Adventurers must adapt to these conditions, as obscured areas pose
challenges, impacting their chances of success in the unforgiving wasteland.

Blindsight
Blindsight lets creatures perceive their surroundings without relying on
sight in a specific radius. It's common among eyeless creatures like those with
heightened senses or echolocation, such as bats.

Nightvision
Creatures adapted to subterranean life possess Nightvision. Within a set
range, they see in dim light as if it were bright and in darkness as if it were dim,
making dark areas only mildly obscured. However, color remains indiscernible in
darkness, revealing only shades of gray.

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Food and Water
In the Wasteland RPG, characters who go without eating or drinking
suffer exhaustion. To recover, they must consume the full required amount of
food and water.

Food
Characters require one pound of food daily, with the option to stretch
supplies by consuming half rations. Half a pound of food signifies a half-day
without sustenance. Characters can endure without food for days equal to 3 +
their Will dice (minimum 1). Beyond this limit, each day results in automatic
exhaustion. Regular eating resets the days without food count to zero.

Water
Characters require 1 pint of water daily (2 pints in hot weather). Drinking
half that amount necessitates a DC 15 Will check; failure results in one
exhaustion level. Limited water access leads to an automatic one exhaustion
level. If already exhausted, two levels are gained in either case.

Interacting With Objects


Interacting with objects is straightforward. Players describe their
character's actions, such as pulling a lever, and the GM responds with the
outcome. This could range from lifting a gate to flooding a room or revealing a
hidden door. If a lever is stuck, a Power check might be needed to force it open,
with the DC set by the DM.

Social Interaction
Navigating through desolate landscapes, tackling challenges, and
battling mutated creatures are crucial elements in Wasteland TTRPG
adventures. Equally important are the interactions with the world's remaining
inhabitants. These interactions involve convincing shady characters to come
clean or flattering monstrous entities for survival. The game master controls
nonplayer characters (NPCs) in these interactions, whose attitudes can be
friendly, indifferent, or hostile. Friendlier NPCs are more cooperative, while
hostile ones pose obstacles. Social interactions in the Wasteland TTRPG
encompass both roleplaying and ability checks.

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Roleplaying
Roleplaying in the Wasteland TTRPG involves embodying your character's
thoughts, actions, and speech. This aspect is crucial, particularly in social
interactions, where your character's quirks and personality heavily influence
outcomes. Two styles, descriptive and active, can be employed, with most
players finding a suitable blend of both. Choose the mix that suits your
preference.

Descriptive Approach to Roleplaying


In this approach to roleplaying, you vividly narrate your character's
actions and words, painting a picture for both the Game Master and fellow
players. For instance, envision Chris as a survivor, Scabrus in a post-apocalyptic
wasteland. Scabrus, harboring resentment towards a group of survivors,
encounters an irritating member at a makeshift tavern.
Chris describes, "Scabrus scoffs, hurls a disdainful comment at the
survivor, and strides over to the makeshift bar. Seating himself on a rusted stool,
he glares back at the survivor while signaling for another drink."
Remember these tips:
● Convey your character's emotions and attitude.
● Emphasize your character's intentions and their potential impact on
others.
● Feel free to embellish details according to your comfort.
Don't stress about precision; focus on embodying your character and
narrating the mental image you have.

Active Approach to Roleplaying


In active roleplaying, you embody your character by speaking in their
voice and mirroring their actions. For instance, Chris, portraying Scabrus, gruffly
declares, "I wondered why it suddenly reeked in here. If I wanted to hear from
you, I'd snap your arm and savor your screams." He then rises, shoots a glare at
a patron, and heads to the bar.

Results of Roleplaying
In the Wasteland RPG, your character's actions shape NPC responses. A
fearful survivor yields to threats, a resilient wastelander resists coercion, and a
prideful mutant craves admiration. Pay attention to the NPC's cues, discerning
their traits and leveraging them to influence attitudes. Like real life, offering

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what they desire, exploiting fears, or appealing to sympathies can sway NPCs.
However, insulting a warrior or disparaging a noble's allies will hinder your
attempts to persuade or deceive.

Ability Checks
Whenever you attempt an action where failure is a real risk, the GM will
assign a difficulty rating based on the challenge. To see if you succeed, roll the
die corresponding to your character’s stats and compare the result to the
difficulty.
If you roll the maximum value on your die and still fall short, your die
explodes. This means you reroll the die and add the maximum value you rolled
to the new result. The die can keep exploding if you keep hitting its maximum
value — but once you succeed at the check, the explosions stop for that action.
Remember, without explosions, the highest possible roll is 20 — an
incredibly rare feat in this shattered world. That said, some tasks may have a
difficulty higher than 20, representing challenges that only the extraordinary —
or the exceptionally lucky — could hope to overcome.

Resting
In the desolate wasteland, even daring heroes must find time to rest.
Whether mending wounds, replenishing energy, or preparing for the next
challenge, adventurers take short breaks and longer rests to survive the harsh
realities of their post-apocalyptic world.

Combat
The combat system involves opposed rolls between the attacker and the
defender, with modifiers from weapons, armor, and relevant perks. The
resolution is narrative, based on the degree of success.

Combat Actions
● Melee Attack: Attacker rolls Power die + weapon bonus. Defender rolls
Agility/Will die + armor bonus to resist.

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● Ranged Attack: Attacker rolls Instinct die + weapon bonus. Defender
rolls Agility/Will die + armor bonus to resist.
● Dodge/Evade: The Defender can choose to roll Agility die to dodge or
evade attacks.
● Block: The defender can choose to roll Will die to block attacks.
● Counterattack: Defender rolls their attack stat (Power for melee, Instinct
for ranged) against the attacker’s attack stat in a simultaneous exchange
as a reaction.
● Skill/Utility Actions: Instead of attacking, a player can roll another
relevant die (e.g., Smarts to disarm a trap or Will to intimidate) as their
action. The GM determines opposed rolls or thresholds for these actions.

Combat Resolution
1. Both players roll their respective dice (attacker rolls attack stat + weapon
bonus; defender rolls defense stat + armor bonus).
2. Compare results:
○ Attacker’s roll equal or lower: Defender narrates an escape or
deflection. No Attack Bonus is taken.
○ Attacker’s roll higher:
■ +1 to +2: Grazing hit or minor wound.
■ +3 to +4: Moderate wound.
■ +5 to +6: Severe wound
■ +7 to +8: Critical wound
■ +10 or more: Lethal or incapacitating.

Damage and Healing

Wound Levels:

1. Minor Wounds

● Description: These are small cuts, bruises, or scrapes. They don’t


significantly affect the character’s ability to act but could still be
uncomfortable or slow them down slightly. They represent a character
who’s still able to fight effectively but is getting worn down.
● Effects:

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○ No major mechanical penalties, but it may affect the character's
morale or appearance.
○ May cause the character to act more cautiously, or occasionally
narrate small inconveniences (e.g., a bloody nose or limping).
● Examples of Minor Wounds:
○ A scratch from a sword.
○ A glancing blow from an arrow.
○ Fatigue from an extended battle.
● Tracking: When a character receives damage from an attack that is not
particularly severe (usually low rolls), they enter this stage.

2. Moderate Wounds

● Description: A moderate wound is a more substantial injury, causing


noticeable pain and interfering with the character’s abilities. At this level,
the character’s performance begins to degrade, and they may struggle to
keep up their previous momentum.
● Effects:
○ -1 to -2 penalty on attack rolls or skill checks due to the injury.
○ If a character has multiple moderate wounds, they might begin to
feel less confident or more hesitant in battle.
○ The injury may limit movement or flexibility, affecting how the
character approaches combat (e.g., slower reactions or less
aggressive tactics).
○ Possible minor impairment in other areas (e.g., a bruised hand
making it harder to grip a weapon).
● Examples of Moderate Wounds:
○ A stab wound that causes some bleeding but doesn’t pierce a vital
area.
○ A deep cut across the leg that causes difficulty in movement.
○ A blow to the ribs that leaves the character winded or unable to
take deep breaths.
● Tracking: After receiving a moderate amount of damage, the character
moves into this tier.

3. Severe Wounds

● Description: Severe wounds are life-threatening injuries that significantly


hinder the character’s ability to continue fighting at full strength. At this

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point, the character is clearly compromised, and the damage is starting to
have lasting effects on their ability to function.
● Effects:
○ -3 to -5 penalty to attack rolls and skill checks.
○ Impairment to specific functions: A severe wound might affect a
character’s ability to hold their weapon, concentrate, or move
effectively. For example, a character might struggle to focus on
ranged attacks or have difficulty with any precise movements.
○ Bleeding: The character may need to make regular checks to avoid
worsening their condition (e.g., a wound could worsen unless tended
to, leading to further penalties).
○ The character may be staggering or limping and could be in
danger of collapsing if they don’t address the wound soon.
● Examples of Severe Wounds:
○ A deep cut into a muscle that severely limits movement.
○ A stab wound to a vital area, causing internal damage (though not
immediately life-threatening).
○ Broken bones or dislocated joints that hinder mobility.
● Tracking: When the damage reaches a more significant threshold (e.g., a
roll that results in 7-9 points higher than the defender’s roll), the character
moves into this stage.

4. Critical Wounds

● Description: Critical wounds are fatal injuries that render the character
almost entirely incapacitated. At this level, the character is on the verge
of collapse or death, and immediate action is needed to save them.
● Effects:
○ -6 or greater penalty to all rolls.
○ The character may be unable to act in the next turn or forced to
take only limited actions (e.g., crawling, trying to escape).
○ Unconsciousness: The character may lose consciousness, fall prone,
or begin to bleed out, requiring immediate medical attention or
magical healing.
○ If left untreated, critical wounds could lead to permanent
impairments or death.
○ Characters with critical wounds might suffer from shock or pain,
making it difficult to focus on anything other than surviving.

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● Examples of Critical Wounds:
○ A fatal blow that strikes an artery or organ.
○ A brutal blow to the head or spine that causes unconsciousness or
disorientation.
○ A life-threatening cut that causes excessive blood loss.
● Tracking: When a roll results in 10+ damage, the character enters the
critical wound stage. If the character reaches 0 HP, they may enter a
state where they are incapacitated and require immediate help to
survive.

5. Incapacitated / Dead

● Description: The character is unable to continue in the fight, either due to


death or severe incapacitation. This level represents when all hope for
survival in combat is lost without immediate intervention.
● Effects:
○ The character is completely incapacitated or dead.
○ No more actions can be taken, and the character will likely be
removed from the combat unless revived.
● Examples:
○ The character’s HP reaches 0 or below, and they are permanently
incapacitated or killed in combat.
○ Death from critical injuries or blood loss.
● Tracking: Once HP reaches zero or a critical injury has occurred, the
character is considered out of the fight.

How to Handle Recovery and First Aid

● Healing: Characters can be healed through spells, healing items, or


resting. Depending on the severity of the wound, it may require more
advanced or immediate treatment to prevent further damage or even
death.
● Medical Actions: Characters might use medicine skills, bandages, or
potions to mitigate the effects of injuries, especially in the case of critical
or severe wounds.
● Magical Healing: Spells or abilities that heal or restore HP can be used,
and some wounds might require multiple treatments over time (e.g., a

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severe wound may take more than one application of healing to fully
recover).

Narrative Impact

Each wound level could also be used to influence how the character’s story
unfolds. Players and GMs can describe how a character reacts to taking
damage, adding emotional weight to the experience:

● Minor wounds might result in a more heroic, tough demeanor, showing


the character’s resilience.
● Moderate and severe wounds can introduce more vulnerabilities, making
characters seem more human and relatable.
● Critical wounds can create moments of desperation, forcing allies to
make difficult decisions or change tactics.

Modifiers
● Weapons: Grant a bonus to attack rolls, depending on their type.
● Armor: Grants a bonus to defense rolls, reducing the likelihood of taking
damage.
● Exploding Dice: Rolls that hit the maximum value on the die "explode,"
upgrading to the next higher die type and allowing a reroll (d20s explode
but stay d20).

Narrative Control
● Attackers narrate the attack and then roll, if they are successful, they
narrate the outcome based on the wound level.
● Defenders narrate how they block and what the outcome is if they are
successful in defending.

Initiative System
The initiative system determines turn order in combat, emphasizing speed,
awareness, and tactical positioning.

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Rolling Initiative

At the start of combat, each character rolls their Agility die:

● Perks: Some perks may grant bonuses to the initiative.


● Situational Modifiers: Being surprised or prepared may add or subtract
dice values.

Turn Order

1. Players and NPCs act in descending order of initiative rolls.


2. If two characters tie, compare their Instinct die; if still tied, they act
simultaneously.

Dynamic Initiative

The initiative can change mid-combat:

● A player can attempt a "tactical shift" by rolling their Instinct die against
a set difficulty to move earlier in the next round.

Special Combat Rules


● Non-Lethal Combat: Characters may declare non-lethal intent before
rolling. The GM and players narrate accordingly.
● Environmental Hazards: Use Smarts or Instinct to interact with or avoid
environmental dangers like collapsing rubble or toxic clouds.

Between Adventures
Between treks through desolate landscapes and skirmishes with mutated
foes, survivors need breaks to recover, regroup, and brace for the next
challenge. During these intervals, they might engage in diverse activities like
crafting weapons, conducting research, or wisely managing their resources.
Time can pass unobtrusively, with the Game Master smoothly advancing the
narrative. Alternatively, the GM may choose to meticulously account for the

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passage of time, ensuring that unseen events unfold against the backdrop of
the wasteland.

Downtime Activities
Between adventures, your GM may ask what your character does during
downtime. Each downtime activity takes a specific number of days to complete,
with at least 8 hours daily. Days don't have to be consecutive. You can continue
the same activity or switch. Other downtime activities are possible; discuss them
with your DM.

Crafting
Proficient crafters in a Wasteland TTRPG can craft items using relevant
tools and specific materials. Each day of downtime allows the creation of items
for up to 20 scraps. For items exceeding 20 scraps, progress is made in 20 scrap
increments per day. Collaboration is possible, with each contributing character
adding 20 scraps of effort daily.
When crafting you must roll a Crafting check to see if you are successful.
If you would like to craft something not listed, it is up to your game
master how difficult the roll should be and whether that item needs tools to
craft.
The number of parts you need to craft is shown in its stats. You have to
roll for crafting; if you fail, you lose half the Scraps you used (if the number is a
decimal, then round down). You will also need certain tools to craft/repair
certain items.
Crafting checks can also be used for repairs and breaking down armor
and weapons for the Scraps of their worth.

Recuperating
During three days of rest in the wasteland, you can make a DC 15 Will
check. If successful, choose one:
● Gain advantage on checks against a current disease or poison for the
next 24 hours.

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Researching
During downtime in the wasteland, you can engage in research to uncover
mysteries. This involves scouring libraries, buying drinks for locals to gather
rumors, or seeking out specific individuals, tomes, or locations. The GM
determines availability, downtime duration, and any restrictions. Ability checks,
like Smarts (Investigation) or Legend (Persuasion), may be required. After
meeting the conditions, you gain information.

Training
In the desolate wasteland, you can dedicate time between quests to
acquire new skills. Find a willing instructor, and undergo training for 250 days.
Your GM determines the duration and any necessary ability checks.

Items
Weapons
Full-Auto. A weapon that has the full-auto fire property can make a normal
single-target, using only one bullet. It can also spray an x-foot-cube area within
normal range. Each creature must roll an Agility check when caught in the cube.
A downside is that the weapon uses one bullet for each target no matter if you
hit or miss.
Spread. A weapon with spread fires not at a single enemy, but instead at a
square x-foot-cubed area within the normal range of the weapon. Each creature
must roll an Agility check when caught in the cube.
Reload. A limited number of shots can be made with a weapon that has the
reload property. A character must then reload it using an action.
Scope. A scope attached to a weapon gives advantage on attack rolls.
Durability. Melee weapons can only last for a certain amount of strikes before
they break. You can make a new melee weapon for a certain amount of Scraps,
or you can repair it for half its scarf (if a decimal, round up). You need Smith's
tools to do this.
Note: Negative ability scores don’t apply, instead take base Attack Bonus.

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Small Melee Weapons
Weapon Attack Weight Value Craft Properties
Bonus

Unarmed There is no
bonus,
purely power
die
Shiv +1 .1 lb. 5 1 3 strikes, must
Chips Scrap perform a sneak
attack with a DC
equal to an enemy
AC to insta-kill
Insta-kills bypass
the 3 strikes and
break the weapon
instantly
Bottle +1 .1 lb. - 1 4 strikes, can be
Scrap thrown at enemies
to stun or as a
distraction (10/30)
Brick/Rock +1 1 lb. - 1 6 strikes, can be
Scrap thrown at enemies
to stun or as a
distraction (10/30)
Switchblade +2 .5 lb. 15 2 8 strikes
Chips Scraps

Hunting knife +3 1 lb. 40 6 10 strikes,


Chips Scraps throwable (30/60)

Hand axe +4 3 lb. 45 7 13 strikes,


Chips Scraps throwable (20/60)

Cleaver +4 2 lb. 60 9 10 strikes


Chips Scraps

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Baton +3 3 lb. 50 7 14 strikes
Chips Scraps

Ball-Peen +3 2 lb. 38 5 12 strikes


Hammer Chips Scraps

Knuckle +2 1 lb. 50 7 10 strikes


Dusters Chips Scraps

Small Ranged Weapons


Weapon Attack Weight Value Craft Properties
Bonus

sawn-off +4 6 lb. 65 9 (range 10/40),


shotgun Chips Scraps Spread (15x15, DC
14), Reload (2
shots)
Machine pistol +3 3 lb. 70 10 (range 20/80),
Chips Scraps Full-Auto (5x5, DC
12), Reload (18
shots)
Uzi +4 7.5 lb. 50 7 (range 20/80),
(submachine Chips Scraps Full-Auto (5x5, DC
gun) 13), Reload (32
shots)
Revolver +3 3 lb. 65 9 (range 60/120),
Chips Scraps Reload (6 shots)

Magnum +4 4 lb. 80 11 (range 50/200),


revolver Chips Scrap Reload (5 shots)

Pistol +3 2.5 lb. 50 7 (range 50/150),


Chips Scraps Reload (12 shots)

72
Hunting Pistol +5 3 lb. 100 14 (range 80/200),
Chips Scraps Scope, Reload (1
shot)
Dart Gun +2 2 lb. 60 9 (range 50/150),
(pistol) Chips Scraps Reload (3 shots)

Flint-lock Pistol +4 3 lb. 110 16 (range 90/120),


Chips Scraps Reload (1 shot), two
action reload,
disadvantage
Compact Pistol +2 1.5 lb. 25 9 (range 40/80),
Chips Scraps Reload (4 shots)

Hand Crossbow +3 .5 lb. 10 2 (range 20/80),


Chips Scraps Reload (1 shot)

Flare Gun +1 1 lb. 30 4 (range 30/240),


(pistol) Chips Scraps Reload (1 shot)

Standard Melee Weapons


Weapon Attack Weight Value Craft Properties
Bonus

Crowbar +3 5 lb. 40 6 12 strikes


Chips Scraps

Pipe +3 3 lb. 40 6 14 strikes, you can


Chips Scraps use 2 Scraps to
attach scissors
(+1d4 piercing for
+2 strikes)
Golf Club +2 1 lb. 50 7 10 strikes
Chips Scraps

2x4 +1 3 lb. 30 4 8 strikes, you can


Chips Scraps use 2 Scrap to
attach scissors (1d4

73
piercing for +2
strikes)
Axe +5 8 lb. 60 9 16 strikes
(two-handed) Chips Scraps

Spear +4 4.5 lb. 25 4 14 strikes,


(two-handed) Chips Scraps Throwable (20/60)

Baseball Bat +3 3 lb. 40 6 13 strikes, you can


(two-handed) Chips Scraps use 2 Scraps to
attach scissors (1d4
piercing for 2
strikes)
Sword +6 5 lb. 70 10 20 strikes
Chips Scraps

Machete +4 2 lb. 40 6 15 strikes


Chips Scraps

Chain Whip +3 10 lb. 35 5 13 strikes


Chips Scraps

Pickaxe +5 4 lb. 40 6 18 strikes


(two-handed) Chips Scraps

Sledgehammer +6 10 lb. 40 6 20 strikes


(two-handed) Chips Scraps

Standard Ranged Weapons (two-handed)


Weapon Attack Weight Value Craft Properties
Bonus

Assault rifle +5 10 lb. 75 11 (range 60/300),


Chips Scraps Full-Auto (10x10, DC
16), Reload (30
shots)

74
Semi-Auto rifle +5 6 lb. 85 12 (range 90/360),
Chips Scraps Reload (25 shots)

Light Machine +6 20 lb. 130 19 (range 60/180),


Gun Chips Scraps Full-Auto (15x15, DC
(rifle) 20), Reload (50
shots)
Machine +4 6 lb. 50 7 (range 50/150),
Carbine Chips Scraps Full-Auto (10x10, DC
(Submachine 15), Reload (30
gun) shots)
Lever-Action +5 7 lb. 85 12 (range 90/600),
Rifle Chips Scraps Reload (7 shots)

Musket +4 6 lb. 125 18 (range 150/200),


(rifle) Chips Scraps reload (1 shot), two
action reload,
disadvantage
sniper rifle +6 12 lb. 170 24 (range 15/800),
Chips Scraps Scope, Reload (5
shots)

BB Gun (rifle) +1 2 lb. 50 7 (range 50/200),


Chips Scraps Reload (10 shots)

Grease Gun +3 7 lb. 25 4 (range 50/150),


(submachine Chips Scraps Full-Auto (10x10, DC
gun) 12), Reload (30
shots)
Tommy gun +5 11 lb. 65 9 (range 40/160),
(submachine Chips Scraps Full-Auto (15x15, DC
gun) 15), Reload (50
shots)
Harpoon gun +6 12 lb. 140 20 (range 120/150),
(rifle) Chips Scraps Reload (1 shot),
disadvantage

75
Hunting rifle +5 8 lb. 85 12 (range 30/700),
Chips Scraps Scope, Reload (3
shots)
Longbow +4 5 lb. 35 5 (range 20/60)
Chips Scraps

Pump shotgun +6 6 lb. 65 9 (range 20/40),


Chips Scraps Spread (10x10, DC
12), Reload (6 shots)
Blunderbuss +5 5 lb. 90 13 (range 10/20),
(Shotgun) Chips Scraps Spread (20x20, DC
15), Reload (1 shot),
two action reload
Lever-action +4 8 lb. 93 13 (range 15/30),
Shotgun Chips Scraps Spread (15x15, DC
13), Reload (5 shots)
Semi-Auto +4 9.5 lb. 80 11 (range 10/30),
shotgun Chips Scraps Spread (10x10, DC
12), Reload (10
shots)

Heavy Melee Weapons (two-handed) (halves movement


speed)
Weapon Attack Weigh Value Craft Properties
Bonus t

Homemade +10 20 lb. 150 21 26 strikes, Heavy


Giant Sword Chips Scraps

Rebar Club +6 10 lb. 100 14 20 strikes, Heavy


Chips Scraps

Homemade +7 7 lb. 130 19 22 strikes, Heavy


Greataxe Chips Scraps

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Breaching +9 15 lb. 120 17 30 strikes, Heavy
Sledgehammer Chips Scraps

Heavy Ranged Weapons (two-handed) (halves


movement speed)
Weapon Attack Weight Value Craft Properties
Bonus

Minigun +15 35 lb. 60 9 (range 30/300),


Chips Scraps Full-Auto (30x30, DC
15), Reload (120
shots)
RPG +12 14 lb. 140 20 (range 100/200),
Chips Scraps Reload (1 shot)

Grenade +8 3 lb. 80 11 (range 50/150),


Launcher Chips Scraps Reload (6 shots)

Flame +10 8 lb. 85 12 (range 60/120),


Thrower Chips Scraps Reload (3 cans of oil),
spread (20x20, DC
10)

Throwable/Placeable Weapons
Frag +5 2 lb. 53 8 Thrown (range
Grenade Chips Scraps 30/60), spread
(16x16, DC 17)

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Molotov +3 .5 lb. 20 3 Thrown (range
Chips Scraps 30/60), spread (5x5,
DC 8)
Smoke +2 1 lb. 15 2 Thrown (range
grenade Chips Scraps 30/60), obscures
10x10 foot cube

Homemade +6 2.5 lb. 28 4 Placeable, Thrown


bomb Chips Scraps (range 30/60),
spread (10x10, DC
12)
Dynomite +7 1 lb. 30 4 Thrown (range
Chips Scraps 30/60), spread
(14x14, DC 14)

Pipe bomb +4 3 lb. 15 2 Thrown (15/30),


Chips Scraps spread (10x10, DC
10)

Nail bomb +5 1 lb. 45 6 Placeable, Thrown


Chips Scraps (range 15/40),
spread (10x0, DC 13)

Mine +6 5 lb. 70 10 Placeable (range


Chips Scraps 5/15), spread (15x15,
DC 16)

78
Armor

Light
Armor
Armor Value Craft Armor Properties Weight
(Chips) (Scraps) Bonus
Leather Armor 18 Chips 6 Scraps +1 - 4 lb.
Sports Padding 20 Chips 10 +2 +1 to athletics 8 lb.
Scraps
Tactical Vest 22 Chips 13 +3 - 6 lb.
Scraps

Medium
Armour
Armor Value Craft Armor Properties Weight
(Chips) (Scraps) Bonus
Reinforced 55 Chips 16 +4 — 4 lb.
Leather Armor Scraps
Combat Armor 39 Chips 12 +5 - 6 lb.
Scraps
Welded Armor 65 Chips 18 +6 Stealth 10 lb.
Scraps disadvantage

Heavy
Armor
Armor Value Craft Armor Properties Weight
(Chips) (Scraps) Bonus
Reinforced 120 Chips 64 +7 Stealth 18 lb.
Combat Armor Scraps disadvantage
Ancient 240 Chips 100 +8 Stealth 30 lb.
Knights Armor Scraps Disadvantage

79
Light
Armor
Armor Value Craft Armor Properties Weight
(Chips) (Scraps) Bonus
Leather Armor 18 Chips 6 Scraps +1 - 4 lb.
Sports Padding 20 Chips 10 +2 +1 to athletics 8 lb.
Scraps
Tactical Vest 22 Chips 13 +3 - 6 lb.
Scraps

Medium
Armour
Armor Value Craft Armor Properties Weight
(Chips) (Scraps) Bonus
Reinforced 55 Chips 16 +4 — 4 lb.
Leather Armor Scraps
Combat Armor 39 Chips 12 +5 - 6 lb.
Scraps
Welded Armor 65 Chips 18 +6 Stealth 10 lb.
Scraps disadvantage

Heavy
Armor
Armor Value Craft Armor Properties Weight
(Chips) (Scraps) Bonus
Explosive 300 Chips 86 +9 Stealth 80 lb.
Ordinance Scraps Disadvantage
Disposal Suit

80
Shields
Shields Value Craft Armor Power Properties Weight
(Chips) (Scraps) Bonus
Homemade 24 Chips 6 Scraps +2 Pwr 8 16 strikes 4 lb.
Shield
Riot Shield 33 Chips 10 +4 Pwr 12 24 strikes 8 lb.
Scraps
Ballistic Shield 48 Chips 14 +6 Pwr 15 32 strikes, Stealth 16 lb.
Scraps Disadvantage

Special
Special Apperal is very rare
Apparel and can be worn under armor.
Cost Craft
Armor (Chips) (Scraps) Additional Properties Weight
Suit 15 Chips 2 Scraps +2 bonus to Persuasion checks 1 lb.

Doctors Coat 60 Chips 9 Scraps +2 bonus to Medicine checks 1 lb.

Hazmat Suit 100 14 Immune to radiation or 5 lb.


Chips Scraps diseases.
Combat 40 Chips 6 Scraps +1 bonus to ranged attacks 1 lb.
Jumpsuit
Mechanic’s 25 Chips 4 Scraps +1 bonus to crafting checks 1 lb.
Jumpsuit
Military 30 Chips 4 Scraps +1 bonus to initiative 1 lb.
Fatigues
Raider 15 Chips 2 Scraps +1 bonus to Intimidation 1 lb.
Fatigues checks
Scientist 35 Chips 5 Scraps +1 bonus to Crafting and 1 lb.
Scrubs Medicine checks
Colonial 45 Chips 6 Scraps +2 bonus to History checks 1 lb.
Fatigues
Road Leathers 60 Chips 9 Scraps +1 to AC 1 lb.

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Athletic outfit 40 Chips 6 Scraps +1 to Athletics checks 1 lb.
Black vest and 30 Chips 4 Scraps +1 to Intimidation and 1 lb.
slacks Performance checks
Gas Mask 25 Chips 4 Scraps -1d4 rads from all sources. 1 lb.

Oxygen Mask 175 25 You gain the ability to breathe 3 lb.


Chips Scraps underwater
NightVision 100 14 Nightvision (30 feet) 1 lb.
Goggles Chips Scraps
Limb Braces 50 Chips 7 Scraps +10 lb. to your carry weight for 4 lb.
each limb that it’s equipped to

Just regular clothing, cannot


be worn with special apparel,
Clothing and can be worn under armor
Cost Craft
Armor (Chips) (Scraps) Additional Properties Weight
Common 15 Chips 2 Scraps This set of clothes could 3 lb.
consist of a disheveled prewar
shirt, pants, skirt, or overdress.
Old Converse or sneakers are
used.
Faction 40 Chips 6 Scraps Clothing is meant to show 3 lb.
which faction you belong to.
Disguise 50 Chips 7 Scraps This set of clothes is fashioned 4 lb.
after a particular costume or
uniform, typically meant for
infiltrating certain factions
Preserved 100 14 This set of clothes is high 5 lb.
Chips Scraps quality, prewar clothes that
are well preserved almost
attaining no Attack Bonus.
Often including suits,
high-quality coats, and leather
boots.
Wanderer 25 Chips 4 Scraps This set of clothes could 4 lb.
consist of boots, sturdy pants,
a sturdy belt, a shirt (perhaps

82
with a vest or jacket), and an
ample cloak with a hood.

Equipment
Name Value Crafting Weight Properties
(Chips) (Scraps)

Abacus 2 Chips 1 Scrap 2 lbs A standard tool used to


make calculations.

Acid 25 Chips - .5 lbs As an action, you can splash


the contents of this vial onto
an enemy shattering it on
impact. In either case, make
a ranged attack against a
creature or object, treating
the acid as an improvised
weapon. On a hit, the target
takes to wound levels.

Arrows 2 Chips 2 Scraps .1 lbs Arrows are good for


different types of harpoon
guns, crossbows, and bows
(crafting check, DC 2).

Small Bullets 2 Chips 2 Scraps .1 lbs Small bullets are required if


you want to use your small
gun at all. (crafting check,
DC 3).

Standard 3 Chips 3 Scraps .2 lbs Standard bullets are


Bullets required if you want to use
your standard gun at all.
(crafting check, DC 3).

Heavy Bullets 4 Chips 4 Scraps .5 lbs Heavy bullets are required if


you want to use your Heavy
gun at all. (crafting check,
DC 3).

83
Missile 10 Chips 4 Scraps 1 lb. Missiles are required for
RPGs. (crafting check, DC 8)

Animal meat 4 Chips – – If you don’t have anything


per pound else, then go hunting. One
pound of animal meat can
restore 1d6 per pound eaten
raw but can cause poisoning
if eaten three times in a row.
If it's cooked it can restore
1d12 HP per pound eaten.
For every level your
character is, add another
1d10.

Bear Trap 5 Chips 5 Scraps 10 lbs Used for trapping creatures,


deals 1d8 piercing Attack
Bonus and renders them
prone.

Ball Bearing, 10 Chips 10 2 lbs As an action, you can spill


a bag of 1000 Scraps these tiny metal balls from
their pouch to cover a level,
square area that is 10 feet
on a side. A creature moving
across the covered area
must succeed on a DC 10
Agility check or fall prone. A
creature moving through the
area at half speed doesn't
need to make the save.

Basic Fishing 10 Chip 3 Scraps 4 lbs fishing pole and bait


Equipment

Chip – – .1 lbs Casino chips are used as


currency in the wasteland
due to the fact no one can
reproduce them.

Bedroll 10 Chip 3 Scraps 7 lbs A bedroll consists of


bedding and a blanket thin
enough to be rolled up and

84
tied. In an emergency, it can
double as a stretcher.

Bit and Bridle 2 Chips 5 Scraps 1 lb Standard equipment used to


direct a mount.

Binocular 5 Chips 3 Scraps 1 lb Magnifies seeable distances


by 10x

Blanket 5 Chips 3 Scraps 3 lbs A thick, quilted, blanket


made to keep you warm in
cold weather.

Book 25 Chips 4 Scraps 1 lb A book might contain just


about anything else that
can be represented using
text or pictures like
mechanics, medicine, and
chemistry for example. Or
could just be a burnt-out
book of nothing.

Can of Oil 10 Chip – 1 lb/1 Oil usually comes in a tin


pint can that holds 1 pint. As an
action, you can splash the
oil in this flask onto a
creature within 5 feet of you
or throw it up to 20 feet,
shattering it on impact.
Make a ranged attack
against a target creature or
object, treating the oil as an
improvised weapon. On a
hit, the target is covered in
oil. If the target takes any
fire Attack Bonus before the
oil dries (after 1 minute), the
target takes an additional
5-point fire Attack Bonus
from the burning oil. You
can also pour a flask of oil
on the ground. If lit, the oil
burns for 2 rounds and deals

85
5 fire

Candle 1 Chip – .2 lb For 1 hour, a candle sheds


bright light in a 5-foot
radius and dim light for an
additional 5 feet.

Chain 5 Chips 8 Scraps 5 lbs It can be burst with a


successful DC 20 Power
check.

Censer 15 Chips – 3 lbs A censer, typically found in a


zealot's pack.

Climber's Kit 25 Chips 12 5 lbs A climber's kit includes


Scraps special pitons, boot tips,
gloves, and a harness. You
can use the climber's kit as
an action to anchor yourself;
when you do, you can't fall
more than 25 feet from the
point where you anchored
yourself, and you can't climb
more than 25 feet away
from that point without
undoing the anchor.

Crowbar 40 Chips 6 Scraps 3 lbs Using a crowbar grants


advantage to Power checks
where the crowbar's
leverage can be applied.

Cuffs 6 Chips 2 Scraps 6 lbs These metal restraints can


bind a Small or Medium
person. Escaping the
manacles requires a
successful DC 20 Agility
check. Breaking them
requires a successful DC 20
Power check. Each set of
manacles comes with one
key. Without the key, a
creature proficient with

86
thieves' tools can pick the
manacles' lock with a
successful DC 15 Agility
check.

Feed 5 Chips – 10 lbs Standard feed is typically


consumed by a horse per
day.

Floor Spikes, 10 Chips 10 2 lbs As an action, you can


a bag of 20 Scraps spread a bag of caltrops to
cover a square area that is 5
feet on a side. Any creature
that enters the area must
succeed on a DC 15 Agility
check or stop moving this
turn. Taking this reduces the
creature's walking speed by
10 feet until the creature
takes the spike out. A
creature moving through the
area at half speed doesn't
need to make the save.

Grappling 12 Chips 2 Scraps 4 lbs When tied to the end of a


Hook rope, a grappling hook can
secure the rope to a
battlement, window ledge,
tree limb, or other
protrusion.

Iron Spike 1 Chip 1 Scrap .5 lbs

Hammer 1 Chip 3 Scraps 3 lbs This one-handed hammer


with an iron head is useful
for pounding pitons into a
wall.

Hourglass 25 Chips 4 Scraps 1 lb A standard hourglass is used


to measure the passage of
time.

Human meat – – – Exactly as it sounds. Hope


you’re insane enough. This

87
can only be eaten if you
have the Cannibal perk.

Hunting Trap 5 Chips 4 Scraps 5 lbs When you use your action to
set it, this sets a bear trap
that snaps shut when a
creature steps on a pressure
plate in the center. The trap
is affixed by a heavy chain
to an immobile object, a
spike driven into the ground.
A creature that steps on the
plate must succeed on a DC
13 Will check or take 1d4
piercing Attack Bonus and
stop moving. Thereafter,
until the creature breaks
free of the trap, its
movement is limited by
taking away its movement.
A creature can use its action
to make a DC 13 Power
check, freeing itself or
another creature within its
reach on a success. Each
failed check deals 1 piercing
Attack Bonus to the trapped
creature.

Ladder, 10 30 Chip 4 Scraps 25 lbs This item is a straight,


feet simple wooden ladder.

Lighter 20 Chips 3 Scraps .2 lb For 1 hour, lighter sheds dim


light in dark areas. Can be
used to light objects on fire.
Can be used 30 times on a
full can (1 pint) of oil.

Lock 10 Chips 2 Scraps 1 lb A key is provided with the


lock. Without the key, a
creature proficient with
thieves' tools can pick this
lock with a successful DC 15

88
Agility check. Your GM may
decide that better locks are
available for higher prices.

Magnifying 10 Chips 2 Scraps .2 lb This lens allows a closer look


Glass at small objects. It is also
useful as a substitute for
flint and steel when starting
fires. Lighting a fire with a
magnifying glass requires
light as bright as sunlight to
focus, a tinder to ignite, and
about 5 minutes for the fire
to ignite. A magnifying glass
grants advantage on any
ability check made to
appraise or inspect an item
that is small or highly
detailed.

Mirror 5 Chips 2 Scraps .5 lb A steel mirror is handy when


you want to look around
corners, signal friends with
reflected sunlight or
examine wounds that you’ve
received on hard-to-see
parts of your body.

Miner’s Pick 50 Chips 7 Scraps 10 lbs A miner's pick is designed to


concentrate the force of its
blow on a small area.

Oil Lamp 5 Chips 7 Scraps 3 lbs A lamp uses bright light.


Once lit, it burns for 6 hours
on a can (1 pint) of oil.

Oil Lantern 5 Chips 5 Scraps 2 lbs A hooded lantern uses


bright light Once lit, it burns
for 10 hours on a can (1 pint)
of oil.

Pole, 10 feet 5 Chips 7 Scraps 7 lbs When you suspect a trap,


you can put the end of your

89
10-foot pole through that
hole in the wall instead of
reaching in with your hand.

Rain Catcher 15 Chip 4 Scraps 5 lbs used to catch rain

Rope, 50 feet 20 Chip 3 Scraps 10 lbs Has a DC 17 Power check.

Saddle 150 Chips 21 15 lbs A standard saddle for a


Scraps pack mount.

Scrap 7 Chips – 1 lb This item can be used to


craft weapons, armor, and
items. Scraps can be
extracted from or repaired
everything from broken
machines, equipment,
vehicles, weapons, and
armor.

Shovel 2 Chips 3 Scraps 5 lbs A standard shovel used for


digging.

Snake Poison 50 Chips – .5 lb You can use the poison in


this vial to coat one slashing
or piercing weapon or up to
three pieces of ammunition.
Applying the poison takes
an action. A creature hit by
the poisoned weapon or
ammunition must make a
DC 10 Will check or take 1d4
point poison Attack Bonus.
Once applied, the poison
retains potency for 1 minute
before drying.

String 1 Chip 1 Scrap .1 lb A 10-foot length of string,


typically found in a burglar's
pack.

Tent for Two 20 Chips 3 Scraps 20 lbs A simple and portable


canvas shelter, a tent sleeps
two.

90
Tinderbox 5 Chips 5 Scraps 1 lb This small container holds
flint, fire steel, and tinder
(usually dry cloth soaked in
light oil) used to kindle a
fire. Using it to light a torch
-- or anything else with
abundant, exposed fuel --
takes an action. Lighting
any other fire takes 1
minute.

torch 8 Chips 3 Scraps 1 lb A torch burns for 1 hour,


providing bright light in a
20-foot radius and dim light
for an additional 20 feet. If
you make a melee attack
with a burning torch and hit,
it deals 1 fire Attack Bonus.

Whetstone 20 Chips 1 Scrap 1 lb A standard whetstone is


used to sharpen blades.

Whistle 5 Chips 2 Scraps 7 lbs A small whistle used for


signaling
Any other equipment you or your GM can think of is up to GM to determine the
use and stats of.

Drugs
You need Chem Tools to craft drugs.

Name Cost Crafting Properties


(Chips) (Scraps)

Rations 10 4 Scraps Grants +2 to all rolls for the next 10 minutes


Chips and cures hunger. Requires cooking utensils to
craft.

91
Grace 50 7 Scraps Heals wounds down a level.
Chips

Bandages 10 1 Scrap Stops bleeding and prevents further negative


Chips effects from a wounded limb.

Antitoxin 8 1 Scrap Grants +2 to rolls against poison effects for 1


Chips hour. Requires Chem Tools to craft.

Pain Pills 15 3 Scraps Grants +2 to all rolls involving physical


Chips endurance for 1 minute. Addiction (DC 15):
Withdrawal reduces rolls by -1.

Super 80 11 Completely heals and removes all wounds, but


Grace Chips Scraps reduces movement by 10 feet for the duration.

Blood 25 - Restores functionality to poisoned or injured


Pack Chips limbs and cancels ongoing poison effects.

Alcohol 5 Chips 2 Scraps Grants +2 to all Power-related rolls and


contests, but imposes -2 on Agility-related
rolls for 10 minutes. Addiction (DC 10):
Withdrawal imposes disadvantage on Agility
rolls.

Speedster 15 2 Scraps Grants +10 feet of movement and allows one


Chips extra bonus action until the start of your next
turn. Addiction (DC 18): Withdrawal reduces
movement by 5 feet.

92
Flash 30 4 Scraps Grants +15 feet of movement and allows one
Chips extra action until the start of your next turn.
Addiction (DC 15): Withdrawal causes a
1-minute paralysis every 3 hours.

Smarty 39 6 Scraps Grants +2 to Smarts-related rolls for 1 minute.


Chips Addiction (DC 10): Withdrawal imposes
disadvantage on Smarts rolls.

Mental 15 2 Scraps Grants +2 to melee attack rolls but imposes -2


Break Chips to ranged attack rolls for 1 minute. Addiction
(DC 15): Withdrawal forces random attacks on
the nearest creature on failed contests.

Dead 6 1 Scrap Grants +1 to accuracy rolls for ranged


Eye Chips attacks for 1 minute.

Steroids 20 3 Scraps Grants +2 to Power-related rolls and contests


Chips for 1 minute. Addiction (DC 15): Withdrawal
imposes -1 on attack rolls.

Morphine 15 2 Takes away wounds effect for 5 minutes.


Chips Scraps Addiction (DC 15): Withdrawal imposes
disadvantage on defense rolls.

Mender 20 3 Grants a bonus to rolls to heal or fix broken


Chips Scraps limbs. Addiction (DC 12): Withdrawal imposes
disadvantage on Will-related rolls.

Mushrooms 40 6 Grants advantage on Legend-related rolls but


Chips Scraps disadvantage on combat rolls for 10 minutes.

93
Sherlock 20 3 Grants +3 to Smarts rolls but imposes -2 to
Chips Scraps Legend rolls for 10 minutes. Addiction (DC 12):
Withdrawal reduces Smarts by 2.

Cigarette 5 1 Scrap Grants +1 to Agility-related rolls for 5 minutes.


Chips Addiction (DC 10): Withdrawal imposes
disadvantage on Legend rolls.

Mutie 100 14 Grants +5 to all combat and skill rolls for 1


Chips Scraps minute. Afterward, movement is halved for 1
hour.

Fixer 20 3 Removes one addiction.


Chips Scraps

Thorazine 50 7 Removes all mental impairments.


Chips Scraps

I.V. 30 4 Restores functionality to one injured limb and


Chips Scraps grants +1 to all skill rolls for the next 5 minutes.

Weed 30 Chips 4 Grants +2 to Legend rolls but imposes -1 on Agility


Scraps rolls for 10 minutes.

Human - - Restores a bonus to combat rolls and checks. Only


Meat usable with the Cannibal perk.

Mutie - - Restores functionality for one turn. Only usable with


Meat the Cannibal perk. Requires cooking to avoid
adverse effects.

94
Mutie 130 - Halts Mutie Virus progression for
Treatment Chips one week.

Containers

Container Capacity Value (Chips) Crafting


(Scraps)

Storage 1 cubic foot/30


40 Chips 6 scraps
bag pounds of gear

1 cubic foot/ 30
Backpack 20 Chips 3 scraps
pounds of gear

40 gallons
Barrel liquid, 4 cubic 20 Chips 3 scraps
feet solid

2 cubic feet/40
Basket 14 Chips 2 scraps
pounds of gear

1 1/2 pints
Bottle 16 Chips 2 scraps
liquid

3 gallons liquid,
Bucket 1/2 cubic foot 15 Chips 2 scraps
solid

12 cubic
Chest feet/300 50 Chips 7 scraps
pounds gear

95
Flask or
1-pint liquid 2 Chips 1 scrap
tankard

Jug or
1 gallon liquid 12 Chips 2 scraps
pitcher

Pot, iron 1 gallon liquid 20 Chips 3 scraps

1/5 cubic
Pouch foot/6 pounds 5 Chips 1 scrap
of gear

1 cubic foot/30
Sack 10 Chip 1 scrap
pounds of gear

Vial 4 ounces liquid 10 Chip 1 scrap

Waterskin 4 pints liquid 20 Chips 3 scraps

Tools
Smith's Tools
Cost: 200 Chips, Weight: 8 lb.
Smith's tools allow you to work metal, shape it, and repair or craft weapons and
armor.
Components: Hammers, tongs, charcoal, rags, whetstone.

● Investigation: Use your insight to examine metal objects, such as


weapons, to identify their quality or potential weaknesses.
● Crafting: Create or repair melee and ranged weapons, armor, and shields.
When crafting, your tools give you a +1 bonus to crafting rolls.

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● Repair: Spend half the required materials (Scraps) to repair melee
weapons. Additionally, you can add a +1 durability bonus to a weapon by
spending 2 Scraps.

Activity DC:

● Craft small melee weapons: 3


● Craft small ranged weapons: 3
● Craft standard melee weapons: 6
● Craft standard ranged weapons: 6
● Craft heavy melee weapons: 10
● Craft heavy ranged weapons: 10
● Craft throwable weapons: 8
● Craft light armor: 5
● Craft medium armor: 10
● Craft heavy armor: 20
● Craft or repair a shield: 10
● Sunder a metal object: 10

Brewer's Supplies
Cost: 120 Chips, Weight: 9 lb.
Brewing is the art of making alcohol and purifying water. Crafting beer takes
weeks, but brewing itself only takes a few hours.
Components: Glass jug, hops, siphon, tubing.

● Medicine: You can use alcohol to dull pain or treat alcohol poisoning.
● Survival: Use your knowledge of brewing to purify water and provide
clean drinking water to your party. You can purify up to 6 gallons of water
during a long rest or 1 gallon during a short rest.

Activity DC:

● Detect poison in a drink: 6


● Identify alcohol type: 12
● Ignore the effects of alcohol: 16

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Carpenter's Tools
Cost: 80 Chips, Weight: 6 lb.
These tools enable you to build structures or craft wooden items.
Components: Saw, hammer, nails, hatchet, square, ruler, adze, plane, chisel.

● Perception: Spot weak points in wooden structures, useful for finding


secret doors or weaknesses.
● Fortify: Spend 1 minute and raw materials to strengthen a door or
window, increasing the DC needed to break it by 5.
● Temporary Shelter: Build a quick shelter that lasts for 1d4 days.

Activity DC:

● Build simple structures: 8


● Design complex structures: 15
● Spot weaknesses in wood: 15
● Pry open a door: 20

Cartographer's Tools
Cost: 150 Chips, Weight: 6 lb.
These tools allow you to create detailed maps of terrain and geographical
features.
Components: Pen, ink, parchment, compasses, calipers, ruler.

● Survival: Use your knowledge to navigate and predict geographic


patterns, aiding in travel and avoiding getting lost.
● Craft a Map: As you travel, you can sketch a map of your journey.

Activity DC:

● Identify the age and origin of a map: 5


● Estimate direction and distance to a landmark: 3
● Identify a fake map: 10
● Complete a missing part of a map: 20

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Chem Tools
Cost: 500 Chips, Weight: 8 lb.
Chem tools allow you to create potions, poisons, and other chemical
concoctions.
Components: Beakers, metal frame, stirring rod, mortar, pestle, salt, powdered
iron, purified water.

● Crafting: Create chemical substances like acid, antitoxins, oil, or drugs.

Activity DC:

● Create smoke: 10
● Identify a poison: 10
● Identify a substance: 15
● Start a fire: 15
● Neutralize acid: 20
● Craft drugs (less than 20 Scraps): 15
● Craft drugs (less than 40 Scraps): 20

Cook's Utensils
Cost: 10 Chips, Weight: 8 lb.
With these tools, you can prepare meals that provide benefits during rests.
Components: Metal pot, knives, stirring spoon, ladle.

● Survival: Use your skills to create nourishing meals from limited


ingredients.
● Prepare Meals: Create meals that grant bonuses during short rests.

Activity DC:

● Prepare a typical meal: 10


● Duplicate a meal: 10
● Spot poison or impurities in food: 15
● Create a gourmet meal: 15

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Disguise Kit
Cost: 150 Chips, Weight: 3 lb.
A disguise kit allows you to adopt false identities and blend into different
environments.
Components: Cosmetics, hair dye, props, clothing.

● Deception: Use a disguise to improve your ability to lie and persuade


others.
● Intimidation: Create fear by posing as someone formidable.
● Create Disguise: Spend time crafting a disguise to change your
appearance.

Activity DC:

● Cover injuries/distinguishing marks: 10


● Spot a disguise: 15
● Mimic a person’s appearance: 20

Doctor's Kit
Cost: 500 Chips, Weight: 6 lb.
A doctor’s kit allows you to treat injuries and illnesses with precision.
Components: Needle, splint, stethoscope, leeches, clamping tools, bandages,
pain pills, grace, antitoxins.

● Healing: Treat injuries or illnesses with advantage when using the


doctor’s kit.
● Surgery: Perform surgeries to cure ailments.

Activity DC:

● Identify a disease: 10
● Cure addiction: 18
● Surgery (⅓ HP refill): 6
● Surgery (⅔ HP refill): 12
● Surgery (Full HP refill): 18

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Forgery Kit
Cost: 80 Chips, Weight: 2 lb.
This kit enables you to create convincing forgeries.
Components: Ink, parchment, quills, sealing wax, gold and silver leaf.

● Deception: Create fake documents and seals for lying and deceiving
others.
● Investigation: Examine documents for authenticity.
● Quick Fake: Create forged documents quickly.

Activity DC:

● Mimic handwriting: 15
● Duplicate a seal: 20

Gaming Kit
Cost: 30 Chips, Weight: 1 lb.
Proficiency with a gaming set applies to one specific type of game, such as dice
or cards.
Components: Game pieces like cards, dice, or tokens.

● Insight: Gain insight into an opponent’s personality during games,


helping you read them better.
● Sleight of Hand: Cheat at games or distract opponents for other
purposes.

Activity DC:

● Catch someone cheating: 15


● Gain insight into an opponent: 15

Glassblower's Tools
(300 Chips), (5 lb.)
Proficiency with glassblower tools allows you to shape glass and understand the
techniques used to produce glass objects. You can craft glass items and
determine their history or weaknesses.

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Components: Blowpipe, marver, blocks, tweezers, and a heat source.
Activities:

● Identify the source of glass: DC 10


● Determine what a glass object once held: DC 20
Uses:
● History: Helps identify what a glass item once contained or its origin.
● Investigation: Spot clues in broken glass or items made of glass.
● Identify Weakness: Study a glass object for 1 minute to double damage
against its weak points in combat.

Herbalism Kit
(100 Chips), (5 lb.)
With proficiency in herbalism, you can safely collect and use plants for
medicinal purposes. You can also identify useful plants in the wild.
Components: Pouches, clippers, leather gloves, mortar, pestle, and glass jars.
Activities:

● Find plants: DC 15
● Identify poison: DC 20
Uses:
● Medicine: Treat illnesses and wounds using medicinal plants.
● Nature/Survival: Spot sources of food or useful plants in the wild.
● Investigation: Use your knowledge to gather clues about plant-based
substances.

Leatherworker's Tools
(50 Chips), (5 lb.)
Knowledge of leatherworking allows you to craft leather goods and understand
the properties of animal hides.
Components: Knife, mallet, edger, hole punch, thread, and leather scraps.
Activities:

● Modify a leather item’s appearance: DC 10


● Determine a leather item’s history: DC 20
Uses:

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● Investigation: Gain insight into leather items or related clues.
● Identify Hides: Recognize the source and treatment of a leather item.

Mason's Tools
(100 Chips), (8 lb.)
Proficiency with mason's tools enables you to craft stone structures and identify
flaws in stonework.
Components: Trowel, hammer, chisel, brushes, and square.
Activities:

● Chisel a small hole in a stone wall: DC 10


● Find a weak point in a stone wall: DC 15
Uses:
● History: Learn about the construction and purpose of stone buildings.
● Investigation: Examine stone structures to discover hidden features or
weaknesses.
● Demolition: Double damage to brick walls by targeting weak points.

Mechanic’s Tools
(250 Chips), (2 lb.)
Proficiency with mechanic's tools enables you to repair, craft, and operate land
and water vehicles.
Components: Tools for vehicle maintenance and repairs.
Activities:

● Craft/Repair small vehicles: DC 5


● Craft/Repair medium vehicles: DC 10
● Craft/Repair large vehicles: DC 15
● Craft/Repair huge vehicles: DC 20
● Navigate rough terrain/water: DC 10
● Assess vehicle condition: DC 15
● Take a tight corner at high speed: DC 20

Musical Instruments
(170 Chips), (8 lb.)
Proficiency in musical instruments allows you to play, compose, and recall

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songs.
Components: Instrument and accessories.
Activities:

● Identify a tune: DC 10
● Improvise a tune: DC 20
Uses:
● History: Recall lore and songs related to your instrument.
● Performance: Use your musical skills to impress others.
● Compose a Tune: Create a new song or lyrics during a long rest.

Navigator's Tools
(250 Chips), (2 lb.)
Proficiency with navigator's tools helps you chart courses, understand maps,
and avoid becoming lost.
Components: Sextant, compass, calipers, ruler, parchment, ink, and pen.
Activities:

● Plot a course: DC 10
● Discover your position on a nautical chart: DC 15
Uses:
● Survival: Use knowledge to avoid getting lost and identify likely locations
for roads and settlements.
● Sighting: Determine your position and time of day based on
measurements.

Painter's Supplies
(100 Chips), (5 lb.)
Proficiency in painting allows you to create art and recognize its significance.
Components: Easel, canvas, paints, brushes, charcoal sticks, and a palette.
Activities:

● Paint an accurate portrait: DC 10


● Create a painting with a hidden message: DC 20
Uses:
● History/Religion: Uncover lore or history attached to art pieces.

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● Investigation/Perception: Gain insight into works of art and spot hidden
details.

Poisoner's Kit
(150 Chips), (5 lb.)
A poisoner's kit enables you to create and handle poisons safely, as well as
understand their effects.
Components: Glass vials, mortar, pestle, chemicals, and a stirring rod.
Activities:

● Spot a poisoned object: DC 10


● Determine the effects of a poison: DC 20
Uses:
● History: Recall famous poisonings.
● Investigation/Perception: Inspect poisoned objects or situations
involving poison.
● Medicine: Treat poison victims effectively.
● Nature/Survival: Identify poisonous plants or animals.

Potter's Tools
(100 Chips), (3 lb.)
Proficiency with potter’s tools enables you to create ceramic objects and
understand their properties.
Components: Potter needles, ribs, scrapers, a knife, and calipers.
Activities:

● Determine what a vessel once held: DC 10


● Create a serviceable pot: DC 15
● Find a weak point in a ceramic object: DC 20
Uses:
● History: Identify ceramics and their likely origin.
● Investigation/Perception: Uncover hidden details in ceramic objects.

Thieves' Tools
(250 Chips), (1 lb.)
Thieves' tools allow you to pick locks, disarm traps, and set your own.

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Components: File, lock picks, mirror, narrow-bladed scissors, pliers.
Activities:

● Pick a lock: DC varies


● Disable a trap: DC varies
Uses:
● History: Recall details of infamous traps.
● Investigation/Perception: Spot traps and hidden features.
● Set a Trap: Use materials on hand to create traps that others must deal
with.

Tinker's Tools
(500 Chips), (10 lb.)
Tinker’s tools enable you to repair and modify mundane items.
Components: Wrenches, needles, thread, whetstone, cloth, leather, and glue.
Activities:

● Craft 5 bullets for 5 Scraps: DC 3


● Temporarily repair a disabled device: DC 10
● Repair small ranged weapon: DC 10
● Repair large ranged weapon: DC 15
● Repair heavy ranged weapon: DC 20
● Improvise a temporary item using Scraps: DC 20
Uses:
● Investigation: Assess how and when objects were damaged.
● Repair: Fix broken objects or improve their functionality.

Weaver's Tools
(10 Chips, 5 lb.)
Weaver's tools allow you to create and repair cloth and tailor it into articles of
clothing.

Components: Weaver's tools include thread, needles, and scraps of cloth. You
know how to work a loom, but such equipment is too large to transport.

Uses and Activities:

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● Investigation: Using your knowledge of the process of creating cloth
objects, you can spot clues that others might miss when you examine
tapestries, upholstery, clothing, and other woven items. When attempting
this, make a Die vs. Die roll (D6, +2 for using Weaver's Tools) to discover
hidden details, with the GM setting a difficulty based on how obscure the
information is.
● Repair: As part of a short rest, you can repair a single damaged cloth
object. The difficulty is typically a Die vs. Die roll, where the highest roll
wins. If your roll exceeds a difficulty of 10, the item is restored to full
functionality.
● Craft Clothing: Assuming you have access to sufficient cloth and thread,
you can create an outfit for a creature as part of a long rest. Crafting an
outfit takes time and effort, with the GM setting a difficulty based on the
intricacy of the item. Generally, this will be a Die vs. Die roll, with bonuses
for the quality of the materials.

Activity Difficulty Chart


Activity Difficulty (Die vs. Die
Roll)

Repurpose cloth DC 10

Mend a hole in a piece of DC 10


cloth

Tailor an outfit DC 15

Vehicles
In this system, vehicles are primarily used for transportation, combat, and
navigating hazards. The outcome of vehicle actions like stunts, crashes, and
vehicle combat are determined by rolling dice.

Vehicle Stunts

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When a pilot wants to perform a stunt (a maneuver outside normal driving),
they make an ability check using their vehicle proficiency (if they have it) and
the appropriate ability modifier (usually Agility). The difficulty of the stunt (DC)
is set by the GM, guided by the Stunt DC Table below.

Stunt Difficulty DC

Easy stunt - Avoid small hazards 10

Moderate stunt - Sharp turn or avoid 15


medium hazards

Hard stunt - Jump a 10 ft gap or avoid large 20


hazards

Very Hard - Jump a 15 ft gap or drive on 25


two wheels

Near Impossible - Jump a 20 ft gap 30

On a failed check, the vehicle may crash or the pilot could lose control of the
vehicle.

Crashing
If a vehicle moves into the space of a creature or object, it might crash. A
vehicle avoids crashing if the creature or object is two sizes smaller than it.

When a crash happens:

● The vehicle must make a roll to see if it maintains control. If it fails, it


stops moving and takes damage.
● If the object or creature is smaller than the vehicle, the object moves out
of the way (or is destroyed depending on the GM's discretion).
● A creature struck by a vehicle rolls against the vehicle’s attack roll
(made by the driver). If the creature fails, they take damage based on the
vehicle's size.

Crash Damage

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When a vehicle crashes, the damage it sustains is determined by the size of the
object or creature it collides with. Each level of damage has specific mechanical
consequences and repair requirements.

Crash Description Repair Time Repair


Damage Difficulty
(DC)

Minor Wounds Superficial damage (dents, 1 hour 10


scratches, or minor
component issues).

Moderate Noticeable damage (broken 3 hours 15


Wounds parts, minor engine trouble, or
functional impairment).

Severe Major damage (engine stall, 8 hours 20


Wounds structural compromise, or
significant system failure).

Critical Critical damage (engine 16 hours 25


Wounds failure, destroyed
components, or near-total
loss).

Incapacitated The vehicle is completely Cannot be -


destroyed or inoperable. repaired; must
rebuild

Losing Control
If a vehicle fails a stunt or encounters a hazard, the pilot may lose control. The
vehicle then rolls to determine if it remains in control.

● On a successful roll, the pilot maintains control and continues driving.


● On a failure, the vehicle spins out and cannot move until the end of its
next turn.

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● On a failure by 5 or more, the vehicle rolls over and cannot move until it
is righted.

Targeting Tires
Vehicles with tires can have them targeted. The tire defense is based on the
vehicle's defense roll +5. If a tire is destroyed, it may cause the vehicle to lose
control. The DC to save against this is determined by how many tires have
already been destroyed.

Effect Result

Half destroyed Disadvantage on vehicle driving


tires checks.

All destroyed Halves the vehicle's movement


tires speed.

Crafting and Repairing Vehicles


● Repairing Damage: Requires a mechanic's tool and one hour of work
depending on the level of damage. At the end of the hour, the pilot rolls
with a modifier based on their mechanic skill (typically Smarts) to
determine if the repair is successful.
● Vehicle Creation: Crafting a new vehicle depends on its size:
○ Small Vehicle: Takes 5 hours of work.
○ Medium Vehicle: Takes 10 hours.
○ Large Vehicle: Takes 15 hours.
○ Huge Vehicle: Takes 20 hours.

Types of Vehicles
Vehicles are categorized by their size and type. Here’s a breakdown of vehicles
available in the game:

Land Vehicles

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These vehicles are designed for terrain use. Depending on the vehicle, it may
have unique properties like off-road capabilities or high-speed performance.

Vehicle Cost Crafting Defense Top Capacity Properties


Roll Speed

Buster 270 Chips – 11 80 ft. 1/1/30 lb. Medium

Horse 200 – 10 60 ft. 1/1/20 lb. Medium


Chips

Car 31,758 4,537 13 820 ft. 1/3/100 Rollcage,


Chips Scraps lb. Medium

Sports 30,000 4,285 15 1,640 1/1/55 lb. High-Perform


Car Chips Scraps ft. ance, Medium

Cargo 42,095 6,015 17 650 ft. 1/8/650 Rollcage,


Van Chips Scraps lb. Large

Truck 32,111 4,587 17 550 ft. 1/3/125 Off-road,


Chips Scraps lb. Large

Tank 10 Million 1.4 Million 20 130 ft. 4/1/325 Armored,


Chips Scraps lb. Off-road,
Huge

Aquatic Vehicles

These vehicles are designed for water travel, offering speed and
maneuverability on water.

Vehicle Cost Crafting Defense Top Capacity Properties


Roll Speed

Rowboat 1,676 239 13 130 ft. 1/3/30 lb. Maneuverable,


Chips Scraps Small

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Speedboat 20,000 2,857 15 170 ft. 1/5/150 High-
Chips Scraps lb. Performance,
Medium

Yacht 1.1 157,143 19 220 ft. 4/6/600 Huge


Million Scraps lb.
Chips

Air Vehicles

These vehicles can operate in the air, with high-performance options for rapid
travel.

Vehicle Cost Crafting Defense Top Capacity Properties


Roll Speed

Helicopter 500,000 71,429 17 350 ft. 2/3/40 High-


Chips Scraps lb. Performance,
Large

Vehicle Properties and Enhancements


● Armored: Increases vehicle's defense roll by +3.
● High-Performance: The vehicle can accelerate faster and move up two
acceleration phases.
● Off-road: Allows the vehicle to move through difficult terrain at full speed.
● Rollcage: Reduces the risk of injury, requiring a DC 17 Will check to avoid
damage during a roll-over.

Packs

Raider's Pack.
Cost - 80 Chips

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For those who would rather be a murder hobo than a hero. Includes a rope 50 ft
(10 lb.), oil lamp (3 lb.), 5 cans of oil (5 lb.), a crowbar (3 lb.), and a hammer (3
lb.).

Explorer's Pack.
Cost - 110 Chips
For those who want to explore the wasteland with everything they need.
Backpack, a bedroll (7 lb.), a doctor's kit (6 lb.), 10 torches (10 lb.), and rope 50 ft
(10 lb.)

Survivor Pack.
Cost - 172 Chips
For those who simply want to survive then live. Includes 5 rations, Bedroll (7 lb.),
tent (20 lb.), and 10 torches (10 lb.), It has 3 pain pills, 1 bear trap (10 lb.), and 5
bandages.

Zealot’s Pack.
Cost - 101 Chips
For those who wish to spread the word of their cult. Includes a blanket (3 lb.), 10
candles (5 lb.), a tinderbox (1 lb.), 2 blocks of incense, a censer (1 lb.), 5 rations,
and a waterskin (holds 4 pints).

Politician's Pack
Cost - 200 Chips
For those who want to establish trade, government, and a more civilized society
for the wasteland. Includes a chest, 2 cases for maps and scrolls, a bottle of ink,
an ink pen, an oil lamp (3 lb.), 2 cans of oil (2 lb.), 5 sheets of paper, a vial of
perfume, sealing wax, and soap.

Historian's Pack
Cost - 70 Chips
For those who wish to preserve the history of the society from before, and keep
the history of the wasteland. Includes a backpack, a book of history (1 lb.), a
bottle of ink, an ink pen, 10 sheets of parchment, and a switchblade (.5 lb.).

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Mechanic’s Pack
Cost - 202 Chips
Include a backpack, an abacus (2 lb.), a can of oil (1 lb.), a bag of 1,000 ball
bearings (2 lb.), a bedroll (7 lb.), a crowbar (3 lb.), a pen, a magnifying glass (.2
lb.), 10 rations, 5 iron spikes (2.5 lb.), and a tinderbox (1 lb.).

Conditions
Conditions

A condition lasts either until it is countered (for example, the Prone condition
can be countered by standing up) or for a Duration specified by the Effect that
imposed the condition. Multiple instances of the same condition do not make it
worse, only adding their durations together.

While subjected to a condition, the following modifications apply to a


character's actions:

● Blinded
A blinded character cannot see and automatically fails any ability check
requiring sight.
○ Attack rolls against the creature have advantage.
○ The creature's attack rolls have disadvantage.
● Deafened
A deafened character cannot hear and automatically fails any ability
check requiring hearing.
● Frightened
A frightened creature has disadvantage on all rolls related to actions and
attacks while the source of its fear is within line of sight. The creature
cannot move closer to the source of fear willingly.
● Grappled
A grappled character cannot benefit from any bonus to its Agility.
○ The condition ends if the grappler is incapacitated or the creature is
removed from the reach of the grappler or grappling effect (such as
being thrown).
● Incapacitated
A character who is incapacitated cannot take actions or reactions.

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● Poisoned
A poisoned character suffers disadvantage on attack rolls and ability
checks.
● Prone
A prone character’s only movement option is to crawl unless they stand
up to end the condition.
○ Attack rolls against the creature have advantage if the attacker is
within 5 feet.
○ The prone character’s attack rolls have disadvantage.
● Restrained
A restrained character's speed is reduced to 0, and they cannot benefit
from any bonus to their speed.
○ Attack rolls against the creature have advantage.
○ The restrained character's attack rolls have disadvantage.
● Stunned
A stunned character is incapacitated, cannot move, and can speak only
falteringly.
○ The creature automatically fails on all related checks for Power and
Agility.
○ Accuracy rolls against the creature have advantage.
● Unconscious
A character who is unconscious is incapacitated, cannot move or speak,
and is unaware of their surroundings.
○ The unconscious character drops whatever they are holding and
falls prone.
○ The character automatically fails Power and Agility checks.
○ Attack rolls against the character have advantage and become
critical hits.

Addiction
While drugs may provide benefits, they come with a cost. After each dose, a
character must succeed on a Resistance check. On failure, they become
addicted. To shake the addiction, they must attempt the check again after a
long rest. While addicted, they cannot receive the benefits of the drug unless
they take another dose. The drug’s effects can last for 1 minute.

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● Overdose
A character who continues using the drug despite addiction must roll a
Resistance check with a DC of 14 to avoid overdose. On failure, they are
immediately incapacitated and must roll death-saving checks unless they
receive medical treatment.
● Withdrawal
After going one day without the drug, a character experiences
withdrawal, which causes a temporary reduction in their abilities. To
recover, the character must take the Fixer drug, pay for a doctor’s help
(100 Chips), or endure 7 days of withdrawal and succeed on a Resistance
check (DC 20).

Exhaustion
Certain environmental factors like hunger, extreme temperatures, or strenuous
activity can lead to exhaustion. Exhaustion is measured in six levels. The higher
the level, the worse the effects, as shown below:

1. Disadvantage on Ability Checks


2. Speed halved
3. Disadvantage on Attack rolls and related checks
4. Maximum hit points halved
5. Speed reduced to 0
6. Death

A creature suffers the effects of its current exhaustion level, along with all
previous levels. For example, a character with level 2 exhaustion also suffers
from the effects of level 1 exhaustion.

Finishing a long rest reduces exhaustion by one level, provided the character
eats and drinks.

Insanity
Insanity can be triggered by exposure to traumatic events, dangerous
environments, toxic substances, or strange phenomena. Insanity manifests in
short-term, long-term, or indefinite forms, each with different effects:

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Short-Term Insanity: DC 10 Instinct check

Short-Term Insanity

A character must pass a check to resist short-term insanity effects. If they fail,
roll on the Short-Term Insanity table (d10). The effects last for 1d10 minutes.

d10 Effect (lasts 1d10 minutes)

1 Retreat: The character becomes paralyzed, ending with any Attack


Bonus taken.

2 Incapacitation: Screaming, laughing, or weeping.

3 Fright: Character must use actions to flee from the source of fear.

4 Babbling: Incapable of normal speech or using perks.

5 Attack Compulsion: Must attack the nearest creature each round.

6 Hallucinations: Vivid hallucinations, disadvantage on ability checks.

7 Obedience: Does whatever told, excluding self-destructive actions.

8 Strange Cravings: Overpowering urge to eat something unusual.

9 Stunned: Character is stunned.

10 Unconscious: Character falls unconscious.

Long-Term Insanity: DC 15 Instinct check


Long-Term Insanity
After failing a long-term insanity check, roll on the Long-Term Insanity table
(d12). The effects last 1d10 x 10 hours.
d12 Effect (last 1d10 x 10 hours)

1 Compulsive Activity: Repeats a specific activity compulsively.

2 Hallucinations: Vivid hallucinations, disadvantage on ability checks.

3 Extreme Paranoia: Disadvantage on Instinct and Legend checks.

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4 Revulsion: Intense revulsion toward something.

5 Powerful Delusion: They see and hear people from their past.

6 Lucky Charm: Becomes attached to a "lucky charm," suffers penalties


when away from it.

7 Sensory Impairment: Blinded (25%) or deafened (75%).

8 Tremors or Tics: Uncontrollable tremors or tics, imposing disadvantage


on related rolls.

9 Partial Amnesia: Forgets people and events before Insanity onset.

10 Confusion On Attack Bonus: DC 15 Instinct check on Attack Bonus and


if they fail, they are confused for 1 minute.

11 Loss of Speech: Character loses the ability to speak.

12 Unconsciousness: Falls unconscious; cannot be awakened by jostling or


Attack Bonus.

Indefinite Insanity:
Indefinite Insanity
For indefinite insanity, roll a d12 for a lasting character flaw that remains until
treated.
d12 Flaw (lasts until cured)

1 Drunk Sanity: "Being drunk keeps me sane."

2 Hoarding Instinct: "I keep whatever I find."

3 Identity Imitation: Tries to become like someone else in dress,


mannerisms, and name.

4 Compulsive Lying: Must bend the truth, exaggerate, or outright lie to be


interesting.

5 Single-Minded Pursuit: Achieving their goal is the only thing of interest;


ignores everything else.

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6 Apathy: Finds it hard to care about anything around them.

7 Constant Delusions: Sees and hears people from their pasts.

8 Exaggerated Self-Worth: Believes they are the smartest, wisest,


strongest, fastest, and most beautiful person.

9 Paranoia: Convinced powerful enemies are hunting them, agents


everywhere.

10 Imaginary Friend: Trusts only one person, an imaginary friend.

11 Humor in Seriousness: Can't take anything seriously; finds serious


situations funny.

12 Lethal Enjoyment: Discovers a liking for killing people.

Curing Insanity
You need an injection of Thorazine to cure your Insanity.

Creatures
Humans
In a world far from the ordinary, amid a wasteland teeming with Muties
and mutated wildlife, the perilous adversaries are not solely confined to the
monstrous inhabitants. Among the remnants of a devastating war, a significant
number of humans have emerged as descendants of those who weathered the
cataclysmic aftermath. Despite the formidable challenges posed by the mutated
landscape, the resilience and tenacity of human survivors continue to make
them a formidable and unpredictable force in this post-apocalyptic realm.

Slaver
The denizens known as slavers are widely regarded as the lowest echelons
of morality in the desolate wastelands. Operating in tight-knit groups, these

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reprehensible individuals engage in the abhorrent practice of abducting
unsuspecting civilians, compelling them into a bleak existence of servitude
solely for the sake of financial gain.
“There are raiders. There are slavers.”
- Radio operater talking to smuggler
Armor Bonus +2 (sports padding)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D20 D12 D10 D10 D12 D8


Challenge 1/2 (100 XP)
Expert Wrestler. The slaver has advantage on Power (Athletics) checks made to
initiate a grapple. Furthermore, it has advantage on attack rolls against the
grappled opponent.
Pin Opponent. The slaver can use an action to pin a creature it is grappling
with. To do so, the slaver must succeed on a Power (Athletics) contest. If it does,
both the slaver and the creature it is grappling with are restrained until the
grapple ends.
One-On-One: +2 bonus to Attack Bonus rolls when wielding a melee weapon in
one hand with no other weapons.
Iron Toughness: Gain toughness points equal to your level times your Will die,
usable to reduce Attack Bonus by half.
Stealthy Professional: Reroll Attack Bonus against unaware creatures, taking
the higher result.
Actions
Multiattack. The slaver can make two melee attacks, either with its gun or
Chain Chain Whip.
Lever-Action Rifle. range (90/600) ft., one target. Attack Bonus: +5
Chain Whip. reach 10 ft., one target. Attack Bonus: +3, Durability: 13 strikes

Merc
Mercenaries, specialists in the lethal application of poisons, epitomize the
heartless enforcers aligned with raiders, guild masters, politicians, and those
possessing the financial means to engage their services. These adept killers
traverse the desolate wastelands, actively seeking out assigned targets or
potential clients. In certain instances, they may set up operational hubs in
densely populated regions, establishing a consistent clientele. Their core belief
revolves around the enduring notion that as long as two individuals exist in this
post-apocalyptic world, there will always be someone harboring a desire for

120
another's demise. This conviction shapes their exclusive commitment to
mercation contracts, reinforcing their dedication to the pursuit of deadly
objectives.
“As long as there's two people left on the planet, someone is gonna want
someone dead.”
-Mercenary somewhere in the Outback Wastelands
Armor Bonus +4 (Reinforced Leather Armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D10 D20 D12 D10 D10 D10


Attack Bonus Resistances poison
Challenge 8 (3,900 XP)
mercate. During its first turn, the merc has advantage on attack rolls against
any creature that hasn't taken a turn. Any hit the merc scores against a
surprised creature is a critical hit.
Evasion. If the merc is subjected to an effect that allows it to make an Agility
check to take only half Attack Bonus, the merc instead takes no Attack Bonus if
it succeeds on the check, and only half Attack Bonus if it fails.
Sneak Attack. Once per turn, the merc deals an extra 14 (4d6) Attack Bonus
when it hits a target with a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of the merc that isn't
incapacitated and the merc doesn't have disadvantage on the attack roll.
Stealthy Professional: Reroll Attack Bonus against unaware creatures, taking
the higher result.
Pyro Engineer: Modify explosive and energy weapons to add the Burning
property.
Swift Marksman: Gain advantage on the first attack roll after moving more
than half your movement speed.
Actions
Multiattack. The merc makes two machete attacks.
Sword. reach 5 ft., one target. Attack Bonus: +6, and the target must make a DC
15 Will check, taking +2 Attack Bonus on a failed save, or half as much Attack
Bonus on a successful one, Durability: 20 strikes
Hunting rifle. range (30/700) ft., one target. Attack Bonus: +5, and the target
must make a DC 15 Will check, taking +2 poison Attack Bonus on a failed save,
or half as much Attack Bonus on a successful one.

121
Dart gun. range 50/150 ft., one target. Attack Bonus: +2

Raider
Nomadic raiders traverse desolate wastelands, sometimes seen as a
blight. But not all are malevolent; oppression, drought, or famine may drive
honorable individuals to raid for survival. Pirates rule the high seas, motivated
by plunder or as sanctioned privateers. Raiders strategically position
themselves in urban settings, setting traps, or opt for a nomadic existence in
rural areas, preferring proactive engagement.
“Criminals who will shoot you for no good reason. Best way to deal with them?
Shoot first.”
-Floyd, wasteland scientist
Armor Bonus +2 (Sports Padding)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D10 D20 D8 D6 D12 D8


Challenge 1/8 (25 XP)
Rapid Reloader: Decrease weapon reload time by one action.
Reckless Raider: Decrease AC by 3 to make an extra attack as a free action.
Shotgun Precisionist: Add +1 bonus to a shotgun's attack roll.
Actions
Machete. reach 5 ft., one target. Attack Bonus: +4, Durability: 15 strikes
Sawn-Off Shotgun. range (10/40) ft., Spread (15x15, DC 14), one target. Hit:
Attack Bonus: +4.
Revolver. range (60/120) ft., one target. Hit: Attack Bonus: +3

Raider Chief
Leading a gang of raiders through the wasteland requires a mix of
commanding presence, cunning, and persuasive eloquence—qualities the Raider
Chief embodies. Control over such a crew demands a balance of rewards and
punishments. Yet, a Chief's true currency isn't just wealth but infamy. Those who
stroke their ego fare better, while prisoners ignorant of the Chief's reputation
suffer.
“The big one get first dibs of the loot.”
-Raider of the SawJaw Clan

122
Armor Bonus +5 (Combat Armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D12 D12 D20 D10 D10 D12


Challenge 2 (450 XP)
One-On-One: +2 bonus to Attack Bonus rolls when wielding a melee weapon in
one hand with no other weapons.
Deceptive Rogue: Gain advantage on Persuasion checks against uninterested
humanoids.
Barter Baron: Have advantage on Persuasion checks for better buying and
selling deals.
Actions
Multiattack. The chief makes three melee attacks: two with its sword and one
with its gun. Or the chief makes two ranged attacks with their Uzi.
Sword. reach 5 ft., one target. Attack Bonus: +6, Durability: 20 strikes
Tommy Gun. range (40/160 ft.), Full-Auto (16x16, DC 15), one target. Attack
Bonus: +5
Flint-Lock Pistol. range 90/120 ft., one target. Attack Bonus: +4
Reactions
Parry. The chief adds 2 to its armor bonus against one melee attack that would
hit it. To do so, the chief must see the attacker and be wielding a melee weapon.

Troubled
Desolate and unhinged, these beleaguered survivors have surrendered
their sanity to the unforgiving wasteland, becoming solitary wanderers in a
relentless pursuit of sustenance, refuge, and the numbing solace of drugs. Under
the veil of night, they congregate in forsaken structures and shelters, their
disturbed minds emitting unintelligible shouts and mutterings that hold meaning
only to themselves. In their distorted reality, they perceive themselves as the
last bastions of sanity, convinced that the rest of the world has descended into
Insanity.
“It was hard to tell who was crazier, me or everyone else.”
-Troubled survivor talking to no one
Armor Bonus +1 (Leather Armor)
Speed 30 ft.

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PWR AGL WIL SMT INS LGN

D12 D12 D20 D10 D10 D8


Challenge 2 (450 XP)
Dangerous High. At the start of its turn, the addict can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it have
advantage until the start of its next turn.
Drug Resistance: Gain advantage against addiction.
Night Stalker: Gain 30 feet of Nightvision and +1 to attack rolls in dim light.
Explosives Expertise: Add +1 to Attack Bonus with explosive weapons.
Actions
Axe. reach 5 ft., one target. Attack Bonus: +5, Durability: 16 strikes
Harpoon Gun. range (120/150) ft., one target. Attack Bonus: +6

Survivors
In the unforgiving wastelands, survivors span a spectrum, from settlers
and slaves to traders, artisans, and hermits. Former citizens now dispersed, they
share one goal: to endure. Survival methods vary; some roam, scavenging, while
others shelter, hoping to endure. Some forge communities resembling
pre-apocalyptic societies. Survivors are diverse, with unpredictable behavior.
Some foster camaraderie, others are aggressive, and some seek mutual benefit
through trade. Amidst uncertainty, their resolute determination remains
constant—to navigate challenges and carve out existence after societal
collapse.
“Please don’t shoot me.”
-Survivor talking to settlement guard in the D.C. ruins
Armor Bonus -
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D10 D10 D10 D10 D10 D10


Challenge 0 (10 XP)
Wilderness Survivor: Have advantage on Survival checks.
Adaptable Adept: Increase one or two ability scores of your choice by +1, up to
a maximum of 20 (can be taken up to four times).

124
Barter Baron: Have advantage on Persuasion checks for better buying and
selling deals.
Actions
Pipe. reach 5 ft., one target. Attack Bonus: +3, Durability: 14 strikes
Pistol. range (50/150) ft., Attack Bonus: +3

Warlord
In the desolate Wasteland, formidable warlords compete for supremacy.
They range from ruthless combatants to strategic masterminds, leading
expansive raider clans and war tribes. From their headquarters, they craft
intricate raiding schemes and comprehensive war strategies, driven by the
relentless pursuit of glory and conquest in this harsh landscape.
“They’re the meanest sons of bitches out there.”
-Survivor of a warlord attack
Armor Bonus +8 (Welded Armor, homemade shield)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D20 D12 D20 D10 D12 D12


Challenge 5 (1,800 XP)
Brave. The warlord has advantage on checks against being frightened.
Brute. A melee weapon deals one extra die of its Attack Bonus when the warlord
hits with it (included in the attack).
Iron Toughness: Gain toughness points equal to your level times your Will die,
usable to reduce Attack Bonus by half.
One-On-One: +2 bonus to Attack Bonus rolls when wielding a melee weapon in
one hand with no other weapons.
Reckless Raider: Decrease AC by 3 to make an extra attack as a free action.
Actions
Multiattack. The warlord makes three melee attacks or two ranged attacks.
Sword. reach 7 ft., one target. Attack Bonus: +6, Durability: 20 Strikes
Shield Bash. reach 7 ft., one creature. Attack Bonus: +2. If the target is a
Medium or smaller creature, it must succeed on a DC 15 power check or be
knocked prone. Durability: 16 strikes
Light Machine Gun. range 60/180 ft., Full-Auto (30x30, DC 20), one target.
Attack Bonus: +6

125
Reactions
Parry. The warlord adds 3 to its Armor Bonus against one melee attack that
would hit it. To do so, the warlord must see the attacker and be wielding a melee
weapon.

Guard
In the Wasteland, safeguarding takes diverse forms, from settlement
militias to camp defenders and escorts for merchants and politicians.
Contracted for compensation, they face peril from Muties, raiders, and cultists.
Off-duty, they seek assignments or gamble in settlement activities, like boxing
matches and poker. Competency, not numbers or gear, defines their
effectiveness in this post-apocalyptic world.
“They’re taking bribes. I know they are.”
-settler complaing about settlement police
Armor Bonus +4 (Rienforced Leather armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D10 D12 D20 D10 D12 D10


Challenge 1/8 (25 XP)
Shielding: Use a shield to impose disadvantage on attacks against a target
within 5 feet of you.
Stealth Camper: Use bonus action to take the hide action.
Barter Baron: Have advantage on Persuasion checks for better buying and
selling deals.
Actions
Pistol. range 50/150 ft., one target. Attack Bonus: +3.
Baton. reach 5 ft., one target. Attack Bonus: +3, Durability: 14 strikes

Guard Captain
Guard captains are seasoned leaders overseeing guards. They lead
missions with a retinue of guards and survivors. Settlement militia captains
focus on administrative tasks, rarely engaging in combat within the walls.
Mercenary captains direct guards protecting caravans, hiring Hunters for
reconnaissance. In battle, they fight alongside their guards to ensure safety.
“Wannabe warlords if you ask me.”

126
-wasteland merc
Armor Bonus +7 (Rienforced Combat Armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D12 D10 D20 D10 D12 D20


Challenge 3 (700 XP)
Brave. The guard captain has advantage on checks against being frightened.
Shielding: Use a shield to impose disadvantage on attacks against a target
within 5 feet of you.
Will to Live: You can give others the will to live with a bonus action, granting a
d6 Inspiration die to a creature within 60 feet. The creature can add the die to
an ability check, attack roll, or check within the next 10 minutes. The number of
uses is equal to your Legend die, and you regain expended uses after a long
rest. The Inspiration die improves to a d8 at 5th level, a d10 at 10th level, and a
d12 at 15th level.
Adaptable Adept: Increase one or two ability scores of your choice by +1, up to
a maximum of 20 (can be taken up to four times).
Actions
Multiattack. The captain guard makes two attacks.
Sword. reach 5 ft., one target. Attack Bonus: +6, Durability: 20 strikes
Magnum revolver. range 50/200 ft., one target. Attack Bonus: +4.
Semi-Auto Shotgun. range 10/30 ft., Spread (10x10, DC 12), one target. Attack
Bonus: +4
Leadership (Recharges after a Short or Long Rest). For 1 minute, the captain
guard can utter a special command or warning whenever a non-hostile creature
that it can see within 30 feet of it makes an attack roll or a check. The creature
can add a d4 to its roll provided it can hear and understand the guard captain.
A creature can benefit from only one Leader dying at a time. This effect ends if
the guard captain is incapacitated.
Reactions
Parry. The captain guard adds 2 to its armor bonus against one melee attack
that would hit it. To do so, the captain guard must see the attacker and be
wielding a weapon.

127
Politicians
Politicians are formidable figures wielding significant authority and
influence. Whether entrenched in government or corporate strongholds, or
traveling between settlements on diplomatic missions, they play a pivotal role.
Their conduct varies from virtuous to morally questionable, navigating the
harsh terrain of the post-apocalyptic world in diverse ways.
“He owns the caravan company, so don’t fuck with him.”
-Caravan guard talking to local merchant
Armor Bonus +4 (Reinforced Leather Armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D8 D6 D4 D12 D12 D20


Challenge 1/8 (25 XP)
Barter Baron: Have advantage on Persuasion checks for better buying and
selling deals.
Deceptive Rogue: Gain advantage on Persuasion checks against uninterested
humanoids.
Charm Master: Gain +1 on attack rolls, and advantage on Persuasion checks
against attracted humanoids.
Actions
Magnum Revolver. range (50/200) ft., one target. Attack Bonus: +4
Machine Pistol. +3 to hit, range (20/80) ft., Full-Auto (10x10, DC 12), one target.
Attack Bonus: +3
Sword. reach 5 ft., one target. Attack Bonus: +6, Durability: 20 strikes
Reactions
Parry. The noble adds 2 to its Armor Bonus against one melee attack that would
hit it. To do so, the noble must see the attacker and be wielding a melee
weapon.

Hunters
Hunters, skilled in both lethality and pursuit, work for compensation. While
many track and eliminate feral creatures, some pursue bounties, provide
guidance, gather smarts, or conduct reconnaissance. They also serve as
dealers, smugglers, and messengers. Known for discretion, they navigate the
wasteland through covert pathways and clandestine affiliations. Avoiding roles

128
as guards or mercenaries, they prefer minimizing adversaries. Some align with
corporations or guilds, while others freelance for autonomy.
“They’re like wolves out there. It’s like they can smell you.”
-Guard Captain talking about a local hunter they hired
Armor Bonus +1 (Leather Armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D10 D20 D12 D10 D12 D10


Challenge 1/2 (100 XP)
Keen Hearing and Sight. The Hunter has advantage on INS (Perception)
checks that rely on hearing or sight.
Stealthy Professional: Reroll Attack Bonus against unaware creatures, taking
the higher result.
Swift Marksman: Gain advantage on the first attack roll after moving more
than half your movement speed.
Beast Hunter: Reroll Attack Bonus against beasts, taking the higher roll.
Actions
Multiattack. The Hunter makes three attacks.
Machete. reach 5 ft., one target. Attack Bonus: +4, Durability: 15 strikes
Flare Gun. range 30/240 ft., one target. Attack Bonus: +1
Hunting Rifle. range 30/700 ft., one target. Attack Bonus: +5

Smuggler
In the harsh wastelands, espionage is a vital tool for gaining advantage
amidst the struggle for supremacy. Smugglers operate covertly, acquiring
information and contraband. Elusive in presence, they collect dues from their
employers when they surface. Operating independently or aligning with
factions, they often blend in with ordinary survivors, their true identity
discernible only to the astute.
“You’re capable. You hand her off, comeback, the weapons are yours.”
- Leader of resistance group talking to two smugglers
Armor Bonus +3 (Tactical Armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

129
D6 D20 D10 D12 D8 D4
Challenge 1 (200 XP)
Cunning Action. On each of its turns, the smuggler can use a bonus action to
take the Dash, Disengage, or Hide action.
Stealthy Professional: Reroll Attack Bonus against unaware creatures, taking
the higher result.
Silent Walker: Avoid triggering traps or mines.
Quick Gunslinger: Immediately attack when rolling initiative with a pistol.
Sneak Attack (1/Turn). The smuggler deals an extra +2 Attack Bonus when it
hits a target with a weapon attack and has advantage on the attack roll, or
when the target is within 5 feet of an ally of the smuggler that isn't
incapacitated and the smuggler doesn't have disadvantage on the attack roll.
Actions
Multiattack. The smuggler makes two attacks.
Hunting knife. reach 5 ft., one target. Attack Bonus: +3, Durability: 10 strikes
Pistol. range (50/150 ft.), one target. Attack Bonus: +3
Grease Gun. range (50/150 ft.), Full-Auto (10x10, DC 12), one target. Attack
Bonus: +3

Cannibal
Cannibals are desperate survivors who forsake humanity for sustenance,
resorting to murder and cannibalism. Some are violent raiders, while others
disguise themselves with charm. They strategically hunt targets, catching them
off guard. With varying populations, cannibals possess resources that make
them formidable bargainers, making encounters with them both perilous and
potentially rewarding. You can spot a cannibal by their hands shaking.
“They didn’t just kill ‘em, they ate ‘em.”
-Blind Prophet informing young companion
Armor Bonus +4 (Reinforced Leather Armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D12 D10 D12 D4 D8 D10


Challenge 1/2 (100 XP)

130
Pack Tactics. The cannibal has advantage on an attack roll against a creature if
at least one of the cannibal's allies is within 5 feet of the creature and the ally
isn't incapacitated.
Cannibalistic Survivor: Consume fallen corpses for healing +2d10 HP once per
body.
Reckless Raider: Decrease AC by 3 to make an extra attack as a free action.
Stealthy Professional: Reroll Attack Bonus against unaware creatures, taking
the higher result.
Actions
Multiattack. The thug makes two attacks.
Cleaver. reach 5 ft., one creature. Attack Bonus: +4, Durability: 10 strikes
Pickaxe. reach 5 ft., one creature. Attack Bonus: +5, Durability: 18 strikes
Machine Carbine. range (50/150 ft.), Full-Auto (14x14, DC 15), one target. Attack
Bonus: +4

Tribal
Tribals inhabit the wasteland's outskirts, surviving through agriculture,
fishing, and hunting. Led by their chief, usually the strongest or most respected
warrior, each tribe follows unique customs. Their diverse identities enrich
nomadic communities. Preferring solitude in sparse regions, tribes seek
harmony with nature. Some are peaceful, welcoming strangers, while others are
militant, attacking intruders.
“We traveled far beyond the reach of men and machines.”
-Leader of the Great Northern Tribe
Armor Bonus +1 (Leather Armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D12 D10 D12 D8 D10 D6


Challenge 1/8 (25 XP)
Pack Tactics. The tribal has advantage on an attack roll against a creature if at
least one of the warrior's allies is within 5 feet of the creature and the ally isn't
incapacitated.
Wilderness Survivor: Have advantage on Survival checks.
Night Stalker: Gain 30 feet of Nightvision and +1 to attack rolls in dim light.
Beast Hunter: Reroll Attack Bonus against beasts, taking the higher roll.

131
Explosive Dodger: Become prone as a reaction before taking explosive Attack
Bonus, gaining resistance.
Actions
Spear. reach 5 ft., and range (20/60 ft.), one target. Attack Bonus: +4, Durability:
14 strikes
Lever-Action Rifle. range (90/600 ft.), one target. Attack Bonus: +5
Hand Crossbow. range (20/80 ft.), one target. Attack Bonus: +3

Tribal Chief
In the desolate wasteland, the chief of a resilient tribe resides far from
civilization's remnants. They sustain their tribe through farming, fishing, and
hunting. As the paramount figure, the chief sets guiding principles and supports
the community. Becoming chief requires unwavering reliability and often stems
from being the most trusted survivor or from esteemed familial lineage.
“We found a new leader in the man from the sky.”
-Feral Child
Armor Bonus 15 (Reinforced Leather Armor)
Speed 30 ft.
PWR AGL WIL SMT INS LGN
D10 D20 D10 D12 D20 D12
Challenge 3 (700 XP)
Preternatural Preparation. “I knew you would try something like this.” Tribal
chiefs always know when to have fellow tribe members nearby. Once per day, as
a bonus action, a chief can summon 3d6 + 2 tribals to defend them.
Wilderness Survivor: This perk provides the Tribal Chief with advantage on
Survival checks, reflecting their deep connection to nature and their skills in
tracking, foraging, and navigating the wasteland. This would further enhance
their role as a leader in a harsh environment.
Vitality Booster: This perk grants bonus hit points equal to the Tribal Chief's
level. This makes the chief tougher and more resilient in combat, which is fitting
for someone who has risen to a position of leadership through reliability and
survival skills.
Iron Toughness: This perk allows the Tribal Chief to have toughness points
equal to their level times their Will die, usable to reduce Attack Bonus by half.
This makes the chief more durable in battle, reinforcing their ability to protect
and lead their tribe effectively.

132
Actions
Leadership. (Recharges after a Short or Long Rest). For 1 minute, a chief can
utter a special command or warning whenever a non-hostile creature that they
can see within 30 feet of them makes an attack roll or check. That creature can
add 1d4 to its roll provided it can hear and understand the matron. A creature
can benefit from only one Leadership die at a time. This effect ends if the chief
is incapacitated.
Axe. reach 5 ft., one target. Attack Bonus: +5, Durability: 16 strikes
Hand Crossbow. range (20/80 ft.), one target. Attack Bonus: +3
Longbow. range (20/60 ft.), one target. Attack Bonus: +4
Reactions
Parry. The chief adds 2 to their armor bonus against one melee attack that
would hit them. To do so, the chief must see the attacker and be wielding a
melee weapon.

Cult Missionary
These individuals serve as missionaries for a cult, typically operating
under the authority of a priest. They represent the predominant archetype of
cultists found in densely populated regions, fervently attempting to proselytize
and assimilate others into their unique belief system. Frequently, they establish
churches within or near settlements and tribal territories, undertaking diverse
responsibilities that may include evangelism and charitable activities for those
embracing pacifism. Conversely, if their beliefs veer towards extremism, they
employ forceful and often violent methods to compel others into joining their
cause.
“They’re trying to bring back a god that left us long ago.”
-Survivor talking about the Heaven On Earth cult missionaries
Armor Bonus -
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D10 D10 D10 D12 D20 D12


Challenge 1/4 (50 XP)
Devotion. The cultist has advantage on checks against being charmed or
frightened.
Will to Live: Cult missionaries are often driven by a fervent belief in their cause,
inspiring others to share their vision. This perk allows them to use a bonus action

133
to grant a d6 Inspiration die to a creature within 60 feet, which can be added to
an ability check, attack roll, or check within the next 10 minutes. This ability
represents their capacity to invigorate their allies through faith and conviction.
Beast Whisperer: As cult missionaries frequently operate in both urban and
rural areas, they may have developed a natural affinity for animals, enabling
them to charm non-humanoid creatures with a Smarts check. This ability can be
useful in gaining trust or providing guidance to those living in more isolated or
tribal communities.
Barter Baron: Since missionaries often interact with various communities, they
need to be persuasive, especially when it comes to trade and negotiations. This
perk grants them advantage on Persuasion checks for better buying and selling
deals, reflecting their charismatic ability to convince others to support their
cause or provide resources.
Actions
Crowbar. reach 5 ft., one target. Attack Bonus: +3, Durability: 12 strikes
Compact pistol. range (40/80) ft., one target. Attack Bonus: +2

Cult Priest
In the wasteland, priests are conduits of divine Instinct, shaping
scattered communities with teachings from their gods. They wield influence
from temples and shrines, pivotal in society's formation. Whether virtuous or
malevolent, priests sway hearts and minds. Benevolent leaders guide toward
salvation, while malevolent ones collaborate with tyrants or lead cults.
Surrounded by devoted followers, priests conduct ceremonies and tend to
sacred duties. In uninhabited expanses, they hold sermons and gatherings in
secluded communes, while in settlements, they build churches to attract new
believers. The wasteland thus becomes a battleground for survival and the
shaping of beliefs.
“I don’t preach faith. I preach hope.”
-Cult Priest of the Followers
Armor Bonus +4 (Rienforced Leather Armor)
Speed 25 ft.
PWR AGL WIL SMT INS LGN

D8 D10 D12 D12 D20 D20


Challenge 2 (450 XP)

134
Eminence. They has total control over those that follow their cult.
Devotion. The cultist has advantage on checks against being charmed or
frightened.
Will to Live: The Cult Priest can inspire their followers with hope and resilience.
As a bonus action, they can grant a creature within 60 feet a d6 Inspiration die,
which can be added to an ability check or attack roll within the next 10 minutes.
The priest can use this ability a number of times equal to their Legend die (in
this case, +1), and regains expended uses after a long rest.
Charm Master: This perk enhances the Cult Priest's persuasive abilities,
allowing them to gain a +1 bonus on Attack Bonus and attack rolls, and
advantage on Persuasion checks against those attracted to or fascinated by
their charisma and presence. This makes the Cult Priest even more influential
and dangerous in social situations.
Wilderness Survivor: Given that many Cult Priests operate in remote areas, this
perk grants them advantage on Survival checks. This ability allows the priest to
better navigate the wasteland, find resources, and guide their followers through
the harsh environments where they preach and conduct ceremonies.
Actions
Hand axe. reach 5 ft., one target. Attack Bonus: +4, Durability: 13 strikes

Cult Fanatic
In the wastelands, fanatics zealously follow cults, fueled by hatred for
outsiders. Amid societal collapse, these cults thrive, gaining influence and
sometimes even quasi-divine status. Cult priests exploit survivors' insanity,
manipulating them to carry out the cult's bidding. Devoted to their mission, they
view anyone deemed sinful or blasphemous as immediate adversaries. Rituals
and sacrifices are common, with ventures into populated areas to ensnare
victims. Captives undergo brainwashing and indoctrination, perpetuating the
cult's influence.
“Struck ablaze by godly plug igniter! Revolution about revolution rejoice!”
-Cult Fanatic of the Angel Combustion
Armor Bonus +3 (Tactical Vest)
Speed 30 ft.
PWR AGL WIL SMT INS LGN

D10 D20 D12 D8 D12 D10

135
Challenge 2 (450 XP)
Devotion. The fanatic has advantage on checks against being charmed or
frightened.
Actions
Multiattack. The fanatic makes two attacks.
Ball-Peen Hammer. reach 5 ft., Attack Bonus: +3, Durability: 16 strikes
Hand axe. reach 5 ft., one creature. Attack Bonus: +4, Durability: 13 strikes

Cultist
Cultists, members of secretive factions, are deeply committed to their
ideologies. Though often pacifistic, they defend themselves when necessary.
Many join for survival, finding solace and optimism in communal religious
practices. Enigmatic cults establish remote communes in desolate or uncharted
areas to practice undisturbed. However, caution is needed, as while some seem
ordinary, many are wary of outsiders and react strongly to perceived threats.
“To survive in this world is an act of faith.”
-local cultist in ruins of Utah
Armor Bonus 11 (leather armor)
Speed 30 ft.
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Challenge 1/8 (25 XP)
Devotion. The cultist has advantage on checks against being charmed or
frightened.
Reckless Raider: The Cult Fanatic can decrease their AC by 3 to make an extra
attack as a free action. This fits their zealotry and willingness to sacrifice
personal safety to inflict harm on those they see as sinful or blasphemous.
Will to Live: The fanatic can use a bonus action to grant a d6 Inspiration die to
a creature within 60 feet, representing their ability to rouse allies into a fervor.
This fits with their role as zealots who can inspire their followers to greater acts
of devotion.
Stealth Camper: The Cult Fanatic can use a bonus action to take the Hide
action. This ability aligns with the idea that cultists often operate from the
shadows, ambushing their victims and evading capture in the chaotic
wasteland.

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Actions
Revolver. Ranged Weapon Attack: +3 to hit, range (60/120 ft.), one target.
Attack Bonus: +3

Pit Fighter
In the Wasteland's desolate landscape, Pit Fighters engage in fierce
combat, entertaining rowdy audiences with their relentless clashes. Fighters
range from savage combatants fighting for survival to seasoned duelists who
demand substantial fees and rarely fight to the death.
“Stai entrando in un mondo di dolore. (You’re entering a world of pain.)”
-Pit Fighter warning challenger in the New Rome Coliseum
Armor Bonus +4 (Riot shield)
Speed 30 ft.
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Challenge 5 (1,800 XP)
Brave. The Pit Fighter has advantage on checks against being frightened.
Brute. A melee weapon deals one extra die of its Attack Bonus when the Pit
Fighter hits with it (included in the attack).
One-On-One: The Pit Fighter gains a +2 bonus to Attack Bonus rolls when
wielding a melee weapon in one hand with no other weapons. This perk
complements the Pit Fighter's melee focus, making their sword and shield
combination even deadlier in close combat.
Reckless Raider: The Pit Fighter can decrease their Armor Bonus by 3 to make
an extra attack as a free action. This perk enhances the Pit Fighter's offensive
capabilities, allowing them to deal more Attack Bonus at the risk of reduced
defense, which fits the high-risk, high-reward style of a pit fighter.
Iron Toughness: The Pit Fighter gains toughness points equal to their level
times their Will die, usable to reduce Attack Bonus by half. This perk boosts the
Pit Fighter's survivability, allowing them to withstand more punishment in
prolonged battles, which is essential for enduring brutal arena fights.
Actions
Multiattack. The Pit Fighter makes three melee attacks or two ranged attacks.
Sword. reach 5 ft., one target. Attack Bonus: +6, Durability: 20 strikes

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Shield Bash. reach 5 ft., one creature. Attack Bonus: +4. If the target is a
Medium or smaller creature, it must succeed on a DC 15 Power check or be
knocked prone. Durability: 24 strikes.
Hunting Pistol. range (80/200), one target. Attack Bonus: +5.
Reactions
Parry. The Pit Fighter adds 3 to its Armor Bonus against one melee attack that
would hit it. To do so, the Pit Fighter must see the attacker and be wielding a
melee weapon.

Survivalist
In the unforgiving wastelands, survivalists epitomize resilience. Armed
with weapons and unwavering determination, they fight for payment or defend
cherished beliefs and valuables. In a harsh landscape where survival is a daily
battle, survivalists are stalwart guardians, navigating perilous terrain with
purpose beyond mere survival. Whether for payment or staunch protection of
convictions, these warriors embody endurance in a desolate world.
“Armed with grit and determination.”
-the first survivalist to emerge to the surface after the war
Armor Bonus +3 (tactical vest)
Speed 30 ft.
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Challenge 3 (700 XP)
Will to Live: This perk allows the Survivalist to inspire allies, granting a d6
Inspiration die to a creature within 60 feet as a bonus action. The creature can
add this die to an ability check or attack roll within the next 10 minutes. With a
Legend die of +0, the Survivalist can use this once per long rest, and the die size
will increase with levels, improving their capability to support allies in critical
moments.
Iron Toughness: This perk grants the Survivalist toughness points equal to their
level times their Will die, usable to reduce Attack Bonus by half. With a Will die
of +2, the Survivalist will gain extra durability, making them harder to bring
down in the heat of battle.
Wilderness Survivor: Gaining advantage on Survival checks complements the
Survivalist's theme perfectly, enhancing their ability to navigate and thrive in

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the harsh conditions of the wasteland. This perk reflects their deep knowledge
of the terrain and their experience in enduring the unforgiving environment.
Actions
Multiattack. The Survivalist makes two sword attacks. If it has a machete
drawn, it can also make a machete attack.
Sword. reach 5 ft., one target. Attack Bonus: +6, Durability: 20 strikes
Machete. reach 5 ft., one target. Attack Bonus: +4, Durability: 15 strikes
Light Machine Gun. range (60/180) ft., Full-Auto (30x30, DC 20), one target.
Attack Bonus: +6

Mutie (Undead)
Following the conclusion of the War, the surge in radiation levels reached
an unprecedented intensity, giving rise to a novel and formidable manifestation
of cancer. This distinctive form of cancer, unlike conventional occurrences,
exhibits a notably infectious nature. Affected individuals undergo a striking
transformation, characterized by a dark green hue to their skin, accompanied
by a luminous bright green glow in their eyes and mouths. The progression of
the affliction encompasses the skin, muscles, and ultimately, the skeletal
structure, while remarkably preserving the integrity of vital organs and essential
bodily systems.
Interestingly, the victim's neural tissue remains immune to cancerous
growth; however, it undergoes alterations induced by the radiation, fostering
increased aggression and instinctual behavior. The resultant metamorphosis
renders the individual grotesque and deformed, effectively severing ties to their
former humanity. In a marked deviation from normal human behavior, these
mutated beings exhibit a propensity for aggressive actions, attacking anyone
they encounter on sight, with the exception of their mutated peers, with whom
they form packs.
Paradoxically, despite their nightmarish appearance and behavior, these
mutated entities exhibit a need for sleep and nutrients, highlighting an
unexpected intersection between their mutated state and basic biological
requirements. These mutated beings, referred to as "Muties," roam the desolate
wasteland, becoming a haunting presence for those navigating the post-war
world. The spread of the disease occurs through two distinct mechanisms: direct
confrontation resulting in fatalities and an enigmatic process of random viral
contraction, adding an element of uncertainty to the transmission dynamics.

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Sicko
Sickos are individuals infected with the Mutie virus, displaying early signs
such as green skin and a dim green glow in their eyes and mouth. They usually
stay in this state for about a month, though it’s a very agonizing month. Their
muscles and skin show cancerous growths and begin to deteriorate in power
and physical will, but vital organs and neural tissues remain unaffected. While
they retain some smarts, they often experience short episodes of feral rage,
lasting 10 seconds to 5 minutes, indicating a decline in cognitive functions and
memory. Sickos typically isolate themselves, repetitively recounting stories, their
names, and memories to delay mental deterioration. Muties don’t attack sickos.
“My name is… Roger.”
-Sicko talking to himself to prevent sickness
Medium humanoid
Speed: 30 ft.
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Attack Bonus Resistances: Poison
Condition Immunities: Frightened, Poisoned
Senses: Nightvision 60 ft.
Challenge: 2 (450 XP)
Aggressive Behavior. The Sicko has advantage on melee attack rolls against
any creature that is not a Mutie or Sicko.
Pack Tactics. The Sicko has advantage on an attack roll against a creature if at
least one of the Sicko's allies is within 5 feet of the creature and the ally isn't
incapacitated
Luminous Eyes and Mouth. The Sicko emits dim light in a 5-foot radius from
their eyes and mouth.
Actions
Attack: D6

Fresh Mutie
The "Mutie", emerging in the last twelve months, represents an initial
stage of mutation progression. While individually vulnerable, they pose a
significant threat in groups or low-light conditions. At this stage, Muties have
nascent tumors and impaired cerebral functions, with speculation that remnants

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of human cognitive presence persist. Audible attempts to articulate words
suggest a struggle between mutated and human aspects.
“My -RAHG- name is -RAAAHHHGGG.”
-Fresh mutie attempting to speak
Speed 30 ft.
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Attack Bonus Immunities Radiation
Challenge 1/4 (50 XP)
Radiation Feeder. When the fresh Mutie takes radiation Attack Bonus, it heals
an equal amount of hit points instead.
Actions
Attack: D10

Hardened Mutie
The category known as Hardened Muties represents individuals who are
in the intermediate phase of their transformative process, a state that has
manifested within the last four years. Characterized by the presence of tumors
that have undergone partial hardening, effectively serving as a form of
protective armor, these growths continue to develop. Simultaneously, the
cerebral takeover is complete, leaving no remnants of the original human entity.
In essence, Hardened Muties embody a stage wherein both physical and
cognitive transformations are in progress, marking them as a prevalent and
formidable subtype within the Mutie population.
“That wasn’t your friend anymore.”
- survivalist delivering bad news to a local settler
Armor Bonus +1
Speed 30 ft.
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Attack Bonus Immunities Radiation
Challenge 1/2 (100 XP)
Radiation Feeder. When the Mutie takes radiation Attack Bonus, it heals an
equal amount of hit points instead.

141
Sneak Attack. This creature gets advantage on stealth attacks. The player must
throw an Instinct (perception) check to avoid being taken by surprise.
Actions
Attack: D12

Killer Mutie
This marks the evolutionary progression into the third stage of the Mutie,
a developmental phase that has transpired within a span of fewer than seven
years. At this juncture, the creature's integument exhibits a transformative
change, adorned with pliable yet solidified tumors. Simultaneously, the
muscular structure undergoes a substitution process, wherein tumors gradually
supplant the original muscle tissue, delineating a notable shift in the organism's
physiological composition.
“God, please don’t see me.”
-Survivor sneaking past killer mutie
Armor Bonus +2
Speed 30 ft.
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Attack Bonus Immunities Radiation
Challenge 2 (450 XP)
Radiation Feeder. When the Mutie takes radiation Attack Bonus, it heals an
equal amount of hit points instead.
Actions
Attack: D12

Bulk Mutie
The fourth evolutionary stage of Muties, emerging in the last decade,
exhibits a distinctive combination of mutated traits that amplify human physical
characteristics. Standing over 8 feet tall and weighing over 400 pounds, they
possess solidified tumors, muscular mass, and robust bone structures, granting
exceptional Power. Their thick, resilient skin, covered in isolated yet consolidated
tumors, contributes to their formidable stature. With continuously growing and
expanding tumors within muscular tissues, they resemble intensely bulked-up
linebackers, making them powerful specimens within the Muties classification.

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“Those things can bust though concrete so we best get the fuck out of here”
-Survivor after spotting a bulk mutie
Armor Bonus +3
Speed 30 ft.
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Attack Bonus Immunities Radiation
Challenge 2 (450 XP)
Reckless. At the start of its turn, the bulk Mutie can gain advantage on all
attack rolls during that turn, but attack rolls against it have advantage until the
start of its next turn.
Radiation Feeder. When the Mutie takes radiation Attack Bonus, it heals an
equal amount of hit points instead.
Actions
Attack: D20

Mega Mutie
In their fifth developmental stage, Mega Muties have emerged within the
last fifteen years, undergoing significant physiological transformation.
Hardened tumors have replaced nearly all original skin and muscle tissue,
leading to substantial increases in physical dimensions. Standing up to 16 feet
tall and weighing up to 800 pounds, Mega Muties exemplify dynamic biological
evolution and profound molecular-level alterations, underscoring their
formidable stature.
“We’re all gonna die.”
-Guard after spotting a mega mutie coming for his town
Armor Bonus +4
Speed 30 ft.
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Attack Bonus Immunities Radiation
Challenge 4 (1,100 XP)

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Reckless. At the start of its turn, the super mutant can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it have
advantage until the start of its next turn.
Radiation Feeder. When the Mutie takes radiation Attack Bonus, it heals an
equal amount of hit points instead.
Actions
Attack: D20

Super Mutie
The Super Mutie is the ultimate evolutionary phase. It would have
emerged within the last two decades. Standing at an imposing 20 feet tall and
weighing over two tons, they are the largest and most formidable among Mutie
variations. Undergoing a radical transformation, their anatomy is entirely
supplanted by rigid and hardened tumors. Combat with a Tumor Walker is
exceptionally perilous due to its enhanced size and formidable tumor-based
structure, making it a nearly insurmountable adversary. Surviving an encounter
proves exceedingly challenging, with confronting this mutated behemoth often
leading to inevitable and fatal consequences.
“Fuck.”
-Merc before being stepped on by Super Mutie
Armor Bonus +5
Speed 50 ft.
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Attack Bonus Immunities Radiation
Challenge 22 (41,000 XP)
Giant Smash. If a creature is attacked by a tumor walker, it doesn’t get an
armor bonus.
Legendary Resistance (3/Day). If the Super Mutie fails a check, it can choose
to succeed instead.
Radiation Feeder. When the Mutie takes radiation Attack Bonus, it heals an
equal amount of hit points instead.
Actions
Attack: D20

144
Frightful Presence. Each creature of the Super Mutie’s choice that is within 120
feet of the tumor walker and aware of it must succeed on a DC 19 Instinct check
or become frightened for 1 minute. A creature can repeat the check at the end
of each of its turns, ending the effect on itself on a success. If a creature's check
is successful or the effect ends for it, the creature is immune to the behemoth’s
Frightful Presence for the next 24 hours.

Mutants
Mutants are a common sight. Many humans, while not contracting the
mutie virus, were still affected by radiation. This has caused a very small
percentage of humans to mutate early after the Last War and have spread out
to inhabit the wasteland.

Brute
Brute
Description:
Brutes are towering figures of raw muscle and aggression. Their skin is thick,
scarred, and discolored, often tinged with the sickly hues of radiation burns.
They wield makeshift weapons with terrifying strength, their crude
craftsmanship overshadowed by the brute force behind their attacks. Brutes
tend to wear salvaged armor pieces, cobbled together from scrap, giving them
a haphazard but functional appearance. Their deep, guttural voices often carry
curses or growls as they charge into battle.
"Get outta my sight, or I'll turn ya into paste!"
– Brute threatening a scavenger
Medium Humanoid (Mutant)
Speed 30 ft.
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Senses Nightvision 60 ft.
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the Brute can move up to its speed toward a
hostile creature that it can see.
Actions

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Homemade Greataxe. reach 5 ft., one target. Attack Bonus: +7. Durability: 22
Lever-Action Rifle. range (90/600) ft., one target. Attack Bonus: +5

Ghost People
Shrouded in eerie hazmat suits reinforced with leather, the Ghost People are a
haunting presence in the wasteland. Their movements are unnervingly silent,
and their glowing eyes peer out from the cracked visors of their ancient suits.
Survivors whisper of their immortality, claiming they rise again unless
completely destroyed. Ghost People are rarely seen in groups, lurking in
irradiated ruins and attacking with swift precision before vanishing like
shadows.
"Never look them in the eyes. Once they see you, they don’t stop until you’re
down—or worse."
– A survivor warning a traveler
Medium humanoid (Mutant)
Armor Bonus +4 (Reinforced Leather Armor, Hazmat Suit)
Speed 40 ft., climb 10 ft.
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Attack Bonus Immunities Radiation
Condition Immunities charmed
Senses Nightvision 60 ft.
Challenge 3 (700 XP)
Immortal. Ghost people cannot be killed unless they are dismembered. Instead
they will be knocked unconscious instead of death for 10 minutes.
Surprise Attack. If the ghost person surprises a creature and hits it with an
attack during the first round of combat, the target takes an extra +2 Attack
Bonus from the attack.
Hazmat Suit. Immune to radiation or diseases.
ACTIONS
Multiattack. The ghost person makes two melee attacks.
Spear. reach 5 ft. or range 20/60 ft., one target. Attack Bonus: +4, Durability: 14
strikes
Knuckle Duster. reach 5 ft., one target. Attack Bonus: +2, Durability: 10 strikes

146
Molotov. Throwable Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 4
(2d4) burning energy Attack Bonus. Blast (5x5, DC 8).

Wendigo
Wendigos are towering, emaciated figures with elongated limbs, jagged claws,
and a maw filled with sharp teeth. Their gaunt forms are wrapped in sinewy
muscle, and their pale, mottled skin is stretched tight over their skeletal frames.
Eyes that glow faintly in the dark, combined with their unnatural movements
and chilling screams, make them an apex predator in the wasteland. They are
often found in dense forests or mountainous regions, stalking their prey with
eerie patience. Wendigos are known for their mimicry, luring victims with
familiar voices before unleashing terror.
“Help me! Please, don’t leave me here!”
– Mimicry of a Wendigo, moments before it strikes
Large Humanoid (Mutant)
Speed 40 ft., climb 40 ft.
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Attack Bonus Immunities Radiation, poisoned
Condition Immunities frightened, poisoned.
Senses Nightvision 60 ft.
Challenge 8 (3,900 XP)
Keen Smell. The wendigo has advantage on Instinct (Perception) checks that
rely on smell.
Regeneration. The wendigo regains 10 hit points at the start of its turn. If it
takes explosive or fire Attack Bonus, this trait doesn't function at the start of its
next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn't
regenerate.
Ambusher. The wendigo has advantage on attack rolls against any creature it
has surprised.
Masks of the Wild. The wendigo can attempt to hide even when it is only lightly
obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Mimicry. The wendigo can mimic any sounds it has heard, including voices. A
creature that hears the sounds can tell they are imitations with a successful DC
14 Instinct (Insight) check.

147
Pounce. If the wendigo moves at least 20 feet straight toward a creature and
then hits it with a claw attack on the same turn, that target must succeed on a
DC 13 Power check or be knocked prone. If the target is prone, the wendigo can
make one bite attack against it as a bonus action.
ACTIONS
Attack: D20
Frightful Scream. Each creature of the wendigo's choice within 30 feet of it
must make a DC 15 Instinct check or become frightened for 1 minute. A
frightened creature can repeat the check at the end of each of its turns, ending
the effect on itself on a success. If a creature's check is successful or the effect
ends for it, the creature is immune to the wendigo's Frightful Presence for the
next 24 hours.

Tunneler
Tunnelers are sinewy, hunched creatures with thick, pale, almost translucent
skin. They have powerful claws that can tear through rock, making them
masters of subterranean travel. With milky, unseeing eyes and heightened other
senses, they navigate through the dark with unsettling precision. Their
sensitivity to light makes them prefer caves, ruins, and other shadowed locales.
Encountering a Tunneler in its domain is a death sentence for the unprepared.
“You hear that scratching? It’s coming from under us.”
– A survivor, moments before being attacked
Medium Humanoid (Mutant)
Speed 40 ft., climb 40 ft., swim 40 ft.
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Attack Bonus Immunities Poison, Radiation
Senses blindsight 30 ft., Nightvision 120 ft.
Challenge 7 (2,900 XP)
Sensitive Eyes. If a tunneler takes fire Attack Bonus, it must succeed a DC 15
Legend check. On a failure, it becomes frightened of the creature that dealt the
Attack Bonus for 1 minute. It may reattempt this check at the end of each of its
turns.
ACTIONS
Multiattack. The tunneler makes three attacks.

148
Attack: D20

Robots
Robots roam the wasteland, either extremely hostile or aimlessly wandering.

Security Bot
Security Bots are relics of a bygone era, designed to maintain order. With a
compact frame, they roll or march with an air of duty, their bluntly glowing
optics scanning for threats. While not overly powerful, they are persistent and
precise, capable of wielding pistols and batons to subdue any perceived
violators of their programmed laws.
"Stay back, or it’ll treat you like a threat—whether you are or not."
– Survivor warning a scavenger.
Medium Robot
Speed 25 ft.
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Attack Bonus Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius)
Challenge 1 (200 XP)
Actions
Multiattack. The armor makes two melee attacks.
Pistol. range 50/150 ft., one target. Attack Bonus: +3
Baton. reach 5 ft., one target. Attack Bonus: +3

Riot Bot
Massive and imposing, Riot Bots were designed to suppress civil unrest.
Equipped with a reinforced riot shield and advanced combat algorithms, they
are a walking fortress. Their metal frames are marred by dents and scorch
marks, a testament to their violent past. Despite their age, they are relentless in
their mission to control and protect.

149
"You don’t fight a Riot Bot—you run, and you don’t stop until you’re sure it’s
gone."
– Wasteland rebel leader.
Large Robot
Armor Bonus +4
Speed 30 ft.
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Attack Bonus Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Nightvision 60 ft.
Challenge 7 (2,900 XP)
Actions
Baton. reach 5 ft., one target. Attack Bonus: +3
Reactions
Shield. When a creature attacks the robot bot, the riot shield grants a +4 bonus
to the wearer's Armor bonus if the guardian is within 5 feet of the wearer.

Robobrain
A grotesque fusion of human and machine, Robobrains are unnerving to
encounter. A preserved human brain encased in glass atop their mechanical
bodies lends them a sinister air. They are unsettlingly intelligent and prone to
philosophical musings, though their primary function remains warfare. With
assault rifles mounted and tracks that grant stability, they’re a blend of logic
and lethality.
"If you hear it speaking, don’t answer—it’ll talk circles around you until you
forget why you’re there."
– Mercenary warning a rookie scavenger
Medium Robot
Speed 25 ft.
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Attack Bonus Immunities Radiation
Condition Immunities poisoned

150
Senses Nightvision 120 ft.
Challenge 5 (1,800 XP)
Treads. The robobrain has advantage against being moved against its will.
ACTIONS
Assault Rifle. range 60/300 ft., one target. Attack Bonus: +5

Fighter Bot
Sleek and deadly, Fighter Bots are engineered for combat. They carry tools of
destruction like buzz saws and flamethrowers, leaving scorched and shredded
wastelands in their wake. Despite their heavy armament, they move with
unsettling agility, always ready to engage with a precision that’s as terrifying as
it is efficient.
"This one isn’t just for scaring people off—it’s built to kill, and it’s damn good at
it."
– Mechanic after dismantling a deactivated Fighter Bot.
Medium Robot
Speed 30 ft
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Attack Bonus Immunities Radiation
Condition Immunities charmed, exhaustion, poisoned
Senses Nightvision 60 ft.
Challenge 5 (1800 XP)
ACTIONS
Buzz Saw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Attack
Bonus: +4
Flamethrower. Rrange (60/120), spread (20x20, DC 20). Attack Bonus: +10

Tank Bot
Lumbering and indomitable, Tank Bots are the apex of battlefield automation.
Their red headlamps cast an eerie glow over their massive frames, and the roar
of their minigun or RPG serves as a death knell. While slow, their sheer firepower
and resilience make them a threat to entire settlements.
"It’s like someone strapped an entire warzone to a robot and said, ‘Have fun.’"
– Survivor recounting an escape from a Tank Bot ambush

151
Large Robot
Speed 20 ft.
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Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified,
poisoned
Challenge 7 (2,900 XP)
Headlamp. The Tank Bot projects a red dim light in a 45-foot cone.
ACTIONS
Minigun. range 30/300 ft., one target. Full Auto: 30x30, DC 25. Attack Bonus: +15.
RPG. range 100/200 ft., Attack Bonus: +12. Blast 15x15 feet, AGL DC 15.

RoboCop
RoboCops are precision enforcers of justice, or at least their outdated
interpretation of it. Their humanoid designs grant them an uncanny
resemblance to their creators, but their cold, calculating demeanor quickly
dispels any notion of humanity. They are tireless, repairing themselves
mid-combat, and equipped with both firearms and grenade launchers to ensure
compliance.
"The laws it enforces? Whatever it remembers from the old days. Hope they
don’t conflict with yours."
– Wanderer after narrowly escaping a RoboCop
Medium Robot
Speed 30 ft.
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Condition Immunities charmed, exhaustion, frightened, petrified, poisoned,
unconscious
Challenge 7 (2,900 XP)
Repair Protocol. The RoboCop regains 1d4 + 1 hit points at the beginning of
each of its turns.
ACTIONS
Machine Carbine. range 50/150 ft. Attack Bonus: +4
Grenade Launcher. range 50/150 ft. Attack Bonus: +8

152
Multi Bot
Multi Bots are the Swiss army knives of robots. Their small frames belie their
versatility, as they are capable of switching between various tasks with ease.
Often underestimated, their adaptability makes them a consistent threat,
especially when deployed in groups. Their processor shell grants surprising
durability, turning critical damage into mere scratches.
"It’s not the strongest, but its versatility makes it unpredictable. Don’t
underestimate it."
– Wasteland strategist briefing a hunting party.
Medium Robot
Speed 20 ft.
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Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified,
poisoned
Challenge 3 (700 XP)
Processor Shell. A Multi Bot can treat the first critical hit scored on it as a
normal hit.
ACTIONS
Pistol. range 50/150 ft., one target. Attack Bonus: +3

Animals
In the desolate expanses of the wasteland, formidable creatures roam—a
testament to the relentless forces of mutation and evolution. While many have
undergone profound changes in their biology, some resilient beings have
managed to cling to the vestiges of their original forms amidst the unforgiving
landscape.
These wasteland beasts, iconic in their tenacity, exhibit fascinating
adaptations that allow them to endure the harsh conditions of their
surroundings. Their genetic makeup reflects a delicate balance between survival
and adaptation, as they navigate the treacherous landscapes that define their
existence.
It is worth noting that these formidable creatures boast diverse
subspecies, each uniquely adapted to the specific challenges posed by different

153
regions of the world. Despite these regional variations, their fundamental
attributes and capabilities remain remarkably consistent. These creatures,
embodying the essence of the wasteland, stand as living testaments to the
ongoing struggle for survival in a world forever altered by cataclysmic events.

Chest Pounder (mutated ape)


The formidable creature known as the Chest Pounder, a product of
relentless mutations, boasts a menacing visage characterized by a vast array of
sharp teeth that line its large and feral mouth. Towering in stature, its long,
sinewy arms extend all the way to the ground, terminating in the ominous
presence of wickedly curved claws. This mutated ape embodies the harsh and
savage environment of the wasteland, a testament to the unforgiving forces
that have shaped its physiology into a formidable force to be reckoned with. The
Chest Pounder's primal features and grotesque adaptations make it a truly
formidable adversary in the desolate landscapes of the post-apocalyptic world.
Speed 40 ft., climb 40 ft.
PWR AGL WIL SMT WIS LGN
D20 D8 D12 D4 D6 D10
Challenge 7 (2,900 XP)

Ape
The Ape, a formidable denizen of the wasteland, emerges as a robust and
hairy creature boasting opposable thumbs, a feature that sets it apart in the
harsh, post-apocalyptic landscape. Its stout physique is complemented by a
pronounced muzzle, adding to its imposing presence. Notably, the Ape sports a
vividly colored hindquarters, a striking detail that catches the eye amid the
desolation. In this unforgiving world, the Ape navigates its surroundings with a
unique blend of Power and agility, making it a noteworthy entity in the intricate
tapestry of the wasteland's fauna.
Speed 30 ft., climb 30 ft.
PWR AGL WIL SMT INS LGN
D12 D20 D10 D4 D8 D6
Challenge 0 (10 XP)
Special Ability Scores

154
Pack Tactics. The baboon has advantage on an attack roll against a creature if
at least one of the baboon’s allies is within 5 feet of the creature and the ally
isn’t incapacitated.

Scorched Wing (mutated bat)


Scorched Wing, the formidable offspring of a mutated bat, looms like a
dark harbinger in the desolate wastelands. Comparable in size to a horse, this
ominous creature sports a shroud of black and brown fur that conceals a
blood-caked muzzle. When it unleashes its spine-chilling shriek, the long,
yellowed fangs within are laid bare, serving as a haunting testament to its
insatiable thirst for blood.
Unlike their diminutive ancestors, Scorched Wings have evolved into apex
predators that no longer rely on stealth and patience to feast on the lifeblood of
their prey. With their towering stature, they have transcended the need to stalk
slumbering victims, instead dominating the wasteland skies, seizing fresh blood
with the imposing might of their wings. The wasteland echoes with the haunting
calls of Scorched Wings, a macabre reminder of the mutated adaptations that
define survival in this post-apocalyptic realm.
Speed 10 ft., fly 60 ft.
PWR AGL WIL SMT INS LGN
D12 D20 D10 D4 D12 D6
Senses blindsight 60 ft.
Challenge 2 (450 XP)
Special Ability Scores
Echolocation. The bat can’t use its blindsight while deafened.
Keen Hearing. The bat has advantage on Instinct (Perception) checks that rely
on hearing.

Bear
The formidable bear, a denizen of the desolate wastelands is an
omnivorous creature that finds its habitat amidst the remnants of a
once-thriving wilderness. In this post-apocalyptic realm, the bear generally
poses no imminent threat, its nature mirroring that of its pre-cataclysmic
ancestors. However, this beast can swiftly transform into a relentless adversary

155
if provoked, especially when it comes to safeguarding its precious cubs or
securing its scarce food supply.
Within the harsh landscapes of the wasteland, survival is an ongoing
struggle, and the bear navigates this unforgiving environment with a keen
instinct for self-preservation. Its powerful presence serves as a testament to the
adaptability of wildlife in the aftermath of catastrophe. Explorers and survivors
traversing these desolate lands must exercise caution and respect the territorial
boundaries of these majestic creatures to avoid invoking the wrath of a
protective bear, whose fury can be as relentless as the harsh wasteland itself.
Speed 40 ft., climb 30 ft.
PWR AGL WIL SMT INS LGN
D20 D8 D10 D6 D12 D4
Challenge 1/2 (100 XP)
Special Ability Scores
Keen Smell: The bear has advantage on Instinct (Perception) checks that rely
on smell.

ThunderBird (mutated eagle)


In the desolation of the Wasteland, the ThunderBird, a creature inspired
by ancient Native American myth, reigns as a formidable force. Mutated beyond
recognition, its once majestic plumage now forms a patchwork of vibrant and
faded hues, while its wings cast ominous shadows on the unforgiving terrain.
With a beak resembling a dagger, honed by the cruel forces of mutation, the
ThunderBird fearlessly descends upon its prey, leaving a trail of destruction in
its wake. Its eyes, glowing with an unnatural intensity, reflect a primal smarts
shaped by instinct and the harsh realities of its existence. A living embodiment
of myth and nightmare, the ThunderBird roams the Wasteland, a grotesque
fusion of ancient legend and the relentless mutations that define this
post-apocalyptic world.
Speed 10 ft., fly 60 ft.
PWR AGL WIL SMT INS LGN
D20 D12 D8 D6 D10 D4
Challenge 13 (10,000 XP)
Special Ability Scores
Keen Sight. The thunderbird has advantage on Instinct (Perception) checks that
rely on sight.

156
Pack Tactics. The thunderbird has advantage on an attack roll against a
creature if at least one of the hawk’s allies is within 5 feet of the creature and
the ally isn’t incapacitated.

Camel
In the desolate expanse of the Wasteland, a weathered and grizzled
one-humped camel stands, its countenance reflecting an air of perpetual
vexation. Adorned with a makeshift bridle and saddle, the creature bears the
scars of countless journeys through the harsh and unforgiving terrain. Its fur, a
patchwork of earthy tones, tells a tale of survival in the face of relentless
adversity. The camel's eyes, sunken and weary, hint at a profound resilience
acquired through enduring the trials of the wastelands. Every step it takes
seems to echo the hardships of its existence, making it not just a mere beast of
burden but a living testament to the harsh realities of this post-apocalyptic
world.
Speed 50 ft.
PWR AGL WIL SMT INS LGN
D20 D8 D12 D6 D10 D4
Challenge 1/8 (25 XP)

Cat
The diminutive feline navigates the desolate landscape with a sinuous
elegance, its lithe form a blend of hardened survival instincts and a subtle hint
of feral grace. Its fur, a patchwork of muted earth tones, serves as effective
camouflage amidst the barren wastes. Striking, predatory eyes, a vibrant
amalgamation of amber and emerald, scan the environment with a keen
curiosity, occasionally revealing a glint of the creature's inherent cunning. Its
agile movements betray a silent efficiency, and despite its small stature, there's
an undeniable air of ferocity that radiates from the creature. In this harsh,
unforgiving wasteland, it is both a masterful survivor and, as rumors would have
it, a mischievous troublemaker, embodying the duality of nature's resilience and
its untamed unpredictability.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D4 D20 D6 D10 D12 D8

157
Challenge 0 (10 XP)
Special Ability Scores
Keen Smell. The cat has advantage on Instinct (Perception) checks that rely on
smell.

Centi-Killer (Mutated Centipede)


The Centi-Killer, a grotesque mutation borne from the harsh crucible of
the Wasteland, manifests as an immense and sinuous aberration. Its elongated
form, composed of numerous articulated segments, undulates with an
unsettling grace as it prowls the desolate landscape. The creature's exoskeleton,
mottled with sickly hues of decay and radiation, hints at its nightmarish origin.
Venomous mandibles, dripping with a potent toxin, writhe and pulse
rhythmically, poised to strike and incapacitate unsuspecting prey. The creature's
eerie presence is accentuated by the subtle hum of mutated chitin scraping
against itself, creating an unsettling symphony of dread for those who
encounter this monstrous centipede in the unforgiving wastelands.
Speed 30 ft., climb 30 ft.
PWR AGL WIL SMT INS LGN
D10 D20 D6 D4 D12 D8
Senses blindsight 30 ft.
Challenge 1/4 (50 XP)

Hard Back (mutated crab)


The formidable Hard Back, a grotesque mutation borne of the harsh
wasteland, is an imposing sight, towering at a height of five feet. Its
exoskeleton, armored and weathered, presents a rugged facade that has
evolved to withstand the brutal conditions of its environment. The crab's
massive, menacing pincers, adorned with jagged edges and mutated growths,
serve as both weapons and symbols of its adaptation to the harsh realities of
the post-apocalyptic world. The creature's movements are deliberate and
lumbering, a testament to the Power and resilience embedded in its mutated
form, making it a formidable adversary in the unforgiving wastelands.
Speed 30 ft., swim 30 ft.
PWR AGL WIL SMT INS LGN
D20 D8 D12 D6 D10 D4

158
Senses blindsight 30 ft.
Challenge 1/8 (25 XP)
Special Ability Scores
Amphibious. The crab can breathe air and water.

Swamp Tooth (mutated Crocodile)


The Swamp Tooth, a mutated crocodile that haunts the desolate
wastelands, presents a formidable spectacle with its grotesque and imposing
physique. This reptilian behemoth, bearing the scars of a mutated past, boasts
monstrous proportions that defy the conventional size of its unaltered
counterparts. Its scales, mottled with sickly hues of green and brown, exude an
otherworldly aura, evidence of the unnatural forces that have reshaped its form.
Towering over its non-mutated kin, the Swamp Tooth's jaw, adorned with
razor-sharp teeth, is capable of unleashing a tremendous bite, easily engulfing
creatures as large as a horse in a single savage motion. The creature's ominous
presence serves as a chilling testament to the harsh mutations that have taken
root in the unforgiving landscapes of the post-apocalyptic world.
Speed 30 ft., swim 50 ft.
PWR AGL WIL SMT INS LGN
D20 D8 D12 D6 D10 D4
Challenge 5 (1,800 XP)
Special Ability Scores
Hold Breath. The crocodile can hold its breath for 30 minutes.

Buck (mutated Deer)


Buck, a mutated deer, commands a formidable presence in the desolate
wastelands, towering at the height of a grown man at its shoulders. Its sinewy
form is adorned with a magnificent, many-tipped rack of antlers that proudly
crown its head, reminiscent of a regal crown worn by a post-apocalyptic
monarch. The creature's mutated physique showcases a fusion of Power and
resilience, with its fur carrying a weathered and coarse texture, adapted to
withstand the harsh elements of the unforgiving environment. As it moves with
an eerie grace, the mutated deer embodies a haunting elegance, a living
testament to the relentless forces that have shaped life in the aftermath of
societal collapse.

159
Speed 50 ft.
PWR AGL WIL SMT INS LGN
D20 D10 D12 D6 D8 D4
Challenge 1/4 (50 XP)

Eagle
The formidable eagle that dominates the desolate skies of the Wasteland
is a striking creature, its powerful presence accentuated by the dark, ominous
hue of its feathers. The majority of its plumage is a deep, almost obsidian black,
creating an imposing silhouette against the ashen backdrop of the
post-apocalyptic landscape. However, a stark contrast is found in the regal
crown of its head, where pristine white feathers form a majestic crest. This
interplay of dark and light not only underscores the bird's predatory prowess
but also adds an eerie, otherworldly elegance to its appearance. As it soars
above the desolation, its wings create shadows that dance across the barren
earth, a living embodiment of the harsh beauty that has emerged in the
aftermath of civilization's collapse.
Speed 10 ft., fly 60 ft.
PWR AGL WIL SMT INS LGN
D6 D20 D8 D10 D12 D4
Challenge 0 (10 XP)
Special Ability Scores
Keen Sight. The eagle has advantage on Instinct (Perception) checks that rely
on sight.

Elephant
In the desolate expanse of the Wasteland, lumbering creatures with
rugged, thick hides roam the barren landscape. Their formidable physiques are
adorned with massive ivory tusks that protrude menacingly from either side of
their robust frames. The tusks serve as both weapons and tools, hinting at the
creature's adaptability to its harsh environment. A long, sinuous snout extends
from the front of their faces, displaying a prehensile nature that enables them to
manipulate objects and navigate the treacherous terrain with surprising Agility.
The coarse texture of their skin, weathered and scarred by the unforgiving

160
wasteland elements, adds to the overall rugged and imposing appearance of
these formidable beings.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D20 D6 D12 D8 D10 D4
Challenge 4 (1,100 XP)
Special Ability Scores
Trampling Charge. If the elephant moves at least 20 feet straight toward a
creature and then hits it with a gore attack on the same turn, that target must
succeed on a DC 12 Power check or be knocked prone. If the target is prone, the
elephant can make one stomp attack against it as a bonus action.

Tongue Hopper (Mutated Frog)


The Tongue Hopper, a product of post-apocalyptic mutations, presents a
deceptive facade reminiscent of an ordinary frog, yet a closer inspection unveils
a plethora of sinister alterations. Its skin, damp and mottled, takes on a
disconcerting blackish-green hue, indicative of the pervasive corruption that
has seeped into its very essence. Despite its initially diminutive appearance, this
mutated amphibian has grotesquely expanded to the size of a child, amplifying
the unsettling nature of its existence. The creature's proportions seem distorted,
rendering it an aberrant amalgamation of the once-familiar and the
disturbingly aberrant, a testament to the harsh and volatile environment that
birthed it.
Speed 30 ft., swim 30 ft.
PWR AGL WIL SMT INS LGN
D12 D10 D8 D6 D20 D4
Senses night vision 30 ft.
Challenge 1/4 (50 XP)
Special Ability Scores
Amphibious. The tongue hopper can breathe air and water.
standing Leap. The tongue hopper’s long jump is up to 20 feet and its high
jump is up to 10 feet, with or without a running start.

161
Horse
In the desolate expanses of the post-apocalyptic wasteland, a lone
creature emerges, embodying both resilience and eeriness. This equine figure,
adapted to survive the harsh conditions of its environment, stands at an
imposing height, its sinewy frame adorned with a patchwork of weather-beaten,
coarse fur that varies in shades from ashen gray to a deep, dusty brown. Its
eyes, sharp and intelligent, betray a heightened awareness acquired through
years of navigating the unforgiving terrain. The creature's hooves, hardened by
the rugged landscape, echo with a distinct, metallic resonance as it traverses
the desolation, and its mane, tangled with remnants of long-forgotten
vegetation, adds an additional layer of mystique to its haunting presence. In
the twilight of the wasteland, this horse, a spectral guardian of survival, cuts a
silhouette against the backdrop of decay and desolation, a testament to the
endurance of life in a world forsaken by civilization.
Speed 60 ft.
PWR AGL WIL SMT INS LGN

D12 D10 D20 D6 D8 D4


Challenge 1/4 (50 XP)

Ram Horn (mutated Goat)


In the desolate expanses of the post-apocalyptic wasteland, a lone
creature emerges, embodying both resilience and eeriness. This equine figure,
adapted to survive the harsh conditions of its environment, stands at an
imposing height, its sinewy frame adorned with a patchwork of weather-beaten,
coarse fur that varies in shades from ashen gray to a deep, dusty brown. Its
eyes, sharp and intelligent, betray a heightened awareness acquired through
years of navigating the unforgiving terrain. The creature's hooves, hardened by
the rugged landscape, echo with a distinct, metallic resonance as it traverses
the desolation, and its mane, tangled with remnants of long-forgotten
vegetation, adds an additional layer of mystique to its haunting presence. In
the twilight of the wasteland, this horse, a spectral guardian of survival, cuts a
silhouette against the backdrop of decay and desolation, a testament to the
endurance of life in a world forsaken by civilization.
Speed 40 ft.

162
PWR AGL WIL SMT INS LGN
D12 D10 D20 D6 D8 D4
Challenge 1/2 (100 XP)
Special Ability Scores
Sure-Footed. The goat has advantage on Power and Agility checks made
against effects that would knock it prone.

Hawk
In the desolate expanse of the Wasteland, the Hawk stands as a symbol
of untamed prowess and survival. Falconers, discerning scavengers of this harsh
realm, cherish these majestic creatures not merely as trained hunting
companions but as loyal, fierce allies when nurtured from fledglings and
meticulously instructed. With wings spanning wide, their feathers bear the dusty
hues of the wasteland, camouflaging seamlessly with the rugged terrain. Sharp,
predatory eyes, gleaming with primal smarts, survey the desolation below,
honed by the unforgiving environment. Sinewy muscles ripple beneath the
weathered plumage, a testament to their adaptability and resilience in the face
of the Wasteland's relentless challenges. In the hands of a skilled falconer, a
Hawk becomes a living embodiment of survival and symbiotic partnership in a
world where every ally, even the avian ones, is a precious asset.
Speed 10 ft., fly 60 ft.
PWR AGL WIL SMT INS LGN
D6 D20 D4 D10 D12 D8
Challenge 0 (10 XP)
Special Ability Scores
Keen Sight. The hawk has advantage on Instinct (Perception) checks that rely
on sight.

Buster (mutated horse)


Buster, a formidable mutated horse, commands attention with its
imposing presence. Cloaked in a coat of jet-black fur, the creature emanates an
air of raw power. Its muscular frame is adorned with scars, a testament to the
countless battles it has endured. As Buster snorts and stamps the desolate
ground beneath, its eyes gleam with a mix of confidence and aggression,
revealing a hardened spirit that has adapted to the harsh realities of the

163
post-apocalyptic world. The sinewy veins beneath its onyx skin pulsate,
reflecting the Power within. This mutated steed is not merely a means of
transportation but a living embodiment of survival in a ravaged landscape.
Speed 60 ft.
PWR AGL WIL SMT INS LGN
D20 D10 D12 D6 D8 D4
Challenge 1/2 (100 XP)

Jackal (mutated dog)


In the desolate landscape of the Wasteland, the Jackal, a mutated
canine, presents a striking visage. Its fur, colored a blend of muted sandy tones,
shrouds a slender and agile frame reminiscent of a wolf, accentuated by its
gracefully short legs that navigate the harsh terrain with surprising Agility. The
creature's gaze is penetrating, its eyes dark brown orbs that seem to hold
mysterious smarts. Despite the mutations that have shaped its form, the Jackal
retains an innate loyalty and charm, embodying the paradox of a creature that
is both a formidable survivor and, in its own way, a very good dog.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D6 D12 D8 D10 D20 D4
Challenge 0 (10 XP)
Special Ability Scores
Keen Hearing and Smell. The jackal has advantage on Instinct (Perception)
checks that rely on hearing or smell.
Pack Tactics. The jackal has advantage on an attack roll against a creature if at
least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Kraken (mutated squid)


The Kraken, a grotesque mutation stemming from its squid origins, is a
monstrous terror haunting the desolate seas of the wasteland. Its appearance is
a grotesque amalgamation of mutated flesh, with mottled skin resembling a
sickly mix of algae and decay. This nightmarish cephalopod is an aggressive
force, capable of wreaking havoc upon entire ships and ensnaring sailors in its
horrific grip. The creature's true dimensions remain shrouded in mystery, but its

164
sinewy tentacles extend well beyond 100 feet, reaching out like nightmarish
appendages ready to drag anything unfortunate into the abyss. The mere
sighting of this abomination sends shivers down the spines of seasoned
mariners, prompting an immediate and desperate retreat. Those unfortunate
enough to find themselves within its domain are left with a chilling ultimatum:
flee with all possible speed, swim for dear life, or resign to fervent prayers,
hoping the Kraken is not hungry and does not find them within its twisted realm.
Speed 20 ft., swim 60 ft.
PWR AGL WIL SMT INS LGN

D20 D12 D20 D10 D10 D20


Attack Bonus Immunities Lightning, Bludgeoning, Piercing, and Slashing
Condition Immunities Frightened, Paralyzed
Challenge 23 (50,000 XP)
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and radiational
effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of
movement to escape from restraints or being grappled.
Siege animal. The kraken deals double Attack Bonus to objects and structures.
Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its
Fling.
Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud
in a 60-foot radius. The cloud spreads around corners, and that area is heavily
obscured to creatures other than the kraken.

Lion
The majestic beast, reminiscent of a lion, exhibits a formidable physique
as its taut muscles ripple beneath a coarse, weather-beaten hide. With a primal
grace, it exposes its menacing array of sharp fangs, each gleaming in the harsh
wasteland sunlight. The creature's mane, a wild and tangled mass of wiry hair,
adds to its imposing presence, framing its powerful visage. Its eyes, keen and
alert, reflect a primal smarts honed by survival in the unforgiving wastelands.
This lion, a testament to the harsh realities of the post-apocalyptic world, stands
as a fearsome embodiment of nature's relentless adaptation.
Speed 50 ft.
PWR AGL WIL SMT INS LGN

165
D20 D12 D10 D4 D6 D8
Challenge 1 (200 XP)
Special Ability Scores
Keen Smell. The lion has advantage on Instinct (Perception) checks that rely on
smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at
least one of the lion’s allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then
hits it with a claw attack on the same turn, that target must succeed on a DC 13
Power check or be knocked prone. If the target is prone, the lion can make one
bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Long Scale (mutated Lizard)


The Long Scale, a product of post-apocalyptic mutations, is a colossal
reptilian behemoth that serves multifaceted roles in the desolate wastelands.
Towering over the barren landscapes, this mutated lizard boasts an impressive
size, its scales intricately textured with a mosaic of iridescent hues that shimmer
in the harsh sunlight. The creature's anatomy reveals a robust build, its sinewy
muscles rippling beneath its scaled exterior, providing the necessary Power for
both carrying riders and serving as a draft animal. Survivors have ingeniously
repurposed these majestic beasts for various purposes, riding them as mounts,
utilizing them as reliable draft animals, and even forming bonds with them as
loyal companions. Furthermore, beneath the desolate surface of the wasteland,
subterranean giant lizards, distinguished by their adapted physiology, serve as
indispensable mounts and pack animals for the resourceful drow and other
subterranean dwellers navigating the treacherous depths of the
post-apocalyptic world.
Speed 30 ft., climb 30 ft.
PWR AGL WIL SMT INS LGN
D20 D10 D12 D4 D8 D6
Challenge 1/4 (50 XP)

166
Sucker (mutated octopus)
The Sucker, a grotesque mutation born of the post-apocalyptic wasteland,
manifests as a nightmarish spectacle. Its colossal, leathery body, bearing the
scars of radiation-induced deformities, undulates with an unsettling grace. From
its central mass, a tempest of tentacles emerges, each reaching an imposing
twenty feet in length. These appendages, once benign limbs of an octopus, have
transformed into lethal weapons, their motions exhibiting a deadly precision
that belies the creature's monstrous nature. The Sucker is a grotesque
testament to the twisted effects of the nuclear fallout, a harrowing embodiment
of the mutations that have taken hold in this desolate realm.
Speed 10 ft., swim 60 ft.
PWR AGL WIL SMT INS LGN
D20 D12 D10 D6 D8 D4
Senses nightvision 60 ft.
Challenge 1 (200 XP)
Special Ability Scores
Hold Breath. While out of the water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Agility (Stealth) checks
made while underwater.
Water Breathing. The octopus can breathe only underwater.
Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of
ink extends all around the octopus if it is underwater. The area is heavily
obscured for 1 minute, although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a bonus action.

Wise Wing (mutated owl)


The Wise Wing, a formidable mutated owl native to the desolate
Wasteland, stands as a majestic sentinel over the barren landscapes. Towering
in stature with ragged, ash-gray feathers that mimic the color of the desolation
surrounding it, this creature's once graceful wings have transformed into rugged
appendages, each feather etched with a hauntingly beautiful luminescence. Its
eyes, once a gleaming amber, now emit an eerie, otherworldly glow. The Wise
Wing's beak, now elongated and serrated, adds a touch of ferocity to its visage.
Despite its ominous appearance, this creature possesses a unique symbiosis
with fey and sylvan beings, forging an alliance that extends its guardianship to

167
the mutated woodlands of the Wasteland, where it navigates the twisted
branches with an eerie grace, ever watchful over its desolate realm.
Speed 5 ft., fly 60 ft.
PWR AGL WIL SMT INS LGN
D10 D20 D8 D4 D12 D6
Senses nightvision 120 ft.
Challenge 1/4 (50 XP)
Special Ability Scores
Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an
enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Instinct (Perception)
checks that rely on hearing or sight.

Panther
In the desolate wastelands, a formidable creature prowls, embodying
both grace and Power in equal measure. Its sleek, obsidian fur conceals a
sinewy physique, each movement accompanied by the subtle play of powerful
muscles beneath the ebon sheath. The creature's piercing, luminescent eyes
gleam with otherworldly smarts, surveying the desolation with an acute
awareness. The sinuous form of this wasteland panther, agile and stealthy,
melds seamlessly with the shadows that cling to the barren landscape, creating
an elusive and formidable presence in the harsh, post-apocalyptic terrain.
Speed 50 ft., climb 40 ft.
PWR AGL WIL SMT INS LGN
D10 D20 D8 D4 D12 D6
Challenge 1/4 (50 XP)
Special Ability Scores
Keen Smell. The panther has advantage on Instinct (Perception) checks that
rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature and
then hits it with a claw attack on the same turn, that target must succeed on a
DC 12 Power check or be knocked prone. If the target is prone, the panther can
make one bite attack against it as a bonus action.

168
Ratch (Mutated rat)
The Ratch, a grotesque mutation borne of the wasteland's harsh
conditions, manifests as a repulsive creature resembling a rat but grotesquely
magnified in size, akin to a small dog. Its once sleek and fur has transformed
into a coarse, matted covering, tainted by the filth and toxins of the
post-apocalyptic environment. The creature's elongated tail, now marked with
scabs and deformities, twists sinuously behind it. Its eyes, once ordinary, have
evolved into a pair of glittering orbs that reflect an unsettling smarts, an
adaptation to its mutated state. The Ratch epitomizes the nightmarish
consequences of the world's decay, a loathsome embodiment of survival in the
face of a ravaged landscape.
Speed 30 ft.
PWR AGL WIL SMT INS LGN
D8 D20 D12 D4 D10 D6
Senses nightvision 60 ft.
Challenge 1/8 (25 XP)
Special Ability Scores
Keen Smell. The rat has advantage on Instinct (Perception) checks that rely on
smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at
least one of the rat’s allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Raven
The raven, a resilient and adaptable creature endemic to the desolate
wasteland, embodies a striking amalgamation of survival instincts and
scavenging prowess. With a sleek, jet-black plumage that glistens under the
harsh sun, its beady eyes gleam with an intelligent glint, a testament to its
ability to navigate the treacherous terrain. Razor-sharp talons, well-suited for
both securing carrion and capturing nimble prey, extend from its robust,
charcoal-colored limbs. Its hooked beak, a formidable tool for tearing through
decaying flesh, attests to its role as a key player in the harsh ecosystem of the
wasteland. This omnivorous avian species demonstrates a remarkable
adaptability, feasting on a diverse diet that includes carrion, insects, discarded
food remnants, succulent berries, and even the occasional small creature that

169
crosses its path. The raven's ominous caw echoes through the barren landscape,
serving as both a harbinger of danger and a reminder of the harsh realities of
survival in this post-apocalyptic world.
Speed 10 ft., fly 50 ft.
PWR AGL WIL SMT INS LGN
D4 D20 D10 D8 D12 D6
Challenge 0 (10 XP)
Special Ability Scores
Mimicry. The raven can mimic simple sounds it has heard, such as a person
whispering, a baby crying, or an animal chittering. A creature that hears the
sounds can tell they are imitations with a successful DC 10 Instinct (Insight)
check.

Rhinoceros
The formidable wasteland-dwelling rhinoceros possesses a robust and
weathered frame, its low-slung head adorned with a formidable horn that juts
forward with a menacing curve. Its twisted ears, weathered by the harsh
elements, lie flat along the length of its neck, serving as both a testament to its
resilience and a practical adaptation to the unforgiving environment. The
creature's thick, armor-like hide is etched with scars, evidence of countless
battles surviving in the desolate terrain. Sun-bleached and imposing, the
rhinoceros navigate the barren wasteland with a powerful and deliberate gait, a
living embodiment of adaptation to a world forever altered.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D20 D8 D12 D2 D10 D6
Challenge 2 (450 XP)

Poison Tail (Mutated scorpion)


Emerging from the desolate wasteland, the Poison Tail, a mutated
scorpion of imposing stature, strides purposefully across the barren terrain. Its
elongated, sinewy body stretches to a formidable sixteen feet, covered in a
chitinous exoskeleton that glimmers with an eerie, toxic sheen. The creature's
ferocity is emphasized by its formidable claws, raised menacingly in a defiant
posture, ready to strike with deadly precision. The tail, adorned with mutated

170
barbs and spikes, arches over the creature's back, a venomous weapon poised
to unleash its lethal payload. The ghastly amalgamation of nature's former
beauty and post-apocalyptic mutation, the Poison Tail epitomizes the harsh and
perilous nature of the wasteland, a formidable adversary for any brave soul
venturing into its desolate domain.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D20 D10 D12 D4 D8 D6
Senses blindsight 60 ft.
Challenge 3 (700 XP)

Sea Buster (Mutated Sea Horse)


The Sea Buster, a mutated sea horse adapted to the harsh conditions of
the post-apocalyptic wasteland, is a fascinating yet elusive creature. Possessing
an elongated body reminiscent of its pre-mutation kin, the Sea Buster exhibits a
vibrant array of colors that shimmer and change in response to its surroundings,
a feature likely stemming from the unpredictable mutagenic effects of the
wasteland. Its curled tail, a vestige of its sea horse ancestry, now serves as a
unique adaptation for navigating the treacherous terrain of the irradiated
waters. With a size comparable to that of a horse, the Sea Buster is a
formidable presence in the mutated ecosystems of the wasteland, its
appearance a testament to the chaotic forces that have reshaped life in this
desolate world.
Speed 0 ft. swim 40 ft.
PWR AGL WIL SMT INS LGN
D12 D20 D10 D4 D8 D6
Challenge 1/2 (100 XP)
Water Breathing. The sea buster can breathe only underwater.

Viper (mutated poisonous snake)


In the desolate landscape of the Wasteland, a mutated and venomous
serpent known as the Viper slithers into view. Its formidable form is an ominous
spectacle, with scales tinted in a myriad of unnatural hues, reflecting the toxic
influence of the environment. Towering over its non-mutated counterparts, this
colossal serpent assumes an intimidating posture, its sinuous body coiled and

171
ready to strike. The creature's hissing mouth is a menacing sight, its maw
agape, revealing dagger-like fangs coated with a venomous secretion that
reflects the dire consequences of an encounter with this formidable foe. The
Viper's presence alone instills fear in those traversing the post-apocalyptic
wasteland, a living testament to the harsh mutations wrought by the
unforgiving environment.
Speed 30 ft., swim 30 ft.
PWR AGL WIL SMT INS LGN
D10 D20 D12 D4 D8 D6
Senses blindsight 10 ft.
Challenge 1/4 (50 XP)

Cobra (Mutated Constrictor Snake)


The mutated constrictor snake, known as the Cobra in the desolate
wastelands, presents a formidable sight with its massive, sinuous form. Its
elongated body, covered in weathered and mottled scales, undulates with
menacing grace, showcasing the remnants of its once-serpentine elegance. The
creature's head, crowned with a set of ominous, scaled hoods, harbors a pair of
penetrating eyes that gleam with an eerie smarts. As it moves, the cobra's
arm-length tongue darts in and out, tasting the polluted air, while its muscular
coils ripple with latent power. Each scale on its body tells a tale of adaptation
and resilience in the harsh post-apocalyptic environment, a testament to the
creature's survival and dominance in the unforgiving wasteland.
Speed 30 ft., swim 30 ft.
PWR AGL WIL SMT INS LGN
D20 D12 D10 D4 D8 D6
Senses blindsight 10 ft.
Challenge 2 (450 XP)

Beastie (mutated Spider)


The Beastie, a mutated arachnid terror, exhibits a grotesque and
formidable presence in the desolate wasteland. Its body, an amalgamation of
mutated arachnid features, is characterized by an abdomen that produces thick
and viscous strands of webbing. This creature is a master of ensnaring its prey,
employing elaborate web-spinning techniques or launching adhesive silk

172
projectiles from its abdomen with uncanny precision. Typically dwelling in
subterranean realms, the Beastie establishes its lairs on cave ceilings or within
dark, web-laden crevices. These lairs serve as ominous galleries, adorned with a
grotesque display of web cocoons that serve as macabre testaments to the
creature's previous victims, captured and preserved for later consumption or
experimentation. The Beastie's physical manifestation embodies the mutations
wrought by the unforgiving wasteland, transforming it into a nightmarish
predator lurking in the shadows.
Speed 30 ft., climb 30 ft.
PWR AGL WIL SMT INS LGN
D12 D20 D10 D4 D8 D6
Senses blindsight 10 ft., nightvision 60 ft.
Challenge 1 (200 XP)
Special Ability Scores
Spider Climb. The beastie can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the beastie knows the exact location of
any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Tiger
The formidable tiger, an apex predator in the desolate wasteland,
commands attention with its imposing presence. Its sinuous form is a testament
to both Power and lethal agility, as it prowls the barren landscape with a
haunting elegance. The creature's fur, a striking blend of deep reddish-orange,
serves as a stark contrast to the desaturated backdrop of the wasteland.
Accentuating its fearsome nature, bold black stripes intricately pattern the
tiger's coat, resembling the scars of survival in this harsh, post-apocalyptic
world. The creature's eyes, keen and alert, gleam with an unmistakable smarts
that speaks of its adaptability in the unforgiving environment.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D20 D12 D10 D4 D8 D6
Senses nightvision 60 ft.
Challenge 1 (200 XP)
Special Ability Scores

173
Keen Smell. The tiger has advantage in Instinct (Perception) checks that rely on
smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then
hits it with a claw attack on the same turn, that target must succeed on a DC 13
Power check or be knocked prone. If the target is prone, the tiger can make one
bite attack against it as a bonus action.

Wart Hopper (Mutated Toad/Frog)


The Wart Hopper, a mutated amalgamation of toad and frog, is a
grotesque creature that lurks in the desolate wastelands. Its mottled,
olive-green skin is adorned with an array of stubby warts, resembling a morbid
mosaic across its body. The toad, standing at a diminutive child's height, bears
the scars of its mutation with swollen, pulsating warts that appear ready to
burst. Its throat, distended and grotesquely enlarged, hints at the impending
release of a guttural croak. The creature's unsettling appearance embodies the
harsh consequences of the post-apocalyptic environment, where radiation has
twisted and deformed once-innocuous creatures into monstrous forms.
Speed 20 ft., swim 40 ft.
PWR AGL WIL SMT INS LGN
D20 D12 D10 D4 D8 D6
Senses nightvision 30 ft.
Challenge 1 (200 XP)
Special Ability Scores
Amphibious. The wart hopper can breathe air and water.
Standing Leap. The wart hopper's long jump is up to 20 feet and its high jump is
up to 10 feet, with or without a running start.

Harpy (Mutated Vulture)


The harpy, a grotesque fusion of avian and mutated vulture
characteristics possesses a sinister intellect and a malevolent disposition.
Standing at an imposing height, its emaciated frame is adorned with mottled,
tattered feathers that seem to absorb and reflect the desolation of the
wasteland. Its once-feathered wings are now tattered, resembling a macabre
tapestry of decay. Its beak, elongated and razor-sharp, is a testament to the
unholy transformation it has undergone. Eyes that gleam with predatory smarts

174
scan its surroundings, revealing a cunning nature that sets it apart from its
more feral counterparts. The harpy's predatory instincts extend beyond mere
survival; it exhibits a sadistic pleasure in tormenting its prey, often stalking
wounded creatures for days, reveling in the drawn-out agony it inflicts upon
them. The harpy becomes a relentless specter, haunting the vulnerable in the
wasteland, turning their desperation into a twisted source of amusement.
Speed 10 ft., fly 60 ft.
PWR AGL WIL SMT INS LGN
D10 D12 D20 D4 D8 D6
Challenge 1 (200 XP)
Special Ability Scores
Keen Sight and Smell. The harpy has advantage on Instinct (Perception)
checks that rely on sight or smell.
Pack Tactics. The harpy has advantage on an attack roll against a creature if at
least one of the harpy’s allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Sting Wing (Mutated Wasp)


The Sting Wing, a grotesquely mutated wasp inhabiting the desolate
wastelands, stands at a menacing human size, its ominous presence
accentuated by a chitinous exoskeleton adorned with alternating bands of
vibrant yellow and jet black in vertical stripes. Its formidable stinger,
reminiscent of a deadly blade, extends with a foreboding aura, the size of a
sword and oozing with a potent venom that adds an extra layer of peril to its
already formidable appearance. The creature's wings, once delicate and
translucent, have evolved into razor-edged appendages, making its aerial
movements swift and lethal. The eerie hum of its wings and the malevolent glint
in its multifaceted compound eyes serve as harbingers of impending danger in
the harsh and unforgiving landscape of the post-apocalyptic world.
Speed 10 ft., fly 50 ft.
PWR AGL WIL SMT INS LGN
D8 D20 D12 D6 D10 D4
Challenge 1/2 (100 XP)
Actions
Sting. reach 5 ft., one creature. Attack Bonus: +1, and the target must make a
DC 11 Will check, taking a wound level on a failed save.

175
Wolf
The formidable wolf, a product of the harsh wasteland environment,
possesses a menacing yet captivating presence. Its robust physique, adorned
with coarse, dust-streaked fur, reflects the rugged resilience required to endure
the unforgiving terrain. The creature's predatory gaze is intensified by piercing
yellow eyes that gleam with a primal smarts, as if forged by the trials of the
desolate world it inhabits. With each calculated movement, the wolf's sinewy
muscles ripple beneath its weathered coat, conveying a sense of predatory
prowess. Its mouth, framed by the remnants of tattered, earth-toned fur, reveals
a set of sharp, ivory-white teeth. The agile flicker of its tongue across these
formidable fangs adds an ominous touch, evoking both awe and trepidation in
those who find themselves in the creature's eerie gaze.
Speed 40 ft.
PWR AGL WIL SMT INS CHA
D8 D12 D10 D4 D20 D6
Challenge 1/4 (50 XP)
Special Ability Scores
Keen Hearing and Smell. The wolf has advantage on Instinct (Perception)
checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at
least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Dire Wolf (mutated wolf)


The imposing figure of the Dire Wolf, a product of relentless mutation in
the harsh wastelands, commands attention with its colossal presence. Cloaked
in a coat of inky black fur that seems to absorb the scarce light of the desolate
landscape, this predatory behemoth stands as large as a robust horse. Its
formidable maw reveals fangs that rival the proportions of deadly blades, their
sharp edges gleaming ominously in the dim, apocalyptic glow. The creature's
muscular frame speaks of enhanced Power and adaptability, a result of the
unforgiving evolutionary pressures that have shaped its form to dominate the
bleak, post-apocalyptic wilderness.
Speed 50 ft.
PWR AGL WIL SMT INS LGN

176
D12 D20 D12 D10 D20 D8
Challenge 1 (200 XP)
Special Ability Scores
Keen Hearing and Smell. The wolf has advantage on Instinct (Perception)
checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at
least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Digger Bug (mutated ant)


The Digger Bug, a mutated ant species prevalent in the post-apocalyptic
wastelands, presents a formidable and intriguing sight. Towering at
approximately the dimensions of a robust canine, its chitinous exoskeleton
gleams with an eerie metallic sheen, a testament to the mutations inflicted upon
it by the harsh radiations of the environment. The creature exhibits an uncanny
devotion to its subterranean monarch and kin, diligently constructing intricate
ant hills that serve as the external facade of an extensive underground colony.
The hive operates as a unified smart, forging an unbreakable bond between the
Digger Bugs and their queen. Witnessing the creature in action reveals a
synchronized dance of mandibles and coordinated movements, emphasizing the
efficiency of their hive-mind dynamics.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D20 D10 D12 D4 D8 D6
Senses blindsight 60 ft.
Challenge 2 (450 XP)
Special Ability Scores
Keen Smell. The digger bug has advantage on Instinct (Perception) checks that
rely on smell.

Queen Digger Bug (mutated queen ant)


The Queen Digger Bug, a formidable mutated queen ant, stands
imposingly at the approximate dimensions of a robust equine. Possessing a
chitinous exoskeleton that gleams with an iridescent, otherworldly sheen, this
monstrous creature is a nightmarish amalgamation of insectoid prowess. Its

177
oversized mandibles, serrated and formidable, are capable of rending through
the toughest of materials. The queen's nest-building tendencies manifest in the
creation of expansive ant hills, with the central hive located at an abyssal depth
beneath the earth's surface, providing an almost impregnable fortress. The
queen, the veritable heart of this mutated colony, resides in the deepest
recesses of the nest, safeguarded by layers of hardened soil and organic matter.
Rarely emerging into the harsh wasteland, the Queen Digger Bug orchestrates
the hive mind of its ant minions, demonstrating a strategic smarts that makes it
a formidable force when provoked into battle.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D20 D10 D12 D4 D8 D6
Senses blindsight 60 ft.
Challenge 4 (1,100 XP)
Special Ability Scores
Keen Smell. The giant ant queen has advantage on Instinct (Perception) checks
that rely on smell.
Queen’s Scent. Giant ants defending the queen have advantage on all attack
rolls.

Roller (mutated armadillo)


In the desolate expanse of the Wasteland, Rollers emerge as formidable
creatures, embodying a fusion of a rhinoceros's robust stature and an
armadillo's defensive resilience. Their massive, plated bodies are adorned with
an intricate arrangement of overlapping scales, resembling a natural armor that
shields them from the harsh elements of their barren habitat. Vicious-looking
claws, adapted for burrowing through the unforgiving terrain, protrude from
their limbs, adding to their imposing presence. Despite their menacing
appearance, Rollers exhibit a generally placid demeanor, displaying an innate
inclination to navigate their surroundings with caution and a preference for
avoiding conflicts whenever possible.
Speed 25 ft., burrow 15 ft.
PWR AGL WIL SMT INS LGN
D12 D8 D10 D4 D10 D6
Challenge 1/4 (50 XP)

178
Tuck In. The roller tucks its entire body into its shell, forming an armored ball.
While in this form, it moves by rolling around and has a +5 to opposed Will
Checks, and it can’t take the Attack action or burrow. The giant armadillo can
return to its true form as a bonus action.

Chivy (Mutated Badger)


The Chivy, a mutated badger endemic to the harsh wastelands, emanates
a menacing aura as it snarls, revealing its sharp, carnivorous teeth. Its fur,
streaked with a mix of earthy tones and patches of radiation-induced
discoloration, hangs shaggy and matted, providing some semblance of
camouflage in the desolate landscape. The creature's stocky build hints at
formidable Power, and as it moves, the rippling muscles beneath its fur betray a
latent agility. Its forelimbs are armed with wicked, shovel-like claws that scrape
the barren earth, leaving a trail of destruction in its wake. The Chivy, a
testament to the twisted effects of radiation on once-innocuous fauna, now
stands as a formidable and grotesque creature in the post-apocalyptic
wilderness.
Speed 30 ft., burrow 10 ft.
PWR AGL WIL SMT INS LGN
D20 D10 D12 D4 D12 D6
Senses nightvision 30 ft.
Challenge 1/4 (50 XP)
Special Ability Scores
Keen Smell. The chivy has advantage on Instinct (Perception) checks that rely
on smell.

Wood Muncher (mutated beaver)


The Wood Muncher, a mutated beaver indigenous to the post-apocalyptic
wastelands, presents itself as a formidable creature reminiscent of its
pre-mutation counterpart. Approximately the size of a large dog, its fur appears
coarse and weathered, adapted to the harsh conditions of its environment. The
creature's most distinctive feature is its tail, resembling a flat piece of rusted
steel, providing both a peculiar aesthetic and a practical tool for the
construction of its unique dwellings. The Wood Muncher is frequently
encountered along the banks of rivers, where it engages in the construction of

179
dams using salvaged materials and mutated flora, showcasing a remarkable
adaptation to its altered surroundings.
Speed 20 ft., swim 40 ft.
PWR AGL WIL SMT INS LGN
D20 D12 D12 D4 D10 D6
Challenge 1 (200 XP)
Special Ability Scores
Hold Breath. The leatherback can hold its breath for 30 minutes.
Keen Hearing and Smell. The leatherback has advantage on Instinct
(Perception) checks that rely on hearing or smell.
Wood-Eater. The leatherback deals double Attack Bonus to creatures, objects,
and structures made of wood.

LeatherBack (mutated boar)


The LeatherBack, a grotesque result of pervasive radiation in the
Wasteland, is a mutated boar of formidable size, comparable to that of a horse.
Its once sleek and powerful form has been warped, causing its back to rise on a
steep, grotesque slope. The creature's hide, resembling leather stretched over
contorted muscle and bone, is a testament to the harsh mutations it has
endured. Its eyes, now tiny and a haunting shade of red, are encrusted with
filth, reflecting the harsh conditions of its environment. The bristly flank of the
LeatherBack is a breeding ground for flies, swarming around the creature as it
moves, adding an extra layer of menace to its already formidable appearance.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D12 D10 D20 D4 D8 D6
Challenge 2 (450 XP)

Browbeat (mutated cows and bulls)


Browbeat, formidable mutants born from the fusion of various cow and
bull species in the harsh Wasteland, exhibit a striking and ominous physical
transformation. Regardless of their original breed, all Browbeat develop
imposing horns that extend from their massive skulls, creating a menacing
visage that instills fear in the hearts of those who encounter them. These
mutated cattle are not merely livestock; they have evolved into formidable

180
adversaries, with the most exceptional specimens serving as the focal points in
Browbeat fighting arenas. However, the danger they pose extends beyond the
confines of organized combat, as any enraged Browbeat, regardless of its
specific characteristics, becomes a potentially lethal force, capable of wreaking
havoc in the desolate landscapes of the post-apocalyptic world.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D12 D10 D12 D4 D10 D6
Challenge 1/2 (50 XP)

Dog
The canine companion, forged by the harsh crucible of the Wasteland, is a
creature of rugged resilience and unyielding loyalty. Its fur, weathered by the
relentless winds and coarse sands of the desolate landscape, is a patchwork of
muted earth tones, camouflaging it seamlessly with its surroundings. Scars,
earned in countless battles against the hostile elements and mutated foes, tell
the tale of its survival. Intelligent, amber eyes gleam with a keen awareness, a
testament to the heightened instincts that have evolved to navigate the
treacherous wastelands. Every sinew of its lean and sinewy frame reflects the
adaptability required for survival in a world that has succumbed to chaos. This
is not just a dog; it is a battle-hardened companion, a steadfast ally in the
unforgiving realms of the post-apocalyptic wasteland.
Speed 40 ft.
PWR AGL WIL SMT INS LGN
D8 D12 D10 D4 D12 D6
Challenge 0 (10 XP)
Special Ability Scores
Keen Hearing and Smell. The dog has advantage on Instinct (Perception)
checks that rely on hearing or smell.

Megalodon (mutated shark)


The megalodon, a mutated shark that haunts the desolate waters of the
irradiated sea, stands as a grotesque testament to the twisted evolution of its
species in the post-apocalyptic wasteland. This nightmarish creature is a true
behemoth, measuring an astonishing 60 feet in length and boasting a

181
staggering weight of 100,000 pounds. Its physical presence alone is enough to
evoke terror, with jagged fins slicing through the toxic waves, and mottled,
mutated skin reflecting the scars of its radioactive environment. The
megalodon's ruinous appetite is matched only by the horror it instills, as tales
abound of ships disappearing into the cavernous maw of this aquatic
monstrosity. Encountering a megalodon is a dire warning to those who brave
the irradiated seas—prompting an immediate and frantic retreat. In the unlikely
event that confrontation is inevitable, survivors are left to fervently pray to any
listening deity for the slimmest chance of escaping to see another day in the
unforgiving wasteland.
Speed 0 ft., swim 50 ft.
PWR AGL WIL SMT INS LGN
D20 D12 D20 D10 D12 D10
Senses blindsight 60 ft.
Challenge 11 (7,200 XP)
Special Ability Scores
Blood Frenzy. The shark has advantage on melee attack rolls against any
creature that doesn’t have all its hit points.
Water Breathing. The shark can breathe only underwater.

Zilla (Mutated Chameleons)


Zillas are ferocious predators with fearsome claws and terrible fangs mutated
from chameleons. While they are viscous creatures attack anything in their
paths, they tend to seek out solitary, defensible locations to live in with their
pack.
Large monstrosity, unaligned
Speed 40 ft.
PWR AGL WIL SMT INS LGN

D20 D12 D20 D12 D12 D8


Challenge 10 (6,600 XP)
Brave. The Zilla has advantage on checks against being frightened.
Pounce. If the Zilla moves at least 30 feet straight toward a creature and then
hits it with a gore attack on the same turn, the target must succeed on a DC 16
Power check or be knocked prone. If the target is prone, the Zilla can make one
additional bite attack.

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