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War For The Wasteland V1.0
War For The Wasteland V1.0
War For The Wasteland V1.0
1 Nuke Child
2-3 Meatbag
4-5 Second
6 True Citizen
JACK: Select 4 skills at (d8). Take thieves’ Second & True Citizen Archetype
tools, Pistol, 4 grenades, and an ion knife. Advancement: Add or upgrade 3 skills.
Add an additional d6₡.
►Choose or invent skills ► Roll d20 for Psychic Powers
Skills are meant to be broad categories 1 Alter Reality Minor change, temporary
and not singular attributes. The list below 2 Astral Armor Provides 1 hit of protection
is incomplete. Feel free to pick from these 3 Bio-Healing Heal 2x as fast, stop bleed
suggestions or create your own. 4 Cloud Minds Temp. Confuses an enemy
5 Collaborate Temp. link 2 minds together
Athletics, Agility, Archery, Climbing, 6 Electrokinesis Control Electricity
Communications, Connections, 7 Element Manipulation Alter Elements
Construction, Cybernetics, Deception, 8 Invisibility Others believe you’re Invis…
Disguise, Electronics, Engines, 9 Mind Divine Calm others
Engineering, Escape, Explosives, Hacking, 10 Mind Probe Find a specific thought
Hand-to-hand, Intimidation, Impersonation, 11 Mind Shield Shield mind from others
Jury Rig, Labor, Leadership, Melee 12 Psych Spear Attack a mind at range
Weapons, Navigation, Persuasion, Piloting, 13 Pyrokinesis Control Fire
Piloting Power Armor, Piloting Hovertank, 14 Rise Above Levitate, Float
Psychology, Robotics, Running, Shooting, 15 See Beyond Astral Mind Traveling
Sleight of Hand, Sewing, Stealth, 16 Shift Emotions Make mad, sad, happy
Swimming, Tracking, Weapons 17 Sword of Prasinos Psy. energy sword
18 Telekinesis Move object with mind
A Note on Skills: Overlapping skills do not 19 Telepathy Communicate via mind
stack. If you have the skill Weapons and 20 Whispers make others hear whispers
the skill Shooting, you do not get any
additional bonus, or move up the dice
chain. Simply, pick the highest Skill Die, ► Roll d20 for Mystic Abilities
roll, and move on.
1 Adhesion Create unbreakable bond
GMs, if a player says they a skill to cover a 2 Control Elements Elements/ weather
particular situation, they should be allowed 3 Detect/ Dispel Magic Item, others, self
to roll that Skill Die, unless, there is other 4 Fear Up to 5 targets at once
mitigating circumstances. Don’t argue, 5 Fireball Cone shaped wall of flame
practical uses of a Science skill in the real 6 Flaming Sword Magic weapon
world. This isn’t that kind of game. 7 Flying Self, up to 1 minute
8 Heal Others, stop bleeding
9 Illusion Create believable illusions
10 Invisibility Self, or See Inv. objects
11 Lava River 10’ wide, 20’ long
12 Levitate Self or other, 1 min duration
13 Lightning Bolt Called down lightning
14 Mystic Armor Magic protection, Self
15 Mystic Blast Crackling energy attack
16 Sleep 1 person, 1 min duration, touch
17 Talk w/ Animals Speak & understand
18 Talk w/ Dead Speak & understand
19 Teleportation Self, line of sight
20 Wish Simple, self/ other, no death/ love
► Roll d20 for Mutant Abilities ► Invent, pick, or roll for details
APPEARANCE
► Optional Mutant Appearance
1 Disheveled 11 Short Hair
1 Angel Wings 2 Well Kept 12 Friendly
2 Black Eyes 3 Groomed 13 Unfriendly
3 Bleeding Eyes 4 Thin 14 Intimidating
4 Blistering Skin 5 Muscular 15 Tattooed
5 Cyclopean Eye 6 Tan 16 Pitiful
6 Devil Horns 7 Curvy 17 Husky
7 Elbow Spikes 8 Pale 18 Bright Eyes
8 Extra Arms 9 Fit 19 Freckled
9 Fanged Teeth 10 Long Hair 20 Painted Nails
10 Frog Tongue
11 Giant Size 10’ ITEM/ TRINKET
12 Gils
13 Long Knife-Like Nails 1 Book 11 Necklace
14 Retractable Claws 2 Button 12 Pen
15 Rock Skin 3 Coin 13 Picture
16 Skin Color Change 4 Dice 14 Playing Card
17 Snake Tongue 5 Heirloom 15 Rabbit foot
18 Super Hairy 6 Knife 16 Ring
19 Tail 7 Letter 17 Spinner
20 Webbed Appendages 8 Lighter 18 Stuffed Animal
9 Map 19 Toy
10 Medallion 20 Watch
►Take a two-way radio and ₡2 ► Weapons & Tools
Most items and upgrades cost ₡1 each, Blaster Pistol, Bow & Arrows, Bolt Thrower,
unless otherwise noted. Ignore microcredit Bolt Cutters, Flamethrower (bulky), Gas
transactions like a knife or a meal. Mask, Grenades (4, any of fragmentation,
flashbang, smoke, EMP), Grenade
► Cybernetic Enhancements Launcher, Jetpack, Kitanna, Laser Pistol,
Laser Rifle, Laser Sabre, Med Scanner,
ARMOR PLATING: Break for up 1 defense Med Kit, Mini Drone, Pistol, Repair Tools,
Rifle (Bulky), Shotgun (Bulky), Stun Baton,
BIONIC LUNG: toxin filter, endurance Survival Pack (Climbing Gear, Flare Gun,
booster, hold breathe up to 5 minutes Tent; Bulky), Thieves Tools, Tranq Gun,
Vibrating Knife
CYBER-EAR: Upgrade with echolocation,
noise filter, pin drop hearing, vocal stress ► Body Armors
detector, noise limiter, long-range listener
BATTLE ARMOR, LIGHT: ₡2, bulky,
CYBER-EYE: Upgrade with infrared, break up to 2×
telescopic, x-ray, targeting system
BATTLE ARMOR, HEAVY: ₡3, bulky,
CYBER-FINGER: Upgrade with finger break up to 3×, environmental, mag boots.
USB drive, small laser, flashlight
NAA GUARD ARMOR, HEAVY: ₡4,
CYBER-GILLS: Breathe Underwater bulky, break up to 3×, environmental,
CYBER-LIMB: Upgrade with fast, strong, RIOT ARMOR: vest, shield, and open-
compartments, tool or weapon implant, faced helmet, break once for defense
►Difficulty or Threat