Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

The Big Bad

Wasted World FAQ


v1.0
CONTENTS

Table of Contents
Contents................................................................................................i
Equipment & Supplies..........................................................................1
Miasmic Abilities...................................................................................2
Creatures...............................................................................................4

i
EQUIPMENT & SUPPLIES

Do backpacks take up equipment slots?


No, backpacks do not take up an equipment slot.

Do drugs take up equipment slots?


Drugs do not take up equipment slots unless otherwise specified; for
example a Med Kit is a normal size item and consumes an inventory
slot accordingly.

Do supplies take up equipment slots?


No, supplies are tracked separately from equipment and have their own
limit. Supplies and equipment slots are not interchangeable, so you
cannot carry fewer supplies to have more room for equipment, or vice
versa.

What happens if I have only 1 supply and use a gun?


Ammunition consumes supplies first, so if you have only one supply
that is spent on the day’s ammo. This means you would not have food
and water, so you gain no benefits from the rest.

If a player on 1 supply is using a weapon that consumes two


supplies, such as an assault rifle, have them roll a d6 after every
encounter in which they use it. On a roll of 1 or 2, they are out of
ammo and lose the supply. This is a straight roll and Karma, Hero
dice and power dice may not be used. The Wasteland Warrior edge
Trigger Discipline does not apply to this roll.

1
MIASMIC ABILITIES

What is Freeform Casting?


In the context of the Weird’s Neuroflux edge, freeform casting works
like magic does in EZD6 Core (EZD6 Core, P.14) with two differences.

First: Neuroflux is not restricted by a conjurer circle so any effect could


be created.

Second: Weirds may not take spellburn to negate rolls of 1 on the


casting roll. Instead, the Rabble Rouser decides what happens instead
(EZD6 WW P.25).

When rolling for a miasmic power from the Mental Mutations list, rolls
of 1 can still be negated by taking a strike for each 1 rolled (EZD6 WW
P. 67), provided that at least one die came up high enough for the power
to work.

Neuroflux is still limited by all the things that magick is, so the
maximum number of targets is 6, there is a limit of 1 strike/target,
and so on. I also would not allow combining effects like acid or fire …
pick one.

2
Here is a Neuroflux example from DM Scotty…
Imagine the Survivors being pursued by three Gangers in a vehicle,
with their own car taking heavy damage from weapon fire. The
Weird decides it's time to put an end to these antics and opts to use
Neuroflux to overturn the Gangers' car.

Given the car's substantial weight, it would naturally resist with a


base of 3D6. However, considering the presence of three gangers
inside, an additional 1D6 resistance per Ganger would elevate the
total resistance to an impressive 6D6…Youch!

The RR Rolls six dice and rolls 1,3,3,3,5,6, so the resistance is 6

The Weird player ambitiously opts for the third power level, rolling
three dice: 1, 4, and 6. This combination would normally equal the
resistance and secure a victory in the Neuroflux check, but the
presence of a 1 complicates matters.

Unlike other psychic powers, a 1 cannot be neutralized by the


Weird's taking a strike. The only remedy would be a Hero Die, but
the Weird has already expended it.

Without any alternatives, the RR determines the outcome, leading to


a dramatic turn of events where the players' car flips. All Survivors
must now attempt a miraculous save or suffer a strike. To make
matters worse, the Gangers initiate a ram attack on the now-
floundering Survivors!

3
CREATURES

Simuloid / Strikes 5 / to be hit 4+ (fast)


These artificial humans consider themselves to be the true successors
of humanity and harbor animosity towards their creators. They firmly
believe that humankind had its opportunity, and now it is their turn to
pursue supremacy with unwavering determination.

• Attack - Often uses Prestige weapons, but can use any weapon;
generally equipped with high-tech or prototype gear (3+ to hit)
• Better than U - Boon to all rolls
• Alert - Cannot be surprised except with a roll of 1
• Mind Wall - Immune to mind control or reading
• Super Metabolism - Regenerates 1 strike per round
• Miasma Resistance - 3D6
• Villain Dice - Start with 3 (see Villain Dice)

4
Rulings provided or confirmed by DM Scotty McFarland
Editor: Karl Agius
Version 1.0 - 19th April 2024

You might also like