EZD6 Wasted World Digital PDF

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RUNEHAMMER GAMES

PRESENTS

EZD6
Wasted World

Writing and Game Design by


Scotty ‘DM SCOTTY’ McFarland

Art by
Sean Bova

Layout and Mutant-Catching by


Brandish Gilhelm

Editing by
Meredith Ream
Karl Agius

Copyright Runehammer Games, LLC 2024


EZ
D6 A S T E D
W
OR LD
W

A game of post-apocalyptic mayhem


contents
INTRODUCTION
The World Gets Wasted . . . . . . . . . . . . . . . . . 1
How It Happened . . . . . . . . . . . . . . . . . . 2

SURVIVORS
Creating a Survivor . . . . . . . . . . . . . . . . . . . . . . . . . 6
Android . . . . . . . . . . . . . . . . . . . . . . . . . 8
Clone . . . . . . . . . . . . . . . . . . . . . . . . . 10
Hunter . . . . . . . . . . . . . . . . . . . . . . . . . 12
Machine Head . . . . . . . . . . . . . . . . . . . . . . . . . 14
Mutie . . . . . . . . . . . . . . . . . . . . . . . . . 16
Rambler . . . . . . . . . . . . . . . . . . . . . . . . . 18
Scavie . . . . . . . . . . . . . . . . . . . . . . . . . 20
Wasteland Warrior . . . . . . . . . . . . . . . . . . . . . . . . . 22
Weird . . . . . . . . . . . . . . . . . . . . . . . . . 24
Jack . . . . . . . . . . . . . . . . . . . . . . . . . 26
Survivor Inclinations . . . . . . . . . . . . . . . 28
Survivor Aspects . . . . . . . . . . . . . . . . . . . . . . . . . 37

THE WASTELANDS
Holds . . . . . . . . . . . . . . . . . . . . . . . . . 40
Wealth Levels . . . . . . . . . . . . . . . . . . . . . . . . . 43
Gear, Things, & Supplies . . . . . . . . . . . . . . . . . 44
Scrap . . . . . . . . . . . . . . . . . . . . . . 47
A Note on Distance . . . . . . . . . . . . . . . . . . . . . . . . . 47
Gear Listings . . . . . . . . . . . . . . . . . . . . . . . . . 48
Apocalypse Driving Course . . . . . . . . . . . . . . . . 54
Vehicle Class . . . . . . . . . . . . . . . . . . . . . . . . . 56
Maneuvers . . . . . . . . . . . . . . . . . . . . . . . . . 58
Example Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . 60
Vehicle Modifications . . . . . . . . . . . . . . . 62
contents
DENIZENS OF THE WASTELANDS
Denizens List . . . . . . . . . . . . . . . . . . . . . . . . . 70
The Denizens . . . . . . . . . . . . . . . . . . . . . 71

WASTELAND RULES
Shooting, Stun, Armor . . . . . . . . . . . . . . . . . . . . . . 100
Dice Pools . . . . . . . . . . . . . . . . . . . . . . . . . 101
Miasma, Mementos, and Contamination . . . . 102
Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . 105

TREASURES OF THE WASTELAND


High Tech Loot . . . . . . . . . . . . . . . . . . . . . . . . . 112
Crystallized Miasma . . . . . . . . . . . . . . . . . . . . . . . . . 116
Miasma-Kissed Gear . . . . . . . . . . . . . . . . . . . . . . . . . 120
Miasmagenic Grafts . . . . . . . . . . . . . . . . . . . . . . . . . 121
Synthetic Enhancements . . . . . . . . . . . . . . . . . . . 123
Random Gear & Stuff Tables . . . . . . . . . . . . 124

MISSION MAKER
Mission Maker Tables . . . . . . . . . . . . . . . . . . . . . . . . . 130
Gangs You Might Encounter . . . . . . . . . . . . . . . . . 136
People and Holds Tables . . . . . . . . . . . . . . . . . . . . 137
The Last Word . . . . . . . . . . . . . . . . . . . . . . . . . 138
introduction

the end...
introduction
The World Gets Wasted
The end is nigh! I’m excited to share my latest project, the first playset
for EZD6 ... Wasted World! We’ve got creepy mutants, deadly guns,
formidable tech, warped psychers, blood-pumping vehicle battles,
and ferocious creatures... all beneath a ravaging demon sky.

I’ve always been fascinated by post-apocalyptic stories. It’s mind-


blowing to think about how our civilization could crumble. How
will our civilization end, and what comes after? The possibilities are
endless.

My imagination is overflowing with apocalyptic media. Once


you start exploring Wasted World, you’ll come across nods and
inspirations everywhere... a blend of gritty desperation and gonzo
craziness seasoned with my own twisted humor.

What is a Playset?
A playset is an alternate setting for EZD6. This one’s called Wasted
World; a post-apocalyptic world set in the not too distant future
where something freakadelic has changed the surface and sky as
well as meddled with the D.N.A. of life on the planet. Can you dig
it?

It has new paths, gear, guns, tech treasures, vehicles, and extra rules
to make playing in a Wasted World even more epic and dangerous.
You’ll need your EZD6 core rules, and be sure to read the RR section
for more changes and optional rules. These will add apocalyptic
flavor to your EZD6 stew.

Hey-a-day, jugger! New to camp, eh?


Smile! Click, gotcha. My name is Randolph,
but I am reductively referred to as
‘Rule Bot’ around camp. I know, it’s
degrading. Despite this, I will cheerfully
assist with many helpful tips!

1
introduction
How It Happened
The end didn’t go down as anyone expected. It just hit out of
nowhere, like a freaky psychedelic explosion that enveloped the
world, the psychostorm, hanging in the sky like a shroud of doom.
Mass psychosis broke out, society went haywire, and governments
crumbled like a house of cards.

The ones that managed to survive faced brutal wars, unpredictable


weather, crazy mutations, and environmental disasters. In this
messed-up world, a new breed emerged… those who simply
wouldn’t give up … the die-hards... Survivors.

Key Truths of the Wasted World


• This is a desolate landscape. Resources are scarce.
• Enclaves of human civilization are called Holds and are the only
relatively safe places.
• The times before the fall are longingly called Wonderful World.
• Everything is cobbled from the scrap of the Wonderful World.
• ‘Wonderful World’ had advanced 10 years beyond present day.
• The manifestation that caused the end is still visible, raging in
the sky, and is called the Demon Sky or the Miasma. It’s where
all psychic abilities spring from, stepping in for magick and
operating under the same rules as in EZD6 Core (some psychic
abilities have their own rules, which are listed with that specific
power). Users of this power are called Psychers.
• No one really knows when the Demon Sky covered the planet,
but a few of the oldest folks claim they can recall the ‘wondrous
times’.

As a Survivor in Wasted World, you will face the end as a Wasteland


Warrior, a tinkering Machinehead, a psychic-powered Weird, or
even as a human Clone or Android.

Will your Survivor simply try to make it another day, improve their
survival prospects, or will they fight for the greater good against all
odds? Let’s play to find out.

2
introduction

I was born after the psychostorm. I’ve


heard the stories: a whirling mass of
psychic radiation, buildings breaking
apart, cars flying like dandelion seeds.
Don’t mess with no miasma, jugger. All
rip and no chug, ya follow? Me? Name’s
Eve. Eve Brutalski. Just passin’ through.

3
SURVIVORS

4
Sure, the world has ended, and it’s chaos
for breakfast every day. You? You’re
different... a Survivor! In this section,
you can choose and customize your
wasteland hero for all the adventures
ahead. Smile, jugger! It’s a lovely day
to scarp some muties!

5
SURVIVORS
Creating A Survivor
Players, enter the Post-Apocalypse here and follow these steps …

1. Choose a Survivor Path


This will be your role in adventures. Choose from Wasteland
Warrior, Machinehead, Scavie, Hunter, Rambler, Jack, Mutie, Weird,
Clone, or Android. Everyone starts with 3 Strikes, 6 Base Armor, 6
Avoidance Save, and 1D6 Miasma Resistance.

2. Start with all Path Inclinations


If your Survivor has Path Inclinations you have all of them
automatically.

3. Choose More Options


Though the number and type of Inclinations available are outlined in
the Survivors Paths, characters are also eligible for Survivor Talents
and, in some cases, other distinct choices. Choose wisely!

4. Choose one Edge


Select one of the two Edges from your chosen Survivor Path.

5. Create Aspects (or create during gameplay)


Round out your character concept, now or later.

6. Gain starting Gear and Supplies


Your starting gear and supplies are listed in your Survivor Path.

7. Roll for a random piece of Gear


In addition to the starting equipment listed on each Survivor Path,
the Survivor gets to roll once on their choice of Equipment List from
the Weapons, Gear, or Drugs list. The player chooses the list and
rolls. If a piece of equipment is rolled that the Survivor already has
reroll until a new piece is rolled.

8. Start with 3 Karma and a Hero Die

6
SURVIVORS
Where’s Your Crash Hat?
Wasteland Armor Rules
Before we dive into the Survivor Paths, a quick word about armor.
You’ll need every bit of steel you can muster, jugger, no matter your
path. Starting weapons and other items are listed with each Survi-
vor Path. Armor, though? Everybody needs it out here... keep these
is mind:

• Base: All Survivors start with an armor ‘save’ of 6. Upgraded


armor lowers the roll needed to use your protective gear to 5+,
4+ or lower.
• Shields: When a Survivor wielding a shield fails an Armor Save,
they can make a second Armor Save against 1 strike a round (roll
a 6). They can’t use their shield again until the start of their next
turn
• Weirds: Upgraded armor and shields interfere with psychic
powers. For each additional armor bonus, a resistance die is add-
ed to the resistance roll of enemies when such powers are used
(max of 6D6).

7
SURVIVORS

ANDROID
More than human. Androids are a recent development, still easy to
spot, partially metallic, and tough as nails.

Strikes 3 / Armor 5+ (Junk Armor) / Avoidance 6 / Miasma Resist


1D6

PATH INCLINATIONS
BioClear - Immune to contamination, poison, and contagion.

8
SURVIVORS
Choose 5 additional Inclinations - You may pick from the Survivor
Talents and BioSynth Packages list and must take at least one
Survivor Talent and two BioSynth Packages.

CHOOSE 1 EDGE
Defensive Shock - Can build up a charge once per scene, and if
an enemy hits in melee or grapples, the attacker might be stunned.
The attacker rolls an Avoidance Save, and if they fail, they roll with
a bane to all actions on their next turn (up to a human-size target).
Mimic - Can perfectly mimic voices heard in the past.

STARTING GEAR
Cobbled pistol, cobbled melee weapon, junk armor, tarp cloak,
backpack, pain away (X2), supplies (X3), memento (Sm,personal
item chosen by you) and roll once on your choice of equipment list
from the weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“They built me stronger and faster, what can I say?”
“I have extensive files on almost everything before the psychostorm. I carry
the shared experiences of the entire human race, in chronological sequence
by category. What is your inquiry, exactly?”

Metal and Memories


When playing an Android Survivor, you may struggle with
understanding which parts of you are metal and which are organic.
What about your brain? Eyeballs? Make your Android as human or
inhuman as you like. The parts used to build such a being may be
expensive, rare, or sought after by nefarious characters, so keep a
low profile.

Androids may be tough in construction, but their true purpose is


one of service to human kind. They keep memories, recall long-lost
events, and store happy moments from the forgotten past. They
see a beuaty in human beings, and a reverence for all life. For this
reason, they are often skilled support fighters, medics, or guardians.

9
SURVIVORS
CLONE
A hidden cache or techno-pod pops open. You are born.

Strikes 3 / Armor 5+ (Skiensuit ) / Avoidance 6 / Miasma Resistance


1D6

PATH INCLINATIONS
Regen-Cellular regeneration heals a strike every hour; taking the
last strike kills the Clone and stops regeneration (requires the clone
to have had that day’s supply ration).

CHOOSE 5 ADDITIONAL INCLINATIONS


You may pick from the Survivor Talents and DNA Mod lists and
must take at least one Survivor Talent and two DNA Mods.

CHOOSE 1 EDGE
Enhanced Legs - You can ‘run’ (double move) as a normal move
without using your turn action.
Enhanced Coordination - Roll Avoidance Saves with a boon.

STARTING GEAR
Benchmark combat knife, Skiensuit (see description in high-
tech loot), backpack, supplies (X3), Full Spectrum Wristband (see
description in high-tech loot), memento (Sm, personal item chosen
by you) and roll once on your choice of equipment list from the
weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“I’m not sure why you’re all so upset. It’s this way.”
“As a newcomer to this mess, I have to say the place is in shambles. Look at
all these cars? Why are there so many cars? What’s a hoa-gie?”
“Of course I can fight. Of course I can run. I did notice a bit of blood on
my... is that MY hand? What a lovely phenomenon, the human hand. Am
I human? I feel human. What’s that? Quiet. Yes, of course.”

10
SURVIVORS
I Wasn’t Born Yesterday... It Was Today
It’s lost to history how the clones began, but the pods are found now
and then in the remnants of the world. Clones are flawless human
duplications, with unknown biologic instabilities and augmenta-
tions. No matter their details, though, they lack worldliness... liter-
ally days or weeks old in most cases.

11
SURVIVORS

HUNTER
Others fear the harsh landscape; you thrive there. Hunters are dead-
serious, far-seeing... usually too busy saving the world for a laugh.

Strikes 3 / Armor 5+ (Junk Armor) / Avoidance 6 / Miasma


Resistance 1D6

PATH INCLINATIONS
Wasteland Ranger - Boon to wasteland tracking and survival.
Hunters Weapon - Boon to shooting a bow, crossbow, and rifle.

12
SURVIVORS
CHOOSE 4 ADDITIONAL INCLINATIONS
See the Survivor Talents list.

CHOOSE 1 EDGE
Sneak Attack - Get 2 separate attacks on a target you surprise or
attack from a hidden position.
Harvester - Harvest kills. Craft Bone and Hide Armor from kills (5+
armor and boon to intimidate or impress; will not stack with other
worn armor but replaces junk armor in Starting Gear) and harvest
1D3 supplies a day from the landscape.

STARTING GEAR
Cobbled rifle or bow, cobbled melee weapon, skinning knife, junk
armor, binoculars, tarp cloak, backpack, pain away (X2), supplies
(X3), memento (Sm, personal item chosen by you) and roll once on
your choice of equipment list from the weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“I’ll take the job, but this trail goes cold, I’m taking the credits and coming
for you. This isn’t a game, jugger. ”
“I’ve heard stories. Folks used to be kind to one another. If we have to kill
our way back to that world, so be it.”
“They went up that way. Slag-heads are wearing crampons and didn’t
think to scrap their trail. We should be in range, two days tops.”

It’s Out There Somewhere... Destiny


Hunters come in many forms in the wasteland. They are united by
purpose, drive, and relentless tenacity. What drives them is hard to
call morality... more like a hound that’s caught a scent. Warlords and
revengers are known to hire Hunters, but they answer to no one,
always drawn to the next horizon, drawn to some way to save this
doomed world from itself.

13
SURVIVORS

MACHINE HEAD
Others see junk; you see potential. As a Machine Head, the wasteland
is your hardware store. You can make a hanglider out of a coat
hanger and chewing gum. New pants? Maybe some other time. Get
scrappin’.

Strikes 3 / Armor 5+ (Junk) / Avoidance 6 / Miasma Resist 1D6

PATH INCLINATIONS
Scrap Boss - Boon to repair or construct mechanical objects,
fortifications, and dwellings (given the time), supervise jobs with
the less skilled.
Repairs - As long as you have the right tools, you can fix any cobbled
weapons and simple machines during breaks. And if you’ve got
enough downtime, more complex machines can be repaired as well.

14
SURVIVORS
CHOOSE 4 ADDITIONAL INCLINATIONS
See the Survivor Talents list.

CHOOSE 1 EDGE
Quick Fix - You are a genius at fixing broken objects quickly and
have a powered multi-tool attached to your forearm. If you are near
the item to be repaired, you can fix it in one round. Roll a D6 and
succeed on anything but a 1. For example, you could repair a broken
weapon, unjam a gun, or start a hesitant car.
A.I. PalBot - Your new little buddy, only about a foot tall/long! This
autonomous marvel is like having a wonderslab as a pet (check out
Wastelander Gear). Plus, it can deliver a small, harmless static shock
once per scene. Your PalBot has 1 strike and is 5+ to hit. If your
friend gets damaged and recovered, no worries! It can be repaired
within a day. But if it’s lost, it’ll take a week of downtime and some
scrap, including valuable electronic components, to reconstruct it.
Must be recharged weekly.

STARTING GEAR
Cobbled pistol, cobbled melee weapon, junk armor, tool belt with
tools, backpack, pain away (X2), supplies (X3), memento (Sm,
personal item chosen by you) and roll once on your choice of
equipment list from the weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“These old T95’s were great... pure coiled copper tubing. See the detail?”
“Here’s your problem. Fetzer valve is slagged.”
“I just do ‘em gutentight. Get your wrench, and crank it down. Gut-en-
tight.”

This Could Be Useful...


In a world cluttered with wreckage and scrap, it’s hard to overstate
the usefulness of a Machine Head. The only problem? They scurry
around like ferrets... always drawn to the next shiny bit of whatev-
er-that-was.

15
SURVIVORS
MUTIE
The various toxins of the wasteland have taken hold on you, some
for better, some for worse. Not only have these toxins mutated
your physiology, but they have made you freakishly resilient. For
whatever reason, you just keep living... getting weirder and weirder
and weirder.

Strikes 3 / Armor 5+ (Junk Armor) / Avoidance 6 / Miasma


Resistance 1D6

CHOOSE 6 INCLINATIONS
You must pick from the Survivor Talents and Physical Mutation
lists and must take at least two Survivor Talents and two Physical
Mutations.

CHOOSE 1 EDGE
Adaptive Stomach - Sustain yourself on any organic matter and
purge any contaminants (allows you to ignore the days ‘supply’
ration cost).

Torpor - After taking your last strike, you immediately hibernate.


If medical help recovers a strike before the scene ends, return to
consciousness. If not, you are dead.

STARTING GEAR
Cobbled melee weapon, junk armor, tarp cloak, rope, backpack,
pain away (X2), supplies (X3), memento (Sm, personal item chosen
by you) and roll once on your choice of equipment list from the
weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“There is baseball tomorrow! BASEBALL!”
“Bad men do bad things... erm... We’ll do bad thing to them.”
“This? Oh, don’t worry about this... been growing since the crater at
Milheim Swamp. I have decided to name it Gregory.”

16
SURVIVORS
What is THAT?
Many survivors have minor mutations, but your entire body is a
mutation. When playing this character, be sure to unleash your cre-
ativity with how, why and what is so strange about you and your
new form. You may become asymmetrical, beast-like, bubbly, huge,
tiny, or green.

17
SURVIVORS

RAMBLER
These clumsy wastelanders are all around you... messy hair, muddy
boots. Not you. You keep a tidy look and a sharp wit. Hedge your
bets.

Strikes 3 / Armor 5+ (Junk) / Avoidance 6 / Miasma Resistance 1D6

PATH INCLINATIONS
Traveling Thespian - Boon to performance, gambling, and sleight
of hand.
Distraction - If an ally within sight takes a strike, use your ‘free
action’ to roll 1D6; if you roll a 6, your friend is unhurt.

18
SURVIVORS
CHOOSE 4 ADDITIONAL INCLINATIONS
See the Survivor Talents list.

CHOOSE 1 EDGE
Allies - Has at least one friendly contact in each Hold and on a roll
of a 6 will have a contact in an encountered group (nature of contact
at player discretion with RR input).
Legends After the Fall - Knows the lore of the wasteland and always
remembers a piece of useful information about a group or area (info
at RR discretion with player input).

STARTING GEAR
Cobbled pistol, cobbled melee weapon, junk armor, backpack,
musical instrument of choice, pain away (X2), supplies (X3),
memento (Sm, personal item chosen by you) and roll once on your
choice of equipment list from the weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“Now if you’ll look here, friend, you’ll see that I am currently disposed of
the funds to equip such a group. That said, a remedy does come to mind... ”
“Does money matter anymore? Not with that attitude, Scavie! Money is
like water for the thirsty! It will always be in style.”
“Survival is a beastial and rudimentary goal. The quick-witted see more
opportunity than peril in the end of the world. Now, can I interest you in
a beverage?”

Playing the Angles


While most survivors run, jump, and shoot their way through life,
the Rambler is more cerebral. This poses numerous challenges in the
chaos of the wasteland, but a clever or devious player may see a fit
for their play-style here. Every group of survivors needs a liaison
to talk their way out of, or into, a situation. That’s you. Play things
right, you might even get rich in the process.

19
SURVIVORS
SCAVIE
In a world of junk, you are king. Not king like “I can make something
out of this,” No, you’re more like “these are my trash subjects and
I am their dumpster overlord.” Scavies got a screw loose, you scan
me?

Strikes 3 / Armor 5+ (Junk) / Avoidance 6 / Miasma Resistance 1D6

PATH INCLINATIONS
Scrap Seeker - You’ve got this amazing ability to find useful scrap
effortlessly. It’s as if you have a sixth sense for spotting the highest
concentration of suitable scrap nearby, like a living divining rod!
Rubble Rat - Boon to hiding in ruins and finding the safest way
through an unstable area unless rolling a 1.

CHOOSE 4 ADDITIONAL INCLINATIONS


See the Survivor Talents list.

CHOOSE 1 EDGE
Personal Stash - Once per adventure, you have a piece of basic gear
you need (no weapons) in your pack that you somehow lose by the
end of the adventure.
No Secrets - You will automatically find any hidden caches or secret
doors near you unless rolling a 1.

STARTING GEAR
Cobbled pistol, cobbled melee weapon, junk armor, binoculars,
tarp cloak, backpack, pain away (X2), supplies (X3), memento
(Sm, personal item chosen by you) and roll once on your choice of
equipment list from the weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“Oh I am a bucket, and I am a hand, put ‘em together and that’s a
buckethand!”
“You get a turkey, and you get a turkey, and you get a turkey!”
“The bigger the shoes, the better chances of finding treasure, I always say.”

20
SURVIVORS
Just Don’t Mention the Ducky
The miasma has made us a little odd, but none so odd as the Scavie.
These dumpster divers see joy in the chaos, letting themselves freely
swim in the ocean of the wasteland. That’s not an ocean... that’s a
landfill. You listening, freako? Yes, we can have cupcakes later.

21
SURVIVORS
WASTELAND WARRIOR
Kill or be killed is the only law. As a Wasteland Warrior, you specialize
in the old ultra-violence. Guns, brass knuckles, and a pair of good
boots will get you far out here, jugger. Nobody pulls a trigger quite
like you can.

Strikes 3 / Armor 5+ (Junk Armor) / Avoidance 6 / Miasma


Resistance 1D6

PATH INCLINATIONS
War Ready - Boon to melee and ranged combat.
Two Fisted - Warriors can dual wield pistols, SMGs, or melee
weapons, giving them a second boon to shooting or melee (note that
any large (Lg) weapons cannot be dual wielded).

CHOOSE 4 ADDITIONAL INCLINATIONS


See the Survivor Talents list.

CHOOSE 1 EDGE
Prime Specimen - Start with 4 strikes and a boon to stun saves.
Trigger Discipline -You are trained to use just enough firepower
to take down a target. At the end of the day roll 1d6 for each ammo
expended, and for every 4+ you get to keep 1 supply of ammo (will
not work for rockets, grenades, or fusion cores).

STARTING GEAR
Cobbled pistol, cobbled melee weapon, junk armor, shield, backpack,
pain away (X2), supplies (X3), memento (Sm, personal item chosen
by you) and roll once on your choice of equipment list from the
weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“Spent me last cupper on this shiny new machine pistol!”
“Don’t you already have three of those?”
“Better safe than sorry, I always say.”

22
SURVIVORS
Oh Yeah... THAT guy
Every psycho run into the salt beds needs a bullet-happy freak rid-
ing shotgun. Wasteland Warriors are pragmatic, tactical, and singu-
lar of purpose. In a team, they focus on eliminating enemies as fast
as possible, usually peppering the scene with one-liners. Walking
away from explosions without looking? That too.

23
SURVIVORS

WEIRD
You don’t fear the Miasma; you embrace it. The mysterious mist
that has so disrupted the world is a welcome friend... a return to the
mystic power of elder days and distant futures.

Strikes 3 / Armor 6 (Base) / Avoidance 6 / Miasma Resistance 2D6

Choose 6 Inclinations
You may pick from the Survivor Talents and Mental Mutation
lists and must take at least two Survivor Talents and two Mental
Mutations.

24
SURVIVORS
CHOOSE 1 EDGE
Mental Shield - Absorbs one strike of damage, and then a turn
action must be used to restore it (only protects the Weird). A hit
always strikes the shield first.

Neuroflux-Roll to create psychic effects as if using ‘formless magick’


from the EZD6 core rules . Just a heads up, though, psychers should
be careful because a roll of 1 can’t be absorbed and the RR gets to
unleash their creative chaos.

STARTING GEAR
Glowstaff (benchmark quality and see Miasma kissed items),
goggles, tarp cloak, charms (Sm), backpack, pain away (X2), supplies
(X3), memento (Sm, personal item chosen by you) and roll once on
your choice of equipment list from the weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“The mind and the miasma are indivisible, can’t you see?”
“We have always been interwoven with strange energies... all this chaos is
only a return to our essential nature.”
“On a lightless pyramid of suns do we hurl ourselves. On calydoscopic
dimensions do our dreams intermingle with lifeless gods. Come, take a look
at what I see... the forever-thing.”

We Are All... ONE


If daring to play a Weird, your group will look to you for strange and
mystical answers to the riddles of the wasteland. What is the mias-
ma? Why is it psychic in nature? What future awaits the doomed
world? Can anything be done?

Don’t worry if you don’t have all the answers right away, you will
learn much about this strange world in time. As a backup, just stay
in contact with your Rabble Rouser, gaining just enough knowledge
of the arcane to embrace the weirding.

25
SURVIVORS
If you’re looking to create your
SURVIVOR from scratch, building a
unique, custom character, just use the
JACK template here. Remember that, in
EZD6, it’s more about fun than stats,
so creating a custom character will be
simple and fast... make it cool!

JACK
Your experiences have forged you. A basic survivor template for the
custom-builders, min-maxers, and weirdos.

Strikes 3 / Armor 5+ (Junk Armor) / Avoidance 6 / Miasma


Resistance 1D6

CHOOSE 6 INCLINATIONS
See the Survivor Talents list.

TAKE THIS EDGE


One More - Choose another Inclination from the Survivor Talents
list.

STARTING GEAR
Cobbled melee weapon, junk armor, tarp cloak, rope, backpack,
pain away (X2), supplies (X3), memento (Sm, personal item chosen
by you) and roll once on your choice of equipment list from the
weapons, gear, or drugs list.

Start at Wealth Level (2) Hard-Up


“We’re all just searching for a way out of this mess.”
“My name? Does it really matter? Let’s get to it.”
“Guns, armor, gadgets, boots, diving gear? Sure. I’ve been around.”

26
SURVIVORS

Quick reminder here, humans! No Survivor


can have more than 1 extra save for
each strike taken, be it from a Shield,
Distraction, or any other effect. With
only two arms and such tiny brains... I
mean, big hearts... oh, never mind.

27
SURVIVORS
INCLINATIONS: Survivor Talents
Each Talent can only be taken once. See Survivor listings.

Acrobatic-Boon to precarious circumstances (like balancing on a


ledge or staying on your feet in an earthquake).

Animal Empathy-Gain a boon to animal interactions. Animals gaze


on you with favor unless met with hostility.

Athletic-Boon to running, jumping, and climbing.

Big Guns-Boon to strength tasks and breaking or initiating grapples.

Catlike-Always land on your feet and 4+ to avoid any damage from


a fall where you could reasonably slow yourself down.

Comfortably Numb-Boon to resist mind control, madness, or fear.

Cyborg-Choose a Type (Limit 1 of Each)


1. Reinforced Arm(s)-Melee Crit with a boon (roll 2D6 to crit
confirm), and arms can also act as jimmy bars.
2. Cyber Eyes-Boon to ‘notice’ and can see in the dark.
3. Tracking Module-Negates the ‘cover’ save to active targets that
return fire and don’t just hide (see shooting and cover), and once
exposed, a target can only hide from you if you roll a 1.
4. Reinforced Frame-Gain an extra strike that can only be recovered
by spending downtime with a Machinehead or at a Hold Garage
(those modified decide which strike is taken on the Reinforced
Frame).

28
SURVIVORS
Damn Lucky-Start each session with 6 karma instead of 3.

Danger Sense-Can only be surprised on a roll of 1 and gain a boon


to avoid sprung traps.

Dealfinder-Roll 2 more dice for any one gear table when at a Hold
or Trader (choose- weapons, wasteland gear, or drugs), and the extra
items rolled are stocked for that week. You also get first dibs and can
afford 1 extra item at your wealth level.

Hardy Constitution-Boon to saves vs adverse environmental effects,


contamination, poison, and contagion (redundant for Android).

Jacker-Gain a boon to hack into computers and tech as well as a


boon to save against tech booby traps.

Klepto-You can steal small objects from targets and remain unnoticed
given the opportunity unless you roll a 1 (gain a boon to this roll if
you also have Stalker).

Leadership-Can share your karma with any teammate in sight.

Leadfoot-Boon to driving vehicles and gain a boon to Avoidance


Saves in a crash.

Lucky Bastard-Gain a boon to Avoidance Saves.

Marksman-Boon to ranged attacks (will not stack with Wasteland


Warrior or Hunter boon).

Medic-Boon to medicine, and if you rush to help a downed Survivor


(turn action), they will not die before you administer healing drugs.

Miasma Psyphon-Can use Crystallized Miasma to cast powers


without being a Weird.

29
SURVIVORS
Mysteries of the Fall-A boon to the knowledge of Wonderful World
and understanding wondrous times tech.

Nullbrain-Boon to resist Miasmic anomalies or psychic attacks.

Packrat-You can carry 3 more supplies, have 3 more gear slots and
gain 2 free supplies when you spend time at a Hold.

Paranoid-Boon to spot hidden enemies or dangers.

Psychic Node-Gain one Mental Mutation, but the power fails on


a 1-2 instead of a 1 on a Power Level roll, or on a 1 if no PL roll is
needed (not applicable to Androids or Clones).

Quicksilver-Move away from melee without having to roll a contest


(only applies if using the ‘optional rules’) and a boon to escaping
area effects (explosions).

Regenerative Gutwurm-If injured, this hitchhiker creature heals a


strike every hour on a 4+ or all strikes overnight. When you die, it
makes you into an egg sack (requires the host to have had that day’s
ration and will not attach to Androids or Clones).

Rider-You gain a boon to control and ride Dromdards. You can


instantly mount and dismount (see Rydabeast in Monster List).

Shield Master-Roll shield saves with a boon and deflect a strike on


a near ally as a ‘free action’.

Silent Killer-Your melee kills are noiseless and do not draw attention
if you attack by surprise and are not observed.

Skirmisher-Boon to melee (will not stack with Wasteland Warrior


boon).

Slippery-Avoid any unexpected danger on a 4+. Evade that rock


falling on your head or sidestep the pit at your feet (not including
melee, ranged attacks or Sure Death Saves).

30
SURVIVORS
Stalker-You use cover and timing to sneak past enemies. Boon to
stealth and cover counts 1 rank higher for you (e.g.-light scatter
counts as medium scatter for you with a max of 6).

Swirling Attack-Can attack all targets next to you in melee (roll


each separately, and these attacks cannot crit).

Tough Sumbitch-If you take your last strike, you get an extra save
of 4+ to ignore the strike and continue on.

Trap Breaker-Boon to disable traps and gain a boon to Avoidance


Saves vs traps.

Traveling Sharpshooter-Negate the far-range bane from shooting


out of a moving vehicle or on a mount, and gain an Armor bonus
while on a mount or vehicle that is moving ‘at speed’ (see accelerated).
So if you are wearing Junk Armor, your 5+ save becomes a 4+.

Unexpected Side Effect-Gain one Physical Mutation (not applicable


to Androids or Clones).

Yakky-Boon when talking your way past bad stuff or just making
new friends. You can also extend bad-guy monologues to gain
wiggle room.

INCLINATIONS: Physical Mutations


Only Muties can take Physical Mutations! If you are a Mutie, you
must pick at least 2 Inclinations from this list.

Echolocation-Can move and fight in dark areas without taking a


bane.

Hardened Scales-Add a one-step bonus to the Armor Save; can


stack with Base Armor, Junk Armor, and a Shield but not a Skiensuit
or Aegis Armor as it is too form-fitting (Example-Base Armor + Junk
armor + Hardened Scales = 4+ Armor Save).

31
SURVIVORS
Hump-Can hold your breath for 1 hour.

Leaping-With your spring-muscled legs, you can leap about 10’


high from a standing position and about 20’ long if you move first.

Prehensile Tail-Gain a second free action and boon to grappling


and Last-Chance Saves to avoid falling.

Tusks or Horns-Second melee attack that hits on a 6 (can still crit).

Retractable Claws-Act as hidden weapons and boon to climbing


and grappling.

Rubbery-Enemy needs at least a 4+ to land a strike on your flexible


body, and you take one less strike from explosives and falling.

Spines-If melee attacked or grappled, inflict a return strike on a 4+.

Sticky Spittle-Once per scene, as a ‘free action’ you can spray an


enemy in the eyes on a 4+ and blind them for a turn (bane to all
actions when blinded).

32
SURVIVORS
INCLINATIONS: Mental Mutations
Only Weirds can take Mental Mutations! If you are a Weird, you
must pick at least 2 Inclinations from this list (also referred to as
psychic powers).

Befuddle-Target within sight forgets what they were doing for their
next turn thus losing it and are considered ‘stunned’ for any defense
(standard Miasma roll up to far range).

Brain Sift-Scan brains (up to long range) for information. Survivors


other than Psychers won’t know they’re being scanned. Only reveal
surface thoughts unless a 6 is rolled on the Power Level... then do a
deep dive (standard Miasma roll that only works on organics).

ESP-Detect nearby Psychers and Miasmic phenomena, protect


against Miasmic effects and attacks; give you and up to 5 allies a
boon to Miasmic resist that lasts as long as anchored (no Miasma
roll needed). Detection is always active and does not require a roll.

Feedback-Interfere in the flow of the Miasma through other beings.


You can force one reroll of a Power Level die on an enemy Psycher or
innate creature power user in your line of sight as your ‘free action’
(no Miasma roll needed).

Jaunt-Teleport up to far range to a point within sight as your move


action (standard Miasma roll).

Lifetaker-Drain living targets of life and redistribute on a 2/1 basis


within near range. Can only drain 1 strike from each target a turn.
This means you need multiples of 2 drained targets to gain a strike(s)
to distribute (standard Miasma roll).

Mind Force-Fling enemies and violently push objects within near


range. This is not a subtle power of fine manipulation. The force
released can be hard to control (standard Miasma roll).

Precog-As your ‘free action,’ avoid a strike that hits, and the attacker
hits themselves with a 4+ or a near enemy of your choice (no Miasma
roll needed and replaces your armor roll for that hit).
33
SURVIVORS
Shimmer-You can only be hit on a 5+ in melee and ranged while
shimmering. Miasmic powers against you are unaffected (no
Miasma roll needed, and lasts as long as anchored).

Telepathy-Mentally speak to anyone that can understand you


within sight (standard Miasma roll or no Miasma roll required with
willing subject).

Due to the small size of the human brain,


you can only have one psychic power
anchored at a time. Casting another
psychic power will break the anchoring.
Also, Karma cannot be used on Mental
Mutations, but Hero Dice and Power Dice
can!

INCLINATIONS: DNA Modifications


Only Clones can take DNA Mods! You must pick at least 2 Inclinations
from this list if you are a Clone.

Advanced Tastebuds-Can tell if food or water is contaminated or


poisoned, recognize the taste of someone’s blood, and tie it to an
individual.

Flexible Skeleton-Boon to escape restraints (not active grappling)


and take one less strike from explosives, falling, and vehicle wrecks.

Gel Excretion-Boon to save vs heat and fire (‘free action’ to activate).

Heightened Senses-Notice anything odd near to you, including


illusions, form-shifted beings, or doppelgangers.

Idyllic Memories-Implanted memories of the wondrous times.


Recount a memory once a game to gain 2 karma.

Modified Kidneys-Purge a level of contamination at the end of the


day.

34
SURVIVORS
Nictitating Membrane-Automatically triggers to protect eyes
against glare, dust, on anything but a roll of 1 (flash-bang grenades
do not stun).

Oily Excretion-A boon to escape from grapples and a bane to


anything that tries to grapple the clone (‘free action’ to activate).

Sleepless-You do not have to sleep; instead, you sit quietly, resting


and still, but aware of your surroundings.

Slowed Metabolism-Can survive on food and water every other


day but still heal every day.

INCLINATIONS: BioSynth Packages


Only Androids can take BioSynth Packages! You must pick at least 2
Inclinations from this list if you are an Android.

Cerebral Uplink-Boon to connect with ancient computers. Attempt


to take over hostile systems or robots with a boon to the contest roll;
must be in near range (control a single system or robot at a time;
until your next rest).

Hidden Compartment-A secret flap to hide one small item (up to


pistol size; not two-handed).

35
SURVIVORS
Language Module-Almost instantly understand any language
spoken, including intelligent non-humans.

Luminous Eyes-Eyes act as twin-linked flashlights.

Milk Blood-If you have consumed the days ration, then up to 5


companions can drink your nutrient-rich blood to be able to rest and
heal overnight, but the Android loses the healing of an overnight
rest in the sacrifice.

NuFlesh-Resting for the night heals 2 strikes if the android ingests


that day’s ration.

Overdrive-Once a day, burn a strike to take 2 turns in succession.

Recharge Ports-Stripping nearly nude, the android can absorb


sunlight through photosensitive skin and charge up to 6 devices in
an hour.

Shielded Innards-Can only be affected on a roll of 6 from an EMP


attack and gain a boon to resist electrical attacks.

Spectra Vision-See electromagnetic fields of working or active tech.

My, my, aren’t you a strange one. If


a creative combination of INCLINATIONS
seems beyond the lists here, or outside
the norm, do not despair, human! Your
trusty Rabble Rouser can make sure
you find the right INCLINATIONS to
match your weird- I mean great- idea.

36
SURVIVORS
Creating Survivor Aspects
Add some extra flavor to your Survivor’s concept. Characters begin
with 2 Aspects. Aspects hint at a Survivor’s history, physical traits,
or mannerisms... roll or choose below and run with it!

Aspects 1 Aspects 2 Aspects 3

1: Hard drinker 1: Seeking siblings 1: Orphaned


2: Great singing voice 2: Scientist 2: Geometry expert
3: Found a scrap haul 3: Grifter 3: Strong stomach
4: Lousy Gambler 4: Geologist 4: Sucker for sob story
5: Visionary 5: Tidy 5: Hollow legs
6: Lucky in Love 6: Arsonist 6: Pessimist
7: Wanted 7: Junkie 7: Nosey Parker
8: Gunslinger 8: Odd eyes, hair, skin 8: Restorationist
9: Exterminator 9: Playful 9: Mentor
10: Road hog 10: Gun nut 10: Beast Hunter
11: Eclectic clothing 11: Light sleeper 11: Vintage movie buff
12: Ew! Skin growths 12: Comedian 12: Kiss n’ Tell
13: Unemotional 13: Socially invisible 13: Risk taker
14: Vigilante 14: Psychologist 14: Never your fault
15: Oddity collector 15: Outrageous hairdo 15: Gearhead Prophet
16: Dowser 16: Coward 16: Tech seeker
17: Saw too much 17: Can’t keep a secret 17: A hugger
18: Galahad 18: Cool cat 18: Clear-headed
19: Distinct body odor 19: Awoke from a pod 19: Lost Tribesmen
20: Botanist 20: Optimist 20: End is nigh type

Keep an eye out for players who


casually drop character Aspect nuggets.
Bringing those into gameplay can create
epic moments, giving your games depth
and vitality. Aspects are what set your
unique cast of survivors apart from all
others!

37
THE
wastelands

38
These Surivors are scrappy, weird, wacky,
and wide-eyed. Now it’s time to hurl
them into the ruined world... will they
strike out on a perilous trek? Hole
up in a stronghold? Take on a deadly
villain? Let’s play to find out.

39
wastelands
Holds
The Holds of the wasteland are the final strongholds of civilization;
perfect for taking a break in relative safety, trading for essential
items, and finding opportunities. Holds come in all shapes and
sizes, each with its own vibe, offerings, and atmosphere.

Holds are sort of like mini city-states, and the way they are governed
can be as diverse as you can imagine. Some Holds are held together
by a cult of personality, while others have a more democratic or
communal vibe.

In most Holds, the Law of the Wasteland is respected, so you can


take some time off, do some trading, and get supplies without being
hassled as long as you don’t stick your nose in any shite. Of course,
in many Holds, you gotta leave your weapons and vehicles at the
gate.

What You’ll Find in a Hold

Bank-Don’t become a mark lugging around all that scratch. Store it


in relative safety.

Bastions-Luxe residences for shiny folks and above. The bigger the
bank account, the fancier and more fortified the crib!

Battle Cage-In some of the less sophisticated or tyrannical Holds,


exciting and bloody games are held. Watch yourself, or any run-in
with the law could land you in the ‘cage’. The blood sport provides
distracting entertainment while reminding the populace to toe the
line or end up in the cage themselves. Some rare individuals make a
living as pro-gladiators.

Doc Shop-Working equipment, competent medical practitioners,


and wonder drug supplies vary wildly from Hold to Hold, so what
may seem like salvation could put a Survivor in an even worse
situation. Rolling a 1 spells death or worse for the patient. You need
some stiff wealth or a promise of payment in another form.

40
WASTELANDs
The Exchange-Where goods and services trade hands. Watch your scratch.

Garage or Scrap Yard-Areas that fix and tweak everything from vehicles
to gadgets. Also, the place to pick up go-go juice for your ride. Most bosses
won’t even give you a glance unless you’re shiny, though competent
Machineheads are always in high demand.

Hostel-For a marginal fee (hard-up), these dumps will put up travelers in


communal rooms … Hey, look on the bright side, at least you’re not stuck
in a rat hole!

Rat Holes-These sleeping spaces may be the only option for those with
scarce scratch, or the hostels are full. These little cubbies are open to the
air, so keep a watchful eye on your gear, my friend or it might sprout legs
and wander off.

Recharge Station-A solar and battery-powered point for recharging tech


devices. It’s free for residents, but outsiders gotta pay a higher fee that
only stiff and above can cover.

Refuge-Looking for a cozy spot to crash with private rooms and extra
security? These places are a bit pricier than other options and require at
least a stiff level of bank.

Soylent Vats-Location where organic matter is purified and goopified into


grub that is free from disease and contamination. No need to dwell on the
origin of the ingredients; just enjoy the result!

The Tank-The local jail stocked with bribed thugs, enforcers, or true
peacekeepers. Whatever the case, it is usually a good idea not to get
involved with the law.

Wonderland-Lots of Holds have spots where you can kick back, enjoy
a drink, and indulge in salvaged entertainments from the old world -
movies, music, video games, or even more decadent pleasures.

41
wastelands
The Wasteland Guide to Sleeping at a Hold
Depending on your wealth level you have these options when you
crash at a hold.
Skint-Rat Holes
Hard-Up-Hostels
Stiff-Refuge
Shiney, Chrome and Loaded-Your own Bastion or as a guest.

Recharging Tech Devices at Holds


At most Holds, you’ll find a super handy solar charging station for
residents and guests. It’s a quick way to juice up your devices in
about an hour. Just a heads up, though … accessing this indulgence
usually requires a stiff wealth level or a special arrangement with
the Hold.

The Money of the Wasteland


Each Hold has its own money, known as scratch, which is made
by pressing their symbol into metal bits. Carrying more than 100
scratch can be a hassle, so each Hold has a bank where residents
or wanderers can stash and keep track of their scratch. But hey,
nothing’s a guarantee in the wastelands, so hiding or burying your
scratch might be your best move. On the bright side, most Holds
accept each other’s scratch.

Getting Stinking Rich


Even in a world where resources are scarce, and competition is
fierce, money becomes just another tool for survival and asserting
dominance.

Just like the EZD6 Core, money (or scratch, as we call it) gets
abstracted for the wasteland. Survivors can increase wealth levels
based on what they do in the game. But a heads up, no Survivor
will become rich just by beating up and robbing gangs. The real
sweet payouts come from building your own settlement or ruling a
territory … that’s when the big bucks roll in!

42
WASTELANDs
Wasteland Wealth Levels
Skint-Can barely afford supplies (only 3 supplies for the week) and cannot
afford any gear.

Hard-up-Can afford more supplies (up to 6 supplies per week) and can
buy one item for sale at a Hold (can only afford cobbled weapons).

Stiff-Can afford to be well supplied (up to 10 supplies for the week) and
can buy up to 3 items for sale at a hold, including benchmark weapons (if
available).

Shiny-Can afford any supplies available and any normal gear you want for
sale at a Hold, including benchmark and modified weapons (if available).
Can afford a few underlings and workers.

Chrome-Can afford anything you want that is for sale at a Hold, including
vehicles, available vehicle upgrades, and tech items. You may have become
an important person in a Hold or even the leader; you can afford more
underlings and workers.

Loaded-Can afford anything you want that is for sale at a Hold, and your
afÏliated Holds are well-defended. You’ve become a V.I.P. of the wasteland
(if you want to be); lots of underlings.

43
wastelands
Where Do I Get Gear?
You can grab gear by looting fallen enemies or purchasing it at a
Hold. To find out what gear is up for sale each week, the RR rolls
on the random loot tables. Each table determines how many rolls
the RR makes based on the number of player Survivors. The wealth
levels indicate the type and quantity of equipment that Survivors
can afford to buy (see random loot tables).

Most looted gear is usually pretty


beaten up and can easily break. So, mark
looted items with a ( C ) for cobbled.
And if you’re playing with the optional
rule Things Break in the Apocalypse,
roll at the end of a session to see if
those cobbled items survive.

Carrying Things
• Unlike EZD6 Core, the scarcity of gear and large variety of
weapons can ignite the desire of loot-hounds to carry an arsenal
of weapons and scavenged gear for every possible situation, even
overpowering the most reasonable player’s sensibilities. But fear
not, my friend, as your loot-crazed impulses will be tamed by a
fair and user-friendly tracking system.
• Survivors have 15 ‘slots’ for gear
• Wearing a backpack gives 5 more slots
• Having the Packrat Inclination gives 3 more slots

Size of Things
Each piece of gear is assigned a size that takes up a certain amount
of slot space:
Large (Lg)-Takes up 2 Slots; items like an Assault Rifle, Glowstaff or
a weighted weapon
Normal-Takes up 1 Slot; items like a Pistol, Torch, or one-handed
melee weapons
Small (Sm)-Takes up .5 Slot / 2 items per Slot; items like a Grenade,
Pocket Knife, or Flashlight

44
WASTELANDs
Normal-sized gear is the standard. We
use (Lg) for Large items and (Sm) for
Small ones. Large Items require 2 hands
to use. If you carry over the allotted
slots, it’ll put a physical strain on
you and give your Survivor a bane, as
determined by the RR.

Supplies
In the Resource Choked Wastes, Nothing is More Important than Supplies
This is an abstract way to track the resources needed for survival. Supplies
represent daily sustenance (food and water), as well as ammo. At the game
table, supplies can be represented with tokens or chips, just like karma
and strikes, or simply tracked on your Survivor sheet.

• Spend one supply per day on rations or no overnight healing; three


nights without rations, and you start dying and lose a strike each day
until dead (strike loss from starvation and dehydration cannot be
healed until food and water is found).
• Any significant shootouts in a 24 hour period consume one supply a
day (even when multiple basic guns are used).
• Shooting with an assault rifle or SMG consumes two supplies a day.
• Carry 5 total supplies. With a backpack, carry 10. Backpack and
the Packrat Inclination, carry 13 total supplies.

45
wastelands
Acquiring Supplies
Survivors are always on the hunt for supplies because there’s never
enough. Holds are usually up for selling their extra supply to
Wastelanders, but the amount is often limited.

The RR rolls 1D6 for the supplies available at a Hold that week...
1: Hard week, no supplies available
2: 1D6 extra supplies per Survivor are available
3: 1D6 extra supplies per Survivor are available
4: 1D6 extra supplies per Survivor are available
5: 2D6 extra supplies per Survivor are available
6: Flush with supplies. Survivors max out their Wealth Level

• The supplies a Survivor can afford at low wealth levels usually


won’t quite cut it for daily meals and bullet needs. Scrounge the
wasteland, find caches, loot from enemies, or try your luck with
contaminated water and grub (see Compromised Food).
• Equipped foes have a 4+ chance of carrying 1 supply. Bosses
pack around 2D3 worth, while a Gang’s (or other Survivors’)
base might hold a trove of 3D6 or more guarded supply stash.
• When looting an enemy with a special or tech weapon, roll 1D6;
on a 4+ they will also be carrying a day’s supply of ammo for the
weapon. Ammo for special or tech weapons is tracked separately
from standard supplies and takes up half a gear slot.
• The Hunter’s Harvester edge lets them scrounge 1D3 supplies
from the landscape daily. Make friends with the krew’s Hunter.
• Shrewd negotiating during mission contract talks with a Hold’s
leadership can secure extra supplies (usually 1-2 more for each
Survivor) on top of the promised gear or other rewards.

Supply loss for the day’s ration (1) and


any shooting (1 or more) are subtracted
at the end of the day. If a Survivor has
no supplies left, they cannot shoot until
they refill. Thus, if you start the day
with 0 supplies, you can only use melee
attacks until you find ammo!

46
WASTELANDs
Scrap
In the wasteland, scrap is the real currency. Without it, nothing gets built
or maintained. Scrap is only worth it if you’ve got a lot of it. Survivors
don’t waste precious bag space carrying scrap around. A truck, van, or
even a car-hitched wagon is the best way to start hauling all that scrap.

Scrap is like adventure fuel for Survivors! Beef up a Hold, trick a vehicle...
using scrap as a story element instead of a boring tracking chore truly amps
up the immersion in the game.

Don’t worry about tracking exact amounts. Just give clues like, “This
warehouse looks like it has about half the scrap you would need to build
that wall.” Now let the Survivors figure out the logistics. All the activity
could draw nosey neighbors, or creatures may have dug caves under the
scrap. Nothing is easy in the wasteland.

A Note on Range and Distance


It’s worth taking another look at ranges in the Wasted World because
vehicles and guns benefit from longer distances. In EZD6 Core Rules,
action typically centers around ‘near’ for close combat and ‘far’ for ranged
battles. But in the Wasted World, we have long-range and extreme-range
guns that can really shine in those outer zones. Ranges also play a big role
in vehicle battles and chases, with some special rules that make things
extra exciting when vehicles are in the mix (check out the vehicles section).

Near-Combatants are close enough to each other to be considered


in the same combat zone.

Far-About doubles the Near distance away and takes a ‘Run


Action’ to reach combatants in this zone.

Long-Further still and about double the Far distance away. Can
take several run actions or more for a Survivor to reach this distance
(RR discretion).

Extreme-Is getting really far away, and only certain situations


apply. Way beyond reaching in Rounds could take Scenes or even
a day on foot

47
wastelands
Wasteland Gear Listings
These pages have a handy list of gear categories for quick reference.
To find out which gear is available at a Hold or for loot, just check
out the Random Gear Roll Tables in the RR section.

The high-tech gear is listed in the RR section and is considered


‘treasure’, as it is never available for purchase. You’ll have to score it
as a gift, find it while looting, or uncover it somewhere.

Standard Weapons
Ammo-(See Supplies).
Assault Rifle (Lg)-Shoot at long range; boon to shoot with crit
confirm on a 5+.
Bow (Lg)-Silently shoot at far range.
Crossbow (Lg)-Silently shoot at far range.
Flash Bang Grenade (Sm)-Same as a grenade but inflicts a stun (see
stun) for a round instead of damage.
Grenade (Sm)-(See grenade rules).
Melee Weapons-Anything from a barbed wire-wrapped club to a
bladed glove (one- handed).
Molotov (Sm)-Same as a grenade but inflicts 1 strike in the blast
instead of 2, and hit targets are set alight, requiring an Avoidance
Save next turn or inflicting another strike and continuing to burn.
Targets that are on fire will do everything with a bane and keep
on burning until they either make an Avoidance Save or someone
extinguishes them.
Pipebomb (Sm)-Same as a grenade but also inflicts damage to
structures.
Pistol-Shoot at far range.
Rifle (Lg)-Shoot at extreme range; boon if you take a turn to steady
the rifle, roll 5+ to crit confirm if steadied.
Shotgun (Lg)-Shoot at far range, boon to hit at near range (two-
handed).
SMG-Shoot at far range (roll 5+ to crit confirm).
Smoke Grenade (Sm)-Signal others or obscure confined spaces,
giving attacks through it a bane.

48
WASTELANDs
Modded Melee Weapons
Machineheads can make brutal modifications to melee weapons to amp up
their deadliness, and each one comes with a special effect. These modded
weapons are benchmark in terms of quality.

Electrified (Lg)-A confirmed crit with this weapon stuns (see stun) a
human-size target unless they make an Avoidance Save and inflicts a
strike. The victim rolls everything with a bane next turn. Lasts a day of
fighting, then must be recharged.
Spiked (Lg)-Inflicts 2 strikes on the first confirmed crit.
Weighted (Lg)-The weapon has a heavy weight attached and causes
human-sized targets to fall prone on a confirmed crit. Must have the Big
Guns Inclination to wield or take a bane when attacking.
Whirring Blades (Lg)-If an enemy rolls a 1 while attacking, the wielder
can spend their ‘free action’ to inflict a strike on the attacker. Lasts a day
of fighting, then must be recharged.

49
wastelands
Modded and Special Guns
Unusual guns crafted by Machineheads to benchmark quality.

Burner (Lg)-Sprays a gout of chemical fire at near range, inflicting


a strike, and the target is set alight unless they make an Avoidance
Save. Comes with one burner fuel canister.

Burner Fuel Canister (Sm)-(Ammo) Lasts for a ‘scene.’

Grappler Gun (Lg)-Shoots a barbed hook up to two stories that can


slowly pull the user up. Can also be used to impale a target (inflicts
a strike) and pull them to you with a successful Contest Roll; the
impaled rolls with a bane. Impaled target can break free with a 6
strength check but takes another strike; can be removed without
causing a strike but takes a scene (takes a turn action to reset).

Nailer Gun (Lg)-Upgraded version of an old-world nail gun. Shoots


large nails at far range. Can ‘pin’ an enemy (human size or smaller)
to a floor or wall on a confirmed crit. The victim can use its turn
action to work free or rip loose with a ‘free action,’ taking a strike.

Nailer Ammo-Nailer ammo is easy to find at Holds and counts as


supply just like normal ammo (see Supplies).

Pressure Canister (Sm)-Pressure for Grappler/Nailer Gun that lasts


for a day of Nailer shooting and a week of Grappler shots.

Rocket Launcher (Lg)-A metal tube firing an HE rocket at far range,


loaded individually, a ‘free action’ to do so. Inflicts 4 strikes on hit;
use grenade rules for bystanders. Tank-busting and Overkill.

Rockets (Sm)-(Rocket Launcher Ammo).

Busy Little Critters, Ain’t They?


With time, materials, and shop space, an NPC or Machinehead can
craft a special or modded weapon. Getting the right materials for
benchmark weapons can be a challenge, so Machineheads have to be
patient or go out on the hunt for the materials themselves.

50
WASTELANDs
Weapon Quality Ratings
What is benchmark or cobbled, anyway?

Cobbled Weapons ( C )-These weapons are created from junk and are
prone to jam or break. If the highest number rolled is a 1, the cobbled gun
jams for the combat, and a melee weapon or bow breaks. Boons make it
much harder for weapons to jam or break, and this reflects the skill and
care of the user not to push a weapon too far. A jammed gun can be cleared,
given an uneventful scene after combat or spending a turn action to clear
the jam on a 4+.

Benchmark Weapons ( B )-These have been looted from ancient caches


or created by skilled Machineheads and are far hardier, so will not jam or
break on a 1.

Status Weapons ( S )-These are high-tech weapons often found in pristine


caches or created by hidden remnants of civilization. Status weapons
impart a boon in their use (almost never for sale, so must be found as loot
or gifted as mission rewards). Will not jam or break on a 1.

Grenade!
• Hits 1D6 targets or 2D6 in a crowd (increase with karma to a 6 / 12)
• Inflicts 2 strikes on targets hit with a 4+ (boost with karma)
• Grenades do not crit
• After enemies are blasted, roll for flying shrapnel. If a 1 is rolled, you
or the closest ally to the blast takes 1 strike.

Grenade Example
Evee decides to lob a grenade at enemies that are far away from her. First,
she rolls for how many targets are in the blast and rolls a 2 on a 1D6. There
are three enemies, so Evee’s player decides to spend a karma and bump it
up to 3. The bad guys are blasted, but the shrapnel die comes up with a 1!
Evee’s friend is in near range of the targets, so they roll an Avoidance Roll
or are hit for 1 strike. If Evee’s player spends her Hero Die, she can reroll
the ‘1’ and keep her friend happy.

“I told, you! NO MORE GRENADES!”

51
wastelands
Stuff to Wear, Use, and Carry
Backpack-Carry supplies and gear! Without a backpack, carry 5
fewer supplies and use 5 fewer gear slots.
Binoculars-See farther.
Daily Ration-Uncontaminated food and water (See Supplies).
Ducktape (Sm)-Amazingly useful for repairs or sticking things
together. Works great on prisoners too.
Filtered Canteen-Turn questionable water into clean water.
Filtered Mask (Sm)-Boon to avoid bad airborne stuff.
Flashlight (Sm)-Charge lasts a week. Clip on guns or headgear.
Folding Shovel (Lg)-Dig a hole, smack a guy, look cool.
Goggles (Sm)-Protects from dust, sun, and bright light.
Grappling Hook-Easier to climb stuff. No chance of falling unless
being attacked.
Handcuffs (Sm)-Restrain troublemakers.
Hooch (Sm)-Kill germs, celebrate, or try to forget.
Jar (Sm)-Handy for containing liquid or substances.
Jimmy Bar-Open hard to get into places.
Junk Armor (Armor Slot)-Improves your armor by one step. Stacks
with Basic Armor giving the wearer a 5+ Armor Save.
Junk Shield (Shield Slot)-Use with a one-handed melee weapon,
pistol, or SMG; block 1 strike per round.
Kreemy Kake (Sm)-Plastic wrapped preservative-filled goodness
that tastes as heavenly as the day it was made in the distant past.
Gifting one is the ultimate show of respect or gratitude … Yummy!
Portable Mess Kit-Cook those rodents in style. Cooking eliminates
most sickness/disease on a roll of anything but a 1.
Rope (Lg)-The portable way to climb stuff (100 feet worth)
Small Fire Extinguisher-Put out a fire on anything but a roll of 1.
Tap Torch (Tapper)-Activate a tapper by striking a hard surface, and
light up the darkness or set flammables ablaze (lasts about an hour).
Tarp Cloak-Cover, blanket, weather protection, and dew collector.
Universal Pocket Knife (Sm)-Various tools in a compact handle.
Wonderslab (Sm)-Personal computer, handheld. Use it as a
flashlight, note taker, voice recorder, camera, or play funny games
that make you smile and keep you from going mad. A charge lasts a
day of use (if dropped, always roll to break on a 1).

52
WASTELANDs
Drugs Are Bad, Mkay?
In Wasted World, drugs have lasted, sealed up in individual injectors or
plastic packs. These precious substances are kept under tight security.
Of course, there are some sketchy substances, too. Just stay away from
Supernova... the crystal variety. Nasty stuff.

Therataine (Insta-Heal)-Instantly heals a strike. Only one can be used each


hour or will inflict a strike instead of healing (use ‘free action’ to inject).
Kinonorphine (Pain-Away)-Heal a strike (use between scenes). Only one
can be used each hour or will inflict a strike instead of healing.
SimFlesh Pack (Sm)-Heal 2 strikes for each pack (use between scenes).
Halcitane (Buff)-Gain an extra strike for a day; will not stack. Must have
2 strikes at the end of the day or die, as you will lose one strike after the
drug wears off (use ‘free action’ to inject).
Ecpromal (Pure)-Gain a boon to resist toxic environmental effects for the
day (use ‘free action’ to inject).
Specuran (Cure-All)-Effectively treat most sicknesses or diseases on
anything but a roll of a 1. Roll at the end of the day to see if the drug
worked (use free action to inject).
Zevatonin (Flush)-Allows a new Avoidance Save vs inflicted poison, boon
to a poison Avoidance Saves for the day (use free action to inject).
Retroban (Happy)-Eases mental trauma and leaves a feeling of euphoria.
Remove or boon to resist morale effects (use ‘free action’ to inject).
Predigrel (Purge)-Allows a new Avoidance Save for each level of
contamination acquired. If the save is made, lose a level of contamination.
if used more than once a day causes extreme nausea to the patient who
rolls all checks with a bane (use ‘free action’ to inject).
Med Kit-Roll 1D6 for each strike of damage; the strike is healed on anything
but 1 (Medic rolls with a boon). Six uses per kit; each roll consumes 1 use
(only be used between scenes and is a ‘normal’ size item).

53
wastelands
An Apocalypse Driving Course
These rules are all you need for intense vehicle combat in the
wastelands. Hammer down, jugger.

Vehicles of the Wonderful World


Right before the end, vehicles mostly ran on batteries and drove
themselves. That didn’t last. The breakdown of battery charging,
the loss of wireless comms, the chaos of it all... it’s back to guzzaline
and fire.

Vehicles of the Wasted World


Fragile stuff doesn’t last out here. Windshields are swapped for wire
mesh or metal shutters, tires are armored. Machineheads run wild
with bolts and scrap... rubberfoot tanks, some call ‘em. Buggies?
Weird bikes? You’ll see those, too. When you get yourself a ride,
grab a Vehicle Sheet and keep track of all the cool stuff, just like a
Survivor Sheet.

Leadfoot=Good
At the wheel? Pull off insane, risky moves or dodge hostile mutants
while tearing up the terrain. The Leadfoot Inclination gives you a
boon to driving vehicles and a boon to Avoidance Saves in a crash.

54
WASTELANDs
Steering is for Babies
Yeah, yeah, cool your pipes. Here’s the juicy vehicle bits you need.

Vehicle Class-How large and sturdy a vehicle is, as well as how fast.

Wreck’d-When a vehicle has lost all its Strikes.

Strikes-The damage a vehicle can take before being wreck’d.

Structure Saves-The save number a driver must roll to avoid a Strike to a


vehicle. Basically a vehicle’s armor.

MvR (Maneuver Roll)-A roll made to perform maneuvers and stunts.


Vehicles may also be forced to make a Maneuver Roll if rammed.

Maneuver DifÏculty-How hard a driving maneuver is on a scale of 2-6.

Rammage-Strikes inflicted when a vehicle hits another or hits foot trafÏc.

LDS (Last Ditch Save)-Rolled if a driver is killed or a vehicle takes its last
Strike. If the save is made, the vehicle skids to a dramatic stop. If failed,
the vehicle crashes in a spectacular fashion. The roll is always 4+ to avoid
a crash (1 explode, 2-3 crash, 4-6 skid to a stop).

When it comes to rules, vehicles can


be as complex or simple as your table
prefers. Add more saves for all kinds
of details, or keep it simple and just
have Survivors fly out of crashing cars.
Like all things in EZD6, do it your way,
and use what feels right. Hammer down.

55
wastelands
Vehicle Class
A vehicle’s class gives you an idea of how big, strong, and fast it is.
These things can take a beating. Here’s all the rules you need.

• Outrun: Rather than measure speed, outrunning other vehicles


is a simple matter of class. See below.
• Strikes: When a vehicle has 0 strikes, it’s a wreck! Out of
commission and inoperable. See below.
• Structure Save: Just like Armor on heroes, vehicles can roll a
Structure Save when hit to avoid losing a Strike.
• Mods: Be sure to check out the mods list, which bends these
rules. In the wastelands, most vehicles are modded.

Light (Motorcycle, ATV, Buggy)-Outrun or catch Medium vehicles.


3 strikes to wreck. Structure Save 6
Medium (Car or Small SUV)-Outrun or catch Heavy vehicles. 4
strikes to wreck. Structure Save 5+
Heavy (Pickup, Van, or Large SUV)-Outrun or catch Superheavy
vehicles. 6 strikes to wreck. Structure Save 5+
Superheavy (Semi or Bus)-Cannot outrun any other class of vehicles.
10 strikes to wreck! Structure Save 4+

Wreck’d!
When a vehicle takes its last Strike, it is wreck’d.
• If a vehicle is ‘Accelerated’ and takes its last Strike, the speed
causes a destructive, deadly crash.
• To see if a wreck’d vehicle cracks up, the driver rolls an LDS
(Last-Ditch Save 4+). If the save is made, the vehicle skids to a
halt and is wreck’d. The passengers each take a strike and the
wreck is inert.
• If the LDS roll fails, the vehicle tumbles, catches fire, or breaks
apart and all passengers make a Sure Death Save or die.
• If a 1 is rolled for the LDS, the vehicle explodes in a spectacular
fireball. Passengers make a ‘Sure Death’ Save with a bane or die
(those near such an explosion may also take damage).

56
WASTELANDs
Shoot It! Hit It With a Rock! Anything!
This is EZD6! Shooting vehicles or attacking them with melee
weapons works exactly like attacking anything else: Roll to hit and
inflict strikes. Speed makes attacks harder... and there’s the running-
over to think about...

• Shooting a slowly moving vehicle is 3+ to hit


• Shooting a full-speed vehicle is 4+ to hit
• Shooting from a vehicle at anything beyond near range takes a
bane
• Melee-attacking a vehicle hits on a 5+. If you miss, your RR will
handle the details of getting hit or run over. What a mess

Inflicting Confirmed Crits on Vehicles


Each confirmed crit inflicts another Strike. These strikes can be
assigned to the vehicle or a random passenger (RR assigns each
passenger a number, and the player rolls). Survivors have an Armor
Save against each strike. NPCs simply take the damage (if the driver
dies, use a Last Ditch Save as if Wreck’d).

57
wastelands

Maneuvers
Usually, there’s no need to bother with MvR (Maneuver Rolls).
Vehicular action can play out with simple rolls, guided by your RR.
Reserve MvR rolls for super cool moves, like spinning the vehicle
around, jumping over flaming trenches, or driving in reverse.
Describe your maneuver to the RR. They’ll assess the difÏculty...

Easy (2)-Easy peasy


Normal (3)-We got this
Hard (4)-Tickle the fuzzy dice for luck
Very Hard (5)-Hang on, everybody
Super Hard (6)-Oh sh*********t

If you fail to make a maneuver, your vehicle takes a Strike (remember


to make a Structural Save). If critical fail, the fail inflicts 1D3 strikes!

Sometimes, maneuvers can lead to serious consequences - like


careening off a cliff or crashing into a fiery wreck while accelerated.
In those situations, a failed maneuver cues an instant Sure Death
Save with a bane. If you survive, it’ll be a great story.

58
WASTELANDs
Ramming and Other Fun
One of the most fun maneuvers in wasteland trafÏc is a ram. Bullets
are flying, people are throwing things at your ride, but a solid ram
is the hardest a vehicle can take, so keep your eyes peeled, jugger!

Ram it! A contest is rolled with appropriate boons or banes (such as


Leadfoot, Tire Grips, or Juiced) , and if the attacker wins, they inflict
Rammage and force a MvR (Maneuver Roll 4+) from the loser.

If a tie is rolled, both drivers make a MvR (4+) and take damage
from failures like a normal MvR.

In the case of a loss by the attacker, they make a MvR (4+) and take
damage from failures like a normal MvR.

What’s Rammage, Eh Precious?


The ramming damage caused when a vehicle at speed hits another
vehicle, or foot trafÏc, is called Rammage. When a vehicle slams
another, it causes strikes based on its vehicle class. Add the dice
together if need be to get the total number of strikes inflicted.

Light (Motorcycle, ATV or Buggy)-1D3 strikes


Medium (Car or Small SUV)-1D6 strikes
Heavy (Truck, Van, or Large SUV)-2D3 strikes
Superheavy (Semi or Bus)-2D6 strikes

When it comes to Rammage, Karma cannot be used, but Hero Dice


and Power Dice can.

Don’t get bogged down in specifics for


vehicle action! As RR, grant boons and
banes to MvR rolls, Structural Saves,
Last Ditches, and so on. The key is
speed and impact, not looking up rules.
The more vehicles wind up wreck’d the
better, so let ‘er rip!

59
wastelands
Example Vehicles
The wasteland is home to lot of weird rides. Here are some common
types to use as templates.

Motorcycle or ATV / Strikes 3 / Structural Save 6 (Light)


Driver and 1 passenger, Open topped
Rammage 1D3

Buggy / Strikes 3 / Structural Save 6 (Light)


Driver and 3 passengers, Open topped
Rammage 1D3

Car / Strikes 4 / Structural Save 5+ (Medium)


Driver and 3-4 passengers
Rammage 1D6
Space for a machine gun instead of a back seat; lose 2 passengers

SUV / Strikes 6 / Structural Save 5+ (Heavy)


Driver and 5 passengers
Rammage 2D3

Truck / Strikes 6 / Structural Save 5+ (Heavy)


Driver and 5-6 passengers, Bed is open topped
Rammage 2D3
Space for a mounted machine gun in the truck bed; lose 3 passengers

Bus / Strikes 10 / Structural Save 4+ (Superheavy)


Driver and up to 80 passengers
Rammage 2D6
Space for a mounted machine gun on the roof

18 Wheeler / Strikes 10 / Structural Save 4+ (Superheavy)


Driver and 3 passengers
Rammage 2D6
Trailer that can hold 25+ passengers or a huge amount of cargo
Space for a mounted machine gun on the roof of a hauled trailer

60
WASTELANDs
Heavy Metal
Only a handful of these war machines have actually survived the
apocalypse intact. These bad boys require a solid support structure,
loads of fuel, and a crew of skilled operators. So you might just want
to use them as plot devices or superbosses.

APC / 8 Strikes / Structural Save 4+ (Heavy)


Driver, gunner, and up to 10 passengers (gunner is exposed, open
top, if active)
Armed with an Annihilator Scatter Pulser
Rammage 2D6

Tank / 12 Strikes / Structural Save 3+ (Superheavy)


Driver, commander, main gunner, and top gunner (top gunner
exposed if in action)
Most have a Maxim Cannon, and an Annihilator Scatter Pulser
Rammage 3D6

Military Vehicle Weapons


The Maxim Cannon and the Annihilator Scatter Pulser devastate the
targeted area and hit all targets on a 4+. Those hit make a Sure Death
Save, and those hit with the MC roll with a bane.

61
wastelands
Put A Bird On It: Vehicle Modifications
Find some scrap, a workspace, tools and time... trick it out.

Reinforced Frame-(Car, SUV, Truck, Van, Semi, or Bus only) If a


vehicle is wreck’d, passengers roll Sure Death Save with a boon.

Welded Armor-Once a round (from the start of the driver’s turn to


the start of the next), Welded Armor can be used to reroll a failed
Structure Save. Roll 1D6, and if a 6 is rolled, you make the Save.

Juiced-Outrun or catch vehicles in the same or next lower class and


gain a boon to ‘catching air’ type maneuvers.

Tire Grips-Tires give a boon to maneuvers.

Spiked Body-(Car, SUV, Truck, Van, Semi, or Bus only) Anyone


leaping on the vehicle is hit on a 4+ and takes a strike.

Heavy Machine Gun Mount-(Car, Truck, Semi, or Bus only) Shoot


at near range; rapid fire rounds tear into targets for 2 strikes. Roll
2D6 to confirm crits, and each crit inflicts an additional strike. If
mounted to a car, it takes up passenger space in the back seat. If
mounted in a truck, it takes up half the bed. Can also be mounted
to the roof of a semi or bus. On all vehicle mounts the gunner is
exposed. Lasts for a scene of shooting until bullet hopper is emptied,
then ammo must be replenished at a Hold or a lucky find.

Reinforced Ram-(Car, SUV, Truck, Van, Semi, or Bus only) Can re-
roll one die of rammage with a successful ram.

Powered Winch-(Car, SUV, Truck, Van, Semi, or Bus only) Typically


on the front of a vehicle; loaded with 100 feet of metal cable that can
be used to pull the vehicle or move heavy objects.

Smokescreen-Oily black smoke chokes and blinds ‘near’ pursuers


for a round. Bane to enemy maneuvers or attacks (one use, then
recharge at Hold).

62
WASTELANDs
Killjacks-(Car, SUV, Truck, Van, Semi, or Bus only) Caltrops that
burst and tear tires to shreds. Any enemy following at near range
has to make a MvR 6 to avoid or face an LDS. Single use, then
compartment must be refilled at a Hold.

Rigged to Blow-Failure to throw the correct sequence of switches


will result in the detonation of the vehicle upon ignition or if an
attempt is made to siphon the guzzaline. The driver and any
passengers are killed unless they make an Avoidance Save with a
bane (use grenade rules for others in near range).

Hellfire Roaster-(Car, SUV, Truck, Van, Semi, or Bus only)


Undercarriage flame throwers that blast attackers. If triggered, any
enemy at near range has to make a MvR (Maneuver Roll 5+); if the
roll is failed, the enemy or vehicle is on fire, takes a Strike, and must
continue to make Structural Saves every turn until the Save is made
or the target runs out of strikes. If the vehicle runs out of strikes, or a
1 is rolled on a Structure Save, the vehicle explodes. Driving on fire?
So many banes. Single use, then must be refueled at a Hold.

Boom Spear-Explosives attached to the end of long poles that trip


when thrown at near range or used as lances by bikers. Often used
against vehicles as the poles are too unwieldy for conventional fights
(1 use that inflicts 2 strikes).

Trailer-Great for hauling extra stuff but gives a bane to maneuvers.

Steering Wheel Lock Bar-Keep unwanted drivers and thieves from


driving away with your vehicle.

Vehicles with 4 or more mods are over


heavy and slowed, dropping one class in
their ability to outrun. 6 is the maximum
modifications. The average machine out
there has 1 or 2... crazy humans and
their dashboard hula dancers.

63
wastelands

Chases, Races, and Melting Faces


No amount of rules will cover every possible scene in a wasteland
car battle. Whether Pusher & Shover or Rabble Rouser, vehicular
action is just like any other role-playing scene: the key is imagining
the action, not chin-scratching over rules.

Can that buggy outrun the 18 wheeler? Naturally. In this scene, though,
the buggy’s engine is smoking, it’s dragging an iron anchor, and there are
Scavies trying to strip the guzzaline! Wait a tick... there’s no pilot! He’s on
the roof! That maniac has a heavy missile system on his frame! He’s firing!
We got a thousand gallons of pure nitro in this lugger!

In this example, there’s a LOT going on. There are details for a race/
outrun, a driverless car, an overweighted car, mounted weapons,
combatants, and a damaged engine. Madness! Stay calm, Survivor.
Remember the EZD6 mantra: focus on the rolls you know, stick to
your basics, and keep the action flying high.

The missile flies wild after our driver misses his roll! Let’s crunch all this
down into a last ditch roll. What? You failed it? The anchor spins wild,
tangles the truck’s front axel. D6 Scavies go flying! Ok, driver, make a
boon 6 for your Structural Save as the anchor chain rips the buggy apart.
Anything less and the car is ripped to pieces in a ball of fire!

64
WASTELANDs
This Car Is An Island, Sir
As a final note on vehicle action in the wasteland, I often treat trucks,
buggies, and cars as terrain. It’s just understood that all these things
are racing across a salt flat as crazy speed. The only thing that really
reminds players of this is when they fall off!

Treating vehicles as terrain places all the focus on what our heroes,
the Survivors, are doing, rather than detailed car combat rules.
Leaping from car to car, struggling to grab a bomb from the evil
boss, arguing about how close that cliff was, and so on.

Sure, mix in a strike here and there against a vehicle, roll a Structure
Save and watch ‘em wreck! Even with all this action happening, the
‘camera’ is always on our heroes.

Once that last car is down, smoldering, and our Survivors limp back
from the edge of the canyon, barely alive, somehow. THAT will be
the magic moment, not calculating Rammage strikes or looking up
other details. It’s always about people.

“Well, now that our rig is heaped, it’s ten days walk at least to the Tiger’s
Teeth. We’ll never make it alive with the muties running around.”

“Cheer up, jugger. I still got a few bullets, scan me?”

65
wastelands
Rabble Rousing The Wasted World
The basics on how to be the Rabble Rouser are covered in EZD6
Core, but here’s a few tips specifically for running Wasted World.

To Vehicle or Not to Vehicle


Most players would totally dig the thrill of epic vehicle battles,
inspired by those Maxxy movies and their countless imitations. If
that’s not your jam or you don’t feel like dealing with the vehicle
rules, no worries! You can simply have vehicles transporting
Survivors to the adventure and stashing them somewhere. Or, you
can even skip the vehicles altogether and have Rydabeasts carry the
Survivors instead. Picture this: burnt-out vehicle wrecks scattered
across the landscape, remnants of a bygone era but all destroyed in
the death throes of the end times … Sounds very dramatic.

The RR as Vehicle-Teacher
No need to stress about the vehicle rules, my friend! Start with a
few bikers, take your time to get the hang of it, and then slowly
introduce cars. The key rules to focus on are maneuvering (just a
simple skill check) and, of course, shooting at others and getting
shot at while speeding across the wasteland. You’ve totally got this!

They Are GONNA Steal Vehicles


Hey, why not let Survivors scavenge vehicles even before they
can actually afford one? Imagine the thrill of stealing a ride and
fueling their adventurous spirit. They’ll be motivated to explore
far and wide, gathering scrap to upgrade and maintain their new
wheels. Instead of restricting their looting, let’s turn it into an epic
opportunity for exploration and progress!

Home Sweet Home


Survivors may want to create their own Hold or establishment. It’s
a fantastic idea... let them do it! Building a hold motivates them
to improve their little patch of heaven and eventually seek NPC
assistance. Don’t forget about those jealous rival Gangers plotting to
take what the Survivors have! Even if Survivors aren’t home often,
they’ll dream of a BBQ and a cozy cot.

66
wastelands
Magick Gear?
Generally speaking, magick in the fantasy sense is not found
here. There are weirds, to be sure, and miasmic power, but in the
wastelands, high-tech gear is a more prevalent theme. Sprinkle such
strangely clean, almost alien tech sparingly while keeping an eye on
power sources and ammo.

Yes, I know you have a laser cannon, but you haven’t seen a battery in
years, much less a spherical one!

Weirds and Neuroflux


The miasma has granted some Survivors, Weirds, a power called
neuroflux. As the RR, this phenomenon gives you all kinds of space
to explain or introduce unusual things, people, and events. This will
‘allow’ you to twist stereotypes much how you would a fantasy
world... neuroflux is making people act crazy, making insects huge,
sealing an ancient door, or animating ghost cars.

Weirds can use neuroflux, too. For maximum effect, just employ
EZD6 Core’s ‘formless’ magick rules for neuroflux effects, rolling
Power against Resistance in all kinds of situations.

Weirds have psychic powers, neuroflux, not spells, so they don’t


use the term ‘spellburn’. Instead, they’ve got their own jargon to
describe the consequences when their psychic abilities misfire
or malfunction. Invite a Weird player to choose their particular
term, and all it implies, for failed uses of neuroflux... Miasmamelt,
The Demon’s Due, Weirdsear, Hazedaze, Weirdwoe, Payin’ the
Demontax, Neuroburn!

Any 1 rolled in a Power Level Roll


causes the psychic power to fail (unless
the Weird takes 1 strike to cancel each
1 rolled). This is the only time rolling
with boons that you don’t just take the
highest rolled die and ignore the others.
The miasma is truly unkind, humans!

67
denizens
of the
wastelands

68
Every adventure world needs enemies
and monsters to challenge and terrify
heroes, and we have you covered. Here,
you’ll encounter everything from exotic
curiosities to true monstrosities in a
high-stakes game of survival. I mean,
they’re kinda cute, too.

69
denizens
Some Weird Stuff Out There, Amigo
If you’re crazy enough to roll dice for what’s hiding in that rubble,
use the tables below... 1D4 for the list, then 1D12 for the entry.

Denizens 1 Denizens 3
1: Blister Rat 1: Pit Lurker
2: Brood Dogs 2: Rampaging Ameoba
3: Dark Troopers 3: Ravager
4: Doomstomper 4: Rydabeast
5: Ganger (Punk) 5: Romero
6: Ganger (Hellion) 6: Hot Romero
7: Ganger (Slayer) 7: Sauraks
8: Ganger (Big Boss) 8: Scritch
9: Graven 9: Scrabbie
10: Graven Creation 10: Shriekers
11: Hitcher Worm 11: Simuloid
12: Junkbot 12: Skullweed

Denizens 2 Denizens 4
1: Kangamouz 1: Skullweed (Pod People)
2: Killbot Trooper 2: Slithar
3: Killbot Hunter 3: Swarmers
4: Killbot Seeker 4: Trapper
5: Morgledwark 5: Venom Creeper
6: Morlock 6: Webphreak
7: Morlock (Group) 7: Xeno Ripper (Snatcher)
8: Morlock (Psylock) 8: Xeno Ripper (Breeder)
9: Murdermonger 9: Evil Survivor (Warrior)
10: Neovore 10: Evil Survivor (Scavie)
11: The Pale Cones 11: Evil Survivor (Mutie)
12: Pigdog 12: Evil Survivor (Hunter)

To Roll or to Choose...
Rolling to select an enemy during play is exciting, but make sure you
are familiar with most of the denizens. Random foes can sometimes
cause a delay as pages are flipped, yawns heard in the darkness...

70
denizens

Blister Rat
Mutated vermin with exploding boils. Yeesh
These hairless loose skinned rodents are known for their aggression
and voracious appetite. With elongated, formidable teeth, they can
tear through just about anything. However, the most unsettling
attribute of these creatures are the bulbous blisters that protrude
from their skin, which burst open upon injury, spewing a repugnant
and toxic liquid.
• Blister Rat / Strikes 1 / to be hit 3+
• Attack-Bite (3+ to hit)
• Exploding Pustules-If struck, the blisters explode in a toxic spray
of sticky goo and can splash any in melee (make Avoidance Save
or take a strike)

The miasma does weird things to living


tissue, jugger. Blister Rats? Sure, I’ve
seen one ten feet long... some of ‘em
glow! Point is, don’t let anyone fool
you: the denizens out here come in a wide
array of possible forms... these listings
are just the basics.

71
denizens
Brood Dogs
Overly smart dogs that hate everything
These dogs have evolved to possess the mental acuity of human
children and a capacity for heartbreaking cruelty. Capable of
reproducing human voices, they’ve been known to imitate the cries
of the injured to lure others into deadly ambushes or traps.
• Brood Dogs / Strikes 1 / to be hit 3+
• Attack-Bite (3+ to hit)
• Pack-If more than one dog on victim, all roll 2D6 to confirm crits
• Olfactory Excellence-Boon to tracking
• Adoption-If a puppy is removed from the brood it can be trained
as a loyal companion

Dark Troopers
Soldiers and mercs in a never-ending war with everyone
Hidden military outposts often go insular and xenophobic, only
indoctrinating those with absolute loyalty. They often engage in
reconnaissance missions where the goal is some pre-fall tech. To
them, the wars are not some distant memory but an ongoing struggle.
• Dark Trooper / Strikes 2 / to be hit 6 (Aegis armor)
• Attack-Uses Prestige weapons or high-tech guns; often pulse
rifles and occasionally a blaster or rocket launcher (3+ to hit)
• Military Training-Boon to shooting and melee, add 2nd boon to
shooting if armed with Prestige weapon
• Peak Bod-Boon to strength and athletics
• Masked-Immune to gas and toxins

72
denizens

Doomstomper
Not the thing you want to run into
Enormous reptilian-like creatures. Fortunately, they spend most of
their time slumbering. When active, they have an insatiable appetite
and devour nearly every living thing and absorb any available
energy source for sustenance.
• Doomstomper / Strikes 30 / to be hit 4+ (tough hide)
• Attack-1 large bite attack (3+ to hit / 3 strikes) If the attack hits,
the prey must escape with a contest or is swallowed and takes
one strike each round unless it makes an Avoidance Save
• Bodyslam-Attack all enemies within near range (3+ to hit / 2
strikes)
• Massive-6 boons to strength, every 6 inflicts a strike in a contest
• Dynamic Metabolism-Immune to poison, fire, lasers, energy
weapons, contagion, and contamination
• Miasma Resistance-6D6, and any Weirds must spend a karma
each round to anchor a power near the monster
• Unstoppable-Can smash through most obstacles with ease and
escape any bonds by taking a strike.
• Shrug Off-Shake off any active effect by taking a strike
• Nuke Fire-An innate Miasma attack that rolls 6D6 and inflicts 3
strikes and 1 contamination. The Nuke Fire must then recharge
for a scene (10 minutes) as back spines begin to glow again
• Villain Dice-Start with 3 (see Villain Dice)

73
denizens
Gangers
Chaotic bands of crazies and lunatics
Gangers utilize vehicles to intimidate, loot, and eliminate anyone
who stands in their way. They sport eccentric gang names and rock
imaginative attire. They seem to be laughing, arguing, or yelling at
all times, mad with the comedy of the apocalypse.

Ganger Punk / Strikes 1 / to be hit 3+


• Attack-Weapon attack with cobbled weapons (3+ to hit)
• Speedphreak-Boon to driving
• Glory Gluggah-Will sacrifice self to protect any other Ganger

Ganger Hellion / Strikes 2 / to be hit 3+


• Attack-Use cobbled weapons, usually a staff or hidden dagger
(3+ to hit)
• Psycher-Use mental powers as a Weird; pyrokinesis and mind
sifting
• Miasma Resistance-2D6
• Fanatical-Boon to resist morale or miasma mind attacks

Ganger Slayer / Strikes 3 / to be hit 4+ (armored)


• Attack-Use Benchmark weapons (3+ to hit)
• Fighter-Boon in strength and melee
• Speedphreak-Boon to driving
• Swirling Attack-Can attack all in melee
• Masked-Immune to gas and toxins
• Fanatical-Boon to resist morale or miasma mind attacks

Ganger Big Boss / Strikes 5 / to be hit 4+ (armored)


• Attack-Use Benchmark or Prestige weapons (3+ to hit)
• Buff-Boon in strength, melee, shooting and athletics
• Speedphreak-Boon to driving
• Swirling Attack-Can attack all in melee
• Masked-Immune to gas and toxins
• Iron Mind-immune to morale or miasma mind attacks
• Miasma Resistance-3D6

74
denizens

A Sampling of Ganger Slang


• “Oy! Got a right case, ‘ere, ladies! What say we ‘ave a look under thee
‘ood, ay?” The gang wants to inspect and scavenge a vehicle.
• “Youse all what-tardy on finkin’ dis a dance-off, skimmah!” A way of
saying no thank you.
• “Ol’ Boogie ‘ere don’t take rafÒes, boys. Let’s have a bit o’ honey-do
on these wobblers!” This is a common way of rallying gangers to
enter a fight.
• “I seen skims all with what blue-glow, toots! No way to get cheeses
in ‘dem trafÏcs! Boony, is! Boony!” If Gangers won’t go near
something, or refuse to get involved.
• “Youse got wiggies for nose ‘airs if you fink bootsy won’t fly! Me and
me jugs ‘ere aven’t tasted coup in a mounder!” Gangers will often
boast that they are the best or are undefeated with this phrase.
• “What told was floss, muggy. Youse an alright talk hole, and not bad
with the whappers, eh!” The closest thing to a compliment a ganger
will give.

75
denizens
Graven
Blood suckers with devoted fans and servants
A group of vampiric fanatics. Not your classic mythical vampires,
but humans infected with a virus that blesses them with vampire-
like powers.
• Graven / Strikes 10 / to be hit 4+ (fast)
• Attack-Use Prestige weapons or clawed attack (3+ to hit)
• Accomplished-Boon to all rolls
• Domination-Always go first
• Miasma Resistance-4D6
• Wallwalker-Sticks to walls like a spider
• Regenerates-1 strike a round; if ‘killed,’ the Graven will regenerate
and rise the next night unless the remains are exposed to the sun,
strong UV light, or cremated
• Blood Bite-If the target is grappled, the Graven bite causes
paralysis for as long as the bite is maintained and drains 1 strike
of blood per turn that heals the Graven a strike (cannot exceed
starting strikes)
• Stupefy-Once per scene, all near enemies that look at the Graven
must roll Miasma Resistance or be dumbfounded for the rest of
the scene; but a blow that causes a strike breaks the effect (innate
Miasma ability, roll 3D6)
• Sunburn-Bane in sunlight and take a strike each round until dead
• Graven Creation-If the Graven drains a human of blood
completely, it may spill its own blood into the mouth of the
immediately deceased victim; the next night, the unfortunate
will rise as a Graven and becomes an NPC
• Villain Dice-Start with 3 (see Villain Dice)

76
denizens

Hitcher Worm
Worms that are drawn to vehicles... as food
The burrowing creature was drawn up from the depths by radiation
and miasma. It is a metal-eater, and pursues mechanical noises for
food. Drivers and speedphreaks hate ‘em.
• Hitcher Worm / Strikes 5 / to be hit 5+ (fast)
• Emerge and Bite-The worm bursts out of the ground and bites
a vehicle. The vehicle must make a structural save or suffer 1D6
rammage instantly. After such an attack, the worm will go back
into the soil and circle back for another bite
• Thumpers-Hitcher Worms are easily distracted by any mechanical
sound or vibration
• Pull Under-If a vehicle is too big, heavy, or anchored for the
worm to tear it apart or eat it whole, it will attemtpt to drag it
underground entirely. Once this action is initiated, the vehicle
will vanish in the dirt after 3 worm turns, unless some powerful
means to hold it are deployed such as cranes, winches, or cables
• Dirt-Lover-Hitcher worms cannot dig through metal, pavement,
or solid rock

77
denizens
Junkbots
All manner of robotic trash-creatures
Junkbots come in all shapes and sizes, from charming little pocket
pals to monstrous forms of twisted scrap. Rather than being true
robots, these creatures are more like semi-organic beings that form
from miasma-saturated junk.
• Junkbots / Strikes (depends on size) / to-hit (depends on size)
• Strange Biology-Immune to hacking, contagion, contamination,
toxic gas, poison. Susceptible to Weirds and Miasmic phenomena
• Miasma Resistance-1D6 and roll with a bane
• For each Junkbot encountered, roll 3D6 below...

• Personality (roll 1D6)


1. Murderous, Territorial, and Deceptive
2. Rude, Sarcastic, and Pessimistic
3. Obsessive, Annoying, and Bossy
4. Forgetful, Shy, and Cowardly
5. Polite, Enthusiastic, and Optimistic
6. Friendly, Helpful, and Trustworthy
• Size (roll 1D6)
1.Tiny / Strikes 1 / to be hit 6+ / Can’t harm bigger targets
2. Small / Strikes 2 / to be hit 5+ / DifÏcult to catch
3. Standard / Strikes 3 / to be hit 5+
4. Human-sized / Strikes 6 / to be hit 4+
5. Large / Strikes 10 / to be hit 4+ / Strength and melee boons
6. Enormous / Strikes 20 / to be hit 3+ / Immense destruction
• Form (roll 1D6)
1: Insectoid-Climb over walls and up virtually any surface with ease
2: Spinning-Spins like a top deflecting strikes (roll an Deflection Save
for the Junkbot); on a 4+ the strike bounces off, on a 6, the attack is
redirected back at the attacker (Beam weapons are not affected)
3: Rolling Ball-locomotion and attack (can never be knocked prone)
4: Quadruped-Can outrun bipeds
5: Humanoid-Moves much like humans
6: Hovering-Not affected by ground terrain, a Miasma Crystal core
allows the Junkbot to remain floating (can be harvested after a
junkbot’s death with a roll of 4+)

78
denizens
Kangamouz
Diverse species of marsupials that hop across the wasteland
Kangamouz are generally found in two opposite varieties: harmless
rat-like creatures or large, muscular mutants.

• Lil’ Mouz / Strikes 1 / to be hit 5+ (fast and small)


• Lil’ Thief-Will not attack but will steal food or small objects
• Cubby-A nest is often a treasure trove of small trinkets, including
bullets, jewelry, or med injectors
• Yum-Edible as food in place of supplies; after eating roll 1D6, on
a 1 make an Avoidance Save or take a level of contamination

• Mutant Mouz/ Strikes 4 / to be hit 4+ (big, but tough)


• Attack-Claws (3+ to hit)
• Attack-Back Leg Shove-If useful, the Mutant Mouz wil use its
powerful back legs to shove a victim off a cliff, into a vehicle, or
against solid rock. Make a Miraculous Save or go flying
• Incredible Speed-The Mutant Mouz can outrun most vehicles

79
denizens

Killbots
Outdated robot beings that just keep going
As society collapsed, killbots were set loose to terrify the populace
into order. Unfortunately, They have far outlasted the civilization
that made them.
• Deadly Weapons-Armed with onboard pulse rifle(s) and/or
retractable spinning blades; when attacked in melee, the spinning
blades get a ‘free’ counterattack if a 1 is rolled
• Jackable-Can be hacked and overridden; roll a contest against
2D6 to take control
• Robot-Strikes cannot be drained, does not need sleep, food, or air
and Immune to contagion, contamination, toxic gas, and poison
• Resilient-Immune to flashbang, fire, and take half damage from
explosives (except EMP)
• Miasma Resistance-2D6

80
denizens
Killbot Trooper / Strikes 3 / to be hit 6 (armored)
• A humanoid Shaped Robot-Armed with an integrated pulse rifle
and retractable spinning blades
• Attack-1 pulse rifle attack, 2 spinning blade attacks (3+ to hit)
• Programmed to Kill-Boon to melee, shooting, strength, and
grappling
• A Bit of Style-Humanoid Killbots were discontinued, because
they became too human, often wearing hats, ponchos, and taking
on a gunslinger or outlaw persona

Killbot Hunter / Strikes 2 / to be hit 6 (armored)


• Dog Shaped Robot-Armed with twin integrated pulse rifles that
criss-cross targets with deadly accuracy
• Attack-1 pulse rifle attack; has advanced laser targeting (boon to
shooting), roll 2D6 to confirm crits (3+ to hit)
• Tag Along-Killbot Troopers are often encountered with a Hunter
as a sidekick or ‘best friend’

Killbot Seeker / Strikes 1 / ‘confirmed crit’ to be hit (evasive)


• Small Hovering or Ground Robot-Delivers hit-and-run attacks
(either hovers out of melee range shooting a an integrated pulse
rifle, or burrows under loose soil after delivering a spinning blade
melee attack); armed with an onboard pulse rifle OR retractable
spinning blades
• Attack-1 pulse rifle OR 1 spinning blade attack (3+ to hit)
• Selectively Programed to Kill-Boon to shooting OR melee

Killbots have aged badly. They are erratic,


eccentric, and often confused. They seem
to imitate living things somewhat, thinking
they themselves are living beings, but
driven by outdated software and fried
circuits.

81
denizens
Morgledwarks
The little guys out there
Diminutive hunched hairy mutants with large reflective eyes and
twitching noses. Skittish but dangerous when riled up or in large
numbers. Speak their own strange squeaky tongue and are extremely
superstitious, worshiping unusual objects.
• Morgledwark / Strikes 1 / to be hit 3+
• Attack-Crude melee weapons (4+ to hit)
• Dogpile-Mobs of these creatures will rush forward to overwhelm
opponents; roll a contest with 3D6 for the mass of Morgledwark,
and if the creatures win they bludgeon the target for one strike.
+1 strike for every 6 rolled. If a Survivor loses their last strike
they are KO’d and dragged off for some superstitious rite (Armor
Saves still apply)
• Creeper-Boon to stealth and hiding
• Nocturnal-Can see in the dark but rolls everything with a bane
when exposed to the pale sun of the wasteland
• Hates Light-Cower and hide from bright light

82
denizens

Morlock
Subterranean mutants who despise surface folk
These hulking humanoid mutants thrive in underground lairs
capturing survivors at night to increase their larders.
• Morlock / Strikes 3 / to be hit 3+
• Attack-Cobbled melee weapon (3+ to hit)
• Strong-Boon to strength
• Nocturnal-Can see in the dark but rolls everything with a bane
when exposed to the pale sun of the wasteland

Morlock Psylock / Strikes 5 / to be hit 3+


• Attack-Cobbled melee weapons; usually, a staff or hidden dagger
(3+ to hit)
• Mental Shield-Absorbs one strike of damage, and then a turn
action must be used to restore it
• Psycher-Use mental powers as a Weird; fear, somnambulist, and
mind sifting
• Miasma Resistance-3D6
• More ‘human’ looking than other Morlocks
• Nocturnal-Can see in the dark but rolls everything with a bane
when exposed to the pale sun of the wasteland
• Villain Dice-Start with 3 (see-Villain Dice)
83
denizens

Murder Monger
Your worst stinkin’ nightmare
Buff, murderous psychos with creepy masks fused to their faces.
Are they real, or Boogeymen of the Demon Sky made manifest?
• Murdermonger / Strikes 6 / to be hit 3+
• Attack-3 Benchmark blade attacks; so fast attack they 3 times (3+
to hit)
• Boon to melee, strength, and grappling
• Stalker of Shadows-Can appear and disappear suddenly
• Diehard-Infused with miasma and hard to put down; when a
MM loses their last strike they appear dead, but roll 1D6 and on
a 2+ they suddenly rise again with 1 more strike
• Driven-Cannot be mind controlled
• Miasma Resistance-3D6, and if a miasma roll fails on a MM, the
psycher takes a strike from feedback
• Curse Bound-MMs are often bound to an object that, if found
and destroyed, can stop the MM
• Villain Dice-Start with 3 (see- Villain Dice)

84
denizens
Neovore
Animals made into monsters
Miasma seepage has caused rampant mutations in predators,
making them the stuff of nightmares. Luckily these creatures are
usually found alone... hungry for prey.
• Neovore / Strikes 3-6 / to be hit 3+
• Viscous-Boon to melee
• Miasma resistance-2D6

Animal Type (roll 1D6)**

1. Snakelike / Strikes 3 / 3+ to hit


• Attack-Poison Bite-Make a Avoidance Save or take another strike
from the poison next round
• Coils-Boon to grappling
2. Wolflike / Strikes 3 / 3+ to hit
• Attack-Bite attack
• Tracker-Boon to tracking
3. Catlike / Strikes 3 / 3+ to hit
• Attack-Claw attack and bite attack
• Hunt-Boon to stealth
4. Piglike / Strikes 3 / 3+ to hit
• Attack-Maul attack
• Bash-Uses its bulk and aggressiveness to keep a combatant
unbalanced and on the defensive; anyone in melee with the
creature has a bane to attacks
• Sabre Teeth-Bite crits on 2D6
5. Lizardlike / Strikes 3 / 3+ to hit
• Attack-Claw attack and bite attack
• Diseased Bite-After taking a strike, roll an Avoidance Save, or
become diseased; resting while diseased will not heal strikes,
and the victim loses 1 strike every day until dead or cured (need
antibiotic drugs)
6. Bearlike / Strikes 6 / 3+ to hit
• Attack-2 claw attacks, 1 bite attack
• Brute-Boon to strength and grappling

** Some Neovores have evolved. Add size, attacks, or abilities

85
denizens
The Pale Cones
A vast cult of cone-worshipping automatons
This huge group of weirdos in robes are known to worship a cone-
headed skull totem. They wear cones as hats, and tell of a day when
all the world will join them... or die.
• Pale Cone Cultist / 2 strikes / to be hit 2+
• We Are Many-The Pale Cones always act as one. The individuals
have no separate identities. When one dies, two more appear.
They do not feel pain or fear... only a desire to walk the wasteland,
spreading the gospel of the cone.
• A Mighty Host-When The Pale Cones arrive at a location or
scene, they flood the area with vast numbers. Without a vehicle
or grenade, there is no way to break their ranks.
• Dim Witted-In a trance of adoration for the great cone, these
cultists are very easily deceived, distracted, or diverted. They
hear and understand language, but seldome speak unless
praising the cone.

86
denizens

Pig Dog
Someone’s best friend
Looks like a cross between a pig and a dog. Has an intense loyalty to
its master and is a terror in close combat. Uses its aggressive nature
as a weapon.
• Pigdog / Strikes 3 / to be hit 3+
• Attack-Maul attack (3+ to hit)
• Bash-The creature uses its bulk and aggressiveness to keep a
combatant unbalanced and on the defensive; anyone in melee
with a Pigdog has a bane to attacks
• Iron Gut-Can eat almost any organic matter

Pit Lurker
Trap door buggers to watch out for
A small indentation in the ground quickly becomes a death trap as
loose earth collapses in, creating a large funnel with a huge insect-
like beast at the bottom.
• Pit Lurker / Strikes 7 / to be hit 5+ (only armored head and
grabber arms exposed)
• Grab-2 hooked arm grapple attacks; contest to break free, any
other action incurs a bane (3+ to hit)
• Attack-Bite attack; inflicts 2 strikes (3+ to hit)
• Huge-Boons to melee, strength, and grappling
• Down the Drain-Grenades (or similar explosive) inflict double
the strikes
• Miasma Resistance-2D6
• Death Trap-Climbing out of the loose soil pit is extremely difÏcult
without help; you need a 6
87
denizens
Rampaging Ameoba
Miasma in solid form, then add slime and evil
Where the Psychostorm is at its worst, a lightning strike can trigger
a strange reaction. Miasma forms into jelly-like matter that comes
to life, and hungers to devour everything in its path. In time, a
Rampaging Ameoba can even develop a semi-intelligent nucleus...
that’s when things get really bad.
• Rampaging Ameoba / Strikes 10 / cannot be hit
• Engulf-In each scene it appears, the Rampaging Ameoba will
engulf and dissolve 1 car-sized object on each of its turns
• Slurp and Squeeze-The ameoba moves at a ‘walking pace’,
unstoppable by any known means, and able to squeeze through
tiny gaps, cracks, or holes
• Will It Bleed-The only thing that can harm a Rampaging Ameoba
is lightning, energy weapons, or massive explosions. Even then,
the Ameoba saves on a 5+ and continues its slowing feeding
march across the wasteland

88
denizens

Ravager
A vast cult of cone-worshipping automatons
There are these stories about massive humanoid mutants wandering
the wastelands, causing havoc wherever they go. Each one is totally
one-of-a-kind and absolutely lethal.
• Ravager / Strikes 15 / to be hit 5+ (armored hide)
• Attack-2 claw attacks, 1 bite attack (+3 to hit)
• Dreadful-To attack when the creature first appears, make an
Avoidance Save vs Fear or lose your turn action
• Physical Perfection-Boon to strength, grappling, and athletics
• Miasma Resistance-3D6; Survivors must spend 1 karma per
round to anchor any power near the Ravager
• Villain Dice-Start with 3 (see-Villain Dice)

Each Ravager has a unique ability (roll 1D6)


1. Mutation-(1-3) Poison bite, or (4-6) grappling tongue
2. More Strikes-A large specimen with more health (+5 strikes)
3. Another Attack-The creature has (1-2) extra claws
4. Miasmic Reflect-Another Resistance Die and psychic abilities near
the Ravager fail on a 1-2, causing a strike on the psycher
5. Tough-Only harm by Prestige weapon or confirmed crit
6. Innate Miasmic Ability-Miasmic ability as a ‘free action’ with an
innate roll of 3D6. Stupefy (freeze in place) or Terrify (must run away
and try to hide) Avoidance Save each round after to escape the effect

89
denizens
Rydabeast
Also known as a ‘Dromdard’ by some ranchers
These quadrupeds, with stilt-like legs and long, whipping tongues,
make excellent pack or riding animals due to their ability to sustain
on limited food and water relative to their size.
• Dromdard / Strikes 3 / to be hit 3+
• Attack-Bash attack if scared (4+ to hit)
• Gallop-Long strides and can double move for hours
• Wasteland Tenacity-Boon to strength and endurance

Romero
What we call zombies around these parts
Corpses that shamble around, biting everyone. Sheesh!
• Romeroes / Strikes 2 / to be hit 3+
• Attack-Combined bite and claw attack, cannot crit (4+ to hit) Or
if a hoard swarms roll a 3D6 contest
• Shambling-Slow and easy to outrun
• Unalive-Needs no sustenance, sleep, or air, and strikes cannot be
drained from them
• Mindless-Unaffected by mental powers, fear, or persuasion
• Zombie Bite-If bitten during the encounter, make an Avoidance
Save (with appropriate boons) or contract the mysterious and
deadly zombie contagion; lose a strike a day that rest and drugs
will not heal, and upon death, the victim rises as a Romero

Hot Romero-A Romero teeming with contamination


• Attack-Combined bite and claw attack, cannot crit; on a strike
make an Avoidance Save or take 1 level of contamination that
replaces the contagion save (4+ to hit)

Hold on, hold on. Zombies? In some games,


a zombie bite is a death sentence. Here,
the only way to stop the transformation
is with a rare and valuable cure-all.
Don’t have that handy? Well, get ready
to start shamblin’ to the oldies! For
this reason, Survivors should be extra
cautious aroudn Romeros!

90
denizens

Sauraks
Like a pterodactyl, but more pterrible
In a nightmare reversal of evolution, birds have devolved back into
predator dinosaurs.
• Sauraks / Strikes 3 / to-be-hit 3+
• Attack-Hooked Tooth Bite-Latch onto prey with a grappling bite,
automatically inflicting a strike each round until the grapple is
broken; once latched, the creature will swoop and dive, flailing
the victim around and trying to disorient them, giving the target
a bane to all actions, including breaking the grapple (3+ to hit)
• Predator-Boon to bite and grapple
• Clever Girl-Packs work together,outmaneuvering prey
• Fly-can fly and catch most prey ... Take cover!

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denizens
Scritch
Basement bugs
Cat-sized bugs with bioluminescent carapaces. Dormant unless
their hanging gelatinous eggs are disturbed in a crawlspace.
• Scritch / Strikes 1 / to be hit 4+ (fast)
• Attack-Bite attack (3+ to hit)
• Tight Quarters-Take a bane if fighting in crawlspaces
• Bioluminescence-Can be harvested and stored in clear containers;
will glow brightly for months; slightly radioactive
Scrabbie
Human salvagers in tatters and goggles
Scrabbies capture others, using them as trade or sometimes
committing worse atrocities. Merciless.
• Scrabbie / Strikes 1 / to be hit 3+
• Attack-Cobbled weapon attack, boon to shooting when attacking
from stealth (3+ to hit)”
• Wastelanders-Boon to sneak, hide, resist contamination and
contagion, and ride Rydabeasts
• Superstitious-Bane to resist tricks
Shrieker
Oh.. OH! What is that thing?
Humanoid mutants with wiry muscled bodies and fang-filled
mouths that can flap and expand, unleashing a painful sonic scream
when up close.
• Shrieker / Strikes 2 / to be hit 4+ (fast)
• Attack-2 claw attacks, 1 bite attack (3+ to hit)
• Sonic Scream-Innate Miasma attack 1D6 on all near targets; resist
or stunned for the round
• Nimble-Boon to athletics and acrobatics
• Tunneler-Often dig underground burrows

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denizens

Skull Weed
Mutated plants with a taste for living prey
A barbed vine with a deadly purpose that senses lifeforms within
its proximity and ensnares them. Upon leaching its victim’s juices, a
bulbous sprout develops that quickly grows into a mirror image of
the victim. These ‘false people’ are used by the plant to lure others
to the same fate.
• Skullweed / Strikes 10 / to be hit 3+
• Attack-Barbed Vine Grapple-Attack all within near range of
the writhing carpet of vines; automatically inflicts a strike each
round until the grapple is broken, contest to break free (3+ to hit)
• Grabby-Boon to grapple
• Hit What?-Cannot be crit
• Burn Baby Burn-Highly flammable

Pod People / Strikes 2 / to be hit 3+


• Attack-Cobbled weapon attack (3+ to hit)
• Blinding Spit-Can spit a sticky goo once a day; target makes an
avoidance save or is blinded for a round (4+ to hit)
• Dark Sight-Can see in complete darkness and will try to
extinguish any light sources
• Not Peeple-Artificial persons created to fill a nefarious role; they
dissolve into pools of bubbling green slime upon death

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denizens

Slithar
Something between a lizard and a badger
These small yet hardy critters resemble a nightmare blend of a
gila monster and a honey badger and are doubly fierce. With their
venomous bite and the ability to conceal themselves in almost
any nook or cranny, the Slithar make for an unwelcome surprise.
Disturbing a Slithar mother and her nest is doubly dangerous.
• Slithar / Strikes 1 / to be hit 5+ (fast and wily)
• Attack-Poisoned Bite-Take a strike, then roll an Avoidance Save
from poison or take another strike (3+ to hit)
• Diggy-Often burrows or hides with their squat bodies and strikes

Swarmers
Is that a cloud? No... them’s bugs!
A swarm of ravenous insects, consuming everything in their path.
Disturbing, clicking, and chittering is the only warning before they
smother prey.
• (See Swarm EZD6 Core p. 63)
• with surprise, then retreats back into suitably junked-up areas
to hide; to spot one you need to roll a 6

Trapper
A goo-beast that lies in wait
Shapeless... takes on the guise of a muddy pool or black oil stain
(See living jellies and oozes EZD6 Core p. 61)
• Attack-Strike with surprise unless a 6 is rolled to spot (2+ to hit)
• Creeper-Can squeeze through small openings
• Hard to Kill-Eradicate it with fire, high-tech energy weapons, or
explosions
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denizens
Venomcreeper
The worst bug to find in your boot... if your boot was 4 feet long
This centipede-like monstrosity spits a highly toxic venom and
delivers a nasty bite. It relentlessly attacks its prey in a hit-and-run
fashion, squirting deadly venom until its victim succumbs.
• Venomcreeper / Strikes 3 / to be hit 4+ (exoskeleton)
• Attack-Bite attack and venom squirt; caustic venom causes
painful burns and gives a bane to the survivor’s next round
action (3+ to hit)
• Hunter-Boon to melee, escaping grapples, and stealth
• Hardy-Immune to poison
• Creepy Crawly-Can fit in tight places with its flattened flexible
body, and can climb like a spider

Webphreaks
Spider-like beings that have hollowed out the world
This creature is a horrifying mutant covered in a dark exoskeleton,
but in an unfamiliar arrangement of whiskers, spines, and eyes.
Spider-like limbs sprouting from the back allow it to move swiftly in
confined spaces. The legs of the once-humanoid creature, mutated by
Miasma for decades underground, have withered away into curved
feelers used for sensing the environment. Its elongated head, with
multiple green eyes and venomous fangs, strikes fear into human
hearts.
• Webphreak / Strikes 6 / to be hit 5+ (fast and exoskeleton)
• Attack-Venomous Bite-Take a strike; make a Avoidance Save
next round or take another strike from poison (3+ to hit). If so
poisoned, the Webphreak will take extra interest in you
• More Attacks-2 barbed spinneret arms that stab and web targets;
4+ strength roll to escape (3+ to hit)
• Wallwalker-Climb on any non-slick surface like a spider
• Horrendous-In close quarters (near range) non-muties are
assaulted with an innate fear attack of 2D6; if failed, the survivor
attacks with a bane. Normal citizens will not approach even if
they think a Webphreak might be nearby
• Miasma resistance-2D6

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denizens

Xeno Rippers
A terror from space... an efÏcient killer
Before the end and the rise of the Miasma, humans had successfully
voyaged to Mars and discovered extraterrestrial DNA. However, an
experiment containing the genetic material had escaped and mutated
into an apex xenopredator. The Xeno Ripper nest is structured like
a hive and, if left unchecked, could potentially consume all life.
Starting from the egg stage, the progression goes from Parasyte to
Snatcher to Breeder.

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denizens
• Xenoripper Parasyte / Strikes 1 / to be hit 6 (super fast)
• Smother-Grapples the face but does not inflict strikes, roll
Avoidance Save or fall unconscious; conscious victims perform
any action with a bane (+3 to hit)
• Perfect Organism-Boon to acrobatics and grappling
• Acidic Blood-If killed, acid sprays all in melee with. Avoidance
Save, or armor is hit and loses 1 protection; if the save is failed
for the armor, make another Avoidance Save or take a strike
• Wallwalker-Climb on any non-slick surface like a spider
• Skitter-Scurries into cover, making it hard to spot; must roll a 6
• Alien Mind-Their inhuman brains cannot be affected by mental
powers, fear, or persuasion
• Gene Splice-If a victim has a Ripper Parasyte on their face for
at least an hour, they are infected with Ripper DNA and will
hibernate, slowly transforming into a Ripper Snatcher

• Xenoripper Snatcher / Strikes 2 / to be hit 4+ (fast)


• Same abilities as Parasyte, except Gene Splice
• Attack-2 claw attacks and 1 bite attack; if a living target is taken
down by a snatcher, the last strike is a KO instead of a killing
blow (3+ to hit)
• Nesting-Any enemies KO’d are dragged to the hive and glued
in place with a viscous secretion; strength roll of 6 to break free

• Xenoripper Breeder / Strikes 10 / to be hit 5+ (hard exoskeleton)


• Attack-2 claw attacks, 1 bite attack, and a spined tail (3+ to hit)
• Acidic Blood and Alien Mind, like other Xeno Rippers
• Perfect Organism 2.0-Boon to melee, strength, athletics, grappling
• Egglayer-The breeder is hung in a hard-to-reach place by the
viscous secretion of the Snatchers. Its abdomen hangs down,
depositing parasyte eggs. If assaulted, it can rip free of the
abdomen, becoming a formidable killer and vengeful mother
• Miasma resistance-4D6
• Alien Terror-Those in melee must resist its innate miasma attack
of 2D6 or perform their turn action with a bane
• Villain Dice-Start with 3 (see-Villain Dice)

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wasteland
rules

98
If you’ve made it this far, you know
that The Wasted World is a real mess.
Mind powers, creatures, weapons, and
environments here have a lot of new
challenges for the Rabble Rouser. Never
fear, Road Warrior, these add-on rules
have got you covered!

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wasteland rules
Change It Up a Tick
EZD6 finds it strength in simplicity. Your Wasted World game might
just use the EZD6 rules core and be good to go. Rock on! If you;re
looking to delve a bit deeper, though, this section offers some rules
and tasty tidbits to toss some spice in the mix. Add to taste, and
remember: heel to the steel, jugger.

Shooting and Cover


Unlike fantasy, you’ll see more shoot-outs happening with all the
guns floating around. Smart Survivors and NPCs will try to get
shots off while staying behind cover.
4+ to hit in light scatter
5+ to hit in ruins or medium scatter
6 to hit in fortifications or heavy scatter
Explosions and flame weapons ignore cover
If enemies like Dark Troopers are already harder to hit, then the
cover gives no benefit.

Ain’t That a Stunner


Certain weapons, monsters, or events can ‘stun’ a target. The target
has to roll an Avoidance Save; if they fail, they get stunned and suffer
a bane to all checks on their next turn and cannot use a ‘run action.

A Fistful of Armor
Some weapons in WW can deal a ton of damage. If you get hit for
multiple strikes, you can save time by rolling all your saves together
and cross your fingers for high rolls. Check out Overkill for another
option to survive.

Data overload warning! Before we get


too far into all this, remember that a
turn is when it’s your time to move and
act. So, don’t just stand there!A round
is when everyone, including NPCs, has had
a turn. For a player the round resets
when it goes full circle back to them.

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wasteland rules
Dice Pool Challenges
Sometimes, the Survivors might stumble upon a tricky challenge –
cracking a super-secure encryption system or navigating through a multi-
part physical trap. No worries! These obstacles can be tackled by using
dice pool challenges.

• The RR rolls a pool of dice for the ‘difÏculty.’ Usually 3-6 dice.
• The dice pool forms a number of dice that must be overcome for the
Survivor(s) to win the challenge.
• Any 1s rolled by the RR are removed from the pool.
• In the rare event that all 1s are rolled, then the challenge has degraded
to a point where no effort is needed. This can be explained as a
breakdown in mechanics or degradation of systems.
• The player rolls a die and adds any boons pertinent to the situation.
At least 1 die must equal or exceed one of the difÏculty dice, or the
challenge ends with whatever consequences are incurred (most often,
a trap is set off, or a computer system goes into lockdown).
• Karma cannot be used in the challenge, but Hero Dice or Power Dice
can.

A Dice Pool Example


Let us say your group encounters an ancient computer system, and Dorian
the Android attempts to hack in with cerebral uplink (gaining a boon to the
roll). Dorian’s teammate Evee has mysteries of the fall and helps Dorian
with an extra boon. Now we are up to 3D6 to challenge the problem. The
RR rolls 4D6 for the difÏculty and gets 6,4,2,1. The 1 drops out of the
challenge, and now the Survivors only need to defeat 3 numbers.

Dorian’s player rolls 2D6, and Evee rolls 1D6. Combined, the Survivors
get a 1, 2, 4. The 1 is ignored, but the 2 equals the challenge 2, and the
4 removes the second number. Only 6 remains. Since the team made
headway, they can continue.

The only remaining challenge number is now 6. The team rolls again and
gets a 1, 4, 5. Unfortunately, the 5 does not equal or beat the 6, and the
system locks down … Perhaps it is time to roll that Hero Die?

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wasteland rules
Miasma Resistance
Most Survivors of the wasteland have a Miasma Resistance of 1D6.
Having the Nullbrain Inclination gives a Survivor a boon against
Miasma or psychic attacks.

Crystalized Miasma
As the RR, make sure to be pretty generous with Miasma Crystals.
These not only give some cool abilities to the Weird in the group, but
they can also be used to upgrade items.

Memento
Once during a session, a Survivor can slip in a quick remembrance
about their memento and earn 1 karma. If the player can connect the
memory to the ongoing adventure, BOOM, 2 karma. And remember,
every time you recall a memory, it’s gotta be a fresh one related to
the object.

Anything But a 1: Boons or Banes?


YES … Say you are on an unstable platform, and the RR asks
everyone to roll anything but a 1. Being acrobatic, you have a boon
to precarious situations like this. The RR grants you a boon, so now
you roll 2D6 and have a much better chance not to roll all 1s.

The same could happen with a bane. Say you are in complete
darkness and groping your way around. It is very likely you could
stumble into a 1 situation and have to roll with a bane … Why didn’t
someone bring a light?

Data overload warning! NPCs make an


Avoidance Save at 6. If they have ‘Miasma
Resistance,’ they roll that many dice to
save and need a 6 on one of the dice.
For all rolls with ‘boons’ always take
the highest single die. Rolling 2 or more
‘6s’ has no bonus effect!

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wasteland rules
Contamination Level
In the Wasted World, contamination is everywhere - radiation,
environmental toxins, you name it. When you’re out and about in polluted
areas, the RR determines how strong the contamination is - scene by scene,
hour by hour, or day by day. At the end of each time period, you’ll get
1 level of contamination (roll an Avoidance Save before taking a level
of exposure). If you hit 3 levels, you’ll lose a strike permanently and reset the
contamination level to zero. So keep a handle on that contamination and
purge with drugs as often as you can.

Starvation and Dehydration


Spend one supply per day or no overnight healing; three days without
rations, and you start dying and lose a strike each day until dead (strike
loss from starvation and dehydration cannot be healed until a supply
ration is found).

Contagion: You Don’t Look So Good


If sick, roll every check with a bane until cured. If diseased, roll every check
with a bane and lose one strike a day until dead. Diseased strikes cannot
be healed until the disease is cured. Sickness can be cured with a meal and
a good night’s rest (roll another Avoidance Save with appropriate boons).
A disease cannot be naturally remedied and needs drugs (usually the drug
Cure-All but other remedies may exist in your world).

This Sandwich is Growing Hair


If a desperate Survivor runs out of clean rations (or wants to save
their last supply for shooting), they can take their chances with a
scavenged ration. The player rolls the effect after they have eaten
the treat … Yum … ugh …kak.

Finished Eating? Wait a minute... Roll 1D6


1: Contaminated! Oh no, toxic viddles!
2: Contaminated! Oh no, bad chug, jugger!
3: Diseased! I think rats were chewing on this...
4: Causes Sickness! This cheese is mush!
5: All Clear, told you it was fine.
6: All Clear! Stringy, but good.

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wasteland rules
Cook your food! If food is cooked,
only suffer ill effects if you roll a 1.
Cooking eliminates most sickness/disease,
but cannot remove contamination. The
Hunter’s Harvester ability will always
procure clean rations. Personally, I
have no idea how you even chew.

Confirmed Crits with a Ranged Weapon


After killing an enemy with a confirmed crit, additional strikes can
be carried over to other targets within near range of the initial target.

Dude, You’re Standing in the Explosion


The rules assume that if someone is close to an explosive or grenade,
they naturally seek cover before it goes off. But for instance, if a
Survivor throws themselves on a grenade or someone shoves it in
a Monster’s orifice, the Survivor/Monster must make a Sure Death
Save with a bane, or else they’re done for. If they manage the roll,
they’ll still have 1 strike. Feel free to come up with a cool story about
how they pulled it off (just remember, if the damage would kill the
Monster outright, they don’t get a save).

NPC Rule of Thumb


Most NPCs make an Avoidance Save at 1D6 and need a 6. If they
have Miasma Resistance, they roll that many dice to save instead.

Now that we have all that covered, let’s


get to some juicy OPTIONAL RULES!
These will add even more detail to your
game, but always feel free to leave ‘em
on the cutting room floor and keep
things fast and fun.

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wasteland rules
Optional: Things Break Out Here
If an object(s) has taken a heavy amount of wear in a scene, a RR can
call for a ‘break’ roll on those objects. Roll anything but a 1, and the
object survives intact. The RR can also ask Survivors to roll at the
end of an adventure for all their cobbled items to see if those items
have worn out and broken.

Optional: Karma Kaptain


During gameplay, players might sometimes forget to grab karma,
leading to repeated reminders from the RR. To make things easier
for the RR, players can nominate a Karma Kaptain who’ll remind
everyone to take karma when they forget. If both the player and the
Karma Kaptain forget and a new turn starts, the chance to get your
karma has passed—choose someone who’s attentive!

Optional: Failing Forward


The Victory in Failure Inclination isn’t in this book, so you might
wanna consider adding this rule that applies to everyone. Normally,
you can only score 1 karma per full round, but if you roll an
unmodified 1 at any point during the same round, you get a bonus
of 1 karma. So the karma cap for a round is now 2 instead of 1.

Optional: Breaking a Shield


If a Survivor rolls a 1 while making the shield Armor Save, the
shield is destroyed or unusable until repaired.

Optional: Using a Shield Out of Combat


If certain conditions are met, and a shield seems capable of blocking
an effect, the RR can rule that a shield could give a second Avoidance
Save instead of an Armor Save for that round. For instance, the RR
could say that a shield might have a shot at blocking a gun trap or
falling rubble, though not a cloud of deadly gas.

Optional: Breaking Out of a Fight


Make a contest roll to break from being engaged in melee and
move away. Don’t forget to add boons for strength or acrobatics.
The new Inclination Quicksilver allows moving away from melee
unhindered.
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wasteland rules
Guns. What a mess! They are so long
and so clumsy in a fight! If shooting
next to a melee attacker with anything
besides a pistol or SMG, take a bane to
fire. The barrel, the sling.. it’s all just
a tangle!

Optional: Overkill!
In Wasted World, deadly weapons can cause a lot of strikes. With
attacks that inflict double the number of a Survivor’s remaining
strikes, a player can roll Armor Saves for each strike as usual or roll
a Sure Death Save instead.

For example, Devo the Weird has 2 strikes remaining and has a nasty
round where he takes 4 strikes. Devo can decide to roll 4 Armor
Saves at 6 or roll a single Sure Death Save. Devo decides to roll the
single Sure Death Save as he has the Lucky Bastard Inclination .

Optional: Villain Dice


The RR can give special NPCs or monsters 1-3 Villain Dice that work exactly
like Hero Dice for the bad guys. Watch the players squirm (remember, only
one Villain Die can be rolled per check).

Optional: Dead? Or MOSTLY Dead?


When a Survivor loses their last strike, they roll 1D6; on a 6 they cling to
life for a scene after going down but cannot do anything for themselves. Any
combination of Karma, Hero Dice, and Power Dice can be used on the save.

If a Survivor or an NPC is forced to


make a Sure Death Save, they survive
with only 1 strike remaining no matter
how many they started with (including if
they started with 1).

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wasteland rules
Optional: Spit in Death’s Eye
When death comes knocking, you can’t prevent it, but you can leave them
with a lasting memory. A Survivor who goes down gets a final ‘out of turn
order action’ with a bonus boon to do something unforgettable or badass.
Or just simply role-play something fun one last time.

Optional: Interesting Crits


The desperation of the raw setting lends itself to expanding confirmed
crits beyond strikes, potentially pushing someone into peril, forcing an
Avoidance Save from dangerous terrain, causing the loss of a weapon, or
forcing a Survivor to roll a weapon break check (everything except a 1).
Allow your imagination to soar and bring the excitement to the table.

Just an RR note, you don’t have to make every crit interesting. Just throw
in some random ‘zingers’ to keep the players on their toes, and be sure to
encourage players to get creative and give descriptions the RR can make
into actionable effects as well.

Optional: Last Thoughts


When a Survivor bites the dust with their final strike, let the player spill
their character’s last thoughts to the table.

Optional: Survivor Camp


I encourage players to create a shared online document for their campaign
play. This document will be a sweet space for Survivors to share their thoughts
and track their hopes, dreams, and aspirations. And as these desires change,
it’s a perfect way to keep everyone updated within the group. Plus, players
can hang out and have fun RP opportunities between games. Oh, and don’t
forget to reward diligent players by giving them a bonus karma at the start
of sessions when they make significant updates to the camp.

Optional: Group Stockpile (Behold! My stuff!)


The Survivor Camp document can also serve as a place to stash the group’s
stuff they don’t wanna lug around while traveling. It keeps things secure and
lightens the load on their journeys.

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wasteland rules
Optional: Hardcore Mode
The availability of supplies greatly affects a Survivor’s playstyle. If
you want to amp up the intensity and the players are ready for the
challenge, consider adding these rules to introduce more desperation
when surviving in the Wasted World.

• Each Survivor starts with 0 supplies.


• Extra supplies at a Hold are never more than 1D6 X the number
of Survivors.
• Looting supplies from fallen enemies is now a 6 instead of a 4+
(see Acquiring Supplies).

Optional: Advantages (Ya know, Leveling Up!)


EZD6 characters don’t have levels in the traditional sense, but they
can gain Advantages by earning XP and using it to buy Survivor
improvements. These ‘bumps’ definitely make Survivors more
badass, but not to the extent that new Survivors can’t keep up.

• Gain 1 XP for Each Game Session to Spend on Advantages


• Buy your second Path Edge for 3 XP
• Buy a Power Die (limit of 6) for 2 XP
• Buy an Inclination for 3 XP (roughly half must be from the
Survivor Talents list)
• Buy another permanent strike 3 XP (limit 2 extra strikes)

I recommended having a maximum of 10


advantages, but as the RR, you have the
freedom to adjust this number if you
want. Just remember to keep track of
your advantages and XP spent.

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wasteland rules
Optional: Power Dice
This new dice resource quantifies the enhanced skill and luck of
Survivors as they conquer challenges and become epic heroes; only
with Power Dice, spending XP allows you to purchase rollable dice!
Use a different color or type of D6 to represent this pool, so you can
hoard them for a special moment or crucial save.

• PD purchased with XP recover and reset at the start of every


session.
• Spend and roll a PD adding it to a roll you just made (like a boon
but rolled after the fact). You can spend and roll as many as you
like until you run out.
• Spend a PD and add the rolled die to any dice pool in the game.
Unlike the Hero Die, it will not replace dice, but just adds to the
pool (so all rolled 1s remain).
• Spend a PD to gain insight from the RR or some advantage in a
tight situation. The RR will work in the hint as a story element
the Hero notices or realizes.
• Spend 1 PD a round to receive 2 karma.
• Spend 2 PD a round to recover a Hero Die.
• Recover 1 PD for a full night’s rest.
• Extraordinary events determined by the RR can also recover PD.

The advancement system will give those


players who love to ‘level up’ that
progress high, but just as in EZD6
Core, the real power lies in gear. In
this case, High-Tech and Miasmic gear.
You can have your cake and eat it too...
just hope it’s not contaminated cake!

109
TREASURES
of the
wasteland

110
Sure, it’s post-apocalypticalistic, but
that doesn’t mean there aren’t goodies
to be found! The hunt for treasure is a
key part of all games, so embrace it!
Just watch out for the Morloks.

111
treasures
This Stuff Ain’t Normal
These badass items will be super valuable to Survivors. From rare
weapons to powerful artifacts, these sought-after finds will become
treasured assets in the Wasted World.

• High-Tech Loot-Rarely sold at Holds but is often given out as


rewards from Hold Holders or found in rare caches. Some boss
enemies may have tech items.
• Psychic Warpings of the Miasma-Miasma-infused! These
transformed artifacts can be utilized by Weirds and a few others.
• Miasma Kissed Items-Crafted by a Weird from Crystalized
Miasma.
• Miasmagenic Grafts-Lumps of flesh that grow from Miasma
seepage. These pods can be attached to the bodies of Muties and
Clones to grant them specific mutations.
• Synthetic Enhancements-Antiquated systems that serve to
improve the functionality of Androids.

High-Tech Loot
• Aegis Armor-(Heavy Armor / 4+ Armor Save) Form-fitting
flex carbon plates and full head helmet act as heavy armor,
protecting from contamination and contagion, and holding
enough emergency air for several hours; activates automatically.
Cannot be worn by ‘Muties’ as the armor is too form fitting, also
cannot be combined with any other armor.
• Amphetanazol (Jump-Start)-(Drug) Injected directly into the
heart, this drug jumpstarts the chemical process of life, reviving
the recently dead. Those revived heal a strike but are weak and
roll every physical and mental test with a bane until they have
had the day’s ration and a good night’s sleep.
• Beamer (Lg)-Prestige weapon that shoots at far range to melt the
flesh off a target in seconds and contaminate them with radiation.
Roll an Avoidance Save or target takes 1 strike of radiation
damage a round until dead, then the corpse is radioactive with a
potency of one-hour exposure (see Contamination Level). Shoot
at near range to hit vehicles, ignoring Structure Saves and Armor
Saves. Powered by Fusion Core that lasts a day of shooting, then
must be reloaded.

112
treasures
• Blastgun (Lg)-Prestige weapon / Tank-busting that shoots at
long range to obliterate most targets with super-heated plasma;
inflicts 5 strikes and damages structures, confirming crits with
2D6 (see Overkill). Each shot takes one fusion core and takes a
‘free action’ to reload.
• Earbud Coms (Sm)-Communicate to 1 mile; recharge weekly.
• EMP Grenade (Sm)-Uses normal grenade rules but only
affects Robots, Androids, Cyborgs (Inclinations) and electrical
devices. In a case where an EMP hits any party members, make
an avoidance save for each electrical device on the survivor; a
failed Avoidance Save means the device must be repaired. Any
Android must also make an Avoidance Save or take two strikes
that can only be repaired with an overhaul at a Hold, and roll
everything with a bane until repaired. A Cyborg that is hit must
make an Avoidance Save or take a strike and lose the abilities of
any Cyborg augmentations until repaired.
• Energized Melee Weapon (Lg)-Prestige weapon that often takes
the form of a mace or a sword, the weapon generates a disruptive
energy field that shreds anything it hits; it can damage vehicles,
and any shield that successfully blocks an EMW attack is broken
on a confirmed crit (5+ to confirm crits). Cannot be combined
with any further weapon mods. Lasts a day of fighting, then
must be recharged or acts as normal melee weapon.
• Extermination Grenade (Sm)-Toxic gas fills the area killing most
creatures. Don’t breathe it yourself or, better yet, wear a gas mask
(Sure Death Save or die).
• Full Spectrum Wristband (Sm)-Detects dangerous levels of
radiation or environmental contamination; recharging solar cells
built-in.
• Fusion Core (Sm)-(Ammo for Beamer, Blastgun, Stasisgun, or
energy source for Power Armor) Typically found individually
or, on rare occasions, in a case of 3. Can also be overloaded and
thrown like a grenade that inflicts 3 strikes.

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treasures

High-Tech Loot Cont’d


• Havoc Grenade (Sm)-Bleeding edge tech at the time of the
Apocalypse. Use grenade rules, but anything hit is crushed and
instantly destroyed by a mini warp vortex that lasts 1D3 rounds.
Good luck rolling that Sure Death Save with a bane.
• Mag Rail Rifle (Lg)-Prestige weapon that shoots at long range;
magnetic rails blast the projectile at incredible speed, with enough
force to punch through vehicles (roll Structural Save with a bane
except military vehicles) and most cover (never takes more than
a 4+ to hit a target). Charge and ammo last a day of shooting
then must be recharged and ammo restocked.
• Mag Rail Ammo (Sm)-(Ammo for Mag Rail Rifle) Tracked
separately from supplies; and lasts a day of shooting.
• Military-Grade Gas Mask-Survive poisonous and toxic gasses.
• Newton Gun (Lg)-Prestige weapon that shoots at far range;
concentrates gravitational forces to move, smash or hold a
human size target. Inflicts 1 strike on a smash, break free with
a 6 strength roll. Charge lasts a day of shooting, then must be
recharged.

114
treasures
High-Tech Loot Cont’d
• Night Vision Googles-See night as day; recharge weekly.
• Plasma Cutter-Cut through almost anything given time. Charge
lasts for a day of use.
• Pulse Rifle (Lg)-Prestige weapon that shoots at extreme range;
bursts of superheated energy replace bullets and will set highly
flammable substances alight. Charge lasts a day of shooting,
then must be recharged.
• Scouting Drone-Tiny AI hovering drone with a camera link
back to the operator’s eyepiece; can take 1 strike and fills 1 slot
of inventory. Charge lasts for a day of use (can be commanded
to explode like a grenade and takes a 6 for an enemy to shoot it).
• Skiensuit-(Medium Armor / 5+ Armor Save) Bio-Armor that is
in symbiosis with the wearer and can heal a strike using a ‘free
action’ once daily; the wearer must have had that day’s water
and food ration to activate the suit’s heal. Cannot be worn by
‘Muties’ as the armor is too formfitting, also cannot be combined
with any other armor.
• Smart Gun-Prestige weapon that shoots at long range; this large
pistol fires ‘mini tracking missiles’ that hit any target on a 2+
(must use ‘free action’ to ‘lock on target’). Ammo lasts a day of
shooting.
• Smart Gun Tracker Ammo Pack (Sm)-(Ammo for Smart Gun)
Tracked separately from supplies and lasts a day of shooting.
• Stasis Gun (Lg)-Prestige weapon that shoots at far range;
suspends target out of the time-space continuum. Shooting a
suspended target a second time nullifies effect. Objects or people
trapped cannot be interacted with, and the target appears as a
shimmering ghost. Each shot takes one fusion core and requires
a ‘free action’ to reload. Roll 1D6 (karma can’t but used, but a
Hero Die or Power Die can)
1: In stasis for 1 Round
2: In stasis for 1 Hour
3: In stasis for 1 Day
4: In stasis for 1 Week
5: In stasis for 1 Year
6: In stasis for 100 Years... may vanish completely

115
treasures

Crystallized Miasma
Only Weirds can use these items... miasmic energy contained in
portable form. A small item, but within each crystal lies a vortex
of energy, much like a miniature storm, yearning to break free.
To unlock its true potential, the Weird must take a turn action to
dissolve the crystal in their hand, unleashing its hidden power. The
procedure destroys the crystal.

After touching the crystal for a few moments a Weird will know the
type, rolled on the following list with a D20.

Weird! Psychic power, trapped in rocks?


That’s right, these small objects can
pack a punch! To cast the crystalline
effect, roll 2D6 Power Level dice and
reroll any 1s. Powers that affect the
Weird or any willing allies do not need
a roll. Brace your brain, survivor.

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treasures
Crystallized Miasma Types (D20 to Select)
1: Time Jacker-The Weird moves out of time and can change one
thing about their current circumstances, then time continues without
anyone else the wiser (requires crystal cast roll).

2: Wisp-Turn into a gaseous wisp that can move through tiny spaces.
The Weird cannot move objects, injure anyone, or be injured in this
form but is aware of everything that happens in a 360° radius. Lasts
up to a day or until the effect is willed to end.

3: Psychic Spore-You can plant a psychic seed in the Miasma. If


death takes you, your body dissolves, leaving all your belongings,
and a pod blossoms from the spot you died. It grows all day until,
after 24 hours, you emerge and can recall all experiences up to your
final breath. The pod can be plucked and carried away without
harming the embryonic Weird, but if the pod is breached by a strike
before the 24 hours have elapsed, the half-formed Weird dies.

4: Beacon-You emit a swirling, sparkling light of any color you wish


from the top of your head straight up into the Miasma. It even beams
through solid obstructions and can be seen for miles. Lasts up to a
day or until the effect is willed to end.

5: Psychic Armor-Gain 3 strikes that are the first to be taken off in


damage. If you lose those extra strikes, they are gone forever. The
strikes last until lost.

6: Conjure Car-Summon an imagined vehicle medium class or


smaller and roll twice on the Vehicle Mods table; lasts a day (requires
crystal cast roll).

7: Doppelganger-You can assume the shape and appearance of any


person you have met for up to a day.

8: Demon Weld-Instantly repair one complex machine, tool, or


weapon (requires crystal cast roll).

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Crystallized Miasma Types Cont’d (D20 to Select)
9: Psychic Boom-A Miasmic blast radiates from you, possibly hitting
those in near range (including allies) and leaving you uninjured.
Use the grenade rules for near targets but hit each target on a 2+
(requires crystal cast roll).

10: The Silence-You can make yourself or another target totally


silent. No one can hear any noise from this target until you cancel
the effect or the day ends.

11: Levitate-You can slowly hover up, down, or horizontally. Lasts


up to a day or until the effect is willed to end.

12: Psychic Tentacle-For a day, a tentacle composed of solid Miasma


grows from your chest and obeys your commands. Activate the
tentacle with your ‘free action.’ Gain a boon to grappling and last-
chance saves to avoid falling. Hold a one-handed weapon and get
an extra melee or ranged attack.

14: Third Eye-A lidless glowing eye appears on your forehead that
can see auras of psychers and Miasmic phenomena for up to a day.
Aura colors tell a Weird how strong or dangerous the effect is.

15: Ghost in the Machine-Your body dissolves, and your


consciousness can inhabit one complex machine in sight, controlling
it. You could control a robot, turn a gun on enemies, control a car,
and so on. Lasts for up to a day. When you leave the machine, your
body reforms next to it (requires crystal cast roll).

16: Luck Candy-Instantly spawn 2D3 karma and pass it out to


anyone you like (requires crystal cast roll).

17: Warp-You summon a vortex of warp space within far range that
you can see. The effect drags in any matter within near range, either
destroying it or sending it to an unrecoverable place (this includes
vehicles and buildings). Anyone within near range must make an
Avoidance Save or be sucked in. The Warp lasts 1D6 rounds (requires
crystal cast roll).

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treasures
Crystallized Miasma Types Cont’d (D20 to Select)
18: Miasmic Whammy-Inflict a bane on the target of your choice;
lasts a day (requires crystal cast roll).

19: Back from the Brink-Can bring a Survivor back from the dead;
the Weird must be living to activate the crystal. Upon return the
Survivor gains a new quirk or minor physical mutation (requires
crystal cast roll).

20: Mind Ripper-You tear into the target’s mind, causing massive
psychosis. Lasts for a day unless otherwise stated (requires crystal
cast roll).
-Roll 1D6-
1. Target stands catatonic and mumbles their last thoughts; lasts for
a day or until injured.
2. Target attacks the closest friend or foe each round in a crazed fury
until no one is in sight or they are dead; they roll 2D6 to crit confirm.
3. Target thinks the Weird is their best friend and will protect them
with their life.
4. Target passes out and will not awaken for a day, no matter what.
5. Target’s head explodes, and they die on the spot.
6. Target transforms into a Conduit of the Miasma and cannot be
harmed. As it hovers and howls, Miasmic energy arcs like lightning
into all near targets, blasting them with an innate miasma attack of
2D6. The target dies after 1D6 rounds (rolled secretly by the RR).

These 20 Miasmic Crystals are just a


sample of the crazy! As Rabble Rouser,
feel free to ‘package’ any kind of wacky
magickal effect in a miasma crystal for
your game. Such a crystal might even be
the centerpoint of your campaign!

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treasures
Miasma-Kissed Gear
Weirds have the power to sacrifice crystallized Miasma to upgrade
items. When a Weird ‘kisses’ an item, it locks onto the owner’s
psychic signature. This means that the item’s special abilities will
only be activated when wielded by the owner.

Any piece of gear can be ‘kissed.’ It takes 1 Crystallized Miasma to


‘kiss’ an object. Items take on a slight sparkling purple hue and have
these benefits:

• The location of the item is always known to the owner.


• Mechanical items will only work for the owner or those they
allow to use the item.
• Objects can be thrown and explode like a grenade or be willed
by the owner to explode when stolen or missing for a certain
amount of time (destroys the object, of course).
• Vehicles can be ‘kissed’ but take a number of crystals equal to the
Structural Strikes of the vehicle.
• Exploded vehicles force a Sure Death Save with a bane, or the
passengers are killed, and those at near range are hit like a
grenade.
.
Once you’ve committed to adding miasmic energy to an item or
vehicle, the properties of the sacrificed crystal are infused in the
object. This opens up a vast array of possible ‘enchantments.’ Just
brainstorming, here are a few ideas that popped up:
• A car that can shapeshift
• Arrows that explode, burrow into things, or boomerang
• Binoculars that see auras or through solid matter
• Armor that reads minds
• Bullets that turn immaterial, transcend matter, or seek their target
• A scary-looking semi truck that causes Miasmic Whammy

The possibilities of miasmic objects are truly unlimited, giving both


Survivor and Rabble Rouser ways to bring the fun of ‘magick’ into
the Wasteland world. Unleash your creativity, and make it weird!

120
treasures

Miasmagenic Grafts (Choose or D10 to Select)


Miasma is an invasive force that can permeate anything. When
it comes into contact with organic matter, it can shape itself into
a dormant pod, lying in wait until discovered by a host. Upon
acceptance, the pod attaches itself to the host’s body, granting
mutagenic abilities. However, removing the pod is a painstaking
hour-long process. The pod can be saved for future use by the host
or passed on to another. Only Muties and Clones can use graft pods.

1: Bonesword-A super sharp, flexible blade grows from a forearm,


leaving both hands free. This deadly blade inflicts 2 strikes on the
first confirmed crit, grants a boon to melee, and uses a ‘free action’
to deploy or retract. Pod location-Either forearm.

2: Eyestalk-A working eye on a stalk extends out from the pod and
can swivel around. It can be grafted anywhere on the body, but if
grafted on the back of the body, the owner can see behind them.
Uses a ‘free action’ to extend or retract. Pod location-Anywhere free
on the body.

3: Stinger-A small poisonous stinger that uses a ‘free action’ to


extend or retract. On a successful melee hit the target is poisoned,
and must make an Avoidance Save or take a strike every round til
the target succeeds or is dead. Pod location-Anywhere free on the
body but typically on the hand, knee, or foot.

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treasures
Miasmagenic Grafts Cont’d (D10 to Select)
4: Gliding Membranes-Translucent skin folds deploy as a ‘free
action’, slowing the descent from any height unless the owner is in
cramped quarters while falling. Pod location-The entire back.

5: Living Hair-Hair falls out and is replaced with long tendrils that
can do fine manipulation as a ‘free action’. The tendrils are always
deployed, and not strong enough to grapple anything but a small
animal. Pod location-Top of the head.

6: Clawed Feet-Claws sprout from the toes as a ‘free action’, giving a


boon to climbing and avoiding being knocked over or dragged. Pod
location-Pod splits, and each one grows on top of a foot.

7: Lasher-A whip-like tendril that can extend within near range


grows from a forearm, leaving the hands free. Can be used to lash
out at targets, inflicting little damage but keeping them at bay, or to
grasp a target like a whip. Gives a boon to either contest roll, and
uses a ‘free action’ to deploy or retract. Pod location-Either forearm

8: Lil’ Bro or Sis-A small head that resembles your distorted twin,
and babbles in a language only you can understand, grows from
your shoulder. It is always deployed unless removed. Choose a
power from the Mental Mutations list that the head can use as a
Weird. Pod location-Either shoulder.

9: Suckers-Rows of tiny suckers that are always deployed can stick


to any non-greasy surface. Inflicts a bane to pull you from the surface
until you will it, and gives a boon to Avoidance Saves to avoid a fall.
Pod location-Grows to cover the chest, back, or forearms (can split
in two to cover forearms).

10: Oversized Fangs-Teeth grow into fangs that make speaking


difÏcult but are deadly in a grapple. Uses a ‘free action’ to deploy,
and can tear at anything in close quarters, inflicting a strike on a 2+
if being grappled or grappling. Pod location- Roof of the mouth.

122
treasures
Synthetic Enhancements (aka Body Hacks)
The following items are digital/mechanical additions to a synthetic
body and neural interface system.. Only Androids can utilize these
upgrades.

Cerebral Input Module-Certain ancient computers actually let an


Android plug in and gain a boost in a skill they don’t already have.
The Android player can choose one boon (e.g., melee, shooting,
stealth, acrobatics, science, etc.). This module can also be used for
basic interface with any digital system.

Nanotech Modification Protocol-Nanotech can reconfigure an


android’s systems at the molecular level, but it can take up to an
hour to ‘install’ such modifications. The tiny bots also work unseen,
so you never know exactly what you’ll get if you find a (very rare)
nanotech storage cylinder.

Roll 1D8
1: Face Off-Can morph face and hair once a day; takes a scene to
transform.
2: Ballistic Skin-Ignore the first strike a round from normal guns
unless a 6; crits still apply.
3: Booming Voice-Can pump up the voice volume to bull-horn
levels at will.
4: Laser Vision-Can set highly flammable materials on fire within
near range on a 4+ as a ‘free action’.
5: Radio Head-Can tune in and hear any nearby com or radio signals.
6: Lightbender-Can become nearly invisible for a scene once per
day; while invisible all attacks on the Android are made with a bane,
and they cannot be detected beyond ‘near’ range.
7: Cellular Transfer-Can revive a Survivor that has just lost their last
strike or heal a wounded ally by transferring 1 strike from themselves
to the recipient; can only heal and lose 1 strike per transfer, but can be
repeated as long as the Android has strikes remaining (turn action).
8: Full Spectrum Senses-Can sniff out ‘contamination’ in the
environment and know how serious it is.

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treasure
Random Hold Stock and Loot Tables
Use these tables to generate the fresh stock available at a particular
Hold on a weekly basis, for starting Survivor gear or for rolling up
random loot in the wild. I like to roll the list in advance of the game
to save time but you can easily roll on the fly.

• How much equipment a Survivor can afford at a Hold each week


is listed in the wealth levels, listed on page 43.
• Supplies available at a Hold for the week are listed on page 46.

Standard Hold Gear


Roll 1D6 (for loot) / Survivor’s Choice (always available at a Hold)
1:Backpack
2: Junk Armor
3: Shield
4: Supplies
5: Jar
6: Rope

Drugs
Roll 1D10 / Roll 1x per Survivor to stock a Hold
1. Therataine (Insta-Heal)
2. Kinonorphine (Pain-Away)
3. SimFlesh Pack
4. Halcitane (Buff)
5. Zevatonin (Flush)
6. Specuran (Cure-All)
7. Ecpromal (Pure)
8. Retroban (Happy)
9. Predigrel (Purge)
10. Med Kit

Modded Melee Weapons


Are there modded weapons? Roll 1D6, 6=yes! Roll 1D4
1:Electrified
2: Spiked
3: Whirring
4: Weighted

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treasures
Weapons
• Roll 1D20 (Roll 1D6 for Quality and/or Type) / Roll 2x per
Survivor to stock a Hold
1: Pistol (1-4 Cobbled / 5-6 Benchmark)
2: SMG (1-4 Cobbled / 5-6 Benchmark)
3: Assault Rifle (1-4 Cobbled / 5-6 Benchmark)
4: Rifle (1-4 Cobbled / 5-6 Benchmark)
5: Shotgun (1-4 Cobbled / 5-6 Benchmark)
6: Bow (1-4 Cobbled / 5-6 Benchmark)
7: Crossbow (1-4 Cobbled / 5-6 Benchmark)
8: Pistol (1-4 Cobbled / 5-6 Benchmark)
9: SMG (1-4 Cobbled / 5-6 Benchmark)
10: Rifle (1-4 Cobbled / 5-6 Benchmark)
11: Shotgun (1-4 Cobbled / 5-6 Benchmark)
12: Bow (1-4 Cobbled / 5-6 Benchmark)
13: Crossbow (1-4 Cobbled / 5-6 Benchmark)
14: Grenade
15: Smoke Grenade
16: Pipebomb
17: Flashbang
18: Molotov
19: Melee weapon (1-4 Cobbled / 5-6 Benchmark)
20: Melee weapon (1-4 Cobbled / 5-6 Benchmark)

Modded and Special Guns


Are there any modded or special guns? Roll 1D6, 6=yes! Roll 1D4
1: Rocket Launcher with 1 Rocket
2: Burner with 1 Fuel Canister
3: Grappler Gun with 1 Pressure Canister
4: Nailer Gun with Pressure Canister/1 day ammo (1 supply)

Ammo for Modded or Special Guns


Is there any special ammo available? Roll 2D6, and for each 4+ roll
1D4
1: Pressure Canister
2: Pressure Canister
3: Burner Fuel Canister
4: Rocket (1D3)

125
treasure
Random Hold Stock and Loot Tables Cont’d

Wastelander Gear
Roll 1D20 / Roll 2x per Survivor to stock a Hold
1:Binoculars
2:Ducktape
3: Filtered Canteen
4: Flashlight
5: Filtered Mask
6: Flashlight
7: Folding Shovel
8: Grappling Hook
9: Goggles
10: Handcuffs
11: Hooch
12: Jimmy Bar
13: Kreemy Kake
14: Rope (100’)
15: Small Fire Extinguisher
16: Small Mess Kit
17: Tap Torch (Tapper)
18: Tarp Cloak
19: Universal Pocket Knife
20: Wonderslab

Vehicle Accessories
Are there any vehicle accessories? Roll 2D6, and for each 4+ roll 1D6
1: Camo Tarp
2: Ornament (players choice)
3: Boom Spear (1D3)
4: Guzzaline Cans
5: Trailer
6: Steering Wheel Lock Bar

126
treasures
Vehicle Modifications
Are there any vehicle mods? Roll 2D6, and for each 4+ roll 1D12
1: Reinforced Frame
2: Welded Armor
3: Juiced
4: Tire Grips
5: Spiked Body
6: Heavy Machine Gun Mount
7: Reinforced Ram
8: Powered Winch
9: Smokescreen
10: Killjacks
11: Rigged to Blow
12: Hellfire Roaster

Random High-Tech Gear


Generate high-tech gear for a quest reward, or as special loot. This
level of gear will never be available for sale at a Hold. Roll 1D20.
1: Accelerator Ammo (for Mag Rail Rifle)
2: Aegis Armor
3: Amphetanazol (Jump-Start)
4: Beamer
5: Blastgun
6: Tracker Ammo (for Smartgun)
7: EMP Grenade
8: Energized Melee Weapon
9: Extermination Grenade
10: Full Spectrum Wristband
11: Fusion Core (1D3)
12: Havoc Grenade
13: Mag Rail Rifle
14: Military-Grade Gasmask
15: Newton Gun
16: Smartgun
17: Plasma Cutter (single-handed unit)
18: Pulse Rifle
19: Stasisgun
20: Skiensuit

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mission
maker

128
Sure, it’s post-apocalypticalistic, but
that doesn’t mean there aren’t goodies
to be found! The hunt for treasure is a
key part of all games, so embrace it!
Just watch out for the Morloks.

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mission maker

Let’s Make Some Missions


Something about the chaos of the wastelands make it easy to start,
stop, interrupt, disrupt, and redirect sessions and storylines. It’s
mayhem out there! For this reason, missions can be generated with
some randomness and feel perfectly awesome at the table.

Use the tables below to generate the basics of a mission or session,


then put on your Rabble Rouser hat and get after it. Let your players
guide you, and embrace the crazy. Let’s get to it...

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mission maker
1: You Bump Into... (Roll 1D10)
1. A beloved cousin you haven’t seen in ages. They’ve been in
hiding, looking for anyone who might help their desperate cause.
“I know it’s asking a lot... maybe even our lives, but the world needs us!”
2. A wastelander merchant in a cobbled goods truck. They’ll pay
any jugger for work, but for you? “I don’t sell to nitro-heads like you
lot. For you, I gots a destiny planned out, see?”
3. A shadowy stranger, approaching in a trench and low-brimmed
hat. “Guns down, cowpokes. I know this may sound a bit far in the fibs,
but I come from the future. You’re not gonna believe what got be done...”
4. A hyperactive ganger with a pink duhawk. “It’s da-wat dem heroes
what told of in the grapes! Old wink’s finally got some ‘elp for this scuttle-
wag bug hunt, he do! Get right, chummers!”
5. A humble local, a bit paranoid, who lives nearby. “I’m nobody, but
if this mission go undone, strangers, we’ll all pay dear.”
6. A settlement boss stuck in a desperate position. They ask for a
meet-up on the salt flats, found there with a detonator remote in
one hand. “I’m glad you came. I hate to do this, but if you don’t do what
I need done, your little homebase is rigged to blow. I reckon you’d like to
learn more.”
7. A mutant nomad, huge and deformed, with a gleam in one
bulging eye and a smell of toxic waste. “Youse all wind up like me, all
meltin’ and bubbles... less ya’ help... less ya toss in ya hat... look ‘ere.”
8. An android with too much information. “At the current rate of
decay, this situation will become unstable, and thereafter deadly, in less
than four days. We have that much time to stop it.”
9. A mind-controlling weird, appearing from a wisp of dimensional
miasma, eyes wide with prophecy and madness. “The great ego speaks
in all of us, strangers, through us... I am in need of minds, and yours will
do.”
10. A local hero, beloved by all. They approach your group with
discretion, watchful of onlookers. “I’m not who they think I is, juggers!
If this isn’t solved quick, this whole place will find out the truth, and we’s
all frizzle fried! Just one favor, all I ask!”

Once this character is met, a scene unfolding in role play, roll for
THE MISSION...

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mission maker
2: Ok, So the Mission Is... (Roll1D8)
1. Investigate strange goings-on with the target and report back.
2. Deliver this critical bit o’ loot here... in one piece!
3. Protect our asset at all costs! No touchin’, no screw-ups!
4. Acquire the target by any means necessary.
5. This here’s a rescue op, got me? Get in, get out, no bleedin’.
6. This mission is a simple sweep and clear... blast ‘em all!
7. It’s ugly work, but there’s just one kill we need.
8. You’re not going to like it, but this is an escort mission. Point A to
point B, not a scratch on the asset, copy?

3: What is ‘It?’ Well... (Roll 1D10)


1. Very special scrap. Ok, more like space-junk. Some kind of techno
doo-dad, but all wrecked. Look for shiny objects.
2. Livestock. Yes, livestock. These are no ordinary goats, mind you,
these are save-the-world goats... or close to it.
3. Target here is knowledge, boyos. Could be a book, a flappy disc,
or an old guy who knows stuff about the Beforetimes.
4. We need a very specific piece of info, juggers. That little tidbit is
your target.
5. Asset here is heavy metal, ya follow? Weapons! Not clear exactly
what we’re delaing with, but probably the nasty kind. Don’t blow
yourselves up.
6. It ain’t pretty, but the target here is drugs, plain and simple. This
particular parcel is no ordinary nitro. Look for the green bottles.
7. Some brainiac dreamed up a new kinda weaponry that gonna
change this whole place. Our target on this little forray? Them
schematics there, all tidy and easy readin’.
8. It’s a blueprint. For a tank. But the tank is actually a boat. Well,
more like a plane with wheels. Yeah, it hovers. And spins. See...
9. We’ve got our sights on wheels, jug heads. The hottest ponies in
the wasteland. These nitros gonna flip your little neuro net!
10. No fooling around this time, team. Our target is a miracle cure.
At least, that’s what it’s hyped up to be, and not much of it. Game
faces and frosty triggers, you dig?

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mission maker
4: Just Head for... (Roll 1D20)
1. The old ruins by the boulder field... look for leaning pillars and a
huge ice cream sign.
2. A nearby hold. Not many settlements way out here, you can’t
miss it... fortified walls, spotlights, guys with guns.
3. This subterranean base we keep hearing about. Look for an all-
but-invisible steel hatch somewhere in the sand. Easy!
4. The factory out near the hills. Place is abandoned, or used to be,
heavy equipment everywhere, and leaning like a skeev’d jug head.
5. That old trailer park! It’s gonna be a grand old time.
6. The airfield. All wrecks now, and ghosts in leather caps. Terrible
place, but good tarmac.
7. The crater! You can’t miss it: huge hole in the ground, smoke
everywhere, lizard noises. Just be careful climbing down.
8. Crossroads trading post. Few days out from here. Lonely place.
Watch your back with those skeevers, ya follow me?
9. A distant hold... way out on the frontier. Don’t miss it, or you’ll
be out in the nuke zone. Nothin’ but miasma and skellies out there...
the dead lands, man.
10. An isolated farmstead in the grasslands. No, there’s no grass.
11. A rugged little bar in the middle of nowhere.
12. A remote cabin. It doesn’t look like much, but there’s a whole
spread of tunnels and rooms below.
13. The wrecked diner in the desert. Just look for the huge plastic
burger in the dunes.
14. A kind of fortress, up in the rocks. Did I mention the land mines?
15. The last mall on Earth.
16. A guzzaline depot a few clicks from here. Still got juice, too!
17. Fort Kragg, the joint-military base everyone is mumbling about.
18. A shanty town way out in the wasteland... pile of sheet metal.
19. The meat packing plant. I knew you wouldn’t like that much,
but that’s your destination. Be sure to bring a gas mask, jugger.
20. The big power station over that way. It’s surrounded with
zapper fences, razor wire to kingdom come, and a whole mess of
other defenses and pointy things, so pack a few band-aids.

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4: But Watch Out for... (Roll 1D6)
1: Ballistic Trap (1-2 Melee Strike / 3-4 Gun Blast / 5-6 Explosive)
• Melee Strike-Spring loaded melee attack hits on a 4+
• Gun Blast-Rigged shotgun hits on 3+ and crits with 2D6
• Explosive-Blast hits all in near range at 4+ for 1D3 strikes; also
stuns hit targets for a round
2: Pit Trap (1-2 Empty pit / 3-4 Spike pit / 5-6 Stank pit)
• Empty pit-Falling damage and prone
• Spike Pit-Falling damage and take a melee strike from spikes on
3+
• Stank pit-Falling damage and chance of disease (roll Avoidance
Save vs contagion)
3: Gas (1-2 Sleep gas / 3-4 Poison gas / 5-6 Erode gas)
• Sleep gas-Avoidance Save or pass out for an hour; will wake up
if a strike is taken, but all rolls are made with a bane until the gas
wears off
• Poison gas-Avoidance Save or continue to take strikes until dead
• Erode gas-Avoidance Save or any cobbled weapons and junk
armor will become useless
4: Wreckage (1-2 Falling debris / 3-4 Wall collapse / 5-6 Cave in)
• Falling debris-Avoidance Save or all in near range take a strike
• Wall collapse-Avoidance Save, or all in near range take 1D3
strikes
• Cave in or major collapse-Sure Death Save or die
5: Energy Trap (1-2 Light or Sonic / 3-4 Fire / 5-6 EMP)
• Light or Sonic-Avoidance Save or stunned for a turn
• Fire-Take a strike and roll an Avoidance Save or catch fire
• EMP-Works like an EMP Grenade
6: Contamination (1-2 Mild / 3-4 Serious / 5-6 Deadly)
• Mild-Make an Avoidance Save at the end of the day or take 1
contamination
• Serious-Make an Avoidance Save at the end of the day or take
1 contamination and a strike that cannot be healed with an
overnight rest (requires healing drugs)
• Deadly-Make an Avoidance Save at the end of the day or take
2 contamination and 2 strikes that cannot be healed with an
overnight rest (requires healing drugs)

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5: And You’ll Have to Contend With... (Roll 1D10)
1: Gangers! These aren’t a normal batch of punks. Stunners, poison-
heads, trappers, sharpshooters, acrobats... a nuthouse.
2: A huge, hulking mutant.
3: A Romero infestation.
4: The warlord everyone is afraid to fight.
5: A whole mess of huge, mutated plants.
6: An army of glowing skeletons!
7: A half-crazy Junkbot.
8: An entire area of tremors, radioactivity, and booby traps.
9: That dang cone cult! Hundreds of ‘em!
10: Ravenous creatures... not sure what they are.

6: Roll Your Chances...


Every mission will have questions and moments where RR and
Survivors are both discovering unforeseen surprises. For example,
the Survivors come across a vehicle, an unknown detail on their
journey. Survivors ask about the car’s condition. Not sure what the
answer is, the RR rolls ‘to find out.’ This is the Chance Die...

The RR rolls a Chance Die and reads the result...


1-2 Bad luck
3-4 What you might expect
5-6 Good luck

In the example above, the RR rolls the die and gets a 5 (good luck).
The RR tells our curiouis Survivor the car looks to be in good
working order. They ask if the keys are in the car, and the RR gets a
4 (what you might expect), and you would expect the owner to take
the keys, so ‘no keys here’. If a 2 (bad luck) was rolled, instead of just
the keys being missing, maybe the owner shoots at the Survivors
from a hidden position in the ruins, or the car is boobytrapped
despite being in good condition.

Once that Chance Die tumbles, the RR is free to interpret, improvise,


and invent what happens next.

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Gangs You Might Encounter...(Roll1D12)
1: Da Hawks-Vehicle Specialists / An insane swarm of cars, buggies
and bikes that moves across the wasteland is search of guzzaline.
2: Kruger’s Cutters-Melee Specialists / An itimidating group of
spike-bat types with sadistic urges and too many drugs.
3: Halloweeners-Melee Specialists / Tough nomads in cartoony
masks, all of ‘em hufÏng model glue.
4: Throttlers-Nimble / Relentless acrobats who steal everything.
5: Ruin Runners-Stealthy / Trapper types who boobytrap the wild
lands to catch vehicles and take loot.
6: Cereal Killers-Aerobic / Paranoid sprinters in black rubber suits.
7: Warheads-Tactical / Bullying gangs in camo gear who mean
business... always moving in formation, armored up.
8: Murder Queens-Hypnotic / A flamboyant gaggle of tough-
skinned fist fighters with big eyelashes. It’s all fun for them!
9: Gunny Lads-Ranged Specialists / These well-funded and
equipped gangers are usually working for a boss somewhere.
10: Spooky Sons-Poisoners / No one knows how many of these
poison-happy freaks are out there... they all wear the same ghost
costume, and never say much.
11: Feral Funksters-Tamers / A group of weirdos that use noxious
gas to catch, control, train and ‘process’ wildlife. They keep pets,
they wear pelts, they have crocodile belts.
12: Capsule Kings-Pushers / A tattoo-based gang of drug dealers
who want to rule the world, one nitro-head at a time. Real jerks.

Every game needs it’s ‘goblin.’ In the


Wasted World, Gangers are this just-
about-everywhere enemy Survivors will
be fighting. As the RR, it can help to
portray Gangers as barely human...
possessed by weird gas or soulless...
this makes blastin’ ‘em way more fun.

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D20: Some Dudes D20: A Few Ladies
1: Deckard, a shadowy figure 1: Zoe, a kind young woman
2: Vic, a guy with yellow hair 2: Swan, badass sniper
3: Zed, crazy gun collector 3: Scarlet, cape, big hair
4: Max, tough-as-nails, eyepatch 4: Lizzie, crazy eyes, tiny
5: Damon, an innocent kid 5: Eva, old, cute, rocking chair
6: Gunny, rabbit ears hat 6: Dana, best chef out there
7: Ace, big jaw, Mr. Wholesome 7: Cherry, leather, grenades
8: Pops, bearded mechanic 8: Alice, an odd girl in a dress
9: Radon, bugged-out and skinny 9: Dottie, android with pigtails
10: Deacon, well-dressed scholar 10: Ellie, hayseed type, blonde
11: Guy, average dude in khakis 11: Jackie, mop, jiu jitsu
12: Finn, kid in a motorcycle jacket 12: Sue, nutty purple mohawk
13: Doc, kind grandpa with dreds 13: Cinder, a cruel bomb expert
14: Scraps, blue & orange android 14: Mary, mayor of Marysville
15: Lazarus, creepy, pale lurker 15: Foxy, mutie ninja type
16: Chet, always eating chips 16: Bertha, impatient, mechanic
17: Redeye, cyborg, no humor 17: Vena, a psychic weird
18: Logan, good-looking hero 18: Lucky, cowgirl pistolero
19: Syd, camo trench coat 19: Hope, corny, big eyes
20: Elvis, he’s still alive 20: Trish, everyone’s mom

D12: Hold Name 1st Word D12: Hold 2nd Word


1: Radiant 1: Haven
2: Dustfall 2: Junction
3: Echo 3: Refuge
4: Ashen 4: Hollow
5: Nomad’s 5: Outpost
6: Echoing 6: Crossroads
7: Phoenix 7: Enclave
8: New Dawn 8: Reach
9: Remnant 9: Springs
10: Twilight 10: Citadel
11: Horizon 11: Keep
12: Jughead 12: Gulch

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The Last Word
Now that you have all the tools of the Wasted World at your
command, you’re ready to tell some crazy stories. There are tons
of movies, comic, and books about the wasteland world, the post-
apocalypse, whatever you like to call it. The magic of this world is its
chaos, its humor, its everything-all-at-once-neon-nitro-explosions.
Whether running the game as a Rabble Rouser, or playing a Survivor,
let yourself go hog wild with this chaotic playground! Remember
three key things...

With no GPS, It’s Anyone’s Guess What’s Out There


In the Wasted World, computers and phones no longer rule our lives!
No one really knows where anything is! The roads are cluttered
with dead cars, the cities overgrown with giant weeds. This gives
the post-apocalypse a fantasy feel... instead of the world we know...
a vast wilderness ready to explore.

Everything is Rigged, Cobbled, Improvised, or Boobytrapped


Before the world fell to pieces, we sure had a lot of stuff laying
around. From teddy bears to airplanes to tools, guns, and canned
peaches. In your Wasted World games, remember this crucial aspect.
To make it spicy, always toss in a hilarious boobytrap. Works. Every.
Time.

Nothing Funnier Than the End of the World


Most of all, have fun and make it silly! There’s a kind of catharsis in
the imagining of the world-after-the-world... a feeling of ridiculous
absurdity. Giant plastic signs, ice-cream blimps, pink mohawks,
dune buggies with eyelashes, and TNT rubber ducks are staples of
this madness. Let it be as silly as it needs to be, and tell the little
stories that ‘call back’ to the way things ‘used to be.’

We’re still stuck in the real world, but not you, jugger... you’re one
o’ them nitro-heads, a real whapper. Now get tricksy and scoot your
gums to the waggy. I’ve got a doozy for ya, scan me?

-DM Scotty

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D6 S T E D
WA R LD
W O

THANK YOU!
I just wanted to take a moment to thank all the amazing people
who played a part in shaping the game you’re holding right now.
They were my secret weapon! I couldn’t have sifted this game from
my grey matter without them!

David G McFarland, Carol J Wilson, Susan McFarland, Dana


McFarland, Brandish Gilhelm, Sean Bova, Meredith Ream, Karl
Agius, Professor Dungeon Master (Dan), Mrs. PDM (Michele),
Earthmanbrick, Steve Boshear, Lisa Bilkey, Gareth Q Barrett,
József Szegletes, Mia Pepper, Shawn Rader, Matt Yancik,
Monomakes, Alex Alvarez, Bryan & Candi Swift, MarCazm,
Bruce Ballon, Matthew Waltz, Jason K Averill, Kenneth G
Johnson, Ogbang’s Oddventures, DryScythe, Dennis Rude,
Chris AKA Li’L C, Skanaras, Dread Maps, Monsinyana,
OldSchool, Tony Camaj, George A. Romero, George Miller

Dedication:
This book is a heartfelt tribute to Donna McFarland,
forever etched in our hearts and cherished in our memories.

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