EZD6 Wasted World Digital PDF
EZD6 Wasted World Digital PDF
EZD6 Wasted World Digital PDF
PRESENTS
EZD6
Wasted World
Art by
Sean Bova
Editing by
Meredith Ream
Karl Agius
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
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.
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.
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.
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
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 …
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:
7
SURVIVORS
ANDROID
More than human. Androids are a recent development, still easy to
spot, partially metallic, and tough as nails.
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.
9
SURVIVORS
CLONE
A hidden cache or techno-pod pops open. You are born.
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 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.
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.
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.
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’.
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.
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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.
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.
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).
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.
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.
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.
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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.
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?
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 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.
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.
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 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.
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.
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.
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.
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.
CHOOSE 6 INCLINATIONS
See 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.
26
SURVIVORS
27
SURVIVORS
INCLINATIONS: Survivor Talents
Each Talent can only be taken once. See Survivor listings.
28
SURVIVORS
Damn Lucky-Start each session with 6 karma instead of 3.
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.
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).
29
SURVIVORS
Mysteries of the Fall-A boon to the knowledge of Wonderful World
and understanding wondrous times tech.
Packrat-You can carry 3 more supplies, have 3 more gear slots and
gain 2 free supplies when you spend time at a Hold.
Silent Killer-Your melee kills are noiseless and do not draw attention
if you attack by surprise and are not observed.
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).
Tough Sumbitch-If you take your last strike, you get an extra save
of 4+ to ignore the strike and continue on.
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.
31
SURVIVORS
Hump-Can hold your breath for 1 hour.
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).
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).
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).
35
SURVIVORS
Language Module-Almost instantly understand any language
spoken, including intelligent non-humans.
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!
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.
Bastions-Luxe residences for shiny folks and above. The bigger the
bank account, the fancier and more fortified the crib!
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.
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.
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.
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.
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).
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.
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
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.
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).
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.
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.
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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.
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wastelands
Modded and Special Guns
Unusual guns crafted by Machineheads to benchmark quality.
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+.
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.
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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).
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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.
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wastelands
An Apocalypse Driving Course
These rules are all you need for intense vehicle combat in the
wastelands. Hammer down, jugger.
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.
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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.
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).
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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.
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).
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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...
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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...
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!
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.
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wastelands
Example Vehicles
The wasteland is home to lot of weird rides. Here are some common
types to use as templates.
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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.
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wastelands
Put A Bird On It: Vehicle Modifications
Find some scrap, a workspace, tools and time... trick it out.
Reinforced Ram-(Car, SUV, Truck, Van, Semi, or Bus only) Can re-
roll one die of rammage with a successful ram.
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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.
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wastelands
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!
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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.”
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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.
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!
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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 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.
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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.
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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...
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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)
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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
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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.
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denizens
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...
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.
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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
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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
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
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
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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)
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
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!
91
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
92
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
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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
95
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.
96
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
97
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.
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.
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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.
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.
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?
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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.
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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.
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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: 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 .
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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.
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.
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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.
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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.
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.
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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
• 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.
113
treasures
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.
116
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.
117
treasures
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).
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.
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).
118
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).
119
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.
120
treasures
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.
121
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.
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.
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.
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.
123
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.
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
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
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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
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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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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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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?
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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.
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.
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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.
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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
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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...
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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EZ
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!
Dedication:
This book is a heartfelt tribute to Donna McFarland,
forever etched in our hearts and cherished in our memories.