BADLANDS
Version 1.1
Badlands:
A Wasteland Game.
By: WormSpeaker (Charles R. Capko Jr.)
Table of Contents.
0.0 Introduction.
0.1 Weasel Words. (Legal Stuff)
0.2 What Badlands is and is not.
0.3 What can you do?
1.0 Character Creation.
1.0.1 The steps of character creation.
1.1 The Attributes.
1.1.1 Strength.
1.1.2 Intelligence.
1.1.3 Dexterity.
1.1.4 Agility.
1.1.5 Constitution.
1.2 Attribute effects.
1.3 The Character Classes.
1.3.1 Soldier.
1.3.2 Survivalist.
1.3.3 Medic.
1.3.4 Rogue.
1.3.5 Mechanic.
1.3.6 Scientist.
1.4 Skills Categories.
1.4.0 Skills levels, specialization, and points cost.
1.4.1 General.
1.4.2 Survival.
1.4.3 Combat.
1.4.4 Weapons.
1.4.5 Scientific.
1.4.6 Technical.
1.4.7 Rogue.
1.4.8 Skill listings and descriptions.
1.5 Basic Equipment.
1.5.1 Soldier starting equipment.
1.5.2 Survivalist starting equipment.
1.5.3 Medic starting equipment.
1.5.4 Rogue starting equipment.
1.5.5 Mechanic starting equipment.
1.5.6 Scientist starting equipment.
1.6 Experience and you.
1.6.1 Soldier experience table.
1.6.2 Survivalist experience table.
1.6.3 Medic experience table.
1.6.4 Rogue experience table.
1.6.5 Mechanic experience table.
1.6.6 Scientist experience table.
1.6.7 Experience chart.
2.0 Game Mechanics.
2.1 Skill Checks.
2.2 Saving Throws.
2.3 Combat Mechanics.
2.3.0 Actions.
2.3.1 Initiative.
2.3.2 Strike vs. AC and Dodge.
2.3.3 Attack Action.
2.3.3.1 Single Shots.
2.3.3.2 Bursts.
2.3.3.2.1 Burst for Accuracy.
2.3.3.2.2 Burst for Volume.
2.3.3.3 Melee Attacks.
2.3.4 Armor and Damage.
2.3.4.1 Penetration and AC.
2.3.4.2 Damage and Soak.
2.3.5 Damage, death, and healing.
2.4 The Combat Round and how it proceeds.
2.4.1 Normal Full Combat.
2.4.2 Cannon Fodder Combat.
3.0 Equipment.
3.0 Encumbrance and you.
3.1 Weapons.
3.1.1 Melee Weapons.
3.1.2 Slug Thrower Firearms.
3.1.3 Grenades.
3.1.4 Energy Weapons.
3.1.5 Disposable Anti-Armor Weapons.
3.2 Armor.
3.3 Medical Supplies.
3.4 Other Equipment.
4.0 Setting.
4.1 The Holocaust
4.2 The California-Nevada border locations.
5.0 Monsters.
5.1 Monster "General" Actions.
5.2 Monster listings.
5.2.001 Rabid Dog
5.2.002 Wild Dog
5.2.003 Coydog
5.2.004 Slithering Iguana
5.2.005 Desert Dweller
5.2.006 Rad Rat
5.2.007 Death Angler
5.2.008 Silicon Sniper
Appendix:
A. Contributors.
B. Version information.
C. Character Sheet.
D. Updates.
0.0 Introduction.
I would like to dedicate this "naked rip-off" of perhaps the greatest computer game of all time to all the active members of the Snake Squeezins group, Alan Palvish, and all those involved in the creation of that great game we know and love, Wasteland. I would also like to thank Stephen Sedmak <> and Chris Baer <> the creators of the Wasteland FAQ. Besides being a great source of information on playing Wasteland it is where I got most of the specific information for the equipment section.
Note that this is not intended to be a challenge to any copyright (or anything else for that matter) if you believe your legal rights are being violated, let me know and the problem will be remedied ASAP.
0.1 Weasel Words. (Legal Stuff)
This document is intended to be simply a free pen and paper role playing game. This document will be available free at "Http://www.geocities.com/wormspeaker/cochise/" as long as I retain that account. I (WormSpeaker, Charles Capko) retain ownership of this document, but give you permission to print and retransmit the document, under the following terms:
1.) The document must be whole and contain this legal disclaimer.
2.) All text in the "Original" document must be included, unchanged.
3.) You may not receive compensation for the printing or retransmission of this document.
4.) You must respect the rights of those who hold the copyrights to Wasteland.
Furthermore, I grant you permission to append this document putting additional comments, rules, explanations, house rules, expansions, etc.. in the appendix of the document. The appendix will be referenced by the section number that the addition is related to. Additions to the document that should be included in the main portion of the document must be sent to me for approval and entry. You may contact me at "" as long as I retain that e-mail address. Any and all additions can be sent to me for addition to the "Original" document will be credited to the person who submitted the addition.
Any deviation from the above specifications will cause me to send Finster to put the "Smack Down" on you with an industrial sized can of Whup-Ass! ;]
Note: All that stuff above is just an attempt to head-off trouble before it happens. :)
0.2 What Badlands is and is not.
Badlands is a free P&P-RPG. In other words this is a Role Playing Game that uses your imagination and those of your friends to create a story, keeping records with paper and pens. Combat and actions are resolved with dice, and "game mechanics". If you are looking for a computer game, may I recommend the all time greatest C-RPG WASTELAND. Unfortunately due to the scope of this document I will not be explaining how to play an RPG. I recommend that you know how to play RPG's before you try this one. Very little in the way of explanations will be found in this document.
0.3 What can you do?
This game is as I have noted before free, and not too detailed. If you are interested in making additions to the game (such as instructions on how to play, etc...) you are more than welcome. If you want you may simply add those things to the appendix go ahead, and of course I would love to see your ideas and be happy if you sent them to me via e-mail. Everyone who contributes will be credited.
1.0 Character Creation.
The following is the information for creating characters.
1.0.1 The steps of character creation.
1.) Roll 4d6 keeping the highest 3. The attributes are rolled in order.
2.) Choose a class that you meet the minimum attribute requirements for.
3.) Choose the skills you want for the character.
4.) Note the basic equipment and money your character has.
5.) Purchase any GM approved equipment.
6.) Complete personal details of character.
1.1 The Attributes.
Why I deviated from the attributes in Wasteland is rather complicated, except that Luck is too difficult to implement in a game as lacking in detail as this one, and charisma tends to be a "points sump", in other words people will put an abysmally low number in that attribute, so the rest of the character can look more even. Additionally because this is a ROLE playing game, charisma is better represented by how the player plays his/her character. Of course one of the early additions to the appendix would probably be a Luck and Charisma addition.
1.1.1 Strength.
STR: A measure of physical muscle power.
Gives a damage bonus in hand to hand combat.
1.1.2 Intelligence.
INT: A measure of mental sharpness and memory.
Gives additional skill points, and influences which skills are available.
1.1.3 Dexterity.
DEX: A measure of manual dexterity and reflexes.
Gives a bonus to strike with firearms and an initiative modifier.
1.1.4 Agility.
AGL: A measure of the bodies speed and flexibility.
Gives a bonus to strike with archery, thrown weapons and physical attacks. most importantly it gives you your dodge number.
1.1.5 Constitution.
CON: A measure of fortitude, health, and toughness.
The constitution score is a direct addition to the characters HP's.
1.2 Attribute effects.
______________________________________________
|# | STR | INT | DEX | DEX | AGL | AGL | MOV |
| | DAM | SKP | STK | INI | STK | DOD | SPD |
|____________________________________________|
|03| -3 | -3 | -3 | +3 | -3 | -3 | 1 |
|04| -3 | -2 | -2 | +2 | -2 | -2 | 2 |
|05| -2 | -1 | -2 | +1 | -2 | -1 | 3 |
|06| -2 | -1 | -1 | 0 | -1 | 0 | 4 |
|07| -1 | 0 | 0 | 0 | 0 | 0 | 5 |
|08| 0 | 0 | 0 | 0 | 0 | 0 | 6 |
|09| 0 | 0 | 0 | 0 | 0 | +1 | 7 |
|10| 0 | 0 | 0 | 0 | 0 | +1 | 8 |
|11| 0 | 0 | 0 | 0 | 0 | +1 | 9 |
|12| +1 | 0 | 0 | 0 | 0 | +2 | 10 |
|13| +1 | 0 | 0 | 0 | 0 | +3 | 11 |
|14| +1 | 0 | 0 | 0 | +1 | +4 | 12 |
|15| +2 | +1 | +1 | 0 | +1 | +5 | 13 |
|16| +2 | +1 | +2 | +1 | +2 | +6 | 14 |
|17| +3 | +2 | +2 | +2 | +2 | +7 | 15 |
|18| +3 | +3 | +3 | +3 | +3 | +8 | 16 |
|____________________________________________|
Note:
STR DAM: Damage bonus for hand to hand combat.
INT SKP: Bonus skill points.
DEX STK: Strike bonus for Firearms.
DEX INI: Initiative bonus.
AGL STK: Strike bonus for Archery, Thrown weapons, and Hand to hand combat.
AGL DOD: Dodge value.
MOV SPD: Average of STR, AGL, and CON. Movement in yards.
1.3 The Character Classes.
Character classes are like the job of the character, and determines what he/she is good at. In the skills category section a "#" means this is the highest level that you can select at first level, a "X" means that you can not select any skills from this category at first level, and later they will cost double points, a "*" means also they can not select at first level and the points are tripled.
1.3.1 Soldier.
The soldier is a master of combat, he/she is the best in all forms of death giving. Unfortunately, the soldier tends to rely too heavily on his/her technology to survive. In a stand up fight other characters can not hope to take a soldier on one for one and win in the early levels, but as levels progress the soldier looses much of his edge over the other classes, by level 5 or so the other classes have a much better chance against the soldier, but the soldier never looses all of his/her edge.
Class: Soldier
Attack Actions: 2 +1 pr. 4 lv.'s Skill Categories:
Move Actions: 3 +1 pr. 3 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: X
Combat: 2
Hit Point Base: 30 + 1d10 pr. lv. Weapons: 3
Strike Base: 10 -1 pr. 3 lv.'s Scientific: *
Skill Points: 06 +1 pr. 1 lv. Technical: *
Saving Throw: +1 +1 pr. 4 lv.'s Rogue: X
Maximum Save: +5
Minimum Attributes:
STR: 08
INT: 03 Experience Base: 2,000
DEX: 08
AGL: 08
CON: 09
Special Ability: Expert Specialization.
For every weapon skill a soldier has he can select 1 free specialization. The soldier can specialize in as many weapons as he wishes, as long as he has 1 skill point to spend on the additional weapons. Soldier specialization is not limited to SL 5, but rather has access to SL 6 the Grand Master level. Most importantly, a soldier does not have the non specialized skill level reduced.
1.3.2 Survivalist.
Wilderness scouts, and decent fighters. Probably just about the best class at first level, but will have a tough time gaining experience levels.
Class: Survivalist
Attack Actions: 2 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 4 +1 pr. 4 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: 3
Combat: X
Hit Point Base: 25 + 1d8 pr. lv. Weapons: 2
Strike Base: 12 -1 pr. 3 lv.'s Scientific: *
Skill Points: 12 +1 pr. 1 lv. Technical: *
Saving Throw: +1 +1 pr. 3 lv.'s Rogue: X
Maximum Save: +6
Minimum Attributes:
STR: 06
INT: 05 Experience Base: 3,000
DEX: 05
AGL: 05
CON: 10
Special Abilities: The survivalist is trained to survive off the land and track prey.
Tracking: Ability to follow a trail, determine the type, mass, number of individuals, age of the trail, and whether they believed they were followed. The ability to follow a trail is automatic unless the GM determines that there are difficulties involved in the tracking. Additional information is given as the GM desires. If a roll is necessary see the information listed in the appendix. (Apx.1.3.2.a)
Foraging: The ranger can find enough food to survive alone in a waste environment, by foraging and hunting. For additional party members or if the GM decides to require a roll see the appendix. (Apx.1.3.2.b)
Quick Reactions: The Survivalist will receive a -3 to initiative at first level and will be an additional -1 for every level thereafter, to a maximum of -10. This initiative bonus applies to all actions, not just attack actions.
1.3.3 Medic.
A must have for any party, probably even two. The only class that can actually restore HP's.
Class: Medic
Attack Actions: 1 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 2 +1 pr. 4 lv.'s General: 1
"Free" Actions: 2 +1 pr. 3 lv.'s Survival: X
Combat: *
Hit Point Base: 20 + 1d8 pr. lv. Weapons: 1
Strike Base: 15 -1 pr. 5 lv.'s Scientific: X
Skill Points: 08 +1 pr. 1 lv. Technical: X
Saving Throw: +0 +1 pr. 5 lv.'s Rogue: *
Maximum Save: +4
Minimum Attributes:
STR: 03
INT: 09 Experience Base: 1,000
DEX: 07
AGL: 03
CON: 03
Special Abilities: The most important ability of all classes is MEDIC.
MEDIC: The Medic's ability allows you to "Heal" damage done to characters. MEDIC can be applied once per wound, thus it is important to record damage "sequentially". Each application of MEDIC will heal 1d4 HP pr. 2 levels. (i.e. level 6 is 3d4 HP.) An application of MEDIC will heal only up to the damage done -1 in the specific wound. (i.e. if wound #3 was 13 HP and you healed 15 you still would only get back 12.) To use medic requires that the victim remain still, and the Medic pay 3 "Free" Actions. (A first level medic has only 2 "Free" actions and thus must trade in one attack action to use it.) The application will then use up one "unit" of medical supplies. Additional healing supplements can be used to accelerate healing, once all wounds have been treated the medic can administer quick heals and blood transfusions. Quick heals based on potency will give from 1 to 1d12 HP up to the characters max HP. Blood "Units" will give 1d6 HP up to the characters max HP. A character can not receive more than 4 units of blood or 6 quick heals per day. Other than the above restrictions MEDIC is unlimited in it's number of uses per day.