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Wastewalkers (Pages)

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100% found this document useful (1 vote)
118 views4 pages

Wastewalkers (Pages)

Uploaded by

sikproduction
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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SWEET 10¢

DEAL ONLY
Welcome ! Waste Crawl Details Inventory
Step right up in this RUGGED WORLD , Grab a piece of paper—your trusty
NAME:
where charming ramshackle map! Roll that lucky d20 on the
outposts dot a stunning desolate sheet and draw a circle around it— PRONOUNS:
landscape controlled by colorful there’s your region! Now, flip a card
outlaws amazing fellows! to reveal the risk rating of your BACKGROUND:
current locale!
THE PEOPLE are so diverse! Whether
it’s the hardy nomadic tribes SUIT RISK RATING Attributes
strolling through the swirling dunes, Starts at 1, and a moment of

the resilient folks from the Oldworld serenity graces the land. TOUGH FAST
Undercities, or the cowards orbiting ♦
Starts at 2, and an unexpected
our planet in their apocalypse twist turns the tale.

shelters, you’ll be in good company! Starts at 2, and an impending


SMART HUMAN
♣ threat looms nearby.
Also check out our selection of
shabby trusty WEAPONS ! Each one is ♠
Starts at 3, and a formidable
obstacle arises. Get ready! Endurance
a unique blend of Oldworld tech The risk rating shows the danger / Experience
mixed with the explosive blood of level in your region, ranging from 1
the Blighted who crawl the depths
of the Undercities. Fancy!
to 3, with the potential to shift Armor
based on the story. When you
Strap on to your Blighted blood- venture into a new area, simply
powered CHASERS , or hop aboard
the legendary Sentinel’s Watch
draw another circle next to your
current one, reveal a card, and
interpret it just like before.
- D4 D6
train, and let’s play to find out!
All you need is a standard deck of playing cards, a full set of polyhedral dice, printed copies of this snazzy pamphlet, and 2-5 friends (or go solo if you dare!). One friend will be the Game Moderator (GM). Prepare for a couple of thrilling hours per session.
Oh! And before we forget: When you reveal a card, toss it aside! Shuffle the discarded cards after each scene and whenever the deck runs dry.
Trial Roll RATING DIFFICULTY Burning Cards Armor
9 A stroll in the park!
When taking a daring action... Burn a card from your hand to: Armor helps you resist damage and
12 A standard test of skill! is defined by a die (d4 - d6). When
1. Choose one of your 4 attributes. PRESS ON : +2 to your score.
2. The GM sets a difficulty rating. 15 A formidable trial! an enemy attacks, roll your armor
AID AN ALLY : +2 to an ally’s score. die and subtract the result from the
3. The GM reveals cards matching When a rule alters a DR , the group
the region’s risk rating. For each TURN THE TABLE : Turn a setback into incoming damage. Keep in mind,
determines the adjustment, using
black card, the difficulty rating a success, but the GM gets to armor may be ignored or damaged
the fiction as their guide.
(DR) increases by 2! introduce a new consequence. at the GM’s discretion. If damaged,
its die steps down—stay vigilant!
4. Roll a d20 and add your attribute Luck Roll COME PREPARED : Add an item to your
modifier to get your final score.
When you take an action with an inventory as if it always existed. Rest
If your score exceeds the difficulty uncertain outcome but no TRADE LOOT : mark XP for each card SHORT : Take a quick half-hour break
rating, it’s a SUCCESS ! Otherwise, significant risks, perform a trial roll you give to a trader. to catch your breath. Reveal a card
brace yourself for a SETBACK ! as normal but skip step three. to recover endurance:
SUCCESS: Seize control of a moment You also forego adding cards to
Endurance & Conditions
SUIT ENDURANCE
in the scene and narrate what your hand on a success and Your endurance is your health. If it
unfolds next. Claim one of the ♥ Gain +5—feeling spry!
marking on a setback. drops to 0, make a trial roll:
revealed cards for your hand, but ♦ Gain +3—back in the game!
only if no cards were burned for SUCCESS: You refuse to fall; set your
the roll. Inventory endurance to 1.
♣ Gain +2—trouble is coming...
♠ Gain +1—uh-oh, trouble’s here!
Also, make sure to always choose a When you acquire an item or SETBACK: You are incapacitated and
red card over a black one! weapon, place it in an inventory near death. If tended, set your LONG : Spend a couple of hours
slot. These can help lower the DR of endurance to 1, but work with the recharging. Reveal a card and
SETBACK: Mark XP, but relinquish a roll, but the GM holds the final GM to acquire a new condition. interpret the result as above, but
narrative control to the GM.
decision! Weapons come with a die double your recovery! You can also
They will describe the fallout and rating (d4 - d12) and are used for Conditions represent negative use this time to fix up any damaged
may ramp up the tension with a attacks. Keep in mind, weapons aspects tied to your character and weapons or armor, but you’ll only
new consequence — be it a may sustain damage at the GM’s occupy at least one inventory slot. reap the benefits of a short rest.
narrative mishap, loss of discretion. If damaged, the weapon To clear a condition, take a full rest
endurance, damaged weapon or or wait until it becomes irrelevant. FULL : Take a week off to fully
die steps down. To repair a weapon,
armor, or a new condition! The GM can use conditions to restore all endurance. If the story
simply take a long rest. Gear up!
increase the DR of a roll. allows it, clear a pesky condition!

GM: Guide the story, signal danger, stay in tune with your players, don’t hesitate to pause when necessary, be a fan of the characters, trust the narrative, present challenges, ask questions, and use the players’ responses, break down obstacles into multiple rolls and improvise rules.
DURING YOUR TURN DURING AN ENEMY’S TURN
Solo Oracle NPC Reaction Choose one of the following actions: When an enemy attacks, defend
If you need to resolve uncertainties When an NPC’s reaction isn’t clear, IMPROVE YOUR ODDS : Make a trial yourself with a trial roll:
and your character isn't actively reveal a card and see how they feel: roll to attempt to reduce future DRs,
involved, come up with a yes/no SUCCESS: You deftly avoid the
SUIT REACTION to step down your target’s armor or attack! If you roll a 20, your next
question. weapon, or to alter the fiction.
♥ They seem trustworthy. roll’s DR is lowered.
Reveal one card, plus an additional
♦ They seem intrigued. WEAPON ATTACK : Choose a weapon SETBACK: You take a hit! The GM
card for each factor that could
♣ They seem cautious. from your inventory. The weapon’s uses the enemy’s damage die,
boost the chances of a favorable stepping it up if you rolled a 1.
die rating serves as the attack’s
result: ♠ They seem aggressive.
damage die. The GM may inflict a consequence
■ If you reveal at least 2 red cards,
the answer is a strong yes. Combat Then, make a trial roll. in addition to or in place of the
damage dealt to you (e.g., your
■ If you reveal 1 red card, the To determine who takes the first SUCCESS: Use the damage die as is, armor is damaged, you gain a
answer is a weak yes. swing in combat, reveal a card: or step it up if you rolled a 20! condition).
■ If you reveal no red cards, the SUIT INITIATIVE SETBACK: Step down the damage The GM rolls the damage die and
answer is firm no. die once, or twice if you rolled a 1. deals that much damage to your
♥♦ Your group takes the lead!
endurance, minus your armor die
Scavenging ♣♠ The enemy group strikes first...
The GM may inflict a consequence
roll.
in addition to or in place of the
When you loot a location, each The order remains the same until stepped down damage die (e.g., a
player reveals 1 card. damaged weapon). MOBS
the combat concludes. Individual
Mobs of enemies may be grouped
Playing solo? Feel free to reveal 1- turns aren’t tracked, so go with Attacks always hit; this determines
what feels right or who’s most together as a single entity.
2 extra cards based on how much the strength of your strike!
time you spend scavenging. eager to jump in next! ENEMY MORALE
Roll the damage die and deal that When enemies feel outnumbered or
For each red card, choose between: Combat ends when all player much damage to your target’s see their leader fall, reveal a card.
characters or enemies run out of endurance, minus their armor roll.
SUPER COOL GEAR : Add an item or a endurance, or if one side chooses to SUIT MORALE
weapon that takes up space in your withdraw (see Enemy Morale). FEAT ATTACK : Describe how you harm ♥ They panic and try to flee.
inventory! your enemy in a creative way! The
ENEMIES ♦ They surrender or negotiate.
RANDOM LOOT : Keep the card in your GM assigns a damage die to your
Making enemies is easy peasy. Give ♣ They stay in the fight.
hand for now, you can snag some action (d4 - d12). Resolve it just like
them endurance, armor, and They double down on the fight.
XP if you trade it back in town. a weapon attack (see above). ♠
weapons and voilà!
Players: Listen closely, narrate your actions with flair, sync with your friends, embrace the risks, play to discover what lies ahead, stack the odds in your favor, seek out creative solutions, and think outside the box. Remember, sharing is caring—don’t hoard those cards!
2. YOUR BACKGROUND DUNER : Your kin have learned to
Your Character At the start of the game, you choose embrace the barren wasteland, Experience
1. YOUR ATTRIBUTES a background for your character, becoming nomads ever traversing Whenever a trial roll results in a
Your four attributes are the primary which increases certain attributes the shifting sand dunes. They setback, you earn experience (XP).
means of interacting with the world and sets your initial maximum navigate the harsh lands, Mark your progress by filling in one
With your tough, you may smash, endurance. scavenging among the wreckage of box on your XP track.
hoist, strike and overwhelm. With those without the knowledge to Once the track filled, it’s time for
If you wish, you can reroll your survive.
your fast, you may bolt, aim, sneak maximum endurance to seek a your character to level up! Clear
and scavenge. With your smart, you better result, but you must accept Increase your tough by 2 and your your XP track and do the following:
may sense, decipher, analyze and the new outcome! fast by 1. Your maximum CHANGE YOUR ATTRIBUTES
hold your ground. With your endurance is d10 + 3. For each attribute, reveal a card.
human, you may sway, command, ORBITER : While the world turned to
charm and rally. dust, your people left for orbital STREETER : Your people have no SUIT MODIFIER
apocalypse shelters, leaving the end history or have turned their back to ♥ Increase the attribute by 2.
To determine your starting
behind. With comms cut off, drop it. They built slum cities and Increase the attribute by 1.
modifiers, reveal a card for each ♦
parties are sent back to the surface, makeshift outposts and call it
attribute. ♣ The attribute stays the same.
searching for signs that the world is civilization, but everyone knows
ready to welcome them back. that civilization died a long time ♠ Mark XP.
SUIT ATTRIBUTE MODIFIER
ago.
♥ Set your attribute to +2. Increase your human by 2 and If you reveal more than one ♠,
♦ Set your attribute to +1. your smart by 1. Your maximum Increase your smart by 2 and your you mark XP that many times!
endurance is d6 + 3. human by 1. Your maximum
♣ Set your attribute to 0.
endurance is d6 + 3. CHANGE YOUR ENDURANCE
♠ Set your attribute to -1. HOLLOWER : Your ancestors survived
To determine your new maximum
god knows how and now live in the 3. YOUR ARMOR AND WEAPON
Write down the results on your endurance, reveal a card.
Old World Undercities and their You begin with a d4 armor set. Fill
character sheet. SUIT MODIFIER
twisted tunnels. The shadows may the d4 armor dot on your character
If you’re not satisfied with your have reshaped their culture and sheet— this armor allows you to ♥ Increase max endurance by 2.
attributes, you have the option to appearance, but they remain resist damage during combat. ♦ Increase max endurance by 1.
reveal another card. However, human, at least partly. You also get a d6 weapon of your Your max endurance stays the
you must accept this new result, ♣ same.
so choose wisely! This can only be Increase your fast by 2 and your choice in your inventory. Your
done twice by the way. tough by 1. Your maximum weapons provide reliable means to ♠ Mark XP.
endurance is d8 + 3. perform attacks on enemies.
This work is based on Songs and Sagas, product of Fari RPGs (https://farirpgs.com/), developed and authored by René-Pier Deshaies-Gélinas.
This product is licensed under the ORC License available online at various locations including www.azoralaw.com/orclicense. All warranties are disclaimed as set forth therein.

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