IMPORTANT NOTICE: Please note that due to the nature of this book, you will get the most out of it if you already own other books in the Wasteland Worlds product line. At minimum you will need Wasteland Wanderers and Wasteland Wares, with which you can use the majority of the new options in Wasteland Wonders. The description below calls out specific content that is designed for use with material from other books in the series.
A treasure trove of post-apocalyptic player options.
The wasteland is a deadly and unforgiving place, but its constant challenges are a crucible that produces heroic figures whose deeds may influence the world for the better. Some instigate change through action, some through words, and some through their contributions to the collective understanding.
Wasteland Wonders presents three new character classes compatible with Wasteland Wanderers and other books in the Wasteland Worlds product line, plus many new character options that expand on existing player-facing content from across the series.
More classes and archetypes for your post-apocalyptic game.
Wasteland Wonders introduces three new classes to the game.
- The Sailor class, members of which specialise in operating as part of a vehicle’s crew but are equally capable adventurers on land. This class has 6 archetypes (4 unique, plus 2 variants of existing Scoundrel archetypes adapted to be compatible with the Sailor):
- The Captain has the command skills necessary to be command their own vessel and its crew. This archetype is compatible with the vehicle rules in Wasteland Wheels.
- The Marine wields fighting skills in defense of their vessel, leads the charge during boarding actions and uses their environment to combat advantage.
- The Navigator has keen perceptive and pathfinding abilities, able to chart safe and efficient courses and also to keep track of their enemies during combat.
- The Rigging Runner moves fearlessly in high places such as a sailing vessel’s rigging or the exterior of an airship, and excels at using their lofty positioning to make deadly assaults on their enemies.
- The Salvager is an expert diver, wielder of spearguns and other piercing weapons, and seeker of salvage.
- The Ship’s Surgeon has the medical and surgical know-how to keep their crew healthy and hale as possible given the resources available to them.
- The Star class, members of which are acknowledged masters in a particular profession or field of knowledge, and whose prowess in that field provides them with a certain celebrity and the confidence necessary to exert a charismatic sway over others. This class has 5 archetypes:
- The Explorer seeks to travel widely, mastering survival skills and abilities suited for diplomatic contact and guiding expeditions.
- The Intellectual doubles down on their studies to become uncontested master of their field, and can drawn on their vast knowledge to instruct or weaponise it to manipulate.
- The Performer desires to entertain and enchant every audience that gathers to see them, and gains abilities that influence and charm.
- The Swell focuses on their ability to conduct business and accumulate wealth and power, and marry a domineering personality with astute trade savvy.
- The Tactician applies their professional mastery and social influence in a military context, gaining abilities that let them command and manouevre their allies.
- The Synthesiser class, members of which study how to create potent medicines and toxicants. Depending on how you want to play your synthesiser and which archetype you choose, the items you creat might be pharmaceutical products, traditional herbal remedies and poisons, patches and hacks intended for machines, or even experimental food and beverages made from wasteland monster materials! This class has 5 archetypes:
- The Cyberdoc practices engineering as well as medicine, as capable of installing a cybernetic prosthetic or repairing a robot as they are concocting a medicine.
- The Gourmet is on a personal quest to prepare food and beverages using all the strangest ingredients the wasteland has to offer, and in pursuit of that goal has discovered recipes which provide tangible effects.
- The Pharmacologist is particularly focused on creating medicines, and learns how to produce them more efficiently and make them more potent.
- The Surgeon combines the Synthesiser’s ability to diagnose and prescribe medicines with an ability to perform quick but faultless surgical procedures.
- The Toxicologist is particularly focused on creating toxicants, and learns how to produce them more efficiently and make them more potent.
Additionally, Wasteland Wonders includes three new archetypes for existing classes in the the Wasteland Worlds product line,
- The Creature Keeper, an archetype for the Scout class (Wasteland Wanderers) that adventures alongside a companion creature.
- The Aberrant and the Hexer, two new archetypes for the Stranger class (The Stranger: a Wasteland Wanderer). Aberrants experience frequent and drastic mutations, while Hexers have the strange power to place curses. Wasteland Wonders contains 31 new strange powers, 4 new oddities, and 2 updated versions of existing oddities compatible with the new Stranger archetypes in the book.
That’s Not All!
Wasteland Wonders includes a multitude of additional content including:
- 12 new feats
- Optional and variant feeatures for the Savage, Scientist, Scoundrel, Scout, and Shepherd (each from Wasteland Wanderers); the Sidekick (from Wasteland Wares); as well as the Sentinel and Sparker (both from Wasteland Warriors).
- Class feature retraining options.
- 2 new backgrounds: the Exile and the Traveller.
- New stat blocks and potentials for use with the rookie rules in Wasteland Woes.
- A new calling for the Talent Supporting Class (which appears in Wasteland Woes).
Easily Referenced.
Navigation features include a fully hyperlinked table of contents and bookmarks to all chapters.
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