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07:33, 20th May 2024 (GMT+0)

Wanderers of the Wastelands.

Posted by FateFor group 0
Fate
GM, 2 posts
Sat 30 Mar 2024
at 20:57
  • msg #1

Wanderers of the Wastelands

While this is a 5E inspired Game System, it is definitely not D&D 5E. It does not have the same classes nor does it even try to do so. To avoid confusion, I am posting all of the available classes along with their Archetypes here for a more informed decision. These are the blurbs used on Spilled Ale Studios website that they use in their advertising.

The Savage, a class based on the SRD’s Barbarian with post-apocalyptic appropriate archetypes including the Berserker, the Bulletstormer, the Implacable Hunter, the Enforcer and the Survivor.
The Scientist, a new class which focuses on intellect and expertise. Archetypes include the Botanist, the Chem Cook, the Engineer, and the Programmer.
The Scoundrel, a class based on the SRD’s Rogue with post-apocalyptic appropriate archetypes including the Con Artist, the Killer, the Rooftop Runner, the Sawbones and a nonmagical variant of the Thief.
The Scout, a new class that fills a niche similar to the SRD’s Ranger. These wilderness experts rely on their Instinct to enhance their fortunes, and wield a signature weapon known as their Old Reliable. Archetypes include the Avenger, the Beast Hunter, the Bounty Hunter, the Creature Keeper, the Messenger and the Guerilla.
The Shepherd, a new class that fills a niche similar to the SRD’s Bard. They are political leaders, officers, and similar inspiring figures. Archetypes include the Chronicler, the Commander, the Regent, the Trader and the Tyrant.
The Soldier, a class based on the SRD’s Fighter with post-apocalyptic appropriate archetypes including the Brawler, the Champion, the Heavy, the Pit Fighter, the Guardian and the Sharpshooter.
The Sidekick, which aims to support and bring out the best in its allies. Archetypes include the Apprentice, the Attendant, the Chef, and the Expert.

The Scrapper class, members of which specialize in melee fighting and audacious feats, and 4 archetypes:
  • The Carver takes pride in their unparalleled capacity with cutting weapons, though some take far too much pleasure in their skills.
  • The Demolition Driver has the same combination of skill and recklessness at the controls of a vehicle that other scrappers have in melee.
  • The Smasher is extraordinarily effective with bludgeons of all kinds.
  • The Wrestler excels at holds and throws.


The Sentinel class, members of which trust in their heavy armor and defensive skill to endure assault and protect their allies, and 4 archetypes:
  • The Juggernaut charges wherever they want on the battlefield, almost impossible to stop or move against their own will.
  • The Rapid Responder uses their skills as a sentinel to reach vulnerable allies, offer medical treatment, and extract them from danger.
  • The Safeguarder focuses on shielding allies from harm to an even greater extent than other sentinels, becoming the ultimate tank.
  • The Wheel Warden is a skilled defensive driver, and even when not at a vehicle’s controls is able to offer defensive benefits to allies on their vehicle’s crew.


The Sparker class, which revisits and rebuilds the savage class from Wasteland Wanderers, breaking its conceptual niche wide open. Now you can “spark” into one of four types of spark state: focus represents quick analysis and detection of weak points, grudge draws power from your unquenchable need for vengeance, rage lets you channel your towering fury, and surge lets you exceed human limits in a display of extraordinary grace. The spark state you choose changes many of your other class features as well, making this a diverse class that is almost four classes in one. For further conceptual flexibility you can combine any of the four spark states with any of the 5 sparker archetypes: Afterburner (formerly the Roadrager), Brightspark (formerly the Berserker), Bulletstormer, Implacable Hunter, and Survivor.
  • The Afterburner (formerly the Roadrager) is able to benefit from their spark while behind the wheel, not just on foot.
  • The Brightspark (formerly the Berserker) is able to draw even greater power from their spark state than other sparkers, though at the expense of their vitality.
  • The Bulletstormer is able to benefit from their spark while engaging in ranged combat, unlike other sparkers who are chiefly oriented toward melee combat. Your choice of spark state dictates one of two paths as a bulletstormer: Focus and grudge sparkers can use ranged weapons that have precision, while rage or surge sparkers can use ranged weapons that are indiscriminate.
  • The Implacable Hunter is a talented tracker, able to find their chosen prey wherever they flee.
  • The Survivor is hard-boiled in the extreme, capable of withstanding everything the wasteland throws at them.


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.
  • 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 weaponize 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.


The Stranger: Some wastelands are weirder than others. Aliens visitations, dimensional rifts opening the way for interdimensional horrors, travelers from a far flung future, ghostly manifestations—all these and more are possible in the wilder wasteland worlds. Wastelanders who are exposed to such forces or events are often changed by them, gaining forbidden knowledge and inexplicable powers. They become Strangers.
  • The Corrupted gains powers from a symbiotic entity: an Alien, Horror, Machine, or Plant (making this 4 archetypes in 1!)
  • The Gizmoperator has come into possession of a gizmo, an impossibly advanced device of unknown origin.
  • The Mathomancer sees, exploits their knowledge of, and tweaks the rules that underpin reality.
  • The Remembrancer has power over memories, and is able to read memories imprinted on objects or psionically project memories to befuddle the minds of those around them.
  • The Warpweaver draws and wields energy from the weakening barriers between dimensions to teleport and dole out destruction.
  • The Aberrant experience frequent and drastic mutations.
  • The Hexer have the strange power to place curses.

This message was last edited by the GM at 03:47, Sun 31 Mar.
Fate
GM, 3 posts
Sun 31 Mar 2024
at 03:44
  • msg #2

Wanderers of the Wastelands

Next are the Races, which are now known as Species. There are ten known Species as well as some Sub-Species. They are as follows:
  • Humans are found everywhere in the wasteland but are no longer dominant. They can come from a number of origins: Bunker Buddies and Bunker Survivors emerge from protective bunkers into the wasteland, while Wastelanders are born in the ashes of the old world.
  • Bantamites are humanoids who mutated over generations to become a shorter, sturdily-built people.
  • Biosynths are artificial humanoids created by a mysterious organization to spy on the people of the wasteland.
  • Cats are beasts which make for affectionate if sometimes fickle friends. Sub-species include the Wasteland Cat and the Experimental Cat.
  • Dearg Dubh are mutant humanoids who resemble vampires of legend.
  • Dogs are beasts that can be loyal companions to other wasteland wanderers. Sub-species include the Hound, the Ogre Hound, and the Experimental Hound.
  • Morlocks are mutant humanoids who evolved through a combination of radiation exposure and generations of living in the dark.
  • Ogres are powerful mutant humanoids originally created in experiments to make a super soldier.
  • Robots are machines designed to perform tasks assigned by their creators, but who may now be living an independent existence in the wasteland. Models include the Butlerbot, the Commbot, the Furson, the Mr/Mrs Helper, the Private Helper, the Protectorbot, the Securibot, and the Gen 5 Synthbot.
  • Rotters are humans who have mutated into ghoulish husks after somehow surviving severe or repeated radiation exposure.

Fate
GM, 4 posts
Sun 31 Mar 2024
at 03:46
  • msg #3

Wanderers of the Wastelands

Finally there are the backgrounds, the origins of the Wasteland Wanderer...who, where, and why:
  • 18 backgrounds, including the Caravanner, Bunker-Born, Con Artist, Courier, Criminal, Doctor, Exile,  Follower, Orphan, Outsider, Performer, Raider, Researcher, Scholar, Tribefolk, Traveler, Underground Agent, and Veteran.

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