Updated versions of the entire Wasteland Worlds product line are now available!
The new versions include the following changes:
Wasteland Wanderers v2.6
General Updates
- Fixed a small number of layout issues introduced to the master file by an upgrade to Affinity Publisher 2 shortly before the last release.
- Changed all references to "war" and "prewar", they instead now read "apocalypse" and "pre-apocalyptic".
- Replaced or revised all traits that offered immunity to or advantage on saving throws against the radsick condition to reflect the new Contamination rules. You now get immunity to a condition appropriate to the contamination plagueing your wasteland world.
- Added a "Species & Contamination" sidebar at the beginning of the Species chapter to help address these new features.
- Revised Appendix B: Supplemental Rules, replacing the previous section on Radsick with rules covering four types of possible Contamination: Radsick, Blightsick, Sporesick, and Warpsick.
- Miscellaneous other minor corrections to spelling, format, etc
Species
- Increased the base damage of the Cat's claws to 1d6, made them a finesse weapon, and added damage scaling by level up to 1d12.
- Made the Dog's bite a finesse weapon, and added damage scaling by level up to 1d12.
- Renamed the Human's "Bunker Born" trait "Bunker Raised" due to confusion with the Bunker-Born background.
- Updated various integrated weapons for Robot models to include damage that scales with levels and a list of supported weapon mods.
- Added a Robot Integrated Weapon Mods table.
- Revised the text of the Ogre species entry and added a sidebar, "Ogre Complexion". It’s not easy being green, and ogres don’t have to be!
Classes and Archetypes
- Revised the text of the Equipment entry for all classes. It mistakenly prohibited background equipment to players choosing the class equipment package (the opposite of intended design!)
- Rewrote the Bulletstormer Savage's Ranged Rage feature, simplifying its effect and improving clarity. Also made the following change: this feature no longer caps weapon range, but you can only add your bonus rage damage if the target is within 90 feet of you.
- Rewrote the Bulletstormer's Bullet Magnet feature for improved clarity.
- Rewrote the Berserker's Frenzy feature for improved clarity. The intention is you deal extra damage equal to the Hit Die + 4 (the same number you receive in hit points when you roll the Hit Die during a short rest).
- Rewrote the Scientist, Scoundrel, and Shepherds' respective Expertise features for improved clarity.
- It is now possible to change a Scientist custom bot's melee damage type by spending an hour and 5 salvage.
- Removed radiation damage from the list of types available to a Scientist's Signature Melee Weapon. This is because it is likely to be a subpar choice compared to other available damage types. There are two reasons for this:
- Wasteland Woes introduces seven different types of wasteland to play in of which radioactive wastelands are just one type, and the other products are being revised to reflect this change. New contamination rules replace and incorporate the previous rules for radsick. In other wastelands, other equivalent afflictions may be a threat instead. As a result, radiation may not be a significant damage type or even necessary in the wasteland you play in. If radiation isn’t a regular threat its effects are more easily represented by poison and the poisoned condition. Meanwhile, the other damage types available to the Signature Melee Weapon are universally applicable.
- A significant number of non-humanoid enemies are resistant or immune to radiation damage, making it a less effective choice overall than other types on the list even in a radioactive wasteland.
- Rewrote the Scientist's Shield, and renamed it Energy Shield, to clarify intent.
- Clarified the text of the Scientist's ability to scrounge extra ammo for their Signature Ranged Weapon. You can find extra bullets when you yourself find an ammo cache.
- Clarified which ranged weapon mods are compatible with a Signature Ranged Weapon (any mod you could install on a 10mm pistol or laser gun).
- Revised the Scientist Chem Cook's Quickbrew Chemist feature, changing the Rad Shield and Rad Restore chems to reflect the different types of contamination now included in the rules.
- Fixed the average hit points for the Scoundrel's Hit Points at Higher Levels entry.
- Revised the text of the Scoundrel's Evasion feature.
- Changed the text of the Con Artist Scoundrel's Sell any Story feature so that the expertise in Deception can be acquired if the character later becomes proficient in Persuasion.
- Broke the Con Artist Scoundrel's disguise kit proficiency out into its own feature, Master of Disguise.
- Revised the text of the Con Artist's Barbed Tongue feature.
- Revised the text of the Con Artist's Every Con Has its Mark feature.
- Changed Scout's Instinct to a 1st level feature (granting 1 instinct point per short rest at 1st level). This brings it in line with similar features possessed by other classes currently in development.
- Changed all references to "Scout's Instinct" in the text of Scout features to simply say "instinct".
- Fixed the Shepherd's "Multiclassing" entry (the Shepherd has no skill shortlist from which to pick in the event the character already has proficiency in Persuasion. Now you just pick any one other skill).
- Changed references to "Command points" in the text of Shepherd features to either "command points" or simply "command", depending on context.
- Under the Archetypes heading for the Soldier class, changed a reference to "Scoundrel" to correctly say "Soldier" .
- Revised the Soldier Brawler's Never Harmless feature so that they can use Dexterity for the attack and damage of their unarmed strike if they want. Also improved the clarity of this feature generally.
Backgrounds
- Renamed the "Equipment" section of every background as "Equipment Pack".
Feats
- Revised the first bullet of the Bloody Mess feat to clarify its intent.
- Correction to the Dodger feat so that it grants a bonus to Dexterity, not Charisma, if the optional Luck ability score isn't used.
- Revised the text of the Dodger feat for improved clarity.
- Revised the prerequisite of Fast Healing and Mutation to be levels of either radsick of warpsick (a new type of contamination for warped worlds).
- Revised the text of the Lead Belly feat to include other forms of contamination beyond just radiation.
- The Ghoulish feat has been renamed Rotten, and its reference to "ghouls" is replaced with "rotters".
- Clarified the text of the Rotten feat, revised it to include both options for both radioactive and warped wastelands, and added in a prerequisite.
- Revised the benefits of the Master Trader feat.
- Added an additional option to the Mutant feat, "STRENGTH: You have an additional arm [...]". Revised the last bullet of this same feat.
- Clarified the text of the Pack Alpha feat.
- Revised the benefits of the Sales Superstar feat.
- Clarified the text of the Scrounger feat's second and third bullet points to include yourself.
- The Strong Back feat increases your Strength score, not Constitution.
Wasteland Wares v2.6
General Updates
- Fixed a small number of layout issues introduced to the master file by an upgrade to Affinity Publisher 2 shortly before the last release.
- Updates to various costs columns ("c" was not being used consistently and is pretty redundant, and has now been removed from all tables).
- Miscellaneous other minor corrections to spelling, format, etc.
Classes and Archetypes
- Revised the text of the Equipment entry for the Sidekick class. It mistakenly prohibited background equipment to players choosing the class equipment package (the opposite of intended design!)
- Changed a reference to "henchman level" within the Sidekick’s Rush of Loyalty feature to instead say “sidekick level” (henchman was an early name for the Sidekick class during prototyping)
- Rewrote the Sidekick Apprentice's Encouragement feature for improved clarity.
- Rewrote the Sidekick Apprentice's Faith Fulfilled feature for improved clarity.
- Fixed references to "target of your grudge" in the Savage Enforcer archetype, reworking text to correctly reference "hounded creature".
- Updated the Savage Enforcer's Hound feature to account for circumstances when they're in a vehicle.
- Rewrote the Scout Messenger's Wilderness Expertise feature (the Survival proficiency was redundant).
- Rewrote the Shepherd Trader's Silver Tongue feature (the Persuasion proficiency was redundant, now the feature automatically grants expertise in the Persuasion skill).
Armour and Armour Mods
- All armour piece mods that reduce damage now reduce it to a minimum of 1 damage remaining, preventing situations where the wearer becomes functionally immune to a hostile creature’s damage output.
- The Thermal Lined armour material mod now grants at advantage on saving throws caused by frigid temperatures when a wastelander wears a complete set of thermal lined pieces.
Weapons and Weapon Mods
- The "loading" weapon property was repeated at the end of the description of the "light" property. This redundant text has been removed.
- Removed the Baseball Bat/Mallet's "light" property, but replaced it with "versatile (d8").
- Added the "light" property to the Combat Knife.
- Repositioned the "Energy Gun Special Properties" header
- Revised the text for Bleedout Syringe, and added the ability to stop the bleeding with a Medicine check as an action. The ongoing damage dealt by the Bleedout Syringe has been changed to the piercing type.
- Added a row for Extra Flame Jets to the Melee Weapon Mods table, as it was missing.
Food and Drink
- Revised the text of the Food & Drink section to allow for all contamination types.
- Corrected a reference to "pure" to "uncontaminated" in the Food & Drink section.
Services
- Updated the Services section to include inn stays.
Cybernetics
- Revised the introductory text for Cybernetics to explicitly allow robot players to use the same rules to represent upgrades.
Wasteland Wheels v2.1
General Updates
- Fixed a small number of layout issues introduced to the master file by an upgrade to Affinity Publisher 2 shortly before the last release.
- Minor update to the crafting costs table ("c" was not being used consistently throughout the line and is pretty redundant, and has now been removed from all tables).
Classes and Archetypes
- Revised the Savage Roadrager's Reckless Driver feature to grant proficiency in any vehicle type of the player's choice.
- Revised the Scout Rough Rider's Off-road Expert feature to grant proficiency in any vehicle type of the player's choice.
- Revised the Shepherd Convoy Commander's Command Crew feature to grant proficiency in any vehicle type of the player's choice.
- Revised the Soldier Gunner's Mobile Artillery feature to grant proficiency in any vehicle type of the player's choice.
The Stranger: a Wasteland Wanderer v1.2
General Updates
- Fixed a small number of layout issues introduced to the master file by an upgrade to Affinity Publisher 2 shortly before the last release.
The Stranger Class and Archetypes
- Revised the text of the Equipment entry for the Stranger class. It mistakenly prohibited background equipment to players choosing the class equipment package (the opposite of intended design!)
- Fixed the Stranger's "Multiclassing" entry (the Shepherd has no skill shortlist from which to pick in the event the character already has Intimidation expertise. Now you just pick any one other skill).
Powers
- Updated the power lists for the Alien Corrupted, Horror Corrupted, Plant Corrupted and Mathomancer to correctly indicate their minor power.
- Updated the Sounding power to correctly label it as a minor power
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