Travellers of the Wasteland
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Travellers Of The Wasteland Scott Wylie Roberts Travellers of the Wasteland First Published 2009 First Printing August 2009 Copyright © Scott Wylie Roberts, 1986, 2009 Illustrations copyright © J D Neal, Martin Siesto, Zhu Baije (www.nightsoil.co.uk/zhu/), 2009 Cover art and illustrations copyright © Daniel Heald, 2002 All art used with permission Regul is copyright © Rick Burlow and used with permission All Rights Reserved Proofreading by Jacqui Mofield and Tiffany McLeod Advice and feedback by Rick Burlow, Matthew Hunt, and the Dragonsfoot Workshop (dragonsfoot.org) Special thanks to Tiffany McLeod Typeset in Soutane and Soutane Black Printed by Lulu.com Ysgthru Mundi http://stores.lulu.com/ysgthrumundi [email protected] This work is protected by copyright law. Any reproduction or unauthorised use of the material or artwork presented herein is prohibited without express permission. 2 Travellers of the Wasteland "It is not down on any map; true places never are." - Moby Dick (Herman Melville) 3 Travellers of the Wasteland Foreword When I was in high school, Fighting Fantasy was my gateway drug to Dungeons & Dragons . Instead of doing my homework, I drew coloured maps of the world of Sceptre. I also wrote an adventure, strongly influenced by The Voyage of the Dawn Treader, The Shamutanti Hills , The Goonies and a scattering of science fiction novels. What if I had run campaigns in Travellers of the Wasteland , instead of the next game world I created, for the next ten years? I’d like to think it would have turned out a fair bit like this game. In writing this, I feel like I have come home after a long sojourn in distant lands; that I have reconnected with what got me into fantasy and gaming in the first place. Enough of nostalgia – this journey is now yours to make. It is time for others to lose themselves in an otherworld. So, take up sword and spell, dice and daring, and gather a like- minded band of fellow travellers. Adventure awaits you. 4 Travellers of the Wasteland Introduction Travellers of the Wasteland (TOTW) is a fantasy role- playing game. It is set in a magical otherworld known as the Wasteland, a place of mystery, danger, and adventure. This is a world to be explored, through decision-making and daring; a fabulous realm as hauntingly familiar and maddeningly distant as a dream. Watch your step, traveller, for in your journey through the wasteland you may lose yourself – or find echoes from a bygone age. And don’t rely on the sun for finding your path; it moves from day to day. Echoes Travellers of the Wasteland is a nostalgia game. It seeks to emulate the author’s first fantasy game world, which was inspired by the Fighting Fantasy and Basic D&D games. However, Travellers of the Wasteland has grown far beyond its 1986 origins, and is its own game. Materials Required To play, you will need: pencils, paper, some dice (the ordinary six-sided kind), a few friends, a fair amount of imagination, and of course this game. Concerning Dice Dice in TOTW are abbreviated as d; thus, 2d means 2 dice, 6+1d means 6 plus the result of 1 die, etc. As 3d are used for most rolls, you will need at least three dice. The Travellers and the Guide The game master in TOTW is referred to as the Guide, and the players and their characters may be referred to as Travellers. Together, they explore the Wasteland. 5 Travellers of the Wasteland Scores TOTW uses four basic scores: Prowess, Favour, Life, and Magic. These are generated using dice, with results usually ranging from 3 to 18, and are further described below. Rolls may be made against the scores, usually on 3d, in a variety of circumstances. When rolling against a score, a result equal to or less than the score indicates success, and a result higher than the score indicates failure. When rolling on 3d, any result of 3 or 4 is automatically a success, regardless of the score, and any result of 17 or 18 is likewise automatically a failure. Prowess Prowess is a measure of strength, ability and expertise. It is used for a variety of physical activities, such as swimming, climbing, jumping, hiding, toppling statues, and dealing with traps. Prowess is especially important in combat. The greater the Prowess, the greater the accomplishment. Favour Favour is a measure of fate, charm and presence. It is used to dodge fateful events and invoke divine grace. The greater the Favour, the greater the risks that may be taken. Life Life is a measure of health, vitality, and energy. It indicates the amount of damage that can be sustained, especially in combat. Anyone reduced to 0 Life is unconscious, and anyone below this is dying. The greater the Life, the greater the chances of survival. Magic Magic is a measure of magical power and knowledge. It is used for a variety of magical purposes, especially the casting of spells. The greater the Magic, the greater the magician. Not everyone has a Magic score. 6 Travellers of the Wasteland Generating Scores The four scores are generated according to Character Types, as noted below. Each score is rolled according to its own formula. If a player is unhappy with the scores, and the Guide thinks the character would have a poor chance of surviving an adventure (if most or all are below average, for example), then all four scores may be rolled again. Average Scores The average for a score can be determined using the following conversions: 1d = 3, 2d = 7, and 3d = 10. Thus, a score of 6+1d would have an average of 9, 6+2d have an average of 13, 6+3d have an average of 16, 12+2d have an average of 19, etc. Restoring Scores The scores rolled indicate the maximum potential for the character, and the numbers the character starts with. Over the course of play scores will go down, especially Favour and Life. Unless some special form of permanent debilitating condition is suffered, all scores will be restored to their maximum while resting between adventures. Improving Scores Ordinarily, the initial rolls dictate the maximum potential of the character. However, it is possible to improve scores beyond their starting level. This requires special events to occur within the game, such as the performance of a ritual at a ceremonial site or the undertaking of special training with a gifted master. In order to improve beyond the maximum possible roll for a character type (18 Magic for a Magician, for example), great magic is called for – and, correspondingly, quests of legendary nature. 7 Travellers of the Wasteland Character Development At the Guide’s whim, travellers may be granted an improvement to one or more of their scores upon the conclusion of a perilous journey in the Wasteland. Favour is most likely to be improved, reflecting the divine attention the travellers have attracted, followed by Prowess for those who frequently enter combat. An improvement of 1 point at a time is recommended. Experienced role-players may have noticed that Travellers of the Wasteland does not have an experience point or similar system. Development and advancement is more a matter of honours won, items gained, fame spread, spells learned, information acquired, and similar factors. As well-played characters explore their surroundings, they will grow accordingly. If you want to have an experienced character with all the benefits that accrue thereby, put the effort in to playing well and enjoying the time you share with those around you. 8 Travellers of the Wasteland Character Types A variety of character types are suited for travelling the wastelands. These are people who have elected to leave the ordinary world and seek adventure. As such, they have skills and powers that will help them in their journeys. For some, this may mean greater than average in a given score. For others, this may mean a special ability they can use at any time. For all, it means they are on the path to fame and fortune – or a terrible fate. Each of the character types given below is described according to a set format. This includes information on how to generate their scores, notes on any special abilities possessed, whether the character is human or not, and whether or not they can use certain weapons, equipment, and armour. All characters are assumed to be at least young adults, and may be either male or female unless noted otherwise. A character can only be of one type, so choose wisely. 9 Travellers of the Wasteland Adventurer The Adventurer is the standard character type. Adventurers are humans who use their wits, cunning, daring, and strength to brave the perils of the Wasteland. They may use any weapons, equipment and armour, and cannot use magic. They have Prowess 6+2d, Favour 6+2d, Life 12+3d, and Magic 0. It is strongly recommended that there be at least one Adventurer in any group of travellers. Healer The Healer is gifted with magical healing ability. Healers are humans who use their wits, wisdom, knowledge, and spells to deal with the Wasteland. They may use the dagger and staff as weapons, any equipment, leather armour, and magic spells. They have Prowess 6+1d, Favour 6+2d, Life 12+2d, and Magic 6+1d. Healers must learn Healing Touch as their first spell. Magician The Magician is versed in magic and lore. Magicians are humans who use their knowledge, spells, cunning, and wisdom to overcome the dangers of the Wasteland. They may use the dagger and staff as weapons, any equipment, no armour, and magic spells.