Mark Damon Hughes Waste World: House Rules [Parental Advisory: Explicit Lyrics] [about]

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Waste World: House Rules

 * House Rules
-> Index
-> Skills
-> Unified Skills List
-> Everyman Skills
-> New Skills
-> Advantages
-> Powers
-> Unified Powers List
-> Psionic Advantages
-> Psionics
-> Unified Psionics List
-> Modifiers
-> Unified Disadvantages List
-> Equipment
-> Cybernetics
-> Combat
-> Hit Locations
-> Critical Hits
-> Gorefest
____________

-> Index

[WW]    Waste World Rulebook
[Sh]    Shogunate
[Hy]    Hydra
[CP]    Force Shield Campaign Pak

   This is only a quick-reference list into the WW rules right now. It's not my job to make them a real index.

Disease [Hy 158-162]
Growth Powers and Armor [Hy 162]
Hardship (Starvation, Thirst) [Hy 156-158]
Medicine and Healing [WW 129,132,148,178-179,182-183,189,190,214, 230-232]
Outside Air [WW 177 "Rebreather Mask"]
Pets [WW 132-133, Hy 100]
Symbionic Grafting [Hy 134]
____________

-> Skills

   Easy skills are VERY cheap at high levels; +9, the highest skill level around, only costs 24 points by the rules, which means a beginning low-power character (100 pts + 50 pts disads) could be at maximum mastery at 6 Easy skills, many of them combat skills. Hi ho, this way to Munchkinland. Not on my watch, bucko.

   Use the Easy pricing to +5, then Normal to +9 (the alternative of 2/3 normal cost, inverting the 3/2 normal cost of Hard, didn't change the low numbers enough and left the higher numbers lower than they should have been), for the new cumulative costs (not counting the initial 1 pt):

Level +1 +2 +3 +4 +5 +6 +7 +8 +9
Cost 1 2 3 5 8 14 21 29 38
____________

Unified Skill List

Dexterity Skills

Skill (subskill): slots Difficulty Page Notes
* Acrobatics H [WW 125]
* Aerobatics N [WW 125] prereq: Ikarean battlesuit or pilot
* Battlesuit H [WW 125]
* Blade: Sword, Dagger, Two-Handed Sword, Chainsword N [WW 125]
* Bludgeon E [WW 125]
* Bow: Bow, Crossbow N [WW 125]
* Climbing E [WW 125]
* Dancing N [Hy 98]
* Dodge H [WW 125] max level=DX+3
* Driving (Hover): Bike, Car, Truk, Hauler N [WW 125]
* Driving (Skimmer): Bike, Car, Truk, Hauler N [WW 125]
* Driving (Suspensor): Bike, Car, Truk, Hauler N [WW 126]
* Driving (Tracked): Bike, Car, Truk, Hauler N [WW 126]
* Driving (Walker): Bike, Car, Truk, Hauler N [WW 126]
* Driving (Wheeled): Bike, Car, Truk, Hauler N [WW 126]
* Escape Artist H [Hy 98]
* Forceblade E [WW 126] prereq: Blade
* Handgun: Autopistol, Blaster Pistol, Holdout Pistol, Laser Pistol, Machine Pistol E [WW 126]
* Heavy Weapon: Autocannon, Heavy Blaster, Heavy Laser, Heavy Shredder, Heavy Machine-Gun, Megablaster N [WW 126]
* Ikarean Battlesuit H [WW 126]
* Martial Arts N [WW 126] prereq: Unarmed Combat:Brawling
* Pickpocket N [WW 126]
* Pilot (Dirigible): Personal, Cruiser N [Hy 98]
* Pilot (Ornithopter): per type N [Hy 98]
* Play Instrument: by instrument type N [WW 126]
* Quick Draw: by weapon type E [WW 127]
* Ride: per beast N [WW 127]
* Rifle: Assault Rifle, Blaster Rifle, Laser Rifle, Railgun, Shotgun, Shredder, Sniper Rifle N [WW 127]
* Sailor: per type N [Hy 98]
* Rocket Launcher N [WW 127]
* Shield E [WW 127]
* Spear: One-Handed Spear, Two-Handed Spear, Bayonet N [WW 127]
* Special Weapon (weapon type) H [WW 127]
* Security Systems N [WW 127]
* Staff: Ripstaff, Shockstaff, Staff N [WW 127]
* Stealth N [WW 127]
* Swimming N [WW 128]
* Thrown Weapons E [WW 128]
* Unarmed Combat: Brawling, Claws, Fangs, Horns, Razor Wheels, Ripper-Claw, Spiked Gauntlet, Tail E [WW 128]
* Weapon Implant: by weapon type E [WW 128]
* Whip N [WW 128]
____________

Intelligence Skills

Skill (subskill): slots Difficulty Page Notes
* Acting N [WW 128]
* Alien Lore (by species) N [WW 128]
* Ancient Lore N [WW 128]
* Animal Handling: per beast N [Hy 98]
* Animal Lore N [WW 128]
* Appraise Value H [WW 128]
* Armory N [WW 128]
* Artistry: per art form N [Hy 98]
* Awareness N [WW 128] max level=IN+3
* City Lore (by metrozone) N [WW 128]
* Cooking E [Hy 98]
* Courtier N [WW 129]
* Craftsmanship: per craft N [Hy 98]
* Cybersurgery H [WW 129]
* Demolitions H [Hy 98]
* Demon Lore N [WW 129]
* Disease Lore N [Hy 98]
* Disguise N [WW 129]
* Fast Talk N [WW 129]
* Gamble N [WW 129]
* Genesculpting H [Hy 100]
* Healing H [WW 129]
* Interrogation N [WW 129]
* Intimidate N [WW 129]
* Leadership N [WW 129]
* Lore (by subject) N [WW 129]
* Lore (Science): per science H [Hy 100]
* Machine Lore N [WW 129]
* Mek N [WW 129]
* Navigator N [WW 129]
* Pain-Pleasure Conditioning H [Hy 100] prereq: U.B. Radost & Gift of Subjugation
* Poison Lore N [WW 129-130]
* Positronics H [WW 130]
* Religious Lore (by faith) N [WW 130]
* Resistance H [WW 130]
* Robomancy H [WW 130]
* Savoire Faire N [WW 130]
* Scholar N [WW 130]
* Security Systems N [WW 127]
* Seduction N [WW 130]
* Shadowing/Tailing N [WW 130]
* Singing E [Hy 100]
* Streetwise N [WW 130]
* Survival N [WW 130]
* Symbionics H [WW 130]
* Tactics N [Hy 100]
* Torture H [Hy 100]
* Tracking N [WW 130]
* Trade N [WW 130]
* Trapping N [Hy 100]
* Ultramancy H [WW 130, Sh 139-143]
____________

Everyman Skills

   Nearly all characters begin with the following skills at +0 (many of these were originally "no non-proficiency penalty", but this is easier to explain in a unified manner, and the few extra CP won't harm anything). All skills that can even be attempted without proficiency now have the -8 penalize for non-proficiency. The +0 does count as having spent the 1, 2, or 3 CP for easy, normal, or hard skills.

Dexterity Skills
Bludgeon
Climbing
Dodge
Stealth
Thrown Weapons
Unarmed Combat
Intelligence Skills
Awareness
City Lore (Home Metrozone) or Navigation (Skavengers)
Resistance
Shadowing/Tailing
Survival
Trade
____________

New Skills

Animal Training (IN)
Slots: by creature
Modifiers: +4 bonus each for Animal Friend and Beast Speech.

Animals have a base obedience rating, and this can be improved over time - roll once each day spent working with the animal, and accumulate one training point per successful day. When you reach the animal's training time in training points, its obedience rating improves by 1, up to the animal's max obedience. The obedience stat is added to any roll to control an animal. NPCs can train animals at a cost of 20C per day; assume it takes 1.5x training time.

[Note: I haven't really tested this or written down obedience ratings or anything yet, it's just me thinking "out loud"]

____________

-> Unified Advantage List

   I've moved some of the more bizarre Advantages to Powers or Psionic Advantages. Old Race humans just shouldn't have some of these.

   I've added a new advantage "Latent Psycher". All Psionic Powers require the character to have Latent Psycher, Tau, or full Psycher.

   Anything non-standard is underlined.

Advantage Cost Page Notes
* Berserk 5 [WW 131]
* Catfall 5 [WW 131]
* Charismatic 10 [WW 132]
* Double Jointed 5 [WW 132]
* Eidetic Memory 10 [Hy 100]
* Handsome/Beautiful 10 [WW 132]
* Hardy 5 [WW 132]
* Immune to Mutation 10 [WW 132]
Technically a mutation itself, but because characters with it are by definition non-mutant, I'm leaving it here.
* Increased Carrying Capacity bonus*3 cumulative [Hy 108] moved from Powers
* Innate Sense of Direction 5 [WW 132]
* Karmachip 30 [WW 132, Sh 97] prereq: Samurai
* See also Resurrection Contract below.
* Keen Eyes 5 [WW 132]
* Keen Hearing 5 [WW 132]
* Latent Psycher 5 [new] prereq: PW 0+
Gives the character access to all Psionic Advantages (see below), even though the character is not a full-fledged psycher and cannot learn psionics (yet). This can be upgraded to full Psycher by paying 15 xp.
* Lightsleep 5 [WW 132]
* Luck 5 per re-roll [Hy 100]
* Natural Driver 5 [Hy 109] moved from Powers
This could be applied to other pursuits as well - a natural swordsman who can use any blade, etc., though the GM will have to specifically approve any variants.
* Monk 5 [Sh 97] prereq: Shogunate
* Pet varies [WW 132-133, Hy 100]
* Psycher 20 [WW 133, Sh 100] prereq: PW 1+
* Resurrection Contract 30+ [new]
Gives the character a Nekrochip and basic resurrection contract. Every additional 10 cp gives the character a +1M reward posted.
* Sense Weakness 10 + level*2 cumulative [Hy 109] moved from Powers
* Shogunate Clan Member 5 [Sh 97] prereq: Shogunate
* Shogunate Overclan Member 10 [Sh 97] prereq: Shogunate
* Spirit Walker 5 [Sh 97] prereq: Shogunate
* Tau 5+ [Sh 97-100] prereq: Shogunate, PW 0+
* Unique Background 5, 15, or 30 [WW 133]
____________

-> Powers

Remember, anyone with one of these is a mutant, Hydran, or Xenogen.

Unified Powers List

Power Cost Page Notes
* Acid Spray 20 [Hy 100-102]
* Allure 10+ [Hy 102]
* Armor 2 per AR, cumulative [WW 134]
* Bat Sonar 10 [WW 134]
* Beastform 50+ [Hy 102]
* Big Ears 10 [WW 134]
* Bloodhound Scent 10 [WW 134]
* Blue Eye 10 [WW 134]
* Boneless 10 [WW 134]
* Burrowing 10 [Hy 104]
* Centauroid 15 [Hy 104]
* Chameleon Skin 10 [WW 134]
* Claws 10 [WW 136]
* Claw of Typhon 15 [Hy 104] prereq: U.B. Typhon
* Concealed Natural Weapons +5 [Hy 104]
* Damage Resistance 10+ [Hy 104]
* Dark Sight 5 [WW 136]
* Demonic Form 40, NC only [WW 136]
* Doughboy 10 [WW 136]
* Elongated 10 [WW 136]
* Enhanced Natural Weapons bonus*10 cumulative [Hy 104]
* Extra Limb 10/15 [WW 136]
* Fangs 10 [WW 136]
* Fast Healing 10 [WW 132] moved from Advantages
* Filtermouth/Eye Membranes 10 [WW 136]
* Giant 75 [WW 136, Hy 162]
* Gift of Anthor 5 [Hy 106] prereq: U.B. Anthor
* Gift of Fera 5 [Hy 106] prereq: U.B. Fera
* Gift of Karkosa 15+ [Hy 106] prereq: U.B. Karkosa, Negative Appearance
* Gift of Luxor 15 [Hy 106] prereq: U.B. Luxor, Neg App
* Gift of Meleus 5 [Hy 107] prereq: U.B. Meleus
* Gift of Numera 10+ [Hy 107] prereq: U.B. Numera
* Gift of Spydra 5 [Hy 107] prereq: U.B. Spydra
* Gift of Subjugation 10+ [Hy 107] prereq: Allure
* Gift of Valka 5 [Hy 107] prereq: U.B. Valka
* Gills 10 [WW 136]
* Hideous Stench 10 [WW 136]
* Hooves 5 [Hy 107]
* Horns 10 [WW 136]
* Hyper Metabolism 10 [Hy 108]
* Hypnotic Gaze 10 [WW 137]
* Immune to Disease 10 [WW 132] moved from Advantages
* Immune to Poison 10 [WW 132] moved from Advantages
* Invulnerability 40 per immunity [Hy 108]
* Iron Gut 10 [Hy 100] moved from Advantages
* Large Claw 10 [Hy 109]
* Leap 10 [WW 137]
* Long Legs 10 [WW 137]
* Mask of Spydra 5 [Hy 109] prereq: U.B. Spydra
* Midget 10 [WW 137]
* Multiple Eyes 10 [WW 137]
* Mutarch Transformation 20+ [WW 137-138, Hy 162]
* Patagia 10 [Hy 109]
* Poison 10 [WW 138]
* Prehensile Feet 5 [WW 138]
* Psi Disruptor 10 per level [Hy 109] prereq: Psychically Inert
* Psychically Inert 15 [WW 133] moved from Advantages
* Quick Reflexes level*3 cumulative [Hy 109]
* Rancid Breath 20 [Hy 109]
* Red Eye 10 [WW 138]
* Regeneration 20 [WW 138]
* Roar 10 [Hy 109]
* Shadow Form 20 [WW 138]
* Shock Generation 10 + level*5 cumulative [Hy 110]
* Slimy 10 [WW 138]
* Slither 10 [WW 138]
* Spiked Tail 15 [WW 140]
* Spines 10 [WW 140]
* Spit Poison 15+ [Hy 110]
* Starwings 10 [Hy 110]
* Suckers 10 [WW 140]
* Symborg 20 [Hy 110]
* Systemic Autorepair 10 [WW 140]
* Telescopic Neck 5 [WW 140]
* Tentacle Tongue 5 [Hy 110]
* Third Eye 10 [WW 140]
* Webbed Feet and Hands 10 [WW 140]
* Webspinning 10 + level*4 cumulative [Hy 110]
* Wings 20 [WW 140]
____________

-> Psionic Advantages

   Unless noted otherwise below, all Psionic Advantages require the character to have Latent Psycher, Tau, or full Psycher (see Advantages).
Psionic Advantage Cost Page Notes
* Animal Friendship 5 [WW 131]
* Beast Speech 5 [WW 131]
* Bugei 5+ [Sh 98,100] prereq: Tau
* Evasion 10 [Hy 106] moved from Powers
* Invisible To Machines 20 [WW 132]
* Mindspeech 10 [WW 137] moved from Powers
* Path 5+ [Sh 111] prereq: Psycher, Shogunate
* Psisniffer 10 [WW 133]
* Sense Enemy 5 [WW 133]
* Sixth Sense 10 [WW 133]
* Soul Link 10 [WW 138] moved from Powers
* Way 5 each [Sh 97,99] prereq: Tau
____________

-> Psionics

Unified Psionics List

Psionic Power Cost Page Notes
* Absorption x4 [WW 145]
* Adaption x3 [Hy 112]
* Animate Dead x5 [WW 145]
* Beast Master x5 [Hy 112-114]
* Binding x5 [Hy 114-115]
* Body of Flame x5 [Sh 112]
* Body of Metal x3 [Sh 112]
* Clairvoyance x3 [WW 145]
* Cryokinesis x5 [WW 145-146]
* Curse x5 [Hy 115]
* Darkness x3 [Sh 112]
* Deathgaze x5 [Hy 115]
* Demon Binding x5 [WW 146]
* Dispel x3 [WW 146]
* Domination x5 [WW 146-147]
* Electrokinesis x5 [WW 147]
* Emotion Control x5 [WW 147-148]
* Gateway x5 [Hy 115-116]
* Growth x4 [Hy 116]
* Heal x4 [WW 148]
* Hydromancy x4 [Hy 116-118]
* Illusion x5 [WW 148]
* Invisibility x5 [WW 148]
* Levitation x4 [WW 148]
* Life Drain x5 [WW 148-149]
* Mind Link x3 [WW 149]
* Possession x5 [WW 149]
* Precognition x3 [WW 149]
* Psiblade x2 [Hy 118]
* Psi Sense x2 [WW 149-150]
* Psionic Blast x5 [WW 150]
* Psionic Screen x3 [WW 150] vs. psionics
* Psionic Shield x2 [WW 150-151] vs. physical
* Psionic Wall x3 [WW 151] vs. physical
* Psychometry x3 [WW 151]
* Pyrokinesis x5 [WW 151]
* Razorform x2 [Sh 112-113] prereq: Body of Metal
* Scanning x3 [WW 152]
* Shapeshift x3 [Sh 113]
* Telekinesis x5 [WW 152]
* Telepathy x3 [WW 152]
* Teleportation x5 [WW 152]
* Weapon Master x5 [Hy 118]
* Weather Control x4 [Sh 113]
____________

Modifiers

   See Upgrade: Psionic Powers [CP 41-44].

Uncertain (-2)
Requires a skill roll of PW+PL to activate power. Highly-skilled or talented characters can activate their powers more often than they could with Wild, and yet there's always a chance of failure with this.
Wild (-3)
Increased the value of this rather overbearing
____________

-> Unified Disadvantage List

Physical Disadvantages

Disadvantage Cost Page Notes
* Albino -5 [Hy 118] prereq: Exotic Appearance
* Allergy -5/-15/-30 [Hy 118]
* Brittle Bones -20 [Hy 118]
* Exotic Appearance -5 [WW 153]
* Impaired Vision -5/-15/-30 [WW 153]
* Incandescent -10 [Hy 118] prereq: Exotic Appearance
* Missing Eye/Eyes -15 [WW 153]
* Mute -5 [WW 153]
* Negative Appearance -5/-15/-30 [WW 153]
* Negative Characteristics varies [WW 154,110]
* Partial Biped -5 [Hy 119]
* Positronic Brain -15 [WW 154]
* Reduced LF -1 per LF [Hy 119]
* Reduced Movement -3 per MR [Hy 119]
* Rejection Syndrome -5/-15/-30 [WW 154-155]
* Robotic Body -20 [WW 154]
* Snake Tail -5 [Hy 119]
* Specialized Substance -5 [Hy 119]
* Unnatural Hunger -10/-20/-30 [Hy 119]
* Unnatural Thirst -10/-20/-30 [Hy 119]
* Unusable Arm -10/-15 [WW 154]
* Unusable Legs -15/-30 [WW 155]
* Weak Immune System -5/-10/-15 [Hy 119]

Mental Disadvantages

Disadvantage Cost Page Notes
* Addiction -5/-15/-30 [WW 155-156]
* Amnesia -5 [WW 156]
* Animal Intelligence -30 [WW 156]
* Assimilated -5/-15/-30 [Hy 119-120]
* Avarice -5/-15/-30 [Hy 120]
* Code of Honor -5/-15/-30 [WW 156]
* Death-Command Conditioned -20 [Hy 120]
* Fanatic -5/-15/-30 [WW 156]
* Hallucinations -5/-15/-30 [Hy 120]
* Lust -5/-15/-30 [Hy 120]
* Megalomania -5/-15/-30 [WW 156]
* Obedience -5/-15/-30 [Hy 120]
* Obsession -5/-15/-30 [WW 157]
* Overconfidence -5/-15/-30 [WW 157]
* Paranoia -5/-15/-30 [WW 157]
* Phobia -5/-15/-30 [WW 157]
* Prejudiced -5/-15/-30 [WW 157]
* Psychopath -5/-15/-30 [WW 158] (NCs only)
* Vengeance Seeker -5/-15/-30 [WW 157]

Social Disadvantages

Disadvantage Cost Page Notes
* Bad Reputation -10 [WW 158]
* Dark Secret -10 [WW 158]
* Dependent -10 [WW 158]
* Hunted -5/-15/-30 [WW 158]
* Obligation -10 [WW 158]
* Prejudiced Against -10 [WW 158]
* Ronin -5 [Sh 98]
____________

-> Equipment

Cybernetics

   Cybernetics adaptation XP costs are unclear. As far as I can tell, it's 15xp for each arm, leg, or eye replaced, and all other systems are unknown, probably undefined. I'm going with 15xp for all active systems (those that send or receive nerve impulses) and 5xp for passive (just getting used to their presence).

____________

-> Combat

Hit Location

1d20 Location
1- 6 Legs even = right
7-14 Torso odd = left
15-18 Arms
19-20 Head
____________

Critical Hits

   Always use 1d10 for critical hits - a d20 gives too much variation by the die, and not enough influence from the damage successes; too many attacks go directly to death.

____________

Gorefest (optional)

   See More Optional Combat Rules, but until victim is at 0LF, use 1d6 for the critical roll, not 1d10 (my critical hits rule) or 1d20 (standard rules). Extras do the same damage as everyone else in this system, but still cannot get a critical hit over 16.

These rules are © Copyright 1998 by Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu>
Waste WorldTM and all associated trademarks are owned by Manticore Productions Ltd, and no challenge to their trademark is intended.
Permission is granted to print and use free of charge, but do not redistribute - always refer others back to these originals at
<http://kuoi.asui.uidaho.edu/~kamikaze/WasteWorld/>

Last modified: 99Mar25
Split off "Psionic Advantages" section

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