The following cards are playtest house rules, and of course not endorsed by Joey. Unless he does later :b
The first house rule is simple – instead of basing Agility tests on Mettle, I’m using MOV. It’s worked well in playtest games so far, and undoes the silly situations where a high-MET character in heavy combat armor is somehow dodging attacks and jumping gaps that an unarmored dog with a MV of 7 can’t. It also makes the choice between +1 MV/RNG a little harder, and reduces Mettle’s position as the game’s God stat.
Second, (though this was one I cooked up before the latest rules update beefed them up a bit) Flamethrowers get the Poison Gas special ability to reflect the way they kill – with carbon monoxide, not by setting you on fire. I also was testing having them automatically catch you afire with a crit.
Finally, I have a number of extra cards in my poker decks (as many do), and I figured “why not make use of them?”. I tried to keep in the spirit of the game, while also making some stats/items that the original Wasteland deck ignores available.
• Advertisements (non-card-related) –
The character sees something twinkling in the rubble just out of reach.
○ On a successful Survival (TN/10) test, the character finds some pretty, but worthless junk. Choose one: You may either gain the effects of the Barter skill for the next d3 games, or the warband gains 1d3 Shiny Objects for free
○ Failure: It was a trick of the light; the character finds nothing. They return from the wastelands discouraged with 1d6 BS in scrap.
○ Avoid: Fearing a trap, the character scavenges elsewhere, and finds a stash of old canned food worth 1d10 BS.
• Advertisements (Card-related) –
A youngster on their own, impressed by your reputation, approaches the character seeking a mentor..
○ On a successful Mettle test (TN:10), a Rank-and-File model of your choice joins the band for free. If the searching character has the Fearful Reputation general rule, they will automatically pass the test.
Note: Cannibal warbands may simply capture and eat the aspiring badass; treat as one captured enemy casualty for Upkeep purposes.
○ Failure: They were just a grifter – the character was rolled! The youngster steals one randomly-determined item from the character and disappears back into the wastes.
○ Avoid: You’ve heard that cannibals and muties use decoys as scouts or to lure the unwary into traps. Maybe someone should know about this. The character warns a passing caravan of their suspicions, and the grateful guards pass the hat. Gain 1d10 BS.
• Rules cards (how to play poker, Old Maid, &c.):
Rooting through an overturned bookcase, the character finds a legible self-help book!
○ They may attempt to use it with a successful Int test (d10+MET/TN 10); if successful, roll 1d10 on the following table.
1: Mental Health and You – the character may either cure one psychological condition in your warband (Frenzied, Hatred, Dumb, Coward, etc.) that the model gained as the result of an injury, or the finding model gains the Brave skill for free.
2: Ballistic Calculations for Dummies – Gain Range Finder or Fast-Tracker skill for free; if the model has both, add +1 to the character’s RNG stat.
3: Recipes for Anarchistes – Choose one ordinary (non-Relic) grenade type, or an Aerosol Gun; the model gains it for free.
4: Tinkering with Firearms (Without Dying) – Gunsmith or Field Strip skill (your choice). If the model has both, gain +1 RNG.
5: The Biscuit Scout’s Handbook – Gain the Survivalist or Trekker skill for free; if the model has both, increase its MOV by +1. If the model has the Soft-Bellied ability, remove it instead.
6: How to Win Friends and Influence Puppies – The model gains the Animal Handler special rule. If it already possesses the skill, pick one model in the warband with the animal type; it gains +1 MET.
7: Kung Fu in Thirty Days or Less – Choose one: the model gains either the Flurry of Blows skill in melee when using fists or improvised weapons, the Spring-heeled skill, or +1MEL when using Fists and Improvised Weapons
8: You’re Awesome, I’m Awesome – Choose the Assertive or Confident skill; if the model has both, gain +1 MET.
9: Pump Yourself Up – Gain the Brute or Muscular skill for free, or +1 STR
10: Ladies’ Home Surgeon – Gains the Medic General Ability for free, or you may cure one permanent physical injury on any model in the warband. If it gains the Medic ability, the model will cost one additional BS in all subsequent Upkeep phases (doctors are in high demand, after all..).
Note that this result may give the character skills or abilities outside their normal options, but it still cannot increase their skills above the normal limits. As with leveling, if none of the above options are usable the character may gain one allowable skill or a point in any stat (or advance in rank if they are at max stat points).
○ Failure: This looks like bullshit.. The book is a fraud, and the character sells it for 1d6 BS back in town.
○ Avoid: Reading is hard. The character sells the book for 3D10 BS to a more literate collector.