Welcome

Welcome to Wanderer’s Way. A game based on Powered by the Apocalypse with concepts and combat taken from a previous game of mine RPG-Hell (Or Foglight depending on version). While this game is set to the universe concept of The Wanderer, described in more details below, you can re-flavor anything to fit your specific universe.

A quick overview of this game.

  • Uses normal 6 sided dice. Called d6 or ⚂.
  • Playbooks are more like Archetypes than Classes, and individual traits can be taken from any book.
  • Combat uses a special system, which feels more puzzle esc than story focused. Though there are alternative combat rules for a more story focus.
  • Special moves are made into a ruleset called Arts

A quick universe overview

  • Worlds have been destroyed and consumed by a creature called The Wanderer
  • Everything lives within the Wanderer
  • The most common forms of location are, The Fields (asteroids), The Void (empty space), The Maw (mouth), and Clinger Cities.
  • Technology from throughout the ages can be found but knowledge of creating and using them is rare
  • Diversified Races and Cultures.
  • Space that isn’t entirely empty.

Rules

Your host is called The Game Master (GM). They are the one who tells the story and builds the world. However, you as players are still there to make the story interesting. So please play responsibly, and respect your GM and other players.

Dice based

This game uses only normal 6 sided dice, noted as _d6 or ⚂ (for abilities). When doing an action that isn’t straightforward your GM may ask you to do a Check or Contest based on a Stat (stats listed below). To do this roll 2d6 and add the requested Stat.

Contests are you against someone else. Meaning you simply compare the rolled values against one another. Defenders win on a tie.

For Checks if you roll a 6 or less the roll is a Failure, for 7-9 the roll is a Partial, and for 10 or higher the roll is a Success. Typically once a result has been rolled you cant try to re-do the action for a better result, though this is up to your GM.

For GM’s: When your players roll a Partial they succeed at what they are doing. However, you should add a “BUT” to it. For example, your player rolls to open a locked airlock and rolls a Partial. You could say “You manage to open the airlock. BUT its automatic system is forcing it closed so you must stay here and keep it open or risk it closing.”

Forward, Ongoing, Lock

Sometimes you will see the following special keywords: Forward, Ongoing, and Lock. Forward and Ongoing stack to a maximum of +3.

  • Forward - For the next Check or Contest you roll add ___ to that roll.
  • Ongoing - Until the Ongoing ends all Checks and Contests you roll have +___ to that roll.
  • Lock - Some actions let you Lock a dice. You may only ever have 1 dice Locked at a time. When you do any roll you may Unlock the dice and add it to the roll. For rolls that use only 2 dice (such as Checks and Contests) pick 2 of the dice to use.

Stats

This game uses the following Stats: Physique, Finesse, Ingenuity, Spirit, Presence, Awareness. These stats may go up to +3 or down to -3.

  • Physique - How well your body holds up to physical use, often used for Strength or Constitution actions.
  • Finesse - How good you are at manipulating your body or items, often used for Dexterity or Thieving actions.
  • Ingenuity - How good your instincts are in technical areas, often used for Intelligence or Crafting actions.
  • Spirit - How much you focus on your spirituality and the natural world, often used for Natural or Religious actions.
  • Presence - How you appear to others, often used for Charismatic actions.
  • Awareness - How good you are at noticing your surroundings, often used for noticing things.

Basic Moves

Keep Your Head

Sometimes you get put in stressful environment and try to try to do something. When this happens your GM may have you roll to Keep Your Head. To do this roll Current Strain - 1. On a Success you do what you were aiming to do. On a Partial you do the action but the outcome is worse than expected. On a Failure you go a little crazy doing the opposite of what you were aiming to do.

Hide

Spend ⚂⚂; Roll Finesse. Partial (7-9): Become Obscured. Success: Become Hidden. These last until you do an action that would expose you (such as an Attack or Art).

Look Around

Spend ⚂; Roll Awareness. Partial (7-9): Reveal Obscured targets Near you and ask 1 question below. Success (10+): Reveal Hidden and Obscured targets Near you and ask 2 questions below.

  • What’s interesting nearby?
  • Any loot?
  • Can you describe ___ to me?
  • What happened here?

Investigate

Pick an object or specific area. Roll Ingenuity. Partial (7-9): Ask 1 question below. Success (10+): Ask up to 2 questions below.

  • Is their anything I would know about this?
  • What can it do?
  • Where did ___ go?
  • What was ___ going to do?
  • Is this trapped?

Size Up

Pick a creature Nearby and roll Presence. Partial (7-9): Ask 1 question below. Success (10+): Ask up to 2 questions below.

  • Are they lying about ___?
  • What’s interesting about them?
  • Is their anything I could use against them?
  • Is there anything worth taking from them?
  • How dangerous are they?
  • Is their anything I would know about them?

Manipulate Someone

Pick an intelligent creature Nearby, say what you want them to do and why they should do it. Then roll Presence (or Physique if your intimidating).

  • NPC’s - Success (10+): They do what you ask, then want anything promised. Partial (7-9): They want a better reason or the promised thing first, then do anything. Fail (6-): Your standing with them goes down and they don’t do anything.
  • Players - Success (10+): The player will gain 1 EXP and +1 Forward on their next roll if they go through with it. Partial (7-9): The player will gain 1 EXP if they do what you say. Failure (6-): The player gains 1 EXP if they DONT do what you say.

I Know A Guy

When you are in a jam, describe someone your character would know, then roll 2d6. On Success (10+): You are in good standing with them. On Partial (7-9): You owe them something. On Failure (6-): They don’t like you but may be willing to help if you do something big for them.

Tinker

Spend a little while with an object or machine then roll Ingenuity. On a Partial pick a Change and Fault. On a Success pick a Change.

  • Change: Hack into it, unlock it, modify it slightly, change how it looks, disable it, repair it, or do something special to it.
  • Fault: Spend 1 Strain, the effect lasts 1 minute, the target is rigged to explode soon, someone knows of your Tinkering, or something special happens to it (GM’s Choice).

Offer Help

When an ally does a check you may give them +Stat (same as one they are rolling). If they get a Partial or Fail you spend 1 Strain.

Attack

Spend ⚂⚂; Do a Weapon Attack within the weapons range. If a dice sum of 6 or less is given, gain the Attack Bonus. If a dice sum of 10 or higher is given, gain the Attack Downside.

Dual Welding: You may dual wield weapons if both weapons are One Handed. When you do, spend ⚂ to combine the On Hit, Bonus, and Downside of both weapons into one Attack.

Grapple

Spend ⚂⚂; Do a Physique Contest against a target within 1 tile of you. If you win, the target becomes Grappled by you.

Activate an Art

Spend dice, time, and or Strain to activate the Art. Art’s have recommended casting requirements (See Activating Art’s in the Core Rules). Your GM may be open to changing these or requiring them.

Move (only for combat, except jumping)

Spend ⚂; Move 6 tiles. If you need to climb something, do a Physique check.

Jumping: When you do a move you may do a standing jump up 1+(Physique/2) or long-jump 2+Physique horizontally.

Lock a Dice (only for combat)

Spend ⚂; Lock the dice spent.

Overwatch (only for combat)

Spend ⚂ when a target moves Close to you; Do a Close Attack against the target, use 3+⚂ for sum.

Distances

Distances you can use for reference. A tile is usually 1 meter (or 5ft, GM pref).

  • Close - 1 tile
  • Reaching - 3 tiles
  • Near - 9 tiles
  • Far - 18 tiles
  • Distant - 32+ tiles

Quick List

Stats - Physique, Finesse, Ingenuity, Spirit, Presence, Awareness

Max/Min stat is +3/-3

Check = 2d6+Stat, x6 Fail. x=7~9 Partial, x>=10 Pass

Contest = 2d6+Stat vs opponent (defender wins)

+_ Forwarded to ___ = +# to next roll pertaining to ___ (+3 Max)

+_ Ongoing to ___ = same as Forwarded but for all rolls until X (+3 Max)

Lock - Keep a dice off to the side for use later. You only get 1 Locked dice at a time.


Combat

Combat is split up into Rounds, each Round lasts 10 seconds and has 3 phases; Beginning which is where they take damage or effects from Stack Effects and roll their COMBAT DICE. Their Action phase which is where they can spend COMBAT DICE to do actions. Lastly their end phase, which is where they loose stacks or effects.

Initiative

All creatures in combat must roll Initiative to see when they may do their Actions in Combat. This value is calculated by rolling 1d6. Players always win if speeds are the same. Whichever creature has the highest Initiative goes first. Once all creatures have gone the Round is over and it goes back to being the first creatures turn.

The world and vehicles (earthquakes, neutral NPC’s, carts, and other creature related actions) always go last in Initiative.

Action Dice (AD)

At the beginning of your turn you roll 5d6. You can spend these dice to do actions in Combat. Every action asks for a different amount of dice, denoted next to the Action as a number of ⚂. Depending on the action taken the values for the dice may or may not matter. : For example, the Technician’s Oil Patch requires you to give it ⚂⚂⚂, or 3 dice. These dice values do not matter as you will always do its effect. On the other hand the Treasure Hunter’s Eye on the Prize wants ⚂, 1 dice, but on a 6 it becomes better.

Attacks and Contests count as ⚂⚂ (2 dice), Movement counts as ⚂ (1 dice), and Traits and Arts have varying amounts, which are listed next to them.

Damage and Armor

Your Health is how much you can take before you are put on Death’s Door, and you start with 4 Max Health.

Attacks

When doing an Attack you give ⚂⚂ (2 dice) and take the sum of these dice. The target then does a Dodge roll (2d6+Dodge). If they roll less than the value you gave they are Hit.

All weapons have special actions when you wield them called a Weapon Bonus and Weapon Downside. You get the Downside when you give an 10 or Higher, and the Bonus when you give a 6 or less.

Shielding & Dodge

Armors can give Shielding and bonus Dodge. Some at the cost of movement speed.

Shielding - You may spend a Shielding to ignore all damage from an Attack or Effect. Dodge - When you are attacked roll 2d6+Dodge. If you beat the given value you take no damage.

Going to 0 Health & Death’s Door

When you hit 0 Health for the first time a turn or at the beginning of your Turn pick one of the below. These last until your next Rest and you can’t pick the same action more than once per Rest.

  • Crippled - You permanently gain Slow.
  • Low on Blood - You have -2 Ongoing.
  • Unconscious - You are Asleep and can’t wake up.
  • Death - You are Dead.

You lose all stacks of Death’s Door at the end of a Rest.

Mysc Combat

Fall Damage - If you fall from more than 3 tiles up you take damage equal to how many tiles you have fallen. For example if you fell from 3 tiles you take no damage, but if you fall from 7 tiles up you would take 7 damage.

Knockback Damage - If you are knocked back into non-destructible surface (wall) you take damage for every tile you do not move. For example; if you get knocked back 5 tiles and hit a wall after 2 tiles you take 3 damage.

Cover - While a creature is behind something that is covering at least half of them they gain some amount of Protection.

  • Half Cover - Gain +1 Dodge against non-Area Attacks made from the other side of the cover.
  • Complete Cover (a wall) - You can’t be targeted by non-Area Attacks made from the other side of the cover.

Weapon Creation

You can create a custom weapon or use a basic one (listed in Character Creation).

Step 1, Pick a base

  • 1 hand, 1 dmg, Close
  • 2 hand, 2 dmg, Close
  • 1 hand, 1 dmg, Near
  • 2 hand, 1 dmg, Far Step 2, Pick a Special
  • Range is Reaching (must be Close)
  • Near Throw Range (must be Close)
  • does Elemental dmg
  • no downside
  • Does double dmg to obj and structures Step 3, Pick a bonus (x7)
  • +1 dmg
  • +4 Knockback
  • Range is Reaching (must be Close)
  • refund 1 Strain
  • Give 1 Stun
  • Give Slow until your next turn
  • Remove 1 Shield from target then do dmg Step 4, Pick a Downside (x>=11)
  • -1 dmg
  • Range is Close this Attack (default range must not be Close)
  • You gain Slow until your next turn

Burn and Empowered

Burn - Start of turn roll 2d6. If you roll less than the amount of Burn take 1 Damage. End of turn lose 1 Burn. Empowered - Get +1 Ongoing and to Attack Bonus threshold (8 instead of 7).

Optional Rules

These rules are entirely optional and may be chosen or banned by the players/gm.

Slower Healing/Rest

At the end of a Rest players only lose one stack of Death’s Door and Exhaustion instead of all stacks.

Popcorn Initiative

When doing combat it is popular to do a form of turn order called Popcorn Initiative. Here players and GM take turns doing turns while in combat. This is mostly done for a more dynamic and story driven combat experience.

To do Popcorn Initiative the table rolls Initiative as normal. Highest goes first. If that is a player the GM then does a NPC’s turn. Otherwise if its an NPC a player may choose to go next. Players must decide themselves who will go. Once an NPC or player has gone this round they must wait until all other players and NPC’s have gone to do their next turn.


Char Creation

You start off with 4 Max Health and 3 Max Strain.

Stats - Physique, Finesse, Ingenuity, Spirit, Presence, Awareness Set stats based on +1,+1,0,0,-1,-1 (can stack the +‘s and -‘s for +2,-2, or another 0)

Pick a Playbook. Then 2 Traits, either from the chosen Playbook or another one. You do not get the default Trait if you use a Trait from a different playbook (though you may still pick a default Trait as a chosen Trait).

Pick 3 Arts. We recommend one from each category though you are not required to do so.

Lastly make, or pick, a Weapon and Armor.

Basic Weapons

  • Dagger - 1 hand, 1 dmg, Close, Bonus: +1 dmg
  • Mace - 1 hand, 1 dmg, Close, Bonus: Give 1 Stun
  • Whip - 1 hand, 1 dmg, Reaching, Bonus: Give Slow until your next turn, Downside: Range is Close this Attack
  • Sledge Hammer - 2 hand, 2 dmg, Close, Does double dmg to obj and structures, Bonus: +4 Knockback, Downside: You gain Slow until your next turn
  • Spear - 2 hand, 2 dmg, Reaching, Bonus: +1 dmg, Downside: Range is Close this Attack
  • Breaching Axe - 2 hand, 2 dmg, Close, Bonus: Remove 1 Shielding from target then do dmg, Downside: You gain Slow until your next turn
  • Pistol - 1 hand, 1 dmg, Near, Bonus: +1 dmg
  • Rifle - 2 hand, 1 dmg, Far, Bonus: Remove 1 Shielding from target then do dmg

Basic Armors

  • Light - 1 Dodge, -1 Max Health
  • Medium - 1 Shielding
  • Heavy - 3 Shielding, -1 tile when you Move.
  • Shield - 2 Shielding, One Handed

Playbooks

When making a character you need to pick one of the following playbooks to use. You are not limited to using only 1 playbook and may take multiple if you so choose.

Wander’s Way Playbooks

Factions

  • Clingers - Those who live on the side of the Wanderer. These are the most like normal civilizations.
  • Escapists - Those who want to leave out the Maw. Said to be crazy.
  • Scrappers - Those who scour the debree for loot and survival.
  • Wanderer’s Acolytes - Those who worship the Wanderer. Believing that it will outlast the end of the universe and/or provide everything they will ever need.

Architypes

  • Scrapper Captain
  • Scrapper Technician
  • Scrapper Treasure Hunter
  • Clinger Botanist
  • Clinger Trader
  • Escapist Survivor
  • Wanderer’s Acolyte
  • Wanderer’s Mystic

Arts

Arts List