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Free Content Friday - March 2019

LORDS OF THE WASTELAND


Written By: Graphic Design & Layout:
Robert Watts & Alex Huilman Michal Cross, Christopher J. De La Rosa, Alex Huilman

Background

I n the days before the outbreak, individuals now known only as


the ‘Lords of the Wasteland’ were in the employ of a local drug
cartel. Since the onset of chaos from the collapse, the Lords of the
Wasteland made the leap from regional crime bosses to tyrannical
warlord. Ruling by a combination of the sheer intimidation, as well
keeping his face obscured from view while also providing some protection.
In a raw display of their immense strength, he carries a ‘squad automatic
weapon’ whose recoil alone would crack any normal person’s bones. He
use this weapon with almost reckless abandon, but this is primarily an
intimidating display. In actuality, he is quite accurate with the weapon
as outright force carried out by their close circle of soldiers that are when their desire is to kill instead of inspire terror. But this is just one
fiercely loyal.They are almost always kept drugged into a frenzy, feeling example of the many deranged people who have found a strange, brutal
neither fear nor pain. harmony with the ruin of civilization.The dead are to be envied because it
is told that some that survive the encounter are taken to their Stronghold:
The Lords of the Wasteland have many highly theatrical costumes, one Valhalla, from which no one has yet returned.
notable Lord of theWasteland, the Juggernaut, wears an cage-iron mask,

able to attempt a {Diplomacy-Barter%} at n n to negotiate


LORDS OF THE WASTELAND an exchange of their material goods for their own safety, any less
A Lord of the Wasteland is an example of the “One Big Monster” Gear Value will result in immediate combat.You’re lucky enough
Opponent type described in the Gamemaster’s Guide. if you can just get them to talk to you. Characters are not able to
further negotiate the terms offered based on the results of the
Juggernaut {SC%}, and any resistance is met with immediate combat. If the
party surrenders the requisite Gear, the Lord of the Wasteland
Standing at an imposing6’4” with an impeccable physique, they scan their and their vigilante underlings will let the party pass until the next
surroundings from behind a metal-cage mask with bloodshot eyes an almost Encounter.
paranoid fervor.
JustWalk Away: + – The Juggernaut will agree to let the party pass
Strength: 35 (50) on unharmed if they surrender ALL of their Gear.
Perception: 33 (28)
Empathy: 8 For the Arena: - - - - - – The survivors will suffer a fate
Willpower: 30 potentially worse than death: they are dragged back to the Lord of
the Wasteland’s Stronghold. A character can individually earn their
Vitality freedom by fighting1d5! +2 undead in the battle pits.
Health Points: 7 High on Your Own Supply: The Juggernaut and his minions are
Damage Threshold: T 16 constantly in a drug induced frenzy. As a result they are immune
Deployment: + + + or W15 to the effects of Pain and will have a bonus of +15 to Strength and
penalty of -5 to Perception. They also gain ‘Resilience’ similar to
Skill Check(s) the Undead, removing any 2 inflicted at the end of the Round
{Firearms-Long Gun 70%, Diplomacy-Intimidate 75%, (unless enough has been done to reduce a Health Point) to represent
Brawl65%, Diplomacy-Barter 50%} their complete inability to feel pain.

Special Warlord W5
Deadly: Add [ n ] to the dice pool for any attack {SC%} made. The Juggernaut is not so much a leader, but rather the most war-
mongering among the vigilantes. Their savagery inspires their min-
Minions: The Juggernaut is always followed by a cadre of vigi- ions to such similar feats of barbarity. Through paying the cost of
lante minions. Whenever deployed, they are always with 1d5! +1 this feature any of the minions may gain a bonus + to {Brawl%,
additional vigilantes who will all be able to use the ‘Armed - Gun- Firearms-Pistol%, Firearms-Long Gun%, Grapple%, Melee
slingers’ Upgrade for free. Attack-Bludgeoning%, Melee Attack-Slashing%, Melee
Attack-Piercing%}. Additionally, the Stronghold of the Lord of
Highway Robbery: If the party is carrying Gear with a combined the Wasteland will use the Warlords template.
Value of l100 + 15 per Character in the Encounter they will be
Dramatic Entry W25
The Juggernaut will automatically pass any {Breach%} to be
‘OL BETTY (SAW M249)
2x/1x/0x

deployed in the Encounter. They crash in screaming and firing off


a hail of bullets like a drug addled psychopath, and the abrupt and
2x/1x/0x
20 450
threatening nature of it all causes Opponents to make a {Com-
posure%} where failure results in the loss of J1. ..
“Survivor Bane”Weapon W30 Base Dice Pool: u n n n n n + n per DP
The Juggernaut is deployed with their signature weapon, “‘Ol Special
Betty” (see entry), and the signature abilities it grants as a “Survivor Cartridges: Uses Intermediate Rifle Cartridges
Bane” Weapon. Only The Juggernaut can make use of the “Survivor
Bane” Weapon variation, should Characters loot the weapon from Noise: Use will add Wd5! to the GM’s Risk Pool.
them once defeated they will receive the generic variation of the
item, either an M-10 or M-16 but it will be distinctly changed Focus Fire: d5! DP – [ nn ]
Firing Mode, Fully Automatic: d3 bonus + , +1 DP per
in appearance to better suit the deranged aesthetic typical of the
bonus + [ n n , 45° firing arc must pass {Compo-
Lords of the Wasteland... which means carrying it in the presence
of a wastelander or other Lord of the Wasteland will immediately
sure%}]
raise their ire... or earn their respect (Who knows, they’re crazy,
after all). Triggered Effect(s)
Hit: + – [ n Pi, Sl] Accuracy

Suppression Fire: + , +1 DP – [ nnn ]


Headshot: + +++ – [n n n Pi, Sl Mortal]
We’re very Instant
excited to Suck Lead: + + + + d d d – This option is a
provide you wnith special selection for the “Survivor Bane” that requires the

this 1st Editio ady


‘Lord of the Wasteland’ to be within Grapple range. He
forces the barrel of the gun into or under the mouth of
nightmare re his Opponent and unloads, killing the target instantly in

for your 2nd !


gruesome fashion. This will require that the weapon be

Edition games
reloaded after the attack

Valhalla
Valhalla, a hellish parody of a Stronghold, is hardly more than STRONGHOLD UPGRADES/AREAS
a depraved gladiatorial arena, where kidnapped survivors and Guard Tower
the most deranged members of this drug addled society battle
other captives, zombies, and each other for sport and thrill. Tripwire Alarms (Explosive)

VALHALLA Shooting Range

Dojo/Gym (Arena)
Structure: 35
Viability: 15 Workshop
Science: 23
Culture: 25 Bunkhouse
Morale: 100 (Drug Induced)

Size: 3 Refer to the “Stronghold Guide” beginning


Population: 5 on page 186 of the Gamemaster’s Guide for
additional information on NPC Strongholds.

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