RPG

The Stranger: A Wasteland Wanderer

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From publisher blurb: There's something strange in the neighbourhood! Some wastelands are weirder than others. Alien visitations, dimensional rifts opening the way for interdimensional horrors, travellers from a far flung future, ghostly manifestations–all these and more are possible in the wilder wasteland worlds. Wastelanders who are exposed to such forces or events are often changed by them, gaining forbidden knowledge and inexplicable powers. They become Strangers. Add some weird to your wasteland. A companion to Wasteland Wanderers, The Stranger: a Wasteland Wanderer is compatible with all the books in the Wasteland Worlds product line and introduces a new class to the game. When the Guide wants to introduce supernatural, alien, or other inexplicable elements to their wasteland world, the Stranger class lets players lean into the strange and unusual side of the setting. The Stranger class, and 5 archetypes: The Corrupted gains powers from a symbiotic entity: an Alien, Horror, Machine, or Plant (making this 4 archetypes in 1!) The Gizmoperator has come into possession of a gizmo, an impossibly advanced device of unknown origin. The Mathomancer sees, exploits their knowledge of, and tweaks the rules that underpin reality. The Remembrancer has power over memories, and is able to read memories imprinted on objects or psionically project memories to befuddle the minds of thise around them. The Warpweaver draws and wields energy from the weakening barriers between dimensions to teleport and dole out destruction. 75 possible powers for your Stranger to wield, and guidance for converting spells into new powers. 75 oddities to further customise your Stranger. The Olddlore skill, representing knowledge of the strange. 1 new background, the Outsider. 2 new feats, and recommendations for using feats from other sources.

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