Earth After Death Wastelander
Earth After Death Wastelander is backordered and will ship as soon as it is back in stock.
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Delivery and Shipping
Delivery and Shipping
We ship anywhere in the USA. We ship within 5-7 business days after receipt of payment.
Description
Description
A post-apocalyptic TTRPG inspired by some of the most influential games and post-apocalyptic media of the 20th and 21st centuries. Combined with influence from such legendary games such as AD&D, Gamma World, Fallout, Wasteland, the Metro series, and countless other movies and TV shows, Earth, After Death is creating a playing field like never before.
Boasting deep and crunchy mechanics reminiscent of the golden age of 90s TTRPGs, Earth: After Death focuses on OSR-style gaming, dungeon and hex crawling, fast-paced combat, high lethality, and a unique and fascinating setting to explore.
There’s plenty to do: kill mutants, explore ancient ruins, get lethal radiation poisoning, find a gun that has infinite ammunition, use psionic powers to blow up peoples heads, replace your legs with tank treads, and more!
The Wastelander's Handbook is a player's guide to creating a character and delving into the Wastelands of the New World. Earth: After Death is a spiritual successor to Gamma World! This novel d20-based system brings the advanced systems and crunch of 80s and 90s TTRPGs back in a digestible and easy-to-understand format.
Contains everything you need to run your first games including:
- 5 starting Strains of humanity, including Abandoned mutants, the eclectic Ghost machines, and just bog-standard humans.
- Full lists for weapons, armour, and exploration items like gas masks.
- A Level-Up system that uses Skill Points as well as intermittent Perks - just like Fallout!
- A new easy-to-use tracking system for resources like food and energy, as well as an abstract ammunition system that makes gunplay feel crunchy without the busywork.
- Over 100 mutations, rules of Stress and Rad accumulation, and bartering rules.
- Contains the Overseer's Pamphlet to get GM's prepped for running games and dolling out rewards.
- Rules for dungeon- and hex-crawling, including accounting for encumbrance, radiation, and more!
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