PLAYTEST COMPENDIUM
The Rules of the Wild Wastes
Every rule, item, spell, talent and table in one place, cross-linked and kept current with each playtest release.
Rules version 1.60.1 · What changed
At the table
Trouble GeneratorA session premise in one click.Crew JobsRoll a job for any crew.Roll TablesEvery table in the game, ready to roll.Character BuilderStep by step, roll or choose, then print the sheet.
The rules
Playing the GameChecks, Advantage, Strain and FateCharacter CreationOrigins, genetics, Virtues and VicesSkillsEvery skill and what it doesTalents31 trees, written out in fullWeapons & ArmorTables, traits, techniques, shieldsGear & SupplyCoin, supplies and equipmentCrafting & TreasureCrafting, materials, runes and potionsMagicEight schools, spells and Wild SurgesBondsTies between charactersEncountersRounds, AP and RP, defenses, conditionsExplorationTravel, rest, G.R.A.P.H. and afflictionsHexplorationHex travel, leylines and weatherHazardsTraps and dangersThe CrewYour outfit, its upgrades and jobsGame MasterAdversaries, negotiations and generators
Catalog
Talents246 talents in 31 trees
Spells94 spells and cantrips
Weapons62 weapons and ammunition
Gear102 items
Runes96 runes
Everything elseOrigins, genetics, bonds, concoctions and more
Latest changes · 1.60.1
- Thermal Vision fixes. Its vision mode and senses are now set up a step later in Foundry's start-up and each part separately, so a problem with one can't stop the rest. The thermal view now uses Foundry's own Darkvision set-up (gray, no light needed), so it no longer turns the screen dark.
- More ways to switch pupils: a Switch to the thermal pupil row in the token right-click menu, and clicking the Thermal Vision genetic's icon on the character sheet. With the right-click menu turned off, the HUD button is still there.
Quick reference
Conditions · Basic Actions · Weapon Traits · G.R.A.P.H. · Wild Surges · Spell Modifiers