THE SKILL TREE

In wasteland2570, there are five categories of mundane skill classes with five skills (or talents) each.
In addition, there is one category of supernatural or magic skills, subdivided into five different representations.

Let‘s have a quick look.

  1. CRAFTING.
    1. FOOD.
    2. HANDCRAFT.
    3. HOUSING.
    4. TECHNICAL DEVICES.
    5. WEAPONRY.
  2. KNOWLEDGE.
    1. DEDUCTION.
    2. EDUCATION.
    3. OCCULTISM.
    4. SCIENCE.
    5. TECHNOlOGY.
  3. PHYSICAL SKILLS.
    1. ATHLETICS.
    2. AWARENESS.
    3. CAMOUFLAGE.
    4. COMBAT.
    5. DEXTERITY.
  4. SOCIAL TALENTS.
    1. CONTACTS.
    2. CONVINCING.
    3. DECEPTION.
    4. SEDUCTION.
    5. WILL POWER.
  5. SURVIVAL SKILLS.
    1. CONSTITUTION.
    2. EXPLORATION.
    3. GATHERING SUPPLIES.
    4. INTUITION.
    5. WILDERNESS.
  6. SUPERNATURAL ABILITIES.
    1. MAGICK.
    2. SHAMANISTIC.
    3. TELEPATHIC.
    4. VISIONARY.
    5. WICCAN.

Read more about the skills at the bottom of this page.

FIVE RATINGS.

EXPERIENCE POINTS (XP).

Whenever you find a key OR complete an in-game quest in wasteland2570 OR an out-game task regarding wasteland2570 in the „real world“ (as some boomers may call it), you will earn XP. And you can spend these to create or improve your characters skill. For example by acquiring Skill Points.

SKILL POINTS (SkP).

SkP represent how talented or experienced your character is in a particular skill.
(Talking about those 30 skills we mentioned above, from 1.1 FOOD to 6.5 WICCAN.)

Meaning that with a skill rating of 1 you have basic knowledge in this area while. A skill rating of 10 or more will show that you mastered that skill and can be regarded as a true expert.
Of course, characters start of with low ratings.
Becoming a master in Technology, Combat or Magick will take some time.

For each XP you can buy 1 SkP and therefore upgrade your rating in a particular skill by one. Just bear in mind that once you have spent your XP, your SkP ratings are fixed and cannot be switched later in the game.

HEALTH POINTS (HP).

Health Points indicate your physical condition. Apparently.
For starters, you do not have to worry about HP.
You will get them as soon as you create your character (unless you‘re already dead).

SANITY POINTS (SaP).

The more you have, the more mentally stable you are. Simple as that.
Being awoken up in a disturbing, postapocalyptic world recently, it is obvious you will not start off with a very impressive amount of sanity.
And you might even lose more of your sanity.
Gain back SaP? It‘s actually possible.
How? We‘ll let you know.

POINTS OF LUCK (PoL).

Points of Luck can be used in critical situations of the RPG. They can make up for missing SkP, or they can give you special opportunities that else would not have appeared. You will learn more about that in your first RPG sessions.
However, PoL are consumed after using. And they have only a 50% chance of success.

BUT HOW DOES IT WORK?

Relax, we‘ll get to it.
First step is to download the wasteland2570 character generator (.XLS file).

Now, you can trade in your XP for SkP or PoL. Always one-to-one.
For example, with 6 XP you could afford 1 SkP in Awareness, 2 SkP in Intuition, 2 SkP in Wiccan and 1 PoL.
Or you go for 3 SkP in Weaponry plus 3 SkP in Combat.
Totally depends on the character you want to play.

Once you have entered the Collective, tasks and quests will be set.
In order to complete the task, you will have to think about the best way to ensure the best possible outcome.
But however genius your plan may be – to put your plan into action in wasteland2570, your character will need the appropriate skills.

JUST ONE MORE THING: TEAMWORK.

Teamwork will be an essential feature in wasteland2570.
It is hard to survive alone in a hostile, postapocalyptic environment.

So you better find some other stranded souls and join forces.
If you have a brilliant idea about what to do next in wasteland2570, the SkP of one of your clan mates might be just the thing you need.

That‘s basically it.
Until then, find a key, register your character and think about how your character might turn out. Be blessed with inspiration and live deeply.

THE SKILLS IN PARTICULAR.

1. CRAFTING.

1.1. FOOD.

This talent includes anything that has to do with growing, harvesting, preparing and curing food or similar resources, from healing herbs to psychotropic plants. Your rating in Food is also helpful if you need to purify water. The basic understanding of how to apply heat and/or time to change substances might as well be useful in some alchemical processes.

1.2. HANDCRAFT.

The art of making something useful and/or beautiful by hand. This talent will help you with working on any goods that you want to create or repair in a traditional way. Handcraft comprises for example building fences or traps, repairing certain items, painting, carving, tailoring new outfits, crafting simple devices or tools and many more.

1.3. HOUSING.

Whether you want to make your provisional shelter more comfortable or you are looking to build a headquarters building for your own, newly founded clan, you will need certain skills in Housing. A specialist in Housing is more likely to find accommodation in abandoned areas or arrange a shelter wisely by using most modest means.

1.4. TECHNICAL DEVICES.

A character with a high skill rating in Technical Devices is more likely to manufacture or repair all kinds of useful technical items, from a compass or clock to a generator or radio devices. At a higher rating, they might even build up a stable electricity grid in a certain building or area – provided they have any materials necessary and the required fuel.

1.5. WEAPONRY.

The noble science of designing and maintaining all kinds of weapons. (Though it should be pointed out that to this state no firearms have appeared in wasteland. But who knows ...) Anything that has to do with creating, building, repairing or maintaining devices to protect the own safety and/or harm other creatures is regulated via your Weaponry skill.

2. KNOWLEDGE.

2.1. DEDUCTION.

A distinct power of observation combined with logical thinking, or reaching a decision by considering all known facts. Deduction might help you recognise, process and interpret complex correlations faster than others. A trait which could turn out a life-saving feature. A high rating in Deduction will also work as a reminder that correlation does not imply causation.

2.2. EDUCATION.

Education sums up the amount of (mostly theoretical) knowledge and wisdom characters can intuitively reconstruct from their former lives outside wasteland2570. The unconscious memory of common knowledge and specifically the humanities may automatically influence decisions. Used wisely, a high rating in Education might also enhance other skills.

2.3. OCCULTISM.

In wasteland, occultism refers to the ability to understand the mysterious energies and spiritual techniques, as well as the concepts of hidden wisdom. The belief in and study of magical rites and/or paranormal and high strangeness phenomena might be crucial, especially for characters who focus on one or more of the five Supernatural Skills.

2.4. SCIENCE.

Named Scientific Research at first, this talent goes under Science from Season 2 on. It still includes creating and systematically investigating scientific theories and learning from the outcome. Focusing on the natural sciences compared to Education, this talent now also allows to access memories in physics, biology, medicine, astronomy or even alchemy.

2.5. TECHNOLOGY.

Understanding how devices work on a theoretical level and remembering technical concepts and hacks from your former life might give a character a head start in various areas. While Technical Devices is covering rather the manual aspect, Technology works on a more theoretical basis and therefore provides the means for spectacular inventions and stunning new creations.

3. PHYSICAL SKILLS.

3.1. ATHLETICS.

The skill rating in Athletics represents a character’s general fitness, strength and agility. When you need to climb a steep rock face, keep running over a long distance or move a heavy tree trunk, the Game master might ask for an Athletics check. A good skill rate will not only help you with physically demanding tasks but also benefit on your HeP (Health Points).

3.2. AWARENESS.

Awareness includes the physical ability of perception, like observing, listening or using your haptic senses, but also your general alertness, and finally the more enigmatic concept of an open mind. Particularly for characters who intent to frequently leave the wasteland collective for upcoming quests, Awareness may prove extremely useful.

3.3. CAMOUFLAGE.

“How not to be seen” or the art of not being recognised – at least unless you want to. Camouflage is a skill that covers various physical talents such as hiding or sneaking but also the right mindset and composure to behave inconspicuously in the critical moment, even in apparently dangerous situations.

3.4. COMBAT.

This skill basically describes your practical ability to eliminate opponents faster than they can eliminate you. Often, but not necessarily, this happens by violent means. Your skill rating applies to any form of combat, be it with or without weapons. So it might be a very useful skill to stay alive in an unknown and dangerous environment. But be warned: what goes around comes around!

3.5. DEXTERITY.

Your rating in Dexterity determines your agility (such as the skill Athletics does) and, more specific, your skills in general body control such as balancing, climbing and throwing or catching a life-saving piece of rope. But there’s more. This talent also includes a character’s ability to perform delicate actions with their hands, and finally hand-eye coordination in general.

4. SOCIAL TALENTS.

4.1. CONTACTS.

Contacts represent the impression your character makes on other wastelanders as well as the talent to keep up sound social relations. A high skill rating will also improve your chance of finding the best possible allies, be it the Squad for just an one-night-adventure, the right companion for another year in wasteland or a possible clan for the rest of your life.

4.2. CONVINCING.

This skill rating describes how effectively you can persuade others to follow your advice or requests. Of course all characters have their own intentions and their own will, so to speak. But sometimes a successful skill check in Convincing might give you the edge in a debate with just another stranger, your partner in crime or even your whole Squad.

4.3. DECEPTION.

Trust no one. This might be an excellent advice in wasteland2570. Especially if their skill rating in Deception might be higher than yours, meaning as long as you do not know their capabilities in intrigue and deceit. On the other hand, mastering the subtle act of hiding the truth (or re-shaping the truth so that it better fits your needs) might get you priceless advantages.

4.4. SEDUCTION.

Your rating in Seduction covers your attractive and enticing qualities on other characters, particularly (but not only) effective on those who are drawn to your gender. The word seduction stems from Latin and means “leading astray” which points out that this talent might have a positive or negative connotation. That might of course also depend on your skill ratings and your dice.

4.5. WILL POWER.

Your determination and will to survive in wasteland2570 as well as your persuasiveness and your general charisma are represented by that skill. Characters will much rather follow the lead of someone with a high Will Power. And your Will Power might be crucial to resist either supernatural influence from others or keeping your sanity in mentally challenging situations.

5. SURVIVAL SKILLS.

5.1. CONSTITUTION.

Not everyone is made to stand the heat of wasteland2570. Situations might arise when only characters with a strong Constitution survive. This skill basically represents the physical condition, health and stamina. A good constitution will also show in your HeP (Health Points), which means you will resist more physical damage from wounds, illnesses or poison.

5.2. EXPLORATION.

Exploring new territories and facilities might be one of the most important tasks for wastelanders. This talent includes all kinds of orientation, some mapping skills, the right eye for the most promising path as well as a general tendency to stay alive in unknown areas. So the more you are planning to roam around in wasteland, the more valuable this skill will become.

5.3. GATHERING SUPPLIES.

Gathering Supplies represents the certain gift to spot supplies in most unlikely places or even under most difficult conditions. The talent also represents the ability to recognise items or tools that could be used later or maybe just need some repair and then might help your character in the future.

5.4. INTUITION.

Since the skill has been renamed from Prepping to Intuition, it means way more than just knowing how to prepare yourself for emergencies. Intuition can be defined as the power of attaining direct knowledge or cognition without evident rational thought. A character with a high Intuition is more likely to be struck by an immediate flash of genius but might also sense alarming, even disturbing perception in his dreams.

5.5. WILDERNESS.

Formerly known as Hunting, this talent is more than only the practice of seeking, pursuing, and capturing or killing wild animals. It also (and this will for some characters be way more important) includes tracking, identifying and collecting plants and mushrooms, finding water, making a fire and so on. Good wilderness skills might also boost your combat skills.

6. SUPERNATURAL ABILITIES.

6.1. MAGICK.

Magick (yes, the “K” IS important) focuses on powers and energies to move a person close to fulfilling their ultimate destiny. This might often include work on aspects such as personal growth, transformation, and ascendancy. Or death and destruction. It all depends … Practicioners of Magick in wasteland seem to shift their paradigms a lot (“Shift your perspective”), meaning they use and adapt ideas from all other representations. Which is of course putting them in precarious proximity of earthly chaos magicians.

6.2. SHAMANISTIC.

Shamans usually try to gather power out of altered states of consciousness, often in order to interact with the spirit world. One of their goals could be to direct those spirits or transcendental energies into the physical world of wasteland. Be it for healing, divinatory or more obscure purposes. They also seem to have special connections to animals and plants. And to this point, a shaman has been the only character who actively and willingly managed to use a portal.

6.3. TELEPATHIC.

Telepathy, sometimes referred to as thought transference, is the subliminal transmission of information from one character to another, without any commonly known human senses or physical interaction, of course. A few characters have awoken in wasteland with this particular gift – but with different preferences, obviously. Some focus solely on the passive sensing of emotions and information, others lean towards the more persuasive or hypnotising aspect.

6.4. VISIONARY.

Visionary skills summarise aspects like predictive dreams, visions, and prophecies. They seem often a bit reserved towards other characters. Although or maybe because they seem to have deeper insights into their own psyche. And maybe on other’s as well? Perhaps visionaries even found a shortcut to something like a collective mind? But that is just pure speculation. On the other hand, visionaries can be very enthusiastic characters as well. Might depend on what they saw in their last vision, one is tempted to say.

6.5. WICCAN.

Pagan witchcraft is supposed to gain power out of nature‘s wild and untamed energy. Not without a reason followers of this branch are often said to be very emotional and free spirited. Not much else is known, since the wiccas have so far cloaked themselves in secrecy even more than any other representation. You might have heard the lore of dancing naked around fires, performing decadent rituals, summoning spirits and so on. Maybe in nights of solstice or around the equinox it is just like that in wasteland. And no one ever watched. Or survived to report …