TEXT: Series Book by Cynthia Celeste Miller
  Wasteland 2010
  
  2
  Wasteland 2010
  Wasteland 2010
  “The Future is Not Bright”
  
  3
  Wasteland 2010
  Credits
  Created and Written by
  Cynthia Celeste Miller
  Stats by
  Barak Blackburn
  Artwork by
  Patrick Sullivan and Kris Smith
  Graphic Design by
  Cynthia Celeste Miller
  Editing by
  Norbert Franz
  Channel Guide
  Cartoon Background  
   
  4
  The Series 
   
   
   
   
  4
  The Heroes 
   
   
   
   
  9
  Allies 
   
   
   
   
   
  10
  The Villains  
   
   
   
  11
  Episodes  
   
   
   
   
  14
  PC Guidelines 
   
   
   
  16
  Mutation Table 
   
   
   
  17
  Ready-To-Use PCs  
   
   
  18
  Ally GMCs 
   
   
   
   
  19
  Villainous GMCs  
   
   
  20
  Villainous Goons  
   
   
  21
  Critters of the Wasteland 
   
  22
  Playset Write-Ups  
   
   
  23
  Cartoon Action Hour is copyright 2015 by Spectrum Games. All Rights Reserved. This material (art, logos, illustrations, character concepts, text and 
  game mechanics) is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written consent of Spectrum Games except for the purposes of reviews and for the character stats, 
  which may be reproduced for personal use only. Failure to abide by these rules will result in a painfully infuriating, extended visit to your house from 
  Kargorr. You’ve been warned. The reference to any companies or products in this book is not meant to challenge the trademarks or copyrights concerned. 
  
  4
  Wasteland 2010
  Cartoon 
  Background
  It wasn’t an easy road for Carlton Becker. Despite 
  unsuccessfully pitching his various series ideas to 
  cartoon companies since the early 1960s, he never 
  stopped trying. His perseverance finally paid off 
  in 1978, when Fletcher-Hayden Productions took 
  a liking to one of his concepts – a series he called 
  Wasteland 2010 – and agreed to see it through. 
  And see it through they did. Becker’s burst of luck 
  proved to be short lived, however, as the studio 
  hit one production snag after another during the 
  show’s development. Just when it looked like 
  things were going to be fine, Becker had a heart 
  attack and passed away. Some say it was due to 
  the stress caused by the ordeal; others feel it was 
  unrelated. We’ll never know for sure.
  What we do know for sure is that, without the 
  show’s creator, Wasteland 2010 was pretty much 
  dead on arrival when it hit the small screen in the 
  1981 Fall season. The ratings were decent and it 
  was well received, though it had no advocate to 
  propel it forward. A second season was ordered, 
  but the episodes paled in comparison to the ones 
  written by Becker. It was cancelled six episodes 
  into Season 2. 
  Wasteland 2010 is little more than a footnote in 
  the annals of cartoon history, despite the fact that 
  many animation aficionados consider it a brilliant 
  series, full of clever action sequences, fun-but-
  cheesy dialogue, deep symbolism and a uniquely 
  moody atmosphere. 
  The Series
  Nobody knows where it came from; nobody 
  knows why it happened, but in the year 1981, a 
  dimensional rift opened up in the sky above and 
  the world as we knew it was no more. In its place 
  was an untamed planet of ruined cities, mutated 
  creatures, man-eating plants and powerful magic. 
  Overnight, the world’s population was drastically 
  reduced, thanks to unprecedented natural 
  disasters, monstrous beasts and other hazards 
  spawned by the newly transformed planet.
  It’s now 2010.
  In the almost-thirty years since The Changing, 
  society has fallen completely apart, unless you 
  count the small pockets of civilization scattered 
  across the globe. Despite the seemingly bleak 
  situation, there is hope in the form of an 
  organization of scientists, civic leaders and 
  scholars collectively known as Utopian League. 
  These idealists have a simple enough goal: to 
  rebuild civilization at all costs.  
  The Utopian League is comprised primarily 
  of those who prefer to remain within the safe 
  confines of the Citadel, a well-hidden underground 
  research center located somewhere in the Midwest 
  region of the former United States. They have a 
  small handful of researchers who go out into the 
  field when necessary, but the usual practice is to 
  hire unaffiliated adventurers to handle the tougher 
  jobs such as exploring uncharted areas, making 
  contact with the remnants of society, removing 
  threats to the human race and so on. 
  All of these teams are competent at what they 
  do, but one trio stands head and shoulders above 
  the rest. These three heroes are given the most 
  perilous tasks imaginable; tasks that would make 
  
  5
  Wasteland 2010
  most people tuck their tails and run; tasks that 
  few would even consider taking on. But we’re 
  not talking about mere run-of-the-mill heroes 
  here… we’re talking about the barbaric Zolgar, the 
  magic-wielding Lady Mistra and the brutish Bogg! 
  Together, there’s no challenge that they can’t meet 
  head on!
  Technology
  Most technology has long since stopped working, 
  returning what’s left of the human race to more 
  primitive ways of life. Nearly everyone rides 
  horses, uses candles or lanterns and fights with 
  archaic weapons. 
  Technology may be rare, but it hasn’t totally 
  vanished. There are those who have managed to 
  salvage technology, harness it and even improve 
  upon it. These people wield great power and 
  influence. The Utopian League has access to 
  technology as well, though they are extremely 
  cautious about using it overtly. After all, if others 
  learn that the League has amassed it, who knows 
  what lengths they would go to in order to take it 
  from them?
  Magic
  When the Changing occurred, a scant few 
  people were granted the ability to use magic. 
  Even fewer were able to truly master it. Power, 
  however, seldom comes without a price. Aside 
  from those with the purest and noblest of 
  hearts, the capacity to manipulate magic warps 
  the mind of the wielder, driving them insane to 
  one degree or another. 
  
  6
  Wasteland 2010
  Mutation
  The energies that came through the Tear 
  (as the dimensional rift has become known) 
  altered people, animals and plants alike in an 
  apparently random fashion. It has been said that 
  approximately twenty percent of the world’s 
  population has been mutated in some fashion. 
  While some mutations are mild (pointed ears, 
  elongated teeth, strangely colored skin, etc.), 
  others are drastic (extreme growth, scaly skin, 
  additional appendages, etc.). In many cases, more 
  than one mutation exists on a single person. 
  According to the brain trust of the Utopian League, 
  as long as the Tear remains open, babies will 
  continue to be born with mutations.
  Animals aren’t safe from mutations either. In 
  fact, if anything, their mutations are even more 
  severe than those affecting humans. It’s not at all 
  uncommon for a mutated animal to be altogether 
  unrecognizable, making for some absolutely 
  strange-looking critters.
  It’s not just the fauna that’s being afflicted by 
  mutation… it’s the flora too. Mutated plants 
  range from gigantic Venus flytraps to thick, 
  constricting vines. Some plants have actually 
  become fully sentient. 
  
  7
  Wasteland 2010
  The Tear
  The dimensional rift known as the Tear still 
  dominates the sky all over the globe, acting as 
  a constant reminder of the devastation it has 
  caused. Where does it lead? Is it still active? Is 
  it alive? Nobody knows the answers to these 
  questions… yet. 
  The World
  As you’ve probably ascertained by now, the world 
  is a treacherous place that bears little resemblance 
  to the world as it was prior to 1981. The ruins of 
  civilization still exist, including many distinctive 
  landmarks – Mount Rushmore, the Great Wall of 
  China, Stonehenge, the Statue of Liberty and the 
  Great Pyramids. Those landmarks have, in almost 
  every instance, been severely damaged or even 
  mostly reduced to rubble.
  The cities are still there as well, but they’re 
  overgrown with plants and filled with mutated 
  beasts looking for their next meal. At best, they 
  are infested with tribes or gangs of humans. Of 
  course, those things aren’t exclusive to urban ruins 
  by any stretch of the imagination. The wilderness is 
  bristling with creatures, exotic plants and groups of 
  ne’er do wells too.
  Ah, yes. The wilderness, otherwise known as the 
  wastelands. To be fair, “wastelands” is a bit of a 
  misnomer. That term implies a barren, craggy 
  landscape where very little dwells… and that’s 
  just not the case. While it’s true that some areas 
  fit the bill, most places have plenty of water and 
  foliage; it’s just that the water and foliage (and 
  everything else there) can be quite hazardous. Still, 
  the denizens of the world refer to the wilderness as 
  “the wastelands”.
  The wastelands are pockmarked with occasional 
  villages or even small towns where survivors have 
  gathered and carried on with their lives as best 
  they can. Each settlement tends to have its own 
  customs, traditions and lifestyles. 
  The Wasteland 2010 cartoon featured copious 
  amounts of intriguing locales, some of which are 
  discussed below. Keep in mind that Carlton Becker 
  and the other writers apparently did little or no 
  research on the geographical areas visited by the 
  show’s heroes and instead relied primarily on 
  stereotypes and pop culture.
  The Ozark Mountains
  Though actually a high and deeply dissected 
  plateau, this is a region of steep hills, thick forests 
  and winding streams and creeks. The population 
  tends to be less technologically advanced than that 
  of other regions and is comprised almost singularly 
  of either barbarians or backward hillbillies. This 
  portrayal earned the show a bit of heat with some 
  critics and fans. The only major center of civilization 
  in the region is the Shantyville, a large, sprawling 
  collection of tumbledown, half-decrepit shacks 
  haphazardly constructed with whatever material 
  was at hand.
  Old York
  Once a prosperous city known as New York, Old 
  York is now primarily a massive pile of rubble and 
  tangled metal. This devastation was the result of 
  four skyscraper-sized mutated monsters that rose 
  from the Atlantic Ocean and laid waste to the city 
  a few years after The Changing. 
  There are five distinct areas of the Big Apple 
  that are still habitable: the Flat Zone (an area 
  of Queens that has been cleared of debris 
  and is now the site of thousands of small one-
  story residences), the Below (the subway and 
  Did You Know?
  Wasteland 2012 holds the record for using the 
  famous “Wilhelm scream” (a very distinctive 
  stock sound effect that has been used in 
  hundreds of films and TV shows) more than 
  any other television show in history. The total: 
  39 times!
  
  8
  Wasteland 2010
  sewer tunnels beneath the city’s surface), the 
  Bronxhattan District (a stretch of land that is 
  primarily in the Bronx but also seeps over into 
  upper Manhattan), the Chrysler Building (the 
  still-standing art deco structure found on the east 
  side of Manhattan) and the Wild Lands (a large 
  tract of land on Staten Island that is lousy with 
  cannibal tribes). 
  The California Mountains
  Do you remember all the predictions of 
  California sinking into the Pacific Ocean? Well, 
  that never happened. As it turned out, it did 
  exactly the opposite. An unprecedented string 
  of mighty earthquakes wracked California, 
  causing the tectonic plates to go crazy! The 
  southern portion of the state, from Bakersfield 
  on down, rose up from the surrounding land, 
  jutting up high into the sky and creating a 
  range of jagged, uneven mountains. 
  The cities (including Los Angeles and San 
  Diego) crumbled, though the remnants of the 
  urban landscapes can still be seen sticking out 
  of the mountains. 
   
  The Badlands
  The region formerly called Oklahoma is an 
  inhospitable land. It’s flat, rocky and is prone to 
  vicious tornadoes and dust storms capable of 
  blotting out the sun. Most of the area is barren, 
  but it does boast the occasional farm or ranch 
  that has made the most of the forsaken land. 
  While the Badlands region is home to a wide 
  assortment of animals and monsters, the most 
  notable species is the Flyote. Resembling coyotes 
  with feathered wings, these predators hunt in 
  packs and are extremely deadly in large numbers. 
  The Utopian League’s Citadel (see pages 4 ands 
  23) is located in the Badlands. 
  The Neverglades
  The tropical wetlands found in the former Florida 
  have become so much more dangerous than they 
  were prior to the Changing. In fact, the region is 
  now known as the “Neverglades” because most 
  people who enter never return.
  No towns or settlements exist in the Neverglades, 
  as the area is simply too hostile to sustain anything 
  remotely resembling civilization. It is untamed 
  savagery in its purest form, from gigantic shark-
  sized alligators to carniverous plants of various 
  kinds. And then there’s the deadly Glow Spheres 
  that float across the landscape.
  There is a rumor, however, that a clan of hag-like 
  wizards dwell in the deepest, darkest shadows of 
  the Neverglades.  
  Mud River
  This toxic river’s original title was the Mississippi 
  River, but nobody ever calls it that any more. The 
  chemical-laden water burns the skin, making 
  it impossible to cross... and then there’s the 
  Octofish—part catfish, part octopus. If the toxic 
  water doesn’t get you, these massive critters 
  almost certainly will.
  There are a few remaining bridges that span the river, 
  but they are usually in various stages of delapidation. 
  Neutral Town
  Officially, this confusing, sprawling mass of tents, 
  shacks, lean-tos and huts doesn’t have a name, but 
  many have taken to calling it Neutral Town. The 
  name is as certainly apt, due to the refusal of the 
  folks who run it—iron-helmeted bruisers known 
  as the Adjudicators—to take sides in any conflict. 
  They simply patrol the camp, tossing out anyone 
  embroiled in conflict. This sometimes leads to 
  victims being unfairly exiled along with the wrong-
  doers, but that’s the nature of the town. At any 
  rate, Neutral Town is a great place to barter, trade, 
  sell or purchase items.
  
  9
  Wasteland 2010
  The Heroes
  The cartoon series revolved around the exploits 
  of three individuals who have formed a strong 
  bond over the years and operate much like a 
  dysfunctional family. 
  Zolgar
  Strong and somewhat 
  cocky, this barbarian 
  from deep in the Ozarks 
  is the de facto leader of 
  the group, which is rather 
  surprising in that he’s not 
  exactly what one would 
  call level-headed. What 
  makes him a leader type 
  is his assuredness and 
  rugged charisma. He never 
  second-guesses himself 
  and wholly commits to any course of action he 
  takes, for better or worse.
  Little is known about Zolgar’s past, which is 
  precisely the way he wants it. He’s a private person 
  and doesn’t appreciate it when people poke and 
  prod. If there’s something he wants people to 
  know about him, he’ll volunteer the information 
  himself. Needless to say, that happens only on rare 
  occasions and he usually only says enough to make 
  listeners even more curious.
  The above text paints Zolgar as a rather unlikable 
  loner type, but this couldn’t be further from the 
  truth. He’s a loyal friend who will risk his life to 
  save those in need without so much as a second 
  thought. And while he likes to think of himself as a 
  solitary soul, he’s not. The truth is that, deep down, 
  he prefers the company of others to being alone.
  Bogg
  Bogg is the oldest member 
  of the group, having been 
  twenty years old when The 
  Changing exponentially 
  enhanced his strength 
  and caused him to grow 
  shaggy brown fur all over 
  his body. Prior to that day, 
  he was a science nerd and 
  sci-fi enthusiast. In fact, he 
  still is. His transformation 
  didn’t affect his mind, 
  except that he seems to have a far nastier temper 
  than he previously had.
  Given that he remembers well the world before it 
  fell apart (unlike his two companions, who weren’t 
  quite born yet), Bogg acts as not only the group’s 
  brawn, but also its walking encyclopedia. On the 
  show, it was he who typically explained the many 
  “strange” things they came across, such as an old 
  video arcade and a disco ball.
  Lady Mistra
  Lady Mistra is wise beyond 
  her years, possibly because 
  she was seen as an oracle 
  by her people. According 
  to their beliefs, she was 
  born exactly one minute 
  after The Changing and 
  was imbued with the 
  ability to use magic, 
  signifying her as the 
  “chosen one” who would 
  join with two others and 
  bring normalcy back to the world someday.
  Upon reaching adulthood, she left her village to 
  fulfill the prophecy without truly knowing how 
  to do so. Shortly thereafter, she was captured by 
  slavers, narrowly escaping their clutches thanks to 
  a timely rescue by Zolgar and Bogg. She has ridden 
  with them ever since.
  
  10
  Wasteland 2010
  Allies
  It pays to have someone watching your back out 
  in the wilderness of 2010 and the three heroes 
  sometimes had that luxury.
  Utopian League
  Deep beneath the ground of what was once 
  Nebraska lies a secure research station called the 
  Citadel. Within its metal walls lives the members of 
  the Utopian League, a group of scientists and other 
  skilled individuals who seek to rebuild society. 
  They hire freelancers from up above to help them 
  carry out the more adventurous elements of 
  their mission. Zolgar, Bogg and Lady Mistra are 
  considered by the members of the Utopian Society 
  to be the most successful operative they have at 
  their disposal and emply their services often.
  George Monroe
  With his southern charm and his “go get ‘em” 
  attitude, the president of the Utopian League is 
  the right man for the job. He never acts blindly and 
  refuses to waste resources. 
  Jay Alcott
  Lacking in the moral fiber department, the Vice 
  President of the Utopian League is always up to no 
  good, though he is masterful at covering his tracks. 
  Alcott dislikes the heroes and is very vocal in his 
  disapproval of associating with “savages”. 
  Dr. Brett Stahl
  Dr. Stahl is the head of the scientific branch of the 
  Utopian League. He’s a handsome and dashing 
  man in his late thirties who thinks highly of the 
  heroes. He has gone out into the field with them in 
  two episodes and proved to be a capable man in 
  his own right.
  Dr. Vanessa Stahl
  Like her father, Vanessa is a scientist, not to 
  mention a staunch advocate for women’s lib. 
  There’s no job she won’t tackle head-on, regardless 
  of the danger involved. Her protective father tries 
  to stifle such adventurous endeavors, but once her 
  mind is made up, very little will sway her. Judging 
  by how she acts around Zolgar, Vanessa appears to 
  have romantic feelings for Zolgar.
  Slade Mulligan
  Travelling the 
  wastelands on 
  his horse, this 
  roving lawman 
  dispenses 
  justice via sheer 
  gumption and 
  two antique-
  looking laser 
  pistols. You 
  may be asking 
  yourself how 
  there could be a 
  lawmen if there 
  isn’t any law 
  to uphold. The truth of the matter is that Slade 
  Mulligan is a few cards short of a poker deck. In 
  his wild delusions, he is a United States Marshall 
  who has been appointed by the government to set 
  things right and restore the law where none exists. 
  Slade first appeared in the twelfth episode of 
  Season 1. During the early portion of that episode, 
  the heroes found themselves fighting against the 
  self-proclaimed lawman, but they quickly teamed 
  up to fight a common enemy once they sorted 
  everything out. His second appearance was in the 
  fifth episode of Season 2, though it was a poorly-
  written episode that many fans consider the worst 
  of the run.
  
  11
  Wasteland 2010
  Cammie
  Cammie is a 
  young wild-
  woman who 
  dwells in the 
  forests of the 
  Midwest. She 
  is fiercely 
  independent, but 
  has a soft side 
  that she tries to 
  hide. This was 
  evidenced when 
  she valiantly 
  rescued two cute 
  little mutated critters from a hulking beast with 
  large tusks. The critters (who she named Fuzzball 
  and Fluffball) have remained her loyal companions 
  ever since.
  Cammie came into contact with the heroes when 
  they were surrounded by gigantic spiders. She swept 
  down and drove the creatures away with some 
  manner of whistle that they apparently didn’t like.  
  The Villains
  Over the course of nineteen episodes, the heroic 
  trio found themselves facing numerous foes, 
  ranging from gigantic mutated creatures to 
  dastardly sorcerers (not to mention everything 
  in between). While exploring every one of 
  them would be clearly beyond the scope of this 
  supplement, we’re presenting some of the most 
  memorable ones below.
  Unlike many cartoons of the 1980s, there wasn’t 
  a singular group of antagonists who provided 
  the show’s villainy. Instead, each episode leaned 
  toward having a different master villain, though 
  some villains did appear more than once). Just as 
  with any series, master villains should have Star 
  Power of 4. 
  Malevolokk
  Evil has a name… 
  and that name is 
  Malevolokk. While 
  this declaration 
  may sound 
  overdramatic, it’s 
  absolutely true. 
  Once a highly 
  respected science 
  professor (who 
  taught one of 
  Bogg’s college 
  classes, no less!), 
  Malevolokk 
  was profoundly affected by The Changing. Now 
  able to control powerful magic, the professor’s 
  mind snapped. Where once was kindness and 
  compassion, his heart was now consumed with a 
  lust for power, control and destruction. 
  His scientific ingenuity made it possible to create a 
  devastating raygun and a formidable suit of power 
  armor that boasts an array of devilish surprises. He also 
  devised a way to channel his magic spells through a 
  mystical gem that he has imbedded in his helmet. 
  Malevolokk thinks himself a god. To make matters 
  worse, the entire population of a former military 
  fort thinks he is too and they are willing to do 
  anything he orders them to. These minions are 
  dangerous because of their fanaticism and the 
  technology their master has given them access to. 
  This madman holds the distinction of being the 
  only adversary to have appeared in three different 
  episodes. He debuted in the eighth episode of 
  Season 1, but was so popular with fans of the show 
  that he was brought back for two more episodes in 
  Season 2.  
  
  12
  Wasteland 2010
  Captain 
  Cutthroat
  Despite his 
  vehement 
  insistence to the 
  contrary, Captain 
  Cutthroat is 
  every inch a 
  stereotypical 
  pirate. He bellows 
  “Arrrrrr”, has a 
  (robotic) parrot 
  on his shoulder, 
  talks in pirate 
  lingo and even 
  has an eye patch. If you’re looking to send him 
  flying into a rage, however, calling him out on 
  being a walking cliché will do the trick.
  Captain Cutthroat roams the North American 
  wastelands on his wheeled landship that he has so 
  creatively dubbed the Not-So-Jolly Roger. Along 
  with his ten or so pirate lackeys, he terrorizes the 
  weak, taking whatever he wants from them and 
  leaving them with nothing.
  The Crimson 
  Overlord
  The most 
  powerful man in 
  the western half 
  of North America 
  is the despot 
  who calls himself 
  the Crimson 
  Overlord. He 
  rules the entire 
  West Coast 
  region with 
  an iron fist 
  and anyone 
  who opposes him is unceremoniously crushed 
  beneath his proverbial heel. 
  Crimson Overlord has a high-tech apparatus 
  strapped to his back with tubes connecting 
  it directly to his head. The purpose of this 
  contraption is to pump chemicals into his body, 
  temporarily increasing his physical abilities to 
  superhuman levels. The downside is that if he uses 
  these chemicals too long or too often, he develops 
  a debilitating headache.
  His headquarters is Alcatraz Island, which he 
  has rechristened Overlord Island. From there, he 
  orders his motley assortment of henchmen to do 
  his bidding. These henchmen keep the region’s 
  populace in line for their megalomaniacal master.
  The Crimson Overlord appeared in two episodes 
  during Season 1 (episodes 3 and 10). His last 
  appearance left it open for a third appearance, 
  though he wasn’t featured in Season 2.
   
  Mutor
  The wasteland is 
  brimming with 
  mutated people, 
  animals and 
  plants, but few of 
  them can match 
  the power of this 
  hideous man-
  beast. Standing 
  well over eight 
  feet tall, Mutor is 
  an intimidating (if 
  nearly mindless) 
  being, but what 
  makes him truly terrifying is that it takes very little 
  to send him on a destructive rampage.
  Mutor tends to stick to remote locales when 
  possible, minding his own business. Inevitable, 
  someone or something manages to stick in his 
  craw, causing him to fly into a rage and attack 
  the source of his consternation with single-
  minded determination.
  
  13
  Wasteland 2010
  Eve-L
  It has been said 
  that anyone 
  who encounters 
  this beautiful 
  witch and earns 
  her ire will find 
  themselves 
  cursed. Bad luck 
  will follow them 
  wherever they 
  go and nothing 
  will go their way. 
  The only way to 
  break the curse is 
  to bask in the light of the Eye of Tapow, a mystical 
  amulet hidden somewhere in the wastelands. 
  Eve-L is, as her name suggests, a wicked and 
  insidious woman. She fancies herself the ruler of 
  the swamps, but these claims simply aren’t true. 
  There’s no denying her effectiveness, but she lacks 
  the manpower to rule much of anything. Her only 
  minions are ragtag Marsh Dwellers, of which the 
  numbers are few and their IQ points are even fewer. 
  Despite this, Eve-L is a menacing enemy to face. 
  In addition to her witchery and henchmen, she 
  wields a metal trident capable of emitting electrical 
  beams at her foes. 
  Krome
  Shortly before 
  The Changing, 
  Dr. Abel Dixon 
  developed the 
  world’s first 
  robot capable 
  of independent 
  thought. Ten 
  of them were 
  created in all, 
  but when the 
  Tear rendered 
  most technology 
  inoperable, 
  nine of them became inert, never to function 
  again. One of the robots, however, remained 
  fully operational, thanks to some experimental 
  modifications added just hours before the 
  world came to a screeching halt. It wasn’t totally 
  unaffected, though. Its “brain” was slightly 
  scrambled, causing it to become genocidal.
  The robot took to calling itself Krome and began 
  its crusade to rid the world of all organic life. At 
  the conclusion of the fifth episode of Season 
  1, Zolgar, Bogg and Lady Mistra succeeded in 
  deactivating it and placing it deep underground 
  where no one can find it. We do know that, before 
  his untimely and tragic death, Carlton Becker had 
  plans to revive him (see “When Titans Clash” on 
  page 14) in a later season.  
  Krome’s body is nearly impervious to physical 
  damage. On each forearm is a particle beam 
  projector. These weapons are extremely 
  devastating, but are woefully inaccurate, despite 
  the robot’s advanced targeting system. Krome is 
  also remarkably mobile, as it flies rapidly through 
  the air on a flying disc. 
   
  Did You Know?
  Carlton Becker’s original intent was for Krome 
  to be one of the main heroes. However, he 
  changed his mind when one of the artists 
  showed him the concept drawing of the robot. 
  Becker loved it, but felt that the character 
  looked too villainous to be a hero and 
  immediately made Krome a bad guy instead. 
  
  14
  Wasteland 2010
  Episodes
  The episode seeds below were culled from a pile 
  of script ideas that Carlton Becker had written 
  and saved for later seasons. Sadly, they were not 
  discovered by his family until 1984, two years after 
  Wasteland 2010 was cancelled.
  These episodes assume that the primary 
  characters are Zolgar, Bogg and Lady Mistra. It’s 
  easy enough to substitute player-created PCs. 
  “Danger at 2,000 Feet”
  When a floating city of gleaming metal appears 
  in the sky, bad things begin to happen – people 
  come up missing, large quantities of gold vanishes, 
  entire villages are destroyed, etc. After coming 
  upon a seemingly abandoned settlement, the 
  heroes find a scared little boy named Bokky, who 
  tells them that these beams of light came down 
  from the floating city and all the people simply 
  disappeared into thin air. He says that he was 
  playing in the woods, which explains why he 
  wasn’t taken as well.
  The heroes have to concoct a way to get up to the 
  city, find out what’s going on and do something 
  about it. In Becker’s episode synopsis, the culprit 
  was none other than Malevolokk, who used his 
  advanced technology and magic to keep the metal 
  monstrosity airborne. There’s no mention of how 
  he built or obtained it, however. He was using 
  Transporter Beams to teleport people to use as 
  slave labor and gold to use as fuel for the city’s 
  gargantuan grav-engine. His ultimate goal was, as 
  was typical in the cartoons of the decade, to rule 
  the world.
  “When Titans Clash”
  This script synopsis, had it been used, would have 
  been the first instance of two of the established 
  villains meeting on screen. In its quest to remove 
  the scourge that is the human race from the 
  planet, Krome and an army of flying robots 
  initiated the destruction of many settlements in 
  the northern California region. Unsurprisingly, 
  the Crimson Overlord took exception to this and 
  staged an attack. The two villains have been in a 
  stalemated war with each other ever since.
  The stalemate, however, is about to be broken. 
  Krome has recently found a nuclear bomb and 
  has every intention to drop it on the Crimson 
  Overlord’s territory, which will cause untold 
  devastation to what’s left of the world. In fact, the 
  Utopian League scientists have surmised that if the 
  bomb detonates, the planet will probably crack in 
  two like an egg.
  In the plot summary, the heroes teamed up with 
  the Crimson Overlord to halt Krome’s plans for 
  mass destruction. The Crimson Overlord’s forces 
  battled Krome’s robots while the three heroes 
  sought to stealthily disengage the bomb, thus 
  rendering it harmless. This doesn’t have to be the 
  
  15
  Wasteland 2010
  case in your version of the story. The heroes might 
  not team up with their old foe and they could very 
  well think up another way to deal with the bomb. 
  Nothing is carved in stone. Just set up the scenario 
  and let the PCs’ actions drive the story.
  “The Ape Man of Chicago”
  The Utopian League has lost all contact with one of 
  its research groups near the ruins of Chicago, where 
  they were to make contact with a newly-discovered 
  settlement. Dr. Stahl asks the heroes to track the team 
  down and return them to the Citadel. 
  The heroes learn that the team was captured by 
  the fabled Ape Man of Chicago and taken back into 
  the ruins. Let the players devise a way to handle the 
  situation, but don’t let them dwell on it for two long. 
  The cartoons of the eighties were all about action, not 
  an excessive amount of planning. Let them deal with 
  giant rats, unstable ruins on the verge of collapse and 
  any other hazard you care to throw their way.
  One way or the other, the heroes will find out that the 
  Ape Man actually meant well and was attempting to 
  save the team from a group of incoming slavers by 
  taking them to its lair (the old Lincoln Park Zoo, which 
  is in remarkably good shape, all things considered). 
  The heroes will find the team there, safe and sound. 
  The Ape Man itself is, in truth, a gentle soul and 
  understands simple English despite not being capable 
  of speaking it.
  “The Stranger”
  An enigmatic stranger named Marcolin has been 
  travelling across the land, granting wishes to anyone 
  he comes across. All he asks for in return is for them 
  to sign a contract that requires the signee to owe him 
  a single favor that he can redeem at any time. What 
  these poor folks don’t realize is that there’s further text 
  written in magical, invisible ink; text that gives the 
  stranger their souls. Should they break the contract, 
  they wither away in sickness until they are weak, 
  scrawny and feeble shells of their former selves.
  In the original script, the heroes found this out simply 
  by entering a village of settlers who have been 
  afflicted by this apparent illness after refusing to repay 
  their debts to the stranger. He asked them to set fire to 
  a neighboring village and they refused. They are now 
  paying for their obstinance. 
  The heroes will soon find more people who have 
  suffered a similar fate. The stranger is on the move, 
  taking advantage of people’s desperation.
  Who is this stranger and how can he be stopped? 
  That’s up to you. The script stated that the stranger 
  was, in fact, a demon whose power grew with each 
  soul he claimed. They had to trick him into verbally 
  releasing the souls he had obtained, which was no 
  easy task. Feel free to devise another solution or 
  even change who the stranger is.
  Ideally, the heroes will have to use their brains to 
  solve their problem. They can’t just punch their way 
  to a favorable ending in this episode. It’s always fun 
  to see them stretch their mental muscles.
  Did You Know?
  Spinner Toys was on tap to develop a line of 
  action figures for the show, but when the series’ 
  guiding light passed away, they pulled out 
  altogether. This wasn’t surprising considering 
  that Carlton Becker was the one who convinced 
  the company to get on board in the first place.
  
  16
  Wasteland 2010
  PC Guidelines
  The Three Established Heroes
  The series, as written, revolves around three specific protagonists: Zolgar, Lady Mistra and Bogg.  These 
  characters have been included as ready-to-play PCs. How you use them (or if you use them at all) is 
  entirely up to the GM and players. You may use them “as is” and create additional new characters if you 
  have more than three players in the group.  Alternatively, you could replace the three heroes with all-
  new characters of your own creation.  
  Artifact Weapons
  It’s common for characters to wield powerful weapons with mystic origins (even if those origins are 
  never explained). Such weapons usually become a focal point of the character and the Trait that 
  represents them should usually have the “Action Feature” Special Rule attached to them. 
  Mutations
  The idea of strange mutations has become a staple of post-apocalyptic fiction.  As such, it was quite 
  prominent in Wasteland 2010. Mutations generally came in two flavors. The first type was typically reserved 
  for adversaries and involved either the simple growth of an animal or the combining of two or more animals 
  into one monstrous critter. The second type of mutation was typically found on humans or humanoids that 
  were once human. and consisted of any manner of weirdness such as new appendages, additional limbs, 
  freaky visages, extra body parts, etc. For PCs, the second flavor of mutations would work best, though if you 
  really want to play a six-foot long cockroach, knock yourself out. Mutations are handled with one or more 
  Traits (along with any Special Rules you care to add). We have included a table for you to roll on if you decide 
  that you want your PC to possess mutations. You can find it on the next page.
  Star Power: 3
  Tier & Trait Points: Human, 18
  Other Rules:
  • Excessive Trait Ratings: During Step 4 of the PC creation process, when trading excess non-adverse 
  Special Rules for increases to Trait ratings, you may bring ratings above the series’ maximum. This 
  reflects the proliferation of such things as magic, mutations, embued items and even powered armor.
  • Catchphrases: The Wasteland 2010 series was brimming over with catchphrases! To represent this, 
  you needn’t give your character Upgrade #4 in order to have a catchphrase. That is, you can simply 
  use one of your free Standard Quality “slots” for the catchphrase. Aside from that, the Catchphrases 
  rule is used as described on page 98 of the CAH:S3 Core Rulebook.
  • Required Trait: The wasteland is a vast place and it’s impossible to traverse it in a timely manner unless 
  you have some kind of transportation. For this reason, you must spend at least some of your Trait points 
  on a Trait that represents a vehicle or mount. The GM may disregard this rule if you offer a compelling 
  enough reason.
  • Sorcery: Taking “Versatile” during Step 5 no longer counts as two Upgrades to make sorcerer PCs.
  
  17
  Wasteland 2010
  Mutation Table
  As mentioned in the PC Guidelines sidebar, you may decide to give your PC one or more mutations. You can, 
  of course, come up with the mutations on your own or you can roll on this table. 
  To utilize the table below, roll a die and find the result along the left-most column. Then, roll another die, 
  finding the result along the top of the table. Cross reference the two results to determine the Trait that’s 
  supposed to represent the mutation.
  Don’t hesitate to change the name of the Trait(s) you get to better suit your character concept. For 
  example, let’s say I wind up with SUPERHUMANLY INTELLIGENT, but I feel it’s not evocative enough. I like 
  the idea of the character’s mutation causing their brain to grow to gigantic proportions, so I rename it 
  ENORMOUS BRAIN.
  1-2
  3-4
  5-6
  7-8
  9-10
  11-12
  1
  MIND BLAST
  NIGHT VISION
  PLANT-LIKE BODY
  GLIDING MEMBRANES
  FORCE FIELD
  BRUTISH BODY
  2
  CRAB-LIKE PINCER(S)
  INSECT WINGS
  FIRE BREATH
  SPIKED TAIL
  HEIGHTENED SENSES
  SEE THROUGH 
  OBJECTS
  3
  DEFENSIVE QUILLS
  TUSKS
  STRETCHY LIMBS
  CHITINOUS ARMOR
  SHRIEKING SONIC 
  BLAST
  THICK FUR
  4
  LEVITATION
  SUPER LEAPING
  TOXIC SKIN
  DIMINUTIVE
  FISH GILLS
  ACID SPRAY
  5
  MORPHING
  RUBBERY SKIN
  PREHENSILE TAIL
  RAZOR CLAWS
  FREAKISH AGILITY
  SLUDGE EMISSION
  6
  ACUTE SENSE OF 
  SMELL
  GARGANTUAN
  ARMADILLO-LIKE 
  ARMOR PLATES
  LASER EYES
  FEAR PROJECTION
  RAZOR-SHARP TEETH
  7
  INSECT LEGS
  TENDRILS
  TWO HEADS ARE 
  BETTER THAN ONE
  MONSTROUS 
  STRENGTH
  SCALY SKIN
  ENHANCED 
  FLEXIBILITY
  8
  STONE SKIN
  POISON SMOKE 
  EMISSION
  BAT WINGS
  BARBS
  MULTIPLE ARMS
  EYES LIKE A FLY
  9
  SLIME SECRETION
  APE-LIKE BODY
  DEVIL HORNS
  TENTACLES
  STINK BLAST
  CONTROL MINDS
  10
  SCORPION TAIL
  GROTESQUE VISAGE
  SUPERHUMANLY
  INTELLIGENT
  ENHANCED VISION
  TUNNELING CLAWS
  BONY EXOSKELETON
  11
  SENSE DANGER
  PREHENSILE TONGUE
  WALL CRAWLING
  LEATHERY SKIN
  BIRD WINGS
  SUPERHUMANLY FAST 
  RUNNER
  12
  TELEPORTATION
  MULTIPLE LEGS
  BLENDING
  LONG SNOUT
  REGENERATE 
  DAMAGE
  PSYCHIC VAMPIRE
  First Die Result
  Second Die Result
  
  18
  Wasteland 2010
  Here is a complete group of four ready-to-play Wasteland 2010 Player Characters.
  ZOLGAR
  Star Power: 3 
  Upgrades Taken: #3, #1, #6
  +1 Base Oomph
  Qualities
    Heroic barbarian leader-type
   “Buddy Jones!” (Catchphrase)
   Never wavers from a course of action
  Traits
  ASTRAL AXE 5 (Accessory, Action Feature, 
      Advantage - Luminous, +2 vs inanimate objects)
  FIERCE FIGHTER 3 (+2 vs Goons)
  LOYAL 3
  RUGGED 3
  STRONG 2
  STUBBORN 2
  MOUNT “RAZORBACK” (Horse) 1 (Companion; 
      MOVE [Run] 2, MOVE [Leap] 1)
  Note: Zolgar frequently yelled out “Buddy Jones!” as an 
  exclamation. Kids loved it, but no one ever understood what 
  it meant. 
  Ready-to-Use 
  Player Characters
  BOGG
  Star Power: 3 
  Upgrades Taken: #4, #4, #1
  Qualities
    Walking Encyclopedia of the Past
   “RAWWWR!” (Catchphrase)
   Nasty Temper
   Feat of Strength
   Science and Sci-Fi Nerd
  Traits
  STRONG 5
  TOUGH HIDE 5
  KNOWLEDGEABLE 4
  INTIMIDATING VISAGE 3
  MOUNT “ROOSEVELT” (a very large draft horse) 2 
      (Companion; MOVE [Run] 2, TOUGHNESS 2)
  EXPLANATIONS 2
  LADY  MISTRA
  Star Power: 3 
  Upgrades Taken: #5, #1, #1
  Qualities
    Mystic Oracle
   “By powers ancient and arcane!” (Catchphrase)
   Wise beyond her years
  Traits
  MOUNT “MIDNIGHT” (a black panther) 5 
      (Companion; MOVE [Run] 3, MOVE [Leap] 2, 
      COMBAT 1, STEALTH 1)
  BATTLE STAFF 3 (Accessory)
  SORCERESS 3 (Versatile: LIGHT BLAST [Area], 
      PROTECTIVE DOME [Deplete - affects any melee  
      weapon]; 3 undefined slots)
  AGILE 3
  CHARMING 2
  UNCANNY INSIGHT 2
  KROME (Redeemed Version)
  Star Power: 3 
  Upgrades Taken: #3, #1, #1
   
  Qualities
    Sentient Robot
   “Existence is binary. I prefer one over zero.” (Catchphrase)
   Built to assist mankind
  Traits
  PARTICLE BEAM PROJECTOR 4 (Action Feature, Area, 
      Big Attack, Devastating, Fickle)
  IMPERVIOUS TO DAMAGE 5 (Deactivate - applied vs. the 
      attacking Trait)
  STRONG 5
  FLYING DISC 4 (Accessory)
  COMPUTER BRAIN 2
  The version of Krome (see pages 13 and 21) given below 
  is for optional use as a PC in case you have a fourth player. 
  Storyline-wise, the other PCs have probably overridden his 
  programming so that he is no longer a villain. The reduced 
  stats here indicate his modified physical composition and 
  his compassion. 
  
  19
  Wasteland 2010
  SLADE MULLIGAN
  Star Power: 2 
   
  Qualities
    Self-proclaimed Lawman
   “I am the law ‘round here!” (Catchphrase)
   Has more than a few screws loose
  Traits
  GUNSLINGER 4 (Action Feature)
  TWIN SHOOTING IRONS 5 (Accessory, Area)
  BRAVE 3 (+2 when facing off against opponents with more 
      Star Power than himself)
  BRAWLER 3
  KNOWS THE LAND 3
  MOUNT “ROY” (horse with western saddle) 1 
      (Companion; MOVE [Run] 3)
  Note: The +2 Situational Boost for BRAVE makes this Trait 5, 
  so when linking, the bonus it provides will be +3.
  Ally GMCs
  CAMMIE
  Star Power: 2 
   
  Qualities
    Wild Woman of the Woods
   “The forest has power.” (Catchphrase)
   Better with animals than people
  Traits
  AT ONE WITH NATURE 3 (Deactivate - affects movement-
      based Traits)
  ATHLETIC 3
  FOREST STEP* 3
  KEEN SENSES 3
  ANIMAL KINSHIP 2
  FUZZBALL 2 (Companion; COMBAT 1, MOVE [Run] 1, 
      STEALTH 1, MANIPULATE 1)
  FLUFFBALL 2 (Companion; COMBAT 1, 
      MOVE [Bounce] 1, THINK 1, TOUGHNESS 1)
  CRUDE WEAPONS 1 (Accessory)
  *This Trait is used to express that Cammie is able to move 
  incredibly fast through the forest, be it swinging from vines, 
  jumping from branch to branch, or standing atop a deer, etc.
  DR. BRETT STAHL
  Star Power: 2 
   
  Qualities
    Head of the scientific branch of the Utopian League
   “I happen to have just the right thing.” (Catchphrase)
   Ingenious Solution 
  Traits
  INTELLIGENT 5
  SCIENTIST 5
  DASHING 4
  HANDSOME 4
  TWO-FISTED HERO 4
  JAY ALCOTT
  Star Power: 2 
   
  Qualities
    VP of the Utopian League
   “We must remain civilized.” (Catchphrase)
   Always has an escape plan
  Traits
  CONNIVING 5
  COVERS HIS TRACKS 5
  INTELLIGENT 5
  NOT EVIL 4
  SNEAKY 3
  DR. VANESSA STAHL
  Star Power: 2 
   
  Qualities
    Teenage Prodigy
   “Let me show you how a woman handles this.” (Catchphrase)
   Crush on Zolgar
  Traits
  SCIENTIST 5
  FULL OF MOXIE 4
  HEADSTRONG 4
  INTELLIGENT 2
  INVENTIONS 1 (Versatile: NEURAL ZAPPER [Deplete - 
      affects mind-based Traits], IONIC BLAST [Area]; 
      2 undefined slots)
  
  20
  Wasteland 2010
  Villainous
  GMCs
  MALEVOLOKK
  Star Power: 4
  Qualities
    Self-proclaimed, would-be godlike ruler of the Wasteland
   “... and that name is Malevolokk!” (Catchphrase)
   Former science professor
  Traits
  MAGICAL GEM 5 (Action Feature)
  MAGIC 5 (Versatile: ARCANE ATTACK [Area], 
      LIFE DRAIN [Deplete - affects physical Traits], 
      TELEPORT; 4 undefined slots; +2 Linked with MAGICAL  
      GEM Trait)
  SCIENTIFIC GENIUS 5 (Versatile: RAY GUN [Devastating], 
      JET-PACK, POWER ARMOR; 4 undefined slots)
  STRONG 3
  TOUGH 3
  THE CRIMSON OVERLORD
  Star Power: 4
  Qualities
    Despotic ruler of the West Coast
   “Bow before your leader!” (Catchphrase)
   “Destroy them all!” (Catchphrase)
  Traits
  STIMBOOST APPARATUS 5 (Action Feature, Fickle)
  SCEPTER 5 (Accessory, Area)
  STRONG 4 (+2 Linked with STIMBOOST)
  TOUGH 4 (+2 Linked with STIMBOOST)
  Note: When linked with STIMBOOST (which has a link value 
  of +3), STRONG and TOUGH are both rated 9 (4+3+2). 
  Yikes! The “Fickle” Special Rule on STIMBOOST is to indi-
  cate the headaches it causes if over-used.
  CAPTAIN CUTTHROAT
  Star Power: 3
  Qualities
    Pirate of the Wastelands
   “Arrrrr!!!” (Catchphrase)
   Swashbuckling
  Traits
  ROBOTIC PARROT “HALLY” 5 (Companion; 
      MOVE [Fly] 2, COMBAT 1, STEALTH 1, TOUGHNESS 1, 
      THINK 1, MANIPULATE 1)
  CRUEL 4
  SABER 3 (Accessory)
  CUNNING 3
  KNOWLEDGE OF THE WASTELANDS 3
  NAVIGATE BY THE STARRRRS 3
  LANDSHIP “NOT-SO-JOLLY ROGER” (Vehicle - Major)
  Not-So-Jolly-Roger
    Mobile home for buccaneers
   Terror of the Wastelands
   Primarily wind-powered
  WELL-FORTIFIED 7
  MASSIVE 5
  CANNONS 5 (Area, Big Attack)
  RAMMING SPEED 5 (Big Attack, +2 vs vehicles and mounts)
  ROAMING BEHEMOTH 4 (Mode of Travel: Ground)
  MUTOR
  Star Power: 3
  Qualities
    Living force of destructive rage
   “Mutor Break!” (Catchphrase)
   Beatdown
  Traits
  MULTIPLE ARMS 3 (Action Feature, +2 vs multiple opponents)
  ARMORED HIDE 7
  STRONG 7
  DESTRUCTIVE RAMPAGE! 5
  INTIMIDATING 5
  LARGE 3
  
  21
  Wasteland 2010
  Eve-L
  Star Power: 3
  Qualities
    Swamp Witch
   “I curse you!” (Catchphrase)
   One with the swamp
  Traits
  ELECTRO BEAMS 5 (Action Feature, Area, Devastating, 
      Disadvantage - Cannot be used without TRIDENT)
  CURSE 5* (Fickle)
  TRIDENT 5 (Accessory)
  AGILE 3
  SWAMP WALK 3**
  *Eve-L’s curse is very nasty. If she is successful using the Trait 
  against an individual, there will be no effect, until the next 
  scene, at which point, they will always roll an additional die 
  for any check, and keep the worse of the results. This curse can 
  only be removed by the Eye of Tapow. She will only curse an 
  individual who has wronged her in some way.
  **In a swamp environment, Eve-L is able to move through the 
  swamp supernaturally. She might appear at one location, and 
  moments later appear at another location, miles away, merely by 
  sinking into the murky waters or walking into impassable reeds.
  KROME
  Star Power: 3
  Qualities
    Genocidal robot
   “Existence is binary” (Catchphrase)
   “Goto 10, Attack!” (Catchphrase)*
  Traits
  1ST PARTICLE BEAM PROJECTOR 9 (Action Feature, 
      Area, Big Attack, Devastating, Fickle)**
  2ND PARTICLE BEAM PROJECTOR 9 (Action Feature,  
      Area, Big Attack, Devastating, Fickle)**
  ROBOTIC BODY 9 (Versatile: STRONG, IMPERVIOUS TO 
      DAMAGE**, ADAPTIVE; 3 undefined slots)
  FLYING DISC 5 (Accessory)
  * “Goto” was an old computer command.
  ** Yes, the PARTICLE BEAM PROJECTOR is listed twice; he 
  has two of them! They are each Fickle. 
  *** When Krome is attacked, he may use his ROBOTIC BODY 
  to defend. As a counter-action on his turn, he may use the 
  IMPERVIOUS TO DAMAGE Sub-Trait as a Deactivating 
  Trait against whatever Trait(s) was used against him.
  Villainous Goons
  MALEVOLOKK’S FOLLOWERS
  Goon Rating: 1
  Special Rules:
      • Hard to Defeat
      • Special Attack (Laser Rifles)
      • Vicious Assault
  LAND PIRATES (Capt. Cutthroat)
  Goon Rating: 1
  Special Rules:
      • Special Attack (Swashbuckling)
      • Specialist (Swashbuckling)
      • Vicious Assault
      • Easily Led
  OVERFIENDS (Crimson Overlord)
  Goon Rating: 2
  Special Rules:
      None
  MARSH DWELLERS (Eve-L)
  Goon Rating: 0
  Special Rules:
      • Fragile
      • Weakness (Not very smart, they  
            can be outwitted by intelligence- 
            related Traits)
  ROBOT RAIDERS (Krome)
  Goon Rating: 2
  Special Rules:
      • Hard to Defeat
      • Vicious Assault
      • Easily Led
  
  22
  Wasteland 2010
  THE APE MAN OF CHICAGO
  (See “The Ape Man of Chicago” episode on page 15)
  Star Power: 2
  Qualities
    Urban Legend
   Misunderstood
   Unable to speak
   “Grrrrrrrrrrr...” (Catchphrase)
   Doesn’t want to fight
  Traits
  LEAP 5 (Action Feature)
  LARGE 7
  STRONG 7
  TOUGH 7
  CLIMB 5
  Critters of the
  Wasteland
  The following creatures all count as animals in the world of the series. They possess mostly animal-level in-
  stincts, and are thus neither “good” nor “bad” in terms of morality. Some of the creatures—the more menac-
  ing ones—are given full stats, while others are created as Goons.
  OCTOFISH
  (See the Mud River description on page 8)
  Star Power: 2
  Qualities
    Massive tentacled mutant menace
   Writhing body
   Powerful
  Traits
  SWALLOW WHOLE 5 (Action Feature, Deplete - affects 
      physical Traits)
  HUGE 7
  CAPSIZE 5 (Big Attack)
  MULTIPLE LIMBS 5 (Area)
  BARBEL FEELERS 5
  SWIM 5
  GLOW SPHERE
  (See the Neverglades description on page 8)
  Star Power: 2
  Qualities
    Wasteland will-o-wisps
   Glowing
   Deadly
  Traits
  MESMERIZING 9 (Action Feature, Area, 
      Deplete - any mental Traits, Deplete - physical Traits)
  FLOATING 2
  SWARM OF GIANT SEWER RATS
  Goon Rating: 1
  Special Rules:
      • Specialist (Stealth)
      • Vicious Assault
      • Fragile
  FLYOTES
  (See the Badlands description on page 8)
  Goon Rating: 2
  Special Rules:
      • Hard to Defeat
      • Special Attack (Fear-inducing howl)
      • Special Attack (Swooping attack)
      • Specialist (Attacking at night)
      • Specialist (Flying)
      • Specialist (Stealth)
      • Vicious Assault
  GIANT ALLIGATOR
  (See the Badlands description on page 8)
  Goon Rating: 2
  Special Rules:
      • Hard to Defeat
      • Special Attack (Massive razor-sharp teeth-filled mouth)
      • Specialist (Swimming)
  
  23
  Wasteland 2010
  Playset Write-Ups
  THE CITADEL 
  Traits
  RESEARCH CENTER 5 (Action Feature)*
  HIDDEN 7
  WELL FORTIFIED 7
  COMMUNICATIONS CENTER 5
  SECRET ENTRANCES 5
  * The Citadel came with a magnifying glass incorporated into 
  the playset, so that kids could actually use it to do their own 
  “research.”
  OVERLORD ISLAND
  Traits
  PA SYSTEM 5 (Action Feature)*
  MOUNTED LASERS 5 (Area, Big Attack)
  FORMERLY AN ISLAND PRISON 5
  JAIL CELLS 5
  SECRET ENTRANCE 4
  SECRET PASSAGES 4
  DOCK 3
  * The PA SYSTEM was actually a voice modulator, a noisy gad-
  get that allowed kids to bellow out nefarious orders, bringing 
  terror to any heroes located on the West Coast!
  
  Also Available!
  Coming Soon!
  www.spectrum-games.com
  
SOURCE: textdata/thevault/Cartoon Action Hour/Season 3/CAHS3 - Wasteland 2010.pdf