Player's Guide

Everything you need to sit down and play your first session in the wasteland.

What Makes Ashfall Different

If you're coming from other RPGs, here's what to expect.

Death Is Real

Characters can die. That's not a bug — it's what makes every decision feel like it matters.

Resources Matter

Ammunition, medical supplies, clean water. Track them. When the party counts their last magazine, that's Ashfall at its best.

Recovery Is Slow

Short rests take 8 hours. Long rests take a full week. You can't power through a ruin by resting after every fight.

Magic Is New

Magic emerged after the apocalypse. It's raw, feared, and barely understood. Casters are pioneers, not professors.

Chrome Costs Humanity

Cybernetic augmentations make you stronger, but they erode your connection to magic. Choose: reliable tech or volatile power.

You Can Try Anything

Combat is one option, never the only one. Sneak, negotiate, hack, collapse the tunnel. The wasteland rewards creativity.

If you love Fallout, Mad Max, The Road, or Metro 2033 — this is your game.

What You Need to Play

TTRPGs are beautifully low-maintenance. Three things. That's it.

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Dice

A set of polyhedral dice — d4, d6, d8, d10, d12, and d20. A free digital dice roller works too.

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Pencil & Paper

Something to write on. Track your character, your gear, and your choices.

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The Rules

Everything is free, right here on this site. No book to buy.

Creating a Character

Character creation follows five straightforward steps. The full rules are in the Character Creation chapter.

A party of wasteland adventurers stand at a crossroads in the ruins
1
Roll or Assign Attributes

Six attributes — Might, Agility, Endurance, Intellect, Wisdom, Presence — define your core capabilities.

2
Choose a Species

Humans are the most common survivors, but the wasteland has changed some people in unexpected ways.

3
Pick a Background

Your life before (or after) The Fall shapes your starting skills and narrative hooks.

4
Choose a Chassis

Five chassis define your physical baseline — hit die, proficiencies, and starting gear. Your chassis doesn't lock you into a role; it's just where you start.

5
Spend Your Starting CP

You get 15 Character Points at Level 1 (20 if Human). Spend them across 11 shared skill trees to pick up combat techniques, magic, support abilities, or anything else. There are no class restrictions.

6
Equip Your Gear

Choose from the equipment list. In the wasteland, your loadout can mean the difference between survival and a shallow grave.

Understanding Combat

Three key concepts to know before your first fight.

A tactical combat scene in the wasteland

3-Action Economy

You get 3 actions per turn, spent however you choose — move, attack, cast, or use abilities in any combination. Plus 1 reaction on others' turns.

Combat Rules →

Bounded Lethality

Bonuses cap at +18. Even high-level characters respect a well-armed raider squad. The wasteland never gets safe.

Combat Rules →

Gritty Rests

Short rests take 8 hours. Long rests take a full week. Resource management is survival — every bullet and bandage counts.

Exploration Rules →

What Play Looks Like

A quick snapshot of the GM-player loop in action.

GM: You're picking through the remains of a fuel depot on the outskirts of Sector 7. The roof caved in long ago — rusted beams jut out like broken ribs. Fresh boot prints lead deeper inside, and you can smell smoke. Not old smoke. Recent.
Mira (Operative): I want to creep along the left wall where the shadows are thickest and get a look at what's inside.
GM: Give me a Stealth check.
Mira: That's a 14 plus my AGI of +3, so 17.
GM: You slide forward without a sound. Forty feet in, past a collapsed shelving unit, you see firelight. Three figures with scrap armor and machetes. Raiders. They haven't noticed you.
Dax (Gunslinger): I find an elevated spot — a broken beam or staircase — somewhere with a clear sight line.
GM: There's a half-collapsed staircase to a second-floor office. You get up there and can see all three through the gaps in the floor. You have the drop.
Sable (Medic): How many stim-patches do I have left?
GM: Two stim-patches and one vial of coagulant. That's it until you find more.
Sable: Two. Great. Nobody get shot more than twice.
GM: Mira — one of the raiders stands up and walks toward your position. What do you do?
Mira: I flash the hand signal. We go now.
GM: Roll initiative. Dax, you're first — three actions, what are you doing?
Dax: Move to lean out and brace my rifle. Strike — I fire at the one with the pipe rifle. That's 18 to hit. Third action: Pinning Fire to suppress the others.
GM: 18 hits. She staggers and drops the rifle. The other two flinch as shots chew into the concrete around them — they're suppressed. Mira, you're next, and they still don't know where you are.

Common Questions

Answers to what new players actually ask.

Do I need to know all the rules?

Not at all. Your job is to describe what your character tries to do — "I want to sneak past the sentry" or "I shoot at the raider" — and the GM handles which rules apply. You'll pick up the mechanics naturally as you play.

Do I need to do a voice?

No. Saying "my character tries to talk the merchant into lowering the price" works just as well as acting it out. Play at whatever level of immersion feels comfortable.

How is this different from D&D?

Grittier and deadlier. Resources like ammo and medical supplies matter. A short rest takes 8 hours and a long rest takes a full week. Magic is new and feared. The tone is survival-first, heroics-second.

Can my character die?

Yes, and that's by design. The real threat of death is what makes every decision feel like it matters. If your character dies, you create a new one and the GM works them into the story.

What if I've never played a TTRPG?

Ashfall is a great place to start. The core of play is simple: describe what your character does, roll a d20 when the outcome is uncertain, add a modifier. In combat you get three actions per turn, so you always know your options.

How long does a session take?

Most groups play 2-4 hours. Some sessions are all tense negotiation with no combat; others are one long firefight. Both are normal.

Can I play online?

Absolutely. Voice chat, a free dice roller, and optionally a VTT like Foundry or Roll20. Ashfall works just as well over a screen as around a table.

What's the deal with magic and augmentations?

Augmentations are reliable tech upgrades. Magic is volatile but powerful. The catch: every augmentation erodes your Humanity score, making magic harder to use. You can lean into one, dabble in both, but mastering both isn't possible.

What chassis should I pick?

Pick the one that fits your concept. Heavy chassis: d12 HD, best defenses — great for frontline fighters. Striker: d8 HD, high damage output. Specialist: d8 HD, flexible skills and a technical edge. Adept: d6 HD, suited for magic and support. Survivor: d10 HD, built tough for wasteland exploration and social play. Your chassis sets your physical baseline but doesn't lock your build — spend CP in any skill tree you want. If you want a ready-made path, check the archetype guides (Warrior, Mystic, Operative, etc.) for suggested CP spending.

Ready to Dive In?

The wasteland is waiting. Read the rules or start building your survivor.