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DustWorld Comments(formerly rules thread)

Awhile back, I created a homebrewed RPG system, called DustWorld. I have built this system completely from the ground up, and I'm currently refining it in the hopes of bringing it over to Enupnion so you can enjoy some post-apocalyptic vehicular-based-fighting Mad Max-like goodness. Sadly, I can't do this alone(or am having a hard time doing it alone), and would like it if you guys got in on it. Let's make it a group effort, eh? =)

Here's what I have.

Stats: Roll 2d6 for Gunnery, Driving, and Physical Durability.

Deciding Who Goes First: First, the DM rolls initiative for all characters, friendly NPCs, and enemies, using 3d6. Depending on results, each person/NPC/hostile character will take their turn in attacking.

After Initiative: After initiative, comes Action. Each character rolls three 3d6 for the following: Accuracy, Maneuverability, Stabilization, and Radar Reliability.

What's What: Accuracy is how well your weapons will hit your target. To actually hit your target, you must beat your target's Maneuverability roll. Maneuverability will determine how easily you will avoid enemy fire. Stabilization helps determine if your vehicle stays on it's wheels/treads after being hit with a heavy weapon such as a Mortar, Cannon, Rocket Launcher, or Grenade Launcher. Gunnery is also enhanced by the type of enemy vehicle you are shooting at. If you are shooting at Runners, you recieve no bonus. If you are shooting at Rigs, you recieve +1 to all Accuracy rolls. If you are shooting at Big Rigs, you recieve +2 to all Accuracy rolls. If you are shooting at tanks, you recieve +3, and if you are shooting at Walkers, you recieve +4.

Stat Bonuses to Rolls: Gunnery stat is added to your Accuracy roll as a bonus, Driving is added to Maneuverability in the same way, and it's the same thing with Radar/Radar Reliability.

Damage: Vehicles have armor on six(or more, depending on how many tires there are) areas of their 'body.' Rear bumper, forward bumper, tires, sides, and front. If all of the armor on a part of the vehicle is destroyed, then that part of the vehicle begins to suffer internal damage. If enough internal damage is suffered on any part of the body, the vehicle either explodes, or tumbles out of control. Either way, you'll have to make an eject roll.

Ejecting: If your vehicle is destroyed, then there is a chance you may eject. If you want to eject, then you roll 2d6. If you roll less than a total of 6, you do not eject and are killed as your vehicle explodes. If you roll 6, you punch out, but your parachute does not deploy and you come crashing to the ground nearby, making you a potential target for hostiles, and you take four hits to PD. If you roll 7 or 8, you successfully eject and your parachute deploys, but take two hits to your PD. If you roll 9 or 10, then you do the same thing as 7 or 8, except you only take 1 point of damage to PD. If you roll 11 or 12, you punch out and your parachute deploys, but take no hits to PD.

Movement: Based on the movement speed a vehicle has. Simply put, if a vehicle has a speed rating of 3 then it moves 30 meters per turn at max. Of course, most vehicles don't HAVE a movement rating of 3. You don't HAVE to go at a vehicle's max speed. You also recieve a -1 accuracy penalty when you shoot at enemy vehicles when moving at top speed. This rule does not apply to tanks or Big Rigs.

Physical Durability: PD is like HP to this system. Too much damage, and you'll die. Period. You can take PD damage when an enemy tries to make a Called Shot on the driver's seat, as well as when you make a lower-numbered roll on an eject roll.

Called Shots: A Called Shot is an attack aimed at a specific area on an enemy vehicle. The damage from that shot will be concentrated on a certain area, but there is a -5 Accuracy penalty to all rolls to attack made using Called Shots.

Night Fighting: Everyone suffers a -2 to Accuracy during battles at night.

Perks: Perks are effects that you can choose over the course of the game that are unique to your character. Beginning at level 1, you can choose two Perks. Every five levels after level 1, you get to pick an additional Perk. These feats increase your capability to use certain types of weapons and vehicles, and some have other effects as well. The Perks are as follows:

Talented: Gain +1 to all Driving rolls when driving a vehicle of your choice. Can only be taken once per vehicle type.

Grenadier: Negates penalty to Accuracy rolls when using Grenade Launchers and Mortars.

Will to Live: Gain +1 to PD each level.

Sharpshooter: Gain +3 to Accuracy when using any weapon while moving at top speed.

Evasive Expert: Gain +2 to all Maneuverability rolls.

Night Owl: Negates penalty to Accuracy rolls when fighting at night, due to better vision.

"Game Over, Man! Game Over!" : Gain +1 to Eject rolls.

Improvisor: When using 'jury-rigged' weapons, you gain +3 to Accuracy rolls.

Hotheaded: When you lose 50% or more of your PD, you gain +5 to all Accuracy and Maneuverability rolls for five rounds.




Can I get a volunteer in helping me fix the stats and skills system?
Keledrath

I thought that the system was okay.  My problem when I played this is that the random encounters were a little too random.  And the whole "level up at x kills thing ticked me off when we got into a situation where I took an enemy down to 1 point then someone else killed him and I got nothing.
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Alright, this is what I've got for the DustWorld system thus far. I've taken some advice from family members at home, and good friends here on Enupnion, and took alot of inspiration from games such as Aftermath(mutations), the GURPS RPG construction system(attributes and skills), and Car Wars(weight limits for vehicles). Prepare for a wall of text, ladies and gentlemen. This system was built from the ground up, rather than just refitted from some other game.

Now, keep in mind, this game system has alot of text revolving around combat, vehicles, and other things, because a decent-sized portion of the game system will still be buggy. All dice used are d6s.

Character Creation
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Character creation is entirely centered around a point-buy system, with three types of points.

Skill Points are points that you put into Skills you want your character to have, or be good at. To start the game off, characters have twenty-five Skill Points.

Attribute Points are similar to Skill Points, except with Attributes. To start the game off, characters have twenty Attribute Points.

Mutation Points are points that a character gets when they spend too long in a radiation-heavy area. When a character earns a Mutation Point, they can spend it on a mutation of their choice, which will have a positive and negative effect. This is to further allow players to customize their characters. Characters can have Mutation Points at the beginning of the game if they select a Background that allows it.

All characters start off with all Attributes at 8, and all Skills at 0(though they get a +2 bonus from all Attributes being at 8.).

Add any relevant Background and Mutation modifiers, and then begin allocating your points accordingly.

Attributes
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There are five Attributes in the game; Muscle, Intelligence, Agility, Charisma, and Common Sense.

Muscle is, simply put, strength. It affects your health, and how much your character can personally carry. For 2 points you have in Muscle, you get 5 points to Physical Durability, and you can carry 2 Poks for every point in Muscle.

Intelligence is(naturally)how smart your character is. Also, it provides bonuses to Mechanics skills. For every 4 points in Intelligence, all Mechanics skills get a +1 bonus.

Agility determines how fast and agile your character is. For every 4 points in Agility, all Driving and Weapons skills get a +1 bonus.

Charisma determines how people react to your character, and their social skills. It is a combination of looks, personal magnetism, leadership skills, and social skills. For every 4 points in Charisma, all Interaction skills get a +1 bonus, and for every 10 points in Charisma, you can get an NPC follower that levels up as you do, if you try to Persuade someone to join you.

Common Sense determines just how well your character can do various things, particularly, making heads-or-tails of what you want to eat. Is it safe to eat? Should I look at some other part of this thing's body for food? For every 4 points in Common Sense, all Survival skills get a +1 bonus.

Skills and Skill Categories
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The different Skills are broken down into six categories: Weapons, Interaction, Survival, Driving, Thieving and Mechanics.

Vehicle Weapons centers around the use of different weapons mounted on your vehicles. Naturally. The Vehicle Weapons skills are Heavy Weapons, Energy Weapons, and Ballistic Weapons.

Firearms centers around the use of different firearms that you use when fighting on foot. The Firearms skills are Pistols, Rifles, and Heavy Weapons.

Melee Weapons centers around the use of close-range weapons that you use when you're too close to make effective use of firearms. The Melee Weapons skills are Spear, Axe, Blade, Hand-to-Hand, and Blunt Weapons.

Interaction covers the skills neccessary for interacting with other people. These Skills include Haggle, Persuade, Intimidate, Detect Motive, and Bluff.

Survival skills center around surviving out in the wastelands. These skills include Scavenging, Hunting, Cooking, First Aid and Perception.

Driving Skills cover just how good you are at driving different types of vehicles. The Skills are Runner, Rig, Big Rig, Tank, and Dodge.

Mechanics cover how good you are at doing your own repairs and modifications to your vehicle. Such Skills include Modification, Repair, Identification and Computer Use.

Thievery determines how good your character is at sneaking, stealing, and so on. The Thievery skills are Sneak, Pickpocket, and Forgery.

To cover each individual skill in depth, we'll go by category.

The Weapon Skills are fairly self-explanatory; Put skill points in them, and you get to be good with their associated Weapons. Same thing for Driving skills, the only difference being Dodge, which, while TECHNICALLY a driving skill, is the bonus you get to dodging weaponsfire while on foot.

Survival, Mechanics, and Interaction skills are all a little different.

Survival skills all center around keeping your character alive while away from towns and cities, and as such, can be a great help. Scavenging helps determine if you can find any useful parts or equipment on the wreckage of a destroyed vehicle, or on someone's dead body. Essentially, picking the corpse clean like a vulture. Hunting centers around killing local mutated animals for food, and knowing which parts are good to eat. Cooking centers around making unfit-for-consumption parts of an animal safe to eat. First Aid centers around knowledge of wounds, and how to heal them. Perception is more of an all-purpose skill, but I threw it into Survival because it fits. Perception centers around being able to see and hear things, usually things seen out on the horizon, such as random encounters. If you put alot of skill points into Perception, you most likely have the hearing of a rabbit and the eyesight of a cat. Good for you.

Mechanics skills center around modifying and repairing your vehicle. Modification determines whether or not you'll be capable of taking out a certain part and putting a new one in. Repair determines whether or not you'll be able to repair a certain amount of damage done to your vehicle. Identification determines whether or not you'll be capable of figuring out just exactly what it is you're working with in terms of parts. Anyone knows what a power plant looks like, but what TYPE of power plant is it? Will it be able to power your Big Rig? Identification works very well in tandem with Scavenging. Computer Use is another of those all-purpose skills, but I threw it into Mechanics. Computer Use centers around typing, hacking, and protecting computers from hackers. Hacking computers can gain you access to old, abandoned army facilities left over from World War III, quarantined towns and cities, and even armories. It can also gain you access to sattelites that survived the war, and various types of terminals can give you useful information.

Interaction skills center around interacting with NPCs, and gathering information from them. Haggle is pretty self-explanatory. Persuade involves convincing someone to do what you want without scaring them, or lying. Bluff pretty much involves the same thing, except you're simply lying. Intimidate involves convincing someone to do what you want under threat of injury or death. Detect Motive involves disguising your intent from others; In other words, the polar opposite of Bluff.

Thievery involves conducting illegal, and potentially dangerous, acts. The skills include Sneak, Pickpocket, and Forgery. Sneak involves passing by someone undetected, or sneaking into an area without being spotted. Pickpocket involves picking someone's pockets, and taking whatever is inside them without being detected. It also covers putting stuff in them. Forgery involves imitating the handwriting of any given person. The more unique that person's handwriting is, the higher the DC of the skill check needed to imitate that handwriting.

Every skill and skill category covers something that's important to the game, so unless you have a large group playing with you, you'll want a little of everything.

Difficulty Classes
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Difficulty Classes are how difficult a certain task is, or how hard a certain piece of equipment is to use or install. Most rolls in the game require you to beat a Difficulty Classes. Different tasks have different Difficulty Classes.

For example, if you were trying to convince a man to leave a person he was annoying alone, then you must make a Persuade roll to beat a DC of 5. Roll two dice, and then add your Persuade skill level to the roll. If you get 5 or higher, then you succeed.

Weapons have DCs too. If you fire a weapon, your skill level with that weapon type must meet it's DC, or you will suffer a penalty to all Accuracy rolls made when you use that weapon. If your skill level is higher than the DL, you get a bonus. The same rule applies to Driving skills and vehicles.

Vehicle Armor and Internal Structure
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Armor is like the health of your vehicle. Each part of your vehicle(sides, top, bottom, front, rear, and tires) has Armor, as well as Internal Structure. There are different types of armor that can be mounted on your vehicle, but Internal Structure is always the same.

Whenever a section of your vehicle takes damage, you subtract the damage dealt from the armor on the section that has been damaged. Different types of armor can lower the damage dealt from certain types of weapons, so add any relevant modifiers. If the vehicle is hit by a Heavy weapon, then roll three dice to decide if the vehicle spins out of control with a DC of 15, and add the character's Driving skill.

Once Armor is gone, that section's Internal Structure is exposed. Internal Structure takes double damage, and if it is destroyed, then the whole vehicle spins out of control, or explodes.

Vehicle Combat
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First, the Game Master rolls for initiative. Initiative determines who's turn it is first during the battle. Roll three dice for each person to determine order; if two people get the same total number on a roll, roll again.

Once Initiative is completed, players and enemies can begin attacking each-other upon getting their opponents to enter the firing range of their weapons. Characters with higher Initiative go first. Attackers roll two dice for each weapon, and add the total skill of the weapon types being fired to the relevant weapon; For example, the attacker fires two weapons, each weapon being fired is a Machine Gun, so the attacker's Ballistic Weapon skill is added to the roll. The target rolls two dice, and adds his Driving skill to the roll. The attacker's roll is referred to as an Accuracy roll, while the target's roll is referred to as an Evasion roll.

During attacks, your enemy must be within range of the weapons you are firing. Characters can only fire two weapons per turn, unless they are Heavy weapons, in which case only one weapon may be fired. Vehicles may move at max speed during combat, but for every 80 Feet per Second the vehicle is going, the character suffers a -1 penalty to Accuracy rolls. If a shot hits, the Game Master decides where the shot hits(<----This is the one problem I've had with the whole game system; No truly effective way of deciding where weaponsfire hits an enemy vehicle.) When a section of a vehicle is hit, then the Armor of that part of the vehicle takes damage. If Armor on a certain area is destroyed, then the Internal Structure takes damage. If Internal Structure is destroyed, then the whole vehicle spins out of control, or explodes. Either way, an Ejection roll is required.

Continue this process until the battle is over.

Ejection
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When your vehicle suffers too much Internal Structure damage, you can eject from it. Make a DC 3 roll, with one die, with no modifiers.

Character Armor and Damage
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Characters take damage as well. While Internal Structure takes double damage, characters personally take quadruple damage if hit by a vehicle's weapons. Often, such damage is suffered when a vehicle's Driver's Seat Armor is destroyed. If a character takes too much damage, they die. Any armor a character wears works as Armor on a vehicle, taking double damage from vehicle weapons rather than quadruple damage.

Characters take full damage from Handheld Weapons while wearing Armor, and double damage without it.

Foot Combat
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Foot Combat is different from Vehicle Combat, the only real similarity being that Initiative works the same.

Everyone moves at a rate of 5 Feet per Second, unless they are carrying more weight than their Muscle permits. If someone has more weight than their Muscle permits, they cannot move.

Called Shots, Sprinting, and Cover
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While on foot, if a character is in a fight, they can perform certain special actions during the battle that could easily tip the scales. These are called Called Shots, Taking Cover, and Sprinting.

If a player desires, they can make a Called Shot. A Called Shot is when a character specifically aims for a certain body part on an opponent's body. Each body part that is hit will cause the enemy to suffer a certain penalty. A Called Shot to a foot will result in that person no longer being able to Sprint. A Called Shot to an arm will result in that person suffering a -3 to all Accuracy rolls. A Called Shot to a leg will result in that person suffering a -3 Feet per turn penalty to movement, but they can still Sprint. A Called Shot to a hand will result in that hand no longer being usable to that person for wielding a weapon; if the person in question wields more than one weapon, they may still use the weapon in their other hand to fight. A Called Shot to the head will result in the target dying instantly. Called Shots to the head have a -15 penalty to Accuracy.

While making a Called Shot, a player must not attack for 1 round, and then makes their attack on the next round, if the enemy has not entered any kind of Cover higher than Minor. Damage is dealt as normal, and Accuracy and Evasion rolls are rolled as normal, with appropriate modifiers in place. All damage and penalties suffered from a successful Called Shots is healed when the character visits a doctor, or makes a DC 25 First Aid skill check.

Sprinting gives players a +10 Feet per turn bonus, but they cannot attack that round.

Taking Cover gives players a bonus to Evasion rolls whenever they are shot at while in cover. The Cover ratings are Minimal, Minor, Moderate, Heavy, and Secure. Minimal Cover provides a +1 bonus to Evasion rolls, while Minor provides anywhere from +2 to +4(GM's discretion). Moderate provides +5 to +8. Heavy provides +9 to +13. Heavy provides +14 to +17. Secure provides a whopping +20 and higher. While taking cover, any attacks the player makes suffer a -2 penalty to Accuracy. Players cannot make Called Shots while in Cover.

Handling
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Handling is a vehicle's own bonus or penalty to Evasion rolls. Every vehicle has one. Handling will drastically impact whether or not you get your bumper sticker shot clean off your rear by some joyrider, or avoid the weaponsfire.

Weight
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All weapons, armor, tires power plants, and shocks weigh different amounts, and different vehicles and models of vehicles can hold different amounts of weight. This weight is measured in a new type of weight measurement, called Poks. All vehicles have a weight limit, and this weight limit must not be surpassed, or the vehicle will not move at all.

Characters have a weight limit as well, restricting how much weight in weapons, armor, and tools that they can carry. This is effected by their Muscle attribute.

Weapons
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Weapons fall into three categories: Heavy, Energy, and Ballistic.

Heavy weapons usually have long range, and excessive damage, but you really need to pour skill points into the Heavy Weapons skill to use them effectively, and if using Heavy weapons, then they can be the only weapon you fire that turn.

Energy Weapons have moderate range, don't need ammunition, and deal decent damage. The offset is that they are heavier than Ballistic weapons, and can overheat and explode if used too much. All Energy Weapons have a Heat Limit. If the Heat Limit is reached, then the weapon must stop firing. If fired again after reaching the Heat Limit, the weapon explodes and deals 30 points of damage to Armor and Internal Structure to the section that the weapon is mounted on, and any neighboring sections.

Ballistic Weapons have short range, deal minor damage, and can be fired in numbers, unlike Heavy Weapons. There is no Heat Limit like with Energy Weapons, and most Ballistic weapons are lighter than either of the other two types, allowing you to mount more of them.

Personal Weapons are weapons that a character personally wields. These include rifles, pistols, military-grade weapons, handheld artillery, and shotguns, as well as many others. Any weapon with the word 'Pistol' in it's name can be dual-wielded with another Pistol for a -3 penalty to Accuracy, allowing both weapons to be fired in the same round.

There will be a weapon list near the bottom.

Armor
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Different armor types exist. Each armor type is useful against a certain type of weapon, or can be general-purpose armor. For example, Reactive Armor protects better against Ballistic weapons than Energy weapons. Fragmentation-Protected armor is suited to defending against Heavy Weapons, however. If an armor type is hit by the weapon type that it protects against, then it works as damage reduction; As indicated by the armor type, certain weapon types will deal less damage than they should. Different armor types weigh more or less, depending on the protection they offer.

Characters can also wear armor, to protect them from weaponsfire. It won't last long against vehicle-mounted guns, but it will protect them from firearms. While wearing any type of Powered Armor, characters may dual-wield any weapon as if it were a Pistol, except for Chainguns and Miniguns. The accuracy penalty for dual-wielding Pistols is also removed.

There will be an armor list near the bottom.

Shocks
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Shocks add a bonus to Evasion rolls, providing tighter, easier handling. Different types of Shocks exist, with different bonuses, Modification DCs, and other such things. All Shocks are compatible with all vehicles.

There will be a Shock list at the bottom.

Tires
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Tires are rubber things wrapped around wheels that make the whole vehicle move, and are all-important in Dustworld. The only real difference between tires is damage reduction, and Armor/Internal Structure, but that can easily make the difference in a firefight if your GM spontaneously decides to have a burst of Machine Gun fire hit your tires, and send you spinning out of control.

Power Plants
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Power Plants are neccessary to power your vehicle. Better power plants tend to weigh more, but make your vehicle go faster. Five different kinds of power plants exist: Combustion, Solar, Fusion, Lithium, and Plasma. Combustion and Solar engines tend to be bulky and heavy, but give off a decent amount of power. Fusion engines are very big and heavy, but give off a significant amount of power. Lithium is slightly different, but weighs less, at the cost of less power. Plasma batteries are expensive, and light, but give off tremendous amounts of energy. They are highly sought after.

All power plants have a rating of Class 1 to Class 5. Class 5 power plants give off less power than one of a Class 4 variety, and so on. They weigh the same as other Power Plants of the same type, however.

All vehicles have different movement rates, depending on the power plant installed into them. Big Rigs suffer a -25% movement speed penalty, while Runners get a 50% increase. Tanks suffer a 50% movement speed penalty. Rigs recieve the power plant's speed as normal.

The stats of power plants are listed near the bottom.

Hardpoints
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Hardpoints are where weapons and power plants are installed into vehicles. Different vehicle models have different numbers of hardpoints on different parts of the vehicle.

Vehicles
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Vehicles come in four types: Runners(armed motorbikes), Rigs(armed cars), Big Rigs(armed trucks), and Tanks(yeah, you already know this.).

Each vehicle has a different series of models with different weight limits, and numbers of hardpoints. These will all impact how far you can go with your vehicle's modification. There will be a list of available vehicle models for each vehicle type that I will make later.

Experience Points
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Experience Points are earned for completing quests, killing enemies, and doing certain things successfully. Everything you successfully do earns you experience. The only difference between the experience earned from such things is how difficult the task was. I will soon create an Experience Chart, indicating what successful actions earn what amounts of XP.

Leveling Up
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Every time a character reaches the required experience for leveling up for their level, they gain 5 Skill Points, and 1 Attribute Point. The player can spend these as they see fit, but they must spend them when they get them. Every level, the required XP to get the next level increases by 500. For example, a Level 1 character would need to get 1000 XP to reach Level 2, but a Level 2 character must get another 1500 to get to Level 3.

Mutations
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You gain mutations by spending time in radiation-heavy zones. The entire planet is divided into three types of zones: Red, Yellow, and Green. Red Zones are so radiation-heavy that if you enter, and stay for more than 24 hours, you will recieve a mutation point. Yellow Zones are radiation-heavy, but not to the point of the Red Zones. If you stay in a Yellow Zone for a week, you gain a mutation point. Green Zones are almost clean of radiation, so staying in these will not earn you any mutation points.

Most of the wastelands are Yellow Zones. Most major cities left over from the war, and their immediate neighboring towns are in Green Zones. Some regions of the wastelands are covered in puddles of nuclear waste, and are considered Red Zones.

All Mutations can stack, and can be chosen more than once.

Services
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Most settlements offer services of various types.

Mechanics repair and refit vehicles for a price.

Bars often have rumors regarding the area around the settlement that could pay off if listened to. Also, they sell drinks and food.

Doctors heal all damage done to characters. They cannot cure mutations.

Weapon and Armor shops do what it sounds like: Sell weapons and armor.

Shops for basic neccessities sell food and water, which is important for survival.

Auto Parts stores sell Engines, Tires, and Shocks.

Money
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Money goes like so.

Caps are bottle caps left over from before the war. They are the equivalent of pocket change.

Coins are any Old World coin from before the war. 100 Caps add up to a single Coin.

Slips are any Old World paper money pieces. 100 Coins add up to a single Slip.

Orbs are a failed attempt to create a mainstream currency. Despite the failure to make enough of them for everyone to use, they are very valuable. 100 Slips add up to a single Orb.

Settlements
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Settlements come in five types: Camps, Villages, Towns, Cities, and Capitals.

Camps are small, temporary settlements, often made by bandits and freelancers out in the wastelands. These places have no shops or services. Found in Yellow Zones and Red Zones.

Villages are small, undefended, permenant settlements on the edges of the border of city-states. They are also called 'frontier towns.' They often have bars, and shops for basic neccessities, such as food and water, and mechanics. Found in Yellow Zones.

Towns are lightly defended settlements, a bit further into the borders of city-states. They have small militia garrisons that protect them from bandit attacks. They have bars, shops for basic neccessities, weapon shops, armor shops, doctors, and mechanics. Found in Yellow Zones, and to a lesser extent, Green Zones.

Cities are heavily defended, large settlements that are very far into the borders of city-states. The people in these places never deal with bandit attacks, and have huge militia garrisons. They have bars, shops for basic neccessities, vehicle dealers, weapon shops, mechanics, and doctors. Found in Green Zones, and to a lesser extent, Yellow Zones.

Capitals have all services, and massive militia garrisons. They are essentially large, utopia-like cities, often inhabited by exceedingly wealthy people. Found only in Green Zones.

Food and Water
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Your character must eat something every 24 hours, or suffer a -1 penalty to all Attributes. If your character eats nothing for a week, your character dies.

Water is all-important; all characters must drink at least two bottles of water each day. If you fail to do this for three days, then your character dies.

Backgrounds
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A Background is a character's upbringing and life prior to the events of the game. You can choose one of several backgrounds, listed near the bottom, or simply have no background at all. Every background will give you a series of bonuses and penalties to skills and attributes.

Background List
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Tribal

You were a member of one of the Wandering Tribes, but were forced to leave because you broke their laws by wielding one of their holy artifact weapons, a 'plasma pistol' constructed by the god DethTek, to protect yourself against a bandit warband. Years of surviving in the wasteland have given you a +2 bonus to Common Sense, but your lack of knowledge of etiquette in the 'civilized' societies of the city-states has caused you to suffer a -2 penalty to Charisma. Due to radiation in the wastelands that you have wandered through, you also recieve 1 Mutation Point.

Bandit

You are one of the many thieving and murdering scum of the wastelands. You gain a +1 to Agility because you have spent time fighting militia and freelancers out in the wastelands, but you suffer a -1 penalty to Intelligence because you dropped out of school to become a bandit.

Yellow Zone Dweller

You've lived in a radiation-heavy Yellow Zone all your life. You start the game with 3 Mutation Points.

Militia Training

You've recieved training to join the militia of your hometown, but you were drummed out for being flat-footed. You recieve a +1 to Agility, but suffer a -1 penalty to Common Sense.

Travelling Merchant

You have been doing business with the denizens of the wastelands for quite some time. You recieve a +2 bonus to Charisma and a -2 penalty to Agility.

Escaped Gladiator

You are a runaway slave from the Gladiator Pits of Chicago. Your hard life of fighting in the Pits for wealthy audiences has given you a +2 bonus to Agility and Muscle, and a -2 penalty to Intelligence and Common Sense.

Holy Order Initiate

You are an Initiate in the Holy Order of the Divine Machine. You were raised in a society that is dedicated entirely to the upgrading and modification of Old World technology. You recieve a +2 bonus to Intelligence and Agility, due to your extensive knowledge of machines and weapons training for self-defense in the Wastelands. You suffer a -2 penalty to Charisma and Common Sense because of this.

Black Hand Operative

You are a former operative of the Black Hand in New York. Your life a sort of secret agent has given you quite the poker face, and some fighting skills. You get +2 to Charisma, and +1 to Agility, but suffer a -3 penalty to Common Sense, because you never left New York until recently, and have limited knowledge of survival.

Vehicle List and Stats
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Runners

Banshee

Price: 65 Slips
Weight Limit: 300 Poks
Armor Plates per Section: 1
Number of Weapon Hardpoints: 5. 2 on the front of the vehicle, 2 on the sides, and 1 on the rear.
Handling: 0
Background: The Banshee is named as such because any power plants it uses create a high-pitched shrieking sound while the vehicle is operational. An interesting trait of the Banshee is it's rear weapon, which loops up over the driver's seat, and can rotate in a 360 degree angle to hit targets all around the vehicle in every direction. The sheer firepower of the Banshee is offset by it's lack of good handling. Heavy-duty shocks are advised.

Bloodhound

Price: 60 Slips
Weight Limit: 250 Poks
Armor Plates per Section: 1
Number of Weapon Hardpoints: 4. 2 on the sides, 1 on the front, and 1 on the rear.
Handling: 3
Background: The Bloodhound is a well-rounded Runner, with a decent number of weapon hardpoints, and good handling. The Bloodhound generally looks ugly, with it's rear weapon just hanging out of the back, but it is a favorite of the ragtag bandits out in the wastelands, because of it's reliable handling, availability, and the ability to mount a rear weapon for protection, a luxury denied to the infamous Hawk design.

Hawk

Price: 50 Slips
Weight Limit: 250 Poks
Armor Plates per Section: 1
Number of Weapon Hardpoints: 3. 2 on the sides, 1 on the front.
Handling: 5
Background: The Hawk is the first Runner to ever be mass-produced. It's model has seen multiple adjustments over the years, and it's handling is excellent, at the cost of firepower. The model lacks a rear weapon hardpoint, making it easy to get behind a Hawk and outright ravage it, but this vehicle, while under the control of a skilled driver, is simply going to outrun whoever tried to get behind it, turn around, and then open up. Needless to say, the Hawk is a very infamous design simply because of it's handling.

Pirahna

Price: 75 Slips
Weight Limit: 250 Poks
Armor Plates per Section: 1
Number of Weapon Hardpoints: 4. 2 on the sides, 2 on the rear.
Handling: 2
Background: The Pirahna is an unorthodox design, mounting two rear weapons, rather than one, like the Banshee and Bloodhound. On the upside, this unorthodox design makes it nearly impossible to get behind a Pirahna without recieving a large and dangerous gift basket of death from the rear guns. The side guns allow the Pirahna to remain defended on the front as well, thus making the Pirahna a difficult target, especially if it is piloted by a skilled driver.

Knight

Price: 1 Orb
Weight Limit: 350 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 6, 2 on each side, and 2 on the rear.
Handling: -2
Background: The Knight is generally considered a difficult-to-operate design, due to it's handling being worse than the Banshee. This, however, is offset by the sheer weight it can carry and the amount of guns that can be mounted on it. Difficult to destroy because of the armor it can mount, and difficult to survive because of the weapons it can fire, the Knight has been deemed 'a tank among Runners.

Rigs

Crusader

Price: 1 Orb and 10 Slips
Weight Limit: 400 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 6. 1 on top, 2 on each side, 1 on the front.
Handling: -2
Background: The Crusader is considered a tried-and-true design. The turret on the top of the vehicle's roof is(like all other guns mounted on the roof) capable of rotating 360 degrees, like the rear turret of a Banshee Runner. The Crusader has become increasingly popular because of it's reliability as a major weapon on the battlefield of the wastelands, and can be seen just about anywhere.

Valkyrie

Price: 1 Orb, 20 Slips
Weight Limit: 500 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 7. 2 on top, 2 on each side, 1 on the rear.
Handling: -3
Background: The Valkyrie is a design that has grown increasingly viable over the past decade. Despite poor handling compared to vehicles such as Runners, it has enough hardpoints to mount a large array of weapons, and as a result, ruin anyone's day. That is the Valkyrie's only true strength, but it's a strength that makes enemy vehicles burst into fireballs of death all the time.

Wolfhound

Price: 1 Orb, 20 Slips
Weight Limit: 350 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 5. 2 on the front, 1 on each side, 1 on top.
Handling: 0
Background: With better handling than any other Rig, the Wolfhound comes from the same creators as the Bloodhound, and shares many of the same traits. The vehicle is famous for it's handling, and it's ugly look, which are traits the Bloodhound is known for. It has less guns than any other Rig, but the handling of the vehicle definitely offsets the disadvantage in firepower.

Dragon

Price: 1 Orb, 30 Slips
Weight Limit: 400 Poks
Armor Plates per Section: 2
Number of Weapon Hardpoints: 6. 2 on the front, 1 on each side, 1 on top, 1 on the rear.
Handling: -2
Background: The Dragon is the only known vehicle not produced in North America after the war. It is actually imported from what used to be Japan. As such, it is not often seen, but it's handling and the number of weapon hardpoints really help to make it a well-rounded vehicle.

Big Rigs

Mule

Price: 1 Orb, 50 Slips
Weight Limit: 900 Poks
Armor Plates per Section: 3
Number of Weapon Hardpoints: 10. 6 on top, 2 on front, 1 on each side.
Handling: -6
Background: The Mule is the most common, and most reliable Big Rig besides the Rhino to see service in North America. As a result, it is a common sight on the roads, and in the wastelands. Bandits and freelancers often make use of them as a sort of heavy artillery vehicle, but it also serves a nice cargo-hauling role, similar to it's cousin, the Rhino.

Rhino

Price: 2 Orbs
Weight Limit: 900 Poks
Armor Plates per Section: 3
Number of Weapon Hardpoints: 8. 6 on top, 2 on rear.
Handling: -5
Background: The Rhino's handling isn't much better than the Mule's, and the lack of forward and side weapons make it that much more vulnerable. The Rhino, however, despite these shortcomings, remains one of the two most common Big Rigs in North America, mostly because of availability, cargo space, and cheapness.

Jupiter

Price: 5 Orbs
Weight Limit: 1300 Poks
Armor Plates per Section: 5
Number of Weapon Hardpoints: 14. 6 on top, 2 on rear, 2 on front, 2 on each side.
Handling: -8
Background: The Jupiter is a Big Rig with one role in mind: Combat. Jupiters are expensive, huge, hard to handle, and generally nasty if outfitted properly, and that's exactly why people like using them. A properly-equipped Jupiter's only real rival is a tank, and as such, Jupiters should only be engaged with extreme caution.

Atlas

Price: 3 Orbs
Weight Limit: 1200 Poks
Armor Plates per Section: 3
Number of Weapon Hardpoints: 4. 1 on front, 1 on top, one on each side.
Handling: -6
Background: The Atlas is a cargo-hauler. Plain and simple. That's what it was designed to do. However, because of this, it has the most cargo space of any vehicle in existence; Moreso than even the Rhino and Mule. However, because of it's sheer cargo space, the vehicle is more expensive, and therefore less common. However, it will require protection from attacks.

Tanks

T-110 Ravager

Price: 5 Orbs
Weight Limit: 2500 Poks
Armor Plates Per Section: 7
Number of Weapon Hardpoints: 7. 2 on top, 3 on the front, 1 on each side.
Handling: 8
Background: The Russian Conglomerate released the T-110 tank, nicknamed the Ravager, just prior to World War III. Multiple mercenary companies purchased them immediately upon their release, and when the war broke out, several of the companies in question made a break for the American Alliance's territory. Some of them hid their tanks in an abandoned armor depot, and almost one hundred years later, they were discovered by freelancers working for the city-state of Detroit. The freelancers brought the tanks back, and they were deconstructed and replicated. The Ravager was considered an interesting piece of equipment because of it's modular weapon mounts, something seen very rarely on any kind of tank, while common on most other vehicles in North America.

M7 Armageddon

Price: 6 Orbs
Weight Limit: 4000 Poks
Armor Plates Per Section: 8
Number of Weapon Hardpoints: 4. 1 on top, 1 on each side, and 1 on front.
Handling: 4
Background: The M7 Armageddon tank was designed just prior to the war. When it was released, it never really had the chance to be deployed in action as WWIII became a nuclear war. Many intact models were mothballed shortly before the bombs fell, and they were discovered by several city-states, whom immediately deconstructed and replicated the design. Like the Ravager(and all other vehicles in the wastelands), the M7 makes use of modular weapon mounts, allowing it to swap out any weapons it has for something else.

Vehicle Weapon List
------------------------------------
Ballistic Weapons

OV-441 Minigun

Gun Price/Ammo Price: 5 Slips/10 Coins
Weight: 25 Poks
Firing DC: 5
Modification DC: 8
Damage: 8
Range: 300
Ammo Count/Firing Rate: 2000/50
Reload Time: 4 rounds
Background: The OV-441 was originally designed for use on American Alliance helicopters during the war. The design has since been revamped, and is suitable to be mounted on Runners, Rigs, and Big Rigs. The result is a lethal, rapid-fire weapon capable of laying waste to a variety of opponents. This is offset by the time neccessary for the weapon to be reloaded, which, in the middle of a battle, could prove to be lethal to the wielder.

PR-525 Machine Gun

Gun Price/Ammo Price: 5 Slips/10 Coins
Weight: 20 Poks
Firing DC: 4
Modification DC: 7
Damage: 5
Range: 500
Ammo Count/Firing Rate: 4000/50
Reload Time: 3 rounds
Background: The PR-525 is a fairly new design, geared towards longevity in battle. The sheer amount of ammunition the thing carries tends to weigh it down, but the amount of time it can last in a battle balances the whole thing out.

CO-1433 Flechette Cannon

Gun Price/Ammo Price: 7 Slips, 50 Coins/20 Coins
Weight: 45 Poks
Firing DC: 8
Modification DC: 12
Damage: 2 for every 50 feet near your target.
Range: 450 feet
Ammo Count/Firing Rate: 20/1
Reload Time: 3 rounds.
Background: The CO-1433 is a lethal weapon, especially at close range. Essentially a giant shotgun, the closer you are when you fire, the more lethal the damage dealt to your target, so unlike other weapons, feel free to get in close and personal when you've got this attached.

RG-353 Railgun

Gun Price/Ammo Price: 10 Slips/25 Coins
Weight: 50 Poks
Firing DC: 9
Modification DC: 12
Damage: 10
Range: 600 feet
Ammo Count/Firing Rate: 15/1
Reload Time: 4 rounds.
Background: Just barely managing to avoid the Heavy Weapons class, the RG-353 is considered an abnormally heavy Ballistics Weapon. Feel free to be obscene and without consequence. Just don't expect to mount many of these.

AW-420 Autocannon

Gun Price/Ammo Price: 10 Slips/40 Coins
Weight: 40 Poks
Firing DC: 6
Modification DC: 8
Damage: 6
Range: 300 feet
Ammo Count/Firing Rate: 200/5
Reload Time: 3 rounds.
Background: The AW-420 is definitely a weapon that is worth considering when you want to blow something to itty bitty pieces. 'Nuff said.

Energy Weapons

PEW-13 Plasma Cannon

Gun Price: 12 Slips, 50 Coins
Weight: 40 Poks
Firing DC: 7
Modification DC: 9
Damage: 8
Range: 600 feet
Heat Limit/Heat Buildup: 30/5
Cooldown Rate: 2 per round
Background: The PEW-13 is descended from the first plasma cannon to ever be successfully developed. With a good heat limit, and a good maximum range, the PEW-13 has been the mainstay weapon of militia forces in cities and capitals for years.

PO-46 Laser Cannon

Gun Price: 15 Slips
Weight: 35 Poks
Firing DC: 10
Modification DC: 10
Damage: 8
Range: 500 feet
Heat Limit/Heat Buildup: 40/5
Cooldown Rate: 3 per round
Background: The PO-46 has been a good and reliable energy weapon for years. The primary laser-based armament for just about anyone, the PO-46 has been in production since near the end of the war, and has no intention of being removed from action now.

FRG-434 Burner

Gun Price: 7 Slips, 50 Coins
Weight: 30 Poks
Firing DC: 5
Modification DC: 6
Damage: 5
Range: 200 feet
Heat Limit/Heat Buildup: 20/2
Cooldown Rate: 1 per round
Background: The Burner is a weapon heavily based off of old-style flamethrowers from before the war. Instead of throwing fire, it throws pure superheated air at extreme speeds, allowing it to burn clean through vehicle armor and internal structure. It's also useful for melting those insulting bumper stickers clear off of your enemy's rear.

Heavy Weapons

FYSU-422 Mortar

Gun Price/Ammo Price: 20 Slips, 75 Coins
Weight: 55 Poks
Firing DC: 13
Modification DC: 10
Damage: 10
Range: 800 feet
Ammo Count/Firing Rate: 10/1
Reload Time: 4 rounds
Background: The FYSU-422 is one of the most popular heavy weapons in existence, and with good reason. It's range and explosive yield per shell is enough to reduce most vehicles to scrap with one or two shots.

POR-453 Grenade Launcher

Gun Price/Ammo Price: 25 Slips/1 Slip
Weight: 55 Poks
Firing DC: 14
Modification DC: 9
Damage: 8
Range: 950 feet
Ammo Count/Firing Rate: 20/1
Reload Time: 3 rounds
Background: The POR-453 is a weapon capable of laying waste from a distance, unlike most other weapons, which have severely limited ranges.

SIR-23 Rocket Launcher

Gun Price/Ammo Price: 25 Slips/2 Slips
Weight: 60 Poks
Firing DC: 15
Modification DC: 10
Damage: 12
Range: 700 feet
Ammo Count/Firing Rate: 5/1
Reload Time: 5 rounds
Background: The SIR-23 has been a major heavy weapon since the war. The firepower such a weapon brings to a battle can easily turn the tides.

Power Plants List
----------------------------------
Class 5 Combustion Engine

Price: 20 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 200 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 4 Combustion Engine

Price: 30 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 300 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 3 Combustion Engine

Price: 40 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 400 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 2 Combustion Engine

Price: 50 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 500 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 1 Combustion Engine

Price: 60 Slips
Weight: 30 Poks
Modification DC: 5
Speed: 600 Feet per second
Background: The Combustion Engine is the cheapest, and most available engine on the market today. However, as a direct result, it's power output leaves something to be desired.

Class 5 Solar Generator

Price: 40 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 500 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 4 Solar Generator

Price: 50 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 600 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 3 Solar Generator

Price: 60 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 700 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 2 Solar Generator

Price: 70 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 800 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 1 Solar Generator

Price: 80 Slips
Weight: 40 Poks
Modification DC: 6
Speed: 900 Feet per second
Background: The Solar Generator is a large, bulky engine, with an output that is better than that of the Combustion Engine, but it weighs more.

Class 5 Fusion Generator

Price: 60 Slips
Weight: 50 Poks
Modification DC: 7
Speed: 800 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Class 4 Fusion Generator

Price: 70 Slips
Weight: 50 Poks
Modification DC: 7
Speed: 900 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Class 3 Fusion Generator

Price: 80 Slips
Weight: 50 Poks
Modification DC: 7
Speed: 1000 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Class 2 Fusion Generator

Price: 90 Slips
Weight: 50 Poks
Modification DC: 7
Speed: 1100 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Class 1 Fusion Generator

Price: 1 Orb
Weight: 50 Poks
Modification DC: 7
Speed: 1200 Feet per second
Background: The Fusion Generator is a heavy engine with an insane output. If you want to go faster than a red one, take one of these. Sadly, it is expensive.

Plasma Generator

Price: N/A
Weight: 10 Poks
Modification DC: 8
Speed: 1400 Feet per second
Background: The Plasma Generator is a rare artifact, only found in the remains of Old World societies. Few of these things still exist. It's power output is incredible, and it weighs so little that one can simply wonder how we forgot how to build such a thing.

Vehicle Armor List
-----------------------------------
Standard Armor

Price: 40 Slips
Weight: 5 Poks per plate
Modification DC: 0
Health: 30 per plate
Damage Reduction: None
Background: Standard Armor is cheap, available, and hard to not find.

Reflective Armor

Price: See Standard Armor
Weight: 5 Poks per plate
Modification DC: 0
Health: 30 per plate
Damage Reduction: -2 from Energy Weapons, +2 from Ballistic and Heavy Weapons
Background: Reflective Armor is geared towards protection from energy weapons, but takes more damage from ballistic and energy weapons.

Fragmentation-Proofed Armor

Price: See Standard Armor
Weight: 5 Poks per plate
Modification DC: 0
Health: 30 per plate
Damage Reduction: -2 from Heavy Weapons, +2 from Ballistic and Energy Weapons
Background: Fragmentation-Proofed Armor is geared towards protection against heavy weapons, but takes more damage from energy and ballistic weapons.

Reactive Armor

Price: See Standard Armor:
Weight: 5 Poks per plate
Modification DC: 0
Health: 30 per plate
Damage Reduction: -2 from Ballistic Weapons, +2 from Energy and Heavy Weapons
Background: Reactive Armor is geared towards protection from ballistic weapons, but takes more damage from energy and heavy weapons.

Reinforced Armor

Price: 60 Slips
Weight: 10 Poks per plate
Modification DC: 0
Health: 40 per plate
Damage Reduction: None
Background: Reinforced Armor weighs more than Standard Armor, but provides more protection.

Reinforced Special Armor

Price: See Reinforced Armor
Weight: 15 Poks per plate
Modification DC: 0
Health: 40 per plate
Damage Reduction: Damage reduction depends on the type of armor
Background: Special Armor is Reactive, Reflective, or Fragmentation-Proofed. Reinforced Special Armor is essentially Reinforced armor merged with Special armor.

Double-Reinforced Armor

Price: 80 Slips
Weight: 20 Poks per plate
Modification DC: 0
Health: 50 per plate
Damage Reduction: Damage reduction depends on armor type: Reactive, Reflective, Fragmentation-Proofed, or Normal.
Background: Double-Reinforced armor is heavier, but allows for better protection.

Super Armor

Price: 1 Orb
Weight: 25 Poks per plate
Modification DC: 0
Health: 60 per plate
Damage Reduction: None
Background: Super Armor is extremely heavy, but provides twice as much protection as Standard Armor.


Tires List
----------------------------------
Standard Tires

Price: 5 Slips per tire
Weight: 3 Poks
Modification DC: 0
Armor/Internal Structure: 10/10
Background: Used on most vehicles, Standard Tires are seen everywhere. Cheap, light, available.

Armored Tires

Price: 10 Slips per tire
Weight: 4 Poks
Modification DC: 0
Armor/Internal Structure: 20/10
Background: Slightly heavier, but better-protected, Armored Tires last longer, but are more expensive.

Heavy-Duty Tires

Price: 20 Slips per tire
Weight: 5 Poks
Modification DC: 0
Armor/Internal Structure: 40/30
Background: These things definitely get the job done. Their heavier, and cost more, but at least you won't have to worry about getting your tires shot clean off.

Shocks List
----------------------------------
Shocks

Price: 30 Slips
Weight: 5 Poks
Modification DC: 4
Evasion Bonus: +1
Background: These shocks do the job, but they don't have much to offer.

Better Shocks

Price: 50 Slips
Weight: 5 Poks
Modification DC: 5
Evasion Bonus: +2
Background: Their BETTER.

Heavy-Duty Shocks

Price: 1 Orb
Weight: 5 Poks
Modification DC: 6
Evasion Bonus: +4
Background: Better. Longer-lasting. Heavier. More expensive.

Prototype Shocks

Price: N/A
Weight: 5 Poks
Modification DC: 7
Evasion Bonus: +7
Background: These Shocks are prototypes, currently being designed by the scientific communities of the larger city-states. They...could be convinced to part with them, if they were appropriately coaxed.

Personal Weapons List
------------------------------------------------------
241-HG Self-Defense Pistol

Gun Price/Ammo Price: 40 Coins/10 Coins
Weight: 1 Pok
Firing DC: 2
Damage: 3
Range: 120 Feet
Ammo Count/Firing Rate: 12/1
Reload Time: 1 Round
Background: A Self-Defense Pistol is a basic firearm, held by most 'civilians' in city-states. Cheap, available, and light, it is often used by the lesser thugs and thieves in the back alleys of the cities. Survival in the Wastelands would call for something far more lethal.

141-AY Combat Pistol

Gun Price/Ammo Price: 50 Coins/30 Coins
Weight: 1 Pok
Firing DC: 3
Damage: 5
Range: 140 Feet
Ammo Count/Firing Rate: 16/1
Reload Time: 1 Round
Background: The 141-AY is a useful weapon in a pinch. Nothing compared to heavier weapons, it will suffice to keep yourself alive in the Wastelands.

243-AY Sub-Machine Gun

Gun Price/Ammo Price: 90 Coins/30 Coins
Weight: 2 Poks
Firing DC: 4
Damage: 6
Range: 145 Feet
Ammo Count/Firing Rate: 100/10
Reload Time: 1 Rounds
Background: The 243 is an SMG often used by the criminal element of city-states, particularly Canyon.

2512-AU Plasma Pistol

Gun Price/Ammo Price: 10 Slips/N/A
Weight: 3 Poks
Firing DC: 3
Damage: 8
Range: 95 Feet
Heat Limit/Heat Buildup: 30/5
Cooldown Rate: 2 per round
Background: 2512-AU is a plasma pistol, geared towards the quick elimination of opponents. Sadly, it is only able to fire off six shots before requiring an extended cooldown time. The unpredictable nature of handheld plasma-based weaponry also limits this weapon's effective range, allowing opponents to fire from a distance with another type of weapon, thus leaving the wielder of a plasma pistol at a severe disadvantage.

245-AY Assault Rifle

Gun Price/Ammo Price: 30 Slips/40 Coins
Weight: 5 Poks
Firing DC: 5
Damage: 6
Range: 170 Feet
Ammo Count/Firing Rate: 60/10
Reload Time: 1 Rounds
Background: The 245-AY is a solid and useful weapon, often used by City-State militia for self-defense while on patrol outside the cities.

Hunting Rifle

Gun Price/Ammo Price: 90 Coins/20 Coins
Weight: 6 Poks
Firing DC: 3
Damage: 3
Range: 300 Feet
Ammo Count/Firing Rate: 10/1
Reload Time: 3 Rounds
Background: The Hunting Rifle is typically used for(naturally)hunting. It is also useful for getting those damned bandits off your property.

256-AY Carbine

Gun Price/Ammo Price: 30 Slips/50 Coins
Weight: 3 Poks
Firing DC: 5
Damage: 7
Range: 200 Feet
Ammo Count/Firing Rate: 50/10
Reload Time: 1 round
Background: The 256-AY is a weapon commonly seen being used by bandits out in the Wasteland, as well as City-State militia, and Truck Stop security guards.

435-AU Plasma Rifle

Gun Price/Ammo Price: 40 Slips/N/A
Weight: 4 Poks
Firing DC: 4
Damage: 10
Range: 120 Feet
Heat Limit/Heat Buildup: 40/5
Cooldown Rate: 3 per round
Background: The enhanced cooling systems, as well as the longevity of the plasma rifle compared to the plasma pistol allows it to cause considerable damage, provided you can get within range.

432-BY Combat Shotgun

Gun Price/Ammo Price: 30 Slips/50 Coins per shell
Weight: 6 Poks
Firing DC: 1
Damage: 1 per foot you are close to your target
Range: 20 Feet
Ammo Count/Firing Rate: 8/1
Reload Time: 8 Rounds
Background: This weapon's damage is extensive, the closer you are. Sadly, it's range leaves something to be desired, and reloading is a real chore. At point-blank range, however, this shotgun allows for an almost instant kill, and is not hard to aim.

674-FE Chaingun

Gun Price/Ammo Price: 35 Slips/1 Slip
Weight: 15 Poks
Firing DC: 7
Damage: 12
Range: 150 Feet
Ammo Count/Firing Rate: 500/50
Reload Time: 4 Rounds
Background: The 674-FE is lethal in that it fires quickly. Individual rounds don't do much damage, but the sheer speed at which it fires is capable of shredding an opponent to pieces. This is offset by the weapon's weight, and it's lack of effective aiming capabilities.

314-GU Minigun

Gun Price/Ammo Price: 50 Slips/1 Slip
Weight: 20 Poks
Firing DC: 8
Damage: 20
Range: 140 Feet
Ammo Count/Firing Rate: 700/50
Reload Time: 5 Rounds
Background: Heavier, and more deadly than a Chaingun, the Minigun is entering the realm of handheld artillery. Expensive for a firearm, heavy, and generally considered the sign of someone who you do NOT want to mess with(+1 to Intimidate).

423-BY Sniper Rifle

Gun Price/Ammo Price: 40 Slips/20 Slips
Weight: 15 Poks
Firing DC: 17
Damage: 80
Range: 700 Feet
Ammo Count/Firing Rate: 1/1
Reload Time: 3 Rounds
Background: The 423-BY is North America's premier sniper rifle. Expensive, lethal, and very difficult to effectively operate, the 423-BY can take a person apart at quite a distance. Sadly, it's chamber can only hold one shot. Use that shot wisely.

Hand Grenade

Price: 20 Slips
Weight: 1 Pok
Firing DC: 15
Damage: 40
Range: 200 Feet
Ammo Count/Firing Rate: 1/1
Reload Time: What reload time?! It's a grenade, you dolt!
Background: Pull the pin and throw, and watch the bad guys scatter.

Personal Armor
-------------------------------------
Clothing

Price: 10 Coins
Weight: 0 Poks
Health: 20
Damage Reduction: 0
Background: Clothing protects little, except the modesty of the wearer(-3 to Interaction Skills until you wear Clothing.) Clothing can be worn underneath, and in some cases over, other types of Personal Armor.

Flak Jacket

Price: 40 Coins
Weight: 1 Pok
Health: 40
Damage Reduction: -1 from all Personal Weapons except Plasma weapons.
Background: Flak Jackets are cheap and good for basic protection, but won't really protect from direct weaponsfire.

Body Armor

Price: 1 Slip
Weight: 3 Poks
Health: 60
Damage Reduction: -2 from all Personal Weapons except Plasma weapons; -1 from Plasma weapons.
Background: Body Armor has grown very popular with bandits and freelancers because of added protection.

Heavy Body Armor

Price: 5 Slips
Weight: 6 Poks
Health: 90
Damage Reduction: -3 from all Personal Weapons
Background: Heavy Body Armor provides extensive protection, but is extremely heavy, and for armor, costly.

Full Body Armor

Price: 10 Slips
Weight: 8 Poks
Health: 100
Damage Reduction: -3 from all Personal Weapons
Background: Full Body Armor is essentially Heavy Body Armor with slightly added protection, and a helmet. It looks rather scary, especially if you're holding a really big gun too. (+1 to Intimidate)

Light Powered Armor

Price: 50 Slips
Weight: 0 Poks
Health: 200
Damage Reduction: -4 from all Personal Weapons
Background: Light Powered Armor not only looks intimidating(+1 to Intimidate), but it increases the strength of the wearer(+2 to Muscle), and seems to weigh nothing.

Medium Powered Armor

Price: 1 Orb
Weight: 0 Poks
Health: 300
Damage Reduction: -4 from all Personal Weapons
Background: Medium Powered Armor provides protection from weaponsfire longer than Light Powered Armor, while retaining the same benefits in other areas. Sadly, it is considerably more expensive.

Heavy Powered Armor

Price: 2 Orbs
Weight: 0 Poks
Health: 400 Health
Damage Reduction: -5 from all Personal Weapons
Background: Heavy Powered Armor looks even scarier than the other two types(+2 to Intimidate), and provides more protection. Also, expect to see people wearing this armor wielding very heavy weapons. (+3 to Muscle).

Mutation List
-------------------------------------
Big Eyes: Your eyes grow larger, enhancing your vision. Your 'bug-eyed' look seems to scare people away, though. Sorry. +2 to Perception, -1 to Charisma.

Fangs: Your teeth seem to sharpen, and you may now bare them to scare people. People avoid you now for some reason. +2 to Intimidate, -1 to Charisma.

Sudden Muscle Growth: Your muscles grow stronger, but your brain must work harder than before to make them function. +1 to Muscle, -1 to Intelligence.

Claws: Your fingers become retractable claws, like those of a cat. Your fingers are no longer as easily manipulated because of this. +2 to Intimidate, -1 to Agility.

Huge Brain: Your brain grows larger than normal, and seems to handle information more easily than before. Your enlarged cranium seems to draw some stares, however. +1 to Intelligence, -1 to Charisma.

Abnormal Reflexes: Your reflexes seem to have become significantly faster. Your brain must cope with the sudden increase in reflex time, however. +1 to Agility, -1 to Intelligence.

Third Arm: You grow a third arm from your back, which loops up over your head. It is perfectly manipulated like a regular arm, but it seems to creep people out for some reason. +2 to Agility, -2 to Charisma.

Slow Metabolism: Your metabolism slows to the point where you can go one extra day before dying of hunger or dehydration. Your body seems to have reacted rather oddly to your slowed metabolism, and you are not as swift as you once were. +1 day to survival length, -1 to Agility.

Sixth Sense: You can sense the general feeling of those around you, but this has dulled your reflexes due to increased brainpower going towards your new empathic abilities. +2 to Charisma, -2 to Agility.

DustWorld and all associated properties are (c) 2008-2020 by Patrick Miller and Adam Starbird, patent pending.


As you can see, the whole system is still under production. Any assistance you can offer would be great, ladies and gentlemen. If you've read this far, I applaud you, and await your assistance if you should offer it.

What I really need is an appropriate weight system for the vehicles and equipment. Without that, the whole thing just unbalances.

Also, I would like ideas for tire and shock types.
Lord Vader

:O

You win at writing rules. Looks good! Smile

Suggestion: Does Gearhead mean you're a mechanic, or just understand what makes vehicles tick? Because mechanics are usually pretty strong, methinks.
Keledrath

Gotta be the makes it tick, since it has to have a disadvantage.  Dang.  I'm torn between gearhead and Yellow Zone
blackout

You understand what makes vehicles tick, maybe you've worked in a repair shop for a small portion of your life, but for the most part, you've read about parts, and dug around in junkyards inspecting parts.
Lord Vader

Is there a "Treadhead" option?

<_< >_>

Hey, c'mon! Some of us like our tanks!
blackout

=P What, you expect me to give a 1st level character a tank?
Lord Vader

Well, no, but they can be a "tank enthusiast"... Razz
Keledrath

Actually, blackout, as I recall, your 1st level character had a tank before we stopped playing.
blackout

...Yeah....but, that's irrelevant. That was the really bad alpha system we were using.

Oh, and Vader.... =P How would they know anything about tanks if they hadn't seen(except in pictures), fought, or otherwise encountered any kind of tank?
Lord Vader

Clearly, there's no way they could have been hired to work on a tank as a mechanic, or perhaps worked on an old, broken-down one... Wink

But like I said, they could be an enthusiast without actually knowing how to work a tank. ^^
blackout

....No Treadhead, that's final. Besides, Gladiators and Militia get nice bonuses to the Tank Driving skill anyways. Particularly, the Gladiators.
blackout

Made some minor typo fixes to the wall of text, and have listed the detail that all dice used are d6s.
Lord Vader

I was just joking anyways. Wink

Looks really good. How long did it take you to make this? o_O
Keledrath

Well, I know it's been getting remade for about 4 or 5 monthes now.  Maybe longer.  I can't remember when we stopped on GitP.  There are a lot of changes, and he's still not done.
blackout

Well, actually...yeah. When I first made this, it was about 4/5 months ago, but I haven't really touched it for most of that time period. I've only made significant changes in the last one-and-a-half weeks, inbetween Social Studies homework, and a book I'm writing. With a very limited timespan left over each day when I got home from school. I actually ended up doing most of the major notes(such as the skills and attributes) in class, on paper.
blackout

Added Shocks and Tires to the wall of text.
blackout

Vehicles are up, and I expect to be done with Weapons and Armor by the end of the day! Enjoy!
blackout

Weapons, power plants, and armor types are up!
blackout

Shocks and Tires are up!
blackout

Added a new background, Tribal, for you survival-monkies.
blackout

Added DCs for Firing and Modification to all vehicle components, and added Plates per Section for armor limits on vehicles.

Have fun looking that over.
blackout

Adjusted weight measurement, and added weight and weight limits for components and vehicles.

w00t. Now, we just need to work on the monetary system, and we'll be set for our first playtesting run.
blackout

Adjusted Power Plant rules, and added prices to all pieces of equipment. I highly recommend you look at the Power Plant rules again.
blackout

OK, all neccessary adjustment to rules, prices, ammo count, etc. for EVERYTHING in the game have been made. Go crazy!
Keledrath

I'll get started rewriting James.
blackout

http://enupnion.myfastforum.org/about1044.html

This is the Looking for Playtesters thread. Enjoy.
blackout

Experience Chart, ladies and gentlemen!

At level 1, all characters need a grand total of 1000 XP to go to level 2, and every level after level 1 adds 500 XP to the requirement that the previous level had. For example, Average Joe gains 1000 XP, and goes to Level 2. Oh, what's that Joe? You want to go to Level 3? Well, you'll need another 1500 XP! Get murderin'!

All successful deeds gain you XP. Any successful skill checks and kills in battle made are considered successful deeds. The lower the DC for the skill check, or the lower level the enemy you killed, the less XP you get. The only skills exempt from this are the Modification and Repair skills from the Mechanics Skill Category, and Perception from the Survival Skill Category, as well all skills in the Driving and Weapons Skill Categories. All skill checks relevant to any other skills gain you XP.

Skill Check XP goes strictly to the person who succeeded in the skill check, but XP from combat is distributed evenly amongst the party.

Enemies that are Level 1 when killed give 100 XP, but this XP grows by 50 each level. So, a Level 2 enemy would give off 150 XP. I am telling you this because I'm not going to waste time typing it all up.

Now, you will see three things down in the chart that you aren't familiar with: Tasks, Minor Quests, and Major Quests.

Tasks are basically little minor quests that are extremely short, usually completed with a few Skill Checks. Anyone taking part in a Task gets the 50 XP, as well as any Skill Check XP they earn.

Minor Quests are, essentially, side quests that are bigger than simple Tasks, sometimes including combat, and could be extremely dangerous.

Major Quests are the main quest for the campaign, or collection of main quests for the campaign.

All plot-related things you do in Dustworld are to be labeled one of these three by the DM. As with most other RPGs, this XP chart can be edited by the DM as needed.

Deed XP
DC 5 Skill Check 25
DC 10 Skill Check 50
DC 15 Skill Check 75
DC 20 Skill Check 100
Task 50
Minor Quest 500
Major Quest 1000
blackout

Factions and History
Well, with the rule system out of the way, I'm going to work on the fluff, which everyone knows is good!

Factions are organizations of people out in the wasteland, and in the city-states. Players will often encounter such organizations out in the wastelands. The many cultures, and civilizations that have sprung up since the Old World fell will often be encountered, either in combat or in simple passing.

Holy Order of the Divine Machine

The Holy Order has existed since the end of World War III, and has endured for 80 years. In this time, it has grown, and has become a major source of concern for many of the city-states.

The Holy Order of the Divine Machine is a quasi-religious organization that worships technology, in all it's forms. They pray to their vehicles, computers, weapons, and other such things, as well as keeping them maintained with proper tools, and spare parts. The whole Order's lifestyle is centered around the study, duplication, and enhancement of technology left over from the Old World. They believe that technology is a gift from the Gods of the Wasteland, like the Wandering Tribes, but unlike the Tribes, whom simply utilize technology, the Order builds on it, and makes it better.

The Order often scours the remains of cities of the Old World that were not rebuilt after the devestation of the war, and of old and abandoned military bases, in the hopes of scavenging more technology of the Old World. This often brings them into contact with outsiders, whom while not truly worthy of wielding the technology of the Old World, are not enemies in the Order's eyes, unless they halt the progress of expeditions sent into ruined cities and military bases by the Order's elders. For the most part, the Order leaves the people of the Wasteland alone, though they occasionally trade pieces of technology with outsiders in exchange for knowledge of where to find more Old World settlements, in the hopes of scavenging more Old World technology.

The Holy Order is almost semi-medieval, in that they use terms once thought lost to history, such as 'knight', 'scribe', and the like. Order scribes use computers as a monk from medieval times would use books, and Order knights, crusaders and paladins go on 'holy crusades' throughout the Wastelands to uncover more technology.

Wandering Tribes

The Wandering Tribes are a nomadic people that live in giant convoys consisting of Big Rigs, the mobile dwellings being usually Atlas-class. The warriors of the Tribes ride Runners, and drive Rigs. They are superstitious, to the point that firearms are deemed holy artifacts manufactured by the Gods of the Wastelands, and vehicles are gifts from them. Oftentimes, they pass by smaller permenant settlements, and even cities, with intent to trade. They are a hardy people, living out in the Wastelands with no true home.

Despite their lack of formal education, the Tribals are not stupid animals in human form, a myth often believed to be true in the cities. In fact, Tribals are some of the wiser and more intelligent humans to live in the Wastelands.

While Tribal convoys do not have doctors and mechanics, like in permenant settlements, their Shamans fulfill the same general role.

Tribals can easily be recognized, by distinct tattoos all over their body, which derive from their tribe's own ancestral markings.

Like the Holy Order of the Divine Machine, the Wandering Tribes believe in the Gods of the Wastelands, but worship them in different ways. Correspondence between the two groups is frequent.

Major City-States

Major City-States are built from the ruins of cities that were relatively unscathed by the rain of nuclear fire. Rebuilding from the ashes, they became great cities, inhabited by the offspring of the survivors, whom would inherit the Earth.

The most important city-states in North America are currently New York City(in what was once Manhatten), San Diego(in former California), Pheonix(in what used to be Arizona), Chicago(in former Illinois), Atlanta(in old Georgia), Portland(in former Oregon), Orlando(in former Florida), Detroit(in old Michigan), Norfolk(in what used to be Virginia), and a newly founded city, one formed after the devestation, at the Grand Canyon, in California(the city simply being called Canyon.).

Each of these cities has expanded beyond the borders it once had, taking towns and suburbs around them, and becoming the city-states they are today. Each City-State is well-known for something: New York for it's infamous secret police, the Black Hand; Chicago for it's Gladiator Pits and slave trade; Detroit for it's main industry of Rig, Runner, and Big Rig construction and shipment; Canyon for it's 'Bandit-Friendly' policy. Every City-State has something that distinguishes it from the rest.

All City-States have villages, towns, and smaller cities outside of the main capitals, which is where most of the population lives. Only the wealthy actually live in the capital cities for extended periods of time.

Ruined Cities

The Ruined Cities are cities that did not rebuild after the war. Such cities include Washington DC, and Oklahoma City. Most cities have become Yellow Zones after so long, but some are Red Zones. Many cities contain multiple relics of the Old World. Such cities are inhabited by many hideously mutated beings, whom live in fear and in hiding from the 'normal people' that pass through their homes regularly.

The Black Hand

The Black Hand is the infamous organization of secret police that strictly enforce the laws of New York City within the city-states borders, and ensure that any 'rebels' are dealt with, quickly and harshly. New York City, while technically a republic, has much to fear from those whom they have elected as their new ruler each time an election comes around.

Militia

Every city, town, and some villages have a police/military prescence to protect their people from bandits, and raiders. These people, while not the best-equipped, or best-trained, do their job, and do it right.

Truck Stops Corporation

All throughout the Wastelands, along the roads, there are neutral territories, known as Truck Stops, which are essentially small towns, meant to keep convoys, freelancers, and even bandits alive. Selling food, and water, and spare parts, they keep many freelancers and traders going. The Truck Stop Corporation owns and operates each of these Truck Stops.

These organizations are those whom control the wastelands. Know them well, and you will prosper, Freelancers.
blackout

Edited some Character Creation stuff.
blackout

Added two new backgrounds: Holy Order Initiate, and Black Hand Operative.
Keledrath

Nice ones.  Also, maybe they should give you bonuses to interaction when interacting with your faction.
Vael

You know, I was considering the system and what really bugged me is that there was nothing dictating how one would fight while not in a vehicle. I mean really- do you want the entire game focused around being in a vehicle? That's going to get old quite fast- being in a vehicle limits what you can do, but if you're constantly getting out to do things, you'll need some way to determine what happens in combat while you're not in a vehicle.

Also on the combat note, it's all very simplistic. Not overly bad, really, but it will come down to doing the exact same thing turn after turn, which, like being in a vehicle the entire time, is going to get old. To combat this, I suggest you take your complaint about not knowing where someone hits and make a called shots system so you can aim at different areas to achieve different effects.

There needs to be more equipment than just vehicles and items pertaining to them- you have an entire skill devoted to computer use. Where are the computers? You have rules pertaining to food and water. How much do those cost? What about equipment to work on vehicles? How are you going to hunt without a personal firearm that isn't a tank cannon?

The entire system needs some more flexibility and fleshing out.
Keledrath

Vael, there is a called shot rule.  You take a -5 to hit and you can aim at a specific part.
blackout

Hmm...Agreed on the non-vehicular combat thing, Vael.

As for computers, food, and water: All GM's discretion.

Equipment to work on vehicles, and firearms(and, I guess, first-aid equipment), are going to be my next priority. I just got wanted to get the whole thing out the door before it drove me insane.

We'll test this system first, and then make appropriate adjustments.
Keledrath

Yeah, I'd been wondering about the personal combat thing since the begining of the Alpha.
Vael

Bookboy wrote:
Vael, there is a called shot rule.  You take a -5 to hit and you can aim at a specific part.

Ah. My bad.
Hmmm... so your complaint was about non called shot locations?
Keledrath

Confused   Complaint?  Vael, I was just pointing it out to you.
Vael

Gah. No, I know that somewhere that I saw someone complaining about not knowing where to locate shots to after they dealt damage. Not you, but somewhere in there...
blackout

Yeah, that was me commenting on my frustration at being incapable of figuring out a system that made sense for that.
Keledrath

Well , I'm gonna leave the declassification to blackout.
Vael

Ah, yes, here it is.
Quote:
<----This is the one problem I've had with the whole game system; No truly effective way of deciding where weaponsfire hits an enemy vehicle.

I was thinking about that earlier, and I think I had thought of a ruling for it... I think my idea was that you could have a percentile table for shots that aren't called, giving lower percentiles to parts less likely to be hit, and higher percentiles to normal areas.
blackout

Still, I'm trying to make this appeal to more people. The whole game system centers around d6s, and throwing percentile dice into the system would make it less appealing to casual gamers.
PirateMonk

2d6 tens-and-ones?
blackout

Argh,

at any rate, I'm going to get to work on the Firearms, since alot of people have shown concern over that(most of them coming to me via PMs), and just for the heck of it, Body Armor. =)
Vael

Bah. You can still have percentages with d6- I didn't mean 100 sided dice.

Here's closer to what I mean:
Lets assume you use 2d6. Handy and easy enough.
The chance of getting a 2 or a 12 is very low.
The chance of getting a 3 or 11 is fairly low.
The chance of getting a 4 or 10 is moderate.
The chance of getting a 5 or 9 is fair
6 or 8 is quite likely, and 7 is the most likely combination.

So, your percentile table would look like, say, this:

2-3 Tires
4 Shocks
5-6 Right side
7 Front
8-9 Left Side
10-12 Back

I've no idea about how the percentages average out on that (though I can show you later so you can get a better idea of how much chance you have for each one) but that's just an example. You're going to be more likely to shoot the front than the tires, or one of the sides than the the front.
blackout

IT'S ALIVE! IT'S ALIIIIIIIIIIIIIIIIIIIIIIIIIVE!

Added Firearms, Personal Armor, and other such things. Yes, handheld weapons are more expensive than vehicle weapons because not everyone can afford vehicles in the first place now. Have fun.
Keledrath

Damnit blackout!  Where be me sniper rifle?
blackout

....Son of a....
Keledrath

[cornydwarvenaccent]Answer me bloody question![/cornydwarvenaccent]
blackout

There. =P Ungrateful little....
Kyrian

*slaps blackout for using size=1*
blackout

OK, so, is everything square, good, workable, playable, etc.?
blackout

OK, I forgot this stuff: Kits. Kits are basically the tools you need to do certain skills. Better kits give you bonuses to those skills.

Class 3 First Aid Kit

Price: 20 Coins
Weight: 1 Pok
First Aid Bonus: 0, needed for First Aid skill
Uses: 20
Background: A basic first aid kit, with basic medical supplies, such as bandages, and painkillers.

Class 2 First Aid Kit

Price: 40 Coins
Weight: 1 Pok
First Aid Bonus: +1, needed for First Aid skill
Uses: 30
Background: Better stocked, this first aid kit can save someone's life.

Class 1 First Aid Kit

Price: 60 Coins
Weight: 2 Poks
First Aid Bonus: +2, needed for First Aid skill
Uses: 40
Background: The ultimate First Aid Kit, with good quality medical supplies.

Class 3 Hunting Kit

Price: 20 Coins
Weight: 1 Pok
Hunting Bonus: 0, needed for Hunting skill
Uses: 20
Background: This hunting kit contains some bait, and a handbook for hunting certain types of animals.

Class 2 Hunting Kit

Price: 40 Coins
Weight: 1 Pok
Hunting Bonus: +1, needed for Hunting Skill
Uses: 30
Background: Better bait and some traps make this Hunting Kit a good choice for the average man out in the wasteland.

Class 1 Hunting Kit

Price: 60 Coins
Weight: 2 Poks
Hunting Bonus: +2, needed for Hunting Skill
Uses: 40
Background: This Hunting Kit is often used for it's even better bait, better traps, and a small collection of animal calls.

Class 3 Vehicle Toolkit

Price: 60 Coins
Weight: 2 Poks
Repair/Modification Bonus: 0, needed for Repair/Modification Skill on vehicles
Uses: 40
Background: This kit of tools makes it possible to repair and modify a vehicle.

Class 2 Vehicle Toolkit

Price: 80 Coins
Weight: 3 Poks
Repair/Modification Bonus: +1, needed for Repair/Modification Skill on vehicles
Uses: 50
Background: This kit has better tools, and even comes with a nifty little instruction manual.

Class 1 Vehicle Toolkit

Price: 1 Slip
Weight: 4 Poks
Repair/Modification Bonus: +2, needed for Repair/Modification Skill on vehicles
Uses: 60
Background: This kit is often seen in mechanics shops. This is one the big boys use.

Class 3 Armor Repair Kit

Price: 40 Coins
Weight: 2 Poks
Repair Bonus: 0, needed for Repair skill on Personal Armor
Uses: 20
Background: This kit is used fairly often for people to keep their armor useful.

Class 2 Armor Repair Kit

Price: 50 Coins
Weight: 2 Poks
Repair Bonus: +1, needed for Repair skill on Personal Armor
Uses: 30
Background: This kit is used by some of the better-off freelancers and bandits in the wastelands, and often used by City-State militia.

Class 1 Armor Repair Kit

Price: 60 Coins
Weight: 3 Poks
Repair Bonus: +2, needed for Repair skill on Personal Armor
Uses: 40
Background: This kit is seen being used by the bodyguards of the wealthy citizens of the city-state capitals.

Class 3 Field Cooking Kit

Price: 40 Coins
Weight: 2 Poks
Cooking Bonus: 0, needed for Cooking skill
Uses: 20
Background: This kit isn't used for gourmet meals, but it makes stuff edible, at least.

Class 2 Field Cooking Kit

Price: 50 Coins
Weight: 2 Poks
Cooking Bonus: +1, needed for Cooking skill
Uses: 30
Background: Contains the same stuff as the Class 3 kit, only in slightly better condition, and has a cookbook.

Class 1 Field Cooking Kit

Price: 60 Coins
Weight: 3 Poks
Cooking Bonus: +2, needed for Cooking skill
Uses: 40
Background: This equipment will make whatever you're eating that much closer to a gourmet meal.

Also, whenever someone successfully hunts something, then it feeds them for a certain number of days, which is the GM's discretion. Cooking increases that number of days of nourishment, so the better your cooking skill, the longer something will feed you.


OK, have fun.
nightwing

OK, here is my charecter

Patrick "Shagy" Arnolds

Atributes: M1,I1,A2,C2,CS2

Skill: W1,I1,S2,M0

Back ground: miltiary trainig. He was Nick named shagy (you know, for Scooby doo) because he is a coward.

Vehical: Hawk Runner with a Mini gun mounted on the top, a class 2 combustion engine, standered armor, Armored Tires, basic shocks.

Equipment: 2 combat pistols, Flack jacket, class 1 first aid kit.

Any thing i'm missing?
Keledrath

Uh, nightwing, your attributes start at 8 and you hav 20 points to spend on them.  Your skills start at 4 and you have 25 points, as well as needing to put the points into the subskills.
blackout

I've already filled him in on that, Bookboy.
blackout

Edited the leveling up rules slightly; No longer will you recieve 5 Attribute Points per level, but you shalt recieve but 1. Skill Points remain the same.
blackout

Oh, and Muscle rules adjusted slightly.
blackout

OK, because of the sheer number of people taking Gearhead as their background, I've torn it OUT of the game.

Clear OUT. No more Gearhead. You want a background, take one of the balanced ones.
Lord Vader

Sheesh, I picked it because I liked the background, not the stats. Confused

Can we at least get some kind of mechanical thing in there? Make it like Muscle and vehicle maintenance/upgrading, but a little short on Intelligence, or something.
blackout

Sorry, Vader, but I can't make any exceptions. The Gearhead background was just too overpowered. Ask Bookboy.
Keledrath

Don't drag me into it!  I liked it.  Oh, and LV, I think lower INT and high mechanics are opposites.
Lord Vader

Not necessarily. Remeber the difference between Wisdom and Intelligence? Mechanics aren't necessarily the smartest guys around, but they're good with machines.

@Blackout- I'm not asking for Gearhead, but it'd be nice to have a machine-oriented class that isn't the Word of Blake. Confused
Keledrath

But in this system, they don't have wisdom.  They have INT.  Which is the key stat for mech skills.
Lord Vader

Hmm, missed that then. Could've sworn there was something else....gaah. Sad
Artemis

There's Common Sense for  the survival skills, which acts a lot like Wisdom from D&D, effecting healing and perception, but the mechanics things were deffinately intelligence based.
nightwing

Okay, here are his skills:

Personal weapon: 4

Ballistic weapon: 2

Scavaging: 3

First aid: 2

Runner: 4

Dodge: 4

don't expect my guy to do much fighting. he is only that good with a gun because he is obsessed with self preservation.

repair: 1
blackout

ALL of the skills available to a character automatically start at 4, unless the DM says otherwise. THEN you put your skill points in, man.
nightwing

Okay. then i will just add for to each..oh, and i have to add in back ground.
Keledrath

Actually, I like nightwing's way of doing it.  Since verything has 4 points, we can just not include those and know that they're there.
blackout

Hmm... Alright.
Keledrath

Also, it shortens the posts, so you don't have to include every skill, just the ones you put points in.
nightwing

Here it is with all things added.

Personal weapon: 9

Ballistic weapon: 7

Scavenging: 6

First aid: 5

Runner: 9

Dodge: 9

repair: 5
blackout

Why are those 4 skill points in there anyways? O_o
Keledrath

Probably to give everyone a fighting chance, and to represent basic knowledge.
nightwing

So, you guys thought about your characters any?
Keledrath

Not that it matter now.  My guy was based around being a GH, and now I'm switching to Tribal.
nightwing

Um, I think that's what Xaspien is doing.
Xaspian

>_>
Shouldn't this be in the thread about that particular game/group, rather than the general campaign setting thread?

But yeah, I liked the idea of a tribal. Although I still need some help figuring out a character in more detail...
blackout

Added official 'copyright' text at the bottom of the rules post. No gamejacking for Wizards of the Coast.
blackout

Edited the Backgrounds, and starting Skill levels. All Backgrounds now only give bonuses and penalties to Attributes rather than Skills.
Seribro

Well, it certainly reduces the major impact background had on character design. Probably more balanced though.

Still a few things on background:
Bandit background has become to weak compared to the others. make it -2/+2 instead of -1/+1
Same for Militia
Black hand operates still use skills rather then attribute changes, should be +2 to charisma and aggility rather then +2 to weapon, driving and interaction skills

Also, since skills bonuses have been eliminated from the backgrounds, there isn't really any point to keep a base number of skillpoints in every skill.
And by taking that out, you also force people to spent points in order to be able to even wield a weapon or vehicle type instead of making them able as a default simply because they already met the prerequisite by picking a certain background (By the old BG system, a holy order initiate was already able to drive any kind of big rig and almost even tanks even though he never saw one before, even without spending 1 skillpoint)

Also, one thing that bothered me is that the type of engine one takes only has two important statistics: max speed and weight Prices don't really make that much a difference, and any good mechanical character can install pretty much everyone of them by the time they can afford to buy a specific one rather then using the one that just so happened to be in the runner you just stole.
I would suggest that the type and class of engine should have an output measured in poks. For example, the way things are now, it is possible to place a major fusion engine into the smallest runner around, making it a Speedy Conzalis while a tank could just perfectly opperate on a class 5 conbustion engine.
I believe that the engines should have a minimum chassis size requirement and a maximum chasis size+pok output.
For example:
Class 4 combustion engine would require a runner as its minimum chasis and have a maximum power output of a runner+200 pok or a rig+100pok
Class 2 fusion engine would require a big rig as its minimum chasis and have a maximum power output of a big rig+2500 pok or a tank+1500pok
In the second case, the power output exceeds way the maximum capacity of a loaded big rig, but it is not unthinkable a big rig would be pulling a couple of wreckages from a won battle in order to patch them up at a local workshop.
Also, but this might be a bit risky and overcomplicating matters, from a realistic view, the weight of a vehicles weaponry and armor plating should influence the top speed of the vehicle. For example, one could say that for every 20 poks of extra weight beyond that of the engine+chassis, the top speed is lowered by 5 feet/second

I do have to add that the numbers shown above are rough estimations used only to explain my proposals. Hell I wouldn't know what is a realistic weight-limit per engine type until I put them in a line-up along with the available chassis's and do the maths.

Edit: okay, seriously, I did some calculations and I think you drasticly need to reconsider the output of your engines. a class 1 combustion acording to the table has a topspeed of 405 miles/hour or 648 kilometer/hour.
The way things are ruled right now, it pretty much says that with a class 1 fusion engine you can push a fully loaded cargo-truck, armored with tons of steel plating past the sound barrier at 810 miles/hour!
Even the fastest car in the world today never made it further then 766 miles/hour under near perfect circumstances.
blackout

Seribro wrote:
Well, it certainly reduces the major impact background had on character design. Probably more balanced though.

Still a few things on background:
Bandit background has become to weak compared to the others. make it -2/+2 instead of -1/+1
Same for Militia
Black hand operates still use skills rather then attribute changes, should be +2 to charisma and aggility rather then +2 to weapon, driving and interaction skills.


Ooh, forgot to edit that. Sorry, one moment.

Quote:


Also, since skills bonuses have been eliminated from the backgrounds, there isn't really any point to keep a base number of skillpoints in every skill.


Thought I edited that, one moment.

Quote:

And by taking that out, you also force people to spent points in order to be able to even wield a weapon or vehicle type instead of making them able as a default simply because they already met the prerequisite by picking a certain background (By the old BG system, a holy order initiate was already able to drive any kind of big rig and almost even tanks even though he never saw one before, even without spending 1 skillpoint)


Yeah, that was kind of the idea. Helps balance it.

Quote:

Also, one thing that bothered me is that the type of engine one takes only has two important statistics: max speed and weight Prices don't really make that much a difference, and any good mechanical character can install pretty much everyone of them by the time they can afford to buy a specific one rather then using the one that just so happened to be in the runner you just stole.


Stole? My good man, I do believe I've forgotten to include something in the fluff of the game; People don't steal each-other's rides. It's a major taboo, not even bandits do it. Otherwise, wasteland spirits get pissed off, and kill you, wrecking the vehicle in the process. Or, that's some superstition that everyone believes.

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I would suggest that the type and class of engine should have an output measured in poks. For example, the way things are now, it is possible to place a major fusion engine into the smallest runner around, making it a Speedy Conzalis while a tank could just perfectly opperate on a class 5 conbustion engine.
I believe that the engines should have a minimum chassis size requirement and a maximum chasis size+pok output.
For example:
Class 4 combustion engine would require a runner as its minimum chasis and have a maximum power output of a runner+200 pok or a rig+100pok
Class 2 fusion engine would require a big rig as its minimum chasis and have a maximum power output of a big rig+2500 pok or a tank+1500pok
In the second case, the power output exceeds way the maximum capacity of a loaded big rig, but it is not unthinkable a big rig would be pulling a couple of wreckages from a won battle in order to patch them up at a local workshop.
Also, but this might be a bit risky and overcomplicating matters, from a realistic view, the weight of a vehicles weaponry and armor plating should influence the top speed of the vehicle. For example, one could say that for every 20 poks of extra weight beyond that of the engine+chassis, the top speed is lowered by 5 feet/second

I do have to add that the numbers shown above are rough estimations used only to explain my proposals. Hell I wouldn't know what is a realistic weight-limit per engine type until I put them in a line-up along with the available chassis's and do the maths.


Meh. I'm trying to make this appeal to average and casual gamers, let the hardcore folks work in their homebrewed rules if they see fit.

Quote:

Edit: okay, seriously, I did some calculations and I think you drasticly need to reconsider the output of your engines. a class 1 combustion acording to the table has a topspeed of 405 miles/hour or 648 kilometer/hour.
The way things are ruled right now, it pretty much says that with a class 1 fusion engine you can push a fully loaded cargo-truck, armored with tons of steel plating past the sound barrier at 810 miles/hour!
Even the fastest car in the world today never made it further then 766 miles/hour under near perfect circumstances


O_O ....Awesooooooooome. >=)
Artemis

Blackout, I'm tempted to beat you over the head with a physics textbook. Unfortunately, I had to give mine back to the school.

I've got to agree with Seribro, TONS of metal does not break the sound barrier on the ground.
Keledrath

Art, remember, we're testing this.  blackout and I are both 14 (he may be 15).  We don't have the patience to figure those things out.  We'll figure out something more realistic.
Artemis

That's true, Bookboy, and I'm mostly joking about this. But I know Blackout wants to try and sell this system, bigtime, and a lot of geeky physics nerds are going to go grab their pitchforks and raise heck over it. I'd hate to see him lose potential players over something as silly as this.

Of course, if we all come up with some neat technology to explain why things this big can go that fast, it could be really awesome.

*starts dreaming of ultralight composite materials, and other nifty things*
Xaspian

Can we do the standard 'As a result of technological advances/nuclear fallout, the speed of sound has inexplicable been increased' excuse? Probably not... =
Artemis

Let's just increase the speed of light while were at it. *shakes head*
blackout

Blargh.

Well, we have two choices; one, come up with a completely new measurement of distance. I REALLY don't want to do this.

Two, lower the maximum speeds of all engines. Again, I REALLY don't want to do this.

Let's put it to a vote.
Lord Vader

Artemis wrote:
That's true, Bookboy, and I'm mostly joking about this. But I know Blackout wants to try and sell this system, bigtime, and a lot of geeky physics nerds are going to go grab their pitchforks and raise heck over it. I'd hate to see him lose potential players over something as silly as this.

Of course, if we all come up with some neat technology to explain why things this big can go that fast, it could be really awesome.

*starts dreaming of ultralight composite materials, and other nifty things*


The problem is, in a world rent apart by global thermonuclear war, they don't exactly have the research capabilities or materials to do that, right?
blackout

Well, chances are that they still have records left over from before the war...but, they forgot how to build aircraft, so, I fail to see how that would work out. Blargh.
Terumitsu

..... *Scraps the supersonic tanks*

But in all seriousness, Lowering wouldn't be that hard.

60 miles an hour is 5,280 feet a minute.
OR: 528 feet per round
OR: 88 feet per second.

So, while that is still pretty fast for a combustion engine.. Why not have the upper limit at... Say 500 something for the really high grade stuff... Maybe have special armor for the really fast things to keep them from shattering if we do infact allow the super engine to hit super/hypersonic speeds.

Oh and just to say, Starting cash is: 15 slips. It's a bit of a rough estimate but I think it would allow some functional armor and weapons and such.

As a note... Hijacking and comandereing of vehicles will not be looked down upon.. Just make sure you know what you are doing...

Intro post will be up shortly
Keledrath

People, not everythng has to make sense.  If it comes down to that, we can point out that, in DnD, if a gnome and a half-orc take the same feats, and both use a 10 in all ability modifiers before racial adjustments, and take the same class, the gnome will have more health at any given level.
blackout

Also, before I forget, Backgrounds have been appropriately modified to give only Attribute bonuses and penalties, and you no longer start with any points in any of your Skills, so make those 25 Skill Points count.
Seribro


Edit: What, this board doesn't accept bitmaps? Ohwell, here it is as JPG.
Take a glance and tell me if its useful, should be edited or simply removed.
Also, I've done some calculations and if one does put in a speed limiter based on the weight one laods on his rig, I believe an realistic one would be:

top speed is decreased by 5ft/sec for every 20pocs of loaded armor, weaponry and cargo
blackout

OK, now, this might work.
blackout

Included Cover, Sprinting, and Called Shot rules.
blackout

Made last-minute adjustments to the aforementioned Called Shot rules.

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