I've revised a few things in the previous entries, changed some skills around, added some new ones, in part in preperation for some system ideas I'm planning.
The biggest issue I'm having right now is just slogging through the equipment section, as it's exactly the sort of list work I've never been great at or liked doing much.
But also giving some serious thought to what the combat system will look like, as I'm somewhat torn between a number of poles, as well as on how to implement the most important factor of the whole game in a mechanical way: Light and darkness.
The trouble of trying to design a combat system in which it's assumed to be pitch black most of the time, is something I'm still wrapping my head around.
The idea so far is actually to drop the tactical, hexmap and counter approach I'd originally considered, in keeping with my love of minatures play in D&D as well as the Fallout system which inspired a lot of my early conceptiosn of the game.
Instead, I'm thinking more of an abstract system based around acquiring and keeping targets in the darkness. The biggest difficulty in combat on post-Nightfall Earth is in actually being able to see your target, and various light sources will actually find themselves sharing a somewhat similar level of mechanical complexity as swords or guns.
The main decision is in what the base assumption is as to target acquisition. If I assume that the players cannot by default see the enemies, then I need rolls to see if they can spot them, and to factor in the quality of the light source when it comes to covering a given area easily. If I asusme they can see them by default, then instead it becomes a contest of source, with the target perhaps having maneuvers to try and evade being spotted, and thus making the light source a modifier to such a maneuver, as well as perhaps a modifier based on how much cover is present in the combat environment.
So far my thoughts have been leaning towards the latter solution, and I'm thinking I may know some ways to do it within the mechanics I already have arranged so far. The end result will be much, much more abstract that I had originally anticipated the combat system being, but dealing with this issues within the confines of the hexgrid just seems like it would be far too crunchy and slow in play.
I'm also moving away from the concept of hexgrid combat simply because my present rural living arrangement means that any playtesting will almost certainly occur online, likely via IRC, which means that a hex and counter approach would be even more cumbersome than usual, requiring a setup with something like OpenRPG or similar, which is potentially too much work, work that would distract from play preparation and design work.
It is possible that a future supplement composed of variant rules might introduce a more Fallout-y combat system, but for now, it will have to wait, sadly.
Saturday, June 30, 2007
Saturday, June 16, 2007
Character Creation Part 4: Equipment - Part 1
Characters will find and use a wide variety of equipment and gadgets salvaged from the ruins, most importantly, their weapons and armor, as well as any light sources they find. The wastes are a dangerous place, filled with Aralia and bandits and beasts, all of whom want to kill and even eat you, so it is best to be prepared.
Coins
The most widely accepted currency amongst the free villages is generally pre-Nightfall coinage of whatever country inhabited the region prior to the general collapse of civilization. For the purposes of this game and pricing for equipment the generic term "coins" will be used, however the actual term will vary by area depending on whatever the smallest common denomination of currency in that area was prior to Nightfall, such as cents in the US, EU, or Canada, or pence in Britain.
Weapons
Weapons come in two varieties: Melee, and Ranged, with a different set of statistics for each.
Melee Weapons
Melee weapons have a Damage statistic, which is the type and/or number of dice used to roll when the weapon hits, and is added to the character's Melee Damage stat to find total damage, and a STR Requirement, which is a STR value the player must have to use the weapon without penalty. If this value is not met, the character recieves a -15% penalty to hit when using the weapon. Not all melee weapons have a STR Requirement, if none is present, it is indicated by a dash ("--"). A weapon may also have a special ability, indicated by a word at the end of the statline.
The format of the statline for a melee weapon is as follows:
Name: Damage, STR Req., Value (in coins), Weight (in lbs.), Special
Knife: 1d4, --, 25, negligible, 1-Handed
Club: 1d6, STR 6, 10, 2 lbs., 1-Handed
Axe: 2d4, STR 8, 40, 3 lbs
Sword: 1d8, STR 8, 80, 4 lbs, 1-Handed
Broadsword: 2d6, STR 12, 120, 8 lbs, Cleave*
Spear: 1d8, STR 6, 30, 6 lbs, Reach**
Staff: 1d6, STR 6, 10, 6 lbs, Reach**
* A weapon with Cleave may, upon successfully killing an opponent, follow through to the target next to it, essentially making a second attack at a -20% penalty. Only one additional attack may be made after the initial attack.
** A weapon with Reach makes a character more difficult to approach in combat, providing a bonus of 5% to the character's Defense.
Weapons with Reach or Cleave must be used with both hands, and so no other item may be carried in the character's off-hand during combat, such as a flashlight.
A 1-Handed weapon can be used comfortably in one handed, allowing another item such as a flashlight or lantern to be held in the other.
Archaic Weapons
Archaic weapons are statted in the same fashion as melee weapons, with the exception that all have a special attribute, Reload, followed by a number. This is the number of rounds it takes to reload the weapon so that it may be fired again. A character with an Archaic Weapons skill of 60% or more reduces this number by one, so long as he possesses a quiver or other harness that allows quick access to ammunition.
The Value of the weapon is followed by a slash and a second number, which indicates the cost of 10 rounds of ammunition for the weapon. When not applicable this space is marked with a dash (--). Archaic weapon ammunition may be retrieved after a fight. On a successful Archaic Weapons skill check, the character is able to recover all of his ammunition. On a failure, half of the ammo fired during the fight is broken or lost.
A character's Melee Damage stat bonus applies only to those weapons whose STR Requirement is marked with a plus sign (+), and the bonus only applies if the character's STR exceeds the listed value.
Name: Damage, STR Req., Value (in coins), Weight (in lbs.), Special
Sling: 1d4, STR 6+, 20/--, negligible, Reload 1
Bow: 1d8, STR 8, 60/10, 2 lbs, Reload 1
Crossbow: 2d4, STR 6, 100/10, 3 lbs, Reload 2
Javelin: 2d4, STR 8+, 5/--, 1 lbs, Reload 1*
Throwing Knife: 1d4, STR 8+, 20/--, negligible, Reload 1*, 1-Handed
* This a single weapon that is thrown at the target. The price given is for a single weapon, most individuals will carry a number of them on them at any given time. The Reload number is how quickly another may be extracted from a pack or quiver.
Firearms
All firearms have a Damage statistic much like melee weapons, given in dice, however they do not receive a bonus to this value from STR. They also have a STR Requirement, and like melee weapons if it is not met, a -15% penalty is taken. Additionally, if the STR requirement for a weapon is not met, burst fire may not be used, effectively limiting the weapons Rate of Fire to 1.
In addition to these, firearms also have a Rate of Fire, which is the maximum number of bullets which may practically be fired in a round, a Recoil penalty, which is incurred any time more than one bullet is fired in a combat round, and a Magazine, which is the number of rounds the weapon holds and thus the number of bullets which may be fired before a reload is required.
All guns have Reload 1, unless otherwise indicated as a special attribute. This functions exactly as it does for Archaic Weapons, except that the required skill for reduced Reload is that of the weapon's category, be it Small Arms, Heavy Weapons, or Alien Weapons.
Similar to the archaic weapons, the Value of the weapon is listed as two numbers, the first the cost of the weapon, the second is the cost of a single magazine of ammunition.
The list of firearms follows, broken into three sections for the different firearms skills: Small Arms, Heavy Weapons, and Alien Weapons.
Small Arms
Name: Damage, STR Req., RoF, Recoil, Magazine, Value (in coins), Weight (in lbs.), Special
Revolver: 2d6, STR 4, 1, --, 6, 200/12, 2 lbs, Reload 2, 1-Handed
Auto Pistol: 2d6, STR 4, 2, -10%, 12, 400/24, 2 lbs, 1-Handed
SMG: 2d6, STR 8, 10, -10%, 30, 800/60, 3 lbs.
Shotgun (dbl. barrel): 2d10, STR 8, 2*, -10%, 2, 325/10, 4lbs Reload 2
Shotgun (pump): 2d10, STR 10, 1, --, 8, 400/40, 5 lbs, Reload 3
Shotgun (auto): 2d10, STR 12, 2, -10%, 8, 500/40, 5 lbs, Reload 3
.22 Rifle: 1d8, STR 6, 1, --, 1, 120/2, 3 lbs, Reload 2
Hunting Rifle: 2d8, STR 8, 1, --, 5, 250/15, 4 lbs, Reload 3
Auto Rifle: 2d8, STR 10, 2, -15%, 10, 500/30, 5 lbs
Assault Rifle: 3d6, STR 12, 10, -15%, 30, 850/90, 5 lbs
* The double barreled shotgun can unload both barrels in a single combat round, effectively doing double damage but expending both rounds at once.
Heavy Weapons
Name: Damage, STR Req., RoF, Recoil, Magazine, Value (in coins), Weight (in lbs.), Special
LMG: 3d8, STR 14, 20, -20%, 100, 2000/400, 10 lbs., Mounted
Rocket Launcher: 6d10, STR 10, 1, --, 1, 1200/*, 10 lbs.
Grenade Launcher: 6d10, STR 8, 1, --, 1, 900/200, 3 lbs. Reload 2
Multi-shot Grenade Launcher: 6d10, STR 12, 1, --, 6, 3000/1200, 10 lbs., Reload 4
Anti-materiel Rifle: 6d6, STR 14, 1, --, 10, 4000/500, 20 lbs., Mounted
Flamethrower: 3d6, STR 14, 1, --, 5, 3000/500, 60 lbs., Backpack, Flame
Minigun: 4d6, STR 16, 20, -20%, 500, 10,000/2000, 60 lbs, Mounted
* The rocket launcher is a single use disposable tube containing the rocket. Price given is thus for one unit, and the device is not reloadable.
A Mounted weapon is too heavy to be utilized as a personal weapon, and must be mounted on a vehicle, or fired from a stationary position mounted on a bipod or tripod.
A Backpack weapon has it's ammunition contained in a container worn on the back. As such a normal backpack cannot be worn along with it, and additional ammunition cannot be carried.
A Flame weapon ignites the target upon impact, doing it's base damage the initial round, and continuing to do damage every round thereafter unless the flames can be extinguished.
Alien Weapons
Name: Damage, STR Req., RoF, Recoil, Magazine, Value (in coins), Weight (in lbs.), Special
Zal-illar Plasma Pistol: 4d6, STR 6, 1, --, 8, 4000/500, 2 lbs, Plasma, 1-Handed
Zal-ankar Plasma Rifle: 5d6, STR 10, 1, --, 15, 6000/700. 5 lbs, Plasma
Mitum-gisema Heavy Plasma: 8d6, STR 14, 1, --, 6, 10,000/1000, 15 lbs, Plasma
Mir Coilgun: 2d6, STR 8, 6, -0%, 30, 3000/300, 3 lbs
Masatum Laser Rifle: 3d6, STR 10, 3*, -0%, 50, 5000/500, 20 lbs, Laser
Gesamaru Gatling Laser: 3d6, STR 16, 10, -0%, 200, 10,000/2000, 40 lbs, Backpack, Laser
* The Masatum laser rifle is prone to overheating. There is a cumulative 10% chance per round of burst fire after the first, that the weapon will overheat and be permanently destroyed. E.g. on the first round of burst fire there is no chance of failure, on the second there is a 10%, on the third there is a 20%, and so forth.
Plasma weapons are extremely destructive. When fired at organic matter, the plasma projectile causes a limited chain reaction on impact, boiling or melting away surrounding flesh and tissue. If a target is killed by a Plasma weapon in a single attack, the body is effectively liquified. Because of the massive tissue damage caused, even if the target survives, he will take twice as long to heal, and there's is a 40% chance that a limb was permanently destroyed.
Laser weapons pierce through the target, cauterizing the wound as the beam follows through, due to the extreme heat. Laser wounds take twice as long to heal as normal.
Coins
The most widely accepted currency amongst the free villages is generally pre-Nightfall coinage of whatever country inhabited the region prior to the general collapse of civilization. For the purposes of this game and pricing for equipment the generic term "coins" will be used, however the actual term will vary by area depending on whatever the smallest common denomination of currency in that area was prior to Nightfall, such as cents in the US, EU, or Canada, or pence in Britain.
Weapons
Weapons come in two varieties: Melee, and Ranged, with a different set of statistics for each.
Melee Weapons
Melee weapons have a Damage statistic, which is the type and/or number of dice used to roll when the weapon hits, and is added to the character's Melee Damage stat to find total damage, and a STR Requirement, which is a STR value the player must have to use the weapon without penalty. If this value is not met, the character recieves a -15% penalty to hit when using the weapon. Not all melee weapons have a STR Requirement, if none is present, it is indicated by a dash ("--"). A weapon may also have a special ability, indicated by a word at the end of the statline.
The format of the statline for a melee weapon is as follows:
Name: Damage, STR Req., Value (in coins), Weight (in lbs.), Special
Knife: 1d4, --, 25, negligible, 1-Handed
Club: 1d6, STR 6, 10, 2 lbs., 1-Handed
Axe: 2d4, STR 8, 40, 3 lbs
Sword: 1d8, STR 8, 80, 4 lbs, 1-Handed
Broadsword: 2d6, STR 12, 120, 8 lbs, Cleave*
Spear: 1d8, STR 6, 30, 6 lbs, Reach**
Staff: 1d6, STR 6, 10, 6 lbs, Reach**
* A weapon with Cleave may, upon successfully killing an opponent, follow through to the target next to it, essentially making a second attack at a -20% penalty. Only one additional attack may be made after the initial attack.
** A weapon with Reach makes a character more difficult to approach in combat, providing a bonus of 5% to the character's Defense.
Weapons with Reach or Cleave must be used with both hands, and so no other item may be carried in the character's off-hand during combat, such as a flashlight.
A 1-Handed weapon can be used comfortably in one handed, allowing another item such as a flashlight or lantern to be held in the other.
Archaic Weapons
Archaic weapons are statted in the same fashion as melee weapons, with the exception that all have a special attribute, Reload, followed by a number. This is the number of rounds it takes to reload the weapon so that it may be fired again. A character with an Archaic Weapons skill of 60% or more reduces this number by one, so long as he possesses a quiver or other harness that allows quick access to ammunition.
The Value of the weapon is followed by a slash and a second number, which indicates the cost of 10 rounds of ammunition for the weapon. When not applicable this space is marked with a dash (--). Archaic weapon ammunition may be retrieved after a fight. On a successful Archaic Weapons skill check, the character is able to recover all of his ammunition. On a failure, half of the ammo fired during the fight is broken or lost.
A character's Melee Damage stat bonus applies only to those weapons whose STR Requirement is marked with a plus sign (+), and the bonus only applies if the character's STR exceeds the listed value.
Name: Damage, STR Req., Value (in coins), Weight (in lbs.), Special
Sling: 1d4, STR 6+, 20/--, negligible, Reload 1
Bow: 1d8, STR 8, 60/10, 2 lbs, Reload 1
Crossbow: 2d4, STR 6, 100/10, 3 lbs, Reload 2
Javelin: 2d4, STR 8+, 5/--, 1 lbs, Reload 1*
Throwing Knife: 1d4, STR 8+, 20/--, negligible, Reload 1*, 1-Handed
* This a single weapon that is thrown at the target. The price given is for a single weapon, most individuals will carry a number of them on them at any given time. The Reload number is how quickly another may be extracted from a pack or quiver.
Firearms
All firearms have a Damage statistic much like melee weapons, given in dice, however they do not receive a bonus to this value from STR. They also have a STR Requirement, and like melee weapons if it is not met, a -15% penalty is taken. Additionally, if the STR requirement for a weapon is not met, burst fire may not be used, effectively limiting the weapons Rate of Fire to 1.
In addition to these, firearms also have a Rate of Fire, which is the maximum number of bullets which may practically be fired in a round, a Recoil penalty, which is incurred any time more than one bullet is fired in a combat round, and a Magazine, which is the number of rounds the weapon holds and thus the number of bullets which may be fired before a reload is required.
All guns have Reload 1, unless otherwise indicated as a special attribute. This functions exactly as it does for Archaic Weapons, except that the required skill for reduced Reload is that of the weapon's category, be it Small Arms, Heavy Weapons, or Alien Weapons.
Similar to the archaic weapons, the Value of the weapon is listed as two numbers, the first the cost of the weapon, the second is the cost of a single magazine of ammunition.
The list of firearms follows, broken into three sections for the different firearms skills: Small Arms, Heavy Weapons, and Alien Weapons.
Small Arms
Name: Damage, STR Req., RoF, Recoil, Magazine, Value (in coins), Weight (in lbs.), Special
Revolver: 2d6, STR 4, 1, --, 6, 200/12, 2 lbs, Reload 2, 1-Handed
Auto Pistol: 2d6, STR 4, 2, -10%, 12, 400/24, 2 lbs, 1-Handed
SMG: 2d6, STR 8, 10, -10%, 30, 800/60, 3 lbs.
Shotgun (dbl. barrel): 2d10, STR 8, 2*, -10%, 2, 325/10, 4lbs Reload 2
Shotgun (pump): 2d10, STR 10, 1, --, 8, 400/40, 5 lbs, Reload 3
Shotgun (auto): 2d10, STR 12, 2, -10%, 8, 500/40, 5 lbs, Reload 3
.22 Rifle: 1d8, STR 6, 1, --, 1, 120/2, 3 lbs, Reload 2
Hunting Rifle: 2d8, STR 8, 1, --, 5, 250/15, 4 lbs, Reload 3
Auto Rifle: 2d8, STR 10, 2, -15%, 10, 500/30, 5 lbs
Assault Rifle: 3d6, STR 12, 10, -15%, 30, 850/90, 5 lbs
* The double barreled shotgun can unload both barrels in a single combat round, effectively doing double damage but expending both rounds at once.
Heavy Weapons
Name: Damage, STR Req., RoF, Recoil, Magazine, Value (in coins), Weight (in lbs.), Special
LMG: 3d8, STR 14, 20, -20%, 100, 2000/400, 10 lbs., Mounted
Rocket Launcher: 6d10, STR 10, 1, --, 1, 1200/*, 10 lbs.
Grenade Launcher: 6d10, STR 8, 1, --, 1, 900/200, 3 lbs. Reload 2
Multi-shot Grenade Launcher: 6d10, STR 12, 1, --, 6, 3000/1200, 10 lbs., Reload 4
Anti-materiel Rifle: 6d6, STR 14, 1, --, 10, 4000/500, 20 lbs., Mounted
Flamethrower: 3d6, STR 14, 1, --, 5, 3000/500, 60 lbs., Backpack, Flame
Minigun: 4d6, STR 16, 20, -20%, 500, 10,000/2000, 60 lbs, Mounted
* The rocket launcher is a single use disposable tube containing the rocket. Price given is thus for one unit, and the device is not reloadable.
A Mounted weapon is too heavy to be utilized as a personal weapon, and must be mounted on a vehicle, or fired from a stationary position mounted on a bipod or tripod.
A Backpack weapon has it's ammunition contained in a container worn on the back. As such a normal backpack cannot be worn along with it, and additional ammunition cannot be carried.
A Flame weapon ignites the target upon impact, doing it's base damage the initial round, and continuing to do damage every round thereafter unless the flames can be extinguished.
Alien Weapons
Name: Damage, STR Req., RoF, Recoil, Magazine, Value (in coins), Weight (in lbs.), Special
Zal-illar Plasma Pistol: 4d6, STR 6, 1, --, 8, 4000/500, 2 lbs, Plasma, 1-Handed
Zal-ankar Plasma Rifle: 5d6, STR 10, 1, --, 15, 6000/700. 5 lbs, Plasma
Mitum-gisema Heavy Plasma: 8d6, STR 14, 1, --, 6, 10,000/1000, 15 lbs, Plasma
Mir Coilgun: 2d6, STR 8, 6, -0%, 30, 3000/300, 3 lbs
Masatum Laser Rifle: 3d6, STR 10, 3*, -0%, 50, 5000/500, 20 lbs, Laser
Gesamaru Gatling Laser: 3d6, STR 16, 10, -0%, 200, 10,000/2000, 40 lbs, Backpack, Laser
* The Masatum laser rifle is prone to overheating. There is a cumulative 10% chance per round of burst fire after the first, that the weapon will overheat and be permanently destroyed. E.g. on the first round of burst fire there is no chance of failure, on the second there is a 10%, on the third there is a 20%, and so forth.
Plasma weapons are extremely destructive. When fired at organic matter, the plasma projectile causes a limited chain reaction on impact, boiling or melting away surrounding flesh and tissue. If a target is killed by a Plasma weapon in a single attack, the body is effectively liquified. Because of the massive tissue damage caused, even if the target survives, he will take twice as long to heal, and there's is a 40% chance that a limb was permanently destroyed.
Laser weapons pierce through the target, cauterizing the wound as the beam follows through, due to the extreme heat. Laser wounds take twice as long to heal as normal.
Wednesday, June 13, 2007
I'm still here
I apologize to any who are still reading this for my lack of updates. A combination of writer's block, and health issues have been slowing my work a bit.
I see this blog as sort of a "first draft" for the work, and lately I've not had much to work with that was even first draft material.
I'm still in a bit of brainlock with the Aralia. I want to dig in deeper and explore their society and family structure, I'm just having some trouble figuring out just what that structure is, and winding up with something that fits the themes and image of them I want. there's a lot of conflicting ideas in my head right now.
I also had some thoughts on a village design system that wound up going nowhere.
So I'm still working on things, still thinking about it, I just haven't had anything good enough yet to show to the public. There's a number of unfinished pieces sitting in my drafts folder right now, it's just a matter of finishing them.
I see this blog as sort of a "first draft" for the work, and lately I've not had much to work with that was even first draft material.
I'm still in a bit of brainlock with the Aralia. I want to dig in deeper and explore their society and family structure, I'm just having some trouble figuring out just what that structure is, and winding up with something that fits the themes and image of them I want. there's a lot of conflicting ideas in my head right now.
I also had some thoughts on a village design system that wound up going nowhere.
So I'm still working on things, still thinking about it, I just haven't had anything good enough yet to show to the public. There's a number of unfinished pieces sitting in my drafts folder right now, it's just a matter of finishing them.
Saturday, June 2, 2007
Character Creation Part 3: Skills (cont.)
What follows is a list of the skills present in A Song in the Dark. Each skill is presented as a name, followed by the base formula for calculating starting skill level, and then a short description of what it covers and any important special rules.
Unarmed Combat [(STR + AGI) x2 +10]: This skill covers a character's abilities at unarmed combat: striking people with the fists or feet, or grappling them. Characters receive a bonus to their unarmed damage of 1 for every 10% over 70% they have in the Unarmed Combat skill.
Melee Combat [(STR + AGI) x 2]: This covers skill in use of close combat weapons, from clubs to bats to swords to axes. Any handheld weapon meant to strike and kill or maim another living target.
Archaic Weapons [(STR + DEX) x 2]: Archaic weapons refers to primitive, muscle powered projectile weapons, either thrown or mechanical, such as javelins, bows, or crossbows.
Small Arms [(PER + DEX) x2]: Covers the use of small personal firearms, such as pistols, SMGs, and rifles.
Heavy Weapons [(PER + DEX)]: Covers the use of heavy weapons, such as heavy machine guns, rocket launchers, and similar high powered weaponry, both single man, and crew loaded. Such weapons are generally very rare in the wastelands, but have been known to be salvaged, particularly from abandoned military bases.
Alien Weapons [(INT + PER + DEX) /2]: Weaponry is occasionally salvaged from Aralia patrols out outposts, and this skill covers the ability of characters to puzzle out their use, as Aralia technology and weaponry often works in strange ways or utilizes unusual technologies unfamiliar to the free human settlements.
First Aid [(INT x 3)]: First Aid measures the sum total of a character's medical knowledge, and is important in stabilizing wounds taken. Medical knowledge is largely primitive amongst most survivors in the wastes, with only basic knowledge of bandaging and the importance of sterilization, though in some rare villages, primitive surgery may be performed.
Maintenance [(INT + DEX)]: This covers the ability of a character to repair various mechanical and electrical devices scavenged from ruins, as well as basic weaponry like hand guns and rifles. As professional knowledge is scarce, this skill tends to represent an experimental instinct. A character with a 70% skill or higher in Maintenance recieves a +10% bonus to all Tech Lore rolls.
Tech Lore [(INT + PER) x 2]: The ruins of civilization are littered with all manner of technological and mechanical devices, most of them useless, some of them potentially vital to the survival of one's village. Being able to spot which is which is an important skill for those who roam the wastes, and this skill is what measure's a character's ability to identify an item, what it does, and how to use it.
Stealth [(PER + AGI) x 2]: Stealth is the ability to not be noticed, walking silently, and finding places and shadows to hide in. Whenever a character wants to hide, or get through an area or into an area without being seen, he rolls on this skill with a standard penalty equal to 2 times the PER of the individual one is trying to avoid being spotted by.
Cooking [(INT + PER + DEX) ]: Cooking is the knowledge of food and food preparation. It is most vital in the wastes, as knowing how to identify edible food, and even how to make otherwise inedible food edible, is vital to survival. With this skill, a character may rummage food stores to spot preserved foods and spices that are still usable, spot animals and fungus that can be consumed, and cook food so that it is safe to consume and even tasty with enough skill.
Navigation [(INT + PER)]: Finding your way around the wastes is a combination of instinct, intuition, and learning how to spot even the subtlest of differences in terrain and surroundings, drawing mental landmarks where most simply wouldn't see anything but more dead trees. With the sky blacked out, not even the stars or the sun can offer clear indication of direction, so often a navigators route may wind up being downright convoluted, as he follows what landmarks he can recall on the way between one place and another. This skill represents that difficult talent, and is important any time a character msut find their way from one place to another in the wastes.
Tactics [(INT + CHA)]: Tactics is the skill of being able to direct warriors to maximum effect in combat. A good leader improves the fighting ability of all those who fight with him. In game terms, this manifests as a bonus applied to all combat rolls on a successful check. The character with the highest Tactics skill makes a check at the beginning of a fight, and on a successful check, him and all his compatriots receive an additional +20% bonus to all combat rolls.
Tracking [(INT + PER) x 2)]: Tracking is the art of finding other creatures in the wastes, whether it's a single target, or just a general type of target. It can be used to track the whereabouts of an oncoming Aralia patrol, an escaping bandit, or to hunt for wildlife to feed the village, or even just the party.
Animal Handling [(CHA + WIL)]: With the primitive state of human society, the use of animals to serve man has become much more important, from beasts of burden used to ride or pull a load, to beasts trained to guard and kill. Animal Handling covers the ability to tame and control these animals. This can be a very dangerous skill however, especially when dealing with the changed and dangerous creatures that roam the wilds. The difficulty of taming a beast is generated by the GM during the creation of the creature, or listed with the rest of its statistics if it is a pregenerated monster.
Diplomacy [(CHA + PER + INT)]: Diplomacy is the skill of skillful conversation, being able to find out the information one desires, or convince an individual of an idea or conclusion. As a skill, this primarily takes the form of a single check at the beginning of an important conversation, modified by the opponent's CHA (or an average thereof if multiple targets need convincing). If the character succeeds, the GM may give him one clue as to what words might sway them to his way of thinking.
Bartering [(CHA + INT) x2]: Bartering is the skill of negotiating goods and services, and is the cornerstone of what passes for an economy among the free villages. If a successful Bartering check is made before a trade, the player bartering receives a 1% discount for every 5% the roll succeeds by.
Beast Lore [(INT + PER)]: Beast lore is the knowledge of the beasts and monsters that stalk the wilderness. It can be used to identify a creature, or at least the creature it evolved from, and possibly any important habits or behaviors. In combat, a successful Beast Lore check can be made to gain a knowledge of it's weak point, giving all party members an additional +5 to damage rolls against the creature if they succeed at a called shot.
Lockpicking [(PER + DEX)]: The skill of opening locked doors and containers without the appropriate key or combination, everything from safes, to door locks, to cash registers. This is an important skill for looting, as often the most valuable items, and especially guns and money, were kept behind lock and key in pre-Nightfall times.
Unarmed Combat [(STR + AGI) x2 +10]: This skill covers a character's abilities at unarmed combat: striking people with the fists or feet, or grappling them. Characters receive a bonus to their unarmed damage of 1 for every 10% over 70% they have in the Unarmed Combat skill.
Melee Combat [(STR + AGI) x 2]: This covers skill in use of close combat weapons, from clubs to bats to swords to axes. Any handheld weapon meant to strike and kill or maim another living target.
Archaic Weapons [(STR + DEX) x 2]: Archaic weapons refers to primitive, muscle powered projectile weapons, either thrown or mechanical, such as javelins, bows, or crossbows.
Small Arms [(PER + DEX) x2]: Covers the use of small personal firearms, such as pistols, SMGs, and rifles.
Heavy Weapons [(PER + DEX)]: Covers the use of heavy weapons, such as heavy machine guns, rocket launchers, and similar high powered weaponry, both single man, and crew loaded. Such weapons are generally very rare in the wastelands, but have been known to be salvaged, particularly from abandoned military bases.
Alien Weapons [(INT + PER + DEX) /2]: Weaponry is occasionally salvaged from Aralia patrols out outposts, and this skill covers the ability of characters to puzzle out their use, as Aralia technology and weaponry often works in strange ways or utilizes unusual technologies unfamiliar to the free human settlements.
First Aid [(INT x 3)]: First Aid measures the sum total of a character's medical knowledge, and is important in stabilizing wounds taken. Medical knowledge is largely primitive amongst most survivors in the wastes, with only basic knowledge of bandaging and the importance of sterilization, though in some rare villages, primitive surgery may be performed.
Maintenance [(INT + DEX)]: This covers the ability of a character to repair various mechanical and electrical devices scavenged from ruins, as well as basic weaponry like hand guns and rifles. As professional knowledge is scarce, this skill tends to represent an experimental instinct. A character with a 70% skill or higher in Maintenance recieves a +10% bonus to all Tech Lore rolls.
Tech Lore [(INT + PER) x 2]: The ruins of civilization are littered with all manner of technological and mechanical devices, most of them useless, some of them potentially vital to the survival of one's village. Being able to spot which is which is an important skill for those who roam the wastes, and this skill is what measure's a character's ability to identify an item, what it does, and how to use it.
Stealth [(PER + AGI) x 2]: Stealth is the ability to not be noticed, walking silently, and finding places and shadows to hide in. Whenever a character wants to hide, or get through an area or into an area without being seen, he rolls on this skill with a standard penalty equal to 2 times the PER of the individual one is trying to avoid being spotted by.
Cooking [(INT + PER + DEX) ]: Cooking is the knowledge of food and food preparation. It is most vital in the wastes, as knowing how to identify edible food, and even how to make otherwise inedible food edible, is vital to survival. With this skill, a character may rummage food stores to spot preserved foods and spices that are still usable, spot animals and fungus that can be consumed, and cook food so that it is safe to consume and even tasty with enough skill.
Navigation [(INT + PER)]: Finding your way around the wastes is a combination of instinct, intuition, and learning how to spot even the subtlest of differences in terrain and surroundings, drawing mental landmarks where most simply wouldn't see anything but more dead trees. With the sky blacked out, not even the stars or the sun can offer clear indication of direction, so often a navigators route may wind up being downright convoluted, as he follows what landmarks he can recall on the way between one place and another. This skill represents that difficult talent, and is important any time a character msut find their way from one place to another in the wastes.
Tactics [(INT + CHA)]: Tactics is the skill of being able to direct warriors to maximum effect in combat. A good leader improves the fighting ability of all those who fight with him. In game terms, this manifests as a bonus applied to all combat rolls on a successful check. The character with the highest Tactics skill makes a check at the beginning of a fight, and on a successful check, him and all his compatriots receive an additional +20% bonus to all combat rolls.
Tracking [(INT + PER) x 2)]: Tracking is the art of finding other creatures in the wastes, whether it's a single target, or just a general type of target. It can be used to track the whereabouts of an oncoming Aralia patrol, an escaping bandit, or to hunt for wildlife to feed the village, or even just the party.
Animal Handling [(CHA + WIL)]: With the primitive state of human society, the use of animals to serve man has become much more important, from beasts of burden used to ride or pull a load, to beasts trained to guard and kill. Animal Handling covers the ability to tame and control these animals. This can be a very dangerous skill however, especially when dealing with the changed and dangerous creatures that roam the wilds. The difficulty of taming a beast is generated by the GM during the creation of the creature, or listed with the rest of its statistics if it is a pregenerated monster.
Diplomacy [(CHA + PER + INT)]: Diplomacy is the skill of skillful conversation, being able to find out the information one desires, or convince an individual of an idea or conclusion. As a skill, this primarily takes the form of a single check at the beginning of an important conversation, modified by the opponent's CHA (or an average thereof if multiple targets need convincing). If the character succeeds, the GM may give him one clue as to what words might sway them to his way of thinking.
Bartering [(CHA + INT) x2]: Bartering is the skill of negotiating goods and services, and is the cornerstone of what passes for an economy among the free villages. If a successful Bartering check is made before a trade, the player bartering receives a 1% discount for every 5% the roll succeeds by.
Beast Lore [(INT + PER)]: Beast lore is the knowledge of the beasts and monsters that stalk the wilderness. It can be used to identify a creature, or at least the creature it evolved from, and possibly any important habits or behaviors. In combat, a successful Beast Lore check can be made to gain a knowledge of it's weak point, giving all party members an additional +5 to damage rolls against the creature if they succeed at a called shot.
Lockpicking [(PER + DEX)]: The skill of opening locked doors and containers without the appropriate key or combination, everything from safes, to door locks, to cash registers. This is an important skill for looting, as often the most valuable items, and especially guns and money, were kept behind lock and key in pre-Nightfall times.
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