Appendix

 

A. Contributors.

Version 1.0 No additional contributors.

 

B. Version information.

0.0 First created in the summer of '87 when I was like 10. Played as a "Filler" game. When waiting for members of our group to show up, or when most could not show, we played the game Badlands. Badlands at that time was essentially D&D with guns, no extra rules save the new classes needed to be learned. The similarity with D&D is what got it played at all, no one really wanted to learn new rules. The game, because it was not really that great, was canned after a while. After that time most of the materials were lost.

1.0 More than a decade later, while playing wasteland and working on my other game JARPS, I got nostalgic for the old game. I was sifting through my closet, filled with old papers, notes, and partly finished games, when I came across a character sheet and some adventure notes for Badlands. I decided that I would re-create the game. The document before you shows that I did, however this time I strayed far from the D&D roots of the original.

1.0.1 The Character Sheet is not finished, nor are the Updates. Equipment is skeletal as are monsters. version 1.1 intends to have these finished.

 

 

 

 

 

C. Character Sheet.

 

Name:

ETC.......

()()()()()NOT FINISHED()()()()()

 

 

 

 

D. Updates.

 

Apx.1.3.2.a: Survivalist Tracking:

Apx.1.3.2.b: Survivalist Foraging:

Apx.1.3.4.a: Rogue STELTH:

Apx.2.1.a: Skill Check Difficulty Lists.

Apx.2.1.b: Skill Check Modifiers.

 

 

Apx.2.3.3.a: Critical Hits:

 

Any roll of natural 20 can either hit if it would not otherwise have done so or it can do double damage if it would have otherwise hit normally.

 

Apx.2.3.0.a: Cover:

 

Taking cover can be one of three things.

 

Going Prone: This takes a Movement or Free action to do but give the character a +5 to dodge. The down side, is that the character must spend another action to get up or change position and looses half of his/her normal dodge bonus. (additionally a negative dodge bonus due to poor AGL or high ENC will no longer apply.)

Taking Full Cover: As long as sufficient cover is available and is thick enough, no attacks can be made on this character nor may the character attack others.

Taking Partial Cover: When taking partial cover the character is placing only his/her head and arms out of cover, so he/she can shoot. The character looses half his/her dodge bonus, but is -10 to hit. The characters body armor will not apply while under cover, but will receive an AC of 5 if wearing a helmet. The big problem is tat all successful hits will do double damage.

 

Apx.2.3.3.1.a: Head Shots:

 

Head shots will do triple damage, but are -10 to hit and must be a single shot. In other words only a single shot may be made, no matter what the ROF is no bursts. Also a helmet increases the penalty to hit by acting as AC5. Incidentally, the character's Dodge applies to head shots, but the body armor does not. Head shots will mostly be used if the target has some awesome body armor but no helmet, or if the character is a really good shot and is trying to conserve ammo. Head shots can be used on monsters but the monsters normal AC applies as well as the -10 to hit, but so does the triple damage.

 

 

Apx.3.4.a: Armor Piercing Ammunition.

 

Armor piercing bullets will cost +50% if available at all. Armor Piercing (AP) gives penetration +5 and damage of -50%.

 

Apx.3.4.b: Hollow Point Ammunition.

 

Hollow point bullets will cost +25% more than normal ammunition. Man Stoppers (MS) gives -5 to penetration and a damage bonus of +50%.

 

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