1.0 Character Creation.
The following is the information for creating characters.
1.0.1 The steps of character creation.
1.) Roll 4d6 keeping the highest 3. The attributes are rolled in order.
2.) Choose a class that you meet the minimum attribute requirements for.
3.) Choose the skills you want for the character.
4.) Note the basic equipment and money your character has.
5.) Purchase any GM approved equipment.
6.) Complete personal details of character.
1.1 The Attributes.
Why I deviated from the attributes in Wasteland is rather complicated, except that Luck is too difficult to implement in a game as lacking in detail as this one, and charisma tends to be a "points sump", in other words people will put an abysmally low number in that attribute, so the rest of the character can look more even. Additionally because this is a ROLE playing game, charisma is better represented by how the player plays his/her character. Of course one of the early additions to the appendix would probably be a Luck and Charisma addition.
1.1.1 Strength.
STR: A measure of physical muscle power.
Gives a damage bonus in hand to hand combat.
1.1.2 Intelligence.
INT: A measure of mental sharpness and memory.
Gives additional skill points, and influences which skills are available.
1.1.3 Dexterity.
DEX: A measure of manual dexterity and reflexes.
Gives a bonus to strike with firearms and an initiative modifier.
1.1.4 Agility.
AGL:
A measure of the bodies speed and flexibility.Gives a bonus to strike with archery, thrown weapons and physical attacks. most importantly it gives you your dodge number.
1.1.5 Constitution.
CON:
A measure of fortitude, health, and toughness.The constitution score is a direct addition to the characters HP's.
1.2 Attribute effects.
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|
# | STR | INT | DEX | DEX | AGL | AGL | MOV || |
DAM | SKP | STK | INI | STK | DOD | SPD ||____________________________________________|
|
03| -3 | -3 | -3 | +3 | -3 | -3 | 1 ||
04| -3 | -2 | -2 | +2 | -2 | -2 | 2 ||
05| -2 | -1 | -2 | +1 | -2 | -1 | 3 ||
06| -2 | -1 | -1 | 0 | -1 | 0 | 4 ||
07| -1 | 0 | 0 | 0 | 0 | 0 | 5 ||
08| 0 | 0 | 0 | 0 | 0 | 0 | 6 ||
09| 0 | 0 | 0 | 0 | 0 | +1 | 7 ||
10| 0 | 0 | 0 | 0 | 0 | +1 | 8 ||
11| 0 | 0 | 0 | 0 | 0 | +1 | 9 ||
12| +1 | 0 | 0 | 0 | 0 | +2 | 10 ||
13| +1 | 0 | 0 | 0 | 0 | +3 | 11 ||
14| +1 | 0 | 0 | 0 | +1 | +4 | 12 ||
15| +2 | +1 | +1 | 0 | +1 | +5 | 13 ||
16| +2 | +1 | +2 | +1 | +2 | +6 | 14 ||
17| +3 | +2 | +2 | +2 | +2 | +7 | 15 ||
18| +3 | +3 | +3 | +3 | +3 | +8 | 16 ||____________________________________________|
Note:
STR DAM:
Damage bonus for hand to hand combat.INT SKP:
Bonus skill points.DEX STK:
Strike bonus for Firearms.DEX INI:
Initiative bonus.AGL STK:
Strike bonus for Archery, Thrown weapons, and Hand to hand combat.AGL DOD:
Dodge value.MOV SPD:
Average of STR, AGL, and CON. Movement in yards.
1.3 The Character Classes.
Character classes are like the job of the character, and determines what he/she is good at. In the skills category section a "#" means this is the highest level that you can select at first level, a "X" means that you can not select any skills from this category at first level, and later they will cost double points, a "*" means also they can not select at first level and the points are tripled.
1.3.1 Soldier.
The soldier is a master of combat, he/she is the best in all forms of death giving. Unfortunately, the soldier tends to rely too heavily on his/her technology to survive. In a stand up fight other characters can not hope to take a soldier on one for one and win in the early levels, but as levels progress the soldier looses much of his edge over the other classes, by level 5 or so the other classes have a much better chance against the soldier, but the soldier never looses all of his/her edge.
Class: Soldier
Attack Actions: 2 +1 pr. 4 lv.'s Skill Categories:
Move Actions: 3 +1 pr. 3 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: X
Combat: 2
Hit Point Base: 30 + 1d10 pr. lv. Weapons: 3
Strike Base: 10 -1 pr. 3 lv.'s Scientific: *
Skill Points: 06 +1 pr. 1 lv. Technical: *
Saving Throw: +1 +1 pr. 4 lv.'s Rogue: X
Maximum Save: +5
Minimum Attributes:
STR: 08
INT: 03 Experience Base: 2,000
DEX: 08
AGL: 08
CON: 09
Special Ability: Expert Specialization.
For every weapon skill a soldier has he can select 1 free specialization. The soldier can specialize in as many weapons as he wishes, as long as he has 1 skill point to spend on the additional weapons. Soldier specialization is not limited to SL 5, but rather has access to SL 6 the Grand Master level. Most importantly, a soldier does not have the non specialized skill level reduced.
1.3.2 Survivalist.
Wilderness scouts, and decent fighters. Probably just about the best class at first level, but will have a tough time gaining experience levels.
Class:
Attack Actions: 2 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 4 +1 pr. 4 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: 3
Combat: X
Hit Point Base: 25 + 1d8 pr. lv. Weapons: 2
Strike Base: 12 -1 pr. 3 lv.'s Scientific: *
Skill Points: 12 +1 pr. 1 lv. Technical: *
Saving Throw: +1 +1 pr. 3 lv.'s Rogue: X
Maximum Save: +6
Minimum Attributes:
STR: 06
INT: 05 Experience Base: 3,000
DEX: 05
AGL: 05
CON: 10
Special Abilities: The survivalist is trained to survive off the land and track prey.
Tracking: Ability to follow a trail, determine the type, mass, number of individuals, age of the trail, and whether they believed they were followed. The ability to follow a trail is automatic unless the GM determines that there are difficulties involved in the tracking. Additional information is given as the GM desires. If a roll is necessary see the information listed in the appendix. (Apx.1.3.2.a)
Foraging: The ranger can find enough food to survive alone in a waste environment, by foraging and hunting. For additional party members or if the GM decides to require a roll see the appendix. (Apx.1.3.2.b)
Quick Reactions: The Survivalist will receive a -3 to initiative at first level and will be an additional -1 for every level thereafter, to a maximum of -10. This initiative bonus applies to all actions, not just attack actions.
1.3.3 Medic.
A must have for any party, probably even two. The only class that can actually restore HP's.
Class:
Attack Actions: 1 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 2 +1 pr. 4 lv.'s General: 1
"Free" Actions: 2 +1 pr. 3 lv.'s Survival: X
Combat: *
Hit Point Base: 20 + 1d8 pr. lv. Weapons: 1
Strike Base: 15 -1 pr. 5 lv.'s Scientific: X
Skill Points: 08 +1 pr. 1 lv. Technical: X
Saving Throw: +0 +1 pr. 5 lv.'s Rogue: *
Maximum Save: +4
Minimum Attributes:
STR: 03
INT: 09 Experience Base: 1,000
DEX: 07
AGL: 03
CON: 03
Special Abilities: The most important ability of all classes is MEDIC.
MEDIC: The Medic's ability allows you to "Heal" damage done to characters. MEDIC can be applied once per wound, thus it is important to record damage "sequentially". Each application of MEDIC will heal 1d4 HP pr. 2 levels. (i.e. level 6 is 3d4 HP.) An application of MEDIC will heal only up to the damage done -1 in the specific wound. (i.e. if wound #3 was 13 HP and you healed 15 you still would only get back 12.) To use medic requires that the victim remain still, and the Medic pay 3 "Free" Actions. (A first level medic has only 2 "Free" actions and thus must trade in one attack action to use it.) The application will then use up one "unit" of medical supplies. Additional healing supplements can be used to accelerate healing, once all wounds have been treated the medic can administer quick heals and blood transfusions. Quick heals based on potency will give from 1 to 1d12 HP up to the characters max HP. Blood "Units" will give 1d6 HP up to the characters max HP. A character can not receive more than 4 units of blood or 6 quick heals per day. Other than the above restrictions MEDIC is unlimited in it's number of uses per day.
Holistic Medicine: A Medic who spends 4 skill points gets holistic medicine, the ability to make medicines and cures using natural substances. Implementation is controlled by the GM.
1.3.4 Rogue.
Maybe you can get by without this class, but if you want to go where others don't want you to, you must have a rogue.
Class:
Attack Actions: 1 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 4 +1 pr. 3 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: X
Combat: X
Hit Point Base: 15 + 1d6 pr. lv. Weapons: 1
Strike Base: 15 -1 pr. 4 lv.'s Scientific: *
Skill Points: 06 +1 pr. 1 lv. Technical: X
Saving Throw: +0 +1 pr. 4 lv.'s Rogue: 3
Maximum Save: +4
Minimum Attributes:
STR: 03
INT: 07 Experience Base: 1,500
DEX: 08
AGL: 10
CON: 03
Special Abilities: Rogues are the masters of stealth and assassination.
STELTH: A rogue can sneak up on a position in broad daylight. Under cover of darkness, and background noise they can sneak past a moderately well guarded location without a roll. If the GM decides that a roll is necessary, then see the appendix. (Apx.1.3.4.a)
Back Stab: When a rogue a sneaks up on someone and has surprise he/she can make one melee attack at less than 1 meter (or using a bullet at that range) at +1 to damage. This bonus will go up by 1 per level. (i.e. level 10 rogue +10 damage.)
1.3.5 Mechanic.
You can probably get by without a mechanic, a scientist can do his job just about as well, but a mechanic will gain levels so fast it will make your head spin.
Class:
Attack Actions: 1 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 2 +1 pr. 4 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: X
Combat: *
Hit Point Base: 20 + 1d6 pr. lv. Weapons: 1
Strike Base: 13 -1 pr. 4 lv.'s Scientific: X
Skill Points: 10 +1 pr. 1 lv. Technical: 3
Saving Throw: +0 +1 pr. 5 lv.'s Rogue: *
Maximum Save: +4
Minimum Attributes:
STR: 07
INT: 08 Experience Base: 500
DEX: 07
AGL: 02
CON: 08
Special Abilities:
Jury Rig: The mechanic using his technical skills can fix things without all the proper parts and tools. This ability also allows the mechanic to "McGuiver" weapons and equipment. The
ability has it's limits of course, generally based on the level of skill it is based on. The GM is the final arbitrator on what can and can't be done with the ability.
1.3.6 Scientist.
Just call him pocket protector boy, but hey no one else can get so many skills.
Class:
Attack Actions: 1 +1 pr. 7 lv.'s Skill Categories:
Move Actions: 2 +1 pr. 4 lv.'s General: 2
"Free" Actions: 1 +1 pr. 4 lv.'s Survival: *
Combat: *
Hit Point Base: 15 + 1d4 pr. lv. Weapons: 1
Strike Base: 15 -1 pr. 6 lv.'s Scientific: 3
Skill Points: 13 +2 pr. 1 lv. Technical: 2
Saving Throw: +0 +1 pr. 6 lv.'s Rogue: *
Maximum Save: +4
Minimum Attributes:
STR: 03
INT: 12 Experience Base: 1,000
DEX: 03
AGL: 03
CON: 03
Special Abilities: Scientists are a must in any place you will be dealing with technology and science.
KNOWLEDGE: The scientist can gain information beyond what is available to non-scientists, just with a successful roll. What this information is (or even if available) is strictly up to the GM. All decisions on amount of information, difficulty, etc. are up to the GM. Note however this information is limited to Scientific skills only.
Skill Bonus: Scientists get a +2 to all scientific skill rolls and gain an additional +1 every 3 levels to a maximum of +12. (i.e. lv. 3 is +3) All technical skills get a +1 on all rolls and this goes up by 1 every 5 levels to a maximum of +8. (i.e. lv. 10 is +3) This bonus to the skill roll is not the same as having a level in those skills, it just makes succeeding in those skills a bit easier.
1.4 Skills Categories.
1.4.0 Skills levels, specialization, and points cost.
Skills cost Skill points to purchase, and provide bonuses and skill ratings as listed in the chart below:
________________________________________________________________
Skill Level Skill Total SP Cost Incremental Cost Skill
Level average skill average skill Rating
________________________________________________________________
Novice 1 1 1 +3
Trained 2 2 1 +5
Skilled 3 3 1 +7
Professional 4 5 2 +10
Master 5 7 2 +13
________________________________________________________________
Specialization, is when you select one particular type of weapon (Colt 1911A1) from a class of weapons (Pistols) to practice with above all others. Specialization gives you the advantage of better skill with that weapon but is lost when using any other. Non Soldiers select a Particular weapon from a class of weapons they have skill in and they get a bonus of one skill level when using that weapon but loose one skill level when using other weapons of that class. An example would be if Snake Vargas had a level of 2 in pistols and chose to specialize in the VP91Z 9mm pistol. Snake would be equal to level 3 with the VP91Z but only level 1 with the Colt M1911A1 pistol. Specialization costs 1 skill point for each specialization and the maximum level with specialization is 5. The minimum level is 1 and on reaching level 5 in that skill the character can spend another 1 skill point to bring the non-specialized level up to 5 by going achieving level 6. Non-soldiers can not have more specialized weapons than they have levels.
Specialization: For Non-Soldiers
_________________________________________________________
Skill Level Specialized Level Non-Specialized Level
_________________________________________________________
1 2 1
2 3 1
3 4 2
4 5 3
5 5 4
6 5 5
_________________________________________________________
Specialization for soldiers is similar to that of non-soldiers, except that to advance to level 6 costs 3SP's., but do get a non-specialized level of 6. Soldiers can have many specialization as they can pay for, additionally they get one free specialization for each weapon class skill they have. Most importantly, a soldier does not have the non-specialized skill level reduced.
Specialization: For Soldiers.
_________________________________________________________
Skill Level Specialized Level Non-Specialized Level
_________________________________________________________
1 2 1
2 3 2
3 4 3
4 5 4
5 6 5
6 6 6
_________________________________________________________
Weapon Skill Bonuses: For all classes.
_____________________________________________________________
Level Strike Single Fire ROF Initiative Damage
_____________________________________________________________
1 +1 +0 -0 +0
2 +2 +0 -1 +0
3 +3 +1 -1 +1
4 +4 +1 -2 +2
5 +5 +2 -3 +3
6 +6 +3 -4 +5
_____________________________________________________________
1.4.1 General.
Brawling
Climb
Knife Fighting
Pugilism
Swim
Knife Throwing
Perception
Acrobat
Gamble
Confidence
Bureaucracy
First Aid
1.4.2 Survival.
Climb
Swim
Perception
Silent Movement
First Aid
Water Purification
Mountaineering
Find Water
1.4.3 Combat.
Combat Shooting
Perception
Silent Movement
Demolitions
Command
Ambush
Interrogation
1.4.4 Weapons.
Pistol
Rifle
Assault Rifle
AT Weapons
SMG
1.4.5 Scientific.
Cryptology
Metallurgy
Clone Tech
Cyborg Tech
Electronics
Artificial Intelligence
Biology
Chemistry
Astronomy
Linguistics
Nuclear Technology
Hacking
Pharmacology
1.4.6 Technical.
Demolitions
Alarm Disarm
Bomb Disarm
Energy Weapons
Electronics
Mechanics
Chopper Piloting
Cartography
1.4.7 Rogue.
Climb
Perception
Acrobat
Gamble
Pick Lock
Confidence
Sleight of Hand
Forgery
Alarm Disarm
Safe Crack
1.4.8 Skill listings and descriptions.
Brawling (1) INT: 3, Primary: STR
Any fighter who can wander through a full-fledged bar-fight without getting much more than a scratch is either very lucky or highly skilled in brawling. The higher your skill in brawling, the more attacks you get per round in hand-to-hand combat.
Mechanics: Each level of brawling gives you a hand to hand attack. (i.e. level 3 brawling gives you 3 attacks for each combat action.)(level 0 and 1 both give 1 attack.)
Climb (1) INT: 4, Primary: AGL
Gives you the ability to climb over fences, up sheer cliff faces, and out of pits.
Pistol (1) INT: 5, Primary: DEX
A must-have skill since your initial weapon issue will be either the M1911A1 .45 caliber or a VP91Z 9 mm automatic pistol. Without this skill, you won't be very accurate with the weapon or have much luck fixing it if it breaks.
Knife Fighting (1) INT: 4, Primary: AGL
When fighting with knives, this gives an advantage to a skilled fighter over an unskilled one.
Mechanics: Each level gives you a +1 to strike with knives. Level 3 and 5 give -1 initiative with knives. Level 2, 3, and 5 give +1 damage with knives. Only when hand held.
Combat Shooting (1) INT: 6, Primary: DEX
Skilled practitioners of this skill, can sight and fire their weapons faster than those not skilled in combat shooting. Combat shooting must be purchased separately for each class of weapon. Note: Combat Shooting is only applicable to Pistols, Rifles, Assault Rifles, SMG's, and AT Weapons(except spears). Combat Shooting will not affect thrown weapons or hand to hand combat.
_______________________
|
#|Init.| Single Fire || | |
ROF Bonus ||_|_____|_____________|
|
1| -1 | +0 ||
2| -1 | +1 ||
3| -2 | +1 ||
4| -3 | +2 ||
5| -4 | +2 ||_|_____|_____________|
Pugilism (1) INT: 3, Primary: STR
One of the oldest forms of fighting, it teaches you how to dish out punches as well as avoid them. Handy for those close-up battles where the fists start flying.
Mechanics: Each level of this skill gives +1 damage with bare handed attacks. (the standard damage is 1d4+STR bonus for a hand attack.)
Rifle (1) INT: 5, Primary: DEX
A good basic skill to have since many of the weapons sold by raiders are serviceable M19 rifles. You'll rue the day you didn't pick up this skill as you look helplessly at the rifle you can't shoot accurately.
Swim (1) INT: 3, Primary: AGL
The desert sands don't blanket the entire earth. This will come in handy in those spots where you have to swim.
Knife Throwing (1) INT: 5, Primary: AGL
A tricky skill that comes in handy when fighting gets heavy. You use up all your ammo and resort to throwing knives.
Mechanics: Each level gives you a +1 to strike with knives. Level 3 and 5 give -1 initiative with knives. Level 2, 3, and 5 give +1 damage with knives. Only when thrown. As with all thrown objects knives have a short range equal to 1/2 STR in yards, a medium range of STR in yards, and a long range of STR x2 in yards.
Perception (1) INT: 8, Primary: INT
Helps the character find concealed items and notice when things are out of the ordinary. No one should be without it.
Assault Rifle (1) INT: 8, Primary: DEX
If you're using an AK-97 or M1989A1 assault rifle, this skill helps you fire, load, and un-jam it quickly. A skill that ranks up there in importance with walking and breathing.
AT Weapon (1) INT: 9, Primary: DEX
Helps you recognize and use anti-tank weapons like LAW rockets. A handy skill to have should you encounter something far tougher than your Ranger instructors ever told you about.
SMG (1) INT: 8, Primary: DEX
Lets a character control basic submachine guns like the Uzi or Mac 17. May make a big difference when you're out numbered three to one by
bandits who've decided that they want the gold from your teeth.
Acrobat (1) INT: 8, Primary: AGL
This skill for the agile can get you out of a tough situation -- like leaping off of bar counters while you're surrounded by a hostile crowd.
Gamble (1) INT: 9, Primary: INT (because no luck attrib.)
The skill that built Vegas, you'll do well in all games of chance, and you'll also be able to spot a crooked game from a mile away.
Picklock (1) INT: 9, Primary: DEX
This can get you into places where you want to go, but where other don't want you to go.
Silent Movement (1) INT: 9, Primary: AGL
This helps you move unnoticed past a guard post making it tough for enemies to catch up with you.
Mechanics: Used opposed to the opponents perception. This only works when the character can not be seen. The rogue skill of stealth allows them to sneak quietly and hide in shadows. Thus while a rogue could sneak past an alert guard in a well lit guard post, a person with the silent movement skill would only have a chance if the guard was not so alert or not expecting trouble, and the guard post was relatively dark. Also this skill would allow the character to move quietly out of sight of a guard.
Confidence (1) INT: 12, Primary: INT (because no charisma attrib.)
A good confidence skill can enable one to talk to a miser out of his fortune. It's particularly useful for getting information from people who are suspicious of you.
Sleight of Hand (1) INT: 9, Primary: DEX
A thieving skill that lets you perform sleight-of-hand tricks -- perfect when you need to amaze those you meet.
Demolition (1) INT: 12, Primary: INT
Teaches you how much of an explosive substance you can use without blowing yourself up.
Forgery (1) INT: 12, Primary: INT
Helps you recognize or create a forged document. Someday you my just need to whip up a security pass to get by some vigilant guards.
Alarm Disarm (1) INT: 12, Primary: INT
Trains you to recognize and disable alarms. If you want to get into a place without getting caught, this a good skill to have.
Bureaucracy (1) INT: 12, Primary: INT
Even though most of civilization ended with the bomb, an inordinate number of petty bureaucrats managed to survive. This helps you deal with them so you can get when you want.
Bomb Disarm (1) INT: 12, Primary: INT
Allows you to defuse most explosive devices.
First Aid (1) INT: 9, Primary: INT
A vital skill that lets a character stabilize a badly-wounded comrade so he or she has a chance to recover.
Mechanics: This skill allows you to stop the HP loss of a character who is at -1 or less. It does not however allow you to regain HP's other than natural healing.
Safecrack (2) INT: 12, Primary: INT
An experienced practitioner of this art can open safe sealed even before the holocaust.
Cryptology (2) INT: 15, Primary: INT
Gives you the talent to encode and decode messages. Useful in helping you determine what a password might be.
Metallurgy (1) INT: 13, Primary: INT
Increases your ability to spot, identify, and work with some basic metals.
Mechanics (1) INT: 10, Primary: INT
The repair and maintenance of mechanical devices.
Electronics (2) INT: 15, Primary: INT
A skill enabling you to use and repair electronic devices.
Energy Weapons (2) INT: 15, Primary: DEX
The care and use of directed energy weapons.
(This skill may not be learned at first level.)
Clone Technology (2) INT: 16, Primary: INT
The skill with and use of clone creation machinery.
(This skill may not be learned at first level.)
Chopper Piloting (3) INT: 14, Primary: DEX
The ability to fly and perform basic maintenance on helicopters.
(This skill may not be learned at first level.)
Cyborg Technology (4) INT: 16, Primary: INT
The construction, repair, and diagnosis of cyborgs using the proper tools and equipment. This however does not include the programming that gives the cyborg intelligence.
(This skill may not be learned at first level.)
Artificial Intelligence (4) INT: 16, Primary: INT
The study and understanding of non-human machine intelligence.
(This skill may not be learned at first level.)
Biology (1) INT: 10, Primary: INT
Knowledge of biology. (Also the ability to perform autopsies to determine a creatures weaknesses.)
Chemistry (1) INT: 12, Primary: INT
Knowledge of Chemistry. (Also the ability to make poison and gunpowder.)
Astronomy (1) INT: 10, Primary: INT
Knowledge of Astronomy. (Also the ability to navigate by the stars.)
Linguistics (1) INT: 9, Primary: INT
Knowledge of languages, and the ability to learn new ones.
Nuclear Technology (1) INT: 15, Primary: INT
The knowledge of how to operate, maintain, and repair nuclear devices.
(This skill may not be learned at first level.)
Hacking (1) INT: 14, Primary: INT
The skill and knowledge required to gain access to protected computer files and systems.
Water Purification (1) INT: 9, Primary: INT
The ability to clean water of unwanted bacteria and chemicals. This can be as simple as a sand filter to as complex as distilling. Not
necessarily a portable skill. Includes the ability to detect tainted water and foods.
Mountaineering (1) INT: 5, Primary: CON
The knowledge of mountain climbing techniques, and survival at high altitude.
Find Water (1) INT: 8, Primary: INT
The ability to find and recover subterranean water supplies.
Pharmacology (1) INT: 12, Primary: INT
The ability to make medicine (and poison) with the proper equipment and materials.
Cartography (1) INT: 9, Primary: INT
The ability to make and navigate maps.
Command (1) INT: 8, Primary: INT (because no charisma attrib.)
The ability to give a command so it will be followed by NPC's. This will not give you a "power" over NPC's but it rather can be considered a command charisma. Only NPC's who would normally obey you will. In other words a person on the street would not obey, but a reluctant retainer would.
Ambush (1) INT: 9, Primary: INT
The ability to select a good spot for ambush, as well as the skill at hiding in that ambush spot. Also the ability to better spot ambushes. (cumulative with perception)(Just as ambush is cumulative with move silently or STELTH for surprise.) (Use STELTH as if it were a move silently skill of skill level equal to the rogues exp. level with a maximum of 5.)
Interrogation (1) INT: 9, Primary: INT
The ability to "make someone talk", using guile, torture, and coercion.
1.5 Basic Equipment.
Each class gets the following equipment at first level.
1.5.1 Soldier starting equipment.
Colt 1911A1 pistol or VP91Z pistol. Choose one.
M19 rifle or the M17 carbine. Choose one.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Combat knife.
$2d6x10 in gold.
1.5.2 Survivalist starting equipment.
M19 rifle or the M17 carbine. Choose one.
Spear.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Survival knife.
First aid kit, with 5 uses.
$2d6x10 in gold.
1.5.3 Medic starting equipment.
Colt 1911A1 pistol or VP91Z pistol. Choose one.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Survival knife.
Medic bag, with 30 uses.
$2d6x10 in gold.
1.5.4 Rogue starting equipment.
Colt 1911A1 pistol or VP91Z pistol. Choose one.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Combat knife.
$2d6x10 in gold.
1.5.5 Mechanic starting equipment.
Colt 1911A1 pistol, VP91Z pistol, M19 rifle, or the M17 carbine. Choose one.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Two sticks of Dynamite.
Mini tool kit.
$2d6x10 in gold.
1.5.6 Scientist starting equipment.
VP91Z pistol.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Small knife.
Scientific diagnostic kit.
$2d6x10 in gold.
1.6 Experience and you.
Characters will receive experience by defeating enemies and solving puzzles. Also in the great tradition of WASTELAND, all successful skill checks (except those involved in combat) will give the character 10 Exp.
1.6.1 Soldier experience table.
Soldiers use the 2,000 column on the exp. chart.
1.6.2 Survivalist experience table.
Survivalists use the 3,000 column on the exp. chart.
1.6.3 Medic experience table.
Medics use the 1,000 column on the exp. chart.
1.6.4 Rogue experience table.
Rogues use the 1,500 column on the exp. chart.
1.6.5 Mechanic experience table.
Mechanics use the 500 column on the exp. chart.
1.6.6 Scientist experience table.
Scientists use the 1,000 column on the exp. chart.
1.6.7 Experience Chart:
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Level: E.V. 500 E.V. 1,000 E.V. 1,500 E.V. 2,000 E.V. 3,000 ||______________________________________________________________________|
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1 500 1,000 1,500 2,000 3,000 ||
2 1,500 3,000 4,500 6,000 9,000 ||
3 3,000 6,000 9,000 12,000 18,000 ||
4 5,000 10,000 15,000 20,000 30,000 ||
5 7,500 15,000 22,500 30,000 45,000 ||
6 10,500 21,000 31,500 42,000 63,000 ||
7 14,000 28,000 42,000 56,000 84,000 ||
8 18,000 36,000 54,000 72,000 108,000 ||
9 22,500 45,000 67,500 90,000 135,000 ||
10 27,500 55,000 82,500 110,000 165,000 ||
11 33,000 66,000 99,000 132,000 198,000 ||
12 39,000 78,000 117,000 156,000 234,000 ||
13 45,500 91,000 136,500 182,000 273,000 ||
14 52,500 105,000 157,500 210,000 315,000 ||
15 60,000 120,000 180,000 240,000 360,000 ||
16 68,000 136,000 204,000 272,000 408,000 ||
17 76,500 153,000 229,500 306,000 459,000 ||
18 85,500 171,000 256,500 342,000 513,000 ||
19 95,000 190,000 285,000 380,000 570,000 ||
20 105,000 210,000 315,000 420,000 630,000 ||
21 115,500 231,000 481,500 462,000 693,000 ||
22 126,500 253,000 379,500 506,000 759,000 ||
23 138,000 276,000 414,000 552,000 828,000 ||
24 150,000 300,000 450,000 600,000 900,000 ||
25 162,500 325,000 487,500 650,000 975,000 ||______________________________________________________________________|