blackout
2008-02-18, 08:08 PM
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.
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. For every point you have in Muscle, you get five points to Physical Durability.
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 five categories: Weapons, Interaction, Survival, Driving and Mechanics.
Weapons centers around the use of different weapons. Naturally. The Weapons skills are Heavy Weapons, Energy Weapons, and Ballistic Weapons.
Interaction covers the skills neccessary for interacting with other people. These Skills include Haggle, Persuade, Intimidate, 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, and Tank.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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 five Skill Points, and five Attribute Points. 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 +4 bonus to all Survival Skills, and 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, and -4 penalty to Interaction skills. 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 all Driving and Weapons Skills, and +1 to Agility, but suffer a -1 penalty to Common Sense, and Survival skills.
Travelling Merchant
You have been doing business with the denizens of the wastelands for quite some time. You recieve a +4 bonus to all Interaction skills and a +2 bonus to Charisma, but suffer a -2 penalty to Survival skills, Driving skills, and Weapons skills, 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 +4 bonus to Agility, Driving and Weapon skills, and a -2 penalty to Intelligence and Common Sense, and Mechanics and Survival skills.
Gearhead
You've been fascinated with the way vehicles work ever since you were a child. You recieve a +4 bonus to Intelligence and +2 to Agility, and a +4 bonus to all Mechanics skills, but suffer a -6 penalty to Muscle because you never bothered working out.
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 +4 bonus to all Mechanics skills, and a +2 bonus to Driving and Weapon skills, but your lack of exposure to the outside world has left you with a lack of Survival and Interaction skills. You suffer a -4 penalty to both.
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 a +2 to all Driving and Weapons skills, and +2 to all Interaction Skills, but suffer a -4 penalty to all Survival skills, and a -2 penalty to Mechanics skills, because you never left New York until recently, or had to fix your own vehicle before.
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.
Weapon List
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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.
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.
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.
---------------------------------------------
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.
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. For every point you have in Muscle, you get five points to Physical Durability.
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 five categories: Weapons, Interaction, Survival, Driving and Mechanics.
Weapons centers around the use of different weapons. Naturally. The Weapons skills are Heavy Weapons, Energy Weapons, and Ballistic Weapons.
Interaction covers the skills neccessary for interacting with other people. These Skills include Haggle, Persuade, Intimidate, 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, and Tank.
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.
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.
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.
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.
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.
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
-----------------------------------------------------------
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 Damage
-------------------------------------------------------------
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.
Handling
--------------------------------------------------------------
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
--------------------------------------------------------------
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.
Weapons
---------------------------------------------------------------
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.
There will be a weapon list near the bottom.
Armor
------------------------------------------------------------------
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.
There will be an armor list near the bottom.
Shocks
--------------------------------------------------------
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
-------------------------------------------------------
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 five Skill Points, and five Attribute Points. 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
-----------------------------------------------------
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
------------------------------------
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 +4 bonus to all Survival Skills, and 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, and -4 penalty to Interaction skills. 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 all Driving and Weapons Skills, and +1 to Agility, but suffer a -1 penalty to Common Sense, and Survival skills.
Travelling Merchant
You have been doing business with the denizens of the wastelands for quite some time. You recieve a +4 bonus to all Interaction skills and a +2 bonus to Charisma, but suffer a -2 penalty to Survival skills, Driving skills, and Weapons skills, 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 +4 bonus to Agility, Driving and Weapon skills, and a -2 penalty to Intelligence and Common Sense, and Mechanics and Survival skills.
Gearhead
You've been fascinated with the way vehicles work ever since you were a child. You recieve a +4 bonus to Intelligence and +2 to Agility, and a +4 bonus to all Mechanics skills, but suffer a -6 penalty to Muscle because you never bothered working out.
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 +4 bonus to all Mechanics skills, and a +2 bonus to Driving and Weapon skills, but your lack of exposure to the outside world has left you with a lack of Survival and Interaction skills. You suffer a -4 penalty to both.
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 a +2 to all Driving and Weapons skills, and +2 to all Interaction Skills, but suffer a -4 penalty to all Survival skills, and a -2 penalty to Mechanics skills, because you never left New York until recently, or had to fix your own vehicle before.
Vehicle List and Stats
-------------------------------------
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.
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.
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.
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.