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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.

Stiz
2008-02-18, 09:50 PM
Have you looked at the Fallout RPG?
Sounds like even some time playing the Fallout games for the PC might give you some good ideas on fleshing out Dustworld a bit.
It's a really great world with a deep storyline. I think you will be suprised at how many simularities there are to the things that you've already posted.

blackout
2008-02-19, 05:07 AM
I've seen Fallout, never played, but I want to.

Anyhow, I actually drew alot of the inspiration for Dustworld from Fallout, and other RPGs(Car Wars, and Auto Assault, mainly), then tossed in some of my own stuff. This is the culmination of two weeks of hard work, and if it wasn't for my devteam, it would've taken even longer.

nothingclever
2008-02-19, 06:16 PM
Just wondering if you might have missed something. Standard armor says it has zero damage reduction but Super armor says it provides double the protection of normal armor. /confused

blackout
2008-02-19, 08:05 PM
Super Armor provides twice as much armor as regular armor. No damage reduction, though,

Dorizzit
2008-02-19, 08:36 PM
Are there ever going to be rules for non-vehicular anything? Also, you mentioned disliking the fact that the DM picks the location of the strike, so I have two suggestions:

1. Roll a die. Determined randomly.

2. Let the player pick what they're gunning for, and see if they miss, hit it, or hit something else.

blackout
2008-02-20, 06:08 AM
The thought had occurred to me, Dorizzit, but baby steps, man, baby steps.

1. No really effective way of using that, though. All dice are d6s, and every vehicle will have six sections, plus tires, which become their own individual section. I was thinking of implementing some kind of called shot rules, though.

2. Maybe.

blackout
2008-02-20, 06:21 AM
Factions and History
Well, with the rule system out of the way, I'm going to work on the fluff, which everyone knows is good!

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

Holy Order of the Divine Machine

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

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

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

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

Wandering Tribes

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

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

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

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

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

Major City-States

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

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

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

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

Ruined Cities

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

The Black Hand

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

Militia

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

Truck Stops Corporation

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

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

blackout
2008-02-20, 06:24 AM
Two new Backgrounds added: Black Hand Operative, and Holy Order Initiate.

Stiz
2008-02-20, 07:38 PM
Sounds very cool.
I like the Holy order most as they sound like they would be a great deal of fun to play due to the mixture of new with old, and religion with tech.

I also see a great deal of potental for anyone that hooks up with the Truck stop corporation. I'm sure that they have alot of mercenarys on staff at all times to deal with anyone that might want to ruin it for everyone.

Question: How did so many of the largest citys in america survive the war? I would have expected them to be very high on the target list for anyone that was tossing nukes our way... Especilly NYC...

blackout
2008-02-21, 04:18 PM
They were, but the survivors rebuilt the cities, and people who survived the war elsewhere went to these cities. As such, the cities grew, expanded, and rebuilt.

blackout
2008-02-21, 08:09 PM
Made alot of adjustments to the game, particularly, personal weapons and armor, as well as an on-foot combat system. (Got some PMs regarding that.)

The post is so long that I can't make neccessary adjustments here on GitP. Full post is at the link below.

Third post down.

http://enupnion.myfastforum.org/ftopic996-0-asc-0.php

Gwyn chan 'r Gwyll
2008-02-21, 08:54 PM
I vote for three Canadian cities to be left: Toronto, Calgary, and BC, all now being deadly rivals.

Edit: And the way you word the damage for Combat Shotguns make it do more damage the farther away.

Suzuro
2008-02-22, 12:38 AM
Just a question: How do you know how many dice you need to roll for a certain task?

Sorry if it's there and I just can't seem to find it...





-Suzuro

blackout
2008-02-22, 04:38 PM
Suzuro: 2d6 for all tasks, including combat, then you add relevant Skill, Mutation and Attribute modifiers.

Gwyn: Meh, I'll think it over. And, I mean the opposite, obviously. It's a shotgun.

blackout
2008-02-23, 10:14 AM
OK, I forgot this stuff: Kits. Kits are basically the tools you need to do certain skills. Better kits give you bonuses to those skills.

Class 3 First Aid Kit

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

Class 2 First Aid Kit

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

Class 1 First Aid Kit

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

Class 3 Hunting Kit

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

Class 2 Hunting Kit

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

Class 1 Hunting Kit

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

Class 3 Vehicle Toolkit

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

Class 2 Vehicle Toolkit

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

Class 1 Vehicle Toolkit

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

Class 3 Armor Repair Kit

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

Class 2 Armor Repair Kit

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

Class 1 Armor Repair Kit

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

Class 3 Field Cooking Kit

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

Class 2 Field Cooking Kit

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

Class 1 Field Cooking Kit

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

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


OK, have fun.

blackout
2008-02-23, 01:04 PM
Leveling up rules edited slightly, check the post on the other site for details.

Ulzgoroth
2008-02-23, 05:50 PM
Leveling up rules altered rather dramatically!

A scatter of questions:

Personal weapons vs. vehicles. How much do they do? Presumably not full, since a plasma pistol would equal a plasma cannon. But there has to be some way to take down a vehicle on foot.

In personal combat, is there no dodge mechanic? As written it seems like you get hit by any shot.

Do auto-weapons do their damage times their ROF per shot, or just their damage? If they do do damage * ROF, what point is there in vehicle energy weapons? If they do just damage, what's the use of the SMG, which costs more, does less, and is generally worse off in every way than the combat pistol?

Are attributes other than strength supposed to do anything in between multiples of 4?

blackout
2008-02-24, 12:08 PM
Rate of Fire is basically just how many bullets from the gun's ammo count that it expends per round.

Dodge mechanic...DARNIT. Forgot that. :smallfurious:

Personal weapons deal half-damage to vehicle armor, and full damage to internal structure.

No. That reminds me, edited some more stuff regarding Muscle. Instead of getting 5 points of PD(Physical Durability(health)per point in Muscle, you need 2 points in Muscle to get those 5 PD points.

blackout
2008-02-24, 12:18 PM
OK, Dodge mechanic added.

Ulzgoroth
2008-03-01, 12:09 AM
I would note that you've made the minigun on par with the more powerful vehicle weapons, and the sniper rifle the most powerful weapon in the game. That is to say it outdamages the heaviest vehicle weapons by more than a factor of 3.

...and while I'm being critical, I'd like to note again that the SMG is inferior in absolutely every regard to the combat pistol. And the carbine/assault rifle comparison is...slightly bizarre. And minigun/autocannon? Seriously, what's with the strictly dominated equipment choices?

Also, doing the math, reflective armor only does better than standard against the Burner, and frag-proof is completely useless.

Also, personal armor question. Is basic clothing supposed to stop several rounds of gunfire? Or what exactly do the HP of body armors mean?

blackout
2008-03-02, 09:01 AM
I would note that you've made the minigun on par with the more powerful vehicle weapons, and the sniper rifle the most powerful weapon in the game. That is to say it outdamages the heaviest vehicle weapons by more than a factor of 3.


So? Vehicle weapons do quadruple damage to any non-vehicle targets, and personal weapons do half-damage to vehicles.


...and while I'm being critical, I'd like to note again that the SMG is inferior in absolutely every regard to the combat pistol. And the carbine/assault rifle comparison is...slightly bizarre.

The SMG is pretty much supposed to be that way; in my experience(which pretty much amounts to Halo 2 and 3), the SMG SUCKS. As for the carbine/assault rifle comparison, that's all that a carbine really is, a lighter rifle.


And minigun/autocannon? Seriously, what's with the strictly dominated equipment choices?


I honestly don't get what the problem is; the firing DCs should balance it out.


Also, doing the math, reflective armor only does better than standard against the Burner, and frag-proof is completely useless.


I demand proof of this; it's supposed to take less damage from all energy weapons. Also, frag-proof takes less damage from ALL heavy weapons. Proof plz.


Also, personal armor question. Is basic clothing supposed to stop several rounds of gunfire? Or what exactly do the HP of body armors mean?


Simply put, item decay. You have to take care of your stuff, or it pretty much falls apart. HP represents that. You take weaponsfire, and your armor takes damage, and in some cases, if damage reduction is not sufficient, so do you.

Ulzgoroth
2008-03-02, 12:00 PM
So? Vehicle weapons do quadruple damage to any non-vehicle targets, and personal weapons do half-damage to vehicles.
I may have accounted fully for that...'armor' takes double instead of quadruple from vehicle weapons. I dunno if that applies to the person inside, but if not personal armor does nothing against vehicle weapons (intended, maybe?)

Regardless, the personal minigun does 20 damage. That means that only one vehicle mounted weapon does more damage per shot against vehicles. And technically, couldn't you dual-wield miniguns in powered armor?

The sniper rifle calculation was after halving. A sniper shot blows away a layer of reinforced armor. Sure it takes time to reload...so have more than one in reach. With a couple you can kill a runner.


The SMG is pretty much supposed to be that way; in my experience(which pretty much amounts to Halo 2 and 3), the SMG SUCKS. As for the carbine/assault rifle comparison, that's all that a carbine really is, a lighter rifle.

Ok, aside from the choice of sourcing (not realistic at all, but doesn't have to be), why does it work in all ways worse and cost twice as much? That's just a broken market.

A carbine is a lighter, shorter rifle. Generally that doesn't mean a longer-ranged, higher firepower rifle.


I honestly don't get what the problem is; the firing DCs should balance it out.

Again, strict inferiority. The AC is the useless gun, and it has the higher DC. Not that that's terribly likely to matter at 6 vs 5 (incidentally, since everyone's got skills 4 lower, are those supposed to be the same? Did you change them and I missed it?). Technically I notice it does reload a little faster, but I can't imagine 3-round reload excusing it.


I demand proof of this; it's supposed to take less damage from all energy weapons. Also, frag-proof takes less damage from ALL heavy weapons. Proof plz.

Never mind. I thought standard had 40 HP, dunno why... It is worse than reinforced, but cheaper and lighter so that's no problem.

Vhaidara
2008-03-02, 08:24 PM
Answering some complaints in blackout's place. Too short an attention span to quote.

No, it's specificly said that you cannot dual wield miniguns. Also, good luck carrying two miniguns, which I calculate out to be 40 Poks. That means that, without the armor, you'd need 17 muscle if that's all you're carrying.

That's why snipers are expensive and heavy.

The firing DCs can make a huge difference.

I honestly actually have to agree that the SMG is overpriced when it runs out of ammo 6 round earlier, deals 1 less damage per round, is harder to fire, weighs more, and take longer to reload.

blackout
2008-03-03, 05:15 PM
OK, to keep people from bugging me any further regarding SMGs, the thing has officially been added to the weapons Discount Bin, I've edited it's stats slightly to make it worth the money. Quit being babies. :smalltongue: *is obviously kidding*

Increased it's damage by 3, increased range by 5, and lowered the price for the gun itself by 10 Coins, along with cutting it's reload time by 1 Round. Hopefully, that'll make it slightly more appealing to people in general.

blackout
2008-03-22, 08:15 AM
Added Called Shots, Cover, and Sprinting to the personal combat rules, to make it more taktikul. :smallsmile:

blackout
2008-04-07, 06:56 PM
Working on Recoil, Maneuvers, and new mutation system altogether, getting ready for final weapon and armor rebalance, making some new weapons, armor, and vehicles, and revamping a little of the fluff. Fun.