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====CHARACTER CREATION==== 1.) '''Novice''' character base (5 Attributes and 12 skill points)</Br> 2.) Pick and '''Ancestry'''. This can grant a number of abilities or offers you abilities that you can choice from.</Br> 3.) Pick a '''Major''' and two '''Minor Hindrances''' and spent the points on raises.</Br> 4.) Gain a Novice '''Edge'''; character must qualify for it.</Br> 5.) Spend '''$500''' worth of trade/barter good (basically whatever money you have left over after buying your starting gear is trade/barter goods. Coins and paper cash are used by very few committes. Generally every $10 of trade/barter goods weighs about 1lb for simplicy sake).</Br> ADDITIONAL NOTES FOR ROAD HOGS (Standard Gear) </Br> Beginning Troopers are granted a Star Trooper Jacket (custom fit to the body type; AP +1; Torso, Arms; Str Min d4; Wt. 8lb) and Trooper Badge (to be worn somewhere visable at all times when on duty), a Billy Club/Baton (Damage Str+d4; Parry +1; Str Min d4; Wt. 2lb), one Modern Pistol of choice (from SWADE) and 50 rounds of ammo for it. They are also assigned either a stock Dirt Motorbike (for individual troopers) or a Dune Buggy vehicle (to be shared by two troopers). Depending on the mission the team may also be assigned a large armored bus called the Big Boss (see below under Vehicles). ANCESTRIES </Br> '''Androids'''[https://wiki.rpg.net/index.php/File:SWN.Robot.jpg] and [https://www.pinterest.com/pin/305822630954990207/] </Br> 1.) Somewhat rare but based on the Android of the SWADE core pg. 12 but without the Pacifist Hindrince (NOTE your android character can take Pacifist at either level as a Racial Hindrance) (4) </Br> 2.) Start with +2 Posivitive Racial Abilities (note that Androids do not require the Arcane Background (Super Powers) edge to take Super Powers from the SPC). (2) </Br> 3.) You can also take 2-4 points in additional Negative Racial Qualities to reflect radical non-standard Android/Human/Role builds (Most Androids don't look very human unless they are built for a very specific roll like infiltration, spying, etc.) (no more then 4 but the Pacificism Hindrance above counts towards this 4 points). (0)</Br> 4.) Armor Points +2 (1) </Br> 5.) Start with languages Machine Code d8 (While non-Androids can learn to partially understand it they cannot normally speak it) and one other Human language (generally English) a a d6. (1) </Br> 6.) At character creation (only) you can purchase Modern gear from the SWADE core at their base prices (Modern gear listed below costs 1/2 listed prices) and Futuristic gear at x2 costs (Futurtistic gear listed here is divided by five). (0) </Br> 7.) Unless corrupted or programmed to attack other andriods all other robots and androids and robots of the Ancients treat you indifferently at worst or even helpful to you. You can communicate with them in 'Machine Code' as almost all but the 'dumbest' A.I. speak and understand it. (0) </Br> '''Mutant Humans'''[https://www.pinterest.com/pin/563018689481965/], '''Animals'''[https://wiki.rpg.net/index.php/File:ATB.Chicken.jpg] and '''Plants'''[https://www.pinterest.com/pin/56013589112096055/]</Br> 1.) Depending on what you wish to play more or less everyone is created the same way. An Ulifted animal and mutant plant is asssumed to stand upright on two legs, to have two functioning hands/arms, and can speak human languges.</Br> 2.) Start with +8 additional points in Positive Racial Abilities. (8)</Br> 3.) You can also take up to 4 additional Negative Racial Abilities that can be used for additional Positive abilities. (0)</Br> 4.) To cut back a bit on the gonzo feel for this setting; most Human Mutants show only minor changes like maybe for gills or wings or antana or atlers (Distinctive Appearance, see new Negative Racial Abilities), etc. Animals are generally uplifted and can walk on two legs, have functioning hands and can talk. I mutant horse might still be four legged but has human level intelligence and can also talk. Mutant Plants are kind of a wild card and sometimes (but not always) look like walking, talking plants. Note that this is just the more common. Truly freakily looking mutants do exsit though (Alien Form, see New Negative Racial Abilities).</Br> '''Pure Strain Human'''[https://www.pinterest.com/pin/302304193749569760/] and [https://www.pinterest.com/pin/231653974572850171/]</Br> 1.) +4 to resist disease, poisons and toxins (airborn, injected or injested) (1) </Br> 2.) +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations. (2) </Br> 3.) +3 Skill points. (15 total) (3) </Br> 4.) Start with an extra $500 in additional trade good/barter gear. (1) </Br> 6.) You can choice to have been born before the Big Death and the Fall of Mankinds (you have resently awakened in a secured bunker from a cryotube) or after the Fall. If you choice before you gain +2 on Common Knowledge checks about the Ancient but -2 to Common Knowledge checks about the current era. At character creation (only) you can purchase Modern gear from the SWADE core at base their prices (Modern gear listed below costs 1/2 listed prices) and Futuristic gear at x2 costs (Futurtistic gear listed here is divided by 5). If you are born afterwards you start like other character except they start with Survival d4 skill. (1])</Br> 7.) Androids of the Ancients that have not been damaged or reprogrammed do not attack Pure Stain Human and will only attack you with non-lethal means if you threatened them. They can also be helpful towards you, depending on their programming. (0) </Br>
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