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==''The Complex'' Templates and Combat Styles== First, characters '''must''' buy one of two templates: '''Wasteland Inhabitant [7]''': Survival/Radioactive Wasteland (A) @ IQ [2], Radiation Resistant/PF 2 [5] OR '''Wasteland's Victim [-5]''': Social Stigma/Ignorant [-5] -- Doesn't count against disadvantage total. You are either part of the wasteland, or you are it's victim; and victims are never trusted for anything important in the wastes; which essentially means they're not trusted for anything. Those that are ignorant to the effects of radiation are either entirely radiation resistant, or have never stepped out into the wasteland before; most PCs would be Inhabitants. Second, characters '''may''' take (and modify) any of the following occupation templates: '''Doctor:''' The wandering (or stand-still) healer, spreading his services to any of those that require his aid. Doctors are uncommon in the post apocalypse, and good supplies can be hard to come by. Highest Attribute tends to be IQ, Primary skills Diagnosis/Human/TL 7 @ IQ [4], First Aid/Human/TL 7 @ IQ+2 [3]*, Guns/Pistol/TL 7 @ DX [1], Physician/Human/TL 7 @ IQ [4], Physiology/TL 7 @ IQ [4], Surgery/TL 7 @ IQ [8] Total: 24 points *Defaulted from Physician '''Merchant:''' When you need something, the Merchant knows how to get it. This man knows how to deal with people and can tell you what goods are useful or not. Highest Attribute IQ, Charisma, Voice, and influence-related advantages suggested. Acting @ IQ [2], Merchant/IQ+2 [8]*, Fast Talk@IQ+1 [4], Diplomacy@IQ [4], Streetwise@IQ [2] Total: 20 points *Note: +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20 '''Mr. Fixit:''' The expert on mechanics, machinery, and tools-making. Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found. Highest attribute IQ, levels of High Manual Dexterity help. Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Mechanic/Automobile @ IQ [2] Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2] Total: 22 points '''Scavenger:''' All that's important to the Scavenger is to find items that are useful, whether for personal use or for selling. Of course, being able to actually fix what he gets doesn't hurt. Scavenging is often dangerous work, and you never know what might reside in old ruins... Highest Attribute Perception; Skills: Scrounge @ Per+2 [4], Search @ Per+2 [8], Armoury/Small Arms @ IQ [2], Guns/Pistol @ DX [1], Guns/Pistol @ DX [1], Guns/Rifle @ DX [1], Merchant @ IQ [2], Stealth @ DX [2] Total: 21 points '''Sniper/Look-Out:''' The eagle-eye of the group, as well as being the best at shooting what he aims at. Prefers to use long-range weapons over short-range, and can be a lifesaver to a group of fighters in the wilderness. Highest attribute Perception, suggested you buy a level or two in Acute Sense (Vision). Primary skills Camouflage @ IQ+2 [4], Guns/Rifle/TL 7 @ DX+4 [12], Stealth @ DX+1 [4], Tactics @ IQ-1 [2] Total: 22 points '''Hired Gun:''' The man you hire if you need a gun, whether it's a hitman, a guard, or a poor man's soldier. Is adept at any task involving a good gun or a knife. Hired Guns are very common in the Wasteland, but finding a good one is the hardest trick. Highest Attribute DX, suggested you buy Combat Reflexes or High Pain Threshold. Primary Skills: First Aid/TL 7 @ IQ [1], Guns/Rifle/TL 7 or Guns/Shotgun/TL 7 @ DX+2 [4], Guns/Pistol @ DX+2 [3]*, Guns/SMGs @ DX+2 [3]*, Brawling @ DX+2 [4]**, Knife @ DX+2 [4], Streetwise @ IQ [2] OR Survival/Any @ IQ [2], Tactics @ IQ-1 [2] Total: 23 points *Defaulted from Guns/Rifle or Guns/Shotgun. Guns skills default from one another at -2. **Note: +1 per die to Thrust/Swing ST-based damage. '''Wasteland Scout:''' The Wasteland Scout is the survivor of the wasteland. He makes his light tracks in the Wastes, and can find other's tracks if need be. Highest Attributes HT and Perception. Skills: Area Knowledge (Wasteland or another area) @ IQ+1 [2], Climbing @ DX [2], First Aid @ IQ [1], Hiking @ HT [2], Knife @ DX [1], Naturalist @ IQ [4], Survival/Any @ Per+1 [4], Survival/Radioactive @ Per+1 [4]*, Rifle @ DX+1 [2], Pistol/ TL 7 @ DX [1], Stealth @ DX [2], Swimming @ HT [1], Tracking @ Per [2] Total: 28 points *Replaces "Wasteland Inhabitant"'s skill bonus '''Savage Warrior:''' The Savage Warrior is a blast to the past; someone that has grown in the Tribes of California, and has no real access to modern technology. Their knowledge is rather primitive, and although they can learn to use modern weaponry quickly (at least, as far as pointing and shooting), they cannot learn any technical or advanced skills past their TL. Note: Savage Warriors are severely disadvantaged through their low TL, but the points they gain as a disadvantage *DOES NOT* count against point total for disadvantages. This means that the Savage Warrior has more points than almost any other template, but is also completely ignorant as to the most basics of technology. The Savage Warrior specializes in hunting and tracking enemies; he is a more combat-specialized version of the Wasteland Scout. TL 1 [-30], Social Stigma/Ignorant [-5] unless in a Tribes-only adventure, which can only be bought off if they take a higher TL. Social Stigma also doesn't count against disadvantage total. Illiterate [-3] is also suggested, although is not included in template. Skills: Brawling @ DX+2 [4], Knife @ DX+2 [4], Spear @ DX+2 [8], Survival/Forest @ IQ [2] or Survival/Desert @ IQ [2], Throwing Weapon/Spear @ DX+2 [4] OR Archery @ DX+1 [4], Tracking @ IQ [2] Total (with disadvantages): -9 Styles: *Combat Biker *Desert Viper *Scorpion
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