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− | This game setting is based a bit on weird Gamma World mixed with Pallium's After the Bomb (and Road Hogs) and Mutant Year Zero. | + | This game setting is based a bit on weird Gamma World mixed with Pallium's After the Bomb (and Road Hogs) and Mutant Year Zero. |
− | + | ==Overall Setting Notes== | |
− | + | Before the ''Big Death'' the old '''US Empire''' and the rest of the world were competing for the ever dwindling resources such as fossil fuels and fertile lands to grow food for its ever expanding populations. Genetics had advanced beyond anyone’s ability to really control it. Human-animal hybrids, called Uplifts or sometimes Chimera, became all the rage to meet the demands of ever cheaper labour and disposable soldiers. In many third world countries genetics became the cheap answer to weapons of mass destruction and world prestige while many terrorist organizations, racial militias and criminal groups rushed to release their own versions of death onto the world at large. Most first world countries also developed A.I. computers and andriods to further spread their domination in this so-called Resource Wars. | |
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− | ==Overall Setting Notes | ||
− | Before the ''Big Death'' the old '''US Empire''' and the rest of the world were competing for the ever dwindling resources such as fossil fuels and fertile lands to grow food for its ever expanding populations. Genetics had advanced beyond anyone’s ability to really control it. Human-animal hybrids, called Uplifts or sometimes Chimera, became all the rage to meet the demands of ever cheaper labour and disposable soldiers. In many third world countries genetics became the cheap answer to weapons of mass destruction and world prestige while many terrorist organizations, racial militias and criminal groups rushed to release their own versions of death onto the world at large. Most first world countries also developed A.I. computers and andriods to further spread their domination in this so-called | ||
This all came to a head eventually when someone, no one knows who, released a super virus that specifically targeted human’s genus and mutated fast enough that no one could produce a counter to it before it was too late. Society collapsed into madness as mobs went crazy destroying what little hope mankind had of survival. Some countries, including the old US Empire, tried to slow or contain the spread of the virus with limited nuclear strikes on their own land. It instead seems to have had the opposite effect, mutating the virus even faster than before. In the end the only intelligence survivors were the Pure Strain Humans, genetically altered super humans (transhumans), Mutant Humans and Uplifted Animals and Mutant Plants. | This all came to a head eventually when someone, no one knows who, released a super virus that specifically targeted human’s genus and mutated fast enough that no one could produce a counter to it before it was too late. Society collapsed into madness as mobs went crazy destroying what little hope mankind had of survival. Some countries, including the old US Empire, tried to slow or contain the spread of the virus with limited nuclear strikes on their own land. It instead seems to have had the opposite effect, mutating the virus even faster than before. In the end the only intelligence survivors were the Pure Strain Humans, genetically altered super humans (transhumans), Mutant Humans and Uplifted Animals and Mutant Plants. | ||
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Besides those groups listed below I am using a few ideas from Gamma World in this Ruined Earth setting, including...</Br> | Besides those groups listed below I am using a few ideas from Gamma World in this Ruined Earth setting, including...</Br> | ||
− | 1.) "Cryptic Alliances", semi-secret societies whose ideological agendas—usually verging on monomania—often bring them into conflict with the rest of the world. No one really understands or knows what their ultimate plans or goals are | + | 1.) "Cryptic Alliances", semi-secret societies whose ideological agendas—usually verging on monomania—often bring them into conflict with the rest of the world. No one really understands or knows what their ultimate plans or goals are. </Br> |
− | 2.) Pure Strain Humans of the "Knights of Genetic Purity" seek to exterminate all mutants | + | 2.) Pure Strain Humans of the "Knights of Genetic Purity" seek to exterminate all mutants. </Br> |
− | 3.) The all-mutant | + | 3.) The all-mutant "Iron Society" wants to eliminate unmutated humans. </Br> |
− | 4.) Other rivalries involve attitudes towards Ancient technology, with some alliances such as "The Restorationists", seeking to rebuild Ancient society, while others, such as "The Seekers" | + | 4.) Other rivalries involve attitudes towards Ancient technology, with some alliances such as "The Restorationists", seeking to rebuild Ancient society, while others, such as "The Seekers", want to destroy remaining artifacts and generally hate technology. </Br> |
− | + | ===BRIEF HISTORY AND SETTING 'LEAVING LOS VEGAS'=== | |
− | ===BRIEF HISTORY AND SETTING | ||
− | |||
'''New Vegas''' (built on the ruins of the old city) has a population of around 30,000 with a mix mutants, pure strain humans and uplifted animals and plants is the core setting where the player's characters start out there adventures at. The city is open to all and has a very cosmopolitan to all sentient beings. All are welcome and free to live and trade as they wish. | '''New Vegas''' (built on the ruins of the old city) has a population of around 30,000 with a mix mutants, pure strain humans and uplifted animals and plants is the core setting where the player's characters start out there adventures at. The city is open to all and has a very cosmopolitan to all sentient beings. All are welcome and free to live and trade as they wish. | ||
− | The city’s overall technology is probably closer to the old US Empire of the 1970’s | + | The city’s overall technology is probably closer to the old US Empire of the 1970’s but less reliance on fossil fuels (although there are some coal mining pits to the southwest and natural gas fields to the south and east). They can replace the machine parts of most tech of this present level, including car parts and older aircraft. |
− | The city government is something like a city-state republic, with an elected Lord-Mayor and city council (12 members). All serve six year terms. While these elections are open to any New Vegas citizen, most are part of the city’s oligarchy (local merchants). | + | The city government is something like a city-state republic, with an elected Lord-Mayor and city council (12 members). All serve six year terms. While these elections are open to any New Vegas citizen, most are part of the city’s oligarchy (local merchants). Despite this the city has fairly light laws and people have few restricts put on them by the council. This does not mean anarchy but murder, rape, slavery and even certain drugs use are all outlawed. Punishment for such is generally hard labor and/or exile from the city. Execution are rare but are the penalties reserved for rape and murder and slavery. |
The city maintains a local law enforcement force of 500 souls. This police force is fairly well received and respected by the local population but there is of course a strong illegal underground criminal element. These officers are armed mostly with pistols and shotguns along with a few wearing some sort of armor. They maintain a small motor pool with the rest of patrols being conducted on foot or with riding animals or even Uplifted horses and rider teams. There is also a standard city army of 400 professional soldiers who are better equipped and trained for military action. They have a few light armored transports and propeller aircraft and at least one helicopter and conduct patrols outside the city (especially to the north). The city also enlists a local militia of 2,500 members whom train in different groups of 100 at least four days every month. They are provide firearms by the city and keep these weapons at their homes but ammunition is given out sparingly and the militia are excepted to purchase extra on their own with their monthly stipend. | The city maintains a local law enforcement force of 500 souls. This police force is fairly well received and respected by the local population but there is of course a strong illegal underground criminal element. These officers are armed mostly with pistols and shotguns along with a few wearing some sort of armor. They maintain a small motor pool with the rest of patrols being conducted on foot or with riding animals or even Uplifted horses and rider teams. There is also a standard city army of 400 professional soldiers who are better equipped and trained for military action. They have a few light armored transports and propeller aircraft and at least one helicopter and conduct patrols outside the city (especially to the north). The city also enlists a local militia of 2,500 members whom train in different groups of 100 at least four days every month. They are provide firearms by the city and keep these weapons at their homes but ammunition is given out sparingly and the militia are excepted to purchase extra on their own with their monthly stipend. | ||
− | The major villains in the setting is the so-called the '''Hyborian Empire''' based out of the old US military base '''Area 51''' and '''Groom Lake Facility'''. The Empire is dominated both socially and militarily by an elite cadre of transhumans whom call themselves the ''Hyborians'' | + | The major villains in the setting is the so-called the '''Hyborian Empire''' based out of the old US military base '''Area 51''' and '''Groom Lake Facility'''. The Empire is dominated both socially and militarily by an elite cadre of transhumans whom call themselves the ''Hyborians''. These super-soldier make up about 10% of the overall population of the Empire at around 2,000 souls. Most of the citizen population is made up of Pure Strain Humans whom make up another 50% of the overall population at around 10,000 souls. Citizens are branded with their civilian ID on their right arms. The remained are slaves made up of capture Mutant Humans, Animals and Planets, and Hyborian or Pure Strain ‘traitor’ former citizens that make up another 8,000 souls. |
Most of the Pure Strain Humans of the Empire were workers and techs on the research part of the Area 51 Groom Lake base while Hyborians where created by the Pure Strains to act as guards and security for the base as the old US Empire fell (after most of the normal human soldiers and techs either feld or died). The Hyborians quickly saw themselves as superior to all beings on the Earth. Before the final fall they seized the facility and local military base as their own. Over the last hundred years they have lead slave and supply raids into the outlying lands but never extensive attacks. They never had the number to start conquering the lands beyond the Groom Lake valley. But it is a dream of all of them to one day they will rule over the Earth, first the old US Empire, then the world (for the lesser/inferior beings benefit of course). | Most of the Pure Strain Humans of the Empire were workers and techs on the research part of the Area 51 Groom Lake base while Hyborians where created by the Pure Strains to act as guards and security for the base as the old US Empire fell (after most of the normal human soldiers and techs either feld or died). The Hyborians quickly saw themselves as superior to all beings on the Earth. Before the final fall they seized the facility and local military base as their own. Over the last hundred years they have lead slave and supply raids into the outlying lands but never extensive attacks. They never had the number to start conquering the lands beyond the Groom Lake valley. But it is a dream of all of them to one day they will rule over the Earth, first the old US Empire, then the world (for the lesser/inferior beings benefit of course). | ||
− | The Empire today enjoys a fairly high technology level and standard of living (especially for the Hyborians) | + | The Empire today enjoys a fairly high technology level and standard of living (especially for the Hyborians). They are not large enough to manufacture everything they need but they have managed to produces enough machine parts to maintain the technology of old… or at least parts of it such as vehicles, a local internet hub and limited aircraft. At present they have a couple of dozen of military helicopters, six fighter jets and two bombers. They have maybe a hundred armored fighting vehicles and three main battle tanks. Most of the military is armed with automatic rifles and combat infantry armor. |
The Hyborians are generally very warry of mutants within their own populations, and there are very few if any within their own bloodline. This is in part due to the fact that many families will destroy any of their own children who they deem as ‘weak’ and all mutations are seen as a weakness and dilution of their pure, superior bloodline. | The Hyborians are generally very warry of mutants within their own populations, and there are very few if any within their own bloodline. This is in part due to the fact that many families will destroy any of their own children who they deem as ‘weak’ and all mutations are seen as a weakness and dilution of their pure, superior bloodline. | ||
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There are no other big settlements or lands claimed by any group near New Vegas. Father out there is largest named lands of the '''Free Plains''' located to the east claiming parts of the Great Plains region of the Old US Empires heartland. The Free Plains have the greatest overall population and land area, number well over a hundred thousans, but are scattered among various tribes and clans and families that are often hostile towards each other and outsiders. Their loose confederation have few common practices except for their one universal law – that no one ever uses another beings as an unwilling beast of burden. This law applies even to unintelligence non-sentient animals. | There are no other big settlements or lands claimed by any group near New Vegas. Father out there is largest named lands of the '''Free Plains''' located to the east claiming parts of the Great Plains region of the Old US Empires heartland. The Free Plains have the greatest overall population and land area, number well over a hundred thousans, but are scattered among various tribes and clans and families that are often hostile towards each other and outsiders. Their loose confederation have few common practices except for their one universal law – that no one ever uses another beings as an unwilling beast of burden. This law applies even to unintelligence non-sentient animals. | ||
− | Another towards the southwest are the lands of the '''Bandits Kingdom'''. These ''Kingdoms'' are are mostly mountainous (claiming much of the old | + | Another towards the southwest are the lands of the '''Bandits Kingdom'''. These ''Kingdoms'' are are mostly mountainous (claiming much of the old Rockie Moutains). Many, if not most, of the tribes here spend a good portion of their lives stealing and raiding into other territories, hence their nations name (at least by outsiders). |
Both groups are fairly primitive, using swords and bows as their main armaments or the occasional firearm salvaged or stolen from someone else. Most lead vary nomadic lifestyles, wandering the length of breath of their landscape. | Both groups are fairly primitive, using swords and bows as their main armaments or the occasional firearm salvaged or stolen from someone else. Most lead vary nomadic lifestyles, wandering the length of breath of their landscape. | ||
− | ===SETTING NOTES FOR | + | ===ADDITIONAL SETTING NOTES FOR 'ROAD HOGS'=== |
:“It has been over a 100 years since the ''Big Death'', when most of Humankind was wipes off this world. None are alive today really know what the world was like before the ''Big Death''. It was said to be a ''Golden Age of technology'' and wonder. But the hubris of the Ancients ended all that. In their attempt to hold off the inevitable the Ancients dropped their Nukes on the soils of their own lands but this only spread the virus faster. We still live with the Red Zones even now, after all this time. But we also are free. And you are a defender of that freedom. | :“It has been over a 100 years since the ''Big Death'', when most of Humankind was wipes off this world. None are alive today really know what the world was like before the ''Big Death''. It was said to be a ''Golden Age of technology'' and wonder. But the hubris of the Ancients ended all that. In their attempt to hold off the inevitable the Ancients dropped their Nukes on the soils of their own lands but this only spread the virus faster. We still live with the Red Zones even now, after all this time. But we also are free. And you are a defender of that freedom. | ||
:You are a members of the '''State Troopers'''. For many of you, your families have served this great institute for generations and we hope your decedents serve us for many generations to come. You reflect the best of the citizens of the '''Free State of Calli'''. And as for your newcomers, those who have no family ties with us I except no less dedication and courage to duty and to the Troopers. We must all remain ever vigilant from the gangs and marauders from the so-called Road Hogs. But they are not the only treat to our lands. Invaders and bandits have plagued our highways since we took over for the last Human Troopers. We alone maintained the roads the rule of law. But our laws, not Ancients. | :You are a members of the '''State Troopers'''. For many of you, your families have served this great institute for generations and we hope your decedents serve us for many generations to come. You reflect the best of the citizens of the '''Free State of Calli'''. And as for your newcomers, those who have no family ties with us I except no less dedication and courage to duty and to the Troopers. We must all remain ever vigilant from the gangs and marauders from the so-called Road Hogs. But they are not the only treat to our lands. Invaders and bandits have plagued our highways since we took over for the last Human Troopers. We alone maintained the roads the rule of law. But our laws, not Ancients. | ||
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This game is set in the '''Free State of Calli'''. The ''Free State of Calli'' was formed about 80 years ago by members of the '''California State Patrol''' and the '''Free City-State of Sacramento'''. Other independent cities and lands joined over the years flocking to the flag of freedom that the ''Free State'' promoted. The state now extends from the '''City-State of Barstow''' in the far south to the '''Old Highway 44''' and '''Free City of Redding''' in the north. The ''Free State'' promotes the idea of all sapient have rights and freedoms. They work together to promote good will and trade within its borders and free trade with those of similar ideas outside its boards.</Br> | This game is set in the '''Free State of Calli'''. The ''Free State of Calli'' was formed about 80 years ago by members of the '''California State Patrol''' and the '''Free City-State of Sacramento'''. Other independent cities and lands joined over the years flocking to the flag of freedom that the ''Free State'' promoted. The state now extends from the '''City-State of Barstow''' in the far south to the '''Old Highway 44''' and '''Free City of Redding''' in the north. The ''Free State'' promotes the idea of all sapient have rights and freedoms. They work together to promote good will and trade within its borders and free trade with those of similar ideas outside its boards.</Br> | ||
− | The '''Cali State Patrol''' (or just the '''State Patrol''') is the official law enforces on the roads and highways of '''Calli''' and their work crews maintain the roads throughout the ''Free State'' to better promote trade and travel. | + | The '''Cali State Patrol''' (or just the '''State Patrol''') is the official law enforces on the roads and highways of '''Calli''' and their work crews maintain the roads throughout the ''Free State'' to better promote trade and travel. Most have a very good reputation throughout the state. They generally don't enforce the laws within any free city's limits unless specifically asked. They maintain their own fleet of vehicles, most being ground cars of the Old World. They do have a few helicopters in their service but they are hard to maintain and so are used mostly in emergencies.</Br> |
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− | Most have a very good reputation throughout the state. They generally don't enforce the laws within any free city's limits unless specifically asked | ||
The ''Free State'' is surrounded by a few allies and more than one set of hostile lands. Of course there are the '''Road Hogs''' of the old state of '''Oregon'''. These lands are dominated by the powerful '''Swine Brotherhood''' a barbaric and large Motorcycle Gang but they are also made up of numerous other animal and mutant tribes and gangs of outlaws. </Br> | The ''Free State'' is surrounded by a few allies and more than one set of hostile lands. Of course there are the '''Road Hogs''' of the old state of '''Oregon'''. These lands are dominated by the powerful '''Swine Brotherhood''' a barbaric and large Motorcycle Gang but they are also made up of numerous other animal and mutant tribes and gangs of outlaws. </Br> | ||
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ADDITIONAL NEGATIVE RACIAL QUALITIES</Br> | ADDITIONAL NEGATIVE RACIAL QUALITIES</Br> | ||
− | '''Alien Form''' (-2) Somewhat rare but includes the truly stange looking mutants or andoids | + | '''Alien Form''' (-2) Somewhat rare but includes the truly stange looking mutants or andoids [as the Super Powered Companion] </Br> |
− | '''Allergy''' (-1/-2) | + | '''Allergy''' (-1/-2) [as the Super Powered Companion] </Br> |
'''Distinctive Appearance''' (-1) this include minor mutant looking like glowing eyes or angel wings, etc. [as the Super Powered Companion] </Br> | '''Distinctive Appearance''' (-1) this include minor mutant looking like glowing eyes or angel wings, etc. [as the Super Powered Companion] </Br> | ||
'''Poor Grip''' (-1/-2): Witrh the lesser form you suffer -2 to any skill or test that requires the use of your hands, such as most Thievery or Repair skill checks. At the major level you cannot attempt these skills normally and you have a -2 to Athletics (throwing), Fighting and Shooting when using weapons of any kind not ‘attached’ to your body in some way. </Br> | '''Poor Grip''' (-1/-2): Witrh the lesser form you suffer -2 to any skill or test that requires the use of your hands, such as most Thievery or Repair skill checks. At the major level you cannot attempt these skills normally and you have a -2 to Athletics (throwing), Fighting and Shooting when using weapons of any kind not ‘attached’ to your body in some way. </Br> | ||
− | '''Quadruped''' (-2): This is for four legged creatures (mutant animals or plants) who don’t have arms | + | '''Quadruped''' (-2): This is for four legged creatures (mutant animals or plants) who don’t have arms (unless they take the Extra Limbs super power in which case this Quality is only worth -1 point) and cannot wield normal weapons without some special modification if the GM allows it and even then you should suffer at least -1 or -2 penalty to your attack rolls. The GM might allow the character to try some manipulation or Agility based skill with its teeth but this is at an extra -4 to check. To balance this, such the mutant gain +2 bonus to their Pace and +1 steps to their running die. They also gain a +2 bonus to resist being knocked prone or off balance.</Br> |
'''Weakness''' (-1/-2): you suffer penalties to Toughness and/or extra damage fro certain attack and enviromental conditions [as the Super Powered Companion] </Br> | '''Weakness''' (-1/-2): you suffer penalties to Toughness and/or extra damage fro certain attack and enviromental conditions [as the Super Powered Companion] </Br> | ||
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ANCESTRIES </Br> | ANCESTRIES </Br> | ||
− | ''' | + | '''Android'''</Br> |
− | 1.) | + | 1.) based on the Android of the SWADE core pg. 12 but without the Pacifist Hindrance (NOTE your android character can take Pacifist at either level as a Racial Hindrance if you want. With GM permission you could take up to 2 points in additional Negative Racial Qualities to reflect radical non-standard Android/Human/Role builds; ask the GM).</Br> |
− | + | 2.) Armor Points +2 </Br> | |
− | + | 3.) +3 additional Skill points (15 total). </Br> | |
− | + | 4.) Start with languages Machine Chant 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.</Br> | |
− | + | 5.) 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).</Br> | |
− | + | 6.) 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 Chant' as almost all but the 'dumbest' A.I. speak and understand it. </Br> | |
− | + | 7.) Androids cannot normally wear artifical armor as made for Humans. Standard armor must be custom made for them and cost at least twice as much as normal armor would. </Br> | |
− | '''Mutant Humans | + | '''Mutant Humans, Animals and Plants'''</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> | 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 + | + | 2.) Start with +6 additional points in Positive Racial Abilities. </Br> |
− | 3.) You can also take up to 4 additional Negative Racial Abilities that can be used for additional Positive abilities. | + | 3.) You can also take up to 4 additional Negative Racial Abilities that can be used for additional Positive abilities.</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 | + | 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 look like walking 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''' | + | '''Pure Strain Human'''</Br> |
− | 1.) +4 to resist disease, poisons and toxins (airborn, injected or injested | + | 1.) +4 to resist disease, poisons and toxins (airborn, injected or injested) </Br> |
− | 2.) +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations. | + | 2.) +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations. </Br> |
− | 3.) +3 Skill points. (15 total) | + | 3.) +3 Skill points. (15 total)</Br> |
− | + | 4.) 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.</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 | + | 5.) Start with an extra $500 in additional trade good/barter gear. </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 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. </Br> | |
====GEAR==== | ====GEAR==== | ||
− | Modern Gear can be purchased at twice the standard price (including Ammo, Armor, Weapons, etc.) listed in SWADE core book. Futuristic gear is also available but generally rarely for sale, but can be found by some merchants. Prices are at | + | Modern Gear can be purchased at twice the standard price (including Ammo, Armor, Weapons, etc.) listed in SWADE core book. Futuristic gear is also available but generally rarely for sale, but can be found by some merchants. Prices are at less five or more times then the standard prices found in SWADE. Listed below are some examples and the minimum price for them. </Br> |
Note that cellphones reception and the internet are very limited to small high tech area. | Note that cellphones reception and the internet are very limited to small high tech area. | ||
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Additional Modern Gear (prices already include increased cost) | Additional Modern Gear (prices already include increased cost) | ||
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* Book, survival: Cost $100, wt. 1lb (+1 to Survival checks) | * Book, survival: Cost $100, wt. 1lb (+1 to Survival checks) | ||
* Book, technical: Cost $500, wt. 1lb (+1 to appropriate/one ''Knowledge'' skill) | * Book, technical: Cost $500, wt. 1lb (+1 to appropriate/one ''Knowledge'' skill) | ||
− | * | + | * Boots: Cost $40, wt. 1lb (adds +1 to Fatigue rolls vs. long distanct travel on foot) |
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* Canteen, plastic (2 quarts): Cost $5, wt. 0 (full weights 3lbs) | * Canteen, plastic (2 quarts): Cost $5, wt. 0 (full weights 3lbs) | ||
+ | * Camouflage Uniform: Cost $100, Wt. 6lb (in correct environment grant +2 to Stealth skill but -2 in other settings. Patterns include forest, artic, jungle, plains, urban etc) | ||
* Compass: Cost $50, Wt. 1/2lb. | * Compass: Cost $50, Wt. 1/2lb. | ||
+ | * Crossbar: Cost $10, Wt. 2lb (+2 to Stength to pry out doors, etc.) | ||
* CBRN Suit: Cost $500, Wt. 10lb (a one-piece military suit that is worn over armor. total immunity to biological and chemical toxins and +4 resistance checks verse radiation. But wearer suffers a -2 to Notice and -1 to Shooting) | * CBRN Suit: Cost $500, Wt. 10lb (a one-piece military suit that is worn over armor. total immunity to biological and chemical toxins and +4 resistance checks verse radiation. But wearer suffers a -2 to Notice and -1 to Shooting) | ||
* Duck Tape: Cost $5, wt. 2 lb (60-yard roll) | * Duck Tape: Cost $5, wt. 2 lb (60-yard roll) | ||
* Gas Mask: Cost $75, wt. 1lb (10 replacement filters cost $50 and wt. 1/2lb; adds +4 vs. airborn toxics or poisons for 2 hours of continuous use. But wearer suffers a -2 to sight based Notice checks and -1 to Shooting) | * Gas Mask: Cost $75, wt. 1lb (10 replacement filters cost $50 and wt. 1/2lb; adds +4 vs. airborn toxics or poisons for 2 hours of continuous use. But wearer suffers a -2 to sight based Notice checks and -1 to Shooting) | ||
* Geiger Counter: Cost $150, wt. 2lb | * Geiger Counter: Cost $150, wt. 2lb | ||
+ | * Grappling Hook: Cost $50, wt. 2 | ||
* Handcuffs, steel: Cost 50, wt. 2lbs | * Handcuffs, steel: Cost 50, wt. 2lbs | ||
* Handcuffs, zip ties: Cost $10, wt. 1lb for 100 | * Handcuffs, zip ties: Cost $10, wt. 1lb for 100 | ||
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* Map, atlas: Cost $500, wt. 1lb | * Map, atlas: Cost $500, wt. 1lb | ||
* Matches, Box of 50, waterproof: Cost $10, wt. 0 | * Matches, Box of 50, waterproof: Cost $10, wt. 0 | ||
− | * Mini-Tool Kit: Cost $ | + | * Mini-Tool Kit: Cost $500, Wt. 5lbs (required to make Electronic and Repair checks at -2. Without it suffer a penalty of -2). A Master Mini Kit costs $1,000 and does not suffer a skill penalty. |
− | * Portable Tool Kit: Cost $ | + | * Portable Tool Kit: Cost $200, wt. 20lbs (required to make Electronics and Repair checks Without it suffer a -4 penalty). A Master Kit cost $500 and grants a +1 bonus to checks. |
* Radio, crank: Cost $200, wt. 3lb (Wind up for 2 minutes, radio last 10 minutes. 2 mile range) | * Radio, crank: Cost $200, wt. 3lb (Wind up for 2 minutes, radio last 10 minutes. 2 mile range) | ||
* Radio, CB: Cost $1,000 wt. 5lb (100 mile range) | * Radio, CB: Cost $1,000 wt. 5lb (100 mile range) | ||
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Futuristic Gear</Br> | Futuristic Gear</Br> | ||
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* 3D Printer: Cost $5,000, wt. 10lb (a “3D” printer uses raw materials to create devices from predesigned blueprints. The printer can manufacture most common objects for the usual cost of just raw materials in about one minute per pound. Blue print for most common good costs $100-500 each) | * 3D Printer: Cost $5,000, wt. 10lb (a “3D” printer uses raw materials to create devices from predesigned blueprints. The printer can manufacture most common objects for the usual cost of just raw materials in about one minute per pound. Blue print for most common good costs $100-500 each) | ||
* Adhesive Patches: Cost $100 for 10 patches, wt. 0 (Small squares made of the same material as space and CBRN suits, adhesive patches are a quick puncture repair kit. One patch is required for each breach) | * Adhesive Patches: Cost $100 for 10 patches, wt. 0 (Small squares made of the same material as space and CBRN suits, adhesive patches are a quick puncture repair kit. One patch is required for each breach) | ||
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* Language Translator: $5,000, wt. 1lb (available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra high and ultra low frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2) | * Language Translator: $5,000, wt. 1lb (available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra high and ultra low frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2) | ||
* Matter Cutter: Cost $75,000, wt. 15lb (these devices use ultrasonics, lasers and molecular disruption to make narrow cuts through matter. They’re most often used by salvage crews or marines to breach ship hulls or sealed interiors. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not gameinches). Double the time required for every full 30 points of Armor the material has. As an improvised melee weapon, it causes 3d6 Damage with AP 10, and subtracts 2 from Fighting rolls and Parry) | * Matter Cutter: Cost $75,000, wt. 15lb (these devices use ultrasonics, lasers and molecular disruption to make narrow cuts through matter. They’re most often used by salvage crews or marines to breach ship hulls or sealed interiors. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not gameinches). Double the time required for every full 30 points of Armor the material has. As an improvised melee weapon, it causes 3d6 Damage with AP 10, and subtracts 2 from Fighting rolls and Parry) | ||
− | * Matter Remover: $ | + | * Matter Remover: $60,000, wt. 10lb (this tool is typically used by miners to tunnel through rock. It removes up to a cubic foot of rock or earth per round. Armored surfaces reduce this by half. As an improvised melee weapon, it causes 3d6 Damage at AP 5, and subtracts 2 from Fighting rolls and Parry) |
* Medi-Gel: Cost $150, Wt. 1/4lb (a tube of advanced healing gel. It adds +2 to Healing rolls made to heal fresh wounds or stabilize someone who’s bleeding out, and contains 10 uses) | * Medi-Gel: Cost $150, Wt. 1/4lb (a tube of advanced healing gel. It adds +2 to Healing rolls made to heal fresh wounds or stabilize someone who’s bleeding out, and contains 10 uses) | ||
* Medi-Scanner: Cost $3,000, wt. 2lb (this hand-held scanner and screen depicts the internal structure of organic beings. This greatly helps doctors looking for damage, and adds +2 to their Healing rolls. With a tiny blood sample, the medi-scanner can also detect known poisons, diseases, and other conditions) | * Medi-Scanner: Cost $3,000, wt. 2lb (this hand-held scanner and screen depicts the internal structure of organic beings. This greatly helps doctors looking for damage, and adds +2 to their Healing rolls. With a tiny blood sample, the medi-scanner can also detect known poisons, diseases, and other conditions) | ||
* Mineral Detector: Cost $5,000, wt. 4lb (a hand held device that detects minerals up to six feet deep, in an area the size of a Large Burst Template per round. It also eliminates the penalties for detecting mines) | * Mineral Detector: Cost $5,000, wt. 4lb (a hand held device that detects minerals up to six feet deep, in an area the size of a Large Burst Template per round. It also eliminates the penalties for detecting mines) | ||
− | * Nutri-Bar: Cost $100, wt. 1/4lb (advanced freeze-drying and condensing techniques allow a complete meal | + | * Nutri-Bar: Cost $100, wt. 1/4lb (advanced freeze-drying and condensing techniques allow a complete meal to be packed into a 4” by .5” thick bar, good for one day) |
− | * Portent: Cost $10,000, wt. 5lbs (this backpack-sized unit is powered by Solar Energy Cells good for 24 hours of constant use. It creates a dome-like force field the size of a Large Burst Template that resists wind, water, bugs and other natural elements. If attacked | + | * Portent: Cost $10,000, wt. 5lbs (this backpack-sized unit is powered by 2 Solar Energy Cells good for 24 hours of constant use. It creates a dome-like force field the size of a Large Burst Template that resists wind, water, bugs and other natural elements. If attacked the Force Field has a 5 point Toughness. Anything that dealsmore then take causes the field to collaspe) |
====Vehicle Rules==== | ====Vehicle Rules==== | ||
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{| class="wikitable" border="0" | {| class="wikitable" border="0" | ||
| '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Cost''' || '''Examples''' | | '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Cost''' || '''Examples''' | ||
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| Heavy || 6 || 15mph || -1 || 25 (6) || 25 || 10 || $45K || APC, semi cab | | Heavy || 6 || 15mph || -1 || 25 (6) || 25 || 10 || $45K || APC, semi cab | ||
|- | |- | ||
− | | Super Heavy || 8 || 10mph || -2 || 30 (7) || 30 || 20 || $75K || Main battle Tank | + | | Super Heavy || 8 || 10mph || -2 || 30 (7) || 30 || 20 || $75K || Main battle Tank |
|- | |- | ||
− | | Titan || 10 || 10mph || -2 || 35 (8) || 40 || 40 || $200K || Train car | + | | Titan || 10 || 10mph || -2 || 35 (8) || 40 || 40 || $200K || Train engine or car, fighter aircraft |
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− | | Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 60 || $500K || Heavy aircraft transport,jet liner | + | | Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 60 || $500K || Heavy aircraft transport,jet liner |
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− | | Goliath || 14 || 10mph || -4 || 45 (10) || 60 || | + | | Goliath || 14 || 10mph || -4 || 45 (10) || 60 || 100 || $1M || Cruise liner, light carrier water ship |
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</font size> | </font size> | ||
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Mods (x) is how many times it maybe take 1=Once, U=unlimited (up to all the mods the vehicle has) | Mods (x) is how many times it maybe take 1=Once, U=unlimited (up to all the mods the vehicle has) | ||
+ | <font size=1> | ||
{| class="wikitable" border="0" | {| class="wikitable" border="0" | ||
| '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' | | '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' | ||
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| '''Amphibious (1)''': The vehicle can move at 1/2 its speed with a -1 Handling for its size on the surface of water. For four times the cost the cost and one addition Mod can be modified to be a submersibles. Movement is 1/4 speed. Includes a waterseal and oxygen supply for 8 hours. || 1 || $1K xSize | | '''Amphibious (1)''': The vehicle can move at 1/2 its speed with a -1 Handling for its size on the surface of water. For four times the cost the cost and one addition Mod can be modified to be a submersibles. Movement is 1/4 speed. Includes a waterseal and oxygen supply for 8 hours. || 1 || $1K xSize | ||
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− | | '''Armor (U)''': Increases the vehicle's Armor value by +2 | + | | '''Armor (U)''': Increases the vehicle's Armor value by +2 || 1 || $1K xSize |
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− | | '''Armor, | + | | '''Armor, Heavy (U)''': Advanced metals, reactive, or composite materials are used for military-grade vehicles. Each time it’s taken, it adds +6 to Front Armor, +4 to Sides, and +2 to Rear; or +4 Armor all around (builder’s choice). Only Heavy Weapons may cause damage to vehicles with Heavy Armor, regardless of damage rolls. Bottom armor is equal to a vehicle’s rear. Top armor is equal to its sides (important when getting too close to taller foes such as walkers). || 2 || $10K xSize |
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| '''Booster (U)''': Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Refills cost $100 per booster. || 1 || $1K xSize | | '''Booster (U)''': Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Refills cost $100 per booster. || 1 || $1K xSize | ||
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| '''Off Road (1)''': Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”. || 1 || $1K xSize | | '''Off Road (1)''': Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”. || 1 || $1K xSize | ||
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| '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || 1 || $1K xSize | | '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || 1 || $1K xSize | ||
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| '''Sensor Suite (1)''': This functions exactly like the Medium Sensor Suite (SFC p. 16). || 1 || 100K | | '''Sensor Suite (1)''': This functions exactly like the Medium Sensor Suite (SFC p. 16). || 1 || 100K | ||
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− | | | + | | ''Side Car (2): a Side Car can be addition to a motorcycle and adds +2 Modifier space to the vehicle. || + Cost $500 |
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| '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || $3K xSize | | '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || $3K xSize | ||
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| '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || $10K xSize | | '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || $10K xSize | ||
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| '''Tracked (1)''': The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 5mph, but adds +1 to Handling and ignores ''Driving'' penalties for difficult terrain. On the table-top, every inch of movement is treated as 1.5”. || n/a || $1K xSize | | '''Tracked (1)''': The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 5mph, but adds +1 to Handling and ignores ''Driving'' penalties for difficult terrain. On the table-top, every inch of movement is treated as 1.5”. || n/a || $1K xSize | ||
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FUTURE VEHICLE UPGRADES | FUTURE VEHICLE UPGRADES | ||
+ | <font size=1> | ||
{| class="wikitable" border="0" | {| class="wikitable" border="0" | ||
| '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' | | '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' | ||
|- | |- | ||
− | | '''Aircraft, Anti-Grav (1) | + | | '''Aircraft, Anti-Grav''' (1) || Ultra Tech. The vehicle is an aircraft powered by anti-gravitic propulsion. It can hover or fly, and has a Top Speed of 100mph and Handling +2. || Size || Cost $100,000 xSize |
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| '''Artificial Intelligence (1)''': The vehicle’s AI can operate all systems—from driving to weapons. It has a skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the driver’s Action Card. Giving the AI a short verbal command is a free action. || 1 || $10K xSize | | '''Artificial Intelligence (1)''': The vehicle’s AI can operate all systems—from driving to weapons. It has a skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the driver’s Action Card. Giving the AI a short verbal command is a free action. || 1 || $10K xSize | ||
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− | '''Fuel''' | + | '''Fuel''' costs $10 x Size per hour of operation. Most have an inerior tank that holds enought for the vehicle operate for up to 6 hours. Extra gas tanks use 1 mod and allow operation up to 12 hours (and cost $100 x Size of the vechicle). Portable Gas tanks hold 10 gallons of gas that count as Vehicle Size |
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− | ''' | + | Allowed '''Vehicle Weapons''' from SFC for Modern Vehicles – Auto-Cannon, Bombs (SFC pg. 23), Flame Weapons, Grenade Launchers (SFC pg. 24). Otherwise use vehicle weapons from SWADE (twice price for modern, rare for futuristic minimum x5 or more price) |
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− | ''' | + | Some basic Vehicles of the '''Cali State Patrol'''… |
− | '' | + | * '''Dirt Bike''': Cost $4,500. Size – Light (2), Handling +2, TS 40 MPH, Toughness 11 (2), Crew 1+1, Mods (2 Mods remaining): Exposed Crew, Off Road Drive (1), Reinforced Chassis 1 (1), Speed 1 (1) |
− | + | * '''Motorcycle with Sidecar''': Cost $3,250. Size – Light (2), Handling +2, TS 50 MPH, Toughness 9 (2), Crew 1+1, Mods (4 Mods remaining): Exposed Crew, Side Car (+2), Speed 2 (2) | |
− | + | * '''Street Bike''': Cost $4,500. Size – Light (2), Handling +2, TS 70 MPH, Toughness 9 (2), Crew 1+1, Mods (1 Mod remaining): Exposed Crew, Speed 4 (4) | |
− | * | + | * '''Dune Buggy''': Cost $16,000. Size 3 – Medium, Handling +1, TS 45 MPH, Toughness 14 (3), Crew 1+3, Mods (6 Mods remaining): Exposed Crew, Off-Road Drive (1), Reinforced Chassis (1), Speed 2 (2) |
− | + | * '''Patrol Car''': Cost $36,000. Size 4 – Large, Handling +1, TS 50 MPH, Toughness 20 (7), Crew: 1+5, Mods (9 Mods remaining): Armor 1 (1), Handling 1 (1), Reinforced Chassis 1 (1), Speed 3 (3) | |
− | * | + | * '''Big Boss''': Cost $94,000. Size 8 – Super Heavy. Handling -2, TS 30 MPH, Toughness 32 (12), Crew: 4+10, Mods (9 Mods remaining): Armor 2 (Heavy armor, 2), Crew Space 1 (1), Living Space 3 (9), Reinforced Chassis 2 (2), Speed 2 (2) |
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