Original Intro | Char Gen | Brainstorming | Technology | Terminology |
The Map | NCT | Locale | The PCs |
We will be using FUDGE combined with the FateRPG descriptor scale:
Fate Ladder | |
---|---|
+8 | Legendary |
+7 | Epic |
+6 | Fantastic |
+5 | Superb |
+4 | Great |
+3 | Good |
+2 | Fair |
+1 | Average |
0 | Mediocre |
-1 | Poor |
-2 | Terrible |
See below for detailed information.
All characters have four attributes:
All Attributes start at Average and can be increased via point expenditures. Five points are available to starting characters. Characters can gain up to two additional points by lowering Attributes below their starting values (one point per rank).
Skills are areas of knowledge or proficiencies a character has. Skills are used to resolve tests and challenges. Skills are purchased using points. Characters begin with 25 points to spend on skills:
For example: Veterinary is base Poor. Spending one point on the skill gives a level of Mediocre. Someone without the skill cannot succeed at a Veterinary skill test.
There will be an important division in skills: USE skills allow the use of items or resources. The Gun skill allows the use of guns. KNOWLEDGE skills allow understanding of items or resources. Picking up a gun and shooting it is one thing, knowing how to repair and maintain it is another. I think this split is very appropriate for the sort of post-collapse game under discussion.
Characters begin with the following skills as freebies:
Animal | ||
---|---|---|
I | Riding | The ability to ride typical mounts (horses, camels). |
I | Animal Handling | Teamster skills, and animal training. |
II | Veterinary | Medical knowledge in relation to animals. Base: Poor, Prereq: Average Farming |
Artistic | ||
I | Artist (field) | Artistic skill as it applies to a specific field (e.g. painting). |
I | Perform (field) | Performance skill as it applies to a specific field (e.g. singing). |
Athletics | ||
I | Athletics | General running, jumping, balance skill. |
I | Climbing | Climbing ability. |
I | Stealth | Hiding and being quiet while moving. |
I | Swimming | Swimming ability. |
Combat | ||
I | Alertness | Situational awareness and general alertness. |
I | Guns | Standard weapons such as pistols, rifles, and semi-automatic weapons. |
II | Heavy Weapons | Heavy weapons such as machine guns, rocket launchers and similar. Base level: Poor, Prereq: Fair Guns |
I | Martial Arts | All forms of unarmed combat. |
I | Melee Weapons | Skill at any form of melee weapon combat. |
I | Ranged Weapons | Non-gunpowder ranged weaponry. |
I | Tactics | Basic tactical knowledge and small unit maneuvers. |
Craft | ||
I | Construction | Building basic structures, including woodworking, masonry and excavation. |
I | Electrician | Knowledge of wiring, electricity, batteries and generators. |
I | Farming | Basic agriculture / animal husbandry techniques. |
I | Leatherworking | Skinning, treatment of hides, tanning and creation of leather goods. |
I | Mechanical | Basic mechanics including guns, small engines, and simple mechanical systems. |
I | Metalworking | Smithing, smelting and forging. |
Language Skills | ||
I | Speak (language) | Fluency in a single language. |
I | Read/Write (language) | Read/Write a single language. |
Medical | ||
I | First Aid | Basic treatment of minor wounds. |
II | Doctor | Advanced medical skill in diagnosis and treatment of maladies. Base level: Poor, Prereq: Fair First Aid |
Outdoors | ||
I | Boating | Small craft such as canoes, rafts, sailboats or rowboats. |
I | Seamanship | Large craft such as ocean-going vessels. |
II | Survival (terrain) | Basic survival skills, including knowledge of flora and
fauna. Includes hunting / gathering. Base level: Poor, Additional terrains start at primary minus one. |
I | Tracking and Orienteering | Includes following another's trail and keeping yourself on course. |
Science | ||
II | Biology | Advanced scientific knowledge including genetics and biochemistry. Base level: Poor |
II | Chemistry | Physical and organic chemistry including creation and analysis. Base level: Poor |
II | Engineering | Comprehend and repair complex machinery and systems. Base level: Poor |
II | Electronics | Comprehend and repair complex electronics, including computer systems. Base level: Poor |
II | Physics | The science of force and momentum. Base level: Poor |
Social | ||
I | Knowledge (area) | General knowledge of a region from a social perspective. |
I | Negotiation | The ability to work the deal. |
I | Politics | Ability to move within and deal with existing power structures. |
I | Read Others | The study of others to obtain information. |
I | Streetwise | Blending in to the local environment and picking up local custom. |
Skills are used to resolve conflicts. Attributes deal with results. For example climbing a cliff is a test of Climbing skill, but avoiding damage if you fall is a test of Reflexes. Comprehending a technical manual might be a test of Engineering, but how much you retain is a test of Intellect.
Stress is the damage track for characters. Everyone has a single damage track that has a base of six slots numbered one to six. Fitness and Will add additional slots to the damage track, one box per two ranks of skill above Average. Any time the character takes damage the appropriate rank box is marked off (or the next higher empty box if already used). If all boxes are full the character takes a Consequence. Note that Stress can be caused by physical or social conflict, with appropriate consequences inflicted depending on the situation.
Examples:
I'm going to leave exact Powers up to individual players, subject to my approval. We're not playing supers here so low-level Powers appropriate to the setting are what you should shoot for.
Powers are purchased just like skills. Each Power has two skills that must be purchased to make use of it: Activation and Application. The initial purchase of these skills is made by spending one point for Mediocre skill. After that each skill is advanced individually with point buys.
Every Power purchased inflicts a permanent Consequence on the purchaser. The exact nature of this Consequence is up for discussion, but their severity will reflect the associated Power's capabilities.
Using a Power requires at least Average success at both Activation and Application. Failing one or the other tests will result in various forms of failure depending on the situation and the Power involved. Measures of success beyond Average increase the effects of the power.
Each use of a Power can cause Stress. If one of the skill rolls fails, or both rolls exactly match the character's skill, they suffer one point of Stress.