House Rules

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House Rules

Post by Psyckosama on Mon Dec 09, 2013 1:07 am

SAVVY SKILL

While Atomic Highway has a skill to represent your wasteland survival skills and knowledge of the old world, it really has nothing to stand in for your knowledge of the way of things in that passes for civilized society today. Along those lines I’m adding the following skill

Savvy is a character's worldliness and knowledge of modern culture and geography. Street smarts and knowledge of post-apocalyptic culture and customs. Characters without this skill will often appear to be fish out of water with little to no idea how to function in the “modern” world. Characters with a Savvy of 3 or higher can read and write, even if they don't have Lore.
Usual Attributes: Senses and Understanding.

Changes to Rearing starting skills:

Bartertowner: Lore 1 and Savvy 1 or Savvy 2 / Notice 1, Persuade 1, Tech 1, and one Skills of choice at 1.

Feral: No Change

Nomad: Boat 1 or Drive 1 or Pilot 1 / Intimidate 1 or Persuade 1 / Melee 1, Scavenge 1, Shoot 1 / Survive 1 or Tech 1 or Savvy 1.

Remnant: No Change

‘Steader: Boat 1 or Drive 1 or Ride 1 / Heal 1 or Lore 1 or Savvy 1 / Melee 1, Notice 1, Shoot 1 / Tech 1 or Zoofinity 1.

Tribal: No Change

Trog: No Change

Changes to Pursuit starting skills:

Airman: Notice 1, Pilot 2, Shoot 1, Survive 1, Tech 2, and choose three Skills from Brawl 1, Lore 1, Melee 1, Persuade 1, Savvy 1, Scavenge 1.

Beastmaster: Heal 2 / Intimidate 1 or Persuade 1 / Notice 1, Ride 2, Zoofinity 2, and choose two Skills from Athletics 1, Brawl 1, Melee 1, Savvy 1, Shoot 1.

Bounty Hunter: Athletics 1, Brawl 1, Melee 1, Notice 1, Shoot 2, Stealth 1, Survive 1, and choose two Skills from Criminal 1, Heal 1, Savvy 1.

Brave: Skills: Athletics 1, Brawl 1 / Boat 1 or Ride 1 / Melee 1, Notice 1, Shoot 1, Stealth 1 / Savvy 1 and Survive 1 or Survive 2 / Zoofinity 1.

Greaser: Boat 1 or Drive 1 or Pilot 1 / Lore 1, Scavenge 2, Shoot 1, Tech 2, and choose three Skills from Brawl 1, Melee 1, Notice 1, Persuade 1, Savvy 1.

Hauler: Brawl 1, Drive 2, Intimidate 1, Notice 1, Shoot 1, Tech 1, and choose three Skills from Heal 1, Lore 1, Melee 1, Savvy 1, Scavenge 1, Survive 1.

Healer: Brawl 1, Heal 2 / Intimidate 1 or Persuade 1 /, Notice 1, Scavenge 1, Shoot 1, and choose three Skills from Boat 1, Lore 1, Melee 1, Ride 1, Savvy 1, Survive 1.

Lorekeeper: Boat 1 or Ride 1 / Lore 2, Notice 1, Persuade 1, Scavenge 1, Shoot 1, Tech 1, and choose two Skills from Brawl 1, Intimidate 1, Melee 1, Savvy 1, Survive 1.

Outrider: Athletics 1, Drive 2, Lore 1 or Savvy 1, Melee 1, Notice 1, Shoot 1, Stealth 1, Survive 1, Tech 1.

Pit Fighter: Athletics 1, Brawl 2, Heal 1, Intimidate 2, Melee 2, and choose two Skills from Criminal 1, Notice 1, Ride 1, Savvy 1, Sleight 1.

Raider: Boat 1 or Drive 1 / Brawl 1 / Criminal 1 or Savvy 1 or Scavenge 1 / Intimidate 1, Melee 1, Notice 1, Shoot 1, Stealth 1, Survive 1, Tech 1.

Roadwarrior:  Brawl 1, Drive 2, Notice 1, Shoot 2, Tech 1, and choose three Skills from Athletics 1, Heal 1, Lore 1, Melee 1, Savvy 1, Scavenge 1, Survive 1.

Scavenger: Athletics 1, Lore 1, Notice 1, Persuade 1, Scavenge 2, Survive 1, Tech 1, and choose two Skills from Brawl 1, Boat 1, Criminal 1, Heal 1, Melee 1, Ride 1, Savvy 1, Shoot 1, Stealth 1.

Sentinel: Athletics 1, Brawl 1, Intimidate 1, Melee 1, Notice 1, Shoot 2, and choose three Skills from Boat 1, Heal 1, Lore 1, Persuade 1, Ride 1, Savvy 1.

Shaman: Boat 1 or Ride 1 / Heal 1 / Intimidate 1 or Persuade 1 / Notice 1, Sleight 1, Survive 1, Zoofinity 1, and choose three Skills from Brawl 1, Lore 1, Melee 1, Savvy 1, Shoot 1, Stealth 1

Skulk: Athletics 1, Criminal 2, Notice 1, Savvy 1, Sleight 2, Stealth 1, and choose two Skills from Brawl 1, Intimidate 1, Lore 1, Melee 1, Persuade 1, Shoot 1.

Wastelander: Athletics 2 / Boat 1 or Ride 1 / Notice 1, Stealth 1, Survive 2, Zoofinity 1, and choose two Skills from Brawl 1, Heal 1, Melee 1, Savvy 1, Shoot 1, Zoofinity 1.

SCIENCE SKILL

Atomic Highway also pools all technological skill and knowledge into a single base skill Tech. While this is effective and simple, it also brings up issues in settings where extremely advanced, science fiction like technology may be found. Along these lines a new skill is introduced. Science.

Technology, Biological, and advanced concepts would theoretically be affected by Tech, Heal, and Lore respectively but this serves to make the skills too powerful. Instead a character attempting something that the GM deems suitably advanced, complicated, or just beyond the common keen of understanding even by the standards of a ‘normal’ expert, the player must roll Science to see if they actually understand what it is they’re dealing with. Should they pass that roll, they may use their skills as expected. Otherwise the difficulty is raised by their degrees of failure.

Because of the rarity of the skill, science is not part of any standard Rearing or Pursuit. It may only be added in character creation by using the players at-will skill points. Characters cannot take science if they are not literate.

Usual Attributes: Senses and Understanding.

SALVAGE SKILL

Salvage is now a Natural Skill. Everyone gets one free point to start.

Psyckosama
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Re: House Rules

Post by Psyckosama on Fri Apr 10, 2015 6:55 pm

The armor described in the basic book is Basic armor. Made from
scavenged or natural materials it's not really optimized for massive
protection. It provides basic protection as listed.

Advanced armors are armors designed from advanced space are materials
or are master crafted by people who know how to get the most out of a
set of armor.

While they normally will offer similar protection to standard armor,
there's one major difference. Normal armor gives it flat value against
a single success. Advanced armors offer additional protection against
multiple. Normally less than their core armor value, an example would
be this.

Heavy armor offers protection 8.

This would normally be a mixture of say, heavy leather and hide and
salvaged metal plate banged crudely into shape and literally bolted to
the leather under armor. You know, classic Post-Atomic special.

Advanced heavy armor might be something more along the lines of a
modern day riot suit. Designed from cut resistant kevlar with armor
grade steel metal inserts it's not dramatically different in concept
from the above. But it does offer a deeper level of protection. It
offers a protection of lets say... 10/5/2. That means that it has a
base protection against 10 points of damage, but if the enemy gets
multiple successes it applies an additional 5 points of protection for
each additional success for the first two extra success. This is
because while it might not be able to fully absorb the additional
damage, it offers superior protection and is harder to penetrate.

Or for a less techy version, a suit of extremely well crated chain and
plate crafted by the descendent of a Ren-Fair blacksmith using the
carefully mastered and time tested methods of the 13th century
(SCIENCE!) might produce a suit with a 8/4/1 value.Not vastly superior
but enough that it might be worth the additional expense and reflects
the superior workmanship.

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