Wasteland HERO
The Post-Apocalyptic Role Playing Sourcebook for the HERO System
By Ronald A. Miller (Copyright 1998)
III. Skills, Perks and Talents
1. Wasteland Everyman Skills (ES)
Player Characters and certain Non-Player Characters (regardless of genotype or background) possess a familiarity level in the following areas (8 or less unless stated):
|
AK: Home Area |
11- |
|
Climbing |
8- |
|
Concealment |
8- |
|
Conversation |
8- |
|
Deduction |
8- |
|
FAM: Area Lifeforms |
8- |
|
FAM: Racial Culture |
8- |
|
LANG: New English at 2 pts |
-- |
|
Paramedic |
8- |
|
Shadowing |
8- |
|
Stealth |
8- |
|
Survival |
8- |
These skills can be increased to become CHAR based for 2 points, instead of the 3 points required in the HERO System Rulebook. Since every character starts out essentially with the above as a 1 point Familiarity, the 2 point costs are justified.
EVERYMAN SKILL DESCRIPTIONS
AK (Area Knowledge): Home Area
The home area that a being comes from includes the physical, geometrical and structural areas in the beings immediate community. Such things known at this level include structures, places of business, roads, trails and pathways, local people, local organizations, terrain type, directional sense, landmarks and points of interest. The further out of the area of interest, the higher the modifier against this roll, the roll also is modified by the complexity of the character’s surroundings. The general rule is the possession of knowledge of the area in a four to five unit radius. The unit depends on the type of measurement used in that area for relative distance. For example, a city dweller may only get the full 11- for a four or five block radius where a cave dwelling character may know the area in a four or five kilometer / mile radius. This roll can be increased normally by paying points reflecting a deeper knowledge of the area.
Climbing
This simply reflects the increase in relative physical ability of the common character. A lifestyle of avoiding predators will lead to the ability to effectively run and climb to a place of advantage. Modifiers are as per the skill in the book. (Trees give a positive modifier, generally, and something like a cliff face will give a negative, of course.)
Concealment
As "Climbing" above, it is advantageous to be able to hide from potential predators or hunting parties, and stealing or "borrowing" from an unwilling subject is more or less a means to survival in the economically tilted Wastelands. Some of the "treasures" that characters may come across may be invaluable, so everyone should know how to hide a precious item against the very common thief, bandit, guard and the strong arm law enforcement official. This is a common skill due to the way of life demanded in a world that is poorly stocked with life’s essentials.
Conversation
This is a skill which, although very basic, is somewhat taken for granted. The Conversation skill was designed and implemented as a tool for extracting knowledge during the course of a conversation. If a controversial question is asked outright in the wrong crowd, it could get the character in a lot of trouble (which is the fun part of a missed roll!) It is considered an Everyman skill because every surviving character in the wastelands is at least cunning enough to weigh his declarations and responses rather heavily. Remember that this skill roll is not only for your benefit, but also for others using it against you, so advancement of this skill can be a good investment. Discretion is also a form of survival in the wastelands, unwanted attention can be every bit as deadly as a full dose of radiation.
Deduction
In terms of role-playing, this skill can be a real life saver. The Deduction skill is geared towards giving the characters that extra hint when needed. The true flaw in the interface between a character and the player is the fact that either knows something the other doesn’t, but this extra knowledge cannot usually be used to it’s full potential since a) the character may not be at all familiar with something, consequently, taken for granted by the player and b) the character is in the GM’s world, but not the player. Any difficulties in translation from the GM’s ideas to the player’s mind can be unwound with this skill.
As to who proposes it’s use can be either the GM when the player is stuck or the player when he just doesn’t get what the GM is getting to. Deduction can make a dumb player smart and a smart player worldly. The actual perceptions of the character gets lost in translating. The GM doesn’t want to give too much away, but the player can use this to force the GM into adding more detail which can make or break the character’s chances in any situation.
Just like in "real life", some ideas come just in time when usually they wouldn’t be there, or (as in a failed roll), the wrong impression can be gathered on something very obvious. It is heavily influenced on the amount of time used in studying the matter and the impressions gained by observations (what the character has and the player doesn’t).
Familiarity (FAM): Area Lifeforms
One cannot live in a place for too long and not get familiar with the areas plants and critters. Since the bulk of a day’s activities in the wastelands are necessarily out of doors, much work and leisure time is devoted in observance of things other than yourself (which we call "entertainment"). It is necessary for a wasteland character to know what not to touch or what is good to eat or how to outsmart an animal from getting the best of you. This is a general background knowledge skill that one usually doesn’t even knew he had. In game terms, it helps the GM from making EVERYTHING a surprise for the players. The amount of knowledge gained on a particular species should not be too extensive, thus it is a familiarity (8-) roll unless increased by the player through character concept.
Familiarity (FAM): Racial Culture
This familiarity simply reflects knowledge of the culture that the character was raised in. It’s important to remember that two different tribes of the same subspecies can have two entirely different cultures, but this skill will help recognize others from the same tribe, and imposters. The knowledge gained is broad and includes (but is not limited to) laws, politics, rumors and legends, religion(s), enemies, allies, lifestyle, recreation, well-known personalities and leaders, and societal attitudes.
Language Skill: New English (2 pts)
The main language spoken throughout the wasteland is called New English. This skill only assumes that the character can understand it when it is spoken. This skill does not assume that the character has the physical capabilities to speak it. Since all characters and some mutant NPC classes are considered intelligent, then it is understandable that they have heard enough of this language to have a decent understanding of it’s structure and meanings. The 2 points given is enough to give a character a grasp on what is being said by one who is speaking the language.
Literacy is NOT available to all sub-species, only humans (and very fortunate human mutants). Point costs for literacy is detailed in the human and mutant package deals. True Humans and Mutants start with an automatic increase to 4 pts due to their societal backgrounds, all other races will know at least a little New English in addition to their native tongue.
Paramedic
Due to the amount of damage sustained in everyday life in the Wastelands, it should be considered common knowledge how to delay death through wound closure, antiseptic measures and knowledge of basic nursing. The fact that professional doctors are extremely rare impacts the need for self-maintenance in this respect. Experience in self-maintenance reflects knowledge on caring for others as well.
The amount of damage that is actually self maintaining is limited, however and it should be kept in mind that even under the best circumstances, 1 BODY point is the maximum that can be helped per individual wound. (See the "Healing" heading in the Combat Section for more detail).
Shadowing
This skill represents the common ability to subtly follow an unsuspecting target through areas which are easy to conceal oneself in. The ability to do this quietly is a function of Stealth, another Everyman Skill (below).
Stealth
This Everyman Skill is the ability to quietly sneak around an area that poses the danger of the character getting sighted. There are appropriate penalties when the character attempts to do so while carrying extra weight or wearing items that may make noise. It also requires that the character is wearing soft or padded footwear.
Stealth may be employed only when moving slowly (at least at 2/3 the characters normal speed). The price for trying to move quickly and quietly is a lack of observation (at least a -2 to all PER rolls while attempting the move). The character needs at least one free hand to balance himself or to steady himself to avoid noisy stumbles (+1 for using both hands free). Appropriate penalties to the roll can be adjusted due to violations of any of the requirements above.
Survival
The Survival skill is best used when there is a KS in the terrain that the character is in. Survival covers everything from keeping body temperature constant to avoiding physical harm to making sure that the nutrient requirements stay at least minimal. Survival does nothing to avoid natural sicknesses, but it can aid in the recuperation process. Survival does not assume that the character knows such things as fire building, shelter construction or hunting/gathering/ fishing. All these are examples of complimentary knowledge skills. A well equipped character can substitute technology with survival know-how, but still so many factors go into survival because conditions are rarely consistent enough to just wait for a sign of help.
It cannot be overstated that Survival is a very basic skill that requires complimentary knowledge skills to be the most effective. The characters start with Survival skills, but it assumes that survival in a foreign area requires about the same knowledge as the survival in the character’s home terrain. Relative bonuses and penalties depend on the similarities in the two environments.
2. SKILLS
The following list is a list of skills common in the Wasteland. Many of them reflect the description given in the Champions 4th Edition Rule Book, the ones that have special notes are given an asterisk (*).
|
SKILL |
BASE |
COST |
|
SKILL |
BASE |
COST |
|
Acrobatics |
DEX |
3/2 |
|
Martial Arts* |
-- |
var |
|
Acting |
PRE |
3/2 |
|
Mechanics |
11- |
3/2 |
|
Animal Handler |
11- |
3/2 |
|
Mimicry |
PRE |
3/2 |
|
Appraisal* |
INT |
3/2 |
|
Navigation |
11- |
3/2 |
|
Breakfall |
DEX |
3/2 |
|
Observation* |
INT |
3/2 |
|
Bureaucratics |
PRE |
3/2 |
|
Oratory |
11- |
3/2 |
|
Climbing |
DEX |
2/2 |
|
Paramedic |
INT |
2/2 |
|
Combat Skill Levels |
-- |
2-8 |
|
Persuasion |
PRE |
3/2 |
|
Commandeering* |
PRE |
3/2 |
|
Preservation* |
11- |
3/2 |
|
Concealment |
INT |
2/2 |
|
Professional Skills |
11- |
2/1 |
|
Contortionist |
PRE |
3/2 |
|
Range Skill Levels |
DEX |
½-3 |
|
Conversation |
PRE |
2/2 |
|
Riding |
DEX |
3/2 |
|
Criminology |
INT |
3/2 |
|
Seduction |
PRE |
3/2 |
|
Cryptography |
INT |
3/2 |
|
Shadowing |
11- |
2/2 |
|
Deduction |
INT |
2/2 |
|
Skill Levels |
-- |
2-10 |
|
Disguise |
11- |
3/2 |
|
Sleight of Hand |
DEX |
3/2 |
|
Familiarity |
8- |
1 |
|
Smithing* |
11- |
3/2 |
|
Forgery |
INT |
3/2 |
|
Stealth |
DEX |
2/2 |
|
Gambling |
11- |
3/2 |
|
Streetwise |
PRE |
3/2 |
|
Hunting* |
11- |
3/2 |
|
Survival |
11- |
2/2 |
|
Inspection* |
INT |
3/2 |
|
Tactics |
INT |
3/2 |
|
Interrogation |
PRE |
3/2 |
|
Tracking |
INT |
3/2 |
|
Inventor |
INT |
3/2 |
|
Trading |
PRE |
3/2 |
|
Knowledge Skill |
11- |
2/1 |
|
Transport Familiarity |
-- |
var |
|
Languages |
-- |
1-5 |
|
Ventriloquism |
11- |
3/2 |
|
Lipreading |
11- |
3/2 |
|
Weapon Familiarity* |
-- |
var |
|
Literacy* |
-- |
* |
|
Weaponsmith |
11- |
3/2 |
|
Lockpicking |
DEX |
3/2 |
|
Weather Prediction* |
11- |
3/2 |
*see below for notes
Skills in Italics are Everyman Skills and only cost 2 points for the initial purchase.
3. New Skills and Talents for Wasteland HERO
A) NEW SKILLS
APPRAISAL (INT)
This skill reflects the ability to gain insight into the value of an item or situation. It is based on INT since both observation and attention is necessary for it to be effective. Possession of the Deduction skill (beyond the Familiarity level) can enhance the outcome appreciably. Qualities such as an item’s value, condition, quality and relative cost can be ascertained. The length of time put into the examination effects the roll. Using Appraisal for analyzing a situation can modify a Deduction roll, and gain additional insight as to not only what is occurring but speculation on why and how some event is being done.
COMMANDEERING (PRE)
This Presence based skill is similar to Persuasion, except it allows the character to take and use what is not his, relying only on his word. It can be used to bluff authority or to legitimately convince another of the character’s right to take something away. The item in question is usually intended for the character’s immediate use, such as a vehicle or rations. Depending on how well the character’s authority is known, how the demand is worded, and/or how willing the target is willing to help all affect the outcome. Where Persuasion is a matter of finesse and proper treatment, Commandeering is a matter of authority and demanding another to give up something solely on the authority of another. Obviously, GMs should be careful that this skill is not abused. The Wastelands are desperate places, and more than likely a Player Character who attempts this skill will end up with a fight on his or her hands. The skill tries to circumvent the taking of another’s possessions by force.
HUNTING (GEN)
This basic Skill represents the art of finding and getting close to wild animals. It covers the skills necessary to avoid detection by heightened senses (based on environment, like approaching up-wind of a target) and is modified by such skills as Concealment, Stealth and Tracking. Usually a character would need at least a Familiarity in the type of game that is being persued, or else the roll will suffer a penalty affected by the rarity of the prey. A familiarity with the game isn’t necessary if it is a species common to the character’s home area (see Everyman Skills, FAM: Area Lifeforms). This Skill is useful in recognizing healthy game and allows uncommon knowledge in preparing the meat. It does not replace the chance of success of killing the prey, which will always be based on DEX and combat modifiers. If the Hunting roll is successful, the Skill can add bonuses to ranged hunting by means of checking wind force, angles, humidity and other factors linked to ranged targeting. Preparation time is a factor in the magnitude of the bonus.
INSPECTION (INT)
This skill allows the user to do a thorough inspection of a person, an item or an area in a relatively short amount of time. It consists of appreciating an object or place, and then taking some time to go over it in order to find inobvious or hidden features. It is different from Observation (below) in that the details needed are more immediate and need not be remembered, although Observation is a complimentary skill as are Concealment and Security Systems. This skill is best used when inspecting an item for traps or hidden catches, or in searching rooms for secret doors, hidden treasures, etc.. The INT (PER) roll is modified by the time table for searching, moving up the penalty table by as much as three levels depending on how well a secret is hidden. (What might take a character without this skill an hour to search may only take a character with this skill a single turn.) Material Strengths can be determined if the type of material is well known to the Inspector, which can be the meaning between life and death if that material is relied on to stay together under stress.
LITERACY
Literacy is a skill of the elite. It is offered only to Human characters, but may be learned by any character through experience. The Skill is considered as literacy only to "New English", which includes any post-holocaust writings only. To explain this in game terms, a GM can say that the "Tomes of Knowledge" were not immediately available to Humans, and generations passed without Humans concerned about illiterate children. In effect, the art of reading had died. Once the "Tomes of Knowledge" were uncovered, a special Teacher Robot found among the books began instructing the Humans on how to read and write.
Mutants may "buy" Literacy at twice the cost as for Humans, but they are not allowed near the "Tomes of Knowledge". All other races must be taught Literacy either by a Human (traitor) teacher, or by another who has learned the language. It must be a slow, on-going process in order to be effective (paying 10 XP overall for the Skill, at a rate of 1 or 2 XP per month or even per year). Literacy with a non-Human language is an option up to the GM, who must figure out the specifics such as cost and syntax.
Literacy of "Old English" (pre-holocaust) is available exclusively to Humans. Any sub-species caught displaying this skill will be hunted down and killed by the Humans. The same goes for the Human responsible for teaching "Old English" to a non-Human. This, of course, is a point of hostility between Humans and the other species, and a constant war is fought in keeping this Skill purely for Human use. Psychers have made some progress towards extracting the Skill out of Human victims through Telepathy and Hypnosis, but their progress to actually understand the language has been hindered by it’s apparent complexity.
MARTIAL ARTS
See the "Combat Styles" section below.
OBSERVATION (INT)
The Observation skill goes beyond pure Perception. Observation can be used to seek out and remember details. The skill is most useful to notice when something is seemingly out of place. It effects all senses and provides a good filter for more subtle verbal Skills such as Conversation and Oratory. It is also useful in hiding things effectively, thus modifying a Concealment roll.
PRESERVATION (GEN)
This Skill allows a character to Preserve perishable items such as food, paper or liquids. In the Wastelands most perishables are precious and worth keeping. The Preservation Skill gives insight towards prolonging an item’s use. It entails the knowledge necessary to keep essentials from falling into spoilage, rot or evaporation. The Skill itself can be priceless, and may mean the difference between nourishment and starvation. Included in the Skill are the arts of smoking meat, keeping items dry, sealing containers from air and moisture and waterproofing.
SMITHING (GEN)
This is the ability to construct a useful item out of scraps or parts. The item to be made must be familiar (KS) to the character attempting this skill, and time is a consideration as to the success of producing the new item. There are a few obvious skills that are useful in accompanying Smithing: Inventor, Mechanics, Electronics, Professional Skills and Security Systems are just a few. If parts are required, then the character must buy or find suitable materials. The chance of success is also affected by the quality of the parts. This skill allows for the construction of crude equipment, if a character wants to create a functioning weapon, then he or she must have the Weaponsmith Skill, which possesses different requirements.
WEAPON FAMILIARITY
Each race has a Technical Rank category from which it draws it’s specific weapon familiarities (as hinted at in the Racial Culture headings for each race). In addition, weapons may also be race specific since many have developed their own technology. One race may use the technology of another race, but at a penalty similar to the "Off-Hand" rule, i.e. at a -3 OCV. Combat Skill levels may overcome this penalty, but the penalty always remains. A player may purchase familiarity with any foreign weapon, with GM approval. Treat the cost of such a weapon as that of an "Unusual Weapon" (2 pts each, one weapon type per WF, and "group purchases" are not allowed).
Another penalty exists between the Ranks themselves. For every level of difference between user and weapon Tech Rank there is a penalty of -3 OCV.
Weapons and all other equipment are corralled into several different Technical Ranks, some examples are given below:
|
Ultratech: |
Energy projectors, energy blades, monofiliment blades, neuro whips, paralysis technology |
|
Advanced: |
Automatic weaponry, mines, missiles, stun rods, tasers, chemical deterrents |
|
High: |
Percussion firearms, explosives, serrated knives, chemicals, balanced weapons (throwing knives and batons), crossbows, restraints |
|
Middle: |
Blades, daggers, hammers, axes, pole arms, bows, ropes and nets |
|
Low: |
Spears, javelins, clubs, shanks, blow guns |
|
Organic: |
Claw gloves, Staffs, Clubs, Maces (wood), Fist Loads, Thorn Rods, Bows, Throwing Needles, Blinding Dust, Venoms and Acids |
The descriptions of individual weapons can be found in the "Essentials" section. The items listed in the "advanced" section can actually be split up into two more categories, i.e. advanced tech (20th century items) and ultra tech (science fiction items). Since starting PCs don’t have access to either, they are all considered "Advanced Tech".
All characters are considered to know how to use clubs and rudimentary hand-to-hand combat which consists of no specific moves, just punch, block, grab, dodge and sometimes kick.
WEATHER PREDICTION (GEN)
The Weather Prediction Skill reveals what kind of weather the characters are likely to encounter at their current position. The skill is only useful outdoors, or with some means of knowing the status outdoors, and certain indicators must be tangible to the character using the skill (temperature, wind, cloud visibility, smell, etc.). The senses of touch and smell can most likely be more informative than the sense of sight in these cases. If either of these two senses are inhibited, than a penalty will be assigned to the role as needed. True prediction requires taking time to study the weather patterns of the area, so a familiarity (or KS) with the area, area climate and weather patterns of the area are complimentary and should provide a bonus. The facts that can be gathered by a successful skill roll include, but is not limited to:
Needless to say, this skill is of great use to the constant traveler.
B) NEW TALENTS
|
Talent |
COST |
|
Distance Estimation |
3 |
|
Divining |
5 |
|
Fasting |
5 |
|
High Pain Threshold |
10 |
|
Vital Control |
10 |
|
Vocal Modulation |
3 |
Distance Estimation
As the name implies, a character with this talent can estimate how far it is from where they are to another landmark. The distance between two distinct landmarks may also be estimated within reason. This may save the character time and resources by planning their route and how many supplies will be needed. It can also aid in assessing the risk factor inherent in travelling through dangerous territiory by approximated how much damage will be taken from radiation fields, unstable terrain, lightning storms, etc. and any other events where timing is a factor to how long exposure lasts. A character with this talent is more likely to be ready for long journies than a character without it.
Divining
This is the ability of being able to find water in dry places. It is best accomplished by using a "divining rod", a Y shaped stick with the stem pointing outwards and one hand on each of the stems. With the GM’s permission, it may also be used to flush out small game from underbrush, or even provide a better chance of finding shelter where there seemingly is none. It is more of a luck factor than an actual talent, but a character with it should have better chance of performing this task than someone without it. Needless to say, it is a very useful Talent to possess in the Wastelands. This talent has no roll attached to it, although the GM may assign certain Perception rolls in order to "hone in" on a target within a large area.
Fasting
With this Talent, the character can shrug off the immediate effects of going without food and water. The character doesn't suffer a REC penalty until his Maximum Holdout Period is reached. He doesn't need to make an EGO roll during this period, and thus can adjust to the lack of nutrients for a few days more than the average person.
High Pain Threshold
This talent allows the character to ignore the effects of pain, thus dismissing the EGO roll for the "ouch" factor, if used in a campaign. It also allows a player to fight while near exhaustion. The high threshold for pain can also get a character back into a fight sooner than a character without it. This is done by forfeiting no time between a phase where the character revives from being stunned and the next one where he or she can attack without penalty.
Vital Control
With this talent, a player can modify their vital statistics in unusual ways. They can hold their breath longer, lower their heart rate, concentrate better, and shrug off the natural effects of sleepiness or drowsiness. It gives the character appropriate bonuses when CON rolls come into play, the value of the bonus is interpreted by the GM given the conditions. This talent also can modify INT rolls when trying to remember or focus on something locked in the character’s memory. It does not provide defense against mental attacks, disease or poison, it simply makes it easier for the character to better control his or her bodily functions within reason.
Vocal Modulation
This ability allows the user to modify the tone and volume of his or her voice. The words of a whisper can be clearly audible without risking an eavesdropper’s ears, a shout can be made to be heard even in the noisiest environments or over longer distances than normal. In terms of game mechanics, it allows the player to move up or down the penalty chart for being heard vocally by as much as three levels depending on the circumstances. It cannot cancel powers such as Flash or Darkness to hearing. This Talent can be used to modify such skills as oratory, ventriloquism and mimicry, as well as knowledge and professional skills such as singing and heralding.
SKILL EXAMPLES
The following is a partial list of appropriate knowledge skills expected to be known to survivors of the Apocalypse.
FAMILIARITIES AND KNOWLEGE SKILL EXAMPLES
|
Antidotes |
Area |
Area Landmarks |
|
Beasts of area |
Beast Tracks |
Building Materials |
|
Camouflage |
Combat Styles |
Combustibles |
|
Customs |
Diseases |
Drugs and Medicines |
|
Edible Fungi |
Factions |
Famous Figures |
|
Fire Building |
Fishing Techniques |
Gambling Odds |
|
Gems and Jewels |
Haggling |
Herbs |
|
History, Post-Apocalypse |
History, Pre-Apocalypse |
History, Subspecies |
|
Knots |
Laws |
Legends |
|
Local Hazards |
Local Lore |
Local Ruins |
|
Local Supply and Demand |
Local Towns |
Local Trails and Roads |
|
Locks |
Major Cities |
Mining |
|
Musical Instrument |
Mutations |
Nutrition |
|
Outlaws |
Plagues |
Plants of area |
|
Poisons |
Precious Metals |
Raft Making |
|
Rationing |
Rope Tricks |
Rumors |
|
Scavenging |
Shelter Building |
Signalling |
|
Songs |
Sound Identification |
Stories |
|
Structure Safety |
Subspecies |
Textiles |
|
Trade Routes |
Traps |
Tricks |
|
Weather Patterns |
Water Purification |
Weapon Maintenance/Repair |
4. Professional Package Deals
1. TOWNER PROFESSIONAL SKILLS
These are purposefully broad categories, and care must be made to be sure the colony the character comes from could use such a profession desired by a player character. Some of those listed (Engineers, for example) would only be useful in a town of fairly large population with an eye on reconstruction (for example, Dune City with a population of about 4,500).
Every towner will have the PERK: BASE RESIDENT (5 points) that gives them access by association to goods and services in the town, no questions asked. These goods and services will have to be purchased normally, but as a resident credit may be established. Certain services can also be given pro bono such as emergency medical aid, the right to vote (in some cities) and police protection.
(Italics shows Professions available to Humans only, * includes Underworlders)
|
Architect |
Apothecary |
Blacksmith |
Bounty Hunter |
|
Brewer |
Cook |
Craftsman |
Engineer |
|
Explorer |
Farmer |
Fisherman |
Healer |
|
Herdsman |
Hunter |
Husbandman |
Innkeeper |
|
Laborer |
Lawman |
Leader |
Mechanic* |
|
Merchant |
Messenger |
Performer |
Ranger |
|
Records Keeper |
Scholar |
Soldier |
Taxman |
|
Theif |
Transporter |
|
|
The list of subcategories for some of the above professions would be too extensive to list here, but here are some examples, all but an obvious few needing access to the ‘Tomes of Knowledge’ or a Human teacher in order to learn the fundamentals:
|
Craftsman: |
Engineer (crude): |
Performer: |
Scholar: |
|
Carpenter |
Chemical |
Actor |
Accountant |
|
Clothier |
Civil |
Comedian |
Archeologist |
|
Jeweler |
Electrical |
Gladiator |
Historian |
|
Leatherwork |
Mechanical |
Musician |
Inventor |
|
Metal Worker |
Plumber |
Singer |
Linguist |
|
Stonemason |
Transport |
Storyteller |
Scientist |
|
Wheelwright |
|
|
Technologist |
Instead of outlining specific package deals here, the GM should work closely with the player to assign both skills and familiarities to the character with the Professional goal in mind. Since starting characters are not built to be "adventurers", they should create a character around the fact that they were raised to be a benefit to society. This should not imply that characters are to be created as light weights. If done properly, a good balance between civil skills and survival skills can be found.
2. WANDERER PACKAGE DEAL
This list represents the "bare bones" of what a survivalist in the Wastelands would know. The amount of additional knowledge necessary can fall into various Knowledge Skills (see the Skills area for some ideas) and Familiarities. Modification of this list is entirely up to the GM.
A wanderer character can choose to be affiliated with a certain city or base. This is purchased as PERK: BASE AFFILIATION (2 points). The character will have loose ties with a few of the residents at a named base and therefore may have a place to go when the going gets tough, or when rest is needed. This gives no residency rights to that base nor to the goods or services provided by the base.
|
Skill |
Cost |
||
|
AK: Area Roads / Trade Routes |
2 |
||
|
AK: Geographic Landmarks |
2 |
||
|
AK: Settlements |
2 |
||
|
AK: Wasteland Terrain |
2 |
||
|
FAM: Radiation Safety |
1 |
||
|
FAM: Three survival based* |
3 |
||
|
FAM with appropriate weapons (at least 1 ranged) |
3 |
||
|
Skill: Concealment (bought fully rom ES) |
4 |
||
|
Skill: Navigation |
3 |
||
|
Skill: Paramedic (bought fully from ES) |
1 |
||
|
Skill: Stealth (bought fully from ES) |
1 |
||
|
Skill: Survival +1 (bought fully from ES) |
4 |
||
|
In addition, pick two of the following: |
6 |
||
|
+1 with weapon class of choice |
Gambling |
||
|
Hunting |
KS Wasteland inhabitants |
||
|
KS Nearest Pre-War Cities |
Observation |
||
|
Preservation |
Riding |
||
|
Running +2" |
Shadowing |
||
|
Smithing |
Tactics |
||
|
Transport Familiarity |
Tracking |
||
|
Trading |
Weaponsmith |
*Ideas can be found in the Skills section, or FAM with any skills in the above list would be appropriate
|
Disadvantages: |
Cost |
|
Distinctive Looks: Rough appearance (concealable) |
-10 |
|
Psych: Uncomfortable in crowds (Common, moderate) |
-10 |
|
Watched by Local Factions 8- (more powerful, NCI in limited area) |
-8 |
5. Combat Styles (Martial Arts Packages)
HAND-TO-HAND COMBAT AND SELF DEFENSE IN THE WASTELANDS
The many styles of self-defense encountered in the Wasteland is not a measure of a single discipline or even a single style. All the best elements of classical fighting styles seem to be modularly pieced together according to the student’s strengths and weaknesses. Thus there practically aren’t any "schools" of martial art or combat training, just learned maneuvers practiced over time until a style is forged that works for the individual. This is the rule, but exceptions of small bands of individual followers can, of course, train under the same teacher and thus give birth to a rigidly practiced style that can be found here and there wherever training is done (i.e. military camps or faction outposts).
In light of this, the most common maneuvers are listed below. Practically all revolve around either "Commando", "Wrestling" or "Dirty Infighting" maneuvers (from the HERO System Rules Book) with some freedom as to individuality. The less common maneuvers are listed afterwards, and these have a "Style Reputation" disadvantage, which can be recognized and identified by aware individuals (telling more about the character’s history than he or she might desire). "Style Reputation" can be a tricky thing to shake due to style predictability and the surprising counter moves by a knowledgeable defender.
A beginning PC should be required to fulfill the requirements under "Special Skills" before purchasing even one maneuver from the selected list. Once they have acquired the prerequisite skills, then they may proceed to buy the maneuvers in the order listed. The GM should make this a gradual process reflecting character maturity and experience.
COMMANDO TRAINING
Commando Training is a mixture of different maneuvers from many martial arts. It is not a true martial art, but does give its user a variety of options. This style is the favorite of many militant humans as it is hard to predict a style (thus a lack of the "Style Reputation" disadvantage).
Recommended Maneuvers
|
Boxing Cross |
Martial Strike - 4 points |
|
Aikido Throw |
Martial Throw - 3 points |
|
Karate Chop |
Killing Strike - 4 points |
|
Choke |
Choke Hold - 5 points |
|
Judo Disarm |
Martial Disarm - 4 points |
|
Kung Fu Block |
Martial Block - 4 points |
Special Skills
DIRTY INFIGHTING
Dirty Infighting isn't a classic martial art; rather, it is a Skill for fighting in less than ideal circumstances. As Commando Training (above) this style doesn't have a "Style Reputation" because it is often personalized for a given individual, providing an air of chaos to the style.
Recommended Maneuvers
|
Punch |
Martial Strike - 4 points |
|
Roundhouse |
Offensive Strike - 5 points |
|
Low Blow |
Nerve Strike - 4 points |
|
Disarm |
Martial Disarm - 4 points |
|
Kidney Blow |
Killing Strike - 4 points |
Special Skills
WRESTLING MANEUVERS
Wrestling, one of the oldest martial arts, concentrates on bringing an opponent tot he ground and holding him there. Wrestling is very popular among Trolls for both sport and combat.
Recommended Maneuvers
|
Slam |
Martial Throw - 3 points |
|
Take Down |
Sacrifice Throw - 3 points |
|
Escape |
Martial Escape - 4 points |
|
Hold |
Martial Grab - 4 points |
|
Choke |
Choke Hold - 5 points |
|
Reversal |
Martial Block - 4 points |
Special Skills
Disadvantages
OPTIONAL STYLES:
The first developed Martial Art to gain any popularity in the Wasteland was "Lightning" style, this was followed by some lesser known variants and named keeping with the "Raw Nature" theme. The others are "Thunder", "Windstorm", "Sandstorm", "Blazer" and "Monsoon" each concentrating on different strengths. These are taught disciplines and characters possessing these skills might get only one or a few maneuvers to start with, adding others with experience and training (of course the instructor needs to be available and present for the student to advance). These forms have a "Style Reputation" attached to them. The Disadvantage acts to offset the cost of the entire Package and is listed among the player's Disadvantages. As soon as one maneuver is taken, the Disadvantage is added to the PC's Disadvantage list.
LIGHTNING STYLE MANEUVERS
This fighting style was the first to be developed in the Wasteland itself. It is the most popular in terms of organized training styles, and students can be found virtually everywhere. The style focuses on quick and painful strikes and erratic evasive maneuvers.
Recommended Maneuvers
|
Lightning Strike |
Offensive Strike - 5 points |
|
Arc Strike |
Defensive Strike - 5 points |
|
Chain Lightning |
Killing Strike - 4 points |
|
Streak |
Martial Dodge - 4 points |
|
Bolt Out |
Martial Escape - 4 points |
Special Skills
Disadvantages
THUNDER STYLE MANEUVERS
Designed for the strong warrior, this style allows the student to maximize his physical ability. The style revolves around holds and throws similar to Wrestling. It has more elegance and students are taught to stand ready and act on impulse instead of trying to intimidate the target physically. Advanced students are taught the "Earsplitter" in order to stun the opponent and insure victory. A disarm maneuver has also been incorporated to even the odds or to turn the odds towards the style's user completely.
Recommended Maneuvers
|
Rumbler |
Martial Dodge - 4 points |
|
High Earthshaker |
Martial Throw - 3 points |
|
Thunderhead |
Choke Hold - 5 points |
|
Low Earthshaker |
Sacrifice Throw - 3 points |
|
Thunder Clap |
Martial Disarm - 3 points |
|
Aftershock |
Martial Escape - 4 points |
|
Earthshaker |
Martial Grab - 4 points |
|
Earsplitter |
Flash 1D6 to Hearing + 2D6 NND (protective headgear), no range (-1/2), single target (-1/2), 2xEND (-1/2), must hit location 3-5 (-1/2) Costs 10 Points |
Special Skills
Disadvantages
SANDSTORM MANEUVERS
This violent style concentrates on disabling the opponent by a series of attacks targeted at the vulnerable regions of nerve tissue. Students are trained in anatomy and must pass vigorous defensive maneuver training before moving on to the attack modes. Due to the nature of speed and precision, this style can only be learned by adepts with above normal dexterity.
Recommended Maneuvers
|
Nerve Strike |
Nerve Strike - 4 points |
|
Sand Blast |
Defensive Strike - 5 points |
|
Throat Punch |
Killing Strike - 4 points |
|
Sand Devil |
Choke Hold - 5 points |
|
Dust in the Wind |
Martial Escape - 4 points |
|
Eye Gauge |
Flash 2D6 to Sight + 1D6 NND (protective headgear), no range (-1/2), single target (-1/2), 2xEND (-1/2), must hit location 3-5 (-1/2) Costs 10 Points |
Special Skills
Disadvantages
BLAZER STYLE MANEUVERS
This style was designed to allow self-defense without violent counter-attack. It incorporates maneuvers intended to tire out the opponent, thus allowing the defender to either incapacitate the attacker, or to escape. The adept of the Blaze Style spends much of his initial training on introspection and self-discovery. He gets to understand his own body to allow him to listen to his own limitations. The adept is encouraged to experience environmental extremes in order to fully understand his physique, the most popular form incorporates subjecting the body to intense heat for long amounts of time (thus the name "Blazer Style").
Recommended Maneuvers
|
Evade |
Martial Dodge - 4 points |
|
Distract |
Combat Levels in DCV (upgradable) |
|
Escape |
Martial Escape - 4 points |
|
Firebrand |
Martial Grab - 4 points |
|
Heatstroke (Sleeper Hold) |
NND 3D6 vs. CON roll, target must be Grabbed (-1/2), one target at a time (-1/4), takes 1 extra phase (-1/4), Costs 15 points |
|
Firewall |
Martial Disarm - 4 points |
|
Heatwave |
Martial Block - 4 points |
|
Firestorm |
Defensive Strike - 5 points |
Special Skills
Disadvantages
WINDSTORM MANEUVERS
The Windstorm Maneuvers originated from a desperate group of humans who needed an effective offensive surprise in order to fend themselves from a rogue band of Trolls. The style started as a simple group of bludgeoning attacks designed to take an opponent down hard and fast. Since it's inception, several of the attacks have been refined into the art seen below. In order to compensate for size and strength, the maneuvers can easily incorporate staff, club or hammer. The Windsweep maneuver (Sacrifice Throw) is a very dangerous one, it involves grabbing the opponent from behind and forcing them forward using their weight to do most of the damage.
Recommended Maneuvers
|
Windstrike |
Offensive Strike - 5 points |
|
Airpocket |
Martial Grab - 4 points |
|
Windsweep |
Sacrifice Throw - 3 points |
|
Turbulence |
Combat Levels in Move Through (upgradable) |
|
Galeforce |
HA+2D6, takes one extra phase - 5 points |
|
Buffet |
Autofire (x2) on STR (cost is STR dependent) |
|
Whirlwind |
Killing Strike - 4 points |
Special Skills
Disadvantages
MONSOON STYLE MANEUVERS
A late knockoff of the Windstorm Maneuvers, the Monsoon Style is a simple form of disciplined moves designed to use the defender's strength against him. This style is particularly dangerous since much risk is being taken while setting up a move. Only those with a certain level of physical toughness can be effective users of the Monsoon Style.
Recommended Maneuvers
|
Monsoon Throw |
Martial Throw - 3 points |
|
Monsoon Escape |
Martial Escape - 4 points |
|
Monsoon Grab |
Martial Grab - 4 points |
|
Monsoon Sweep |
Sacrifice Throw - 3 points |
|
Monsoon Strike |
Martial Strike - 4 points |
|
Monsoon Dodge |
Martial Dodge - 4 points |
Special Skills
Disadvantages