Recent Changes

Thursday, February 8

  1. page Black Thumb edited ... Level 4 You gain the following: ... gain a +5 +10 bonus on Level 5 Choose one of the …
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    Level 4
    You gain the following:
    ...
    gain a +5+10 bonus on
    Level 5
    Choose one of the following, or an option from a lower level:
    (view changes)
    5:56 pm
  2. page Big Fucker edited ... Fucking Savage: You take no penalty to Melee checks when wielding two 1-handed weapons. Heavy…
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    Fucking Savage: You take no penalty to Melee checks when wielding two 1-handed weapons.
    Heavy Lifting: You gain a +4 bonus on Melee checks when wielding a 2-handed weapon. You also reroll 1s on damage rolls.
    ...
    a 2-handed machine gun.automatic weapons. You can
    Level 3
    Choose one of the following, or an option from a lower level:
    (view changes)
    5:51 pm

Thursday, January 25

  1. page Big Fucker edited ... Level 3 Choose one of the following, or an option from a lower level: ... Once per fight,…
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    Level 3
    Choose one of the following, or an option from a lower level:
    ...
    Once per fight,fight as an action, you can
    Break Gear: Once per fight, you can make an attack against an opponent. If successful, you may break one piece of your target's equipment (but deal no damage to your target).
    Grapple Expert: You gain a +10 bonus on Grapple checks, and can attempt to Pin an enemy once you have grappled it.
    (view changes)
    6:06 pm
  2. page Game Play Information edited ... Use a Class Ability: Most class abilities require an action to use. Cover ... effect abili…
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    Use a Class Ability: Most class abilities require an action to use.
    Cover
    ...
    effect abilities. While in a cab, you always have half-cover.
    Full-Cover: You cannot be targeted by ranged attacks, and you take 50% damage from area of effect abilities.
    Damage
    (view changes)
    5:26 pm
  3. page Mad Max Gear edited ... Slugs: Used by Shotguns Arrows: Used by Crossbows ... check to reduce avoid the damage…
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    Slugs: Used by Shotguns
    Arrows: Used by Crossbows
    ...
    check to reduceavoid the damage.hit.
    Automatic Weapons: When wielding an automatic weapon (such as the submachine gun or mini gun), you may choose to Rapid Fire the weapon. When you use Rapid Fire, you fire 3 bullets as a single action using 3 Shooting checks, but you take a -10 penalty on your second Shooting check, and a -20 penalty on your third Shooting check.
    Dual-Wielding: When wielding two 1-handed weapons, you can choose to attack with both as a single action, however you take a -10 penalty on the attack roll with your off-hand weapon.
    Misfire: When you roll a natural 1 on a shooting check, your gun misfires in addition to other natural 1 consequences. Roll a d6 to determine the severity, with a 2-5 wasting your ammo and a 1 breaking the gun (preventing its use) until an action is used to Repair it (DC 15).
    Knife: You gain a +5 bonus on Stealth checks made to conceal a knife.
    ...
    a crossbow.
    Weapon Mods
    All weapon mods cost XXX money and grant the listed effects. Mods can be improved once by spending the same price again, increasing the effects by the base mod value.
    (view changes)
    5:03 pm
  4. page Character Information edited ... Benefits Detriments Dark Vision Mangled Hand Big and Strong (+2/3 Str) Mangled Hand C…
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    Benefits
    Detriments
    Dark Vision
    Mangled Hand

    Big and Strong (+2/3 Str)
    Mangled Hand
    Claws (+4 Climb and Unarmed)

    Mangled Leg/Legs
    Tough Skin (+1 Soak)Dark Vision
    No Voicebox
    Claws (+4 Climb and Unarmed)
    No Eardrums

    Prodigy (+6 Chemistry, Music, or Repair)
    Compromised LungsNo Eardrums
    Speedy (+10ft movement)
    Compromised Lungs
    Tough Skin (+1 Soak)

    Don't Think so Good (-4 Int)
    Ugly Ass Fuck (-4 Cha)
    (view changes)
    4:54 pm
  5. page Mad Max Gear edited ... +2 - ... Tumble checks. Heavy Leathers: The medium armor penalty is reduced to -5. He…
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    +2
    -
    ...
    Tumble checks.
    Heavy Leathers: The medium armor penalty is reduced to -5.
    Heavy Armor: Wearing heavy armor gives a -20 penalty on all Stealth checks, and a -10 penalty on all Balance, Climb, Jump, and Tumble checks.
    ...
    Misfire: When you roll a natural 1 on a shooting check, your gun misfires in addition to other natural 1 consequences. Roll a d6 to determine the severity, with a 2-5 wasting your ammo and a 1 breaking the gun (preventing its use) until an action is used to Repair it (DC 15).
    Knife: You gain a +5 bonus on Stealth checks made to conceal a knife.
    ...
    mod maximum. It requires an action to reload a crossbow.
    Weapon Mods
    All weapon mods cost XXX money and grant the listed effects. Mods can be improved once by spending the same price again, increasing the effects by the base mod value.
    (view changes)
    4:34 pm
  6. page Game Play Information edited ... Negative Hitpoints: While you have -1 to -9 hitpoints, you are both unconscious and bleeding o…
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    Negative Hitpoints: While you have -1 to -9 hitpoints, you are both unconscious and bleeding out. Each turn while bleeding out, you have a 50% chance to increase your Bleed or Stabilize count. If your Bleed count reaches 3, you die. If your Stabilize count reaches 3, you no longer are bleeding out. Receiving any kind of healing automatically sets your Stabilize count to 3, and possibly gets your hitpoints above 0 (waking you up). Anyone adjacent to you who succeeds on a DC 20 Medicine check as an action sets your Stabilize count to 3 and wakes you up.
    Failure Tables
    ...
    the result.
    Needs finishing.

    Result
    Balance
    Climb
    Jump
    1-51-2
    You fail completely.
    You fail completely.
    You fail completely.
    6-10
    You take X bleed damage.
    You take X bleed damage.
    You take X bleed damage.
    11-15
    3-5
    You lose your next action (this turn or next turn).
    You lose your next action (this turn or next turn).
    You lose your next action (this turn or next turn).
    16-206
    You've managed to survive, despite it looking rough.
    You've managed to survive, despite it looking rough.
    (view changes)
    4:14 pm

Thursday, January 18

  1. page Character Information edited ... You use skills to interact with the world. Strength Skills ... the same. Failing a climb …
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    You use skills to interact with the world.
    Strength Skills
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    the same. Failing a climb check will usually result in a Survival check against the Failure Table.
    Grapple:
    ...
    or vehicles. The DC is usually equal to the distance, and you can only jump a maximum distance equal to your remaining movement speed. If you do not have at least 10 feet of movement before the jump, the DC is doubled. Failing a climb check will usually result in a Survival check against the Failure Table.
    Melee: Your melee damage rolls gain a bonus equal to 10% of your modifier (max of +4).
    Throwing: Your throwing damage rolls gain a bonus equal to 10% of your modifier (max of +4).
    Unarmed: Your unarmed damage rolls gain a bonus equal to 10% of your modifier (max of +4).
    Dexterity Skills
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    treacherous terrain. The DC is
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    moving objects. Failing a climb check will usually result in a Survival check against the Failure Table.
    Driving:
    Shooting: Your shooting damage rolls gain a bonus equal to 10% of your modifier (max of +4).
    (view changes)
    6:58 pm
  2. page Game Play Information edited ... Dying 0 Hitpoints: While you have 0 hitpoints, you are unconscious and cannot take actions. A…
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    Dying
    0 Hitpoints: While you have 0 hitpoints, you are unconscious and cannot take actions. Anyone adjacent to you who succeeds on a DC 20 Medicine check as an action can wake you up.
    ...
    you up.
    Failure Tables
    NeedsCertain skills, when you fail the DC, cause some degree of catastrophe. You make a Survival check to determine what occurs, based on the result.
    Needs
    finishing.
    Result
    Balance
    (view changes)
    6:56 pm

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