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thwill Seasoned
Joined: 12 Aug 2009 Posts: 123 Location: Manchester, England
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Posted: Sun Dec 12, 2010 11:37 am Post subject: Will anyone critique my post-apoc. professional edges? |
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Hi folks,
I'd appreciate any feedback, constructive or not, on the list of Professional Edges I'm tinkering with for my post-apocalypse / Fallout setting (before anyone points me to them I have looked at the 2-3 Savage Fallout's that appear to be in circulation, and they are very nice, but I'm still tinkering on my own).
You need to know the following two understand the list:
1. Healing has been renamed Medicine.
2. Science and Explosives skills added, linked to Smarts.
3. Survival skill now included Tracking.
4. Speech and Barter skills replace Intimidation, Persuasion and Taunt.
5. No Guts or Investigation skills.
6. No Healer edge.
6. No Professional edges other than those listed.
Acrobat (Professional)
As per SW:Ex. I’m not completely convinced this is appropriate to setting, but nor do I see that it will cause any harm.
Demolitions Expert (Professional)
Requirements: Explosives d8+
Demolitions Experts get +2 on Explosives rolls.
Any explosive device used by a Demolitions Expert (including grenades, rocket launchers, …) causes an additional d6 damage.
Doctor (Professional)
Requirements: Medicine d8+,
Doctor’s gain +2 to all Medicine rolls.
Jack-of-all-Trades (Professional)
As per SW:Ex.
Pit Fighter (Professional)
Requirements: Agility d8+, Strength d8+, Fighting d8+
A Pit Fighter does not suffer the usual -1 Fighting penalty for using an improvised weapon and never counts as an Unarmed Defender.
Road Warrior (Professional)
Requirements: Novice, Driving d8+
Road Warriors gain +2 to Driving and Repair rolls when applied to conventional motor vehicles, e.g. cars, motorcycles, trucks, …
In addition, they may also spend Bennies to make Soak rolls for any such vehicle they are driving. This is a Driving roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
Outdoorsman (Professional)
Requirement: Novice, Survival d8+
Outdoorsmen gain +2 to Survival (including Tracking) roll and Stealth rolls made in the wasteland (not towns, ruins, or underground).
Thief (Professional)
As per SW:Ex.
Mechanic (Professional)
Requirement: Novice, Repair d8+
Mechanics gain +2 to all Repair rolls. With a raise they halve the time normally required to fix something. This means that if a particular repair job already states that a raise repairs it in half the time, a Mechanic could finish the job in one-quarter the time with a raise.
Scavenger (Professional)
Requirement: Novice, Notice d8+, Survival d8+
Scavengers gain +2 on Notice rolls for Scavenging and +2 on Survival rolls for finding Food and Water in urban areas.
Scientist (Professional)
Requirement: Novice, Science d8+
Scientists get +2 to all Science rolls. With a raise they halve the time normally required to complete a Science task. This means that if a particular task already states that a raise completes it in half the time, a Scientist could finish the job in one-quarter the time with a raise.
Tribal Shaman (Professional)
Requirement: Novice, Medicine d8+, Survival d8+, “Tribal” background
Tribal Shaman gain +2 to all Medicine rolls that do not involve the use of chems or technology. Up to five companions travelling with the Shaman add the bonus to their natural healing rolls as well (does not stack with other medical attention bonuses).
Assuming a Tribal Shaman has a regular opportunity to collect the tools of their trade: roots, berries, sticks, mud … they do not suffer the usual -2 penalty for lack of conventional medical supplies.
Tribal Shaman also gain +2 to Speech rolls when communicating with other Tribals.
Any ideas for an Assassin and/or Bounty Hunter edge would also be gratefully received.
Thanks,
Tom
Last edited by thwill on Tue Dec 14, 2010 12:26 pm; edited 1 time in total |
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OSIAdept Heroic

Joined: 19 Oct 2007 Posts: 1555
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Rachan Seasoned

Joined: 03 Nov 2010 Posts: 284 Location: Alberta, Canada
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Posted: Sun Dec 12, 2010 2:16 pm Post subject: |
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Professional edges generally have a LOT of requirements, and in turn give you benefits BEYOND a simple +2 to a skill check. They're designed to represent your career or calling, like a "class" in class-based games. They're something you ARE, not something you DO.
So Tribal Shaman seems like a good Professional edge—it meets these conditions, as well as gives you a solid foundation for roleplaying an identifiable concept.
A lot of the others just seem like regular Edges, to me. Particularly, Doctor and Outdoorsman. _________________ [quote="77IM"]… it's not specifically allowed by the rules, but the GM is specifically allowed to allow it. [/quote] |
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Lord Lance Heroic

Joined: 23 Jul 2008 Posts: 1406 Location: Vicenza, Italy
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Posted: Mon Dec 13, 2010 5:25 am Post subject: |
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Scavenger is a little "underpowered" I think. Maybe you shold leave +2 Notice for every task, so it's useful like a "scout" too.
If scavenger can roll on a sort of "treasure table" when searching for "stuff" (see other official settings that use this mechanic), then the edge is not underpowered.
About Demolition Expert, the +1d6 damage is added at granades too? If yes, maybe it's a little overpowered, if you plan to make granades commons.
Finally, search in the savagepedia and in the forum (I can't remember the name of the topic, maybe "Unofficial Edges") for other GREAT professional edges, to make your assassin, or "parkour" wastelander runner, etc. _________________ "Balance is the key, Trapping is the word." - - Lord Lance
Proud creator of the SAVAGE FREE BESTIARY |
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thwill Seasoned
Joined: 12 Aug 2009 Posts: 123 Location: Manchester, England
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Posted: Mon Dec 13, 2010 8:52 am Post subject: |
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Thanks for the feedback, for those who are interested I've reversed my decision to merge Tracking and Survival and returned to calling Healing "Healing" so my working list of Professional Edges is now:
Professional Edges
This list replaces that in SW:Ex. Note that bonuses to the same skill from two Professional Edges do not stack.
Acrobat (Professional)
As per SW:Ex.
Assassin (Professional) - from Savagepedia
Requirements: Novice, Agility d8+, Stealth d8+
Assassins gain a +6 to the attack and resulting damage roll when they gain the drop on a target that has vital areas (i.e. not Constructs).
Assassins may ignore 1 point of called shot penalties.
Bounty Hunter (Professional)
Requirements: Spirit d6+, Streetwise d8+, Tracking d8+
Bounty Hunter’s gain +2 to Streetwise rolls, +2 to Tracking rolls and +2 to Barter rolls when negotiating fees (not just bounty hunting fees).
Demolitions Expert (Professional)
Requirements: Smarts d8+, Kn:Explosives d8+
Demolitions Experts get +2 to Kn:Explosives rolls.
A Demolitions Expert can spend a bennie to reroll the damage of any explosive device they set or use ((including grenades, rocket launchers, etc.)
Doctor (Professional)
Requirements: Smarts d8+, Healing d8+, Kn:Science d6+
Doctor’s gain +2 to Healing rolls. Up to five companions travelling with the Doctor add the bonus to their natural healing rolls as well (does not stack with other medical attention bonuses).
Jack-of-all-Trades (Professional)
As per SW:Ex.
Natural Athlete (Professional) - from Savagepedia
Requirements: Novice, Agility d10+, Strength d6+, Vigor d6+
Your character has always been a talented sportsman, natural athlete and physically gifted. Performing feats of dexterity, agility, balance, mobility, coordination come easy to your hero and there are few moves, jumps and similar feats, that he can't figure out given a little time and some practice.
Any time he makes an unskilled roll for an Agility-based skill, he may do so at d4 instead of the usual d4-2.
Note: This is the physical equivalent of the Jack-of-all-Trades edge.
Thief (Professional)
As per SW:Ex.
McGyver (Professional)
As per SW:Ex.
Mr. Fix It (Professional)
Requirements: Novice, Repair d10+, Kn:Science d6+
Other than the different requirements this is as per SW:Ex.
Outdoorsman (Professional)
As per SW:Ex “Woodsman” professional edge.
Pit Fighter (Combat/Professional)
Requirements: Agility d8+, Strength d8+, Fighting d8+
A Pit Fighter does not suffer the usual -1 Fighting penalty for using an improvised weapon, never counts as an Unarmed Defender and inflicts Str+d4 damage even when unarmed.
Road Warrior (Professional)
Requirements: Novice, Agility d8+, Driving d8+
Road Warriors gain +2 to Driving rolls when applied to conventional motor vehicles, e.g. cars, motorcycles, trucks, etc.
Road Warriors ignore the “Unstable Platform” penalty when firing from a conventional motor vehicle that they are driving.
Road Warriors may spend bennies to make Soak rolls for any conventional motor vehicle that they are driving. This is a Driving roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
Scavenger (Professional)
Requirements: Novice, Notice d8+, Survival d8+
Scavengers gain +2 to Notice rolls made for “Scavenging”, +2 to Survival rolls for finding Food and Water in urban areas and +2 to Barter rolls when selling “Junk” items.
Science Geek (Professional)
Requirements: Novice, Kn:Science d10+, Repair d6+
Scientists get +2 to Kn:Science rolls. With a raise they halve the time normally required to complete a Science task. This means that if a particular task already states that a raise completes it in half the time, a Scientist could finish the job in one-quarter the time with a raise.
Surgeon (Professional)
Requirements: Healing d10+, Science d8+, Doctor
A Surgeon may attempt to heal a “permanent” injury, see setting rules.
Trader (Professional)
Requirements: Spirit d6+, Barter d8+, Streetwise d6+
Traders gain +2 to all Barter rolls and +2 to Streetwise rolls regarding the obtaining of goods and services. When buying they never pay more than 125% of the nominal value of goods. When selling they never earn less than 75% of the nominal value of goods.
Tribal Shaman (Professional)
Requirements: Novice, Healing d8+, Survival d8+, “Tribal” background
Tribal Shaman gain +2 to all Healing rolls that do not involve the use of chems or technology. Up to five companions travelling with the Shaman add the bonus to their natural healing rolls as well (does not stack with other medical attention bonuses).
Assuming a Tribal Shaman has a regular opportunity to collect the tools of their trade: roots, berries, sticks, mud … they do not suffer the usual -2 penalty for lack of conventional medical supplies.
Tribal Shaman gain +2 Charisma when interacting with other Tribals.
I'm still not entirely convinced by some of the requirements ...
Thanks,
Tom |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Mon Dec 13, 2010 9:03 am Post subject: |
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| thwill wrote: | | I'm still not entirely convinced by some of the requirements ... |
What do you mean? |
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thwill Seasoned
Joined: 12 Aug 2009 Posts: 123 Location: Manchester, England
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Posted: Mon Dec 13, 2010 9:18 am Post subject: |
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| ValhallaGH wrote: | | thwill wrote: | | I'm still not entirely convinced by some of the requirements ... |
What do you mean? |
Well, in SW there aren't any hard and fast rules for what Requirements an Edge should have (including at what Rank it becomes available) so I'm interested in entertaining debate from those who have a different opinion to the requirements I've listed. Or any other debate for that matter  |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Mon Dec 13, 2010 10:11 am Post subject: |
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Given the RP requirements of all Professional edges, they are inherently Novice ranked. And Professional Edges never, ever, stack with each other.
Requirements are generally proportional to a) how common you want them to be, b) how powerful the effects are, and c) which skills and game mechanics are actually affected.
Assassin is extremely strong. When using a ranged weapon you can stay outside of the 5" auto-detect zone and most GMs will let you get the Drop at range. Which means an Assassin willing to sneak will almost always get the Drop, and will do so with his amazing bonuses (to the head, it's a net +3 attack, for +10 damage, which means you'll hit and probably hit with a raise; it's almost as bad as allowing finishing moves from 5+ inches away).
And the requirements are linked to each other, making it a "well, duh" choice for anyone playing a stealthy and combative character; heck, regular gunmen or warriors will like this one. If I was playing anything that was going to have a decent agility (like the Pit Fighter) then I'd try hard to work this one in too. It's that good.
Bounty Hunter is pretty cool.
Demolitions Experts are worthless. There's almost nothing they can do that the No Mercy edge can't do more generally and with fewer requirements.
Me, I'd give them a +2 for explosives (including Lockpicking rolls to disarm) and any set explosives have AP +10 (and do an extra d6 damage if you get a raise on placing it).
Doctors are like the Healer Weird Edge, but have steeper requirements. I'd drop the Smarts requirement, and go with Healing d8+ and Kn: Science and Kn: Medicine d6+. (Unless Medicine would be useless, in which case I'd just have the Science requirement.)
Natural Athlete is pretty solid. Awesome bonus but requires all 5 of your attribute points. Probably a bit too steep, up front, but I'd have to playtest it to be sure.
Pit Fighter bugs me because I have never seen Agility as a requirement to survive in an arena fight. But that's me. Still, it requires 4 out of 5 attribute points, which is steep, especially for "you have a knife".
Road Warrior is a situational version of Ace, with steeper requirements and a limited version of Steady Hands thrown in for some reason. I don't know why you ditched Ace for this, but it's your game.
My only reason for complaint is that it invalidates the "natural driver, who just never learned to drive, yet" concept, which is a staple of apocalypse gaming.
Scavenger seems okay. That Notice requirement is steep, but it's your game.
Science Geek is as useful and useless as the Science skill.
Surgeon is really cool, but really unlikely to be taken by anyone. That Smarts d8, Healing d10, Kn:Science d8, and two edge price is ... not worthwhile.
Trader is amazing. Low requirements, good bonuses, and the 75-125% value range is awesome. Still, it seems pretty solid overall (but likely to be popular with munchkins that think wealth = power).
Tribal Shaman seems a bit strong. They get to negate the penalty for healing without modern supplies, provide Healer / Doctor benefits, and a situational +2 Charisma for their folk. All with decent requirements. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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thwill Seasoned
Joined: 12 Aug 2009 Posts: 123 Location: Manchester, England
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Posted: Mon Dec 13, 2010 11:04 am Post subject: |
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Thanks for the in-depth review.
| ValhallaGH wrote: | | Assassin is extremely strong ... |
I'm inclined to agree and will look again. I just felt I wanted an Assassin Edge and picked this one from Savagepedia.
| Quote: | Demolitions Experts are worthless. There's almost nothing they can do that the No Mercy edge can't do more generally and with fewer requirements.
Me, I'd give them a +2 for explosives (including Lockpicking rolls to disarm) and any set explosives have AP +10 (and do an extra d6 damage if you get a raise on placing it).
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I wasn't intending to allow Lockpicking rolls to disarm explosives ... or maybe at a big minus. I think I'll drop the Smarts requirement through.
| Quote: | | Doctors are like the Healer Weird Edge, but have steeper requirements. I'd drop the Smarts requirement, and go with Healing d8+ and Kn: Science and Kn: Medicine d6+. (Unless Medicine would be useless, in which case I'd just have the Science requirement.) |
There is no "Healer" Weird Edge in my game. Kn:Medicine would be useless (Kn: skills are one part of SW that I really find awkward), but you've convinced me to drop the Smarts requirement ... pretty unlikely anyone would have Healing d8+ w/out Smarts d8+ in my group anyway ... bunch of min/maxing munchkins.
| Quote: | | Natural Athlete is pretty solid. Awesome bonus but requires all 5 of your attribute points. Probably a bit too steep, up front, but I'd have to playtest it to be sure. |
I think you're correct. A simple requirement of Agility d10+ would probably be sufficient and make it the mirror image of Jack-of-all-Trades.
| Quote: | | Pit Fighter bugs me because I have never seen Agility as a requirement to survive in an arena fight. But that's me. Still, it requires 4 out of 5 attribute points, which is steep, especially for "you have a knife". |
Good point. I'll jettison the Agility requirement. In terms of it only corresponding to "you have a knife" I've seen worse Edges in some of the setting books that provide only one of the 3 bonuses of "Pit Fighter".
| Quote: | Road Warrior is a situational version of Ace, with steeper requirements and a limited version of Steady Hands thrown in for some reason. I don't know why you ditched Ace for this, but it's your game.
My only reason for complaint is that it invalidates the "natural driver, who just never learned to drive, yet" concept, which is a staple of apocalypse gaming.
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I ditched "Ace" because it didn't really fit with my concept - IMHO it's pretty "Pulp" or "Pulp/SciFi" specific. In addition boats and aircraft are pretty much absent from my setting. I would have though the "natural driver, who ..." is just a case of someone having the Driving skill despite a background that suggests they shouldn't. My thinking on the limited "Steady Hands" effect was that this would be a good fit for a Road Warrior, they aren't penalised for having a blast whilst driving too fast
| Quote: | | Surgeon is really cool, but really unlikely to be taken by anyone. That Smarts d8, Healing d10, Kn:Science d8, and two edge price is ... not worthwhile. |
OK, maybe just have a requirement of "Doctor". I agree it's still unlikely a PC would take it, but I wanted some mechanism for healing "permanent" injuries in the absence of magic or sci-fi technology.
| Quote: | | Trader is amazing. Low requirements, good bonuses, and the 75-125% value range is awesome. Still, it seems pretty solid overall (but likely to be popular with munchkins that think wealth = power). |
Still working on the trading/barter rules. Always a problem where social interaction skills have to mesh with actual "role" playing.
| Quote: | | Tribal Shaman seems a bit strong. They get to negate the penalty for healing without modern supplies, provide Healer / Doctor benefits, and a situational +2 Charisma for their folk. All with decent requirements. |
You could be correct. Again there is no "Healer" edge. Also by-the-book you only need something to use as bandages and some clean water to negate the usual -2 Healing penalty, not exactly difficult supplies to come by. Though in my setting I'm going to require proper bandages, iodine, splints, tape, ... for the non Tribal Shaman. Perhaps I'll just drop the Tribal Shaman's absence of supplies penalty to -1.
Thanks again,
Tom |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16264
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Posted: Mon Dec 13, 2010 11:48 am Post subject: |
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| thwill wrote: | Acrobat (Professional)
As per SW:Ex.. |
I'd suggest renaming it Girder Monkey or something more setting evocative. That will probably help a lot with overcoming the inherent disjointment of learning acrobatics in a PA setting.
| thwill wrote: | Natural Athlete (Professional) - from Savagepedia
Note: This is the physical equivalent of the Jack-of-all-Trades edge |
The problem with this Edge is that it presumes the Agility-linked Skills are the equivalent of the Smarts-linked Skills. The system just doesn't work that way.
Plus, the basis doesn't really seem to make sense as described. A "Natural Athlete" is going to be functional boater or pilot or lockpicker? Really, it not only seems to presume that the Agility and Smarts Skills are equivalent; it actually appears to be built just to mimic the mechanic, not due to a setting need or a practical concept for its existence.
Really, setting-wise, I don't understand it at all. I can get Jack-Of-All-Trades in a PA setting if it includes secluded habitats of lost civilization, but I don't see the foundation for a character who has learned to fight, throw, drive cars, pilot planes/helicopters, handle boats, shoot, swim, sneak, etc. I could maybe see two Edges; one that handled all the "high tech" skills and one that handled the "low tech" ones, but even then, I'd see that as a more action/adventure PA setting than a typical grittier one. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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thwill Seasoned
Joined: 12 Aug 2009 Posts: 123 Location: Manchester, England
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Posted: Mon Dec 13, 2010 12:02 pm Post subject: |
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Hi Clint,
| Clint wrote: | | thwill wrote: | Acrobat (Professional)
As per SW:Ex.. |
I'd suggest renaming it Girder Monkey or something more setting evocative. That will probably help a lot with overcoming the inherent disjointment of learning acrobatics in a PA setting. |
I think you have correctly identified why I expressed misgivings. I'm not sure about "Girder Monkey" though ... not that I can think of anything better.
| Clint wrote: | | thwill wrote: | Natural Athlete (Professional) - from Savagepedia
Note: This is the physical equivalent of the Jack-of-all-Trades edge |
The problem with this Edge ... |
Another excellent point, though as a pedant I could raise the same objection to Streetwise and Taunt being covered by Jack-of-all-Trades ... maybe it would make more sense to drop both? |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16264
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Posted: Mon Dec 13, 2010 12:25 pm Post subject: |
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| thwill wrote: | | I think you have correctly identified why I expressed misgivings. I'm not sure about "Girder Monkey" though ... not that I can think of anything better. |
That was very off-the-cuff.
Ruin Monkey? Ruin Dancer? Trashcobat?
| Clint wrote: | | thwill wrote: | Natural Athlete (Professional) - from Savagepedia
Note: This is the physical equivalent of the Jack-of-all-Trades edge |
The problem with this Edge ... |
Another excellent point, though as a pedant I could raise the same objection to Streetwise and Taunt being covered by Jack-of-all-Trades ... maybe it would make more sense to drop both?[/quote]
Well, my complete first statement was...
| Clint wrote: | | The problem with this Edge is that it presumes the Agility-linked Skills are the equivalent of the Smarts-linked Skills. The system just doesn't work that way. |
That has nothing to do with the Skills included in each set individually, but the comparison of the two sets inclusively. That is really still the main "objection."
That said, as far as Streetwise and Taunt go, first off, Streetwise is getting information from people. It is not limited to information from people on the streets, gutters, low levels of society, or anything of that nature; it's the skill used to get information from anyone. And Taunt is the ability to use ridicule or other similar tactics to attack a person's pride.
I think both of those are things a character with "advanced schooling" or "intuitive perception" could pull off reasonably well. Less so in my mind than someone who is "physically gifted" being able to fly a gyrocopter or pick a lock.
As I said, it presumes the two groups of skills are equivalent, not only in effect, but in form. If that makes sense. My two cents anyway. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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thwill Seasoned
Joined: 12 Aug 2009 Posts: 123 Location: Manchester, England
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Posted: Mon Dec 13, 2010 12:51 pm Post subject: |
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| Clint wrote: | | Ruin Monkey? Ruin Dancer? Trashcobat? |
Trashcobat - LOL . But the problem with all of those is that IMHO they envision a setting of ruined cityscapes, rather than one of endless PA wastelands ... Dune Dancer or Wacrobat anyone? Anyway you've come up with 2 more names than I have, so you're definitely ahead.
I won't go further into the Jack-of-all-Trades vs. Natural Athlete debate. As I don't think it will lead me anywhere constructive. And if I read your argument too carefully I'll start getting "disturbed" about how the Lockpicking skill covers both electronic and mechanical locks.
Thanks again for your input Clint.
Tom. |
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thwill Seasoned
Joined: 12 Aug 2009 Posts: 123 Location: Manchester, England
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Posted: Mon Dec 13, 2010 1:14 pm Post subject: |
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Well mime (artist) appears when I lookup acrobat in a thesaurus ... so everyone get's +10 to hit them and they aren't allowed to make a noise when they die?
Perhaps the solution is that Acrobat (Professional) --> Acrobatic Fighter (Combat). |
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Rachan Seasoned

Joined: 03 Nov 2010 Posts: 284 Location: Alberta, Canada
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Posted: Mon Dec 13, 2010 1:48 pm Post subject: |
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I think going from your first post to your second, it's a LOT better. Mechanically, you're getting the idea … now my only concern is, like Clint mentioned, setting flavor.
A post-apocalypse setting isn't ALL barren wasteland, is it? (it's your wasteland, it might be.) I mean, there are stilled ruined cities somewhere, so that Girder Monkey edge might be applicable for SOMEONE'S character.
Professional edges are a way of making your character's background and concept distinct, after all. These edges don't have to be available to all the different concepts, they just have to fit the setting.
Second to that, I think it would help to make things a little more generalized and abstract. This will let your players come up with some of these distinctions on their own—maybe one guy DID find a ruined hull of a "flying machine," fixed it up, and now he has the Road Warrior edge for aircraft.
So what I would do is shorten the list, and combine some of the similar ones into single edges. Trader and Scavenger could be combined, as could Doctor and Surgeon, as could Bounty Hunter and Assassin.
Yes, there are some distinctions between what these terms imply, but to me that's more a matter of roleplaying and description than actual game mechanics. The simpler you make the rules, the richer the roleplaying will become. Bounty Hunters and Assassins are BOTH guys who get paid to track people and take them down—their methods may be different (roleplaying), but their skill sets are likely the same (mechanics). _________________ [quote="77IM"]… it's not specifically allowed by the rules, but the GM is specifically allowed to allow it. [/quote] |
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thwill Seasoned
Joined: 12 Aug 2009 Posts: 123 Location: Manchester, England
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Posted: Mon Dec 13, 2010 2:02 pm Post subject: |
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| Rachan wrote: | | A post-apocalypse setting isn't ALL barren wasteland, is it? (it's your wasteland, it might be.) I mean, there are stilled ruined cities somewhere, so that Girder Monkey edge might be applicable for SOMEONE'S character. |
I don't deny that, but there are acrobatic characters for whom such an edge name would not be applicable at all. I suspect I will go with "Acrobatic Fighter" and re-classify it is a "Combat" edge.
| Quote: | | Second to that, I think it would help to make things a little more generalized and abstract. This will let your players come up with some of these distinctions on their own—maybe one guy DID find a ruined hull of a "flying machine," fixed it up, and now he has the Road Warrior edge for aircraft. |
I've got nothing against that and would just create an equivalent "Airman" or "Aviator" Edge.
| Quote: | | So what I would do is shorten the list, and combine some of the similar ones into single edges. Trader and Scavenger could be combined, as could Doctor and Surgeon, as could Bounty Hunter and Assassin. |
I am inclined to disagree:
* Trader and Scavenger are really quite different roles with different skill sets.
* Surgeon is really an "Improved Doctor", not every local saw-bones with formal medical training is capable of surgery.
* I've decided to drop Assassin and rename Thief --> Skulk (term borrowed from "Atomic Highway") which fits my needs.
Thanks for contributing,
Tom |
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Raskolnik Novice

Joined: 12 Nov 2010 Posts: 84 Location: Berlin, Germany
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Posted: Mon Dec 13, 2010 2:10 pm Post subject: |
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| thwill wrote: |
Assassin (Professional) - from Savagepedia
Requirements: Novice, Agility d8+, Stealth d8+
Assassins gain a +6 to the attack and resulting damage roll when they gain the drop on a target that has vital areas (i.e. not Constructs).
Assassins may ignore 1 point of called shot penalties. |
That's very powerful for very modest requirements, though I think it would be so even if the requirements were very steep. There's an Assassin edge in the FC which require Agility d8, Climbing d6, Fighting d6, Stealth d8 and gives a +2 damage bonus when you make an attack vs an unaware foe. I think that's a solid balanced edge for the purpose of giving sneaky characters that extra, well, edge.
| thwill wrote: |
Bounty Hunter (Professional)
Requirements: Spirit d6+, Streetwise d8+, Tracking d8+
Bounty Hunter’s gain +2 to Streetwise rolls, +2 to Tracking rolls and +2 to Barter rolls when negotiating fees (not just bounty hunting fees).
Scavenger (Professional)
Requirements: Novice, Notice d8+, Survival d8+
Scavengers gain +2 to Notice rolls made for “Scavenging”, +2 to Survival rolls for finding Food and Water in urban areas and +2 to Barter rolls when selling “Junk” items. |
Nice edges! I would expect players to argue when a Notice roll is to be considered Scavenging or not though
If you want to spicen Bounty Hunter up a bit more you could add a more specific "contract killer/research" bonus. Ie something like: the bounty hunter spends hours/days gathering information about his next target, getting to know him/her like the back of his hand. He gains a +2 bonus to his attack/opposed rolls against this adversary. (1/session)
| thwill wrote: |
Demolitions Expert (Professional)
Requirements: Smarts d8+, Kn:Explosives d8+
Demolitions Experts get +2 to Kn:Explosives rolls.
A Demolitions Expert can spend a bennie to reroll the damage of any explosive device they set or use ((including grenades, rocket launchers, etc.) |
I like the idea of demolition expert professional edge, but this is a very much toned down No Mercy. Depending on how easy explosives will be to come by in your campaign, I'd suggest to go with your original idea of adding an extra die damage. AE weapons don't get extra damage for an aced attack roll anyhow, and well, rockets and grenades are supposed to hurt.
| thwill wrote: |
Pit Fighter (Combat/Professional)
Requirements: Agility d8+, Strength d8+, Fighting d8+
A Pit Fighter does not suffer the usual -1 Fighting penalty for using an improvised weapon, never counts as an Unarmed Defender and inflicts Str+d4 damage even when unarmed. |
Never being counted as Unarmed Defender is perhaps a bit too good. I imagine even a seasoned pit fighter would be at a serious disadvantage when two thugs are grappling him. Maybe an "ignore 1 point of gang up bonus" instead?
| thwill wrote: |
Tribal Shaman (Professional)
Requirements: Novice, Healing d8+, Survival d8+, “Tribal” background
Tribal Shaman gain +2 to all Healing rolls that do not involve the use of chems or technology. Up to five companions travelling with the Shaman add the bonus to their natural healing rolls as well (does not stack with other medical attention bonuses).
Assuming a Tribal Shaman has a regular opportunity to collect the tools of their trade: roots, berries, sticks, mud … they do not suffer the usual -2 penalty for lack of conventional medical supplies.
Tribal Shaman gain +2 Charisma when interacting with other Tribals. |
Also a lot of benefits for modest requirements, unless you plan on making traditional healing inherently less effective than advanced medicine. I'd drop the +2 Ch bonus, most shamans in Fallout don't really seem to be people persons anyhow.
How are you going to handle all the weapons categories? Shooting and separate Knowledge skills? Looking forward to seeing more of your conversion! _________________ Savaged Fallout homebrew
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Rachan Seasoned

Joined: 03 Nov 2010 Posts: 284 Location: Alberta, Canada
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Posted: Mon Dec 13, 2010 2:28 pm Post subject: |
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| thwill wrote: | | I don't deny that, but there are acrobatic characters for whom such an edge name would not be applicable at all. |
This is exactly my point. Not every acrobatic character NEEDS to take every acrobatic edge. Perhaps a player has a concept the edge doesn't cover, and he's better off doing it the old-fashioned way.
Players are by no means required to take a Professional edge. That doesn't mean they won't have a solid concept or career path. So you really DON'T have to account for every contingency.
| Quote: | * Trader and Scavenger are really quite different roles with different skill sets.
* Surgeon is really an "Improved Doctor", not every local saw-bones with formal medical training is capable of surgery. |
Maybe I haven't seem enough PA movies, but I think Trader and Scavenger are about as different as Assassin and Bounty Hunter. They both survive by searching for useful junk. A Scavenger with a little better luck could easily become a Trader, and a Trader probably has a Scavenger or two working for him. So to me, the difference is in flavor, not mechanics.
And in a post-apocalypse setting, not every local saw-bones even HAS medical training to start with!
To me, it seems like some of these edges are covering degrees of the same concept. A Doctor is a BETTER Healer, and a Surgeon is a BETTER Doctor. Professional edges should cover entirely different concepts, and it's the Skills a player backs them up with that determine how "better" they are. _________________ [quote="77IM"]… it's not specifically allowed by the rules, but the GM is specifically allowed to allow it. [/quote] |
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newForumNewName Heroic
Joined: 22 Oct 2010 Posts: 1784 Location: Broomfield, CO
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Posted: Mon Dec 13, 2010 2:31 pm Post subject: |
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| Raskolnik wrote: | AE weapons don't get extra damage for an aced attack roll anyhow, and well, rockets and grenades are supposed to hurt.
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You mean, of course, that a raise on the attack roll does not confer an extra 1d6 of damage when using Area Effect weapons, correct? I think that I misread that the first time out and thought you meant that damage dice don't ace on Area Effect weapons (which is incorrect). _________________ "I had a whole bunch of advice for you but got ninja'd by newForumNewName. I'd just do what he says." -- 77IM
"While nFNN could be less of a jerk about how he says what he says, what he says is essentially correct." -- ValhallaGH |
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Raskolnik Novice

Joined: 12 Nov 2010 Posts: 84 Location: Berlin, Germany
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Posted: Mon Dec 13, 2010 2:39 pm Post subject: |
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| newForumNewName wrote: | | Raskolnik wrote: | AE weapons don't get extra damage for an aced attack roll anyhow, and well, rockets and grenades are supposed to hurt.
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You mean, of course, that a raise on the attack roll does not confer an extra 1d6 of damage when using Area Effect weapons, correct? I think that I misread that the first time out and thought you meant that damage dice don't ace on Area Effect weapons (which is incorrect). |
That is indeed what I meant.  _________________ Savaged Fallout homebrew
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