Thursday, January 20, 2011

[SFD] Preliminary changes to the character sheet

More on Savage Fallout: Detroit rules

I've found an interesting blog with some good Savage Worlds material for Fallout. One of the big changes from Savage Worlds Explorers Edition rules is a shift in skills, as Im starting with the Savaged Fallout list as it makes sense to me and fits the source material. So here are the lists, my additions are bolded to keep in line with SWEX;
  • Attack skills
    • Fighting (Ag) (including thrown weapons)
    • Small Arms (Ag)
    • Heavy Weapons (Ag)
    • Explosives (Ag)
  • Tests of Wills
    • Intimidation (Sp)
    • Taunt (Sm)
    • Gambling (Sm)
  • Skills
    • Notice (Sm) (including Investigation)
    • Stealth (Ag)
    • Lock-picking (Ag)
    • Climbing (St)
    • Survival (Sm) (including tracking)
    • Science (Sm)
    • Repair (Sm)
    • Medicine (Sm) (replaces Healing)
    • Drive (Ag) (replaces Boating, Driving, and Piloting)
    • Ride (Ag)
  • Interaction - add Charisma to all
    • Persuasion (Sp)
    • Streetwise (Sm)
    • Barter (Sp)
Now these skills are straight out of the computer games so Im highly favorable to these. The problem I have is a mechanic for barter, as bartering should be very important in the game. Characters never have everything they want so trading needs to be important. But I also wanted this to be at more roleplaying than rollplaying. That said this group of skills is actually 4 choices less, so skill ranks should be a little higher than usual, which Im ok with as the Fallout world would weed out the less skilled pretty quickly.

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