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)
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